CREATVRES OV THE BELOW
AQUATIC OTYUGH: Large Aberration (Aquatic); HD 6d8 (hp 36); AC 17; Atk +4 melee (1d6, 2 tentacles) and -2 melee (1d4, bite); Str 11, Dex 10, Int 5.
Special: SA Constrict 1d6, disease, improved grab; SQ Darkvision 60 ft., scent;
Skills: Hide -1* (+7 in water), Listen +6, Spot +6, Swim +8, Alertness, Toughness, Weapon Focus (tentacle)
Constrict: An otyugh deals automatic tentacle damage with a successful grapple check.
Disease: Filth fever - bite, Fortitude DC 14, incubation period 1d3 days; damage 1d3 Dex and 1d3 Con. The save DC is Constitution based.
Improved Grab: 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.
BLACK PUDDING: Huge Ooze; HD 10d10 (hp 115); Spd 20ft., Climb 20ft.; AC 3; Atk +8 melee (2d6+4 plus 2d6 acid, slam); Str 17, Dex 1, Int -.
Special: SA Acid, constrict 2d6+4 plus 2d6 acid, improved grab; SQ Blindsight 60ft., split, ooze traits
Skills: -
Acid: The creature secretes a digestive acid that dissolves organic material and metal quickly, but does not affect stone. Any melee hit or constrict attack deals acid damage and the opponent's armor and clothing dissolve and become useless immediately unless they succeed on DC21 Reflex saves.
Constrict: A black pudding deals automatic slam and acid damage with a successful grapple check. The opponent's clothing and armor take a -4 penalty on Reflex saves against the acid.
Improved Grab: To use this ability, a black pudding 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.
Split: Slashing and piercing weapons deal no damage to a black pudding.l Instead the creature splits into two identical puddings, each with half o fhte original's current hit points (round down). A pudding with 10 hit points or less cannot be further split and dies if reduced to 0 hit points.
BUGBEAR: Medium goblinoid; AC 19; HD 3d8 (hp 16); Spd 30 ft; Melee mwk morningstar +6 (1d8+2); Ranged mwk javelin +4 (1d6+2); Str 15, Dex 12, Int 10.
Languages: Goblin, Undercommon;
Special: Senses darkvision 60 ft, scent
Skills: Alertness, Weapon Focus (morningstar), Climb, Hide+, Listen+, Move Silently, Spot
Possessions: morningstar, javelin, studded leather armor, heavy wooden shield
CAVE FISHER: Medium Vermin; HD 3d8 (hp 26); Spd 10 ft., climb 10 ft.; AC 16; Atks filament +3 (attach), or 2 claws +8 (2d4+9); Str 23, Dex 12, Int -.
Special: SA Filament, adhesive; SQ Vermin
Skills: Climb, Hide+, Move Silently+, Spot
Adhesive (Ex): A cave fisher's attached filament draws its target closer 10 ft. per round; the creature bites such prey at a +4 attack bonus. Removal requires an Escape Artist check (DC 27), Strength check (DC 23), attack with a slashing weapon (AC 20, hp 10), or application of alcohol.
CRAYFISH: Large Animal (Aquatic); HD 9d10 (hp 93); Spd 30ft., Swim 20ft.; AC 22; Atk +12 melee (2d6+5, 2 claws); Special: SA Constrict 3d6+5, improved grab; SQ Amphibious, low-light vision; Str 20, Dex 16, Int 1.
Skills: Listen+, Spot+, Swim; Alertness, Blindfight, Combat Reflexes, Improved Initiative
Constrict (Ex): On a successful grapple check, a crayfish deals 3d6+5 points of damage.
Improved Grab (Ex): To use this ability, a crayfish must hit with a claw 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.
CRYSTAL OOZE: Large Ooze (Aquatic); HD 6d10 (hp 69); Spd 10ft., Swim 30ft.; AC 4; Atk +5 melee (2d4+3 plus 1d4 acid, slam); Special: SA Acid, constrict 2d4+3 plus 1d4 acid, improved grab, paralyzing poison; SQ Blindsight 60ft., DR 5/- immunity to acid, cold, fire, ooze traits, transparent; Str 15, Dex 1, Int -.
