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Abomination

Sometimes certain cult will perform a sick and twisted


operation to transform a creature into an abomination.
Abominations are a mix between the base creature and
and a gargantuan quadruped constructed from several
different creatures.
They have a tremendous amount of strength and
constitution, although they have almost no wisdom and
very little charisma, so seldom is this process done
willingly, instead it is usually forced upon the base
creature.
Because of the Abominations unnaturally low Wisdom
they are prone to make bad tactical decisions.
Also, they often perceive themselves perfect and
without flaw.
Sample Abomination
Before you stands a Gargantuan quadruped with what
appears to be a medium sized human torso where the
creatures head should be.
Here is an example of an Abomination that uses a 5th
level human Wizard as the base creature.
Abomination 5th level human wizard
Aberration (humanoid)
Hit Dice 6d8 + 5d4 + 45 (75hp)
Initiative -2
Speed 40
Armor Class 14 (-4 size, +8 natural)
Base Attack/Grapple +5 / +25
Attack stomp +9 (2d6 + 8)
Full attack 2 stomps +9 (2d6 +8)
Space/Reach 20 / 15
Special Attacks trample, spells
Special Qualities Saves-Fort +8 Ref +3 Will +5
Abilities-Str 26 Dex 10 Con 21 Int 17 Wis 2 Cha 6
Skills Concentration +17, Craft (alchemy) +15,
Decipher Script +15, Knowledge (arcana) +15,
Knowledge ( Religeon) +15 , Spellcraft +15
Feats Scribe Scroll, Combat Casting, Craft Wand,
Combat Expertise, Power Attack, Cleave, Improved
Bull Rush
Environment Temperate Plains
Organization solitary
Challenge Rating 8
Treasure standard
Alignment Chaotic Neutral
Advancement by character class
Level adjustment +2

This Abomination is based on a 5th level human wizard


with the following ability scores: Str 16 Dex 14 Con 11
Int 17 wis 12 cha 12
Combat Abominations Charge into combat trampling
as many creatures as possible and then stomping and
wildly casting spells.
Trample Reflex DC 23 (2d8 + 16) for half damage.
Failure means full damage and knocked prone.
Spells spells/day 4/4/3/2 DC equals 13 + spell level
typical spells prepared
0 level Read Magic, Daze, Resistance
1st level Magic missle, Expeditious Retreat, Mage
Armor, Reduce Person
2nd level Bulls Strength, Melfs Acid Arrow, Levitate
3rd level Fireball, Displacement
Possesions- wand of magic missile, wand of fireball

Creating an Abomination
An Abomination is an aquired Template that can be
added to any corporeal humanoid or monstrous
humanoid. It combines the destructive power of a
gargantuan Quadraped with the intelligence and powers
of the base creature.
An Abomination uses all of the base creatures statistics
and special abilities except as noted here.
Size and type The creatures type changes to aberration.
Size changes to Gargantuan, Size of 20, reach of 15. Do
not recalculate base attack bonuses or saves. This
means -4 to hit and 4 on armor class
Hit Dice Do not recalculate base creatures hit dice. Add
6d8 to the creatures hit dice, these are aberration levels,
which adds + 3 to the creatures base attack. Base
Fortitude save is increased by 2, base Reflex Save is
increased by 2, and the Abominations Will Save is
increased by 5. feats also increase as normally for the
extra 4 hit dice.
Speed The base creature looses any forms of movement
it used to have. It instead gets a land speed of 40.
Armor Class The Abomination gets a Natural Armor
Class bonus of +8, or use the base creatures Natural
Armor Class bonus, whichever is higher.
Attack The base creature looses any attacks it formerly
had and instead gets a stomp attack, (2d6 + strength
Modifier) as a primary natural attack. The base creature
still has the use of his arms but because it is so far in the
air it can seldom use a weapon.
Full Attack As a full attack an Abomination gets 2
stomp attacks, (2d6 + strength modifier).
Special Attacks The Base creature retains all of its
Special attacks as long as they dont make use of the
base creatures natural legs. It also gets a trample attack.

This ability allows the Abomination to charge over


other creatures. The target must be lage or smaller. It is
allowed a reflex save of ( of the Abominations Hit
Dice + the Abominations Strength bonus) for half
damage. The damage is (2d8 + twice strength
modifier). Any creature that fails its save is prone.
Special Qualities Same as the Base Creature.
Abilities Strength +10, Dexterity -4, Constitution +10,
Intellegence same, Wisdom -10 minimum of 2,
Charisma -6 minimum of 1.
Skills- Add skill points equal to 2 + intelligence
modifier per added hit die. So that is 8 + 4 times the
base creatures intelligence modifier. The base creatures
current class skills are considered class skills for added
skill points. The creatures skill point maximum is also
increased by 4.
Environment Same as the base creature or whatever
creature created the Abomination.
Challenge Rating Same as the Base Creature +3
Alignment Change to any Chaotic Alignment
Level Adjustment +2. Because of the 6 added Hit Dice
the Creatures ECL is increased by 8, thus a 1st level
Abomination has an ECL of 9, and is the equivilant of a
9th level Character.

Abyssal Kobald
Small Humanoid (Reptilian, Extraplaner)
Hit Dice3d8 (13hp)
Initiative +3
Speed 30
Armor Class 18 (+2dex, +2 leather armor, +3 natural,
+1 size) touch 13 flat footed 17
Base Attack/Grapple+2/-1
Attack short sword +5 (1d4+1) 19-20*2
Full attack Short sword +5 (1d4+1) 19-20*2 and 3
short swords +4 (1d4+1) 19-20*2
Space/Reach 5/5
Special Attacks Special Qualities darkvision 60, Light sensitivity
Saves Fort +1 Ref +5 Will -1
Abilities Str 13 Dex 14 Con 10 Int 10 Wis 9 Cha 11
Skills craft (trapmaking)
Feats Weapon finesse (short sword), multiattack
Environment abyss
Organization gang (4-9) or band (10-100)
Challenge Rating 2
Treasure standard
Alignment usually chaotic evil
Advancement by character class
Level adjustment +2

This red reptilian creature stands 3 ft tall and


brandishes a short sword in each of its four arms.
Abysal kobolds are cousins of the normal Kobold tha
have spent a millennium being tormented only to return
with an unquenchable desire to torture any other living
creature.
They construct elaborate traps so that they can capture
and torture. Every Abyssal Kobold carries a bag of
torture instruments.
Combat
Abyssal Kobolds rarely outright attack unless they have
an overwhelming advantage. Instead they try to lure
victoms into traps. Rather than kill their victoms
Abyssal Kobolds would rather slowly torture them. In
fact there are even stories of people making a deal with
the Kobolds like the Kobolds Would let them go if
they could slowly rip the skin of of their legs. The
adventurer agreed and when he was let go the
Abyssal Kobolds chased him for 2 days strait into a salt
flat, skinless.
Light Sensitivity Abyssal Kobolds are dazzled in
bright sunlight or within the radius of a daylight spell.
Skills Kobolds have a +2 racial bonus on craft
(trapmaking), and search check.
Abyssal kobold Characters
Abyssal Kobold characters have the following racial
traits
- +2 strength, +4 dexterity, -2 wisdom
- Small size: +1 bonus to armor class, +1 bonus on
attack rolls, +4 bonus on hide rolls, -4 penalty on
grapple checks, lifting and carring limits of
medium characters.
- An Abyssal Kobolds land speed is 30 ft.
-darkvision out 60 feet
-Racial Skills: An Abyssal Kobold Character has a
+2 bonus on Craft (trapmaking) and search checks
-Racial feats: An Abyssal Kobold Character gets 2
feats.
- +3natural armor bonus
- Special Qualities (see above) light sensitivity
- Automatic languages: Abyssal. bonus languages:
common and undercommon
- Favored class : Rouge
- Level adjustment: +2

Acid Man
Small Aberation (Acid)

Hit Dice 2d8 + 2 (11hp)


Initiative +3
Speed 30
Armor Class 20 (+ 1 size, +3 Dexterity, +2 Natural,
chain shirt +4)
Base Attack/Grapple +1
Attack Short sword + 4 (1d6-1
Full attack Short Sword +4 (1d6-1)
Space/Reach 5 / 5
Special Attacks Acid Splash Back, Death Throes
Special Qualities Immunity to Acid, DR 5/ piercing
and slashing
Saves-Fort +1 Ref +5 Will +3
Abilities-Str 8 Dex 16 Con 13 Int 11 Wis 10 Cha 11
Skills spot +5 listen +5
Feats weapon finesse, lightning reflexes (bonus)
Environment any underground
Organization solitary or gang (2-8) or colony (10-40)
Challenge Rating 2
Treasure standard gems only
Alignment usually neutral
Advancement by character class
Level adjustment +3
This small green creature looks like a translucent
humanoid bag filled with acid.
Acid men have transperent skin filled with a light green
acid that dissolves organic material. They have large
black eyes and a wide toothy mouth. They stand about
3 feet tall and weigh about 60 lbs. Acid men live about
40 years.
Acid men often wear metal armor because oganic
Armors would dissolve. Acid men treasure gems and
use them as currency, finding little use for coins.
Combat
Acid men wade right into the middle of combat so that
they can take full advantage of their acid splashback
ability. They find retreat dishonorable and will
sometimes even impale themselves on opponents
weapon if that kind of action works to there advantage.
Acid Splashback Any time an acid man is successfully
attacked with a slashing or piercing weapon, a spray of
acid hits every creature within 5 feet of the acid man for
1d6 points of acid damage.
Death Throes Whenever an Acid Man is reduced to
zero or lower hit points it explodes dealing 4d6 points
of acid damage to anybody within 20 feet, reflex DC 14
for half. The save DC is Constitution based and
includes a +2 racial bonus.

Possesions Chain Shirt

Amazon Giant
Large Giant
Hit Dice 6d6 +18 (39 hp)
Initiative +0
Speed 40
Armor Class 14 (-1 size, +5 natural)
Base Attack/Grapple +4
Attack slam or spear ranged
Full attack 2 slams +8 (1d4+5) or spear ranged +5
(2d6 +5)
Space/Reach 10 / 10
Special Attacks
Special Qualities low light vision
Saves-Fort +8 Ref +2 Will +2
Abilities-Str 20 Dex 10 Con 17 Int 12 Wis 12 Cha 16
Skills climb +19,listen +10, and spot +10
Feats Power attack, cleave, improves bull rush,
run(bonus)
Environment Tropical jungles
Organization solitary, gang (2-5), or tribe ((6-9) +(1-4
noncombatants + 1 cleric of 1 st thru 4th level)
Challenge Rating 5
Treasure standard
Alignment usually neutral
Advancement By character class
Level adjustment +3
A large green nude woman stands before you. She has
Tribal marking and brandishes a spear.
Amazon Giants consider themselves to be at one with
Nature and try to preserve the environment that they
live in.
Amason Giants skin color ranges from a light green to
an almost brown green color. They have black hair and
are all female. They stand more than 9 feet tall and
weigh about 600 lbs. Amazon Giants can live up to 300
years.
Amazon Giants usually have little of value and most of
their possessions are just what they need for daily
survival.
Combat
Amazon usually attack first by throwing spears and
trying to scare off invaders before engaging in melee
combat.

Society

Animated painting
Medium Construct
Hit Dice 4d10+ 20 (40hp)
Initiative +4
Speed 5 fly 20 (perfect)
Armor Class 18 (+4 dexterity, +4 natural) touch 14,
flat footed 14
Base Attack/Grapple +3 / +5
Attack Full attack Space/Reach 5 / 5
Special Attacks animate objects, spells
Special Qualities construct traits, DR 5/adamantine,
darkvision 60, immune to magic, low light vision
Saves-Fort +1 Ref +5 Will +2
Abilities-Str 14 Dex 18 Con - Int 12 Wis 12 Cha 17
SkillsFeatsEnvironment urban
Organization solitary or exhibition (2-12)
Challenge Rating 3
Treasure none
Alignment always nuetral
Advancement (5-7 HD) Medium (8-15 HD) Large (1624 HD) Huge
Level adjustmentBefore you is a beautiful painting, It surprises you by
exclaiming Halt
This construct is a painting that has been animated and
given spell capabilities.
It is 3 feet high and 4 feet wide3 and weighs about 20
lbs.
An Animated painting can speak any language that its
creator could.
Annimated paintings often have pieces of information
that its creater has told it.
Combat
Annimated painting cannot engage in melee combat.
Instead it relies on spells and its ability to animate
objects.
Annimate Objects Animated paintings have the ability
to animate nearby objects, within 100 feet. It can
animate tiny, small or medium objects (see monster
manual page 13). It can animate and control up to twice
its hit dice worth of objects.

Animated paintings cast spells as a 4th level sorcerer,


and never have to make a concentration check to cast a
spell.
Spells Spells/day 6/7/4 DC equals 13 + level
Typical spells known
0 level Detect Magic, Detect Poison, Read Magic,
Light, mage hand, open/ close
1st level magic missile, grease, silent image
2nd level Scorching Ray

Boogieman
Medium Undead
Hit Dice 8d12 (56hp)
Initiative +4
Speed 50
Armor Class 19 (+4 dexterity, +5 natural)
Base Attack/Grapple +4
Attack slam +8 (1d6 +1d4 wisdom drain)
Full attack 2 slams +8 (1d6 +1d4 wisdom Drain)
Space/Reach 5 / 5
Special Attacks fear gaze, Spell like abilities, Wisdom
Drain
Special Qualities +2 turn resistance, DR 10/ Good,
Undead traits, Dark vision 60
Saves-Fort +2 Ref +4Will +9
Abilities-Str 18 Dex 18 Con - Int 18 Wis 18 Cha 18
Skills Bluff +15,Concentration +11,Hide +17,
Intimidate +18, listen +15, Spot +15, Move Silently
+17, Use Rope +15
Feats skill focus (intimidate)(bonus), Spell focus
(illusion), stealthy, combat casting
Environment any
Organization solitary
Challenge Rating 9
Treasure none
Alignment always neutral evil
Advancement (8-11 HD) medium (12-24HD) Large
Level adjustmentThe scariest creature you have ever seen stands directly
in front of you
A Boogiemann is the embodiment of fear. When a
community lives in fear and doesnt have a legitimate
reason to be fearful a Boogieman can sometimes
appear. A boogieman eccentially lives off of fear.
Even if a Boogieman is physically defeated, if the fear
has not subsided he will reappear in 1-6 days, at a place
that he can cause the most fear. The only way to defeat
a Boogieman is if people are no longer afraid.

A Boogieman always appears to be the creature that is


most feared and can appear to be a different creature
according to different witnesses.
Combat
A boogieman will usually focus on the most fearful
enemies and use his wisdom to permanently put
creatures in a state of perpetual fear. It has no fear of
being killed and only cares about causing terror, many
times letting people go so that they may spread fear in
others.
Fear Gaze As a free action a Boogieman can strike fear
in an enemy. He can pick a target of less than 8 or less
hit dice, if the target fails its save (Will DC 18) it can
only run away at full speed for 1d8 rounds. If they
cannot flee they simply cower for the 1d8 rounds. This
is a mind affecting enchantment and is Charisma based.
If a target makes its save it is immune to the
Boogiemans Fear Gaze for 24 hours.
Spell-like Abilities DC equals 14 + spell level
At will: detect thoughts (Will DC16), Darkness, ghoul
touch (Fort DC 16)
3/day: persistant image (Will DC 19),
1/day: Phantasmal Killer (Will and Fort DC 18),
Shadow Evocation ( Will DC 19)
Respawn Because a Boogieman is created because of
fear, killing it physically does little to destroy it. In
order to destroy a Boogieman the fear of the
Boogieman must also be quelled. If the fear is still there
the Boogiman will respawn in 1d6 days at a spot where
he can cause the most fear.
Wisdom Drain A Boogieman drains 1d4 points of
Wisdom every time it hits with its slam attack. Each
time he drains wisdom he gains 5 hit points, any hit
points above his normal total are considered temporary.

