Soulsliver
This smooth-featured, humanoid creature appears to have skin made entirely of mirrored glass.
A soulsliver is an extradimensional shapechanger that lurks in the half-dimensions behind mirrors. It watches creatures on the Material Plane through reflective surfaces, assumes their likeness, then crawls through the mirror to kill and feast upon its prey. Whether they are bizarre offshoots of the doppelganger race or originate from some aberrant magic used to create a demiplane, soulslivers are responsible for many unsolved murders, and their mirror travel makes them hard to catch. A soulsliver causes trouble for a short while in its assumed form, then retreats through the mirror to its home plane. Its native plane is an aspect of the Plane of Shadow, with reversed and grossly distorted creatures and scenery from the Material Plane.
NE Medium (, )
An outsider is at least partially composed of the essence (but not necessarily the material) of some plane other than the Material Plane. Some creatures start out as some other type and become outsiders when they attain a higher (or lower) state of spiritual existence. An outsider has the following traits:
• Darkvision 60 feet.
• Unlike most living creatures, an outsider does not have a dual nature—its soul and body form one unit. When an outsider is slain, no soul is set loose. Spells that restore souls to their bodies, such as raise dead, reincarnate, and resurrection, don’t work on an outsider. It takes a different magical effect, such as limited wish, wish, miracle, or true resurrection to restore it to life.
• Proficient with all simple and martial weapons and any weapons mentioned in its entry.
• Proficient with whatever type of armor (light, medium, or heavy) it is described as wearing, as well as all lighter types. Outsiders not indicated as wearing armor are not proficient with armor. Outsiders are proficient with shields if they are proficient with any form of armor.
• Outsiders breathe, but do not need to eat or sleep (although they can do so if they wish).
The Extraplanar subtype is applied to any creature when it is on a plane other than its native plane. A creature that travels the planes can gain or lose this subtype as it goes from plane to plane. Monster entries assume that encounters with creatures take place on the Material Plane, and every creature whose native plane is not the Material Plane has the extraplanar subtype (but would not have it when on its home plane). Creatures not labeled as extraplanar are natives of the Material Plane, and they gain the extraplanar subtype if they leave the Material Plane. No creature has the extraplanar subtype when it is on a Transitive Plane (the Astral Plane, the Ethereal Plane, or the Plane of Shadow).
A shapechanger has the supernatural ability to assume one or more alternate forms. Many magical effects allow some kind of shapeshifting, and not every creature that can change shapes has the shapechanger subtype. A shapechanger possesses the following traits (unless otherwise noted in a creature’s entry).
• Proficient with its natural weapons, with simple weapons, and with any weapons mentioned in the creature’s description.
• Proficient with any armor mentioned in the creature’s description, as well as all lighter forms. If no form of armor is mentioned, the shapechanger is not proficient with armor. A shapechanger is proficient with shields if it is proficient with any type of armor.
Init +7; Senses 60 ft., ; Perception +7
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 15, touch 14, 11 (+3 Dex, +1 dodge, +1 natural)
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.
hp 19 (3d10+3); 1
Fast Healing (Ex) This creature regains hit points swiftly, usually 1 or more per round, as given in the creature’s entry. Except as noted below, fast healing is just like natural healing. Fast healing does not restore hit points lost from starvation, suffocation, or thirst, nor does it allow a creature to regrow lost body parts. Unless otherwise stated, it does not allow lost body parts to be reattached. Fast healing continues to function (even at negative hit points) until a creature dies, at which point the effects of fast healing end immediately.
Fort +4, Ref +6, Will +2
acid 5, fire 5
Resistance (Ex) This creature ignores some damage of the indicated type each time it takes damage of that kind, commonly acid, cold, electricity, or fire. The entry indicates the amount and type of damage ignored. Resistance is not immunity, and it applies whether the damage has a mundane or magical source. When resistance completely negates damage from an energy attack, that attack does not disrupt spellcasting. This resistance does not stack with resistance provided by a spell.
Weaknesses to sonic
Vulnerability (Ex) A creature with vulnerabilities takes half again as much damage (+50%) from a specific energy type, regardless of whether a saving throw is allowed or if the save is a success or failure. Creatures with a vulnerability that is not an energy type instead take a –4 penalty on saves against spells and effects that cause or use the listed vulnerability (such as spells with the light descriptor). Some creatures might suffer additional effects, as noted in their descriptions.
OFFENSE
Speed 40 ft.
Melee 2 slams +5 (1d4+2)
Special Attacks
(CL 3rd; concentration +4)
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—mage hand, open/close, silent image
1/day—mirror image
STATISTICS
Str 14, Dex 17, Con 12, Int 11, Wis 12, Cha 13
Base Atk +3; +5; 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 ,
Dodge You gain a +1 dodge bonus to your AC. A condition that makes you lose your Dex bonus to AC also makes you lose the benefits of this feat.
Improved Initiative You get a +4 bonus on initiative checks.
Skills Acrobatics +9 (+13 when jumping), Bluff +7, Disguise +7 (+11 when using change shape), Perception +7, Sense Motive +7, Stealth +9
Racial Modifiers +4 Acrobatics when jumping, +4 Disguise when using change shape
Languages Aklo, Common
SQ (any humanoid, alter self), , , , (voices)
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.
Compression (Ex) This creature can move through an area as small as one-quarter its space without squeezing, or one-eighth its space when squeezing.
Sound Mimicry (Ex) This creature perfectly imitates certain sounds or even specific voices. The creature makes a Bluff check opposed by the listener’s Sense Motive check to recognize the mimicry, although if the listener isn’t familiar with the person or type of creatures mimicked, it takes a –8 penalty on its Sense Motive check. The creature has a +8 racial bonus on its Bluff check to mimic sounds (including accents and speech patterns, if a voice mimic) it has listened to for at least 10 minutes. The creature cannot duplicate the effects of magical abilities (such as bardic performance or a harpy’s captivating song), though it may be able to mimic the sound of those abilities. This ability does not allow the creature to speak or understand languages it doesn’t know.
ECOLOGY
Environment any land (extraplanar)
Organization solitary or gang (2–5)
Treasure incidental
SPECIAL ABILITIES
Death Throes (Su) When a soulsliver is killed, its body explodes into jagged glass shards that deal 2d6 points of piercing and slashing damage to creatures within a 20-foot-radius burst (Reflex DC 12 half). The save DC is Constitution-based.
Mirror Travel (Su) At will as a standard action, a soulsliver can crawl into any mirror as if it were a door or window, instantly transporting itself to another mirror within 500 feet as if using dimension door (caster level 7th). It can remain within that mirror indefinitely, or on its next turn crawl out or use this ability again. Its compression ability allows it to enter or exit Diminutive or larger mirrors. It can only exit a mirror if it is using change shape to take a specific creature’s form.
Perfect Copy (Su) When a soulsliver uses change shape, it can assume the appearance of a specific individual. However, it is always the mirror image of the person it copies, which might give away that something is wrong.
Nightgaunt
This lanky ebon humanoid has batlike wings, horns, and a long prehensile tail, but lacks a face.
Nightgaunts haunt the deepest and darkest chasms of dreams. They lurk in the shadows that loom at the edges of sane slumber, but are ready at any moment to snatch a blithe dreamer away, carrying it off into realms of endless nightmare and tickling it terribly all the way. They appear as stooped, emaciated humanoids, yet possess a remarkable strength in their sinewy limbs. With inky black skin, batlike wings, a long spiny tail, and demonic horns protruding from its skull, a nightgaunt is a fearsome foe—yet the lack of any facial features is what makes it truly nightmarish. A typical nightgaunt would stand 7 feet tall if fully upright, and weighs 175 pounds. Nightgaunts feed on emotions, preferring despair, horror, and nervous laughter. They enjoy carrying their prey high over the mountains, tickling their prey to create a mix of emotions, and finally dropping their victims in remote areas where other monsters can stalk and kill them. Some creatures pay nightgaunts to serve as guardians or carry them from place to place, though the nightgaunts are prone to turn on their employers at the smallest slight. Most nightgaunts have little interest in anything other than sating their hunger on sleepers, and gather in colonies to entertain each other by sharing emotion memories through strange caresses. They sometimes war with the other creatures found in their desolate realms.
CN Medium ()
Monstrous humanoids are similar to humanoids, but with monstrous or animalistic features. They often have magical abilities as well. A monstrous humanoid has the following traits (unless otherwise noted in a creature’s entry).
• Darkvision 60 feet.
• Proficient with all simple weapons and any weapons mentioned in its entry.
• Proficient with whatever type of armor (light, medium, or heavy) it is described as wearing, as well as all lighter types. Monstrous humanoids not indicated as wearing armor are not proficient with armor. Monstrous humanoids are proficient with shields if they are proficient with any form of armor.
• Monstrous humanoids breathe, eat, and sleep.
The Extraplanar subtype is applied to any creature when it is on a plane other than its native plane. A creature that travels the planes can gain or lose this subtype as it goes from plane to plane. Monster entries assume that encounters with creatures take place on the Material Plane, and every creature whose native plane is not the Material Plane has the extraplanar subtype (but would not have it when on its home plane). Creatures not labeled as extraplanar are natives of the Material Plane, and they gain the extraplanar subtype if they leave the Material Plane. No creature has the extraplanar subtype when it is on a Transitive Plane (the Astral Plane, the Ethereal Plane, or the Plane of Shadow).
Init +6; Senses , 60 ft., 60 ft.; Perception +6
All-Around Vision (Ex) This creature sees in all directions at once. It cannot be flanked.
Blindsight (Ex) Using nonvisual senses, such as sensitivity to vibrations, keen smell, acute hearing, or echolocation, a creature with blindsight can maneuver and fight as well as a sighted creature. Invisibility, darkness, and most kinds of concealment are irrelevant, though a creature with blindsight must have line of effect to an object or another creature to discern that object or creature. The ability’s range is specified in the creature’s descriptive text. The creature usually does not need to succeed at Perception checks to notice creatures within range of its blindsight ability. Unless noted otherwise, blindsight is continuous, and the creature doesn’t need to do anything to use it. Some forms of blindsight, however, must be triggered as a free action. If so, this is noted in the creature’s description. If a creature must trigger its blindsight ability, it gains the benefits of blindsight only during its turn.
Darkvision is the extraordinary ability to see with no light source at all, out to a range specified. Darkvision is black-and-white only (colors cannot be discerned). It does not allow creatures to see anything that they could not see otherwise—invisible objects are still invisible, and illusions are still visible as what they seem to be. Likewise, darkvision subjects a creature to gaze attacks normally. The presence of light does not spoil darkvision.
DEFENSE
AC 18, touch 13, 15 (+2 Dex, +1 dodge, +5 natural)
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.
hp 37 (5d10+10)
Fort +3, Ref +8, Will +6
Defensive Abilities ; cold, gaze attacks, inhaled poison, scent-based attacks
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., 40 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 2 claws +9 (1d6+4 plus )
Grab (Ex) If this creature hits with the indicated attack, it deals normal damage and attempts to start a as a free action without provoking an attack of opportunity. The creature has the option to conduct the grapple normally, or simply use the part of its body it used in the grab to hold the opponent. If it chooses to do the latter, it takes a –20 penalty on its CMB check to make and maintain the grapple, but does not gain the grappled condition itself. A successful hold does not deal any extra damage unless the creature also has the constrict special attack. If the creature does not constrict, each successful grapple check it makes during successive rounds automatically deals the damage indicated for the attack that established the hold. Otherwise, it deals constriction damage as well (the amount is given in the creature’s descriptive text).
Creatures with the grab special attack receive a +4 bonus on combat maneuver checks made to start and maintain a grapple.
Unless otherwise noted, grab can only be used against targets of a size equal to or smaller than the creature with this ability. If the creature can use grab on creatures of other sizes, it is noted in the creature’s Special Attacks line.
A grappled creature is restrained by a creature, trap, or effect. Grappled creatures cannot move and take a –4 penalty to Dexterity. A grappled creature takes a –2 penalty on all attack rolls and combat maneuver checks, except those made to grapple or escape a grapple. In addition, grappled creatures can take no action that requires two hands to perform. A grappled character who attempts to cast a spell or use a spell-like ability must make a concentration check (DC 10 + grappler’s CMB + spell level), or lose the spell. Grappled creatures cannot make attacks of opportunity.
A grappled creature cannot use Stealth to hide from the creature grappling it, even if a special ability, such as hide in plain sight, would normally allow it to do so. If a grappled creature becomes invisible, through a spell or other ability, it gains a +2 circumstance bonus on its CMD to avoid being grappled, but receives no other benefit.
Special Attacks ,
STATISTICS
Str 18, Dex 15, Con 14, Int 5, Wis 14, Cha 11
Base Atk +5; +9 (+17 grapple); CMD 22
When performing a combat maneuver, you must use an action appropriate to the maneuver you are attempting to perform. While many combat maneuvers can be performed as part of an attack action, full-attack action, or attack of opportunity (in place of a melee attack), others require a specific action. Unless otherwise noted, performing a combat maneuver provokes an attack of opportunity from the target of the maneuver. If you are hit by the target, you take the damage normally and apply that amount as a penalty to the attack roll to perform the maneuver. If your target is immobilized, unconscious, or otherwise incapacitated, your maneuver automatically succeeds (treat as if you rolled a natural 20 on the attack roll). If your target is stunned, you receive a +4 bonus on your attack roll to perform a combat maneuver against it.
When you attempt to perform a combat maneuver, make an attack roll and add your CMB in place of your normal attack bonus. Add any bonuses you currently have on attack rolls due to spells, feats, and other effects. These bonuses must be applicable to the weapon or attack used to perform the maneuver. The DC of this maneuver is your target’s Combat Maneuver Defense. Combat maneuvers are attack rolls, so you must roll for concealment and take any other penalties that would normally apply to an attack roll.
If your attack roll equals or exceeds the CMD of the target, your maneuver is a success and has the listed effect. Some maneuvers, such as bull rush, have varying levels of success depending on how much your attack roll exceeds the target’s CMD. Rolling a natural 20 while attempting a combat maneuver is always a success (except when attempting to escape from bonds), while rolling a natural 1 is always a failure.
Feats , ,
Dodge You gain a +1 dodge bonus to your AC. A condition that makes you lose your Dex bonus to AC also makes you lose the benefits of this feat.
Improved Initiative You get a +4 bonus on initiative checks.
Lightning Reflexes You get a +2 bonus on all Reflex saving throws.
Skills Fly +7, Perception +6, Stealth +11
Racial Modifiers +4 Stealth
Languages Aklo (can’t speak)
SQ
No Breath (Ex) This monster does not breathe, and is immune to effects that require breathing (such as inhaled poison). This does not give immunity to cloud or gas attacks that do not require breathing.
ECOLOGY
Environment any mountains (Dimension of Dreams)
Organization single, pair, flight (3–12), or colony
Treasure none
SPECIAL ABILITIES
Clutches (Ex) A nightgaunt has a +4 racial bonus on grapple combat maneuver checks. If a nightgaunt uses its fly speed to move itself and a grappled target, it can fly at full speed.
Faceless (Ex) A nightgaunt has no face, but can still see in all directions as if its entire body were an eye. It is immune to gaze attacks, but not to illusions that rely upon vision to function. It has no need to breathe, and is immune to all inhaled and scent-based effects.
Tickle (Ex) As a swift action, a nightgaunt can use its tail to tickle a or foe with horrible efficiency. The target must succeed at a DC 14 Fortitude save or be for 1 round. The save DC is Dexterity-based.
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.
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.
Creatures with the nauseated condition experience stomach distress. Nauseated creatures are unable to attack, cast spells, concentrate on spells, or do anything else requiring attention. The only action such a character can take is a single move action per turn.
Dream Naga
This large, flying serpent has a humanoid head outlined by a colorful, frilled hood.
Inhabitants of the Dimension of Dreams, dream nagas fly through dreamscapes as part of an unknowable plan to alter the destiny of the multiverse. Most creatures that encounter dream nagas do so while they sleep, as their dreams provide convenient shortcuts for the dream nagas’ paths through the various dreamscapes. Even after these dreamers awaken, the sight of these beautiful creatures remains ingrained in their minds. Many cultures consider seeing a dream naga a sign of a special destiny. But when a dreaming creature gains the full attention of a dream naga, it is no mere chance encounter. For convoluted and arcane reasons that only they truly understand, dream nagas enter dreams and interact with the sleepers—sometimes relaying knowledge to the sleepers, and other times tormenting them. Such dream encounters often don’t make sense to the dreaming creature until some point far in the future, if ever.
N Large ()
An aberration has a bizarre anatomy, strange abilities, an alien mindset, or any combination of the three. They possess the following traits:
• Darkvision 60 feet.
• Proficient with its natural weapons. If generally humanoid in form, proficient with all simple weapons and any weapon it is described as using.
• Proficient with whatever type of armor (light, medium, or heavy) it is described as wearing, as well as all lighter types. Aberrations not indicated as wearing armor are not proficient with armor. Aberrations are proficient with shields if they are proficient with any form of armor.
• Aberrations breathe, eat, and sleep.
The Extraplanar subtype is applied to any creature when it is on a plane other than its native plane. A creature that travels the planes can gain or lose this subtype as it goes from plane to plane. Monster entries assume that encounters with creatures take place on the Material Plane, and every creature whose native plane is not the Material Plane has the extraplanar subtype (but would not have it when on its home plane). Creatures not labeled as extraplanar are natives of the Material Plane, and they gain the extraplanar subtype if they leave the Material Plane. No creature has the extraplanar subtype when it is on a Transitive Plane (the Astral Plane, the Ethereal Plane, or the Plane of Shadow).
Init +6; Senses 60 ft., ; Perception +24
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 23, touch 15, 17 (+6 Dex, +8 natural, –1 size)
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.
hp 123 (13d8+65)
Fort +9, Ref +12, Will +10
OFFENSE
Speed 30 ft., 40 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 bite +15 (3d8+9 plus )
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 10 ft.; Reach 5 ft.
(CL 7th; concentration +11)
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)—synaptic pulse (DC 16), synesthesia (DC 16)
2nd (7/day)—misdirection, oneiric horror (DC 15), see invisibility
1st (7/day)—deja vu, ill omen, mind thrust I (DC 14), shield, silent image (DC 14)
0 (6/day)—dancing lights, daze (DC 13), detect psychic significance, ghost sound (DC 13), mage hand, read magic, telekinetic maneuver
STATISTICS
Str 22, Dex 23, Con 20, Int 18, Wis 15, Cha 17
Base Atk +9; +16; CMD 32 (can’t be tripped)
When performing a combat maneuver, you must use an action appropriate to the maneuver you are attempting to perform. While many combat maneuvers can be performed as part of an attack action, full-attack action, or attack of opportunity (in place of a melee attack), others require a specific action. Unless otherwise noted, performing a combat maneuver provokes an attack of opportunity from the target of the maneuver. If you are hit by the target, you take the damage normally and apply that amount as a penalty to the attack roll to perform the maneuver. If your target is immobilized, unconscious, or otherwise incapacitated, your maneuver automatically succeeds (treat as if you rolled a natural 20 on the attack roll). If your target is stunned, you receive a +4 bonus on your attack roll to perform a combat maneuver against it.
When you attempt to perform a combat maneuver, make an attack roll and add your CMB in place of your normal attack bonus. Add any bonuses you currently have on attack rolls due to spells, feats, and other effects. These bonuses must be applicable to the weapon or attack used to perform the maneuver. The DC of this maneuver is your target’s Combat Maneuver Defense. Combat maneuvers are attack rolls, so you must roll for concealment and take any other penalties that would normally apply to an attack roll.
If your attack roll equals or exceeds the CMD of the target, your maneuver is a success and has the listed effect. Some maneuvers, such as bull rush, have varying levels of success depending on how much your attack roll exceeds the target’s CMD. Rolling a natural 20 while attempting a combat maneuver is always a success (except when attempting to escape from bonds), while rolling a natural 1 is always a failure.
Feats , , , , (Perception), , (bite)
Combat Casting You get a +4 bonus on concentration checks made to cast a spell or use a spell-like ability when casting on the defensive or while .
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.
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.
Lightning Reflexes You get a +2 bonus on all Reflex saving throws.
Lucid Dreamer You have greater control of the highly morphic qualities and wild magic of the Dimension of Dreams. You gain a +4 bonus on Charisma checks to determine your initial condition when your lucid body enters a dream and when attempting impossible feats in a dreamscape, and a +2 bonus on caster level checks to prevent a spell or spell-like ability from going awry because of wild magic. If someone casts a dream council spell that includes you as a target while you are dreaming, you can enter a shared dreamscape as described in that spell without spending a casting of dream or dream council. If your lucid body dies while in a dreamscape, you wake up .
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.
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 (bite) You gain a +1 bonus on all attack rolls you make using the selected weapon.
Skills Acrobatics +22, Bluff +16, Fly +20, Knowledge (arcana) +17, Knowledge (planes) +20, Perception +24, Sense Motive +15, Survival +18
Languages Aklo, Celestial, Common, Infernal
SQ
ECOLOGY
Environment any (Dimension of Dreams)
Organization solitary, pair, or nest (3–6)
Treasure standard
SPECIAL ABILITIES
Dream Passage (Su) A dream naga can physically enter dreamscapes in the Dimension of Dreams and dwell within those dreams without disorientation or other debilitating effects. The naga can also attempt impossible feats while in a dreamscape in its physical body, and it gains the bonuses from the Lucid DreamerOA feat when it does.
Dreamsight (Ex) Just by looking at a dreaming creature or when in a dreamscape in the Dimension of Dreams, a dream naga gains a general sense of the nature of the dream. While the dream naga’s vision is not detailed, it gets a general impression of the dream’s themes and the dreamer’s current emotional state.
Poison (Ex) Bite—injury; save Will DC 21; frequency 1/round for 4 rounds; effect 1 round; cure 1 save.
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.
Spells A dream naga casts spells as a 7th-level psychic.
Nightmare Dragon
Nightmare dragons have red frills and appear terribly contorted, trailing shadows behind them.
These hunters of the Dimension of Dreams seek to wreak nightmares on sleepers and make existing bad dreams even more terrifying. Nightmare dragons often work with night hags in their grim collection of sleeping souls.
CR 2 XP 6004 XP 1,2006 XP 2,4007 XP 3,2009 XP 6,40010 XP 9,60011 XP 12,80013 XP 25,60014 XP 38,40015 XP 51,20016 XP 76,80018 XP 153,600
NE TinySmallMediumMediumLargeLargeLargeHugeHugeHugeHugeGargantuan ()
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.
The Extraplanar subtype is applied to any creature when it is on a plane other than its native plane. A creature that travels the planes can gain or lose this subtype as it goes from plane to plane. Monster entries assume that encounters with creatures take place on the Material Plane, and every creature whose native plane is not the Material Plane has the extraplanar subtype (but would not have it when on its home plane). Creatures not labeled as extraplanar are natives of the Material Plane, and they gain the extraplanar subtype if they leave the Material Plane. No creature has the extraplanar subtype when it is on a Transitive Plane (the Astral Plane, the Ethereal Plane, or the Plane of Shadow).
Init +6+5+5+5+4+4+4+3+3+3+2+2; Senses , , ; Perception +6912151720222527303235
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.
See in Darkness (Su) This creature can see perfectly in darkness of any kind, including that created by deeper darkness.
Aura (120 ft., DC 17)
Frightful Presence (Ex) This special quality makes a creature’s very presence unsettling to foes. Activating this ability is a free action that is usually part of an attack or charge. This ability can only be used once per turn. Opponents within range who witness the action may become , , or . Unless specified otherwise, the range is 30 feet and the duration is 5d6 rounds. This ability affects only opponents with fewer Hit Dice than the creature has. An opponent can resist the effects with a successful Will save (DC 10 + 1/2 the frightful creature’s racial HD + the frightful creature’s Cha modifier; the exact DC is given in the creature’s descriptive text). An opponent that succeeds on the saving throw is immune to further effects from that same creature’s frightful presence for 24 hours. On a failed save, the opponent is , or if it is already shaken. A frightened opponent who fails their save becomes instead, and any creature with 4 Hit Dice or fewer automatically becomes panicked on any failed save. Frightful presence is a mind-affecting fear effect.
A shaken character takes a –2 penalty on attack rolls, saving throws, skill checks, and ability checks.
A frightened creature flees from the source of its fear as best it can. If unable to flee, it may fight. A frightened creature takes a –2 penalty on all attack rolls, saving throws, skill checks, and ability checks. A frightened creature can use special abilities, including spells, to flee; indeed, the creature must use such means if they are the only way to escape. Frightened is like shaken, except that the creature must flee if possible.
A panicked creature must drop anything it holds and flee at top speed from the source of its fear, as well as any other dangers it encounters, along a random path. It can’t take any other actions. In addition, the creature takes a –2 penalty on all saving throws, skill checks, and ability checks. If cornered, a panicked creature and does not attack, typically using the total defense action in combat. A panicked creature can use special abilities, including spells, to flee; indeed, the creature must use such means if they are the only way to escape. Panicked is a more extreme state of fear than shaken or frightened.
The character is frozen in fear and can take no actions. A cowering character takes a –2 penalty to Armor Class and loses their Dexterity bonus (if any).
Aura (150 ft., DC 18)
Frightful Presence (Ex) This special quality makes a creature’s very presence unsettling to foes. Activating this ability is a free action that is usually part of an attack or charge. This ability can only be used once per turn. Opponents within range who witness the action may become , , or . Unless specified otherwise, the range is 30 feet and the duration is 5d6 rounds. This ability affects only opponents with fewer Hit Dice than the creature has. An opponent can resist the effects with a successful Will save (DC 10 + 1/2 the frightful creature’s racial HD + the frightful creature’s Cha modifier; the exact DC is given in the creature’s descriptive text). An opponent that succeeds on the saving throw is immune to further effects from that same creature’s frightful presence for 24 hours. On a failed save, the opponent is , or if it is already shaken. A frightened opponent who fails their save becomes instead, and any creature with 4 Hit Dice or fewer automatically becomes panicked on any failed save. Frightful presence is a mind-affecting fear effect.
A shaken character takes a –2 penalty on attack rolls, saving throws, skill checks, and ability checks.
A frightened creature flees from the source of its fear as best it can. If unable to flee, it may fight. A frightened creature takes a –2 penalty on all attack rolls, saving throws, skill checks, and ability checks. A frightened creature can use special abilities, including spells, to flee; indeed, the creature must use such means if they are the only way to escape. Frightened is like shaken, except that the creature must flee if possible.
A panicked creature must drop anything it holds and flee at top speed from the source of its fear, as well as any other dangers it encounters, along a random path. It can’t take any other actions. In addition, the creature takes a –2 penalty on all saving throws, skill checks, and ability checks. If cornered, a panicked creature and does not attack, typically using the total defense action in combat. A panicked creature can use special abilities, including spells, to flee; indeed, the creature must use such means if they are the only way to escape. Panicked is a more extreme state of fear than shaken or frightened.
The character is frozen in fear and can take no actions. A cowering character takes a –2 penalty to Armor Class and loses their Dexterity bonus (if any).
Aura (180 ft., DC 20)
Frightful Presence (Ex) This special quality makes a creature’s very presence unsettling to foes. Activating this ability is a free action that is usually part of an attack or charge. This ability can only be used once per turn. Opponents within range who witness the action may become , , or . Unless specified otherwise, the range is 30 feet and the duration is 5d6 rounds. This ability affects only opponents with fewer Hit Dice than the creature has. An opponent can resist the effects with a successful Will save (DC 10 + 1/2 the frightful creature’s racial HD + the frightful creature’s Cha modifier; the exact DC is given in the creature’s descriptive text). An opponent that succeeds on the saving throw is immune to further effects from that same creature’s frightful presence for 24 hours. On a failed save, the opponent is , or if it is already shaken. A frightened opponent who fails their save becomes instead, and any creature with 4 Hit Dice or fewer automatically becomes panicked on any failed save. Frightful presence is a mind-affecting fear effect.
A shaken character takes a –2 penalty on attack rolls, saving throws, skill checks, and ability checks.
A frightened creature flees from the source of its fear as best it can. If unable to flee, it may fight. A frightened creature takes a –2 penalty on all attack rolls, saving throws, skill checks, and ability checks. A frightened creature can use special abilities, including spells, to flee; indeed, the creature must use such means if they are the only way to escape. Frightened is like shaken, except that the creature must flee if possible.
A panicked creature must drop anything it holds and flee at top speed from the source of its fear, as well as any other dangers it encounters, along a random path. It can’t take any other actions. In addition, the creature takes a –2 penalty on all saving throws, skill checks, and ability checks. If cornered, a panicked creature and does not attack, typically using the total defense action in combat. A panicked creature can use special abilities, including spells, to flee; indeed, the creature must use such means if they are the only way to escape. Panicked is a more extreme state of fear than shaken or frightened.
The character is frozen in fear and can take no actions. A cowering character takes a –2 penalty to Armor Class and loses their Dexterity bonus (if any).
Aura (210 ft., DC 21)
Frightful Presence (Ex) This special quality makes a creature’s very presence unsettling to foes. Activating this ability is a free action that is usually part of an attack or charge. This ability can only be used once per turn. Opponents within range who witness the action may become , , or . Unless specified otherwise, the range is 30 feet and the duration is 5d6 rounds. This ability affects only opponents with fewer Hit Dice than the creature has. An opponent can resist the effects with a successful Will save (DC 10 + 1/2 the frightful creature’s racial HD + the frightful creature’s Cha modifier; the exact DC is given in the creature’s descriptive text). An opponent that succeeds on the saving throw is immune to further effects from that same creature’s frightful presence for 24 hours. On a failed save, the opponent is , or if it is already shaken. A frightened opponent who fails their save becomes instead, and any creature with 4 Hit Dice or fewer automatically becomes panicked on any failed save. Frightful presence is a mind-affecting fear effect.
A shaken character takes a –2 penalty on attack rolls, saving throws, skill checks, and ability checks.
A frightened creature flees from the source of its fear as best it can. If unable to flee, it may fight. A frightened creature takes a –2 penalty on all attack rolls, saving throws, skill checks, and ability checks. A frightened creature can use special abilities, including spells, to flee; indeed, the creature must use such means if they are the only way to escape. Frightened is like shaken, except that the creature must flee if possible.
A panicked creature must drop anything it holds and flee at top speed from the source of its fear, as well as any other dangers it encounters, along a random path. It can’t take any other actions. In addition, the creature takes a –2 penalty on all saving throws, skill checks, and ability checks. If cornered, a panicked creature and does not attack, typically using the total defense action in combat. A panicked creature can use special abilities, including spells, to flee; indeed, the creature must use such means if they are the only way to escape. Panicked is a more extreme state of fear than shaken or frightened.
The character is frozen in fear and can take no actions. A cowering character takes a –2 penalty to Armor Class and loses their Dexterity bonus (if any).
Aura (240 ft., DC 23)
Frightful Presence (Ex) This special quality makes a creature’s very presence unsettling to foes. Activating this ability is a free action that is usually part of an attack or charge. This ability can only be used once per turn. Opponents within range who witness the action may become , , or . Unless specified otherwise, the range is 30 feet and the duration is 5d6 rounds. This ability affects only opponents with fewer Hit Dice than the creature has. An opponent can resist the effects with a successful Will save (DC 10 + 1/2 the frightful creature’s racial HD + the frightful creature’s Cha modifier; the exact DC is given in the creature’s descriptive text). An opponent that succeeds on the saving throw is immune to further effects from that same creature’s frightful presence for 24 hours. On a failed save, the opponent is , or if it is already shaken. A frightened opponent who fails their save becomes instead, and any creature with 4 Hit Dice or fewer automatically becomes panicked on any failed save. Frightful presence is a mind-affecting fear effect.
A shaken character takes a –2 penalty on attack rolls, saving throws, skill checks, and ability checks.
A frightened creature flees from the source of its fear as best it can. If unable to flee, it may fight. A frightened creature takes a –2 penalty on all attack rolls, saving throws, skill checks, and ability checks. A frightened creature can use special abilities, including spells, to flee; indeed, the creature must use such means if they are the only way to escape. Frightened is like shaken, except that the creature must flee if possible.
A panicked creature must drop anything it holds and flee at top speed from the source of its fear, as well as any other dangers it encounters, along a random path. It can’t take any other actions. In addition, the creature takes a –2 penalty on all saving throws, skill checks, and ability checks. If cornered, a panicked creature and does not attack, typically using the total defense action in combat. A panicked creature can use special abilities, including spells, to flee; indeed, the creature must use such means if they are the only way to escape. Panicked is a more extreme state of fear than shaken or frightened.
The character is frozen in fear and can take no actions. A cowering character takes a –2 penalty to Armor Class and loses their Dexterity bonus (if any).
Aura (270 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 (300 ft., DC 26)
Aura (330 ft., DC 27)
Aura (360 ft., DC 29)
DEFENSE
AC 16, touch 14, flat-footed 14 (+2 Dex, +2 natural, +2 size)17, touch 12, flat-footed 16 (+1 Dex, +5 natural, +1 size)19, touch 11, flat-footed 18 (+1 Dex, +8 natural)22, touch 11, flat-footed 21 (+1 Dex, +11 natural)23, touch 9, flat-footed 23 (+14 natural, –1 size)26, touch 9, flat-footed 26 (+17 natural, –1 size)29, touch 9, flat-footed 29 (+20 natural, –1 size)30, touch 7, flat-footed 30 (+23 natural, –2 size)33, touch 7, flat-footed 33 (+26 natural, –2 size)36, touch 7, flat-footed 36 (–1 Dex, +29 natural, –2 size)38, touch 6, flat-footed 38 (–2 Dex, +32 natural, –2 size)39, touch 4, flat-footed 39 (–2 Dex, +35 natural, –4 size)
hp 28 (3d12+9)52 (5d12+20)80 (7d12+35)112 (9d12+54)137 (11d12+66)175 (13d12+91)202 (15d12+105)246 (17d12+136)275 (19d12+152)325 (21d12+189)379 (23d12+230)437 (25d12+275)
Fort +6810121315161819212224, Ref +5567789910111112, Will +46791014151718202123
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. mind-affecting effects, paralysis, sleep; 20
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.; 21
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.; 22
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.; 24
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.; 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.
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 60 ft., 100 ft. (average)150 ft. (average)150 ft. (average)150 ft. (average)200 ft. (poor)200 ft. (poor)200 ft. (poor)200 ft. (poor)200 ft. (poor)200 ft. (poor)200 ft. (poor)250 ft. (clumsy)
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 +7 (1d4+3), 2 claws +7 (1d3+2)bite +10 (1d6+6), 2 claws +10 (1d4+4)bite +13 (1d8+9), 2 claws +13 (1d6+6), 2 wings +11 (1d4+3)bite +17 (1d8+10), 2 claws +16 (1d6+7), 2 wings +14 (1d4+3)bite +19 (2d6+12), 2 claws +18 (1d8+8), 2 wings +16 (1d6+4), tail slap +16 (1d8+12)bite +22 (2d6+13), 2 claws +21 (1d8+9/19–20), 2 wings +19 (1d6+4), tail slap +19 (1d8+13)bite +25 (2d6+15), 2 claws +24 (1d8+10/19–20), 2 wings +22 (1d6+5), tail slap +22 (1d8+15)bite +27 (2d8+16), 2 claws +26 (2d6+11/19–20), 2 wings +24 (1d8+5), tail slap +24 (2d6+16)bite +30 (2d8+17/19–20), 2 claws +29 (2d6+12/19–20), 2 wings +27 (1d8+6), tail slap +27 (2d6+17)bite +33 (2d8+19/19–20), 2 claws +32 (2d6+13/19–20), 2 wings +30 (1d8+6), tail slap +30 (2d6+19)bite +36 (2d8+20/19–20), 2 claws +35 (2d6+14/19–20), 2 wings +33 (1d8+7), tail slap +33 (2d6+20)bite +37 (4d6+21/19–20), 2 claws +36 (2d8+14/19–20), 2 wings +34 (2d6+7), tail slap +34 (2d8+21)
Space 2-1/25551010101515151520 ft.; Reach 0 ft. (5 ft. with bite)5 ft.5 ft. (10 ft. with bite)5 ft. (10 ft. with bite)5 ft. (10 ft. with bite)5 ft. (10 ft. with bite)5 ft. (10 ft. with bite)10 ft. (15 ft. with bite)10 ft. (15 ft. with bite)10 ft. (15 ft. with bite)10 ft. (15 ft. with bite)15 ft. (20 ft. with bite)
Special Attacks (15-ft. cone, 2d6 acid, Reflex DC 14 half)(20-ft. cone, 4d6 acid, Reflex DC 16 half)(30-ft. cone, 6d6 acid, Reflex DC 18 half)(30-ft. cone, 8d6 acid, Reflex DC 20 half)(40-ft. cone, 10d6 acid, Reflex DC 21 half)(40-ft. cone, 12d6 acid, Reflex DC 23 half), (40-ft. cone, 14d6 acid, Reflex DC 24 half), (50-ft. cone, 16d6 acid, Reflex DC 26 half), (Small creatures, DC 26, 2d8+16), ,
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, 18d6 acid, Reflex DC 27 half), (Small creatures, DC 27, 2d8+17), ,
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, 20d6 acid, Reflex DC 29 half), (Small creatures, DC 29, 2d8+19), ,
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, 22d6 acid, Reflex DC 30 half), (Small creatures, DC 30, 2d8+20), ,
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, 24d6 acid, Reflex DC 32 half), (Medium creatures, DC 32, 4d6+21), (30-ft., 2d6+21, DC 32), , ,
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 9th; concentration +12)
4 PE—ghost sound (0 PE, DC 13), true strike (1 PE)
A creature with this ability can use the power of its mind to cast certain spells. Each spell cast using psychic magic consumes an amount of psychic energy. The creature has a maximum amount of psychic energy (PE) per day that refreshes after a night’s rest. A creature with this ability can cast any of the spells listed in this entry as long as it has enough psychic energy remaining to pay the spell’s PE cost. The DC for any of these spells is equal to 10 + the amount of psychic energy used to cast the spell + the creature’s Charisma or Intelligence modifier (whichever is higher). Creatures that gain access to undercast spells via this ability can cast an undercast version of the spell by spending 1 PE fewer for each level lower that the spell is cast. A psychic magic spell with a PE cost of 0 can be cast any number of times, and can be cast even if the creature has 0 PE remaining. The psychic magic granted by this ability has the same thought and emotion components as psychic spells. The monster can apply metamagic feats to these spells by spending an amount of additional PE equal to the level increase of the metamagic feat and by increasing the casting time as normal for spontaneously casting a metamagic spell. Because this ability grants psychic spellcasting, it also allows the creature to use occult skill unlocks.
(CL 11th; concentration +14)
6 PE—ghost sound (0 PE, DC 13), true strike (1 PE)
A creature with this ability can use the power of its mind to cast certain spells. Each spell cast using psychic magic consumes an amount of psychic energy. The creature has a maximum amount of psychic energy (PE) per day that refreshes after a night’s rest. A creature with this ability can cast any of the spells listed in this entry as long as it has enough psychic energy remaining to pay the spell’s PE cost. The DC for any of these spells is equal to 10 + the amount of psychic energy used to cast the spell + the creature’s Charisma or Intelligence modifier (whichever is higher). Creatures that gain access to undercast spells via this ability can cast an undercast version of the spell by spending 1 PE fewer for each level lower that the spell is cast. A psychic magic spell with a PE cost of 0 can be cast any number of times, and can be cast even if the creature has 0 PE remaining. The psychic magic granted by this ability has the same thought and emotion components as psychic spells. The monster can apply metamagic feats to these spells by spending an amount of additional PE equal to the level increase of the metamagic feat and by increasing the casting time as normal for spontaneously casting a metamagic spell. Because this ability grants psychic spellcasting, it also allows the creature to use occult skill unlocks.
(CL 13th; concentration +17)
8 PE—ghost sound (0 PE, DC 14), true strike (1 PE)
A creature with this ability can use the power of its mind to cast certain spells. Each spell cast using psychic magic consumes an amount of psychic energy. The creature has a maximum amount of psychic energy (PE) per day that refreshes after a night’s rest. A creature with this ability can cast any of the spells listed in this entry as long as it has enough psychic energy remaining to pay the spell’s PE cost. The DC for any of these spells is equal to 10 + the amount of psychic energy used to cast the spell + the creature’s Charisma or Intelligence modifier (whichever is higher). Creatures that gain access to undercast spells via this ability can cast an undercast version of the spell by spending 1 PE fewer for each level lower that the spell is cast. A psychic magic spell with a PE cost of 0 can be cast any number of times, and can be cast even if the creature has 0 PE remaining. The psychic magic granted by this ability has the same thought and emotion components as psychic spells. The monster can apply metamagic feats to these spells by spending an amount of additional PE equal to the level increase of the metamagic feat and by increasing the casting time as normal for spontaneously casting a metamagic spell. Because this ability grants psychic spellcasting, it also allows the creature to use occult skill unlocks.
(CL 15th; concentration +19)
10 PE—ghost sound (0 PE, DC 14), true strike (1 PE)
A creature with this ability can use the power of its mind to cast certain spells. Each spell cast using psychic magic consumes an amount of psychic energy. The creature has a maximum amount of psychic energy (PE) per day that refreshes after a night’s rest. A creature with this ability can cast any of the spells listed in this entry as long as it has enough psychic energy remaining to pay the spell’s PE cost. The DC for any of these spells is equal to 10 + the amount of psychic energy used to cast the spell + the creature’s Charisma or Intelligence modifier (whichever is higher). Creatures that gain access to undercast spells via this ability can cast an undercast version of the spell by spending 1 PE fewer for each level lower that the spell is cast. A psychic magic spell with a PE cost of 0 can be cast any number of times, and can be cast even if the creature has 0 PE remaining. The psychic magic granted by this ability has the same thought and emotion components as psychic spells. The monster can apply metamagic feats to these spells by spending an amount of additional PE equal to the level increase of the metamagic feat and by increasing the casting time as normal for spontaneously casting a metamagic spell. Because this ability grants psychic spellcasting, it also allows the creature to use occult skill unlocks.
(CL 17th; concentration +22)
12 PE—dimension door (4 PE), ghost sound (0 PE, DC 15), nightmare (5 PE, DC 20), true strike (1 PE)
A creature with this ability can use the power of its mind to cast certain spells. Each spell cast using psychic magic consumes an amount of psychic energy. The creature has a maximum amount of psychic energy (PE) per day that refreshes after a night’s rest. A creature with this ability can cast any of the spells listed in this entry as long as it has enough psychic energy remaining to pay the spell’s PE cost. The DC for any of these spells is equal to 10 + the amount of psychic energy used to cast the spell + the creature’s Charisma or Intelligence modifier (whichever is higher). Creatures that gain access to undercast spells via this ability can cast an undercast version of the spell by spending 1 PE fewer for each level lower that the spell is cast. A psychic magic spell with a PE cost of 0 can be cast any number of times, and can be cast even if the creature has 0 PE remaining. The psychic magic granted by this ability has the same thought and emotion components as psychic spells. The monster can apply metamagic feats to these spells by spending an amount of additional PE equal to the level increase of the metamagic feat and by increasing the casting time as normal for spontaneously casting a metamagic spell. Because this ability grants psychic spellcasting, it also allows the creature to use occult skill unlocks.
(CL 19th; concentration +24)
14 PE—dimension door (4 PE), ghost sound (0 PE, DC 15), nightmare (5 PE, DC 20), true strike (1 PE)
A creature with this ability can use the power of its mind to cast certain spells. Each spell cast using psychic magic consumes an amount of psychic energy. The creature has a maximum amount of psychic energy (PE) per day that refreshes after a night’s rest. A creature with this ability can cast any of the spells listed in this entry as long as it has enough psychic energy remaining to pay the spell’s PE cost. The DC for any of these spells is equal to 10 + the amount of psychic energy used to cast the spell + the creature’s Charisma or Intelligence modifier (whichever is higher). Creatures that gain access to undercast spells via this ability can cast an undercast version of the spell by spending 1 PE fewer for each level lower that the spell is cast. A psychic magic spell with a PE cost of 0 can be cast any number of times, and can be cast even if the creature has 0 PE remaining. The psychic magic granted by this ability has the same thought and emotion components as psychic spells. The monster can apply metamagic feats to these spells by spending an amount of additional PE equal to the level increase of the metamagic feat and by increasing the casting time as normal for spontaneously casting a metamagic spell. Because this ability grants psychic spellcasting, it also allows the creature to use occult skill unlocks.
(CL 21st; concentration +27)
16 PE—dimension door (4 PE), ghost sound (0 PE, DC 16), nightmare (5 PE, DC 21), true strike (1 PE)
A creature with this ability can use the power of its mind to cast certain spells. Each spell cast using psychic magic consumes an amount of psychic energy. The creature has a maximum amount of psychic energy (PE) per day that refreshes after a night’s rest. A creature with this ability can cast any of the spells listed in this entry as long as it has enough psychic energy remaining to pay the spell’s PE cost. The DC for any of these spells is equal to 10 + the amount of psychic energy used to cast the spell + the creature’s Charisma or Intelligence modifier (whichever is higher). Creatures that gain access to undercast spells via this ability can cast an undercast version of the spell by spending 1 PE fewer for each level lower that the spell is cast. A psychic magic spell with a PE cost of 0 can be cast any number of times, and can be cast even if the creature has 0 PE remaining. The psychic magic granted by this ability has the same thought and emotion components as psychic spells. The monster can apply metamagic feats to these spells by spending an amount of additional PE equal to the level increase of the metamagic feat and by increasing the casting time as normal for spontaneously casting a metamagic spell. Because this ability grants psychic spellcasting, it also allows the creature to use occult skill unlocks.
(CL 23rd; concentration +29)
18 PE—dimension door (4 PE), ghost sound (0 PE, DC 16), nightmare (5 PE, DC 21), true strike (1 PE)
A creature with this ability can use the power of its mind to cast certain spells. Each spell cast using psychic magic consumes an amount of psychic energy. The creature has a maximum amount of psychic energy (PE) per day that refreshes after a night’s rest. A creature with this ability can cast any of the spells listed in this entry as long as it has enough psychic energy remaining to pay the spell’s PE cost. The DC for any of these spells is equal to 10 + the amount of psychic energy used to cast the spell + the creature’s Charisma or Intelligence modifier (whichever is higher). Creatures that gain access to undercast spells via this ability can cast an undercast version of the spell by spending 1 PE fewer for each level lower that the spell is cast. A psychic magic spell with a PE cost of 0 can be cast any number of times, and can be cast even if the creature has 0 PE remaining. The psychic magic granted by this ability has the same thought and emotion components as psychic spells. The monster can apply metamagic feats to these spells by spending an amount of additional PE equal to the level increase of the metamagic feat and by increasing the casting time as normal for spontaneously casting a metamagic spell. Because this ability grants psychic spellcasting, it also allows the creature to use occult skill unlocks.
(CL 25th; concentration +32)
20 PE—dimension door (4 PE), ghost sound (0 PE, DC 17), nightmare (5 PE, DC 22), true strike (1 PE)
A creature with this ability can use the power of its mind to cast certain spells. Each spell cast using psychic magic consumes an amount of psychic energy. The creature has a maximum amount of psychic energy (PE) per day that refreshes after a night’s rest. A creature with this ability can cast any of the spells listed in this entry as long as it has enough psychic energy remaining to pay the spell’s PE cost. The DC for any of these spells is equal to 10 + the amount of psychic energy used to cast the spell + the creature’s Charisma or Intelligence modifier (whichever is higher). Creatures that gain access to undercast spells via this ability can cast an undercast version of the spell by spending 1 PE fewer for each level lower that the spell is cast. A psychic magic spell with a PE cost of 0 can be cast any number of times, and can be cast even if the creature has 0 PE remaining. The psychic magic granted by this ability has the same thought and emotion components as psychic spells. The monster can apply metamagic feats to these spells by spending an amount of additional PE equal to the level increase of the metamagic feat and by increasing the casting time as normal for spontaneously casting a metamagic spell. Because this ability grants psychic spellcasting, it also allows the creature to use occult skill unlocks.
(CL 1st; concentration +3)
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)—command (DC 13), detect thoughts (DC 13)
0 (at will)—bleed (DC 12), dancing lights, daze (DC 12), detect psychic significance
(CL 3rd; concentration +5)
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)—command (DC 13), detect thoughts (DC 13), ill omen
0 (at will)—bleed (DC 12), dancing lights, daze (DC 12), detect psychic significance, lullaby (DC 12)
(CL 5th; concentration +8)
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)—mirror image, scare (DC 15)
1st (7/day)—command (DC 14), detect thoughts (DC 14), ill omen, unwitting ally (DC 14)
0 (at will)—bleed (DC 13), dancing lights, daze (DC 13), detect psychic significance, lullaby (DC 13), resistance
(CL 7th; concentration +10)
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)—deep slumber (DC 16), major image (DC 16)
2nd (7/day)—mirror image, scare (DC 15), touch of idiocy
1st (7/day)—command (DC 14), compel hostility (DC 14), detect thoughts (DC 14), ill omen, unwitting ally (DC 14)
0 (at will)—bleed (DC 13), dancing lights, daze (DC 13), detect magic, detect psychic significance, lullaby (DC 13), resistance
(CL 9th; concentration +13)
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)—crushing despair (DC 18), phantasmal killer (DC 18)
3rd (7/day)—deep slumber (DC 17), major image (DC 17), vision of Hell (DC 17)
2nd (7/day)—haunting mists (DC 16), mirror image, scare (DC 16), touch of idiocy
1st (7/day)—command (DC 15), compel hostility (DC 15), detect thoughts (DC 15), ill omen, unwitting ally (DC 15)
0 (at will)—bleed (DC 14), dancing lights, daze (DC 14), detect magic, detect psychic significance, lullaby (DC 14), resistance, telekinetic projectile
(CL 11th; concentration +15)
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 (4/day)—dream scan (DC 19), ego whip III (DC 19)
4th (7/day)—agonize (DC 18), crushing despair (DC 18), phantasmal killer (DC 18)
3rd (7/day)—deep slumber (DC 17), major image (DC 17), vision of Hell (DC 17), wall of nausea (DC 17)
2nd (7/day)—haunting mists (DC 16), mind thrust II (DC 16), mirror image, scare (DC 16), touch of idiocy
1st (7/day)—command (DC 15), compel hostility (DC 15), detect thoughts (DC 15), ill omen, unwitting ally (DC 15)
0 (at will)—bleed (DC 14), dancing lights, daze (DC 14), detect magic, detect psychic significance, lullaby (DC 14), resistance, telekinetic projectile, touch of fatigue (DC 14)
(CL 13th; concentration +18)
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 (4/day)—dream travel (DC 21), greater dispel magic
5th (7/day)—dream scan (DC 20), ego whip III (DC 20), erase impressions (DC 20)
4th (7/day)—agonize (DC 19), crushing despair (DC 19), phantasmal killer (DC 19), stoneskin
3rd (7/day)—deep slumber (DC 18), major image (DC 18), vision of Hell (DC 18), wall of nausea (DC 18)
2nd (7/day)—haunting mists (DC 17), mind thrust II (DC 17), mirror image, scare (DC 17), touch of idiocy
1st (8/day)—command (DC 16), compel hostility (DC 16), detect thoughts (DC 16), ill omen, unwitting ally (DC 16)
0 (at will)—bleed (DC 15), dancing lights, daze (DC 15), detect magic, detect psychic significance, lullaby (DC 15), resistance, telekinetic projectile, touch of fatigue (DC 15)
(CL 15th; concentration +20)
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 (4/day)—ethereal jaunt, insanity (DC 22)
6th (6/day)—dream travel (DC 21), greater dispel magic, true seeing
5th (7/day)—dream scan (DC 20), ego whip III (DC 20), erase impressions (DC 20), synapse overload (DC 20)
4th (7/day)—agonize (DC 19), crushing despair (DC 19), phantasmal killer (DC 19), stoneskin
3rd (7/day)—deep slumber (DC 18), major image (DC 18), vision of Hell (DC 18), wall of nausea (DC 18)
2nd (7/day)—haunting mists (DC 17), mind thrust II (DC 17), mirror image, scare (DC 17), touch of idiocy
1st (8/day)—command (DC 16), compel hostility (DC 16), detect thoughts (DC 16), ill omen, unwitting ally (DC 16)
0 (at will)—bleed (DC 15), dancing lights, daze (DC 15), detect magic, detect psychic significance, lullaby (DC 15), resistance, telekinetic projectile, touch of fatigue (DC 15)
(CL 17th; concentration +23)
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)—maze, mind blank
7th (6/day)—ethereal jaunt, insanity (DC 23), spell turning
6th (7/day)—dream travel (DC 22), greater dispel magic, true seeing
5th (7/day)—dream scan (DC 21), ego whip III (DC 21), erase impressions (DC 21), synapse overload (DC 21)
4th (7/day)—agonize (DC 20), crushing despair (DC 20), phantasmal killer (DC 20), stoneskin
3rd (7/day)—deep slumber (DC 19), major image (DC 19), vision of Hell (DC 19), wall of nausea (DC 19)
2nd (8/day)—haunting mists (DC 18), mind thrust II (DC 18), mirror image, scare (DC 18), touch of idiocy
1st (8/day)—command (DC 17), compel hostility (DC 17), detect thoughts (DC 17), ill omen, unwitting ally (DC 17)
0 (at will)—bleed (DC 16), dancing lights, daze (DC 16), detect magic, detect psychic significance, lullaby (DC 16), resistance, telekinetic projectile, touch of fatigue (DC 16)
STATISTICS
Str 151923252729313335373941, Dex 1513131311111199977, Con 161820222224242626282830, Int 101212141416161818202022, Wis 121414161618182020222224, Cha 131515171719192121232325
Base Atk +35791113151719212325; +3813162023263033363944; CMD 15 (19 vs. trip)19 (23 vs. trip)24 (28 vs. trip)27 (31 vs. trip)30 (34 vs. trip)33 (37 vs. trip)36 (40 vs. trip)39 (43 vs. trip)42 (46 vs. trip)45 (49 vs. trip)47 (51 vs. trip)52 (56 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.
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., ,
Flyby Attack When flying, the creature can take a move action and another standard action at any point during the move. The creature cannot take a second move action during a round when it makes a flyby attack.
Normal: Without this feat, the creature takes a standard action either before or after its move.
Improved Initiative You get a +4 bonus on initiative checks.
Power Attack You can choose to take a –1 penalty on all melee attack rolls and combat maneuver checks to gain a +2 bonus on all melee damage rolls. This bonus to damage is increased by half (+50%) if you are making an attack with a two-handed weapon, a one-handed weapon using two hands, or a primary natural weapon that adds 1-1/2 times your Strength modifier on damage rolls. This bonus to damage is halved (–50%) if you are making an attack with an off-hand weapon or secondary natural weapon. When your base attack bonus reaches +4, and every 4 points thereafter, the penalty increases by –1 and the bonus to damage increases by +2. You must choose to use this feat before making an attack roll, and its effects last until your next turn. The bonus damage does not apply to touch attacks or effects that do not deal hit point damage., , ,
Flyby Attack When flying, the creature can take a move action and another standard action at any point during the move. The creature cannot take a second move action during a round when it makes a flyby attack.
Normal: Without this feat, the creature takes a standard action either before or after its move.
Improved Initiative You get a +4 bonus on initiative checks.
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., , , , (bite)
Flyby Attack When flying, the creature can take a move action and another standard action at any point during the move. The creature cannot take a second move action during a round when it makes a flyby attack.
Normal: Without this feat, the creature takes a standard action either before or after its move.
Improved Initiative You get a +4 bonus on initiative checks.
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.
Weapon Focus (bite) You gain a +1 bonus on all attack rolls you make using the selected weapon., , , , (Stealth), (bite)
Flyby Attack When flying, the creature can take a move action and another standard action at any point during the move. The creature cannot take a second move action during a round when it makes a flyby attack.
Normal: Without this feat, the creature takes a standard action either before or after its move.
Improved Initiative You get a +4 bonus on initiative checks.
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.
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., , , , , (Stealth), (bite)
Flyby Attack When flying, the creature can take a move action and another standard action at any point during the move. The creature cannot take a second move action during a round when it makes a flyby attack.
Normal: Without this feat, the creature takes a standard action either before or after its move.
Improved Initiative You get a +4 bonus on initiative checks.
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.
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., , , , , , (Stealth), (bite)
Flyby Attack When flying, the creature can take a move action and another standard action at any point during the move. The creature cannot take a second move action during a round when it makes a flyby attack.
Normal: Without this feat, the creature takes a standard action either before or after its move.
Hover A creature with this feat can halt its movement while flying, allowing it to hover without needing to make a Fly skill check.
If a creature of size Large or larger with this feat hovers within 20 feet of the ground in an area with lots of loose debris, the draft from its wings creates a hemispherical cloud with a radius of 60 feet. The winds generated can snuff torches, small campfires, exposed lanterns, and other small, open flames of non-magical origin. Clear vision within the cloud is limited to 10 feet. Creatures have concealment at 15 to 20 feet (20% miss chance). At 25 feet or more, creatures have total concealment (50% miss chance, and opponents cannot use sight to locate the creature).
Normal: Without this feat, a creature must make a Fly skill check to hover and the creature does not create a cloud of debris while hovering.
Improved Initiative You get a +4 bonus on initiative checks.
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.
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., , , , , , (Stealth), , (bite)
Flyby Attack When flying, the creature can take a move action and another standard action at any point during the move. The creature cannot take a second move action during a round when it makes a flyby attack.
Normal: Without this feat, the creature takes a standard action either before or after its move.
Hover A creature with this feat can halt its movement while flying, allowing it to hover without needing to make a Fly skill check.
If a creature of size Large or larger with this feat hovers within 20 feet of the ground in an area with lots of loose debris, the draft from its wings creates a hemispherical cloud with a radius of 60 feet. The winds generated can snuff torches, small campfires, exposed lanterns, and other small, open flames of non-magical origin. Clear vision within the cloud is limited to 10 feet. Creatures have concealment at 15 to 20 feet (20% miss chance). At 25 feet or more, creatures have total concealment (50% miss chance, and opponents cannot use sight to locate the creature).
Normal: Without this feat, a creature must make a Fly skill check to hover and the creature does not create a cloud of debris while hovering.
Improved Initiative You get a +4 bonus on initiative checks.
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.
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.
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.
Weapon Focus (bite) You gain a +1 bonus on all attack rolls you make using the selected weapon., , (bite), , , , , (Stealth), , (bite)
Flyby Attack When flying, the creature can take a move action and another standard action at any point during the move. The creature cannot take a second move action during a round when it makes a flyby attack.
Normal: Without this feat, the creature takes a standard action either before or after its move.
Hover A creature with this feat can halt its movement while flying, allowing it to hover without needing to make a Fly skill check.
If a creature of size Large or larger with this feat hovers within 20 feet of the ground in an area with lots of loose debris, the draft from its wings creates a hemispherical cloud with a radius of 60 feet. The winds generated can snuff torches, small campfires, exposed lanterns, and other small, open flames of non-magical origin. Clear vision within the cloud is limited to 10 feet. Creatures have concealment at 15 to 20 feet (20% miss chance). At 25 feet or more, creatures have total concealment (50% miss chance, and opponents cannot use sight to locate the creature).
Normal: Without this feat, a creature must make a Fly skill check to hover and the creature does not create a cloud of debris while hovering.
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.
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.
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.
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.
Weapon Focus (bite) You gain a +1 bonus on all attack rolls you make using the selected weapon., , (bite), , , , , (Stealth), , , (bite)
Flyby Attack When flying, the creature can take a move action and another standard action at any point during the move. The creature cannot take a second move action during a round when it makes a flyby attack.
Normal: Without this feat, the creature takes a standard action either before or after its move.
Hover A creature with this feat can halt its movement while flying, allowing it to hover without needing to make a Fly skill check.
If a creature of size Large or larger with this feat hovers within 20 feet of the ground in an area with lots of loose debris, the draft from its wings creates a hemispherical cloud with a radius of 60 feet. The winds generated can snuff torches, small campfires, exposed lanterns, and other small, open flames of non-magical origin. Clear vision within the cloud is limited to 10 feet. Creatures have concealment at 15 to 20 feet (20% miss chance). At 25 feet or more, creatures have total concealment (50% miss chance, and opponents cannot use sight to locate the creature).
Normal: Without this feat, a creature must make a Fly skill check to hover and the creature does not create a cloud of debris while hovering.
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.
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.
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.
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.
Stealthy You get a +2 bonus on all Escape Artist and Stealth skill checks. If you have 10 or more ranks in one of these skills, the bonus increases to +4 for that skill.
Weapon Focus (bite) You gain a +1 bonus on all attack rolls you make using the selected weapon., , (bite), , , , , (Stealth), , , , (bite)
Flyby Attack When flying, the creature can take a move action and another standard action at any point during the move. The creature cannot take a second move action during a round when it makes a flyby attack.
Normal: Without this feat, the creature takes a standard action either before or after its move.
Hover A creature with this feat can halt its movement while flying, allowing it to hover without needing to make a Fly skill check.
If a creature of size Large or larger with this feat hovers within 20 feet of the ground in an area with lots of loose debris, the draft from its wings creates a hemispherical cloud with a radius of 60 feet. The winds generated can snuff torches, small campfires, exposed lanterns, and other small, open flames of non-magical origin. Clear vision within the cloud is limited to 10 feet. Creatures have concealment at 15 to 20 feet (20% miss chance). At 25 feet or more, creatures have total concealment (50% miss chance, and opponents cannot use sight to locate the creature).
Normal: Without this feat, a creature must make a Fly skill check to hover and the creature does not create a cloud of debris while hovering.
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.
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.
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.
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.
Stealthy You get a +2 bonus on all Escape Artist and Stealth skill checks. If you have 10 or more ranks in one of these skills, the bonus increases to +4 for that skill.
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).
Weapon Focus (bite) You gain a +1 bonus on all attack rolls you make using the selected weapon., , (bite), , , , , (Stealth), , , , (bite),
Flyby Attack When flying, the creature can take a move action and another standard action at any point during the move. The creature cannot take a second move action during a round when it makes a flyby attack.
Normal: Without this feat, the creature takes a standard action either before or after its move.
Hover A creature with this feat can halt its movement while flying, allowing it to hover without needing to make a Fly skill check.
If a creature of size Large or larger with this feat hovers within 20 feet of the ground in an area with lots of loose debris, the draft from its wings creates a hemispherical cloud with a radius of 60 feet. The winds generated can snuff torches, small campfires, exposed lanterns, and other small, open flames of non-magical origin. Clear vision within the cloud is limited to 10 feet. Creatures have concealment at 15 to 20 feet (20% miss chance). At 25 feet or more, creatures have total concealment (50% miss chance, and opponents cannot use sight to locate the creature).
Normal: Without this feat, a creature must make a Fly skill check to hover and the creature does not create a cloud of debris while hovering.
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.
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.
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.
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.
Stealthy You get a +2 bonus on all Escape Artist and Stealth skill checks. If you have 10 or more ranks in one of these skills, the bonus increases to +4 for that skill.
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).
Weapon Focus (bite) You gain a +1 bonus on all attack rolls you make using the selected weapon.
Wingover Once each round, a creature with this feat can turn up to 180 degrees as a free action without making a Fly skill check. This free turn does not consume any additional movement from the creature.
Normal: A flying creature can turn up to 90 degrees by making a DC 15 Fly skill check and expending 5 feet of movement. A flying creature can turn up to 180 degrees by making a DC 20 Fly skill check and expending 10 feet of movement.
Skills Bluff +5, Fly +12, Intimidate +5, Perception +6, Sense Motive +6, Stealth +15Bluff +9, Fly +11, Intimidate +9, Knowledge (planes) +7, Perception +9, Sense Motive +9, Stealth +11Bluff +12, Fly +11, Intimidate +12, Knowledge (planes) +11, Perception +12, Sense Motive +12, Stealth +11Bluff +15, Fly +13, Intimidate +15, Knowledge (planes) +14, Perception +15, Sense Motive +15, Stealth +13Bluff +17, Fly +8, Intimidate +17, Knowledge (arcana, planes) +16, Perception +17, Sense Motive +17, Stealth +16Bluff +20, Fly +10, Intimidate +20, Knowledge (arcana, planes) +19, Perception +20, Sense Motive +20, Stealth +18, Survival +20Bluff +22, Fly +12, Intimidate +22, Knowledge (arcana, planes) +21, Perception +22, Sense Motive +22, Stealth +20, Survival +22Bluff +25, Diplomacy +25, Fly +11, Intimidate +25, Knowledge (arcana, planes, religion) +24, Perception +25, Sense Motive +25, Stealth +17, Survival +25Bluff +27, Diplomacy +27, Fly +13, Intimidate +27, Knowledge (arcana, planes, religion) +26, Perception +27, Sense Motive +27, Stealth +19, Survival +27Bluff +30, Diplomacy +30, Escape Artist +1, Fly +15, Intimidate +30, Knowledge (arcana, planes, religion) +29, Perception +30, Sense Motive +30, Stealth +25, Survival +30Bluff +32, Diplomacy +32, Escape Artist +3, Fly +16, Intimidate +32, Knowledge (arcana, planes, religion) +31, Perception +32, Sense Motive +32, Stealth +26, Survival +32Bluff +35, Diplomacy +35, Escape Artist +5, Fly +12, Intimidate +35, Knowledge (arcana, planes, religion) +34, Perception +35, Sense Motive +35, Stealth +24, Survival +35
Languages DraconicCommon, DraconicCommon, DraconicAklo, Common, DraconicAklo, Common, DraconicAklo, Common, DraconicAklo, Common, DraconicAbyssal, Aklo, Common, DraconicAbyssal, Aklo, Common, DraconicAbyssal, Aklo, Common, Draconic, InfernalAbyssal, Aklo, Common, Draconic, InfernalAbyssal, Aklo, Common, Draconic, Infernal, Undercommon
SQ
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 any (Dimension of Dreams)
Organization solitary
Treasure triple
SPECIAL ABILITIES
Dream Terror (Su) A great wyrm nightmare dragon can utterly control any dreamscape it enters, shaping it to its will. When a creature’s lucid body dies in a dreamscape under the great wyrm’s control, that creature’s material body also dies.
Dreamsight (Su) A very young or older nightmare dragon can see the dreams of sleeping creatures.
Nightmare Talons (Su) The claw attacks of adult or older nightmare dragons are considered keen weapons.
Rising Nightmare (Su) Three times per day, when an old or older nightmare dragon kills a living creature, it can cast phantasmal killer as a free action.
Terrifying Presence (Su) A creature that fails its Will save against the frightful presence of an ancient or older nightmare dragon is if it has fewer Hit Dice than the dragon.
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 or .
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).
A shaken character takes a –2 penalty on attack rolls, saving throws, skill checks, and ability checks. Shaken is a less severe state of fear than frightened or panicked.
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. Panicked is a more extreme state of fear.
Dream Dragon
Clouds trail from the edges of these graceful, nearly fanciful creatures in hypnotizing patterns.
These self-styled masters of the Dimension of Dreams hunt that strange plane’s shifting expanse.
CR 6 XP 2,4008 XP 4,80010 XP 9,60011 XP 12,80013 XP 25,60014 XP 38,40015 XP 51,20017 XP 102,40018 XP 153,60019 XP 204,80020 XP 307,20022 XP 614,400
N 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.
The Extraplanar subtype is applied to any creature when it is on a plane other than its native plane. A creature that travels the planes can gain or lose this subtype as it goes from plane to plane. Monster entries assume that encounters with creatures take place on the Material Plane, and every creature whose native plane is not the Material Plane has the extraplanar subtype (but would not have it when on its home plane). Creatures not labeled as extraplanar are natives of the Material Plane, and they gain the extraplanar subtype if they leave the Material Plane. No creature has the extraplanar subtype when it is on a Transitive Plane (the Astral Plane, the Ethereal Plane, or the Plane of Shadow).
Init +215544433322; Senses , , , , , , , , , , , ; Perception +121522252834374042444649
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 23)
Frightful Presence (Ex) This special quality makes a creature’s very presence unsettling to foes. Activating this ability is a free action that is usually part of an attack or charge. This ability can only be used once per turn. Opponents within range who witness the action may become , , or . Unless specified otherwise, the range is 30 feet and the duration is 5d6 rounds. This ability affects only opponents with fewer Hit Dice than the creature has. An opponent can resist the effects with a successful Will save (DC 10 + 1/2 the frightful creature’s racial HD + the frightful creature’s Cha modifier; the exact DC is given in the creature’s descriptive text). An opponent that succeeds on the saving throw is immune to further effects from that same creature’s frightful presence for 24 hours. On a failed save, the opponent is , or if it is already shaken. A frightened opponent who fails their save becomes instead, and any creature with 4 Hit Dice or fewer automatically becomes panicked on any failed save. Frightful presence is a mind-affecting fear effect.
A shaken character takes a –2 penalty on attack rolls, saving throws, skill checks, and ability checks.
A frightened creature flees from the source of its fear as best it can. If unable to flee, it may fight. A frightened creature takes a –2 penalty on all attack rolls, saving throws, skill checks, and ability checks. A frightened creature can use special abilities, including spells, to flee; indeed, the creature must use such means if they are the only way to escape. Frightened is like shaken, except that the creature must flee if possible.
A panicked creature must drop anything it holds and flee at top speed from the source of its fear, as well as any other dangers it encounters, along a random path. It can’t take any other actions. In addition, the creature takes a –2 penalty on all saving throws, skill checks, and ability checks. If cornered, a panicked creature and does not attack, typically using the total defense action in combat. A panicked creature can use special abilities, including spells, to flee; indeed, the creature must use such means if they are the only way to escape. Panicked is a more extreme state of fear than shaken or frightened.
The character is frozen in fear and can take no actions. A cowering character takes a –2 penalty to Armor Class and loses their Dexterity bonus (if any).
Aura (210 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 (240 ft., DC 26)
Frightful Presence (Ex) This special quality makes a creature’s very presence unsettling to foes. Activating this ability is a free action that is usually part of an attack or charge. This ability can only be used once per turn. Opponents within range who witness the action may become , , or . Unless specified otherwise, the range is 30 feet and the duration is 5d6 rounds. This ability affects only opponents with fewer Hit Dice than the creature has. An opponent can resist the effects with a successful Will save (DC 10 + 1/2 the frightful creature’s racial HD + the frightful creature’s Cha modifier; the exact DC is given in the creature’s descriptive text). An opponent that succeeds on the saving throw is immune to further effects from that same creature’s frightful presence for 24 hours. On a failed save, the opponent is , or if it is already shaken. A frightened opponent who fails their save becomes instead, and any creature with 4 Hit Dice or fewer automatically becomes panicked on any failed save. Frightful presence is a mind-affecting fear effect.
A shaken character takes a –2 penalty on attack rolls, saving throws, skill checks, and ability checks.
A frightened creature flees from the source of its fear as best it can. If unable to flee, it may fight. A frightened creature takes a –2 penalty on all attack rolls, saving throws, skill checks, and ability checks. A frightened creature can use special abilities, including spells, to flee; indeed, the creature must use such means if they are the only way to escape. Frightened is like shaken, except that the creature must flee if possible.
A panicked creature must drop anything it holds and flee at top speed from the source of its fear, as well as any other dangers it encounters, along a random path. It can’t take any other actions. In addition, the creature takes a –2 penalty on all saving throws, skill checks, and ability checks. If cornered, a panicked creature and does not attack, typically using the total defense action in combat. A panicked creature can use special abilities, including spells, to flee; indeed, the creature must use such means if they are the only way to escape. Panicked is a more extreme state of fear than shaken or frightened.
The character is frozen in fear and can take no actions. A cowering character takes a –2 penalty to Armor Class and loses their Dexterity bonus (if any).
Aura (270 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 (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 (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 (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 17, touch 13, flat-footed 15 (+2 Dex, +6 natural, +1 size)19, touch 11, flat-footed 18 (+1 Dex, +9 natural)22, touch 10, flat-footed 21 (+1 Dex, +12 natural, –1 size)25, touch 10, flat-footed 24 (+1 Dex, +15 natural, –1 size)26, touch 8, flat-footed 26 (+18 natural, –2 size)29, touch 8, flat-footed 29 (+21 natural, –2 size)32, touch 8, flat-footed 32 (+24 natural, –2 size)33, touch 5, flat-footed 33 (–1 Dex, +27 natural, –4 size)36, touch 5, flat-footed 36 (–1 Dex, +30 natural, –4 size)38, touch 5, flat-footed 38 (–1 Dex, +33 natural, –4 size)41, touch 3, flat-footed 41 (–3 Dex, +36 natural, –4 size)42, touch –1, flat-footed 42 (–3 Dex, +39 natural, –8 size)
hp 45 (7d12)67 (9d12+9)104 (11d12+33)136 (13d12+52)157 (15d12+60)195 (17d12+85)218 (19d12+95)262 (21d12+126)287 (23d12+138)337 (25d12+175)364 (27d12+189)420 (29d12+232)
Fort +5710121315161819212224, Ref +7789912131314151516, Will +689111214151718222325
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.
Defensive Abilities ; Defensive Abilities ; Defensive Abilities ; Defensive Abilities ; Defensive Abilities ; Defensive Abilities ; Defensive Abilities ; Defensive Abilities ; Defensive Abilities ;
paralysis, sleep; 21
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.; 22
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.; 24
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.; 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.; 28
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.; 33
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.
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 40 ft., 150 ft. (average)150 ft. (average)200 ft. (poor)200 ft. (poor)200 ft. (poor)200 ft. (poor)200 ft. (poor)250 ft. (clumsy)250 ft. (clumsy)250 ft. (clumsy)250 ft. (clumsy)250 ft. (clumsy)
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 +8 (1d6+1), 2 claws +8 (1d4)bite +11 (1d8+3), 2 claws +11 (1d6+2), 2 wings +6 (1d4+1)bite +15 (2d6+6), 2 claws +14 (1d8+4), 2 wings +12 (1d6+2), tail slap +12 (1d8+6)bite +18 (2d6+7), 2 claws +17 (1d8+5), 2 wings +15 (1d6+2), tail slap +15 (1d8+7)bite +20 (2d8+9), 2 claws +20 (2d6+6), 2 wings +18 (1d8+3), tail slap +18 (2d6+9)bite +23 (2d8+10), 2 claws +22 (2d6+7), 2 wings +20 (1d8+3), tail slap +20 (2d6+10)bite +26 (2d8+12), 2 claws +25 (2d6+8), 2 wings +23 (1d8+4), tail slap +23 (2d6+12)bite +28 (4d6+13), 2 claws +27 (2d8+9), 2 wings +25 (2d6+4), tail slap +25 (2d8+13)bite +31 (4d6+15), 2 claws +30 (2d8+10), 2 wings +28 (2d6+5), tail slap +28 (2d8+15)bite +33 (4d6+16), 2 claws +32 (2d8+11), 2 wings +30 (2d6+5), tail slap +30 (2d8+16)bite +36 (4d6+18), 2 claws +35 (2d8+12), 2 wings +33 (2d6+6), tail slap +33 (2d8+18)bite +37 (4d8+19), 2 claws +36 (4d6+13), 2 wings +34 (2d8+6), tail slap +34 (4d6+19)
Space 5510101515152020202030 ft.; Reach 5 ft.5 ft.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, 2d6 electricity, Reflex DC 13 half), 1/day(30-ft. cone, 4d6 electricity, Reflex DC 15 half), 1/day(40-ft. cone, 6d6 electricity, Reflex DC 18 half), 1/day(40-ft. cone, 8d6 electricity, Reflex DC 20 half), 1/day(40-ft. cone, 10d6 electricity, Reflex DC 21 half), 1/day(40-ft. cone, 12d6 electricity, Reflex DC 23 half), (Small creatures, DC 23, 2d8+10), 1/day
Crush (Ex) A flying or jumping Huge or larger dragon can land on foes as a standard action, using its whole body to crush them. Crush attacks are effective only against opponents three or more size categories smaller than the dragon. A crush attack affects as many creatures as fit in the dragon’s space. Creatures in the affected area must succeed on a Reflex save (DC equal to that of the dragon’s breath weapon) or be pinned, automatically taking bludgeoning damage during the next round unless the dragon moves off them. If the dragon chooses to maintain the pin, it must succeed at a combat maneuver check as normal. Pinned foes take damage from the crush each round if they don’t escape. A crush attack deals the indicated damage plus 1-1/2 times the dragon’s Strength bonus.(40-ft. cone, 14d6 electricity, Reflex DC 24 half), (Small creatures, DC 24, 2d8+12), 1/day
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, 16d6 electricity, Reflex DC 26 half), (Medium creatures, DC 26, 4d6+13), (30-ft., 2d6+13, DC 26), 1/day
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, 18d6 electricity, Reflex DC 27 half), (Medium creatures, DC 27, 4d6+15), (30-ft., 2d6+15, DC 27), 1/day
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, 20d6 electricity, Reflex DC 29 half), (Medium creatures, DC 29, 4d6+16), (30-ft., 2d6+16, DC 29), 3/day
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, 22d6 electricity, Reflex DC 30 half), (Medium creatures, DC 30, 4d6+18), (30-ft., 2d6+18, DC 30), 3/day
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, 24d6 electricity, Reflex DC 32 half), (Large creatures, DC 32, 4d8+19), (40-ft., 2d8+19, DC 32), 3/day
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 1st; concentration +5)
5 PE—lullaby (0 PE, DC 14), mirror strike (1 PE)
A creature with this ability can use the power of its mind to cast certain spells. Each spell cast using psychic magic consumes an amount of psychic energy. The creature has a maximum amount of psychic energy (PE) per day that refreshes after a night’s rest. A creature with this ability can cast any of the spells listed in this entry as long as it has enough psychic energy remaining to pay the spell’s PE cost. The DC for any of these spells is equal to 10 + the amount of psychic energy used to cast the spell + the creature’s Charisma or Intelligence modifier (whichever is higher). Creatures that gain access to undercast spells via this ability can cast an undercast version of the spell by spending 1 PE fewer for each level lower that the spell is cast. A psychic magic spell with a PE cost of 0 can be cast any number of times, and can be cast even if the creature has 0 PE remaining. The psychic magic granted by this ability has the same thought and emotion components as psychic spells. The monster can apply metamagic feats to these spells by spending an amount of additional PE equal to the level increase of the metamagic feat and by increasing the casting time as normal for spontaneously casting a metamagic spell. Because this ability grants psychic spellcasting, it also allows the creature to use occult skill unlocks.
(CL 3rd; concentration +7)
7 PE—lullaby (0 PE, DC 15), mirror strike (1 PE)
A creature with this ability can use the power of its mind to cast certain spells. Each spell cast using psychic magic consumes an amount of psychic energy. The creature has a maximum amount of psychic energy (PE) per day that refreshes after a night’s rest. A creature with this ability can cast any of the spells listed in this entry as long as it has enough psychic energy remaining to pay the spell’s PE cost. The DC for any of these spells is equal to 10 + the amount of psychic energy used to cast the spell + the creature’s Charisma or Intelligence modifier (whichever is higher). Creatures that gain access to undercast spells via this ability can cast an undercast version of the spell by spending 1 PE fewer for each level lower that the spell is cast. A psychic magic spell with a PE cost of 0 can be cast any number of times, and can be cast even if the creature has 0 PE remaining. The psychic magic granted by this ability has the same thought and emotion components as psychic spells. The monster can apply metamagic feats to these spells by spending an amount of additional PE equal to the level increase of the metamagic feat and by increasing the casting time as normal for spontaneously casting a metamagic spell. Because this ability grants psychic spellcasting, it also allows the creature to use occult skill unlocks.
(CL 5th; concentration +9)
9 PE—euphoric cloud (2 PE, DC 17), invisibility (2 PE), lullaby (0 PE, DC 16), mirror strike (1 PE), thought shield II (3 PE)
A creature with this ability can use the power of its mind to cast certain spells. Each spell cast using psychic magic consumes an amount of psychic energy. The creature has a maximum amount of psychic energy (PE) per day that refreshes after a night’s rest. A creature with this ability can cast any of the spells listed in this entry as long as it has enough psychic energy remaining to pay the spell’s PE cost. The DC for any of these spells is equal to 10 + the amount of psychic energy used to cast the spell + the creature’s Charisma or Intelligence modifier (whichever is higher). Creatures that gain access to undercast spells via this ability can cast an undercast version of the spell by spending 1 PE fewer for each level lower that the spell is cast. A psychic magic spell with a PE cost of 0 can be cast any number of times, and can be cast even if the creature has 0 PE remaining. The psychic magic granted by this ability has the same thought and emotion components as psychic spells. The monster can apply metamagic feats to these spells by spending an amount of additional PE equal to the level increase of the metamagic feat and by increasing the casting time as normal for spontaneously casting a metamagic spell. Because this ability grants psychic spellcasting, it also allows the creature to use occult skill unlocks.
(CL 17th; concentration +23)
11 PE—euphoric cloud (2 PE, DC 18), invisibility (2 PE), lullaby (0 PE, DC 16), mirror strike (1 PE), thought shield II (3 PE)
A creature with this ability can use the power of its mind to cast certain spells. Each spell cast using psychic magic consumes an amount of psychic energy. The creature has a maximum amount of psychic energy (PE) per day that refreshes after a night’s rest. A creature with this ability can cast any of the spells listed in this entry as long as it has enough psychic energy remaining to pay the spell’s PE cost. The DC for any of these spells is equal to 10 + the amount of psychic energy used to cast the spell + the creature’s Charisma or Intelligence modifier (whichever is higher). Creatures that gain access to undercast spells via this ability can cast an undercast version of the spell by spending 1 PE fewer for each level lower that the spell is cast. A psychic magic spell with a PE cost of 0 can be cast any number of times, and can be cast even if the creature has 0 PE remaining. The psychic magic granted by this ability has the same thought and emotion components as psychic spells. The monster can apply metamagic feats to these spells by spending an amount of additional PE equal to the level increase of the metamagic feat and by increasing the casting time as normal for spontaneously casting a metamagic spell. Because this ability grants psychic spellcasting, it also allows the creature to use occult skill unlocks.
(CL 19th; concentration +25)
13 PE—dream (4 PE), euphoric cloud (2 PE, DC 19), invisibility (2 PE), lullaby (0 PE, DC 17), mirror strike (1 PE), thought shield II (3 PE)
A creature with this ability can use the power of its mind to cast certain spells. Each spell cast using psychic magic consumes an amount of psychic energy. The creature has a maximum amount of psychic energy (PE) per day that refreshes after a night’s rest. A creature with this ability can cast any of the spells listed in this entry as long as it has enough psychic energy remaining to pay the spell’s PE cost. The DC for any of these spells is equal to 10 + the amount of psychic energy used to cast the spell + the creature’s Charisma or Intelligence modifier (whichever is higher). Creatures that gain access to undercast spells via this ability can cast an undercast version of the spell by spending 1 PE fewer for each level lower that the spell is cast. A psychic magic spell with a PE cost of 0 can be cast any number of times, and can be cast even if the creature has 0 PE remaining. The psychic magic granted by this ability has the same thought and emotion components as psychic spells. The monster can apply metamagic feats to these spells by spending an amount of additional PE equal to the level increase of the metamagic feat and by increasing the casting time as normal for spontaneously casting a metamagic spell. Because this ability grants psychic spellcasting, it also allows the creature to use occult skill unlocks.
(CL 21st; concentration +28)
15 PE—dream (4 PE), euphoric cloud (2 PE, DC 20), invisibility (2 PE), lullaby (0 PE, DC 18), mirror strike (1 PE), thought shield II (3 PE)
A creature with this ability can use the power of its mind to cast certain spells. Each spell cast using psychic magic consumes an amount of psychic energy. The creature has a maximum amount of psychic energy (PE) per day that refreshes after a night’s rest. A creature with this ability can cast any of the spells listed in this entry as long as it has enough psychic energy remaining to pay the spell’s PE cost. The DC for any of these spells is equal to 10 + the amount of psychic energy used to cast the spell + the creature’s Charisma or Intelligence modifier (whichever is higher). Creatures that gain access to undercast spells via this ability can cast an undercast version of the spell by spending 1 PE fewer for each level lower that the spell is cast. A psychic magic spell with a PE cost of 0 can be cast any number of times, and can be cast even if the creature has 0 PE remaining. The psychic magic granted by this ability has the same thought and emotion components as psychic spells. The monster can apply metamagic feats to these spells by spending an amount of additional PE equal to the level increase of the metamagic feat and by increasing the casting time as normal for spontaneously casting a metamagic spell. Because this ability grants psychic spellcasting, it also allows the creature to use occult skill unlocks.
(CL 23rd; concentration +30)
17 PE—dream (4 PE), dream travel (5 PE), euphoric cloud (2 PE, DC 21), invisibility (2 PE), lullaby (0 PE, DC 19), mirror strike (1 PE), thought shield II (3 PE)
A creature with this ability can use the power of its mind to cast certain spells. Each spell cast using psychic magic consumes an amount of psychic energy. The creature has a maximum amount of psychic energy (PE) per day that refreshes after a night’s rest. A creature with this ability can cast any of the spells listed in this entry as long as it has enough psychic energy remaining to pay the spell’s PE cost. The DC for any of these spells is equal to 10 + the amount of psychic energy used to cast the spell + the creature’s Charisma or Intelligence modifier (whichever is higher). Creatures that gain access to undercast spells via this ability can cast an undercast version of the spell by spending 1 PE fewer for each level lower that the spell is cast. A psychic magic spell with a PE cost of 0 can be cast any number of times, and can be cast even if the creature has 0 PE remaining. The psychic magic granted by this ability has the same thought and emotion components as psychic spells. The monster can apply metamagic feats to these spells by spending an amount of additional PE equal to the level increase of the metamagic feat and by increasing the casting time as normal for spontaneously casting a metamagic spell. Because this ability grants psychic spellcasting, it also allows the creature to use occult skill unlocks.
(CL 25th; concentration +33)
19 PE—dream (4 PE), dream travel (5 PE), euphoric cloud (2 PE, DC 21), invisibility (2 PE), lullaby (0 PE, DC 19), mirror strike (1 PE), thought shield II (3 PE)
A creature with this ability can use the power of its mind to cast certain spells. Each spell cast using psychic magic consumes an amount of psychic energy. The creature has a maximum amount of psychic energy (PE) per day that refreshes after a night’s rest. A creature with this ability can cast any of the spells listed in this entry as long as it has enough psychic energy remaining to pay the spell’s PE cost. The DC for any of these spells is equal to 10 + the amount of psychic energy used to cast the spell + the creature’s Charisma or Intelligence modifier (whichever is higher). Creatures that gain access to undercast spells via this ability can cast an undercast version of the spell by spending 1 PE fewer for each level lower that the spell is cast. A psychic magic spell with a PE cost of 0 can be cast any number of times, and can be cast even if the creature has 0 PE remaining. The psychic magic granted by this ability has the same thought and emotion components as psychic spells. The monster can apply metamagic feats to these spells by spending an amount of additional PE equal to the level increase of the metamagic feat and by increasing the casting time as normal for spontaneously casting a metamagic spell. Because this ability grants psychic spellcasting, it also allows the creature to use occult skill unlocks.
(CL 27th; concentration +35)
21 PE—dream (4 PE), dream travel (5 PE), euphoric cloud (2 PE, DC 22), invisibility (2 PE), lullaby (0 PE, DC 20), maze (8 PE), mirror strike (1 PE), thought shield II (3 PE)
A creature with this ability can use the power of its mind to cast certain spells. Each spell cast using psychic magic consumes an amount of psychic energy. The creature has a maximum amount of psychic energy (PE) per day that refreshes after a night’s rest. A creature with this ability can cast any of the spells listed in this entry as long as it has enough psychic energy remaining to pay the spell’s PE cost. The DC for any of these spells is equal to 10 + the amount of psychic energy used to cast the spell + the creature’s Charisma or Intelligence modifier (whichever is higher). Creatures that gain access to undercast spells via this ability can cast an undercast version of the spell by spending 1 PE fewer for each level lower that the spell is cast. A psychic magic spell with a PE cost of 0 can be cast any number of times, and can be cast even if the creature has 0 PE remaining. The psychic magic granted by this ability has the same thought and emotion components as psychic spells. The monster can apply metamagic feats to these spells by spending an amount of additional PE equal to the level increase of the metamagic feat and by increasing the casting time as normal for spontaneously casting a metamagic spell. Because this ability grants psychic spellcasting, it also allows the creature to use occult skill unlocks.
(CL 29th; concentration +38)
23 PE—dream (4 PE), dream travel (5 PE), euphoric cloud (2 PE, DC 23), invisibility (2 PE), lullaby (0 PE, DC 21), maze (8 PE), mirror strike (1 PE), thought shield II (3 PE)
A creature with this ability can use the power of its mind to cast certain spells. Each spell cast using psychic magic consumes an amount of psychic energy. The creature has a maximum amount of psychic energy (PE) per day that refreshes after a night’s rest. A creature with this ability can cast any of the spells listed in this entry as long as it has enough psychic energy remaining to pay the spell’s PE cost. The DC for any of these spells is equal to 10 + the amount of psychic energy used to cast the spell + the creature’s Charisma or Intelligence modifier (whichever is higher). Creatures that gain access to undercast spells via this ability can cast an undercast version of the spell by spending 1 PE fewer for each level lower that the spell is cast. A psychic magic spell with a PE cost of 0 can be cast any number of times, and can be cast even if the creature has 0 PE remaining. The psychic magic granted by this ability has the same thought and emotion components as psychic spells. The monster can apply metamagic feats to these spells by spending an amount of additional PE equal to the level increase of the metamagic feat and by increasing the casting time as normal for spontaneously casting a metamagic spell. Because this ability grants psychic spellcasting, it also allows the creature to use occult skill unlocks.
(CL 1st; concentration +5)
Spells This creature casts spells as a member of the spellcasting class named in its entry. It counts as a member of that class for effects and abilities that depend on its spellcasting, can use spell-completion and spell-trigger items appropriate to that class, and can benefit from items that affect that class or its spellcasting. If the creature also has actual levels in that class, those class levels stack with its innate spellcasting level unless its entry says otherwise. The creature’s entry explains any other class-related abilities it gains or any unusual spellcasting abilities unavailable to ordinary members of the class.
1st (4/day)—shield, sleep (DC 15)
0 (at will)—daze (DC 14), ghost sound (DC 14), light, message
(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)—shield, sleep (DC 16), true strike
0 (at will)—daze (DC 15), detect magic, ghost sound (DC 15), light, message
(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)—aversion (DC 17), mind thrust II
1st (7/day)—blurred movement, color spray (DC 16), shield, sleep (DC 16), true strike
0 (at will)—dancing lights, daze (DC 15), detect magic, ghost sound (DC 15), mage hand, message
(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)—clairaudience/clairvoyance, deep slumber (DC 18)
2nd (7/day)—aversion (DC 17), calm emotions (DC 17), mind thrust II
1st (8/day)—blurred movement, color spray (DC 16), shield, sleep (DC 16), true strike
0 (at will)—dancing lights, daze (DC 15), detect magic, ghost sound (DC 15), mage hand, message, resistance
(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)—dimension door, freedom of movement
3rd (7/day)—clairaudience/clairvoyance, deep slumber (DC 19), displacement
2nd (7/day)—aversion (DC 18), calm emotions (DC 18), mind thrust II, see invisibility
1st (8/day)—blurred movement, color spray (DC 17), shield, sleep (DC 17), true strike
0 (at will)—dancing lights, daze (DC 16), detect magic, ghost sound (DC 16), mage hand, message, resistance
(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)—dismissal (DC 21), wall of force
4th (7/day)—anti-incorporeal shell, dimension door, freedom of movement
3rd (7/day)—clairaudience/clairvoyance, deep slumber (DC 20), displacement, purge spirit
2nd (7/day)—aversion (DC 19), calm emotions (DC 19), mind thrust II, see invisibility
1st (8/day)—blurred movement, color spray (DC 18), shield, sleep (DC 18), true strike
0 (at will)—dancing lights, daze (DC 17), detect magic, ghost sound (DC 17), mage hand, message, resistance
(CL 13th; concentration +20)
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)—cloak of dreams (DC 22), mental barrier V
5th (7/day)—dismissal (DC 22), major creation, wall of force, waves of fatigue
4th (7/day)—anti-incorporeal shell, dimension door, freedom of movement
3rd (8/day)—clairaudience/clairvoyance, deep slumber (DC 21), displacement, purge spirit
2nd (8/day)—aversion (DC 20), augury, blindness/deafness (DC 20), calm emotions (DC 20), mind thrust II
1st (8/day)—blurred movement, color spray (DC 19), shield, sleep (DC 19), true strike
0 (at will)—arcane mark, dancing lights, detect magic, daze (DC 18), ghost sound (DC 18), mage hand, message, resistance
(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)—limited wish, waves of exhaustion
6th (7/day)—cloak of dreams (DC 23), dream council, mental barrier V
5th (7/day)—dismissal (DC 22), major creation, wall of force, waves of fatigue
4th (7/day)—anti-incorporeal shell, dimension door, freedom of movement
3rd (8/day)—clairaudience/clairvoyance, deep slumber (DC 20), displacement, purge spirit
2nd (8/day)—aversion, augury, blindness/deafness (DC 19), calm emotions (DC 19), mind thrust II
1st (8/day)—blurred movement, color spray (DC 18), shield, sleep (DC 18), true strike
0 (at will)—arcane mark, dancing lights, detect magic, daze (DC 17), ghost sound (DC 17), mage hand, mending, message, resistance
(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)—maze, scintillating pattern
7th (7/day)—limited wish, power word blind, waves of exhaustion
6th (7/day)—cloak of dreams (DC 24), dream council, mental barrier V
5th (7/day)—dismissal (DC 23), major creation, wall of force, waves of fatigue
4th (7/day)—anti-incorporeal shell, dimension door, freedom of movement
3rd (8/day)—clairaudience/clairvoyance, deep slumber (DC 21), displacement, purge spirit
2nd (8/day)—aversion, augury, blindness/deafness (DC 20), calm emotions (DC 20), mind thrust II
1st (8/day)—blurred movement, color spray (DC 19), shield, sleep (DC 19), true strike
0 (at will)—arcane mark, dancing lights, detect magic, daze (DC 18), ghost sound (DC 18), mage hand, mending, message, resistance
(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)—dominate monster, wish
8th (7/day)—maze, scintillating pattern, screen
7th (7/day)—limited wish, power word blind, waves of exhaustion
6th (7/day)—cloak of dreams (DC 25), dream council, mental barrier V
5th (7/day)—dismissal (DC 24), major creation, wall of force, waves of fatigue
4th (7/day)—anti-incorporeal shell, dimension door, freedom of movement
3rd (8/day)—clairaudience/clairvoyance, deep slumber (DC 22), displacement, purge spirit
2nd (8/day)—aversion, augury, blindness/deafness (DC 21), calm emotions (DC 21), mind thrust II
1st (8/day)—blurred movement, color spray (DC 20), shield, sleep (DC 20), true strike
0 (at will)—arcane mark, dancing lights, detect magic, daze (DC 19), ghost sound (DC 19), mage hand, mending, message, resistance
STATISTICS
Str 111319212325272931333537, Dex 1513131311111199977, Con 121416181820202222242426, Int 141616181820202222242426, Wis 131515171719192121232325, Cha 161818202022222424262628
Base Atk +7911131517192123252729; +61016192326293437404350; CMD 18 (22 vs. trip)21 (25 vs. trip)27 (31 vs. trip)30 (34 vs. trip)33 (37 vs. trip)36 (40 vs. trip)39 (43 vs. trip)43 (47 vs. trip)46 (50 vs. trip)49 (53 vs. trip)51 (55 vs. trip)58 (62 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), (bite)
Improved Initiative You get a +4 bonus on initiative checks.
Power Attack You can choose to take a –1 penalty on all melee attack rolls and combat maneuver checks to gain a +2 bonus on all melee damage rolls. This bonus to damage is increased by half (+50%) if you are making an attack with a two-handed weapon, a one-handed weapon using two hands, or a primary natural weapon that adds 1-1/2 times your Strength modifier on damage rolls. This bonus to damage is halved (–50%) if you are making an attack with an off-hand weapon or secondary natural weapon. When your base attack bonus reaches +4, and every 4 points thereafter, the penalty increases by –1 and the bonus to damage increases by +2. You must choose to use this feat before making an attack roll, and its effects last until your next turn. The bonus damage does not apply to touch attacks or effects that do not deal hit point damage.
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 (bite) You gain a +1 bonus on all attack rolls you make using the selected weapon., , , (Perception), (bite)
Flyby Attack When flying, the creature can take a move action and another standard action at any point during the move. The creature cannot take a second move action during a round when it makes a flyby attack.
Normal: Without this feat, the creature takes a standard action either before or after its move.
Improved Initiative You get a +4 bonus on initiative checks.
Power Attack You can choose to take a –1 penalty on all melee attack rolls and combat maneuver checks to gain a +2 bonus on all melee damage rolls. This bonus to damage is increased by half (+50%) if you are making an attack with a two-handed weapon, a one-handed weapon using two hands, or a primary natural weapon that adds 1-1/2 times your Strength modifier on damage rolls. This bonus to damage is halved (–50%) if you are making an attack with an off-hand weapon or secondary natural weapon. When your base attack bonus reaches +4, and every 4 points thereafter, the penalty increases by –1 and the bonus to damage increases by +2. You must choose to use this feat before making an attack roll, and its effects last until your next turn. The bonus damage does not apply to touch attacks or effects that do not deal hit point damage.
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 (bite) You gain a +1 bonus on all attack rolls you make using the selected weapon., , , , (Perception), (bite)
Flyby Attack When flying, the creature can take a move action and another standard action at any point during the move. The creature cannot take a second move action during a round when it makes a flyby attack.
Normal: Without this feat, the creature takes a standard action either before or after its move.
Improved Initiative You get a +4 bonus on initiative checks.
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.
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 (bite) You gain a +1 bonus on all attack rolls you make using the selected weapon., , , , (Perception), (bite)
Flyby Attack When flying, the creature can take a move action and another standard action at any point during the move. The creature cannot take a second move action during a round when it makes a flyby attack.
Normal: Without this feat, the creature takes a standard action either before or after its move.
Improved Initiative You get a +4 bonus on initiative checks.
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.
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 (bite) You gain a +1 bonus on all attack rolls you make using the selected weapon., , , , , (Perception), (bite)
Alertness You get a +2 bonus on Perception and Sense Motive skill checks. If you have 10 or more ranks in one of these skills, the bonus increases to +4 for that skill.
Flyby Attack When flying, the creature can take a move action and another standard action at any point during the move. The creature cannot take a second move action during a round when it makes a flyby attack.
Normal: Without this feat, the creature takes a standard action either before or after its move.
Improved Initiative You get a +4 bonus on initiative checks.
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.
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 (bite) You gain a +1 bonus on all attack rolls you make using the selected weapon., , , , , , , (Perception), (bite)
Alertness You get a +2 bonus on Perception and Sense Motive skill checks. If you have 10 or more ranks in one of these skills, the bonus increases to +4 for that skill.
Flyby Attack When flying, the creature can take a move action and another standard action at any point during the move. The creature cannot take a second move action during a round when it makes a flyby attack.
Normal: Without this feat, the creature takes a standard action either before or after its move.
Hover A creature with this feat can halt its movement while flying, allowing it to hover without needing to make a Fly skill check.
If a creature of size Large or larger with this feat hovers within 20 feet of the ground in an area with lots of loose debris, the draft from its wings creates a hemispherical cloud with a radius of 60 feet. The winds generated can snuff torches, small campfires, exposed lanterns, and other small, open flames of non-magical origin. Clear vision within the cloud is limited to 10 feet. Creatures have concealment at 15 to 20 feet (20% miss chance). At 25 feet or more, creatures have total concealment (50% miss chance, and opponents cannot use sight to locate the creature).
Normal: Without this feat, a creature must make a Fly skill check to hover and the creature does not create a cloud of debris while hovering.
Improved Initiative You get a +4 bonus on initiative checks.
Lightning Reflexes You get a +2 bonus on all Reflex saving throws.
Multiattack The creature’s secondary attacks with natural weapons take only a –2 penalty.
Normal: Without this feat, the creature’s secondary attacks with natural weapons take a –5 penalty.
Power Attack You can choose to take a –1 penalty on all melee attack rolls and combat maneuver checks to gain a +2 bonus on all melee damage rolls. This bonus to damage is increased by half (+50%) if you are making an attack with a two-handed weapon, a one-handed weapon using two hands, or a primary natural weapon that adds 1-1/2 times your Strength modifier on damage rolls. This bonus to damage is halved (–50%) if you are making an attack with an off-hand weapon or secondary natural weapon. When your base attack bonus reaches +4, and every 4 points thereafter, the penalty increases by –1 and the bonus to damage increases by +2. You must choose to use this feat before making an attack roll, and its effects last until your next turn. The bonus damage does not apply to touch attacks or effects that do not deal hit point damage.
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 (bite) You gain a +1 bonus on all attack rolls you make using the selected weapon., , , , , , , (Perception), (bite)
Alertness You get a +2 bonus on Perception and Sense Motive skill checks. If you have 10 or more ranks in one of these skills, the bonus increases to +4 for that skill.
Flyby Attack When flying, the creature can take a move action and another standard action at any point during the move. The creature cannot take a second move action during a round when it makes a flyby attack.
Normal: Without this feat, the creature takes a standard action either before or after its move.
Hover A creature with this feat can halt its movement while flying, allowing it to hover without needing to make a Fly skill check.
If a creature of size Large or larger with this feat hovers within 20 feet of the ground in an area with lots of loose debris, the draft from its wings creates a hemispherical cloud with a radius of 60 feet. The winds generated can snuff torches, small campfires, exposed lanterns, and other small, open flames of non-magical origin. Clear vision within the cloud is limited to 10 feet. Creatures have concealment at 15 to 20 feet (20% miss chance). At 25 feet or more, creatures have total concealment (50% miss chance, and opponents cannot use sight to locate the creature).
Normal: Without this feat, a creature must make a Fly skill check to hover and the creature does not create a cloud of debris while hovering.
Improved Initiative You get a +4 bonus on initiative checks.
Lightning Reflexes You get a +2 bonus on all Reflex saving throws.
Multiattack The creature’s secondary attacks with natural weapons take only a –2 penalty.
Normal: Without this feat, the creature’s secondary attacks with natural weapons take a –5 penalty.
Power Attack You can choose to take a –1 penalty on all melee attack rolls and combat maneuver checks to gain a +2 bonus on all melee damage rolls. This bonus to damage is increased by half (+50%) if you are making an attack with a two-handed weapon, a one-handed weapon using two hands, or a primary natural weapon that adds 1-1/2 times your Strength modifier on damage rolls. This bonus to damage is halved (–50%) if you are making an attack with an off-hand weapon or secondary natural weapon. When your base attack bonus reaches +4, and every 4 points thereafter, the penalty increases by –1 and the bonus to damage increases by +2. You must choose to use this feat before making an attack roll, and its effects last until your next turn. The bonus damage does not apply to touch attacks or effects that do not deal hit point damage.
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 (bite) You gain a +1 bonus on all attack rolls you make using the selected weapon., , , , , , , , (Perception), (bite)
Alertness You get a +2 bonus on Perception and Sense Motive skill checks. If you have 10 or more ranks in one of these skills, the bonus increases to +4 for that skill.
Flyby Attack When flying, the creature can take a move action and another standard action at any point during the move. The creature cannot take a second move action during a round when it makes a flyby attack.
Normal: Without this feat, the creature takes a standard action either before or after its move.
Hover A creature with this feat can halt its movement while flying, allowing it to hover without needing to make a Fly skill check.
If a creature of size Large or larger with this feat hovers within 20 feet of the ground in an area with lots of loose debris, the draft from its wings creates a hemispherical cloud with a radius of 60 feet. The winds generated can snuff torches, small campfires, exposed lanterns, and other small, open flames of non-magical origin. Clear vision within the cloud is limited to 10 feet. Creatures have concealment at 15 to 20 feet (20% miss chance). At 25 feet or more, creatures have total concealment (50% miss chance, and opponents cannot use sight to locate the creature).
Normal: Without this feat, a creature must make a Fly skill check to hover and the creature does not create a cloud of debris while hovering.
Improved Initiative You get a +4 bonus on initiative checks.
Iron Will You get a +2 bonus on all Will saving throws.
Lightning Reflexes You get a +2 bonus on all Reflex saving throws.
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.
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 (bite) You gain a +1 bonus on all attack rolls you make using the selected weapon., , , , , , , , (Perception), , (bite)
Alertness You get a +2 bonus on Perception and Sense Motive skill checks. If you have 10 or more ranks in one of these skills, the bonus increases to +4 for that skill.
Flyby Attack When flying, the creature can take a move action and another standard action at any point during the move. The creature cannot take a second move action during a round when it makes a flyby attack.
Normal: Without this feat, the creature takes a standard action either before or after its move.
Hover A creature with this feat can halt its movement while flying, allowing it to hover without needing to make a Fly skill check.
If a creature of size Large or larger with this feat hovers within 20 feet of the ground in an area with lots of loose debris, the draft from its wings creates a hemispherical cloud with a radius of 60 feet. The winds generated can snuff torches, small campfires, exposed lanterns, and other small, open flames of non-magical origin. Clear vision within the cloud is limited to 10 feet. Creatures have concealment at 15 to 20 feet (20% miss chance). At 25 feet or more, creatures have total concealment (50% miss chance, and opponents cannot use sight to locate the creature).
Normal: Without this feat, a creature must make a Fly skill check to hover and the creature does not create a cloud of debris while hovering.
Improved Initiative You get a +4 bonus on initiative checks.
Iron Will You get a +2 bonus on all Will saving throws.
Lightning Reflexes You get a +2 bonus on all Reflex saving throws.
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.
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.
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.
Weapon Focus (bite) You gain a +1 bonus on all attack rolls you make using the selected weapon., , , , , , , , (Perception), , , (bite),
Alertness You get a +2 bonus on Perception and Sense Motive skill checks. If you have 10 or more ranks in one of these skills, the bonus increases to +4 for that skill.
Flyby Attack When flying, the creature can take a move action and another standard action at any point during the move. The creature cannot take a second move action during a round when it makes a flyby attack.
Normal: Without this feat, the creature takes a standard action either before or after its move.
Hover A creature with this feat can halt its movement while flying, allowing it to hover without needing to make a Fly skill check.
If a creature of size Large or larger with this feat hovers within 20 feet of the ground in an area with lots of loose debris, the draft from its wings creates a hemispherical cloud with a radius of 60 feet. The winds generated can snuff torches, small campfires, exposed lanterns, and other small, open flames of non-magical origin. Clear vision within the cloud is limited to 10 feet. Creatures have concealment at 15 to 20 feet (20% miss chance). At 25 feet or more, creatures have total concealment (50% miss chance, and opponents cannot use sight to locate the creature).
Normal: Without this feat, a creature must make a Fly skill check to hover and the creature does not create a cloud of debris while hovering.
Improved Initiative You get a +4 bonus on initiative checks.
Iron Will You get a +2 bonus on all Will saving throws.
Lightning Reflexes You get a +2 bonus on all Reflex saving throws.
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.
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.
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.
Vital Strike When you use the attack action, you can make one attack at your highest base attack bonus that deals additional damage. Roll the weapon’s damage dice for the attack twice and add the results together before adding bonuses from Strength, weapon abilities (such as flaming), precision-based damage, and other damage bonuses. These extra weapon damage dice are not multiplied on a critical hit, but are added to the total.
Weapon Focus (bite) You gain a +1 bonus on all attack rolls you make using the selected weapon.
Wingover Once each round, a creature with this feat can turn up to 180 degrees as a free action without making a Fly skill check. This free turn does not consume any additional movement from the creature.
Normal: A flying creature can turn up to 90 degrees by making a DC 15 Fly skill check and expending 5 feet of movement. A flying creature can turn up to 180 degrees by making a DC 20 Fly skill check and expending 10 feet of movement., , , , , , , , (Perception), , , (bite),
Alertness You get a +2 bonus on Perception and Sense Motive skill checks. If you have 10 or more ranks in one of these skills, the bonus increases to +4 for that skill.
Flyby Attack When flying, the creature can take a move action and another standard action at any point during the move. The creature cannot take a second move action during a round when it makes a flyby attack.
Normal: Without this feat, the creature takes a standard action either before or after its move.
Hover A creature with this feat can halt its movement while flying, allowing it to hover without needing to make a Fly skill check.
If a creature of size Large or larger with this feat hovers within 20 feet of the ground in an area with lots of loose debris, the draft from its wings creates a hemispherical cloud with a radius of 60 feet. The winds generated can snuff torches, small campfires, exposed lanterns, and other small, open flames of non-magical origin. Clear vision within the cloud is limited to 10 feet. Creatures have concealment at 15 to 20 feet (20% miss chance). At 25 feet or more, creatures have total concealment (50% miss chance, and opponents cannot use sight to locate the creature).
Normal: Without this feat, a creature must make a Fly skill check to hover and the creature does not create a cloud of debris while hovering.
Improved Initiative You get a +4 bonus on initiative checks.
Iron Will You get a +2 bonus on all Will saving throws.
Lightning Reflexes You get a +2 bonus on all Reflex saving throws.
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.
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.
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.
Vital Strike When you use the attack action, you can make one attack at your highest base attack bonus that deals additional damage. Roll the weapon’s damage dice for the attack twice and add the results together before adding bonuses from Strength, weapon abilities (such as flaming), precision-based damage, and other damage bonuses. These extra weapon damage dice are not multiplied on a critical hit, but are added to the total.
Weapon Focus (bite) You gain a +1 bonus on all attack rolls you make using the selected weapon.
Wingover Once each round, a creature with this feat can turn up to 180 degrees as a free action without making a Fly skill check. This free turn does not consume any additional movement from the creature.
Normal: A flying creature can turn up to 90 degrees by making a DC 15 Fly skill check and expending 5 feet of movement. A flying creature can turn up to 180 degrees by making a DC 20 Fly skill check and expending 10 feet of movement., , , , , , , , (Perception), , , (bite),
Alertness You get a +2 bonus on Perception and Sense Motive skill checks. If you have 10 or more ranks in one of these skills, the bonus increases to +4 for that skill.
Flyby Attack When flying, the creature can take a move action and another standard action at any point during the move. The creature cannot take a second move action during a round when it makes a flyby attack.
Normal: Without this feat, the creature takes a standard action either before or after its move.
Hover A creature with this feat can halt its movement while flying, allowing it to hover without needing to make a Fly skill check.
If a creature of size Large or larger with this feat hovers within 20 feet of the ground in an area with lots of loose debris, the draft from its wings creates a hemispherical cloud with a radius of 60 feet. The winds generated can snuff torches, small campfires, exposed lanterns, and other small, open flames of non-magical origin. Clear vision within the cloud is limited to 10 feet. Creatures have concealment at 15 to 20 feet (20% miss chance). At 25 feet or more, creatures have total concealment (50% miss chance, and opponents cannot use sight to locate the creature).
Normal: Without this feat, a creature must make a Fly skill check to hover and the creature does not create a cloud of debris while hovering.
Improved Initiative You get a +4 bonus on initiative checks.
Iron Will You get a +2 bonus on all Will saving throws.
Lightning Reflexes You get a +2 bonus on all Reflex saving throws.
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.
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.
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.
Vital Strike When you use the attack action, you can make one attack at your highest base attack bonus that deals additional damage. Roll the weapon’s damage dice for the attack twice and add the results together before adding bonuses from Strength, weapon abilities (such as flaming), precision-based damage, and other damage bonuses. These extra weapon damage dice are not multiplied on a critical hit, but are added to the total.
Weapon Focus (bite) You gain a +1 bonus on all attack rolls you make using the selected weapon.
Wingover Once each round, a creature with this feat can turn up to 180 degrees as a free action without making a Fly skill check. This free turn does not consume any additional movement from the creature.
Normal: A flying creature can turn up to 90 degrees by making a DC 15 Fly skill check and expending 5 feet of movement. A flying creature can turn up to 180 degrees by making a DC 20 Fly skill check and expending 10 feet of movement.
Skills Bluff +13, Diplomacy +13, Fly +14, Intimidate +13, Knowledge (arcana) +12, Knowledge (planes) +12, Perception +12, Sense Motive +11, Stealth +16Bluff +16, Diplomacy +16, Fly +13, Intimidate +16, Knowledge (arcana) +15, Knowledge (planes) +15, Perception +15, Sense Motive +14, Stealth +13Bluff +18, Diplomacy +18, Fly +9, Intimidate +18, Knowledge (arcana) +17, Knowledge (planes) +17, Perception +22, Sense Motive +16, Stealth +11Bluff +21, Diplomacy +21, Fly +11, Intimidate +21, Knowledge (arcana) +20, Knowledge (planes) +20, Perception +25, Sense Motive +19, Stealth +13Bluff +23, Diplomacy +23, Fly +10, Intimidate +23, Knowledge (arcana) +22, Knowledge (planes) +22, Perception +28, Sense Motive +22, Stealth +10Bluff +26, Diplomacy +26, Fly +12, Intimidate +26, Knowledge (arcana, dungeoneering, planes) +25, Perception +34, Sense Motive +28, Stealth +12, Survival +24Bluff +28, Diplomacy +28, Fly +14, Intimidate +28, Knowledge (arcana, dungeoneering, planes) +27, Perception +37, Sense Motive +30, Stealth +14, Survival +26Bluff +31, Diplomacy +31, Fly +9, Intimidate +31, Knowledge (arcana, dungeoneering, planes) +30, Perception +40, Sense Motive +33, Stealth +11, Survival +29Bluff +33, Diplomacy +33, Fly +11, Intimidate +33, Knowledge (arcana, dungeoneering, planes) +32, Perception +42, Sense Motive +35, Stealth +13, Survival +31Bluff +36, Diplomacy +36, Fly +13, Intimidate +36, Knowledge (arcana, dungeoneering, history, planes, religion) +35, Perception +44, Sense Motive +38, Stealth +15, Survival +34Bluff +38, Diplomacy +38, Fly +14, Intimidate +38, Knowledge (arcana, dungeoneering, history, planes, religion) +37, Perception +46, Sense Motive +40, Stealth +16, Survival +36Bluff +41, Diplomacy +41, Fly +12, Intimidate +41, Knowledge (arcana, dungeoneering, history, planes, religion) +40, Perception +49, Sense Motive +43, Stealth +13, Survival +39
Languages Aklo, Common, DraconicAklo, Common, DraconicAklo, Common, DraconicAklo, Common, Draconic, CelestialAklo, Common, Draconic, CelestialAklo, Celestial, Common, Draconic, InfernalAklo, Celestial, Common, Draconic, InfernalAklo, Auran, Celestial, Common, Draconic, InfernalAklo, Auran, Celestial, Common, Draconic, InfernalAklo, Auran, Celestial, Common, Draconic, InfernalAklo, Auran, Celestial, Common, Draconic, InfernalAklo, Auran, Celestial, Common, Draconic, Infernal
SQ
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.
SQ
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.
SQ ,
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.
SQ ,
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.
SQ ,
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.
SQ ,
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.
SQ , ,
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 any (Dimension of Dreams)
Organization solitary
Treasure triple
SPECIAL ABILITIES
Sleeping Breath (Su) A limited number of times per day, a dream dragon can cause those who fail their saving throws against its breath attack to fall asleep for 1d4 rounds, as per the sleep spell. This is a mind-affecting sleep effect. A wyrmling through very old dream dragon can use this ability 1/day; an ancient or older dream dragon can use this ability 3/day.
SPECIAL ABILITIES
Dreamsight (Su) With a brief glance, a very young or older dream dragon can see a hazy image of the current dreams of sleeping creatures.
Sleeping Breath (Su) A limited number of times per day, a dream dragon can cause those who fail their saving throws against its breath attack to fall asleep for 1d4 rounds, as per the sleep spell. This is a mind-affecting sleep effect. A wyrmling through very old dream dragon can use this ability 1/day; an ancient or older dream dragon can use this ability 3/day.
SPECIAL ABILITIES
Dreamsight (Su) With a brief glance, a very young or older dream dragon can see a hazy image of the current dreams of sleeping creatures.
Sleeping Breath (Su) A limited number of times per day, a dream dragon can cause those who fail their saving throws against its breath attack to fall asleep for 1d4 rounds, as per the sleep spell. This is a mind-affecting sleep effect. A wyrmling through very old dream dragon can use this ability 1/day; an ancient or older dream dragon can use this ability 3/day.
SPECIAL ABILITIES
Dream Fortress (Su) A juvenile or older dream dragon is immune to dream, nightmare, and similar spells.
Dreamsight (Su) With a brief glance, a very young or older dream dragon can see a hazy image of the current dreams of sleeping creatures.
Sleeping Breath (Su) A limited number of times per day, a dream dragon can cause those who fail their saving throws against its breath attack to fall asleep for 1d4 rounds, as per the sleep spell. This is a mind-affecting sleep effect. A wyrmling through very old dream dragon can use this ability 1/day; an ancient or older dream dragon can use this ability 3/day.
SPECIAL ABILITIES
Dream Fortress (Su) A juvenile or older dream dragon is immune to dream, nightmare, and similar spells.
Dreamsight (Su) With a brief glance, a very young or older dream dragon can see a hazy image of the current dreams of sleeping creatures.
Sleeping Breath (Su) A limited number of times per day, a dream dragon can cause those who fail their saving throws against its breath attack to fall asleep for 1d4 rounds, as per the sleep spell. This is a mind-affecting sleep effect. A wyrmling through very old dream dragon can use this ability 1/day; an ancient or older dream dragon can use this ability 3/day.
SPECIAL ABILITIES
Dream Fortress (Su) A juvenile or older dream dragon is immune to dream, nightmare, and similar spells.
Dreamsight (Su) With a brief glance, a very young or older dream dragon can see a hazy image of the current dreams of sleeping creatures.
Sleeping Breath (Su) A limited number of times per day, a dream dragon can cause those who fail their saving throws against its breath attack to fall asleep for 1d4 rounds, as per the sleep spell. This is a mind-affecting sleep effect. A wyrmling through very old dream dragon can use this ability 1/day; an ancient or older dream dragon can use this ability 3/day.
SPECIAL ABILITIES
Dream Fortress (Su) A juvenile or older dream dragon is immune to dream, nightmare, and similar spells.
Dreamsight (Su) With a brief glance, a very young or older dream dragon can see a hazy image of the current dreams of sleeping creatures.
Sleeping Breath (Su) A limited number of times per day, a dream dragon can cause those who fail their saving throws against its breath attack to fall asleep for 1d4 rounds, as per the sleep spell. This is a mind-affecting sleep effect. A wyrmling through very old dream dragon can use this ability 1/day; an ancient or older dream dragon can use this ability 3/day.
SPECIAL ABILITIES
Dream Fortress (Su) A juvenile or older dream dragon is immune to dream, nightmare, and similar spells.
Dreamsight (Su) With a brief glance, a very young or older dream dragon can see a hazy image of the current dreams of sleeping creatures.
Join Dreamscape (Su) An old or older dream dragon who sees a sleeping creature’s dream can enter that dream as a lucid body, while still acting with its physical body.
Sleeping Breath (Su) A limited number of times per day, a dream dragon can cause those who fail their saving throws against its breath attack to fall asleep for 1d4 rounds, as per the sleep spell. This is a mind-affecting sleep effect. A wyrmling through very old dream dragon can use this ability 1/day; an ancient or older dream dragon can use this ability 3/day.
SPECIAL ABILITIES
Dream Fortress (Su) A juvenile or older dream dragon is immune to dream, nightmare, and similar spells.
Dreamsight (Su) With a brief glance, a very young or older dream dragon can see a hazy image of the current dreams of sleeping creatures.
Join Dreamscape (Su) An old or older dream dragon who sees a sleeping creature’s dream can enter that dream as a lucid body, while still acting with its physical body.
Sleeping Breath (Su) A limited number of times per day, a dream dragon can cause those who fail their saving throws against its breath attack to fall asleep for 1d4 rounds, as per the sleep spell. This is a mind-affecting sleep effect. A wyrmling through very old dream dragon can use this ability 1/day; an ancient or older dream dragon can use this ability 3/day.
SPECIAL ABILITIES
Dream Fortress (Su) A juvenile or older dream dragon is immune to dream, nightmare, and similar spells.
Dreamsight (Su) With a brief glance, a very young or older dream dragon can see a hazy image of the current dreams of sleeping creatures.
Join Dreamscape (Su) An old or older dream dragon who sees a sleeping creature’s dream can enter that dream as a lucid body, while still acting with its physical body.
Sleeping Breath (Su) A limited number of times per day, a dream dragon can cause those who fail their saving throws against its breath attack to fall asleep for 1d4 rounds, as per the sleep spell. This is a mind-affecting sleep effect. A wyrmling through very old dream dragon can use this ability 1/day; an ancient or older dream dragon can use this ability 3/day.
SPECIAL ABILITIES
Dream Fortress (Su) A juvenile or older dream dragon is immune to dream, nightmare, and similar spells.
Dreamsight (Su) With a brief glance, a very young or older dream dragon can see a hazy image of the current dreams of sleeping creatures.
Join Dreamscape (Su) An old or older dream dragon who sees a sleeping creature’s dream can enter that dream as a lucid body, while still acting with its physical body.
Sleeping Breath (Su) A limited number of times per day, a dream dragon can cause those who fail their saving throws against its breath attack to fall asleep for 1d4 rounds, as per the sleep spell. This is a mind-affecting sleep effect. A wyrmling through very old dream dragon can use this ability 1/day; an ancient or older dream dragon can use this ability 3/day.
SPECIAL ABILITIES
Dream Fortress (Su) A juvenile or older dream dragon is immune to dream, nightmare, and similar spells.
Dreamsight (Su) With a brief glance, a very young or older dream dragon can see a hazy image of the current dreams of sleeping creatures.
Exodus of Dreams (Sp) A great wyrm dream dragon can use dream voyage at will.
Join Dreamscape (Su) An old or older dream dragon who sees a sleeping creature’s dream can enter that dream as a lucid body, while still acting with its physical body.
Sleeping Breath (Su) A limited number of times per day, a dream dragon can cause those who fail their saving throws against its breath attack to fall asleep for 1d4 rounds, as per the sleep spell. This is a mind-affecting sleep effect. A wyrmling through very old dream dragon can use this ability 1/day; an ancient or older dream dragon can use this ability 3/day.
Great Old One, Bokrug
This great reptilian monster is an aquatic lizard with a beard of tentacles and a sting-tipped tail.
Bokrug, the Water Lizard, dwells in a distant and forsaken corner of the Dimension of Dreams, in a land that was once heavily populated but is now a desolate and barren realm surrounding a nameless lake—a realm once ruled by mighty human empires, but now ruled only by the hideous amphibian minions of the Water Lizard. Bokrug himself is a vast creature, a vaguely iguana-shaped monster with a beard of writhing tendrils and a long tail tipped with a stinger. The scales that cover his body hide long spines that Bokrug can extend or retract with near lightning speed. Bokrug spends the majority of his time slumbering far down in the depths of his submerged lair. No rivers feed the lake, nor does it drain into the sea. Yet the still, ominous waters are neither stale nor brackish, implying that they connect somewhere deep underground, and. By way of these dark, secret waterways, Bokgrug has access to the lakes and rivers of the Dimension of Dreams, and his ability to plane shift allows him access to other realms as he wills.
BOKRUG’S CULT
Bokrug is worshiped more out of fear than adoration, and when traveling dreamers come across his cult in their nightmares, they can unknowingly spread this fearful faith into the waking world. Bokrug’s temples are often found on the shores of remote lakes or hidden away in large swamplands. Though humans worship him, so do boggards, lizardfolk, marsh giants, and other swamp dwelling races—particularly those who have suffered at the hands of aggressors, such as invading armies, rival tribes, or adventuring parties. Though Bokrug is chaotic neutral, almost all of his worshipers are chaotic neutral or chaotic evil. Only a rare few chaotic good worshipers of Bokrug exist— most of these being delusional heretics or apologists who seek to keep Bokrug calm, ensuring he continues to slumber. These heretics and outliers of the faith are remorselessly hunted down by his more zealous and traditional worshipers. Bokrug’s cult is associated with revenge, storms, and water, and its sacred symbol is a green lizard with a long, coiling tail—an image of Bokrug himself. His greatest shrines feature unusually realistic statues of his form, statues the cult maintains Bokrug can see out of and even animate from his distant lair to take sacrifices. Bokrug’s clerics have access to the domains of Chaos, Destruction, Water, and Weather, and to the subdomains of Catastrophe, Oceans, Rage, and Storms. The Water Lizard’s favored weapon is the ranseur; his followers often forge their ranseurs’ blades to resemble the Great Old One’s stingered tail.
CN Large (, , , )
Magical beasts are similar to animals but can have Intelligence scores higher than 2 (in which case the magical beast knows at least one language, but can’t necessarily speak). Magical beasts usually have supernatural or extraordinary abilities, but are sometimes merely bizarre in appearance or habits. A magical beast has the following traits (unless otherwise noted in a creature’s entry).
• Darkvision 60 feet and low-light vision.
• Proficient with its natural weapons only.
• Proficient with no armor.
• Magical beasts breathe, eat, and sleep.
Aquatic creatures always have swim speeds and can move in water without making Swim checks. An aquatic creature can breathe water. It cannot breathe air unless it has the amphibious special quality. Aquatic creatures always treat Swim as a class skill.
The Chaotic subtype is usually applied to outsiders native to the chaotic-aligned Outer Planes. Most creatures that have this subtype also have chaotic alignments; however, if their alignments change, they still retain the subtype. Any effect that depends on alignment affects a creature with this subtype as if the creature had a chaotic alignment, no matter what its alignment actually is. The creature also suffers effects according to its actual alignment. A creature with the chaotic subtype overcomes damage reduction as if its natural weapons and any weapons it wields were chaotic-aligned.
The Extraplanar subtype is applied to any creature when it is on a plane other than its native plane. A creature that travels the planes can gain or lose this subtype as it goes from plane to plane. Monster entries assume that encounters with creatures take place on the Material Plane, and every creature whose native plane is not the Material Plane has the extraplanar subtype (but would not have it when on its home plane). Creatures not labeled as extraplanar are natives of the Material Plane, and they gain the extraplanar subtype if they leave the Material Plane. No creature has the extraplanar subtype when it is on a Transitive Plane (the Astral Plane, the Ethereal Plane, or the Plane of Shadow).
Great Old Ones are immensely powerful alien entities. All are chaotic and most are evil; they can belong to different creature types.
• Natural weapons and wielded weapons count as chaotic, epic, and mythic for overcoming damage reduction.
• Each grants a creature-specific set of domains, subdomains, and favored weapon to worshipers.
• Immortality (Ex) Does not need to eat, drink, or breathe and does not age. Slaying one normally forces it into a prolonged creature-specific dormancy rather than permanently destroying it.
• Immunity to ability damage, ability drain, aging, cold, death effects, disease, energy drain, mind-affecting effects, paralysis, and petrification.
• Insanity (Ex) A creature that directly interacts with the Great Old One’s thoughts must succeed at a Will save (DC 10 + 1/2 the Great Old One’s Hit Dice + its Charisma modifier) or become permanently insane. Its own telepathic communication triggers this only when it deliberately focuses its mind on one opponent as a standard action. This is mind-affecting.
• Mythic (Su) Counts as a 10th-rank mythic creature, has mythic power 10/day and surge +1d12, and can expend mythic power to use mythic or augmented versions of its spell-like abilities when such versions exist.
• Otherworldly Insight (Ex) +10 insight bonus on Initiative checks and to AC.
• Unspeakable Presence (Su) A 300-foot mind-affecting aura whose exact effect varies by Great Old One; the Will save DC is 10 + 1/2 Hit Dice + Charisma modifier.
Init +22; Senses 120 ft., 60 ft., ; Perception +43
Blindsight (Ex) Using nonvisual senses, such as sensitivity to vibrations, keen smell, acute hearing, or echolocation, a creature with blindsight can maneuver and fight as well as a sighted creature. Invisibility, darkness, and most kinds of concealment are irrelevant, though a creature with blindsight must have line of effect to an object or another creature to discern that object or creature. The ability’s range is specified in the creature’s descriptive text. The creature usually does not need to succeed at Perception checks to notice creatures within range of its blindsight ability. Unless noted otherwise, blindsight is continuous, and the creature doesn’t need to do anything to use it. Some forms of blindsight, however, must be triggered as a free action. If so, this is noted in the creature’s description. If a creature must trigger its blindsight ability, it gains the benefits of blindsight only during its turn.
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.
Aura (30 ft., DC 41), (300 ft., DC 33)
DEFENSE
AC 45, touch 27, 37 (+8 Dex, +10 insight, +18 natural, –1 size)
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.
hp 645 (30d10+480); 20
Fast Healing (Ex) This creature regains hit points swiftly, usually 1 or more per round, as given in the creature’s entry. Except as noted below, fast healing is just like natural healing. Fast healing does not restore hit points lost from starvation, suffocation, or thirst, nor does it allow a creature to regrow lost body parts. Unless otherwise stated, it does not allow lost body parts to be reattached. Fast healing continues to function (even at negative hit points) until a creature dies, at which point the effects of fast healing end immediately.
Fort +33, Ref +25, Will +22
Defensive Abilities , insanity (DC 41), ; 15/epic and lawful; ability damage, ability drain, aging, cold, death effects, disease, energy drain, mind-affecting effects, paralysis, petrification, poison; acid 30, fire 30; 38
Damage Reduction (Ex or Su) The creature ignores damage from most weapons and natural attacks. Wounds heal immediately, or the weapon bounces off harmlessly; in either case, the opponent knows the attack was ineffective. The creature takes normal damage from energy attacks, including nonmagical ones, spells, spell-like abilities, and supernatural abilities. A certain kind of weapon can sometimes damage the creature normally, as described below.
The entry indicates the amount of damage ignored, usually 5 to 15 points, and the type of weapon that negates the ability. Some monsters are vulnerable to bludgeoning, piercing, or slashing damage. Others are vulnerable to materials such as adamantine, cold iron, or silver. Attacks from weapons that are not the correct type or material have their damage reduced, although a high enhancement bonus can overcome some forms of damage reduction.
Whenever damage reduction completely negates the damage from an attack, it also negates most special effects that accompany the attack, such as injury poison, injury disease, and effects delivered only when the attack deals damage. Damage reduction does not negate touch attacks, energy damage dealt along with an attack, or energy drain, and it does not affect poisons or diseases delivered by contact, ingestion, or inhalation. If damage reduction completely negates an attack’s damage, that attack does not disrupt a spell being cast.
Damage reduction does not stack with itself. When a creature has more than one form, apply the single form that gives the greatest reduction against the attack; the attacker must overcome only the qualities required by the form being applied.
Some monsters are vulnerable to magic weapons. A weapon with at least a +1 magical enhancement bonus on attack and damage rolls overcomes this damage reduction; the +1 attack bonus from a masterwork weapon does not count as a magical enhancement bonus. Such creatures’ natural weapons, but not their attacks with manufactured weapons, are treated as magic weapons for overcoming damage reduction. Ammunition fired from a projectile weapon with at least a +1 enhancement bonus is treated as magic for overcoming damage reduction.
A few powerful monsters are vulnerable only to epic weapons—magic weapons with at least a +6 enhancement bonus. Such creatures’ natural weapons are also treated as epic weapons for overcoming damage reduction.
Some monsters are vulnerable to chaotic-, evil-, good-, or lawful-aligned weapons. When a cleric casts align weapon, affected weapons might gain one or more of these properties; certain magic weapons also have them. A creature with a chaotic, evil, good, or lawful alignment subtype overcomes matching damage reduction with its natural weapons and wielded weapons as though those attacks had the alignment or alignments matching its subtype. Ammunition fired from an aligned projectile weapon is treated as having that alignment for overcoming damage reduction.
A weapon with a +3 enhancement bonus overcomes damage reduction as though it were made of cold iron and silver. A weapon with a +4 enhancement bonus also overcomes damage reduction as though it were adamantine, but this does not allow it to ignore hardness. A weapon with a +5 enhancement bonus also overcomes alignment-based damage reduction. These equivalences are cumulative with the weapon’s actual material and alignment qualities.
When a damage reduction entry has a — after the slash, no weapon negates it.
If either of two listed attack types can overcome the reduction, a weapon that deals either type does so. If a listed combination is required, the weapon must have every listed type or quality; a weapon with only one remains subject to the damage reduction.
Immunity (Ex or Su) A creature with immunities takes no damage from listed sources. Immunities can also apply to afflictions, conditions, spells (based on level, save type, or school), and other effects. A creature does not suffer any secondary effects that would normally be triggered by an effect it is immune to.
Resistance (Ex) This creature ignores some damage of the indicated type each time it takes damage of that kind, commonly acid, cold, electricity, or fire. The entry indicates the amount and type of damage ignored. Resistance is not immunity, and it applies whether the damage has a mundane or magical source. When resistance completely negates damage from an energy attack, that attack does not disrupt spellcasting. This resistance does not stack with resistance provided by a spell.
A creature with Spell Resistance has the extraordinary ability to avoid the effects of spells and spell-like abilities that directly affect it. To determine if a spell or spell-like ability works against a creature with spell resistance, the caster must make a caster level check (1d20 + caster level). If the result equals or exceeds the creature’s spell resistance, the spell works normally, although the creature is still allowed a saving throw.
OFFENSE
Speed 50 ft., 120 ft., air walk
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 +44 (4d8+22/19–20), 2 claws +44 (2d8+22/19–20), sting +44 (3d6+22/19–20 plus ), tentacle beard +39 (4d6+22 plus )
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.
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 10 ft.
Special Attacks (4d6+22), , 10/day, +1d12), , (bite, claws, sting, tentacle beard),
Constrict (Ex) This creature can crush an opponent when it makes a successful check, dealing bludgeoning damage in addition to any other effects caused by a successful check, including additional damage. The amount of damage is given in the creature’s entry and is typically equal to the amount of damage caused by the creature’s melee attack.
A grappled creature is restrained by a creature, trap, or effect. Grappled creatures cannot move and take a –4 penalty to Dexterity. A grappled creature takes a –2 penalty on all attack rolls and combat maneuver checks, except those made to grapple or escape a grapple. In addition, grappled creatures can take no action that requires two hands to perform. A grappled character who attempts to cast a spell or use a spell-like ability must make a concentration check (DC 10 + grappler’s CMB + spell level), or lose the spell. Grappled creatures cannot make attacks of opportunity.
A grappled creature cannot use Stealth to hide from the creature grappling it, even if a special ability, such as hide in plain sight, would normally allow it to do so. If a grappled creature becomes invisible, through a spell or other ability, it gains a +2 circumstance bonus on its CMD to avoid being grappled, but receives no other benefit.
Mythic Power (Su) The Mythic monster can draw upon a wellspring of power to accomplish amazing deeds and cheat fate. Each day, it can expend a number of uses of Mythic Power equal to its Mythic Rank. This amount is its maximum amount of Mythic Power. If an ability allows it to regain Mythic Power, it can never gain more than this amount. The monster automatically has the Surge ability, and can use this Mythic Power to activate it. It may have other abilities that rely on Mythic Power.
Surge (Su) This creature can call upon its Mythic Power to overcome difficult challenges. It can expend one use of Mythic Power to increase any d20 roll it just made by rolling a die and adding it to the result. Using this ability is an immediate action taken after the original roll is made and the results are revealed. The bonus die depends on the creature’s Mythic Rank. The monster can use this ability even if it’s mindless or of animal-level intelligence.
Powerful Blows (Ex) The attack specified in this creature’s entry adds 1-1/2 times the creature’s Strength modifier to damage instead of the amount of Strength normally added to that attack.
(CL 27th; 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.
Constant—air walk
At will—cloudkillM (DC 23), dimension doorM, dreamM, greater dispel magic, hallucinatory terrain, nightmareM (DC 23), plane shiftM, transmute rock to mud, wind walk
3/day—demand, quickened feeblemind (DC 23), horrid wilting (DC 26)
1/day—control weatherM, symbol of insanity (DC 26), tsunamiM (DC 26)
STATISTICS
Str 40, Dex 27, Con 42, Int 22, Wis 30, Cha 27
Base Atk +30; +46 (+50 bull rush, grapple, or overrun); CMD 74 (76 vs. bull rush or overrun, 78 vs. trip)
When performing a combat maneuver, you must use an action appropriate to the maneuver you are attempting to perform. While many combat maneuvers can be performed as part of an attack action, full-attack action, or attack of opportunity (in place of a melee attack), others require a specific action. Unless otherwise noted, performing a combat maneuver provokes an attack of opportunity from the target of the maneuver. If you are hit by the target, you take the damage normally and apply that amount as a penalty to the attack roll to perform the maneuver. If your target is immobilized, unconscious, or otherwise incapacitated, your maneuver automatically succeeds (treat as if you rolled a natural 20 on the attack roll). If your target is stunned, you receive a +4 bonus on your attack roll to perform a combat maneuver against it.
When you attempt to perform a combat maneuver, make an attack roll and add your CMB in place of your normal attack bonus. Add any bonuses you currently have on attack rolls due to spells, feats, and other effects. These bonuses must be applicable to the weapon or attack used to perform the maneuver. The DC of this maneuver is your target’s Combat Maneuver Defense. Combat maneuvers are attack rolls, so you must roll for concealment and take any other penalties that would normally apply to an attack roll.
If your attack roll equals or exceeds the CMD of the target, your maneuver is a success and has the listed effect. Some maneuvers, such as bull rush, have varying levels of success depending on how much your attack roll exceeds the target’s CMD. Rolling a natural 20 while attempting a combat maneuver is always a success (except when attempting to escape from bonds), while rolling a natural 1 is always a failure.
Feats , , , , , , (bite), (claw), (sting), , , , , , (feeblemind)
Bleeding Critical Whenever you score a critical hit with a slashing or piercing weapon, your opponent takes 2d6 points of damage (see Conditions) each round on his turn, in addition to the damage dealt by the critical hit. damage can be stopped by a DC 15 Heal skill check or through any magical healing. The effects of this feat stack.
Special: You can only apply the effects of one critical feat to a given critical hit unless you possess Critical Mastery.
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.
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.
Greater Bull Rush You receive a +2 bonus on checks made to bull rush a foe. This bonus stacks with the bonus granted by Improved Bull Rush. Whenever you bull rush an opponent, his movement provokes attacks of opportunity from all of your allies (but not you).
Normal: Creatures moved by bull rush do not provoke attacks of opportunity.
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.
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 (sting) When using the weapon you selected, your threat range is doubled.
Special: This effect doesn’t stack with any other effect that expands the threat range of a weapon.
Improved Initiative You get a +4 bonus on initiative checks.
Improved Iron Will Once per day, you may reroll a Will save. You must decide to use this ability before the results are revealed. You must take the second roll, even if it is worse.
Improved 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.
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.
Quicken Spell-Like Ability (feeblemind) Choose one of the creature’s spell-like abilities, subject to the restrictions described in this feat. The creature can use the chosen spell-like ability as a quickened spell-like ability three times per day (or less, if the ability is normally usable only once or twice per day).
Using a quickened spell-like ability is a swift action that does not provoke an attack of opportunity. The creature can perform another action—including the use of another spell-like ability (but not another swift action)—in the same round that it uses a quickened spell-like ability. The creature may use only one quickened spell-like ability per round.
The creature can only select a spell-like ability duplicating a spell with a level less than or equal to 1/2 its caster level (round down) – 4. For a summary, see the table below.
A spell-like ability that duplicates a spell with a casting time greater than 1 full round cannot be quickened.
| Spell Level | Caster Level to Empower | Caster Level to Quicken |
| 0 | 4th | 8th |
| 1st | 6th | 10th |
| 2nd | 8th | 12th |
| 3rd | 10th | 14th |
| 4th | 12th | 16th |
| 5th | 14th | 18th |
| 6th | 16th | 20th |
| 7th | 18th | — |
| 8th | 20th | — |
| 9th | — | — |
Skills Knowledge (arcana, history, nature, religion) +36, Perception +43, Spellcraft +36, Stealth +37, Swim +56
Languages Aklo, Aquan, Draconic; 100 ft.
Telepathy (Su) This creature can mentally communicate with any other creature within a certain range (specified in the creature’s entry, usually 100 feet) that has a language. It is possible to address multiple creatures at once telepathically, although maintaining a telepathic conversation with more than one creature at a time is just as difficult as simultaneously speaking and listening to multiple people at the same time.
SQ , otherworldly insight
Amphibious (Ex) Creatures with the amphibious special quality have the subtype, but they can survive indefinitely on land.
Aquatic creatures always have swim speeds and can move in water without making Swim checks. An aquatic creature can breathe water. It cannot breathe air unless it has the amphibious special quality. Aquatic creatures always treat Swim as a class skill.
ECOLOGY
Environment any water
Organization solitary (unique)
Treasure triple
SPECIAL ABILITIES
Critical Poisoning (Su) If Bokrug confirms a critical hit with his sting, he injects his foe with 3 doses of poison (this increases the save DC by 4). A foe that is normally immune to poison can be affected by Bokrug’s poison in this way, but treats the poisoning as if it had been injected with only 1 dose.
Immortality (Ex) If Bokrug is killed, his body immediately begins to thrash and writhe spasmodically, continuing to do so for 1d4 rounds. During this time, he makes a single sting attack against one random target in reach. At the end of this time, his body grows still, then melts into water and evaporates away. Bokrug reforms in dormancy back in his realm in the Dimension of Dreams soon thereafter, remaining in a comatose state for hundreds of years unless he is awoken earlier via complex rituals. Any effect that destroys Bokrug’s body (such as disintegrate) merely reduces his remains to water that then evaporates away as described above, but such measures do prevent his body from thrashing and stinging prior to this supernatural evaporation.
Poison (Ex) Sting—injury; save Fort DC 41; frequency 1/round for 6 rounds; effect 2d4 Wisdom damage; cure 3 consecutive saves. A creature whose Wisdom damage equals its Wisdom score automatically becomes afflicted by a random insanity. The save DC is Constitution-based.
Spines (Ex) Any creature that makes a melee attack against Bokrug must succeed at a DC 33 Reflex save or be struck by the numerous swiftly reacting spines that cover the Great Old One, taking 2d6+15 points of damage. Using a reach weapon does not endanger the attacker in this way. The save DC is Dexterity-based.
Toxic Breath (Su) Bokrug’s breath is toxic. Whenever the Great Old One is above water, he is surrounded by a 30-foot-radius cloud of invisible poison gas that causes temporary madness and hallucinations. Any creature that begins its turn in this area must succeed at a DC 41 Will save or be for 1 round. A creature that holds its breath or doesn’t have to breathe gains a +4 bonus on this saving throw. This is a mind-affecting poison effect. The save DC is Constitution-based.
A confused creature is mentally befuddled and cannot act normally. A confused creature cannot tell the difference between ally and foe, treating all creatures as enemies. Allies wishing to cast a beneficial spell that requires a touch on a confused creature must succeed on a melee touch attack. If a confused creature is attacked, it retaliates by attacking the creature that last attacked it until that creature is dead or out of sight.
If the confused creature is not retaliating, roll on the following table at the beginning of each confused subject’s turn each round to see what the subject does in that round:
• 01–25 Act normally.
• 26–50 Do nothing but babble incoherently.
• 51–75 Deal 1d8 points of damage + Str modifier to self with item in hand.
• 76–100 Attack nearest creature (excluding subject’s own familiar).
A confused creature who can’t carry out the indicated action does nothing but babble incoherently. Attackers are not at any special advantage when attacking a confused creature. Any confused creature who is attacked automatically attacks its attackers on its next turn, as long as it is still confused when its turn comes. Note that a confused creature will not make attacks of opportunity against anything that it is not already devoted to attacking (either because of its most recent action or because it is retaliating).
(Note: The italicized text is unofficial but added to provide additional clarity.)
Unspeakable Presence (Su) Failing a DC 33 Will save against Bokrug’s unspeakable presence causes the victim to become overwhelmed with hopelessness and doom—it takes a –4 penalty on all attack rolls, saving throws, ability checks, skill checks, and weapon damage rolls as long as it remains within the area of effect. The save DC is Charisma-based.
Vengeful Dreams (Su) Any creature that has ever damaged Bokrug or has slain one of his clerics can be targeted by the Great Old One’s vengeful dreams regardless of the distance between the creature and Bokrug, even across planar boundaries. In order to use vengeful dreams against a target, Bokrug must successfully affect the target with his nightmare spell-like ability; the target is always treated as familiar to Bokrug, and as if Bokrug possessed a body part of the victim, resulting in a –15 penalty on the saving throw against the nightmare. If the victim fails its save against the nightmare, the horrific dream unfolds as a vision of Bokrug consuming the victim alive. The victim then remains alive, conscious, and aware as the Great Old One digests it, and as Bokrug destroys all that remains of the victim’s lifelong friends, home, belongings, and family. When the victim awakens from the nightmare, it must succeed at a DC 33 Will save or take 3d6 points of Wisdom drain from the vengeful dreams. If this drains the target’s Wisdom to 0, it automatically gains a random insanity. Once Bokrug uses this ability against a creature, he can’t do so again until that creature again damages him or slays one of his clerics. This is a mind-affecting effect. The save DC is Charisma-based.