Skills: -
Acid (Ex): A crystal ooze secretes a digestive acid that dissolves only flesh, cloth, and wood.
Constrict (Ex): A crystal ooze deals automatic slam and acid damage with a successful grapple check.
Improved Grab (Ex): To use this ability, a crystal ooze 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.
Paralyzing Poison (Ex): Each hit with the slam attack forces the victim to make a DC19 Fortitude save or be paralyzed for 3d6 rounds. The save DC is Constitution based.
Transparent (Ex): Crystal oozes are hard to seed while in the water, and it takes a DC 15 Spot check to notice one. Creatures who fail to notice the ooze and swim into I are automatically hit with a melee attack for slam and acid damage.
DEEPSPAWN: Huge Aberration; HD 14d12 (hp 133); Spd 20ft., Swim 30ft.; AC 14; Atk +15 melee (1d8+4, 3 bites) and; Face/Reach 15ft./5ft (tentacles have 20ft. reach); Str 28, Dex 9, Int 17.
Special: SA Constrict 1d8+9, improved grab, spell-like abilities; SQ Darkvision 60 ft., immunity to poison, create spawn;
Skills: Hide+, Listen, Move Silent, Spot, Swim; Great Fortitude, Improved Initiative, Lightning Reflexes, Multi-Attack, Quicken Spell-like Ability (hold person).
Constrict (Ex): A deepspawn deals automatic tentacle damage with a successful grapple check
Create Spawn (Su): A deepspawn can create perfect duplicates of creatures that it consumes. These spawn are under the complete control of the deepspawn.
Improved Grab (Ex): To use this ability, a deepspawn 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.
Spell-Like Abilities (Sp): As 14th level caster. At Will - Detect thoughts (DC15), hold person (DC15), water breathing. 1/day - Heal (self only)
ELDER EARTH ELEMENTAL: Huge Elemental (Earth, Extraplanar); HD 24d12 (hp 312); Spd 30ft.; AC 22; Atk +27 melee (2d10+11/19-20, 2 slams); Str 33, Dex 8, Int 10.
Special: SA Earth mastery, push; SQ.Damage reduction 10/-, earth glide, darkvision 60 ft., elemental traits
Skills: Listen+, Spot+; Alertness, Awesome Blow, Cleave, Improved Critical (slam) Improved Sunder, Iron Will, Power Attack
FIENDISH GIANT WASP: Large Magical Beast (Extraplanar); HD 5d10 (hp 32); Spd 20ft., fly 60ft. (good); AC 14; Atk +6 melee (1d3+6 plus poison, sting);
Special: SA Poison, smite good (+5); SQ Darkvision 60 ft., DR 5/magic, resistance cold and fire 5, SR10, vermin traits; Str 10, Dex 11, Int 3.
Skills: Spot+, Survival+ (+5 to orient themselves)
Poison (Ex): Injury, Physical DC14, initial and secondary damage 1d6 Dex. The save DC is Strength based.
FLYING SPIDER: Large Vermin; HD 4d10 (hp 26); Spd 30ft., Fly 20ft (poor), Climb 20 ft.; AC 14; Atk +4 melee (1d8+3 plus poison, bite);
Special: SA Poison; SQ. Darkvision 60ft., tremorsense 60 ft., vermin traits; Str 15, Dex 17, Int -
Skills: Climb+, Hide, Jump, Spot+
Poison (ex): A monstrous spider has a poisonous bite. Large monstrous spider poison deals 1d6 Strength damage as the initial and secondary damage; a Fortitude save vs. DC13 negates. The save is Constitution based.
FOMORIAN, GIANT: Large Giant; HD 13d10 (hp 120); Spd 20 ft.; AC 21; Atks huge greatclub +16/+11 (2d6+10); Str 24, Dex 8, Int 10.
Skills: Climb, Listen+, Move Silently, Spot+; Cleave, Great Cleave, Power Attack, Weapon Focus (greatclub).
FOMORIAN, YOUNG: Large Giant; HD 8d10 (hp 100); Spd 20 ft.; AC 20; Atks huge greatclub +10/+5 (2d6+7); Str 20, Dex 9, Int 9.
