View table: Monsters
Table structure:
- Name - String
- Categories - List of String
- CR - String
- XP - Integer
- Race - String
- Class - String
- Level - String
- Alignment - String
- Size - String
- Type - String
- Subtypes - List of String
- Init - Wikitext
- Perception - Wikitext
- Senses - Wikitext
- AC - Integer
- TouchAC - Integer
- FlatfootedAC - Integer
- ACBonus - Wikitext
- hp - Wikitext
- hpBonus - Wikitext
- Fort - Wikitext
- Reflex - Wikitext
- Will - Wikitext
- saveBonus - Wikitext
- DR - Wikitext
- SR - Wikitext
- Immune - Wikitext
- Speed - Wikitext
- Space - Wikitext
- Reach - Wikitext
- Aura - Wikitext
- CL - Wikitext
- MSB - Wikitext
- AltMSB - Wikitext
- MSD - Wikitext
- AltMSD - Wikitext
- Concentration - Wikitext
- Tradition - Wikitext
- CAM - Wikitext
- SP - Wikitext
- StandardActions - Wikitext
- FullroundActions - Wikitext
- MoveActions - Wikitext
- SwiftActions - Wikitext
- ImmediateActions - Wikitext
- FreeActions - Wikitext
- SpecialQualities - Wikitext
- Weaknesses - Wikitext
- Strength - Wikitext
- Dexterity - Wikitext
- Constitution - Wikitext
- Intelligence - Wikitext
- Wisdom - Wikitext
- Charisma - Wikitext
- BAB - Wikitext
- CMB - Wikitext
- AltCMB - Wikitext
- CMD - Wikitext
- AltCMD - Wikitext
- MMD - Wikitext
- AltMMD - Wikitext
- Tenacity - String
- AltTenacity - Wikitext
- Feats - Wikitext
- Talents - Wikitext
- Skills - Wikitext
- Languages - Wikitext
- Equipment - Wikitext
- Yield - Wikitext
- Fluff - Wikitext
- Description - Wikitext
- Climate - List of String
- Terrain - List of String
- Regions - List of String
- ActivityCycle - Wikitext
- Diet - Wikitext
- SocialBehavior - Wikitext
- OGL - String
This table has 46 rows altogether.
Page | Name | Categories | CR | XP | Race | Class | Level | Alignment | Size | Type | Subtypes | Init | Perception | Senses | AC | TouchAC | FlatfootedAC | ACBonus | hp | hpBonus | Fort | Reflex | Will | saveBonus | DR | SR | Immune | Speed | Space | Reach | Aura | CL | MSB | AltMSB | MSD | AltMSD | Concentration | Tradition | CAM | SP | StandardActions | FullroundActions | MoveActions | SwiftActions | ImmediateActions | FreeActions | SpecialQualities | Weaknesses | Strength | Dexterity | Constitution | Intelligence | Wisdom | Charisma | BAB | CMB | AltCMB | CMD | AltCMD | MMD | AltMMD | Tenacity | AltTenacity | Feats | Talents | Skills | Languages | Equipment | Yield | Fluff | Description | Climate | Terrain | Regions | ActivityCycle | Diet | SocialBehavior | OGL |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
GM:Bestiary/Aranid | Aranid | Intelligent | 4 | 1,200 | Neutral | Medium | beast | +7 |
+9 |
darkvision 60 ft., low-light vision |
20 | 13 | 12 | +4 armor, +3 Dex, +3 natural |
37 |
5d10+10 |
+6 |
+7 |
+4 |
50 ft., climb 30 ft. |
5 |
+5 |
16 |
+8 |
Cha |
8 |
• bite +8 (1d6) (save Fort DC 14; frequency 1/round for 6 rounds; effect 1d3 Strength; cure 1 save) • web (8/day) +8 (clumsy 4 and slowed, 10 ft., max 50 ft.). Can escape with a DC 14 Escape Artist skill check or Strength ability check. Each 5-foot-square section of web has 5 hp and DR 5/-.
❖ Illusion creates a silent visual figment within 35 ft. for as long as the Aranid concentrates, to a maximum of 5 minutes. It continues for 2 rounds after concentration ends. The illusion can be up to huge size, or filling a 15 ft. cube.
The illusion may give off bright light, in a radius of up to 60 ft. The next 60 ft beyond that is raised one light level to a maximum of normal light. Creatures with Light Blindness or Light Sensitivity take penalties while in this bright light, but creatures damaged by daylight are unaffected. Illusionary creatures have a +8 attack bonus and a touch armor class equal to 15 + its size modifier.❖ the figment remains for 5 minutes without the need for concentration
❖ Mirror Decoy is surrounded by 3 illusionary creatures, each granting a separate miss chance to be struck instead of the target (50% chance a decoy is struck if 1 decoy, 66% at 2 decoys, 75% chance at 3 decoys). These illusionary creatures follows and occupies the same square as the Aranid, while staying out of its way to avoid being disrupted. The illusionary creatures have an AC of 5 and is unaffected by area attacks. They last 3 rounds or until struck with a single target effect.
• Coaxing Decoy creates a coaxing decoy in an adjacent square. The coaxing decoy may immediately move 30 ft. any direction unimpeded. If the movement of the coaxing decoy would provoke an attack of opportunity from a creature, that creature must use it on the coaxing decoy. The figment disappears as normal, if hit.
❖ Concealment gains a +5 bonus to Stealth checks and counts as having total concealment. Even when detected by another creature, a transparent creature gains a +2 bonus to attack rolls against sighted targets and ignores their Dexterity bonus to AC. |
• web can use webs to support itself and up to one additional creature of the same size |
11 |
17 |
14 |
14 |
13 |
16 |
+5 |
+5 |
18 |
16 |
Nervous | Daylight, Decoy, Finesse Fighting, Improved Initiative, Iron Will, Lingering Illusion, Transparency, Trickster |
Acrobatics +9, Arcana +7, Athletics +14 (+17 jump), Perception +9, Stealth +9 |
This bloated spider has a hunchbacked body and a gleam of intelligence in its multiple eyes. |
An aranid is an intelligent spider with illusion powers. The hump on its back houses the aranid’s brain. Aranids are typically solitary, but may congregate in areas with abundant prey. While these aranids will still hunt solitarily, they will interact socially, establishing a strict social hierarchy among themselves. Those aranids that can capture and consume intelligent prey are generally seen as higher status in this hierarchy. Skilled illusionist, aranids try to avoid physical combat and use their webs and spells when they can. If they manage to subdue and web a worthy foe, they will occasionally keep it alive until it can be shown off to the rest of the congregation and then devoured where the rest can |
Warm | Forests • Underworld | All | Nocturnal |
Carnivore |
Social |
PB2 | ||||||||||||||||||||||||||||
GM:Bestiary/Axe Beak | Axe Beak | 2 | 600 | Neutral | Large | beast | +3 |
+9 |
14 | 12 | 6 | +3 Dex, +2 natural, -1 size |
22 |
3d8+9 |
+6 |
+6 |
+1 |
50 ft. |
10 ft. |
10 ft. |
• bite +5 (1d8+6) |
• sudden charge Charge 10-100 ft. and make bite attack with +2 to-hit bonus. On success make free Trip attempt. Suffers -2 AC until start of its next turn. • run Move up to 250 ft. |
18 |
17 |
16 |
2 |
11 |
10 |
+2 |
+7 |
20 |
13 |
Steady | Run, Skill Focus(Perception) |
Perception +9 |
This stout flightless bird stands upon two long, taloned legs, but it is its axe-shaped beak that looks the most ferocious. |
Keen-witted and powerful avian predators, axe beaks compete with wolves and hunting cats for prey upon vast, open steppes and prairies. Although feared for their boldness and territorial natures, these giant birds prove eminently tamable, making useful guardians, hunters, and even steeds when kept well fed. Axe beaks are relatively social creatures, forming small groups in which both males and females hunt together. They nest in immense mounds made of sticks, branches, leaves, and whatever else they can scavenge (including the bones and equipment of previous meals), with each nest used by a large group of axe beaks. Females typically lay clutches of 1d4+1 eggs once per year, which the parents take turns keeping warm for 2 months before they hatch. Mature axe beaks stand 9 feet tall and weigh as much as 500 pounds. Their plumage varies widely, from gray to brown to black in temperate climes, but taking on exotic shades of gold, red, blue, and other vibrant hues in more tropical environs. Axe beaks have lifespans of up to 50 years. An axe beak requires training before it will bear a rider. Taming an axe beak requires 6 weeks of work and a DC 25 Handle Animal check, after which it can be taught tricks as normal. Riding an axe beak requires an exotic saddle. Axe beak eggs are worth 1,000 gp apiece on the open market, while young are worth 1,500 gp each. A light load for an axe beak is up to 200 pounds; a medium load, 201-400 pounds; and a heavy load, 401-600 pounds. Other types of large, predatory flightless birds exist such as the diatryma and terror bird but the axe beak is but the most commonly encountered and well known of this breed of predator. |
Temperate • Warm | Plains | Chuum • Iokun • Khitai • Northern Empire • Southern Empire | Diurnal |
Carnivore |
Pack Hunter |
PB3 | ||||||||||||||||||||||||||||||||||
GM:Bestiary/Badger | Badger | 1/2 | 200 | Neutral | Small | beast | +1 |
+5 |
13 | 12 | 7 | +1 Dex, +1 natural, +1 size |
10 |
1d8+5 |
+4 |
+3 |
+1 |
30 ft., burrow 10 ft. |
• bite +1 (1d3) • claw +1 (1d2) |
• full attack make 1 bite attack and 2 claw attacks |
• blood rage if the badger has taken damage, it can take this action to gain +2 Constitution and +2 Strength, but take a –2 penalty to its AC for 1 minute. |
10 |
13 |
15 |
2 |
12 |
6 |
+0 |
-1 |
10 |
+4 vs Trip |
12 |
Brave | Escape Artist +5, Perception +5 |
The squat, waddling badger trudges forth. Thrusting its flattened nose about the ground, it sniffs incessantly. |
Cold • Temperate | Forests | Hoth • Northern Empire • Ravalon | Nocturnal |
Omnivore |
Social |
PB2 | ||||||||||||||||||||||||||||||||||||
GM:Bestiary/Badger | Badger | 1/2 | 200 | Neutral | Small | beast | +1 |
+5 |
13 | 12 | 7 | +1 Dex, +1 natural, +1 size |
10 |
1d8+5 |
+4 |
+3 |
+1 |
30 ft., burrow 10 ft. |
• bite +1 (1d3) • claw +1 (1d2) |
• full attack make 1 bite attack and 2 claw attacks |
• blood rage if the badger has taken damage, it can take this action to gain +2 Constitution and +2 Strength, but take a –2 penalty to its AC for 1 minute. |
10 |
13 |
15 |
2 |
12 |
6 |
+0 |
-1 |
10 |
+4 vs Trip |
12 |
Brave | Escape Artist +5, Perception +5 |
The squat, waddling badger trudges forth. Thrusting its flattened nose about the ground, it sniffs incessantly. |
Cold • Temperate | Forests | Hoth • Northern Empire • Ravalon | Nocturnal |
Omnivore |