Bookling
Small Aberation
Hit Dice 1d8 +2 (6hp)
Initiative+4
Speed 20
Armor Class (+4 dexterity, +1 size, +1 natural)
Base Attack/Grapple +0
Attack short sword +4 (1d4-2)
Full attack short sword +4 (1d4-2)
Space/Reach 5 / 5
Special Attacks spell,
Special Qualities
Saves-Fort +1 Ref +4 Will +1
Abilities-Str 6 Dex 18 Con 14 Int 12 Wis 9 Cha 12
Skills spot + 3, listen +3 , spellcraft +5

Feats weapon finnesse


Environment any urban
Organization soilitary, pack (2-8) or library (4-24)
Challenge Rating 1
Treasure standard
Alignment Usually Chaotic Neutral
Advancement by character class
Level adjustment +1
This creature looks like a book with arms and legs.
Most scholars believe that Booklings were created by
wizards to store spells and aid in combat. Each
Bookling has a story. They seem to be only interested
in passing on the knowledge of their book. They can
push the story and ideas of their book to the point
exhaustion.
Booklings stand about 3 feet tall and varie in color as
books usually do. It is often said that you cant judge a
Bookling by its cover. They weigh about 35 lbs and
have arms and legs that sprout from their covers.
Booklings speak common, and many of them have
learned to spoeak other languages. Once started
Booklings are hard to shut up.
Combat
Booklings are cowardly and seldom engage in combat
unless pushed by others.
Spell Each bookling has the ability to cast a 1st level
spell once per day. If convinced to do so, a bookling
will allow a wizard to write down one of his own spells
and the wizard can cast the spell from the page of the
Bookling. Booklings with wizard levels can use this
ability to cast an extra spell/day.
Characters Booklings with class levels usually choose
Wizard. It is their favorite class. Booklings with class
levels trade their racial hit die for their first class level.

Brain Tree
Huge Plant
Hit Dice 12d8 +84 (174 hp)
Initiative-1
Speed none
Armor Class 20 (-1 dexterity, -2 size, +13 natural)
Base Attack/Grapple +9 /23
Attack Full attack Space/Reach 15 / 15
Special Attacks spells
Special Qualities DR 10/Cold Iron, SR 22, Telepathy
100 ft

Saves-Fort 15 Ref +3Will +7


Abilities-Str 23 Dex 8 Con 25 Int 24 Wis 16 Cha 21
SkillsFeatsEnvironment tropical forests
Organization solitary
Challenge Rating 8
Treasure standard
Alignment usually nuetral
Advancement
Level adjustmentThis tree is is huge and instead of fruit it has several
grey brains hanging from its limbs.
Because Brain Trees lack the ability to physically attack
on their own they rely on others.
Combat
Spells Brain Trees cast spells as a 12th level sorcerer
DC equals 15 + spell level, Spells/day 6/8/7/7/7/6/3
Typical Spells Known
0 level Resistance, Detect poison, Detect magic, read
Magic, ghost Sound, Presigitation, flare, message,
mage hand
1st level Charm Person, sleep, hypnotism, Mage armor,
silent image
2nd level Fog cloud, glitterdust, Minor image,
invisibility, Whispering wind
3rd level Dispel Magic, Suggestion, Tongues,
MajorImage
4th level Stoneskin, Charm Monster, Rainbow Pattern
5th level Dominate Person, Prying Eyes
6th level Geas/Quest

Broken Glass Golem


Large Construct
Hit Dice 8d10 +30 (74hp)
Initiative+1
Speed 30
Armor Class 16 (+1 dexterity, -1 size, +6 natural)
Base Attack/Grapple +6
Attack slam +
Full attack slam+
Space/Reach 10 / 10
Special Attacks, glasplosion
Special Qualities construct traits, DR10/ bludgeoning,
immunity to magic, darkvision 60, low light vision
Saves-Fort +2 Ref +3 Will +2

Abilities-Str 23 Dex 12 Con Int - Wis 11 Cha 1


Skills move silently - 9
FeatsEnvironment any
Organization solitaryor gang (2-4)
Challenge Rating 6
Treasure none
Alignment always neutral
Advancement 8-11 HD large 12-25 HD Huge
Level adjustmentThis Creature looks like a humanoid pile of various
colored pieces of broken glass
This Golem has a humanoid body made from bits of
broken glass. They are 9 feet tall and weigh about 800
lbs. They are clumsy and make a lot of noise when they
walk.

Combat
Broken Glass Golems are mighty combatants that wade
directly into the middle of battle and then use
Glasplosion to attack as many creatures as possible.
Glasplosion The broken Glass Golem has the ability
to explode itself and then reform itself. This is a full
round action that does not prevoke attacks of
opportunity. This attack does 6d6 points of slashing
damage, the Reflex save DC for half damage is 20. The
DC is strength based. This attack causes 5 points of
damage to the Broken Glass Golem.
Skills Broken Glass Golems make a lot of noise, -10
racial penalty on move silently checks.

Cartoon Creature

(Aberation)
Hit DiceInitiativeSpeedArmor ClassBase Attack/GrappleAttackFull attackSpace/ReachSpecial AttacksSpecial QualitiesSaves-Fort

Ref

Will

Abilities-Str
Skills-

Dex Con

Feats-

EnvironmentOrganizationChallenge RatingTreasureAlignmentAdvancementLevel adjustment-

Int

Wis

Cha
Cat People
(Small, Monstous humanoid)
Hit Dice 2d8+2 (11hp)
Initiative +3
Speed 40
Armor Class 18 (+4 Dex, +3 natural, +1 size)
Flat Footed 14, Touch 15
Base Attack/Grapple +2
Attack Claw +7 (1d4)
Full attack 2 claws +7 (1d4) and
Bite +2 (1d3)
Space/Reach 5/5
Special Attacks Pounce
Special Qualities low light vision
Saves Fort +1 Ref +7 Will +4
Abilities-Str 10 Dex 18 Con 12 Int 6 Wis 12 Cha 12
Skills Balance +9, Hide +9, Listen +2, Move Silently
+2, Spot +2
Feats Run (B), Weapon Finesse
Environment Tropical Plains
Organization Solitary, Pair or pride(4-24)
Challenge Rating 1
Treasure Standard
Alignment Chaotic Good
Advancement by Character Class
Level adjustment +2

Combat
Cat people use terrain to advantage when the can. The
like to stalk from within tall grass. They will then
pounce against an individual foe. If it does not work the
usually retreat instead of holding ground in combat.
They will use this tactic over and over again until it
works.
Pounce If a Cat Person Charges a foe he can make a
Full Attack.

Level adjustment-

Characters
Cat people possess the following Racial Traits
--- +8 Dexterity, +2 Constitution,-4 Intellegence, +2
Wisdom, -2 Charisma
--- Small Size: +1 Bonus to Armor Class, +1 Bonus on
Attack Rolls, +4 Bonus on Hide checks, -4 penalty on
Grapple checks, lifting and carrying limits of
Medium characters.
--- A Cat Persons Base Land Speed is 40 feet.
--- Racial Skills: A Cat Persons Humanoid levels
givee it Skill Points equal to (2 + Int modifier,
minimum 1)Its Class Skills are Balance, Hide Move
Silently, and Spot. Cat People have a +4 Racial bonus
on Balance, Hide and Move Silently checks.
--- A Catfolks Monstrous Humanoid levels give it 1
Feat. A Catfolk receives Run as a bonus Feat.
--- Special Attacks: Pounce
--- Favored Class: Rogue
--- Level Adjustment: +3

This creature is clear as water and about the general


size and shape of a gold coin.
Cerebral oozes are parasites that live off of another
creatures brain.

Cerebral Ooze
Fine ooze
Hit Dice d8+1 (3hp)
Initiative -5
Speed 10
Armor Class 10 (+4 size, -4 dexterity)
Base Attack/Grapple 0
AttackFull attackSpace/Reach 0/ 0
Special Attacks-

Special Qualities-

Saves-Fort Ref
Will
Abilities-Str 2 Dex 1 Con 16 Int - Wis 1 Cha 1
Skills-

Feats-

Environment tropical swamps


OrganizationChallenge RatingTreasureAlignmentAdvancement-

Closet Monster
Medium Aberration
Hit Dice 6d8+24 (40hp)
Initiative +3
Speed 30
Armor Class 12 (-1 size, +3 dex)
Flat Footed 9 Touch 12
Base Attack/Grapple +4/+14
Attack Slam +5 (1d8 + laughter)
Full attack Slam +5 (1d8 + laughter)
Space/Reach 10/10
Special Attacks Improved Grab, Touch of Laughter, ,
Spell Like Abilities
Special Qualities SR 16, DR 15/ Silver, Fast Healing 5
Saves Fort +4 Ref +5 Will +6
Abilities Str 15 Dex 17 Con 15 Int 6 Wis 12 Cha 5
Skills Bluff +14, Hide +15, Intimidate +3, Listen +8,
Move Silently +14, Spot +8,
Feats Improved Grapple, Ability Focus (touch of

laughter), Persuasive
Environment any Urban
Organization Solitary or Horror (2-8)
Challenge Rating 5
Treasure Alignment Chaotic Evil
Advancement 6-9HD medium, 10-15HD Large,
16+Huge
Level adjustment

Base Attack/Grapple +3
Attack Malleable Weapon +6 (1d6+2) or
Electric Shock range touch +7 (1d6 electric)
Full attack- Malleable Weapon +6 (1d6+2) or
Electric Shock range touch +7 (1d6 electric)
Space/Reach 5/5
Special Attacks Electric Shock, Conductivity,
Malleable Weapon, Bronze defense
Special Qualities DR 5/adamantine, immune to
electricity,
Saves Fort +6 Ref +4 Will +2
Abilities-Str 15 Dex 17 Con 14 Int 9 Wis 13 Cha 11
Skills-

FeatsEnvironmentOrganizationChallenge RatingTreasureAlignmentAdvancementLevel adjustment-

Combat
Improved Grab (Ex) To use this ability a Closet
Monster must hit a medium or smaller creature with its
Slam attack. It can then attempt to start a Grapple as a
free action without provoking an attack of opportunity.
Touch of Laughter: A hit from a Closet Monster
causes uncontrollable laughter. An opponent must
succeed on a DC 15 will save or lose their next turn and
take 1d6 points of strength damage. The save DC is
Charisma Based.
A Closet Monster can chose not to do damage on its
attack and instead cause only laughter and strength
damage
Spell-Like Abilities: At Will - Fear, Darkness, Ghost
Sound; 3/day Animate Objects, Major Image
Skills Closet Monsters have a +4 racial bonus on
Bluff, Hide and Move Silently checks.

Copper Elemental
(Small Elemental)
Hit Dice 4d8+8 (26hp)
Initiative +3
Speed 30
Armor Class 18 (+1 size, +4 natural, +3 dex)
Flat Footed 14 Touch 14

Demon
Diabolic Hamster
Tiny outsider (Chaotic, Extraplaner, Chaotic, Tanarri)
Hit Dice 3d8 +25 (28hp)
Initiative +7
Speed 50
Armor Class 21 (+2 size, +7 dex, +2 natural)
Base Attack/Grapple +3 / -8
Attack bite +12 (1d2-3)
Full attack Bite +12 (1d2-3)
Space/Reach 2 / 0
Special Attacks Spell-like abilities
Special Qualities DR 5/good, Darkvision 60, Immunity
to fire, vulnerability to cold, evasion
SR 13
Saves-Fort +8 Ref +10 Will +6
Abilities-Str 4 Dex 24 Con 20 Int 25 Wis 17 Cha 17
Skills spot +9, listen +9, concentration +11, craft trap
+13,escape artist +13, hide +21, intimidate +9, search
+13, move silent +13, tumble +13, swim +3 , jump +3 ,
knowledge (arcane) +13, spellcraft +13, use magic
device +9
Feats ability focus (fireball), Weapon finesse (bite),
improved initiative (bonus)
Environment The Abyss
Organization solitary or pack2-12
Challenge Rating 4
Treasure standard
Alignment Always Chaotic Evil
AdvancementLevel adjustmentA tiny innocent looking black and white hamster stares
at you for a moment. Then he stands on his rear legs,
bursts into flames and casts a fireball at you.
Diabolic hamsters are evil Rodents that are native to the
abyss. Often they find themselves in urban areas, where
they start massive fires and untold amounts of chaos.
They also enjoy burning down pristine forests and other
places of beauty.
Diabolic hamsters are smaller than a house cat and
weigh about 5 lbs. They can be almost any color and
usually have long fluffy, unkempt hair that covers their
entire body.
Diabolic Hamsters speak abyssal and common
Combat

Diobolic hamsters rarely engage in melee combat, and


use the fires they create as a safe haven. Diobolic
Hamsters use their spell like abilities to make as much
fire as possible.
Spell-like Abilities DC equals 13+ spell level
At will: Fireball (DC 18), Scorching Ray, Pyrotechnics
(DC 15)
Caster level 5

Devil
Tortured Devil
Medium Outsider (Baatazu ,Extraplaner, Evil, Lawful)
Hit Dice 6d8 +24 (51hp)
Initiative +1
Speed 20 see below
Armor Class 19 (+1 dex, +8 natural)
Base Attack/Grapple +6
Attack slam
Full attack slam
Space/Reach 5 / 5 ( 10 ft with chain)
Special Attacks Rage, Scream of Agony
Special Qualities DR 10/Good, SR 16
Saves-Fort +9 Ref +6 Will +4
Abilities-Str 16 Dex 12 Con 18 Int 11 Wis 6 Cha 15
Skills-

Feats Power Attack, Cleave,


Environment The Nine Hells of Baator
Organization solitary orgroup (2-8)
Challenge RatingTreasureAlignmentAdvancementLevel adjustment-

Dire humming birds constantly search the forests


searching for nurashment. It attacks almost anything
alive.
Combat
A Dire humming bird attacks with its beak. If it is
successful it tries to drain blood as a free action that
doesnt prevoke an attack of opportunity. If the Dire
Hummingbird wins an opposed grapple it automatically
drains blood Causing 1d6 points of constitution
damage. Once The Bird drains 10 points of constitution
it usually moves on.

Dire Humming Bird (Noctari)


Medium Animal
Hit Dice 8d8+24 (60hp)
Initiative +11
Speed10 fly 80 (perfect)
Armor Class 21(+7 dex, +4 natural) touch 17 flat
footed 14
Base Attack/Grapple +6/+9
Attack Beak +13 (3d6+4) (17-20*3)
Full attack Beak+13 (3d6+4) (17-20*3)
Space/Reach 5/5
Special Attacks blood drain, Augmented Critical,
improved grab
Special Qualities scent
Saves-Fort +8 Ref +12 Will +5
Abilities-Str 16 Dex 24 Con 16 Int 2 Wis 16 Cha 16
Skills spot +8 listen +9
Feats weapon finesse (beak), Improved natural attack
(beak), Improved critical, Improved initiative(bonus),
Environment Tropical Forests
Organization Solitary or Clutch (2-8)
Challenge Rating 6
Treasure none
Alignment always nuetral
Advancement (8-11HD) medium, (12-19HD) large,
(20-32HD) huge
Level adjustmentA shiny man sized bird buzzes over to you. Its wings
move so fast you can hardly see them move. At first it
looks inquisitive and then it suddenly attacks with its 2
ft beak.

Epic Spider
Collasal Vermin (Extraplaner)
Hit Dice 69d8+690 (1000hp)
Initiative -2
Speed 30 climb 20
Armor Class 20 (-2 dex, -8 size, +20 natural)
Base Attack/Grapple +51/+79
Attack bite +55 (4d6 +18) + poison
Full attack bite +55 (4d6 +18) + poison
Space/Reach 40/30
Special Attacks poison DC 54 (3d6 str)
Special Qualities darkvision 60, tremorsense 60,
vermin traits
Saves Fort +44 Ref +14 Will +16
Abilities Str 35 Dex 7 Con 30 Int - Wis 10 Cha 6
SkillsFeatsEnvironment Outlands
Organization Solitary
Challenge Rating 19
Treasure none
Alignment always nuetral

Advancement none
Level adjustmentA collasal spider, as large as a castle charges at you
and bites with 4 foot fangs that seeths with venom.
Epic Spiders are nomads that travel the outlands
constantly in search of food and water.

