Monsters (F & G)
Sections:
.Formian
..Worker
..Warrior
..Taskmaster
..Myrmarch
..Queen
.Frost worm
.Fungus
..Shrieker
..Violet fungus
.Gargoyle
.Genie
..Janni
..Djinni
..Noble djinn
..Efreeti
.Ghoul
..Ghast
.Giant
..Stone giant
...Stone giant elders
..Frost giant
...Frost giant characters
..Fire giant
...Fire giant characters
..Cloud giant
...Cloud giant characters
..Storm giant
...Storm giant characters
.Giant eagle
...Training a giant eagle
.Giant owl
...Training a giant owl
.Gibbering mouther
.Girallon
.Gnoll
...Gnoll characters
.Gnome
...Subraces
...Gnome characters
.Goblin
...Goblin characters
.Golem
...Construction
.Flesh golem
...Construction
..Clay golem
...Construction
..Stone golem
...Construction
..Iron golem
...Construction
.Gorgon
.Gray render
.Grick
.Griffon
...Training a griffon
.Grimlock
...Grimlock characters
Tables:
.Formian
.Fungus
.Genie
.Ghoul
.Giant
.Golem
Monsters (F & G)
This material is Open Game Content, and is licensed for public use under the terms of the Open Game License v1.0a.


Formian

Formian
Worker Warrior Taskmaster Myrmarch Queen
Type Small Outsider (Lawful) Medium-Size Outsider (Lawful) Medium-Size Outsider (Lawful) Large Outsider (Lawful) Large Outsider (Lawful)
Hit Dice 1d8+1 (5 hp) 4d8+8 (26 hp) 6d8+12 (39 hp) 12d8+48 (102 hp) 20d8+100 (190 hp)
Initiative +2 (Dex) Initiative) +3 (Dex) +7 (+3 Dex, +4 Improved +8 (+4 Dex, +4 Improved Initiative) -5
Speed 40 ft. 40 ft. 40 ft. 40 ft. 0 ft.
AC 17 (+1 size, +2 Dex, +4 natural) 18 (+3 Dex, +5 natural) 19 (+3 Dex, +6 natural) 28 (-1 size, +4 Dex, +15 natural) 23 (-1 size, +14 natural)
Attacks Bite +3 melee Sting +7 melee, 2 claws +5 melee, bite +5 melee Sting +10 melee, 2 claws +5 melee Sting +15 melee, bite +13 melee; or javelin +15/+10 ranged -
Damage Bite 1d4+1 Sting 2d4+3, claw 1d6+1, bite 1d4+1 Sting 2d4+4, claw 1d6+2 Sting 2d4+4, bite 2d6+2; or javelin 1d6+4 and poison -
Face/Reach 5 ft. by 5 ft./5 ft. 5 ft. by 5 ft./5 ft. 5 ft. by 5 ft./5 ft. 5 ft. by 10 ft./5 ft. 5 ft. by 10 ft./5 ft.
Special Attacks Hive mind Hive mind, poison Hive mind, poison, dominate person, dominated creature Hive mind, poison, spell-like abilities Hive mind, spells, spell-like abilities
Special Qualities Immunities, resistances Immunities, resistances, SR 18 make whole, heal Immunities, resistances, telepathy, SR 21 Immunities, resistances, fast healing 2, SR 25 Immunities, resistances, fast healing 2, telepathy, SR 30
Saves Fort +3, Ref +4, Will +2 Fort +6, Ref +7, Will +5 Fort +7, Ref +8, Will +8 Fort +12, Ref +12, Will +11 Fort +19, Ref -, Will +19
Abilities Str 13, Dex 14, Con 13, Int 6, Wis 10, Cha 9 Str 17, Dex 16, Con 14, Int 10, Wis 12, Cha 11 Str 18, Dex 16, Con 14, Int 14, Wis 16, Cha 19 Str 19, Dex 18, Con 18, Int 16, Wis 16, Cha 17 Str -, Dex -, Con 20, Int 20, Wis 20, Cha 21
Skills Craft (any one) +3, Climb +3 Climb +10, Hide +10, Listen +7, Move Silently +10, Spot +6 Climb +13, Hide +12, Listen +12, Move Silently +12, Search +8, Sense Motive +12, Spot +12 Climb +18, Craft (any one) +9, Diplomacy +15, Hide +15, Knowledge (any one) +16, Listen +18, Move Silently +19, Search +17, Sense Motive +18, Spot +18 Appraise +22, Bluff +28, Concentration +22, Diplomacy +28, Knowledge (any three) +28, Listen +30, Scry +28, Sense Motive +28, Spellcraft +28, Spot +30
Feats Skill Focus (craft) Dodge, Multiattack Improved Initiative, Spell-Like Ability Focus (enchantment) Dodge, Improved Initiative, Mobility, Multiattack Alertness, Great Fortitude, Iron Will, item creation feat (any one), Quicken Spell, Spell Focus (Enchantment)
Climate/Terrain Any land and underground Any land and underground Any land and underground Any land and underground Any land and underground
Organization Team (2-4) or crew (7-18) Solitary, team (2-4), or troop (6-11) Solitary (1 plus 1 dominated creature) or conscription team (2-4 plus 1 dominated creature each) Solitary, team (2-4), or platoon (1 plus 7-18 workers and 6-11 warriors) Solitary or hive (1 plus 100-400 workers, 11-40 warriors, 4-7 taskmasters with 1 dominated creature each, and 5-8 myrmarchs)
Challenge Rating 1/2 3 7 10 18
Treasure None None Standard Standard Double standard
Alignment Always lawful neutral Always lawful neutral Always lawful neutral Always lawful neutral Always lawful neutral
Advancement 2 HD (Medium-size) 5-8 HD (Medium-size);9-12 HD (Large) 7-9 HD (Medium-size); 10-12 HD (Large) 13-18 HD (Large); 19-24 HD (Huge) 21-30 HD (Huge); 31-40 HD (Gargantuan)

