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.
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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.
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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.
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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.
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Gibbering Mouther | Size & Type (subtype): | Medium-Size Aberration | Hit 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.
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