| Post/Author/DateTime | Post |
|---|---|
| RLRapp09-10-06, 10:12 PM | This thread is intended as a directory of creatures with the celestial template applied. Eventually this thread will contain all D20 SRD creatures that can have the celestial template in alphabetical order. Here are alphabetical post links with the creatures in the post. #1 Ankheg, Ape (no link that's this one!) #2 Aranea #3 Assassin Vine #4 Baboon, Badger, Basilisk #5 Bat, Black Bear, Brown Bear #6 Polar Bear, Behir, Bison #7 Blink Dog, Boar, Bullette #8 Camel, Cat, Centaur #9 Cheetah, Cloaker, Cockatrice #10 Crocodile, Giant Crocodile, Darkmantle #13 Delver, Digester, Deinonychus #14 Elasmosaurus, Megaraptor, Triceratops #15 Tyrannosaurus, Dire Ape, Dire Badger #16 Dire Bat, Dire Bear, Dire Boar #17 Dire Lion, Dire Rat, Dire Shark #18 Dire Tiger, Dire Weasel, Dire Wolf #19 Dire Wolverine, Dog, Riding Dog #20 Donkey, Doppleganger #23 Dragon Turtle, Dragonne, Dryad #24 Dwarf, Eagle, Giant Eagle, Elephant, Elf #25 Ethereal Filcher, Ethereal Marauder, Frost Worm #26 Shrieker, Violet Fungus, Cloud Giant #27 Stone Giant, Storm Giant, Giant Worker Ant #28 Giant Soldier Ant, Giant Queen Ant, Giant Bee #29 Giant Bombardier Beetle, Giant Fire Beetle, Giant Stag Beetle #31 Giant Praying Mantis, Giant Wasp, Gibbering Mouther #32 Girallon, Gnome, Gorgon #33 Gray Render, Grick, Griffon #34 Halfling, Hawk, Hippogriff #35 Heavy Horse, Light Horse, Heavy Warhorse, Light Warhorse #36 5-12 Headed Hydras #37 Hyena, Krenshar, Lammasu #38 Leopard, Lion, Lizard #39 Monitor Lizard, Lizardfolk, Locathah #40 Manta Ray, Merfolk, Mimic #41 Monkey, Mule #42 Tiny-Colossal Monstrous Centipedes #43 Tiny-Colossal Monstrous Scorpions #44 Tiny-Colossal Monstrous Spiders #45 Guardian Naga, Water Naga, Nymph #46 Octopus, Giant Octopus, Otyugh #47 Owl, Giant Owl, Owlbear #48 Pegasus, Phantom Fungus, Phase Spider #49 Phasm, Pony, Warpony #50 Porpoise, Pseudodragon, Purple Worm #51 Rat, Raven, Razor Boar #52 Remorhaz, Rhinoceros, Roc #53 Rust Monster, Satyr, Sea Cat #54 Shambling Mound, Shark, Shocker Lizard #55 Constrictor Snake, Giant Constrictor Snake, Tiny-Huge Viper Snake #56 Androsphinx, Criosphinx, Gynosphinx #57 Spider Eater, Grig, Nixie #58 Pixie, Squid, Giant Squid #59 Stirge, Bat Swarm, Centipede Swarm #60 Locust Swarm, Rat Swarm, Spider Swarm #61 Tarrasque, Tendriculos, Tiger #62 Toad, Treant, Unicorn #64 Baleen Whale, Cachalot Whale, Orca #65 Wolf, Wolverine, Wyvern #67 Yrthrak Psionic Monsters #68 Brain Mole, Dromite, Elan #69 Folugub, Grey Glutton, Half-Giant #70 Maenad, Thought Eater, Thought Slayer #71 Udoroot, Xeph Epic Monsters #72 Devastation Centipede, Devastation Spider, Devastation Scorpion #73 Devastation Beetle, Legendary Bear, Legendary Tiger #74 MU Spore, Ruin Swarm Celestial Ankheg Size/Type: Large Magical Beast (extraplanar) Hit Dice: 3d10+12 (28 hp) Initiative: +0 Speed: 30 ft. (6 squares), burrow 20 ft. Armor Class: 18 (-1 size, +9 natural), touch 9, flat-footed 18 Base Attack/Grapple: +3/+12 Attack: Bite +7 melee (2d6+7 plus 1d4 acid) Full Attack: Bite +7 melee (2d6+7 plus 1d4 acid) Space/Reach: 10 ft./5 ft. Special Attacks: Improved grab, smite evil, spit acid Special Qualities: Darkvision 60 ft., low-light vision, resistance to acid 5, cold 5, and electricity 5, spell resistance 8, tremorsense 60 ft. Saves: Fort +6, Ref +3, Will +2 Abilities: Str 21, Dex 10, Con 17, Int 3, Wis 13, Cha 6 Skills: Climb +8, Listen +6, Spot +3 Feats: Alertness, Toughness Environment: Warm plains Organization: Solitary or cluster (2-4) Challenge Rating: 3 Treasure: None Alignment: Always good (any) Advancement: 4 HD (Large); 5-9 HD (Huge) Level Adjustment: — The ankheg is a burrowing monster with a taste for fresh meat. An ankheg has six legs, and some specimens are yellow rather than brown. It is about 10 feet long and weighs about 800 pounds. An ankheg burrows with legs and mandibles. A burrowing ankheg usually does not make a usable tunnel, but can construct a tunnel; it burrows at half speed when it does so. It often digs a winding tunnel up to 40 feet below the surface in the rich soil of forests or farmlands. The tunnel is 5 feet tall and wide, and from 60 to 150 feet long ([1d10 + 5] × 10). Combat An ankheg usually lies 5 to 10 feet below the surface until its antennae detect the approach of prey. It then burrows up to attack. (Treat this as a charge, even though the ankheg does not need to move 10 feet before attacking.) Clusters of ankhegs share the same territory but do not cooperate. Improved Grab (Ex) To use this ability, an ankheg must hit with its bite attack. It can then attempt to start a grapple as a free action without provoking an attack of opportunity. If the ankheg is damaged after grabbing its prey, it retreats backward down its tunnel at its land speed (not its burrow speed), dragging the victim with it. Smite Evil (Su) Once per day a celestial ankheg can make a normal melee attack to deal +3 extra damage against an evil foe. Spit Acid (Ex) 30-ft. line, once every 6 hours; damage 4d4 acid, Reflex DC 14 half. One such attack depletes the ankheg’s acid supply for 6 hours. It cannot spit acid or deal acid damage during this time. The save DC is Constitution-based. An ankheg does not use this ability unless it is desperate or frustrated. It most often spits acid when reduced to fewer than half its full normal hit points or when it has not successfully grabbed an opponent. Celestial Ape Size/Type: Large Magical Beast (extraplanar) Hit Dice: 4d8+11 (29 hp) Initiative: +2 Speed: 30 ft. (6 squares), climb 30 ft. Armor Class: 14 (-1 size, +2 Dex, +3 natural), touch 11, flat-footed 12 Base Attack/Grapple: +3/+12 Attack: Claws +7 melee (1d6+5) Full Attack: 2 claws +7 melee (1d6+5) and bite +2 melee (1d6+2) Space/Reach: 10 ft./10 ft. Special Attacks: Smite evil Special Qualities: Darkvision 60 ft., damage reduction 5/magic, low-light vision, energy resistance to acid 5, cold 5, and electricity 5, scent, spell resistance 9 Saves: Fort +6, Ref +6, Will +2 Abilities: Str 21, Dex 15, Con 14, Int 3, Wis 12, Cha 7 Skills: Climb +14, Listen +6, Spot +6 Feats: Alertness, Toughness Environment: Warm forests Organization: Solitary, pair, or company (3-5) Challenge Rating: 3 Advancement: 5-8 HD (Large) Level Adjustment: — These powerful omnivores resemble gorillas but are far more aggressive; they kill and eat anything they can catch. An adult male ape is 5½ to 6 feet tall and weighs 300 to 400 pounds. Combat A celestial ape’s natural weapons are treated as magic weapons for the purpose of overcoming damage reduction. Smite Evil (Su) Once per day a celestial ape can make a normal melee attack to deal +4 extra damage against an evil foe. Skills Apes have a +8 racial bonus on Climb checks and can always choose to take 10 on Climb checks, even if rushed or threatened. Next, the celestial aranea. |
| RLRapp09-10-06, 10:25 PM | Celestial Aranea Size/Type: Medium Magical Beast (Extraplanar, Shapechanger) Hit Dice: 3d10+6 (22 hp) Initiative: +6 Speed: 50 ft. (10 squares), climb 25 ft. Armor Class: 13 (+2 Dex, +1 natural), touch 12, flat-footed 11 Base Attack/Grapple: +3/+3 Attack: Bite +5 melee (1d6 plus poison) or web +5 ranged Full Attack: Bite +5 melee (1d6 plus poison) or web +5 ranged Space/Reach: 5 ft./5 ft. Special Attacks: Poison, smite evil, spells, web Special Qualities: Change shape, darkvision 60 ft., low-light vision, energy resistance to acid 5, cold 5, and electricity 5, spell resistance 8 Saves: Fort +5, Ref +5, Will +4 Abilities: Str 11, Dex 15, Con 14, Int 14, Wis 13, Cha 14 Skills: Climb +14, Concentration +8, Escape Artist +5, Jump +13, Listen +6, Spot +6 Feats: Improved Initiative, Iron WillB, Weapon Finesse Environment: Temperate forests Organization: Solitary or colony (3-6) Challenge Rating: 4 Treasure: Standard coins; double goods; standard items Alignment: always good (any) Advancement: By character class Level Adjustment: +6 An aranea is an intelligent, shapechanging spider with sorcerous powers. In its natural form, an aranea resembles a big spider, with a humpbacked body a little bigger than a human torso. It has fanged mandibles like a normal spider. Two small arms, each about 2 feet long, lie below the mandibles. Each arm has a hand with four many-jointed fingers and a double-jointed thumb. An aranea weighs about 150 pounds. The hump on its back houses its brain. Araneas speak Common and Sylvan. Combat An aranea avoids physical combat and uses its webs and spells when it can. In a battle, it tries to immobilize or distract the most aggressive opponents first. Araneas often subdue opponents for ransom. Poison (Ex) Injury, Fortitude DC 13, initial damage 1d6 Str, secondary damage 2d6 Str. The save DC is Constitution-based. Smite Evil (Su) Once per day a celestial aranea can make a normal melee attack to deal +3 extra damage against an evil foe. Spells An aranea casts spells as a 3rd-level sorcerer. It prefers illusions and enchantments and avoids fire spells. Typical Sorcerer Spells Known (6/6; save DC 12 + spell level) 0— daze, detect magic, ghost sound, light, resistance; 1st—mage armor, silent image, sleep. Web (Ex) In spider or hybrid form (see below), an aranea can throw a web up to six times per day. This is similar to an attack with a net but has a maximum range of 50 feet, with a range increment of 10 feet, and is effective against targets of up to Large size. The web anchors the target in place, allowing no movement. An entangled creature can escape with a DC 13 Escape Artist check or burst the web with a DC 17 Strength check. The check DCs are Constitution-based, and the Strength check DC includes a +4 racial bonus. The web has 6 hit points, hardness 0, and takes double damage from fire. Change Shape (Su) An aranea’s natural form is that of a Medium monstrous spider. It can assume two other forms. The first is a unique Small or Medium humanoid; an aranea in its humanoid form always assumes the same appearance and traits, much as a lycanthrope would. In humanoid form, an aranea cannot use its bite attack, webs, or poison. The second form is a Medium spider-humanoid hybrid. In hybrid form, an aranea looks like a Medium humanoid at first glance, but a DC 18 Spot check reveals the creature’s fangs and spinnerets. The aranea retains its bite attack, webs, and poison in this form, and can also wield weapons or wear armor. When in hybrid form, an aranea’s speed is 30 feet (6 squares). An aranea remains in one form until it chooses to assume a new one. A change in form cannot be dispelled, nor does an aranea revert to its natural form when killed. A true seeing spell, however, reveals its natural form if it is in humanoid or hybrid form. Skills Araneas have a +2 racial bonus on Jump, Listen, and Spot checks. They have a +8 racial bonus on Climb checks and can always choose to take 10 on Climb checks even if rushed or threatened. |
| RLRapp09-10-06, 10:48 PM | Celestial Assassin Vine Size/Type: Large Plant (extraplanar) Hit Dice: 4d8+12 (30 hp) Initiative: +0 Speed: 5 ft. (1 square) Armor Class: 15 (-1 size, +6 natural), touch 9, flat-footed 15 Base Attack/Grapple: +3/+12 Attack: Slam +7 melee (1d6+7) Full Attack: Slam +7 melee (1d6+7) Space/Reach: 10 ft./10 ft. (20 ft. with vine) Special Attacks: Constrict 1d6+7, entangle, improved grab, smite evil Special Qualities: Blindsight 30 ft., damage reduction 5/magic, darkvision 60 ft., camouflage, immunity to electricity, low-light vision, plant traits, resistance to acid 5, cold 10 and fire 10, spell resistance 9 Saves: Fort +7, Ref +1, Will +2 Abilities: Str 20, Dex 10, Con 16, Int 3, Wis 13, Cha 9 Environment: Temperate forests Organization: Solitary or patch (2-4) Challenge Rating: 4 Treasure: 1/10th coins; 50% goods; 50% items Alignment: Always good (any) Advancement: 5-16 HD (Huge); 17-32 HD (Gargantuan); 33+ HD (Colossal) Level Adjustment: — The assassin vine is a semi-mobile plant that collects its own grisly fertilizer by grabbing and crushing animals and depositing the carcasses near its roots. A mature plant consists of a main vine, about 20 feet long. Smaller vines up to 5 feet long branch off from the main vine about every 6 inches. These small vines bear clusters of leaves, and in late summer they produce bunches of small fruits that resemble wild grapes. The fruit is tough and has a hearty but bitter flavor. Assassin vine berries make a heady wine. An assassin vine can move about, albeit very slowly, but usually stays put unless it needs to seek prey in a new vicinity. A subterranean version of the assassin vine grows near hot springs, volcanic vents, and other sources of thermal energy. These plants have thin, wiry stems and gray leaves shot through with silver, brown, and white veins so that they resemble mineral deposits. An assassin vine growing underground usually generates enough offal to support a thriving colony of mushrooms and other fungi, which spring up around the plant and help conceal it. Combat An assassin vine uses simple tactics: It lies still until prey comes within reach, then attacks. It uses its entangle ability both to catch prey and to deter counterattacks. An celestial assassin vine’s natural weapons are treated as magic weapons for the purpose of overcoming damage reduction. Constrict (Ex) An assassin vine deals 1d6+7 points of damage with a successful grapple check. Entangle (Su) An assassin vine can animate plants within 30 feet of itself as a free action (Ref DC 13 partial). The effect lasts until the vine dies or decides to end it (also a free action). The save DC is Wisdom-based. The ability is otherwise similar to entangle (caster level 4th). Improved Grab (Ex) To use this ability, an assassin vine must hit with its slam attack. It can then attempt to start a grapple as a free action without provoking an attack of opportunity. If it wins the grapple check, it establishes a hold and can constrict. Smite Evil (Su) Once per day a celestial assassin vine can make a normal melee attack to deal +4 extra damage against an evil foe. Blindsight (Ex) Assassin vines have no visual organs but can ascertain all foes within 30 feet using sound, scent, and vibration. Camouflage (Ex) Since an assassin vine looks like a normal plant when at rest, it takes a DC 20 Spot check to notice it before it attacks. Anyone with ranks in Survival or Knowledge (nature) can use one of those skills instead of Spot to notice the plant. Dwarves can use stonecunning to notice the subterranean version. |
| RLRapp09-14-06, 08:00 PM | Celestial Baboon Size/Type: Medium Magical Beast (extraplanar) Hit Dice: 1d8+1 (5 hp) Initiative: +2 Speed: 40 ft. (8 squares), climb 30 ft. Armor Class: 13 (+2 Dex, +1 natural), touch 12, flat-footed 11 Base Attack/Grapple: +0/+2 Attack: Bite +2 melee (1d6+3) Full Attack: Bite +2 melee (1d6+3) Space/Reach: 5 ft./5 ft. Special Attacks: Smite evil Special Qualities: Darkvision 60 ft., low-light vision, resistance to acid 5, cold 5, and electricity 5, scent, spell resistance 6 Saves: Fort +3, Ref +4, Will +1 Abilities: Str 15, Dex 14, Con 12, Int 3, Wis 12, Cha 4 Skills: Climb +10, Listen +5, Spot +5 Feats: Alertness Environment: Warm plains Organization: Solitary or troop (10-40) Challenge Rating: ½ Advancement: 2-3 HD (Medium) Level Adjustment: — Baboons are powerful and aggressive primates adapted to life on the ground. They prefer open spaces but climb trees to find safe places to rest overnight. A typical baboon is the size of a big dog. Males can be 2 to 4 feet long and weigh as much as 90 pounds. Combat Baboons usually attack in groups. Smite Evil (Su) Once per day a celestial baboon can make a normal melee attack to deal +1 extra damage against an evil foe. Skills Baboons have a +8 racial bonus on Climb checks and can always choose to take 10 on Climb checks, even if rushed or threatened. Celestial Badger Size/Type: Small Magical Beast (Extraplanar) Hit Dice: 1d8+2 (6 hp) Initiative: +3 Speed: 30 ft. (6 squares), burrow 10 ft. Armor Class: 15 (+1 size, +3 Dex, +1 natural), touch 14, flat-footed 12 Base Attack/Grapple: +0/-5 Attack: Claw +4 melee (1d2-1) Full Attack: 2 claws +4 melee (1d2-1) and bite -1 melee (1d3-1) Space/Reach: 5 ft./5 ft. Special Attacks: Rage, Smite Evil Special Qualities: Low-light vision, scent, darkvision 60ft., resistance to acid 5, cold 5, and electricity 5, spell resistance 6 Saves: Fort +4, Ref +5, Will +1 Abilities: Str 8, Dex 17, Con 15, Int 3, Wis 12, Cha 6 Skills: Balance +5, Escape Artist +9, Listen +3, Spot +3 Feats: Agile, TrackB, Weapon FinesseB Environment: Any good-aligned plane Organization: Solitary, pair, or cete (3-5) Challenge Rating: ½ Alignment: Always chaotic good Advancement: 2 HD (Small) Level Adjustment: — The celestial badger is a furry animal with a squat, powerful body. Its strong forelimbs are armed with long claws for digging. An adult badger is 2 to 3 feet long and weighs 25 to 35 pounds. Celestial badgers are commonly summoned by the summon monster I spell. Combat Celestial badgers attack with their sharp claws and teeth. Rage (Ex) A badger that takes damage in combat flies into a berserk rage on its next turn, clawing and biting madly until either it or its opponent is dead. It gains +4 to Strength, +4 to Constitution, and -2 to Armor Class. The creature cannot end its rage voluntarily. Smite Evil (Su) Once per day a celestial badger can make a normal melee attack to deal 1 point of extra damage against an evil foe. Skills A badger has a +4 racial bonus on Escape Artist checks. Celestial Basilisk Size/Type: Medium Magical Beast (Extraplanar) Hit Dice: 6d10+12 (45 hp) Initiative: -1 Speed: 20 ft. (4 squares) Armor Class: 16 (-1 Dex, +7 natural), touch 9, flat-footed Base Attack/Grapple: +6/+8 Attack: Bite +8 melee (1d8+3) Full Attack: Bite +8 melee (1d8+3) Space/Reach: 5 ft./5 ft. Special Attacks: Petrifying gaze, smite evil Special Qualities: Darkvision 60 ft., low-light vision, Resistance to acid 5 cold 5 and electricity 5, damage reduction 5/magic, spell resistance 11 Saves: Fort +9, Ref +4, Will +3 Abilities: Str 15, Dex 8, Con 15, Int 3, Wis 12, Cha 11 Skills: Hide +0*, Listen +7, Spot +7 Feats: Alertness, Blind-Fight, Great Fortitude Environment: Warm deserts Organization: Solitary or colony (3-6) Challenge Rating: 6 Treasure: None Alignment: Always good (any) Advancement: 7-10 HD (Medium); 11-18 HD (Large) Level Adjustment: — A basilisk is a reptilian monster that petrifies living creatures with a mere gaze. A basilisk usually has a dull brown body with a yellowish underbelly. Some specimens sport a short, curved horn atop the nose. An adult basilisk’s body grows to about 6 feet long, not including its tail, which can reach an additional length of 5 to 7 feet. The creature weighs about 300 pounds. Combat A basilisk relies on its gaze attack, biting only when opponents come within reach. Though it has eight legs, its slow metabolism renders it relatively sluggish, so it does not expend energy unnecessarily. Intruders who flee a basilisk rather than fight can expect, at best, a halfhearted pursuit. These creatures tend to spend most of their time lying in wait for prey, which includes small mammals, birds, reptiles, and similar creatures. A celestial basilisk’s natural weapons are treated as magic weapons for the purpose of overcoming damage reduction. Petrifying Gaze (Su) Turn to stone permanently, range 30 feet; Fortitude DC 13 negates. The save DC is Charisma-based. Smite Evil (Su) Once per day a celestial basilisk can make a normal melee attack to deal 6 point of extra damage against an evil foe. Skills *The basilisk’s dull coloration and its ability to remain motionless for long periods of time grant it a +4 racial bonus on Hide checks in natural settings. |
| RLRapp09-15-06, 10:42 PM | Celestial Bat Size/Type: Diminutive Magic Beast (Extraplanar) Hit Dice: ¼ d8 (1 hp) Initiative: +2 Speed: 5 ft (1 square), fly 40 ft. (good) Armor Class: 16 (+4 size, +2 Dex), touch 16, flat-footed 14 Base Attack/Grapple: +0/-17 Attack: — Full Attack: — Space/Reach: 1 ft./0 ft. Special Attacks: Smite evil Special Qualities: Blindsense 20 ft., Darkvision 60 ft., low-light vision, resistance to acid 5, cold 5, and electricity 5, spell resistance 6 Saves: Fort +2, Ref +4, Will +2 Abilities: Str 1, Dex 15, Con 10, Int 2, Wis 14, Cha 4 Skills: Hide +14, Listen +8*, Move Silently +6, Spot +8* Feats: Alertness Environment: Temperate deserts Organization: Colony (10-40) or crowd (10-50) Challenge Rating: 1/10 Advancement: — Level Adjustment: — Bats are nocturnal flying mammals. The statistics presented here describe small, insectivorous bats. Combat Blindsense (Ex) A bat notices and locates creatures within 20 feet. Opponents still have 100% concealment against a creature with blindsense. Smite Evil (Su) Once per day a celestial bat can make a normal melee attack to deal +1 extra damage against an evil foe. Skills *A bat has a +4 racial bonus on Spot and Listen checks. These bonuses are lost if its blindsense is negated. Celestial Black Bear Size/Type: Medium Magical Beast (Extraplanar) Hit Dice: 3d8+6 (19 hp) Initiative: +1 Speed: 40 ft. (8 squares) Armor Class: 13 (+1 Dex, +2 natural), touch 11, flat-footed 12 Base Attack/Grapple: +2/+6 Attack: Claw +6 melee (1d4+4) Full Attack: 2 claws +6 melee (1d4+4) and bite +1 melee (1d6+2) Space/Reach: 5 ft./5 ft. Special Attacks: Smite evil Special Qualities: Darkvision 60 ft., low-light vision, resistance to acid 5 cold 5 and electricity 5, scent, spell resistance 8 Saves: Fort +5, Ref +4, Will +2 Abilities: Str 19, Dex 13, Con 15, Int 2, Wis 12, Cha 6 Skills: Climb +4, Listen +4, Spot +4, Swim +8 Feats: Endurance, Run Environment: Temperate forests Organization: Solitary or pair Challenge Rating: 2 Advancement: 4-5 HD (Medium) Level Adjustment: — The black bear is a forest-dwelling omnivore that usually is not dangerous unless an interloper threatens its cubs or food supply. Black bears can be pure black, blond, or cinnamon in color and are rarely more than 5 feet long. Celestial black bears are commonly summoned by the summon monster III spell. Combat Black bears rip prey with their claws and teeth. Smite Evil (Su) Once per day a celestial black bear can make a normal melee attack to deal 3 points of extra damage against an evil foe. Skills A black bear has a +4 racial bonus on Swim checks. Celestial Brown Bear Size/Type: Large Magic Beast (Extraplanar) Hit Dice: 6d8+24 (51 hp) Initiative: +1 Speed: 40 ft. (8 squares) Armor Class: 15 (-1 size, +1 Dex, +5 natural), touch 10, flat-footed 14 Base Attack/Grapple: +4/+16 Attack: Claw +11 melee (1d8+8) Full Attack: 2 claws +11 melee (1d8+8) and bite +6 melee (2d6+4) Space/Reach: 10 ft./5 ft. Special Attacks: Improved grab, smite evil Special Qualities: Darkvision 60 ft., damage reduction 5/magic, low-light vision, Resistance to acid 5 cold 5 and electricity 5, scent, spell resistance 11 Saves: Fort +9, Ref +6, Will +3 Abilities: Str 27, Dex 13, Con 19, Int 3, Wis 12, Cha 6 Skills: Listen +4, Spot +7, Swim +12 Feats: Endurance, Run, Track Environment: Cold forests Organization: Solitary or pair Challenge Rating: 5 Advancement: 7-10 HD (Large) Level Adjustment: — These massive carnivores weigh more than 1,800 pounds and stand nearly 9 feet tall when they rear up on their hind legs. They are bad-tempered and territorial. The brown bear’s statistics can be used for almost any big bear, including the grizzly. Celestial brown bears are commonly summoned by the summon monster V spell. Combat A brown bear attacks mainly by tearing at opponents with its claws. A celestial brown bear’s natural weapons are treated as magic weapons for the purpose of overcoming damage reduction. Improved Grab (Ex) To use this ability, a brown bear must hit with a claw attack. It can then attempt to start a grapple as a free action without provoking an attack of opportunity. Smite Evil (Su) Once per day a celestial brown bear can make a normal melee attack to deal 6 point of extra damage against an evil foe. Skills A brown bear has a +4 racial bonus on Swim checks. |
| RLRapp09-17-06, 08:07 PM | Celestial Polar Bear Size/Type: Large Magical Beast (Extraplanar) Hit Dice: 8d8+32 (68 hp) Initiative: +1 Speed: 40 ft. (8 squares), swim 30 ft. Armor Class: 15 (-1 size, +1 Dex, +5 natural), touch 10, flat-footed 14 Base Attack/Grapple: +6/+18 Attack: Claw +13 melee (1d8+8) Full Attack: 2 claws +13 melee (1d8+8) and bite +8 melee (2d6+4) Space/Reach: 10 ft./5 ft. Special Attacks: Improved grab, smite evil Special Qualities: Darkvision 60 ft., damage reduction 5/magic, low-light vision, resistance to acid 10, cold 10, and electricity 10, scent, spell resistance 13 Saves: Fort +10, Ref +7, Will +3 Abilities: Str 27, Dex 13, Con 19, Int 3, Wis 12, Cha 6 Skills: Hide -2*, Listen +5, Spot +7, Swim +16 Feats: Endurance, Run, Track Environment: Cold plains Organization: Solitary or pair Challenge Rating: 6 Advancement: 9-12 HD (Large) Level Adjustment: — These long, lean carnivores are slightly taller than brown bears. Celestial polar bears are commonly summoned by the summon monster VI spell. Combat Polar bears fight just as brown bears do. A celestial polar bear’s natural weapons are treated as magic weapons for the purpose of overcoming damage reduction. Improved Grab (Ex) To use this ability, a polar bear must hit with a claw attack. It can then attempt to start a grapple as a free action without provoking an attack of opportunity. Smite Evil (Su) Once per day a celestial polar bear can make a normal melee attack to deal 8 points of extra damage against an evil foe. Skills A polar bear has a +8 racial bonus on any Swim check to perform some special action or avoid a hazard. It can always choose to take 10 on a Swim check, even if distracted or endangered. It can use the run action while swimming, provided it swims in a straight line. *A polar bear’s white coat bestows a +12 racial bonus on Hide checks in snowy areas. Celestial Behir Size/Type: Huge Magical Beast (Extraplanar) Hit Dice: 9d10+45 (94 hp) Initiative: +1 Speed: 40 ft. (8 squares), climb 15 ft. Armor Class: 20 (-2 size, +1 Dex, +11 natural), touch 9, flat-footed 19 Base Attack/Grapple: +9/+25 Attack: Bite +15 melee (2d4+12) Full Attack: Bite +15 melee (2d4+12) Space/Reach: 15 ft./10 ft. Special Attacks: Breath weapon, constrict 2d8+8, improved grab, rake 1d4+4, smite evil, swallow whole Special Qualities: Can’t be tripped, darkvision 60 ft., damage reduction 5/magic, immunity to electricity, low-light vision, resistance to acid 10 and cold 10, scent, spell resistance 14 Saves: Fort +11, Ref +7, Will +5 Abilities: Str 26, Dex 13, Con 21, Int 7, Wis 14, Cha 12 Skills: Climb +16, Hide +5, Listen +4, Spot +4, Survival +2 Feats: Alertness, Cleave, Power Attack, Track Environment: Warm hills Organization: Solitary or pair Challenge Rating: 10 Treasure: Standard Alignment: Always good (any) Advancement: 10-13 HD (Huge); 14-27 HD (Gargantuan) Level Adjustment: — The behir is a serpentine monster that can slither like a snake or use its dozen legs to move with considerable speed. A behir is about 40 feet long and weighs about 4,000 pounds. It can fold its limbs close to its long, narrow body and slither in snake fashion if it desires. The coloration of behirs ranges from ultramarine to deep blue with bands of gray-brown. The belly is pale blue. The two large horns curving back over the head look dangerous but are actually used for preening the creature’s scales, not for fighting. Behirs speak Common. Combat A behir usually bites and grabs its prey first, then either swallows or constricts the opponent. It can employ its claws only against foes caught in its coils. If beset by a large number of foes, it uses its breath weapon. A celestial behir’s natural weapons are treated as magic weapons for the purpose of overcoming damage reduction. Breath Weapon (Su) 20-foot line, once every 10 rounds, damage 7d6 electricity, Reflex DC 19 half. The save DC is Constitution-based. Constrict (Ex) A behir deals 2d8+8 points of damage with a successful grapple check. It can make six rake attacks against a grappled foe as well. Improved Grab (Ex) To use this ability, a behir must hit a creature of any size with its bite attack. It can then attempt to start a grapple as a free action without provoking an attack of opportunity. If it wins the grapple check, it it establishes a hold and can attempt to constrict the opponent or swallow the opponent in the following round. Rake (Ex) Six claws, attack bonus +15 melee, damage 1d4+4. Smite Evil (Su) Once per day a celestial behir can make a normal melee attack to deal 9 points of extra damage against an evil foe. Swallow Whole (Ex) A behir can try to swallow a grabbed Medium or smaller opponent by making a successful grapple check. A behir that swallows an opponent can use its Cleave feat to bite and grab another opponent. A swallowed creature takes 2d8+8 points of bludgeoning damage and 8 points of acid damage per round from the behir’s gizzard. A swallowed creature can cut its way out by using a light slashing or piercing weapon to deal 25 points of damage to the gizzard (AC 15). Once the creature exits, muscular action closes the hole; another swallowed opponent must cut its own way out. A behir’s gizzard can hold 2 Medium, 8 Small, 32 Tiny, or 128 Diminutive or smaller opponents. Skills Behirs have a +8 racial bonus on Climb checks and can always choose to take 10 on Climb checks, even if rushed or threatened. Celestial Bison Size/Type: Large Magical Beast (Extraplanar) Hit Dice: 5d8+15 (37 hp) Initiative: +0 Speed: 40 ft. (8 squares) Armor Class: 13 (-1 size, +4 natural), touch 9, flat-footed 13 Base Attack/Grapple: +3/+13 Attack: Gore +8 melee (1d8+9) Full Attack: Gore +8 melee (1d8+9) Space/Reach: 10 ft./5 ft. Special Attacks: Smite evil, stampede Special Qualities: darkvision 60 ft., damage reduction 5/magic, low-light vision, resistance to acid 5, cold 5, and electricity 5, scent, spell resistance 10 Saves: Fort +7, Ref +4, Will +1 Abilities: Str 22, Dex 10, Con 16, Int 3, Wis 11, Cha 4 Skills: Listen +7, Spot +5 Feats: Alertness, Endurance Environment: Temperate plains Organization: Solitary or herd (6-30) Challenge Rating: 3 Advancement: 6-7 HD (Large) Level Adjustment: — These herd animals can be aggressive when protecting young and during the mating season, but they generally prefer flight to fighting. A bison stands more than 6 feet tall at the shoulder and is 9 to 12 feet long. It weigh 1,800 to 2,400 pounds. The bison’s statistics can be used for almost any large herd animal. Celestial bisons are commonly summoned by the summon monster III spell. Combat A celestial bison’s natural weapons are treated as magic weapons for the purpose of overcoming damage reduction. Smite Evil (Su) Once per day a celestial bison can make a normal melee attack to deal 5 points of extra damage against an evil foe. Stampede (Ex) A frightened herd of bison flees as a group in a random direction (but always away from the perceived source of danger). They literally run over anything of Large size or smaller that gets in their way, dealing 1d12 points of damage for each five bison in the herd (Reflex DC 18 half). The save DC is Strength-based. |
| RLRapp09-18-06, 07:42 PM | Celestial Blink Dog Size/Type: Medium Magical Beast (Extraplanar) Hit Dice: 4d10 (22 hp) Initiative: +3 Speed: 40 ft. (8 squares) Armor Class: 16 (+3 Dex, +3 natural), touch 13, flat-footed 13 Base Attack/Grapple: +4/+4 Attack: Bite +4 melee (1d6) Full Attack: Bite +4 melee (1d6) Space/Reach: 5 ft./5 ft. Special Attacks: Smite evil Special Qualities: Blink, darkvision 60 ft., damage reduction 5/magic, dimension door, low-light vision, resistance to acid 5, cold 5, and electricity 5, scent, spell resistance 9 Saves: Fort +4, Ref +7, Will +4 Abilities: Str 10, Dex 17, Con 10, Int 10, Wis 13, Cha 11 Skills: Hide +3, Listen +5, Sense Motive +3, Spot +5, Survival +4 Feats: Iron Will, Run, TrackB Environment: Temperate plains Organization: Solitary, pair, or pack (7-16) Challenge Rating: 3 Treasure: None Alignment: Usually lawful good Advancement: 5-7 HD (Medium); 8-12 HD (Large) Level Adjustment: +4 (cohort) The blink dog is an intelligent canine that has a limited teleportation ability. Blink dogs have their own language, a mixture of barks, yaps, whines, and growls that can transmit complex information. Combat Blink dogs hunt in packs, teleporting in a seemingly random fashion until they surround their prey, allowing some of them to take advantage of flanking. A celestial blink dog’s natural weapons are treated as magic weapons for the purpose of overcoming damage reduction. Blink (Su) A blink dog can use blink as the spell (caster level 8th), and can evoke or end the effect as a free action. Dimension Door (Su) A blink dog can teleport, as dimension door (caster level 8th), once per round as a free action. The ability affects only the blink dog, which never appears within a solid object and can act immediately after teleporting. Smite Evil (Su) Once per day a celestial blink dog can make a normal melee attack to deal 4 points of extra damage against an evil foe. Celestial Boar Size/Type: Medium Magical Beast (Extraplanar) Hit Dice: 3d8+12 (25 hp) Initiative: +0 Speed: 40 ft. (8 squares) Armor Class: 16 (+6 natural), touch 10, flat-footed 16 Base Attack/Grapple: +2/+4 Attack: Gore +4 melee (1d8+3) Full Attack: Gore +4 melee (1d8+3) Space/Reach: 5 ft./5 ft. Special Attacks: Ferocity, smite evil Special Qualities: darkvision 60 ft., low-light vision, resistance to acid 5, cold 5, and electricity 5, scent, spell resistance 8 Saves: Fort +6, Ref +3, Will +2 Abilities: Str 15, Dex 10, Con 17, Int 3, Wis 13, Cha 4 Skills: Listen +7, Spot +5 Feats: Alertness, Toughness Environment: Temperate forests Organization: Solitary or herd (5-8) Challenge Rating: 2 Advancement: 4-5 HD (Medium) Level Adjustment: — Though not carnivores, these wild swine are bad-tempered and usually charge anyone who disturbs them. A boar is covered in coarse, grayish-black fur. Adult males are about 4 feet long and 3 feet high at the shoulder. Combat Ferocity (Ex) A boar is such a tenacious combatant that it continues to fight without penalty even while disabled or dying. Smite Evil (Su) Once per day a celestial boar can make a normal melee attack to deal 3 points of extra damage against an evil foe. Celestial Bulette Size/Type: Huge Magical Beast (Extraplanar) Hit Dice: 9d10+45 (94 hp) Initiative: +2 Speed: 40 ft. (8 squares), burrow 10 ft. Armor Class: 22 (-2 size, +2 Dex, +12 natural), touch 10, flat-footed 20 Base Attack/Grapple: +9/+25 Attack: Bite +16 melee (2d8+8) Full Attack: Bite +16 melee (2d8+8) and 2 claws +10 melee (2d6+4) Space/Reach: 15 ft./10 ft. Special Attacks: Leap, smite evil Special Qualities: Darkvision 60 ft., damage reduction 5/magic, low-light vision, resistance to acid 10, cold 10, and electricity 10, scent, spell resistance 14, tremorsense 60 ft. Saves: Fort +11, Ref +8, Will +6 Abilities: Str 27, Dex 15, Con 20, Int 3, Wis 13, Cha 6 Skills: Jump +18, Listen +9, Spot +3 Feats: Alertness, Iron Will, Track, Weapon Focus (bite) Environment: Temperate hills Organization: Solitary or pair Challenge Rating: 7 Treasure: None Alignment: Always good (any) Advancement: 10-16 HD (Huge); 17-27 HD (Gargantuan) Level Adjustment: — Also known as the landshark, the bulette is a terrifying predator that lives only to eat. Combat A bulette attacks anything it regards as edible, choosing the easiest or closest prey first. The only creatures it refuses to eat are elves (and it dislikes the taste of dwarves). When burrowing underground, a landshark relies on its tremorsense ability to detect prey. When it senses something edible (that is, senses movement), it breaks to the surface, crest first, and begins its attack. A celestial bulette’s natural weapons are treated as magic weapons for the purpose of overcoming damage reduction. Leap (Ex) A bulette can jump into the air during combat. This allows it to make four claw attacks instead of two, each with a +15 attack bonus, but it cannot bite. Smite Evil (Su) Once per day a celestial bulette can make a normal melee attack to deal 9 points of extra damage against an evil foe |
| RLRapp09-19-06, 07:54 PM | Celestial Camel Size/Type: Large Magical Beast (Extraplanar) Hit Dice: 3d8+6 (19 hp) Initiative: +3 Speed: 50 ft. (10 squares) Armor Class: 13 (-1 size, +3 Dex, +1 natural), touch 12, flat-footed 10 Base Attack/Grapple: +2/+10 Attack: Bite +0 melee (1d4+2*) Full Attack: Bite +0 melee* (1d4+2*) Space/Reach: 10 ft./5 ft. Special Attacks: Smite evil Special Qualities: darkvision 60 ft., low-light vision, resistance to acid 5, cold 5, and electricity 5, scent, spell resistance 8 Saves: Fort +5, Ref +6, Will +1 Abilities: Str 18, Dex 16, Con 14, Int 3, Wis 11, Cha 4 Skills: Listen +5, Spot +5 Feats: Alertness, Endurance Environment: Warm deserts Organization: Domesticated or herd (6-30) Challenge Rating: 1 Advancement: — Level Adjustment: — Camels are known for their ability to travel long distances without food or water. The statistics presented here are for the dromedary, or one-humped camel, which thrives in warm deserts. A dromedary stands about 7 feet tall at the shoulder, with its hump rising 1 foot higher. The two-humped, or Bactrian, camel is suited to cooler, rocky areas. It is stockier, slower (speed 40 feet), and has a higher Constitution score (16). Carrying Capacity A light load for a camel is up to 300 pounds; a medium load, 301-600 pounds; and a heavy load, 601-900 pounds. A camel can drag 4,500 pounds. Combat *A camel’s bite is treated as a secondary attack and adds only half the camel’s Strength bonus to the damage roll. Smite Evil (Su) Once per day a celestial camel can make a normal melee attack to deal 3 points of extra damage against an evil foe. Celestial Cat Size/Type: Tiny Magical Beast (Extraplanar) Hit Dice: ½ d8 (2 hp) Initiative: +2 Speed: 30 ft. (6 squares) Armor Class: 14 (+2 size, +2 Dex), touch 14, flat-footed 12 Base Attack/Grapple: +0/-12 Attack: Claw +4 melee (1d2-4) Full Attack: 2 claws +4 melee (1d2-4) and bite -1 melee (1d3-4) Space/Reach: 2½ ft./0 ft. Special Attacks: Smite evil Special Qualities: Darkvision 60 ft., low-light vision, resistance to acid 5, cold 5, and electricity 5, scent, spell resistance 6 Saves: Fort +2, Ref +4, Will +1 Abilities: Str 3, Dex 15, Con 10, Int 3, Wis 12, Cha 7 Skills: Balance +10, Climb +6, Hide +16*, Jump +10, Listen +3, Move Silently +8, Spot +3 Feats: Stealthy, Weapon FinesseB Environment: Temperate plains Organization: Domesticated or solitary Challenge Rating: ¼ Advancement: — Level Adjustment: — The statistics presented here describe a celestial housecat. Combat Cats prefer to sneak up on their prey. Smite Evil (Su) Once per day a celestial cat can make a normal melee attack to deal 1 point of extra damage against an evil foe. Skills Cats have a +4 racial bonus on Climb, Hide, and Move Silently checks and a +8 racial bonus on Jump checks. Cats have a +8 racial bonus on Balance checks. They use their Dexterity modifier instead of their Strength modifier for Climb and Jump checks. *In areas of tall grass or heavy undergrowth, the Hide bonus rises to +8. Celestial Centaur Size/Type: Large Monstrous Humanoid (Extraplanar) Hit Dice: 4d8+8 (26 hp) Initiative: +2 Speed: 50 ft. (10 squares) Armor Class: 14 (-1 size, +2 Dex, +3 natural), touch 11, flat-footed 12 Base Attack/Grapple: +4/+12 Attack: Longsword +7 melee (2d6+6/19-20) or composite longbow (+4 Str bonus) +5 ranged (2d6+4/×3) Full Attack: Longsword +7 melee (2d6+6/19-20) and 2 hooves +3 melee (1d6+2); or composite longbow (+4 Str bonus) +5 ranged (2d6+4/×3) Space/Reach: 10 ft./5 ft. Special Attacks: Smite evil Special Qualities: Darkvision 60 ft., damage reduction 5/magic, resistance to acid 5, cold 5, and electricity 5, spell resistance 9 Saves: Fort +3, Ref +6, Will +5 Abilities: Str 18, Dex 14, Con 15, Int 8, Wis 13, Cha 11 Skills: Listen +3, Move Silently +4, Spot +3, Survival +2 Feats: Dodge, Weapon Focus (hoof) Environment: Temperate forests Organization: Solitary, company (5-8), troop (8-18 plus 1 leader of 2nd-5th level), or tribe (20-150 plus 30% noncombatants plus 10 3rd-level sergeants, 5 5th-level lieutenants, and 1 leader of 5th-9th level) Challenge Rating: 4 Treasure: Standard Alignment: Usually neutral good Advancement: By character class Level Adjustment: +4 A centaur is as big as a heavy horse, but much taller and slightly heavier. A centaur is about 7 feet tall and weighs about 2,100 pounds. Centaurs speak Sylvan and Elven. Combat A centaur employing a lance deals double damage when it charges, just as a rider on a mount does. A celestial centaur’s natural weapons are treated as magic weapons for the purpose of overcoming damage reduction. Smite Evil (Su) Once per day a celestial boar can make a normal melee attack to deal 4 points of extra damage against an evil foe. Centaurs As Characters A centaur druid is usually a tribe’s designated leader and speaker. Centaur characters possess the following racial traits. +8 Strength, +4 Dexterity, +4 Constitution, -2 Intelligence, +2 Wisdom. Large size. -1 penalty to Armor Class, -1 penalty on attack rolls, -4 penalty on Hide checks, +4 bonus on grapple checks, lifting and carrying limits double those of Medium characters. Space/Reach: 10 feet/5 feet. A celestial centaur’s base land speed is 50 feet. Damage reduction: celstial centaurs have DR5/magic up to 11 HD, DR10 thereafter. Celestial centaur's natural weapons are considered magical for the purpose of overcoming damage reduction. Darkvision out to 60 feet. Racial Hit Dice: A celestial centaur begins with four levels of monstrous humanoid, which provide 4d8 Hit Dice, a base attack bonus of +4, and base saving throw bonuses of Fort +1, Ref +4, and Will +4. Spell Resistance: a celestial centaur has spell resistance equal to hit dice + 5. Racial Skills: A centaur’s monstrous humanoid levels give it skill points equal to 7 × (2 + Int modifier). Its class skills are Listen, Move Silently, Spot, and Survival. Racial Feats: A centaur’s monstrous humanoid levels give it two feats. +3 natural armor bonus. Energy resistance: Acelestial centaur has resistance to acid, cold and electricity that varies with HD. 5 resistance with 7 or less HD, 10 at 8 or more HD. Automatic Languages: Sylvan, Elven. Bonus Languages: Common, Gnome, Halfling. Favored Class: Ranger. Level adjustment +4. |
| RLRapp09-20-06, 04:41 PM | Celestial Cheetah Size/Type: Medium Magical Beast (Extraplanar) Hit Dice: 3d8+6 (19 hp) Initiative: +4 Speed: 50 ft. (10 squares) Armor Class: 15 (+4 Dex, +1 natural), touch 14, flat-footed 11 Base Attack/Grapple: +2/+5 Attack: Bite +6 melee (1d6+3) Full Attack: Bite +6 melee (1d6+3) and 2 claws +1 melee (1d2+1) Space/Reach: 5 ft./5 ft. Special Attacks: Smite evil, trip Special Qualities: Darkvision 60 ft., low-light vision, resistance to acid 5, cold 5, and electricity 5, scent, spell resistance 8, sprint Saves: Fort +5, Ref +7, Will +2 Abilities: Str 16, Dex 19, Con 15, Int 3, Wis 12, Cha 6 Skills: Hide +6, Listen +4, Move Silently +6, Spot +4 Feats: Alertness, Weapon Finesse Environment: Warm plains Organization: Solitary, pair, or family (3-5) Challenge Rating: 2 Advancement: 4-5 HD (Medium) Level Adjustment: — Cheetahs are swift feline predators of the plains. A cheetah is 3 to 5 feet long and weighs 110 to 130 pounds. Combat Cheetahs make sudden sprints to bring down prey. Smite Evil (Su) Once per day a celestial cheetah can make a normal melee attack to deal 3 points of extra damage against an evil foe. Trip (Ex) A cheetah that hits with a claw or bite attack can attempt to trip the opponent (+3 check modifier) as a free action without making a touch attack or provoking an attack of opportunity. If the attempt fails, the opponent cannot react to trip the cheetah. Sprint (Ex) Once per hour, a cheetah can move ten times its normal speed (500 feet) when it makes a charge. Celestial Cloaker Size/Type: Large Aberration (Extraplanar) Hit Dice: 6d8+18 (45 hp) Initiative: +7 Speed: 10 ft. (2 squares), fly 40 ft. (average) Armor Class: 19 (-1 size, +3 Dex, +7 natural), touch 12, flat-footed 16 Base Attack/Grapple: +4/+13 Attack: Tail slap +8 melee (1d6+5) Full Attack: Tail slap +8 melee (1d6+5) and bite +3 melee (1d4+2) Space/Reach: 10 ft./10 ft. (5 ft. with bite) Special Attacks: Moan, engulf, smite evil Special Qualities: Darkvision 60 ft., damage reduction 5/magic, resistance to acid 5, cold 5, and electricity 5, spell resistance 11, shadow shift Saves: Fort +5, Ref +5, Will +7 Abilities: Str 21, Dex 16, Con 17, Int 14, Wis 15, Cha 15 Skills: Hide +8, Listen +13, Move Silently +12, Spot +13 Feats: Alertness, Combat Reflexes, Improved Initiative Environment: Underground Organization: Solitary, mob (3-6), or flock (7-12) Challenge Rating: 6 Treasure: Standard Alignment: always good (any) Advancement: 7-9 HD (Large); 10-18 HD (Huge) Level Adjustment: — When resting or lying in wait, these creatures are almost impossible to distinguish from common black cloaks (the cloaker’s ivory claws look very much like bone clasps). Only when it unfurls does the horrific nature of the creature become apparent. A cloaker has a wingspan of about 8 feet. It weighs about 100 pounds. Cloakers speak Undercommon. Combat Cloakers usually lie still, watching and listening for prey. If facing a single opponent, a cloaker uses its engulf attack. Against multiple foes, it lashes with its tail in concert with its moan and shadow shift abilities to reduce the opposition’s numbers, then engulfs a survivor. Multiple cloakers usually split up, leaving one or two behind to use special abilities while the rest make melee attacks. A celestial cloaker’s natural weapons are treated as magic weapons for the purpose of overcoming damage reduction. Moan (Ex) A cloaker can emit a dangerous subsonic moan as a standard action. By changing the frequency, the cloaker can cause one of four effects. Cloakers are immune to these sonic, mind-affecting attacks. Unless otherwise specified, a creature that successfully saves against one of these effects cannot be affected by the same moan effect from the same cloaker for 24 hours. All save DCs for moan effects are Charisma-based. Unnerve Anyone within a 60-foot spread automatically takes a -2 penalty on attack and damage rolls. Those forced to hear the moan for more than 6 consecutive rounds must succeed on a DC 15 Will save or enter a trance, unable to attack or defend themselves until the moaning stops. Fear Anyone within a 30-foot spread must succeed on a DC 15 Will save or become panicked for 2 rounds. Nausea Anyone in a 30-foot cone must succeed on a DC 15 Fortitude save or be overcome by nausea and weakness. Affected characters fall prone and become nauseated for 1d4+1 rounds. Stupor A single creature within 30 feet of the cloaker must succeed on a DC 15 Fortitude save or be affected as though by a hold monster spell for 5 rounds. Even after a successful save, the creature must repeat the save if the cloaker uses this effect again. Engulf (Ex) A cloaker can try to wrap a Medium or smaller creature in its body as a standard action. The cloaker attempts a grapple that does not provoke an attack of opportunity. If it wins the grapple check, it establishes a hold and bites the engulfed victim with a +4 bonus on its attack roll. It can still use its whiplike tail to strike at other targets. Attacks that hit an engulfing cloaker deal half their damage to the monster and half to the trapped victim. Shadow Shift (Su) A cloaker can manipulate shadows. This ability is effective only in shadowy areas and has three possible effects. Obscure Vision The cloaker gains concealment (20% miss chance) for 1d4 rounds. Dancing Images This effect duplicates a mirror image spell (caster level 6th). Silent Image This effect duplicates a silent image spell (DC 15, caster level 6th). The save DC is Charisma-based. Smite Evil (Su) Once per day a celestial cloaker can make a normal melee attack to deal 6 points of extra damage against an evil foe. Celestial Cockatrice Size/Type: Small Magical Beast (Extraplanar) Hit Dice: 5d10 (27 hp) Initiative: +3 Speed: 20 ft. (4 squares), fly 60 ft. (poor) Armor Class: 14 (+1 size, +3 Dex), touch 14, flat-footed 11 Base Attack/Grapple: +5/-1 Attack: Bite +9 melee (1d4-2 plus petrification) Full Attack: Bite +9 melee (1d4-2 plus petrification) Space/Reach: 5 ft./5 ft. Special Attacks: Petrification, smite evil Special Qualities: Darkvision 60 ft., low-light vision, damage reduction 5/magic, resistance to acid 5, cold 5, and electricity 5, spell resistance 10 Saves: Fort +4, Ref +7, Will +2 Abilities: Str 6, Dex 17, Con 11, Int 3, Wis 13, Cha 9 Skills: Listen +7, Spot +7 Feats: Alertness, Dodge, Weapon FinesseB Environment: Temperate plains Organization: Solitary, pair, flight (3-5), or flock (6-13) Challenge Rating: 3 Treasure: None Alignment: Always good (any) Advancement: 6-8 HD (Small); 9-15 HD (Medium) Level Adjustment: — A male cockatrice has wattles and a comb, just like a rooster. Females, much rarer than males, differ only in that they have no wattles or comb. A cockatrice weighs about 25 pounds. Combat A cockatrice fiercely attacks anything that it deems a threat to itself or its lair. Flocks of cockatrices do their utmost to overwhelm and confuse their foes, and sometimes fly directly into their opponents’ faces. A celestial cockatrice’s natural weapons are treated as magic weapons for the purpose of overcoming damage reduction. Petrification (Su) Creatures hit by a cockatrice’s bite attack must succeed on a DC 12 Fortitude save or instantly turn to stone. The save DC is Constitution-based. Cockatrices have immunity to the petrification ability of other cockatrices, but other petrification attacks affect them normally. Smite Evil (Su) Once per day a celestial cockatrice can make a normal melee attack to deal 5 points of extra damage against an evil foe. |
| RLRapp09-21-06, 08:22 PM | Celestial Crocodile Size/Type: Medium Magical Beast (Extraplanar) Hit Dice: 3d8+9 (22 hp) Initiative: +1 Speed: 20 ft. (4 squares), swim 30 ft. Armor Class: 15 (+1 Dex, +4 natural), touch 11, flat-footed 14 Base Attack/Grapple: +2/+6 Attack: Bite +6 melee (1d8+6) or tail slap +6 melee (1d12+6) Full Attack: Bite +6 melee (1d8+6) or tail slap +6 melee (1d12+6) Space/Reach: 5 ft./5 ft. Special Attacks: Improved grab, smite evil Special Qualities: Darkvision 60 ft., hold breath, low-light vision resistance to acid 5, cold 5, and electricity 5, spell resistance 8 Saves: Fort +6, Ref +4, Will +2 Abilities: Str 19, Dex 12, Con 17, Int 3, Wis 12, Cha 2 Skills: Hide +7*, Listen +4, Spot +4, Swim +12 Feats: Alertness, Skill Focus (Hide) Environment: Warm marshes Organization: Solitary or colony (6-11) Challenge Rating: 2 Advancement: 4-5 HD (Medium) Level Adjustment: — Crocodiles are aggressive predators 11 to 12 feet long. They lie mostly submerged in rivers or marshes, with only their eyes and nostrils showing, waiting for prey to come within reach. Combat Improved Grab (Ex) To use this ability, a crocodile must hit with its bite attack. It can then attempt to start a grapple as a free action without provoking an attack of opportunity. If it wins the grapple check, the crocodile establishes a hold on the opponent with its mouth and drags it into deep water, attempting to pin it to the bottom. Smite Evil (Su) Once per day a celestial crocodile can make a normal melee attack to deal 3 points of extra damage against an evil foe. Hold Breath (Ex) A crocodile can hold its breath for a number of rounds equal to 4 × its Constitution score before it risks drowning. Skills A crocodile has a +8 racial bonus on any Swim check to perform some special action or avoid a hazard. It can always choose to take 10 on a Swim check, even if distracted or endangered. It can use the run action while swimming, provided it swims in a straight line. *A crocodile gains a +4 racial bonus on Hide checks when in the water. Further, a crocodile can lie in the water with only its eyes and nostrils showing, gaining a +10 cover bonus on Hide checks. Celestial Giant Crocodile Size/Type: Huge Animal Hit Dice: 7d8+28 (59 hp) Initiative: +1 Speed: 20 ft. (4 squares), swim 30 ft. Armor Class: 16 (-2 size, +1 Dex, +7 natural), touch 9, flat-footed 15 Base Attack/Grapple: +5/+21 Attack: Bite +11 melee (2d8+12) or tail slap +11 melee (1d12+12) Full Attack: Bite +11 melee (2d8+12) or tail slap +11 melee (1d12+12) Space/Reach: 15 ft./10 ft. Special Attacks: Improved grab, smite evil Special Qualities: Darkvision 60 ft., hold breath, low-light vision, damage reduction 5/magic, resistance to acid 5, cold 5, and electricity 5, spell resistance 12 Saves: Fort +9, Ref +6, Will +3 Abilities: Str 27, Dex 12, Con 19, Int 3, Wis 12, Cha 2 Skills: Hide +1*, Listen +5, Spot +5, Swim +16 Feats: Alertness, Endurance, Skill Focus (Hide) Environment: Warm marshes Organization: Solitary or colony (6-11) Challenge Rating: 5 Advancement: 8-14 HD (Huge) Level Adjustment: — These huge creatures usually live in salt water and can be more than 20 feet long. Giant crocodiles fight and behave like their smaller cousins. A celestial giant crocodile’s natural weapons are treated as magic weapons for the purpose of overcoming damage reduction. Combat Improved Grab (Ex) To use this ability, a crocodile must hit with its bite attack. It can then attempt to start a grapple as a free action without provoking an attack of opportunity. If it wins the grapple check, the crocodile establishes a hold on the opponent with its mouth and drags it into deep water, attempting to pin it to the bottom. Smite Evil (Su) Once per day a celestial giant crocodile can make a normal melee attack to deal 7 points of extra damage against an evil foe. Hold Breath (Ex) A crocodile can hold its breath for a number of rounds equal to 4 × its Constitution score before it risks drowning. Skills A crocodile has a +8 racial bonus on any Swim check to perform some special action or avoid a hazard. It can always choose to take 10 on a Swim check, even if distracted or endangered. It can use the run action while swimming, provided it swims in a straight line. *A crocodile gains a +4 racial bonus on Hide checks when in the water. Further, a crocodile can lie in the water with only its eyes and nostrils showing, gaining a +10 cover bonus on Hide checks Celestial Darkmantle Size/Type: Small Magical Beast (Extraplanar) Hit Dice: 1d10+1 (6 hp) Initiative: +4 Speed: 20 ft. (4 squares), fly 30 ft. (poor) Armor Class: 17 (+1 size, +6 natural), touch 11, flat-footed 17 Base Attack/Grapple: +1/+0 Attack: Slam +5 melee (1d4+4) Full Attack: Slam +5 melee (1d4+4) Space/Reach: 5 ft./5 ft. Special Attacks: Darkness, improved grab, constrict 1d4+4, smite evil Special Qualities: Darkvision 60 ft., blindsight 90 ft., resistance to acid 5, cold 5, and electricity 5, spell resistance 6 Saves: Fort +3, Ref +2, Will +0 Abilities: Str 16, Dex 10, Con 13, Int 3, Wis 10, Cha 10 Skills: Hide +10, Listen +5*, Spot +5* Feats: Improved Initiative Environment: Underground Organization: Solitary, pair, clutch (3-9), or swarm (6-15) Challenge Rating: 1 Treasure: None Alignment: Always neutral Advancement: 2-3 HD (Small) Level Adjustment: — The darkmantle hangs from a ceiling by a muscular "foot" at the top of its body. It can look like a stalactite, by holding its tentacles stiffly under itself, or like a lump of rock, spreading its tentacles so the membrane between them covers its body. Its shell and skin usually resemble limestone, but a darkmantle can change its color to match almost any type of stony background. A darkmantle is about 4 feet long from the tips of its tentacles to the top of its head. It weighs about 30 pounds. Combat A darkmantle attacks by dropping onto its prey and wrapping its tentacles around the opponent’s head. Once attached, it squeezes and tries to suffocate the foe. A darkmantle that misses its initial attack often flies up and tries to drop on the opponent again. Darkness (Su) Once per day a darkmantle can cause darkness as the darkness spell (caster level 5th). It most often uses this ability just before attacking. Improved Grab (Ex) To use this ability, a darkmantle must hit a Large 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. If it wins the grapple check, it attaches to the opponent’s head and can constrict. Constrict (Ex) A darkmantle deals 1d4+4 points of damage with a successful grapple check. Smite Evil (Su) Once per day a celestial darkmantle can make a normal melee attack to deal 1 point of extra damage against an evil foe. Blindsight (Ex) A darkmantle can "see" by emitting high-frequency sounds, inaudible to most other creatures, that allows it to ascertain objects and creatures within 90 feet. A silence spell negates this ability and effectively blinds the darkmantle. Skills A darkmantle has a +4 racial bonus on Listen and Spot checks. These bonuses are lost if its blindsight is negated. The creature’s variable coloration gives it a +4 racial bonus on Hide checks. |
| claypigeons09-21-06, 11:16 PM | Is this really necessary? This many (and more, soon to come) posts just adding a template to creatures? |
| Dunamin09-22-06, 03:57 AM | Is this really necessary? This many (and more, soon to come) posts just adding a template to creatures? Shhh, he's providing an easy compilation for us to look up, similar to trolls' Summon Monster Compilation (http://boards1.wizards.com/showthread.php?t=221737). Seriously though, I appreciate what you're doing RLRapp, but I agree with claypigeons, it's largely unnecessary. It's not really that much trouble to apply the celestial creature template. That being said, by all means go on, you're providing easy reference which I find useful. |