Worker

Warrior

Taskmaster

Myrmarch

Myrmarchs speak Formian and Common.

Queen


Frost worm

Huge Magical Beast (Cold)

Frost worms lurk under the snow, waiting for prey to come near. They begin their attack with trilling and then attack helpless prey with their bite.

Fungus

Fungus
Shrieker Violet Fungus
Type Medium-Size Plant Medium-Size Plant
Hit Dice 2d8+2 (11 hp) 2d8+6 (15 hp)
Initiative -5 -1 (Dex)
Speed 0 ft. 10 ft.
AC 13 (+3 natural) 13 (-1 Dex, +4 natural)
Attacks - 4 tentacles +3 melee
Damage - Tentacle 1d6+2 and poison
Face/Reach 5 ft. by 5 ft./0 ft. 5 ft. by 5 ft./"10_ft. (with tentacle)
Special Attacks Shriek -
Special Qualities Plant Plant
Saves Fort +4, Ref - , Will -4 Fort +6, Ref -1, Will +0
Abilities Str -, Dex -, Con 13, Int 1, Wis 2, Cha 1 Str 14, Dex 8, Con 16, Int 2, Wis 11, Cha 9
Climate/Terrain Any underground Any underground
Organization Solitary or patch (3-5) Solitary, patch (2-4), or mixed patch (2-4 violet fungi and 3-5 shriekers)
Challenge Rating 1 3
Treasure None 1/10 coins; 50% goods; 50% items
Alignment Always neutral Always neutral
Advancement 3 HD (Medium-size) 3-6 HD (Medium-size)
Plant: Immune to mind-influencing effects, poison, sleep, paralysis, stunning, and polymorphing. Not subject to critical hits.

Shrieker

Shriek (Ex): Movement or a light source within 10 feet of a shrieker causes the fungus to emit a piercing sound that lasts for 1d3 rounds. The sound attracts nearby creatures that are disposed to investigate it. Some creatures that live near shriekers learn that the fungus's noise means there is food nearby.

Violet fungus

Poison (Ex): Tentacle, Fortitude save (DC 14); initial and secondary damage 1d4 temporary Strength and 1d4 temporary Constitution.

Gargoyle

Medium-Size Magical Beast (Earth)
Gargoyles speak Common and Terran.

Gargoyles either remain still, then suddenly attack, or dive onto their prey.

