Monsters (D)
Sections:
.Darkmantle
.Delver
.Demon
..Dretch
..Quasit
..Succubus
..Bebilith
..Retriever
..Vrock
..Hezrou
..Glabrezu
..Nalfeshnee
..Marilith
..Balor
.Devil
..Lemure
..Imp
..Osyluth
..Kyton
..Hellcat
..Barbazu
..Erinyes
..Hamatula
..Cornugon
..Gelugon
..Pit fiend
.Destrachan
.Devourer
.Digester
.Dinosaur
..Deinonychus
..Triceratops
..Tyrannosaurus
.Dire animals
.Dire rat
.Dire weasel
.Dire badger
.Dire bat
.Dire ape
.Dire wolverine
.Dire wolf
.Dire boar
.Dire lion
.Dire bear
.Dire tiger
.Dire shark
.Doppelganger
.Dragon turtle
.Dragonne
.Drider
.Dryad
.Dwarf
...Subraces
...Dwarf characters
Tables:
.Demon - I
.Demon - II
.Devil - I
.Devil - II
.Dinosaur
.Dire animals - I
.Dire animals - II
Monsters (D)
This material is Open Game Content, and is licensed for public use under the terms of the Open Game License v1.0a.


Darkmantle

Small Magical Beast

A darkmantle attacks by dropping onto its prey and wrapping its tentacles around the opponent's head. Once attached, it squeezes and tries to suffocate the foe. A darkmantle that misses its initial attack often flies up and tries to drop on the opponent again.

Delver

Huge Aberration
Delvers speak Terran and Undercommon.

Delvers prefer to fight from their tunnels, which they use to protect their flanks while lashing out with their flippers.

