Pathfinder Roleplaying Game Monster Reference

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Pathfinder Roleplaying GameMonster ReferenceNovember 21, 2009By Mike DusseaultBased on Paizo's PFSRD at Paizo's Bonus BestiaryFor the latest version of this document and much more, visit thanks to Paizo for making such an excellent game, and for releasing it all as Open Content.Please support Paizo, they deserve it!Product Identity: The following items are hereby identified as Product Identity, as defined in the Open Game License version 1.0a, Section 1(e), andare not Open Content: All trademarks, registered trademarks, proper names (characters, deities, artifacts, places, etc.), dialogue, plots, storylines,language, locations, characters, artwork, and trade dress.Open Content: Except for material designated as Product Identity (see above), the game mechanics of this game product are Open Game Content, asdefined in the Open Gaming License version 1.0a Section 1(d). No portion of this work other than the material designated as Open Game Content maybe reproduced in any form without written permission.

Table of Contents1. Introduction.42. Monsters A-Z.63. Monster Creation.2824. Monster Advancement.2885. Universal Monster Rules.2926. Creature Types.3017. Monsters as PCs.3098. Monster Feats.3109. Monster Cohorts.31310. Monsters by Type.31411. Monsters by CR.31612. Monsters by Terrain.31813. Variant Monster Index.32114. Monster Roles.32215. Encounter Tables.32416. Open Game License.329Alphabetical Listing of MonstersAasimar.6Aboleth.6Allip.7Angel .8Angel, Astral Deva.9Angel, Planetar.10Angel, Solar.11Animated Object.13Ankheg.13Ant, Giant.14Army Ant Swarm.15Ant Lion, Giant.16Ant Lion, Mature (GiantLacewing).16Ape, Gorilla.17Ape, Dire.17Archon.18Archon, Hound.18Archon, Lantern.19Archon, Trumpet.20Ascomoid.21Assassin Vine.22Axe Beak.23Azata.24Azata, Bralani.24Azata, Ghaele.25Azata, Lillend.26Barghest.27Basidirond.28Basilisk.29Bat, Dire.30Bat Swarm.30Bear, Grizzly.31Bear, Dire.31Bebilith.32Beetle, Fire.33Beetle, Giant Stag.33Behir.34Black Pudding.35Boar.35Boar, Dire.36Boggard.36Bugbear.37Bulette.38Caryatid Column.39Cat, Cheetah.40Cat, Leopard.40Cave Fisher.41Centaur.42Centipede, Giant.42Centipede trice.47Couatl.48Crab, Giant.49Crab Swarm.49Crocodile.50Crocodile, Dire.50Cyclops.51Dark Creeper.52Dark Stalker.52Darkmantle.53Demon.54Demon, Babau.55Demon, Balor.56Demon, Dretch.57Demon, Glabrezu.58Demon, Hezrou.59Demon, Marilith.60Demon, Nabasu.61Demon, Nalfeshnee.62Demon, Quasit.62Demon, Shadow.63Demon, Succubus.64Demon, Vrock.65Derro.66Devil.67Devil, Barbed.67Devil, Bearded.68Devil, Bone.69Devil, Erinyes.70Devil, Horned.71Devil, Ice.72Devil, Imp.72Devil, Lemure.73Devil, Pit Fiend.74Devourer.76Dinosaur, Ankylosaurus.77Dinosaur, Brachiosaurus.77Dinosaur, Deinonychus.78Dinosaur, Elasmosaurus.78Dinosaur, Pteranodon.79Dinosaur, Stegosaurus.79Dinosaur, Tyrannosaurus.80Dinosaur, Triceratops.80Dog.81Dog, Riding.81Dolphin.82Dolphin, Orca.82Doppelganger.83Dragon.84Chromatic Dragon, Black. .86Chromatic Dragon, Blue.88Chromatic Dragon, Green. .91Chromatic Dragon, Red.93Chromatic Dragon, White. .95Metallic Dragon, Brass.97Metallic Dragon, Bronze.100Metallic Dragon, Copper.102Metallic Dragon, Gold.104Metallic Dragon, Silver.107Dragon, Faerie.109Dragon uergar.116Eagle.117Eagle, Giant.118Eel, Electric.118Eel, Giant Moray.119Elemental, Air.119Page 2Elemental, Earth.122Elemental, Fire.124Elemental, Water.126Elephant.128Elephant, ap, Giant.135Frog, Giant.136Frog, Poison.136Froghemoth.137Gargoyle.138Gelatinous Cube.139Genie, Djinni.139Genie, Efreeti.140Genie, Janni.141Genie, Marid.142Genie, Shaitan.143Ghost.144Ghoul.146Giant, Cloud.146Giant, Fire.147Giant, Frost.148Giant, Hill.149Giant, Stone.150Giant, Storm.151Gibbering Mouther.152Girallon.152Gnoll.153Goblin.154Goblin Dog.155Golem.156Golem, Clay.157Golem, Flesh.158Golem, Ice.159Golem, Iron.160Golem, Stone.161Golem, Wood.161Gorgon.162Gray Ooze.163Green Hag.164