Genie

Genie
Janni Djinni Efreeti
Type Medium-Size Outsider Large Outsider (Air, Chaotic, Good) Large Outsider (Evil, Fire, Lawful)
Hit Dice 6d8+6 (33 hp) 7d8+14 (45 hp) 10d8+20 (65 hp)
Initiative +6 (+2 Dex, +4 Improved Initiative) +8 (+4 Dex, +4 Improved Initiative) +7 (+3 Dex, +4 Improved Initiative)
Speed 20 ft., fly 10 ft. (perfect) in chainmail; base 30 ft., fly 20 ft. (perfect) 20 ft., fly 60 ft. (perfect) 20 ft., fly 40 ft. (perfect)
AC 18 (+2 Dex, +1 natural, +5 chainmail) 16 (-1 size, +4 Dex, +3 natural) 18 (-1 size, +3 Dex, +6 natural)
Attacks Scimitar +9/+4 melee; or longbow +8/+3 ranged Slam +10/+5 melee Slam +15/+10 melee
Damage Scimitar 1d8+4; or longbow 1d8 Slam 1d8+6 Slam 1d8+9 and 1d6 fire
Face/Reach 5 ft. by 5 ft./5 ft. 5 ft. by 5 ft./10 ft. 5 ft. by 5 ft./10 ft.
Special Attacks Spell-like abilities Spell-like abilities, air mastery, whirlwind Spell-like abilities, heat
Special Qualities Plane shift, telepathy, fire resistance 30, elemental endurance Plane shift, telepathy, acid immunity Plane shift, telepathy
Saves Fort +6, Ref +7, Will +7 Fort +7, Ref +9, Will +7 Fort +9, Ref +10, Will +9
Abilities Str 16, Dex 15, Con 12, Int 14, Wis 15, Cha 13 Str 18, Dex 19, Con 14, Int 14, Wis 15, Cha 15 Str 23, Dex 17, Con 14, Int 12, Wis 15, Cha 15
Skills Appraise +8, Concentration +7, Craft (any two) +7, Escape Artist +6, Listen +8, Move Silently +6, Ride +6, Sense Motive +6, Spot +8 Appraise +9, Concentration +9, Craft (any one) +11,Escape Artist +11, Knowledge (any one) +9, Listen +9, Move Silently +9, Sense Motive +9, Spellcraft +9, Spot +9 Bluff +12, Concentration +16, Escape Artist +13, Intimidate +11, Listen +12, Move Silently +13, Sense Motive +11, Spellcraft +11, Spot +12
Feats Combat Reflexes, Dodge, Improved Initiative, Mobility Combat Casting, Combat Reflexes, Dodge, Improved Initiative Combat Casting, Combat Reflexes, Dodge, Improved Initiative
Climate/Terrain Any land Any land Any land
Organization Solitary, company (2-4), or band (6-15) Solitary, company (2-4), or band (6-15) Solitary, company (2-4), or band (6-15)
Challenge Rating 4 5 8
Treasure Standard standard items Standard Standard coins; double goods;
Alignment Usually neutral Always chaotic good Always lawful evil
Advancement 7-9 HD (Medium-size); 10-18 HD (Large) 8-10 HD (Large); 11-21 (Huge) 11-15 HD (Large); 16-30 HD (Huge)

Janni

Jann speak Common, plus Auran, Aquan, Ignan, or Terran, plus Celestial, Abyssal, or Infernal.

Djinni

Djinn speak Auran, Celestial, Common, and Ignan.

Noble djinn

Some djinn (1% of the total population) are "noble" and can grant three wishes to any being (nongenies only) who captures them. Noble djinn perform no other services and, upon granting the third wish, are free of their servitude. Noble djinn are as strong as efreet (see below), with 10 HD.

Efreeti

Efreet speak Ignan, Common, Auran, and Infernal.