Combat
Epic Spiders will attack 1 member of a group and then
retreat and wait for the poison to work. Then he will
return to take his prize. It will do this as many times as
necessary.
Special Epic Spider venom can be made into a potent
poison. A DC 30 craft (poison) or a DC 35 Craft
(Alchemy) check is required. An Epic Spider makes
about 50 doses. The poison does 3d6 points of strength
damage, Fort DC 44

Fairies
Giant Fairy
(Huge Fey)
Hit Dice 7d6+21 (45hp)
Initiative +3
Speed 40
Armor Class 18 (-2 size, +3 dex, +2 deflection,
+5 natural) Flat Footed 15, Touch 14
Base Attack/Grapple +3/ +18
Attack Slam +8 (2d6+10)
Full attack Slam +8 (2d6+10)
Space/Reach 15/15
Special Attacks Scream, Engulf, Fart, Trample
Special Qualities DR 5/cold iron
Saves Fort +6 Ref +8 Will +6

Abilities Str 24 Dex 16 Con 16 Int 5 Wis 13 Cha 15


Skills Climb +12, Intimidate +7, Jump +16, Listen +6
Spot +6, Survival +6
Feats Power Attack, Great Fortitude, Improved Natural
Armor
Environment Temperate Hills
Organization Solitary or Band (2-8)
Challenge Rating 7
Treasure Standard
Alignment usually Chaotic Nuetral
Advancement as Character Class
Level adjustment +6

Engulf As a Full round action A Giant Fairy can use


its Blubbery Fat Semi-Amorphic body to engulf an
opponent. The opponent can take an Attack of
Opportunity, but the he will not be allowed to take a
Reflex save (DC 20) to avoid being Engulfed.
Once Engulfed the opponent cant attempt A Strength
check (DC 20) to break free or an Escape Artist check
(DC 20) to escape. Melee Weapons do no damage from
inside allthough someone could fire a loaded crossbow.
Allthough there is no Acid damage Suffocation rules
still apply (P.H.B. 284)
Fart A Giant Fairy can let off a raging stinking fart as a
Free Action once per minute. The Fart eminates 20 feet
around the Giant Fairy. Any living creature with a sense
of smell within the fart must make a Fortitude save
(DC 15) or be nauseated for 1d4 rounds. This is
otherwise similar to Stinking Cloud.
Scream (Ex) Once per round as a Standard action the
Giant fairy can let off a deafening scream. Any creature
subject to sound effects must make a Reflex (DC 15) or
take (2d6) Sonic damage or be Deaf for 1 hour.
Trample Reflex (DC 20) for half damage (2d6+7)

Pouch Fairy
(Diminutive Fey)
Hit Dice 1d6
Initiative +4
Speed 20 fly 40
Armor Class 19 (+4 size, +4 dexterity, +1 natural)
Base Attack/Grapple 0
Attack Short Sword +9 (1d2-3)
Full attack Short Sword +9 (1d2-4)
Space/Reach 1/0
Special Attacks Spell-Like abilities
Special Qualities DR 5/cold iron, Pouch Home
Saves Fort 0 Ref +6 Will +4
Abilities-Str 2 Dex 18 Con 11 Int 13 Wis 14 Cha 18
Skills Escape Artist +6, Hide +20, Listen +6, Move
Silently +8,Knowledge (Nature) +5, Knowledge
(Planes) +5, Spot +6,
Feats Hover
Environment Tropical Forests
Organization Solitary or Tree Town (2-20)
Challenge Rating 2/3
Treasure Standard
Alignment Chaotic Good
Advancement as Character Class
Level adjustment +2

Spell-like abilities: At Will- Grease, Daze monster;


1/day- Summon Natures Ally 2, Suggestion, Sleep,
Silent Image

Fairy Swarm
(Diminutive Fey) Swarm
Hit Dice 4d6+4 (19hp)
Initiative +2
Speed fly 30
Armor Class 22 (+4 size, +7 dexterity, +1 natural)
Flat Footed 15 Touch 21
Base Attack/Grapple +2
Attack Swarm (2d4) + Command or
Wand +13 ranged touch (4d4 energy)
Full attack Swarm (2d4+ Command) and
Wand +13 ranged touch (4d4 energy)
Space/Reach 10/0
Special Attacks Wand Attacks, Alternate form,
Command, Distraction
Special Qualities DR 5/cold iron, SR 19
Saves-Fort +2 Ref +11 Will +6
Abilities-Str 2 Dex 24 Con 12 Int 14 Wis 14 Cha 19
Skills

Feats Dodge, Improved Initiative


Environment Tropical Forests
Organization Solitary or Infestation (2d4)
Challenge Rating 3
Treasure Standard
Alignment Chaotic Nuetral
Advancement none (see below)
Level adjustment -Alternate Form

Pouch Home A pouch Fairy lives in an ExtraDimensional space contained within a small pouch.
Inside this pouch is a cube 5ft by 5ft.
If some body tries to forcibly open a Pouch Fairys
Pouch Home he must succeed on a DC 20 Break check,
If he succeed every one within 20 feet must make a
Reflex DC 20 or be sucked into the extra dimensional
space they have ripped open taking 6d6 points of
damage. The Pouch Fairy automatically dies if he is in
the Pouch Home when it is destroyed.

Command Any creature with a mind that spends any


time within a fairy swarm must succeed on a Will save
DC 16 or be subject to a simple command for 1 round.
Typical commands are give up items, dance, loose
armor, or scream. This is in other ways similar to the
spell Command.
Wand Attack Many of the individual fairies in the
Fairy swarm use wands to deal small amounts of
damage from many different energy types. As a free
action once per round the fairies can target their wands
on a single target. This is a ranged touch attack dealing
4d6 points of damage. Because of the multiple types of
energy, this attack overcomes any type of energy
resistance.
Magic Items

Alignment always Nuetral


Advancement 10-11hd Huge
Level adjustmentThis is a huge land bound anemone

Improved Grab (Ex) To use this ability a Fairy Tree


must hit a Large or smaller creature with its tentacle
attack. It can then attempt to start a Grapple as a free
action without provoking an attack of opportunity.
Poison An Opponent hit with the Fairy Trees Tentacle
attack is subject to paralysis, Fortitude DC 22 (Paralysis
2d6 minutes/ Paralysis 2d6 hours).

Fairy Tree
(Huge Magical Beast)
Hit Dice 10d8+50 (78 hp)
Initiative +2
Speed 10 Climb 10
Armor Class Base Attack/Grapple +10/+25
Attack tentacle +15 (1d6+7)+ poison
Full attack 4 tentacles +15 (1d6+7)+ poison and
Bite +10 (2d8+10)
Space/Reach 15/ 5 with bite, 30 with tentacles
Special Attacks Poison, Improved Grab
Special Qualities DR 10/ piercing, Tremorsence
Saves Fort +16 Ref +9 Will +6
Abilities Str 24 Dex 14 Con 20 Int 12 Wis 16 Cha 17
Skills Climb +20, Spot +16, Survival +16
Feats Ability Focus (Poison), Improved Grapple
Multiattack, Power Attack
Environment Tropical Forest
Organization Solitary, Home ( 1-2 Fairy Trees and 2d4
Fairy Swarms or Metropolis (2d4 Fairy Trees
and 4d6 Fairy Swarms)
Challenge Rating 6
Treasure none or Double Fairy Swarm

Fat Hag
Medium Monstrous Humanoid
Hit Dice 8d8+8 (45hp)
Initiative +1
Speed 30
Armor Class 19 ( +1 Dexterity, +8 Natural) Flat
Footed 18, Touch 11)
Base Attack/Grapple +8/ +12
Attack Bite +12 (1d6+4)
Full attack Bite +12 (1d6+4) and
2 Claws +10 (1d6+4)
Space/ReachSpecial Attacks Blinding Ugliness, Improved Grab,

Stench, Swallow Whole,


Special Qualities Darkvision 90, Spell Resistance 18
Saves-Fort +4 Ref +4 Will +7
Abilities Str 19 Dex 12 Con 13 Int 11 Wis 12 Cha 13
Skills Bluff +5, Intimidate +5, Listen +8, Sense Motive
+4 Spot +8
Feats Alertness, improved Natural Attack (Claw),
Multiattack
Environment Warm Deserts
Organization Solitary or covey ( 3 hags of any kind
plus 1-8 ogres plus1-4 evil giants)
Challenge Rating 7
Treasure Standard
Alignment usually Chaotic Evil
Advancement by Character Class
Level adjustment +8

Blinding Ugliness (Su): this ability affects all


humanoids within 30 feet of a Fat Hag. Those who look
directly at a Fat Hag must succeed on a DC 15
Fortitude save or be permanently blinded as though by
a Blindness spell. A Fat Hag cannot suppress this ability
but appropriate clothing automatically suppresses this
ability. The save DC is Charisma Based.
Enlarge A fat Hag who swallows an opponent of equal
size or 4 opponents of smaller size she doubles in size
as an Immediate action. The Fat Hag gains +4 Strength,
+4 Constitution, -2 Dexterity, -1 Attacks, -1 AC, and
+1d6 damage on all melee attacks. The Fat Hag can use
this every time it eats a creature of its size or multiple
smaller creatures until it becomes collasal in size. Each
size change lasts about a month.
Improved Grab (Ex) To use this ability a Fat Hag
must hit a Large or smaller creature with its Bite
attack. It can then attempt to start a Grapple as a free
action without provoking an attack of opportunity. If it

wins the Grapple, it establishes a hold and can attempt


to swallow the foe the following round.
Stench (Su) A Fat Hag Smells as bad as she looks. Any
living creature that is not a hag, that comes within 30
feet of a Fat Hag must succeed on a DC 15 Fortitude
save or be nauseated for as long as they remain within
range of the Stench and for 1-6 rounds after. This is
otherwise similar to Stinking Cloud. The save DC is
Constitution based.
Swallow Whole (Ex) A Fat Hag can try to swallow a
grappled opponent of equal size or smaller than itself
by making a successful Grapple Check. Once inside,
the opponent takes 1d6+6 points of crushing damage
plus 6 points of acid damage per round from the Fat
Hags Stomach.
Immidiatally after swallowing an opponent of equall
size or 4 opponents of smaller size the Fat Hag Enlarges
doubling in size.
A swallowed creature can cut its way out by using a
light slashing or piercing weapon to deal 12 points of
damage to the stomach AC 18. Once the creature exits,
muscular action closes the hole; another swallowed
creature must cut its own way out. A Fat Hags
Stomach can hold any number of opponents.
Flying Rust Monster
Large Aberration
Hit Dice 8d8+24 (60hp)
Initiative +5
Speed 20 fly 80
Armor Class 18 (+5 dex,-1 size, +4 natural)
Base Attack/Grapple +8/+14
Attack Antenna +12 (rust)
Full attack 2 Antennae +12 (rust)
Space/Reach 10/ 10 with Antenna
Special Attacks Rust
Special Qualities Darkvision, Scent
Saves-Fort +5 Ref +7 Will +7
Abilities-Str 14 Dex 20 Con 16 Int 4 Wis 12 Cha 12
Skills Listen +9, Spot +8
Feats Alertness, Track, Ability Focus (Rust)
Environment any
Organization Solitary or Pair
Challenge Rating 5
Treasure None
Alignment Always Nuetral
Advancement 8-11hd Large, 12-18hd Huge
Level adjustment-

This creature is twice the size of a polar bear and has


red eyes that gleam like craziness.

Rust A Flying Rust Monster, that makes a successful


touch attack with antennae causes the target metal to
corrode, falling to pieces and becoming useless
immitiately. The touch can destroy up to a 10 foot cube
of metal instantly. Magic armor and weapons and other
magic items made of metal, must succeed on a DC 23
reflex save or be dissolved. The save DC is Constitution
based and includes a +4 racial bonus.
A metal weapon that deals damage to a Flying Rust
Monster corrodes immediately. Wooden, stone and
nonmetallic weapons are unaffected.

Freeze Bear
Huge Magical Beast
Hit Dice 16d8
Initiative -1
Speed 40
Armor Class 26 (-1 size, -1 dexterity, +18 natural)
Base Attack/Grapple +16
Attack claw + 27 (3d6+12 + Deep Freeze)
Full attack 2 claws +27 (3d6+12 + Deep Freeze) and
bite +24 (1d10+6+Deep Freeze)
Space/Reach 15 / 10
Special Attacks Deep Freeze, Breath weapon, Icy
Destruction
Special Qualities immunity to cold, Vulnerability to
Fire, low-light vision, scent
Saves-Fort +22 Ref +11 Will +13
Abilities-Str 34 Dex 8 Con 30 Int 2 Wis 13 Cha 8
Skills-spot +20, survival +20
Feats ability focus (deep freeze), track, power attack,
cleave, weapon focus (claw), multiattack
Environment Polar Regions
Organization solitary
Challenge Rating 14
Treasure none
Alignment Chaotic Evil
AdvancementLevel adjustment-

Freeze Bears are white in color, they have red eyes.


They are 15 feet long and weigh about 8000 pounds.
They are bloodthirsty creatures that make sure that
nothing else survives in their inhospitable climate. They
usually fight to the death even if the creature is much
larger and stronger, they hate everything.
Freezebears can never be made to do anything for
anything else, even if magically compelled they will
find a way to turn in their possesser. Even if they are
summoned by a spell they will often stay past the
duration to kill the summoner.
Combat
Freeze bears are voracious combatants that charge
anything and then use deep freeze to immobilize
combatants and then destroy them utterly with Icy
Destruction.
Deep Freeze Freeze bears have the ability to freeze
their enemies. Every time the Freezebear Hits with an
attack, an opponent must succeed on a fortitude save
DC 30 or not be able to take any actions. A creature can
attempt a new save every round.
Icy Destruction If a creature is killed by the Freeze
bear while it was frozen by an earlier attack it is
destroyed utterly, as it is shattered in a million pieces.
Skills A Freeze bear has a +10 racial bonus on survival
checks made to follow tracks.
The Force
Tiny Abberation (extraplaner)
Hit Dice 8d8 (36 hp)
Initiative +7
Speed 20, fly 60
Armor Class 17 (+3 dex, +2 natural, +2 size)
Base Attack/Grapple +4 / -5
Attack claw + 7 (1d3-1)
Full attack 2 claws +7 (1d3-1)
Space/Reach 2 / 0
Special Attacks Ethereal-material spells, Spell-like
abilities, Spells
Special Qualities SR 18, Telepathy 100
Saves-Fort +2 Ref +5 Will +13
Abilities-Str 8 Dex 16 Con 10 Int 22 Wis 24 Cha 24
Skills spot +18, appraise+17, concentration +11,
hide+14, move silently +14, listen +18, spellcraft +17,
knowledge (arcana) +17,
Feats improved initiative, weapon finesse, dodge,
mobility
Environment ethereal plane

Organization solitary
Challenge Rating11
Treasure 3 times normal
Alignment Usually Lawful Evil
Advancement By character class
Level adjustmentYou can only feel the force
The force weilds huge amounts of magical and illusory
powers to disable and cripple any foes.Their spell work
in both the Etherial plane and the material plane.
If someone were to travel to travel to the Etherial plane
and find The Force it would look like a 2 foot imp.
Combat The Force attacks foes on the material plane
while not leaving itself vulnerable.
Etherial-Material Spells The force is physically on the
Etherial plane and can cast any of its spells and spell
like abilities onto the material plane.
Spells spells/day 6/8/8/7/4
Typical spells known
DC equals 17 + caster level
0 level detect magic, read magic, dancing lights,
light,mage hand, message mending, open/close
1st level magic missle, cause fear, silent image, ray
of enfeeblement, expeditious retreat,
2nd level hypnotic pattern, minor image, summon
swarm
3rd level fire ball, suggestion
4th level confusion
Spell-like abilities Caster level 20
DC equals 17 + caster level
At Will:Hallucinatory terrain, Wall of Force, Dispell
magic Greater
3/day: Summon Monster 7, Bigbys Grasping Hand
1/day force cage, power word stun,
1/week phantasmal killer

Fuzzball
Tiny aberration
Hit Dice 1d8+1 (5hp)
Initiative +5
Speed 5
Armor Class 15 (+2 dex,+2 size,+1 natural)
Base Attack/Grapple 0
AttackFull attackSpace/Reach 1 / 0
Special Attacks Spell-Like Abilities, Group Mallice
Special Qualities

Saves-Fort +3 Ref +2 Will +3


Abilities-Str 1 Dex 14 Con 12 Int 4 Wis 12 Cha 16
Skills Listen +5
Feats Great Fortitude
EnvironmentOrganizationChallenge RatingTreasure none
Alignment Chaotic Good (and Chaotic Evil)
AdvancementLevel adjustment-

Spell-Like Abilities: At Will-Detect Thoughts,


1/day- Bless
If 20 or more Fuzzballs are within 100 feet: At Will
Command, 3/day- Suggestion, 1/day Confusion, Baleful
Polymorph
Group Malice If 20 or more Fuzzballs are within
100 feet of each other their alignment changes to
Chaotic Evil and they try to kill all other creatures with
their Spell-like abilities.

