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Cretures

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MAIN STATISTICS BLOCK


This text contains basic game information on the creature. NameThis is the name by which the creature is generally known.
Size and Type
Information on the creature's base size and any Type modifiers.
Table: Creature Sizes
Size AC/Attack Modifier Dimension* Weight**
---- ------------------ ---------- --------
Fine +8 6 in. or less 1/8 lb. or less
Diminutive +4 6 in.-1 ft. 1/8 lb.-1 lb.
Tiny +2 1 ft.-2 ft. 1 lb.-8 lb.
Small +1 2 ft.-4 ft. 8 lb.-60 lb.
Medium 0 4 ft.-8 ft. 60 lb.-500 lb.
Large -1 8 ft.-16 ft. 500 lb.-4,000 lb.
Huge -2 16 ft.-32 ft. 4,000 lb.-32,000 lb.
Gargantuan -4 32 ft.-64 ft. 32,000 lb.-250,000 lb.
Colossal -8 64 ft. or more 250,000 lb. or more
*Biped's height, quadruped's body length (nose to base of tail).
**-Assumes that the creature is roughly as dense as a regular animal. A creature
made of stone will weigh considerably more. A gaseous creature will weigh much
less.
Each creature is "typed". Type determines many of the creature's characteristics
and abilities, as described below.


Hit Dice
This line gives the number and type of Hit Dice the creature has and any bonus
hit points. A parenthetical note gives the creature’s average hit points. A
creature’s Hit Dice total is also its level for determining how spells affect
the creature, its rate of natural healing, and its maximum ranks in a skill.
Initiative
This line shows the creature’s modifier to initiative rolls. A parenthetical
note tells where the modifier comes from.


Speed
This line gives the creature’s tactical speed. If the creature wears armor that
reduces its speed, this fact is given along with a parenthetical note indicating
the armor type; the creature’s base unarmored speed follows.


Armor Class
The Armor Class line gives the creature’s AC for normal combat and includes a
parenthetical mention of the modifiers contributing to it (usually size,
Dexterity, and natural armor).


Attacks
This line gives all the creature’s physical attacks, whether with natural or
manufactured weapons.
Natural Weapons: A creature with the Weapon Finesse feat can use its Dexterity
modifier on melee attacks with Natural Weapons. The first entry is for the
creature's primary weapon. The remaining weapons are secondary and have -5 to
the attack bonus, no matter how many there are. Creatures with the Multiattack
feat suffer only a -2 penalty to secondary attacks.
Unless noted otherwise, natural weapons threaten critical hits on a natural
attack roll of 20. Unless noted otherwise, creatures deal double damage on
critical hits.


Damage
This line shows the damage each of the creature’s attacks deals.
If any attacks also cause some special effect other than damage (poison,
disease, etc.), that information is given here.
Natural weapons have types just as other weapons do. The most common are
summarized below.
Bite: The creature attacks with its mouth, dealing piercing, slashing, and
bludgeoning damage.
Claw or Rake: The creature rips with a sharp appendage, dealing piercing and
slashing damage.
Gore: The creature spears the opponent with an antler, horn or similar
appendage, dealing piercing damage.
Slap or Slam: The creature batters opponents with an appendage, dealing
bludgeoning damage.
Sting: The creature stabs with a stinger, dealing piercing dam­age. Stings are
usually envenomed.


Face/Reach

Written in the format [feet] by [feet]/[feet]: The numbers before the slash show
the creature’s fighting space (width first, length second). The number after the
slash is the creature’s natural reach.
Special Abilities
A special ability is either extraordinary (Ex), spell-like (Sp), or supernatural
(Su).
For creatures with spell-like abilities, a designated caster level serves to
define how difficult it is to dispel their spell-like effects and to define any
level-dependent variable (such as range and duration) the abilities might have.
If no caster level is specified, the caster level is equal to the creature’s Hit
Dice.


Special Qualities
This line gives all the creature’s special qualities, in the order they are most
likely to be used. If the creature has no special qualities, this line does not
appear. Details of the most common special qualities are provided here.
Saves
This line gives the creature’s Fortitude, Reflex, and Will save modifiers.
Skills
This line lists all the creature’s skills by name along with each skill’s score.

A creature’s type and Intelligence score determine the number of skill points it
has. Some creatures receive bonus skill points for having Hit Dice in excess of
what is normal for creatures of their size, as listed in the accompanying table.

Type Base Skill Bonus
Points Skill Points
---- ---------- ------------
Aberration 2xInt score +2/EHD*
Animal 10-15 -
Beast 2xInt score +1/EHD
Construct - -
Dragon (6 + Int mod)xHD -
Elemental 2xInt score +2/EHD
Fey 3xInt score +2/EHD
Giant 6 + Int mod +1/EHD
Humanoid 6 + Int mod +1/EHD
Magical beast 2xInt score +1/EHD
Monstrous humanoid 2xInt score +2/EHD
Ooze - -
Outsider (8 + Int mod)xHD -
Plant - -
Shapechanger 2xInt score +1/EHD
Vermin 10-15 -
Undead 3xInt score +2/EHD

*-EHD: Extra Hit Die. To calculate EHD, subtract 1 from the creature’s total Hit
Dice if it is Medium-size or smaller; 2 if Large; 4 if Huge; 16 if Gargantuan;
and 32 if Colossal. Treat results less than 0 as 0.
The "Skills" section of the creature’s descriptive text recaps racial and other
bonuses for the sake of clarity; these bonuses should not be added to the listed
skill scores unless otherwise noted. An asterisk (*) beside the relevant score
and in the "Skills" section indicates a conditional adjustment.
Feats
The line lists all the creature’s feats by name.

SECONDARY STATISTICS BLOCK

Climate/Terrain
This entry describes the locales where the creature is most often found.
Cold: Arctic and subarctic climes. Any area that has winter conditions for the
greater portion of the year is cold.
Temperate: Any area that has alternating warm and cold seasons.
Warm: Tropical and subtropical climes. Any area that has summer conditions for
the greater portion of the year is warm.
Aquatic: Fresh or salt water.
Desert: Any dry area with sparse vegetation.
Forest: Any area covered with trees.
Hill: Any area with rugged but not mountainous terrain.
Marsh: Low, flat, waterlogged areas; includes swamps.
Mountains: Rugged terrain, higher than hills.
Plains: Any fairly flat area that is not a desert, marsh, or forest.
Underground: Subterranean areas.

Organization
This line describes the kinds of groups the creature might form. A range of
numbers in parentheses indicates how many combat-ready adults are in each type
of group. Many groups also have a number of noncombatants, expressed as a
percentage of the fighting population. Noncombatants can include young, the
infirm, slaves, or other individuals who are not inclined to fight. A creature’s
Society entry may include more details on non­combatants.

Challenge Rating
This is the average level of a party of adventurers for which one creature would
make an encounter of moderate difficulty.
Alignment
This entry gives the alignment that the creature is most likely to have. Every
entry includes a qualifier that indicates how broadly that alignment applies to
the species as a whole.
Always: The creature is born with the listed alignment. The creature may have a
hereditary predisposition to the alignment or come from a plane that
predetermines it. It is possible for individuals to change alignment, but such
individuals are either unique or one-in-a-million exceptions.
Usually: The majority (more than 50%) of these creatures have the given
alignment. This may be due to strong cultural influences, or it may be a legacy
of the creatures’ origin.
Often: The creature tends toward the listed alignment, either by nature or
nurture, but not strongly. A plurality (40-50%) of individuals have the given
alignment, but exceptions are common.