Ghoul

Ghoul
Ghoul Ghast
Type Medium-Size Undead Medium-Size Undead
Hit Dice 2d12 (13 hp) 4d12 (26 hp)
Initiative +2 (Dex) +2 (Dex)
Speed 30 ft. 30 ft.
AC 14 (+2 Dex, +2 natural) 16 (+2 Dex, +4 natural)
Attacks Bite +3 melee; 2 claws +0 melee Bite +4 melee; 2 claws +1 melee
Damage Bite 1d6+1 and paralysis; claw 1d3 and paralysis Bite 1d8+1 and paralysis; claw 1d4 and paralysis
Face/Reach 5 ft. by 5 ft./5 ft. 5 ft. by 5 ft./5 ft.
Special Attacks Paralysis, create spawn Stench, paralysis, create spawn
Special Qualities Undead, +2 turn resistance Undead, +2 turn resistance
Saves Fort +0, Ref +2, Will +5 Fort +1, Ref +3, Will +6
Abilities Str 13, Dex 15, Con -, Int 13, Wis 14, Cha 16 Str 13, Dex 15, Con -, Int 13, Wis 14, Cha 16
Skills Climb +6, Escape Artist +7, Hide +7, Intuit Direction +3, Jump +6, Listen +7, Move Silently +7, Search +6, Spot +7 Climb +6, Escape Artist +8, Hide +8, Intuit Direction +3, Jump +6, Listen +8, Move Silently +7, Search +6, Spot +8
Feats Multiattack, Weapon Finesse (bite) Multiattack, Weapon Finesse (bite)
Climate/Terrain Any land, aquatic, and underground Any land and underground
Organization Solitary, gang (2-4), or pack (7-12) Solitary, gang (2-4), or pack (2-4 plus 7-12 ghouls)
Challenge Rating 1 3
Treasure None Standard
Alignment Always chaotic evil Always chaotic evil
Advancement 3 HD (Medium-size) 5-6 HD (Medium-size)
Ghouls speak the languages they spoke in life (usually Common).

