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MONSTERS (S)

SAHUAGIN

Medium Monstrous Humanoid (Aquatic)
Hit Dice:
2d8+2 (11 hp)
Initiative:
+1
Speed:
30 ft. (6 squares), swim 60 ft.
Armor Class:
16 (+1 Dex, +5 natural), touch 11, flat-footed 15
Base Attack/Grapple:
+2/+4
Attack:
Talon +4 melee (1d4+2) or trident +4 melee (1d8+3) or heavy crossbow +3 ranged (1d10/19–20)
Full Attack:
Trident +4 melee (1d8+3) and bite +2 melee (1d4+1); or 2 talons +4 melee (1d4+2) and bite +2 melee (1d4+1); or heavy crossbow +3 ranged (1d10/19–20)
Space/Reach:
5 ft./5 ft.
Special Attacks:
Blood frenzy, rake 1d4+1
Special Qualities:
Blindsense 30 ft., darkvision 60 ft., freshwater sensitivity, light blindness, speak with sharks, water dependent
Saves:
Fort +3, Ref +4, Will +4
Abilities:
Str 14, Dex 13, Con 12, Int 14, Wis 13, Cha 9
Skills:
Handle Animal +4*, Hide +6*, Listen +6*, Profession (hunter) +1*, Ride +3, Spot +6*, Survival +1*
Feats:
Great Fortitude, MultiattackB
Environment:
Warm aquatic
Organization:
Solitary, pair, team (5–8), patrol (11–20 plus 1 3rd-level lieutenant and 1–2 sharks), band (20–80 plus 100% noncombatants plus 1 3rd-level lieutenant and 1 4th-level chieftain per 20 adults plus 1–2 sharks), or tribe (70–160 plus 100% noncombatants plus 1 3rd-level lieutenant per 20 adults, 1 4th-level chieftain per 40 adults, 9 4th-level guards, 1–4 underpriestesses of 3rd–6th level, 1 7th-level priestess, and 1 baron of 6th–8th level plus 5–8 sharks)
Challenge Rating:
2
Treasure:
Standard
Alignment:
Usually lawful evil
Advancement:
3–5 HD (Medium), 6–10 HD (Large), or by character class
Level Adjustment:
+2 (+3 if four-armed)
Most sahuagin feature green coloration, darker along the back and lighter on the belly. Many have dark stripes, bands, or spots, but these tend to fade with age. An adult male sahuagin stands roughly 6 feet tall and weighs about 200 pounds.
Sahuagin are the natural enemy of aquatic elves. The two cannot coexist peacefully: Wars between them are prolonged, bloody affairs that sometimes interfere with shipping and maritime trade. Sahuagin have an only slightly less vehement hatred for tritons.
Sahuagin speak their own language, Sahuagin. Thanks to their high Intelligence scores, most sahuagin also speak two bonus languages, usually Common and Aquan.
COMBAT
Sahuagin are savage fighters, asking for and giving no quarter. When swimming, a sahuagin tears with its feet as it strikes with its talons or a weapon. About half of any group of sahuagin are also armed with nets.
Blindsense (Ex): A sahuagin can locate creatures underwater within a 30-foot radius. This ability works only when the sahuagin is underwater.
Blood Frenzy: Once per day a sahuagin that takes damage in combat can fly into a frenzy in the following round, clawing and biting madly until either it or its opponent is dead. It gains +2 Constitution and +2 Strength, and takes a –2 penalty to Armor Class. A sahuagin cannot end its frenzy voluntarily.
Rake (Ex): Attack bonus +2 melee, damage 1d4+1. A sahuagin also gains two rake attacks when it attacks while swimming.
Freshwater Sensitivity (Ex): A sahuagin fully immersed in fresh water must succeed on a DC 15 Fortitude save or become fatigued. Even on a success, it must repeat the save attempt every 10 minutes it remains immersed.
Light Blindness (Ex): Abrupt exposure to bright light (such as sunlight or a daylight spell) blinds sahuagin for round. On subsequent rounds, they are dazzled while operating in bright light.
Speak with Sharks (Ex): Sahuagin can communicate telepathically with sharks up to 150 feet away. The communication is limited to fairly simple concepts such as “food,” “danger,” and “enemy.” Sahuagin can use the Handle Animal skill to befriend and train sharks.
Water Dependent (Ex): Sahuagin can survive out of the water for 1 hour per 2 points of Constitution (after that, refer to the drowning rules on page 304 of the Dungeon Master ’s Guide).
Skills: A sahuagin has a +8 racial bonus on any Swim check to perform some special action or avoid a hazard. It can always choose to take 10 on a Swim check, even if distracted or endangered. It can use the run action while swimming, provided it swims in a straight line.
*Underwater, a sahuagin has a +4 racial bonus on Hide, Listen, and Spot checks.
*A sahuagin has a +4 racial bonus on Survival and Profession (hunter) checks within 50 miles of its home.
*A sahuagin has a +4 racial bonus on Handle Animal checks when working with sharks.
SAHUAGIN MUTANTS
About one in two hundred sahuagin has four arms. Such creatures can make four claw attacks or use extra weapons, in addition to the claw and bite attacks.
If a community of aquatic elves is located within 100 miles of a sahuagin community, about one in one hundred sahuagin looks just like an aquatic elf. These creatures, called malenti, have a swim speed of 40 feet, can remain out of water for 1 hour per point of Constitution, and have freshwater sensitivity and light sensitivity (dazzled in bright light). Malenti have no natural attacks. They are otherwise identical with sahuagin.

