Foul-smelling fluids ooze from weeping sores across the scaly skin of this squat, powerful, and vaguely canine beast.
Slavering and voracious, trollhounds seem to be trolls in smaller canine form, and indeed, are often found as pets among gangs and tribes of trolls. Requiring vast amounts of food to fuel their regenerative metabolisms, packs of wild trollhounds range far and wide through the mountains of the north, their ravenous hunger driving them to hunt and consume any prey they can track down and kill. A typical trollhound stands 4 feet tall at the shoulder, has short but powerful legs, and weighs around 350 pounds. A trollhound’s skin is somewhat scaly, with patches of rough, greenish-black fur. It has oversized jaws with a pronounced underbite, and its eyes are normally a dull, hateful orange. Trollhounds are believed to be the outcome of infusing particularly ferocious worgs with alchemically prepared troll blood. The resulting beast loses the worg’s wicked intelligence but gains the ability to regenerate even the most grievous wounds, except those inf licted by fire or acid. Whatever their origin, trollhounds breed true and are often raised by trolls. Trollhounds are fearless on the hunt and in combat, relying on their ability to regenerate to carry them through. Not even the threat of fire is enough to repel them, as the beasts are too dull to recognize the danger it poses. Nevertheless, fire is one of the most effective tools in combating trollhounds, and canny hunters know to burn every last remnant of a slain trollhound, for as is true of trolls, even the smallest piece of trollhound flesh can eventually regrow back into a full-sized beast. Trollhounds are most often found in the company of trolls, who breed the beasts as hunters, guards, pets, and food. Trollhounds seem to have an affinity for their savage masters, and tamed trollhounds always regard trolls as alpha members of the pack. A trollhound will never attack a troll without cause—although trolls often enjoy violent roughhousing with these creatures nonetheless.
CR 3 XP 800 N Medium
Magical beasts are similar to animals but can have Intelligence scores higher than 2 (in which case the magical beast knows at least one language, but can’t necessarily speak). Magical beasts usually have supernatural or extraordinary abilities, but are sometimes merely bizarre in appearance or habits. A magical beast has the following traits (unless otherwise noted in a creature’s entry). • Darkvision 60 feet and low-light vision. • Proficient with its natural weapons only. • Proficient with no armor. • Magical beasts breathe, eat, and sleep. Init +5; Senses 60 ft., , ; Perception +8
Darkvision is the extraordinary ability to see with no light source at all, out to a range specified. Darkvision is black-and-white only (colors cannot be discerned). It does not allow creatures to see anything that they could not see otherwise—invisible objects are still invisible, and illusions are still visible as what they seem to be. Likewise, darkvision subjects a creature to gaze attacks normally. The presence of light does not spoil darkvision. Low-Light Vision (Ex) A creature with low-light vision can see twice as far as a human in starlight, moonlight, torchlight, and similar conditions of dim light. It retains the ability to distinguish color and detail under these conditions. Scent (Ex) Scent allows a creature to detect approaching enemies, sniff out hidden foes, and track by sense of smell. Creatures with the scent ability can identify familiar odors just as humans do familiar sights. The creature can detect opponents within 30 feet by sense of smell. If the opponent is upwind, the range increases to 60 feet; if downwind, it drops to 15 feet. Strong scents, such as smoke or rotting garbage, can be detected at twice the ranges noted above. Overpowering scents, such as skunk musk or troglodyte stench, can be detected at triple normal range. When a creature detects a scent, the exact location of the source is not revealed—only its presence somewhere within range. The creature can take a move action to note the direction of the scent. When the creature is within 5 feet of the source, it pinpoints the source’s location. This does not allow the creature to ignore any miss chance for concealment that would otherwise apply. A creature with the scent ability can follow tracks by smell, making a Wisdom (or Survival) check to find or follow a track. The typical DC for a fresh trail is 10 (no matter what kind of surface holds the scent). This DC increases or decreases depending on how strong the quarry’s odor is, the number of creatures, and the age of the trail. For each hour that the trail is cold, the DC increases by 2. The ability otherwise follows the rules for the Survival skill. Creatures tracking by scent ignore the effects of surface conditions and poor visibility. DEFENSE AC 15, touch 11, flat-footed 14 (+1 Dex, +4 natural)
hp 30 (4d10+8); 3 (acid or fire)
Regeneration (Ex) Regeneration is an extraordinary ability which makes a creature difficult to kill. Creatures with regeneration heal damage to themselves at a fixed rate, as with fast healing, but they cannot die as long as their regeneration is still functioning, although they still fall unconscious when their hit points are below 0. Certain damage types, typically acid and fire, cause regeneration to stop functioning on the round following the attack. During that round, the creature does not heal damage and can die normally. The creature’s descriptive text identifies the damage types that suppress its regeneration. Attacks that do not deal hit point damage are not healed by regeneration. Regeneration also does not restore hit points lost from starvation, suffocation, or thirst. Regenerating creatures can regrow lost body parts and can reattach severed limbs or body parts if they are brought together within 1 hour of severing. Severed parts that are not reattached wither and die normally. A creature must have a Constitution score to have regeneration. Fort +6, Ref +5, Will +1
OFFENSE Speed 40 ft.
Melee bite +8 (1d10+6 plus and )
Disease (Ex or Su) This creature can transmit a disease. Its entry specifies the disease’s effects, saving throw, frequency, and cure. When no other formula is given, the save is usually Fortitude DC 10 + 1/2 the creature’s racial Hit Dice + its Constitution modifier. Remove disease and similar effects can cure the disease as normal. Trip (Ex) This creature can attempt to trip its opponent as a free action without provoking an attack of opportunity if it hits with the specified attack. If the attempt fails, the creature is not tripped in return. STATISTICS Str 18, Dex 13, Con 15, Int 2, Wis 11, Cha 6
Base Atk +4; +8; CMD 19 (23 vs. trip)
When performing a combat maneuver, you must use an action appropriate to the maneuver you are attempting to perform. While many combat maneuvers can be performed as part of an attack action, full-attack action, or attack of opportunity (in place of a melee attack), others require a specific action. Unless otherwise noted, performing a combat maneuver provokes an attack of opportunity from the target of the maneuver. If you are hit by the target, you take the damage normally and apply that amount as a penalty to the attack roll to perform the maneuver. If your target is immobilized, unconscious, or otherwise incapacitated, your maneuver automatically succeeds (treat as if you rolled a natural 20 on the attack roll). If your target is stunned, you receive a +4 bonus on your attack roll to perform a combat maneuver against it. When you attempt to perform a combat maneuver, make an attack roll and add your CMB in place of your normal attack bonus. Add any bonuses you currently have on attack rolls due to spells, feats, and other effects. These bonuses must be applicable to the weapon or attack used to perform the maneuver. The DC of this maneuver is your target’s Combat Maneuver Defense. Combat maneuvers are attack rolls, so you must roll for concealment and take any other penalties that would normally apply to an attack roll. If your attack roll equals or exceeds the CMD of the target, your maneuver is a success and has the listed effect. Some maneuvers, such as bull rush, have varying levels of success depending on how much your attack roll exceeds the target’s CMD. Rolling a natural 20 while attempting a combat maneuver is always a success (except when attempting to escape from bonds), while rolling a natural 1 is always a failure. Feats , (Perception)
Improved Initiative You get a +4 bonus on initiative checks. Skill Focus (Perception) You get a +3 bonus on all checks involving the chosen skill. If you have 10 or more ranks in that skill, this bonus increases to +6. Skills Perception +8, Stealth +5, Survival +1 (+5 scent tracking)
Racial Modifiers +4 Survival when tracking by scent
ECOLOGY Environment cold mountains
Organization solitary, pair, or pack (3–8)
Treasure incidental
SPECIAL ABILITIES Disease (Ex) A trollhound’s saliva is an infectious brew of contagion. Creatures bitten by a trollhound are often afflicted with bloodfire fever, a disease characterized by deep internal pain, as if the victim’s blood were on fire. Additional symptoms include loss of muscular coordination, pus-filled blisters, and overall lethargy and fatigue. Trolls and trollhounds alike are immune to bloodfire fever, even though trollhounds often exhibit the pus-filled blisters that come with the disease.
Bloodfire fever: Bite—injury; save Fort DC 14; onset 1 day; frequency 1/day; effect 1d3 Str damage, 1d3 Dex damage, and target is ; cure 2 consecutive saves. The save DC is Constitution-based.
A fatigued character can neither run nor charge and takes a –2 penalty to Strength and Dexterity. Doing anything that would normally cause fatigue causes the fatigued character to become . After 8 hours of complete rest, fatigued characters are no longer fatigued. An exhausted character moves at half speed, cannot run or charge, and takes a –6 penalty to Strength and Dexterity. After 1 hour of complete rest, an exhausted character becomes fatigued. A fatigued character becomes exhausted by doing something else that would normally cause fatigue.
Urhag
This bat-like creature’s body is mostly a large, toothy maw, held aloft by leathery wings. Its whip-thin tail ends in a slender stinger.
Urhags are unnatural creatures that flop and scuttle through ancient ruins and barren canyon-lands. Originally native to the nightmare Plateau of Leng, they can slip into the waking world via an infected dreamer’s flesh. Urhags crave the meat of sapient beings and enjoy infesting such hosts, even though urhags are barely capable of cohesive thought. Once an urhag’s victim dies, the urhag wears it like armor for a time while slowly consuming its flesh. Strangely, urhags avoid eating creatures incapable of dreaming, as they find their taste repellent. An urhag is about 4 feet long and weighs roughly 50 pounds.
CR 3 XP 800 NE Medium
An aberration has a bizarre anatomy, strange abilities, an alien mindset, or any combination of the three. They possess the following traits: • Darkvision 60 feet. • Proficient with its natural weapons. If generally humanoid in form, proficient with all simple weapons and any weapon it is described as using. • Proficient with whatever type of armor (light, medium, or heavy) it is described as wearing, as well as all lighter types. Aberrations not indicated as wearing armor are not proficient with armor. Aberrations are proficient with shields if they are proficient with any form of armor. • Aberrations breathe, eat, and sleep. Init +5; Senses 30 ft., ; Perception +10
Blindsense (Ex) A creature with blindsense notices things it cannot see. The creature usually does not need to succeed at Perception checks to pinpoint the location of a creature within range of its blindsense ability, provided that it has line of effect to that creature. Any opponent the creature with blindsense cannot see still has total concealment from the creature, and the creature still has the normal miss chance when attacking foes that have concealment. Visibility still affects the movement of a creature with blindsense. A creature with blindsense is still denied its Dexterity bonus to Armor Class against attacks from creatures it cannot see. See in Darkness (Su) This creature can see perfectly in darkness of any kind, including that created by deeper darkness. DEFENSE AC 15, touch 11, flat-footed 14 (+1 Dex, +4 natural)
hp 30 (4d8+12)
Fort +4, Ref +2, Will +7
Defensive Abilities ; disease
Immunity (Ex or Su) A creature with immunities takes no damage from listed sources. Immunities can also apply to afflictions, conditions, spells (based on level, save type, or school), and other effects. A creature does not suffer any secondary effects that would normally be triggered by an effect it is immune to. All-Around Vision (Ex) This creature sees in all directions at once. It cannot be flanked. OFFENSE Speed 20 ft., 30 ft. (good)
A creature with a Fly speed can cease or resume flight as a free action on its turn. Without making a check, a flying creature can remain flying at the end of its turn so long as it moves a distance greater than half its speed. It can also turn up to 45 degrees during its turn by sacrificing 5 feet of movement, can rise at half speed at an angle of 45 degrees (ignoring the penalty for diagonal movement), and can descend at any angle at normal speed. At the beginning of its turn, a flying creature can move in a different direction than it did previously without needing a Fly check. A creature with a natural fly speed receives a bonus (or penalty) on Fly skill checks depending on its maneuverability: • Clumsy –8 • Poor –4 • Average +0 • Good +4 • Perfect +8 Creatures without a maneuverability rating are assumed to have average maneuverability and take no penalty on Fly checks. These modifiers are already included in the creature’s stat block. Melee bite +6 (1d6+3 plus ), sting +6 (1d4+3 plus )
Grab (Ex) If this creature hits with the indicated attack, it deals normal damage and attempts to start a as a free action without provoking an attack of opportunity. The creature has the option to conduct the grapple normally, or simply use the part of its body it used in the grab to hold the opponent. If it chooses to do the latter, it takes a –20 penalty on its CMB check to make and maintain the grapple, but does not gain the grappled condition itself. A successful hold does not deal any extra damage unless the creature also has the constrict special attack. If the creature does not constrict, each successful grapple check it makes during successive rounds automatically deals the damage indicated for the attack that established the hold. Otherwise, it deals constriction damage as well (the amount is given in the creature’s descriptive text). Creatures with the grab special attack receive a +4 bonus on combat maneuver checks made to start and maintain a grapple. Unless otherwise noted, grab can only be used against targets of a size equal to or smaller than the creature with this ability. If the creature can use grab on creatures of other sizes, it is noted in the creature’s Special Attacks line. A grappled creature is restrained by a creature, trap, or effect. Grappled creatures cannot move and take a –4 penalty to Dexterity. A grappled creature takes a –2 penalty on all attack rolls and combat maneuver checks, except those made to grapple or escape a grapple. In addition, grappled creatures can take no action that requires two hands to perform. A grappled character who attempts to cast a spell or use a spell-like ability must make a concentration check (DC 10 + grappler’s CMB + spell level), or lose the spell. Grappled creatures cannot make attacks of opportunity. A grappled creature cannot use Stealth to hide from the creature grappling it, even if a special ability, such as hide in plain sight, would normally allow it to do so. If a grappled creature becomes invisible, through a spell or other ability, it gains a +2 circumstance bonus on its CMD to avoid being grappled, but receives no other benefit. Special Attacks (2d6+6 and 2 Str damage), (Huge),
STATISTICS Str 16, Dex 12, Con 17, Int 4, Wis 13, Cha 7
Base Atk +3; +6; CMD 17
When performing a combat maneuver, you must use an action appropriate to the maneuver you are attempting to perform. While many combat maneuvers can be performed as part of an attack action, full-attack action, or attack of opportunity (in place of a melee attack), others require a specific action. Unless otherwise noted, performing a combat maneuver provokes an attack of opportunity from the target of the maneuver. If you are hit by the target, you take the damage normally and apply that amount as a penalty to the attack roll to perform the maneuver. If your target is immobilized, unconscious, or otherwise incapacitated, your maneuver automatically succeeds (treat as if you rolled a natural 20 on the attack roll). If your target is stunned, you receive a +4 bonus on your attack roll to perform a combat maneuver against it. When you attempt to perform a combat maneuver, make an attack roll and add your CMB in place of your normal attack bonus. Add any bonuses you currently have on attack rolls due to spells, feats, and other effects. These bonuses must be applicable to the weapon or attack used to perform the maneuver. The DC of this maneuver is your target’s Combat Maneuver Defense. Combat maneuvers are attack rolls, so you must roll for concealment and take any other penalties that would normally apply to an attack roll. If your attack roll equals or exceeds the CMD of the target, your maneuver is a success and has the listed effect. Some maneuvers, such as bull rush, have varying levels of success depending on how much your attack roll exceeds the target’s CMD. Rolling a natural 20 while attempting a combat maneuver is always a success (except when attempting to escape from bonds), while rolling a natural 1 is always a failure. Feats ,
Improved Initiative You get a +4 bonus on initiative checks. Iron Will You get a +2 bonus on all Will saving throws. Skills Fly +9, Perception +10, Stealth +9
Racial Modifiers +4 Perception, +4 Stealth
Languages Aklo (cannot speak)
ECOLOGY Environment cold mountains
Organization solitary, pair, or coven (3–10)
Treasure incidental
SPECIAL ABILITIES Gnaw into Flesh (Ex) When the urhag grapples a creature, it gnaws into that creature’s flesh, eventually hollowing it out to serve as a host. An urhag that grapples a foe and chooses to damage the foe with an additional grapple check deals twice its normal bite damage (2d6+6 for most urhags) plus 2 points of Strength damage as it consumes the victim’s muscle and sinew.
Infest Flesh (Su) If the urhag kills a Medium or larger creature it is grappling, it slithers into the creature’s body as a free action, sliding its tendrils into the victim’s limbs and controlling the body like a puppet. This functions similarly to a greater possession spell, except that the creature uses the urhag’s Strength, Dexterity, and hit points instead of its own, and the urhag’s tail emerges from the host’s mouth like a blistered tongue, allowing it to make sting attacks. If the host body is slain, the urhag emerges as a free action but is for 1 round. Otherwise, this effect lasts for 3 days or until the urhag emerges as a standard action. When the effect ends or the urhag emerges, the corpse collapses into rotten scraps of infected flesh. Anyone who touches these scraps is exposed to red plague. An urhag can infest a recently dead body (one killed within an hour) with 3 full rounds of gnawing.
A staggered creature may take a single move action or standard action each round (but not both, nor can it take full-round actions). A staggered creature can still take free, swift, and immediate actions. A creature with nonlethal damage exactly equal to its current hit points gains the staggered condition. Red Plague (Ex) Whenever an urhag hits with its sting attack, it inflicts a hideous infection. Creatures suffering from red plague quickly develop large, red, pus-leaking blisters across their bodies; when a creature dies of red plague, all of these blisters pop at once, each releasing a tadpole-sized larval urhag. Red plague is a disease effect.
Red Plague: Sting—injury; save Fort DC 15; onset 1 day; frequency 1/day; effect 1d3 Con damage and 1d3 Int damage; cure 2 consecutive saves. The save DC is Constitution-based.
Ice Troll
This large creature has light blue-green skin and cold, piercing eyes. Dressed in rough furs, its tusked jaw juts forth in a long underbite.
Ice trolls are somewhat smaller than normal trolls, but they possess greater intelligence and cunning and are just as voraciously hungry. They display the typical hunched posture of trolls, combined with long arms tipped with sharp claws and the distinctive troll underbite. Like normal trolls, ice trolls possess amazing regenerative powers that enable them to recover from almost any wound. Unlike most trolls, ice trolls often use weapons in battle, but in the heat of combat, they often cast aside weapons in favor of their rending claws. An ice troll stands about 10 feet tall and weighs up to 900 pounds. Because of their greater intellects, ice trolls sometimes work as mercenaries, and often serve as soldiers in monstrous armies. They frequently ally with frost giants, and may even be found among northern barbarian tribes, as long as they are well fed and well paid. Ice trolls enjoy the taste of human flesh, and those not working with humans frequently set traps near civilized areas to catch their favorite prey. They will also raid isolated settlements for food, often bringing captured humans back to their icy lairs, where the unfortunate victims are caged and fattened up before finally being devoured by the voracious trolls. In combat, ice trolls are more cautious than normal trolls. They do not normally rush headlong into battle, instead focusing on weaker foes or those bearing fire. They do not hesitate to attack opponents armed with fire, but work together to defeat such enemies before they can bring their dangerous weapons to bear. Ice troll society is more patriarchal than normal troll society, and while males may form gangs to hunt or raid, most ice trolls live in small family groups comprised of a male, a female, and their offspring.
CR 4 XP 1,200 CE Large (, )
A humanoid usually has two arms, two legs, and one head, or a human-like torso, arms, and a head. Humanoids have few or no supernatural or extraordinary abilities, but most can speak and usually have well-developed societies. They are usually Small or Medium (with the exception of giants). Every humanoid creature also has a specific subtype to match its race, such as human, giant, goblinoid, reptilian, or tengu. A humanoid possesses the following traits (unless otherwise noted in a creature’s entry). • Proficient with all simple weapons, or by character class. • Proficient with whatever type of armor (light, medium, or heavy) it is described as wearing, or by character class. If a humanoid does not have a class and wears armor, it is proficient with that type of armor and all lighter types. Humanoids not indicated as wearing armor are not proficient with armor. Humanoids are proficient with shields if they are proficient with any form of armor. • Humanoids breathe, eat, and sleep. A creature with the cold subtype has immunity to cold and vulnerability to fire. A giant is a humanoid creature of great strength, usually Large or larger. Giants have racial Hit Dice rather than substituting those Hit Dice for class levels, possess low-light vision, and treat Intimidate and Perception as class skills. Init +4; Senses 60 ft., ; Perception +9
Darkvision is the extraordinary ability to see with no light source at all, out to a range specified. Darkvision is black-and-white only (colors cannot be discerned). It does not allow creatures to see anything that they could not see otherwise—invisible objects are still invisible, and illusions are still visible as what they seem to be. Likewise, darkvision subjects a creature to gaze attacks normally. The presence of light does not spoil darkvision. Low-Light Vision (Ex) A creature with low-light vision can see twice as far as a human in starlight, moonlight, torchlight, and similar conditions of dim light. It retains the ability to distinguish color and detail under these conditions. DEFENSE AC 17, touch 13, flat-footed 13 (+4 Dex, +4 natural, –1 size)
hp 45 (6d8+18); 5 (acid or fire)
Regeneration (Ex) Regeneration is an extraordinary ability which makes a creature difficult to kill. Creatures with regeneration heal damage to themselves at a fixed rate, as with fast healing, but they cannot die as long as their regeneration is still functioning, although they still fall unconscious when their hit points are below 0. Certain damage types, typically acid and fire, cause regeneration to stop functioning on the round following the attack. During that round, the creature does not heal damage and can die normally. The creature’s descriptive text identifies the damage types that suppress its regeneration. Attacks that do not deal hit point damage are not healed by regeneration. Regeneration also does not restore hit points lost from starvation, suffocation, or thirst. Regenerating creatures can regrow lost body parts and can reattach severed limbs or body parts if they are brought together within 1 hour of severing. Severed parts that are not reattached wither and die normally. A creature must have a Constitution score to have regeneration. Fort +8, Ref +8, Will +2
cold
Immunity (Ex or Su) A creature with immunities takes no damage from listed sources. Immunities can also apply to afflictions, conditions, spells (based on level, save type, or school), and other effects. A creature does not suffer any secondary effects that would normally be triggered by an effect it is immune to. Weaknesses to fire
Vulnerability (Ex) A creature with vulnerabilities takes half again as much damage (+50%) from a specific energy type, regardless of whether a saving throw is allowed or if the save is a success or failure. Creatures with a vulnerability that is not an energy type instead take a –4 penalty on saves against spells and effects that cause or use the listed vulnerability (such as spells with the light descriptor). Some creatures might suffer additional effects, as noted in their descriptions. OFFENSE Speed 30 ft.
Melee battleaxe +7 (2d6+4), bite +2 (1d6+2), claw +2 (1d4+2) or bite +7 (1d6+4), 2 claws +7 (1d4+4)
Space 10 ft.; Reach 10 ft.
Special Attacks (2 claws, 1d6+6)
Rend (Ex) If it hits with two or more natural attacks in 1 round, this creature causes tremendous damage by latching onto the opponent’s body and tearing flesh. This automatically deals the listed additional damage, but no more than once per round. The type of attacks that must hit and the additional damage are included in the creature’s description. STATISTICS Str 19, Dex 18, Con 16, Int 9, Wis 10, Cha 7
Base Atk +4; +9; CMD 23
When performing a combat maneuver, you must use an action appropriate to the maneuver you are attempting to perform. While many combat maneuvers can be performed as part of an attack action, full-attack action, or attack of opportunity (in place of a melee attack), others require a specific action. Unless otherwise noted, performing a combat maneuver provokes an attack of opportunity from the target of the maneuver. If you are hit by the target, you take the damage normally and apply that amount as a penalty to the attack roll to perform the maneuver. If your target is immobilized, unconscious, or otherwise incapacitated, your maneuver automatically succeeds (treat as if you rolled a natural 20 on the attack roll). If your target is stunned, you receive a +4 bonus on your attack roll to perform a combat maneuver against it. When you attempt to perform a combat maneuver, make an attack roll and add your CMB in place of your normal attack bonus. Add any bonuses you currently have on attack rolls due to spells, feats, and other effects. These bonuses must be applicable to the weapon or attack used to perform the maneuver. The DC of this maneuver is your target’s Combat Maneuver Defense. Combat maneuvers are attack rolls, so you must roll for concealment and take any other penalties that would normally apply to an attack roll. If your attack roll equals or exceeds the CMD of the target, your maneuver is a success and has the listed effect. Some maneuvers, such as bull rush, have varying levels of success depending on how much your attack roll exceeds the target’s CMD. Rolling a natural 20 while attempting a combat maneuver is always a success (except when attempting to escape from bonds), while rolling a natural 1 is always a failure. Feats , , (Perception)
Intimidating Prowess Add your Strength modifier to Intimidate skill checks in addition to your Charisma modifier. Lightning Reflexes You get a +2 bonus on all Reflex saving throws. Skill Focus (Perception) You get a +3 bonus on all checks involving the chosen skill. If you have 10 or more ranks in that skill, this bonus increases to +6. Skills Intimidate +7, Perception +9, Survival +4
Languages Giant
ECOLOGY Environment cold mountains or underground
Organization solitary or band (3–6)
Treasure standard
Shobhad
This gray-skinned goliath is lean and muscled. Its four powerful arms carry weapons, and it wears a leather chest harness.
These fabled four-armed giants are native to a low-gravity planet and renowned across several worlds for their ferocity in battle. Most shobhads are born and come of age in fierce tribal clans known collectively as the Shobhad-neh, and disdain the “soft living” practiced by many other humanoid races—they believe the abandonment of nomadic culture is a slippery slope that leads away from individual honor and into marginalization. Whether with flashing swords and lances or mysterious longrifles capable of picking off targets on faraway horizons, the clans of the Shobhad-neh constantly vie for resources in the hard deserts and mountains where they live, their need to survive trumped only by a still greater desire for honor. Though considered barbaric by many, the Shobhad-neh operate under strict codes of conduct that dictate how a warrior may gain status via ritualistic challenges or daring coups in territorial squabbles. Unfortunately for other races, these rules almost always apply exclusively to interactions with other shobhads, and the Shobhad-neh see “lesser” races as little more than sheep to be culled. Typical shobhad warriors stand 12 feet tall and weigh 500 pounds, and their lean bodies are corded with ropes of muscle. Most shobhads prefer to go naked save for loincloths and the leather harnesses that crisscross their chests and secure their weapons in place. When they wear clothing, its either practical such as hide armor and wrappings that protect against biting sandstorms, or ceremonial like the brightly colored skins and feathers chieftains and shamans wear. Though shobhads can be found on occasion working as lone mercenaries in cities, such urban individuals are the exception rather than the rule. Shobhad shamans preach that in human cities, an individual is little more than a faceless cog in a machine, remembered by no one. Yet a shobhad warrior who rides heroically into battle atop her armored reptilian steed is never forgotten—neither by her own kin, nor by the families of those she defeats. Thus, in battle, a shobhad is made truly immortal.
CR 4 XP 1,200 N Large
Monstrous humanoids are similar to humanoids, but with monstrous or animalistic features. They often have magical abilities as well. A monstrous humanoid has the following traits (unless otherwise noted in a creature’s entry). • Darkvision 60 feet. • Proficient with all simple weapons and any weapons mentioned in its entry. • Proficient with whatever type of armor (light, medium, or heavy) it is described as wearing, as well as all lighter types. Monstrous humanoids not indicated as wearing armor are not proficient with armor. Monstrous humanoids are proficient with shields if they are proficient with any form of armor. • Monstrous humanoids breathe, eat, and sleep. Init +5; Senses 60 ft.; Perception +8
Darkvision is the extraordinary ability to see with no light source at all, out to a range specified. Darkvision is black-and-white only (colors cannot be discerned). It does not allow creatures to see anything that they could not see otherwise—invisible objects are still invisible, and illusions are still visible as what they seem to be. Likewise, darkvision subjects a creature to gaze attacks normally. The presence of light does not spoil darkvision. DEFENSE AC 18, touch 10, flat-footed 17 (+4 armor, +1 Dex, +4 natural, –1 size)
hp 47 (5d10+20)
Fort +5, Ref +5, Will +4
Defensive Abilities ; cold 5
Ferocity (Ex) This creature remains conscious and can continue fighting even if its hit point total is below 0. The creature is still and loses 1 hit point each round. A creature with ferocity still dies when its hit point total reaches a negative amount equal to its Constitution score. A staggered creature may take a single move action or standard action each round (but not both, nor can it take full-round actions). A staggered creature can still take free, swift, and immediate actions. A creature with nonlethal damage exactly equal to its current hit points gains the staggered condition. Resistance (Ex) This creature ignores some damage of the indicated type each time it takes damage of that kind, commonly acid, cold, electricity, or fire. The entry indicates the amount and type of damage ignored. Resistance is not immunity, and it applies whether the damage has a mundane or magical source. When resistance completely negates damage from an energy attack, that attack does not disrupt spellcasting. This resistance does not stack with resistance provided by a spell. OFFENSE Speed 40 ft. (30 ft. in armor)
Melee longsword +5 (2d6+5/19–20), longsword +5 (2d6+2/19–20), 2 slams +4 (1d6+2)
Ranged shobhad longrifle +6 (2d6/×4) or 2 javelins +5 (1d8+5)
Space 10 ft.; Reach 10 ft.
STATISTICS Str 20, Dex 13, Con 18, Int 10, Wis 11, Cha 13
Base Atk +5; +11; CMD 22
When performing a combat maneuver, you must use an action appropriate to the maneuver you are attempting to perform. While many combat maneuvers can be performed as part of an attack action, full-attack action, or attack of opportunity (in place of a melee attack), others require a specific action. Unless otherwise noted, performing a combat maneuver provokes an attack of opportunity from the target of the maneuver. If you are hit by the target, you take the damage normally and apply that amount as a penalty to the attack roll to perform the maneuver. If your target is immobilized, unconscious, or otherwise incapacitated, your maneuver automatically succeeds (treat as if you rolled a natural 20 on the attack roll). If your target is stunned, you receive a +4 bonus on your attack roll to perform a combat maneuver against it. When you attempt to perform a combat maneuver, make an attack roll and add your CMB in place of your normal attack bonus. Add any bonuses you currently have on attack rolls due to spells, feats, and other effects. These bonuses must be applicable to the weapon or attack used to perform the maneuver. The DC of this maneuver is your target’s Combat Maneuver Defense. Combat maneuvers are attack rolls, so you must roll for concealment and take any other penalties that would normally apply to an attack roll. If your attack roll equals or exceeds the CMD of the target, your maneuver is a success and has the listed effect. Some maneuvers, such as bull rush, have varying levels of success depending on how much your attack roll exceeds the target’s CMD. Rolling a natural 20 while attempting a combat maneuver is always a success (except when attempting to escape from bonds), while rolling a natural 1 is always a failure. Feats , , , (shobhad longrifle)
Combat Reflexes You may make a number of additional attacks of opportunity per round equal to your Dexterity bonus. With this feat, you may also make attacks of opportunity while . Normal: A character without this feat can make only one attack of opportunity per round and can’t make attacks of opportunity while . Special: The Combat Reflexes feat does not allow a rogue to use her opportunist ability more than once per round. A creature that has not yet acted during a combat is flat-footed, unable to react normally to the situation. A flat-footed creature cannot take immediate actions and loses their Dexterity bonus to AC and CMD (if any). The creature cannot make attacks of opportunity unless they have the Combat Reflexes feat or Uncanny Dodge class ability. Improved Initiative You get a +4 bonus on initiative checks. Multiweapon Fighting Penalties for fighting with multiple weapons are reduced by –2 with the primary hand and by –6 with off hands. Normal: A creature without this feat takes a –6 penalty on attacks made with its primary hand and a –10 penalty on attacks made with all of its off hands. (It has one primary hand, and all the others are off hands.) Weapon Focus (shobhad longrifle) You gain a +1 bonus on all attack rolls you make using the selected weapon. Skills Intimidate +9, Perception +8, Stealth +2, Survival +8
Languages Giant
ECOLOGY Environment cold deserts or mountains
Organization solitary, pair, raiding party (3–19), or clan (20 or more plus 1 sergeant of 3rd–4th level per 10 adults and 1 leader of 5th–7th level), plus mounts (use statistics for ankylosaurus.
Treasure NPC gear (hide armor, 2 longswords, 2 javelins, shobhad longrifle with 20 bullets, other treasure)
SHOBHAD LONGRIFLE A shobhad longrifleis treated as a Large rifle with a range increment of 200 feet, but it functions only on low-gravity worlds.
Wikkawak
This thick-bodied, white-furred bugbear wears bearskins and carries an axe made of ice and bone.
The goblinoid race of bugbears infests all regions of the world, and these cruel creatures have adapted to the various climes where they make their homes. In the icy wastes, a race of albino bugbears called wikkawaks stalk the windswept glaciers and frozen mountaintops. Well adapted to the cold, wikkawaks are masters of stealth and arctic survival, and they have the ability to quell lanterns, torches, and campfires with a thought. Wikkawaks leave no trail in even the heaviest of snows, though salt sprinkled on snow can supposedly reveal a wikkawak’s tracks. Of course, by the time one has discovered a wikkawak’s trail, it could already be too late. Like most bugbears, wikkawaks normally lead a solitary existence, preying on isolated settlers and hunters like pale arctic serial killers. Their powerful noses can sniff out a humanoid or animal over great distances. The rank smell of fear is a powerful stimulant to wikkawaks, and an individual wikkawak hunter might stalk and terrorize a potential victim for several nights, “steeping” its prey in dread and terror before finally pouncing. Wikkawaks consider humanoid flesh a great delicacy, and one might freeze a dead humanoid in a remote area, only to return to its grisly cache again and again to savor the taste of the victim for weeks on end. Wikkawaks enjoy keeping mementos of their victims, and prefer fingers as trophies. Wikkawaks occasionally congregate in larger groups, either to find mates or to better terrorize a large settlement. Wikkawak pairings seldom last longer than a winter, and young wikkawaks are pushed out into the cold to fend for themselves as soon as they’ve grown their fur. Wikkawaks don’t enjoy the company of other goblinoids, and are just as likely to kill and eat a tribe of snow goblins as they are to rule their lesser kin. A wikkawak is covered in a thick pelt of insulating white fur, and its beady eyes are a dead white color. A typical wikkawak stands just over 7 feet tall and weighs around 450 pounds.
CR 4 XP 1,200 CE Medium ()
A humanoid usually has two arms, two legs, and one head, or a human-like torso, arms, and a head. Humanoids have few or no supernatural or extraordinary abilities, but most can speak and usually have well-developed societies. They are usually Small or Medium (with the exception of giants). Every humanoid creature also has a specific subtype to match its race, such as human, giant, goblinoid, reptilian, or tengu. A humanoid possesses the following traits (unless otherwise noted in a creature’s entry). • Proficient with all simple weapons, or by character class. • Proficient with whatever type of armor (light, medium, or heavy) it is described as wearing, or by character class. If a humanoid does not have a class and wears armor, it is proficient with that type of armor and all lighter types. Humanoids not indicated as wearing armor are not proficient with armor. Humanoids are proficient with shields if they are proficient with any form of armor. • Humanoids breathe, eat, and sleep. Goblinoids are stealthy humanoids who live by hunting and raiding. All goblinoids speak Goblin and treat Stealth as a class skill. Init +3; Senses 60 ft., ; Perception +11
Darkvision is the extraordinary ability to see with no light source at all, out to a range specified. Darkvision is black-and-white only (colors cannot be discerned). It does not allow creatures to see anything that they could not see otherwise—invisible objects are still invisible, and illusions are still visible as what they seem to be. Likewise, darkvision subjects a creature to gaze attacks normally. The presence of light does not spoil darkvision. Scent (Ex) Scent allows a creature to detect approaching enemies, sniff out hidden foes, and track by sense of smell. Creatures with the scent ability can identify familiar odors just as humans do familiar sights. The creature can detect opponents within 30 feet by sense of smell. If the opponent is upwind, the range increases to 60 feet; if downwind, it drops to 15 feet. Strong scents, such as smoke or rotting garbage, can be detected at twice the ranges noted above. Overpowering scents, such as skunk musk or troglodyte stench, can be detected at triple normal range. When a creature detects a scent, the exact location of the source is not revealed—only its presence somewhere within range. The creature can take a move action to note the direction of the scent. When the creature is within 5 feet of the source, it pinpoints the source’s location. This does not allow the creature to ignore any miss chance for concealment that would otherwise apply. A creature with the scent ability can follow tracks by smell, making a Wisdom (or Survival) check to find or follow a track. The typical DC for a fresh trail is 10 (no matter what kind of surface holds the scent). This DC increases or decreases depending on how strong the quarry’s odor is, the number of creatures, and the age of the trail. For each hour that the trail is cold, the DC increases by 2. The ability otherwise follows the rules for the Survival skill. Creatures tracking by scent ignore the effects of surface conditions and poor visibility. DEFENSE AC 19, touch 13, flat-footed 16 (+3 armor, +3 Dex, +3 natural)
hp 39 (6d8+12)
Fort +4, Ref +8, Will +3
cold 5
Resistance (Ex) This creature ignores some damage of the indicated type each time it takes damage of that kind, commonly acid, cold, electricity, or fire. The entry indicates the amount and type of damage ignored. Resistance is not immunity, and it applies whether the damage has a mundane or magical source. When resistance completely negates damage from an energy attack, that attack does not disrupt spellcasting. This resistance does not stack with resistance provided by a spell. OFFENSE Speed 30 ft.
Melee battleaxe +9 (1d8+7/×3)
Ranged javelin +7 (1d6+5)
(CL 4th; concentration +5)
Spell-like abilities are magical and work just like spells (though they are not spells and so have no verbal, somatic, focus, or material components). They go away in an antimagic field and are subject to spell resistance if the spell the ability is based on would be subject to spell resistance. A spell-like ability usually has a limit on how often it can be used. A constant spell-like ability or one that can be used at will has no use limit; unless otherwise stated, a creature can only use a constant spell-like ability on itself. Reactivating a constant spell-like ability is a swift action. Using all other spell-like abilities is a standard action unless noted otherwise, and doing so provokes attacks of opportunity. It is possible to make a concentration check to use a spell-like ability defensively and avoid provoking an attack of opportunity, just as when casting a spell. A spell-like ability can be disrupted just as a spell can be. Spell-like abilities cannot be used to counterspell, nor can they be counterspelled. For creatures with spell-like abilities, a designated caster level determines how difficult it is to dispel their spell-like effects and defines any level-dependent variables (such as range and duration) the abilities might have. The creature’s caster level never affects which spell-like abilities the creature has; sometimes the given caster level is lower than the level a spellcasting character would need to cast the spell of the same name. If no caster level is specified, the caster level is equal to the creature’s Hit Dice. The saving throw (if any) against a spell-like ability is 10 + the level of the spell the ability resembles or duplicates + the creature’s Charisma modifier. Some spell-like abilities duplicate spells that work differently when cast by characters of different classes. A monster’s spell-like abilities are presumed to be the sorcerer/wizard versions. If the spell in question is not a sorcerer/wizard spell, then default to cleric, druid, bard, paladin, and ranger, in that order. 3/day—quench STATISTICS Str 20, Dex 17, Con 15, Int 12, Wis 13, Cha 12
Base Atk +4; +9; CMD 22
When performing a combat maneuver, you must use an action appropriate to the maneuver you are attempting to perform. While many combat maneuvers can be performed as part of an attack action, full-attack action, or attack of opportunity (in place of a melee attack), others require a specific action. Unless otherwise noted, performing a combat maneuver provokes an attack of opportunity from the target of the maneuver. If you are hit by the target, you take the damage normally and apply that amount as a penalty to the attack roll to perform the maneuver. If your target is immobilized, unconscious, or otherwise incapacitated, your maneuver automatically succeeds (treat as if you rolled a natural 20 on the attack roll). If your target is stunned, you receive a +4 bonus on your attack roll to perform a combat maneuver against it. When you attempt to perform a combat maneuver, make an attack roll and add your CMB in place of your normal attack bonus. Add any bonuses you currently have on attack rolls due to spells, feats, and other effects. These bonuses must be applicable to the weapon or attack used to perform the maneuver. The DC of this maneuver is your target’s Combat Maneuver Defense. Combat maneuvers are attack rolls, so you must roll for concealment and take any other penalties that would normally apply to an attack roll. If your attack roll equals or exceeds the CMD of the target, your maneuver is a success and has the listed effect. Some maneuvers, such as bull rush, have varying levels of success depending on how much your attack roll exceeds the target’s CMD. Rolling a natural 20 while attempting a combat maneuver is always a success (except when attempting to escape from bonds), while rolling a natural 1 is always a failure. Feats (battleaxe), ,
Martial Weapon Proficiency (battleaxe) You make attack rolls with the selected weapon normally (without the non-proficient penalty). Normal: When using a weapon with which you are not proficient, you take a –4 penalty on attack rolls. Nimble Moves Whenever you move, you may move through 5 feet of difficult terrain each round as if it were normal terrain. This feat allows you to take a 5-foot step into difficult terrain. Power Attack You can choose to take a –1 penalty on all melee attack rolls and combat maneuver checks to gain a +2 bonus on all melee damage rolls. This bonus to damage is increased by half (+50%) if you are making an attack with a two-handed weapon, a one-handed weapon using two hands, or a primary natural weapon that adds 1-1/2 times your Strength modifier on damage rolls. This bonus to damage is halved (–50%) if you are making an attack with an off-hand weapon or secondary natural weapon. When your base attack bonus reaches +4, and every 4 points thereafter, the penalty increases by –1 and the bonus to damage increases by +2. You must choose to use this feat before making an attack roll, and its effects last until your next turn. The bonus damage does not apply to touch attacks or effects that do not deal hit point damage. Skills Climb +11, Intimidate +11, Perception +11, Stealth +16, Survival +7
Racial Modifiers +4 Intimidate, +4 Perception, +4 Stealth
Languages Common, Giant, Goblin
SQ , trackless step
ECOLOGY Environment cold mountains
Organization solitary, pair, gang (3–6), or warband (7–12 plus 3 warriors of 1st level and 1 chieftain of 3rd–5th level)
Treasure NPC gear (mwk studded leather armor, battleaxe, 3 javelins, other treasure)
SPECIAL ABILITIES Thuggery (Ex) Intimidate and Perception are class skills for wikkawaks.
