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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):Huge DragonHit Dice:7d12+14 (59)
Initiative:   +1 (Dex)   Speed:   20 ft., fly 60 ft. (poor)  
Armor Class:   17 (-2 size, +1 Dex, +8 natural)   Attacks:   Sting +9 melee, bite +4 melee, 2 wings +4 melee; or 2claws +9 melee  
Damage:   Sting 1d6+4 and poison, bite 2d8+2, wing 1d8+2; or claw1d6+4   Face and Reach:   10 ft. by 20 ft./10 ft.  
Special Attacks:   Poison, improved grab, snatch   Special Qualities:   Scent  
Saving Throws  Fortitude: 7  
Reflex: 6  
Will: 6  
Abilities:   Str: 19
Dex: 12
Con: 15
Int: 6
Wis: 12
Cha: 9
Skills:   Listen +13, Move Silently +9, Spot +13*   Feats:   Alertness, Flyby Attack  
Climate and Terrain:   Temperate and warm forest, hill, andmountains   Climate:   temperate,warm  
Terrain:   forest,hill,mountains   Organization:   Solitary, pair, or flight (3-6)  
Challenge Rating:   6   Challenge Rating Value:   6  
Treasure:   Standard   Alignment:   Usually neutral  
Advancement:   8-10 HD (Huge); 11-21 HD (Gargantuan)  


Some wyverns speak Draconic, but most are too stupid to understand any language.


A wyvern can slash with its claws only when making a flyby attack, and it cannot make bite, sting, or wing attacks.

Poison (Ex): Sting, Fortitude save (DC 17); initial and secondary damage 2d6 temporary Constitution.

Improved Grab (Ex): To use this ability, the wyvern must hit with both claw attacks. If it gets a hold, it hangs on and stings.

Snatch (Ex): If a wyvern gets a hold on a creature four or more sizes smaller, it automatically deals damage with both claws and its sting attacks each round the hold is maintained. The wyvern can drop a creature it has snatched as a free action or use a standard action to fling it aside. A flung creature travels 30 feet and takes 3d6 points of damage. If the wyvern flings it while flying, the creature suffers this amount or falling damage, whichever is greater.

Skills: *Wyverns receive a +3 racial bonus to Spot checks when flying during daylight hours.

Size & Type (subtype):Medium-Size UndeadHit Dice:4d12 (26)
Initiative:   +1 (Dex)   Speed:   30 ft.  
Armor Class:   15 (+1 Dex, +4 natural)   Attacks:   Slam +3 melee  
Damage:   Slam 1d4+1 and energy drain   Face and Reach:   5 ft. by 5 ft./5 ft.  
Special Attacks:   Energy drain, create spawn   Special Qualities:   Undead  
Saving Throws  Fortitude: 1  
Reflex: 2  
Will: 5  
Abilities:   Str: 12
Dex: 12
Int: 11
Wis: 13
Cha: 15
Skills:   Climb +5, Hide +8, Listen +8, Move Silently +16, Search +7, Spot +8   Feats:   Blind-Fight  
Climate and Terrain:   Any land and underground   Climate:   cold,temperate,warm  
Terrain:   desert,forest,hill,marsh,mountains,plains,underground   Organization:   Solitary, gang (2-5), or pack (6-11)  
Challenge Rating:   3   Challenge Rating Value:   3  
Treasure:   None   Alignment:   Always lawful evil  
Advancement:   5-8 HD (Medium-size)  



Energy Drain (Su): Living creatures hit by a wight's slam attack receive one negative level. The Fortitude save to remove the negative level has a DC of 14.

Create Spawn (Su): Any humanoid slain by a wight becomes a wight in 1d4 rounds. Spawn are under the command of the wight that created them and remain enslaved until its death. They do not possess any of the abilities they had in life.

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

Skills: Wights receive a +8 racial bonus to Move Silently checks.

Size & Type (subtype):Huge Outsider (Chaotic, Evil)Hit Dice:12d8+48 (102)
Initiative:   +5 (+1 Dex, +4 Improved Initiative)   Speed:   40 ft., climb 20 ft.  
Armor Class:   25 (-2 size, +1 Dex, +16 natural)   Attacks:   Bite +19 melee, 2 claws +14 melee  
Damage:   Bite 2d6+9 and poison, claw 2d4+4 and armor damage   Face and Reach:   15 ft. by 15 ft./10 ft.  
Special Attacks:   Web, poison, armor damage   Special Qualities:   Damage reduction 30/+3, protective aura, plane shift, scent, telepathy  
Saving Throws  Fortitude: 12  
Reflex: 9  
Will: 9  
Abilities:   Str: 28
Dex: 12
Con: 18
Int: 11
Wis: 13
Cha: 13
Skills:   Climb +21, Hide +11, Jump +21, Listen +17, Move Silently +15, Search +14, Sense Motive +15, Spot +17   Feats:   Alertness, 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  
Challenge Rating:   9   Challenge Rating Value:   9  
Treasure:   None   Alignment:   Always chaotic evil  
Advancement:   13-18 HD (Huge); 19-36 HD (Gargantuan)  


Bebiliths do not speak but understand Abyssal. Their telepathy allows them to communicate silently with one another.


Web (Ex): Four times per day a bebilith can shoot webs from its abdomen. This attack is like a web spell, with a few exceptions. The range is 30 feet, and the webs are permanent, nonmagical, and cannot be dispelled. The DC for evading or breaking free from the webs is 20, and there is a 75% chance that the webbing won't burn if any sort of fire is applied to it (check each round).

Poison (Ex): Bite, Fortitude save (DC 20); initial damage 1d6 temporary Constitution, secondary damage 2d6 temporary Constitution. Bebilith venom is highly perishable, losing its potency and becoming inert, foul-smelling goo almost as soon as it comes into contact with air.

Armor Damage (Ex): A bebilith's claws can catch and tear an opponent's armor. If the opponent has both armor and a shield, roll 1d6: A roll of 1-4 affects the armor and a roll of 5-6 affects the shield. Make a grapple check whenever the bebilith hits with a claw attack, adding to the opponent's roll any magical bonus for the armor or shield. If the bebilith wins, the affected armor or shield is torn away and ruined.

Protective Aura (Su): A magic circle against chaos, evil, good, or law effect always surrounds a bebilith, identical with the spell cast by a 12th-level sorcerer. The bebilith usually chooses magic circle against chaos but can change the aura each round as a free action. The aura can be dispelled, but the bebilith can create it again during its next turn as a free action. (The defensive benefits from the aura are not included in the creature's statistics.)

Plane Shift (Su): This ability affects only the bebilith. It is otherwise similar to the spell of the same name.

Skills: The bebilith's mottled coloration gives it a +8 racial bonus to Hide checks.

Dragon:Copper Dragon, Young
Size & Type (subtype):Medium-size DragonHit Dice:11d12+22 (93)
Initiative:   +0 (Dex)   Speed:   40 ft., fly 150 ft. (poor)  
Armor Class:   20 (+10 natural)   Attacks:   Bite +13 melee, 2 Claws +8 melee, 2 Wings +8 melee  
Damage:   Bite 1d8+2, claw 1d6+1, wing 1d4+1   Face and Reach:   5 ft. by 5 ft. / 5 ft.  
Special Attacks:   Breath weapon, spells   Special Qualities:   Immunities, spider climb, blindsight, keen senses  
Saving Throws  Fortitude: 9  
Reflex: 7  
Will: 9  
Abilities:   Str: 15
Dex: 10
Con: 15
Int: 14
Wis: 15
Cha: 14
Skills:   Bluff +10, Concentration +9, Diplomacy +9, Escape Artist +9, Jump +11, Knowledge (any) +9, Listen +11, Scry +9, Search +11, Spellcraft +11, Spot +11   Feats:   Any 3  
Climate and Terrain:   Temperate and warm desert, hill, mountains, and underground   Climate:   temperate,warm  
Terrain:   desert,hill,mountains,underground   Organization:   solitary or clutch (2-5)  
Challenge Rating:   6   Challenge Rating Value:   6  
Treasure:   Double standard   Alignment:   Always chaotic good  
Advancement:   12-13 HD (Medium-size)  


Breath Weapon (Su): Either a line of acid 5 feet high, 5 feet wide, and 5x5x60 feet long or a cone of slow gas 30x30x30 feet long. It cannot use either breath weapon until 1d4 rounds later. Acid damage 6d4, Reflex half DC 17; gas damage Fortitude save (DC 17) or be slowed for 1d6+3 rounds.

Spells: Knows and casts arcane spells as a sorcerer of level 1, gaining bonus spells for a high Charisma score. Can also cast cleric spells and those from the Chaos, Earth, and Trickery domains as arcane spells.

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

Spider Climb (Ex): The dragon can climb on stone surfaces as though using the spider climb spell cast by a 3 level sorcerer.

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 90 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 300 feet.

Dire Animal:Shark
Size & Type (subtype):Huge Animal (Aquatic)Hit Dice:18d8+54 (135)
Initiative:   +2 (Dex)   Speed:   Swim 90 ft.  
Armor Class:   17 (-2 size, +2 Dex, +7 natural)   Attacks:   Bite +17 melee  
Damage:   Bite 2d6+9   Face and Reach:   10 ft. by 50 ft./10 ft.  
Special Attacks:   Improved grab, swallow whole   Special Qualities:   Keen scent  
Saving Throws  Fortitude: 14  
Reflex: 13  
Will: 12  
Abilities:   Str: 23
Dex: 15
Con: 17
Int: 1
Wis: 12
Cha: 10
Skills:   Listen +7, Spot +7   Feats:     
Climate and Terrain:   Any aquatic   Climate:   cold,temperate,warm  
Terrain:   aquatic   Organization:   Solitary or school (2-5)  
Challenge Rating:   9   Challenge Rating Value:   9  
Treasure:   None   Alignment:   Always neutral  
Advancement:   19-32 (Huge); 33-54 (Gargantuan)  


Improved Grab (Ex): To use this ability, the dire shark must hit with its bite attack. If it gets a hold, it can try to swallow the foe.

Swallow Whole (Ex): A dire shark can try to swallow a grabbed opponent of Large or smaller size by making a successful grapple check. Once inside, the opponent takes 2d6+6 points of crushing damage plus 1d8+4 points of acid damage per round from the shark's digestive juices. A swallowed creature can cut its way out using claws or a light slashing weapon by dealing 25 points of damage to the shark's digestive tract (AC 20). Once the creature exits, muscular action closes the hole; another swallowed opponent must cut its own way out. The shark's gullet can hold two Large, four Small, eight Tiny, sixteen Diminutive, or thirty-two Fine or smaller opponents.

Keen Scent (Ex): A dire shark can notice creatures by scent in a 180-foot radius and detect blood in the water at ranges of up to a mile.


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