SALAMANDER

Flamebrother Salamander
Average Salamander
Noble Salamander

Small Outsider (Extraplanar, Fire)
Medium Outsider (Extraplanar, Fire)
Large Outsider (Extraplanar, Fire)
Hit Dice:
4d8+8 (26 hp)
9d8+18 (58 hp)
15d8+45 (112 hp)
Initiative:
+1
+1
+1
Speed:
20 ft. (4 squares)
20 ft. (4 squares)
20 ft. (4 squares)
Armor Class:
19 (+1 size, +1 Dex, +7 natural), touch 12, flat-footed 18
18 (+1 Dex, +7 natural), touch 11, flat-footed 17
18 (–1 size, +1 Dex, +8 natural), touch 10, flat-footed 17
Base Attack/Grapple:
+4/+1
+9/+11
+15/+25
Attack:
Spear +6 melee (1d6+1/x3 plus 1d6 fire)
Spear +11 melee (1d8+3/x3 plus 1d6 fire)
+3 longspear +23 melee (1d8+9/x3 plus 1d8 fire)
Full Attack:
Spear +6 melee (1d6+1/x3 plus 1d6 fire) and tail slap +4 melee (1d4 plus 1d6 fire)
Spear +11/+6 melee (1d8+3/x3 plus 1d6 fire) and tail slap +9 melee (2d6+1 plus 1d6 fire)
+3 longspear +23/+18/+13 melee (1d8+9/x3 plus 1d8 fire) and tail slap +18 melee (2d8+3 plus 1d8 fire)
Space/Reach:
5 ft./5 ft.
5 ft./5 ft. (10 ft. with tail)
10 ft./10 ft. (20 ft. with tail or longspear)
Special Attacks:
Constrict 1d4 plus 1d6 fire, heat, improved grab
Constrict 2d6+1 plus 1d6 fire, heat, improved grab
Constrict 2d8+3 plus 1d8 fire, heat, improved grab, spell-like abilities
Special Qualities:
Darkvision 60 ft., immunity to fire, vulnerability to cold
Damage reduction 10/magic, darkvision 60 ft., immunity to fire, vulnerability to cold
Damage reduction 15/magic, darkvision 60 ft., immunity to fire, vulnerability to cold
Saves:
Fort +6, Ref +5, Will +6
Fort +8, Ref +7, Will +8
Fort +12, Ref +10, Will +11
Abilities:
Str 12, Dex 13, Con 14, Int 14, Wis 15, Cha 13
Str 14, Dex 13, Con 14, Int 14, Wis 15, Cha 13
Str 22, Dex 13, Con 16, Int 16, Wis 15, Cha 15
Skills:
Craft (blacksmithing) +8, Hide +12, Listen +11, Move Silently +6, Spot +11
Bluff +11, Craft (blacksmithing) +19, Diplomacy +3, Disguise +1 (+3 acting), Hide +11, Intimidate +3, Listen +8, Move Silently +11,Search +12, Spot +8
Bluff +19, Craft (blacksmithing) +25, Diplomacy +4, Hide +15, Intimidate +4, Listen +13, Move Silently +17, Spot +13
Feats:
Alertness, Multiattack
Alertness, Multiattack, Power Attack
Alertness, Cleave, Great Cleave, Multiattack, Power Attack, Skill Focus (Craft [blacksmithing])
Environment:
Elemental Plane of Fire
Elemental Plane of Fire
Elemental Plane of Fire
Organization:
Solitary, pair, or cluster (3–5)
Solitary, pair, or cluster (3–5)
Solitary, pair, or noble party (9–14)
Challenge Rating:
3
6
10
Treasure:
Standard (nonflammables only)
Standard (nonflammables only)
Double standard (nonflammables only) and +3 longspear
Alignment:
Usually evil (any)
Usually evil (any)
Usually evil (any)
Advancement:
4–6 HD (Small)
8–14 HD (Medium)
16–21 HD (Large); 22–45 HD (Huge)
Level Adjustment:
+4
+5


Salamanders speak Ignan. Some average salamanders and all nobles also speak Common.
COMBAT
If a salamander has damage reduction, its natural weapons are treated as magic weapons for the purpose of overcoming damage reduction.
Constrict (Ex): A salamander deals automatic tail slap damage (including fire damage) with a successful grapple check. A noble salamander can constrict multiple creatures simultaneously, provided they are all at least two sizes smaller than it.
Heat (Ex): A salamander generates so much heat that its mere touch deals additional fire damage. Salamanders’ metallic weapons also conduct this heat.
Improved Grab (Ex): To use this ability, a salamander must hit a creature of up to one size larger than itself with its tail slap attack. It can then attempt to start a grapple as a free action without provoking an attack of opportunity. If it wins the grapple check, it establishes a hold and can constrict.
Spell-Like Abilities: (Noble salamanders only) 3/day—burning hands (DC 13), fireball (DC 15), flaming sphere (DC 14), wall of fire (DC 16); 1/day—dispel magic, summon monster VII (Huge fire elemental). Caster level 15th. The save DCs are Charisma-based.
Skills: Salamanders have a +4 racial bonus on Craft (blacksmithing) checks.
Feats: Salamanders have the Multiattack feat even though they do not have the requisite three natural weapons.

