Advanced search options


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


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)  

Description:  

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).

 
Dryad
Size & Type (subtype):Medium-Size FeyHit Dice:2d6 (7)
Initiative:   +6 (+2 Dex, +4 Improved Initiative)   Speed:   30 ft.  
Armor Class:   12 (+2 Dex)   Attacks:   Dagger +1 melee  
Damage:   Dagger 1d4   Face and Reach:   5 ft. by 5 ft./5 ft.  
Special Attacks:   Spell-like abilities   Special Qualities:   Symbiosis  
Saving Throws  Fortitude: 0  
Reflex: 5  
Will: 5  
Abilities:   Str: 10
Dex: 15
Con: 11
Int: 14
Wis: 15
Cha: 18
Skills:   Animal Empathy +9, Craft (any one) or Knowledge (any one)+6, Escape Artist +7, Hide +7, Listen +9, Move Silently +7, Sense Motive +7, Spot +9, Wilderness Lore +7   Feats:   Alertness, Dodge, Improved Initiative  
Climate and Terrain:   Temperate and warm forest   Climate:   temperate,warm  
Terrain:   forest   Organization:   Solitary or grove (4-7)  
Challenge Rating:   1   Challenge Rating Value:   1  
Treasure:   Standard   Alignment:   Always chaotic good  
Advancement:   3-4 HD (Medium-size)  

Description:  

Dryads speak Common, Elven, and Sylvan.

Combat

Spell-Like Abilities: Dryads can communicate with plants at will (as speak with plants). They can also, at will, step inside any tree and use dimension door as cast by a 7th-level sorcerer to reach their own oak tree. A dryad can use charm person three times per day, as cast by a 4th-level sorcerer; targets must succeed at a Will save (DC 15) or be charmed for 4 hours.

Symbiosis (Su): Each dryad is mystically bound to a single, enormous oak tree and must never stray more than 300 yards from it. Any who do become ill and die within 4d6 hours. A dryad's oak does not radiate magic.

 
Choker
Size & Type (subtype):Small AberrationHit Dice:3d8+3 (16)
Initiative:   +4 (Improved Initiative)   Speed:   20 ft., climb 10 ft.  
Armor Class:   16 (+1 size, +5 natural)   Attacks:   2 tentacle slaps +6 melee  
Damage:   Tentacle slap 1d3+3   Face and Reach:   5 ft. by 5 ft./10 ft.  
Special Attacks:   Haste, improved grab, constrict 1d3+3   Special Qualities:     
Saving Throws  Fortitude: 2  
Reflex: 1  
Will: 4  
Abilities:   Str: 16
Dex: 10
Con: 13
Int: 4
Wis: 13
Cha: 7
Skills:   Climb +16, Hide +7, Move Silently +4   Feats:   Improved Initiative  
Climate and Terrain:   Any underground   Climate:   cold,temperate,warm  
Terrain:   underground   Organization:   Solitary  
Challenge Rating:   2   Challenge Rating Value:   2  
Treasure:   1/10 coins; 50% goods; 50% items   Alignment:   Usually chaotic evil  
Advancement:   4-6 HD (Small); 7-12 HD (Medium-size)  

Description:  

Chokers speak Undercommon.

Combat

A choker likes to perch near the ceiling, often at intersections, archways, wells, or staircases, and reach down to attack its prey.

Haste (Su): Although not particularly dexterous, a choker is supernaturally quick. It can take an extra partial action each round, as if affected by a haste spell.

Improved Grab (Ex): To use this ability, the choker must hit an opponent of up to Large size with a tentacle attack. If it gets a hold, it can constrict.

Constrict (Ex): A choker deals 1d3+3 points of damage with a successful grapple check against Large or smaller creatures. Because it seizes victims by the neck, a creature in the choker's grasp cannot speak or cast spells with verbal components.

 
Vermin:Monstrous Spider, Medium-Size
Size & Type (subtype):Medium-Size VerminHit Dice:2d8+2 (11)
Initiative:   +3 (Dex)   Speed:   30 ft., climb 20 ft. (40 ft., climb 20 ft.)  
Armor Class:   14 (+3 Dex, +1 natural)   Attacks:   Bite +4 melee  
Damage:   Bite 1d6 and poison   Face and Reach:   5 ft. by 5 ft./5 ft.  
Special Attacks:   Poison, web   Special Qualities:   Vermin  
Saving Throws  Fortitude: 4  
Reflex: 3  
Will: 0  
Abilities:   Str: 11
Dex: 17
Con: 12
Int:
Wis: 10
Cha: 2
Skills:   Climb +12, Hide +10, Jump +0*, Spot +7*   Feats:   Weapon Finesse (bite)  
Climate and Terrain:   Temperate and warm land and underground   Climate:   temperate,warm  
Terrain:   desert,forest,hill,marsh,mountains,plains,underground   Organization:   Solitary or colony (2-5)  
Challenge Rating:   1   Challenge Rating Value:   1  
Treasure:   1/10 coins; 50% goods; 50% items   Alignment:   Always neutral  
Advancement:   3 HD (Medium-size)  

Description:  

Diameter 5 feet (including legs), Body Diameter 1 1/2 feet, Height 6 inches.

Poison (Ex): Bite, Fortitude save (DC 14); initial and secondary damage 1d4 temporary Strength.

Web (Ex): Escape DC 20, Break DC 26, Hit Points 6.

Vermin: Immune to mind-influencing effects.

Skills: Monstrous spiders receive a +4 racial bonus to Hide and Spot checks. *Monstrous spiders gain a +8 competence bonus to Hide and Move Silently checks when using their webs. *Hunting spiders receive a +6 racial bonus to Jump checks and a +8 racial bonus to Spot checks.

 
Vermin:Giant Ant, Queen
Size & Type (subtype):Large VerminHit Dice:4d8+4 (22)
Initiative:   -1 (Dex)   Speed:   40 ft.  
Armor Class:   17 (-1 size, -1 Dex, +9 natural)   Attacks:   Bite +5 melee  
Damage:   Bite 2d6+4   Face and Reach:   5 ft. by 10 ft./5 ft.  
Special Attacks:   Improved grab   Special Qualities:   Vermin  
Saving Throws  Fortitude: 5  
Reflex: 0  
Will: 2  
Abilities:   Str: 16
Dex: 9
Con: 13
Int:
Wis: 13
Cha: 11
Skills:   Listen +7, Spot +7   Feats:     
Climate and Terrain:   Temperate and warm desert, forest, hill, plains, and underground   Climate:   temperate,warm  
Terrain:   desert,forest,hill,plains,underground   Organization:   Hive (1 plus 10-100 workers and 5-20 soldiers)  
Challenge Rating:   2   Challenge Rating Value:   2  
Treasure:   1/10 coins; 50% goods; 50% items   Alignment:   Always neutral  
Advancement:   5-6 HD (Large); 7-8 HD (Huge)  

Description:  

Improved Grab (Ex): To use this ability, the giant ant must hit with its bite attack. A giant ant soldier that gets a hold can sting.

Acid Sting (Ex): The giant ant soldier has a stinger and an acid-producing gland and in its abdomen. If it successfully grabs an opponent, it can attempt to sting each round using its full attack bonus. A hit with the sting attack deals 1d4+1 points of piercing damage and 1d4 points of acid damage.

Vermin: Immune to mind-influencing effects.

 

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