Griffon.165Hag, nd.169Harpy.170Hell Hound.171Hell Hound, Nessian.171Herd Animal, Aurochs.172Herd Animal, , Pony.175Huecuva.176Hydra.176Hyena.177Hyena, Dire.178Intellect Devourer.178Invisible Stalker.179Iron masu.185Leech, Giant.185Leech Swarm.186Lich.187Linnorm, Crag.188Linnorm, Ice.189Linnorm, Tarn.190Lion.191Lion, Dire.192Lizard, Monitor.192Lizard, Giant e, Wererat.195Lycanthrope, Werewolf.196Manticore.197Mantis, ga, Dark.207Naga, Guardian.208Naga, Spirit.209Naga , Water.210Neothelid.211Night Hag.212Nightmare.213Nightmare, Cauchemar.213Nixie.214Nymph.215Ochre Jelly.216Octopus.216Octopus, Giant.217Ogre.218Oni, Ogre se le Worm.226Rakshasa.227Rat, Dire.228Rat inoceros, Woolly.231Roc.231Roper.232Rust pion, Giant.236Sea Hag.237Sea Serpent.238Shadow.239Shadow, Greater.240Shadow Mastiff.240Shambling Mound.241Shark.242Shark, Dire.242Shocker Lizard.243Shoggoth.244Skeleton.245Variant Skeletons.246Skeletal Champion.246Skum.247Slug, Giant.248Snake, Constrictor.249Snake, Venomous.249Spectre.250Sphinx.251Spider, Giant.252Spider Swarm.252Squid.253Page 3Squid, gu.256Tiefling.257Tiger.258Tiger, 62Vampire.263Vargouille.265Vegepygmy.266Violet Fungus.267Wasp, Giant.267Wasp Swarm.268Wight.269Will-o'-Wisp.269Wolf.270Wolf, Dire.271Wolverine.271Wolverine, Dire.272Worg.272Worg, Winter Wolf.273Wraith.273Wyvern.274Xill.275Xorn.276Yellow Musk Creeper.277Yeth Hound.277Yeti.278Zombie.279Variant Zombies.281

1. IntroductionInit and Senses: The creature's initiative modifier followedby any special senses and its Perception check modifier.While each monster is a unique creature, many possesssimilar special attacks, defenses, and qualities. Uniqueabilities are described below the monster's stat block. Manyabilities common to several monsters appear in the universalmonster rules. If a monster's listed special ability does notappear in its description, you'll find it there.Aura: If the creature has a particular magical or exceptionalaura, it is listed here along with its radius from the creatureand, as applicable, a save DC to resist the aura's effects.AC: The creature's Armor Class, touch Armor Class, andflat-footed Armor Class. The modifiers that generate its ACare listed parenthetically at the end of this entry.Each monster description on the following pages is presented hp: The creature's hit points, followed by its Hit Dicein the same format, split into three specific areas: (including modifiers from Constitution, favored class levels,Introduction, Stat Block, and Description.creature type modifiers, and the Toughness feat). Creatureswith PC class levels receive maximum hit points for theirfirst HD, but all other HD rolls are assumed to be average.Fast healing and regeneration values, if any, follow thecreature's HD.Each monster is presented alphabetically. In the case of agroup of monsters sharing similar traits (such as outsider Saving Throws: The creature's Fortitude, Reflex, and Willraces and some animals or vermin), the monster's basic name saves, followed by situational modifiers to those listed first. Each stat block lists the monster's full name, Defensive Abilities/DR/Immune/Resist/SR: All of theorganized by Challenge Rating.creature's unusual defensive abilities. Damage reduction,immunities, resistances, and spell resistance are called outseparately as necessary.IntroductionStat BlockWeaknesses: All of the creature's unusual weaknesses areThis is where you'll find all of the information you need to listed the monster in an encounter. A stat block is organized as Speed: The creature's land speed, and additional speeds asfollows. Note that in cases where a line in a stat block has no necessary for the creature.value, that line is omitted.Melee: The creature's melee attacks are listed here, with itsName and CR: The monster's name is presented first, along attack roll modifier listed after the attack's name followed bywith its challenge rating (CR) and three icons you can use to the damage in parentheses.quickly identify the creature's role in the game. Challengerating is a numerical indication of how dangerous a monster Ranged: As Melee above, but for ranged—the higher the number, the deadlier the creature.Space/Reach: The creature's space and reach—if theXP: Listed here are the total experience points that PCs earn creature's space and reach are standard (one 5-foot squareand a reach of 5 feet), this line is omitted.for defeating the monster.Race, Class, and Level: Some monsters do not possessracial Hit Dice and are instead defined by their class levels.For these monsters, their race, class, and level appear here.Unless otherwise noted, the first class listed is the classchosen by the monster as its favored class.Alignment, Size, and Type: While a monster's size and typeremain constant (unless changed by the application oftemplates or other unusual modifiers), alignment is far morefluid. The alignments listed for each monster in this bookrepresent the norm for those monsters—they can vary as yourequire them to in order to serve the needs of your campaign.Only in the case of relatively unintelligent monsters(creatures with an Intelligence of 2 or lower are almost neveranything other than neutral) and planar monsters (outsiderswith alignments other than those listed are unusual andtypically outcasts from their kind) is the listed alignmentrelatively unchangeable.Special Attacks: The creature's special attacks. Full detailsfor these attacks are given at the end of the stat block or inthe universal monster rules appendix.Spell-Like Abilities: After listing the caster level of thecreature's spell-like abilities, this section lists all of thecreature's spell-like abilities, organized by how many timesper day it can use the abilities. Constant spell-like abilitiesfunction at all times but can be dispelled. A creature canreactivate a constant spell-like ability as a swift action.Spells Known/Prepared: If the creature can actually castspells, its caster level is indicated here followed by the spellsit knows or typically has prepared. Unless otherwiseindicated, a spellcasting creature does not receive any of aspellcasting class's other abilities, such as a cleric's ability tospontaneously convert prepared spells to cure or inflictspells.Page 4