Demon

Demon - I
Dretch Quasit Succubus Bebilith Retriever Vrock
Type Small Outsider (Chaotic, Evil) Tiny Outsider (Chaotic, Evil) Medium-Size Outsider (Chaotic, Evil) Huge Outsider (Chaotic, Evil) Huge Construct Large Outsider (Chaotic, Evil)
Hit Dice 2d8 (9 hp) 3d8 (13 hp) 6d8+6 (33 hp) 12d8+48 (102 hp) 10d10 (55 hp) 8d8+24 (60 hp)
Initiative +0 +3 (Dex) +1 (Dex) +5 (+1 Dex, +4 Improved Initiative) +1 (Dex) +2 (Dex)
Speed 20 ft. 20 ft., fly 50 ft. (perfect) 30 ft., fly 50 ft. (average) 40 ft., climb 20 ft. 50 ft. 30 ft., fly 50 ft. (average)
AC 16 (+1 size, +5 natural) 18 (+2 size, +3 Dex, +3 natural) 20 (+1 Dex, +9 natural) 25 (-2 size, +1 Dex, +16 natural) 22 (-2 size, +1 Dex, +13 natural) 25 (-1 size, +2 Dex, +14 natural)
Attacks 2 claws +3 melee, 2 claws +8 melee, bite +3 melee 2 claws +7 melee bite +1 melee Bite +19 melee, 2 claws +14 melee 4 claws +12 melee, bite +7 melee 2 rakes +9 melee 2 claws +11 melee, bite +9 melee,
Damage Claw 1d4, bite 1d4 Claw 1d3-1 and poison, bite 1d4-1 Claw 1d3+1 Bite 2d6+9 and poison, claw 2d4+4 and armor damage Claw 2d6+7, bite 1d6 rake 1d4+2 Claw 1d8+4, bite 1d6+2,
Face/Reach 5 ft. by 5 ft./5 ft. 2 1/2 ft. by 2 1/2 ft./0 ft. 5 ft. by 5 ft./5 ft. 15 ft. by 15 ft./10 ft. 10 ft. by 10 ft./10 ft. 5 ft. by 5 ft./10 ft.
Special Attacks Spell-like abilities, summon demon Spell-like abilities, poison Spell-like abilities, energy drain, summon demon Web, poison, armor damage Eye rays +6 ranged touch, improved grab, find target Spell-like abilities, spores, screech, dance of ruin, summon demon
Special Qualities Damage reduction 5/silver, SR 5, alternate form, regeneration 2 cold, fire, and acid resistance 20, telepathy Damage reduction 5/silver, SR 5, poison immunity, fire resistance 20, cold, fire, and acid resistance, telepathy, alternate form, tongues Damage reduction 20/+2, SR 12, poison and electricity immunity, poison and electricity immunity, Damage reduction 30/+3, protective aura, plane shift, scent, telepathy telepathy Construct, fast healing 5 poison and electricity immunity, cold, fire, and acid resistance 20, Damage reduction 20/+2, SR 22,
Saves Fort +3, Ref +3, Will +3 Fort +3, Ref +6, Will +4 Fort +6, Ref +6, Will +7 Fort +12, Ref +9, Will +9 Fort +3, Ref +4, Will +3 Fort +9, Ref +8, Will +8
Abilities Str 10, Dex 10, Con 10, Int 5, Wis 11, Cha 11 Str 8, Dex 17, Con 10, Int 10, Wis 12, Cha 10 Str 13, Dex 13, Con 13, Int 16, Wis 14, Cha 20 Str 28, Dex 12, Con 18, Int 11, Wis 13, Cha 13 Str 25, Dex 13, Con -, Int -, Wis 11, Cha 1 Str 19, Dex 15, Con 17, Int 14, Wis 14, Cha 12
Skills - Hide +14, Listen +6, Move Silently +6, Search +4, Spellcraft +4, Spot +6 Bluff +11, Concentration +7, Disguise +11*, Escape Artist +7, Hide +7, Knowledge (any one) +9, Listen +16, Move Silently +7, Ride +7, Search +9, Spot +16 Climb +21, Hide +11, Jump +21, Listen +17, Move Silently +15, Search +14, Sense Motive +15, Spot +17 - Concentration +14, Hide +9, Knowledge (any one) +12, Listen +13, Move Silently +13, Search +13, Sense Motive +13, Spellcraft +12, Spot +12
Feats Multiattack Weapon Finesse (bite, claw) Dodge, Mobility Alertness, Cleave, Improved Initiative, Power Attack - Cleave, Multiattack, Power Attack
Climate/Terrain Any land and underground Any land and underground Any land and underground Any land and underground Any land and underground Any land and underground
Organization Solitary, gang (2-4), swarm (6-15), or mob (10-40) Solitary Solitary Solitary Solitary Solitary, gang (2-4), or squad (6-10)
Challenge Rating 2 3 9 9 10 13
Treasure None None Standard None None Standard
Alignment Always chaotic evil Always chaotic evil Always chaotic evil Always chaotic evil Always chaotic evil Always chaotic evil
Advancement 3-6 HD (Small) 4-6 HD (Tiny) 7-12 HD (Medium-size) 13-18 HD (Huge); 19-36 HD (Gargantuan) 11-15 HD (Huge); 16-30 HD (Gargantuan) 9-12 HD (Large); 13-24 HD (Huge)
Demon - II
Hezrou Glabrezu Nalfeshnee Marilith Balor
Type Large Outsider (Chaotic, Evil) Huge Outsider (Chaotic, Evil) Huge Outsider (Chaotic, Evil) Large Outsider (Chaotic, Evil) Large Outsider (Chaotic, Evil)
Hit Dice 9d8+27 (67 hp) 10d8+40 (85 hp) 11d8+44 (93 hp) 9d8+45 (85 hp) 13d8+52 (110 hp)
Initiative +0 +0 +1 (Dex) +2 (Dex) +5 (+1 Dex, +4 Improved Initiative)
