GHOUL
|
Ghoul |
Ghast |
|
Medium Undead |
Medium Undead |
Hit Dice: |
24 hp |
51 hp |
Armor Class: |
14 (+2 Dex, +2
natural), touch 12, flat-footed 12 |
17 (+3 Dex, +4
natural), touch 12, flat-footed 14 |
Base
Attack/Grapple: |
+1/+2 |
+2/+5 |
Attack: |
Bite +2 melee (7 plus
paralysis) |
Bite +5 melee (11 plus
paralysis) |
Full Attack: |
Bite +2 melee (7 plus
paralysis) and 2 claws +0 melee (3 plus paralysis) |
Bite +5 melee (11 plus
paralysis) and 2 claws +3 melee (11 plus paralysis) |
Space/Reach: |
5 ft./5 ft. |
5 ft./5 ft. |
Special Attacks: |
Ghoul fever, paralysis |
Ghoul fever, paralyis,
stench |
Special Qualities: |
Darkvision 60 ft.,
undead traits, +2 turn resistance |
Darkvision 60 ft.,
undead traits, +2 turn resistance |
Saves: |
Fort +0, Ref +2, Will
+5 |
Fort +1, Ref +4, Will
+6 |
Abilities: |
Str 13, Dex 15, Con
—, Int 13, Wis 14, Cha 12 |
Str 17, Dex 17, Con
—, Int 13, Wis 14, Cha 16 |
Skills: |
Balance +6, Climb +5,
Hide +6, Jump +5, Move Silently +6, Spot +7 |
Balance +7, Climb +9,
Hide +8, Jump +9, Move Silently +8, Spot +8 |
Feats: |
Multiattack |
Multiattack, Toughness |
Environment: |
Any |
Any |
Organization: |
Solitary, gang
(2–4), or pack (7–12) |
Solitary, gang
(2–4), or pack (2–4 plus 7–12 ghouls) |
Challenge Rating: |
1 |
3 |
Alignment: |
Always chaotic evil |
Always chaotic evil |
Ghouls speak the languages
they spoke in life (usually Common).
COMBAT
Ghouls try to attack with
surprise whenever possible. They strike from behind tombstones and burst from
shallow graves.
Ghoul Fever (Su):
Disease—bite, Fortitude DC 12, incubation period 1 day, damage 3 Con and 3 Dex.
The save DC is Charisma-based.
An afflicted humanoid who
dies of ghoul fever rises as a ghoul at the next midnight. A humanoid who
becomes a ghoul in this way retains none of the abilities it possessed in life.
It is not under the control of any other ghouls, but it hungers for the flesh of
the living and behaves like a normal ghoul in all respects. A humanoid of 4 Hit
Dice or more rises as a ghast, not a ghoul.
Paralysis (Ex):
Those hit by a ghoul’s bite or claw attack must succeed on a DC 12 Fortitude
save or be paralyzed for 5 rounds. Elves have immunity to this paralysis. The
save DC is Charisma-based.
GHAST
Although these creatures
look just like their lesser kin, they are far more deadly and cunning.
Combat
Ghoul Fever (Su):
Disease—bite, Fortitude DC 15, incubation period 1 day, damage 3 Con and 3 Dex.
The save DC is Charisma-based.
Paralysis (Ex): Those
hit by a ghast’s bite or claw attack must succeed on a DC 15 Fortitude save or
be paralyzed for 5 rounds. Even elves can be affected by this paralysis. The
save DC is Charisma-based.
Stench (Ex):
The stink of death and corruption surrounding these creatures is overwhelming.
Living creatures
within 10 feet must succeed
on a DC 15 Fortitude save or be sickened for 1d6+4 minutes. A creature that
successfully saves cannot be affected again by the same ghast’s stench for 24
hours. A delay poison or neutralize poison spell removes the
effect from a sickened creature. Creatures with immunity to poison are
unaffected, and creatures resistant to poison receive their normal bonus on
their saving throws. The save DC is Charisma-based.