Ability Scores: The creature's ability scores are listed here.Unless otherwise indicated, a creature's ability scoresrepresent the baseline of its racial modifiers applied to scoresof 10 or 11. Creatures with NPC class levels have stats in thestandard array (13, 12, 11, 10, 9, 8), while creatures withcharacter class levels have the elite array (15, 14, 12, 11, 10,8); in both cases, the creature's ability score modifiers arelisted at the end of its description.Base Atk/CMB/CMD: These values give the creature's baseattack, its Combat Maneuver Bonus, and its CombatManeuver Defense score.Feats: The creature's feats are listed here. A bonus feat isindicated with a superscript “B.”Skills: The creature's skills are listed here. Racial modifiersto skills are indicated at the end of this entry.Treasure: The exact value of the creature's treasure dependson if you're running a slow, medium, or fast game, assummarized on Table: Treasure Values per Encounter in theCore Rules. In cases where a creature has specific magicalgear assigned to it, the assumption is a medium game—ifyou play a fast or slow game, you'll want to adjust themonster's gear as appropriate. “Standard” treasure indicatesthe total value of the creature's treasure is that of a CR equalto the average party level, as listed on Table: Treasure Valuesper Encounter in the Core Rules. “Double” or “triple”treasure indicates the creature has double or triple thisstandard value. “Incidental” indicates the creature has halfthis standard value, and then only within the confines of itslair. “None” indicates that the creature normally has notreasure (as is typical for an unintelligent creature that has noreal lair, although such creatures are often used to guardtreasures of varying amounts). “NPC gear” indicates themonster has treasure as normal for an NPC of a level equal tothe monster's CR.Languages: The languages most commonly spoken by thecreature are listed here. For unusual creatures, you can swapout the languages known for other choices as needed. ASpecial Abilities: Finally, any of the creature's more uniquecreature with a higher-than-normal Intelligence scorespecial abilities are detailed in full here.receives the appropriate number of bonus languages.SQ: Any special qualities possessed by the creature.Environment: The regions and climates in which thecreature is typically encountered are listed here; these oftenpresent wider ranges than the icons at the top of the statblock indicate. In this case, the icon listed at the top of thestat block indicates the creature's preferred terrain.DescriptionHere you'll find information on how the monster fits into theworld, notes on its ecology and society, and other bits ofuseful lore and flavor that will help you breathe life into thecreature when your PCs encounter it. Some monsters haveOrganization: This lists how the creature is organized, additional sections that cover variant creatures, notes onusing the monsters as PCs, methods of constructing theincluding number ranges as appropriate.creature, and so on.Page 5

