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


Azer
Size & Type (subtype):Medium-Size Outsider (Fire, Lawful)Hit Dice:2d8+2 (11)
Initiative:   +1 (Dex)   Speed:   30 ft.  
Armor Class:   19 (+1 Dex, +6 natural, +2 large shield)   Attacks:   Warhammer +3 melee; or halfspear +3 ranged  
Damage:   Warhammer 1d8+1 and 1 fire; or halfspear 1d6+1 and 1 fire   Face and Reach:   5 ft. by 5 ft./5 ft.  
Special Attacks:   Heat   Special Qualities:   SR 13, fire subtype  
Saving Throws  Fortitude: 4  
Reflex: 4  
Will: 4  
Abilities:   Str: 13
Dex: 13
Con: 13
Int: 12
Wis: 12
Cha: 9
Skills:   Climb +2, Craft (any one) +6, Hide -1, Listen +4, Search+4, Spot +5   Feats:   Power Attack  
Climate and Terrain:   Any land and underground   Climate:   cold,temperate,warm  
Terrain:   desert,forest,hill,marsh,mountains,plains,underground   Organization:   Solitary, pair, team (2-4), squad (11-20 plus 23rd-level sergeants and 1 leader of 3rd-6th level), or clan (30-100 plus 50% noncombatants plus 1 3rd-level sergeant per 20 adults, 5 5th-level lieutenants, and 3 7th-level captains)  
Challenge Rating:   2   Challenge Rating Value:   2  
Treasure:   Standard coins; double goods (nonflammables only);standard items (nonflammables only)   Alignment:   Always lawful neutral  
Advancement:   By character class  

Description:  

Azers speak Ignan and Common.

Combat

Azers use broad-headed spears or well-crafted hammers in combat. When unarmed, they attempt to grapple foes. They wear no armor, for their tough skin provides ample protection.

Heat (Ex): Azers' bodies are intensely hot, so their unarmed attacks deal additional fire damage. Their metallic weapons also conduct this heat.

 
Dragon:White Dragon, Ancient
Size & Type (subtype):Huge Dragon (Cold)Hit Dice:30d12+180 (375)
Initiative:   +0 (Dex)   Speed:   60 ft., fly 200 ft. (poor),swim 60 ft., burrow 30 ft.  
Armor Class:   37 (-2 size, +29 natural)   Attacks:   Bite +39 melee, 2 Claws +34 melee, 2 Wings +34 melee, 1 Tail slap +34 melee; or 1 Crush +39 melee  
Damage:   Bite 2d8+11, claw 2d6+5, wing 1d8+5, tail slap 2d6+16; or crush 2d8   Face and Reach:   10 ft. by 20 ft. / 10 ft.  
Special Attacks:   Breath weapon, frightful presence, spells, spell-like abilities   Special Qualities:   Immunities, damage reduction 15/+2, SR 24, cold subtype, icewalking, blindsight, keen senses  
Saving Throws  Fortitude: 23  
Reflex: 17  
Will: 19  
Abilities:   Str: 33
Dex: 10
Con: 23
Int: 14
Wis: 15
Cha: 14
Skills:   Bluff +25, Concentration +25, Diplomacy +25, Escape Artist +25, Knowledge (any) +25, Listen +30, Scry +25, Search +30, Spellcraft +30, Spot +30   Feats:   Any 8  
Climate and Terrain:   Any cold land and underground   Climate:   cold  
Terrain:   desert,forest,hill,marsh,mountains,plains,underground   Organization:   solitary, pair, or family (1-2 and 2-5 offspring)  
Challenge Rating:   17   Challenge Rating Value:   17  
Treasure:   Double standard   Alignment:   Always chaotic evil  
Advancement:   31-32 HD (Huge)  

Description:  

Breath Weapon (Su): A cone of cold 50x50x50 feet long, every 1d4 rounds; damage 10d6, Reflex half DC 31.

