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MONSTERS (T-Z)

TARRASQUE

Colossal Magical Beast
Hit Dice:
48d10+594 (858 hp)
Initiative:
+7
Speed:
20 ft. (4 squares)
Armor Class:
35 (–8 size, +3 Dex, +30 natural), touch 5, flat-footed 32
Base Attack/Grapple:
+48/+81
Attack:
Bite +57 melee (4d8+17/18–20/x3)
Full Attack:
Bite +57 melee (4d8+17/18–20/x3) and 2 horns +52 melee (1d10+8) and 2 claws +52 melee (1d12+8) and tail slap +52 melee (3d8+8)
Space/Reach:
30 ft./20 ft.
Special Attacks:
Augmented critical, frightful presence, improved grab, rush, swallow whole
Special Qualities:
Carapace, damage reduction 15/epic, immunity to fire, poison, disease, energy drain, and ability damage, regeneration 40, scent, spell resistance 32
Saves:
Fort +38, Ref +29, Will +20
Abilities:
Str 45, Dex 16, Con 35, Int 3, Wis 14, Cha 14
Skills:
Listen +17, Search +9, Spot +17, Survival +14 (+16 following tracks)
Feats:
Alertness, Awesome Blow, Blind-Fight, Cleave, Combat Reflexes, Dodge, Great Cleave, Improved Bull Rush, Improved Initiative, Iron Will, Power Attack, Toughness (6)
Environment:
Any
Organization:
Solitary
Challenge Rating:
20
Treasure:
None
Alignment:
Always neutral
Advancement:
49+ HD (Colossal)
Level Adjustment:

The tarrasque is 70 feet long and 50 feet tall, and it weighs about 130 tons.
The tarrasque cannot speak.
COMBAT
The tarrasque attacks with its claws, teeth, horns, and tail.
The tarrasque’s natural weapons are treated as epic weapons for the purpose of overcoming damage reduction.
Augmented Critical (Ex): The tarrasque’s bite threatens a critical hit on a natural attack roll of 18–20, dealing triple damage on a successful critical hit.
Frightful Presence (Su): The tarrasque can inspire terror by charging or attacking. Affected creatures must succeed on a DC 36 Will save or become shaken, remaining in that condition as long as they remain with 60 feet of the tarrasque. The save DC is Charisma-based.
Improved Grab (Ex): To use this ability, the tarrasque must hit a Huge or smaller opponent with its bite attack. It can then attempt to start a grapple as a free action without provoking an attack of opportunity. If it wins the grapple check, it establishes a hold and can try to swallow the foe the following round.
Rush (Ex): Once per minute, the normally slow-moving tarrasque can move at a speed of 150 feet.
Swallow Whole (Ex): The tarrasque can try to swallow a grabbed opponent of Huge or smaller size by making a successful grapple check. Once inside, the opponent takes 2d8+8 points of crushing damage plus 2d8+6 points of acid damage per round from the tarrasque’s digestive juices. A swallowed creature can cut its way out by dealing 50 points of damage to the tarrasque’s digestive tract (AC 25). Once the creature exits, muscular action closes the hole; another swallowed opponent must cut its own way out. The tarrasque’s gullet can hold 2 Huge, 8 Large, 32 Medium, 128 Small, or 512 Tiny or smaller creatures.
Carapace (Ex): The tarrasque’s armorlike carapace is exceptionally tough and highly reflective, deflecting all rays, lines, cones, and even magic missile spells. There is a 30% chance of reflecting any such effect back at the caster; otherwise, it is merely negated. Check for reflection before rolling to overcome the creature’s spell resistance.
Regeneration (Ex): No form of attack deals lethal damage to the tarrasque. The tarrasque regenerates even if it fails a saving throw against a disintegrate spell or a death effect. If the tarrasque fails its save against a spell or effect that would kill it instantly (such as those mentioned above), the spell or effect instead deals nonlethal damage equal to the creature’s full normal hit points +10 (or 868 hp). The tarrasque is immune to effects that produce incurable or bleeding wounds, such as mummy rot, a sword with the wounding special ability, or a clay golem’s cursed wound ability.
The tarrasque can be slain only by raising its nonlethal damage total to its full normal hit points +10 (or 868 hit points) and using a wish or miracle spell to keep it dead.
If the tarrasque loses a limb or body part, the lost portion regrows in 1d6 minutes (the detached piece dies and decays normally). The creature can reattach the severed member instantly by holding it to the stump.
Skills: The tarrasque has a +8 racial bonus on Listen and Spot checks.

TENDRICULOS

Huge Plant
Hit Dice:
9d8+54 (94 hp)
Initiative:
–1
Speed:
20 ft. (4 squares)
Armor Class:
16 (–2 size, –1 Dex, +9 natural), touch 7, flat-footed 16
Base Attack/Grapple:
+6/+23
Attack:
Bite +13 melee (2d8+9) and 2 tendrils +8 melee (1d6+4)
Full Attack:
Bite +13 melee (2d8+9) and 2 tendrils +8 melee (1d6+4)
Space/Reach:
15 ft./15 ft.
Special Attacks:
Improved grab, paralysis, swallow whole
Special Qualities:
Low-light vision, plant traits, regeneration 10
Saves:
Fort +12, Ref +2, Will +4
Abilities:
Str 28, Dex 9, Con 22, Int 3, Wis 8, Cha 3
Skills:
Hide +9, Listen +1, Move Silently +1, Spot +1
Feats:
Alertness, Iron Will, Power Attack, Stealthy
Environment:
Temperate forests
Organization:
Solitary
Challenge Rating:
6
Treasure:
1/10th coins; 50% goods; 50% items
Alignment:
Always neutral
Advancement:
10–16 HD (Huge); 17–27 HD (Gargantuan)
Level Adjustment:

A tendriculos can rear up to a height of 15 feet. It weighs about 3,500 pounds.
Animals and other plant creatures are unnerved by the presence of a tendriculos; they avoid it and any place it has been within the last 24 hours.
COMBAT
Prowling deep forests or waiting in vegetated areas (looking like nothing more than a small hillock), a tendriculos attacks savagely, showing no fear. It attempts to swallow as much flesh as it can, as quickly as it can.
Improved Grab (Ex): To use this ability, a tendriculos must hit a creature at least one size smaller than itself with its bite attack. It can then attempt to start a grapple as a free action without provoking an attack of opportunity. If it wins the grapple check, it establishes a hold and can try to swallow the opponent in the following round. A tendriculos can also use its improved grab ability on a tendril attack. If it wins the grapple check, it establishes a hold, picks up the opponent, and transfers it to the mouth as a free action, automatically dealing bite damage.
Swallow Whole/Paralysis (Ex): A tendriculos can try to swallow a grabbed opponent by making a successful grapple check. Once inside the plant’s mass, the opponent must succeed on a DC 20 Fortitude save or be paralyzed for 3d6 rounds by the tendriculos’s digestive juices, taking 2d6 points of acid damage per round. A new save is required each round inside the plant. The save DC is Constitution-based. A swallowed creature that avoids paralysis can climb out of the mass with a successful grapple check. This returns it to the plant’s maw, where another successful grapple check is needed to get free. A swallowed creature can also cut its way out by using a light slashing or piercing weapon to deal 25 points of damage to the tendriculos’s interior (AC 14). Once the creature exits, the plant’s regenerative capacity closes the hole; another swallowed opponent must cut its own way out. A Huge tendriculos’s interior can hold 2 Large, 8 Medium, 32 Small, 128 Tiny, or 512 Diminutive or smaller opponents.
Regeneration (Ex): Bludgeoning weapons and acid deal normal damage to a tendriculos. A tendriculos that loses part of its body mass can regrow it in 1d6 minutes. Holding the severed portion against the mass enables it to reattach instantly.

