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MONSTERS (O-R)

OGRE

Large Giant
Hit Dice:
4d8+11 (29 hp)
Initiative:
–1
Speed:
30 ft. in hide armor (6 squares); base speed 40 ft.
Armor Class:
16 (–1 size, –1 Dex, +5 natural, +3 hide armor), touch 8, flat-footed 16
Base Attack/Grapple:
+3/+12
Attack:
Greatclub +8 melee (2d8+7) or javelin +1 ranged (1d8+5)
Full Attack:
Greatclub +8 melee (2d8+7) or javelin +1 ranged (1d8+5)
Space/Reach:
10 ft./10 ft.
Special Attacks:

Special Qualities:
Darkvision 60 ft., low-light vision
Saves:
Fort +6, Ref +0, Will +1
Abilities:
Str 21, Dex 8, Con 15, Int 6, Wis 10, Cha 7
Skills:
Climb +5, Listen +2, Spot +2
Feats:
Toughness, Weapon Focus (greatclub)
Environment:
Temperate hills (Merrow: Temperate aquatic)
Organization:
Solitary, pair, gang (3–4), or band (5–8)
Challenge Rating:
3
Treasure:
Standard
Alignment:
Usually chaotic evil
Advancement:
By character class
Level Adjustment:
+2

Adult ogres stand 9 to 10 feet tall and weigh 600 to 650 pounds. Their skin color ranges from dull yellow to dull brown. Their clothing consists of poorly cured furs and hides, which add to their naturally repellent odor.
Ogres speak Giant, and those specimens who boast Intelligence scores of at least 10 also speak Common.
Combat
Ogres favor overwhelming odds, sneak attacks, and ambushes over a fair fight. They are intelligent enough to fire ranged weapons first to soften up their foes before closing, but ogre gangs and bands fight as unorganized individuals.
MERROW
These cousins of the ogre have the aquatic subtype.
They dwell in freshwater lakes and rivers. They have a base land speed of 30 feet and a swim speed of 40 feet and are found only in aquatic environments.
Instead of the typical ogre’s greatclub, they prefer to use longspears in melee (attack +8 melee, damage 1d8+7).
OGRES AS CHARACTERS
Ogre characters possess the following racial traits.
— +10 Strength, –2 Dexterity, +4 Constitution, –4 Intelligence, –4 Charisma.
—Large size. –1 penalty to Armor Class, –1 penalty on attack rolls, –4 penalty on Hide checks, +4 bonus on grapple checks, lifting and carrying limits double those of Medium characters.
—Space/Reach: 10 feet/10 feet.
—An ogre’s base land speed is 40 feet.
—Darkvision out to 60 feet.
—Racial Hit Dice: An ogre begins with four levels of giant, which provide 4d8 Hit Dice, a base attack bonus of +3, and base saving throw bonuses of Fort +4, Ref +1, and Will +1.
—Racial Skills: An ogre’s giant levels give it skill points equal to 7 x (2 + Int modifier, minimum 1). Its class skills are Climb, Listen, and Spot.
—Racial Feats: An ogre’s giant levels give it two feats.
—Weapon and Armor Proficiency: An ogre is automatically proficient with simple weapons, martial weapons, light and medium armor, and shields.
— +5 natural armor bonus.
—Automatic Languages: Common, Giant. Bonus Languages: Dwarven, Orc, Goblin, Terran.
—Favored Class: Barbarian.
—Level adjustment +2.

OGRE MAGE

Large Giant
Hit Dice:
5d8+15 (37 hp)
Initiative:
+4
Speed:
40 ft. (8 squares), fly 40 ft. (good)
Armor Class:
18 (–1 size, +5 natural, +4 chain shirt), touch 9, flat-footed 18
Base Attack/Grapple:
+3/+12
Attack:
Greatsword +7 melee (3d6+7/19–20) or longbow +2 ranged (2d6/x3)
Full Attack:
Greatsword +7 melee (3d6+7/19–20) or longbow +2 ranged (2d6/x3)
Space/Reach:
10 ft./10 ft.
Special Attacks:
Spell-like abilities
Special Qualities:
Darkvision 90 ft., low-light vision, regeneration 5, spell resistance 19
Saves:
Fort +7, Ref +1, Will +3
Abilities:
Str 21, Dex 10, Con 17, Int 14, Wis 14, Cha 17
Skills:
Concentration +11, Listen +10, Spellcraft +10, Spot +10
Feats:
Combat Expertise, Improved Initiative
Environment:
Cold hills
Organization:
Solitary, pair, or troupe (1–2 plus 2–4 ogres)
Challenge Rating:
8
Treasure:
Double standard
Alignment:
Usually lawful evil
Advancement:
By character class
Level Adjustment:
+7