Yeti
This creature stands like a man, yet is half again the height of most men and covered with a coat of thick white fur.
Mysterious and rarely seen (save by victims), the yeti is a towering denizen of the loneliest and tallest mountain peaks. Those who dwell upon the lower reaches of such storied slopes whisper tales of “abominable snowmen” who come down from the heights to raid, taking livestock or even humans as prey and leaving behind only monstrous barefoot tracks in the bloodstained snow. Although yeti stories are accurate in their portrayals of fierce, stealthy, and immensely strong creatures, they are not when it comes to ascribing the yeti’s temperament and source. They dwell in small tribes atop their distant mountains, where they are sheltered from contact with most other races. Those with violent or cruel natures are usually forced out of tribes to live lonely lives as exiles, and without the support of a tribe such yeti are often driven to raiding lowlander settlements, thus perpetuating the myth of the yeti as a demon made flesh. The source of such cruel madness can often be traced to a singular source—proximity to strange, eldritch dimensions. The yetis’ mountain lairs rise high in places where the boundaries between this world and others rasp thin. It is unclear if the yeti are invaders from these dimensions or Material Plane natives influenced by otherworldly realms, but it seems certain that whatever their origins, the yeti are no friends to those who dwell beyond, and may even act as guardians against intrusions from such strange worlds into the Material Plane.
CR 4 XP 1,200 N Large ()
Monstrous humanoids are similar to humanoids, but with monstrous or animalistic features. They often have magical abilities as well. A monstrous humanoid has the following traits (unless otherwise noted in a creature’s entry). • Darkvision 60 feet. • Proficient with all simple weapons and any weapons mentioned in its entry. • Proficient with whatever type of armor (light, medium, or heavy) it is described as wearing, as well as all lighter types. Monstrous humanoids not indicated as wearing armor are not proficient with armor. Monstrous humanoids are proficient with shields if they are proficient with any form of armor. • Monstrous humanoids breathe, eat, and sleep. A creature with the cold subtype has immunity to cold and vulnerability to fire. Init +1; Senses 60 ft., ; Perception +10
Darkvision is the extraordinary ability to see with no light source at all, out to a range specified. Darkvision is black-and-white only (colors cannot be discerned). It does not allow creatures to see anything that they could not see otherwise—invisible objects are still invisible, and illusions are still visible as what they seem to be. Likewise, darkvision subjects a creature to gaze attacks normally. The presence of light does not spoil darkvision. Scent (Ex) Scent allows a creature to detect approaching enemies, sniff out hidden foes, and track by sense of smell. Creatures with the scent ability can identify familiar odors just as humans do familiar sights. The creature can detect opponents within 30 feet by sense of smell. If the opponent is upwind, the range increases to 60 feet; if downwind, it drops to 15 feet. Strong scents, such as smoke or rotting garbage, can be detected at twice the ranges noted above. Overpowering scents, such as skunk musk or troglodyte stench, can be detected at triple normal range. When a creature detects a scent, the exact location of the source is not revealed—only its presence somewhere within range. The creature can take a move action to note the direction of the scent. When the creature is within 5 feet of the source, it pinpoints the source’s location. This does not allow the creature to ignore any miss chance for concealment that would otherwise apply. A creature with the scent ability can follow tracks by smell, making a Wisdom (or Survival) check to find or follow a track. The typical DC for a fresh trail is 10 (no matter what kind of surface holds the scent). This DC increases or decreases depending on how strong the quarry’s odor is, the number of creatures, and the age of the trail. For each hour that the trail is cold, the DC increases by 2. The ability otherwise follows the rules for the Survival skill. Creatures tracking by scent ignore the effects of surface conditions and poor visibility. DEFENSE AC 17, touch 10, flat-footed 16 (+1 Dex, +7 natural, –1 size)
hp 45 (6d10+12)
Fort +6, Ref +6, Will +6
cold
Immunity (Ex or Su) A creature with immunities takes no damage from listed sources. Immunities can also apply to afflictions, conditions, spells (based on level, save type, or school), and other effects. A creature does not suffer any secondary effects that would normally be triggered by an effect it is immune to. Weaknesses to fire
Vulnerability (Ex) A creature with vulnerabilities takes half again as much damage (+50%) from a specific energy type, regardless of whether a saving throw is allowed or if the save is a success or failure. Creatures with a vulnerability that is not an energy type instead take a –4 penalty on saves against spells and effects that cause or use the listed vulnerability (such as spells with the light descriptor). Some creatures might suffer additional effects, as noted in their descriptions. OFFENSE Speed 40 ft., 30 ft.
A creature with a Climb speed has a +8 racial bonus on all Climb checks. The creature must make a Climb check to climb any wall or slope with a DC higher than 0, but it can always choose to take 10, even if rushed or threatened while climbing. If a creature with a climb speed chooses an accelerated climb, it moves at double its climb speed (or at its land speed, whichever is slower) and makes a single Climb check at a –5 penalty. Such a creature retains its Dexterity bonus to Armor Class (if any) while climbing, and opponents get no special bonus to their attacks against it. It cannot, however, use the run action while climbing. Melee 2 claws +9 (1d6+4 plus 1d6 cold)
Space 10 ft.; Reach 10 ft.
Special Attacks , frightful , (2 claws, 1d6+6 plus 1d6 cold)
Gaze (Su) A Gaze attack takes effect automatically when foes look at the attacking creature’s eyes. The typical range is 30 feet, but check the creature’s entry for details. A successful saving throw negates the effect. Each opponent within range of a gaze attack must attempt a saving throw each round at the beginning of his or her turn in the initiative order. Only looking directly at a creature with a gaze attack leaves an opponent vulnerable. Opponents can avoid the need to make the saving throw by not looking at the creature, in one of two ways. Averting Eyes: The opponent avoids looking at the creature’s face, instead looking at its body, watching its shadow, tracking it in a reflective surface, etc. Each round, the opponent has a 50% chance to avoid having to make a saving throw against the gaze attack. The creature with the gaze attack, however, gains concealment (20% miss chance) against that opponent. Wearing a Blindfold: The foe cannot see the creature at all (also possible to achieve by turning one’s back on the creature or shutting one’s eyes). The creature with the gaze attack gains total concealment (50% miss chance) against the opponent. A creature with a gaze attack can also actively gaze as an attack action by choosing a target within range. That opponent must attempt a saving throw but can try to avoid this as described above. Thus, it is possible for an opponent to save against a creature’s gaze twice during the same round, once before the opponent’s action and once during the creature’s turn. Gaze attacks can affect ethereal opponents. A creature is immune to gaze attacks of others of its kind unless otherwise noted. Allies of a creature with a gaze attack might be affected. All the creature’s allies are considered to be averting their eyes from the creature with the gaze attack, and have a 50% chance to not need to make a saving throw against the gaze attack each round. The creature can also veil its eyes, thus negating its gaze ability. Rend (Ex) If it hits with two or more natural attacks in 1 round, this creature causes tremendous damage by latching onto the opponent’s body and tearing flesh. This automatically deals the listed additional damage, but no more than once per round. The type of attacks that must hit and the additional damage are included in the creature’s description. STATISTICS Str 19, Dex 12, Con 15, Int 9, Wis 12, Cha 10
Base Atk +6; +11; CMD 22
When performing a combat maneuver, you must use an action appropriate to the maneuver you are attempting to perform. While many combat maneuvers can be performed as part of an attack action, full-attack action, or attack of opportunity (in place of a melee attack), others require a specific action. Unless otherwise noted, performing a combat maneuver provokes an attack of opportunity from the target of the maneuver. If you are hit by the target, you take the damage normally and apply that amount as a penalty to the attack roll to perform the maneuver. If your target is immobilized, unconscious, or otherwise incapacitated, your maneuver automatically succeeds (treat as if you rolled a natural 20 on the attack roll). If your target is stunned, you receive a +4 bonus on your attack roll to perform a combat maneuver against it. When you attempt to perform a combat maneuver, make an attack roll and add your CMB in place of your normal attack bonus. Add any bonuses you currently have on attack rolls due to spells, feats, and other effects. These bonuses must be applicable to the weapon or attack used to perform the maneuver. The DC of this maneuver is your target’s Combat Maneuver Defense. Combat maneuvers are attack rolls, so you must roll for concealment and take any other penalties that would normally apply to an attack roll. If your attack roll equals or exceeds the CMD of the target, your maneuver is a success and has the listed effect. Some maneuvers, such as bull rush, have varying levels of success depending on how much your attack roll exceeds the target’s CMD. Rolling a natural 20 while attempting a combat maneuver is always a success (except when attempting to escape from bonds), while rolling a natural 1 is always a failure. Feats , ,
Cleave As a standard action, you can make a single attack at your full base attack bonus against a foe within reach. If you hit, you deal damage normally and can make an additional attack (using your full base attack bonus) against a foe that is adjacent to the first and also within reach. You can only make one additional attack per round with this feat. When you use this feat, you take a –2 penalty to your Armor Class until your next turn. Great Fortitude You get a +2 bonus on all Fortitude saving throws. Power Attack You can choose to take a –1 penalty on all melee attack rolls and combat maneuver checks to gain a +2 bonus on all melee damage rolls. This bonus to damage is increased by half (+50%) if you are making an attack with a two-handed weapon, a one-handed weapon using two hands, or a primary natural weapon that adds 1-1/2 times your Strength modifier on damage rolls. This bonus to damage is halved (–50%) if you are making an attack with an off-hand weapon or secondary natural weapon. When your base attack bonus reaches +4, and every 4 points thereafter, the penalty increases by –1 and the bonus to damage increases by +2. You must choose to use this feat before making an attack roll, and its effects last until your next turn. The bonus damage does not apply to touch attacks or effects that do not deal hit point damage. Skills Climb +21, Intimidate +9, Perception +10, Stealth +1 (+9 in snow)
Racial Modifiers +4 Stealth (+12 in snow)
Languages Aklo
ECOLOGY Environment cold mountains
Organization solitary, pair, or tribe (3–8)
Treasure standard
SPECIAL ABILITIES Cold (Su) A yeti’s body generates intense cold, dealing 1d6 points of cold damage to any creature that contacts it with a natural attack or unarmed strike, or whenever it hits a foe with its claws or rend attack.
Frightful Gaze (Su) Creatures within 30 feet that meet a yeti’s gaze must succeed on a DC 13 Will save or stand in fear for 1 round. This is a mind-affecting fear paralysis effect. A creature that successfully saves cannot be affected again by the frightful gaze of that yeti for 1 day. The save DC is Charisma-based.
A paralyzed character is frozen in place and unable to move or act. A paralyzed character has effective Dexterity and Strength scores of 0 and is , but can take purely mental actions (such as the use of a SLA). A winged creature flying in the air at the time that it becomes paralyzed cannot flap its wings and falls. A paralyzed swimmer can’t swim and may drown. A creature can move through a space occupied by a paralyzed creature—ally or not. Each square occupied by a paralyzed creature, however, counts as 2 squares to move through. A helpless character is paralyzed, held, bound, sleeping, unconscious, or otherwise completely at an opponent’s mercy. A helpless target is treated as having a Dexterity of 0 (–5 modifier). Melee attacks against a helpless target get a +4 bonus (equivalent to attacking a prone target). Ranged attacks get no special bonus against helpless targets. Rogues can sneak attack helpless targets. As a full-round action, an enemy can use a melee weapon to deliver a coup de grace to a helpless foe. An enemy can also use a bow or crossbow, provided he is adjacent to the target. The attacker automatically hits and scores a critical hit. (A rogue also gets his sneak attack damage bonus against a helpless foe when delivering a coup de grace.) If the defender survives, he must make a Fortitude save (DC 10 + damage dealt) or die. Delivering a coup de grace provokes attacks of opportunity. Creatures that are immune to critical hits do not take critical damage, nor do they need to make Fortitude saves to avoid being killed by a coup de grace.
Troll
This tall creature has rough, green hide. Its hands end in claws, and its bestial face has a hideous, tusked underbite.
Trolls possess incredibly sharp claws and amazing regenerative powers, allowing them to recover from nearly any wound. They are stooped, fantastically ugly, and astonishingly strong—combined with their claws, their strength allows them to literally tear apart flesh to feed their voracious appetites. Trolls stand about 14 feet tall, but their hunched postures often make them appear shorter. An adult troll weighs around 1,000 pounds. A troll’s appetite and its regenerative powers make it a fearless combatant, ever prepared to charge headlong at the nearest living creature and attack with all of its fury. Only fire seems to cause a troll to hesitate, but even this mortal threat is not enough to stop a troll’s advance. Those who commonly battle with trolls know to locate and burn any pieces after a fight, for even the smallest scrap of flesh can regrow a full-size troll given enough time. Fortunately, only the largest part of a troll regrows in this way. Despite their cruelty in combat, trolls are surprisingly tender and kind to their own young. Female trolls work as a group, spending a great deal of time teaching young trolls to hunt and fend for themselves before sending them off to find their own territories. A male troll tends to live a solitary existence, partnering with a female for only a brief time to mate. All trolls spend most of their time hunting for food, as they must consume vast amounts each day or face starvation. Due to this need, most trolls stake out large territories as their own, and fights between rivals are quite common. While these are usually nonlethal, trolls are aware of each others’ weaknesses and will use such knowledge to kill their own kind if food is scarce.
CR 5 XP 1,600 CE Large ()
A humanoid usually has two arms, two legs, and one head, or a human-like torso, arms, and a head. Humanoids have few or no supernatural or extraordinary abilities, but most can speak and usually have well-developed societies. They are usually Small or Medium (with the exception of giants). Every humanoid creature also has a specific subtype to match its race, such as human, giant, goblinoid, reptilian, or tengu. A humanoid possesses the following traits (unless otherwise noted in a creature’s entry). • Proficient with all simple weapons, or by character class. • Proficient with whatever type of armor (light, medium, or heavy) it is described as wearing, or by character class. If a humanoid does not have a class and wears armor, it is proficient with that type of armor and all lighter types. Humanoids not indicated as wearing armor are not proficient with armor. Humanoids are proficient with shields if they are proficient with any form of armor. • Humanoids breathe, eat, and sleep. A giant is a humanoid creature of great strength, usually Large or larger. Giants have racial Hit Dice rather than substituting those Hit Dice for class levels, possess low-light vision, and treat Intimidate and Perception as class skills. Init +2; Senses 60 ft., , ; Perception +8
Darkvision is the extraordinary ability to see with no light source at all, out to a range specified. Darkvision is black-and-white only (colors cannot be discerned). It does not allow creatures to see anything that they could not see otherwise—invisible objects are still invisible, and illusions are still visible as what they seem to be. Likewise, darkvision subjects a creature to gaze attacks normally. The presence of light does not spoil darkvision. Low-Light Vision (Ex) A creature with low-light vision can see twice as far as a human in starlight, moonlight, torchlight, and similar conditions of dim light. It retains the ability to distinguish color and detail under these conditions. Scent (Ex) Scent allows a creature to detect approaching enemies, sniff out hidden foes, and track by sense of smell. Creatures with the scent ability can identify familiar odors just as humans do familiar sights. The creature can detect opponents within 30 feet by sense of smell. If the opponent is upwind, the range increases to 60 feet; if downwind, it drops to 15 feet. Strong scents, such as smoke or rotting garbage, can be detected at twice the ranges noted above. Overpowering scents, such as skunk musk or troglodyte stench, can be detected at triple normal range. When a creature detects a scent, the exact location of the source is not revealed—only its presence somewhere within range. The creature can take a move action to note the direction of the scent. When the creature is within 5 feet of the source, it pinpoints the source’s location. This does not allow the creature to ignore any miss chance for concealment that would otherwise apply. A creature with the scent ability can follow tracks by smell, making a Wisdom (or Survival) check to find or follow a track. The typical DC for a fresh trail is 10 (no matter what kind of surface holds the scent). This DC increases or decreases depending on how strong the quarry’s odor is, the number of creatures, and the age of the trail. For each hour that the trail is cold, the DC increases by 2. The ability otherwise follows the rules for the Survival skill. Creatures tracking by scent ignore the effects of surface conditions and poor visibility. DEFENSE AC 16, touch 11, flat-footed 14; (+2 Dex, +5 natural, –1 size)
hp 63 (6d8+36); 5 (acid or fire)
Regeneration (Ex) Regeneration is an extraordinary ability which makes a creature difficult to kill. Creatures with regeneration heal damage to themselves at a fixed rate, as with fast healing, but they cannot die as long as their regeneration is still functioning, although they still fall unconscious when their hit points are below 0. Certain damage types, typically acid and fire, cause regeneration to stop functioning on the round following the attack. During that round, the creature does not heal damage and can die normally. The creature’s descriptive text identifies the damage types that suppress its regeneration. Attacks that do not deal hit point damage are not healed by regeneration. Regeneration also does not restore hit points lost from starvation, suffocation, or thirst. Regenerating creatures can regrow lost body parts and can reattach severed limbs or body parts if they are brought together within 1 hour of severing. Severed parts that are not reattached wither and die normally. A creature must have a Constitution score to have regeneration. Fort +11, Ref +4, Will +3
OFFENSE Speed 30 ft.
Melee bite +8 (1d8+5), 2 claws +8 (1d6+5)
Space 10 ft.; Reach 10 ft.
Special Attacks (2 claws, 1d6+7)
Rend (Ex) If it hits with two or more natural attacks in 1 round, this creature causes tremendous damage by latching onto the opponent’s body and tearing flesh. This automatically deals the listed additional damage, but no more than once per round. The type of attacks that must hit and the additional damage are included in the creature’s description. STATISTICS Str 21, Dex 14, Con 23, Int 6, Wis 9, Cha 6
Base Atk +4; +10; CMD 22
When performing a combat maneuver, you must use an action appropriate to the maneuver you are attempting to perform. While many combat maneuvers can be performed as part of an attack action, full-attack action, or attack of opportunity (in place of a melee attack), others require a specific action. Unless otherwise noted, performing a combat maneuver provokes an attack of opportunity from the target of the maneuver. If you are hit by the target, you take the damage normally and apply that amount as a penalty to the attack roll to perform the maneuver. If your target is immobilized, unconscious, or otherwise incapacitated, your maneuver automatically succeeds (treat as if you rolled a natural 20 on the attack roll). If your target is stunned, you receive a +4 bonus on your attack roll to perform a combat maneuver against it. When you attempt to perform a combat maneuver, make an attack roll and add your CMB in place of your normal attack bonus. Add any bonuses you currently have on attack rolls due to spells, feats, and other effects. These bonuses must be applicable to the weapon or attack used to perform the maneuver. The DC of this maneuver is your target’s Combat Maneuver Defense. Combat maneuvers are attack rolls, so you must roll for concealment and take any other penalties that would normally apply to an attack roll. If your attack roll equals or exceeds the CMD of the target, your maneuver is a success and has the listed effect. Some maneuvers, such as bull rush, have varying levels of success depending on how much your attack roll exceeds the target’s CMD. Rolling a natural 20 while attempting a combat maneuver is always a success (except when attempting to escape from bonds), while rolling a natural 1 is always a failure. Feats , , (Perception)
Intimidating Prowess Add your Strength modifier to Intimidate skill checks in addition to your Charisma modifier. Iron Will You get a +2 bonus on all Will saving throws. Skill Focus (Perception) You get a +3 bonus on all checks involving the chosen skill. If you have 10 or more ranks in that skill, this bonus increases to +6. Skills Intimidate +9, Perception +8
Languages Giant
ECOLOGY Environment cold mountains
Organization solitary or gang (2–4)
Treasure standard
Frost Drake
This two-legged dragon has dull blue scales tinged with bright blue ice. A freezing mist issues from between its powerful jaws.
Degenerate cousins of white dragons, frost dragons are ferocious predators. They are larger than other drakes, reaching heights of up to 16 feet and weighing upward of 2,500 pounds. Their wide, clawed feet enable them to easily burrow through snow, though not through dirt or clay. Young frost drakes form adolescent hunting packs divided along gender lines, but older frost drakes are usually encountered in mated pairs. Frost drakes mate for life, leaving their packs when they find a suitable mate. Mated pairs make a nest together, and the female lays a clutch of two to five eggs. Both parents care for their offspring when they hatch, and families usually form small packs until the young reach maturity at 5 years of age. At this point, the parents abandon their offspring, usually laying a new clutch of eggs in a new nest elsewhere, and leaving the fledgling drakes to find their own adolescent packs to join.
CR 7 XP 3,200 CE Large ()
A dragon is a reptile-like creature, usually winged, with magical or unusual abilities. A dragon possesses the following traits (unless otherwise noted in a creature’s entry). • Darkvision 60 feet and low-light vision. • Immunity to magic sleep effects and paralysis effects. • Proficient with its natural weapons only unless humanoid in form (or capable of assuming humanoid form), in which case proficient with all simple weapons and any weapons mentioned in its entry. • Proficient with no armor. • Dragons breathe, eat, and sleep. A creature with the cold subtype has immunity to cold and vulnerability to fire. Init +5; Senses 60 ft., , , ; Perception +10
Darkvision is the extraordinary ability to see with no light source at all, out to a range specified. Darkvision is black-and-white only (colors cannot be discerned). It does not allow creatures to see anything that they could not see otherwise—invisible objects are still invisible, and illusions are still visible as what they seem to be. Likewise, darkvision subjects a creature to gaze attacks normally. The presence of light does not spoil darkvision. Low-Light Vision (Ex) A creature with low-light vision can see twice as far as a human in starlight, moonlight, torchlight, and similar conditions of dim light. It retains the ability to distinguish color and detail under these conditions. Scent (Ex) Scent allows a creature to detect approaching enemies, sniff out hidden foes, and track by sense of smell. Creatures with the scent ability can identify familiar odors just as humans do familiar sights. The creature can detect opponents within 30 feet by sense of smell. If the opponent is upwind, the range increases to 60 feet; if downwind, it drops to 15 feet. Strong scents, such as smoke or rotting garbage, can be detected at twice the ranges noted above. Overpowering scents, such as skunk musk or troglodyte stench, can be detected at triple normal range. When a creature detects a scent, the exact location of the source is not revealed—only its presence somewhere within range. The creature can take a move action to note the direction of the scent. When the creature is within 5 feet of the source, it pinpoints the source’s location. This does not allow the creature to ignore any miss chance for concealment that would otherwise apply. A creature with the scent ability can follow tracks by smell, making a Wisdom (or Survival) check to find or follow a track. The typical DC for a fresh trail is 10 (no matter what kind of surface holds the scent). This DC increases or decreases depending on how strong the quarry’s odor is, the number of creatures, and the age of the trail. For each hour that the trail is cold, the DC increases by 2. The ability otherwise follows the rules for the Survival skill. Creatures tracking by scent ignore the effects of surface conditions and poor visibility. DEFENSE AC 20, touch 10, flat-footed 19 (+1 Dex, +10 natural, –1 size)
84 (8d12+32)
Fort +10, Ref +7, Will +5
cold, paralysis, sleep
Immunity (Ex or Su) A creature with immunities takes no damage from listed sources. Immunities can also apply to afflictions, conditions, spells (based on level, save type, or school), and other effects. A creature does not suffer any secondary effects that would normally be triggered by an effect it is immune to. Weaknesses to fire
Vulnerability (Ex) A creature with vulnerabilities takes half again as much damage (+50%) from a specific energy type, regardless of whether a saving throw is allowed or if the save is a success or failure. Creatures with a vulnerability that is not an energy type instead take a –4 penalty on saves against spells and effects that cause or use the listed vulnerability (such as spells with the light descriptor). Some creatures might suffer additional effects, as noted in their descriptions. OFFENSE Speed 20 ft., 20 ft. (snow only), 60 ft. (average)
A creature with a Burrow speed can tunnel through dirt, but not through rock unless the descriptive text says otherwise. Creatures cannot charge or run while burrowing. Most burrowing creatures do not leave behind tunnels other creatures can use (either because the material they tunnel through fills in behind them or because they do not actually dislocate any material when burrowing). A creature with a Fly speed can cease or resume flight as a free action on its turn. Without making a check, a flying creature can remain flying at the end of its turn so long as it moves a distance greater than half its speed. It can also turn up to 45 degrees during its turn by sacrificing 5 feet of movement, can rise at half speed at an angle of 45 degrees (ignoring the penalty for diagonal movement), and can descend at any angle at normal speed. At the beginning of its turn, a flying creature can move in a different direction than it did previously without needing a Fly check. A creature with a natural fly speed receives a bonus (or penalty) on Fly skill checks depending on its maneuverability: • Clumsy –8 • Poor –4 • Average +0 • Good +4 • Perfect +8 Creatures without a maneuverability rating are assumed to have average maneuverability and take no penalty on Fly checks. These modifiers are already included in the creature’s stat block. Melee bite +13 (2d6+6 plus 1d6 cold), tail slap +8 (1d8+3)
Space 10 ft.; Reach 10 ft.
Special Attacks STATISTICS Str 22, Dex 13, Con 18, Int 8, Wis 9, Cha 13
Base Atk +8; +15; CMD 26
When performing a combat maneuver, you must use an action appropriate to the maneuver you are attempting to perform. While many combat maneuvers can be performed as part of an attack action, full-attack action, or attack of opportunity (in place of a melee attack), others require a specific action. Unless otherwise noted, performing a combat maneuver provokes an attack of opportunity from the target of the maneuver. If you are hit by the target, you take the damage normally and apply that amount as a penalty to the attack roll to perform the maneuver. If your target is immobilized, unconscious, or otherwise incapacitated, your maneuver automatically succeeds (treat as if you rolled a natural 20 on the attack roll). If your target is stunned, you receive a +4 bonus on your attack roll to perform a combat maneuver against it. When you attempt to perform a combat maneuver, make an attack roll and add your CMB in place of your normal attack bonus. Add any bonuses you currently have on attack rolls due to spells, feats, and other effects. These bonuses must be applicable to the weapon or attack used to perform the maneuver. The DC of this maneuver is your target’s Combat Maneuver Defense. Combat maneuvers are attack rolls, so you must roll for concealment and take any other penalties that would normally apply to an attack roll. If your attack roll equals or exceeds the CMD of the target, your maneuver is a success and has the listed effect. Some maneuvers, such as bull rush, have varying levels of success depending on how much your attack roll exceeds the target’s CMD. Rolling a natural 20 while attempting a combat maneuver is always a success (except when attempting to escape from bonds), while rolling a natural 1 is always a failure. Feats , , ,
Flyby Attack When flying, the creature can take a move action and another standard action at any point during the move. The creature cannot take a second move action during a round when it makes a flyby attack. Normal: Without this feat, the creature takes a standard action either before or after its move. Improved Initiative You get a +4 bonus on initiative checks. Power Attack You can choose to take a –1 penalty on all melee attack rolls and combat maneuver checks to gain a +2 bonus on all melee damage rolls. This bonus to damage is increased by half (+50%) if you are making an attack with a two-handed weapon, a one-handed weapon using two hands, or a primary natural weapon that adds 1-1/2 times your Strength modifier on damage rolls. This bonus to damage is halved (–50%) if you are making an attack with an off-hand weapon or secondary natural weapon. When your base attack bonus reaches +4, and every 4 points thereafter, the penalty increases by –1 and the bonus to damage increases by +2. You must choose to use this feat before making an attack roll, and its effects last until your next turn. The bonus damage does not apply to touch attacks or effects that do not deal hit point damage. Vital Strike When you use the attack action, you can make one attack at your highest base attack bonus that deals additional damage. Roll the weapon’s damage dice for the attack twice and add the results together before adding bonuses from Strength, weapon abilities (such as flaming), precision-based damage, and other damage bonuses. These extra weapon damage dice are not multiplied on a critical hit, but are added to the total. Skills Climb +17, Fly +10, Intimidate +12, Perception +10, Stealth +8
Languages Draconic
SQ ,
ECOLOGY Environment cold mountains
Organization solitary, pair, or rampage (3–12)
Treasure standard
SPECIAL ABILITIES Freezing Mist Breath (Su) A frost drake can, as a standard action, spit a ball of liquid that bursts into a cloud of freezing mist. This attack has a range of 60 feet and deals 7d6 points of cold damage (DC 18 Reflex half) to all creatures in a 20-foot-radius spread. The mist cakes all surfaces in the area with a sheet of slippery ice that turns the area into difficult terrain for 2d4 rounds, after which the ice cracks or melts enough to revert to the normal terrain features in the area. Once a frost drake has used its freezing mist breath, it cannot do so again for 1d6 rounds. The Reflex save is Constitution-based.
Icewalking (Ex) This ability works like spider climb, but the surfaces the drake climbs must be icy. It can move across icy surfaces without penalty and does not need to make Acrobatics checks to run or charge on ice.
Snow Vision (Ex) A frost drake can see perfectly well in snowy conditions, and does not take any penalties on Perception checks while in snow.
Speed Surge (Ex) Three times per day as a swift action, a frost drake may draw on its draconic heritage for a boost of strength and speed to take an additional move action in that round.
Frost Giant
This giant looks like a thick, muscular human with curved horns. It has frost-white skin and long, light blue hair worn loose.
A frost giant’s hair can be light blue or dirty yellow, and its eyes usually match its hair color. Frost giants dress in skins and pelts, along with any jewelry they own. Frost giant warriors also don chain shirts and metal helmets decorated with horns or feathers. An adult male stands about 15 feet tall and weighs approximately 2,800 pounds. Females are slightly shorter and lighter, but otherwise identical to males. Frost giants can live to be 250 years old. Frost giants are among the most feared giants, as their wanton destruction, battle lust, and fearless demeanor push them to ever-increasing displays of brutality. Frost giants usually start combat at a distance, throwing rocks until they run out of ammunition or the opponent closes, then wading in with their enormous greataxes. A favorite tactic is to lay an ambush by hiding buried in the snow at the top of an icy or snowy slope, where opponents will have difficulty reaching them, and then starting an avalanche before leaping into battle. Frost giants can hide well in snowy environments and are masters of stealth in their domain. Frost giants survive on hunting and raiding alone, as they live in desolate, frigid environments. Frost giant groups are split almost evenly between those that live in makeshift settlements or abandoned castles and those that roam the frozen north as nomads in search of spoils and provisions. Frost giant leaders call themselves jarls and demand absolute obedience from their followers. At any time a jarl may be challenged by combat for leadership of the tribe. These challenges typically result in the death of one of the combatants. A single jarl can often count a dozen or more smaller frost giant tribes as part of his extended tribe. In such a situation, the leaders of the lesser tribes are known simply as chieftains or warlords. Frost giants love to take captives, and use them for food as well as slaves and commodities. Every group of frost giants typically has 1–2 humanoid slaves shackled to a slave handler— usually the meanest and cruelest non-jarl in the group. They are also quite fond of monstrous pets— white dragons and winter wolves are popular choices, but remorhazes, yetis, and even linnorms can be found dwelling in a frost giant lair.
CR 9 XP 6,400 CE Large (, )
A humanoid usually has two arms, two legs, and one head, or a human-like torso, arms, and a head. Humanoids have few or no supernatural or extraordinary abilities, but most can speak and usually have well-developed societies. They are usually Small or Medium (with the exception of giants). Every humanoid creature also has a specific subtype to match its race, such as human, giant, goblinoid, reptilian, or tengu. A humanoid possesses the following traits (unless otherwise noted in a creature’s entry). • Proficient with all simple weapons, or by character class. • Proficient with whatever type of armor (light, medium, or heavy) it is described as wearing, or by character class. If a humanoid does not have a class and wears armor, it is proficient with that type of armor and all lighter types. Humanoids not indicated as wearing armor are not proficient with armor. Humanoids are proficient with shields if they are proficient with any form of armor. • Humanoids breathe, eat, and sleep. A creature with the cold subtype has immunity to cold and vulnerability to fire. A giant is a humanoid creature of great strength, usually Large or larger. Giants have racial Hit Dice rather than substituting those Hit Dice for class levels, possess low-light vision, and treat Intimidate and Perception as class skills. Init –1; Senses ; Perception +10
Low-Light Vision (Ex) A creature with low-light vision can see twice as far as a human in starlight, moonlight, torchlight, and similar conditions of dim light. It retains the ability to distinguish color and detail under these conditions. DEFENSE AC 21, touch 8, flat-footed 21 (+4 armor, –1 Dex, +9 natural, –1 size)
hp 133 (14d8+70)
Fort +14, Ref +3, Will +6
Defensive Abilities ; cold
Rock Catching (Ex) This creature can catch Small, Medium, or Large rocks (or projectiles of similar shape). Once per round, a creature that would normally be hit by a rock can make a Reflex save to catch it as a free action. The DC is 15 for a Small rock, 20 for a Medium one, and 25 for a Large one. (If the projectile provides a magical bonus on attack rolls, the DC increases by that amount.) The creature must be aware of the attack in order to make a rock catching attempt. Immunity (Ex or Su) A creature with immunities takes no damage from listed sources. Immunities can also apply to afflictions, conditions, spells (based on level, save type, or school), and other effects. A creature does not suffer any secondary effects that would normally be triggered by an effect it is immune to. Weaknesses to fire
Vulnerability (Ex) A creature with vulnerabilities takes half again as much damage (+50%) from a specific energy type, regardless of whether a saving throw is allowed or if the save is a success or failure. Creatures with a vulnerability that is not an energy type instead take a –4 penalty on saves against spells and effects that cause or use the listed vulnerability (such as spells with the light descriptor). Some creatures might suffer additional effects, as noted in their descriptions. OFFENSE Speed 40 ft.
Melee greataxe +18/+13 (3d6+13) or 2 slams +18 (1d8+9)
Ranged rock +9 (1d8+13)
Space 10 ft.; Reach 10 ft.
Special Attacks (120 ft.)
Rock Throwing (Ex) This creature is an accomplished rock thrower and has a +1 racial bonus on attack rolls with thrown rocks. It can hurl rocks up to two categories smaller than its size; for example, a Large hill giant can hurl Small rocks. A “rock” is any large, bulky, and relatively regularly shaped object made of any material with a hardness of at least 5 (equal to wood). The creature can hurl the rock up to five range increments. The size of the range increment varies with the creature. Damage from a thrown rock is generally twice the creature’s base slam damage plus 1-1/2 times its Strength bonus. STATISTICS Str 29, Dex 9, Con 20, Int 10, Wis 14, Cha 11
Base Atk +10; +20; CMD 29
When performing a combat maneuver, you must use an action appropriate to the maneuver you are attempting to perform. While many combat maneuvers can be performed as part of an attack action, full-attack action, or attack of opportunity (in place of a melee attack), others require a specific action. Unless otherwise noted, performing a combat maneuver provokes an attack of opportunity from the target of the maneuver. If you are hit by the target, you take the damage normally and apply that amount as a penalty to the attack roll to perform the maneuver. If your target is immobilized, unconscious, or otherwise incapacitated, your maneuver automatically succeeds (treat as if you rolled a natural 20 on the attack roll). If your target is stunned, you receive a +4 bonus on your attack roll to perform a combat maneuver against it. When you attempt to perform a combat maneuver, make an attack roll and add your CMB in place of your normal attack bonus. Add any bonuses you currently have on attack rolls due to spells, feats, and other effects. These bonuses must be applicable to the weapon or attack used to perform the maneuver. The DC of this maneuver is your target’s Combat Maneuver Defense. Combat maneuvers are attack rolls, so you must roll for concealment and take any other penalties that would normally apply to an attack roll. If your attack roll equals or exceeds the CMD of the target, your maneuver is a success and has the listed effect. Some maneuvers, such as bull rush, have varying levels of success depending on how much your attack roll exceeds the target’s CMD. Rolling a natural 20 while attempting a combat maneuver is always a success (except when attempting to escape from bonds), while rolling a natural 1 is always a failure. Feats , , , , (greataxe), , (Stealth)
Cleave As a standard action, you can make a single attack at your full base attack bonus against a foe within reach. If you hit, you deal damage normally and can make an additional attack (using your full base attack bonus) against a foe that is adjacent to the first and also within reach. You can only make one additional attack per round with this feat. When you use this feat, you take a –2 penalty to your Armor Class until your next turn. Great Cleave As a standard action, you can make a single attack at your full base attack bonus against a foe within reach. If you hit, you deal damage normally and can make an additional attack (using your full base attack bonus) against a foe that is adjacent to the previous foe and also within reach. If you hit, you can continue to make attacks against foes adjacent to the previous foe, so long as they are within your reach. You cannot attack an individual foe more than once during this attack action. When you use this feat, you take a –2 penalty to your Armor Class until your next turn. Improved Overrun You do not provoke an attack of opportunity when performing an overrun combat maneuver. In addition, you receive a +2 bonus on checks made to overrun a foe. You also receive a +2 bonus to your Combat Maneuver Defense whenever an opponent tries to overrun you. Targets of your overrun attempt may not choose to avoid you. Normal: You provoke an attack of opportunity when performing an overrun combat maneuver. Improved Sunder You do not provoke an attack of opportunity when performing a sunder combat maneuver. In addition, you receive a +2 bonus on checks made to sunder an item. You also receive a +2 bonus to your Combat Maneuver Defense whenever an opponent tries to sunder your gear. Normal: You provoke an attack of opportunity when performing a sunder combat maneuver. Martial Weapon Proficiency (greataxe) You make attack rolls with the selected weapon normally (without the non-proficient penalty). Normal: When using a weapon with which you are not proficient, you take a –4 penalty on attack rolls. Power Attack You can choose to take a –1 penalty on all melee attack rolls and combat maneuver checks to gain a +2 bonus on all melee damage rolls. This bonus to damage is increased by half (+50%) if you are making an attack with a two-handed weapon, a one-handed weapon using two hands, or a primary natural weapon that adds 1-1/2 times your Strength modifier on damage rolls. This bonus to damage is halved (–50%) if you are making an attack with an off-hand weapon or secondary natural weapon. When your base attack bonus reaches +4, and every 4 points thereafter, the penalty increases by –1 and the bonus to damage increases by +2. You must choose to use this feat before making an attack roll, and its effects last until your next turn. The bonus damage does not apply to touch attacks or effects that do not deal hit point damage. Skill Focus (Stealth) You get a +3 bonus on all checks involving the chosen skill. If you have 10 or more ranks in that skill, this bonus increases to +6. Skills Climb +13, Craft (any one) +7, Intimidate +7, Perception +10, Stealth +2 (+6 in snow)
Racial Modifiers +4 Stealth in snow
Languages Common, Giant
ECOLOGY Environment cold mountains
Organization solitary, gang (3–5), band (6–12 plus 35% noncombatants and 1 adept or cleric of 1st–2nd level), raiding party (6–12 plus 35% noncombatants, 1 adept or sorcerer of 3rd–5th level, 1–4 winter wolves, and 2–3 ogres), or tribe (21–30 plus 1 adept, cleric, or sorcerer of 6th–7th level; 1 barbarian or ranger jarl of 7th–9th level; and 15–36 winter wolves, 13–22 ogres, and 1–2 young white dragons)
Treasure standard (chain shirt, greataxe, other treasure)
White Dragon
This dragon’s scales are a frosty white. Its head is crowned with slender horns, with a thin membrane stretched between them.
Although most consider it to be the weakest and most feral of the chromatic dragons, the white dragon makes up for its lack of cunning with sheer ferocity. White dragons dwell on remote, frozen mountaintops and in arctic lowlands, making their home in glittering caves full of ice and snow. They prefer their meals completely frozen.
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CR 2 XP 6004 XP 1,2006 XP 2,4007 XP 3,2009 XP 6,40010 XP 9,60011 XP 12,80013 XP 25,60014 XP 38,40015 XP 51,20016 XP 76,80018 XP 153,600 CETinySmallMediumMediumLargeLargeLargeHugeHugeHugeHugeGargantuan ()
A dragon is a reptile-like creature, usually winged, with magical or unusual abilities. A dragon possesses the following traits (unless otherwise noted in a creature’s entry).
• Darkvision 60 feet and low-light vision.
• Immunity to magic sleep effects and paralysis effects.
• Proficient with its natural weapons only unless humanoid in form (or capable of assuming humanoid form), in which case proficient with all simple weapons and any weapons mentioned in its entry.
• Proficient with no armor.
• Dragons breathe, eat, and sleep. A creature with the cold subtype has immunity to cold and vulnerability to fire. Init +766655544433; Senses, , , , , , , , , , , ; Perception +51012141922242729323437 Dragons have 120 ft. and 60 ft. They see four times as well as a human in dim light and twice as well in normal light.
Darkvision is the extraordinary ability to see with no light source at all, out to a range specified. Darkvision is black-and-white only (colors cannot be discerned). It does not allow creatures to see anything that they could not see otherwise—invisible objects are still invisible, and illusions are still visible as what they seem to be. Likewise, darkvision subjects a creature to gaze attacks normally. The presence of light does not spoil darkvision. Using extraordinary nonvisual senses, such as acute smell or hearing, a creature with blindsense notices things it cannot see. The creature usually does not need to make Perception checks to pinpoint the location of a creature within range of its blindsense ability, provided that it has line of effect to that creature. Any opponent the creature cannot see still has total concealment against the creature with blindsense, and the creature still has the normal miss chance when attacking foes that have concealment. Visibility still affects the movement of a creature with blindsense. A creature with blindsense is still denied its Dexterity bonus to Armor Class against attacks from creatures it cannot see. Aura (5 ft., 1d6 cold), (180 ft., DC 17)
Frightful Presence (Ex) This special quality makes a creature’s very presence unsettling to foes. Activating this ability is a free action that is usually part of an attack or charge. This ability can only be used once per turn. Opponents within range who witness the action may become , or . Unless specified otherwise the range is 30 feet and the duration is 5d6 rounds. This ability affects only opponents with fewer Hit Dice than the creature has. An opponent can resist the effects with a successful Will save (DC 10 + 1/2 the frightful creature’s racial HD + the frightful creature’s Cha modifier; the exact DC is given in the creature’s descriptive text). An opponent that succeeds on the saving throw is immune to further effects from that same creature’s frightful presence for 24 hours. On a failed save, the opponent is , or if it is already shaken. A frightened opponent who fails their save becomes instead, and any creature with 4 Hit Dice or fewer automatically becomes panicked on any failed save. Frightful presence is a mind-affecting fear effect.
