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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)

Size & Type (subtype):Tiny ConstructHit Dice:2d10 (11)
Initiative:   +2 (Dex)   Speed:   20 ft., fly 50 ft. (good)  
Armor Class:   14 (+2 Dex, +2 size)   Attacks:   Bite +2 melee  
Damage:   Bite 1d4-1 and poison   Face and Reach:   2 1/2 ft. by 2 1/2 ft./0 ft.  
Special Attacks:   Poison   Special Qualities:   Construct  
Saving Throws  Fortitude: 0  
Reflex: 2  
Will: 1  
Abilities:   Str: 8
Dex: 15
Int: 10
Wis: 12
Cha: 7
Skills:      Feats:     
Climate and Terrain:   Any land and underground   Climate:   cold,temperate,warm  
Terrain:   desert,forest,hill,marsh,mountains,plains,underground   Organization:   Solitary  
Challenge Rating:   1   Challenge Rating Value:   1  
Treasure:   None   Alignment:   Any (same as creator)  
Advancement:   3-6 HD (Tiny)  



Homunculi land on their victims and bite with their venomous fangs.

Poison (Ex): Bite, Fortitude save (DC 11); initial damage sleep for 1 minute, secondary damage sleep for another 5d6 minutes.

Construct: Immune to mind-influencing effects, poison, disease, and similar effects. Not subject to critical hits, subdual damage, ability damage, energy drain, or death from massive damage.


A homunculus costs 100 gp to create, including 20 gp for the body. This cost includes all the materials and spell components that are consumed by or become a permanent part of the creation.

Creating the body requires a Craft (sculpture or masonry) check (DC of 12).

After the body is sculpted, it is animated through an extended magical ritual that requires a 7th-level character with the Craft Wondrous Item feat. This ritual requires a week to complete: The creator must labor for at least 8 hours each day in a specially prepared laboratory or workroom, similar to an alchemist's laboratory and costing 500 gp to establish. If the creator is personally constructing the creature's body, the building and ritual can be performed together.

A character not actively working on the ritual must rest and can perform no other activities except eating, sleeping, or talking. If he or she misses a day, the process fails, and the ritual must be started anew; any gp spent on the failed ritual is lost (but not XP). The previously crafted body can be reused, as can the laboratory.

Completing the ritual requires casting arcane eye, mirror image, and mending on the final day of the ritual and drains 25 XP from the creator. He or she must cast the spells personally, but they can come from outside sources, such as scrolls.

Gray Render
Size & Type (subtype):Large BeastHit Dice:10d10+70 (125)
Initiative:   +0   Speed:   30 ft.  
Armor Class:   19 (-1 size, +10 natural)   Attacks:   Bite +12 melee, 2 claws +7 melee  
Damage:   Bite 2d6+6, claw 1d6+3   Face and Reach:   5 ft. by 5 ft./10 ft.  
Special Attacks:   Improved grab, rend 3d6+9   Special Qualities:   Scent  
Saving Throws  Fortitude: 14  
Reflex: 7  
Will: 4  
Abilities:   Str: 23
Dex: 10
Con: 24
Int: 3
Wis: 12
Cha: 8
Skills:   Hide +7, Spot +8   Feats:     
Climate and Terrain:   Any land and underground   Climate:   cold,temperate,warm  
Terrain:   desert,forest,hill,marsh,mountains,plains,underground   Organization:   Solitary  
Challenge Rating:   8   Challenge Rating Value:   8  
Treasure:   None   Alignment:   Usually neutral  
Advancement:   11-15 HD (Large); 16-30 HD (Huge)  



A gray render attacks to kill, whether to bring down prey or to protect itself or those it has adopted. When hunting, it sometimes attempts to hide and wait for prey to wander close.

Improved Grab (Ex): To use this ability, the gray render must hit with its bite attack.

Rend (Ex): A gray render that gets a hold latches onto the opponent's body and tears the flesh. This attack automatically deals 3d6+9 points of damage.

Skills: Gray renders receive a +4 racial bonus to Spot checks due to their six keen eyes.

Slaad:Green Slaad
Size & Type (subtype):Large Outsider (Chaotic)Hit Dice:9d8+27 (67)
Initiative:   +1 (Dex)   Speed:   30 ft.  
Armor Class:   20 (-1 size, +1 Dex, +10 natural)   Attacks:   2 claws +12 melee, bite +10 melee  
Damage:   Claw 1d6+4, bite 2d8+2   Face and Reach:   5 ft. by 5 ft./10 ft.  
Special Attacks:   Spell-like abilities, summon slaad   Special Qualities:   Fast healing 5, resistances  
Saving Throws  Fortitude: 9  
Reflex: 7  
Will: 6  
Abilities:   Str: 19
Dex: 13
Con: 17
Int: 10
Wis: 10
Cha: 10
Skills:   Climb +16, Hide +9, Jump +16, Listen +12, Move Silently +13, Spot +12   Feats:   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 or gang (2-5)  
Challenge Rating:   9   Challenge Rating Value:   9  
Treasure:   Standard   Alignment:   Always chaotic neutral  
Advancement:   10-15 HD (Large); 16-27 HD (Huge)  


Spell-Like Abilities: At will: chaos hammer, deeper darkness, detect magic, detect thoughts, dispel law, fear, protection from law, see invisibility, and shatter. These abilities are as the spells cast by a 12th-level sorcerer (save DC 10 + spell level).

Alternate Form (Su): A green slaad can shift between its natural form and any humanoid form at will as a standard action. A green slaad whose personal treasure includes useful equipment or magic items will employ these when in humanoid form. A green slaad remains in humanoid form indefinitely. The ability is otherwise similar to polymorph self cast by a 9th-level sorcerer.

Summon Slaad (Sp): Twice per day a green slaad can attempt to summon another green slaad with a 40% chance of success. This is much as though casting a summon monster spell. Summoned creatures automatically return whence they came after 1 hour. A slaad that has just been summoned cannot use its own summon ability for 1 hour.

Resistances (Ex): All slaadi have acid, cold, electricity, fire, and sonic resistance 5.

Slaadi Characters

Slaadi rarely have the focus to devote themselves to a character class.

Size & Type (subtype):Large Magical BeastHit Dice:8d10+8 (52)
Initiative:   +5 (+1 Dex, +4 Improved Initiative)   Speed:   40 ft., fly 60 ft. (poor)  
Armor Class:   21 (-1 size, +1 Dex, +11 natural)   Attacks:   2 claws +11 melee  
Damage:   Claw 1d6+4   Face and Reach:   5 ft. by 10 ft./5 ft.  
Special Attacks:   Pounce, rake 1d6+2, spell-like abilities   Special Qualities:     
Saving Throws  Fortitude: 7  
Reflex: 7  
Will: 8  
Abilities:   Str: 19
Dex: 12
Con: 13
Int: 18
Wis: 19
Cha: 19
Skills:   Concentration +12, Intimidate +13, Listen +17, Spot +17   Feats:   Alertness, Blind-Fight, Combat Casting, Flyby Attack, Improved Initiative, Iron Will  
Climate and Terrain:   Any warm land   Climate:   warm  
Terrain:   desert,forest,hill,marsh,mountains,plains   Organization:   Solitary or covey (2-4)  
Challenge Rating:   8   Challenge Rating Value:   8  
Treasure:   Double standard   Alignment:   Always neutral  
Advancement:   9-12 HD (Large); 13-24 HD (Huge)  


Pounce (Ex): If a sphinx 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.

Rake (Ex): A sphinx that pounces onto a creature can make two rake attacks with its hind legs. Attack bonus +11 melee, damage 1d6+2.

Spell-Like Abilities: 3/day-clairaudience/clairvoyance, detect magic, read magic, and see invisibility; 1/day-comprehend languages, locate object, dispel magic, remove curse, and legend lore. These abilities are as the spells cast by a 14th-level sorcerer (save DC 14 + spell level).
Once per week a gynosphinx can create a symbol of death, discord, insanity, pain, persuasion, sleep, and stunning (one of each) as the spell cast by an 18th-level sorcerer (save DC 22).

Salamander:Average Salamander
Size & Type (subtype):Medium-Size Outsider (Fire)Hit Dice:7d8+7 (38)
Initiative:   +1 (Dex)   Speed:   20 ft.  
Armor Class:   18 (+1 Dex, +7 natural)   Attacks:   Longspear +9/+4 melee, tail slap +7 melee  
Damage:   Longspear 1d8+2 and 1d6 fire, tail slap 2d6+1 and 1d6 fire   Face and Reach:   5 ft. by 5 ft./5 ft.  
Special Attacks:   Heat, constrict 2d6+1 and 1d6 fire   Special Qualities:   Fire subtype, damage reduction 10/+1  
Saving Throws  Fortitude: 6  
Reflex: 6  
Will: 7  
Abilities:   Str: 14
Dex: 13
Con: 12
Int: 14
Wis: 15
Cha: 13
Skills:   Craft (metalworking) +16, Escape Artist +11, Hide +11, Listen +14, Move Silently +11, Search +12, Spot +14   Feats:   Alertness, Multiattack  
Climate and Terrain:   Any land and underground   Climate:   cold,temperate,warm  
Terrain:   desert,forest,hill,marsh,mountains,plains,underground   Organization:   Solitary, pair, or cluster (3-5)  
Challenge Rating:   5   Challenge Rating Value:   5  
Treasure:   Standard (nonflammables only)   Alignment:   Usually evil (any)  
Advancement:   8-14 HD (Medium-size)  


Salamanders speak Ignan. Some average salamanders also speak 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.

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.

Average Salamander Characters

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


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