Hyena
This hyena is covered in shaggy, tan-colored fur with black and brown stripes.
Hyenas are pack hunters infamous for their cunning and their unnerving, laughter-like vocalizations. They are largely scavengers, but aren’t above supplementing their diet of carrion with fresh prey. Hyenas tend to hunt alone, but when hunting as a pack they typically send one or two members against a foe’s front while the rest of the pack circles and attacks from behind. Many of the savage humanoid races, particularly gnolls, use hyenas as guard dogs. Such hyenas typically wear leather barding and are trained from birth to be vicious and savage—many such creatures are advanced hyenas.
N Medium
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 +2; Senses , ; Perception +8
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 14, touch 12, flat-footed 12 (+2 Dex, +2 natural)
hp 13 (2d8+4)
Fort +5, Ref +5, Will +1
OFFENSE
Speed 50 ft.
Melee bite +3 (1d6+3 plus )
Trip (Ex) This creature can attempt to trip its opponent as a free action without provoking an attack of opportunity if it hits with the specified attack. If the attempt fails, the creature is not tripped in return.
STATISTICS
Str 14, Dex 15, Con 15, Int 2, Wis 13, Cha 6
Base Atk +1; +3; CMD 15 (19 vs. trip)
When performing a combat maneuver, you must use an action appropriate to the maneuver you are attempting to perform. While many combat maneuvers can be performed as part of an attack action, full-attack action, or attack of opportunity (in place of a melee attack), others require a specific action. Unless otherwise noted, performing a combat maneuver provokes an attack of opportunity from the target of the maneuver. If you are hit by the target, you take the damage normally and apply that amount as a penalty to the attack roll to perform the maneuver. If your target is immobilized, unconscious, or otherwise incapacitated, your maneuver automatically succeeds (treat as if you rolled a natural 20 on the attack roll). If your target is stunned, you receive a +4 bonus on your attack roll to perform a combat maneuver against it.
When you attempt to perform a combat maneuver, make an attack roll and add your CMB in place of your normal attack bonus. Add any bonuses you currently have on attack rolls due to spells, feats, and other effects. These bonuses must be applicable to the weapon or attack used to perform the maneuver. The DC of this maneuver is your target’s Combat Maneuver Defense. Combat maneuvers are attack rolls, so you must roll for concealment and take any other penalties that would normally apply to an attack roll.
If your attack roll equals or exceeds the CMD of the target, your maneuver is a success and has the listed effect. Some maneuvers, such as bull rush, have varying levels of success depending on how much your attack roll exceeds the target’s CMD. Rolling a natural 20 while attempting a combat maneuver is always a success (except when attempting to escape from bonds), while rolling a natural 1 is always a failure.
Feats (Perception)
Skill Focus (Perception) You get a +3 bonus on all checks involving the chosen skill. If you have 10 or more ranks in that skill, this bonus increases to +6.
Skills Perception +8, Stealth +6 (+10 in tall grass)
Racial Modifiers +4 Stealth in tall grass
ECOLOGY
Environment warm plains
Organization solitary, pair, or pack (3–12)
Treasure none
Troodon
This small, slender-necked dinosaur’s bright, inquisitive eyes seem to miss nothing.
The swift, curious troodons are unusually quick to learn, and some can even mimic human speech in the manner of a parrot. A troodon is 3 feet tall and just over 6 feet long from nose to tail. It weighs 50 pounds.
N Medium
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 +2; 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 13, touch 12, flat-footed 11 (+2 Dex, +1 natural)
hp 13 (2d8+4)
Fort +5, Ref +5, Will +2
OFFENSE
Speed 40 ft.
Melee bite +3 (1d6), 2 claws +3 (1d4)
STATISTICS
Str 11, Dex 15, Con 14, Int 2, Wis 14, Cha 13
Base Atk +1; +1; CMD 13
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
Weapon Finesse With a light weapon, rapier, whip, or spiked chain made for a creature of your size category, you may use your Dexterity modifier instead of your Strength modifier on attack rolls. If you carry a shield, its armor check penalty applies to your attack rolls.
Special: Natural weapons are considered light weapons.
Skills Perception +10, Stealth +6
Racial Modifiers +4 Perception
SQ
ECOLOGY
Environment warm plains
Organization solitary, pair, or pack (3–12)
Treasure none
SPECIAL ABILITIES
Easily Trained (Ex) A troodon is unusually quick to pick up tricks and animal training. All Handle Animal checks made to train a troodon gain a +2 bonus. A troodon can learn an additional 2 tricks beyond what an animal of its intelligence can normally be taught.
Cheetah
This large, sleek feline has a golden coat spotted with black. Its long and powerful legs are obviously capable of great speed.
The cheetah is a swift and deadly predator capable of moving with incredible speed, allowing it to run down unsuspecting foes hundreds of feet away. The hunting cat avoids areas of dense and tangled undergrowth, but has great skill at lying in wait in tall grass. An adult cheetah is 4-1/2 feet long and weighs 140 pounds.
N Medium
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 +8; Senses , ; Perception +5
Low-Light Vision (Ex) A creature with low-light vision can see twice as far as a human in starlight, moonlight, torchlight, and similar conditions of dim light. It retains the ability to distinguish color and detail under these conditions.
Scent (Ex) Scent allows a creature to detect approaching enemies, sniff out hidden foes, and track by sense of smell. Creatures with the scent ability can identify familiar odors just as humans do familiar sights.
The creature can detect opponents within 30 feet by sense of smell. If the opponent is upwind, the range increases to 60 feet; if downwind, it drops to 15 feet. Strong scents, such as smoke or rotting garbage, can be detected at twice the ranges noted above. Overpowering scents, such as skunk musk or troglodyte stench, can be detected at triple normal range.
When a creature detects a scent, the exact location of the source is not revealed—only its presence somewhere within range. The creature can take a move action to note the direction of the scent. When the creature is within 5 feet of the source, it pinpoints the source’s location. This does not allow the creature to ignore any miss chance for concealment that would otherwise apply.
A creature with the scent ability can follow tracks by smell, making a Wisdom (or Survival) check to find or follow a track. The typical DC for a fresh trail is 10 (no matter what kind of surface holds the scent). This DC increases or decreases depending on how strong the quarry’s odor is, the number of creatures, and the age of the trail. For each hour that the trail is cold, the DC increases by 2. The ability otherwise follows the rules for the Survival skill. Creatures tracking by scent ignore the effects of surface conditions and poor visibility.
DEFENSE
AC 15, touch 14, flat-footed 11 (+4 Dex, +1 natural)
hp 19 (3d8+6)
Fort +5, Ref +7, Will +2
OFFENSE
Speed 50 ft.;
Melee bite +6 (1d6+3 plus ), 2 claws +6 (1d3+3)
Trip (Ex) This creature can attempt to trip its opponent as a free action without provoking an attack of opportunity if it hits with the specified attack. If the attempt fails, the creature is not tripped in return.
STATISTICS
Str 17, Dex 19, Con 15, Int 2, Wis 12, Cha 6
Base Atk +2; +5; CMD 19 (23 vs. trip)
When performing a combat maneuver, you must use an action appropriate to the maneuver you are attempting to perform. While many combat maneuvers can be performed as part of an attack action, full-attack action, or attack of opportunity (in place of a melee attack), others require a specific action. Unless otherwise noted, performing a combat maneuver provokes an attack of opportunity from the target of the maneuver. If you are hit by the target, you take the damage normally and apply that amount as a penalty to the attack roll to perform the maneuver. If your target is immobilized, unconscious, or otherwise incapacitated, your maneuver automatically succeeds (treat as if you rolled a natural 20 on the attack roll). If your target is stunned, you receive a +4 bonus on your attack roll to perform a combat maneuver against it.
When you attempt to perform a combat maneuver, make an attack roll and add your CMB in place of your normal attack bonus. Add any bonuses you currently have on attack rolls due to spells, feats, and other effects. These bonuses must be applicable to the weapon or attack used to perform the maneuver. The DC of this maneuver is your target’s Combat Maneuver Defense. Combat maneuvers are attack rolls, so you must roll for concealment and take any other penalties that would normally apply to an attack roll.
If your attack roll equals or exceeds the CMD of the target, your maneuver is a success and has the listed effect. Some maneuvers, such as bull rush, have varying levels of success depending on how much your attack roll exceeds the target’s CMD. Rolling a natural 20 while attempting a combat maneuver is always a success (except when attempting to escape from bonds), while rolling a natural 1 is always a failure.
Feats ,
Improved Initiative You get a +4 bonus on initiative checks.
Weapon Finesse With a light weapon, rapier, whip, or spiked chain made for a creature of your size category, you may use your Dexterity modifier instead of your Strength modifier on attack rolls. If you carry a shield, its armor check penalty applies to your attack rolls.
Special: Natural weapons are considered light weapons.
Skills Acrobatics +8, Perception +5, Stealth +8 (+12 in tall grass)
Racial Modifiers +4 Stealth in tall grass
ECOLOGY
Environment warm plains
Organization solitary or pair
Treasure none
SPECIAL ABILITIES
Sprint (Ex) Once per hour, a cheetah can move at 10 times its normal speed (500 feet) when it makes a charge.
Moa
Standing on muscular legs that end in enormous talons, this flightless bird is almost twice the height of a man.
Moas are large, flightless birds that, with their necks outstretched, stand nearly as tall as ogres. They roam the grasslands feeding on the thick grasses and shrubs that are mostly inedible to smaller birds and mammals. While these birds are gigantic, they are rather docile and skittish, preferring to flee than fight. They can become aggressive when faced with predators or perceived threats to their young or food sources. In these cases, the larger birds of a colony or group move forward to protect the young and weak moas of the flock. These larger moas leap into the air and lash out with both of their broad, sharp talons to inflict grievous wounds. A full-grown moa can weigh as much as 500 lbs.
N Large
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 +7; Senses ; Perception +9
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 15, touch 12, flat-footed 12 (+3 Dex, +3 natural, –1 size)
hp 19 (3d8+6)
Fort +5, Ref +6, Will +1
OFFENSE
Speed 30 ft.
Melee 2 talons +4 (1d6+3)
Space 10 ft.; Reach 10 ft.
STATISTICS
Str 17, Dex 16, Con 14, Int 2, Wis 11, Cha 9
Base Atk +2; +6; CMD 19
When performing a combat maneuver, you must use an action appropriate to the maneuver you are attempting to perform. While many combat maneuvers can be performed as part of an attack action, full-attack action, or attack of opportunity (in place of a melee attack), others require a specific action. Unless otherwise noted, performing a combat maneuver provokes an attack of opportunity from the target of the maneuver. If you are hit by the target, you take the damage normally and apply that amount as a penalty to the attack roll to perform the maneuver. If your target is immobilized, unconscious, or otherwise incapacitated, your maneuver automatically succeeds (treat as if you rolled a natural 20 on the attack roll). If your target is stunned, you receive a +4 bonus on your attack roll to perform a combat maneuver against it.
When you attempt to perform a combat maneuver, make an attack roll and add your CMB in place of your normal attack bonus. Add any bonuses you currently have on attack rolls due to spells, feats, and other effects. These bonuses must be applicable to the weapon or attack used to perform the maneuver. The DC of this maneuver is your target’s Combat Maneuver Defense. Combat maneuvers are attack rolls, so you must roll for concealment and take any other penalties that would normally apply to an attack roll.
If your attack roll equals or exceeds the CMD of the target, your maneuver is a success and has the listed effect. Some maneuvers, such as bull rush, have varying levels of success depending on how much your attack roll exceeds the target’s CMD. Rolling a natural 20 while attempting a combat maneuver is always a success (except when attempting to escape from bonds), while rolling a natural 1 is always a failure.
Feats , (Perception)
Improved Initiative You get a +4 bonus on initiative checks.
Skill Focus (Perception) You get a +3 bonus on all checks involving the chosen skill. If you have 10 or more ranks in that skill, this bonus increases to +6.
Skills Perception +9
ECOLOGY
Environment warm plains
Organization solitary, pair, group (3–5), or colony (6–100)
Treasure none
Dire Hyena
This large hyena has a thick head, rheumy red eyes, and a mouth filled with sharp, powerful teeth.
Dire hyenas (known to many as hyaenodons) are more fearsome than their smaller cousins. While hyaenodons won’t turn down carrion as a handy meal, they much prefer to hunt for prey. A pack of dire hyenas rarely stops moving and hunting for anything other than sleep, mating, or food. Hyaenodons are 6 feet tall at the shoulder and often over 12 feet long. They weigh 900 pounds. Gnolls have been known to train hyaenodons to serve in their lairs as guardians, or more commonly as fearsome mounts.
N Large
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 +2; Senses , ; Perception +8
Low-Light Vision (Ex) A creature with low-light vision can see twice as far as a human in starlight, moonlight, torchlight, and similar conditions of dim light. It retains the ability to distinguish color and detail under these conditions.
Scent (Ex) Scent allows a creature to detect approaching enemies, sniff out hidden foes, and track by sense of smell. Creatures with the scent ability can identify familiar odors just as humans do familiar sights.
The creature can detect opponents within 30 feet by sense of smell. If the opponent is upwind, the range increases to 60 feet; if downwind, it drops to 15 feet. Strong scents, such as smoke or rotting garbage, can be detected at twice the ranges noted above. Overpowering scents, such as skunk musk or troglodyte stench, can be detected at triple normal range.
When a creature detects a scent, the exact location of the source is not revealed—only its presence somewhere within range. The creature can take a move action to note the direction of the scent. When the creature is within 5 feet of the source, it pinpoints the source’s location. This does not allow the creature to ignore any miss chance for concealment that would otherwise apply.
A creature with the scent ability can follow tracks by smell, making a Wisdom (or Survival) check to find or follow a track. The typical DC for a fresh trail is 10 (no matter what kind of surface holds the scent). This DC increases or decreases depending on how strong the quarry’s odor is, the number of creatures, and the age of the trail. For each hour that the trail is cold, the DC increases by 2. The ability otherwise follows the rules for the Survival skill. Creatures tracking by scent ignore the effects of surface conditions and poor visibility.
DEFENSE
AC 15, touch 11, flat-footed 13 (+2 Dex, +4 natural, –1 size)
hp 26 (4d8+8)
Fort +6, Ref +6, Will +2
OFFENSE
Speed 50 ft.
Melee bite +6 (2d6+6 plus )
Trip (Ex) This creature can attempt to trip its opponent as a free action without provoking an attack of opportunity if it hits with the specified attack. If the attempt fails, the creature is not tripped in return.
Space 10 ft.; Reach 10 ft.
STATISTICS
Str 18, Dex 15, Con 15, Int 2, Wis 13, Cha 6
Base Atk +3; +8; CMD 20 (24 vs. trip)
When performing a combat maneuver, you must use an action appropriate to the maneuver you are attempting to perform. While many combat maneuvers can be performed as part of an attack action, full-attack action, or attack of opportunity (in place of a melee attack), others require a specific action. Unless otherwise noted, performing a combat maneuver provokes an attack of opportunity from the target of the maneuver. If you are hit by the target, you take the damage normally and apply that amount as a penalty to the attack roll to perform the maneuver. If your target is immobilized, unconscious, or otherwise incapacitated, your maneuver automatically succeeds (treat as if you rolled a natural 20 on the attack roll). If your target is stunned, you receive a +4 bonus on your attack roll to perform a combat maneuver against it.
When you attempt to perform a combat maneuver, make an attack roll and add your CMB in place of your normal attack bonus. Add any bonuses you currently have on attack rolls due to spells, feats, and other effects. These bonuses must be applicable to the weapon or attack used to perform the maneuver. The DC of this maneuver is your target’s Combat Maneuver Defense. Combat maneuvers are attack rolls, so you must roll for concealment and take any other penalties that would normally apply to an attack roll.
If your attack roll equals or exceeds the CMD of the target, your maneuver is a success and has the listed effect. Some maneuvers, such as bull rush, have varying levels of success depending on how much your attack roll exceeds the target’s CMD. Rolling a natural 20 while attempting a combat maneuver is always a success (except when attempting to escape from bonds), while rolling a natural 1 is always a failure.
Feats (Perception, Stealth)
Skill Focus (Perception, 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 Perception +8, Stealth +7 (+11 in tall grass or heavy undergrowth)
Racial Modifiers +4 Stealth in tall grass
ECOLOGY
Environment warm plains
Organization solitary, pair, or pack (3–8)
Treasure incidental
Giraffe
This animal, covered in a spotted pattern, has a disproportionately long neck that allows it to tower over other animals.
These long-necked animals roam across plains in loose-knit groups, grazing on the upper reaches of acacia trees. Giraffes usually avoid conflict. However, when its young are threatened or if the giraffe is cornered, it attacks ruthlessly, striking with its powerful hooves. Giraffes rarely use their necks to make slam attacks unless they are fighting among themselves as part of their mating displays. A giraffe is between 16 and 20 feet tall and weighs 3,500 pounds.
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 +2; Senses ; Perception +8
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 16, touch 10, flat-footed 14 (+2 Dex, +6 natural, –2 size)
hp 30 (4d8+12)
Fort +7, Ref +6, Will +2
OFFENSE
Speed 50 ft.
Melee 2 hooves +6 (1d8+5), slam +1 (1d8+2)
Space 15 ft.; Reach 10 ft.
STATISTICS
Str 20, Dex 15, Con 16, Int 2, Wis 13, Cha 7
Base Atk +3; +10; CMD 22 (26 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 ,
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.
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.
Skills Perception +8
ECOLOGY
Environment warm plains
Organization solitary, pair, or herd (3–10)
Treasure none
SPECIAL ABILITIES
Natural Weapons (Ex) A giraffe’s hoof attacks are primary attacks and its slam attack is a secondary attack.
Lion
This great cat’s muscles flex visibly under its skin as it bares its fangs and shakes its thick mane of hair.
Male lions are 5 to 8 feet long and weigh 330 to 550 pounds. Females are slightly smaller but use the same statistics. Lions are usually the top animal predators in their territories, though they resort to scavenging if convenient or necessary. They may kill other predators (such as leopards and hyenas) that encroach upon their haunts, but rarely eat these kills unless game is scarce. Most lions do not selectively hunt humanoids, but occasionally one learns what easy kills they are and becomes a man-eater. Lions prefer plains but can adapt to living in shallow caves as long as there’s a large and stable supply of prey to keep them fed.
N Large
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 +7; Senses , ; Perception +9
Low-Light Vision (Ex) A creature with low-light vision can see twice as far as a human in starlight, moonlight, torchlight, and similar conditions of dim light. It retains the ability to distinguish color and detail under these conditions.
Scent (Ex) Scent allows a creature to detect approaching enemies, sniff out hidden foes, and track by sense of smell. Creatures with the scent ability can identify familiar odors just as humans do familiar sights.
The creature can detect opponents within 30 feet by sense of smell. If the opponent is upwind, the range increases to 60 feet; if downwind, it drops to 15 feet. Strong scents, such as smoke or rotting garbage, can be detected at twice the ranges noted above. Overpowering scents, such as skunk musk or troglodyte stench, can be detected at triple normal range.
When a creature detects a scent, the exact location of the source is not revealed—only its presence somewhere within range. The creature can take a move action to note the direction of the scent. When the creature is within 5 feet of the source, it pinpoints the source’s location. This does not allow the creature to ignore any miss chance for concealment that would otherwise apply.
A creature with the scent ability can follow tracks by smell, making a Wisdom (or Survival) check to find or follow a track. The typical DC for a fresh trail is 10 (no matter what kind of surface holds the scent). This DC increases or decreases depending on how strong the quarry’s odor is, the number of creatures, and the age of the trail. For each hour that the trail is cold, the DC increases by 2. The ability otherwise follows the rules for the Survival skill. Creatures tracking by scent ignore the effects of surface conditions and poor visibility.
DEFENSE
AC 15, touch 12, flat-footed 12 (+3 Dex, +3 natural, –1 size)
hp 32 (5d8+10)
Fort +6, Ref +7, Will +2
OFFENSE
Speed 40 ft.
Melee bite +7 (1d8+5 plus ), 2 claws +7 (1d4+5)
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.
Space 10 ft.; Reach 5 ft.
Special Attacks , (2 claws +7, 1d4+5)
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 21, Dex 17, Con 15, Int 2, Wis 12, Cha 6
Base Atk +3; +9 (+13 grapple); CMD 22 (26 vs. trip)
When performing a combat maneuver, you must use an action appropriate to the maneuver you are attempting to perform. While many combat maneuvers can be performed as part of an attack action, full-attack action, or attack of opportunity (in place of a melee attack), others require a specific action. Unless otherwise noted, performing a combat maneuver provokes an attack of opportunity from the target of the maneuver. If you are hit by the target, you take the damage normally and apply that amount as a penalty to the attack roll to perform the maneuver. If your target is immobilized, unconscious, or otherwise incapacitated, your maneuver automatically succeeds (treat as if you rolled a natural 20 on the attack roll). If your target is stunned, you receive a +4 bonus on your attack roll to perform a combat maneuver against it.
When you attempt to perform a combat maneuver, make an attack roll and add your CMB in place of your normal attack bonus. Add any bonuses you currently have on attack rolls due to spells, feats, and other effects. These bonuses must be applicable to the weapon or attack used to perform the maneuver. The DC of this maneuver is your target’s Combat Maneuver Defense. Combat maneuvers are attack rolls, so you must roll for concealment and take any other penalties that would normally apply to an attack roll.
If your attack roll equals or exceeds the CMD of the target, your maneuver is a success and has the listed effect. Some maneuvers, such as bull rush, have varying levels of success depending on how much your attack roll exceeds the target’s CMD. Rolling a natural 20 while attempting a combat maneuver is always a success (except when attempting to escape from bonds), while rolling a natural 1 is always a failure.
Feats , , (Perception)
Improved Initiative You get a +4 bonus on initiative checks.
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.
Skill Focus (Perception) You get a +3 bonus on all checks involving the chosen skill. If you have 10 or more ranks in that skill, this bonus increases to +6.
Skills Acrobatics +11, Perception +9, Stealth +8 (+12 in undergrowth)
Racial Modifiers +4 Acrobatics, +4 Stealth (+8 in undergrowth)
ECOLOGY
Environment warm plains
Organization solitary, pair, or pride (3–10)
Treasure none
Parasaurolophus
This thick-bodied dinosaur has a whip-like tail and a long neck, its head topped by the crest of a backward-curving horn.
The parasaurolophus, a gentle giant of the plains and meadows, is instantly recognizable by its unique and striking appearance. Measuring an impressive 30 feet in length and weighing 10,500 pounds, this herbivore moves gracefully despite its massive size. But it's the long, curved crest atop its skull that truly sets it apart. When the wind blows through the hollows of its crest, it can produce a haunting, melodic sound, believed by many to be a means of communicating with fellow herd members across the vast landscapes. With its elongated neck and strong legs, the parasaurolophus grazes on a variety of plants and foliage, always alert for predators, though its sheer size ensures that only the bravest of predators would dare approach.
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 +2; Senses , ; Perception +13
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 17, touch 10, flat-footed 15 (+2 Dex, +7 natural, –1 size)
hp 45 (6d8+18)
Fort +8, Ref +7, Will +3
OFFENSE
Speed 30 ft.
Melee tail slap +8 (2d6+9)
Space 15 ft.; Reach 15 ft.
Special Attacks (2d6+9; DC 19)
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 23, Dex 14, Con 17, Int 2, Wis 13, Cha 10
Base Atk +4; +12; CMD 24 (28 vs. trip)
When performing a combat maneuver, you must use an action appropriate to the maneuver you are attempting to perform. While many combat maneuvers can be performed as part of an attack action, full-attack action, or attack of opportunity (in place of a melee attack), others require a specific action. Unless otherwise noted, performing a combat maneuver provokes an attack of opportunity from the target of the maneuver. If you are hit by the target, you take the damage normally and apply that amount as a penalty to the attack roll to perform the maneuver. If your target is immobilized, unconscious, or otherwise incapacitated, your maneuver automatically succeeds (treat as if you rolled a natural 20 on the attack roll). If your target is stunned, you receive a +4 bonus on your attack roll to perform a combat maneuver against it.