A shaken character takes a –2 penalty on attack rolls, saving throws, skill checks, and ability checks. A frightened creature flees from the source of its fear as best it can. If unable to flee, it may fight. A frightened creature takes a –2 penalty on all attack rolls, saving throws, skill checks, and ability checks. A frightened creature can use special abilities, including spells, to flee; indeed, the creature must use such means if they are the only way to escape. Frightened is like shaken, except that the creature must flee if possible. A panicked creature must drop anything it holds and flee at top speed from the source of its fear, as well as any other dangers it encounters, along a random path. It can’t take any other actions. In addition, the creature takes a –2 penalty on all saving throws, skill checks, and ability checks. If cornered, a panicked creature and does not attack, typically using the total defense action in combat. A panicked creature can use special abilities, including spells, to flee; indeed, the creature must use such means if they are the only way to escape. Panicked is a more extreme state of fear than shaken or frightened.
The character is frozen in fear and can take no actions. A cowering character takes a –2 penalty to Armor Class and loses their Dexterity bonus (if any). Aura (5 ft., 1d6 cold), (210 ft., DC 18)
Frightful Presence (Ex) This special quality makes a creature’s very presence unsettling to foes. Activating this ability is a free action that is usually part of an attack or charge. This ability can only be used once per turn. Opponents within range who witness the action may become , or . Unless specified otherwise the range is 30 feet and the duration is 5d6 rounds. This ability affects only opponents with fewer Hit Dice than the creature has. An opponent can resist the effects with a successful Will save (DC 10 + 1/2 the frightful creature’s racial HD + the frightful creature’s Cha modifier; the exact DC is given in the creature’s descriptive text). An opponent that succeeds on the saving throw is immune to further effects from that same creature’s frightful presence for 24 hours. On a failed save, the opponent is , or if it is already shaken. A frightened opponent who fails their save becomes instead, and any creature with 4 Hit Dice or fewer automatically becomes panicked on any failed save. Frightful presence is a mind-affecting fear effect.
A shaken character takes a –2 penalty on attack rolls, saving throws, skill checks, and ability checks. A frightened creature flees from the source of its fear as best it can. If unable to flee, it may fight. A frightened creature takes a –2 penalty on all attack rolls, saving throws, skill checks, and ability checks. A frightened creature can use special abilities, including spells, to flee; indeed, the creature must use such means if they are the only way to escape. Frightened is like shaken, except that the creature must flee if possible. A panicked creature must drop anything it holds and flee at top speed from the source of its fear, as well as any other dangers it encounters, along a random path. It can’t take any other actions. In addition, the creature takes a –2 penalty on all saving throws, skill checks, and ability checks. If cornered, a panicked creature and does not attack, typically using the total defense action in combat. A panicked creature can use special abilities, including spells, to flee; indeed, the creature must use such means if they are the only way to escape. Panicked is a more extreme state of fear than shaken or frightened.
The character is frozen in fear and can take no actions. A cowering character takes a –2 penalty to Armor Class and loses their Dexterity bonus (if any). Aura (10 ft., 1d6 cold), (240 ft., DC 20)
Frightful Presence (Ex) This special quality makes a creature’s very presence unsettling to foes. Activating this ability is a free action that is usually part of an attack or charge. This ability can only be used once per turn. Opponents within range who witness the action may become , or . Unless specified otherwise the range is 30 feet and the duration is 5d6 rounds. This ability affects only opponents with fewer Hit Dice than the creature has. An opponent can resist the effects with a successful Will save (DC 10 + 1/2 the frightful creature’s racial HD + the frightful creature’s Cha modifier; the exact DC is given in the creature’s descriptive text). An opponent that succeeds on the saving throw is immune to further effects from that same creature’s frightful presence for 24 hours. On a failed save, the opponent is , or if it is already shaken. A frightened opponent who fails their save becomes instead, and any creature with 4 Hit Dice or fewer automatically becomes panicked on any failed save. Frightful presence is a mind-affecting fear effect.
A shaken character takes a –2 penalty on attack rolls, saving throws, skill checks, and ability checks. A frightened creature flees from the source of its fear as best it can. If unable to flee, it may fight. A frightened creature takes a –2 penalty on all attack rolls, saving throws, skill checks, and ability checks. A frightened creature can use special abilities, including spells, to flee; indeed, the creature must use such means if they are the only way to escape. Frightened is like shaken, except that the creature must flee if possible. A panicked creature must drop anything it holds and flee at top speed from the source of its fear, as well as any other dangers it encounters, along a random path. It can’t take any other actions. In addition, the creature takes a –2 penalty on all saving throws, skill checks, and ability checks. If cornered, a panicked creature and does not attack, typically using the total defense action in combat. A panicked creature can use special abilities, including spells, to flee; indeed, the creature must use such means if they are the only way to escape. Panicked is a more extreme state of fear than shaken or frightened.
The character is frozen in fear and can take no actions. A cowering character takes a –2 penalty to Armor Class and loses their Dexterity bonus (if any). Aura (10 ft., 1d6 cold), (270 ft., DC 21)
Frightful Presence (Ex) This special quality makes a creature’s very presence unsettling to foes. Activating this ability is a free action that is usually part of an attack or charge. This ability can only be used once per turn. Opponents within range who witness the action may become , or . Unless specified otherwise the range is 30 feet and the duration is 5d6 rounds. This ability affects only opponents with fewer Hit Dice than the creature has. An opponent can resist the effects with a successful Will save (DC 10 + 1/2 the frightful creature’s racial HD + the frightful creature’s Cha modifier; the exact DC is given in the creature’s descriptive text). An opponent that succeeds on the saving throw is immune to further effects from that same creature’s frightful presence for 24 hours. On a failed save, the opponent is , or if it is already shaken. A frightened opponent who fails their save becomes instead, and any creature with 4 Hit Dice or fewer automatically becomes panicked on any failed save. Frightful presence is a mind-affecting fear effect.
A shaken character takes a –2 penalty on attack rolls, saving throws, skill checks, and ability checks. A frightened creature flees from the source of its fear as best it can. If unable to flee, it may fight. A frightened creature takes a –2 penalty on all attack rolls, saving throws, skill checks, and ability checks. A frightened creature can use special abilities, including spells, to flee; indeed, the creature must use such means if they are the only way to escape. Frightened is like shaken, except that the creature must flee if possible. A panicked creature must drop anything it holds and flee at top speed from the source of its fear, as well as any other dangers it encounters, along a random path. It can’t take any other actions. In addition, the creature takes a –2 penalty on all saving throws, skill checks, and ability checks. If cornered, a panicked creature and does not attack, typically using the total defense action in combat. A panicked creature can use special abilities, including spells, to flee; indeed, the creature must use such means if they are the only way to escape. Panicked is a more extreme state of fear than shaken or frightened.
The character is frozen in fear and can take no actions. A cowering character takes a –2 penalty to Armor Class and loses their Dexterity bonus (if any). Aura (10 ft., 2d6 cold), (300 ft., DC 23)
Frightful Presence (Ex) This special quality makes a creature’s very presence unsettling to foes. Activating this ability is a free action that is usually part of an attack or charge. This ability can only be used once per turn. Opponents within range who witness the action may become , or . Unless specified otherwise the range is 30 feet and the duration is 5d6 rounds. This ability affects only opponents with fewer Hit Dice than the creature has. An opponent can resist the effects with a successful Will save (DC 10 + 1/2 the frightful creature’s racial HD + the frightful creature’s Cha modifier; the exact DC is given in the creature’s descriptive text). An opponent that succeeds on the saving throw is immune to further effects from that same creature’s frightful presence for 24 hours. On a failed save, the opponent is , or if it is already shaken. A frightened opponent who fails their save becomes instead, and any creature with 4 Hit Dice or fewer automatically becomes panicked on any failed save. Frightful presence is a mind-affecting fear effect.
A shaken character takes a –2 penalty on attack rolls, saving throws, skill checks, and ability checks. A frightened creature flees from the source of its fear as best it can. If unable to flee, it may fight. A frightened creature takes a –2 penalty on all attack rolls, saving throws, skill checks, and ability checks. A frightened creature can use special abilities, including spells, to flee; indeed, the creature must use such means if they are the only way to escape. Frightened is like shaken, except that the creature must flee if possible. A panicked creature must drop anything it holds and flee at top speed from the source of its fear, as well as any other dangers it encounters, along a random path. It can’t take any other actions. In addition, the creature takes a –2 penalty on all saving throws, skill checks, and ability checks. If cornered, a panicked creature and does not attack, typically using the total defense action in combat. A panicked creature can use special abilities, including spells, to flee; indeed, the creature must use such means if they are the only way to escape. Panicked is a more extreme state of fear than shaken or frightened.
The character is frozen in fear and can take no actions. A cowering character takes a –2 penalty to Armor Class and loses their Dexterity bonus (if any). Aura (10 ft., 2d6 cold), (330 ft., DC 24)
Frightful Presence (Ex) This special quality makes a creature’s very presence unsettling to foes. Activating this ability is a free action that is usually part of an attack or charge. This ability can only be used once per turn. Opponents within range who witness the action may become , or . Unless specified otherwise the range is 30 feet and the duration is 5d6 rounds. This ability affects only opponents with fewer Hit Dice than the creature has. An opponent can resist the effects with a successful Will save (DC 10 + 1/2 the frightful creature’s racial HD + the frightful creature’s Cha modifier; the exact DC is given in the creature’s descriptive text). An opponent that succeeds on the saving throw is immune to further effects from that same creature’s frightful presence for 24 hours. On a failed save, the opponent is , or if it is already shaken. A frightened opponent who fails their save becomes instead, and any creature with 4 Hit Dice or fewer automatically becomes panicked on any failed save. Frightful presence is a mind-affecting fear effect.
A shaken character takes a –2 penalty on attack rolls, saving throws, skill checks, and ability checks. A frightened creature flees from the source of its fear as best it can. If unable to flee, it may fight. A frightened creature takes a –2 penalty on all attack rolls, saving throws, skill checks, and ability checks. A frightened creature can use special abilities, including spells, to flee; indeed, the creature must use such means if they are the only way to escape. Frightened is like shaken, except that the creature must flee if possible. A panicked creature must drop anything it holds and flee at top speed from the source of its fear, as well as any other dangers it encounters, along a random path. It can’t take any other actions. In addition, the creature takes a –2 penalty on all saving throws, skill checks, and ability checks. If cornered, a panicked creature and does not attack, typically using the total defense action in combat. A panicked creature can use special abilities, including spells, to flee; indeed, the creature must use such means if they are the only way to escape. Panicked is a more extreme state of fear than shaken or frightened.
The character is frozen in fear and can take no actions. A cowering character takes a –2 penalty to Armor Class and loses their Dexterity bonus (if any). Aura (10 ft., 2d6 cold), (360 ft., DC 26)
Frightful Presence (Ex) This special quality makes a creature’s very presence unsettling to foes. Activating this ability is a free action that is usually part of an attack or charge. This ability can only be used once per turn. Opponents within range who witness the action may become , or . Unless specified otherwise the range is 30 feet and the duration is 5d6 rounds. This ability affects only opponents with fewer Hit Dice than the creature has. An opponent can resist the effects with a successful Will save (DC 10 + 1/2 the frightful creature’s racial HD + the frightful creature’s Cha modifier; the exact DC is given in the creature’s descriptive text). An opponent that succeeds on the saving throw is immune to further effects from that same creature’s frightful presence for 24 hours. On a failed save, the opponent is , or if it is already shaken. A frightened opponent who fails their save becomes instead, and any creature with 4 Hit Dice or fewer automatically becomes panicked on any failed save. Frightful presence is a mind-affecting fear effect.
A shaken character takes a –2 penalty on attack rolls, saving throws, skill checks, and ability checks. A frightened creature flees from the source of its fear as best it can. If unable to flee, it may fight. A frightened creature takes a –2 penalty on all attack rolls, saving throws, skill checks, and ability checks. A frightened creature can use special abilities, including spells, to flee; indeed, the creature must use such means if they are the only way to escape. Frightened is like shaken, except that the creature must flee if possible. A panicked creature must drop anything it holds and flee at top speed from the source of its fear, as well as any other dangers it encounters, along a random path. It can’t take any other actions. In addition, the creature takes a –2 penalty on all saving throws, skill checks, and ability checks. If cornered, a panicked creature and does not attack, typically using the total defense action in combat. A panicked creature can use special abilities, including spells, to flee; indeed, the creature must use such means if they are the only way to escape. Panicked is a more extreme state of fear than shaken or frightened.
The character is frozen in fear and can take no actions. A cowering character takes a –2 penalty to Armor Class and loses their Dexterity bonus (if any). DEFENSE AC17, touch 15, flat-footed 14 (+3 Dex, +2 natural, +2 size)18, touch 13, flat-footed 16 (+2 Dex, +5 natural, +1 size)20, touch 12, flat-footed 18 (+2 Dex, +8 natural)23, touch 12, flat-footed 21 (+2 Dex, +11 natural)24, touch 10, flat-footed 23 (+1 Dex, +14 natural, –1 size)27, touch 10, flat-footed 26 (+1 Dex, +17 natural, –1 size)30, touch 10, flat-footed 29 (+1 Dex, +20 natural, –1 size)31, touch 8, flat-footed 31 (+23 natural, –2 size)34, touch 8, flat-footed 34 (+26 natural, –2 size)37, touch 8, flat-footed 37 (+29 natural, –2 size)39, touch 7, flat-footed 39 (–1 Dex, +32 natural, –2 size)40, touch 5, flat-footed 40 (–1 Dex, +35 natural, –4 size) hp22 (3d12+3)42 (5d12+10)66 (7d12+21)94 (9d12+36)115 (11d12+44)149 (13d12+65)172 (15d12+75)212 (17d12+102)237 (19d12+114)283 (21d12+147)310 (23d12+161)362 (25d12+200) Fort +468101113141617192022, Ref +667889101213141415, Will +2456810111314161719 5/magic;
A dragon with DR ignores damage from most weapons and natural attacks. Wounds heal immediately, or the weapon bounces off harmlessly (in either case, the opponent knows the attack was ineffective). The dragon takes normal damage from energy attacks (even nonmagical ones), spells, spell-like abilities, and supernatural abilities. A certain kind of weapon can sometimes damage the dragon normally, as noted below.
The entry indicates the amount of damage ignored and the type of weapon that negates the ability.
Some dragons are vulnerable to piercing, bludgeoning, or slashing damage. Others are vulnerable to certain materials, such as adamantine, alchemical silver, or cold-forged iron. Attacks from weapons that are not of the correct type or made of the correct material have their damage reduced, although a high enhancement bonus can overcome some forms of damage reduction.
Some dragons are vulnerable to magic weapons. Any weapon with at least a +1 magical enhancement bonus on attack and damage rolls overcomes the damage reduction of these dragons. Such dragons’ natural weapons (but not their attacks with weapons) are treated as magic weapons for the purpose of overcoming damage reduction.
A few very powerful dragons are vulnerable only to epic weapons—that is, magic weapons with at least a +6 enhancement bonus. Such dragons’ natural weapons are also treated as epic weapons for the purpose of overcoming damage reduction.
Some dragons are vulnerable to good-, evil-, chaotically, or lawfully aligned weapons. When a cleric or inquisitor casts align weapon, affected weapons might gain one or more of these properties, and certain magic weapons have these properties as well. A dragon with an alignment subtype (chaotic, evil, good, or lawful) can overcome this type of damage reduction with its natural weapons and weapons it wields as if the weapons or natural weapons had an alignment (or alignments) that matched the subtype(s) of the dragon.
When a damage reduction entry has a — after the slash, no weapon negates the damage reduction.
A few dragons are harmed by more than one kind of weapon. A weapon that inflicts damage of either type overcomes this damage reduction.
A few other dragons require combinations of different types of attacks to overcome their damage reduction, and a weapon must be both types to overcome this type of damage reduction. A weapon that is only one type is still subject to damage reduction. 5/magic;
A dragon with DR ignores damage from most weapons and natural attacks. Wounds heal immediately, or the weapon bounces off harmlessly (in either case, the opponent knows the attack was ineffective). The dragon takes normal damage from energy attacks (even nonmagical ones), spells, spell-like abilities, and supernatural abilities. A certain kind of weapon can sometimes damage the dragon normally, as noted below.
The entry indicates the amount of damage ignored and the type of weapon that negates the ability.
Some dragons are vulnerable to piercing, bludgeoning, or slashing damage. Others are vulnerable to certain materials, such as adamantine, alchemical silver, or cold-forged iron. Attacks from weapons that are not of the correct type or made of the correct material have their damage reduced, although a high enhancement bonus can overcome some forms of damage reduction.
Some dragons are vulnerable to magic weapons. Any weapon with at least a +1 magical enhancement bonus on attack and damage rolls overcomes the damage reduction of these dragons. Such dragons’ natural weapons (but not their attacks with weapons) are treated as magic weapons for the purpose of overcoming damage reduction.
A few very powerful dragons are vulnerable only to epic weapons—that is, magic weapons with at least a +6 enhancement bonus. Such dragons’ natural weapons are also treated as epic weapons for the purpose of overcoming damage reduction.
Some dragons are vulnerable to good-, evil-, chaotically, or lawfully aligned weapons. When a cleric or inquisitor casts align weapon, affected weapons might gain one or more of these properties, and certain magic weapons have these properties as well. A dragon with an alignment subtype (chaotic, evil, good, or lawful) can overcome this type of damage reduction with its natural weapons and weapons it wields as if the weapons or natural weapons had an alignment (or alignments) that matched the subtype(s) of the dragon.
When a damage reduction entry has a — after the slash, no weapon negates the damage reduction.
A few dragons are harmed by more than one kind of weapon. A weapon that inflicts damage of either type overcomes this damage reduction.
A few other dragons require combinations of different types of attacks to overcome their damage reduction, and a weapon must be both types to overcome this type of damage reduction. A weapon that is only one type is still subject to damage reduction. 10/magic;
A dragon with DR ignores damage from most weapons and natural attacks. Wounds heal immediately, or the weapon bounces off harmlessly (in either case, the opponent knows the attack was ineffective). The dragon takes normal damage from energy attacks (even nonmagical ones), spells, spell-like abilities, and supernatural abilities. A certain kind of weapon can sometimes damage the dragon normally, as noted below.
The entry indicates the amount of damage ignored and the type of weapon that negates the ability.
Some dragons are vulnerable to piercing, bludgeoning, or slashing damage. Others are vulnerable to certain materials, such as adamantine, alchemical silver, or cold-forged iron. Attacks from weapons that are not of the correct type or made of the correct material have their damage reduced, although a high enhancement bonus can overcome some forms of damage reduction.
Some dragons are vulnerable to magic weapons. Any weapon with at least a +1 magical enhancement bonus on attack and damage rolls overcomes the damage reduction of these dragons. Such dragons’ natural weapons (but not their attacks with weapons) are treated as magic weapons for the purpose of overcoming damage reduction.
A few very powerful dragons are vulnerable only to epic weapons—that is, magic weapons with at least a +6 enhancement bonus. Such dragons’ natural weapons are also treated as epic weapons for the purpose of overcoming damage reduction.
Some dragons are vulnerable to good-, evil-, chaotically, or lawfully aligned weapons. When a cleric or inquisitor casts align weapon, affected weapons might gain one or more of these properties, and certain magic weapons have these properties as well. A dragon with an alignment subtype (chaotic, evil, good, or lawful) can overcome this type of damage reduction with its natural weapons and weapons it wields as if the weapons or natural weapons had an alignment (or alignments) that matched the subtype(s) of the dragon.
When a damage reduction entry has a — after the slash, no weapon negates the damage reduction.
A few dragons are harmed by more than one kind of weapon. A weapon that inflicts damage of either type overcomes this damage reduction.
A few other dragons require combinations of different types of attacks to overcome their damage reduction, and a weapon must be both types to overcome this type of damage reduction. A weapon that is only one type is still subject to damage reduction. 10/magic;
A dragon with DR ignores damage from most weapons and natural attacks. Wounds heal immediately, or the weapon bounces off harmlessly (in either case, the opponent knows the attack was ineffective). The dragon takes normal damage from energy attacks (even nonmagical ones), spells, spell-like abilities, and supernatural abilities. A certain kind of weapon can sometimes damage the dragon normally, as noted below.
The entry indicates the amount of damage ignored and the type of weapon that negates the ability.
Some dragons are vulnerable to piercing, bludgeoning, or slashing damage. Others are vulnerable to certain materials, such as adamantine, alchemical silver, or cold-forged iron. Attacks from weapons that are not of the correct type or made of the correct material have their damage reduced, although a high enhancement bonus can overcome some forms of damage reduction.
Some dragons are vulnerable to magic weapons. Any weapon with at least a +1 magical enhancement bonus on attack and damage rolls overcomes the damage reduction of these dragons. Such dragons’ natural weapons (but not their attacks with weapons) are treated as magic weapons for the purpose of overcoming damage reduction.
A few very powerful dragons are vulnerable only to epic weapons—that is, magic weapons with at least a +6 enhancement bonus. Such dragons’ natural weapons are also treated as epic weapons for the purpose of overcoming damage reduction.
Some dragons are vulnerable to good-, evil-, chaotically, or lawfully aligned weapons. When a cleric or inquisitor casts align weapon, affected weapons might gain one or more of these properties, and certain magic weapons have these properties as well. A dragon with an alignment subtype (chaotic, evil, good, or lawful) can overcome this type of damage reduction with its natural weapons and weapons it wields as if the weapons or natural weapons had an alignment (or alignments) that matched the subtype(s) of the dragon.
When a damage reduction entry has a — after the slash, no weapon negates the damage reduction.
A few dragons are harmed by more than one kind of weapon. A weapon that inflicts damage of either type overcomes this damage reduction.
A few other dragons require combinations of different types of attacks to overcome their damage reduction, and a weapon must be both types to overcome this type of damage reduction. A weapon that is only one type is still subject to damage reduction. 15/magic;
A dragon with DR ignores damage from most weapons and natural attacks. Wounds heal immediately, or the weapon bounces off harmlessly (in either case, the opponent knows the attack was ineffective). The dragon takes normal damage from energy attacks (even nonmagical ones), spells, spell-like abilities, and supernatural abilities. A certain kind of weapon can sometimes damage the dragon normally, as noted below.
The entry indicates the amount of damage ignored and the type of weapon that negates the ability.
Some dragons are vulnerable to piercing, bludgeoning, or slashing damage. Others are vulnerable to certain materials, such as adamantine, alchemical silver, or cold-forged iron. Attacks from weapons that are not of the correct type or made of the correct material have their damage reduced, although a high enhancement bonus can overcome some forms of damage reduction.
Some dragons are vulnerable to magic weapons. Any weapon with at least a +1 magical enhancement bonus on attack and damage rolls overcomes the damage reduction of these dragons. Such dragons’ natural weapons (but not their attacks with weapons) are treated as magic weapons for the purpose of overcoming damage reduction.
A few very powerful dragons are vulnerable only to epic weapons—that is, magic weapons with at least a +6 enhancement bonus. Such dragons’ natural weapons are also treated as epic weapons for the purpose of overcoming damage reduction.
Some dragons are vulnerable to good-, evil-, chaotically, or lawfully aligned weapons. When a cleric or inquisitor casts align weapon, affected weapons might gain one or more of these properties, and certain magic weapons have these properties as well. A dragon with an alignment subtype (chaotic, evil, good, or lawful) can overcome this type of damage reduction with its natural weapons and weapons it wields as if the weapons or natural weapons had an alignment (or alignments) that matched the subtype(s) of the dragon.
When a damage reduction entry has a — after the slash, no weapon negates the damage reduction.
A few dragons are harmed by more than one kind of weapon. A weapon that inflicts damage of either type overcomes this damage reduction.
A few other dragons require combinations of different types of attacks to overcome their damage reduction, and a weapon must be both types to overcome this type of damage reduction. A weapon that is only one type is still subject to damage reduction. 15/magic;
A dragon with DR ignores damage from most weapons and natural attacks. Wounds heal immediately, or the weapon bounces off harmlessly (in either case, the opponent knows the attack was ineffective). The dragon takes normal damage from energy attacks (even nonmagical ones), spells, spell-like abilities, and supernatural abilities. A certain kind of weapon can sometimes damage the dragon normally, as noted below.
The entry indicates the amount of damage ignored and the type of weapon that negates the ability.
Some dragons are vulnerable to piercing, bludgeoning, or slashing damage. Others are vulnerable to certain materials, such as adamantine, alchemical silver, or cold-forged iron. Attacks from weapons that are not of the correct type or made of the correct material have their damage reduced, although a high enhancement bonus can overcome some forms of damage reduction.
Some dragons are vulnerable to magic weapons. Any weapon with at least a +1 magical enhancement bonus on attack and damage rolls overcomes the damage reduction of these dragons. Such dragons’ natural weapons (but not their attacks with weapons) are treated as magic weapons for the purpose of overcoming damage reduction.
A few very powerful dragons are vulnerable only to epic weapons—that is, magic weapons with at least a +6 enhancement bonus. Such dragons’ natural weapons are also treated as epic weapons for the purpose of overcoming damage reduction.
Some dragons are vulnerable to good-, evil-, chaotically, or lawfully aligned weapons. When a cleric or inquisitor casts align weapon, affected weapons might gain one or more of these properties, and certain magic weapons have these properties as well. A dragon with an alignment subtype (chaotic, evil, good, or lawful) can overcome this type of damage reduction with its natural weapons and weapons it wields as if the weapons or natural weapons had an alignment (or alignments) that matched the subtype(s) of the dragon.
When a damage reduction entry has a — after the slash, no weapon negates the damage reduction.
A few dragons are harmed by more than one kind of weapon. A weapon that inflicts damage of either type overcomes this damage reduction.
A few other dragons require combinations of different types of attacks to overcome their damage reduction, and a weapon must be both types to overcome this type of damage reduction. A weapon that is only one type is still subject to damage reduction. 20/magic;
A dragon with DR ignores damage from most weapons and natural attacks. Wounds heal immediately, or the weapon bounces off harmlessly (in either case, the opponent knows the attack was ineffective). The dragon takes normal damage from energy attacks (even nonmagical ones), spells, spell-like abilities, and supernatural abilities. A certain kind of weapon can sometimes damage the dragon normally, as noted below.
The entry indicates the amount of damage ignored and the type of weapon that negates the ability.
Some dragons are vulnerable to piercing, bludgeoning, or slashing damage. Others are vulnerable to certain materials, such as adamantine, alchemical silver, or cold-forged iron. Attacks from weapons that are not of the correct type or made of the correct material have their damage reduced, although a high enhancement bonus can overcome some forms of damage reduction.
Some dragons are vulnerable to magic weapons. Any weapon with at least a +1 magical enhancement bonus on attack and damage rolls overcomes the damage reduction of these dragons. Such dragons’ natural weapons (but not their attacks with weapons) are treated as magic weapons for the purpose of overcoming damage reduction.
A few very powerful dragons are vulnerable only to epic weapons—that is, magic weapons with at least a +6 enhancement bonus. Such dragons’ natural weapons are also treated as epic weapons for the purpose of overcoming damage reduction.
Some dragons are vulnerable to good-, evil-, chaotically, or lawfully aligned weapons. When a cleric or inquisitor casts align weapon, affected weapons might gain one or more of these properties, and certain magic weapons have these properties as well. A dragon with an alignment subtype (chaotic, evil, good, or lawful) can overcome this type of damage reduction with its natural weapons and weapons it wields as if the weapons or natural weapons had an alignment (or alignments) that matched the subtype(s) of the dragon.
When a damage reduction entry has a — after the slash, no weapon negates the damage reduction.
A few dragons are harmed by more than one kind of weapon. A weapon that inflicts damage of either type overcomes this damage reduction.
A few other dragons require combinations of different types of attacks to overcome their damage reduction, and a weapon must be both types to overcome this type of damage reduction. A weapon that is only one type is still subject to damage reduction. 20/magic;
A dragon with DR ignores damage from most weapons and natural attacks. Wounds heal immediately, or the weapon bounces off harmlessly (in either case, the opponent knows the attack was ineffective). The dragon takes normal damage from energy attacks (even nonmagical ones), spells, spell-like abilities, and supernatural abilities. A certain kind of weapon can sometimes damage the dragon normally, as noted below.
The entry indicates the amount of damage ignored and the type of weapon that negates the ability.
Some dragons are vulnerable to piercing, bludgeoning, or slashing damage. Others are vulnerable to certain materials, such as adamantine, alchemical silver, or cold-forged iron. Attacks from weapons that are not of the correct type or made of the correct material have their damage reduced, although a high enhancement bonus can overcome some forms of damage reduction.
Some dragons are vulnerable to magic weapons. Any weapon with at least a +1 magical enhancement bonus on attack and damage rolls overcomes the damage reduction of these dragons. Such dragons’ natural weapons (but not their attacks with weapons) are treated as magic weapons for the purpose of overcoming damage reduction.
A few very powerful dragons are vulnerable only to epic weapons—that is, magic weapons with at least a +6 enhancement bonus. Such dragons’ natural weapons are also treated as epic weapons for the purpose of overcoming damage reduction.
Some dragons are vulnerable to good-, evil-, chaotically, or lawfully aligned weapons. When a cleric or inquisitor casts align weapon, affected weapons might gain one or more of these properties, and certain magic weapons have these properties as well. A dragon with an alignment subtype (chaotic, evil, good, or lawful) can overcome this type of damage reduction with its natural weapons and weapons it wields as if the weapons or natural weapons had an alignment (or alignments) that matched the subtype(s) of the dragon.
When a damage reduction entry has a — after the slash, no weapon negates the damage reduction.
A few dragons are harmed by more than one kind of weapon. A weapon that inflicts damage of either type overcomes this damage reduction.
A few other dragons require combinations of different types of attacks to overcome their damage reduction, and a weapon must be both types to overcome this type of damage reduction. A weapon that is only one type is still subject to damage reduction. cold, paralysis, sleep; 20
A dragon with Spell Resistance has the extraordinary ability to avoid the effects of spells and spell-like abilities that directly affect it. To determine if a spell or spell-like ability works against a dragon with spell resistance, the caster must make a caster level check (1d20 + caster level). If the result equals or exceeds the dragon’s spell resistance, the spell works normally, although the dragon is still allowed a saving throw.; 21
A dragon with Spell Resistance has the extraordinary ability to avoid the effects of spells and spell-like abilities that directly affect it. To determine if a spell or spell-like ability works against a dragon with spell resistance, the caster must make a caster level check (1d20 + caster level). If the result equals or exceeds the dragon’s spell resistance, the spell works normally, although the dragon is still allowed a saving throw.; 22
A dragon with Spell Resistance has the extraordinary ability to avoid the effects of spells and spell-like abilities that directly affect it. To determine if a spell or spell-like ability works against a dragon with spell resistance, the caster must make a caster level check (1d20 + caster level). If the result equals or exceeds the dragon’s spell resistance, the spell works normally, although the dragon is still allowed a saving throw.; 24
A dragon with Spell Resistance has the extraordinary ability to avoid the effects of spells and spell-like abilities that directly affect it. To determine if a spell or spell-like ability works against a dragon with spell resistance, the caster must make a caster level check (1d20 + caster level). If the result equals or exceeds the dragon’s spell resistance, the spell works normally, although the dragon is still allowed a saving throw.; 25
A dragon with Spell Resistance has the extraordinary ability to avoid the effects of spells and spell-like abilities that directly affect it. To determine if a spell or spell-like ability works against a dragon with spell resistance, the caster must make a caster level check (1d20 + caster level). If the result equals or exceeds the dragon’s spell resistance, the spell works normally, although the dragon is still allowed a saving throw.; 26
A dragon with Spell Resistance has the extraordinary ability to avoid the effects of spells and spell-like abilities that directly affect it. To determine if a spell or spell-like ability works against a dragon with spell resistance, the caster must make a caster level check (1d20 + caster level). If the result equals or exceeds the dragon’s spell resistance, the spell works normally, although the dragon is still allowed a saving throw.; 27
A dragon with Spell Resistance has the extraordinary ability to avoid the effects of spells and spell-like abilities that directly affect it. To determine if a spell or spell-like ability works against a dragon with spell resistance, the caster must make a caster level check (1d20 + caster level). If the result equals or exceeds the dragon’s spell resistance, the spell works normally, although the dragon is still allowed a saving throw.; 29
A dragon with Spell Resistance has the extraordinary ability to avoid the effects of spells and spell-like abilities that directly affect it. To determine if a spell or spell-like ability works against a dragon with spell resistance, the caster must make a caster level check (1d20 + caster level). If the result equals or exceeds the dragon’s spell resistance, the spell works normally, although the dragon is still allowed a saving throw. Weaknesses to fire
A dragon with immunities takes no damage from listed sources. Immunities can also apply to afflictions, conditions, spells (based on school, level, or save type), and other effects. A dragon that is immune does not suffer from these effects, or any secondary effects that are triggered due to an immune effect. A creature with vulnerabilities takes half again as much damage (+50%) from a specific energy type, regardless of whether a saving throw is allowed or if the save is a success or failure. Creatures with a vulnerability that is not an energy type instead take a –4 penalty on saves against spells and effects that cause or use the listed vulnerability (such as spells with the light descriptor). Some creatures might suffer additional effects, as noted in their descriptions. OFFENSE Speed 30 ft., 30 ft., 100 ft. (average)150 ft. (average)200 ft. (poor)200 ft. (poor)200 ft. (poor)200 ft. (poor)200 ft. (poor)250 ft. (clumsy)250 ft. (clumsy)250 ft. (clumsy)250 ft. (clumsy)250 ft. (clumsy), 60 ft.
A creature with a Burrow speed can tunnel through dirt, but not through rock unless the descriptive text says otherwise. Creatures cannot charge or run while burrowing. Most burrowing creatures do not leave behind tunnels other creatures can use (either because the material they tunnel through fills in behind them or because they do not actually dislocate any material when burrowing). A dragon with a Fly speed can cease or resume flight as a free action on their turn. Without making a check, a flying dragon can remain flying at the end of its turn so long as it moves a distance greater than half its speed. It can also turn up to 45 degrees during its turn by sacrificing 5 feet of movement, can rise at half speed at an angle of 45 degrees (ignoring the penalty for diagonal movement), and can descend at any angle at normal speed. At the beginning of their turn a flying dragon can move in a different direction than it did previously without needing a Fly check.
A dragon with a natural fly speed receives a bonus (or penalty) on Fly skill checks depending on its maneuverability:
• Clumsy –8
• Poor –4
• Average +0
• Good +4
• Perfect +8
Dragons without a maneuverability rating are assumed to have average maneuverability and take no penalty on Fly checks. These modifiers are already included in the dragon’s statblock. A creature with a Swim speed can move through water at its indicated speed without making Swim checks. It gains a +8 racial bonus on any Swim check to perform a special action or avoid a hazard. The creature can always choose to take 10 on a Swim check, even if distracted or endangered when swimming. Such a creature can use the run action while swimming, provided that it swims in a straight line. Meleebite +6 (1d4+1), 2 claws +6 (1d3)bite +9 (1d6+3), 2 claws +9 (1d4+2)bite +12 (1d8+6), 2 claws +12 (1d6+4), 2 wings +7 (1d4+2)bite +15 (1d8+7), 2 claws +15 (1d6+5), 2 wings +10 (1d4+2)bite +17 (2d6+8/19–20), 2 claws +16 (1d8+6), 2 wings +11 (1d6+3), tail slap +11 (1d8+8)bite +20 (2d6+10/19–20), 2 claws +19 (1d8+7), 2 wings +14 (1d6+3), tail slap +14 (1d8+10)bite +23 (2d6+11/19–20), 2 claws +22 (1d8+8), 2 wings +17 (1d6+4), tail slap +17 (1d8+11)bite +24 (2d8+12/19–20), 2 claws +23 (2d6+8), 2 wings +18 (1d8+4), tail slap +18 (2d6+12)bite +27 (2d8+13/19–20), 2 claws +26 (2d6+9), 2 wings +21 (1d8+4), tail slap +21 (2d6+13)bite +29 (2d8+15/19–20), 2 claws +28 (2d6+10), 2 wings +23 (1d8+5), tail slap +23 (2d6+15)bite +32 (2d8+16/19–20), 2 claws +31 (2d6+11), 2 wings +26 (1d8+5), tail slap +26 (2d6+16)bite +33 (4d6+18/19–20), 2 claws +32 (2d8+12), 2 wings +27 (2d6+6), tail slap +27 (2d8+18) Space2-1/25551010101515151520 ft.; Reach0 ft. (5 ft. with bite)5 ft.5 ft.5 ft.5 ft. (10 ft. with bite)5 ft. (10 ft. with bite)5 ft. (10 ft. with bite)10 ft. (15 ft. with bite)10 ft. (15 ft. with bite)10 ft. (15 ft. with bite)10 ft. (15 ft. with bite)15 ft. (20 ft. with bite) Special Attacks(15-ft. cone, 2d4 cold, DC 12)(20-ft. cone, 4d4 cold, DC 14)(30-ft. cone, 6d4 cold, DC 16)(30-ft. cone, 8d4 cold, DC 18)(40-ft. cone, 10d4 cold, DC 19), (Small, DC 19, 2d6+8)
Crush (Ex) A flying or jumping Huge or larger dragon can land on foes as a standard action, using its whole body to crush them. Crush attacks are effective only against opponents three or more size categories smaller than the dragon. A crush attack affects as many creatures as fit in the dragon’s space. Creatures in the affected area must succeed on a Reflex save (DC equal to that of the dragon’s breath weapon) or be pinned, automatically taking bludgeoning damage during the next round unless the dragon moves off them. If the dragon chooses to maintain the pin, it must succeed at a combat maneuver check as normal. Pinned foes take damage from the crush each round if they don’t escape. A crush attack deals the indicated damage plus 1-1/2 times the dragon’s Strength bonus.(40-ft. cone, 12d4 cold, DC 21), (Small, DC 21, 2d6+10)
Crush (Ex) A flying or jumping Huge or larger dragon can land on foes as a standard action, using its whole body to crush them. Crush attacks are effective only against opponents three or more size categories smaller than the dragon. A crush attack affects as many creatures as fit in the dragon’s space. Creatures in the affected area must succeed on a Reflex save (DC equal to that of the dragon’s breath weapon) or be pinned, automatically taking bludgeoning damage during the next round unless the dragon moves off them. If the dragon chooses to maintain the pin, it must succeed at a combat maneuver check as normal. Pinned foes take damage from the crush each round if they don’t escape. A crush attack deals the indicated damage plus 1-1/2 times the dragon’s Strength bonus.(40-ft. cone, 14d4 cold, DC 22), (Small, DC 22, 2d6+11)
Crush (Ex) A flying or jumping Huge or larger dragon can land on foes as a standard action, using its whole body to crush them. Crush attacks are effective only against opponents three or more size categories smaller than the dragon. A crush attack affects as many creatures as fit in the dragon’s space. Creatures in the affected area must succeed on a Reflex save (DC equal to that of the dragon’s breath weapon) or be pinned, automatically taking bludgeoning damage during the next round unless the dragon moves off them. If the dragon chooses to maintain the pin, it must succeed at a combat maneuver check as normal. Pinned foes take damage from the crush each round if they don’t escape. A crush attack deals the indicated damage plus 1-1/2 times the dragon’s Strength bonus.(50-ft. cone, 16d4 cold, DC 24), (Medium, DC 24, 2d8+12), (30-ft., 2d6+12, DC 24)
Crush (Ex) A flying or jumping Huge or larger dragon can land on foes as a standard action, using its whole body to crush them. Crush attacks are effective only against opponents three or more size categories smaller than the dragon. A crush attack affects as many creatures as fit in the dragon’s space. Creatures in the affected area must succeed on a Reflex save (DC equal to that of the dragon’s breath weapon) or be pinned, automatically taking bludgeoning damage during the next round unless the dragon moves off them. If the dragon chooses to maintain the pin, it must succeed at a combat maneuver check as normal. Pinned foes take damage from the crush each round if they don’t escape. A crush attack deals the indicated damage plus 1-1/2 times the dragon’s Strength bonus. Tail Sweep (Ex) This allows a Gargantuan or larger dragon to sweep with its tail as a standard action. The sweep affects a half-circle with a radius of 30 feet (or 40 feet for a Colossal dragon), extending from an intersection on the edge of the dragon’s space in any direction. Creatures within the swept area are affected if they are four or more size categories smaller than the dragon. A tail sweep automatically deals the indicated damage plus 1-1/2 times the dragon’s Strength bonus (round down). Affected creatures can attempt Reflex saves to take half damage (DC equal to that of the dragon’s breath weapon).(50-ft. cone, 18d4 cold, DC 25), (Medium, DC 25, 2d8+13), (30-ft., 2d6+13, DC 25)
Crush (Ex) A flying or jumping Huge or larger dragon can land on foes as a standard action, using its whole body to crush them. Crush attacks are effective only against opponents three or more size categories smaller than the dragon. A crush attack affects as many creatures as fit in the dragon’s space. Creatures in the affected area must succeed on a Reflex save (DC equal to that of the dragon’s breath weapon) or be pinned, automatically taking bludgeoning damage during the next round unless the dragon moves off them. If the dragon chooses to maintain the pin, it must succeed at a combat maneuver check as normal. Pinned foes take damage from the crush each round if they don’t escape. A crush attack deals the indicated damage plus 1-1/2 times the dragon’s Strength bonus. Tail Sweep (Ex) This allows a Gargantuan or larger dragon to sweep with its tail as a standard action. The sweep affects a half-circle with a radius of 30 feet (or 40 feet for a Colossal dragon), extending from an intersection on the edge of the dragon’s space in any direction. Creatures within the swept area are affected if they are four or more size categories smaller than the dragon. A tail sweep automatically deals the indicated damage plus 1-1/2 times the dragon’s Strength bonus (round down). Affected creatures can attempt Reflex saves to take half damage (DC equal to that of the dragon’s breath weapon).(50-ft. cone, 20d4 cold, DC 27), (Medium, DC 27, 2d8+15), (30-ft., 2d6+15, DC 27)
Crush (Ex) A flying or jumping Huge or larger dragon can land on foes as a standard action, using its whole body to crush them. Crush attacks are effective only against opponents three or more size categories smaller than the dragon. A crush attack affects as many creatures as fit in the dragon’s space. Creatures in the affected area must succeed on a Reflex save (DC equal to that of the dragon’s breath weapon) or be pinned, automatically taking bludgeoning damage during the next round unless the dragon moves off them. If the dragon chooses to maintain the pin, it must succeed at a combat maneuver check as normal. Pinned foes take damage from the crush each round if they don’t escape. A crush attack deals the indicated damage plus 1-1/2 times the dragon’s Strength bonus. Tail Sweep (Ex) This allows a Gargantuan or larger dragon to sweep with its tail as a standard action. The sweep affects a half-circle with a radius of 30 feet (or 40 feet for a Colossal dragon), extending from an intersection on the edge of the dragon’s space in any direction. Creatures within the swept area are affected if they are four or more size categories smaller than the dragon. A tail sweep automatically deals the indicated damage plus 1-1/2 times the dragon’s Strength bonus (round down). Affected creatures can attempt Reflex saves to take half damage (DC equal to that of the dragon’s breath weapon).(50-ft. cone, 22d4 cold, DC 28), (Medium, DC 28, 2d8+16), (30-ft., 2d6+16, DC 28)
Crush (Ex) A flying or jumping Huge or larger dragon can land on foes as a standard action, using its whole body to crush them. Crush attacks are effective only against opponents three or more size categories smaller than the dragon. A crush attack affects as many creatures as fit in the dragon’s space. Creatures in the affected area must succeed on a Reflex save (DC equal to that of the dragon’s breath weapon) or be pinned, automatically taking bludgeoning damage during the next round unless the dragon moves off them. If the dragon chooses to maintain the pin, it must succeed at a combat maneuver check as normal. Pinned foes take damage from the crush each round if they don’t escape. A crush attack deals the indicated damage plus 1-1/2 times the dragon’s Strength bonus. Tail Sweep (Ex) This allows a Gargantuan or larger dragon to sweep with its tail as a standard action. The sweep affects a half-circle with a radius of 30 feet (or 40 feet for a Colossal dragon), extending from an intersection on the edge of the dragon’s space in any direction. Creatures within the swept area are affected if they are four or more size categories smaller than the dragon. A tail sweep automatically deals the indicated damage plus 1-1/2 times the dragon’s Strength bonus (round down). Affected creatures can attempt Reflex saves to take half damage (DC equal to that of the dragon’s breath weapon).(60-ft. cone, 24d4 cold, DC 30), (Large, DC 30, 4d6+18), (40-ft., 2d8+18, DC 30)
Crush (Ex) A flying or jumping Huge or larger dragon can land on foes as a standard action, using its whole body to crush them. Crush attacks are effective only against opponents three or more size categories smaller than the dragon. A crush attack affects as many creatures as fit in the dragon’s space. Creatures in the affected area must succeed on a Reflex save (DC equal to that of the dragon’s breath weapon) or be pinned, automatically taking bludgeoning damage during the next round unless the dragon moves off them. If the dragon chooses to maintain the pin, it must succeed at a combat maneuver check as normal. Pinned foes take damage from the crush each round if they don’t escape. A crush attack deals the indicated damage plus 1-1/2 times the dragon’s Strength bonus. Tail Sweep (Ex) This allows a Gargantuan or larger dragon to sweep with its tail as a standard action. The sweep affects a half-circle with a radius of 30 feet (or 40 feet for a Colossal dragon), extending from an intersection on the edge of the dragon’s space in any direction. Creatures within the swept area are affected if they are four or more size categories smaller than the dragon. A tail sweep automatically deals the indicated damage plus 1-1/2 times the dragon’s Strength bonus (round down). Affected creatures can attempt Reflex saves to take half damage (DC equal to that of the dragon’s breath weapon). Breath Weapon (Su) Dragons have the ability to exhale a cone, line, or cloud of energy or other magical effect. A breath weapon attack usually deals damage and is often based on some type of energy. Breath weapons allow a Reflex save for half damage (DC 10 + 1/2 breathing dragon’s racial HD + Con modifier; the exact DC is given in the dragon’s descriptive text). A dragon is immune to its own breath weapon unless otherwise noted. Some breath weapons allow a Fortitude save or a Will save instead of a Reflex save. Using a breath weapon is a standard action. A dragon can use its breath weapon once every 1d4 rounds, even if it possesses more than one breath weapon. (CL 9th; concentration +9)
Spell-like abilities are magical and work just like spells (though they are not spells and so have no verbal, somatic, focus, or material components). They go away in an antimagic field and are subject to spell resistance if the spell the ability is based on would be subject to spell resistance.
