Editing Eric Thursley
Warning: You are not logged in. Your IP address will be publicly visible if you make any edits. If you log in or create an account, your edits will be attributed to your username, along with other benefits.
The edit can be undone.
Please check the comparison below to verify that this is what you want to do, and then save the changes below to finish undoing the edit.
Latest revision | Your text | ||
Line 68: | Line 68: | ||
Str 10 (+0) | Str 10 (+0) | ||
− | Dex | + | Dex 14 (+2) [base 13, +1 item] |
− | Con 16 (+3) [base | + | Con 16 (+3) [base 15, +1 item] |
− | Int 18 (+4) | + | Int 18 (+4) [base 15, +1 level 4, +2 item] |
− | Wis | + | Wis 12 (+1) |
Cha 14 (+2) [base 13, +1 item] | Cha 14 (+2) [base 13, +1 item] | ||
− | Hit Points: | + | Hit Points: 45 [24 base, +21 Con] |
Subdual Damage: 0 | Subdual Damage: 0 | ||
− | Init: + | + | Init: +6 [+2 Dex, +4 Improved Initiative] |
− | BAB: + | + | BAB: +3 [+1 Conjurer, +1 Master Specialist, +1 Malconvoker] |
− | Grapple: + | + | Grapple: +3 [+3 class, +0 Str] |
Line 199: | Line 199: | ||
A specialist wizard can prepare one additional spell of her specialty school per spell level each day. She also gains a +2 bonus on Spellcraft checks to learn the spells of her chosen school. | A specialist wizard can prepare one additional spell of her specialty school per spell level each day. She also gains a +2 bonus on Spellcraft checks to learn the spells of her chosen school. | ||
− | The wizard must choose whether to specialize and, if she does so, choose her specialty at 1st level. At this time, she must also give up two other schools of magic (unless she chooses to specialize in divination; see below), which become her prohibited schools. A wizard can never give up divination to fulfill this requirement. Spells of the prohibited school or schools are not available to the wizard, and she can’t even cast such spells from scrolls or fire them from wands. She may not change either her specialization or her prohibited schools later. [Dropped schools: Evocation and Enchantment] | + | The wizard must choose whether to specialize and, if she does so, choose her specialty at 1st level. At this time, she must also give up two other schools of magic (unless she chooses to specialize in divination; see below), which become her prohibited schools. A wizard can never give up divination to fulfill this requirement. Spells of the prohibited school or schools are not available to the wizard, and she can’t even cast such spells from scrolls or fire them from wands. She may not change either her specialization or her prohibited schools later. [[Dropped schools: Evocation and Enchantment]] |
Line 229: | Line 229: | ||
'''Replaces:''' You lose one spell slot from each level of wizard spells you can cast. If you later gain the ability to cast higher-level wizard spells, you lose one spell slot from each new level of spells you can cast. | '''Replaces:''' You lose one spell slot from each level of wizard spells you can cast. If you later gain the ability to cast higher-level wizard spells, you lose one spell slot from each new level of spells you can cast. | ||
− | You must also choose another prohibited school of magic, which can't be divination. [Dropped school: Illusion] | + | You must also choose another prohibited school of magic, which can't be divination. [[Dropped school: Illusion]] |
'''Benefit:''' You can prepare two additional spells of your specialty school per spell level each day. These extra spells are in addition to those normally granted to a specialist wizard. | '''Benefit:''' You can prepare two additional spells of your specialty school per spell level each day. These extra spells are in addition to those normally granted to a specialist wizard. | ||
This benefit doesn't apply to spells gained from classes other than wizard. | This benefit doesn't apply to spells gained from classes other than wizard. | ||
+ | |||
=== Master Specialist 2 === | === Master Specialist 2 === | ||
Line 640: | Line 641: | ||
Stick affixes one object weighing up to 5 pounds to another object. The two items can be separated with even a small amount of force, such as a wind stronger than 10 mph, a mage liana* or unseen scrawl spell, or a move action by any corporeal creature (which provokes attacks of opportunity). Material Component: A bit of dried glue. | Stick affixes one object weighing up to 5 pounds to another object. The two items can be separated with even a small amount of force, such as a wind stronger than 10 mph, a mage liana* or unseen scrawl spell, or a move action by any corporeal creature (which provokes attacks of opportunity). Material Component: A bit of dried glue. | ||
− | |||
=== 1st Level === | === 1st Level === | ||
− | |||
====Benign Transportation==== | ====Benign Transportation==== | ||
Line 821: | Line 820: | ||
* Celestial dog (LG) | * Celestial dog (LG) | ||
− | * Celestial owl (LG) [instead of Elysian Thrush (NG, PH118)] | + | * Celestial owl (LG) [[instead of Elysian Thrush (NG, PH118)]] |
* Celestial giant fire beetle (NG) | * Celestial giant fire beetle (NG) | ||
* Celestial porpoise (NG) * | * Celestial porpoise (NG) * | ||
Line 830: | Line 829: | ||
* Fiendish monstrous centipede, Medium (NE) | * Fiendish monstrous centipede, Medium (NE) | ||
* Fiendish hawk (CE) | * Fiendish hawk (CE) | ||
− | * Fiendish monstrous spider, Small (CE) [instead of Fiendish monstrous diving spider, Small (Sto169)] | + | * Fiendish monstrous spider, Small (CE) [[instead of Fiendish monstrous diving spider, Small (Sto169)]] |
* Fiendish octopus (CE) * | * Fiendish octopus (CE) * | ||
− | * Fiendish monstrous crab, Small (NE, Sto141) [instead of Fiendish monstrous scorpion, Small (NE)] | + | * Fiendish monstrous crab, Small (NE, Sto141) [[instead of Fiendish monstrous scorpion, Small (NE)]] |
− | * Fiendish sea snake (CE, Sto170) [instead of Fiendish snake, Small viper (CE)] | + | * Fiendish sea snake (CE, Sto170) [[instead of Fiendish snake, Small viper (CE)]] |
''* May be summoned only into an aquatic or watery environment.'' | ''* May be summoned only into an aquatic or watery environment.'' | ||
− | |||
=== 2nd Level === | === 2nd Level === | ||
− | |||
====Chain of Eyes==== | ====Chain of Eyes==== | ||
Line 962: | Line 959: | ||
*Celestial giant bee (LG) | *Celestial giant bee (LG) | ||
*Celestial giant bombardier beetle (NG) | *Celestial giant bombardier beetle (NG) | ||
− | *Celestial riding dog (NG) [instead of Ur'Epona (PH130)] | + | *Celestial riding dog (NG) [[instead of Ur'Epona (PH130)]] |
*Celestial eagle (CG) | *Celestial eagle (CG) | ||
*Clockwork Mender (MMIV30) | *Clockwork Mender (MMIV30) | ||
Line 969: | Line 966: | ||
*Fiendish wolf (LE) | *Fiendish wolf (LE) | ||
*Fiendish monstrous centipede, Large (NE) | *Fiendish monstrous centipede, Large (NE) | ||
− | *Fiendish monstrous crab, Medium (NE, Sto141) [instead of Fiendish monstrous scorpion, Medium (NE)] | + | *Fiendish monstrous crab, Medium (NE, Sto141) [[instead of Fiendish monstrous scorpion, Medium (NE)]] |
*Fiendish shark, Medium (NE) * | *Fiendish shark, Medium (NE) * | ||
− | *Fiendish monstrous spider, Medium (CE) [instead of Fiendish monstrous diving spider, Small (Sto169)] | + | *Fiendish monstrous spider, Medium (CE) [[instead of Fiendish monstrous diving spider, Small (Sto169)]] |
− | *Fiendish sea snake (CE, Sto170) [instead of Fiendish snake, Medium viper (CE)] | + | *Fiendish sea snake (CE, Sto170) [[instead of Fiendish snake, Medium viper (CE)]] |
*Nerra, Veroot (FF130) | *Nerra, Veroot (FF130) | ||
*Kaorti (FF108) | *Kaorti (FF108) | ||
Line 978: | Line 975: | ||
''* May be summoned only into an aquatic or watery environment.'' | ''* May be summoned only into an aquatic or watery environment.'' | ||
− | |||
====Summon Swarm==== | ====Summon Swarm==== | ||
Line 1,022: | Line 1,018: | ||
'''Material Component:''' A bit of spider web. | '''Material Component:''' A bit of spider web. | ||
− | |||
=== 3rd Level === | === 3rd Level === | ||
− | |||
====Dimension Step==== | ====Dimension Step==== | ||
Line 1,156: | Line 1,150: | ||
* Demon, Nashrou (CE, MMIV44) | * Demon, Nashrou (CE, MMIV44) | ||
* Eladrin, Coure (CG, BoED168) | * Eladrin, Coure (CG, BoED168) | ||
− | * Elemental, Small ( | + | * Elemental, Small (any) (N) |
− | |||
− | |||
− | |||
* Fiendish ape (LE) | * Fiendish ape (LE) | ||
* Fiendish boar (NE) | * Fiendish boar (NE) | ||
Line 1,166: | Line 1,157: | ||
* Fiendish dire weasel (LE) | * Fiendish dire weasel (LE) | ||
* Fiendish monstrous centipede, Huge (NE) | * Fiendish monstrous centipede, Huge (NE) | ||
− | * Fiendish sea snake, Large (CE, Sto170) [instead of Fiendish snake, Large viper (CE)] | + | * Fiendish sea snake, Large (CE, Sto170) [[instead of Fiendish snake, Large viper (CE)]] |
* Fiendish snake, constrictor (LE) | * Fiendish snake, constrictor (LE) | ||
* Fiendish wolverine (CE) | * Fiendish wolverine (CE) | ||
Line 1,196: | Line 1,187: | ||
=== 4th Level - [[under construction]] === | === 4th Level - [[under construction]] === | ||
+ | === 5th Level - [[under construction]] === | ||
− | + | === 6th Level - [[under construction]] === | |
− | |||
− | Level | ||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
+ | === 7th Level - [[under construction]] === | ||
− | + | === 8th Level - [[under construction]] === | |
+ | === 9th Level - [[under construction]] === | ||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | + | [http://wiki.rpg.net/index.php/DndCampaign1245 Back to Campaign site] | |
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
+ | == Bestiarum Vocabulum == | ||
− | |||
+ | === Summon Monster I === | ||
− | |||
− | '' | + | ====Celestial Dog, Riding==== |
+ | Medium Magical Beast (); CR 1; HD [[2d8+8]]; | ||
+ | '''hp [[17]]'''; | ||
− | ''' | + | '''Init''' +2; |
− | ''' | + | '''Spd''' 40 ft.; |
+ | '''Space/Reach''' 5 ft./5 ft.; | ||
+ | '''AC''' 16 (+2 Dex, +4 natural), touch 12, flat-footed 14; | ||
− | + | Base Atk [[+3]]; Grp [[+5]]; | |
+ | '''Atk''' Bite [[+5]] melee ([[1d6+5]]); | ||
+ | '''Full Atk''' Bite [[+5]] melee ([[1d6+5]]); | ||
− | ''' | + | '''SA''' smite evil; |
+ | '''SQ''' Low-light vision, scent, Darkvision 60 ft, resistance to acid 5 and cold 5 and electricity 5, SR 7; | ||
+ | '''AL''' LG; SV | ||
+ | '''Fort [[+7]], Ref +5, Will +1'''; | ||
− | + | [[Str 19]], Dex 15, [[Con 19]], Int 3, Wis 12, Cha 6 | |
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | '' | + | '''Skills:''' Jump [[+10]], Listen +5, Spot +5, Swim [[+5]], Survival [[+3]]* |
+ | '''Feats:''' Alertness, Track | ||
− | + | [['''Carrying Capacity():''' A light load for a riding dog is up to 100 pounds; a medium load, 101-200 pounds; and a heavy load, 201-300 pounds. A riding dog can drag 1,500 pounds]] | |
− | + | '''Trip(Ex):''' If trained for war, a dog that hits with a bite attack can attempt to trip the opponent (+1 check modifier) as a free action without making a touch attack or provoking an attack of opportunity. If the attempt fails, the opponent cannot react to trip the dog. | |
