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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] |
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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. | ||
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=== 1st Level === | === 1st Level === | ||
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====Benign Transportation==== | ====Benign Transportation==== | ||
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''* May be summoned only into an aquatic or watery environment.'' | ''* May be summoned only into an aquatic or watery environment.'' | ||
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=== 2nd Level === | === 2nd Level === | ||
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====Chain of Eyes==== | ====Chain of Eyes==== | ||
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''* May be summoned only into an aquatic or watery environment.'' | ''* May be summoned only into an aquatic or watery environment.'' | ||
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====Summon Swarm==== | ====Summon Swarm==== | ||
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'''Material Component:''' A bit of spider web. | '''Material Component:''' A bit of spider web. | ||
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=== 3rd Level === | === 3rd Level === | ||
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====Dimension Step==== | ====Dimension Step==== | ||
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* Demon, Nashrou (CE, MMIV44) | * Demon, Nashrou (CE, MMIV44) | ||
* Eladrin, Coure (CG, BoED168) | * Eladrin, Coure (CG, BoED168) | ||
− | * Elemental, Small ( | + | * Elemental, Small (any) (N) |
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* Fiendish ape (LE) | * Fiendish ape (LE) | ||
* Fiendish boar (NE) | * Fiendish boar (NE) | ||
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=== 4th Level - [[under construction]] === | === 4th Level - [[under construction]] === | ||
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=== 5th Level - [[under construction]] === | === 5th Level - [[under construction]] === | ||
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=== 6th Level - [[under construction]] === | === 6th Level - [[under construction]] === | ||
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=== 7th Level - [[under construction]] === | === 7th Level - [[under construction]] === | ||
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=== 8th Level - [[under construction]] === | === 8th Level - [[under construction]] === | ||
+ | === 9th Level - [[under construction]] === | ||
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'''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. | '''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 [[14]]; Break DC [[18]]; HP 6 | + | '''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 [[14]]; Break DC [[18]]; 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 | |
− | '''Smite Good(Su): ''' Once per day a fiendish creature can make a normal melee attack to deal +2 extra damage against a good foe | ||
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'''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. | '''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. | ||
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====Kaorti==== | ====Kaorti==== | ||
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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. | 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 === | + | === Summon Monster III - [[under construction]] === |
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− | Spell Name – (spell level)(Creature)(CL/DC)(#/day) | + | 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) | |
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====Bacchae ==== | ====Bacchae ==== | ||
− | Medium-Size Outsider (Extraplanar); CR 2; HD 2d8+ | + | Medium-Size Outsider (Extraplanar); CR 2; HD 2d8+4; |
− | '''hp | + | '''hp 13''' |
'''Init''' +1; | '''Init''' +1; | ||
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'''AC''' 16 (+1 Dex, +5 natural), touch 11, flat-footed 15; | '''AC''' 16 (+1 Dex, +5 natural), touch 11, flat-footed 15; | ||
− | Base Atk +2; Grp + | + | Base Atk +2; Grp +4 |
− | '''Atk''' Claw + | + | '''Atk''' Claw +4 melee (1d4+2), or rock +3 ranged (1d6+3); |
− | '''Full Atk''' 2 claws + | + | '''Full Atk''' 2 claws +4 melee (1d4+2), or rock +3 ranged (1d6+3) |
− | '''SA''' Debauch, Rage, Rend 2d4+ | + | '''SA''' Debauch, Rage, Rend 2d4+3; |