| RLRapp09-23-06, 06:58 PM | Celestial Delver Size/Type: Huge Aberration (Extraplanar) Hit Dice: 15d8+78 (145 hp) Initiative: +5 Speed: 30 ft. (6 squares), burrow 10 ft. Armor Class: 24 (-2 size, +1 Dex, +15 natural), touch 9, flat-footed 23 Base Attack/Grapple: +11/+27 Attack: Slam +17 melee (1d6+8 plus 2d6 acid) Full Attack: 2 slams +17 melee (1d6+8 plus 2d6 acid) Space/Reach: 15 ft./10 ft. Special Attacks: Corrosive slime, smite evil Special Qualities: Darkvision 60 ft., damage reduction 10/magic, immunity to acid, resistance to cold 10, and electricity 10, spell resistance 20, stone shape, tremorsense 60 ft. Saves: Fort +12, Ref +6, Will +11 Abilities: Str 27, Dex 13, Con 21, Int 14, Wis 14, Cha 12 Skills: Knowledge (dungeoneering) +14, Knowledge (nature) +4, Listen +20, Move Silently +17, Spot +20, Survival +14 (+16 underground) Feats: Alertness, Blind-Fight, Great Fortitude, Improved Initiative, Power Attack, Toughness Environment: Underground Organization: Solitary Challenge Rating: 11 Treasure: None Alignment: always good (any) Advancement: 16-30 HD (Huge); 31-45 HD (Gargantuan) Level Adjustment: — A delver is about 15 feet long and 10 feet wide. It weighs about 6,000 pounds. Delvers speak Terran and Undercommon. Combat A delver prefers to fight from its tunnel, which it uses to protect its flanks while lashing out with its flippers. A celestial delver’s natural weapons are treated as magic weapons for the purpose of overcoming damage reduction. A delver expecting trouble may honeycomb an area with tunnels, leaving most closed with layers of stone 1 or 2 inches thick. The delver can quickly dissolve the stone cover and pop up to attack unexpectedly. Corrosive Slime (Ex) A delver produces a mucuslike slime that contains a highly corrosive substance. The slime is particularly effective against stone. A delver’s mere touch deals 2d6 points of acid damage to organic creatures or objects. Against metallic creatures or objects, a delver’s slime deals 4d8 points of damage, and against stony creatures (including earth elementals) or objects it deals 8d10 points of damage. A slam attack by a delver leaves a patch of slime that deals 2d6 points of damage on contact and another 2d6 points of damage in each of the next 2 rounds. A large quantity (at least a quart) of water or weak acid, such as vinegar, washes off the slime. An opponent’s armor and clothing dissolve and become useless immediately unless the wearer succeeds on a DC 22 Reflex save. Weapons that strike a delver also dissolve immediately unless the wielder succeeds on a DC 22 Reflex save. A creature attacking a delver with natural weapons takes damage from its slime each time an attack hits unless the creature succeeds on a DC 22 Reflex save. These save DCs are Constitution-based. Smite Evil (Su) Once per day a celestial delver can make a normal melee attack to deal 15 points of extra damage against an evil foe. Stone Shape (Ex) A delver can alter its slime to temporarily soften stone instead of dissolving it. Once every 10 minutes, a delver can soften and shape up to 25 cubic feet of stone, as a stone shape spell (caster level 15th). Celestial Digester Size/Type: Medium Magical Beast (Extraplanar) Hit Dice: 8d10+24 (68 hp) Initiative: +6 Speed: 60 ft. (12 squares) Armor Class: 17 (+2 Dex, +5 natural), touch 12, flat-footed 15 Base Attack/Grapple: +8/+11 Attack: Claw +11 melee (1d8+4) Full Attack: Claw +11 melee (1d8+4) Space/Reach: 5 ft./5 ft. Special Attacks: Acid spray, smite evil Special Qualities: Darkvision 60 ft., damage reduction 5/magic, low-light vision, resistance to cold 10 and electricity 10, scent, spell resistance 13, immunity to acid Saves: Fort +9, Ref +10, Will +3 Abilities: Str 17, Dex 15, Con 17, Int 3, Wis 12, Cha 10 Skills: Hide +9, Listen +6, Jump +21, Spot +6 Feats: Alertness, Improved Initiative, Lightning Reflexes Environment: Warm forests Organization: Solitary or pack (3-6) Challenge Rating: 8 Treasure: None Alignment: Always good (any) Advancement: 9-12 HD (Medium); 13-24 HD (Large) Level Adjustment: — A digester stands about 5 feet tall and is 7 feet long from snout to tail. It weighs about 350 pounds, Combat A digester is a hunting and eating machine. When it is not hungry (which is rarely), it lies low and avoids most other creatures. When hunting, it looks about for a likely target, then charges forth and delivers a gout of acid. If the initial attack is insufficient to kill the prey, the digester attacks with its hind feet until it can spray acid again. A celestial digester’s natural weapons are treated as magic weapons for the purpose of overcoming damage reduction. Acid Spray (Ex) A digester can spray acid in a 20-foot cone, dealing 4d8 points of damage to everything in the area. Once a digester uses this ability, it can’t use it again until 1d4 rounds later. The creature can also produce a concentrated stream of acid that deals 8d8 points of damage to a single target within 5 feet. In either case, a DC 17 Reflex save halves the damage. The save DC is Constitution-based. Smite Evil (Su) Once per day a celestial delver can make a normal melee attack to deal 8 points of extra damage against an evil foe. Skills A digester’s coloration gives it a +4 racial bonus on Hide checks. It also has a +4 racial bonus on Jump checks. Celestial Deinonychus Size/Type: Medium Magical Beast (Extraplanar) Hit Dice: 4d8+16 (34 hp) Initiative: +2 Speed: 60 ft. (12 squares) Armor Class: 17 (+2 Dex, +5 natural), touch 12, flat-footed 15 Base Attack/Grapple: +3/+7 Attack: Talons +7 melee (1d8+4) Full Attack: Talons +7 melee (1d8+4) and 2 foreclaws +2 melee (1d3+2) and bite +2 melee (2d4+2) Space/Reach: 5 ft./5 ft. Special Attacks: Pounce, smite evil Special Qualities: Darkvision 60 ft., low-light vision, damage reduction 5/magic, resistance to acid 5, cold 5, and electricity 5, spell resistance 9, scent Saves: Fort +8, Ref +6, Will +2 Abilities: Str 19, Dex 15, Con 19, Int 3, Wis 12, Cha 10 Skills: Hide +12, Jump +26, Listen +10, Spot +10, Survival +10 Feats: Run, Track Environment: Warm forests Organization: Solitary, pair, or pack (3-6) Challenge Rating: 4 Treasure: None Alignment: Always good (any) Advancement: 5-8 HD (Medium) Level Adjustment: — A deinonychus is bright green along its back and flanks, with a much lighter shade of the same color on its underside. The body has darker spots or stripes. Its tail extends straight out behind itself, held aloft by an intricate structure of bony supports, thus allowing its weight to be carried entirely by the back legs. It weighs about 600 pounds. Combat A deinonychus uses a combination of speed, grasping forearms, large teeth, and hind legs with ripping talons. It hunts by running at prey, leaping, and ripping with its rear talons as it claws and bites. The talons count as one attack. A deinonychus has a relatively large brain for a dinosaur, and its pack hunts with cunning tactics. A celestial deinonychus’s natural weapons are treated as magic weapons for the purpose of overcoming damage reduction. Pounce (Ex) If a deinonychus charges, it can make a full attack. Smite Evil (Su) Once per day a celestial deinonychus can make a normal melee attack to deal 4 points of extra damage against an evil foe. Skills A deinonychus has a +8 racial bonus on Hide, Jump, Listen, Spot, and Survival checks. |
| RLRapp09-26-06, 02:01 PM | Celestial Elasmosaurus Size/Type: Huge Magical Beast (Extraplanar) Hit Dice: 10d8+66 (111 hp) Initiative: +2 Speed: 20 ft. (4 squares), swim 50 ft. Armor Class: 13 (-2 size, +2 Dex, +3 natural), touch 10, flat-footed 11 Base Attack/Grapple: +7/+23 Attack: Bite +13 melee (2d8+12) Full Attack: Bite +13 melee (2d8+12) Space/Reach: 15 ft./10 ft. Special Attacks: Smite evil Special Qualities: Darkvision 60 ft., damage reduction 5/magic, low-light vision, resistance to acid 10, cold 10, and electricity 10, spell resistance 15, scent Saves: Fort +15, Ref +9, Will +4 Abilities: Str 26, Dex 14, Con 22, Int 3, Wis 13, Cha 9 Skills: Hide -4*, Listen +4, Spot +9, Swim +16 Feats: Dodge, Great Fortitude, Toughness (2) Environment: Warm aquatic Organization: Solitary, pair, or herd (5-8) Challenge Rating: 9 Treasure: None Alignment: Always good (any) Advancement: 11-20 HD (Huge); 21-30 HD (Gargantuan) Level Adjustment: — Though it resides primarily in the water, an elasmosaurus only breathes air. An elasmosaurus has a total length of some 30 feet, including a tail half as long as its entire body, and weighs about 5,000 pounds. Observers who see only its head or tail might easily mistake it for a massive snake. Combat An elasmosaurus is aggressive and attacks anything it notices. The creature is strong, fast, and highly maneuverable, able to turn quickly and lunge at prey. When hunting, it travels with its head out of the water, snapping down quickly to seize prey. A celestial elasmosaurus’s natural weapons are treated as magic weapons for the purpose of overcoming damage reduction. Smite Evil (Su) Once per day a celestial elasmosaurus can make a normal melee attack to deal 10 points of extra damage against an evil foe. Skills *An elasmosaurus has a +8 racial bonus on Hide checks in water. Celestial Megaraptor Size/Type: Large Magical Beast (Extraplanar) Hit Dice: 8d8+43 (79 hp) Initiative: +2 Speed: 60 ft. (12 squares) Armor Class: 17 (-1 size, +2 Dex, +6 natural), touch 11, flat-footed 15 Base Attack/Grapple: +6/+15 Attack: Talons +10 melee (2d6+5) Full Attack: Talons +10 melee (2d6+5) and 2 foreclaws +5 melee (1d4+2) and bite +5 melee (1d8+2) Space/Reach: 10 ft./5 ft. Special Attacks: Pounce, smite evil Special Qualities: Darkvision 60 ft., damage reduction 5/magic, low-light vision, resistance to acid 10, cold 10, and electricity 10, spell resistance 13, scent Saves: Fort +10, Ref +8, Will +4 Abilities: Str 21, Dex 15, Con 21, Int 3, Wis 15, Cha 10 Skills: Hide +9, Jump +27, Listen +12, Spot +12, Survival +12 Feats: Run, Toughness, Track Environment: Warm forests Organization: Solitary, pair, or pack (3-6) Challenge Rating: 8 Treasure: None Alignment: Always good (any) Advancement: 9-16 HD (Large); 17-24 HD (Huge) Level Adjustment: — This creature is a larger version of the deinonychus, standing about 12 feet tall with a total length of 24 feet. It has the same appearance, habits, and abilities of the smaller version. A celestial megaraptor’s natural weapons are treated as magic weapons for the purpose of overcoming damage reduction. Pounce (Ex) If a megaraptor charges, it can make a full attack. Smite Evil (Su) Once per day a celestial megaraptor can make a normal melee attack to deal 8 points of extra damage against an evil foe. Skills A megaraptor has a +8 racial bonus on Hide, Jump, Listen, Spot, and Survival checks. Celestial Triceratops Size/Type: Huge Magical Beast (Extraplanar) Hit Dice: 16d8+124 (196 hp) Initiative: -1 Speed: 30 ft. (6 squares) Armor Class: 18 (-2 size, -1 Dex, +11 natural), touch 7, flat-footed 18 Base Attack/Grapple: +12/+30 Attack: Gore +20 melee (2d8+15) Full Attack: Gore +20 melee (2d8+15) Space/Reach: 15 ft./10 ft. Special Attacks: Powerful charge, smite evil, trample 2d12+15 Special Qualities: Darkvision 60 ft., damage reduction 10/magic, low-light vision, resistance to acid 10, cold 10, and electricity 10, spell resistance 21, scent Saves: Fort +19, Ref +9, Will +6 Abilities: Str 30, Dex 9, Con 25, Int 3, Wis 12, Cha 7 Skills: Listen +13, Spot +12 Feats: Alertness, Great Fortitude, Toughness (4) Environment: Temperate plains Organization: Solitary, pair, or herd (5-8) Challenge Rating: 11 Treasure: None Alignment: Always neutral good Advancement: 17-32 HD (Huge); 33-48 HD (Gargantuan) Level Adjustment: — A triceratops has a body about 25 feet long and weighs about 20,000 pounds. Celestial triceratops are commonly summoned by the summon monster VIII spell. Combat These creatures are likely to charge and skewer any creature of at least Large size that infringes on their territory. A triceratops uses its trample attack on smaller opponents. A celestial triceratop’s natural weapons are treated as magic weapons for the purpose of overcoming damage reduction. Powerful Charge (Ex) When a triceratops charges, its gore attack deals 4d8+20 points of damage. Smite Evil (Su) Once per day a celestial triceratops can make a normal melee attack to deal 16 points of extra damage against an evil foe. Trample (Ex) Reflex half DC 28. The save DC is Strength-based. |
| RLRapp09-27-06, 05:11 PM | Celestial Tyrannosaurus Size/Type: Huge Magical Beast (Extraplanar) Hit Dice: 18d8+99 (180 hp) Initiative: +1 Speed: 40 ft. (8 squares) Armor Class: 14 (-2 size, +1 Dex, +5 natural), touch 9, flat-footed 13 Base Attack/Grapple: +13/+30 Attack: Bite +20 melee (3d6+13) Full Attack: Bite +20 melee (3d6+13) Space/Reach: 15 ft./10 ft. Special Attacks: Improved grab, smite evil, swallow whole Special Qualities: Darkvision 60 ft., damage reduction 10/magic, low-light vision, resistance to acid 10, cold 10, and electricity 10, spell resistance 23, scent Saves: Fort +16, Ref +12, Will +8 Abilities: Str 28, Dex 12, Con 21, Int 3, Wis 15, Cha 10 Skills: Hide -2, Listen +14, Spot +14 Feats: Alertness, Improved Natural Attack (bite), Run, Toughness (3), Track Environment: Warm plains Organization: Solitary or pair Challenge Rating: 10 Treasure: None Alignment: Always good (any) Advancement: 19-36 HD (Huge); 37-54 HD (Gargantuan) Level Adjustment: — Despite its enormous size and 6-ton weight, a tyrannosaurus is a swift runner. Its head is nearly 6 feet long, and its teeth are from 3 to 6 inches in length. It is slightly more than 30 feet long from nose to tail. Combat A tyrannosaurus pursues and eats just about anything it sees. Its tactics are simple—charge in and bite. A celestial tyrannosaurus’s natural weapons are treated as magic weapons for the purpose of overcoming damage reduction. Improved Grab (Ex) To use this ability, a tyrannosaurus must hit an opponent of up to one size smaller with its bite attack. It can then attempt to start a grapple as a free action without provoking an attack of opportunity. If it wins the grapple check, it establishes a hold and can try to swallow the foe the following round. Swallow Whole (Ex) A tyrannosaurus can try to swallow a grabbed opponent of up to two sizes smaller by making a successful grapple check. The swallowed creature takes 2d8+8 points of bludgeoning damage and 8 points of acid damage per round from the tyrannosaurus’s gizzard. A swallowed creature can cut its way out by using a light slashing or piercing weapon to deal 25 points of damage to the gizzard (AC 12). Once the creature exits, muscular action closes the hole; another swallowed opponent must cut its own way out. A Huge tyrannosaurus’s gizzard can hold 2 Medium, 8 Small, 32 Tiny, or 128 Diminutive or smaller opponents. Smite Evil (Su) Once per day a celestial tyrannosaurus can make a normal melee attack to deal 18 points of extra damage against an evil foe. Skills A tyrannosaurus has a +2 racial bonus on Listen and Spot checks. Celestial Dire Ape Size/Type: Large Magical Beast (Extraplanar) Hit Dice: 5d8+13 (35 hp) Initiative: +2 Speed: 30 ft. (6 squares), climb 15 ft. Armor Class: 15 (-1 size, +2 Dex, +4 natural), touch 11, flat-footed 13 Base Attack/Grapple: +3/+13 Attack: Claw +8 melee (1d6+6) Full Attack: 2 claws +8 melee (1d6+6) and bite +3 melee (1d8+3) Space/Reach: 10 ft./10 ft. Special Attacks: Rend 2d6+9, smite evil Special Qualities: Darkvision 60 ft., damage reduction 5/magic, low-light vision, resistance to acid 5, cold 5, and electricity 5, spell resistance 10, scent Saves: Fort +6, Ref +6, Will +5 Abilities: Str 22, Dex 15, Con 14, Int 3, Wis 12, Cha 7 Skills: Climb +14, Listen +5, Move Silently +4, Spot +6 Feats: Alertness, Toughness Environment: Warm forests Organization: Solitary or company (5-8) Challenge Rating: 4 Treasure: None Alignment: Always neutral Advancement: 6-15 HD (Large) Level Adjustment: — A dire ape stands about 9 feet tall and weighs from 800 to 1,200 pounds. Combat Dire apes attack anything that enters their territory, even other dire apes. If an opponent’s armor foils a dire ape’s attacks, the creature will attempt to grapple and pin, then rend the prone opponent. A celestial dire ape’s natural weapons are treated as magic weapons for the purpose of overcoming damage reduction. Rend (Ex) A dire ape that hits with both claw attacks latches onto the opponent’s body and tears the flesh. This attack automatically deals an extra 2d6+9 points of damage. Smite Evil (Su) Once per day a celestial dire ape can make a normal melee attack to deal 5 points of extra damage against an evil foe. Skills Dire apes have a +8 racial bonus on Climb checks and can always choose to take 10 on Climb checks, even if rushed or threatened. Celestial Dire Badger Size/Type: Medium Magical Beast (Extraplanar) Hit Dice: 3d8+15 (28 hp) Initiative: +3 Speed: 30 ft. (6 squares), burrow 10 ft. Armor Class: 16 (+3 Dex, +3 natural), touch 13, flat-footed 13 Base Attack/Grapple: +2/+4 Attack: Claw +4 melee (1d4+2) Full Attack: 2 claws +4 melee (1d4+2) and bite -1 melee (1d6+1) Space/Reach: 5 ft./5 ft. Special Attacks: Rage, smite evil Special Qualities: Darkvision 60 ft., low-light vision, resistance to acid 5, cold 5, and electricity 5, spell resistance 10, scent Saves: Fort +7, Ref +6, Will +4 Abilities: Str 14, Dex 17, Con 19, Int 3, Wis 12, Cha 10 Skills: Listen +6, Spot +6 Feats: Alertness, Toughness, TrackB Environment: Temperate forests Organization: Solitary or cete (2-5) Challenge Rating: 2 Treasure: None Alignment: Always chaotic good Advancement: 4-9 HD (Large) Level Adjustment: — These vicious creatures tolerate no intrusions. They cannot burrow into solid rock, but can move through just about any material softer than that. A dire badger usually leaves behind a usable tunnel 5 feet in diameter when burrowing unless the material it’s moving through is very loose. A dire badger is from 5 to 7 feet in length and can weigh up to 500 pounds. Celestial dire badgers are commonly summoned by the summon monster III spell. Combat Dire badgers attack with their sharp claws and teeth. Rage (Ex) A dire badger that takes damage in combat flies into a berserk rage on its next turn, clawing and biting madly until either it or its opponent is dead. It gains +4 Strength, +4 Constitution, and -2 AC. The creature cannot end its rage voluntarily. Smite Evil (Su) Once per day a celestial dire badger can make a normal melee attack to deal 3 points of extra damage against an evil foe. |
| RLRapp09-28-06, 07:34 PM | Celestial Dire Bat Size/Type: Large Magical Beast (Extraplanar) Hit Dice: 4d8+12 (30 hp) Initiative: +6 Speed: 20 ft. (4 squares), fly 40 ft. (good) Armor Class: 20 (-1 size, +6 Dex, +5 natural), touch 15, flat-footed 14 Base Attack/Grapple: +3/+10 Attack: Bite +5 melee (1d8+4) Full Attack: Bite +5 melee (1d8+4) Space/Reach: 10 ft./5 ft. Special Attacks: Smite evil Special Qualities: Blindsense 40 ft., darkvision 60ft., damage reduction 5/magic, resistance to acid 5, cold 5, and electricity 5, spell resistance 9 Saves: Fort +7, Ref +10, Will +6 Abilities: Str 17, Dex 22, Con 17, Int 3, Wis 14, Cha 6 Skills: Hide +4, Listen +12*, Move Silently +11, Spot +8* Feats: Alertness, Stealthy Environment: Temperate deserts Organization: Solitary or colony (5-8) Challenge Rating: 3 Treasure: None Alignment: Always good (any) Advancement: 5-12 HD (Large) Level Adjustment: — A dire bat has a wingspan of 15 feet and weighs about 200 pounds. Combat Dire bats swoop down upon unsuspecting prey from above. Blindsense (Ex) A dire bat uses echolocation to pinpoint creatures within 40 feet. Opponents still have total concealment against the bat unless it can actually see them. Smite Evil (Su) Once per day a celestial dire bat can make a normal melee attack to deal 4 points of extra damage against an evil foe. Skills Dire bats have a +4 racial bonus on Spot and Listen checks. These bonuses are lost if its blindsense is negated. Celestial Dire Bear Size/Type: Large Magical Beast (Extraplanar) Hit Dice: 12d8+51 (105 hp) Initiative: +1 Speed: 40 ft. (8 squares) Armor Class: 17 (-1 size, +1 Dex, +7 natural), touch 10, flat-footed 16 Base Attack/Grapple: +9/+23 Attack: Claw +19 melee (2d4+10) Full Attack: 2 claws +19 melee (2d4+10) and bite +13 melee (2d8+5) Space/Reach: 10 ft./5 ft. Special Attacks: Improved grab, smite evil Special Qualities: Darkvision 60 ft., damage reduction 10/magic, low-light vision, resistance to acid 10, cold 10, and electricity 10, spell resistance 17, scent Saves: Fort +12, Ref +9, Will +9 Abilities: Str 31, Dex 13, Con 19, Int 3, Wis 12, Cha 10 Skills: Listen +10, Spot +10, Swim +13 Feats: Alertness, Endurance, Run, Toughness, Weapon Focus (claw) Environment: Cold forests Organization: Solitary or pair Challenge Rating: 9 Treasure: None Alignment: Always lawful good Advancement: 13-16 HD (Large); 17-36 HD (Huge) Level Adjustment: — The omnivorous dire bear usually does not bother creatures that try to avoid it, but will aggressively defend a kill or other source of food. It will not hesitate to rip apart anything that might contain something edible. Celestial dire bears are commonly summoned by the summon monster VIII spell. A typical dire bear is 12 feet long and weighs as much as 8,000 pounds. Combat A dire bear attacks by tearing at opponents with its claws. A celestial dire bear’s natural weapons are treated as magic weapons for the purpose of overcoming damage reduction. Improved Grab (Ex) To use this ability, a dire bear must hit with a claw attack. It can then attempt to start a grapple as a free action without provoking an attack of opportunity. Smite Evil (Su) Once per day a celestial dire bear can make a normal melee attack to deal 12 points of extra damage against an evil foe. Celestial Dire Boar Size/Type: Large Magical Beast (Extraplanar) Hit Dice: 7d8+21 (52 hp) Initiative: +0 Speed: 40 ft. (8 squares) Armor Class: 15 (-1 size, +6 natural), touch 9, flat-footed 15 Base Attack/Grapple: +5/+17 Attack: Gore +12 melee (1d8+12) Full Attack: Gore +12 melee (1d8+12) Space/Reach: 10 ft./5 ft. Special Attacks: Ferocity, smite evil Special Qualities: Darkvision 60 ft., damage reduction 5/magic, low-light vision, resistance to acid 5, cold 5, and electricity 5, spell resistance 12, scent Saves: Fort +8, Ref +5, Will +8 Abilities: Str 27, Dex 10, Con 17, Int 3, Wis 13, Cha 8 Skills: Listen +8, Spot +8 Feats: Alertness, Endurance, Iron Will Environment: Temperate forests Organization: Solitary or herd (5-8) Challenge Rating: 5 Treasure: None Alignment: Always good (any) Advancement: 8-16 HD (Large); 17-21 HD (Huge) Level Adjustment: — Dire boars are omnivorous and spend most of their time rooting around, much as ordinary pigs do. They viciously attack anything that approaches them, however. A celestial dire boar’s natural weapons are treated as magic weapons for the purpose of overcoming damage reduction. Dire boars grow up to 12 feet long and weigh as much as 2,000 pounds. Combat A dire boar charges its opponent, trying to rip the target open with its tusks. Ferocity (Ex) A dire boar is such a tenacious combatant that it continues to fight without penalty even while disabled or dying. Smite Evil (Su) Once per day a celestial dire boar can make a normal melee attack to deal 7 points of extra damage against an evil foe. |
| RLRapp09-29-06, 07:46 PM | Celestial Dire Lion Size/Type: Large Magical Beast (Extraplanar) Hit Dice: 8d8+24 (60 hp) Initiative: +2 Speed: 40 ft. (8 squares) Armor Class: 15 (-1 size, +2 Dex, +4 natural), touch 11, flat-footed 13 Base Attack/Grapple: +6/+17 Attack: Claw +13 melee (1d6+7) Full Attack: 2 claws +13 melee (1d6+7) and bite +7 melee (1d8+3) Space/Reach: 10 ft./5 ft. Special Attacks: Improved grab, pounce, rake 1d6+3, smite evil Special Qualities: Darkvision 60 ft., damage reduction 5/magic, low-light vision, resistance to acid 10, cold 10, and electricity 10, spell resistance 13, scent Saves: Fort +9, Ref +8, Will +7 Abilities: Str 25, Dex 15, Con 17, Int 3, Wis 12, Cha 10 Skills: Hide +2*, Listen +7, Move Silently +5, Spot +7 Feats: Alertness, Run, Weapon Focus (claw) Environment: Warm plains Organization: Solitary, pair, or pride (6-10) Challenge Rating: 6 Treasure: None Alignment: Always chaotic good Advancement: 9-16 HD (Large); 17-24 HD (Huge) Level Adjustment: — Dire lions are patient hunters, just like their smaller cousins, but apt to take on bigger prey. Celestial dire lions are commonly summoned by the summon monster VI spell. Dire lions grow to be up to 15 feet long and weigh up to 3,500 pounds. Combat A dire lion attacks by running at prey, leaping, and clawing and biting as it rakes with its rear claws. It often jumps onto a creature larger than itself. A celestial dire lion’s natural weapons are treated as magic weapons for the purpose of overcoming damage reduction. Improved Grab (Ex) To use this ability, a dire lion must hit with its bite attack. It can then attempt to start a grapple as a free action without provoking an attack of opportunity. If it wins the grapple check, it establishes a hold and can rake. Pounce (Ex) If a dire lion charges, it can make a full attack, including two rake attacks. Rake (Ex) Attack bonus +12 melee, damage 1d6+3. Smite Evil (Su) Once per day a celestial dire lion can make a normal melee attack to deal 8 points of extra damage against an evil foe. Skills Dire lions have a +4 racial bonus on Hide and Move Silently checks. *In areas of tall grass or heavy undergrowth, the Hide bonus improves to +8. Celestial Dire Rat Size/Type: Small Magical Beast (Extraplanar) Hit Dice: 1d8+1 (5 hp) Initiative: +3 Speed: 40 ft. (8 squares), climb 20 ft. Armor Class: 15 (+1 size, +3 Dex, +1 natural), touch 14, flat-footed 12 Base Attack/Grapple: +0/-4 Attack: Bite +4 melee (1d4 plus disease) Full Attack: Bite +4 melee (1d4 plus disease) Space/Reach: 5 ft./5 ft. Special Attacks: Disease, smite evil Special Qualities: Low-light vision, scent, darkvision 60ft., resistance to acid 5, cold 5, and electricity 5, spell resistance 6 Saves: Fort +3, Ref +5, Will +3 Abilities: Str 10, Dex 17, Con 12, Int 3, Wis 12, Cha 4 Skills: Climb +11, Hide +8, Listen +4, Move Silently +4, Spot +4, Swim +11 Feats: Alertness, Weapon FinesseB Environment:Any good-aligned plane Organization: Solitary or pack (11-20) Challenge Rating: 1/3 Treasure: None Alignment: Always good (any) Advancement: 2-3 HD (Small); 4-6 HD (Medium) Level Adjustment: — Dire rats are omnivorous scavengers, but will attack to defend their nests and territories. A dire rat can grow to be up to 4 feet long and weigh over 50 pounds. Combat Dire rat packs attack fearlessly, biting and chewing with their sharp incisors. Disease (Ex) Filth fever—bite, Fortitude DC 11, incubation period 1d3 days, damage 1d3 Dex and 1d3 Con. The save DC is Constitution-based. Smite Evil (Su) Once per day a celestial dire rat can make a normal melee attack to deal 1 point of extra damage against an evil foe. Skills Dire rats have a +8 racial bonus on Swim checks. Dire rats have a +8 racial bonus on Climb checks and can always choose to take 10 on Climb checks, even if rushed or threatened. Dire rats use their Dexterity modifier for Climb and Swim checks. Celestial Dire Shark Size/Type: Huge Magical Beast (Aquatic,Extraplanar) Hit Dice: 18d8+66 (147 hp) Initiative: +2 Speed: Swim 60 ft. (12 squares) Armor Class: 17 (-2 size, +2 Dex, +7 natural), touch 10, flat-footed 15 Base Attack/Grapple: +13/+27 Attack: Bite +18 melee (2d8+9) Full Attack: Bite +18 melee (2d8+9) Space/Reach: 15 ft./10 ft. Special Attacks: Improved grab, smite evil, swallow whole Special Qualities: Darkvision 60 ft., damage reduction 10/magic, keen scent, resistance to acid 10, cold 10, and electricity 10, spell resistance 23 Saves: Fort +14, Ref +13, Will +12 Abilities: Str 23, Dex 15, Con 17, Int 3, Wis 12, Cha 10 Skills: Listen +12, Spot +11, Swim +14 Feats: Improved Natural Attack (bite), Toughness (4), Weapon Focus (bite) Environment: Cold aquatic Organization: Solitary or school (2-5) Challenge Rating: 11 Treasure: None Alignment: Always good (any) Advancement: 19-32 (Huge); 33-54 (Gargantuan) Level Adjustment: — Dire sharks attack anything they perceive to be edible, even larger creatures. This monstrous fish can grow to a length of 25 feet and weigh more than 20,000 pounds. Combat Dire sharks bite with their powerful jaws, swallowing smaller creatures in one gulp. A celestial dire shark’s natural weapons are treated as magic weapons for the purpose of overcoming damage reduction. Improved Grab (Ex) To use this ability, a dire shark must hit with its bite attack. It can then attempt to start a grapple as a free action without provoking an attack of opportunity. If it wins the grapple check, it establishes a hold and can try to swallow the foe in the following round. Smite Evil (Su) Once per day a celestial dire shark can make a normal melee attack to deal 18 points of extra damage against an evil foe. Swallow Whole (Ex) A dire shark can try to swallow a grabbed opponent of up to one size smaller by making a successful grapple check. Once inside, the opponent takes 2d6+6 points of bludgeoning damage plus 1d8+4 points of acid damage per round from the shark’s digestive juices. A swallowed creature can cut its way out using a light slashing or piercing weapon by dealing 25 points of damage to the shark’s digestive tract (AC 13). Once the creature exits, muscular action closes the hole; another swallowed opponent must cut its own way out. A Huge dire shark’s gullet can hold 2 Large, 8 Medium or Small, 32 Tiny, 128 Diminutive, or 512 Fine or smaller opponents. Keen Scent (Ex) A dire shark can notice creatures by scent in a 180-foot radius and can detect blood in the water at a range of up to 1 mile. Skills A dire shark has a +8 racial bonus on any Swim check to perform some special action or avoid a hazard. It can always choose to take 10 on a Swim check, even if distracted or endangered. It can use the run action while swimming, provided it swims in a straight line. |
| RLRapp09-30-06, 10:35 PM | Celestial Dire Tiger Size/Type: Large Magical Beast (Extraplanar) Hit Dice: 16d8+48 (120 hp) Initiative: +2 Speed: 40 ft. (8 squares) Armor Class: 17 (-1 size, +2 Dex, +6 natural), touch 11, flat-footed 15 Base Attack/Grapple: +12/+24 Attack: Claw +20 melee (2d4+8) Full Attack: 2 claws +20 melee (2d4+8) and bite +14 melee (2d6+4) Space/Reach: 10 ft./5 ft. Special Attacks: Improved grab, pounce, smite evil, rake 2d4+4 Special Qualities: Darkvision 60 ft., damage reduction 10/magic, low-light vision, resistance to acid 10, cold 10, and electricity 10, spell resistance 21, scent Saves: Fort +13, Ref +12, Will +11 Abilities: Str 27, Dex 15, Con 17, Int 3, Wis 12, Cha 10 Skills: Hide +7*, Jump +14, Listen +6, Move Silently +11, Spot +7, Swim +10 Feats: Alertness, Improved Natural Attack (claw), Improved Natural Attack (bite), Run, Stealthy, Weapon Focus (claw) Environment: Warm forests Organization: Solitary or pair Challenge Rating: 10 Treasure: None Alignment: Always good (any) Advancement: 17-32 HD (Large); 33-48 (Huge) Level Adjustment: — Dire tigers prey on just about anything that moves. They will patiently stalk a potential meal, striking whenever the creature lets down its guard. A celestial dire tiger’s natural weapons are treated as magic weapons for the purpose of overcoming damage reduction. Dire tigers grow to be over 12 feet long and can weigh up to 6,000 pounds. Combat A dire tiger attacks by running at prey, leaping, and clawing and biting as it rakes with its rear claws. Improved Grab (Ex) To use this ability, a dire tiger must hit with its bite attack. It can then attempt to start a grapple as a free action without provoking an attack of opportunity. If it wins the grapple check, it establishes a hold and can rake. Pounce (Ex) If a dire tiger charges, it can make a full attack, including two rake attacks. Rake (Ex) Attack bonus +18 melee, damage 2d4+4. Smite Evil (Su) Once per day a celestial dire tiger can make a normal melee attack to deal 16 points of extra damage against an evil foe. Skills Dire tigers have a +4 racial bonus on Hide and Move Silently checks. *In areas of tall grass or heavy undergrowth, the Hide bonus improves to +8. Celestial Dire Weasel Size/Type: Medium Magical Beast (Extraplanar) Hit Dice: 3d8 (13 hp) Initiative: +4 Speed: 40 ft. (8 squares) Armor Class: 16 (+4 Dex, +2 natural), touch 14, flat-footed 12 Base Attack/Grapple: +2/+4 Attack: Bite +6 melee (1d6+3) Full Attack: Bite +6 melee (1d6+3) Space/Reach: 5 ft./5 ft. Special Attacks: Attach, blood drain, smite evil Special Qualities: Low-light vision, darkvision 60ft., resistance to acid 5, cold 5, and electricity 5, spell resistance 8, scent Saves: Fort +3, Ref +7, Will +4 Abilities: Str 14, Dex 19, Con 10, Int 3, Wis 12, Cha 11 Skills: Hide +8, Listen +3, Move Silently +8, Spot +5 Feats: Alertness, Stealthy, Weapon FinesseB Environment: Temperate hills Organization: Solitary or pair Challenge Rating: 2 Treasure: None Alignment: Always good (any) Advancement: 4-6 HD (Medium); 7-9 HD (Large) Level Adjustment: — Dire weasels grow to be up to 10 feet long and can reach a weight of 700 pounds. Combat Dire weasels stalk their prey in the dark and then leap on it, biting and clawing. Attach (Ex) A dire weasel that hits with its bite attack latches onto the opponent’s body with its powerful jaws. An attached dire weasel loses its Dexterity bonus to AC and thus has an AC of 12. An attached dire weasel can be struck with a weapon or grappled itself. To remove an attached dire weasel through grappling, the opponent must achieve a pin against the creature. Blood Drain (Ex) A dire weasel drains blood for 1d4 points of Constitution damage each round it remains attached. Smite Evil (Su) Once per day a celestial dire weasel can make a normal melee attack to deal 3 points of extra damage against an evil foe. Celestial Dire Wolf Size/Type: Large Magical Beast (Extraplanar) Hit Dice: 6d8+18 (45 hp) Initiative: +2 Speed: 50 ft. (10 squares) Armor Class: 14 (-1 size, +2 Dex, +3 natural), touch 11, flat-footed 12 Base Attack/Grapple: +4/+15 Attack: Bite +11 melee (1d8+10) Full Attack: Bite +11 melee (1d8+10) Space/Reach: 10 ft./5 ft. Special Attacks: Smite evil, trip Special Qualities: Darkvision 60 ft., damage reduction 5/magic, low-light vision, resistance to acid 5, cold 5, and electricity 5, spell resistance 11, scent Saves: Fort +8, Ref +7, Will +6 Abilities: Str 25, Dex 15, Con 17, Int 3, Wis 12, Cha 10 Skills: Hide +0, Listen +7, Move Silently +4, Spot +7, Survival +2* Feats: Alertness, Run, TrackB, Weapon Focus (bite) Environment: Temperate forests Organization: Solitary or pack (5-8) Challenge Rating: 4 Treasure: None Alignment: Always good (any) Advancement: 7-18 HD (Large) Level Adjustment: — Dire wolves are efficient pack hunters that will kill anything they can catch. Dire wolves are mottled gray or black, about 9 feet long and weighing some 800 pounds. Combat Dire wolves prefer to attack in packs, surrounding and flanking a foe when they can. A celestial dire wolf’s natural weapons are treated as magic weapons for the purpose of overcoming damage reduction. Smite Evil (Su) Once per day a celestial dire wolf can make a normal melee attack to deal 6 points of extra damage against an evil foe. Trip (Ex) A dire wolf that hits with a bite attack can attempt to trip its opponent (+11 check modifier) as a free action without making a touch attack or provoking an attack of opportunity. If the attempt fails, the opponent cannot react to trip the dire wolf. Skills A dire wolf has a +2 racial bonus on Hide, Listen, Move Silently, and Spot checks. *It also has a +4 racial bonus on Survival checks when tracking by scent. |
| RLRapp10-01-06, 06:22 PM | Celestial Dire Wolverine Size/Type: Large Magical Beast (Extraplanar) Hit Dice: 5d8+23 (45 hp) Initiative: +3 Speed: 30 ft. (6 squares), climb 10 ft. Armor Class: 16 (-1 size, +3 Dex, +4 natural), touch 12, flat-footed 13 Base Attack/Grapple: +3/+13 Attack: Claw +8 melee (1d6+6) Full Attack: 2 claws +8 melee (1d6+6) and bite +3 melee (1d8+3) Space/Reach: 10 ft./5 ft. Special Attacks: Rage, smite evil Special Qualities: Darkvision 60 ft., damage reduction 5/magic, low-light vision, resistance to acid 5, cold 5, and electricity 5, spell resistance 10, scent Saves: Fort +8, Ref +7, Will +5 Abilities: Str 22, Dex 17, Con 19, Int 3, Wis 12, Cha 10 Skills: Climb +14, Listen +7, Spot +7 Feats: Alertness, Toughness, TrackB Environment: Cold forests Organization: Solitary or pair Challenge Rating: 5 Treasure: None Alignment: Always good (any) Advancement: 6-15 HD (Large) Level Adjustment: — Dire wolverines grow to about 12 feet in length and can weigh as much as 2,000 pounds. Combat Dire wolverines attack opponents wantonly, fearing no other creatures. A celestial dire wolverine’s natural weapons are treated as magic weapons for the purpose of overcoming damage reduction. Rage (Ex) A dire wolverine that takes damage in combat flies into a berserk rage on its next turn, clawing and biting madly until either it or its opponent is dead. An enraged dire wolverine gains +4 Strength, +4 Constitution, and -2 AC. The creature cannot end its rage voluntarily. Smite Evil (Su) Once per day a celestial dire wolf can make a normal melee attack to deal 5 points of extra damage against an evil foe. Skills A dire wolverine has a +8 racial bonus on Climb checks and can always choose to take 10 on Climb checks, even if rushed or threatened. Celestial Dog Size/Type: Small Magical Beast (Extraplanar) Hit Dice: 1d8+2 (6 hp) Initiative: +3 Speed: 40 ft. (8 squares) Armor Class: 15 (+1 size, +3 Dex, +1 natural), touch 14, flat-footed 12 Base Attack/Grapple: +0/-3 Attack: Bite +2 melee (1d4+1) Full Attack: Bite +2 melee (1d4+1) Space/Reach: 5 ft./5 ft. Special Attacks: Smite Evil Special Qualities: Low-light vision, scent, darkvision 60ft., resistance to acid 5, cold 5, and electricity 5, spell resistance 6 Saves: Fort +4, Ref +5, Will +1 Abilities: Str 13, Dex 17, Con 15, Int 3, Wis 12, Cha 6 Skills: Jump +7, Listen +5, Spot +5, Survival +1* Feats: Alertness, TrackB Environment: Any good-aligned plane Organization: Solitary or pack (5-12) Challenge Rating: 1/3 Alignment: Always lawful good Advancement: — Level Adjustment: — The statistics presented here describe a fairly small dog of about 20 to 50 pounds in weight. They also can be used for small wild canines such as coyotes, jackals, and African wild dogs. Combat Dogs generally hunt in packs, chasing and exhausting prey until they can drag it down. These celestial creatures are commonly summoned by the summon monster I spell. Smite Evil (Su) Once per day a celestial dog can make a normal melee attack to deal 1 point of extra damage against an evil foe. Celestial Riding Dog Size/Type: Medium Magical Beast (Extraplanar) Hit Dice: 2d8+4 (13 hp) Initiative: +2 Speed: 40 ft. (8 squares) Armor Class: 16 (+2 Dex, +4 natural), touch 12, flat-footed 14 Base Attack/Grapple: +1/+3 Attack: Bite +3 melee (1d6+3) Full Attack: Bite +3 melee (1d6+3) Space/Reach: 5 ft./5 ft. Special Attacks: Smite evil Special Qualities: Low-light vision, scent, darkvision 60ft., resistance to acid 5, cold 5, and electricity 5, spell resistance 7 Saves: Fort +5, Ref +5, Will +1 Abilities: Str 15, Dex 15, Con 15, Int 3, Wis 12, Cha 6 Skills: Jump +8, Listen +5, Spot +5, Swim +3, Survival +1* Feats: Alertness, TrackB Environment: Temperate plains Organization: Solitary or pack (5-12) Challenge Rating: 1 Advancement: — Level Adjustment: — This category includes working breeds such as collies, huskies, and St. Bernards. Celestial riding dogs are commonly summoned by the summon monster II spell. Carrying Capacity A light load for a riding dog is up to 100 pounds; a medium load, 101-200 pounds; and a heavy load, 201-300 pounds. A riding dog can drag 1,500 pounds. Combat If trained for war, these animals can make trip attacks just as wolves do (see the Wolf entry). A riding dog can fight while carrying a rider, but the rider cannot also attack unless he or she succeeds on a Ride check. Smite Evil (Su) Once per day a celestial riding dog can make a normal melee attack to deal 2 points of extra damage against an evil foe. Skills Riding dogs have a +4 racial bonus on Jump checks. *Riding dogs have a +4 racial bonus on Survival checks when tracking by scent. |
| RLRapp10-02-06, 08:04 PM | Celestial Donkey Size/Type: Medium Magical Beast (Extraplanar) Hit Dice: 2d8+2 (11 hp) Initiative: +1 Speed: 30 ft. (6 squares) Armor Class: 13 (+1 Dex, +2 natural), touch 11, flat-footed 12 Base Attack/Grapple: +1/+1 Attack: Bite +1 melee (1d2) Full Attack: Bite +1 melee (1d2) Space/Reach: 5 ft./5 ft. Special Attacks: Smite evil Special Qualities: Low-light vision, scent, darkvision 60ft., resistance to acid 5, cold 5, and electricity 5, spell resistance 7 Saves: Fort +4, Ref +4, Will +0 Abilities: Str 10, Dex 13, Con 12, Int 3, Wis 11, Cha 4 Skills: Balance +3, Listen +3, Spot +2 Feats: Endurance Environment: Temperate deserts Organization: Solitary Challenge Rating: 1/6 Advancement: — Level Adjustment: — These long-eared, horselike creatures are surefooted and sturdy. The statistics presented here could also describe burros. Carrying Capacity A light load for a donkey is up to 50 pounds; a medium load, 51-100 pounds; and a heavy load, 101-150 pounds. A donkey can drag 750 pounds. Combat A donkey bites only when it has no way to escape. Smite Evil (Su) Once per day a celestial riding donkey can make a normal melee attack to deal 2 points of extra damage against an evil foe. Skills Donkeys have a +2 racial bonus on Balance checks. Celestial Doppleganger Size/Type: Medium Monstrous Humanoid (Extraplanar,Shapechanger) Hit Dice: 4d8+4 (22 hp) Initiative: +1 Speed: 30 ft. (6 squares) Armor Class: 15 (+1 Dex, +4 natural), touch 11, flat-footed 14 Base Attack/Grapple: +4/+5 Attack: Slam +5 melee (1d6+1) Full Attack: Slam +5 melee (1d6+1) Space/Reach: 5 ft./5 ft. Special Attacks: Detect thoughts, smite evil Special Qualities: Change shape, darkvision 60 ft., immunity to sleep and charm effects, damage reduction 5/magic, resistance to acid 5, cold 5, and electricity 5, spell resistance 9 Saves: Fort +4, Ref +5, Will +6 Abilities: Str 12, Dex 13, Con 12, Int 13, Wis 14, Cha 13 Skills: Bluff +10*, Diplomacy +3, Disguise +9* (+11 acting), Intimidate +3, Listen +6, Sense Motive +6, Spot +6 Feats: Dodge, Great Fortitude Environment: Any Organization: Solitary, pair, or gang (3-6) Challenge Rating: 4 Treasure: Double standard Alignment: always good (any) Advancement: By character class Level Adjustment: +6 Doppelgangers are strange beings that are able to take on the shapes of those they encounter. In its natural form, the creature looks more or less humanoid, but slender and frail, with gangly limbs and half-formed features. The flesh is pale and hairless. Its large, bulging eyes are yellow with slitted pupils. A doppelganger’s appearance is deceiving even when it’s in its true form. A doppelganger is hardy, with a natural agility not in keeping with its frail appearance. Doppelgangers make excellent use of their natural mimicry to stage ambushes, bait traps, and infiltrate humanoid society. Although not usually evil, they are interested only in themselves and regard all others as playthings to be manipulated and deceived. In its natural form a doppelganger is about 5½ feet tall and weighs about 150 pounds. Combat When in its natural form, a doppelganger strikes with its powerful fists. In the shape of a warrior or some other armed person, it attacks with whatever weapon is appropriate. In such cases, it uses its detect thoughts ability to employ the same tactics and strategies as the person it is impersonating. A celestial doppleganger’s natural weapons are treated as magic weapons for the purpose of overcoming damage reduction. Detect Thoughts (Su) A doppelganger can continuously use detect thoughts as the spell (caster level 18th; Will DC 13 negates). It can suppress or resume this ability as a free action. The save DC is Charisma-based. Change Shape (Su) A doppelganger can assume the shape of any Small or Medium humanoid. In humanoid form, the doppelganger loses its natural attacks. A doppelganger can remain in its humanoid form until it chooses to assume a new one. A change in form cannot be dispelled, but a doppelganger reverts to its natural form when killed. A true seeing spell or ability reveals its natural form. Smite Evil (Su) Once per day a celestial doppleganger can make a normal melee attack to deal 4 points of extra damage against an evil foe. Skills A doppelganger has a +4 racial bonus on Bluff and Disguise checks. *When using its change shape ability, a doppelganger gets an additional +10 circumstance bonus on Disguise checks. If it can read an opponent’s mind, it gets a further +4 circumstance bonus on Bluff and Disguise checks. Doppelgangers As Characters Doppelganger characters possess the following racial traits. +2 Strength, +2, Dexterity, +2 Constitution, +2 Intelligence, +4 Wisdom, +2 Charisma. Medium size. A doppelganger’s base land speed is 30 feet. Darkvision: Doppelgangers can see in the dark up to 60 feet. Racial Hit Dice: A doppelganger begins with four levels of monstrous humanoid, which provide 4d8 Hit Dice, a base attack bonus of +4, and base saving throw bonuses of Fort +1, Ref +4, and Will +4. Racial Skills: A doppelganger’s monstrous humanoid levels give it skill points equal to 7 × (2 + Int modifier). Its class skills are Bluff, Diplomacy, Disguise, Intimidate, Listen, Sense Motive, and Spot. Racial Feats: A doppelganger’s monstrous humanoid levels give it two feats. +4 natural armor bonus. +4 racial bonus on Bluff and Disguise checks. When using its change shape ability, a doppelganger gets an additional +10 circumstance bonus on Disguise checks. If it can read an opponent’s mind, it gets a further +4 circumstance bonus on Bluff and Disguise checks. Special Attacks (see above): Detect thoughts, smite evil. Special Qualities (see above): Change shape, immunity to sleep and charm effects, damage reduction 5/magic, resistance to acid 5, cold 5, and electricity 5, spell resistance 9. Automatic Languages: Common. Bonus Languages: Auran, Dwarven, Elven, Gnome, Halfling, Giant, Terran. Favored Class: Rogue. Level adjustment +6. |
| RLRapp10-04-06, 12:56 AM | These two entries will be reserved for the Celestial Metallic Dragons, which I am going to skip for the time being due to their complexity (variable ages, sizes). |
| RLRapp10-04-06, 12:57 AM | Reserved for Celestial Metallic Dragons. |
| RLRapp10-04-06, 11:05 PM | Celestial Dragon Turtle Size/Type: Huge Dragon (Aquatic, Extraplanar) Hit Dice: 12d12+60 (138 hp) Initiative: +0 Speed: 20 ft. (4 squares), swim 30 ft. Armor Class: 25 (-2 size, +17 natural), touch 8, flat-footed 25 Base Attack/Grapple: +12/+28 Attack: Bite +18 melee (4d6+8) Full Attack: Bite +18 melee (4d6+8) and 2 claws +13 melee (2d8+4) Space/Reach: 15 ft./10 ft. Special Attacks: Breath weapon, capsize, smite evil Special Qualities: Darkvision 60 ft., damage reduction 10/magic, immunity to fire, sleep, and paralysis, low-light vision, resistance to acid 10, cold 10, and electricity 10, spell resistance 17, scent Saves: Fort +13, Ref +8, Will +9 Abilities: Str 27, Dex 10, Con 21, Int 12, Wis 13, Cha 12 Skills: Diplomacy +3, Hide +7*, Intimidate +16, Listen +16, Search +16, Sense Motive +16, Spot +16, Survival +16 (+18 following tracks), Swim +21 Feats: Blind-Fight, Cleave, Improved Bull Rush, Power Attack, Snatch Environment: Temperate aquatic Organization: Solitary Challenge Rating: 11 Treasure: Triple standard Alignment: Always good (any) Advancement: 13-24 HD (Huge); 25-36 HD (Gargantuan) Level Adjustment: — Its rough, deep green shell is much the same color as the deep water the monster favors, and the silver highlights that line the shell resemble light dancing on open water. The turtle’s legs, tail, and head are a lighter green, flecked with golden highlights. An adult dragon turtle can measure from 20 to 30 feet from snout to tail, with a shell from 15 to 25 feet in diameter, and can weigh 8,000 to 32,000 pounds. Dragon turtles speak Aquan, Draconic, and Common. Combat Dragon turtles are fierce fighters and generally attack any creature that threatens their territory or looks like a potential meal. A celestial dragon turtle’s natural weapons are treated as magic weapons for the purpose of overcoming damage reduction. Breath Weapon (Su) Cloud of superheated steam 20 feet high, 25 feet wide, and 50 feet long, once every 1d4 rounds, damage 12d6 fire, Reflex DC 21 half; effective both on the surface and underwater. The save DC is Constitution-based. Capsize (Ex) A submerged dragon turtle that surfaces under a boat or ship less than 20 feet long capsizes the vessel 95% of the time. It has a 50% chance to capsize a vessel from 20 to 60 feet long and a 20% chance to capsize one over 60 feet long. Smite Evil (Su) Once per day a celestial dragon turtle can make a normal melee attack to deal 12 points of extra damage against an evil foe. Skills A dragon turtle has a +8 racial bonus on any Swim check to perform some special action or avoid a hazard. It can always choose to take 10 on a Swim check, even if distracted or endangered. It can use the run action while swimming, provided it swims in a straight line. *Dragon turtles have a +8 racial bonus on Hide checks when submerged. Celestial Dragonne Size/Type: Large Magical Beast (Extraplanar) Hit Dice: 9d10+27 (76 hp) Initiative: +6 Speed: 40 ft. (8 squares), fly 30 ft. (poor) Armor Class: 18 (-1 size, +2 Dex, +7 natural), touch 11, flat-footed 16 Base Attack/Grapple: +9/+17 Attack: Bite +12 melee (2d6+4) Full Attack: Bite +12 melee (2d6+4) and 2 claws +7 melee (2d4+2) Space/Reach: 10 ft./5 ft. Special Attacks: Pounce, roar, smite evil Special Qualities: Darkvision 60 ft., damage reduction 5/magic, low-light vision, resistance to acid 10, cold 10, and electricity 10, spell resistance 14, scent Saves: Fort +9, Ref +8, Will +4 Abilities: Str 19, Dex 15, Con 17, Int 6, Wis 12, Cha 12 Skills: Listen +11, Spot +11 Feats: Blind-Fight, Combat Reflexes, Improved Initiative, Track Environment: Temperate deserts Organization: Solitary, pair, or pride (5-10) Challenge Rating: 9 Treasure: Double standard Alignment: always good (any) Advancement: 10-12 HD (Large); 13-27 HD (Huge) Level Adjustment: +6 (cohort) A dragonne possesses huge claws and fangs, and large eyes, usually the color of its scales. A dragonne is about 12 feet long and weighs about 700 pounds. Dragonnes speak Draconic. Combat A dragonne’s wings are useful only for short flights, carrying the creature for 10 to 30 minutes at a time. Nevertheless, it uses its wings effectively in battle. If opponents attempt to charge or encircle it, the dragonne simply takes to the air and finds a more defensible position. A celestial dragonne’s natural weapons are treated as magic weapons for the purpose of overcoming damage reduction. Pounce (Ex) If a dragonne charges, it can make a full attack in the same round. Roar (Su) A dragonne can loose a devastating roar every 1d4 rounds. All creatures except dragonnes within 120 feet must succeed on a DC 15 Will save or become fatigued. Those within 30 feet who fail their saves become exhausted. The save DC is Charisma-based. Smite Evil (Su) Once per day a celestial dragonne can make a normal melee attack to deal 9 points of extra damage against an evil foe. Skills Dragonnes have a +4 racial bonus on Listen and Spot checks. Carrying Capacity A light load for a dragonne is up to 348 pounds; a medium load, 349-699 pounds, and a heavy load, 700-1,050 pounds. Celestial Dryad Size/Type: Medium Fey Hit Dice: 4d6 (14 hp) Initiative: +4 Speed: 30 ft. (6 squares) Armor Class: 17 (+4 Dex, +3 natural), touch 14, flat-footed 13 Base Attack/Grapple: +2/+2 Attack: Dagger +6 melee (1d4/19-20) or masterwork longbow +7 ranged (1d8/×3) Full Attack: Dagger +6 melee (1d4/19-20) or masterwork longbow +7 ranged (1d8/×3) Space/Reach: 5 ft./5 ft. Special Attacks: Smite evil, spell-like abilities Special Qualities: Darkvision 60ft., damage reduction 5/cold iron & magic, resistance to acid 5, cold 5, and electricity 5, spell resistance 9, tree dependent, wild empathy Saves: Fort +3, Ref +8, Will +6 Abilities: Str 10, Dex 19, Con 11, Int 14, Wis 15, Cha 18 Skills: Escape Artist +11, Handle Animal +11, Hide +11, Knowledge (nature) +11, Listen +9, Move Silently +11, Ride +6, Spot +9, Survival +9, Use Rope +4 (+6 with bindings) Feats: Great Fortitude, Weapon Finesse Environment: Temperate forests Organization: Solitary or grove (4-7) Challenge Rating: 4 Treasure: Standard Alignment: Usually chaotic good Advancement: By character class Level Adjustment: — A dryad’s delicate features are much like a female elf’s, though her flesh is like bark or fine wood, and her hair is like a canopy of leaves that changes color with the seasons. Although they are generally solitary, up to seven dryads have been encountered in one place on rare occasions. Dryads speak Common, Elven, and Sylvan. Combat Shy, intelligent, and resolute, dryads are as elusive as they are alluring—they avoid physical combat and are rarely seen unless they wish to be. If threatened, or in need of an ally, a dryad uses charm person or suggestion, attempting to gain control of the attacker(s) who could help the most against the rest. Any attack on her tree, however, provokes the dryad into a frenzied defense. A celestial dryads’s natural weapons are treated as magic weapons for the purpose of overcoming damage reduction. Smite Evil (Su) Once per day a celestial dryad can make a normal melee attack to deal 4 points of extra damage against an evil foe. Spell-Like Abilities At will—entangle (DC 13), speak with plants, tree shape; 3/day— charm person (DC 13), deep slumber (DC 15), tree stride; 1/day—suggestion (DC 15). Caster level 6th. The save DCs are Wisdom-based. Tree Dependent (Su) Each dryad is mystically bound to a single, enormous oak tree and must never stray more than 300 yards from it. Any who do become ill and die within 4d6 hours. A dryad’s oak does not radiate magic. Wild Empathy (Ex) This power works like the druid’s wild empathy class feature, except that the dryad has a +6 racial bonus on the check. |
| RLRapp10-06-06, 06:44 PM | Celestial Dwarf Dwarf, 1st-Level Warrior Size/Type: Medium Humanoid (Dwarf) Hit Dice: 1d8+2 (6 hp) Initiative: +0 Speed: 20 ft. in scale mail (4 squares); base speed 20 ft. Armor Class: 16 (+4 scale mail, +2 heavy shield), touch 10, flat-footed 16 Base Attack/Grapple: +1/+2 Attack: Dwarven waraxe +3 melee (1d10+1/×3) or shortbow +1 ranged (1d6/×3) Full Attack: Dwarven waraxe +3 melee (1d10+1/×3) or shortbow +1 ranged (1d6/×3) Space/Reach: 5 ft./5 ft. Special Attacks: Dwarf traits, smite evil Special Qualities: Darkvision 60 ft., dwarf traits, resistance to acid 5, cold 5, and electricity 5, spell resistance 6 Saves: Fort +4*, Ref +0*, Will -1* Abilities: Str 13, Dex 11, Con 14, Int 10, Wis 9, Cha 6 Skills: Appraise +2, Craft (blacksmithing) +2, Craft (stonemasonry) +2, Listen +2, Spot +2 Feats: Weapon Focus (dwarven waraxe) Environment: Temperate mountains (Deep: Underground) Organization: Team (2-4), squad (11-20 plus 2 3rd-level sergeants and 1 leader of 3rd-6th level), or clan (30-100 plus 30% noncombatants plus 1 3rd-level sergeant per 10 adults, 5 5th-level lieutenants, and 3 7th-level captains) Treasure: Standard coins; double goods; standard items Alignment: Often lawful good (Deep: Usually lawful good or neutral good) Advancement: By character class Level Adjustment: +2 Dwarves favor earth tones in their clothing and prefer simple and functional garb. The skin can be very dark, but it is always some shade of tan or brown. Hair color can be black, gray, or brown. Dwarves average 4 feet tall and weigh as much as adult humans. Dwarves speak Dwarven. Most who travel outside dwarven lands (as traders, mercenaries, or adventurers) know the Common tongue, while warriors in the dwarven cities usually learn Goblin to better interrogate and spy on those evil denizens of the deep caves. Most dwarves encountered outside their home are warriors. Combat Dwarves are experts in combat, effectively using their environment and executing well-planned group attacks. They rarely use magic in fights, since they have few wizards or sorcerers (but dwarven clerics throw themselves into battle as heartily as their fellow warriors). If they have time to prepare, they may build deadfalls or other traps involving stone. In addition to the dwarven waraxe and thrown hammer, dwarves also use warhammers, picks, shortbows, heavy crossbows, and maces. Smite Evil (Su) Once per day a celestial dwarf can make a normal melee attack to deal points of extra damage equal to his HD against an evil foe. Dwarf Traits (Ex) Dwarves possess the following racial traits. +2 Constitution, -2 Charisma. Medium size. A dwarf’s base land speed is 20 feet. However, dwarves can move at this speed even when wearing medium or heavy armor or when carrying a medium or heavy load. Darkvision out to to 60 feet. Stonecunning: This ability grants a dwarf a +2 racial bonus on Search checks to notice unusual stonework, such as sliding walls, stonework traps, new construction (even when built to match the old), unsafe stone surfaces, shaky stone ceilings, and the like. Something that isn’t stone but that is disguised as stone also counts as unusual stonework. A dwarf who merely comes within 10 feet of unusual stonework can make a Search check as if he were actively searching, and a dwarf can use the Search skill to find stonework traps as a rogue can. A dwarf can also intuit depth, sensing his approximate depth underground as naturally as a human can sense which way is up. Dwarves have a sixth sense about stonework, an innate ability that they get plenty of opportunity to practice and hone in their underground homes. Weapon Familiarity: Dwarves treat dwarven waraxes and dwarven urgroshes as martial weapons, rather than exotic weapons. Stability: Dwarves are exceptionally stable on their feet. A dwarf has a +4 bonus on ability checks made to resist being bull rushed or tripped when standing on the ground (but not when climbing, flying, riding, or otherwise not standing firmly on the ground). +2 racial bonus on saving throws against poison. *Not reflected in the saving throw numbers given here. +2 racial bonus on saving throws against spells and spell-like effects. *Not reflected in the saving throw numbers given here. +1 racial bonus on attack rolls against orcs (including half-orcs) and goblinoids (including goblins, hobgoblins, and bugbears). +4 dodge bonus to Armor Class against creatures of the giant type (such as ogres, trolls, and hill giants). +2 racial bonus on Appraise checks that are related to stone or metal items. +2 racial bonus on Craft checks that are related to stone or metal. Automatic Languages: Common, Dwarven. Bonus Languages: Giant, Gnome, Goblin, Orc, Terran, Undercommon. Favored Class: Fighter. The dwarf warrior presented here had the following ability scores before racial adjustments: Str 13, Dex 11, Con 12, Int 10, Wis 9, Cha 8. Subraces The information above is for hill dwarves, the most common variety. There are three other major dwarven subraces, which differ from hill dwarves as follows. Deep Dwarf These dwarves live far underground and tend to be more standoffish with non-dwarves. Deep dwarves are the same height as other dwarves, but leaner. Their skin sometimes has a reddish tinge, and their large eyes lack the brightness of those of their kindred, being a washed-out blue. Their hair color ranges from bright red to straw blond. They have little contact with surface dwellers, relying on hill dwarves or mountain dwarves to trade goods for them. Deep dwarves speak Dwarven and Goblin, and occasionally Draconic or Undercommon. Deep Dwarf Traits (Ex) These traits are in addition to the hill dwarf traits, except where noted. Racial bonus on saves against spells and spell-like abilities increases to +3. Racial bonus on Fortitude saves against poisons increases to +3. Darkvision out to 90 feet. Light Sensitivity: Deep dwarves are dazzled in bright sunlight or within the radius of a daylight spell. Mountain Dwarf Mountain dwarves live deeper under the mountains than hill dwarves but generally not as far underground as deep dwarves. They average about 4½ feet tall and have lighter skin and hair than hill dwarves, but the same general appearance. Celestial Eagle Size/Type: Small Magical Beast (Extraplanar) Hit Dice: 1d8+1 (5 hp) Initiative: +2 Speed: 10 ft. (2 squares), fly 80 ft. (average) Armor Class: 14 (+1 size, +2 Dex, +1 natural), touch 13, flat-footed 12 Base Attack/Grapple: +0/-4 Attack: Talons +3 melee (1d4) Full Attack: 2 talons +3 melee (1d4) and bite -2 melee (1d4) Space/Reach: 5 ft./5 ft. Special Attacks: Smite evil Special Qualities: Darkvision 60ft., low-light vision, resistance to acid 5, cold 5, and electricity 5, spell resistance 6 Saves: Fort +3, Ref +4, Will +2 Abilities: Str 10, Dex 15, Con 12, Int 3, Wis 14, Cha 6 Skills: Listen +4, Spot +16 Feats: Alertness, Weapon FinesseB Environment: Temperate mountains Organization: Solitary or pair Challenge Rating: ½ Advancement: 2-3 HD (Medium) Level Adjustment: — These birds of prey inhabit nearly every terrain and climate, though they all prefer high, secluded nesting spots. A typical eagle is about 3 feet long and has a wingspan of about 7 feet. The statistics presented here can describe any similar-sized, diurnal bird of prey. Celestial eagles are commonly summoned by the summon monster II spell. Combat Eagles dive at prey, raking with their powerful talons. Smite Evil (Su) Once per day a celestial eagle can make a normal melee attack to deal 1 point of extra damage against an evil foe. Skills Eagles have a +8 racial bonus on Spot checks. Celestial Giant Eagle Size/Type: Large Magical Beast (Extraplanar) Hit Dice: 4d10+4 (26 hp) Initiative: +3 Speed: 10 ft. (2 squares), fly 80 ft. (average) Armor Class: 15 (-1 size, +3 Dex, +3 natural), touch 12, flat-footed 12 Base Attack/Grapple: +4/+12 Attack: Claw +7 melee (1d6+4) Full Attack: 2 claws +7 melee (1d6+4) and bite +2 melee (1d8+2) Space/Reach: 10 ft./5 ft. Special Attacks: Smite evil Special Qualities: Darkvision 60ft., damage reduction 5/magic, low-light vision, evasion, resistance to acid 5, cold 5, and electricity 5, spell resistance 9 Saves: Fort +5, Ref +7, Will +3 Abilities: Str 18, Dex 17, Con 12, Int 10, Wis 14, Cha 10 Skills: Knowledge (nature) +2, Listen +6, Sense Motive +4, Spot +15, Survival +3 Feats: Alertness, Flyby Attack Environment: Temperate mountains Organization: Solitary, pair, or eyrie (5-12) Challenge Rating: 4 Treasure: None Alignment: always chaotic good Advancement: 5-8 HD (Large); 9-12 HD (Huge) Level Adjustment: +4 (cohort) typical giant eagle stands about 10 feet tall, has a wingspan of up to 20 feet, and resembles its smaller cousins in nearly every way except size. It weighs about 500 pounds. Giant eagles speak Common and Auran. Celestial giant eagles are commonly summoned by the summon monster IV spell. Combat A giant eagle typically attacks from a great height, diving earthward at tremendous speed. When it cannot dive, it uses its powerful talons and slashing beak to strike at its target’s head and eyes. A solitary giant eagle is typically hunting or patrolling in the vicinity of its nest and generally ignores creatures that do not appear threatening. A mated pair attacks in concert, making repeated diving attacks to drive away intruders, and fights to the death to defend their nest or hatchlings. A celestial giant eagle’s natural weapons are treated as magic weapons for the purpose of overcoming damage reduction. Evasion (Ex) With a successful Reflex save against an attack that allows a Reflex save for half damage, a giant eagle takes no damage. Smite Evil (Su) Once per day a celestial giant eagle can make a normal melee attack to deal 4 points of extra damage against an evil foe. Skills Giant eagles have a +4 racial bonus on Spot checks. Training A Giant Eagle Although intelligent, a giant eagle requires training before it can bear a rider in combat. To be trained, a giant eagle must have a friendly attitude toward the trainer (this can be achieved through a successful Diplomacy check). Training a friendly giant eagle requires six weeks of work and a DC 25 Handle Animal check. Riding a giant eagle requires an exotic saddle. A giant eagle can fight while carrying a rider, but the rider cannot also attack unless he or she succeeds on a Ride check. Giant eagle eggs are worth 2,500 gp apiece on the open market, while chicks are worth 4,000 gp each. Professional trainers charge 1,000 gp to rear or train a giant eagle. Carrying Capacity A light load for a giant eagle is up to 300 pounds; a medium load, 301-600 pounds; and a heavy load, 601-900 pounds. Celestial Elephant Size/Type: Huge Magical Beast (Extraplanar) Hit Dice: 11d8+55 (104 hp) Initiative: +0 Speed: 40 ft. (8 squares) Armor Class: 15 (-2 size, +7 natural), touch 8, flat-footed 15 Base Attack/Grapple: +8/+26 Attack: Gore +16 melee (2d8+15) Full Attack: Slam +16 melee (2d6+10) and 2 stamps +11 melee (2d6+5); or gore +16 melee (2d8+15) Space/Reach: 15 ft./10 ft. Special Attacks: Smite evil, trample 2d8+15 Special Qualities: Darkvision 60 ft., damage reduction 5/magic, low-light vision, resistance to acid 10, cold 10, and electricity 10, spell resistance 16, scent Saves: Fort +12, Ref +7, Will +6 Abilities: Str 30, Dex 10, Con 21, Int 3, Wis 13, Cha 7 Skills: Listen +12, Spot +10 Feats: Alertness, Endurance, Iron Will, Skill Focus (Listen) Environment: Warm plains Organization: Solitary or herd (6-30) Challenge Rating: 9 Advancement: 12-22 HD (Huge) Level Adjustment: — Massive herbivores of tropical lands, elephants are unpredictable creatures but nevertheless are sometimes used as mounts or beasts of burden. This entry describes an African elephant. Indian elephants are slightly smaller and weaker (Strength 28), but more readily trained (Wisdom 15). These statistics can also represent prehistoric creatures such as mammoths and mastodons. Celestial elephants are commonly summoned by the summon monster VII spell. Combat Elephants tend to charge at threatening creatures. A celestial elephant’s natural weapons are treated as magic weapons for the purpose of overcoming damage reduction. Smite Evil (Su) Once per day a celestial elephant can make a normal melee attack to deal 11 points of extra damage against an evil foe. Trample (Ex) Reflex half DC 25. The save DC is Strength-based. Celestial Elf, 1st-Level Warrior Size/Type: Medium Humanoid (Elf, Extraplanar) Hit Dice: 1d8 (4 hp) Initiative: +1 Speed: 30 ft. (6 squares) Armor Class: 15 (+1 Dex, +3 studded leather, +1 light shield), touch 11, flat-footed 14 Base Attack/Grapple: +1/+2 Attack: Longsword +2 melee (1d8+1/19-20) or longbow +3 ranged (1d8/×3) Full Attack: Longsword +2 melee(1d8+1/19-20) or longbow +3 ranged (1d8/×3) Space/Reach: 5 ft./5 ft. Special Attacks: Smite evil Special Qualities: Darkvision 60 ft., elven traits, resistance to acid 5, cold 5, and electricity 5, spell resistance 6 Saves: Fort +2, Ref +1, Will -1* Abilities: Str 13, Dex 13, Con 10, Int 10, Wis 9, Cha 8 Skills: Hide +1, Listen +2, Search +3, Spot +2 Feats: Weapon Focus (longbow) Environment: Temperate forest (Half-elf: Temperate forests) (Aquatic: Temperate aquatic) (Gray: Temperate mountains) (Wild: Warm forests) (Wood: Temperate forests) Organization: Squad (2-4), company (11-20 plus 2 3rd-level sergeants and 1 leader of 3rd-6th level), or band (30-100 plus 20% noncombatants plus 1 3rd-level sergeant per 10 adults, 5 5th-level lieutenants, and 3 7th-level captains) Challenge Rating: ½ (see text) Treasure: Standard Alignment: Usually chaotic good (Wood: Usually neutral good) Advancement: By character class Level Adjustment: +2 Elves average 5 feet tall and typically weigh just over 100 pounds. They live on fruits and grains, though they occasionally hunt for fresh meat. Elves prefer colorful clothes, usually with a green-and-gray cloak that blends well with the colors of the forest. Elves speak Elven, and most also know Common and Sylvan. Most elves encountered outside their homes are warriors; the information presented here is for one of 1st level. Combat Elves are cautious warriors and take time to analyze their opponents and the location of the fight if at all possible, maximizing their advantage by using ambushes, snipers, and camouflage. They prefer to fire from cover and retreat before they are found, repeating this maneuver until all of their enemies are dead. They prefer longbows, shortbows, rapiers, and longswords. In melee, elves are graceful and deadly, using complex maneuvers that are beautiful to observe. Their wizards often use sleep spells during combat because these won’t affect other elves. Smite Evil (Su) Once per day a celestial elf can make a normal melee attack to deal points of extra damage equal to his HD against an evil foe. Elf Traits (Ex) Elves possess the following racial traits. +2 Dexterity, -2 Constitution. Medium size. An elf’s base land speed is 30 feet. Immunity to sleep spells and effects, and a +2 racial saving throw bonus against enchantment spells or effects. (Not reflected in the saving throw modifiers given here.) Low-light vision. Weapon Proficiency: Elves are automatically proficient with the longsword, rapier, longbow, composite longbow, shortbow, and composite shortbow. +2 racial bonus on Listen, Search, and Spot checks. An elf who merely passes within 5 feet of a secret or concealed door is entitled to a Search check to notice it as if she were actively looking for it. Automatic Languages: Common, Elven. Bonus Languages: Draconic, Gnoll, Gnome, Goblin, Orc, Sylvan. Favored Class: Wizard. The elf warrior presented here had the following ability scores before racial adjustments: Str 13, Dex 11, Con 12, Int 10, Wis 9, Cha 8. Subraces The above information describes the high elf, the most common variety. There are five other major subraces of elf, in addition to half-elves, who share enough elven characteristics to be included here. Half-Elf Half-elves are not truly an elf subrace, but they are often mistaken for elves. Half-elves usually inherit a good blend of their parents’ physical characteristics. Half-Elf Traits (Ex) Half-elves possess the following racial traits. Medium size. A half-elf’s base land speed is 30 feet. Immunity to sleep spells and similar magical effects, and a +2 racial bonus on saving throws against enchantment spells or effects. Low-light vision. +1 racial bonus on Listen, Search, and Spot checks. A half-elf does not have the elf’s ability to notice secret doors simply by passing near them. +2 racial bonus on Diplomacy and Gather Information checks: Half-elves get along naturally with all people. This bonus may not apply in situations or settings where half-elves are viewed with distrust. Elven Blood: For all effects related to race, a half-elf is considered an elf. Half-elves, for example, are just as vulnerable to special effects that affect elves as their elf ancestors are, and they can use magic items that are only usable by elves. Automatic Languages: Common, Elven. Bonus Languages: Any (other than secret languages, such as Druidic). Favored Class: Any. When determining whether a multiclass half-elf takes an experience point penalty for multiclassing, her highest-level class does not count. Aquatic Elf Also called sea elves, these creatures are waterbreathing cousins to land-dwelling elves. Aquatic elves fight underwater with tridents, spears, and nets. Aquatic Elf Traits (Ex) These traits are in addition to the high elf traits, except where noted. +2 Dexterity, -2 Intelligence. These adjustments replace the high elf’s ability score adjustments. An aquatic elf has the aquatic subtype. An aquatic elf has a swim speed of 40 feet. Gills: Aquatic elves can survive out of the water for 1 hour per point of Constitution (after that, refer to the suffocation rules). Superior Low-Light Vision: Aquatic elves can see four times as far as a human in starlight, moonlight, torchlight, and similar conditions of low illumination. This trait replaces the high elf’s low-light vision. Favored Class: Fighter. This trait replaces the high elf’s favored class. Gray Elf Taller and grander in physical appearance than others of their race, gray elves have a reputation for being aloof and arrogant (even by elven standards). They have either silver hair and amber eyes or pale golden hair and violet eyes. They prefer clothing of white, silver, yellow, or gold, with cloaks of deep blue or purple. Gray Elf Traits (Ex) These traits are in addition to the high elf traits. +2 Intelligence, -2 Strength. Wild Elf Wild elves are barbaric and tribal. Wild elves’ hair color ranges from black to light brown, lightening to silvery white with age. They dress in simple clothing of animal skins and basic plant weaves. Wild Elf Traits (Ex) These traits are in addition to the high elf traits, except where noted. +2 Dexterity, -2 Intelligence. These adjustments replace the high elf’s ability score adjustments. Favored Class: Sorcerer. This trait replaces the high elf’s favored class. Wood Elf Their hair color ranges from yellow to a coppery red, and they are more muscular than other elves. Their clothing is in dark shades of green and earth tones to better blend in with their natural surroundings. Wood Elf Traits (Ex) These traits are in addition to the high elf traits, except where noted. +2 Strength, -2 Intelligence. Favored Class: Ranger. This trait replaces the high elf’s favored class. |