The ogre mage is a more intelligent and dangerous variety of its mundane cousin.
An ogre mage stands about 10 feet tall and weighs up to 700 pounds. Its skin varies in color from light green to light blue, and its hair is black or very dark brown. Ogre mages favor loose, comfortable clothing and lightweight armor.
Ogre mages speak Giant and Common.
Combat
Ogre mages rely on their spell-like abilities, resorting to physical combat only when necessary. When faced with obviously superior forces, they prefer to retreat using gaseous form rather than fight a losing battle.
Spell-Like Abilities: At will—darkness, invisibility; 1/day— charm person (DC 14), cone of cold (DC 18), gaseous form, polymorph, sleep (DC 14). Caster level 9th. The save DCs are Charisma-based.
Flight (Su): An ogre mage can cease or resume flight as a free action. While using gaseous form it can fly at its normal speed and has perfect maneuverability.
Regeneration (Ex): Fire and acid deal normal damage to an ogre mage.
An ogre mage that loses a limb or body part can reattach it by holding the severed member to the stump. Reattachment takes 1 minute. If the head or some other vital organ is severed, it must be reattached within 10 minutes or the creature dies. An ogre mage cannot regrow lost body parts.
OGRE MAGES AS CHARACTERS
Ogre mage characters possess the following racial traits.
— +10 Strength, +6 Constitution, +4 Intelligence, +4 Wisdom, +6 Charisma.
—Large size. –1 penalty to Armor Class, –1 penalty on attack rolls, –4 penalty on Hide checks, +4 bonus on grapple checks, lifting and carrying limits double those of Medium characters.
—Space/Reach: 10 feet/10 feet.
—An ogre mage’s base land speed is 40 feet. It also has a fly speed of 40 feet (good).
—Darkvision: Ogre mages can see in the dark up to 60 feet.
—Racial Hit Dice: An ogre mage begins with five levels of giant, which provide 5d8 Hit Dice, a base attack bonus of +3, and base saving throw bonuses of Fort +4, Ref +1, and Will +1.
—Racial Skills: An ogre mage’s giant levels give it skill points equal to 8 x(2 + Int modifier [minimum 1]). Its class skills are Concentration, Listen, Spellcraft, and Spot.
—Racial Feats: An ogre mage’s giant levels give it two feats.
— +5 natural armor bonus.
—Special Attacks (see above): Spell-like abilities.
—Special Qualities (see above): Regeneration 5, spell resistance 19.
—Automatic Languages: Common, Giant. Bonus Languages: Dwarven, Goblin, Infernal, Orc.
—Favored Class: Sorcerer.
—Level adjustment +7.

OOZE
Oozes are amorphous creatures that live only to eat. They inhabit underground areas throughout the world, scouring caverns, ruins, and dungeons in search of organic matter—living or dead.
COMBAT
Oozes attack any creatures they encounter. They lash out with pseudopods or simply engulf opponents with their bodies, which secrete acids that help them catch or digest their prey.
Blindsight (Ex): An ooze’s entire body is a primitive sensory organ that can ascertain prey by scent and vibration within 60 feet.

BLACK PUDDING

Huge Ooze
Hit Dice:
10d10+60 (115 hp)
Initiative:
–5
Speed:
20 ft. (4 squares), climb 20 ft.
Armor Class:
3 (–2 size, –5 Dex), touch 3, flat-footed 3
Base Attack/Grapple:
+7/+18
Attack:
Slam +8 melee (2d6+4 plus 2d6 acid)
Full Attack:
Slam +8 melee (2d6+4 plus 2d6 acid)
Space/Reach:
15 ft./10 ft.
Special Attacks:
Acid, constrict 2d6+4 plus 2d6 acid, improved grab
Special Qualities:
Blindsight 60 ft., split, ooze traits
Saves:
Fort +9, Ref –2, Will –2
Abilities:
Str 17, Dex 1, Con 22, Int —, Wis 1, Cha 1
Skills:
Climb +11
Feats:

Environment:
Underground
Organization:
Solitary
Challenge Rating:
7
Treasure:
None
Alignment:
Always neutral
Advancement:
11–15 HD (Huge); 16–30 HD (Gargantuan)
Level Adjustment:


The typical black pudding measures 15 feet across and 2 feet thick. It weighs about 18,000 pounds.
Combat
A black pudding attacks by grabbing and squeezing their prey.
Acid (Ex): The creature secretes a digestive acid that dissolves organic material and metal quickly, but does not affect stone. Any melee hit or constrict attack deals acid damage, and the opponent’s armor and clothing dissolve and become useless immediately unless they succeed on DC 21 Reflex saves. A metal or wooden weapon that strikes a black pudding also dissolves immediately unless it succeeds on a DC 21 Reflex save. The save DCs are Constitution-based.
The pudding’s acidic touch deals 21 points of damage per round to wooden or metal objects, but the ooze must remain in contact with the object for 1 full round to deal this damage.
Constrict (Ex): A black pudding deals automatic slam and acid damage with a successful grapple check. The opponent’s clothing and armor take a –4 penalty on Reflex saves against the acid.
Improved Grab (Ex): To use this ability, a black pudding must hit with its slam attack. It can then attempt to start a grapple as a free action without provoking an attack of opportunity. If it wins the grapple check, it establishes a hold and can constrict.
Split (Ex): Slashing and piercing weapons deal no damage to a black pudding. Instead the creature splits into two identical puddings, each with half of the original’s current hit points (round down). A pudding with 10 hit points or less cannot be further split and dies if reduced to 0 hit points.
Skills: A black pudding has a +8 racial bonus on Climb checks and can always choose to take 10 on a Climb check, even if rushed or threatened.

GELATINOUS CUBE

Huge Ooze
Hit Dice:
4d10+32 (54 hp)
Initiative:
–5
Speed:
15 ft. (3 squares)
Armor Class:
3 (–2 size, –5 Dex), touch 3, flat-footed 3
Base Attack/Grapple:
+3/+11
Attack:
Slam +1 melee (1d6 plus 1d6 acid)
Full Attack:
Slam +1 melee (1d6 plus 1d6 acid)
Space/Reach:
15 ft./10 ft.
Special Attacks:
Acid, engulf, paralysis
Special Qualities:
Blindsight 60 ft., immunity to electricity, ooze traits, transparent
Saves:
Fort +9, Ref –4, Will –4
Abilities:
Str 10, Dex 1, Con 26, Int —, Wis 1, Cha 1
Skills:

Feats:

Environment:
Underground
Organization:
Solitary
Challenge Rating:
3
Treasure:
1/10th coins, 50% goods (no nonmetal or nonstone), 50% items (no nonmetal or nonstone)
Alignment:
Always neutral
Advancement:
5–12 HD (Huge); 13–24 HD (Gargantuan)
Level Adjustment:

The nearly transparent gelatinous cube travels slowly along dungeon corridors and cave floors, absorbing carrion, creatures, and trash. Inorganic material remains trapped and visible inside the cube’s body.
A typical gelatinous cube is 15 feet on a side and weighs about 50,000 pounds, though much larger specimens are not unknown.
Combat
A gelatinous cube attacks by slamming its body into its prey. It is capable of lashing out with a pseudopod, but usually engulfs foes.
Acid (Ex): A gelatinous cube’s acid does not harm metal or stone.
Engulf (Ex): Although it moves slowly, a gelatinous cube can simply mow down Large or smaller creatures as a standard action. It cannot make a slam attack during a round in which it engulfs. The gelatinous cube merely has to move over the opponents, affecting as many as it can cover. Opponents can make opportunity attacks against the cube, but if they do so they are not entitled to a saving throw. Those who do not attempt attacks of opportunity must succeed on a DC 13 Reflex save or be engulfed; on a success, they are pushed back or aside (opponent’s choice) as the cube moves forward. Engulfed creatures are subject to the cube’s paralysis and acid, and are considered to be grappled and trapped within its body. The save DC is Strength-based and includes a +1 racial bonus.
Paralysis (Ex): A gelatinous cube secretes an anesthetizing slime. A target hit by a cube’s melee or engulf attack must succeed on a DC 20 Fortitude save or be paralyzed for 3d6 rounds. The cube can automatically engulf a paralyzed opponent. The save DC is Constitution-based.
Transparent (Ex): Gelatinous cubes are hard to see, even under ideal conditions, and it takes a DC 15 Spot check to notice one. Creatures who fail to notice a cube and walk into it are automatically engulfed.

GRAY OOZE

Medium Ooze
Hit Dice:
3d10+15 (31 hp)
Initiative:
–5
Speed:
10 ft. (2 squares)
Armor Class:
5 (–5 Dex), touch 5, flat-footed 5
Base Attack/Grapple:
+2/+3
Attack:
Slam +3 melee (1d6+1 plus 1d6 acid)
Full Attack:
Slam +3 melee (1d6+1 plus 1d6 acid)
Space/Reach:
5 ft./5 ft.
Special Attacks:
Acid, constrict 1d6+1 plus 1d6 acid, improved grab
Special Qualities:
Blindsight 60 ft., immunity to cold and fire, ooze traits, transparent
Saves:
Fort +6, Ref –4, Will –4
Abilities:
Str 12, Dex 1, Con 21, Int —, Wis 1, Cha 1
Skills:

Feats:

Environment:
Cold marshes
Organization:
Solitary
Challenge Rating:
4
Treasure:
None
Alignment:
Always neutral
Advancement:
4–6 HD (Medium); 7–9 HD (Large)
Level Adjustment:

A gray ooze can grow to a diameter of up to 10 feet and a thickness of about 6 inches. A typical specimen weighs about 700 pounds.
Combat
A gray ooze strikes like a snake, slamming opponents with its body.
Acid (Ex): A gray ooze secretes a digestive acid that quickly dissolves organic material and metal, but not stone. Any melee hit or constrict attack deals acid damage. Armor or clothing dissolves and becomes useless immediately unless it succeeds on a DC 16 Reflex save. A metal or wooden weapon that strikes a gray ooze also dissolves immediately unless it succeeds on a DC 16 Reflex save. The save DCs are Constitution-based.
The ooze’s acidic touch deals 16 points of damage per round to wooden or metal objects, but the ooze must remain in contact with the object for 1 full round to deal this damage.
Constrict (Ex): A gray ooze deals automatic slam and acid damage with a successful grapple check. The opponent’s clothing and armor take a –4 penalty on Reflex saves against the acid.
Improved Grab (Ex): To use this ability, a gray ooze must hit with its slam attack. It can then attempt to start a grapple as a free action without provoking an attack of opportunity. If it wins the grapple check, it establishes a hold and can constrict.
Transparent (Ex): A gray ooze is hard to identify, even under ideal conditions, and it takes a DC 15 Spot check to notice one. Creatures who fail to notice a gray ooze and walk into it are automatically hit with a melee attack for slam and acid damage.

OCHRE JELLY

Large Ooze
Hit Dice:
6d10+36 (69 hp)
Initiative:
–5
Speed:
10 ft. (2 squares), climb 10 ft.
Armor Class:
4 (–1 size, –5 Dex), touch 4, flat-footed 4
Base Attack/Grapple:
+4/+10
Attack:
Slam +5 melee (2d4+3 plus 1d4 acid)
Full Attack:
Slam +5 melee (2d4+3 plus 1d4 acid)
Space/Reach:
10 ft./5 ft.
Special Attacks:
Acid, constrict 2d4+3 plus 1d4 acid, improved grab
Special Qualities:
Blindsight 60 ft., split, ooze traits
Saves:
Fort +8, Ref –3, Will –3
Abilities:
Str 15, Dex 1, Con 22, Int —, Wis 1, Cha 1
Skills:
Climb +10
Feats:

Environment:
Temperate marshes
Organization:
Solitary
Challenge Rating:
5
Treasure:
None
Alignment:
Always neutral
Advancement:
7–9 HD (Large); 10–18 HD (Huge)
Level Adjustment:

An ochre jelly can grow to a diameter of about 15 feet and a thickness of about 6 inches, but can compress its body to fit into cracks as small as 1 inch wide. A typical specimen weighs about 5,600 pounds.
Combat
An ochre jelly attempts to envelop and squeeze its prey.
Acid (Ex): An ochre jelly secretes a digestive acid that dissolves only flesh. Any melee hit or constrict attack deals acid damage.
Constrict (Ex): An ochre jelly deals automatic slam and acid damage with a successful grapple check.
Improved Grab (Ex): To use this ability, an ochre jelly must hit with its slam attack. It can then attempt to start a grapple as a free action without provoking an attack of opportunity. If it wins the grapple check, it establishes a hold and can constrict.
Split (Ex): Slashing and piercing weapons and electricity attacks deal no damage to an ochre jelly. Instead the creature splits into two identical jellies, each with half of the original’s current hit points (round down). A jelly with 10 hit points or less cannot be further split and dies if reduced to 0 it points.
Skills: An ochre jelly has a +8 racial bonus on Climb checks and can always choose to take 10 on a Climb check, even if rushed or threatened.