GNOLL
|
Medium Humanoid (Gnoll) |
Hit Dice: |
18 hp |
Speed: |
30 ft. (6 squares) |
Armor Class: |
15 (+1 natural, +2
leather armor, +2 heavy steel shield), touch 10, flat-footed 15 |
Base
Attack/Grapple: |
+1/+3 |
Attack: |
Battleaxe +3 melee (10/x3)
or shortbow +1 ranged (6/x3) |
Full Attack: |
Battleaxe +3 melee (10/x3)
or shortbow +1 ranged (6/x3) |
Space/Reach: |
5 ft./5 ft. |
Special Attacks: |
— |
Special Qualities: |
Darkvision 60 ft. |
Saves: |
Fort +4, Ref +0, Will
+0 |
Abilities: |
Str 15, Dex 10, Con
13, Int 8, Wis 11, Cha 8 |
Skills: |
Listen +2, Spot +3 |
Feats: |
Power Attack |
Environment: |
Warm plains |
Organization: |
Solitary, pair,
hunting party (2–5 and 1–2 hyenas), band (10–100 plus 50%
noncombatants plus 1 3rd-level sergeant per 20 adults and 1 leader of
4th–6th level and 5–8 hyenas), or tribe (20–200 plus 1 3rd-level
sergeant per 20 adults, 1 or 2 lieutenants of 4th or 5th level, 1 leader
of 6th–8th level, and 7–12 hyenas; underground lairs also have 1–3
trolls) |
Challenge Rating: |
1 |
Alignment: |
Usually chaotic evil |
Gnolls are hyena-headed,
evil humanoids that wander in loose tribes. Most gnolls have dirty yellow or
reddish-brown fur. A gnoll is a nocturnal carnivore, preferring intelligent
creatures for food because they scream more. A gnoll is about 7-1/2 feet tall
and weighs 300 pounds. Gnolls speak Gnoll.
COMBAT
Gnolls like to attack when
they have the advantage of numbers, using horde tactics and their physical
strength to overwhelm and knock down their opponents. They show little
discipline when fighting unless they have a strong leader; at such times, they
can maintain ranks and fight as a unit. While they do not usually prepare traps,
they do use ambushes and try to attack from a flanking position. Because of its
shield, a gnoll’s modifier on Hide checks (untrained) is –2, which means
gnolls always take special care to seek favorable conditions when laying
ambushes (such as darkness, cover, or some other form of advantageous terrain).
GOBLIN
|
Goblin, 1st-Level
Warrior |
|
Small Humanoid (Goblinoid) |
Hit Dice: |
9 hp |
Speed: |
30 ft. (6 squares) |
Armor Class: |
15 (+1 size, +1 Dex,
+2 leather armor, +1 light shield), touch 12, flat-footed 14 |
Base
Attack/Grapple: |
+1/–3 |
Attack: |
Morningstar +2 melee
(6) or javelin +3 ranged (4) |
Full Attack: |
Morningstar +2 melee
(6) or javelin +3 ranged (4) |
Space/Reach: |
5 ft./5 ft. |
Special Attacks: |
— |
Special Qualities: |
Darkvision 60 ft. |
Saves: |
Fort +3, Ref +1, Will
–1 |
Abilities: |
Str 11, Dex 13, Con
12, Int 10, Wis 9, Cha 6 |
Skills: |
Hide +5, Listen +2,
Move Silently +5, Ride +4, Spot +2 |
Feats: |
Alertness |
Environment: |
Temperate plains |
Organization: |
Gang (4–9), band
(10–100 plus 100% noncombatants plus 1 3rd-level sergeant per 20 adults
and 1 leader of 4th–6th level), warband (10–24 with worg mounts), or
tribe (40–400 plus 100% noncombatants plus 1 3rd-level sergeant per 20
adults, 1 or 2 lieutenants of 4th or 5th level, 1 leader of 6th–8th
level, 10–24 worgs, and 2–4 dire wolves) |
Challenge Rating: |
1/3 |
Alignment: |
Usually neutral evil |
A goblin stands 3 to 3-1/2
feet tall and weigh 40 to 45 pounds. Its eyes are usually dull and glazed,
varying in color from red to yellow. A goblin’s skin color ranges from yellow
through any shade of orange to a deep red; usually all members of a single tribe
are about the same color. Goblins wear clothing of dark leather, tending toward
drab, soiled-looking colors. Goblins speak Goblin; those with Intelligence
scores of 12 or higher also speak Common.
Most goblins encountered
outside their homes are warriors; the information in the statistics block is for
one of 1st level.
COMBAT
Being bullied by bigger,
stronger creatures has taught goblins to exploit what few advantages they have:
sheer numbers and malicious ingenuity. The concept of a fair fight is
meaningless in their society. They favor ambushes, overwhelming odds, dirty
tricks, and any other edge they can devise.
Goblins have a poor grasp of
strategy and are cowardly by nature, tending to flee the field if a battle turns
against them. With proper supervision, though, they can implement reasonably
complex plans, and in such circumstances their numbers can be a deadly
advantage.
Skills:
Goblins have a +4 racial bonus on Move Silently and Ride checks. Goblin cavalry
(mounted on worgs) usually select the Mounted Combat feat in place of the
Alertness feat, which reduces their Spot and Listen check modifiers from +3 to
+1.
SEA HAG
|
Medium Monstrous
Humanoid (Aquatic) |
Hit Dice: |
30
hp |
Speed: |
30 ft. (6 squares),
swim 40 ft. |
Armor Class: |
14 (+1 Dex, +3
natural), touch 11, flat-footed 13 |
Base
Attack/Grapple: |
+3/+7 |
Attack: |
Claw +7 melee (8) |
Full Attack: |
2 claws +7 melee (8) |
Space/Reach: |
5 ft./5 ft. |
Special Attacks: |
Horrific appearance,
evil eye |
Special Qualities: |
Amphibious, spell
resistance 14 |
Saves: |
Fort +2, Ref +4, Will
+4 |
Abilities: |
Str 19, Dex 12, Con
12, Int 10, Wis 13, Cha 14 |
Skills: |
Craft or Knowledge
(any one) +3, Hide +4, Listen +6, Spot +6, Swim +12 |
Feats: |
Alertness, Toughness |
Environment: |
Temperate aquatic |
Organization: |
Solitary or covey (3
hags of any kind plus 1–8 ogres and 1–4 evil giants) |
Challenge Rating: |
4 |
Alignment: |
Usually chaotic evil |
The sea hag is found in the
water of seas or overgrown lakes.
A sea hag is about the same
height and weight as a female human.
Combat
Sea hags are not subtle and
prefer a direct approach to combat.
They usually remain in
hiding until they can affect as many foes as possible with their horrific
appearance.
Horrific Appearance (Su):
The sight of a sea hag is so revolting that anyone (other than another hag) who
sets eyes upon one must succeed on a DC 13 Fortitude save or instantly be
weakened, taking 2d6 points of Strength damage. This damage cannot reduce a
victim’s Strength score below 0, but anyone reduced to Strength 0 is helpless.
Creatures that are affected by this power or that successfully save against it
cannot be affected again by the same hag’s horrific appearance for 24 hours.
The save DC is Charisma-based.
Evil Eye (Su): Three
times per day, a sea hag can cast its dire gaze upon any single creature within
30 feet. The target must succeed on a DC 13 Will save or be dazed for three
days, although remove curse or dispel evil can restore sanity
sooner. In addition, an affected creature must succeed on a DC 13 Fortitude save
or die from fright. Creatures with immunity to fear effects are not affected by
the sea hag’s evil eye. The save DCs are Charisma-based.
Amphibious (Ex):
Although sea hags are aquatic, they can survive indefinitely on land.
Skills:
A sea hag has a +8 racial bonus on any Swim check to perform some special action
or avoid a hazard. It can always choose to take 10 on a Swim check, even if
distracted or endangered. It can use the run action while swimming, provided it
swims in a straight line.
HOBGOBLIN
|
Hobgoblin,
1st-Level Warrior |
|
Medium Humanoid (Goblinoid) |
Hit Dice: |
10
hp |
Speed: |
30 ft. (6 squares) |
Armor Class: |
15 (+1 Dex, +3 studded
leather, +1 light shield), touch 11, flat-footed 14 |
Base
Attack/Grapple: |
+1/+2 |
Attack: |
Longsword +2 melee (9
/19–20) or javelin +2 ranged (7) |
Full Attack: |
Longsword +2 melee (9
/19–20) or javelin +2 ranged (7) |
Space/Reach: |
5 ft./5 ft. |
Special Attacks: |
— |
Special Qualities: |
Darkvision 60 ft. |
Saves: |
Fort +4, Ref +1, Will
–1 |
Abilities: |
Str 13, Dex 13, Con
14, Int 10, Wis 9, Cha 8 |
Skills: |
Hide +3, Listen +2,
Move Silently +3, Spot +2 |
Feats: |
Alertness |
Environment: |
Warm hills |
Organization: |
Gang (4–9), band
(10–100 plus 50% noncombatants plus 1 3rd-level sergeant per 20 adults
and 1 leader of 4th–6th level), warband (10–24), or tribe (30–300
plus 50% noncombatants plus 1 3rd-level sergeant per 20 adults, 1 or 2
lieutenants of 4th or 5th level, 1 leader of 6th–8th level, 2–4 dire
wolves, and 1–4 ogres or 1–2 trolls) |
Challenge Rating: |
1/2 |
Alignment: |
Usually lawful evil |
Hobgoblins are larger
cousins of goblins. Hobgoblins’ hair color ranges from dark reddish-brown to
dark gray. They have dark orange or red-orange skin. Large males have blue or
red noses. Hobgoblins’ eyes are yellowish or dark brown, while their teeth are
yellow. Their garments tend to be brightly colored, often blood red with
black-tinted leather. Their weaponry is kept polished and in good repair.
Hobgoblins speak Goblin and Common. Most hobgoblins encountered outside their
homes are warriors; the information in the statistics block is for one of 1st
level.
COMBAT
These creatures have a
strong grasp of strategy and tactics and are capable of carrying out
sophisticated battle plans. Under the leadership of a skilled strategist or
tactician, their discipline can prove a deciding factor. Hobgoblins hate elves
and attack them first, in preference to other opponents.
Skills:
Hobgoblins have a +4 racial bonus on Move Silently checks.
The hobgoblin warrior
presented here had the following ability scores before racial adjustments: Str
13, Dex 11, Con 12, Int 10, Wis 9, Cha 8.
HYDRA
|
Five-Headed Hydra |
|
Huge Magical Beast |
Hit Dice: |
78 hp |
Speed: |
20 ft. (4 squares),
swim 20 ft. |
Armor Class: |
15 (–2 size, +1 Dex,
+6 natural), touch 9, flat-footed 14 |
Base
Attack/Grapple: |
+5/+16 |
Attack: |
5 bites +6 melee (13) |
Full Attack: |
5 bites +6 melee (13) |
Space/Reach: |
15 ft./10 ft. |
Special Attacks: |
— |
Special Qualities: |
Darkvision 60 ft.,
fast healing 15, low-light vision, scent |
Saves: |
Fort +9, Ref +5, Will
+3 |
Abilities: |
Str 17, Dex 12, Con
20, Int 2, Wis 10, Cha 9 |
Skills: |
Listen +6, Spot +6,
Swim +11 |
Feats: |
Combat ReflexesB,
Iron Will, Toughness |
Environment: |
Temperate marshes |
Organization: |
Solitary |
Challenge Rating: |
4 (normal); |
Alignment: |
Usually neutral |
Hydras are reptile-like
monsters with multiple heads. A hydra is gray-brown to dark brown, with a light
yellow or tan underbelly. The eyes are amber and the teeth are yellow-white. It
is about 20 feet long and weighs about 4,000 pounds. Hydras do not speak.
COMBAT
Hydras can attack with all
their heads at no penalty, even if they move or charge during the round.
A hydra can be killed either
by severing all its heads or by slaying its body. To sever a head, an opponent
must make a successful sunder attempt with a slashing weapon. (The player should
declare where the attack is aimed before making the attack roll.) Making a
sunder attempt provokes an attack of opportunity unless the foe has the Improved
Sunder feat. An opponent can strike at a hydra’s heads from any position in
which he could strike at the hydra itself, because the hydra’s head writhe and
whip about in combat. An opponent can ready an action to attempt to sunder a
hydra’s head when the creature bites at him. Each of a hydra’s heads has hit
points equal to the creature’s full normal hit point total, divided by its
original number of heads. Losing a head deals damage to the body equal to half
the head’s full normal hit points. A natural reflex seals the neck shut to
prevent further blood loss. A hydra can no longer attack with a severed head but
takes no other penalties.
Each time a head is severed,
two new heads spring from the stump in 1d4 rounds. A hydra can never have more
than twice its original number of heads at any one time, and any extra heads it
gains beyond its original number wither and die within a day. To prevent a
severed head from growing back into two heads, at least 5 points of fire or acid
damage must be dealt to the stump (a touch attack to hit) before the new heads
appear. A flaming weapon (or similar effect) deals its energy damage to the
stump in the same blow in which a head is severed. Fire or acid damage from an
area effect may burn multiple stumps in addition to dealing damage to the
hydra’s body. A hydra does not die from losing its heads until all its heads
have been cut off and the stumps seared by fire or acid.
A hydra’s body can be
slain just like any other creature’s, but hydras possess fast healing (see
below) and are difficult to defeat in this fashion. Any attack that is not (or
cannot be) an attempt to sunder a head affects the body.
Targeted magical effects
cannot sever a hydra’s heads (and thus must be directed at the body) unless
they deal slashing damage and could be used to make sunder attempts.
Fast Healing (Ex):
Each round, a hydra heals damage equal to 10 + the number of its original heads.
Skills: Hydras
have a +2 racial bonus on Listen and Spot checks, thanks to their multiple
heads.
A hydra has a +8 racial
bonus on any Swim check to perform some special action or avoid a hazard. It can
always choose to take 10 on a Swim check, even if distracted or endangered. It
can use the run action while swimming, provided it swims in a straight line.
Feats:
A hydra’s Combat Reflexes feat allows it to use all its heads for attacks of
opportunity.
SKELETON
|
Human Warrior
Skeleton |
|
Medium Undead |
Hit Dice: |
1d12 (6 hp) |
Speed: |
30 ft. (6 squares) |
Armor Class: |
15 (+1 Dex, +2
natural, +2 heavy steel shield), touch 11, flat-footed 14 |
Base
Attack/Grapple: |
+0/+1 |
Attack: |
Scimitar +1 melee (7
/18–20) or claw +1 melee (5) |
Full Attack: |
Scimitar +1 melee (7
/18–20) or 2 claws +1 melee (5) |
Space/Reach: |
5 ft./5 ft. |
Special Attacks:
— |
— |
Special Qualities: |
Damage reduction
5/bludgeoning, darkvision 60 ft., immunity to cold, undead traits |
Saves: |
Fort +0, Ref +1, Will
+2 |
Feats: |
Improved Initiative |
Environment: |
Temperate plains |
Organization: |
Any |
Challenge Rating: |
1/3 |
Alignment: |
Always neutral evil |
Skeletons are the animated
bones of the dead, mindless automatons that obey the orders of their evil
masters.
A skeleton is seldom garbed in anything more than the rotting remnants of any clothing or armor it was wearing when slain. A skeleton does only what it is ordered to do. It can draw no conclusions of its own and takes no initiative. Because of this limitation, its instructions must always be simple. A skeleton attacks until destroyed.
Attacks:
A skeleton retains all the natural weapons, manufactured weapon attacks, and
weapon proficiencies of the base creature, except for attacks that can’t work
without flesh. A creature with hands gains one claw attack per hand; the
skeleton can strike with each of its claw attacks at its full attack bonus. A
skeleton’s base attack bonus is equal to 1/2 its Hit Dice.
Special
Attacks: A skeleton retains none of
the base creature’s special attacks.
Special Qualities:
A skeleton loses most special qualities of the base creature. It retains any
extraordinary special qualities that improve its melee or ranged attacks. A
skeleton gains the following special qualities.
Immunity to Cold (Ex): Skeletons
are not affected by cold.
Damage Reduction
5/Bludgeoning: Skeletons lack flesh or
internal organs.
Saves:
Base save bonuses are Fort +1/3 HD, Ref +1/3 HD, and Will +1/2 HD + 2.
Abilities: A skeleton’s Dexterity increases by +2, it has no Constitution or Intelligence score, its Wisdom changes to 10, and its Charisma changes to 1.
|
Large Aberration |
Hit Dice: |
66 hp) |
Speed: |
30 ft. (6 squares),
climb 15 ft. |
Armor Class: |
17 (–1 size, +2 Dex,
+6 natural), touch 11, flat-footed 15 |
Base
Attack/Grapple: |
+4/+10 |
Attack: |
Dagger +5 melee (8
/19–20) or bite +6 melee (5 plus poison) or shortbow +5 ranged
(8/x3) |
Full Attack: |
2 daggers +3 melee (8
/19–20, 7 /19–20) and bite +1 melee (5 plus poison); or shortbow +5
ranged (8/x3) |
Space/Reach: |
10 ft./5 ft. |
Special Attacks: |
Spells, spell-like
abilities, poison |
Special Qualities: |
Darkvision 60 ft.,
spell resistance 17 |
Saves: |
Fort +5, Ref +4, Will
+8 |
Abilities: |
Str 15, Dex 15, Con
16, Int 15, Wis 16, Cha 16 |
Skills: |
Climb +14,
Concentration +9, Hide +10, Listen +9, Move Silently +12, Spot +9 |
Feats: |
Combat Casting,
Two-Weapon Fighting, Weapon Focus (bite) |
Environment: |
Underground |
Organization: |
Solitary, pair, or
troupe (1–2 plus 7–12 Medium monstrous spiders) |
Challenge Rating: |
7 |
Alignment: |
Always chaotic evil |
Driders speak Elven, Common,
and Undercommon.
COMBAT
Driders seldom pass up an
opportunity to attack other creatures, especially from ambush. They usually
begin with a spell assault and often levitate out of the enemy’s reach.
Poison (Ex):
Injury, Fortitude DC 16, initial and secondary damage 6 Str. The save DC is
Constitution based.
Spell-Like Abilities: 1/day—dancing
lights (DC 13), clairaudience/clairvoyance, darkness, detect good, detect
law, detect magic, dispel magic, faerie fire, levitate, suggestion (DC 16).
Caster level 6th. The save DCs are Charisma-based.
Spells:
Driders cast spells as 6th-level clerics, wizards, or sorcerers. Drider clerics
can choose from the following domains: Chaos, Destruction, Evil, and Trickery.
The typical spells prepared shown here are for a drider sorcerer.
Typical Sorcerer Spells
Known (6/7/6/4, base save DC 13 +
spell level): 0—daze, detect magic, ghost sound, mage hand, ray of frost,
read magic, resistance; 1st—mage armor, magic missile, ray of
enfeeblement, silent image; 2nd— invisibility, web; 3rd—lightning
bolt.
Skills: A
drider has a +4 racial bonus on Hide and Move Silently checks. It has a +8
racial bonus on Climb checks and can always choose to take 10 on a Climb check,
even if rushed or threatened.
DIRE RAT
|
Small Animal |
Hit Dice: |
9
hp |
Speed: |
40 ft. (8 squares),
climb 20 ft. |
Armor Class: |
15 (+1 size, +3 Dex,
+1 natural), touch 14, flat-footed 12 |
Base
Attack/Grapple: |
+0/–4 |
Attack: |
Bite +4 melee (4 plus
disease) |
Full Attack: |
Bite +4 melee (4 plus
disease) |
Space/Reach: |
5 ft./5 ft. |
Special Attacks: |
Disease |
Special Qualities: |
Low-light vision,
scent |
Saves: |
Fort +3, Ref +5, Will
+3 |
Abilities: |
Str 10, Dex 17, Con
12, Int 1, Wis 12, Cha 4 |
Skills: |
Climb +11, Hide +8,
Listen +4, Move Silently +4, Spot +4, Swim +11 |
Feats: |
Alertness, Weapon
FinesseB |
Environment: |
Any |
Organization: |
Solitary or pack
(11–20) |
Challenge Rating: |
1/3 |
Alignment: |
Always neutral |
Dire rats are omnivorous
scavengers, but will attack to defend their nests and territories.
A dire rat can grow to be up
to 4 feet long and weigh over 50 pounds.
Combat
Dire rat packs attack
fearlessly, biting and chewing with their sharp incisors.
Disease (Ex):
Filth fever—bite, Fortitude DC 11, incubation period 3 days, damage 3 Dex and
3 Con. The save DC is Constitution-based.
Skills:
Dire rats have a +8 racial bonus on Swim checks. Dire rats have a +8 racial
bonus on Climb checks and can always choose to take 10 on Climb checks, even if
rushed or threatened.
Dire rats use their
Dexterity modifier for Climb and Swim checks.
ETTIN
|
Large Giant |
Hit Dice: |
100
hp |
Speed: |
30 ft. in hide armor
(6 squares); base speed 40 ft. |
Armor Class: |
18 (–1 size, –1
Dex, +7 natural, +3 hide), touch 8, flat-footed 18 |
Base
Attack/Grapple: |
+7/+17 |
Attack: |
Morningstar +12 melee
(2d6+6) or javelin +5 ranged (1d8+6) |
Full Attack: |
2 morningstars +12/+7
melee (2d6+6) or 2 javelins +5 ranged (1d8+6) |
Space/Reach: |
10 ft./10 ft. |
Special Attacks: |
— |
Special Qualities: |
Low-light vision,
superior two-weapon fighting |
Saves: |
Fort +9, Ref +2, Will
+5 |
Abilities: |
Str 23, Dex 8, Con 15,
Int 6, Wis 10, Cha 11 |
Skills: |
Listen +10, Search +1,
Spot +10 |
Feats: |
Alertness, Improved
Initiative, Iron Will, Power Attack |
Environment: |
Cold hills |
Organization: |
Solitary, gang
(2–4), troupe (1–2 plus 1–2 brown bears), band (3–5 plus 1–2
brown bears), or colony (3–5 plus 1–2 brown bears and 7–12 orcs or
9–16 goblins) |
Challenge Rating: |
6 |
Alignment: |
Usually chaotic evil |
Ettins, or two-headed
giants, are vicious and unpredictable hunters that stalk the night.
An ettin never bathes if it
can help it, which usually leaves it so grimy and dirty its skin resembles
thick, gray hide. Adult ettins are about 13 feet tall and weigh 5,200 pounds.
They live about 75 years.
Ettins have no language of their own but speak a pidgin of Orc, Goblin, and Giant. Creatures that can speak any of these languages must succeed on a DC 15 Intelligence check to communicate with an ettin. Check once for each bit of information: If the other creature speaks two of these languages, the DC is 10, and for someone who speaks all three, the DC is 5.
COMBAT
Though ettins aren’t very
intelligent, they are cunning fighters.
They prefer to ambush their
victims rather than charge into a straight fight, but once the battle has
started, an ettin usually fights furiously until all enemies are dead.
Superior Two-Weapon
Fighting (Ex): An ettin fights with a
morningstar or javelin in each hand. Because each of its two heads controls an
arm, the ettin does not take a penalty on attack or damage rolls for attacking
with two weapons.
Skills: An ettin’s two
heads give it a +2 racial bonus on Listen, Spot, and Search checks.
CHAIN DEVIL (KYTON)
|
Medium Outsider (Evil,
Extraplanar, Lawful) |
Hit Dice: |
80
hp |
Speed: |
30 ft. (6 squares) |
Armor Class: |
20 (+2 Dex, +8
natural), touch 12, flat-footed 18 |
Base
Attack/Grapple: |
+8/+10 |
Attack: |
Chain +10 melee (10
/19–20) |
Full Attack: |
2 chains +10 melee (10
/19–20) |
Space/Reach: |
5 ft./5 ft. (10 ft.
with chains) |
Special Attacks: |
Dancing chains,
unnerving gaze |
Special Qualities: |
Damage reduction
5/silver or good, darkvision 60 ft., immunity to cold, regeneration 2,
spell resistance 18 |
Saves: |
Fort +8, Ref +8, Will
+6 |
Abilities: |
Str 15, Dex 15, Con
15, Int 6, Wis 10, Cha 12 |
Skills: |
Climb +13, Craft
(blacksmithing) +17, Escape Artist +13, Intimidate +12, Listen +13, Spot
+13, Use Rope +2 (+4 with bindings) |
Feats: |
Alertness, Improved
Critical (chain), Improved Initiative |
Environment: |
A lawful evil-aligned
plane |
Organization: |
Solitary, gang
(2–4), band (6–10), or mob (11–20) |
Challenge Rating: |
6 |
Alignment: |
Always lawful evil |
Kytons are humanlike devils,
wrapped in chains instead of clothing. A chain devil is 6 feet tall and weighs
about 300 pounds, chains included.
Chain devils speak Infernal
and Common.
Combat
A chain devil attacks by
flailing away with the spiked chains that serve as its clothing, armor, and
weapons.
A chain devil’s natural
weapons, as well as any weapons it wields, are treated as evil-aligned and
lawful-aligned
for the purpose of
overcoming damage reduction.
Dancing Chains (Su): A
chain devil’s most awesome attack is its ability to control up to four chains
within 20 feet as a standard action, making the chains dance or move as it
wishes. In addition, a chain devil can increase these chains’ length by up to
15 feet and cause them to sprout razor-edged barbs. These chains attack as
effectively as the devil itself. If a chain is in another creature’s
possession, the creature can attempt a DC 15 Will save to break the chain
devil’s power over that chain. If the save is successful, the kyton cannot
attempt to control that particular chain again for 24 hours or until the chain
leaves the creature’s possession. The save DC is Charisma-based.
A chain devil can climb
chains it controls at its normal speed without making Climb checks.
Unnerving Gaze (Su):
Range 30 ft., Will DC 15 negates. A chain devil can make its face resemble one
of an opponent’s departed loved ones or bitter enemies. Those who fail their
saves take a –2 penalty on attack rolls for 1d3 rounds. The save DC is
Charisma-based.
Regeneration (Ex): Chain
devils take normal damage from silvered weapons, good-aligned weapons, and
spells or effects with the good descriptor. A chain devil that loses a piece of
its body regrows it in 2d6x10 minutes. Holding the severed member against the
stump enables it to reattach instantly.
Skills:
Chain devils have a +8 racial bonus on Craft checks involving metalwork.