+ | '''Skills():''' Riding dogs have a +4 racial bonus on Jump checks. *Riding dogs have a +4 racial bonus on Survival checks when tracking by scent. | ||
− | + | '''Smite Evil(Su):''' Once per day a celestial creature can make a normal melee attack to deal +2 extra damage against an evil foe | |
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | + | ====Celestial Owl==== | |
− | + | Tiny Magical Beast (); CR 1/4; HD [[1d8+2]]; | |
− | + | '''[[hp 6]]'''; | |
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
+ | '''Init''' +3; | ||
+ | '''Spd''' 10 ft., fly 40 ft. (average); | ||
+ | '''Space/Reach''' 2-1/2 ft./0 ft.; | ||
+ | '''AC''' 17 (+2 size, +3 Dex, +2 natural), touch 15, flat-footed 14; | ||
− | + | Base Atk +0; Grp -11; | |
− | + | '''Atk''' Talons +5 melee (1d4-3); | |
− | + | '''Full Atk''' Talons +5 melee (1d4-3); | |
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
+ | '''SA''' smite evil; | ||
+ | '''SQ''' Low-light vision, Darkvision 60 ft, resistance to acid 5 and cold 5 and electricity 5, SR 6; | ||
+ | '''AL''' LG; SV | ||
+ | '''Fort [[+4]], Ref +5, Will +2'''; | ||
− | + | [[Str 8]], Dex 17, [[Con 14]], Int 3, Wis 14, Cha 4 | |
+ | '''Skills:''' Listen +14, Move Silently +17, Spot +6* | ||
− | + | '''Feats:''' Weapon Finesse | |
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
+ | '''Skills():''' Owls have a +8 racial bonus on Listen checks and a +14 racial bonus on Move Silently checks. *They have a +8 racial bonus on Spot checks in areas of shadowy illumination. | ||
− | + | '''Smite Evil(Su):''' Once per day a celestial creature can make a normal melee attack to deal +1 extra damage against an evil foe | |
− | |||
− | |||
− | |||
− | |||
− | |||
− | + | ====Celestial Giant Fire Beetle==== | |
− | + | Small Magical Beast (); CR 1/3; HD 1d8; | |
− | + | '''hp 4'''; | |
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
+ | '''Init''' +0; | ||
+ | '''Spd''' 30 ft.; | ||
+ | '''Space/Reach''' 5 ft./5 ft.; | ||
+ | '''AC''' 16 (+1 size, +5 natural), touch 11, flat-footed 16; | ||
− | + | Base Atk +0; Grp -4; | |
+ | '''Atk''' Bite +1 melee (2d4); | ||
+ | '''Full Atk''' Bite +1 melee (2d4); | ||
+ | '''SA''' smite evil; | ||
+ | '''SQ''' Darkvision 60 ft., vermin traits, Darkvision 60 ft, resistance to acid 5 and cold 5 and electricity 5, SR 6; | ||
+ | '''AL''' NG; SV | ||
+ | '''Fort +2, Ref +0, Will +0'''; | ||
− | + | Str 10, Dex 11, Con 11, Int 3, Wis 10, Cha 7 | |
+ | '''Smite Evil(Su):''' Once per day a celestial creature can make a normal melee attack to deal +1 extra damage against an evil foe | ||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
+ | ====Celestial Porpoise==== | ||
+ | Medium Magical Beast (); CR 1/2; HD 2d8+2; | ||
+ | '''hp 11'''; | ||
− | + | '''Init''' +3; | |
+ | '''Spd''' Swim 80 ft.; | ||
+ | '''Space/Reach''' 5 ft./5 ft.; | ||
+ | '''AC''' 15 (+3 Dex, +2 natural), touch 13, flat-footed 12; | ||
+ | Base Atk +1; Grp +1; | ||
+ | '''Atk''' Slam +4 melee (2d4); | ||
+ | '''Full Atk''' Slam +4 melee (2d4); | ||
− | + | '''SA''' smite evil; | |
+ | '''SQ''' Blindsight 120 ft., hold breath, low-light vision, Darkvision 60 ft, resistance to acid 5 and cold 5 and electricity 5, SR 7; | ||
+ | '''AL''' NG; SV | ||
+ | '''Fort +4, Ref +6, Will +1'''; | ||
+ | Str 11, Dex 17, Con 13, Int 3, Wis 12, Cha 6 | ||
− | + | '''Skills:''' Listen +8*, Spot +7*, Swim +8 | |
− | + | '''Feats:''' Weapon Finesse | |
− | + | '''Blindsight(Ex):''' Porpoises can "see" by emitting high-frequency sounds, inaudible to most other creatures, that allow them to locate objects and creatures within 120 feet. A silence spell negates this and forces the porpoise to rely on its vision, which is approximately as good as a human's. | |
+ | '''Hold Breath(Ex):''' A porpoise can hold its breath for a number of rounds equal to 6 times its Constitution score before it risks drowning. | ||
− | + | '''Skills():''' A porpoise 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 porpoise has a +4 racial bonus on Spot and Listen checks. These bonuses are lost if its blindsight is negated. | |
+ | '''Smite Evil(Su):''' Once per day a celestial creature can make a normal melee attack to deal +2 extra damage against an evil foe | ||
− | |||
− | |||
− | |||
− | + | ====Celestial Badger==== | |
− | + | Small Magical Beast (); CR 1/2; HD 1d8+2; | |
− | + | '''hp 6'''; | |
− | ''' | ||
− | + | '''Init''' +3; | |
− | ''' | + | '''Spd''' 30 ft., burrow 10 ft.; |
− | ''' | + | '''Space/Reach''' 5 ft./5 ft.; |
+ | '''AC''' 15 (+1 size, +3 Dex, +1 natural), touch 14, flat-footed 12; | ||
− | + | Base Atk +0; Grp -5; | |
− | ''' | + | '''Atk''' Claw +4 melee (1d2-1); |
− | ''' | + | '''Full Atk''' 2 claws +4 melee (1d2-1) and bite -1 melee (1d3-1); |
− | |||
− | + | '''SA''' Rage, smite evil; | |
+ | '''SQ''' Low-light vision, scent, Darkvision 60 ft, resistance to acid 5 and cold 5 and electricity 5, SR 6; | ||
+ | '''AL''' CG; SV | ||
+ | '''Fort +4, Ref +5, Will +1'''; | ||
− | + | Str 8, Dex 17, Con 15, Int 3, Wis 12, Cha 6 | |
− | ''' | + | '''Skills:''' Escape Artist +7, Listen +3, Spot +3 |
− | ''' | + | '''Feats:''' Track, Weapon Finesse |
− | ''' | + | '''Rage(Ex):''' A 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 to Strength, +4 to Constitution, and -2 to Armor Class. The creature cannot end its rage voluntarily. |
− | '''Skills():''' | + | '''Skills():''' A badger has a +4 racial bonus on Escape Artist checks. |
− | '''Smite Evil(Su):''' Once per day a celestial creature can make a normal melee attack to deal + | + | '''Smite Evil(Su):''' Once per day a celestial creature can make a normal melee attack to deal +1 extra damage against an evil foe |
− | ====Celestial | + | ====Celestial Monkey==== |
− | Tiny Magical Beast (); CR 1/ | + | Tiny Magical Beast (); CR 1/6; HD 1d8; |
− | '''hp | + | '''hp 4'''; |
− | '''Init''' + | + | '''Init''' +2; |
− | '''Spd''' | + | '''Spd''' 30 ft., climb 30 ft.; |
'''Space/Reach''' 2-1/2 ft./0 ft.; | '''Space/Reach''' 2-1/2 ft./0 ft.; | ||
− | '''AC''' | + | '''AC''' 14 (+2 size, +2 Dex), touch 14, flat-footed 12; |
− | Base Atk +0; Grp - | + | Base Atk +0; Grp -12; |
− | '''Atk''' | + | '''Atk''' Bite +4 melee (1d3-4); |
− | '''Full Atk''' | + | '''Full Atk''' Bite +4 melee (1d3-4); |
'''SA''' smite evil; | '''SA''' smite evil; | ||
'''SQ''' Low-light vision, Darkvision 60 ft, resistance to acid 5 and cold 5 and electricity 5, SR 6; | '''SQ''' Low-light vision, Darkvision 60 ft, resistance to acid 5 and cold 5 and electricity 5, SR 6; | ||
− | '''AL''' | + | '''AL''' CG; SV |
− | '''Fort + | + | '''Fort +2, Ref +4, Will +1'''; |
− | + | Str 3, Dex 15, Con 10, Int 3, Wis 12, Cha 5 | |
− | '''Skills:''' | + | '''Skills:''' Balance + 10, Climb +10, Hide +10, Listen +3, Spot +3 |
'''Feats:''' Weapon Finesse | '''Feats:''' Weapon Finesse | ||
− | '''Skills():''' | + | '''Skills():''' Monkeys have a +8 racial bonus on Balance and Climb checks. They can always choose to take 10 on Climb checks, even if rushed or threatened. They use their Dexterity modifier instead of their Strength modifier for Climb checks. |
+ | |||
+ | '''Smite Evil(Su):''' Once per day a celestial creature can make a normal melee attack to deal +1 extra damage against an evil foe. | ||
− | |||
− | ==== | + | ====Fiendish Dire Rat==== |
− | Small Magical Beast (); CR 1/3; HD 1d8+ | + | Small Magical Beast (); CR 1/3; HD 1d8+1; |
− | '''hp | + | '''hp 5'''; |
− | '''Init''' + | + | '''Init''' +3; |
− | '''Spd''' | + | '''Spd''' 40 ft., climb 20 ft.; |
'''Space/Reach''' 5 ft./5 ft.; | '''Space/Reach''' 5 ft./5 ft.; | ||
− | '''AC''' | + | '''AC''' 15 (+1 size, +3 Dex, +1 natural), touch 14, flat-footed 12; |
− | Base Atk +0; Grp - | + | Base Atk +0; Grp -4; |
− | '''Atk''' Bite + | + | '''Atk''' Bite +4 melee (1d4 plus disease); |
− | '''Full Atk''' Bite + | + | '''Full Atk''' Bite +4 melee (1d4 plus disease); |
− | '''SA''' smite | + | '''SA''' Disease, smite good; |
− | '''SQ''' | + | '''SQ''' Low-light vision, scent, Darkvision 60 ft, resistance to cold 5 and fire 5, SR 6; |
− | '''AL''' | + | '''AL''' LE; SV |
− | '''Fort + | + | '''Fort +3, Ref +5, Will +3'''; |
− | + | Str 10, Dex 17, Con 12, Int 3, Wis 12, Cha 4 | |
− | ''' | + | '''Skills:''' Climb +11, Hide +8, Listen +4, Move Silently +4, Spot +4, Swim +11 |
+ | '''Feats:''' Alertness, Weapon Finesse | ||
− | + | '''Disease(Ex):''' Filth fever-bite, Fortitude DC 11, incubation period 1d3 days, damage 1d3 Dex and 1d3 Con. The save DC is Constitution-based. | |
− | |||
− | ''' | ||
− | ''' | + | '''Skills():''' Dire rats have a +8 racial bonus on Swim checks. Dire rats have a +8 racial bonus on Climb checks and can always choose to take 10 on Climb checks, even if rushed or threatened. Dire rats use their Dexterity modifier for Climb and Swim checks. |
− | |||
− | |||
− | |||
− | + | '''Smite Good(Su):''' Once per day a fiendish creature can make a normal melee attack to deal +1 extra damage against a good foe | |
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | + | ====Fiendish Raven==== | |
+ | Tiny Magical Beast (); CR 1/6; HD 1/4 d8; | ||
+ | '''hp 1'''; | ||
− | ''' | + | '''Init''' +2; |
+ | '''Spd''' 10 ft., fly 40 ft. (average); | ||
+ | '''Space/Reach''' 2-1/2 ft./0 ft.; | ||
+ | '''AC''' 14 (+2 size, +2 Dex), touch 14, flat-footed 12; | ||
− | ''' | + | Base Atk +0; Grp -13; |
+ | '''Atk''' Claws +4 melee (1d2-5); | ||
+ | '''Full Atk''' Claws +4 melee (1d2-5); | ||
− | ''' | + | '''SA''' smite good; |
+ | '''SQ''' Low-light vision, Darkvision 60 ft, resistance to cold 5 and fire 5, SR 5; | ||
+ | '''AL''' LE; SV | ||
+ | '''Fort +2, Ref +4, Will +2'''; | ||
− | + | Str 1, Dex 15, Con 10, Int 3, Wis 14, Cha 6 | |
− | '''Skills | + | '''Skills:''' Listen +3, Spot +5 |
− | ''' | + | '''Feats:''' Weapon Finesse |
+ | '''Smite Good(Su):''' Once per day a fiendish creature can make a normal melee attack to deal +1 extra damage against a good foe | ||
− | |||
− | |||
− | |||
− | '''Init''' + | + | ====Fiendish Monstrous Centipede, Medium==== |
− | '''Spd''' | + | Medium Magical Beast (); CR 1/2; HD 1d8; |
+ | '''hp 4'''; | ||
+ | |||
+ | '''Init''' +2; | ||
+ | '''Spd''' 40 ft., climb 40 ft.; | ||
'''Space/Reach''' 5 ft./5 ft.; | '''Space/Reach''' 5 ft./5 ft.; | ||
− | '''AC''' | + | '''AC''' 14 (+2 Dex, +2 natural), touch 12, flat-footed 12; |
− | Base Atk +0; Grp - | + | Base Atk +0; Grp -1; |
− | '''Atk''' | + | '''Atk''' Bite +2 melee (1d6-1 plus poison); |
− | '''Full Atk''' 2 | + | '''Full Atk''' Bite +2 melee (1d6-1 plus poison); |
− | '''SA''' | + | '''SA''' Poison, smite good; |
− | '''SQ''' | + | '''SQ''' Darkvision 60 ft., vermin traits, Darkvision 60 ft, resistance to cold 5 and fire 5, SR 6; |
− | '''AL''' | + | '''AL''' NE; SV |
− | '''Fort + | + | '''Fort +2, Ref +2, Will +0'''; |
− | + | Str 9, Dex 15, Con 10, Int 3, Wis 10, Cha 2 | |
− | '''Skills:''' | + | '''Skills:''' Climb +10, Hide +10, Spot +4 |
− | '''Feats:''' | + | '''Feats:''' Weapon Finesse |