THOQQUA

Medium Elemental (Earth, Extraplanar, Fire)
Hit Dice:
3d8+3 (16 hp)
Initiative:
+1
Speed:
30 ft. (6 squares), burrow 20 ft.
Armor Class:
18 (+1 Dex, +7 natural), touch 11, flat-footed 17
Base Attack/Grapple:
+2/+4
Attack:
Slam +4 melee (1d6+3 plus 2d6 fire)
Full Attack:
Slam +4 melee (1d6+3 plus 2d6 fire)
Space/Reach:
5 ft./5 ft.
Special Attacks:
Heat, burn
Special Qualities:
Darkvision 60 ft., elemental traits, immunity to fire, tremorsense 60 ft., vulnerability to cold
Saves:
Fort +4, Ref +2, Will +2
Abilities:
Str 15, Dex 13, Con 13, Int 6, Wis 12, Cha 10
Skills:
Listen +5, Move Silently +3, Survival +3
Feats:
Alertness, Track
Environment:
Elemental Plane of Fire
Organization:
Solitary or pair
Challenge Rating:
2
Treasure:
None
Alignment:
Usually neutral
Advancement:
4–9 HD (Large)
Level Adjustment:

A thoqqua is about 1 foot in diameter and 4 to 5 feet long. It weighs about 200 pounds.
COMBAT
When a thoqqua is disturbed, its first instinct is to attack. Its favored tactic is to spring directly at a foe, either by bursting out of the rock or by coiling up its body and launching itself like a spring. (Treat this as a charge, even though the thoqqua does not need to move 10 feet before attacking.)
Heat (Ex): Merely touching or being touched by a thoqqua automatically deals 2d6 fire damage.
Burn (Ex): When a thoqqua hits with its slam attack, the opponent must succeed on a DC 12 Reflex save or catch fire. The save DC is Constitution-based. The flame burns for 1d4 rounds if not extinguished sooner. A burning creature can use a full-round action to put out the flame.

TITAN

Huge Outsider (Chaotic, Extraplanar)
Hit Dice:
20d8+280 (370 hp)
Initiative:
+1
Speed:
40 ft. in half-plate armor (8 squares); base speed 60 ft.
Armor Class:
38 (–2 size, +19 natural, +11 +4 half-plate armor), touch 8, flat-footed 38
Base Attack/Grapple:
+20/+44
Attack:
Gargantuan +3 adamantine warhammer +37 melee (4d6+27/x3) or +3 javelin +22 ranged (2d6+19) or slam +34 (1d8+16)
Full Attack:
Gargantuan +3 adamantine warhammer +37/+32/+27/+22 melee (4d6+27/3) or +3 javelin +22 ranged (2d6+19) or 2 slams +34 (1d8+16)
Space/Reach:
15 ft./15 ft.
Special Attacks:
Oversized weapon, spell-like abilities
Special Qualities:
Damage reduction 15/lawful, darkvision 60 ft., spell resistance 32
Saves:
Fort +26, Ref +13, Will +21
Abilities:
Str 43, Dex 12, Con 39, Int 21, Wis 28, Cha 24
Skills:
Balance +7, Bluff +19, Climb +22, Concentration +37, Craft (any one) +28, Diplomacy +11, Disguise +7 (+9 acting), Heal +20, Intimidate +32, Jump +38, Knowledge (any one) +28, Listen +32, Perform (oratory) +30, Sense Motive +32, Search +28, Spellcraft +17, Spot +32, Survival +9 (+11 following tracks), Swim +16
Feats:
Awesome Blow, Blind-Fight, Cleave, Improved Bull Rush, Improved Sunder, Power Attack, Quicken Spell-Like Ability (chain lightning)
Environment:
A chaotic good-aligned plane
Organization:
Solitary or pair
Challenge Rating:
21
Treasure:
Double standard plus +4 half-plate armor and Gargantuan +3 adamantine warhammer
Alignment:
Always chaotic (any)
Advancement:
21–30 HD (Huge); 31–60 HD (Gargantuan)
Level Adjustment:

A titan is about 25 feet tall and weighs about 14,000 pounds.
Titans speak Abyssal, Common, Celestial, Draconic, and Giant.
COMBAT
A titan’s natural weapons, as well as any weapons it wields, are treated as chaotic-aligned for the purpose of overcoming damage reduction.
Oversized Weapon (Ex): A titan wields a great, two-handed warhammer (big enough for Gargantuan creatures) without penalty.
Spell-Like Abilities: At will—chain lightning (DC 23), charm monster (DC 21), cure critical wounds (DC 21), fire storm (DC 24), greater dispel magic, hold monster (DC 22), invisibility, invisibility purge, levitate, persistent image (DC 22), polymorph (humanoid forms only, duration 1 hour); 3/day—etherealness, word of chaos (DC 22), summon nature’s ally IX; 1/day—gate, maze, meteor swarm (DC 26). Caster level 20th. The save DCs are Charisma-based.
In addition, titans of good or neutral alignment can use the following additional spell-like abilities: At will—daylight, holy smite (DC 21), remove curse (DC 21); 1/day—greater restoration. Caster level 20th. The save DCs are Charisma-based.
Titans of evil alignment can use the following additional spell-like abilities: At will—bestow curse (DC 21), deeper darkness, unholy blight (DC 21); 1/day—crushing hand (DC 26). Caster level 20th. The save DCs are Charisma-based.
TACTICS ROUND-BY-ROUND
Titans enjoy combat and usually close with their foes. If that proves ineffective, they swiftly back off and pelt the foe with spell-like abilities and magical effects. Because of a titan’s Quicken Spell-Like Ability feat, it can use chain lightning as a free action, and frequently attacks in melee while lashing out with this ability at the same time.
Prior to combat: Invisibility purge or invisibility.
Round 1: Charge and attempt to sunder the weapon of the most dangerous foe. Hurl chain lightning at opponents standing away from the fight.
Round 2: Full attack against the disarmed opponent, and hurl chain lightning at other opponents.
Round 3: Back away from first opponent and use maze or meteor swarm on any spellcaster causing trouble.
Round 4: Sunder the weapon of the next most effective combatant, or use greater dispel magic on all nearby opponents.
Round 5: Full attack against any nearby opponent, or use fire storm.
Use another quickened chain lightning if foes seem really dangerous.
A titan usually reserves its gate and etherealness abilities to escape a fight that is not going well.

