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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)


Formian:Queen
Size & Type (subtype):Large Outsider (Lawful)Hit Dice:20d8+100 (190)
Initiative:   +5 (Int)   Speed:   0 ft.  
Armor Class:   23 (-1 size, +14 natural)   Attacks:     
Damage:      Face and Reach:   5 ft. by 10 ft./5 ft.  
Special Attacks:   Hive mind, spells, spell-like abilities   Special Qualities:   Immunities, resistances, fast healing 2, telepathy, SR 30  
Saving Throws  Fortitude: 19  
Reflex:  
Will: 19  
Abilities:   Str:
Dex:
Con: 20
Int: 20
Wis: 20
Cha: 21
Skills:   Appraise +22, Bluff +28, Concentration +22, Diplomacy +28, Knowledge (any three) +28, Listen +30, Scry +28, Sense Motive +28, Spellcraft +28, Spot +30   Feats:   Alertness, Great Fortitude, Iron Will, item creation feat (any one), Quicken Spell, Spell Focus (Enchantment)  
Climate and Terrain:   Any land and underground   Climate:   cold,temperate,warm  
Terrain:   desert,forest,hill,marsh,mountains,plains,underground   Organization:   Solitary or hive (1 plus 100-400 workers, 11-40 warriors, 4-7 taskmasters with 1 dominated creature each, and 5-8 myrmarchs)  
Challenge Rating:   18   Challenge Rating Value:   18  
Treasure:   Double standard   Alignment:   Always lawful neutral  
Advancement:   21-30 HD (Huge); 31-40 HD (Gargantuan)  

Description:  

Spells: The queen casts arcane spells as a 17th-level sorcerer.

Spell-Like Abilities: At will: calm emotions, charm monster, clairaudience/clairvoyance, detect chaos, detect thoughts, dictum, divination, hold monster, magic circle against chaos, order's wrath, shield of law, and true seeing. These abilities are as the spells cast by a 17th-level sorcerer (save DC 15 + spell level).

Telepathy (Su): The queen can communicate telepathically with any intelligent creature within fifty miles whose presence she is aware of.

Hive Mind (Ex): All formians within 50 miles of their queen are in constant communication. If one is aware of a particular danger, they all are. If one in a group is not flat-footed, none of them are. No formian in a group is considered flanked unless all of them are.

Immunities (Ex): Formians have poison, petrification, and cold immunity.

Resistances (Ex): All formians have fire, electricity, and sonic resistance 20.

 
Mohrg
Size & Type (subtype):Medium-Size UndeadHit Dice:14d12 (91)
Initiative:   +5 (+1 Dex, +4 Improved Initiative)   Speed:   30 ft.  
Armor Class:   15 (+1 Dex, +4 natural)   Attacks:   2 slams +12 melee, tongue touch +7 melee  
Damage:   Slam 1d6+5, tongue paralysis   Face and Reach:   5 ft. by 5 ft./5 ft.  
Special Attacks:   Improved grab, paralyzing touch, create spawn   Special Qualities:   Undead  
Saving Throws  Fortitude: 4  
Reflex: 5  
Will: 9  
Abilities:   Str: 21
Dex: 13
Con:
Int: 11
Wis: 10
Cha: 10
Skills:   Climb +11, Hide +15, Listen +12, Move Silently +15, Spot+12, Swim +10   Feats:   Alertness, Dodge, Improved Initiative, Mobility  
Climate and Terrain:   Any land and underground   Climate:   cold,temperate,warm  
Terrain:   desert,forest,hill,marsh,mountains,plains,underground   Organization:   Solitary, gang (2-4), or mob (2-4 plus 5-10zombies)  
Challenge Rating:   8   Challenge Rating Value:   8  
Treasure:   None   Alignment:   Always chaotic evil  
Advancement:   15-21 HD (Medium-size); 22-28 HD (Large)  

Description:  

Combat

Like zombies, mohrgs attack by slamming enemies with their powerful fists. They often catch opponents flat-footed, for they move much faster than zombies.

Improved Grab (Ex): To use this ability, the mohrg must hit with its slam attack.

Paralyzing Touch (Su): A mohrg lashes out with its tongue in combat. An opponent the tongue touches must succeed at a Fortitude save (DC 17) or become paralyzed for 1d4 minutes.

Create Spawn (Su): Creatures killed by a mohrg rise after 1d4 days as zombies under the morhg's control. They do not possess any of the abilities they had in life.

 
Elemental:Water Elemental, Medium
Size & Type (subtype):Medium-Size Elemental (Water)Hit Dice:4d8+12 (30)
Initiative:   +1 (Dex)   Speed:   20 ft., swim 90 ft.  
Armor Class:   19 (+1 Dex, +8 natural)   Attacks:   Slam +6 melee  
Damage:   Slam 1d8+4   Face and Reach:   5 ft. by 5 ft./5 ft.  
Special Attacks:   Water mastery, drench, vortex   Special Qualities:   Elemental  
Saving Throws  Fortitude: 7  
Reflex: 2  
Will: 1  
Abilities:   Str: 16
Dex: 12
Con: 17
Int: 4
Wis: 11
Cha: 11
Skills:   Listen +7, Spot +7   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:   3   Challenge Rating Value:   3  
Treasure:   None   Alignment:   Usually neutral  
Advancement:   5-7 HD (Medium-size)  

Description:  

A medium-size water elemental is 8 feet high and weighs 280 lbs.

Water elementals speak Aquan but rarely choose to do so.

Combat

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

Water Mastery (Ex): A water elemental gains a +1 attack and damage bonus if both it and its opponent touch water. If the opponent or elemental is landbound, the elemental suffers a -4 penalty to attack and damage. (These modifiers are not included in the statistics block.) A water elemental can be a serious threat to a ship that crosses its path. The elemental can easily overturn small craft (5 feet of length per Hit Die of the elemental) and stop larger vessels (10 feet long per HD). Even large ships (20 feet long per HD) can be slowed to half speed.

Drench (Ex): The elemental's touch puts out torches, campfires, exposed lanterns, and other open flames of nonmagical origin if these are of Large size or smaller. The creature can dispel magical fire it touches as dispel magic cast by a sorcerer whose level equals the elemental's HD total.

Vortex (Su): The elemental can transform itself into a whirlpool once every 10 minutes, provided it is underwater, and remain in that form for up to 1 round for every 2 HD it has. In vortex form, the elemental can move through the water or along the bottom at its swim speed. The vortex is DC 15, damage 1d6, and up to 30 feet high.
The vortex is 5 feet wide at the base, up to 30 feet wide at the top, and 10 feet or more tall, depending on the elemental's size. The elemental controls the exact height, but it must be at least 10 feet.
Creatures one or more sizes smaller than the elemental might take damage when caught in the vortex (see the table below for details) and may be swept up by it. An affected creature must succeed at a Reflex save when it comes into contact with the vortex or take the listed damage. It must also succeed at a second Reflex save or be picked up bodily and held suspended in the powerful currents, automatically taking damage each round. A creature that can swim is allowed a Reflex save each round to escape the vortex. The creature still takes damage, but can leave if the save is successful. The DC for saves against the vortex's effects varies with the elemental's size.
The elemental can eject any carried creatures whenever it wishes, depositing them wherever the vortex happens to be. A summoned elemental always ejects trapped creatures before returning to its home plane.
If the vortex's base touches the bottom, it creates a swirling cloud of debris. This cloud is centered on the elemental and has a diameter equal to half the vortex's height. The cloud obscures all vision, including darkvision, beyond 5 feet. Creatures 5 feet away have one-half concealment, while those farther away have total concealment. Those caught in the cloud must succeed at a Concentration check to cast a spell (DC equal to the Reflex save DC).

 
Formian:Warrior
Size & Type (subtype):Medium-Size Outsider (Lawful)Hit Dice:4d8+8 (26)
Initiative:   +3 (Dex)   Speed:   40 ft.  
Armor Class:   18 (+3 Dex, +5 natural)   Attacks:   Sting +7 melee, 2 claws +5 melee, bite +5 melee  
Damage:   Sting 2d4+3, claw 1d6+1, bite 1d4+1   Face and Reach:   5 ft. by 5 ft./5 ft.  
Special Attacks:   Hive mind, poison   Special Qualities:   Immunities, resistances, SR 18  
Saving Throws  Fortitude: 6  
Reflex: 7  
Will: 5  
Abilities:   Str: 17
Dex: 16
Con: 14
Int: 10
Wis: 12
Cha: 11
Skills:   Climb +10, Hide +10, Listen +7, Move Silently +10, Spot +6   Feats:   Dodge, Multiattack  
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 troop (6-11)  
Challenge Rating:   3   Challenge Rating Value:   3  
Treasure:   None   Alignment:   Always lawful neutral  
Advancement:   5-8 HD (Medium-size); 9-12 HD (Large)  

Description:  

Poison (Ex): Sting, Fortitude save (DC 14); initial and secondary damage 1d6 temporary Strength.

Hive Mind (Ex): All formians within 50 miles of their queen are in constant communication. If one is aware of a particular danger, they all are. If one in a group is not flat-footed, none of them are. No formian in a group is considered flanked unless all of them are.

Immunities (Ex): Formians have poison, petrification, and cold immunity.

Resistances (Ex): All formians have fire, electricity, and sonic resistance 20.

 
Yeth Hound
Size & Type (subtype):Medium-Size Outsider (Evil)Hit Dice:3d8+6 (19)
Initiative:   +6 (+2 Dex, +4 Improved Initiative)   Speed:   40 ft., fly 70 ft. (good)  
Armor Class:   20 (+2 Dex, +8 natural)   Attacks:   Bite +6 melee  
Damage:   Bite 1d8+4   Face and Reach:   5 ft. by 5 ft./5 ft.  
Special Attacks:   Bay, trip   Special Qualities:   Scent, flight, damage reduction 10/silver  
Saving Throws  Fortitude: 5  
Reflex: 5  
Will: 5  
Abilities:   Str: 17
Dex: 15
Con: 15
Int: 6
Wis: 14
Cha: 10
Skills:   Listen +8, Spot +8, Wilderness Lore +8*   Feats:   Improved Initiative  
Climate and Terrain:   Any land and underground   Climate:   cold,temperate,warm  
Terrain:   desert,forest,hill,marsh,mountains,plains,underground   Organization:   Solitary, pair, or pack (6-11)  
Challenge Rating:   3   Challenge Rating Value:   3  
Treasure:   None   Alignment:   Always neutral evil  
Advancement:   4-6 HD (Medium-size); 7-9 HD (Large)  

Description:  

Combat

Bay (Su): When a yeth hound howls or barks, all creatures except other evil outsiders within a 300-foot spread must succeed at a Will save (DC 12) or become panicked for 2d4 rounds. This is a sonic, mind-affecting fear effect. Whether or not the save is successful, an affected creature is immune to that hound's bay for one day.

Trip (Ex): A yeth hound that hits with its bite attack can attempt to trip the opponent as a free action without making a touch attack or provoking an attack of opportunity. If the attempt fails, the opponent cannot react to trip the yeth hound.

Flight (Su): A yeth hound can fly as the spell cast by an 11th-level sorcerer, as a free action. A yeth hound that loses this ability falls and can perform only partial actions.

Skills: *A yeth hound receives a +4 racial bonus to Wilderness Lore checks when tracking by scent.

 

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