− | ''' | + | '''Poison(Ex):''' A monstrous centipede has a poisonous bite. Fort DC10, 1d3 Dex initial and secondary The save DCs are Constitution-based. |
− | '''Skills():''' | + | '''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 scorpions can take 10 on Climb checks, even if threatened or distracted. |
− | '''Smite | + | '''Smite Good(Su):''' Once per day a fiendish creature can make a normal melee attack to deal +1 extra damage against a good foe |
− | ==== | + | ====Fiendish Hawk==== |
− | Tiny Magical Beast (); CR 1/ | + | Tiny Magical Beast (); CR 1/3; HD 1d8; |
− | '''hp | + | '''hp 4'''; |
− | '''Init''' + | + | '''Init''' +3; |
− | '''Spd''' | + | '''Spd''' 10 ft., fly 60 ft. (average); |
'''Space/Reach''' 2-1/2 ft./0 ft.; | '''Space/Reach''' 2-1/2 ft./0 ft.; | ||
− | '''AC''' | + | '''AC''' 17 (+2 size, +3 Dex, +2 natural), touch 15, flat-footed 14; |
− | Base Atk +0; Grp - | + | Base Atk +0; Grp -10; |
− | '''Atk''' | + | '''Atk''' Talons +5 melee (1d4-2); |
− | '''Full Atk''' | + | '''Full Atk''' Talons +5 melee (1d4-2); |
− | '''SA''' smite | + | '''SA''' smite good; |
− | '''SQ''' Low-light vision, Darkvision 60 ft, resistance to | + | '''SQ''' Low-light vision, Darkvision 60 ft, resistance to cold 5 and fire 5, SR 6; |
− | '''AL''' | + | '''AL''' CE; SV |
− | '''Fort + | + | '''Fort +2, Ref +5, Will +2'''; |
− | + | Str 6, Dex 17, Con 10, Int 3, Wis 14, Cha 6 | |
− | '''Skills:''' | + | '''Skills:''' Listen +2, Spot +14 |
'''Feats:''' Weapon Finesse | '''Feats:''' Weapon Finesse | ||
− | '''Skills():''' | + | '''Skills():''' Hawks have a +8 racial bonus on Spot checks |
− | '''Smite | + | '''Smite Good(Su):''' Once per day a fiendish creature can make a normal melee attack to deal +1 extra damage against a good foe |
− | ====Fiendish | + | ====Fiendish Monstrous Spider, Small==== |
− | Small Magical Beast (); CR 1/ | + | Small Magical Beast (); CR 1/2; HD 1d8; |
− | '''hp | + | '''hp 4'''; |
'''Init''' +3; | '''Init''' +3; | ||
− | '''Spd''' | + | '''Spd''' 30 ft., climb 20 ft.; |
'''Space/Reach''' 5 ft./5 ft.; | '''Space/Reach''' 5 ft./5 ft.; | ||
− | '''AC''' | + | '''AC''' 14 (+1 size, +3 Dex), touch 14, flat-footed 11; |
− | Base Atk +0; Grp - | + | Base Atk +0; Grp -6; |
− | '''Atk''' Bite +4 melee (1d4 | + | '''Atk''' Bite +4 melee (1d4-2 plus poison); |
− | '''Full Atk''' Bite +4 melee (1d4 | + | '''Full Atk''' Bite +4 melee (1d4-2 plus poison); |
− | '''SA''' | + | '''SA''' Poison, web, smite good; |
− | '''SQ''' | + | '''SQ''' Darkvision 60 ft., tremorsense 60 ft., vermin traits, resistance to cold 5 and fire 5, SR 6; |
− | '''AL''' | + | '''AL''' CE; SV |
− | '''Fort + | + | '''Fort +2, Ref +3, Will +0'''; |
− | + | Str 7, Dex 17, Con 10, Int 3, Wis 10, Cha 2 | |
− | '''Skills:''' Climb + | + | '''Skills:''' Climb +11, Hide +11*, Jump -2*, Spot +4* |
− | '''Feats:''' | + | '''Feats:''' Weapon Finesse |
− | ''' | + | '''Poison(Ex):''' A monstrous spider has a poisonous bite. The details vary by the spider's size, as shown on the table below. The save DCs are Constitution-based. Fort DC 10, 1d3 Str initial and secondary. |
− | '''Skills():''' | + | '''Skills():''' Monstrous spiders have a +4 racial bonus on Hide and Spot checks and a +8 racial bonus on Climb checks. A monstrous spider can always choose to take 10 on Climb checks, even if rushed or threatened. |
+ | Monstrous spiders use either their Strength or Dexterity modifier for Climb checks, whichever is higher. *Hunting spiders have a +10 racial bonus on Jump checks and a +8 racial bonus on Spot checks. Web-spinning spiders have a +8 racial bonus on Hide and Move Silently checks when using their webs. | ||
− | ''' | + | '''Tremorsense(Ex):''' A monstrous spider can detect and pinpoint any creature or object within 60 feet in contact with the ground, or within any range in contact with the spider's webs. |
+ | '''Web(Ex):''' Both types of monstrous spiders often wait in their webs or in trees, then lower themselves silently on silk strands and leap onto prey passing beneath. A single strand is strong enough to support the spider and one creature of the same size. Web-spinners can throw a web eight times per day. This is similar to an attack with a net but has a maximum range of 50 feet, with a range increment of 10 feet, and is effective against targets up to one size category larger than the spider. An entangled creature can escape with a successful Escape Artist check or burst it with a Strength check. Both are standard actions whose DCs are given in the table below. The check DCs are Constitution-based, and the Strength check DC includes a +4 racial bonus. Web-spinners often create sheets of sticky webbing from 5 to 60 feet square, depending on the size of the spider. They usually position these sheets to snare flying creatures but can also try to trap prey on the ground. Approaching creatures must succeed on a DC 20 Spot check to notice a web; otherwise they stumble into it and become trapped as though by a successful web attack. Attempts to escape or burst the webbing gain a +5 bonus if the trapped creature has something to walk on or grab while pulling free. Each 5-foot section has the hit points given on the table, and sheet webs have damage reduction 5/-. A monstrous spider can move across its own web at its climb speed and can pinpoint the location of any creature touching its web. Escape DC 10; Break DC 14; HP 4 | ||
− | + | '''Smite Good(Su):''' Once per day a fiendish creature can make a normal melee attack to deal +1 extra damage against a good foe | |
− | |||
− | ''' | ||
− | |||
− | |||
− | |||
− | |||
− | + | ====Fiendish Octopus==== | |
− | + | Small Magical Beast (Aquatic); CR 1; HD 2d8; | |
− | ''' | + | '''hp 9'''; |
− | ''' | + | '''Init''' +3; |
− | ''' | + | '''Spd''' 20 ft., swim 30 ft.; |
− | ''' | + | '''Space/Reach''' 5 ft./5 ft.; |
− | ''' | + | '''AC''' 16 (+1 size, +3 Dex, +2 natural), touch 14, flat-footed 13; |
− | + | Base Atk +1; Grp +2; | |
+ | '''Atk''' Arms +5 melee (0); | ||
+ | '''Full Atk''' Arms +5 melee (0) and bite +0 melee (1d3); | ||
− | ''' | + | '''SA''' Improved grab, smite good; |
+ | '''SQ''' Ink cloud, jet, low-light vision, Darkvision 60 ft, resistance to cold 5 and fire 5, SR 7; | ||
+ | '''AL''' CE; SV | ||
+ | '''Fort +3, Ref +6, Will +1'''; | ||
− | + | Str 12, Dex 17, Con 11, Int 3, Wis 12, Cha 3 | |
− | ''' | + | '''Skills:''' Escape Artist +13, Hide +11, Listen +2, Spot +5, Swim +9 |
+ | '''Feats:''' Weapon Finesse | ||
− | + | '''Improved Grab(Ex):''' To use this ability, an octopus must hit an opponent of any size with its arms 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 automatically deals bite damage. | |
− | |||
− | ''' | ||
− | ''' | + | '''Ink Cloud(Ex):''' An octopus can emit a cloud of jet-black ink 10 feet high by 10 feet wide by 10 feet long once per minute as a free action. The cloud provides total concealment, which the octopus normally uses to escape a losing fight. All vision within the cloud is obscured. |
− | |||
− | |||
− | |||
− | + | '''Jet(Ex):''' An octopus can jet backward once per round as a full-round action, at a speed of 200 feet. It must move in a straight line, but does not provoke attacks of opportunity while jetting. | |
− | ''' | ||
− | |||
− | ''' | + | '''Skills():''' An octopus can change colors, giving it a +4 racial bonus on Hide checks. An octopus also can squeeze and contort its body, giving it a +10 racial bonus on Escape Artist checks. An octopus 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 +2 extra damage against a good foe | |
− | |||
− | ''' | + | ====Small Monstrous Crab==== |
+ | Small Vermin (Aquatic); CR 1/2; HD 1d8; | ||
+ | '''hp 8''' | ||
− | ''' | + | '''Init''' +0 |
− | + | '''Spd''' 20 ft. | |
− | ''' | + | '''Space/Reach''' 5 ft/5 ft. |
+ | '''AC''' 15 (+1 size, +4 natural), touch 11, flat-footed 15 | ||
− | ''' | + | Base Atk +0; Grp +0; |
+ | '''Atk''' Claw +1 melee (ld4) | ||
+ | '''Full Atk''' 2 claws +1 melee (ld4) | ||
+ | '''SA''' Constrict 2d4, Improved Grab | ||
+ | '''SQ''' Amphibious, low-light vision, Scent | ||
+ | '''AL''' N; SV | ||
+ | '''Fort +3, Ref+0, Will +0'''; | ||
− | + | Str 10, Dex 11, Con 12, Int 3, Wis 11, Cha 2 | |
− | |||
− | |||
− | ''' | + | '''Skills:''' Hide +8, Spot +4 |
− | |||
− | |||
− | |||
− | + | '''Feats:''' Toughness | |
− | ''' | ||
− | |||
− | ''' | + | '''Constrict (Ex):''' A monstrous crab deals damage equal to twice its normal claw damage plus its Strength bonus on a successful grapple check. |
− | |||
− | |||
− | |||
− | + | '''Improved Grab (Ex):''' To use this ability, a monstrous crab must hit with a claw attack. It can then attempt to start a grapple as a free action without provoking attacks of opportunity. If it wins the grapple check, it establishes a hold and can constrict. Monstrous crabs have a +4 racial bonus on grapple checks. | |
− | ''' | + | '''Amphibious (Ex):''' Although monstrous crabs arc aquatic, they can survive indefinitely on land. |
− | ''' | + | '''Vermin Traits:''' A monstrous crab is immune to all mind-affecting effects (charms, compulsions, phantasms, patterns, and morale effects). |
− | '''Skills | + | '''Skills:''' A monstrous crab has a +4 racial bonus on Hide and Spot checks. |
− | |||
− | |||
− | ====Fiendish | + | ====Fiendish Sea Snake==== |
− | Small Magical Beast (); CR 1/2; HD 1d8 | + | Small Magical Beast (); CR 1/2; HD 1d8; |
− | '''hp | + | '''hp 4'''; |
'''Init''' +3; | '''Init''' +3; | ||
− | '''Spd''' | + | '''Spd''' 10 ft., climb 20 ft., swim 30 ft.; |
− | '''Space/Reach''' 5 ft | + | '''Space/Reach''' 5 ft/5 ft. |
− | '''AC''' | + | '''AC''' 17 (+1 size, +3 Dex, +3 natural), touch 14, flat-footed 14; |
− | Base Atk +0; Grp - | + | Base Atk +0; Grp -6; |
− | '''Atk''' Bite +4 melee ( | + | '''Atk''' Bite +4 melee (1d2-2 plus poison); |
− | '''Full Atk''' Bite +4 melee ( | + | '''Full Atk''' Bite +4 melee (1d2-2 plus poison); |
− | '''SA''' Poison | + | '''SA''' Poison, smite good |
− | '''SQ''' Darkvision 60 ft | + | '''SQ''' Scent, Darkvision 60 ft, resistance to cold 5 and fire 5, SR 6; |
'''AL''' CE; SV | '''AL''' CE; SV | ||
− | '''Fort + | + | '''Fort +2, Ref +5, Will +1'''; |
− | + | Str 6, Dex 17, Con 11, Int 3, Wis 12, Cha 2 | |
− | '''Skills:''' Climb + | + | '''Skills:''' Balance +11, Climb +11, Hide +11, Listen +7, Spot +7, Swim +6* |
'''Feats:''' Weapon Finesse | '''Feats:''' Weapon Finesse | ||
− | '''Poison(Ex):''' A | + | '''Poison(Ex):''' A sea snake's poison is extraordinarily virulent. It has a +2 racial bonus on the poison's save DC. A sea snake has a poisonous bite that deals initial and secondary damage of 1d6 Con, Fort DC 12. The save DCs are Constitution-based. |
− | ''' | + | '''Hold Breath (Ex):''' A sea snake can hold its breath for a number of rounds equal to 6 x its Constitution score before if risks drowning. For a typical sea snake, this is 66 rounds, or over 6 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 il 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 +1 extra damage against a good foe |
− | + | === Summon Monster II - [[under construction]] === | |
