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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)


Devil:Cornugon (Baatezu)
Size & Type (subtype):Large Outsider (Evil, Lawful)Hit Dice:11d8+33 (82)
Initiative:   +1 (Dex)   Speed:   20 ft., fly 50 ft. (average)  
Armor Class:   25 (-1 size, +1 Dex, +15 natural)   Attacks:   Whip +15/+10/+5 melee (or 2 claws +15 melee), bite +9 melee, tail +9 melee  
Damage:   Whip 1d6+5 and stun, claw 1d4 +5; bite 1d4+2, tail 1d3+2 and wound   Face and Reach:   10 ft. by 10 ft./15 ft.  
Special Attacks:   Spell-like abilities, fear aura, stun, wound, summon baatezu   Special Qualities:   Damage reduction 20/+2, SR 24, baatezu qualities, regeneration 5  
Saving Throws  Fortitude: 10  
Reflex: 8  
Will: 9  
Abilities:   Str: 21
Dex: 12
Con: 17
Int: 14
Wis: 14
Cha: 14
Skills:   Bluff +14, Climb +16, Concentration +15, Hide +7, Listen +14, Move Silently +14, Search +14, Sense Motive +14, Spot +14   Feats:   Cleave, Power Attack, Sunder  
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 squad (6-10)  
Challenge Rating:   10   Challenge Rating Value:   10  
Treasure:   Standard coins; double goods; standard items   Alignment:   Always lawful evil  
Advancement:   12-15 HD (Large); 16-30 HD (Huge)  

Description:  

Cornugons speak Infernal, Celestial, and Draconic.

Combat

Spell-Like Abilities: At will: animate dead, charm person, desecrate, detect good, detect magic, detect thoughts, dispel chaos, dispel good, magic circle against good, major image, produce flame, pyrotechnics, suggestion, and teleport without error (self plus 50 pounds of objects only); 3/day-fireball and lightning bolt; 1/day-wall of fire. These abilities are as the spells cast by a 12th-level sorcerer (save DC 12 + spell level).

Fear Aura (Su): As a free action, a cornugon can create an aura of fear in a 5-foot radius. It is otherwise identical with fear cast by a 12th-level sorcerer (save DC 17). If the save is successful, that creature cannot be affected again by that cornugon's fear aura for one day. Other baatezu are immune to the aura.

Stun (Su): Whenever a cornugon hits with a whip attack, the opponent must succeed at a Fortitude save (DC 17) or be stunned for 1d4 rounds.

Wound (Su): A hit from a cornugon's tail attack causes a bleeding wound. The injured creature loses 2 additional hit points each round until the wound is bound (a DC 10 Heal check) or the creature dies.

Summon Baatezu (Sp): Once per day a cornugon can attempt to summon 2d10 lemures or 1d6 barbazu with a 50% chance of success, 1d6 hamatulas with a 35% chance of success, or another cornugon with a 20% chance of success. 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): Cornugons take normal damage from acid, and from holy and blessed weapons of at least +2 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.

 
Elemental:Earth Elemental, Small
Size & Type (subtype):Small Elemental (Earth)Hit Dice:2d8+2 (11)
Initiative:   -1 (Dex)   Speed:   20 ft.  
Armor Class:   17 (+1 size, -1 Dex, +7 natural)   Attacks:   Slam +5 melee  
Damage:   Slam 1d6+4   Face and Reach:   5 ft. by 5 ft./5 ft.  
Special Attacks:   Earth mastery, push   Special Qualities:   Elemental  
Saving Throws  Fortitude: 4  
Reflex: -1  
Will: 0  
Abilities:   Str: 17
Dex: 8
Con: 13
Int: 4
Wis: 11
Cha: 11
Skills:   Listen +5, Spot +5   Feats:   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:   1   Challenge Rating Value:   1  
Treasure:   None   Alignment:   Usually neutral  
Advancement:   3 HD (Small)  

Description:  

Small earth elementals are 4 feet high and weigh 80 lbs.

Earth elementals speak Terran but rarely choose to do so.

Combat

Elemental: Immune to poison, sleep, paralysis, and stunning. Not subject to critical hits.

Earth Mastery (Ex): An earth elemental gains a +1 attack and damage bonus if both it and its foe touch the ground. If an opponent is airborne or waterborne, the elemental suffers a -4 penalty to attack and damage. (These modifiers are not included in the statistics block.)

Push (Ex): An earth elemental can start a bull rush maneuver without provoking an attack of opportunity. The combat modifiers given in Earth Mastery, above, also apply to the elemental's opposed Strength checks.

 
Hag:Sea Hag
Size & Type (subtype):Large Monstrous Humanoid (Aquatic)Hit Dice:3d8+3 (16)
Initiative:   +1 (Dex)   Speed:   30 ft., swim 40 ft.  
Armor Class:   13 (-1 size, +1 Dex, +3 natural)   Attacks:   2 claws +6 melee  
Damage:   Claw 1d4+4   Face and Reach:   5 ft. by 5 ft./10 ft.  
Special Attacks:   Horrific appearance, evil eye   Special Qualities:   SR 14, water breathing  
Saving Throws  Fortitude: 2  
Reflex: 4  
Will: 4  
Abilities:   Str: 19
Dex: 12
Con: 12
Int: 10
Wis: 13
Cha: 10
Skills:   Craft or Knowledge (any one) +4, Hide +3, Listen +9, Spot +9   Feats:   Alertness  
Climate and Terrain:   Any aquatic   Climate:   cold,temperate,warm  
Terrain:   aquatic   Organization:   Solitary or covey (3 hags of any type plus 1-8 ogres and 1-4 evil giants)  
Challenge Rating:   4 or 12 (covey)   Challenge Rating Value:   4  
Treasure:   Standard   Alignment:   Always chaotic evil  
Advancement:   By character class  

Description:  

Sea hags speak Giant and Common.

Horrific Appearance (Su): The sight of a sea hag is so revolting that anyone who sets eyes upon one must succeed at a Fortitude save (DC 11) or instantly be weakened, taking 2d8 points of temporary Strength damage. This cannot reduce a victim to a negative Strength score, but anyone reduced to Strength 0 is helpless. Creatures who successfully save cannot be affected again by the same hag's horrific appearance for one day.

Evil Eye (Su): Three times per day a sea hag can cast its dire gaze upon any single creature within 30 feet. The target must succeed at a Fortitude save (DC 11). Creatures who fail have a 25% chance of dying instantly from fright; even if they survive, they fall into a whimpering catatonia for three days, although remove curse or dispel evil can restore sanity sooner.

Water Breathing (Ex): Sea hags can breathe underwater indefinitely and can freely use their abilities while submerged.

 
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)  

Description:  

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.

 
Dragon:White Dragon, Juvenile
Size & Type (subtype):Medium-size Dragon (Cold)Hit Dice:12d12+24 (102)
Initiative:   +0 (Dex)   Speed:   60 ft., fly 200 ft. (poor),swim 60 ft., burrow 30 ft.  
Armor Class:   21 (+11 natural)   Attacks:   Bite +15 melee, 2 Claws +10 melee, 2 Wings +10 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, spell-like abilities   Special Qualities:   Immunities, cold subtype, icewalking, blindsight, keen senses  
Saving Throws  Fortitude: 10  
Reflex: 8  
Will: 8  
Abilities:   Str: 17
Dex: 10
Con: 15
Int: 8
Wis: 11
Cha: 8
Skills:   Bluff +5, Concentration +5, Diplomacy +5, Escape Artist +5, Knowledge (any) +4, Listen +12, Search +12, Spot +12   Feats:   Any 4  
Climate and Terrain:   Any cold land and underground   Climate:   cold  
Terrain:   desert,forest,hill,marsh,mountains,plains,underground   Organization:   solitary or clutch (2-5)  
Challenge Rating:   5   Challenge Rating Value:   5  
Treasure:   Double standard   Alignment:   Always chaotic evil  
Advancement:   13-14 HD (Medium-size)  

Description:  

Breath Weapon (Su): A cone of cold 30x30x30 feet long, every 1d4 rounds; damage 4d6, Reflex half DC 18.

Spell-Like Abilities: 3/day-fog cloud. These abilities are as the spells cast by a 4 level sorcerer (save DC 9 + spell level).

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

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

Icewalking (Ex): This ability works like the spider climb spell cast by a 4 level sorcerer, but the surfaces the dragon climbs must be icy. It is always in effect.

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 120 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 400 feet.

 

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