Advanced search options


Here are a few (5) monsters available..
(I'll eventually write down a simple explanation for the interfaces and search methods)


Vermin:Monstrous Spider, Gargantuan
Size & Type (subtype):Gargantuan VerminHit 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 AnimalHit 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 AnimalHit 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 BeastHit Dice:10d10+50 (105)
Initiative:   +1 (Dex)   Speed:   20 ft., swim 20 ft.  
Armor Class:   15 (-2 size, +1 Dex, +6 natural)   Attacks:   10 bites +10 melee  
Damage:   Bite 1d10+5   Face and Reach:   20 ft. by 20 ft./10 ft.  
Special Attacks:   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 BeastHit 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.

 

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