− | ==== | + | ====Celestial Giant Bee==== |
− | + | Medium Magical Beast (); CR 1; HD 3d8; | |
− | '''hp | + | '''hp 13'''; |
− | '''Init''' + | + | '''Init''' +2; |
− | '''Spd''' 20 ft., | + | '''Spd''' 20 ft., fly 80 ft. (good); |
'''Space/Reach''' 5 ft./5 ft.; | '''Space/Reach''' 5 ft./5 ft.; | ||
− | '''AC''' | + | '''AC''' 14 (+2 Dex, +2 natural), touch 12, flat-footed 12; |
− | Base Atk + | + | Base Atk +2; Grp +2; |
− | '''Atk''' | + | '''Atk''' Sting +2 melee (1d4 plus poison); |
− | '''Full Atk''' | + | '''Full Atk''' Sting +2 melee (1d4 plus poison); |
− | '''SA''' | + | '''SA''' Poison, smite evil; |
− | '''SQ''' | + | '''SQ''' Darkvision 60 ft., vermin traits, resistance to acid 5 and cold 5 and electricity 5, SR 8; |
− | '''AL''' | + | '''AL''' LG; SV |
− | '''Fort + | + | '''Fort +3, Ref +3, Will +2'''; |
− | + | Str 11, Dex 14, Con 11, Int -, Wis 12, Cha 9 | |
− | '''Skills:''' | + | '''Skills:''' Spot +5, Survival +1* |
− | ''' | + | '''Skills():''' Giant bees have a +4 racial bonus on Spot checks. *They also have a +4 racial bonus on Survival checks to orient themselves. |
− | ''' | + | '''Poison(Ex):''' Injury, Fortitude DC 11, initial and secondary damage 1d4 Con. The save DC is Constitution-based. A giant bee that successfully stings another creature pulls away, leaving its stinger in the creature. The bee then dies. |
− | ''' | + | '''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 Giant Bombardier Beetle==== |
+ | Medium Magical Beast (); CR 2; HD 2d8+4; | ||
+ | '''hp 13'''; | ||
− | ''' | + | '''Init''' +0; |
+ | '''Spd''' 30 ft.; | ||
+ | '''Space/Reach''' 5 ft./5 ft.; | ||
+ | '''AC''' 16 (+6 natural), touch 10, flat-footed 16; | ||
+ | Base Atk +1; Grp +2; | ||
+ | '''Atk''' Bite +2 melee (1d4+1); | ||
+ | '''Full Atk''' Bite +2 melee (1d4+1); | ||
− | + | '''SA''' Acid spray, smite evil; | |
− | + | '''SQ''' Darkvision 60 ft., vermin traits, resistance to acid 5 and cold 5 and electricity 5, SR 7; | |
− | ''' | + | '''AL''' NG; SV |
+ | '''Fort +5, Ref +0, Will +0'''; | ||
− | + | Str 13, Dex 10, Con 14, Int -, Wis 10, Cha 9 | |
− | |||
− | |||
− | |||
− | + | '''Acid(Ex):''' When attacked or disturbed, the creature can release a 10-foot cone of acidic vapor once per round. Those within the cone must succeed on a DC 13 Fortitude save or take 1d4+2 points of acid damage. The save DC is Constitution-based. | |
− | |||
− | |||
− | ''' | + | '''Smite Evil(Su):''' Once per day a celestial creature can make a normal melee attack to deal +2 extra damage against an evil foe |
− | |||
− | |||
− | |||
− | |||
− | ''' | + | ====Celestial Dog, Riding==== |
+ | Medium Magical Beast (); CR 1; HD 2d8+4; | ||
+ | '''hp 13'''; | ||
− | ''' | + | '''Init''' +2; |
+ | '''Spd''' 40 ft.; | ||
+ | '''Space/Reach''' 5 ft./5 ft.; | ||
+ | '''AC''' 16 (+2 Dex, +4 natural), touch 12, flat-footed 14; | ||
− | ''' | + | Base Atk +1; Grp +3; |
+ | '''Atk''' Bite +3 melee (1d6+3); | ||
+ | '''Full Atk''' Bite +3 melee (1d6+3); | ||
− | ''' | + | '''SA''' smite evil; |
+ | '''SQ''' Low-light vision, scent, Darkvision 60 ft, resistance to acid 5 and cold 5 and electricity 5, SR 7; | ||
+ | '''AL''' NG; SV | ||
+ | '''Fort +5, Ref +5, Will +1'''; | ||
− | + | Str 15, Dex 15, Con 15, Int 2, Wis 12, Cha 6 | |
− | ''' | + | '''Skills:''' Jump +8, Listen +5, Spot +5, Swim +3, Survival +1* |
− | ''' | + | '''Feats:''' Alertness, Track |
− | ''' | + | '''Carrying Capacity():''' A light load for a riding dog is up to 100 pounds; a medium load, 101-200 pounds; and a heavy load, 201-300 pounds. A riding dog can drag 1,500 pounds |
− | + | '''Trip(Ex):''' If trained for war, a dog that hits with a bite attack can attempt to trip the opponent (+1 check modifier) as a free action without making a touch attack or provoking an attack of opportunity. If the attempt fails, the opponent cannot react to trip the dog. | |
− | |||
− | ''' | ||
− | ''' | + | '''Skills():''' Riding dogs have a +4 racial bonus on Jump checks. *Riding dogs have a +4 racial bonus on Survival checks when tracking by scent. |
− | |||
− | |||
− | |||
− | + | '''Smite Evil(Su):''' Once per day a celestial creature can make a normal melee attack to deal +2 extra damage against an evil foe | |
− | |||
− | ''' | ||
− | |||
− | |||
− | |||
− | |||
− | + | ====Celestial Eagle==== | |
+ | Small Magical Beast (); CR 1/2; HD 1d8+1; | ||
+ | '''hp 5'''; | ||
− | ''' | + | '''Init''' +2; |
+ | '''Spd''' 10 ft., fly 80 ft. (average); | ||
+ | '''Space/Reach''' 5 ft./5 ft.; | ||
+ | '''AC''' 14 (+1 size, +2 Dex, +1 natural), touch 13, flat-footed 12; | ||
− | ''' | + | Base Atk +0; Grp -4; |
+ | '''Atk''' Talons +3 melee (1d4); | ||
+ | '''Full Atk''' 2 talons +3 melee (1d4) and bite -2 melee (1d4); | ||
− | ''' | + | '''SA''' smite evil; |
+ | '''SQ''' Low-light vision, Darkvision 60 ft, resistance to acid 5 and cold 5 and electricity 5, SR 6; | ||
+ | '''AL''' CG; SV | ||
+ | '''Fort +3, Ref +4, Will +2'''; | ||
− | + | Str 10, Dex 15, Con 12, Int 2, Wis 14, Cha 6 | |
− | '''Skills:''' | + | '''Skills:''' Listen +2, Spot +14 |
− | ''' | + | '''Feats:''' Weapon Finesse |
− | + | '''Skills():''' Eagles have a +8 racial bonus on Spot checks. | |
+ | '''Smite Evil(Su):''' Once per day a celestial creature can make a normal melee attack to deal +1 extra damage against an evil foe | ||
− | |||
− | |||
− | |||
− | '''Init''' + | + | ====Clockwork Mender==== |
− | '''Spd''' | + | Tiny construct (extraplanar, lawful);CR 1/2; HD 1d8; |
− | '''Space/Reach | + | '''hp 5''' |
− | '''AC''' | + | |
+ | '''Init''' +4; | ||
+ | '''Spd''' 10 ft., fly 30 ft.(perfect); | ||
+ | '''Space/Reach 2-1/2 ft./ 2-1/2 ft.; | ||
+ | '''AC''' 18 (+2 size, +4 Dex, +2 natural), touch 16, flat-footed 14; | ||
− | + | [[BaseAtk -rO; Grp -12;]] | |
− | '''Atk''' Sting + | + | '''Atk''' Sting +6 melee (ld2-4 plus poison) |
− | '''Full Atk''' Sting + | + | '''Full Atk''' Sting +6 melee (ld2-4 plus poison) |
− | '''SA''' | + | '''SA''' aligned strike(lawful), repairing touch |
− | '''SQ''' Darkvision 60 ft. | + | '''SQ''' construct traits, repairing touch, low-light vision, Darkvision 60 ft. |
− | '''AL''' | + | '''AL''' LN; SV |
− | '''Fort | + | '''Fort -0, Ref+4. Will +1''' |
− | + | Str 3, Dex 19, Con —, Int 4, Wis 12, Cha 10 | |
− | ''' | + | '''Feats''' Skill Focus (Craft), Spring Attack, Weapon Finesse |
− | '''Skills | + | '''Skills''' Craft (any one) +4, Hide +12, Listen +1, Spot +1 |
− | '''Poison(Ex):''' Injury, Fortitude DC | + | '''Poison(Ex):''' Injury, Fortitude DC 12, initial and secondary damage 1d4 Dex. The save DC includes a +2 racial bonus. |
− | ''' | + | '''Repairing Touch(Su)''' Once per day as a standard action, a clockwork mender can touch an object or construct to repair ld8 points of damage. |
− | ==== | + | ====Devil, Lemure==== |
− | Medium | + | Medium Outsider (Evil, Extraplanar, Lawful); CR 1; HD 2d8; |
− | '''hp | + | '''hp 9'''; |
'''Init''' +0; | '''Init''' +0; | ||
− | '''Spd''' | + | '''Spd''' 20 ft.; |
'''Space/Reach''' 5 ft./5 ft.; | '''Space/Reach''' 5 ft./5 ft.; | ||
− | '''AC''' | + | '''AC''' 14 (+4 natural) touch 10, flat-footed 14; |
− | Base Atk + | + | Base Atk +2; Grp +2; |
− | '''Atk''' | + | '''Atk''' Claw +2 melee (1d4); |
− | '''Full Atk''' | + | '''Full Atk''' 2 claws +2 melee (1d4); |
− | '''SA''' | + | '''SA''' -; |
− | '''SQ''' | + | '''SQ''' Damage reduction 5/good or silver, darkvision 60 ft., immunity to fire and poison, resistance to acid 10 and cold 10, mindless, [[see in darkness;]] |
− | '''AL''' | + | '''AL''' LE; SV |
− | '''Fort + | + | '''Fort +3, Ref +3, Will +3'''; |
− | + | Str 10, Dex 10, Con 10, Int -, Wis 11, Cha 5 | |
− | ''' | + | '''Mindless(Ex):''' Immunity to mind-affecting effects (charms, compulsions, phantasms, patterns, and morale effects). |
− | |||
+ | ====Fiendish Squid==== | ||
+ | Medium Magical Beast (Aquatic); CR 1; HD 3d8; | ||
+ | '''hp 13'''; | ||
− | + | '''Init''' +3; | |
− | + | '''Spd''' Swim 60 ft.; | |
− | ''' | + | '''Space/Reach''' 5 ft./5 ft.; |
+ | '''AC''' 16 (+3 Dex, +3 natural), touch 13, flat-footed 13; | ||
− | + | Base Atk +2; Grp +8*; | |
− | + | '''Atk''' Arms +4 melee (0); | |
− | ''' | + | '''Full Atk''' Arms +4 melee (0) and bite -1 melee (1d6+1); |
− | ''' | ||
− | + | '''SA''' Improved grab, smite good; | |
− | ''' | + | '''SQ''' Ink cloud, jet, low-light vision, Darkvision 60 ft, resistance to cold 5 and fire 5, SR 8; |
− | ''' | + | '''AL''' LE; SV |
+ | '''Fort +3, Ref +6, Will +2'''; | ||
− | + | Str 14, Dex 17, Con 11, Int 1, Wis 12, Cha 2 | |
− | |||
− | |||
− | |||
− | + | '''Skills: ''' Listen +7, Spot +7, Swim +10 | |
− | ''' | + | '''Feats: ''' Alertness, Endurance |
− | ''' | + | '''Improved Grab(Ex): ''' To use this ability, a squid must hit an opponent of any size with its arms 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 automatically deals bite damage. *A squid has a +4 racial bonus on grapple checks. |
− | ''' | + | '''Ink Cloud(Ex): ''' A squid can emit a cloud of jet-black ink 10 feet high by 10 feet wide by 10 feet long once per minute as a free action. The cloud provides total concealment, which the squid normally uses to escape a losing fight. All vision within the cloud is obscured. |
− | ''' | + | '''Jet(Ex): ''' A squid can jet backward once per round as a full-round action, at a speed of 240 feet. It must move in a straight line, but does not provoke attacks of opportunity while jetting. |
− | '''Skills():''' | + | '''Skills():''' A squid 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 | + | '''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 Wolf==== |
− | + | Medium Magical Beast (); CR 1; HD 2d8+4; | |
− | '''hp | + | '''hp 13'''; |
'''Init''' +2; | '''Init''' +2; | ||
− | '''Spd''' | + | '''Spd''' 50 ft.; |
'''Space/Reach''' 5 ft./5 ft.; | '''Space/Reach''' 5 ft./5 ft.; | ||
− | '''AC''' 14 ( | + | '''AC''' 14 (+2 Dex, +2 natural), touch 12, flat-footed 12; |
− | Base Atk + | + | Base Atk +1; Grp +2; |
− | '''Atk''' | + | '''Atk''' Bite +3 melee (1d6+1); |
− | '''Full Atk''' | + | '''Full Atk''' Bite +3 melee (1d6+1); |
− | '''SA''' smite | + | '''SA''' Trip, smite good; |
− | '''SQ''' Low-light vision, Darkvision 60 ft, resistance to | + | '''SQ''' Low-light vision, scent, Darkvision 60 ft, resistance to cold 5 and fire 5,SR 7; |
− | '''AL''' | + | '''AL''' LE; SV |
− | '''Fort + | + | '''Fort +5, Ref +5, Will +1'''; |
− | + | Str 13, Dex 15, Con 15, Int 2, Wis 12, Cha 6 | |
− | '''Skills:''' Listen + | + | '''Skills: ''' Hide +2, Listen +3, Move Silently +3, Spot +3, Survival +1* |
− | '''Feats:''' Weapon | + | '''Feats: ''' Track, Weapon Focus (bite) |
− | '''Skills():''' | + | '''Skills():''' *Wolves have a +4 racial bonus on Survival checks when tracking by scent. |
− | ''' | + | '''Trip(Ex): ''' A wolf that hits with a bite attack can attempt to trip the opponent (+1 check modifier) as a free action without making a touch attack or provoking an attack of opportunity. If the attempt fails, the opponent cannot react to trip the wolf. |