Speed 30 ft. 40 ft. 30 ft., fly 40 ft. (poor) 40 ft. 40 ft., fly 90 ft. (good)
AC 26 (-1 size, +17 natural) 27 (-2 size, +19 natural) 28 (-2 size, +1 Dex, +19 natural) 29 (-1 size, +2 Dex, +18 natural) 30 (-1 size, +1 Dex, +20 natural)
Attacks Bite +13 melee, 2 claws +8 melee 2 pincers +15 melee, 2 claws +13 melee, bite +13 melee Bite +15 melee, 2 claws +13 melee Weapon +13/+8 melee, 5 weapons +13 melee, tail slam +11 melee +1 vorpal greatsword +18/+13/+8 melee, whip +17 melee; or 2 slams +19 melee
Damage Bite 4d4+5, claw 1d6+2 bite 1d4+3 Pincer 2d6+7, claw 1d3+3, Bite 2d4+6, claw 1d4+3 Weapon 1d8+5, weapons 1d8+2, tail slam 4d6+2 +1 vorpal greatsword 2d6+8, whip 1d4+3 and entangle; or slam 1d6+7 and fear
Face/Reach 5 ft. by 5 ft./10 ft. 5 ft. by 10 ft./15 ft. 10 ft. by 10 ft./15 ft. 5 ft. by 5 ft./10 ft. 5 ft. by 5 ft./10 ft. (15 ft. with whip)
Special Attacks Spell-like abilities, stench, improved summon demon summon demon Spell-like abilities, improved grab, grab, Spell-like abilities, smite, summon demon Spell-like abilities, improved grab, constrict 4d6+7, summon demon Spell-like abilities, fear, entangle, body flames, summon demon
Special Qualities Damage reduction 20/+2, SR 23, poison and electricity immunity, cold, fire and acid resistance 20, telepathy, half damage Damage reduction 20/+2, SR 21, poison and electricity immunity, cold, fire, and acid resistance 20, telepathy, detect magic, true seeing see invisibility Damage reduction 20/+2, SR 24, poison and electricity immunity, cold, fire, and acid resistance 20, telepathy, know alignment, Damage reduction 20/+2, SR 25, poison and electricity immunity, cold, fire, and acid resistance 20, telepathy Damage reduction 30/+3, SR 28, poison and electricity immunity, cold, fire, and acid resistance 20, telepathy, death throes
Saves Fort +9, Ref +6, Will +8 Fort +11, Ref +7, Will +10 Fort +11, Ref +8, Will +13 Fort +11, Ref +8, Will +10 Fort +12, Ref +9, Will +13
Abilities Str 21, Dex 10, Con 17, Int 14, Wis 14, Cha 14 Str 25, Dex 10, Con 19, Int 16, Wis 16, Cha 16 Str 23, Dex 13, Con 19, Int 22, Wis 22, Cha 16 Str 21, Dex 15, Con 21, Int 18, Wis 18, Cha 16 Str 25, Dex 13, Con 19, Int 20, Wis 20, Cha 16
Skills Concentration +15, Hide +14, Listen +22, Move Silently +12, Search +14, Spellcraft +14, Spot +22 Bluff +13, Concentration +14, Hide +2, Knowledge (any one)+13, Listen +21, Move Silently +10, Scry +13, Search +13, Sense Motive +13, Spellcraft +13, Spot +21 Bluff +17, Concentration +18, Diplomacy +17, Hide +7 Knowledge (arcana) +16, Listen +26, Move Silently +15, Scry +19,Search +20, Sense Motive +19, Spellcraft +20, Spot +26 Bluff +14, Concentration +15, Hide +10, Listen +24, Move Silently +12, Scry +14,Search +14, Sense Motive +15, Spellcraft +14,Spot +24 Bluff +18, Concentration +19, Diplomacy +17, Hide +13, Knowledge (any one) +13, Listen +28, Move Silently +13, Scry +21, Search +20, Sense Motive +20, Spellcraft +21, Spot +29
Feats Blind-Fight, Cleave, Power Attack Cleave, Multiattack, Power Attack Cleave, Multiattack, Power Attack Cleave, Multiattack, Multidexterity, Multiweapon Fighting, Power Attack Ambidexterity, Cleave, Improved Initiative, Two-Weapon Fighting
Climate/Terrain Any land and underground Any land and underground Any land and underground Any land and underground Any land and underground
Organization Solitary or gang (2-4) Solitary or troupe (1 glabrezu, 1 succubus, and 2-5 vrocks) Solitary or troupe (1 nalfeshnee, 1 hezrou, and 2-5 vrocks) Solitary or pair 2-5 hezrous) Solitary or troupe (1 balor, 1 marilith, and
Challenge Rating 14 15 16 17 18
Treasure Standard Standard coins; double goods; standard items Standard coins; double goods; standard items Standard coins; double goods; standard items, plus 1d4 magic weapons Standard coins; double goods, plus whip; standard items, plus +1 vorpal greatsword
Alignment Always chaotic evil Always chaotic evil Always chaotic evil Always chaotic evil Always chaotic evil
Advancement 10-13 HD (Large); 14-27 HD (Huge) 11-15 HD (Huge); 16-30 HD (Gargantuan) 12-17 HD (Huge); 18-33 HD (Gargantuan) 10-13 HD (Large); 14-27 HD (Huge) 14-19 HD (Large); 20-39 HD (Huge)
Except where noted below, all demons speak Infernal, Celestial, and Draconic.

Summon Demon (Sp): Some demons can summon other demons much as though casting a summon monster spell, but they have only a limited chance of success. Roll d%: On a failure, no demons answer the summons. Summoned creatures automatically return whence they came after 1 hour. A demon that has just been summoned cannot use its own summon ability for 1 hour.

Dretch

Quasit

Succubus

*When using alternate form, a succubus receives an additional +10 circumstance bonus to Disguise checks.

Bebilith

Bebiliths do not speak but understand Abyssal. Their telepathy allows them to communicate silently with one another.

Retriever

Vrock

Hezrou

Glabrezu

Nalfeshnee

Marilith

Balor


Devil

Devil - I
Lemure Imp Osyluth Kyton Hellcat Barbazu
Type Medium-Size Outsider (Evil, Lawful) Tiny Outsider (Evil, Lawful) Large Outsider (Evil, Lawful) Medium-Size Outsider (Evil, Lawful) Large Outsider (Evil, Lawful) (Evil, Lawful) Medium-Size Outsider
Hit Dice 2d8 (9 hp) 3d8 (13 hp) 5d8+10 (32 hp) 8d8+8 (44 hp) 7d8+21 (52 hp) 6d8+6 (33 hp)
Initiative +0 +3 (Dex) +4 (Improved Initiative) +4 (Improved Initiative) +6 (+2 Dex, +4 Improved Initiative) +4 (Improved Initiative)
Speed 20 ft. 20 ft., fly 50 ft. (perfect) 40 ft. 30 ft. 40 ft. 40 ft.
AC 13 (+3 natural) 18 (+2 size, +3 Dex, +3 natural) 17 (-1 size, +8 natural) 18 (+8 natural) 14 (-1 size, +2 Dex, +3 natural) 17 (+7 natural)
Attacks 2 claws +2 melee sting +4 melee Sting +8 melee Bite +9 melee, 2 claws +4 melee, 2 chain rakes +9 melee melee, beard (see text) 2 claws +12 melee, bite +7 melee 2 claws +8; or Glaive +8/+3
Damage Claw 1d3 sting 3d4+2 and poison Sting 1d4 and poison Bite 1d8+5, claw 1d4+2, Chain rake 1d8+1 claw 1d4+2; beard 1d8+2 and disease Claw 1d4+6, bite 2d6+3 Glaive 1d10+3 and wounding;
Face/Reach 5 ft. by 5 ft./5 ft. 2 1/2 ft. by 2 1/2 ft./0 ft. 5 ft. by 5 ft./10 ft. 5 ft. by 5 ft./10 ft. 5 ft. by 10 ft./5 ft. 5 ft. by 5 ft./5 ft. (10ft. with glaive).
Special Attacks - Spell-like abilities, poison Spell-like abilities, fear aura, poison, summon devil Dancing chains, unnerving gaze Pounce, improved grab, rake 1d4+3 Wounding, beard, battle frenzy, summon devil
Special Qualities Damage reduction 5/silver, SR 5, fire and poison immunity, cold and acid resistance 20, see in darkness,mindless Damage reduction 5/silver, SR 5, poison immunity, fire resistance 20, see in darkness, polymorph, regeneration 2 Damage reduction 10/+1, SR 22, fire and poison immunity, cold and acid resistance 20, see in darkness, know alignment Damage reduction 20/+2, SR 17, cold immunity, regeneration 2 telepathy Scent, invisible in light, SR 16, damage reduction 20/+2, fire resistance 20 Damage reduction 10/+1, SR 23, fire and poison immunity, cold and acid resistance 20, see in darkness,
Saves Fort +3, Ref +3, Will +3 Fort +3, Ref +6, Will +4 Fort +6, Ref +4, Will +6 Fort +7, Ref +6, Will +6 Fort +8, Ref +7, Will +7 Fort +6, Ref +5, Will +5
Abilities Str 10, Dex 10, Con 10, Int -, Wis 11, Cha 5 Str 10, Dex 17, Con 10, Int 10, Wis 12, Cha 10 Str 21, Dex 10, Con 15, Int 14, Wis 14, Cha 14 Str 13, Dex 11, Con 13, Int 6, Wis 10, Cha 12 Str 23, Dex 15, Con 17, Int 10, Wis 14, Cha 10 Str 15, Dex 11, Con 13, Int 6, Wis 10, Cha 10
Skills - Silently +5, Search +5, Spellcraft +5, Spot +5 Hide +15, Listen +5, Move +11, Move Silently +8, Search +8, Sense Motive +10, Spot +12 Concentration +8, Hide +3, Listen Climb +12, Craft (blacksmithing) +10, Escape Artist +11, Listen +13, Spot +13 Climb +16, Jump +16, Listen +16, Move Silently +16, Spot +12, Swim +12 Concentration +7, Hide +6, Listen +6, Move Silently +6, Sense Motive +6, Spot +6
Feats - Dodge, Weapon Finesse (sting) Alertness, Improved Initiative Alertness, Improved Critical (chain), Improved Initiative Dodge, Improved Initiative Cleave, Improved Initiative
Climate/Terrain Any land and underground Any land and underground Any land and underground Any land and underground Any land and underground Any land and underground
Organization Solitary, gang (2-4), swarm (6-15), or mob (10-40) Solitary or squad (6-10) Solitary, team (2-4), Solitary, gang (2-4), band (6-10), or mob (11-20) Solitary, pair, or pride (6-10) Solitary, team (2-4), or squad (6-10)
Challenge Rating 1 2 6 6 7 7
Treasure None None Standard Standard None Standard
Alignment Always lawful evil Always lawful evil Always lawful evil Always lawful evil Always lawful evil Always lawful evil
Advancement 3-6 HD (Small) 9-15 HD (Huge) 4-6 HD (Tiny) 6-8 HD (Large); 9-16 HD (Medium-size) 8-10 HD (Large); 11-21 HD (Huge) 7-9 HD (Medium-size); 10-18 HD (Large)