SATYR

Medium Fey
Hit Dice:
5d6+5 (22 hp)
Initiative:
+1
Speed:
40 ft. (8 squares)
Armor Class:
15 (+1 Dex, +4 natural), touch 11, flat-footed 14
Base Attack/Grapple:
+2/+2
Attack:
Head butt +2 melee (1d6) or shortbow +3 ranged (1d6/x3)
Full Attack:
Head butt +2 melee (1d6) and dagger –3 melee (1d4/19–20); or shortbow +3 ranged (1d6/x3)
Space/Reach:
5 ft./5 ft.
Special Attacks:
Pipes
Special Qualities:
Damage reduction 5/cold iron, low-light vision
Saves:
Fort +2, Ref +5, Will +5
Abilities:
Str 10, Dex 13, Con 12, Int 12, Wis 13, Cha 13
Skills:
Bluff +9, Diplomacy +3, Disguise +1 (+3 acting), Hide +13, Intimidate +3, Knowledge (nature) +9, Listen +15, Move Silently +13, Perform (wind instruments) +9, Spot +15, Survival +1 (+3 aboveground)
Feats:
AlertnessB, Dodge, Mobility
Environment:
Temperate forests
Organization:
Solitary, pair, band (3–5), or troop (6–11)
Challenge Rating:
2 (without pipes) or 4 (with pipes)
Treasure:
Standard
Alignment:
Usually chaotic neutral
Advancement:
6–10 HD (Medium)
Level Adjustment:
+2
A satyr’s hair is red or chestnut brown, while its hooves and horns are jet black. A satyr is about as tall and heavy as a half-elf.
Satyrs speak Sylvan, and most also speak Common.
COMBAT
The keen senses of a satyr make it almost impossible to surprise one in the wild. Conversely, with their own natural grace and agility, satyrs can sneak up on travelers who are not carefully watching the surrounding wilderness. Once engaged in battle, an unarmed satyr attacks with a powerful head butt. A satyr expecting trouble is likely to be armed with a bow and a dagger and typically looses arrows from hiding, weakening an enemy before closing.
Pipes (Su): Satyrs can play a variety of magical tunes on their pan pipes. Usually, only one satyr in a group carries pipes. When it plays, all creatures within a 60-foot spread (except satyrs) must succeed on a DC 13 Will save or be affected by charm person, sleep, or fear (caster level 10th; the satyr chooses the tune and its effect).
In the hands of other beings, these pipes have no special powers. A creature that successfully saves against any of the pipe’s effects cannot be affected by the same set of pipes for 24 hours. The save DC is Charisma-based.
Skills: Satyrs have a +4 racial bonus on Hide, Listen, Move Silently, Perform, and Spot checks.
SATYRS AS CHARACTERS
Satyr characters possess the following racial traits.
— +2 Dexterity, +2 Constitution, +2 Intelligence, +2 Wisdom, +2 Charisma.
—Medium size.
—A satyr’s base land speed is 40 feet.
—Low-light vision.
—Racial Hit Dice: A satyr begins with five levels of fey, which provide 5d8 Hit Dice, a base attack bonus of +2, and base saving throw bonuses of Fort +1, Ref +4, and Will +4.
—Racial Skills: A satyr’s fey levels give it skill points equal to 8 x(6 + Int modifier). Its class skills are Bluff, Hide, Knowledge (nature), Listen, Move Silently, Perform, and Spot. Satyrs have a +4 racial bonus on Hide, Listen, Move Silently, Perform, and Spot checks.
—Racial Feats: A satyr’s fey levels give it two feats. A satyr receives Alertness as a bonus feat.
— +4 natural armor bonus.
—Natural Weapons: Head butt (1d6).
—Special Attacks (see above): Pipes.
—Special Qualities (see above): Damage reduction 5/cold iron.
—Automatic Languages: Sylvan. Bonus Languages: Common, Elven, Gnome.
—Favored Class: Bard.
—Level adjustment +2.

SEA CAT

Large Magical Beast
Hit Dice:
6d10+18 (51 hp)
Initiative:
+1
Speed:
10 ft. (2 squares), swim 40 ft.
Armor Class:
18 (–1 size, +1 Dex, +8 natural), touch 10, flat-footed 17
Base Attack/Grapple:
+6/+14
Attack:
Claw +9 melee (1d6+4)
Full Attack:
2 claws +9 melee (1d6+4) and bite +4 melee (1d8+2)
Space/Reach:
10 ft./5 ft.
Special Attacks:
Rend 2d6+6
Special Qualities:
Darkvision 60 ft., hold breath, low-light vision, scent
Saves:
Fort +8, Ref +6, Will +5
Abilities:
Str 19, Dex 12, Con 17, Int 2, Wis 13, Cha 10
Skills:
Listen +8, Spot +7, Swim +12
Feats:
Alertness, Endurance, Iron Will
Environment:
Temperate aquatic
Organization:
Solitary, pair, or pride (5–12)
Challenge Rating:
4
Treasure:
None
Alignment:
Always neutral
Advancement:
7–9 HD (Large); 10–18 HD (Huge)
Level Adjustment:

A typical sea cat is 12 feet long and weighs 800 pounds.
COMBAT
Sea cats attack on sight, either for food or to defend their territory, and use both claws and teeth to grab and rend their prey. They display tremendous courage, always fighting to the death, even against creatures many times their size. Pairs and prides of sea cats attack in concert, trying to wear the opponent down until one beast can dispatch it.
Hold Breath (Ex): A sea cat can hold its breath for a number of rounds equal to 6 its Constitution score before it risks drowning.
Rend (Ex): A sea cat that hits with both claw attacks latches onto the opponent’s body and tears the flesh. This automatically deals an extra 2d6+6 points of damage.
Skills: A sea cat has a +8 racial bonus on any Swim check to perform some special action or avoid a hazard. It can always choose to take 10 on a Swim check, even if distracted or endangered. It can use the run action while swimming, provided it swims in a straight line.