Treasure
This entry reflects how much wealth the creature owns.
Treasures include coins, goods, and items. Creatures can have varying amounts of
each, as follows.
Standard: Roll once under each type of treasure’s column on the appropriate row
for the creature’s Challenge Rating (for groups of creatures, use the Encounter
Level for the encounter instead).
Some creatures have double, triple, or even quadruple standard treasure; in
these cases roll under each treasure column two, three, or four times.
None: The creature collects no treasure of its own.
Nonstandard: Some creatures have quirks or habits that affect the types of
treasure they collect. These creatures use the same treasure tables, but with
special adjustments.
Fractional Coins: Roll on the Coins column for the creature’s Challenge Rating,
but divide the result as indicated.
% Goods or Items: The creature has goods or items only some of the time. Before
checking for goods or items, roll d% against the listed percentage. On a
success, make a normal roll on the Goods or Items column (which may still result
in no goods or items).
Double Goods or Items: Roll twice on the Goods or Items column.
Parenthetical Notes: Some entries for goods or items include notes that limit
the types of treasure a creature collects.
When a note includes the word "no," it means the creature does not collect or
cannot keep that thing. If a random roll generates such a result, treat the
result as "nothing" instead.
When a note includes the word "only," the creature goes out of its way to
collect treasure of the indicated type. If an entry for Goods indicates "gems
only," roll on the Goods column and treat any "art" result as "gems" instead.
It sometimes will be necessary to reroll until the right sort of item appears.
For example, if a creature’s "items" entry reads "nonflammables only," roll
normally on the Items column. If you get a flammable item, reroll on the same
table until you get a nonflammable one. If the table you rolled on contains only
flammable items, back up a step and reroll until you get to a table that can
give you an appropriate item.
Advancement
This book lists only the weakest and most common version of each creature. The
Advancement line shows how tough the creature can get, in terms of extra Hit
Dice. (This is not an absolute limit, but exceptions are extremely rare.)
Improvement
As its Hit Dice increase, the creature’s attack bonuses and saving throw
modifiers might improve, and it could gain more feats and skills, depending on
its type.
Note that if the creature acquires a character class, it improves according to
its class, not its type.
Aberration
Aberration: An aberration has a bizarre anatomy, strange abilities, an alien
mindset, or any combination of the three. Unless noted otherwise, aberrations
have darkvision with a range of 60 feet.
Hit Die: d8
Attack Bonus: Total HDx3/4 (as cleric)
Good Saving Throws: Will
Skill Points: +2 per extra HD
Feats: +1 per 4 extra HD
Animal
Animal: An animal is a nonhumanoid creature, usually a vertebrate. All animals
have Intelligence scores of 1 or 2. Unless noted otherwise, animals have
low-light vision.
Hit Die: d8
Attack Bonus: Total HDx3/4 (as cleric)
Good Saving Throws: Usually Fortitude and Reflex
Skill Points: 10-15
Feats: -
Beast
Beast: A beast is a nonhistorical, vertebrate creature with a reasonably normal
anatomy and no magical or unusual abilities. Unless noted otherwise, beasts have
low-light vision and darkvision with a range of 60 feet.
Hit Die: d10
Attack Bonus: Total HDx3/4 (as cleric)
Good Saving Throws: Fortitude and Reflex
Skill Points: +1 per extra HD
Feats: -
Construct
Construct: A construct is an animated object or artificially constructed
creature. Constructs usually have no Intelligence scores and never have
Constitution scores. A construct is immune to mind-influencing effects and to
poison, sleep, paralysis, stunning, disease, death effects, and necromantic
effects.
Constructs cannot heal damage on their own, though they can be healed.
Constructs can be repaired in the same way an object can. A construct with the
regeneration and fast healing special qualities still benefits from those
qualities.
A construct is not subject to critical hits, subdual damage, ability damage,
ability drain, or energy drain. It is immune to any effect that requires a
Fortitude save (unless the effect also works on objects). A construct is not at
risk of death from massive damage, but when reduced to 0 hit points or less, it
is immediately destroyed. Since it was never alive, a construct cannot be raised