Skills: Climb+, Listen, Move Silently+, Spot; Cleave, Power Attack, Weapon Focus (greatclub).
FOMORIAN, SKELETAL: Huge Undead; HD 15d12 (hp 150); Spd 40ft; AC 13; Atk +21 melee (1d8+12 plus vamipiric drain, 2 slams);
Special: SQ Damage reduction 5/- darkvision 60ft., immunity to cold; Str 34, Dex 14, Int -
Skills: Improved Initiative
Vampiric Drain: In addition to normal damage, the slam attack of these skeletons deal an additional 2d6 points of negative energy damage; a DC16 fortitude save negates. The skeleton heals 1d6 points of damage after hitting a victim.
GARGOYLE: Medium Monstrous Humanoid (earth); AC 16; HD 4d8 (hp 37); Spd 40 ft, fly 60 ft (average); Melee 2 claws +6 (1d4+2) and bite +4 (1d6+1) and gore +4 (1d6+1); Str 15, Dex 14, Int 6
Languages: Terran, Undercommon;
Special: Darkvision 60 ft, DR 10/magic; SQ freeze;
Skills: Hide (+15 against a background of stone), Listen+, Spot+; Multiattack, Toughness
Freeze (Ex): A gargoyle can hold itself so still it appears to be a statue. An observer must succeed on a DC 20 Spot check to notice the gargoyle is really alive.
GHAST: Medium undead; AC 17; HD 4d8 (hp 29); Spd 30 ft; Melee bite +5 (1d8+3 plus paralysis) and 2 claws +3 (1d4+1 plus paralysis); Str 17, Dex 17, Int 13
Special: Darkvision 60 ft; SQ undead traits, turn resistance; SA ghoul fever, paralysis, stench
Languages: Undercommon
Skills: Balance, Climb+, Hide, Jump+, Move Silently, Spot; Multiattack, Toughness
Ghoul Fever (Su): Disease—bite, Fortitude DC 15, incubation period 1 day, damage 1d3 Strength and 1d3 Dexterity.
Paralysis (Ex): Those hit by a ghast’s bite or claw attack must succeed on a DC 15 Fortitude save or be paralyzed for 1d4+1 rounds. Even elves can be affected by this paralysis.
Stench (Ex): The stink of death and corruption surrounding these creatures is overwhelming. Living creatures within 10 feet must succeed on a DC 15 Physical save or be sickened for 1d6+4 minutes. A creature that successfully saves cannot be affected again by the same ghast’s stench for 24 hours. A delay poison or neutralize poison spell removes the effect from a sickened creature. Creatures with immunity to poison are unaffected, and creatures resistant to poison receive their normal bonus on their saving throws.
GHOUL: Medium undead; AC 14; HD 2d8 (hp 13); Spd 30 ft; Melee 2 claws bite +2 (1d6+1 plus paralysis) and 2 claws +0 (1d3 plus paralysis); Str 13, Dex 15, Int 13
Special: Darkvision 60 ft, SA ghoul fever, paralysis, SQ undead traits, Turn resistance
Languages: Undercommon
Skills: Balance, Climb+, Hide+, Jump+, Move Silently, Spot; Multiattack
Ghoul Fever (Su): Disease—bite, Fortitude DC 12, incubation period 1 day, damage 1d3 Constitution and 1d3 Dexterity. An afflicted humanoid who dies of ghoul fever rises as a ghoul at the next midnight. A humanoid who becomes a ghoul in this way retains none of the abilities it possessed in life. It is not under the control of any other ghouls, but it hungers for the flesh of the living and behaves like a normal ghoul in all respects. A humanoid of 4 Hit Dice or more rises as a ghast, not a ghoul.
Paralysis (Ex): Those hit by a ghoul’s bite or claw attack must succeed on a DC 12 Physical save or be paralyzed for 1d4+1 rounds. Elves have immunity to this paralysis.
GIANT ALBINO EEL: Large Animal (Aquatic); HD 5d10 (hp 30); Spd swim 20 ft; AC 14; Atks bite +5 (2d6+3 and disease); Str 16, Dex 14, Int 1.