SHADOW

Medium Undead (Incorporeal)
Hit Dice:
3d12 (19 hp)
Initiative:
+2
Speed:
Fly 40 ft. (good) (8 squares)
Armor Class:
13 (+2 Dex, +1 deflection), touch 13, flat-footed 11
Base Attack/Grapple:
+1/—
Attack:
Incorporeal touch +3 melee (1d6 Str)
Full Attack:
Incorporeal touch +3 melee (1d6 Str)
Space/Reach:
5 ft./5 ft.
Special Attacks:
Create spawn, strength damage
Special Qualities:
Darkvision 60 ft., incorporeal traits, +2 turn resistance, undead traits
Saves:
Fort +1, Ref +3, Will +4
Abilities:
Str —, Dex 14, Con —,Int 6, Wis 12, Cha 13
Skills:
Hide +8*, Listen +7, Search +4, Spot +7
Feats:
Alertness, Dodge
Environment:
Any
Organization:
Solitary, gang (2–5), or swarm (6–11)
Challenge Rating:
3
Treasure:
None
Alignment:
Always chaotic evil
Advancement:
4–9 HD (Medium)
Level Adjustment:


A shadow can be difficult to see in dark or gloomy areas but stands out starkly in brightly illuminated places.
A shadow is 5 to 6 feet tall and is weightless. Shadows cannot speak intelligibly.
COMBAT
Shadows lurk in dark places, waiting for living prey to happen by.
Strength Damage (Su): The touch of a shadow deals 1d6 points of Strength damage to a living foe. A creature reduced to Strength 0 by a shadow dies. This is a negative energy effect.
Create Spawn (Su): Any humanoid reduced to Strength 0 by a shadow becomes a shadow under the control of its killer within 1d4 rounds.
Skills: Shadows have a +2 racial bonus on Listen and Spot checks and a +4 racial bonus on Search checks. *A shadow gains a +4 racial bonus on Hide checks in areas of shadowy illumination. In brightly lit areas, it takes a –4 penalty on Hide checks.

SHADOW MASTIFF

Medium Outsider (Extraplanar)
Hit Dice:
4d8+12 (30 hp)
Initiative:
+5
Speed:
50 ft. (10 squares)
Armor Class:
14 (+1 Dex, +3 natural), touch 11, flat-footed 13
Base Attack/Grapple:
+4/+7
Attack:
Bite +7 melee (1d6+4)
Full Attack:
Bite +7 melee (1d6+4)
Space/Reach:
5 ft./5 ft.
Special Attacks:
Bay, trip
Special Qualities:
Darkvision 60 ft., shadow blend, scent
Saves:
Fort +7, Ref +5, Will +5
Abilities:
Str 17, Dex 13, Con 17, Int 4, Wis 12, Cha 13
Skills:
Hide +8, Listen +8, Move Silently +8, Spot +8, Survival +8*
Feats:
Dodge, Improved Initiative, TrackB
Environment:
Plane of Shadow
Organization:
Solitary, pair, or pack (5–12)
Challenge Rating:
5
Treasure:
None
Alignment:
Always neutral evil
Advancement:
5–6 HD (Medium); 7–12 HD (Large)
Level Adjustment:
+3 (cohort)
This creature has the body of a large dog, with a smooth black coat and a mouth full of sharp teeth.
A shadow mastiff is slightly more than 2 feet high at the shoulder and weighs about 200 pounds.
Shadow mastiffs cannot speak, but they understand Common.
COMBAT
Shadow mastiffs prefer fighting in shadows or dark conditions, which gives them a great advantage.
If a magical light source negates the shadows around them, shadow mastiffs are cunning enough to either move out of the light or back off and break up the opposition with their baying. They have been known to seize and carry off items enspelled with daylight spells.
Bay (Su): When a shadow mastiff howls or barks, all creatures except evil outsiders within a 300-foot spread must succeed on a DC 13 Will save or become panicked for 2d4 rounds. This is a sonic mind-affecting fear effect. Whether or not the save is successful, an affected creature is immune to the same mastiff ’s bay for 24 hours. The save DC is Charisma-based.
Trip (Ex): A shadow mastiff that hits with its bite attack can attempt to trip the opponent as a free action (+3 check modifier) without making a touch attack or provoking an attack of opportunity. If the attempt fails, the opponent cannot react to trip the shadow mastiff.
Shadow Blend (Su): In any condition of illumination other than full daylight, a shadow mastiff can disappear into the shadows, giving it total concealment. Artificial illumination, even a light or continual flame spell, does not negate this ability. A daylight spell, however, will.
Skills: *A shadow mastiff has a +4 racial bonus on Survival checks when tracking by scent.

SHAMBLING MOUND

Large Plant
Hit Dice:
8d8+24 (60 hp)
Initiative:
+0
Speed:
20 ft. (4 squares), swim 20 ft.
Armor Class:
20 (–1 size, +11 natural), touch 9, flat-footed 20
Base Attack/Grapple:
+6/+15
Attack:
Slam +11 melee (2d6+5)
Full Attack:
2 slams +11 melee (2d6+5)
Space/Reach:
10 ft./10 ft.
Special Attacks:
Improved grab, constrict 2d6+7
Special Qualities:
Darkvision 60 ft., immunity to electricity, low-light vision, plant traits, resistance to fire 10
Saves:
Fort +9, Ref +2, Will +4
Abilities:
Str 21, Dex 10, Con 17, Int 7, Wis 10, Cha 9
Skills:
Hide +3*, Listen +8, Move Silently +8
Feats:
Iron Will, Power Attack, Weapon Focus (slam)
Environment:
Temperate marshes
Organization:
Solitary
Challenge Rating:
6
Treasure:
1/10th coins; 50% goods; 50% items
Alignment:
Usually neutral
Advancement:
9–12 HD (Large); 13–24 HD (Huge)
Level Adjustment:
+6
Shambling mounds, also called shamblers, appear to be heaps of rotting vegetation. They are actually intelligent, carnivorous plants.
A shambler’s brain and sensory organs are located in its upper body.
A shambler’s body has an 8-foot girth and is about 6 feet tall when the creature stands erect. It weighs about 3,800 pounds.
COMBAT
A shambling mound batters or constricts its opponents with two huge, armlike appendages.
Improved Grab (Ex): To use this ability, a shambler must hit with both slam attacks. It can then attempt to start a grapple as a free action without provoking an attack of opportunity. If it wins the grapple check, it establishes a hold and can constrict.
Constrict (Ex): A shambler deals 2d6+7 points of damage with a successful grapple check.
Immunity to Electricity (Ex): Shamblers take no damage from electricity. Instead, any electricity attack used against a shambler temporarily grants it 1d4 points of Constitution. The shambler loses these points at the rate of 1 per hour.
Skills: Shamblers have a +4 racial bonus on Hide, Listen, and Move Silently checks. *They have a +12 racial bonus on Hide checks when in a swampy or forested area.