TOJANIDA

Juvenile Tojanida
Adult Tojanida
Elder Tojanida

Small Outsider (Extraplanar, Water)
Medium Outsider (Extraplanar, Water)
Large Outsider (Extraplanar, Water)
Hit Dice:
3d8+6 (19 hp)
7d8+14 (45 hp)
15d8+60 (127 hp)
Initiative:
+1
+1
+1
Speed:
10 ft. (2 squares), swim 90 ft.
10 ft. (2 squares), swim 90 ft.
10 ft. (2 squares), swim 90 ft.
Armor Class:
22 (+1 size, +1 Dex, +10 natural), touch 12, flat-footed 21
23 (+1 Dex, +12 natural), touch 11, flat-footed 22
24 (–1 size, +1 Dex, +14 natural), touch 10, flat-footed 23
Base Attack/Grapple:
+3/+1
+7/+10
+15/+25
Attack:
Bite +6 melee (2d6+2)
Bite +10 melee (2d8+3)
Bite +20 melee (4d6+6)
Full Attack:
Bite +6 melee (2d6+2) and 2 claws +1 melee (1d4+1)
Bite +10 melee (2d8+3) and 2 claws +5 melee (1d6+1)
Bite +20 melee (4d6+6) and 2 claws +15 melee (1d8+3)
Space/Reach:
5 ft./5 ft.
5 ft./5 ft.
10 ft./5 ft.
Special Attacks:
Improved grab, ink cloud
Improved grab, ink cloud
Improved grab, ink cloud
Special Qualities:
All-around vision, darkvision 60 ft., immunity to acid and cold, resistance to
All-around vision, darkvision 60 ft., immunity to acid and cold, electricity 10 and fire 10
All-around vision, darkvision 60 ft., resistance to electricity 10 and fire 10 immunity to acid and cold, resistance to electricity 10 and fire 10
Saves:
Fort +5, Ref +4, Will +4
Fort +7, Ref +6, Will +6
Fort +13, Ref +10, Will +10
Abilities:
Str 14, Dex 13, Con 15, Int 10, Wis 12, Cha 9
Str 16, Dex 13, Con 15, Int 10, Wis 12, Cha 9
Str 22, Dex 13, Con 19, Int 10, Wis 12, Cha 9
Skills:
Diplomacy +1, Escape Artist +7, Hide +11, Knowledge (the planes) +6, Listen +7, Search +6, Spot +9, Sense Motive +7, Survival +1 (+3 other planes and following tracks), Swim +10, Use Rope +1 (+3 with bindings)
Diplomacy +1, Escape Artist +11, Hide +11, Knowledge (the planes) +6, Listen +11, Search +14, Sense Motive +11, Spot +15, Survival +1 (+3 other planes and following tracks), Swim +11, Use Rope+1 (+3 with bindings)
Escape Artist +19, Hide +15, Intimidate +17, Knowledge (the Planes) +18, Listen +21, Search +22, Sense Motive +17, Spot +25, Survival +1 (+3 other planes and following tracks), Swim +14, Use Rope+1 (+3 with bindings)
Feats:
Blind-Fight, Dodge
Blind-Fight, Dodge, Power Attack
Alertness, Blind-Fight, Cleave, Dodge, Improved Sunder, Power Attack
Environment:
Elemental Plane of Water
Elemental Plane of Water
Elemental Plane of Water
Organization:
Solitary or clutch (2–4)
Solitary or clutch (2–4)
Solitary or clutch (2–4)
Challenge Rating:
3
5
9
Treasure:
Standard
Standard
Standard
Alignment:
Always neutral
Always neutral
Always neutral
Advancement:
4–6 HD (Small)
8–14 HD (Medium)
16–24 HD (Large); 25–45 HD (Huge)
Level Adjustment:



A tojanida’s shell is blue-green in color. Inside the shell is a fleshy body from which extend seven stalks. Four of these stalks have paddles for locomotion, two are tipped with claws, and one bears the creature’s head. Eight vents in the shell, four at each end, allow the tojanida to thrust its stalks out in whatever configuration it finds convenient.
A juvenile tojanida is up to 25 years old. It has a shell about 3 feet long, and it weighs about 60 pounds. An adult is aged 26 to 80. Its shell is about 6 feet long, and it weighs about 220 pounds. An elder can reach 150 years of age. It has a shell about 9 feet long, and it weighs about 500 pounds.
Tojanidas speak Aquan and can be loquacious, but usually only on the subject of food.
COMBAT
Improved Grab (Ex): To use this ability, a tojanida must hit with a bite or claw attack. It can then attempt to start a grapple as a free action without provoking an attack of opportunity. Underwater, a tojanida can tow a grabbed victim of its own size or smaller at its swim speed (but it cannot run). A favorite tactic is to grab a single opponent, then withdraw, hauling the opponent away from its allies.
Ink Cloud (Ex): A tojanida can emit a spherical cloud of jet-black ink with a radius of 30 feet once per minute as a free action. The effect is otherwise similar to fog cloud cast by an individual of a level equal to the tojanida’s Hit Dice. Out of water, the ink emerges in a stream up to 30 feet long, which a tojanida can squirt into an opponent’s eyes. The affected creature must succeed on a Reflex save or be blinded for 1 round. The save DC is 13 against a juvenile, 15 against an adult, and 21 against an elder. The save DCs are Constitution based.
All-Around Vision (Ex): The multiple apertures in a tojanida’s shell allow it to look in any direction, bestowing a +4 racial bonus on Spot and Search checks. Opponents gain no flanking bonuses when attacking a tojanida.
Skills: A tojanida has a +8 racial bonus on any Swim check to perform some special action or avoid a hazard. It can always choose to take 10 on a Swim check, even if distracted or endangered. It can use the run action while swimming, provided it swims in a straight line.

TREANT

Huge Plant
Hit Dice:
7d8+35 (66 hp)
Initiative:
–1
Speed:
30 ft. (6 squares)
Armor Class:
20 (–2 size, –1 Dex, +13 natural), touch 7, flat-footed 20
Base Attack/Grapple:
+5/+22
Attack:
Slam +12 melee (2d6+9)
Full Attack:
2 slams +12 melee (2d6+9)
Space/Reach:
15 ft./15 ft.
Special Attacks:
Animate trees, double damage against objects, trample 2d6+13
Special Qualities:
Damage reduction 10/slashing, low-light vision, plant traits, vulnerability to fire
Saves:
Fort +10, Ref +1, Will +7
Abilities:
Str 29, Dex 8, Con 21, Int 12, Wis 16, Cha 12
Skills:
Diplomacy +3, Hide –9*, Intimidate +6, Knowledge (nature) +6, Listen +8, Sense Motive +8, Spot +8, Survival +8 (+10 aboveground)
Feats:
Improved Sunder, Iron Will, Power Attack
Environment:
Temperate forests
Organization:
Solitary or grove (4–7)
Challenge Rating:
8
Treasure:
Standard
Alignment:
Usually neutral good
Advancement:
8–16 HD (Huge); 17–21 HD (Gargantuan)
Level Adjustment:
+5
A treant’s leaves are deep green in the spring and summer. In the fall and winter the leaves change to yellow, orange, or red, but they rarely fall out. A treant’s legs fit together when closed to look like the trunk of a tree, and a motionless treant is nearly indistinguishable from a tree.
A treant is about 30 feet tall, with a “trunk” about 2 feet in diameter. It weighs about 4,500 pounds.
Treants speak their own language, plus Common and Sylvan. Most also can manage a smattering of just about all other humanoid tongues—at least enough to say “Get away from my trees!”
COMBAT
Treants prefer to watch potential foes carefully before attacking. They often charge suddenly from cover to trample the despoilers of forests. If sorely pressed, they animate trees as reinforcements.
Animate Trees (Sp): A treant can animate trees within 180 feet at will, controlling up to two trees at a time. It takes 1 full round for a normal tree to uproot itself. Thereafter it moves at a speed of 10 feet and fights as a treant in all respects. Animated trees lose their ability to move if the treant that animated them is incapacitated or moves out of range. The ability is otherwise similar to liveoak (caster level 12th). Animated trees have the same vulnerability to fire that a treant has.
Double Damage against Objects (Ex): A treant or animated tree that makes a full attack against an object or structure deals double damage.
Trample (Ex): Reflex DC 22 half. The save DC is Strength-based. Skills: *Treants have a +16 racial bonus on Hide checks made in forested areas.

TRITON

Medium Outsider (Native, Water)
Hit Dice:
3d8+3 (16 hp)
Initiative:
+0
Speed:
5 ft. (1 square), swim 40 ft.
Armor Class:
16 (+6 natural), touch 10, flat-footed 16
Base Attack/Grapple:
+3/+4
Attack:
Trident +4 melee (1d8+1) or heavy crossbow +3 ranged (1d10/19–20)
Full Attack:
Trident +4 melee (1d8+1) or heavy crossbow +3 ranged (1d10/19–20)
Space/Reach:
5 ft./5 ft.
Special Attacks:
Spell-like abilities
Special Qualities:
Darkvision 60 ft.
Saves:
Fort +4, Ref +3, Will +4
Abilities:
Str 12, Dex 10, Con 12, Int 13, Wis 13, Cha 11
Skills:
Craft (any one) +7, Diplomacy +2, Hide +6, Listen +7, Move Silently +6, Ride +6, Search +7, Sense Motive +7, Spot +7, Survival +7 (+9 following tracks), Swim +9
Feats:
Mounted Combat, Ride-By Attack
Environment:
Temperate aquatic
Organization:
Company (2–5), squad (6–11), or band (20–80)
Challenge Rating:
2
Treasure:
Standard
Alignment:
Usually neutral good
Advancement:
4–9 HD (Medium)
Level Adjustment:
+2
A triton has silvery skin that fades into silver-blue scales on the lower half of its body. A triton’s hair is deep blue or blue-green.
A triton is about the same size and weight as a human. Tritons speak Common and Aquan.
COMBAT
The reclusive tritons prefer to avoid combat, but they fiercely defend their homes. They attack with either melee or ranged weapons as the circumstances warrant. When encountered outside their lair, they are 90% likely to be mounted on friendly sea creatures such as porpoises.
Spell-Like Abilities: 1/day—summon nature’s ally IV. Caster level 7th. Tritons often choose water elementals for their companions.
Skills: A triton has a +8 racial bonus on any Swim check to perform some special action or avoid a hazard. It can always choose to take 10 on a Swim check, even if distracted or endangered. It can use the run action while swimming, provided it swims in a straight line.

TROGLODYTE

Medium Humanoid (Reptilian)
Hit Dice:
2d8+4 (13 hp)
Initiative:
–1
Speed:
30 ft. (6 squares)
Armor Class:
15 (–1 Dex, +6 natural), touch 9, flat-footed 15
Base Attack/Grapple:
+1/+1
Attack:
Club +1 melee (1d6) or claw +1 melee (1d4) or javelin +1 ranged (1d6)
Full Attack:
Club +1 melee (1d6) and claw –1 melee (1d4) and bite –1 melee (1d4); or 2 claws +1 melee (1d4) and bite –1 melee (1d4); or javelin +1 ranged (1d6)
Space/Reach:
5 ft./5 ft.
Special Attacks:
Stench
Special Qualities:
Darkvision 90 ft.
Saves:
Fort +5, Ref –1, Will +0
Abilities:
Str 10, Dex 9, Con 14, Int 8, Wis 10, Cha 10
Skills:
Hide +5*, Listen +3
Feats:
MultiattackB, Weapon Focus (javelin)
Environment:
Underground
Organization:
Clutch (2–5), squad (6–11 plus 1–2 monitor lizards), or band (20–80 plus 20% noncombatants plus 3–13 monitor lizards)
Challenge Rating:
1
Treasure:
50% coins; 50% goods; 50% items
Alignment:
Usually chaotic evil
Advancement:
By character class
Level Adjustment:
+2
A troglodyte stands about 5 feet tall and weighs about 150 pounds.
Troglodytes speak Draconic.
COMBAT
Half of a group of troglodytes are armed only with claws and teeth; the rest carry one or two javelins and clubs. They normally conceal themselves, launch a volley of javelins, then close to attack. If the battle goes against them, they retreat and attempt to hide.
Stench (Ex): When a troglodyte is angry or frightened, it secretes an oily, musk-like chemical that nearly every form of animal life finds offensive. All living creatures (except troglodytes) within 30 feet of a troglodyte must succeed on a DC 13 Fortitude save or be sickened for 10 rounds. The save DC is Constitution-based. Creatures that successfully save cannot be affected by the same troglodyte’s stench for 24 hours. A delay poison or neutralize poison spell removes the effect from the sickened creature. Creatures with immunity to poison are unaffected, and creatures resistant to poison receive their normal bonus on their saving throws.
Skills: The skin of a troglodyte changes color somewhat, allowing it to blend in with its surroundings like a chameleon and providing a +4 racial bonus on Hide checks. *In rocky or underground settings, this bonus improves to +8.
TROGLODYTE CHARACTERS
Troglodyte characters possess the following racial traits.
— –2 Dexterity, +4 Constitution, –2 Intelligence.
—Medium size.
—A troglodyte’s base land speed is 30 feet.
—Darkvision out to 90 feet.
—Racial Hit Dice: A troglodyte begins with two levels of humanoid, which provide 2d8 Hit Dice, a base attack bonus of +1, and base saving throw bonuses of Fort +3, Ref +0, and Will +0.
—Racial Skills: A troglodyte’s humanoid levels give it skill points equal to 5 x(2 + Int modifier, minimum 1). Its class skills are Hide and Listen. Troglodytes have a +4 racial bonus on Hide checks (+8 in rocky or underground surroundings).
—Racial Feats: A troglodyte’s humanoid levels give it one feat. A troglodyte receives Multiattack as a bonus feat.
— +6 natural armor bonus.
—Natural Weapons: 2 claws (1d4) and bite (1d4).
—Special Attacks (see above): Stench.
—Automatic Languages: Draconic. Bonus Languages: Common, Giant, Goblin, Orc.
—Favored Class: Cleric.
—Level adjustment +2.

TROLL

Large Giant
Hit Dice:
6d8+36 (63 hp)
Initiative:
+2
Speed:
30 ft. (6 squares)
Armor Class:
16 (–1 size, +2 Dex, +5 natural), touch 11, flat-footed 14
Base Attack/Grapple:
+4/+14
Attack:
Claw +9 melee (1d6+6)
Full Attack:
2 claws +9 melee (1d6+6) and bite +4 melee (1d6+3)
Space/Reach:
10 ft./10 ft.
Special Attacks:
Rend 2d6+9
Special Qualities:
Darkvision 90 ft., low-light vision, regeneration 5, scent
Saves:
Fort +11, Ref +4, Will +3
Abilities:
Str 23, Dex 14, Con 23, Int 6, Wis 9, Cha 6
Skills:
Listen +5, Spot +6
Feats:
Alertness, Iron Will, Track
Environment:
Cold mountains
(Scrag: Cold aquatic)
Organization:
Solitary or gang (2–4)
Challenge Rating:
5
Treasure:
Standard
Alignment:
Usually chaotic evil
Advancement:
By character class
Level Adjustment:
+5

Trolls walk upright but hunched forward with sagging shoulders. Their gait is uneven, and when they run, their arms dangle and drag along the ground. For all this seeming awkwardness, trolls are very agile.
A typical adult troll stands 9 feet tall and weighs 500 pounds. Females are slightly larger than males. A troll’s rubbery hide is moss green, mottled green and gray, or putrid gray. The hair is usually greenish black or iron gray.
Trolls speak Giant.
COMBAT
Trolls have no fear of death: They launch themselves into combat without hesitation, flailing wildly at the closest opponent. Even when confronted with fire, they try to get around the flames and attack.
Rend (Ex): If a troll hits with both claw attacks, it latches onto the opponent’s body and tears the flesh. This attack automatically deals an additional 2d6+9 points of damage.
Regeneration (Ex): Fire and acid deal normal damage to a troll. If a troll loses a limb or body part, the lost portion regrows in 3d6 minutes. The creature can reattach the severed member instantly by holding it to the stump.
SCRAG
These cousins of the troll have the aquatic subtype. They dwell in any body of water in any climate. They have a base land speed of 20 feet and a swim speed of 40 feet and are found only in aquatic environments. They regenerate only if mostly immersed in water.
TROLLS AS CHARACTERS
Troll characters possess the following racial traits.
— +12 Strength, +4 Dexterity, +12 Constitution, –4 Intelligence (minimum 3), –2 Wisdom, –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.
—A troll’s base land speed is 30 feet.
—Darkvision out to 60 feet and low-light vision.
—Racial Hit Dice: A troll begins with six levels of giant, which provide 6d8 Hit Dice, a base attack bonus of +4, and base saving throw bonuses of Fort +5, Ref +2, and Will +2.
—Racial Skills: A troll’s giant levels give it skill points equal to 9 x(2 + Int modifier, minimum 1). Its class skills are Listen and Spot.
—Racial Feats: A troll’s giant levels give it three feats.
— +5 natural armor bonus.
—Natural Weapons: Claw (1d6) and bite (1d6).
—Special Attacks (see above): Rend, damage 2d6 + 1-1/2 times Str modifier.
—Special Qualities: Regeneration 5, scent.
—Automatic Languages: Giant. Bonus Languages: Common, Orc.
—Favored Class: Fighter.
—Level adjustment +5.

UNICORN

Large Magical Beast
Hit Dice:
4d10+20 (42 hp)
Initiative:
+3
Speed:
60 ft. (12 squares)
Armor Class:
18 (–1 size, +3 Dex, +6 natural), touch 12, flat-footed 15
Base Attack/Grapple:
+4/+13
Attack:
Horn +11 melee (1d8+8)
Full Attack:
Horn +11 melee (1d8+8) and 2 hooves +3 melee (1d4+2)
Space/Reach:
10 ft./5 ft.
Special Attacks:

Special Qualities:
Darkvision 60 ft., magic circle against evil, spell-like abilities, immunity to poison, charm, and compulsion, low-light vision, scent, wild empathy
Saves:
Fort +9, Ref +7, Will +6
Abilities:
Str 20, Dex 17, Con 21, Int 10, Wis 21, Cha 24
Skills:
Jump +21, Listen +11, Move Silently +9, Spot +11, Survival +8*
Feats:
Alertness, Skill Focus (Survival)
Environment:
Temperate forests
Organization:
Solitary, pair, or grace (3–6)
Challenge Rating:
3
Treasure:
None
Alignment:
Always chaotic good
Advancement:
5–8 HD (Large)
Level Adjustment:
+4 (cohort)
A unicorn has deep sea-blue, violet, brown, or fiery gold eyes. Males sport a white beard.
A typical adult unicorn grows to 8 feet in length, stands 5 feet high at the shoulder, and weighs 1,200 pounds. Females are slightly smaller and slimmer than males.
Unicorns speak Sylvan and Common.
COMBAT
Unicorns normally attack only when defending themselves or their forests. They either charge, impaling foes with their horns like lances, or strike with their hooves. The horn is a +3 magic weapon, though its power fades if removed from the unicorn.
Magic Circle against Evil (Su): This ability continuously duplicates the effect of the spell. A unicorn cannot suppress this ability.
Spell-Like Abilities: Unicorns can use detect evil at will as a free action.
Once per day a unicorn can use greater teleport to move anywhere within its home. It cannot teleport beyond the forest boundaries nor back from outside.
A unicorn can use cure light wounds three times per day and cure moderate wounds once per day (caster level 5th) by touching a wounded creature with its horn. Once per day it can use neutralize poison (DC 21, caster level 8th) with a touch of its horn. The save DC is Charisma-based.
Wild Empathy (Ex): This power works like the druid’s wild empathy class feature, except that a unicorn has a +6 racial bonus on the check.
Skills: Unicorns have a +4 racial bonus on Move Silently checks. *Unicorns have a +3 competence bonus on Survival checks within the boundaries of their forest.

VAMPIRE
Vampires appear just as they did in life, although their features are often hardened and feral, with the predatory look of wolves.
Like liches, they often embrace finery and decadence and may assume the guise of nobility. Despite their human appearance, vampires can be easily recognized, for they cast no shadows and throw no reflections in mirrors.
Vampires speak any languages they knew in life.
CREATING A VAMPIRE
“Vampire” is an acquired template that can be added to any humanoid or monstrous humanoid creature (referred to hereafter as the base creature).
A vampire uses all the base creature’s statistics and special abilities except as noted here.
Size and Type: The creature’s type changes to undead (augmented humanoid or monstrous humanoid). Do not recalculate base attack bonus, saves, or skill points. Size is unchanged.
Hit Dice: Increase all current and future Hit Dice to d12s.
Speed: Same as the base creature. If the base creature has a swim speed, the vampire retains the ability to swim and is not vulnerable to immersion in running water (see below).
Armor Class: The base creature’s natural armor bonus improves by +6.
Attack: A vampire retains all the attacks of the base creature and also gains a slam attack if it didn’t already have one. If the base creature can use weapons, the vampire retains this ability. A creature with natural weapons retains those natural weapons. A vampire fighting without weapons uses either its slam attack or its primary natural weapon (if it has any). A vampire armed with a weapon uses its slam or a weapon, as it desires.
Full Attack: A vampire fighting without weapons uses either its slam attack (see above) or its natural weapons (if it has any). If armed with a weapon, it usually uses the weapon as its primary attack along with a slam or other natural weapon as a natural secondary attack.
Damage: Vampires have slam attacks. If the base creature does not have this attack form, use the appropriate damage value from the table below according to the vampire’s size. Creatures that have other kinds of natural weapons retain their old damage values or use the appropriate value from the table below, whichever is better.
Size
Damage
Fine
1
Diminutive
1d2
Tiny
1d3
Small
1d4
Medium
1d6
Large
1d8
Huge
2d6
Gargantuan
2d8
Colossal
4d6
Special Attacks: A vampire retains all the special attacks of the base creature and gains those described below. Saves have a DC of 10 + 1/2 vampire’s HD + vampire’s Cha modifier unless noted otherwise.
Blood Drain (Ex): A vampire can suck blood from a living victim with its fangs by making a successful grapple check. If it pins the foe, it drains blood, dealing 1d4 points of Constitution drain each round the pin is maintained. On each such successful attack, the vampire gains 5 temporary hit points.
Children of the Night (Su): Vampires command the lesser creatures of the world and once per day can call forth 1d6+1 rat swarms, 1d4+1 bat swarms, or a pack of 3d6 wolves as a standard action. (If the base creature is not terrestrial, this power might summon other creatures of similar power.) These creatures arrive in 2d6 rounds and serve the vampire for up to 1 hour.
Dominate (Su): A vampire can crush an opponent’s will just by looking onto his or her eyes. This is similar to a gaze attack, except that the vampire must use a standard action, and those merely looking at it are not affected. Anyone the vampire targets must succeed on a Will save or fall instantly under the vampire’s influence as though by a dominate person spell (caster level 12th). The ability has a range of 30 feet.
Create Spawn (Su): A humanoid or monstrous humanoid slain by a vampire’s energy drain rises as a vampire spawn (see the Vampire Spawn entry) 1d4 days after burial.
If the vampire instead drains the victim’s Constitution to 0 or lower, the victim returns as a spawn if it had 4 or less HD and as a vampire if it had 5 or more HD. In either case, the new vampire or spawn is under the command of the vampire that created it and remains enslaved until its master’s destruction. At any given time a vampire may have enslaved spawn totaling no more than twice its own Hit Dice; any spawn it creates that would exceed this limit are created as free-willed vampires or vampire spawn. A vampire that is enslaved may create and enslave spawn of its own, so a master vampire can control a number of lesser vampires in this fashion. A vampire may voluntarily free an enslaved spawn in order to enslave a new spawn, but once freed, a vampire or vampire spawn cannot be enslaved again.
Energy Drain (Su): Living creatures hit by a vampire’s slam attack (or any other natural weapon the vampire might possess) gain two negative levels. For each negative level bestowed, the vampire gains 5 temporary hit points. A vampire can use its energy drain ability once per round.
Special Qualities: A vampire retains all the special qualities of the base creature and gains those described below.
Alternate Form (Su): A vampire can assume the shape of a bat, dire bat, wolf, or dire wolf as a standard action. This ability is similar to a polymorph spell cast by a 12th-level character, except that the vampire does not regain hit points for changing form and must choose from among the forms mentioned here. While in its alternate form, the vampire loses its natural slam attack and dominate ability, but it gains the natural weapons and extraordinary special attacks of its new form. It can remain in that form until it assumes another or until the next sunrise. (If the base creature is not terrestrial, this power might allow other forms.)
Damage Reduction (Su): A vampire has damage reduction 10/silver and magic. A vampire’s natural weapons are treated as magic weapons for the purpose of overcoming damage reduction.
Fast Healing (Ex): A vampire heals 5 points of damage each round so long as it has at least 1 hit point. If reduced to 0 hit points in combat, it automatically assumes gaseous form and attempts to escape. It must reach its coffin home within 2 hours or be utterly destroyed. (It can travel up to nine miles in 2 hours.) Any additional damage dealt to a vampire forced into gaseous form has no effect. Once at rest in its coffin, a vampire is helpless. It regains 1 hit point after 1 hour, then is no longer helpless and resumes healing at the rate of 5 hit points per round.
Gaseous Form (Su): As a standard action, a vampire can assume gaseous form at will as the spell (caster level 5th), but it can remain gaseous indefinitely and has a fly speed of 20 feet with perfect maneuverability.
Resistances (Ex): A vampire has resistance to cold 10 and electricity 10.
Spider Climb (Ex): A vampire can climb sheer surfaces as though with a spider climb spell.
Turn Resistance (Ex): A vampire has +4 turn resistance.
Abilities: Increase from the base creature as follows: Str +6, Dex +4, Int +2, Wis +2, Cha +4. As an undead creature, a vampire has no Constitution score.
Skills: Vampires have a +8 racial bonus on Bluff, Hide, Listen, Move Silently, Search, Sense Motive, and Spot checks. Otherwise same as the base creature.
Feats: Vampires gain Alertness, Combat Reflexes, Dodge, Improved Initiative, and Lightning Reflexes, assuming the base creature meets the prerequisites and doesn’t already have these feats.
Environment: Any, usually same as base creature.
Organization: Solitary, pair, gang (3–5), or troupe (1–2 plus 2–5 vampire spawn)
Challenge Rating: Same as the base creature +2.
Treasure: Double standard.
Alignment: Always evil (any).
Advancement: By character class.
Level Adjustment: Same as the base creature +8.

Vampire Weaknesses
For all their power, vampires have a number of weaknesses.
Repelling a Vampire: Vampires cannot tolerate the strong odor of garlic and will not enter an area laced with it. Similarly, they recoil from a mirror or a strongly presented holy symbol. These things don’t harm the vampire—they merely keep it at bay. A recoiling vampire must stay at least 5 feet away from a creature holding the mirror or holy symbol and cannot touch or make melee attacks against the creature holding the item for the rest of the encounter. Holding a vampire at bay takes a standard action.
Vampires are also unable to cross running water, although they can be carried over it while resting in their coffins or aboard a ship.
They are utterly unable to enter a home or other building unless invited in by someone with the authority to do so. They may freely enter public places, since these are by definition open to all.
Slaying a Vampire: Reducing a vampire’s hit points to 0 or lower incapacitates it but doesn’t always destroy it (see the note on fast healing). However, certain attacks can slay vampires. Exposing any vampire to direct sunlight disorients it: It can take only a single move action or attack action and is destroyed utterly in the next round if it cannot escape. Similarly, immersing a vampire in running water robs it of one-third of its hit points each round until it is destroyed at the end of the third round of immersion. Driving a wooden stake through a vampire’s heart instantly slays the monster. However, it returns to life if the stake is removed, unless the body is destroyed. A popular tactic is to cut off the creature’s head and fill its mouth with holy wafers (or their equivalent).


Vampire Characters

Vampires are always evil, which causes characters of certain classes to lose some class abilities. In addition, certain classes take additional penalties.
Clerics: Vampire clerics lose their ability to turn undead but gain the ability to rebuke undead. This ability does not affect the vampire’s controller or any other vampires that a master controls. A vampire cleric has access to two of the following domains: Chaos, Destruction, Evil, or Trickery.
Sorcerers and Wizards: Vampire sorcerers and wizards retain their class abilities, but if a character has a familiar other than a rat or bat, the link between them is broken, and the familiar shuns its former companion. The character can summon another familiar, but it must be a rat or bat.

VAMPIRE SPAWN

Medium Undead
Hit Dice:
4d12+3 (29 hp)
Initiative:
+6
Speed:
30 ft. (6 squares)
Armor Class:
15 (+2 Dex, +3 natural), touch 12, flat-footed 13
Base Attack/Grapple:
+2/+5
Attack:
Slam +5 melee (1d6+4 plus energy drain)
Full Attack:
Slam +5 melee (1d6+4 plus energy drain)
Space/Reach:
5 ft./5 ft.
Special Attacks:
Blood drain, domination, energy drain
Special Qualities:
+2 turn resistance, damage reduction 5/silver, darkvision 60 ft., fast healing 2, gaseous form, resistance to cold 10 and electricity 10, spider climb, undead traits
Saves:
Fort +1, Ref +5, Will +5
Abilities:
Str 16, Dex 14, Con —, Int 13, Wis 13, Cha 14
Skills:
Bluff +6, Climb +8, Craft or Profession (any one) +4, Diplomacy +4, Hide +10, Jump +8, Listen +11, Move Silently +10, Search +8, Sense Motive +11, Spot +11
Feats:
AlertnessB, Improved InitiativeB, Lightning ReflexesB, Skill Focus (selected Craft or Profession skill), Toughness
Environment:
Any
Organization:
Solitary or pack (2–5)
Challenge Rating:
4
Treasure:
Standard
Alignment:
Always evil (any)
Advancement:

Level Adjustment:

Vampire spawn are undead creatures that come into being when vampires slay mortals. Like their creators, spawn remain bound to their coffins and to the soil of their graves. Vampire spawn appear much as they did in life, although their features are often hardened, with a predatory look.
Vampire spawn speak Common.
COMBAT
Vampire spawn use their inhuman strength when engaging mortals, hammering their foes with powerful blows and dashing them against rocks or walls. They also use their gaseous form and flight abilities to strike where opponents are most vulnerable.
Blood Drain (Ex): A vampire spawn can suck blood from a living victim with its fangs by making a successful grapple check. If it pins the foe, it drains blood, dealing 1d4 points of Constitution drain each round. On each such successful drain attack, the vampire spawn gains 5 temporary hit pints.
Domination (Su): A vampire spawn can crush an opponent’s will just by looking onto his or her eyes. This is similar to a gaze attack, except that the vampire must take a standard action, and those merely looking at it are not affected. Anyone the vampire targets must succeed on a DC 14 Will save or fall instantly under the vampire’s influence as though by a dominate person spell from a 5thlevel caster. The ability has a range of 30 feet. The save DC is Charisma-based.
Energy Drain (Su): Living creatures hit by a vampire spawn’s slam attack gain one negative level. The DC is 14 for the Fortitude save to remove a negative level. The save DC is Charisma-based. For each such negative level bestowed, the vampire spawn gains 5 temporary hit points.
Fast Healing (Ex): A vampire spawn heals 2 points of damage each round so long as it has at least 1 hit point. If reduced to 0 hit points in combat, it automatically assumes gaseous form and attempts to escape. It must reach its coffin home within 2 hours or be utterly destroyed. (It can travel up to nine miles in 2 hours.) Once at rest in its coffin, it is helpless. It regains 1 hit point after 1 hour, then is no longer helpless and resumes healing at the rate of 2 hit points per round.
Gaseous Form (Su): As a standard action, a vampire spawn can assume gaseous form at will as the spell (caster level 6th), but it can remain gaseous indefinitely and has a fly speed of 20 feet with perfect maneuverability.
Spider Climb (Ex): A vampire spawn can climb sheer surfaces as though with a spider climb spell.
Skills: Vampire spawn have a +4 racial bonus on Bluff, Hide, Listen, Move Silently, Search, Sense Motive, and Spot checks.
VAMPIRE SPAWN WEAKNESSES
Vampire spawn are vulnerable to all attacks and effects that repel or slay vampires. For details, see the Vampire entry.

VARGOUILLE

Small Outsider (Evil, Extraplanar)
Hit Dice:
1d8+1 (5 hp)
Initiative:
+1
Speed:
Fly 30 ft. (good) (6 squares)
Armor Class:
12 (+1 size, +1 Dex), touch 11, flat-footed 11
Base Attack/Grapple:
+1/–3
Attack:
Bite +3 melee (1d4 plus poison)
Full Attack:
Bite +3 melee (1d4 plus poison)
Space/Reach:
5 ft./5 ft.
Special Attacks:
Shriek, kiss, poison
Special Qualities:
Darkvision 60 ft.
Saves:
Fort +3, Ref +3, Will +3
Abilities:
Str 10, Dex 13, Con 12, Int 5, Wis 12, Cha 8
Skills:
Hide +9, Intimidate +3, Listen +5, Move Silently +5, Spot +5
Feats:
Weapon Finesse
Environment:
An evil-aligned plane
Organization:
Cluster (2–5) or mob (6–11)
Challenge Rating:
2
Treasure:
None
Alignment:
Always neutral evil
Advancement:
2–3 HD (Small)
Level Adjustment:

A vargouille is slightly larger than a human head, about 18 inches high, with a wingspan of 4 feet. It weighs about 10 pounds.
Vargouilles speak Infernal.
COMBAT
Vargouilles attack by biting with their jagged teeth. Their special attacks make them even more dangerous. A vargouille’s natural weapons, as well as any weapons it wields, are treated as evil-aligned for the purpose of overcoming damage reduction.
Shriek (Su): Instead of biting, a vargouille can open its distended mouth and let out a terrible shriek. Those within 60 feet (except other vargouilles) who hear the shriek and can clearly see the creature must succeed on a DC 12 Fortitude save or be paralyzed with fear for 2d4 rounds or until the monster attacks them, goes out of range, or leaves their sight. A paralyzed creature is susceptible to the vargouille’s kiss (see below). A creature that successfully saves cannot be affected again by the same vargouille’s shriek for 24 hours. The shriek is a mind-affecting fear effect. The save DC is Constitution-based and includes a +1 racial bonus.
Kiss (Su): A vargouille can kiss a paralyzed target with a successful melee touch attack. An affected opponent must succeed on a DC 15 Fortitude save or begin a terrible transformation that turns the creature into a vargouille within 24 hours (and often much sooner; roll 1d6 separately for each phase of the transformation).
First, over a period of 1d6 hours, all the victim’s hair falls out. Within another 1d6 hours thereafter, the ears grow into leathery wings, tentacles sprout on the chin and scalp, and the teeth become long, pointed fangs. During the next 1d6 hours, the victim takes Intelligence drain and Charisma drain equal to 1 point per hour (to a minimum of 3). The transformation is complete 1d6 hours later, when the head breaks free of the body (which promptly dies) and becomes a vargouille. This transformation is interrupted by sunlight, and even a daylight spell can delay death, but to reverse the transformation requires remove disease. The save DC is Constitution-based and
includes a +4 racial bonus.
Poison (Ex): Injury, Fortitude DC 12 or be unable to heal the vargouille’s bite damage naturally or magically. A neutralize poison or heal spell removes the effect, while delay poison allows magical healing. The save DC is Constitution-based and includes a +1 racial bonus.

WIGHT

Medium Undead
Hit Dice:
4d12 (26 hp)
Initiative:
+1
Speed:
30 ft. (6 squares)
Armor Class:
15 (+1 Dex, +4 natural), touch 11, flat-footed 14
Base Attack/Grapple:
+2/+3
Attack:
Slam +3 melee (1d4+1 plus energy drain)
Full Attack:
Slam +3 melee (1d4+1 plus energy drain)
Space/Reach:
5 ft./5 ft.
Special Attacks:
Create spawn, energy drain
Special Qualities:
Darkvision 60 ft., undead traits
Saves:
Fort +1, Ref +2, Will +5
Abilities:
Str 12, Dex 12, Con —, Int 11, Wis 13, Cha 15
Skills:
Hide +8, Listen +7, Move Silently +16, Spot +7
Feats:
Alertness, Blind-Fight
Environment:
Any
Organization:
Solitary, pair, gang (3–5), or pack (6–11)
Challenge Rating:
3
Treasure:
None
Alignment:
Always lawful evil
Advancement:
5–8 HD (Medium)
Level Adjustment:

A wight’s appearance is a weird and twisted reflection of the form it had in life. A wight is about the height and weight of a human.
Wights speak Common.
COMBAT
Wights attack by hammering with their fists.
Create Spawn (Su): Any humanoid slain by a wight becomes a wight in 1d4 rounds. Spawn are under the command of the wight that created them and remain enslaved until its death. They do not possess any of the abilities they had in life.
Energy Drain (Su): Living creatures hit by a wight’s slam attack gain one negative level. The DC is 14 for the Fortitude save to remove a negative level. The save DC is Charisma-based. For each such negative level bestowed, the wight gains 5 temporary hit points.
Skills: Wights have a +8 racial bonus on Move Silently checks.

WILL-O’-WISP

Small Aberration (Air)
Hit Dice:
9d8 (40 hp)
Initiative:
+13
Speed:
Fly 50 ft. (perfect) (10 squares)
Armor Class:
29 (+1 size, +9 Dex, +9 deflection), touch 29, flat-footed 20
Base Attack/Grapple:
+6/–3
Attack:
Shock +16 melee touch (2d8 electricity)
Full Attack:
Shock +16 melee touch (2d8 electricity)
Space/Reach:
5 ft./5 ft.
Special Attacks:

Special Qualities:
Darkvision 60 ft., immunity to magic, natural invisibility
Saves:
Fort +3, Ref +12, Will +9
Abilities:
Str 1, Dex 29, Con 10, Int 15, Wis 16, Cha 12
Skills:
Bluff +13, Diplomacy +3, Disguise +1 (+3 acting), Intimidate +3, Listen +17, Search +14, Spot +17, Survival +3 (+5 following tracks)
Feats:
Alertness, Blind-Fight, Dodge, Improved Initiative, Weapon FinesseB
Environment:
Temperate marshes
Organization:
Solitary, pair, or string (3–4)
Challenge Rating:
6
Treasure:
1/10 coins; 50% goods; 50% items
Alignment:
Usually chaotic evil
Advancement:
10–18 HD (Small)
Level Adjustment:

Will-o’-wisps can be yellow, white, green, or blue. They are easily mistaken for lanterns, especially in the foggy marshes and swamps where they reside. A will-o’-wisp’s body is a globe of spongy material about 1 foot across and weighing about 3 pounds, and its glowing body sheds as much light as a torch.
Will-o’-wisps speak Common and Auran. They have no vocal apparatus but can vibrate to create a voice with a ghostly sound.
COMBAT
Will-o’-wisps usually avoid combat. They prefer to confuse and bewilder adventurers, luring them into morasses or other hazardous places. When they are forced to fight, they loose small electrical shocks, which act as melee touch attacks.
Immunity to Magic (Ex): A will-o’-wisp is immune to most spells or spell-like abilities that allow spell resistance, except magic missile and maze.
Natural Invisibility (Ex): A startled or frightened will-o’-wisp can extinguish its glow, effectively becoming invisible as the spell.

WINTER WOLF


Large Magical Beast (Cold)
Hit Dice:
6d10+18 (51 hp)
Initiative:
+5
Speed:
50 ft. (10 squares)
Armor Class:
15 (–1 size, +1 Dex, +5 natural), touch 10, flat-footed 14
Base Attack/Grapple:
+6/+14
Attack:
Bite +9 melee (1d8+6 plus 1d6 cold)