+ | '''Smite Good(Su): ''' Once per day a fiendish creature can make a normal melee attack to deal +2 extra damage against a good foe | ||
− | |||
− | |||
− | |||
− | + | ====Fiendish Monstrous Centipede, Large==== | |
− | + | Large Magical Beast (); CR 1; HD 3d8; | |
− | + | '''hp 13'''; | |
− | ''' | ||
− | + | '''Init''' +2; | |
− | ''' | + | '''Spd''' 40 ft., climb 40 ft.; |
− | ''' | + | '''Space/Reach''' 10 ft./5 ft.; |
+ | '''AC''' 14 (-1 size, +2 Dex, +3 natural), touch 11, flat-footed 12; | ||
− | ''' | + | Base Atk +2; Grp +7; |
− | ''' | + | '''Atk''' Bite +3 melee (1d8+1 plus poison); |
− | ' | + | '''Full Atk''' Bite +3 melee (1d8+1 plus poison); |
− | |||
− | + | '''SA''' Poison, smite good; | |
+ | '''SQ''' Darkvision 60 ft., vermin traits, Darkvision 60 ft, resistance to cold 5 and fire 5,SR 8; | ||
+ | '''AL''' NE; SV | ||
+ | '''Fort +3, Ref +3, Will +1'''; | ||
− | + | Str 13, Dex 15, Con 10, Int -, Wis 10, Cha 2 | |
− | '''Skills''' | + | '''Skills: ''' Climb +10, Hide +6, Spot +4 |
− | ''' | + | '''Feats: ''' Weapon Finesse |
− | ''' | + | '''Poison(Ex): ''' A monstrous centipede has a poisonous bite. Fort DC11, 1d4 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 +3 extra damage against a good foe | |
− | |||
− | ''' | ||
− | |||
− | |||
− | |||
− | |||
− | + | ====Monstrous Crab, Medium==== | |
− | ''' | + | Medium Vermin (Aquatic); CR 2; HD 3d8+6; |
− | + | '''19 hp''' | |
− | ''' | + | '''Init''' +0 |
− | ''' | + | '''Spd''' 20 ft. |
− | ''' | + | '''Space/Reach''' 5 ft./5 ft. |
− | ''' | + | '''AC''' 16 (+6 natural), touch 10, flat-looted 16 |
− | + | Base Attack/Grapple: +2/+8 | |
+ | '''Atk''' Claw -4 melee (ld6+2) | ||
+ | '''Full Atk''' 2 claws +4 melee (ldfi+2) | ||
− | ''' | + | '''SA''' Constrict 2d6+2, Improved Grab |
+ | '''SQ''' Amphibious, low-light vision, scent | ||
+ | '''AL''' N; SV | ||
+ | '''Fort +4, Ref+1, Will +1''' | ||
+ | Str 15, Dex 11, Con 12, Int —, Wis 11, Cha 2 | ||
− | + | '''Skills: ''' Hide +4, Spot +4 | |
− | |||
− | ''' | ||
− | ''' | + | '''Feats: ''' Toughnes |
− | |||
− | |||
− | |||
− | + | '''Constrict (Ex): ''' A monstrous crab deals damage equal to twice its normal claw damage plus its Strength bonus on a successful grapple check. | |
− | ''' | ||
− | |||
− | + | '''Improved Grab (Ex): ''' To use this ability, a monstrous crab must hit with a claw attack. It can then attempt to start a grapple as a free action without provoking attacks of opportunity. If it wins the grapple check, it establishes a hold and can constrict. Monstrous crabs have a +4 racial bonus on grapple checks. | |
− | |||
− | |||
− | |||
− | + | '''Amphibious (Ex): ''' Although monstrous crabs arc aquatic, they can survive indefinitely on land. | |
− | ''' | + | '''Vermin Traits: ''' A monstrous crab is immune to all mind-affecting effects (charms, compulsions, phantasms, patterns, and morale effects). |
− | ''' | + | '''Skills(): ''' A monstrous crab has a +4 racial bonus on Hide and Spot checks. |
− | |||
− | ''' | + | ====Fiendish Shark, Medium==== |
+ | Medium Magical Beast (Aquatic); CR 1; HD 3d8+3; | ||
+ | '''hp 16'''; | ||
− | ''' | + | '''Init''' +2; |
+ | '''Spd''' Swim 60 ft.; | ||
+ | '''Space/Reach''' 5 ft./5 ft. | ||
+ | '''AC''' 15 (+2 Dex, +3 natural), touch 12, flat-footed 13; | ||
− | ''' | + | Base Atk +2; Grp +3; |
+ | '''Atk''' Bite +4 melee (1d6+1); | ||
+ | '''Full Atk''' Bite +4 melee (1d6+1); | ||
− | ''' | + | '''SA''' smite good; |
+ | '''SQ''' Blindsense, keen scent, Darkvision 60 ft, resistance to cold 5 and fire 5, SR 8; | ||
+ | '''AL''' NE; SV | ||
+ | '''Fort +4, Ref +5, Will +2'''; | ||
+ | Str 13, Dex 15, Con 13, Int 1, Wis 12, Cha 2 | ||
− | + | '''Skills: ''' Listen +6, Spot +6, Swim +9 | |
− | |||
− | ''' | ||
− | ''' | + | '''Feats: ''' Alertness, Weapon Finesse |
− | |||
− | |||
− | |||
− | + | '''Blindsense(Ex): ''' A shark can locate creatures underwater within a 30-foot radius. This ability works only when the shark is underwater. | |
− | ''' | ||
− | |||
− | ''' | + | '''Keen Scent(Ex): ''' A shark can notice creatures by scent in a 180-foot radius and detect blood in the water at ranges of up to a mile. |
− | |||
− | |||
− | |||
− | + | '''Skills():''' A shark 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 Monstrous Spider, Medium==== |
+ | Medium Magical Beast (); CR 1; HD 2d8+2; | ||
+ | '''hp 11'''; | ||
− | ''' | + | '''Init''' +3; |
+ | '''Spd''' 30 ft., climb 20 ft.; | ||
+ | '''Space/Reach''' 5 ft./5 ft. | ||
+ | '''AC''' 14 (+3 Dex, +1 natural), touch 13, flat-footed 11; | ||
− | ''' | + | Base Atk +1; Grp +1; |
+ | '''Atk''' Bite +4 melee (1d6 plus poison); | ||
+ | '''Full Atk''' Bite +4 melee (1d6 plus poison); | ||
+ | '''SA''' Poison, web, smite good; | ||
+ | '''SQ''' Darkvision 60 ft., tremorsense 60 ft., vermin traits, Darkvision 60 ft, resistance to cold 5 and fire 5, SR 7; | ||
+ | '''AL''' CE; SV | ||
+ | '''Fort +4, Ref +3, Will +0'''; | ||
− | + | Str 11, Dex 17, Con 12, Int -, Wis 10, Cha 2 | |
− | |||
− | |||
− | ''' | + | '''Skills: ''' Climb +11, Hide +7*, Jump +0*, Spot +4* |
− | |||
− | |||
− | |||
− | + | '''Feats: ''' Weapon Finesse | |
− | ''' | ||
− | |||
− | + | '''Poison(Ex): ''' A monstrous spider has a poisonous bite. The details vary by the spider's size, as shown on the table below. The save DCs are Constitution-based. Fort DC 12, 1d4 Str initial and secondary | |
− | ''' | ||
− | |||
− | |||
− | + | '''Skills():''' Monstrous spiders have a +4 racial bonus on Hide and Spot checks and a +8 racial bonus on Climb checks. A monstrous spider can always choose to take 10 on Climb checks, even if rushed or threatened. Monstrous spiders use either their Strength or Dexterity modifier for Climb checks, whichever is higher. *Hunting spiders have a +10 racial bonus on Jump checks and a +8 racial bonus on Spot checks. Web-spinning spiders have a +8 racial bonus on Hide and Move Silently checks when using their webs. | |
− | ''' | + | '''Tremorsense(Ex): ''' A monstrous spider can detect and pinpoint any creature or object within 60 feet in contact with the ground, or within any range in contact with the spider's webs. |
− | ''' | + | '''Web(Ex): ''' Both types of monstrous spiders often wait in their webs or in trees, then lower themselves silently on silk strands and leap onto prey passing beneath. A single strand is strong enough to support the spider and one creature of the same size. Web-spinners can throw a web eight times per day. This is similar to an attack with a net but has a maximum range of 50 feet, with a range increment of 10 feet, and is effective against targets up to one size category larger than the spider. An entangled creature can escape with a successful Escape Artist check or burst it with a Strength check. Both are standard actions whose DCs are given in the table below. The check DCs are Constitution-based, and the Strength check DC includes a +4 racial bonus. Web-spinners often create sheets of sticky webbing from 5 to 60 feet square, depending on the size of the spider. They usually position these sheets to snare flying creatures but can also try to trap prey on the ground. Approaching creatures must succeed on a DC 20 Spot check to notice a web; otherwise they stumble into it and become trapped as though by a successful web attack. Attempts to escape or burst the webbing gain a +5 bonus if the trapped creature has something to walk on or grab while pulling free. Each 5-foot section has the hit points given on the table, and sheet webs have damage reduction 5/-. A monstrous spider can move across its own web at its climb speed and can pinpoint the location of any creature touching its web. Escape DC 12; Break DC 16; HP 6 |
+ | '''Smite Good(Su): ''' Once per day a fiendish creature can make a normal melee attack to deal +2 extra damage against a good foe | ||
− | |||
− | ''' | + | ====Fiendish Sea Snake, Medium Viper==== |
+ | Medium Magical Beast (); CR 1; HD 2d8; | ||
+ | '''hp 9'''; | ||
− | ''' | + | '''Init''' +3; |
+ | '''Spd''' 10 ft., climb 20 ft., swim 30 ft.; | ||
+ | '''Space/Reach''' 5 ft./5 ft. | ||
+ | '''AC''' 16 (+3 Dex, +3 natural), touch 13, flat-footed 13; | ||
+ | Base Atk +1; Grp +0; | ||
+ | '''Atk''' Bite +4 melee (1d4-1 plus poison); | ||
+ | '''Full Atk''' Bite +4 melee (1d4-1 plus poison); | ||
− | + | '''SA''' Poison, smite good; | |
− | + | '''SQ''' Scent, Darkvision 60 ft, resistance to cold 5 and fire 5,SR 7; | |
− | ''' | + | '''AL''' CE; SV |
+ | '''Fort +3, Ref +6, Will +1'''; | ||
− | + | Str 8, Dex 17, Con 11, Int 1, Wis 12, Cha 2 | |
− | |||
− | |||
− | |||
− | + | '''Skills: ''' Balance +11, Climb +11, Hide +12, Listen +5, Spot +5, Swim +7* | |
− | ''' | ||
− | |||
− | ''' | + | '''Feats: ''' Weapon Finesse |
− | |||
− | |||
− | |||
− | + | '''Poison(Ex): ''' A sea snake's poison is extraordinarily virulent. It has a +2 racial bonus on the poison's save DC. A sea snake has a poisonous bite that deals initial and secondary damage of 1d6 Con, Fort DC 13. The save DCs are Constitution-based. | |
− | ''' | + | '''Hold Breath (Ex): ''' A sea snake can hold its breath for a number of rounds equal to 6 x its Constitution score before if risks drowning. For a typical sea snake, this is 66 rounds, or over 6 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 il 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 +2 extra damage against a good foe |
− | |||
− | ''' | + | ====Nerra, Varoot==== |
+ | Medium-Size Outsider (Extraplanar); CR 1; HD 1d8+1; | ||
+ | '''5 hp''' | ||
− | ''' | + | '''Init:''' +6 |
+ | '''Spd''' 30 ft. | ||
+ | '''Space/Reach''' 5 ft./5 ft. | ||
+ | '''AC''' 15 (+2 Dex, +3 natural), touch 12, flat-footed 13 | ||
− | ''' | + | Base At +1/ Grp +1 |
+ | '''Atk''' Shard longsword +3 melee (1d8+2 plus wounding), or shard dagger +5 ranged (1d4+2 plus wounding). | ||
+ | '''Full Atk''' Shard longsword +3 melee (1d8+2 plus wounding), or shard dagger +5 ranged (1d4+2 plus wounding). | ||
− | ''' | + | '''SA''' Spell-like abilities |
+ | '''SQ''' Cold resistance 5, electricity resistance 5, fire resistance 5, mirror jump, outsider traits, reflective spell resistance 13, sonic vulnerability | ||
+ | '''AL''' N; SV | ||
+ | '''Fort +3, Ref+4, Will +4''' | ||
+ | Str 10, Dex 15, Con 12, Int 11, Wis 14, Cha 17 | ||
− | + | '''Skills:''' Bluff +7, Diplomacy +7, Disguise +7 (+9 acting), Gather Information +7, Intimidate +5, Listen +6, Knowledge (any one) +4, Sense Motive +6, Sleight of Hand +8. Spot +6 | |
− | |||
− | ''' | ||
− | ''' | + | '''Feats: ''' Exotic Weapon Proficiency (shard longsword) (B), Exotic Weapon Proficiency (shard dagger) (B), Improved Initiative. |
− | |||
− | |||
− | |||
− | + | '''Spell-Like Abilities: ''' 3/day - change self; l/day - mirror image. Caster level 12th; save DC 13 + spell level. | |
− | ''' | ||
− | |||
− | ''' | + | '''Outsider Traits: ''' Nerras have darkvision (60-foot range). They cannot be raised or resurrected (though a wish or miracle spell can restore life). |
− | |||
− | |||
− | |||
