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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.
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
Acid Man
Small Aberation (Acid)
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.
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.
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
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
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-
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
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-
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-
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
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-
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
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
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
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.
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,
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-
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
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-
Feats-
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)
Half-Archon
Hit DiceInitiativeSpeedArmor Class-
Base Attack/GrappleAttack-
Full attack-
Space/ReachSpecial Attacks-
Half-Eladrin
Special Qualities-
Int
Wis
Cha
Base Attack/GrappleAttack-
Special Qualities-
Feats-
Wis
Cha
Headless Creature
Medium Elemental
Hit Dice d12
InitiativeSpeedArmor Class-
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-
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
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-
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
Land Urchin
(Large Animal)
Hit Dice 4d8+20 (38hp)
Initiative +1
Speed 20
Armor Class 14 (+6 natural, -1 size, -1 dexterity)
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-
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
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-
Feats-
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).
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.
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-
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
Phantom Room
Colossal Undead
Base Attack/GrappleAttack-
Full attack-
Space/ReachSpecial Attacks-
Special Qualities-
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-
Pixies
Astral Pixie
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)
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
Feats-Dodge (B)
Feats Dodge (B), Multiattack
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-
Popper
Hit Dice 3d10 +6 (25hp)
Survival DC
10
12
15
20
25
30
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
Special Qualities-
Immune to Cold
Saves-Fort 0 Ref +3 Will +3
Abilities-Str 14 Dex 17 Con - Int 12 Wis 11 Cha 15
Skills-
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.
Snow Snake
Large Magical Beast
Hit Dice 10d8
InitiativeSpeedArmor Class-
Wis
Cha
Feats-
Feats-
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-
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.
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
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
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
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-
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-
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.
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-
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
Special Qualities
Feats-
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
AlignmentAdvancementLevel adjustment-
Vegemite Ogre
Feats-
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-
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)
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