Gem Spitter
Monstrous humanoid
Hit Dice 6d8
Initiative +4
Speed 30
Armor Class 20 (+4 dexterity, +6natural)
Base Attack/Grapple +6
Attack claw +9 (1d6+3)
Full attack 2 claws +9 (1d6+3)
Space/Reach5/5
Special Attacks Gem spit,

Special Qualities-

Saves-Fort Ref Will


Abilities-Str 17 Dex 19 Con 14 Int 8 Wis 14 Cha 9
Skills-

Environment Elemental Plane of Earth


Organization Solitary or Pair
Challenge Rating 11
Treasure 2x Gold
Alignment always nuetral
Advancement 17-20 Large, 21-28 Huge
Level adjustment-

Feats-

EnvironmentOrganizationChallenge RatingTreasure 3 times gems, no other treasure


Alignment usually neutral
AdvancementLevel adjustment-

Gold Elemental
Large Elemental (Earth)
Hit Dice 16d8+ 48 (121hp)
Initiative +5
Speed 20
Armor Class 22 (+1Dex, +12 natural, -1 size)
Touch 10 flat footed 21
Base Attack/Grapple +12
Attack Slam +18 (3d8+6)
Full attack 2 Slams +18 (3d8+6)
Space/Reach 10/10
Special Attacks Animate Gold, Manipulation, Hold
Gold, Melt Gold
Special Qualities DR 10/ Adamantine, Detect Gold
Saves-Fort +13 Ref +6 Will +6
Abilities-Str 22 Dex 12 Con 17 Int 8 Wis 13 Cha 11
Skills Spot +11, Listen +10
Feats Ability Focus (Hold Gold), Cleave, Improved
initiative, Improved Overrun, Power Attack Weapon
Focus (Slam)

Animate Gold (Su): Once per round a random gold


object within 40 feet of the Gold Elemental animates as
though by the spell Animate Objects (Caster Level
20th). These objects defend the Gold Elemental to the
best of their ability.
Hold Gold (Su): As a Standard action once per turn
the Gold Elemental can freeze in place all gold within
100 feet (no save). Moving held gold requires a
Strength DC 20 on order to move it 5 feet +5feet for
every extra 5 on the DC.
Melt Gold Once per day as a full round action a
Gold Elemental can melt any gold within 100 feet (no
save). A Creature affected by the melting gold takes
1d6 points of damage per 100GP, maximum 20d6,
Reflex DC 21 for half damage.
Gold elementals will command animated objects to
Grapple opponents to make them vulnerable.

Half-Archon
Hit DiceInitiativeSpeedArmor Class-

Base Attack/GrappleAttack-

Full attack-

Space/ReachSpecial Attacks-

Half-Eladrin

Special Qualities-

Hit DiceInitiativeSpeedArmor Class-

Saves-Fort Ref Will


Abilities-Str Dex Con
Skills-

Int

Wis

Cha

Base Attack/GrappleAttack-

Full attackFeatsSpace/ReachSpecial AttacksEnvironmentOrganizationChallenge RatingTreasureAlignmentAdvancementLevel adjustment-

Special Qualities-

Saves-Fort Ref Will


Abilities-Str Dex Con Int
Skills-

Feats-

EnvironmentOrganizationChallenge RatingTreasureAlignmentAdvancementLevel adjustment-

Wis

Cha

Headless Creature
Medium Elemental
Hit Dice d12
InitiativeSpeedArmor Class-

Base Attack/GrappleAttack- fire blast


Full attack- Fire Blast
Space/ReachSpecial Attacks Death Throes, Fire blast
Special Qualities Immune to Fire, Vulnerability to
Cold, Undead Traits
Saves-Fort Ref Will
Abilities-Str Dex Con Int
Skills-

Wis

Cha

Helper Fungus
Diminutive Plant
Hit Dice d8+1 (4 hp)
Initiative -1
Speed 10
Armor Class 13 (+2 size, -1 dexterity, +2 natural)
Base Attack/Grapple 0
AttackFull attackSpace/Reach 2 /0
Special Attacks Spell-Like Abilities, Crazy Cloud
Special Qualities Scent
Saves-Fort +3 Ref -1 Will +2
Abilities-Str 3 Dex 8 Con 12 Int 12 Wis 14 Cha 10
Skills Listen +4, Sence Motive +4, Perform (Sing) ,
Spot +10
Feats alertness
Environment Temperate forests
Organization Colony (1-100) or 1 with another
creature
Challenge Rating 1/3
Treasure none
Alignment always Neutral Good
Advancement none
Level adjustment-

Feats-

EnvironmentOrganizationChallenge RatingTreasureAlignmentAdvancementLevel adjustment-

Helper Fungus benevolent fungus with green glowing


eyes. They love to sing
Cloud of Craziness (Su) once in a lifetime a helper
fungus can let loose a cloud of insanity producing
spores in a 20 foot radius centered on the fungi. Any
living creature that inhales these spores must succeed
on a DC 15 will save or be permenantly insane as the
spell Confusion.

Spell-Like Abilities: 3/ Day- Cure Light Wounds,


Bless; 1/day- Bulls Strength
Skills A helper fungi receives a +4 bonus on Spot
checks.

Hoggrim
Medium Fey
Hit Dice 6d8+6 (33hp)
Initiative +1
Speed 20 fly 40(clumsy)
Armor Class 15(+4 natural, +1 dex) touch 11 flat
footed 14
Base Attack/Grapple +3
Attack bite +6 (1d6+4) + poison
Full attack bite +6 (1d6+4) + poison
Space/Reach 5/5
Special Attacks Rot, Goo, poison
Special Qualities Darkvision 60, DR 5/piercing, scent
Saves-Fort +3 Ref +6 Will +7
Abilities-Str 16 Dex 13 Con 12 Int 8 Wis14 Cha 12
Skills Spot +8 listen +8 hide +10 intimidate +10 sense
motive +8 bluff +10
Feats Track, Power attack, cleave
Environment Temperate forests
Organization Solitary or clutch (2-8)
Challenge Rating 4
Treasure standard
Alignment Usually Chaotic Evil
Advancement (7-9HD) medium (10-17HD)Large (1830HD Huge)
Level adjustment +5
This creature stand as tall as a human but half of its
size is its neck. It has a large bulbus and wide mouth
filled with sharp pointed teeth. It stands on two short
stoky legs.
Hoggrims are evil fey that delight in the destruction of
nature. They have the ability to rot plants and can puke
a stinky glob of rotting that has most adventurers
crawling away slowed. If an unfortunate adventurer
gets close enough to get bitten by a hoggrim he will be
poisoned.
Hoggrims are geyish green in color and stink of rotting
filth.
Combat
Hoggrims attack plant creatures fist with their rot attack
and then slow any other creatures with their goo attack
then they close in and poison with their bite attack.
Rot Hoggims have the ability to rot vegetation as a
blight spell except that it has a range of 40 ft, an area of

effect of a 20 foot sphere. The Rot does 6d6 points of


damage to a plant and has a fortitude save DC of 14. a
Hoggrim can use this ability 3 times per day. This is a
supernatural ability and is Charisma based.
Goo A hoggrim has the ability to puke a stinky sticky
glob of decaying plant matter. A hoggrim can use this
ability once per day. It affects a 20 foot sphere, and has
a range of 20 Any one caught inside can make a reflex
saxe of 14 or be slowed for 1d6 rounds. This is an
supernatural ability and is constitution based.
Poison Any one bitten by a Hoggrim must succeed on a
fortitude save of 14 or take 1d6 points of strength
damage and repeat after 1 minute. The save DC is
constitution-based.

Humming Pigeon
Small, Magical Beast
Hit Dice 3d8 (14hp)
Initiative +2
Speed 10 fly 80
Armor Class 15 (+1 size, +2 Dexterity, +2 natural)
Flat Footed 13 Touch 13
Base Attack/Grapple +3
Attack Claw +6 (1d4-2)
Full attack 2 Claws +6 (1d4-2)
Space/Reach 5/5
Special Attacks Spells, Spell-Like Abilities
Special Qualities Darkvision 60, low-light Vision
Saves-Fort +3 Ref +5 Will +3
Abilities-Str 6 Dex 15 Con 10 Int 11 Wis 14 Cha 15
Skills-

Feats Hover (B), Weapon Finesse


EnvironmentOrganizationChallenge RatingTreasureAlignmentAdvancementLevel adjustment-

Land Dollar

Jelly fish
Collasal vermin (extraplaner)
Hit Dice 40d 8+200 (380hp)
Initiative +1
Speed 10 fly 30 (perferct)
Armor Class 3 (+1 dex, -8 size)
Base Attack/Grapple +30 / +54
Attack tentacle +30 (2d6+4) + poison
Full attack 2 tenticles + 30 (2d6 +4) +poison
Space/Reach 30 / 20 (50 tenticle)
Special Attacks- Improved Grab, Poison, Shock,
swallow whole
Special Qualities blindsight 60, vermin traits
Saves-Fort Ref Will
Abilities-Str 26 Dex 12 Con 20 Int - Wis 6 Cha 4
Skills-

(Small Animal)
Hit Dice 2d8+6 (15hp)
Initiative +1
Speed 20
Armor Class 17 (+1 size, +1 dexterity, +5 natural)
Flat Footed 16 Touch 12
Base Attack/Grapple +1
Attack bite + 0 (1d6-2 + poison)
Full attack bite + 0 (1d6-2 + poison)
Space/Reach 15/5
Special Attacks poison
Special Qualities Change Color
Saves-Fort +6 Ref +4 Will +1
Abilities-Str 6 Dex 12 Con 17 Int 1 Wis 13 Cha 7
Skills Hide +16, Listen +3, Spot +3
Feats Alertness (B),Track
Environment shallow water and seashores
Organization solitary or frenzy (2d6)
Challenge Rating 1
Treasure none
Alignment always nuetral
Advancement 3-5hd Small, 6-10hd Medium
Level adjustment-

Feats-

Environment Outlands
Organization solitary
Challenge Rating 13
Treasure none
Alignment neutral
Advancement Level adjustmentThis creature is a giant floating Jellyfish

Poison (Ex): Injury, Fortitude DC 14, initial damage


1d4 Dex, secondary damage 2d4 Dex. The save DC is
Constitution based.
Skills Land Dollars have a +10 bonus on Hide
checks.

Land Urchin
(Large Animal)
Hit Dice 4d8+20 (38hp)
Initiative +1
Speed 20
Armor Class 14 (+6 natural, -1 size, -1 dexterity)

Touch 8, flat footed 15


Base Attack/Grapple +3/ +9
Attack Spikes +4 (1d8+2 plus poison)
Full attack Spikes +4 (1d8+2 plus poison)
Space/Reach-10 with spikes
Special Attacks Poison, Retributive attack
Special Qualities Scent, DR 5/bludgeon
Saves-Fort +8 Ref +3 Will +2
Abilities-Str 15 Dex 8 Con 18 Int 1 Wis 12 Cha 14
Skills Spot +5, listen +4
Feats Track,
Environment any desert
Organization solitary pair or frenzy (2d6)
Challenge Rating 3
Treasure none
Alignment neutral
Advancement 4-7hd Large, 8-14hd huge, 15-24hd
Gargantuan
Level adjustmentPoison (Ex): Injury, Fortitude DC 16, initial damage
1d8 Str, secondary damage 1d8 Str. The save DC is
Constitution based.
Retributive Attack (Ex): Any time a Land Urchin
attacked by a natural weapon or any weapon with reach
of 10 feet or less automatically takes damage, (1d8+2
plus Poison)

Land Squid
(Huge Animal)
Hit Dice 8d8+40 (84hp)
Initiative +1
Speed 20
Armor Class 15 (+6 natural, +1 Dexterity, -2 size)
Flat Footed 14 Touch 9
Base Attack/Grapple +6/+24
Attack Tactical +10 (1d8+6) or

Bite +5 (3d6+10)
Full attack 2 Tentacles +10 (1d8+6) and
Bite +5 (3d6+10)
Space/Reach 15/10 (30 with tentacles)
Special Attacks Supreme Grapple, Ink Spray
Special Qualities Dark Vision, Low Light Vision,
Scent
Saves-Fort 12 Ref 7 Will 3
Abilities Str 22 Dex 12 Con 22 Int 3 Wis 13 Cha 9
Skills-

Feats Improved Grapple

EnvironmentOrganizationChallenge RatingTreasureAlignmentAdvancementLevel adjustment-

Legs
(Medium Aberation)
Hit Dice 6d8+18 (40hp)
Initiative +4
Speed 60
Armor Class 18 (+6 Dexterity, +2 Natural)
Base Attack/Grapple +4/
Attack Kick +10 (1d6+3)
Full attack 2 kicks +10 (1d6+3)
Space/Reach 5/5
Special Attacks Trip, Incapacitate Male

Special Qualities Stability


Saves-Fort +5 Ref +8 Will +6
Abilities-Str 16 Dex 22 Con 16 Int 8 Wis 12 Cha 16
Skills-

Feats Run, Endurance


EnvironmentOrganizationChallenge RatingTreasureAlignmentAdvancementLevel adjustment-

Momatech
Momatech, 1st level warrior
Medium outsider (native)
Hit Dice 1d8+1
Initiative + 1
Speed 20
Armor Class (chain mail, +2 heavy sheild
Base Attack/Grapple +1/ +2
Attack war hammer +2
Full attack war hammer + 2
Space/Reach 5 / 5
Special Attacks Special Qualities luck reroll resist electricity 5
Saves-Fort +3 Ref +2 Will +2
Abilities-Str 13 Dex 11 Con 12 Int 10 Wis 11 Cha 10
Skills diplomacy +4, handle animal +4 , heal +4, listen
+6, spot +4 , survival +4 , search +4 , sense motive +4
Feats weapon focus (warhammer)
Environment any
Organization solitary, pair or squad (2-8)
Challenge Rating 1
Treasure standard
Alignment usually good
Advancement by character class

Level adjustment +4
This creature is a jolly looking Dwarf
Momatech are quite possibally the luckiest creatures in
existence. They have a strong belief in karma, and
believe that what comes around goes around. A
momatech will never knowingly wrong another
creature, unless not harming it would cause greater
harm to another creature. Momatechs hate to be cursed
and try wholeheartedly to keep creatures from hating
them.
Momatechs are about the size and weight of a dwarf
and are desendents of them. Eons ago angelic dwarves
found a waigh to travel to the Prime Material plane, but
once they got here they had no way to return. They
taught the Material plane dwarves the secret of their
goodness, Karma. Which means that when you do good
to others, good will be done to you. When you do bad
to others, bad will be done to you. They have followed
this rule to the extent that they have been bestowed
tremendous amounts of luck.
Momatechs speak common.
Combat
Goodness and a genuine want to be liked and to help
dictate the actions of a momatech. The are much better
defensively than offensively so they make most
advantage of that fact.
Luck Reroll momatechs can use a luck reroll once per
round. This reroll can be used on Saves or ability
checks to avoid harm and skill checks to avoid harm.
The reroll has to be announced before he knows
whether it is a failure or success. If a Momatech ever
harms ) someone and that creature spends an hour
dwelling on disliking the Momatech loses its Luck
reroll until it gets an atonement spell.
Momatechs as Characters
Momatech Characters possess the following racial
traits.
- +2 strength, +2 constitution
- medium size
- Racial Skills: +2 on listen checks
- Racial feats: a Momatech gains feats according to
its class levels
- Special Attacks:
- Special Qualities: Luck Reroll, resist electricity 5
- Automatic languages:common

Moth Man
Hit DiceInitiativeSpeedArmor Class-

Base Attack/GrappleAttack-

Full attack-

Space/ReachSpecial Attacks-

Special Qualities-

Saves-Fort Ref Will


Abilities-Str Dex Con
Skills-

Feats-

EnvironmentOrganizationChallenge RatingTreasureAlignmentAdvancementLevel adjustment-

Int

Wis

Cha

Needler
Tiny Magical Beast
Hit Dice 2d8 (9hp)
Initiative +10
Speed 40
Armor Class 20 (+2 size, +6 dexterity, +2 natural)
Base Attack/Grapple +2
Attack touch +9 (attach)
Full attack beak+9 (attach)
Space/Reach 2 / 0
Special Attacks attach, blood drain
Special Qualities transfer hit points, Spontaneous
Reproduction
Saves Fort +3 Ref +9 Will +1
Abilities-Str 6 Dex 22 Con 10 Int 3 Wis 13 Cha 9
Skills Jump+8, Tumble+16
Feats Improved Initiative, Weapon Finesse
Environment tropical forests
Organization pack (2-8) or scourge 20-80
Challenge Rating 2
Treasure none
Alignment always neutral
Advancement 2-5HD tiny 6-12 small
Level adjustment
This tiny creature has two bulbous eytes and a long
pointed protrusion like a nose. It walks on teo slender
legs.
Needlers are land bound relatives of stirges, but
because of their ability to reproduce rapidly they can be
much more dangerous. Needlers are encountered in
large groups and much like a mosquitoes they can
detect living creatures.
Needlers are about a foot tall and weigh about a pound
and a half.