SHIELD GUARDIAN

Large Construct
Hit Dice:
15d10+30 (112 hp)
Initiative:
+0
Speed:
30 ft. (6 squares)
Armor Class:
24 (–1 size, +15 natural), touch 9, flat-footed 24
Base Attack/Grapple:
+11/+21
Attack:
Slam +16 melee (1d8+6)
Full Attack:
2 slams +16 melee (1d8+6)
Space/Reach:
10 ft./10 ft.
Special Attacks:

Special Qualities:
Construct traits, darkvision 60 ft., fast healing 5, find master, guard, low-light vision, shield other, spell storing
Saves:
Fort +5, Ref +5, Will +5
Abilities:
Str 22, Dex 10, Con —, Int —, Wis 10, Cha 1
Environment:
Any
Organization:
Solitary
Challenge Rating:
8
Treasure:
None
Alignment:
Always neutral
Advancement:
16–24 HD (Large); 25–45 HD (Huge)
Level Adjustment:

Created by spellcasters to be bodyguards, shield guardians are constructs that protect their masters with spells and stamina. When it is fashioned, a shield guardian is keyed to a particular magical amulet. Henceforth, it regards the wearer of that amulet to be its master, protecting and following that individual everywhere (unless specifically commanded not to do so).
A shield guardian obeys its master’s verbal commands to the best of its ability, although it is not good for much beyond combat and possibly simple manual labor. It can also be keyed to perform specific tasks at specific times or when certain conditions are met. The wearer of the amulet can call the shield guardian from any distance, and it will come as long as it is on the same plane.
A shield guardian is some 9 feet tall and weighs more than 1,200 pounds.
Shield guardians cannot speak, but they understand commands given in any language.
COMBAT
Shield guardians are straightforward in battle, bashing with their heavy stone fists. They are made for defense and are not particularly impressive on offense.
Find Master (Su): As long as a shield guardian and its amulet are on the same plane, the shield guardian can find the amulet wearer (or just the amulet, if it is removed after the guardian is called).
Guard (Ex): If ordered to do so, a shield guardian moves swiftly to defend the wearer of its amulet, blocking blows and disrupting foes. All attacks against the amulet wearer take a –2 penalty when the shield guardian is adjacent to its master.
Shield Other (Sp): The wearer of a shield guardian’s amulet can activate this defensive ability if within 100 feet of the shield guardian. Just as the spell of the same name, this ability transfers to the shield guardian half the damage that would be dealt to the amulet wearer (this ability does not provide the spell’s AC or save bonuses).
Spell Storing (Sp): A shield guardian can store one spell of 4th level or lower that is cast into it by another creature. It “casts” this spell when commanded to do so or when a predefined situation arises. Once this spell is used, the shield guardian can store another spell (or the same spell again).
CONSTRUCTION
A shield guardian is built from wood, bronze, stone, and steel. The materials cost 5,000 gp.
The creature’s master may assemble the body or hire someone else to do the job. Creating the body requires a DC 16 Craft (blacksmithing) or Craft (carpentry) check. The keyed amulet is fashioned at the same time, and its cost (20,000 gp) is included in the cost of the guardian. After the body is sculpted, the shield guardian is animated through an extended magical ritual that requires a specially prepared laboratory or workroom, similar to an alchemist’s laboratory and costing 500 gp to establish. If the creator is personally constructing the creature’s body, the building and the ritual can be performed together. A shield guardian with more than 15 Hit Dice can be created, but each additional Hit Die adds +5,000 gp to the market price, and the price increases by +20,000 gp if the creature’s size increases to Huge, modifying the cost to create accordingly.
CL 15th; Craft Construct, limited wish, discern location, shield, shield other, caster must be at least 15th level; Price 120,000 gp; Cost 65,000 gp + 4,600 XP.
AMULET
If a shield guardian’s amulet is destroyed, the guardian ceases to function until a new one is created. If the wearer dies but the amulet is intact, the shield guardian carries out the last command it was given.

SHOCKER LIZARD

Small Magical Beast
Hit Dice:
2d10+2 (13 hp)
Initiative:
+6
Speed:
40 ft. (8 squares), climb 20 ft., swim 20 ft.
Armor Class:
16 (+1 size, +2 Dex, +3 natural), touch 13, flat-footed 14
Base Attack/Grapple:
+2/–2
Attack:
Bite +3 melee (1d4)
Full Attack:
Bite +3 melee (1d4)
Space/Reach:
5 ft./5 ft.
Special Attacks:
Stunning shock, lethal shock
Special Qualities:
Darkvision 60 ft., electricity sense, immunity to electricity, low-light vision
Saves:
Fort +4, Ref +5, Will +1
Abilities:
Str 10, Dex 15, Con 13, Int 2, Wis 12, Cha 6
Skills:
Climb +11, Hide +11, Jump +7, Listen +4, Spot +4, Swim +10
Feats:
Improved Initiative
Environment:
Warm marshes
Organization:
Solitary, pair, clutch (3–5), or colony (6–11)
Challenge Rating:
2
Treasure:
1/10 coins; 50% goods; 50% items
Alignment:
Always neutral
Advancement:
3–4 HD (Small); 5–6 HD (Medium)
Level Adjustment:

A shocker lizard has a pale gray or blue underside, shading to a darker hue on its back. It has blue-black markings along its back and tail. A shocker lizard is about 1 foot tall at the shoulder and weighs about 25 pounds.
COMBAT
A shocker lizard relies on its electricity abilities in combat. A lizard tends to bite only after its shock has rendered an opponent unconscious or when the shock seems to have no effect at all. A solitary lizard flees once it delivers its shocks, but if other shocker lizards are nearby, they all home in on their comrade’s discharges and attempt to administer their shocks to the foe.
Stunning Shock (Su): Once per round, a shocker lizard can deliver an electrical shock to a single opponent within 5 feet. This attack deals 2d8 points of nonlethal damage to living opponents (Reflex DC 12 half ). The save DC is Constitution-based.
Lethal Shock (Su): Whenever two or more shocker lizards are within 20 feet of each other, they can work together to create a lethal shock. This effect has a radius of 20 feet, centered on any one contributing lizard. The shock deals 2d8 points of electricity damage for each lizard contributing to it, to a maximum of 12d8. A Reflex save (DC 10 + number of lizards contributing) reduces the damage by half.
Electricity Sense (Ex): Shocker lizards automatically detect any electrical discharges within 100 feet.
Skills: Shocker lizards have a +4 racial bonus on Hide checks due to their coloration. Shocker lizards have a +2 racial bonus on Listen and Spot checks.
Shocker lizards use their Dexterity modifier instead of their Strength modifier for Climb and Jump checks.
A shocker lizard has a +8 racial bonus on Climb checks and can always choose to take 10 on a Climb check, even if rushed or threatened.
A shocker lizard has a +8 racial bonus on any Swim check to perform some special action or avoid a hazard. It can always choose to take 10 on a Swim check, even if distracted or endangered. It can use the run action while swimming, provided it swims in a straight line.

SKELETON
Skeletons are the animated bones of the dead, mindless automatons that obey the orders of their evil masters.
A skeleton is seldom garbed in anything more than the rotting remnants of any clothing or armor it was wearing when slain. A skeleton does only what it is ordered to do. It can draw no conclusions of its own and takes no initiative. Because of this limitation, its instructions must always be simple. A skeleton attacks until destroyed.
CREATING A SKELETON
“Skeleton” is an acquired template that can be added to any corporeal creature (other than an undead) that has a skeletal system (referred to hereafter as the base creature).
Size and Type: The creature’s type changes to undead. It retains any subtype except for alignment subtypes (such as good) and subtypes that indicate kind. It does not gain the augmented subtype. It uses all the base creature’s statistics and special abilities except as noted here.
Hit Dice: Drop any Hit Dice gained from class levels (to a minimum of 1) and raise remaining Hit Dice to d12s. If the creature has more than 20 Hit Dice, it can’t be made into a skeleton by the animate dead spell.
Speed: Winged skeletons can’t use their wings to fly. If the base creature flew magically, so can the skeleton.
Armor Class: Natural armor bonus changes to a number based on the skeleton’s size:
Tiny or smaller
+0
Small
+1
Medium or Large
+2
Huge
+3
Gargantuan
+6
Colossal
+10
Attacks: A skeleton retains all the natural weapons, manufactured weapon attacks, and weapon proficiencies of the base creature, except for attacks that can’t work without flesh. A creature with hands gains one claw attack per hand; the skeleton can strike with each of its claw attacks at its full attack bonus. A skeleton’s base attack bonus is equal to 1/2 its Hit Dice.
Damage: Natural and manufactured weapons deal damage normally. A claw attack deals damage depending on the skeleton’s size. (If the base creature already had claw attacks with its hands, use the skeleton claw damage only if it’s better.)
Diminutive or Fine
1
Tiny
1d2
Small
1d3
Medium
1d4
Large
1d6
Huge
1d8
Gargantuan
2d6
Colossal
2d8
Special Attacks: A skeleton retains none of the base creature’s special attacks.
Special Qualities: A skeleton loses most special qualities of the base creature. It retains any extraordinary special qualities that improve its melee or ranged attacks. A skeleton gains the following special qualities.
Immunity to Cold (Ex): Skeletons are not affected by cold.
Damage Reduction 5/Bludgeoning: Skeletons lack flesh or internal organs.
Saves: Base save bonuses are Fort +1/3 HD, Ref +1/3 HD, and Will +1/2 HD + 2.
Abilities: A skeleton’s Dexterity increases by +2, it has no Constitution or Intelligence score, its Wisdom changes to 10, and its Charisma changes to 1.
Skills: A skeleton has no skills.
Feats: A skeleton loses all feats of the base creature and gains Improved Initiative.
Environment: Any, usually same as base creature.
Organization: Any.
Challenge Rating: Depends on Hit Dice, as follows:
Hit Dice
Challenge Rating
1/2
1/6
1
1/3
2–3
1
4–5
2
6–7
3
8–9
4
10–11
5
12–14
6
15–17
7
18–20
8
Treasure: None.
Alignment: Always neutral evil.
Advancement: As base creature (or — if the base creature advances by character class).
Level Adjustment: —.


