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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:Brass Dragon, Adult
Size & Type (subtype):Large Dragon (Fire)Hit Dice:19d12+76 (199)
Initiative:   +0 (Dex)   Speed:   60 ft., fly 200 ft. (poor), burrow 30 ft.  
Armor Class:   27 (-1 size, +18 natural)   Attacks:   Bite +24 melee, 2 Claws +19 melee, 2 Wings +19 melee, 1 Tail slap +19  
Damage:   Bite 2d6+6, claw 1d8+3, wing 1d6+3, tail slap 1d8+9   Face and Reach:   5 ft. by 10 ft. / 10 ft.  
Special Attacks:   Breath weapon, frightful presence, spells, spell-like abilities   Special Qualities:   Immunities, damage reduction 5/+1, SR 20, fire subtype, blindsight, keen senses  
Saving Throws  Fortitude: 15  
Reflex: 11  
Will: 13  
Abilities:   Str: 23
Dex: 10
Con: 19
Int: 14
Wis: 15
Cha: 14
Skills:   Bluff +16, Concentration +16, Diplomacy +16, Escape Artist +16, Knowledge (any) +16, Listen +19, Scry +15, Search +19, Spellcraft +19, Spot +19   Feats:   Any 5  
Climate and Terrain:   Temperate and warm desert, plains, and underground   Climate:   temperate,warm  
Terrain:   desert,plains,underground   Organization:   solitary, pair, or family (1-2 and 2-5 offspring)  
Challenge Rating:   11   Challenge Rating Value:   11  
Treasure:   Double standard   Alignment:   Always chaotic good  
Advancement:   20-21 HD (Large)  

Description:  

Breath Weapon (Su): Either a line of fire 5 feet high, 5 feet wide, and 5x5x80 feet long or a cone of sleep gas 40x40x40 feet long. It cannot use either breath weapon until 1d4 rounds later. Fire damage 6d6, Reflex half DC 23; cone damage Will save (DC 23) or sleep for 1d6+6 rounds.

Frightful Presence (Ex): The dragon can unsettle foes with its mere presence whenever it attacks, charges, or flies overhead. Creatures with fewer than 19 Hit Dice (except for other dragons) within 180 feet of the dragon must succeed at a Will save (DC 21) 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 7, gaining bonus spells for a high Charisma score. Can also cast cleric spells and those from the Chaos and Knowledge domains as arcane spells.

Spell-Like Abilities: At will-speak with animals; 3/day- endure elements (radius 60 ft.); 1/day-suggestion. These abilities are as the spells cast by a 7 level sorcerer (save DC 12 + spell level).

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

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

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 180 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 600 feet.

 
Pseudodragon
Size & Type (subtype):Tiny DragonHit Dice:2d12+2 (15)
Initiative:   +0   Speed:   15 ft., fly 60 ft. (good)  
Armor Class:   18 (+2 size, +6 natural)   Attacks:   Sting +4 melee, bite -1 melee  
Damage:   Sting 1d3 and poison, bite 1   Face and Reach:   2 1/2 ft. by 2 1/2 ft./0 ft. (5 ft. with tail)  
Special Attacks:   Poison   Special Qualities:   See invisibility, telepathy, immunities, SR 19  
Saving Throws  Fortitude: 4  
Reflex: 3  
Will: 4  
Abilities:   Str: 11
Dex: 11
Con: 13
Int: 10
Wis: 12
Cha: 10
Skills:   Hide +16*, Intuit Direction +3, Listen +5, Search +2,Spot +5   Feats:   Alertness  
Climate and Terrain:   Temperate and warm forest   Climate:   temperate,warm  
Terrain:   forest   Organization:   Solitary, pair, or clutch (3-5)  
Challenge Rating:   1   Challenge Rating Value:   1  
Treasure:   None   Alignment:   Always neutral good  
Advancement:   3-4 HD (Tiny)  

Description:  

A pseudodragon egg can fetch a price of up to 10,000 gp, and a hatchling as much as 20,000 gp.

Combat

Poison (Ex): Sting, Fortitude save (DC 12); initial damage sleep for 1 minute, secondary damage sleep for 1d3 days.

See Invisibility (Ex): Pseudodragons continuously see invisibility as the spell, with a range of 60 feet.

Telepathy (Su): Pseudodragons can communicate telepathically with creatures that speak Common or Sylvan, provided they are within 60 feet.

Immunities (Ex): Pseudodragons are immune to sleep and paralysis effects.

Skills: Pseudodragons have a chameleonlike ability that grants them a +4 racial bonus to Hide checks. *In forests or overgrown areas, this bonus improves to +8.

 
Dragon:Brass Dragon, Great wyrm
Size & Type (subtype):Gargantuan Dragon (Fire)Hit Dice:37d12+296 (536)
Initiative:   +0 (Dex)   Speed:   60 ft., fly 250 ft. (clumsy), burrow 30 ft.  
Armor Class:   42 (-4 size, +36 natural)   Attacks:   Bite +46 melee, 2 Claws +41 melee, 2 Wings +41 melee, 1 Tail slap +41 melee; or 1 Crush +46 melee; or 1 Tail sweep +46 m  
Damage:   Bite 4d6+13, claw 2d8+6, wing 2d6+6, tail slap 2d8+19; or crush 4d6+19; or tail sweep 2d6+19   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 20/+3, SR 30, fire subtype, blindsight, keen senses  
Saving Throws  Fortitude: 28  
Reflex: 20  
Will: 25  
Abilities:   Str: 37
Dex: 10
Con: 27
Int: 20
Wis: 21
Cha: 20
Skills:   Bluff +50, Concentration +50, Diplomacy +49, Escape Artist +49, Knowledge (any) +49, Listen +37, Scry +49, Search +37, Spellcraft +37, Spot +37   Feats:   Any 10  
Climate and Terrain:   Temperate and warm desert, plains, and underground   Climate:   temperate,warm  
Terrain:   desert,plains,underground   Organization:   solitary, pair, or family (1-2 and 2-5 offspring)  
Challenge Rating:   22   Challenge Rating Value:   22  
Treasure:   Double standard   Alignment:   Always chaotic good  
Advancement:   38+ HD (Gargantuan)  

Description:  

Breath Weapon (Su): Either a line of fire 5 feet high, 5 feet wide, and 5x5x120 feet long or a cone of sleep gas 60x60x60 feet long. It cannot use either breath weapon until 1d4 rounds later. Fire damage 12d6, Reflex half DC 36; cone damage Will save (DC 36) or sleep for 1d6+12 rounds.

Frightful Presence (Ex): The dragon can unsettle foes with its mere presence whenever it attacks, charges, or flies overhead. Creatures with fewer than 37 Hit Dice (except for other dragons) within 360 feet of the dragon must succeed at a Will save (DC 33) 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 19, gaining bonus spells for a high Charisma score. Can also cast cleric spells and those from the Chaos and Knowledge domains as arcane spells.

Spell-Like Abilities: At will-speak with animals; 3/day-endure elements (radius 120 ft.); 1/day-suggestion, control winds, and control weather. These abilities are as the spells cast by a 19 level sorcerer (save DC 15 + spell level).

Summon Djinni (Sp): This ability works like a summon monster spell cast by a 19 level sorcerer, except that it summons one djinni.

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

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

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 360 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 1200 feet.

 
Elemental:Fire Elemental, Huge
Size & Type (subtype):Huge Elemental (Fire)Hit Dice:16d8+64 (136)
Initiative:   +11 (+7 Dex, +4 Improved Initiative)   Speed:   50 ft.  
Armor Class:   19 (-2 size, +7 Dex, +4 natural)   Attacks:   Slam +17/+12/+7 melee  
Damage:   Slam 2d8+6 and 2d8 fire   Face and Reach:   10 ft. by 5 ft./15 ft.  
Special Attacks:   Burn   Special Qualities:   Elemental, damage reduction 10/+2, fire subtype  
Saving Throws  Fortitude: 9  
Reflex: 17  
Will: 5  
Abilities:   Str: 18
Dex: 25
Con: 18
Int: 6
Wis: 11
Cha: 11
Skills:   Listen +18, Spot +18   Feats:   Dodge, Improved Initiative, Mobility, Weapon Finesse (slam)  
Climate and Terrain:   Any land and underground   Climate:   cold,temperate,warm  
Terrain:   desert,forest,hill,marsh,mountains,plains,underground   Organization:   Solitary  
Challenge Rating:   7   Challenge Rating Value:   7  
Treasure:   None   Alignment:   Usually neutral  
Advancement:   17-20 HD (Huge)  

Description:  

A huge fire elemental is 32 feet high and weighs 8 lbs.

Fire elementals speak Ignan, though they rarely choose to do so. When one does, its voice sounds like the crackle and hiss of a great fire.

Combat

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

Burn (Ex): Those hit by a fire elemental's slam attack must succeed at a Reflex save (DC 22) or catch fire. The flame burns for 1d4 rounds. A burning creature can take a move-equivalent action to put out the flame.
Creatures hitting a fire elemental with natural weapons or unarmed attacks take fire damage as though hit by the elemental's attack, and also catch fire unless they succeed at a Reflex save.

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

 
Golem:Clay
Size & Type (subtype):Large ConstructHit Dice:11d10 (60)
Initiative:   -1 (Dex)   Speed:   20 ft. (can't run)  
Armor Class:   22 (-1 size, -1 Dex, +14 natural)   Attacks:   2 slams +14 melee  
Damage:   Slam 2d10+7   Face and Reach:   5 ft. by 5 ft./10 ft.  
Special Attacks:   Berserk, wound   Special Qualities:   Construct, magic immunity, damage reduction 20/+1, immune to piercing and slashing, haste  
Saving Throws  Fortitude: 3  
Reflex: 2  
Will: 3  
Abilities:   Str: 25
Dex: 9
Con:
Int:
Wis: 11
Cha: 1
Skills:      Feats:     
Climate and Terrain:   Any land and underground   Climate:   cold,temperate,warm  
Terrain:   desert,forest,hill,marsh,mountains,plains,underground   Organization:   Solitary or gang (2-4)  
Challenge Rating:   10   Challenge Rating Value:   10  
Treasure:   None   Alignment:   Always neutral  
Advancement:   12-18 HD (Large); 19-33 HD (Huge)  

Description:  

A golem's creator can command it if the golem is within 60 feet and can see and hear its creator. If uncommanded, the golem usually follows its last instruction to the best of its ability, though if attacked it returns the attack. The creator can give the golem a simple program to govern its actions in his or her absence.

Golems do not need to breathe and are immune to most forms of energy.

Construct: Immune to mind-influencing effects, poison, disease, and similar effects. Not subject to critical hits, subdual damage, ability damage, energy drain, or death from massive damage.

Berserk (Ex): When a clay golem enters combat, there is a cumulative 1% chance each round that its elemental spirit breaks free and goes berserk. The uncontrolled golem goes on a rampage, attacking the nearest living creature or smashing some object smaller than itself if no creature is within reach, then moving on to spread more destruction. Once the golem goes berserk, no known method can reestablish control.

Wound (Ex): The damage a clay golem deals doesn't heal naturally. Only a heal spell or a Healing spell of 6th level or higher can heal it.

Immune to Slashing and Piercing (Ex): Slashing and piercing weapons, even enchanted ones, deal no damage to a clay golem.

Magic Immunity (Ex): Clay golems are immune to all spells, spell-like abilities, and supernatural effects, except as follows. A move earth spell drives the golem back 120 feet and deals 3d12 points of damage to it. A disintegrate spell slows the golem (as the slow spell) for 1d6 rounds and deals 1d12 points of damage. An earthquake cast directly at a clay golem stops it from moving that round and deals 5d10 points of damage. The golem gets no saving throw against any of these effects.

Haste (Su): After it has engaged in at least 1 round of combat, a clay golem can haste itself once per day as a free action. The effect lasts 3 rounds and is otherwise the same as the spell.

Construction

The cost listed for each golem includes that of the physical body and all the materials and spell components that are consumed or become a permanent part of it.

Understanding the rituals requires a character of the required level with the Craft Magic Arms and Armor and Craft Wondrous Item feats. The creator must labor for at least 8 hours each day in a specially prepared laboratory or workroom. The chamber is similar to an alchemist's laboratory and costs 500 gp to establish.

When not working on the rituals, the creator must rest and can perform no other activities except eating, sleeping, or talking. If personally constructing the golem's body, the creator can perform the building and rituals together. If the creator misses a day of rituals, the process fails and must be started again. Money spent is lost, but XP spent are not. The golem's body can be reused, as can the laboratory.

Completing the ritual drains the appropriate XP from the creator and requires casting any spells on the final day. The creator must cast the spells personally, but they can come from outside sources, such as scrolls.

The clay golem costs 60,000 gp to create, including 1,500 gp for the body and 30,000 gp for vestments, which can be reused. Creating the body requires a successful Craft (sculpting or masonry) check (DC 15). The ritual requires a 16th-level creator who can cast divine spells. Completing the ritual drains 1,200 XP from the creator and requires animate objects, bless, commune, prayer, and resurrection.

 

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