Social |
PB2 | ||||||||||||||||||||||||||||||||||||
GM:Bestiary/Bat Swarm | Bat Swarm | 2 | 600 | Neutral | Diminutive | beast | swarm | +2 |
+15 |
blindsense 20 ft., low-light vision |
16 | 16 | 9 | +2 Dex, +4 size |
13 |
3d8 |
+3 |
+7 |
+3 |
flanking, precision-based, fine swarm |
5 ft., fly 40 ft. (good) |
10 ft. |
0 ft. |
• swarm (1d6), any living creature damaged by a bat swarm suffers 1 bleed damage. |
• distraction Spellcasting or concentrating on spells within the area of the swarm requires a caster level check (DC 20 + spell level). Using skills that involve patience and concentration requires a DC 20 Will save. • swarm Deals automatic damage to any creature whose space they occupy at the end of their move, with no attack roll needed. Does not threaten creatures, and do not make attacks of opportunity with their swarm attack. |
• area-effect weakness A swarm takes half again as much damage (+50%) from spells or effects that affect an area, such as splash weapons and many evocation spells. |
3 |
15 |
11 |
2 |
14 |
4 |
+2 |
— |
— |
15 |
Nervous | Lightning Reflexes, Skill Focus (Perception) |
Acrobatics +12, Perception +15 (+4 Perception when using blindsense) |
Bat swarms dwell in large caves, ruins, or even city sewers—anywhere they can find darkness to hide in during the day and a supply of food to feast upon at night. They are only encountered outside in a group at dawn or dusk, or when they have been startled and forced to flee their lairs. |
Temperate • Warm | Forests • Hills • Underground • Underworld | All | Subterranean |
Insectivore |
Flock |
PB1 | |||||||||||||||||||||||||||||||
GM:Bestiary/Blindheim | Blindheim | 2 | 600 | Neutral | Small | beast | magical | +2 |
+9 |
darkvision 60 ft., low-light vision |
16 | 14 | 8 | +2 Dex, +1 dodge, +2 natural, +1 size |
22 |
3d10+6 |
+5 |
+5 |
+2 |
blindness |
30 ft., climb 20 ft., swim 20 ft. |
• bite +5 (1d4+1) • claw +5 (1d3+1) |
• full attack make 1 bite attack and 2 claw attacks |
• blinding gaze A blindheim’s eyes emit bright light to a range of 30 feet. Any creature within the area must make a DC 13 Fortitude save or be blinded for 1 hour. Blindheims can see normally in the light generated by their eyes, which illuminates a 30-foot spread with bright light. Creatures with light blindness or light sensitivity take the normal penalties within 30 feet of a blindheim that is using its blinding gaze. A blindheim can activate or suppress this ability as a free action. • dodge +3 AC against attack reactions (such as attack of opportunity) triggered by movement. |
13 |
15 |
15 |
2 |
12 |
6 |
+3 |
+3 |
16 |
14 |
Steady | Dodge, Skill Focus (Perception) |
Acrobatics +6 (+10 jump), Perception +9, Swim +9 |
Blindheims are grotesque, frog-like creatures that dwell beneath the surface, subsisting on meals of fungi, rodents, and other underground creatures. They live in the darkest, dampest regions of cavernous sprawls, particularly enjoying underground bogs, lakes, rivers, and swamps. Although not aquatic, blindheims are excellent swimmers. They use the light from their eyes to attract prey, but go dark when larger creatures approach. A blindheim uses its blinding gaze to disorient both prey and possible threats, then deactivates its gaze to scuttle away in the dark if the threat is too great. In very large caverns inhabited by blindheims, distant areas often flicker from brightly lit to absolutely dark as the creatures feed and flee. Though of animal-level intelligence, blindheims are cunning enough to coordinate their hunting tactics with others of their kind, using one creature to act as a lookout and make hit-and-run attacks with its gaze until its fellows can arrive to help finish off the prey. Stout and thick-skinned, a blindheim is just under 4 feet in height and weighs 150 pounds. A blindheim gives birth to small litters of three or four young. Though gestation can last up to a full year, it only takes about 4 years for a blindheim to mature and become self-reliant. Blindheims can live for up to 25 years. |
Temperate • Warm | Underworld | All | Subterranean |
Omnivore |
Generally solitary |
PB2 | |||||||||||||||||||||||||||||||||
GM:Bestiary/Bog Nixie | Nixie, Bog | 3 | 800 | Evil | Small | humanoid | aquatic • fey | +5 |
+8 |
18 | 16 | 8 | +5 Dex, +1 size, +2 natural armor |
13 |
2d6+6 |
+3 |
+8 |
+6 |
5 (weapons/iron and fire) |
20 ft., swim 30 ft. |
+6 |
17 |
+12 |
6 |
• silver dagger +7 (1d4/19-20), created using Create Treasure • captivating song all creatures aside from other nixies within a 300-foot spread must succeed on a DC 16 Will saving throw or become captivated. This effect continues for as long as the nixie sings and for 1 round thereafter.
A victim under the effects of the captivating song moves toward the nixie using the most direct means available. If the path leads them into a dangerous area such as into a body of water or off a cliff, that creature receives a second saving throw to end the effect before moving into peril. Captivated creatures can take no actions other than to defend themselves. A victim within 5 feet of the nixie simply stands and offers no resistance to the nixie’s attacks. A creature that successfully saves is not subject to the same nixie’s song for 24 hours. This is a sonic mind-affecting charm effect.❖ change shape can assume the form of any Small or Medium aquatic animal or return to its normal form. If the animal form assumed has any of the following abilities, the Nixie gains it: swim 60 feet, scent, grab, pounce, and trip.
• small animal gains +2 size bonus to Dexterity and a +1 natural armor bonus.
• medium animal gains a +2 size bonus to Strength, a +2 natural armor bonus, and increases claw damage to 1d6.
❖ enthral The nixie places a charm on a creature within 30 ft. causing it to regard the Nixie as a friend. If the Nixie or its allies are attacking or threatening the creature, it gains a +5 bonus to their saving throw against this charm.
A DC 25 Sense Motive check reveals the target of this charm has been enchanted. |
❖ create treasure a small, non-magical, unattended object out of gems and/or precious metals. The object lasts as long the nixie holds the object, and 1 minute afterwards. This cannot create complex items, but can create simple jewelry or coins. |
• amphibious can move in water without making Swim checks. Can breathe both air and water. • fey tongue can understand and be understood by any creature from which it has taken a bodily fluid inside its body.
• water affinity the nixie regains 1 spell point every minute it spends mostly submerged in water. |
11 |
20 |
17 |
16 |
17 |
22 |
+1 |
+0 |
15 |
15 |
Nervous | Bluff +11, Craft (any one) +7, Escape Artist +10, Handle Animal +8, Perception +8, Perform (sing) +10, Sense Motive +7, Stealth +14, Swim +12 |
sylvan |
This blue-skinned fey has webbed hands and feet. Its hair is the color of seaweed, and is decorated with shells. |
In some lands, nixies are evil creatures who lead folk to drown in their waters, either by captivating their targets with song or by assuming the form of an animal or humanoid and tricking a hunter or explorer into dangerous waters. These evil nixies prefer dwelling in festering swamps or blighted fens, and are typically known as bog nixies. |
Cold • Temperate • Warm | Marshes/Swamps | All | Nocturnal |
Omnivore |
Solitary |
PB3, SoP | |||||||||||||||||||||||||||||
GM:Bestiary/Cairn Wight | Wight, Cairn | 4 | 1,200 | Lawful Evil | Medium | humanoid | undead | +1 |
+13 |
darkvision 60 ft. |
20 | 13 | 12 | +3 armor, +3 Dex, +4 natural |
34 |
4d8+16 |
+5 |
+4 |
+7 |
constitution effects, viscular-affecting |
30 ft. |
• longsword +6 (1d8+3) plus energy drain 1 (DC 16) • slam +6 (1d4+3) plus energy drain 1 (DC 16) |
• Create Spawn (Su) Any humanoid creature that is slain by a cairn wight becomes a ordinary wight itself in only 1d4 rounds. Spawn are under the command of the cairn wight that created them and remain enslaved until its death, at which point they become full-fledged and free-willed cairn wights. They do not possess any of the abilities they had in life. |
16 |
16 |
— |
15 |
17 |
9 |
+3 |
+6 |
19 |
17 |
Fearless | Blind-Fight, Skill Focus (Perception) |
Athletics +10, Deception +6 (+10 when Sense Motive), Intimidation +11, Mysticism +9, Perception +13, Stealth +17 |
longsword, studded leather armor |
Any | Any | All | PB1 | |||||||||||||||||||||||||||||||||||||
GM:Bestiary/Cave Scorpion | Cave Scorpion | 1 | 400 | Neutral | Medium | beast | vermin | +4 |
+4 |
tremorsense 60 ft. |
12 | 10 | 7 | +2 natural |
16 |
3d8+3 |
+4 |
+1 |
+1 |
mind-affecting |
30 ft., climb 20 ft. |
• claw +2 (1d4) • sting +2 (1d4 plus poison)
• cave scorpion poison injury; save Fort DC 12; frequency 1/round for 4 rounds; effect 1d2 Str; cure 1 save. |
• full attack make 2 claw attacks and 1 sting attack • rend If the cave scorpion hits both claw attacks in 1 round it deals additional 2d4 damage. |
11 |
10 |
13 |
1 |
10 |
2 |
+2 |
+2 |
12 |
24 vs. trip |
13 |
Brave | Athletics +8, Perception +4, Stealth +0 (+12 in caves) |
The squat cave scorpion is quite well suited for life in caves. With its bulky armor, a cave scorpion at rest looks like a pile of stones. The cave scorpion’s favorite food is dwarven meat, and when a cave scorpion finds a working dwarven mine, it can quickly become a major inconvenience. Dwarven societies often post hefty bounties on cave scorpion stingers. |
Temperate • Warm | Underground • Underworld | All | Subterranean |
Carnivore |
Solitary or Swarm |
PB2 | ||||||||||||||||||||||||||||||||||
GM:Bestiary/Dark Gnome Beast Trainer | Dark Gnome Beast Trainer | 1/2 | 200 | Dark gnome | conscript | 1 | Evil | Small | humanoid | darkspawn • gnome | +1 |
+8 |
darkvision 60 ft. |
17 | 14 | 9 | +3 armor, +1 Dex, +2 dodge, +1 size |
6 |
1d10 |
+2 |
+3 |
+2 |
20 ft. |
• handaxe +1 (1d4/x3) • one of the dark gnome's animal allies may also attack his target with a single natural weapon as a joint swift action. If both attacks deal damage, the animal ally may immediately take a free 5 ft. step.