A spell-like ability usually has a limit on how often it can be used. A constant spell-like ability or one that can be used at will has no use limit; unless otherwise stated, a creature can only use a constant spell-like ability on itself. Reactivating a constant spell-like ability is a swift action. Using all other spell-like abilities is a standard action unless noted otherwise, and doing so provokes attacks of opportunity. It is possible to make a concentration check to use a spell-like ability defensively and avoid provoking an attack of opportunity, just as when casting a spell. A spell-like ability can be disrupted just as a spell can be. Spell-like abilities cannot be used to counterspell, nor can they be counterspelled.
For creatures with spell-like abilities, a designated caster level determines how difficult it is to dispel their spell-like effects and defines any level-dependent variables (such as range and duration) the abilities might have. The creature’s caster level never affects which spell-like abilities the creature has; sometimes the given caster level is lower than the level a spellcasting character would need to cast the spell of the same name. If no caster level is specified, the caster level is equal to the creature’s Hit Dice. The saving throw (if any) against a spell-like ability is 10 + the level of the spell the ability resembles or duplicates + the creature’s Charisma modifier unless the creature’s entry explicitly declares another ability-score basis; that individual declaration governs its block and is not overridden by this generic popup.
Some spell-like abilities duplicate spells that work differently when cast by characters of different classes. A monster’s spell-like abilities are presumed to be the sorcerer/wizard versions. If the spell in question is not a sorcerer/wizard spell, then default to cleric, druid, bard, paladin, and ranger, in that order. At will—fog cloud (CL 11th; concentration +11)
Spell-like abilities are magical and work just like spells (though they are not spells and so have no verbal, somatic, focus, or material components). They go away in an antimagic field and are subject to spell resistance if the spell the ability is based on would be subject to spell resistance.
A spell-like ability usually has a limit on how often it can be used. A constant spell-like ability or one that can be used at will has no use limit; unless otherwise stated, a creature can only use a constant spell-like ability on itself. Reactivating a constant spell-like ability is a swift action. Using all other spell-like abilities is a standard action unless noted otherwise, and doing so provokes attacks of opportunity. It is possible to make a concentration check to use a spell-like ability defensively and avoid provoking an attack of opportunity, just as when casting a spell. A spell-like ability can be disrupted just as a spell can be. Spell-like abilities cannot be used to counterspell, nor can they be counterspelled.
For creatures with spell-like abilities, a designated caster level determines how difficult it is to dispel their spell-like effects and defines any level-dependent variables (such as range and duration) the abilities might have. The creature’s caster level never affects which spell-like abilities the creature has; sometimes the given caster level is lower than the level a spellcasting character would need to cast the spell of the same name. If no caster level is specified, the caster level is equal to the creature’s Hit Dice. The saving throw (if any) against a spell-like ability is 10 + the level of the spell the ability resembles or duplicates + the creature’s Charisma modifier unless the creature’s entry explicitly declares another ability-score basis; that individual declaration governs its block and is not overridden by this generic popup.
Some spell-like abilities duplicate spells that work differently when cast by characters of different classes. A monster’s spell-like abilities are presumed to be the sorcerer/wizard versions. If the spell in question is not a sorcerer/wizard spell, then default to cleric, druid, bard, paladin, and ranger, in that order. At will—fog cloud, gust of wind (CL 13th; concentration +14)
Spell-like abilities are magical and work just like spells (though they are not spells and so have no verbal, somatic, focus, or material components). They go away in an antimagic field and are subject to spell resistance if the spell the ability is based on would be subject to spell resistance.
A spell-like ability usually has a limit on how often it can be used. A constant spell-like ability or one that can be used at will has no use limit; unless otherwise stated, a creature can only use a constant spell-like ability on itself. Reactivating a constant spell-like ability is a swift action. Using all other spell-like abilities is a standard action unless noted otherwise, and doing so provokes attacks of opportunity. It is possible to make a concentration check to use a spell-like ability defensively and avoid provoking an attack of opportunity, just as when casting a spell. A spell-like ability can be disrupted just as a spell can be. Spell-like abilities cannot be used to counterspell, nor can they be counterspelled.
For creatures with spell-like abilities, a designated caster level determines how difficult it is to dispel their spell-like effects and defines any level-dependent variables (such as range and duration) the abilities might have. The creature’s caster level never affects which spell-like abilities the creature has; sometimes the given caster level is lower than the level a spellcasting character would need to cast the spell of the same name. If no caster level is specified, the caster level is equal to the creature’s Hit Dice. The saving throw (if any) against a spell-like ability is 10 + the level of the spell the ability resembles or duplicates + the creature’s Charisma modifier unless the creature’s entry explicitly declares another ability-score basis; that individual declaration governs its block and is not overridden by this generic popup.
Some spell-like abilities duplicate spells that work differently when cast by characters of different classes. A monster’s spell-like abilities are presumed to be the sorcerer/wizard versions. If the spell in question is not a sorcerer/wizard spell, then default to cleric, druid, bard, paladin, and ranger, in that order. At will—fog cloud, gust of wind (CL 15th; concentration +16)
Spell-like abilities are magical and work just like spells (though they are not spells and so have no verbal, somatic, focus, or material components). They go away in an antimagic field and are subject to spell resistance if the spell the ability is based on would be subject to spell resistance.
A spell-like ability usually has a limit on how often it can be used. A constant spell-like ability or one that can be used at will has no use limit; unless otherwise stated, a creature can only use a constant spell-like ability on itself. Reactivating a constant spell-like ability is a swift action. Using all other spell-like abilities is a standard action unless noted otherwise, and doing so provokes attacks of opportunity. It is possible to make a concentration check to use a spell-like ability defensively and avoid provoking an attack of opportunity, just as when casting a spell. A spell-like ability can be disrupted just as a spell can be. Spell-like abilities cannot be used to counterspell, nor can they be counterspelled.
For creatures with spell-like abilities, a designated caster level determines how difficult it is to dispel their spell-like effects and defines any level-dependent variables (such as range and duration) the abilities might have. The creature’s caster level never affects which spell-like abilities the creature has; sometimes the given caster level is lower than the level a spellcasting character would need to cast the spell of the same name. If no caster level is specified, the caster level is equal to the creature’s Hit Dice. The saving throw (if any) against a spell-like ability is 10 + the level of the spell the ability resembles or duplicates + the creature’s Charisma modifier unless the creature’s entry explicitly declares another ability-score basis; that individual declaration governs its block and is not overridden by this generic popup.
Some spell-like abilities duplicate spells that work differently when cast by characters of different classes. A monster’s spell-like abilities are presumed to be the sorcerer/wizard versions. If the spell in question is not a sorcerer/wizard spell, then default to cleric, druid, bard, paladin, and ranger, in that order. At will—fog cloud, gust of wind (CL 17th; concentration +19)
Spell-like abilities are magical and work just like spells (though they are not spells and so have no verbal, somatic, focus, or material components). They go away in an antimagic field and are subject to spell resistance if the spell the ability is based on would be subject to spell resistance.
A spell-like ability usually has a limit on how often it can be used. A constant spell-like ability or one that can be used at will has no use limit; unless otherwise stated, a creature can only use a constant spell-like ability on itself. Reactivating a constant spell-like ability is a swift action. Using all other spell-like abilities is a standard action unless noted otherwise, and doing so provokes attacks of opportunity. It is possible to make a concentration check to use a spell-like ability defensively and avoid provoking an attack of opportunity, just as when casting a spell. A spell-like ability can be disrupted just as a spell can be. Spell-like abilities cannot be used to counterspell, nor can they be counterspelled.
For creatures with spell-like abilities, a designated caster level determines how difficult it is to dispel their spell-like effects and defines any level-dependent variables (such as range and duration) the abilities might have. The creature’s caster level never affects which spell-like abilities the creature has; sometimes the given caster level is lower than the level a spellcasting character would need to cast the spell of the same name. If no caster level is specified, the caster level is equal to the creature’s Hit Dice. The saving throw (if any) against a spell-like ability is 10 + the level of the spell the ability resembles or duplicates + the creature’s Charisma modifier unless the creature’s entry explicitly declares another ability-score basis; that individual declaration governs its block and is not overridden by this generic popup.
Some spell-like abilities duplicate spells that work differently when cast by characters of different classes. A monster’s spell-like abilities are presumed to be the sorcerer/wizard versions. If the spell in question is not a sorcerer/wizard spell, then default to cleric, druid, bard, paladin, and ranger, in that order. At will—fog cloud, gust of wind 3/day—
(CL 19th; concentration +21)
Spell-like abilities are magical and work just like spells (though they are not spells and so have no verbal, somatic, focus, or material components). They go away in an antimagic field and are subject to spell resistance if the spell the ability is based on would be subject to spell resistance.
A spell-like ability usually has a limit on how often it can be used. A constant spell-like ability or one that can be used at will has no use limit; unless otherwise stated, a creature can only use a constant spell-like ability on itself. Reactivating a constant spell-like ability is a swift action. Using all other spell-like abilities is a standard action unless noted otherwise, and doing so provokes attacks of opportunity. It is possible to make a concentration check to use a spell-like ability defensively and avoid provoking an attack of opportunity, just as when casting a spell. A spell-like ability can be disrupted just as a spell can be. Spell-like abilities cannot be used to counterspell, nor can they be counterspelled.
For creatures with spell-like abilities, a designated caster level determines how difficult it is to dispel their spell-like effects and defines any level-dependent variables (such as range and duration) the abilities might have. The creature’s caster level never affects which spell-like abilities the creature has; sometimes the given caster level is lower than the level a spellcasting character would need to cast the spell of the same name. If no caster level is specified, the caster level is equal to the creature’s Hit Dice. The saving throw (if any) against a spell-like ability is 10 + the level of the spell the ability resembles or duplicates + the creature’s Charisma modifier unless the creature’s entry explicitly declares another ability-score basis; that individual declaration governs its block and is not overridden by this generic popup.
Some spell-like abilities duplicate spells that work differently when cast by characters of different classes. A monster’s spell-like abilities are presumed to be the sorcerer/wizard versions. If the spell in question is not a sorcerer/wizard spell, then default to cleric, druid, bard, paladin, and ranger, in that order. At will—fog cloud, gust of wind 3/day—
(CL 21st; concentration +24)
Spell-like abilities are magical and work just like spells (though they are not spells and so have no verbal, somatic, focus, or material components). They go away in an antimagic field and are subject to spell resistance if the spell the ability is based on would be subject to spell resistance.
A spell-like ability usually has a limit on how often it can be used. A constant spell-like ability or one that can be used at will has no use limit; unless otherwise stated, a creature can only use a constant spell-like ability on itself. Reactivating a constant spell-like ability is a swift action. Using all other spell-like abilities is a standard action unless noted otherwise, and doing so provokes attacks of opportunity. It is possible to make a concentration check to use a spell-like ability defensively and avoid provoking an attack of opportunity, just as when casting a spell. A spell-like ability can be disrupted just as a spell can be. Spell-like abilities cannot be used to counterspell, nor can they be counterspelled.
For creatures with spell-like abilities, a designated caster level determines how difficult it is to dispel their spell-like effects and defines any level-dependent variables (such as range and duration) the abilities might have. The creature’s caster level never affects which spell-like abilities the creature has; sometimes the given caster level is lower than the level a spellcasting character would need to cast the spell of the same name. If no caster level is specified, the caster level is equal to the creature’s Hit Dice. The saving throw (if any) against a spell-like ability is 10 + the level of the spell the ability resembles or duplicates + the creature’s Charisma modifier unless the creature’s entry explicitly declares another ability-score basis; that individual declaration governs its block and is not overridden by this generic popup.
Some spell-like abilities duplicate spells that work differently when cast by characters of different classes. A monster’s spell-like abilities are presumed to be the sorcerer/wizard versions. If the spell in question is not a sorcerer/wizard spell, then default to cleric, druid, bard, paladin, and ranger, in that order. At will—fog cloud, gust of wind, wall of ice 3/day—
(CL 23rd; concentration +26)
Spell-like abilities are magical and work just like spells (though they are not spells and so have no verbal, somatic, focus, or material components). They go away in an antimagic field and are subject to spell resistance if the spell the ability is based on would be subject to spell resistance.
A spell-like ability usually has a limit on how often it can be used. A constant spell-like ability or one that can be used at will has no use limit; unless otherwise stated, a creature can only use a constant spell-like ability on itself. Reactivating a constant spell-like ability is a swift action. Using all other spell-like abilities is a standard action unless noted otherwise, and doing so provokes attacks of opportunity. It is possible to make a concentration check to use a spell-like ability defensively and avoid provoking an attack of opportunity, just as when casting a spell. A spell-like ability can be disrupted just as a spell can be. Spell-like abilities cannot be used to counterspell, nor can they be counterspelled.
For creatures with spell-like abilities, a designated caster level determines how difficult it is to dispel their spell-like effects and defines any level-dependent variables (such as range and duration) the abilities might have. The creature’s caster level never affects which spell-like abilities the creature has; sometimes the given caster level is lower than the level a spellcasting character would need to cast the spell of the same name. If no caster level is specified, the caster level is equal to the creature’s Hit Dice. The saving throw (if any) against a spell-like ability is 10 + the level of the spell the ability resembles or duplicates + the creature’s Charisma modifier unless the creature’s entry explicitly declares another ability-score basis; that individual declaration governs its block and is not overridden by this generic popup.
Some spell-like abilities duplicate spells that work differently when cast by characters of different classes. A monster’s spell-like abilities are presumed to be the sorcerer/wizard versions. If the spell in question is not a sorcerer/wizard spell, then default to cleric, druid, bard, paladin, and ranger, in that order. At will—fog cloud, gust of wind, wall of ice 3/day—
(CL 25th; concentration +29)
Spell-like abilities are magical and work just like spells (though they are not spells and so have no verbal, somatic, focus, or material components). They go away in an antimagic field and are subject to spell resistance if the spell the ability is based on would be subject to spell resistance.
A spell-like ability usually has a limit on how often it can be used. A constant spell-like ability or one that can be used at will has no use limit; unless otherwise stated, a creature can only use a constant spell-like ability on itself. Reactivating a constant spell-like ability is a swift action. Using all other spell-like abilities is a standard action unless noted otherwise, and doing so provokes attacks of opportunity. It is possible to make a concentration check to use a spell-like ability defensively and avoid provoking an attack of opportunity, just as when casting a spell. A spell-like ability can be disrupted just as a spell can be. Spell-like abilities cannot be used to counterspell, nor can they be counterspelled.
For creatures with spell-like abilities, a designated caster level determines how difficult it is to dispel their spell-like effects and defines any level-dependent variables (such as range and duration) the abilities might have. The creature’s caster level never affects which spell-like abilities the creature has; sometimes the given caster level is lower than the level a spellcasting character would need to cast the spell of the same name. If no caster level is specified, the caster level is equal to the creature’s Hit Dice. The saving throw (if any) against a spell-like ability is 10 + the level of the spell the ability resembles or duplicates + the creature’s Charisma modifier unless the creature’s entry explicitly declares another ability-score basis; that individual declaration governs its block and is not overridden by this generic popup.
Some spell-like abilities duplicate spells that work differently when cast by characters of different classes. A monster’s spell-like abilities are presumed to be the sorcerer/wizard versions. If the spell in question is not a sorcerer/wizard spell, then default to cleric, druid, bard, paladin, and ranger, in that order. At will—fog cloud, gust of wind, wall of ice 3/day—
1/day—control weather,
(CL 1st, concentration + )
Spells This creature casts spells as a member of the spellcasting class named in its entry. It counts as a member of that class for effects and abilities that depend on its spellcasting, can use spell-completion and spell-trigger items appropriate to that class, and can benefit from items that affect that class or its spellcasting. If the creature also has actual levels in that class, those class levels stack with its innate spellcasting level unless its entry says otherwise. The creature’s entry explains any other class-related abilities it gains or any unusual spellcasting abilities unavailable to ordinary members of the class. 1st (4/day)—shield, true strike 0 (at will)—dancing lights, detect magic, ray of frost, mending (CL 3rd, concentration + )
Spells This creature casts spells as a member of the spellcasting class named in its entry. It counts as a member of that class for effects and abilities that depend on its spellcasting, can use spell-completion and spell-trigger items appropriate to that class, and can benefit from items that affect that class or its spellcasting. If the creature also has actual levels in that class, those class levels stack with its innate spellcasting level unless its entry says otherwise. The creature’s entry explains any other class-related abilities it gains or any unusual spellcasting abilities unavailable to ordinary members of the class. 1st (6/day)—mage armor, shield, true strike 0 (at will)—dancing lights, detect magic, ray of frost, mending, resistance (CL 5th, concentration + )
Spells This creature casts spells as a member of the spellcasting class named in its entry. It counts as a member of that class for effects and abilities that depend on its spellcasting, can use spell-completion and spell-trigger items appropriate to that class, and can benefit from items that affect that class or its spellcasting. If the creature also has actual levels in that class, those class levels stack with its innate spellcasting level unless its entry says otherwise. The creature’s entry explains any other class-related abilities it gains or any unusual spellcasting abilities unavailable to ordinary members of the class. 2nd (5/day)—invisibility, scorching ray 1st (7/day)—mage armor, shield, true strike 0 (at will)—dancing lights, detect magic, ray of frost, mending, resistance (CL 7th, concentration + )
Spells This creature casts spells as a member of the spellcasting class named in its entry. It counts as a member of that class for effects and abilities that depend on its spellcasting, can use spell-completion and spell-trigger items appropriate to that class, and can benefit from items that affect that class or its spellcasting. If the creature also has actual levels in that class, those class levels stack with its innate spellcasting level unless its entry says otherwise. The creature’s entry explains any other class-related abilities it gains or any unusual spellcasting abilities unavailable to ordinary members of the class. 3rd (5/day)—dispel magic, haste 2nd (7/day)—invisibility, scorching ray, see invisibility 1st (7/day)—mage armor, shield, true strike 0 (at will)—dancing lights, detect magic, ray of frost, mending, resistance (CL 9th, concentration + )
Spells This creature casts spells as a member of the spellcasting class named in its entry. It counts as a member of that class for effects and abilities that depend on its spellcasting, can use spell-completion and spell-trigger items appropriate to that class, and can benefit from items that affect that class or its spellcasting. If the creature also has actual levels in that class, those class levels stack with its innate spellcasting level unless its entry says otherwise. The creature’s entry explains any other class-related abilities it gains or any unusual spellcasting abilities unavailable to ordinary members of the class. 4th (5/day)—dimension door, ice storm 3rd (7/day)—dispel magic, haste, slow 2nd (7/day)—invisibility, scorching ray, see invisibility 1st (7/day)—mage armor, shield, true strike 0 (at will)—dancing lights, detect magic, ray of frost, mending, resistance (CL 11th, concentration + )
Spells This creature casts spells as a member of the spellcasting class named in its entry. It counts as a member of that class for effects and abilities that depend on its spellcasting, can use spell-completion and spell-trigger items appropriate to that class, and can benefit from items that affect that class or its spellcasting. If the creature also has actual levels in that class, those class levels stack with its innate spellcasting level unless its entry says otherwise. The creature’s entry explains any other class-related abilities it gains or any unusual spellcasting abilities unavailable to ordinary members of the class. 5th (5/day)—cone of cold, teleport 4th (7/day)—dimension door, ice storm, wall of ice 3rd (7/day)—dispel magic, haste, slow 2nd (7/day)—invisibility, scorching ray, see invisibility 1st (7/day)—mage armor, shield, true strike 0 (at will)—dancing lights, detect magic, ray of frost, mending, resistance (CL 13th, concentration + )
Spells This creature casts spells as a member of the spellcasting class named in its entry. It counts as a member of that class for effects and abilities that depend on its spellcasting, can use spell-completion and spell-trigger items appropriate to that class, and can benefit from items that affect that class or its spellcasting. If the creature also has actual levels in that class, those class levels stack with its innate spellcasting level unless its entry says otherwise. The creature’s entry explains any other class-related abilities it gains or any unusual spellcasting abilities unavailable to ordinary members of the class. 6th (5/day)—chain lightning, freezing sphere 5th (7/day)—cone of cold, teleport, wall of force 4th (7/day)—dimension door, ice storm, wall of ice 3rd (7/day)—dispel magic, haste, slow 2nd (7/day)—invisibility, scorching ray, see invisibility 1st (7/day)—mage armor, shield, true strike 0 (at will)—dancing lights, detect magic, ray of frost, mending, resistance STATISTICS Str111519212325272931333537, Dex1614141412121210101088, Con131517191921212323252527, Int688101012121414161618, Wis91111131315151717191921, Cha688101012121414161618 Base Atk +35791113151719212325; +1611141821242831343743; CMD14 (18 vs. trip)18 (22 vs. trip)23 (27 vs. trip)26 (30 vs. trip)29 (33 vs. trip)32 (36 vs. trip)35 (39 vs. trip)38 (42 vs. trip)41 (45 vs. trip)44 (48 vs. trip)46 (50 vs. trip)51 (55 vs. trip) When performing a combat maneuver, you must use an action appropriate to the maneuver you are attempting to perform. While many combat maneuvers can be performed as part of an attack action, full-attack action, or attack of opportunity (in place of a melee attack), others require a specific action. Unless otherwise noted, performing a combat maneuver provokes an attack of opportunity from the target of the maneuver. If you are hit by the target, you take the damage normally and apply that amount as a penalty to the attack roll to perform the maneuver. If your target is immobilized, unconscious, or otherwise incapacitated, your maneuver automatically succeeds (treat as if you rolled a natural 20 on the attack roll). If your target is stunned, you receive a +4 bonus on your attack roll to perform a combat maneuver against it.
When you attempt to perform a combat maneuver, make an attack roll and add your CMB in place of your normal attack bonus. Add any bonuses you currently have on attack rolls due to spells, feats, and other effects. These bonuses must be applicable to the weapon or attack used to perform the maneuver. The DC of this maneuver is your target’s Combat Maneuver Defense. Combat maneuvers are attack rolls, so you must roll for concealment and take any other penalties that would normally apply to an attack roll.
If your attack roll equals or exceeds the CMD of the target, your maneuver is a success and has the listed effect. Some maneuvers, such as bull rush, have varying levels of success depending on how much your attack roll exceeds the target’s CMD. Rolling a natural 20 while attempting a combat maneuver is always a success (except when attempting to escape from bonds), while rolling a natural 1 is always a failure. Feats, (bite)
Improved Initiative You get a +4 bonus on initiative checks. Weapon Focus (bite) You gain a +1 bonus on all attack rolls you make using the selected weapon., , (bite)
Improved Initiative You get a +4 bonus on initiative checks. Power Attack You can choose to take a –1 penalty on all melee attack rolls and combat maneuver checks to gain a +2 bonus on all melee damage rolls. This bonus to damage is increased by half (+50%) if you are making an attack with a two-handed weapon, a one-handed weapon using two hands, or a primary natural weapon that adds 1-1/2 times your Strength modifier on damage rolls. This bonus to damage is halved (–50%) if you are making an attack with an off-hand weapon or secondary natural weapon. When your base attack bonus reaches +4, and every 4 points thereafter, the penalty increases by –1 and the bonus to damage increases by +2. You must choose to use this feat before making an attack roll, and its effects last until your next turn. The bonus damage does not apply to touch attacks or effects that do not deal hit point damage. Weapon Focus (bite) You gain a +1 bonus on all attack rolls you make using the selected weapon., , , (bite)
Flyby Attack When flying, the creature can take a move action and another standard action at any point during the move. The creature cannot take a second move action during a round when it makes a flyby attack.
Normal: Without this feat, the creature takes a standard action either before or after its move. Improved Initiative You get a +4 bonus on initiative checks. Power Attack You can choose to take a –1 penalty on all melee attack rolls and combat maneuver checks to gain a +2 bonus on all melee damage rolls. This bonus to damage is increased by half (+50%) if you are making an attack with a two-handed weapon, a one-handed weapon using two hands, or a primary natural weapon that adds 1-1/2 times your Strength modifier on damage rolls. This bonus to damage is halved (–50%) if you are making an attack with an off-hand weapon or secondary natural weapon. When your base attack bonus reaches +4, and every 4 points thereafter, the penalty increases by –1 and the bonus to damage increases by +2. You must choose to use this feat before making an attack roll, and its effects last until your next turn. The bonus damage does not apply to touch attacks or effects that do not deal hit point damage. Weapon Focus (bite) You gain a +1 bonus on all attack rolls you make using the selected weapon., , , , (bite)
Flyby Attack When flying, the creature can take a move action and another standard action at any point during the move. The creature cannot take a second move action during a round when it makes a flyby attack.
Normal: Without this feat, the creature takes a standard action either before or after its move. Improved Initiative You get a +4 bonus on initiative checks. Power Attack You can choose to take a –1 penalty on all melee attack rolls and combat maneuver checks to gain a +2 bonus on all melee damage rolls. This bonus to damage is increased by half (+50%) if you are making an attack with a two-handed weapon, a one-handed weapon using two hands, or a primary natural weapon that adds 1-1/2 times your Strength modifier on damage rolls. This bonus to damage is halved (–50%) if you are making an attack with an off-hand weapon or secondary natural weapon. When your base attack bonus reaches +4, and every 4 points thereafter, the penalty increases by –1 and the bonus to damage increases by +2. You must choose to use this feat before making an attack roll, and its effects last until your next turn. The bonus damage does not apply to touch attacks or effects that do not deal hit point damage. Vital Strike When you use the attack action, you can make one attack at your highest base attack bonus that deals additional damage. Roll the weapon’s damage dice for the attack twice and add the results together before adding bonuses from Strength, weapon abilities (such as flaming), precision-based damage, and other damage bonuses. These extra weapon damage dice are not multiplied on a critical hit, but are added to the total. Weapon Focus (bite) You gain a +1 bonus on all attack rolls you make using the selected weapon., , (bite), , , , (bite)
Alertness You get a +2 bonus on Perception and Sense Motive skill checks. If you have 10 or more ranks in one of these skills, the bonus increases to +4 for that skill. Flyby Attack When flying, the creature can take a move action and another standard action at any point during the move. The creature cannot take a second move action during a round when it makes a flyby attack.
Normal: Without this feat, the creature takes a standard action either before or after its move. Improved Critical (bite) When using the weapon you selected, your threat range is doubled.
Special: This effect doesn’t stack with any other effect that expands the threat range of a weapon. Improved Initiative You get a +4 bonus on initiative checks. Power Attack You can choose to take a –1 penalty on all melee attack rolls and combat maneuver checks to gain a +2 bonus on all melee damage rolls. This bonus to damage is increased by half (+50%) if you are making an attack with a two-handed weapon, a one-handed weapon using two hands, or a primary natural weapon that adds 1-1/2 times your Strength modifier on damage rolls. This bonus to damage is halved (–50%) if you are making an attack with an off-hand weapon or secondary natural weapon. When your base attack bonus reaches +4, and every 4 points thereafter, the penalty increases by –1 and the bonus to damage increases by +2. You must choose to use this feat before making an attack roll, and its effects last until your next turn. The bonus damage does not apply to touch attacks or effects that do not deal hit point damage. Vital Strike When you use the attack action, you can make one attack at your highest base attack bonus that deals additional damage. Roll the weapon’s damage dice for the attack twice and add the results together before adding bonuses from Strength, weapon abilities (such as flaming), precision-based damage, and other damage bonuses. These extra weapon damage dice are not multiplied on a critical hit, but are added to the total. Weapon Focus (bite) You gain a +1 bonus on all attack rolls you make using the selected weapon., , (bite), , , , (bite)
Alertness You get a +2 bonus on Perception and Sense Motive skill checks. If you have 10 or more ranks in one of these skills, the bonus increases to +4 for that skill. Flyby Attack When flying, the creature can take a move action and another standard action at any point during the move. The creature cannot take a second move action during a round when it makes a flyby attack.
Normal: Without this feat, the creature takes a standard action either before or after its move. Improved Critical (bite) When using the weapon you selected, your threat range is doubled.
Special: This effect doesn’t stack with any other effect that expands the threat range of a weapon. Improved Initiative You get a +4 bonus on initiative checks. Power Attack You can choose to take a –1 penalty on all melee attack rolls and combat maneuver checks to gain a +2 bonus on all melee damage rolls. This bonus to damage is increased by half (+50%) if you are making an attack with a two-handed weapon, a one-handed weapon using two hands, or a primary natural weapon that adds 1-1/2 times your Strength modifier on damage rolls. This bonus to damage is halved (–50%) if you are making an attack with an off-hand weapon or secondary natural weapon. When your base attack bonus reaches +4, and every 4 points thereafter, the penalty increases by –1 and the bonus to damage increases by +2. You must choose to use this feat before making an attack roll, and its effects last until your next turn. The bonus damage does not apply to touch attacks or effects that do not deal hit point damage. Vital Strike When you use the attack action, you can make one attack at your highest base attack bonus that deals additional damage. Roll the weapon’s damage dice for the attack twice and add the results together before adding bonuses from Strength, weapon abilities (such as flaming), precision-based damage, and other damage bonuses. These extra weapon damage dice are not multiplied on a critical hit, but are added to the total. Weapon Focus (bite) You gain a +1 bonus on all attack rolls you make using the selected weapon., , (bite), , , , , (bite)
Alertness You get a +2 bonus on Perception and Sense Motive skill checks. If you have 10 or more ranks in one of these skills, the bonus increases to +4 for that skill. Flyby Attack When flying, the creature can take a move action and another standard action at any point during the move. The creature cannot take a second move action during a round when it makes a flyby attack.
Normal: Without this feat, the creature takes a standard action either before or after its move. Improved Critical (bite) When using the weapon you selected, your threat range is doubled.
Special: This effect doesn’t stack with any other effect that expands the threat range of a weapon. Improved Initiative You get a +4 bonus on initiative checks. Improved Vital Strike When you use the attack action, you can make one attack at your highest base attack bonus that deals additional damage. Roll the weapon’s damage dice for the attack three times and add the results together before adding bonuses from Strength, weapon abilities (such as flaming), precision-based damage, and other damage bonuses. These extra weapon damage dice are not multiplied on a critical hit, but are added to the total. Power Attack You can choose to take a –1 penalty on all melee attack rolls and combat maneuver checks to gain a +2 bonus on all melee damage rolls. This bonus to damage is increased by half (+50%) if you are making an attack with a two-handed weapon, a one-handed weapon using two hands, or a primary natural weapon that adds 1-1/2 times your Strength modifier on damage rolls. This bonus to damage is halved (–50%) if you are making an attack with an off-hand weapon or secondary natural weapon. When your base attack bonus reaches +4, and every 4 points thereafter, the penalty increases by –1 and the bonus to damage increases by +2. You must choose to use this feat before making an attack roll, and its effects last until your next turn. The bonus damage does not apply to touch attacks or effects that do not deal hit point damage. Vital Strike When you use the attack action, you can make one attack at your highest base attack bonus that deals additional damage. Roll the weapon’s damage dice for the attack twice and add the results together before adding bonuses from Strength, weapon abilities (such as flaming), precision-based damage, and other damage bonuses. These extra weapon damage dice are not multiplied on a critical hit, but are added to the total. Weapon Focus (bite) You gain a +1 bonus on all attack rolls you make using the selected weapon., , (bite), , , , , , (bite)
Alertness You get a +2 bonus on Perception and Sense Motive skill checks. If you have 10 or more ranks in one of these skills, the bonus increases to +4 for that skill. Flyby Attack When flying, the creature can take a move action and another standard action at any point during the move. The creature cannot take a second move action during a round when it makes a flyby attack.
Normal: Without this feat, the creature takes a standard action either before or after its move. Improved Critical (bite) When using the weapon you selected, your threat range is doubled.
Special: This effect doesn’t stack with any other effect that expands the threat range of a weapon. Improved Initiative You get a +4 bonus on initiative checks. Improved Vital Strike When you use the attack action, you can make one attack at your highest base attack bonus that deals additional damage. Roll the weapon’s damage dice for the attack three times and add the results together before adding bonuses from Strength, weapon abilities (such as flaming), precision-based damage, and other damage bonuses. These extra weapon damage dice are not multiplied on a critical hit, but are added to the total. Lightning Reflexes You get a +2 bonus on all Reflex saving throws. Power Attack You can choose to take a –1 penalty on all melee attack rolls and combat maneuver checks to gain a +2 bonus on all melee damage rolls. This bonus to damage is increased by half (+50%) if you are making an attack with a two-handed weapon, a one-handed weapon using two hands, or a primary natural weapon that adds 1-1/2 times your Strength modifier on damage rolls. This bonus to damage is halved (–50%) if you are making an attack with an off-hand weapon or secondary natural weapon. When your base attack bonus reaches +4, and every 4 points thereafter, the penalty increases by –1 and the bonus to damage increases by +2. You must choose to use this feat before making an attack roll, and its effects last until your next turn. The bonus damage does not apply to touch attacks or effects that do not deal hit point damage. Vital Strike When you use the attack action, you can make one attack at your highest base attack bonus that deals additional damage. Roll the weapon’s damage dice for the attack twice and add the results together before adding bonuses from Strength, weapon abilities (such as flaming), precision-based damage, and other damage bonuses. These extra weapon damage dice are not multiplied on a critical hit, but are added to the total. Weapon Focus (bite) You gain a +1 bonus on all attack rolls you make using the selected weapon., , , (bite), , , , , , (bite)
Alertness You get a +2 bonus on Perception and Sense Motive skill checks. If you have 10 or more ranks in one of these skills, the bonus increases to +4 for that skill. Flyby Attack When flying, the creature can take a move action and another standard action at any point during the move. The creature cannot take a second move action during a round when it makes a flyby attack.
Normal: Without this feat, the creature takes a standard action either before or after its move. Greater Vital Strike When you use the attack action, you can make one attack at your highest base attack bonus that deals additional damage. Roll the weapon’s damage dice for the attack four times and add the results together before adding bonuses from Strength, weapon abilities (such as flaming), precision-based damage, and other damage bonuses. These extra weapon damage dice are not multiplied on a critical hit, but are added to the total. Improved Critical (bite) When using the weapon you selected, your threat range is doubled.
Special: This effect doesn’t stack with any other effect that expands the threat range of a weapon. Improved Initiative You get a +4 bonus on initiative checks. Improved Vital Strike When you use the attack action, you can make one attack at your highest base attack bonus that deals additional damage. Roll the weapon’s damage dice for the attack three times and add the results together before adding bonuses from Strength, weapon abilities (such as flaming), precision-based damage, and other damage bonuses. These extra weapon damage dice are not multiplied on a critical hit, but are added to the total. Lightning Reflexes You get a +2 bonus on all Reflex saving throws. Power Attack You can choose to take a –1 penalty on all melee attack rolls and combat maneuver checks to gain a +2 bonus on all melee damage rolls. This bonus to damage is increased by half (+50%) if you are making an attack with a two-handed weapon, a one-handed weapon using two hands, or a primary natural weapon that adds 1-1/2 times your Strength modifier on damage rolls. This bonus to damage is halved (–50%) if you are making an attack with an off-hand weapon or secondary natural weapon. When your base attack bonus reaches +4, and every 4 points thereafter, the penalty increases by –1 and the bonus to damage increases by +2. You must choose to use this feat before making an attack roll, and its effects last until your next turn. The bonus damage does not apply to touch attacks or effects that do not deal hit point damage. Vital Strike When you use the attack action, you can make one attack at your highest base attack bonus that deals additional damage. Roll the weapon’s damage dice for the attack twice and add the results together before adding bonuses from Strength, weapon abilities (such as flaming), precision-based damage, and other damage bonuses. These extra weapon damage dice are not multiplied on a critical hit, but are added to the total. Weapon Focus (bite) You gain a +1 bonus on all attack rolls you make using the selected weapon., , , (bite), , , , , , , (bite)
Alertness You get a +2 bonus on Perception and Sense Motive skill checks. If you have 10 or more ranks in one of these skills, the bonus increases to +4 for that skill. Flyby Attack When flying, the creature can take a move action and another standard action at any point during the move. The creature cannot take a second move action during a round when it makes a flyby attack.
Normal: Without this feat, the creature takes a standard action either before or after its move. Greater Vital Strike When you use the attack action, you can make one attack at your highest base attack bonus that deals additional damage. Roll the weapon’s damage dice for the attack four times and add the results together before adding bonuses from Strength, weapon abilities (such as flaming), precision-based damage, and other damage bonuses. These extra weapon damage dice are not multiplied on a critical hit, but are added to the total. Improved Critical (bite) When using the weapon you selected, your threat range is doubled.
