Vermin:Monstrous Spider, Gargantuan | Size & Type (subtype): | Gargantuan Vermin | Hit Dice: | 24d8+24 (132) | Initiative: | +3 (Dex) | Speed: | 30 ft., climb 20 ft. (40 ft., climb 20 ft.) | Armor Class: | 18 (-4 size, +3 Dex, +9 natural) | Attacks: | Bite +20 melee | Damage: | Bite 2d8+9 and poison | Face and Reach: | 20 ft. by 20 ft./10 ft. | Special Attacks: | Poison, web | Special Qualities: | Vermin | Saving Throws | Fortitude: 15 Reflex: 11 Will: 8
| Abilities: | Str: 23 Dex: 17 Con: 12 Int: Wis: 10 Cha: 2 | Skills: | Climb +18, Hide -2, Jump +6*, Spot +7* | Feats: | | Climate and Terrain: | Temperate and warm land and underground | Climate: | temperate,warm | Terrain: | desert,forest,hill,marsh,mountains,plains,underground | Organization: | Solitary | Challenge Rating: | 7 | Challenge Rating Value: | 7 | Treasure: | 1/10 coins; 50% goods; 50% items | Alignment: | Always neutral | Advancement: | 25-47 HD (Gargantuan) |
| Description: |
Diameter 20 feet (including legs),
Body Diameter 7 feet, Height 5 feet.
Poison (Ex): Bite, Fortitude save (DC 31); initial and
secondary damage 2d6 temporary Strength.
Web (Ex): Escape DC 30, Break DC 36, Hit Points 16.
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.
|
|
Dire Animal:Wolverine | Size & Type (subtype): | Large Animal | Hit Dice: | 5d8+20 (42) | Initiative: | +3 (Dex) | Speed: | 30 ft., climb 10 ft. | Armor Class: | 16 (-1 size, +3 Dex, +4 natural) | Attacks: | 2 claws +8 melee, bite +3 melee | Damage: | Claw 1d6+6, bite 1d8+3 | Face and Reach: | 5 ft. by 10 ft./5 ft. | Special Attacks: | Rage | Special Qualities: | Scent | Saving Throws | Fortitude: 8 Reflex: 7 Will: 5
| Abilities: | Str: 22 Dex: 17 Con: 19 Int: 2 Wis: 12 Cha: 10 | Skills: | Climb +14, Listen +9, Spot +8 | Feats: | | Climate and Terrain: | Temperate forest, hill, plains, and underground | Climate: | temperate | Terrain: | forest,hill,plains,underground | Organization: | Solitary or pair | Challenge Rating: | 4 | Challenge Rating Value: | 4 | Treasure: | None | Alignment: | Always neutral | Advancement: | 6-15 HD (Large) |
| Description: |
Rage (Ex): A dire wolverine that takes damage in combat flies
into a berserk rage on its next turn, clawing and biting madly
until either it or its opponent is dead. An enraged dire
wolverine gains +4 Strength, +4 Constitution, and -2 AC. The
creature cannot end its rage voluntarily.
|
|
Dire Animal:Lion | Size & Type (subtype): | Large Animal | Hit Dice: | 8d8+24 (60) | Initiative: | +2 (Dex) | Speed: | 40 ft. | Armor Class: | 15 (-1 size, +2 Dex, +4 natural) | Attacks: | 2 claws +12 melee, bite +7 melee | Damage: | Claw 1d6+7, bite 1d8+3 | Face and Reach: | 5 ft. by 10 ft./5 ft. | Special Attacks: | Pounce, improved grab, rake 1d6+3 | Special Qualities: | Scent | Saving Throws | Fortitude: 9 Reflex: 8 Will: 7
| Abilities: | Str: 25 Dex: 15 Con: 17 Int: 2 Wis: 12 Cha: 10 | Skills: | Hide +5*, Jump +10, Listen +4, Move Silently +9, Spot +4 | Feats: | | Climate and Terrain: | Any forest, hill, mountains, plains, and underground | Climate: | cold,temperate,warm | Terrain: | forest,hill,mountains,plains,underground | Organization: | Solitary, pair, or pride (6-10) | Challenge Rating: | 5 | Challenge Rating Value: | 5 | Treasure: | None | Alignment: | Always neutral | Advancement: | 9-16 HD (Large); 17-24 HD (Huge) |
| Description: |
Pounce (Ex): If a dire lion leaps upon a foe during the first
round of combat, it can make a full attack even if it has already
taken a move action.