Special: SA Improved grab, disease (red ache);
Skills: Hide, Listen, Spot
Poison (Ex): Injury, Physical DC14, initial and secondary damage 1d6 Dex. The save DC is Strength based.
GIANT LIZARD: Medium Animal: HD 3d8 (hp 29); Spd 30 ft., swim 30 ft.; AC 15; Atks bite +5 (1d8+4); Str 17, Dex 15, Int 2
Skills: Climb, Hide, Listen+, Move Silently, Spot+
GIANT MORAY EEL: Large Animal (Aquatic); HD 5d8 (31 hp); Speed: Swim 20; AC 16; Attacks: Bite +6, melee (1d6+4, plus disease) and Tail Lash +1, melee (1d8+2);
Special: SA: Attach, Rotting Disease, SQ:Resist Ability Damage, Immune to Disease, Immune to Fear; Str 18, Dex 17, Con 14, Int 1, Wis 10, Cha 11
Skills: Listen+, Spot+, Swim; Dodge, Alertness
Attach (ex): If a giant moray eel hits with a bite attack, it uses its powerful jaws to latch onto the opponent's body and automatically deals bite damage each round it remains attached. An attached eel loses its dexterity bonus to Armor Class and has an AC of 13. An attached eel can be struck with a weapon or grappled. To remove an attached eel through grappling, the opponent must achieve a pin against the creature.
Disease (ex): Rotting Disease - bite, Physical DC 14, incubation period 1d3 days, damage 1d3 dex. Four failed saves causes the bitten extremity to be rendered useless. The save DC is Physical based.
Immune to Fear (ex): Moray eels are immune to all fear effects and spells.
GIANT LOBSTER: Medium Vermin; HD 4d8 (hp 26); Spd 30ft., Swim 20ft.; AC 21; Atk +4/+4 melee (1d8+1, 2 claws);
Special: SA; SQ. vermin traits;
Str 12, Dex 18, Int -
Skills: Swim+,
GIANT MORAY EEL (#2): Large Animal (Aquatic); HD 5d8 (hp 31); Spd Swim 20ft.; AC 16; Atk +6 melee (1d6+4 plus disease, bite);
Special: SA Attach, Disease; SQ Darkvision 60 ft., Immune to disease, immune to fear; Str 18, Dex 17, Int 1
Skills: Listen+, Spot+, Swim+; Alertness, Dodge
Attach: If a giant moray eel hits with a bite attack it automatically latches on and does bite damage each round it remains attached. It looses its dexterity bonus to AC and has an AC of 13.
Disease: Rotting Disease - bite, Fortitude DC 14, incubation period 1d3 days, damage 1d3 dex. Four failed saves causes the bitten extremity to be rendered useless (roll randomly between legs and arms).
Immune to Fear: Moray eels are immune to all fear effects and spells.
GRAY OOZE: Medium Ooze; HD 3d8 (hp 31); Spd 10 ft; AC 5; Full Atk +3 melee (1d6+1 plus 1d6 acid, slam);
Special: SA Acid, constrict 1d6+1 plus 1d6 acid, improved grab; SQ Blindsight 60 ft., immunity to cold and fire, ooze traits, transparent; Str 12, Dex 1, Int -
Acid (Ex): A gray ooze secretes a digestive acid that dissolves organic material and metal, but not stone. Armor or clothing dissolves and becomes useless immediatel unless it succeeds on a DC116 Reflex save. A mtetal or wooden weapon that strikes a gray ooze also dissolves immediately unless it succeeds on a DC16 Reflex save.
Constrict (Ex): A gray ooze deals automatic slam and acid damage with a successful grapple check. The opponent's clothing and armor take a -4 penalty on Reflex saves against the acid.
Improved Grab (Ex): If the gray ooze must hit with its slam attack, it can attempt a grapple as a free action without provoking an attack of opportunity. If it wins the grapple it establishes a hold and can constrict.
Transparent (Ex): A gray ooze is hard to identify and it takes a DC15 Spot check to notice one.