2. Monsters A-ZEcologyEnvironment any landAasimarOrganization solitary, pair, or team (3–6)Treasure NPC gear (scale mail, heavy mace, light crossbowThis supernaturally beautiful woman looks human, yet with 10 bolts, other treasure)emanates a strange sense of calm and benevolence.Aasimars are humans with a significant amount of celestialor other good outsider blood in their ancestry. Aasimars areAasimar CR 1/2not always good, but it is a natural tendency for them, andthey gravitate to good faiths or organizations associated withXP 200celestials. Aasimar heritage can hide for generations, only toAasimar cleric 1appear suddenly in the child of two apparently humanparents. Most societies interpret aasimar births as goodNG Medium outsider (native)omens. Aasimars look mostly human except for some minorInit 0; Senses darkvision 60 ft.; Perception 5physical trait that reveals their unusual heritage. Typicalaasimar features are hair that shines like metal, unusual eyeDefenseor skin color, or even glowing golden halos.AC 15, touch 10, flat-footed 15 ( 5 armor)hp 11 (1d8 3)Aasimar CharactersFort 4, Ref 0, Will 5Resist acid 5, cold 5, electricity 5Aasimars are defined by class levels—they do not possessracial Hit Dice. Aasimars have the following racial traits.Offense 2 Charisma, 2 Wisdom: Aasimars are insightful,confident, and personable.Speed 30 ft. (20 ft. in armor)Normal Speed: Aasimars have a base speed of 30 feet.Melee heavy mace –1 (1d8–1)Darkvision: Aasimars can see in the dark up to 60 feet.Ranged light crossbow 0 (1d8/19–20)Skilled: Aasimars have a 2 racial bonus on Diplomacy andSpecial Attacks channel positive energy (5/day, 1d6, DC Perception checks.12); rebuke death (1d4 1, 6/day); touch of good (6/day)Spell-Like Ability: Aasimars can use daylight once per daySpell-Like Abilities (CL 1st)as a spell-like ability (caster level equals the aasimar's classlevel).1/day—daylightCelestial Resistance: Aasimars have acid resistance 5, coldSpells Prepared (CL 1st)resistance 5, and electricity resistance 5.1st—bless, command (DC 14), protection from evilDLanguages: Aasimars begin play speaking Common and0 (at will)—detect magic, guidance, stabilizeCelestial. Aasimars with high Intelligence scores can chooseany of the following bonus languages: Draconic, Dwarven,D domain spell; Domains Good, HealingElven, Gnome, Halfling, and Sylvan.StatisticsAbolethStr 8, Dex 10, Con 14, Int 13, Wis 17, Cha 14Base Atk 0; CMB –1; CMD 9Feats Turn UndeadSkills Diplomacy 8, Heal 7, Knowledge (religion) 5;Racial Modifiers 2 Diplomacy, 2 PerceptionLanguages Celestial, Common, DraconicFour long tentacles writhe from this three-eyed fish-likecreature's flanks, and its green body glistens with thick, clearslime.Aboleth CR 7XP 3,200LE Huge aberration (aquatic)Page 6