• shortbow +3 (1d4/x3), 60 ft. (only -1 penalty per range increment)
• deploy dart trap (requires ★) Place a dart trap in 5 ft-square within 5 feet. It lasts for 1d20+1 rounds.
Perception 16; Type mechanical; Disarm 16; AC 11; Hardness 1; hp 5; Trigger touch; Effect +2 (1d6/X3), when triggered the trap is removed
• deploy snare trap (requires ★) Place a snare trap in 5 ft-square within 5 feet. It lasts for 1d20+1 rounds.
Perception 16; Type mechanical; Disarm 16; AC 11; Hardness 1; hp 5; Trigger touch; Effect Reflex DC 12 or fall prone, on failed save the trap's duration is reduced by 5 rounds. |
★ quick-deploy dart trap Use deploy dart trap. ★ quick-deploy snare trap Use deploy dart trap. |
• Light Sensitivity Dark gnomes are dazzled as long as they remain in an area of bright light. |
8 |
12 |
10 |
8 |
14 |
4 |
+1 |
-1 |
10 |
13 |
Steady | Beastmastery, Coordinated Beast Attack, Trapper, Rapid Trap Placement, Huntsman Training, Skill Focus(Animal Ken), Skill Focus(Crafting(traps)) |
Animal Ken +4, Crafting(traps) +6, Perception +8, Stealth +10 (+12 underground), Survival +6 |
dark speech |
Any | Underworld | All | SoM | ||||||||||||||||||||||||||||||||||
GM:Bestiary/Dark Gnome Warrior | Dark Gnome Warrior | 1/3 | 135 | Dark gnome | warrior | 1 | Evil | Small | humanoid | darkspawn • gnome | +1 |
+7 |
darkvision 60 ft. |
17 | 14 | 9 | +3 armor, +1 Dex, +2 dodge, +1 size |
7 |
1d10+1 |
+3 |
+1 |
+1 |
20 ft. |
• longsword +2 (1d6/19-20) • if flanking or target is flat-footed, deals +1d6 damage
• shortbow +3 (1d4/x3), 60 ft.
• if target is flat-footed and within 30 ft., deals +1d6 damage |
• Light Sensitivity Dark gnomes are dazzled as long as they remain in an area of bright light. |
11 |
13 |
12 |
9 |
12 |
4 |
+1 |
+0 |
11 |
12 |
Brave | Deception -2, Intimidation +1, Perception +7, Stealth +7 (+9 underground) |
dark speech |
Any | Underworld | All | SoM | ||||||||||||||||||||||||||||||||||||
GM:Bestiary/Deer | Deer | 1/4 | 100 | Neutral | Medium | beast | +2 |
+10 |
14 | 13 | 6 | +2 Dex, +1 dodge, +1 natural |
11 |
2d8+2 |
+4 |
+5 |
+2 |
40 ft. |
• gore +2 (1d6+1) • hoof -3 (1d4) |
• full attack Make 1 gore attack and 2 hoof attacks. |
• dodge +3 AC against attack reactions (such as attack of opportunity) triggered by movement. |
12 |
15 |
12 |
2 |
14 |
6 |
+1 |
+2 |
15 |
19 vs. trip |
14 |
Cowardly | Acrobatics +2, Athletics +5 (+9 jump), Perception +10, Stealth +10 (+14 in forests) |
The elegant creature raises it head revealing a majestic rack of antlers. It has a tawny brown hide and small black hooves. |
Shy and wary, deer range from the arctic to the tropics. They are very flexible creatures, adapting easily to their climate and able to survive in all but the harshest of temperatures. Deer are very flexible in their diets as well, able to exist on plants, insects, fish, and even dead birds. Deer are excellent swimmers and have been known to swim to a distance of five miles in the water. These statistics represent the typical white-tailed deer; they can also be used to represent other deer-like animals such as caribou and antelope. Deer attack with their hooves or antlers. Antelopes, when defending their herd, attack by charging an opponent and butting with their horns (gore). The gore attack only applies to bucks with antlers. |
Temperate • Warm | Forests • Plains | Chuum • Hoth • Khemm • Northern Empire • Ravalon • Southern Empire • Uth | Crepuscular |
Herbivore |
Herd |
ToH-Deer, ToH | |||||||||||||||||||||||||||||||||||
GM:Bestiary/Dwarven Guardian | Dwarven Guardian | 5 | 1,600 | Neutral | Medium | Construct | +2 |
+0 |
darkvision 60 ft., low-light vision |
18 | 12 | 11 | +2 Dex, +6 natural |
53 |
6d10+20 |
+2 |
+4 |
+2 |
5 (weapons/adamantine) |
constitution effects, fire, mind-affecting, necromancy effects, viscular-affecting |
30 ft. |
• mace +10 (1d6+4) • shield bash +5 (1d4+2)
• flamethrower 60-ft. line, 3d6 fire damage, Reflex DC 13 half, usable every 1d4 rounds |
• full attack make 2 mace attack and 2 shield bash attacks |
• Deflecting Shield Deflect a ranged attack against the Dwarven Guardian, taking no damage. |
18 |
15 |
— |
— |
11 |
1 |
+6 |
+10 |
22 |
16 |
None | mordark (cannot speak) |
Crafted by the ancient dwarves of the Age of Magic, the Dwarven guardian is a 9 feet tall, 9 feet wide bronze statue in the shape of a dwarf. Its left arm is welded to a shield, while its right arm is in the shape of a mace, with a spout at the top from which it can spew fire on intruders. |
Any | Ruins • Underground • Underworld • Urban | All | MCoM | |||||||||||||||||||||||||||||||||||||
GM:Bestiary/Dwarven Guardian | Dwarven Guardian | 5 | 1,600 | Neutral | Medium | Construct | +2 |
+0 |
darkvision 60 ft., low-light vision |
18 | 12 | 11 | +2 Dex, +6 natural |
53 |
6d10+20 |
+2 |
+4 |
+2 |
5 (weapons/adamantine) |
constitution effects, fire, mind-affecting, necromancy effects, viscular-affecting |
30 ft. |
• mace +10 (1d6+4) • shield bash +5 (1d4+2)
• flamethrower 60-ft. line, 3d6 fire damage, Reflex DC 13 half, usable every 1d4 rounds |
• full attack make 2 mace attack and 2 shield bash attacks |
• Deflecting Shield Deflect a ranged attack against the Dwarven Guardian, taking no damage. |
18 |
15 |
— |
— |
11 |
1 |
+6 |
+10 |
22 |
16 |
None | mordark (cannot speak) |
Crafted by the ancient dwarves of the Age of Magic, the Dwarven guardian is a 9 feet tall, 9 feet wide bronze statue in the shape of a dwarf. Its left arm is welded to a shield, while its right arm is in the shape of a mace, with a spout at the top from which it can spew fire on intruders. |
Any | Ruins • Underground • Underworld • Urban | All | MCoM | |||||||||||||||||||||||||||||||||||||
GM:Bestiary/Dwarven Guardian | Dwarven Guardian | 5 | 1,600 | Neutral | Medium | Construct | +2 |
+0 |
darkvision 60 ft., low-light vision |
18 | 12 | 11 | +2 Dex, +6 natural |
53 |
6d10+20 |
+2 |
+4 |
+2 |
5 (weapons/adamantine) |
constitution effects, fire, mind-affecting, necromancy effects, viscular-affecting |
30 ft. |
• mace +10 (1d6+4) • shield bash +5 (1d4+2)
• flamethrower 60-ft. line, 3d6 fire damage, Reflex DC 13 half, usable every 1d4 rounds |
• full attack make 2 mace attack and 2 shield bash attacks |
• Deflecting Shield Deflect a ranged attack against the Dwarven Guardian, taking no damage. |
18 |
15 |
— |
— |
11 |
1 |
+6 |
+10 |
22 |
16 |
None | mordark (cannot speak) |
Crafted by the ancient dwarves of the Age of Magic, the Dwarven guardian is a 9 feet tall, 9 feet wide bronze statue in the shape of a dwarf. Its left arm is welded to a shield, while its right arm is in the shape of a mace, with a spout at the top from which it can spew fire on intruders. |
Any | Ruins • Underground • Underworld • Urban | All | MCoM | |||||||||||||||||||||||||||||||||||||
GM:Bestiary/Dwarven Guardian | Dwarven Guardian | 5 | 1,600 | Neutral | Medium | Construct | +2 |
+0 |
darkvision 60 ft., low-light vision |
18 | 12 | 11 | +2 Dex, +6 natural |
53 |
6d10+20 |
+2 |
+4 |
+2 |
5 (weapons/adamantine) |
constitution effects, fire, mind-affecting, necromancy effects, viscular-affecting |
30 ft. |
• mace +10 (1d6+4) • shield bash +5 (1d4+2)
• flamethrower 60-ft. line, 3d6 fire damage, Reflex DC 13 half, usable every 1d4 rounds |
• full attack make 2 mace attack and 2 shield bash attacks |
• Deflecting Shield Deflect a ranged attack against the Dwarven Guardian, taking no damage. |
18 |
15 |
— |
— |
11 |
1 |
+6 |
+10 |
22 |
16 |
None | mordark (cannot speak) |
Crafted by the ancient dwarves of the Age of Magic, the Dwarven guardian is a 9 feet tall, 9 feet wide bronze statue in the shape of a dwarf. Its left arm is welded to a shield, while its right arm is in the shape of a mace, with a spout at the top from which it can spew fire on intruders. |
Any | Ruins • Underground • Underworld • Urban | All | MCoM | |||||||||||||||||||||||||||||||||||||
GM:Bestiary/Eagle | Eagle | 1/2 | 200 | Neutral | Small | beast | +2 |
+10 |
14 | 13 | 12 | +2 Dex, +1 natural, +1 size |
6 |
1d8+1 |
+3 |
+4 |
+2 |
10 ft., fly 80 ft. (average) |
• talon +3 (1d4+2) • bite +3 (1d4+2) |
• full attack make 1 bite attack and 2 talon attacks |
10 |
15 |
12 |
2 |
15 |
7 |
+0 |
-1 |
11 |
13 |
Nervous | Fly +8, Perception +10 |
This magnificent bird of prey has dark feathers save for those on its head, which are pure white. |
Among the most majestic of raptors, these predatory birds pluck fish from streams and lakes, drop down on rodents and small mammals in alpine meadows, and have even been known to pull young mountain goats from the assumed safety of their cliffs. These birds usually lead solitary life, gathering in groups during nesting season. The bald eagles congregate into large roosts of up to 400 birds. Groups of eagles can also be seen in areas with sufficient amount of prey. Eagles typically build their massive nests in the tops of tall trees or among the rocky crags of steep cliffs. During breeding season, an eagle lays two eggs, but only one chick normally survives, as the stronger of the two usually kills and eats the weaker. Eagles generally weigh between 8 and 15 pounds, with a wingspan of up to 7 feet, depending on the species. |
Any | Forests • Hills • Mountains | Hoth • Northern Empire • Ravalon | Diurnal |
Carnivore |
Generally solitary |
PB1 | |||||||||||||||||||||||||||||||||||||
GM:Bestiary/Elven Ghoul | Ghoul, Elf | 1 | 400 | Evil | Medium | humanoid | undead | +2 |
+7 |
darkvision 60 ft. |
14 | 12 | 7 | +2 Dex, +2 natural |
13 |
2d8+4 |
+2 |
+2 |
+5 |
+2 Will vs channel energy |
constitution effects, mind-affecting, viscular-affecting |
30 ft. |
• bite +3 (1d6+1 plus disease and paralysis) paralysis any living creature hit by a ghoul’s attack must succeed at a Fortitude save or become paralyzed. It can attempt a new save at the end of each of its turns.