Combat
Needlers charge right in plunging their bodies into their
enemies. Then they suck the blood of their victim until
they spontaneously reproduce into a pack of new
needlers.
Attach If a Needler hits with a touch attack it uses its
claws on its feet to latch onto the opponents body. An
attached Needler is effectively grappling its prey. The
Needle loses its dexterity bonus to AC and has an AC
of 14, but holds on with great tenacity. Needlers have a
+12 racial bonus on grapple checks (already figured
into the Base Attack/ Grapple above).

An attached Needler can be struck with a weapon or


grappled itself. To Remove a Needler through
grappling, the opponent must
Blood Drain (Ex): An attached Needler
automatically drains 1d6 hp of blood. Any Hit Points
drained in this way are gained by the Needler as
Temporary Hit Points.
Spontaneous Reproduction (Su): A Needler that
has drained 10 or more Hit Points spontaneously splits
into 2d6 new Needlers, killing the original Needler. The
new Needlers ar identical to the original Needler.

Negative energy creature


Small Elemental
Hit Dice 5d8+15 (38hp)
Initiative +4
Speed 40
Armor Class 17 (-4 dexterity, +2 deflection, +1 size)

Base Attack/Grapple +3/+1


Attack Tentacle +8 (1d6 negative energy + experience
Drain)
Full attack 2 Tentacles +8 (1d6 negative energy +
Experience Drain)
Space/Reach 5/5
Special Attacks Experience Drain
Special Qualities DR 5/silver
Saves-Fort +4 Ref +8 Will +3
Abilities-Str 15 Dex 19 Con 16 Int 12 Wis 14 Cha 15
Skills-

Feats Weapon Finesse

EnvironmentOrganizationChallenge RatingTreasureAlignmentAdvancementLevel adjustment-

Numeopar
Small Aberration
Hit Dice 3d8 +9 (22 hp)
Initiative +7
Speed Fly 80 (perfect)
Armor Class 26 (+1 size, +7 dexterity, +8 natural)
Base Attack/Grapple +1
Attack light ray (ranged touch) +9 (1d8)
Full attack light ray (ranged touch) +9 (1d8)
Space/Reach 5 / 5
Special Attacks light ray
Special Qualities resist fire 10, Force Shield, cloak
Saves-Fort +3 Ref +7 Will +3
Abilities-Str 10 Dex 25 Con 16 Int 12 Wis 13 Cha 8
Skills spot +7 listen +7 tumble +13 move silently +27
Feats Improved Initiative (bonus), point blank shot,
dodge
Environment any (plane of air)
Organization flock (2-8) or invasion (4-40)
Challenge Rating 2
Treasure standard
Alignment Usually lawful neutral
Advancement (4-6 HD) small (7-15 HD) medium (1628 HD) large
Level adjustment +3 (cohort)
This creature is a silver spinning saucer. As it flies it is
completely silent.

Although these creatures look like some kind of alien it


is actually native to the plane of air. . It looks like some
kind of construct but in reality it is an organism.
Although there are many different theories to the
origins of flying saucers, there is no conclusive
evidence.
If the flying saucer is opened one would find a
humanoid shaped brain and several alien looking
organs. A Saucer is about 3 feet across and weighs
about 25 lbs.
Flying Saucers communicate telepathically, and speak
Auron.
Combat
Flying Saucers are almost always moving and attack
with a light ray. If they are successfully attacked they
put up a force shield, as a defense.
Light Ray Flying Saucers have the ability to attack
with a light ray. This is a ranged touch attack that
bypasses both armor and natural armor. This attack has
a range of 100.
Force Shield As a standard action a Flying Saucer can
put up a Force Shield. First this adds 4 to the Saucers
armor class. This is similar to mage armor. Next the
Saucer get Damage Reduction 10/adamantine. Finally
the Saucer gets Spell Resistance if 20. While a Force
shield is up the Flying Saucers speed is reduced to 40.
Cloak As a standard action the flying saucer can turn
invisible. This works as an invisibility spell, caster level
10. A flying Saucer cannot use its cloak and force
shield at the same time.
Skills Flying Saucers have a +20 racial bonus on move
silently checks.
Obendark
Large Giant (earth)
Hit Dice 9d8 +36
Initiative -1
Speed 40 (30 in hide armor) climb 20
Armor Class 17(-2 size, - 1 dexterity, +7 natural, +3
hide armor)
Base Attack/Grapple + 6
Attack slam +10 (1d8 +7) or rock + 3 ranged (2d6 +7)
Full attack 2 slams +10 (1d8 +7) or rock +3 ranged
(2d6 +7)
Space/Reach 15 /15
Special Attacks rock throwing
Special Qualities rock catching, Follow Orders
Saves-Fort +10 Ref +2 Will -1
Abilities-Str 22 Dex 9 Con 18 Int 4 Wis 3 Cha 11
Skills climb +14, jump +6, listen +1, spot -8

Feats-

Environment any
Organization solitary or troupe ( 2-16)
Challenge Rating 6
Treasure standard
Alignment usually neutral good
Advancement by character class
Level adjustment +4
Skills: An Obendark has a +6 bonus on climb checks
and can always take 10 on check. Obendarks are
nearsighted and have -10 racial penalty on spot checks.

Octocat
Small Animal
Hit Dice 3d8
Initiative +3
Speed 30
Armor Class 15 (+1 size, +1 natural, +3 dexterity)
Flat Footed 13 Touch 14
Base Attack/Grapple +0
Attack Tentacle +5 (1d4)
Full attack 4 Tentacles +5 (1d4)
Space/Reach 2 / 0
Special Attacks Ink Spray, Improved Grab, Suffocate
Special Qualities Squeeze
Saves-Fort +3 Ref +5 Will +1
Abilities-Str 10 Dex 16 Con 12 Int 2 Wis 12 Cha 14
Skills-

Feats Improved Grapple, Run

EnvironmentOrganizationChallenge RatingTreasureAlignmentAdvancementLevel adjustment-

Octoman
(Medium Outsider)
Hit Dice 6d8+18 (46hp)
Initiative +2
Speed 30
Armor Class 17 (+1 natural, +6 dexterity)
Base Attack/Grapple +6
Attack tentacle +3 (1d4+2)
Full attack 4 tentacles +3 (1d4+2)
Space/Reach 5/5
Special Attacks Ink spray
Special Qualities Squeeze
Saves-Fort +1 Ref +5 Will 0
Abilities-Str 14 Dex 22 Con 16 Int 20 Wis 16 Cha 18
Skills Climb +11, Concentration +12, Diplomacy+13,
Escape Artist +15, Jump +11, Intimidate +13,
knowledge (Arcana) +14,Knowledge(History)
+14, Listen +12, Move Silently +15, Sense
Motive +12, Spot +12, Swim + 11
Feats Acrobatics (B), Dodge, Mobility, Weapon
Finesse
Environment Any
Organization solitary or mission (1d6)
Challenge Rating 4
Treasure Standard
Alignment lawful neutral
Advancement By Character Class
Level adjustment-

COMBAT
Octomen Seldom attack outright, The try use their
genius intelligence to out smart their opponents rather
than over power them. They use their time step ability
and teleport to their best advantage.
Inkspay as a standard action once per round an
Octoman can sicken their opponents with a cone of blue
ink. Opponents within a 20 foot cone must succeed on a
DC 16 Reflex Save or be Nauseated for 1d6 round and
have their skin died blue for 2 weeks.
Squeeze The Octoman can fit through any hole that is
wider than 2 inches in diameter.
Spell-Like Abilities: At Will- Greater Teleport 1/Day
Time Stop Caster Level 10

Painkang
Medium outsider
Hit Dice 6d10 +18 (39hp)
Initiative +9
Speed 50
Armor Class 21 (+5 dex, +6 natural)
Base Attack/Grapple +6/ +9
Attack leap +9 (2d6+3)
Full attack leap +9 (2d6 +4)
Space/Reach 5/5
Special Attacks shiverspin
Special Qualities Reflective Spell Resistance 16,
immune to electricity, spell-like abilities, sonic
vulnerability
Saves-Fort +8 Ref +10 Will +6
Abilities-Str 16 Dex 20 Con 16 Int 16 Wis 13 Cha 13
Skills balence +12 Spot +22 bluff +10 hide +12 (+20
on plane of mirrors) intimidate +12 Knowledge
(arcana) +12, move silently +12, Search +10, Sense
motive +10, Concentration +12, Tumble +12
Feats Combat expertise, Ability Focus (Hypnotic
pattern), Improve initiative
Environment plane of mirrors

Organization solitary or gang (2-12)


Challenge Rating 5
Treasure standard
Alignment always nuetral
Advancement (6-9HD medium (10-15HD) large (1624HD) huge
Level adjustment +5 (cohort)
A blindingly silver creature spins like a top in front of
you. As ot slows yourealize that it is surrounded with
ten eyes. Below each of the eyes is a mouth.
Painkang are the very definition of a defensive
creature. They use Spell like abilities to confuse their
opponents and then cripple their opponents with sonic
attacks. Then other painkangs leap in against severly
weakened foes.
Painkangs are about 4 feet tall and have to always
spin, at least slowly. If it stops spinning it must succeed
on a balance check of 17 for each round it is completely
still. It is as shiny as a mirror.
Paikangs speak common and abyssal though
communication can be difficult because at times more
than one mouth wil talk about completely different
subjects
Combat
Painkangs attack by leaping at an enemy and
bludgeoning them with their bodies. This is the only
way they can physically attack. It requires a 20 foot
charge in order to work.
Shiverspin The Painkangs most devastating attack is
its ability to adversely affect an enemy attacks. As a
standard action it can spin fast and make strange noises
with its mouths. Any one not native to the plane of
mirrors and that is within 20feet of the Painkang takes a
-2 penalty (no save) to attacks, wisdom, and saving
thows. This penalty increases to -5 if within 10 feet and
to -10 if within 5 feet.. Once it starts its shiverspin it
can not move until it stops, as a free action.
Reflective Spell Resistance Any spellcaster that casts a
spell at a painkang that does not over come its spell
resistance has that spell cast back at him.
Spell-like abilities Caster level 6
Hypnotic pattern (DC 15) 3/day
Mirror image 1/day
Skills A Painkang gets a + 10 racial bonus on spot
checks

Phantom Room
Colossal Undead

Hit Dice 22d12 (77hp)


Initiative -1
Speed 20
Armor Class-

Base Attack/GrappleAttack-

Full attack-

Space/ReachSpecial Attacks-

Special Qualities-

Saves-Fort Ref Will


Abilities-Str 40 Dex 8 Con - Int 22 Wis 19 Cha 23
Skills-

Feats improved initiative

Environment any urban


Organization solitary or mansion (7-12)
Challenge RatingTreasureAlignmentAdvancementLevel adjustment-

Phantom Terrain
Small fey
Hit Dice 3d6
Initiative +4
Speed 20
Armor ClassBase Attack/Grapple 1/2
Attack Dart +5 (1d6+poison)
Full attack Dart +5 (1d6+poison)
Space/Reach 5/5
Special Attacks Poison, Spell like Abilities, Spells,
Special Qualities DR 5/cold iron, Change Shape
Saves-Fort +1 Ref +8 Will +3
Abilities-Str 12 Dex 19 Con 10 Int 16 Wis 14 Cha 15
SkillsFeatsEnvironmentOrganizationChallenge RatingTreasureAlignmentAdvancementLevel adjustment-

Hit Dice 1d8+2


Initiative 0
Speed 30
Armor Class 11
Base Attack/Grapple +0
Attack Bite +2 (1d6+1)
Full attack Bite +2 (1d6+1) and
Short Sword -3 (1d4+1)
Space/Reach 5/5
Special Attacks Improved Grab
Special QualitiesSaves-Fort Ref Will
Abilities-Str 12 Dex 11 Con 14 Int 7 Wis 11 Cha 10
Skills Listen +2, Spot +2
FeatsEnvironmentOrganizationChallenge RatingTreasureAlignmentAdvancementLevel adjustment-

Spell-Like Abilities: At Will- Hypnotic Pattern,;


1/daySuggestion, Invisibility, Sphere\

Pixies
Astral Pixie

Pit Bull People

Small Fey
Hit Dice 6d6+6
Initiative +6
Speed 20 Fly 60
Armor Class 20 ( +1 natural, +6 dexterity, +1 size, +2
Leather) Flat Footed 14 Touch 17
Base Attack/Grapple +3
Attack Rapier +10 (1d4)

Full attack 2 Rapiers +8 (1d4)


Space/ReachSpecial Attacks Sneak attack (3d6), Spell-Like
Abilities
Special Qualities DR 10/cold iron, Greater invisibility
Saves Fort +3 Ref +11 Will +8
Abilities-Str 10 Dex 22 Con 12 Int 18 Wis 16 Cha 20
Skills-

Full attack- Long Sword +6 (1d6+4)(19-20*2) or


Long Bow +3 (1d6)+(1d6 fire)
Space/Reach 5/5
Special Attacks Spell-like Abilities, Special Arrows
1d6 fire
Special Qualities DR 10/cold iron, Greater Invisibility,
SR 15, Immune to Fire, Vulnerability to Cold
Saves-Fort +3 Ref +1 Will +5
Abilities-Str 18 Dex 12 Con 16 Int 7 Wis 15 Cha 16
Skills-

Feats Weapon Finesse, Two-Weapon Fighting


Feats Weapon Focus (Long Sword), Dodge (B)
EnvironmentOrganizationChallenge RatingTreasureAlignmentAdvancementLevel adjustment-

EnvironmentOrganizationChallenge RatingTreasureAlignmentAdvancementLevel adjustmentSpell-Like Abilities: 1/day Heroism, Fireball, Dispel


Magic, Permanent image, Pyrotechnics, Produce Flame
One in 10 Fire Pixies can cast Summon Monster 6 once
per day. Caster level 5.