Ghast


Giant

Giant
Hill Giant Stone Giant Frost Giant Fire Giant Cloud Giant Storm Giant
Type Large Giant Large Giant (Earth) Large Giant (Cold) Large Giant (Fire) Huge Giant (Air) Huge Giant (Electricity)
Hit Dice 12d8+48 (102 hp) 14d8+56 (119 hp) 14d8+70 (133 hp) 15d8+75 (142 hp) 17d8+102 (178 hp) 19d8+114 (199 hp)
Initiative -1 (Dex) +2 (Dex) -1 (Dex) -1 (Dex) +1 (Dex) +2 (Dex)
Speed 30 ft. (hide armor); base 40 ft. 30 ft. (hide armor); base 40 ft. 40 ft. 30 ft. (chainmail); base 40 ft. 50 ft. base 50 ft., swim 40 ft. 40 ft., swim 30 ft. (breastplate);
AC 20 (-1 size, -1 Dex, +9 natural, +3 hide) 25 (-1 size, +2 Dex, +11 natural, +3 hide) 21 (-1 size, -1 Dex, +9 natural, +4 chain shirt) 21 (-1 size, -1 Dex, +8 natural, +5 chainmail) 21 (-2 size, +1 Dex, +12 natural) +5 breastplate) 27 (-2 size, +2 Dex, +12 natural,
Attacks Huge greatclub +16/+11 melee; or rock +8/+3 ranged Huge greatclub +17/+12 melee; or rock +12/+7 ranged Huge greataxe +18/+13 melee; or rock +9/+4 ranged Huge greatsword +20/+15/+10 melee; or rock +10/+5/+0 ranged Gargantuan morningstar +22/+17/+12 melee; or rock +12/+7/+2 ranged Gargantuan greatsword +26/+21/+16 melee; or Gargantuan mighty composite longbow (+14) +14/+9/+4 ranged
Damage Huge greatclub 2d6+10; or rock 2d6+7 Huge greatclub 2d6+12; or rock 2d8+8 Huge greataxe 2d8+13; or rock 2d6+9 Huge greatsword 2d8+15; or Gargantuan mighty composite longbow (+14) 2d8+14 Gargantuan morningstar 4d6+18; rock 2d6+10 and 2d6 fire Gargantuan greatsword 4d6+21; or or rock 2d8+12
Face/Reach 5 ft. by 5 ft./10 ft. 5 ft. by 5 ft./10 ft. 5 ft. by 5 ft./10 ft. 5 ft. by 5 ft./10 ft. 10 ft. by 10 ft./15 ft. 10 ft. by 10 ft./15 ft.
Special Attacks Rock throwing Rock throwing, and see text Rock throwing Rock throwing Rock throwing, spell-like abilities Spell-like abilities
Special Qualities Rock catching Rock catching Rock catching, cold subtype Rock catching, fire subtype Rock catching, scent Electricity immunity, rock catching, freedom of movement, water breathing
Saves Fort +12, Ref +3, Will +4 Fort +13, Ref +6, Will +4 Fort +14, Ref +3, Will +4 Fort +14, Ref +4, Will +5 Fort +16, Ref +6, Will +6 Fort +17, Ref +8, Will +9
Abilities Str 25, Dex 8, Con 19, Int 6, Wis 10, Cha 7 Str 27, Dex 15, Con 19, Int 10, Wis 10, Cha 11 Str 29, Dex 9, Con 21, Int 10, Wis 10, Cha 11 Str 31, Dex 9, Con 21, Int 10, Wis 10, Cha 11 Str 35, Dex 13, Con 23, Int 12, Wis 12, Cha 13 Str 39, Dex 14, Con 23 Int 16, Wis 16, Cha 15
Skills Climb +9, Jump +9, Spot +4 Climb +10, Hide +0*, Jump +10, Spot +3 Climb +13, Jump +13, Spot +6 Climb +11, Jump +11, Spot +7 Climb +16, Jump +16, Listen +10, Spot +10 Climb +18, Concentration +12, Jump +12, Perform (chant, dance, drama, harp, recorder) +7, Spot +8
Feats Cleave, Power Attack, Weapon Focus (greatclub) Combat Reflexes, Point Blank Shot, Power Attack, Precise Shot Cleave, Great Cleave, Power Attack, Sunder Cleave, Great Cleave, Power Attack, Sunder Alertness, Cleave, Great Cleave, Power Attack Cleave, Combat Reflexes, Great Cleave, Power Attack, Sunder
Climate/Terrain Any hill, mountains, and underground Any mountains Any cold land and underground Any land and underground Temperate and warm mountains and aquatic Temperate and warm mountains
Organization Solitary, gang (2-5), band (6-9 plus 35% noncombatants), hunting/raiding party (6-9 plus 2-4 dire wolves), or tribe (21-30 plus 35% noncombatants plus 12-30 dire wolves, 2-4 ogres, and 12-22 orcs) Solitary, gang (2-5), band (6-9 plus 35% noncombatants), hunting/raiding/trading party (6-9 plus 1 elder), or tribe (21-30 plus 35% noncombatants plus 1-3 elders and 3-6 dire bears) Solitary, gang (2-5), band (6-9 plus 35% noncombatants plus 1 adept or cleric of 1st or 2nd level), hunting/raiding party (6-9 plus 35% noncombatants plus 1 adept or sorcerer of 3rd-5th level plus 2-4 winter wolves and 2-3 ogres), or tribe (21-30 plus 1 adept, cleric, or sorcerer of 6th or 7th level plus 12-30 winter wolves, 12-22 ogres, and 1-2 young white dragons) Solitary, gang (2-5), band (6-9 plus 35% noncombatants plus 1 adept or cleric of 1st or 2nd level), hunting/raiding party (6-9 plus level 1 adept or sorcerer of 3rd-5th level plus 2-4 hell hounds and 2-3 trolls or ettins), or tribe (21-30 plus 1 adept, cleric, or sorcerer of 6th or 7th level plus 12-30 hell hounds, 12-22 trolls, 5-12 ettins, and 1-2 young red dragons) Solitary, gang (2-4), family (2-4 plus 35% noncombatants plus 1 sorcerer or cleric of 4th-7th plus 2-5 griffons or 2-8 dire lions), or band (6-9 plus 1 sorcerer or cleric of 4th-7th level plus 2-5 griffons or 2-8 dire lions) Solitary or family (2-4 plus 35% noncombatants plus 1 sorcerer or cleric of 7th-10th level plus 1-2 rocs, 2-5 griffons, or 2-8 sea lions)
Challenge Rating 7 8 9 10 11 13
Treasure Standard Standard Standard Standard standard items Standard coins; double goods; standard items Standard coins; double goods;
Alignment Often chaotic evil Usually neutral Often chaotic evil Often lawful evil Usually neutral good or neutral evil Often chaotic good
Advancement By character class By character class By character class By character class By character class By character class
All giants speak Giant. Those with Intelligence scores of at least 10 also speak Common.

Stone giant

Skills: *A stone giant gains a +8 racial bonus to Hide checks in rocky terrain.

Stone giant elders

Some stone giants develop special abilities related to their environment. These giant elders have Charisma scores of at least 15 and spell-like abilities, which they use as 10th-level sorcerers. Once per day they can use stone shape, stone tell, and either transmute rock to mud or transmute mud to rock. One in ten elders is a sorcerer, usually of 3rd to 6th level.

Frost giant

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

Frost giant characters

Clerics have access to any two of the following domains: Chaos, Destruction, Evil, and War (most choose Destruction or War).

Fire giant

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

Fire giant characters

Clerics have access to any two of the following domains: Evil, Law, Trickery, and War (most choose Trickery or War).

Cloud giant

Cloud giant characters

Good clerics have access to any two of the following domains: Good, Healing, Strength, and Sun. Evil clerics have access to any two of the following domains: Death, Evil, and Trickery.

Storm giant

Storm giant characters

Storm giant clerics can choose two of the following domains: Chaos, Good, Protection, and War.

Giant eagle

Large Magical Beast
Giant eagles speak Common and Auran.

A giant eagle typically attacks from a great height, diving earthward at tremendous speed. When it cannot dive, it uses its powerful talons and slashing beak to strike at its target's head and eyes.

Training a giant eagle

Training a giant eagle as an aerial mount requires a successful Handle Animal check (DC 24 for a young creature, or DC 29 for an adult) and that the creature be willing.
Giant eagle eggs are worth 2,500 gp apiece on the open market, while chicks are worth 4,000 gp each. Professional trainers charge 1,000 gp to rear or train a giant eagle, and riding one requires an exotic saddle. A giant eagle can fight while carrying a rider, but the rider cannot also attack unless he or she succeeds at a Ride check.

Giant owl

Large Magical Beast
Giant owls speak Common and Sylvan.

A giant owl attacks by gliding silently just a few feet above its prey and plunging to strike when directly overhead.

Training a giant owl

Training a giant owl as an aerial mount requires a successful Handle Animal check (DC 24 for a young creature, or DC 29 for an adult) and that the creature be willing.
Giant owl eggs are worth 2,500 gp apiece on the open market, while chicks are worth 4,000 gp each. Professional trainers charge 1,000 gp to rear or train a giant owl, and riding one requires an exotic saddle. A giant owl can fight while carrying a rider, but the rider cannot also attack unless he or she succeeds at a Ride check.

Gibbering mouther

Medium-Size Aberration
Gibbering mouthers can speak Common, but seldom say anything other than gibbering.

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.

Girallon

Large Beast

A solitary girallon usually conceals itself in the branches of a tree or under a pile of leaves and brush, with only its nose showing. When it spots or scents prey, it charges to the attack. The girallon picks up prey that is small enough to carry and withdraws, often vanishing into the trees before the victim's companions can do anything to retaliate. Against larger foes, the girallon seeks to tear a single opponent to bits as quickly as it can.

Gnoll

Medium-Size Humanoid (Gnoll)
Gnolls speak Gnoll and sometimes Goblin or Orc.

Because of its armor and shield, a gnoll's Hide score is -6, which means gnolls always take special care to seek favorable conditions when laying ambushes (such as darkness, heavy cover, or some other form of concealment).

Gnoll characters

A gnoll's favored class is ranger.

Gnome

Small Humanoid (Gnome)
Gnomes speak their own language, Gnome. Most gnomes who travel outside gnome lands (as traders, tinkers, or adventurers) know Common, while warriors in gnome settlements usually learn Goblin or Kobold.

Gnomes make heavy use of illusion magic and carefully prepared ambushes and traps whenever they can.

Subraces

Gnome characters

A gnome's favored class is illusionist.

Goblin

Small Humanoid (Goblinoid)
Goblins speak Goblin; those with Intelligence scores of 12 or above also speak Common.

They favor ambushes, overwhelming odds, dirty tricks, and any other edge they can devise.
Skills: Goblins gain a +4 racial bonus to Move Silently checks. Goblin cavalry (mounted on worgs) gain a +6 bonus to Ride checks and the Mounted Combat feat (neither of these benefits is included in the statistics block).

Goblin characters

A goblin's favored class is rogue. Goblin clerics can choose two of the following domains: Chaos, Evil, and Trickery. Most goblin spellcasters are adepts. Goblin adepts favor spells that fool or confuse enemies.

Golem

Golem
Flesh Clay Stone Iron
Type Large Construct Large Construct Large Construct Large Construct
Hit Dice 9d10 (49 hp) 11d10 (60 hp) 14d10 (77 hp) 18d10 (99 hp)
Initiative -1 (Dex) -1 (Dex) -1 (Dex) -1 (Dex)
Speed 30 ft. (can't run) 20 ft. (can't run) 20 ft. (can't run) 20 ft. (can't run)
AC 18 (-1 size, -1 Dex, +10 natural) 22 (-1 size, -1 Dex, +14 natural) 26 (-1 size, -1 Dex, +18 natural) 30 (-1 size, -1 Dex, +22 natural)
Attacks 2 slams +10 melee 2 slams +14 melee 2 slams +18 melee 2 slams +23 melee
Damage Slam 2d8+5 Slam 2d10+7 Slam 2d10+9 Slam 2d10+11
Face/Reach 5 ft. by 5 ft./10 ft. 5 ft. by 5 ft./10 ft. 5 ft. by 5 ft./10 ft. 5 ft. by 5 ft./10 ft.
Special Attacks Berserk Berserk, wound Slow Breath weapon
Special Qualities Construct, magic immunity, damage reduction 15/+1 Construct, magic immunity, damage reduction 20/+1, immune to piercing and slashing, haste Construct, magic immunity, damage reduction 30/+2 Construct, magic immunity, damage reduction 50/+3, rust vulnerability
Saves Fort +3, Ref +2, Will +3 Fort +3, Ref +2, Will +3 Fort +4, Ref +3, Will +4 Fort +6, Ref +5, Will +6
Abilities Str 21, Dex 9, Con -, Int -, Wis 11, Cha 1 Str 25, Dex 9, Con -, Int -, Wis 11, Cha 1 Str 29, Dex 9, Con -, Int -, Wis 11, Cha 1 Str 33, Dex 9, Con -, Int -, Wis 11, Cha 1
Climate/Terrain Any land and underground Any land and underground Any land Any land
Organization Solitary or gang (2-4) Solitary or gang (2-4) Solitary or gang (2-4) Solitary or gang (2-4)
Challenge Rating 7 10 11 13
Treasure None None None None
Alignment Always neutral Always neutral Always neutral Always neutral
Advancement 10-18 HD (Large); 19-27 HD (Huge) 12-18 HD (Large); 19-33 HD (Huge) 15-21 HD (Large); 22-42 (Huge) 19-24 HD (Large); 25-54 HD (Huge)
A golem's creator can command it if the golem is within 60 feet and can see and hear its creator. If uncommanded, the golem usually follows its last instruction to the best of its ability, though if attacked it returns the attack. The creator can give the golem a simple program to govern its actions in his or her absence.
Golems do not need to breathe and are immune to most forms of energy.

Construction

The cost listed for each golem includes that of the physical body and all the materials and spell components that are consumed or become a permanent part of it.
Understanding the rituals requires a character of the required level with the Craft Magic Arms and Armor and Craft Wondrous Item feats. The creator must labor for at least 8 hours each day in a specially prepared laboratory or workroom. The chamber is similar to an alchemist's laboratory and costs 500 gp to establish.
When not working on the rituals, the creator must rest and can perform no other activities except eating, sleeping, or talking. If personally constructing the golem's body, the creator can perform the building and rituals together. If the creator misses a day of rituals, the process fails and must be started again. Money spent is lost, but XP spent are not. The golem's body can be reused, as can the laboratory.
Completing the ritual drains the appropriate XP from the creator and requires casting any spells on the final day. The creator must cast the spells personally, but they can come from outside sources, such as scrolls.

Flesh golem

Construction

The golem costs 50,000 gp to create, which includes 500 gp for the construction of the body. Assembling the body requires a successful Craft (leatherworking) or Heal check (DC 13). The creator must be 14th level and able to cast arcane spells. Completing the ritual drains 1,000 XP from the creator and requires bull's strength, geas/quest, limited wish, polymorph any object, and protection from arrows.

Clay golem

Construction

The golem costs 60,000 gp to create, including 1,500 gp for the body and 30,000 gp for vestments, which can be reused. Creating the body requires a successful Craft (sculpting or masonry) check (DC 15). The ritual requires a 16th-level creator who can cast divine spells. Completing the ritual drains 1,200 XP from the creator and requires animate objects, bless, commune, prayer, and resurrection.

