Monsters (M)
Sections:
.Magmin
.Manticore
.Medusa
.Mephit
.Mephits
..Air mephit
..Dust mephit
..Earth mephit
..Fire mephit
..Ice mephit
..Magma mephit
..Ooze mephit
..Salt mephit
..Steam mephit
..Water mephit
.Merfolk
...Merfolk characters
.Mimic
.Minotaur
.Mohrg
.Mummy
Tables:
.Mephit - I
.Mephit - II
Monsters (M)
This material is Open Game Content, and is licensed for public use under the terms of the Open Game License v1.0a.


Magmin

Small Elemental (Fire)
Magmins speak Ignan.


Manticore

Huge Magical Beast

A manticore begins most attacks with a volley of spikes, then closes. In the outdoors, it often uses its powerful wings to stay aloft during battle.
Manticores speak Common.

Medusa

Medium-Size Monstrous Humanoid


Mephit

Mephit - I
Air Mephit Dust Mephit Earth Mephit Fire Mephit Ice Mephit Magma Mephit
Type Small Outsider (Air) Small Outsider (Air) Small Outsider (Earth) Small Outsider (Fire) Small Outsider (Air, Cold) Small Outsider (Fire)
Hit Dice 3d8 (13 hp) 3d8 (13 hp) 3d8+3 (16 hp) 3d8 (13 hp) 3d8 (13 hp) 3d8 (13 hp)
Initiative +7 (+3 Dex, +4 Improved Initiative) +7 (+3 Dex, +4 Improved Initiative) -1 (Dex) +5 (+1 Dex, +4 Improved Initiative) +7 (+3 Dex, +4 Improved Initiative) +5 (+1 Dex, +4 Improved Initiative)
Speed 30 ft., fly 60 ft. (perfect) 30 ft., fly 50 ft. (perfect) 30 ft., fly 40 ft. (average) 30 ft., fly 50 ft. (average) 30 ft., fly 50 ft. (perfect) 30 ft., fly 50 ft. (average)
AC 17 (+1 size, +3 Dex, +3 natural) 17 (+1 size, +3 Dex, +3 natural) 16 (+1 size, -1 Dex, +6 natural) 16 (+1 size, +1 Dex, +4 natural) 18 (+1 size, +3 Dex, +4 natural) 16 (+1 size, +1 Dex, +4 natural)
Attacks 2 claws +4 melee 2 claws +4 melee 2 claws +7 melee 2 claws +4 melee 2 claws +4 melee 2 claws +4 melee
Damage Claw 1d3 Claw 1d3 Claw 1d3+3 Claw 1d3 and 2 fire Claw 1d3 and 2 cold Claw 1d3 and 2 fire
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 5 ft./5 ft. 5 ft. by 5 ft./5 ft. 5 ft. by 5 ft./5 ft.
Special Attacks Breath weapon, spell-like abilities, summon mephit Breath weapon, spell-like abilities, summon mephit Breath weapon, spell-like abilities, summon mephit Breath weapon, spell-like abilities, summon mephit Breath weapon, spell-like abilities, summon mephit Breath weapon, spell-like abilities, summon mephit
Special Qualities Fast healing 2, damage reduction 5/+1 Fast healing 2, damage reduction 5/+1 Fast healing 2, damage reduction 10/+1 Fire subtype, fast healing 2, damage reduction 5/+1 Cold subtype, fast healing 2, damage reduction 5/+1 Fire subtype, fast healing 2, damage reduction 5/+1
Saves Fort +3, Ref +6, Will +3 Fort +3, Ref +6, Will +3 Fort +4, Ref +2, Will +3 Fort +3, Ref +4, Will +3 Fort +3, Ref +6, Will +3 Fort +3, Ref +4, Will +3
Abilities Str 10, Dex 17, Con 10, Int 12, Wis 11, Cha 15 Str 10, Dex 17, Con 10, Int 12, Wis 11, Cha 15 Str 17, Dex 8, Con 13, Int 12, Wis 11, Cha 15 Str 10, Dex 13, Con 10, Int 12, Wis 11, Cha 15 Str 10, Dex 17, Con 10, Int 12, Wis 11, Cha 15 Str 10, Dex 13, Con 10, Int 12, Wis 11, Cha 15