| RLRapp10-07-06, 10:35 PM | Celestial Ethereal Filcher Size/Type: Medium Aberration (Extraplanar) Hit Dice: 5d8 (22 hp) Initiative: +8 Speed: 40 ft. (8 squares) Armor Class: 17 (+4 Dex, +3 natural), touch 14, flat-footed 13 Base Attack/Grapple: +3/+3 Attack: Bite +3 melee (1d4) Full Attack: Bite +3 melee (1d4) Space/Reach: 5 ft./5 ft. Special Attacks: Smite evil Special Qualities: Darkvision 60 ft., damage reduction 5/magic, detect magic, ethereal jaunt, resistance to acid 5, cold 5, and electricity 5, spell resistance 10 Saves: Fort +1, Ref +5, Will +5 Abilities: Str 10, Dex 18, Con 11, Int 7, Wis 12, Cha 10 Skills: Listen +9, Sleight of Hand +12, Spot +9 Feats: Dodge, Improved Initiative Environment: Underground Organization: Solitary Challenge Rating: 4 Treasure: No coins; standard goods; double items Alignment: always good (any) Advancement: 6-7 HD (Medium); 8-15 HD (Large) Level Adjustment: — Ethereal filchers are bizarre-looking creatures with a penchant for snatching trinkets from passersby. Their ability to move quickly between the Ethereal Plane and the Material Plane makes them spectacular pickpockets. Ethereal filchers do not speak. Combat An ethereal filcher prowls about, using its ethereal jaunt ability to move about unseen (and often through solid objects). Upon locating a likely mark, it shifts to the Material Plane, attempting to catch its victim unaware. The creature attempts to seize an item, then retreats quickly back to the Ethereal Plane. It is not above delivering a bite to distract its target. Once it secures a trinket, it scurries back to its lair to admire its prize. When badly wounded, a filcher escapes rather than continuing the fight. A celestial ethereal filcher’s natural weapons are treated as magic weapons for the purpose of overcoming damage reduction. Any number of simple ruses can blunt a filcher’s attack. Detect Magic (Su) Ethereal filchers can detect magic as the spell (caster level 5th) at will. Ethereal Jaunt (Su) An ethereal filcher can shift from the Ethereal Plane to the Material Plane as part of any move action, and shift back again as a free action. It can remain on the Ethereal Plane for 1 round before returning to the Material Plane. The ability is otherwise identical with the ethereal jaunt spell (caster level 15th). Smite Evil (Su) Once per day a celestial ethereal filcher can make a normal melee attack to deal 5 points of extra damage against an evil foe. Skills Ethereal filchers have a +8 racial bonus on Sleight of Hand checks, and a +4 racial bonus on Listen and Spot checks. Celestial Ethereal Marauder Size/Type: Medium Magical Beast (Extraplanar) Hit Dice: 2d10 (11 hp) Initiative: +5 Speed: 40 ft. (8 squares) Armor Class: 14 (+1 Dex, +3 natural), touch 11, flat-footed 13 Base Attack/Grapple: +2/+4 Attack: Bite +4 melee (1d6+3) Full Attack: Bite +4 melee (1d6+3) Space/Reach: 5 ft./5 ft. Special Attacks: Smite evil Special Qualities: Darkvision 60 ft., ethereal jaunt, resistance to acid 5, cold 5, and electricity 5, spell resistance 7 Saves: Fort +3, Ref +4, Will +1 Abilities: Str 14, Dex 12, Con 11, Int 7, Wis 12, Cha 10 Skills: Listen +5, Move Silently +5, Spot +4 Feats: Improved Initiative Environment: Ethereal Plane Organization: Solitary Challenge Rating: 3 Treasure: None Alignment: Always good (any) Advancement: 3-4 HD (Medium); 5-6 HD (Large) Level Adjustment: — Ethereal marauders live and hunt on the Ethereal Plane. Ethereal marauders’ coloration ranges from bright blue to deep violet. An ethereal marauder stands about 4 feet tall, but its overall length is about 7 feet. It weighs about 200 pounds. Ethereal marauders speak no known languages. Survivors of their attacks on the Material Plane claim that they emit an eerie, high whine that varies in pitch depending on the creature’s speed and health. Combat Once a marauder locates prey, it shifts to the Material Plane to attack, attempting to catch its victim flat-footed. The creature bites its victim, then retreats quickly back to the Ethereal Plane. When badly hurt or wounded, a marauder escapes to its home plane rather than continuing the fight. Ethereal Jaunt (Su) An ethereal marauder can shift from the Ethereal Plane to the Material Plane as a free action, and shift back again as a move action. The ability is otherwise identical with the ethereal jaunt spell (caster level 15th). Smite Evil (Su) Once per day a celestial ethereal marauder can make a normal melee attack to deal 2 points of extra damage against an evil foe. Skills Ethereal marauders have a +2 racial bonus on Listen, Move Silently, and Spot checks. Celestial Frost Worm Size/Type: Huge Magical Beast (Cold) Hit Dice: 14d10+70 (147 hp) Initiative: +4 Speed: 30 ft. (6 squares), burrow 10 ft. Armor Class: 18 (-2 size, +10 natural), touch 8, flat-footed 18 Base Attack/Grapple: +14/+30 Attack: Bite +21 melee (2d8+12 plus 1d8 cold) Full Attack: Bite +21 melee (2d8+12 plus 1d8 cold) Space/Reach: 15 ft./10 ft. Special Attacks: Trill, cold, breath weapon, smite evil Special Qualities: Darkvision 60 ft., damage reduction 10/magic, death throes, immunity to cold, low-light vision, vulnerability to fire, resistance to acid 10 and electricity 10, spell resistance 19 Saves: Fort +14, Ref +9, Will +6 Abilities: Str 26, Dex 10, Con 20, Int 3, Wis 11, Cha 11 Skills: Hide +3*, Listen +5, Spot +5 Feats: Alertness, Improved Initiative, Improved Natural Attack (bite), Iron Will, Weapon Focus (bite) Environment: Cold plains Organization: Solitary Challenge Rating: 14 Treasure: None Alignment: always good (any) Advancement: 15-21 HD (Huge); 22-42 HD (Gargantuan) Level Adjustment: — A frost worn cannot burrow through stone, but can manage ice and frozen earth. When moving through such hard materials it leaves behind a usable tunnel about 5 feet in diameter. A frost worm is about 40 feet long, 5 feet in diameter, and weighs about 8,000 pounds. Combat Frost worms lurk under the snow, waiting for prey to come near. They begin an attack with a trill and then set upon helpless prey with their bite. A celestial frost worm’s natural weapons are treated as magic weapons for the purpose of overcoming damage reduction. Trill (Su) A frost worm can emit a noise that forces its prey to stand motionless. This sonic mind-affecting compulsion affects all creatures other than frost worms within a 100-foot radius. Creatures must succeed on a DC 17 Will save or be stunned for as long as the worm trills and for 1d4 rounds thereafter, even if they are attacked. However, if attacked or violently shaken (a full-round action), a victim is allowed another saving throw. Once a creature has resisted or broken the effect, it cannot be affected again by that same frost worm’s trill for 24 hours. The effect’s caster level is 14th. The save DC is Charisma-based. Cold (Ex) A frost worm’s body generates intense cold, causing opponents to take an extra 1d8 points of cold damage every time the creature succeeds on a bite attack. Creatures attacking a frost worm unarmed or with natural weapons take this same cold damage each time one of their attacks hits. Breath Weapon (Su) 30-foot cone, once per hour, damage 15d6 cold, Reflex DC 22 half. Opponents held motionless by the frost worm’s trill get no saving throw. The save DC is Constitution-based. Death Throes (Ex) When killed, a frost worm turns to ice and shatters in an explosion that deals 12d6 points of cold damage and 8d6 points of piercing damage to everything within 100 feet (Reflex half DC 22). The save DC is Constitution-based. Smite Evil (Su) Once per day a celestial frost worm can make a normal melee attack to deal 14 points of extra damage against an evil foe. Skills *A frost worm, due to its coloration and its affinity for burying itself in the snow, has a +10 racial bonus on Hide checks in its native environment. |
| RLRapp10-09-06, 08:01 PM | Celestial Shrieker Size/Type: Medium Plant (Extraplanar) Hit Dice: 2d8+2 (11 hp) Initiative: -5 Speed: 0 ft. Armor Class: 8 (-5 Dex, +3 natural), touch 5, flat-footed 8 Base Attack/Grapple: +1/-4 Attack: — Full Attack: — Space/Reach: 5 ft./0 ft. Special Attacks: Shriek Special Qualities: darkvision 60 ft., low-light vision, plant traits, resistance to acid 5, cold 5, and electricity 5, spell resistance 7 Saves: Fort +4, Ref —, Will -4 Abilities: Str Ø, Dex Ø, Con 13, Int 3, Wis 2, Cha 1 Skills: — Feats: — Environment: Underground Organization: Solitary or patch (3-5) Challenge Rating: 1 Treasure: None Alignment: Always good (any) Advancement: 3 HD (Medium) Level Adjustment: — A shrieker is a stationary fungus that emits a loud noise to attract prey or when disturbed. Shriekers live in dark, subterranean places, often in the company of violet fungi, whose poison they are immune to. Shriekers come in of shades of purple. Combat A shrieker has no means of attack. Instead, it lures prey to its vicinity by emitting a loud noise. Shriek (Ex) Movement or a light source within 10 feet of a shrieker causes the fungus to emit a piercing sound that lasts for 1d3 rounds. The sound attracts nearby creatures that are disposed to investigate it. Some creatures that live near shriekers come to learn that the fungus’s noise means there is food nearby. Celestial Violet Fungus Medium Plant (Extraplanar) Hit Dice: 2d8+6 (15 hp) Initiative: -1 Speed: 10 ft. (2 squares) Armor Class: 13 (-1 Dex, +4 natural), touch 9, flat-footed 13 Base Attack/Grapple: +1/+3 Attack: Tentacle +3 melee (1d6+2 plus poison) Full Attack: 4 tentacles +3 melee (1d6+2 plus poison) Space/Reach: 5 ft./10 ft. Special Attacks: Poison, smite evil Special Qualities: darkvision 60 ft., low-light vision, plant traits, resistance to acid 5, cold 5, and electricity 5, spell resistance 7 Saves: Fort +6, Ref -1, Will +0 Abilities: Str 14, Dex 8, Con 16, Int Ø, Wis 11, Cha 9 Skills: — Feats: — Environment: Underground Organization: Solitary, patch (2-4), or mixed patch (2-4 violet fungi and 3-5 shriekers) Challenge Rating: 3 Treasure: None Alignment: Always good (any) Advancement: 3-6 HD (Medium) Level Adjustment: — Violet fungi resemble shriekers and are often found growing among them. A violet fungi’s coloration ranges from purple overall to dull gray or violet covered with purple spots. Combat A violet fungus flails about with its tentacles at living creatures that come within its reach. Poison (Ex) Injury, Fortitude DC 14, initial and secondary damage 1d4 Str and 1d4 Con. The save DC is Constitution-based. Smite Evil (Su) Once per day a celestial violet fungus can make a normal melee attack to deal 2 points of extra damage against an evil foe. Celestial Cloud Giant Size/Type: Huge Giant (Air, Extraplanar) Hit Dice: 17d8+102 (178 hp) Initiative: +1 Speed: 50 ft. (10 squares) Armor Class: 25 (-2 size, +1 Dex, +12 natural, +4 chain shirt), touch 9, flat-footed 24 Base Attack/Grapple: +12/+32 Attack: Gargantuan morningstar +22 melee (4d6+18) or slam +22 melee (1d6+12) or rock +12 ranged (2d8+12) Full Attack: Gargantuan morningstar +22/+17/+12 melee (4d6+18) or 2 slams +22 melee (1d6+12) or rock +12 ranged (2d8+12) Space/Reach: 15 ft./15 ft. Special Attacks: Rock throwing, smite evil, spell-like abilities Special Qualities: Darkvision 60 ft., damage reduction 10/magic, low-light vision, oversized weapon, rock catching, resistance to acid 10, cold 10, and electricity 10, spell resistance 22, scent Saves: Fort +16, Ref +6, Will +10 Abilities: Str 35, Dex 13, Con 23, Int 12, Wis 16, Cha 13 Skills: Climb +19, Craft (any one) +11, Diplomacy +3, Intimidate +11, Listen +15, Perform (stringed instruments) +2, Sense Motive +9, Spot +15 Feats: Awesome Blow, Cleave, Improved Bull Rush, Improved Overrun, Iron Will, Power Attack Environment: Temperate mountains Organization: Solitary, gang (2-4), family (2-4 plus 35% noncombatants plus 1 sorcerer or cleric of 4th-7th level plus 2-5 griffons or 2-8 dire lions), or band (6-9 plus 1 sorcerer or cleric of 4th-7th level plus 2-5 griffons or 2-8 dire lions) Challenge Rating: 13 Treasure: Standard coins; double goods; standard items Alignment: always neutral good Advancement: By character class Level Adjustment: — Cloud giants’ skin ranges in color from milky white to light sky blue. Their hair is silvery white or brass, and their eyes are iridescent blue. Adult males are about 18 feet tall and weigh about 5,000 pounds. Females are slightly shorter and lighter. Cloud giants can live to be 400 years old. Cloud giants dress in the finest clothing available and wear jewelry. To many, appearance indicates station. The better the clothes and the finer the jewelry, the more important the wearer. They also appreciate music, and most can play one or more instruments (the harp is a favorite). Combat Cloud giants fight in well-organized units, using carefully developed battle plans. They prefer to fight from a position above their opponents. A favorite tactic is to circle the enemies, barraging them with rocks while the giants with magical abilities confound them with spells. A celestial cloud giant’s natural weapons are treated as magic weapons for the purpose of overcoming damage reduction. Rock Throwing (Ex) The range increment is 140 feet for a cloud giant’s thrown rocks. Oversized Weapon (Ex) A cloud giant wields a great, two-handed morningstar (big enough for Gargantuan creatures) without penalty. Smite Evil (Su) Once per day a celestial cloud giant can make a normal melee attack to deal 17 points of extra damage against an evil foe. Spell-Like Abilities 3/day—levitate (self plus 2,000 pounds), obscuring mist; 1/day—fog cloud. Caster level 15th. Cloud Giant Characters Most cloud giant groups include a sorcerer or a cleric. Good-aligned clerics have access to two of the following domains: Good, Healing, Strength, or Sun. |
| RLRapp10-10-06, 11:13 PM | Celestial Stone Giant Size/Type: Large Giant (Earth, Extraplanar) Hit Dice: 14d8+56 (119 hp) Initiative: +2 Speed: 30 ft. in hide armor (6 squares); base speed 40 ft. Armor Class: 25 (-1 size, +2 Dex, +11 natural, +3 hide), touch 11, flat-footed 23 Base Attack/Grapple: +10/+22 Attack: Greatclub +17 melee (2d8+12) or slam +17 melee (1d4+8) or rock +11 ranged (2d8+12) Full Attack: Greatclub +17/+12 melee (2d8+12) or 2 slams +17 melee (1d4+8) or rock +11 ranged (2d8+12) Space/Reach: 10 ft./10 ft. Special Attacks: Rock throwing, smite evil Special Qualities: Darkvision 60 ft., damage reduction 10/magic, low-light vision, rock catching, resistance to acid 10, cold 10, and electricity 10, spell resistance 19 Saves: Fort +13, Ref +6, Will +7 Abilities: Str 27, Dex 15, Con 19, Int 10, Wis 12, Cha 11 Skills: Climb +11, Hide +6*, Jump +11, Spot +12 Feats: Combat Reflexes, Iron Will, Point Blank Shot, Power Attack, Precise Shot Environment: Temperate mountains Organization: Solitary, gang (2-5), band (6-9 plus 35% noncombatants), hunting/raiding/trading party (6-9 plus 1 elder), or tribe (21-30 plus 35% noncombatants plus 1-3 elders and 3-6 dire bears) Challenge Rating: 10 (elder 11) Treasure: Standard Alignment: always good (any) Advancement: By character class Level Adjustment: +6 (elder +8) Stone giants prefer thick leather garments, dyed in shades of brown and gray to match the stone around them. Adults are about 12 feet tall and weigh about 1,500 pounds. Stone giants can live to be 800 years old. Combat Stone giants fight from a distance whenever possible, but if they can’t avoid melee, they use gigantic clubs chiseled out of stone. A favorite tactic of stone giants is to stand nearly motionless, blending in with the background, then move forward to throw rocks and surprise their foes. A celestial stone giant’s natural weapons are treated as magic weapons for the purpose of overcoming damage reduction. Rock Throwing (Ex) The range increment is 180 feet for a stone giant’s thrown rocks. It uses both hands when throwing a rock. Rock Catching (Ex) A stone giant gains a +4 racial bonus on its Reflex save when attempting to catch a thrown rock. Smite Evil (Su) Once per day a celestial stone giant can make a normal melee attack to deal 14 points of extra damage against an evil foe. Skills *A stone giant gains a +8 racial bonus on Hide checks in rocky terrain. Stone Giant Elders Some stone giants develop special abilities related to their environment. These giant elders have Charisma scores of at least 15 and spell-like abilities, which they use as 10th-level sorcerers. Once per day they can use stone shape, stone tell, and either transmute rock to mud or transmute mud to rock (DC 17). The save DC is Charisma-based. One in ten elders is a sorcerer, usually of 3rd to 6th level. Stone Giants As Characters Strong, silent loners, stone giant characters are a rare sight in human lands. Stone giant characters possess the following racial traits. +16 Strength, +4 Dexterity, +8 Constitution, +2 Wisdom. Large size. -1 penalty to Armor Class, -1 penalty on attack rolls, -4 penalty on Hide checks, +4 bonus on grapple checks, lifting and carrying limits double those of Medium characters. Space/Reach: 10 feet/10 feet. A stone giant’s base land speed is 40 feet. Darkvision out to 60 feet and low-light vision. Racial Hit Dice: A stone giant begins with fourteen levels of giant, which provide 14d8 Hit Dice, a base attack bonus of +10, and base saving throw bonuses of Fort +9, Ref +4, and Will +4. Racial Skills: A stone giant’s giant levels give it skill points equal to 17 × (2 + Int modifier). Its class skills are Climb, Hide, Listen, and Spot. A stone giant has a +8 racial bonus on Hide checks in rocky terrain. Racial Feats: A stone giant’s giant levels give it five feats. +11 natural armor bonus. Special Attacks (see above): Rock throwing, smite evil. Special Qualities (see above): Rock catching, damage reduction, energy resistance. Automatic Languages: Giant. Bonus Languages: Common, Draconic, Elven, Goblin, Orc. Favored Class: Barbarian. Level adjustment +6. Celestial Storm Giant Size/Type: Huge Giant (Extraplanar) Hit Dice: 19d8+114 (199 hp) Initiative: +2 Speed: 35 ft. (7 squares), swim 30 ft. (6 squares) in breastplate; base speed 50 ft., swim 40 ft. Armor Class: 27 (-2 size, +2 Dex, +12 natural, +5 breastplate), touch 10, flat-footed 25 Base Attack/Grapple: +14/+36 Attack: Greatsword +26 melee (4d6+21/19-20) or slam +26 melee (1d6+14) or composite longbow (+14 Str bonus) +14 ranged (3d6+14/×3) Full Attack: Greatsword +26/+21/+16 melee (4d6+21/19-20) or 2 slams +26 melee (1d6+14) or composite longbow (+14 Str bonus) +14/+9/+4 ranged (3d6+14/×3) Space/Reach: 15 ft./15 ft. Special Attacks: Smite evil, spell-like abilities Special Qualities: Darkvision 60 ft., damage reduction 10/magic, freedom of movement, immunity to electricity, low-light vision, resistance to acid 10 and cold 10, spell resistance 19 rock catching, water breathing Saves: Fort +17, Ref +8, Will +13 Abilities: Str 39, Dex 14, Con 23, Int 16, Wis 20, Cha 15 Skills: Climb +20, Concentration +26, Craft (any one) +13, Diplomacy +4, Intimidate +12, Jump +24, Listen +15, Perform (sing) +12, Sense Motive +15, Spot +25, Swim +18* Feats: Awesome Blow, Cleave, Combat Reflexes, Improved Bull Rush, Improved Sunder, Iron Will, Power Attack Environment: Warm mountains Organization: Solitary or family (2-4 plus 35% noncombatants plus 1 sorcerer or cleric of 7th-10th level plus 1-2 rocs, 2-5 griffons, or 2-8 sea cats) Challenge Rating: 15 Treasure: Standard coins; double goods; standard items Alignment: Always chaotic good Advancement: By character class Level Adjustment: — Very rarely, storm giants have violet skin. Violet-skinned storm giants have deep violet or blue-black hair with silvery gray or purple eyes. Adults are about 21 feet tall and weigh about 12,000 pounds. Storm giants can live to be 600 years old. Storm giants’ garb is usually a short, loose tunic belted at the waist, sandals or bare feet, and a headband. They wear a few pieces of simple but finely crafted jewelry, anklets (favored by barefoot giants), rings, or circlets being most common. They live quiet, reflective lives and spend their time musing about the world, composing and playing music, and tilling their land or gathering food. Combat Storm giants use weapons and spell-like abilities instead of throwing rocks. Their composite longbows have a range increment of 180 feet. A celestial storm giant’s natural weapons are treated as magic weapons for the purpose of overcoming damage reduction. Spell-Like Abilities 1/day—call lightning (DC 15), chain lightning (DC 18). Caster level 15th. 2/day—control weather, levitate. Caster level 20th. The save DCs are Charisma-based. Freedom of Movement (Su) Storm giants have a continuous freedom of movement ability as the spell (caster level 20th). The effect can be dispelled, but the storm giant can create it again on its next turn as a free action. Smite Evil (Su) Once per day a celestial storm giant can make a normal melee attack to deal 19 points of extra damage against an evil foe. Water Breathing (Ex) Storm giants can breathe underwater indefinitely and can freely use their spell-like abilities while submerged. Skills A storm giant has a +8 racial bonus on any Swim check to perform some special action or avoid a hazard. It can always choose to take 10 on a Swim check, even if distracted or endangered. It can use the run action while swimming, provided it swims in a straight line. *Storm giants ignore all weight penalties for gear carried when swimming. Storm Giant Characters About 20% of adult storm giants are sorcerers or clerics. A storm giant cleric has access to two of the following domains: Chaos, Good, Protection, or War. Celestial Giant Worker Ant Size/Type: Medium Magical Beast (Extraplanar) Hit Dice: 2d8 (9 hp) Initiative: +0 Speed: 50 ft. (10 squares), climb 20 ft. Armor Class: 17 (+7 natural), touch 10, flat-footed 17 Base Attack/Grapple: +1/+1 Attack: Bite +1 melee (1d6) Full Attack: Bite +1 melee (1d6) Space/Reach: 5 ft./5 ft. Special Attacks: Improved grab, smite evil Special Qualities: resistance to acid 5, cold 5, and electricity 5, spell resistance 7, scent, vermin traits Saves: Fort +3, Ref +0, Will +0 Abilities: Str 10, Dex 10, Con 10, Int 3, Wis 11, Cha 9 Skills: Climb +8 Climb +10 — Feats: TrackB Environment: Temperate plains Organization: Gang (2-6) or crew (6-11 plus 1 giant ant soldier) Challenge Rating: 1 Treasure: None Advancement: 3-4 HD (Medium); 5-6 HD (Large) Level Adjustment: — Giant ants are among the hardiest and most adaptable vermin. Soldiers and workers are about 6 feet long, while queens can grow to a length of 9 feet. Improved Grab (Ex) To use this ability, a giant ant must hit with its bite attack. Smite Evil (Su) Once per day a celestial giant worker ant can make a normal melee attack to deal 2 points of extra damage against an evil foe. Skills *Giant ants have a +4 racial bonus on Survival checks when tracking by scent and a +8 racial bonus on Climb checks. A giant ant can always choose to take 10 on Climb checks, even if rushed or threatened. |
| RLRapp10-11-06, 11:24 PM | Celestial Giant Soldier Ant Medium Magical Beast (Extraplanar) Hit Dice: 2d8+2 (11 hp) Initiative: +0 Speed: 50 ft. (10 squares), climb 20 ft. Armor Class: 17 (+7 natural), touch 10, flat-footed 17 Base Attack/Grapple:+1/+3 Attack: Bite +3 melee (2d4+3) Full Attack: Bite +3 melee (2d4+3) Space/Reach: 5 ft./5 ft. Special Attacks: Improved grab, acid sting, smite evil Special Qualities: Resistance to acid 5, cold 5, and electricity 5, spell resistance 7, scent, vermin traits Saves: Fort +4, Ref +0, Will +1 Abilities: Str 14, Dex 10, Con 13, Int 3, Wis 13, Cha 11 Skills: Climb +10 Feats: TrackB Environment: Temperate plains Organization: Solitary or gang (2-4) Challenge Rating: 2 Treasure: None Advancement: 3-4 HD (Medium); 5-6 HD (Large) Level Adjustment: — Giant ants are among the hardiest and most adaptable vermin. Soldiers and workers are about 6 feet long, while queens can grow to a length of 9 feet. Acid Sting (Ex) A giant soldier ant has a stinger and an acid-producing gland in its abdomen. If it successfully grabs an opponent, it can attempt to sting each round (+3 attack bonus). A hit with the sting attack deals 1d4+1 points of piercing damage and 1d4 points of acid damage. Improved Grab (Ex) To use this ability, a giant ant must hit with its bite attack. A giant soldier ant that wins the ensuing grapple check establishes a hold and can sting. Smite Evil (Su) Once per day a celestial giant soldier ant can make a normal melee attack to deal 2 points of extra damage against an evil foe. Skills *Giant ants have a +4 racial bonus on Survival checks when tracking by scent and a +8 racial bonus on Climb checks. A giant ant can always choose to take 10 on Climb checks, even if rushed or threatened. Celestial Giant Queen Ant Large Magical Beast (Extraplanar) Hit Dice: 4d8+4 (22 hp) Initiative: -1 Speed: 40 ft. (8 squares) Armor Class: 17 (-1 size, -1 Dex, +9 natural), touch 8, flat-footed 17 Base Attack/Grapple: +3/+10 Attack: Bite +5 melee (2d6+4) Full Attack:Bite +5 melee (2d6+4) Space/Reach: 10 ft./5 ft. Special Attacks:Improved grab, smite evil Special Qualities: damage reduction 5/magic, resistance to acid 5, cold 5, and electricity 5, spell resistance 9, scent, vermin traits Saves: Fort +5, Ref +0, Will +2 Abilities: Str 16, Dex 9, Con 13, Int 3, Wis 13, Cha 11 Skills: — Feats: TrackB Environment: Temperate plains Organization: Hive (1 plus 10-100 workers and 5-20 soldiers) Challenge Rating: 3 Treasure: 1/10 coins; 50% goods; 50% items Advancement: 5-6 HD (Large); 7-8 HD (Huge) Level Adjustment: — Giant ants are among the hardiest and most adaptable vermin. Soldiers and workers are about 6 feet long, while queens can grow to a length of 9 feet. A celestial giant queen ant’s natural weapons are treated as magic weapons for the purpose of overcoming damage reduction. Improved Grab (Ex) To use this ability, a giant ant must hit with its bite attack. Smite Evil (Su) Once per day a celestial giant queen ant can make a normal melee attack to deal 4 points of extra damage against an evil foe. Skills *Giant ants have a +4 racial bonus on Survival checks when tracking by scent and a +8 racial bonus on Climb checks. A giant ant can always choose to take 10 on Climb checks, even if rushed or threatened. Celestial Giant Bee Size/Type: Medium Magical Beast (Extraplanar) Hit Dice: 3d8 (13 hp) Initiative: +2 Speed: 20 ft. (4 squares), fly 80 ft. (good) Armor Class: 14 (+2 Dex, +2 natural), touch 12, flat-footed 12 Base Attack/Grapple: +2/+2 Attack: Sting +2 melee (1d4 plus poison) Full Attack: Sting +2 melee (1d4 plus poison) Space/Reach: 5 ft./5 ft. Special Attacks: Poison, smite evil Special Qualities: Darkvision 60 ft., resistance to acid 5, cold 5, and electricity 5, spell resistance 8, vermin traits Saves: Fort +3, Ref +3, Will +2 Abilities: Str 11, Dex 14, Con 11, Int 3, Wis 12, Cha 9 Skills: Spot +5, Survival +1* Feats: — Environment: Temperate plains Organization: Solitary, buzz (2-5), or hive (11-20) Challenge Rating: 1 Treasure: No coins; ¼ goods (honey only); no items Advancement: 4-6 HD (Medium); 7-9 HD (Large) Level Adjustment: — Although many times larger, growing to a length of about 5 feet, giant bees behave generally the same as their smaller cousins. Giant bees are usually not aggressive except when defending themselves or their hive. Celestial giant bees are commonly summoned by the summon monster II spell. Poison (Ex) Injury, Fortitude DC 11, initial and secondary damage 1d4 Con. The save DC is Constitution-based. A giant bee that successfully stings another creature pulls away, leaving its stinger in the creature. The bee then dies. Smite Evil (Su) Once per day a celestial giant bee can make a normal melee attack to deal 3 points of extra damage against an evil foe. Skills Giant bees have a +4 racial bonus on Spot checks. *They also have a +4 racial bonus on Survival checks to orient themselves. |
| RLRapp10-12-06, 07:35 PM | Celestial Giant Bombardier Beetle Size/Type: Medium Magical Beast (Extraplanar) Hit Dice: 2d8+4 (13 hp) Initiative: +0 Speed: 30 ft. (6 squares) Armor Class: 16 (+6 natural), touch 10, flat-footed 16 Base Attack/Grapple: +1/+2 Attack: Bite +2 melee (1d4+1) Full Attack: Bite +2 melee (1d4+1) Space/Reach: 5 ft./5 ft. Special Attacks: Acid spray, smite evil Special Qualities: Darkvision 60 ft., Resistance to acid 5, cold 5, and electricity 5, spell resistance 7, vermin traits Saves: Fort +5, Ref +0, Will +0 Abilities: Str 13, Dex 10, Con 14, Int 3, Wis 10, Cha 9 Skills: — Feats: — Environment: Warm forests Organization: Cluster (2-5) or click (6-11) Challenge Rating: 2 Advancement: 3-4 HD (Medium); 5-6 HD (Large) Level Adjustment: — These creatures feed primarily on carrion and offal, gathering heaps of the stuff in which to build nests and lay eggs. A giant bombardier beetle is about 6 feet long. Giant bombardier beetles normally attack only to defend themselves, their nests, or their eggs. Celestial giant bombardier beetles are commonly summoned by the summon monster II spell. Acid Spray (Ex) When attacked or disturbed, the creature can release a 10-foot cone of acidic vapor once per round. Those within the cone must succeed on a DC 13 Fortitude save or take 1d4+2 points of acid damage. The save DC is Constitution-based. Smite Evil (Su) Once per day a celestial giant bombardier beetle can make a normal melee attack to deal 2 points of extra damage against an evil foe. Celestial Giant Fire Beetle Size/Type:Small Magical Beast (Extraplanar) Hit Dice:1d8 (4 hp) Initiative: +0 Speed: 30 ft. (6 squares) Armor Class: 16 (+1 size, +5 natural), touch 11, flat-footed 16 Base Attack/Grapple: +0/-4 Attack: Bite +1 melee (2d4) Full Attack: Bite +1 melee (2d4) Space/Reach: 5 ft./5 ft. Special Attacks: Smite Evil Special Qualities: Darkvision 60 ft., vermin traits, resistance to acid 5, cold 5, and electricity 5, spell resistance 6 Saves: Fort +2, Ref +0, Will +0 Abilities: Str 10, Dex 11, Con 11, Int 3, Wis 10, Cha 7 Skills: — Feats: — Environment: Any good-aligned plane Organization: Cluster (2-5) or colony (6-11) Challenge Rating: 1/3 Alignment: Always lawful good Advancement: 2-3 HD (Small) Level Adjustment: — These luminous nocturnal insects are prized by miners and adventurers. They have two glands, one above each eye, that produce a red glow. The glands’ luminosity persists for 1d6 days after removal from the beetle, illuminating a roughly circular area with a 10-foot radius. Giant fire beetles are about 2 feet long. These celestial creatures are commonly summoned by the summon monster I spell. Combat Smite Evil (Su) Once per day a celestial giant fire beetle can make a normal melee attack to deal 1 point of extra damage against an evil foe. Celestial Giant Stag Beetle Size/Type: Large Magical Beast (Extraplanar) Hit Dice: 7d8+21 (52 hp) Initiative: +0 Speed: 20 ft. (4 squares) Armor Class: 19 (-1 size, +10 natural), touch 9, flat-footed 19 Base Attack/Grapple: +5/+15 Attack: Bite +10 melee (4d6+9) Full Attack: Bite +10 melee (4d6+9) Space/Reach: 10 ft./5 ft. Special Attacks: Smite evil, trample 2d8+3 Special Qualities: Darkvision 60 ft., damage reduction 5/magic, resistance to acid 5, cold 5, and electricity 5, spell resistance 12, vermin traits Saves: Fort +8, Ref +2, Will +2 Abilities: Str 23, Dex 10, Con 17, Int 3, Wis 10, Cha 9 Skills: — Feats: — Environment: Temperate forests Organization: Cluster (2-5) or mass (6-11) Challenge Rating: 5 Advancement: 8-10 HD (Large); 11-21 HD (Huge) Level Adjustment: — These creatures are serious pests that greedily devour cultivated crops. A single beetle can strip an entire farm in short order. An adult giant stag beetle is about 10 feet long. A celestial giant stag beetle’s natural weapons are treated as magic weapons for the purpose of overcoming damage reduction. Celestial giant stag beetles are commonly summoned by the summon monster V spell. Smite Evil (Su) Once per day a celestial giant stag beetle can make a normal melee attack to deal 7 points of extra damage against an evil foe. Trample (Ex) Reflex half DC 19. The save DC is Strength-based. |
| Evandar_TAybara10-12-06, 07:50 PM | Useful thread, RLRapp. This will be an impressive amount of work by the time you complete it. I think my brain would actually go into melt-down if I was applying the same template over and over and over and... well you get my drift. Can I make one suggestion though? Even though you are doing this alphabetically, an index with links in the first post would make this much easier to use. By the time you finish this, there will be pages and pages of material, and it would be much easier to just be able to click on a link than have to scroll though all the posts to find what you're looking for. Evan. |
| RLRapp10-13-06, 01:02 AM | Celestial Giant Praying Mantis Size/Type: Large Magical Beast (Extraplanar) Hit Dice: 4d8+8 (26 hp) Initiative: -1 Speed: 20 ft. (4 squares), fly 40 ft. (poor) Armor Class: 14 (-1 size, -1 Dex, +6 natural), touch 8, flat-footed 14 Base Attack/Grapple: +3/+11 Attack: Claws +6 melee (1d8+4) Full Attack: Claws +6 melee (1d8+4) and bite +1 melee (1d6+2) Space/Reach: 10 ft (4 squares)./5 ft. Special Attacks: Improved grab, smite evil Special Qualities: Darkvision 60 ft., damage reduction 5/magic, resistance to acid 5, cold 5, and electricity 5, spell resistance 9, vermin traits Saves: Fort +6, Ref +0, Will +3 Abilities: Str 19, Dex 8, Con 15, Int 3, Wis 14, Cha 11 Skills: Hide -1*, Spot +6 Feats: — Environment: Temperate forests Organization: Solitary Challenge Rating: 4 Advancement: 5-8 HD (Large); 9-12 HD (Huge) Level Adjustment: — This patient carnivore remains completely still as it waits for prey to come near. A celestial giant praying mantis’s natural weapons are treated as magic weapons for the purpose of overcoming damage reduction. Improved Grab (Ex) To use this ability, a giant praying mantis must hit with its claws attack. If it wins the ensuing grapple check, it establishes a hold and makes a bite attack as a primary attack (at its full +6 attack bonus). Smite Evil (Su) Once per day a celestial giant praying mantis can make a normal melee attack to deal 4 points of extra damage against an evil foe. Skills A giant praying mantis has a +4 racial bonus on Hide and Spot checks. *Because of its camouflage, the Hide bonus increases to +12 when a mantis is surrounded by foliage. Celestial Giant Wasp Size/Type: Large Magical Beast (Extraplanar) Hit Dice: 5d8+10 (32 hp) Initiative: +1 Speed: 20 ft. (4 squares), fly 60 ft. (good) Armor Class: 14 (-1 size, +1 Dex, +4 natural), touch 10, flat-footed 13 Base Attack/Grapple: +3/+11 Attack: Sting +6 melee (1d3+6 plus poison) Full Attack: Sting +6 melee (1d3+6 plus poison) Space/Reach: 10 ft./5 ft. Special Attacks: Poison, smite evil Special Qualities: Darkvision 60 ft., damage reduction 5/magic, resistance to acid 5, cold 5, and electricity 5, spell resistance 10, vermin traits Saves: Fort +6, Ref +2, Will +2 Abilities: Str 18, Dex 12, Con 14, Int 3, Wis 13, Cha 11 Skills: Spot +9, Survival +1* Feats: — Environment: Temperate forests Organization: Solitary, swarm (2-5), or nest (11-20) Challenge Rating: 4 Advancement: 6-8 HD (Large); 9-15 HD (Huge) Level Adjustment: — Giant wasps attack when hungry or threatened, stinging their prey to death. They take dead or incapacitated opponents back to their lairs as food for their unhatched young. A celestial giant wasp’s natural weapons are treated as magic weapons for the purpose of overcoming damage reduction. Poison (Ex) Injury, Fortitude DC 14, initial and secondary damage 1d6 Dex. The save DC is Constitution-based. Smite Evil (Su) Once per day a celestial giant praying mantis can make a normal melee attack to deal 5 points of extra damage against an evil foe. Skills Giant wasps have a +8 racial bonus on Spot checks. *They also have a +4 racial bonus on Survival checks to orient themselves. Celestial Gibbering Mouther Size/Type: Medium Aberration (Extraplanar) Hit Dice: 4d8+24 (42 hp) Initiative: +1 Speed: 10 ft. (2 squares), swim 20 ft. Armor Class: 19 (+1 Dex, +8 natural), touch 11, flat-footed 18 Base Attack/Grapple: +3/+3 Attack: Bite +4 melee (1) or spittle +4 ranged touch (1d4 acid plus blindness) Full Attack: 6 bites +4 melee (1) and spittle +4 ranged touch (1d4 acid plus blindness) Space/Reach: 5 ft./5 ft. Special Attacks: Gibbering, spittle, improved grab, blood drain, smite evil, swallow whole, ground manipulation Special Qualities: Amorphous, damage reduction 5/bludgeoning&magic, darkvision 60 ft., resistance to acid 5, cold 5, and electricity 5, spell resistance 9 Saves: Fort +7, Ref +4, Will +5 Abilities: Str 10, Dex 13, Con 22, Int 4, Wis 13, Cha 13 Skills: Listen +4, Spot +9, Swim +8 Feats: Lightning Reflexes, Weapon Finesse Environment: Underground Organization: Solitary Challenge Rating: 6 Treasure: None Alignment: Usually neutral Advancement: 5-12 HD (Large) Level Adjustment: — A gibbering mouther is a horrible creature seemingly drawn from a lunatic’s nightmares. Although not evil, it thirsts after bodily fluids and seems to prefer the blood of intelligent creatures. A gibbering mouther is about 3 feet across and 3 to 4 feet high. It weighs about 200 pounds. Gibbering mouthers can speak Common, but seldom say anything other than gibberish. Combat A gibbering mouther attacks by shooting out strings of protoplasmic flesh, each ending in one or more eyes and a mouth that bites at the enemy. A mouther can send out a total of six such members in any round. A celestial gibbering mouther’s natural weapons are treated as magic weapons for the purpose of overcoming damage reduction. Gibbering (Su) As soon as a mouther spots something edible, it begins a constant gibbering as a free action. All creatures (other than mouthers) within a 60-foot spread must succeed on a DC 13 Will save or be affected as though by a confusion spell for 1d2 rounds. This is a sonic mind-affecting compulsion effect. A creature that successfully saves cannot be affected by the same gibbering mouther’s gibbering for 24 hours. The save DC is Charisma-based. Spittle (Ex) As a free action every round, a gibbering mouther fires a stream of spittle at one opponent within 30 feet. The mouther makes a ranged touch attack; if it hits, it deals 1d4 points of acid damage, and the target must succeed on a DC 18 Fortitude save or be blinded for 1d4 rounds. Eyeless creatures are immune to the blinding effect, but are still subject to the acid damage. The save DC is Constitution-based. Improved Grab (Ex) To use this ability, a gibbering mouther must hit with a bite attack. It can then attempt to start a grapple as a free action without provoking an attack of opportunity. Smite Evil (Su) Once per day a celestial gibbering mouther can make a normal melee attack to deal 4 points of extra damage against an evil foe. Swallow Whole (Ex) The gibbering mouther can attempt to swallow a grappled opponent of Medium or smaller size by making a successful grapple check. (The gibbering mouther doesn’t actually “swallow” the opponent—it engulfs it within its amorphous form—but the effect is essentially the same.) Once inside, the gibbering mouther can use its blood drain ability. A swallowed creature can cut its way out by dealing 5 points of damage to the gibbering mouther (same AC). The gibbering mouther’s body can hold 1 Medium, 2 Small, 8 Tiny, 32 Diminutive, or 128 Fine creatures. Blood Drain (Ex) A swallowed opponent automatically takes 1d4 points of Constitution damage each round. Ground Manipulation (Su) At will, as a standard action, a gibbering mouther can cause stone and earth in all adjacent squares to become a morass akin to quicksand. Softening earth, sand, or the like takes 1 round, while stone takes 2 rounds. Anyone other than the mouther in that area must take a move-equivalent action to avoid becoming mired (treat as being pinned). Amorphous (Ex) A gibbering mouther is not subject to critical hits. It cannot be flanked. Skills Thanks to their multiple eyes, gibbering mouthers have a +4 racial bonus on Spot checks. A gibbering mouther has a +8 racial bonus on any Swim check to perform some special action or avoid a hazard. It always can choose to take 10 on a Swim check, even if distracted or endangered. It can use the run action while swimming, provided it swims in a straight line. |
| RLRapp10-13-06, 08:21 PM | Celestial Girallon Size/Type: Large Magical Beast (Extraplanar) Hit Dice: 7d10+20 (58 hp) Initiative: +3 Speed: 40 ft. (8 squares), climb 40 ft. Armor Class: 16 (-1 size, +3 Dex, +4 natural), touch 12, flat-footed 15 Base Attack/Grapple: +7/+17 Attack: Claw +12 melee (1d4+6) Full Attack: 4 claws +12 melee (1d4+6) and bite +7 melee (1d8+3) Space/Reach: 10 ft./10 ft. Special Attacks: Rend 2d4+9, smite evil Special Qualities: Darkvision 60 ft., damage reduction 5/magic, low-light vision, resistance to acid 5, cold 5, and electricity 5, spell resistance 12, scent Saves: Fort +7, Ref +8, Will +5 Abilities: Str 22, Dex 17, Con 14, Int 3, Wis 12, Cha 7 Skills: Climb +14, Move Silently +8, Spot +6 Feats: Iron Will, Toughness (2) Environment: Warm forests Organization: Solitary or company (5-8) Challenge Rating: 7 Treasure: None Alignment: Always good (any) Advancement: 8-10 HD (Large); 11-21 HD (Huge) Level Adjustment: — Girallons are savage, magical cousins of the gorilla. When moving on the ground, a girallon walks on its legs and lower arms. An adult girallon is about 8 feet tall, broad-chested, and covered in thick, pure white fur. It weighs about 800 pounds. Combat A solitary girallon usually conceals itself in the branches of a tree or under a pile of leaves and brush, with only its nose showing. When it spots or scents prey, it charges to the attack. A girallon picks up prey that is small enough to carry and withdraws, often vanishing into the trees before the victim’s companions can do anything to retaliate. Against larger foes, a girallon seeks to tear a single opponent to bits as quickly as it can. A celestial girallon’s natural weapons are treated as magic weapons for the purpose of overcoming damage reduction. Rend (Ex) A girallon that hits with two or more claw attacks latches onto the opponent’s body and tears the flesh. This attack automatically deals an extra 2d4+9 points of damage. Smite Evil (Su) Once per day a celestial girallon can make a normal melee attack to deal 7 points of extra damage against an evil foe. Skills A girallon has a +8 racial bonus on Climb checks and can always choose to take 10 on a Climb check, even if rushed or threatened. Celestial Gnome Gnome, 1st-Level Warrior Size/Type: Small Humanoid (Extraplanar, Gnome) Hit Dice: 1d8+2 (6 hp) Initiative: +0 Speed: 20 ft. (4 squares) Armor Class: 16 (+1 size, +4 chain shirt, +1 light shield), touch 11, flat-footed 16 Base Attack/Grapple: +1/-3 Attack: Longsword +2 melee (1d6/19-20) or light crossbow +3 ranged (1d6/19-20) Full Attack: Longsword +2 melee (1d6/19-20) or light crossbow +3 ranged (1d6/19-20) Space/Reach: 5 ft./5 ft. Special Attacks: Smite evil Special Qualities: Darkvision 60 ft., gnome traits, resistance to acid 5, cold 5, and electricity 5, spell resistance 6 Saves: Fort +4, Ref +0, Will -1 Abilities: Str 11, Dex 11, Con 14, Int 10, Wis 9, Cha 8 Skills: Hide +3, Listen +1, Spot +1 Feats: Weapon Focus (light crossbow) Environment: Temperate hills (Forest gnomes: Temperate forests) Organization: Company (2-4), squad (11-20 plus 1 leader of 3rd-6th level and 2 3rd-level lieutenants), or band (30-50 plus 1 3rd-level sergeant per 20 adults, 5 5th-level lieutenants, 3 7th-level captains, and 2-5 dire badgers) Challenge Rating: ½ Treasure: Standard Alignment: always neutral good Advancement: By character class Level Adjustment: +2 Svirfneblin, 1st-Level Warrior Size/Type: Small Humanoid (Gnome) Hit Dice: 1d8+4 (8 hp) Initiative: +1 Speed: 15 ft. in banded mail armor (3 squares); base speed 20 ft. Armor Class: 23 (+1 size, +1 Dex, +4 dodge, +6 banded mail, +1 buckler), touch 16, flat-footed 18 Base Attack/Grapple: +1/-3 Attack: Heavy pick +2 melee (1d4/×4) or light crossbow +3 ranged (1d6/19-20) Full Attack: Heavy pick +2 melee (1d4/×4) or light crossbow +3 ranged (1d6/19-20) Space/Reach: 5 ft./5 ft. Special Attacks: Smite evil, spell-like abilities Special Qualities: Darkvision 60 ft., gnome traits, svirfneblin traits, resistance to acid 5, cold 5, and electricity 5, spell resistance 12 Saves: Fort +5, Ref +3, Will +2 Abilities: Str 11, Dex 13, Con 12, Int 10, Wis 11, Cha 4 Skills: Hide +2, Listen +2, Spot +2 Feats: Toughness Environment: Underground Organization: Company (2-4), squad (11-20 plus 1 leader of 3rd-6th level and 2 3rd-level lieutenants), or band (30-50 plus 1 3rd-level sergeant per 20 adults, 5 5th-level lieutenants, 3 7th-level captains, and 2-5 Medium earth elementals) Challenge Rating: 1 Treasure: Standard Alignment: always neutral good Advancement: By character class Level Adjustment: +5 Gnomes stand 3 to 3½ feet tall and weigh 40 to 45 pounds. Their skin color ranges from dark tan to woody brown, their hair is fair, and their eyes can be any shade of blue. Gnome males prefer short, carefully trimmed beards. Gnomes generally wear leather or earth tones, though they decorate their clothes with intricate stitching or fine jewelry. Gnomes reach adulthood at about age 40, and they live about 350 years, though some can live almost 500 years. Gnomes speak their own language, Gnome. Most gnomes who travel outside gnome lands (as traders, tinkers, or adventurers) know Common, while warriors in gnome settlements usually learn Goblin. Most gnomes encountered outside their home are warriors; the information in the statistics block is for one of 1st level. Combat Gnomes prefer misdirection and deception over direct confrontation. They would rather befuddle or embarrass foes (other than goblinoids or kobolds) than kill them. Gnomes make heavy use of illusion magic and carefully prepared ambushes and traps whenever they can. Smite Evil (Su) Once per day a celestial gnome can make a normal melee attack to deal points of extra damage equal to his HD against an evil foe. Gnome Traits (Ex) Gnomes possess the following racial traits. +2 Constitution, -2 Strength. 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 ¾ those of Medium characters. A gnome’s base land speed is 20 feet. Low-light vision. Weapon Familiarity: Gnomes may treat gnome hooked hammers as martial weapons rather than exotic weapons. +2 racial bonus on saving throws against illusions. Add +1 to the Difficulty Class for all saving throws against illusion spells cast by gnomes. This adjustment stacks with those from similar effects, such as the Spell Focus feat. +1 racial bonus on attack rolls against kobolds and goblinoids (including goblins, hobgoblins, and bugbears). +4 dodge bonus to Armor Class against creatures of the giant type (such as ogres, trolls, and hill giants). +2 racial bonus on Listen checks. +2 racial bonus on Craft (alchemy) checks. Automatic Languages: Common, Gnome. Bonus Languages: Draconic, Dwarven, Elven, Giant, Goblin, Orc. Spell-Like Abilities: 1/day—speak with animals (burrowing mammal only, duration 1 minute). A gnome with a Charisma score of at least 10 also has the following spell-like abilities: 1/day—dancing lights, ghost sound, prestidigitation. Caster level 1st; save DC 10 + gnome’s Cha modifier + spell level. Favored Class: Bard. Level adjustment + 2 The gnome warrior presented here had the following ability scores before racial adjustments: Str 13, Dex 11, Con 12, Int 10, Wis 9, Cha 8. Subraces The information above is for rock gnomes, the most common variety. There are two other major gnome subraces, which differ from rock gnomes as follows. Svirfneblin Also called deep gnomes, svirfneblin are said to dwell in great cities deep underground. A svirfneblin has wiry, rock-colored skin usually medium brown to brownish gray. Only males are bald; females have stringy gray hair. The average svirfneblin lifespan is 250 years. Svirfneblin speak Gnome, Common, and Undercommon. Svirfneblin Traits (Ex) These traits are in addition to the rock gnome traits, except where noted. -2 Strength, +2 Dexterity, +2 Wisdom, -4 Charisma. These adjustments replace the rock gnome’s ability score adjustments. Stonecunning: This ability grants deep gnomes a +2 racial bonus on Search checks to notice unusual stonework. A deep gnome who merely comes within 10 feet of unusual stonework can make a Search check as though actively searching, and can use the Search skill to find stonework traps as a rogue can. A svirfneblin can also intuit depth, sensing the approximate distance underground as naturally as a human can sense which way is up. Darkvision out to 120 feet and low-light vision. Spell resistance equal to 11 + class levels. +2 racial bonus on all saving throws (figured into the statistics for the character presented here). This trait replaces the rock gnome’s racial bonus on saving throws against illusions. Add +1 to the Difficulty Class for all saving throws against illusion spells cast by svirfneblin. This adjustment stacks with those from similar effects, such as the Spell Focus feat. +1 racial bonus on attack rolls against kobolds and goblinoids. +4 dodge bonus to Armor Class against all creatures (figured into the statistics for the character presented here). This trait replaces the rock gnome’s dodge bonus against giants. Automatic Languages: Undercommon, Gnome, Common. Bonus Languages: Dwarven, Elven, Giant, Goblin, Orc, Terran. This trait replaces the rock gnome’s automatic and bonus languages. Spell-Like Abilities: 1/day—blindness/deafness (typical save DC 13), blur, disguise self. Caster level equals the svirfneblin’s class levels. The save DC is Charisma-based and include a +4 racial modifier. This trait replaces the rock gnome’s spell-like abilities. Nondetection (Su): A svirfneblin has a continuous nondetection ability as the spell (caster level equal to class levels). +2 racial bonus on Craft (alchemy) and Listen checks. +2 racial bonus on Hide checks, which improves to +4 underground. Favored Class: Rogue. Level adjustment +5. The svirfneblin warrior presented here had the following ability scores before racial adjustments Str 13, Dex 11, Con 12, Int 10, Wis 9, Cha 8. Challenge Rating Svirfneblin with levels in NPC classes have a CR equal to their character level. Svirfneblin with levels in PC classes have a CR equal to their character level +1. Forest Gnome They are the smallest of all the gnomes, averaging 2 to 2½ feet in height, but look just like regular gnomes except with bark-colored or gray-green skin, and eyes that can be brown or green as well as blue. A very long-lived people, forest gnomes have an average life expectancy of 500 years. Forest Gnome Traits (Ex) These traits are in addition to the rock gnome traits, except where noted. Pass without Trace (Su): A forest gnome has the innate ability to use pass without trace (self only, as a free action) as the spell cast by a druid of the forest gnome’s class levels. +1 racial bonus on attack rolls against kobolds, goblinoids, orcs, and reptilian humanoids. Automatic Languages: Gnome, Elven, Sylvan, and a simple language that enables them to communicate on a very basic level with forest animals (this replaces the rock gnome’s speak with animals ability). Bonus Languages: Common, Draconic, Dwarven, Giant, Goblin, Orc. This trait replaces the rock gnome’s automatic and bonus languages. +4 racial bonus on Hide checks, which improves to +8 in a wooded area. Celestial Gorgon Size/Type: Large Magical Beast (Extraplanar) Hit Dice: 8d10+40 (85 hp) Initiative: +4 Speed: 30 ft. (6 squares) Armor Class: 20 (-1 size, +11 natural), touch 9, flat-footed 20 Base Attack/Grapple: +8/+17 Attack: Gore +12 melee (1d8+7) Full Attack: Gore +12 melee (1d8+7) Space/Reach: 10 ft./5 ft. Special Attacks: Breath weapon, smite evil, trample 1d8+7 Special Qualities: Darkvision 60 ft., damage reduction 5/magic, low-light vision, resistance to acid 10, cold 10, and electricity 10, spell resistance 13, scent Saves: Fort +11, Ref +6, Will +5 Abilities: Str 21, Dex 10, Con 21, Int 3, Wis 12, Cha 9 Skills: Listen +9, Spot +8 Feats: Alertness, Improved Initiative, Iron Will Environment: Temperate plains Organization: Solitary, pair, pack (3-4), or herd (5-13) Challenge Rating: 10 Treasure: None Alignment: Always good (any) Advancement: 9-15 HD (Large); 16-24 HD (Huge) Level Adjustment: — A typical gorgon stands over 6 feet tall at the shoulder and measures 8 feet from snout to tail. It weighs about 4,000 pounds. Gorgons are nothing if not aggressive. They attack intruders on sight, attempting to trample, gore, or petrify them. There is no way to calm these furious creatures, and they are impossible to domesticate. Combat Whenever possible, a gorgon begins an encounter by charging at its opponents. A celestial gorgon’s natural weapons are treated as magic weapons for the purpose of overcoming damage reduction. Breath Weapon (Su) 60-foot cone, once every 1d4 rounds (but no more than five times per day), turn to stone permanently, Fortitude DC 19 negates. The save DC is Constitution-based. Smite Evil (Su) Once per day a celestial gorgon can make a normal melee attack to deal 8 points of extra damage against an evil foe. Trample (Ex) Reflex DC 19 half. The save DC is Strength-based. |