'''SQ''' Acid resistance 10, electricity resistance 10, immunity to polymorph, outsider traits, SR 11; | '''SQ''' Acid resistance 10, electricity resistance 10, immunity to polymorph, outsider traits, SR 11; | ||
'''AL''' CN; SV | '''AL''' CN; SV | ||
− | '''Fort + | + | '''Fort +7, Ref +4, Will +2'''; |
− | + | Str 14, Dex 13, Con 15, int 10, Wis 9, Cha 14 | |
− | '''Skills:''' Balance +3, Intimidate +8, Jump + | + | '''Skills:''' Balance +3, Intimidate +8, Jump +10, Listen +5, Perform(any four) +6, Spot +5, Survival +5, Tumble +7 |
'''Feats:''' Great Fortitude | '''Feats:''' Great Fortitude | ||
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'''Immunity to Polymorph():''' Bacchae are immune to polymorphing. | '''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 | + | '''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. | 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+ | + | '''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. | '''Spell-Like Abilities:''' 3/day- charm person, Tasha’s hideous laughter; 1/day- emotion. Caster level 7th; save DC 11 + spell level. | ||
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====Bariaur==== | ====Bariaur==== | ||
− | Large Outsider (Chaotic, Extraplanar, Good); CR 3; HD 3d8+ | + | Large Outsider (Chaotic, Extraplanar, Good); CR 3; HD 3d8+3; |
− | '''hp | + | '''hp 16''' |
'''Init''' +0; | '''Init''' +0; | ||
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'''AC''' 14 (-1. size, +4 scale mail barding, +1 buckler), touch 9, flat-footed 14; | '''AC''' 14 (-1. size, +4 scale mail barding, +1 buckler), touch 9, flat-footed 14; | ||
− | Base Atk +3; Grp + | + | Base Atk +3; Grp +8 |
− | '''Atk''' Scimitar + | + | '''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 + | + | '''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; | '''SA''' Powerful charge 2d6+2; | ||
'''SQ''' Bariaur traits, SR 11+class level; | '''SQ''' Bariaur traits, SR 11+class level; | ||
'''AL''' CG; SV | '''AL''' CG; SV | ||
− | '''Fort + | + | '''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 + | + | '''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 | '''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+ | + | '''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: | '''Bariaur Traits (Ex):''' Banaurs benefit from the following racial traits: | ||
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====Celestial Bear, Black==== | ====Celestial Bear, Black==== | ||
− | Medium Magical Beast (); CR 2; HD 3d8+ | + | Medium Magical Beast (); CR 2; HD 3d8+6; |
− | '''hp | + | '''hp 19''' |
'''Init''' +1; | '''Init''' +1; | ||
'''Spd''' 40 ft.; | '''Spd''' 40 ft.; | ||
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'''AC''' 13 (+1 Dex, +2 natural), touch 11, flat-footed 12; | '''AC''' 13 (+1 Dex, +2 natural), touch 11, flat-footed 12; | ||
− | Base Atk +2; Grp + | + | Base Atk +2; Grp +6; |
− | '''Atk''' Claw + | + | '''Atk''' Claw +6 melee (1d4+4); |
− | '''Full Atk''' 2 claws + | + | '''Full Atk''' 2 claws +6 melee (1d4+4) and bite +1 melee (1d6+2); |
'''SA''' smite evil; | '''SA''' smite evil; | ||
'''SQ''' Low-light vision, scent, Darkvision 60 ft, resistance to acid 5 and cold 5 and electricity 5, SR 8; | '''SQ''' Low-light vision, scent, Darkvision 60 ft, resistance to acid 5 and cold 5 and electricity 5, SR 8; | ||
'''AL''' LG; SV | '''AL''' LG; SV | ||
− | '''Fort + | + | '''Fort +5, Ref +4, Will +2'''; |
− | + | Str 19, Dex 13, Con 15, Int 2, Wis 12, Cha 6 | |
− | '''Skills:''' Climb + | + | '''Skills:''' Climb +4, Listen +4, Spot +4, Swim +8 |
'''Feats:''' Endurance, Run | '''Feats:''' Endurance, Run | ||
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====Celestial Bison==== | ====Celestial Bison==== | ||
− | Large Magical Beast (); CR 3; HD 5d8+ | + | Large Magical Beast (); CR 3; HD 5d8+15; |
− | '''hp | + | '''hp 37''' |
'''Init''' +0; | '''Init''' +0; | ||
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'''AC''' 13 (-1 size, +4 natural), touch 9, flat-footed 13; | '''AC''' 13 (-1 size, +4 natural), touch 9, flat-footed 13; | ||
− | Base Atk +3; Grp + | + | Base Atk +3; Grp +13 |
− | '''Atk''' Gore + | + | '''Atk''' Gore +8 melee (1d8+9 magic); |
− | '''Full Atk''' Gore + | + | '''Full Atk''' Gore +8 melee (1d8+9 magic) |
'''SA''' Stampede, smite evil; | '''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; | '''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 | '''AL''' NG; SV | ||
− | '''Fort + | + | '''Fort +7, Ref +4, Will +1'''; |
− | + | Str 22, Dex 10, Con 16, Int 2, Wis 11, Cha 4 | |