HELL HOUND: Medium Outsider (Evil, Extraplanar, Fire, Lawful); HD 4d8 (hp 22); Spd 40 ft; AC 16; Atk: +5 melee (1d8+1 plus 1d6 fire, Bite);
Special: SA Breath weapon, fiery bite; SQ Darkvision 60 ft., immunity to fire, scent, vulnerability to cold; Str 13, Dex 13, Int 6
Skills: Hide +13, Jump +12, Listen +7, Move Silently +13, Spot +7, Survival +7, Improved Initiative, Run, Track.
Breath Weapon (su): 10ft. cone once every 2d4 rounds. 2d6 fire, Reflex DC13 for half.
Fiery Bite (su): each bite causes an additional 1d6 pts of fire damage.
INVISIBLE STALKER: Large Elemental (Air, Extraplanar); HD 8d10 (hp 52); Spd 30ft., fly 30ft. (perfect); AC 17: Atk +10 melee (2d6+4, 2 slams);
Special: SA; SQ Darkvision 60 ft., elemental traits, natural invisibility, improved tracking; Str 18, Dex 19, Int 14
Skills: Listen+, Move Silently+, Search+, Spot+, Survival (+4 following tracks); Combat Reflexes, Improved Initiative, Weapon Focus (slam)
Natural Invisibility (Su): This ability is constant, allowing a stalker to remain invisible even when attacking. This ability is inherent and not subject to the invisibility purge spell.
Improved Tracking (Ex): An invisible stalker is a consummate tracker and makes Spot checks instead of the usual Survival checks to trace a creature's passage.
LARGE MONSTROUS SPIDER: Large Vermin; HD 4d8 (hp 22); Spd 30ft., Climb 20 ft.; AC 14; Atk +4 melee (1d8+3 plus poison, bite);
Special: SA Poison; SQ. Darkvision 60ft., tremorsense 60 ft., vermin traits; Str 15, Dex 17, Int -
Skills: Climb, Hide+, Jump, Spot+
Poison (ex): A monstrous spider has a poisonous bite. Large monstrous spider poison deals 1d6 Strength damage as the initial and secondary damage; a Fortitude save vs. DC13 negates. The save is Constitution based.
MUSTARD JELLY: Large Ooze; HD 7d10 (hp 52); Spd 10ft.; AC 4; Atk +6 melee (2d4+3, slam plus 1d4 acid);
Special: SA Improved grab, acid, poisonous aura, constrict 2d4+3 and 1d4 acid; SQ Blindsight 60ft., damage reduction 10/magic, immunity to cold and electricity, ooze traits, split; Str 15, Dex 1, Int -
Acid (Ex): A mustard jelly secretes a digestive acid that dissolves only flesh and wood.
Constrict (Ex): A mustard jelly deals automatic slam and acid damage with a successful grapple check.
Improved Grab (Ex): If a mustard jelly succeeds with a grapple check, it establishes a hold and can constrict.
Poisonous Aura (Ex): 10-foot radius, affected as by a slow spell cast by a 12th level sorcerer, Fortitude save (DC 15) negates. The save must be made each round a creature is within range.
Split (Ex): Electrical attacks as well as non-magical weapon attacks split the creature into two identical jellies, each with half the original's hit points (rounded down). A jelly with only 10 hit points cannot split.
OBAL: Gargantuan Plant; HD 12d12 (117); Spd 0ft.; AC 12; Atk +10 melee (2d6+5, 8 tentacles-or more);
Special: SA Spores, tentacles; SQ Camouflage, darkvision 60 ft.plant traits, resistance to fire and cold 10; Str 30, Dex 1, Int 5
Skills: Hide--, Listen, Spot; Alertness, Great Fortitude, Improved Initiative, Iron Will, Toughness
Camouflage (Ex): The obal is nearly perfectly camouflaged against underground, rocky ceilings. Characters must make a DC15 Spot check in order to differentiate it from the surrounding ceiling.
Spores (Ex): When attacked, the obal will release a cloud of spores. Victims need to make a DC25 Fortitude save or be blinded for 1d4+4 rounds. The save is Constitution based.
Tentacles (Ex): The obal can attack with as many tentacles as it needs to. If provoked, it will always attack with at least 8 tentacle attacks, and will attack with an additional tentacle for every extra target in range.