Frightful Presence (Ex): The dragon can unsettle foes with its mere presence whenever it attacks, charges, or flies overhead. Creatures with fewer than 30 Hit Dice (except for other dragons) within 300 feet of the dragon must succeed at a Will save (DC 27) to avoid this fear effect, and remain immune to that dragon's frightful presence for one day. On a failure, creatures with 4 or fewer HD become panicked for 4d6 rounds and those with 5 or more HD become shaken for 4d6 rounds.

Spells: Knows and casts arcane spells as a sorcerer of level 9, gaining bonus spells for a high Charisma score.

Spell-Like Abilities: 3/day-gust of wind, fog cloud, and wall of ice. These abilities are as the spells cast by a 10 level sorcerer (save DC 12 + spell level).

Freezing Fog (Sp): The dragon can use this ability three times per day. It is similar to a solid fog spell but also causes a rime of slippery ice to form on any surface the fog touches, creating the effect of a grease spell. The dragon is immune to the grease effect because of its icewalking ability.

Immunities (Ex): All dragons are immune to sleep and paralysis effects. All white dragons are also immune to cold.

Cold Subtype (Ex): Cold immunity, double damage from fire except on a successful save.

Icewalking (Ex): This ability works like the spider climb spell cast by a 10 level sorcerer, but the surfaces the dragon climbs must be icy. It is always in effect.

Blindsight (Ex): Can ascertain creatures by nonvisual means (mostly hearing and scent, but also by noticing vibration and other environmental clues) with a range of 300 feet.

Keen Senses (Ex): Sees four times as well a human in low-light conditions and twice as well in normal light. It also has darkvision with a range of 1000 feet.

 
Dragon:Gold Dragon, Old
Size & Type (subtype):Gargantuan Dragon (Fire)Hit Dice:29d12+203 (391)
Initiative:   +0 (Dex)   Speed:   60 ft., fly 250 ft. (clumsy), swim 60 ft.  
Armor Class:   34 (-4 size, +28 natural)   Attacks:   Bite +39 melee, 2 Claws +34 melee, 2 Wings +34 melee, 1 Tail slap +34 melee; or 1 Crush +39 melee; or 1 Tail sweep +39 m  
Damage:   Bite 4d6+14, claw 2d8+7, wing 2d6+7, tail slap 2d8+21; or crush 4d6+21; or tail sweep 2d6+21   Face and Reach:   20 ft. by 40 ft. / 15 ft.  
Special Attacks:   Breath weapon, frightful presence, spells, spell-like abilities   Special Qualities:   Immunities, damage reduction 10/+1, SR 27, fire subtype, water breathing, blindsight, keen senses  
Saving Throws  Fortitude: 23  
Reflex: 16  
Will: 23  
Abilities:   Str: 39
Dex: 10
Con: 25
Int: 24
Wis: 25
Cha: 24
Skills:   Bluff +49, Concentration +49, Diplomacy +48, Escape Artist +48, Jump +29, Knowledge (any) +48, Listen +29, Scry +48, Search +29, Spellcraft +29, Spot +29   Feats:   Any 8  
Climate and Terrain:   Any land and underground   Climate:   cold,temperate,warm  
Terrain:   desert,forest,hill,marsh,mountains,plains,underground   Organization:   solitary, pair, or family (1-2 and 2-5 offspring)  
Challenge Rating:   20   Challenge Rating Value:   20  
Treasure:   Double standard   Alignment:   Always lawful good  
Advancement:   30-31 HD (Gargantuan)  

Description:  

Breath Weapon (Su): Either a cone of fire 60x60x60 feet long or a cone of weakening gas 60x60x60 feet long. It cannot use either breath weapon until 1d4 rounds later. Fire damage 16d10, Reflex half DC 31; gas damage Fortitude save (DC 31) or take 8 points of temporary Strength damage.

Frightful Presence (Ex): The dragon can unsettle foes with its mere presence whenever it attacks, charges, or flies overhead. Creatures with fewer than 29 Hit Dice (except for other dragons) within 240 feet of the dragon must succeed at a Will save (DC 31) to avoid this fear effect, and remain immune to that dragon's frightful presence for one day. On a failure, creatures with 4 or fewer HD become panicked for 4d6 rounds and those with 5 or more HD become shaken for 4d6 rounds.