| RLRapp10-14-06, 05:38 PM | Celestial Gray Render Size/Type: Large Magical Beast (Extraplanar) Hit Dice: 10d10+70 (125 hp) Initiative: +0 Speed: 30 ft. (6 squares) Armor Class: 19 (-1 size, +10 natural), touch 9, flat-footed 19 Base Attack/Grapple: +10/+20 Attack: Bite +15 melee (2d6+6) Full Attack: Bite +15 melee (2d6+6); 2 claws +10 melee (1d6+3) Space/Reach: 10 ft./10 ft. Special Attacks: Improved grab, rend 2d6+9, smite evil Special Qualities: Darkvision 60 ft., damage reduction 5/magic, low-light vision, resistance to acid 10, cold 10, and electricity 10, spell resistance 15, scent Saves: Fort +14, Ref +7, Will +4 Abilities: Str 23, Dex 10, Con 24, Int 3, Wis 12, Cha 8 Skills: Hide +2, Spot +10, Survival +3 Feats: Cleave, Power Attack, Improved Bull Rush, Track Environment: Temperate marshes Organization: Solitary Challenge Rating: 10 Treasure: None Alignment: always good (any) Advancement: 11-15 HD (Large); 16-30 HD (Huge) Level Adjustment: +7 (cohort) A gray render stands about 9 feet tall in spite of its hunched posture and is about 4 feet wide. It weighs about 4,000 pounds. Gray renders are never found in groups. Each of these asexual creatures produces one offspring and carries it for a time in a pouch, but thereafter the young render must fend for itself. A unique quality of the gray render is its tendency to bond with, protect, and provide for another creature (or group of creatures) native to its surroundings. Whether accepted or not, the render always attempts to remain fairly close, watching over its adopted charge(s) and daily bringing an offering of meat. It never willingly harms adopted creatures and retreats if they attack it. Combat A gray render attacks to kill, whether to bring down prey or to protect itself or those it has adopted. When hunting, it sometimes attempts to hide and wait for prey to wander close. A celestial grey render’s natural weapons are treated as magic weapons for the purpose of overcoming damage reduction. Improved Grab (Ex) To use this ability, a gray render must hit with its bite attack. It can then attempt to start a grapple as a free action without provoking an attack of opportunity. Rend (Ex) A gray render that wins a grapple check after a successful bite attack establishes a hold, latching onto the opponent’s body and tearing the flesh. This attack automatically deals 2d6+9 points of damage. Smite Evil (Su) Once per day a celestial grey render can make a normal melee attack to deal 10 points of extra damage against an evil foe. Skills Gray renders have a +4 racial bonus on Spot checks due to their six keen eyes. Celestial Grick Size/Type: Medium Aberration (Extraplanar) Hit Dice: 2d8 (9 hp) Initiative: +2 Speed: 30 ft. (6 squares), climb 20 ft. Armor Class: 16 (+2 Dex, +4 natural), touch 12, flat-footed 14 Base Attack/Grapple: +1/+3 Attack: Tentacle +3 melee (1d4+2) Full Attack: 4 tentacles +3 melee (1d4+2); bite -2 melee (1d3+1) Space/Reach: 5 ft./5 ft. Special Attacks: Smite evil Special Qualities: Damage reduction 10/magic, darkvision 60 ft., resistance to acid 5, cold 5, and electricity 5, spell resistance 7, scent Saves: Fort +0, Ref +2, Will +5 Abilities: Str 14, Dex 14, Con 11, Int 3, Wis 14, Cha 5 Skills: Climb +10, Hide +3*, Listen +6, Spot +6 Feats: Alertness, TrackB Environment: Underground Organization: Solitary or cluster (2-4) Challenge Rating: 3 Treasure: 1/10 coins; 50% goods; 50% items Alignment: always good (any) Advancement: 3-4 HD (Medium); 5-6 HD (Large) Level Adjustment: — An adult grick is about 8 feet long from the tips of its tentacles to the end of its body and weighs some 200 pounds. Its body coloration is uniformly dark, with a pale underbelly. Combat Gricks attack when hungry or threatened. They hunt by holing up near high-traffic areas, using their natural coloration to blend into convenient shadows. When prey (virtually anything that moves) ventures near, they lash out with their tentacles. A grick’s rubbery body seems to shed blows of any kind. Its jaws are relatively small and weak compared to its body mass, so rather than consume its kill immediately, a grick normally drags its victim back to its lair to be eaten at its leisure. A grick’s natural weapons are treated as magic weapons for the purpose of overcoming damage reduction. Multiple gricks do not fight in concert. Each attacks the prey closest to it, and breaks off the fight as soon as it can drag dead or unconscious prey away. Smite Evil (Su) Once per day a celestial grick can make a normal melee attack to deal 2 points of extra damage against an evil foe. Skills A grick has a +8 racial bonus on Climb checks and can always choose to take 10 on a Climb check, even if rushed or threatened. *Their coloration affords gricks a +8 racial bonus on Hide checks when in natural rocky areas. Celestial Griffon Size/Type: Large Magical Beast (Extraplanar) Hit Dice: 7d10+21 (59 hp) Initiative: +2 Speed: 30 ft. (6 squares), fly 80 ft. (average) Armor Class: 17 (-1 size, +2 Dex, +6 natural), touch 11, flat-footed 15 Base Attack/Grapple: +7/+15 Attack: Bite +11 melee (2d6+4) Full Attack: Bite +11 melee (2d6+4) and 2 claws +8 melee (1d4+2) Space/Reach: 10 ft./5 ft. Special Attacks: Pounce, rake 1d6+2, smite evil Special Qualities: Darkvision 60 ft., damage reduction 5/magic, low-light vision, resistance to acid 5, cold 5, and electricity 5, spell resistance 12, scent Saves: Fort +8, Ref +7, Will +5 Abilities: Str 18, Dex 15, Con 16, Int 5, Wis 13, Cha 8 Skills: Jump +8, Listen +6, Spot +10 Feats: Iron Will, Multiattack, Weapon Focus (bite) Environment: Temperate hills Organization: Solitary, pair, or pride (6-10) Challenge Rating: 5 Treasure: None Alignment: Always chaotic good Advancement: 8-10 HD (Large); 11-21 HD (Huge) Level Adjustment: +5 (cohort) Griffons are powerful, majestic creatures with the characteristics of both lions and eagles. From nose to tail, an adult griffon can measure as much as 8 feet. Neither males nor females are endowed with a mane. A pair of broad, golden wings emerge from the creature’s back and span 25 feet or more. A griffon weighs about 500 pounds. Celestial griffons are commonly summoned by the summon monster V spell. A griffon cannot speak, but understands Common. Combat Griffons prefer to pounce on their prey, either diving to the attack or leaping from above. A celestial griffon’s natural weapons are treated as magic weapons for the purpose of overcoming damage reduction. Pounce (Ex) If a griffon dives upon or charges a foe, it can make a full attack, including two rake attacks. Rake (Ex) Attack bonus +8 melee, damage 1d6+2. Smite Evil (Su) Once per day a celestial griffon can make a normal melee attack to deal 7 points of extra damage against an evil foe. Skills Griffons have a +4 racial bonus on Jump and Spot checks. Training A Griffon Although intelligent, a griffon requires training before it can bear a rider in combat. To be trained, a griffon must have a friendly attitude toward the trainer (this can be achieved through a successful Diplomacy check). Training a friendly griffon requires six weeks of work and a DC 25 Handle Animal check. Riding a griffon requires an exotic saddle. A griffon can fight while carrying a rider, but the rider cannot also attack unless he or she succeeds on a Ride check. Griffon eggs are worth 3,500 gp apiece on the open market, while young are worth 7,000 gp each. Professional trainers charge 1,500 gp to rear or train a griffon. Carrying Capacity A light load for a griffon is up to 300 pounds; a medium load, 301-600 pounds; and a heavy load, 601-900 pounds. |
| RLRapp10-16-06, 07:56 PM | Celestial Halfling Halfling, 1st-Level Warrior Size/Type: Small Humanoid (Extraplanar, Halfling) Hit Dice: 1d8+1 (5 hp) Initiative: +1 Speed: 20 ft. (4 squares) Armor Class: 16 (+1 size, +1 Dex, +3 studded leather, +1 light shield), touch 12, flat-footed 15 Base Attack/Grapple: +1/-3 Attack: Longsword +3 melee (1d6/19-20) or light crossbow +3 ranged (1d6/19-20) Full Attack: Longsword +3 melee (1d6/19-20) or light crossbow +3 ranged (1d6/19-20) Space/Reach: 5 ft./5 ft. Special Attacks: Halfling traits, smite evil Special Qualities: Darkvision 60 ft., halfling traits, resistance to acid 5, cold 5, and electricity 5, spell resistance 6 Saves: Fort +4, Ref +2, Will +0 Abilities: Str 11, Dex 13, Con 12, Int 10, Wis 9, Cha 8 Skills: Climb +2, Hide +4, Jump -4, Listen +3, Move Silently +1 Feats: Weapon Focus (longsword) Environment: Warm plains (Deep halfling: Warm hills) (Tallfellow: Temperate forests) Organization: Company (2-4), squad (11-20 plus 2 3rd-level sergeants and 1 leader of 3rd-6th level), or band (30-100 plus 100% noncombatants plus 1 3rd-level sergeant per 20 adults, 5 5th-level lieutenants, 3 7th-level captains, 6-10 dogs, and 2-5 riding dogs) Challenge Rating: ½ Treasure: Standard Alignment: always good (any) Advancement: By character class Level Adjustment: +2 Halflings stand about 3 feet tall and usually weigh between 30 and 35 pounds. They have brown or black eyes. Halfling men often have long sideburns, but beards are rare among them and mustaches almost unseen. Halflings prefer simple, comfortable, and practical clothes. Unlike members of most races, they prefer actual comfort to shows of wealth. Halflings reach adulthood in their early twenties and generally live into the middle of their second century. Halflings speak Halfling and Common. Most halflings encountered outside their home are warriors; the information in the statistics block is for one of 1st level. Combat Halflings prefer to fight defensively, usually hiding and launching ranged attacks as the foe approaches. Their tactics are very much like those of elves but place more emphasis on cover and concealment and less on mobility. Smite Evil (Su) Once per day a celestial halfling can make a normal melee attack to deal points of extra damage equal to his HD against an evil foe. Halfling Traits (Ex) Halflings possess the following racial traits. +2 Dexterity, -2 Strength. 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 ¾ those of Medium characters. A halfling’s base land speed is 20 feet. +2 racial bonus on Climb, Jump, and Move Silently checks. +1 racial bonus on all saving throws. +2 morale bonus on saving throws against fear. This bonus stacks with the halfling’s +1 bonus on saving throws in general. +1 racial bonus on attack rolls with thrown weapons and slings. +2 racial bonus on Listen checks. Automatic Languages: Common, Halfling. Bonus Languages: Dwarven, Elven, Gnome, Goblin, Orc. Favored Class: Rogue. The halfling warrior presented here had the following ability scores before racial adjustments: Str 13, Dex 11, Con 12, Int 10, Wis 9, Cha 8. Subraces The information above is for the lightfoot halfling, the most common halfling variety. There are two other major halfling subraces, which differ from lightfoot halflings as follows. Tallfellow Tallfellows are somewhat rare among halfling folk. Tallfellows are 4 feet tall or more and weigh between 30 and 35 pounds. They generally speak Elven in addition to Common and Halfling. Tallfellow Traits (Ex) These traits are in addition to the lightfoot halfling traits, except where noted. +2 racial bonus on Search, Spot, and Listen checks. Like an elf, a tallfellow who merely passes within 5 feet of a secret or concealed door is entitled to a Search check as though actively looking for it. This trait replaces the lightfoot’s +2 bonus on Listen checks. Tallfellows are less athletic than lightfoot halflings and do not have a racial bonus on Climb, Jump, and Move Silently checks. Deep Halfling These halflings are shorter and stockier than the more common lightfeet. Deep halflings are about 2½ tall and weigh between 30 and 35 pounds. Deep halflings speak Dwarven fluently. Deep Halfling Traits (Ex) These traits are in addition to the lightfoot halfling traits, except where noted. Darkvision out to 60 feet. Stonecunning: Like dwarves, deep halflings have a +2 racial bonus on checks to notice unusual stonework. Something that isn’t stone but that is disguised as stone also counts as unusual stonework. A deep halfling who merely comes within 10 feet of unusual stonework can make a check as though actively searching and can use the Search skill to find stonework traps as a rogue can. A deep halfling can also intuit depth, sensing the approximate distance underground as naturally as a human can sense which way is up. +2 racial bonus on Appraise checks and Craft checks that are related to stone or metal. Deep halflings are less athletic than lightfoot halflings and do not have a racial bonus on Climb, Jump, and Move Silently checks. Celestial Hawk Size/Type: Tiny Magical Beast (Extraplanar) Hit Dice: 1d8 (4 hp) Initiative: +3 Speed: 10 ft. (2 squares), fly 60 ft. (average) Armor Class: 17 (+2 size, +3 Dex, +2 natural), touch 15, flat-footed 14 Base Attack/Grapple: +0/-10 Attack: Talons +5 melee (1d4-2) Full Attack: Talons +5 melee (1d4-2) Space/Reach: 2½ ft./0 ft. Special Attacks: Smite evil Special Qualities: Darkvision 60 ft., low-light vision, resistance to acid 5, cold 5, and electricity 5, spell resistance 6 Saves: Fort +2, Ref +5, Will +2 Abilities: Str 6, Dex 17, Con 10, Int 3, Wis 14, Cha 6 Skills: Listen +4, Spot +16 Feats: Alertness, Weapon FinesseB Environment: Temperate forests Organization: Solitary or pair Challenge Rating: 1/3 Advancement: — Level Adjustment: — These creatures are similar to eagles but slightly smaller: 1 to 2 feet long, with wingspans of 6 feet or less. Combat Hawks combine both talons into a single attack. Smite Evil (Su) Once per day a celestial hawk can make a normal melee attack to deal 1 point of extra damage against an evil foe. Skills Hawks have a +8 racial bonus on Spot checks. Celestial Hipogriff Size/Type: Large Magical Beast (Extraplanar) Hit Dice: 3d10+9 (25 hp) Initiative: +2 Speed: 50 ft. (10 squares), fly 100 ft. (average) Armor Class: 15 (-1 size, +2 Dex, +4 natural), touch 11, flat-footed 13 Base Attack/Grapple: +3/+11 Attack: Claw +6 melee (1d4+4) Full Attack: 2 claws +6 melee (1d4+4) and bite +1 melee (1d8+2) Space/Reach: 10 ft./5 ft. Special Attacks: Smite evil Special Qualities: Darkvision 60 ft., low-light vision, resistance to acid 5, cold 5, and electricity 5, spell resistance 8, scent Saves: Fort +6, Ref +5, Will +2 Abilities: Str 18, Dex 15, Con 16, Int 3, Wis 13, Cha 8 Skills: Listen +4, Spot +8 Feats: Dodge, Wingover Environment: Temperate hills Organization: Solitary, pair, or flight (7-12) Challenge Rating: 2 Treasure: None Alignment: Always chaotic good Advancement: 4-6 HD (Large); 7-9 HD (Huge) Level Adjustment: — Hippogriffs are aggressive flying creatures that combine features of horses and giant eagles. Voracious omnivores, hippogriffs will hunt humanoids as readily as any other meal. A typical hippogriff is 9 feet long, has a wingspan of 20 feet, and weighs 1,000 pounds. Combat Hippogriffs dive at their prey and strike with their clawed forelegs. When they cannot dive, they slash with claws and beak. Mated pairs and flights of these creatures attack in concert, diving repeatedly to drive away or kill intruders. Hippogriffs fight to the death to defend their nests and their hatchlings, which are prized as aerial mounts and fetch a handsome price in many civilized areas. Celestial hippogriffs are commonly summoned by the summon monster III spell. Smite Evil (Su) Once per day a celestial hipogriff can make a normal melee attack to deal 3 points of extra damage against an evil foe. Skills Hippogriffs have a +4 racial bonus on Spot checks. Training A Hippogriff A hippogriff requires training before it can bear a rider in combat. Training a hippogriff requires six weeks of work and a DC 25 Handle Animal check. Riding a hippogriff requires an exotic saddle. A hippogriff can fight while carrying a rider, but the rider cannot also attack unless he or she succeeds on a Ride check. Hippogriff eggs are worth 2,000 gp apiece on the open market, while young are worth 3,000 gp each. Professional trainers charge 1,000 gp to rear or train a hippogriff. Carrying Capacity A light load for a hippogriff is up to 300 pounds; a medium load, 301-600 pounds; and a heavy load, 601-900 pounds. |
| RLRapp10-17-06, 07:56 PM | Celestial Heavy Horse Size/Type: Large Magical Beast (Extraplanar) Hit Dice: 3d8+6 (19 hp) Initiative: +1 Speed: 50 ft. (10 squares) Armor Class: 13 (-1 size, +1 Dex, +3 natural), touch 10, flat-footed 12 Base Attack/Grapple: +2/+9 Attack: Hoof -1 melee (1d6+1*) Full Attack: 2 hooves -1 melee (1d6+1*) Space/Reach: 10 ft./5 ft. Special Attacks: smite evil Special Qualities: Darkvision 60 ft., low-light vision, resistance to acid 5, cold 5, and electricity 5, spell resistance 8, scent Saves: Fort +5, Ref +4, Will +2 Abilities: Str 16, Dex 13, Con 15, Int 3, Wis 12, Cha 6 Skills: Listen +4, Spot +4 Feats: Endurance, Run Environment: Temperate plains Organization: Domesticated Challenge Rating: 1 Advancement: — Level Adjustment: — The statistics presented here describe large breeds of working horses such as Clydesdales. These animals are usually ready for heavy work by age three. A heavy horse cannot fight while carrying a rider. Smite Evil (Su) Once per day a celestial heavy horse can make a normal melee attack to deal 3 points of extra damage against an evil foe. Carrying Capacity A light load for a heavy horse is up to 200 pounds; a medium load, 201-400 pounds; and a heavy load, 401-600 pounds. A heavy horse can drag 3,000 pounds. Celestial Light Horse Size/Type: Large Magical Beast (Extraplanar) Hit Dice: 3d8+6 (19 hp) Initiative: +1 Speed: 60 ft. (12 squares) Armor Class: 13 (-1 size, +1 Dex, +3 natural), touch 10, flat-footed 12 Base Attack/Grapple: +2/+8 Attack: Hoof -2 melee (1d4+1*) Full Attack: 2 hooves -2 melee (1d4+1*) Space/Reach: 10 ft./5 ft. Special Attacks: Smite evil Special Qualities: Darkvision 60 ft., low-light vision, resistance to acid 5, cold 5, and electricity 5, spell resistance 8, scent Saves: Fort +5, Ref +4, Will +2 Abilities: Str 14, Dex 13, Con 15, Int 3, Wis 12, Cha 6 Skills: Listen +4, Spot +4 Feats: Endurance, Run Environment: Temperate plains Organization: Domesticated or herd (6-30) Challenge Rating: 1 Advancement: — Level Adjustment: — The statistics presented here describe smaller breeds of working horses such as quarter horses and Arabians as well as wild horses. These animals are usually ready for useful work by age two. A light horse cannot fight while carrying a rider. Smite Evil (Su) Once per day a celestial light horse can make a normal melee attack to deal 3 points of extra damage against an evil foe. Carrying Capacity A light load for a light horse is up to 150 pounds; a medium load, 151-300 pounds; and a heavy load, 301-450 pounds. A light horse can drag 2,250 pounds. Celestial Heavy Warhorse Size/Type: Large Magical Beast (Extraplanar) Hit Dice: 4d8+12 (30 hp) Initiative: +1 Speed: 50 ft. (10 squares) Armor Class: 14 (-1 size, +1 Dex, +4 natural), touch 10, flat-footed 13 Base Attack/Grapple: +3/+11 Attack: Hoof +6 melee (1d6+4) Full Attack: 2 hooves +6 melee (1d6+4) and bite +1 melee (1d4+2) Space/Reach: 10 ft./5 ft. Special Attacks: Smite evil Special Qualities: Darkvision 60 ft., damage reduction 5/magic, low-light vision, resistance to acid 5, cold 5, and electricity 5, spell resistance 9, scent Saves: Fort +7, Ref +5, Will +2 Abilities: Str 18, Dex 13, Con 17, Int 3, Wis 13, Cha 6 Skills: Listen +5, Spot +4 Feats: Endurance, Run Environment: Temperate plains Organization: Domesticated Challenge Rating: 3 Advancement: — Level Adjustment: — These animals are similar to heavy horses but are trained and bred for strength and aggression. A heavy warhorse can fight while carrying a rider, but the rider cannot also attack unless he or she succeeds on a Ride check. A celestial heavy warhorse’s natural weapons are treated as magic weapons for the purpose of overcoming damage reduction. Smite Evil (Su) Once per day a celestial heavy warhorse can make a normal melee attack to deal 4 points of extra damage against an evil foe. Carrying Capacity A light load for a heavy warhorse is up to 300 pounds; a medium load, 301-600 pounds; and a heavy load, 601-900 pounds. A heavy warhorse can drag 4,500 pounds. Celestial Light Warhorse Size/Type: Large Magical Beast (Extraplanar) Hit Dice: 3d8+9 (22 hp) Initiative: +1 Speed: 60 ft. (12 squares) Armor Class: 14 (-1 size, +1 Dex, +4 natural), touch 10, flat-footed 13 Base Attack/Grapple: +2/+9 Attack: Hoof +4 melee (1d4+3) Full Attack: 2 hooves +4 melee (1d4+3) and bite -1 melee (1d3+1) Space/Reach: 10 ft./5 ft. Special Attacks: Smite evil Special Qualities: Darkvision 60 ft., low-light vision, resistance to acid 5, cold 5, and electricity 5, spell resistance 8, scent Saves: Fort +6, Ref +4, Will +2 Abilities: Str 16, Dex 13, Con 17, Int 2, Wis 13, Cha 6 Skills: Listen +4, Spot +4 Feats: Endurance, Run Environment: Temperate plains Organization: Domesticated Challenge Rating: 1 Advancement: — Level Adjustment: — These animals or similar to light horses but are trained and bred for strength and aggression. They usually are not ready for warfare before age three. A light warhorse can fight while carrying a rider, but the rider cannot also attack unless he or she succeeds on a Ride check. Smite Evil (Su) Once per day a celestial light warhorse can make a normal melee attack to deal 3 points of extra damage against an evil foe. Carrying Capacity A light load for a light warhorse is up to 230 pounds; a medium load, 231-460 pounds; and a heavy load, 461-690 pounds. A light warhorse can drag 3,450 pounds. |
| RLRapp10-17-06, 08:09 PM | Celestial 5-Headed Hydra Size/Type: Huge Magical Beast (Extraplanar) Hit Dice: 5d10+28 (55 hp) Initiative: +1 Speed: 20 ft. (4 squares), swim 20 ft. Armor Class: 15 (-2 size, +1 Dex, +6 natural), touch 9, flat-footed 14 Base Attack/Grapple: +5/+16 Attack: 5 bites +6 melee (1d10+3) Full Attack: 5 bites +6 melee (1d10+3) Space/Reach: 15 ft./10 ft. Special Attacks: Smite evil Special Qualities: Darkvision 60 ft., damage reduction 5/magic, fast healing 15, low-light vision, resistance to acid 5, cold 5, and electricity 5, spell resistance 10, scent Saves: Fort +9, Ref +5, Will +3 Abilities: Str 17, Dex 12, Con 20, Int 3, Wis 10, Cha 9 Skills: Listen +6, Spot +6, Swim +11 Feats: Combat ReflexesB, Iron Will, Toughness Environment: Temperate marshes (Pyro: Warm marshes) (Cryo: Cold marshes) Organization: Solitary Challenge Rating: 5 (normal); 7 (pyro- or cryo-) Treasure: 1/10 coins; 50% goods; 50% items Alignment: Always good (any) Advancement: — Level Adjustment: — Celestial 6-Headed Hydra Size/Type: Huge Magical Beast (Extraplanar) Hit Dice: 6d10+33 (66 hp) Initiative: +1 Speed: 20 ft. (4 squares), swim 20 ft. Armor Class: 16 (-2 size, +1 Dex, +7 natural), touch 9, flat-footed 15 Base Attack/Grapple: +6/+17 Attack: 6 bites +8 melee (1d10+3) Full Attack: 6 bites +8 melee (1d10+3) Space/Reach: 15 ft./10 ft. Special Attacks: Smite good Special Qualities: Darkvision 60 ft., damage reduction 5/magic, fast healing 16, low-light vision, resistance to acid 5, cold 5, and electricity 5, spell resistance 11, scent Saves: Fort +10, Ref +6, Will +4 Abilities: Str 17, Dex 12, Con 20, Int 3, Wis 10, Cha 9 Skills: Listen +6, Spot +7, Swim +11 Feats: Combat ReflexesB, Iron Will, Toughness, Weapon Focus (bite) Environment: Temperate marshes (Pyro: Warm marshes) (Cryo: Cold marshes) Organization: Solitary Challenge Rating: 6 (normal); 8 (pyro- or cryo-) Treasure: 1/10 coins; 50% goods; 50% items Alignment: Always good (any) Advancement: — Level Adjustment: — Celestial 7-Headed Hydra Size/Type: Huge Magical Beast (Extraplanar) Hit Dice: 7d10+38 (77 hp) Initiative: +1 Speed: 20 ft. (4 squares), swim 20 ft. Armor Class: 17 (-2 size, +1 Dex, +8 natural), touch 9, flat-footed 16 Base Attack/Grapple: +7/+19 Attack: 7 bites +10 melee (1d10+4) Full Attack: 7 bites +10 melee (1d10+4) Space/Reach: 15 ft./10 ft. Special Attacks: Smite evil Special Qualities: Darkvision 60 ft., damage reduction 5/magic, fast healing 17, low-light vision, resistance to acid 5, cold 5, and electricity 5, spell resistance 12, scent Saves: Fort +10, Ref +6, Will +4 Abilities: Str 19, Dex 12, Con 20, Int 3, Wis 10, Cha 9 Skills: Listen +7, Spot +7, Swim +12 Feats: Combat ReflexesB, Iron Will, Toughness, Weapon Focus (bite) Environment: Temperate marshes (Pyro: Warm marshes) (Cryo: Cold marshes) Organization: Solitary Challenge Rating: 7 (normal); 9 (pyro- or cryo-) Treasure: 1/10 coins; 50% goods; 50% items Alignment: always good (any) Advancement: — Level Adjustment: — Celestial 8-Headed Hydra Size/Type: Huge Magical Beast (Extraplanar) Hit Dice: 8d10+43 (87 hp) Initiative: +1 Speed: 20 ft. (4 squares), swim 20 ft. Armor Class: 18 (-2 size, +1 Dex, +9 natural), touch 9, flat-footed 17 Base Attack/Grapple: +8/+20 Attack: 8 bites +11 melee (1d10+4) Full Attack: 8 bites +11 melee (1d10+4) Space/Reach: 15 ft./10 ft. Special Attacks: Smite evil Special Qualities: Darkvision 60 ft., damage reduction 5/magic, fast healing 18, low-light vision, resistance to acid 10, cold 10, and electricity 10, spell resistance 13, scent Saves: Fort +11, Ref +7, Will +4 Abilities: Str 19, Dex 12, Con 20, Int 3, Wis 10, Cha 9 Skills: Listen +7, Spot +8, Swim +12 Feats: Combat ReflexesB, Iron Will, Toughness, Weapon Focus (bite) Environment: Temperate marshes (Pyro: Warm marshes) (Cryo: Cold marshes) Organization: Solitary Challenge Rating: 9 (normal); 11 (pyro- or cryo-) Treasure: 1/10 coins; 50% goods; 50% items Alignment: Always good (any) Advancement: — Level Adjustment: — Celestial 9-Headed Hydra Size/Type: Huge Magical Beast (Extraplanar) Hit Dice: 9d10+48 (97 hp) Initiative: +1 Speed: 20 ft. (4 squares), swim 20 ft. Armor Class: 19 (-2 size, +1 Dex, +10 natural), touch 9, flat-footed 18 Base Attack/Grapple: +9/+22 Attack: 9 bites +13 melee (1d10+5) Full Attack: 9 bites +13 melee (1d10+5) Space/Reach: 15 ft./10 ft. Special Attacks: Smite good Special Qualities: Darkvision 60 ft., damage reduction 5/magic, fast healing 19, low-light vision, resistance to acid 10, cold 10, and electricity 10, spell resistance 14, scent Saves: Fort +11, Ref +7, Will +5 Abilities: Str 21, Dex 12, Con 20, Int 3, Wis 10, Cha 9 Skills: Listen +8, Spot +8, Swim +13 Feats: Blind-Fight, Combat ReflexesB, Iron Will, Toughness, Weapon Focus (bite) Environment: Temperate marshes (Pyro: Warm marshes) (Cryo: Cold marshes) Organization: Solitary Challenge Rating: 10 (normal); 12 (pyro- or cryo-) Treasure: 1/10 coins; 50% goods; 50% items Alignment: Always good (any) Advancement: — Level Adjustment: — Celestial 10-Headed Hydra Size/Type: Huge Magical Beast (Extraplanar) Hit Dice: 10d10+53 (108 hp) Initiative: +1 Speed: 20 ft. (4 squares), swim 20 ft. Armor Class: 20 (-2 size, +1 Dex, +11 natural), touch 9, flat-footed 19 Base Attack/Grapple: +10/+23 Attack: 10 bites +14 melee (1d10+5) Full Attack: 10 bites +14 melee (1d10+5) Space/Reach: 15 ft./10 ft. Special Attacks: Smite evil Special Qualities: Darkvision 60 ft., damage reduction 5/magic, fast healing 20, low-light vision, resistance to acid 10, cold 10, and electricity 10, spell resistance 15, scent Saves: Fort +12, Ref +8, Will +3 Abilities: Str 21, Dex 12, Con 20, Int 3, Wis 10, Cha 9 Skills: Listen +8, Spot +9, Swim +13 Feats: Blind-Fight, Combat ReflexesB, Iron Will, Toughness, Weapon Focus (bite) Environment: Temperate marshes (Pyro: Warm marshes) (Cryo: Cold marshes) Organization: Solitary Challenge Rating: 11 (normal); 13 (pyro- or cryo-) Treasure: 1/10 coins; 50% goods; 50% items Alignment: Always good (any) Advancement: — Level Adjustment: — Celestial 11-Headed Hydra Size/Type: Huge Magical Beast (Extraplanar) Hit Dice: 11d10+58 (118 hp) Initiative: +1 Speed: 20 ft. (4 squares), swim 20 ft. Armor Class: 21 (-2 size, +1 Dex, +12 natural), touch 9, flat-footed 20 Base Attack/Grapple: +11/+25 Attack: 11 bites +16 melee (1d10+6) Full Attack: 11 bites +16 melee (1d10+6) Space/Reach: 15 ft./10 ft. Special Attacks: Smite evil Special Qualities: Darkvision 60 ft., damage reduction 5/magic, fast healing 21, low-light vision, resistance to acid 10, cold 10, and electricity 10, spell resistance 16, scent Saves: Fort +12, Ref +8, Will +5 Abilities: Str 23, Dex 12, Con 20, Int 3, Wis 10, Cha 9 Skills: Listen +9, Spot +9, Swim +14 Feats: Blind-Fight, Combat ReflexesB, Iron Will, Toughness, Weapon Focus (bite) Environment: Temperate marshes (Pyro: Warm marshes) (Cryo: Cold marshes) Organization: Solitary Challenge Rating: 12 (normal); 14 (pyro- or cryo-) Treasure: 1/10 coins; 50% goods; 50% items Alignment: Always good (any) Advancement: — Level Adjustment: — Celestial 12-Headed Hydra Size/Type: Huge Magical Beast (Extraplanar) Hit Dice: 12d10+63 (129 hp) Initiative: +1 Speed: 20 ft. (4 squares), swim 20 ft. Armor Class: 22 (-2 size, +1 Dex, +13 natural), touch 9, flat-footed 21 Base Attack/Grapple: +12/+26 Attack: 12 bites +17 melee (2d8+6) Full Attack: 12 bites +17 melee (2d8+6) Space/Reach: 15 ft./10 ft. Special Attacks: Smite evil Special Qualities: Darkvision 60 ft., damage reduction 10/magic, fast healing 22, low-light vision, resistance to acid 10, cold 10, and electricity 10, spell resistance 17, scent Saves: Fort +13, Ref +9, Will +6 Abilities: Str 23, Dex 12, Con 20, Int 3, Wis 10, Cha 9 Skills: Listen +9, Spot +10, Swim +14 Feats: Blind-Fight, Combat ReflexesB, Improved Natural Attack (bite), Iron Will, Toughness, Weapon Focus (bite) Environment: Temperate marshes (Pyro: Warm marshes) (Cryo: Cold marshes) Organization: Solitary Challenge Rating:13 (normal); 15 (pyro- or cryo-) Treasure: 1/10 coins; 50% goods; 50% items Alignment: Always good (any) Advancement: — Level Adjustment: — Hydras are reptile-like monsters with multiple heads. A hydra is gray-brown to dark brown, with a light yellow or tan underbelly. The eyes are amber and the teeth are yellow-white. It is about 20 feet long and weighs about 4,000 pounds. Hydras do not speak. Combat Hydras can attack with all their heads at no penalty, even if they move or charge during the round. A hydra can be killed either by severing all its heads or by slaying its body. To sever a head, an opponent must make a successful sunder attempt with a slashing weapon. (The player should declare where the attack is aimed before making the attack roll.) Making a sunder attempt provokes an attack of opportunity unless the foe has the Improved Sunder feat. An opponent can strike at a hydra’s heads from any position in which he could strike at the hydra itself, because the hydra’s head writhe and whip about in combat. An opponent can ready an action to attempt to sunder a hydra’s head when the creature bites at him. Each of a hydra’s heads has hit points equal to the creature’s full normal hit point total, divided by its original number of heads. Losing a head deals damage to the body equal to half the head’s full normal hit points. A natural reflex seals the neck shut to prevent further blood loss. A hydra can no longer attack with a severed head but takes no other penalties. Each time a head is severed, two new heads spring from the stump in 1d4 rounds. A hydra can never have more than twice its original number of heads at any one time, and any extra heads it gains beyond its original number wither and die within a day. To prevent a severed head from growing back into two heads, at least 5 points of fire or acid damage must be dealt to the stump (a touch attack to hit) before the new heads appear. A flaming weapon (or similar effect) deals its energy damage to the stump in the same blow in which a head is severed. Fire or acid damage from an area effect may burn multiple stumps in addition to dealing damage to the hydra’s body. A hydra does not die from losing its heads until all its heads have been cut off and the stumps seared by fire or acid. A hydra’s body can be slain just like any other creature’s, but hydras possess fast healing (see below) and are difficult to defeat in this fashion. Any attack that is not (or cannot be) an attempt to sunder a head affects the body. Targeted magical effects cannot sever a hydra’s heads (and thus must be directed at the body) unless they deal slashing damage and could be used to make sunder attempts. A celestial hydra’s natural weapons are treated as magic weapons for the purpose of overcoming damage reduction. Fast Healing (Ex) Each round, a hydra heals damage equal to 10 + the number of its original heads. Smite Evil (Su) Once per day a celestial hydra can make a normal melee attack to deal points of extra damage equal to his HD against an evil foe. Skills Hydras have a +2 racial bonus on Listen and Spot checks, thanks to their multiple heads. A hydra has a +8 racial bonus on any Swim check to perform some special action or avoid a hazard. It can always choose to take 10 on a Swim check, even if distracted or endangered. It can use the run action while swimming, provided it swims in a straight line. Feats A hydra’s Combat Reflexes feat allows it to use all its heads for attacks of opportunity. Pyrohydra Huge Magical Beast (Fire) These reddish hydras can breathe jets of fire 10 feet high, 10 feet wide, and 20 feet long. All heads breathe once every 1d4 rounds. Each jet deals 3d6 points of fire damage per head. A successful Reflex save halves the damage. The save DC is 10 + ½ hydra’s original number of heads + hydra’s Con modifier. Fire attacks cannot prevent a pyrohydra’s stump from growing new heads (since a pyrohydra has immunity to fire), but 5 points of cold damage does. Cryohydra Huge Magical Beast (Cold) These purplish hydras can breathe jets of frost 10 feet high, 10 feet wide, and 20 feet long. All heads breathe once every 1d4 rounds. Each jet deals 3d6 points of cold damage per head. A successful Reflex save halves the damage. The save DC is 10 + ½ hydra’s original number of heads + hydra’s Con modifier. Cold attacks cannot prevent a cryohydra’s stump from growing new heads (since a cryohydra has immunity to cold), but 5 points of fire damage does. |
| RLRapp10-18-06, 08:22 PM | Celestial Hyena Size/Type: Medium Magical Beast (Extraplanar) Hit Dice: 2d8+4 (13 hp) Initiative: +2 Speed: 50 ft. (10 squares) Armor Class: 14 (+2 Dex, +2 natural), touch 12, flat-footed 12 Base Attack/Grapple: +1/+3 Attack: Bite +3 melee (1d6+3) Full Attack: Bite +3 melee (1d6+3) Space/Reach: 5 ft./5 ft. Special Attacks: Smite evil, trip Special Qualities: Darkvision 60 ft., low-light vision, resistance to acid 5, cold 5, and electricity 5, spell resistance 7, scent Saves: Fort +5, Ref +5, Will +1 Abilities: Str 14, Dex 15, Con 15, Int 3, Wis 13, Cha 6 Skills: Hide +3*, Listen +6, Spot +4 Feats: Alertness Environment: Warm deserts Organization: Solitary, pair, or pack (7-16) Challenge Rating: 1 Advancement: 3 HD (Medium); 4-5 HD (Large) Level Adjustment: — Hyenas are pack hunters infamous for their cunning and their unnerving vocalizations. The statistics presented here are for a striped hyena, which is about 3 feet long and weighs about 120 pounds. Combat A favorite tactic is to send a few individuals against the foe’s front while the rest of the pack circles and attacks from the flanks or rear. Smite Evil (Su) Once per day a celestial hyena can make a normal melee attack to deal 2 points of extra damage against an evil foe. Trip (Ex) A hyena that hits with its bite attack can attempt to trip the opponent (+2 check modifier) as a free action without making a touch attack or provoking an attack of opportunity. If the attempt fails, the opponent cannot react to trip the hyena. Skills *Hyenas have a +4 racial bonus on Hide checks in areas of tall grass or heavy undergrowth. Celestial Krenshar Size/Type: Medium Magical Beast (Extraplanar) Hit Dice: 2d10 (11 hp) Initiative: +2 Speed: 40 ft. (8 squares) Armor Class: 15 (+2 Dex, +3 natural), touch 12, flat-footed 13 Base Attack/Grapple: +2/+2 Attack: Bite +2 melee (1d6) Full Attack: Bite +2 melee (1d6) and 2 claws +0 melee (1d4) Space/Reach: 5 ft./5 ft. Special Attacks: Scare, smite evil Special Qualities: Darkvision 60 ft., low-light vision, resistance to acid 5, cold 5, and electricity 5, spell resistance 7, scent Saves: Fort +3, Ref +5, Will +1 Abilities: Str 11, Dex 14, Con 11, Int 6, Wis 12, Cha 13 Skills: Hide +4, Jump +9, Listen +3, Move Silently +6 Feats: Multiattack, TrackB Environment: Temperate forests Organization: Solitary, pair, or pride (6-10) Challenge Rating: 1 Treasure: None Alignment: Usually neutral Advancement: 3-4 HD (Medium); 5-8 HD (Large) Level Adjustment: +4 (cohort) The krenshar is a strange, catlike carnivore with extremely flexible skin on its head. A typical krenshar measures 4 or 5 feet in length with a long, narrow head. It weighs about 175 pounds. Combat Krenshars use solitary scouts to drive prey into the waiting clutches of the pride. The scout appears from hiding, uses its scare ability, then chases the fleeing target to join the attack. Scare (Ex or Su) As a standard action, a krenshar can pull the skin back from its head, revealing the musculature and bony structures of its skull. This alone is usually sufficient to scare away foes (treat as a Bluff check with a +3 bonus). Smite Evil (Su) Once per day a celestial krenshar can make a normal melee attack to deal 2 points of extra damage against an evil foe. Combining this scare ability with a loud screech produces an unsettling effect that works like a scare spell from a 3rd-level caster (Will DC 13 partial). A creature that successfully saves cannot be affected again by the same krenshar’s scare ability for 24 hours. The shriek does not affect other krenshars. This is a supernatural, sonic mind-affecting fear effect. The save DC is Charisma-based. Skills Krenshars have a +4 racial bonus on Jump and Move Silently checks. Celestial Lammasu Size/Type: Large Magical Beast (Extraplanar) Hit Dice: 7d10+21 (59 hp) Initiative: +1 Speed: 30 ft. (6 squares), fly 60 ft.(average) Armor Class: 20 (-1 size, +1 Dex, +10 natural), touch 10, flat-footed 19 Base Attack/Grapple: +7/+17 Attack: Claw +12 melee (1d6+6) Full Attack: 2 claws +12 melee (1d6+6) Space/Reach: 10 ft./5 ft. Special Attacks: Pounce, rake 1d6+3, spells, smite evil Special Qualities: Darkvision 60 ft., damage reduction 5/magic, low-light vision, magic circle against evil, spell-like abilities, immunity to fire, sleep, and paralysis, low-light vision, magic circle against evil, resistance to acid 5, cold 5, and electricity 5, spell resistance 13 Saves: Fort +8, Ref +8, Will +7 Abilities: Str 23, Dex 12, Con 17, Int 16, Wis 17, Cha 14 Skills: Concentration +13, Diplomacy +4, Knowledge (arcana) +13, Listen +13, Sense Motive +13, Spot +15 Feats: Blind-Fight, Iron Will, Lightning Reflexes Environment: A lawful good plane Organization: Solitary Challenge Rating: 9 Treasure: Standard Alignment: Always lawful good Advancement: 8-10 HD (Large); 11-21 HD (Huge) Level Adjustment: +7 A typical lammasu is about 8 feet long and weighs about 500 pounds. Lammasus speak Common, Draconic, and Celestial. Combat A lammasu attacks with spells or its razor-sharp claws. It almost always enters combat if it observes a good creature being threatened by evil. A celestial lammasu’s natural weapons are treated as magic weapons for the purpose of overcoming damage reduction. Spells A lammasu casts spells as a 7th-level cleric, and can choose spells from the cleric spell list, plus any two of the following domains: Good, Healing, Knowledge, or Law. Typical Cleric Spells Prepared (6/6/5/4/2; save DC 13 + spell level) 0—detect magic, guidance (2), light, read magic, resistance; 1st—bless (2), detect evil, divine favor, entropic shield, protection from evil*; 2nd— aid*, bear’s endurance, bull’s strength, lesser restoration, resist energy; 3rd—daylight, dispel magic, magic circle against evil*, remove curse; 4th—holy smite*, neutralize poison. *Domain spell. Domains: Good and Healing. Magic Circle against Evil (Su) A lammasu radiates a continuous magic circle against evil that affects a 20-foot radius. Spell-Like Abilities 2/day—greater invisibility (self only); 1/day—dimension door. Caster level 7th. Pounce (Ex) If a lammasu charges a foe, it can make a full attack, including two rake attacks. Rake (Ex) Attack bonus +12 melee, damage 1d6+3. Smite Evil (Su) Once per day a celestial lammasu can make a normal melee attack to deal 7 points of extra damage against an evil foe. Skills Lammasus have a +2 racial bonus on Spot checks. |
| RLRapp10-19-06, 08:14 PM | Celestial Leopard Size/Type: Medium Magical Beast (Extraplanar) Hit Dice: 3d8+6 (19 hp) Initiative: +4 Speed: 40 ft (8 squares), climb 20 ft. Armor Class: 15 (+4 Dex, +1 natural), touch 14, flat-footed 11 Base Attack/Grapple: +2/+5 Attack: Bite +6 melee (1d6+3) Full Attack: Bite +6 melee (1d6+3) and 2 claws +1 melee (1d3+1) Space/Reach: 5 ft./5 ft. Special Attacks: Improved grab, pounce, rake 1d3+1, smite evil Special Qualities: Darkvision 60 ft., low-light vision, resistance to acid 5, cold 5, and electricity 5, spell resistance 8, scent Saves: Fort +5, Ref +7, Will +2 Abilities: Str 16, Dex 19, Con 15, Int 3, Wis 12, Cha 6 Skills: Balance +12, Climb +11, Hide +8*, Jump +11, Listen +6, Move Silently +8, Spot +6 Feats: Alertness, Weapon Finesse Environment: Warm forests Organization: Solitary or pair Challenge Rating: 2 Advancement: 4-5 HD (Medium) Level Adjustment: — These jungle cats are about 4 feet long and weigh about 120 pounds. They usually hunt at night. The statistics presented here can describe any feline of similar size, such as jaguars, panthers, and mountain lions. Combat Improved Grab (Ex) To use this ability, a leopard must hit with its bite attack. It can then attempt to start a grapple as a free action without provoking an attack of opportunity. If it wins the grapple check, it establishes a hold and can rake. Pounce (Ex) If a leopard charges a foe, it can make a full attack, including two rake attacks. Rake (Ex) Attack bonus +6 melee, damage 1d3+1. Smite Evil (Su) Once per day a celestial leopard can make a normal melee attack to deal 3 points of extra damage against an evil foe. Skills Leopards have a +8 racial bonus on Jump checks and a +4 racial bonus on Hide and Move Silently checks. Leopards have a +8 racial bonus on Balance and Climb checks. A leopard can always choose to take 10 on a Climb check, even if rushed or threatened. *In areas of tall grass or heavy undergrowth, the Hide bonus improves to +8. Celestial Lion Size/Type: Large Magical Beast (Extraplanar) Hit Dice: 5d8+10 (32 hp) Initiative: +3 Speed: 40 ft. (8 squares) Armor Class: 15 (-1 size, +3 Dex, +3 natural), touch 12, flat-footed 12 Base Attack/Grapple: +3/+12 Attack: Claw +7 melee (1d4+5) Full Attack: 2 claws +7 melee (1d4+5) and bite +2 melee (1d8+2) Space/Reach: 10 ft./5 ft. Special Attacks: Pounce, improved grab, rake 1d4+2, smite evil Special Qualities: Darkvision 60 ft., damage reduction 5/magic, low-light vision, resistance to acid 5, cold 5, and electricity 5, spell resistance 10, scent Saves: Fort +6, Ref +7, Will +2 Abilities: Str 21, Dex 17, Con 15, Int 3, Wis 12, Cha 6 Skills: Balance +7, Hide +3*, Listen +5, Move Silently +11, Spot +5 Feats: Alertness, Run Environment: Warm plains Organization: Solitary, pair, or pride (6-10) Challenge Rating: 4 Advancement: 6-8 HD (Large) Level Adjustment: — The statistics presented here describe a male African lion, which is 5 to 8 feet long and weighs 330 to 550 pounds. Females are slightly smaller but use the same statistics. A celestial lion’s natural weapons are treated as magic weapons for the purpose of overcoming damage reduction. Combat Pounce (Ex) If a lion charges a foe, it can make a full attack, including two rake attacks. Improved Grab (Ex) To use this ability, a lion must hit with its bite attack. It can then attempt to start a grapple as a free action without provoking an attack of opportunity. If it wins the grapple check, it establishes a hold and can rake. Rake (Ex) Attack bonus +7 melee, damage 1d4+2. Smite Evil (Su) Once per day a celestial lion can make a normal melee attack to deal 5 points of extra damage against an evil foe. Skills Lions have a +4 racial bonus on Balance, Hide, and Move Silently checks. *In areas of tall grass or heavy undergrowth, the Hide bonus improves to +12. Celestial Lizard Size/Type: Tiny Magical Beast (Extraplanar) Hit Dice: ½ d8 (2 hp) Initiative: +2 Speed: 20 ft. (4 squares), climb 20 ft. Armor Class: 14 (+2 size, +2 Dex), touch 14, flat-footed 12 Base Attack/Grapple: +0/-12 Attack: Bite +4 melee (1d4-4) Full Attack: Bite +4 melee (1d4-4) Space/Reach: 2½ ft./0 ft. Special Attacks: Smite evil Special Qualities: Darkvision 60 ft., low-light vision, resistance to acid 5, cold 5, and electricity 5, spell resistance 6 Saves: Fort +2, Ref +4, Will +1 Abilities: Str 3, Dex 15, Con 10, Int 3, Wis 12, Cha 2 Skills: Balance +10, Climb +12, Hide +12, Listen +3, Move Silently +4, Spot +3 Feats: Stealthy, Weapon FinesseB Environment: Warm forests Organization: Solitary Challenge Rating: 1/6 Advancement: — Level Adjustment: — The statistics presented here describe small, nonvenomous lizards of perhaps a foot or two in length, such as an iguana. Combat Lizards prefer flight to combat, but they can bite painfully if there is no other option. Smite Evil (Su) Once per day a celestial lizard can make a normal melee attack to deal 1 point of extra damage against an evil foe. Skills Lizards have a +8 racial bonus on Balance checks. They also have a +8 racial bonus on Climb checks and can always choose to take 10 on Climb checks, even if rushed or threatened. Lizards use their Dexterity modifier instead of their Strength modifier for Climb checks. |
| RLRapp10-22-06, 05:36 PM | Celestial Monitor Lizard Size/Type: Medium Magical Beast (Extraplanar) Hit Dice: 3d8+9 (22 hp) Initiative: +2 Speed: 30 ft. (6 squares), swim 30 ft. Armor Class: 15 (+2 Dex, +3 natural), touch 12, flat-footed 13 Base Attack/Grapple: +2/+5 Attack: Bite +5 melee (1d8+4) Full Attack: Bite +5 melee (1d8+4) Space/Reach: 5 ft./5 ft. Special Attacks: Smite evil Special Qualities: Darkvision 60 ft., low-light vision, resistance to acid 5, cold 5, and electricity 5, spell resistance 8 Saves: Fort +8, Ref +5, Will +2 Abilities: Str 17, Dex 15, Con 17, Int 3, Wis 12, Cha 2 Skills: Climb +7, Hide +6*, Listen +4, Move Silently +6, Spot +4, Swim +11 Feats: Alertness, Great Fortitude Environment: Warm forests Organization: Solitary Challenge Rating: 2 Advancement: 4-5 HD (Medium) Level Adjustment: — This category includes fairly large, carnivorous lizards from 3 to 5 feet long. Combat Monitor lizards can be aggressive, using their powerful jaws to tear at prey or enemies. Smite Evil (Su) Once per day a celestial monitor lizard can make a normal melee attack to deal 3 points of extra damage against an evil foe. Skills A monitor lizard has a +8 racial bonus on any Swim check to perform some special action or avoid a hazard. It can always choose to take 10 on a Swim check, even if distracted or endangered. It can use the run action while swimming, provided it swims in a straight line. Monitor lizards have a +4 racial bonus on Hide and Move Silently checks. *In forested or overgrown areas, the Hide bonus improves to +8. Celestial Lizardfolk Size/Type: Medium Humanoid (Extraplanar, Reptilian) Hit Dice: 2d8+2 (11 hp) Initiative: +0 Speed: 30 ft. (6 squares) Armor Class: 15 (+5 natural), or 17 (+5 natural, +2 heavy shield), touch 10, flat-footed 15 or 17 Base Attack/Grapple: +1/+2 Attack: Claw +2 melee (1d4+1) or club +2 melee (1d6+1) or javelin +1 ranged (1d6+1) Full Attack: 2 claws +2 melee (1d4+1) and bite +0 melee (1d4); or club +2 melee (1d6+1) and bite +0 melee (1d4); or javelin +1 ranged (1d6+1) Space/Reach: 5 ft./5 ft. Special Attacks: Smite evil Special Qualities: Darkvision 60 ft., hold breath, resistance to acid 5, cold 5, and electricity 5, spell resistance 7 Saves: Fort +1, Ref +3, Will +0 Abilities: Str 13, Dex 10, Con 13, Int 9, Wis 10, Cha 10 Skills: Balance +4, Jump +5, Swim +2 Feats: Multiattack Environment: Temperate marshes Organization: Gang (2-3), band (6-10 plus 50% noncombatants plus 1 leader of 3rd-6th level), or tribe (30-60 plus 2 lieutenants of 3rd-6th level and 1 leader of 4th-10th level) Challenge Rating: 1 Treasure: 50% coins; 50% goods; 50% items Alignment: always good (any) Advancement: By character class Level Adjustment: +3 A lizardfolk is usually 6 to 7 feet tall with green, gray, or brown scales. Its tail is used for balance and is 3 to 4 feet long. A lizardfolk can weigh from 200 to 250 pounds. Lizardfolk speak Draconic. Combat Lizardfolk fight as unorganized individuals. They prefer frontal assaults and massed rushes, sometimes trying to force foes into the water, where the lizardfolk have an advantage. If outnumbered or if their territory is being invaded, they set snares, plan ambushes, and make raids to hinder enemy supplies. Advanced tribes use more sophisticated tactics and have better traps and ambushes. Hold Breath A lizardfolk can hold its breath for a number of rounds equal to four times its Constitution score before it risks drowning. Smite Evil (Su) Once per day a celestial lizardfolk can make a normal melee attack to deal points of extra damage equal to his HD against an evil foe. Skills Because of their tails, lizardfolk have a +4 racial bonus on Jump, Swim, and Balance checks. The skill modifiers given in the statistics block include a -2 armor check penalty (-4 on Swim checks) for carrying a heavy shield. Lizardfolk As Characters Lizardfolk characters possess the following racial traits. +2 Strength, +2 Constitution, -2 Intelligence. Medium size. A lizardfolk’s base land speed is 30 feet. Racial Hit Dice: A lizardfolk begins with two levels of humanoid, which provide 2d8 Hit Dice, a base attack bonus of +1, and base saving throw bonuses of Fort +0, Ref +3, and Will +0. Racial Skills: A lizardfolk’s humanoid levels give it skill points equal to 5 × (2 + Int modifier, minimum 1). Its class skills are Balance, Jump, and Swim. Lizardfolk have a +4 racial bonus on Balance, Jump, and Swim checks. Racial Feats: A lizardfolk’s humanoid levels give it one feat. Weapon and Armor Proficiency: A lizardfolk is automatically proficient with simple weapons and shields. +5 natural armor bonus. Natural Weapons: 2 claws (1d4) and bite (1d4). Special Qualities (see above): Darkvision, energy resistance, old breath, spell resistance. Automatic Languages: Common, Draconic. Bonus Languages: Aquan, Goblin, Gnoll, Orc. Favored Class: Druid. Level adjustment +3. Celestial Locathah Size/Type: Medium Humanoid (Aquatic, Extraplanar) Hit Dice: 2d8 (9 hp) Initiative: +1 Speed: 10 ft. (2 squares), swim 60 ft. Armor Class: 14 (+1 Dex, +3 natural), touch 11, flat-footed 13 Base Attack/Grapple: +1/+1 Attack: Longspear +2 melee (1d8/×3) or light crossbow +2 ranged (1d8/19-20) Full Attack: Longspear +2 melee (1d8/×3) or light crossbow +2 ranged (1d8/19-20) Space/Reach: 5 ft./5 ft. Special Attacks: smite evil Special Qualities: Darkvision 60 ft., resistance to acid 5, cold 5, and electricity 5, spell resistance 7 Saves: Fort +3, Ref +1, Will +1 Abilities: Str 10, Dex 12, Con 10, Int 13, Wis 13, Cha 11 Skills: Craft (any one) +6, Listen +6, Spot +6, Swim +8 Feats: Weapon Focus (longspear) Environment: Warm aquatic Organization: Company (2-4), patrol (11-20 plus 2 3rd-level sergeants and 1 leader of 3rd-6th level), or tribe (30-100 plus 100% noncombatants plus 1 3rd-level sergeant per 10 adults, 5 5th-level lieutenants, and 3 7th-level captains) Challenge Rating: ½ Treasure: Standard Alignment: always good (any) Advancement: By character class Level Adjustment: +3 Although humanoid in shape, locathahs are clearly more fish than human. The average locathah stands 5 feet tall and weighs 175 pounds. Females and males look very much alike, although the former can be recognized by the two ochre stripes marking their egg sacs. Locathahs speak Aquan. Combat Any battle with locathahs usually begins with the creatures loosing volleys of bolts from their crossbows; underwater, their crossbows have a range increment of 20 feet. If they have managed to set up an ambush or other trap, they continue to employ crossbows for as long as possible. Otherwise, they close to bring their longspears into play. Although primarily used for fishing, these spears make formidable weapons. Locathahs lack teeth, claws, and other natural weapons, so they are not especially dangerous if unarmed. A weaponless locathah will generally turn and flee. Smite Evil (Su) Once per day a celestial locathah can make a normal melee attack to deal 2 points of extra damage against an evil foe. Skills A locathah has a +8 racial bonus on any Swim check to perform some special action or avoid a hazard. It can always choose to take 10 on a Swim check, even if distracted or endangered. It can use the run action while swimming, provided it swims in a straight line. |
| RLRapp10-22-06, 06:05 PM | Celestial Manta Ray Size/Type: Large Magical Beast (Aquatic, Extraplanar) Hit Dice: 4d8 (18 hp) Initiative: +0 Speed: Swim 30 ft. (6 squares) Armor Class: 12 (-1 size, +3 natural), touch 9, flat-footed 12 Base Attack/Grapple: +3/+9 Attack: Ram -1 melee* (1d6+1) Full Attack: Ram -1 melee* (1d6+1) Space/Reach: 10 ft./5 ft. Special Attacks: Smite evil Special Qualities: Darkvision 60 ft., damage reduction 5/magic, low-light vision, resistance to acid 5, cold 5, and electricity 5, spell resistance 9 Saves: Fort +4, Ref +4, Will +2 Abilities: Str 15, Dex 11, Con 10, Int 3, Wis 12, Cha 2 Skills: Listen +7, Spot +6, Swim +10 Feats: Alertness, Endurance Environment: Warm aquatic Organization: Solitary or school (2-5) Challenge Rating: 2 Advancement: 5-6 HD (Medium) Level Adjustment: — These fish are nonaggressive and generally avoid contact with other creatures. They filter plankton and similar small organisms from the water through their gaping, toothless maws. A celestial manta ray's natural weapons are treated as magic weapons for the purpose of overcoming damage reduction. Combat *If threatened, a manta ray uses its size and weight to ram opponents. This is treated as a secondary attack. Smite Evil (Su) Once per day a celestial manta ray can make a normal melee attack to deal 4 points of extra damage against an evil foe. Skills A manta ray has a +8 racial bonus on any Swim check to perform some special action or avoid a hazard. It can always choose to take 10 on a Swim check, even if distracted or endangered. It can use the run action while swimming, provided it swims in a straight line. Celestial Merfolk 1st-Level Warrior Size/Type: Medium Humanoid (Aquatic, Extraplanar) Hit Dice: 1d8+2 (6 hp) Initiative: +1 Speed: 5 ft. (1 square), swim 50 ft. Armor Class: 13 (+1 Dex, +2 leather), touch 11, flat-footed 12 Base Attack/Grapple: +1/+2 Attack: Trident +2 melee (1d8+1) or heavy crossbow +2 ranged (1d10/19-20) Full Attack: Trident +2 melee (1d8+1) or heavy crossbow +2 ranged (1d10/19-20) Space/Reach: 5 ft./5 ft. Special Attacks: Smite evil Special Qualities: Amphibious, low-light vision, darkvision 60 ft., resistance to acid 5, cold 5, and electricity 5, spell resistance 6 Saves: Fort +4, Ref +1, Will -1 Abilities: Str 13, Dex 13, Con 14, Int 10, Wis 9, Cha 10 Skills: Listen +3, Spot +3, Swim +9 Feats: Alertness Environment: Temperate aquatic Organization: Company (2-4), patrol (11-20 plus 2 3rd-level lieutenants and 1 leader of 3rd-6th level), or band (30-60 plus 1 3rd-level sergeant per 20 adults, 5 5th-level lieutenants, 3 7th-level captains, and 10 porpoises) Challenge Rating: ½ Treasure: Standard Alignment: always good (any) Advancement: By character class Level Adjustment: +3 A merfolk is about 8 feet long from the top of the head to the end of the tail, and weighs about 400 pounds. Merfolk speak Common and Aquan. Most merfolk encountered outside their home are warriors; the information in the statistics block is for one of 1st level. Combat Merfolk favor heavy crossbows of shell and coral that fire bolts fashioned from blowfish spines, with an underwater range increment of 30 feet. Merfolk often barrage their enemies before closing, when they resort to tridents. Amphibious (Ex) Merfolk can breathe both air and water, although they rarely travel more than a few feet from the water’s edge. Smite Evil (Su) Once per day a celestial merfolk can make a normal melee attack to deal points of extra damage equal to his HD against an evil foe. Skills A merfolk has a +8 racial bonus on any Swim check to perform some special action or avoid a hazard. It can always choose to take 10 on a Swim check, even if distracted or endangered. It can use the run action while swimming, provided it swims in a straight line. The merfolk warrior presented here had the following ability scores before racial adjustments: Str 13, Dex 11, Con 12, Int 10, Wis 9, Cha 8. Merfolk Characters A merfolk’s favored class is bard. Celestial Mimic Size/Type: Large Aberration (Extraplanar, Shapechanger) Hit Dice: 7d8+21 (52 hp) Initiative: +1 Speed: 10 ft. (2 squares) Armor Class: 15 (-1 size, +1 Dex, +5 natural), touch 10, flat-footed 15 Base Attack/Grapple: +5/+13 Attack: Slam +9 melee (1d8+4) Full Attack: 2 slams +9 melee (1d8+4) Space/Reach: 10 ft./10 ft. Special Attacks: Adhesive, crush, smite evil Special Qualities: Darkvision 60 ft., damage reduction 5/magic, immunity to acid, mimic shape, resistance to cold 5 and electricity 5, spell resistance 12 Saves: Fort +5, Ref +5, Will +6 Abilities: Str 19, Dex 12, Con 17, Int 10, Wis 13, Cha 10 Skills: Climb +9, Disguise +13, Listen +8, Spot +8 Feats: Alertness, Lightning Reflexes, Weapon Focus (slam) Environment: Underground Organization: Solitary Challenge Rating: 5 Treasure: 1/10th coins; 50% goods; 50% items Alignment: always good (any) Advancement: 8-10 HD (Large); 11-21 HD (Huge) Level Adjustment: — A mimic can have almost any dimensions, but usually is not more than 10 feet long. A typical mimic has a volume of 150 cubic feet (5 feet by 5 feet by 6 feet) and weighs about 4,500 pounds. Mimics speak Common. Combat A mimic often surprises an unsuspecting adventurer, lashing out with a heavy pseudopod. The creature does not necessarily fight to the death if it can succeed in extorting treasure or food from a party. A celestial mimic's natural weapons are treated as magic weapons for the purpose of overcoming damage reduction. Adhesive (Ex) A mimic exudes a thick slime that acts as a powerful adhesive, holding fast any creatures or items that touch it. An adhesive-covered mimic automatically grapples any creature it hits with its slam attack. Opponents so grappled cannot get free while the mimic is alive without removing the adhesive first. A weapon that strikes an adhesive-coated mimic is stuck fast unless the wielder succeeds on a DC 16 Reflex save. A successful DC 16 Strength check is needed to pry it off. Strong alcohol dissolves the adhesive, but the mimic still can grapple normally. A mimic can dissolve its adhesive at will, and the substance breaks down 5 rounds after the creature dies. Crush (Ex) A mimic deals 1d8+4 points of damage with a successful grapple check. Mimic Shape (Ex) A mimic can assume the general shape of any object that fills roughly 150 cubic feet (5 feet by 5 feet by 6 feet), such as a massive chest, a stout bed, or a wide door frame. The creature cannot substantially alter its size, though. A mimic’s body is hard and has a rough texture, no matter what appearance it might present. Anyone who examines the mimic can detect the ruse with a successful Spot check opposed by the mimic’s Disguise check. Of course, by this time it is generally far too late. Smite Evil (Su) Once per day a celestial mimic can make a normal melee attack to deal 7 points of extra damage against an evil foe. Skills A mimic has a +8 racial bonus on Disguise checks. |