Special: This effect doesn’t stack with any other effect that expands the threat range of a weapon. Improved Initiative You get a +4 bonus on initiative checks. Improved Sunder You do not provoke an attack of opportunity when performing a sunder combat maneuver. In addition, you receive a +2 bonus on checks made to sunder an item. You also receive a +2 bonus to your Combat Maneuver Defense whenever an opponent tries to sunder your gear.
Normal: You provoke an attack of opportunity when performing a sunder combat maneuver. Improved Vital Strike When you use the attack action, you can make one attack at your highest base attack bonus that deals additional damage. Roll the weapon’s damage dice for the attack three times and add the results together before adding bonuses from Strength, weapon abilities (such as flaming), precision-based damage, and other damage bonuses. These extra weapon damage dice are not multiplied on a critical hit, but are added to the total. Lightning Reflexes You get a +2 bonus on all Reflex saving throws. Power Attack You can choose to take a –1 penalty on all melee attack rolls and combat maneuver checks to gain a +2 bonus on all melee damage rolls. This bonus to damage is increased by half (+50%) if you are making an attack with a two-handed weapon, a one-handed weapon using two hands, or a primary natural weapon that adds 1-1/2 times your Strength modifier on damage rolls. This bonus to damage is halved (–50%) if you are making an attack with an off-hand weapon or secondary natural weapon. When your base attack bonus reaches +4, and every 4 points thereafter, the penalty increases by –1 and the bonus to damage increases by +2. You must choose to use this feat before making an attack roll, and its effects last until your next turn. The bonus damage does not apply to touch attacks or effects that do not deal hit point damage. Vital Strike When you use the attack action, you can make one attack at your highest base attack bonus that deals additional damage. Roll the weapon’s damage dice for the attack twice and add the results together before adding bonuses from Strength, weapon abilities (such as flaming), precision-based damage, and other damage bonuses. These extra weapon damage dice are not multiplied on a critical hit, but are added to the total. Weapon Focus (bite) You gain a +1 bonus on all attack rolls you make using the selected weapon., , , , (bite), , , , , , , (bite)
Alertness You get a +2 bonus on Perception and Sense Motive skill checks. If you have 10 or more ranks in one of these skills, the bonus increases to +4 for that skill. Flyby Attack When flying, the creature can take a move action and another standard action at any point during the move. The creature cannot take a second move action during a round when it makes a flyby attack.
Normal: Without this feat, the creature takes a standard action either before or after its move. Greater Sunder You receive a +2 bonus on checks made to sunder an item. This bonus stacks with the bonus granted by Improved Sunder. Whenever you sunder to destroy a weapon, shield, or suit of armor, any excess damage is applied to the item’s wielder. No damage is transferred if you decide to leave the item with 1 hit point. Greater Vital Strike When you use the attack action, you can make one attack at your highest base attack bonus that deals additional damage. Roll the weapon’s damage dice for the attack four times and add the results together before adding bonuses from Strength, weapon abilities (such as flaming), precision-based damage, and other damage bonuses. These extra weapon damage dice are not multiplied on a critical hit, but are added to the total. Improved Critical (bite) When using the weapon you selected, your threat range is doubled.
Special: This effect doesn’t stack with any other effect that expands the threat range of a weapon. Improved Initiative You get a +4 bonus on initiative checks. Improved Sunder You do not provoke an attack of opportunity when performing a sunder combat maneuver. In addition, you receive a +2 bonus on checks made to sunder an item. You also receive a +2 bonus to your Combat Maneuver Defense whenever an opponent tries to sunder your gear.
Normal: You provoke an attack of opportunity when performing a sunder combat maneuver. Improved Vital Strike When you use the attack action, you can make one attack at your highest base attack bonus that deals additional damage. Roll the weapon’s damage dice for the attack three times and add the results together before adding bonuses from Strength, weapon abilities (such as flaming), precision-based damage, and other damage bonuses. These extra weapon damage dice are not multiplied on a critical hit, but are added to the total. Lightning Reflexes You get a +2 bonus on all Reflex saving throws. Power Attack You can choose to take a –1 penalty on all melee attack rolls and combat maneuver checks to gain a +2 bonus on all melee damage rolls. This bonus to damage is increased by half (+50%) if you are making an attack with a two-handed weapon, a one-handed weapon using two hands, or a primary natural weapon that adds 1-1/2 times your Strength modifier on damage rolls. This bonus to damage is halved (–50%) if you are making an attack with an off-hand weapon or secondary natural weapon. When your base attack bonus reaches +4, and every 4 points thereafter, the penalty increases by –1 and the bonus to damage increases by +2. You must choose to use this feat before making an attack roll, and its effects last until your next turn. The bonus damage does not apply to touch attacks or effects that do not deal hit point damage. Vital Strike When you use the attack action, you can make one attack at your highest base attack bonus that deals additional damage. Roll the weapon’s damage dice for the attack twice and add the results together before adding bonuses from Strength, weapon abilities (such as flaming), precision-based damage, and other damage bonuses. These extra weapon damage dice are not multiplied on a critical hit, but are added to the total. Weapon Focus (bite) You gain a +1 bonus on all attack rolls you make using the selected weapon., , , , (bite), , (bite), , , , , , (bite)
Alertness You get a +2 bonus on Perception and Sense Motive skill checks. If you have 10 or more ranks in one of these skills, the bonus increases to +4 for that skill. Flyby Attack When flying, the creature can take a move action and another standard action at any point during the move. The creature cannot take a second move action during a round when it makes a flyby attack.
Normal: Without this feat, the creature takes a standard action either before or after its move. Greater Sunder You receive a +2 bonus on checks made to sunder an item. This bonus stacks with the bonus granted by Improved Sunder. Whenever you sunder to destroy a weapon, shield, or suit of armor, any excess damage is applied to the item’s wielder. No damage is transferred if you decide to leave the item with 1 hit point. Greater Vital Strike When you use the attack action, you can make one attack at your highest base attack bonus that deals additional damage. Roll the weapon’s damage dice for the attack four times and add the results together before adding bonuses from Strength, weapon abilities (such as flaming), precision-based damage, and other damage bonuses. These extra weapon damage dice are not multiplied on a critical hit, but are added to the total. Improved Critical (bite) When using the weapon you selected, your threat range is doubled.
Special: This effect doesn’t stack with any other effect that expands the threat range of a weapon. Improved Initiative You get a +4 bonus on initiative checks. Improved Natural Attack (bite) Choose one of the creature’s natural attack forms (not an unarmed strike). The damage for this natural attack increases by one step on the following list, as if the creature’s size had increased by one category. Damage dice increase as follows: 1d2, 1d3, 1d4, 1d6, 1d8, 2d6, 3d6, 4d6, 6d6, 8d6, 12d6.
A weapon or attack that deals 1d10 points of damage increases as follows: 1d10, 2d8, 3d8, 4d8, 6d8, 8d8, 12d8. Improved Sunder You do not provoke an attack of opportunity when performing a sunder combat maneuver. In addition, you receive a +2 bonus on checks made to sunder an item. You also receive a +2 bonus to your Combat Maneuver Defense whenever an opponent tries to sunder your gear.
Normal: You provoke an attack of opportunity when performing a sunder combat maneuver. Improved Vital Strike When you use the attack action, you can make one attack at your highest base attack bonus that deals additional damage. Roll the weapon’s damage dice for the attack three times and add the results together before adding bonuses from Strength, weapon abilities (such as flaming), precision-based damage, and other damage bonuses. These extra weapon damage dice are not multiplied on a critical hit, but are added to the total. Lightning Reflexes You get a +2 bonus on all Reflex saving throws. Power Attack You can choose to take a –1 penalty on all melee attack rolls and combat maneuver checks to gain a +2 bonus on all melee damage rolls. This bonus to damage is increased by half (+50%) if you are making an attack with a two-handed weapon, a one-handed weapon using two hands, or a primary natural weapon that adds 1-1/2 times your Strength modifier on damage rolls. This bonus to damage is halved (–50%) if you are making an attack with an off-hand weapon or secondary natural weapon. When your base attack bonus reaches +4, and every 4 points thereafter, the penalty increases by –1 and the bonus to damage increases by +2. You must choose to use this feat before making an attack roll, and its effects last until your next turn. The bonus damage does not apply to touch attacks or effects that do not deal hit point damage. Vital Strike When you use the attack action, you can make one attack at your highest base attack bonus that deals additional damage. Roll the weapon’s damage dice for the attack twice and add the results together before adding bonuses from Strength, weapon abilities (such as flaming), precision-based damage, and other damage bonuses. These extra weapon damage dice are not multiplied on a critical hit, but are added to the total. Weapon Focus (bite) You gain a +1 bonus on all attack rolls you make using the selected weapon. SkillsAcrobatics +3 (+15 to jump), Fly +13, Perception +5, Stealth +17, Swim +17Acrobatics +2 (+14 to jump), Fly +12, Intimidate +7, Perception +10, Sense Motive +2, Stealth +14, Swim +18Acrobatics +2 (+14 to jump), Fly +12, Intimidate +9, Perception +12, Sense Motive +2, Stealth +12, Swim +22Acrobatics +2 (+14 to jump), Fly +14, Intimidate +12, Perception +14, Sense Motive +2, Spellcraft +12, Stealth +14, Swim +25Acrobatics +1 (+13 to jump), Fly +9, Intimidate +14, Perception +19, Sense Motive +3, Spellcraft +14, Stealth +11, Swim +28Acrobatics +1 (+13 to jump), Fly +11, Intimidate +17, Knowledge (arcana) +17, Perception +22, Sense Motive +4, Spellcraft +17, Stealth +13, Swim +31Acrobatics +1 (+13 to jump), Fly +13, Intimidate +19, Knowledge (arcana) +19, Perception +24, Sense Motive +4, Spellcraft +19, Stealth +15, Swim +34Acrobatics +0 (+12 to jump), Fly +12, Intimidate +22, Knowledge (arcana) +22, Perception +27, Sense Motive +27, Spellcraft +22, Stealth +12, Swim +37Acrobatics +0 (+12 to jump), Fly +14, Intimidate +24, Knowledge (arcana) +24, Perception +29, Sense Motive +29, Spellcraft +24, Stealth +14, Swim +40Acrobatics +0 (+12 to jump), Fly +16, Intimidate +27, Knowledge (arcana) +27, Knowledge (history) +27, Perception +32, Sense Motive +32, Spellcraft +27, Stealth +16, Swim +43Acrobatics –1 (+11 to jump), Fly +17, Intimidate +29, Knowledge (arcana) +29, Knowledge (history) +29, Perception +34, Sense Motive +34, Spellcraft +29, Stealth +17, Swim +46Acrobatics –1 (+11 to jump), Escape Artist +24, Fly +13, Intimidate +32, Knowledge (arcana) +32, Knowledge (history) +32, Perception +37, Sense Motive +37, Spellcraft +32, Stealth +15, Swim +49 LanguagesDraconicDraconicDraconicDraconicDraconicCommon, DraconicCommon, DraconicCommon, DraconicCommon, DraconicCommon, DraconicCommon, DraconicCommon, Draconic SQ, , , , , , , , , , ECOLOGY Environment cold mountains
Organization solitary
Treasure triple
SPECIAL ABILITIES Blizzard (Su) An ancient white dragon can use its breath weapon to create a blizzard in the area around it as a standard action. This creates heavy snow conditions in a 50-foot radius for 1 minute, centered on the dragon. This snow slows movement (4 squares of movement per square entered) and limits vision as fog does. Cold Aura (Su) An adult white dragon radiates an aura of cold. All creatures within 5 feet of the dragon take 1d6 points of cold damage at the beginning of the dragon’s turn. An old dragon’s aura extends to 10 feet. An ancient dragon’s damage increases to 2d6. Freezing Fog (Sp) An old or older white dragon can employ this ability which is similar to acid fog but deals cold damage instead of acid damage. It also causes a rime of slippery ice to form on any surface the fog touches, creating the effect of grease. The dragon is immune to the grease effect because of its icewalking ability. This ability is the equivalent of a 6th-level spell and can be used 3/day. Ice Shape (Su) A young or older white dragon can shape ice and snow at will. This ability functions as stone shape, but only targeting ice and snow, not stone. A white dragon’s caster level for this effect is equal to its Hit Dice. Ice Tomb (Sp) A great wyrm white dragon can, as a standard action, cause a creature to sink into ice. This works as imprisonment, but only while the target is touching an icy surface. The dragon can use this ability once per day (CL equals dragon’s HD). Targets entombed by this ability can be freed by casting freedom or by physically freeing the creature from the ice (Hardness 0, 360 hit points). The save DC is Charisma-based. Icewalking (Ex) This ability works like the spider climb spell, but the surfaces the dragon climbs must be icy. The dragon can move across icy surfaces without penalty and does not need to make Acrobatics checks to run or charge on ice. Snow Vision (Ex) A very young or older white dragon learns to see perfectly well in snowy conditions. A white dragon does not suffer any penalties to Perception checks while in snow.
Sleipnir
This mighty horse has eight powerful legs. Its hooves leave shimmering hoofprints that quickly fade to mist.
Sleipnirs are a legendary breed of magical, eightlegged horses. Most sleipnirs have jet-black coats and long, flowing manes and tails, though occasionally a sleipnir foal is born with a white or shimmering silver coat. Such rare sleipnirs sometimes display additional abilities beyond those of their darker kin. A typical sleipnir stands 6 to 7 feet tall at the shoulder, measures about 12 feet long, and weighs upward of 1,600 pounds. Believed to be descended from the mystical steeds of gods, sleipnirs have spread throughout the Material Plane. While sleipnirs cannot actually fly, they are able to walk on air as easily as on land, and spend much of their time galloping across the skies of their homes. Although sleipnirs lack the ability to travel between planes themselves, riders have brought them as mounts far beyond the Material Plane, and populations of sleipnirs can be found on several of the more hospitable Outer Planes as well. Sleipnirs are highly prized as steeds, but as intelligent magical beasts, they cannot be trained using the Handle Animal skill, and those trying to do so find them intractable and even violent. Although they cannot speak, sleipnirs understand Auran, and one seeking a sleipnir as a mount must convince the creature to serve using Diplomacy, Intimidate, or other means. Sleipnirs are generally indifferent to most creatures, meaning they can be found serving as steeds to creatures of all alignments, from good to evil. Riding a sleipnir requires no equipment other than a normal saddle, and they are well trained in combat from birth. A rider does not need to make a Ride check to control a sleipnir in battle, but must make a Ride check to attack in the same round that the sleipnir attacks. A sleipnir can carry 519 pounds as a light load, 1,038 pounds as a medium load, and 1,560 pounds as a heavy load.
CR 11 XP 12,800 N Large
Magical beasts are similar to animals but can have Intelligence scores higher than 2 (in which case the magical beast knows at least one language, but can’t necessarily speak). Magical beasts usually have supernatural or extraordinary abilities, but are sometimes merely bizarre in appearance or habits. A magical beast has the following traits (unless otherwise noted in a creature’s entry). • Darkvision 60 feet and low-light vision. • Proficient with its natural weapons only. • Proficient with no armor. • Magical beasts breathe, eat, and sleep. Init +4; Senses 60 ft., ; Perception +16
Darkvision is the extraordinary ability to see with no light source at all, out to a range specified. Darkvision is black-and-white only (colors cannot be discerned). It does not allow creatures to see anything that they could not see otherwise—invisible objects are still invisible, and illusions are still visible as what they seem to be. Likewise, darkvision subjects a creature to gaze attacks normally. The presence of light does not spoil darkvision. Low-Light Vision (Ex) A creature with low-light vision can see twice as far as a human in starlight, moonlight, torchlight, and similar conditions of dim light. It retains the ability to distinguish color and detail under these conditions. DEFENSE AC 25, touch 13, flat-footed 21 (+4 Dex, +12 natural, –1 size)
hp 147 (14d10+70)
Fort +14, Ref +15, Will +9
electricity; cold 10
Immunity (Ex or Su) A creature with immunities takes no damage from listed sources. Immunities can also apply to afflictions, conditions, spells (based on level, save type, or school), and other effects. A creature does not suffer any secondary effects that would normally be triggered by an effect it is immune to. Resistance (Ex) This creature ignores some damage of the indicated type each time it takes damage of that kind, commonly acid, cold, electricity, or fire. The entry indicates the amount and type of damage ignored. Resistance is not immunity, and it applies whether the damage has a mundane or magical source. When resistance completely negates damage from an energy attack, that attack does not disrupt spellcasting. This resistance does not stack with resistance provided by a spell. OFFENSE Speed 80 ft.; air walk
Melee bite +19 (1d8+6), 4 hooves +17 (1d8+3)
Space 10 ft.; Reach 5 ft.
Special Attacks (DC 22), (hoof, 2d8+12), (1d8+9, DC 23)
Breath Weapon (Su) This creature has the ability to exhale a cone, line, or cloud of energy or other magical effect. A breath weapon attack usually deals damage and is often based on some type of energy. Breath weapons allow a Reflex save for half damage (DC 10 + 1/2 breathing creature’s racial HD + Con modifier; the exact DC is given in the creature’s descriptive text). A creature is immune to its own breath weapon unless otherwise noted. Some breath weapons allow a Fortitude save or a Will save instead of a Reflex save. Each breath weapon also specifies how often it can be used, including any per-day limit. Powerful Charge (Ex) When this creature charges, its attack deals extra damage in addition to the normal benefits and hazards of a charge. The attack and the damage from the attack are given in the creature’s description. Trample (Ex) As a full-round action, this creature can attempt to overrun any creature that is at least one size category smaller than itself. This works like the overrun combat maneuver, but the trampling creature does not attempt a check; it merely moves over opponents in its path. Targets take damage equal to the trampling creature’s slam damage + 1-1/2 times its Strength modifier. A target can make an attack of opportunity at a –4 penalty. If it forgoes that attack, it can attempt a Reflex save to avoid the trampling creature and take half damage. The save DC is 10 + 1/2 the creature’s Hit Dice + its Strength modifier; the exact DC appears in the creature’s descriptive text. A trampling creature deals trample damage to each target only once per round, regardless of how many times it moves over that target, and can move up to twice its land speed as part of the trample. (CL 11th; concentration +12)
Spell-like abilities are magical and work just like spells (though they are not spells and so have no verbal, somatic, focus, or material components). They go away in an antimagic field and are subject to spell resistance if the spell the ability is based on would be subject to spell resistance. A spell-like ability usually has a limit on how often it can be used. A constant spell-like ability or one that can be used at will has no use limit; unless otherwise stated, a creature can only use a constant spell-like ability on itself. Reactivating a constant spell-like ability is a swift action. Using all other spell-like abilities is a standard action unless noted otherwise, and doing so provokes attacks of opportunity. It is possible to make a concentration check to use a spell-like ability defensively and avoid provoking an attack of opportunity, just as when casting a spell. A spell-like ability can be disrupted just as a spell can be. Spell-like abilities cannot be used to counterspell, nor can they be counterspelled. For creatures with spell-like abilities, a designated caster level determines how difficult it is to dispel their spell-like effects and defines any level-dependent variables (such as range and duration) the abilities might have. The creature’s caster level never affects which spell-like abilities the creature has; sometimes the given caster level is lower than the level a spellcasting character would need to cast the spell of the same name. If no caster level is specified, the caster level is equal to the creature’s Hit Dice. The saving throw (if any) against a spell-like ability is 10 + the level of the spell the ability resembles or duplicates + the creature’s Charisma modifier. Some spell-like abilities duplicate spells that work differently when cast by characters of different classes. A monster’s spell-like abilities are presumed to be the sorcerer/wizard versions. If the spell in question is not a sorcerer/wizard spell, then default to cleric, druid, bard, paladin, and ranger, in that order. Constant—air walk STATISTICS Str 22, Dex 18, Con 21, Int 10, Wis 17, Cha 13
Base Atk +14; +21; CMD 35 (47 vs. trip)
When performing a combat maneuver, you must use an action appropriate to the maneuver you are attempting to perform. While many combat maneuvers can be performed as part of an attack action, full-attack action, or attack of opportunity (in place of a melee attack), others require a specific action. Unless otherwise noted, performing a combat maneuver provokes an attack of opportunity from the target of the maneuver. If you are hit by the target, you take the damage normally and apply that amount as a penalty to the attack roll to perform the maneuver. If your target is immobilized, unconscious, or otherwise incapacitated, your maneuver automatically succeeds (treat as if you rolled a natural 20 on the attack roll). If your target is stunned, you receive a +4 bonus on your attack roll to perform a combat maneuver against it. When you attempt to perform a combat maneuver, make an attack roll and add your CMB in place of your normal attack bonus. Add any bonuses you currently have on attack rolls due to spells, feats, and other effects. These bonuses must be applicable to the weapon or attack used to perform the maneuver. The DC of this maneuver is your target’s Combat Maneuver Defense. Combat maneuvers are attack rolls, so you must roll for concealment and take any other penalties that would normally apply to an attack roll. If your attack roll equals or exceeds the CMD of the target, your maneuver is a success and has the listed effect. Some maneuvers, such as bull rush, have varying levels of success depending on how much your attack roll exceeds the target’s CMD. Rolling a natural 20 while attempting a combat maneuver is always a success (except when attempting to escape from bonds), while rolling a natural 1 is always a failure. Feats , , , , , , (hoof)
Endurance You gain a +4 bonus on the following checks and saves: Swim checks made to resist nonlethal damage from ; Constitution checks made to continue running; Constitution checks made to avoid nonlethal damage from a forced march; Constitution checks made to ; Constitution checks made to avoid nonlethal damage from starvation or thirst; Fortitude saves made to avoid nonlethal damage from hot or cold environments; and Fortitude saves made to resist damage from . You may sleep in light or medium armor without becoming . Normal: A character without this feat who sleeps in medium or heavier armor is the next day. An exhausted character moves at half speed, cannot run or charge, and takes a –6 penalty to Strength and Dexterity. After 1 hour of complete rest, an exhausted character becomes . A fatigued character becomes exhausted by doing something else that would normally cause fatigue. A fatigued character can neither run nor charge and takes a –2 penalty to Strength and Dexterity. Doing anything that would normally cause fatigue causes the fatigued character to become exhausted. After 8 hours of complete rest, fatigued characters are no longer fatigued. A character who has no air to breathe can hold her breath for 2 rounds per point of Constitution. If a character takes a standard or full-round action, the remaining duration that the character can hold her breath is reduced by 1 round. After this period of time, the character must make a DC 10 Constitution check in order to continue holding her breath. The check must be repeated each round, with the DC increasing by +1 for each previous success. When the character fails one of these Constitution checks, she begins to suffocate. In the first round, she falls (0 hit points). In the following round, she drops to –1 hit points and is dying. In the third round, she suffocates and dies. Unconscious creatures are knocked out and . Unconsciousness can result from having negative hit points (but not more than the creature’s Constitution score), or from nonlethal damage in excess of current hit points. A helpless character is paralyzed, held, bound, sleeping, unconscious, or otherwise completely at an opponent’s mercy. A helpless target is treated as having a Dexterity of 0 (–5 modifier). Melee attacks against a helpless target get a +4 bonus (equivalent to attacking a prone target). Ranged attacks get no special bonus against helpless targets. Rogues can sneak attack helpless targets. As a full-round action, an enemy can use a melee weapon to deliver a coup de grace to a helpless foe. An enemy can also use a bow or crossbow, provided he is adjacent to the target. The attacker automatically hits and scores a critical hit. (A rogue also gets his sneak attack damage bonus against a helpless foe when delivering a coup de grace.) If the defender survives, he must make a Fortitude save (DC 10 + damage dealt) or die. Delivering a coup de grace provokes attacks of opportunity. Creatures that are immune to critical hits do not take critical damage, nor do they need to make Fortitude saves to avoid being killed by a coup de grace. A fatigued character can neither run nor charge and takes a –2 penalty to Strength and Dexterity. Doing anything that would normally cause fatigue causes the fatigued character to become . After 8 hours of complete rest, fatigued characters are no longer fatigued. An exhausted character moves at half speed, cannot run or charge, and takes a –6 penalty to Strength and Dexterity. After 1 hour of complete rest, an exhausted character becomes fatigued. A fatigued character becomes exhausted by doing something else that would normally cause fatigue. Iron Will You get a +2 bonus on all Will saving throws. Lightning Reflexes You get a +2 bonus on all Reflex saving throws. Multiattack The creature’s secondary attacks with natural weapons take only a –2 penalty. Normal: Without this feat, the creature’s secondary attacks with natural weapons take a –5 penalty. Power Attack You can choose to take a –1 penalty on all melee attack rolls and combat maneuver checks to gain a +2 bonus on all melee damage rolls. This bonus to damage is increased by half (+50%) if you are making an attack with a two-handed weapon, a one-handed weapon using two hands, or a primary natural weapon that adds 1-1/2 times your Strength modifier on damage rolls. This bonus to damage is halved (–50%) if you are making an attack with an off-hand weapon or secondary natural weapon. When your base attack bonus reaches +4, and every 4 points thereafter, the penalty increases by –1 and the bonus to damage increases by +2. You must choose to use this feat before making an attack roll, and its effects last until your next turn. The bonus damage does not apply to touch attacks or effects that do not deal hit point damage. Run When running, you move five times your normal speed (if wearing medium, light, or no armor and carrying no more than a medium load) or four times your speed (if wearing heavy armor or carrying a heavy load). If you make a jump after a running start (see the Acrobatics skill description), you gain a +4 bonus on your Acrobatics check. While running, you retain your Dexterity bonus to your Armor Class. Normal: You move four times your speed while running (if wearing medium, light, or no armor and carrying no more than a medium load) or three times your speed (if wearing heavy armor or carrying a heavy load), and you lose your Dexterity bonus to AC. Weapon Focus (hoof) You gain a +1 bonus on all attack rolls you make using the selected weapon. Skills Acrobatics +18 (+38 when jumping), Perception +16, Swim +16
Languages Auran (cannot speak)
ECOLOGY Environment cold mountains
Organization solitary, pair, or herd (3–10)
Treasure none
SPECIAL ABILITIES Breath Weapon (Su) As a standard action, a sleipnir can exhale a 30-foot cone of shimmering, rainbow-colored light. Every creature in the area is randomly struck by one or more beams, as a prismatic spray spell (DC 22 half or negates). The sleipnir may use this ability once every 1d6 rounds, up to 3 times per day. The save DC is Constitution-based.
Frost Worm
This immense white worm has a single circular eye in the center of its head. Wisps of icy fog waft up from between its mandibles.
With armor-crushing jaws, flesh that radiates cold, and a terrible keening cry capable of holding creatures fascinated, frost worms are apex predators of the frozen tundra and glaciers. In the frost worms’ far-reaching hunting grounds, they fear only the remorhaz, for the heat generated by an enraged remorhaz causes intense pain to a frost worm. This extreme aversion to heat, as well as its freezing touch and devastating breath weapon, stems from an unusual facet of frost worm physiology—veins that run with magically cold blood. This creature’s ichor is clear, but infused with such sub-freezing temperatures that the monster’s flesh can freeze water in the skin of creatures that touch it. When a frost worm dies, this magical energy dissipates, and both blood and muscle immediately freeze solid and then explode into a catastrophic barrage of icy shrapnel. As a result, even those predators that might legitimately prey upon the burrowing monstrosities tend to leave frost worms well enough alone. An adult frost worm measures 35 feet long and weighs 8,000 pounds.
CR 12 XP 19,200 N Huge ()
Magical beasts are similar to animals but can have Intelligence scores higher than 2 (in which case the magical beast knows at least one language, but can’t necessarily speak). Magical beasts usually have supernatural or extraordinary abilities, but are sometimes merely bizarre in appearance or habits. A magical beast has the following traits (unless otherwise noted in a creature’s entry). • Darkvision 60 feet and low-light vision. • Proficient with its natural weapons only. • Proficient with no armor. • Magical beasts breathe, eat, and sleep. A creature with the cold subtype has immunity to cold and vulnerability to fire. Init +7; Senses 60 ft., ; Perception +17
Darkvision is the extraordinary ability to see with no light source at all, out to a range specified. Darkvision is black-and-white only (colors cannot be discerned). It does not allow creatures to see anything that they could not see otherwise—invisible objects are still invisible, and illusions are still visible as what they seem to be. Likewise, darkvision subjects a creature to gaze attacks normally. The presence of light does not spoil darkvision. Low-Light Vision (Ex) A creature with low-light vision can see twice as far as a human in starlight, moonlight, torchlight, and similar conditions of dim light. It retains the ability to distinguish color and detail under these conditions. DEFENSE AC 27, touch 11, flat-footed 24 (+3 Dex, +16 natural, –2 size)
hp 168 (16d10+80)
Fort +15, Ref +13, Will +10
cold
Immunity (Ex or Su) A creature with immunities takes no damage from listed sources. Immunities can also apply to afflictions, conditions, spells (based on level, save type, or school), and other effects. A creature does not suffer any secondary effects that would normally be triggered by an effect it is immune to. Weaknesses to fire
Vulnerability (Ex) A creature with vulnerabilities takes half again as much damage (+50%) from a specific energy type, regardless of whether a saving throw is allowed or if the save is a success or failure. Creatures with a vulnerability that is not an energy type instead take a –4 penalty on saves against spells and effects that cause or use the listed vulnerability (such as spells with the light descriptor). Some creatures might suffer additional effects, as noted in their descriptions. OFFENSE Speed 30 ft., 10 ft.
A creature with a Burrow speed can tunnel through dirt, but not through rock unless the descriptive text says otherwise. Creatures cannot charge or run while burrowing. Most burrowing creatures do not leave behind tunnels other creatures can use (either because the material they tunnel through fills in behind them or because they do not actually dislocate any material when burrowing). Melee bite +25 (4d10+15 plus 4d6 cold)
Space 15 ft.; Reach 10 ft.
Special Attacks (60-ft. cone, 15d6 cold damage, Reflex DC 23 half, usable once per hour), ,
Breath Weapon (Su) This creature has the ability to exhale a cone, line, or cloud of energy or other magical effect. A breath weapon attack usually deals damage and is often based on some type of energy. Breath weapons allow a Reflex save for half damage (DC 10 + 1/2 breathing creature’s racial HD + Con modifier; the exact DC is given in the creature’s descriptive text). A creature is immune to its own breath weapon unless otherwise noted. Some breath weapons allow a Fortitude save or a Will save instead of a Reflex save. Each breath weapon also specifies how often it can be used, including any per-day limit. STATISTICS Str 31, Dex 16, Con 21, Int 2, Wis 16, Cha 11
Base Atk +16; +28; CMD 41 (can’t be tripped)
When performing a combat maneuver, you must use an action appropriate to the maneuver you are attempting to perform. While many combat maneuvers can be performed as part of an attack action, full-attack action, or attack of opportunity (in place of a melee attack), others require a specific action. Unless otherwise noted, performing a combat maneuver provokes an attack of opportunity from the target of the maneuver. If you are hit by the target, you take the damage normally and apply that amount as a penalty to the attack roll to perform the maneuver. If your target is immobilized, unconscious, or otherwise incapacitated, your maneuver automatically succeeds (treat as if you rolled a natural 20 on the attack roll). If your target is stunned, you receive a +4 bonus on your attack roll to perform a combat maneuver against it. When you attempt to perform a combat maneuver, make an attack roll and add your CMB in place of your normal attack bonus. Add any bonuses you currently have on attack rolls due to spells, feats, and other effects. These bonuses must be applicable to the weapon or attack used to perform the maneuver. The DC of this maneuver is your target’s Combat Maneuver Defense. Combat maneuvers are attack rolls, so you must roll for concealment and take any other penalties that would normally apply to an attack roll. If your attack roll equals or exceeds the CMD of the target, your maneuver is a success and has the listed effect. Some maneuvers, such as bull rush, have varying levels of success depending on how much your attack roll exceeds the target’s CMD. Rolling a natural 20 while attempting a combat maneuver is always a success (except when attempting to escape from bonds), while rolling a natural 1 is always a failure. Feats , , , , , (Perception), , (bite)
Cleave As a standard action, you can make a single attack at your full base attack bonus against a foe within reach. If you hit, you deal damage normally and can make an additional attack (using your full base attack bonus) against a foe that is adjacent to the first and also within reach. You can only make one additional attack per round with this feat. When you use this feat, you take a –2 penalty to your Armor Class until your next turn. Combat Reflexes You may make a number of additional attacks of opportunity per round equal to your Dexterity bonus. With this feat, you may also make attacks of opportunity while . Normal: A character without this feat can make only one attack of opportunity per round and can’t make attacks of opportunity while . Special: The Combat Reflexes feat does not allow a rogue to use her opportunist ability more than once per round. A creature that has not yet acted during a combat is flat-footed, unable to react normally to the situation. A flat-footed creature cannot take immediate actions and loses their Dexterity bonus to AC and CMD (if any). The creature cannot make attacks of opportunity unless they have the Combat Reflexes feat or Uncanny Dodge class ability. Improved Initiative You get a +4 bonus on initiative checks. Iron Will You get a +2 bonus on all Will saving throws. Power Attack You can choose to take a –1 penalty on all melee attack rolls and combat maneuver checks to gain a +2 bonus on all melee damage rolls. This bonus to damage is increased by half (+50%) if you are making an attack with a two-handed weapon, a one-handed weapon using two hands, or a primary natural weapon that adds 1-1/2 times your Strength modifier on damage rolls. This bonus to damage is halved (–50%) if you are making an attack with an off-hand weapon or secondary natural weapon. When your base attack bonus reaches +4, and every 4 points thereafter, the penalty increases by –1 and the bonus to damage increases by +2. You must choose to use this feat before making an attack roll, and its effects last until your next turn. The bonus damage does not apply to touch attacks or effects that do not deal hit point damage. Skill Focus (Perception) You get a +3 bonus on all checks involving the chosen skill. If you have 10 or more ranks in that skill, this bonus increases to +6. Stand Still When a foe provokes an attack of opportunity due to moving through your adjacent squares, you can make a combat maneuver check as your attack of opportunity. If successful, the enemy cannot move for the rest of his turn. An enemy can still take the rest of his action, but cannot move. This feat also applies to any creature that attempts to move from a square that is adjacent to you if such movement provokes an attack of opportunity. Weapon Focus (bite) You gain a +1 bonus on all attack rolls you make using the selected weapon. Skills Perception +17, Stealth +6 (+14 in ice and snow)
Racial Modifiers +8 Stealth in ice and snow
SQ ECOLOGY Environment cold plains or mountains
Organization solitary
Treasure incidental
SPECIAL ABILITIES Cold (Su) A frost worm’s body generates intense cold, allowing it to deal an additional 4d6 cold damage with its bite attack. Any creature that attacks a frost worm with an unarmed strike or a natural weapon takes 1d6 points of cold damage per successful hit. A creature that grapples or is by a frost worm takes 4d6 points of cold damage per round the grapple is maintained.
A grappled creature is restrained by a creature, trap, or effect. Grappled creatures cannot move and take a –4 penalty to Dexterity. A grappled creature takes a –2 penalty on all attack rolls and combat maneuver checks, except those made to grapple or escape a grapple. In addition, grappled creatures can take no action that requires two hands to perform. A grappled character who attempts to cast a spell or use a spell-like ability must make a concentration check (DC 10 + grappler’s CMB + spell level), or lose the spell. Grappled creatures cannot make attacks of opportunity. A grappled creature cannot use Stealth to hide from the creature grappling it, even if a special ability, such as hide in plain sight, would normally allow it to do so. If a grappled creature becomes invisible, through a spell or other ability, it gains a +2 circumstance bonus on its CMD to avoid being grappled, but receives no other benefit. Death Throes (Su) When killed, a frost worm explodes in a 100-foot-radius burst that deals 12d6 cold damage and 8d6 piercing damage (DC 23 Reflex half). The save DC is Constitution-based.
Trill (Su) As a full-round action, a frost worm can emit a strange trilling sound that affects all creatures within a 100-foot radius. Creatures must succeed on a DC 18 Will save or be for as long as the worm continues to trill (the frost worm can maintain this trill by concentrating). Once a creature has resisted or broken the effect, it cannot be affected again by that same frost worm’s trill for 24 hours. This is a sonic mind-affecting effect. The save DC is Charisma-based.
A fascinated creature is entranced by a supernatural or spell effect. The creature stands or sits quietly, taking no actions other than to pay attention to the fascinating effect, for as long as the effect lasts. It takes a –4 penalty on skill checks made as reactions, such as Perception checks. Any potential threat, such as a hostile creature approaching, allows the fascinated creature a new saving throw against the fascinating effect. Any obvious threat, such as someone drawing a weapon, casting a spell, or aiming a ranged weapon at the fascinated creature, automatically breaks the effect. A fascinated creature’s ally may shake it free of the spell as a standard action.
Ice Yai
This blue-skinned giant has three eyes, fangs, and claws. Its hair seems to be formed of delicate strands of ice.
The ice yai is a sinister creature that combines the brutality of a frost giant with the grace and style of a skilled martial artist. Although its magical powers are formidable, it prefers to fight in melee using its slam attacks, leading its minions in merciless combat. It uses its mobility to cast combat spells or launch shards of ice from its third eye. An ice yai is a natural leader among frost giants, tempering their savagery with its own wisdom. A tribe led by an ice yai may still raid settlements of neighboring humanoids, but the tribe soon learns the value of establishing regular tributes and willing sacrifices—the ice yai teach that methods that rely upon the threat of violence are often even more effective than actual violence. Despite this strangely enlightened philosophy, an ice yai never passes up an opportunity to reinforce its capacity for slaughter, and will often demand that its subjects take part in show battles, both for the entertainment of the tribe and to nurture the ice yai’s insatiable ego and sense of dominion over its subjects.
CR 14 XP 38,400 CE Large (, , , , )
An outsider is at least partially composed of the essence (but not necessarily the material) of some plane other than the Material Plane. Some creatures start out as some other type and become outsiders when they attain a higher (or lower) state of spiritual existence. An outsider has the following traits: • Darkvision 60 feet. • Unlike most living creatures, an outsider does not have a dual nature—its soul and body form one unit. When an outsider is slain, no soul is set loose. Spells that restore souls to their bodies, such as raise dead, reincarnate, and resurrection, don’t work on an outsider. It takes a different magical effect, such as limited wish, wish, miracle, or true resurrection to restore it to life. • Proficient with all simple and martial weapons and any weapons mentioned in its entry. • Proficient with whatever type of armor (light, medium, or heavy) it is described as wearing, as well as all lighter types. Outsiders not indicated as wearing armor are not proficient with armor. Outsiders are proficient with shields if they are proficient with any form of armor. • Outsiders breathe, but do not need to eat or sleep (although they can do so if they wish). A creature with the cold subtype has immunity to cold and vulnerability to fire. Oni are evil spirits that take physical form as native outsiders with humanoid features. • Darkvision 60 feet and low-light vision. • Change Shape (Su) Oni have the shapechanger subtype and can assume humanoid forms similar to their normal shapes as specified by the individual entry. • Humanoid Shape While in a humanoid form, an oni gains the humanoid subtype as described by its entry. • Regeneration (Ex) Oni possess regeneration; its rate and the damage that suppresses it vary by oni, but acid and fire are common suppressors. A giant is a humanoid creature of great strength, usually Large or larger. Giants have racial Hit Dice rather than substituting those Hit Dice for class levels, possess low-light vision, and treat Intimidate and Perception as class skills. This subtype is applied only to outsiders. Creatures with this subtype are native to the Material Plane. These creatures have mortal ancestors or a strong connection to the Material Plane and can be raised, reincarnated, or resurrected just as other living creatures can be. Unlike true outsiders, native outsiders need to eat and sleep. A shapechanger has the supernatural ability to assume one or more alternate forms. Many magical effects allow some kind of shapeshifting, and not every creature that can change shapes has the shapechanger subtype. A shapechanger possesses the following traits (unless otherwise noted in a creature’s entry). • Proficient with its natural weapons, with simple weapons, and with any weapons mentioned in the creature’s description. • Proficient with any armor mentioned in the creature’s description, as well as all lighter forms. If no form of armor is mentioned, the shapechanger is not proficient with armor. A shapechanger is proficient with shields if it is proficient with any type of armor. Init +2; Senses 60 ft., ; Perception +22
Darkvision is the extraordinary ability to see with no light source at all, out to a range specified. Darkvision is black-and-white only (colors cannot be discerned). It does not allow creatures to see anything that they could not see otherwise—invisible objects are still invisible, and illusions are still visible as what they seem to be. Likewise, darkvision subjects a creature to gaze attacks normally. The presence of light does not spoil darkvision. Low-Light Vision (Ex) A creature with low-light vision can see twice as far as a human in starlight, moonlight, torchlight, and similar conditions of dim light. It retains the ability to distinguish color and detail under these conditions. DEFENSE AC 27, touch 12, flat-footed 24 (+4 armor, +2 Dex, +1 dodge, +11 natural, –1 size)
hp 200 (16d10+112); 5 (fire or acid)
Regeneration (Ex) Regeneration is an extraordinary ability which makes a creature difficult to kill. Creatures with regeneration heal damage to themselves at a fixed rate, as with fast healing, but they cannot die as long as their regeneration is still functioning, although they still fall unconscious when their hit points are below 0. Certain damage types, typically acid and fire, cause regeneration to stop functioning on the round following the attack. During that round, the creature does not heal damage and can die normally. The creature’s descriptive text identifies the damage types that suppress its regeneration. Attacks that do not deal hit point damage are not healed by regeneration. Regeneration also does not restore hit points lost from starvation, suffocation, or thirst. Regenerating creatures can regrow lost body parts and can reattach severed limbs or body parts if they are brought together within 1 hour of severing. Severed parts that are not reattached wither and die normally. A creature must have a Constitution score to have regeneration. Fort +17, Ref +7, Will +12
cold; 25
Immunity (Ex or Su) A creature with immunities takes no damage from listed sources. Immunities can also apply to afflictions, conditions, spells (based on level, save type, or school), and other effects. A creature does not suffer any secondary effects that would normally be triggered by an effect it is immune to. A creature with Spell Resistance has the extraordinary ability to avoid the effects of spells and spell-like abilities that directly affect it. To determine if a spell or spell-like ability works against a creature with spell resistance, the caster must make a caster level check (1d20 + caster level). If the result equals or exceeds the creature’s spell resistance, the spell works normally, although the creature is still allowed a saving throw. Weaknesses to fire
Vulnerability (Ex) A creature with vulnerabilities takes half again as much damage (+50%) from a specific energy type, regardless of whether a saving throw is allowed or if the save is a success or failure. Creatures with a vulnerability that is not an energy type instead take a –4 penalty on saves against spells and effects that cause or use the listed vulnerability (such as spells with the light descriptor). Some creatures might suffer additional effects, as noted in their descriptions. OFFENSE Speed 50 ft., 60 ft. (good)
A creature with a Fly speed can cease or resume flight as a free action on its turn. Without making a check, a flying creature can remain flying at the end of its turn so long as it moves a distance greater than half its speed. It can also turn up to 45 degrees during its turn by sacrificing 5 feet of movement, can rise at half speed at an angle of 45 degrees (ignoring the penalty for diagonal movement), and can descend at any angle at normal speed. At the beginning of its turn, a flying creature can move in a different direction than it did previously without needing a Fly check. A creature with a natural fly speed receives a bonus (or penalty) on Fly skill checks depending on its maneuverability: • Clumsy –8 • Poor –4 • Average +0 • Good +4 • Perfect +8 Creatures without a maneuverability rating are assumed to have average maneuverability and take no penalty on Fly checks. These modifiers are already included in the creature’s stat block. Melee 4 slams +24 (2d8+9)
Ranged +17 touch (4d6 cold)
Space 10 ft.; Reach 10 ft.
