This material is Open Game Content, and is licensed for public use under
the terms of the Open Game License v1.0a.
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
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|
Huge Plant
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|
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
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|
Medium Elemental (Earth, Extraplanar, Fire)
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|
Hit Dice:
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3d8+3 (16 hp)
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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
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Small Outsider (Evil, Extraplanar)
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Hit Dice:
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1d8+1 (5 hp)
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Initiative:
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+1
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Speed:
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Fly 30 ft. (good) (6 squares)
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Armor Class:
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12 (+1 size, +1 Dex), touch 11, flat-footed 11
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Base Attack/Grapple:
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+1/–3
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Attack:
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Bite +3 melee (1d4 plus poison)
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Full Attack:
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Bite +3 melee (1d4 plus poison)
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Space/Reach:
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5 ft./5 ft.
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Special Attacks:
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Shriek, kiss, poison
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Special Qualities:
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Darkvision 60 ft.
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Saves:
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Fort +3, Ref +3, Will +3
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Abilities:
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Str 10, Dex 13, Con 12, Int 5, Wis 12, Cha 8
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Skills:
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Hide +9, Intimidate +3, Listen +5, Move Silently +5, Spot +5
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Feats:
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Weapon Finesse
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Environment:
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An evil-aligned plane
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Organization:
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Cluster (2–5) or mob (6–11)
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Challenge Rating:
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2
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Treasure:
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None
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Alignment:
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Always neutral evil
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Advancement:
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2–3 HD (Small)
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Level Adjustment:
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—
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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
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Medium Undead
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Hit Dice:
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4d12 (26 hp)
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Initiative:
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+1
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Speed:
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30 ft. (6 squares)
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Armor Class:
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15 (+1 Dex, +4 natural), touch 11, flat-footed 14
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Base Attack/Grapple:
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+2/+3
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Attack:
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Slam +3 melee (1d4+1 plus energy drain)
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Full Attack:
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Slam +3 melee (1d4+1 plus energy drain)
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Space/Reach:
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5 ft./5 ft.
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Special Attacks:
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Create spawn, energy drain
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Special Qualities:
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Darkvision 60 ft., undead traits
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Saves:
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Fort +1, Ref +2, Will +5
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Abilities:
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Str 12, Dex 12, Con —, Int 11, Wis 13, Cha 15
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Skills:
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Hide +8, Listen +7, Move Silently +16, Spot +7
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Feats:
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Alertness, Blind-Fight
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Environment:
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Any
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Organization:
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Solitary, pair, gang (3–5), or pack (6–11)
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Challenge Rating:
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3
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Treasure:
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None
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Alignment:
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Always lawful evil
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Advancement:
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5–8 HD (Medium)
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Level Adjustment:
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—
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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
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Small Aberration (Air)
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Hit Dice:
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9d8 (40 hp)
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Initiative:
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+13
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Speed:
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Fly 50 ft. (perfect) (10 squares)
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Armor Class:
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29 (+1 size, +9 Dex, +9 deflection), touch 29, flat-footed 20
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Base Attack/Grapple:
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+6/–3
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Attack:
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Shock +16 melee touch (2d8 electricity)
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Full Attack:
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Shock +16 melee touch (2d8 electricity)
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Space/Reach:
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5 ft./5 ft.
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Special Attacks:
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—
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Special Qualities:
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Darkvision 60 ft., immunity to magic, natural invisibility
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Saves:
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Fort +3, Ref +12, Will +9
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Abilities:
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Str 1, Dex 29, Con 10, Int 15, Wis 16, Cha 12
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Skills:
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Bluff +13, Diplomacy +3, Disguise +1 (+3 acting), Intimidate +3, Listen
+17, Search +14, Spot +17, Survival +3 (+5 following tracks)
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Feats:
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Alertness, Blind-Fight, Dodge, Improved Initiative, Weapon
FinesseB
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Environment:
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Temperate marshes
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Organization:
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Solitary, pair, or string (3–4)
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Challenge Rating:
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6
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Treasure:
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1/10 coins; 50% goods; 50% items
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Alignment:
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Usually chaotic evil
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Advancement:
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10–18 HD (Small)
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Level Adjustment:
|
—
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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
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Large Magical Beast (Cold)
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Hit Dice:
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6d10+18 (51 hp)
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Initiative:
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+5
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Speed:
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50 ft. (10 squares)
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Armor Class:
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15 (–1 size, +1 Dex, +5 natural), touch 10, flat-footed 14
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Base Attack/Grapple:
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+6/+14
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Attack:
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Bite +9 melee (1d8+6 plus 1d6 cold)
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