ORC


Orc, 1st-Level Warrior

Medium Humanoid (Orc)
Hit Dice:
1d8+1 (5 hp)
Initiative:
+0
Speed:
30 ft. (6 squares)
Armor Class:
13 (+3 studded leather armor), touch 10, flat-footed 13
Base Attack/Grapple:
+1/+4
Attack:
Falchion +4 melee (2d4+4/18–20) or javelin +1 ranged (1d6+3)
Full Attack:
Falchion +4 melee (2d4+4/18–20) or javelin +1 ranged (1d6+3)
Space/Reach:
5 ft./5 ft.
Special Attacks:

Special Qualities:
Darkvision 60 ft., light sensitivity
Saves:
Fort +3, Ref +0, Will –2
Abilities:
Str 17, Dex 11, Con 12, Int 8, Wis 7, Cha 6
Skills:
Listen +1, Spot +1
Feats:
Alertness
Environment:
Temperate hills
Organization:
Gang (2–4), squad (11–20 plus 2 3rd-level sergeants and 1 leader of 3rd–6th level), or band (30–100 plus 150% noncombatants plus 1 3rd-level sergeant per 10 adults, 5 5th-level lieutenants, and 3 7th-level captains)
Challenge Rating:
1/2
Treasure:
Standard
Alignment:
Often chaotic evil
Advancement:
By character class
Level Adjustment:
+0

An orc’s hair usually is black. It has lupine ears and reddish eyes. Orcs prefer wearing vivid colors that many humans would consider unpleasant, such as blood red, mustard yellow, yellow-green, and deep purple. Their equipment is dirty and unkempt. An adult male orc is a little over 6 feet tall and weighs about 210 pounds.
Females are slightly smaller.
The language an orc speaks varies slightly from tribe to tribe, but any orc is understandable by someone else who speaks Orc. Some orcs know Goblin or Giant as well.
Most orcs encountered away from their homes are warriors; the information in the statistics block is for one of 1st level.
COMBAT
Orcs are proficient with all simple weapons, preferring those that cause the most damage in the least time. Many orcs who take up the warrior or fighter class also gain proficiency with the falchion or the greataxe as a martial weapon. They enjoy attacking from concealment and setting ambushes, and they obey the rules of war (such as honoring a truce) only as long as it is convenient for them.
Light Sensitivity (Ex): Orcs are dazzled in bright sunlight or within the radius of a daylight spell.
ORCS AS CHARACTERS
Orc Traits (Ex): Orcs possess the following racial traits.
— +4 Strength, –2 Intelligence, –2 Wisdom, –2 Charisma.
—An orc’s base land speed is 30 feet.
—Darkvision out to 60 feet.
—Light Sensitivity: Orcs are dazzled in bright sunlight or within the radius of a daylight spell.
—Automatic Languages: Common, Orc. Bonus Languages: Dwarven, Giant, Gnoll, Goblin, Undercommon.
—Favored Class: Barbarian.
The orc warrior presented here had the following ability scores before racial adjustments: Str 13, Dex 11, Con 12, Int 10, Wis 9, Cha 8.
HALF-ORCS
These orc–human crossbreeds can be found in either orc or human society (where their status varies according to local sentiments), or in communities of their own. Half-orcs usually inherit a good blend of the physical characteristics of their parents. They are as tall as humans and a little heavier, thanks to their muscle. They have greenish pigmentation, sloping foreheads, jutting jaws, prominent teeth, and coarse body hair. Half-orcs who have lived among or near orcs have scars, in keeping with orcish tradition.
Half-Orc Traits (Ex): Half-orcs possess the following racial traits.
— +2 Strength, –2 Intelligence, –2 Charisma.
—Medium size.
—A half-orc’s base land speed is 30 feet.
—Darkvision: Half-orcs can see in the dark up to 60 feet.
—Orc Blood: For all effects related to race, a half-orc is considered an orc.
—Automatic Languages: Common, Orc. Bonus Languages: Draconic, Giant, Gnoll, Goblin, Abyssal.
—Favored Class: Barbarian.

OTYUGH

Large Aberration
Hit Dice:
6d8+9 (36 hp)
Initiative:
+0
Speed:
20 ft. (4 squares)
Armor Class:
17 (–1 size, +8 natural), touch 9, flat-footed 17
Base Attack/Grapple:
+4/+8
Attack:
Tentacle +4 melee (1d6)
Full Attack:
2 tentacles +4 melee (1d6) and bite –2 melee (1d4)
Space/Reach:
10 ft./10 ft. (15 ft. with tentacle)
Special Attacks:
Constrict 1d6, disease, improved grab
Special Qualities:
Darkvision 60 ft., scent
Saves:
Fort +3, Ref +2, Will +6
Abilities:
Str 11, Dex 10, Con 13, Int 5, Wis 12, Cha 6
Skills:
Hide –1*, Listen +6, Spot +6
Feats:
Alertness, Toughness, Weapon Focus (tentacle)
Environment:
Underground
Organization:
Solitary, pair, or cluster (3–4)
Challenge Rating:
4
Treasure:
Standard
Alignment:
Usually neutral
Advancement:
7–8 HD (Large); 9–18 HD (Huge)
Level Adjustment:

A typical otyugh has a body 8 feet in diameter and weighs about 500 pounds.
Otyughs speak Common.
COMBAT
An otyugh attacks living creatures if it feels threatened or if it is hungry; otherwise it is content to remain hidden. Otyughs slash and squeeze opponents with their tentacles, which they also use to drag prey into their mouths.
Constrict (Ex): An otyugh deals automatic tentacle damage with a successful grapple check.
Disease (Ex): Filth fever—bite, Fortitude DC 14, incubation period 1d3 days; damage 1d3 Dex and 1d3 Con. The save DC is Constitution-based.
Improved Grab (Ex): To use this ability, an otyugh must hit with a tentacle attack. It can then attempt to start a grapple as a free action without provoking an attack of opportunity. If it wins the grapple check, it establishes a hold and can constrict.
Skills: *An otyugh has a +8 racial bonus on Hide checks when in its lair, due to its natural coloration.