ghoul fever injury; save Fort DC 13; onset 1 day; frequency 1/day; effect 1d3 Con and 1d3 Dex damage; cure 2 consecutive saves.
• claw +3 (1d6+1 plus paralysis) |
• full attack make 1 bite attack and 2 claw attacks |
• consume flesh Is adjacent to the corpse of a creature that died within the last hour. Effect: The ghoul devours a chunk of the corpse and regains 2d6 Hit Points. It can regain Hit Points from any given corpse only once. |
13 |
15 |
— |
13 |
14 |
14 |
+1 |
+2 |
14 |
14 |
Steady | Acrobatics +4, Climb +6, Perception +7, Stealth +7, Swim +3 |
A humanoid who dies of ghoul fever rises as a ghoul at the next midnight. A humanoid who becomes a ghoul in this way retains none of the abilities it possessed in life. It is not under the control of any other ghouls, but it hungers for the flesh of the living and behaves like a normal ghoul in all respects. A humanoid of 4 Hit Dice or more rises as a ghast. |
Any | Any | All | PB1, PF2B1 | ||||||||||||||||||||||||||||||||||||
GM:Bestiary/Fox | Fox | 1/4 | 100 | Neutral | Tiny | beast | +2 |
+8 |
14 | 14 | 12 | +2 Dex, +2 size |
5 |
1d8+1 |
+3 |
+4 |
+1 |
40 ft. |
• bite +1 (1d3-1) |
9 |
15 |
13 |
2 |
12 |
6 |
+0 |
+0 |
9 |
+4 vs trip |
12 |
Nervous | Skill Focus (Perception), Tracker |
Acrobatics +2 (+10 when jumping), Perception +8 (+12 when tracking by scent), Stealth +10 |
This cunning yet wary animal pounces on live prey. |
Any | Deserts • Forests • Hills • Marshes/Swamps • Mountains • Plains | All | Crepuscular |
Omnivore |
Social |
PB3 | |||||||||||||||||||||||||||||||||||||
GM:Bestiary/Fox | Fox | 1/4 | 100 | Neutral | Tiny | beast | +2 |
+8 |
14 | 14 | 12 | +2 Dex, +2 size |
5 |
1d8+1 |
+3 |
+4 |
+1 |
40 ft. |
• bite +1 (1d3-1) |
9 |
15 |
13 |
2 |
12 |
6 |
+0 |
+0 |
9 |
+4 vs trip |
12 |
Nervous | Skill Focus (Perception), Tracker |
Acrobatics +2 (+10 when jumping), Perception +8 (+12 when tracking by scent), Stealth +10 |
This cunning yet wary animal pounces on live prey. |
Any | Deserts • Forests • Hills • Marshes/Swamps • Mountains • Plains | All | Crepuscular |
Omnivore |
Social |
PB3 | |||||||||||||||||||||||||||||||||||||
GM:Bestiary/Giant Flash Beetle | Beetle, Giant Flash | 1/2 | 200 | Neutral | Small | beast | vermin | +2 |
+2 |
16 | 13 | 19 | +3 natural, +2 Dex, +1 size |
6 |
1d8+2 |
+4 |
+2 |
+2 |
mind-affecting |
30 ft., fly 30 ft. (poor) |
• bite +3 (1d4+2) |
• Flash (Ex) A flash beetle can create a bright flash of light once an hour. When a flash beetle does so, all creatures in a 10-foot burst must make a DC 12 Fortitude save or be dazzled for 1d3 rounds. The beetle has a 50% chance of automatically activating this ability upon death. |
• Luminescence (Ex) A flash beetle’s glowing glands provide light in a 10-foot radius. It stops glowing after Flash has been used. A dead flash beetle’s luminescent glands continue to glow for 1d6 days after its death. |
14 |
15 |
15 |
— |
14 |
11 |
+0 |
+1 |
13 |
21 vs. trip |
17 |
Nervous | Acrobatics +0 |
Although nocturnal, the flash beetle lacks darkvision — it relies on its own glowing glands for illumination. The flash beetle can overload its gland to provide a flash, but this is generally used as a last ditch effort before fleeing, as this burns out the gland, leaving the beetle blind. |
Temperate • Warm | Forests • Hills • Marshes/Swamps • Plains • Underground • Underworld • Urban | All | Subterranean |
Detritivore |
Solitary, cluster (2d3) or colony (6+1d6) |
PB1 | ||||||||||||||||||||||||||||||||||
GM:Bestiary/Giant Mine Beetle | Beetle, Giant Mine | 4 | 1,200 | Neutral | Large | beast | vermin | +0 |
+0 |
darkvision 60 ft. |
17 | 9 | 12 | +8 natural, -1 size |
45 |
7d8+14 |
+7 |
+2 |
+2 |
mind-affecting |
20 ft., burrow 20 ft. |
10 ft. |
5 ft. |
• bite +8 (2d8+6) |
• trample works just like the Overrun combat maneuver, but no check required and trampled creatures take 1d6+6 damage. Creatures can forgo an attack of opportunity to attempt to dodge for half damage with a Reflex saving throw (DC 17). |
19 |
10 |
15 |
— |
10 |
9 |
+5 |
+10 |
20 |
28 vs. trip |
17 |
Brave | none |
Nearly 10 feet long, giant mine beetles live below ground, devouring stone, gems and metal ores. Luckily for paranoid merchants everywhere they seem to have no interest in processed metals. That doesn't mean they can't become a serious problem if they dig their way into a mine. Giant Mine Beetles are generally solitary, but may swarm if a source of food is found sufficient that there is no competition. |
Temperate • Warm | Underground | All | Subterranean |
Lithiovore |
Solitary or Swarm |
PB1 | ||||||||||||||||||||||||||||||||
GM:Bestiary/Giant Rat | Rat, Giant | 1/3 | 135 | Neutral | Small | beast | +3 |
+4 |
14 | 14 | 6 | +3 Dex, +1 size |
5 |
1d8+1 |
+3 |
+5 |
+1 |
40 ft., climb 20 ft., swim 20 ft. |
• bite +1 (1d4 plus Filth Fever) |
• Filth Fever Bite—injury; save Fort DC 11; onset 1d3 days; frequency 1/day; effect 1d3 Dex damage and 1d3 Con damage; cure 2 consecutive saves. |
10 |
17 |
13 |
2 |
13 |
4 |
+0 |
-1 |
12 |
+4 vs Trip |
12 |
Steady | Skill Focus(Perception) |
Climb +11, Perception +4, Stealth +11, Swim +11 |
This filthy rat is the size of a small dog. It has a coat of coarse fur, a long and scabby tail, and two glittering eyes. |
Giant rats grow up to 2 feet long and weigh up to 25 pounds. They are common menaces in dungeons and city sewers alike. |
Temperate • Warm | Forests • Marshes/Swamps • Plains • Underground • Urban | All | Nocturnal |
Omnivore |
Social |
PB1 | |||||||||||||||||||||||||||||||||||
GM:Bestiary/Great Horned Owl | Owl, Great Horned | 1/2 | 200 | Neutral | Small | beast | +2 |
+10 |
15 | 13 | 8 | +2 Dex, +2 natural, +1 size |
6 |
1d8 + 1 |
+3 |
+4 |
+2 |
30 ft.10 ft., fly 60 ft. (average) |
• talon +3 (1d4-1) |
• full attack make 2 talon attacks |
8 |
15 |
13 |
2 |
15 |
6 |
+0 |
-2 |
10 |
13 |
Steady | Fly +6, Perception +10, Stealth +10 |
This gray-and-white feathered owl has fluffy wings and a bulky head that makes it look larger than most owls. |
Though great horned owls seem large, most of their apparent bulk comes from their particularly fluffy feathers and rather large heads. Great horned owls have wingspans of up to 5 feet and weigh up to 4 pounds. Great horned owls primarily hunt at night, locating prey through their excellent hearing. Their diet consists of rodents supplemented by smaller birds and rabbits. |
Any | Iokun • Northern Empire | Nocturnal |
Carnivore |
Solitary |
PB3 | ||||||||||||||||||||||||||||||||||||||
GM:Bestiary/Harpy | Harpy | 4 | 1,200 | Chaotic Evil | Medium | humanoid | +2 |
+7 |
darkvision 60 ft. |
16 | 13 | 8 | +2 Dex, +1 dodge, +3 natural armor |
38 |
7d10 |
+4 |
+7 |
+6 |
20 ft., fly 80 ft. (average) |
• talon +8 (1d8+1) • captivating song all creatures aside from other harpies within a 300-foot spread must succeed on a DC 16 Will saving throw or become captivated. This effect continues for as long as the harpy sings and for 1 round thereafter.