Special Attacks (CL 18th; concentration +22)
Spell-like abilities are magical and work just like spells (though they are not spells and so have no verbal, somatic, focus, or material components). They go away in an antimagic field and are subject to spell resistance if the spell the ability is based on would be subject to spell resistance. A spell-like ability usually has a limit on how often it can be used. A constant spell-like ability or one that can be used at will has no use limit; unless otherwise stated, a creature can only use a constant spell-like ability on itself. Reactivating a constant spell-like ability is a swift action. Using all other spell-like abilities is a standard action unless noted otherwise, and doing so provokes attacks of opportunity. It is possible to make a concentration check to use a spell-like ability defensively and avoid provoking an attack of opportunity, just as when casting a spell. A spell-like ability can be disrupted just as a spell can be. Spell-like abilities cannot be used to counterspell, nor can they be counterspelled. For creatures with spell-like abilities, a designated caster level determines how difficult it is to dispel their spell-like effects and defines any level-dependent variables (such as range and duration) the abilities might have. The creature’s caster level never affects which spell-like abilities the creature has; sometimes the given caster level is lower than the level a spellcasting character would need to cast the spell of the same name. If no caster level is specified, the caster level is equal to the creature’s Hit Dice. The saving throw (if any) against a spell-like ability is 10 + the level of the spell the ability resembles or duplicates + the creature’s Charisma modifier. Some spell-like abilities duplicate spells that work differently when cast by characters of different classes. A monster’s spell-like abilities are presumed to be the sorcerer/wizard versions. If the spell in question is not a sorcerer/wizard spell, then default to cleric, druid, bard, paladin, and ranger, in that order. Constant—fly, mage armor At will—darkness, invisibility (self only)
3/day—charm monster (DC 18), cone of cold (DC 19), deep slumber (DC 17), gaseous form (self only)
1/day—polar ray, solid fog STATISTICS Str 29, Dex 14, Con 25, Int 12, Wis 15, Cha 18
Base Atk +16; +26; CMD 39
When performing a combat maneuver, you must use an action appropriate to the maneuver you are attempting to perform. While many combat maneuvers can be performed as part of an attack action, full-attack action, or attack of opportunity (in place of a melee attack), others require a specific action. Unless otherwise noted, performing a combat maneuver provokes an attack of opportunity from the target of the maneuver. If you are hit by the target, you take the damage normally and apply that amount as a penalty to the attack roll to perform the maneuver. If your target is immobilized, unconscious, or otherwise incapacitated, your maneuver automatically succeeds (treat as if you rolled a natural 20 on the attack roll). If your target is stunned, you receive a +4 bonus on your attack roll to perform a combat maneuver against it. When you attempt to perform a combat maneuver, make an attack roll and add your CMB in place of your normal attack bonus. Add any bonuses you currently have on attack rolls due to spells, feats, and other effects. These bonuses must be applicable to the weapon or attack used to perform the maneuver. The DC of this maneuver is your target’s Combat Maneuver Defense. Combat maneuvers are attack rolls, so you must roll for concealment and take any other penalties that would normally apply to an attack roll. If your attack roll equals or exceeds the CMD of the target, your maneuver is a success and has the listed effect. Some maneuvers, such as bull rush, have varying levels of success depending on how much your attack roll exceeds the target’s CMD. Rolling a natural 20 while attempting a combat maneuver is always a success (except when attempting to escape from bonds), while rolling a natural 1 is always a failure. Feats , , , , , , ,
Cleave As a standard action, you can make a single attack at your full base attack bonus against a foe within reach. If you hit, you deal damage normally and can make an additional attack (using your full base attack bonus) against a foe that is adjacent to the first and also within reach. You can only make one additional attack per round with this feat. When you use this feat, you take a –2 penalty to your Armor Class until your next turn. Combat Reflexes You may make a number of additional attacks of opportunity per round equal to your Dexterity bonus. With this feat, you may also make attacks of opportunity while . Normal: A character without this feat can make only one attack of opportunity per round and can’t make attacks of opportunity while . Special: The Combat Reflexes feat does not allow a rogue to use her opportunist ability more than once per round. A creature that has not yet acted during a combat is flat-footed, unable to react normally to the situation. A flat-footed creature cannot take immediate actions and loses their Dexterity bonus to AC and CMD (if any). The creature cannot make attacks of opportunity unless they have the Combat Reflexes feat or Uncanny Dodge class ability. Dodge You gain a +1 dodge bonus to your AC. A condition that makes you lose your Dex bonus to AC also makes you lose the benefits of this feat. Great Cleave As a standard action, you can make a single attack at your full base attack bonus against a foe within reach. If you hit, you deal damage normally and can make an additional attack (using your full base attack bonus) against a foe that is adjacent to the previous foe and also within reach. If you hit, you can continue to make attacks against foes adjacent to the previous foe, so long as they are within your reach. You cannot attack an individual foe more than once during this attack action. When you use this feat, you take a –2 penalty to your Armor Class until your next turn. Mobility You get a +4 dodge bonus to Armor Class against attacks of opportunity caused when you move out of or within a threatened area. A condition that makes you lose your Dexterity bonus to Armor Class (if any) also makes you lose dodge bonuses. Dodge bonuses stack with each other, unlike most types of bonuses. Power Attack You can choose to take a –1 penalty on all melee attack rolls and combat maneuver checks to gain a +2 bonus on all melee damage rolls. This bonus to damage is increased by half (+50%) if you are making an attack with a two-handed weapon, a one-handed weapon using two hands, or a primary natural weapon that adds 1-1/2 times your Strength modifier on damage rolls. This bonus to damage is halved (–50%) if you are making an attack with an off-hand weapon or secondary natural weapon. When your base attack bonus reaches +4, and every 4 points thereafter, the penalty increases by –1 and the bonus to damage increases by +2. You must choose to use this feat before making an attack roll, and its effects last until your next turn. The bonus damage does not apply to touch attacks or effects that do not deal hit point damage. Spring Attack As a full-round action, you can move up to your speed and make a single melee attack without provoking any attacks of opportunity from the target of your attack. You can move both before and after the attack, but you must move at least 10 feet before the attack and the total distance that you move cannot be greater than your speed. You cannot use this ability to attack a foe that is adjacent to you at the start of your turn. Normal: You cannot move before and after an attack. Vital Strike When you use the attack action, you can make one attack at your highest base attack bonus that deals additional damage. Roll the weapon’s damage dice for the attack twice and add the results together before adding bonuses from Strength, weapon abilities (such as flaming), precision-based damage, and other damage bonuses. These extra weapon damage dice are not multiplied on a critical hit, but are added to the total. Skills Bluff +23, Disguise +14, Fly +25, Intimidate +23, Knowledge (arcana) +11, Perception +22, Sense Motive +13, Spellcraft +8, Stealth +17 (+21 in snow), Use Magic Device +14
Racial Modifiers +4 Stealth in snow
Languages Common, Giant
SQ (Medium or Large humanoid; alter self or giant form I)
Change Shape (Su) A creature with this special quality has the ability to assume the appearance of a specific creature or type of creature (usually a humanoid), but retains most of its own physical qualities. A creature cannot change shape to a form more than one size category smaller or larger than its original form. This ability functions as a polymorph spell, the type of which is listed in the creature’s description, but the creature does not adjust its ability scores (although it gains any other abilities of the creature it mimics). Unless otherwise stated, it can remain in an alternate form indefinitely. Some creatures, such as lycanthropes, can transform into unique forms with special modifiers and abilities. These creatures do adjust their ability scores, as noted in their description. ECOLOGY Environment cold mountains
Organization solitary or gang (1 plus 4–16 frost giants)
Treasure standard
SPECIAL ABILITIES Icy Missile (Su) As a swift action, the ice yai can fire a dart of ice from its third eye. This dart is a ranged touch attack (+20 attack bonus), dealing 4d6 points of cold damage on a hit. This attack has a range of 180 feet with no range increment.
Staggering Strikes (Ex) An ice yai can strike twice per round with its two slam attacks. A creature struck by more than two of these slam attacks in a round must succeed at a DC 27 Fortitude save or be for 1 round. The save DC is Strength-based.
A staggered creature may take a single move action or standard action each round (but not both, nor can it take full-round actions). A staggered creature can still take free, swift, and immediate actions. A creature with nonlethal damage exactly equal to its current hit points gains the staggered condition.
Stormghost
This menacing creature stands on four pointed legs like those of an insect. A conical head sits atop its humanoid torso.
Cunning hunters, stormghosts prowl lonely arctic tors, so named by their victims for their ability to conjure malignant weather and attack unseen. Stormghosts search constantly for food, tracking animals and intelligent creatures alike, and their appearances vary depending on the season, allowing them to blend into any environment. While stormghosts are thankfully rare, their regeneration mitigates the effects of aging, allowing them to live for more than 2,000 years. A typical stormghost stands 8 feet tall in its regular posture, but can extend its legs to reach up to 14 feet, with its muscled flesh and hardened chitin armor making it weigh roughly 1,500 pounds.
CR 15 XP 51,200 CE Large
Monstrous humanoids are similar to humanoids, but with monstrous or animalistic features. They often have magical abilities as well. A monstrous humanoid has the following traits (unless otherwise noted in a creature’s entry). • Darkvision 60 feet. • Proficient with all simple weapons and any weapons mentioned in its entry. • Proficient with whatever type of armor (light, medium, or heavy) it is described as wearing, as well as all lighter types. Monstrous humanoids not indicated as wearing armor are not proficient with armor. Monstrous humanoids are proficient with shields if they are proficient with any form of armor. • Monstrous humanoids breathe, eat, and sleep. Init +12; Senses , 90 ft., , , , ; Perception +22
All-Around Vision (Ex) This creature sees in all directions at once. It cannot be flanked. Darkvision is the extraordinary ability to see with no light source at all, out to a range specified. Darkvision is black-and-white only (colors cannot be discerned). It does not allow creatures to see anything that they could not see otherwise—invisible objects are still invisible, and illusions are still visible as what they seem to be. Likewise, darkvision subjects a creature to gaze attacks normally. The presence of light does not spoil darkvision. Low-Light Vision (Ex) A creature with low-light vision can see twice as far as a human in starlight, moonlight, torchlight, and similar conditions of dim light. It retains the ability to distinguish color and detail under these conditions. Mistsight (Ex) The monster can see through fog, mist, and murky water as if they were perfectly clear, ignoring the miss chance for these obstructions, up to its normal range of vision. Scent (Ex) Scent allows a creature to detect approaching enemies, sniff out hidden foes, and track by sense of smell. Creatures with the scent ability can identify familiar odors just as humans do familiar sights. The creature can detect opponents within 30 feet by sense of smell. If the opponent is upwind, the range increases to 60 feet; if downwind, it drops to 15 feet. Strong scents, such as smoke or rotting garbage, can be detected at twice the ranges noted above. Overpowering scents, such as skunk musk or troglodyte stench, can be detected at triple normal range. When a creature detects a scent, the exact location of the source is not revealed—only its presence somewhere within range. The creature can take a move action to note the direction of the scent. When the creature is within 5 feet of the source, it pinpoints the source’s location. This does not allow the creature to ignore any miss chance for concealment that would otherwise apply. A creature with the scent ability can follow tracks by smell, making a Wisdom (or Survival) check to find or follow a track. The typical DC for a fresh trail is 10 (no matter what kind of surface holds the scent). This DC increases or decreases depending on how strong the quarry’s odor is, the number of creatures, and the age of the trail. For each hour that the trail is cold, the DC increases by 2. The ability otherwise follows the rules for the Survival skill. Creatures tracking by scent ignore the effects of surface conditions and poor visibility. See in Darkness (Su) This creature can see perfectly in darkness of any kind, including that created by deeper darkness. Aura (5 ft., 2d6 electricity)
DEFENSE AC 30, touch 18, flat-footed 21 (+8 Dex, +1 dodge, +12 natural, –1 size)
hp 212 (17d10+119); 5 (acid)
Regeneration (Ex) Regeneration is an extraordinary ability which makes a creature difficult to kill. Creatures with regeneration heal damage to themselves at a fixed rate, as with fast healing, but they cannot die as long as their regeneration is still functioning, although they still fall unconscious when their hit points are below 0. Certain damage types, typically acid and fire, cause regeneration to stop functioning on the round following the attack. During that round, the creature does not heal damage and can die normally. The creature’s descriptive text identifies the damage types that suppress its regeneration. Attacks that do not deal hit point damage are not healed by regeneration. Regeneration also does not restore hit points lost from starvation, suffocation, or thirst. Regenerating creatures can regrow lost body parts and can reattach severed limbs or body parts if they are brought together within 1 hour of severing. Severed parts that are not reattached wither and die normally. A creature must have a Constitution score to have regeneration. Fort +12, Ref +18, Will +12
disease, electricity, poison; cold 10, fire 10
Immunity (Ex or Su) A creature with immunities takes no damage from listed sources. Immunities can also apply to afflictions, conditions, spells (based on level, save type, or school), and other effects. A creature does not suffer any secondary effects that would normally be triggered by an effect it is immune to. Resistance (Ex) This creature ignores some damage of the indicated type each time it takes damage of that kind, commonly acid, cold, electricity, or fire. The entry indicates the amount and type of damage ignored. Resistance is not immunity, and it applies whether the damage has a mundane or magical source. When resistance completely negates damage from an energy attack, that attack does not disrupt spellcasting. This resistance does not stack with resistance provided by a spell. OFFENSE Speed 50 ft., 30 ft.
A creature with a Climb speed has a +8 racial bonus on all Climb checks. The creature must make a Climb check to climb any wall or slope with a DC higher than 0, but it can always choose to take 10, even if rushed or threatened while climbing. If a creature with a climb speed chooses an accelerated climb, it moves at double its climb speed (or at its land speed, whichever is slower) and makes a single Climb check at a –5 penalty. Such a creature retains its Dexterity bonus to Armor Class (if any) while climbing, and opponents get no special bonus to their attacks against it. It cannot, however, use the run action while climbing. Melee bite +24 (1d8+8), 2 claws +24 (1d8+8/19–20 plus 1d6 electricity)
Space 10 ft.; Reach 5 ft. (10 ft. with claws)
Special Attacks , +3d6,
Sneak Attack If this creature catches an opponent unable to defend itself effectively from its attack, it can strike a vital spot for extra damage. Its attacks deal the listed sneak attack damage any time its target would be denied a Dexterity bonus to AC (whether the target actually has a Dexterity bonus or not), or when this creature flanks its target. Sneak attack damage is precision damage and is not multiplied on a critical hit. Ranged attacks count as sneak attacks only if the target is within 30 feet. With a weapon that deals nonlethal damage (such as a sap, whip, or unarmed strike), this creature can deal nonlethal sneak attack damage instead of lethal damage. It cannot use a weapon that deals lethal damage to deal nonlethal sneak attack damage, even with the usual –4 penalty. This creature must be able to see the target well enough to pick out a vital spot and must be able to reach that spot. It cannot sneak attack a creature with concealment. (CL 11th; concentration +14)
Spell-like abilities are magical and work just like spells (though they are not spells and so have no verbal, somatic, focus, or material components). They go away in an antimagic field and are subject to spell resistance if the spell the ability is based on would be subject to spell resistance. A spell-like ability usually has a limit on how often it can be used. A constant spell-like ability or one that can be used at will has no use limit; unless otherwise stated, a creature can only use a constant spell-like ability on itself. Reactivating a constant spell-like ability is a swift action. Using all other spell-like abilities is a standard action unless noted otherwise, and doing so provokes attacks of opportunity. It is possible to make a concentration check to use a spell-like ability defensively and avoid provoking an attack of opportunity, just as when casting a spell. A spell-like ability can be disrupted just as a spell can be. Spell-like abilities cannot be used to counterspell, nor can they be counterspelled. For creatures with spell-like abilities, a designated caster level determines how difficult it is to dispel their spell-like effects and defines any level-dependent variables (such as range and duration) the abilities might have. The creature’s caster level never affects which spell-like abilities the creature has; sometimes the given caster level is lower than the level a spellcasting character would need to cast the spell of the same name. If no caster level is specified, the caster level is equal to the creature’s Hit Dice. The saving throw (if any) against a spell-like ability is 10 + the level of the spell the ability resembles or duplicates + the creature’s Charisma modifier. Some spell-like abilities duplicate spells that work differently when cast by characters of different classes. A monster’s spell-like abilities are presumed to be the sorcerer/wizard versions. If the spell in question is not a sorcerer/wizard spell, then default to cleric, druid, bard, paladin, and ranger, in that order. At will—alter winds, fog cloud, jump 3/day—deeper darkness, greater invisibility, gust of wind (DC 15), ice storm 1/day—control weather, plague storm (DC 19), sirocco (DC 19)
STATISTICS Str 27, Dex 27, Con 24, Int 11, Wis 14, Cha 16
Base Atk +17; +26; CMD 43 (47 vs. trip)
When performing a combat maneuver, you must use an action appropriate to the maneuver you are attempting to perform. While many combat maneuvers can be performed as part of an attack action, full-attack action, or attack of opportunity (in place of a melee attack), others require a specific action. Unless otherwise noted, performing a combat maneuver provokes an attack of opportunity from the target of the maneuver. If you are hit by the target, you take the damage normally and apply that amount as a penalty to the attack roll to perform the maneuver. If your target is immobilized, unconscious, or otherwise incapacitated, your maneuver automatically succeeds (treat as if you rolled a natural 20 on the attack roll). If your target is stunned, you receive a +4 bonus on your attack roll to perform a combat maneuver against it. When you attempt to perform a combat maneuver, make an attack roll and add your CMB in place of your normal attack bonus. Add any bonuses you currently have on attack rolls due to spells, feats, and other effects. These bonuses must be applicable to the weapon or attack used to perform the maneuver. The DC of this maneuver is your target’s Combat Maneuver Defense. Combat maneuvers are attack rolls, so you must roll for concealment and take any other penalties that would normally apply to an attack roll. If your attack roll equals or exceeds the CMD of the target, your maneuver is a success and has the listed effect. Some maneuvers, such as bull rush, have varying levels of success depending on how much your attack roll exceeds the target’s CMD. Rolling a natural 20 while attempting a combat maneuver is always a success (except when attempting to escape from bonds), while rolling a natural 1 is always a failure. Feats , , , (claws), , , , ,
Acrobatic Steps Whenever you move, you may move through up to 15 feet of difficult terrain each round as if it were normal terrain. The effects of this feat stack with those provided by Nimble Moves (allowing you to move normally through a total of 20 feet of difficult terrain each round). Combat Reflexes You may make a number of additional attacks of opportunity per round equal to your Dexterity bonus. With this feat, you may also make attacks of opportunity while . Normal: A character without this feat can make only one attack of opportunity per round and can’t make attacks of opportunity while . Special: The Combat Reflexes feat does not allow a rogue to use her opportunist ability more than once per round. A creature that has not yet acted during a combat is flat-footed, unable to react normally to the situation. A flat-footed creature cannot take immediate actions and loses their Dexterity bonus to AC and CMD (if any). The creature cannot make attacks of opportunity unless they have the Combat Reflexes feat or Uncanny Dodge class ability. Dodge You gain a +1 dodge bonus to your AC. A condition that makes you lose your Dex bonus to AC also makes you lose the benefits of this feat. Improved Critical (claws) When using the weapon you selected, your threat range is doubled. Special: This effect doesn’t stack with any other effect that expands the threat range of a weapon. Improved Initiative You get a +4 bonus on initiative checks. Mobility You get a +4 dodge bonus to Armor Class against attacks of opportunity caused when you move out of or within a threatened area. A condition that makes you lose your Dexterity bonus to Armor Class (if any) also makes you lose dodge bonuses. Dodge bonuses stack with each other, unlike most types of bonuses. Nimble Moves Whenever you move, you may move through 5 feet of difficult terrain each round as if it were normal terrain. This feat allows you to take a 5-foot step into difficult terrain. Power Attack You can choose to take a –1 penalty on all melee attack rolls and combat maneuver checks to gain a +2 bonus on all melee damage rolls. This bonus to damage is increased by half (+50%) if you are making an attack with a two-handed weapon, a one-handed weapon using two hands, or a primary natural weapon that adds 1-1/2 times your Strength modifier on damage rolls. This bonus to damage is halved (–50%) if you are making an attack with an off-hand weapon or secondary natural weapon. When your base attack bonus reaches +4, and every 4 points thereafter, the penalty increases by –1 and the bonus to damage increases by +2. You must choose to use this feat before making an attack roll, and its effects last until your next turn. The bonus damage does not apply to touch attacks or effects that do not deal hit point damage. Spring Attack As a full-round action, you can move up to your speed and make a single melee attack without provoking any attacks of opportunity from the target of your attack. You can move both before and after the attack, but you must move at least 10 feet before the attack and the total distance that you move cannot be greater than your speed. You cannot use this ability to attack a foe that is adjacent to you at the start of your turn. Normal: You cannot move before and after an attack. Skills Acrobatics +22, Climb +24, Perception +22, Stealth +24 (+28 in icy or snowy areas), Survival +20
Racial Modifiers +4 Stealth in icy or snowy areas
Languages Auran
SQ ECOLOGY Environment cold mountains
Organization solitary
Treasure none
SPECIAL ABILITIES Adaptive Camouflage (Ex) A stormghost’s hide shifts coloration over time to match its environment, granting it +4 racial bonus on Stealth checks within the ranger favored terrain type matching its current terrain. A stormghost moving to a different terrain must stay 1d4 weeks to gain the bonus.
Impaling Leap (Ex) As a standard action, a stormghost can leap onto a target at least one size category smaller than itself and impale the victim. The target suffers 6d8+16 points of piercing damage and is (DC 26 Reflex negates). The stormghost must maintain the pin as normal. foes take impaling leap damage each round. The save DC is Dexterity-based.
A pinned creature is tightly bound and can take few actions. A pinned creature cannot move and is denied its Dexterity bonus. A pinned character also takes an additional –4 penalty to his Armor Class. A pinned creature is limited in the actions that it can take. A pinned creature can always attempt to free itself, usually through a combat maneuver check or Escape Artist check. A pinned creature can take verbal and mental actions, but cannot cast any spells that require a somatic or material component. A pinned character who attempts to cast a spell or use a spell-like ability must make a concentration check (DC 10 + grappler’s CMB + spell level) or lose the spell. Pinned is a more severe version of , and their effects do not stack. A grappled creature is restrained by a creature, trap, or effect. Grappled creatures cannot move and take a –4 penalty to Dexterity. A grappled creature takes a –2 penalty on all attack rolls and combat maneuver checks, except those made to grapple or escape a grapple. In addition, grappled creatures can take no action that requires two hands to perform. A grappled character who attempts to cast a spell or use a spell-like ability must make a concentration check (DC 10 + grappler’s CMB + spell level), or lose the spell. Grappled creatures cannot make attacks of opportunity. A grappled creature cannot use Stealth to hide from the creature grappling it, even if a special ability, such as hide in plain sight, would normally allow it to do so. If a grappled creature becomes invisible, through a spell or other ability, it gains a +2 circumstance bonus on its CMD to avoid being grappled, but receives no other benefit. Static Aura (Su) A stormghost can surround itself with crackling electricity that leaps from its body. All creatures within 5 feet of the stormghost take 2d6 points of electricity damage at the beginning of the stormghost’s turn. A stormghost can suppress or resume this ability as a free action.
Static Blast (Su) As a standard action, a stormghost can focus its static charge into a bolt, releasing it in a 40-foot line that deals 15d6 points of electricity damage. A successful DC 25 Reflex save halves this damage. A stormghost can use its static blast once every 1d4 rounds. The save DC is Constitution-based.
Tundra Blight
This churning mound of snow-like material has several large red eyes and four tentacles tipped with icy stingers.
Tundra blights dwell in the frozen reaches of the world, bringing their freezing domains to borderland settlements Tundra blights are 7 feet across and weight 450 pounds.
CR 16 XP 76,800 NE Medium (, )
An ooze is an amorphous or mutable creature, usually mindless. An ooze has the following traits (unless otherwise noted in a creature’s entry). • Blindsight. • Ooze Traits (Ex) The dedicated ooze traits popup under Immune contains the ooze’s Mindless rules, blindness and sight-based immunities, poison/sleep/paralysis/polymorph/stun immunities, and protection from critical hits, flanking, and precision damage. • Some oozes can inflict acid damage on objects. • Proficient with its natural weapons only. • Proficient with no armor. • Oozes eat and breathe, but do not sleep. Blights are intelligent evil oozes that infect and corrupt an ecosystem. In addition to their ooze traits, blights are immune to acid. • Favored Terrain (Ex) In its favored terrain, a blight gains a +2 bonus on Initiative checks and on Knowledge (geography), Perception, Stealth, and Survival checks, leaves no trail, and cannot be tracked. Outside its favored terrain, it loses cursed domain, rejuvenation, spell-like abilities, and telepathy and becomes staggered. • Cursed Domain (Su) Once per year, a blight can establish a 5-mile-radius cursed domain in its favored terrain. The domain is overwhelmingly evil near its center and gains the terrain hazard specified by the blight’s entry. Remove curse can suppress the domain for a number of hours equal to the caster’s level with a successful caster level check against DC 10 + 1/2 the blight’s Hit Dice + its Charisma modifier; while suppressed, the blight is sickened. Overlapping blight domains do not stack. • Rejuvenation (Su) If slain within its cursed domain, a blight returns in 1d10 days unless remove curse is successfully used on its corpse against DC 10 + its Hit Dice. • Spell-Like Abilities (Sp) While within its domain, a blight can use blight, command plants, dominate monster against animals and magical beasts, greater curse terrain, and hallucinatory terrain once per day, plus the additional spell-like ability in its individual entry. Caster level equals its CR. • Telepathy (Su) It can communicate telepathically with intelligent creatures within its cursed domain. • Vision (Ex) A blight has normal vision through its eyes and blindsight 120 feet. A creature with the cold subtype has immunity to cold and vulnerability to fire. Init +14; Senses 120 ft.; Perception +24
Blindsight (Ex) Using nonvisual senses, such as sensitivity to vibrations, keen smell, acute hearing, or echolocation, a creature with blindsight can maneuver and fight as well as a sighted creature. Invisibility, darkness, and most kinds of concealment are irrelevant, though a creature with blindsight must have line of effect to an object or another creature to discern that object or creature. The ability’s range is specified in the creature’s descriptive text. The creature usually does not need to succeed at Perception checks to notice creatures within range of its blindsight ability. Unless noted otherwise, blindsight is continuous, and the creature doesn’t need to do anything to use it. Some forms of blindsight, however, must be triggered as a free action. If so, this is noted in the creature’s description. If a creature must trigger its blindsight ability, it gains the benefits of blindsight only during its turn. DEFENSE AC 32, touch 21, flat-footed 21 (+10 Dex, +1 dodge, +11 natural)
hp 243 (18d8+162); 15
Fast Healing (Ex) This creature regains hit points swiftly, usually 1 or more per round, as given in the creature’s entry. Except as noted below, fast healing is just like natural healing. Fast healing does not restore hit points lost from starvation, suffocation, or thirst, nor does it allow a creature to regrow lost body parts. Unless otherwise stated, it does not allow lost body parts to be reattached. Fast healing continues to function (even at negative hit points) until a creature dies, at which point the effects of fast healing end immediately. Fort +15, Ref +18, Will +14
Defensive Abilities rejuvenation; acid, cold,
Immunity (Ex or Su) A creature with immunities takes no damage from listed sources. Immunities can also apply to afflictions, conditions, spells (based on level, save type, or school), and other effects. A creature does not suffer any secondary effects that would normally be triggered by an effect it is immune to. Ooze Traits (Ex) • Mindless: No Intelligence score, and immunity to all mind-affecting effects (charms, compulsions, phantasms, patterns, and morale effects). An ooze with an Intelligence score loses this trait. • Blind (but have the blindsight special quality), with immunity to gaze attacks, visual effects, illusions, and other attack forms that rely on sight. • Immunity to poison, sleep effects, paralysis, polymorph, and stunning. • Not subject to critical hits or flanking. Does not take additional damage from precision-based attacks, such as sneak attack. Weaknesses to fire
Vulnerability (Ex) A creature with vulnerabilities takes half again as much damage (+50%) from a specific energy type, regardless of whether a saving throw is allowed or if the save is a success or failure. Creatures with a vulnerability that is not an energy type instead take a –4 penalty on saves against spells and effects that cause or use the listed vulnerability (such as spells with the light descriptor). Some creatures might suffer additional effects, as noted in their descriptions. OFFENSE Speed 30 ft., 30 ft. (snow and ice only), 30 ft.
A creature with a Burrow speed can tunnel through dirt, but not through rock unless the descriptive text says otherwise. Creatures cannot charge or run while burrowing. Most burrowing creatures do not leave behind tunnels other creatures can use (either because the material they tunnel through fills in behind them or because they do not actually dislocate any material when burrowing). A creature with a Climb speed has a +8 racial bonus on all Climb checks. The creature must make a Climb check to climb any wall or slope with a DC higher than 0, but it can always choose to take 10, even if rushed or threatened while climbing. If a creature with a climb speed chooses an accelerated climb, it moves at double its climb speed (or at its land speed, whichever is slower) and makes a single Climb check at a –5 penalty. Such a creature retains its Dexterity bonus to Armor Class (if any) while climbing, and opponents get no special bonus to their attacks against it. It cannot, however, use the run action while climbing. Melee 4 stings +26 (1d8+13 plus 1d6 cold and curse)
Space 5 ft.; Reach 15 ft.
Special Attacks , ,
(CL 16th; concentration +23)
Spell-like abilities are magical and work just like spells (though they are not spells and so have no verbal, somatic, focus, or material components). They go away in an antimagic field and are subject to spell resistance if the spell the ability is based on would be subject to spell resistance. A spell-like ability usually has a limit on how often it can be used. A constant spell-like ability or one that can be used at will has no use limit; unless otherwise stated, a creature can only use a constant spell-like ability on itself. Reactivating a constant spell-like ability is a swift action. Using all other spell-like abilities is a standard action unless noted otherwise, and doing so provokes attacks of opportunity. It is possible to make a concentration check to use a spell-like ability defensively and avoid provoking an attack of opportunity, just as when casting a spell. A spell-like ability can be disrupted just as a spell can be. Spell-like abilities cannot be used to counterspell, nor can they be counterspelled. For creatures with spell-like abilities, a designated caster level determines how difficult it is to dispel their spell-like effects and defines any level-dependent variables (such as range and duration) the abilities might have. The creature’s caster level never affects which spell-like abilities the creature has; sometimes the given caster level is lower than the level a spellcasting character would need to cast the spell of the same name. If no caster level is specified, the caster level is equal to the creature’s Hit Dice. The saving throw (if any) against a spell-like ability is 10 + the level of the spell the ability resembles or duplicates + the creature’s Charisma modifier. Some spell-like abilities duplicate spells that work differently when cast by characters of different classes. A monster’s spell-like abilities are presumed to be the sorcerer/wizard versions. If the spell in question is not a sorcerer/wizard spell, then default to cleric, druid, bard, paladin, and ranger, in that order. 1/day—blight (DC 22), command plants (DC 21), cone of cold (DC 22), dominate monster (animals and magical beasts only, DC 26), greater curse terrain, hallucinatory terrain (DC 21)
STATISTICS Str 36, Dex 30, Con 29, Int 17, Wis 23, Cha 24
Base Atk +13; +26; CMD 47 (can’t be tripped)
When performing a combat maneuver, you must use an action appropriate to the maneuver you are attempting to perform. While many combat maneuvers can be performed as part of an attack action, full-attack action, or attack of opportunity (in place of a melee attack), others require a specific action. Unless otherwise noted, performing a combat maneuver provokes an attack of opportunity from the target of the maneuver. If you are hit by the target, you take the damage normally and apply that amount as a penalty to the attack roll to perform the maneuver. If your target is immobilized, unconscious, or otherwise incapacitated, your maneuver automatically succeeds (treat as if you rolled a natural 20 on the attack roll). If your target is stunned, you receive a +4 bonus on your attack roll to perform a combat maneuver against it. When you attempt to perform a combat maneuver, make an attack roll and add your CMB in place of your normal attack bonus. Add any bonuses you currently have on attack rolls due to spells, feats, and other effects. These bonuses must be applicable to the weapon or attack used to perform the maneuver. The DC of this maneuver is your target’s Combat Maneuver Defense. Combat maneuvers are attack rolls, so you must roll for concealment and take any other penalties that would normally apply to an attack roll. If your attack roll equals or exceeds the CMD of the target, your maneuver is a success and has the listed effect. Some maneuvers, such as bull rush, have varying levels of success depending on how much your attack roll exceeds the target’s CMD. Rolling a natural 20 while attempting a combat maneuver is always a success (except when attempting to escape from bonds), while rolling a natural 1 is always a failure. Feats , , , , , , , ,
Combat Expertise You can choose to take a –1 penalty on melee attack rolls and combat maneuver checks to gain a +1 dodge bonus to your Armor Class. When your base attack bonus reaches +4, and every +4 thereafter, the penalty increases by –1 and the dodge bonus increases by +1. You can only choose to use this feat when you declare that you are making an attack or a full-attack action with a melee weapon. The effects of this feat last until your next turn. Combat Reflexes You may make a number of additional attacks of opportunity per round equal to your Dexterity bonus. With this feat, you may also make attacks of opportunity while . Normal: A character without this feat can make only one attack of opportunity per round and can’t make attacks of opportunity while . Special: The Combat Reflexes feat does not allow a rogue to use her opportunist ability more than once per round. A creature that has not yet acted during a combat is flat-footed, unable to react normally to the situation. A flat-footed creature cannot take immediate actions and loses their Dexterity bonus to AC and CMD (if any). The creature cannot make attacks of opportunity unless they have the Combat Reflexes feat or Uncanny Dodge class ability. Dodge You gain a +1 dodge bonus to your AC. A condition that makes you lose your Dex bonus to AC also makes you lose the benefits of this feat. Improved Initiative You get a +4 bonus on initiative checks. Iron Will You get a +2 bonus on all Will saving throws. Lightning Reflexes You get a +2 bonus on all Reflex saving throws. Mobility You get a +4 dodge bonus to Armor Class against attacks of opportunity caused when you move out of or within a threatened area. A condition that makes you lose your Dexterity bonus to Armor Class (if any) also makes you lose dodge bonuses. Dodge bonuses stack with each other, unlike most types of bonuses. Power Attack You can choose to take a –1 penalty on all melee attack rolls and combat maneuver checks to gain a +2 bonus on all melee damage rolls. This bonus to damage is increased by half (+50%) if you are making an attack with a two-handed weapon, a one-handed weapon using two hands, or a primary natural weapon that adds 1-1/2 times your Strength modifier on damage rolls. This bonus to damage is halved (–50%) if you are making an attack with an off-hand weapon or secondary natural weapon. When your base attack bonus reaches +4, and every 4 points thereafter, the penalty increases by –1 and the bonus to damage increases by +2. You must choose to use this feat before making an attack roll, and its effects last until your next turn. The bonus damage does not apply to touch attacks or effects that do not deal hit point damage. Spring Attack As a full-round action, you can move up to your speed and make a single melee attack without provoking any attacks of opportunity from the target of your attack. You can move both before and after the attack, but you must move at least 10 feet before the attack and the total distance that you move cannot be greater than your speed. You cannot use this ability to attack a foe that is adjacent to you at the start of your turn. Normal: You cannot move before and after an attack. Skills Climb +39, Intimidate +25, Knowledge (geography) +21, Perception +24, Stealth +28 (+36 in ice or snow)
Racial Modifiers +8 Stealth in ice or snow
Languages Aklo, Auran; domain
Telepathy (Su) This creature can mentally communicate with any other creature within a certain range (specified in the creature’s entry, usually 100 feet) that has a language. It is possible to address multiple creatures at once telepathically, although maintaining a telepathic conversation with more than one creature at a time is just as difficult as simultaneously speaking and listening to multiple people at the same time. SQ cursed domain, favored terrain (cold),
ECOLOGY Environment cold plains or glaciers
Organization solitary
Treasure standard
SPECIAL ABILITIES Creeping Cold (Su) A tundra blight’s stings deal an additional 1d6 points of cold damage. In addition, this cold clings to the target and continues to deal an additional 1d6 points of cold damage each round at the start of the affected creature’s turn. This creeping cold effect can be stopped by a successful DC 15 Heal check or through the application of any magical healing. This additional cold damage does not stack with multiple stings.
Curse of Winter (Su) A creature struck by a tundra blight’s sting attack must succeed at a DC 26 Will save or gain vulnerability to cold. Creatures immune to cold damage that fail this save do not become vulnerable, but are instead no longer immune to cold (they cannot then be made vulnerable to cold from this curse, as its effects do not stack in this manner). This curse persists until it is removed. This is a cold curse effect. The save DC is Charisma-based.
Frozen Domain (Su) A tundra blight’s domain is always treated as being one category colder than the region would otherwise dictate. If a region is normally treated as extreme cold, it deals 1d6 points of lethal damage per round of exposure instead of per minute. Anyone attempting a saving throw against the effects of these cold temperatures or a saving throw against cold effects takes a –4 penalty on the save within a tundra blight’s frozen domain. When a character attempts to cast any spell with the fire descriptor in this domain, she must succeed at a DC 30 caster level check or the spell is negated when it is cast.
Icewalking (Ex) A tundra blight can navigate icy surfaces as if under the effect of spider climb. It can move across icy surfaces without penalty and does not need to attempt Acrobatics checks to run or charge on ice.
Ice Linnorm
A snake-like, dragon-headed monster of tremendous size rises up, drifts of snow and ice tumbling from its coiling flanks.
The ice linnorm dwells amid glacial crevasses and atop wind-blasted mountain peaks—tales speak of climbers unwittingly clambering over the flanks of a particularly immense ice linnorm coiled around a mountain, only to find death at its furious fangs and claws at the summit of their goal. During the fiercest winters, ice linnorms are said to slither down to the lowlands to eat entire villages. An ice linnorm is 90 feet long and weighs 18,000 pounds.
CR 17 XP 102,400 CE Colossal
A dragon is a reptile-like creature, usually winged, with magical or unusual abilities. A dragon possesses the following traits (unless otherwise noted in a creature’s entry). • Darkvision 60 feet and low-light vision. • Immunity to magic sleep effects and paralysis effects. • Proficient with its natural weapons only unless humanoid in form (or capable of assuming humanoid form), in which case proficient with all simple weapons and any weapons mentioned in its entry. • Proficient with no armor. • Dragons breathe, eat, and sleep. Init +10; Senses 120 ft., , , true seeing; Perception +26
Darkvision is the extraordinary ability to see with no light source at all, out to a range specified. Darkvision is black-and-white only (colors cannot be discerned). It does not allow creatures to see anything that they could not see otherwise—invisible objects are still invisible, and illusions are still visible as what they seem to be. Likewise, darkvision subjects a creature to gaze attacks normally. The presence of light does not spoil darkvision. Low-Light Vision (Ex) A creature with low-light vision can see twice as far as a human in starlight, moonlight, torchlight, and similar conditions of dim light. It retains the ability to distinguish color and detail under these conditions. Scent (Ex) Scent allows a creature to detect approaching enemies, sniff out hidden foes, and track by sense of smell. Creatures with the scent ability can identify familiar odors just as humans do familiar sights. The creature can detect opponents within 30 feet by sense of smell. If the opponent is upwind, the range increases to 60 feet; if downwind, it drops to 15 feet. Strong scents, such as smoke or rotting garbage, can be detected at twice the ranges noted above. Overpowering scents, such as skunk musk or troglodyte stench, can be detected at triple normal range. When a creature detects a scent, the exact location of the source is not revealed—only its presence somewhere within range. The creature can take a move action to note the direction of the scent. When the creature is within 5 feet of the source, it pinpoints the source’s location. This does not allow the creature to ignore any miss chance for concealment that would otherwise apply. A creature with the scent ability can follow tracks by smell, making a Wisdom (or Survival) check to find or follow a track. The typical DC for a fresh trail is 10 (no matter what kind of surface holds the scent). This DC increases or decreases depending on how strong the quarry’s odor is, the number of creatures, and the age of the trail. For each hour that the trail is cold, the DC increases by 2. The ability otherwise follows the rules for the Survival skill. Creatures tracking by scent ignore the effects of surface conditions and poor visibility. DEFENSE AC 32, touch 8, flat-footed 26 (+6 Dex, +24 natural, –8 size)
hp 279 (18d12+162); 10 (cold iron)
Regeneration (Ex) Regeneration is an extraordinary ability which makes a creature difficult to kill. Creatures with regeneration heal damage to themselves at a fixed rate, as with fast healing, but they cannot die as long as their regeneration is still functioning, although they still fall unconscious when their hit points are below 0. Certain damage types, typically acid and fire, cause regeneration to stop functioning on the round following the attack. During that round, the creature does not heal damage and can die normally. The creature’s descriptive text identifies the damage types that suppress its regeneration. Attacks that do not deal hit point damage are not healed by regeneration. Regeneration also does not restore hit points lost from starvation, suffocation, or thirst. Regenerating creatures can regrow lost body parts and can reattach severed limbs or body parts if they are brought together within 1 hour of severing. Severed parts that are not reattached wither and die normally. A creature must have a Constitution score to have regeneration. Fort +20, Ref +19, Will +16
Defensive Abilities ; 15/cold iron; cold, curse effects, mind-affecting effects, paralysis, poison, sleep; 28
Damage Reduction (Ex or Su) The creature ignores damage from most weapons and natural attacks. Wounds heal immediately, or the weapon bounces off harmlessly; in either case, the opponent knows the attack was ineffective. The creature takes normal damage from energy attacks, including nonmagical ones, spells, spell-like abilities, and supernatural abilities. A certain kind of weapon can sometimes damage the creature normally, as described below. The entry indicates the amount of damage ignored, usually 5 to 15 points, and the type of weapon that negates the ability. Some monsters are vulnerable to bludgeoning, piercing, or slashing damage. Others are vulnerable to materials such as adamantine, cold iron, or silver. Attacks from weapons that are not the correct type or material have their damage reduced, although a high enhancement bonus can overcome some forms of damage reduction. Whenever damage reduction completely negates the damage from an attack, it also negates most special effects that accompany the attack, such as injury poison, injury disease, and effects delivered only when the attack deals damage. Damage reduction does not negate touch attacks, energy damage dealt along with an attack, or energy drain, and it does not affect poisons or diseases delivered by contact, ingestion, or inhalation. If damage reduction completely negates an attack’s damage, that attack does not disrupt a spell being cast. Damage reduction does not stack with itself. When a creature has more than one form, apply the single form that gives the greatest reduction against the attack; the attacker must overcome only the qualities required by the form being applied. Some monsters are vulnerable to magic weapons. A weapon with at least a +1 magical enhancement bonus on attack and damage rolls overcomes this damage reduction; the +1 attack bonus from a masterwork weapon does not count as a magical enhancement bonus. Such creatures’ natural weapons, but not their attacks with manufactured weapons, are treated as magic weapons for overcoming damage reduction. Ammunition fired from a projectile weapon with at least a +1 enhancement bonus is treated as magic for overcoming damage reduction. A few powerful monsters are vulnerable only to epic weapons—magic weapons with at least a +6 enhancement bonus. Such creatures’ natural weapons are also treated as epic weapons for overcoming damage reduction. Some monsters are vulnerable to chaotic-, evil-, good-, or lawful-aligned weapons. When a cleric casts align weapon, affected weapons might gain one or more of these properties; certain magic weapons also have them. A creature with a chaotic, evil, good, or lawful alignment subtype overcomes matching damage reduction with its natural weapons and wielded weapons as though those attacks had the alignment or alignments matching its subtype. Ammunition fired from an aligned projectile weapon is treated as having that alignment for overcoming damage reduction. A weapon with a +3 enhancement bonus overcomes damage reduction as though it were made of cold iron and silver. A weapon with a +4 enhancement bonus also overcomes damage reduction as though it were adamantine, but this does not allow it to ignore hardness. A weapon with a +5 enhancement bonus also overcomes alignment-based damage reduction. These equivalences are cumulative with the weapon’s actual material and alignment qualities. When a damage reduction entry has a — after the slash, no weapon negates it. If either of two listed attack types can overcome the reduction, a weapon that deals either type does so. If a listed combination is required, the weapon must have every listed type or quality; a weapon with only one remains subject to the damage reduction. Immunity (Ex or Su) A creature with immunities takes no damage from listed sources. Immunities can also apply to afflictions, conditions, spells (based on level, save type, or school), and other effects. A creature does not suffer any secondary effects that would normally be triggered by an effect it is immune to. A creature with Spell Resistance has the extraordinary ability to avoid the effects of spells and spell-like abilities that directly affect it. To determine if a spell or spell-like ability works against a creature with spell resistance, the caster must make a caster level check (1d20 + caster level). If the result equals or exceeds the creature’s spell resistance, the spell works normally, although the creature is still allowed a saving throw. Freedom of Movement (Su) A protean has continuous freedom of movement, as per the spell. OFFENSE Speed 40 ft., 40 ft., 100 ft. (average), 40 ft.
A creature with a Climb speed has a +8 racial bonus on all Climb checks. The creature must make a Climb check to climb any wall or slope with a DC higher than 0, but it can always choose to take 10, even if rushed or threatened while climbing. If a creature with a climb speed chooses an accelerated climb, it moves at double its climb speed (or at its land speed, whichever is slower) and makes a single Climb check at a –5 penalty. Such a creature retains its Dexterity bonus to Armor Class (if any) while climbing, and opponents get no special bonus to their attacks against it. It cannot, however, use the run action while climbing. A creature with a Fly speed can cease or resume flight as a free action on its turn. Without making a check, a flying creature can remain flying at the end of its turn so long as it moves a distance greater than half its speed. It can also turn up to 45 degrees during its turn by sacrificing 5 feet of movement, can rise at half speed at an angle of 45 degrees (ignoring the penalty for diagonal movement), and can descend at any angle at normal speed. At the beginning of its turn, a flying creature can move in a different direction than it did previously without needing a Fly check. A creature with a natural fly speed receives a bonus (or penalty) on Fly skill checks depending on its maneuverability: • Clumsy –8 • Poor –4 • Average +0 • Good +4 • Perfect +8 Creatures without a maneuverability rating are assumed to have average maneuverability and take no penalty on Fly checks. These modifiers are already included in the creature’s stat block. A creature with a Swim speed can move through water at its indicated speed without making Swim checks. It gains a +8 racial bonus on any Swim check to perform a special action or avoid a hazard. The creature can always choose to take 10 on a Swim check, even if distracted or endangered when swimming. Such a creature can use the run action while swimming, provided that it swims in a straight line. Melee bite +24 (3d8+14/19–20 plus ), 2 claws +24 (2d6+14), tail +19 (3d6+7 plus )
Grab (Ex) If this creature hits with the indicated attack, it deals normal damage and attempts to start a as a free action without provoking an attack of opportunity. The creature has the option to conduct the grapple normally, or simply use the part of its body it used in the grab to hold the opponent. If it chooses to do the latter, it takes a –20 penalty on its CMB check to make and maintain the grapple, but does not gain the grappled condition itself. A successful hold does not deal any extra damage unless the creature also has the constrict special attack. If the creature does not constrict, each successful grapple check it makes during successive rounds automatically deals the damage indicated for the attack that established the hold. Otherwise, it deals constriction damage as well (the amount is given in the creature’s descriptive text). Creatures with the grab special attack receive a +4 bonus on combat maneuver checks made to start and maintain a grapple. Unless otherwise noted, grab can only be used against targets of a size equal to or smaller than the creature with this ability. If the creature can use grab on creatures of other sizes, it is noted in the creature’s Special Attacks line. A grappled creature is restrained by a creature, trap, or effect. Grappled creatures cannot move and take a –4 penalty to Dexterity. A grappled creature takes a –2 penalty on all attack rolls and combat maneuver checks, except those made to grapple or escape a grapple. In addition, grappled creatures can take no action that requires two hands to perform. A grappled character who attempts to cast a spell or use a spell-like ability must make a concentration check (DC 10 + grappler’s CMB + spell level), or lose the spell. Grappled creatures cannot make attacks of opportunity. A grappled creature cannot use Stealth to hide from the creature grappling it, even if a special ability, such as hide in plain sight, would normally allow it to do so. If a grappled creature becomes invisible, through a spell or other ability, it gains a +2 circumstance bonus on its CMD to avoid being grappled, but receives no other benefit. Poison (Ex or Su) This creature can deliver poison by the method specified in its entry. The entry gives the poison’s save, frequency, effect, and cure. When no other formula is given, the save is usually Fortitude DC 10 + 1/2 the creature’s racial Hit Dice + its Constitution modifier. Neutralize poison and similar effects remove poison normally. Space 30 ft.; Reach 30 ft.
Special Attacks , (tail, 3d6+21),
Breath Weapon (Su) This creature has the ability to exhale a cone, line, or cloud of energy or other magical effect. A breath weapon attack usually deals damage and is often based on some type of energy. Breath weapons allow a Reflex save for half damage (DC 10 + 1/2 breathing creature’s racial HD + Con modifier; the exact DC is given in the creature’s descriptive text). A creature is immune to its own breath weapon unless otherwise noted. Some breath weapons allow a Fortitude save or a Will save instead of a Reflex save. Each breath weapon also specifies how often it can be used, including any per-day limit. Constrict (Ex) This creature can crush an opponent when it makes a successful check, dealing bludgeoning damage in addition to any other effects caused by a successful check, including additional damage. The amount of damage is given in the creature’s entry and is typically equal to the amount of damage caused by the creature’s melee attack. A grappled creature is restrained by a creature, trap, or effect. Grappled creatures cannot move and take a –4 penalty to Dexterity. A grappled creature takes a –2 penalty on all attack rolls and combat maneuver checks, except those made to grapple or escape a grapple. In addition, grappled creatures can take no action that requires two hands to perform. A grappled character who attempts to cast a spell or use a spell-like ability must make a concentration check (DC 10 + grappler’s CMB + spell level), or lose the spell. Grappled creatures cannot make attacks of opportunity. A grappled creature cannot use Stealth to hide from the creature grappling it, even if a special ability, such as hide in plain sight, would normally allow it to do so. If a grappled creature becomes invisible, through a spell or other ability, it gains a +2 circumstance bonus on its CMD to avoid being grappled, but receives no other benefit. STATISTICS Str 38, Dex 22, Con 29, Int 5, Wis 20, Cha 23
Base Atk +18; +40 (+44 grapple); CMD 56 (can’t be tripped)
When performing a combat maneuver, you must use an action appropriate to the maneuver you are attempting to perform. While many combat maneuvers can be performed as part of an attack action, full-attack action, or attack of opportunity (in place of a melee attack), others require a specific action. Unless otherwise noted, performing a combat maneuver provokes an attack of opportunity from the target of the maneuver. If you are hit by the target, you take the damage normally and apply that amount as a penalty to the attack roll to perform the maneuver. If your target is immobilized, unconscious, or otherwise incapacitated, your maneuver automatically succeeds (treat as if you rolled a natural 20 on the attack roll). If your target is stunned, you receive a +4 bonus on your attack roll to perform a combat maneuver against it. When you attempt to perform a combat maneuver, make an attack roll and add your CMB in place of your normal attack bonus. Add any bonuses you currently have on attack rolls due to spells, feats, and other effects. These bonuses must be applicable to the weapon or attack used to perform the maneuver. The DC of this maneuver is your target’s Combat Maneuver Defense. Combat maneuvers are attack rolls, so you must roll for concealment and take any other penalties that would normally apply to an attack roll. If your attack roll equals or exceeds the CMD of the target, your maneuver is a success and has the listed effect. Some maneuvers, such as bull rush, have varying levels of success depending on how much your attack roll exceeds the target’s CMD. Rolling a natural 20 while attempting a combat maneuver is always a success (except when attempting to escape from bonds), while rolling a natural 1 is always a failure. Feats , , , (bite), , , , ,
Blind-Fight In melee, every time you miss because of concealment (see Combat), you can reroll your miss chance percentile roll one time to see if you actually hit. An attacker gets no advantages related to hitting you in melee. That is, you don’t lose your Dexterity bonus to Armor Class, and the attacker doesn’t get the usual +2 bonus for being . The attacker’s bonuses do still apply for ranged attacks, however. You do not need to make Acrobatics skill checks to move at full speed while . Normal: Regular attack roll modifiers for attackers trying to hit you apply, and you lose your Dexterity bonus to AC. The speed reduction for darkness and poor visibility also applies. Special: The Blind-Fight feat is of no use against a character who is the subject of a blink spell. Invisible creatures are visually undetectable. An invisible creature gains a +2 bonus on attack rolls against sighted opponents, and ignores its opponents’ Dexterity bonuses to AC (if any).
The ability to move about unseen is not foolproof. While they can’t be seen, invisible creatures can be heard, smelled, or felt. Invisibility makes a creature undetectable by vision, including darkvision.
Invisibility does not, by itself, make a creature immune to critical hits, but it does make the creature immune to extra damage from being a ranger’s favored enemy and from sneak attacks.
A creature can generally notice the presence of an active invisible creature within 30 feet with a DC 20 Perception check. The observer gains a hunch that “something’s there” but can’t see it or target it accurately with an attack. It’s practically impossible (+20 DC) to pinpoint an invisible creature’s location with a Perception check. Even once a character has pinpointed the square that contains an invisible creature, the creature still benefits from total concealment (50% miss chance). There are a number of modifiers that can be applied to this DC if the invisible creature is moving or engaged in a noisy activity.
• In combat or speaking –20
• Moving at half speed –5
• Moving at full speed –10
• Running or charging –20
• Not moving +20
• Using Stealth: Stealth check +20
• Some distance away +1 per 10 feet
• Behind an obstacle (door) +5
• Behind an obstacle (stone wall) +15
A creature can grope about to find an invisible creature. A character can make a touch attack with his hands or a weapon into two adjacent 5-foot squares using a standard action. If an invisible target is in the designated area, there is a 50% miss chance on the touch attack. If successful, the groping character deals no damage but has successfully pinpointed the invisible creature’s current location. If the invisible creature moves, its location, obviously, is once again unknown.
If an invisible creature strikes a character, the character struck knows the location of the creature that struck him (until, of course, the invisible creature moves). The only exception is if the invisible creature has a reach greater than 5 feet. In this case, the struck character knows the general location of the creature but has not pinpointed the exact location.
If a character tries to attack an invisible creature whose location he has pinpointed, he attacks normally, but the invisible creature still benefits from full concealment (and thus a 50% miss chance). A particularly large and slow invisible creature might get a smaller miss chance.
If a character tries to attack an invisible creature whose location he has not pinpointed, have the player choose the space where the character will direct the attack. If the invisible creature is there, conduct the attack normally. If the enemy’s not there, roll the miss chance as if it were there and tell him that the character has missed, regardless of the result. That way the player doesn’t know whether the attack missed because the enemy’s not there or because you successfully rolled the miss chance.
If an invisible character picks up a visible object, the object remains visible. An invisible creature can pick up a small visible item and hide it on his person (tucked in a pocket or behind a cloak) and render it effectively invisible. One could coat an invisible object with flour to at least keep track of its position (until the flour falls off or blows away).
Invisible creatures leave tracks. They can be tracked normally. Footprints in sand, mud, or other soft surfaces can give enemies clues to an invisible creature’s location.
An invisible creature in the water displaces water, revealing its location. The invisible creature, however, is still hard to see and benefits from concealment (20% miss chance).
A creature with the scent ability can detect an invisible creature as it would a visible one.
A creature with the Blind-Fight feat has a better chance to hit an invisible creature. Roll the miss chance twice, and he misses only if both rolls indicate a miss. (Alternatively, make one 25% miss chance roll rather than two 50% miss chance rolls.)
A creature with blindsight can attack (and otherwise interact with) creatures regardless of invisibility.
An invisible burning torch still gives off light, as does an invisible object with a light or similar spell cast upon it.
Ethereal creatures are invisible. Since ethereal creatures are not materially present, Perception checks, scent, Blind-Fight, and blindsight don’t help locate them. Incorporeal creatures are often invisible. Scent, Blind-Fight, and blindsight don’t help creatures find or attack invisible, incorporeal creatures, but Perception checks can help.
Invisible creatures cannot use gaze attacks.
Invisibility does not thwart divination spells.
Since some creatures can detect or even see invisible creatures, it is helpful to be able to hide even when invisible. A blinded creature cannot see. It takes a –2 penalty to Armor Class, loses its Dexterity bonus to AC (if any), and takes a –4 penalty on most Strength– and Dexterity-based skill checks and on opposed Perception skill checks. All checks and activities that rely on vision (such as reading and Perception checks based on sight) automatically fail. All opponents are considered to have total concealment (50% miss chance) against the blinded character. Blinded creatures must make a DC 10 Acrobatics skill check to move faster than half speed. Creatures that fail this check fall prone. Characters who remain blinded for a long time grow accustomed to these drawbacks and can overcome some of them. Combat Reflexes You may make a number of additional attacks of opportunity per round equal to your Dexterity bonus. With this feat, you may also make attacks of opportunity while . Normal: A character without this feat can make only one attack of opportunity per round and can’t make attacks of opportunity while . Special: The Combat Reflexes feat does not allow a rogue to use her opportunist ability more than once per round. A creature that has not yet acted during a combat is flat-footed, unable to react normally to the situation. A flat-footed creature cannot take immediate actions and loses their Dexterity bonus to AC and CMD (if any). The creature cannot make attacks of opportunity unless they have the Combat Reflexes feat or Uncanny Dodge class ability. Improved Bull Rush You do not provoke an attack of opportunity when performing a bull rush combat maneuver. In addition, you receive a +2 bonus on checks made to bull rush a foe. You also receive a +2 bonus to your Combat Maneuver Defense whenever an opponent tries to bull rush you. Normal: You provoke an attack of opportunity when performing a bull rush combat maneuver. Improved Critical (bite) When using the weapon you selected, your threat range is doubled. Special: This effect doesn’t stack with any other effect that expands the threat range of a weapon. Improved Initiative You get a +4 bonus on initiative checks. Improved Vital Strike When you use the attack action, you can make one attack at your highest base attack bonus that deals additional damage. Roll the weapon’s damage dice for the attack three times and add the results together before adding bonuses from Strength, weapon abilities (such as flaming), precision-based damage, and other damage bonuses. These extra weapon damage dice are not multiplied on a critical hit, but are added to the total. Lightning Reflexes You get a +2 bonus on all Reflex saving throws. Power Attack You can choose to take a –1 penalty on all melee attack rolls and combat maneuver checks to gain a +2 bonus on all melee damage rolls. This bonus to damage is increased by half (+50%) if you are making an attack with a two-handed weapon, a one-handed weapon using two hands, or a primary natural weapon that adds 1-1/2 times your Strength modifier on damage rolls. This bonus to damage is halved (–50%) if you are making an attack with an off-hand weapon or secondary natural weapon. When your base attack bonus reaches +4, and every 4 points thereafter, the penalty increases by –1 and the bonus to damage increases by +2. You must choose to use this feat before making an attack roll, and its effects last until your next turn. The bonus damage does not apply to touch attacks or effects that do not deal hit point damage. Vital Strike When you use the attack action, you can make one attack at your highest base attack bonus that deals additional damage. Roll the weapon’s damage dice for the attack twice and add the results together before adding bonuses from Strength, weapon abilities (such as flaming), precision-based damage, and other damage bonuses. These extra weapon damage dice are not multiplied on a critical hit, but are added to the total. Skills Climb +43, Fly +19, Perception +26, Swim +22
Languages Aklo, Draconic, Sylvan
ECOLOGY Environment cold hills and mountains
Organization solitary
Treasure triple
SPECIAL ABILITIES Breath Weapon (Su) Once every 1d4 rounds as a standard action, an ice linnorm can expel a 60-foot cone of freezing, viscous ooze, dealing 18d8 points of cold damage to all creatures struck (Reflex DC 28 halves). The freezing ooze clings to those struck, and 1 round later the ooze hardens into thick sheets of ice. Creatures that were damaged are frozen motionless unless they can break free with a DC 25 Strength, Escape Artist, or combat maneuver check. Each round a creature remains frozen it takes 1d6 points of cold damage. Another creature can free a frozen target by tearing away the ice (this takes 1d4 rounds) or dealing at least 20 points of fire damage to the frozen target. Left unattended, the ice crumbles away in 2d4 rounds on its own. Creatures with the fire subtype cannot be frozen in place by this breath weapon. Flying creatures that don’t have supernatural flight fall if frozen, and swimming creatures that are frozen rise toward the surface of the water at a speed of 60 feet per round. The save DC is Constitution-based.
Death Curse (Su) When a creature slays an ice linnorm, the slayer is affected by the curse of frost. Curse of Frost: save Will DC 25; effect creature gains vulnerability to cold. The save DC is Charisma-based.
Freedom of Movement (Ex) An ice linnorm is under the constant effect of freedom of movement, as per the spell of the same name. This effect cannot be dispelled.
Poison (Su) Bite—injury; save Fort DC 28; frequency 1/round for 10 rounds; effect 4d6 cold damage and 1d6 Con drain; cure 3 consecutive saves. The save DC is Constitution-based.
True Seeing (Ex) An ice linnorm has true seeing, as the spell of the same name. This effect cannot be dispelled.
Rune Giant
This giant’s skin is black and pitted, like roughly cast iron, and etched with glowing red runes.
Magically crafted and crossbred from taiga and fire giant slaves by ancient wizards, rune giants are anathema to their own kind. Given power to command and magically control other giants, the rune giants themselves served their even more powerful masters, and in so doing granted ancient empires armies of giants to command. In the eons since these ancient empires collapsed, rune giants have persisted as a race of their own, little more than bogeymen, horrors whispered of late at night by superstitious giants. Rune giants’ charcoal flesh is decorated by dozens of runes—manifestations of their eldritch powers. Rune giants are 40 feet tall and weigh 25,000 pounds.
CR 17 XP 102,400 LE Gargantuan ()
A humanoid usually has two arms, two legs, and one head, or a human-like torso, arms, and a head. Humanoids have few or no supernatural or extraordinary abilities, but most can speak and usually have well-developed societies. They are usually Small or Medium (with the exception of giants). Every humanoid creature also has a specific subtype to match its race, such as human, giant, goblinoid, reptilian, or tengu. A humanoid possesses the following traits (unless otherwise noted in a creature’s entry). • Proficient with all simple weapons, or by character class. • Proficient with whatever type of armor (light, medium, or heavy) it is described as wearing, or by character class. If a humanoid does not have a class and wears armor, it is proficient with that type of armor and all lighter types. Humanoids not indicated as wearing armor are not proficient with armor. Humanoids are proficient with shields if they are proficient with any form of armor. • Humanoids breathe, eat, and sleep. A giant is a humanoid creature of great strength, usually Large or larger. Giants have racial Hit Dice rather than substituting those Hit Dice for class levels, possess low-light vision, and treat Intimidate and Perception as class skills. Init +0; Senses ; Perception +29
Low-Light Vision (Ex) A creature with low-light vision can see twice as far as a human in starlight, moonlight, torchlight, and similar conditions of dim light. It retains the ability to distinguish color and detail under these conditions. DEFENSE AC 30, touch 6, flat-footed 30 (+9 armor, +15 natural, –4 size)
hp 270 (20d8+180)
Fort +15, Ref +6, Will +20
cold, electricity, fire
Immunity (Ex or Su) A creature with immunities takes no damage from listed sources. Immunities can also apply to afflictions, conditions, spells (based on level, save type, or school), and other effects. A creature does not suffer any secondary effects that would normally be triggered by an effect it is immune to. OFFENSE Speed 35 ft. (50 ft. without armor); air walk Melee mwk longsword +27/+22/+17 (4d6+22/17–20) or 2 slams +26 (2d6+15)
Ranged mwk spear +12/+7/+2 (4d6+15/×3)
Space 20 ft.; Reach 20 ft.
Special Attacks , ,
(CL 20th; concentration +24)
Spell-like abilities are magical and work just like spells (though they are not spells and so have no verbal, somatic, focus, or material components). They go away in an antimagic field and are subject to spell resistance if the spell the ability is based on would be subject to spell resistance. A spell-like ability usually has a limit on how often it can be used. A constant spell-like ability or one that can be used at will has no use limit; unless otherwise stated, a creature can only use a constant spell-like ability on itself. Reactivating a constant spell-like ability is a swift action. Using all other spell-like abilities is a standard action unless noted otherwise, and doing so provokes attacks of opportunity. It is possible to make a concentration check to use a spell-like ability defensively and avoid provoking an attack of opportunity, just as when casting a spell. A spell-like ability can be disrupted just as a spell can be. Spell-like abilities cannot be used to counterspell, nor can they be counterspelled. For creatures with spell-like abilities, a designated caster level determines how difficult it is to dispel their spell-like effects and defines any level-dependent variables (such as range and duration) the abilities might have. The creature’s caster level never affects which spell-like abilities the creature has; sometimes the given caster level is lower than the level a spellcasting character would need to cast the spell of the same name. If no caster level is specified, the caster level is equal to the creature’s Hit Dice. The saving throw (if any) against a spell-like ability is 10 + the level of the spell the ability resembles or duplicates + the creature’s Charisma modifier. Some spell-like abilities duplicate spells that work differently when cast by characters of different classes. A monster’s spell-like abilities are presumed to be the sorcerer/wizard versions. If the spell in question is not a sorcerer/wizard spell, then default to cleric, druid, bard, paladin, and ranger, in that order. Constant—air walk At will—charm person (DC 15), suggestion (DC 17)
3/day—mass charm monster (DC 22), dominate person (DC 19)
1/day—demand (DC 22), true seeing STATISTICS Str 41, Dex 11, Con 28, Int 14, Wis 23, Cha 18
Base Atk +15; +34; CMD 44
When performing a combat maneuver, you must use an action appropriate to the maneuver you are attempting to perform. While many combat maneuvers can be performed as part of an attack action, full-attack action, or attack of opportunity (in place of a melee attack), others require a specific action. Unless otherwise noted, performing a combat maneuver provokes an attack of opportunity from the target of the maneuver. If you are hit by the target, you take the damage normally and apply that amount as a penalty to the attack roll to perform the maneuver. If your target is immobilized, unconscious, or otherwise incapacitated, your maneuver automatically succeeds (treat as if you rolled a natural 20 on the attack roll). If your target is stunned, you receive a +4 bonus on your attack roll to perform a combat maneuver against it. When you attempt to perform a combat maneuver, make an attack roll and add your CMB in place of your normal attack bonus. Add any bonuses you currently have on attack rolls due to spells, feats, and other effects. These bonuses must be applicable to the weapon or attack used to perform the maneuver. The DC of this maneuver is your target’s Combat Maneuver Defense. Combat maneuvers are attack rolls, so you must roll for concealment and take any other penalties that would normally apply to an attack roll. If your attack roll equals or exceeds the CMD of the target, your maneuver is a success and has the listed effect. Some maneuvers, such as bull rush, have varying levels of success depending on how much your attack roll exceeds the target’s CMD. Rolling a natural 20 while attempting a combat maneuver is always a success (except when attempting to escape from bonds), while rolling a natural 1 is always a failure. Feats , , , (longsword), , , , , ,
Awesome Blow As a standard action, the creature may perform an awesome blow combat maneuver. If the creature’s maneuver succeeds against a corporeal opponent smaller than itself, its opponent takes damage (typically slam damage plus Strength bonus) and is knocked flying 10 feet in a direction of the attacking creature’s choice and falls . The attacking creature can only push the opponent in a straight line, and the opponent can’t move closer to the attacking creature than the square it started in. If an obstacle prevents the completion of the opponent’s move, the opponent and the obstacle each take 1d6 points of damage, and the opponent is knocked in the space adjacent to the obstacle. The character is lying on the ground. A prone attacker has a –4 penalty on melee attack rolls and cannot use a ranged weapon (except for a crossbow). A prone defender gains a +4 bonus to Armor Class against ranged attacks, but takes a –4 penalty to AC against melee attacks. Standing up is a move-equivalent action that provokes an attack of opportunity. Critical Focus You receive a +4 circumstance bonus on attack rolls made to confirm critical hits. Improved Bull Rush You do not provoke an attack of opportunity when performing a bull rush combat maneuver. In addition, you receive a +2 bonus on checks made to bull rush a foe. You also receive a +2 bonus to your Combat Maneuver Defense whenever an opponent tries to bull rush you. Normal: You provoke an attack of opportunity when performing a bull rush combat maneuver. Improved Critical (longsword) When using the weapon you selected, your threat range is doubled. Special: This effect doesn’t stack with any other effect that expands the threat range of a weapon. Improved Vital Strike When you use the attack action, you can make one attack at your highest base attack bonus that deals additional damage. Roll the weapon’s damage dice for the attack three times and add the results together before adding bonuses from Strength, weapon abilities (such as flaming), precision-based damage, and other damage bonuses. These extra weapon damage dice are not multiplied on a critical hit, but are added to the total. Iron Will You get a +2 bonus on all Will saving throws. Power Attack You can choose to take a –1 penalty on all melee attack rolls and combat maneuver checks to gain a +2 bonus on all melee damage rolls. This bonus to damage is increased by half (+50%) if you are making an attack with a two-handed weapon, a one-handed weapon using two hands, or a primary natural weapon that adds 1-1/2 times your Strength modifier on damage rolls. This bonus to damage is halved (–50%) if you are making an attack with an off-hand weapon or secondary natural weapon. When your base attack bonus reaches +4, and every 4 points thereafter, the penalty increases by –1 and the bonus to damage increases by +2. You must choose to use this feat before making an attack roll, and its effects last until your next turn. The bonus damage does not apply to touch attacks or effects that do not deal hit point damage. Quick Draw You can draw a weapon as a free action instead of as a move action. You can draw a hidden weapon (see the Sleight of Hand skill) as a move action. A character who has selected this feat may throw weapons at his full normal rate of attacks (much like a character with a bow). Alchemical items, potions, scrolls, and wands cannot be drawn quickly using this feat. Normal: Without this feat, you may draw a weapon as a move action, or (if your base attack bonus is +1 or higher) as a free action as part of movement. Without this feat, you can draw a hidden weapon as a standard action. Staggering Critical Whenever you score a critical hit, your opponent becomes for 1d4+1 rounds. A successful Fortitude save reduces the duration to 1 round. The DC of this Fortitude save is equal to 10 + your base attack bonus. The effects of this feat do not stack. Additional hits instead add to the duration. Special: You can only apply the effects of one critical feat to a given critical hit unless you possess Critical Mastery. A staggered creature may take a single move action or standard action each round (but not both, nor can it take full-round actions). A staggered creature can still take free, swift, and immediate actions. A creature with nonlethal damage exactly equal to its current hit points gains the staggered condition. Vital Strike When you use the attack action, you can make one attack at your highest base attack bonus that deals additional damage. Roll the weapon’s damage dice for the attack twice and add the results together before adding bonuses from Strength, weapon abilities (such as flaming), precision-based damage, and other damage bonuses. These extra weapon damage dice are not multiplied on a critical hit, but are added to the total. Skills Acrobatics +15 (+23 jump), Craft (any one) +25, Knowledge (history) +12, Knowledge (nobility) +12, Perception +29
Languages Common, Giant, Terran
ECOLOGY Environment cold mountains
Organization solitary, pair, patrol (3–6), squad (7–12), or company (13–30 plus 2–4 fighters or rogues of 2nd–4th level, 1 oracle or sorcerer of 5th–8th level, 1 ranger or monk commander of 5th–6th level, 10–20 yetis, 1–4 cloud giants, 8–12 frost giants, 10–16 stone giants, 4–8 lamia matriarchs, and 1–2 adult blue dragons)
Treasure standard (masterwork full plate armor, masterwork longsword, 3 masterwork spears, other treasure)
SPECIAL ABILITIES Command Giant (Su) A rune giant gains a +4 racial bonus on the save DC of charm or compulsion effects used against giants.
Runes (Ex) As a free action, whenever a rune giant uses its spark shower or spell-like abilities, it can cause the runes on its body to flash with light. All creatures within 10 feet of the giant must make a DC 24 Fortitude save or be for 1 round. The saving throw is Charisma-based.
A blinded creature cannot see. It takes a –2 penalty to Armor Class, loses its Dexterity bonus to AC (if any), and takes a –4 penalty on most Strength– and Dexterity-based skill checks and on opposed Perception skill checks. All checks and activities that rely on vision (such as reading and Perception checks based on sight) automatically fail. All opponents are considered to have total concealment (50% miss chance) against the blinded character. Blinded creatures must make a DC 10 Acrobatics skill check to move faster than half speed. Creatures that fail this check fall prone. Characters who remain blinded for a long time grow accustomed to these drawbacks and can overcome some of them. Spark Shower (Su) As a standard action, a rune giant can cause a shower of sparks to erupt out of one of the runes on its body. These sparks function as a breath weapon (30-ft. cone; 10d6 fire and 10d6 electricity damage; Reflex DC 29 half; usable once every 1d4 rounds). The save DC is Constitution-based.
Norn
This towering, stern woman wears her long blonde hair in braids. She carries a reel of golden thread and a pair of shears.
Ancient beyond imagining, the norns are a race of powerful women who hold in their hands the physical manifestation of fate and destiny in the form of golden thread. They watch over all life, intervening with reluctance when called upon or with a vengeance when the strands of fate are twisted and abused by lesser beings. Worshiped as gods by some, the norns do little to discourage this veneration. A norn stands 14 feet tall and weighs 800 pounds.
CR 18 XP 153,600 LN Large
A fey is a creature with supernatural abilities and connections to nature or to some other force or place. Fey are usually human-shaped. A fey possesses the following traits (unless otherwise noted in a creature’s entry). • Low-light vision. • Proficient with all simple weapons and any weapons mentioned in its entry. • Proficient with whatever type of armor (light, medium, or heavy) it is described as wearing, as well as all lighter types. Fey not indicated as wearing armor are not proficient with armor. Fey are proficient with shields if they are proficient with any form of armor. • Fey breathe, eat, and sleep. Init +16; Senses , 120 ft., , greater arcane sight, true seeing; Perception +30
All-Around Vision (Ex) This creature sees in all directions at once. It cannot be flanked. Blindsight (Ex) Using nonvisual senses, such as sensitivity to vibrations, keen smell, acute hearing, or echolocation, a creature with blindsight can maneuver and fight as well as a sighted creature. Invisibility, darkness, and most kinds of concealment are irrelevant, though a creature with blindsight must have line of effect to an object or another creature to discern that object or creature. The ability’s range is specified in the creature’s descriptive text. The creature usually does not need to succeed at Perception checks to notice creatures within range of its blindsight ability. Unless noted otherwise, blindsight is continuous, and the creature doesn’t need to do anything to use it. Some forms of blindsight, however, must be triggered as a free action. If so, this is noted in the creature’s description. If a creature must trigger its blindsight ability, it gains the benefits of blindsight only during its turn. Low-Light Vision (Ex) A creature with low-light vision can see twice as far as a human in starlight, moonlight, torchlight, and similar conditions of dim light. It retains the ability to distinguish color and detail under these conditions. DEFENSE AC 33, touch 21, flat-footed 31 (+7 armor, +2 Dex, +10 insight, +5 natural, –1 size)
hp 270 (20d6+200); 10 (cold iron)
Regeneration (Ex) Regeneration is an extraordinary ability which makes a creature difficult to kill. Creatures with regeneration heal damage to themselves at a fixed rate, as with fast healing, but they cannot die as long as their regeneration is still functioning, although they still fall unconscious when their hit points are below 0. Certain damage types, typically acid and fire, cause regeneration to stop functioning on the round following the attack. During that round, the creature does not heal damage and can die normally. The creature’s descriptive text identifies the damage types that suppress its regeneration. Attacks that do not deal hit point damage are not healed by regeneration. Regeneration also does not restore hit points lost from starvation, suffocation, or thirst. Regenerating creatures can regrow lost body parts and can reattach severed limbs or body parts if they are brought together within 1 hour of severing. Severed parts that are not reattached wither and die normally. A creature must have a Constitution score to have regeneration. Fort +18, Ref +18, Will +21; +8 vs. mind-affecting spells and effects; +4 vs. death spells and effects
Defensive Abilities , foresight, mind blank, never surprised or ; 15/cold iron; cold, energy drain, negative energy; acid 30, electricity 30, fire 30; 29
A creature that has not yet acted during a combat is flat-footed, unable to react normally to the situation. A flat-footed creature cannot take immediate actions and loses their Dexterity bonus to AC and CMD (if any). The creature cannot make attacks of opportunity unless they have the Combat Reflexes feat or Uncanny Dodge class ability. Damage Reduction (Ex or Su) The creature ignores damage from most weapons and natural attacks. Wounds heal immediately, or the weapon bounces off harmlessly; in either case, the opponent knows the attack was ineffective. The creature takes normal damage from energy attacks, including nonmagical ones, spells, spell-like abilities, and supernatural abilities. A certain kind of weapon can sometimes damage the creature normally, as described below. The entry indicates the amount of damage ignored, usually 5 to 15 points, and the type of weapon that negates the ability. Some monsters are vulnerable to bludgeoning, piercing, or slashing damage. Others are vulnerable to materials such as adamantine, cold iron, or silver. Attacks from weapons that are not the correct type or material have their damage reduced, although a high enhancement bonus can overcome some forms of damage reduction. Whenever damage reduction completely negates the damage from an attack, it also negates most special effects that accompany the attack, such as injury poison, injury disease, and effects delivered only when the attack deals damage. Damage reduction does not negate touch attacks, energy damage dealt along with an attack, or energy drain, and it does not affect poisons or diseases delivered by contact, ingestion, or inhalation. If damage reduction completely negates an attack’s damage, that attack does not disrupt a spell being cast. Damage reduction does not stack with itself. When a creature has more than one form, apply the single form that gives the greatest reduction against the attack; the attacker must overcome only the qualities required by the form being applied. Some monsters are vulnerable to magic weapons. A weapon with at least a +1 magical enhancement bonus on attack and damage rolls overcomes this damage reduction; the +1 attack bonus from a masterwork weapon does not count as a magical enhancement bonus. Such creatures’ natural weapons, but not their attacks with manufactured weapons, are treated as magic weapons for overcoming damage reduction. Ammunition fired from a projectile weapon with at least a +1 enhancement bonus is treated as magic for overcoming damage reduction. A few powerful monsters are vulnerable only to epic weapons—magic weapons with at least a +6 enhancement bonus. Such creatures’ natural weapons are also treated as epic weapons for overcoming damage reduction. Some monsters are vulnerable to chaotic-, evil-, good-, or lawful-aligned weapons. When a cleric casts align weapon, affected weapons might gain one or more of these properties; certain magic weapons also have them. A creature with a chaotic, evil, good, or lawful alignment subtype overcomes matching damage reduction with its natural weapons and wielded weapons as though those attacks had the alignment or alignments matching its subtype. Ammunition fired from an aligned projectile weapon is treated as having that alignment for overcoming damage reduction. A weapon with a +3 enhancement bonus overcomes damage reduction as though it were made of cold iron and silver. A weapon with a +4 enhancement bonus also overcomes damage reduction as though it were adamantine, but this does not allow it to ignore hardness. A weapon with a +5 enhancement bonus also overcomes alignment-based damage reduction. These equivalences are cumulative with the weapon’s actual material and alignment qualities. When a damage reduction entry has a — after the slash, no weapon negates it. If either of two listed attack types can overcome the reduction, a weapon that deals either type does so. If a listed combination is required, the weapon must have every listed type or quality; a weapon with only one remains subject to the damage reduction. Immunity (Ex or Su) A creature with immunities takes no damage from listed sources. Immunities can also apply to afflictions, conditions, spells (based on level, save type, or school), and other effects. A creature does not suffer any secondary effects that would normally be triggered by an effect it is immune to. Resistance (Ex) This creature ignores some damage of the indicated type each time it takes damage of that kind, commonly acid, cold, electricity, or fire. The entry indicates the amount and type of damage ignored. Resistance is not immunity, and it applies whether the damage has a mundane or magical source. When resistance completely negates damage from an energy attack, that attack does not disrupt spellcasting. This resistance does not stack with resistance provided by a spell. A creature with Spell Resistance has the extraordinary ability to avoid the effects of spells and spell-like abilities that directly affect it. To determine if a spell or spell-like ability works against a creature with spell resistance, the caster must make a caster level check (1d20 + caster level). If the result equals or exceeds the creature’s spell resistance, the spell works normally, although the creature is still allowed a saving throw. OFFENSE Speed 40 ft. (30 ft. with armor)
Melee +21/+21/+16 (1d8+12/15–20 plus energy drain), touch +11 (energy drain)
Space 10 ft.; Reach 10 ft.
Special Attacks (2 levels, DC 30), ,
Energy Drain supernaturally saps a living opponent’s vital energy and happens automatically when a melee or ranged attack hits. Each successful energy drain bestows one or more negative levels (the creature’s description specifies how many) with no saving throw. If an attack that includes an energy drain scores a critical hit, it bestows twice the listed number of negative levels. Unless otherwise specified in the creature’s description, a draining creature gains 5 temporary hit points for each negative level it bestows on an opponent. These temporary hit points last for a maximum of 1 hour. Negative levels remain until 24 hours have passed or until they are removed with a spell such as restoration. If a negative level is not removed before 24 hours have passed, the affected creature must attempt a Fortitude save (DC 10 + 1/2 the draining creature’s racial HD + the draining creature’s Cha modifier; the exact DC is given in the creature’s descriptive text). On a success, the negative level goes away with no harm to the creature. On a failure, the negative level becomes permanent. A separate saving throw is required for each negative level. (CL 18th; concentration +28)
Spell-like abilities are magical and work just like spells (though they are not spells and so have no verbal, somatic, focus, or material components). They go away in an antimagic field and are subject to spell resistance if the spell the ability is based on would be subject to spell resistance. A spell-like ability usually has a limit on how often it can be used. A constant spell-like ability or one that can be used at will has no use limit; unless otherwise stated, a creature can only use a constant spell-like ability on itself. Reactivating a constant spell-like ability is a swift action. Using all other spell-like abilities is a standard action unless noted otherwise, and doing so provokes attacks of opportunity. It is possible to make a concentration check to use a spell-like ability defensively and avoid provoking an attack of opportunity, just as when casting a spell. A spell-like ability can be disrupted just as a spell can be. Spell-like abilities cannot be used to counterspell, nor can they be counterspelled. For creatures with spell-like abilities, a designated caster level determines how difficult it is to dispel their spell-like effects and defines any level-dependent variables (such as range and duration) the abilities might have. The creature’s caster level never affects which spell-like abilities the creature has; sometimes the given caster level is lower than the level a spellcasting character would need to cast the spell of the same name. If no caster level is specified, the caster level is equal to the creature’s Hit Dice. The saving throw (if any) against a spell-like ability is 10 + the level of the spell the ability resembles or duplicates + the creature’s Charisma modifier. Some spell-like abilities duplicate spells that work differently when cast by characters of different classes. A monster’s spell-like abilities are presumed to be the sorcerer/wizard versions. If the spell in question is not a sorcerer/wizard spell, then default to cleric, druid, bard, paladin, and ranger, in that order. Constant—death ward, foresight, greater arcane sight, mind blank, tongues, true seeing At will—bestow curse (DC 23), divination, greater dispel magic, geas/quest, vision, wind walk (self only)
1/day—maze, moment of prescience, quickened phantasmal killer (DC 24), power word kill, time stop, weird (DC 29)
STATISTICS Str 25, Dex 14, Con 30, Int 21, Wis 24, Cha 31
Base Atk +10; +18; CMD 40
When performing a combat maneuver, you must use an action appropriate to the maneuver you are attempting to perform. While many combat maneuvers can be performed as part of an attack action, full-attack action, or attack of opportunity (in place of a melee attack), others require a specific action. Unless otherwise noted, performing a combat maneuver provokes an attack of opportunity from the target of the maneuver. If you are hit by the target, you take the damage normally and apply that amount as a penalty to the attack roll to perform the maneuver. If your target is immobilized, unconscious, or otherwise incapacitated, your maneuver automatically succeeds (treat as if you rolled a natural 20 on the attack roll). If your target is stunned, you receive a +4 bonus on your attack roll to perform a combat maneuver against it. When you attempt to perform a combat maneuver, make an attack roll and add your CMB in place of your normal attack bonus. Add any bonuses you currently have on attack rolls due to spells, feats, and other effects. These bonuses must be applicable to the weapon or attack used to perform the maneuver. The DC of this maneuver is your target’s Combat Maneuver Defense. Combat maneuvers are attack rolls, so you must roll for concealment and take any other penalties that would normally apply to an attack roll. If your attack roll equals or exceeds the CMD of the target, your maneuver is a success and has the listed effect. Some maneuvers, such as bull rush, have varying levels of success depending on how much your attack roll exceeds the target’s CMD. Rolling a natural 20 while attempting a combat maneuver is always a success (except when attempting to escape from bonds), while rolling a natural 1 is always a failure. Feats , , , , , , , , , , (phantasmal killer)
Combat Expertise You can choose to take a –1 penalty on melee attack rolls and combat maneuver checks to gain a +1 dodge bonus to your Armor Class. When your base attack bonus reaches +4, and every +4 thereafter, the penalty increases by –1 and the dodge bonus increases by +1. You can only choose to use this feat when you declare that you are making an attack or a full-attack action with a melee weapon. The effects of this feat last until your next turn. Combat Reflexes You may make a number of additional attacks of opportunity per round equal to your Dexterity bonus. With this feat, you may also make attacks of opportunity while . Normal: A character without this feat can make only one attack of opportunity per round and can’t make attacks of opportunity while . Special: The Combat Reflexes feat does not allow a rogue to use her opportunist ability more than once per round. A creature that has not yet acted during a combat is flat-footed, unable to react normally to the situation. A flat-footed creature cannot take immediate actions and loses their Dexterity bonus to AC and CMD (if any). The creature cannot make attacks of opportunity unless they have the Combat Reflexes feat or Uncanny Dodge class ability. Diehard When your hit point total is below 0, but you are not , you automatically . You do not need to make a Constitution check each round to avoid losing additional hit points. You may choose to act as if you were , rather than . You must make this decision as soon as you are reduced to negative hit points (even if it isn’t your turn). If you do not choose to act as if you were , you immediately fall . When using this feat, you are . You can take a move action without further injuring yourself, but if you perform any standard action (or any other action deemed as strenuous, including some swift actions, such as casting a quickened spell) you take 1 point of damage after completing the act. If your negative hit points are equal to or greater than your Constitution score, you immediately die. Normal: A character without this feat who is reduced to negative hit points is and . A creature is dead when its current hit points fall to a negative amount equal to its Constitution score, when its Constitution score is reduced to 0, or when an effect kills it outright. When a creature dies, its soul leaves its body. Dead creatures cannot benefit from normal or magical healing, although magic that restores life can return them to life. A dead body decays normally unless preserved. Resurrection magic restores the body and the creature according to the spell or ability used; ordinary concerns such as rigor mortis and decomposition do not prevent such magic from functioning when its requirements are otherwise met. A character who was dying but who has stopped losing hit points each round and still has negative hit points is stable. The character is no longer dying, but is still . If the character has become stable because of aid from another character (such as a Heal check or magical healing), then the character no longer loses hit points. The character can make a DC 10 Constitution check each hour to become conscious and disabled (even though his hit points are still negative). The character takes a penalty on this roll equal to his negative hit point total. If a character has become stable on his own and hasn’t had help, he is still at risk of losing hit points. Each hour he can make a Constitution check to become stable (as a character that has received aid), but each failed check causes him to lose 1 hit point. Unconscious creatures are knocked out and . Unconsciousness can result from having negative hit points (but not more than the creature’s Constitution score), or from nonlethal damage in excess of current hit points. A helpless character is paralyzed, held, bound, sleeping, unconscious, or otherwise completely at an opponent’s mercy. A helpless target is treated as having a Dexterity of 0 (–5 modifier). Melee attacks against a helpless target get a +4 bonus (equivalent to attacking a prone target). Ranged attacks get no special bonus against helpless targets. Rogues can sneak attack helpless targets. As a full-round action, an enemy can use a melee weapon to deliver a coup de grace to a helpless foe. An enemy can also use a bow or crossbow, provided he is adjacent to the target. The attacker automatically hits and scores a critical hit. (A rogue also gets his sneak attack damage bonus against a helpless foe when delivering a coup de grace.) If the defender survives, he must make a Fortitude save (DC 10 + damage dealt) or die. Delivering a coup de grace provokes attacks of opportunity. Creatures that are immune to critical hits do not take critical damage, nor do they need to make Fortitude saves to avoid being killed by a coup de grace. A character with 0 hit points, or one who has negative hit points but has become and conscious, is disabled. A disabled character may take a single move action or standard action each round (but not both, nor can he take full-round actions, but he can still take swift, immediate, and free actions). He moves at half speed. Taking move actions doesn’t risk further injury, but performing any standard action (or any other action the GM deems strenuous, including some free actions such as casting a quickened spell) deals 1 point of damage after the completion of the act. Unless the action increased the disabled character’s hit points, he is now in negative hit points and dying. A disabled character with negative hit points recovers hit points naturally if he is being helped. Otherwise, each day he can attempt a DC 10 Constitution check after resting for 8 hours, to begin recovering hit points naturally. The character takes a penalty on this roll equal to his negative hit point total. Failing this check causes the character to lose 1 hit point, but this does not cause the character to become unconscious. Once a character makes this check, he continues to heal naturally and is no longer in danger of losing hit points naturally. A character who was dying but who has stopped losing hit points each round and still has negative hit points is stable. The character is no longer dying, but is still . If the character has become stable because of aid from another character (such as a Heal check or magical healing), then the character no longer loses hit points. The character can make a DC 10 Constitution check each hour to become conscious and disabled (even though his hit points are still negative). The character takes a penalty on this roll equal to his negative hit point total. If a character has become stable on his own and hasn’t had help, he is still at risk of losing hit points. Each hour he can make a Constitution check to become stable (as a character that has received aid), but each failed check causes him to lose 1 hit point. Unconscious creatures are knocked out and . Unconsciousness can result from having negative hit points (but not more than the creature’s Constitution score), or from nonlethal damage in excess of current hit points. A helpless character is paralyzed, held, bound, sleeping, unconscious, or otherwise completely at an opponent’s mercy. A helpless target is treated as having a Dexterity of 0 (–5 modifier). Melee attacks against a helpless target get a +4 bonus (equivalent to attacking a prone target). Ranged attacks get no special bonus against helpless targets. Rogues can sneak attack helpless targets. As a full-round action, an enemy can use a melee weapon to deliver a coup de grace to a helpless foe. An enemy can also use a bow or crossbow, provided he is adjacent to the target. The attacker automatically hits and scores a critical hit. (A rogue also gets his sneak attack damage bonus against a helpless foe when delivering a coup de grace.) If the defender survives, he must make a Fortitude save (DC 10 + damage dealt) or die. Delivering a coup de grace provokes attacks of opportunity. Creatures that are immune to critical hits do not take critical damage, nor do they need to make Fortitude saves to avoid being killed by a coup de grace. A dying creature is and near death. Creatures that have negative hit points and have not stabilized are dying. A dying creature can take no actions. On the character’s next turn, after being reduced to negative hit points (but not dead), and on all subsequent turns, the character must make a DC 10 Constitution check to become stable. The character takes a penalty on this roll equal to his negative hit point total. A character that is stable does not need to make this check. A natural 20 on this check is an automatic success. If the character fails this check, he loses 1 hit point. If a dying creature has an amount of negative hit points equal to its Constitution score, it dies. Unconscious creatures are knocked out and . Unconsciousness can result from having negative hit points (but not more than the creature’s Constitution score), or from nonlethal damage in excess of current hit points. A helpless character is paralyzed, held, bound, sleeping, unconscious, or otherwise completely at an opponent’s mercy. A helpless target is treated as having a Dexterity of 0 (–5 modifier). Melee attacks against a helpless target get a +4 bonus (equivalent to attacking a prone target). Ranged attacks get no special bonus against helpless targets. Rogues can sneak attack helpless targets. As a full-round action, an enemy can use a melee weapon to deliver a coup de grace to a helpless foe. An enemy can also use a bow or crossbow, provided he is adjacent to the target. The attacker automatically hits and scores a critical hit. (A rogue also gets his sneak attack damage bonus against a helpless foe when delivering a coup de grace.) If the defender survives, he must make a Fortitude save (DC 10 + damage dealt) or die. Delivering a coup de grace provokes attacks of opportunity. Creatures that are immune to critical hits do not take critical damage, nor do they need to make Fortitude saves to avoid being killed by a coup de grace. Unconscious creatures are knocked out and . Unconsciousness can result from having negative hit points (but not more than the creature’s Constitution score), or from nonlethal damage in excess of current hit points. A helpless character is paralyzed, held, bound, sleeping, unconscious, or otherwise completely at an opponent’s mercy. A helpless target is treated as having a Dexterity of 0 (–5 modifier). Melee attacks against a helpless target get a +4 bonus (equivalent to attacking a prone target). Ranged attacks get no special bonus against helpless targets. Rogues can sneak attack helpless targets. As a full-round action, an enemy can use a melee weapon to deliver a coup de grace to a helpless foe. An enemy can also use a bow or crossbow, provided he is adjacent to the target. The attacker automatically hits and scores a critical hit. (A rogue also gets his sneak attack damage bonus against a helpless foe when delivering a coup de grace.) If the defender survives, he must make a Fortitude save (DC 10 + damage dealt) or die. Delivering a coup de grace provokes attacks of opportunity. Creatures that are immune to critical hits do not take critical damage, nor do they need to make Fortitude saves to avoid being killed by a coup de grace. A staggered creature may take a single move action or standard action each round (but not both, nor can it take full-round actions). A staggered creature can still take free, swift, and immediate actions. A creature with nonlethal damage exactly equal to its current hit points gains the staggered condition. Great Fortitude You get a +2 bonus on all Fortitude saving throws. Improved Great Fortitude Once per day, you may reroll a Fortitude save. You must decide to use this ability before the results are revealed. You must take the second roll, even if it is worse. Improved Initiative You get a +4 bonus on initiative checks. Improved Iron Will Once per day, you may reroll a Will save. You must decide to use this ability before the results are revealed. You must take the second roll, even if it is worse. Improved Lightning Reflexes Once per day, you may reroll a Reflex save. You must decide to use this ability before the results are revealed. You must take the second roll, even if it is worse. Iron Will You get a +2 bonus on all Will saving throws. Lightning Reflexes You get a +2 bonus on all Reflex saving throws. Quicken Spell-Like Ability (phantasmal killer) Choose one of the creature’s spell-like abilities, subject to the restrictions described in this feat. The creature can use the chosen spell-like ability as a quickened spell-like ability three times per day (or less, if the ability is normally usable only once or twice per day). Using a quickened spell-like ability is a swift action that does not provoke an attack of opportunity. The creature can perform another action—including the use of another spell-like ability (but not another swift action)—in the same round that it uses a quickened spell-like ability. The creature may use only one quickened spell-like ability per round. The creature can only select a spell-like ability duplicating a spell with a level less than or equal to 1/2 its caster level (round down) – 4. For a summary, see the table below. A spell-like ability that duplicates a spell with a casting time greater than 1 full round cannot be quickened.
Spell Level
Caster Level to Empower
Caster Level to Quicken
0
4th
8th
1st
6th
10th
2nd
8th
12th
3rd
10th
14th
4th
12th
16th
5th
14th
18th
6th
16th
20th
7th
18th
—
8th
20th
—
9th
—
—
Normal: The use of a spell-like ability normally requires a standard action (at the very least) and provokes an attack of opportunity. Skills Bluff +23, Craft (cloth) +18, Heal +11, Intimidate +30, Knowledge (all) +18, Perception +30, Perform (oratory) +18, Sense Motive +30, Use Magic Device +23
Languages Common, Giant, Sylvan; tongues SQ (humanoid; alter self or giant form II)
Change Shape (Su) A creature with this special quality has the ability to assume the appearance of a specific creature or type of creature (usually a humanoid), but retains most of its own physical qualities. A creature cannot change shape to a form more than one size category smaller or larger than its original form. This ability functions as a polymorph spell, the type of which is listed in the creature’s description, but the creature does not adjust its ability scores (although it gains any other abilities of the creature it mimics). Unless otherwise stated, it can remain in an alternate form indefinitely. Some creatures, such as lycanthropes, can transform into unique forms with special modifiers and abilities. These creatures do adjust their ability scores, as noted in their description. ECOLOGY Environment cold mountains
Organization solitary, pair, or trio
Treasure double (+3 hide armor, shears, golden thread worth 500 gp, other treasure)
SPECIAL ABILITIES Fated (Su) A norn adds her Charisma modifier as an insight bonus to AC and on initiative checks.
Shears (Su) A norn’s shears function as a +5 mithral keen speed scimitar, but only for a norn.
Shift Fate (Su) As an immediate action, a norn can force any one target within 120 feet to reroll a saving throw—this ability must be used immediately after the saving throw is rolled, and the target must abide by the result of this second roll.
Snip Thread (Su) As a standard action up to three times per day but no more often than once every 1d4 rounds, a norn may produce a golden thread linked to a creature’s fate and then attempt to snip it short with her shears. The target creature must be within 120 feet and in the norn’s line of sight. The target immediately takes 20d6 points of damage (Fortitude DC 30 half). If the target dies from this damage, the norn has cut through the thread—in this case, the target may only be restored to life via miracle, wish, or divine intervention. This is a death effect. The Save DC is Charisma-based.
Tor Linnorm
This gigantic, wingless, four-armed dragon has rivulets of bright red magma coursing through its serpentine body.
Tor linnorms epitomize the raw and untempered power of their kin. They dwell in the tallest volcanic mountains, either in naturally formed caverns or in the craters themselves, and rain destruction down upon nearby mountain villages whenever the urge strikes them. Tor linnorms are brutes, but as far as linnorms go are relatively intelligent. With this intelligence comes an overwhelming vanity—unlike other linnorms, tor linnorms enjoy being adored and worshiped by lesser creatures, and have been known to delay eating prisoners who seem to be particularly cowed by their presence, simply basking in their victims’ fear. A tor linnorm is 50 feet long and weighs 15,000 pounds.
CR 21 XP 409,600 CE Colossal
A dragon is a reptile-like creature, usually winged, with magical or unusual abilities. A dragon possesses the following traits (unless otherwise noted in a creature’s entry). • Darkvision 60 feet and low-light vision. • Immunity to magic sleep effects and paralysis effects. • Proficient with its natural weapons only unless humanoid in form (or capable of assuming humanoid form), in which case proficient with all simple weapons and any weapons mentioned in its entry. • Proficient with no armor. • Dragons breathe, eat, and sleep. Init +14; Senses 60 ft., , , true seeing; Perception +34
Darkvision is the extraordinary ability to see with no light source at all, out to a range specified. Darkvision is black-and-white only (colors cannot be discerned). It does not allow creatures to see anything that they could not see otherwise—invisible objects are still invisible, and illusions are still visible as what they seem to be. Likewise, darkvision subjects a creature to gaze attacks normally. The presence of light does not spoil darkvision. Low-Light Vision (Ex) A creature with low-light vision can see twice as far as a human in starlight, moonlight, torchlight, and similar conditions of dim light. It retains the ability to distinguish color and detail under these conditions. Scent (Ex) Scent allows a creature to detect approaching enemies, sniff out hidden foes, and track by sense of smell. Creatures with the scent ability can identify familiar odors just as humans do familiar sights. The creature can detect opponents within 30 feet by sense of smell. If the opponent is upwind, the range increases to 60 feet; if downwind, it drops to 15 feet. Strong scents, such as smoke or rotting garbage, can be detected at twice the ranges noted above. Overpowering scents, such as skunk musk or troglodyte stench, can be detected at triple normal range. When a creature detects a scent, the exact location of the source is not revealed—only its presence somewhere within range. The creature can take a move action to note the direction of the scent. When the creature is within 5 feet of the source, it pinpoints the source’s location. This does not allow the creature to ignore any miss chance for concealment that would otherwise apply. A creature with the scent ability can follow tracks by smell, making a Wisdom (or Survival) check to find or follow a track. The typical DC for a fresh trail is 10 (no matter what kind of surface holds the scent). This DC increases or decreases depending on how strong the quarry’s odor is, the number of creatures, and the age of the trail. For each hour that the trail is cold, the DC increases by 2. The ability otherwise follows the rules for the Survival skill. Creatures tracking by scent ignore the effects of surface conditions and poor visibility. DEFENSE AC 37, touch 12, flat-footed 27 (+10 Dex, +25 natural, –8 size)
hp 420 (24d12+264); 20 (cold iron)
Regeneration (Ex) Regeneration is an extraordinary ability which makes a creature difficult to kill. Creatures with regeneration heal damage to themselves at a fixed rate, as with fast healing, but they cannot die as long as their regeneration is still functioning, although they still fall unconscious when their hit points are below 0. Certain damage types, typically acid and fire, cause regeneration to stop functioning on the round following the attack. During that round, the creature does not heal damage and can die normally. The creature’s descriptive text identifies the damage types that suppress its regeneration. Attacks that do not deal hit point damage are not healed by regeneration. Regeneration also does not restore hit points lost from starvation, suffocation, or thirst. Regenerating creatures can regrow lost body parts and can reattach severed limbs or body parts if they are brought together within 1 hour of severing. Severed parts that are not reattached wither and die normally. A creature must have a Constitution score to have regeneration. Fort +25, Ref +26, Will +21
Defensive Abilities ; 20/cold iron; curse effects, fire, mind-affecting effects, paralysis, poison, sleep; 32
Damage Reduction (Ex or Su) The creature ignores damage from most weapons and natural attacks. Wounds heal immediately, or the weapon bounces off harmlessly; in either case, the opponent knows the attack was ineffective. The creature takes normal damage from energy attacks, including nonmagical ones, spells, spell-like abilities, and supernatural abilities. A certain kind of weapon can sometimes damage the creature normally, as described below. The entry indicates the amount of damage ignored, usually 5 to 15 points, and the type of weapon that negates the ability. Some monsters are vulnerable to bludgeoning, piercing, or slashing damage. Others are vulnerable to materials such as adamantine, cold iron, or silver. Attacks from weapons that are not the correct type or material have their damage reduced, although a high enhancement bonus can overcome some forms of damage reduction. Whenever damage reduction completely negates the damage from an attack, it also negates most special effects that accompany the attack, such as injury poison, injury disease, and effects delivered only when the attack deals damage. Damage reduction does not negate touch attacks, energy damage dealt along with an attack, or energy drain, and it does not affect poisons or diseases delivered by contact, ingestion, or inhalation. If damage reduction completely negates an attack’s damage, that attack does not disrupt a spell being cast. Damage reduction does not stack with itself. When a creature has more than one form, apply the single form that gives the greatest reduction against the attack; the attacker must overcome only the qualities required by the form being applied. Some monsters are vulnerable to magic weapons. A weapon with at least a +1 magical enhancement bonus on attack and damage rolls overcomes this damage reduction; the +1 attack bonus from a masterwork weapon does not count as a magical enhancement bonus. Such creatures’ natural weapons, but not their attacks with manufactured weapons, are treated as magic weapons for overcoming damage reduction. Ammunition fired from a projectile weapon with at least a +1 enhancement bonus is treated as magic for overcoming damage reduction. A few powerful monsters are vulnerable only to epic weapons—magic weapons with at least a +6 enhancement bonus. Such creatures’ natural weapons are also treated as epic weapons for overcoming damage reduction. Some monsters are vulnerable to chaotic-, evil-, good-, or lawful-aligned weapons. When a cleric casts align weapon, affected weapons might gain one or more of these properties; certain magic weapons also have them. A creature with a chaotic, evil, good, or lawful alignment subtype overcomes matching damage reduction with its natural weapons and wielded weapons as though those attacks had the alignment or alignments matching its subtype. Ammunition fired from an aligned projectile weapon is treated as having that alignment for overcoming damage reduction. A weapon with a +3 enhancement bonus overcomes damage reduction as though it were made of cold iron and silver. A weapon with a +4 enhancement bonus also overcomes damage reduction as though it were adamantine, but this does not allow it to ignore hardness. A weapon with a +5 enhancement bonus also overcomes alignment-based damage reduction. These equivalences are cumulative with the weapon’s actual material and alignment qualities. When a damage reduction entry has a — after the slash, no weapon negates it. If either of two listed attack types can overcome the reduction, a weapon that deals either type does so. If a listed combination is required, the weapon must have every listed type or quality; a weapon with only one remains subject to the damage reduction. Immunity (Ex or Su) A creature with immunities takes no damage from listed sources. Immunities can also apply to afflictions, conditions, spells (based on level, save type, or school), and other effects. A creature does not suffer any secondary effects that would normally be triggered by an effect it is immune to. A creature with Spell Resistance has the extraordinary ability to avoid the effects of spells and spell-like abilities that directly affect it. To determine if a spell or spell-like ability works against a creature with spell resistance, the caster must make a caster level check (1d20 + caster level). If the result equals or exceeds the creature’s spell resistance, the spell works normally, although the creature is still allowed a saving throw. Freedom of Movement (Su) A protean has continuous freedom of movement, as per the spell. OFFENSE Speed 40 ft., 40 ft., 100 ft. (average), 60 ft.
A creature with a Climb speed has a +8 racial bonus on all Climb checks. The creature must make a Climb check to climb any wall or slope with a DC higher than 0, but it can always choose to take 10, even if rushed or threatened while climbing. If a creature with a climb speed chooses an accelerated climb, it moves at double its climb speed (or at its land speed, whichever is slower) and makes a single Climb check at a –5 penalty. Such a creature retains its Dexterity bonus to Armor Class (if any) while climbing, and opponents get no special bonus to their attacks against it. It cannot, however, use the run action while climbing. A creature with a Fly speed can cease or resume flight as a free action on its turn. Without making a check, a flying creature can remain flying at the end of its turn so long as it moves a distance greater than half its speed. It can also turn up to 45 degrees during its turn by sacrificing 5 feet of movement, can rise at half speed at an angle of 45 degrees (ignoring the penalty for diagonal movement), and can descend at any angle at normal speed. At the beginning of its turn, a flying creature can move in a different direction than it did previously without needing a Fly check. A creature with a natural fly speed receives a bonus (or penalty) on Fly skill checks depending on its maneuverability: • Clumsy –8 • Poor –4 • Average +0 • Good +4 • Perfect +8 Creatures without a maneuverability rating are assumed to have average maneuverability and take no penalty on Fly checks. These modifiers are already included in the creature’s stat block. A creature with a Swim speed can move through water at its indicated speed without making Swim checks. It gains a +8 racial bonus on any Swim check to perform a special action or avoid a hazard. The creature can always choose to take 10 on a Swim check, even if distracted or endangered when swimming. Such a creature can use the run action while swimming, provided that it swims in a straight line. Melee bite +34 (3d8+18/19–20 plus ), 4 claws +34 (2d6+18), tail +29 (3d6+9 plus )
Grab (Ex) If this creature hits with the indicated attack, it deals normal damage and attempts to start a as a free action without provoking an attack of opportunity. The creature has the option to conduct the grapple normally, or simply use the part of its body it used in the grab to hold the opponent. If it chooses to do the latter, it takes a –20 penalty on its CMB check to make and maintain the grapple, but does not gain the grappled condition itself. A successful hold does not deal any extra damage unless the creature also has the constrict special attack. If the creature does not constrict, each successful grapple check it makes during successive rounds automatically deals the damage indicated for the attack that established the hold. Otherwise, it deals constriction damage as well (the amount is given in the creature’s descriptive text). Creatures with the grab special attack receive a +4 bonus on combat maneuver checks made to start and maintain a grapple. Unless otherwise noted, grab can only be used against targets of a size equal to or smaller than the creature with this ability. If the creature can use grab on creatures of other sizes, it is noted in the creature’s Special Attacks line. A grappled creature is restrained by a creature, trap, or effect. Grappled creatures cannot move and take a –4 penalty to Dexterity. A grappled creature takes a –2 penalty on all attack rolls and combat maneuver checks, except those made to grapple or escape a grapple. In addition, grappled creatures can take no action that requires two hands to perform. A grappled character who attempts to cast a spell or use a spell-like ability must make a concentration check (DC 10 + grappler’s CMB + spell level), or lose the spell. Grappled creatures cannot make attacks of opportunity. A grappled creature cannot use Stealth to hide from the creature grappling it, even if a special ability, such as hide in plain sight, would normally allow it to do so. If a grappled creature becomes invisible, through a spell or other ability, it gains a +2 circumstance bonus on its CMD to avoid being grappled, but receives no other benefit. Poison (Ex or Su) This creature can deliver poison by the method specified in its entry. The entry gives the poison’s save, frequency, effect, and cure. When no other formula is given, the save is usually Fortitude DC 10 + 1/2 the creature’s racial Hit Dice + its Constitution modifier. Neutralize poison and similar effects remove poison normally. Space 30 ft.; Reach 30 ft.
Special Attacks , (tail, 3d6+27),
Breath Weapon (Su) This creature has the ability to exhale a cone, line, or cloud of energy or other magical effect. A breath weapon attack usually deals damage and is often based on some type of energy. Breath weapons allow a Reflex save for half damage (DC 10 + 1/2 breathing creature’s racial HD + Con modifier; the exact DC is given in the creature’s descriptive text). A creature is immune to its own breath weapon unless otherwise noted. Some breath weapons allow a Fortitude save or a Will save instead of a Reflex save. Each breath weapon also specifies how often it can be used, including any per-day limit. Constrict (Ex) This creature can crush an opponent when it makes a successful check, dealing bludgeoning damage in addition to any other effects caused by a successful check, including additional damage. The amount of damage is given in the creature’s entry and is typically equal to the amount of damage caused by the creature’s melee attack. A grappled creature is restrained by a creature, trap, or effect. Grappled creatures cannot move and take a –4 penalty to Dexterity. A grappled creature takes a –2 penalty on all attack rolls and combat maneuver checks, except those made to grapple or escape a grapple. In addition, grappled creatures can take no action that requires two hands to perform. A grappled character who attempts to cast a spell or use a spell-like ability must make a concentration check (DC 10 + grappler’s CMB + spell level), or lose the spell. Grappled creatures cannot make attacks of opportunity. A grappled creature cannot use Stealth to hide from the creature grappling it, even if a special ability, such as hide in plain sight, would normally allow it to do so. If a grappled creature becomes invisible, through a spell or other ability, it gains a +2 circumstance bonus on its CMD to avoid being grappled, but receives no other benefit. STATISTICS Str 46, Dex 30, Con 33, Int 7, Wis 25, Cha 28
Base Atk +24; +50 (+54 grapple); CMD 70 (can’t be tripped)
When performing a combat maneuver, you must use an action appropriate to the maneuver you are attempting to perform. While many combat maneuvers can be performed as part of an attack action, full-attack action, or attack of opportunity (in place of a melee attack), others require a specific action. Unless otherwise noted, performing a combat maneuver provokes an attack of opportunity from the target of the maneuver. If you are hit by the target, you take the damage normally and apply that amount as a penalty to the attack roll to perform the maneuver. If your target is immobilized, unconscious, or otherwise incapacitated, your maneuver automatically succeeds (treat as if you rolled a natural 20 on the attack roll). If your target is stunned, you receive a +4 bonus on your attack roll to perform a combat maneuver against it. When you attempt to perform a combat maneuver, make an attack roll and add your CMB in place of your normal attack bonus. Add any bonuses you currently have on attack rolls due to spells, feats, and other effects. These bonuses must be applicable to the weapon or attack used to perform the maneuver. The DC of this maneuver is your target’s Combat Maneuver Defense. Combat maneuvers are attack rolls, so you must roll for concealment and take any other penalties that would normally apply to an attack roll. If your attack roll equals or exceeds the CMD of the target, your maneuver is a success and has the listed effect. Some maneuvers, such as bull rush, have varying levels of success depending on how much your attack roll exceeds the target’s CMD. Rolling a natural 20 while attempting a combat maneuver is always a success (except when attempting to escape from bonds), while rolling a natural 1 is always a failure. Feats , , , , , , (bite), , , , ,
Awesome Blow As a standard action, the creature may perform an awesome blow combat maneuver. If the creature’s maneuver succeeds against a corporeal opponent smaller than itself, its opponent takes damage (typically slam damage plus Strength bonus) and is knocked flying 10 feet in a direction of the attacking creature’s choice and falls . The attacking creature can only push the opponent in a straight line, and the opponent can’t move closer to the attacking creature than the square it started in. If an obstacle prevents the completion of the opponent’s move, the opponent and the obstacle each take 1d6 points of damage, and the opponent is knocked in the space adjacent to the obstacle. The character is lying on the ground. A prone attacker has a –4 penalty on melee attack rolls and cannot use a ranged weapon (except for a crossbow). A prone defender gains a +4 bonus to Armor Class against ranged attacks, but takes a –4 penalty to AC against melee attacks. Standing up is a move-equivalent action that provokes an attack of opportunity. Blind-Fight In melee, every time you miss because of concealment (see Combat), you can reroll your miss chance percentile roll one time to see if you actually hit. An attacker gets no advantages related to hitting you in melee. That is, you don’t lose your Dexterity bonus to Armor Class, and the attacker doesn’t get the usual +2 bonus for being . The attacker’s bonuses do still apply for ranged attacks, however. You do not need to make Acrobatics skill checks to move at full speed while . Normal: Regular attack roll modifiers for attackers trying to hit you apply, and you lose your Dexterity bonus to AC. The speed reduction for darkness and poor visibility also applies. Special: The Blind-Fight feat is of no use against a character who is the subject of a blink spell. Invisible creatures are visually undetectable. An invisible creature gains a +2 bonus on attack rolls against sighted opponents, and ignores its opponents’ Dexterity bonuses to AC (if any).
The ability to move about unseen is not foolproof. While they can’t be seen, invisible creatures can be heard, smelled, or felt. Invisibility makes a creature undetectable by vision, including darkvision.
Invisibility does not, by itself, make a creature immune to critical hits, but it does make the creature immune to extra damage from being a ranger’s favored enemy and from sneak attacks.
A creature can generally notice the presence of an active invisible creature within 30 feet with a DC 20 Perception check. The observer gains a hunch that “something’s there” but can’t see it or target it accurately with an attack. It’s practically impossible (+20 DC) to pinpoint an invisible creature’s location with a Perception check. Even once a character has pinpointed the square that contains an invisible creature, the creature still benefits from total concealment (50% miss chance). There are a number of modifiers that can be applied to this DC if the invisible creature is moving or engaged in a noisy activity.
• In combat or speaking –20
• Moving at half speed –5
• Moving at full speed –10
• Running or charging –20
• Not moving +20
• Using Stealth: Stealth check +20
• Some distance away +1 per 10 feet
• Behind an obstacle (door) +5
• Behind an obstacle (stone wall) +15
A creature can grope about to find an invisible creature. A character can make a touch attack with his hands or a weapon into two adjacent 5-foot squares using a standard action. If an invisible target is in the designated area, there is a 50% miss chance on the touch attack. If successful, the groping character deals no damage but has successfully pinpointed the invisible creature’s current location. If the invisible creature moves, its location, obviously, is once again unknown.
If an invisible creature strikes a character, the character struck knows the location of the creature that struck him (until, of course, the invisible creature moves). The only exception is if the invisible creature has a reach greater than 5 feet. In this case, the struck character knows the general location of the creature but has not pinpointed the exact location.
If a character tries to attack an invisible creature whose location he has pinpointed, he attacks normally, but the invisible creature still benefits from full concealment (and thus a 50% miss chance). A particularly large and slow invisible creature might get a smaller miss chance.
If a character tries to attack an invisible creature whose location he has not pinpointed, have the player choose the space where the character will direct the attack. If the invisible creature is there, conduct the attack normally. If the enemy’s not there, roll the miss chance as if it were there and tell him that the character has missed, regardless of the result. That way the player doesn’t know whether the attack missed because the enemy’s not there or because you successfully rolled the miss chance.
If an invisible character picks up a visible object, the object remains visible. An invisible creature can pick up a small visible item and hide it on his person (tucked in a pocket or behind a cloak) and render it effectively invisible. One could coat an invisible object with flour to at least keep track of its position (until the flour falls off or blows away).
Invisible creatures leave tracks. They can be tracked normally. Footprints in sand, mud, or other soft surfaces can give enemies clues to an invisible creature’s location.
An invisible creature in the water displaces water, revealing its location. The invisible creature, however, is still hard to see and benefits from concealment (20% miss chance).
A creature with the scent ability can detect an invisible creature as it would a visible one.
A creature with the Blind-Fight feat has a better chance to hit an invisible creature. Roll the miss chance twice, and he misses only if both rolls indicate a miss. (Alternatively, make one 25% miss chance roll rather than two 50% miss chance rolls.)
A creature with blindsight can attack (and otherwise interact with) creatures regardless of invisibility.
An invisible burning torch still gives off light, as does an invisible object with a light or similar spell cast upon it.
Ethereal creatures are invisible. Since ethereal creatures are not materially present, Perception checks, scent, Blind-Fight, and blindsight don’t help locate them. Incorporeal creatures are often invisible. Scent, Blind-Fight, and blindsight don’t help creatures find or attack invisible, incorporeal creatures, but Perception checks can help.
Invisible creatures cannot use gaze attacks.
Invisibility does not thwart divination spells.
Since some creatures can detect or even see invisible creatures, it is helpful to be able to hide even when invisible. A blinded creature cannot see. It takes a –2 penalty to Armor Class, loses its Dexterity bonus to AC (if any), and takes a –4 penalty on most Strength– and Dexterity-based skill checks and on opposed Perception skill checks. All checks and activities that rely on vision (such as reading and Perception checks based on sight) automatically fail. All opponents are considered to have total concealment (50% miss chance) against the blinded character. Blinded creatures must make a DC 10 Acrobatics skill check to move faster than half speed. Creatures that fail this check fall prone. Characters who remain blinded for a long time grow accustomed to these drawbacks and can overcome some of them. Cleave As a standard action, you can make a single attack at your full base attack bonus against a foe within reach. If you hit, you deal damage normally and can make an additional attack (using your full base attack bonus) against a foe that is adjacent to the first and also within reach. You can only make one additional attack per round with this feat. When you use this feat, you take a –2 penalty to your Armor Class until your next turn. Combat Reflexes You may make a number of additional attacks of opportunity per round equal to your Dexterity bonus. With this feat, you may also make attacks of opportunity while . Normal: A character without this feat can make only one attack of opportunity per round and can’t make attacks of opportunity while . Special: The Combat Reflexes feat does not allow a rogue to use her opportunist ability more than once per round. A creature that has not yet acted during a combat is flat-footed, unable to react normally to the situation. A flat-footed creature cannot take immediate actions and loses their Dexterity bonus to AC and CMD (if any). The creature cannot make attacks of opportunity unless they have the Combat Reflexes feat or Uncanny Dodge class ability. Great Cleave As a standard action, you can make a single attack at your full base attack bonus against a foe within reach. If you hit, you deal damage normally and can make an additional attack (using your full base attack bonus) against a foe that is adjacent to the previous foe and also within reach. If you hit, you can continue to make attacks against foes adjacent to the previous foe, so long as they are within your reach. You cannot attack an individual foe more than once during this attack action. When you use this feat, you take a –2 penalty to your Armor Class until your next turn. Improved Bull Rush You do not provoke an attack of opportunity when performing a bull rush combat maneuver. In addition, you receive a +2 bonus on checks made to bull rush a foe. You also receive a +2 bonus to your Combat Maneuver Defense whenever an opponent tries to bull rush you. Normal: You provoke an attack of opportunity when performing a bull rush combat maneuver. Improved Critical (bite) When using the weapon you selected, your threat range is doubled. Special: This effect doesn’t stack with any other effect that expands the threat range of a weapon. Improved Initiative You get a +4 bonus on initiative checks. Improved Vital Strike When you use the attack action, you can make one attack at your highest base attack bonus that deals additional damage. Roll the weapon’s damage dice for the attack three times and add the results together before adding bonuses from Strength, weapon abilities (such as flaming), precision-based damage, and other damage bonuses. These extra weapon damage dice are not multiplied on a critical hit, but are added to the total. Lightning Reflexes You get a +2 bonus on all Reflex saving throws. Power Attack You can choose to take a –1 penalty on all melee attack rolls and combat maneuver checks to gain a +2 bonus on all melee damage rolls. This bonus to damage is increased by half (+50%) if you are making an attack with a two-handed weapon, a one-handed weapon using two hands, or a primary natural weapon that adds 1-1/2 times your Strength modifier on damage rolls. This bonus to damage is halved (–50%) if you are making an attack with an off-hand weapon or secondary natural weapon. When your base attack bonus reaches +4, and every 4 points thereafter, the penalty increases by –1 and the bonus to damage increases by +2. You must choose to use this feat before making an attack roll, and its effects last until your next turn. The bonus damage does not apply to touch attacks or effects that do not deal hit point damage. Vital Strike When you use the attack action, you can make one attack at your highest base attack bonus that deals additional damage. Roll the weapon’s damage dice for the attack twice and add the results together before adding bonuses from Strength, weapon abilities (such as flaming), precision-based damage, and other damage bonuses. These extra weapon damage dice are not multiplied on a critical hit, but are added to the total. Skills Climb +26, Fly +29, Perception +34, Stealth +21, Swim +53
Languages Aklo, Draconic, Sylvan
SQ ECOLOGY Environment cold volcanic mountains
Organization solitary
Treasure triple
SPECIAL ABILITIES Breath Weapon (Su) Once every 1d4 rounds as a standard action, a tor linnorm can expel a 60-foot cone of flame and ash, dealing 24d8 points of fire damage to all creatures struck (Reflex DC 33 half). One round after this breath weapon is used, the area affected by the attack becomes covered in a cloud of thick, scorching smoke that burns both the lungs and eyes, dealing an additional 8d8 points of fire damage to all creatures in the area. Each creature that begins its turn in the smoke-covered area and breathes must make a DC 33 (+1 per previous check) Fortitude save each round or spend that round choking and coughing. Creatures that keep their eyes open for more than 1 round while in the area of the smoke must make a DC 33 Fortitude save or go for 1d3 hours. The smoke dissipates after 2d4 rounds. This duration is halved in strong winds and quartered in more powerful winds. The save DC is Constitution-based.
A blinded creature cannot see. It takes a –2 penalty to Armor Class, loses its Dexterity bonus to AC (if any), and takes a –4 penalty on most Strength– and Dexterity-based skill checks and on opposed Perception skill checks. All checks and activities that rely on vision (such as reading and Perception checks based on sight) automatically fail. All opponents are considered to have total concealment (50% miss chance) against the blinded character. Blinded creatures must make a DC 10 Acrobatics skill check to move faster than half speed. Creatures that fail this check fall prone. Characters who remain blinded for a long time grow accustomed to these drawbacks and can overcome some of them. Death Curse (Su)Curse of Boiling Blood: save Will DC 31; effect creature gains vulnerability to fire and is permanently from the pain of its boiling blood. The save DC is Charisma-based.
A staggered creature may take a single move action or standard action each round (but not both, nor can it take full-round actions). A staggered creature can still take free, swift, and immediate actions. A creature with nonlethal damage exactly equal to its current hit points gains the staggered condition. Lava Affinity (Ex) A tor linnorm can breathe and swim while submerged in lava and magma.
Poison (Ex) Bite—injury; save Fort DC 33; frequency 1/round for 10 rounds; effect 8d6 fire damage and 1d8 Con drain; cure 3 consecutive saves.