Monsters (A)
Sections:
.Aboleth
.Achaierai
.Allip
.Animated object
.Ankheg
.Aranea
.Arrowhawk
.Assassin vine
.Athach
.Azer
Tables:
.Animated object
.Arrowhawk
Monsters (A)
This material is Open Game Content, and is licensed for public use under the terms of the Open Game License v1.0a.


Aboleth

Huge Aberration (Aquatic)
Aboleth speak their own language, as well as Undercommon and Aquan.

An aboleth attacks by flailing with its long, slimy tentacles, though it prefers to fight from a distance using its illusion powers.

Achaierai

Large Outsider (Evil, Lawful)
Achaierai speak Infernal.

In close combat, achaierai lash out with two of their four legs and snap with their powerful beaks. These attack modes alone would make them deadly warriors.

Allip

Medium-Size Undead (Incorporeal)

Allips are unable to cause physical harm, although they don't appear to know that. They keep flailing away at their enemies, yet they inflict no wounds.

Animated object

Animated object

Tiny Animated Object
Small Animated Object
Medium-Size Animated Object
Large Animated Object
Huge Animated Object
Gargantuan Animated Object
Colossal Animated Object

Tiny Construct
Small Construct
Medium-Size Construct
Large Construct
Huge Construct
Gargantuan Construct
Colossal Construct
Hit Dice:
1/2 d10 (2 hp)
1d10 (5 hp)
2d10 (11 hp)
4d10 (22 hp)
8d10 (44 hp)
16d10 (88 hp)
32d10 (176 hp)
Initiative:
+2 (Dex)
+1 (Dex)
+0
+0
-1 (Dex)
-2 (Dex)
-3 (Dex)
Speed:
40 ft. (50 ft. legs, 60 ft. multiple legs, 80 ft. wheels)
30 ft. (40 ft. legs, 50 ft. multiple legs, 70 ft. wheels)
30 ft. (40 ft. legs, 50 ft. multiple legs, 70 ft. wheels)
20 ft. (30 ft. legs, 40 ft. multiple legs, 60 ft. wheels)
20 ft. (30 ft. legs, 40 ft. multiple legs, 60 ft. wheels)
10 ft. (20 ft. legs, 30 ft. multiple legs, 50 ft. wheels)
10 ft. (20 ft. legs, 30 ft. multiple legs, 50 ft. wheels)
AC:
14 (+2 size, +2 Dex)
14 (+1 size, +1 Dex, +2 natural)
14 (+4 natural)
14 (-1 size, +5 natural)
13 (-2 size, -1 Dex, +6 natural)
12 (-4 size, -2 Dex, +8 natural)
11 (-8 size, -3 Dex, +12 natural)
Attacks:
Slam +1 melee
Slam +1 melee
Slam +2 melee
Slam +5 melee
Slam +9 melee
Slam +15 melee
Slam +25 melee
Damage:
Slam 1d3-1
Slam 1d4
Slam 1d6+1
Slam 1d8+4
Slam 2d6+7
Slam 2d8+10
Slam 4d6+13
Face/Reach:
2 1/2 ft. by 2 1/2 ft./0 ft.
5 ft. by 5 ft./5 ft.
5 ft. by 5 ft./5 ft.
5 ft. by 10 ft./5 ft. (long); 5 ft. by 5 ft./10 ft. (tall)
10 ft. by 20 ft./10 ft. (long);10 ft. by 10 ft./15 ft. (tall)
20 ft. by 40 ft./10 ft. (long); 20 ft. by 20 ft./20 ft. (tall)
40 ft. by 80 ft./15 ft. (long); 40 ft. by 40 ft./25 ft. (tall)
Special Attacks:
See text
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Special Qualities:
See text
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Saves:
Fort +0, Ref +2, Will -5
Fort +0, Ref +1, Will -5
Fort +0, Ref +0, Will -5
Fort +1, Ref +1, Will -4
Fort +2, Ref +1, Will -3
Fort +5, Ref +3, Will +0
Fort +10, Ref +7, Will +5
Abilities:
Str 8, Dex 14, Con -, Int -, Wis 1, Cha 1
Str 10, Dex 12, Con -, Int -, Wis 1, Cha 1
Str 12, Dex 10, Con -,Int -, Wis 1, Cha 1
Str 16, Dex 10, Con -, Int -, Wis 1, Cha 1
Str 20, Dex 8, Con -,Int -, Wis 1, Cha 1
Str 24, Dex 6, Con -, Int -, Wis 1, Cha 1
Str 28, Dex 4, Con -, Int -, Wis 1, Cha 1

Construct: Immune to mind-influencing effects, poison, disease, and similar effects. Not subject to critical hits, subdual damage, ability damage, energy drain, or death from massive damage.
An animated object can have one or more of the following special abilities, depending on its form.

Ankheg

Large Beast

An ankheg usually lies 5 to 10 feet below the surface until its antennae detect the approach of prey. It then burrows up to attack. (Treat this as a charge.)

Aranea

Medium-Size Shapechanger
Araneas speak Common and Sylvan.

Araneas avoid physical combat and use their webs and spells when they can. In a battle, they try to immobilize or distract the most aggressive opponents first. Araneas often subdue opponents for ransom.

Arrowhawk

Arrowhawk
Juvenile Adult Elder
Type Small Outsider (Air) Medium-Size Outsider (Air) Large Outsider (Air)
Hit Dice 3d8+3 (16 hp) 7d8+7 (38 hp) 15d8+45 (112 hp)
Initiative +5 (Dex) +5 (Dex) +5 (Dex)
Speed Fly 60 ft. (perfect) Fly 60 ft. (perfect) Fly 60 ft. (perfect)
AC 20 (+1 size, +5 Dex, +4 natural) 21 (+5 Dex, +6 natural) 22 (-1 size, +5 Dex, +8 natural)
Attacks Electricity ray +9 ranged touch; or bite +9 melee Electricity ray +12 ranged touch; or bite +12 melee Electricity ray +19 ranged touch; or bite +20 melee
Damage Electricity ray 2d6; or bite 1d6+1 Electricity ray 2d8; or bite 1d8+2 Electricity ray 2d8; or bite 2d6+9
Face/Reach 5 ft. by 5 ft./5 ft. 5 ft. by 5 ft./5 ft. 5 ft. by 10 ft./5 ft.
Special Attacks Electricity ray Electricity ray Electricity ray
Special Qualities Immunities, fire and cold resistance 20 Immunities, fire and cold resistance 20 Immunities, fire and cold resistance 20
Saves Fort +4, Ref +8, Will +4 Fort +6, Ref +10, Will +6 Fort +12, Ref +14, Will +10
Abilities Str 12, Dex 21, Con 12, Int 10, Wis 13, Cha 13 Str 14, Dex 21, Con 12, Int 10, Wis 13, Cha 13 Str 22, Dex 21, Con 16, Int 10, Wis 13, Cha 13
Skills Intuit Direction +2, Listen +7, Search +7, Sense Motive +7, Spot +7, Search +10 Escape Artist +15, Intuit Direction +7, Listen +11, Sense Motive +11, Spot +11 Escape Artist +23, Intuit Direction +16, Knowledge (Plane of Air) +15, Listen +19, Search +18, Sense Motive +19, Spot +19
Feats Weapon Finesse (bite) Dodge, Weapon Finesse (bite) Blind-Fight, Combat Reflexes, Dodge, Weapon Finesse (bite)
Climate/Terrain Any land and underground Any land and underground Any land and underground
Organization Solitary or clutch (2-4) Solitary or clutch (2-4) Solitary or clutch (2-4)
Challenge Rating 3 5 8
Treasure None None None
Alignment Always neutral Always neutral Always neutral
Advancement 4-6 HD (Small) 8-14 HD (Medium-size) 16-24 HD (Large); 25-32HD (Gargantuan)

Arrowhawks speak Auran, but they are not talkative creatures.


Assassin vine

Large Plant

Plant: Immune to mind-influencing effects, poison, sleep, paralysis, stunning, and polymorphing. Not subject to critical hits.
Assassin vines use simple tactics: They lie still until prey comes within reach, then attack. They use their entangle ability both to catch prey and to deter counterattacks.

Athach

Huge Aberration
Athachs speak a crude dialect of Giant.

Athachs charge into melee combat unless their opponents are out of reach, in which case they throw rocks. They sometimes try to overrun armored opponents to reach unarmored opponents in back ranks. With their first few melee attacks, athachs tend to flail about indiscriminately. After a few rounds, they concentrate on foes that have been hitting them most often and use their bites on whoever has dealt them the most damage.

Azer

Medium-Size Outsider (Fire, Lawful)
Azers speak Ignan and Common.

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.