You are on page 1of 32

The T equila Sunrise Manual of Monster Construction for Dungeons & Dragons 3rd Edition

Dungeons & Dragons logo Wizards of the Coast, Inc.

Using This Manual Monster Basics Aberrations Animals Constructs

Contents

Dragons Elementals Fey Giants Humanoids Magical Beasts Monstrous Humanoids Oozes Outsiders Plants Undead Vermin

9 13 15 17 19 20 21 23 25 27 29 31

3 3 4 6 8

Using This Manual

This guidelines presented in this document are meant to aid dungeon masters in creating their own unique monsters. These guidelines should not be taken as a one size fits all rule book; every game is different and so requires different monsters.

Monster Basics
CR 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24 25 26 27 28 29 30 3 0 +0 +0 +0 +0 +0 +0 +0 +0 +0 +0 +0 +0 +0 +0 +0 +0 +0 +0 +0 +0 +0 +0 +0 +0 +0 +0 +0 +0 +0 +0 1/8 +0 +0 +0 +0 +0 +0 +0 +2 +2 +2 +2 +2 +2 +2 +2 +4 +4 +4 +4 +4 +4 +4 +4 +6 +6 +6 +6 +6 +6 +6 1/4 +0 +0 +0 +2 +2 +2 +2 +4 +4 +4 +4 +6 +6 +6 +6 +8 +8 +8 +8 +10 +10 +10 +10 +12 +12 +12 +12 +14 +14 +14

Monster Ability Score Progressions


3/8 +0 +0 +2 +2 +2 +4 +4 +6 +6 +6 +8 +8 +8 +10 +10 +12 +12 +12 +14 +14 +14 +16 +16 +18 +18 +18 +20 +20 +20 +22 1/2 +0 +2 +2 +4 +4 +6 +6 +8 +8 +10 +10 +12 +12 +14 +14 +16 +16 +18 +18 +20 +20 +22 +22 +24 +24 +26 +26 +28 +28 +30 5/8 +0 +2 +2 +4 +6 +6 +8 +10 +10 +12 +12 +14 +16 +16 +18 +20 +20 +22 +22 +24 +26 +26 +28 +30 +30 +32 +32 +34 +36 +36 3/4 +0 +2 +4 +6 +6 +8 +10 +12 +12 +14 +16 +18 +18 +20 +22 +24 +24 +26 +28 +30 +30 +32 +34 +36 +36 +38 +40 +42 +42 +44

7/8 +0 +2 +4 +6 +8 +10 +12 +14 +14 +16 +18 +20 +22 +24 +26 +28 +28 +30 +32 +34 +36 +38 +40 +42 +42 +44 +46 +48 +50 +52

1 +2 +4 +6 +8 +10 +12 +14 +16 +18 +20 +22 +24 +26 +28 +30 +32 +34 +36 +38 +40 +42 +44 +46 +48 +50 +52 +54 +56 +58 +60

31 32 33 34 35 36 37 38 39 40

Monster Combat Modifiers


Size Fine Dimunitive Tiny Small Medium Large Huge Gargantuan Colossal etc... AC/Attack Modifier +8 +4 +2 +1 +0 -1 -2 -4 -8 -4/category

+0 +0 +0 +0 +0 +0 +0 +0 +0 +0

+6 +8 +8 +8 +8 +8 +8 +8 +8 +10

+14 +16 +16 +16 +16 +18 +18 +18 +18 +20

+22 +24 +24 +24 +26 +26 +26 +28 +28 +30

+30 +32 +32 +34 +34 +36 +36 +38 +38 +40

+38 +40 +40 +42 +42 +44 +46 +46 +48 +50

+46 +48 +48 +50 +52 +54 +54 +56 +58 +60

+54 +56 +56 +58 +60 +62 +64 +66 +68 +70

+62 +64 +66 +68 +70 +72 +74 +76 +78 +80 Hide Modifier +16 +12 +8 +4 +0 -4 -8 -12 -16 -4/category Reach (T all) 0 ft. 0 ft. 0 ft. 5 ft. 5 ft. 10 ft. 15 ft. 20 ft. 30 ft. +10 ft./category

Monster Space and Reach


Size Fine Dimunitive Tiny Small Medium Large Huge Gargantuan Colossal etc... Space 1/2 ft. 1 ft. 2-1/2 ft. 5 ft. 5 ft. 10 ft. 15 ft. 20 ft. 30 ft. +10 ft./category

Grapple Modifier -16 -12 -8 -4 +0 +4 +8 +12 +16 +4/category Reach (Long) 0 ft. 0 ft. 0 ft. 5 ft. 5 ft. 5 ft. 10 ft. 15 ft. 20 ft. +10 ft./category

Aberrations
4

Mind Flayer

Mind Flayer Basic Statistics HD per CR 1 Hit Die d8 Armor Bonus per CR 1/2 (round up) Base Attack Bonus Average Good Base Saves Will Skill Points per HD 2 + Int modifier (quadrupled at 1st HD) Strength 10 + (1/4) Dexterity 10 + (1/4) Constitution 10 + (1/4) Intelligence 13 + (1/4) Wisdom 13 + (1/4) Charisma 13 + (1/4) Attack T entacle (primary, full Strength) Treasure None Mind Flayer Size Size CR (Tall) 1 Medium 2 Medium 3 Medium 4 Medium 5 Medium 6 Medium 7 Medium 8 Medium 9 Medium 10 Medium Size (T all) Medium Medium Medium Medium Medium Medium Medium Medium Medium Medium Size (T all) Medium Medium Medium Medium Medium Medium Medium Medium Medium Medium Size (Tall) Medium Medium Medium Medium Medium Medium Medium Medium Medium Medium

CR 11 12 13 14 15 16 17 18 19 20

CR 21 22 23 24 25 26 27 28 29 30

CR 31 32 33 34 35 36 37 38 39 40

Mind Flayer Speed and Damage T entacle Size Speed Damage Medium 30 ft. 1 (4) Mind Flayer Special Attacks Extract (Ex; CR 1): A mind flayer that begins its turn with all four tentacles attached and that makes a successful grapple check automatically extracts the opponents brain, instantly killing that creature. This power is useless against constructs, elementals, oozes, plants and undead. Foes with multiple heads must have each head affected in order to be 5

killed or controlled. Improved Grab (Ex; CR 1): A mind flayer that hits an opponent with a tentacle attack can attempt to start a grapple as a free action without provoking an attack of opportunity. If the mind flayer wins a grapple check, one of its tentacles attaches to the opponents head. If a mind flayer begins its turn with at least one tentacle attached, it can try to attach its remaining tentacles with a single grapple check. The opponent can escape with a single successful grapple check or an Escape Artist check, but the mind flayer gets a +2 circumstance bonus for every tentacle that was attached at the beginning of the opponents turn. Mind Blast (Sp; CR 1): This attack is a cone 10 feet long per CR. Anyone caught in this cone must succeed on a Will save or be stunned for 5 rounds. The save DC is Charismabased. The mind flayers caster level equals its CR. This ability has an equivalent spell level equal to half the mind flayers CR (rounded up). Mind Flayer Special Qualities Spell-like Abilities (Sp; CR 1): Caster Level = CR. A mind flayer gains one spell-like ability at each odd CR. These spell-like abilities can be drawn from any spell list. Highest Level -- 1/day; Second Highest Level -- 2/day; Third Highest Level -- 3/day; Lower Levels -at will. The save DCs are Charisma-based. Spell Resistance (Ex; CR 5): CR + 15. Telepathy (Su; CR 1): 100 feet. Mind Flayer Lore Knoledge (Dungeoneering) 15 Aberration T raits, Mind Blast, Improved Grab, Extract, Spell-Like Abilities, Telepathy. 20 Spell Resistance

Animals
Canine
Canine Basic Statistics HD per CR 1-1/2 (round up) Hit Die d8 Armor Bonus per CR 1/2 (round up) Base Attack Bonus Average Good Base Saves Fort, Ref Skill Points per HD 2 + Int modifier (quadrupled at 1st HD) Strength 13 + (5/8) Dexterity 13 + (5/8) Constitution 13 + (3/8) 6

Intelligence Wisdom Charisma Attack Treasure Canine Size Size CR (Long) 1 Medium 2 Medium 3 Large 4 Large 5 Huge 6 Huge 7 Huge 8 Huge 9 Gargan. 10 Gargan.

2 + (0) 10 + (0) 6 + (0) Bite (primary, one and a half Strength) None Size (Long) Gargan. Gargan. Colossal Colossal Colossal Colossal Colossal Colossal Colossal Colossal Size (Long) Col. + Col. + Col. + Col. + Col. + Col. + Col. + Col. + Col. ++ Col. ++ Size (Long) Col. ++ Col. ++ Col. ++ Col. ++ Col. ++ Col. ++ Col. ++ Col. ++ Col. ++ Col. ++

CR 11 12 13 14 15 16 17 18 19 20

CR 21 22 23 24 25 26 27 28 29 30

CR 31 32 33 34 35 36 37 38 39 40

Canine Speed and Damage Bite Size Speed Damage Medium 50 ft. 1d6 (1) Large 50 ft. 2d4 (1) Huge 60 ft. 2d6 (1) Gargan. 60 ft. 2d8 (1) Colossal 70 ft. 3d8 (2) Col. + 70 ft. 4d8 (2) Col. ++ 80 ft. 5d8 (2) Canine Special Attacks Trip (Ex; CR 1): A canine that hits with a bite attack can attempt to trip the opponent as a free action without making a touch attack or provoking an attack of opportunity. If the attempt fails, the opponent cannot react to trip the wolf. Canine Special Qualities Scent (Ex; CR 1/4) Skills: Canines have a +4 racial bonus on Survival checks when tracking by scent. Canine Lore Knowledge (Nature) 15 Animal Traits, Scent, Skills, T rip. 7

Summoning Canines Spell CR Summoned Type (Monster) I 1/2 II 1 III 2 IV 3 V 5 VI 7 VII 9 VIII 11 IX 13

CR Summoned (Natures Ally) 1 2 3 5 7 9 11 13 15

Constructs
Golem
Golem Basic Statistics HD per CR Hit Die Armor Bonus per CR Base Attack Bonus Good Base Saves Skill Points per HD Strength Dexterity Constitution Intelligence Wisdom Charisma Attacks Treasure Golem Size Size CR (Tall) 1 Small 2 Small 3 Medium 4 Medium 5 Large 8 1-1/2 (round up) d10 1 Average None None (no feats either) 14 + (3/4) 10 + (0) --10 + (0) 1 + (0) Slam (primary, full Strength) None Size (T all) Huge Huge Gargan. Gargan. Gargan. Size (T all) Colossal Colossal Colossal Colossal Colossal Size (Tall) Col. + Col. + Col. + Col. + Col. +

CR 11 12 13 14 15

CR 21 22 23 24 25

CR 31 32 33 34 35

6 7 8 9 10

Large Large Large Huge Huge

16 17 18 19 20

Gargan. Gargan. Gargan. Gargan. Gargan.

26 27 28 29 30

Colossal Colossal Colossal Col. + Col. +

36 37 38 39 40

Col. + Col. + Col. + Col. + Col. +

Golem Speed and Damage Slam Size Speed Damage Small 10 ft. 2d4 (1) Medium 10 ft. 2d6 (1) Large 20 ft. 2d8 (2) Huge 20 ft. 3d8 (2) Gargan. 30 ft. 4d8 (3) Colossal 30 ft. 5d8 (3) Col. + 40 ft. 6d8 (3) Golem Special Qualities Bonus Hit Points: A golem receives bonus hit points as if it had a Constitution score of 14 + (3/8). Damage Reduction (Ex; CR 1): CR Damage Reduction 1-8 5/adamantine 9-16 10/adamantine 17-24 15/adamantine 25-32 20/adamantine 33-40 25/adamantine Immunity to Magic (Ex; CR 1): A golem is immune to any spell or spell-like ability that allows spell resistance. Construction: CL equals CR + 2; Craft Construct, caster level must be at least equal to CR + 2; Price equals CR x CR x 1,000 gp. Golem Lore Knowledge (Arcana) 15 Construct T raits, Damage Reduction, Immunity to Magic.

Dragons

T rue Dragon

True Dragon Basic Statistics HD per CR 1-1/2 (round up) 9

Hit Die Armor Bonus per CR Base Attack Bonus Good Base Saves Skill Points per HD Strength Dexterity Constitution Intelligence Wisdom Charisma Attacks Treasure True Dragon Size Size CR (Long) 1 Tiny 2 Tiny 3 Small 4 Small 5 Medium 6 Medium 7 Medium 8 Medium 9 Large 10 Large

d12 1-1/4 (round up) Good Fort, Ref, Will 6 + Int modifier (quadrupled at 1st HD) 11 + (5/8) 10 + (0) 11 + (3/8) 10 + (1/4) 10 + (1/4) 11 + (1/4) Bite (reach as a T creature, primary, full Strength) all Claw (secondary, half Strength) T riple Standard Size (Long) Large Large Huge Huge Huge Huge Huge Huge Huge Huge Size (Long) Gargan. Gargan. Gargan. Gargan. Gargan. Gargan. Gargan. Gargan. Colossal Colossal Claw Damage 1d4 (2) 1d6 (2) 2d4 (3) 2d6 (4) 2d8 (4) 3d8 (4) 4d8 (4) Size (Long) Colossal Colossal Colossal Colossal Colossal Colossal Colossal Colossal Colossal Colossal

CR 11 12 13 14 15 16 17 18 19 20

CR 21 22 23 24 25 26 27 28 29 30

CR 31 32 33 34 35 36 37 38 39 40

True Dragon Speed and Damage Size Tiny Small Medium Large Huge Gargan. Colossal Speed 40 ft. 40 ft. 50 ft. 50 ft. 60 ft. 60 ft. 70 ft. Fly 120 ft. (average) 140 ft. (average) 160 ft. (poor) 180 ft. (poor) 200 ft. (clumsy) 220 ft. (clumsy) 240 ft. (clumsy)

Bite Damage 1d6 (1) 2d4 (1) 2d6 (1) 2d8 (1) 3d8 (2) 4d8 (2) 5d8 (2)

True Dragon Breath Weapons Cone Line 10

Size Tiny Small Medium Large Huge Gargan. Colossal

Length 15 ft. 20 ft. 30 ft. 40 ft. 50 ft. 60 ft. 70 ft.

Length 30 ft. 40 ft. 60 ft. 80 ft. 100 ft. 120 ft. 140 ft.

True Dragon Special Attacks Breath Weapon (Su; CR 1): Each dragons breath weapon takes the form of either a cone or a line and deals damage of a certain type: either acid, cold, electricity or fire. Using a breath weapon is a standard action and deals 1d6 damage per CR. Once a dragon breaths, it cant breathe again until 3 rounds later. A blast brom a breath weapon always starts at any intersection adjacent to the dragon and extends in a direction of the dragons choice. Creatures caught in the area can attempt Reflex saves to take half damage. The save is Constitution-based. Crush (Ex; Huge size): This special attack allows a flying or jumping dragon to land on opponents 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 though it can attempt normal overrun or grapple attacks agianst larger opponents). A crush attack affects as many creatures as can fit under the dragons body. Creatures in the affected area must succeed on a Reflex save 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, treat it as a normal grapple attack. Pinned opponents take damage from the crush each round if they dont escape. A crush attack deals bite damage plus 1-1/2 times the dragons Strength bonus. The save DC is Constitutionbased. Frightful Presence (Ex; CR 9): This special attack allows a dragon to unsettle foes with its mere presence. The ability takes effect automatically whenever the dragon attacks, charges or flies overhead. Creatures within a radius of 15 feet per CR are subject to the effect if they have fewer HD than the dragon. A potentially affected creature that succeeds on a Will save remains immune to that dragons frightful presence for 24 hours. On a failure, creatures with 4 or less HD become panicked for 4d6 rounds and those with 5 or more HD become shaken for 4d6 rounds. Dragons ignore the frightful presence of other dragons. The save DC is Charisma-based. Spell-like Abilities (Sp; CR 9): Caster Level = CR - 8. A dragon gains two spell-like abilities at each CR after 8. These spell-like abilities can be drawn from any spell list, but should generally reflect the dragons alignment and natural habitat. Highest Level -- 1/ day; Second Highest Level -- 2/day; Third Highest Level -- 3/day; Lower Levels -- at 11

will. The save DCs are Charisma-based. Tail Sweep (Ex; Gargantuan size): This special attack allows a dragon to sweep with its tail as a standard action. The sweep affects a half-circle with a radius of 30 feet (for a Gargantuan dragon) or 40 feet (for a Colossal dragon), extending from an intersection on the edge of the dragons 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 claw damage plus 1-1/2 times the dragons Strength bonus. Affected creatures can attempt Reflex saves to take half damage. The save DC is Constitutionbased. True Dragon Special Qualities Alternate Form (Su; CR 9): This special ability allows a dragon to assume any animal, humanoid or vermin form as a standard action three times per day. This form may not have a CR more than 8 less than the dragons CR. This ability functions as the polymorph spell cast on itself at its caster level, except that the dragon does not regain hit points for changing form and can only assume the form of an animal or humanoid. The dragon can remain in its animal or humanoid form until it chooses to assume a new one or return to its natural form. Blindsense (Ex; CR 1): Dragons can pinpoint creatures within a distance of 60 feet. Opponents which the dragon cant actually see still have total concealment against the dragon. Damage Reduction (Su; CR 9): CR Damage Reduction 1-8 None 9-16 5/magic 17-24 10/magic 25-28 15/magic 29-32 15/epic 33-40 20/epic Immunity (Ex; CR 1): A dragon is immune to the same type of energy which its breath weapon is. Keen Senses (Ex; CR 1): A dragon sees four times as well as a human in shadowy illumination and twice as well in normal light. It also has darkvision out to 120 feet. Spell Resistance (Ex; CR 9): CR + 7. True Dragon Lore Knowledge (Arcana) 15 Dragon T raits, Breath Weapon, Immunity, Keen Senses. 20 Blindsense. 25 Alternate Form, Damage Reduction, Frightful Presence, Spell-Like Abilities, Spell Resistance. 12

30 40

Crush. Tail Sweep.

Elementals
Air Elemental
Air Elemental Basic Statistics HD per CR 2 Hit Die d8 Armor Bonus per CR 1/4 (round up) Base Attack Bonus Average Good Base Saves Ref Skill Points per HD 2 + Int modifier (quadrupled at 1st HD) Strength 13 + (1/2) Dexterity 15 + (3/4) Constitution 13 + (1/2) Intelligence 10 + (0) Wisdom 10 + (0) Charisma 10 + (0) Attacks Slam (primary, full Strength) Treasure None Air Elemental Size Size CR (Tall) 1 Small 2 Small 3 Medium 4 Medium 5 Large 6 Large 7 Large 8 Large 9 Huge 10 Huge Size (T all) Huge Huge Gargan. Gargan. Gargan. Gargan. Gargan. Gargan. Gargan. Gargan. Slam Damage 1d4 (1) 1d6 (1) Size (T all) Colossal Colossal Colossal Colossal Colossal Colossal Colossal Colossal Col. + Col. + Whirlwind Height 10 ft.-20 ft. 10 ft.-30 ft. Size (Tall) Col. + Col. + Col. + Col. + Col. + Col. + Col. + Col. + Col. + Col. +

CR 11 12 13 14 15 16 17 18 19 20

CR 21 22 23 24 25 26 27 28 29 30

CR 31 32 33 34 35 36 37 38 39 40

Air Elemental Speed and Damage Size Small Medium 13 Fly 120 ft. (perfect) 140 ft. (perfect)

Whirlwind Damage 1d4 1d6

Large Huge Gargan. Colossal Col. +

160 ft. (perfect) 180 ft. (perfect) 200 ft. (perfect) 220 ft. (perfect) 240 ft. (perfect)

2d4 (2) 2d6 (2) 2d8 (3) 3d8 (3) 4d8 (3)

2d4 2d6 2d8 3d8 4d8

10 ft.-40 ft. 10 ft.-50 ft. 10 ft.-60 ft. 10 ft.-70 ft. 10 ft.-80 ft.

Air Elemental Special Attacks Air Mastery (Ex; CR 1): Airborne creatures take a -1 penalty on attack and damage rolls against an air elemental. Whirlwind (Su; CR 1): The elemental can transform itself into a whirlwind once every 10 minutes and remain in that form for up to 1 round for every 2 HD it has. In this form, the elemental can move through the air or along a surface at its fly speed. The whirlwind is 5 feet wide at the base, up to 30 feet wide at the top, and up to 70 feet tall, depending on the elementals size. The elemental controls the exact height, but it must be at least 10 feet. The elementals movement while in whirlwind form does not provoke attacks of opportunity, even if the elemental enters the space another creature occupies. Another creature might be caught in the whirlwind if it touches or enters the whirlwind, or if the elemental moves into or through the creatures space. Creatures one or more size categories smaller than the elemental might take damage when caught in the whirlwind (see Damage and Speed, below) and may be lifted into the air. An affected creature must succeed on a Reflex save when it comes into contact with the whirlwind or take the indicated damage. It must also succeed on a second Reflex save or be picked up bodily and held suspended in the powerful winds, automatically taking the indicated damage each round. A creature that can fly is allowed a Reflex save each round to escape the whirlwind. The creature still takes damage but can leave if the save is successful. The save DC is Strength-based. Creatures trapped in the whirlwind cannot move except to go where the elemental carries them or to escape the whirlwind. Creatures caught in the whirlwind can otherwise act normally, but must succeed on a Concentration check (DC 15 + Spell Level) to cast a spell. Creatures caught in the whirlwind take a -4 penalty to Dexterity and a -2 penalty on attack rolls. The elemental can have only as many creatures trapped inside the whirlwind at one time as will fit inside the whirlwinds volume. The elemental can eject any carried creatures whenever it wishes, depositing them wherever the whirlwind happens to be. A summoned elemental always ejects rapped creatures before returning to its home plane. If the whirlwinds base touches the ground, it creates a swirling cloud of debris. This cloud is centered on the elemental and has a diameter equal to half the whirlwinds height. The cloud obscures all vision, including darkvision, beyond 5 feet. Creatures 5 feet away have concealment, while those farther away have total concealment. Those caught in the 14

cloud must succeed on a Concentration check as if casting defensively in order to cast a spell. An elemental in whirlwind form cannot make slam attacks and does not threaten the area around it. Air Elemental Special Qualities Damage Reduction (Ex; CR 9): CR Damage Reduction 1-8 None 9-16 5/-17-24 10/-25-32 15/-33-40 20/-Air Elemental Lore Knowledge (the Planes) 15 Elemental T raits, Air Mastery, Whirlwind. 25 Damage Reduction. Summoning Air Elementals Spell CR Summoned Type (Monster) I -II -III 1 IV 2 V 3 VI 5 VII 7 VIII 9 IX 11 CR Summoned (Natures Ally) -1 2 3 5 7 9 11 13

Fey

Nymph

Nymph Basic Statistics HD per CR 1 Hit Die d6 Armor Bonus per CR 1/2 (round up) Base Attack Bonus Poor Good Base Saves Ref, Will 15

Skill Points per HD Strength Dexterity Constitution Intelligence Wisdom Charisma Attack Treasure Nymph Size Size CR (Tall) 1 Medium 2 Medium 3 Medium 4 Medium 5 Medium 6 Medium 7 Medium 8 Medium 9 Medium 10 Medium

6 + Int modifier (quadrupled at 1st HD) 10 + (0) 12 + (1/2) 12 + (1/4) 13 + (1/4) 13 + (1/4) 13 + (1/4) Staff (manufactured, one and a half Strength) Standard Size (T all) Medium Medium Medium Medium Medium Medium Medium Medium Medium Medium Size (T all) Medium Medium Medium Medium Medium Medium Medium Medium Medium Medium Size (Tall) Medium Medium Medium Medium Medium Medium Medium Medium Medium Medium

CR 11 12 13 14 15 16 17 18 19 20

CR 21 22 23 24 25 26 27 28 29 30

CR 31 32 33 34 35 36 37 38 39 40

Nymph Speed and Damage Swim Bite Size Speed Speed Damage Medium 30 ft. 30 ft. 1d6 Nymph Special Attacks Spell-like Abilities (Sp; CR 1): Caster Level = CR. A nymph gains two spell-like abilities at each CR. These spell-like abilities can be drawn from any spell list, but should generally be restricted to protection-, trickery- and nature-based spells. Highest Level -- 1/day; Second Highest Level -- 2/day; Third Highest Level -- 3/day; Lower Levels -- at will. Nymph Special Qualities Damage Reduction (Su; CR 1): CR Damage Reduction 1-8 5/cold iron 9-16 10/cold iron 17-24 15/cold iron 25-32 20/cold iron 33-40 25/cold iron 16

See Invisibility (Su; CR 3) True Seeing (Su; CR 9) Water Breathing (Ex; CR 1): A nymph can survive indefinitely underwater. Wild Empathy (Ex; CR 1): A nymph can use this ability as the druids class feature. A nymph does not get a level-based bonus on this check, but does get a +6 racial bonus. Nymph Lore Knowledge (Nature) 15 Fey T raits, Damage Reduction, Spell-Like Abilities, Water Breathing Wild Empathy. 20 See Invisibility. 25 True Seeing. Summoning Nymphs Spell CR Summoned Type (Natures Ally) I -II -III -IV -V 1 VI 2 VII 3 VIII 5 IX 7

Giants

Hill Giant

Hill Giant Basic Statistics HD per CR 1-1/2 (round up) Hit Die d8 Armor Bonus per CR 1 (hill giants often wear hide armor too) Base Attack Bonus Average Good Base Saves Fort Skill Points per HD 2 + Int modifier (quadrupled at 1st HD) Strength 15 + (7/8) Dexterity 10 + (0) Constitution 13 + (1/2) Intelligence 6 + (0) Wisdom 11 + (0) 17

Charisma Attack Treasure Hill Giant Size Size CR (Tall) 1 Medium 2 Medium 3 Large 4 Large 5 Huge 6 Huge 7 Huge 8 Huge 9 Gargan. 10 Gargan.

6 + (0) Great Club (manufactured, one and a half Strength) Rock (100 ft. range increment, manufactured, full Strength) Standard Size (T all) Gargan. Gargan. Colossal Colossal Colossal Colossal Colossal Colossal Colossal Colossal Size (T all) Col. + Col. + Col. + Col. + Col. + Col. + Col. + Col. + Col. ++ Col. ++ Size (Tall) Col. ++ Col. ++ Col. ++ Col. ++ Col. ++ Col. ++ Col. ++ Col. ++ Col. ++ Col. ++

CR 11 12 13 14 15 16 17 18 19 20

CR 21 22 23 24 25 26 27 28 29 30

CR 31 32 33 34 35 36 37 38 39 40

Hill Giant Speed and Damage Great Club Size Speed Damage Medium 40 ft. 1d10 Large 40 ft. 2d8 Huge 50 ft. 3d8 Gargan. 50 ft. 4d8 Colossal 60 ft. 6d8 Col. + 60 ft. 8d8 Col. ++ 70 ft. 12d8

Rock Damage 1d8 2d6 3d6 4d6 6d6 8d6 12d6

Catch DC 10 15 20 25 30 35 40

Hill Giant Special Attacks Rock Throwing (Ex; CR 1): This special ability allows a giant to hurl rocks up to five range increments. At most, a giant can hurl a rock two size categories smaller than itself. Hill Giant Special Qualities Rock Catching (Ex; CR 1): This special quality allows a giant to catch rocks (or projectiles of similar shape) of equal or smaller size category. Once per round, a giant that would normally be hit by a rock can make a Reflex save to catch it as a free action. The DC depends on the rocks size (see table below). (If the projectile provides a magical bonus on attack rolls, the DC increases by that amount.) The giant must be ready and aware of the attack in order to make a rock catching attempt. Hill Giant Lore 18

Hill Giant Lore Knowledge (Nature) 15 Giant T raits, Rock Catching, Rock Throwing.

Humanoids
Goblin
Goblin Basic Statistics HD per CR 1-1/2 (round up) Hit Die d8 Armor Bonus per CR 1/2 (round up) (goblins often wear leather armor and heavy wooden shields too) Base Attack Bonus Average Good Base Saves Ref Skill Points per HD 2 + Int modifier (quadrupled at 1st HD) Strength 13 + (1/2) Dexterity 15 + (3/4) Constitution 13 + (1/4) Intelligence 10 + (0) Wisdom 6 + (0) Charisma 6 + (0) Attack Short Sword (manufactured, full Strength) Javelin (manufactured, full Strength) Treasure Standard Goblin Size Size CR (Tall) 1 Small 2 Small 3 Small 4 Small 5 Small 6 Small 7 Small 8 Small 9 Small 10 Small Size (T all) Small Small Small Small Small Small Small Small Small Small Size (T all) Small Small Small Small Small Small Small Small Small Small Size (Tall) Small Small Small Small Small Small Small Small Small Small

CR 11 12 13 14 15 16 17 18 19 20

CR 21 22 23 24 25 26 27 28 29 30

CR 31 32 33 34 35 36 37 38 39 40

Goblin Speed and Damage Short 19

Size Medium

Speed 30 ft.

Sword Speed 1d4

Javelin Damage 1d4

Goblin Special Qualities Bonus Feat: Weapon Finesse Darkvision 60 feet (Ex; CR 1/2) Skills: Hobgoblins get a +2 racial bonus on Hide and Move Silently checks. Goblin Lore Knowledge (Local) 15 Humanoid T raits, Darkvision, Skills.

Magical Beasts
Griffon
Griffon Basic Statistics HD per CR 1-1/2 (round up) Hit Die d10 Armor Bonus per CR 1/2 (round up) Base Attack Bonus Good Good Base Saves Fort, Ref Skill Points per HD 2 + Int modifier (quadrupled at 1st HD) Strength 13 + (1/2) Dexterity 13 + (1/2) Constitution 13 + (1/4) Intelligence 6 + (0) Wisdom 10 + (0) Charisma 10 + (0) Attack Bite (primary, full Strength) Claw (secondary, half Strength) Treasure None Griffon Size Size CR (Long) 1 Medium 2 Medium 3 Large 4 Large 5 Huge 20 Size (Long) Gargan. Gargan. Colossal Colossal Colossal Size (Long) Col. + Col. + Col. + Col. + Col. + Size (Long) Col. ++ Col. ++ Col. ++ Col. ++ Col. ++

CR 11 12 13 14 15

CR 21 22 23 24 25

CR 31 32 33 34 35

6 7 8 9 10

Huge Huge Huge Gargan. Gargan.

16 17 18 19 20

Colossal Colossal Colossal Colossal Colossal

26 27 28 29 30

Col. + Col. + Col. + Col. ++ Col. ++ Claw Damage 1d4 (2) 1d6 (2) 2d4 (3) 2d6 (4) 2d8 (4) 3d8 (4) 4d8 (4)

36 37 38 39 40

Col. ++ Col. ++ Col. ++ Col. ++ Col. ++

Griffon Speed and Damage

Size Speed Fly Medium 50 ft. 80 ft. (average) Large 50 ft. 80 ft. (average) Huge 60 ft. 100 ft. (poor) Gargan. 60 ft. 100 ft. (poor) Colossal 70 ft. 120 ft. (poor) Col. + 70 ft. 120 ft. (poor) Col. ++ 80 ft. 140 ft. (poor) Griffon Special Attacks Pounce (Ex; CR 1): If a griffon dives upon or charges a foe, it can make a full attack. Rake (Ex; Medium size): Secondary, half Strength. Griffon Special Qualities Scent (Ex; CR 1) Griffon Lore Knowledge (Arcana) 15 Magical Beast T raits, Scent, Pounce. Summoning Griffons Spell CR Summoned Type (Monster) I -II 1 III 2 IV 3 V 5 VI 7 VII 9 VIII 11 IX 13 CR Summoned (Natures Ally) -1 2 3 5 7 9 11 13

Bite Damage 2d4 (1) 2d6 (1) 2d8 (1) 3d8 (1) 4d8 (2) 5d8 (2) 6d8 (2)

Monstrous Humanoids
Hag
21

Hag Basic Statistics HD per CR Hit Die Armor Bonus per CR Base Attack Bonus Good Base Saves Skill Points per HD Strength Dexterity Constitution Intelligence Wisdom Charisma Attacks Treasure Hag Size Size CR (Tall) 1 Small 2 Small 3 Medium 4 Medium 5 Large 6 Large 7 Large 8 Large 9 Huge 10 Huge

1 d8 1-1/4 (round up) Good Ref, Will 2 + Int modifier (quadrupled at 1st HD) 13 + (1/2) 10 + (0) 13 + (1/2) 12 + (1/4) 12 + (1/4) 13 + (1/4) Bite (primary, full Strength) Claw (secondary, half Strength) Standard Size (T all) Huge Huge Gargan. Gargan. Gargan. Gargan. Gargan. Gargan. Gargan. Gargan. Bite Damage 1d4 (1) 1d6 (1) 2d4 (1) 2d6 (1) 2d8 (2) 3d8 (2) 4d8 (2) Size (T all) Colossal Colossal Colossal Colossal Colossal Colossal Colossal Colossal Col. + Col. + Size (Tall) Col. + Col. + Col. + Col. + Col. + Col. + Col. + Col. + Col. + Col. +

CR 11 12 13 14 15 16 17 18 19 20

CR 21 22 23 24 25 26 27 28 29 30

CR 31 32 33 34 35 36 37 38 39 40

Hag Speed and Damage Size Small Medium Large Huge Gargan. Colossal Col. + 22 Speed 30 ft. 30 ft. 40 ft. 40 ft. 50 ft. 50 ft. 60 ft. Swim 30 ft. 30 ft. 40 ft. 40 ft. 50 ft. 50 ft. 60 ft.

Claw Damage 1d4 (2) 1d6 (2) 2d4 (3) 2d6 (4) 2d8 (4) 3d8 (4) 4d8 (4)

Hag Special Attacks Improved Grab (Ex; CR 1): A hag can attack a grappled foe with all her natural attacks at no penalty. Rend (Ex; CR 1): A hag that hits with more than one of her natural weapons latches onto the opponents body and tears the flesh. This attack automatically deals extra damage equal to base claw damage plus one and a half Strength. Veil (Sp; CR 1): A hag can create an effect similar to that of the veil spell at will. This ability functions as the spell except that the hag can only veil herself. The hags caster level equals her CR. This ability has an equivalent spell level equal to half the hags CR (rounded up). Hag Special Qualities Spell Resistance (Ex; CR 5): 15 + CR. Tongues (Su; CR 1) Water Breathing (Ex; CR 1): A hag can survive indefinitely underwater. Hag Lore Knowledge (Nature) 15 Monstrous Humanoid T raits, Improved Grab, Rend, T ongues, Veil, Water Breathing. 20 Spell Resistance.

Oozes

Cave Ooze

Cave Ooze Basic Statistics HD per CR 1-1/2 (round up) Hit Die d10 Armor Bonus per CR 0 Base Attack Bonus Average Good Base Saves None Skill Points per HD None (no feats either) Strength 13 + (1/2) Dexterity 1 + (0) Constitution 15 + (3/4) Intelligence -Wisdom 1 + (0) Charisma 1 + (0) Attacks Slam (primary, one and a half Strength) Treasure None 23

Cave Ooze Size Size CR (Long) 1 Small 2 Small 3 Medium 4 Medium 5 Large 6 Large 7 Large 8 Large 9 Huge 10 Huge

CR 11 12 13 14 15 16 17 18 19 20

Size (Long) Huge Huge Gargan. Gargan. Gargan. Gargan. Gargan. Gargan. Gargan. Gargan. Slam Damage 1d4 (1) 1d6 (1) 2d4 (2) 2d6 (2) 2d8 (3) 3d8 (3) 4d8 (3)

CR 21 22 23 24 25 26 27 28 29 30

Size (Long) Colossal Colossal Colossal Colossal Colossal Colossal Colossal Colossal Col. + Col. +

CR 31 32 33 34 35 36 37 38 39 40

Size (Long) Col. + Col. + Col. + Col. + Col. + Col. + Col. + Col. + Col. + Col. +

Cave Ooze Speed and Damage Size Small Medium Large Huge Gargan. Colossal Col. + Speed 10 ft. 10 ft. 20 ft. 20 ft. 30 ft. 30 ft. 40 ft. Climb 10 ft. 10 ft. 20 ft. 20 ft. 30 ft. 30 ft. 40 ft.

Acid Damage 1d4 1d6 2d4 2d6 2d8 3d8 4d8

Cave Ooze Special Attacks Acid (Ex; CR 1): An ooze secrets an acid that dissolves organics and metal, but not stone. An oozes acid immediately dissolves clothes and armor worn by creatures which the ooze strikes unless they make a successful Reflex save. Metal or wooden weapons which strike an ooze must make a similar save or be dissolved. The save DC is Constitution-based. An ooze deals 10 + 1/2 HD + Con of acid damage to objects per full round of contact. Constrict (Ex; CR 1): An ooze deals automatic slam and acid damage with a successful grapple check. The opponents clothing and armor take a -4 penalty on Reflex saves against the acid. Improved Grab (Ex; CR 1): T use this ability, an ooze must hit with a slam attack. It o can then attempt to start a grapple as a free action without provoking an attack of opportunity. If it wins the grapple check, it establishes a hold and can constrict. Skills: Oozes get a +8 racial bonus on all climb checks. Cave Ooze Special Qualities Blindsight 60 ft. (Ex; CR 1) 24

Cave Ooze Lore Knowledge (Dungeoneering) 15 Ooze Traits, Acid, Constrict, Improved Grab, Skills.

Outsiders

Fiend (Chaotic (?), Evil, Lawful (?))


Fiend Basic Statistics HD per CR Hit Die Armor Bonus per CR Base Attack Bonus Good Base Saves Skill Points per HD Strength Dexterity Constitution Intelligence Wisdom Charisma Attacks Treasure Fiend Size Size CR (Tall) 1 Small 2 Small 3 Medium 4 Medium 5 Large 6 Large 7 Large 8 Large 9 Huge 10 Huge 1 d8 3/4 (round up) Good Fort, Ref, Will 8 + Int modifier (quadrupled at 1st HD) 13 + (5/8) 13 + (1/2) 13 + (3/8) 12 + (1/4) 12 + (1/4) 12 + (1/4) Bite (primary, full Strength) Claw (secondary, half Strength) Standard Size (T all) Huge Huge Gargan. Gargan. Gargan. Gargan. Gargan. Gargan. Gargan. Gargan. Size (T all) Colossal Colossal Colossal Colossal Colossal Colossal Colossal Colossal Col. + Col. + Claw Damage Size (Tall) Col. + Col. + Col. + Col. + Col. + Col. + Col. + Col. + Col. + Col. +

CR 11 12 13 14 15 16 17 18 19 20

CR 21 22 23 24 25 26 27 28 29 30

CR 31 32 33 34 35 36 37 38 39 40

Fiend Speed and Damage Size 25 Speed Fly

Bite Damage

Small Medium Large Huge Gargan. Colossal Col. +

30 ft. 30 ft. 40 ft. 40 ft. 50 ft. 50 ft. 60 ft.

40 ft. (perfect) 40 ft. (perfect) 40 ft. (good) 40 ft. (good) 50 ft. (average) 50 ft. (average) 60 ft. (poor)

1d6 (1) 2d4 (1) 2d6 (1) 2d8 (1) 3d8 (2) 4d8 (2) 5d8 (2)

1d4 (2) 1d6 (2) 2d4 (3) 2d6 (4) 2d8 (4) 3d8 (4) 4d8 (4)

Fiend Special Attacks Disease (Su; CR 3): A creature struck by a fiends bite attack must succeed on a Fortitude save or be infected with fiend fever (incubation period 1d4 days, damage 1d4 Con). The save DC is Constitution-based. Fear Aura (Su; CR 9): A fiend can radiate a 20-foot-radius fear aura as a free action. A creature in the area must succeed on a Will save or be affected as though by a fear spell (caster level equal to CR). A creature that successfully saves cannot be affected again by the same fiends aura for 24 hours. The save DC is Charisma-based. Poison (Ex; CR 5): A creature struck by a fiends bite attack must succeed on a Fortitude save or be poisoned (Injury, initial damage 1d3 Con, secondary damage 2d3 Con). At CR 9 the die type goes up to d4, at CR 13 it rises to d6 and at CR 17 it rises to d8. The save DC is Constitution-based. Spell-like Abilities (Sp; CR 1): Caster Level = CR. A fiend gains two spell-like abilities at each CR. These spell-like abilities can be drawn from any spell list, but should generally be restricted to spells that trick, destroy, or correspond to the fiends alignment and home plane. Spells that incapacitate or kill should not be chosen as spell-like abilities. Highest Level -- 1/day; Second Highest Level -- 2/day; Third Highest Level -- 3/day; Lower Levels -- at will. The save DCs are Charisma-based. Fiend Special Qualities Alternate Form (Su; CR 9): This special ability allows a fiend to assume any animal, humanoid or vermin form as a standard action three times per day. This form may not have a CR more than 8 less than the fiends CR. This ability functions as the polymorph spell cast on itself at its caster level, except that the fiend does not regain hit points for changing form and can only assume the form of an animal or humanoid. The fiend can remain in its animal or humanoid form until it chooses to assume a new one or return to its natural form. Damage Reduction (Su; CR 1): If a fiend has the chaotic or lawful subtype, add or chaotic or or lawful to its damage reduction, as appropriate. CR Damage Reduction 1-8 5/good 9-16 10/good 17-24 15/good 26

25-32 20/good 33-40 25/good Immunity (Ex; CR 1): A fiend has immunity to poison plus acid, cold, electricity or fire. Resistance to Acid, Cold, Electricity and Fire (Ex; CR 1): CR Energy Resistnace 1-8 5 9-16 10 17-24 15 25-32 20 33-40 25 See in Darkness (Su; CR 1): A fiend can see perfectly in darkness of any kind, including magical darkness. See Invisibility (Su; CR 3) Spell Resistance (Ex; CR 5): CR + 11. Telepathy 100 ft. (Su; CR 1) True Seeing (Su; CR 9) Fiend Lore Knowledge (the Planes) 15 Outsider T raits, Aligned Subtype(s), Damage Reduction, Disease, Immunity, Poison, Resistance, See in Darkness, Spell-Like Abilities, T elepathy. 20 See Invisibility, Spell Resistance. 25 Alternate Form, Fear Aura, T rue Seeing. Summoning Fiends Spell CR Summoned Type (Monster) I -II 1 III 2 IV 3 V 5 VI 7 VII 9 VIII 11 IX 13

Plants
27

Shambling Mound

Shambling Mound Basic Statistics

HD per CR Hit Die Armor Bonus per CR Base Attack Bonus Good Base Saves Skill Points per HD Strength Dexterity Constitution Intelligence Wisdom Charisma Attacks Treasure

1-1/2 (round up) d8 1 Average Fort 2 + Int modifier (quadrupled at 1st HD) 15 + (1/2) 10 + (0) 13 + (3/8) 6 + (0) 11 + (0) 6 + (0) Slam (primary, full Strength) Half Standard Size (T all) Huge Huge Gargan. Gargan. Gargan. Gargan. Gargan. Gargan. Gargan. Gargan. Size (T all) Colossal Colossal Colossal Colossal Colossal Colossal Colossal Colossal Col. + Col. + Size (Tall) Col. + Col. + Col. + Col. + Col. + Col. + Col. + Col. + Col. + Col. +

Shambling Mound Size Size CR (Tall) CR 1 Small 11 2 Small 12 3 Medium 13 4 Medium 14 5 Large 15 6 Large 16 7 Large 17 8 Large 18 9 Huge 19 10 Huge 20

CR 21 22 23 24 25 26 27 28 29 30

CR 31 32 33 34 35 36 37 38 39 40

Shambling Mound Speed and Damage Slam Size Speed Swim Damage Small 10 ft. 10 ft. 1d6 (1) Medium 10 ft. 10 ft. 2d4 (1) Large 20 ft. 20 ft. 2d6 (1) Huge 20 ft. 20 ft. 2d8 (1) Gargan. 30 ft. 30 ft. 3d8 (2) Colossal 30 ft. 30 ft. 4d8 (2) Col. + 40 ft. 40 ft. 5d8 (2) Special Attacks Constriction (Ex; CR 1): A shambling mound deals damage equal to its base slam damage 28

plus 1 1/2 it Strength bonus with a successful grapple check. Improved Grab (Ex; CR 1): A shambling mound that hits with a slam attack can attempt to start a grapple as a free action without provoking an attack of opportunity. If it wins the grapple check, it establishes a hold and can constrict. Special Qualities Camouflage (Ex; CR 1): When a shambling mound is at rest, it takes a spot check (DC 15 + CR) to notice it. Anyone with ranks in knowledge (nature) or survival can use one of those skills instead of spot. Immunity to Electricity (Ex; CR 1) Resistance to Cold and Fire (Ex; CR 1): CR Energy Resistnace 1-8 5 9-16 10 17-24 15 25-32 20 33-40 25 Shambling Mound Lore Knowledge (Nature) 15 Plant Traits, Camouflage, Constriction, Immunity, Improved Grab, Resistance.

Undead
Skeleton
Skeleton Basic Statistics HD per CR 2 Hit Die d12 Armor Bonus per CR 3/4 (round up) Base Attack Bonus Poor Good Base Saves Will Skill Points per HD None (no feats either) Strength 13 + (3/4) Dexterity 13 + (1/2) Constitution -Intelligence -Wisdom 10 + (0) Charisma 1 + (0) Attack Club (manufactured, full Strength) Treasure None 29

Skeleton Size Size CR (Tall) 1 Medium 2 Medium 3 Medium 4 Medium 5 Medium 6 Medium 7 Medium 8 Medium 9 Medium 10 Medium

CR 11 12 13 14 15 16 17 18 19 20

Size (T all) Medium Medium Medium Medium Medium Medium Medium Medium Medium Medium

CR 21 22 23 24 25 26 27 28 29 30

Size (T all) Medium Medium Medium Medium Medium Medium Medium Medium Medium Medium

CR 31 32 33 34 35 36 37 38 39 40

Size (Tall) Medium Medium Medium Medium Medium Medium Medium Medium Medium Medium

Skeleton Speed and Damage Club Size Speed Damage Medium 30 ft. 1d6 Skeleton Special Qualities Bonus Feat: Improved Initiative. Bonus Hit Points: A skeleton receives bonus hit points as if it had a Constitution score of 14 + (1/8). Damage Reduction (Ex; CR 1) CR Damage Reduction 1-8 5/bludgeoning 9-16 10/bludgeoning 17-24 15/bludgeoning 25-32 20/bludgeoning 33-40 25/bludgeoning Resistance to Cold and Fire (Ex; CR 1): CR Energy Resistnace 1-8 5 9-16 10 17-24 15 25-32 20 33-40 25 Skeleton Lore Knowledge (Nature) 15 Undead T raits, Damage Reduction, Resistance. 30

Vermin

Centipede

Centipede Basic Statistics HD per CR 2 Hit Die d8 Armor Bonus per CR 1-1/4 Base Attack Bonus Average Good Base Saves Fort Skill Points per HD None (no feats either) Strength 15 + (3/4) Dexterity 10 + (0) Constitution 13 + (1/4) Intelligence -Wisdom 10 + (0) Charisma 1 + (0) Attacks Bite (primary, one and a half Strength) Treasure None Centipede Size Size CR (Long) 1 Large 2 Large 3 Huge 4 Huge 5 Gargan. 6 Gargan. 7 Gargan. 8 Gargan. 9 Colossal 10 Colossal Size (Long) Colossal Colossal Col + Col + Col + Col + Col + Col + Col + Col + Bite Damage 2d4 (1) 2d6 (1) 2d8 (1) 3d8 (1) 4d8 (2) Size (Long) Col + + Col + + Col + + Col + + Col + + Col + + Col + + Col + + Col. +++ Col. +++ Size (Long) Col. +++ Col. +++ Col. +++ Col. +++ Col. +++ Col. +++ Col. +++ Col. +++ Col. +++ Col. +++

CR 11 12 13 14 15 16 17 18 19 20

CR 21 22 23 24 25 26 27 28 29 30

CR 31 32 33 34 35 36 37 38 39 40

Centipede Speed and Damage Size Large Huge Gargan. Colossal Col. + 31 Speed 30 ft. 30 ft. 40 ft. 40 ft. 50 ft. Climb 30 ft. 30 ft. 40 ft. 40 ft. 50 ft.

Poison Damage 1 Dex 1d2 Dex 1d3 Dex 1d4 Dex 1d6 Dex

Col. ++ Col. +++

50 ft. 60 ft.

50 ft. 60 ft.

5d8 (2) 6d8 (2)

2d4 Dex 2d6 Dex

Centipede Special Attacks Poison (Ex; CR 1/8): A centipede that hits with a bite attack injects a poison into its victim. The save DC is Constitution-based. Centipede Special Qualities Skills: Centipedes have a +8 racial bonus on Climb checks. They can use either their Strength or Dexterity modifier for Climb checks, whichever is higher. They can take 10 on Climb checks, even if threatened or distracted. Centipede Lore Knowledge (Nature) 15 Vermin T raits, Poison, Skills.

32

You might also like