OWL, GIANT

Large Magical Beast
Hit Dice:
4d10+4 (26 hp)
Initiative:
+3
Speed:
10 ft. (2 squares), fly 70 ft. (average)
Armor Class:
15 (–1 size, +3 Dex, +3 natural), touch 12, flat-footed 12
Base Attack/Grapple:
+4/+12
Attack:
Claw +7 melee (1d6+4)
Full Attack:
2 claws +7 melee (1d6+4) and bite +2 melee (1d8+2)
Space/Reach:
10 ft./5 ft.
Special Attacks:

Special Qualities:
Superior lowlight vision
Saves:
Fort +5, Ref +7, Will +3
Abilities:
Str 18, Dex 17, Con 12, Int 10, Wis 14, Cha 10
Skills:
Knowledge (nature) +2, Listen +17, Move Silently +8*, Spot +10
Feats:
Alertness, Wingover
Environment:
Temperate forests
Organization:
Solitary, pair, or company (3–5)
Challenge Rating:
3
Treasure:
None
Alignment:
Usually neutral good
Advancement:
5–8 HD (Large); 9–12 HD (Huge)
Level Adjustment:
+2 (cohort)
Giant owls are nocturnal birds of prey, feared for their ability to hunt and attack in near silence. They are intelligent, and though naturally suspicious, sometimes associate with good creatures. A typical giant owl stands about 9 feet tall, has a wingspan of up to 20 feet, and resembles its smaller cousins in nearly every way except size.
Giant owls speak Common and Sylvan.
COMBAT
A giant owl attacks by gliding silently just a few feet above its prey and plunging to strike when directly overhead.
Superior Low-Light Vision (Ex): A giant owl can see five times as far as a human can in dim light.
Skills: Giant owls have a +8 racial bonus on Listen checks and a +4 racial bonus on Spot checks.
*When in flight, giant owls gain a +8 bonus on Move Silently checks.
TRAINING A GIANT OWL
Although intelligent, a giant owl requires training before it can bear a rider in combat. To be trained, a giant owl must have a friendly attitude toward the trainer (this can be achieved through a successful Diplomacy check). Training a friendly giant owl requires six weeks of work and a DC 25 Handle Animal check. Riding a giant owl requires an exotic saddle. A giant owl can fight while carrying a rider, but the rider cannot also attack unless he or she succeeds on a Ride check.
Giant owl eggs are worth 2,500 gp apiece on the open market, while chicks are worth 4,000 gp each. Professional trainers charge 1,000 gp to rear or train a giant owl.
Carrying Capacity: A light load for a giant owl is up to 300 pounds; a medium load, 301–600 pounds; and a heavy load, 601–900 pounds.

OWLBEAR


Large Magical Beast
Hit Dice:
5d10+25 (52 hp)
Initiative:
+1
Speed:
30 ft. (6 squares)
Armor Class:
15 (–1 size, +1 Dex, +5 natural), touch 10, flat-footed 14
Base Attack/Grapple:
+5/+14
Attack:
Claw +9 melee (1d6+5)
Full Attack:
2 claws +9 melee (1d6+5) and bite +4 melee (1d8+2)
Space/Reach:
10 ft./5 ft.
Special Attacks:
Improved grab
Special Qualities:
Scent
Saves:
Fort +9, Ref +5, Will +2
Abilities:
Str 21, Dex 12, Con 21, Int 2, Wis 12, Cha 10
Skills:
Listen +8, Spot +8
Feats:
Alertness, Track
Environment:
Temperate forests
Organization:
Solitary, pair, or pack (3–8)
Challenge Rating:
4
Treasure:
None
Alignment:
Always neutral
Advancement:
6–8 HD (Large); 9–15 HD (Huge)
Level Adjustment:

An owlbear’s coat ranges in color from brown-black to yellowish brown; its beak is a dull ivory color. A full-grown male can stand as tall as 8 feet and weigh up to 1,500 pounds. Adventurers who have survived encounters with the creature often speak of the bestial madness they glimpsed in its red-rimmed eyes.
COMBAT
Owlbears attack prey—any creature bigger than a mouse—on sight, always fighting to the death. They slash with claws and beak, trying to grab their prey and rip it apart.
Improved Grab (Ex): To use this ability, an owlbear must hit with a claw attack. It can then attempt to start a grapple as a free action without provoking an attack of opportunity.

PEGASUS


Large Magical Beast
Hit Dice:
4d10+12 (34 hp)
Initiative:
+2
Speed:
60 ft. (12 squares), fly 120 ft. (average)
Armor Class:
14 (–1 size, +2 Dex, +3 natural), touch 11, flat-footed 12
Base Attack/Grapple:
+4/+12
Attack:
Hoof +7 melee (1d6+4)
Full Attack:
2 hooves +7 melee (1d6+4) and bite +2 melee (1d3+2)
Space/Reach:
10 ft./5 ft.
Special Attacks:

Special Qualities:
Darkvision 60 ft., low-light vision, scent, spell-like abilities
Saves:
Fort +7, Ref +6, Will +4
Abilities:
Str 18, Dex 15, Con 16, Int 10, Wis 13, Cha 13
Skills:
Diplomacy +3, Listen +8, Sense Motive +9, Spot +8
Feats:
Flyby Attack, Iron Will
Environment:
Temperate forests
Organization:
Solitary, pair, or herd (6–10)
Challenge Rating:
3
Treasure:
None
Alignment:
Usually chaotic good
Advancement:
5–8 HD (Large)
Level Adjustment:
+2 (cohort)
The pegasus is a magnificent winged horse that sometimes serves the cause of good. Though highly prized as aerial steeds, pegasi are wild and shy creatures not easily tamed.
A typical pegasus stands 6 feet high at the shoulder, weighs 1,500 pounds, and has a wingspan of 20 feet. Pegasi cannot speak, but they understand Common.
COMBAT
Spell-Like Abilities: At will—detect good and detect evil within a 60-foot radius. Caster level 5th.
Skills: Pegasi have a +4 racial bonus on Listen and Spot checks.
TRAINING A PEGASUS
Although intelligent, a pegasus requires training before it can bear a rider in combat. To be trained, a pegasus must have a friendly attitude toward the trainer (this can be achieved through a successful Diplomacy check). Training a friendly pegasus requires six weeks of work and a DC 25 Handle Animal check. Riding a pegasus requires an exotic saddle. A pegasus can fight while carrying a rider, but the rider cannot also attack unless he or she succeeds on a Ride check.
Pegasus eggs are worth 2,000 gp each on the open market, while young are worth 3,000 gp per head. Pegasi mature at the same rate as horses. Professional trainers charge 1,000 gp to rear or train a pegasus, which serves a good or neutral master with absolute faithfulness for life.
Carrying Capacity: A light load for a pegasus is up to 300 pounds; a medium load, 301–600 pounds; and a heavy load, 601–900 pounds.

PHANTOM FUNGUS

Medium Plant
Hit Dice:
2d8+6 (15 hp)
Initiative:
+0
Speed:
20 ft. (4 squares)
Armor Class:
14 (+4 natural), touch 10, flat-footed 14
Base Attack/Grapple:
+1/+3
Attack:
Bite +3 melee (1d6+3)
Full Attack:
Bite +3 melee (1d6+3)
Space/Reach:
5 ft./5 ft.
Special Attacks:

Special Qualities:
Low-light vision, plant traits, greater invisibility
Saves:
Fort +6, Ref +0, Will +0
Abilities:
Str 14, Dex 10, Con 16, Int 2, Wis 11, Cha 9
Skills:
Listen +4, Move Silently +6, Spot +4
Feats:
Alertness
Environment:
Underground
Organization:
Solitary
Challenge Rating:
3
Treasure:
None
Alignment:
Always neutral
Advancement:
3–4 HD (Medium); 5–6 HD (Large)
Level Adjustment:

This creature looks like a brown and greenish-brown mass with a cluster of nodules atop the main mass, though it is visible only when dead. A cluster of nodules atop the main mass serve as sensory organs. The creature feeds and attacks with a gaping maw lined with rows of teeth. Four stumpy legs support the creature and allow it to move about. This ambulatory fungus is naturally invisible, making it a feared predator among subterranean inhabitants.
COMBAT
A phantom fungus usually roams quietly, hunting for prey. It attacks lone individuals almost anywhere, but when tackling groups it prefers an open space where it has a better chance .
Greater Invisibility (Su): This ability is constant, allowing a phantom fungus to remain invisible even when attacking. It works like greater invisibility (caster level 12th) and lasts as long as the phantom fungus is alive. This ability is not subject to the invisibility purge spell. A phantom fungus becomes visible 1 minute after it is killed.
Skills: A phantom fungus has a +5 racial bonus on Move Silently checks.

PHASE SPIDER


Large Magical Beast
Hit Dice:
5d10+15 (42 hp)
Initiative:
+7
Speed:
40 ft. (8 squares), climb 20 ft.
Armor Class:
15 (–1 size, +3 Dex, +3 natural), touch 12, flat-footed 12
Base Attack/Grapple:
+5/+12
Attack:
Bite +7 melee (1d6+4 plus poison)
Full Attack:
Bite +7 melee (1d6+4 plus poison)
Space/Reach:
10 ft./5 ft.
Special Attacks:
Poison
Special Qualitiy:
Darkvision 60 ft., ethereal jaunt, low-light vision
Saves:
Fort +7, Ref +7, Will +2
Abilities:
Str 17, Dex 17, Con 16, Int 7, Wis 13, Cha 10
Skills:
Climb +11, Move Silently +11, Spot +4
Feats:
Ability Focus (poison), Improved Initiative
Environment:
Warm hills
Organization:
Solitary or cluster (2–5)
Challenge Rating:
5
Treasure:
None
Alignment:
Always neutral
Advancement:
6–8 HD (Large); 9–15 HD (Huge)
Level Adjustment:

Phase spiders are aggressive predators that can move quickly from the Ethereal Plane to attack opponents on the Material Plane.
A typical phase spider’s body is 8 feet long. It weighs about 700 pounds.
Phase spiders cannot speak.
COMBAT
Phase spiders dwell and hunt on the Material Plane. Once a spider locates prey, however, it shifts to the Ethereal Plane to attack, attempting to catch its victim flat-footed. The spider shifts in, bites its victim, and retreats quickly back to the Ethereal Plane.
Ethereal Jaunt (Su): A phase spider can shift from the Ethereal Plane to the Material Plane as a free action, and shift back again as a move action (or during a move action). The ability is otherwise identical with ethereal jaunt (caster level 15th).
Poison (Ex): Injury, Fortitude DC 17, initial and secondary damage 1d8 Con. The save DC is Constitution-based.
Skills: A phase spider has a +8 racial bonus on Climb checks and can always choose to take 10 on a Climb check, even if rushed or threatened.