PACK LIZARD: Large animal; AC 17; HD 8d8 (hp 84); Spd 20 ft, climb 10 ft; Melee bite +13 (2d4+10); Str 24, Dex 17, Int 2
Special: Darkvision 60 ft
Skills: Climb, Hide+, Listen, Move Silently+, Spot; Alertness, Power Attack, Weapon Focus (bite)
PURPLE WORM: Gargantuan Magical Beast; HD 16d12 (hp 200); Spd 20ft., Burrow 20ft., Swim 10ft.; AC 19; Atk +25 melee (2d8+12 bite) and +20 melee (2d6+6 plus poison; sting);
Special: SA: Improved grab, swallow whole, poison; SQ. Tremorsense 60ft.; Str 35, Dex 6, Int 1
Skills: Listen +18, Swim +20; Awesome Blow, Cleave, Improved Bull Rush, Power Attack, Weapon Focus (bite), Weapon Focus (sting),
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 swllow 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.
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 9AC 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.
ROPER: Large, Magical Beast; HD 10d10 (hp 85); Spd 10ft.; AC 24; Atk +11 ranged touch (drag, 6 strands) and +13 melee (2d6+6, bite);
Special: SA Drag, strands, weakness; SQ Darkvision 60 ft., immunity to electricity, low-light vision, resistance to cold 10, SR30, vulnerability to fire; Str 19, Dex 13, Int 12
Skills: Climb+, Hide+ (+18 in stony areas), Listen+, Spot+; Alertness, Improved Initiative, Iron Will, Weapon Focus (strand)
Drag (Ex): If a roper hits with a strand attac, the strand latches onto the opponent's body. This deals no damage but drags the stuck opponent 10 feet closer each subsequent round.
Strands (Ex): The creature can have up to six strands at once, and they can strike up to 50 feet away (no range increment).
Weakness (Ex): A roper's strands can sap an opponent's strength. Anyone grabbed by a strand must succeed on a DC 18 Physical save or take 2d8 points of Strength damage. The save is Strength based.
SHADOW: Medium Undead (Incorporeal) HD 3d12; hp (35, 30, 25, 19); Init +2; Fly 40ft (good).; AC 13; Atk +3 melee (1d6 str drain, incorporeal touch); Str -, Dex 14, Int 6
Special: SA Create Spawn, strength damage; SQ Darkvision 60 ft., incorporeal traits, +2 turn resistance, undead traits
SLITHERING TRACKER: Small Ooze HD 5d6 (hp 32); Spd 10ft., Climb 10ft.; AC 6; Atk: +4 melee (1d4, slam plus paralysis); Str 10, Dex 1, Int -
Special: SA; Engulf, paralysis, plasma drain; SQ Blindsight 60ft., ooze traits, transparent
Engulf (Ex): As a standard action a Slithering Tracker may move over a paralyzed creature that is of Medium size or smaller.
Paralysis (Ex): A target hit by a tracker's slam attack must succeed at a Fortitude save (DC13) or be paralyzed for 1d6 hours.
Plasma Drain (Ex): Starting the round it is engulfed, a creature takes 1d2 points of temporary Physical damage per round. A victim reduced to Physical 0 dies and his body is dissolved and consumed by the tracker.
Transparent (Ex): The slithering tracker is nearly impossible to see, even in ideal conditions and it takes a successful Spot check (DC 17) to notice.
SPECTRE: Medium Undead (Incorporeal); HD 7d128 (hp 54); Spd 40ft, Fly 80ft (perfect); AC 15; Atk +6 melee (1d8 plus energy drain, incorporeal touch)
Special: SA Energy drain, create spawn; SQ Darkvision 60 ft., incorporeal traits, +2 turn resistance, sunlight powerlessness, undead traits, unnatural aura; Str -, Dex 16, Int 14
Skills: Hide +13, Intimidate +12, Knowledge (religion) +12, Listen +14, Search +12, Spot +14, Survival +2 (+4 following tracks), ; Alertness, Blind-Fight, Improved Initiative.
Energy Drain(su): Living creatures hit by the touch attack gain two negative levels. The DC is 15 for the Fortitude save to remove a negative level. The save DC is Charisma based. For each such negative level bestowed, the spectre gains 5 temporary hit points.