Devil - II
Erinyes Hamatula Cornugon Gelugon Pit Fiend
Type Medium-Size Outsider (Evil, Lawful) Medium-Size Outsider (Evil, Lawful) Large Outsider (Evil, Lawful) Large Outsider (Evil, Lawful) Large Outsider (Evil, Lawful)
Hit Dice 6d8+6 (33 hp) 9d8+9 (49 hp) 11d8+33 (82 hp) 12d8+60 (114 hp) 13d8+65 (123 hp)
Initiative +1 (Dex) +0 +1 (Dex) +1 (Dex) +5 (+1 Dex, +4 Improved Initiative)
Speed 30 ft., fly 50 ft. (average) 30 ft. 20 ft., fly 50 ft. (average) 40 ft. 40 ft., fly 60 ft. (average)
AC 20 (+1 Dex, +9 natural) 22 (+12 natural) 25 (-1 size, +1 Dex, +15 natural) 28 (-1 size, +1 Dex, +18 natural) 30 (-1 size, +1 Dex, +20 natural)
Attacks Longsword +8/+3 melee; or longbow +7/+2 ranged; or rope +7 ranged 2 claws +12 melee claws +15 melee), bite +9 melee, tail +9 melee Whip +15/+10/+5 melee (or 2 Longspear +17/+12/+7 melee (or 2 claws +17 melee), bite +12 melee, tail +12 melee 2 claws +19 melee, 2 wings +14 melee, bite +14 melee, tail slap +14 melee
Damage Longsword 1d8+3; or longbow 1d8; or rope entangle Claw 2d4+3 and fear bite 1d4+2, tail 1d3+2 and wound Whip 1d6+5 and stun, claw 1d4 +5; Longspear 1d8+9 and cold, claw 1d8+6, bite 2d4+3, tail 3d4+3 and cold Claw 1d6+7, wing 1d4+3, bite 2d6+3 and poison plus disease, tail slap 2d4+3
Face/Reach 5 ft. by 5 ft./5 ft. 5 ft. by 5 ft./5 ft. 10 ft. by 10 ft./15 ft. 5 ft. by 5 ft./15 ft. 5 ft. by 5 ft./10 ft.
Special Attacks Rope entangle, charm person, summon devil Fear, improved grab, impale 3d4+4, summon devil Spell-like abilities, fear aura, stun, wound, summon devil Spell-like abilities, fear aura, cold, summon devil Spell-like abilities, fear aura, improved grab, constrict 2d4+10, summon devil
Special Qualities Damage reduction 10/+1, SR 12,fire and poison immunities, cold and acid resistance 20, see in darkness, telepathy, tongues Damage reduction 10/+1, SR 23, fire and poison immunity, cold and acid resistance 20 see in darkness, telepathy Damage reduction 20/+2, SR 24, fire and poison immunity, cold and acid resistance 20, see in darkness, telepathy, regeneration 5 Damage reduction 20/+2, SR 25, fire and poison immunity, cold and acid resistance 20, see in darkness, telepathy, regeneration 5 Damage reduction 30/+3, SR 28, fire and poison immunity, cold and acid resistance 20, see in darkness, telepathy, regeneration 5
Saves Fort +6, Ref +6, Will +7 Fort +7, Ref +6, Will +8 Fort +10, Ref +8, Will +9 Fort +13, Ref +9, Will +14 Fort +13, Ref +9, Will +13
Abilities Str 14, Dex 13, Con 13, Int 14, Wis 14, Cha 20 Str 17, Dex 11, Con 13, Int 12, Wis 14, Cha 10 Str 21, Dex 12, Con 17, Int 14, Wis 14, Cha 14 Str 23, Dex 13, Con 21, Int 22, Wis 22, Cha 16 Str 25, Dex 13, Con 21, Int 20, Wis 20, Cha 16
Skills Concentration +9, Disguise +11, Escape Artist +8, Hide +9, Listen +10, Move Silently +9, Search +9, Spot +10 Spot +14 Concentration +13, Hide +12, Listen +15, Move Silently +12, Search +13, Sense Motive +13, Spot +15 Bluff +14, Climb +16, Concentration +15, Hide +7, Listen +14, Move Silently +14, Search +14, Sense Motive +14, Bluff +16, Climb +20, Concentration +20, Disguise +17, Jump +19, Knowledge (arcana) +20, Listen +22, Move Silently +16, Search +20, Sense Motive +20, Spellcraft +20, Spot +22 Bluff +17, Climb +20, Concentration +19, Disguise +17, Hide +4, Jump +19, Knowledge (arcana) +20, Listen +21, Move Silently +17, Search +21, Spellcraft +21, Spot +21
Feats Dodge, Mobility Alertness, Cleave, Power Attack Cleave, Power Attack, Sunder Alertness, Cleave, Dodge, Power Attack Cleave, Great Cleave, Improved Initiative, Power Attack
Climate/Terrain Any land and underground Any land and underground Any land and underground Any land and underground Any land and underground
Organization Solitary Solitary, team (2-4), or squad (6-10) Solitary, team (2-4), or squad (6-10) Solitary, team (2-4), squad (6-10), or troupe (1-2 gelugons, 7-12 barbazu, and 1-4 osyluths) Solitary, team (2-4), or troupe (1-2 pit fiends, 2-5 cornugons, and 2-5 hamatulas)
Challenge Rating 7 8 10 13 16
Treasure Standard, plus rope Standard Standard coins; double goods; standard items Standard coins; double goods; standard items Standard coins; double goods; standard items
Alignment Always lawful evil Always lawful evil Always lawful evil Always lawful evil Always lawful evil
Advancement 7-12 HD (Medium-size) 10 HD (Medium-size); 11-21 HD (Large) 12-15 HD (Large); 16-30 HD (Huge) 13-18 HD (Large); 19-33 HD (Huge) 14-20 HD (Large); 21-39 HD (Huge)
Except where noted below, all devils speak Infernal, Celestial, and Draconic.