| RLRapp10-22-06, 10:55 PM | Celestial Monkey Size/Type: Tiny Magical Beast (Extraplanar) Hit Dice: 1d8 (4 hp) Initiative: +2 Speed: 30 ft. (6 squares), climb 30 ft. Armor Class:14 (+2 size, +2 Dex), touch 14, flat-footed 12 Base Attack/Grapple:+0/-12 Attack: Bite Bite +4 melee (1d3-4) Full Attack:Bite +4 melee (1d3-4) Space/Reach:2½ ft./0 ft. Special Attacks: Smite Evil Special Qualities:Low-light vision, darkvision 60ft., resistance to acid 5, cold 5, and electricity 5, spell resistance 6 Saves: Fort +2, Ref +4, Will +1 Abilities:Str 3, Dex 15, Con 10, Int 3, Wis 12, Cha 5 Skills: Balance +12, Climb +10, Escape Artist +4, Hide +10, Listen +3, Spot +3 Feats: Agile, Weapon FinesseB Environment: Any good-aligned plane Organization: Troop (10-40) Challenge Rating: 1/6 Alignment: Always chaotic good Advancement: 2-3 HD (Small) Level Adjustment: — The statistics presented here can describe any arboreal monkey that is no bigger than a housecat, such as a colobus or capuchin. These celestial creatures are commonly summoned by the summon monster I spell. Combat Monkeys generally flee into the safety of the trees, but if cornered can fight ferociously. Smite Evil (Su) Once per day a celestial monkey can make a normal melee attack to deal 1 point of extra damage against an evil foe. Skills Monkeys have a +8 racial bonus on Balance and Climb checks. They can always choose to take 10 on Climb checks, even if rushed or threatened. They use their Dexterity modifier instead of their Strength modifier for Climb checks. Celestial Mule Size/Type: Large Magical Beast (Extraplanar) Hit Dice: 3d8+9 (22 hp) Initiative: +1 Speed: 30 ft. (6 squares) Armor Class: 13 (-1 size, +1 Dex, +3 natural), touch 10, flat-footed 12 Base Attack/Grapple: +2/+9 Attack: Hoof +4 melee (1d4+3) Full Attack: 2 hooves +4 melee (1d4+3) Space/Reach: 10 ft./5 ft. Special Attacks: Smite evil Special Qualities: Low-light vision, darkvision 60ft., resistance to acid 5, cold 5, and electricity 5, spell resistance 8, scent Saves: Fort +6, Ref +4, Will +1 Abilities: Str 16, Dex 13, Con 17, Int 3, Wis 11, Cha 6 Skills: Listen +6, Spot +6 Feats: Alertness, Endurance Environment: Warm plains Organization: Domesticated Challenge Rating: 1 Advancement: — Level Adjustment: — Mules are sterile crossbreeds of donkeys and horses. A mule is similar to a light horse, but slightly stronger and more agile. Combat A mule’s powerful kick can be dangerous. Smite Evil (Su) Once per day a celestial mule can make a normal melee attack to deal 3 points of extra damage against an evil foe. Carrying Capacity A light load for a mule is up to 230 pounds; a medium load, 231-460 pounds; and a heavy load, 461-690 pounds. A mule can drag 3,450 pounds. Skills Mules have a +2 racial bonus on Dexterity checks to avoid slipping or falling. |
| RLRapp10-24-06, 07:13 PM | Tiny Celestial Monstrous Centipede Size/Type: Tiny Magical Beast (Extraplanar) Hit Dice: ¼ d8 (1 hp) Initiative: +2 Speed: 20 ft. (4 squares), climb 20 ft. Armor Class: 14 (+2 size, +2 Dex), touch 14, flat-footed 12 Base Attack/Grapple: +0/-13 Attack: Bite +4 melee (1d3-5 plus poison) Full Attack: Bite +4 melee (1d3-5 plus poison) Space/Reach: 2½ ft./0 ft. Special Attacks: Poison, smite evil Special Qualities: Darkvision 60 ft., resistance to acid 5, cold 5, and electricity 5, spell resistance 6, vermin traits Saves: Fort +2, Ref +2, Will +0 Abilities: Str 1, Dex 15, Con 10, Int 3, Wis 10, Cha 2 Skills: Climb +10, Hide +18, Spot +4 Feats: Weapon FinesseB Environment: Underground Organization: Colony (8-16) Challenge Rating: 1/8 Advancement: — Level Adjustment: — Monstrous centipedes tend to attack anything that resembles food, biting with their jaws and injecting their poison. Poison (Ex) A monstrous centipede has a poisonous bite. Fort DC 10, initial and secondary damage are 1 Dex. The save DCs are Constitution-based. Smite Evil (Su) Once per day a celestial tiny monstrous centipede can make a normal melee attack to deal 1 point of extra damage against an evil foe. Skills Monstrous centipedes have a +4 racial bonus on Spot checks, and a +8 racial bonus on Climb and Hide checks. They can use either their Strength or Dexterity modifier for Climb checks, whichever is higher. Monstrous centipedes can take 10 on Climb checks, even if threatened or distracted. Small Celestial Monstrous Centipede Size/Type: Small Magical Beast (Extraplanar) Hit Dice: ½ d8 (2 hp) Initiative: +2 Speed: 30 ft. (6 squares), climb 30 ft. Armor Class: 14 (+1 size, +2 Dex, +1 natural), touch 13, flat-footed 12 Base Attack/Grapple: +0/-7 Attack: Bite +3 melee (1d4-3 plus poison) Full Attack: Bite +3 melee (1d4-3 plus poison) Space/Reach: 5 ft./5 ft. Special Attacks: Poison, smite evil Special Qualities: Darkvision 60 ft., resistance to acid 5, cold 5, and electricity 5, spell resistance 6, vermin traits Saves: Fort +2, Ref +2, Will +0 Abilities: Str 5, Dex 15, Con 10, Int 3, Wis 10, Cha 2 Skills: Climb +10, Hide +14, Spot +4 Feats: Weapon FinesseB Environment: Underground Organization: Colony (2-5) or swarm (6-11) Challenge Rating: ¼ Advancement: — Level Adjustment: — Monstrous centipedes tend to attack anything that resembles food, biting with their jaws and injecting their poison. Poison (Ex) A monstrous centipede has a poisonous bite. Fort DC 10, initial and secondary damage are 1d2 Dex. The save DCs are Constitution-based. Smite Evil (Su) Once per day a celestial small monstrous centipede can make a normal melee attack to deal 1 point of extra damage against an evil foe. Skills Monstrous centipedes have a +4 racial bonus on Spot checks, and a +8 racial bonus on Climb and Hide checks. They can use either their Strength or Dexterity modifier for Climb checks, whichever is higher. Monstrous centipedes can take 10 on Climb checks, even if threatened or distracted. Medium Celestial Monstrous Centipede Size/Type: Medium Magical Beast (Extraplanar) Hit Dice: 1d8 (4 hp) Initiative: +2 Speed: 40 ft. (8 squares), climb 40 ft. Armor Class: 14 (+2 Dex, +2 natural), touch 12, flat-footed 12 Base Attack/Grapple: +0/-1 Attack: Bite +2 melee (1d6-1 plus poison) Full Attack: Bite +2 melee (1d6-1 plus poison) Space/Reach: 5 ft./5 ft. Special Attacks: Poison, smite evil Special Qualities: Darkvision 60 ft., resistance to acid 5, cold 5, and electricity 5, spell resistance 6, vermin traits Saves: Fort +2, Ref +2, Will +0 Abilities: Str 9, Dex 15, Con 10, Int 3, Wis 10, Cha 2 Skills: Climb +10, Hide +10, Spot +4 Feats: Weapon FinesseB Environment: Any good-aligned plane Organization: Solitary or colony (2-5) Challenge Rating: ½ Advancement: — Level Adjustment: — Monstrous centipedes tend to attack anything that resembles food, biting with their jaws and injecting their poison. Poison (Ex) A monstrous centipede has a poisonous bite. Fort DC 10, initial and secondary damage are 1d3 Dex. The save DCs are Constitution-based. Smite Evil (Su) Once per day a celestial medium monstrous centipede can make a normal melee attack to deal 1 point of extra damage against an evil foe. Skills Monstrous centipedes have a +4 racial bonus on Spot checks, and a +8 racial bonus on Climb and Hide checks. They can use either their Strength or Dexterity modifier for Climb checks, whichever is higher. Monstrous centipedes can take 10 on Climb checks, even if threatened or distracted. Large Celestial Monstrous Centipede Size/Type: Large Magical Beast (Extraplanar) Hit Dice: 3d8 (13 hp) Initiative: +2 Speed: 40 ft. (8 squares), climb 40 ft. Armor Class: 14 (-1 size, +2 Dex, +3 natural), touch 11, flat-footed 12 Base Attack/Grapple: +2/+7 Attack: Bite +3 melee (1d8+1 plus poison) Full Attack: Bite +3 melee (1d8+1 plus poison) Space/Reach: 10 ft./5 ft. Special Attacks: Poison, smite evil Special Qualities: Darkvision 60 ft., resistance to acid 5, cold 5, and electricity 5, spell resistance 8, vermin traits Saves: Fort +3, Ref +3, Will +1 Abilities: Str 13, Dex 15, Con 10, Int 3, Wis 10, Cha 2 Skills: Climb +10, Hide +6, Spot +4 Feats: Weapon FinesseB Environment: Any good-aligned plane Organization: Solitary or colony (2-5) Challenge Rating: 1 Advancement: 4-5 HD (Large) Level Adjustment: — Monstrous centipedes tend to attack anything that resembles food, biting with their jaws and injecting their poison. Poison (Ex) A monstrous centipede has a poisonous bite. Fort DC 11, initial and secondary damage are 1d4 Dex. The save DCs are Constitution-based. Smite Evil (Su) Once per day a celestial large monstrous centipede can make a normal melee attack to deal 3 points of extra damage against an evil foe. Skills Monstrous centipedes have a +4 racial bonus on Spot checks, and a +8 racial bonus on Climb and Hide checks. They can use either their Strength or Dexterity modifier for Climb checks, whichever is higher. Monstrous centipedes can take 10 on Climb checks, even if threatened or distracted. Huge Celestial Monstrous Centipede Size/Type: Huge Magical Beast (Extraplanar) Hit Dice: 6d8+6 (33 hp) Initiative: +2 Speed: 40 ft. (8 squares), climb 40 ft. Armor Class: 16 (-2 size, +2 Dex, +6 natural), touch 10, flat-footed 14 Base Attack/Grapple: +4/+15 Attack: Bite +5 melee (2d6+4 plus poison) Full Attack: Bite +5 melee (2d6+4 plus poison) Space/Reach: 15 ft./10 ft. Special Attacks: Poison, smite evil Special Qualities: Damage reduction 5/magic, darkvision 60 ft., resistance to acid 5, cold 5, and electricity 5, spell resistance 11, vermin traits Saves: Fort +6, Ref +4, Will +2 Abilities: Str 17, Dex 15, Con 12, Int 3, Wis 10, Cha 2 Skills: Climb +11, Hide +2, Spot +4 Feats: — Environment: Any good-aligned plane Organization: Solitary or colony (2-5) Challenge Rating: 3 Advancement: 7-11 HD (Huge) Level Adjustment: — Monstrous centipedes tend to attack anything that resembles food, biting with their jaws and injecting their poison. A celestial huge monstrous centipede's natural weapons are treated as magic weapons for the purpose of overcoming damage reduction. Poison (Ex) A monstrous centipede has a poisonous bite. Fort DC 14, initial and secondary damage are 1d6 Dex. The save DCs are Constitution-based. Smite Evil (Su) Once per day a celestial huge monstrous centipede can make a normal melee attack to deal 6 points of extra damage against an evil foe. Skills Monstrous centipedes have a +4 racial bonus on Spot checks, and a +8 racial bonus on Climb and Hide checks. They can use either their Strength or Dexterity modifier for Climb checks, whichever is higher. Monstrous centipedes can take 10 on Climb checks, even if threatened or distracted. Gargantuan Celestial Monstrous Centipede Size/Type: Gargantuan Magical Beast (Extraplanar) Hit Dice: 12d8+12 (66 hp) Initiative: +2 Speed: 40 ft. (8 squares), climb 40 ft. Armor Class: 18 (-4 size, +2 Dex, +10 natural), touch 8, flat-footed 16 Base Attack/Grapple: +9/+27 Attack: Bite +11 melee (2d8+9 plus poison) Full Attack: Bite +11 melee (2d8+9 plus poison) Space/Reach: 20 ft./15 ft. Special Attacks: Poison, smite evil Special Qualities: Damage reduction 10/magic, darkvision 60 ft., resistance to cold 10, and fire 10, spell resistance 17, vermin traits Saves: Fort +9, Ref +6, Will +4 Abilities: Str 23, Dex 15, Con 12, Int 3, Wis 10, Cha 2 Skills: Climb +14, Hide -2, Spot +4 Feats: — Environment: Any good-aligned plane Organization: Solitary Challenge Rating: 8 Advancement: 13-23 HD (Gargantuan) Level Adjustment: — Monstrous centipedes tend to attack anything that resembles food, biting with their jaws and injecting their poison. A celestial gargantuan monstrous centipede's natural weapons are treated as magic weapons for the purpose of overcoming damage reduction. Poison (Ex) A monstrous centipede has a poisonous bite. Fort DC 17, initial and secondary damage are 1d8 Dex. The save DCs are Constitution-based. Smite Evil (Su) Once per day a celestial gargantuan monstrous centipede can make a normal melee attack to deal 12 points of extra damage against an evil foe. Skills Monstrous centipedes have a +4 racial bonus on Spot checks, and a +8 racial bonus on Climb and Hide checks. They can use either their Strength or Dexterity modifier for Climb checks, whichever is higher. Monstrous centipedes can take 10 on Climb checks, even if threatened or distracted. Colossal Celestial Monstrous Centipede Size/Type: Colossal Magical Beast (Extraplanar) Hit Dice: 24d8+24 (132 hp) Initiative: +1 Speed: 40 ft. (8 squares), climb 40 ft. Armor Class: 20 (-8 size, +2 Dex, +16 natural), touch 4, flat-footed 18 Base Attack/Grapple: +18/+42 Attack: Bite +18 melee (4d6+12 plus poison) Full Attack: Bite +18 melee (4d6+12 plus poison) Space/Reach: 30 ft./20 ft. Special Attacks: Poison, smite evil Special Qualities: Damage reduction 10/magic, darkvision 60 ft., resistance to cold 10, and fire 10, spell resistance 25, vermin traits Saves: Fort +15, Ref +9, Will +8 Fort +15, Ref +9, Will +8 Abilities: Str 27, Dex 13, Con 12, Int 3, Wis 10, Cha 2 Skills: Climb +16, Hide -7, Spot +4 Feats: — Environment: Any good-aligned plane Organization: Solitary Challenge Rating: 11 Advancement: 25-48 HD (Colossal) Level Adjustment: — Monstrous centipedes tend to attack anything that resembles food, biting with their jaws and injecting their poison. A celestial gargantuan monstrous centipede's natural weapons are treated as magic weapons for the purpose of overcoming damage reduction. Poison (Ex) A monstrous centipede has a poisonous bite. Fort DC 23, initial and secondary damage are 2d6 Dex. The save DCs are Constitution-based. Smite Evil (Su) Once per day a celestial gargantuan monstrous centipede can make a normal melee attack to deal 20 points of extra damage against an evil foe. Skills Monstrous centipedes have a +4 racial bonus on Spot checks, and a +8 racial bonus on Climb and Hide checks. They can use either their Strength or Dexterity modifier for Climb checks, whichever is higher. Monstrous centipedes can take 10 on Climb checks, even if threatened or distracted. |
| RLRapp10-24-06, 07:15 PM | Tiny Celestial Monstrous Scorpion Size/Type: Tiny Magical Beast (Extraplanar) Hit Dice: ½ d8+2 (4 hp) Initiative: +0 Speed: 20 ft. (4 squares) Armor Class: 14 (+2 size, +2 natural), touch 12, flat-footed 14 Base Attack/Grapple: +0/-8 Attack: Claw +2 melee (1d2-4) Full Attack: 2 claws +2 melee (1d2-4) and sting -3 melee (1d2-4 plus poison) Space/Reach: 2½ ft./0 ft. Special Attacks: Constrict 1d2-4, improved grab, poison, smite evil Special Qualities: Darkvision 60 ft., resistance to acid 5, cold 5, and electricity 5, spell resistance 6, tremorsense 60 ft., vermin traits Saves: Fort +4, Ref +0, Will +0 Abilities: Str 3, Dex 10, Con 14, Int 3, Wis 10, Cha 2 Skills: Climb +0, Hide +12, Spot +4 Feats: Weapon FinesseB Environment: Warm deserts Organization: Colony (8-16) Challenge Rating: ¼ Advancement: — Monstrous scorpions are likely to attack any creature that approaches, and they usually charge when attacking prey. Constrict (Ex) A monstrous scorpion deals automatic claw damage on a successful grapple check. Improved Grab (Ex) To use this ability, a monstrous scorpion must hit with a claw attack. A monstrous scorpion can use either its Strength modifier or Dexterity modifier for grapple checks, whichever is better. Poison (Ex) A monstrous scorpion has a poisonous sting. Fort DC 12, initial and secondary damage are 1 Con. The save DCs are Constitution-based. Smite Evil (Su) Once per day a celestial tiny monstrous scorpion can make a normal melee attack to deal 1 point of extra damage against an evil foe. Skills A monstrous scorpion has a +4 racial bonus on Climb, Hide, and Spot checks. Small Celestial Monstrous Scorpion Size/Type: Small Magical Beast (Extraplanar) Hit Dice: 1d8+2 (6 hp) Initiative: +0 Speed: 30 ft. (6 squares) Armor Class: 14 (+1 size, +3 natural), touch 11, flat-footed 14 Base Attack/Grapple: +0/-4 Attack: Claw +1 melee (1d3-1) Full Attack: 2 claws +1 melee (1d3-1) and sting -4 melee (1d3-1 plus poison) Space/Reach: 5 ft./5 ft. Special Attacks: Constrict 1d3-1, improved grab, poison Special Qualities: Darkvision 60 ft., resistance to acid 5, cold 5, and electricity 5, spell resistance 6, tremorsense 60 ft., vermin traits Saves: Fort +4, Ref +0, Will +0 Abilities: Str 9, Dex 10, Con 14, Int 3, Wis 10, Cha 2 Skills: Climb +3, Hide +8, Spot +4 Feats: Weapon FinesseB Environment: Warm deserts Organization: Colony (2-5) or swarm (6-11) Challenge Rating: ½ Advancement: — Level Adjustment: — Monstrous scorpions are likely to attack any creature that approaches, and they usually charge when attacking prey. Constrict (Ex) A monstrous scorpion deals automatic claw damage on a successful grapple check. Improved Grab (Ex) To use this ability, a monstrous scorpion must hit with a claw attack. A monstrous scorpion can use either its Strength modifier or Dexterity modifier for grapple checks, whichever is better. Poison (Ex) A monstrous scorpion has a poisonous sting. Fort DC 12, initial and secondary damage are 1d2 Con. The save DCs are Constitution-based. Smite Evil (Su) Once per day a celestial small monstrous scorpion can make a normal melee attack to deal 1 point of extra damage against an evil foe. Skills A monstrous scorpion has a +4 racial bonus on Climb, Hide, and Spot checks. Medium Celestial Monstrous Scorpion Size/Type: Medium Magical Beast (Extraplanar) Hit Dice: 2d8+4 (13 hp) Initiative: +0 Speed: 40 ft. (8 squares) Armor Class: 14 (+4 natural), touch 10, flat-footed 14 Base Attack/Grapple: +1/+2 Attack: Claw +2 melee (1d4+1) Full Attack: 2 claws +2 melee (1d4+1) and sting -3 melee (1d4 plus poison) Space/Reach: 5 ft./5 ft. Special Attacks: Constrict 1d4+1, improved grab, poison, smite evil Special Qualities: Darkvision 60 ft., resistance to acid 5, cold 5, and electricity 5, spell resistance 7, tremorsense 60 ft., vermin traits Saves: Fort +5, Ref +0, Will +0 Abilities: Str 13, Dex 10, Con 14, Int 3, Wis 10, Cha 2 Skills: Climb +5, Hide +4, Spot +4 Feats: — Environment: Warm deserts Organization: Solitary or colony (2-5) Challenge Rating: 1 Advancement: 3-4 HD (Medium) Level Adjustment: — Monstrous scorpions are likely to attack any creature that approaches, and they usually charge when attacking prey. Constrict (Ex) A monstrous scorpion deals automatic claw damage on a successful grapple check. Improved Grab (Ex) To use this ability, a monstrous scorpion must hit with a claw attack. A monstrous scorpion can use either its Strength modifier or Dexterity modifier for grapple checks, whichever is better. Poison (Ex) A monstrous scorpion has a poisonous sting. Fort DC 13, initial and secondary damage are 1d3 Con. The save DCs are Constitution-based. Smite Evil (Su) Once per day a celestial medium monstrous scorpion can make a normal melee attack to deal 2 points of extra damage against an evil foe. Skills A monstrous scorpion has a +4 racial bonus on Climb, Hide, and Spot checks. Large Celestial Monstrous Scorpion Size/Type: Large Magical Beast (Extraplanar) Hit Dice: 5d8+10 (32 hp) Initiative: +0 Speed: 50 ft. (10 squares) Armor Class: 16 (-1 size, +7 natural), touch 9, flat-footed 16 Base Attack/Grapple: +3/+11 Attack: Claw +6 melee (1d6+4) Full Attack: 2 claws +6 melee (1d6+4) and sting +1 melee (1d6+2 plus poison) Space/Reach: 10 ft./5 ft. Special Attacks: Constrict 1d6+4, improved grab, poison, smite evil Special Qualities: Darkvision 60 ft., damage reduction 5/magic, resistance to acid 5, cold 5, and electricity 5, spell resistance 11, tremorsense 60 ft., vermin traits Saves: Fort +6, Ref +1, Will +1 Abilities: Str 19, Dex 10, Con 14, Int 3, Wis 10, Cha 2 Skills: Climb +8, Hide +0, Spot +4 Feats: — Environment: Warm deserts Organization: Solitary or colony (2-5) Challenge Rating: 3 Treasure: 1/10 coins; 50% goods; 50% items Advancement: 6-9 HD (Large) Level Adjustment: — Monstrous scorpions are likely to attack any creature that approaches, and they usually charge when attacking prey. A celestial large monstrous scorpion's natural weapons are treated as magic weapons for the purpose of overcoming damage reduction. Constrict (Ex) A monstrous scorpion deals automatic claw damage on a successful grapple check. Improved Grab (Ex) To use this ability, a monstrous scorpion must hit with a claw attack. A monstrous scorpion can use either its Strength modifier or Dexterity modifier for grapple checks, whichever is better. Poison (Ex) A monstrous scorpion has a poisonous sting. Fort DC 14, initial and secondary damage are 1d4 Con. The save DCs are Constitution-based. Smite Evil (Su) Once per day a celestial large monstrous scorpion can make a normal melee attack to deal 5 points of extra damage against an evil foe. Skills A monstrous scorpion has a +4 racial bonus on Climb, Hide, and Spot checks. Huge Celestial Monstrous Scorpion Size/Type: Huge Magical Beast (Extraplanar) Hit Dice: 10d8+30 (75 hp) Initiative: +0 Speed: 50 ft. (10 squares) Armor Class: 20 (-2 size, +12 natural), touch 8, flat-footed 20 Base Attack/Grapple: +7/+21 Attack: Claw +11 melee (1d8+6) Full Attack: 2 claws +11 melee (1d8+6) and sting +6 melee (2d4+3 plus poison) Space/Reach: 15 ft./10 ft. Special Attacks: Constrict 1d8+6, improved grab, poison, smite evil Special Qualities: Darkvision 60 ft., damage reduction 5/magic, resistance to acid 10, cold 10, and electricity 10, spell resistance 15, tremorsense 60 ft., vermin traits Saves: Fort +10, Ref +3, Will +3 Abilities: Str 23, Dex 10, Con 16, Int 3, Wis 10, Cha 2 Skills: Climb +10, Hide -4, Spot +4 Feats: — Environment: Warm deserts Organization: Solitary or colony (2-5) Challenge Rating: 9 Treasure: 1/10 coins; 50% goods; 50% items Advancement: 11-19 HD (Huge) Level Adjustment: — Monstrous scorpions are likely to attack any creature that approaches, and they usually charge when attacking prey. A celestial huge monstrous scorpion's natural weapons are treated as magic weapons for the purpose of overcoming damage reduction. Constrict (Ex) A monstrous scorpion deals automatic claw damage on a successful grapple check. Improved Grab (Ex) To use this ability, a monstrous scorpion must hit with a claw attack. A monstrous scorpion can use either its Strength modifier or Dexterity modifier for grapple checks, whichever is better. Poison (Ex) A monstrous scorpion has a poisonous sting. Fort DC 18, initial and secondary damage are 1d6 Con. The save DCs are Constitution-based. Smite Evil (Su) Once per day a celestial huge monstrous scorpion can make a normal melee attack to deal 10 points of extra damage against an evil foe. Skills A monstrous scorpion has a +4 racial bonus on Climb, Hide, and Spot checks. Gargantuan Celestial Monstrous Scorpion Size/Type: Gargantuan Magical Beast (Extraplanar) Hit Dice: 20d8+60 (150 hp) Initiative: +0 Speed: 50 ft. (10 squares) Armor Class: 24 (-4 size, +18 natural), touch 6, flat-footed 24 Base Attack/Grapple: +15/+37 Attack: Claw +21 melee (2d6+10) Full Attack: 2 claws +21 melee (2d6+10) and sting +16 melee (2d6+5 plus poison) Space/Reach: 20 ft./15 ft. Special Attacks: Constrict 2d6+10, improved grab, poison, smite evil Special Qualities: Darkvision 60 ft., damage reduction 10/magic, resistance to cold 10, and fire 10, spell resistance 25, tremorsense 60 ft., vermin traits Saves: Fort +15, Ref +6, Will +6 Abilities: Str 31, Dex 10, Con 16, Int 3, Wis 10, Cha 2 Skills: Climb +14, Hide -8, Spot +4 Feats: — Environment: Warm deserts Organization: Solitary Challenge Rating: 12 Treasure: 1/10 coins; 50% goods; 50% items Advancement: 21-39 HD (Gargantuan) Level Adjustment: — Monstrous scorpions are likely to attack any creature that approaches, and they usually charge when attacking prey. A celestial colossal monstrous scorpion's natural weapons are treated as magic weapons for the purpose of overcoming damage reduction. Constrict (Ex) A monstrous scorpion deals automatic claw damage on a successful grapple check. Improved Grab (Ex) To use this ability, a monstrous scorpion must hit with a claw attack. A monstrous scorpion can use either its Strength modifier or Dexterity modifier for grapple checks, whichever is better. Poison (Ex) A monstrous scorpion has a poisonous sting. Fort DC 23, initial and secondary damage are 1d8 Con. The save DCs are Constitution-based. Smite Evil (Su) Once per day a celestial gargantuan monstrous scorpion can make a normal melee attack to deal 20 points of extra damage against an evil foe. Skills A monstrous scorpion has a +4 racial bonus on Climb, Hide, and Spot checks. Colossal Celestial Monstrous Scorpion Size/Type: Colossal Magical Beast (Extraplanar) Hit Dice: 40d8+120 (300 hp) Initiative: -1 Speed: 50 ft. (10 squares) Armor Class: 26 (-8 size, -1 Dex, +25 natural), touch 1, flat-footed 26 Base Attack/Grapple: +30/+58 Attack: Claw Claw +34 melee (2d8+12) Full Attack: 2 claws +34 melee (2d8+12) and sting +29 melee (2d8+6 plus poison) Space/Reach: 40 ft./30 ft. Special Attacks: Constrict 2d8+12, improved grab, poison Special Qualities: Darkvision 60 ft., Damage reduction 10/magic, resistance to acid 10, cold 10, and electricity 10, spell resistance 25, tremorsense 60 ft., vermin traits Saves: Fort +25, Ref +12, Will +13 Abilities: Str 35, Dex 8, Con 16, Int 3, Wis 10, Cha 2 Skills: Climb +16, Hide -12, Spot +4 Feats: — Environment: Warm deserts Organization: Solitary Challenge Rating: 14 Treasure: 1/10 coins; 50% goods; 50% items Advancement: 41-60 HD (Colossal) Level Adjustment: — Monstrous scorpions are likely to attack any creature that approaches, and they usually charge when attacking prey. A celestial colossal monstrous scorpion's natural weapons are treated as magic weapons for the purpose of overcoming damage reduction. Constrict (Ex) A monstrous scorpion deals automatic claw damage on a successful grapple check. Improved Grab (Ex) To use this ability, a monstrous scorpion must hit with a claw attack. A monstrous scorpion can use either its Strength modifier or Dexterity modifier for grapple checks, whichever is better. Poison (Ex) A monstrous scorpion has a poisonous sting. Fort DC 33, initial and secondary damage are 1d10 Con. The save DCs are Constitution-based. Smite Evil (Su) Once per day a celestial colossal monstrous scorpion can make a normal melee attack to deal 20 points of extra damage against an evil foe. Skills A monstrous scorpion has a +4 racial bonus on Climb, Hide, and Spot checks. |
| RLRapp10-24-06, 07:15 PM | Celestial Tiny Monstrous Spider Size/Type: Tiny Magical Beast (Extraplanar) Hit Dice: ½ d8 (2 hp) Initiative: +3 Speed: 20 ft. (4 squares), climb 10 ft. Armor Class: 15 (+2 size, +3 Dex), touch 15, flat-footed 12 Base Attack/Grapple: +0/-12 Attack: Bite +5 melee (1d3-4 plus poison) Full Attack: Bite +5 melee (1d3-4 plus poison) Space/Reach: 2½ ft./0 ft. Special Attacks: Poison, smite evil, web Special Qualities: Darkvision 60 ft., resistance to acid 5, cold 5, and electricity 5, spell resistance 6, tremorsense 60 ft., vermin traits Saves: Fort +2, Ref +3, Will +0 Abilities: Str 3, Dex 17, Con 10, Int 3, Wis 10, Cha 2 Skills: Climb +11, Hide +15*, Jump -4*, Spot +4* Feats: Weapon FinesseB Environment: Temperate forests Organization: Colony (8-16) Challenge Rating: ¼ Treasure: None Advancement: — Level Adjustment: — All monstrous spiders are aggressive predators that use their poisonous bites to subdue or kill prey. Monstrous spiders come in two general types: hunters and web-spinners. Hunters rove about, while web-spinners usually attempt to trap prey. Hunting spiders can spin webs to use as lairs, but cannot use their webs as weapons the way web-spinners can. A hunting spider has a base land speed 10 feet faster than the figures given in the statistics blocks. Poison (Ex) A tiny monstrous spider has a poisonous bite. Fort DC 10, initial and secondary damage are 1d2 Str. The save DCs are Constitution-based. Web (Ex) Both types of monstrous spiders often wait in their webs or in trees, then lower themselves silently on silk strands and leap onto prey passing beneath. A single strand is strong enough to support the spider and one creature of the same size. Web-spinners can throw a web eight times per day. This is similar to an attack with a net but has a maximum range of 50 feet, with a range increment of 10 feet, and is effective against targets up to one size category larger than the spider. An entangled creature can escape with a successful DC Escape Artist check 10 or burst it with a DC 14 Strength check. Both are standard actions. The check DCs are Constitution-based, and the Strength check DC includes a +4 racial bonus. Web-spinners often create sheets of sticky webbing from 5 to 60 feet square, depending on the size of the spider. They usually position these sheets to snare flying creatures but can also try to trap prey on the ground. Approaching creatures must succeed on a DC 20 Spot check to notice a web; otherwise they stumble into it and become trapped as though by a successful web attack. Attempts to escape or burst the webbing gain a +5 bonus if the trapped creature has something to walk on or grab while pulling free. Each 5-foot section has 2 hit points, and sheet webs have damage reduction 5/—. A monstrous spider can move across its own web at its climb speed and can pinpoint the location of any creature touching its web. Smite Evil (Su) Once per day a celestial tiny monstrous spider can make a normal melee attack to deal 1 point of extra damage against an evil foe. Tremorsense (Ex) A monstrous spider can detect and pinpoint any creature or object within 60 feet in contact with the ground, or within any range in contact with the spider’s webs. Skills Monstrous spiders have a +4 racial bonus on Hide and Spot checks and a +8 racial bonus on Climb checks. A monstrous spider can always choose to take 10 on Climb checks, even if rushed or threatened. Monstrous spiders use either their Strength or Dexterity modifier for Climb checks, whichever is higher. *Hunting spiders have a +10 racial bonus on Jump checks and a +8 racial bonus on Spot checks. Web-spinning spiders have a +8 racial bonus on Hide and Move Silently checks when using their webs. Celestial Small Monstrous Spider Size/Type: Small Magical Beast (Extraplanar) Hit Dice: 1d8 (4 hp) Initiative: +3 Speed: 30 ft. (6 squares), climb 20 ft. Armor Class: 14 (+1 size, +3 Dex), touch 14, flat-footed 11 Base Attack/Grapple: +0/-6 Attack: Bite +4 melee (1d4-2 plus poison) Full Attack: Bite +4 melee (1d4-2 plus poison) Space/Reach: 5 ft./5 ft. Special Attacks: Poison, smite evil, web Special Qualities: Darkvision 60 ft., resistance to acid 5, cold 5, and electricity 5, spell resistance 6, tremorsense 60 ft., vermin traits Saves: Fort +2, Ref +3, Will +0 Abilities: Str 7, Dex 17, Con 10, Int 3, Wis 10, Cha 2 Skills: Climb +11, Hide +11*, Jump -2*, Spot +4* Feats: Weapon FinesseB Environment: Temperate forests Organization: Colony (2-5) or swarm (6-11) Challenge Rating: ½ Treasure: None Advancement: — Level Adjustment: — All monstrous spiders are aggressive predators that use their poisonous bites to subdue or kill prey. Monstrous spiders come in two general types: hunters and web-spinners. Hunters rove about, while web-spinners usually attempt to trap prey. Hunting spiders can spin webs to use as lairs, but cannot use their webs as weapons the way web-spinners can. A hunting spider has a base land speed 10 feet faster than the figures given in the statistics blocks. Poison (Ex) A small monstrous spider has a poisonous bite. Fort DC 10, initial and secondary damage are 1d3 Str. The save DCs are Constitution-based. Web (Ex) Both types of monstrous spiders often wait in their webs or in trees, then lower themselves silently on silk strands and leap onto prey passing beneath. A single strand is strong enough to support the spider and one creature of the same size. Web-spinners can throw a web eight times per day. This is similar to an attack with a net but has a maximum range of 50 feet, with a range increment of 10 feet, and is effective against targets up to one size category larger than the spider. An entangled creature can escape with a successful DC Escape Artist check 10 or burst it with a DC 14 Strength check. Both are standard actions. The check DCs are Constitution-based, and the Strength check DC includes a +4 racial bonus. Web-spinners often create sheets of sticky webbing from 5 to 60 feet square, depending on the size of the spider. They usually position these sheets to snare flying creatures but can also try to trap prey on the ground. Approaching creatures must succeed on a DC 20 Spot check to notice a web; otherwise they stumble into it and become trapped as though by a successful web attack. Attempts to escape or burst the webbing gain a +5 bonus if the trapped creature has something to walk on or grab while pulling free. Each 5-foot section has 4 hit points, and sheet webs have damage reduction 5/—. A monstrous spider can move across its own web at its climb speed and can pinpoint the location of any creature touching its web. Smite Evil (Su) Once per day a celestial small monstrous spider can make a normal melee attack to deal 1 point of extra damage against an evil foe. Tremorsense (Ex) A monstrous spider can detect and pinpoint any creature or object within 60 feet in contact with the ground, or within any range in contact with the spider’s webs. Skills Monstrous spiders have a +4 racial bonus on Hide and Spot checks and a +8 racial bonus on Climb checks. A monstrous spider can always choose to take 10 on Climb checks, even if rushed or threatened. Monstrous spiders use either their Strength or Dexterity modifier for Climb checks, whichever is higher. *Hunting spiders have a +10 racial bonus on Jump checks and a +8 racial bonus on Spot checks. Web-spinning spiders have a +8 racial bonus on Hide and Move Silently checks when using their webs. Celestial Medium Monstrous Spider Size/Type: Medium Magical Beast (Extraplanar) Hit Dice: 2d8+2 (11 hp) Initiative: +3 Speed: 30 ft. (6 squares), climb 20 ft. Armor Class: 14 (+3 Dex, +1 natural), touch 13, flat-footed 11 Base Attack/Grapple: +1/+1 Attack: Bite +4 melee (1d6 plus poison) Full Attack: Bite +4 melee (1d6 plus poison) Space/Reach: 5 ft./5 ft. Special Attacks: Poison, smite evil, web Special Qualities: Darkvision 60 ft., resistance to acid 5, cold 5, and electricity 5, spell resistance 7, tremorsense 60 ft., vermin traits Saves: Fort +4, Ref +3, Will +0 Abilities: Str 11, Dex 17, Con 12, Int 3, Wis 10, Cha 2 Skills: Climb +11, Hide +7*, Jump +0*, Spot +4* Feats: Weapon FinesseB Environment: Temperate forests Organization: Solitary or colony (2-5) Challenge Rating: 1 Treasure: 1/10 coins; 50% goods; 50% items Advancement: 3 HD (Medium) Level Adjustment: — All monstrous spiders are aggressive predators that use their poisonous bites to subdue or kill prey. Monstrous spiders come in two general types: hunters and web-spinners. Hunters rove about, while web-spinners usually attempt to trap prey. Hunting spiders can spin webs to use as lairs, but cannot use their webs as weapons the way web-spinners can. A hunting spider has a base land speed 10 feet faster than the figures given in the statistics blocks. Poison (Ex) A medium monstrous spider has a poisonous bite. Fort DC 12, initial and secondary damage are 1d4 Str. The save DCs are Constitution-based. Web (Ex) Both types of monstrous spiders often wait in their webs or in trees, then lower themselves silently on silk strands and leap onto prey passing beneath. A single strand is strong enough to support the spider and one creature of the same size. Web-spinners can throw a web eight times per day. This is similar to an attack with a net but has a maximum range of 50 feet, with a range increment of 10 feet, and is effective against targets up to one size category larger than the spider. An entangled creature can escape with a successful DC Escape Artist check 12 or burst it with a DC 16 Strength check. Both are standard actions. The check DCs are Constitution-based, and the Strength check DC includes a +4 racial bonus. Web-spinners often create sheets of sticky webbing from 5 to 60 feet square, depending on the size of the spider. They usually position these sheets to snare flying creatures but can also try to trap prey on the ground. Approaching creatures must succeed on a DC 20 Spot check to notice a web; otherwise they stumble into it and become trapped as though by a successful web attack. Attempts to escape or burst the webbing gain a +5 bonus if the trapped creature has something to walk on or grab while pulling free. Each 5-foot section has 6 hit points, and sheet webs have damage reduction 5/—. A monstrous spider can move across its own web at its climb speed and can pinpoint the location of any creature touching its web. Smite Evil (Su) Once per day a celestial medium monstrous spider can make a normal melee attack to deal 2 points of extra damage against an evil foe. Tremorsense (Ex) A monstrous spider can detect and pinpoint any creature or object within 60 feet in contact with the ground, or within any range in contact with the spider’s webs. Skills Monstrous spiders have a +4 racial bonus on Hide and Spot checks and a +8 racial bonus on Climb checks. A monstrous spider can always choose to take 10 on Climb checks, even if rushed or threatened. Monstrous spiders use either their Strength or Dexterity modifier for Climb checks, whichever is higher. *Hunting spiders have a +10 racial bonus on Jump checks and a +8 racial bonus on Spot checks. Web-spinning spiders have a +8 racial bonus on Hide and Move Silently checks when using their webs. Celestial Large Monstrous Spider Size/Type: Large Magical Beast (Extraplanar) Hit Dice: 4d8+4 (22 hp) Initiative: +3 Speed: 30 ft. (6 squares), climb 20 ft. Armor Class: 14 (-1 size, +3 Dex, +2 natural), touch 12, flat-footed 11 Base Attack/Grapple: +3/+9 Attack: Bite +4 melee (1d8+3 plus poison) Full Attack: Bite +4 melee (1d8+3 plus poison) Space/Reach: 10 ft./5 ft. Special Attacks: Poison, smite evil, web Special Qualities: Darkvision 60 ft., damage reduction 5/magic, resistance to acid 5, cold 5, and electricity 5, spell resistance 9, tremorsense 60 ft., vermin traits Saves: Fort +5, Ref +4, Will +1 Abilities: Str 15, Dex 17, Con 12, Int 3, Wis 10, Cha 2 Skills: Climb +11, Hide +3*, Jump +2*, Spot +4* Feats: — Environment: Temperate forests Organization: Solitary or colony (2-5) Challenge Rating: 2 Treasure: 1/10 coins; 50% goods; 50% items Advancement: 5-7 HD (Large) Level Adjustment: — All monstrous spiders are aggressive predators that use their poisonous bites to subdue or kill prey. Monstrous spiders come in two general types: hunters and web-spinners. Hunters rove about, while web-spinners usually attempt to trap prey. Hunting spiders can spin webs to use as lairs, but cannot use their webs as weapons the way web-spinners can. A hunting spider has a base land speed 10 feet faster than the figures given in the statistics blocks. A celestial large monstrous spider's natural weapons are treated as magic weapons for the purpose of overcoming damage reduction. Poison (Ex) A large monstrous spider has a poisonous bite. Fort DC 13, initial and secondary damage are 1d6 Str. The save DCs are Constitution-based. Web (Ex) Both types of monstrous spiders often wait in their webs or in trees, then lower themselves silently on silk strands and leap onto prey passing beneath. A single strand is strong enough to support the spider and one creature of the same size. Web-spinners can throw a web eight times per day. This is similar to an attack with a net but has a maximum range of 50 feet, with a range increment of 10 feet, and is effective against targets up to one size category larger than the spider. An entangled creature can escape with a successful DC Escape Artist check 13 or burst it with a DC 17 Strength check. Both are standard actions. The check DCs are Constitution-based, and the Strength check DC includes a +4 racial bonus. Web-spinners often create sheets of sticky webbing from 5 to 60 feet square, depending on the size of the spider. They usually position these sheets to snare flying creatures but can also try to trap prey on the ground. Approaching creatures must succeed on a DC 20 Spot check to notice a web; otherwise they stumble into it and become trapped as though by a successful web attack. Attempts to escape or burst the webbing gain a +5 bonus if the trapped creature has something to walk on or grab while pulling free. Each 5-foot section has 12 hit points, and sheet webs have damage reduction 5/—. A monstrous spider can move across its own web at its climb speed and can pinpoint the location of any creature touching its web. Smite Evil (Su) Once per day a celestial large monstrous spider can make a normal melee attack to deal 4 points of extra damage against an evil foe. Tremorsense (Ex) A monstrous spider can detect and pinpoint any creature or object within 60 feet in contact with the ground, or within any range in contact with the spider’s webs. Skills Monstrous spiders have a +4 racial bonus on Hide and Spot checks and a +8 racial bonus on Climb checks. A monstrous spider can always choose to take 10 on Climb checks, even if rushed or threatened. Monstrous spiders use either their Strength or Dexterity modifier for Climb checks, whichever is higher. *Hunting spiders have a +10 racial bonus on Jump checks and a +8 racial bonus on Spot checks. Web-spinning spiders have a +8 racial bonus on Hide and Move Silently checks when using their webs. Celestial Huge Monstrous Spider Size/Type: Huge Magical Beast (Extraplanar) Hit Dice: 8d8+16 (52 hp) Initiative: +3 Speed: 30 ft. (6 squares), climb 20 ft. Armor Class: 16 (-2 size, +3 Dex, +5 natural), touch 11, flat-footed 13 Base Attack/Grapple: +6/+18 Attack: Bite +9 melee (2d6+6 plus poison) Full Attack: Bite +9 melee (2d6+6 plus poison) Space/Reach: 15 ft./10 ft. Special Attacks: Poison, smite evil, web Special Qualities: Darkvision 60 ft., damage reduction 5/magic, resistance to acid 10, cold 10, and electricity 10, spell resistance 13, tremorsense 60 ft., vermin traits Saves: Fort +8, Ref +5, Will +2 Abilities: Str 19, Dex 17, Con 14, Int 3, Wis 10, Cha 2 Skills: Climb +12, Hide -1*, Jump +4*, Spot +4* Feats: — Environment: Temperate forests Organization: Solitary or colony (2-5) Challenge Rating: 7 Treasure: 1/10 coins; 50% goods; 50% items Advancement: 9-15 HD (Huge) Level Adjustment: — All monstrous spiders are aggressive predators that use their poisonous bites to subdue or kill prey. Monstrous spiders come in two general types: hunters and web-spinners. Hunters rove about, while web-spinners usually attempt to trap prey. Hunting spiders can spin webs to use as lairs, but cannot use their webs as weapons the way web-spinners can. A hunting spider has a base land speed 10 feet faster than the figures given in the statistics blocks. A celestial huge monstrous spider's natural weapons are treated as magic weapons for the purpose of overcoming damage reduction. Poison (Ex) A huge monstrous spider has a poisonous bite. Fort DC 16, initial and secondary damage are 1d8 Str. The save DCs are Constitution-based. Web (Ex) Both types of monstrous spiders often wait in their webs or in trees, then lower themselves silently on silk strands and leap onto prey passing beneath. A single strand is strong enough to support the spider and one creature of the same size. Web-spinners can throw a web eight times per day. This is similar to an attack with a net but has a maximum range of 50 feet, with a range increment of 10 feet, and is effective against targets up to one size category larger than the spider. An entangled creature can escape with a successful DC Escape Artist check 16 or burst it with a DC 20 Strength check. Both are standard actions. The check DCs are Constitution-based, and the Strength check DC includes a +4 racial bonus. Web-spinners often create sheets of sticky webbing from 5 to 60 feet square, depending on the size of the spider. They usually position these sheets to snare flying creatures but can also try to trap prey on the ground. Approaching creatures must succeed on a DC 20 Spot check to notice a web; otherwise they stumble into it and become trapped as though by a successful web attack. Attempts to escape or burst the webbing gain a +5 bonus if the trapped creature has something to walk on or grab while pulling free. Each 5-foot section has 14 hit points, and sheet webs have damage reduction 5/—. A monstrous spider can move across its own web at its climb speed and can pinpoint the location of any creature touching its web. Smite Evil (Su) Once per day a celestial huge monstrous spider can make a normal melee attack to deal 8 points of extra damage against an evil foe. Tremorsense (Ex) A monstrous spider can detect and pinpoint any creature or object within 60 feet in contact with the ground, or within any range in contact with the spider’s webs. Skills Monstrous spiders have a +4 racial bonus on Hide and Spot checks and a +8 racial bonus on Climb checks. A monstrous spider can always choose to take 10 on Climb checks, even if rushed or threatened. Monstrous spiders use either their Strength or Dexterity modifier for Climb checks, whichever is higher. *Hunting spiders have a +10 racial bonus on Jump checks and a +8 racial bonus on Spot checks. Web-spinning spiders have a +8 racial bonus on Hide and Move Silently checks when using their webs. Celestial Gargantuan Monstrous Spider Size/Type: Gargantuan Magical Beast (Extraplanar) Hit Dice: 16d8+32 (104 hp) Initiative: +3 Speed: 30 ft. (6 squares), climb 20 ft. Armor Class: 19 (-4 size, +3 Dex, +10 natural), touch 9, flat-footed 16 Base Attack/Grapple: +12/+31 Attack: Bite +15 melee (2d8+10 plus poison) Full Attack: Bite +15 melee (2d8+10 plus poison) Space/Reach: 20 ft./15 ft. Special Attacks: Poison, smite evil, web Special Qualities: Darkvision 60 ft., Damage reduction 10/magic, resistance to acid 10, cold 10, and electricity 10, spell resistance 21, tremorsense 60 ft., vermin traits Saves: Fort +12, Ref +8, Will +5 Abilities: Str 25, Dex 17, Con 14, Int 3, Wis 10, Cha 2 Skills: Climb +14, Hide -5*, Jump +7')*, Spot +4* Feats: — Environment: Temperate forests Organization: Solitary Challenge Rating: 10 Treasure: 1/10 coins; 50% goods; 50% items Advancement: 17-31 HD (Gargantuan) Level Adjustment: — All monstrous spiders are aggressive predators that use their poisonous bites to subdue or kill prey. Monstrous spiders come in two general types: hunters and web-spinners. Hunters rove about, while web-spinners usually attempt to trap prey. Hunting spiders can spin webs to use as lairs, but cannot use their webs as weapons the way web-spinners can. A hunting spider has a base land speed 10 feet faster than the figures given in the statistics blocks. A celestial gargantuan monstrous spider's natural weapons are treated as magic weapons for the purpose of overcoming damage reduction. Poison (Ex) A gargantuan monstrous spider has a poisonous bite. Fort DC 20, initial and secondary damage are 2d6 Str. The save DCs are Constitution-based. Web (Ex) Both types of monstrous spiders often wait in their webs or in trees, then lower themselves silently on silk strands and leap onto prey passing beneath. A single strand is strong enough to support the spider and one creature of the same size. Web-spinners can throw a web eight times per day. This is similar to an attack with a net but has a maximum range of 50 feet, with a range increment of 10 feet, and is effective against targets up to one size category larger than the spider. An entangled creature can escape with a successful DC Escape Artist check 20 or burst it with a DC 24 Strength check. Both are standard actions. The check DCs are Constitution-based, and the Strength check DC includes a +4 racial bonus. Web-spinners often create sheets of sticky webbing from 5 to 60 feet square, depending on the size of the spider. They usually position these sheets to snare flying creatures but can also try to trap prey on the ground. Approaching creatures must succeed on a DC 20 Spot check to notice a web; otherwise they stumble into it and become trapped as though by a successful web attack. Attempts to escape or burst the webbing gain a +5 bonus if the trapped creature has something to walk on or grab while pulling free. Each 5-foot section has 16 hit points, and sheet webs have damage reduction 5/—. A monstrous spider can move across its own web at its climb speed and can pinpoint the location of any creature touching its web. Smite Evil (Su) Once per day a celestial gargantuan monstrous spider can make a normal melee attack to deal 16 points of extra damage against an evil foe. Tremorsense (Ex) A monstrous spider can detect and pinpoint any creature or object within 60 feet in contact with the ground, or within any range in contact with the spider’s webs. Skills Monstrous spiders have a +4 racial bonus on Hide and Spot checks and a +8 racial bonus on Climb checks. A monstrous spider can always choose to take 10 on Climb checks, even if rushed or threatened. Monstrous spiders use either their Strength or Dexterity modifier for Climb checks, whichever is higher. *Hunting spiders have a +10 racial bonus on Jump checks and a +8 racial bonus on Spot checks. Web-spinning spiders have a +8 racial bonus on Hide and Move Silently checks when using their webs. Celestial Colossal Monstrous Spider Size/Type: Colossal Magical Beast (Extraplanar) Hit Dice: 32d8+64 (208 hp) Initiative: +2 Speed: 30 ft. (6 squares), climb 20 ft. Armor Class: 22 (-8 size, +2 Dex, +18 natural), touch 4, flat-footed 20 Base Attack/Grapple: +24/+50 Attack: BitBite +26 melee (4d6+15 plus poison) Full Attack: Bite +26 melee (4d6+15 plus poison) Space/Reach: 40 ft./30 ft. Special Attacks: Poison, smite evil, web Special Qualities: Darkvision 60 ft., Damage reduction 10/magic, resistance to acid 10, cold 10, and electricity 10, spell resistance 25, tremorsense 60 ft., vermin traits Saves: Fort +20, Ref +12, Will +10 Abilities: Str 31, Dex 15, Con 14, Int 3, Wis 10, Cha 2 Skills: Climb +16, Hide -10*, Jump +10*, Spot +7* Feats: — Environment: Temperate forests Organization: Solitary Challenge Rating: 13 Treasure: 1/10 coins; 50% goods; 50% items Advancement: 33-60 HD (Colossal) Level Adjustment: — All monstrous spiders are aggressive predators that use their poisonous bites to subdue or kill prey. Monstrous spiders come in two general types: hunters and web-spinners. Hunters rove about, while web-spinners usually attempt to trap prey. Hunting spiders can spin webs to use as lairs, but cannot use their webs as weapons the way web-spinners can. A hunting spider has a base land speed 10 feet faster than the figures given in the statistics blocks. A celestial colossal monstrous spider's natural weapons are treated as magic weapons for the purpose of overcoming damage reduction. Poison (Ex) A colossal monstrous spider has a poisonous bite. Fort DC 28, initial and secondary damage are 2d8 Str. The save DCs are Constitution-based. Web (Ex) Both types of monstrous spiders often wait in their webs or in trees, then lower themselves silently on silk strands and leap onto prey passing beneath. A single strand is strong enough to support the spider and one creature of the same size. Web-spinners can throw a web eight times per day. This is similar to an attack with a net but has a maximum range of 50 feet, with a range increment of 10 feet, and is effective against targets up to one size category larger than the spider. An entangled creature can escape with a successful DC Escape Artist check 28 or burst it with a DC 32 Strength check. Both are standard actions. The check DCs are Constitution-based, and the Strength check DC includes a +4 racial bonus. Web-spinners often create sheets of sticky webbing from 5 to 60 feet square, depending on the size of the spider. They usually position these sheets to snare flying creatures but can also try to trap prey on the ground. Approaching creatures must succeed on a DC 20 Spot check to notice a web; otherwise they stumble into it and become trapped as though by a successful web attack. Attempts to escape or burst the webbing gain a +5 bonus if the trapped creature has something to walk on or grab while pulling free. Each 5-foot section has 18 hit points, and sheet webs have damage reduction 5/—. A monstrous spider can move across its own web at its climb speed and can pinpoint the location of any creature touching its web. Smite Evil (Su) Once per day a celestial colossal monstrous spider can make a normal melee attack to deal 20 points of extra damage against an evil foe. Tremorsense (Ex) A monstrous spider can detect and pinpoint any creature or object within 60 feet in contact with the ground, or within any range in contact with the spider’s webs. Skills Monstrous spiders have a +4 racial bonus on Hide and Spot checks and a +8 racial bonus on Climb checks. A monstrous spider can always choose to take 10 on Climb checks, even if rushed or threatened. Monstrous spiders use either their Strength or Dexterity modifier for Climb checks, whichever is higher. *Hunting spiders have a +10 racial bonus on Jump checks and a +8 racial bonus on Spot checks. Web-spinning spiders have a +8 racial bonus on Hide and Move Silently checks when using their webs. |
| RLRapp10-24-06, 07:25 PM | Celestial Guardian Naga Size/Type: Large Aberration (Extraplanar) Hit Dice: 11d8+44 (93 hp) Initiative: +2 Speed: 40 ft. (8 squares) Armor Class: 18 (-1 size, +2 Dex, +7 natural), touch 11, flat-footed 16 Base Attack/Grapple: +8/+17 Attack: Bite +12 melee (2d6+7 plus poison) or spit +9 ranged touch (poison) Full Attack: Bite +12 melee (2d6+7 plus poison) or spit +9 ranged touch (poison) Space/Reach: 10 ft./5 ft. Special Attacks: Poison, spit, spells, smite evil Special Qualities: Darkvision 60 ft., damage reduction 5/magic, resistance to acid 10, cold 10, and electricity 10, spell resistance 16 Saves: Fort +7, Ref +7, Will +11 Abilities: Str 21, Dex 14, Con 19, Int 16, Wis 19, Cha 18 Skills: Bluff +18, Concentration +19, Listen +13, Diplomacy +8, Disguise +4 (+6 acting), Intimidate +6, Sense Motive +18, Spellcraft +17, Spot +13 Feats: Alertness, Combat Casting, Dodge, Eschew MaterialsB, Lightning Reflexes Environment: Temperate plains Organization: Solitary or nest (2-4) Challenge Rating: 12 Treasure: Standard Alignment: always lawful good Advancement: 12-16 HD (Large); 17-33 HD (Huge) Level Adjustment: — Guardian nagas speak Celestial and Common. Combat Guardian nagas usually warn off intruders before attacking. If the warning is ignored, they may begin a spell assault or spit poison. A celestial guardian naga's natural weapons are treated as magic weapons for the purpose of overcoming damage reduction. Poison (Ex) Injury or contact, Fortitude DC 19, initial and secondary damage 1d10 Con. The save DC is Constitution-based. Spit (Ex) A guardian naga can spit its venom up to 30 feet as a standard action. This is a ranged touch attack with no range increment. Opponents hit by this attack must make successful saves (see above) to avoid the effect. Smite Evil (Su) Once per day a celestial guardian naga can make a normal melee attack to deal 11 points of extra damage against an evil foe. Spells Guardian nagas cast spells as 9th-level sorcerers, and can also cast spells from the cleric list and from the Good and Law domains. The cleric spells and domain spells are considered arcane spells for a guardian naga, meaning that the creature does not need a divine focus to cast them. Typical Spells Known (6/7/7/7/5; save DC 14 + spell level) 0— cure minor wounds, daze, detect magic, light, mage hand, open/close, ray of frost, read magic; 1st—cure light wounds, divine favor, expeditious retreat, mage armor, magic missile; 2nd—detect thoughts, lesser restoration, see invisibility, scorching ray; 3rd—cure serious wounds, dispel magic, lightning bolt; 4th—divine power, greater invisibility. Celestial Water Naga Size/Type: Large Aberration (Aquatic, Extraplanar) Hit Dice: 7d8+28 (59 hp) Initiative: +1 Speed: 30 ft. (6 squares), swim 50 ft. Armor Class: 15 (-1 size, +1 Dex, +5 natural), touch 10, flat-footed 14 Base Attack/Grapple: +5/+12 Attack: Bite +7 melee (2d6+4 plus poison) Full Attack: Bite +7 melee (2d6+4 plus poison) Space/Reach: 10 ft./5 ft. Special Attacks: Poison, smite evil, spells Special Qualities: Darkvision 60 ft., damage reduction 5/magic, resistance to acid 5, cold 5, and electricity 5, spell resistance 12 Saves: Fort +6, Ref +5, Will +8 Abilities: Str 16, Dex 13, Con 18, Int 10, Wis 17, Cha 15 Skills: Concentration +12, Listen +7, Spellcraft +8, Spot +7, Swim +11 Feats: Alertness, Combat Casting, Eschew MaterialsB, Lightning Reflexes Environment: Temperate aquatic Organization: Solitary, pair, or nest (3-4) Challenge Rating: 8 Treasure: Standard Alignment: always good (any) Advancement: 8-10 HD (Large); 11-21 HD (Huge) Level Adjustment: — Water nagas speak Aquan and Common. Combat Water nagas prefer to stay mostly concealed in a body of water while they launch a spell attack. A celestial water naga's natural weapons are treated as magic weapons for the purpose of overcoming damage reduction. Poison (Ex) Injury, Fortitude DC 17, initial and secondary damage 1d8 Con. The save DC is Constitution-based. Smite Evil (Su) Once per day a celestial water naga can make a normal melee attack to deal 7 points of extra damage against an evil foe. Spells Water nagas cast spells as 7th-level sorcerers but never use fire spells. Typical Sorcerer Spells Known (6/7/7/4; save DC 12 + spell level) 0—acid splash, daze, detect magic, light, mage hand, open/close, read magic; 1st—expeditious retreat, magic missile, obscuring mist, shield, true strike; 2nd—invisibility, acid arrow, mirror image; 3rd—protection from energy, suggestion. Skills A water naga has a +8 racial bonus on any Swim check to perform some special action or avoid a hazard. It can always choose to take 10 on a Swim check, even if distracted or endangered. It can use the run action while swimming, provided it swims in a straight line. Celestial Nymph Size/Type: Medium Fey (Extraplanar) Hit Dice: 6d6+6 (27 hp) Initiative: +3 Speed: 30 ft. (6 squares), swim 20 ft. Armor Class: 17 (+3 Dex, +4 deflection), touch 17, flat-footed 14 Base Attack/Grapple: +3/+3 Attack: Dagger +6 melee (1d4/19-20) Full Attack: Dagger +6 melee (1d4/19-20) Space/Reach: 5 ft./5 ft. Special Attacks: Blinding beauty, smite evil, spells, spell-like abilities, stunning glance Special Qualities: Damage reduction 10/cold iron, damage reduction 5/magic, low-light vision, resistance to acid 5, cold 5, and electricity 5, spell resistance 11, unearthly grace, wild empathy Saves: Fort +7, Ref +12, Will +12 Abilities: Str 10, Dex 17, Con 12, Int 16, Wis 17, Cha 19 Skills: Concentration +10, Diplomacy +6, Escape Artist +12, Handle Animal +13, Heal +12, Hide +12, Listen +12, Move Silently +12, Ride +5, Sense Motive +12, Spot +12, Swim +8, Use Rope +3 (+5 with bindings) Feats: Combat Casting, Dodge, Weapon Finesse Environment: Temperate forests Organization: Solitary Challenge Rating: 6 Treasure: Standard Alignment: always chaotic good Advancement: 7-12 HD (Medium) Level Adjustment: +9 A nymph is about the height and weight of a female elf. Nymphs speak Sylvan and Common. A celestial nymph's natural weapons are treated as magic weapons for the purpose of overcoming damage reduction. Combat Blinding Beauty (Su) This ability affects all humanoids within 30 feet of a nymph. Those who look directly at a nymph must succeed on a DC 17 Fortitude save or be blinded permanently as though by the blindness spell. A nymph can suppress or resume this ability as a free action. The save DC is Charisma-based. Smite Evil (Su) Once per day a celestial nymph can make a normal melee attack to deal 6 points of extra damage against an evil foe. Spell-Like Abilities 1/day—dimension door. Caster level 7th. Spells A nymph casts divine spells as a 7th-level druid. Typical Druid Spells Prepared (6/5/4/3/1, save DC 13 + spell level) 0—cure minor wounds, detect magic, flare, guidance, light, resistance; 1st—calm animals, cure light wounds, entangle, longstrider, speak with animals; 2nd—barkskin, heat metal, lesser restoration, tree shape; 3rd— call lightning, cure moderate wounds, protection from energy; 4th—rusting grasp. Stunning Glance (Su) As a standard action, a wrathful nymph can stun a creature within 30 feet with a look. The target creature must succeed on a DC 17 Fortitude save or be stunned for 2d4 rounds. The save DC is Charisma-based. Unearthly Grace (Su) A nymph adds her Charisma modifier as a bonus on all her saving throws, and as a deflection bonus to her Armor Class. (The statistics block already reflects these bonuses). Wild Empathy (Ex) This power works like the druid’s wild empathy class feature, except that a nymph has a +6 racial bonus on the check. Skills A nymph has a +8 racial bonus on any Swim check to perform some special action or avoid a hazard. She can always choose to take 10 on a Swim check, even if distracted or endangered. She can use the run action while swimming, provided she swims in a straight line. |