Improved Grab (Ex): To use this ability, the dire lion must
hit with its bite attack. If it gets a hold, it can rake.
Rake (Ex): A dire lion can make two rake attacks (+12 melee)
against a held creature with its hind legs for 1d6+3 damage each.
If the dire lion pounces on an opponent, it can also rake.
Skills: Dire lions receive a +4 racial bonus to Hide and Move
Silently checks. *In areas of tall grass or heavy undergrowth,
the Hide bonus improves to +8.
|
|
Hydra:Ten-Headed Pyrohydra | Size & Type (subtype): | Huge Magical Beast | Hit 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: | Breath weapon | Special Qualities: | Scent, fire subtype | 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: | 11 | Challenge Rating Value: | 11 | Treasure: | 1/10 coins; 50% goods; 50% items | Alignment: | Usually neutral | Advancement: | |
| Description: |
Combat
These reddish hydras can breathe jets of fire 10 feet high, 10
feet wide, and 20 feet long. All heads breathe once every 1d4
rounds. Each jet deals 3d6 damage per head. A successful Reflex
save halves the damage. The save DC is 10 + 1/2 hydra's
original number of heads + the hydra's Constitution
modifier.
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.
Fire Subtype (Ex): Fire immunity; double damage from cold
except on a successful save.
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.
|
|
Hydra:Twelve-Headed Lernaean Pyrohydra | Size & Type (subtype): | Huge Magical Beast | Hit Dice: | 12d10+60 (126) | Initiative: | +1 (Dex) | Speed: | 20 ft., swim 20 ft. | Armor Class: | 15 (-2 size, +1 Dex, +6 natural) | Attacks: | 12 bites +13 melee | Damage: | Bite 1d10+6 | Face and Reach: | 20 ft. by 20 ft./10 ft. | Special Attacks: | Breath weapon | Special Qualities: | Scent, fire subtype, regrowth | Saving Throws | Fortitude: 13 Reflex: 9 Will: 4
| Abilities: | Str: 23 Dex: 12 Con: 20 Int: 3 Wis: 10 Cha: 9 | Skills: | Listen +9, Spot +9 | Feats: | Combat Reflexes | Climate and Terrain: | Any marsh and underground | Climate: | cold,temperate,warm | Terrain: | marsh,underground | Organization: | Solitary | Challenge Rating: | 15 | Challenge Rating Value: | 15 | Treasure: | 1/10 coins; 50% goods; 50% items | Alignment: | Usually neutral | Advancement: | |
| Description: |
Combat
These reddish hydras can breathe jets of fire 10 feet high, 10
feet wide, and 20 feet long. All heads breathe once every 1d4
rounds. Each jet deals 3d6 damage per head. A successful Reflex
save halves the damage. The save DC is 10 + 1/2 hydra's
original number of heads + the hydra's Constitution
modifier.
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.
The only way to slay a Lernaean hydra normally is to sever all
its heads. However, each time a head is severed, two new heads
spring from the stump in 1d4 rounds. A Lernaean hydra can never
have more than twice its original number of heads at any one
time, and any extra heads it gains beyond its original number
wither and die within a day.
To prevent a severed head from growing back into two, at least
5 points of fire or acid damage must be dealt to the stump (AC
19) before the new heads appear.
Spells such as disintegrate, finger of death, and slay living
kill a Lernaean hydra outright if they succeed. If the spell
deals damage on a successful save, that damage is directed
against one of the hydra's heads.
Fire Subtype (Ex): Fire immunity; double damage from cold
except on a successful save.
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.
|
|