Skills Bluff +6, Hide +12, Listen +6, Move Silently +9, Spot +6 Bluff +6, Hide +12, Listen +6, Move Silently +9, Spot +6 Bluff +5, Hide +9, Listen +6, Move Silently +5, Spot +6 Bluff +5, Hide +11, Listen +6, Move Silently +7, Spot +6 Bluff +6, Hide +12, Listen +6, Move Silently +9, Spot +6 Bluff +5, Hide +11, Listen +6, Move Silently +7, Spot +6
Feats Improved Initiative Improved Initiative Power Attack Improved Initiative Improved Initiative Improved Initiative
Mephit - II
Ooze Mephit Salt Mephit Steam Mephit Water Mephit
Type Small Outsider (Water) Small Outsider (Earth) Small Outsider (Fire) Small Outsider (Water)
Hit Dice 3d8+3 (16 hp) 3d8+3 (16 hp) 3d8 (13 hp) 3d8+3 (16 hp)
Initiative +0 -1 (Dex) +5 (+1 Dex, +4 Improved Initiative) +0
Speed 30 ft., fly 40 ft. (average) 30 ft., fly 40 ft. (average) 30 ft., fly 50 ft. (average) 30 ft., fly 40 ft. (average)
AC 16 (+1 size, +5 natural) 16 (+1 size, -1 Dex, +6 natural) 16 (+1 size, +1 Dex, +4 natural) 16 (+1 size, +5 natural)
Attacks 2 claws +6 melee 2 claws +7 melee 2 claws +4 melee 2 claws +6 melee
Damage Claw 1d3+2 Claw 1d3+3 Claw 1d3 and 2 fire Claw 1d3+2
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 5 ft./5 ft.
Special Attacks Breath weapon, spell-like abilities, summon mephit Breath weapon, spell-like abilities, summon mephit Breath weapon, spell-like abilities, summon mephit Breath weapon, spell-like abilities, summon mephit
Special Qualities Fast healing 2, damage reduction 5/+1 Fast healing 2, damage reduction 10/+1 Fire subtype, fast healing 2, damage reduction 5/+1 Fast healing 2, damage reduction 5/+1
Saves Fort +4, Ref +3, Will +3 Fort +4, Ref +2, Will +3 Fort +3, Ref +4, Will +3 Fort +4, Ref +3, Will +3
Abilities Str 14, Dex 10, Con 13, Int 12, Wis 11, Cha 15 Str 17, Dex 8, Con 13, Int 12, Wis 11, Cha 15 Str 10, Dex 13, Con 10, Int 12, Wis 11, Cha 15 Str 14, Dex 10, Con 13, Int 12, Wis 11, Cha 15
Skills Bluff +6, Hide +9, Listen +6, Move Silently +6, Spot +6 Bluff +6, Hide +8, Listen +6, Move Silently +5, Spot +6 Bluff +6, Hide +11, Listen +6, Move Silently +6, Spot +6 Bluff +6, Hide +9, Listen +6, Move Silently +6, Spot +6
Feats Power Attack Power Attack Improved Initiative Power Attack

Mephits

Air mephit

Dust mephit

Earth mephit

Fire mephit

Ice mephit

Magma mephit

Ooze mephit

Salt mephit

Steam mephit

Water mephit


Merfolk

Medium-Size Humanoid (Aquatic)
Merfolk speak Common and Aquan.

Merfolk favor heavy crossbows of shell and coral that fire bolts fashioned from blowfish spines, with an underwater range of 30 yards. Merfolk often barrage their enemies before closing, when they resort to tridents.

Merfolk characters

A merfolk's favored class is bard. Merfolk clerics can choose two of the following domains: Animal, Protection, and Water.

Mimic

Large Aberration
Mimics speak Common.

A mimic often surprises the unsuspecting adventurer, lashing out with a heavy pseudopod. Mimics are smart enough to avoid fights to the death by extorting treasure or food from a party.

Minotaur

Large Monstrous Humanoid
Minotaurs speak Giant.


Mohrg

Medium-Size Undead

Like zombies, mohrgs attack by slamming enemies with their powerful fists. They often catch opponents flat-footed, for they move much faster than zombies.

Mummy

Medium-Size Undead