Stone golem

Slow (Su): A stone golem can use slow as a free action once every 2 rounds. The effect has a range of 10 feet and a duration of 7 rounds, requiring a successful Will save (DC 13) to negate. The ability is otherwise the same as the spell.
Magic Immunity (Ex): A stone golem is immune to all spells, spell-like abilities, and supernatural effects, except as follows. A transmute rock to mud spell slows it (as the slow spell) for 2d6 rounds, with no saving throw, while transmute mud to rock heals all of its lost hit points. A stone to flesh spell does not actually change the golem's structure but makes it vulnerable to any normal attack for the following round (this does not include spells, except those that cause damage).

Construction

The golem costs 80,000 gp to create, which includes 1,000 gp for the body. Assembling the body requires a successful Craft (sculpting or masonry) check (DC 17). The creator must be 16th level and able to cast arcane spells. Completing the ritual drains 1,600 XP from the creator and requires geas/quest, limited wish, polymorph any object, and slow.

Iron golem

Breath Weapon (Su): First or second round of combat-cloud of poisonous gas, 10-foot cube directly in front of the golem lasting 1 round, free action every 1d4+1 rounds; Fortitude save (DC 17), initial damage 1d4 temporary Constitution, secondary damage death.
Magic Immunity (Ex): An iron golem is immune to all spells, spell-like abilities, and supernatural effects, except as follows. An electricity effect slows it (as the slow spell) for 3 rounds, with no saving throw. A fire effect breaks any slow effect on the golem and cures 1 point of damage for each 3 points of damage it would otherwise deal. For example, a iron golem hit by a fireball cast by a 5th-level wizard gains back 6 hit points if the damage total is 18. The golem rolls no saving throw against fire effects.
Rust Vulnerability (Ex): An iron golem is affected normally by rust attacks, such as that of a rust monster or a rusting grasp spell.

Construction

The golem costs 100,000 gp to create, which includes 1,500 gp for the body. Assembling the body requires a successful Craft (armorsmithing or weaponsmithing) check (DC 20). The creator must be 16th level and able to cast arcane spells. Completing the ritual drains 2,000 XP from the creator and requires cloudkill, geas/quest, limited wish, and polymorph any object.

Gorgon

Large Magical Beast

Breath Weapon (Su): Turn to stone permanently, cone, 60 feet, every 1d4 rounds (but no more than five times per day); Fortitude save (DC 17).
Trample (Ex): A gorgon can trample Small or smaller creatures for 1d8+7 points of damage. Opponents who do not make attacks of opportunity against the gorgon can attempt a Reflex save (DC 23) to halve the damage.

Gray render

Large Beast

A gray render attacks to kill, whether to bring down prey or to protect itself or those it has adopted. When hunting, it sometimes attempts to hide and wait for prey to wander close.

Grick

Medium-Size Aberration

They hunt by holing up near high-traffic areas, using their natural coloration to blend into convenient shadows. When prey (virtually anything that moves) ventures near, they lash out with their tentacles. A grick's rubbery body seems to shed blows of any kind. Its jaws are relatively small and weak compared to its body mass, so rather than consume its kill immediately, the grick normally drags its victim back to its lair to be eaten at its leisure.
Skills: *Their coloration affords gricks a +8 racial bonus to Hide checks when in natural rocky areas.

Griffon

Large Beast

Griffons prefer to pounce on their prey, either diving to the attack or leaping from above.

Training a griffon

Training a griffon as an aerial mount requires a successful Handle Animal check (DC 21 for a young creature, or DC 28 for an adult) and that the creature be willing. Griffons mature in about two years. Trainers can reduce the DC by 5 and the rearing time by one-half by using a magic bridle enchanted for this purpose.
Griffon eggs are worth 3,500 gp apiece on the open market, while young are worth 7,000 gp each. Professional trainers charge 1,500 gp to rear or train a griffon. Riding a trained griffon requires an exotic saddle. A griffon can fight while carrying a rider, but the rider cannot also attack unless he or she succeeds at a Ride check.
Carrying Capacity: A light load for a griffon is up to 300 pounds; a medium load, 301-600 pounds; and a heavy load, 601-900 pounds.

Grimlock

Medium-Size Monstrous Humanoid

Grimlock characters

Grimlocks favor the barbarian class.