A victim under the effects of the captivating song moves toward the harpy using the most direct means available. If the path leads them into a dangerous area such as through fire or off a cliff, that creature receives a second saving throw to end the effect before moving into peril. Captivated creatures can take no actions other than to defend themselves. A victim within 5 feet of the harpy simply stands and offers no resistance to the harpy’s attacks. A creature that successfully saves is not subject to the same harpy’s song for 24 hours. This is a sonic mind-affecting charm effect. |
• talon flurry +8/+3 (1d8+1), +3/+3 (1d6) • flyby attack Fly up to 80 feet and make a standard action at any point during the move. |
• dodge +3 AC against attack reactions (such as attack of opportunity) triggered by movement. |
12 |
15 |
10 |
7 |
12 |
17 |
+7 |
+8 |
21 |
18 |
Steady | Dodge, Flyby Attack, Great Fortitude, Skill Focus(bluff) |
Bluff +7, Fly +12, Intimidate +7, Perception +7, Perform (song) +5 |
common, dark speech |
Identify with Arcana(DC 19)\n Harpy Feathers (Survival DC 19 / Craft(Alchemy) DC 19, 200 gp): Can be used in the creation of magic items related to flight, or wearable magic granting sonic effects, charm effects or protection from charm effects.\n Harpy Vocal Cords (Heal DC 19 / Craft(Alchemy) DC 19, 200 gp): Expend when casting a Bardic spell to reduce casting time by 3 steps. |
Save for the tattered wings and taloned feet, this creature resembles a feral woman with a wild look about her. |
Often viewed as vicious and corrupted creatures, harpies know how creatures think and act. This understanding gives them an advantage when it comes to finding their favorite meals. While creatures of the wild easily fall victim to their captivating songs, these vile bird-women prefer their meals spiced with complex sentient thoughts. Easy prey makes for a boring meal. While ultimately savage and without remorse for their actions, a number of harpies live close to humanoid societies and enjoy parlaying with creatures that they see as potential meals. Harpies tend to wear baubles and trinkets stolen from their victims, as they like to indulge in the shiny ornaments of mankind. Up close, these creatures reek with the stench of consumed victims, and they rarely let creatures not yet captivated too near, lest they smell the gore and decay upon their feathers. For this reason, many harpies wear perfumes and scented oils. Harpies appear wildly different in different lands. Some seem like an amalgam of vultures and women, while others bear the regal markings of hawks or falcons in their feathers. Rare clutches of harpies in isolated and tropical parts of the world even have colorful feathers akin to parrots. |
Temperate • Warm | Forests • Hills • Marshes/Swamps | Khitai • Northern Empire | Diurnal |
Carnivore |
Social |
PB1 | ||||||||||||||||||||||||||||||||
GM:Bestiary/Human Skeletal Champion | Skeletal Champion, Human | 2 | 600 | Human skeletal champion | warrior | 1 | Evil | Medium | humanoid | undead | +5 |
+6 |
darkvision 60 ft. |
21 | 12 | 15 | +6 armor, +1 Dex, +2 natural, +2 shield |
20 |
2d8+1d10+3+3 |
+3 |
+1 |
+3 |
5 (weapons/bludgeoning) |
cold, constitution effects, mind-affecting, viscular-affecting |
30 ft. |
• sword +6 (1d8+3/19-20) • claw +5 (1d4+3)
• cleave make a single meleee attack. On a hit deal damage and make another attack against a foe that is adjacent to the first and also within reach. Takes -2 to AC until next turn. |
• claws make 2 claw attacks |
17 |
13 |
— |
9 |
10 |
12 |
+2 |
+5 |
16 |
13 |
Fearless | Cleave,Improved Initiative,Toughness,Weapon Focus(longsword) |
Intimidate +7, Perception +6, Stealth –1 |
breastplate, heavy steel shield, longsword |
Any | Any | All | ||||||||||||||||||||||||||||||||||
GM:Bestiary/Human Skeleton | Skeleton, Human | 1/3 | 135 | Evil | Medium | humanoid | undead | +6 |
+0 |
darkvision 60 ft. |
14 | 12 | 7 | +2 Dex, +2 natural |
4 |
1d8 |
+0 |
+2 |
+2 |
+2 AC for leather armor, +4 AC for chain shirt, +2 AC for shield |
5 (weapons/bludgeoning) |
cold, constitution effects, mind-affecting, viscular-affecting |
30 ft. |
• sword +2 (1d8+2/19-20) • spear +2 (1d8+2/x3)
• longbow +2 (1d8/x3)
• claw +2 (1d4+2) |
• claws make 2 claw attacks |
15 |
14 |
— |
— |
10 |
10 |
+0 |
+2 |
14 |
11 |
None | varies |
Any | Any | All | ||||||||||||||||||||||||||||||||||||||
GM:Bestiary/Kestrel Choirbird | Kestrel Choirbird | 1/3 | 135 | Kestrel | bard | 1 | Evil | Small | humanoid | +3 |
+5 |
16 | 16 | 6 | +3 Dex, +2 dodge, +1 size |
8 |
1d8 |
+0 |
+5 |
+3 |
20 ft., fly 20 ft. (clumsy) |
• shortsword +1 (1d6-1/19-20) • fascinate one creature within 90 ft. becomes fascinated (Will DC 13 negates). The creature must be able to see and hear the bard, and capable of paying attention to him (not distracted by combat or other dangers). The effect is continuous, expending 1 round of bardic performance per round.
the creature sits quietly and observes the performance for as long as the bard continues to maintain it. While fascinated, a target takes a –4 penalty on skill checks made as reactions, such as Perception checks. Any potential threat to the target allows the target to make a new saving throw against the effect. Any obvious threat, such as someone drawing a weapon, casting a spell, or aiming a weapon at the target, automatically breaks the effect. fascinate is an enchantment (compulsion), mind-affecting ability. Fascinate relies on audible and visual components in order to function.• inspire courage allies able to perceive the performance receives a +3 morale bonus on saving throws against charm and fear effects, a +2 competence bonus on attack rolls and and a +1 competence bonus on weapon damage rolls. The effect is continuous, expending 1 round of bardic performance per round.
Inspire courage is a mind-affecting ability. inspire courage can use audible or visual components. The bard must choose which component to use when starting his performance. |
• dodge +3 AC against attack reactions (such as attack of opportunity) triggered by movement. • bardic performance The Kestrel has 7 rounds of Bardic Performance per day.
• calming voice +2 racial bonus on Charisma-based checks involving their voice. |
8 |
16 |
10 |
10 |
12 |
16 |
+0 |
-2 |
11 |
17 |
Nervous | Acrobatics +9, Deception +7, Diplomacy +7, Lore (all) +1, Perception +5, Performance (Sing) +9 (calming voice included), Stealth +7 |
common, dark speech |
Temperate • Warm | Forests • Hills • Marshes/Swamps • Underworld | Khitai • Northern Empire | Diurnal |
Omnivore |
Social |
BF, SoM | |||||||||||||||||||||||||||||||||||
GM:Bestiary/Kestrel Mockingbird | Kestrel Mockingbird | 2 | 600 | Kestrel | sorcerer | 3 | Evil | Small | humanoid | +3 |
+1 |
16 | 16 | 6 | +3 Dex, +2 dodge, +1 size |
13 |
3d6 |
+1 |
+4 |
+4 |
20 ft., fly 20 ft. (clumsy) |
3 |
+3 |
14 |
+6 |
Cha |
11 |
• songblast +4 (2d6 sonic) ranged or melee touch within 30 feet. Targets that take damage are Deafened (Fortitude DC 14 negates) for 2d4 turns. ❖ increase damage to 3d6
↯ 100% Spend a spell point to chance the songblast to a 10ft. radius burst (Reflex save DC 14 for half damage).
• shortsword +1 (1d6-1/19-20)
❖ enthral affects target within 35 feet, increasing their disposition toward you to friendly for 4 minutes (Will DC 15 negates).
❖ Enthral affects 3 people.
• lesser command force a target within 35 feet to perform one move, swift, or free action of your choice on its next turn (Will DC 15 negates). The target cannot use its other actions on that turn to undo the effect.
This only works once per day for each target.
❖ greater command take control of a target within 35 feet for as long as you concentrate, to a maximum of 4 rounds (Will DC 15 negates). The target is allowed a new saving throw as a free action each round at the end of its turn to throw off this control. Other than verbal actions, the target cannot perform an action of its own choice on its turn.
While under your control the target is Slowed. |
• dodge +3 AC against attack reactions (such as attack of opportunity) triggered by movement. • calming voice +2 racial bonus on Charisma-based checks involving their voice.