'''Skills:''' Listen +7, Spot +5 | '''Skills:''' Listen +7, Spot +5 | ||
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'''Feats:''' Alertness, Endurance | '''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 | + | '''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. | '''Smite Evil(Su):''' Once per day a celestial creature can make a normal melee attack to deal +5 extra damage against an evil foe. | ||
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====Celestial Dire Badger==== | ====Celestial Dire Badger==== | ||
− | Medium Magical Beast (); CR 2; HD 3d8+ | + | Medium Magical Beast (); CR 2; HD 3d8+15; |
− | '''hp | + | '''hp 28''' |
'''Init''' +3; | '''Init''' +3; | ||
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'''AC 16 (+3 Dex, +3 natural), touch 13, flat-footed 13; | '''AC 16 (+3 Dex, +3 natural), touch 13, flat-footed 13; | ||
− | 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 evil; | '''SA''' Rage, smite evil; | ||
'''SQ''' Low-light vision, scent, Darkvision 60 ft, resistance to acid 5 and cold 5 and electricity 5, SR 8; | '''SQ''' Low-light vision, scent, Darkvision 60 ft, resistance to acid 5 and cold 5 and electricity 5, SR 8; | ||
'''AL''' CG; SV | '''AL''' CG; SV | ||
− | '''Fort + | + | '''Fort +7, Ref +6, Will +4'''; |
− | + | Str 14, Dex 17, Con 19, Int 2, Wis 12, Cha 10 | |
'''Skills:''' Listen +6, Spot +6 | '''Skills:''' Listen +6, Spot +6 | ||
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====Celestial Hippogriff==== | ====Celestial Hippogriff==== | ||
− | Large Magical Beast (); CR 2; HD 3d10+ | + | Large Magical Beast (); CR 2; HD 3d10+9; |
− | '''hp | + | '''hp 25''' |
'''Init''' +2; | '''Init''' +2; | ||
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'''AC''' 15 (-1 size, +2 Dex, +4 natural), touch 11, flat-footed 13; | '''AC''' 15 (-1 size, +2 Dex, +4 natural), touch 11, flat-footed 13; | ||
− | Base Atk +3; Grp + | + | Base Atk +3; Grp +11 |
− | '''Atk''' Claw + | + | '''Atk''' Claw +6 melee (1d4+4); |
− | '''Full Atk''' 2 claws + | + | '''Full Atk''' 2 claws +6 melee (1d4+4) and bite +1 melee (1d8+2) |
'''SA''' smite evil; | '''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; | '''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 | '''AL''' CG; SV | ||
− | '''Fort + | + | '''Fort +6, Ref +5, Will +2'''; |
− | + | Str 18, Dex 15, Con 16, Int 2, Wis 13, Cha 8 | |
'''Skills:''' Listen +4, Spot +8 | '''Skills:''' Listen +4, Spot +8 | ||
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====Demon, Dretch==== | ====Demon, Dretch==== | ||
− | Small Outsider (Chaotic, Extraplanar, Evil); CR 2; HD 2d8+ | + | Small Outsider (Chaotic, Extraplanar, Evil); CR 2; HD 2d8+4; |
− | '''hp | + | '''hp 13''' |
'''Init''' +0; | '''Init''' +0; | ||
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'''AC''' 16 (+1 size, +5 natural), touch 11, flat-footed 16; | '''AC''' 16 (+1 size, +5 natural), touch 11, flat-footed 16; | ||
− | Base Atk +2; Grp | + | Base Atk +2; Grp -1 |
− | '''Atk''' Claw + | + | '''Atk''' Claw +4 melee (1d6+1); |
− | '''Full Atk''' 2 claws + | + | '''Full Atk''' 2 claws +4 melee (1d6+1) and bite +2 melee (1d4) |
'''SA''' Spell-like abilities, summon demon; | '''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.; | '''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 | '''AL''' CE; SV | ||
− | '''Fort + | + | '''Fort +5, Ref +3, Will +3'''; |
− | + | Str 12, Dex 10, Con 14, Int 5, Wis 11, Cha 11 | |
'''Skills:''' Hide +9, Listen +5, Move Silently +5, Spot +5, Search +2, Survival +0 (+2 following tracks) | '''Skills:''' Hide +9, Listen +5, Move Silently +5, Spot +5, Search +2, Survival +0 (+2 following tracks) | ||
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====Demon, Nashrou==== | ====Demon, Nashrou==== | ||
− | Large outsider (chaotic, evil, extra planar); CR 2; HD 4d8+ | + | Large outsider (chaotic, evil, extra planar); CR 2; HD 4d8+24; |
− | '''hp | + | '''hp 42''' |
'''Init''' +6; | '''Init''' +6; | ||
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'''AC''' 15 (-1 size, +2 Dex, +4 natural), touch 11, flat-footed 13; | '''AC''' 15 (-1 size, +2 Dex, +4 natural), touch 11, flat-footed 13; | ||
− | Base Atk +4; Grp + | + | Base Atk +4; Grp +10 |
− | '''Atk''' Gore + | + | '''Atk''' Gore +5 melee (1d8+2) or Claw +3 melee (1d6+1); |
− | '''Full Atk''' 2 Gores + | + | '''Full Atk''' 2 Gores +5 melee (1d8+2) and 2 Claws +3 melee (1d6+1) |
'''SA''' – | '''SA''' – | ||
'''SQ''' DR 5/cold iron or good, scent; vulnerability to criticals; | '''SQ''' DR 5/cold iron or good, scent; vulnerability to criticals; | ||
