Creatures

Player characters are not the only creatures around - they interact with monsters and minions.

This chapter includes examples of monsters converted from the d20 srd, and a full conversion of all the kinds of magical minions PCs can collect. Converting all monsters from the d20 SRD is beyond the scope of this project.


Magical Cohorts


Animal Companion

An animal companion is a normal animal that gains increased strength and power due to a bond it has formed with a character who has the Animal Companion feat. This animal can be one of the animals on the following list (or another ordinary animal of similar power, at the GM’s discretion): badger, camel, dire rat, dog, riding dog, eagle, hawk, horse (light or heavy), owl, pony, snake (Small or Medium viper), or wolf. Only a normal, unmodified animal may become an animal companion.

See below for details on how animal companions work.


Animal Companion Statistics

An animal that becomes an animal companion retains the appearance, type, speeds, base natural armor, natural attacks, space, reach, special attacks, special qualities, physical ability scores, racial bonus feats (but not other feats) and alignment of the normal animal it once was. Other statistics change, or are replaced entirely, as outlined below.

  • Hit Dice: An animal companion becomes a creature with a number of hit dice equal to the master’s number of levels in spellcasting classes (levels of different spellcasting classes stack), regardless of how many hit dice the original creature had. These hit dice are animal hit dice, with its base attack bonus and base saving throws being modified accordingly. When the master gains additional levels in a spellcasting class, the animal companion gains additional animal hit dice. Hit Points: Animal companions gain hit points as characters do, gaining the maximum possible number of hit points at first HD, and rolling thereafter.

  • Size: An animal companion grows in size according to its advancement table.

  • Base Attack Bonus and Base Saving Throws: Recalculate with respect to the animal companion’s new number of hit dice (see “hit dice” above). Animals use the moderate Base Attack Bonus progression, as Clerics do. They have good fortitude and reflex saving throws.

  • Special Qualities: An animal companion gains the Evasion ability, as the Rogue class feature.

  • Ability Scores: An animal companion retains its own Strength, Dexterity, and Constitution scores. Its Intelligence score changes to 2, and its Wisdom and Charisma both change to 10. It gains ability score increases as its number of HD increases as any other creature does.

  • Skills: The animal companion’s master may rearrange the base creature’s skill ranks when the animal companion is bonded. The animal companion’s ”class” skills are balance, climb, escape artist, hide, intimidate, jump, listen, move silently, spot, survival, swim, tumble. The animal companion retains any racial skill bonuses it may have. Note that the animal companion’s intelligence, body shape, and tricks known may place severe restrictions on its use of skills.

  • Feats: The animal companion’s master may rearrange the creature’s feats (other than racial bonus feats) when the companion is bonded. The animal companion gains additional feats as it gains extra hit dice, as other creatures do. The animal companion may choose any feat for which it qualifies, including special Companion Feats.

An animal companion can neither speak nor understand languages, as normal for animals.

The master of an animal companion automatically succeeds on all handle animal checks to handle or push its animal companion, and can perform them as a free action. All others automatically fail these checks.


Bonding an Animal Companion

Bonding an animal companion requires finding the creature in question, and succeeding on a Wild Empathy check to render it friendly or helpful. Bonding it requires an informal ritual that takes 1 hour to complete.


Animal Companions and Death

An animal companion can be resurrected or otherwise raised from the dead as a character can. Being raised from the dead fully restores it, it does not have experience to lose as characters do, its abilities are a function of its master.

If a character who has an animal companion dies, the animal companion does not lose the statistics it has gained due to being an animal companion (unless it so wishes), it retains the statistics it had at the time of its master’s death.

An orphaned animal companion usually renounces its status as an animal companion and becomes a normal animal once again some time after the death of its master.


Dismissing an Animal Companion

A master may dismiss his animal companion at any time. The animal companion then immediately becomes a normal creature of its type, and returns to the wild (although its friendly attitude towards the old master remains). This allows the master to bond a new companion, following the same rules as bonding one in the first place. The bonding ritual can also be used to restore the status of a previously dismissed animal companion, if it is found again.

The animal companion itself may also choose to abandon its master, but an event dramatic enough to cause a creature of an animal’s intelligence to make such a decision is extremely rare (an example might be the master being slain and resurrected as an undead creature). In any case, the result is still that the companion loses all of its animal companion abilities, and becomes a normal creature again.


Celestial Mount

A celestial mount is a creature from the upper planes, sent to aid a Paladin in his quests. This creature can be one of the animals on the following list (or another ordinary animal suitable as a mount for the Paladin in question, subject to GM approval. Any creature so selected should not be more powerful than those that follow): heavy warhorse, riding dog, warpony, or a large shark (appropriate for aquatic campaigns).

Most celestial mounts are animals (turned into magical beasts due to their celestial nature), but some might be magical beasts to begin with, or even dragons or creatures not natively found on the material plane. They must always be normal, unmodified creatures of their type before taking on the changes that follow when a creature becomes a celestial mount.

See below for details on how celestial mounts work.


Celestial Mount Statistics

A creature that becomes a celestial mount retains the appearance, size, speeds, base natural armor, natural attacks, space, reach, special attacks, special qualities, physical ability scores and racial bonus feats (but not other feats) of the normal animal it once was. Other statistics change, or are replaced entirely, as outlined below.

These changes include the benefits of the (modified) celestial template that is applied to the creature.

  • Type and subtype: If the base creature is an animal, it becomes a magical beast. Celestial mounts hail from an appropriate celestial plane, and thus gain the extraplanar subtype when on the material plane.