PHASM

Medium Aberration (Shapechanger)
Hit Dice:
15d8+30 (97 hp)
Initiative:
+6
Speed:
30 ft. (6 squares)
Armor Class:
17 (+2 Dex, +5 natural), touch 12, flat-footed 15
Base Attack/Grapple:
+11/+12
Attack:
Slam +12 melee (1d3+1)
Full Attack:
Slam +12 melee (1d3+1)
Space/Reach:
5 ft./5 ft.
Special Attacks:

Special Qualities:
Alternate form, amorphous, resilient, scent, telepathy 100 ft., tremorsense 60 ft.
Saves:
Fort +11, Ref +11, Will +11
Abilities:
Str 12, Dex 15, Con 15, Int 16, Wis 15, Cha 14
Skills:
Bluff +20, Climb +7, Craft (any one) +12, Diplomacy +12, Disguise +20 (+22 acting)*, Intimidate +4, Knowledge (any one) +18, Listen +12, Spot +12, Survival +8
Feats:
Alertness, Blind-Fight, Combat Reflexes, Dodge, Improved Initiative, Mobility
Environment:
Underground
Organization:
Solitary
Challenge Rating:
7
Treasure:
Standard
Alignment:
Usually chaotic neutral
Advancement:
15–21 HD (Huge); 22–45 HD (Gargantuan)
Level Adjustment:

A phasm is an amorphous creature that can assume the guise of almost any other creature or object. A phasm in its natural form is about 5 feet in diameter and 2 feet high at the center. Swirls of color indicate sensory organs. In this form, a phasm slithers about like an ooze and can attack with a pseudopod. It weighs about 400 pounds.
Phasms can speak Common but prefer telepathic communication.
COMBAT
When faced with potential danger, a phasm is equally likely to retreat, parley, or attack, as its fancy strikes.
If pursued or harassed, a phasm transforms into the most fearsome creature it knows and attacks. When seriously hurt, it changes to some fast or agile form and tries to escape.
Amorphous (Ex): A phasm in its natural form has immunity to poison, sleep, paralysis, polymorph, and stunning effects. It is not subject to critical hits and, having no clear front or back, cannot be flanked.
Resilient (Ex): A phasm has a +4 racial bonus on Fortitude and Reflex saves (included in the statistics block).
Alternate Form (Su): A phasm can assume any form of Large size or smaller as a standard action. This ability functions as a polymorph spell cast on itself (caster level 15th), except that the phasm does not regain hit points for changing form. A phasm can remain in its alternate form until it chooses to assume a new one or return to its natural form.
Tremorsense (Ex): A phasm can automatically sense the location of anything within 60 feet that is in contact with the ground, so long as it is touching the ground itself.
Skills: *When using shapechange, a phasm gains a +10 circumstance bonus on Disguise checks.

PLANETOUCHED

Planetouched is a general word to describe someone who can trace his or her bloodline back to an outsider, usually a fiend or celestial.
The effects of having a supernatural being in one’s heritage last for many generations. Although not as dramatically altered as a half-celestial or a half-fiend, planetouched still retain some special qualities.
The two planetouched varieties described here are the most common. Aasimars are humans with some trace of celestial blood in their veins, and tieflings have some fiendishness in their family tree.
AASIMAR

Aasimar, 1st-Level Warrior

Medium Outsider (Native)
Hit Dice:
1d8+1 (5 hp)
Initiative:
+4
Speed:
20 ft. in scale mail (4 squares); base speed 30 ft.
Armor Class:
16 (+4 scale mail, +2 heavy shield), touch 10, flat-footed 16
Base Attack/Grapple:
+1/+2
Attack:
Longsword +2 melee (1d8+1/19–20) or light crossbow +1 ranged (1d8/19–20)
Full Attack:
Longsword +2 melee (1d8+1/19–20) or light crossbow +1 ranged (1d8/19–20)
Space/Reach:
5 ft./5 ft.
Special Attacks:
Daylight
Special Qualities:
Darkvision 60 ft., resistance to acid 5, cold 5, and electricity 5
Saves:
Fort +3, Ref +0, Will +0
Abilities:
Str 13, Dex 11, Con 12, Int 10, Wis 11, Cha 10
Skills:
Heal +4, Knowledge (religion) +1, Listen +3, Ride +1, Spot +3
Feats:
Improved Initiative
Environment:
Temperate plains
Organization:
Solitary, pair, or team (3–4)
Challenge Rating:
1/2
Treasure:
Standard
Alignment:
Usually good (any)
Advancement:
By character class
Level Adjustment:
+1

Aasimars are usually tall, good-looking, and generally pleasant. Some have a minor physical trait suggesting their heritage, such as silver hair, golden eyes, or an unnaturally intense stare.
Most aasimars are decidedly good-aligned. They fight against evil causes and attempt to sway others to do the right thing. Occasionally they take on the vengeful, judgmental aspect of their celestial ancestor, but this is rare. Combat
Aasimars usually like a fair, straightforward contest. Against a particularly evil foe, however, they fight with utter conviction and to the death.
Daylight (Sp): An aasimar can use daylight once per day as a 1st-level caster or a caster of his class levels, whichever is higher.
Skills: An aasimar has a +2 racial bonus on Spot and Listen checks.
The aasimar warrior presented here had the following ability scores before racial adjustments: Str 13, Dex 11, Con 12, Int 10, Wis 9, Cha 8.
Aasimar as Characters
Aasimar characters possess the following racial traits.
— +2 Wisdom, +2 Charisma.
—Medium size.
—An aasimar’s base land speed is 30 feet.
—Darkvision: Aasimars can see in the dark up to 60 feet.
—Racial Skills: Aasimars have a +2 racial bonus on Spot and Listen checks.
—Racial Feats: An aasimar gains feats according to its class levels.
—Special Attacks (see above): Daylight.
—Special Qualities (see above): Resistance to acid 5, cold 5, and electricity 5.
—Automatic Languages: Common, Celestial. Bonus Languages: Draconic, Dwarven, Elven, Gnome, Halfling,
Sylvan.
—Favored Class: Paladin.
—Level adjustment +1.