'''AL''' CE; SV | '''AL''' CE; SV | ||
− | '''Fort + | + | '''Fort +10, Ref +6, Will +4'''; |
− | + | Str 15, Dex 14, Con 22, Int 2, Wis 11, Cha 8 | |
'''Feats:''' Improved Initiative, Multiattack | '''Feats:''' Improved Initiative, Multiattack | ||
− | '''SkiIls: ''' Jump + | + | '''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. | '''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. | ||
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====Eladrin, Coure==== | ====Eladrin, Coure==== | ||
− | Tiny Outsider (Chaotic, Eladrin, Extraplanar, Good); CR 2; HD | + | Tiny Outsider (Chaotic, Eladrin, Extraplanar, Good); CR 2; HD d8+2; |
− | '''hp | + | '''hp 11''' |
'''Init''' +7; | '''Init''' +7; | ||
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'''AC''' 23 (+2 size, +7 Dex, +4 natural), touch 18, flatfooted 15; | '''AC''' 23 (+2 size, +7 Dex, +4 natural), touch 18, flatfooted 15; | ||
− | Base Atk +2; Grp | + | Base Atk +2; Grp -8 |
− | '''Atk''' Tiny dagger +11 melee (1d2 | + | '''Atk''' Tiny dagger +11 melee (1d2-2); |
− | '''Full Atk''' Tiny dagger +11 melee (1d2 | + | '''Full Atk''' Tiny dagger +11 melee (1d2-2) |
'''SA''' Spell-like abilities; | '''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; | '''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 | '''AL''' CG; SV | ||
− | '''Fort + | + | '''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 | + | '''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 | '''Feats:''' Weapon Finesse | ||
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− | ====Elemental, Small | + | ====Air Elemental, Small==== |
− | Small Elemental (Air, Extraplanar); CR 1; HD 2d8 | + | Small Elemental (Air, Extraplanar); CR 1; HD 2d8; |
− | '''hp | + | '''hp 9''' |
'''Init''' +7; | '''Init''' +7; | ||
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'''AC''' 17 (+1 size, +3 Dex, +3 natural), touch 14, flat-footed 14; | '''AC''' 17 (+1 size, +3 Dex, +3 natural), touch 14, flat-footed 14; | ||
− | Base Atk +1; Grp | + | Base Atk +1; Grp -3 |
− | '''Atk''' Slam + | + | '''Atk''' Slam +5 melee (1d4); |
− | '''Full Atk''' Slam + | + | '''Full Atk''' Slam +5 melee (1d4) |
'''SA''' Air mastery, whirlwind; | '''SA''' Air mastery, whirlwind; | ||
'''SQ''' Darkvision 60 ft., elemental traits; | '''SQ''' Darkvision 60 ft., elemental traits; | ||
'''AL''' N; SV | '''AL''' N; SV | ||
− | '''Fort + | + | '''Fort +0, Ref +6, Will +0'''; |
− | + | Str 10, Dex 17, Con 10, Int 4, Wis 11, Cha 11 | |
'''Skills:''' Listen +2, Spot +3 | '''Skills:''' Listen +2, Spot +3 | ||
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'''Air Mastery(Ex):''' Airborne creatures take a -1 penalty on attack and damage rolls against an air elemental | '''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 | + | '''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 |
− | ====Elemental, Small | + | ====Earth Elemental, Small==== |
− | Small Elemental (Earth, Extraplanar); CR 1; HD 2d8+ | + | Small Elemental (Earth, Extraplanar); CR 1; HD 2d8+2; |
− | '''hp | + | '''hp 11''' |
'''Init''' -1; | '''Init''' -1; | ||
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'''AC''' 17 (+1 size, -1 Dex, +7 natural), touch 10, flat-footed 17; | '''AC''' 17 (+1 size, -1 Dex, +7 natural), touch 10, flat-footed 17; | ||
− | Base Atk +1; Grp + | + | Base Atk +1; Grp +0 |
− | '''Atk''' Slam + | + | '''Atk''' Slam +5 melee (1d6+4); |
− | '''Full Atk''' Slam + | + | '''Full Atk''' Slam +5 melee (1d6+4) |
'''SA''' Earth mastery, push; | '''SA''' Earth mastery, push; | ||
'''SQ''' Darkvision 60 ft., earth glide, elemental traits; | '''SQ''' Darkvision 60 ft., earth glide, elemental traits; | ||
'''AL''' N; SV | '''AL''' N; SV | ||
− | '''Fort + | + | '''Fort +4, Ref -1, Will +0'''; |
− | + | Str 17, Dex 8, Con 13, Int 4, Wis 11, Cha 11 | |
'''Skills:''' Listen +3, Spot +2 | '''Skills:''' Listen +3, Spot +2 | ||
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− | ====Elemental, Small | + | ====Fire Elemental, Small==== |
− | Small Elemental (Fire, Extraplanar); CR 1; HD 2d8 | + | Small Elemental (Fire, Extraplanar); CR 1; HD 2d8; |
− | '''hp | + | '''hp 9''' |
'''Init''' +5; | '''Init''' +5; | ||
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'''AC''' 15 (+1 size, +1 Dex, +3 natural), touch 12, flat-footed 14; | '''AC''' 15 (+1 size, +1 Dex, +3 natural), touch 12, flat-footed 14; | ||
− | Base Atk +1; Grp | + | Base Atk +1; Grp -3 |
− | '''Atk''' Slam + | + | '''Atk''' Slam +3 melee (1d4 plus 1d4 fire); |
− | '''Full Atk''' Slam + | + | '''Full Atk''' Slam +3 melee (1d4 plus 1d4 fire) |