Spells: Knows and casts arcane spells as a sorcerer of level 11, gaining bonus spells for a high Charisma score. Can also cast cleric spells and those from the Law, Luck, and Good domains domains as arcane spells.

Spell-Like Abilities: 3/day-polymorph self and bless; 1/day-geas/quest. A gold dragon's polymorph self works just like the spell, except that each use allows only one change, which lasts until the dragon assumes another form or reverts to its own (which does not count as a use of this ability). These abilities are as the spells cast by a 11 level sorcerer (save DC 17 + spell level).

Luck Bonus (Sp): Once per day the dragon can touch one gem, usually embedded in the dragon's hide, and enchant it to bring good luck. As long as the dragon carries the gem, it and every good creature in a 80-foot radius dragon receives a +1 luck bonus to all saving throws and similar dice rolls, as for a stone of good luck. If the dragon gives a gem to another creature, only that bearer gets the bonus. The enchantment lasts 1d3+24 hours plus but ends if the gem is destroyed.

Detect Gems (Sp): The dragon can use this ability three times per day. This is a divination effect similar to a detect magic spell, except that it finds only gems. The dragon can scan a 60-degree arc each round: By concentrating for 1 round it knows if there are any gems within the arc; 2 rounds of concentration reveal the exact number of gems; and 3 rounds reveal their exact location, type, and value.

Immunities (Ex): All dragons are immune to sleep and paralysis effects. All gold dragons are also immune to fire.

Fire Subtype (Ex): Fire immunity, double damage from cold except on a successful save.

Water Breathing (Ex): The dragon can breathe underwater indefinitely and can freely use its breath weapon, spells, and other abilities while submerged (the cone of fire becomes a cone of superheated steam underwater).

Blindsight (Ex): Can ascertain creatures by nonvisual means (mostly hearing and scent, but also by noticing vibration and other environmental clues) with a range of 240 feet.

Keen Senses (Ex): Sees four times as well a human in low-light conditions and twice as well in normal light. It also has darkvision with a range of 800 feet.

 
Kobold
Size & Type (subtype):Small Humanoid (Reptilian)Hit Dice:1/2d8 (2)
Initiative:   +1 (Dex)   Speed:   30 ft.  
Armor Class:   15 (+1 size, +1 Dex, +1 natural, +2 leather)   Attacks:   Halfspear -1 melee; or light crossbow +2 ranged  
Damage:   Halfspear 1d6-2; or light crossbow 1d8   Face and Reach:   5 ft. by 5 ft./5 ft.  
Special Attacks:      Special Qualities:   Darkvision 60 ft., light sensitivity  
Saving Throws  Fortitude: 0  
Reflex: 1  
Will: 2  
Abilities:   Str: 6
Dex: 13
Con: 11
Int: 10
Wis: 10
Cha: 10
Skills:   Craft (trapmaking) +2, Hide +8, Listen +2, Move Silently+4, Search +2, Spot +2   Feats:   Alertness  
Climate and Terrain:   Any forest and underground   Climate:   cold,temperate,warm  
Terrain:   forest,underground   Organization:   Gang (4-9), band (10-100 plus 100% noncombatantsplus 1 3rd-level sergeant per 20 adults and 1 leader of 4th-6th level), warband (10-24 plus 2-4 dire weasels), tribe (40-400 plus 1 3rd-level sergeant per 20 adults, 1 or 2 lieutenants of 4th or 5th level, 1 leader of 6th-8th level,and 5-8 dire weasels)  
Challenge Rating:   1/6   Challenge Rating Value:   0.167  
Treasure:   Standard   Alignment:   Usually lawful evil  
Advancement:   By character class  

Description:  

Kobolds speak Draconic with voices that sound like yapping dogs.

Combat

They begin a fight by slinging bullets, closing only when they can see that their foes have been weakened. Whenever they can, kobolds set up ambushes near trapped areas. They aim to drive enemies into the traps, where other kobolds wait to pour flaming oil over them, shoot them, or drop poisonous vermin onto them.

Light Sensitivity (Ex): Kobolds suffer a -1 penalty to attack rolls in bright sunlight or within the radius of a daylight spell.