  • Hit Dice: A celestial mount becomes a creature with a number of hit dice equal to the master’s number of levels in spellcasting classes (levels of different spellcasting classes stack), regardless of how many hit dice the original creature had. These hit dice are hit dice corresponding to its type (usually magical beast hit dice), with its base attack bonus and base saving throws being modified accordingly. When the master gains additional levels in a spellcasting class, the celestial mount gains additional hit dice. Hit Points: Celestial mounts gain hit points as characters do, gaining the maximum possible number of hit points at first HD, and rolling thereafter.

  • Size: A celestial mount’s size never changes as a result of gaining additional hit dice, even if the base creature’s advancement table would indicate otherwise.

  • Base Attack Bonus and Base Saving Throws: Recalculate with respect to the celestial mount’s new number of hit dice (see “hit dice” above). Magical beasts use the best Base Attack Bonus progression, as Fighters do. They have good fortitude and reflex saving throws.

  • Special Attacks: Once per day, a celestial mount can smite a creature. It gains a bonus on an attack roll equal to its charisma modifier, and a bonus on the following damage roll equal to its HD. This is a supernatural ability activated as part of making the attack.

  • Special Qualities: A celestial mount gains the following special qualities: The Evasion ability, as the Rogue class feature. Damage reduction, as normal for a celestial creature. Resistance to acid, cold and electricity as normal for a celestial creature.

  • Ability Scores: A celestial companion retains its own Strength, Dexterity, and Constitution scores. Those of its mental ability scores (Intelligence, Wisdom, and Charisma) that are below 10 are increased to 10. It gains ability score increases as its number of HD increases as any other creature does.

  • Skills: The celestial mount’s master may rearrange the base creature’s skill ranks when the mount is called. The celestial mount’s ”class” skills are balance, climb, escape artist, hide, intimidate, jump, listen, move silently, spot, survival, swim, tumble. The celestial mount retains any racial skill bonuses it may have. Note that the celestial mount’s body shape may place severe restrictions on its use of skills.

  • Feats: The celestial mount’s master may rearrange the creature’s feats (other than racial bonus feats) when the mount is called. The celestial mount gains additional feats as it gains extra hit dice, as other creatures do. The celestial mount may choose any feat for which it qualifies, including special Companion Feats.

  • Alignment: Becomes the same as the alignment of the Paladin at the time of summoning. It typically remains at that alignment, even if its master’s alignment changes.

A celestial companion knows (can understand, speak, and read, and write if its body allows) celestial and one language of its master’s choice (so long as it is a language the master knows).


Calling a Celestial Mount

Initially calling a celestial mount from the upper planes requires performing a ritual that takes 1 hour to complete. The Paladin chooses what kind of mount he receives.


Celestial Mounts and Death

Should the celestial mount die, it immediately disappears, leaving behind any equipment it was carrying. The Paladin may not call it or another mount for thirty days or until he gains a Paladin level, whichever comes first. At the end of the period, the Paladin can call it again, using the same ritual used to call it in the first place. Being called back from the dead fully restores it, it does not have experience to lose as characters do, its abilities are a function of its master.

If a character who has a celestial mount dies, it does not lose the statistics it has gained due to being a celestial mount (unless it so wishes), it retains the statistics it had at the time of its master’s death.

A celestial mount typically does the best it can to facilitate the resurrection of its master, continuing to cooperate with its master’s allies if that is the best way to bring it back to life. A celestial mount who deems that quest hopeless usually renounces its status as a mount and returns to its celestial home.


Dismissing a Celestial Mount

A Paladin may dismiss his celestial mount at any time, although rarely done without good reason. The mount then immediately returns to its celestial home.

This allows the Paladin to call a new mount, following the same rules as calling one in the first place. However, he must wait thirty days or until he gains a Paladin level before calling another, whichever comes first. The calling ritual can also be used to restore the status of a previously dismissed celestial mount, if it is found again.

The celestial mount itself may also choose to abandon its master. This is a rare event, but when it occurs, it is usually due to its master straying from the path of good. In any case, the result is still that the companion immediately returns to the celestial realms, and the Paladin cannot gain the services of a celestial mount for thirty days or until he gains a Paladin level.


Familiar

A familiar is a normal animal that gains new powers and becomes a magical beast when summoned to service by a spellcaster who has the Familiar feat. This animal can be one of the animals on the following list (or another small, ordinary animal, at the GM’s discretion): Bat, cat, hawk, lizard, owl, rat, raven, snake, toad, or weasel. Only a normal, unmodified animal may become a familiar.

See below for details on how familiars work.


Familiar Statistics

An animal that becomes a familiar retains the appearance, size, speeds, base natural armor, natural attacks, space, reach, special attacks, special qualities, physical ability scores, and racial bonus feats (but not other feats) of the normal animal it once was. Other statistics change, or are replaced entirely, as outlined below.

  • Hit Dice: A familiar becomes a creature with a number of hit dice equal to the master’s number of levels in spellcasting classes (levels of different spellcasting classes stack), regardless of how many hit dice the original creature had. These hit dice are magical beast hit dice, with its base attack bonus and base saving throws being modified accordingly. When the master gains additional levels in a spellcasting class, the familiar gains additional magical beast hit dice. Hit Points: Familiars are more fragile than most creatures. They gain only one hit point per hit dice (as if they always roll a one on their HP roll), including at 1st. A familiar still adds its full Constitution modifier to its hit points for each HD it has or gains, as other creatures do.

  • Type: A familiar becomes a magical beast, losing its previous type and subtypes and all benefits associated with them, and gaining all benefits of the magical beast type, with the specific exception of a magical beast’s 60’ Darkvision. This may change what kind of spells can affect the creature.

  • Size: A familiar’s size never changes as a result of gaining additional hit dice, even if the base creature’s advancement table would indicate otherwise.

