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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)


Giant:Frost Giant
Size & Type (subtype):Large Giant (Cold)Hit Dice:14d8+70 (133)
Initiative:   -1 (Dex)   Speed:   40 ft.  
Armor Class:   21 (-1 size, -1 Dex, +9 natural, +4 chain shirt)   Attacks:   Huge greataxe +18/+13 melee; or rock +9/+4 ranged  
Damage:   Huge greataxe 2d8+13; or rock 2d6+9   Face and Reach:   5 ft. by 5 ft./10 ft.  
Special Attacks:   Rock throwing   Special Qualities:   Rock catching, cold subtype  
Saving Throws  Fortitude: 14  
Reflex: 3  
Will: 4  
Abilities:   Str: 29
Dex: 9
Con: 21
Int: 10
Wis: 10
Cha: 11
Skills:   Climb +13, Jump +13, Spot +6   Feats:   Cleave, Great Cleave, Power Attack, Sunder  
Climate and Terrain:   Any cold land and underground   Climate:   cold  
Terrain:   desert,forest,hill,marsh,mountains,plains,underground   Organization:   Solitary, gang (2-5), band (6-9 plus 35% noncombatants plus 1 adept or cleric of 1st or 2nd level), hunting/raiding party (6-9 plus 35% noncombatants plus 1 adept or sorcerer of 3rd-5th level  
Challenge Rating:   9   Challenge Rating Value:   9  
Treasure:   Standard   Alignment:   Often chaotic evil  
Advancement:   By character class  

Description:  

All giants speak Giant. Those with Intelligence scores of at least 10 also speak Common.

Cold Subtype (Ex): Cold immunity; double damage from fire except on a successful save.

Rock Throwing (Ex): Adult giants are accomplished rock throwers and receive a +1 racial bonus to attack rolls when throwing rocks. A giant of at least Large size can hurl rocks weighing 40 to 50 pounds each (Small objects) up to 5 range increments. The size of the range increment varies with the giant's variety. A Huge giant can hurl rocks of 60 to 80 pounds (Medium-size objects).

Rock Catching (Ex): A giant of at least Large size can catch Small, Medium-size, or Large rocks (or projectiles of similar shape). Once per round, a giant that would normally be hit by a rock can make a Reflex save to catch it as a free action. The DC is 15 for a Small rock, 20 for a Medium-size one, and 25 for a Large one. (If the projectile has a magical bonus to attack, the DC increases by that amount.) The giant must be ready for and aware of the attack.

Frost Giant Characters

Clerics have access to any two of the following domains: Chaos, Destruction, Evil, and War (most choose Destruction or War).

 
Delver
Size & Type (subtype):Huge AberrationHit Dice:15d8+75 (142)
Initiative:   +5 (+1 Dex, +4 Improved Initiative)   Speed:   30 ft., burrow 10 ft.  
Armor Class:   14 (-2 size, +1 Dex, +5 natural)   Attacks:   2 slams +17 melee  
Damage:   Slam 1d6+8 and 2d6 acid   Face and Reach:   10 ft. by 20 ft./10 ft.  
Special Attacks:   Acid   Special Qualities:   Acid immunity, corrosive slime, tremorsense,stone shape  
Saving Throws  Fortitude: 10  
Reflex: 6  
Will: 11  
Abilities:   Str: 27
Dex: 13
Con: 21
Int: 14
Wis: 14
Cha: 12
Skills:   Intuit Direction +9, Knowledge (geology) +9, Listen +13,Move Silently +19, Spot +13   Feats:   Alertness, Blind-Fight, Improved Initiative, Power Attack  
Climate and Terrain:   Any underground   Climate:   cold,temperate,warm  
Terrain:   underground   Organization:   Solitary  
Challenge Rating:   9   Challenge Rating Value:   9  
Treasure:   None   Alignment:   Usually neutral  
Advancement:   16-30 HD (Huge); 31-45 HD (Gargantuan)  

Description:  

Delvers speak Terran and Undercommon.

Combat

Delvers prefer to fight from their tunnels, which they use to protect their flanks while lashing out with their flippers.

Corrosive Slime (Ex): Delvers produce a mucuslike slime that contains a highly corrosive substance. The slime is particularly effective against stone. A delver's mere touch deals 2d6 points of damage to organic creatures or objects. Against metallic creatures or objects, a delver's slime deals 4d8 points of damage, and against stony creatures (including earth elementals) or objects it deals 8d10 points of damage. A slam attack by a delver leaves a patch of slime that deals 2d6 points of damage on contact and another 2d6 points of damage in each of the next 2 rounds. A large quantity (at least a quart) of water or weak acid, such as vinegar, washes off the slime. An opponent's armor and clothing dissolve and become useless immediately unless the wearer succeeds at a Reflex save (DC 22). Weapons that strike a delver also dissolve immediately unless the wielder succeeds at a Reflex save (DC 22). Creatures attacking the delver with natural weapons take damage from the slime each time their attacks hit unless they succeed at Reflex saves (DC 22).

Tremorsense (Ex): A delver can automatically sense the location of anything within 60 feet that is in contact with the ground.

Stone Shape (Ex): A delver can alter its slime to temporarily soften stone instead of dissolving it. Once every 10 minutes, a delver can soften and shape up to 25 cubic feet of stone, as stone shape cast by a 15th-level druid.

 
Dragon:Black Dragon, Great wyrm
Size & Type (subtype):Gargantuan DragonHit Dice:37d12+296 (536)
Initiative:   +0 (Dex)   Speed:   60 ft., fly 200 ft.(clumsy), swim 60 ft.  
Armor Class:   42 (-4 size, +36 natural)   Attacks:   Bite +46 melee, 2 Claws +41 melee, 2 Wings +41 melee, 1 Tail slap +41 melee; or 1 Crush +46 melee; or 1 Tail sweep +46 m  
Damage:   Bite 4d6+13, claw 2d8+6, wing 2d6+6, tail slap 2d8+19; or crush 4d6+19; or tail sweep 2d6+19   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 20/+3, SR 28, water breathing, blindsight, keen senses  
Saving Throws  Fortitude: 28  
Reflex: 20  
Will: 25  
Abilities:   Str: 37
Dex: 10
Con: 27
Int: 20
Wis: 21
Cha: 20
Skills:   Bluff +50, Concentration +50, Diplomacy +49, Escape Artist +49, Knowledge (any) +49, Listen +37, Scry +49, Search +37, Spellcraft +37, Spot +37   Feats:   Any 10  
Climate and Terrain:   Any marsh and underground   Climate:   cold,temperate,warm  
Terrain:   marsh,underground   Organization:   solitary, pair, or family (1-2 and 2-5 offspring)  
Challenge Rating:   21   Challenge Rating Value:   21  
Treasure:   Double standard   Alignment:   Always chaotic evil  
Advancement:   38+ HD (Gargantuan)  

Description:  

Breath Weapon (Su): Line of acid 5 feet high, 5 feet wide, and 5x5x120 feet long, every 1d4 rounds; damage 24d4, Reflex half DC 36; effective both on the surface and underwater.

Frightful Presence (Ex): The dragon can unsettle foes with its mere presence whenever it attacks, charges, or flies overhead. Creatures with fewer than 37 Hit Dice (except for other dragons) within 360 feet of the dragon must succeed at a Will save (DC 33) 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 15, gaining bonus spells for a high Charisma score.

Spell-Like Abilities: 3/day-darkness (radius 120 feet), charm reptiles (see below), and insect plague; 1/day-plant growth. These abilities are as the spells cast by a sorcerer of level 15 (save DC 15 + spell level).

Corrupt Water (Sp): Once per day the dragon can stagnate 10 cubic feet of water, making it become still, foul, and unable to support animal life. The ability spoils liquids containing water. Magic items (such as potions) and items in a creature's possession must succeed at a Will save (DC 33) or become fouled.

Charm Reptiles (Sp): The dragon can use this ability three times per day. It operates as a mass charm spell (as cast by a sorcerer of level 15) that works only on reptilian animals. The dragon can communicate with any charmed reptiles as though casting a speak with animals spell.

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

Water Breathing (Ex): The dragon can breathe underwater indefinitely and can freely use its breath weapon, spells, and other abilities while submerged.

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 360 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 1200 feet.

 
Troll:Scrag
Size & Type (subtype):Large GiantHit Dice:6d8+36 (63)
Initiative:   +2 (Dex)   Speed:   20 ft., swim 40 ft.  
Armor Class:   18 (-1 size, +2 Dex, +7 natural)   Attacks:   2 claws +9 melee, bite +4 melee  
Damage:   Claw 1d6+6, bite 1d6+3   Face and Reach:   5 ft. by 5 ft./10 ft.  
Special Attacks:   Rend 2d6+9   Special Qualities:   Regeneration 5, scent, darkvision 90 ft.  
Saving Throws  Fortitude: 11  
Reflex: 4  
Will: 3  
Abilities:   Str: 23
Dex: 14
Con: 23
Int: 6
Wis: 9
Cha: 6
Skills:   Listen +5, Spot +5   Feats:   Alertness, Iron Will  
Climate and Terrain:   Any aquatic   Climate:   cold,temperate,warm  
Terrain:   aquatic   Organization:   Solitary or gang (2-4)  
Challenge Rating:   5   Challenge Rating Value:   5  
Treasure:   Standard   Alignment:   Always chaotic evil  
Advancement:   By character class  

Description:  

Scrags speak Giant.

Combat

Scrags have no fear of death: They launch themselves into combat without hesitation, flailing wildly at the closest opponent. Even when confronted with fire, they try to get around the flames and attack.

Rend (Ex): If a scrag hits with both claw attacks, it latches onto the opponent's body and tears the flesh. This attack automatically deals an additional 2d6+9 points of damage.

Regeneration (Ex): A scrag regenerates only if mostly immersed in water. Fire and acid deal normal damage to a scrag. If a scrag loses a limb or body part, the lost portion regrows in 3d6 minutes. The creature can reattach the severed member instantly by holding it to the stump.

 
Hydra:Seven-Headed Lernaean Pyrohydra
Size & Type (subtype):Huge Magical BeastHit Dice:7d10+35 (73)
Initiative:   +1 (Dex)   Speed:   20 ft., swim 10 ft.  
Armor Class:   15 (-2 size, +1 Dex, +6 natural)   Attacks:   7 bites +7 melee  
Damage:   Bite 1d10+4   Face and Reach:   20 ft. by 20 ft./10 ft.  
Special Attacks:   Breath weapon   Special Qualities:   Scent, fire subtype, regrowth  
Saving Throws  Fortitude: 10  
Reflex: 6  
Will: 2  
Abilities:   Str: 19
Dex: 12
Con: 20
Int: 3
Wis: 10
Cha: 9
Skills:   Listen +6, Spot +7   Feats:   Combat Reflexes  
Climate and Terrain:   Any marsh and underground   Climate:   cold,temperate,warm  
Terrain:   marsh,underground   Organization:   Solitary  
Challenge Rating:   10   Challenge Rating Value:   10  
Treasure:   1/10 coins; 50% goods; 50% items   Alignment:   Usually neutral  
Advancement:     

Description:  

Combat

These reddish hydras can breathe jets of fire 10 feet high, 10 feet wide, and 20 feet long. All heads breathe once every 1d4 rounds. Each jet deals 3d6 damage per head. A successful Reflex save halves the damage. The save DC is 10 + 1/2 hydra's original number of heads + the hydra's Constitution modifier.

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 hit the monster's neck with a slashing weapon and deal damage equal to the hydra's original hit point total, divided by its original number of heads, in one blow. (The player says where the attack is aimed just before making the attack roll.) For example, if a five-headed hydra has 52 hp, a single blow dealing 10 or more points of damage severs a head (52 / 5 = 10.4, rounded down to 10). Any excess damage is lost. A severed head dies, and a natural reflex seals the neck shut to prevent further blood loss. The hydra can no longer attack with the severed head but suffers no other penalties.

The only way to slay a Lernaean hydra normally is to sever all its heads. However, each time a head is severed, two new heads spring from the stump in 1d4 rounds. A Lernaean 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, at least 5 points of fire or acid damage must be dealt to the stump (AC 19) before the new heads appear.

Spells such as disintegrate, finger of death, and slay living kill a Lernaean hydra outright if they succeed. If the spell deals damage on a successful save, that damage is directed against one of the hydra's heads.

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

Skills: Hydras receive a +2 racial bonus to Listen and Spot checks, thanks to their multiple heads.

Feats: A hydra's Combat Reflexes feat allows it to use all its heads for attacks of opportunity each round.

 

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