| RLRapp10-25-06, 09:12 PM | Celestial Octopus Size/Type: Small Magical Beast (Aquatic, Extraplanar) Hit Dice: 2d8 (9 hp) Initiative: +3 Speed: 20 ft. (4 squares), swim 30 ft. Armor Class: 16 (+1 size, +3 Dex, +2 natural), touch 14, flat-footed 13 Base Attack/Grapple: +1/+2 Attack: Arms +5 melee (0) Full Attack: Arms +5 melee (0) and bite +0 melee (1d3) Space/Reach: 5 ft./5 ft. Special Attacks: Improved grab, smite evil Special Qualities: Ink cloud, jet, low-light vision, darkvision 60ft., resistance to acid 5, cold 5, and electricity 5, spell resistance 7 Saves: Fort +3, Ref +6, Will +1 Abilities: Str 12, Dex 17, Con 11, Int 3, Wis 12, Cha 3 Skills: Escape Artist +13, Hide +11, Listen +2, Spot +5, Swim +9 Feats: Weapon Finesse Environment: Warm aquatic Organization: Solitary Challenge Rating: 1 Advancement: 3-6 HD (Medium) Level Adjustment: — These bottom-dwelling sea creatures are dangerous only to their prey. If disturbed, they usually try to escape. Combat Improved Grab (Ex) To use this ability, an octopus must hit an opponent of any size with its arms attack. It can then attempt to start a grapple as a free action without provoking an attack of opportunity. If it wins the grapple check, it establishes a hold and automatically deals bite damage. Ink Cloud (Ex) An octopus can emit a cloud of jet-black ink 10 feet high by 10 feet wide by 10 feet long once per minute as a free action. The cloud provides total concealment, which the octopus normally uses to escape a losing fight. All vision within the cloud is obscured. Jet (Ex) An octopus can jet backward once per round as a full-round action, at a speed of 200 feet. It must move in a straight line, but does not provoke attacks of opportunity while jetting. Smite Evil (Su) Once per day a celestial octopus can make a normal melee attack to deal 2 points of extra damage against an evil foe. Skills An octopus can change colors, giving it a +4 racial bonus on Hide checks. An octopus also can squeeze and contort its body, giving it a +10 racial bonus on Escape Artist checks. An octopus has a +8 racial bonus on any Swim check to perform some special action or avoid a hazard. It can always choose to take 10 on a Swim check, even if distracted or endangered. It can use the run action while swimming, provided it swims in a straight line. Celestial Giant Octopus Size/Type: Large Magical Beast (Aquatic, Extraplanar) Hit Dice: 8d8+11 (47 hp) Initiative: +2 Speed: 20 ft. (4 squares), swim 30 ft. Armor Class: 18 (-1 size, +2 Dex, +7 natural), touch 11, flat-footed 16 Base Attack/Grapple: +6/+15 Attack: Tentacle +10 melee (1d4+5) Full Attack: 8 tentacles +10 melee (1d4+5) and bite +5 melee (1d8+2) Space/Reach: 10 ft./10 ft. (20 ft. with tentacle) Special Attacks: Improved grab, constrict, smite evil Special Qualities: Ink cloud, jet, low-light vision, Darkvision 60 ft., damage reduction 5/magic, resistance to acid 10, cold 10, and electricity 10, spell resistance 13 Saves: Fort +7, Ref +8, Will +3 Abilities: Str 20, Dex 15, Con 13, Int 2, Wis 12, Cha 3 Skills: Escape Artist +12, Hide +12, Listen +4, Spot +6, Swim +13 Feats: Alertness, Skill Focus (Hide), Toughness Environment: Warm aquatic Organization: Solitary Challenge Rating: 10 Advancement: 9-12 HD (Large); 13-24 HD (Huge) Level Adjustment: — These creatures are aggressive and territorial hunters, with arms reaching 10 feet or more in length. Their tentacles are studded with barbs and sharp-edged suckers. Combat An opponent can attack a giant octopus’s tentacles with a sunder attempt as if they were weapons. A giant octopus’s tentacles have 10 hit points each. If a giant octopus is currently grappling a target with the tentacle that is being attacked, it usually uses another limb to make its attack of opportunity against the opponent making the sunder attempt. Severing one of a giant octopus’s tentacles deals 5 points of damage to the creature. A giant octopus usually withdraws from combat if it loses four tentacles. The creature regrows severed limbs in 1d10+10 days. A celestial giant octopus's natural weapons are treated as magic weapons for the purpose of overcoming damage reduction. Constrict (Ex) A giant octopus deals 2d8+6 points of damage with a successful grapple check. Improved Grab (Ex) To use this ability, a giant octopus must hit an opponent of any size with a tentacle attack. It can then attempt to start a grapple as a free action without provoking an attack of opportunity. If it wins the grapple check, it establishes a hold and can constrict. Ink Cloud (Ex) A giant octopus can emit a cloud of jet-black ink 20 feet high by 20 feet wide by 20 feet long once per minute as a free action. The cloud provides total concealment, which the octopus normally uses to escape a losing fight. All vision within the cloud is obscured. Jet (Ex) A giant octopus can jet backward once per round as a full-round action, at a speed of 200 feet. It must move in a straight line, but does not provoke attacks of opportunity while jetting. Smite Evil (Su) Once per day a celestial giant octopus can make a normal melee attack to deal 8 points of extra damage against an evil foe. Skills A giant octopus can change colors, giving it a +4 racial bonus on Hide checks. A giant octopus also can squeeze and contort its body, giving it a +10 racial bonus on Escape Artist checks. A giant octopus has a +8 racial bonus on any Swim check to perform some special action or avoid a hazard. It can always choose to take 10 on a Swim check, even if distracted or endangered. It can use the run action while swimming, provided it swims in a straight line. Celestial Otyugh Size/Type: Large Aberration (Extraplanar) Hit Dice: 6d8+9 (36 hp) Initiative: +0 Speed: 20 ft. (4 squares) Armor Class: 17 (-1 size, +8 natural), touch 9, flat-footed 17 Base Attack/Grapple: +4/+8 Attack: Tentacle +4 melee (1d6) Full Attack: 2 tentacles +4 melee (1d6) and bite -2 melee (1d4) Space/Reach: 10 ft./10 ft. (15 ft. with tentacle) Special Attacks: Constrict 1d6, disease, improved grab, smite evil Special Qualities: Darkvision 60 ft., damage reduction 5/magic, resistance to acid 5, cold 5, and electricity 5, spell resistance 11, scent Saves: Fort +3, Ref +2, Will +6 Abilities: Str 11, Dex 10, Con 13, Int 5, Wis 12, Cha 6 Skills: Hide -1*, Listen +6, Spot +6 Feats: Alertness, Toughness, Weapon Focus (tentacle) Environment: Underground Organization: Solitary, pair, or cluster (3-4) Challenge Rating: 5 Treasure: Standard Alignment: always good (any) Advancement: 7-8 HD (Large); 9-18 HD (Huge) Level Adjustment: — A typical otyugh has a body 8 feet in diameter and weighs about 500 pounds. Otyughs speak Common. Combat An otyugh attacks living creatures if it feels threatened or if it is hungry; otherwise it is content to remain hidden. Otyughs slash and squeeze opponents with their tentacles, which they also use to drag prey into their mouths. A celestial otyugh's natural weapons are treated as magic weapons for the purpose of overcoming damage reduction. Constrict (Ex) An otyugh deals automatic tentacle damage with a successful grapple check. Disease (Ex) Filth fever—bite, Fortitude DC 14, incubation period 1d3 days; damage 1d3 Dex and 1d3 Con. The save DC is Constitution-based. Improved Grab (Ex) To use this ability, an otyugh must hit with a tentacle attack. It can then attempt to start a grapple as a free action without provoking an attack of opportunity. If it wins the grapple check, it establishes a hold and can constrict. Smite Evil (Su) Once per day a celestial otyugh can make a normal melee attack to deal 6 points of extra damage against an evil foe. Skills *An otyugh has a +8 racial bonus on Hide checks when in its lair, due to its natural coloration. |
| RLRapp10-26-06, 06:48 PM | Celestial Owl Tiny Magical Beast (Extraplanar) Hit Dice: 1d8 (4 hp) Initiative: +3 Speed: 10 ft. (2 squares), fly 40 ft. (average) Armor Class: 17 (+2 size, +3 Dex, +2 natural), touch 15, flat-footed 14 Base Attack/Grapple: +0/-11 Attack: Talons +5 melee (1d4-3) Full Attack: Talons +5 melee (1d4-3) Space/Reach: 2½ ft./0 ft. Special Attacks: Smite Evil Special Qualities: Low-light vision, darkvision 60ft., resistance to acid 5, cold 5, and electricity 5, spell resistance 6 Saves: Fort +2, Ref +5, Will +2 Abilities: Str 4, Dex 17, Con 10, Int 3, Wis 14, Cha 4 Skills: Listen +14, Move Silently +17, Spot +6* Feats: Alertness, Weapon FinesseB Environment: Any good-aligned plane Organization: Solitary Challenge Rating: ¼ Alignment: Always lawful good Advancement: 2 HD (Small) Level Adjustment: — The statistics presented here describe nocturnal birds of prey from 1 to 2 feet long, with wingspans up to 6 feet. They combine both talons into a single attack. These celestial creatures are commonly summoned by the summon monster I spell. Combat Owls swoop quietly down onto prey, attacking with their powerful talons. Smite Evil (Su) Once per day a celestial owl can make a normal melee attack to deal 1 point of extra damage against an evil foe. Skills Owls have a +8 racial bonus on Listen checks and a +14 racial bonus on Move Silently checks. *They have a +8 racial bonus on Spot checks in areas of shadowy illumination. Celestial Giant Owl Size/Type: Large Magical Beast (Extraplanar) Hit Dice: 4d10+4 (26 hp) Initiative: +3 Speed: 10 ft. (2 squares), fly 70 ft. (average) Armor Class: 15 (-1 size, +3 Dex, +3 natural), touch 12, flat-footed 12 Base Attack/Grapple: +4/+12 Attack: Claw +7 melee (1d6+4) Full Attack: 2 claws +7 melee (1d6+4) and bite +2 melee (1d8+2) Space/Reach: 10 ft./5 ft. Special Attacks: Smite evil Special Qualities: Darkvision 60 ft., damage reduction 5/magic, resistance to acid 5, cold 5, and electricity 5, spell resistance 9, superior low-light vision Saves: Fort +5, Ref +7, Will +3 Abilities: Str 18, Dex 17, Con 12, Int 10, Wis 14, Cha 10 Skills: Knowledge (nature) +2, Listen +17, Move Silently +8*, Spot +10 Feats: Alertness, Wingover Environment: Temperate forests Organization: Solitary, pair, or company (3-5) Challenge Rating: 4 Treasure: None Alignment: always lawful good Advancement: 5-8 HD (Large); 9-12 HD (Huge) Level Adjustment: +4 (cohort) Giant owls are nocturnal birds of prey, feared for their ability to hunt and attack in near silence. They are intelligent, and though naturally suspicious, sometimes associate with good creatures. A typical giant owl stands about 9 feet tall, has a wingspan of up to 20 feet, and resembles its smaller cousins in nearly every way except size. Giant owls speak Common and Sylvan. Celestial giant owls are commonly summoned by the summon monster IV spell. Combat A giant owl attacks by gliding silently just a few feet above its prey and plunging to strike when directly overhead. A celestial giant owl's natural weapons are treated as magic weapons for the purpose of overcoming damage reduction. Smite Evil (Su) Once per day a celestial giant owl can make a normal melee attack to deal 6 points of extra damage against an evil foe. Superior Low-Light Vision (Ex) A giant owl can see five times as far as a human can in dim light. Skills Giant owls have a +8 racial bonus on Listen checks and a +4 racial bonus on Spot checks. *When in flight, giant owls gain a +8 bonus on Move Silently checks. Training A Giant Owl Although intelligent, a giant owl requires training before it can bear a rider in combat. To be trained, a giant owl must have a friendly attitude toward the trainer (this can be achieved through a successful Diplomacy check). Training a friendly giant owl requires six weeks of work and a DC 25 Handle Animal check. Riding a giant owl requires an exotic saddle. A giant owl can fight while carrying a rider, but the rider cannot also attack unless he or she succeeds on a Ride check. Giant owl eggs are worth 2,500 gp apiece on the open market, while chicks are worth 4,000 gp each. Professional trainers charge 1,000 gp to rear or train a giant owl. Carrying Capacity A light load for a giant owl is up to 300 pounds; a medium load, 301-600 pounds; and a heavy load, 601-900 pounds. Celestial Owlbear Size/Type: Large Magical Beast (Extraplanar) Hit Dice: 5d10+25 (52 hp) Initiative: +1 Speed: 30 ft. (6 squares) Armor Class: 15 (-1 size, +1 Dex, +5 natural), touch 10, flat-footed 14 Base Attack/Grapple: +5/+14 Attack: Claw +9 melee (1d6+5) Full Attack: 2 claws +9 melee (1d6+5) and bite +4 melee (1d8+2) Space/Reach: 10 ft./5 ft. Special Attacks: Improved grab, smite evil Special Qualities: Darkvision 60 ft., damage reduction 5/magic, resistance to acid 5, cold 5, and electricity 5, spell resistance 10, scent Saves: Fort +9, Ref +5, Will +2 Abilities: Str 21, Dex 12, Con 21, Int 3, Wis 12, Cha 10 Skills: Listen +8, Spot +8 Feats: Alertness, Track Environment: Temperate forests Organization: Solitary, pair, or pack (3-8) Challenge Rating: 5 Treasure: None Alignment: Always good (any) Advancement: 6-8 HD (Large); 9-15 HD (Huge) Level Adjustment: — An owlbear’s coat ranges in color from brown-black to yellowish brown; its beak is a dull ivory color. A full-grown male can stand as tall as 8 feet and weigh up to 1,500 pounds. Adventurers who have survived encounters with the creature often speak of the bestial madness they glimpsed in its red-rimmed eyes. Combat Owlbears attack prey—any creature bigger than a mouse—on sight, always fighting to the death. They slash with claws and beak, trying to grab their prey and rip it apart. A celestial giant owl's natural weapons are treated as magic weapons for the purpose of overcoming damage reduction. Improved Grab (Ex) To use this ability, an owlbear must hit with a claw attack. It can then attempt to start a grapple as a free action without provoking an attack of opportunity. Smite Evil (Su) Once per day a celestial giant owl can make a normal melee attack to deal 6 points of extra damage against an evil foe. |
| RLRapp10-26-06, 08:24 PM | Celestial Pegasus Size/Type: Large Magical Beast (Extraplanar) Hit Dice: 4d10+12 (34 hp) Initiative: +2 Speed: 60 ft. (12 squares), fly 120 ft. (average) Armor Class: 14 (-1 size, +2 Dex, +3 natural), touch 11, flat-footed 12 Base Attack/Grapple: +4/+12 Attack: Hoof +7 melee (1d6+4) Full Attack: 2 hooves +7 melee (1d6+4) and bite +2 melee (1d3+2) Space/Reach: 10 ft./5 ft. Special Attacks: Smite evil Special Qualities: Darkvision 60 ft., damage reduction 5/magic, low-light vision, resistance to acid 5, cold 5, and electricity 5, spell resistance 9, scent, spell-like abilities Saves: Fort +7, Ref +6, Will +4 Abilities: Str 18, Dex 15, Con 16, Int 10, Wis 13, Cha 13 Skills: Diplomacy +3, Listen +8, Sense Motive +9, Spot +8 Feats: Flyby Attack, Iron Will Environment: Temperate forests Organization: Solitary, pair, or herd (6-10) Challenge Rating: 4 Treasure: None Alignment: always chaotic good Advancement: 5-8 HD (Large) Level Adjustment: +4 (cohort) The pegasus is a magnificent winged horse that sometimes serves the cause of good. Though highly prized as aerial steeds, pegasi are wild and shy creatures not easily tamed. A typical pegasus stands 6 feet high at the shoulder, weighs 1,500 pounds, and has a wingspan of 20 feet. Pegasi cannot speak, but they understand Common. A celestial pegasus's natural weapons are treated as magic weapons for the purpose of overcoming damage reduction. Combat Spell-Like Abilities At will—detect good and detect evil within a 60-foot radius. Caster level 5th. Smite Evil (Su) Once per day a celestial pegasus can make a normal melee attack to deal 4 points of extra damage against an evil foe. Skills Pegasi have a +4 racial bonus on Listen and Spot checks. Training A Pegasus Although intelligent, a pegasus requires training before it can bear a rider in combat. To be trained, a pegasus must have a friendly attitude toward the trainer (this can be achieved through a successful Diplomacy check). Training a friendly pegasus requires six weeks of work and a DC 25 Handle Animal check. Riding a pegasus requires an exotic saddle. A pegasus can fight while carrying a rider, but the rider cannot also attack unless he or she succeeds on a Ride check. Pegasus eggs are worth 2,000 gp each on the open market, while young are worth 3,000 gp per head. Pegasi mature at the same rate as horses. Professional trainers charge 1,000 gp to rear or train a pegasus, which serves a good or neutral master with absolute faithfulness for life. Carrying Capacity A light load for a pegasus is up to 300 pounds; a medium load, 301-600 pounds; and a heavy load, 601-900 pounds. Celestial Phantom Fungus Size/Type: Medium Plant (Extraplanar) Hit Dice: 2d8+6 (15 hp) Initiative: +0 Speed: 20 ft. (4 squares) Armor Class: 14 (+4 natural), touch 10, flat-footed 14 Base Attack/Grapple: +1/+3 Attack: Bite +3 melee (1d6+3) Full Attack: Bite +3 melee (1d6+3) Space/Reach: 5 ft./5 ft. Special Attacks: Smite evil Special Qualities: darkvision 60ft., low-light vision, plant traits, greater invisibility, resistance to acid 5, cold 5, and electricity 5, spell resistance 7 Saves: Fort +6, Ref +0, Will +0 Abilities: Str 14, Dex 10, Con 16, Int 3, Wis 11, Cha 9 Skills: Listen +4, Move Silently +6, Spot +4 Feats: Alertness Environment: Underground Organization: Solitary Challenge Rating: 3 Treasure: None Alignment: Always good (any) Advancement: 3-4 HD (Medium); 5-6 HD (Large) Level Adjustment: — This creature looks like a brown and greenish-brown mass with a cluster of nodules atop the main mass, though it is visible only when dead. A cluster of nodules atop the main mass serve as sensory organs. The creature feeds and attacks with a gaping maw lined with rows of teeth. Four stumpy legs support the creature and allow it to move about. This ambulatory fungus is naturally invisible, making it a feared predator among subterranean inhabitants. Combat A phantom fungus usually roams quietly, hunting for prey. It attacks lone individuals almost anywhere, but when tackling groups it prefers an open space where it has a better chance . Greater Invisibility (Su) This ability is constant, allowing a phantom fungus to remain invisible even when attacking. It works like greater invisibility (caster level 12th) and lasts as long as the phantom fungus is alive. This ability is not subject to the invisibility purge spell. A phantom fungus becomes visible 1 minute after it is killed. Smite Evil (Su) Once per day a celestial phantom fungus can make a normal melee attack to deal 2 points of extra damage against an evil foe. Skills A phantom fungus has a +5 racial bonus on Move Silently checks. Celestial Phase Spider Size/Type: Large Magical Beast (Extraplanar) Hit Dice: 5d10+15 (42 hp) Initiative: +7 Speed: 40 ft. (8 squares), climb 20 ft. Armor Class: 15 (-1 size, +3 Dex, +3 natural), touch 12, flat-footed 12 Base Attack/Grapple: +5/+12 Attack: Bite +7 melee (1d6+4 plus poison) Full Attack: Bite +7 melee (1d6+4 plus poison) Space/Reach: 10 ft./5 ft. Special Attacks: Poison, smite evil Special Qualities: Darkvision 60 ft., damage reduction 5/magic, ethereal jaunt, low-light vision, resistance to acid 5, cold 5, and electricity 5, spell resistance 10 Saves: Fort +7, Ref +7, Will +2 Abilities: Str 17, Dex 17, Con 16, Int 7, Wis 13, Cha 10 Skills: Climb +11, Move Silently +11, Spot +4 Feats: Ability Focus (poison), Improved Initiative Environment: Warm hills Organization: Solitary or cluster (2-5) Challenge Rating: 6 Treasure: None Alignment: Always good (any) Advancement: 6-8 HD (Large); 9-15 HD (Huge) Level Adjustment: — Phase spiders are aggressive predators that can move quickly from the Ethereal Plane to attack opponents on the Material Plane. A typical phase spider’s body is 8 feet long. It weighs about 700 pounds. Phase spiders cannot speak. Combat Phase spiders dwell and hunt on the Material Plane. Once a spider locates prey, however, it shifts to the Ethereal Plane to attack, attempting to catch its victim flat-footed. The spider shifts in, bites its victim, and retreats quickly back to the Ethereal Plane. A celestial phase spider's natural weapons are treated as magic weapons for the purpose of overcoming damage reduction. Ethereal Jaunt (Su) A phase spider can shift from the Ethereal Plane to the Material Plane as a free action, and shift back again as a move action (or during a move action). The ability is otherwise identical with ethereal jaunt (caster level 15th). Poison (Ex) Injury, Fortitude DC 17, initial and secondary damage 1d8 Con. The save DC is Constitution-based. Smite Evil (Su) Once per day a celestial phase spider can make a normal melee attack to deal 5 points of extra damage against an evil foe. Skills A phase spider has a +8 racial bonus on Climb checks and can always choose to take 10 on a Climb check, even if rushed or threatened. |
| RLRapp10-27-06, 08:36 PM | Celestial Phasm Size/Type: Medium Aberration (Extraplanar, Shapechanger) Hit Dice: 15d8+30 (97 hp) Initiative: +6 Speed: 30 ft. (6 squares) Armor Class: 17 (+2 Dex, +5 natural), touch 12, flat-footed 15 Base Attack/Grapple: +11/+12 Attack: Slam +12 melee (1d3+1) Full Attack: Slam +12 melee (1d3+1) Space/Reach: 5 ft./5 ft. Special Attacks: Smite evil Special Qualities: Alternate form, amorphous, darkvision 60 ft., damage reduction 10/magic, resilient, resistance to acid 10, cold 10, and electricity 10, spell resistance 20, scent, telepathy 100 ft., tremorsense 60 ft. Saves: Fort +11, Ref +11, Will +11 Abilities: Str 12, Dex 15, Con 15, Int 16, Wis 15, Cha 14 Skills: Bluff +20, Climb +7, Craft (any one) +12, Diplomacy +12, Disguise +20 (+22 acting)*, Intimidate +4, Knowledge (any one) +18, Listen +12, Spot +12, Survival +8 Feats: Alertness, Blind-Fight, Combat Reflexes, Dodge, Improved Initiative, Mobility Environment: Underground Organization: Solitary Challenge Rating: 9 Treasure: Standard Alignment: always chaotic good Advancement: 15-21 HD (Huge); 22-45 HD (Gargantuan) Level Adjustment: — A phasm is an amorphous creature that can assume the guise of almost any other creature or object. A phasm in its natural form is about 5 feet in diameter and 2 feet high at the center. Swirls of color indicate sensory organs. In this form, a phasm slithers about like an ooze and can attack with a pseudopod. It weighs about 400 pounds. Phasms can speak Common but prefer telepathic communication. Combat When faced with potential danger, a phasm is equally likely to retreat, parley, or attack, as its fancy strikes. If pursued or harassed, a phasm transforms into the most fearsome creature it knows and attacks. When seriously hurt, it changes to some fast or agile form and tries to escape. A celestial phasm's natural weapons are treated as magic weapons for the purpose of overcoming damage reduction. Amorphous (Ex) A phasm in its natural form has immunity to poison, sleep, paralysis, polymorph, and stunning effects. It is not subject to critical hits and, having no clear front or back, cannot be flanked. Resilient (Ex) A phasm has a +4 racial bonus on Fortitude and Reflex saves (included in the statistics block). Alternate Form (Su) A phasm can assume any form of Large size or smaller as a standard action. A phasm can remain in its alternate form until it chooses to assume a new one or return to its natural form. Smite Evil (Su) Once per day a celestial phasm can make a normal melee attack to deal 15 points of extra damage against an evil foe. Tremorsense (Ex) A phasm can automatically sense the location of anything within 60 feet that is in contact with the ground, so long as it is touching the ground itself. Skills *When using shapechange, a phasm gains a +10 circumstance bonus on Disguise checks. Celestial Pony Size/Type: Medium Magical Beast (Extraplanar) Hit Dice: 2d8+2 (11 hp) Initiative: +1 Speed: 40 ft. (8 squares) Armor Class: 13 (+1 Dex, +2 natural), touch 11, flat-footed 12 Base Attack/Grapple: +1/+2 Attack: Hoof -3 melee (1d3*) Full Attack: 2 hooves -3 melee (1d3*) Space/Reach: 5 ft./5 ft. Special Attacks: smite evil Special Qualities: Darkvision 60 ft., low-light vision, resistance to acid 5, cold 5, and electricity 5, spell resistance 7, scent Saves: Fort +4, Ref +4, Will +0 Abilities: Str 13, Dex 13, Con 12, Int 3, Wis 11, Cha 4 Skills: Listen +5, Spot +5 Feats: Endurance Environment: Temperate plains Organization: Solitary Challenge Rating: ¼ Advancement: — Level Adjustment: — The statistics presented here describe a small horse, under 5 feet tall at the shoulder. Ponies are otherwise similar to light horses and cannot fight while carrying a rider. Combat *A pony not trained for war does not normally use its hooves to attack but rather to run. Its hoof attack is treated as a secondary attack and adds only half the pony’s Strength bonus to damage. Smite Evil (Su) Once per day a celestial pony can make a normal melee attack to deal 2 points of extra damage against an evil foe. Carrying Capacity A light load for a pony is up to 75 pounds; a medium load, 76-150 pounds; and a heavy load, 151-225 pounds. A pony can drag 1,125 pounds. Celestial Warpony Size/Type: Medium Magical Beast (Extraplanar) Hit Dice: 2d8+4 (13 hp) Initiative: +1 Speed: 40 ft. (8 squares) Armor Class: 13 (+1 Dex, +2 natural), touch 11, flat-footed 12 Base Attack/Grapple: +1/+3 Attack: Hoof +3 melee (1d3+2) Full Attack: 2 hooves +3 melee (1d3+2) Space/Reach: 5 ft./5 ft. Special Attacks: Smite Evil Special Qualities: Darkvision 60 ft., low-light vision, resistance to acid 5, cold 5, and electricity 5, spell resistance 7, scent Saves: Fort +5, Ref +4, Will +0 Abilities: Str 15, Dex 13, Con 14, Int 3, Wis 11, Cha 4 Skills: Listen +5, Spot +5 Feats: Endurance Environment: Temperate plains Organization: Domesticated Challenge Rating: ½ Advancement: — Level Adjustment: — Warponies are bred for strength and aggression, and are similar to light warhorses. Combat A warpony can fight while carrying a rider, but the rider cannot also attack unless he or she succeeds on a Ride check. Smite Evil (Su) Once per day a celestial warpony can make a normal melee attack to deal 2 points of extra damage against an evil foe. Carrying Capacity A light load for a warpony is up to 100 pounds; a medium load, 101-200 pounds; and a heavy load, 201-300 pounds. A warpony can drag 1,500 pounds. |
| RLRapp10-28-06, 08:01 PM | Celestial Porpoise Size/Type: Medium Magical Beast (Extraplanar) Hit Dice: 2d8+2 (11 hp) Initiative: +3 Speed: Swim 80 ft. (16 squares) Armor Class: 15 (+3 Dex, +2 natural), touch 13, flat-footed 12 Base Attack/Grapple: +1/+1 Attack: Slam +4 melee (2d4) Full Attack: Slam +4 melee (2d4) Space/Reach: 5 ft./5 ft. Special Attacks: Smite Evil Special Qualities: Blindsight 120 ft., hold breath, low-light vision, darkvision 60ft., resistance to acid 5, cold 5, and electricity 5, spell resistance 7 Saves: Fort +4, Ref +6, Will +1 Abilities: Str 11, Dex 17, Con 13, Int 3, Wis 12, Cha 6 Skills: Listen +8*, Spot +7*, Swim +8 Feats: Weapon Finesse Environment: Any good-aligned plane Organization: Solitary, pair, or school (3-20) Challenge Rating: ½ Alignment: Always neutral good Advancement: 3-4 HD (Medium); 5-6 HD (Large) Level Adjustment: — Porpoises are mammals that tend to be playful, friendly, and helpful. A typical porpoise is 4 to 6 feet long and weighs 110 to 160 pounds. The statistics presented here can describe any small whale of similar size. These celestial creatures are commonly summoned by the summon monster I spell. Combat Blindsight (Ex) Porpoises can "see" by emitting high-frequency sounds, inaudible to most other creatures, that allow them to locate objects and creatures within 120 feet. A silence spell negates this and forces the porpoise to rely on its vision, which is approximately as good as a human’s. Hold Breath (Ex) A porpoise can hold its breath for a number of rounds equal to 6 × its Constitution score before it risks drowning. Smite Evil (Su) Once per day a celestial porpoise can make a normal melee attack to deal 2 points of extra damage against an evil foe. Skills A porpoise has a +8 racial bonus on any Swim check to perform some special action or avoid a hazard. It can always choose to take 10 on a Swim check, even if distracted or endangered. It can use the run action while swimming, provided it swims in a straight line. *A porpoise has a +4 racial bonus on Spot and Listen checks. These bonuses are lost if its blindsight is negated. Celestial Pseudodragon Size/Type: Tiny Dragon (Extraplanar) Hit Dice: 2d12+2 (15 hp) Initiative: +2 Speed: 15 ft. (3 squares), fly 60 ft. (good) Armor Class: 18 (+2 size, +2 Dex, +4 natural), touch 14, flat-footed 16 Base Attack/Grapple: +2/-8 Attack: Sting +6 melee (1d3-2 plus poison) Full Attack: Sting +6 melee (1d3-2 plus poison) and bite +1 melee (1) Space/Reach: 2½ ft./0 ft. (5 ft. with tail) Special Attacks: Poison, smite evil Special Qualities: Blindsense 60 ft., darkvision 60 ft., immunity to sleep and paralysis, low-light vision, resistance to acid 5, cold 5, and electricity 5, spell resistance 19, telepathy 60 ft. Saves: Fort +4, Ref +5, Will +4 Abilities: Str 6, Dex 15, Con 13, Int 10, Wis 12, Cha 10 Skills: Diplomacy +2, Hide +20*, Listen +9, Search +6, Sense Motive +7, Spot +9, Survival +1 (+3 following tracks) Feats: Alertness, Weapon FinesseB Environment: Temperate forests Organization: Solitary, pair, or clutch (3-5) Challenge Rating: 1 Treasure: None Alignment: Always neutral good Advancement: 3-4 HD (Tiny) Level Adjustment: +5 A pseudodragon has a body about 1 foot long, with a 2-foot tail. It weights about 7 pounds. A pseudodragon can communicate telepathically and can also vocalize animal noises. Combat A pseudodragon can deliver a vicious bite, but its principal weapon is its sting-equipped tail. Poison (Ex) Injury, Fortitude DC 14, initial damage sleep for 1 minute, secondary damage sleep for 1d3 hours. The save DC is Constitution-based and includes a +2 racial bonus. Blindsense (Ex) A pseudodragon can locate creatures within 60 feet by nonvisual means (mostly hearing and scent, but also by noticing vibration and other environmental clues). Opponents the pseudodragon can’t actually see still have total concealment against the pseudodragon. Smite Evil (Su) Once per day a celestial pseudodragon can make a normal melee attack to deal 2 points of extra damage against an evil foe. Telepathy (Su) Pseudodragons can communicate telepathically with creatures that speak Common or Sylvan, provided they are within 60 feet. Skills Pseudodragons have a chameleonlike ability that grants them a +4 racial bonus on Hide checks. *In forests or overgrown areas, this bonus improves to +8. Celestial Purple Worm Size/Type: Gargantuan Magical Beast (Extraplanar) Hit Dice: 16d10+112 (200 hp) Initiative: -2 Speed: 20 ft. (4 squares), burrow 20 ft., swim 10 ft. Armor Class: 19 (-4 size, -2 Dex, +15 natural), touch 4, flat-footed 19 Base Attack/Grapple: +16/+40 Attack: Bite +25 melee (2d8+12) Full Attack: Bite +25 melee (2d8+12) and sting +20 melee (2d6+6 plus poison) Space/Reach: 20 ft./15ft. Special Attacks: Improved grab, smite evil, swallow whole, poison Special Qualities: Darkvision 60 ft., damage reduction 10/magic, resistance to acid 10, cold 10, and electricity 10, spell resistance 21, tremorsense 60 ft. Saves: Fort +17, Ref +8, Will +4 Abilities: Str 35, Dex 6, Con 25, Int 3, Wis 8, Cha 8 Skills: Listen +18, Swim +20 Feats: Awesome Blow, Cleave, Improved Bull Rush, Power Attack, Weapon Focus (bite), Weapon Focus (sting) Environment: Underground Organization: Solitary Challenge Rating: 14 Treasure: No coins, 50% goods (stone only), no items Alignment: Always good (any) Advancement: 16-32 HD (Gargantuan); 33-48 HD (Colossal) Level Adjustment: — The body of a mature purple worm is 5 feet in diameter and 80 feet long, weighing about 40,000 pounds. The creature has a poisonous stinger in its tail. Combat In battle, a purple worm forms into a coil 20 feet in diameter, biting and stinging anything within reach. A celestial purple worm's natural weapons are treated as magic weapons for the purpose of overcoming damage reduction. Improved Grab (Ex) To use this ability, a purple worm must hit with its bite attack. It can then attempt to start a grapple as a free action without provoking an attack of opportunity. If it wins the grapple check, it establishes a hold and can attempt to swallow the foe the following round. Poison (Ex) Injury, Fortitude DC 25, initial damage 1d6 Str, secondary damage 2d6 Str. The save DC is Constitution-based. Smite Evil (Su) Once per day a celestial purple worm can make a normal melee attack to deal 16 points of extra damage against an evil foe. Swallow Whole (Ex) A purple worm can try to swallow a grabbed opponent of a smaller size than itself by making a successful grapple check. Once inside, the opponent takes 2d8+12 points of crushing damage plus 8 points of acid damage per round from the worm’s gizzard. A swallowed creature can cut its way out by using a light slashing or piercing weapon to deal 25 points of damage to the gizzard (AC 17). Once the creature exits, muscular action closes the hole; another swallowed opponent must cut its own way out. A Gargantuan worm’s interior can hold 2 Large, 8 Medium, 32 Small, 128 Tiny, or 512 Diminutive or smaller opponents. Skills A purple worm has a +8 racial bonus on any Swim check to perform some special action or avoid a hazard. It can always choose to take 10 on a Swim check, even if distracted or endangered. It can use the run action while swimming, provided it swims in a straight line. |
| RLRapp10-28-06, 09:49 PM | Celestial Rat Size/Type: Tiny Magical Beast (Extraplanar) Hit Dice: ¼ d8 (1 hp) Initiative: +2 Speed: 15 ft. (3 squares), climb 15 ft., swim 15 ft. Armor Class: 14 (+2 size, +2 Dex), touch 14, flat-footed 12 Base Attack/Grapple: +0/-12 Attack: Bite +4 melee (1d3-4) Full Attack: Bite +4 melee (1d3-4) Space/Reach: 2½ ft./0 ft. Special Attacks: Smite evil Special Qualities: darkvision 60ft., low-light vision, resistance to acid 5, cold 5, and electricity 5, spell resistance 6, scent Saves: Fort +2, Ref +4, Will +1 Abilities: Str 2, Dex 15, Con 10, Int 3, Wis 12, Cha 2 Skills: Balance +10, Climb +12, Hide +16, Move Silently +10, Swim +10 Feats: Stealthy, Weapon FinesseB Environment: Any Organization: Plague (10-100) Challenge Rating: 1/8 Advancement: — Level Adjustment: — These omnivorous rodents thrive almost anywhere. Combat Rats usually run away. They bite only as a last resort. Smite Evil (Su) Once per day a celestial rat can make a normal melee attack to deal 1 point of extra damage against an evil foe. Skills Rats have a +4 racial bonus on Hide and Move Silently checks, and a +8 racial bonus on Balance, Climb, and Swim checks. A rat can always choose to take 10 on Climb checks, even if rushed or threatened. A rat uses its Dexterity modifier instead of its Strength modifier for Climb and Swim checks. A rat has a +8 racial bonus on any Swim check to perform some special action or avoid a hazard. It can always choose to take 10 on a Swim check, even if distracted or endangered. It can use the run action while swimming, provided it swims in a straight line. Celestial Raven Tiny Magical Beast (Extraplanar) Hit Dice: ¼ d8 (1 hp) Initiative: +2 Speed: 10 ft. (2 squares), fly 40 ft. (average) Armor Class: 14 (+2 size, +2 Dex), touch 14, flat-footed 12 Base Attack/Grapple: +0/-13 Attack: Claws Claws +4 melee (1d2-5) Full Attack: Claws +4 melee (1d2-5) Space/Reach: 2½ ft./0 ft. Special Attacks: Smite evil Special Qualities: Low-light vision, darkvision 60ft., resistance to acid 5, cold 5, and electricity 5, spell resistance 6 Saves: Fort +2, Ref +4, Will +2 Abilities: Str 1, Dex 15, Con 10, Int 3, Wis 14, Cha 6 Skills: Listen +5, Spot +7 Listen +5, Spot +7 Feats: Alertness, Weapon FinesseB Environment: Any good-aligned plane Organization: Solitary Challenge Rating: 1/6 Alignment: Always lawful good Advancement: — Level Adjustment: — These glossy black birds are about 2 feet long and have wingspans of about 4 feet. They combine both claws into a single attack. The statistics presented here can describe most nonpredatory birds of similar size. Smite Evil (Su) Once per day a celestial raven can make a normal melee attack to deal 1 point of extra damage against an evil foe. Celestial Razor Boar Size/Type: Large Magical Beast (Extraplanar) Hit Dice: 15d10+45 (127 hp) Initiative: +1 Speed: 50 ft. (10 squares) Armor Class: 27 (-1 size, +1 Dex, +17 natural), touch 10, flat-footed 26 Base Attack/Grapple: +15/+27 Attack: Tusk slash +22 melee (1d8+8) or 1 bite +22 melee (1d8+8) Full Attack: Tusk slash +22 melee (1d8+8) and 2 hooves +17 melee (1d4+4) or 1 bite +22 melee (1d8+8) Space/Reach: 10 ft./5 ft. Special Attacks: Smite evil, Trample 2d6+12, vorpal tusks Special Qualities: Damage reduction 5/- & 10/magic, darkvision 60 ft., fast healing 10, low-light vision, resistance to acid 10, cold 10, and electricity 10, scent, spell resistance 21 Saves: Fort +12, Ref +10, Will +7 Abilities: Str 27, Dex 13, Con 17, Int 3, Wis 14, Cha 9 Skills: Listen +8, Spot +8, Survival +8 Feats: Alertness, Awesome Blow, Diehard, Endurance, Improved Bull Rush, Power Attack Environment: Temperate or warm forest or mountains Organization: Solitary Challenge Rating: 12 Treasure: None Alignment: Always good (any) Advancement: 16-30 HD (Large); 31-45 HD (Huge) Level Adjustment: — This enormous boar has a black-bristled hide marked by hundreds of old scars. Its eyes are wild and bloodshot, and its tusks are more than three feet long, gleaming like polished ivory and sharper than many swords. Combat A razor boar attacks intruders on its territory without provocation or warning. If attacking more than one target, it often attempts to trample it's opponents. The creature is swift for its size, and the thickness of it's hide allows it to shrug off many blows. Razor boars, with their fast healing, have been known to recover from seemingly mortal wounds, track down their attackers using their scent ability, and exact revenge. A celestial razor boar's natural weapons are treated as magic weapons for the purpose of overcoming damage reduction. Smite Evil (Su) Once per day a celestial razor boar can make a normal melee attack to deal 15 points of extra damage against an evil foe. Vorpal Tusks (Ex) On a successful critical hit against a creature of up to one size category larger than itself, the razor boars's tusk slash attack severs the opponents head (if it has one) from its body. Though some creatures, such as golems and undead other than vampires, are not affected by the loss of their heads, most creatures die when their heads are cut off. Trample (Ex) Reflex DC 25 half. The save DC is Strength-based. |
| RLRapp10-28-06, 11:28 PM | Celestial Remorhaz Size/Type: Huge Magical Beast (Extraplanar) Hit Dice: 7d10+35 (73 hp) Initiative: +1 Speed: 30 ft. (6 squares), burrow 20 ft. Armor Class: 20 (-2 size, +1 Dex, +11 natural), touch 9, flat-footed 19 Base Attack/Grapple: +7/+23 Attack: Bite +13 melee (2d8+12) Full Attack: Bite +13 melee (2d8+12) Space/Reach: 15 ft./10 ft. Special Attacks: Improved grab, smite evil, swallow whole Special Qualities: Darkvision 60 ft., damage reduction 5/magic, heat, low-light vision, resistance to acid 5, cold 5, and electricity 5, spell resistance 12, tremorsense 60 ft. Saves: Fort +10, Ref +6, Will +3 Abilities: Str 26, Dex 13, Con 21, Int 5, Wis 12, Cha 10 Skills: Listen +8, Spot +8 Feats: Awesome Blow, Improved Bull Rush, Power Attack Environment: Cold desert Organization: Solitary Challenge Rating: 8 Treasure: None Alignment: always good (any) Advancement: 8-14 HD (Huge); 15-21 HD (Gargantuan) Level Adjustment: — A remorhaz is whitish-blue in color but pulses with a reddish glow from the heat its body produces. The creature is a little more than 20 feet long, with a body about 5 feet wide. It weighs about 10,000 pounds. Remorhazes cannot speak. Combat Remorhazes hide under the snow and ice until they hear movement above them, then attack from below and surprise prey. A celestial remorhaz's natural weapons are treated as magic weapons for the purpose of overcoming damage reduction. Improved Grab (Ex) To use this ability, a remorhaz must hit an opponent least one size category smaller than itself with its bite attack. It can then attempt to start a grapple as a free action without provoking an attack of opportunity. If it wins the grapple check, it establishes a hold and can attempt to swallow the opponent the following round. Smite Evil (Su) Once per day a celestial remorhaz can make a normal melee attack to deal 7 points of extra damage against an evil foe. Swallow Whole (Ex) When a remorhaz begins its turn with a grappled opponent in its mouth, it can swallow that opponent with a successful grapple check. Once inside, the opponent takes 2d8+12 points of bludgeoning damage plus 8d6 points of fire damage per round from the remorhaz’s gizzard. A swallowed creature can cut its way out by using a light slashing or piercing weapon to deal 25 points of damage to the gizzard (AC 15). Once the creature exits, muscular action closes the hole; another swallowed opponent must cut its own way out. A Huge remorhaz’s interior can hold 2 Large, 4 Medium, 8 Small, 32 Tiny, 128 Diminutive, or 512 Fine or smaller opponents. Heat (Ex) An enraged remorhaz generates heat so intense that anything touching its body takes 8d6 points of fire damage. Creatures striking a remorhaz with natural attacks or unarmed attacks are subject to this damage, but creatures striking with melee weapons do not take damage from the remorhaz’s heat. This heat can melt or char weapons; any weapon that strikes a remorhaz is allowed a DC 18 Fortitude save to avoid destruction. The save DC is Constitution-based. Skills Remorhazes have a +4 racial bonus on Listen checks. Celestial Rhinoceros Size/Type: Large Magical Beast (Extraplanar) Hit Dice: 8d8+40 (76 hp) Initiative: +0 Speed: 30 ft. (6 squares) Armor Class: 16 (-1 size, +7 natural), touch 9, flat-footed 16 Base Attack/Grapple: +6/+18 Attack: Gore +13 melee (2d6+12) Full Attack: Gore +13 melee (2d6+12) Space/Reach: 10 ft./5 ft. Special Attacks: Powerful charge, smite evil Special Qualities: Darkvision 60 ft., damage reduction 5/magic, low-light vision, resistance to acid 10, cold 10, and electricity 10, spell resistance 13 Saves: Fort +11, Ref +6, Will +3 Abilities: Str 26, Dex 10, Con 21, Int 3, Wis 13, Cha 2 Skills: Listen +14, Spot +3 Feats: Alertness, Endurance, Improved Natural Attack (gore) Environment: Warm plains Organization: Solitary or herd (2-12) Challenge Rating: 6 Advancement: 9-12 HD (Large); 13-24 HD (Huge) Level Adjustment: — The rhinoceros is infamous for its bad temper and willingness to charge intruders. The statistics presented here are based on the African black rhino, which is 6 to 14 feet long, 3 to 6 feet high at the shoulder, and weighs up to 6,000 pounds. These statistics can describe any herbivore of similar size and similar natural weapons (antlers, horns, tusks, or the like). Combat When it is harassed or annoyed, a rhinoceros lowers its head and charges. A celestial rhinoceros's natural weapons are treated as magic weapons for the purpose of overcoming damage reduction. Powerful Charge (Ex) A rhinoceros deals 4d6+24 points of damage when it makes a charge. Smite Evil (Su) Once per day a celestial rhinoceros can make a normal melee attack to deal 8 points of extra damage against an evil foe. Celestial Roc Size/Type: Gargantuan Magical Beast (Extraplanar) Hit Dice: 18d8+126 (207 hp) Initiative: +2 Speed: 20 ft. (4 squares), fly 80 ft. (average) Armor Class: 17 (-4 size, +2 Dex, +9 natural), touch 8, flat-footed 15 Base Attack/Grapple: +13/+37 Attack: Talon +21 melee (2d6+12) Full Attack: 2 talons +21 melee (2d6+12) and bite +19 melee (2d8+6) Space/Reach: 20 ft./15 ft. Special Attacks: Smite evil Special Qualities: Darkvision 60 ft., damage reduction 10/magic, low-light vision, resistance to acid 10, cold 10, and electricity 10, spell resistance 23 Saves: Fort +18, Ref +13, Will +9 Abilities: Str 34, Dex 15, Con 24, Int 3, Wis 13, Cha 11 Skills: Hide -3, Listen +10, Spot +14 Feats: Alertness, Flyby Attack, Iron Will, Multiattack, Power Attack, Snatch, Wingover Environment: Warm mountains Organization: Solitary or pair Challenge Rating: 11 Treasure: None Alignment: Always chaotic good Advancement: 19-32 HD (Gargantuan); 33-54 (Colossal) Level Adjustment: — A roc’s plumage is either dark brown or golden from head to tail. These enormous creatures are 30 feet long from the beak to the base of the tail, with wingspans as wide as 80 feet. A roc weighs about 8,000 pounds. Celestial rocs are commonly summoned by the summon monster IX spell. Combat A roc attacks from the air, swooping earthward to snatch prey in its powerful talons and carry it off for itself and its young to devour. A solitary roc is typically hunting and will attack any Medium or larger creature that appears edible. A mated pair of rocs attack in concert, fighting to the death to defend their nests or hatchlings. A celestial roc's natural weapons are treated as magic weapons for the purpose of overcoming damage reduction. Smite Evil (Su) Once per day a celestial roc can make a normal melee attack to deal 18 points of extra damage against an evil foe. Skills Rocs have a +4 racial bonus on Spot checks. |
| RLRapp10-29-06, 12:09 AM | Celestial Rust Monster Size/Type: Medium Aberration (Extraplanar) Hit Dice: 5d8+5 (27 hp) Initiative: +3 Speed: 40 ft. (8 squares) Armor Class: 18 (+3 Dex, +5 natural), touch 13, flat-footed 15 Base Attack/Grapple: +3/+3 Attack: Antennae touch +3 melee (rust) Full Attack: Antennae touch +3 melee (rust) and bite -2 melee (1d3) Space/Reach: 5 ft./5 ft. Special Attacks: Rust, smite evil Special Qualities: Darkvision, damage reduction 5/magic, resistance to acid 5, cold 5, and electricity 5, spell resistance 10, scent Saves: Fort +2, Ref +4, Will +5 Abilities: Str 10, Dex 17, Con 13, Int 3, Wis 13, Cha 8 Skills: Listen +7, Spot +7 Feats: Alertness, Track Environment: Underground Organization: Solitary or pair Challenge Rating: 4 Treasure: None Alignment: Always good (any) Advancement: 6-8 HD (Medium); 9-15 HD (Large) Level Adjustment: — The hide of these creatures varies in color from a yellowish tan underside to a rust-red upper back. A rust monster’s prehensile antennae can rust metals on contact. The typical rust monster measures 5 feet long and 3 feet high, weighing 200 pounds. Combat A rust monster can scent a metal object from up to 90 feet away. When it detects one, it dashes toward the source and attempts to strike it with its antennae. The creature is relentless, chasing characters over long distances if they still possess intact metal objects but usually ceasing its attacks to devour a freshly rusted meal. The creature targets the largest metal object available, striking first at armor, then at shields and smaller items. It prefers ferrous metals (steel or iron) over precious metals (such as gold or silver) but will devour the latter if given the opportunity. A celestial rust monster's natural weapons are treated as magic weapons for the purpose of overcoming damage reduction. Rust (Ex) A rust monster that makes a successful touch attack with its antennae causes the target metal to corrode, falling to pieces and becoming useless immediately. The touch can destroy up to a 10-foot cube of metal instantly. Magic armor and weapons, and other magic items made of metal, must succeed on a DC 17 Reflex save or be dissolved. The save DC is Constitution-based and includes a +4 racial bonus. A metal weapon that deals damage to a rust monster corrodes immediately. Wooden, stone, and other nonmetallic weapons are unaffected. Smite Evil (Su) Once per day a celestial rust monster can make a normal melee attack to deal 5 points of extra damage against an evil foe. Celestial Satyr Size/Type: Medium Fey (Extraplanar) Hit Dice: 5d6+5 (22 hp) Initiative: +1 Speed: 40 ft. (8 squares) Armor Class: 15 (+1 Dex, +4 natural), touch 11, flat-footed 14 Base Attack/Grapple: +2/+2 Attack: Head butt +2 melee (1d6) or shortbow +3 ranged (1d6/×3) Full Attack: Head butt +2 melee (1d6) and dagger -3 melee (1d4/19-20); or shortbow +3 ranged (1d6/×3) Space/Reach: 5 ft./5 ft. Special Attacks: Pipes, smite evil Special Qualities: Darkvision, damage reduction 5/cold iron&magic, low-light vision, resistance to acid 5, cold 5, and electricity 5, spell resistance 10 Saves: Fort +2, Ref +5, Will +5 Abilities: Str 10, Dex 13, Con 12, Int 12, Wis 13, Cha 13 Skills: Bluff +9, Diplomacy +3, Disguise +1 (+3 acting), Hide +13, Intimidate +3, Knowledge (nature) +9, Listen +15, Move Silently +13, Perform (wind instruments) +9, Spot +15, Survival +1 (+3 aboveground) Feats: AlertnessB, Dodge, Mobility Environment: Temperate forests Organization: Solitary, pair, band (3-5), or troop (6-11) Challenge Rating: 3 (without pipes) or 5 (with pipes) Treasure: Standard Alignment: always chaotic good Advancement: 6-10 HD (Medium) Level Adjustment: +4 A satyr’s hair is red or chestnut brown, while its hooves and horns are jet black. A satyr is about as tall and heavy as a half-elf. Satyrs speak Sylvan, and most also speak Common. Combat The keen senses of a satyr make it almost impossible to surprise one in the wild. Conversely, with their own natural grace and agility, satyrs can sneak up on travelers who are not carefully watching the surrounding wilderness. Once engaged in battle, an unarmed satyr attacks with a powerful head butt. A satyr expecting trouble is likely to be armed with a bow and a dagger and typically looses arrows from hiding, weakening an enemy before closing. A celestial satyr's natural weapons are treated as magic weapons for the purpose of overcoming damage reduction. Pipes (Su) Satyrs can play a variety of magical tunes on their pan pipes. Usually, only one satyr in a group carries pipes. When it plays, all creatures within a 60-foot spread (except satyrs) must succeed on a DC 13 Will save or be affected by charm person, sleep, or fear (caster level 10th; the satyr chooses the tune and its effect). In the hands of other beings, these pipes have no special powers. A creature that successfully saves against any of the pipe’s effects cannot be affected by the same set of pipes for 24 hours. The save DC is Charisma-based. Smite Evil (Su) Once per day a celestial satyr can make a normal melee attack to deal points of extra damage equal to his HD against an evil foe. Skills Satyrs have a +4 racial bonus on Hide, Listen, Move Silently, Perform, and Spot checks. Satyrs As Characters Satyr characters possess the following racial traits. +2 Dexterity, +2 Constitution, +2 Intelligence, +2 Wisdom, +2 Charisma. Medium size. A satyr’s base land speed is 40 feet. Darkvision & low-light vision. Racial Hit Dice: A satyr begins with five levels of fey, which provide 5d6 Hit Dice, a base attack bonus of +2, and base saving throw bonuses of Fort +1, Ref +4, and Will +4. Racial Skills: A satyr’s fey levels give it skill points equal to 8 × (6 + Int modifier). Its class skills are Bluff, Hide, Knowledge (nature), Listen, Move Silently, Perform, and Spot. Satyrs have a +4 racial bonus on Hide, Listen, Move Silently, Perform, and Spot checks. Racial Feats: A satyr’s fey levels give it two feats. A satyr receives Alertness as a bonus feat. +4 natural armor bonus. Natural Weapons: Head butt (1d6). Special Attacks (see above): Pipes, smite evil. Special Qualities (see above): Damage reduction 5/cold iron&magic, energy resistances, spell resistance. Automatic Languages: Sylvan. Bonus Languages: Common, Elven, Gnome. Favored Class: Bard. Level adjustment +4. Celestial Sea Cat Size/Type: Large Magical Beast (Extraplanar) Hit Dice: 6d10+18 (51 hp) Initiative: +1 Speed: 10 ft. (2 squares), swim 40 ft. Armor Class: 18 (-1 size, +1 Dex, +8 natural), touch 10, flat-footed 17 Base Attack/Grapple: +6/+14 Attack: Claw +9 melee (1d6+4) Full Attack: 2 claws +9 melee (1d6+4) and bite +4 melee (1d8+2) Space/Reach: 10 ft./5 ft. Special Attacks: Rend 2d6+6, smite evil Special Qualities: Darkvision 60 ft., damage reduction 5/magic, hold breath, low-light vision, resistance to acid 5, cold 5, and electricity 5, spell resistance 11, scent Saves: Fort +8, Ref +6, Will +5 Abilities: Str 19, Dex 12, Con 17, Int 3, Wis 13, Cha 10 Skills: Listen +8, Spot +7, Swim +12 Feats: Alertness, Endurance, Iron Will Environment: Temperate aquatic Organization: Solitary, pair, or pride (5-12) Challenge Rating: 5 Treasure: None Alignment: Always neutral good Advancement: 7-9 HD (Large); 10-18 HD (Huge) Level Adjustment: — A typical sea cat is 12 feet long and weighs 800 pounds. Combat Sea cats attack on sight, either for food or to defend their territory, and use both claws and teeth to grab and rend their prey. They display tremendous courage, always fighting to the death, even against creatures many times their size. Pairs and prides of sea cats attack in concert, trying to wear the opponent down until one beast can dispatch it. Celestial sea cats are commonly summoned by the summon monster V spell. A celestial sea cat's natural weapons are treated as magic weapons for the purpose of overcoming damage reduction. Hold Breath (Ex) A sea cat can hold its breath for a number of rounds equal to 6 × its Constitution score before it risks drowning. Rend (Ex) A sea cat that hits with both claw attacks latches onto the opponent’s body and tears the flesh. This automatically deals an extra 2d6+6 points of damage. Smite Evil (Su) Once per day a celestial sea cat can make a normal melee attack to deal 6 points of extra damage against an evil foe. Skills A sea cat has a +8 racial bonus on any Swim check to perform some special action or avoid a hazard. It can always choose to take 10 on a Swim check, even if distracted or endangered. It can use the run action while swimming, provided it swims in a straight line. |
| RLRapp10-29-06, 06:43 PM | Celestial Shambling Mound Size/Type: Large Plant (Extraplanar) Hit Dice: 8d8+24 (60 hp) Initiative: +0 Speed: 20 ft. (4 squares), swim 20 ft. Armor Class: 20 (-1 size, +11 natural), touch 9, flat-footed 20 Base Attack/Grapple: +6/+15 Attack: Slam +11 melee (2d6+5) Full Attack: 2 slams +11 melee (2d6+5) Space/Reach: 10 ft./10 ft. Special Attacks: Improved grab, constrict 2d6+7, smite evil Special Qualities: Darkvision 60 ft., damage reduction 5/magic, immunity to electricity, low-light vision, plant traits, resistance to acid 10, cold 10, and fire 10, spell resistance 13 Saves: Fort +9, Ref +2, Will +4 Abilities: Str 21, Dex 10, Con 17, Int 7, Wis 10, Cha 9 Skills: Hide +3*, Listen +8, Move Silently +8 Feats: Iron Will, Power Attack, Weapon Focus (slam) Environment: Temperate marshes Organization: Solitary Challenge Rating: 8 Treasure: 1/10th coins; 50% goods; 50% items Alignment: always good (any) Advancement: 9-12 HD (Large); 13-24 HD (Huge) Level Adjustment: +8 Shambling mounds, also called shamblers, appear to be heaps of rotting vegetation. They are actually intelligent, carnivorous plants. A shambler’s brain and sensory organs are located in its upper body. A shambler’s body has an 8-foot girth and is about 6 feet tall when the creature stands erect. It weighs about 3,800 pounds. Combat A shambling mound batters or constricts its opponents with two huge, armlike appendages. A celestial shambling mound's natural weapons are treated as magic weapons for the purpose of overcoming damage reduction. Improved Grab (Ex) To use this ability, a shambler must hit with both slam attacks. It can then attempt to start a grapple as a free action without provoking an attack of opportunity. If it wins the grapple check, it establishes a hold and can constrict. Constrict (Ex) A shambler deals 2d6+7 points of damage with a successful grapple check. Immunity to Electricity (Ex) Shamblers take no damage from electricity. Instead, any electricity attack used against a shambler temporarily grants it 1d4 points of Constitution. The shambler loses these points at the rate of 1 per hour. Smite Evil (Su) Once per day a celestial shambling mound can make a normal melee attack to deal 8 points of extra damage against an evil foe. Skills Shamblers have a +4 racial bonus on Hide, Listen, and Move Silently checks. *They have a +12 racial bonus on Hide checks when in a swampy or forested area. Celestial Shark Size/Type: Medium Animal (Aquatic, Extraplanar) Hit Dice: 3d8+3 (16 hp) Initiative: +2 Speed: Swim 60 ft. (12 squares) Armor Class: 15 (+2 Dex, +3 natural), touch 12, flat-footed 13 Base Attack/Grapple: +2/+3 Attack: Bite +4 melee (1d6+1) Full Attack: Bite +4 melee (1d6+1) Space/Reach: 5 ft./5 ft. Special Attacks: Smite evil Special Qualities: Blindsense, keen scent, darkvision 60ft., resistance to acid 5, cold 5, and electricity 5, spell resistance 8 Saves: Fort +4, Ref +5, Will +2 Abilities: Str 13, Dex 15, Con 13, Int 3, Wis 12, Cha 2 Skills: Listen +6, Spot +6, Swim +9 Feats: Alertness, Weapon Finesse Environment: Cold aquatic Organization: Solitary, school (2-5), or pack (6-11) Challenge Rating: 1 Advancement: 4-6 HD (Medium); 7-9 HD (Large); 10-17 HD (Huge) Level Adjustment: — These carnivorous fish are aggressive and liable to make unprovoked attacks against anything that approaches them. Smaller sharks are from 5 to 8 feet long and not usually dangerous to creatures other than their prey. Large sharks can reach around 15 feet in length and are a serious threat. Huge sharks are true monsters, like great whites, that can exceed 20 feet in length. Combat Sharks circle and observe potential prey, then dart in and bite with their powerful jaws. Blindsense (Ex) A shark can locate creatures underwater within a 30-foot radius. This ability works only when the shark is underwater. Keen Scent (Ex) A shark can notice creatures by scent in a 180-foot radius and detect blood in the water at ranges of up to a mile. Smite Evil (Su) Once per day a celestial shark can make a normal melee attack to deal 3 points of extra damage against an evil foe. Skills A shark has a +8 racial bonus on any Swim check to perform some special action or avoid a hazard. It can always choose to take 10 on a Swim check, even if distracted or endangered. It can use the run action while swimming, provided it swims in a straight line. Celestial Shocker Lizard Size/Type: Small Magical Beast (Extraplanar) Hit Dice: 2d10+2 (13 hp) Initiative: +6 Speed: 40 ft. (8 squares), climb 20 ft., swim 20 ft. Armor Class: 16 (+1 size, +2 Dex, +3 natural), touch 13, flat-footed 14 Base Attack/Grapple: +2/-2 Attack: Bite +3 melee (1d4) Full Attack: Bite +3 melee (1d4) Space/Reach: 5 ft./5 ft. Special Attacks: Stunning shock, lethal shock, smite evil Special Qualities: Darkvision 60 ft., electricity sense, immunity to electricity, low-light vision, resistance to acid 5 and cold 5, spell resistance 7 Saves: Fort +4, Ref +5, Will +1 Abilities: Str 10, Dex 15, Con 13, Int 3, Wis 12, Cha 6 Skills: Climb +11, Hide +11, Jump +7, Listen +4, Spot +4, Swim +10 Feats: Improved Initiative Environment: Warm marshes Organization: Solitary, pair, clutch (3-5), or colony (6-11) Challenge Rating: 2 Treasure: 1/10 coins; 50% goods; 50% items Alignment: Always neutral Advancement: 3-4 HD (Small); 5-6 HD (Medium) Level Adjustment: — A shocker lizard has a pale gray or blue underside, shading to a darker hue on its back. It has blue-black markings along its back and tail. A shocker lizard is about 1 foot tall at the shoulder and weighs about 25 pounds. Combat A shocker lizard relies on its electricity abilities in combat. A lizard tends to bite only after its shock has rendered an opponent unconscious or when the shock seems to have no effect at all. A solitary lizard flees once it delivers its shocks, but if other shocker lizards are nearby, they all home in on their comrade’s discharges and attempt to administer their shocks to the foe. Stunning Shock (Su) Once per round, a shocker lizard can deliver an electrical shock to a single opponent within 5 feet. This attack deals 2d8 points of nonlethal damage to living opponents (Reflex DC 12 half). The save DC is Constitution-based. Lethal Shock (Su) Whenever two or more shocker lizards are within 20 feet of each other, they can work together to create a lethal shock. This effect has a radius of 20 feet, centered on any one contributing lizard. The shock deals 2d8 points of electricity damage for each lizard contributing to it, to a maximum of 12d8. A Reflex save (DC 10 + number of lizards contributing) reduces the damage by half. Electricity Sense (Ex) Shocker lizards automatically detect any electrical discharges within 100 feet. Smite Evil (Su) Once per day a celestial shocker lizard can make a normal melee attack to deal 2 points of extra damage against an evil foe. Skills Shocker lizards have a +4 racial bonus on Hide checks due to their coloration. Shocker lizards have a +2 racial bonus on Listen and Spot checks. Shocker lizards use their Dexterity modifier instead of their Strength modifier for Climb and Jump checks. A shocker lizard has a +8 racial bonus on Climb checks and can always choose to take 10 on a Climb check, even if rushed or threatened. A shocker lizard has a +8 racial bonus on any Swim check to perform some special action or avoid a hazard. It can always choose to take 10 on a Swim check, even if distracted or endangered. It can use the run action while swimming, provided it swims in a straight line. |