Init 5; Senses darkvision 60 ft.; Perception 14reducing its Constitution score by 4 as long as it persists. Ifthe creature's flesh isn't kept moist, it dries quickly and theAura mucus cloud (5 feet)victim takes 1d12 points of damage every 10 minutes.Remove disease and similar effects can restore an afflictedDefensecreature to normal, but immunity to disease offers noAC 20, touch 9, flat-footed 19; ( 1 Dex, 11 natural, –2 protection from this attack. The save DC is Constitutionsize)based.hp 84 (8d8 48)As befits their hideous primeval appearance, thehermaphroditic aboleths are among the world's oldest formsof life. Ancient even when the gods first turned their eyes tothe Material Plane, the aboleths have always existed apartfrom other mortal life, alien and cold and endlessly plotting.They once ruled the world with vast empires, and today viewmost other forms of life as either food or slaves—andsometimes both. They disdain the gods and see themselves asthe true masters of creation. An aboleth is 25 feet long andweighs 6,500 pounds.Fort 8, Ref 5, Will 11OffenseSpeed 10 ft., swim 60 ft.Melee 4 tentacles 10 (1d6 5 plus slime)Space 15 ft.; Reach 15 ft.Spell-Like Abilities (CL 16th)At will—hypnotic pattern (DC 15), illusory wall (DC 17), In the darkest reaches of the sea, aboleths still dwell inmirage arcana (DC 18), persistent image (DC 18), grotesque cities built in nauseating and cyclopean styles.programmed image (DC 19), project image (DC 20), veil There they are served by countless slaves culled from everynation, air-breathing and aquatic alike, although the air(DC 19)breathing slaves are doubly bound by magic and the need to3/day—dominate monster (DC 22)constantly replenish their water-breathing ability via theexcretions of their aboleth masters. Lone aboleths are oftenStatisticsadvance scouts for these hidden cities, seeking out newslaves.Str 20, Dex 12, Con 22, Int 15, Wis 17, Cha 17Base Atk 6; CMB 13; CMD 24 (can't be tripped)AllipFeats Improved Initiative, Iron Will, Lightning Reflexes,Weapon Focus (tentacle)A malignant cloud of shadows boils through the air, formingSkills Bluff 11, Intimidate 14, Knowledge (any one) 13, skeletal maws that babble and scream. Claws made ofPerception 14, Spellcraft 13, Swim 24darkness surge from its ever-changing form, reaching outtoward the living.Languages Aboleth, Aklo, Aquan, UndercommonEcologyAllip CR 3Environment any aquaticXP 800Organization solitary, pair, brood (3–6), or shoal (7–19)CE Medium undead (incorporeal)Treasure doubleInit 5; Senses darkvision 60 ft.; Perception 7Special AbilitiesAura babble (60 ft., DC 15)Mucus Cloud (Ex) While underwater, an aboleth exudes acloud of transparent slime. All creatures adjacent to anaboleth must succeed on a DC 20 Fortitude save each roundor lose the ability to breathe air (but gain the ability tobreathe water) for 3 hours. Renewed contact with anaboleth's mucus cloud and failing another save extends theeffect for another 3 hours. The save DC is Constitutionbased.DefenseAC 14, touch 14, flat-footed 13; ( 3 deflection, 1 Dex)hp 30 (4d8 12)Fort 4, Ref 4, Will 4Defensive Abilities incorporeal, channel resistance 2;Immune undead traitsSlime (Ex) A creature hit by an aboleth's tentacle mustsucceed on a DC 20 Fortitude save or his skin and flesh Offensetransform into a clear, slimy membrane over the course of1d4 rounds. The creature's new “flesh” is soft and tender, Spd fly 30 ft. (perfect)Page 7

Melee incorporeal touch 4 (1d4 Wisdom damage)of ferocity upon witnessing the terror living creatures exhibitwhen facing their spectral forms, or when faced with theintangibility of their incorporeal states. Targets reduced to 0Wisdom by an allip’s touch become catatonic, frequentlystarving to death and becoming allips themselves. Someallips seek to harm those that played a part in causing theirmadness: cruel caretakers, harsh masters, or violent spouses.When faced with those who they believe wronged them,allips ignore all other targets until their tormentors have beendrained into a vacant stupor. Unfortunately, as thesetormented souls soon find, such vengeance does not putallips to rest, but simply serves to further fuel their madnessas they find themselves trapped in a world now no longereven holding the satisfaction of vengeance.Special Attacks touch of insanityStatisticsStr —, Dex 12, Con —, Int 11, Wis 11, Cha 16Base Atk 3; CMB 3; CMD 17Feats Improved Initiative, Lightning ReflexesSkills Fly 16, Intimidate 10, Perception 7, Stealth 8Languages CommonSQ madnessEcologyAngelEnvironment anyOrganization solitary, pair, or haunt (4–6)Angels are a race of celestials, beings who live on the goodaligned outer planes.Treasure Value 800 gpSpecial AbilitiesBabble (Su) An allip constantly mutters and whines to itself,creating a hypnotic effect. All sane creatures within 60 feetof the allip must succeed on a DC 15 Will save or befascinated for 2d4 rounds. While a target is fascinated, theallip can approach without breaking the effect, but an attackby the allip breaks the effect. This is a sonic, mind-affectingcompulsion effect. Creatures that successfully save cannot beaffected by the same allip’s babble for 24 hours. The saveDC is Charisma-based.Madness (Su) Anyone targeting an allip with thoughtdetection, mind control, or telepathic ability makes directcontact with its tortured mind and takes 1d4 points ofWisdom damage.Touch of Insanity (Su) The touch of an allip deals 1d4points of Wisdom damage. A successful critical hit causes1d4 points of Wisdom damage and 1 point of Wisdom drain(instead of double Wisdom damage). On each successfulattack, an allip gains 5 temporary hit points.Angels can be of any good alignment. Lawful angels hailfrom Heaven, neutral angels from Nirvana, and chaoticangels from Elysium, though the majority serve one gooddeity or another and call their patron's realm their h

Pathfinder Roleplaying Game Monster Reference November 21, 2009 . group of monsters sharing similar traits (such as outsider races and some animals or vermin), the monster's basic name . such as a cleric's ability to spontaneously convert prepared spells to cure or inflict spells. Page 4.