Create Spawn(su): Any humanoid slain by a spectre becomes a spectre in 1d4 rounds
STONE GIANT: Large Giant (Earth); HD 14d10 (hp 119); Spd 30ft.; AC 25; Atk: +17/+12 melee (2d8+12, greatclub) or +11 ranged (2d8+12, rock); Str 27, Dex 15, Int 10
Special: SA. Rock throwing; SQ. Darkvision 60 ft., low-light vision, rock catching
Skills: Climb+, Hide, Jump+, Spot+; Combat Reflexes, Iron Will, Point Blank Shot, Power Attack, Precise Shot
Possessions: Great Club, sack with 10 rocks, hide armor
STOROPER: Large Magical Beast; HD 10d10 (hp 85); Spd 10ft.; AC 24; Atk: +11 ranged touch (drag, 6 strands) and +13 melee (2d6+6, bite); w/ strand); Str 19, Dex 13, Int 12.
Special: SA Drag, domination poison, strands, weakness; SQ Darkvision 60 ft., DR 10/bludgeoning or slashing, immunity to electricity, low-light vision, resistance to cold 10, SR30, vulnerability to fire
Skills: Climb+, Hide+ (+18 in stony areas), Listen+, Spot+; Alertness, Improved Initiative, Iron Will, Weapon Focus (strand)
Domination Poison (Su): Twice per day, the storoper may inject a supernatural poison into a creature that it hits with its strands. The creature must make a DC18 Fortitude save or come under the control of the storoper exactly as if it had come under a Dominate spell, except that the duration is for 10 rounds.
Drag (Ex): If a roper hits with a strand attac, the strand latches onto the opponent's body. This deals no damage but drags the stuck opponent 10 feet closer each subsequent round.
Strands (Ex): The creature can have up to six strands at once, and they can strike up to 50 feet away (no range increment).
Weakness (Ex): A roper's strands can sap an opponent's strength. Anyone grabbed by a strand must succeed on a DC 18 Fortitude save or take 2d8 points of Strength damage. The save is Physical based.
TROGLODYTE: Medium humanoid (reptilian); AC 15; HD 2d8 (hp 13); Spd 30 ft; Melee club +1 (1d6) and claw -1 melee (1d4) and bite -1 melee (1d4); Ranged javelin +1 (1d6); Str 10, Dex 9, Int 8
Special: Darkvision 90 ft, SA stench
Languages: Draconic
Skills: Hide +5 (+9 in rocky or underground settings), Listen +3; Multiattack (b), Weapon Focus (javelin)
Possessions club, javelin
Stench (Ex): When a troglodyte is angry or frightened, it secretes an oily, musk-like chemical that nearly every form of animal life finds offensive. All living creatures (except troglodytes) within 30 feet of a troglodyte must succeed on a DC 13 Physical save or be sickened for 10 rounds. Creatures that successfully save cannot be affected by the same troglodyte’s stench for 24 hours. A delay poison or neutralize poison spell removes the effect from the sickened creature. Creatures with immunity to poison are unaffected, and creatures resistant to poison receive their normal bonus on their saving throws.
TROGLODYTE CHIEFTAN: Male Troglodyte Warrior 4; Medium Humanoid (Reptilian); HD 6d8 (hp 51); Spd 30ft.; AC 17; Atk +9 melee (1d6+2, club), and +6 melee (1d6+1, claw) and +6 melee (1d4+1, bite); Str 16, Dex 13, Int 8.
Special: SA Stench; SQ Darkvision 90 ft.;
Skills: Hide(+14 underground), Listen+; Improved Initiative, Iron Will, Multiattack(b), Weapon Focus (club), Weapon Focus (javelin)
Stench (Ex): All living creatures except troglodytes within 30 feet of a troglodyte must succeed on a DC13 Fortitude save or be sickened for 10 rounds.