Summon Devil (Sp): Some devils can summon other devils much as though casting a summon monster spell, but they have only a limited chance of success. Roll d%: On a failure, no devils answer the summons. Summoned creatures automatically return whence they came after 1 hour. A devil that has just been summoned cannot use its own summon ability for 1 hour.

Lemure

Imp

Osyluth

Kyton

Kytons speak Infernal and Common.

Hellcat

Hellcats use a natural telepathy to communicate with one another and those they encounter.

Barbazu

Erinyes

Hamatula

Cornugon

Gelugon

Pit fiend


Destrachan

Large Aberration
A destrachan speaks no language but understands Common. If one must communicate, it does so through action.

A destrachan uses its claws only as a last resort or to finish off foes weakened by its sonic attacks. Being extremely intelligent, it often enters battle with surprise if possible. It first focuses on destroying metal armor and weapons and then changes to harmonics that disrupt flesh.

Devourer

Large Undead


Digester

Medium-Size Magical Beast

When hunting, it looks about for a likely target, then charges forth and delivers a gout of acid. If the initial attack is insufficient to kill the prey, the digester attacks with its hind feet until it can spray acid again.

Dinosaur

Dinosaur
Deinonychus Elasmosaurus Megaraptor Triceratops Tyrannosaurus
Type Large Beast Huge Beast (Aquatic) Huge Beast Huge Beast Huge Beast
Hit Dice 4d10+12 (34 hp) 5d10+25 (52 hp) 8d10+32 (76 hp) 16d10+112 (200 hp) 18d10+72 (171 hp)
Initiative +2 (Dex) +2 (Dex) +2 (Dex) -1 (Dex) +1 (Dex)
Speed 60 ft. 20 ft., swim 50 ft. 60 ft. 30 ft. 40 ft.
AC 16 (-1 size, +2 Dex, +5 natural) 13 (-2 size, +2 Dex, +3 natural) 16 (-2 size, +2 Dex, +6 natural) 18 (-2 size, -1 Dex, +11 natural) 14 (-2 size, +1 Dex, +5 natural)
Attacks Rake +6 melee, 2 claws +1 melee, bite +1 melee Bite +9 melee Rake +9 melee, 2 claws +4 melee,bite +4 melee Gore +15 melee Bite +20 melee
Damage Rake 2d6+4,claw 1d3+2, bite 2d4+2 Bite 2d8+12 Rake 2d8+5,claw 1d4+2, bite 2d6+2 Gore 2d8+7 Bite 5d8+13
Face/Reach 5 ft. by 5 ft./10 ft. 10 ft. by 20 ft./10 ft. 10 ft. by 10 ft./15 ft. 10 ft. by 20 ft./10 ft. 10 ft. by 10 ft./15 ft.
Special Qualities Scent Scent Scent Scent Scent
Saves Fort +7, Ref +6, Will +2 Fort +9, Ref +6, Will +2 Fort +10, Ref +8, Will +4 Fort +17, Ref +9, Will +6 Fort +15, Ref +12, Will +8
Abilities Str 19, Dex 15, Con 17, Str 26, Dex 14, Con 20, Int 2, Wis 12, Cha 10 Str 21, Dex 15, Con 19, Int 2, Wis 13, Cha 9 Int 2, Wis 15, Cha 10 Str 20, Dex 9, Con 25, Int 1, Wis 12, Cha 7 Str 28, Dex 12, Con 19, Int 2, Wis 15, Cha 10
Skills Hide +7, Jump +13,Listen +11, Spot +11, Wilderness Lore +9 Listen +2, Spot +5 Hide +5, Jump +14, Listen +12, Spot +12, Wilderness Lore +10 Listen +8, Spot +8 Listen +11, Spot +11
Climate/Terrain Warm forest, hill, plains, and marsh Warm aquatic Warm forest, hill, plains, and marsh Warm forest, hill, and plains Warm forest, hill, plains, and marsh
Organization Solitary, pair, or pack (3-6) Solitary or pair Solitary, pair, or pack (3-6) Solitary, pair, or herd (5-8) Solitary or pair
Challenge Rating 3 5 6 7 8
Treasure None None None None None
Alignment Always neutral Always neutral Always neutral Always neutral Always neutral
Advancement 5-8 HD (Large) 6-15 HD (Huge) 9-16 HD (Huge); 17-24 HD (Gargantuan) 17-32 HD (Gargantuan); 33-48 HD (Colossal) 19-36 HD (Gargantuan); 37-54 HD (Colossal)
Special Attacks Charge for double damage, trample Improved grab, swallow whole

Deinonychus

Skills: A deinonychus receives a +8 racial bonus to Hide, Jump, Listen, Spot, and Wilderness Lore checks.

Triceratops

Trample (Ex): A triceratops can trample Medium-size or smaller creatures for 2d12+5 points of damage. Opponents who do not make attacks of opportunity against the triceratops can attempt a Reflex save (DC 23) to halve the damage.