Skills: Kobolds receive a +2 racial bonus to Craft (trapmaking), Profession (mining), and Search checks.

Kobold Characters

A kobold's favored class is sorcerer. Kobold clerics can choose any two of the following domains: Evil, Law, Luck, and Trickery.

 
Gibbering Mouther
Size & Type (subtype):Medium-Size AberrationHit Dice:4d8+4 (22)
Initiative:   +1 (Dex)   Speed:   10 ft., swim 20 ft.  
Armor Class:   19 (+1 Dex, +8 natural)   Attacks:   6 bites +4 melee  
Damage:   Bite 1   Face and Reach:   5 ft. by 5 ft./5 ft.  
Special Attacks:   Gibbering, spittle, improved grab, blood drain,engulf, ground manipulation   Special Qualities:   Amorphous  
Saving Throws  Fortitude: 2  
Reflex: 2  
Will: 5  
Abilities:   Str: 10
Dex: 13
Con: 12
Int: 4
Wis: 13
Cha: 13
Skills:   Listen +8, Spot +12   Feats:   Weapon Finesse (bite)  
Climate and Terrain:   Any land, aquatic, and underground   Climate:   cold,temperate,warm  
Terrain:   aquatic,desert,forest,hill,marsh,mountains,plains,underground   Organization:   Solitary  
Challenge Rating:   5   Challenge Rating Value:   5  
Treasure:   None   Alignment:   Usually neutral  
Advancement:   5-12 HD (Large)  

Description:  

Gibbering mouthers can speak Common, but seldom say anything other than gibbering.

Combat

Gibbering mouthers attack by shooting out strings of protoplasmic flesh, each ending in one or more eyes and a mouth that bites at the enemy. A mouther can send out a total of six such members in any round.

Gibbering (Su): As soon as a mouther spots something edible, it begins a constant gibbering as a free action. All creatures (other than mouthers) within a 60-foot spread must succeed at a Will save (DC 13) or be affected as though by a confusion spell for 1d2 rounds. This is a sonic, mind-affecting compulsion effect. Opponents who successfully save cannot be affected by the same gibbering mouther's gibbering for one day.

Spittle (Ex): At the start of every combat, and every 2 rounds thereafter, a gibbering mouther looses a stream of spittle. This ignites on contact with the air, creating a blinding flash of light. All sighted creatures within 60 feet must succeed at a Fortitude save (DC 13) or be blinded for 1d3 rounds.

Improved Grab (Ex): To use this ability, the gibbering mouther must hit with a bite attack.

Blood Drain (Ex): On a second successful grapple check after grabbing, that mouth attaches to the opponent. It automatically deals bite damage and drains blood, dealing 1 point of temporary Constitution damage each round. A mouth can be ripped off (dealing 1 point of damage) with a successful Strength check (DC 12) or severed by a normal attack that deals at least 2 points of damage (AC 18). A severed mouth continues to bite and drain blood for 1d4 rounds after such an attack. A creature whose Constitution is reduced to 0 is killed and absorbed by the mouther, which gains 1 hit point and adds another mouth and pair of eyes to its body.

Engulf (Ex): A gibbering mouther can try to engulf a Medium-size or smaller opponent grabbed by three or more mouths. The opponent must succeed at a Reflex save (DC 14) or fall and be engulfed. On the next round, the mouther makes twelve bite attacks instead of six (each with a +4 attack bonus). An engulfed creature cannot attack the mouther from within. The previously attached mouths are now free to attack others.

Ground Manipulation (Su): At will, as a standard action, a gibbering mouther can cause stone and earth within 5 feet of it to become a morass akin to quicksand. Softening earth, sand, or the like takes 1 round, while stone takes 2 rounds. Anyone other than the mouther in that area must take a move equivalent action to avoid becoming mired (treat as being pinned).

Amorphous (Ex): A gibbering mouther is not subject to critical hits. It has no clear front or back, so it cannot be flanked.

Skills: Thanks to their multiple eyes, gibbering mouthers receive a +4 racial bonus to Spot checks.

 

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