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=== Summon Monster III === Spell Name – (spell level)(Creature)(CL/DC)(#/day) * Charm person (1st) - - Bacchae (7/12) (3/day) * Dancing lights (0th) - Eladrin, Coure (4/-) (At will) * Detect evil (0th) - Guardinal, Musteval (3/-) (At will) * Detect evil (0th) - Eladrin, Coure (4/-) (At will) * Detect magic (0th) - Guardinal, Musteval (3/-) (At will) * Detect magic (0th) - Eladrin, Coure (4/-) (At will) * Disguise self (1st) - Guardinal, Musteval (3/12) (At will) * [[Emotion]] (???) - Bacchae (7/11+SL??) (1/day) * Faerie fire (0th) - Eladrin, Coure (4/12) (At will) * Invisibility (2nd) - Guardinal, Musteval (3/13) (1/day) * Magic missile (1st) - Eladrin, Coure (4/-) (3/day) * Magic missile (1st) - Guardinal, Musteval (3/-) (At will) * Protection from evil (self only) (1st) - Guardinal, Musteval (3/12) (At will) * Scare – (3rd) (Dretch) (2/12) (1/day) * See invisibility (2nd) - Guardinal, Musteval (3/12) (At will) * Sleep (1st) - Eladrin, Coure (4/13) (3/day) * Stinking Cloud- (2nd) (Dretch) (2/13) (1/day) * Tasha’s hideous laughter (2nd) - Bacchae (7/13) (3/day) ====Bacchae ==== Medium-Size Outsider (Extraplanar); CR 2; HD 2d8+[[8]]; '''hp [[17]]''' '''Init''' +1; '''Spd''' 30 ft. '''Space/Reach''' 5 ft./5 ft.; '''AC''' 16 (+1 Dex, +5 natural), touch 11, flat-footed 15; Base Atk +2; Grp +[[6]] '''Atk''' Claw +[[6]] melee (1d4+[[4]]), or rock +3 ranged (1d6+[[5]]); '''Full Atk''' 2 claws +[[6]] melee (1d4+[[4]]), or rock +3 ranged (1d6+[[5]]) '''SA''' Debauch, Rage, Rend 2d4+[[5]]; '''SQ''' Acid resistance 10, electricity resistance 10, immunity to polymorph, outsider traits, SR 11; '''AL''' CN; SV '''Fort +[[9]], Ref +4, Will +2'''; [[Str 18]], Dex 13, [[Con 19]], int 10, Wis 9, Cha 14 '''Skills:''' Balance +3, Intimidate +8, Jump +[[12]], Listen +5, Perform(any four) +6, Spot +5, Survival +[[7]], Tumble +7 '''Feats:''' Great Fortitude '''Debauch (Su):''' Bacchae try to draw strangers into their perpetual revel, eventually converting them into bacchae themselves. Anyone who joins a band of bacchae in their debauchery, whether voluntarily or through the beguilement of the bacchae’s spell-like abilities, must make a Will save (DC 10+ 1 per 3 bacchae engaged in the revel, to a maximum DC of 20 for a band of 30 bacchae) or lose all track of time and start carousing alongside the bacchae. A victim ensnared by the bacchae’s debauchery will not willingly leave the mob. At the next sunrise, the victim must make a second Will save. 1f successful, the debauched character recovers his or her senses and may leave if he so chooses, although the bacchae are likely to begin the whole process all over again. 1f the debauched character fails the save, the character becomes a bacchae. A transformed character abandons her previous lifestyle, gains all the statistics and abilities of a bacchae, and fights against former allies as part of her bacchae mob. The character can be restored by Heal, Limited Wish, Miracle, or Wish. '''Immunity to Polymorph():''' Bacchae are immune to polymorphing. '''Rage (Ex):''' Twice per day a bacchae can fly into a drunken frenzy, raging like a barbarian. For [[9]] rounds, the bacchae gains a +4 bonus to Strength, a +4 bonus to Constitution, and a +2 morale bonus on Will saves, but takes a -2 penalty to AC. The following changes are in effect as long as the rage lasts: HD 2d8+[[12]]; '''hp [[21]]'''; '''AC''' 14, touch 9, flat-footed 13; Base Atk +4; Grp +[[8]]; '''Full Atk''' 2 claws +[[8]] melee (1d4+[[6]]), or rock +3 ranged (1d6+[[7]]); SV '''Fort +[[11]], Will +4'''; [[Str 22]], [[Con 23]]; Jump +[[14]]. A bacchae can fly into a rage once per encounter. At the end of the rage, the creature is fatigued (-2 Str, -2 Dex, can’t charge or run) for the duration of the encounter. '''Rend (Ex):''' If a bacchae hits with both claws, it latches onto the opponent’s body and tears the flesh. This attack automatically deals an additional 2d4+[[6]] points of damage (2d4+[[9]] points if the bacchae is raging). '''Spell-Like Abilities:''' 3/day- charm person, Tasha’s hideous laughter; 1/day- emotion. Caster level 7th; save DC 11 + spell level. '''Outsider Traits:''' Bacchae have darkvision (60-foot range). They cannot be raised or resurrected (though a wish or miracle spell can restore life). ====Bariaur==== Large Outsider (Chaotic, Extraplanar, Good); CR 3; HD 3d8+[[9]]; '''hp [[22]]''' '''Init''' +0; '''Spd''' 30 ft. (in scale mail barding), base 40 ft.; '''Space/Reach''' 10 ft./10 ft.; '''AC''' 14 (-1. size, +4 scale mail barding, +1 buckler), touch 9, flat-footed 14; Base Atk +3; Grp +[[10]] '''Atk''' Scimitar +[[6]] melee (1d6+[[4]]/18-20) or comp longbow +2 ranged (1d8+1/19-20) or hoof +[[6]] melee (1d6+[[4]]); '''Full Atk''' Scimitar +[[5]] melee (1d6+[[3]]/18-20) and 2 hooves +[[1]] melee (1d6+[[4]]) or comp longbow +2 ranged (1d8+1/3) or 2 hooves +[[6]] melee (1d6+[[4]]) '''SA''' Powerful charge 2d6+2; '''SQ''' Bariaur traits, SR 11+class level; '''AL''' CG; SV '''Fort +[[6]], Ref +3, Will +3 (+5 against spells and spell-like abilities)''' [[Str 19]], Dex 10, [[Con 17]], Int 10, Wis 10, Cha 9 '''Skills:''' Diplomacy +1, Handle Animal +5, Hide -1, Jump +[[7]], Listen +8, Move Silently +3, Ride +2, Sense Motive +6, Spot +8, Survival +[[8]], Tumble -1 '''Feats:''' Point Blank Shot, Power Attack '''Powerful Charge (Ex):''' A bariaur often begins a battie by charging at an opponent, lowering its head to smash its horns against a foe. In addition to the normal benefits and hazards of a charge, this allows the bariaur to make a single gore attack that deals 2d6+[[4]] points of bludgeoning damage. '''Bariaur Traits (Ex):''' Banaurs benefit from the following racial traits: • Resistant to Spells: +2 racial bonus on Will saves against spells and spell-like qualities. • Quadruped: As quadrupeds, bariaurs gain a +4 bonus on checks to resist bull rush and trip attacks. They have a carrying capacity 1 1/2 times greater than normal for their Strength. They must wear barding instead of normal armor '''Spell Resistance (Ex):''' Bariaurs gain spell resistance equal to 11 + class level. '''Skills():''' A bariaur’s keen senses grant it a +2 racial bonus on Listen and Spot checks (already factored into the statistics given above). '''Outsider Traits:''' Bariaurs have darkvision (60-foot range). They cannot be raised or resurrected (though a wish or miracle spell can restore life). ====Celestial Bear, Black==== Medium Magical Beast (); CR 2; HD 3d8+[[12]]; '''hp [[25]]''' '''Init''' +1; '''Spd''' 40 ft.; '''AC''' 13 (+1 Dex, +2 natural), touch 11, flat-footed 12; Base Atk +2; Grp +[[8]]; '''Atk''' Claw +[[8]] melee (1d4+[[6]]); '''Full Atk''' 2 claws +[[8]] melee (1d4+[[6]]) and bite +[[3]] melee (1d6+[[4]]); '''SA''' smite evil; '''SQ''' Low-light vision, scent, Darkvision 60 ft, resistance to acid 5 and cold 5 and electricity 5, SR 8; '''AL''' LG; SV '''Fort +[[7]], Ref +4, Will +2'''; [[Str 23]], Dex 13, [[Con 19]], Int 3, Wis 12, Cha 6 '''Skills:''' Climb +[[6]], Listen +4, Spot +4, Swim +[[10]] '''Feats:''' Endurance, Run '''Skills():''' A black bear has a +4 racial bonus on Swim checks. '''Smite Evil(Su):''' Once per day a celestial creature can make a normal melee attack to deal +3 extra damage against an evil foe ====Celestial Bison==== Large Magical Beast (); CR 3; HD 5d8+[[25]]; '''hp [[47]]''' '''Init''' +0; '''Spd''' 40 ft.; '''Space/Reach''' 10 ft./5 ft.; '''AC''' 13 (-1 size, +4 natural), touch 9, flat-footed 13; Base Atk +3; Grp +[[15]] '''Atk''' Gore +[[10]] melee (1d8+[[11]] magic); '''Full Atk''' Gore +[[10]] melee (1d8+[[11]] magic) '''SA''' Stampede, smite evil; '''SQ''' Low-light vision, scent, Darkvision 60 ft, resistance to acid 5 and cold 5 and electricity 5, Dr 5/magic, SR 10; '''AL''' NG; SV '''Fort +[[9]], Ref +4, Will +1'''; [[Str 26]], Dex 10, [[Con 20]], Int 3, Wis 11, Cha 4 '''Skills:''' Listen +7, Spot +5 '''Feats:''' Alertness, Endurance '''Stampede(Ex):''' A frightened herd of bison flees as a group in a random direction (but always away from the perceived source of danger). They literally run over anything of Large size or smaller that gets in their way, dealing 1d12 points of damage for each five bison in the herd (Reflex DC [[20]] half). The save DC is Strength-based. '''Smite Evil(Su):''' Once per day a celestial creature can make a normal melee attack to deal +5 extra damage against an evil foe. ====Celestial Dire Badger==== Medium Magical Beast (); CR 2; HD 3d8+[[21]]; '''hp [[34]]''' '''Init''' +3; '''Spd''' 30 ft., burrow 10 ft.; '''Space/Reach''' 5 ft./5 ft.; '''AC 16 (+3 Dex, +3 natural), touch 13, flat-footed 13; Base Atk +2; Grp +[[6]] '''Atk''' Claw +[[6]] melee (1d4+[[4]]); '''Full Atk''' 2 claws +[[6]] melee (1d4+[[4]]) and bite +[[1]] melee (1d6+[[3]]) '''SA''' Rage, smite evil; '''SQ''' Low-light vision, scent, Darkvision 60 ft, resistance to acid 5 and cold 5 and electricity 5, SR 8; '''AL''' CG; SV '''Fort +[[9]], Ref +6, Will +4'''; [[Str 18]], Dex 17, Con [[23]], Int 3, Wis 12, Cha 10 '''Skills:''' Listen +6, Spot +6 '''Feats:''' Alertness, Toughness, Track '''Rage(Ex):''' A dire badger that takes damage in combat flies into a berserk rage on its next turn, clawing and biting madly until either it or its opponent is dead. It gains +4 Strength, +4 Constitution, and -2 AC. The creature cannot end its rage voluntarily. '''Smite Evil(Su):''' Once per day a celestial creature can make a normal melee attack to deal +3 extra damage against an evil foe ====Celestial Hippogriff==== Large Magical Beast (); CR 2; HD 3d10+[[15]]; '''hp [[31]]''' '''Init''' +2; '''Spd''' 50 ft., fly 100 ft. (average); '''Space/Reach''' 10 ft./5 ft.; '''AC''' 15 (-1 size, +2 Dex, +4 natural), touch 11, flat-footed 13; Base Atk +3; Grp +[[13]] '''Atk''' Claw +[[8]] melee (1d4+[[6]]); '''Full Atk''' 2 claws +[[8]] melee (1d4+[[6]]) and bite +[[3]] melee (1d8+[[4]]) '''SA''' smite evil; '''SQ''' Darkvision 60 ft., low-light vision, scent, Darkvision 60 ft, resistance to acid 5 and cold 5 and electricity 5, SR 8; '''AL''' CG; SV '''Fort +[[8]], Ref +5, Will +2'''; [[Str 22]], Dex 15, [[Con 20]], Int 3, Wis 13, Cha 8 '''Skills:''' Listen +4, Spot +8 '''Feats:''' Dodge, Wingover '''Skills():''' Hippogriffs have a +4 racial bonus on Spot checks. '''Carrying Capacity():''' A light load for a hippogriff is up to 300 pounds; a medium load, 301-600 pounds; and a heavy load, 601-900 pounds. '''Smite Evil(Su):''' Once per day a celestial creature can make a normal melee attack to deal +3 extra damage against an evil foe ====Demon, Dretch==== Small Outsider (Chaotic, Extraplanar, Evil); CR 2; HD 2d8+[[8]]; '''hp [[17]]''' '''Init''' +0; '''Spd''' 20 ft.; '''Space/Reach''' 5 ft./5 ft.; '''AC''' 16 (+1 size, +5 natural), touch 11, flat-footed 16; Base Atk +2; Grp +[[1]] '''Atk''' Claw +[[6]] melee (1d6+[[3]]); '''Full Atk''' 2 claws +[[6]] melee (1d6+[[3]]) and bite +[[4]] melee (1d4+[[2]]) '''SA''' Spell-like abilities, summon demon; '''SQ''' Damage reduction 5/cold iron or good, darkvision 60 ft., immunity to electricity and poison, resistance to acid 10, cold 10, and fire 10, telepathy 100 ft.; '''AL''' CE; SV '''Fort +[[7]], Ref +3, Will +3'''; [[Str 16]], Dex 10, [[Con 18]], Int 5, Wis 11, Cha 11 '''Skills:''' Hide +9, Listen +5, Move Silently +5, Spot +5, Search +2, Survival +0 (+2 following tracks) '''Feats:''' Multiattack '''Spell-Like Abilities():''' 1/day-scare (DC 12), stinking cloud (DC 13). Caster level 2nd. The save DCs are Charisma-based. '''Summon(Sp):''' Once per day a dretch can attempt to summon another dretch with a 35% chance of success. This ability is the equivalent of a 1st-level spell. '''Telepathy(Su):''' Dretches can communicate telepathically with creatures within 100 feet that speak Abyssal. '''Outsider Traits:''' Dretches have darkvision (60-foot range). They cannot be raised or resurrected (though a wish or miracle spell can restore life). ====Demon, Nashrou==== Large outsider (chaotic, evil, extra planar); CR 2; HD 4d8+[[32]]; '''hp [[50]]''' '''Init''' +6; '''Spd''' 50 ft. '''Space/Reach''' 10 ft./ 10 ft; '''AC''' 15 (-1 size, +2 Dex, +4 natural), touch 11, flat-footed 13; Base Atk +4; Grp +[[12]] '''Atk''' Gore +[[7]] melee (1d8+[[4]]) or Claw +[[5]] melee (1d6+[[3]]); '''Full Atk''' 2 Gores +[[7]] melee (1d8+[[4]]) and 2 Claws +[[5]] melee (1d6+[[3]]) '''SA''' – '''SQ''' DR 5/cold iron or good, scent; vulnerability to criticals; '''AL''' CE; SV '''Fort +[[12]], Ref +6, Will +4'''; [[Str 19]], Dex 14, [[Con 26]], Int 2, Wis 11, Cha 8 '''Feats:''' Improved Initiative, Multiattack '''SkiIls: ''' Jump +[[19]], Listen +7. Spot +7, Survival +[[9]] '''Vulnerability to Criticals (Ex):''' A Nashrou has a unique weakness that can allow a clever or lucky opponent to slay it in a single blow. A successful critical hit instantly reduces the creature to -10 hit points; no saving throw or damage reduction applies. The attack must deal sufficient damage to overcome the Nashrou’s damage reduction. '''Outsider Traits:''' Nashrou have darkvision (60-foot range). They cannot be raised or resurrected (though a wish or miracle spell can restore life). ====Eladrin, Coure==== Tiny Outsider (Chaotic, Eladrin, Extraplanar, Good); CR 2; HD 2d8+[[6]]; '''hp [[15]]''' '''Init''' +7; '''Spd''' 20ft. fly 60 ft. (perfect) '''Space/Reach''' 2 1/2 ft./0 ft.; '''AC''' 23 (+2 size, +7 Dex, +4 natural), touch 18, flatfooted 15; Base Atk +2; Grp –[[6]] '''Atk''' Tiny dagger +11 melee (1d2+[[0]]); '''Full Atk''' Tiny dagger +11 melee (1d2+[[0]]) '''SA''' Spell-like abilities; '''SQ''' Alternate form, eladrin subtype, immunity to electricity and petrification, magic circle against evil, resistance to acid 10 and cold 10, tongues; '''AL''' CG; SV '''Fort +[[6]] (+[[10]] vs poison), Ref +10, Will +3'''; [[Str 10]], Dex 24, [[Con 16]], Int 12, Wis 10, Cha 14 '''Skills:''' Concentration +6, Diplomacy +9, Escape Artist +12, Hide +24, Knowledge (the planes) +6, Listen +5, Move Silently +16, Sense Motive +5, Spot +5, Survival +[[2]] (+[[4]] on other planes), Use Rope +7 (+9 bindings) '''Feats:''' Weapon Finesse '''Spell-Like Abilities:''' At will- dancing lights, detect evil, detect magic, faerie fire; 3/day- magic missile, sleep (DC 13). Caster level 4th. The save DC’s are Charisma-based. '''Alternate Form (Su):''' A coure can assume the form of an incorporeal ball of light at will. This transformation counts as a standard action. In this form, the coure can be harmed only by other incorporeal creatures, +1 or better magic weapons, spells, spell-like abilities, and supernatural abilities. In this form, the coure has a 50% chance to ignore any damage from a corporeal source, except for force effects or attacks made with ghost touch weapons. A coure in this form can pass through solid objects, but not force effects, at will. While incorporeal, its attacks ignore natural armor, armor, and shields, but deflection bonuses and force effects work normally against them. In this form, a coure always moves silently and cannot be heard with Listen checks if it doesn’t wish to be. While incorporeal, the coure sheds light if it wishes, providing illumination with any radius it wishes up to 30 feet. Changing the amount of light it sheds is a free action that the coure can perform once per round. '''Magic Circle against Evil (Su):''' A magic circle against evil effect always surrounds the coure, as the magic circle against evil spell cast by an 8th-level sorcerer. (The defensive benefits of the circle are not included in the statistics above.) '''Skills():''' Coures have a +4 racial bonus on Hide and Move Silently checks (included in the statistics above). '''Immunities:''' Eladrins are immune to electricity and petrification. They have a +4 racial bonus on saves against poison. '''Energy Resistance (Ex):''' Eladrins have resistance to acid 10 and cold 10. '''Tongues (Su):''' Eladrins can speak with any creature that has a language, as though using a tongues spell cast by a 14th-level cleric. This ability is always active. '''Outsider Traits:''' Eladrins have darkvision (60-foot range). They cannot be raised or resurrected (though a wish or miracle spell can restore life). ====Elemental, Small (Air)==== Small Elemental (Air, Extraplanar); CR 1; HD 2d8+[[4]]; '''hp [[13]]''' '''Init''' +7; '''Spd''' Fly 100 ft. (perfect); '''Space/Reach''' 5 ft./5 ft.; '''AC''' 17 (+1 size, +3 Dex, +3 natural), touch 14, flat-footed 14; Base Atk +1; Grp –[[1]] '''Atk''' Slam +[[7]] melee (1d4+[[2]]); '''Full Atk''' Slam +[[7]] melee (1d4+[[2]]) '''SA''' Air mastery, whirlwind; '''SQ''' Darkvision 60 ft., elemental traits; '''AL''' N; SV '''Fort +[[2]], Ref +6, Will +0'''; [[Str 14]], Dex 17, [[Con 14]], Int 4, Wis 11, Cha 11 '''Skills:''' Listen +2, Spot +3 '''Feats:''' Flyby Attack, Improved Initiative, Weapon Finesse '''Air Mastery(Ex):''' Airborne creatures take a -1 penalty on attack and damage rolls against an air elemental '''Whirlwind(Su):''' The elemental can transform itself into a whirlwind once every 10 minutes and remain in that form for up to 1 round for every 2 HD it has. In this form, the elemental can move through the air or along a surface at its fly speed. The whirlwind is 5 feet wide at the base, up to 30 feet wide at the top, and up to 50 feet tall, depending on the elemental's size. The elemental controls the exact height, but it must be at least 10 feet. The elemental's movement while in whirlwind form does not provoke attacks of opportunity, even if the elemental enters the space another creature occupies. Another creature might be caught in the whirlwind if it touches or enters the whirlwind, or if the elemental moves into or through the creature's space. Creatures one or more size categories smaller than the elemental might take damage when caught in the whirlwind (see the table below for details) and may be lifted into the air. An affected creature must succeed on a Reflex save when it comes into contact with the whirlwind or take the indicated damage. It must also succeed on a second Reflex save or be picked up bodily and held suspended in the powerful winds, automatically taking the indicated damage each round. A creature that can fly is allowed a Reflex save each round to escape the whirlwind. The creature still takes damage but can leave if the save is successful. The DC for saves against the whirlwind's effects varies with the elemental's size (see the table). The save DC is Strength based. Creatures trapped in the whirlwind cannot move except to go where the elemental carries them or to escape the whirlwind. Creatures caught in the whirlwind can otherwise act normally, but must succeed on a Concentration check (DC 15 + spell level) to cast a spell. Creatures caught in the whirlwind take a -4 penalty to Dexterity and a -2 penalty on attack rolls. The elemental can have only as many creatures trapped inside the whirlwind at one time as will fit inside the whirlwind's volume. The elemental can eject any carried creatures whenever it wishes, depositing them wherever the whirlwind happens to be. A summoned elemental always ejects trapped creatures before returning to its home plane. If the whirlwind's base touches the ground, it creates a swirling cloud of debris. This cloud is centered on the elemental and has a diameter equal to half the whirlwind's height. The cloud obscures all vision, including darkvision, beyond 5 feet. Creatures 5 feet away have concealment, while those farther away have total concealment. Those caught in the cloud must succeed on a Concentration check (DC 15 + spell level) to cast a spell. An elemental in whirlwind form cannot make slam attacks and does not threaten the area around it. Height 4 ft.; Weight 1 lb.; Whirlwind Save DC [[13]]; Damage 1d4; Whirlwind Height 10-20 ft ====Elemental, Small (Earth)==== Small Elemental (Earth, Extraplanar); CR 1; HD 2d8+[[6]]; '''hp [[15]]''' '''Init''' -1; '''Spd''' 20 ft.; '''Space/Reach''' 5 ft./5 ft.; '''AC''' 17 (+1 size, -1 Dex, +7 natural), touch 10, flat-footed 17; Base Atk +1; Grp +[[2]] '''Atk''' Slam +[[7]] melee (1d6+[[6]]); '''Full Atk''' Slam +[[7]] melee (1d6+[[6]]) '''SA''' Earth mastery, push; '''SQ''' Darkvision 60 ft., earth glide, elemental traits; '''AL''' N; SV '''Fort +[[6]], Ref -1, Will +0'''; [[Str 21]], Dex 8, [[Con 17]], Int 4, Wis 11, Cha 11 '''Skills:''' Listen +3, Spot +2 '''Feats:''' Power Attack '''Earth Mastery(Ex):''' An earth elemental gains a +1 bonus on attack and damage rolls if both it and its foe are touching the ground. If an opponent is airborne or waterborne, the elemental takes a -4 penalty on attack and damage rolls. (These modifiers are not included in the statistics block.) '''Push(Ex):''' An earth elemental can start a bull rush maneuver without provoking an attack of opportunity. The combat modifiers given in Earth Mastery, above, also apply to the elemental's opposed Strength checks. '''Earth Glide(Ex):''' An earth elemental can glide through stone, dirt, or almost any other sort of earth except metal as easily as a fish swims through water. Its burrowing leaves behind no tunnel or hole, nor does it create any ripple or other signs of its presence. A move earth spell cast on an area containing a burrowing earth elemental flings the elemental back 30 feet, stunning the creature for 1 round unless it succeeds on a DC 15 Fortitude save. ====Elemental, Small (Fire)==== Small Elemental (Fire, Extraplanar); CR 1; HD 2d8+[[4]]; '''hp [[13]]''' '''Init''' +5; '''Spd''' 50 ft.; '''Space/Reach''' 5 ft./5 ft.; '''AC''' 15 (+1 size, +1 Dex, +3 natural), touch 12, flat-footed 14; Base Atk +1; Grp –[[1]] '''Atk''' Slam +[[5]] melee (1d4+[[2]] plus 1d4 fire); '''Full Atk''' Slam +[[5]] melee (1d4+[[2]] plus 1d4 fire) '''SA''' Burn; '''SQ''' Darkvision 60 ft., elemental traits, immunity to fire, vulnerability to cold; '''AL''' N; SV '''Fort +[[2]], Ref +4, Will +0'''; [[Str 14]], Dex 13, [[Con 14]], Int 4, Wis 11, Cha 11 '''Skills:''' Listen +2, Spot +3 '''Feats:''' Dodge, Improved Initiative, Weapon Finesse '''Burn(Ex):''' A fire elemental's slam attack deals bludgeoning damage plus fire damage from the elemental's flaming body. Those hit by a fire elemental's slam attack also must succeed on a Reflex save DC [[13]] or catch on fire. The flame burns for 1d4 rounds. A burning creature can take a move action to put out the flame. The save DC is Constitution- based. Creatures hitting a fire elemental with natural weapons or unarmed attacks take fire damage as though hit by the elemental's attack, and also catch on fire unless they succeed on a Reflex save. ====Elemental, Small (Water)==== Small Elemental (Water, Extraplanar); CR 1; HD 2d8+[[6]]; '''hp [[15]]''' '''Init''' +0; '''Spd''' 20 ft., swim 90 ft.; '''Space/Reach''' 5 ft./5 ft.; '''AC''' 17 (+1 size, +6 natural), touch 11, flat-footed 17; Base Atk +1; Grp +[[1]] '''Atk''' Slam +[[6]] melee (1d6+[[5]]); '''Full Atk''' Slam +[[6]] melee (1d6+[[5]]) '''SA''' Water mastery, drench, vortex; '''SQ''' Darkvision 60 ft., elemental traits; '''AL''' N; SV '''Fort +[[6]], Ref +0, Will +0'''; [[Str 18]], Dex 10, [[Con 17]], Int 4, Wis 11, Cha 11 '''Skills:''' Listen +2, Spot +3 '''Feats:''' Power Attack '''Water Mastery(Ex):''' A water elemental gains a +1 bonus on attack and damage rolls if both it and its opponent are touching water. If the opponent or the elemental is touching the ground, the elemental takes a -4 penalty on attack and damage rolls. (These modifiers are not included in the statistics block.) A water elemental can be a serious threat to a ship that crosses its path. An elemental can easily overturn small craft (5 feet of length per Hit Die of the elemental) and stop larger vessels (10 feet long per HD). Even large ships (20 feet long per HD) can be slowed to half speed. '''Drench(Ex):''' The elemental's touch puts out torches, campfires, exposed lanterns, and other open flames of non-magical origin if these are of Large size or smaller. The creature can dispel magical fire it touches as dispel magic (caster level equals elemental's HD). '''Vortex(Su):''' The elemental can transform itself into a whirlpool once every 10 minutes, provided it is underwater, and remain in that form for up to 1 round for every 2 HD it has. In vortex form, the elemental can move through the water or along the bottom at its swim speed. The vortex is 5 feet wide at the base, up to 30 feet wide at the top, and 10 feet or more tall, depending on the elemental's size. The elemental controls the exact height, but it must be at least 10 feet. The elemental's movement while in vortex form does not provoke attacks of opportunity, even if the elemental enters the space another creature occupies. Another creature might be caught in the vortex if it touches or enters the vortex, or if the elemental moves into or through the creature's space. Creatures one or more size categories smaller than the elemental might take damage when caught in the vortex (see the table below for details) and may be swept up by it. An affected creature must succeed on a Reflex save when it comes into contact with the vortex or take the indicated damage. It must also succeed on a second Reflex save or be picked up bodily and held suspended in the powerful currents, automatically taking damage each round. An affected creature is allowed a Reflex save each round to escape the vortex. The creature still takes damage, but can leave if the save is successful. The DC for saves against the vortex's effects varies with the elemental's size. The save DC is Strength-based. Creatures trapped in the vortex cannot move except to go where the elemental carries them or to escape the whirlwind. Creatures caught in the whirlwind can otherwise act normally, but must make a Concentration check (DC 10 + spell level) to cast a spell. Creatures caught in the whirlwind take a -4 penalty to Dexterity and a -2 penalty on attack rolls. The elemental can have only as many creatures trapped inside the vortex at one time as will fit inside the vortex's volume. The elemental can eject any carried creatures whenever it wishes, depositing them wherever the vortex happens to be. A summoned elemental always ejects trapped creatures before returning to its home plane. If the vortex's base touches the bottom, it creates a swirling cloud of debris. This cloud is centered on the elemental and has a diameter equal to half the vortex's height. The cloud obscures all vision, including darkvision, beyond 5 feet. Creatures 5 feet away have concealment, while those farther away have total concealment. Those caught in the cloud must make a Concentration check (DC 15 + spell level) to cast a spell. An elemental in vortex form cannot make slam attacks and does not threaten the area around it. Save DC [[15]]; Damage 1d4; Height 10-20 ft. '''Skills():''' A water elemental 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. ====Fiendish Ape==== Large Magical Beast (); CR 3; HD 4d8+[[19]]; '''hp [[37]]''' '''Init''' +2; '''Spd''' 30 ft., climb 30 ft.; '''Space/Reach''' 10 ft./10 ft.; '''AC''' 14 (-1 size, +2 Dex, +3 natural), touch 11, flat-footed 12; Base Atk +3; Grp +[[14]] '''Atk''' Claws +[[9]] melee (1d6+[[7]] magic); '''Full Atk''' 2 claws +[[9]] melee (1d6+[[7]] magic) and bite +[[4]] melee (1d6+[[4]] magic) '''SA''' smite good; '''SQ''' Low-light vision, scent, Darkvision 60 ft, resistance to cold 5 and fire 5, Dr 5/magic, SR 9; '''AL''' LE; SV '''Fort +[[8]], Ref +6, Will +2'''; [[Str 25]], Dex 15, Con [[18]], Int 3, Wis 12, Cha 7 '''Skills:''' Climb +[[16]], Listen +6, Spot +6 '''Feats:''' Alertness, Toughness '''Skills():''' Apes have a +8 racial bonus on Climb checks and can always choose to take 10 on Climb checks, even if rushed or threatened. '''Smite Good(Su):''' Once per day a fiendish creature can make a normal melee attack to deal +4 extra damage against a good foe. ====Fiendish Boar==== Medium Magical Beast (); CR 2; HD 3d8+[[18]]; '''hp [[31]]''' '''Init''' +0; '''Spd''' 40 ft.; '''Space/Reach''' 5 ft./5 ft.; '''AC''' 16 (+6 natural), touch 10, flat-footed 16; Base Atk +2; Grp +[[6]]; '''Atk''' Gore +[[6]] melee (1d8+[[5]]); '''Full Atk''' Gore +[[6]] melee (1d8+[[5]]); '''SA''' Ferocity, smite good; '''SQ''' Low-light vision, scent, Darkvision 60 ft, resistance to cold 5 and fire 5,SR 8; '''AL''' NE; SV '''Fort +[[8]], Ref +3, Will +2'''; [[Str 19]], Dex 10, [[Con 21]], Int 3, Wis 13, Cha 4 '''Skills:''' Listen +7, Spot +5 '''Feats:''' Alertness, Toughness '''Ferocity(Ex):''' A boar is such a tenacious combatant that it continues to fight without penalty even while disabled or dying. '''Smite Good(Su):''' Once per day a fiendish creature can make a normal melee attack to deal +3 extra damage against a good foe ====Fiendish Crocodile==== Medium Magical Beast (); CR 2; HD 3d8+[[15]]; '''hp [[28]]''' '''Init''' +1; '''Spd''' 20 ft., swim 30 ft.; '''Space/Reach''' 5 ft./5 ft.; '''AC''' 15 (+1 Dex, +4 natural), touch 11, flat-footed 14; Base Atk +2; Grp +[[8]] '''Atk''' Bite +[[8]] melee (1d8+[[8]]) or tail slap +[[8]] melee (1d12+[[8]]); '''Full Atk''' Bite +[[8]] melee (1d8+[[8]]) or tail slap +[[8]] melee (1d12+[[8]]); '''SA''' Improved grab, smite good; '''SQ''' Hold breath, low-light vision, Darkvision 60 ft, resistance to cold 5 and fire 5,SR 8; '''AL''' CE; SV '''Fort +[[8]], Ref +4, Will +2'''; [[Str 23]], Dex 12, [[Con 21]], Int 3, Wis 12, Cha 2 '''Skills:''' Hide +7*, Listen +4, Spot +4, Swim +[[14]] '''Feats:''' Alertness, Skill Focus (Hide) '''Improved Grab(Ex):''' To use this ability, a crocodile must hit with its bite attack. It can then attempt to start a grapple as a free action without provoking an attack of opportunity. If it wins the grapple check, the crocodile establishes a hold on the opponent with its mouth and drags it into deep water, attempting to pin it to the bottom. '''Hold Breath(Ex):''' A crocodile can hold its breath for a number of rounds equal to 4 x its Constitution score before it risks drowning. '''Skills():''' A crocodile 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. *A crocodile gains a +4 racial bonus on Hide checks when in the water. Further, a crocodile can lie in the water with only its eyes and nostrils showing, gaining a +10 cover bonus on Hide checks. '''Smite Good(Su):''' Once per day a fiendish creature can make a normal melee attack to deal +3 extra damage against a good foe. ====Fiendish Dire Bat==== Large Magical Beast (); CR 3; HD 4d8+[[20]]; '''hp [[38]]''' '''Init''' +6; '''Spd''' 20 ft., fly 40 ft. (good); '''Space/Reach''' 10 ft./5 ft.; '''AC''' 20 (-1 size, +6 Dex, +5 natural), touch 15, flat-footed 14; Base Atk +3; Grp +[[12]] '''Atk''' Bite +[[7]] melee (1d8+[[6]] magic); '''Full Atk''' Bite +[[7]] melee (1d8+[[6]] magic) '''SA''' smite good; '''SQ''' Blindsense 40 ft., Darkvision 60 ft, resistance to cold 5 and fire 5, Dr 5/magic, SR 9; '''AL''' NE; SV '''Fort +[[9]], Ref +10, Will +6'''; [[Str 21]], Dex 22, [[Con 21]], Int 3, Wis 14, Cha 6 '''Skills:''' Hide +4, Listen +12*, Move Silently +11, Spot +8* '''Feats:''' Alertness, Stealthy '''Blindsense(Ex):''' A dire bat uses echolocation to pinpoint creatures within 40 feet. Opponents still have total concealment against the bat unless it can actually see them. '''Skills():''' Dire bats have a +4 racial bonus on Spot and Listen checks. These bonuses are lost if its blindsense is negated. '''Smite Good(Su):''' Once per day a fiendish creature can make a normal melee attack to deal +4 extra damage against a good foe. ====Fiendish Dire Weasel==== Medium Magical Beast (); CR 2; HD 3d8+[[6]]; '''hp [[19]]''' '''Init''' +4; '''Spd''' 40 ft.; '''Space/Reach''' 5 ft./5 ft.; '''AC''' 16 (+4 Dex, +2 natural), touch 14, flat-footed 12; Base Atk +2; Grp +[[6]] '''Atk''' Bite +[[8]] melee (1d6+[[5]]); '''Full Atk''' Bite +[[8]] melee (1d6+[[5]]) '''SA''' Attach, blood drain, smite good; '''SQ''' Low-light vision, scent, Darkvision 60 ft, resistance to cold 5 and fire 5,SR 8; '''AL''' LE; SV '''Fort +[[5]], Ref +7, Will +4'''; [[Str 18]], Dex 19, [[Con 14]], Int 3, Wis 12, Cha 11 '''Skills:''' Hide +8, Listen +3, Move Silently +8, Spot +5 '''Feats:''' Alertness, Stealthy , Weapon Finesse '''Attach(Ex):''' A dire weasel that hits with its bite attack latches onto the opponent's body with its powerful jaws. An attached dire weasel loses its Dexterity bonus to AC and thus has an AC of 12. An attached dire weasel can be struck with a weapon or grappled itself. To remove an attached dire weasel through grappling, the opponent must achieve a pin against the creature. '''Blood Drain(Ex):''' A dire weasel drains blood for 1d4 points of Constitution damage each round it remains attached. '''Smite Good(Su):''' Once per day a fiendish creature can make a normal melee attack to deal +3 extra damage against a good foe. ====Fiendish Monstrous Centipede, Huge==== Huge Magical Beast (); CR 3; HD 6d8+[[18]]; '''hp [[45]]''' '''Init''' +2; '''Spd''' 40 ft., climb 40 ft.; '''Space/Reach''' 15 ft./10 ft.; '''AC''' 16 (-2 size, +2 Dex, +6 natural), touch 10, flat-footed 14; Base Atk +4; Grp +[[17]] '''Atk''' Bite +[[7]] melee (2d6+[[6]] magic plus poison); '''Full Atk''' Bite +[[7]] melee (2d6+[[6]] magic plus poison) '''SA''' Poison, smite good; '''SQ''' Darkvision 60 ft., vermin traits, Darkvision 60 ft, resistance to cold 5 and fire 5, DR 5/magic, SR 11; '''AL''' NE; SV '''Fort +[[8]], Ref +4, Will +2'''; [[Str 21]], Dex 15, [[Con 16]], Int 3, Wis 10, Cha 2 '''Skills:''' Climb +11, Hide +2, Spot +4 '''Poison(Ex):''' A monstrous centipede has a poisonous bite. Fort DC [[16]], 1d6 Dex initial and secondary. The save DCs are Constitution-based. '''Skills():''' Monstrous centipedes have a +4 racial bonus on Spot checks, and a +8 racial bonus on Climb and Hide checks. They can use either their Strength or Dexterity modifier for Climb checks, whichever is higher. Monstrous centipedes can take 10 on Climb checks, even if threatened or distracted. '''Smite Good(Su):''' Once per day a fiendish creature can make a normal melee attack to deal +6 extra damage against a good foe. ====Fiendish Sea Snake, Large Viper==== Large Magical Beast (); CR 2; HD 3d8+[[6]]; '''hp [[19]]''' '''Init''' +7; '''Spd''' 10 ft., swim 30 ft.; '''Space/Reach''' 10 ft./5 ft.; '''AC''' 15 (-1 size, +3 Dex, +3 natural), touch 12, flat-footed 12; Base Atk +2; Grp +[[8]]; '''Atk''' Bite +4 melee (1d4+[[2]] plus poison); '''Full Atk''' Bite +4 melee (1d4+[[2]] plus poison); '''SA''' Poison, hold breath, smite good; '''SQ''' Scent, Darkvision 60 ft, resistance to cold 5 and fire 5,SR 8; '''AL''' CE; SV '''Fort +[[5]], Ref +6, Will +2'''; [[Str 14]], Dex 17, [[Con 15]], Int 3, Wis 12, Cha 2 '''Skills:''' Balance +11, Climb +[[13]], Hide +8, Listen +5, Spot +6, Swim +[[10]] '''Feats:''' Improved Initiative, Weapon Finesse '''Poison(Ex):''' A sea snake has a poisonous bite that deals initial and secondary damage of 1d6 Con, Fort DC [[15]]. The save DCs are Constitution-based. '''Hold Breath Ex:''' A sea snake can hold its breath for a number of rounds equal to 6x its Constitution score before it risks drowning. For a typical sea snake, this is [[90]] rounds, or [[9]] minutes. '''Skills():''' A sea snake 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. '''Smite Good(Su):''' Once per day a fiendish creature can make a normal melee attack to deal +3 extra damage against a good foe ====Fiendish Constrictor Snake==== Medium Magical Beast (); CR 2; HD 3d8+[[12]]; '''hp [[25]]''' '''Init''' +3; '''Spd''' 20 ft., climb 20 ft., swim 20 ft.; '''Space/Reach''' 5 ft./5 ft.; '''AC''' 15 (+3 Dex, +2 natural), touch 13, flat-footed 12; Base Atk +2; Grp +[[7]] '''Atk''' Bite +[[7]] melee (1d3+[[6]]); '''Full Atk''' Bite +[[7]] melee (1d3+[[6]]); '''SA''' Constrict 1d3+[[6]], improved grab, smite good; '''SQ''' Scent, Darkvision 60 ft, resistance to cold 5 and fire 5, SR 8; '''AL''' LE; SV '''Fort +[[6]], Ref +6, Will +2'''; [[Str 21]], Dex 17, [[Con 17]], Int 3, Wis 12, Cha 2 '''Skills:''' Balance +11, Climb +[[16]], Hide +10, Listen +7, Spot +7, Swim +[[13]] '''Feats:''' Alertness, Toughness '''Constrict(Ex):''' On a successful grapple check, a constrictor snake deals the indicated damage. '''Improved Grab(Ex):''' To use this ability, a constrictor snake must hit with its bite attack. It can then attempt to start a grapple as a free action without provoking an attack of opportunity. If it wins the grapple check, it establishes a hold and can constrict. '''Smite Good(Su):''' Once per day a fiendish creature can make a normal melee attack to deal +3 extra damage against a good foe. ====Fiendish Wolverine==== Medium Magical Beast (); CR 2; HD 3d8+[[21]]; '''hp [[34]]''' '''Init''' +2; '''Spd''' 30 ft., burrow 10 ft., climb 10 ft.; '''Space/Reach''' 5 ft./5 ft.; '''AC''' 14 (+2 Dex, +2 natural), touch 12, flat-footed 12; Base Atk +2; Grp +[[6]] '''Atk''' Claw +[[6]] melee (1d4+[[4]]) '''Full Atk''' 2 claws +[[6]] melee (1d4+[[4]]) and bite +[[1]] melee (1d6+[[3]]) '''SA''' Rage, smite good; '''SQ''' Low-light vision, scent, Darkvision 60 ft, resistance to cold 5 and fire 5,SR 8; '''AL''' CE; SV '''Fort +[[9]], Ref +5, Will +2'''; [[Str 18]], Dex 15, [[Con 23]], Int 3, Wis 12, Cha 10 '''Skills:''' Climb +10, Listen +6, Spot +6 '''Feats:''' Alertness, Toughness, Track '''Rage(Ex):''' A wolverine that takes damage in combat flies into a berserk rage on its next turn, clawing and biting madly until either it or its opponent is dead. It gains +4 to Strength, +4 to Constitution, and -2 to Armor Class. The creature cannot end its rage voluntarily. '''Skills():''' Wolverines have a +8 racial bonus on Climb checks and can always choose to take 10 on Climb checks, even if rushed or threatened. '''Smite Good(Su):''' Once per day a fiendish creature can make a normal melee attack to deal +3 extra damage against a good foe. ====Guardinal, Musteval==== Tiny Outsider (Extraplanar, Good, Guardinal); CR 2; HD 2d8+[[6]]; '''hp [[15]]''' '''Init''' +4; '''Spd''' 30 ft. burrow 10 ft.; '''Space/Reach''' 2 1/2 ft./0 ft.; '''AC''' 20 (+2 size, +4 Dex, +4 nat), touch 16, flat-footed 16; Base Atk +2; Grp –[[6]] '''Atk''' Bite +8 melee (1d3+[[0]]); '''Full Atk''' Bite +8 melee (1d3+[[0]]) '''SA''' Spell-like abilities; '''SQ''' immunity to electricity and petrification, focused movement, resistance to acid 10 and cold 10, tongues; '''AL''' NG; SV '''Fort +[[6]] (+[[10]] against poison), Ref +7, Will +5'''; [[Str 11]], Dex 18, [[Con 16]], Int 11, Wis 14, Cha 13 '''Skills:''' Balance +7, Climb +[[9]], Escape Artist +9, Hide +17, Jump +[[2]], Listen +7, Move Silently +9, Sleight of Hand +9, Survival +[[9]], Tumble +6, Use Rope +4 (+6 bindings) '''Feats:''' Weapon Finesse '''Speak with Animals (Sp):''' Guardinals can mentally communicate with animals as a free action. This works exactly like speak with animals as cast by an 8th-level druid but does not require sound. '''Tongues (Su):''' Guardinals can speak with any creature that has a language, as though using a tongues spell cast by a 14th-level cleric. This ability is always active. '''Spell-Like Abilities:''' At will- detect evil, detect magic, disguise self, magic missile, protection from evil (self only) and see invisibility; 1/day - invisibility (DC 13). Caster level 3rd. The save DCs are Charisma-based. '''Focused Movement: ''' When moving, a musteval can take a move action and a standard action at any point during the move. The musteval cannot take a second move action during a round when it uses its focused movement ability Mustevals almost always use this ability to move before and after using a spell-like ability during combat. '''Outsider Traits:''' Guardinals have darkvision (60-foot range). They cannot be raised or resurrected (though a wish or miracle spell can restore life). ====Hell Hound==== Medium Outsider (Evil, Extraplanar, Fire, Lawful); CR 3; HD 4d8+[[12]]; '''hp [[30]]''' '''Init''' +5; '''Spd''' 40 ft.; '''Space/Reach''' 5 ft./5 ft.; '''AC''' 16 (+1 Dex, +5 natural), touch 11, flat-footed 15; Base Atk +4; Grp +[[7]] '''Atk''' Bite +[[7]] melee (1d8+[[3]] plus 1d6 fire); '''Full Atk''' Bite +[[7]] melee (1d8+[[3]] plus 1d6 fire) '''SA''' Breath weapon, fiery bite; '''SQ''' Darkvision 60 ft., immunity to fire, scent, vulnerability to cold; '''AL''' LE; SV '''Fort +[[7]], Ref +5, Will +4'''; [[Str 17]], Dex 13, [[Con 17]], Int 6, Wis 10, Cha 6 '''Skills:''' Hide +13, Jump +[[14]], Listen +7, Move Silently +13, Spot +7, Survival +[[9]]* '''Feats:''' Improved Initiative, Run, Track '''Skills():''' Hell hounds have a +5 racial bonus on Hide and Move Silently checks. * Hell houdns also receive a +8 racial bonus on Survival checks when tracking by scent, due to their keen sense of smell. '''Breath Weapon(Su):''' 10-foot cone, once every 2d4 rounds, damage 2d6 fire, Reflex DC [[15]] half. The save DC is Constitution-based. '''Fiery Bite(Su):''' A hell hound deals an extra 1d6 points of fire damage every time it bites an opponent, as if its bite were a flaming weapon. '''Outsider Traits:''' Hell hounds have darkvision (60-foot range). They cannot be raised or resurrected (though a wish or miracle spell can restore life) ====Windrazor==== Small outsider (extraplanar); CR 1; HD 2d8+[[4]]; '''hp [[13]]''' '''Init''' +2; '''Spd''' 10ft. climb 10 ft. fly 40 ft. (good); '''Space/Reach''' 5 ft./ 5 ft.; '''AC''' 13, touch 13, flat-footed 11 (+1 size, +2 Dex); Base Atk +2; Grp -1 '''Atk''' Claw +[[6]] melee (1d4+[[3]]/19-20) or Bite +[[1]] melee (1d6+[[2]]/19-20); '''Full Atk''' 2 Claws +[[6]] melee (1d4+[[3]]/19-20) and Bite +[[1]] melee (1d6+[[2]]/19-20) '''SA''' Fearsome critical, Rend 2d4+[[4]] '''SQ''' Keen senses; '''AL''' CE; SV '''Fort +[[5]], Ref +5, Will +4'''; [[Str 17]], Dex 15, [[Con 15]], Int 8, Wis 12, Cha 6 '''Feats:''' Flyby Attack, lmproved Critical (claw), lmproved Critical (bite) '''Skills:''' Balance +4, Climb +[[16]], Hide +6, Knowledge (the planes) +4, Listen +6, Move Silently +7, Spot +6, Survival +[[8]] (+[[10]] on other planes), Tumble +7 '''Keen Senses (Ex):''' A windrazor sees four times as well a human in shadowy illumination. '''Rend (Ex):''' A wind razor that hits with both claw attacks latches onto the opponent’s body and tears the flesh. This attack automatically deals an extra 2d4+[[4]] points of damage. '''Fearsome Critical (Ex):''' Whenever a windrazor scores a critical hit, all creatures within 10 feet must succeed on a DC 9 Will saving throw or become shaken. This is a mind affecting fear effect. The save DC is Charisma-based. '''Skills():''' Windrazors have a +8 racial bonus on Climb checks and can choose to take 10 on Climb checks, even if rushed or threatened. '''Outsider Traits:''' Windrazors have darkvision (60-foot range). They cannot be raised or resurrected (though a wish or miracle spell can restore life).
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