or resurrected.
Unless noted otherwise, constructs have darkvision with a range of 60 feet.
Hit Die: d10
Attack Bonus: Total HDx3/4 (as cleric)
Good Saving Throws: -
Skill Points: -
Feats: -
Dragon
Dragon: A dragon is a reptilian creature, usually winged, with magical or
unusual abilities. Dragons are immune to sleep and paralysis effects. Unless
noted otherwise, dragons have darkvision with a range of 60 feet and low-light
vision.
Hit Die: d12
Attack Bonus: Total HD (as fighter)
Good Saving Throws: Fortitude, Reflex, Will
Skill Points: +6 (+ Intelligence modifier) per extra HD
Feats: +1 per 4 extra HD
Elemental
Elemental: An elemental is composed of one of the four classical elements: air,
earth, fire, or water. It is immune to poison, sleep, paralysis, and stunning.
Elementals have no clear front or back and are therefore not subject to critical
hits or flanking. Unless noted otherwise, they have darkvision with a range of
60 feet.
A slain elemental cannot be raised or resurrected, although a wish or miracle
spell can restore it to life.
Hit Die: d8
Attack Bonus: Total HDx3/4 (as cleric)
Good Saving Throws: Variable by type-
Reflex (Air, Fire);
Fortitude (Earth, Water)
Skill Points: +2 per extra HD
Feats: +1 per 4 extra HD
Fey
Fey: A fey is a creature with supernatural abilities and connections to nature
or to some other force or place. Fey are usually human-shaped. Unless noted
otherwise, fey have low-light vision.
Hit Die: d6
Attack Bonus: Total HDx1/2 (as wizard)
Good Saving Throws: Reflex and Will
Skill Points: +2 per extra HD
Feats: +1 per 4 extra HD
Giant
Giant: A giant is a humanoid creature of great strength, usually of at least
Large size. Giants are proficient with all simple weapons and with any weapons
listed in their entries. Unless noted otherwise, giants have darkvision with a
range of 60 feet.
Hit Die: d8
Attack Bonus: Total HDx3/4 (as cleric)
Good Saving Throws: Fortitude
Skill Points: +1 per extra HD
Feats: +1 per 4 extra HD
Humanoid
Humanoid: A humanoid usually has two arms, two legs, and one head, or a
humanlike torso, arms, and head. Humanoids have few or no supernatural or
extraordinary abilities, and usually are Small or Medium-size. Every humanoid
creature also has a sub-type modifier based on its race.
Hit Die: d8
Attack Bonus: Total HDx3/4 (as cleric)
Good Saving Throws: Variable (Fortitude or Reflex or Will)
Skill Points: +1 per extra HD
Feats: +1 per 4 extra HD
Magical Beast
Magical Beast: Magical beasts are similar to beasts but have supernatural or
extraordinary abilities. Unless noted otherwise, magical beasts have darkvision
with a range of 60 feet and low-light vision.
Hit Die: d10
Attack Bonus: Total HD (as fighter)
Good Saving Throws: Fortitude and Reflex
Skill Points: +1 per extra HD
Feats: +1 per 4 extra HD
Monstrous Humanoid
Monstrous Humanoid: These are humanoid creatures with monstrous or animalistic
features, often having supernatural abilities. Unless noted otherwise, monstrous
humanoids have darkvision with a range of 60 feet. Monstrous humanoids are
proficient with all simple weapons and with any weapons mentioned in their
entries.
Hit Die: d8
Attack Bonus: Total HD (as fighter)
Good Saving Throws: Reflex and Will
Skill Points: +2 per extra HD
Feats: +1 per 4 extra HD
Ooze
Ooze: An ooze is an amorphous or mutable creature. Oozes are immune to poison,
sleep, paralysis, stunning, and polymorphing. They have no clear front or back
and are therefore not subject to critical hits or flanking. Oozes are blind but
have the blindsight special quality. They have no Intelligence scores and are
therefore immune to all mind-influencing effects (charms, compulsions,
phantasms, patterns, and morale effects).
Oozes have no natural armor ratings, but they are nevertheless difficult to kill
because their bodies are mostly simple protoplasm. This is reflected by bonus
hit points (in addition to those from Hit Dice and Constitution scores)
according to size, as shown in the table below.
Ooze Size Bonus Hit Points
--------- ----------------
Fine -
Diminutive -
Tiny -
Small 5
Medium-size 10
Large 15
Huge 20
Gigantic 30
Colossal 40
Hit Die: d10
Attack Bonus: Total HDx3/4 (as cleric)
Good Saving Throws: -
Skill Points: -
Feats: Blindsight
Outsider
Outsider: An outsider is a nonelemental creature that comes from another
dimension, reality, or plane. Unless noted otherwise, outsiders have darkvision
with a range of 60 feet.
A slain outsider cannot be raised or resurrected, although a wish or miracle
spell can restore it to life.
Hit Die: d8
Attack Bonus: Total HD (as fighter)
Good Saving Throws: Fortitude, Reflex, Will
Skill Points: +8 (+ Intelligence modifier) per extra HD
Feats: +1 per 4 total HD
Plant
Plant: This type comprises vegetable creatures. Plants are immune to poison,
sleep, paralysis, stunning, and polymorphing. They are not subject to critical
hits or mind-influencing effects. If a plant-type creature has vision, the
creature has low-light vision unless otherwise noted.
Hit Die: d8
Attack Bonus: Total HDx3/4 (as cleric)
Good Saving Throws: Fortitude
Skill Points: -
Feats: -
Shapechanger
Shapechanger: This type of creature has a stable body but can assume other
forms. Unless noted otherwise, shapechangers have darkvision with a range of 60
feet.
Hit Die: d8
Attack Bonus: Total HDx3/4 (as cleric)
Good Saving Throws: Fortitude, Reflex, Will
Skill Points: +1 per extra HD
Feats: +1 per 4 extra HD
Vermin
Vermin: This type includes insects, arachnids, arthropods, worms, and similar
invertebrates. Vermin have no Intelligence scores and are immune to all
mind-influencing effects. Unless noted otherwise, vermin have darkvision with a
range of 60 feet. Poisonous vermin get a bonus to the DC for their poison based
on their size, as shown on the following table.
Vermin Size Poison DC Bonus
----------- ---------------
Medium-size +2
Large +4
Huge +6
Gargantuan +8
Colossal +10
Hit Die: d8
Attack Bonus: Total HDx3/4 (as cleric)
Good Saving Throws: Fortitude
Skill Points: 10-12
Feats: -
Undead
Undead: Undead are once-living creatures animated by spiritual or supernatural
forces. Undead are immune to poison, sleep, paralysis, stunning, disease, death
effects, and necromantic effects, and they ignore mind-influencing effects.
Undead are not subject to critical hits, subdual damage, ability damage, ability
drain, or energy drain. They have no Constitution scores and are therefore
immune to any effect requiring a Fortitude save (unless it affects objects). An
undead spellcaster uses its Charisma modifier when making Concentration checks.
Undead with no Intelligence scores cannot heal damage on their own, though they
can be healed. Negative energy (such as an inflict wounds spell) can heal undead
creatures. The regeneration and fast healing special qualities work regardless
of the creature's Intelligence score.
An undead creature is not at risk of death from massive damage, but when reduced
to 0 hit points or less, it is immediately destroyed. Most undead have
darkvision with a range of 60 feet.
Undead cannot be raised. Resurrection can affect them, but since undead
creatures usually are unwilling to return to life, these attempts generally
fail.
Hit Die: d12
Attack Bonus: Total HDx1/2 (as wizard)
Good Saving Throws: Will
Skill Points: +2 per extra HD
Feats: +1 per 4 extra HD
Size Increases
Creatures may become larger as they gain Hit Dice (the new size is noted
parenthetically).
A size increase affects a creature’s ability scores, AC, attack bonuses, and
damage ratings as indicated on the following tables.
Natural AC/
Old Size* New Size Str Dex Con Armor Attack
--------- -------- --- --- --- ----- ------
Fine Diminutive Same -2 Same Same -4
Diminutive Tiny +2 -2 Same Same -2
Tiny Small +4 -2 Same Same -1
Small Medium-size +4 -2 +2 Same -1
Medium-size Large +8 -2 +4 +2 -1
Large Huge +8 -2 +4 +3 -1
Huge Gargantuan +8 Same +4 +4 -2
Gargantuan Colossal +8 Same +4 +5 -4
*-Repeat the adjustment if the creature moves up more than one size. For
example, if a creature advances from Medium-size to Huge size, it gains +16
Strength, -2 Dexterity, and -2 to attack bonus and Armor Class.
Old Damage (Each)* New Damage
------------------ ----------
1d2 1d3
1d3 1d4
1d4 1d6
1d6 1d8
1d8 or 1d10 2d6
1d12 2d8
*-Repeat the adjustment if the creature moves up more than one size category.
Creatures With Character Classes
If a creature acquires a character class, it follows the rules for
multiclassing. The creature’s character level equals the number of class levels
it has, plus the total Hit Dice for such beings.
A creature’s monster class is always its favored class, and the creature never
suffers XP penalties for having it.
Additional Hit Dice from a character class never affect a creature’s size.
Descriptive Text
The descriptive text opens with a short description of the monster: what it
does, what it looks like, and what is most noteworthy about it. Special sections
describe how the creature fights and give details on special attacks, special
qualities, skills, and feats.

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