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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)


Dragon:Blue Dragon, Ancient
Size & Type (subtype):Gargantuan DragonHit Dice:33d12+231 (445)
Initiative:   +0 (Dex)   Speed:   40 ft., fly 200 ft. (clumsy), burrow 20 ft.  
Armor Class:   38 (-4 size, +32 natural)   Attacks:   Bite +41 melee, 2 Claws +36 melee, 2 Wings +36 melee, 1 Tail slap +36 melee; or 1 Crush +41 melee; or 1 Tail sweep +41 m  
Damage:   Bite 4d6+12, claw 2d8+6, wing 2d6+6, tail slap 2d8+18; or crush 4d6+18; or tail sweep 2d6+18   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 15/+2, SR 27, sound imitation, blindsight, keen senses  
Saving Throws  Fortitude: 25  
Reflex: 18  
Will: 23  
Abilities:   Str: 35
Dex: 10
Con: 25
Int: 20
Wis: 21
Cha: 20
Skills:   Bluff +44, Concentration +44, Diplomacy +44, Escape Artist +44, Knowledge (any) +44, Listen +33, Scry +44, Search +33, Spellcraft +33, Spot +33   Feats:   Any 9  
Climate and Terrain:   Temperate and warm desert and underground   Climate:   temperate,warm  
Terrain:   desert,underground   Organization:   solitary, pair, or family (1-2 and 2-5 offspring)  
Challenge Rating:   20   Challenge Rating Value:   20  
Treasure:   Double standard   Alignment:   Always lawful evil  
Advancement:   34-35 HD (Gargantuan)  

Description:  

Breath Weapon (Su): Line of lightning 5 feet high, 5 feet wide, and 5x5x120 feet long, every 1d4 rounds; damage 20d8, Reflex half DC 33; 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 33 Hit Dice (except for other dragons) within 300 feet of the dragon must succeed at a Will save (DC 31) 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 13, gaining bonus spells for a high Charisma score. Can also cast cleric spells and those from the Air, Evil, and Law domains as arcane spells.

Spell-Like Abilities: 3/day-ventriloquism; 1/day-hallucinatory terrain and veil. These abilities are as the spells cast by a 13 level sorcerer (save DC 15 + spell level).

Create/Destroy Water (Sp): The dragon can use this ability three times per day. It works like the create water spell (as by a 13 level sorcerer), except that the dragon can decide to destroy water instead of creating it, which automatically spoils unattended liquids containing water. Magic items (such as potions) and items in a creature's possession must succeed at a Will save (DC 31) or be ruined.

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

Sound Imitation (Ex): The dragon can mimic any voice or sound it has heard, anytime it likes. Listeners must succeed at a Will save (DC 31) to detect the ruse.

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 300 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 1000 feet.

 
Dinosaur:Megaraptor
Size & Type (subtype):Huge BeastHit Dice:8d10+32 (76)
Initiative:   +2 (Dex)   Speed:   60 ft.  
Armor Class:   16 (-2 size, +2 Dex, +6 natural)   Attacks:   Rake +9 melee, 2 claws +4 melee, bite +4 melee  
Damage:   Rake 2d8+5, claw 1d4+2, bite 2d6+2   Face and Reach:   10 ft. by 10 ft./15 ft.  
Special Attacks:      Special Qualities:   Scent  
Saving Throws  Fortitude: 10  
Reflex: 8  
Will: 4  
Abilities:   Str: 21
Dex: 15
Con: 19
Int: 2
Wis: 15
Cha: 10
Skills:   Hide +5, Jump +14, Listen +12, Spot +12, Wilderness Lore +10   Feats:     
Climate and Terrain:   Warm forest, hill, plains, and marsh   Climate:   warm  
Terrain:   forest,hill,marsh,plains   Organization:   Solitary, pair, or pack (3-6)  
Challenge Rating:   6   Challenge Rating Value:   6  
Treasure:   None   Alignment:   Always neutral  
Advancement:   9-16 HD (Huge); 17-24 HD (Gargantuan)  

Dinosaur:Elasmosaurus
Size & Type (subtype):Huge Beast (Aquatic)Hit Dice:5d10+25 (52)
Initiative:   +2 (Dex)   Speed:   20 ft., swim 50 ft.  
Armor Class:   13 (-2 size, +2 Dex, +3 natural)   Attacks:   Bite +9 melee  
Damage:   Bite 2d8+12   Face and Reach:   10 ft. by 20 ft./10 ft.  
Special Attacks:      Special Qualities:   Scent  
Saving Throws  Fortitude: 9  
Reflex: 6  
Will: 2  
Abilities:   Str: 26
Dex: 14
Con: 20
Int: 2
Wis: 13
Cha: 9
Skills:   Listen +2, Spot +5   Feats:     
Climate and Terrain:   Warm aquatic   Climate:   warm  
Terrain:   aquatic   Organization:   Solitary or pair  
Challenge Rating:   5   Challenge Rating Value:   5  
Treasure:   None   Alignment:   Always neutral  
Advancement:   6-15 HD (Huge)  

Hydra:Ten-Headed Hydra
Size & Type (subtype):Huge BeastHit Dice:10d10+50 (105)
Initiative:   +1 (Dex)   Speed:   20 ft., swim 20 ft.  
Armor Class:   15 (-2 size, +1 Dex, +6 natural)   Attacks:   10 bites +10 melee  
Damage:   Bite 1d10+5   Face and Reach:   20 ft. by 20 ft./10 ft.  
Special Attacks:      Special Qualities:   Scent  
Saving Throws  Fortitude: 12  
Reflex: 8  
Will: 3  
Abilities:   Str: 21
Dex: 12
Con: 20
Int: 3
Wis: 10
Cha: 9
Skills:   Listen +8, Spot +8   Feats:   Combat Reflexes  
Climate and Terrain:   Any marsh and underground   Climate:   cold,temperate,warm  
Terrain:   marsh,underground   Organization:   Solitary  
Challenge Rating:   9   Challenge Rating Value:   9  
Treasure:   1/10 coins; 50% goods; 50% items   Alignment:   Usually neutral  
Advancement:     

Description:  

Combat

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. A severed head regrows in about a month.

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.

 
Dinosaur:Deinonychus
Size & Type (subtype):Large BeastHit Dice:4d10+12 (34)
Initiative:   +2 (Dex)   Speed:   60 ft.  
Armor Class:   16 (-1 size, +2 Dex, +5 natural)   Attacks:   Rake +6 melee, 2 claws +1 melee, bite +1 melee  
Damage:   Rake 2d6+4, claw 1d3+2, bite 2d4+2   Face and Reach:   5 ft. by 5 ft./10 ft.  
Special Attacks:      Special Qualities:   Scent  
Saving Throws  Fortitude: 7  
Reflex: 6  
Will: 2  
Abilities:   Str: 19
Dex: 15
Con: 17
Int: 2
Wis: 12
Cha: 10
Skills:   Hide +7, Jump +13, Listen +11, Spot +11, Wilderness Lore +9   Feats:     
Climate and Terrain:   Warm forest, hill, plains, and marsh   Climate:   warm  
Terrain:   forest,hill,marsh,plains   Organization:   Solitary, pair, or pack (3-6)  
Challenge Rating:   3   Challenge Rating Value:   3  
Treasure:   None   Alignment:   Always neutral  
Advancement:   5-8 HD (Large)  

Description:  

Skills: A deinonychus receives a +8 racial bonus to Hide, Jump, Listen, Spot, and Wilderness Lore checks.

 

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