  • Base Attack Bonus and Base Saving Throws: Recalculate with respect to the familiar’s new number of hit dice (see “hit dice” above). Magical beasts use the best Base Attack Bonus progression, as Fighters do. They have good fortitude and reflex saving throws.

  • Special Qualities: A familiar gains the Evasion ability, as the Rogue class feature.

  • Ability Scores: A familiar retains its own Strength, Dexterity, and Constitution scores. Its Intelligence changes to 6, and its Wisdom and Charisma both change to 10. It gains ability score increases as its number of HD increases as any other creature does.

  • Skills: The familiar’s master may rearrange the base creature’s skill ranks when the familiar is summoned. The familiar’s ”class” skills are the same as that of its master. The familiar retains any racial skill bonuses it may have.

  • Feats: The familiar’s master may rearrange the creature’s feats (other than racial bonus feats) when the familiar is summoned. The familiar gains additional feats as it gains extra hit dice, as other creatures do. The familiar may choose any feat for which it qualifies, including special Companion Feats.

  • Alignment: Becomes the same as the alignment of the master at the time of summoning. It typically remains at that alignment, even if its master’s alignment changes.

A familiar can speak one language of its master’s choice (so long as it is a language the owner knows). A familiar can understand all other languages known by its master, but cannot speak them. This is a supernatural ability.


Summoning a Familiar

Summoning a familiar requires the expenditure of magical components costing 100 GP, and performing a ritual that takes 1 hour to complete. The spellcaster chooses the kind of familiar he receives.

It is assumed that the familiar comes to the master via magical or mundane means at the end of the summoning ritual, rather than appearing out of nowhere. The GM may place restrictions on what kind of familiars are available (or whether they are available at all), based on the locale in which the ritual is cast.


Familiars and Death

Resurrecting or replacing a slain Familiar requires this same ritual as summoning one (including the material cost). This “resurrection” or replacement fully restores it, it does not have experience to lose as characters do, its abilities are a function of its master.

If a spellcaster who is the master of a familiar dies, the familiar does not wink out of existance or lose the statistics it has gained due to being a familiar (unless it so wishes), it retains the statistics it had at the time of its owner’s death.

An orphaned familiar typically does the best it can to facilitate the resurrection of its master, continuing to cooperate with its master’s allies if that is the best way to bring it back to life. A familiar who deems that quest hopeless usually renounces its status as a familiar and becomes a normal animal once again.


Dismissing a Familiar

A master may dismiss his familiar at any time. The familiar then immediately becomes a normal creature of its type, and returns to the wild. This allows the master to summon a new familiar, following the same rules as summoning a familiar in the first place. The ritual can also be used to restore the status of a previously dismissed familiar.

The familiar itself, being sentient, may also choose to abandon its master. This very rarely happens, usually as a result of a radical alignment change, or events such as the death (or onset of undeath) of the master. In any case, the result is still that the familiar loses all of its familiar abilities, and becomes a normal creature again.


Fiendish Mount

A fiendish mount is a creature from the lower planes, sent to aid a Blackguard in his atrocities.

A fiendish mount functions precisely as a Celestial Mount does, with the following exceptions:

  • Replace all references to Paladin with Blackguard.

  • Special Qualities: A fiendish mount gains the following special qualities: The Evasion ability, as the Rogue class feature. Damage reduction, as normal for a fiendish creature. Resistance to cold and fire, as normal for a fiendish creature.


Spellstaff

A spellstaff is, as the name suggests, a staff relating to spellcasters. While usually seen as a simple item belonging to a character, is technically a creature in it own right, much like a Familiar.

Spellstaffs work exactly like Familiars, with the following exceptions:

  • Feat: In order to obtain a spellstaff, the master must select the Spellstaff User feat (see Spellstaff User) rather than the Familiar feat.

  • Body: Rather than those of an animal, a spellstaff uses the base statistics outlined in the Spellstaff Monster Entry.

  • Hit Dice and Type: Rather than becoming a Magical Beast, a spellstaff remains a creature of the construct type. All of its HD are and remain Construct HD, with the appropriate changes in statistics and immunities. Hit Points: Spellstaffs gain hit points as characters do, gaining the maximum possible number of hit points at first HD, and rolling thereafter.

  • Spellstaffs are created or replaced, rather than summoned or resurrected (see Crafting/Repairing a Spellstaff, below).

In all other ways, a spellstaff is considered a familiar.

Those spellcasters who choose to take on a spellstaff rather than the more physically capable companion that is a familiar usually do so because of the increased capacity a trained spellstaff user has to focus himself - represented by the Spellstaff Containment feat (see the Spellstaff Containment feat description).


Crafting/Repairing a Spellstaff

Obtaining a spellstaff requires the expenditure of materials costing 300 GP in a crafting process that takes 1 hour to complete. Replacing a spellstaff that has been destroyed requires this same amount of time and materials. Replacing a spellstaff like that fully restores its abilities.


Spellstaff Monster Entry

A Spellstaff is never encountered alone - it is a creature whose fate is inexorably tied to that of a master. These are the basic statistics of a Spellstaff, which are then heavily modified by its link to its master.

Size/Type: Tiny Construct
Hit Dice 1d10 (5 HP)
Initiative -5
Speed -
Armor Class: 7 (+2 size, -5 Dex), touch 7, flatfooted 7
Base Attack/Grapple: +0/-13
Attack: -
Full Attack: -
Space/Reach: 2 1 / 2 ft./0 ft.
Special Attacks: -
Special Qualities: Blindsense 20’, construct traits, just a walking stick, hardness 8
Saves: Fort +0, Ref +0, Will +0
Abilities: Str -, Dex -, Con -, Int 6, Wis 10, Cha 10
Skills: Unassigned
Feats: Unassigned

Blindsense (Ex): A spellstaff notices and locates creatures within 20 feet. Opponents still have 100% concealment against a creature with blindsense.

Construct Traits: A Spellstaff has immunity to poison, sleep, paralysis, stunning, disease, death effects, necromancy effects, mind-affecting effects (charms, compulsions, phantasms, patterns, and morale effects), and any effect that requires a Fortitude save unless it also works on objects or is harmless. It is not subject to critical hits, nonlethal damage, ability damage, ability drain, fatigue, exhaustion, or energy drain. It cannot heal damage, but it can be repaired. Spellstaffs do not have the usual construct trait of darkvision.

Just a walking stick: When held by its owner, a Spellstaff is in many ways considered an item rather than a creature. For the purposes of saving throws, a held Spellstaff is considered an attended magical item. As such, it is immune to many spells, and it uses its owner’s saving throw modifiers if they are better than its own. A Spellstaff cannot be attacked directly when held - a sunder attempt must be made against it (its hit points and hardness are not recalculated even if used as a magic item, use its creature statistics). It can be used as a weapon, serving as a masterwork quality quarterstaff (one end masterwork). They can even receive enhancements as such, although this only affects their use as a weapon, not their normal statistics.


Variant: Generic Summoned Monsters

A GM may decide that the original psionic approach1 to summons is superior one. In such a case, remove all specific summoning spells (such as Summon Fire Elemental and Summon Vermin) from all spell lists, replace them with an instance of the generic Summon Monster spell, and refer to the rules below.

These generic summoned Monsters (referred to hereafter as simply ``Monsters``) are not “real” creatures in most senses of the word - they are conjured beings that exist only for a short time, summoned out of the malleable material that makes up the outer planes.

A Monster can be any kind of creature the caster wishes it to (within size limitations), appearing as a generic version of that kind of creature. Good summoners championing a cause of good might summon angels or celestial animals, while a priest of nature summons wild beasts or plants. The summoner’s involuntary preconceptions about what each summoned creature ``should`` look like color their magic, the result being that virtually all summoners stick to a particular theme.

Regardless of the type of Monster summoned, the spell points spent by the summoner during the casting of the spell determine the level of the Monster created, and thereby its strength, abilities, and power.


  1. That is, collapsing all forms of ”summoning`` into the Astral Construct power


Combat Statistics

Monsters act as directed by their creators. They act faithfully, and do not fear battle or worry for their lives. As a free action, a Monster’s summoner can direct the Monster to attack particular enemies, use specific tactics, perform other actions, or do nothing at all. The Monster does exactly what its creator directs it to do.

Natural Attack: Every Monster has one or two natural attacks, referred to simply as such in the statistics blocks. What kind of Natural Attack this is (bite, claw, slam, tentacle, hoof, gore, manufactured weapon, and so on) is left up to the summoner. This affects the Monster’s damage type (piercing, slashing or bludgeoning), but not its reach, base damage, or any other variable. If the Monster has only one natural attack, the natural attack adds the Monster’s Strength modifier x 1-1/2 to damage, otherwise it adds only its strength modifier.

Items: The summoner may have the Monster appear wearing armor and using a weapon. (Appropriate for Devils and similar creatures.) These items are considered part of the monster and cannot be removed from it - making this is for virtually all purposes only a cosmetic change. It does not give the monster options or statistics beyond those given by its stat blocks and menu ablities.

Outsider Traits: Monsters, being summoned out of extraplanar material, always have the outsider type. This gives them Darkvision out to 60 feet, along with other outsider traits.

Mindless: Monsters are not ”real” creatures, and do not think for themselves. They have no Intelligence score, and complete immunity to all mind-affecting effects (charms, compulsions, phantasms, patterns, and morale effects).

Skills and Feats: Being Mindless, Monsters do not naturally come with any skills or feats.

Alignment: A monster is considered to have the same alignment as its summoner for all purposes.

Other: Other statistics generally given in monster stat blocks (Environment, Organization, Challenge Rating, Treasure, Advancement, and Level Adjustment) are omitted for Monsters, due to them being a function of the caster that summons them, rather than a monster in their own right.


Special Abilities

Every summoned Monster has a special ability of the summoner’s choosing. When the caster begins to cast the Summon Monster spell, he chooses these special abilities from a menu of abilities appropriate to that level of Monster.

A caster can always substitute two choices from a lesser menu for one of its given abilities. Multiple selections of the same menu choice do not stack unless the ability specifically notes that stacking is allowed. A Monster does not need to meet the prerequisites for a feat granted by a menu choice.

Monster Menu A:

A caster summoning a 1st-level, 2nd-level, or 3rd-level Monster can choose one special ability from this menu.

  • Buff (Ex): The Monster has an extra 5 hit points.

  • Quick (Ex): The Monster’s land speed is increased by 10 feet.

  • Cleave (Ex): The Monster has the Cleave feat.

  • Deflection (Ex): The Monster has a +1 deflection bonus to Armor Class.

  • Fly (Ex): The Monster has physical wings and a fly speed of 20 feet (average).

  • Improved Bull Rush (Ex): The Monster has the Improved Bull Rush feat.

  • Improved Natural Attack (Ex): The Monster has the Improved Natural Attack feat.

  • Mobility (Ex): The Monster has the Mobility feat.

  • Power Attack (Ex): The Monster has the Power Attack feat.

  • Resistance (Ex): Choose one of the following energy types: fire, cold, acid, electricity, or sonic. The Monster has resistance 5 against that energy type.

  • Swim (Ex): The Monster is streamlined and shark like, and has a swim speed of 30 feet.