− | + | '''Reflective Spell Resistance (Sp): ''' A nerra has a special type of spell resistance that causes any targeted spell it successfully resists to bounce off and reflect back at the caster. The caster becomes either the spell's target or the point of origin for the spell's effect, as appropriate. In addition, nerras are immune to gaze attacks, and such an effect is reflected back to its origin. | |
− | ''' | + | '''Shard Weapon Specialty: ''' All nerra receive a bonus Exotic Weapon Proficiency feat with at least one shard weapon. Many also gain a bonus Weapon Focus feat for one or more types of shard weapon. |
− | ''' | + | '''Sonic Vulnerability (Ex): ''' All nerras take half again as much (+50%) damage as normal from an attack involving sonic energy, regardless of whether a saving throw is allowed, or if the save is a success or a failure. |
− | ''' | + | '''Shard Weapons;''' Shard weapons are +2 wounding weapons. In the hands of someone without the appropriate Exotic Weapon Proficiency feat, the weapon is awkward (-4 penalty wielder's on attack rolls) and contributes only its enhancement bonus, not the wounding ability, on any attacks made with it. |
− | + | [[racial abilities to be added, mirror junp etc]] | |
− | ''' | + | ====Kaorti==== |
+ | Medium-Size Outsider (Evil, Extraplanar); CR 1; HD 2d8; | ||
+ | '''9 hp''' | ||
− | ''' | + | '''Init''' +2 |
+ | '''Spd''' 30 ft. | ||
+ | '''Space/Reach''' 5 ft./5 ft. | ||
+ | '''AC''' 18 (+2 Dex, +2 natural, +4 resin scale armor), touch 12, flat-footed 16 | ||
+ | Base Atk +2; Grp +0 | ||
+ | '''Atk''' Bite +1 melee (Vile ld6-2), or ribbon dagger +4 melee (ld4-2/x4), or darts +4 ranged (ld4-2). | ||
+ | '''Full Atk''' Bite +1 melee (Vile ld6-2), or ribbon dagger +4 melee (ld4-2/x4), or darts +4 ranged (ld4-2). | ||
− | + | '''SA''' Spell-like abilities, vile transformation | |
− | + | '''SQ''' Material vulnerability, outsider traits, poison immunity | |
− | ''' | + | '''AL''' NE; SV |
+ | '''Fort +3, Ref +5, Will +3'''; | ||
− | + | Str 7, Dex 14, Con 11, Int 14, Wis 11, Cha 16 | |
− | |||
− | |||
− | |||
− | + | '''Skills:''' Concentration +5. Craft (any two) +7, Heal +13, Intimidate +8, Knowledge (arcana) +7, Knowledge (the planes) +7, Spellcraft +9 (+11 decipher spells on scrolls), Survival +5 (+7 on other planes), Use Magical Device +7 (+9 scrolls) | |
− | ''' | ||
− | |||
− | ''' | + | '''Feats:''' Exotic Weapon Proficiency (ribbon dagger) (B), Weapon Finesse |
− | |||
− | |||
− | |||
− | + | '''Spell-Like Abilities:''' 1/day—alter self, color spray, feather (all, ray of enfeeblement, reduce, spider climb. Caster level 2nd; save DC 14 + spell level. | |
− | ''' | + | '''Vile Transformation (Su):''' A kaorti can infuse any living creature with otherworldly essence from the Far Realm, permanently transforming the target into a mockery of its previous form. This process takes 8 hours, during which time the kaorti's jaws must be locked onto the victim, who must be either willing or helpless for the duration. After 8 hours, the victim must make a Fortitude save (DC 11). Failure indicates that the victim transforms into a kaorti (if the victim was a humanoid), or into a kaorti thrall. II the victim succeeds at the save, the kaorti can attempt the transformation again; each additional attempt to transform a victim increases the save DC by +1. |
− | + | Creatures transformed into kaortis retain any class abilities and modify their ability scores as follows: Str -4, Dex +4, Int +4, Cha +6. They become neutral evil and embrace the racial ethos of the kaortis. They gain all of the other abilities and disadvantages of a standard kaorti. This transformation is the only way the kaorti can propagate their kind. | |
+ | A victim transformed into a kaorti thrall gains the fiendish creature template, except that instead of gaining the smite good special attack, it gains the ability to cast true strike on itself once per day. | ||
− | ''' | + | '''Material Vulnerability (Ex):''' The Material Plane is painful to an unprotected kaorti. An unprotected kaorti must make a Fortitude save each hour (DC 15, +1 per previous check) or take ld6 points of subdual damage and become fatigued. The fatigued condition persists until the kaorti recovers all the subdual damage it took from its exposure to the Material Plane. If a kaorti is rendered unconscious through the accumulation of subdual damage |
+ | (from this ability or from any other source), the Material Plane environs begin to deal normal damage at the same rate (Fort save negates; save DC continues to increase per check as stated above). A kaorti wearing a resin suit, or a kaorti inside a cyst, is protected from the effects of the Material Plane. | ||
− | ''' | + | '''Outsider Traits:''' Kaortis have darkvision (60-foot range), and they cannot be raised or resurrected (though a wish or miracle spell can restore life). |
− | ''' | + | '''Skills():''' Kaortis have a +8 racial bonus on Heal checks. |
− | |||
− | ''' | + | ====Howler Wasp==== |
+ | Small aberration; CR 1; HD 2d8+4; | ||
+ | '''hp 13''' | ||
− | + | '''Init''' +1; | |
− | + | '''Spd''' 10 ft., fly 60 ft. (good) | |
− | |||
− | |||
− | |||
− | '''Init''' + | ||
− | '''Spd''' 10 ft., | ||
'''Space/Reach''' 5 ft./5 ft. | '''Space/Reach''' 5 ft./5 ft. | ||
− | '''AC''' | + | '''AC''' 14 (+1 size, +1 Dex, +2 natural), touch 12, flat-footed 13 |
− | Base Atk +1; Grp | + | Base Atk +1; Grp -2 |
− | '''Atk''' Bite + | + | '''Atk''' Bite +3 melee (ld4+l), or Claw +1 melee (ld3), or Sting +3 melee (ld3+l plus poison) |
− | '''Full Atk''' Bite + | + | '''Full Atk''' Bite +3 melee (ld4+l) and 2 Claws +1 melee (ld3) or Sting +3 melee (ld3+l plus poison) |
− | '''SA''' | + | '''SA''' poison (DC 13, ld6 Dex/ld6 Dex) |
− | '''SQ''' | + | '''SQ''' inciting pheromone, darkvision 60 ft.; Listen +3, Spot +4 |
'''AL''' CE; SV | '''AL''' CE; SV | ||
− | '''Fort + | + | '''Fort +2, Ref +l, Will+4'''; |
− | + | Str 12, Dex 13, Con 15, Int 3, Wis 13, Cha 6 | |
− | '''Skills | + | '''Feats''' Multiattack |
+ | '''Skills''' Listen +3, Spot +4 | ||
− | ''' | + | '''Inciting Pheromone (Ex) ''' If a melee attack reduces a howler wasp to 0 or fewer hit points, or if the wasp takes a critical hit from a melee attack, it can attempt to douse its foe with a pheromone (+3 melee touch). The wasp uses this ability as an immediate action before resolving the effect of the damage. |
− | + | The pheromone draws other howler wasps to the target, inciting them into a fearsome rage. AH howler wasps within 60 feet of a creature doused with the pheromone gain a +1 bonus on attack rolls and a +2 bonus on damage rolls against the doused creature. Howler wasps detect the doused creature as if they had blindsense. The pheromone's effects last for 10 minutes, though a doused creature can wash the substance off by submerging in water. | |
− | |||
− | + | === Summon Monster III - [[under construction]] === | |
− | |||
+ | Spell Name – (spell level)(Creature who has it as an SLA)(CL/DC)(# times/day) | ||
− | + | Scare – (3rd) (Dretch) (2/12) (1/day) | |
− | + | Stinking Cloud- (2nd) (Dretch) (2/13) (1/day) | |
− | |||
− | |||
− | |||
− | |||
− | |||
− | + | ====Bacchae ==== | |
− | + | Medium-Size Outsider (Extraplanar); CR 2; HD 2d8+4; | |
− | ''' | + | '''hp 13''' |
− | ''' | + | '''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 +4 | |
+ | '''Atk''' Claw +4 melee (1d4+2), or rock +3 ranged (1d6+3); | ||
+ | '''Full Atk''' 2 claws +4 melee (1d4+2), or rock +3 ranged (1d6+3) | ||
− | ''' | + | '''SA''' Debauch, Rage, Rend 2d4+3; |
+ | '''SQ''' Acid resistance 10, electricity resistance 10, immunity to polymorph, outsider traits, SR 11; | ||
+ | '''AL''' CN; SV | ||
+ | '''Fort +7, Ref +4, Will +2'''; | ||
− | + | Str 14, Dex 13, Con 15, int 10, Wis 9, Cha 14 | |
− | ''' | + | '''Skills:''' Balance +3, Intimidate +8, Jump +10, Listen +5, Perform(any four) +6, Spot +5, Survival +5, 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 7 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+6; '''hp 15'''; '''AC''' 14, touch 9, flat-footed 13; Base Atk +4; Grp +6; '''Full Atk''' 2 claws +6 melee (1d4+4), or rock +3 ranged (1d6+5); SV '''Fort +9, Will +4'''; Str 18, Con 19; Jump +12. |
− | + | 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+3 points of damage (2d4+6 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+3; |
− | + | '''hp 16''' | |
− | |||
− | + | '''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 +8 | |
+ | '''Atk''' Scimitar +4 melee (1d6+2/18-20) or comp longbow +2 ranged (1d8+1/19-20) or hoof +4 melee (1d6+2); | ||
+ | '''Full Atk''' Scimitar +3 melee (1d6+1/18-20) and 2 hooves -1 melee (1d6+2) or comp longbow +2 ranged (1d841/3) or 2 hooves +4 melee (1d6+2) | ||
− | ''' | + | '''SA''' Powerful charge 2d6+2; |
+ | '''SQ''' Bariaur traits, SR 11+class level; | ||
+ | '''AL''' CG; SV | ||
+ | '''Fort +4, Ref +3, Will +3 (+5 against spells and spell-like abilities)''' | ||
− | + | Str 15, Dex 10, Con 13, Int 10, Wis 10, Cha 9 | |
− | ''' | + | '''Skills:''' Diplomacy +1, Handle Animal +5, Hide -1, Jump +5, Listen +8, Move Silently +3, Ride +2, Sense Motive +6, Spot +8, Survival +6, 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+2 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():''' | + | '''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+6; | ||
+ | '''hp 19''' | ||
'''Init''' +1; | '''Init''' +1; | ||
− | '''Spd''' | + | '''Spd''' 40 ft.; |
− | |||
− | |||
− | + | '''AC''' 13 (+1 Dex, +2 natural), touch 11, 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+2); | |
− | |||
− | + | '''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 +5, Ref +4, Will +2'''; | ||
− | + | Str 19, Dex 13, Con 15, Int 2, Wis 12, Cha 6 | |
− | |||
− | ''' | + | '''Skills:''' Climb +4, Listen +4, Spot +4, Swim +8 |
− | + | '''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+15; | ||
+ | '''hp 37''' | ||
− | + | '''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 +13 | |
− | ''' | + | '''Atk''' Gore +8 melee (1d8+9 magic); |
− | + | '''Full Atk''' Gore +8 melee (1d8+9 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 +7, Ref +4, Will +1'''; | ||
− | + | Str 22, Dex 10, Con 16, Int 2, 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 18 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+15; | ||
+ | '''hp 28''' | ||
− | + | '''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 +4 |
+ | '''Atk''' Claw +4 melee (1d4+2); | ||
+ | '''Full Atk''' 2 claws +4 melee (1d4+2) and bite -1 melee (1d6+1) | ||
− | ''' | + | '''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 +7, Ref +6, Will +4'''; | ||
− | + | Str 14, Dex 17, Con 19, Int 2, 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+9; | ||
+ | '''hp 25''' | ||
− | ''' | + | '''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 +11 |
+ | '''Atk''' Claw +6 melee (1d4+4); | ||
+ | '''Full Atk''' 2 claws +6 melee (1d4+4) and bite +1 melee (1d8+2) | ||
− | ''' | + | '''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 +6, Ref +5, Will +2'''; | ||
− | + | Str 18, Dex 15, Con 16, Int 2, 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+4; |
− | + | '''hp 13''' | |
− | ''' | + | '''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 +4 melee (1d6+1); | ||
+ | '''Full Atk''' 2 claws +4 melee (1d6+1) and bite +2 melee (1d4) | ||
− | ''' | + | '''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 +5, Ref +3, Will +3'''; | ||
− | + | Str 12, Dex 10, Con 14, Int 5, Wis 11, Cha 11 | |
− | '''Skills | + | '''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+24; | ||
+ | '''hp 42''' | ||
− | ''' | + | '''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 +10 |
+ | '''Atk''' Gore +5 melee (1d8+2) or Claw +3 melee (1d6+1); | ||
+ | '''Full Atk''' 2 Gores +5 melee (1d8+2) and 2 Claws +3 melee (1d6+1) | ||
− | ''' | + | '''SA''' – |
+ | '''SQ''' DR 5/cold iron or good, scent; vulnerability to criticals; | ||
+ | '''AL''' CE; SV | ||
+ | '''Fort +10, Ref +6, Will +4'''; | ||
+ | |||
+ | Str 15, Dex 14, Con 22, Int 2, Wis 11, Cha 8 | ||
− | ''' | + | '''Feats:''' Improved Initiative, Multiattack |
+ | '''SkiIls: ''' Jump +17, Listen +7. Spot +7, Survival +7 | ||
− | + | '''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 d8+2; | |
− | + | '''hp 11''' | |
− | ''' | ||
− | + | '''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 -8 |
+ | '''Atk''' Tiny dagger +11 melee (1d2-2); | ||
+ | '''Full Atk''' Tiny dagger +11 melee (1d2-2) | ||
− | ''' | + | '''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 +4 (+8 vs poison), Ref +10, Will +3'''; | ||
− | + | Str 6, Dex 24, Con 12, 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 +0 (+2 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). |
− | |||
− | ''' | + | ====Air Elemental, Small==== |
+ | Small Elemental (Air, Extraplanar); CR 1; HD 2d8; | ||
+ | '''hp 9''' | ||
+ | '''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 -3 | |
− | + | '''Atk''' Slam +5 melee (1d4); | |
− | ''' | + | '''Full Atk''' Slam +5 melee (1d4) |
− | ''' | + | '''SA''' Air mastery, whirlwind; |
− | ''' | + | '''SQ''' Darkvision 60 ft., elemental traits; |
− | ''' | + | '''AL''' N; SV |
− | ''' | + | '''Fort +0, Ref +6, Will +0'''; |
− | + | Str 10, Dex 17, Con 10, 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 11; Damage 1d4; Whirlwind Height 10-20 ft |
− | |||
− | ''' | + | ====Earth Elemental, Small==== |
+ | Small Elemental (Earth, Extraplanar); CR 1; HD 2d8+2; | ||
+ | '''hp 11''' | ||
− | ''' | + | '''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 +0 |
+ | '''Atk''' Slam +5 melee (1d6+4); | ||
+ | '''Full Atk''' Slam +5 melee (1d6+4) | ||
+ | '''SA''' Earth mastery, push; | ||
+ | '''SQ''' Darkvision 60 ft., earth glide, elemental traits; | ||
+ | '''AL''' N; SV | ||
+ | '''Fort +4, Ref -1, Will +0'''; | ||
− | + | Str 17, Dex 8, Con 13, 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. |
− | |||
− | ''' | + | ====Fire Elemental, Small==== |
+ | Small Elemental (Fire, Extraplanar); CR 1; HD 2d8; | ||
+ | '''hp 9''' | ||
+ | '''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 -3 | |
− | + | '''Atk''' Slam +3 melee (1d4 plus 1d4 fire); | |
− | ''' | + | '''Full Atk''' Slam +3 melee (1d4 plus 1d4 fire) |
− | ''' | + | '''SA''' Burn; |
− | ''' | + | '''SQ''' Darkvision 60 ft., elemental traits, immunity to fire, vulnerability to cold; |
− | ''' | + | '''AL''' N; SV |
− | ''' | + | '''Fort +0, Ref +4, Will +0'''; |
− | + | Str 10, Dex 13, Con 10, 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 11 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. |
− | |||
− | ''' | + | ====Water Elemental, Small==== |
+ | Small Elemental (Water, Extraplanar); CR 1; HD 2d8+2; | ||
+ | '''hp 11''' | ||
− | + | '''Init''' +0; | |
− | + | '''Spd''' 20 ft., swim 90 ft.; | |
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | '''Init''' + | ||
− | '''Spd''' | ||
'''Space/Reach''' 5 ft./5 ft.; | '''Space/Reach''' 5 ft./5 ft.; | ||
− | '''AC''' 17 (+1 size, + | + | '''AC''' 17 (+1 size, +6 natural), touch 11, flat-footed 17; |
− | Base Atk +1; Grp | + | Base Atk +1; Grp -1 |
− | '''Atk''' Slam + | + | '''Atk''' Slam +4 melee (1d6+3); |
− | '''Full Atk''' Slam + | + | '''Full Atk''' Slam +4 melee (1d6+3) |
− | '''SA''' | + | '''SA''' Water mastery, drench, vortex; |
'''SQ''' Darkvision 60 ft., elemental traits; | '''SQ''' Darkvision 60 ft., elemental traits; | ||
'''AL''' N; SV | '''AL''' N; SV | ||
− | '''Fort + | + | '''Fort +4, Ref +0, Will +0'''; |
− | + | Str 14, Dex 10, Con 13, Int 4, Wis 11, Cha 11 | |
'''Skills:''' Listen +2, Spot +3 | '''Skills:''' Listen +2, Spot +3 | ||
− | '''Feats:''' | + | '''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 nonmagical 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 13; 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. | |
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | '''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==== | ====Fiendish Ape==== | ||
− | Large Magical Beast (); CR 3; HD 4d8+ | + | Large Magical Beast (); CR 3; HD 4d8+11; |
− | '''hp | + | '''hp 29''' |
'''Init''' +2; | '''Init''' +2; | ||
Line 2,875: | Line 2,585: | ||
'''AC''' 14 (-1 size, +2 Dex, +3 natural), touch 11, flat-footed 12; | '''AC''' 14 (-1 size, +2 Dex, +3 natural), touch 11, flat-footed 12; | ||
− | Base Atk +3; Grp + | + | Base Atk +3; Grp +12 |
− | '''Atk''' Claws + | + | '''Atk''' Claws +7 melee (1d6+5 magic); |
− | '''Full Atk''' 2 claws + | + | '''Full Atk''' 2 claws +7 melee (1d6+5 magic) and bite +2 melee (1d6+2 magic) |
'''SA''' smite good; | '''SA''' smite good; | ||
'''SQ''' Low-light vision, scent, Darkvision 60 ft, resistance to cold 5 and fire 5, Dr 5/magic, SR 9; | '''SQ''' Low-light vision, scent, Darkvision 60 ft, resistance to cold 5 and fire 5, Dr 5/magic, SR 9; | ||
'''AL''' LE; SV | '''AL''' LE; SV | ||
− | '''Fort + | + | '''Fort +6, Ref +6, Will +2'''; |
− | + | Str 21, Dex 15, Con 14, Int 2, Wis 12, Cha 7 | |
− | '''Skills:''' Climb + | + | '''Skills:''' Climb +14, Listen +6, Spot +6 |
'''Feats:''' Alertness, Toughness | '''Feats:''' Alertness, Toughness | ||
Line 2,896: | Line 2,606: | ||
====Fiendish Boar==== | ====Fiendish Boar==== | ||
− | Medium Magical Beast (); CR 2; HD 3d8+ | + | Medium Magical Beast (); CR 2; HD 3d8+12; |
− | '''hp | + | '''hp 25''' |
'''Init''' +0; | '''Init''' +0; | ||
Line 2,904: | Line 2,614: | ||
'''AC''' 16 (+6 natural), touch 10, flat-footed 16; | '''AC''' 16 (+6 natural), touch 10, flat-footed 16; | ||
− | Base Atk +2; Grp + | + | Base Atk +2; Grp +4; |
− | '''Atk''' Gore + | + | '''Atk''' Gore +4 melee (1d8+3); |
− | '''Full Atk''' Gore + | + | '''Full Atk''' Gore +4 melee (1d8+3); |
'''SA''' Ferocity, smite good; | '''SA''' Ferocity, smite good; | ||
'''SQ''' Low-light vision, scent, Darkvision 60 ft, resistance to cold 5 and fire 5,SR 8; | '''SQ''' Low-light vision, scent, Darkvision 60 ft, resistance to cold 5 and fire 5,SR 8; | ||
'''AL''' NE; SV | '''AL''' NE; SV | ||
− | '''Fort + | + | '''Fort +6, Ref +3, Will +2'''; |
− | + | Str 15, Dex 10, Con 17, Int 2, Wis 13, Cha 4 | |
'''Skills:''' Listen +7, Spot +5 | '''Skills:''' Listen +7, Spot +5 | ||
Line 2,925: | Line 2,635: | ||
====Fiendish Crocodile==== | ====Fiendish Crocodile==== | ||
− | Medium Magical Beast (); CR 2; HD 3d8+ | + | Medium Magical Beast (); CR 2; HD 3d8+9; |
− | '''hp | + | '''hp 22''' |
'''Init''' +1; | '''Init''' +1; | ||
Line 2,933: | Line 2,643: | ||
'''AC''' 15 (+1 Dex, +4 natural), touch 11, flat-footed 14; | '''AC''' 15 (+1 Dex, +4 natural), touch 11, flat-footed 14; | ||
− | Base Atk +2; Grp + | + | Base Atk +2; Grp +6 |
− | '''Atk''' Bite + | + | '''Atk''' Bite +6 melee (1d8+6) or tail slap +6 melee (1d12+6); |
− | '''Full Atk''' Bite + | + | '''Full Atk''' Bite +6 melee (1d8+6) or tail slap +6 melee (1d12+6); |
'''SA''' Improved grab, smite good; | '''SA''' Improved grab, smite good; | ||
'''SQ''' Hold breath, low-light vision, Darkvision 60 ft, resistance to cold 5 and fire 5,SR 8; | '''SQ''' Hold breath, low-light vision, Darkvision 60 ft, resistance to cold 5 and fire 5,SR 8; | ||
'''AL''' CE; SV | '''AL''' CE; SV | ||
− | '''Fort + | + | '''Fort +6, Ref +4, Will +2'''; |
− | + | Str 19, Dex 12, Con 17, Int 1, Wis 12, Cha 2 | |
− | '''Skills:''' Hide +7*, Listen +4, Spot +4, Swim + | + | '''Skills:''' Hide +7*, Listen +4, Spot +4, Swim +12 |
'''Feats:''' Alertness, Skill Focus (Hide) | '''Feats:''' Alertness, Skill Focus (Hide) | ||
Line 2,958: | Line 2,668: | ||
====Fiendish Dire Bat==== | ====Fiendish Dire Bat==== | ||
− | Large Magical Beast (); CR 3; HD 4d8+ | + | Large Magical Beast (); CR 3; HD 4d8+12; |
− | '''hp | + | '''hp 30''' |
'''Init''' +6; | '''Init''' +6; | ||
Line 2,966: | Line 2,676: | ||
'''AC''' 20 (-1 size, +6 Dex, +5 natural), touch 15, flat-footed 14; | '''AC''' 20 (-1 size, +6 Dex, +5 natural), touch 15, flat-footed 14; | ||
− | Base Atk +3; Grp + | + | Base Atk +3; Grp +10 |
− | '''Atk''' Bite + | + | '''Atk''' Bite +5 melee (1d8+4 magic); |
− | '''Full Atk''' Bite + | + | '''Full Atk''' Bite +5 melee (1d8+4 magic) |
'''SA''' smite good; | '''SA''' smite good; | ||
'''SQ''' Blindsense 40 ft., Darkvision 60 ft, resistance to cold 5 and fire 5, Dr 5/magic, SR 9; | '''SQ''' Blindsense 40 ft., Darkvision 60 ft, resistance to cold 5 and fire 5, Dr 5/magic, SR 9; | ||
'''AL''' NE; SV | '''AL''' NE; SV | ||
− | '''Fort + | + | '''Fort +7, Ref +10, Will +6'''; |
− | + | Str 17, Dex 22, Con 17, Int 2, Wis 14, Cha 6 | |
'''Skills:''' Hide +4, Listen +12*, Move Silently +11, Spot +8* | '''Skills:''' Hide +4, Listen +12*, Move Silently +11, Spot +8* | ||
Line 2,989: | Line 2,699: | ||
====Fiendish Dire Weasel==== | ====Fiendish Dire Weasel==== | ||
− | Medium Magical Beast (); CR 2; HD 3d8 | + | Medium Magical Beast (); CR 2; HD 3d8; |
− | '''hp | + | '''hp 13''' |
'''Init''' +4; | '''Init''' +4; | ||
Line 2,997: | Line 2,707: | ||
'''AC''' 16 (+4 Dex, +2 natural), touch 14, flat-footed 12; | '''AC''' 16 (+4 Dex, +2 natural), touch 14, flat-footed 12; | ||
− | Base Atk +2; Grp + | + | Base Atk +2; Grp +4 |
− | '''Atk''' Bite + | + | '''Atk''' Bite +6 melee (1d6+3); |
− | '''Full Atk''' Bite + | + | '''Full Atk''' Bite +6 melee (1d6+3) |
'''SA''' Attach, blood drain, smite good; | '''SA''' Attach, blood drain, smite good; | ||
'''SQ''' Low-light vision, scent, Darkvision 60 ft, resistance to cold 5 and fire 5,SR 8; | '''SQ''' Low-light vision, scent, Darkvision 60 ft, resistance to cold 5 and fire 5,SR 8; | ||
'''AL''' LE; SV | '''AL''' LE; SV | ||
− | '''Fort + | + | '''Fort +3, Ref +7, Will +4'''; |
− | + | Str 14, Dex 19, Con 10, Int 2, Wis 12, Cha 11 | |
'''Skills:''' Hide +8, Listen +3, Move Silently +8, Spot +5 | '''Skills:''' Hide +8, Listen +3, Move Silently +8, Spot +5 | ||
Line 3,020: | Line 2,730: | ||
====Fiendish Monstrous Centipede, Huge==== | ====Fiendish Monstrous Centipede, Huge==== | ||
− | Huge Magical Beast (); CR 3; HD 6d8+ | + | Huge Magical Beast (); CR 3; HD 6d8+6; |
− | '''hp | + | '''hp 33''' |
'''Init''' +2; | '''Init''' +2; | ||
Line 3,028: | Line 2,738: | ||
'''AC''' 16 (-2 size, +2 Dex, +6 natural), touch 10, flat-footed 14; | '''AC''' 16 (-2 size, +2 Dex, +6 natural), touch 10, flat-footed 14; | ||
