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).
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Dryad | Size & Type (subtype): | Medium-Size Fey | Hit 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.
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Choker | Size & Type (subtype): | Small Aberration | Hit 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.
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Vermin:Monstrous Spider, Medium-Size | Size & Type (subtype): | Medium-Size Vermin | Hit 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.
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Vermin:Giant Ant, Queen | Size & Type (subtype): | Large Vermin | Hit 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.
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