'''SA''' Burn; | '''SA''' Burn; | ||
'''SQ''' Darkvision 60 ft., elemental traits, immunity to fire, vulnerability to cold; | '''SQ''' Darkvision 60 ft., elemental traits, immunity to fire, vulnerability to cold; | ||
'''AL''' N; SV | '''AL''' N; SV | ||
− | '''Fort + | + | '''Fort +0, Ref +4, Will +0'''; |
− | + | Str 10, Dex 13, Con 10, Int 4, Wis 11, Cha 11 | |
'''Skills:''' Listen +2, Spot +3 | '''Skills:''' Listen +2, Spot +3 | ||
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'''Feats:''' Dodge, Improved Initiative, Weapon Finesse | '''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 | + | '''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. |
− | ====Elemental, Small | + | ====Water Elemental, Small==== |
− | Small Elemental (Water, Extraplanar); CR 1; HD 2d8+ | + | Small Elemental (Water, Extraplanar); CR 1; HD 2d8+2; |
− | '''hp | + | '''hp 11''' |
'''Init''' +0; | '''Init''' +0; | ||
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'''AC''' 17 (+1 size, +6 natural), touch 11, flat-footed 17; | '''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''' Water mastery, drench, vortex; | '''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 | ||
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'''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. | '''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 | + | '''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 | + | '''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. | ||
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====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; | ||
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'''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 | ||
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====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; | ||
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'''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 | ||
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====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; | ||
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'''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) | ||
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====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; | ||
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'''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* | ||
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====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; | ||
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'''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 | ||
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====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; | ||
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'''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. | ||
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====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; | ||
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'''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 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; | ||
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'''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 | ||
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====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; | ||
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'''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 | ||
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====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; | ||
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'''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 | ||
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====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; | ||
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'''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 | ||
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'''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. | ||
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====Windrazor==== | ====Windrazor==== | ||
− | Small outsider (extraplanar); CR 1; HD 2d8 | + | Small outsider (extraplanar); CR 1; HD 2d8; |
− | '''hp | + | '''hp 9''' |
'''Init''' +2; | '''Init''' +2; | ||
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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. | ||
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=== 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 | ||