  • Trip (Ex): If the Monster hits with a natural attack, it can attempt to trip the opponent as a free action without making a touch attack or provoking attacks of opportunity. If the attempt fails, the opponent cannot react to trip the Monster.

Monster Menu B:

A caster creating a 4th-level, 5th-level, or 6th-level Monster can choose one special ability from this menu. Alternatively, the monster can have two special abilities from Menu A.

  • Energy Touch (Ex): The Monster’s physical attacks are wreathed in energy of a type you choose (fire, cold, acid, or electricity) when you summon the Monster, dealing an extra 1d6 points of damage.

  • Extra Attack: If the Monster is Medium or smaller, it has two natural attacks instead of one when it makes a full attack. Its bonus on damage rolls for each attack is equal to its Strength modifier, not its Strength modifier x 1-1/2. If the Monster is Large or larger, it has three natural attacks instead of two when it makes a full attack. Its attacks are otherwise unchanged.

  • Fast Healing (Ex): The Monster heals 2 hit points each round.

  • Heavy Deflection (Ex): The Monster has a +4 deflection bonus to Armor Class.

  • Improved Buff (Ex): The Monster has an extra 15 hit points.

  • Improved Critical (Ex): The Monster has the Improved Critical feat with its natural attacks.

  • Improved Damage Reduction (Ex): The Monster’s surface forms a hard carapace and provides an additional 3 points of damage reduction (or damage reduction 3/magic if it does not already have damage reduction).

  • Improved Fly (Ex): The Monster has physical wings and a fly speed of 40 feet (average).

  • Improved Grab (Ex): To use this ability, the Monster must hit with its natural attack. A Monster can use this ability only on a target that is at least one size smaller than itself.

  • Improved Swim: The Monster is streamlined and sharklike, and has a swim speed of 60 feet.

  • Muscle (Ex): The Monster has a +4 bonus to its Strength score.

  • Poison Touch (Ex): If the Monster hits with a natural attack, the target must make an initial Fortitude save (DC 10 + 1/2 Monster’s HD + Monster’s Cha modifier) or take 1 point of Constitution damage. One minute later, the target must save again or take 1d2 points of Constitution damage.

  • Pounce (Ex): If the Monster charges a foe, it can make a full attack.

  • Smite (Su): Once per day the Monster can make one attack that deals extra damage equal to its Hit Dice.

  • Trample (Ex): As a standard action during its turn each round, a Large or larger Monster can literally run over an opponent at least one size smaller than itself. It merely has to move over the opponent to deal bludgeoning damage equal to 1d8 + its Str modifier. The target can attempt a Reflex save (DC 10 + 1/2 Monster’s Hit Dice + Monster’s Str modifier) to negate the damage, or it can instead choose to make an attack of opportunity at a –4 penalty.

Monster Menu C:

A caster creating a 7th-level, 8th-level, or 9th-level Monster can choose one special ability from this menu. Alternatively, the Monster can have two special abilities from Menu B. (One or both of the Menu B choices can be swapped for two choices from Menu A.)

  • Blindsight (Ex): The Monster has blindsight out to 60 feet.

  • Constrict (Ex): The Monster has the improved grab ability with its natural attack. In addition, on a successful grapple check, the Monster deals damage equal to its natural attack damage.

  • Extra Buff (Ex): The Monster has an extra 30 hit points.

  • Extreme Damage Reduction (Ex): The Monster’s skin has hard, armor-like plates (or appears to wear actual armor) and provides an additional 6 points of damage reduction.

  • Extreme Deflection (Ex): The Monster has a +8 deflection bonus to Armor Class.

  • Natural Invisibility (Su): The Monster is constantly invisible, even when attacking.

  • Spell Resistance (Ex): The Monster has spell resistance equal to 10 + its Hit Dice.

  • Rend (Ex): The Monster must make claw attacks in order to select this special ability. If a Monster that hits the same opponent with two claw attacks in the same round rends its foe, which deals extra damage equal to 2d6 + 1-1/2 times its Str modifier.

  • Spring Attack (Ex): The Monster has the Spring Attack feat.

  • Whirlwind Attack (Ex): The Monster has the Whirlwind Attack feat.


Summon Monster

Conjuration (Summoning)
Level: Animal 1, Conjurer 1, Planes 1, Ranger 1
Components: V, S
Casting Time: 1 round
Range: Close (25 ft. + 5 ft./2 levels)
Effect: One summoned monster
Duration: 1 round/level (D)
Saving Throw: None
Spell Resistance: No
Spell Points: 1

You summon forth construction blocks from the outer planes, and assemble them to form a creature to aid you in battle.

This spell summons one 1st-level monster (see the Variant: Generic Summoned Monsters section) from another plane of existence to attack your enemies. It appears where you designate and acts immediately, on your turn. It attacks your opponents to the best of its ability. As a free action, you can mentally direct it not to attack, to attack particular enemies, or to perform other actions. The monster acts normally on the last round of the spell’s duration and dissipates at the end of its turn.

Augment: You can augment the spell in one or both of the following ways:

  1. For every 2 additional spell points you spend, the level of the summoned monster increases by one (to a maximum of 9).

  2. If you spend 4 additional spell points, you can cast this spell as a standard action.

Size/Type: Small Outsider
Hit Dice 1d8 + 2 (6 HP)
Initiative +2
Speed 30 ft. (6 squares)
Armor Class: 18 (+2 Dex, +5 natural, +1 size), touch 13, flatfooted 16
Base Attack/Grapple: +1/-1
Attack: Natural Attack +4 melee (1d4+3)
Full Attack: Natural Attack +4 melee (1d4+3)
Space/Reach: 5 ft./5 ft.
Special Attacks: -
Special Qualities: One ability from Menu A, outsider traits
Saves: Fort +4, Ref +4, Will +2
Abilities: Str 15, Dex 15, Con 15, Int —, Wis 11, Cha 10
Size/Type: Medium Outsider
Hit Dice 2d8 + 6 (15 HP)
Initiative +2
Speed 40 ft. (8 squares)
Armor Class: 18 (+2 Dex, +6 natural), touch 12, flatfooted 16
Base Attack/Grapple: +2/+5
Attack: Natural Attack +4 melee (1d6+4)
Full Attack: Natural Attack +4 melee (1d6+4)
Space/Reach: 5 ft./5 ft.
Special Attacks: -
Special Qualities: One ability from Menu A, outsider traits
Saves: Fort +6, Ref +5, Will +3
Abilities: Str 17, Dex 15, Con 16, Int —, Wis 11, Cha 10
Size/Type: Medium Outsider
Hit Dice 3d8 + 12 (25 HP)
Initiative +2
Speed 40 ft. (8 squares)
Armor Class: 20 (+2 Dex, +8 natural), touch 12, flatfooted 18
Base Attack/Grapple: +3/+8
Attack: Natural Attack +8 melee (1d6+7)
Full Attack: Natural Attack +8 melee (1d6+7)
Space/Reach: 5 ft./5 ft.
Special Attacks: -
Special Qualities: One ability from Menu A, outsider traits
Saves: Fort +7, Ref +5, Will +3
Abilities: Str 21, Dex 15, Con 18, Int —, Wis 11, Cha 10
Size/Type: Medium Outsider
Hit Dice 5d8 + 25 (47 HP)
Initiative +2
Speed 40 ft. (8 squares)
Armor Class: 22 (+2 Dex, +10 natural), touch 12, flatfooted 20
Base Attack/Grapple: +5/+12
Attack: Natural Attack +12 melee (1d6+10)
Full Attack: Natural Attack +12 melee (1d6+10)
Space/Reach: 5 ft./5 ft.
Special Attacks: -
Special Qualities: One ability from Menu B, outsider traits
Saves: Fort +9, Ref +6, Will +4
Abilities: Str 25, Dex 15, Con 20, Int —, Wis 11, Cha 10
Size/Type: Large Outsider
Hit Dice 7d8 + 35 (66 HP)
Initiative +1
Speed 40 ft. (8 squares)
Armor Class: 23 (+1 Dex, +13 natural, -1 size), touch 10, flatfooted 22
Base Attack/Grapple: +7/+20
Attack: Natural Attack +15 melee (1d8+9)
Full Attack: 2 Natural Attacks +15 melee (1d8+9)
Space/Reach: 10 ft./10 ft.
Special Attacks: -
Special Qualities: One ability from Menu B, outsider traits, damage reduction 5/magic
Saves: Fort +10, Ref +6, Will +5
Abilities: Str 29, Dex 13, Con 21, Int —, Wis 11, Cha 10
Size/Type: Large Outsider
Hit Dice 10d8 + 60 (105 HP)
Initiative +1
Speed 40 ft. (8 squares)
Armor Class: 25 (+1 Dex, +15 natural, -1 size), touch 10, flatfooted 24
Base Attack/Grapple: +10/+25
Attack: Natural Attack +20 melee (1d8+11)
Full Attack: 2 Natural Attacks +20 melee (1d8+11)
Space/Reach: 10 ft./10 ft.
Special Attacks: -
Special Qualities: One ability from Menu B, outsider traits, damage reduction 10/magic
Saves: Fort +14, Ref +8, Will +7
Abilities: Str 33, Dex 13, Con 23, Int —, Wis 11, Cha 10
Size/Type: Large Outsider
Hit Dice 12d8 + 84 (138 HP)
Initiative +1
Speed 40 ft. (8 squares)
Armor Class: 27 (+1 Dex, +17 natural, -1 size), touch 10, flatfooted 26
Base Attack/Grapple: +12/+28
Attack: Natural Attack +23 melee (1d8+12)
Full Attack: 2 Natural Attacks +23 melee (1d8+12)
Space/Reach: 10 ft./10 ft.
Special Attacks: -
Special Qualities: One ability from Menu C, outsider traits, damage reduction 10/magic
Saves: Fort +15, Ref +9, Will +8
Abilities: Str 35, Dex 13, Con 24, Int —, Wis 11, Cha 10
Size/Type: Large Outsider
Hit Dice 14d8 + 112 (175 HP)
Initiative +1
Speed 40 ft. (8 squares)
Armor Class: 29 (+1 Dex, +19 natural, -1 size), touch 10, flatfooted 28
Base Attack/Grapple: +14/+32
Attack: Natural Attack +27 melee (1d8+14)
Full Attack: 2 Natural Attacks +27 melee (1d8+14)
Space/Reach: 10 ft./10 ft.
Special Attacks: -
Special Qualities: One ability from Menu C, outsider traits, damage reduction 15/magic
Saves: Fort +17, Ref +10, Will +9
Abilities: Str 39, Dex 13, Con 26, Int —, Wis 11, Cha 10
Size/Type: Large Outsider
Hit Dice 17d8 + 136 (212 HP)
Initiative +0
Speed 50 ft. (10 squares)
Armor Class: 33 (+25 natural, -2 size), touch 8, flatfooted 33
Base Attack/Grapple: +14/+41
Attack: Natural Attack +31 melee (2d6+16)
Full Attack: 2 Natural Attacks +31 melee (2d6+16)
Space/Reach: 15 ft./15 ft.
Special Attacks: -
Special Qualities: Two abilities from Menu C, outsider traits, damage reduction 15/magic
Saves: Fort +18, Ref +10, Will +10
Abilities: Str 43, Dex 11, Con 27, Int —, Wis 11, Cha 10

Monsters


Angel

Angels are a race of celestials, beings who live on the good-aligned Outer Planes.