− | Base Atk +4; Grp + | + | Base Atk +4; Grp +15 |
− | '''Atk''' Bite + | + | '''Atk''' Bite +5 melee (2d6+4 magic plus poison); |
− | '''Full Atk''' Bite + | + | '''Full Atk''' Bite +5 melee (2d6+4 magic plus poison) |
'''SA''' Poison, smite good; | '''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; | '''SQ''' Darkvision 60 ft., vermin traits, Darkvision 60 ft, resistance to cold 5 and fire 5, DR 5/magic, SR 11; | ||
'''AL''' NE; SV | '''AL''' NE; SV | ||
− | '''Fort + | + | '''Fort +6, Ref +4, Will +2'''; |
− | + | Str 17, Dex 15, Con 12, Int -, Wis 10, Cha 2 | |
'''Skills:''' Climb +11, Hide +2, Spot +4 | '''Skills:''' Climb +11, Hide +2, Spot +4 | ||
− | '''Poison(Ex):''' A monstrous centipede has a poisonous bite. Fort | + | '''Poison(Ex):''' A monstrous centipede has a poisonous bite. Fort DC14, 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. | '''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. | ||
Line 3,049: | Line 2,759: | ||
====Fiendish Sea Snake, Large Viper==== | ====Fiendish Sea Snake, Large Viper==== | ||
− | Large Magical Beast (); CR 2; HD 3d8 | + | Large Magical Beast (); CR 2; HD 3d8; |
− | '''hp | + | '''hp 13''' |
'''Init''' +7; | '''Init''' +7; | ||
Line 3,057: | Line 2,767: | ||
'''AC''' 15 (-1 size, +3 Dex, +3 natural), touch 12, flat-footed 12; | '''AC''' 15 (-1 size, +3 Dex, +3 natural), touch 12, flat-footed 12; | ||
− | Base Atk +2; Grp + | + | Base Atk +2; Grp +6; |
− | '''Atk''' Bite +4 melee (1d4 | + | '''Atk''' Bite +4 melee (1d4 plus poison); |
− | '''Full Atk''' Bite +4 melee (1d4 | + | '''Full Atk''' Bite +4 melee (1d4 plus poison); |
'''SA''' Poison, hold breath, smite good; | '''SA''' Poison, hold breath, smite good; | ||
'''SQ''' Scent, Darkvision 60 ft, resistance to cold 5 and fire 5,SR 8; | '''SQ''' Scent, Darkvision 60 ft, resistance to cold 5 and fire 5,SR 8; | ||
'''AL''' CE; SV | '''AL''' CE; SV | ||
− | '''Fort + | + | '''Fort +3, Ref +6, Will +2'''; |
− | + | Str 10, Dex 17, Con 11, Int 1, Wis 12, Cha 2 | |
− | '''Skills:''' Balance +11, Climb + | + | '''Skills:''' Balance +11, Climb +11, Hide +8, Listen +5, Spot +6, Swim +8 |
'''Feats:''' Improved Initiative, Weapon Finesse | '''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 | + | '''Poison(Ex):''' A sea snake has a poisonous bite that deals initial and secondary damage of 1d6 Con, Fort DC 13. 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 | + | '''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 66 rounds, or over 6 minutes. |
+ | |||
+ | '''Smite Good(Su):''' Once per day a fiendish creature can make a normal melee attack to deal +3 extra damage against a good foe | ||
'''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. | '''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. | ||
− | |||
====Fiendish Constrictor Snake==== | ====Fiendish Constrictor Snake==== | ||
− | Medium Magical Beast (); CR 2; HD 3d8+ | + | Medium Magical Beast (); CR 2; HD 3d8+6; |
− | '''hp | + | '''hp 19''' |
'''Init''' +3; | '''Init''' +3; | ||
Line 3,089: | Line 2,800: | ||
'''AC''' 15 (+3 Dex, +2 natural), touch 13, flat-footed 12; | '''AC''' 15 (+3 Dex, +2 natural), touch 13, flat-footed 12; | ||
− | Base Atk +2; Grp + | + | Base Atk +2; Grp +5 |
− | '''Atk''' Bite + | + | '''Atk''' Bite +5 melee (1d3+4); |
− | '''Full Atk''' Bite + | + | '''Full Atk''' Bite +5 melee (1d3+4); |
− | '''SA''' Constrict 1d3+ | + | '''SA''' Constrict 1d3+4, improved grab, smite good; |
'''SQ''' Scent, Darkvision 60 ft, resistance to cold 5 and fire 5, SR 8; | '''SQ''' Scent, Darkvision 60 ft, resistance to cold 5 and fire 5, SR 8; | ||
'''AL''' LE; SV | '''AL''' LE; SV | ||
− | '''Fort + | + | '''Fort +4, Ref +6, Will +2'''; |
− | + | Str 17, Dex 17, Con 13, Int 1, Wis 12, Cha 2 | |
− | '''Skills:''' Balance +11, Climb + | + | '''Skills:''' Balance +11, Climb +14, Hide +10, Listen +7, Spot +7, Swim +11 |
'''Feats:''' Alertness, Toughness | '''Feats:''' Alertness, Toughness | ||
Line 3,112: | Line 2,823: | ||
====Fiendish Wolverine==== | ====Fiendish Wolverine==== | ||
− | Medium Magical Beast (); CR 2; HD 3d8+ | + | Medium Magical Beast (); CR 2; HD 3d8+15; |
− | '''hp | + | '''hp 28''' |
'''Init''' +2; | '''Init''' +2; | ||
Line 3,120: | Line 2,831: | ||
'''AC''' 14 (+2 Dex, +2 natural), touch 12, flat-footed 12; | '''AC''' 14 (+2 Dex, +2 natural), touch 12, flat-footed 12; | ||
− | Base Atk +2; Grp + | + | Base Atk +2; Grp +4 |
− | '''Atk''' Claw + | + | '''Atk''' Claw +4 melee (1d4+2) |
− | '''Full Atk''' 2 claws + | + | '''Full Atk''' 2 claws +4 melee (1d4+2) and bite -1 melee (1d6+1) |
'''SA''' Rage, smite good; | '''SA''' Rage, smite good; | ||
'''SQ''' Low-light vision, scent, Darkvision 60 ft, resistance to cold 5 and fire 5,SR 8; | '''SQ''' Low-light vision, scent, Darkvision 60 ft, resistance to cold 5 and fire 5,SR 8; | ||
'''AL''' CE; SV | '''AL''' CE; SV | ||
− | '''Fort + | + | '''Fort +7, Ref +5, Will +2'''; |
− | + | Str 14, Dex 15, Con 19, Int 2, Wis 12, Cha 10 | |
'''Skills:''' Climb +10, Listen +6, Spot +6 | '''Skills:''' Climb +10, Listen +6, Spot +6 | ||
Line 3,143: | Line 2,854: | ||
====Guardinal, Musteval==== | ====Guardinal, Musteval==== | ||
− | Tiny Outsider (Extraplanar, Good, Guardinal); CR 2; HD 2d8+ | + | Tiny Outsider (Extraplanar, Good, Guardinal); CR 2; HD 2d8+2; |
− | '''hp | + | '''hp 11''' |
'''Init''' +4; | '''Init''' +4; | ||
Line 3,151: | Line 2,862: | ||
'''AC''' 20 (+2 size, +4 Dex, +4 nat), touch 16, flat-footed 16; | '''AC''' 20 (+2 size, +4 Dex, +4 nat), touch 16, flat-footed 16; | ||
− | Base Atk +2; Grp | + | Base Atk +2; Grp -8 |
− | '''Atk''' Bite +8 melee (1d3 | + | '''Atk''' Bite +8 melee (1d3-2); |
− | '''Full Atk''' Bite +8 melee (1d3 | + | '''Full Atk''' Bite +8 melee (1d3-2) |
'''SA''' Spell-like abilities; | '''SA''' Spell-like abilities; | ||
'''SQ''' immunity to electricity and petrification, focused movement, resistance to acid 10 and cold 10, tongues; | '''SQ''' immunity to electricity and petrification, focused movement, resistance to acid 10 and cold 10, tongues; | ||
'''AL''' NG; SV | '''AL''' NG; SV | ||
− | '''Fort + | + | '''Fort +4 (+8 against poison), Ref +7, Will +5'''; |
− | + | Str 7, Dex 18, Con 12, Int 11, Wis 14, Cha 13 | |
− | '''Skills:''' Balance +7, Climb + | + | '''Skills:''' Balance +7, Climb +7, Escape Artist +9, Hide +17, Jump +0, Listen +7, Move Silently +9, Sleight of Hand +9, Survival +7, Tumble +6, Use Rope +4 (+6 bindings) |
'''Feats:''' Weapon Finesse | '''Feats:''' Weapon Finesse | ||
Line 3,178: | Line 2,889: | ||
====Hell Hound==== | ====Hell Hound==== | ||
− | Medium Outsider (Evil, Extraplanar, Fire, Lawful); CR 3; HD 4d8+ | + | Medium Outsider (Evil, Extraplanar, Fire, Lawful); CR 3; HD 4d8+4; |
− | '''hp | + | '''hp 22''' |
'''Init''' +5; | '''Init''' +5; | ||
Line 3,186: | Line 2,897: | ||
'''AC''' 16 (+1 Dex, +5 natural), touch 11, flat-footed 15; | '''AC''' 16 (+1 Dex, +5 natural), touch 11, flat-footed 15; | ||
− | Base Atk +4; Grp + | + | Base Atk +4; Grp +5 |
− | '''Atk''' Bite + | + | '''Atk''' Bite +5 melee (1d8+1 plus 1d6 fire); |
− | '''Full Atk''' Bite + | + | '''Full Atk''' Bite +5 melee (1d8+1 plus 1d6 fire) |
'''SA''' Breath weapon, fiery bite; | '''SA''' Breath weapon, fiery bite; | ||
'''SQ''' Darkvision 60 ft., immunity to fire, scent, vulnerability to cold; | '''SQ''' Darkvision 60 ft., immunity to fire, scent, vulnerability to cold; | ||
'''AL''' LE; SV | '''AL''' LE; SV | ||
− | '''Fort + | + | '''Fort +5, Ref +5, Will +4'''; |
− | + | Str 13, Dex 13, Con 13, Int 6, Wis 10, Cha 6 | |
− | '''Skills:''' Hide +13, Jump + | + | '''Skills:''' Hide +13, Jump +12, Listen +7, Move Silently +13, Spot +7, Survival +7* |
'''Feats:''' Improved Initiative, Run, Track | '''Feats:''' Improved Initiative, Run, Track | ||
Line 3,203: | Line 2,914: | ||
'''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. | '''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 | + | '''Breath Weapon(Su):''' 10-foot cone, once every 2d4 rounds, damage 2d6 fire, Reflex DC 13 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. | '''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. | ||
Line 3,211: | Line 2,922: | ||
====Windrazor==== | ====Windrazor==== | ||
− | Small outsider (extraplanar); CR 1; HD 2d8 | + | Small outsider (extraplanar); CR 1; HD 2d8; |
− | '''hp | + | '''hp 9''' |
'''Init''' +2; | '''Init''' +2; | ||
Line 3,220: | Line 2,931: | ||
Base Atk +2; Grp -1 | Base Atk +2; Grp -1 | ||
− | '''Atk''' Claw + | + | '''Atk''' Claw +4 melee (1d4+1/19-20) or Bite -1 melee (1d6/19-20); |
− | '''Full Atk''' 2 Claws + | + | '''Full Atk''' 2 Claws +4 melee (1d4+1/19-20) and Bite -1 melee (1d6/19-20) |
− | '''SA''' Fearsome critical, Rend 2d4+ | + | '''SA''' Fearsome critical, Rend 2d4+2 |
'''SQ''' Keen senses; | '''SQ''' Keen senses; | ||
'''AL''' CE; SV | '''AL''' CE; SV | ||
− | '''Fort + | + | '''Fort +3, Ref +5, Will +4'''; |
− | + | Str 13, Dex 15, Con 11, Int 8, Wis 12, Cha 6 | |
'''Feats:''' Flyby Attack, lmproved Critical (claw), lmproved Critical (bite) | '''Feats:''' Flyby Attack, lmproved Critical (claw), lmproved Critical (bite) | ||
− | '''Skills:''' Balance +4, Climb + | + | '''Skills:''' Balance +4, Climb +14, Hide +6, Knowledge (the planes) +4, Listen +6, Move Silently ÷7, Spot +6, Survival +6 (+8 on other planes), Tumble +7 |
'''Keen Senses (Ex):''' A windrazor sees four times as well a human in shadowy illumination. | '''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+ | + | '''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+2 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. | '''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. | ||
Line 3,245: | Line 2,956: | ||
=== Summon Monster 4 - [[under construction]] === | === Summon Monster 4 - [[under construction]] === | ||
+ | |||
+ | Archon, lantern LG | ||
+ | Celestial giant owl LG | ||
+ | Celestial giant eagle CG | ||
+ | Celestial lion CG | ||
+ | Mephit (any) N | ||
+ | Mephit, Glass (San) N | ||
+ | Mephit, Sulfur (San) N | ||
+ | Fiendish dire wolf LE | ||
+ | Fiendish giant wasp LE | ||
+ | Spined Devil (FCII) LE | ||
+ | Fiendish giant praying mantis NE | ||
+ | Fiendish shark, Large1 NE | ||
+ | Yeth hound NE | ||
+ | Fiendish monstrous spider, Large CE | ||
+ | Fiendish monstrous Diving spider (Sto) CE | ||
+ | Fiendish snake, Huge viper CE | ||
+ | Fiendish Sea snake, Huge (Sto) CE | ||
+ | Howler CE | ||
+ | Nightmare, Lesser (PH) NE | ||
+ | Fiendish sea snake, Huge (Sto) CE | ||
+ | Fiendish Dire Eel (Sto) CE | ||
+ | Abishai, White (FCII) LE | ||
+ | Arcadian Avenger (MMV) LG | ||
+ | Guardinal, Cervinal (MMII) NG | ||
+ | Aoa Droplet (FF) N | ||
+ | Nerra, Kalareem (FF) N | ||
+ | Rhek (BoED) NG | ||
+ | Storm Elemental (MMIII) N | ||
+ | Elemental Grue (CA) NE | ||
+ | Imp, Bloodbag (FF) LE | ||
+ | Imp, Euphoric (FF) LE | ||
+ | Imp, Filth (FF) LE | ||
+ | Yugoloth, Voor (MMIV) NE | ||
+ | Yugoloth, Skeroloth (FF) NE | ||
+ | Demon, Carnage (MMV) CE | ||
+ | Demon, Gadacro (MMV) CE | ||
+ | Demon, Skulvyn (MMV) CE | ||
+ | Wrackspawn (MMIV) CE | ||