When you attempt to perform a combat maneuver, make an attack roll and add your CMB in place of your normal attack bonus. Add any bonuses you currently have on attack rolls due to spells, feats, and other effects. These bonuses must be applicable to the weapon or attack used to perform the maneuver. The DC of this maneuver is your target’s Combat Maneuver Defense. Combat maneuvers are attack rolls, so you must roll for concealment and take any other penalties that would normally apply to an attack roll.
If your attack roll equals or exceeds the CMD of the target, your maneuver is a success and has the listed effect. Some maneuvers, such as bull rush, have varying levels of success depending on how much your attack roll exceeds the target’s CMD. Rolling a natural 20 while attempting a combat maneuver is always a success (except when attempting to escape from bonds), while rolling a natural 1 is always a failure.
Feats , , (Perception)
Improved Bull Rush You do not provoke an attack of opportunity when performing a bull rush combat maneuver. In addition, you receive a +2 bonus on checks made to bull rush a foe. You also receive a +2 bonus to your Combat Maneuver Defense whenever an opponent tries to bull rush you.
Normal: You provoke an attack of opportunity when performing a bull rush combat maneuver.
Power Attack You can choose to take a –1 penalty on all melee attack rolls and combat maneuver checks to gain a +2 bonus on all melee damage rolls. This bonus to damage is increased by half (+50%) if you are making an attack with a two-handed weapon, a one-handed weapon using two hands, or a primary natural weapon that adds 1-1/2 times your Strength modifier on damage rolls. This bonus to damage is halved (–50%) if you are making an attack with an off-hand weapon or secondary natural weapon. When your base attack bonus reaches +4, and every 4 points thereafter, the penalty increases by –1 and the bonus to damage increases by +2. You must choose to use this feat before making an attack roll, and its effects last until your next turn. The bonus damage does not apply to touch attacks or effects that do not deal hit point damage.
Skill Focus (Perception) You get a +3 bonus on all checks involving the chosen skill. If you have 10 or more ranks in that skill, this bonus increases to +6.
Skills Perception +13
ECOLOGY
Environment warm forests or plains
Organization solitary, pair, or herd (3–12)
Treasure none
Rhinoceros
This rhinoceros has a low-slung head with twisted ears that lie back along its neck.
The rhinoceros feeds on leafy plants, branches, and even thorny shrubs. Its thick hide is a mottled gray color, and it can run surprisingly fast for a beast of its size. The rhinoceros is notoriously short-tempered and prone to attacking anything it perceives as approaching too closely (generally within a distance of 80 feet—the distance of a single charge—for most rhinos).
N Large
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 +0; Senses ; Perception +12
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 9, flat-footed 16 (+7 natural, –1 size)
hp 42 (5d8+20)
Fort +10, Ref +4, Will +2
OFFENSE
Speed 40 ft.
Melee gore +8 (2d6+9)
Space 10 ft.; Reach 5 ft.
Special Attacks (gore, 4d6+12)
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.
STATISTICS
Str 22, Dex 10, Con 19, Int 2, Wis 13, Cha 5
Base Atk +3; +10; CMD 20 (24 vs. trip)
When performing a combat maneuver, you must use an action appropriate to the maneuver you are attempting to perform. While many combat maneuvers can be performed as part of an attack action, full-attack action, or attack of opportunity (in place of a melee attack), others require a specific action. Unless otherwise noted, performing a combat maneuver provokes an attack of opportunity from the target of the maneuver. If you are hit by the target, you take the damage normally and apply that amount as a penalty to the attack roll to perform the maneuver. If your target is immobilized, unconscious, or otherwise incapacitated, your maneuver automatically succeeds (treat as if you rolled a natural 20 on the attack roll). If your target is stunned, you receive a +4 bonus on your attack roll to perform a combat maneuver against it.
When you attempt to perform a combat maneuver, make an attack roll and add your CMB in place of your normal attack bonus. Add any bonuses you currently have on attack rolls due to spells, feats, and other effects. These bonuses must be applicable to the weapon or attack used to perform the maneuver. The DC of this maneuver is your target’s Combat Maneuver Defense. Combat maneuvers are attack rolls, so you must roll for concealment and take any other penalties that would normally apply to an attack roll.
If your attack roll equals or exceeds the CMD of the target, your maneuver is a success and has the listed effect. Some maneuvers, such as bull rush, have varying levels of success depending on how much your attack roll exceeds the target’s CMD. Rolling a natural 20 while attempting a combat maneuver is always a success (except when attempting to escape from bonds), while rolling a natural 1 is always a failure.
Feats , , (Perception)
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.
Great Fortitude You get a +2 bonus on all Fortitude saving throws.
Skill Focus (Perception) You get a +3 bonus on all checks involving the chosen skill. If you have 10 or more ranks in that skill, this bonus increases to +6.
Skills Perception +12
ECOLOGY
Environment warm plains
Organization solitary, pair, or herd (3–12)
Treasure none
Dire Lion
This immense spotted lion stands as tall as a man at the shoulder, its fur matted with the blood of its victims.
Dire lions, known locally as spotted lions or cave lions, are immense predators that can grow up to 15 feet long and weigh up to 3,500 pounds. Although they are merely animals, these large creatures seem to take an almost sadistic glee in playing with and tormenting their prey before eventually devouring it. As a result, many tribes view dire lions as the spawn of evil gods, and hunt them down as soon as their presence in a region becomes obvious.
N Large
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 +6; 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 15, touch 11, flat-footed 13 (+2 Dex, +4 natural, –1 size)
hp 60 (8d8+24)
Fort +9, Ref +8, Will +3
OFFENSE
Speed 40 ft.
Melee bite +12 (1d8+7 plus ), 2 claws +13 (1d6+7)
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.
Space 10 ft.; Reach 5 ft.
Special Attacks , (2 claws +13, 1d6+7)
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 25, Dex 15, Con 17, Int 2, Wis 12, Cha 10
Base Atk +6; +14 (+18 grapple); 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 , , (Perception), (claw)
Improved Initiative You get a +4 bonus on initiative checks.
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.
Skill Focus (Perception) You get a +3 bonus on all checks involving the chosen skill. If you have 10 or more ranks in that skill, this bonus increases to +6.
Weapon Focus (claw) You gain a +1 bonus on all attack rolls you make using the selected weapon.
Skills Acrobatics +11, Perception +11, Stealth +7 (+11 in undergrowth)
Racial Modifiers +4 Acrobatics, +4 Stealth (+8 in undergrowth)
ECOLOGY
Environment warm plains or hills
Organization solitary, pair, or pride (3–8)
Treasure incidental
Kentrosaurus
This quadrupedal dinosaur has two rows of dorsal spikes, a spiked tail, and two more spikes projecting from its shoulders.
Often overshadowed by its more famous relative, the Stegosaurus, presents a unique silhouette on the landscapes it roams. This 15-foot long quadruped is easily distinguished by two prominent bony spikes jutting out from its shoulders, a testament to nature's intricate designs for defense. Its body is further adorned with two rows of dorsal spikes, giving it a serrated appearance that deters even the bravest predators. At 15 feet long and weighing in at 2,000 pounds, this herbivore may be smaller in stature but the spiked tail it wields can deliver a blow as devastating as any of its larger kin.
N Large
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 +6; 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 11, flat-footed 17 (+2 Dex, +8 natural, –1 size)
hp 52 (7d8+21)
Fort +8, Ref +7, Will +3
Defensive Abilities
OFFENSE
Speed 40 ft.
Melee tail +12 (2d6+10/×3)
Space 10 ft.; Reach 10 ft.
Special Attacks
STATISTICS
Str 25, Dex 14, Con 17, Int 2, Wis 13, Cha 10
Base Atk +5; +13 (+15 overrun); CMD 25 (27 vs. overrun, 29 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 , , , (tail)
Improved Initiative You get a +4 bonus on initiative checks.
Improved Overrun You do not provoke an attack of opportunity when performing an overrun combat maneuver. In addition, you receive a +2 bonus on checks made to overrun a foe. You also receive a +2 bonus to your Combat Maneuver Defense whenever an opponent tries to overrun you. Targets of your overrun attempt may not choose to avoid you.
Normal: You provoke an attack of opportunity when performing an overrun combat maneuver.
Power Attack You can choose to take a –1 penalty on all melee attack rolls and combat maneuver checks to gain a +2 bonus on all melee damage rolls. This bonus to damage is increased by half (+50%) if you are making an attack with a two-handed weapon, a one-handed weapon using two hands, or a primary natural weapon that adds 1-1/2 times your Strength modifier on damage rolls. This bonus to damage is halved (–50%) if you are making an attack with an off-hand weapon or secondary natural weapon. When your base attack bonus reaches +4, and every 4 points thereafter, the penalty increases by –1 and the bonus to damage increases by +2. You must choose to use this feat before making an attack roll, and its effects last until your next turn. The bonus damage does not apply to touch attacks or effects that do not deal hit point damage.
Weapon Focus (tail) You gain a +1 bonus on all attack rolls you make using the selected weapon.
Skills Perception +11
ECOLOGY
Environment warm plains
Organization solitary, pair, or herd (3–12)
Treasure none
SPECIAL ABILITIES
Defensive Spikes (Ex) At the end of its turn, a kentrosaurus can crouch down and splay its back and shoulder spikes. It cannot make attacks of opportunity when using its defensive spikes in this way, but until its next turn any creature that attacks the kentrosaurus with light or one-handed melee weapons, natural weapons, or unarmed strikes takes 1d6 points of piercing damage unless it succeeds at a DC 15 Reflex saving throw. The save DC is Dexterity-based.
Impaling Strike (Ex) A kentrosaurus’s tail is a primary attack that deals piercing damage and has a ×3 critical damage multiplier.
Styracosaurus
This bulky, four-legged dinosaur has a long nasal horn and a crest studded with additional horns sweeping back from its skull.
The styracosaurus is a bulky dinosaur with a solid frame and a very distinctive skull—a horned frill extends back from its head, protecting its neck and serving as a highly effective natural weapon that allows it to make attacks of opportunity. It is notorious for its ill temper, savagely attacking any creature that it perceives as a threat or even as an irritant. A styracosaurus is 18 feet long and weighs nearly 3 tons.
N Large
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 10, flat-footed 18 (+1 Dex, +9 natural, –1 size)
hp 52 (7d8+21)
Fort +10, Ref +6, Will +5
Defensive Abilities
Ferocity (Ex) This creature remains conscious and can continue fighting even if its hit point total is below 0. The creature is still and loses 1 hit point each round. A creature with ferocity still dies when its hit point total reaches a negative amount equal to its Constitution score.
A staggered creature may take a single move action or standard action each round (but not both, nor can it take full-round actions). A staggered creature can still take free, swift, and immediate actions. A creature with nonlethal damage exactly equal to its current hit points gains the staggered condition.
OFFENSE
Speed 40 ft.
Melee gore +11 (2d8+9)
Space 10 ft.; Reach 5 ft.
Special Attacks (gore, 4d8+9),
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.
STATISTICS
Str 22, Dex 13, Con 17, Int 2, Wis 12, Cha 7
Base Atk +5; +12; CMD 23 (27 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 , , , , (gore)
Combat Reflexes You may make a number of additional attacks of opportunity per round equal to your Dexterity bonus. With this feat, you may also make attacks of opportunity while .
Normal: A character without this feat can make only one attack of opportunity per round and can’t make attacks of opportunity while .
Special: The Combat Reflexes feat does not allow a rogue to use her opportunist ability more than once per round.
A creature that has not yet acted during a combat is flat-footed, unable to react normally to the situation. A flat-footed creature cannot take immediate actions and loses their Dexterity bonus to AC and CMD (if any). The creature cannot make attacks of opportunity unless they have the Combat Reflexes feat or Uncanny Dodge class ability.
Great Fortitude You get a +2 bonus on all Fortitude saving throws.
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.
Weapon Focus (gore) You gain a +1 bonus on all attack rolls you make using the selected weapon.
Skills Perception +11
ECOLOGY
Environment warm plains
Organization solitary, pair, or herd (3–16)
Treasure none
SPECIAL ABILITIES
Reflexive Strike (Ex) A styracosaurus can make three additional attacks of opportunity each round—combined with its bonus Combat Reflexes feat, this allows the dinosaur to make up to five of these attacks of opportunity per round. The dinosaur makes these attacks with its horned crest, but they are treated as normal gore attacks.
Ankylosaurus
Thick bony plates armor the domelike back of this quadrupedal dinosaur, its powerfully muscled tail ending in a bony club.
The ankylosaurus is a powerful, squat dinosaur more than capable of defending itself against enemies. Its back is heavily armored with thick bony plates and spikes. A solid blow from an ankylosaurus’s tail can leave most creatures stunned long enough for the armored dinosaur to make good an escape, although once confronted, most ankylosauruses are too ill-tempered and stubborn to flee. Instead, they stand their ground and use their tails to great effect in battle. An ankylosaurus is 30 feet long and weighs 6,000 pounds.
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 +0; Senses , ; Perception +14
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 22, touch 8, flat-footed 22 (+14 natural, –2 size)
hp 75 (10d8+30)
Fort +12, Ref +7, Will +4
OFFENSE
Speed 30 ft.
Melee tail +14 (3d6+12 plus )
Space 15 ft.; Reach 15 ft.
STATISTICS
Str 27, Dex 10, Con 17, Int 2, Wis 13, Cha 8
Base Atk +7; +17; CMD 27 (31 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 , , , , (tail)
Great Fortitude You get a +2 bonus on all Fortitude saving throws.
Improved Bull Rush You do not provoke an attack of opportunity when performing a bull rush combat maneuver. In addition, you receive a +2 bonus on checks made to bull rush a foe. You also receive a +2 bonus to your Combat Maneuver Defense whenever an opponent tries to bull rush you.
Normal: You provoke an attack of opportunity when performing a bull rush combat maneuver.
Improved Overrun You do not provoke an attack of opportunity when performing an overrun combat maneuver. In addition, you receive a +2 bonus on checks made to overrun a foe. You also receive a +2 bonus to your Combat Maneuver Defense whenever an opponent tries to overrun you. Targets of your overrun attempt may not choose to avoid you.
Normal: You provoke an attack of opportunity when performing an overrun combat maneuver.
Power Attack You can choose to take a –1 penalty on all melee attack rolls and combat maneuver checks to gain a +2 bonus on all melee damage rolls. This bonus to damage is increased by half (+50%) if you are making an attack with a two-handed weapon, a one-handed weapon using two hands, or a primary natural weapon that adds 1-1/2 times your Strength modifier on damage rolls. This bonus to damage is halved (–50%) if you are making an attack with an off-hand weapon or secondary natural weapon. When your base attack bonus reaches +4, and every 4 points thereafter, the penalty increases by –1 and the bonus to damage increases by +2. You must choose to use this feat before making an attack roll, and its effects last until your next turn. The bonus damage does not apply to touch attacks or effects that do not deal hit point damage.
Weapon Focus (tail) You gain a +1 bonus on all attack rolls you make using the selected weapon.
Skills Perception +14
ECOLOGY
Environment warm forests and plains
Organization solitary, pair, or herd (3–12)
Treasure none
SPECIAL ABILITIES
Stun (Ex) The ankylosaurus’s tail can deliver a powerful, stunning blow. A creature struck by this attack must make a DC 23 save or be for 1 round. If the strike is a critical hit and the target fails its save, it is instead for 1d4 rounds. The save DC is Strength-based.
The creature is unable to act normally. A dazed creature can take no actions, but has no penalty to AC. A dazed condition typically lasts 1 round.
A stunned creature drops everything held, can’t take actions, takes a –2 penalty to AC, and loses its Dexterity bonus to AC (if any). Attackers receive a +4 bonus on attack rolls to perform combat maneuvers against a stunned opponent.
Megapon Ant
This enormous ant has vicious mandibles and a dripping stinger, and looks large enough to devour a horse.
A colossal insect native to the warm plains, boasts a size comparable to a small cart, equipped with vicious mandibles and a venomous stinger large enough to threaten even the most formidable foes. Despite its imposing stature, it moves with surprising agility, able to rapidly traverse terrains both horizontally and vertically. Its robust exoskeleton offers impressive protection, making it a resilient hunter and defender. Their remarkable strength allows them to carry thrice their expected weight, making them both terrifying predators and efficient gatherers. Giant ants are as industrious as their normal-sized kin. While their nests generally don’t consist of thousands, their greatly increased size more than compensates.
N Huge
Vermin includes insects, arachnids, other arthropods, worms, and similar invertebrates. Vermin have the following traits (unless otherwise noted in a creature’s entry).
• Darkvision 60 feet.
• Mindless: No Intelligence score, and immunity to all mind-affecting effects (charms, compulsions, morale effects, patterns, and phantasms).
• Proficient with its natural weapons only.
• Proficient with no armor.
• Vermin breathe, eat, and sleep.
Init –1; Senses 60 ft., ; Perception +1
Darkvision is the extraordinary ability to see with no light source at all, out to a range specified. Darkvision is black-and-white only (colors cannot be discerned). It does not allow creatures to see anything that they could not see otherwise—invisible objects are still invisible, and illusions are still visible as what they seem to be. Likewise, darkvision subjects a creature to gaze attacks normally. The presence of light does not spoil darkvision.
Scent (Ex) Scent allows a creature to detect approaching enemies, sniff out hidden foes, and track by sense of smell. Creatures with the scent ability can identify familiar odors just as humans do familiar sights.
The creature can detect opponents within 30 feet by sense of smell. If the opponent is upwind, the range increases to 60 feet; if downwind, it drops to 15 feet. Strong scents, such as smoke or rotting garbage, can be detected at twice the ranges noted above. Overpowering scents, such as skunk musk or troglodyte stench, can be detected at triple normal range.
When a creature detects a scent, the exact location of the source is not revealed—only its presence somewhere within range. The creature can take a move action to note the direction of the scent. When the creature is within 5 feet of the source, it pinpoints the source’s location. This does not allow the creature to ignore any miss chance for concealment that would otherwise apply.
A creature with the scent ability can follow tracks by smell, making a Wisdom (or Survival) check to find or follow a track. The typical DC for a fresh trail is 10 (no matter what kind of surface holds the scent). This DC increases or decreases depending on how strong the quarry’s odor is, the number of creatures, and the age of the trail. For each hour that the trail is cold, the DC increases by 2. The ability otherwise follows the rules for the Survival skill. Creatures tracking by scent ignore the effects of surface conditions and poor visibility.
DEFENSE
AC 19, touch 7, flat-footed 19 (–1 Dex, +12 natural, –2 size)
hp 75 (6d8+48)
Fort +12, Ref +1, Will +3
mind-affecting effects
Immunity (Ex or Su) A creature with immunities takes no damage from listed sources. Immunities can also apply to afflictions, conditions, spells (based on level, save type, or school), and other effects. A creature does not suffer any secondary effects that would normally be triggered by an effect it is immune to.
OFFENSE
Speed 50 ft., 20 ft.
A creature with a Climb speed has a +8 racial bonus on all Climb checks. The creature must make a Climb check to climb any wall or slope with a DC higher than 0, but it can always choose to take 10, even if rushed or threatened while climbing. If a creature with a climb speed chooses an accelerated climb, it moves at double its climb speed (or at its land speed, whichever is slower) and makes a single Climb check at a –5 penalty. Such a creature retains its Dexterity bonus to Armor Class (if any) while climbing, and opponents get no special bonus to their attacks against it. It cannot, however, use the run action while climbing.
Melee bite +10 (2d6+8 plus ), sting +10 (1d8+8 plus )
Grab (Ex) If this creature hits with the indicated attack, it deals normal damage and attempts to start a as a free action without provoking an attack of opportunity. The creature has the option to conduct the grapple normally, or simply use the part of its body it used in the grab to hold the opponent. If it chooses to do the latter, it takes a –20 penalty on its CMB check to make and maintain the grapple, but does not gain the grappled condition itself. A successful hold does not deal any extra damage unless the creature also has the constrict special attack. If the creature does not constrict, each successful grapple check it makes during successive rounds automatically deals the damage indicated for the attack that established the hold. Otherwise, it deals constriction damage as well (the amount is given in the creature’s descriptive text).
Creatures with the grab special attack receive a +4 bonus on combat maneuver checks made to start and maintain a grapple.
Unless otherwise noted, grab can only be used against targets of a size equal to or smaller than the creature with this ability. If the creature can use grab on creatures of other sizes, it is noted in the creature’s Special Attacks line.
A grappled creature is restrained by a creature, trap, or effect. Grappled creatures cannot move and take a –4 penalty to Dexterity. A grappled creature takes a –2 penalty on all attack rolls and combat maneuver checks, except those made to grapple or escape a grapple. In addition, grappled creatures can take no action that requires two hands to perform. A grappled character who attempts to cast a spell or use a spell-like ability must make a concentration check (DC 10 + grappler’s CMB + spell level), or lose the spell. Grappled creatures cannot make attacks of opportunity.
A grappled creature cannot use Stealth to hide from the creature grappling it, even if a special ability, such as hide in plain sight, would normally allow it to do so. If a grappled creature becomes invisible, through a spell or other ability, it gains a +2 circumstance bonus on its CMD to avoid being grappled, but receives no other benefit.
Poison (Ex or Su) This creature can deliver poison by the method specified in its entry. The entry gives the poison’s save, frequency, effect, and cure. When no other formula is given, the save is usually Fortitude DC 10 + 1/2 the creature’s racial Hit Dice + its Constitution modifier. Neutralize poison and similar effects remove poison normally.
Space 15 ft.; Reach 10 ft.
STATISTICS
Str 26, Dex 8, Con 25, Int —, Wis 13, Cha 11
Base Atk +4; +14 (+18 grapple); CMD 23 (31 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 ,
Snatch The creature can start a grapple when it hits with a claw or bite attack, as though it had the ability. If it grapples a creature three or more sizes smaller, it squeezes each round for automatic bite or claw damage with a successful grapple check. A snatched opponent held in the creature’s mouth is not allowed a Reflex save against the creature’s , if it has one.
The creature can drop a creature it has snatched as a free action or use a standard action to fling it aside. A flung creature travels 1d6 × 10 feet, and takes 1d6 points of damage per 10 feet traveled. If the creature flings a snatched opponent while flying, the opponent takes this amount or falling damage, whichever is greater.
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.
Breath Weapon (Su) This creature has the ability to exhale a cone, line, or cloud of energy or other magical effect. A breath weapon attack usually deals damage and is often based on some type of energy. Breath weapons allow a Reflex save for half damage (DC 10 + 1/2 breathing creature’s racial HD + Con modifier; the exact DC is given in the creature’s descriptive text). A creature is immune to its own breath weapon unless otherwise noted. Some breath weapons allow a Fortitude save or a Will save instead of a Reflex save. Each breath weapon also specifies how often it can be used, including any per-day limit.
Toughness You gain +3 hit points. For every Hit Die you possess beyond 3, you gain an additional +1 hit point. If you have more than 3 Hit Dice, you gain +1 hit points whenever you gain a Hit Die (such as when you gain a level).
Skills Climb +16
SQ
ECOLOGY
Environment warm plains
Organization solitary, pair, column (3–10)
Treasure none
SPECIAL ABILITIES
Carry Off (Ex) Megapon ants’ carrying capacity is triple normal.
Poison (Ex) Sting—injury; save Fort DC 20; frequency 1/round for 6 rounds; effect 1d6 Str; cure 2 consecutive saves.
Allosaurus
This bipedal dinosaur has a mouth filled with sharp teeth and short, powerful arms that end in sharp claws.
The allosaurus is a fearsome predator that dominates the vast savannahs and open plains, standing out as a nightmare to many of the land's creatures. With a sleek yet powerful build, this colossal beast measures an impressive 30 feet in length and boasts a weight of 10,000 pounds, making it one of the top contenders in its environment. Its razor-sharp teeth and formidable claws are testament to its predatory nature, ensuring that few creatures dare to challenge it. This swift hunter possesses keen eyesight and an acute sense of smell, attributes that, combined with its remarkable speed, make it an unstoppable force when on the prowl. While many creatures graze the plains in peace, the mere sight or sound of an approaching allosaurus sends them scattering in fear. The allosaurus's fearsome reputation is well-earned, as few can match its hunting prowess or escape its deadly grip once targeted. An allosaurus measures 30 feet in length and weighs 10,000 pounds.
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 +5; Senses , ; Perception +28
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 9, flat-footed 18 (+1 Dex, +10 natural, –2 size)
hp 93 (11d8+44)
Fort +11, Ref +8, Will +7
OFFENSE
Speed 50 ft.
Melee bite +14 (2d6+8/19–20 plus ), 2 claws +4 (1d8+8)
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.
Space 15 ft.; Reach 15 ft.
Special Attacks , (2 talons +14, 1d8+8)
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 26, Dex 13, Con 19, Int 2, Wis 15, Cha 10
Base Atk +8; +18; CMD 29
When performing a combat maneuver, you must use an action appropriate to the maneuver you are attempting to perform. While many combat maneuvers can be performed as part of an attack action, full-attack action, or attack of opportunity (in place of a melee attack), others require a specific action. Unless otherwise noted, performing a combat maneuver provokes an attack of opportunity from the target of the maneuver. If you are hit by the target, you take the damage normally and apply that amount as a penalty to the attack roll to perform the maneuver. If your target is immobilized, unconscious, or otherwise incapacitated, your maneuver automatically succeeds (treat as if you rolled a natural 20 on the attack roll). If your target is stunned, you receive a +4 bonus on your attack roll to perform a combat maneuver against it.
When you attempt to perform a combat maneuver, make an attack roll and add your CMB in place of your normal attack bonus. Add any bonuses you currently have on attack rolls due to spells, feats, and other effects. These bonuses must be applicable to the weapon or attack used to perform the maneuver. The DC of this maneuver is your target’s Combat Maneuver Defense. Combat maneuvers are attack rolls, so you must roll for concealment and take any other penalties that would normally apply to an attack roll.
If your attack roll equals or exceeds the CMD of the target, your maneuver is a success and has the listed effect. Some maneuvers, such as bull rush, have varying levels of success depending on how much your attack roll exceeds the target’s CMD. Rolling a natural 20 while attempting a combat maneuver is always a success (except when attempting to escape from bonds), while rolling a natural 1 is always a failure.
Feats , (bite), , , ,
Alertness You get a +2 bonus on Perception and Sense Motive skill checks. If you have 10 or more ranks in one of these skills, the bonus increases to +4 for that skill.
Improved Critical (bite) When using the weapon you selected, your threat range is doubled.
Special: This effect doesn’t stack with any other effect that expands the threat range of a weapon.
Improved Initiative You get a +4 bonus on initiative checks.
Iron Will You get a +2 bonus on all Will saving throws.
Nimble Moves Whenever you move, you may move through 5 feet of difficult terrain each round as if it were normal terrain. This feat allows you to take a 5-foot step into difficult terrain.
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.
Skills Perception +28
Racial Modifiers +8 Perception
ECOLOGY
Environment temperate or warm forests or plains
Organization solitary, pair, or pack (3–6)
Treasure None
Elephant
These thick-skinned animals bear large ivory tusks flanking a long, prehensile snout.
These large land animals, majestically wandering the plains in tightly knit family herds, are symbols of wisdom and strength. Having few natural predators, elephants are sometimes hunted for their ivory tusks. These tusks often become jewelry, statuettes, and trinkets for the wealthy.
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 +0; Senses , ; Perception +21
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 17, touch 8, flat-footed 17 (+9 natural, –2 size)
hp 93 (11d8+44)
Fort +13, Ref +7, Will +6
OFFENSE
Speed 40 ft.
Melee gore +16 (2d8+10), slam +16 (2d6+10)
Space 15 ft.; Reach 10 ft.
Special Attacks (2d8+15; DC 25)
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 30, Dex 10, Con 19, Int 2, Wis 13, Cha 7
Base Atk +8; +20; CMD 30 (34 vs. trip)
When performing a combat maneuver, you must use an action appropriate to the maneuver you are attempting to perform. While many combat maneuvers can be performed as part of an attack action, full-attack action, or attack of opportunity (in place of a melee attack), others require a specific action. Unless otherwise noted, performing a combat maneuver provokes an attack of opportunity from the target of the maneuver. If you are hit by the target, you take the damage normally and apply that amount as a penalty to the attack roll to perform the maneuver. If your target is immobilized, unconscious, or otherwise incapacitated, your maneuver automatically succeeds (treat as if you rolled a natural 20 on the attack roll). If your target is stunned, you receive a +4 bonus on your attack roll to perform a combat maneuver against it.
When you attempt to perform a combat maneuver, make an attack roll and add your CMB in place of your normal attack bonus. Add any bonuses you currently have on attack rolls due to spells, feats, and other effects. These bonuses must be applicable to the weapon or attack used to perform the maneuver. The DC of this maneuver is your target’s Combat Maneuver Defense. Combat maneuvers are attack rolls, so you must roll for concealment and take any other penalties that would normally apply to an attack roll.
If your attack roll equals or exceeds the CMD of the target, your maneuver is a success and has the listed effect. Some maneuvers, such as bull rush, have varying levels of success depending on how much your attack roll exceeds the target’s CMD. Rolling a natural 20 while attempting a combat maneuver is always a success (except when attempting to escape from bonds), while rolling a natural 1 is always a failure.
Feats , , , , , (Perception)
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.
Great Fortitude You get a +2 bonus on all Fortitude saving throws.
Improved Bull Rush You do not provoke an attack of opportunity when performing a bull rush combat maneuver. In addition, you receive a +2 bonus on checks made to bull rush a foe. You also receive a +2 bonus to your Combat Maneuver Defense whenever an opponent tries to bull rush you.
Normal: You provoke an attack of opportunity when performing a bull rush combat maneuver.
Iron Will You get a +2 bonus on all Will saving throws.
Power Attack You can choose to take a –1 penalty on all melee attack rolls and combat maneuver checks to gain a +2 bonus on all melee damage rolls. This bonus to damage is increased by half (+50%) if you are making an attack with a two-handed weapon, a one-handed weapon using two hands, or a primary natural weapon that adds 1-1/2 times your Strength modifier on damage rolls. This bonus to damage is halved (–50%) if you are making an attack with an off-hand weapon or secondary natural weapon. When your base attack bonus reaches +4, and every 4 points thereafter, the penalty increases by –1 and the bonus to damage increases by +2. You must choose to use this feat before making an attack roll, and its effects last until your next turn. The bonus damage does not apply to touch attacks or effects that do not deal hit point damage.
Skill Focus (Perception) You get a +3 bonus on all checks involving the chosen skill. If you have 10 or more ranks in that skill, this bonus increases to +6.
Skills Perception +21
ECOLOGY
Environment warm plains
Organization solitary or herd (6–30)
Treasure none
Megalania
This gigantic lizard has short but powerful limbs, a muscular tail, and a spiny crest that runs the length of its body.
The immense megalania is often mistaken for a dragon or dinosaur. Certainly the lizard’s aggressive attitude and deep, rumbling roars only encourage such misidentifications. Large enough to catch and eat rhinos and elephants, a megalania prefers hunting much smaller prey that it can gulp down in one greedy swallow. Humanoids are among its favorite meals. A megalania is 20 feet long and weighs 2,000 pounds.
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 +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 21, touch 9, flat-footed 20 (+1 Dex, +12 natural, –2 size)
hp 85 (10d8+40)
Fort +11, Ref +8, Will +7
OFFENSE
Speed 30 ft., 30 ft.
A creature with a Swim speed can move through water at its indicated speed without making Swim checks. It gains a +8 racial bonus on any Swim check to perform a special action or avoid a hazard. The creature can always choose to take 10 on a Swim check, even if distracted or endangered when swimming. Such a creature can use the run action while swimming, provided that it swims in a straight line.
Melee bite +14 (2d8+12 plus and )
Grab (Ex) If this creature hits with the indicated attack, it deals normal damage and attempts to start a as a free action without provoking an attack of opportunity. The creature has the option to conduct the grapple normally, or simply use the part of its body it used in the grab to hold the opponent. If it chooses to do the latter, it takes a –20 penalty on its CMB check to make and maintain the grapple, but does not gain the grappled condition itself. A successful hold does not deal any extra damage unless the creature also has the constrict special attack. If the creature does not constrict, each successful grapple check it makes during successive rounds automatically deals the damage indicated for the attack that established the hold. Otherwise, it deals constriction damage as well (the amount is given in the creature’s descriptive text).
Creatures with the grab special attack receive a +4 bonus on combat maneuver checks made to start and maintain a grapple.
Unless otherwise noted, grab can only be used against targets of a size equal to or smaller than the creature with this ability. If the creature can use grab on creatures of other sizes, it is noted in the creature’s Special Attacks line.
A grappled creature is restrained by a creature, trap, or effect. Grappled creatures cannot move and take a –4 penalty to Dexterity. A grappled creature takes a –2 penalty on all attack rolls and combat maneuver checks, except those made to grapple or escape a grapple. In addition, grappled creatures can take no action that requires two hands to perform. A grappled character who attempts to cast a spell or use a spell-like ability must make a concentration check (DC 10 + grappler’s CMB + spell level), or lose the spell. Grappled creatures cannot make attacks of opportunity.
A grappled creature cannot use Stealth to hide from the creature grappling it, even if a special ability, such as hide in plain sight, would normally allow it to do so. If a grappled creature becomes invisible, through a spell or other ability, it gains a +2 circumstance bonus on its CMD to avoid being grappled, but receives no other benefit.
Poison (Ex or Su) This creature can deliver poison by the method specified in its entry. The entry gives the poison’s save, frequency, effect, and cure. When no other formula is given, the save is usually Fortitude DC 10 + 1/2 the creature’s racial Hit Dice + its Constitution modifier. Neutralize poison and similar effects remove poison normally.
Space 15 ft.; Reach 10 ft.
Special Attacks (2d8+12 bludgeoning damage, AC 16, 8 hp)
Swallow Whole (Ex) If this creature begins its turn with an opponent grappled in its mouth (see ), it can attempt a new combat maneuver check (as though attempting to pin the opponent). If it succeeds, it swallows its prey, and the opponent takes bite damage. Unless otherwise noted, the opponent can be up to one size category smaller than the swallowing creature. Being swallowed causes a creature to take damage each round. The amount and type of damage vary and are given in the creature’s statistics. A swallowed creature keeps the grappled condition, while the creature that did the swallowing does not. A swallowed creature can try to cut its way free with any light slashing or piercing weapon (the amount of cutting damage required to get free is equal to 1/10 the creature’s total hit points), or it can just try to escape the grapple. The Armor Class of the interior of a creature that swallows whole is normally 10 + 1/2 its natural armor bonus, with no modifiers for size or Dexterity. If a swallowed creature cuts its way out, the swallowing creature cannot use swallow whole again until the damage is healed. If the swallowed creature escapes the grapple, success puts it back in the attacker’s mouth, where it may be bitten or swallowed again.
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.
STATISTICS
Str 27, Dex 13, Con 19, Int 2, Wis 14, Cha 6
Base Atk +7; +17; CMD 28 (32 vs. trip)
When performing a combat maneuver, you must use an action appropriate to the maneuver you are attempting to perform. While many combat maneuvers can be performed as part of an attack action, full-attack action, or attack of opportunity (in place of a melee attack), others require a specific action. Unless otherwise noted, performing a combat maneuver provokes an attack of opportunity from the target of the maneuver. If you are hit by the target, you take the damage normally and apply that amount as a penalty to the attack roll to perform the maneuver. If your target is immobilized, unconscious, or otherwise incapacitated, your maneuver automatically succeeds (treat as if you rolled a natural 20 on the attack roll). If your target is stunned, you receive a +4 bonus on your attack roll to perform a combat maneuver against it.
When you attempt to perform a combat maneuver, make an attack roll and add your CMB in place of your normal attack bonus. Add any bonuses you currently have on attack rolls due to spells, feats, and other effects. These bonuses must be applicable to the weapon or attack used to perform the maneuver. The DC of this maneuver is your target’s Combat Maneuver Defense. Combat maneuvers are attack rolls, so you must roll for concealment and take any other penalties that would normally apply to an attack roll.
If your attack roll equals or exceeds the CMD of the target, your maneuver is a success and has the listed effect. Some maneuvers, such as bull rush, have varying levels of success depending on how much your attack roll exceeds the target’s CMD. Rolling a natural 20 while attempting a combat maneuver is always a success (except when attempting to escape from bonds), while rolling a natural 1 is always a failure.
Feats , , (Perception), (Stealth), (bite)
Iron Will You get a +2 bonus on all Will saving throws.
Lunge You can increase the reach of your melee attacks by 5 feet until the end of your turn by taking a –2 penalty to your AC until your next turn. You must decide to use this ability before any attacks are made.
Skill Focus (Perception) You get a +3 bonus on all checks involving the chosen skill. If you have 10 or more ranks in that skill, this bonus increases to +6.
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.
Weapon Focus (bite) You gain a +1 bonus on all attack rolls you make using the selected weapon.
Skills Climb +12, Perception +10, Stealth +10 (+14 in rocks or undergrowth), Swim +16
Racial Modifiers +4 Stealth (+8 in rocks or undergrowth)
ECOLOGY
Environment warm forests or plains
Organization solitary, pair, or pack (3–12)
Treasure none
SPECIAL ABILITIES
Poison (Ex) Bite—injury; save Fort DC 19; frequency 1/round for 6 rounds; effect 1d4 Dex damage; cure 2 consecutive saves.
Stegosaurus
This huge dinosaur has a small head, twin rows of sharp dorsal plates, and a muscular tail terminating in a set of bony spikes.
This herbivorous behemoth roams the open landscapes, casting an impressive shadow over the shorter flora beneath its bulk. The twin rows of large, upright dorsal plates not only serve as a striking visual marker that have multiple functions, including thermoregulation and a display to assert dominance or attract mates. These plates, combined with the formidable quartet of sharp spikes adorning its tail, ensure that even the most audacious predators hesitate before considering the Stegosaurus as prey. A typical adult is 30 feet long, 14 feet tall, and weighs 5,000 pounds.
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 +6; 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 22, touch 10, flat-footed 20 (+2 Dex, +12 natural, –2 size)
hp 90 (12d8+36)
Fort +13, Ref +10, Will +5
OFFENSE
Speed 30 ft.
Melee tail +16 (4d6+12 plus )
Trip (Ex) This creature can attempt to trip its opponent as a free action without provoking an attack of opportunity if it hits with the specified attack. If the attempt fails, the creature is not tripped in return.
Space 15 ft.; Reach 15 ft.
STATISTICS
Str 27, Dex 14, Con 17, Int 2, Wis 13, Cha 10
Base Atk +9; +19; 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 , , , , , (tail)
Cleave As a standard action, you can make a single attack at your full base attack bonus against a foe within reach. If you hit, you deal damage normally and can make an additional attack (using your full base attack bonus) against a foe that is adjacent to the first and also within reach. You can only make one additional attack per round with this feat. When you use this feat, you take a –2 penalty to your Armor Class until your next turn.
Great Fortitude You get a +2 bonus on all Fortitude saving throws.
Improved Initiative You get a +4 bonus on initiative checks.
Improved Overrun You do not provoke an attack of opportunity when performing an overrun combat maneuver. In addition, you receive a +2 bonus on checks made to overrun a foe. You also receive a +2 bonus to your Combat Maneuver Defense whenever an opponent tries to overrun you. Targets of your overrun attempt may not choose to avoid you.
Normal: You provoke an attack of opportunity when performing an overrun combat maneuver.
Power Attack You can choose to take a –1 penalty on all melee attack rolls and combat maneuver checks to gain a +2 bonus on all melee damage rolls. This bonus to damage is increased by half (+50%) if you are making an attack with a two-handed weapon, a one-handed weapon using two hands, or a primary natural weapon that adds 1-1/2 times your Strength modifier on damage rolls. This bonus to damage is halved (–50%) if you are making an attack with an off-hand weapon or secondary natural weapon. When your base attack bonus reaches +4, and every 4 points thereafter, the penalty increases by –1 and the bonus to damage increases by +2. You must choose to use this feat before making an attack roll, and its effects last until your next turn. The bonus damage does not apply to touch attacks or effects that do not deal hit point damage.
Weapon Focus (tail) You gain a +1 bonus on all attack rolls you make using the selected weapon.
Skills Perception +16
ECOLOGY
Environment warm plains
Organization solitary, pair, or herd (3–12)
Treasure none
Goliath Stag Beetle
This massive beetle is the size of a small house. Its immense, horn-like mandibles clash with a hungry fervor.
Making its home in tropical and subtropical forests across the globe, the goliath beetle is among the largest species of giant beetle. While its diminutive cousins are primarily herbivores, the goliath stag beetle is carnivorous, hunting herd animals, humanoids, and even giants with ease. They typically use their trample attack against creatures smaller than themselves, returning after this punishing assault to pick off anything that’s still moving with swift and deadly bites. A goliath stag beetle is 25 feet long and weighs 8,000 pounds.
N Huge
Vermin includes insects, arachnids, other arthropods, worms, and similar invertebrates. Vermin have the following traits (unless otherwise noted in a creature’s entry).
• Darkvision 60 feet.
• Mindless: No Intelligence score, and immunity to all mind-affecting effects (charms, compulsions, morale effects, patterns, and phantasms).
• Proficient with its natural weapons only.
• Proficient with no armor.
• Vermin breathe, eat, and sleep.
Init +0; Senses 60 ft.; Perception +0
Darkvision is the extraordinary ability to see with no light source at all, out to a range specified. Darkvision is black-and-white only (colors cannot be discerned). It does not allow creatures to see anything that they could not see otherwise—invisible objects are still invisible, and illusions are still visible as what they seem to be. Likewise, darkvision subjects a creature to gaze attacks normally. The presence of light does not spoil darkvision.
DEFENSE
AC 21, touch 8, flat-footed 21 (+13 natural, –2 size)
hp 104 (11d8+55)
Fort +12, Ref +3, Will +3
mind-affecting effects
Immunity (Ex or Su) A creature with immunities takes no damage from listed sources. Immunities can also apply to afflictions, conditions, spells (based on level, save type, or school), and other effects. A creature does not suffer any secondary effects that would normally be triggered by an effect it is immune to.
OFFENSE
Speed 30 ft., 30 ft. (poor)
A creature with a Fly speed can cease or resume flight as a free action on its turn. Without making a check, a flying creature can remain flying at the end of its turn so long as it moves a distance greater than half its speed. It can also turn up to 45 degrees during its turn by sacrificing 5 feet of movement, can rise at half speed at an angle of 45 degrees (ignoring the penalty for diagonal movement), and can descend at any angle at normal speed. At the beginning of its turn, a flying creature can move in a different direction than it did previously without needing a Fly check.
A creature with a natural fly speed receives a bonus (or penalty) on Fly skill checks depending on its maneuverability:
• Clumsy –8
• Poor –4
• Average +0
• Good +4
• Perfect +8
Creatures without a maneuverability rating are assumed to have average maneuverability and take no penalty on Fly checks. These modifiers are already included in the creature’s stat block.
Melee bite +17 (3d8+16)
Space 15 ft.; Reach 10 ft.
Special Attacks (3d8+16, DC 26)
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 32, Dex 10, Con 21, Int —, Wis 10, Cha 4
Base Atk +8; +21; CMD 31 (39 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.
Skills Fly –8
ECOLOGY
Environment warm forests or plains
Organization solitary, pair, or herd (3–8)
Treasure none
Triceratops
This beast’s armored head has three sharp horns decorating its face and a large round crest angling back over its neck from its skull.
This stout four-legged beast boasts two imposing horns sprouting from above its eyes, with a shorter horn on its snout, crafting a formidable appearance. These horns, combined with its solid bony frill, serve both as a means of defense against predators and as tools for intraspecies combat during mating displays or territorial disputes. Its thick, rough hide offers further protection against potential adversaries. Although a herbivore, feeding primarily on low-lying plants with its powerful beaked mouth, the triceratops is far from docile. Its irritable nature means that when threatened, it's more inclined to charge head-first into a confrontation rather than retreat. Commanding respect from both its fellow herbivores and potential predators, the triceratops is a true titan of its domain. A typical triceratops is 30 feet long and weighs 20,000 pounds.
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 +24
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 7, flat-footed 21 (–1 Dex, +14 natural, –2 size)
hp 119 (14d8+56)
Fort +15, Ref +8, Will +5
OFFENSE
Speed 30 ft.
Melee gore +17 (2d10+12)
Space 15 ft.; Reach 15 ft.
Special Attacks (gore, 4d10+16), (1d8+12, DC 25)
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 26, Dex 9, Con 19, Int 2, Wis 12, Cha 7
Base Atk +10; +20; CMD 29 (33 vs. trip)
When performing a combat maneuver, you must use an action appropriate to the maneuver you are attempting to perform. While many combat maneuvers can be performed as part of an attack action, full-attack action, or attack of opportunity (in place of a melee attack), others require a specific action. Unless otherwise noted, performing a combat maneuver provokes an attack of opportunity from the target of the maneuver. If you are hit by the target, you take the damage normally and apply that amount as a penalty to the attack roll to perform the maneuver. If your target is immobilized, unconscious, or otherwise incapacitated, your maneuver automatically succeeds (treat as if you rolled a natural 20 on the attack roll). If your target is stunned, you receive a +4 bonus on your attack roll to perform a combat maneuver against it.
When you attempt to perform a combat maneuver, make an attack roll and add your CMB in place of your normal attack bonus. Add any bonuses you currently have on attack rolls due to spells, feats, and other effects. These bonuses must be applicable to the weapon or attack used to perform the maneuver. The DC of this maneuver is your target’s Combat Maneuver Defense. Combat maneuvers are attack rolls, so you must roll for concealment and take any other penalties that would normally apply to an attack roll.
If your attack roll equals or exceeds the CMD of the target, your maneuver is a success and has the listed effect. Some maneuvers, such as bull rush, have varying levels of success depending on how much your attack roll exceeds the target’s CMD. Rolling a natural 20 while attempting a combat maneuver is always a success (except when attempting to escape from bonds), while rolling a natural 1 is always a failure.
Feats , , , , , (Perception), (gore)
Great Fortitude You get a +2 bonus on all Fortitude saving throws.
Improved Bull Rush You do not provoke an attack of opportunity when performing a bull rush combat maneuver. In addition, you receive a +2 bonus on checks made to bull rush a foe. You also receive a +2 bonus to your Combat Maneuver Defense whenever an opponent tries to bull rush you.
Normal: You provoke an attack of opportunity when performing a bull rush combat maneuver.
Improved Critical When using the weapon you selected, your threat range is doubled.
Special: This effect doesn’t stack with any other effect that expands the threat range of a weapon.
Power Attack You can choose to take a –1 penalty on all melee attack rolls and combat maneuver checks to gain a +2 bonus on all melee damage rolls. This bonus to damage is increased by half (+50%) if you are making an attack with a two-handed weapon, a one-handed weapon using two hands, or a primary natural weapon that adds 1-1/2 times your Strength modifier on damage rolls. This bonus to damage is halved (–50%) if you are making an attack with an off-hand weapon or secondary natural weapon. When your base attack bonus reaches +4, and every 4 points thereafter, the penalty increases by –1 and the bonus to damage increases by +2. You must choose to use this feat before making an attack roll, and its effects last until your next turn. The bonus damage does not apply to touch attacks or effects that do not deal hit point damage.
Run When running, you move five times your normal speed (if wearing medium, light, or no armor and carrying no more than a medium load) or four times your speed (if wearing heavy armor or carrying a heavy load). If you make a jump after a running start (see the Acrobatics skill description), you gain a +4 bonus on your Acrobatics check. While running, you retain your Dexterity bonus to your Armor Class.
Normal: You move four times your speed while running (if wearing medium, light, or no armor and carrying no more than a medium load) or three times your speed (if wearing heavy armor or carrying a heavy load), and you lose your Dexterity bonus to AC.
Skill Focus (Perception) You get a +3 bonus on all checks involving the chosen skill. If you have 10 or more ranks in that skill, this bonus increases to +6.
Weapon Focus (gore) You gain a +1 bonus on all attack rolls you make using the selected weapon.
Skills Perception +24
ECOLOGY
Environment warm plains
Organization solitary, pair, or herd (5–8)
Treasure none
Brachiosaurus
A long tail counterbalances this reptile’s equally long neck, at the end of which a relatively small head pulls food from the treetop.
The brachiosaurus stands as a giant among dinosaurs, its impressive stature towering above the prehistoric landscape. Its long neck stretches upwards like a living crane, allowing it to graze on treetops that other herbivores can't reach. Unlike many of its four-legged contemporaries, the brachiosaurus has longer front legs than its hind legs, giving its body a unique, sloping appearance. This gentle giant is not heavily armored or aggressive, but its sheer size deters many would-be predators. While not as combative as many other dinosaurs, a brachiosaurus can still defend itself with powerful stomps and tail swings when threatened. A mature brachiosaurus is 80 feet long and weighs 32 tons.
N Gargantuan
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 +0; Senses , ; Perception +28
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 18, touch 6, flat-footed 18 (+12 natural, –4 size)
hp 171 (18d8+90)
Fort +18, Ref +11, Will +9
OFFENSE
Speed 30 ft.
Melee tail +22 (4d6+19)
Space 20 ft.; Reach 20 ft.
Special Attacks (2d6+19, DC 32)
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 37, Dex 10, Con 21, Int 2, Wis 13, Cha 10
Base Atk +13; +30; CMD 40 (44 vs. trip)
When performing a combat maneuver, you must use an action appropriate to the maneuver you are attempting to perform. While many combat maneuvers can be performed as part of an attack action, full-attack action, or attack of opportunity (in place of a melee attack), others require a specific action. Unless otherwise noted, performing a combat maneuver provokes an attack of opportunity from the target of the maneuver. If you are hit by the target, you take the damage normally and apply that amount as a penalty to the attack roll to perform the maneuver. If your target is immobilized, unconscious, or otherwise incapacitated, your maneuver automatically succeeds (treat as if you rolled a natural 20 on the attack roll). If your target is stunned, you receive a +4 bonus on your attack roll to perform a combat maneuver against it.
When you attempt to perform a combat maneuver, make an attack roll and add your CMB in place of your normal attack bonus. Add any bonuses you currently have on attack rolls due to spells, feats, and other effects. These bonuses must be applicable to the weapon or attack used to perform the maneuver. The DC of this maneuver is your target’s Combat Maneuver Defense. Combat maneuvers are attack rolls, so you must roll for concealment and take any other penalties that would normally apply to an attack roll.
If your attack roll equals or exceeds the CMD of the target, your maneuver is a success and has the listed effect. Some maneuvers, such as bull rush, have varying levels of success depending on how much your attack roll exceeds the target’s CMD. Rolling a natural 20 while attempting a combat maneuver is always a success (except when attempting to escape from bonds), while rolling a natural 1 is always a failure.
Feats , , , , , , , (Perception), (tail)
Cleave As a standard action, you can make a single attack at your full base attack bonus against a foe within reach. If you hit, you deal damage normally and can make an additional attack (using your full base attack bonus) against a foe that is adjacent to the first and also within reach. You can only make one additional attack per round with this feat. When you use this feat, you take a –2 penalty to your Armor Class until your next turn.
Great Cleave As a standard action, you can make a single attack at your full base attack bonus against a foe within reach. If you hit, you deal damage normally and can make an additional attack (using your full base attack bonus) against a foe that is adjacent to the previous foe and also within reach. If you hit, you can continue to make attacks against foes adjacent to the previous foe, so long as they are within your reach. You cannot attack an individual foe more than once during this attack action. When you use this feat, you take a –2 penalty to your Armor Class until your next turn.
Great Fortitude You get a +2 bonus on all Fortitude saving throws.
Greater Overrun You receive a +2 bonus on checks made to overrun a foe. This bonus stacks with the bonus granted by Improved Overrun. Whenever you overrun opponents, they provoke attacks of opportunity if they are knocked by your overrun.
Normal: Creatures knocked by your overrun do not provoke an attack of opportunity.
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.
Improved Bull Rush You do not provoke an attack of opportunity when performing a bull rush combat maneuver. In addition, you receive a +2 bonus on checks made to bull rush a foe. You also receive a +2 bonus to your Combat Maneuver Defense whenever an opponent tries to bull rush you.
Normal: You provoke an attack of opportunity when performing a bull rush combat maneuver.
Iron Will You get a +2 bonus on all Will saving throws.
Power Attack You can choose to take a –1 penalty on all melee attack rolls and combat maneuver checks to gain a +2 bonus on all melee damage rolls. This bonus to damage is increased by half (+50%) if you are making an attack with a two-handed weapon, a one-handed weapon using two hands, or a primary natural weapon that adds 1-1/2 times your Strength modifier on damage rolls. This bonus to damage is halved (–50%) if you are making an attack with an off-hand weapon or secondary natural weapon. When your base attack bonus reaches +4, and every 4 points thereafter, the penalty increases by –1 and the bonus to damage increases by +2. You must choose to use this feat before making an attack roll, and its effects last until your next turn. The bonus damage does not apply to touch attacks or effects that do not deal hit point damage.
Skill Focus (Perception) You get a +3 bonus on all checks involving the chosen skill. If you have 10 or more ranks in that skill, this bonus increases to +6.
Weapon Focus (tail) You gain a +1 bonus on all attack rolls you make using the selected weapon.
Skills Perception +28
ECOLOGY
Environment warm forests or plains
Organization solitary, pair, or herd (3–12)
Treasure none
Therizinosaurus
This feathered bipedal saurian looks somewhat comical—save for its outlandish sword-sized claws.
At first glance, this dinosaur’s massive claws may well convince observers that it is a predator, but the therizinosaurus is in fact an omnivore. Nonetheless, the therizinosaurus has a foul temper and is both easily angered and difficult to spook. With its deep-cutting claws, the therizinosaurus is more than a match for even the mightiest of predatory dinosaurs. A therizinosaurus is 35 feet long and weighs 13,000 pounds.
N Gargantuan
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 +7; Senses , ; Perception +25
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 24, touch 9, flat-footed 21 (+3 Dex, +15 natural, –4 size)
hp 133 (14d8+70)
Fort +14, Ref +12, Will +8
OFFENSE
Speed 40 ft.;
Melee 2 claws +17 (4d6+10/15–20 plus 1d6 )
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.
Space 20 ft.; Reach 20 ft.
Special Attacks (1d6), ,
STATISTICS
Str 30, Dex 17, Con 20, Int 2, Wis 15, Cha 11
Base Atk +10; +24; CMD 37
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 (claw), , , , (Perception), , (claw)
Improved Critical (claw) When using the weapon you selected, your threat range is doubled.
Special: This effect doesn’t stack with any other effect that expands the threat range of a weapon.
Improved Initiative You get a +4 bonus on initiative checks.
Iron Will You get a +2 bonus on all Will saving throws.
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.
Skill Focus (Perception) You get a +3 bonus on all checks involving the chosen skill. If you have 10 or more ranks in that skill, this bonus increases to +6.
Vital Strike When you use the attack action, you can make one attack at your highest base attack bonus that deals additional damage. Roll the weapon’s damage dice for the attack twice and add the results together before adding bonuses from Strength, weapon abilities (such as flaming), precision-based damage, and other damage bonuses. These extra weapon damage dice are not multiplied on a critical hit, but are added to the total.
Weapon Focus (claw) You gain a +1 bonus on all attack rolls you make using the selected weapon.
Skills Perception +25
ECOLOGY
Environment warm plains
Organization solitary, pair, or flock (3–8)
Treasure none
SPECIAL ABILITIES
Sprint (Ex) Once per hour, a therizinosaurus can move at 10 times its normal speed (400 feet) when it makes a charge.
Sweeping Strike (Ex) As a full-round action, a therizinosaurus can hunker down and make a great, sweeping attack with its claws against up to four adjacent foes. The dinosaur makes an attack roll against each target, inflicting claw damage on a successful hit.
Vicious Claws (Ex) A therizinosaurus’s claws threaten a critical hit on an 18–20.
Diplodocus
This enormous, long-necked quadruped moves with an uncanny grace, holding its lengthy, whiplike tail out level behind it.
The landscape seems to sway and shift as this gentle giant moves, its massive feet creating deep impressions in the soft earth. While its incredible size already demands respect, it is the diplodocus’s tremendously powerful whiplike tail that truly astonishes those who witness it. Not just an extension of its majestic form, this tail serves as both a tool and a weapon. Whether being used to maintain balance, communicate with other members of its herd, or defend against predators, it can strike with swift and unerring force. Despite its calm herbivorous nature, the potential devastation of its tail ensures that even the most audacious of predators think twice before approaching. The diplodocus is one of the longest dinosaurs, capable of reaching lengths of 100 feet or more. Much of this length is taken up by the diplodocus’s tremendously powerful whiplike tail, a devastating weapon capable of striking at a considerable range.
N Colossal
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 +6; Senses , ; Perception +32
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 4, flat-footed 23 (+2 Dex, +21 natural, –8 size)
hp 190 (20d8+100)
Fort +17, Ref +14, Will +11
OFFENSE
Speed 30 ft.
Melee 2 +22 (4d6+15/19–20)
Space 30 ft.; Reach 60 ft.
Special Attacks (2d8+22, DC 35)
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 40, Dex 14, Con 21, Int 2, Wis 17, Cha 11
Base Atk +15; +38 (+40 bull rush); CMD 50 (52 vs. bull rush, 54 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 , , , , (tail lash), , , , (Perception),
Awesome Blow As a standard action, the creature may perform an awesome blow combat maneuver. If the creature’s maneuver succeeds against a corporeal opponent smaller than itself, its opponent takes damage (typically slam damage plus Strength bonus) and is knocked flying 10 feet in a direction of the attacking creature’s choice and falls . The attacking creature can only push the opponent in a straight line, and the opponent can’t move closer to the attacking creature than the square it started in. If an obstacle prevents the completion of the opponent’s move, the opponent and the obstacle each take 1d6 points of damage, and the opponent is knocked in the space adjacent to the obstacle.
The character is lying on the ground. A prone attacker has a –4 penalty on melee attack rolls and cannot use a ranged weapon (except for a crossbow). A prone defender gains a +4 bonus to Armor Class against ranged attacks, but takes a –4 penalty to AC against melee attacks. Standing up is a move-equivalent action that provokes an attack of opportunity.
Combat Reflexes You may make a number of additional attacks of opportunity per round equal to your Dexterity bonus. With this feat, you may also make attacks of opportunity while .
Normal: A character without this feat can make only one attack of opportunity per round and can’t make attacks of opportunity while .
Special: The Combat Reflexes feat does not allow a rogue to use her opportunist ability more than once per round.
A creature that has not yet acted during a combat is flat-footed, unable to react normally to the situation. A flat-footed creature cannot take immediate actions and loses their Dexterity bonus to AC and CMD (if any). The creature cannot make attacks of opportunity unless they have the Combat Reflexes feat or Uncanny Dodge class ability.
Critical Focus You receive a +4 circumstance bonus on attack rolls made to confirm critical hits.
Improved Bull Rush You do not provoke an attack of opportunity when performing a bull rush combat maneuver. In addition, you receive a +2 bonus on checks made to bull rush a foe. You also receive a +2 bonus to your Combat Maneuver Defense whenever an opponent tries to bull rush you.
Normal: You provoke an attack of opportunity when performing a bull rush combat maneuver.
Improved Critical (tail lash) When using the weapon you selected, your threat range is doubled.
Special: This effect doesn’t stack with any other effect that expands the threat range of a weapon.
Improved Initiative You get a +4 bonus on initiative checks.
Iron Will You get a +2 bonus on all Will saving throws.
Power Attack You can choose to take a –1 penalty on all melee attack rolls and combat maneuver checks to gain a +2 bonus on all melee damage rolls. This bonus to damage is increased by half (+50%) if you are making an attack with a two-handed weapon, a one-handed weapon using two hands, or a primary natural weapon that adds 1-1/2 times your Strength modifier on damage rolls. This bonus to damage is halved (–50%) if you are making an attack with an off-hand weapon or secondary natural weapon. When your base attack bonus reaches +4, and every 4 points thereafter, the penalty increases by –1 and the bonus to damage increases by +2. You must choose to use this feat before making an attack roll, and its effects last until your next turn. The bonus damage does not apply to touch attacks or effects that do not deal hit point damage.
Skill Focus (Perception) You get a +3 bonus on all checks involving the chosen skill. If you have 10 or more ranks in that skill, this bonus increases to +6.
Staggering Critical Whenever you score a critical hit, your opponent becomes for 1d4+1 rounds. A successful Fortitude save reduces the duration to 1 round. The DC of this Fortitude save is equal to 10 + your base attack bonus. The effects of this feat do not stack. Additional hits instead add to the duration.
Special: You can only apply the effects of one critical feat to a given critical hit unless you possess Critical Mastery.
A staggered creature may take a single move action or standard action each round (but not both, nor can it take full-round actions). A staggered creature can still take free, swift, and immediate actions. A creature with nonlethal damage exactly equal to its current hit points gains the staggered condition.
Skills Perception +32
ECOLOGY
Environment warm plains
Organization solitary, pair, or herd (3–14)
Treasure none
SPECIAL ABILITIES
Tail Lash (Ex) The diplodocus prefers to attack with its tail. The dinosaur can snap its incredibly long tail with surprising speed like an enormous whip—this is a primary attack that deals bludgeoning and slashing damage. A diplodocus can make two separate attacks with its tail lash as a full-attack action.
Papinijuwari
This imposing one-eyed giant wears fragments of crude armor and a breechcloth adorned with skulls. Its breath reeks of pestilence.
Racing across the skies and preying on diseased humanoids of all kinds, the merciless, cyclopean papinijuwaris are the hated cousins of cloud giants. Even evil cloud giants regard papinijuwaris with disdain, as their hunting practices offend the more “refined” giants’ delicate sensibilities. Papinijuwaris are agents of death and pestilence, feeding off of the suffering they help to spread. In some humanoid cultures, the sight of a shooting star heralds the arrival of the dreaded papinijuwaris, who invisibly stalk through settlements at night, hastening the progression of diseases. A full-grown papinijuwari stands about 20 feet tall and weighs nearly 6,000 pounds.
NE Huge ()
A humanoid usually has two arms, two legs, and one head, or a human-like torso, arms, and a head. Humanoids have few or no supernatural or extraordinary abilities, but most can speak and usually have well-developed societies. They are usually Small or Medium (with the exception of giants). Every humanoid creature also has a specific subtype to match its race, such as human, giant, goblinoid, reptilian, or tengu.
A humanoid possesses the following traits (unless otherwise noted in a creature’s entry).
• Proficient with all simple weapons, or by character class.
• Proficient with whatever type of armor (light, medium, or heavy) it is described as wearing, or by character class. If a humanoid does not have a class and wears armor, it is proficient with that type of armor and all lighter types. Humanoids not indicated as wearing armor are not proficient with armor. Humanoids are proficient with shields if they are proficient with any form of armor.
• Humanoids breathe, eat, and sleep.
A giant is a humanoid creature of great strength, usually Large or larger. Giants have racial Hit Dice rather than substituting those Hit Dice for class levels, possess low-light vision, and treat Intimidate and Perception as class skills.
Init +8; Senses 120 ft., , ; Perception +4
Darkvision is the extraordinary ability to see with no light source at all, out to a range specified. Darkvision is black-and-white only (colors cannot be discerned). It does not allow creatures to see anything that they could not see otherwise—invisible objects are still invisible, and illusions are still visible as what they seem to be. Likewise, darkvision subjects a creature to gaze attacks normally. The presence of light does not spoil darkvision.
Low-Light Vision (Ex) A creature with low-light vision can see twice as far as a human in starlight, moonlight, torchlight, and similar conditions of dim light. It retains the ability to distinguish color and detail under these conditions.
DEFENSE
AC 28, touch 11, flat-footed 25 (+8 armor, +3 Dex, +9 natural, –2 size)
hp 187 (15d8+120)
Fort +17, Ref +11, Will +11
disease, poison
Immunity (Ex or Su) A creature with immunities takes no damage from listed sources. Immunities can also apply to afflictions, conditions, spells (based on level, save type, or school), and other effects. A creature does not suffer any secondary effects that would normally be triggered by an effect it is immune to.
OFFENSE
Speed 20 ft., 60 ft. (average),
A creature with a Fly speed can cease or resume flight as a free action on its turn. Without making a check, a flying creature can remain flying at the end of its turn so long as it moves a distance greater than half its speed. It can also turn up to 45 degrees during its turn by sacrificing 5 feet of movement, can rise at half speed at an angle of 45 degrees (ignoring the penalty for diagonal movement), and can descend at any angle at normal speed. At the beginning of its turn, a flying creature can move in a different direction than it did previously without needing a Fly check.
A creature with a natural fly speed receives a bonus (or penalty) on Fly skill checks depending on its maneuverability:
• Clumsy –8
• Poor –4
• Average +0
• Good +4
• Perfect +8
Creatures without a maneuverability rating are assumed to have average maneuverability and take no penalty on Fly checks. These modifiers are already included in the creature’s stat block.
Melee club +25/+20/+15 (2d6+24) or 2 slams +25 (2d6+16)
Space 15 ft.; Reach 15 ft.
Special Attacks
(CL 10th; concentration +12)
Spell-like abilities are magical and work just like spells (though they are not spells and so have no verbal, somatic, focus, or material components). They go away in an antimagic field and are subject to spell resistance if the spell the ability is based on would be subject to spell resistance.
A spell-like ability usually has a limit on how often it can be used. A constant spell-like ability or one that can be used at will has no use limit; unless otherwise stated, a creature can only use a constant spell-like ability on itself. Reactivating a constant spell-like ability is a swift action. Using all other spell-like abilities is a standard action unless noted otherwise, and doing so provokes attacks of opportunity. It is possible to make a concentration check to use a spell-like ability defensively and avoid provoking an attack of opportunity, just as when casting a spell. A spell-like ability can be disrupted just as a spell can be. Spell-like abilities cannot be used to counterspell, nor can they be counterspelled.
For creatures with spell-like abilities, a designated caster level determines how difficult it is to dispel their spell-like effects and defines any level-dependent variables (such as range and duration) the abilities might have. The creature’s caster level never affects which spell-like abilities the creature has; sometimes the given caster level is lower than the level a spellcasting character would need to cast the spell of the same name. If no caster level is specified, the caster level is equal to the creature’s Hit Dice. The saving throw (if any) against a spell-like ability is 10 + the level of the spell the ability resembles or duplicates + the creature’s Charisma modifier.
Some spell-like abilities duplicate spells that work differently when cast by characters of different classes. A monster’s spell-like abilities are presumed to be the sorcerer/wizard versions. If the spell in question is not a sorcerer/wizard spell, then default to cleric, druid, bard, paladin, and ranger, in that order.
3/day—invisibility
STATISTICS
Str 42, Dex 18, Con 27, Int 17, Wis 18, Cha 15
Base Atk +11; +29 (+31 bull rush); CMD 43 (45 vs. bull rush)
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 , , , , , , ,
Awesome Blow As a standard action, the creature may perform an awesome blow combat maneuver. If the creature’s maneuver succeeds against a corporeal opponent smaller than itself, its opponent takes damage (typically slam damage plus Strength bonus) and is knocked flying 10 feet in a direction of the attacking creature’s choice and falls . The attacking creature can only push the opponent in a straight line, and the opponent can’t move closer to the attacking creature than the square it started in. If an obstacle prevents the completion of the opponent’s move, the opponent and the obstacle each take 1d6 points of damage, and the opponent is knocked in the space adjacent to the obstacle.
The character is lying on the ground. A prone attacker has a –4 penalty on melee attack rolls and cannot use a ranged weapon (except for a crossbow). A prone defender gains a +4 bonus to Armor Class against ranged attacks, but takes a –4 penalty to AC against melee attacks. Standing up is a move-equivalent action that provokes an attack of opportunity.
Flyby Attack When flying, the creature can take a move action and another standard action at any point during the move. The creature cannot take a second move action during a round when it makes a flyby attack.
Normal: Without this feat, the creature takes a standard action either before or after its move.
Improved Bull Rush You do not provoke an attack of opportunity when performing a bull rush combat maneuver. In addition, you receive a +2 bonus on checks made to bull rush a foe. You also receive a +2 bonus to your Combat Maneuver Defense whenever an opponent tries to bull rush you.
Normal: You provoke an attack of opportunity when performing a bull rush combat maneuver.
Improved Initiative You get a +4 bonus on initiative checks.
Improved Iron Will Once per day, you may reroll a Will save. You must decide to use this ability before the results are revealed. You must take the second roll, even if it is worse.
Iron Will You get a +2 bonus on all Will saving throws.
Lightning Reflexes You get a +2 bonus on all Reflex saving throws.
Power Attack You can choose to take a –1 penalty on all melee attack rolls and combat maneuver checks to gain a +2 bonus on all melee damage rolls. This bonus to damage is increased by half (+50%) if you are making an attack with a two-handed weapon, a one-handed weapon using two hands, or a primary natural weapon that adds 1-1/2 times your Strength modifier on damage rolls. This bonus to damage is halved (–50%) if you are making an attack with an off-hand weapon or secondary natural weapon. When your base attack bonus reaches +4, and every 4 points thereafter, the penalty increases by –1 and the bonus to damage increases by +2. You must choose to use this feat before making an attack roll, and its effects last until your next turn. The bonus damage does not apply to touch attacks or effects that do not deal hit point damage.
Skills Climb +31, Fly +15, Intimidate +20, Knowledge (planes) +18, Knowledge (religion) +18
Languages Auran, Common, Giant
ECOLOGY
Environment warm plains
Organization single, pair, or tribe (6–20 warriors, plus 30 noncombatants, 2 druids, 6 elders, and 1 chieftain)
Treasure double (+2 breastplate, other treasure)
SPECIAL ABILITIES
Devour Disease (Su) As a standard action, a papinijuwari can suck the life force out of a diseased creature within 30 feet as a ranged touch attack. An affected creature must immediately succeed at a saving throw against one disease affecting it or suffer that disease’s effect. This saving throw does not count against the number of saves required to cure the disease. If it fails the saving throw, the papinijuwari gains 30 temporary hit points.
Sense Decay (Su) A papinijuwari is under the constant effects of deathwatch, and can detect creatures currently infected by disease as if by the scent ability.
Shooting Star (Su) As a full-round action that provokes attacks of opportunity, a papinijuwari can fly at a speed of 300 feet. The papinijuwari can use this ability only outside at night, and must be at least 500 feet above the ground to do so. It must also hold a lit torch while doing so; the torch need not be magical, and while held by the papinijuwari, the torch’s flame is not subject to mundane effects that would extinguish it, such as the wind.
Gold Dragon
Golden scales cover the body of this majestic dragon, and a regal crest of horns arches backward above wise and piercing eyes.
Gold dragons are the epitome of virtue. Other metallic dragons revere their gold cousins as the agents of divine forces and the paragons of dragonkind, and often seek them for advice or aid.
CR 7 XP 3,2009 XP 6,40011 XP 12,80012 XP 19,20014 XP 38,40015 XP 51,20016 XP 76,80018 XP 153,60019 XP 204,80020 XP 307,20021 XP 409,60023 XP 819,200
LG SmallMediumLargeLargeHugeHugeHugeGargantuanGargantuanGargantuanGargantuanColossal ()
A dragon is a reptile-like creature, usually winged, with magical or unusual abilities. A dragon possesses the following traits (unless otherwise noted in a creature’s entry).
• Darkvision 60 feet and low-light vision.
• Immunity to magic sleep effects and paralysis effects.
• Proficient with its natural weapons only unless humanoid in form (or capable of assuming humanoid form), in which case proficient with all simple weapons and any weapons mentioned in its entry.
• Proficient with no armor.
• Dragons breathe, eat, and sleep.
A creature with the fire subtype has immunity to fire and vulnerability to cold.
Init +2+1+1+1+0+0+0–1–1–1–1–2; Senses ; Perception +152022252730323537404245
Dragons have 120 ft. and 60 ft. They see four times as well as a human in dim light and twice as well in normal light.
Darkvision is the extraordinary ability to see with no light source at all, out to a range specified. Darkvision is black-and-white only (colors cannot be discerned). It does not allow creatures to see anything that they could not see otherwise—invisible objects are still invisible, and illusions are still visible as what they seem to be. Likewise, darkvision subjects a creature to gaze attacks normally. The presence of light does not spoil darkvision.
Using extraordinary nonvisual senses, such as acute smell or hearing, a creature with blindsense notices things it cannot see. The creature usually does not need to make Perception checks to pinpoint the location of a creature within range of its blindsense ability, provided that it has line of effect to that creature. Any opponent the creature cannot see still has total concealment against the creature with blindsense, and the creature still has the normal miss chance when attacking foes that have concealment. Visibility still affects the movement of a creature with blindsense. A creature with blindsense is still denied its Dexterity bonus to Armor Class against attacks from creatures it cannot see.
Aura (180 ft., DC 24)
Frightful Presence (Ex) This special quality makes a creature’s very presence unsettling to foes. Activating this ability is a free action that is usually part of an attack or charge. This ability can only be used once per turn. Opponents within range who witness the action may become , , or . Unless specified otherwise, the range is 30 feet and the duration is 5d6 rounds. This ability affects only opponents with fewer Hit Dice than the creature has. An opponent can resist the effects with a successful Will save (DC 10 + 1/2 the frightful creature’s racial HD + the frightful creature’s Cha modifier; the exact DC is given in the creature’s descriptive text). An opponent that succeeds on the saving throw is immune to further effects from that same creature’s frightful presence for 24 hours. On a failed save, the opponent is , or if it is already shaken. A frightened opponent who fails their save becomes instead, and any creature with 4 Hit Dice or fewer automatically becomes panicked on any failed save. Frightful presence is a mind-affecting fear effect.
A shaken character takes a –2 penalty on attack rolls, saving throws, skill checks, and ability checks.
A frightened creature flees from the source of its fear as best it can. If unable to flee, it may fight. A frightened creature takes a –2 penalty on all attack rolls, saving throws, skill checks, and ability checks. A frightened creature can use special abilities, including spells, to flee; indeed, the creature must use such means if they are the only way to escape. Frightened is like shaken, except that the creature must flee if possible.
A panicked creature must drop anything it holds and flee at top speed from the source of its fear, as well as any other dangers it encounters, along a random path. It can’t take any other actions. In addition, the creature takes a –2 penalty on all saving throws, skill checks, and ability checks. If cornered, a panicked creature and does not attack, typically using the total defense action in combat. A panicked creature can use special abilities, including spells, to flee; indeed, the creature must use such means if they are the only way to escape. Panicked is a more extreme state of fear than shaken or frightened.
The character is frozen in fear and can take no actions. A cowering character takes a –2 penalty to Armor Class and loses their Dexterity bonus (if any).
Aura (210 ft., DC 25)
Frightful Presence (Ex) This special quality makes a creature’s very presence unsettling to foes. Activating this ability is a free action that is usually part of an attack or charge. This ability can only be used once per turn. Opponents within range who witness the action may become , , or . Unless specified otherwise, the range is 30 feet and the duration is 5d6 rounds. This ability affects only opponents with fewer Hit Dice than the creature has. An opponent can resist the effects with a successful Will save (DC 10 + 1/2 the frightful creature’s racial HD + the frightful creature’s Cha modifier; the exact DC is given in the creature’s descriptive text). An opponent that succeeds on the saving throw is immune to further effects from that same creature’s frightful presence for 24 hours. On a failed save, the opponent is , or if it is already shaken. A frightened opponent who fails their save becomes instead, and any creature with 4 Hit Dice or fewer automatically becomes panicked on any failed save. Frightful presence is a mind-affecting fear effect.
A shaken character takes a –2 penalty on attack rolls, saving throws, skill checks, and ability checks.
A frightened creature flees from the source of its fear as best it can. If unable to flee, it may fight. A frightened creature takes a –2 penalty on all attack rolls, saving throws, skill checks, and ability checks. A frightened creature can use special abilities, including spells, to flee; indeed, the creature must use such means if they are the only way to escape. Frightened is like shaken, except that the creature must flee if possible.
A panicked creature must drop anything it holds and flee at top speed from the source of its fear, as well as any other dangers it encounters, along a random path. It can’t take any other actions. In addition, the creature takes a –2 penalty on all saving throws, skill checks, and ability checks. If cornered, a panicked creature and does not attack, typically using the total defense action in combat. A panicked creature can use special abilities, including spells, to flee; indeed, the creature must use such means if they are the only way to escape. Panicked is a more extreme state of fear than shaken or frightened.
The character is frozen in fear and can take no actions. A cowering character takes a –2 penalty to Armor Class and loses their Dexterity bonus (if any).
Aura (5 ft., 1d6 fire), (240 ft., DC 27)
Frightful Presence (Ex) This special quality makes a creature’s very presence unsettling to foes. Activating this ability is a free action that is usually part of an attack or charge. This ability can only be used once per turn. Opponents within range who witness the action may become , , or . Unless specified otherwise, the range is 30 feet and the duration is 5d6 rounds. This ability affects only opponents with fewer Hit Dice than the creature has. An opponent can resist the effects with a successful Will save (DC 10 + 1/2 the frightful creature’s racial HD + the frightful creature’s Cha modifier; the exact DC is given in the creature’s descriptive text). An opponent that succeeds on the saving throw is immune to further effects from that same creature’s frightful presence for 24 hours. On a failed save, the opponent is , or if it is already shaken. A frightened opponent who fails their save becomes instead, and any creature with 4 Hit Dice or fewer automatically becomes panicked on any failed save. Frightful presence is a mind-affecting fear effect.
A shaken character takes a –2 penalty on attack rolls, saving throws, skill checks, and ability checks.
A frightened creature flees from the source of its fear as best it can. If unable to flee, it may fight. A frightened creature takes a –2 penalty on all attack rolls, saving throws, skill checks, and ability checks. A frightened creature can use special abilities, including spells, to flee; indeed, the creature must use such means if they are the only way to escape. Frightened is like shaken, except that the creature must flee if possible.
A panicked creature must drop anything it holds and flee at top speed from the source of its fear, as well as any other dangers it encounters, along a random path. It can’t take any other actions. In addition, the creature takes a –2 penalty on all saving throws, skill checks, and ability checks. If cornered, a panicked creature and does not attack, typically using the total defense action in combat. A panicked creature can use special abilities, including spells, to flee; indeed, the creature must use such means if they are the only way to escape. Panicked is a more extreme state of fear than shaken or frightened.
The character is frozen in fear and can take no actions. A cowering character takes a –2 penalty to Armor Class and loses their Dexterity bonus (if any).
Aura (5 ft., 1d6 fire), (270 ft., DC 28)
Frightful Presence (Ex) This special quality makes a creature’s very presence unsettling to foes. Activating this ability is a free action that is usually part of an attack or charge. This ability can only be used once per turn. Opponents within range who witness the action may become , , or . Unless specified otherwise, the range is 30 feet and the duration is 5d6 rounds. This ability affects only opponents with fewer Hit Dice than the creature has. An opponent can resist the effects with a successful Will save (DC 10 + 1/2 the frightful creature’s racial HD + the frightful creature’s Cha modifier; the exact DC is given in the creature’s descriptive text). An opponent that succeeds on the saving throw is immune to further effects from that same creature’s frightful presence for 24 hours. On a failed save, the opponent is , or if it is already shaken. A frightened opponent who fails their save becomes instead, and any creature with 4 Hit Dice or fewer automatically becomes panicked on any failed save. Frightful presence is a mind-affecting fear effect.
A shaken character takes a –2 penalty on attack rolls, saving throws, skill checks, and ability checks.
A frightened creature flees from the source of its fear as best it can. If unable to flee, it may fight. A frightened creature takes a –2 penalty on all attack rolls, saving throws, skill checks, and ability checks. A frightened creature can use special abilities, including spells, to flee; indeed, the creature must use such means if they are the only way to escape. Frightened is like shaken, except that the creature must flee if possible.
A panicked creature must drop anything it holds and flee at top speed from the source of its fear, as well as any other dangers it encounters, along a random path. It can’t take any other actions. In addition, the creature takes a –2 penalty on all saving throws, skill checks, and ability checks. If cornered, a panicked creature and does not attack, typically using the total defense action in combat. A panicked creature can use special abilities, including spells, to flee; indeed, the creature must use such means if they are the only way to escape. Panicked is a more extreme state of fear than shaken or frightened.
The character is frozen in fear and can take no actions. A cowering character takes a –2 penalty to Armor Class and loses their Dexterity bonus (if any).
Aura (10 ft., 1d6 fire), (300 ft., DC 30)
Frightful Presence (Ex) This special quality makes a creature’s very presence unsettling to foes. Activating this ability is a free action that is usually part of an attack or charge. This ability can only be used once per turn. Opponents within range who witness the action may become , , or . Unless specified otherwise, the range is 30 feet and the duration is 5d6 rounds. This ability affects only opponents with fewer Hit Dice than the creature has. An opponent can resist the effects with a successful Will save (DC 10 + 1/2 the frightful creature’s racial HD + the frightful creature’s Cha modifier; the exact DC is given in the creature’s descriptive text). An opponent that succeeds on the saving throw is immune to further effects from that same creature’s frightful presence for 24 hours. On a failed save, the opponent is , or if it is already shaken. A frightened opponent who fails their save becomes instead, and any creature with 4 Hit Dice or fewer automatically becomes panicked on any failed save. Frightful presence is a mind-affecting fear effect.
A shaken character takes a –2 penalty on attack rolls, saving throws, skill checks, and ability checks.
A frightened creature flees from the source of its fear as best it can. If unable to flee, it may fight. A frightened creature takes a –2 penalty on all attack rolls, saving throws, skill checks, and ability checks. A frightened creature can use special abilities, including spells, to flee; indeed, the creature must use such means if they are the only way to escape. Frightened is like shaken, except that the creature must flee if possible.
A panicked creature must drop anything it holds and flee at top speed from the source of its fear, as well as any other dangers it encounters, along a random path. It can’t take any other actions. In addition, the creature takes a –2 penalty on all saving throws, skill checks, and ability checks. If cornered, a panicked creature and does not attack, typically using the total defense action in combat. A panicked creature can use special abilities, including spells, to flee; indeed, the creature must use such means if they are the only way to escape. Panicked is a more extreme state of fear than shaken or frightened.
The character is frozen in fear and can take no actions. A cowering character takes a –2 penalty to Armor Class and loses their Dexterity bonus (if any).
Aura (10 ft., 1d6 fire), (330 ft., DC 31)
Frightful Presence (Ex) This special quality makes a creature’s very presence unsettling to foes. Activating this ability is a free action that is usually part of an attack or charge. This ability can only be used once per turn. Opponents within range who witness the action may become , , or . Unless specified otherwise, the range is 30 feet and the duration is 5d6 rounds. This ability affects only opponents with fewer Hit Dice than the creature has. An opponent can resist the effects with a successful Will save (DC 10 + 1/2 the frightful creature’s racial HD + the frightful creature’s Cha modifier; the exact DC is given in the creature’s descriptive text). An opponent that succeeds on the saving throw is immune to further effects from that same creature’s frightful presence for 24 hours. On a failed save, the opponent is , or if it is already shaken. A frightened opponent who fails their save becomes instead, and any creature with 4 Hit Dice or fewer automatically becomes panicked on any failed save. Frightful presence is a mind-affecting fear effect.
A shaken character takes a –2 penalty on attack rolls, saving throws, skill checks, and ability checks.
A frightened creature flees from the source of its fear as best it can. If unable to flee, it may fight. A frightened creature takes a –2 penalty on all attack rolls, saving throws, skill checks, and ability checks. A frightened creature can use special abilities, including spells, to flee; indeed, the creature must use such means if they are the only way to escape. Frightened is like shaken, except that the creature must flee if possible.
A panicked creature must drop anything it holds and flee at top speed from the source of its fear, as well as any other dangers it encounters, along a random path. It can’t take any other actions. In addition, the creature takes a –2 penalty on all saving throws, skill checks, and ability checks. If cornered, a panicked creature and does not attack, typically using the total defense action in combat. A panicked creature can use special abilities, including spells, to flee; indeed, the creature must use such means if they are the only way to escape. Panicked is a more extreme state of fear than shaken or frightened.
The character is frozen in fear and can take no actions. A cowering character takes a –2 penalty to Armor Class and loses their Dexterity bonus (if any).
Aura (10 ft., 2d6 fire), (360 ft., DC 33)
Frightful Presence (Ex) This special quality makes a creature’s very presence unsettling to foes. Activating this ability is a free action that is usually part of an attack or charge. This ability can only be used once per turn. Opponents within range who witness the action may become , , or . Unless specified otherwise, the range is 30 feet and the duration is 5d6 rounds. This ability affects only opponents with fewer Hit Dice than the creature has. An opponent can resist the effects with a successful Will save (DC 10 + 1/2 the frightful creature’s racial HD + the frightful creature’s Cha modifier; the exact DC is given in the creature’s descriptive text). An opponent that succeeds on the saving throw is immune to further effects from that same creature’s frightful presence for 24 hours. On a failed save, the opponent is , or if it is already shaken. A frightened opponent who fails their save becomes instead, and any creature with 4 Hit Dice or fewer automatically becomes panicked on any failed save. Frightful presence is a mind-affecting fear effect.
A shaken character takes a –2 penalty on attack rolls, saving throws, skill checks, and ability checks.
A frightened creature flees from the source of its fear as best it can. If unable to flee, it may fight. A frightened creature takes a –2 penalty on all attack rolls, saving throws, skill checks, and ability checks. A frightened creature can use special abilities, including spells, to flee; indeed, the creature must use such means if they are the only way to escape. Frightened is like shaken, except that the creature must flee if possible.
A panicked creature must drop anything it holds and flee at top speed from the source of its fear, as well as any other dangers it encounters, along a random path. It can’t take any other actions. In addition, the creature takes a –2 penalty on all saving throws, skill checks, and ability checks. If cornered, a panicked creature and does not attack, typically using the total defense action in combat. A panicked creature can use special abilities, including spells, to flee; indeed, the creature must use such means if they are the only way to escape. Panicked is a more extreme state of fear than shaken or frightened.
The character is frozen in fear and can take no actions. A cowering character takes a –2 penalty to Armor Class and loses their Dexterity bonus (if any).
DEFENSE
AC 20, touch 13, flat-footed 18 (+2 Dex, +7 natural, +1 size)21, touch 11, flat-footed 20 (+1 Dex, +10 natural)23, touch 10, flat-footed 22 (+1 Dex, +13 natural, –1 size)26, touch 10, flat-footed 25 (+1 Dex, +16 natural, –1 size)27, touch 8, flat-footed 27 (+19 natural, –2 size)30, touch 8, flat-footed 30 (+22 natural, –2 size)33, touch 8, flat-footed 33 (+25 natural, –2 size)33, touch 5, flat-footed 33 (–1 Dex, +28 natural, –4 size)36, touch 5, flat-footed 36 (–1 Dex, +31 natural, –4 size)39, touch 5, flat-footed 39 (–1 Dex, +34 natural, –4 size)41, touch 4, flat-footed 41 (–2 Dex, +37 natural, –4 size)40, touch 0, flat-footed 40 (–2 Dex, +41 natural, –8 size)
hp 68 (8d12+16)95 (10d12+30)126 (12d12+48)161 (14d12+70)184 (16d12+80)225 (18d12+108)250 (20d12+120)297 (22d12+154)324 (24d12+168)377 (26d12+208)406 (28d12+224)465 (30d12+270)
Fort +81012141517182021232426, Ref +889101011121213141515, Will +101213151618192122242527
5/magic;
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. 5/magic;
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. 10/magic;
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. 10/magic;
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. 15/magic;
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. 15/magic;
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. 20/magic;
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. 20/magic;
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. fire, paralysis, sleep; 25
A creature with Spell Resistance has the extraordinary ability to avoid the effects of spells and spell-like abilities that directly affect it. To determine if a spell or spell-like ability works against a creature with spell resistance, the caster must make a caster level check (1d20 + caster level). If the result equals or exceeds the creature’s spell resistance, the spell works normally, although the creature is still allowed a saving throw.; 26
A creature with Spell Resistance has the extraordinary ability to avoid the effects of spells and spell-like abilities that directly affect it. To determine if a spell or spell-like ability works against a creature with spell resistance, the caster must make a caster level check (1d20 + caster level). If the result equals or exceeds the creature’s spell resistance, the spell works normally, although the creature is still allowed a saving throw.; 27
A creature with Spell Resistance has the extraordinary ability to avoid the effects of spells and spell-like abilities that directly affect it. To determine if a spell or spell-like ability works against a creature with spell resistance, the caster must make a caster level check (1d20 + caster level). If the result equals or exceeds the creature’s spell resistance, the spell works normally, although the creature is still allowed a saving throw.; 29
A creature with Spell Resistance has the extraordinary ability to avoid the effects of spells and spell-like abilities that directly affect it. To determine if a spell or spell-like ability works against a creature with spell resistance, the caster must make a caster level check (1d20 + caster level). If the result equals or exceeds the creature’s spell resistance, the spell works normally, although the creature is still allowed a saving throw.; 30
A creature with Spell Resistance has the extraordinary ability to avoid the effects of spells and spell-like abilities that directly affect it. To determine if a spell or spell-like ability works against a creature with spell resistance, the caster must make a caster level check (1d20 + caster level). If the result equals or exceeds the creature’s spell resistance, the spell works normally, although the creature is still allowed a saving throw.; 31
A creature with Spell Resistance has the extraordinary ability to avoid the effects of spells and spell-like abilities that directly affect it. To determine if a spell or spell-like ability works against a creature with spell resistance, the caster must make a caster level check (1d20 + caster level). If the result equals or exceeds the creature’s spell resistance, the spell works normally, although the creature is still allowed a saving throw.; 32
A creature with Spell Resistance has the extraordinary ability to avoid the effects of spells and spell-like abilities that directly affect it. To determine if a spell or spell-like ability works against a creature with spell resistance, the caster must make a caster level check (1d20 + caster level). If the result equals or exceeds the creature’s spell resistance, the spell works normally, although the creature is still allowed a saving throw.; 34
A creature with Spell Resistance has the extraordinary ability to avoid the effects of spells and spell-like abilities that directly affect it. To determine if a spell or spell-like ability works against a creature with spell resistance, the caster must make a caster level check (1d20 + caster level). If the result equals or exceeds the creature’s spell resistance, the spell works normally, although the creature is still allowed a saving throw.
Weaknesses to cold
Immunity (Ex or Su) A creature with immunities takes no damage from listed sources. Immunities can also apply to afflictions, conditions, spells (based on level, save type, or school), and other effects. A creature does not suffer any secondary effects that would normally be triggered by an effect it is immune to.
Vulnerability (Ex) A creature with vulnerabilities takes half again as much damage (+50%) from a specific energy type, regardless of whether a saving throw is allowed or if the save is a success or failure. Creatures with a vulnerability that is not an energy type instead take a –4 penalty on saves against spells and effects that cause or use the listed vulnerability (such as spells with the light descriptor). Some creatures might suffer additional effects, as noted in their descriptions.
OFFENSE
Speed 60 ft., 150 ft. (average)150 ft. (average)200 ft. (poor)200 ft. (poor)250 ft. (clumsy)250 ft. (clumsy)250 ft. (clumsy)250 ft. (clumsy)250 ft. (clumsy)250 ft. (clumsy)250 ft. (clumsy)300 ft. (clumsy), 60 ft.
A creature with a Fly speed can cease or resume flight as a free action on its turn. Without making a check, a flying creature can remain flying at the end of its turn so long as it moves a distance greater than half its speed. It can also turn up to 45 degrees during its turn by sacrificing 5 feet of movement, can rise at half speed at an angle of 45 degrees (ignoring the penalty for diagonal movement), and can descend at any angle at normal speed. At the beginning of its turn, a flying creature can move in a different direction than it did previously without needing a Fly check.
A creature with a natural fly speed receives a bonus (or penalty) on Fly skill checks depending on its maneuverability:
• Clumsy –8
• Poor –4
• Average +0
• Good +4
• Perfect +8
Creatures without a maneuverability rating are assumed to have average maneuverability and take no penalty on Fly checks. These modifiers are already included in the creature’s stat block.
A creature with a Swim speed can move through water at its indicated speed without making Swim checks. It gains a +8 racial bonus on any Swim check to perform a special action or avoid a hazard. The creature can always choose to take 10 on a Swim check, even if distracted or endangered when swimming. Such a creature can use the run action while swimming, provided that it swims in a straight line.
Melee bite +12 (1d6+4), 2 claws +12 (1d4+3)bite +15 (1d8+7), 2 claws +15 (1d6+5/19–20), 2 wings +10 (1d4+2)bite +18 (2d6+10), 2 claws +18 (1d8+7/19–20), 2 wings +16 (1d6+3), tail slap +16 (1d8+10)bite +21 (2d6+12), 2 claws +21 (1d8+8/19–20), 2 wings +19 (1d6+4), tail slap +19 (1d8+12)bite +26 (2d8+15/19–20), 2 claws +26 (2d6+10/19–20), 2 wings +24 (1d8+5), tail slap +24 (2d6+15)bite +26 (2d8+15/19–20), 2 claws +26 (2d6+10/19–20), 2 wings +24 (1d8+5), tail slap +24 (2d6+15)bite +29 (2d8+16/19–20), 2 claws +29 (2d6+11/19–20), 2 wings +27 (1d8+5/19–20), tail slap +27 (2d6+16)bite +30 (4d6+18/19–20), 2 claws +30 (2d8+12/19–20), 2 wings +28 (2d6+6/19–20), tail slap +28 (2d8+18)bite +33 (4d6+19/19–20), 2 claws +33 (2d8+13/19–20), 2 wings +31 (2d6+6/19–20), tail slap +31 (2d8+19/19–20)bite +36 (4d6+21/19–20), 2 claws +36 (2d8+14/19–20), 2 wings +34 (2d6+7/19–20), tail slap +34 (2d8+21/19–20)bite +39 (4d6+22/19–20), 2 claws +39 (2d8+15/19–20), 2 wings +37 (2d6+7/19–20), tail slap +37 (2d8+22/19–20)bite +38 (4d8+24/19–20), 2 claws +38 (4d6+16/19–20), 2 wings +36 (2d8+8/19–20), tail slap +36 (4d6+24/19–20)
Space 5510101515152020202030 ft.; Reach 5 ft.5 ft. (10 ft. with bite)5 ft. (10 ft. with bite)5 ft. (10 ft. with bite)10 ft. (15 ft. with bite)10 ft. (15 ft. with bite)10 ft. (15 ft. with bite)15 ft. (20 ft. with bite)15 ft. (20 ft. with bite)15 ft. (20 ft. with bite)15 ft. (20 ft. with bite)20 ft. (30 ft. with bite)
Special Attacks (20-ft. cone, 2d10 fire, DC 16 half), (20-ft. cone, 1 Strength damage, DC 16 negates)(30-ft. cone, 4d10 fire, DC 18 half), (30-ft. cone, 2 Strength damage, DC 18 negates)(40-ft. cone, 6d10 fire, DC 20 half), (40-ft. cone, 3 Strength damage, DC 20 negates)(40-ft. cone, 8d10 fire, DC 22 half), (40-ft. cone, 4 Strength damage, DC 22 negates)(50-ft. cone, 10d10 fire, DC 23 half), (Small creatures, DC 23, 2d8+13), (50-ft. cone, 5 Strength damage, DC 23 negates)
Crush (Ex) A flying or jumping Huge or larger dragon can land on foes as a standard action, using its whole body to crush them. Crush attacks are effective only against opponents three or more size categories smaller than the dragon. A crush attack affects as many creatures as fit in the dragon’s space. Creatures in the affected area must succeed on a Reflex save (DC equal to that of the dragon’s breath weapon) or be pinned, automatically taking bludgeoning damage during the next round unless the dragon moves off them. If the dragon chooses to maintain the pin, it must succeed at a combat maneuver check as normal. Pinned foes take damage from the crush each round if they don’t escape. A crush attack deals the indicated damage plus 1-1/2 times the dragon’s Strength bonus.(50-ft. cone, 12d10 fire, DC 25 half), (Small creatures, DC 25, 2d8+15), (50-ft. cone, 6 Strength damage, DC 25 negates)
Crush (Ex) A flying or jumping Huge or larger dragon can land on foes as a standard action, using its whole body to crush them. Crush attacks are effective only against opponents three or more size categories smaller than the dragon. A crush attack affects as many creatures as fit in the dragon’s space. Creatures in the affected area must succeed on a Reflex save (DC equal to that of the dragon’s breath weapon) or be pinned, automatically taking bludgeoning damage during the next round unless the dragon moves off them. If the dragon chooses to maintain the pin, it must succeed at a combat maneuver check as normal. Pinned foes take damage from the crush each round if they don’t escape. A crush attack deals the indicated damage plus 1-1/2 times the dragon’s Strength bonus.(50-ft. cone, 14d10 fire, DC 26 half), (Small creatures, DC 26, 2d8+16), (50-ft. cone, 7 Strength damage, DC 26 negates)
Crush (Ex) A flying or jumping Huge or larger dragon can land on foes as a standard action, using its whole body to crush them. Crush attacks are effective only against opponents three or more size categories smaller than the dragon. A crush attack affects as many creatures as fit in the dragon’s space. Creatures in the affected area must succeed on a Reflex save (DC equal to that of the dragon’s breath weapon) or be pinned, automatically taking bludgeoning damage during the next round unless the dragon moves off them. If the dragon chooses to maintain the pin, it must succeed at a combat maneuver check as normal. Pinned foes take damage from the crush each round if they don’t escape. A crush attack deals the indicated damage plus 1-1/2 times the dragon’s Strength bonus.(60-ft. cone, 16d10 fire, DC 28 half), (Medium creatures, DC 28, 4d6+18), (30-ft., 2d6+18, DC 28), (60-ft. cone, 8 Strength damage, DC 28 negates)
Crush (Ex) A flying or jumping Huge or larger dragon can land on foes as a standard action, using its whole body to crush them. Crush attacks are effective only against opponents three or more size categories smaller than the dragon. A crush attack affects as many creatures as fit in the dragon’s space. Creatures in the affected area must succeed on a Reflex save (DC equal to that of the dragon’s breath weapon) or be pinned, automatically taking bludgeoning damage during the next round unless the dragon moves off them. If the dragon chooses to maintain the pin, it must succeed at a combat maneuver check as normal. Pinned foes take damage from the crush each round if they don’t escape. A crush attack deals the indicated damage plus 1-1/2 times the dragon’s Strength bonus.
Tail Sweep (Ex) This allows a Gargantuan or larger dragon to sweep with its tail as a standard action. The sweep affects a half-circle with a radius of 30 feet (or 40 feet for a Colossal dragon), extending from an intersection on the edge of the dragon’s space in any direction. Creatures within the swept area are affected if they are four or more size categories smaller than the dragon. A tail sweep automatically deals the indicated damage plus 1-1/2 times the dragon’s Strength bonus (round down). Affected creatures can attempt Reflex saves to take half damage (DC equal to that of the dragon’s breath weapon).(60-ft. cone, 18d10 fire, DC 29 half), (Medium creatures, DC 29, 4d6+19), (30-ft., 2d6+19, DC 29), (60-ft. cone, 9 Strength damage, DC 29 negates)
Crush (Ex) A flying or jumping Huge or larger dragon can land on foes as a standard action, using its whole body to crush them. Crush attacks are effective only against opponents three or more size categories smaller than the dragon. A crush attack affects as many creatures as fit in the dragon’s space. Creatures in the affected area must succeed on a Reflex save (DC equal to that of the dragon’s breath weapon) or be pinned, automatically taking bludgeoning damage during the next round unless the dragon moves off them. If the dragon chooses to maintain the pin, it must succeed at a combat maneuver check as normal. Pinned foes take damage from the crush each round if they don’t escape. A crush attack deals the indicated damage plus 1-1/2 times the dragon’s Strength bonus.
Tail Sweep (Ex) This allows a Gargantuan or larger dragon to sweep with its tail as a standard action. The sweep affects a half-circle with a radius of 30 feet (or 40 feet for a Colossal dragon), extending from an intersection on the edge of the dragon’s space in any direction. Creatures within the swept area are affected if they are four or more size categories smaller than the dragon. A tail sweep automatically deals the indicated damage plus 1-1/2 times the dragon’s Strength bonus (round down). Affected creatures can attempt Reflex saves to take half damage (DC equal to that of the dragon’s breath weapon).(60-ft. cone, 20d10 fire, DC 31 half), (Medium creatures, DC 31, 4d6+21), (30-ft., 2d6+21, DC 31), (60-ft. cone, 10 Strength damage, DC 31 negates)
Crush (Ex) A flying or jumping Huge or larger dragon can land on foes as a standard action, using its whole body to crush them. Crush attacks are effective only against opponents three or more size categories smaller than the dragon. A crush attack affects as many creatures as fit in the dragon’s space. Creatures in the affected area must succeed on a Reflex save (DC equal to that of the dragon’s breath weapon) or be pinned, automatically taking bludgeoning damage during the next round unless the dragon moves off them. If the dragon chooses to maintain the pin, it must succeed at a combat maneuver check as normal. Pinned foes take damage from the crush each round if they don’t escape. A crush attack deals the indicated damage plus 1-1/2 times the dragon’s Strength bonus.
Tail Sweep (Ex) This allows a Gargantuan or larger dragon to sweep with its tail as a standard action. The sweep affects a half-circle with a radius of 30 feet (or 40 feet for a Colossal dragon), extending from an intersection on the edge of the dragon’s space in any direction. Creatures within the swept area are affected if they are four or more size categories smaller than the dragon. A tail sweep automatically deals the indicated damage plus 1-1/2 times the dragon’s Strength bonus (round down). Affected creatures can attempt Reflex saves to take half damage (DC equal to that of the dragon’s breath weapon).(60-ft. cone, 22d10 fire, DC 32 half), (Medium creatures, DC 32, 4d6+22), (30-ft., 2d6+22, DC 32), (60-ft. cone, 11 Strength damage, DC 32 negates)
Crush (Ex) A flying or jumping Huge or larger dragon can land on foes as a standard action, using its whole body to crush them. Crush attacks are effective only against opponents three or more size categories smaller than the dragon. A crush attack affects as many creatures as fit in the dragon’s space. Creatures in the affected area must succeed on a Reflex save (DC equal to that of the dragon’s breath weapon) or be pinned, automatically taking bludgeoning damage during the next round unless the dragon moves off them. If the dragon chooses to maintain the pin, it must succeed at a combat maneuver check as normal. Pinned foes take damage from the crush each round if they don’t escape. A crush attack deals the indicated damage plus 1-1/2 times the dragon’s Strength bonus.
Tail Sweep (Ex) This allows a Gargantuan or larger dragon to sweep with its tail as a standard action. The sweep affects a half-circle with a radius of 30 feet (or 40 feet for a Colossal dragon), extending from an intersection on the edge of the dragon’s space in any direction. Creatures within the swept area are affected if they are four or more size categories smaller than the dragon. A tail sweep automatically deals the indicated damage plus 1-1/2 times the dragon’s Strength bonus (round down). Affected creatures can attempt Reflex saves to take half damage (DC equal to that of the dragon’s breath weapon).(70-ft. cone, 24d10 fire, DC 34 half), (Large creatures, DC 34, 4d8+24), (40-ft., 2d8+24, DC 34), (70-ft. cone, 12 Strength damage, DC 34 negates)
Crush (Ex) A flying or jumping Huge or larger dragon can land on foes as a standard action, using its whole body to crush them. Crush attacks are effective only against opponents three or more size categories smaller than the dragon. A crush attack affects as many creatures as fit in the dragon’s space. Creatures in the affected area must succeed on a Reflex save (DC equal to that of the dragon’s breath weapon) or be pinned, automatically taking bludgeoning damage during the next round unless the dragon moves off them. If the dragon chooses to maintain the pin, it must succeed at a combat maneuver check as normal. Pinned foes take damage from the crush each round if they don’t escape. A crush attack deals the indicated damage plus 1-1/2 times the dragon’s Strength bonus.
Tail Sweep (Ex) This allows a Gargantuan or larger dragon to sweep with its tail as a standard action. The sweep affects a half-circle with a radius of 30 feet (or 40 feet for a Colossal dragon), extending from an intersection on the edge of the dragon’s space in any direction. Creatures within the swept area are affected if they are four or more size categories smaller than the dragon. A tail sweep automatically deals the indicated damage plus 1-1/2 times the dragon’s Strength bonus (round down). Affected creatures can attempt Reflex saves to take half damage (DC equal to that of the dragon’s breath weapon).
Breath Weapon (Su) This creature has the ability to exhale a cone, line, or cloud of energy or other magical effect. A breath weapon attack usually deals damage and is often based on some type of energy. Breath weapons allow a Reflex save for half damage (DC 10 + 1/2 breathing creature’s racial HD + Con modifier; the exact DC is given in the creature’s descriptive text). A creature is immune to its own breath weapon unless otherwise noted. Some breath weapons allow a Fortitude save or a Will save instead of a Reflex save. Each breath weapon also specifies how often it can be used, including any per-day limit.
(CL 10th; 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 unless the creature’s entry explicitly declares another ability-score basis; that individual declaration governs its block and is not overridden by this generic popup.
Some spell-like abilities duplicate spells that work differently when cast by characters of different classes. A monster’s spell-like abilities are presumed to be the sorcerer/wizard versions. If the spell in question is not a sorcerer/wizard spell, then default to cleric, druid, bard, paladin, and ranger, in that order.
At will—detect evil
(CL 12th; concentration +15)
Spell-like abilities are magical and work just like spells (though they are not spells and so have no verbal, somatic, focus, or material components). They go away in an antimagic field and are subject to spell resistance if the spell the ability is based on would be subject to spell resistance.
A spell-like ability usually has a limit on how often it can be used. A constant spell-like ability or one that can be used at will has no use limit; unless otherwise stated, a creature can only use a constant spell-like ability on itself. Reactivating a constant spell-like ability is a swift action. Using all other spell-like abilities is a standard action unless noted otherwise, and doing so provokes attacks of opportunity. It is possible to make a concentration check to use a spell-like ability defensively and avoid provoking an attack of opportunity, just as when casting a spell. A spell-like ability can be disrupted just as a spell can be. Spell-like abilities cannot be used to counterspell, nor can they be counterspelled.
For creatures with spell-like abilities, a designated caster level determines how difficult it is to dispel their spell-like effects and defines any level-dependent variables (such as range and duration) the abilities might have. The creature’s caster level never affects which spell-like abilities the creature has; sometimes the given caster level is lower than the level a spellcasting character would need to cast the spell of the same name. If no caster level is specified, the caster level is equal to the creature’s Hit Dice. The saving throw (if any) against a spell-like ability is 10 + the level of the spell the ability resembles or duplicates + the creature’s Charisma modifier unless the creature’s entry explicitly declares another ability-score basis; that individual declaration governs its block and is not overridden by this generic popup.
Some spell-like abilities duplicate spells that work differently when cast by characters of different classes. A monster’s spell-like abilities are presumed to be the sorcerer/wizard versions. If the spell in question is not a sorcerer/wizard spell, then default to cleric, druid, bard, paladin, and ranger, in that order.
At will—detect evil
3/day—locate object (gemstones only)
(CL 14th; concentration +18)
Spell-like abilities are magical and work just like spells (though they are not spells and so have no verbal, somatic, focus, or material components). They go away in an antimagic field and are subject to spell resistance if the spell the ability is based on would be subject to spell resistance.
A spell-like ability usually has a limit on how often it can be used. A constant spell-like ability or one that can be used at will has no use limit; unless otherwise stated, a creature can only use a constant spell-like ability on itself. Reactivating a constant spell-like ability is a swift action. Using all other spell-like abilities is a standard action unless noted otherwise, and doing so provokes attacks of opportunity. It is possible to make a concentration check to use a spell-like ability defensively and avoid provoking an attack of opportunity, just as when casting a spell. A spell-like ability can be disrupted just as a spell can be. Spell-like abilities cannot be used to counterspell, nor can they be counterspelled.
For creatures with spell-like abilities, a designated caster level determines how difficult it is to dispel their spell-like effects and defines any level-dependent variables (such as range and duration) the abilities might have. The creature’s caster level never affects which spell-like abilities the creature has; sometimes the given caster level is lower than the level a spellcasting character would need to cast the spell of the same name. If no caster level is specified, the caster level is equal to the creature’s Hit Dice. The saving throw (if any) against a spell-like ability is 10 + the level of the spell the ability resembles or duplicates + the creature’s Charisma modifier unless the creature’s entry explicitly declares another ability-score basis; that individual declaration governs its block and is not overridden by this generic popup.
Some spell-like abilities duplicate spells that work differently when cast by characters of different classes. A monster’s spell-like abilities are presumed to be the sorcerer/wizard versions. If the spell in question is not a sorcerer/wizard spell, then default to cleric, druid, bard, paladin, and ranger, in that order.
At will—bless, detect evil
3/day—locate object (gemstones only)
(CL 16th; concentration +20)
Spell-like abilities are magical and work just like spells (though they are not spells and so have no verbal, somatic, focus, or material components). They go away in an antimagic field and are subject to spell resistance if the spell the ability is based on would be subject to spell resistance.
A spell-like ability usually has a limit on how often it can be used. A constant spell-like ability or one that can be used at will has no use limit; unless otherwise stated, a creature can only use a constant spell-like ability on itself. Reactivating a constant spell-like ability is a swift action. Using all other spell-like abilities is a standard action unless noted otherwise, and doing so provokes attacks of opportunity. It is possible to make a concentration check to use a spell-like ability defensively and avoid provoking an attack of opportunity, just as when casting a spell. A spell-like ability can be disrupted just as a spell can be. Spell-like abilities cannot be used to counterspell, nor can they be counterspelled.
For creatures with spell-like abilities, a designated caster level determines how difficult it is to dispel their spell-like effects and defines any level-dependent variables (such as range and duration) the abilities might have. The creature’s caster level never affects which spell-like abilities the creature has; sometimes the given caster level is lower than the level a spellcasting character would need to cast the spell of the same name. If no caster level is specified, the caster level is equal to the creature’s Hit Dice. The saving throw (if any) against a spell-like ability is 10 + the level of the spell the ability resembles or duplicates + the creature’s Charisma modifier unless the creature’s entry explicitly declares another ability-score basis; that individual declaration governs its block and is not overridden by this generic popup.
Some spell-like abilities duplicate spells that work differently when cast by characters of different classes. A monster’s spell-like abilities are presumed to be the sorcerer/wizard versions. If the spell in question is not a sorcerer/wizard spell, then default to cleric, druid, bard, paladin, and ranger, in that order.
At will—bless, detect evil
3/day—locate object (gemstones only)
(CL 18th; concentration +23)
Spell-like abilities are magical and work just like spells (though they are not spells and so have no verbal, somatic, focus, or material components). They go away in an antimagic field and are subject to spell resistance if the spell the ability is based on would be subject to spell resistance.
A spell-like ability usually has a limit on how often it can be used. A constant spell-like ability or one that can be used at will has no use limit; unless otherwise stated, a creature can only use a constant spell-like ability on itself. Reactivating a constant spell-like ability is a swift action. Using all other spell-like abilities is a standard action unless noted otherwise, and doing so provokes attacks of opportunity. It is possible to make a concentration check to use a spell-like ability defensively and avoid provoking an attack of opportunity, just as when casting a spell. A spell-like ability can be disrupted just as a spell can be. Spell-like abilities cannot be used to counterspell, nor can they be counterspelled.
For creatures with spell-like abilities, a designated caster level determines how difficult it is to dispel their spell-like effects and defines any level-dependent variables (such as range and duration) the abilities might have. The creature’s caster level never affects which spell-like abilities the creature has; sometimes the given caster level is lower than the level a spellcasting character would need to cast the spell of the same name. If no caster level is specified, the caster level is equal to the creature’s Hit Dice. The saving throw (if any) against a spell-like ability is 10 + the level of the spell the ability resembles or duplicates + the creature’s Charisma modifier unless the creature’s entry explicitly declares another ability-score basis; that individual declaration governs its block and is not overridden by this generic popup.
Some spell-like abilities duplicate spells that work differently when cast by characters of different classes. A monster’s spell-like abilities are presumed to be the sorcerer/wizard versions. If the spell in question is not a sorcerer/wizard spell, then default to cleric, druid, bard, paladin, and ranger, in that order.
At will—bless, daylight, detect evil
3/day—locate object (gemstones only)
(CL 20th; concentration +25)
Spell-like abilities are magical and work just like spells (though they are not spells and so have no verbal, somatic, focus, or material components). They go away in an antimagic field and are subject to spell resistance if the spell the ability is based on would be subject to spell resistance.
A spell-like ability usually has a limit on how often it can be used. A constant spell-like ability or one that can be used at will has no use limit; unless otherwise stated, a creature can only use a constant spell-like ability on itself. Reactivating a constant spell-like ability is a swift action. Using all other spell-like abilities is a standard action unless noted otherwise, and doing so provokes attacks of opportunity. It is possible to make a concentration check to use a spell-like ability defensively and avoid provoking an attack of opportunity, just as when casting a spell. A spell-like ability can be disrupted just as a spell can be. Spell-like abilities cannot be used to counterspell, nor can they be counterspelled.
For creatures with spell-like abilities, a designated caster level determines how difficult it is to dispel their spell-like effects and defines any level-dependent variables (such as range and duration) the abilities might have. The creature’s caster level never affects which spell-like abilities the creature has; sometimes the given caster level is lower than the level a spellcasting character would need to cast the spell of the same name. If no caster level is specified, the caster level is equal to the creature’s Hit Dice. The saving throw (if any) against a spell-like ability is 10 + the level of the spell the ability resembles or duplicates + the creature’s Charisma modifier unless the creature’s entry explicitly declares another ability-score basis; that individual declaration governs its block and is not overridden by this generic popup.
Some spell-like abilities duplicate spells that work differently when cast by characters of different classes. A monster’s spell-like abilities are presumed to be the sorcerer/wizard versions. If the spell in question is not a sorcerer/wizard spell, then default to cleric, druid, bard, paladin, and ranger, in that order.
At will—bless, daylight, detect evil
3/day—locate object (gemstones only)
(CL 22nd; concentration +28)
Spell-like abilities are magical and work just like spells (though they are not spells and so have no verbal, somatic, focus, or material components). They go away in an antimagic field and are subject to spell resistance if the spell the ability is based on would be subject to spell resistance.
A spell-like ability usually has a limit on how often it can be used. A constant spell-like ability or one that can be used at will has no use limit; unless otherwise stated, a creature can only use a constant spell-like ability on itself. Reactivating a constant spell-like ability is a swift action. Using all other spell-like abilities is a standard action unless noted otherwise, and doing so provokes attacks of opportunity. It is possible to make a concentration check to use a spell-like ability defensively and avoid provoking an attack of opportunity, just as when casting a spell. A spell-like ability can be disrupted just as a spell can be. Spell-like abilities cannot be used to counterspell, nor can they be counterspelled.
For creatures with spell-like abilities, a designated caster level determines how difficult it is to dispel their spell-like effects and defines any level-dependent variables (such as range and duration) the abilities might have. The creature’s caster level never affects which spell-like abilities the creature has; sometimes the given caster level is lower than the level a spellcasting character would need to cast the spell of the same name. If no caster level is specified, the caster level is equal to the creature’s Hit Dice. The saving throw (if any) against a spell-like ability is 10 + the level of the spell the ability resembles or duplicates + the creature’s Charisma modifier unless the creature’s entry explicitly declares another ability-score basis; that individual declaration governs its block and is not overridden by this generic popup.
Some spell-like abilities duplicate spells that work differently when cast by characters of different classes. A monster’s spell-like abilities are presumed to be the sorcerer/wizard versions. If the spell in question is not a sorcerer/wizard spell, then default to cleric, druid, bard, paladin, and ranger, in that order.
At will—bless, daylight, detect evil, geas/quest
3/day—locate object (gemstones only)
(CL 24th; concentration +30)
Spell-like abilities are magical and work just like spells (though they are not spells and so have no verbal, somatic, focus, or material components). They go away in an antimagic field and are subject to spell resistance if the spell the ability is based on would be subject to spell resistance.
A spell-like ability usually has a limit on how often it can be used. A constant spell-like ability or one that can be used at will has no use limit; unless otherwise stated, a creature can only use a constant spell-like ability on itself. Reactivating a constant spell-like ability is a swift action. Using all other spell-like abilities is a standard action unless noted otherwise, and doing so provokes attacks of opportunity. It is possible to make a concentration check to use a spell-like ability defensively and avoid provoking an attack of opportunity, just as when casting a spell. A spell-like ability can be disrupted just as a spell can be. Spell-like abilities cannot be used to counterspell, nor can they be counterspelled.
For creatures with spell-like abilities, a designated caster level determines how difficult it is to dispel their spell-like effects and defines any level-dependent variables (such as range and duration) the abilities might have. The creature’s caster level never affects which spell-like abilities the creature has; sometimes the given caster level is lower than the level a spellcasting character would need to cast the spell of the same name. If no caster level is specified, the caster level is equal to the creature’s Hit Dice. The saving throw (if any) against a spell-like ability is 10 + the level of the spell the ability resembles or duplicates + the creature’s Charisma modifier unless the creature’s entry explicitly declares another ability-score basis; that individual declaration governs its block and is not overridden by this generic popup.
Some spell-like abilities duplicate spells that work differently when cast by characters of different classes. A monster’s spell-like abilities are presumed to be the sorcerer/wizard versions. If the spell in question is not a sorcerer/wizard spell, then default to cleric, druid, bard, paladin, and ranger, in that order.
At will—bless, daylight, detect evil, geas/quest
3/day—locate object (gemstones only)
(CL 26th; concentration +33)
Spell-like abilities are magical and work just like spells (though they are not spells and so have no verbal, somatic, focus, or material components). They go away in an antimagic field and are subject to spell resistance if the spell the ability is based on would be subject to spell resistance.
A spell-like ability usually has a limit on how often it can be used. A constant spell-like ability or one that can be used at will has no use limit; unless otherwise stated, a creature can only use a constant spell-like ability on itself. Reactivating a constant spell-like ability is a swift action. Using all other spell-like abilities is a standard action unless noted otherwise, and doing so provokes attacks of opportunity. It is possible to make a concentration check to use a spell-like ability defensively and avoid provoking an attack of opportunity, just as when casting a spell. A spell-like ability can be disrupted just as a spell can be. Spell-like abilities cannot be used to counterspell, nor can they be counterspelled.
For creatures with spell-like abilities, a designated caster level determines how difficult it is to dispel their spell-like effects and defines any level-dependent variables (such as range and duration) the abilities might have. The creature’s caster level never affects which spell-like abilities the creature has; sometimes the given caster level is lower than the level a spellcasting character would need to cast the spell of the same name. If no caster level is specified, the caster level is equal to the creature’s Hit Dice. The saving throw (if any) against a spell-like ability is 10 + the level of the spell the ability resembles or duplicates + the creature’s Charisma modifier unless the creature’s entry explicitly declares another ability-score basis; that individual declaration governs its block and is not overridden by this generic popup.
Some spell-like abilities duplicate spells that work differently when cast by characters of different classes. A monster’s spell-like abilities are presumed to be the sorcerer/wizard versions. If the spell in question is not a sorcerer/wizard spell, then default to cleric, druid, bard, paladin, and ranger, in that order.
At will—bless, daylight, detect evil, geas/quest, sunburst (DC 25)
3/day—locate object (gemstones only)
(CL 28th; concentration +35)
Spell-like abilities are magical and work just like spells (though they are not spells and so have no verbal, somatic, focus, or material components). They go away in an antimagic field and are subject to spell resistance if the spell the ability is based on would be subject to spell resistance.
A spell-like ability usually has a limit on how often it can be used. A constant spell-like ability or one that can be used at will has no use limit; unless otherwise stated, a creature can only use a constant spell-like ability on itself. Reactivating a constant spell-like ability is a swift action. Using all other spell-like abilities is a standard action unless noted otherwise, and doing so provokes attacks of opportunity. It is possible to make a concentration check to use a spell-like ability defensively and avoid provoking an attack of opportunity, just as when casting a spell. A spell-like ability can be disrupted just as a spell can be. Spell-like abilities cannot be used to counterspell, nor can they be counterspelled.
For creatures with spell-like abilities, a designated caster level determines how difficult it is to dispel their spell-like effects and defines any level-dependent variables (such as range and duration) the abilities might have. The creature’s caster level never affects which spell-like abilities the creature has; sometimes the given caster level is lower than the level a spellcasting character would need to cast the spell of the same name. If no caster level is specified, the caster level is equal to the creature’s Hit Dice. The saving throw (if any) against a spell-like ability is 10 + the level of the spell the ability resembles or duplicates + the creature’s Charisma modifier unless the creature’s entry explicitly declares another ability-score basis; that individual declaration governs its block and is not overridden by this generic popup.
Some spell-like abilities duplicate spells that work differently when cast by characters of different classes. A monster’s spell-like abilities are presumed to be the sorcerer/wizard versions. If the spell in question is not a sorcerer/wizard spell, then default to cleric, druid, bard, paladin, and ranger, in that order.
At will—bless, daylight, detect evil, geas/quest, sunburst (DC 25)
3/day—locate object (gemstones only)
(CL 30th; concentration +38)
Spell-like abilities are magical and work just like spells (though they are not spells and so have no verbal, somatic, focus, or material components). They go away in an antimagic field and are subject to spell resistance if the spell the ability is based on would be subject to spell resistance.
A spell-like ability usually has a limit on how often it can be used. A constant spell-like ability or one that can be used at will has no use limit; unless otherwise stated, a creature can only use a constant spell-like ability on itself. Reactivating a constant spell-like ability is a swift action. Using all other spell-like abilities is a standard action unless noted otherwise, and doing so provokes attacks of opportunity. It is possible to make a concentration check to use a spell-like ability defensively and avoid provoking an attack of opportunity, just as when casting a spell. A spell-like ability can be disrupted just as a spell can be. Spell-like abilities cannot be used to counterspell, nor can they be counterspelled.
For creatures with spell-like abilities, a designated caster level determines how difficult it is to dispel their spell-like effects and defines any level-dependent variables (such as range and duration) the abilities might have. The creature’s caster level never affects which spell-like abilities the creature has; sometimes the given caster level is lower than the level a spellcasting character would need to cast the spell of the same name. If no caster level is specified, the caster level is equal to the creature’s Hit Dice. The saving throw (if any) against a spell-like ability is 10 + the level of the spell the ability resembles or duplicates + the creature’s Charisma modifier unless the creature’s entry explicitly declares another ability-score basis; that individual declaration governs its block and is not overridden by this generic popup.
Some spell-like abilities duplicate spells that work differently when cast by characters of different classes. A monster’s spell-like abilities are presumed to be the sorcerer/wizard versions. If the spell in question is not a sorcerer/wizard spell, then default to cleric, druid, bard, paladin, and ranger, in that order.
At will—bless, daylight, detect evil, foresight, geas/quest, sunburst (DC 26)
3/day—locate object (gemstones only)
1/week—miracle
(CL 1st; concentration +4)
Spells This creature casts spells as a member of the spellcasting class named in its entry. It counts as a member of that class for effects and abilities that depend on its spellcasting, can use spell-completion and spell-trigger items appropriate to that class, and can benefit from items that affect that class or its spellcasting. If the creature also has actual levels in that class, those class levels stack with its innate spellcasting level unless its entry says otherwise. The creature’s entry explains any other class-related abilities it gains or any unusual spellcasting abilities unavailable to ordinary members of the class.
1st (4/day)—mage armor, shield
0 (at will)—detect magic, light, mending, stabilize
(CL 3rd; concentration +7)
Spells This creature casts spells as a member of the spellcasting class named in its entry. It counts as a member of that class for effects and abilities that depend on its spellcasting, can use spell-completion and spell-trigger items appropriate to that class, and can benefit from items that affect that class or its spellcasting. If the creature also has actual levels in that class, those class levels stack with its innate spellcasting level unless its entry says otherwise. The creature’s entry explains any other class-related abilities it gains or any unusual spellcasting abilities unavailable to ordinary members of the class.
1st (6/day)—divine favor, mage armor, shield
0 (at will)—detect magic, light, mage hand, mending, stabilize
(CL 5th; concentration +9)
Spells This creature casts spells as a member of the spellcasting class named in its entry. It counts as a member of that class for effects and abilities that depend on its spellcasting, can use spell-completion and spell-trigger items appropriate to that class, and can benefit from items that affect that class or its spellcasting. If the creature also has actual levels in that class, those class levels stack with its innate spellcasting level unless its entry says otherwise. The creature’s entry explains any other class-related abilities it gains or any unusual spellcasting abilities unavailable to ordinary members of the class.
2nd (5/day)—cure moderate wounds, resist energy
1st (7/day)—divine favor, mage armor, shield, shield of faith
0 (at will)—detect magic, light, mage hand, mending, prestidigitation, stabilize
(CL 7th; concentration +12)
Spells This creature casts spells as a member of the spellcasting class named in its entry. It counts as a member of that class for effects and abilities that depend on its spellcasting, can use spell-completion and spell-trigger items appropriate to that class, and can benefit from items that affect that class or its spellcasting. If the creature also has actual levels in that class, those class levels stack with its innate spellcasting level unless its entry says otherwise. The creature’s entry explains any other class-related abilities it gains or any unusual spellcasting abilities unavailable to ordinary members of the class.
3rd (5/day)—dispel magic, prayer
2nd (7/day)—aid, cure moderate wounds (DC 17), resist energy
1st (7/day)—alarm, divine favor, mage armor, shield, shield of faith
0 (at will)—detect magic, light, mending, stabilize
(CL 9th; concentration +14)
Spells This creature casts spells as a member of the spellcasting class named in its entry. It counts as a member of that class for effects and abilities that depend on its spellcasting, can use spell-completion and spell-trigger items appropriate to that class, and can benefit from items that affect that class or its spellcasting. If the creature also has actual levels in that class, those class levels stack with its innate spellcasting level unless its entry says otherwise. The creature’s entry explains any other class-related abilities it gains or any unusual spellcasting abilities unavailable to ordinary members of the class.
4th (5/day)—divination, restoration
3rd (7/day)—dispel magic, invisibility purge, prayer
2nd (7/day)—aid, cure moderate wounds, lesser restoration, resist energy
1st (8/day)—alarm, divine favor, mage armor, shield, shield of faith
0 (at will)—create water, detect magic, light, mending, stabilize
(CL 11th; concentration +17)
Spells This creature casts spells as a member of the spellcasting class named in its entry. It counts as a member of that class for effects and abilities that depend on its spellcasting, can use spell-completion and spell-trigger items appropriate to that class, and can benefit from items that affect that class or its spellcasting. If the creature also has actual levels in that class, those class levels stack with its innate spellcasting level unless its entry says otherwise. The creature’s entry explains any other class-related abilities it gains or any unusual spellcasting abilities unavailable to ordinary members of the class.
5th (5/day)—dispel evil (DC 21), true seeing
4th (7/day)—divination, restoration, stoneskin
3rd (7/day)—dispel magic, haste, invisibility purge, prayer
2nd (8/day)—aid, cure moderate wounds, lesser restoration, resist energy, silence
1st (8/day)—alarm, divine favor, mage armor, shield, shield of faith
0 (at will)—create water, detect magic, detect poison, light, mending, stabilize
(CL 13th; concentration +19)
Spells This creature casts spells as a member of the spellcasting class named in its entry. It counts as a member of that class for effects and abilities that depend on its spellcasting, can use spell-completion and spell-trigger items appropriate to that class, and can benefit from items that affect that class or its spellcasting. If the creature also has actual levels in that class, those class levels stack with its innate spellcasting level unless its entry says otherwise. The creature’s entry explains any other class-related abilities it gains or any unusual spellcasting abilities unavailable to ordinary members of the class.
6th (5/day)—antimagic field, heal
5th (7/day)—dispel evil, teleport, true seeing
4th (7/day)—divination, restoration, spell immunity, stoneskin
3rd (7/day)—dispel magic, haste, invisibility purge, prayer
2nd (8/day)—aid, cure moderate wounds, lesser restoration, resist energy, silence
1st (8/day)—alarm, divine favor, mage armor, shield, shield of faith
0 (at will)—create water, detect magic, detect poison, light, mending, stabilize
(CL 15th; concentration +22)
Spells This creature casts spells as a member of the spellcasting class named in its entry. It counts as a member of that class for effects and abilities that depend on its spellcasting, can use spell-completion and spell-trigger items appropriate to that class, and can benefit from items that affect that class or its spellcasting. If the creature also has actual levels in that class, those class levels stack with its innate spellcasting level unless its entry says otherwise. The creature’s entry explains any other class-related abilities it gains or any unusual spellcasting abilities unavailable to ordinary members of the class.
7th (5/day)—greater teleport, resurrection
6th (7/day)—antimagic field, greater dispel magic, heal
5th (7/day)—dispel evil, plane shift, teleport, true seeing
4th (7/day)—divination, restoration, spell immunity, stoneskin
3rd (8/day)—dispel magic, haste, invisibility purge, prayer
2nd (8/day)—aid, cure moderate wounds, lesser restoration, resist energy, silence
1st (8/day)—alarm, divine favor, mage armor, shield, shield of faith
0 (at will)—create water, detect magic, detect poison, light, mending, stabilize
(CL 17th; concentration +24)
Spells This creature casts spells as a member of the spellcasting class named in its entry. It counts as a member of that class for effects and abilities that depend on its spellcasting, can use spell-completion and spell-trigger items appropriate to that class, and can benefit from items that affect that class or its spellcasting. If the creature also has actual levels in that class, those class levels stack with its innate spellcasting level unless its entry says otherwise. The creature’s entry explains any other class-related abilities it gains or any unusual spellcasting abilities unavailable to ordinary members of the class.
8th (4/day)—greater prying eyes, protection from spells
7th (7/day)—greater teleport, resurrection, vision
6th (7/day)—antimagic field, greater dispel magic, heal
5th (7/day)—dispel evil, plane shift, teleport, true seeing
4th (7/day)—divination, restoration, spell immunity, stoneskin
3rd (8/day)—dispel magic, haste, invisibility purge, prayer
2nd (8/day)—aid, cure moderate wounds, lesser restoration, resist energy, silence
1st (8/day)—alarm, divine favor, mage armor, shield, shield of faith
0 (at will)—create water, detect magic, detect poison, light, mending, stabilize
(CL 19th; concentration +27)
Spells This creature casts spells as a member of the spellcasting class named in its entry. It counts as a member of that class for effects and abilities that depend on its spellcasting, can use spell-completion and spell-trigger items appropriate to that class, and can benefit from items that affect that class or its spellcasting. If the creature also has actual levels in that class, those class levels stack with its innate spellcasting level unless its entry says otherwise. The creature’s entry explains any other class-related abilities it gains or any unusual spellcasting abilities unavailable to ordinary members of the class.
9th (4/day)—time stop, wish
8th (7/day)—greater prying eyes, protection from spells, prismatic wall (DC 26)
7th (7/day)—greater teleport, resurrection, vision
6th (7/day)—antimagic field, greater dispel magic, heal
5th (7/day)—dispel evil, plane shift, teleport, true seeing
4th (8/day)—divination, restoration, spell immunity, stoneskin
3rd (8/day)—dispel magic, haste, invisibility purge, prayer
2nd (8/day)—aid, cure moderate wounds, lesser restoration, resist energy, silence
1st (8/day)—alarm, divine favor, mage armor, shield, shield of faith
0 (at will)—create water, detect magic, detect poison, light, mending, stabilize
STATISTICS
Str 172125272931333537394143, Dex 1412121210101088866, Con 151719212123232525272729, Int 141616181820202222242426, Wis 151717191921212323252527, Cha 141616181820202222242426
Base Atk +81012141618202224262830; +101520232730333841444754; CMD 22 (26 vs. trip)26 (30 vs. trip)31 (35 vs. trip)34 (38 vs. trip)37 (41 vs. trip)40 (44 vs. trip)43 (47 vs. trip)47 (51 vs. trip)50 (54 vs. trip)53 (57 vs. trip)56 (60 vs. trip)62 (66 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 , , ,
Alertness You get a +2 bonus on Perception and Sense Motive skill checks. If you have 10 or more ranks in one of these skills, the bonus increases to +4 for that skill.
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.
Vital Strike When you use the attack action, you can make one attack at your highest base attack bonus that deals additional damage. Roll the weapon’s damage dice for the attack twice and add the results together before adding bonuses from Strength, weapon abilities (such as flaming), precision-based damage, and other damage bonuses. These extra weapon damage dice are not multiplied on a critical hit, but are added to the total., (claw), , ,
Alertness You get a +2 bonus on Perception and Sense Motive skill checks. If you have 10 or more ranks in one of these skills, the bonus increases to +4 for that skill.
Improved Critical (claw) When using the weapon you selected, your threat range is doubled.
Special: This effect doesn’t stack with any other effect that expands the threat range of a weapon.
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.
Vital Strike When you use the attack action, you can make one attack at your highest base attack bonus that deals additional damage. Roll the weapon’s damage dice for the attack twice and add the results together before adding bonuses from Strength, weapon abilities (such as flaming), precision-based damage, and other damage bonuses. These extra weapon damage dice are not multiplied on a critical hit, but are added to the total., (claw), , , ,
Alertness You get a +2 bonus on Perception and Sense Motive skill checks. If you have 10 or more ranks in one of these skills, the bonus increases to +4 for that skill.
Improved Critical (claw) When using the weapon you selected, your threat range is doubled.
Special: This effect doesn’t stack with any other effect that expands the threat range of a weapon.
Iron Will You get a +2 bonus on all Will saving throws.
Multiattack The creature’s secondary attacks with natural weapons take only a –2 penalty.
Normal: Without this feat, the creature’s secondary attacks with natural weapons take a –5 penalty.
Power Attack You can choose to take a –1 penalty on all melee attack rolls and combat maneuver checks to gain a +2 bonus on all melee damage rolls. This bonus to damage is increased by half (+50%) if you are making an attack with a two-handed weapon, a one-handed weapon using two hands, or a primary natural weapon that adds 1-1/2 times your Strength modifier on damage rolls. This bonus to damage is halved (–50%) if you are making an attack with an off-hand weapon or secondary natural weapon. When your base attack bonus reaches +4, and every 4 points thereafter, the penalty increases by –1 and the bonus to damage increases by +2. You must choose to use this feat before making an attack roll, and its effects last until your next turn. The bonus damage does not apply to touch attacks or effects that do not deal hit point damage.
Vital Strike When you use the attack action, you can make one attack at your highest base attack bonus that deals additional damage. Roll the weapon’s damage dice for the attack twice and add the results together before adding bonuses from Strength, weapon abilities (such as flaming), precision-based damage, and other damage bonuses. These extra weapon damage dice are not multiplied on a critical hit, but are added to the total., , (claw), , , ,
Alertness You get a +2 bonus on Perception and Sense Motive skill checks. If you have 10 or more ranks in one of these skills, the bonus increases to +4 for that skill.
Critical Focus You receive a +4 circumstance bonus on attack rolls made to confirm critical hits.
Improved Critical (claw) When using the weapon you selected, your threat range is doubled.
Special: This effect doesn’t stack with any other effect that expands the threat range of a weapon.
Iron Will You get a +2 bonus on all Will saving throws.
Multiattack The creature’s secondary attacks with natural weapons take only a –2 penalty.
Normal: Without this feat, the creature’s secondary attacks with natural weapons take a –5 penalty.
Power Attack You can choose to take a –1 penalty on all melee attack rolls and combat maneuver checks to gain a +2 bonus on all melee damage rolls. This bonus to damage is increased by half (+50%) if you are making an attack with a two-handed weapon, a one-handed weapon using two hands, or a primary natural weapon that adds 1-1/2 times your Strength modifier on damage rolls. This bonus to damage is halved (–50%) if you are making an attack with an off-hand weapon or secondary natural weapon. When your base attack bonus reaches +4, and every 4 points thereafter, the penalty increases by –1 and the bonus to damage increases by +2. You must choose to use this feat before making an attack roll, and its effects last until your next turn. The bonus damage does not apply to touch attacks or effects that do not deal hit point damage.
Vital Strike When you use the attack action, you can make one attack at your highest base attack bonus that deals additional damage. Roll the weapon’s damage dice for the attack twice and add the results together before adding bonuses from Strength, weapon abilities (such as flaming), precision-based damage, and other damage bonuses. These extra weapon damage dice are not multiplied on a critical hit, but are added to the total., , (bite), (claw), , , ,
Alertness You get a +2 bonus on Perception and Sense Motive skill checks. If you have 10 or more ranks in one of these skills, the bonus increases to +4 for that skill.
Critical Focus You receive a +4 circumstance bonus on attack rolls made to confirm critical hits.
Improved Critical (bite) When using the weapon you selected, your threat range is doubled.
Special: This effect doesn’t stack with any other effect that expands the threat range of a weapon.
Improved Critical (claw) When using the weapon you selected, your threat range is doubled.
Special: This effect doesn’t stack with any other effect that expands the threat range of a weapon.
Iron Will You get a +2 bonus on all Will saving throws.
Multiattack The creature’s secondary attacks with natural weapons take only a –2 penalty.
Normal: Without this feat, the creature’s secondary attacks with natural weapons take a –5 penalty.
Power Attack You can choose to take a –1 penalty on all melee attack rolls and combat maneuver checks to gain a +2 bonus on all melee damage rolls. This bonus to damage is increased by half (+50%) if you are making an attack with a two-handed weapon, a one-handed weapon using two hands, or a primary natural weapon that adds 1-1/2 times your Strength modifier on damage rolls. This bonus to damage is halved (–50%) if you are making an attack with an off-hand weapon or secondary natural weapon. When your base attack bonus reaches +4, and every 4 points thereafter, the penalty increases by –1 and the bonus to damage increases by +2. You must choose to use this feat before making an attack roll, and its effects last until your next turn. The bonus damage does not apply to touch attacks or effects that do not deal hit point damage.
Vital Strike When you use the attack action, you can make one attack at your highest base attack bonus that deals additional damage. Roll the weapon’s damage dice for the attack twice and add the results together before adding bonuses from Strength, weapon abilities (such as flaming), precision-based damage, and other damage bonuses. These extra weapon damage dice are not multiplied on a critical hit, but are added to the total., , , (bite), (claw), , , ,
Alertness You get a +2 bonus on Perception and Sense Motive skill checks. If you have 10 or more ranks in one of these skills, the bonus increases to +4 for that skill.
Critical Focus You receive a +4 circumstance bonus on attack rolls made to confirm critical hits.
Extend Spell An extended spell lasts twice as long as normal. A spell with a duration of concentration, instantaneous, or permanent is not affected by this feat. An extended spell uses up a spell slot one level higher than the spell’s actual level.
Improved Critical (bite) When using the weapon you selected, your threat range is doubled.
Special: This effect doesn’t stack with any other effect that expands the threat range of a weapon.
Improved Critical (claw) When using the weapon you selected, your threat range is doubled.
Special: This effect doesn’t stack with any other effect that expands the threat range of a weapon.
Iron Will You get a +2 bonus on all Will saving throws.
Multiattack The creature’s secondary attacks with natural weapons take only a –2 penalty.
Normal: Without this feat, the creature’s secondary attacks with natural weapons take a –5 penalty.
Power Attack You can choose to take a –1 penalty on all melee attack rolls and combat maneuver checks to gain a +2 bonus on all melee damage rolls. This bonus to damage is increased by half (+50%) if you are making an attack with a two-handed weapon, a one-handed weapon using two hands, or a primary natural weapon that adds 1-1/2 times your Strength modifier on damage rolls. This bonus to damage is halved (–50%) if you are making an attack with an off-hand weapon or secondary natural weapon. When your base attack bonus reaches +4, and every 4 points thereafter, the penalty increases by –1 and the bonus to damage increases by +2. You must choose to use this feat before making an attack roll, and its effects last until your next turn. The bonus damage does not apply to touch attacks or effects that do not deal hit point damage.
Vital Strike When you use the attack action, you can make one attack at your highest base attack bonus that deals additional damage. Roll the weapon’s damage dice for the attack twice and add the results together before adding bonuses from Strength, weapon abilities (such as flaming), precision-based damage, and other damage bonuses. These extra weapon damage dice are not multiplied on a critical hit, but are added to the total., , , (bite), (claw), (wing), , , ,
Alertness You get a +2 bonus on Perception and Sense Motive skill checks. If you have 10 or more ranks in one of these skills, the bonus increases to +4 for that skill.
Critical Focus You receive a +4 circumstance bonus on attack rolls made to confirm critical hits.
Extend Spell An extended spell lasts twice as long as normal. A spell with a duration of concentration, instantaneous, or permanent is not affected by this feat. An extended spell uses up a spell slot one level higher than the spell’s actual level.
Improved Critical (bite) When using the weapon you selected, your threat range is doubled.
Special: This effect doesn’t stack with any other effect that expands the threat range of a weapon.
Improved Critical (claw) When using the weapon you selected, your threat range is doubled.
Special: This effect doesn’t stack with any other effect that expands the threat range of a weapon.
Improved Critical (wing) When using the weapon you selected, your threat range is doubled.
Special: This effect doesn’t stack with any other effect that expands the threat range of a weapon.
Iron Will You get a +2 bonus on all Will saving throws.
Multiattack The creature’s secondary attacks with natural weapons take only a –2 penalty.
Normal: Without this feat, the creature’s secondary attacks with natural weapons take a –5 penalty.
Power Attack You can choose to take a –1 penalty on all melee attack rolls and combat maneuver checks to gain a +2 bonus on all melee damage rolls. This bonus to damage is increased by half (+50%) if you are making an attack with a two-handed weapon, a one-handed weapon using two hands, or a primary natural weapon that adds 1-1/2 times your Strength modifier on damage rolls. This bonus to damage is halved (–50%) if you are making an attack with an off-hand weapon or secondary natural weapon. When your base attack bonus reaches +4, and every 4 points thereafter, the penalty increases by –1 and the bonus to damage increases by +2. You must choose to use this feat before making an attack roll, and its effects last until your next turn. The bonus damage does not apply to touch attacks or effects that do not deal hit point damage.
Vital Strike When you use the attack action, you can make one attack at your highest base attack bonus that deals additional damage. Roll the weapon’s damage dice for the attack twice and add the results together before adding bonuses from Strength, weapon abilities (such as flaming), precision-based damage, and other damage bonuses. These extra weapon damage dice are not multiplied on a critical hit, but are added to the total., , , (bite), (claw), (wing), , , , ,
Alertness You get a +2 bonus on Perception and Sense Motive skill checks. If you have 10 or more ranks in one of these skills, the bonus increases to +4 for that skill.
Critical Focus You receive a +4 circumstance bonus on attack rolls made to confirm critical hits.
Extend Spell An extended spell lasts twice as long as normal. A spell with a duration of concentration, instantaneous, or permanent is not affected by this feat. An extended spell uses up a spell slot one level higher than the spell’s actual level.
Improved Critical (bite) When using the weapon you selected, your threat range is doubled.
Special: This effect doesn’t stack with any other effect that expands the threat range of a weapon.
Improved Critical (claw) When using the weapon you selected, your threat range is doubled.
Special: This effect doesn’t stack with any other effect that expands the threat range of a weapon.
Improved Critical (wing) When using the weapon you selected, your threat range is doubled.
Special: This effect doesn’t stack with any other effect that expands the threat range of a weapon.
Iron Will You get a +2 bonus on all Will saving throws.
Multiattack The creature’s secondary attacks with natural weapons take only a –2 penalty.
Normal: Without this feat, the creature’s secondary attacks with natural weapons take a –5 penalty.
Power Attack You can choose to take a –1 penalty on all melee attack rolls and combat maneuver checks to gain a +2 bonus on all melee damage rolls. This bonus to damage is increased by half (+50%) if you are making an attack with a two-handed weapon, a one-handed weapon using two hands, or a primary natural weapon that adds 1-1/2 times your Strength modifier on damage rolls. This bonus to damage is halved (–50%) if you are making an attack with an off-hand weapon or secondary natural weapon. When your base attack bonus reaches +4, and every 4 points thereafter, the penalty increases by –1 and the bonus to damage increases by +2. You must choose to use this feat before making an attack roll, and its effects last until your next turn. The bonus damage does not apply to touch attacks or effects that do not deal hit point damage.
Quicken Spell Casting a quickened spell is a swift action. You can perform another action, even casting another spell, in the same round as you cast a quickened spell. A spell whose casting time is more than 1 round or 1 full-round action cannot be quickened.
A quickened spell uses up a spell slot four levels higher than the spell’s actual level. Casting a quickened spell doesn’t provoke an attack of opportunity.
Special: You can apply the effects of this feat to a spell cast spontaneously, so long as it has a casting time that is not more than 1 full-round action, without increasing the spell’s casting time.
Vital Strike When you use the attack action, you can make one attack at your highest base attack bonus that deals additional damage. Roll the weapon’s damage dice for the attack twice and add the results together before adding bonuses from Strength, weapon abilities (such as flaming), precision-based damage, and other damage bonuses. These extra weapon damage dice are not multiplied on a critical hit, but are added to the total., , , (bite), (claw), (tail slap), (wing), , , , ,
Alertness You get a +2 bonus on Perception and Sense Motive skill checks. If you have 10 or more ranks in one of these skills, the bonus increases to +4 for that skill.
Critical Focus You receive a +4 circumstance bonus on attack rolls made to confirm critical hits.
Extend Spell An extended spell lasts twice as long as normal. A spell with a duration of concentration, instantaneous, or permanent is not affected by this feat. An extended spell uses up a spell slot one level higher than the spell’s actual level.
Improved Critical (bite) When using the weapon you selected, your threat range is doubled.
Special: This effect doesn’t stack with any other effect that expands the threat range of a weapon.
Improved Critical (claw) When using the weapon you selected, your threat range is doubled.
Special: This effect doesn’t stack with any other effect that expands the threat range of a weapon.
Improved Critical (tail slap) When using the weapon you selected, your threat range is doubled.
Special: This effect doesn’t stack with any other effect that expands the threat range of a weapon.
Improved Critical (wing) When using the weapon you selected, your threat range is doubled.
Special: This effect doesn’t stack with any other effect that expands the threat range of a weapon.
Iron Will You get a +2 bonus on all Will saving throws.
Multiattack The creature’s secondary attacks with natural weapons take only a –2 penalty.
Normal: Without this feat, the creature’s secondary attacks with natural weapons take a –5 penalty.
Power Attack You can choose to take a –1 penalty on all melee attack rolls and combat maneuver checks to gain a +2 bonus on all melee damage rolls. This bonus to damage is increased by half (+50%) if you are making an attack with a two-handed weapon, a one-handed weapon using two hands, or a primary natural weapon that adds 1-1/2 times your Strength modifier on damage rolls. This bonus to damage is halved (–50%) if you are making an attack with an off-hand weapon or secondary natural weapon. When your base attack bonus reaches +4, and every 4 points thereafter, the penalty increases by –1 and the bonus to damage increases by +2. You must choose to use this feat before making an attack roll, and its effects last until your next turn. The bonus damage does not apply to touch attacks or effects that do not deal hit point damage.
Quicken Spell Casting a quickened spell is a swift action. You can perform another action, even casting another spell, in the same round as you cast a quickened spell. A spell whose casting time is more than 1 round or 1 full-round action cannot be quickened.
A quickened spell uses up a spell slot four levels higher than the spell’s actual level. Casting a quickened spell doesn’t provoke an attack of opportunity.
Special: You can apply the effects of this feat to a spell cast spontaneously, so long as it has a casting time that is not more than 1 full-round action, without increasing the spell’s casting time.
Vital Strike When you use the attack action, you can make one attack at your highest base attack bonus that deals additional damage. Roll the weapon’s damage dice for the attack twice and add the results together before adding bonuses from Strength, weapon abilities (such as flaming), precision-based damage, and other damage bonuses. These extra weapon damage dice are not multiplied on a critical hit, but are added to the total., , , (bite), (claw), (tail slap), (wing), , , , , ,
Alertness You get a +2 bonus on Perception and Sense Motive skill checks. If you have 10 or more ranks in one of these skills, the bonus increases to +4 for that skill.
Critical Focus You receive a +4 circumstance bonus on attack rolls made to confirm critical hits.
Extend Spell An extended spell lasts twice as long as normal. A spell with a duration of concentration, instantaneous, or permanent is not affected by this feat. An extended spell uses up a spell slot one level higher than the spell’s actual level.
Improved Critical (bite) When using the weapon you selected, your threat range is doubled.
Special: This effect doesn’t stack with any other effect that expands the threat range of a weapon.
Improved Critical (claw) When using the weapon you selected, your threat range is doubled.
Special: This effect doesn’t stack with any other effect that expands the threat range of a weapon.
Improved Critical (tail slap) When using the weapon you selected, your threat range is doubled.
Special: This effect doesn’t stack with any other effect that expands the threat range of a weapon.
Improved Critical (wing) When using the weapon you selected, your threat range is doubled.
Special: This effect doesn’t stack with any other effect that expands the threat range of a weapon.
Iron Will You get a +2 bonus on all Will saving throws.
Multiattack The creature’s secondary attacks with natural weapons take only a –2 penalty.
Normal: Without this feat, the creature’s secondary attacks with natural weapons take a –5 penalty.
Power Attack You can choose to take a –1 penalty on all melee attack rolls and combat maneuver checks to gain a +2 bonus on all melee damage rolls. This bonus to damage is increased by half (+50%) if you are making an attack with a two-handed weapon, a one-handed weapon using two hands, or a primary natural weapon that adds 1-1/2 times your Strength modifier on damage rolls. This bonus to damage is halved (–50%) if you are making an attack with an off-hand weapon or secondary natural weapon. When your base attack bonus reaches +4, and every 4 points thereafter, the penalty increases by –1 and the bonus to damage increases by +2. You must choose to use this feat before making an attack roll, and its effects last until your next turn. The bonus damage does not apply to touch attacks or effects that do not deal hit point damage.
Quicken Spell Casting a quickened spell is a swift action. You can perform another action, even casting another spell, in the same round as you cast a quickened spell. A spell whose casting time is more than 1 round or 1 full-round action cannot be quickened.
A quickened spell uses up a spell slot four levels higher than the spell’s actual level. Casting a quickened spell doesn’t provoke an attack of opportunity.
Special: You can apply the effects of this feat to a spell cast spontaneously, so long as it has a casting time that is not more than 1 full-round action, without increasing the spell’s casting time.
Staggering Critical Whenever you score a critical hit, your opponent becomes for 1d4+1 rounds. A successful Fortitude save reduces the duration to 1 round. The DC of this Fortitude save is equal to 10 + your base attack bonus. The effects of this feat do not stack. Additional hits instead add to the duration.
Special: You can only apply the effects of one critical feat to a given critical hit unless you possess Critical Mastery.
A staggered creature may take a single move action or standard action each round (but not both, nor can it take full-round actions). A staggered creature can still take free, swift, and immediate actions. A creature with nonlethal damage exactly equal to its current hit points gains the staggered condition.
Vital Strike When you use the attack action, you can make one attack at your highest base attack bonus that deals additional damage. Roll the weapon’s damage dice for the attack twice and add the results together before adding bonuses from Strength, weapon abilities (such as flaming), precision-based damage, and other damage bonuses. These extra weapon damage dice are not multiplied on a critical hit, but are added to the total., , , (bite), (claw), (tail slap), (wing), , , , , , ,
Alertness You get a +2 bonus on Perception and Sense Motive skill checks. If you have 10 or more ranks in one of these skills, the bonus increases to +4 for that skill.
Critical Focus You receive a +4 circumstance bonus on attack rolls made to confirm critical hits.
Extend Spell An extended spell lasts twice as long as normal. A spell with a duration of concentration, instantaneous, or permanent is not affected by this feat. An extended spell uses up a spell slot one level higher than the spell’s actual level.
Improved Critical (bite) When using the weapon you selected, your threat range is doubled.
Special: This effect doesn’t stack with any other effect that expands the threat range of a weapon.
Improved Critical (claw) When using the weapon you selected, your threat range is doubled.
Special: This effect doesn’t stack with any other effect that expands the threat range of a weapon.
Improved Critical (tail slap) When using the weapon you selected, your threat range is doubled.
Special: This effect doesn’t stack with any other effect that expands the threat range of a weapon.
Improved Critical (wing) When using the weapon you selected, your threat range is doubled.
Special: This effect doesn’t stack with any other effect that expands the threat range of a weapon.
Iron Will You get a +2 bonus on all Will saving throws.
Multiattack The creature’s secondary attacks with natural weapons take only a –2 penalty.
Normal: Without this feat, the creature’s secondary attacks with natural weapons take a –5 penalty.
Power Attack You can choose to take a –1 penalty on all melee attack rolls and combat maneuver checks to gain a +2 bonus on all melee damage rolls. This bonus to damage is increased by half (+50%) if you are making an attack with a two-handed weapon, a one-handed weapon using two hands, or a primary natural weapon that adds 1-1/2 times your Strength modifier on damage rolls. This bonus to damage is halved (–50%) if you are making an attack with an off-hand weapon or secondary natural weapon. When your base attack bonus reaches +4, and every 4 points thereafter, the penalty increases by –1 and the bonus to damage increases by +2. You must choose to use this feat before making an attack roll, and its effects last until your next turn. The bonus damage does not apply to touch attacks or effects that do not deal hit point damage.
Quicken Spell Casting a quickened spell is a swift action. You can perform another action, even casting another spell, in the same round as you cast a quickened spell. A spell whose casting time is more than 1 round or 1 full-round action cannot be quickened.
A quickened spell uses up a spell slot four levels higher than the spell’s actual level. Casting a quickened spell doesn’t provoke an attack of opportunity.
Special: You can apply the effects of this feat to a spell cast spontaneously, so long as it has a casting time that is not more than 1 full-round action, without increasing the spell’s casting time.
Staggering Critical Whenever you score a critical hit, your opponent becomes for 1d4+1 rounds. A successful Fortitude save reduces the duration to 1 round. The DC of this Fortitude save is equal to 10 + your base attack bonus. The effects of this feat do not stack. Additional hits instead add to the duration.
Special: You can only apply the effects of one critical feat to a given critical hit unless you possess Critical Mastery.
A staggered creature may take a single move action or standard action each round (but not both, nor can it take full-round actions). A staggered creature can still take free, swift, and immediate actions. A creature with nonlethal damage exactly equal to its current hit points gains the staggered condition.
Stunning Critical Whenever you score a critical hit, your opponent becomes for 1d4 rounds. A successful Fortitude save reduces this to for 1d4 rounds. The DC of this Fortitude save is equal to 10 + your base attack bonus. The effects of this feat do not stack. Additional hits instead add to the duration.
Special: You can only apply the effects of one critical feat to a given critical hit unless you possess Critical Mastery.
A stunned creature drops everything held, can’t take actions, takes a –2 penalty to AC, and loses its Dexterity bonus to AC (if any). Attackers receive a +4 bonus on attack rolls to perform combat maneuvers against a stunned opponent.
A staggered creature may take a single move action or standard action each round (but not both, nor can it take full-round actions). A staggered creature can still take free, swift, and immediate actions. A creature with nonlethal damage exactly equal to its current hit points gains the staggered condition.
Vital Strike When you use the attack action, you can make one attack at your highest base attack bonus that deals additional damage. Roll the weapon’s damage dice for the attack twice and add the results together before adding bonuses from Strength, weapon abilities (such as flaming), precision-based damage, and other damage bonuses. These extra weapon damage dice are not multiplied on a critical hit, but are added to the total., , , (bite), (claw), (tail slap), (wing), , , , , , , ,
Alertness You get a +2 bonus on Perception and Sense Motive skill checks. If you have 10 or more ranks in one of these skills, the bonus increases to +4 for that skill.
Critical Focus You receive a +4 circumstance bonus on attack rolls made to confirm critical hits.
Extend Spell An extended spell lasts twice as long as normal. A spell with a duration of concentration, instantaneous, or permanent is not affected by this feat. An extended spell uses up a spell slot one level higher than the spell’s actual level.
Improved Critical (bite) When using the weapon you selected, your threat range is doubled.
Special: This effect doesn’t stack with any other effect that expands the threat range of a weapon.
Improved Critical (claw) When using the weapon you selected, your threat range is doubled.
Special: This effect doesn’t stack with any other effect that expands the threat range of a weapon.
Improved Critical (tail slap) When using the weapon you selected, your threat range is doubled.
Special: This effect doesn’t stack with any other effect that expands the threat range of a weapon.
Improved Critical (wing) When using the weapon you selected, your threat range is doubled.
Special: This effect doesn’t stack with any other effect that expands the threat range of a weapon.
Iron Will You get a +2 bonus on all Will saving throws.
Multiattack The creature’s secondary attacks with natural weapons take only a –2 penalty.
Normal: Without this feat, the creature’s secondary attacks with natural weapons take a –5 penalty.
Power Attack You can choose to take a –1 penalty on all melee attack rolls and combat maneuver checks to gain a +2 bonus on all melee damage rolls. This bonus to damage is increased by half (+50%) if you are making an attack with a two-handed weapon, a one-handed weapon using two hands, or a primary natural weapon that adds 1-1/2 times your Strength modifier on damage rolls. This bonus to damage is halved (–50%) if you are making an attack with an off-hand weapon or secondary natural weapon. When your base attack bonus reaches +4, and every 4 points thereafter, the penalty increases by –1 and the bonus to damage increases by +2. You must choose to use this feat before making an attack roll, and its effects last until your next turn. The bonus damage does not apply to touch attacks or effects that do not deal hit point damage.
Quicken Spell Casting a quickened spell is a swift action. You can perform another action, even casting another spell, in the same round as you cast a quickened spell. A spell whose casting time is more than 1 round or 1 full-round action cannot be quickened.
A quickened spell uses up a spell slot four levels higher than the spell’s actual level. Casting a quickened spell doesn’t provoke an attack of opportunity.
Special: You can apply the effects of this feat to a spell cast spontaneously, so long as it has a casting time that is not more than 1 full-round action, without increasing the spell’s casting time.
Sickening Critical Whenever you score a critical hit, your opponent becomes for 1 minute. The effects of this feat do not stack. Additional hits instead add to the effect’s duration.
Special: You can only apply the effects of one critical feat to a given critical hit unless you possess Critical Mastery.
A sickened character takes a –2 penalty on all attack rolls, weapon damage rolls, saving throws, skill checks, and ability checks.
Staggering Critical Whenever you score a critical hit, your opponent becomes for 1d4+1 rounds. A successful Fortitude save reduces the duration to 1 round. The DC of this Fortitude save is equal to 10 + your base attack bonus. The effects of this feat do not stack. Additional hits instead add to the duration.
Special: You can only apply the effects of one critical feat to a given critical hit unless you possess Critical Mastery.
A staggered creature may take a single move action or standard action each round (but not both, nor can it take full-round actions). A staggered creature can still take free, swift, and immediate actions. A creature with nonlethal damage exactly equal to its current hit points gains the staggered condition.
Stunning Critical Whenever you score a critical hit, your opponent becomes for 1d4 rounds. A successful Fortitude save reduces this to for 1d4 rounds. The DC of this Fortitude save is equal to 10 + your base attack bonus. The effects of this feat do not stack. Additional hits instead add to the duration.
Special: You can only apply the effects of one critical feat to a given critical hit unless you possess Critical Mastery.
A stunned creature drops everything held, can’t take actions, takes a –2 penalty to AC, and loses its Dexterity bonus to AC (if any). Attackers receive a +4 bonus on attack rolls to perform combat maneuvers against a stunned opponent.
A staggered creature may take a single move action or standard action each round (but not both, nor can it take full-round actions). A staggered creature can still take free, swift, and immediate actions. A creature with nonlethal damage exactly equal to its current hit points gains the staggered condition.
Vital Strike When you use the attack action, you can make one attack at your highest base attack bonus that deals additional damage. Roll the weapon’s damage dice for the attack twice and add the results together before adding bonuses from Strength, weapon abilities (such as flaming), precision-based damage, and other damage bonuses. These extra weapon damage dice are not multiplied on a critical hit, but are added to the total.
Skills Diplomacy +13, Fly +15, Heal +13, Knowledge (local) +13, Perception +15, Sense Motive +15, Spellcraft +13, Swim +22Diplomacy +16, Fly +14, Heal +16, Knowledge (local) +16, Knowledge (religion) +16, Perception +20, Sense Motive +20, Spellcraft +16, Swim +26Diplomacy +18, Fly +10, Heal +18, Knowledge (local) +18, Knowledge (religion) +18, Perception +22, Sense Motive +22, Spellcraft +18, Swim +30Diplomacy +21, Fly +12, Heal +21, Knowledge (local) +21, Knowledge (nobility) +21, Knowledge (religion) +21, Perception +25, Sense Motive +25, Spellcraft +21, Swim +33Diplomacy +23, Fly +7, Heal +23, Knowledge (local) +23, Knowledge (nobility) +23, Knowledge (religion) +23, Perception +27, Sense Motive +27, Spellcraft +23, Swim +36Diplomacy +26, Fly +9, Heal +26, Knowledge (arcana) +26, Knowledge (local) +26, Knowledge (nobility) +26, Knowledge (religion) +26, Perception +30, Sense Motive +30, Spellcraft +26, Swim +39Diplomacy +28, Fly +11, Heal +28, Knowledge (arcana) +28, Knowledge (local) +28, Knowledge (nobility) +28, Knowledge (religion) +28, Perception +32, Sense Motive +32, Spellcraft +28, Swim +42Diplomacy +31, Fly +10, Heal +31, Knowledge (arcana) +31, Knowledge (history) +31, Knowledge (local) +31, Knowledge (nobility) +31, Knowledge (religion) +31, Perception +35, Sense Motive +35, Spellcraft +31, Swim +45Diplomacy +33, Fly +12, Heal +33, Knowledge (arcana) +33, Knowledge (history) +33, Knowledge (local) +33, Knowledge (nobility) +33, Knowledge (religion) +33, Perception +37, Sense Motive +37, Spellcraft +33, Swim +48Diplomacy +36, Fly +14, Heal +36, Knowledge (arcana) +36, Knowledge (history) +36, Knowledge (local) +36, Knowledge (nobility) +36, Knowledge (planes) +36, Knowledge (religion) +36, Perception +40, Sense Motive +40, Spellcraft +36, Swim +51Diplomacy +38, Fly +16, Heal +38, Knowledge (arcana) +38, Knowledge (history) +38, Knowledge (local) +38, Knowledge (nobility) +38, Knowledge (planes) +38, Knowledge (religion) +38, Perception +42, Sense Motive +42, Spellcraft +38, Swim +54Diplomacy +41, Disguise +38, Fly +15, Heal +41, Knowledge (arcana) +41, Knowledge (history) +41, Knowledge (local) +41, Knowledge (nobility) +41, Knowledge (planes) +41, Knowledge (religion) +41, Perception +45, Sense Motive +45, Spellcraft +41, Swim +57
Languages Common, Draconic, ElvenCommon, Draconic, Elven, HalflingCommon, Draconic, Elven, HalflingCelestial, Common, Draconic, Elven, HalflingCelestial, Common, Draconic, Elven, HalflingCelestial, Common, Draconic, Elven, Gnomish, HalflingCelestial, Common, Draconic, Elven, Gnomish, HalflingCelestial, Common, Draconic, Dwarven, Elven, Gnomish, HalflingCelestial, Common, Draconic, Dwarven, Elven, Gnomish, HalflingAbyssal, Celestial, Common, Draconic, Dwarven, Elven, Gnomish, HalflingAbyssal, Celestial, Common, Draconic, Dwarven, Elven, Gnomish, HalflingAbyssal, Celestial, Common, Draconic, Dwarven, Elven, Gnomish, Halfling, Infernal
SQ (any animal or humanoid, polymorph) 3/day
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SQ (any animal or humanoid, polymorph) 3/day, ,
SQ (any animal or humanoid, polymorph) 3/day, , ,
SQ (any animal or humanoid, polymorph) 3/day, , ,
SQ (any animal or humanoid, polymorph) 3/day, , ,
SQ (any animal or humanoid, polymorph) 3/day, , ,
SQ (any animal or humanoid, polymorph) 3/day, , ,
SQ (any animal or humanoid, polymorph) 3/day, , ,
SQ (any animal or humanoid, polymorph) 3/day, , , ,
Change Shape (Su) A creature with this special quality has the ability to assume the appearance of a specific creature or type of creature (usually a humanoid), but retains most of its own physical qualities. A creature cannot change shape to a form more than one size category smaller or larger than its original form. This ability functions as a polymorph spell, the type of which is listed in the creature’s description, but the creature does not adjust its ability scores (although it gains any other abilities of the creature it mimics). Unless otherwise stated, it can remain in an alternate form indefinitely. Some creatures, such as lycanthropes, can transform into unique forms with special modifiers and abilities. These creatures do adjust their ability scores, as noted in their description.
ECOLOGY
Environment warm plains
Organization solitary
Treasure triple
SPECIAL ABILITIES
Detect Gems (Sp) A young or older gold dragon can detect gems three times per day. This functions as locate object, but can only be used to locate gemstones.
Divine Aid (Sp) Once a week, a great wyrm gold dragon can call upon celestial powers for aid. This functions as a miracle.
Fast Flight (Ex) A young or older gold dragon is treated as one size category larger when determining his fly speed. This adjustment is included in the stat block.
Fire Aura (Su) An old or older gold dragon is surrounded by an aura of fire. All creatures within 5 feet of the dragon take 1d6 points of fire damage at the beginning of the dragon’s turn. An ancient gold dragon’s aura extends to 10 feet. A great wyrm’s damage increases to 2d6. The dragon can activate or suppress this aura as a free action.
Luck (Sp) Once per day an adult or older gold dragon can touch a gem, usually one embedded in the dragon’s hide, and enspell it to bring good luck. As long as the dragon carries the gem, it and every good creature within a given radius of it (10 ft. per age category) receives a +1 luck bonus on all saving throws. If the dragon gives an enspelled gem to another creature, only that bearer gets the bonus. The effect lasts 1d3 hours plus 3 hours per age category of the dragon. This ability is the equivalent of a 2nd-level spell.
Weakening Breath (Su) Instead of a cone of fire, a gold dragon can choose to breathe a cone of weakening gas. Creatures within the cone take 1 point of Strength damage per age category of the dragon (Fortitude negates).