• wild magic Any time the mockingbird casts magic she has a 10% wild magic chance. |
8 |
16 |
10 |
10 |
12 |
16 |
+0 |
-2 |
11 |
12 |
Nervous | Dodge, Inspired Surge, Battle Mage, Thunder Blast, Mentalist, Command, Enthral, Group Charm |
Acrobatics +9, Arcana +4, Deception +7, Performance (Sing) +9 (calming voice included) |
common, dark speech |
Temperate • Warm | Forests • Hills • Marshes/Swamps • Underworld | Khitai • Northern Empire | Diurnal |
Omnivore |
Social |
BF, SoM | ||||||||||||||||||||||||||||
GM:Bestiary/Lesser Water Elemental | Water Elemental, Lesser | 1 | 400 | Neutral | Small | aberration | +0 |
+4 |
darkvision 60 ft. |
17 | 11 | 12 | +6 natural, +1 size |
13 |
2d10+2 |
+4 |
+3 |
+0 |
precision-based, viscular-affecting |
20 ft., swim 90 ft. |
• slam +5 (1d6+3) • Vortex (Su) While underwater can transform itself into a vortex for 1 round. The vortex is 5 feet wide at its base, but its height and width at the top can be between 10–20 ft. The creature controls the exact height, but it must be at least 10 feet high.
The whirlwind form does not provoke attacks of opportunity, even if the creature enters the space another creature occupies. Another creature might be caught in the whirlwind if it touches or enters the whirlwind, or if the whirlwind moves into or through the creature’s space. A creature in whirlwind form cannot make its normal attacks and does not threaten the area around it. Creatures one or more size categories smaller than the whirlwind take 1d6+3 damage (Reflex DC 13 negates). It must also succeed on a second DC 13 Reflex save or be picked up bodily and held suspended in the powerful currents, automatically taking the same damage each round. A creature that has a swim speed is allowed another Reflex save each round to escape the whirlwind. The creature still takes damage but can leave if the save is successful. Creatures trapped in the whirlwind cannot move except to go where the whirlwind carries them or to escape the whirlwind. Trapped creatures can otherwise act normally, but must succeed on a concentration check (DC 15 + spell level) to cast a spell. Creatures caught in the whirlwind take a –4 penalty to Dexterity and a –2 penalty on attack rolls. The whirlwind can have only as many creatures trapped inside at one time as will fit inside the whirlwind’s volume. The whirlwind can eject any carried creatures whenever it wishes as a free action, depositing them in its space. If the whirlwind’s base touches the bottom of the water body, it creates a swirling cloud of debris. This cloud is centered on the creature and has a diameter equal to half the whirlwind’s height. The cloud obscures all vision, including darkvision, beyond 5 feet. Creatures 5 feet away have concealment, while those farther away have total concealment. Those caught in the cloud of debris must succeed on a concentration check (DC 15 + spell level) to cast a spell. |
• Drench (Ex) The elemental’s touch puts out non-magical flames of Large size or smaller. The creature can dispel magical fire it touches by succeeding at a d20+1 magic skill check against the caster or magical effect in question. If the elemental succeeds then the targeted effect is destroyed. If touching a permanent effect or magic item, the item is not destroyed; instead the item’s magical properties are suppressed for 1d4 rounds, after which the item recovers its magical properties. • Water Mastery (Ex) A water elemental gains a +1 bonus on attack and damage rolls if both it and its opponent are touching water. If the opponent or the elemental is touching the ground, the elemental takes a –4 penalty on attack and damage rolls. These modifiers apply to Bull Rush and Overrun maneuvers, whether the elemental is initiating or resisting these kinds of attacks. |
14 |
10 |
13 |
4 |
11 |
11 |
+2 |
+3 |
13 |
11 |
Fearless | Acrobatics +4, Athletics +6 (swim +14), Lore (elemental seas) +1, Perception +4, Stealth +8 |
Aquan |
This translucent creature’s shape shifts between a spinning column of water and a crashing wave. |
Water elementals are patient, relentless creatures made of living fresh or salt water. They prefer to hide or drag their opponents into the water to gain an advantage. As with other elementals, all water elementals have their own unique shapes and appearances. Most appear as wave-like creatures with vaguely humanoid faces and smaller wave “arms” to either side. Another common form is that of any aquatic creature, such as a shark or octopus, but made entirely out of water. A small water elemental is 4 feet long and weighs 34 pounds. |
Any | Any | The Elemental Seas | Insomnious |
Magiotroph |
Solitary |
PB1 | ||||||||||||||||||||||||||||||||||
GM:Bestiary/Moose | Moose | 3 | 800 | Neutral | Large | beast | +1 |
+10 |
15 | 10 | 9 | +1 Dex, +5 natural, -1 size |
30 |
4d8+12 |
+7 |
+5 |
+1 |
30 ft. |
10 ft. |
• gore +6 (1d8+4) • hoof +1 (1d6+2) |
• full attack Make 1 gore attack and 2 hoof attacks. |
18 |
13 |
17 |
2 |
10 |
6 |
+3 |
+8 |
19 |
23 vs. trip |
14 |
Nervous | Endurance, Skill Focus(Perception) |
Athletics +8, Perception +10, Stealth +2 (+6 in forests) |
This furred herd animal has a rack of wide antlers spreading out from its head in an impressive expanse. |
Moose are the largest members of the elk family, ranging in size from 4 1/2 feet to over 8 feet tall at the shoulder and weighing from 440 to over 1,000 pounds. Males have broad, flat antlers that can reach a length of 5 feet or more. These antlers are shed each year after mating season. The moose’s fur ranges from brown to black, changing to a dull gray in the winter months. They are excellent swimmers, often swimming into deep water to feed on aquatic plants. Generally non-aggressive if left alone, moose can become quite aggressive if approached. They have poor eyesight, but excellent hearing, and tend to flee rather than fight as soon as would-be attackers are detected. If forced into combat, a moose attacks with its antlers or hooves. |
Cold • Temperate | Forests • Hills • Plains | Hoth • Northern Empire | Crepuscular |
Herbivore |
Solitary |
ToH-Moose, ToH | ||||||||||||||||||||||||||||||||||
GM:Bestiary/Moose | Moose | 3 | 800 | Neutral | Large | beast | +1 |
+10 |
15 | 10 | 9 | +1 Dex, +5 natural, -1 size |
30 |
4d8+12 |
+7 |
+5 |
+1 |
30 ft. |
10 ft. |
• gore +6 (1d8+4) • hoof +1 (1d6+2) |
• full attack Make 1 gore attack and 2 hoof attacks. |
18 |
13 |
17 |
2 |
10 |
6 |
+3 |
+8 |
19 |
23 vs. trip |
14 |
Nervous | Endurance, Skill Focus(Perception) |
Athletics +8, Perception +10, Stealth +2 (+6 in forests) |
This furred herd animal has a rack of wide antlers spreading out from its head in an impressive expanse. |
Moose are the largest members of the elk family, ranging in size from 4 1/2 feet to over 8 feet tall at the shoulder and weighing from 440 to over 1,000 pounds. Males have broad, flat antlers that can reach a length of 5 feet or more. These antlers are shed each year after mating season. The moose’s fur ranges from brown to black, changing to a dull gray in the winter months. They are excellent swimmers, often swimming into deep water to feed on aquatic plants. Generally non-aggressive if left alone, moose can become quite aggressive if approached. They have poor eyesight, but excellent hearing, and tend to flee rather than fight as soon as would-be attackers are detected. If forced into combat, a moose attacks with its antlers or hooves. |
Cold • Temperate | Forests • Hills • Plains | Hoth • Northern Empire | Crepuscular |
Herbivore |
Solitary |
ToH-Moose, ToH | ||||||||||||||||||||||||||||||||||
GM:Bestiary/Moose | Moose | 3 | 800 | Neutral | Large | beast | +1 |
+10 |
15 | 10 | 9 | +1 Dex, +5 natural, -1 size |
30 |
4d8+12 |
+7 |
+5 |
+1 |
30 ft. |
10 ft. |
• gore +6 (1d8+4) • hoof +1 (1d6+2) |
• full attack Make 1 gore attack and 2 hoof attacks. |
18 |
13 |
17 |
2 |
10 |
6 |
+3 |
+8 |
19 |
23 vs. trip |
14 |
Nervous | Endurance, Skill Focus(Perception) |
Athletics +8, Perception +10, Stealth +2 (+6 in forests) |
This furred herd animal has a rack of wide antlers spreading out from its head in an impressive expanse. |
Moose are the largest members of the elk family, ranging in size from 4 1/2 feet to over 8 feet tall at the shoulder and weighing from 440 to over 1,000 pounds. Males have broad, flat antlers that can reach a length of 5 feet or more. These antlers are shed each year after mating season. The moose’s fur ranges from brown to black, changing to a dull gray in the winter months. They are excellent swimmers, often swimming into deep water to feed on aquatic plants. Generally non-aggressive if left alone, moose can become quite aggressive if approached. They have poor eyesight, but excellent hearing, and tend to flee rather than fight as soon as would-be attackers are detected. If forced into combat, a moose attacks with its antlers or hooves. |
Cold • Temperate | Forests • Hills • Plains | Hoth • Northern Empire | Crepuscular |
Herbivore |
Solitary |
ToH-Moose, ToH | ||||||||||||||||||||||||||||||||||
GM:Bestiary/Mountain Lion | Mountain Lion | 3 | 800 | Neutral | Medium | beast | +4 |
+10 |
16 | 14 | 7 | +4 Dex, +2 natural |
26 |
4d8+8 |
+6 |
+8 |
+2 |
50 ft. |
• bite +7 (1d6+3 and free Grapple) • claw +7 (1d4+3 and free Grapple)
• rake While grappling as the grappler, make 1 bite attack and 2 claw attacks ignoring the normal attack penalty for attacking while grappling. |
• full attack Make 1 bite attack and 2 claw attacks. • pounce Move up to 100 ft. and make 1 bite attack and 2 claw attacks with +2 bonus to attack. Suffer -2 AC until start of next turn. |
16 |
19 |
15 |
2 |
12 |
6 |
+3 |
+6 |
+10 grapple |
20 |
24 vs. trip |
15 |
Nervous | Finesse Fighting, Skill Focus(Perception), Spirited Runner |
Acrobatics +12, Athletics +7, Perception +10, Stealth +8 (+16 in heavy undergrowth or tall grass) |
This large cat has a bushy tail with a black tip. Its fur is otherwise a rusty brown color with a light underbelly. |
This quick, elusive, and aggressive hunter is a member of the great cat family. Like others of its kind, it is a carnivore and exists mainly on a diet of meat. The typical mountain lion diet consists of small animals such as mice, squirrels, skunks, shrews, rabbits, porcupines, and gophers. Mountain lions are known to feed on animals larger than themselves such as elk, moose, deer, and even pronghorns. After devouring as much of its kill as it desires, a mountain lion buries it, returning to feed on its prey over a period of 1d10 days. A mountain lion’s hunting grounds often cover an area of up to 800 square miles. Mountain lions are also called cougars, pumas, or panthers. Mountain lions mate once every other year, usually in the summer months. Typically this is the only time more than one adult mountain lion will be encountered. An average litter consists of 1d3 cubs. A mountain lion’s den is usually found under an overhanging ledge, a crevice in a cliff, a dense thicket, or a cavity under the roots of large trees, or occasionally a dry, rock-strewn cave. Mountain lions stand about two feet tall and are about four to five feet long with a two to three foot long tail. A typical mountain lion weighs around 125 pounds. It has short, coarse, fur with a white underbelly and a black-tipped tail. Its fur color (except its underbelly) is typically brown, black, rust, or gray. Its eyes are golden. Newborn cubs have spots and blue eyes. The spots rapidly disappear as the cub ages and within nine months the spots are gone. Its eyes change from blue to golden within 12–18 months. The mountain lion has a lifespan of 18 years. Mountain lions are ambush hunters and stalkers. They wait in dense vegetation or underbrush, or rocky outcroppings for potential prey to wander by. When in range, the mountain lion springs to the attack and bites and rakes its foe. Mountain lions are excellent hunters and often stalk potential prey for several miles before attacking. |
Temperate | Forests • Hills • Mountains • Plains | Hoth • Northern Empire • Ravalon • Southern Empire | Nocturnal |
Carnivore |
Solitary |
ToH-LM, ToH | ||||||||||||||||||||||||||||||||||
GM:Bestiary/Necromancer Bee Swarm | Necromancer Bee Swarm | 2 | 600 | Neutral | Diminutive | beast | magical • swarm | +1 |
+1 |
darkvision 60 ft. |
15 | 15 | 9 | +1 Dex, +4 size |
20 |
3d10+3 |
+2 |
+2 |
+4 |
+4 Will vs mind-affecting effects |
flanking, precision-based, fine swarm |
5 ft., fly 40 ft. (good) |
5 ft. |
0 ft. |
1 |
+1 |
12 |
+2 |
Wis |
3 |
• swarm (1d6) ❖ reanimate the necromancers bee swarm an intact dead body of up to 2 HD reanimates it as a zombie for 1 minute. The zombie gains a +4 enhancement bonus to Strength and Dexterity. The necromancer bees and the zombie must remain in the same square throughout the reanimation, or the body collapses until reanimated again. |
• dig the necromancers bee swarm digs into an intact dead body, gaining total concealment and cover. If the body has the broken condition, the swarm only gain normal cover and concealment. |
• distraction Spellcasting or concentrating on spells within the area of the swarm requires a caster level check (DC 20 + spell level). Using skills that involve patience and concentration requires a DC 20 Will save. • swarm Deals automatic damage to any creature whose space they occupy at the end of their move, with no attack roll needed. Does not threaten creatures, and do not make attacks of opportunity with their swarm attack. |
• area-effect weakness A swarm takes half again as much damage (+50%) from spells or effects that affect an area, such as splash weapons and many evocation spells. |
1 |
12 |
12 |
2 |
12 |
9 |
+3 |
— |
— |
18 |
Steady | Necromancer (Necromantic Limit(Reanimate), Empowered Reanimate), Extra Spell Points |
A small animal shambles out of the darkness surrounded by a swarm of black insects |
The Necromancer Bees have an unremarkable appearance: they resemble more ants than honeybees, they are small, stingless, black with a dark blue hue (no hint of the typical yellow), and the workers have mandibles. What makes them stand out is their scavenger diet and ability to animate corpses of small animals and use them as moving beehives. |
Temperate • Warm | Forests • Marshes/Swamps • Underground • Urban | Chuum • Iokun • Northern Empire • Ravalon • Uth | Nocturnal |
Scavenger |
Eusocial |
SoP | |||||||||||||||||||||||
GM:Bestiary/Ogre Skeletal Champion | Skeletal Champion, Ogre | 4 | 1,200 | Ogre brutal skeletal champion | Evil | Medium | humanoid | undead | +4 |
+10 |
darkvision 60 ft. |
19 | 9 | 14 | +8 armor, +2 natural, –1 size |
27 |
6d8 |
+2 |
+2 |
+6 |
5 (weapons/bludgeoning) |
cold, constitution effects, mind-affecting, viscular-affecting |
30 ft. |
10 ft. |
10 ft. |
• heavy mace +11 (1d10+6) • gauntlet +10 (1d6+6)
• bull rush Provokes AoO:
+11 vs CMD; target is pushed back 5 ft. + 5 ft. per 5 DoS and takes 1d6+6 damage. ★ throw target travels an additional 5 ft. in any direction and must pass a Reflex save or fall prone.
• reposition Provokes AoO:
+11 vs CMD; target is moved 5 ft. + 5 ft. per 5 DoS to another position within reach and takes 1d6+6 damage. ★ throw target travels an additional 5 ft. in any direction and must pass a Reflex save or fall prone. |
• full attack make 2 gauntlet attacks |
• shove move up to 15 ft. and make a +10 melee touch attack against a creature. On hit, target takes 6 bludgeoning damage and is battered, and the skeletal champion regains ★. |
23 |
10 |
— |
6 |
12 |
9 |
+4 |
+11 |
21 |
16 |
Fearless | Improved Initiative, Weapon Focus(mace), Brute Fighter, Focused Might, Smash, Brute Throw |
Intimidate +8, Perception +10 |
half-plate armor, large heavy mace |
Any | Any | All | |||||||||||||||||||||||||||||||||
GM:Bestiary/Owl | Owl | 1/3 | 135 | Neutral | Tiny | beast | +3 |
+10 |
15 | 15 | 7 | +3 Dex, +2 size |
5 |
1d8 |
+2 |
+5 |
+2 |
10 ft., fly 60 ft. (average) |
• talon +5 (1d4-2) |
• full attack make 2 talon attacks |
6 |
17 |
11 |
2 |
15 |
6 |
+0 |
+1 |
9 |
13 |
Steady | Fly +7, Perception +10, Stealth +15 |
Owls are nocturnal, rodent-eating birds that make very little noise in flight. |
Cold • Temperate | Forests • Hills • Plains | All | Nocturnal |
Carnivore |
Solitary |
PB1 | ||||||||||||||||||||||||||||||||||||||
GM:Bestiary/Owl | Owl | 1/3 | 135 | Neutral | Tiny | beast | +3 |
+10 |
15 | 15 | 7 | +3 Dex, +2 size |
5 |
1d8 |
+2 |
+5 |
+2 |
10 ft., fly 60 ft. (average) |
• talon +5 (1d4-2) |
• full attack make 2 talon attacks |
6 |
17 |
11 |
2 |
15 |
6 |
+0 |
+1 |
9 |
13 |
Steady | Fly +7, Perception +10, Stealth +15 |
Owls are nocturnal, rodent-eating birds that make very little noise in flight. |
Cold • Temperate | Forests • Hills • Plains | All | Nocturnal |
Carnivore |
Solitary |
PB1 | ||||||||||||||||||||||||||||||||||||||
GM:Bestiary/Restless Spirit | Ghost, Restless Spirit | 1/2 | 200 | Neutral | Medium | aberration | undead | +2 |
+8 |
darkvision 60 ft. |
15 | 15 | 7 | +2 deflection, +1 dodge, +2 Dex |
6 |
1d8+2 |
+2 |
+2 |
+2 |
constitution effects, mind-affecting, viscular-affecting |
fly 40 ft. (good) |
• touch +2 melee touch attack (1 Strength damage) |
• shade The restless spirit takes half damage from attacks and magic originating from corporeal creatures and only deals half damage to corporeal creatures with its own attacks and magic. However, it deals full damage to shades and incorporeal creatures and suffers full damage from shades and incorporeal creatures. • dodge +3 AC against attack reactions (such as attack of opportunity) triggered by movement. |
— |
15 |
— |
5 |
10 |
14 |
+0 |
+2 |
15 |
11 |
Steady | Fly +6, Perception +8, Stealth +6 |
Any | Ruins | All | ||||||||||||||||||||||||||||||||||||||||
GM:Bestiary/Siege Mage | Siege Mage | 1 | 400 | Human | hedgemage | 1 | Medium | humanoid | human | +2 |
+2 |
12 | 12 | 5 | +2 Dex |
11 |
2d8+2 |
+1 |
+2 |
+3 |
30 ft. |
1 |
+1 |
12 |
+5 |
Int |
7 |
• spear +2 (1d8+1/x3) ❖ alter stone or earth (touch) Change touched stone or earth into a different, crude shape, such as walls, trenches or doorways. An amount of material up to small size of earth or tiny size of rock can be altered.
❖ Increase the size altered by one size category.
↯ (+100%) Increase the size altered by one size category.
• repair stone or earth (touch) Repair a damaged object of stone or earth for 1d4 hit points.
• destroy stone or earth (touch) Deal 1d4 damage to an object of stone or earth, bypassing hardness. |
• careful caster when casting a spell, increase casting time by 1 step to reduce the wild magic chance by 25%. |
• wild magic The siege mage has a base wild magic chance (↯) of 10%. • miscast On failed concentration check automatically triggers a wild magic event. |
12 |
14 |
12 |
14 |
10 |
8 |
+0 |
+1 |
13 |
15 |
Nervous | Creator (Limited Creation(no create), Material Focus(stone and dirt), Classic Substances, Forge, Larger Creation), Careful Caster, Combat Casting |
Diplomacy +4, Knowledge(arcana) +7, Knowledge(geography) +7, Knowledge(war) +4, Perception +2, Profession(mercenary) +5, Sense Motive +5, Spellcraft +7 |
spear, light crossbow, 20 bolts |
Used spell secret to acquire Careful Caster. |
|||||||||||||||||||||||||||||||||
GM:Bestiary/Soul Minstrel | Soul Minstrel | 4 | 1,200 | Human | Soul Weaver | 5 | Evil | Medium | humanoid | human | +2 |
+0 |
13 | 13 | 5 | +2 Dex, +1 dodge |
20 |
5d6 |
+1 |
+3 |
+4 |
30 ft. |
5 |
+5 |
16 |
+9 |
Cha |
11 |
• Channel Energy (5/day) cause a burst in a 30-foot radius around the soul minstrel, which either deals 3d6 damage to living creatures (Will save DC 16 half) or heals 3d6 damage to undead creatures. • Aid the Dead may expend a soul to bolster an undead creature, granting it a +2 profane bonus to attack rolls, saving throws, and turn
resistance and 5 temporary hit point for 1 hour.
• Lovelorn Soul may expend a soul to aid an ally who is at negative hit points, but not dead. The ally becomes stable and gains 10 temporary hit points for 1 minute.
• Siphon Health may expend a soul to siphon health from a living creature. The target suffers 2d6 damage (Fortitude save DC 16 half), and the soul weaver gains temporary hit points that last one hour equal to the damage dealt. A creature cannot be damaged beyond what would kill them.
• Curious Spirit may expend one soul to commune with the spirit world, allowing her to speak with and question the ancestral dead. This allows her to make a single Knowledge check with an +9 insight bonus. This may be used to reroll a Knowledge check the soul weaver had previously failed, but no more than once per question. If the soul weaver is touching a body that has been dead for no longer than 5 days, she may summon and speak with that body’s spirit, which retains all knowledge it had in life but is under no obligation to answer any questions.
• Summon Spirit may expend a soul to summon a poltergeist in the soul’s square or the nearest unoccupied square. This creature counts as a summoned creature and remains for 4 rounds.
❖ Reanimate touch an intact dead body to reanimate it as a zombie or skeleton (depending on the composition of the body in question) for 5 hours. The soul minstrel may have a total number of reanimated creatures active at any one time whose combined Hit Dice does not exceed 25.
❖ Mass Reanimate may reanimate multiple creatures at once. All corpses to be reanimated must be within 35 feet. Can reanimate no more than 10 HD at once.
❖ Permanent Undead may spend 2 spell points to make the reanimation an instantaneous effect. The undead creature exists independent of your concentration, has no duration, and cannot be dispelled.
• Totem of War create an effect on a 60 ft. radius area where the minstrel and all allies gain a +3 circumstance bonus to all weapon damage rolls. Centered on the minstrel, but does not move after placed. The minstrel must concentrate to maintain the totem.
❖ as a free action may change the duration to 5 rounds |
❖ Dark Sacrifice whenever the soul minstrel would take hit point damage that would reduce him to 0 hit points or less, he may sacrifice a mindless undead creature he controls within 35 feet destroying it instantly; reduce the damage the soul minstrel take by the sacrificed undead’s current hit points (to a minimum of 0). |
• Dodge +3 AC dodge bonus against attacks of opportunity caused when you move out of or within a threatened tile. • Bound Nexus may possess up to 5 souls at once. Expending a soul requires that it is next to the target of the ability.
Summoning spirits takes 1 minute, and the soul minstrel cannot summon more than 5 spirits in a day The soul minstrel may move as many souls as she wishes with a move action, and souls have a fly speed of 40 ft, though they must stay within 150 ft. Souls may be turned visible or invisible as a free action.❖ Greater Undead may spend 3 spell points and 1 hour to reanimate a body as a greater form of undead, including banshees, vampires, wrights, and others. |
10 |
14 |
10 |
12 |
10 |
18 |
+2 |
+2 |
14 |
15 |
Nervous | Dodge, Extra Spell Points, Necromancer, Dark Sacrifice, Greater Animate x3, Greater Undead, Lingering Necromancy, Mass Reanimate, Permanent Undead, Necromantic Limit(ghost strike), War Mage |
Arcana +9, Diplomacy +12, Lore(history) +9, Perform(violin) +12 |
||||||||||||||||||||||||||||||||||
GM:Bestiary/Wolf | Wolf | 1 | 400 | Neutral | Medium | beast | +2 |
+8 |
14 | 12 | 7 | +2 Dex, +2 natural |
13 |
2d8+4 |
+5 |
+5 |
+1 |
50 ft. |
• bite +2 (1d6+1) and Trip as a free action. |
13 |
15 |
15 |
2 |
12 |
6 |
+1 |
+2 |
14 |
+4 vs Trip |
13 |
Steady | Skill Focus(Perception), Tracker |
Perception +8 (+12 when tracking with scent), Stealth +6 |
This powerful canine watches its prey with piercing yellow eyes, darting its tongue across sharp white teeth. |
Wandering alone or in packs, wolves sit at the top of the food chain. Ferociously territorial and exceptionally wide-ranging in their hunting, wolf packs cover broad areas. A wolf’s wide paws contain slight webbing between the toes that assists in moving over snow, and its fur is a thick, water-resistant coat ranging in color from gray to brown and even black in some species. Its paws contain scent glands that mark the ground as it travels, assisting in navigation as well as broadcasting its whereabouts to fellow pack members. Generally, a wolf stands from 2-1/2 to 3 feet tall at the shoulder and weighs between 45 and 150 pounds, with females being slightly smaller. |
Cold • Temperate | Deserts • Forests • Hills • Mountains • Plains | Chuum • Hoth • Khitai • Northern Empire • Ravalon • Southern Empire | Nocturnal |
Carnivore |
Pack Hunter |
|||||||||||||||||||||||||||||||||||||
GM:Bestiary/Woody Axe Beak | Axe Beak, Woody | 1 | 400 | Neutral | Medium | beast | +4 |
+5 |
14 | 14 | 5 | +4 Dex |
11 |
2d8+2 |
+4 |
+7 |
+0 |
50 ft. |
• bite +1 (1d8) |
• sudden charge charge 10-100 ft. and make bite attack with +2 to-hit bonus. On success make free Trip attempt. Suffers -2 AC until start of its next turn. • run move up to 250 ft. |
10 |
19 |
12 |
2 |
11 |
10 |
+1 |
+1 |
15 |
11 |
Steady | Perception +5 |
While the dark-feathered, orange-beaked diatrymas are smaller than the average axe beak, standing at a mere 6 to 7 feet in height, they are no less ferocious. |
Temperate • Warm | Forests | Chuum • Iokun • Khitai • Northern Empire • Southern Empire | Diurnal |
Carnivore |
Pack Hunter |
PB3 | ||||||||||||||||||||||||||||||||||||||
GM:Bestiary/Woody Axe Beak | Axe Beak, Woody | 1 | 400 | Neutral | Medium | beast | +4 |
+5 |
14 | 14 | 5 | +4 Dex |
11 |
2d8+2 |
+4 |
+7 |
+0 |
50 ft. |
• bite +1 (1d8) |
• sudden charge charge 10-100 ft. and make bite attack with +2 to-hit bonus. On success make free Trip attempt. Suffers -2 AC until start of its next turn. • run move up to 250 ft. |
10 |
19 |
12 |
2 |
11 |
10 |
+1 |
+1 |
15 |
11 |
Steady | Perception +5 |
While the dark-feathered, orange-beaked diatrymas are smaller than the average axe beak, standing at a mere 6 to 7 feet in height, they are no less ferocious. |
Temperate • Warm | Forests | Chuum • Iokun • Khitai • Northern Empire • Southern Empire | Diurnal |
Carnivore |
Pack Hunter |
PB3 | ||||||||||||||||||||||||||||||||||||||
GM:Bestiary/Yellow Musk Creeper | Yellow Musk Creeper | 2 | 600 | Neutral | Medium | plant | +2 |
+0 |
tremorsense 30 ft. |
14 | 12 | 7 | +2 Dex, +2 natural |
22 |
3d8+9 |
+6 |
+3 |
+1 |
mind-affecting, viscular-affecting |
5 ft. |
10 ft. |
• tendril +5 (1d4+4) • pollen spray (Ex) +4 ranged touch attack (30 ft.) DC 14 Will save or be entranced for 1d6 rounds.
An entranced creature can take no action other than to move at its normal speed into a space within the yellow musk creeper’s reach, at which point an entranced creature remains motionless and allows the creeper to insert tendrils into its brain. |
• create yellow musk zombie (Ex) Bores dozens of tendrils into the brain of a helpless creature within reach, such as a creature entranced by its pollen. This attack inflicts 1d4 points of Intelligence damage per round. When a creature is reduced to 0 Intelligence, it dies, and the tendrils break off inside its brain. One hour later, the creature animates as a yellow musk zombie. |
17 |
15 |
16 |
— |
11 |
8 |
+2 |
+5 |
17 |
can't be tripped |
13 |
None | Coiling around several human skeletons, this wet green plant’s sickly flowers smoke with a nasty yellow vapor. |
The yellow musk creeper’s method of procreation is singularly frightful—it slays the living, infests them with its seeds and pollen, then animates them as zombies. These zombies serve the plant as a guardian for several days, but when new zombies are created, older ones wander off into the surrounding wild, collapsing and breaking apart within 2d6 days to give seed to a new yellow musk creeper. |
Temperate • Warm | Forests • Underground • Underworld | All | Insomnious |
Photosynthesizer |
Solitary |
PB1 | ||||||||||||||||||||||||||||||||||
GM:Bestiary/Yellow Musk Zombie | Yellow Musk Zombie | 1/2 | 200 | Neutral | Medium | plant | +0 |
+0 |
darkvision 60 ft. |
12 | 10 | 7 | +2 natural |
12 |
2d8+3 |
+0 |
+0 |
+3 |
5 (weapons/slashing) |
constitution effects, mind-affecting, viscular-affecting |
30 ft. |
• slam +4 (1d6+4) • charge move up to its speed and make 1 slam attack with +2 bonus to hit. Suffers -2 AC until start of its next turn. |
• staggered Yellow musk zombies have poor reflexes and can only perform a single move action or standard action each round. |
17 |
10 |
— |
— |
10 |
10 |
+1 |
+4 |
14 |
12 |
None | This walking corpse from which wet green vines have sprouted wears only a few soiled rags, its flesh rotting off its bones as it stumbles forward, arms outstretched. |
Created by the Yellow Musk Creeper. |
Temperate • Warm | Forests • Underground • Underworld | All | Insomnious |
None |
Dominated |
PB1 |