Monsters (I, J & K)
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Large Elemental (Air)
- Hit Dice: 8d8+16 (52 hp)
- Initiative: +8 (+4 Dex, +4 Improved Initiative)
- Speed: 30 ft., fly 30 ft. (perfect)
- AC: 17 (-1 size, +4 Dex, +4 natural)
- Attacks: Slam +10/+5
- Damage: Slam 2d6+6
- Face/Reach: 5 ft. by 5 ft./10 ft.
- Special Qualities: Elemental, natural invisibility, improved tracking
- Saves: Fort +4, Ref +10, Will +4
- Abilities: Str 18, Dex 19, Con 14, Int 14, Wis 15, Cha 11
- Skills: Listen +11, Move Silently +15, Search +11, Spot +13
- Feats: Combat Reflexes, Improved Initiative, Weapon Focus (slam)
- Climate/Terrain: Any land and underground
- Organization: Solitary
- Challenge Rating: 7
- Treasure: None
- Alignment: Usually neutral
- Advancement: 9-12 HD (Large); 13-24 HD (Huge)
These creatures speak only Auran but can understand Common.
An invisible stalker attacks by using the air itself as a weapon. It creates a sudden, intense vortex of wind that pounds a single target on the same plane as the creature.
Invisible stalkers can be killed only when on the Elemental Plane of Air. When performing tasks elsewhere, they automatically return to their home plane when they suffer sufficient damage to destroy them.
- Elemental: Immune to poison, sleep, paralysis, and stunning. Not subject to critical hits.
- Natural Invisibility (Su): This ability is constant, allowing the stalker to remain invisible even when attacking. This ability is inherent and not subject to the invisibility purge spell.
- Improved Tracking (Ex): Invisible stalkers are consummate trackers and make Spot checks instead of the usual Wilderness Lore checks to trace a creature's passage.
Small Humanoid (Reptilian)
- Hit Dice: 1/2 d8 (2 hp)
- Initiative: +1 (Dex)
- Speed: 30 ft.
- AC: 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/Reach: 5 ft. by 5 ft./5 ft.
- Special Qualities: Darkvision 60 ft., light sensitivity
- Saves: Fort +0, Ref +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/Terrain: Any forest and underground
- Organization: Gang (4-9), band (10-100 plus 100% noncombatants plus 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
- Treasure: Standard
- Alignment: Usually lawful evil
- Advancement: By character class
Kobolds speak Draconic with voices that sound like yapping dogs.
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.
A kobold's favored class is sorcerer. Kobold clerics can choose any two of the following domains: Evil, Law, Luck, and Trickery.
Gargantuan Magical Beast (Aquatic)
- Hit Dice: 20d10+180 (290 hp)
- Initiative: +4 (Improved Initiative)
- Speed: Swim 20 ft.
- AC: 20 (-4 size, +14 natural)
- Attacks: 2 tentacle rakes +28 melee, 6 arms +23 melee, _bite +23 melee
- Damage: Tentacle rake 2d8+12, arm 1d6+6, bite 4d6+6
- Face/Reach: 20 ft. by 40 ft./"_10 ft. (100 ft. with tentacle)
- Special Attacks: Improved grab, constrict 2d8+12 or 1d6+6
- Special Qualities: Jet, ink cloud, spell-like abilities
- Saves: Fort +21, Ref +12, Will +13
- Abilities: Str 34, Dex 10, Con 29, Int 21, Wis 20, Cha_10
- Skills: Concentration +19, Knowledge (geography) +10, Knowledge (nature) +10, Listen +15, Search +15, Spot +15
- Feats: Alertness, Blind-Fight, Expertise, Improved Critical_(tentacle), Improved Initiative, Improved Trip, Iron Will
- Climate/Terrain: Any aquatic
- Organization: Solitary
- Challenge Rating: 12
- Treasure: Triple standard
- Alignment: Always neutral evil
- Advancement: 21-32 HD (Gargantuan); 33-60 HD (Colossal)
Krakens speak Common and Aquan.
Krakens strike their opponents with their barbed tentacles, then grab and crush with their arms or drag victims into their huge jaws.
- Improved Grab (Ex): To use this ability, the kraken must hit an opponent of up to Huge size with an arm or tentacle attack. If it gets a hold, it can constrict.
- Constrict (Ex): A kraken deals automatic arm or tentacle damage with a successful grapple check against Huge or smaller creatures.
- Jet (Ex): A kraken can jet backward once per round as a double move action, at a speed of 280 feet.
- Ink Cloud (Ex): A kraken can emit a cloud of jet-black ink 80 feet high by 80 feet wide by 120 feet long once per minute as a free action. The cloud provides total concealment, which the kraken normally uses to escape a losing fight. Creatures within the cloud suffer the effects of total darkness.
- Spell-Like Abilities: 1/day-control weather, control winds, dominate animal, and resist elements. These abilities are as the spells cast by a 9th-level druid (save DC 15 + spell level).
Medium-Size Magical Beast
- Hit Dice: 2d10 (11 hp)
- Initiative: +2 (Dex)
- Speed: 40 ft.
- AC: 15 (+2 Dex, +3 natural)
- Attacks: Bite +2 melee, 2 claws +0 melee
- Damage: Bite 1d6, claw 1d4
- Face/Reach: 5 ft. by 5 ft./5 ft.
- Special Attacks: Scare
- Special Qualities: Scent
- Saves: Fort +3, Ref +5, Will +1
- Abilities: Str 11, Dex 14, Con 11, Int_6, Wis 12, Cha 13
- Skills: Hide +4, Jump +4, Listen +4, Move Silently +6
- Feats: Multiattack
- Climate/Terrain: Temperate and warm forest and plains
- Organization: Solitary, pair, or pride (6-10)
- Challenge Rating: 1
- Treasure: None
- Alignment: Always neutral
- Advancement: 3-4 HD (Medium-size); 5-8 HD (Large)
Krenshars use solitary scouts to drive prey into the waiting clutches of the pack. The scout appears from hiding, uses its scare ability, then chases the fleeing target to join the attack.
- Scare (Ex or Su): As a standard action, a krenshar can pull the skin back from its head, revealing the musculature and bony structures of its skull. This alone is usually sufficient to scare away foes (treat as a Bluff check with a +3 bonus). Combining this scare ability with a loud screech produces an unsettling effect that works like scare cast by a 3rd-level sorcerer (save DC 12). If the save is successful, that opponent cannot be affected again by that krenshar's scare ability for one day. The shriek does not affect other krenshars.