⊕ Show advanced search options ⊖ Hide advanced search

Here are a few (5) monsters available..
(I'll eventually write down a simple explanation for the interfaces and search methods)


Animal:Cheetah
Size & Type (subtype):Medium-Size AnimalHit Dice:3d8+6 (19)
Initiative:   +4 (Dex)   Speed:   50 ft.  
Armor Class:   15 (+4 Dex, +1 natural)   Attacks:   Bite +6 melee, 2 claws +1 melee  
Damage:   Bite 1d6+3, claw 1d2+1   Face and Reach:   5 ft. by 5 ft./5 ft.  
Special Attacks:   Trip   Special Qualities:   Sprint  
Saving Throws  Fortitude: 5  
Reflex: 7  
Will: 2  
Abilities:   Str: 16
Dex: 19
Con: 15
Int: 2
Wis: 12
Cha: 6
Skills:   Hide +7, Listen +5, Move Silently +8, Spot +5   Feats:   Weapon Finesse (bite, claw)  
Climate and Terrain:   Warm plains   Climate:   warm  
Terrain:   plains   Organization:   Solitary, pair, or family (3-5)  
Challenge Rating:   2   Challenge Rating Value:   2  
Treasure:   None   Alignment:   Always neutral  
Advancement:   4-5 HD (Medium-size)  

Description:  

Trip (Ex): A cheetah that hits with a claw or 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 cheetah.

Sprint (Ex): Once an hour, a cheetah can take a charge action to move ten times its normal speed (500 feet).

 
Spider Eater
Size & Type (subtype):Huge Magical BeastHit Dice:4d10+20 (42)
Initiative:   +1 (Dex)   Speed:   30 ft., fly 60 ft. (good)  
Armor Class:   13 (-2 size, +1 Dex, +4 natural)   Attacks:   Sting +7 melee, bite +2 melee  
Damage:   Sting 1d8+5 and poison, bite 1d8+2   Face and Reach:   10 ft. by 40 ft./10 ft.  
Special Attacks:   Poison, implant   Special Qualities:   Freedom of movement, scent  
Saving Throws  Fortitude: 9  
Reflex: 5  
Will: 2  
Abilities:   Str: 21
Dex: 13
Con: 21
Int: 2
Wis: 12
Cha: 10
Skills:   Listen +7, Spot +7   Feats:   Dodge  
Climate and Terrain:   Temperate and warm land and underground   Climate:   temperate,warm  
Terrain:   desert,forest,hill,marsh,mountains,plains,underground   Organization:   Solitary  
Challenge Rating:   5   Challenge Rating Value:   5  
Treasure:   None   Alignment:   Always neutral  
Advancement:   5-12 HD (Huge)  

Description:  

Combat

A spider eater attacks with its venomous sting and powerful mandibles. Its usual tactic is to deliver a sting, then back off, hovering out of reach until the venom takes effect. Spider eaters do not like to give up their prey, and foes who harry them with spells or ranged attacks provoke a determined counterattack.

Poison (Ex): Bite, Fortitude save (DC 17); initial damage none, secondary damage paralysis for 1d8+5 weeks.

Implant (Ex): Female spider eaters lay their eggs inside paralyzed creatures of Huge or larger size. The young emerge about six weeks later, literally devouring the host from inside.

Freedom of Movement (Su): Spider eaters have freedom of movement as though from the spell cast by a 12th-level sorcerer. The effect can be dispelled, but the spider eater can create it again the next round as a free action. When the spider eater serves as a mount, this effect does not extend to its rider.

Skills: Spider eaters receive a +4 racial bonus to Listen and Spot checks.

Training a Spider Eater

Training a spider eater as an aerial mount requires a successful Handle Animal check (DC 24 for a young creature, or DC 29 for an adult). A spider eater matures in six months.

Spider eater eggs are worth 2,000 gp apiece on the open market, while young are worth 3,000 gp each. Professional trainers charge 3,000 gp to rear or train a spider eater. Riding a trained spider eater requires an exotic saddle. A spider eater can fight while carrying a rider, but the rider cannot also attack unless he or she succeeds at a Ride check.

Carrying Capacity: A light load for a spider eater is up to 612 pounds; a medium load, 613-1,224 pounds; and a heavy load, 1,225-1,840 pounds.

 
Gorgon
Size & Type (subtype):Large Magical BeastHit Dice:8d10+24 (68)
Initiative:   +4 (Improved Initiative)   Speed:   30 ft.  
Armor Class:   18 (-1 size, +9 natural)   Attacks:   Gore +12 melee  
Damage:   Gore 1d8+7   Face and Reach:   5 ft. by 10 ft./5 ft.  
Special Attacks:   Breath weapon, trample 1d8+7   Special Qualities:   Scent  
Saving Throws  Fortitude: 9  
Reflex: 6  
Will: 3  
Abilities:   Str: 21
Dex: 10
Con: 17
Int: 2
Wis: 12
Cha: 9
Skills:   Listen +8, Spot +8   Feats:   Alertness, Improved Initiative  
Climate and Terrain:   Temperate and warm land and underground   Climate:   temperate,warm  
Terrain:   desert,forest,hill,marsh,mountains,plains,underground   Organization:   Solitary, pair, pack (2-4), or herd (5-13)  
Challenge Rating:   8   Challenge Rating Value:   8  
Treasure:   None   Alignment:   Always neutral  
Advancement:   9-15 HD (Large); 16-24 HD (Huge)  

Description:  

Combat

Breath Weapon (Su): Turn to stone permanently, cone, 60 feet, every 1d4 rounds (but no more than five times per day); Fortitude save (DC 17).

Trample (Ex): A gorgon can trample Small or smaller creatures for 1d8+7 points of damage. Opponents who do not make attacks of opportunity against the gorgon can attempt a Reflex save (DC 23) to halve the damage.

 
Salamander:Noble Salamander
Size & Type (subtype):Large Outsider (Fire)Hit Dice:15d8+45 (112)
Initiative:   +1 (Dex)   Speed:   20 ft.  
Armor Class:   18 (-1 size, +1 Dex, +8 natural)   Attacks:   +3 Huge longspear +23/+18/+13 melee, tail slap +15 melee  
Damage:   +3 Huge longspear 2d8+9 and 1d8 fire, tail slap 2d8+3 and 1d8 fire   Face and Reach:   5 ft. by 5 ft./10 ft.  
Special Attacks:   Heat, constrict 2d8+3 and 1d8 fire, spell-like abilities   Special Qualities:   Fire subtype, damage reduction 20 /+2  
Saving Throws  Fortitude: 12  
Reflex: 10  
Will: 11  
Abilities:   Str: 22
Dex: 13
Con: 16
Int: 15
Wis: 15
Cha: 15
Skills:   Bluff +11, Craft (metalworking) +24, Diplomacy +13, Escape Artist +19, Hide +15, Listen +20, Move Silently +17, Search +20, Sense Motive +12, Spot +20   Feats:   Cleave, Great Cleave, Multiattack, Power Attack  
Climate and Terrain:   Any land and underground   Climate:   cold,temperate,warm  
Terrain:   desert,forest,hill,marsh,mountains,plains,underground   Organization:   Solitary, pair, or noble party (9-14)  
Challenge Rating:   9   Challenge Rating Value:   9  
Treasure:   Double standard (nonflammables only) and +3 Huge longspear   Alignment:   Usually evil (any)  
Advancement:   16-21 HD (Large); 22-45 HD (Huge)  

Description:  

All noble salamanders speak Ignan and Common.

Heat (Ex): A salamander generates so much heat that its mere touch deals additional fire damage. Salamanders' metallic weapons also conduct this heat.

Constrict (Ex): A salamander deals automatic tail slap damage (including fire damage) with a successful grapple check against creatures up to one size larger than itself. A noble salamander can constrict multiple creatures simultaneously, provided they are all at least two sizes smaller than it.

Spell-Like Abilities: 3/day-burning hands, fireball, flaming sphere, and wall of fire; 1/day-dispel magic and summon monster VII (huge fire elemental). These abilities are as the spells cast by a 15th-level sorcerer (save DC 12 + spell level).

Fire Subtype (Ex): Fire immunity, double damage from cold except on a successful save.

Skills: Salamanders receive a +4 racial bonus to Craft (metalworking) skill checks.

Feats: Salamanders have the Multiattack feat even without the requisite three natural weapons.

Noble Salamander Characters

Noble salamanders may be clerics, sorcerers, or fighters (their favored class).

 
Worg
Size & Type (subtype):Medium-Size Magical BeastHit Dice:4d10+8 (30)
Initiative:   +2 (Dex)   Speed:   50 ft.  
Armor Class:   14 (+2 Dex, +2 natural)   Attacks:   Bite +7 melee  
Damage:   Bite 1d6+4   Face and Reach:   5 ft. by 5 ft./5 ft.  
Special Attacks:   Trip   Special Qualities:   Scent  
Saving Throws  Fortitude: 6  
Reflex: 6  
Will: 3  
Abilities:   Str: 17
Dex: 15
Con: 15
Int: 6
Wis: 14
Cha: 10
Skills:   Hide +7, Listen +9, Move Silently +7, Spot +9, WildernessLore +2*   Feats:   Alertness  
Climate and Terrain:   Any forest, hill, plains, and mountains   Climate:   cold,temperate,warm  
Terrain:   forest,hill,mountains,plains   Organization:   Solitary, pair, or pack (6-11)  
Challenge Rating:   2   Challenge Rating Value:   2  
Treasure:   1/10 coins; 50% goods; 50% items   Alignment:   Always neutral evil  
Advancement:   5-6 HD (Medium-size); 7-12 HD (Large)  

Description:  

More intelligent than their smaller cousins, worgs speak their own language. Some can also speak Common and Goblin.

Combat

Mated pairs work together to bring down large game, while lone worgs usually chase down creatures smaller than themselves. Both often use hit-and-run tactics to exhaust their quarry. A pack usually circles a larger opponent: Each wolf attacks in turn, biting and retreating, until the creature is exhausted, at which point the pack moves in for the kill. If they get impatient or heavily outnumber the opponent, worgs attempt to pin it.

Trip (Ex): A worg 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 worg.

Skills: A worg receives a +1 racial bonus to Listen, Move Silently, and Spot checks, and a +2 racial bonus to Hide checks. A worg has a +4 racial bonus to Wilderness Lore checks when tracking by scent.

 

Interface by Rodrigo Flores - 2003-2013Database by John H. Kim - 2002