Tyrannosaurus


Dire animals

Dire animals - I
Rat Weasel Badger Bat Ape Wolverine
Type Small Animal Medium-Size Animal Medium-Size Animal Large Animal Large Animal Large Animal
Hit Dice 1d8+1 (5 hp) 3d8 (13 hp) 3d8+12 (25 hp) 4d8+12 (30 hp) 5d8+10 (32 hp) 5d8+20 (42 hp)
Initiative +3 (Dex) +4 (Dex) +3 (Dex) +6 (Dex) +2 (Dex) +3 (Dex)
Speed 40 ft., climb 20 ft. 40 ft. 30 ft., burrow 10 ft. 20 ft., fly 40 ft. (good) 30 ft., climb 15 ft. 30 ft., climb 10 ft.
AC 15 (+1 size, +3 Dex, +1 natural) 16 (+4 Dex, +2 natural) 16 (+3 Dex, +3 natural) 20 (-1 size, +6 Dex, +5 natural) 15 (-1 size, +2 Dex, +4 natural) 16 (-1 size, +3 Dex, +4 natural)
Attacks Bite +4 melee Bite +6 melee 2 claws +4 melee, bite -1 melee Bite +5 melee 2 claws +8 melee, bite +3 melee 2 claws +8 melee, bite +3 melee
Damage Bite 1d4 Bite 1d6+3 Claw 1d4+2, bite 1d6+1 Bite 1d8+4 Claw 1d6+6, bite 1d8+3 Claw 1d6+6, bite 1d8+3
Face/Reach 5 ft. by 5 ft./5 ft. 5 ft. by 5 ft./5 ft. 5 ft. by 5 ft./5 ft. 10 ft. by 5 ft./5 ft. 5 ft. by 5 ft./10 ft. 5 ft. by 10 ft./5 ft.
Special Attacks Disease Attach, blood drain Rage - Rend 2d6+12 Rage
Special Qualities Scent Scent Scent Blindsight Scent Scent
Saves Fort +3, Ref +5, Will +3 Fort +3, Ref +7, Will +4 Fort +7, Ref +6, Will +4 Fort +7, Ref +10, Will +6 Fort +6, Ref +6, Will +5 Fort +8, Ref +7, Will +5
Abilities Str 10, Dex 17, Con 12, Int 1, Wis 12, Cha 4 Str 14, Dex 19, Con 10, Int 2, Wis 12, Cha 11 Str 14, Dex 17, Con 19, Int 2, Wis 12, Cha 10 Str 17, Dex 22, Con 17, Int 2, Wis 14, Cha 6 Str 22, Dex 15, Con 14, Int 2, Wis 12, Cha 7 Str 22, Dex 17, Con 19, Int 2, Wis 12, Cha 10
Skills Climb +11, Hide +11, Move Silently +6 Hide +9, Move Silently +10, Spot +5 Listen +6, Spot +6 Listen +11*, Move Silently +11, Spot +11* Climb +14, Move Silently +9, Spot +9 Climb +14, Listen +9, Spot +8
Feats Weapon Finesse (bite) Weapon Finesse (bite) -
Climate/Terrain Any land and underground Temperate forest, hill, mountains, plains, and underground Temperate forest, hill, plains, and underground Temperate and warm desert, forest, hill, plains, and underground Warm forest, warm mountains, and underground Temperate forest, hill, plains, and underground
Organization Solitary or pack (11-20) Solitary or pair Solitary or cete (2-5) Solitary or colony (5-8) Solitary or company (5-8) Solitary or pair
Challenge Rating 1/3 2 2 2 3 4
Treasure None None None None None None
Alignment Always neutral Always neutral Always neutral Always neutral Always neutral Always neutral
Advancement 2-3 HD (Small); 4-6 HD (Medium-size) 4-6 HD (Large); 7-9 HD (Huge) 4-6 HD (Large); 7-9 HD (Huge) 5-12 HD (Huge) 6-15 HD (Large) 6-15 HD (Large)
Dire animals - II
Wolf Boar Lion Bear Tiger Shark
Type Large Animal Large Animal Large Animal Large Animal Huge Animal Huge Animal (Aquatic)
Hit Dice 6d8+18 (45 hp) 7d8+21 (52 hp) 8d8+24 (60 hp) 12d8+48 (102 hp) 16d8+48 (120 hp) 18d8+54 (135 hp)
Initiative +2 (Dex) +0 +2 (Dex) +1 (Dex) +2 (Dex) +2 (Dex)
Speed 50 ft. 40 ft. 40 ft. 40 ft. 40 ft. Swim 90 ft.
AC 14 (-1 size, +2 Dex, +3 natural) 15 (-1 size, +6 natural) 15 (-1 size, +2 Dex, +4 natural) 17 (-1 size, +1 Dex, +7 natural) 16 (-2 size, +2 Dex, +6 natural) 17 (-2 size, +2 Dex, +7 natural)
Attacks Bite +10 melee Bite +12 melee 2 claws +12 melee, bite +7 melee 2 claws +18 melee, bite +13 melee 2 claws +18 melee, bite +13 melee Bite +17 melee
Damage Bite 1d8+10 Bite 1d8+12 Claw 1d6+7, bite 1d8+3 Claw 2d4+10, bite 2d8+5 Claw 2d4+8, bite 2d6+4 Bite 2d6+9
Face/Reach 5 ft. by 10 ft./5 ft. 5 ft. by 10 ft./5 ft. 5 ft. by 10 ft./5 ft. 5 ft. by 10 ft./5 ft. 10 ft. by 20 ft./10 ft. 10 ft. by 25 ft./10 ft.
Special Attacks Trip Ferocity Pounce, improved grab, rake 1d6+3 Improved grab Pounce, improved grab, rake 2d4+4 Improved grab, swallow whole
Special Qualities Scent Scent Scent Scent Scent Keen scent
Saves Fort +8, Ref +7, Will +6 Fort +8, Ref +5, Will +6 Fort +9, Ref +8, Will +7 Fort +12, Ref +9, Will +9 Fort +13, Ref +12, Will +11 Fort +14, Ref +13, Will +12
Abilities Str 25, Dex 15, Con 17, Int 2, Wis 12, Cha 10 Str 27, Dex 10, Con 17, Int 2, Wis 13, Cha 8 Str 25, Dex 15, Con 17, Int 2, Wis 12, Cha 10 Str 31, Dex 13, Con 19, Int 2, Wis 12, Cha 10 Str 27, Dex 15, Con 17, Int 2, Wis 12, Cha 10 Str 23, Dex 15, Con 17, Int 1, Wis 12, Cha 10
Skills Hide +5, Listen +6, Move Silently +5, Spot +6, Wilderness Lore +1* Listen +9, Spot +8 Hide +5*, Jump +10, Listen +4, Move Silently +9, Spot +4 Listen +7, Spot +7, Swim +13 Hide +0*, Jump +11, Listen +3, Move Silently +9, Spot +3, Swim +11 Listen +7, Spot +7
Climate/Terrain Any forest, hill, mountains, plains, and underground Temperate and warm forest Any forest, hill, mountains, plains, and underground Any forest, hill, mountains, plains, and underground Any forest, hill, mountains, plains, and underground Any aquatic
Organization Solitary or pack (5-8) Solitary or herd (5-8) Solitary, pair, or pride (6-10) Solitary or pair Solitary or pair Solitary or school (2-5)
Challenge Rating 3 4 5 7 8 9
Treasure None None None None None None
Alignment Always neutral Always neutral Always neutral Always neutral Always neutral Always neutral
Advancement 7-18 HD (Large) 8-16 HD (Large); 17-24 HD (Huge) 9-16 HD (Large); 17-21 HD (Huge) 13-16 HD (Large); 17-36 HD (Huge) 17-32 HD (Huge); 33-48 (Gargantuan) 19-32 (Huge); 33-54 (Gargantuan)