| RLRapp10-31-06, 06:44 PM | Celestial Constrictor Snake Size/Type: Medium Magical Beast (Extraplanar) Hit Dice: 3d8+6 (19 hp) Initiative: +7 Speed: 20 ft. (4 squares), climb 20 ft., swim 20 ft. Armor Class: 15 (+3 Dex, +2 natural), touch 13, flat-footed 12 Base Attack/Grapple: +2/+5 Attack: Bite +5 melee (1d3+4) Full Attack: Bite +5 melee (1d3+4) Space/Reach: 5 ft./5 ft. Special Attacks: Constrict 1d3+4, improved grab, smite evil Special Qualities: Darkvision 60 ft., resistance to acid 5 and cold 5, spell resistance 8, scent Saves: Fort +4, Ref +6, Will +2 Abilities: Str 17, Dex 17, Con 13, Int 3, Wis 12, Cha 2 Skills: Balance +11, Climb +14, Hide +10, Listen +7, Spot +7, Swim +11 Feats: Alertness, Improved Initiative, Toughness Environment: Warm forests Organization: Solitary Challenge Rating: 2 Advancement: 4-5 HD (Medium); 6-10 HD (Large) Level Adjustment: — Constrictor snakes usually are not aggressive and flee when confronted. They hunt for food but do not attempt to make a meal out of any creature that is too large to constrict. Combat Constrictor snakes hunt by grabbing prey with their mouths and then squeezing it with their powerful bodies. Constrict (Ex) On a successful grapple check, a constrictor snake deals 1d3+4 points of damage. Improved Grab (Ex) To use this ability, a constrictor snake must hit with its bite attack. It can then attempt to start a grapple as a free action without provoking an attack of opportunity. If it wins the grapple check, it establishes a hold and can constrict. Smite Evil (Su) Once per day a celestial constrictor snake can make a normal melee attack to deal 3 points of extra damage against an evil foe. Celestial Giant Constrictor Snake Size/Type: Huge Magical Beast (Extraplanar) Hit Dice: 11d8+14 (63 hp) Initiative:+3 Speed: 20 ft. (4 squares), climb 20 ft., swim 20 ft. Armor Class: 15 (-2 size, +3 Dex, +4 natural), touch 11, flat-footed 12 Base Attack/Grapple: +8/+23 Attack: Bite +13 melee (1d8+10) Full Attack: Bite +13 melee (1d8+10) Space/Reach: 15 ft./10 ft. Special Attacks: Constrict 1d8+10, improved grab, smite evil Special Qualities: Darkvision 60 ft., damage reduction 5/magic, resistance to acid 10, cold 10, and electricity 10, spell resistance 16, scent Saves: Fort +8, Ref +10, Will +4 Abilities: Str 25, Dex 17, Con 13, Int 3, Wis 12, Cha 2 Skills: Balance +11, Climb +17, Hide +10, Listen +9, Spot +9, Swim +16 Feats: Alertness, Endurance, Skill Focus (Hide), Toughness Environment: Warm forests Organization: Solitary Solitary Challenge Rating: 7 Advancement: 12-16 HD (Huge); 17-33 HD (Gargantuan) Level Adjustment: — Giant constrictor snakes are more aggressive than their smaller cousins, principally because they need a great amount of food to survive. Combat Constrictor snakes hunt by grabbing prey with their mouths and then squeezing it with their powerful bodies. A celestial giant constrictor snake's natural weapons are treated as magic weapons for the purpose of overcoming damage reduction. Constrict (Ex) On a successful grapple check, a constrictor snake deals 1d8+10 points of damage. Improved Grab (Ex) To use this ability, a constrictor snake must hit with its bite attack. It can then attempt to start a grapple as a free action without provoking an attack of opportunity. If it wins the grapple check, it establishes a hold and can constrict. Smite Evil (Su) Once per day a celestial giant constrictor snake can make a normal melee attack to deal 11 points of extra damage against an evil foe. Celestial Tiny Viper Snake Size/Type: Tiny Magical Beast (Extraplanar) Hit Dice: ¼ d8 (1 hp) Initiative: +7 Speed: 15 ft. (3 squares), climb 15 ft., swim 15 ft. Armor Class: 17 (+2 size, +3 Dex, +2 natural), touch 15, flat-footed 14 Base Attack/Grapple: +0/-11 Attack: Bite +5 melee (1 plus poison) Full Attack: Bite +5 melee (1 plus poison) Space/Reach: 2½ ft./0 ft. Special Attacks: Poison, smite evil Special Qualities: Darkvision 60 ft., resistance to acid 5 and cold 5, spell resistance 6, Scent Saves: Fort +2, Ref +5, Will +1 Abilities: Str 4, Dex 17, Con 11, Int 3, Wis 12, Cha 2 Skills: Balance +11, Climb +11, Hide +15, Listen +6, Spot +6, Swim +5 Feats: Improved Initiative, Weapon FinesseB Environment: Temperate marshes Organization: Solitary Challenge Rating: 1/3 Advancement: — Level Adjustment: — These creatures range widely in size. They are not particularly aggressive, but will often lash out with a bite attack before attempting to retreat. Combat Viper snakes rely on their venomous bite to kill prey and defend themselves. Poison (Ex) A celestial tiny viper snake has a poisonous bite that deals initial and secondary damage of 1d6 Con, Fort DC 10. The save DCs are Constitution-based. Smite Evil (Su) Once per day a celestial tiny viper snake can make a normal melee attack to deal 1 point of extra damage against an evil foe. Celestial Small Viper Snake Size/Type: Small Magical Beast (Extraplanar) Hit Dice: 1d8 (4 hp) Initiative: +7 Speed: 20 ft. (4 squares), climb 20 ft., swim 20 ft. Armor Class: 17 (+1 size, +3 Dex, +3 natural), touch 14, flat-footed 14 Base Attack/Grapple: +0/-6 Attack: Bite +4 melee (1d2-2 plus poison) Full Attack: Bite +4 melee (1d2-2 plus poison) Space/Reach: 5 ft./5 ft. Special Attacks: Poison, smite evil Special Qualities: Darkvision 60 ft., resistance to acid 5 and cold 5, spell resistance 6, scent Saves: Fort +2, Ref +5, Will +1 Abilities: Str 6, Dex 17, Con 11, Int 3, Wis 12, Cha 2 Skills: Balance +11, Climb +11, Hide +11, Listen +7, Spot +7, Swim +6 Feats: Improved Initiative, Weapon FinesseB Environment: Temperate marshes Organization: Solitary Challenge Rating: ½ Advancement: — Level Adjustment: — These creatures range widely in size. They are not particularly aggressive, but will often lash out with a bite attack before attempting to retreat. Combat Viper snakes rely on their venomous bite to kill prey and defend themselves. Poison (Ex) A celestial small viper snake has a poisonous bite that deals initial and secondary damage of 1d6 Con, Fort DC 10. The save DCs are Constitution-based. Smite Evil (Su) Once per day a celestial small viper snake can make a normal melee attack to deal 1 point of extra damage against an evil foe. Celestial Medium Viper Snake Size/Type: Medium Magical Beast (Extraplanar) Hit Dice: 2d8 (9 hp) Initiative: +3 Speed: 20 ft. (4 squares), climb 20 ft., swim 20 ft. Armor Class: 16 (+3 Dex, +3 natural), touch 13, flat-footed 13 Base Attack/Grapple: +1/+0 Attack: Bite +4 melee (1d4-1 plus poison) Full Attack: Bite +4 melee (1d4-1 plus poison) Space/Reach: 5 ft./5 ft. Special Attacks: Poison, smite evil Special Qualities: Darkvision 60 ft., resistance to acid 5 and cold 5, spell resistance 7, scent Saves: Fort +3, Ref +6, Will +1 Abilities: Str 8, Dex 17, Con 11, Int 1, Wis 12, Cha 2 Skills: Balance +11, Climb +11, Hide +12, Listen +5, Spot +5, Swim +7 Feats: Weapon Finesse Environment: Temperate marshes Organization: Solitary Challenge Rating: 1 Advancement: — Level Adjustment: — These creatures range widely in size. They are not particularly aggressive, but will often lash out with a bite attack before attempting to retreat. Combat Viper snakes rely on their venomous bite to kill prey and defend themselves. Poison (Ex) A celestial medium viper snake has a poisonous bite that deals initial and secondary damage of 1d6 Con, Fort DC 11. The save DCs are Constitution-based. Smite Evil (Su) Once per day a celestial medium viper snake can make a normal melee attack to deal 2 points of extra damage against an evil foe. Celestial Large Viper Snake Size/Type: Large Magical Beast (Extraplanar) Hit Dice: 3d8 (13 hp) Initiative: +7 Speed: 20 ft. (4 squares), climb 20 ft., swim 20 ft. Armor Class: 15 (-1 size, +3 Dex, +3 natural), touch 12, flat-footed 12 Base Attack/Grapple: +2/+6 Attack: Bite +4 melee (1d4 plus poison) Full Attack: Bite +4 melee (1d4 plus poison) Space/Reach: 10 ft./5 ft. Special Attacks: Poison, smite evil Special Qualities: Darkvision 60 ft., resistance to acid 5 and cold 5, spell resistance 8, scent Saves: Fort +3, Ref +6, Will +2 Abilities: Str 10, Dex 17, Con 11, Int 1, Wis 12, Cha 2 Skills: Balance +11, Climb +11, Hide +8, Listen +5, Spot +6, Swim +8 Feats: Improved Initiative, Weapon Finesse Environment: Temperate marshes Organization: Solitary Challenge Rating: 2 Advancement: — Level Adjustment: — These creatures range widely in size. They are not particularly aggressive, but will often lash out with a bite attack before attempting to retreat. Combat Viper snakes rely on their venomous bite to kill prey and defend themselves. Poison (Ex) A celestial large viper snake has a poisonous bite that deals initial and secondary damage of 1d6 Con, Fort DC 11. The save DCs are Constitution-based. Smite Evil (Su) Once per day a celestial large viper snake can make a normal melee attack to deal 3 points of extra damage against an evil foe. Celestial Huge Viper Snake Size/Type: Huge Magical Beast (Extraplanar) Hit Dice: 6d8+6 (33 hp) Initiative: +6 Speed: 20 ft. (4 squares), climb 20 ft., swim 20 ft. Armor Class: 15 (-2 size, +2 Dex, +5 natural), touch 10, flat-footed 15 Base Attack/Grapple: +4/+15 Attack: Bite +6 melee (1d6+4 plus poison) Full Attack: Bite +6 melee (1d6+4 plus poison) Space/Reach: 15 ft./10 ft. Special Attacks: Poison, smite evil Special Qualities: Darkvision 60 ft., damage reduction 5/magic, resistance to acid 5, cold 5, and electricity 5, spell resistance 11, scent Saves: Fort +6, Ref +7, Will +3 Abilities: Str 16, Dex 15, Con 13, Int 3, Wis 12, Cha 2 Skills: Balance +10, Climb +11, Hide +3, Listen +7, Spot +7, Swim +11 Feats: Improved Initiative, Run, Weapon Focus (bite) Environment: Temperate marshes Organization: Solitary Challenge Rating: 4 Advancement: 7-18 HD (Huge) Level Adjustment: — These creatures range widely in size. They are not particularly aggressive, but will often lash out with a bite attack before attempting to retreat. Combat Viper snakes rely on their venomous bite to kill prey and defend themselves. A celestial huge viper snake's natural weapons are treated as magic weapons for the purpose of overcoming damage reduction. Poison (Ex) A celestial huge viper snake has a poisonous bite that deals initial and secondary damage of 1d6 Con, Fort DC 14. The save DCs are Constitution-based. Smite Evil (Su) Once per day a celestial huge viper snake can make a normal melee attack to deal 6 points of extra damage against an evil foe. |
| RLRapp10-31-06, 07:03 PM | Celestial Androsphinx Size/Type: Large Magical Beast (Extraplanar) Hit Dice: 12d10+48 (114 hp) Initiative: +0 Speed: 50 ft. (10 squares), fly 80 ft. (poor) Armor Class: 22 (-1 size, +13 natural), touch 9, flat-footed 22 Base Attack/Grapple: +12/+23 Attack: Claw +18 melee (2d4+7) Full Attack: 2 claws +18 melee (2d4+7) Space/Reach: 10 ft./5 ft. Special Attacks: Pounce, rake 2d4+3, roar, smite evil, spells Special Qualities: Darkvision 60 ft., damage reduction 10/magic, low-light vision, resistance to acid 10, cold 10, and electricity 10, spell resistance 17 Saves: Fort +12, Ref +8, Will +7 Abilities: Str 25, Dex 10, Con 19, Int 16, Wis 17, Cha 17 Skills: Intimidate +17, Knowledge (any one) +18, Listen +18, Spot +18, Survival +18 Feats: Alertness, Cleave, Great Cleave, Flyby Attack, Power Attack, Track Environment: Warm deserts Organization: Solitary Challenge Rating: 11 Treasure: Standard Alignment: Always chaotic good Advancement: 13-18 HD (Large); 19-36 HD (Huge) Level Adjustment: +7 (cohort) These sphinxes are always male. Androsphinxes are clever and generally good-natured, but they can be savage opponents. Combat In battle, an androsphinx rips apart enemies with its razor-sharp claws. It relies on its natural weapons in a fight, employing its spells for defense or healing. A celestial androsphinx's natural weapons are treated as magic weapons for the purpose of overcoming damage reduction. Pounce (Ex) If a sphinx charges a foe, it can make a full attack, including two rake attacks. Rake (Ex) Attack bonus +18 melee, damage 2d4+3. Roar (Su) Three times per day an androsphinx can loose a mighty roar. The first time it does this, all creatures within 500 feet must succeed on a DC 19 Will save or be affected as though by a fear spell for 2d6 rounds. If the sphinx roars a second time during the same encounter, all creatures within 250 feet must succeed on a DC 19 Fortitude save or be paralyzed for 1d4 rounds, and all those within 90 feet are deafened for 2d6 rounds (no save). If it roars a third time during the same encounter, all those within 250 feet must succeed on a DC 19 Fortitude save or take 2d4 points of Strength damage for 2d4 rounds. In addition, any Medium or smaller creature within 90 feet must succeed on a DC 19 Fortitude save or be thrown to the ground and take 2d8 points of damage. The force of this roar is so great that it deals 50 points of damage to any stone or crystalline object within 90 feet. Magic items and held or carried items can avoid damage with a DC 19 Reflex save. Other androsphinxes are immune to these effects. The save DCs are Charisma-based. Smite Evil (Su) Once per day a celestial androsphinx can make a normal melee attack to deal 12 points of extra damage against an evil foe. Spells An androsphinx casts divine spells as a 6th-level cleric from the cleric spell list and from the Good, Healing, and Protection domains. Typical Cleric Spells Prepared (5/5/5/4; save DC 13 + spell level) 0—cure minor wounds, detect magic, guidance, light, resistance; 1st—divine favor, protection from evil*, shield of faith, remove fear, summon monster I; 2nd—bull’s strength, remove paralysis, resist energy, shield other*, summon monster II; 3rd—cure serious wounds*, daylight, invisibility purge, searing light. *Domain spell. Domains: Good and Healing. Celestial Criosphinx Size/Type: Large Magical Beast (Extraplanar) Hit Dice: 10d10+30 (85 hp) Initiative: +0 Speed: 30 ft. (6 squares), fly 60 ft. (poor) Armor Class: 20 (-1 size, +11 natural), touch 9, flat-footed 20 Base Attack/Grapple: +10/+20 Attack: Gore +15 melee (2d6+6) Full Attack: Gore +15 melee (2d6+6) and 2 claws +10 melee (1d6+3) Space/Reach: 10 ft./5 ft. Special Attacks: Pounce, rake 1d6+3, smite evil Special Qualities: Darkvision 60 ft., damage reduction 5/magic, low-light vision, resistance to acid 10, cold 10, and electricity 10, spell resistance 15 Saves: Fort +10, Ref +7, Will +3 Abilities: Str 23, Dex 10, Con 17, Int 10, Wis 11, Cha 11 Skills: Intimidate +8, Listen +11, Spot +1 Feats: Alertness, Cleave, Flyby Attack, Power Attack Environment: Warm deserts Organization: Solitary Challenge Rating: 9 Treasure: Standard Alignment: Always good (any) Advancement: 11-15 HD (Large); 16-30 HD (Huge) Level Adjustment: +5 (cohort) These sphinxes are always male. They lack the intelligence of the androsphinx. Combat Criosphinxes attack with their claws, as do their kin, but they can also butt with their horns. They don’t cast spells and employ only the most simple battle tactics. A celestial criosphinx's natural weapons are treated as magic weapons for the purpose of overcoming damage reduction. Pounce (Ex) If a sphinx charges a foe, it can make a full attack, including two rake attacks. Rake (Ex) Attack bonus +15 melee, damage 1d6+3. Smite Evil (Su) Once per day a celestial criosphinx can make a normal melee attack to deal 10 points of extra damage against an evil foe. Celestial Gynosphinx Size/Type: Large Magical Beast (Extraplanar) Hit Dice: 8d10+8 (52 hp) Initiative: +5 Speed: 40 ft. (8 squares), fly 60 ft. (poor) Armor Class: 21 (-1 size, +1 Dex, +11 natural), touch 10, flat-footed 20 Base Attack/Grapple: +8/+16 Attack: Claw +11 melee (1d6+4) Full Attack: 2 claws +11 melee (1d6+4) Space/Reach: 10 ft./5 ft. Special Attacks: Pounce, rake 1d6+2, smite evil, spell-like abilities Special Qualities: Darkvision 60 ft., damage reduction 5/magic, low-light vision, resistance to acid 10, cold 10, and electricity 10, spell resistance 13 Saves: Fort +7, Ref +7, Will +8 Abilities: Str 19, Dex 12, Con 13, Int 18, Wis 19, Cha 19 Skills: Bluff +15, Concentration +12, Diplomacy +8, Disguise +4 (+6 acting), Intimidate +13, Listen +17, Sense Motive +15, Spot +17 Feats: Combat Casting, Improved Initiative, Iron Will Environment: Warm deserts Organization: Solitary or covey (2-4) Challenge Rating: 10 Treasure: Double standard Alignment: Always good (any) Advancement: 9-12 HD (Large); 13-24 HD (Huge) Level Adjustment: +6 (cohort) These sphinxes are the female counterparts of androsphinxes. Combat In close combat, gynosphinxes use their powerful claws to flay the flesh from their enemies. Despite their deadly nature, they prefer to avoid combat whenever possible. Pounce (Ex) If a sphinx charges a foe, it can make a full attack, including two rake attacks. Rake (Ex) Attack bonus +11 melee, damage 1d6+2. Smite Evil (Su) Once per day a celestial gynosphinx can make a normal melee attack to deal 8 points of extra damage against an evil foe. Spell-Like Abilities 3/day—clairaudience/clairvoyance, detect magic, read magic, see invisibility; 1/day—comprehend languages, locate object, dispel magic, remove curse (DC 18), legend lore. Caster level 14th. The save DC is Charisma-based. Once per week a gynosphinx can create a symbol of death, a symbol of fear, a symbol of insanity, a symbol of pain, a symbol of persuasion, a symbol of sleep, and a symbol of stunning as the spells (caster level 18th), except that all save DCs are 22 and each symbol remains a maximum of one week once scribed. The save DCs are Charisma-based. |
| RLRapp10-31-06, 10:41 PM | Celestial Spider Eater Size/Type: Large Magical Beast (Extraplanar) Hit Dice: 4d10+20 (42 hp) Initiative: +1 Speed: 30 ft. (6 squares), fly 60 ft. (good) Armor Class: 14 (-1 size, +1 Dex, +4 natural), touch 10, flat-footed 13 Base Attack/Grapple: +4/+13 Attack: Sting +8 melee (1d8+5 plus poison) Full Attack: Sting +8 melee (1d8+5 plus poison) and bite +3 melee (1d8+2) Space/Reach: 10 ft./5 ft. Special Attacks: Implant, poison, smite evil Special Qualities: Darkvision 60 ft., damage reduction 5/magic, freedom of movement, low-light vision, resistance to acid 5, cold 5, and electricity 5, spell resistance 9, scent Saves: Fort +9, Ref +5, Will +2 Abilities: Str 21, Dex 13, Con 21, Int 3, Wis 12, Cha 10 Skills: Listen +10, Spot +11 Feats: Alertness, Dodge Environment: Temperate forests Organization: Solitary Challenge Rating: 6 Treasure: None Alignment: Always good (any) Advancement: 5-12 HD (Huge) Level Adjustment: — A spider eater is about 10 feet long and 4 feet high, and has a wingspan of about 20 feet. It weighs about 4,000 pounds. Combat A spider eater attacks with its venomous sting and powerful mandibles. Its usual tactic is to deliver a sting, then back off, hovering out of reach until the venom takes effect. A celestial spider eater's natural weapons are treated as magic weapons for the purpose of overcoming damage reduction. Implant (Ex) Female spider eaters lay their eggs inside paralyzed creatures of Large or larger size. The young emerge about six weeks later, literally devouring the host from inside. Poison (Ex) Injury, Fortitude DC 17, initial damage none, secondary damage paralysis for 1d8+5 weeks. The save DC is Constitution-based. Freedom of Movement (Su) Spider eaters have a continuous freedom of movement ability as the spell (caster level 12th). When the spider eater serves as a mount, this effect does not extend to its rider. Smite Evil (Su) Once per day a celestial spider eater can make a normal melee attack to deal 4 points of extra damage against an evil foe. Skills Spider eaters have a +4 racial bonus on Listen and Spot checks. Training A Spider Eater A spider eater requires training before it can bear a rider in combat. Training a spider eater requires six weeks of work and a DC 25 Handle Animal check. Riding a spider eater requires an exotic saddle. A spider eater can fight while carrying a rider, but the rider cannot also attack unless he or she succeeds on a Ride check. Spider eater eggs are worth 2,000 gp apiece on the open market, while young are worth 3,000 gp each. Professional trainers charge 3,000 gp to rear or train a spider eater. Carrying Capacity A light load for a spider eater is up to 306 pounds; a medium load, 307-612 pounds; and a heavy load, 613-920 pounds. Celestial Grig Size/Type: Tiny Fey (Extraplanar) Hit Dice: ½ d6+1 (2 hp) Initiative: +4 Speed: 20 ft. (4 squares), fly 40 ft. (poor) Armor Class: 18 (+2 size, +4 Dex, +2 natural), touch 16, flat-footed 16 Base Attack/Grapple: +0/-11 Attack: Short sword +6 melee (1d3-3/19-20) or longbow +6 ranged (1d4-3/×3) Full Attack: Short sword +6 melee (1d3-3/19-20) or longbow +6 ranged (1d4-3/×3) Space/Reach: 2½ ft./0 ft. Special Attacks: Smite evil, spell-like abilities, fiddle Special Qualities: Damage reduction 5/cold iron, darkvision 60 ft., low-light vision, resistance to acid 5, cold 5, and electricity 5, spell resistance 17 Saves: Fort +1, Ref +6, Will +3 Abilities: Str 5, Dex 18, Con 13, Int 10, Wis 13, Cha 14 Skills: Craft (any one) +4, Escape Artist +8, Hide +18, Jump +3, Listen +3, Move Silently +10*, Perform (string instruments) +6, Search +2, Spot +3 Feats: DodgeB, Stealthy, Weapon FinesseB Environment: Temperate forests Organization: Gang (2-4), band (6-11), or tribe (20-80) Challenge Rating: 1 Treasure: No coins; 50% goods; 50% items Alignment: Always neutral good Advancement: 1-3 HD (Tiny) Level Adjustment: +5 Grigs can leap great distances. They have light blue skin, forest-green hair, and brown hairy legs, and usually wear tunics or brightly colored vests with buttons made from tiny gems. A grig stands 1½ feet tall and weighs about 1 pound. Grigs speak Sylvan. Some also speak Common. Combat Grigs are fierce by sprite standards, attacking opponents fearlessly with bow and dagger. Smite Evil (Su) Once per day a celestial grig can make a normal melee attack to deal 1 point of extra damage against an evil foe. Spell-Like Abilities 3/day—disguise self, entangle (DC 13), invisibility (self only), pyrotechnics (DC 14), ventriloquism (DC 13). Caster level 9th. The save DCs are Charisma-based. Fiddle (Su) One grig in each band carries a tiny, grig-sized fiddle. When the fiddler plays, any nonsprite within 30 feet of the instrument must succeed on a DC 12 Will save or be affected as though by irresistible dance for as long as the playing continues. The save DC is Charisma-based. Skills Grigs have a +8 racial bonus on Jump checks. *They also have a +5 racial bonus on Move Silently checks in a forest setting. Celestial Nixie Size/Type: Small Fey (Aquatic, Extraplanar) Hit Dice: 1d6 (3 hp) Initiative: +3 Speed: 20 ft. (4 squares), swim 30 ft. Armor Class: 14 (+1 size, +3 Dex), touch 14, flat-footed 11 Base Attack/Grapple: +0/-6 Attack: Short sword +4 melee (1d4-2/19-20) or light crossbow +4 ranged (1d6/19-20) Full Attack: Short sword +4 melee (1d4-2/19-20) or light crossbow +4 ranged (1d6/19-20) Space/Reach: 5 ft./5 ft. Special Attacks: Charm person, smite evil Special Qualities: Amphibious, damage reduction 5/cold iron, darkvision 60 ft., low-light vision, resistance to acid 5, cold 5, and electricity 5, spell resistance 16, water breathing, wild empathy Saves: Fort +0, Ref +5, Will +3 Abilities: Str 7, Dex 16, Con 11, Int 12, Wis 13, Cha 18 Skills: Bluff +8, Craft (any one) +5, Escape Artist +6, Handle Animal +8, Hide +7*, Listen +8, Perform (sing) +7, Search +3, Sense Motive +5, Spot +8, Swim +6 Feats: Alertness, DodgeB, Weapon FinesseB Environment: Temperate aquatic Organization: Gang (2-4), band (6-11), or tribe (20-80) Challenge Rating: 1 Treasure: No coins; 50% goods (metal or stone only); 50% items (no scrolls) Alignment: Always good (any) Advancement: 2-3 HD (Small) Level Adjustment: +5 Most nixies are slim and comely, with lightly scaled, pale green skin and dark green hair. Females often twine shells and pearl strings in their hair and dress in wraps woven from colorful seaweed. Males wear loincloths of the same materials. Nixies prefer not to leave their lakes. A nixie stands about 4 feet tall and weighs about 45 pounds. Nixies speak Aquan and Sylvan. Some also speak Common. Combat Nixies rely on their charm person ability to deter enemies, entering combat only to protect themselves and their territory. Charm Person (Sp) A nixie can use charm person three times per day as the spell (caster level 4th). Those affected must succeed on a DC 15 Will save or be charmed for 24 hours. Most charmed creatures are used to perform heavy labor, guard duty, and other onerous tasks for the nixie community. Shortly before the effect wears off, the nixie escorts the charmed creature away and orders it to keep walking. The save DC is Charisma-based. Amphibious (Ex) Although nixies are aquatic, they can survive indefinitely on land. Smite Evil (Su) Once per day a celestial nixie can make a normal melee attack to deal 1 point of extra damage against an evil foe. Water Breathing (Sp) Once per day a nixie can use water breathing as the spell (caster level 12th). Nixies usually bestow this effect on those they have charmed. Wild Empathy (Ex) This ability works like the druid’s wild empathy class feature, except that a nixie has a +6 racial bonus on the check. Skills A nixie has a +8 racial bonus on any Swim check to perform some special action or avoid a hazard. It can always choose to take 10 on a Swim check, even if distracted or endangered. It can use the run action while swimming, provided it swims in a straight line. *Nixies have a +5 racial bonus on Hide checks when in the water. |
| RLRapp11-01-06, 11:09 PM | Celestial Pixie Size/Type: Small Fey (Extraplanar) Hit Dice: 1d6 (3 hp) Initiative: +4 Speed: 20 ft. (4 squares), fly 60 ft. (good) Armor Class: 16 (+1 size, +4 Dex, +1 natural), touch 15, flat-footed 12 Base Attack/Grapple: +0/-6 Attack: Short sword +5 melee (1d4-2/19-20) or longbow +5 ranged (1d6-2/×3) Full Attack: Short sword +5 melee (1d4-2/19-20) or longbow +5 ranged (1d6-2)/×3 Space/Reach: 5 ft./5 ft. Special Attacks: Smite evil, spell-like abilities, special arrows Special Qualities: Damage reduction 10/cold iron, greater invisibility, darkvision 60 ft., low-light vision, resistance to acid 5, cold 5, and electricity 5, spell resistance 15 Saves: Fort +0, Ref +6, Will +4 Abilities: Str 7, Dex 18, Con 11, Int 16, Wis 15, Cha 16 Skills: Bluff +7, Concentration +4, Escape Artist +8, Hide +8, Listen +10, Move Silently +8, Ride +8, Search +9, Sense Motive +6, Spot +10 Feats: Alertness, DodgeB, Weapon FinesseB Environment: Temperate forests Organization: Gang (2-4), band (6-11), or tribe (20-80) Challenge Rating: 4 (5 with irresistible dance) Treasure: No coins; 50% goods; 50% items Alignment: Always neutral good Advancement: 2-3 HD (Small) Level Adjustment: +6 (+8 with irresistible dance) Pixies wear bright clothing, often including a cap and shoes with curled and pointed toes. A pixie stands about 2½ feet tall and weighs about 30 pounds. Pixies speak Sylvan and Common, and may know other languages as well. Combat The normally carefree pixies ferociously attack evil creatures and unwanted intruders. They take full advantage of their invisibility and other abilities to harass and drive away opponents. Greater Invisibility (Su) A pixie remains invisible even when it attacks. This ability is constant, but the pixie can suppress or resume it as a free action. Smite Evil (Su) Once per day a celestial pixie can make a normal melee attack to deal 1 point of extra damage against an evil foe. Spell-Like Abilities 1/day—lesser confusion (DC 14), dancing lights, detect chaos, detect good, detect evil, detect law, detect thoughts (DC 15), dispel magic, entangle (DC 14), permanent image (DC 19; visual and auditory elements only). Caster level 8th. The save DCs are Charisma-based. One pixie in ten can use irresistible dance (caster level 8th) once per day. Special Arrows (Ex) Pixies sometimes employ arrows that deal no damage but can erase memory or put a creature to sleep. Memory Loss An opponent struck by this arrow must succeed on a DC 15 Will save or lose all memory. The save DC is Charisma-based and includes a +2 racial bonus. The subject retains skills, languages, and class abilities but forgets everything else until he or she receives a heal spell or memory restoration with limited wish, wish, or miracle. Sleep Any opponent struck by this arrow, regardless of Hit Dice, must succeed on a DC 15 Fortitude save or be affected as though by a sleep spell. The save DC is Charisma-based and includes a +2 racial bonus. Pixies As Characters A pixie character exchanges its 1 HD of fey for its first class level. Pixie characters possess the following racial traits. -4 Strength, +8 Dexterity, +6 Intelligence, +4 Wisdom, +6 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 ¾ those of Medium characters. A pixie’s base land speed is 20 feet. It also has a fly speed of 60 feet (good). Low-light vision. Skills: Pixies have a +2 racial bonus on Listen, Search, and Spot checks. Racial Feats: A pixie receives Dodge and Weapon Finesse as bonus feats. +1 natural armor bonus. Special Attacks (see above): Smite evil, spell-like abilities. Special Qualities (see above): Damage reduction 10/cold iron, energy resistance, greater invisibility, spell resistance equal to 15 + class levels. Automatic Languages: Common, Sylvan. Bonus Languages: Elven, Gnome, Halfling. Favored Class: Sorcerer. Level adjustment +6 (+8 if the pixie can use irresistible dance). Celestial Squid Size/Type: Medium Animal (Aquatic, Extraplanar) Hit Dice: 3d8 (13 hp) Initiative: +3 Speed: Swim 60 ft. (12 squares) Armor Class: 16 (+3 Dex, +3 natural), touch 13, flat-footed 13 Base Attack/Grapple: +2/+8* Attack: Arms +4 melee (0) Full Attack: Arms +4 melee (0) and bite -1 melee (1d6+1) Space/Reach: 5 ft./5 ft. Special Attacks: Improved grab, smite evil Special Qualities: darkvision 60 ft., ink cloud, jet, low-light vision, resistance to acid 5, cold 5, and electricity 5, spell resistance 8 Saves: Fort +3, Ref +6, Will +2 Abilities: Str 14, Dex 17, Con 11, Int 3, Wis 12, Cha 2 Skills: Listen +7, Spot +7, Swim +10 Feats: Alertness, Endurance Environment: Temperate aquatic Organization: Solitary or school (6-11) Challenge Rating: 1 Advancement: 4-6 HD (Medium); 7-11 HD (Large) Level Adjustment: — These free-swimming mollusks are fairly aggressive. They are more feared than sharks in some locales. Combat Improved Grab (Ex) To use this ability, a squid must hit an opponent of any size with its arms attack. It can then attempt to start a grapple as a free action without provoking an attack of opportunity. If it wins the grapple check, it establishes a hold and automatically deals bite damage. *A squid has a +4 racial bonus on grapple checks. Ink Cloud (Ex) A squid can emit a cloud of jet-black ink 10 feet high by 10 feet wide by 10 feet long once per minute as a free action. The cloud provides total concealment, which the squid normally uses to escape a losing fight. All vision within the cloud is obscured. Jet (Ex) A squid can jet backward once per round as a full-round action, at a speed of 240 feet. It must move in a straight line, but does not provoke attacks of opportunity while jetting. Smite Evil (Su) Once per day a celestial squid can make a normal melee attack to deal 3 points of extra damage against an evil foe. Skills A squid has a +8 racial bonus on any Swim check to perform some special action or avoid a hazard. It can always choose to take 10 on a Swim check, even if distracted or endangered. It can use the run action while swimming, provided it swims in a straight line. Celestial Giant Squid Size/Type: Huge Animal (Aquatic, Extraplanar) Hit Dice: 12d8+18 (72 hp) Initiative: +3 Speed: Swim 80 ft. (16 squares) Armor Class: 17 (-2 size, +3 Dex, +6 natural), touch 11, flat-footed 14 Base Attack/Grapple: +9/+29 Attack: Tentacle +15 melee (1d6+8) Full Attack: 10 tentacles +15 melee (1d6+8) and bite +10 melee (2d8+4) Space/Reach: 15 ft./15 ft. (30 ft. with tentacle) Special Attacks: Constrict 1d6+8, improved grab, smite evil Special Qualities: Darkvision 60 ft., damage reduction 10/magic, ink cloud, jet, low-light vision, resistance to acid 10, cold 10, and electricity 10, spell resistance 17 Saves: Fort +9, Ref +11, Will +5 Abilities: Str 26, Dex 17, Con 13, Int 3, Wis 12, Cha 2 Skills: Listen +10, Spot +11, Swim +16 Feats: Alertness, Diehard, Endurance, Toughness (2) Environment: Temperate aquatic Organization: Solitary Challenge Rating: 11 Advancement: 13-18 HD (Huge); 19-36 HD (Gargantuan) Level Adjustment: — These voracious creatures can have bodies more than 20 feet long and attack almost anything they meet. Combat An opponent can attack a giant squid’s tentacles with a sunder attempt as if they were weapons. A giant squid’s tentacles have 10 hit points each. If a giant squid is currently grappling a target with the tentacle that is being attacked, it usually uses another limb to make its attack of opportunity against the opponent making the sunder attempt. Severing one of a giant squid’s tentacles deals 5 points of damage to the creature. A giant squid usually withdraws from combat if it loses five tentacles. The creature regrows severed limbs in 1d10+10 days. A celestial giant squid's natural weapons are treated as magic weapons for the purpose of overcoming damage reduction. Constrict (Ex) A giant squid deals 1d6+8 points of damage with a successful grapple check. Improved Grab (Ex) To use this ability, a giant squid must hit an opponent of any size with a tentacle attack. It can then attempt to start a grapple as a free action without provoking an attack of opportunity. If it wins the grapple check, it establishes a hold and can constrict. *A giant squid has a +4 racial bonus on grapple checks. Ink Cloud (Ex) A giant squid can emit a cloud of jet-black ink 20 feet high by 20 feet wide by 20 feet long once per minute as a free action. The cloud provides total concealment, which the squid normally uses to escape a losing fight. All vision within the cloud is obscured. Jet (Ex) A giant squid can jet backward once per round as a full-round action, at a speed of 320 feet. It must move in a straight line, but does not provoke attacks of opportunity while jetting. Smite Evil (Su) Once per day a celestial giant squid can make a normal melee attack to deal 12 points of extra damage against an evil foe. Skills A giant squid has a +8 racial bonus on any Swim check to perform some special action or avoid a hazard. It can always choose to take 10 on a Swim check, even if distracted or endangered. It can use the run action while swimming, provided it swims in a straight line. |
| RLRapp11-01-06, 11:38 PM | Celestial Stirge Size/Type: Tiny Magical Beast (Extraplanar) Hit Dice: 1d10 (5 hp) Initiative: +4 Speed: 10 ft (2 squares), fly 40 ft. (average) Armor Class: 16 (+2 size, +4 Dex), touch 16, flat-footed 12 Base Attack/Grapple: +1/-11 (+1 when attached) Attack: Touch +7 melee (attach) Full Attack: Touch +7 melee (attach) Space/Reach: 2½ ft./0 ft. Special Attacks: Attach, blood drain, smite evil Special Qualities: Darkvision 60 ft., low-light vision, resistance to acid 5, cold 5, and electricity 5, spell resistance 6 Saves: Fort +2, Ref +6, Will +1 Abilities: Str 3, Dex 19, Con 10, Int 3, Wis 12, Cha 6 Skills: Hide +14, Listen +4, Spot +4 Feats: Alertness, Weapon Finesse B Environment: Warm marshes Organization: Colony (2-4), flock (5-8), or storm (9-14) Challenge Rating: ½ Treasure: None Alignment: Always good (any) Advancement: — Level Adjustment: — A stirge’s coloration ranges from rust-red to reddish-brown, with a dirty yellow underside. The proboscis is pink at the tip, fading to gray at its base. A stirge’s body is about 1 foot long, with a wingspan of about 2 feet. It weighs about 1 pound. Combat A stirge attacks by landing on a victim, finding a vulnerable spot, and plunging its proboscis into the flesh. This is a touch attack and can target only Small or larger creatures. Attach (Ex) If a stirge hits with a touch attack, it uses its eight pincers to latch onto the opponent’s body. An attached stirge is effectively grappling its prey. The stirge loses its Dexterity bonus to AC and has an AC of 12, but holds on with great tenacity. Stirges have a +12 racial bonus on grapple checks (already figured into the Base Attack/Grapple entry above). An attached stirge can be struck with a weapon or grappled itself. To remove an attached stirge through grappling, the opponent must achieve a pin against the stirge. Blood Drain (Ex) A stirge drains blood, dealing 1d4 points of Constitution damage in any round when it begins its turn attached to a victim. Once it has dealt 4 points of Constitution damage, it detaches and flies off to digest the meal. If its victim dies before the stirge’s appetite has been sated, the stirge detaches and seeks a new target. Smite Evil (Su) Once per day a celestial stirge can make a normal melee attack to deal 1 point of extra damage against an evil foe. Celestial Bat Swarm Size/Type: Diminutive Magical Beast (Extraplanar, Swarm) Hit Dice: 3d8 (13 hp) Initiative: +2 Speed: 5 ft. (1 square), fly 40 ft. (good) Armor Class: 16 (+4 size, +2 Dex), touch 14, flat-footed 12 Base Attack/Grapple: +2/— Attack: Swarm (1d6) Full Attack: Swarm (1d6) Space/Reach: 10 ft./0 ft. Special Attacks: Distraction, ,smite evil, wounding Special Qualities: Blindsense 20 ft., darkvision 60 ft., immune to weapon damage, low-light vision, resistance to acid 5, cold 5, and electricity 5, spell resistance 8, swarm traits Saves: Fort +3, Ref +7, Will +3 Abilities: Str 3, Dex 15, Con 10, Int 3, Wis 14, Cha 4 Skills: Listen +11, Spot +11 Feats: Alertness, Lightning Reflexes Environment: Temperate deserts Organization: Solitary, flight (2-4 swarms), or colony (11-20 swarms) Challenge Rating: 2 Treasure: None Alignment: Always good (any) Advancement: None Level Adjustment: — A bat swarm is nocturnal, and is never found aboveground in daylight. Combat A bat swarm seeks to surround and attack any warm-blooded prey it encounters. The swarm deals 1d6 points of damage to any creature whose space it occupies at the end of its move. Distraction (Ex) Any living creature that begins its turn with a swarm in its space must succeed on a DC 11 Fortitude save or be nauseated for 1 round. The save DC is Constitution-based. Wounding (Ex) Any living creature damaged by a bat swarm continues to bleed, losing 1 hit point per round thereafter. Multiple wounds do not result in cumulative bleeding loss. The bleeding can be stopped by a DC 10 Heal check or the application of a cure spell or some other healing magic. Blindsense (Ex) A bat swarm notices and locates creatures within 20 feet. Opponents still have total concealment against the bat swarm (but swarm attacks ignore concealment). Smite Evil (Su) Once per day a celestial bat swarm can make a normal melee attack to deal 3 points of extra damage against an evil foe. Skills A bat swarm has a +4 racial bonus on Listen and Spot checks. These bonuses are lost if its blindsense is negated. Celestial Centipede Swarm Size/Type: Diminutive Magical Beast (Extraplanar, Swarm) Hit Dice: 9d8-9 (31 hp) Initiative: +4 Speed: 20 ft. (4 squares), climb 20 ft. Armor Class: 18 (+4 size, +4 Dex), touch 18, flat-footed 14 Base Attack/Grapple: +6/— Attack: Swarm (2d6 plus poison) Full Attack: Swarm (2d6 plus poison) Space/Reach: 10 ft./0 ft. Special Attacks: Distraction, poison, smite evil Special Qualities: Darkvision 60 ft., damage reduction 5/magic, immune to weapon damage, resistance to acid 10, cold 10, and electricity 10, spell resistance 14, swarm traits, tremorsense 30 ft., vermin traits Saves: Fort +5, Ref +7, Will +3 Abilities: Str 1, Dex 19, Con 8, Int 3, Wis 10, Cha 2 Skills: Climb +12, Spot +4 Feats: Weapon FinesseB Environment: Underground Organization: Solitary, tangle (2-4 swarms), or colony (7-12 swarms) Challenge Rating: 6 Treasure: None Alignment: Always neutral Advancement: None Level Adjustment: — Combat A centipede swarm seeks to surround and attack any living prey it encounters. A swarm deals 2d6 points of damage to any creature whose space it occupies at the end of its move. A celestial centipede swarm's natural weapons are treated as magic weapons for the purpose of overcoming damage reduction. Distraction (Ex) Any living creature that begins its turn with a centipede swarm in its space must succeed on a DC 13 Fortitude save or be nauseated for 1 round. The save DC is Constitution-based. Poison (Ex) Injury, Fortitude DC 13, initial and secondary damage 1d4 Dex. The save DC is Constitution-based. Smite Evil (Su) Once per day a celestial centipede swarm can make a normal melee attack to deal 9 points of extra damage against an evil foe. Skills A centipede swarm has a +4 racial bonus on Spot checks and a +8 racial bonus on Climb checks, and uses its Dexterity modifier instead of its Strength modifier for Climb checks. A centipede swarm has a +8 racial bonus on Climb checks and can always choose to take 10 on a Climb check, even if rushed or threatened. |
| RLRapp11-02-06, 12:11 AM | Celestial Locust Swarm Size/Type: Diminutive Magical Beast (Extraplanar, Swarm) Hit Dice: 6d8-6 (21 hp) Initiative: +4 Speed: 10 ft. (2 squares), fly 30 ft. (poor) Armor Class: 18 (+4 size, +4 Dex), touch 18, flat-footed 14 Base Attack/Grapple: +4/— Attack: Swarm (2d6) Full Attack: Swarm (2d6) Space/Reach: 10 ft./0 ft. Special Attacks: Distraction, smite evil Special Qualities: Darkvision 60 ft., damage reduction 5/magic, immune to weapon damage, resistance to acid 5, cold 5, and electricity 5, spell resistance 11, swarm traits, vermin traits Saves: Fort +4, Ref +6, Will +2 Abilities: Str 1, Dex 19, Con 8, Int 3, Wis 10, Cha 2 Skills: Listen +4, Spot +4 Feats: — Environment: Temperate plains Organization: Solitary, cloud (2-7 swarms), or plague (11-20 swarms) Challenge Rating: 4 Treasure: None Alignment: Always good (any) Advancement: None Level Adjustment: — A locust swarm is a cloud of thousands of winged vermin that devours any organic material in its path. Combat A locust swarm surrounds and attacks any living prey it encounters. A swarm deals 2d6 points of damage to any creature whose space it occupies at the end of its move. A celestial locust swarm's natural weapons are treated as magic weapons for the purpose of overcoming damage reduction. Distraction (Ex) Any living creature that begins its turn with a locust swarm in its space must succeed on a DC 12 Fortitude save or be nauseated for 1 round. The save DC is Constitution-based. Smite Evil (Su) Once per day a celestial locust swarm can make a normal melee attack to deal 6 points of extra damage against an evil foe. Skills A locust swarm has a +4 racial bonus on Listen and Spot checks. Celestial Rat Swarm Size/Type: Tiny Magical Beast (Swarm) Hit Dice: 4d8 (18 hp) Initiative: +2 Speed: 15 ft. (3 squares), climb 15 ft. Armor Class: 14 (+2 size, +2 Dex), touch 14, flat-footed 12 Base Attack/Grapple: +3/— Attack: Swarm (1d6 plus disease) Full Attack: Swarm (1d6 plus disease) Space/Reach: 10 ft./0 ft. Special Attacks: Disease, distraction, smite evil Special Qualities: Darkvision 60 ft., damage reduction 5/magic, half damage from slashing and piercing, low-light vision, resistance to acid 5, cold 5, and electricity 5, spell resistance 9, scent, swarm traits Saves: Fort +4, Ref +6, Will +2 Abilities: Str 2, Dex 15, Con 10, Int 3, Wis 12, Cha 2 Skills: Balance +10, Climb +10, Hide +16, Listen +6, Move Silently +4, Spot +7, Swim +10 Feats: Alertness, Stealthy, Weapon FinesseB Environment: Any Organization: Solitary, pack (2-4 swarms), or infestation (7-12 swarms) Challenge Rating: 3 Treasure: None Alignment: Always good (any) Advancement: None Level Adjustment: — Combat A rat swarm seeks to surround and attack any warm-blooded prey it encounters. A swarm deals 1d6 points of damage to any creature whose space it occupies at the end of its move. A celestial rat swarm's natural weapons are treated as magic weapons for the purpose of overcoming damage reduction. Disease (Ex) Filth fever—swarm attack, Fortitude DC 12, incubation period 1d3 days, damage 1d3 Dex and 1d3 Con. The save DC is Constitution-based. Distraction (Ex) 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. Smite Evil (Su) Once per day a celestial rat swarm can make a normal melee attack to deal 4 points of extra damage against an evil foe. Skills A rat swarm has a +4 racial bonus on Hide and Move Silently checks, and a +8 racial bonus on Balance, Climb, and Swim checks. A rat swarm can always choose to take 10 on all Climb checks, even if rushed or threatened. A rat swarm uses its Dexterity modifier instead of its Strength modifier for Climb and Swim checks. A rat swarm has a +8 racial bonus on any Swim check to perform some special action or avoid a hazard. It can always choose to take 10 on a Swim check, even if distracted or endangered. It can use the run action while swimming, provided it swims in a straight line. Celestial Spider Swarm Size/Type: Diminutive Magical Beast (Extraplanar, Swarm) Hit Dice: 2d8 (9 hp) Initiative: +3 Speed: 20 ft. (4 squares), climb 20 ft. Armor Class: 17 (+4 size, +3 Dex), touch 17, flat-footed 14 Base Attack/Grapple: +1/— Attack: Swarm (1d6 plus poison) Full Attack: Swarm (1d6 plus poison) Space/Reach: 10 ft./0 ft. Special Attacks: Distraction, poison, smite evil Special Qualities: Darkvision 60 ft., immune to weapon damage, resistance to acid 5, cold 5, and electricity 5, spell resistance 7, swarm traits, tremorsense 30 ft., vermin traits Saves: Fort +3, Ref +3, Will +0 Abilities: Str 1, Dex 17, Con 10, Int 7, Wis 10, Cha 2 Skills: Climb +11, Listen +4, Spot +4 Environment: Warm forests Organization: Solitary, tangle (2-4 swarms), or colony (7-12 swarms) Challenge Rating: 1 Treasure: None Alignment: Always neutral Advancement: None Level Adjustment: — Combat A spider swarm seeks to surround and attack any living prey it encounters. A swarm deals 1d6 points of damage to any creature whose space it occupies at the end of its move. Distraction (Ex) Any living creature that begins its turn with a spider swarm in its space must succeed on a DC 11 Fortitude save or be nauseated for 1 round. The save DC is Constitution-based. Poison (Ex) Injury, Fortitude DC 11, initial and secondary damage 1d3 Str. The save DC is Constitution-based. Smite Evil (Su) Once per day a celestial spider swarm can make a normal melee attack to deal 2 points of extra damage against an evil foe. Skills A spider swarm has a +4 racial bonus on Hide and Spot checks and a +8 racial bonus on Climb checks. It uses its Dexterity modifier instead of its Strength modifier for Climb checks. It can always choose to take 10 on a Climb check, even if rushed or threatened. |
| RLRapp11-02-06, 07:03 PM | Celestial Tarrasque Size/Type: Colossal Magical Beast (Extraplanar) Hit Dice: 48d10+594 (858 hp) Initiative: +7 Speed: 20 ft. (4 squares) Armor Class: 35 (-8 size, +3 Dex, +30 natural), touch 5, flat-footed 32 Base Attack/Grapple: +48/+81 Attack: Bite +57 melee (4d8+17/18-20/×3) Full Attack: Bite +57 melee (4d8+17/18-20/×3) and 2 horns +52 melee (1d10+8) and 2 claws +52 melee (1d12+8) and tail slap +52 melee (3d8+8) Space/Reach: 30 ft./20 ft. Special Attacks: Augmented critical, frightful presence, improved grab, rush, smite evil, swallow whole Special Qualities: Carapace, damage reduction 15/epic, Darkvision 60 ft., immunity to fire, poison, disease, energy drain, and ability damage, regeneration 40, resistance to acid 10, cold 10, and electricity 10, scent, spell resistance 32 Saves: Fort +38, Ref +29, Will +20 Abilities: Str 45, Dex 16, Con 35, Int 3, Wis 14, Cha 14 Skills: Listen +17, Search +9, Spot +17, Survival +14 (+16 following tracks) Feats: Alertness, Awesome Blow, Blind-Fight, Cleave, Combat Reflexes, Dodge, Great Cleave, Improved Bull Rush, Improved Initiative, Iron Will, Power Attack, Toughness (6) Environment: Any Organization: Solitary Challenge Rating: 22 Treasure: None Alignment: Always good (any) Advancement: 49+ HD (Colossal) Level Adjustment: — The tarrasque is 70 feet long and 50 feet tall, and it weighs about 130 tons. The tarrasque cannot speak. Combat The tarrasque attacks with its claws, teeth, horns, and tail. The tarrasque’s natural weapons are treated as epic weapons for the purpose of overcoming damage reduction. Augmented Critical (Ex) The tarrasque’s bite threatens a critical hit on a natural attack roll of 18-20, dealing triple damage on a successful critical hit. Frightful Presence (Su) The tarrasque can inspire terror by charging or attacking. Affected creatures must succeed on a DC 36 Will save or become shaken, remaining in that condition as long as they remain with 60 feet of the tarrasque. The save DC is Charisma-based. Improved Grab (Ex) To use this ability, the tarrasque must hit a Huge or smaller opponent with its bite attack. It can then attempt to start a grapple as a free action without provoking an attack of opportunity. If it wins the grapple check, it establishes a hold and can try to swallow the foe the following round. Rush (Ex) Once per minute, the normally slow-moving tarrasque can move at a speed of 150 feet. Swallow Whole (Ex) The tarrasque can try to swallow a grabbed opponent of Huge or smaller size by making a successful grapple check. Once inside, the opponent takes 2d8+8 points of crushing damage plus 2d8+6 points of acid damage per round from the tarrasque’s digestive juices. A swallowed creature can cut its way out by dealing 50 points of damage to the tarrasque’s digestive tract (AC 25). Once the creature exits, muscular action closes the hole; another swallowed opponent must cut its own way out. The tarrasque’s gullet can hold 2 Huge, 8 Large, 32 Medium, 128 Small, or 512 Tiny or smaller creatures. Carapace (Ex) The tarrasque’s armorlike carapace is exceptionally tough and highly reflective, deflecting all rays, lines, cones, and even magic missile spells. There is a 30% chance of reflecting any such effect back at the caster; otherwise, it is merely negated. Check for reflection before rolling to overcome the creature’s spell resistance. Regeneration (Ex) No form of attack deals lethal damage to the tarrasque. The tarrasque regenerates even if it fails a saving throw against a disintegrate spell or a death effect. If the tarrasque fails its save against a spell or effect that would kill it instantly (such as those mentioned above), the spell or effect instead deals nonlethal damage equal to the creature’s full normal hit points +10 (or 868 hp). The tarrasque is immune to effects that produce incurable or bleeding wounds, such as mummy rot, a sword with the wounding special ability, or a clay golem’s cursed wound ability. The tarrasque can be slain only by raising its nonlethal damage total to its full normal hit points +10 (or 868 hit points) and using a wish or miracle spell to keep it dead. If the tarrasque loses a limb or body part, the lost portion regrows in 1d6 minutes (the detached piece dies and decays normally). The creature can reattach the severed member instantly by holding it to the stump. Smite Evil (Su) Once per day a celestial tarrasque can make a normal melee attack to deal 48 points of extra damage against an evil foe. Skills The tarrasque has a +8 racial bonus on Listen and Spot checks. Celestial Tendriculos Size/Type: Huge Plant (Extraplanar) Hit Dice: 9d8+54 (94 hp) Initiative: -1 Speed: 20 ft. (4 squares) Armor Class: 16 (-2 size, -1 Dex, +9 natural), touch 7, flat-footed 16 Base Attack/Grapple: +6/+23 Attack: Bite +13 melee (2d8+9) and 2 tendrils +8 melee (1d6+4) Full Attack: Bite +13 melee (2d8+9) and 2 tendrils +8 melee (1d6+4) Space/Reach: 15 ft./15 ft. Special Attacks: Improved grab, paralysis, smite evil, swallow whole Special Qualities: Darkvision 60 ft., damage reduction 5/magic, low-light vision, plant traits, regeneration 10, resistance to acid 10, cold 10, and electricity 10, spell resistance 14 Saves: Fort +12, Ref +2, Will +4 Abilities: Str 28, Dex 9, Con 22, Int 3, Wis 8, Cha 3 Skills: Hide +9, Listen +1, Move Silently +1, Spot +1 Feats: Alertness, Iron Will, Power Attack, Stealthy Environment: Temperate forests Organization: Solitary Challenge Rating: 8 Treasure: 1/10th coins; 50% goods; 50% items Alignment: Always good (any) Advancement: 10-16 HD (Huge); 17-27 HD (Gargantuan) Level Adjustment: — A tendriculos can rear up to a height of 15 feet. It weighs about 3,500 pounds. Animals and other plant creatures are unnerved by the presence of a tendriculos; they avoid it and any place it has been within the last 24 hours. Combat Prowling deep forests or waiting in vegetated areas (looking like nothing more than a small hillock), a tendriculos attacks savagely, showing no fear. It attempts to swallow as much flesh as it can, as quickly as it can. A celestial tendriculos’s natural weapons are treated as magic weapons for the purpose of overcoming damage reduction. Improved Grab (Ex) To use this ability, a tendriculos must hit a creature at least one size smaller than itself with its bite attack. It can then attempt to start a grapple as a free action without provoking an attack of opportunity. If it wins the grapple check, it establishes a hold and can try to swallow the opponent in the following round. A tendriculos can also use its improved grab ability on a tendril attack. If it wins the grapple check, it establishes a hold, picks up the opponent, and transfers it to the mouth as a free action, automatically dealing bite damage. Swallow Whole/Paralysis (Ex) A tendriculos can try to swallow a grabbed opponent by making a successful grapple check. Once inside the plant’s mass, the opponent must succeed on a DC 20 Fortitude save or be paralyzed for 3d6 rounds by the tendriculos’s digestive juices, taking 2d6 points of acid damage per round. A new save is required each round inside the plant. The save DC is Constitution-based. A swallowed creature that avoids paralysis can climb out of the mass with a successful grapple check. This returns it to the plant’s maw, where another successful grapple check is needed to get free. A swallowed creature can also cut its way out by using a light slashing or piercing weapon to deal 25 points of damage to the tendriculos’s interior (AC 14). Once the creature exits, the plant’s regenerative capacity closes the hole; another swallowed opponent must cut its own way out. A Huge tendriculos’s interior can hold 2 Large, 8 Medium, 32 Small, 128 Tiny, or 512 Diminutive or smaller opponents. Regeneration (Ex) Bludgeoning weapons and acid deal normal damage to a tendriculos. A tendriculos that loses part of its body mass can regrow it in 1d6 minutes. Holding the severed portion against the mass enables it to reattach instantly. Smite Evil (Su) Once per day a celestial tendriculos can make a normal melee attack to deal 9 points of extra damage against an evil foe. Celestial Tiger Size/Type: Large Magical Beast (Extraplanar) Hit Dice: 6d8+18 (45 hp) Initiative: +2 Speed: 40 ft. (8 squares) Armor Class: 14 (-1 size, +2 Dex, +3 natural), touch 11, flat-footed 12 Base Attack/Grapple: +4/+14 Attack: Claw +9 melee (1d8+6) Full Attack: 2 claws +9 melee (1d8+6) and bite +4 melee (2d6+3) Space/Reach: 10 ft./5 ft. Special Attacks: Improved grab, pounce, rake 1d8+3, smite evil Special Qualities: Darkvision 60 ft., damage reduction 5/magic, low-light vision, resistance to acid 5, cold 5, and electricity 5, spell resistance 11, scent Saves: Fort +8, Ref +7, Will +3 Abilities: Str 23, Dex 15, Con 17, Int 3, Wis 12, Cha 6 Skills: Balance +6, Hide +3*, Listen +3, Move Silently +9, Spot +3, Swim +11 Feats: Alertness, Improved Natural Attack (bite), and Improved Natural Attack (claw). Environment: Warm forests Organization: Solitary Challenge Rating: 5 Advancement: 7-12 HD (Large); 13-18 HD (Huge) Level Adjustment: — These great cats stand more than 3 feet tall at the shoulder and are about 9 feet long. They weigh from 400 to 600 pounds. A celestial tiger’s natural weapons are treated as magic weapons for the purpose of overcoming damage reduction. Combat Improved Grab (Ex) To use this ability, a tiger must hit with a claw or bite attack. It can then attempt to start a grapple as a free action without provoking an attack of opportunity. If it wins the grapple check, it establishes a hold and can rake. Pounce (Ex) If a tiger charges a foe, it can make a full attack, including two rake attacks. Rake (Ex) Attack bonus +9 melee, damage 1d8+3. Smite Evil (Su) Once per day a celestial tiger can make a normal melee attack to deal 6 points of extra damage against an evil foe. Skills Tigers have a +4 racial bonus on Balance, Hide, and Move Silently checks. *In areas of tall grass or heavy undergrowth, the Hide bonus improves to +8. |
| RLRapp11-02-06, 07:31 PM | Celestial Toad Size/Type: Diminutive Magical Beast (Extraplanar) Hit Dice: ¼ d8 (1 hp) Initiative: +1 Speed: 5 ft. (1 square) Armor Class: 15 (+4 size, +1 Dex), touch 15, flat-footed 14 Base Attack/Grapple: +0/-17 Attack: — Full Attack: — Space/Reach: 1 ft./0 ft. Special Attacks: smite evil Special Qualities: Amphibious, darkvision 60 ft., low-light vision, resistance to acid 5, cold 5, and electricity 5, spell resistance 6 Saves: Fort +2, Ref +3, Will +2 Abilities: Str 1, Dex 12, Con 11, Int 3, Wis 14, Cha 4 Skills: Hide +21, Listen +4, Spot +4 Feats: Alertness Environment: Temperate marshes Organization: Swarm (10-100) Challenge Rating: 1/10 Advancement: — Level Adjustment: — These diminutive amphibians are innocuous and beneficial, since they eat insects. Smite Evil (Su) Once per day a celestial toad can make a normal melee attack to deal 1 point of extra damage against an evil foe. Skills A toad’s coloration gives it a +4 racial bonus on Hide checks. Celestial Treant Size/Type: Huge Plant (Extraplanar) Hit Dice: 7d8+35 (66 hp) Initiative: -1 Speed: 30 ft. (6 squares) Armor Class: 20 (-2 size, -1 Dex, +13 natural), touch 7, flat-footed 20 Base Attack/Grapple: +5/+22 Attack: Slam +12 melee (2d6+9) Full Attack: 2 slams +12 melee (2d6+9) Space/Reach: 15 ft./15 ft. Special Attacks: Animate trees, double damage against objects, smite evil, trample 2d6+13 Special Qualities: Damage reduction 10/slashing & 5/magic, darkvision 60 ft., low-light vision, plant traits, resistance to acid 5, cold 5, and electricity 5, spell resistance 12, vulnerability to fire Saves: Fort +10, Ref +1, Will +7 Abilities: Str 29, Dex 8, Con 21, Int 12, Wis 16, Cha 12 Skills: Diplomacy +3, Hide -9*, Intimidate +6, Knowledge (nature) +6, Listen +8, Sense Motive +8, Spot +8, Survival +8 (+10 aboveground) Feats: Improved Sunder, Iron Will, Power Attack Environment: Temperate forests Organization: Solitary or grove (4-7) Challenge Rating: 8 Treasure: Standard Alignment: Usually neutral good Advancement: 8-16 HD (Huge); 17-21 HD (Gargantuan) Level Adjustment: +5 A treant’s leaves are deep green in the spring and summer. In the fall and winter the leaves change to yellow, orange, or red, but they rarely fall out. A treant’s legs fit together when closed to look like the trunk of a tree, and a motionless treant is nearly indistinguishable from a tree. A treant is about 30 feet tall, with a "trunk" about 2 feet in diameter. It weighs about 4,500 pounds. Treants speak their own language, plus Common and Sylvan. Most also can manage a smattering of just about all other humanoid tongues—at least enough to say "Get away from my trees!" Combat Treants prefer to watch potential foes carefully before attacking. They often charge suddenly from cover to trample the despoilers of forests. If sorely pressed, they animate trees as reinforcements. A celestial treant’s natural weapons are treated as magic weapons for the purpose of overcoming damage reduction. Animate Trees (Sp) A treant can animate trees within 180 feet at will, controlling up to two trees at a time. It takes 1 full round for a normal tree to uproot itself. Thereafter it moves at a speed of 10 feet and fights as a treant in all respects. Animated trees lose their ability to move if the treant that animated them is incapacitated or moves out of range. The ability is otherwise similar to liveoak (caster level 12th). Animated trees have the same vulnerability to fire that a treant has. Double Damage against Objects (Ex) A treant or animated tree that makes a full attack against an object or structure deals double damage. Smite Evil (Su) Once per day a celestial treant can make a normal melee attack to deal 7 points of extra damage against an evil foe. Trample (Ex) Reflex DC 22 half. The save DC is Strength-based. Skills: *Treants have a +16 racial bonus on Hide checks made in forested areas. Celestial Unicorn Size/Type: Large Magical Beast (Extraplanar) Hit Dice: 4d10+20 (42 hp) Initiative: +3 Speed: 60 ft. (12 squares) Armor Class: 18 (-1 size, +3 Dex, +6 natural), touch 12, flat-footed 15 Base Attack/Grapple: +4/+13 Attack: Horn +11 melee (1d8+8) Full Attack: Horn +11 melee (1d8+8) and 2 hooves +3 melee (1d4+2) Space/Reach: 10 ft./5 ft. Special Attacks: Smite evil Special Qualities: Damage reduction 5/magic, darkvision 60 ft., magic circle against evil, spell-like abilities, immunity to poison, charm, and compulsion, low-light vision, resistance to acid 5, cold 5, and electricity 5, spell resistance 9, scent, wild empathy Saves: Fort +9, Ref +7, Will +6 Abilities: Str 20, Dex 17, Con 21, Int 10, Wis 21, Cha 24 Skills: Jump +21, Listen +11, Move Silently +9, Spot +11, Survival +8* Feats: Alertness, Skill Focus (Survival) Environment: A chaotic good plane Organization: Solitary, pair, or grace (3-6) Challenge Rating: 4 Treasure: None Alignment: Always chaotic good Advancement: 5-8 HD (Large) Level Adjustment: +6 (cohort) A unicorn has deep sea-blue, violet, brown, or fiery gold eyes. Males sport a white beard. A typical adult unicorn grows to 8 feet in length, stands 5 feet high at the shoulder, and weighs 1,200 pounds. Females are slightly smaller and slimmer than males. Unicorns speak Sylvan and Common. Combat Unicorns normally attack only when defending themselves or their forests. They either charge, impaling foes with their horns like lances, or strike with their hooves. The horn is a +3 magic weapon, though its power fades if removed from the unicorn. A celestial unicorn’s natural weapons are treated as magic weapons for the purpose of overcoming damage reduction. Magic Circle against Evil (Su) This ability continuously duplicates the effect of the spell. A unicorn cannot suppress this ability. Smite Evil (Su) Once per day a celestial unicorn can make a normal melee attack to deal 4 points of extra damage against an evil foe. Spell-Like Abilities Unicorns can use detect evil at will as a free action. Once per day a unicorn can use greater teleport to move anywhere within its home. It cannot teleport beyond the forest boundaries nor back from outside. A unicorn can use cure light wounds three times per day and cure moderate wounds once per day (caster level 5th) by touching a wounded creature with its horn. Once per day it can use neutralize poison (DC 21, caster level 8th) with a touch of its horn. The save DC is Charisma-based. Wild Empathy (Ex) This power works like the druid’s wild empathy class feature, except that a unicorn has a +6 racial bonus on the check. Skills Unicorns have a +4 racial bonus on Move Silently checks. *Unicorns have a +3 competence bonus on Survival checks within the boundaries of their forest. |