TIEFLING

Tiefling, 1st-Level Warrior

Medium Outsider (Native)
Hit Dice:
1d8+1 (5 hp)
Initiative:
+1
Speed:
30 ft. (6 squares)
Armor Class:
15 (+1 Dex, +3 studded leather, +1 light shield), touch 11, flat-footed 14
Base Attack/Grapple:
+1/+2
Attack:
Rapier +3 melee (1d6+1/18–20) or light crossbow +2 ranged (1d8/19–20)
Full Attack:
Rapier +3 melee (1d6+1/18–20) or light crossbow +2 ranged (1d8/19–20)
Space/Reach:
5 ft./5 ft.
Special Attacks:
Darkness
Special Qualities:
Darkvision 60 ft., resistance to cold 5, electricity 5, and fire 5
Saves:
Fort +3, Ref +1, Will –1
Abilities:
Str 13, Dex 13, Con 12, Int 12, Wis 9, Cha 6
Skills:
Bluff +4, Hide +5, Move Silently +1, Sleight of Hand +1
Feats:
Weapon Focus (rapier)
Environment:
Temperate plains
Organization:
Solitary, pair, or gang (3–4)
Challenge Rating:
1/2
Treasure:
Standard
Alignment:
Usually evil (any)
Advancement:
By character class
Level Adjustment:
+1
Many tieflings are indistinguishable from humans. Others have small horns, pointed teeth, red eyes, a whiff of brimstone about them, or even cloven feet. No two tieflings are the same.
Combat
Tieflings are sneaky, subtle, and generally conniving. They prefer to strike from ambush and usually avoid a fair fight if they can.
Darkness (Sp): A tiefling can use darkness once per day (caster level equal to class levels).
Skills: A tiefling has a +2 racial bonus on Bluff and Hide checks.
The tiefling warrior presented here had the following ability scores before racial adjustments: Str 13, Dex 11, Con 12, Int 10, Wis 9, Cha 8.
Tieflings as Characters
Tiefling characters possess the following racial traits.
— +2 Dexterity, +2 Intelligence, –2 Charisma.
—Medium size.
—A tiefling’s base land speed is 30 feet.
—Darkvision out to 60 feet.
—Racial Skills: Tieflings have a +2 racial bonus on Bluff and Hide checks.
—Racial Feats: A tiefling gains feats according to its class levels.
—Special Attacks (see above): Darkness.
—Special Qualities (see above): Resistance to cold 5, electricity 5, and fire 5.
—Automatic Languages: Common, Infernal. Bonus Languages: Draconic, Dwarven, Elven, Gnome, Goblin, Halfling, Orc.
—Favored Class: Rogue.
—Level adjustment +1.

PSEUDODRAGON

Tiny Dragon
Hit Dice:
2d12+2 (15 hp)
Initiative:
+2
Speed:
15 ft. (3 squares), fly 60 ft. (good)
Armor Class:
18 (+2 size, +2 Dex, +4 natural), touch 14, flat-footed 16
Base Attack/Grapple:
+2/–8
Attack:
Sting +4 melee (1d3–2 plus poison)
Full Attack:
Sting +4 melee (1d3–2 plus poison) and bite –1 melee (1)
Space/Reach:
2-1/2 ft./0 ft. (5 ft. with tail)
Special Attacks:
Poison
Special Qualities:
Blindsense 60 ft., darkvision 60 ft., immunity to sleep and paralysis, low-light vision, spell resistance 19, telepathy 60 ft.
Saves:
Fort +4, Ref +5, Will +4
Abilities:
Str 6, Dex 15, Con 13, Int 10, Wis 12, Cha 10
Skills:
Diplomacy +2, Hide +20*, Listen +7, Search +6, Sense Motive +7, Spot +7, Survival +1 (+3 following tracks)
Feats:
Weapon Finesse
Environment:
Temperate forests
Organization:
Solitary, pair, or clutch (3–5)
Challenge Rating:
1
Treasure:
None
Alignment:
Always neutral good
Advancement:
3–4 HD (Tiny)
Level Adjustment:
+3
A pseudodragon has a body about 1 foot long, with a 2-foot tail. It weights about 7 pounds.
A pseudodragon can communicate telepathically and can also vocalize animal noises.
COMBAT
A pseudodragon can deliver a vicious bite, but its principal weapon is its sting-equipped tail.
Poison (Ex): Injury, Fortitude DC 14, initial damage sleep for 1 minute, secondary damage sleep for 1d3 hours. The save DC is Constitution-based and includes a +2 racial bonus.
Blindsense (Ex): A pseudodragon can locate creatures within 60 feet by nonvisual means (mostly hearing and scent, but also by noticing vibration and other environmental clues). Opponents the pseudodragon can’t actually see still have total concealment against the pseudodragon.
Telepathy (Su): Pseudodragons can communicate telepathically with creatures that speak Common or Sylvan, provided they are within 60 feet.
Skills: Pseudodragons have a chameleonlike ability that grants them a +4 racial bonus on Hide checks. *In forests or overgrown areas, this bonus improves to +8.

PURPLE WORM

Gargantuan Magical Beast
Hit Dice:
16d10+112 (200 hp)
Initiative:
–2
Speed:
20 ft. (4 squares), burrow 20 ft., swim 10 ft.
Armor Class:
19 (–4 size, –2 Dex, +15 natural), touch 4, flat-footed 19
Base Attack/Grapple:
+16/+40
Attack:
Bite +25 melee (2d8+12)
Full Attack:
Bite +25 melee (2d8+12) and sting +20 melee (2d6+6 plus poison)
Space/Reach:
20 ft./15ft.
Special Attacks:
Improved grab, swallow whole, poison
Special Qualities:
Tremorsense 60 ft.
Saves:
Fort +17, Ref +8, Will +4
Abilities:
Str 35, Dex 6, Con 25, Int 1, Wis 8, Cha 8
Skills:
Listen +18, Swim +20
Feats:
Awesome Blow, Cleave, Improved Bull Rush, Power Attack, Weapon Focus (bite), Weapon Focus (sting)
Environment:
Underground
Organization:
Solitary
Challenge Rating:
12
Treasure:
No coins, 50% goods (stone only), no items
Alignment:
Always neutral
Advancement: