These tall, bloodstained blades of bright green grass sway and bend regardless of the presence of wind.
Scholars are unsure of the origins of this strange, deadly plant life. The typical suspicions persist that it is the result of a mad wizard’s experiments or the deliberate cultivations of druidic sects that have adopted anti-civilization philosophies, yet those who have taken the time to truly examine these blood-drinking growths have noted disturbing elements that suggest a darker genesis. These botanists theorize that gluttongrass is seeded by the remnants of a creature that has died from starvation, whether in the wilds or in more urban territories. Indeed, patches of gluttongrass have been discovered flourishing in areas devastated by famine and around settlements whose populations have perished due to food supplies being cut off (such as in times of siege or after raiders have burned local crops). However, it has also been identified growing seemingly at random throughout forested areas and plains, blending in with normal grasses and other foliage, so certainly famine and starvation are not requirements for this plant’s growth. Whatever its origin, one thing is certain: while a mindless plant, gluttongrass is far from harmless. Well-fed patches of this carnivorous grass average a height of 5 feet, with razor-sharp stalks able to pierce exposed skin with ease. Wary travelers should avoid rushing blindly through tall fields, as smaller patches of gluttongrass have been known to extend their roots toward one another, merging and slowly increasing their collective size, reach, and hunger. Some of the largest gluttongrass fields are suspected to have claimed hundreds of victims over the years.
CR 1 XP 400 N Medium
The plant type comprises vegetable creatures. Note that regular plants, such as one finds growing in gardens and fields, lack Wisdom and Charisma scores and are not creatures, but objects, even though they are alive. A plant creature has the following traits (unless otherwise noted in a creature’s entry). • Low-light vision. • Plant Traits (Ex) The dedicated plant traits popup under Immune contains immunity to mind-affecting effects, paralysis, poison, polymorph, sleep effects, and stunning. • Proficient with its natural weapons only. • Not proficient with armor. • Plants breathe and eat, but do not sleep. Init +1; Senses ; Perception +0
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 12, touch 11, flat-footed 11 (+1 Dex, +1 natural)
hp 9 (2d8)
Fort +3, Ref +1, Will +0
Defensive Abilities ; 5/slashing;
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. Plant Traits (Ex) • Immunity to all mind-affecting effects (charms, compulsions, morale effects, patterns, and phantasms). • Immunity to paralysis, poison, polymorph, sleep effects, and stunning. OFFENSE Speed 10 ft.
Melee 3 fronds +1 (1d4 plus )
Bleed (Ex) This creature causes wounds that continue to , inflicting additional damage each round at the start of the affected creature’s turn. The amount of damage each round is determined in the creature’s entry. A creature that is taking bleed damage takes the listed amount of damage at the beginning of its turn. If bleed damage is expressed as a die roll, the damage is rerolled for each round. Bleeding can be stopped by a DC 15 Heal check or through the application of any spell that cures hit point damage (even if the bleed is ability damage). Some bleed effects cause ability damage or even ability drain. Bleed effects do not stack with each other unless they deal different kinds of damage. When two or more bleed effects deal the same kind of damage, take the worse effect. In this case, ability drain is worse than ability damage. Special Attacks 1
STATISTICS Str 11, Dex 12, Con 10, Int —, Wis 11, Cha 1
Base Atk +1; +1; CMD 12 (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. Skills Stealth +1 (+9 among vegetation)
Racial Modifiers +8 Stealth among vegetation
SQ ECOLOGY Environment any plains
Organization solitary, pair, swath (3–11), or field
Treasure incidental
SPECIAL ABILITIES Blood Healing (Ex) A patch of gluttongrass attacks with three fronds—these are primary natural attacks that deals slashing damage. When gluttongrass damages a creature that can be affected by its bleed attack, the gluttongrass has 1 hit point restored. If a creature is already suffering from a bleed effect, the gluttongrass instead has 2 hit points restored for each successful frond attack.
Take Root (Ex) Gluttongrass can embed its roots in soil as a full-round action or uproot itself as a standard action. While gluttongrass is rooted, it cannot move, but it can take 20 on its Stealth check to hide in plain sight as if it had the freeze ability. Gluttongrass gains a +8 circumstance bonus to CMD against bull rush and other combat maneuvers that attempt to shift its location while it has taken root.
GLUTTONGRASS FIELD The thing that makes gluttongrass so dangerous when encountered as a field is the simple fact that the plants merge and link their root systems once enough of the plant monsters take root in close proximity. If at least 12 gluttongrasses take root in a single contiguous area, their roots begin to commingle. As long as the gluttongrasses do not move from their locations for at least 24 hours, this process completes and the carnivorous plants merge into a gluttongrass field. Once a gluttongrass field has formed, all of the individual gluttongrasses pool their hit points into one shared pool—thus, a patch of 12 gluttongrasses (the minimum required to make a field) has a total of 108 hit points. No single gluttongrass in the field dies until all of these pooled hit points are depleted, but a gluttongrass field forever loses its mobility and cannot uproot. Any area effect that deals damage to multiple gluttongrasses within a gluttongrass field treats the field as a single creature for the purpose of determining points of damage dealt to the field as a whole.
Weretiger
This humanoid tiger has striped fur and a muscular, lanky frame. Its feline face has sharp fangs and slitted eyes.
Weretigers in humanoid form have large eyes, long noses, and sharp cheekbones. Most have brown or red hair, though a few have white, black, or even blue-gray. Their movements appear careful yet casual, and a person observing one could easily assume he’s watching a skilled pickpocket, graceful dancer, or sultry courtesan. Weretigers tend to be solitary creatures, only spending time with others of their kind when they feel the urge to breed. Evil weretigers enjoy the thrill of hunting intelligent prey.
CR 4 XP 1,200 Human natural weretiger rogue 4
NE 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. This subtype is applied to humans and creatures related to humans. 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 +7; 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. 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 13, flat-footed 13 (+3 armor, +3 Dex)
hp 29 (4d8+8)
Fort +2, Ref +7, Will +4
Defensive Abilities evasion, trap sense +1,
Uncanny Dodge (Ex) This creature can react to danger before their senses would normally allow them to do so. They cannot be caught , nor do they lose their Dexterity bonus to AC if the attacker is invisible. They still lose their Dexterity bonus to AC if immobilized, or if an opponent successfully uses the feint action against them. 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. OFFENSE Speed 30 ft.
Melee mwk short sword +5 (1d6+1/19–20)
Ranged mwk dagger +6 (1d4+1/19–20)
Special Attacks sneak attack +2d6
STATISTICS Str 13, Dex 16, Con 12, Int 10, Wis 16, Cha 8
Base Atk +3; +4; 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 , , (Stealth)
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. 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 Acrobatics +9, Climb +7, Handle Animal +3, Intimidate +6, Perception +10, Sense Motive +10, Stealth +12, Survival +7, Swim +7
Languages Common
SQ (human, hybrid, and tiger; polymorph), (tigers and dire tigers), rogue talents (bleeding attack +2, fast stealth), trapfinding +2
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. Lycanthropic Empathy (Ex) In any form, natural lycanthropes can communicate and empathize with animals related to their animal form. They can use Diplomacy to alter such an animal’s attitude, and when so doing gain a +4 racial bonus on the check. Afflicted lycanthropes only gain this ability in animal or hybrid form. ECOLOGY Environment any plains or swamps
Organization solitary or pair
Treasure NPC gear (studded leather, masterwork short sword, 2 masterwork daggers, other treasure)
WERETIGER HYBRID FORM NE 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. This subtype is applied to humans and creatures related to humans. 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 +7; 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. 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 12, flat-footed 17 (+3 armor, +3 Dex, +5 natural, –1 size)
hp 37 (4d8+16)
Fort +4, Ref +7, Will +4
Defensive Abilities evasion, trap sense +1, ; 10/silver
Uncanny Dodge (Ex) This creature can react to danger before their senses would normally allow them to do so. They cannot be caught , nor do they lose their Dexterity bonus to AC if the attacker is invisible. They still lose their Dexterity bonus to AC if immobilized, or if an opponent successfully uses the feint action against them. 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. OFFENSE Speed 30 ft.
Melee bite +8 (2d6+6 plus grab and ), 2 claws +8 (1d8+6 plus )
Curse of Lycanthropy (Su) A natural lycanthrope’s bite attack in animal or hybrid form infects a humanoid target with lycanthropy (Fortitude DC 15 negates). If the victim’s size is not within one size category of the lycanthrope’s size, this ability has no effect. 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. Ranged mwk dagger +6 (1d6+6/19–20)
Special Attacks , (2 claws +8, 1d8+6), sneak attack +2d6
Pounce (Ex) When this creature makes a charge, it can make a full attack with any weapons it has (including rake attacks if the creature also has the rake ability). It maintains this ability even when subject to the slow spell, and the full attack on a pounce still receives the extra attack from haste. Rake (Ex) This creature gains extra natural attacks under certain conditions, typically when it its foe. In addition to the options available to all grapplers, a monster with the rake ability gains two free claw attacks that it can use only against a grappled foe. The attack bonus and damage for these attacks are included in the creature’s description. A monster with the rake ability must begin its turn already grappling to use its rake—it can’t begin a grapple and rake in the same turn. 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 23, Dex 16, Con 17, Int 10, Wis 16, Cha 8
Base Atk +3; +10 (+14 grapple); 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 , , (Stealth)
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. 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 Acrobatics +9, Climb +12, Handle Animal +3, Intimidate +6, Perception +10, Sense Motive +10, Stealth +8, Survival +7, Swim +2
Languages Common
SQ (human, hybrid, and tiger; polymorph), (tigers and dire tigers), rogue talents (bleeding attack +2, fast stealth), trapfinding +2
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. Lycanthropic Empathy (Ex) In any form, natural lycanthropes can communicate and empathize with animals related to their animal form. They can use Diplomacy to alter such an animal’s attitude, and when so doing gain a +4 racial bonus on the check. Afflicted lycanthropes only gain this ability in animal or hybrid form.
Cerynitis
This sleek and graceful doe possesses long, metallic antlers and a shiny, golden pelt.
Cerynitises are rare golden does with magnificent metallic horns and hooves. These solitary creatures are born to ordinary deer with the blessings of a deity, typically a deity of nature or the hunt. Cerynitises are wise and placid creatures, but humanoids hunt them nonetheless for their valuable horns and pelts (worth 1,000gp together), or for the sheer challenge of catching the uncatchable. Though heroes of nature occasionally dream of having a cerynitis mount, none have yet succeeded at gaining the service of such a prized steed. Though she is likely to run away before a conversation can begin, a cerynitis is willing to share her wisdom with those who prove they do not mean her harm. A typical cerynitis measures 10 feet long from head to tail and weighs 350 pounds.
CR 7 XP 3,200 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 +18; Senses 60 ft., , , see invisibility; 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. 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 25, touch 24, flat-footed 14 (+10 Dex, +1 dodge, +1 natural, +4 sacred, –1 size)
hp 76 (9d10+27); 5
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 +9, Ref +16, Will +8
Defensive Abilities , , ,
Uncanny Dodge (Ex) This creature can react to danger before their senses would normally allow them to do so. They cannot be caught , nor do they lose their Dexterity bonus to AC if the attacker is invisible. They still lose their Dexterity bonus to AC if immobilized, or if an opponent successfully uses the feint action against them. 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. OFFENSE Speed 180 ft.
Melee gore +12 (1d8+6)
Space 10 ft.; Reach 10 ft.
(CL 9th; concentration +13)
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—see invisibility, speak with animals STATISTICS Str 18, Dex 31, Con 16, Int 11, Wis 20, Cha 19
Base Atk +9; +14; CMD 39 (43 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 , , , , ,
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. Lightning Stance If you take two actions to move or a withdraw action in a turn, you gain 50% concealment for 1 round. 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. 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. Wind Stance If you move more than 5 feet this turn, you gain 20% concealment for 1 round against ranged attacks. Skills Acrobatics +16 (+76 when jumping), Escape Artist +21, Knowledge (religion) +5, Perception +17, Stealth +10, Survival +8
Racial Modifiers +60 Acrobatics when jumping, +10 Escape Artist, +4 Knowledge (religion)
Languages Sylvan; speak with animals ECOLOGY Environment any plains, hills, or forests
Organization solitary
Treasure incidental (horns and pelt)
SPECIAL ABILITIES Freedom (Sp) Whenever a cerynitis is affected by a spell or effect that would be removed by freedom, she is instantly affected by freedom.
Sacred Grace (Ex) A cerynitis is blessed by her patron deity, allowing her to always act on the surprise round and granting her a sacred bonus to AC and initiative equal to her Charisma bonus.
Uncanny Dodge (Ex) This ability functions as the rogue class feature of the same name.
Unearthly Speed (Ex) When a creature makes a ranged or melee attack against a cerynitis, targets her with an ability, or includes her in the area of effect of an ability, the cerynitis can move up to half her speed as if she had readied an action to move. If she moves at all, this foils ranged and melee attacks; if she moves out of the area of effect, she avoids an area of effect ability; if she moves out of range of the targeted effect, she avoids a targeted ability. Once she uses this ability, a cerynitis can’t use it again for 1 round. Each use of this ability counts as a move action for the purpose of triggering Lightning Stance. A cerynitis can’t use unearthly speed to avoid an attack or ability if she is not aware of the attack or ability, and she cannot use this ability at all if she is rendered immobile or if she bears a rider.
Deinotherium
This creature resembles an elephant, though it has a shorter, thicker trunk and sharp, downward-curving tusks.
Deinotheriums are in the same evolutionary family as the elephant, though these regal beasts have a far shorter temper than their more docile cousins. They are known to attack with very little provocation, charging targets and sweeping these foes under their gigantic feet to trample to death. While deinotheriums are herbivores, their quick tempers have given them a false reputation as man-eaters. They generally group into small family packs consisting of a calf and its parents. A deinotherium stands 12 feet tall at the shoulder, measures 25 feet from trunk to tail, and weighs 30,000 pounds.
CR 7 XP 3,200 N Huge
An animal is a living, nonhuman creature, usually a vertebrate with no magical abilities and no innate capacity for language or culture. Animals usually have additional information on how they can serve as companions. An animal has the following traits (unless otherwise noted in a creature’s entry). • Low-light vision. • Intelligence score of 1 or 2 (no creature with an Intelligence score of 3 or higher can be an animal). • Proficient with its natural weapons only. A noncombative herbivore treats its natural weapons as secondary attacks. Such attacks are made with a –5 penalty on the creature’s attack rolls, and the animal receives only 1/2 its Strength modifier as a damage adjustment. • Proficient with no armor unless trained for war. • Animals breathe, eat, and sleep. Init –1; Senses , ; Perception +11
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 19, touch 7, flat-footed 19 (–1 Dex, +12 natural, –2 size)
hp 84 (8d8+48)
Fort +12, Ref +5, Will +5
OFFENSE Speed 30 ft.
Melee gore +13 (2d6+9), slam +13 (1d8+9)
Space 15 ft.; Reach 15 ft.
Special Attacks , (2d8+13, DC 23)
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. STATISTICS Str 29, Dex 9, Con 22, Int 2, Wis 13, Cha 4
Base Atk +6; +17; CMD 26 (30 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 , , ,
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. 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. 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 Perception +11, Swim +13
ECOLOGY Environment any forests or plains
Organization solitary, pair, or family (2 adults and 1 calf)
Treasure none
SPECIAL ABILITIES Sweep (Ex) A deinotherium can sweep a target with its tusks and knock the victim to the ground. As part of a charge, a deinotherium can move up to twice its base speed in a straight line and make a gore attack at any point during its movement. If this attack is successful, the target is knocked and the deinotherium can deal damage with its trample attack before continuing its movement.
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.
Brontotherium
This stocky quadruped’s lowered head puts its intimidating Y-shaped horn on full display.
Also known as megacerops, this enormous herbivore has a Y-shaped horn protruding from its snout. An average brontotherium stands 8 feet tall and 16 feet long, weighing around 7,000 pounds.
CR 8 XP 4,800 N Huge
An animal is a living, nonhuman creature, usually a vertebrate with no magical abilities and no innate capacity for language or culture. Animals usually have additional information on how they can serve as companions. An animal has the following traits (unless otherwise noted in a creature’s entry). • Low-light vision. • Intelligence score of 1 or 2 (no creature with an Intelligence score of 3 or higher can be an animal). • Proficient with its natural weapons only. A noncombative herbivore treats its natural weapons as secondary attacks. Such attacks are made with a –5 penalty on the creature’s attack rolls, and the animal receives only 1/2 its Strength modifier as a damage adjustment. • Proficient with no armor unless trained for war. • Animals breathe, eat, and sleep. Init +4; Senses , ; Perception +16
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 21, touch 8, flat-footed 21 (+13 natural, –2 size)
hp 105 (10d8+60)
Fort +13, Ref +7, Will +8
OFFENSE Speed 40 ft.
Melee slam +17 (3d6+18)
Space 15 ft.; Reach 15 ft.
Special Attacks (slam, 6d6+18), (3d6+18, DC 27)
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. STATISTICS Str 34, Dex 11, Con 22, Int 2, Wis 17, Cha 7
Base Atk +7; +21; CMD 31 (35 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 , , , ,
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. 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. 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. Skills Perception +16
ECOLOGY Environment any plains
Organization solitary, pair, or herd (3–9)
Treasure none