| SeattleLightning11-03-06, 03:13 PM | LOL, celestial Tarrasque??? |
| RLRapp11-03-06, 09:08 PM | Celestial Baleen Whale Size/Type: Gargantuan Magical Beast (Extraplanar) Hit Dice: 12d8+78 (132 hp) Initiative: +1 Speed: Swim 40 ft. (8 squares) Armor Class: 16 (-4 size, +1 Dex, +9 natural), touch 7, flat-footed 15 Base Attack/Grapple: +9/+33 Attack: Tail slap +17 melee (1d8+18) Full Attack: Tail slap +17 melee (1d8+18) Space/Reach: 20 ft./15 ft. Special Attacks: Smite evil Special Qualities: Blindsight 120 ft., damage reduction 10/magic, darkvision 60 ft., hold breath, low-light vision, resistance to acid 10, cold 10, and electricity 10, spell resistance 17 Saves: Fort +14, Ref +9, Will +5 Abilities: Str 35, Dex 13, Con 22, Int 3, Wis 12, Cha 6 Skills: Listen +15*, Spot +14*, Swim +20 Feats: Alertness, Diehard, Endurance, Toughness (2) Environment: Warm aquatic Organization: Solitary Challenge Rating: 8 Advancement: 13-18 HD (Gargantuan); 19-36 HD (Colossal) Level Adjustment: — The statistics here describe a plankton-feeding whale between 30 and 60 feet long, such as gray, humpback, and right whales. These massive creatures are surprisingly gentle. If harassed or provoked, they are as likely to flee as they are to retaliate. Celestial baleen whales are commonly summoned by the summon monster VII spell. A celestial baleen whale’s natural weapons are treated as magic weapons for the purpose of overcoming damage reduction. Blindsight (Ex) Whales can "see" by emitting high-frequency sounds, inaudible to most other creatures, that allow them to locate objects and creatures within 120 feet. A silence spell negates this and forces the whale to rely on its vision, which is approximately as good as a human’s. Hold Breath (Ex) A whale can hold its breath for a number of rounds equal to 8 × its Constitution score before it risks drowning. Smite Evil (Su) Once per day a celestial baleen whale can make a normal melee attack to deal 12 points of extra damage against an evil foe. Skills A whale has a +8 racial bonus on any Swim check to perform some special action or avoid a hazard. It can always choose to take 10 on a Swim check, even if distracted or endangered. It can use the run action while swimming, provided it swims in a straight line. *A whale has a +4 racial bonus on Spot and Listen checks. These bonuses are lost if its blindsight is negated. Celestial Cachalot Whale Size/Type: Gargantuan Magical Beast (Extraplanar) Hit Dice: 12d8+87 (141 hp) Initiative: +1 Speed: Swim 40 ft. (8 squares) Armor Class: 16 (-4 size, +1 Dex, +9 natural), touch 7, flat-footed 15 Base Attack/Grapple: +9/+33 Attack: Bite +17 melee (4d6+12) Full Attack: Bite +17 melee (4d6+12) and tail slap +12 melee (1d8+6) Space/Reach: 20 ft./15 ft. Special Attacks: Smite evil Special Qualities: Blindsight 120 ft., damage reduction 10/magic, darkvision 60 ft., hold breath, low-light vision, resistance to acid 10, cold 10, and electricity 10, spell resistance 17 Saves: Fort +15, Ref +9, Will +6 Abilities: Str 35, Dex 13, Con 24, Int 3, Wis 14, Cha 6 Skills: Listen +15*, Spot +14*, Swim +20 Feats: Alertness, Diehard, Endurance, Improved Natural Attack (bite), Toughness Environment: Temperate aquatic Organization: Solitary or pod (6-11) Challenge Rating: 9 Advancement: 13-18 HD (Gargantuan); 19-36 HD (Colossal) Level Adjustment: — Also known as sperm whales, these creatures can be up to 60 feet long. They prey on giant squids. Celestial cachalot whales are commonly summoned by the summon monster VIII spell. A celestial cachalot whale’s natural weapons are treated as magic weapons for the purpose of overcoming damage reduction. Blindsight (Ex) Whales can "see" by emitting high-frequency sounds, inaudible to most other creatures, that allow them to locate objects and creatures within 120 feet. A silence spell negates this and forces the whale to rely on its vision, which is approximately as good as a human’s. Hold Breath (Ex) A whale can hold its breath for a number of rounds equal to 8 × its Constitution score before it risks drowning. Smite Evil (Su) Once per day a celestial cachalot whale can make a normal melee attack to deal 12 points of extra damage against an evil foe. Skills A whale has a +8 racial bonus on any Swim check to perform some special action or avoid a hazard. It can always choose to take 10 on a Swim check, even if distracted or endangered. It can use the run action while swimming, provided it swims in a straight line. *A whale has a +4 racial bonus on Spot and Listen checks. These bonuses are lost if its blindsight is negated. Celestial Orca Size/Type: Huge Magical Beast (Extraplanar) Hit Dice: 9d8+48 (88 hp) Initiative: +2 Speed: Swim 50 ft. (10 squares) Armor Class: 16 (-2 size, +2 Dex, +6 natural), touch 10, flat-footed 14 Base Attack/Grapple: +6/+22 Attack: Bite +12 melee (2d6+12) Full Attack: Bite +12 melee (2d6+12) Space/Reach: 15 ft./10 ft. Special Attacks: Smite evil Special Qualities: Blindsight 120 ft., damage reduction 5/magic, darkvision 60 ft., hold breath, low-light vision, resistance to acid 10, cold 10, and electricity 10, spell resistance 14 Saves: Fort +11, Ref +8, Will +5 Abilities: Str 27, Dex 15, Con 21, Int 3, Wis 14, Cha 6 Skills: Listen +14*, Spot +14*, Swim +16 Feats: Alertness, Endurance, Run, Toughness Environment: Cold aquatic Organization: Solitary or pod (6-11) Challenge Rating: 7 Advancement: 10-13 HD (Huge); 14-27 HD (Gargantuan) Level Adjustment: — These ferocious creatures are about 30 feet long. They eat fish, squid, seals, and other whales. Celestial orcas are commonly summoned by the summon monster VI spell. A celestial orca’s natural weapons are treated as magic weapons for the purpose of overcoming damage reduction. Blindsight (Ex) Whales can "see" by emitting high-frequency sounds, inaudible to most other creatures, that allow them to locate objects and creatures within 120 feet. A silence spell negates this and forces the whale to rely on its vision, which is approximately as good as a human’s. Hold Breath (Ex) A whale can hold its breath for a number of rounds equal to 8 × its Constitution score before it risks drowning. Smite Evil (Su) Once per day a celestial orca can make a normal melee attack to deal 9 points of extra damage against an evil foe. Skills A whale has a +8 racial bonus on any Swim check to perform some special action or avoid a hazard. It can always choose to take 10 on a Swim check, even if distracted or endangered. It can use the run action while swimming, provided it swims in a straight line. *A whale has a +4 racial bonus on Spot and Listen checks. These bonuses are lost if its blindsight is negated. |
| RLRapp11-04-06, 09:03 PM | Celestial Wolf Size/Type: Medium Magical Beast (Extraplanar) Hit Dice: 2d8+4 (13 hp) Initiative: +2 Speed: 50 ft. (10 squares) Armor Class: 14 (+2 Dex, +2 natural), touch 12, flat-footed 12 Base Attack/Grapple: +1/+2 Attack: Bite +3 melee (1d6+1) Full Attack: Bite +3 melee (1d6+1) Space/Reach: 5 ft./5 ft. Special Attacks: Smite evil, trip Special Qualities: darkvision 60 ft., low-light vision, resistance to acid 5, cold 5, and electricity 5, spell resistance 7, scent Saves: Fort +5, Ref +5, Will +1 Abilities: Str 13, Dex 15, Con 15, Int 3, Wis 12, Cha 6 Skills: Hide +2, Listen +3, Move Silently +3, Spot +3, Survival +1* Feats: TrackB, Weapon Focus (bite) Environment: Temperate forests Organization: Solitary, pair, or pack (7-16) Challenge Rating: 1 Advancement: 3 HD (Medium); 4-6 HD (Large) Level Adjustment: — Wolves are pack hunters known for their persistence and cunning. Combat A favorite tactic is to send a few individuals against the foe’s front while the rest of the pack circles and attacks from the flanks or rear. Smite Evil (Su) Once per day a celestial wolf can make a normal melee attack to deal 2 points of extra damage against an evil foe. Trip (Ex) A wolf that hits with a bite attack can attempt to trip the opponent (+1 check modifier) as a free action without making a touch attack or provoking an attack of opportunity. If the attempt fails, the opponent cannot react to trip the wolf. Skills *Wolves have a +4 racial bonus on Survival checks when tracking by scent. Celestial Wolverine Size/Type: Medium Magical Beast (Extraplanar) Hit Dice: 3d8+15 (28 hp) Initiative: +2 Speed: 30 ft. (6 squares), burrow 10 ft., climb 10 ft. Armor Class: 14 (+2 Dex, +2 natural), touch 12, flat-footed 12 Base Attack/Grapple: +2/+4 Attack: Claw +4 melee (1d4+2) Full Attack: 2 claws +4 melee (1d4+2) and bite -1 melee (1d6+1) Space/Reach: 5 ft./5 ft. Special Attacks: Rage, smite evil Special Qualities: Darkvision 60 ft., low-light vision, resistance to acid 5, cold 5, and electricity 5, spell resistance 8, scent Saves: Fort +7, Ref +5, Will +2 Abilities: Str 14, Dex 15, Con 19, Int 3, Wis 12, Cha 10 Skills: Climb +10, Listen +6, Spot +6 Feats: Alertness, Toughness, TrackB Environment: Cold forests Organization: Solitary Challenge Rating: 2 Advancement: 4-5 HD (Large) Level Adjustment: — These creatures are similar to badgers but are bigger, stronger, and even more ferocious. Combat Rage (Ex) A wolverine that takes damage in combat flies into a berserk rage on its next turn, clawing and biting madly until either it or its opponent is dead. It gains +4 to Strength, +4 to Constitution, and -2 to Armor Class. The creature cannot end its rage voluntarily. Smite Evil (Su) Once per day a celestial wolverine can make a normal melee attack to deal 3 points of extra damage against an evil foe. Skills Wolverines have a +8 racial bonus on Climb checks and can always choose to take 10 on Climb checks, even if rushed or threatened. Celestial Wyvern Size/Type: Large Dragon (Extraplanar) Hit Dice: 7d12+14 (59 hp) Initiative: +1 Speed: 20 ft. (4 squares), fly 60 ft. (poor) Armor Class: 18 (-1 size, +1 Dex, +8 natural), touch 10, flat-footed 17 Base Attack/Grapple: +7/+15 Attack: Sting +10 melee (1d6+4 plus poison) or talon +10 melee (2d6+4) or bite +10 melee (2d8+4) Full Attack: Sting +10 melee (1d6+4 plus poison) and bite +8 melee (2d8+4) and 2 wings +8 melee (1d8+2) and 2 talons +8 melee (2d6+4) Space/Reach: 10 ft./5 ft. Special Attacks: Poison, improved grab, smite evil Special Qualities: Darkvision 60 ft., damage reduction 5/magic, immunity to sleep and paralysis, low-light vision, resistance to acid 5, cold 5, and electricity 5, spell resistance 12, scent Saves: Fort +7, Ref +6, Will +6 Abilities: Str 19, Dex 12, Con 15, Int 6, Wis 12, Cha 9 Skills: Hide +7, Listen +13, Move Silently +11, Spot +16 Feats: Ability Focus (poison), Alertness, Flyby Attack, MultiattackB Environment: Warm hills Organization: Solitary, pair, or flight (3-6) Challenge Rating: 7 Treasure: Standard Alignment: always good (any) Advancement: 8-10 HD (Huge); 11-21 HD (Gargantuan) Level Adjustment: — A distant cousin to the true dragons, the wyvern is a huge flying lizard with a poisonous stinger in its tail. A wyvern’s body is 15 feet long, and dark brown to gray; half that length is tail. Its wingspan is about 20 feet. A wyvern weighs about one ton. Wyverns speak Draconic, but usually don’t bother with anything more elaborate than a loud hiss or a deep-throated growl much like that of a bull alligator. Combat Wyverns are rather stupid but always aggressive: They attack nearly anything that isn’t obviously more powerful than themselves. A wyvern dives from the air, snatching the opponent with its talons and stinging it to death. A wyvern can slash with its talons only when making a flyby attack. A celestial wyvern’s natural weapons are treated as magic weapons for the purpose of overcoming damage reduction. Improved Grab (Ex) To use this ability, a wyvern must hit with its talons. It can then attempt to start a grapple as a free action without provoking an attack of opportunity. If it wins the grapple check, it establishes a hold and stings. Poison (Ex) Injury, Fortitude DC 17, initial and secondary damage 2d6 Con. The save DC is Constitution-based. Smite Evil (Su) Once per day a celestial wyvern can make a normal melee attack to deal 7 points of extra damage against an evil foe. Skills Wyverns have a +3 racial bonus on Spot checks. |
| DebiHuman11-07-06, 12:27 PM | Awesome job! Just to let you know that the link at #49 Phasm, Pony, Warpony doesn't work. |
| RLRapp11-09-06, 08:58 PM | Celestial Yrthak Size/Type: Huge Magical Beast (Extraplanar) Hit Dice: 12d10+36 (102 hp) Initiative: +6 Speed: 20 ft. (4 squares), fly 60 ft. (average) Armor Class: 18 (-2 size, +2 Dex, +8 natural), touch 10, flat-footed 16 Base Attack/Grapple: +12/+25 Attack: Bite +15 melee (2d8+5) or sonic lance +12 ranged touch (6d6) Full Attack: Bite +15 melee (2d8+5) and 2 claws +13 melee (1d6+2); or sonic lance +12 ranged touch (6d6) Space/Reach: 15 ft./10 ft. Special Attacks: Smite evil, sonic lance, explosion Special Qualities: Blindsight 120 ft., damage reduction 10/magic, darkvision 60 ft., immunities, resistance to acid 10, cold 10, and electricity 10, spell resistance 17, vulnerability to sonic Saves: Fort +11, Ref +10, Will +5 Abilities: Str 20, Dex 14, Con 17, Int 7, Wis 13, Cha 11 Skills: Listen +12, Move Silently +10 Feats: Endurance, Flyby Attack, Improved Initiative, Multiattack, Snatch Environment: Temperate mountains Organization: Solitary or clutch (2-4) Challenge Rating: 11 Treasure: None Alignment: Often neutral Advancement: 13-16 HD (Huge); 17-36 HD (Gargantuan) Level Adjustment: — A yrthak is blind. It senses sound and movement by means of a special organ on its long tongue. It emits powerfully focused beams of sound from the protrusion on its head. The creature is a yellowish-green color, with the wings and fin being more yellow and the head and body more green. The teeth are yellow. A yrthak is about 20 feet long, with a wingspan of 40 feet. It weighs about 5,000 pounds. Despite their intelligence, yrthaks do not speak. Combat A yrthak prefers to attack from the air, strafing the ground with sonic attacks or snatching up and dropping prey. A celestial ythrak’s natural weapons are treated as magic weapons for the purpose of overcoming damage reduction. Smite Evil (Su) Once per day a celestial ythrak can make a normal melee attack to deal 12 points of extra damage against an evil foe. Sonic Lance (Su) Once every 2 rounds, a yrthak can focus sonic energy in a ray up to 60 feet long. This is a ranged touch attack that deals 6d6 points of damage to a single target. Explosion (Su) A yrthak can fire its sonic lance at the ground, a large rock, a stone wall, or the like to create an explosion of shattered stone. This attack deals 2d6 points of piercing damage to all within 10 feet of the effect’s center. This counts as a use of the sonic lance attack and thus is usable only once every 2 rounds, and never on the round following a sonic lance attack. Blindsight (Ex) A yrthak can ascertain all foes within 120 feet. Beyond that range it is considered blinded. Yrthaks are invulnerable to gaze attacks, visual effects of spells such as illusions, and other attack forms that rely on sight. A yrthak whose sense of hearing is impaired is effectively blinded, treating all targets as having total concealment. Immunities Yrthaks have immunity to gaze attacks, visual effects, illusions, and other attack forms that rely on sight. Skills Yrthaks have a +4 racial bonus on Listen checks. |
| RLRapp11-17-06, 11:31 PM | You may have thought that with the ythrak this thread was finished, but the SRD also includes monsters from the Psionic & Epic books. And so here I present: Celestial Brain Mole Size/Type: Tiny Magical Beast (Extraplanar, Psionic) Hit Dice: 1d10-2 (3 hp) Initiative: +2 Speed: 15 ft. (3 squares), burrow 15 ft. Armor Class: 14 (+2 size, +2 Dex), touch 14, flat-footed 12 Base Attack/Grapple: +1/-11 Attack: Bite +5 melee (1d3-4) Full Attack: Bite +5 melee (1d3-4) Space/Reach: 2½ ft./0 ft. Special Attacks: Cascade flu, psi-like abilities, smite evil Special Qualities: Darkvision 60 ft., low-light vision, power conversion, resistance to acid 5, cold 5, and electricity 5, spell resistance 6, scent Saves: Fort +0, Ref +4, Will +2 Abilities: Str 2, Dex 14, Con 7, Int 3, Wis 14, Cha 11 Skills: Hide +15, Move Silently +7, Listen +6, Spot +2 Feats: Alertness, Weapon FinesseB Environment: Temperate forest Organization: Nest (3-8) Challenge Rating: ½ Treasure: None Alignment: Always neutral good Advancement: — Level Adjustment: — Brain moles are burrowing animals that use psionic powers to overcome large psionic prey. Small, furry, and nearly blind, brain moles are almost indistinguishable from their common animal cousins. Brain moles eat small insects when they can’t get psionic energy. Combat Brain moles hunger for psionic energy. They hide in loose dirt and detritus on forest floors, watching for the approach of psionic creatures with their detect psionics power. When a suitable target comes in range, the brain moles then attack with their power leech ability. The moles remain hidden as long as possible. If threatened, they use aversion and mind thrust to discourage attackers, using their bite only as a last resort. Cascade Flu (Ex) Disease—bite; Fortitude DC 9, incubation period one day, damage psionic cascade (every time an afflicted character manifests a power, she must make a DC 16 Concentration check; on a failed check, a psionic cascade is triggered [see Psionic Maladies]). The save DC is Constitution-based. Psi-Like Abilities At will—detect psionics, power leech (ML 5th, DC 14); 3/day—aversion (DC 12), mind thrust (DC 11). Manifester level 1st. The save DCs are Charisma-based. Hide Mind (Su) A brain mole cannot be identified as psionic by divination spells or clairsentience powers. Power Conversion (Su) When a brain mole drains a power point by means of its power leech power, it immediately heals 1 hit point. If it is already at full normal hit points, it instead gains psionic sustenance sufficient to supply its need for nourishment for 24 hours. Smite Evil (Su) Once per day a celestial brain mole can make a normal melee attack to deal 1 point of extra damage against an evil foe. Skills Brain moles have a +4 racial bonus on Hide and Move Silently checks and a -2 racial penalty on Spot checks. Celestial Dromite 1st-Level Warrior Size/Type: Small Monstrous Humanoid (Extraplanar, Psionic) Hit Dice: 1d8+1 (5 hp) Initiative: +0 Speed: 20 ft. (4 squares) Armor Class: 18 (+1 size, +3 natural armor, +3 studded leather, +1 light shield), touch 11, flat-footed 18 Base Attack/Grapple: +1/-3 Attack: Longsword +3 melee (1d6/19-20) or light crossbow +2 ranged (1d6/19-20) Full Attack: Longsword +3 melee (1d6/19-20) or light crossbow +2 ranged (1d6/19-20) Space/Reach: 5 ft./5 ft. Special Attacks: Psi-like abilities, smite evil Special Qualities: Darkvision 60 ft., resistance to acid 5, cold 5, electricity 5, and fire 5, scent, spell resistance 6 Saves: Fort +3, Ref +0, Will -2 Abilities: Str 11, Dex 11, Con 12, Int 10, Wis 7, Cha 10 Skills: Climb +2, Spot +4 Feats: Weapon Focus (longsword), Blind-FightB Environment: Underground Organization: Squad (2-4), company (11-20 plus 2 3rd-level sergeants and 1 leader of 3rd-6th level), or band (30-100 plus 100% noncombatants plus 1 3rdlevel sergeant per 20 adults, 5 5th-level lieutenants, 3 7th-level captains, 6-10 giant beetles, and 2-5 riding giant beetles) Challenge Rating: ½ Treasure: Standard Alignment: always good (any) Advancement: By character class Level Adjustment: +3 Dromites stand about 3 feet tall and usually weigh slightly more than 30 pounds. They have iridescent compound eyes. Dromites wear heavy boots and light clothing, and are sometimes content with just a sturdy harness. Dromites speak Common. Most dromites encountered outside their homes are warriors; the information in the statistics block is for a warrior of 1st level. Combat Psi-Like Abilities 1/day: energy ray (fire, 1d6+1). Manifester level 1st. The save DC is Charisma-based. (Other dromites may manifest electricity, cold, or sonic energy rays instead; the energy ray always matches the type of energy the dromite is resistant to.) Smite Evil (Su) Once per day a celestial dromite can make a normal melee attack to deal points of extra damage equal to his HD against an evil foe. The dromite warrior presented here had the following ability scores before racial adjustments Str 13, Dex 11, Con 12, Int 10, Wis 9, Cha 8. DROMITES AS CHARACTERS Dromite characters possess the following racial traits. +2 Charisma, -2 Strength, -2 Wisdom. 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 ¾ of those of Medium characters. Dromite base land speed is 20 feet. +3 natural armor bonus. Naturally Psionic: Dromites gain 1 bonus power point at 1st level. Special Attacks (see above): Psi-like abilities, smite evil. Special Qualities (see above): Resistance to fire 5 (other dromites may have resistance to cold, electricity, or sonics instead of fire), scent, spell resistance. Racial Skills: Dromites have a +2 racial bonus on Spot checks due to their compound eyes. Racial Feats: Dromites gain Blind-Fight as a bonus feat. Automatic Languages: Common. Bonus Languages: Dwarven, Gnome, Goblin, Terran. Favored Class: Wilder. Level Adjustment: +3. Celestial Elan 1st-Level Warrior Size/Type: Medium Aberration (Extraplanar, Psionic) Hit Dice: 1d8+1 (5 hp) Initiative: +0 Speed: 30 ft. (6 squares) Armor Class: 14 (+3 studded leather, +1 light shield), touch 10, flat-footed 14 Base Attack/Grapple: +1/+2 Attack: Warhammer +3 melee (1d8+1/×3) or longbow +1 ranged (1d8/×3) Full Attack: Warhammer +3 melee (1d8+1/×3) or longbow +1 ranged (1d8/×3) Space/Reach: 5 ft./5 ft. Special Attacks: Smite evil Special Qualities: Darkvision 60 ft., resistance to acid 5, cold 5, and electricity 5, repletion, resilience, resistance, spell resistance 6 Saves: Fort +3, Ref +0, Will -1 Abilities: Str 13, Dex 11, Con 12, Int 10, Wis 9, Cha 6 Skills: Climb +3, Jump +3 Feats: Weapon Focus (warhammer) Environment: Any Organization: Congregate (2-4), squad (11-20 plus 2 3rd-level sergeants and 1 leader of 3rd-6th level), or band (30-100 plus 150% noncombatants plus 1 3rd-level sergeant per 10 adults, 5 5th-level lieutenants, and 3 7th-level captains) Challenge Rating: ½ Treasure: Standard Alignment: always good (any) Advancement: By character class Level Adjustment: +2 Elans typically stand just under 6 feet tall and weigh in the neighborhood of 180 pounds, with men sometimes taller and heavier than women, but not always. Elans speak Common. Most elans are psions or psychic warriors. Combat Repletion (Su) By expending 1 power point, an elan does not need to eat or drink for 24 hours. Resilience (Su) As an immediate action, an elan can reduce the damage he is about to take by 2 points for every 1 power point spent. Resistance (Su) As an immediate action, an elan can spent 1 power point to gain a +4 racial bonus on saving throws until the beginning of his next turn. Smite Evil (Su) Once per day a celestial elan can make a normal melee attack to deal points of extra damage equal to his HD against an evil foe. The elan warrior presented here had the following ability scores before racial adjustments Str 13, Dex 11, Con 12, Int 10, Wis 9, Cha 8. Elans As Characters Elan characters possess the following racial traits. -2 Charisma. Medium size. Elan base land speed is 30 feet. No darkvision. Naturally Psionic: Elans gain 2 bonus power point at 1st level. Special Attacks (see above): smite evil. Special Qualities (see above): Energy resistance, repletion, resilience, resistance, spell resistance. Automatic Languages: Common. Favored Class: Psion. Level Adjustment: +2. |
| RLRapp11-21-06, 11:15 PM | Celestial Folugub Size/Type: Medium-Size Aberration (Extraplanar) Hit Dice: 4d8+12 (30 hp) Initiative: +3 Speed: 40 ft. (8 squares) Armor Class: 18 (+3 Dex, +5 natural), touch 13, flat-footed 15 Base Attack/Grapple: +3/+3 Attack: Tongue +6 melee touch (liquefy crystal) Full Attack: Tongue +6 melee touch (liquefy crystal) and bite +1 melee (2d4) Space/Reach: 5 ft./5 ft. Special Attacks: Liquefy crystal Special Qualities: Darkvision 60 ft., damage reduction 5/magic, resistance to acid 5, cold 5, and electricity 5, spell resistance 9, scent Saves: Fort +4, Ref +4, Will +5 Abilities: Str 10, Dex 17, Con 17, Int 3, Wis 13, Cha 11 Skills: Listen +6, Move Silently +4, Spot +6 Feats: Alertness, Weapon Finesse Environment: Underground Organization: Solitary or pair Challenge Rating: 3 Treasure: None Alignment: Always good (any) Advancement: 5-6 HD (Medium); 7-14 HD (Large) Level Adjustment: — Combat A folugub can scent a crystal object up to 90 feet away, and once it has the scent, little deters it from its goal. It usually ceases attacking to devour a freshly liquefied crystal. The creature targets the largest crystal object available. A celestial folugub’s natural weapons are treated as magic weapons for the purpose of overcoming damage reduction. Liquefy Crystal (Ex) A folugub that makes a successful touch attack with its tongue causes the target crystal to change phase, turning immediately from solid to liquid and becoming worthless. The touch can destroy up to a 5-foot cube of crystal instantly. Magic or psionic items made of crystal (including crystalline armor and weapons) must succeed on a DC 19 Reflex save or be liquefied. The save DC is Constitution-based and includes a +4 racial modifier. A crystalline weapon that deals damage to a folugub becomes liquefied immediately. Smite Evil (Su) Once per day a celestial folugub can make a normal melee attack to deal 4 points of extra damage against an evil foe. Celestial Grey Glutton Size/Type: Huge Magical Beast (Extraplanar) Hit Dice: 9d10+36 (85 hp) Initiative: -1 Speed: 40 ft. (8 squares) Armor Class: 20 (-2 size, -1 Dex, +13 natural), touch 7, flat-footed 20 Base Attack/Grapple: +9/+25 Attack: Bite +15 melee (2d8+8) Full Attack: Bite +15 melee (2d8+8) and 2 claws +10 melee (2d6+4) Space/Reach: 15 ft./10 ft. Special Attacks: Null psionic exhalation ,smite evil Special Qualities: Darkvision 60 ft., damage reduction 5/magic, low-light vision, power resistance 20, resistance to acid 10, cold 10, and electricity 10, scent Saves: Fort +10, Ref +5, Will +7 Abilities: Str 27, Dex 9, Con 19, Int 3, Wis 15, Cha 20 Skills: Jump +14, Listen +7, Spot +3 Feats: Closed Mind, Hostile Mind, Iron Will, Psionic Hole, TrackB Environment: Underground Organization: Solitary, pair, or cluster (3-5) Challenge Rating: 9 Treasure: None Alignment: Always good (any) Advancement: 10-20 HD (Huge); 21-27 HD (Gargantuan) Level Adjustment: — Combat A gray glutton attacks anything psionic, or anything that stands in its way of tracking down new psionic prey. Of course, a gray glutton has to eat—and eat a lot to feed its bulk—so when not on the scent it will attack any living creature. It always breaks off attacks against nonpsionic foes if psionic prey is an option. The only creatures it refuses to eat are elves (and it dislikes the taste of dwarves). No challenge seems too extreme to it, even if that means bulling into the center of a powerful party of manifesters. A celestial grey glutton’s natural weapons are treated as magic weapons for the purpose of overcoming damage reduction. Null Psionic Exhalation (Su) As a free action, a gray glutton can breathe forth a cloud of pale blue translucent gas into an adjacent 10-foot cube. The gas is psionically poisonous; the initial damage is 1d4 power points, and the secondary damage is 3d4 power points (Fortitude DC 18 negates). Affected psionic characters and creatures subtract the lost power points from their reserves. The save DC is Constitution-based. Once a gray glutton has used its exhalation, it must wait 4 rounds before it can exhale again. Smite Evil (Su) Once per day a celestial grey glutton can make a normal melee attack to deal 9 points of extra damage against an evil foe. Celestial Half-Giant 1st-Level Warrior Size/Type: Medium Giant (Extraplanar, Psionic) Hit Dice: 1d8+2 (6 hp) Initiative: -1 Speed: 30 ft. (6 squares) Armor Class: 13 (-1 Dex, +4 scale mail), touch 9, flat-footed 13 Base Attack/Grapple: +1/+7 Attack: Large greatsword +4 melee (3d6+3/19-20) or Large javelin +0 ranged (1d8+2) Full Attack: Large greatsword +4 melee (3d6+3/19-20) or Large javelin +0 ranged (1d8+2) Space/Reach: 5 ft./5 ft. Special Attacks: Psi-like abilities, smite evil Special Qualities: Darkvision 60ft., fire acclimated, powerful build, low-light vision, resistance to acid 5, cold 5, and electricity 5, spell resistance 6 Saves: Fort +4, Ref -1, Will -1 Abilities: Str 15, Dex 9, Con 14, Int 10, Wis 9, Cha 8 Skills: Listen +1, Spot +1 Feats: Weapon Focus (greatsword) Environment: Warm desert Organization: Team (2-4), squad (11-20 plus 2 3rd-level sergeants and 1 leader of 3rd-6th level), or band (30-100 plus 150% noncombatants plus 1 3rd-level sergeant per 10 adults, 5 5th-level lieutenants, and 3 7th-level captains) Challenge Rating: 1 Treasure: Standard Alignment: always neutral good Advancement: By character class Level Adjustment: +3 Half-giants typically stand from 7 feet to nearly 8 feet tall and weigh from 250 to 400 pounds, with men noticeably taller and heavier than women. Half-giants speak Common. Many also learn Giant. Combat Because of their giant ancestry, half-giants are able to use weapons sized for creatures larger than normal humans. They gain considerable satisfaction in using these large weapons in combat against their foes. Psi-Like Abilities 1/day: stomp (DC 10). Manifester level equal to ½ HD (minimum 1st). The save DC is Charisma-based. Smite Evil (Su) Once per day a celestial half-giant can make a normal melee attack to deal points of extra damage equal to his HD against an evil foe. Fire Acclimated (Ex) Half-giants have a +2 racial bonus on saving throws against all fire spells and effects. Powerful Build (Ex) The physical stature of half-giants lets them function in many ways as if they were one size category larger. Whenever a half-giant is subject to a size modifier or special size modifier for an opposed check (such as during grapple checks, bull rush attempts, and trip attempts), the half-giant is treated as one size larger if doing so is advantageous to him. A half-giant is also considered to be one size larger when determining whether a creature’s special attacks based on size (such as improved grab or swallow whole) can affect him. A half-giant can use weapons designed for a creature one size larger without penalty. However, his space and reach remain those of a creature of his actual size. The benefits of this racial trait stack with the effects of powers, abilities, and spells that change the subject’s size category. The half-giant warrior presented here had the following ability scores before racial adjustments: Str 13, Dex 11, Con 12, Int 10, Wis 9, Cha 8. Half-Giants As Characters Half-giant characters possess the following racial traits. +2 Constitution, +2 Strength, -2 Dexterity. Medium size. Half-giant base land speed is 30 feet. Darkvision 60 ft. and low-light vision. Naturally Psionic: Half-giants gain 2 bonus power points at 1st level, regardless of whether they choose a psionic class. Fire Acclimated: Half-giants have a +2 racial bonus on saving throws against all fire spells and effects. Powerful build (see above). Special Attacks (see above): Psi-like abilities, smite evil. Special Qualities (see above): energy resistance, spell resistance. Automatic Language: Common. Bonus Language: Draconic, Giant, Gnoll, Ignan. Favored Class: Psychic warrior. Level adjustment: +3. |
| RLRapp11-25-06, 05:48 PM | Celestial Maenad 1st-Level Warrior Size/Type: Medium Humanoid (Extraplanar, Maenad, Psionic) Hit Dice: 1d8+1 (5 hp) Initiative: +0 Speed: 30 ft. (6 squares) Armor Class: 14 (+3 studded leather, +1 light shield), touch 10, flat-footed 14 Base Attack/Grapple: +1/+2 Attack: Longsword +3 melee (1d8+1/19-20) or longbow +1 ranged (1d8/×3) Full Attack: Longsword +3 melee (1d8+1/19-20) or longbow +1 ranged (1d8/×3) Space/Reach: 5 ft./5 ft. Special Attacks: Psi-like abilities, smite evil Special Qualities: Darkvision 60ft., outburst, resistance to acid 5, cold 5, and electricity 5, spell resistance 6 Saves: Fort +3, Ref +0, Will -1 Abilities: Str 13, Dex 11, Con 12, Int 10, Wis 9, Cha 8 Skills: Climb +3, Jump +3 Feats: Weapon Focus (longsword) Environment: Warm hills Organization: Party (2-4), squad (11-20 plus 2 3rd-level sergeants and 1 leader of 3rd-6th level), or band (30-100 plus 150% noncombatants plus 1 3rd-level sergeant per 10 adults, 5 5th-level lieutenants, and 3 7th-level captains) Challenge Rating: ½ Treasure: Standard Alignment: always good (any) Advancement: By character class Level Adjustment: +2 Maenads typically stand more than 6 feet tall and weigh about 200 pounds; males are the same height as and only marginally heavier than maenad females. Maenads have no facial or body hair, and they prefer heavier clothing and armor if possible. Maenads speak their own language and Common. Combat Psi-Like Abilities 1/day—energy ray. A maenad can deal only sonic damage with this ability. Manifester level equal to ½ Hit Dice (minimum 1st). The save DC is Charisma-based. Outburst (Ex) Once per day for up to 4 rounds a maenad can subjugate his mentality. He takes a -2 penalty to Intelligence and Wisdom but gains a +2 bonus to Strength. Smite Evil (Su) Once per day a celestial maenad can make a normal melee attack to deal points of extra damage equal to his HD against an evil foe. Maenads As Characters Maenad characters possess the following racial traits. Medium size. Maenad base land speed is 30 feet. Darkvision 60 ft. Naturally Psionic: Maenads gain 2 bonus power points at 1st level. Special Attacks (see above): Psi-like abilities, smite evil. Special Qualities (see above): Outburst, energy resistance, spell resistance. Automatic Languages: Common, Maenad. Bonus Languages: Aquan, Draconic, Dwarven, Elven, Goblin. Favored Class: Wilder. Level Adjustment: +2 Celestial Thought Eater Size/Type: Small Aberration (Extraplanar, Psionic) Hit Dice: 3d8 (13 hp) Initiative: +8 Speed: 40 ft. (8 squares) Armor Class: 17 (+1 size, +4 Dex, +2 natural), touch 15, flat-footed 13 Base Attack/Grapple: +2/-1 Attack: +4 melee touch (eat thoughts) Full Attack: +4 melee touch (eat thoughts) Space/Reach: 5 ft./5 ft. Special Attacks: Eat thoughts, psi-like abilities, smite evil Special Qualities: Darkvision 60 ft., ethereal jaunt, resistance to acid 5, cold 5, and electricity 5, spell resistance 8 Saves: Fort +1, Ref +5, Will +4 Abilities: Str 12, Dex 18, Con 11, Int 7, Wis 12, Cha 14 Skills: Hide +10, Listen +5, Spot +5 Feats: Alertness, Improved Initiative Environment: Ethereal Plane Organization: Solitary or group (1-3) Challenge Rating: 2 Treasure: None Alignment: always good (any) Advancement: 4-6 HD (Small) Level Adjustment: — Thought eaters do not speak. Combat A thought eater can spend a maximum of 10 continuous rounds on the Material Plane before its wispy flesh finally dissipates and it falls dead. If badly wounded, it escapes to the Ethereal Plane rather than continuing the fight. Eat Thoughts (Su) A thought eater can drain psionic power points with a successful melee touch attack. Each touch drains 6 power points from the opponent (or fewer, if the opponent has fewer than 6 points remaining). Against a nonpsionic creature or a psionic creature that currently has no power points, this touch attack instead deals 1 point of Intelligence damage, which provides nourishment equivalent to 6 power points. A thought eater requires 12 power points per day to survive but will gorge itself on weak prey. Psi-Like Abilities At will—detect psionics, distract (DC 13), precognition, psionic daze (DC 13*); 3/day—thought shield. Manifester level 3rd. The save DCs are Charisma-based. *Includes augmentation for the thought eater’s manifester level. Smite Evil (Su) Once per day a celestial thought eater can make a normal melee attack to deal 3 points of extra damage against an evil foe. Ethereal Jaunt (Su) A thought eater can shift from the Ethereal Plane to the Material Plane as part of any move action, and then shift back again as a free action. The ability is otherwise identical to the psionic ethereal jaunt power. Celestial Thought Slayer Size/Type: Huge Aberration (Extraplanar, Psionic) Hit Dice: 14d8+70 (133 hp) Initiative: +1 Speed: 50 ft. (10 squares) Armor Class: 23 (-2 size, +1 Dex, +14 natural), touch 9, flat-footed 22 Base Attack/Grapple: +10/+26 Attack: Bite +17 melee (3d6+12) Full Attack: Bite +17 melee (3d6+12) Space/Reach: 15 ft./15 ft. Special Attacks: Mind-consuming gaze, psi-like abilities, smite evil Special Qualities: Darkvision 60 ft., damage reduction 10/magic, ethereal jaunt, power resistance 21, resistance to acid 10, cold 10, and electricity 10 Saves: Fort +11, Ref +5, Will +10 Abilities: Str 26, Dex 13, Con 21, Int 7, Wis 12, Cha 15 Skills: Climb +12, Jump +20, Listen +7, Spot +8 Feats: Alertness, Cleave, Great Fortitude, Power Attack, Weapon Focus (bite) Environment: Ethereal Plane Organization: Solitary or pack (2-4) Challenge Rating: 15 Treasure: Standard Alignment: Always chaotic good Advancement: 15-28 HD (Huge) Level Adjustment: — Thought slayers do not speak. Combat A thought slayer can spend a maximum of 10 continuous minutes on the Material Plane before its wispy flesh finally dissipates and it falls dead. If badly wounded, it escapes to the Ethereal Plane rather than continuing the fight. A celestial thought slayer’s natural weapons are treated as magic weapons for the purpose of overcoming damage reduction. Mind-Consuming Gaze (Su) Instantly kill (by draining the mind away), range 30 feet, Fortitude DC 19 negates. The save DC is Charisma-based. This is considered a mind-affecting death effect. If a thought slayer’s gaze is met indirectly (such as through a mirror or a reflection in water), the opponent does not die on a failed save but instead is dazed for 14 rounds. This otherwise is a gaze effect. The gaze cannot affect creatures on the Material Plane while the thought slayer remains ethereal, but it can affect ethereal creatures while the thought slayer is on the Material Plane. Psi-Like Abilities At will—brain lock (any nonmindless, DC 14*), chameleon, detect psionics, distract (DC 13); 3/day—body adjustment (5d12*), mental barrier (+6 AC, 2 rounds*), mind trap (10 rounds*), precognition, wall walker; 1/day—escape detection. Manifester level 14th. The save DCs are Charisma-based. *Includes augmentation for the thought slayer’s manifester level. Ethereal Jaunt (Su) A thought slayer can shift from the Ethereal Plane to the Material Plane as part of any move action, and then shift back again as a free action. The ability is otherwise identical to the psionic ethereal jaunt power. Smite Evil (Su) Once per day a celestial thought slayer can make a normal melee attack to deal 14 points of extra damage against an evil foe. |
| RLRapp11-28-06, 08:26 PM | Celestial Udoroot Size/Type: Huge Plant (Extraplanar, Psionic) Hit Dice: 6d8+18 (45 hp) Initiative: +0 Speed: 0 ft. Armor Class: 11 (-2 size, -5 Dex, +8 natural), touch 3, flat-footed 11 Base Attack/Grapple: +4/— Attack: — Full Attack: — Space/Reach: 15 ft./0 ft. Special Attacks: Double manifest, psi-like abilities Special Qualities: Blindsight 60 ft., immunity to electricity, plant traits, damage reduction 5/magic, resistance to acid 5, cold 10, and fire 10, spell resistance 11 Saves: Fort +8, Ref +4, Will +5 Abilities: Str Ø, Dex Ø, Con 16, Int 4, Wis 13, Cha 14 Skills: Listen +10 Feats: Iron Will, Lightning Reflexes Environment: Temperate forest Organization: Solitary or patch (2-4) Challenge Rating: 6 Treasure: 1/5 coins; 50% goods; 50% items Alignment: Always good (any) Advancement: 7-16 HD (Huge); 17-18 HD (Gargantuan) Level Adjustment: — Combat An udoroot can be killed only if its root is dug up or exposed, then burned, hacked apart, or otherwise destroyed. Severing or destroying all six crowns puts the plant out of commission, allowing excavation of the helpless root. The crowns are Medium objects with a hardness of 5 and 7 hit points. To sever a crown, an opponent must use the sunder action. The crowns can also be affected by spells or effects that affect an area or targeted by spells that affect an individual target. An udoroot takes no damage from having a crown severed or destroyed. A severed crown dies and can no longer be used to attack, but the udoroot takes no other penalties. As long as the root system remains intact, the crown regrows in about a month. Double Manifest (Ex) An udoroot senses its surroundings and manifests its psi-like abilities through its crowns. It can manifest two psi-like abilities per round, as long as it has at least two crowns remaining. Psi-Like Abilities At will—energy stun (electricity, 2d6, DC 15*), false sensory input (DC 15), id insinuation (two targets, DC 15*), mind thrust (ML 4th, 4d10, DC 14*), telekinetic force (275 lb., DC 15*), thought shield (power resistance 16*); 3/day—astral construct (3rd level*), body adjustment, mental barrier. Manifester level 6th. The save DCs are Charisma-based. An udoroot can use its body adjustment power to repair damage to one of its crowns, as long as the crown has not been severed or destroyed. *Includes augmentation for the udoroot’s manifester level. Blindsight (Ex) An udoroot can ascertain all foes by nonvisual means within 60 feet. If its crowns are destroyed, it can no longer perceive its surroundings. Plant Traits An udoroot is immune to poison, sleep, paralysis, stunning, polymorphing, and mind-affecting effects (charms, compulsions, phantasms, patterns, and morale effects). It is not subject to critical hits. Celestial Xeph 1st-Level Warrior Size/Type: Medium Humanoid (Extraplanar, Psionic, Xeph) Hit Dice: 1d8+1 (5 hp) Initiative: +1 Speed: 30 ft. (6 squares) Armor Class: 15 (+1 Dex, +3 studded leather, +1 light shield), touch 11, flat-footed 14 Base Attack/Grapple: +1/+1 Attack: Rapier +2 melee (1d6/18-20) or longbow +2 ranged (1d8/×3) Full Attack: Rapier +2 melee (1d6/18-20) or longbow +2 ranged (1d8/×3) Space/Reach: 5 ft./5 ft. Special Attacks: Smite evil Special Qualities: Burst, darkvision 60 ft., resistance to acid 5, cold 5, and electricity 5, spell resistance 6 Saves: Fort +3, Ref +1, Will -1 Abilities: Str 11, Dex 13, Con 12, Int 10, Wis 9, Cha 8 Skills: Climb +2, Jump +2 Feats: Weapon Finesse Environment: Warm forest Organization: Team (2-4), squad (11-20 plus 2 3rd-level sergeants and 1 leader of 3rd-6th level), or band (30-100 plus 150% noncombatants plus 1 3rd-level sergeant per 10 adults, 5 5th-level lieutenants, and 3 7th-level captains) Challenge Rating: ½ Treasure: Standard Alignment: always good (any) Advancement: By character class Level Adjustment: +2 Xephs speak their own language and Common. Combat Burst (Su) Three times per day, a xeph can increase his or her speed by 10 feet, plus 10 feet per four character levels beyond 1st, to a maximum increase of 30 feet at 9th character level and higher. These bursts of speed are considered a competence bonus to the xeph’s base speed. A burst of speed lasts 3 rounds. Smite Evil (Su) Once per day a celestial xeph can make a normal melee attack to deal points of extra damage equal to his HD against an evil foe. The xeph warrior presented here had the following ability scores before racial adjustments Str 13, Dex 11, Con 12, Int 10, Wis 9, Cha 8. Xephs As Characters Xeph characters possess the following racial traits. -2 Strength, +2 Dexterity. Medium size. Xeph base land speed is 30 feet. Darkvision out to 60 feet. Naturally Psionic: Xephs gain 1 bonus power point at 1st level. +1 racial bonus on saving throws against powers, spells, and spell-like effects. Special Attacks (see above): Smite evil. Special Qualities (see above): Burst, energy resistance, spell resistance. Racial Feats: A xeph character gains feats according to his or her character class. Automatic Languages: Xeph, Common. Favored Class: Soulknife. Level Adjustment: +2. |
| RLRapp11-30-06, 09:13 PM | And here are the Epic Monsters. I am not going to include all monsters that the template could be applied to, only those that would benefit significantly. Celestial Devastation Centipede Size/Type: Colossal Magical Beast (Extraplanar) Hit Dice: 128d8+1,152 (1,728 hp) Initiative: +13 (Dex) Speed: 80 ft. 60 ft., climb 40 ft. Armor Class: 55 (-8 size, +13 Dex, +40 natural) Base Attack/Grapple: +96/+128 Attack: Bite +99 melee (20d10+16 plus poison) Full Attack: Bite +99 melee (20d10+16 plus poison) Space/Reach: 50 ft./40 ft. 50 ft./40 ft. Special Attacks: Poison, smite evil Special Qualities: Darkvision 300 ft., SR 50, DR 10/-, resistance to acid 10, cold 10, and electricity 10 Saves: Fort +75, Ref +55, Will +42 Abilities: Str 33, Dex 37, Con 29, Int 3, Wis 10, Cha 2 Skills: Climb +19, Hide +1, Jump +31, Spot +8 Environment: Any land Organization: Solitary or cluster (2-5) Challenge Rating: 41 Treasure: None Alignment: Always good (any) Advancement: None Combat Poison (Ex) Bite, Fort save (DC 83); initial and secondary damage 2d12 temporary Dex. Smite Evil (Su) Once per day a celestial devastation centipede can make a normal melee attack to deal 20 points of extra damage against an evil foe. Skills Devastation centipedes receive a +8 racial bonus on Climb, Hide, and Spot checks. Celestial Devastation Spider Size/Type: Colossal Magical Beast (Extraplanar) Hit Dice: 128d8+1,280 (1,856 hp) Initiative: +14 (Dex) Speed: 60 ft., climb 40 ft. (80 ft., climb 40 ft.) Armor Class: 58 (-8 size, +14 Dex, +42 natural) Base Attack/Grapple: +96/+125 Attack: Bite +101 melee (18d10+19 plus poison) Full Attack: Bite +101 melee (18d10+19 plus poison) Space/Reach: 50 ft./40 ft. Special Attacks: Poison, smite evil Special Qualities: Darkvision 300 ft., SR 50, DR 10/-, resistance to acid 10, cold 10, and electricity 10 Saves: Fort +76, Ref +56, Will +42 Abilities: Str 37, Dex 39, Con 30, Int 3, Wis 10, Cha 2 Skills: Climb +21, Hide +2 (-2), Jump +25 (+39), Move Silently +14, Spot +8 (+12) Environment: Any land Organization: Solitary or cluster (2-5) Challenge Rating: 43 Treasure: None Alignment: Always good (any) Advancement: None Poison (Ex) Bite, Fort save (DC 84); initial and secondary damage 2d12 temporary Con. Smite Evil (Su) Once per day a celestial devastation spider can make a normal melee attack to deal 20 points of extra damage against an evil foe. Web (Ex) A single web strand is strong enough to support the spider and one creature of Gargantuan size. Web-spinning devastation spiders can cast a web eight times per day. This is similar to an attack with a net but has a maximum range of 150 feet, with a range increment of 30 feet, and is effective against targets of up to Gargantuan size. The web anchors the target in place, allowing no movement. An entangled creature can escape with a successful Escape Artist check (DC 38) or burst it with a Strength check (DC 44). Both are standard actions. Web-spinning spiders often create sheets of sticky webbing about 1,000 feet square. They usually position these sheets to snare flying creatures but can also try to trap prey on the ground. Approaching creatures must succeed at a Spot check (DC 20) to notice a web; otherwise, they stumble into it and become trapped as though by a successful web attack. Attempts to escape or burst the webbing gain a +5 bonus if the trapped creature has something to walk on or grab while pulling free. Each 5-foot section has 24 hit points, and sheet webs have damage reduction 20/-. A devastation spider can move across its own sheet web at its climb speed and can determine the exact location of any creature caught in the web. Skills Web-spinning devastation spiders receive a +4 racial bonus on Hide and Spot checks. Hunting spiders receive a +6 racial bonus on Jump checks and a +8 racial bonus on Spot checks (using the modifiers given in parentheses). *All devastation spiders gain a +8 competence bonus on Hide and Move Silently checks when using their webs. Celestial Devastation Scorpion Size/Type: Colossal Magical Beast (Extraplanar) Hit Dice: 128d8+1,408 (1,984 hp) Initiative: +12 (Dex) Speed: 100 ft. Armor Class: 60 (-8 size, +12 Dex, +46 natural) Base Attack/Grapple: +96/+126 Attack: Claw +102 melee (10d10+14) Full Attack: 2 claws +102 melee (10d10+14), sting +97 melee (8d10+7 plus poison) Space/Reach: 50 ft./40 ft. Special Attacks: Improved grab, squeeze, poison, smite evil Special Qualities: Darkvision 300 ft., SR 50, DR 15/-, resistance to acid 10, cold 10, and electricity 10 Saves: Fort +77, Ref +54, Will +42 Abilities: Str 38, Dex 35, Con 32, Int 3, Wis 10, Cha 2 Skills: Climb +22, Hide +4, Jump +42, Spot +8 Environment: Any land Organization: Solitary or cluster (2-5) Challenge Rating: 44 Treasure: None Alignment: Always good (any) Advancement: None Improved Grab (Ex) To use this ability, the devastation scorpion must hit with its claw attack. If it gets a hold, it hangs on and squeezes. Squeeze (Ex) A devastation scorpion that gets a hold on a Gargantuan or smaller opponent automatically deals damage with both claws and its sting. Poison (Ex) Sting, Fort save (DC 85); initial and secondary damage 2d12 temporary Str. Smite Evil (Su) Once per day a celestial devastation scorpion can make a normal melee attack to deal 20 points of extra damage against an evil foe. Skills Devastation scorpions receive a +8 racial bonus on Climb, Hide, and Spot checks. |
| RLRapp12-03-06, 06:23 PM | Celestial Devastation Beetle Size/Type: Colossal Magical Beast (Extraplanar) Hit Dice: 128d8+2,304 (2,880 hp) Initiative: +10 (Dex) Speed: 70 ft. Armor Class: 72 (-8 size, +10 Dex, +60 natural) Base Attack/Grapple: +96/+128 Attack: Bite +104 melee (25d10+24) Full Attack: Bite +104 melee (25d10+24) Space/Reach: 50 ft./40 ft. Special Attacks: Trample 30d10+24, acid cloud, smite evil Special Qualities: Darkvision 300 ft., SR 60, DR 20/-, resistance to acid 10, cold 10, and electricity 10 Saves: Fort +84, Ref +52, Will +42 Abilities: Str 42, Dex 31, Con 46, Int 3, Wis 10, Cha 9 Skills: Jump +28, Listen +0, Spot +0 Environment: Any land Organization: Solitary or cluster (2-5) Challenge Rating: 52 Treasure: None Alignment: Always good (any) Advancement: None Trample (Ex) A devastation beetle can trample Gargantuan and smaller creatures for 30d10+24 points of damage. Opponents who do not make attacks of opportunity against the devastation beetle can attempt a Reflex save (DC 90) to halve the damage. Smite Evil (Su) Once per day a celestial devastation beetle can make a normal melee attack to deal 20 points of extra damage against an evil foe. Acid Cloud (Ex) A devastation beetle exudes a constant vapor that radiates outward in every direction for 60 feet. This vapor deals 6d6 points of acid damage each round to anyone caught in the cloud. Celestial Legendary Bear Size/Type: Large Magical Beast (Extraplanar) Hit Dice: 20d8+140 (230 hp) Initiative: +6 (+2 Dex, +4 Improved Initiative) Speed: 50 ft. Armor Class: 21 (-1 size, +2 Dex, +10 natural) Base Attack/Grapple: +15/+32 Attack: Claw +27 melee (2d6+13) Full Attack: 2 claws +27 melee (2d6+13), bite +22 melee (4d6+6) Space/Reach: 10 ft./5 ft. Special Attacks: Improved grab, smite evil Special Qualities: Damage reduction 10/magic, darkvision 60ft., resistance to acid 10, cold 10, and electricity 10, spell resistance 25, scent Saves: Fort +19, Ref +14, Will +11 Abilities: Str 36, Dex 14, Con 24, Int 3, Wis 16, Cha 12 Skills: Climb +15, Jump +21, Listen +14, Spot +14, Swim +20 Feats: Alertness, Athletic, Endurance, Improved Initiative, Iron Will, Run, Track Environment: Any forest, hill, mountains, plains, and underground Organization: Solitary or pair Challenge Rating: 11 Treasure: None Alignment: Always neutral good Advancement: 21-40 HD (Large) Combat Improved Grab (Ex) To use this ability, a legendary bear must hit with a claw attack. Smite Evil (Su) Once per day a celestial legendary bear can make a normal melee attack to deal 20 points of extra damage against an evil foe. Celestial Legendary Tiger Size/Type: Large Magical Beast (Extraplanar) Hit Dice: 26d8+188 (305 hp) Initiative: +8 (+4 Dex, +4 Improved Initiative) Speed: 50 ft. Armor Class: 23 (-1 size, +4 Dex, +10 natural) Base Attack/Grapple: +19/+34 Attack: Claw +29 melee (2d6+11) Full Attack: 2 claws +29 melee (2d6+11), bite +24 melee (2d8+5) Space/Reach: 10 ft./5 ft. Special Attacks: Pounce, improved grab, rake 2d6+5, smite evil Special Qualities: Damage reduction 10/magic, darkvision 60ft., resistance to acid 10, cold 10, and electricity 10, spell resistance 25, scent Saves: Fort +22, Ref +19, Will +12 Abilities: Str 32, Dex 18, Con 24, Int 3, Wis 14, Cha 10 Skills: Climb +13, Hide +15, Jump +19, Listen +12, Move Silently +15, Spot +12, Swim +16 Feats: Alertness, Athletic, Endurance, Improved Initiative, Iron Will, Run, Toughness (×2), Track Environment: Any forest, hill, mountains, plains, or underground Organization: Solitary or pair Challenge Rating: 12 Treasure: None Alignment: Always neutral good Advancement: 27-48 HD (Large) Combat Pounce (Ex) If a legendary tiger leaps upon a foe during the first round of combat, it can make a full attack even if it has already taken a move action. Improved Grab (Ex) To use this ability, the legendary tiger must hit with a bite attack. If it gets a hold, it can rake. Rake (Ex) A legendary tiger can make two attacks (+30 melee) against a held creature with its hind legs for 2d6+5 points of damage each. If the legendary tiger pounces on an opponent, it can also rake. Smite Evil (Su) Once per day a celestial legendary tiger can make a normal melee attack to deal 20 points of extra damage against an evil foe. Skills Legendary tigers receive a +8 racial bonus on Hide and Move Silently checks. *In areas of tall grasses or heavy undergrowth, the Hide bonus improves to +16. |
| RLRapp12-06-06, 07:10 PM | Celestial Mu Spore Size/Type: Colossal Plant (Extraplanar) Hit Dice: 35d8+405 (562 hp) Initiative: +5 (-3 Dex, +8 Superior Initiative) Speed: 40 ft. Armor Class: 27 (-3 Dex, -8 size, +28 natural) Base Attack/Grapple: +26/+55 Attack: Tendril +31 melee (2d6+13/19-20) Full Attack: 4 tendrils +31 melee (2d6+13/19-20), 1 bite +26 melee (4d6+6/19-20) Space/Reach: 30 ft./30 ft. Special Attacks: Spore cough, improved grab, smite evil, swallow whole Special Qualities: blindsight 210 ft., DR 10/epic, fast healing 10, plant traits, resistance to acid 20, cold 10, and electricity 10, spell resistance 25, sticky Saves: Fort +28, Ref +14, Will +20 Abilities: Str 36, Dex 5, Con 29, Int 18, Wis 28, Cha 28 Skills: Bluff +47, Diplomacy +13, Gather Information +13, Hide +35, Intimidate +13, Jump +13, Knowledge (local, nature) +42, Listen +47, Spot +47 Feats: Cleave, Great Cleave, Improved Critical (bite), Improved Critical (tendril), Improved initiative, Lightning Reflexes, Power Attack Epic Feats: Epic Reflexes, Epic Toughness (×3), Superior Initiative Environment: Any Organization: Solitary, pair, or polyp (3-7) Challenge Rating: 23 Treasure: Standard Alignment: Always chaotic good Advancement: 36+ HD (Colossal) Mu spores speak Common and Terran. A mu spore’s natural weapons are treated as epic for the purpose of overcoming damage reduction. Combat Spore Cough (Su) Once every 1d4 rounds a mu spore can release a cloud of burrowing spores. This spore cough is treated as a 100-foot-cone breath weapon. The burrowing spores deal 20d8 points of damage to all creatures and structures in the area, or half damage to any creatures that make a Reflex save (DC 36). The DC is Charisma-based. Improved Grab (Ex) If a mu spore hits with a tendril, it deals normal damage and attempts to start a grapple as a free action without provoking an attack of opportunity. Improved grab works only against Gargantuan and smaller opponents. The mu spore has the option to conduct the grapple normally, transfer the victim to its mouth as a free action, or simply use its tendril to hold the opponent. Each successful grapple check it makes during successive rounds automatically deals the damage given for the tendril. Swallow Whole (Ex) If the mu spore begins its turn with an opponent held in its mouth, it can attempt a new grapple check (as though attempting to pin the opponent). If it succeeds, it swallows its prey and the opponent takes bite damage. A swallowed creature takes the twice the damage given for the mu spore’s bite every round. A swallowed creature is considered grappled, while the creature that did the swallowing is not. A swallowed creature can try to cut its way free with any light piercing or slashing weapon, if it can deal 33 points of damage in this fashion, or it can just try to escape the grapple. If the swallowed creature chooses the latter course, success puts it back in the mu spore’s mouth, where it may be bitten or swallowed again. Smite Evil (Su) Once per day a celestial mu spore can make a normal melee attack to deal 20 points of extra damage against an evil foe. Sticky (Ex) Sticky tendrils cover a mu spore, many more than the four main tendrils it uses for combat. Any creature that touches or successfully attacks a mu spore with a melee weapon is subject to a free improved grab check by the mu spore, as if the mu spore had successfully attacked the creature with a tendril. A creature wielding a melee weapon must immediately relinquish its grip on its weapon, or proceed with the grapple check. If the subject relinquishes its grip on its weapon, the weapon is swallowed the following round. Creatures who attack the mu spore in melee without a weapon they can release (such as those with natural attacks only) do not have this option. Plant Traits Immune to poison, sleep, paralysis, stunning, and polymorphing; not subject to critical hits or mind-affecting effects. Celestial Ruin Swarm Size/Type: Tiny Magical Beast (Extraplanar, Swarm) Hit Dice: 50d8+500 (725 hp) Initiative: +16 Speed: 20 ft., climb 20 ft., fly 90 ft. (perfect) Armor Class: 30 (+2 size, +16 Dex, +2 natural), touch 28, flat-footed 14 Base Attack/Grapple: +37/— Attack: Swarm (5d6) Full Attack: Swarm (5d6) Space/Reach: 10 ft./0 ft. Special Attacks: Blinding, distraction (DC 45), smite evil Special Qualities: Blindsense, fast healing 15, damage reduction 10/magic, darkvision 60ft., resistance to acid 10, cold 10, and electricity 10, spell resistance 25, swarm traits, vermin traits Saves: Fort +37, Ref +34, Will +22 Abilities: Str 3, Dex 42, Con 30, Int 3, Wis 23, Cha 32 Skills: — Feats: — Environment: Any Organization: Solitary, cloud (2-4 swarms), or plague (5-8 swarms) Challenge Rating: 25 Treasure: None Alignment: Always good (any) Advancement: None Combat Blinding (Ex) Any living creature that begins its turn with a ruin swarm in its space must make a Fortitude save (DC 51) or be blinded for one round. The save DC is Dexterity-based. Blindsense (Ex) The ruin swarm notices and locates creatures within 200 ft. Opponents still have 100% concealment against the swarm (but swarm attacks ignore concealment). Distraction (Ex) Any living creature vulnerable to the swarm’s damage that begins its turn with a swarm in its square is nauseated for 1 round; a DC 45 Fortitude save negates the effect. Even with a successful save, spellcasting or concentrating on spells within the area of a swarm requires a Concentration check (DC 20 + spell level). Using skills requiring patience and concentration requires a Concentration check (DC 20). The save DC is Constitution-based. Smite Evil (Su) Once per day a celestial ruin swarm can make a normal melee attack to deal 20 points of extra damage against an evil foe. Swarm Traits A swarm has no clear front or back and no discernable anatomy, so it is not subject to critical hits or flanking. A swarm made up of Tiny creatures takes half damage from slashing and piercing weapons. Reducing a swarm to 0 hit points or fewer causes the swarm to break up, though damage taken until that point does not degrade its ability to attack or resist attack. Swarms are never staggered or reduced to a dying state by damage. Also, they cannot be tripped, grappled, or bull rushed, and they cannot grapple another. A swarm is immune to any spell or effect that targets a specific number of creatures (including single-target spells such as disintegrate), with the exception of mind-affecting effects if the swarm has an intelligence score and a hive mind. A swarm takes a -10 penalty on saving throws against spells or effects that affect an area, such as many evocation spells or grenadelike weapons. If the area effect attack does not allow a saving throw, the swarm takes double damage instead. A swarm rendered unconscious by means of nonlethal damage becomes disorganized and dispersed, and does not re-form until its hit points exceed its nonlethal damage. Vermin Traits A ruin swarm is immune to all mind-affecting effects (charms, compulsions, phantasms, patterns, and morale effects). It also has darkvision (60-foot range). |