Dire rat

Disease (Ex): Filth fever-bite, Fortitude save (DC 12), incubation period 1d3 days; damage 1d3 temporary Dexterity and 1d3 temporary Constitution.

Dire weasel

Dire badger

Rage (Ex): A dire badger that takes damage in combat flies into a berserk rage on its next turn, clawing and biting madly until either it or its opponent is dead. It gains +4 Strength, +4 Constitution, and -2 AC. The creature cannot end its rage voluntarily.

Dire bat

Dire ape

Rend (Ex): A dire ape that hits with both claw attacks latches onto the opponent's body and tears the flesh. This automatically deals an additional 2d6+12 points of damage.

Dire wolverine

Rage (Ex): A dire wolverine that takes damage in combat flies into a berserk rage on its next turn, clawing and biting madly until either it or its opponent is dead. An enraged dire wolverine gains +4 Strength, +4 Constitution, and -2 AC. The creature cannot end its rage voluntarily.

Dire wolf

Trip (Ex): A dire wolf that hits with a bite attack can attempt to trip the opponent as a free action without making a touch attack or provoking an attack of opportunity. If the attempt fails, the opponent cannot react to trip the dire wolf.
Skills: A dire wolf receives a +1 racial bonus to Listen, Move Silently, and Spot checks and a +2 racial bonus to Hide checks. *It also receives a +4 racial bonus to Wilderness Lore checks when tracking by scent.

Dire boar

Ferocity (Ex): A dire boar is such a tenacious combatant that it continues to fight without penalty even while disabled or dying.

Dire lion

Dire bear

Improved Grab (Ex): To use this ability, the dire bear must hit with a claw attack.

Dire tiger

Dire shark


Doppelganger

Medium-Size Shapechanger


Dragon turtle

Huge Dragon (Aquatic)
Dragon turtles speak Aquan, Draconic, and Common.


Dragonne

Large Magical Beast
Dragonnes speak Draconic.

If opponents attempt to charge or encircle it, the dragonne simply takes to the air and finds a more defensible position. Dragonnes prefer not to fight in the air, since they are very slow and maneuver poorly compared to most other flying creatures.
Roar (Su): A dragonne can loose a terrifying roar every 1d4 rounds. All creatures (except dragonnes) within 120 feet must succeed at a Will save (DC 15) or be weakened with fear, losing half their current Strength scores for 2d6 rounds. Those within 30 feet become deafened for 2d6 rounds: Creatures with 8 or fewer HD get no saving throw, but others can negate the effect with a successful Fortitude save (DC 15). Deafened creatures cannot be affected again by the dragonne's roar.
Skills: Dragonnes receive a +2 racial bonus to Listen and Spot checks.

Drider

Large Aberration
Driders speak Drow, Common, and Undercommon.

Driders seldom pass up an opportunity to attack other creatures, especially from ambush. They usually begin with a spell assault and often levitate out of the enemy's reach.

Dryad

Medium-Size Fey
Dryads speak Common, Elven, and Sylvan.

Spell-Like Abilities: Dryads can communicate with plants at will (as speak with plants). They can also, at will, step inside any tree and use dimension door as cast by a 7th-level sorcerer to reach their own oak tree. A dryad can use charm person three times per day, as cast by a 4th-level sorcerer; targets must succeed at a Will save (DC 15) or be charmed for 4 hours.
Symbiosis (Su): Each dryad is mystically bound to a single, enormous oak tree and must never stray more than 300 yards from it. Any who do become ill and die within 4d6 hours. A dryad's oak does not radiate magic.

Dwarf

Medium-Size Humanoid (Dwarf)
Dwarves speak Dwarven and Undercommon. Most who travel outside dwarven lands (as traders, mercenaries, or adventurers) know the Common tongue, while warriors in the dwarven cities usually learn Goblin to better interrogate and spy on those evil denizens of the deep caves.

Dwarven Traits (Ex): Dwarves benefit from a number of racial traits.

Subraces

Deep Dwarves: They speak Dwarven and Goblin, and occasionally Draconic or Undercommon.
The typical ability scores for a deep dwarf are Str 11, Dex 10, Con 13, Int 10, Wis 10, Cha 6.

Dwarf characters

A dwarf's favored class is fighter.