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


Dragon:Red Dragon, Old
Size & Type (subtype):Gargantuan Dragon (Fire)Hit Dice:28d12+196 (378)
Initiative:   +0 (Dex)   Speed:   40 ft., fly 200 ft. (clumsy)  
Armor Class:   33 (-4 size, +27 natural)   Attacks:   Bite +36 melee, 2 Claws +31 melee, 2 Wings +31 melee, 1 Tail slap +31 melee; or 1 Crush +36 melee; or 1 Tail sweep +36 m  
Damage:   Bite 4d6+12, claw 2d8+6, wing 2d6+6, tail slap 2d8+18; or crush 4d6+18; or tail sweep 2d6+18   Face and Reach:   20 ft. by 40 ft. / 15 ft.  
Special Attacks:   Breath weapon, frightful presence, spells, spell-like abilities   Special Qualities:   Immunities, damage reduction 10/+1, SR 24, fire subtype, blindsight, keen senses  
Saving Throws  Fortitude: 23  
Reflex: 16  
Will: 21  
Abilities:   Str: 35
Dex: 10
Con: 25
Int: 20
Wis: 21
Cha: 20
Skills:   Bluff +38, Concentration +38, Diplomacy +37, Escape Artist +37, Jump +28, Knowledge (any) +37, Listen +28, Scry +37, Search +28, Spellcraft +28, Spot +28   Feats:   Any 8  
Climate and Terrain:   Temperate and warm hill, mountains, and underground   Climate:   temperate,warm  
Terrain:   hill,mountains,underground   Organization:   solitary, pair, or family (1-2 and 2-5 offspring)  
Challenge Rating:   19   Challenge Rating Value:   19  
Treasure:   Double standard   Alignment:   Always chaotic evil  
Advancement:   29-30 HD (Gargantuan)  

Description:  

Breath Weapon (Su): A cone of fire 60x60x60 feet long, every 1d4 rounds; damage 16d10, Reflex half DC 30.

Frightful Presence (Ex): The dragon can unsettle foes with its mere presence whenever it attacks, charges, or flies overhead. Creatures with fewer than 28 Hit Dice (except for other dragons) within 240 feet of the dragon must succeed at a Will save (DC 29) to avoid this fear effect, and remain immune to that dragon's frightful presence for one day. On a failure, creatures with 4 or fewer HD become panicked for 4d6 rounds and those with 5 or more HD become shaken for 4d6 rounds.

Spells: Knows and casts arcane spells as a sorcerer of level 11, gaining bonus spells for a high Charisma score. Can also cast cleric spells and those from the Chaos, Evil, and Fire domains as arcane spells.

Spell-Like Abilities: 8/day-locate object; 3/day-suggestion. These abilities are as the spells cast by a 11 level sorcerer (save DC 15 + spell level).

Immunities (Ex): All dragons are immune to sleep and paralysis effects. All red dragons are also immune to fire.

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

Blindsight (Ex): Can ascertain creatures by nonvisual means (mostly hearing and scent, but also by noticing vibration and other environmental clues) with a range of 240 feet.

Keen Senses (Ex): Sees four times as well a human in low-light conditions and twice as well in normal light. It also has darkvision with a range of 800 feet.

 
Dragon:Red Dragon, Wyrmling
Size & Type (subtype):Medium-size Dragon (Fire)Hit Dice:7d12+14 (59)
Initiative:   +0 (Dex)   Speed:   40 ft., fly 150 ft. (poor)  
Armor Class:   16 (+6 natural)   Attacks:   Bite +10 melee, 2 Claws +5 melee, 2 Wings +5 melee  
Damage:   Bite 1d8+3, claw 1d6+1, wing 1d4+1   Face and Reach:   5 ft. by 5 ft. / 5 ft.  
Special Attacks:   Breath weapon   Special Qualities:   Immunities, fire subtype, blindsight, keen senses  
Saving Throws  Fortitude: 7  
Reflex: 5  
Will: 5  
Abilities:   Str: 17
Dex: 10
Con: 15
Int: 10
Wis: 11
Cha: 10
Skills:   Bluff +5, Concentration +4, Diplomacy +4, Escape Artist +4, Jump +7, Knowledge (any) +4, Listen +7, Search +7, Spot +7   Feats:   Any 2  
Climate and Terrain:   Temperate and warm hill, mountains, and underground   Climate:   temperate,warm  
Terrain:   hill,mountains,underground   Organization:   solitary or clutch (2-5)  
Challenge Rating:   3   Challenge Rating Value:   3  
Treasure:   Double standard   Alignment:   Always chaotic evil  
Advancement:   8-9 HD (Medium-size)  

Description:  

Breath Weapon (Su): A cone of fire 30x30x30 feet long, every 1d4 rounds; damage 2d10, Reflex half DC 15.

Immunities (Ex): All dragons are immune to sleep and paralysis effects. All red dragons are also immune to fire.

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

Blindsight (Ex): Can ascertain creatures by nonvisual means (mostly hearing and scent, but also by noticing vibration and other environmental clues) with a range of 30 feet.

Keen Senses (Ex): Sees four times as well a human in low-light conditions and twice as well in normal light. It also has darkvision with a range of 100 feet.

 
Demon:Balor (Tanar'ri)
Size & Type (subtype):Large Outsider (Chaotic, Evil)Hit Dice:13d8+52 (110)
Initiative:   +5 (+1 Dex, +4 Improved Initiative)   Speed:   40 ft., fly 90 ft. (good)  
Armor Class:   30 (-1 size, +1 Dex, +20 natural)   Attacks:   +1 vorpal greatsword +18/+13/+8 melee, whip +17 melee; or 2 slams +19 melee  
Damage:   +1 vorpal greatsword 2d6+8, whip 1d4+3 and entangle; or slam 1d6+7 and fear   Face and Reach:   5 ft. by 5 ft./10 ft. (15 ft. with whip)  
Special Attacks:   Spell-like abilities, fear, entangle, body flames, summon tanar'ri   Special Qualities:   Damage reduction 30/+3, SR 28, tanar'ri qualities, death throes  
Saving Throws  Fortitude: 12  
Reflex: 9  
Will: 13  
Abilities:   Str: 25
Dex: 13
Con: 19
Int: 20
Wis: 20
Cha: 16
Skills:   Bluff +18, Concentration +19, Diplomacy +17, Hide +13, Knowledge (any one) +13, Listen +28, Move Silently +13, Scry +21, Search +20, Sense Motive +20, Spellcraft +21, Spot +29   Feats:   Ambidexterity, Cleave, Improved Initiative, Two-Weapon Fighting  
Climate and Terrain:   Any land and underground   Climate:   cold,temperate,warm  
Terrain:   desert,forest,hill,marsh,mountains,plains,underground   Organization:   Solitary or troupe (1 balor, 1 marilith, and 2-5 hezrous)  
Challenge Rating:   18   Challenge Rating Value:   18  
Treasure:   Standard coins; double goods, plus whip; standard items, plus +1 vorpal greatsword   Alignment:   Always chaotic evil  
Advancement:   14-19 HD (Large); 20-39 HD (Huge)  

Description:  

Balors speak Abyssal, Celestial, and Draconic.

Combat

Spell-Like Abilities: At will-blasphemy, deeper darkness, desecrate, detect good, detect law, fear, greater dispelling, pyrotechnics, read magic, suggestion, symbol (any), telekinesis, teleport without error (self plus 50 pounds of objects only), tongues (self only), unhallow, unholy aura, unholy blight, and wall of fire; 1/day-fire storm and implosion. These abilities are as the spells cast by a 20th-level sorcerer (save DC 13 + spell level).

Fear (Su): A creature hit by a balor's slam attack must succeed at a Will save (DC 19) or flee in terror for 1d6 rounds.

Entangle (Ex): A balor's whip entangles foes much like an attack with a net. The whip has a maximum range of 40 feet, with a range increment of 10 feet, and 20 hit points. The whip needs no folding. If it hits, the target and the balor immediately make opposed Strength checks; if the balor wins, it drags the target against its flaming body (see below). The target remains anchored against the balor's body until it escapes the whip.

Body Flames (Su): Balors can wreathe their bodies in roaring flames as a free action. The balor suffers no harm, but anyone grappling with it takes 4d6 points of fire damage each round.

Vorpal Sword (Su): Every balor carries a +1 vorpal greatsword that looks like a flame or a bolt of lightning. The sword also has the spell-like ability to detect good as cast by a 12th-level sorcerer, except that its range is 30 feet.

Detect Magic (Su): Balors continuously detect magic as the spell cast by a 20th-level sorcerer.

See Invisibility (Su): Balors continuously see invisibility as the spell cast by a 20th-level sorcerer.

Summon Tanar'ri (Sp): Once per day a balor can automatically summon 4d10 dretches, 1d4 hezrous, or one nalfeshnee, glabrezu, marilith, or balor. This is much as though casting a summon monster spell. Summoned creatures automatically return whence they came after 1 hour. A tanar'ri that has just been summoned cannot use its own summon ability for 1 hour.

Death Throes (Ex): When killed, a balor explodes in a blinding flash of light that deals 50 points of damage to everything within 100 feet (Reflex half DC 20).

Immunities (Ex): Balors are immune to poison and electricity.

Resistances (Ex): Balors have cold, fire, and acid resistance 20.

Telepathy (Su): Balors can communicate telepathically with any creature within 100 feet that has a language.

Skills: Balors receive a +8 racial bonus to Listen and Spot checks.

 
Devil:Pit Fiend (Baatezu)
Size & Type (subtype):Large Outsider (Evil, Lawful)Hit Dice:13d8+65 (123)
Initiative:   +5 (+1 Dex, +4 Improved Initiative)   Speed:   40 ft., fly 60 ft. (average)  
Armor Class:   30 (-1 size, +1 Dex, +20 natural)   Attacks:   2 claws +19 melee, 2 wings +14 melee, bite +14 melee, tail slap +14 melee  
Damage:   Claw 1d6+7, wing 1d4+3, bite 2d6+3 and poison plus disease, tail slap 2d4+3   Face and Reach:   5 ft. by 5 ft./10 ft.  
Special Attacks:   Spell-like abilities, fear aura, improved grab, constrict 2d4+10, summon baatezu   Special Qualities:   Damage reduction 25/+2, SR 28, baatezu qualities, regeneration 5  
Saving Throws  Fortitude: 13  
Reflex: 9  
Will: 13  
Abilities:   Str: 25
Dex: 13
Con: 21
Int: 20
Wis: 20
Cha: 16
Skills:   Bluff +17, Climb +20, Concentration +19, Disguise +17, Hide +4, Jump +19, Knowledge (arcana) +20, Listen +21, Move Silently +17, Search +21, Spellcraft +21, Spot +21   Feats:   Cleave, Great Cleave, Improved Initiative, Power Attack  
Climate and Terrain:   Any land and underground   Climate:   cold,temperate,warm  
Terrain:   desert,forest,hill,marsh,mountains,plains,underground   Organization:   Solitary, team (2-4), or troupe (1-2 pit fiends, 2-5 cornugons, and 2-5 hamatulas)  
Challenge Rating:   16   Challenge Rating Value:   16  
Treasure:   Standard coins; double goods; standard items   Alignment:   Always lawful evil  
Advancement:   14-20 HD (Large); 21-39 HD (Huge)  

Description:  

Pit fiends speak Infernal, Celestial, and Draconic.

Combat

Spell-Like Abilities: At will: animate dead, blasphemy, charm person, create undead, desecrate, detect good, detect magic, dispel magic, fireball, hold person, improved invisibility, magic circle against good, major image, produce flame, polymorph self, pyrotechnics, suggestion, teleport without error (self plus 50 pounds of objects only), unholy aura, unhallow, and wall of fire; 1/day-meteor swarm (any) and symbol (any). These abilities are as the spells cast by a 17th-level sorcerer (save DC 13 + spell level).
Once per year a pit fiend can use wish as the spell cast by a 20th-level sorcerer.

Fear Aura (Su): As a free action, a pit fiend can create an aura of fear in a 20-foot radius. It is otherwise identical with fear cast by a 15th-level sorcerer (save DC 19). If the save is successful, that creature cannot be affected again by that pit fiend's fear aura for one day. Other baatezu are immune to the aura.

Poison (Ex): Bite, Fortitude save (DC 21); initial damage 1d6 temporary Constitution, secondary damage death.

Disease (Su): Even if an affected creature saves against the poison, it must succeed at a Fortitude save (DC 14) or be infected with a vile disease called devil chills (incubation period 1d4 days, damage 1d4 points of temporary Strength).

Improved Grab (Ex): To use this ability, the pit fiend must hit a Medium-size or smaller opponent with its tail slap attack. If it gets a hold, it can constrict.

Constrict (Ex): A pit fiend deals 2d4+10 points of damage with a successful grapple check against Medium-size or smaller creatures.

Summon Baatezu (Sp): Twice per day a pit fiend can automatically summon two lemures, osyluths, or barbazu, or one erinyes, cornugon, or gelugon. This is much as though casting a summon monster spell. Summoned creatures automatically return whence they came after 1 hour. A baatezu that has just been summoned cannot use its own summon ability for 1 hour.

Regeneration (Ex): Pit fiends take normal damage from holy and blessed weapons of at least +3 enchantment.

Immunities (Ex): Baatezu are immune to fire and poison.

Resistances (Ex): Baatezu have cold and acid resistance 20.

See in Darkness (Su): All devils can see perfectly in darkness of any kind, even that created by deeper darkness spells.

Telepathy (Su): Baatezu can communicate telepathically with any creature within 100 feet that has a language.

 
Dire Animal:Lion
Size & Type (subtype):Large AnimalHit Dice:8d8+24 (60)
Initiative:   +2 (Dex)   Speed:   40 ft.  
Armor Class:   15 (-1 size, +2 Dex, +4 natural)   Attacks:   2 claws +12 melee, bite +7 melee  
Damage:   Claw 1d6+7, bite 1d8+3   Face and Reach:   5 ft. by 10 ft./5 ft.  
Special Attacks:   Pounce, improved grab, rake 1d6+3   Special Qualities:   Scent  
Saving Throws  Fortitude: 9  
Reflex: 8  
Will: 7  
Abilities:   Str: 25
Dex: 15
Con: 17
Int: 2
Wis: 12
Cha: 10
Skills:   Hide +5*, Jump +10, Listen +4, Move Silently +9, Spot +4   Feats:     
Climate and Terrain:   Any forest, hill, mountains, plains, and underground   Climate:   cold,temperate,warm  
Terrain:   forest,hill,mountains,plains,underground   Organization:   Solitary, pair, or pride (6-10)  
Challenge Rating:   5   Challenge Rating Value:   5  
Treasure:   None   Alignment:   Always neutral  
Advancement:   9-16 HD (Large); 17-24 HD (Huge)  

Description:  

Pounce (Ex): If a dire lion leaps upon a foe during the first round of combat, it can make a full attack even if it has already taken a move action.

Improved Grab (Ex): To use this ability, the dire lion must hit with its bite attack. If it gets a hold, it can rake.

Rake (Ex): A dire lion can make two rake attacks (+12 melee) against a held creature with its hind legs for 1d6+3 damage each. If the dire lion pounces on an opponent, it can also rake.

Skills: Dire lions receive a +4 racial bonus to Hide and Move Silently checks. *In areas of tall grass or heavy undergrowth, the Hide bonus improves to +8.

 

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