Possessions: club +1, javelin +1
TROLL: Large Giant; AC 16; HD 6d10 (hp 63); Spd 30 ft; Melee 2 claws +9 melee (1d6+6) and bite +4 (1d6+3); Str 23, Dex 14, Int 6
Languages: Giant, undercommon
Special: Darkvision 90 ft, scent, regeneration 5; SA rend (2d6+9)
Skills: Listen+, Spot; Alertness, Iron Will, Track
Regeneration (Ex): Fire and acid deal normal damage to a troll. If a troll loses a limb or body part, the lost portion regrows in 3d6 minutes.The creature can reattach the severed member instantly by holding it to the stump.
Rend (Ex): If a troll hits with both claw attacks, it latches onto the opponent’s body and tears the flesh.This attack automatically deals an additional 2d6+9 points of damage.
TROLL, LESSER: Medium Giant; HD 5d8 (hp 40); Spd 30 ft; AC 15; Atk: +5 melee (1d6 + 6, 2 claws), +5 melee (1d6+3, bite); Str 18, Dex 14, Int 6
Special: SA Diseased spit, rend 2d6+9; SQ Darkvision 90 ft., low-light vision, regeneration 5, scent
Skills: Listen+, Spot; ; Alertness, Iron Will, Track.
Diseased Spit (Ex): In place of the bite attack, the troll may spit a gob of phlegm at a character as a ranged touch attack. This infects the character with Filth Fever (same as the otyugh). Physical DC 14, incubation period 1d3 days; damage 1d3 Dex and 1d3 Str. The save DC is Physical based
WATER ELEMENTAL: Huge Elemental (Water, Extraplanar); HD 16d12 (hp 152); Spd 30ft., swim 120ft.; AC 21; Atk: +17 melee (2d10+7, 2 slams); Str 24, Dex 18, Int 6
Special: SA Water mastery, drench, vortex; SQ Damage reduction 5/-, darkvision 60 ft., elemental traits
Skills: Listen, Spot; Alertness, Cleave, Great Cleave, Power Attack, Improved Bull Rush, Iron Will
Water Mastery: +1 to attack and damage rolls if both it and its opponent are touching water. If either the elemental or opponent is touching the ground it takes a -4 penalty on attack and damage rolls
Drench: The creature can put out non-magical fires of large size or smaller. It can dispel magical fire it touches as Dispel Magic (caster level equals elemental's HD).
Vortex: The elemental can transform itself nto a whirlpool once every 10 minutes.
WIGHT: Medium Undead; HD 4d8 (hp 21); Spd 30 ft.; AC 15; Atks slam +3 (1d4+1 and energy drain)
Special: SA Energy drain (remove DC 14), create spawn; SQ Undead;
Str 12, Dex 12, Int 11
Skills: Climb+, Hide, Listen, Move Silently, Search, Spot; Blind-Fight.
WRAITH: Medium Undead (Incorporeal); HD 5d12; hp 43; Spd 30 ft., fly 60 ft. (good); AC 15; Atks incorporeal touch +5 (1d4 and 1d6 permanent constitution drain); Str -, Dex 16, Int 14
Special: SA Physical drain, create spawn; SQ Undead, incorporeal, +2 turn resistance, unnatural aura, daylight powerlessness;
Skills: Hide+, Intimidate+, Intuit Direction, Listen+, Search+, Sense Motive, Spot+; Alertness, Blind-Fight, Combat Reflexes, Improved Initiative.
XORN: Medium Outsider (Extraplanar, Earth); HD 7d8 (hp 48); Spd 20ft., Burrow 20ft.; AC 24; Atk +10 melee (4d6+3, bite) and +8 melee (1d4+1, 3 claws); Str 17, Dex 11, Int 10
Special: SA; SQ All-around vision, DR 5/bludgeoning, darkvision 60 ft., earth glide, immunity to cold and fire, resistance to electricity 10, tremorsense 60ft.
Skills: Hide+, Intimidate+, Knowledge (dungeoneering)+, Listen+, Move Silently+, Search+, Spot+, Survival+ (+12 following tracks or underground); Cleave(b), Improved Bull Rush, Multiattack, Power Attack, Toughness
ZOMBIE: Medium Undead; HD 2d8 (hp 15; Spd 30 ft.; AC 11; Atks slam +2 (1d6+1); Str 13, Dex 8, Int -
Special: SQ Undead, partial actions only
Skills: Toughness
See also: