Monsters


Aboleth - Azer

ABOLETH

Huge Aberration (Aquatic) Hit Dice: 8d8+40 (76 hp) Initiative: +1 Speed: 10 ft. (2 squares), swim 60 ft. Armor Class: 16 (–2 size, +1 Dex, +7 natural), touch 9, flat-footed 15 Base Attack/Grapple: +6/+22 Attack: Tentacle +12 melee (1d6+8 plus slime) Full Attack: 4 tentacles +12 melee (1d6+8 plus slime) Space/Reach: 15 ft./10 ft. Special Attacks: Enslave, psionics, slime Special Qualities: Aquatic subtype, darkvision 60 ft., mucus cloud Saves: Fort +7, Ref +3, Will +11 Abilities: Str 26, Dex 12, Con 20, Int 15, Wis 17, Cha 17 Skills: Concentration +16, Knowledge (any one) +13, Listen +16, Spot +16, Swim +8 Feats: Alertness, Combat Casting, Iron Will Environment: Underground Organization: Solitary, brood (2–4),or slaver brood (1d3+1 plus 7–12 skum) Challenge Rating: 7 Treasure: Double standard Alignment: Usually lawful evil Advancement: 9–16 HD (Huge); 17–24 HD (Gargantuan) Level Adjustment: —
The cool, refreshing water suddenly erupts in a storm of reaching, grasping tentacles. The tentacles connect to a primeval fish, 20 feet in length from its bulbous head to its crescent-shaped tail. Three slit-shaped eyes, protected by bony ridges, are set one atop the other in the front of its head, which remains just beneath the surface as it attacks.

The aboleth is a revolting fishlike amphibian found primarily in subterranean lakes and rivers. It despises all nonaquatic creatures and attempts to destroy them on sight.

An aboleth has a pink belly. Four pulsating blueblack orifices line the bottom of its body and secrete gray slime that smells like rancid grease. It uses its tail for propulsion in the water and drags itself along with its tentacles on land. An aboleth weighs about 6,500 pounds.

Aboleths are cruel and highly intelligent, making them dangerous predators. They know many ancient and terrible secrets, for they inherit their parents’ knowledge at birth and assimilate the memories of all they consume.

Aboleths are smart enough to refrain from immediately attacking land dwellers who draw near. Instead they hang back, hoping their prey will enter the water, which they often make appear cool, clear, and refreshing with their powers of illusion. Aboleths also use their psionic abilities to enslave individuals for use against their own companions.

Aboleths have both male and female reproductive organs. They breed in solitude, laying 1d3 eggs every five years. These eggs grow for another five years before hatching into full-grown aboleths. Although the young are physically mature, they remain with their parent for some ten years, obeying the older creature utterly.

Aboleths speak their own language, as well as Undercommon and Aquan.

COMBAT

An aboleth attacks by flailing with its long, slimy tentacles, though it prefers to fight from a distance using its illusion powers.

Enslave (Su): Three times per day, an aboleth can attempt to enslave any one living creature within 30 feet. The target must succeed on a DC 17 Will save or be affected as though by a dominate person spell (caster level 16th). An enslaved creature obeys the aboleth’s telepathic commands until freed by remove curse, and can attempt a new Will save every 24 hours to break free. The control is also broken if the aboleth dies or travels more than 1 mile from its slave. The save DC is Charisma-based.

Psionics (Sp): Effective caster level 16th. The save DCs are Charisma-based.

At will - hypnotic pattern (DC 15), illusory wall (DC 17), mirage arcana (DC 18), persistent image (DC 18), programmed image (DC 19), project image (DC 19), veil (DC 20).

Slime (Ex): A blow from an aboleth’s tentacle can cause a terrible affliction. A creature hit by a tentacle must succeed on a DC 19 Fortitude save or begin to transform over the next 1d4+1 minutes, the skin gradually becoming a clear, slimy membrane. An afflicted creature must remain moistened with cool, fresh water or take 1d12 points of damage every 10 minutes. The slime reduces the creature’s natural armor bonus by 1 (but never to less than 0). The save DC is Constitution-based.

A remove disease spell cast before the transformation is complete will restore an afflicted creature to normal. Afterward, however, only a heal or mass heal spell can reverse the affliction.

Mucus Cloud (Ex): An aboleth underwater surrounds itself with a viscous cloud of mucus roughly 1 foot thick. Any creature coming into contact with and inhaling this substance must succeed on a DC 19 Fortitude save or lose the ability to breathe air for the next 3 hours. An affected creature suffocates in 2d6 minutes if removed from the water. Renewed contact with the mucus cloud and failing another Fortitude save continues the effect for another 3 hours. The save DC is Constitution-based.

Skills: An aboleth has a +8 racial bonus on any Swim check to perform some special action or avoid a hazard. It can always choose to take 10 on a Swim check, even if distracted or endangered. It can use the run action while swimming, provided it swims in a straight line.

ACHAIERAI

Large Outsider (Evil, Extraplanar, Lawful) Hit Dice: 6d8+12 (39 hp) Initiative: +1 Speed: 50 ft. (10 squares) Armor Class: 20 (–1 size, +1 Dex, +10 natural), touch 10, flat-footed 19 Base Attack/Grapple: +6/+14 Attack: Claw +9 melee (2d6+4) Full Attack: 2 claws +9 melee (2d6+4) and bite +4 melee (4d6+2) Space/Reach: 10 ft./10 ft. Special Attacks: Black cloud Special Qualities: Darkvision 60 ft., spell resistance 19 Saves: Fort +7, Ref +6, Will +7 Abilities: Str 19, Dex 13, Con 14, Int 11, Wis 14, Cha 16 Skills: Balance +10, Climb +13, Diplomacy +5, Hide +6, Jump +21, Listen +11, Move Silently +10, Sense Motive +11, Spot +11 Feats: Dodge, Mobility, Spring Attack Environment: Infernal Battlefield of Acheron Organization: Solitary or flock (5–8) Challenge Rating: 5 Treasure: Double standard Alignment: Always lawful evil Advancement: 7–12 HD (Large); 13–18 HD (Huge) Level Adjustment: —
A large creature stands on four stiltlike legs. It has a birdlike body, round and plump, about the size of a small pony, balanced atop its legs. Feathers that range in color from brown to red cover its body, and its terrible claws and beak glint like burnished metal.

Achaierais are massive, 15-foot-tall flightless birds that inhabit the plane of Acheron and are only occasionally encountered elsewhere. They are evil, clever, and predatory, with a distinct taste for torture.

Achaierais speak Infernal. They weigh about 750 pounds.

COMBAT

In close combat, an achaierai lashes out with two of its four legs and snaps with its powerful beak. It makes frequent use of its Spring Attack feat to strike quickly and then retreat out of range before an enemy can counterattack.

An achaierai’s natural weapons, as well as any weapons it wields, are treated as evil-aligned and lawfulaligned for the purpose of overcoming damage reduction.

Black Cloud (Ex): Up to three times per day an achaierai can release a choking, toxic black cloud. Those other than achaierai within 10 feet instantly take 2d6 points of damage. They must also succeed on a DC 15 Fortitude save or be affected for 3 hours as though by an insanity spell (caster level 16th). The save DC is Constitution-based.

ALLIP

Medium Undead (Incorporeal) Hit Dice: 4d12 (26 hp) Initiative: +5 Speed: Fly 30 ft. (perfect) (6 squares) Armor Class: 15 (+1 Dex, +4 deflection), touch 15, flat-footed 14 Base Attack/Grapple: +2/— Attack: Incorporeal touch +3 melee (1d4 Wisdom drain) Full Attack: Incorporeal touch +3 melee (1d4 Wisdom drain) Space/Reach: 5 ft./5 ft. Special Attacks: Babble, madness, Wisdom drain Special Qualities: Darkvision 60 ft., incorporeal traits, +2 turn resistance, undead traits Saves: Fort +1, Ref +4, Will +4 Abilities: Str —, Dex 12, Con —, Int 11, Wis 11, Cha 18 Skills: Hide +8, Intimidate +7, Listen +7, Search +4, Spot +7, Survival +0 (+2 following tracks) Feats: Improved Initiative, Lightning Reflexes Environment: Any Organization: Solitary Challenge Rating: 3 Treasure: None Alignment: Always neutral evil Advancement: 5–12 HD (Medium) Level Adjustment: —
The creature that floats before you is like a thing out of nightmare. It has a vaguely humanoid shape, but it’s a shape without features that has been distorted and bristles with madness. From the waist down, it trails away into vaporous nothingness, leaving a faint trace of fog behind it as it moves.

An allip is the spectral remains of someone driven to suicide by a madness that afflicted it in life. It craves only revenge and unrelentingly pursues those who tormented it in life and pushed it over the brink.

An allip cannot speak intelligibly

COMBAT

An allip is unable to cause physical harm, although it doesn’t appear to know that. It keeps flailing away at enemies, yet it inflicts no wounds.

Babble (Su): An allip constantly mutters and whines to itself, creating a hypnotic effect. All sane creatures within 60 feet of the allip must succeed on a DC 16 Will save or be affected as though by a hypnotism spell for 2d4 rounds. This is a sonic mind-affecting compulsion effect. Creatures that successfully save cannot be affected by the same allip’s babble for 24 hours. The save DC is Charisma-based.

Madness (Su): Anyone targeting an allip with a thought detection, mind control, or telepathic ability makes direct contact with its tortured mind and takes 1d4 points of Wisdom damage.

Wisdom Drain (Su): An allip causes 1d4 points of Wisdom drain each time it hits with its incorporeal touch attack. On each such successful attack, it gains 5 temporary hit points.

ANGEL

Angels are a race of celestials, beings who live on the good-aligned Outer Planes. Celestials positively drip with goodness—every fiber of their bodies and souls is suffused with it. They are the natural enemies of demons and devils (creatures of the infernal realms).

Angels can be of any good alignment. Lawful good angels hail from the plane of Celestia, neutral good angels from the plane of Elysium or the Beastlands, and chaotic good angels from plane of Arborea. Regardless of their alignment, angels never lie, cheat, or steal. They are impeccably honorable in all their dealings and often prove the most trustworthy and diplomatic of all the celestials.

All angels are blessed with comely looks, though their actual appearances vary widely.

Angels speak Celestial, Infernal, and Draconic, though they can speak with almost any creature because of their tongues ability

COMBAT

Though they are honorable and good, angels don’t hesitate to back up their arguments with their weapons and other powers when necessary. Though they do not relish combat, they do not hesitate to take the battle to the enemy. In combat, most angels make full use of their mobility and their ability to attack at a distance.

Angel Traits: An angel possesses the following traits (unless otherwise noted in a creature’s entry).

  • Darkvision out to 60 feet and low-light vision.

  • Immunity to acid, cold, and petrification.

  • Resistance to electricity 10 and fire 10.

  • +4 racial bonus on saves against poison.

  • Protective Aura (Su): Against attacks made or effects created by evil creatures, this ability provides a +4 deflection bonus to AC and a +4 resistance bonus on saving throws to anyone within 20 feet of the angel. Otherwise, it functions as a magic circle against evil effect and a lesser globe of invulnerability, both with a radius of 20 feet (caster level equals angel’s HD). This aura can be dispelled, but the angel can create it again as a free action on its next turn. (The defensive benefits from the circle are not included in an angel’s statistics block.)

  • Tongues (Su): All angels can speak with any creature that has a language, as though using a tongues spell (caster level equal to angel’s Hit Dice). This ability is always active.

ANGEL, ASTRAL DEVA
Medium Outsider (Angel, Extraplanar, Good) Hit Dice: 12d8+48 (102 hp) Initiative: +8 Speed: 50 ft. (10 squares), fly 100 ft. (good) Armor Class: 29 (+4 Dex, +15 natural), touch 14, flat-footed 25 Base Attack/Grapple: +12/+18 Attack: +3 heavy mace of disruption +21 melee (1d8+12 plus stun) or slam +18 melee (1d8+9) Full Attack: +3 heavy mace of disruption +21/+16/+11 melee (1d8+12 plus stun) or slam +18 melee (1d8+9) Space/Reach: 5 ft./5 ft. Special Attacks: Spell-like abilities, stun Special Qualities: Damage reduction 10/evil, darkvision 60 ft., low-light vision, immunity to acid, cold, and petrification, protective aura, resistance to electricity 10 and fire 10, spell resistance 30, tongues, uncanny dodge Saves: Fort +14 (+18 against poison), Ref +12, Will +12 Abilities: Str 22, Dex 18, Con 18, Int 18, Wis 18, Cha 20 Skills: Concentration +19, Craft or Knowledge (any three) +19, Diplomacy +22, Escape Artist +19, Hide +19, Intimidate +20, Listen +23, Move Silently +19, Sense Motive +19, Spot +23, Use Rope +4 (+6 with bindings) Feats: Alertness, Cleave, Great Fortitude, Improved Initiative, Power Attack Environment: Any good-aligned plane Organization: Solitary, pair, or squad (3–5) Challenge Rating: 14 Treasure: No coins; double goods; standard items Alignment: Always good (any) Advancement: 13–18 HD (Medium); 19–36 HD (Large) Level Adjustment: +8
A beautiful, extremely tall, humanlike creature with long, feathery wings and a very supple and lithe body glows with an inner power that makes it hard to look directly at the creature.

Astral devas watch over lesser beings of good alignment and help when they can. In particular, they are patrons of planar travelers and powerful creatures undertaking good causes.

An astral deva is about 7-1/2 feet tall and weighs about 250 pounds

Combat

An astral deva is not afraid to enter melee combat. It takes a fierce joy in bashing evil foes with its powerful +3 heavy mace of disruption.

An astral deva’s natural weapons, as well as any weapons it wields, are treated as good-aligned for the purpose of overcoming damage reduction.

Change Shape (Su): An astral deva can assume the form of any Small or Medium humanoid.

Spell-Like Abilities: Caster level 12th. The save DCs are Charisma-based.

At will - aid, continual flame, detect evil, discern lies (DC 19), dispel evil (DC 20), dispel magic, holy aura (DC 23), holy smite (DC 19), holy word (DC 22), invisibility (self only), plane shift (DC 22), remove curse (DC 18), remove disease (DC 18), remove fear (DC 16);

7/day - cure light wounds (DC 16), see invisibility;

1/day - blade barrier (DC 21), heal (DC 21).

Stun (Su): If an astral deva strikes an opponent twice in one round with its mace, that creature must succeed on a DC 22 Fortitude save or be stunned for 1d6 rounds. The save DC is Strength-based.

Uncanny Dodge (Ex): An astral deva retains its Dexterity bonus to AC when flat-footed, and it cannot be flanked except by a rogue of at least 16th level. It can flank characters with the uncanny dodge ability as if it were a 12th-level rogue.

ANGEL, PLANETAR
Large Outsider (Angel, Extraplanar, Good) Hit Dice: 14d8+70 (133 hp) Initiative: +8 Speed: 30 ft. (6 squares), fly 90 ft. (good) Armor Class: 32 (–1 size, +4 Dex, +19 natural), touch 13, flat-footed 28 Base Attack/Grapple: +14/+25 Attack: +3 greatsword +23 melee (3d6+13/19–20) or slam +20 melee (2d8+10) Full Attack: +3 greatsword +23/+18/+13 melee (3d6+13/19–20) or slam +20 melee (2d8+10) Space/Reach: 10 ft./10 ft. Special Attacks: Spell-like abilities, spells Special Qualities: Damage reduction 10/evil, darkvision 60 ft., low-light vision, immunity to acid, cold, and petrification, protective aura, regeneration 10, resistance to electricity 10 and fire 10, spell resistance 30, tongues Saves: Fort +14 (+18 against poison), Ref +13, Will +15 Abilities: Str 25, Dex 19, Con 20, Int 22, Wis 23, Cha 22 Skills: Concentration +22, Craft or Knowledge (any four) +23, Diplomacy +25, Escape Artist +21, Hide +17, Intimidate +23, Listen +23, Move Silently +21, Sense Motive +23, Search +23, Spot +23, Use Rope +4 (+6 with bindings) Feats: Blind-Fight, Cleave, Improved Initiative, Improved Sunder, Power Attack Environment: Any good-aligned plane Organization: Solitary or pair Challenge Rating: 16 Treasure: No coins; double goods; standard items Alignment: Always good (any) Advancement: 15–21 HD (Large); 22–42 HD (Huge) Level Adjustment: —
The creature resembles a massively muscular and tall human with smooth emerald skin, white-feathered wings, and a bald head.

Planetars serve as mighty generals of celestial armies. They also help powerful mortals on missions of good, particularly those that involve battles with fiends. A planetar is nearly 9 feet tall and weighs about 500 pounds.

Combat

Despite their vast array of magical powers, planetars are likely to wade into melee with their +3 greatswords. They particularly enjoy fighting fiends.

A planetar’s natural weapons, as well as any weapons it wields, are treated as good-aligned for the purpose of overcoming damage reduction.

Regeneration: A planetar takes damage from evil-aligned weapons and from spells and effects with the evil descriptor.

Spell-Like Abilities: Caster level 17th. The save DCs are Charisma-based.

At will - continual flame, dispel magic, holy smite (DC 20), invisibility (self only), lesser restoration (DC 18), remove curse (DC 19), remove disease (DC 19), remove fear (DC 17), speak with dead (DC 19); 3/day—blade barrier (DC 22), flame strike (DC 21), polymorph (self only), power word stun, raise dead, waves of fatigue;

1/day - earthquake (DC 24), greater restoration (DC 23), mass charm monster (DC 24), waves of exhaustion.

The following abilities are always active on the planetar’s person, as the spells (caster level 17th): detect evil, detect snares and pits, discern lies (DC 20), see invisibility, and true seeing. They can be dispelled, but the planetar can reactivate them as a free action.

Spells: Planetars can cast divine spells as 17th-level clerics. A planetar has access to two of the following domains: Air, Destruction, Good, Law, or War (plus any others from its deity). The save DCs are Wisdom-based.

Typical Cleric Spells Prepared (6/8/8/7/7/6/6/4/3/2; save DC 16 + spell level):
0—create water, detect magic, guidance, resistance (2), virtue;

1st—bless (2), cause fear, divine favor (2), entropic shield, inflict light wounds*, shield of faith;

2nd—aid*, align weapon, bear ’s endurance, bull’s strength (2), consecrate, eagle’s splendor, hold person;

3rd—contagion*, daylight, invisibility purge, prayer (2), summon monster III, wind wall;

4th— death ward, dismissal, inflict critical wounds*, neutralize poison (2), summon monster IV;

5th— break enchantment, circle of doom*, dispel evil, mark of justice, plane shift, righteous might;

6th—banishment, greater dispel magic, harm*, heal, heroes’ feast, mass cure moderate wounds;

7th— dictum, disintegrate*, holy word, regenerate;

8th—holy aura*, mass cure critical wounds, shield of law;

9th—implosion, summon monster IX (good)*.

*Domain spell. Domains: Destruction and Good.

ANGEL, SOLAR
Large Outsider (Angel, Extraplanar, Good) Hit Dice: 22d8+110 (209 hp) Initiative: +9 Speed: 50 ft. (10 squares), fly 150 ft. (good) Armor Class: 35 (–1 size, +5 Dex, +21 natural), touch 14, flat-footed 30 Base Attack/Grapple: +22/+35 Attack: +5 dancing greatsword +35 melee (3d6+18/19–20) or +2 composite longbow (+5 Str bonus) +28 ranged (2d6+7/x3 plus slaying) or slam +30 melee (2d8+13) Full Attack: +5 dancing greatsword +35/+30/+25/+20 melee (3d6+18/19–20) or +2 composite longbow (+5 Str bonus) +28/+23/+18/+13 ranged (2d6+7/x3 plus slaying) or slam +30 melee (2d8+13) Space/Reach: 10 ft./10 ft. Special Attacks: Spell-like abilities, spells Special Qualities: Damage reduction 15/epic and evil, darkvision 60 ft., low-light vision, immunity to acid, cold, and petrification, protective aura, regeneration 15, resistance to electricity 10 and fire 10, spell resistance 32, tongues Saves: Fort +18 (+22 against poison), Ref +18, Will +20 Abilities: Str 28, Dex 20, Con 20, Int 23, Wis 25, Cha 25 Skills: Concentration +30, Craft or Knowledge (any five) +33, Diplomacy +34, Escape Artist +30, Hide +26, Listen +32, Move Silently +30, Search +31, Sense Motive +32, Spellcraft +31, Spot +32, Survival +7 (+9 following tracks), Use Rope +5 (+7 with bindings) Feats: Cleave, Dodge, Great Cleave, Improved Initiative, Improved Sunder, Mobility, Power Attack, Track Environment: Any good-aligned plane Organization: Solitary or pair Challenge Rating: 23 Treasure: No coins; double goods; standard items Alignment: Always good (any) Advancement: 23–33 HD (Large); 34–66 HD (Huge) Level Adjustment: —
The creature resembles a towering, powerfully built human with brilliant topaz eyes, silvery (or golden) skin, and gleaming white wings.

Solars are the greatest of the angels, usually close attendants to a deity or champions of some cosmically beneficent task (such as eliminating a particular type of wrongdoing).

A solar has a deep and commanding voice, and stands about 9 feet tall. It weighs about 500 pounds.

Combat

Solars are puissant champions of good. Only the most powerful fiends approach their power. Even more fearsome than their +5 dancing greatswords are their +2 composite longbows that create any sort of slaying arrow when drawn.

A solar’s natural weapons, as well as any weapons it wields, are treated as good-aligned and epic for the purpose of overcoming damage reduction.

Change Shape (Su): A solar can assume the form of any Small or Medium humanoid.

Regeneration (Ex): A solar takes normal damage from epic evil-aligned weapons, and from spells or effects with the evil descriptor.

Spell-Like Abilities: Caster level 20th. The save DCs are Charisma-based.

At will - aid, animate objects, commune, continual flame, dimensional anchor, greater dispel magic, holy smite (DC 21), imprisonment (DC 26), invisibility (self only), lesser restoration (DC 19), remove curse (DC 20), remove disease (DC 20), remove fearresist energy, summon monster VII, speak with dead (DC 20), waves of fatigue (DC 18);

3/day - blade barrier (DC 23), earthquake (DC 25), heal (DC 23), mass charm monster (DC 25), permanency, resurrection, waves of exhaustion;

1/day - greater restoration (DC 24), power word blind, power word kill, power word stun, prismatic spray (DC 24), wish.

The following abilities are always active on a solar’s person, as the spells (caster level 20th): detect evil, detect snares and pits, discern lies (DC 21), see invisibility, true seeing. They can be dispelled, but the solar can reactivate them as a free action.

Spells: Solars can cast divine spells as 20th-level clerics. A solar has access to two of the following domains: Air, Destruction, Good, Law, or War (plus any others from its deity). The save DCs are Wisdom-based.

Typical Cleric Spells Prepared (6/8/8/8/7/7/6/6/5/5; save DC 17 + spell level):

0—create water, detect magic, guidance (2), resistance (2);

1st—bless (2), cause fear, divine favor (2), entropic shield, obscuring mist*, shield of faith;

2nd—align weapon, bear’s endurance (2), bull’s strength (2), consecrate, eagle’s splendor, spiritual weapon*;

3rd—daylight, invisibility purge, magic circle against evil, magic vestment*, prayer (2), protection from energy, wind wall;

4th—death ward (2), dismissal (2), divine power*, neutralize poison (2);

5th—break enchantment, control winds*, dispel evil, plane shift, righteous might (2), symbol of pain;

6th—banishment, chain lightning*, heroes’ feast, mass cure moderate wounds, undeath to death, word of recall;

7th—control weather*, destruction, dictum, ethereal jaunt, holy word, regenerate;

8th—fire storm, holy aura, mass cure critical wounds (2), whirlwind*;

9th— etherealness, elemental swarm (air)*, mass heal, miracle, storm of vengeance.

*Domain spell. Domains: Air and War.

ANIMATED OBJECT


Animated Object, Tiny
Tiny Construct

Animated Object, Small
Small Construct

Animated Object, Medium
Medium Construct
Hit Dice: 1/2 d10 (2 hp)
1d10+10 (15 hp)
2d10+20 (31 hp)
Initiative: 2
1
0
Speed: 40 ft. (8 squares); 50 ft. legs, 60 ft. multiple legs; 80 ft. wheels
30 ft. (6 squares); 40 ft. legs, 50 ft. multiple legs, 70 ft. wheels
30 ft. (6 squares); 40 ft. legs, 50 ft. multiple legs, 70 ft. wheels
Armor Class: 14 (+2 size, +2 Dex), touch 14, flat-footed 12
14 (+1 size, +1 Dex, +2 natural), touch 12, flat-footed 13
14 (+4 natural), touch 10, flat-footed 14
Base Attack/Grapple: +0/–9
+0/–4
+1/+2
Attack: Slam +1 melee (1d3–1)
Slam +1 melee (1d4)
Slam +2 melee (1d6+1)
Full Attack: Slam +1 melee (1d3–1)
Slam +1 melee (1d4)
Slam +2 melee (1d6+1)
Space/Reach: 2-1/2 ft./0 ft.
5 ft./5 ft.
5 ft./5 ft.
Special Attacks: See text
See text
See text
Special Qualities: Construct traits, darkvision 60 ft., low-light vision; also see text
Construct traits, darkvision 60 ft., low-light vision; also see text
Construct traits, darkvision 60 ft., low-light vision; also see text
Saves: Fort +0, Ref +2, Will –5
Fort +0, Ref +1, Will –5
Fort +0, Ref +0, Will –5
Abilities: Str 8, Dex 14, Con —, Int —, Wis 1, Cha 1
Str 10, Dex 12, Con —, Int —, Wis 1, Cha 1
Str 12, Dex 10, Con —, Int —, Wis 1, Cha 1
Skills:

Feats:

Environment: Any
Any
Any
Organization: Group (4)
Pair
Solitary
Challenge Rating: 1/2

1
2
Treasure: None
None
None
Alignment: Always neutral
Always neutral
Always neutral
Advancement:

Level Adjustment:



Animated Object, Large
Large Construct

Animated Object, Huge
Huge Construct

Animated Object, Gargantuan
Gargantuan Construct
Hit Dice: 4d10+30 (52 hp)
8d10+40 (84 hp)
16d10+60 (148 hp)
Initiative: +0
–1
–2
Speed: 20 ft. (4 squares); 30 ft. legs, 40 ft. multiple legs, 60 ft. wheels
20 ft. (4 squares); 30 ft. legs, 40 ft. multiple legs, 60 ft. wheels
10 ft. (2 squares); 20 ft. legs, 30 ft. multiple legs, 50 ft. wheels
Armor Class: 14 (–1 size, +5 natural), touch 9, flat-footed 14
13 (–2 size, –1 Dex, +6 natural), touch 7, flat-footed 13
12 (–4 size, –2 Dex, +8 natural), touch 4, flat-footed 12
Base Attack/Grapple: +3/+10
+6/+19
+12/+31
Attack: Slam +5 melee (1d8+4)
Slam +9 melee (2d6+7)
Slam +15 melee (2d8+10)
Full Attack: Slam +5 melee (1d8+4)
Slam +9 melee (2d6+7)
Slam +15 melee (2d8+10)
Space/Reach: 10 ft./5 ft. (long)
10 ft./10 ft. (tall)

15 ft./10 ft. (long)
15 ft./15 ft. (tall)

20 ft./15 ft. (long)
20 ft./20 ft. (tall)
Special Attacks: See text
See text
See text
Special Qualities: Construct traits, darkvision 60 ft., low-light vision; also see text
Construct traits, darkvision 60 ft., low-light vision; also see text
Construct traits, darkvision 60 ft., low-light vision; also see text
Saves: Fort +1, Ref +1, Will –4
Fort +2, Ref +1, Will –3
Fort +5, Ref +3, Will +0
Abilities: Str 16, Dex 10, Con —, Int —, Wis 1, Cha 1
Str 20, Dex 8, Con —, Int —, Wis 1, Cha 1
Str 24, Dex 6, Con —, Int —, Wis 1, Cha 1
Skills:

Feats:

Environment: Any
Any
Any
Organization: Solitary
Solitary
Solitary
Challenge Rating: 3
5
7
Treasure: None
None
None
Alignment: Always neutral
Always neutral
Always neutral
Advancement:

Level Adjustment:



Animated Object, Colossal
Colossal Construct
Hit Dice: 32d10+80 (256 hp)
Initiative: –3
Speed: 10 ft. (2 squares); 20 ft. legs, 30 ft. multiple legs, 50 ft. wheels
Armor Class: 11 (–8 size, –3 Dex, +12 natural), touch –1, flat-footed 11
Base Attack/Grapple: +24/+49
Attack: Slam +25 melee (4d6+13)
Full Attack: Slam +25 melee (4d6+13)
Space/Reach: 30 ft./20 ft. (long) 30 ft./30 ft. (tall)
Special Attacks: See text
Special Qualities: Construct traits, darkvision 60 ft., low-light vision; also see text
Saves: Fort +10, Ref +7, Will +5
Abilities: Str 28, Dex 4, Con —, Int —, Wis 1, Cha 1
Skills:
Feats:
Environment: Any
Organization: Solitary
Challenge Rating: 10
Treasure: None
Alignment: Always neutral
Advancement:
Level Adjustment:

Animated objects come in all sizes, shapes, and colors. They owe their existence as creatures to spells such as animate objects or similar supernatural abilities.

COMBAT

Animated objects fight only as directed by the animator. They follow orders without question and to the best of their abilities. Since they do not need to breathe and never tire, they can be extremely capable minions.

An animated object can have one or more of the following special abilities, depending on its form.

Blind (Ex): A sheetlike animated object such as a carpet or tapestry can grapple an opponent up to three sizes larger than itself. The object makes a normal grapple check. If it wins, it wraps itself around the opponent’s head, causing that creature to be blinded until removed.

Constrict (Ex): A flexible animated object such as a rope, vine, or rug deals damage equal to its slam damage value plus 1- 1/2 times its Strength bonus with a successful grapple check against a creature up to one size larger than itself.

An object of at least Large size can make constriction attacks against multiple creatures at once, if they all are at least two sizes smaller than the object and can fit under it.

Hardness (Ex): An animated object has the same hardness it had before it was animated.

Improved Speed (Ex): The base land speed given in the statistics block assume that an animated object lurches, rocks, or slithers along.

Objects with two legs (statues, ladders) or a similar shape that allows faster movement have a +10 foot bonus to speed. Objects with multiple legs (tables, chairs) have a +20 foot bonus to speed. Wheeled objects have a +40 foot bonus to speed.

Objects might have additional modes of movement. A wooden object can float and has a swim speed equal to half its land speed. A rope or similar sinuous object has a climb speed equal to half its land speed. A sheetlike object can fly (clumsy maneuverability) at half its normal speed.

Trample (Ex): An animated object of at least Large size and with a hardness of at least 10 can trample creatures two or more sizes smaller than itself, dealing damage equal to the object’s slam damage + 1-1/2 times its Strength bonus. Opponents who do not make attacks of opportunity against the object can attempt Reflex saves (DC 10 + 1/2 object’s HD + object’s Str modifier) to halve the damage.

ANKHEG

Large Magical Beast Hit Dice: 3d10+12 (28 hp) Initiative: +0 Speed: 30 ft. (6 squares), burrow 20 ft. Armor Class: 18 (–1 size, +9 natural), touch 9, flat-footed 18 Base Attack/Grapple: +3/+12 Attack: Bite +7 melee (2d6+7 plus 1d4 acid) Full Attack: Bite +7 melee (2d6+7 plus 1d4 acid) Space/Reach: 10 ft./5 ft. Special Attacks: Improved grab, spit acid Special Qualities: Darkvision 60 ft., low-light vision, tremorsense 60 ft. Saves: Fort +6, Ref +3, Will +2 Abilities: Str 21, Dex 10, Con 17, Int 1, Wis 13, Cha 6 Skills: Climb +8, Listen +6, Spot +3 Feats: Alertness, Toughness Environment: Warm plains Organization: Solitary or cluster (2–4) Challenge Rating: 3 Treasure: None Alignment: Always neutral Advancement: 4 HD (Large); 5–9 HD (Huge) Level Adjustment: —
A huge segmented insect with slender legs, each ending in a sharp claw, emerges from the ground in a burst of rock and dirt. A tough chitinous brown shell covers its entire body, and glistening black eyes stare out from above powerful mandibles.

The ankheg is a burrowing monster with a taste for fresh meat. An ankheg has six legs, and some specimens are yellow rather than brown. It is about 10 feet long and weighs about 800 pounds.

An ankheg burrows with legs and mandibles. A burrowing ankheg usually does not make a usable tunnel, but can construct a tunnel; it burrows at half speed when it does so. It often digs a winding tunnel up to 40 feet below the surface in the rich soil of forests or farmlands. The tunnel is 5 feet tall and wide, and from 60 to 150 feet long ([1d10 + 5] × 10). The hollowed ends of the tunnel serve as temporary lairs for sleeping, eating, or hibernating.

An ankheg can eat decayed organic matter but prefers fresh meat. Though a hungry ankheg might kill a farmer, the creature is quite beneficial to farmland. Its tunnel system laces the soil with passages for air and water, while its wastes add rich nutrients.

COMBAT

An ankheg usually lies 5 to 10 feet below the surface until its antennae detect the approach of prey. It then burrows up to attack. (Treat this as a charge, even though the ankheg does not need to move 10 feet before attacking.)

Clusters of ankhegs share the same territory but do not cooperate. If several attack, each tries to grab a different foe. If there aren’t enough targets, two might grab the same creature in a tug-of-war

Improved Grab (Ex): To use this ability, an ankheg must hit with its bite attack. It can then attempt to start a grapple as a free action without provoking an attack of opportunity. If the ankheg is damaged after grabbing its prey, it retreats backward down its tunnel at its land speed (not its burrow speed), dragging the victim with it.

Spit Acid (Ex): 30-ft. line, once every 6 hours; damage 4d4 acid, Reflex DC 14 half. One such attack depletes the ankheg’s acid supply for 6 hours. It cannot spit acid or deal acid damage during this time. The save DC is Constitution-based.

An ankheg does not use this ability unless it is desperate or frustrated. It most often spits acid when reduced to fewer than half its full normal hit points or when it has not successfully grabbed an opponent.

ARANEA

Medium Magical Beast (Shapechanger) Hit Dice: 3d10+6 (22 hp) Initiative: +6 Speed: 50 ft. (10 squares), climb 25 ft. Armor Class: 13 (+2 Dex, +1 natural), touch 12, flat-footed 11 Base Attack/Grapple: +3/+3 Attack: Bite +5 melee (1d6 plus poison) or web +5 ranged Full Attack: Bite +5 melee (1d6 plus poison) or web +5 ranged Space/Reach: 5 ft./5 ft. Special Attacks: Poison, spells, web Special Qualities: Change shape, darkvision 60 ft., low-light vision Saves: Fort +5, Ref +5, Will +4 Abilities: Str 11, Dex 15, Con 14, Int 14, Wis 13, Cha 14 Skills: Climb +14, Concentration +8, Escape Artist +5, Jump +13, Listen +6, Spot +6 Feats: Improved Initiative, Iron WillB, Weapon Finesse Environment: Temperate forests Organization: Solitary or colony (3–6) Challenge Rating: 4 Treasure: Standard coins; double goods; standard items Alignment: Usually neutral Advancement: By character class Level Adjustment: +4
The creature appears to be a monstrous spider, but it has two small humanlike arms below its mandibles.

An aranea is an intelligent, shapechanging spider with sorcerous powers. In its natural form, an aranea resembles a big spider, with a humpbacked body a little bigger than a human torso. It has fanged mandibles like a normal spider. Two small arms, each about 2 feet long, lie below the mandibles. Each arm has a hand with four many-jointed fingers and a double-jointed thumb. An aranea weighs about 150 pounds. The hump on its back houses its brain.

Araneas speak Common and Sylvan.

COMBAT

An aranea avoids physical combat and uses its webs and spells when it can. In a battle, it tries to immobilize or distract the most aggressive opponents first. Araneas often subdue opponents for ransom.

Poison (Ex): Injury, Fortitude DC 13, initial damage 1d6 Str, secondary damage 2d6 Str. The save DC is Constitution-based.

Spells: An aranea casts spells as a 3rd-level sorcerer. It prefers illusions and enchantments and avoids fire spells.

Typical Sorcerer Spells Known (6/6; save DC 12 + spell level):
0— daze, detect magic, ghost sound, light, resistance;

1st—mage armor, silent image, sleep.

Web (Ex): In spider or hybrid form (see below), an aranea can throw a web up to six times per day. This is similar to an attack with a net but has a maximum range of 50 feet, with a range increment of 10 feet, and is effective against targets of up to Large size. The web anchors the target in place, allowing no movement.

An entangled creature can escape with a DC 13 Escape Artist check or burst the web with a DC 17 Strength check. The check DCs are Constitution-based, and the Strength check DC includes a +4 racial bonus. The web has 6 hit points, hardness 0, and takes double damage from fire.

Change Shape (Su): An aranea’s natural form is that of a Medium monstrous spider. It can assume two other forms. The first is a unique Small or Medium humanoid; an aranea in its humanoid form always assumes the same appearance and traits, much as a lycanthrope would. In humanoid form, an aranea cannot use its bite attack, webs, or poison.

The second form is a Medium spider–humanoid hybrid. In hybrid form, an aranea looks like a Medium humanoid at first glance, but a DC 18 Spot check reveals the creature’s fangs and spinnerets. The aranea retains its bite attack, webs, and poison in this form, and can also wield weapons or wear armor. When in hybrid form, an aranea’s speed is 30 feet (6 squares).

An aranea remains in one form until it chooses to assume a new one. A change in form cannot be dispelled, nor does an aranea revert to its natural form when killed. A true seeing spell, however, reveals its natural form if it is in humanoid or hybrid form.

Skills: Araneas have a +2 racial bonus on Jump, Listen, and Spot checks. They have a +8 racial bonus on Climb checks and can always choose to take 10 on Climb checks even if rushed or threatened.

ARCHON

Archons are celestials from the plane of Celestia. They have charged themselves with the protection of the plane, and also consider themselves guardians of all who are innocent or free of evil. They are the natural enemies of fiends (creatures of the lower planes), particularly demons.

Archons speak Celestial, Infernal, and Draconic, but can speak with almost any creature because of their tongues ability.

COMBAT

Archons never attack without provocation (though their overwhelming lawful goodness often makes them easily provoked). They avoid harming other good creatures if they can, using nondamaging spells or weapon attacks that deal nonlethal damage if possible. An angry archon can be vengeance itself, however, no matter what the foe’s alignment is.

Archons generally prefer to meet a foe head-on if it is prudent to do so, but if outmatched, they do what they can to even the odds (usually by employing hit-and run tactics or standing off and engaging a foe with magic before moving into melee).

Archon Traits: An archon possesses the following traits (unless otherwise noted in a creature’s entry).

  • Darkvision out to 60 feet and low-light vision.

  • Aura of Menace (Su): A righteous aura surrounds archons that fight or get angry. Any hostile creature within a 20-foot radius of an archon must succeed on a Will save to resist its effects. The save DC varies with the type of archon, is Charisma-based, and includes a +2 racial bonus. Those who fail take a –2 penalty on attacks, AC, and saves for 24 hours or until they successfully hit the archon that generated the aura. A creature that has resisted or broken the effect cannot be affected again by the same archon’s aura for 24 hours.

  • Immunity to electricity and petrification.

  • +4 racial bonus on saves against poison.

  • Magic Circle against Evil (Su): A magic circle against evil effect always surrounds an archon (caster level equals the archon’s Hit Dice). (The defensive benefits from the circle are not included in an archon’s statistics block.)

  • Teleport (Su): Archons can use greater teleport at will, as the spell (caster level 14th), except that the creature can transport only itself and up to 50 pounds of objects.

  • Tongues (Su): All archons can speak with any creature that has a language, as though using a tongues spell (caster level 14th). This ability is always active.

LANTERN ARCHON
Small Outsider (Archon, Extraplanar, Good, Lawful) Hit Dice: 1d8 (4 hp) Initiative: +4 Speed: Fly 60 ft. (perfect) (12 squares) Armor Class: 15 (+1 size, +4 natural), touch 11, flat-footed 15 Base Attack/Grapple: +1/–8 Attack: Light ray +2 ranged touch (1d6) Full Attack: 2 light rays +2 ranged touch (1d6) Space/Reach: 5 ft./5 ft. Special Attacks: Spell-like abilities Special Qualities: Aura of menace, damage reduction 10/evil and magic, darkvision 60 ft., immunity to electricity and petrification, magic circle against evil, teleport, tongues Saves: Fort +2 (+6 against poison), Ref +2, Will +2 Abilities: Str 1, Dex 11, Con 10, Int 6, Wis 11, Cha 10 Skills: Concentration +4, Diplomacy +4, Knowledge (the planes) +2, Listen +4, Sense Motive +4, Spot +4 Feats: Improved Initiative Environment: Seven Mounting Heavens of Celestia Organization: Solitary, pair, or squad (3–5) Challenge Rating: 2 Treasure: None Alignment: Always lawful good Advancement: 2–4 HD (Small) Level Adjustment: —
A ball of glowing light floats toward you.

Lantern archons appear as floating balls of light that glow about as brightly as a torch. Only their destruction can extinguish the glow, though they can try to hide it.

Lantern archons are very friendly and usually eager to give what assistance they can. However, their bodies are just gaseous globes, and they are much too weak to render any material aid. Lantern archons speak in soft, musical voices.

Combat

A lantern archon has little reason to get within melee range. It usually hovers just close enough to bring the enemy within its aura of menace, then blasts away with its light rays. Lantern archons prefer to concentrate on a single opponent, seeking to reduce enemy numbers quickly.

Aura of Menace (Su): Will DC 12 negates.

Light Ray (Ex): A lantern archon’s light rays have a range of 30 feet. This attack overcomes damage reduction of any type.

Spell-Like Abilities: At will—aid, detect evil, continual flame. Caster level 3rd.

HOUND ARCHON
Medium Outsider (Archon, Extraplanar, Good, Lawful) Hit Dice: 6d8+6 (33 hp) Initiative: +4 Speed: 40 ft. (8 squares) Armor Class: 19 (+9 natural), touch 10, flat-footed 19 Base Attack/Grapple: +6/+8 Attack: Bite +8 melee (1d8+2) or greatsword +8 melee (2d6+3/19–20) Full Attack: Bite +8 melee (1d8+2) and slam +3 melee (1d4+1); or greatsword +8/+3 melee (2d6+3/19–20) and bite +3 melee (1d8+1) Space/Reach: 5 ft./5 ft. Special Attacks: Spell-like abilities Special Qualities: Aura of menace, change shape, damage reduction 10/evil, darkvision 60 ft., immunity to electricity and petrification, magic circle against evil, scent, spell resistance 16, teleport, tongues Saves: Fort +6 (+10 against poison), Ref +5, Will +6 Abilities: Str 15, Dex 10, Con 13, Int 10, Wis 13, Cha 12 Skills: Concentration +10, Diplomacy +3, Hide +9*, Jump +15, Listen +10, Move Silently +9, Sense Motive +10, Spot +10, Survival +10* (+12 following tracks) Feats: Improved Initiative, Power Attack, Track Environment: Seven Mounting Heavens of Celestia Organization: Solitary, pair, or squad (3–5) Challenge Rating: 4 Treasure: No coins; double goods; standard items Alignment: Always lawful good Advancement: 7–9 HD (Medium); 10–18 HD (Large) Level Adjustment: +5
A powerfully built humanoid with the head of a dog appears both serene and ready for action, with a greatsword strapped across its broad back and an expression that indicates intelligence and protectiveness.

Hound archons look like well-muscled humans with canine heads. They seek to defend the innocent and the helpless against evil.

Their broad shoulders and meaty fists mark hound archons as able combatants. Likewise, their strong legs indicate that fleeing enemies won’t get very far.

Combat

Hound archons always fight with a will. They prefer to attack with their natural weapons but occasionally use greatswords

A hound archon’s natural weapons, as well as any weapons it wields, are treated as good-aligned and lawful-aligned for the purpose of overcoming damage reduction.

Spell-Like Abilities: Caster level 6th.

At will - aid, continual flame, detect evil, message.

Aura of Menace (Su): Will DC 16 negates.

Change Shape (Su): A hound archon can assume any canine form of Small to Large size. While in canine form, the hound archon loses its bite, slam, and greatsword attacks, but gains the bite attack of the form it chooses. For the purposes of this ability, canines include any doglike or wolflike animal of the animal type.

Skills: *While in canine form, a hound archon gains a +4 circumstance bonus on Hide and Survival checks.

Hound Archon Hero Mounts

In the course of their adventures, many hound archon heroes befriend bronze dragons, which may come to serve as their mounts. The relationship between these mounts and their celestial riders goes beyond even the special bond between paladin and mount. The dragon and the archon are naturally allies and friends, as can be expected of two powerful servants of cosmic justice. The juvenile bronze dragon mount gains 2 additional HD, 4 points of Strength, an additional 4 points of natural armor, improved evasion, and +10 feet to speed in all its movement forms. The dragon cannot, however, command other creatures of its type as other kinds of paladin mounts can.

Hound Archons as Characters

Hound archon characters possess the following racial traits.

  • +4 Strength, +2 Constitution, +2 Wisdom, +2 Charisma.
  • Medium size.
  • A hound archon’s base land speed is 40 feet.
  • Racial Hit Dice: A hound archon begins with six levels of outsider, which provide 6d8 Hit Dice, a base attack bonus of +6, and base saving throw bonuses of Fort +5, Ref +5, and Will +5.
  • Racial Skills: A hound archon’s outsider levels give it skill points equal to 9 × (8 + Int modifier). Its class skills are Concentration, Hide, Jump, Listen, Move Silently, Sense Motive, Spot, and Survival.
  • Racial Feats: A hound archon’s outsider levels give it three feats.
  • +9 natural armor bonus.
  • Natural Weapons: Bite (1d8) and slam (1d4).
  • Archon Traits (see page 16): Darkvision 60 ft., low-light vision, aura of menace (Will DC 15 + character’s Cha modifier), immunity to electricity and petrification, +4 racial bonus on saves against poison, magic circle against evil, teleport, tongues.
  • Special Attacks: Spell-like abilities.
  • Special Qualities: Change shape, damage reduction 10/evil, scent, spell resistance equal to 16 + class levels.
  • Automatic Languages: Celestial. Bonus Languages: Common, Draconic, Infernal.
  • Favored class: Ranger.
  • Level adjustment +5.
TRUMPET ARCHON
Medium Outsider (Archon, Extraplanar, Good, Lawful) Hit Dice: 12d8+72 (126 hp) Initiative: +7 Speed: 40 ft. (8 squares), fly 90 ft. (good) Armor Class: 27 (+3 Dex, +14 natural), touch 13, flat-footed 24 Base Attack/Grapple: +12/+17 Attack: +4 greatsword +21 melee (2d6+11/19–20) Full Attack: +4 greatsword +21/+16/+11 melee (2d6+11/19–20) Space/Reach: 5 ft./5 ft. Special Attacks: Spell-like abilities, spells, trumpet Special Qualities: Aura of menace, damage reduction 10/evil, darkvision 60 ft., immunity to electricity and petrification, magic circle against evil, spell resistance 29, teleport, tongues Saves: Fort +14 (+18 against poison), Ref +11, Will +11 Abilities: Str 20, Dex 17, Con 23, Int 16, Wis 16, Cha 16 Skills: Concentration +21, Diplomacy +20, Escape Artist +18, Handle Animal +18, Knowledge (any one) +18, Listen +18, Move Silently +18, Perform (wind instruments) +18, Ride +20, Sense Motive +18, Spot +18, Use Rope +3 (+5 with bindings) Feats: Blind-Fight, Cleave, Combat Reflexes, Improved Initiative, Power Attack Environment: Seven Mounting Heavens of Celestia Organization: Solitary, pair, or squad (3–5) Challenge Rating: 14 Treasure: No coins; double goods; standard items Alignment: Always lawful good Advancement: 13–18 HD (Medium); 19–36 HD (Large) Level Adjustment: +8
Appearing as a green, winged elf of supernatural goodness and beauty, the creature raises a massive silver trumpet and sounds a blast of piercing, soul-wrenching music.

Trumpet archons serve as celestial messengers and heralds, though their martial skills are considerable. Each carries a gleaming silver trumpet about 6 feet long

Combat

A trumpet archon usually disdains physical combat, preferring to obliterate foes with spells quickly and return to its duties. If forced into an extended battle, it sounds its trumpet and attacks with a vengeance.

A trumpet archon’s natural weapons, as well as any weapons it wields, are treated as good-aligned and lawful-aligned for the purpose of overcoming damage reduction.

Spell-Like Abilities: Caster level 12th.

At will - detect evil, continual flame, message.

Aura of Menace (Su): Will DC 21 negates.

Spells: Trumpet archons can cast divine spells as 14th-level clerics. A trumpet archon has access to two of the following domains: Air, Destruction, Good, Law, or War (plus any others from its deity). The save DCs are Wisdom-based.

Typical Cleric Spells Prepared (6/7/7/6/5/4/4/3; DC 13 + spell level):
0—detect magic, light, purify food and drink, read magic, resistance (2);

1st—bless (2), divine favor (2), protection from chaos*, sanctuary, shield of faith;

2nd—aid*, bull’s strength (2), consecrate, lesser restoration, owl’s wisdom (2);

3rd—daylight, invisibility purge, magic circle against chaos*, magic vestment, protection from energy (2);

4th— dismissal, divine power, holy smite*, neutralize poison, spell immunity;

5th—dispel evil*, mass cure light wounds, plane shift, raise dead;

6th— blade barrier*, banishment, heal, undeath to death;

7th—dictum*, holy word, mass cure serious wounds.

*Domain spell. Domains: Good and Law.

Trumpet (Su): An archon’s trumpet produces music of utter clarity, piercing beauty, and, if the trumpet archon wills it, paralyzing awe. All creatures except archons within 100 feet of the blast must succeed on a DC 19 Fortitude save or be paralyzed for 1d4 rounds. The save DC is Charisma-based. The archon can also command its trumpet to become a +4 greatsword as a free action.

If a trumpet is ever stolen, it becomes a chunk of useless metal until the owner can recover it. Woe betide any thief caught with one.

ARROWHAWK


Juvenile Arrowhawk
Small Outsider (Air, Extraplanar)

Adult Arrowhawk
Medium Outsider (Air, Extraplanar)

Elder Arrowhawk
Large Outsider (Air, Extraplanar)
Hit Dice: 3d8+3 (16 hp)
7d8+7 (38 hp)
15d8+45 (112 hp)
Initiative: +5
+5
+5
Speed: Fly 60 ft. (perfect) (12 squares)
Fly 60 ft. (perfect) (12 squares)
Fly 60 ft. (perfect) (12 squares)
Armor Class: 20 (+1 size, +5 Dex, +4 natural), touch 16, flat-footed 15
21 (+5 Dex, +6 natural), touch 15, flat-footed 16
22 (–1 size, +5 Dex, +8 natural), touch 14, flat-footed 17
Base Attack/Grapple: +3/+0
+7/+9
+15/+25
Attack: Electricity ray +9 ranged touch (2d6) or bite +9 melee (1d6+1)
Electricity ray +12 ranged touch (2d8) or bite +12 melee (1d8+3)
Electricity ray +19 ranged touch (2d8) or bite +21 melee (2d6+9)
Full Attack: Electricity ray +9 ranged touch (2d6) or bite +9 melee (1d6+1)
Electricity ray +12 ranged touch (2d8) or bite +12 melee (1d8+3)
Electricity ray +19 ranged touch (2d8) or bite +20 melee (2d6+9)
Space/Reach: 5 ft./5 ft.
5 ft./5 ft.
10 ft./5 ft.
Special Attacks: Electricity ray
Electricity ray
Electricity ray
Special Qualities: Darkvision 60 ft., immunity to acid, electricity, and poison, resistance to cold 10 and fire 10
Darkvision 60 ft., immunity to acid, electricity, and poison, resistance to cold 10 and fire 10
Darkvision 60 ft., immunity to acid, electricity, and poison, resistance to cold 10 and fire 10
Saves: Fort +4, Ref +8, Will +4
Fort +6, Ref +10, Will +6
Fort +12, Ref +14, Will +10
Abilities: Str 12, Dex 21, Con 12, Int 10, Wis 13, Cha 13
Str 14, Dex 21, Con 12, Int 10, Wis 13, Cha 13
Str 22, Dex 21, Con 16, Int 10, Wis 13, Cha 13
Skills: Diplomacy +3, Escape Artist +11, Knowledge (the planes) +6, Listen +7, Move Silently +11, Search +6, Sense Motive +7, Spot +7, Survival +7 (+9 following tracks, +9 Plane of Air), Use Rope +5 (+7 with bindings)
Diplomacy +3, Escape Artist +15, Knowledge (the planes) +10, Listen +11, Move Silently +15, Search +10, Sense Motive +11, Spot +11, Survival +11 (+13 following tracks, +13 Plane of Air), Use Rope +5 (+7 with bindings)
Diplomacy +3, Escape Artist +23, Knowledge (the planes) +18, Listen +21, Move Silently +23, Search +18, Sense Motive +19, Spot +21, Survival +19 (+21 following tracks, +21 Plane of Air), Use Rope +5 (+7 involving bindings)
Feats: Dodge, Weapon Finesse
Dodge, Flyby Attack, Weapon Finesse
Alertness, Blind-Fight, Combat Reflexes, Dodge, Flyby Attack, Weapon Finesse, Weapon Focus (bite)B
Environment Elemental Plane of Air
Elemental Plane of Air
Elemental Plane of Air
Organization: Solitary or clutch (2–4)
Solitary or clutch (2–4)
Solitary or clutch (2–4)
Challenge Rating: 3
5
8
Treasure: None
None
None
Alignment: Always neutral
Always neutral
Always neutral
Advancement: 4–6 HD (Small)
8–14 HD (Medium)
16–24 HD (Large); 25–32 HD (Gargantuan)
Level Adjustment:

The creature has a sinuous, snakelike body with a long neck and tail. Two pairs of feathered wings extend from the body, one on the top and another on the bottom. Most of the body is covered with iridescent blue scales, with tufts of yellow feathers at the base of the neck and the tail. The head has a black, toothed beak and four eyes, one pair above the beak and the other below.

An arrowhawk is a predator and scavenger from the Elemental Plane of Air. It is a consummate flier that spends its entire life on the wing.

An arrowhawk is always in motion while it lives. It can fly from the moment it hatches, and it eats, sleeps, and mates without ever touching ground. By twisting its body and varying the cadence of its wingbeats, an arrowhawk can fly at top speed in any direction.

Arrowhawk eggs have an innate levitation ability. Females lay clutches of 2d4 eggs in midair and leave them to float until they hatch. The female guards the eggs and collects them if the wind scatters them, but otherwise leaves them alone.

A juvenile arrowhawk (1 to 10 years old) is about 5 feet long from beak to tail, with the body accounting for about one-third of that length. Its wingspan is about 7 feet, and it weighs about 20 pounds.

An adult (11 to 40 years old) is about 10 feet long from beak to tail, with a wingspan of about 15 feet and a weight of about 100 pounds.

An elder arrowhawk (41 to 75 years old) is about 20 feet long with a wingspan of 30 feet and a weight of about 800 pounds.

Arrowhawks speak Auran, but they are not usually talkative creatures.

COMBAT

Arrowhawks are extremely territorial and always hungry. They attack almost any other creature they meet, seeking a meal or trying to drive away a rival. The primary mode of attack is an electricity ray, fired from the tail. The creature also bites, but it prefers to stay out of reach.

Electricity Ray (Su): An arrowhawk can fire this ray once per round, with a range of 50 feet.

ASSASSIN VINE

Large Plant Hit Dice: 4d8+12 (30 hp) Initiative: +0 Speed: 5 ft. (1 square) Armor Class: 15 (–1 size, +6 natural), touch 9, flat-footed 15 Base Attack/Grapple: +3/+12 Attack: Slam +7 melee (1d6+7) Full Attack: Slam +7 melee (1d6+7) Space/Reach: 10 ft./10 ft. (20 ft. with vine) Special Attacks: Constrict 1d6+7, entangle, improved grab Special Qualities: Blindsight 30 ft., camouflage, immunity to electricity, low-light vision, plant traits, resistance to cold 10 and fire 10 Saves: Fort +7, Ref +1, Will +2 Abilities: Str 20, Dex 10, Con 16, Int —, Wis 13, Cha 9 Environment: Temperate forests Organization: Solitary or patch (2–4) Challenge Rating: 3 Treasure: 1/10th coins; 50% goods; 50% items Alignment: Always neutral Advancement: 5–16 HD (Huge); 17–32 HD (Gargantuan); 33+ HD (Colossal) Level Adjustment: —
This vine has a fibrous stem covered with brown, stringy bark and as thick as a human’s forearm. Its leaves are shaped like human hands.

The assassin vine is a semimobile plant that collects its own grisly fertilizer by grabbing and crushing animals and depositing the carcasses near its roots.

A mature plant consists of a main vine, about 20 feet long. Smaller vines up to 5 feet long branch off from the main vine about every 6 inches. These small vines bear clusters of leaves, and in late summer they produce bunches of small fruits that resemble wild grapes. The fruit is tough and has a hearty but bitter flavor. Assassin vine berries make a heady wine.

An assassin vine can move about, albeit very slowly, but usually stays put unless it needs to seek prey in a new vicinity.

A subterranean version of the assassin vine grows near hot springs, volcanic vents, and other sources of thermal energy. These plants have thin, wiry stems and gray leaves shot through with silver, brown, and white veins so that they resemble mineral deposits. An assassin vine growing underground usually generates enough offal to support a thriving colony of mushrooms and other fungi, which spring up around the plant and help conceal it.

COMBAT

An assassin vine uses simple tactics. It lies still until prey comes within reach, then attacks. It uses its entangle ability both to catch prey and to deter counterattacks.

Constrict (Ex): An assassin vine deals 1d6+7 points of damage with a successful grapple check.

Entangle (Su): An assassin vine can animate plants within 30 feet of itself as a free action (Ref DC 13 partial). The effect lasts until the vine dies or decides to end it (also a free action). The save DC is Wisdom-based. The ability is otherwise similar to entangle (caster level 4th).

Improved Grab (Ex): To use this ability, an assassin vine must hit with its slam attack. It can then attempt to start a grapple as a free action without provoking an attack of opportunity. If it wins the grapple check, it establishes a hold and can constrict.

Blindsight (Ex): Assassin vines have no visual organs but can ascertain all foes within 30 feet using sound, scent, and vibration.

Camouflage (Ex): Since an assassin vine looks like a normal plant when at rest, it takes a DC 20 Spot check to notice it before it attacks. Anyone with ranks in Survival or Knowledge (nature) can use one of those skills instead of Spot to notice the plant. Dwarves can use stonecunning to notice the subterranean version.

ATHACH

Huge Aberration Hit Dice: 14d8+70 (133 hp) Initiative: +1 Speed: 35 ft. in hide armor (7 squares); base speed 50 ft. Armor Class: 20 (–2 size, +1 Dex, +3 hide armor, +8 natural), touch 9, flat-footed 19
Base Attack/Grapple: +10/+26 Attack: Morningstar +16 melee (3d6+8) or rock +9 ranged (2d6+8) Full Attack: Morningstar +12/+7 melee (3d6+8), and 2 morningstars +12 melee (3d6+4), and bite +12 melee (2d8+4 plus poison); or rock +5 ranged (2d6+8), and 2 rocks +5 ranged (2d6+4) Space/Reach: 15 ft./15 ft. Special Attacks: Poison Special Qualities: Darkvision 60 ft. Saves: Fort +9, Ref +5, Will +10 Abilities: Str 26, Dex 13, Con 21, Int 7, Wis 12, Cha 6 Skills: Climb +9, Jump +18, Listen +7, Spot +7 Feats: Alertness, Cleave, Multiweapon Fighting, Power Attack, Weapon Focus (bite) Environment: Temperate hills Organization: Solitary, gang (2–4), or tribe (7–12) Challenge Rating: 8 Treasure: 1/2 coins; double goods; standard items Alignment: Often chaotic evil Advancement: 15–28 HD (Huge) Level Adjustment: +5
The creature looks like a portly giant dressed in shabby rags and furs. It has a third arm growing from its chest. Its wide, slobbering mouth has curving tusks that jut from its lower jaw. It has tiny eyes, a small nose, and lopsided ears—one huge and one tiny.

The athach is a hulking, misshapen biped. Immensely strong, an athach can hammer most opponents to gory paste.

An athach rarely bathes, and smells particularly foul. An adult stands some 18 feet tall and weighs about 4,500 pounds.

Athachs are fond of gems and crystals of all types. They often jam bracelets on their chubby fingers, necklaces around their fat wrists, and wear other jewelry where they can. They have been known to sit for hours, polishing and admiring their jewels. The only other things athachs tend to be passionate about are food and violence. They despise hill giants and, unless outnumbered, attack them on sight. They fear other giants and most other Huge creatures.

Athachs speak a crude dialect of Giant.

COMBAT

Athachs charge into melee combat unless their opponents are out of reach, in which case they throw rocks. They sometimes try to overrun armored opponents to reach unarmored opponents in back ranks. With its first few melee attacks, an athach tends to flail about indiscriminately. After a few rounds, it concentrates on foes that have been hitting it most often and uses its bite on whoever has dealt it the most damage.

Poison (Ex): Injury, Fortitude DC 22, initial damage 1d6 Str, secondary damage 2d6 Str. The save DC is Constitution-based.

AZER

Medium Outsider (Extraplanar, Fire) Hit Dice: 2d8+2 (11 hp) Initiative: +1 Speed: 20 ft. in scale mail (4 squares); base speed 30 ft. Armor Class: 23 (+1 Dex, +6 natural, +4 scale mail, +2 heavy shield), touch 11, flat-footed 22 Base Attack/Grapple: +2/+3 Attack: Warhammer +3 melee (1d8+1/x3 plus 1 fire) or shortspear +3 ranged (1d6+1 plus 1 fire) Full Attack: Warhammer +3 melee (1d8+1/x3 plus 1 fire) or shortspear +3 ranged (1d6+1 plus 1 fire) Space/Reach: 5 ft./5 ft. Special Attacks: Heat Special Qualities: Darkvision 60 ft., immunity to fire, spell resistance 13, vulnerability to cold Saves: Fort +4, Ref +4, Will +4 Abilities: Str 13, Dex 13, Con 13, Int 12, Wis 12, Cha 9 Skills: Appraise +6, Climb +0, Craft (any two) +6, Hide +0, Jump –6, Listen +6, Search +6, Spot +6 Feats: Power Attack Environment: Elemental Plane of Fire Organization: Solitary, pair, team (3–4), squad (11–20 plus 2 3rd-level sergeants and 1 leader of 3rd–6th level), or clan (30–100 plus 50% noncombatants plus 1 3rd-level sergeant per 20 adults, 5 5th-level lieutenants, and 3 7th-level captains) Challenge Rating: 2 Treasure: Standard coins; double goods (nonflammables only); standard items (nonflammables only) Alignment: Always lawful neutral Advancement: By character class Level Adjustment: +4
The creature resembles a dwarf with hair of fire and a beard of flames. It has brass-colored skin and appears to have been forged from fire and metal.

Azers are dwarflike beings native to the Elemental Plane of Fire. They wear kilts of brass, bronze, or copper, and speak Ignan and Common.

COMBAT

Azers use broad-headed spears or well-crafted hammers in combat. When unarmed, they attempt to grapple foes.

Although unfriendly and taciturn, azers rarely provoke a fight except to relieve a foe of gems, which they love. If threatened, they fight to the death, but they see the value of taking prisoners themselves.

Heat (Ex): An azer’s body is intensely hot, so its unarmed attacks deal extra fire damage. Its metallic weapons also conduct this heat.

AZERS AS CHARACTERS

Azer characters possess the following racial traits.

  • +2 Strength, +2 Dexterity, +2 Constitution, +2 Intelligence, +2 Wisdom, –2 Charisma.

  • Medium size.

  • An azer’s base land speed is 30 feet.

  • Darkvision: Azers can see in the dark up to 60 feet.

  • Racial Hit Dice: An azer begins with two levels of outsider, which provide 2d8 Hit Dice, a base attack bonus of +2, and base saving throw bonuses of Fort +3, Ref +3, and Will +3.

  • Racial Skills: An azer’s outsider levels give it skill points equal to 5 x (8 + Int modifier). Its class skills are Appraise, Climb, Craft, Hide, Jump, Listen, Search, and Spot.

  • Racial Feats: An azer’s outsider levels give it one feat.

  • +6 natural armor bonus.

  • Special Attacks (see above): Heat.

  • Special Qualities (see above): Immunity to fire, spell resistance equal to 13 + class levels, vulnerability to cold.

  • Automatic Languages: Common, Ignan. Bonus Languages: Abyssal, Aquan, Auran, Celestial, Infernal, Terran.

  • Favored Class: Fighter.

  • Level adjustment +4.