Spell-Like Abilities: At Will- Dimension Door; 1/dayPlaneshift, Ethereal Jaunt, Greater Dispel Magic,
Permanent Image; 1 in 10 Astral Pixies can cast Maze
once per day

Fire Pixie
Small Fey
Hit Dice 2d6+6 (14hp)
Initiative +1
Speed 15
Armor Class 26 (+4 natural, +8 plate armor, +1
Dexterity, +2 Large Steel Shield, +1 size)
Flat Footed 25 touch 12
Base Attack/Grapple 0/-1
Attack Long Sword +6 (1d6+4 )( 19-20*2) or
Long Bow +3 (1d6)+(1d6 fire)

Jungle Pixie
Small Fey
Hit Dice 3d6 (11 hp)
Initiative +4
Speed 20 fly 60
Armor Class 16 (+4 dexterity, +1 size, + 1 natural)
Flat Footed 12 Touch 15
Base Attack/Grapple +1
Attack Spear +5 (1d6+1)
Full attack Spear +5 (1d6+1)
Space/Reach 5/5
Special Attacks Alternate form, Spell-Like Abilities

Pounce
Special Qualities DR 10/cold iron, SR 15, Greater
Invisibility
Saves-Fort Ref Will
Abilities-Str 7 Dex 18 Con 10 Int 17 Wis 12 Cha 14
Skills Bluff +7, Concentration +5, Escape Artist +10,
Hide +14, Listen =7, Move Silently +10, Ride
+8, Search +8, Sense Motive +6, Spot +6
Feats Dodge, Multiattack
Environment tropical forest
Organization solitary or pride 2d6
Challenge RatingTreasureAlignmentAdvancementLevel adjustment(Panther Form)
Medium Fey
Hit Dice 3d6 (hp)
Initiative +4
Speed 20 fly 60
Armor Class 16 (+4 dexterity, +1 size, + 1 natural)
Flat Footed 12 Touch 15
Base Attack/Grapple +1
Attack Bite +5 (1d6+4)
Full attack Bite +5 (1d6+4) and
2 Claws +3 (1d4+2)
Space/Reach 5/5
Special Attacks Alternate form, Spell-Like Abilities
Pounce
Special Qualities DR 10/cold iron, SR 15,
Saves-Fort Ref Will
Abilities-Str 18 Dex 19 Con 16 Int 17 Wis 12 Cha 14
Skills-

Swamp Pixie
Small Fey
Hit Dice 1d6-1
Initiative +5
Speed 20 Fly 60
Armor Class 17 (+5 dexterity, +1 size, +1 natural)
Flat Footed 12 Touch 16
Base Attack/Grapple 0/
Attack-

Full attack-

Space/Reach 5/5
Special Attacks Immediate Retreat

Special Qualities DR 10/cold iron, SR 15

Saves-Fort -1 Ref 7 Will 4


Abilities-Str 5 Dex 20 Con 8 Int 14 Wis 14 Cha 18
Skills-

Feats-Dodge (B)
Feats Dodge (B), Multiattack

EnvironmentOrganizationChallenge RatingTreasureAlignmentAdvancementLevel adjustment-

EnvironmentOrganizationChallenge RatingTreasureAlignmentAdvancementLevel adjustment-

Poison Arrow Plant


Large Plant
Hit Dice 6d8+24 (52hp)
Initiative +3
Speed 5
Armor Class 18 (+6 natural, +3 Dexterity, -1 size)
Flat Footed 15 Touch 12
Base Attack/Grapple +3/+14
Attack Arrow +6 (1d8+ poison) range 40
Full attack 4 arrows +6 ( 1d8+poison) range 40
Space/Reach 10/5 40 with arrows
Special Attacks Swallow Whole
Special Qualities Plant Traits
Saves-Fort +9 Ref +5 Will +3
Abilities-Str 20 Dex 16 Con 19 Int 1 Wis 12 Cha 12
Skills-

Initiative +1
Speed 20
Armor Class 16 (+2 natural, +1 size, +3 dexterity)
Flat Footed Touch
Base Attack/Grapple +2/0
Attack Bite +4 (1d4+2) or
Spit +5 range touch (Blindnes 1d4 rounds)
Full attack Bite +4 (1d4+2) and
Spit +5 range touch (Blindnes 1d4 rounds)
Space/Reach 5/5
Special Attacks Blinding Spittle
Special Qualities water Sense, Resist Fire 5
Saves-Fort +3 Ref +6 Will +4
Abilities-Str 14 Dex 17 Con 14 Int 8 Wis 13 Cha 9
Skills Listen +8, Spot +8
Feats Endurance, Toughness
Environment Tropical Desert
Organization solitary, group (2-8) or herd (10-30 plus
noncombatants)
Challenge Rating Treasure standard
Alignment usually neutral
Advancement by character class
Level adjustment +2

Feats-

EnvironmentOrganizationChallenge RatingTreasureAlignmentAdvancementLevel adjustment-

Popper
Hit Dice 3d10 +6 (25hp)

Blinding Spittle (Ex): As a Free action once per


round a Popper can attempt to blind an opponent with a
well aimed glob of spit. This requires a ranged touch
attack with a range of 20. If successful damage is
blindness for 1d4 rounds.
Water Sense (Ex): poppers have the innate ability to
detect the source of drinkable water within a distance of
100 feet. Doing so requires a Survival check; the DC
depends on the depth below ground of the water source,
according to the following table.
Water depth

Survival DC

0 feet (on the suface)


10 feet or less
11-20 feet
21-40 feet
41-70 feet
71-100 feet

10
12
15
20
25
30

Positive energy creature


Small Elemental
Hit Dice 5d8+15 (38hp)
Initiative +4
Speed Fly 40
Armor Class 19 (+4 dexterity, +1 size, +2 deflection,
+2 natural) Flat Footed Touch
Base Attack/Grapple +3
Attack Tentacle +8 (1d4+2)+Loose Armor
Full attack 2 Tentacles +8 (1d4+2)+Loose Armor
Space/Reach 5/5
Special Attacks Electric Field, Magnetic Control
Special Qualities DR 5/ Silver
Saves-Fort +4 Ref +8 Will +3
Abilities-Str 15 Dex 19 Con 16 Int 12 Wis 14 Cha 15
Skills-

Full attackSpace/ReachSpecial Attacks Disorienting Aura, Smoke Screen


Special QualitiesSaves-Fort Ref Will
Abilities-Str Dex Con Int Wis Cha
SkillsFeatsEnvironmentOrganizationChallenge RatingTreasureAlignmentAdvancementLevel adjustment-

Feats Weapon Finesse

EnvironmentOrganizationChallenge RatingTreasureAlignmentAdvancementLevel adjustment-

Pot Monster
Hit DiceInitiativeSpeedArmor ClassBase Attack/GrappleAttack-

Prysmatic Rhinocerous
Large Magical Beast
Hit Dice 8d10
Initiative +0
Speed 40
Armor Class 16 (-1 size, +7 natural)
Base Attack/Grapple +8
Attack gore +15 (2d6+ 12)
Full attack gore +15 (2d6+12)
Space/Reach 10 / 10
Special Attacks Hypno-charge,
Special Qualities low light vision
Saves Fort Ref Will
Abilities-Str 26 Dex 10 Con 21 Int 4 Wis 16 Cha 12
SkillsFeatsEnvironmentOrganizationChallenge Rating-

TreasureAlignmentAdvancementLevel adjustment-

Ruin Skeleton
Hit Dice 2d12 (13hp)
Initiative +3
Speed 30
Armor Class 16 (+3 natural, +3dexterity)
Flat Footed 13 Touch 13
Base Attack/Grapple +1
Attack Rapier +4

TreasureAlignmentAdvancementLevel adjustment-

Sleeper Pudding
Medium Ooze
Hit Dice 2d8+6
Initiative 3
Speed 20 Swim 40
Armor Class 7 (-3 Dexterity)
Flat Footed Touch
Base Attack/Grapple +1/+2
Attack Slam +2 (1d6+1) +paralysis
Full attack Slam+2 (1d6+1) +paralysis
Space/Reach 5/5
Special Attacks Poison, Enter Lungs

Full attack Rapier +4


Space/Reach 5/5
Special Attacks Dance of Ruin, Dance of Might

Special Qualities-

Special Qualities DR 5/bludgeon, Undead Traits,

Saves-Fort Ref Will


Abilities-Str 12 Dex 4 Con 16 Int - Wis 12 Cha 7
Skills-

Immune to Cold
Saves-Fort 0 Ref +3 Will +3
Abilities-Str 14 Dex 17 Con - Int 12 Wis 11 Cha 15
Skills-

Feats Improved Initiative (B), Weapon Finesse

EnvironmentOrganizationChallenge Rating-

Feats-

EnvironmentOrganizationChallenge RatingTreasureAlignmentAdvancement-

Level adjustment-

Smirfs
Smirfs are small blue fey that live in invisible
mushroom villiages. Adventures may not even be awair
of a smirf villiage even if they are standing directly in
the middle of it (a DC25 spot check to notice Smirf
villaige). Smirfs are all cowardly and are reluctant to
leave the protection of the Papa Smirf.
Worker Smirf
Tiny Fey
Hit Dice 1d6+1 (4hp)
Initiative +2
Speed 30
Armor Class 15 (+2 size +2 dex +1 natural)
Base Attack/Grapple 0/-10
Attack Dagger +4 (1d2-2)
Full attack Dagger +4 (1d2-2)
Space/Reach 2 /0
Special Attacks Cure light wounds(at will)
Special Qualities DR 5/magic SR 11 evasion
Saves Fort +1 Ref +4 Will+3
Abilities Str 6 Dex 14 Con12 Int 10 Wis 13 Cha12
Skills24 Spot+5 listen+5 hide+8(+6) move silently+18*
(+6)Balance+6 Jump+2
Feats Weapon Finesse (bonus),Stealthy
Environment Warm forests and plains
Organization solitary or search party (2-8) or
community(20-80worker Smirfs and 1 smirfet and 1
Papa Smirf)
Challenge Rating 1/2
Treasure standard
Alignment always neutral good
Advancement see below
Level adjustment Hiding under a leaf you see a tiny blue humanoid
creature. He has blue skin and a strange white cap.

Worker Smirfs are what keeps a Smirf community


working. Each one has a specific role in villiage life.
The smirf described in the above description could
aptly be called sneaky smirf. Eack smirf gets a +10
bonus to one skill and possibally have a feat to match.
The above described Smirf has stealthy. Worker Smirfs
are cowardly and will only attacked if backed into a
corner. Sometimes if Smirfs are captured a search party
will be assembled and try to free the captives.
Combat
Worker smirfs can attack with a dagger but it is not
very effective. They will usually escape at the first
possible chance. They can cast cure light wounds at will
and can use this to aid adventurers if persuaded to do
so.
Special
Worker smirfs can be made into an effective cure
potion. You do not need the craft potion feat or any
other prerequisites. All you need is a smirf and It needs
to be starved for a period of two weeks. After that
period if its juices are extracted it makes a cure critical
wounds potion (4d8+9)
Smirfet
Tiny Fey
Hit Dice 2d6+6 (12 hp)
Initiative +7
Speed 30
Armor Class 16(+2 size, +3 dex, +1 natural)
Base Attack/Grapple 0/-8
Attack dagger +5 (1d2)
Full attack dagger +5 (1d2)
Space/Reach-2 /0
Special Attacks Spell-like abilities
Special Qualities DR 5/ magic, SR 12, evasion
Saves-Fort +3 Ref +5 Will +4
Abilities-Str 10 Dex 16Con 16 Int 14 Wis 14 Cha 25
Skills Spot +7 listen +7 hide +8 move silently +8
balance +8 diplomacy +12 sense motive +7 disguise
+12
Feats Weapon finesse(bonus), improve initiative
Environment-warm forests or warm plains
Organization-Solitary or community (20-80worker
Smirfs and 1 smirfet and 1 Papa Smirf)
Challenge Rating 1
Treasure standard
Alignment always neutral good
Advancement none
Level adjustment -

A tiny blue distinctly female figure cowers before you.


She runs as soon as she notices shes been spotted.
Each villiage has 1 Smirfet. All the reproduction is
done through her and she often has several of the
worker smirfs compete for her affection. If she is killed
one of the other smirfs will instantly take her place. If
she is captured the smirf villiage will not be able to
reproduce and will stop at nothing to free her, sending
out several search parties.
Combat
Smirfet does not willingly engage in combat at runs at
every opportunity , using her spell-like abilities to help
her escape.
Spell-like abilities
Blindness/deafness (at will)
Invisibility (at will)
Special
If Smirfet is starved for two weeks and then her juices
are extracted it makes a restoration potion.
Papa Smirf
Hit Dice 20d6
Initiative +4
Speed 30
Armor Class (+2 size, +4dex, +1 natural, +5
deflection)
Base Attack/Grapple +10/ +2
Attack Calming touch +16 (1d2+ calm emotions
DC27)
Full attack Dagger +16/+10 (1d2)
Space/Reach 2 /0
Special Attacks Calming touch, Spell-like Abilities
Special Qualities DR 10/ magic SR 30
Saves-Fort Ref Will
Abilities-Str 10 Dex 18 Con 18 Int 18 Wis 18 Cha 25
SkillsFeats
Environment Warm forests or warm plains
Organization solitary or community (20-80worker
Smirfs and 1 smirfet and 1 Papa Smirf)
Challenge RatingTreasure none
Alignment always neutral good
Advancement none
Level adjustment -

A tiny blue bearded creature blocks your path and


declares please change your direction you are
standing on brainy smirfs house.
Each villiage is has I papa smirf as a leader. He protects
the other smirfs and gives each smirf their
corresponding jobs. He orders search parties and deals
with intruders. If he is killed another Smirf instantly
takes his place and obtains his powers. If he is capture
the entire village including Smirfet gathers into search
parties to rescue the Papa Smurf.
Combat
Papa Smurf is slow to anger andand only attacks if the
villiage is in jepordy. He never attacks to kill only to
drive off intruders. He uses his calming touch( as Calm
Emotion (P.H.B.207) this is a supernatural ability) and
if that does not work he relies on spell-like abilities.
Spell like abilities (level +17)
Create food and water (at will), beak
enchantment (at will), Zone of truth (DC19) (3/day),
geas/quest (3/day), wall of force (3/day) Antimagic
field(1/day), Antilife shell (1/day), miracle(1/year) True
resurrection (1/year),
Special
If Papa Smurf is starved for 2 weeks and then his juices
are extracted it makes a true resurrection potion.

Snow Snake
Large Magical Beast
Hit Dice 10d8
InitiativeSpeedArmor Class-

Base Attack/GrappleAttackFull attackSpace/ReachSpecial Attacks Breath Weapon, Poison


Special QualitiesSaves-Fort Ref Will
Abilities-Str Dex Con Int
Skills-

Wis

Cha

Feats-

EnvironmentOrganizationChallenge RatingTreasureAlignmentAdvancementLevel adjustment-

Saves-Fort Ref Will


Abilities-Str Dex Con Int
Skills-

Feats-

EnvironmentOrganizationChallenge RatingTreasureAlignmentAdvancementLevel adjustment-

Space Lycanthrope
Space wereboar
Hit DiceInitiativeSpeed-

Space Werewolf

Armor Class-

Hit Dice-

Base Attack/GrappleAttack-

InitiativeSpeedArmor Class-

Full attack-

Base Attack/GrappleAttack-

Space/ReachSpecial Attacks-

Full attack-

Special Qualities-

Space/Reach-

Wis

Cha

Special Attacks-

Special Qualities-

Saves-Fort

Ref

Abilities-Str
Skills-

Will

Dex Con

Feats-

EnvironmentOrganization-

Challenge RatingTreasureAlignmentAdvancementLevel adjustment-

Int Wis Cha

Speed fly 50 (perfect)


Armor Class 17 (+2 size, +4 dexterity, +1 natural)
Base Attack/Grapple +6
Attack swarm (3d6)
Full attack swarm (3d6)
Space/Reach 10 / 0
Special Attacks Trip, disarm, steal, use magic devise
Special Qualities blind sight 60, immune to weapon
damage, swarm traits, Hive mind
Saves-Fort +5 Ref +6 Will +8
Abilities-Str 10 Dex 19 Con 14 Int 12 Wis 15 Cha 10
Skills spot+14, sleight of hand 16, open lock +16, use
magic device +10
Feats combat expertise (bonus), Improved trip, Weapon
Finesse (bonus), Improved disarm, Improved feint,
improved initiative
Environment any
Organization solitary or flock (2-8 swarms)
Challenge Rating 6
Treasure none
Alignment chaotic neutral
Advancement Level adjustmentHundreds of flying whites gloves speed towards you.
Animated glove swarms are created by wizards to
dwindle an enemies magic items. They steal and pillage
and then escape with peoples most valued magic items.
They usually drop any stolen items within ten miles of
taking it, when they get bored of it.

Swarm
Swarm
Animated Glove Swarm
tiny aberration (swarm)
Hit Dice 9d8 +18 (58hp)
Initiative

Combat
Animated glove swarms attack by swarming over a
target and then pummeling it with hundreds of punches.
Then it steals items and uses them against enemies, if
things go badly they run off with items.

Multiaction An Animated glove swarm can take


multiple actions per round. An aAnimated glove Swarm
gets one move action and up to 4 standard actions per
round.
Trip As a standard action an Animated Glove Swarm
can trip an opponent. It does not have to make a touch
attack. +8 trip.
Disarm As a standard action an Animated Glove
Swarm can disarm an opponent. The Animated Glove
Swarm gets + 8 opposed attack roll. If the Animated
Glove swarm wins it can then use the enemys weapon.
The Animated glove swarm can use simultaneously as
many weapons or items as it acquires as a free action.
Its attack bonus is +6 for a melee weapon or +1o for a
ranged weapon.
Steal An Animated Glove swarm can steal an
opponents items. An opponent is allowed a spot check
compared to the Animated Glove swarms Sleight of
hand. If The opponent makes his Spot check he must
make a Reflex save of 14. If either save is unsuccessful
the item is lost. The save DC is strength based. The
hands can make it into clothing and pretty much any
where else, so nothing is really safe.
Use Magic Items Animated Glove Swarms can use
magic items as if the filled all requirements. Because
there are several hands working simultaneously,
animated Glove swarms can use each item they posses
as if each hand was a different creature.
Spell like abilities At Will Detect Magic
3/Day Dispel Magic
Skills An Animated Glove Swarm has a +10 racial
bonus on use magic devise checks

Saves-Fort Ref Will


Abilities-Str 4 Dex 17 Con 13 Int Wis Cha
Skills-

Feats Improved Grapple

EnvironmentOrganizationChallenge RatingTreasureAlignmentAdvancementLevel adjustment-

Blanket Party
Tiny Fey Swarm
Hit Dice 6d6+6
Initiative +3
Speed 30
Armor Class (+2 Size, +1 Natural, +3 dexterity)
Flat Footed Touch
Base Attack/Grapple+3
Attack Swarm (2d6) or
Blanket range touch +8 (Grapple +15) range 30
Full attack Swarm (2d6) or
Blanket range touch +8 (Grapple +15) range 30
Space/Reach 15/0
Special Attacks create blanket, combined grapple

Special Qualities DR 5/ cold iron

Fuzzy animal swarm


Brave wizards and warriors that have traveled to the
positive energy plane report creatures both cuddly and
fearsome, creatures that alter the very limits of strength
and endurance. Swarms of these fuzzy innocent looking
creatures can be both beneficial and deadly.
There are four known varieties of Fuzzy animal
swarms, Bunnies, Baby birds, Butterflies, and flying
fish. Each of the varieties swarm their enemies and fill
them with positive energy to the point of explosion.
Once a creature has more positive energy that double
his current limit it dies or passes out in the case of the
butterflies. For example, Saint Mithraism is being
attacked by a swarm of Fuzzy Bunnies, each round that

the bunnies occupy the same space as Mithras; Mithras


gains 1d8 temporary HP. If Mithras HP become more
than twice his normal max, He explodes, dying, no save
allowed. In the case of the butterflies, which increase
the strength of the opponent, any creature that has his
strength increased by more that double his normal max
passes out and takes 1d6 points of damage each round
the butterfly swarm continues to share the same space
from his muscles exploding.
Fuzzy animal swarms are usually not aggressive and
only attack occasionally or if they sense negative
energy. All Fuzzy animal swarms attack undead on
sight whether they stand a reasonable chance of success
or not.
Although they are extra planer in nature they have
very low or no intelligence.
Chickling Swarm
Diminutive animal (swarm, extraplaner)
Hit Dice 4d8 (18hp)
Initiative +1
Speed 20 fly 40
Armor Class 15 (+4 size +1dex)
Base Attack/Grapple +3/ Attack swarm (2d8 positive energy)
Full attack swarm (2d8 positive energy)
Space/Reach 10 / 0
Special Attacks Positive energy, distraction
Special Qualities Immune to weapon damage, swarm
traits, low light vision, swarm traits
Saves-Fort +4 Ref +5 Will +3
Abilities-Str 2 Dex 13 Con 10 Int 2 Wis 14 Cha 6
Skills spot +12 listen +5
Feats alertness, weapon finesse
Environment positive energy plane
Organization solitary or pack (2-4 swarms) or colony
(7-12 swarms)
Challenge Rating 2
Treasure none
Alignment always neutral
Advancement none
Level adjustment
A bouncing, squeaking, yellow horde of baby birds hops
and flies toward you.
A Chickling swarm appears to be a bouncing mass of
baby chickens, upon closer observation they are fuzzier
than normal chicks. A Chickling Swarm is composed of
thousands of tiny birds that each attack with a small
amount of positive energy.
Combat

A Chickling Swarm attacks by surrounding and


attacking a creature filling them with positive energy.
Distraction any living creature that begins its turn with
a swarm in its square must succeed on a DC 12
Fortitude save or be nauseated for 1 round. The save
DC is constitution based.
Positive energy If a Chickling Swarm ends its turn in a
square that another creature occupies it attacks with
positive energy. This automatically does 2D8 points of
positive energy. A living creature would gain 2D8 hp
and an undead creature would lose 2D8 hp. If a living
creatures hit points are increased to more than double
his normal amount of hit point the creature dies, no
save. If the attacked creature is not on the positive
energy plane these hit points are temporary and
dissipate at the rate of 1/ 10 minutes.
Skills A Chickling Swarm gets a +4 racial bonus on
spot checks.
Player Characters A Chickling swarm can be
summoned with a summon monster 4 spell
Bunny Swarm
Tiny Animal (swarm, extraplaner)
Hit Dice 1d8 +2 (6hp)
Initiative +6
Speed 40
Armor Class 14 (+2 size, +2 dex)
Base Attack/Grapple 0/ Attack swarm (1d8 positive energy)
Full attack swarm (1d8 positive energy)
Space/Reach 10 / 0
Special Attacks positive energy, distraction
Special Qualities Immune to weapon damage, swarm
traits, low light vision, swarm traits
Saves-Fort +4 Ref +4 Will +2
Abilities-Str 3 Dex 15 Con 14 Int 2 Wis 14 Cha 6
Skills spot +6 listen +6
Feats Improved initiative, weapon finesse (bonus)
Environment positive energy plane
Organization solitary or pack (2-4 swarms) or colony
(7-12 swarms)
Challenge Rating 1
Treasure none
Alignment always neutral
Advancement none
Level adjustment Hundreds of tiny white rabbits hop along. You can feel
the positive energy from them as if it were static
electricity.

A bunny swarm contains hundreds of tiny whit rabbits,


filled with positive energy. They are without blemish
and look as adorable as tiny rabbits should.
Combat
A Bunny Swarm attacks by hopping around and
attacking a creature filling them with positive energy.
Distraction any living creature that begins its turn with
a swarm in its square must succeed on a DC 12
Fortitude save or be nauseated for 1 round. The save
DC is constitution based.
Positive energy If a Bunny Swarm ends its turn in a
square that another creature occupies it attacks with
positive energy. This automatically does 1D8 points of
positive energy. A living creature would gain 1D8 hp
and an undead creature would lose 1D8 hp. If a living
creatures hit points are increased to more than double
his normal amount of hit point the creature dies, no
save. If the attacked creature is not on the positive
energy plane these hit points are temporary and
dissipate at the rate of 1/ 10 minutes.
Skills A Bunny Swarm gets a +4 racial bonus on spot
checks. And a + 8 bonus on listen checks
Player Characters A Bunny swarm can be summoned
with a summon monster 2 spell

Butterfly Swarm
Diminutive Vermin (swarm, extraplaner)
Hit Dice 3d8 +6 (19hp)
Initiative +7
Speed 5/ fly 30
Armor Class 17(+4 size, + 3 dex)
Base Attack/Grapple+4
Attack swarm (1d6 positive strength energy)
Full attack swarm (1d6 positive strength energy)
Space/Reach 10 / 0
Special Attacks positive strength energy, distraction
Special Qualities Immune to weapon damage, swarm
traits, blind sense, swarm traits
Saves-Fort +5 Ref +2 Will +2
Abilities-Str 2 Dex 16 Con 14 Int - Wis 15 Cha 6
Skills spot +6 listen +2
Feats weapon finesse (bonus),
Environment positive energy plane
Organization solitary or pack (2-4 swarms) or colony
(7-12 swarms)
Challenge Rating 2
Treasure none
Alignment always neutral

Advancement none
Level adjustment
Before you is a swirling mass of thousands of
multicolored butterflies
A butterfly Swarm is composed of thousands of
different kinds of butterflies that all wield tiny amounts
of positive energy. Together they increase the strength
of their foes to dangerous levels
Combat
A Butterfly Swarm attacks by surrounding and
attacking a creature filling them with positive strength
energy.
Distraction any living creature that begins its turn with
a swarm in its square must succeed on a DC 12
Fortitude save or be nauseated for 1 round. The save
DC is constitution based.
Positive strength energy If a Bunny Swarm ends its
turn in a square that another creature occupies it attacks
with positive strength energy. This automatically does
1D6 points of positive strength energy. A living
creature would gain 1D6 points of strength and an
undead creature would lose 1D6 points of strength. If a
living creatures strength is increased to more than
double his normal strength the creature passes out, no
save, and cannot be roused until his hit points return to
normal. Each round the Butterfly swarm continues to
attack a creature that is sleeping because of strength
damage the Butterfly swarm instead inflicts 2d6 points
of regular damage as the muscles rip and tear. If the
attacked creature is not on the positive energy plane
these hit points are temporary and dissipate at the rate
of 1/ 10 minutes.
Skills A butterfly Swarm gets a +4 racial bonus on spot
checks.
Player Characters A Bunny swarm can be summoned
with a summon monster 2 spell

Flying Fish
Fine Animal (swarm, extraplaner)
Hit Dice 6d8 +2 (6hp)
Initiative +6
Speed 5 fly 50 swim 50
Armor ClassBase Attack/Grapple +4 / Attack swarm (3d8 positive energy)
Full attack swarm (3d8 positive energy)
Space/Reach 10 / 0
Special Attacks positive energy, distraction

Special Qualities Immune to weapon damage, swarm


traits, low light vision, swarm traits
Saves-Fort +7 Ref +7 Will +4
Abilities-Str 2 Dex 18 Con 14 Int 1 Wis 14 Cha 8
Skills spot +15 swim +15
Feats Improved initiative, weapon finesse (bonus)
Environment positive energy plane
Organization solitary or pack (2-4 swarms) or colony
(7-12 swarms)
Challenge Rating 4
Treasure none
Alignment always neutral
Advancement none
Level adjustment
Combat
A Flying Fish Swarm attacks by surrounding and
attacking a creature filling them with positive energy.
Distraction any living creature that begins its turn with
a swarm in its square must succeed on a DC 15
Fortitude save or be nauseated for 1 round. The save
DC is constitution based.
Positive energy If a Flying Fish Swarm ends its turn in
a square that another creature occupies it attacks with
positive energy. This automatically does 3D8 points of
positive energy. A living creature would gain 3D8 hp
and an undead creature would lose 3D8 hp. If a living
creatures hit points are increased to more than double
his normal amount of hit point the creature dies, no
save. If the attacked creature is not on the positive
energy plane these hit points are temporary and
dissipate at the rate of 1/ 10 minutes.
Skills A Flying Fish Swarm gets a +4 racial bonus on
spot checks.
Player Characters A Flying Fish swarm can be
summoned with a summon monster 5 spell
Hallucinogenic Mushrooms
Tiny Plant (swarm)
Hit Dice 8d8+16 (38hp)
Initiative -1
Speed 10
Armor Class 11 (+2 size, -1 dex)
Base Attack/Grapple +3
Attack Full attack Space/Reach 10 / 0
Special Attacks spell like abilities
Special Qualities SR 25, Tremor Sense 60, Swarm
Traits, immune to Weapon Damage, Swarm Traits
Saves Fort +6 Ref +0 Will +2
Abilities-Str 1 Dex 9 Con 14 Int 8 Wis 12 Cha 17

Skills listen +12


Feats Spell Focus (Illusion), Greater Spell Focus
(illusion), Quicken Spell-like ability (Charm Monster)
Environment Tropical Swamps
Organization solitary or infestation (2-12 swarms)
Challenge Rating 7
Treasure standard
Alignment usually neutral
AdvancementLevel adjustmentA swarm of Hallucinogenic mushrooms consists of
hundreds if tiny blue spotted mushrooms.
Hallucinogenic Mushroom Swarms Use mind control to
control the actions of other creatures and are almost
always encountered with other creatures. They use
illusions to confuse creatures and then use their
quickened Charm Monster to control and divide
enemies.
Combat
Hallucinogenic Mushroom Swarms lack the ability to
physically attack so they rely on other for their defense.
They have a wide array of illusions to bewilder
opponents
.
Spell-like Abilities DC equals 13 + level
At will: Charm Monster (DC 17), suggestion (DC 16)
Major Image (DC18)
3/day: Greater Invisibility, Hypnotic Pattern (DC 17)
1/ day: Persistent Image (DC 19), veil DC (20)
Caster level 12

Undead Swarm
Severed Hand Swarm
Diminutive Undead Swarm
Hit Dice 4d12 (26hp)

Initiative +5
Speed Fly 20
Armor Class 20 (+1 natural, +5 dexterity, +4 Size
Flat Footed touch
Base Attack/Grapple +3
Attack Swarm (2d6+ Disease)
Full attack Swarm (2d6+ disease
Space/Reach 10/0
Special Attacks Disease

Special Qualities Damage Reduction 5/slashing

Saves Fort +1 Ref +6 Will +5


Abilities-Str 6 Dex 20 Con - Int - Wis 12 Cha 9
Skills-

Speed Fly 30
Armor Class 18 (+3 dexterity, +2 size, +3 natural)
Flat Footed 15, Touch 15
Base Attack/Grapple +2/-Attack Swarm (2d6+100 experience)
Full attack Swarm (2d6+100 experience)
Space/Reach 10/0
Special Attacks Experience Drain, Hold Monster
Swarm Attacker
Special Qualities DR 5/ Bludgeon
Saves-Fort +1 Ref +7 Will +5
Abilities-Str 6 Dex 17 Con - Int - Wis 13 Cha 16
Skills -Feats Improved initiative (B)
Environment any
Organization solitary or plague (2d4)
Challenge Rating Treasure none
Alignment Chaotic Evil
Advancement none
Level adjustment

Feats-

EnvironmentOrganizationChallenge RatingTreasureAlignmentAdvancementLevel adjustment-

Death Skull Swarm


Tiny Undead Swarm
Hit Dice 5d12
Initiative +7

Experience Drain (Su) Any time a Death Skull


Swarm successfully swarms an opponent, that opponent
permanently loses 100 experience points, no save.
Hold Person once per round, as a Swift action a
Death Skull Swarm can cast Hold Monster, Will DC
15.
Swarm Attacker (Ex): Any time a Death Skull
Swarm is successfully attacked with a melee weapon
the Death Skull Swarm can automatically moves into
the opponents square as an Immediate action. The
Death Skull swarm does normal damage and experience
drain. This movement does not provoke attacks of
opportunity

Full attack Swarm (2d4+thread)


Space/Reach 10/0
Special Attacks Thread, Drop
Special Qualities immune to weapon damage, hive
mind
Saves-Fort Ref Will
Abilities-Str Dex Con Int Wis Cha
Skills-

Thunder Crusher
Large Outsider (Extraplaner, good, Guardinal)
Hit Dice 4D8+40 (58 hp)
Initiative +1
Speed 50
Armor Class 16 (-1 size, +1 dex, +6 natural)
Base Attack/Grapple + 4 / +13
Attack claw +8 (1d6+5)
Full attack 4 claws +8 (1d6 +5) and bite +6 (1d4 +2)
Space/Reach 10 / 5
Special Attacks pounce, Improved Grab, Rake, spell
like abilities
Special Qualities Darkvision 60, Immunity to
electricity and petrifaction, Lay on hands, low light
vision, Resist cold and sonic 10
Saves Fort +8 Ref +4 Will +4
Abilities Str 20 Dex 12 Con 20 Int 13 Wis 12 Cha 14
Skills Intimidate +11, listen +8 ,move silently +8,
Survival +8, jump +21,Heal+8, Diplomacy +9, sense
motive +8, concentration +16
Feats Improved initiative, multiattack
Environment Blessed fields of Elysium
Organization solitary or pair
Challenge Rating 6
Treasure standard
Alignment always neutral good
Advancement by character class
Level adjustment +6

Feats-

This Creature has the body of a Tiger and a human like


torso.

Environment Tropical and Temperate Plaines


Organization solitary, pair or infestation (2-5)
Challenge RatingTreasure none
Alignment neutral
Advancement none
Level adjustment-

Thunder Crushers are about 7 feet tall and can weigh as


much as 1800 pounds. They furry, orange fur with
black stripes that covers their entire body
The Thunder Crusher is a relative of the Leonal
Guardinal. They are fearsome defenders of good and
are often very friendly with mortals.
Thunder Crushers speak Celestial Infernal, Draconic,
and common

Thread Bug
Swarm fine vermin
Hit Dice 5d8
InitiativeSpeedArmor Class
Flat Footed Touch
Base Attack/Grapple +3
Attack Swarm (2d4+thread)

Combat
Much like their Leonal cousins Thunder crushers have a
straight forward approach to combat. They charge in
using their pounce and rake. If the battle goes badly
they use their lay on hands or dimension door to safety.
Even if they do retreat, they usually return after they are
healed, and reorganized.

A Thunder Crushers natural weapons are considered


good for the purposes of overcoming damage reduction.
Pounce If a Thunder Crusher charges a foe, it can make
a full attack including a rake attack.
Improved Grab To use this ability a thunder crusher
must hit with at least two if its claw attacks. It can then
attempt to start a grapple as a free action without
provoking an attack of opportunity; if it wins the
grapple check it establishes a hold and can rake.
Lay on hands: as the Paladin class feature, except that
each day, a Guardinal can heal an amount of damage
equal to its full normal hit points.
Rake Attack bonus + 8 melee (1d6+5)
Spell like abilities At will- Detect evil 1/day dimension
door, speak with animals. caster level 4th
Skills Thunder Crushers have the following racial
bonuses, +4 to move silently and jump

Thorn Worm
Medium Aberration
Hit Dice 4d8+12 (30hp)
Initiative +2
Speed 30 burrow 20
Armor Class 17 (+3 dexterity, +4 Natural)
Flat Footed 14 Touch 13
Base Attack/Grapple +3/ +11
Attack Slam +7 (1d6+3)
Full attack Slam +7 (1d6+3)
Space/Reach 5/5
Special Attacks Improved Grab, Implant
Special Qualities Damage Reduction 5/ silver,
Blindsight 60
Saves-Fort +4 Ref +5 Will +5
Abilities-Str 19 Dex 14 Con 17 Int 1 Wis 12 Cha 9
Skills Spot +7, listen +6
Feats Alertness, Improved Grapple (B)
Environment any aquatic
Organization solitary pair or swarm (2-12)
Challenge Rating 3
Treasure none
Alignment
Advancement 5-7hd medium, 8-11hd large, 12-16hd
huge
Level adjustment-

Improved Grab (Ex) To use this ability a Fat Hag


must hit a Large or smaller creature with its Bite
attack. It can then attempt to start a Grapple as a free
action without provoking an attack of opportunity. If it
wins the Grapple, it establishes a hold and can attempt
to Implant eggs in the foe the following round.
Implant (Ex) A Thorn Worm can try to implant eggs
in a grappled opponent of equal size or smaller than
itself by making a successful Grapple Check. The
thorns on its leechy body extent up to a foot, this causes
4d6 points of damage.
The implanted eggs hatch and crawl forth from the
body in 1d10 hours. This causes 8d6 points of damage
to the host if he does not succeed on a DC 19 Fortitude
save for half damage.
Remove curse destroys the larvae in the infected host.

Trons
Negatron
Small outsider (extraplaner)
Hit Dice 2d8 +4 (13hp)
Initiative +4
Speed 40
Armor Class 18 (+1 size, +4 dex, +3 natural)
Base Attack/Grapple +2
Attack bite +3 (1d6 + 1d10 negative energy)
Full attack bite +3 (1d6 + 1d10 negative energy)
Space/Reach 5 / 5
Special Attacks Down, Charm, Bottom, Negative
energy
Special Qualities DR 10/ piercing, SR 12 scent, blind
sight 60
Saves Fort +5 Ref +7 Will +4
Abilities-Str 10 Dex 18 Con 14 Int 6 Wis 12 Cha 16
Skills Spot +6, listen +15 Jump +15
Feats weapon finesse
Environment negative energy plane
Organization cluster (2-7) or gang (7-12)

Challenge Rating 2
Treasure none
Alignment always neutral
Advancement (3-5HD) small, (6-11HD) medium (1220 HD) large
Level adjustment You see a special Spherical creature that lacks eyes. In
their place are two pulsing nostrils. It has a huge
gaping maw filled with rows of sharp teeth.
Negatrons are mysterious beings from the negative
energy plane. They use positive energy to attack their
foes and use powerful spells to charm and destroy their
opponents
Negatrons attack in groups because their spell like
abilities are stronger and most of their spells take more
than one negatron to function.
The Negatron moves by bouncing itself along. They are
jet black in color and have a diameter of about 2 ft.
they can weigh up to 60 lbs
Combat
Negatrons attack in groups, only their down ability
works with only one Negatron. The can bite with their
toothy maws doing 1d6 points of damage and 1d10
points of negative energy to a living target. Against an
undead foe the negative energy grants 1d10 temporary
hit points instead.
Down All Negatrons have the ability to blast opponents
with negative energy as a standard action. This ability
works like fireball (PHB 231) Except that the damage
is negative energy. This attack will give temporary hit
points for undead. The caster level is equal to the
number of negatrons adjacent to each other.
Charm Groups of negatrons have the ability to charm
creatures as a standard action. In order to use this
ability at least 5 Negatrons must be adjacent to each
other. This ability works as Charm monster DC
17(PHB. 209). If it is used against Positrons it works
instead as a Charm Monster, Mass DC 19(PHB. 209).
Caster level is equal to number of adjacent Negatrons.
It takes the focus of the entire group.
Bottom This is the most feared attack of the Negatrons.
In order to use a bottom attack there must be at least 10
adjacent Negatrons. This ability works as a Destruction
spell DC20 (PHB 218). Caster level is equal to the
number of adjacent Negatrons. It takes the focus of the
entire group.
Skills Negatrons get a +4 racial bonus on jump checks.
Positron

Small outsider (extraplaner)


Hit Dice 2d8 +4 (13hp)
Initiative +4
Speed 40
Armor Class 18 (+1 size, +4 dex, +3 natural)
Base Attack/Grapple +2
Attack bite +3 (1d6 + positive energy)
Full attack bite +3 (1d6 + positive energy)
Space/Reach 5 / 5
Special Attacks up, spell, top, positive energy
Special Qualities DR 10/ piercing, SR 12 scent, blind
sight 60
Saves Fort +5 Ref +7 Will +4
Abilities-Str 10 Dex 18 Con 14 Int 6 Wis 12 Cha 16
Skills Spot +6, listen +15
Feats weapon finesse
Environment positive energy plane
Organization cluster (2-7) or gang (7-12)
Challenge Rating 2
Treasure none
Alignment always neutral
Advancement (3-5HD) small, (6-11HD) medium (1220 HD) large
Level adjustment A spherical white creature smiles at you with a huge
toothy maw.
Positrons are the positive alternate of the Negatron.
They live on the positive energy plane and try to spread
life wherever they go. They wield the force of life in the
form of undiluted positive energy. Also they have the
ability to Summon Creatures from the positive energy
plane. The last and most devastating ability of the
Negatrons is to energize creatures to the point of
explosion, essentially destroying them.
Positrons attack in groups because their spell like
abilities are stronger and most of their spells take more
than one Positron to function.
The Positron moves by bouncing itself along. They are
Pure white in color and have a diameter of about 2 ft.
they can weigh up to 60 lbs.
Combat
Positrons attack in groups, only their Up ability works
with only one Positron. The can bite with their toothy
maws doing 1d6 points of damage and 1d10 points of
positive energy damage to an undead target. Against a
living foe the Positive energy grants 1d10 temporary hit
points instead. Upon reaching double normal hit points
the living target dies, no save.

Up All Positrons have the ability to blast opponents


with positive energy as a standard action. This ability
works like fireball (PHB 231) Except that the damage
is positive energy. This ability Damages undead
creatures, but against living creatures it grants
temporary hit points. Upon reaching double normal hit
points the living target dies, no save. The caster level is
equal to the number of negatrons adjacent to each other.
Spell Groups of positrons have the ability to summon
creatures from the positive energy plane. 5 Positrons
must be adjacent for this ability to work They can
summon a 1D3 Bunny swarms, a type of Fuzzy Animal
Swarm. This otherwise works as a monster summoning
3 (PHB 286) spell. Caster level is equal to number of
adjacent Positrons.
Top This is the positrons most devastating attack. In
order to work at least 10 negatrons must be adjacent to
each other. This spell charges the victim with massive
amounts of positive energy. It works as a Heal (PHB
239) spell except as follows. It has a range of 25 ft +5
ft/ every 2 Positrons; also it can increase a living
creatures above the normal maximum. These hit points
are considered temporary, but if they exceed twice the
normal hit point total the creature explodes and is
essentially destroyed. This ability is a standard action
and requires the focus of the entire group. Caster level
equals number of Positrons.
Skills Positrons get a +4 racial bonus on jump checks.

Special Qualities

Saves-Fort +2 Ref +5 Will +4


Abilities-Str 3 Dex 19 Con 12 Int 8 Wis 12 Cha 17
Skills-

Feats-

EnvironmentOrganizationChallenge RatingTreasureAlignmentAdvancementLevel adjustment-

Proto Terron
Terrons
Hyper-terron
Tiny Aberration
Hit Dice 3d8+3
Initiative +4
Speed Fly 50 (perfect)
Armor Class 19 (+2 size, +4 dexterity, +3 natural)

Base Attack/Grapple +1
Attack Range touch +5 (1d4 fire)
Full attack Range touch +5 (1d4 fire)
Space/Reach 2 / 0
Special Attacks Energy Ray

Medium Aberration
Hit Dice 7d8+21 (52hp)
Initiative +3
Speed Fly 50 (perfect)
Armor Class 18 (+4 natural, +4 dexterity)
Flat Footed Touch
Base Attack/Grapple +5
Attack Range Touch +7 (1d6+3)
Full attack Range Touch +7 (1d6+3)
Space/Reach 5/5
Special Attacks Energy Ray, Death Throes

Special Qualities Immune to fire, Vulnerable to Cold,

Saves-Fort +5 Ref +6 Will +6


Abilities-Str 12 Dex 18 Con 16 Int 8 Wis 12 Cha 16
Skills-

AlignmentAdvancementLevel adjustment-

Vegemite Ogre
Feats-

EnvironmentOrganizationChallenge RatingTreasureAlignmentAdvancementLevel adjustment-

Vegemite Template
(Plant)
Hit Dice D8
InitiativeSpeedArmor Class +4 natural armor
Base Attack/Grapple as cleric
Attack Slam 1 * STR
Full attackSpace/ReachSpecial AttacksSpecial Qualities Plant Traits, Tremorsense
Saves-Fort Good Ref Will
Abilities-Str +10 Dex -4 Con +4 Int 2 Wis -4 Cha -4
SkillsFeatsEnvironmentOrganizationChallenge RatingTreasure-

Large Plant
Hit Dice 4d8+36 (56hp)
Initiative -2
Speed 40
Armor Class 16 (-2 Dex, +9 natural, -1 size)
Base Attack/Grapple +3/ +20
Attack Great Club +15 (2d8+18)
Full attack Great Club +15 (2d8+18)
Space/Reach 10/10
Special AttacksSpecial Qualities Plant Traits, Tremorsense
Saves Fort +12 Ref -1 Will -1
Abilities Str 36 Dex 6 Con 28 Int 2 Wis 6 Cha 3
SkillsFeats Cleave, Power Attack
EnvironmentOrganizationChallenge Rating 5
TreasureAlignmentAdvancementLevel adjustment-

Before you sits an eerily innocent looking white rabbit.


Its burning red eyes stare as if waiting.

Vorpal Rabbit
Tiny magical beast
Hit Dice 9d10+27 (76 hp)
Initiative +12
Speed 50
Armor Class 25 (+7 dex +2 size +6 natural)
Base Attack/Grapple +9/
Attack Bite +18 (1d8) (15-20*3) Vorpal Bite
Full attack Bite +16 (1d8) (18-20*3) Vorpal Bite
Space/Reach 2.5/ 0
Special Attacks Augmented critical, Improved charge
Leaping Cleave, Vorpal bite,
Special Qualities Immune to Acid, Immune to Cold,
Immune to Electricity, Immune to Fire,
Vulnerability to Good, Vulnerability to Sonic,
Damage Reduction 5/Good
Saves Fort +9 Ref +13 Will ++4
Abilities Str 10 Dex 25 con 16 Int 12 Wis 12 Cha 15
Skills Jump +29 Listen +17 Spot +17
Feats Cleave, Great Cleave, Improved Critical,
Improved Initiative, Power Attack, Weapon
Finesse (B)
Environment Cold mountains
Organization Solitary
Challenge Rating 8
Treasure 1/2
Alignment always neutral
Advancement 6-8 HD (tiny) 9-15 HD (small) 16-30
HD (medium)
Level adjustment +4 (cohort)

The legendary Vorpal rabbit is rumored to have


defeated entire armies. Even the bravest warriors tread
carefully near the lair of a Vorpal Rabbit. It is usually
docile in nature and mostly is a vegetarian. Although
during its mating season it can become very aggressive
and attack without provocation. At times it will defend
an area such as a cave or other structure and for no
apparent reason and attack any creature that comes
near.

Combat
The Vorpal Rabbit attacks by charging and jumping
strait for the victims juggler vein. It uses its improved
charge which gives it +4 to hit (+20) and double
damage. On a successful critical hit (18-20) he severs
the juggler vein doing 3d8 damage. Any creature
critically hit by a Vorpal Rabbit must succeed on a
Fortitude save of 10+ damage dealt or die. Creatures
not subject to critical hits are immune to the effects of
its improved charge and Vorpal bite. If the rabbit does
not kill on the first round it will usually retreat so it can
charge again or simply charge a different enemy.
Skills
Racial bonus Jump+10 Listen +4 hide +4 in snowy
surroundings

Wand Monster
Tiny Outsider
Hit Dice 8d8+32 (68hp)
Initiative +4
Speed Fly 60
Armor Class 22 (+2 size, +4 dexterity, +6 natural)
Flat Footed 18, Touch 16
Base Attack/Grapple +8/
Attack Slam +12 (1d4-2)or
Range Touch +16 (1d8)(19-20*2)
Full attack Slam +12 (1d4-2)or
Range Touch +16 (1d8)(19-20*2)
Space/Reach 2 / 0
Special Attacks Energy Ray, Spell-Like Abilities

Special Qualities DR 10 /+2, SR 20, Confusing Aura


Saves-Fort +9 Ref +10 Will +9
Abilities-Str 6 Dex 19 Con 16 Int 19 Wis 17 Cha 17
Skills Bluff ,Concentration ,Disguise ,Listen ,
Spellcraft , Spot
Feats Quicken Spell-Like Ability(Ray Of
Enfeeblement), Improved Critical, Empower
Spell-Like Ability (Fire)
Environment any
Organization solitary or with 1 other creature
Challenge Rating 8
Treasure none (see below)
Alignment Chaotic Neutral
Advancement by character class
Level adjustmentSpell-Like Abilities: DC equals 13+ spell level
3/day:Baleful Polymorph (DC 18) Fireball (DC 16), Ice
Storm (DC 17), Melfs Acid Arrow, Ray of
Enfeeblement
Caster level 5

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