Human Warrior Skeleton
Wolf Skeleton
Owlbear Skeleton

Medium Undead
Medium Undead
Large Undead
Hit Dice:
1d12 (6 hp)
2d12 (13 hp)
5d12 (32 hp)
Initiative:
+5
+7
+6
Speed:
30 ft. (6 squares)
50 ft. (10 squares)
30 ft. (6 squares)
Armor Class:
15 (+1 Dex, +2 natural, +2 heavy steel shield), touch 11, flat-footed 14
15 (+3 Dex, +2 natural), touch 13, flat-footed 12
13 (–1 size, +2 Dex, +2 natural), touch 11, flat-footed 11
Base Attack/Grapple:
+0/+1
+1/+2
+2/+11
Attack:
Scimitar +1 melee (1d6+1/18–20) or claw +1 melee (1d4+1)
Bite +2 melee (1d6+1)
Claw +6 melee (1d6+5)
Full Attack:
Scimitar +1 melee (1d6+1/18–20) or 2 claws +1 melee (1d4+1)
Bite +2 melee (1d6+1)
2 claws +6 melee (1d6+5) and bite +1 melee (1d8+2)
Space/Reach:
5 ft./5 ft.
5 ft./5 ft.
10 ft./5 ft.
Special Attacks: —



Special Qualities:
Damage reduction 5/bludgeoning, darkvision 60 ft., immunity to cold, undead traits
Damage reduction 5/bludgeoning, darkvision 60 ft., immunity to cold, undead traits
Damage reduction 5/bludgeoning, darkvision 60 ft., immunity to cold, undead traits
Saves:
Fort +0, Ref +1, Will +2
Fort +0, Ref +3, Will +3
Fort +1, Ref +3, Will +4
Abilities: Str 13, Dex 13, Con —, Int —, Wis 10, Cha 1
Str 13, Dex 17, Con —, Int —, Wis 10, Cha 1
Str 21, Dex 14, Con —, Int —, Wis 10, Cha 1

Feats:
Improved Initiative
Improved Initiative
Improved Initiative
Environment:
Temperate plains
Temperate forests
Temperate forests
Organization:
Any
Any
Any
Challenge Rating:
1/3
1
2
Treasure:
None
None
None
Alignment:
Always neutral evil
Always neutral evil
Always neutral evil
Advancement:

3 HD (Medium); 4–6 HD (Large)
6–8 HD (Large); 9–15 HD (Huge)
Level Adjustment:





Troll Skeleton
Chimera Skeleton
Ettin Skeleton

Large Undead
Large Undead
Large Undead
Hit Dice:
6d12 (39 hp)
9d12 (58 hp)
10d12 (65 hp)
Initiative:
+7
+6
+4
Speed:
30 ft. (6 squares)
30 ft. (6 squares)
40 ft. (8 squares)
Armor Class:
14 (+3 Dex, –1 size, +2 natural), touch 12, flat-footed 11
13 (+2 Dex., –1 size, +2 natural), touch 11, flat-footed 11
11 (–1 size, +2 natural), touch 9, flat-footed 11
Base Attack/Grapple:
+3/+13
+4/+12
+5/+15
Attack:
Claw +8 melee (1d6+6)
Bite +7 melee (2d6+4)
Morningstar +10 melee (2d6+6) or claw +10 melee (1d6+6) or javelin +4 ranged (1d8+6)
Full Attack:
2 claws +8 melee (1d6+6) and bite +3 melee (1d6+3)
Bite +7 melee (2d6+4) and bite+7 melee (1d8+4) and gore +7 melee (1d8+4) and 2 claws +2 melee (1d6+2)
2 morningstars +10 melee (2d6+6) or 2 claws +10 melee (1d6+6) or 2 javelins +4 ranged (1d8+6)
Space/Reach:
10 ft./10 ft
10 ft./5 ft
10 ft./10 ft.
Special Attacks:



Special Qualities:
Damage reduction 5/bludgeoning, darkvision 60 ft., immunity to cold, undead traits
Damage reduction 5/bludgeoning, darkvision 60 ft., immunity to cold, undead traits
Damage reduction 5/bludgeoning, darkvision 60 ft., darkvision 60 ft., immunity to cold, superior twoweapon
Saves:
Fort +2, Ref +5, Will +5
Fort +3, Ref +5, Will +6
Fort +3, Ref +3, Will +7
Abilities:
Str 23, Dex 16, Con —, Int —, Wis 10, Cha 1
Str 19, Dex 15, Con —, Int —, Wis 10, Cha 1
Str 23, Dex 10, Con —, Int —, Wis 10, Cha 1
Feats:
Improved Initiative
Improved Initiative
Improved Initiative
Environment:
Cold mountains
Temperate hills
Cold hills
Organization:
Any
Any
Any
Challenge Rating:
3
4
5
Treasure:
None
None
None
Alignment:
Always neutral evil
Always neutral evil
Always neutral evil
Advancement:

10–13 HD (Large); 14–27 HD (Huge)

Level Adjustment:





Advanced Megaraptor Skeleton
Cloud Giant Skeleton
Young Adult Red Dragon Skeleton

Huge Undead
Huge Undead
Huge Undead (Fire)
Hit Dice:
12d12 (78 hp)
17d12 (110 hp)
19d12 (123 hp)
Initiative:
+7
+6
+5
Speed:
60 ft. (12 squares)
50 ft. (10 squares)
40 ft. (8 squares)
Armor Class:
14 (–2 size, +3 Dex, +3 natural), touch 11, flat-footed 11
13 (–2 size, +2 Dex, +3 natural), touch 10, flat-footed 11
12 (–2 size, +1 Dex, +3 natural), touch 9, flat-footed 11
Base Attack/Grapple:
+6/+19
+8/+28
+9/+27
Attack:
Talons +9 melee (2d8+5)
Gargantuan morningstar +18 melee (4d6+18) or claw +18 melee (1d8+12) or rock +8 ranged (2d8+12)
Bite +17 melee (2d8+10)
Full Attack:
Talons +9 melee (2d8+5) and 2 claws +4 melee (1d8+2) and bite +4 melee (2d6+2)
Gargantuan morningstar +18/+13 melee (4d6+18) or 2 claws +18 melee (1d8+12) or rock +8 ranged (2d8+12)
Bite +17 melee (2d8+10) and 2 claws +12 melee (2d6+5) and 2 wings +12 melee (1d8+5) and tail slap +12 melee (2d6+15)
Space/Reach:
15 ft./10 ft.
15 ft./15 ft.
15 ft./10 ft.
Special Attacks:



Special Qualities:
Damage reduction 5/bludgeoning, darkvision 60 ft., immunity to cold, undead traits
Damage reduction 5/bludgeoning, darkvision 60 ft., immunity to cold, oversize weapon, undead traits
Damage reduction 5/bludgeoning, darkvision 60 ft., immunity to cold and fire, undead traits
Saves:
Fort +4, Ref +7, Will +8
Fort +5, Ref +7, Will +10
Fort +6, Ref +7, Will +8
Abilities:
Str 21, Dex 17, Con —, Int —, Wis 10, Cha 1
Str 35, Dex 15, Con —, Int —, Wis 10, Cha 1
Str 31, Dex 12, Con —, Int —, Wis 10, Cha 1
Feats:
Improved Initiative
Improved Initiative
Improved Initiative
Environment:
Warm forests
Temperate mountains
Warm mountains
Organization:
Any
Any
Any
Challenge Rating:
6
7
8
Treasure:
None
None
None
Alignment:
Always neutral evil
Always neutral evil
Always neutral evil
Advancement:
13–16 HD (Huge); 17–20 HD (Gargantuan)

20 HD (Huge)
Level Adjustment:




SKUM

Medium Aberration (Aquatic)
Hit Dice:
2d8+2 (11 hp)
Initiative:
+1
Speed:
20 ft. (4 squares), swim 40 ft.
Armor Class:
13 (+1 Dex, +2 natural), touch 11, flat-footed 12
Base Attack/Grapple:
+1/+5
Attack:
Bite +5 melee (2d6+4)
Full Attack:
Bite +5 melee (2d6+4) and 2 claws +0 melee (1d4+2)
Space/Reach:
5 ft./5 ft.
Special Attacks:
Rake 1d6+2
Special Qualities:
Darkvision 60 ft., amphibious
Saves:
Fort +1, Ref +1, Will +3
Abilities:
Str 19, Dex 13, Con 13, Int 10, Wis 10, Cha 6
Skills:
Hide +6*, Listen +7*, Move Silently +6, Spot +7*, Swim +12
Feats:
Alertness
Environment:
Underground
Organization:
Brood (2–5) or pack (6–15)
Challenge Rating:
2
Treasure:
None
Alignment:
Usually lawful evil
Advancement:
3–4 HD (Medium); 5–6 HD (Large)
Level Adjustment:
+3
A skum is about the same height and weight as a human. Skum speak Aquan.
COMBAT
Rake (Ex): Attack bonus +0 melee, damage 1d6+2. A skum also gains two rake attacks when it attacks while swimming.
Skills: *Skum have a +4 racial bonus on Hide, Listen, and Spot checks underwater.
A skum has a +8 racial bonus on any Swim check to perform some special action or avoid a hazard. It can always choose to take 10 on a Swim check, even if distracted or endangered. It can use the run action while swimming, provided it swims in a straight line.

SPECTRE

Medium Undead (Incorporeal)
Hit Dice:
7d12 (45 hp)
Initiative:
+7
Speed:
40 ft. (8 squares), fly 80 ft. (perfect)
Armor Class:
15 (+3 Dex, +2 deflection), touch 15, flat-footed 13
Base Attack/Grapple:
+3/—
Attack:
Incorporeal touch +6 melee (1d8 plus energy drain)
Full Attack:
Incorporeal touch +6 melee (1d8 plus energy drain)
Space/Reach:
5 ft./5 ft.
Special Attacks:
Energy drain, create spawn
Special Qualities:
Darkvision 60 ft., incorporeal traits, +2 turn resistance, sunlight powerlessness, undead traits, unnatural aura
Saves:
Fort +2, Ref +5, Will +7
Abilities:
Str —, Dex 16, Con —, Int 14, Wis 14, Cha 15
Skills:
Hide +13, Intimidate +12, Knowledge (religion) +12, Listen +14, Search +12, Spot +14, Survival +2 (+4 following tracks)
Feats:
Alertness, Blind-Fight, Improved Initiative
Environment:
Any land and underground
Organization:
Solitary, gang (2–4), or swarm (6–11)
Challenge Rating:
7
Treasure:
None
Alignment:
Always lawful evil
Advancement:
8–14 HD (Medium)
Level Adjustment:

A spectre looks much as it did in life and can be easily recognized by those who knew the individual or have seen the individual’s face in a painting or a drawing. In many cases, the evidence of a violent death is visible on its body. A spectre is roughly human-sized and is weightless.
COMBAT
In close combat a spectre attacks with its numbing, life-draining touch. It makes full use of its incorporeal nature, moving through walls, ceilings, and floors as it attacks.
Energy Drain (Su): Living creatures hit by a spectre’s incorporeal touch attack gain two negative levels. The DC is 15 for the Fortitude save to remove a negative level. The save DC is Charisma-based. For each such negative level bestowed, the spectre gains 5 temporary hit points.
Create Spawn (Su): Any humanoid slain by a spectre becomes a spectre in 1d4 rounds. Spawn are under the command of the spectre that created them and remain enslaved until its death. They do not possess any of the abilities they had in life.
Unnatural Aura (Su): Animals, whether wild or domesticated, can sense the unnatural presence of a spectre at a distance of 30 feet. They do not willingly approach nearer than that and panic if forced to do so; they remain panicked as long as they are within that range.
Sunlight Powerlessness (Ex): Spectres are powerless in natural sunlight (not merely a daylight spell) and flee from it. A spectre caught in sunlight cannot attack and can take only a single move or attack action in a round.

SPHINX
Sphinxes are enigmatic creatures with great, feathery wings and leonine bodies. All sph