Angels can be of any good alignment. 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.


Astral Deva

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

An astral deva is not afraid to enter melee combat. It takes a fierce joy in bashing evil foes with its powerful mace, which it has invariably made more powerful by using its Magic Weapon spell.

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.

Table: Astral Deva
Size/Type: 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
BAB/Grapple: +12/+18
Attack: Heavy mace +22 melee (1d8+12 plus stun, includes Magic Weapon augmented to provide a +4 bonus) or slam +18 melee (1d8+9)
Full Attack: Heavy mace +22/+17/+12 melee (1d8+12 plus stun, includes Magic Weapon augmented to provide a +4 bonus) or slam +18 melee (1d8+9)
Space/Reach: 5 ft./5 ft.
Special Attacks: Spells, stun
Special Qualities: Change shape, 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 +12 (+16 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: Expanded Knowledge: Fist of the Deity, Expanded Knowledge: Invisibility, Improved Initiative, Quicken Spell, 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: By character class
Level Adjustment: +8

Spells: Astral Devas cast spells as 17th-level Paladins. A typical astral deva might know the following spells:

1st - Discern Alignment, Light, Magic Weapon, Remove Fear, Cure Minor Wounds; 2nd - Aid, Zone of Truth; 3rd - Dispel Magic Remove Disease, Remove Curse; 4th - Death Ward, Fist of the Deity, Mark of Justice; 5th - Dispel Alignment, Disrupting Weapon, True Seeing; 6th - Heal, Plane Shift;

They have 117 spell points when encountered (91 for casting as a 17th-level Paladin, 42 for their high Charisma score, 16 spent on casting Magic Weapon at the start of the day).

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

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. The Mace of the Astral Deva spell is a mortal’s imitation of this ability - Astral Devas gain no further benefit even if wielding a weapon under the influence of this spell.

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.


Planetar

A planetar is nearly 9 feet tall and weighs about 500 pounds. Despite their vast array of magical powers, planetars are likely to wade into melee with their magically enhanced 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.

Table: Planetar
Size/Type: Large Outsider (Angel, Extraplanar, Good)
Hit Dice 14d8+70 (133 hp)
Initiative +8
Speed 30 ft. (6 squares), fly 90 ft. (good)
Armor Class: 36 (-1 size, +4 Dex, +19 natural, Magic Vestment augmented to provide a +4 bonus), touch 13, flat-footed 28
BAB/Grapple: +14/+25
Attack: Greatsword +24 melee (3d6+14/19-20, includes Magic Weapon augmented to provide a +4 bonus) or slam +20 melee (2d8+10)
Full Attack: Greatsword +24/+19/+14 melee (3d6+14/19-20, includes Magic Weapon augmented to provide a +4 bonus) or slam +20 melee (2d8+10)
Space/Reach: 10 ft./10 ft.
Special Attacks: Spells
Special Qualities: Change shape, 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: Expanded Knowledge:Cure Wounds,Expanded Knowledge:Raise Dead, Improved Initiative, Quicken Spell, 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: -

Spell-like Abilities: At will: Discern Alignment, Dispel Magic, Light.

In addition, the following abilities are always active on the planetar’s person, as the spells (caster level 17th): 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 selects his spells known from the domains of Air, Destruction, Good, Law, or War, but does not gain their granted powers. A typical Planetar might know the following spells:

1st - Aligned Protection, Bless, Cure Wounds, Divine Favor, Inflict Wounds,Magic Weapon, Cure Minor Wounds; 2nd - Aid, Consecrate, Mask Alignment; 3rd - Contagion, Magic Vestment, Wind Wall; 4th - Fist of the Deity, Flame Strike; 5th - Dispel Alignment, Mark of Justice, Raise Dead, Righteous Might, Warrior’s Impetus; 6th - Disintegrate, Harm; 7th - Power Word, Word of God; 8th - Aligned Aura, Whirlwind; 9th - Implosion;

They have 250 spell points when encountered (231 for casting as a 17th-level Cleric, 51 for their high Wisdom score, 16 and 16 spent on casting Magic Weapon and Magic Vestment at the start of the day).

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

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


Nymph

A Nymph is about the height and weight of a female elf.

Nymphs speak Sylvan and Common.

Table: Nymph
Size/Type: Medium Fey
Hit Dice 6d6+6 (27 hp)
Initiative +3
Speed 30 ft. (6 squares), swim 20 ft.
Armor Class: 17 (+3 Dex, +4 deflection), touch 17, flat-footed 14
BAB/Grapple: +3/+3
Attack: Dagger +3 melee (1d4/19-20)
Full Attack: Dagger +3 melee (1d4/19-20)
Space/Reach: 5 ft./5 ft.
Special Attacks: Blinding beauty, spells, spell-like abilities, stunning glance
Special Qualities: Damage reduction 10/cold iron, low-light vision, unearthly grace, wild empathy
Saves: Fort +7, Ref +12, Will +12
Abilities: Str 10, Dex 17, Con 12, Int 16, Wis 17, Cha 19
Skills: Concentration +10, Diplomacy +6, Escape Artist +12, Handle Animal +13, Heal +12, Hide +12, Listen +12, Move Silently +12, Ride +5, Sense Motive +12, Spot +12, Swim +8, Use Rope +3 (+5 with bindings)
Feats: Expanded Knowledge:Cure Wounds, Extend Spell, Split Ray
Environment: Temperate forests
Organization: Solitary
Challenge Rating 7
Treasure: Standard
Alignment: Usually Chaotic Good
Advancement: 7-12 HD (Medium)
Level Adjustment: +7

Combat

Blinding Beauty (Su): This ability affects all humanoids within 30 feet of a Nymph. Those who look directly at a Nymph must succeed on a DC 17 Fortitude save or be blinded permanently as though by the blindness spell. A Nymph can suppress or resume this ability as a free action.

The save DC is Charisma-based.

Spell-Like Abilities: 1/day - Step through Earth. Caster level 7th.

Spells: Nymphs can cast divine spells as 7th-level Clerics. A Nymph selects her spells known from the domains of Air, Plant, and Water, but does not gain their granted powers. A typical Nymph might know the following spells:

1st - Converse With Nature, Cure Minor Wounds, Entangle, Fog, Woodbolt; 2nd - Barkskin, Command Nature’s Allies, Form of the Plant; 3rd - Call Lightning, Spike Growth, Summon Water Elemental; 4th - Rusting Grasp;

They have 53 spell points when encountered (43 for casting as a 7th-level Cleric, and 10 for their high Wisdom score).

Stunning Glance (Su): As a standard action, a wrathful Nymph can stun a creature within 30 feet with a look. The target creature must succeed on a DC 17 Fortitude save or be stunned for 2d4 rounds. The save DC is Charisma-based.

Unearthly Grace (Su): A Nymph adds her Charisma modifier as a bonus on all her saving throws, and as a deflection bonus to her Armor Class. (The statistics block already reflects these bonuses).

Wild Empathy (Ex): This power works like the Wild Empathy ability, using the Nymph’s number of HD as her Ranger level. A Nymph has a +6 racial bonus on the check.

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


Ogre Mage

The ogre mage is a more intelligent and dangerous variety of its mundane cousin.

An ogre mage stands about 10 feet tall and weighs up to 700 pounds. Its skin varies in color from light green to light blue, and its hair is black or very dark brown. Ogre mages favor loose, comfortable clothing and lightweight armor.

Ogre mages speak Giant and Common.


Combat

Ogre mages rely on their spells to see them through, resorting to physical combat only when necessary. When faced with obviously superior forces, they prefer to retreat using gaseous form rather than fight a losing battle.

Table: Ogre Mage
Size/Type: Large Giant
Hit Dice 8d8+24 (60 HP)
Initiative +4
Speed 40 ft. (8 squares), can cast Fly
Armor Class: 18 (-1 size, +5 natural, +4 chain shirt), touch 9, flat-footed 18, can cast Shield
BAB/Grapple: +6/+15
Attack: Greatsword +10 melee (3d6+7/19-20) or longbow +5 ranged (2d6/ × 3)
Full Attack: Greatsword +10/+5 melee (3d6+7/19-20) or longbow +5/+0 ranged (2d6/ × 3)
Space/Reach: 10 ft./10 ft.
Special Attacks: Spells
Special Qualities: Darkvision 60’, low-light vision, regeneration 5, spell resistance 20
Saves: Fort +9, Ref +2, Will +4
Abilities: Str 21, Dex 10, Con 17, Int 14, Wis 14, Cha 17
Skills: Concentration +14, Listen +13, Spellcraft +13, Spot +13
Feats: Expanded Knowledge: Invisibility, Improved Initiative, Silent Spell
Environment: Cold hills
Organization: Solitary, pair, or troupe (1-2 plus 2-4 ogres)
Challenge Rating 8
Alignment: Usually lawful evil
Treasure: Double standard
Advancement: By character class
Level Adjustment: +4

Change Shape (Su): An ogre mage can assume the form of any Small, Medium, or Large humanoid or giant.

Regeneration (Ex): Fire and acid deal normal damage to an ogre mage.

An ogre mage that loses a limb or body part can reattach it by holding the severed member to the stump. Reattachment takes 1 minute. If the head or some other vital organ is severed, it must be reattached within 10 minutes or the creature dies. An ogre mage cannot regrow lost body parts.

Spells: Ogre Mages cast spells as 9th-level Sorcerers. They typically know the spells Arcane Eye, Charm, Cone of Cold, Darkness, False Life, Fly, Gaseous Form, Hallucinatory Terrain, Invisibility, Shield, and Sleep.

They have 104 spell points (91 for casting as a 9th-level Sorcerer, 13 for their high Charisma score).

Ogre Mages As Characters: Ogre mage characters possess the following racial traits.

  • +10 Strength, +6 Constitution, +4 Intelligence, +4 Wisdom, +6 Charisma.

  • Large size. -1 penalty to Armor Class, -1 penalty on attack rolls, -4 penalty on Hide checks, +4 bonus on grapple checks, lifting and carrying limits double those of Medium characters.

  • Space/Reach: 10 feet/10 feet.

  • An ogre mage’s base land speed is 40 feet.

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

  • Racial Hit Dice: An ogre mage begins with eight levels of giant, which provide 8d8 Hit Dice, a base attack bonus of +6, and base saving throw bonuses of Fort +6, Ref +2, and Will +2.

  • Racial Skills: An ogre mage’s giant levels give it skill points equal to 11  ×  (2 + Int modifier [minimum 1]). Its class skills are Concentration, Listen, Spellcraft, and Spot.

  • Racial Feats: An ogre mage’s giant levels give it three feats.

  • +5 natural armor bonus.

  • Spellcasting: Ogre mages cast spells as 9th-level Sorcerers.

  • Special Qualities (see above): Regeneration 5, spell resistance equal to 12 + number of hit dice the Ogre Mage has (including both racial HD and class levels).

  • Automatic Languages: Common, Giant. Bonus Languages: Dwarven, Goblin, Infernal, Orc.

  • Favored Class: Sorcerer.

  • Level adjustment +4.