Monsters (N, O & P)
Sections:
.Naga
..Water naga
..Spirit naga
..Dark naga
..Guardian naga
.Night hag
...Heartstone
.Nightshade
.Nightshades
..Nightwing
..Nightwalker
..Nightcrawler
.Nightmare
.Nymph
.Ogre
..Merrow (aquatic ogre)
..Ogre mage
.Ooze
.Oozes
..Gray ooze
..Gelatinous cube
..Ochre jelly
..Black pudding
.Orc
...Half-orcs
...Orc characters
.Otyugh
.Owlbear
.Pegasus
...Training a pegasus
.Phantom fungus
.Phase spider
.Phasm
.Planetouched
..Aasimar
...Aasimar characters
..Tiefling
...Tiefling characters
.Pseudodragon
.Purple worm
Tables:
.Naga
.Nightshade
.Ogre
.Ooze
.Planetouched
Monsters (N, O & P)
This material is Open Game Content, and is licensed for public use under the terms of the Open Game License v1.0a.


Naga

Naga
Water Naga Spirit Naga Dark Naga Guardian Naga
Type Large Aberration (Aquatic) Large Aberration Large Aberration Large Aberration
Hit Dice 7d8+28 (59 hp) 9d8+36 (76 hp) 9d8+18 (58 hp) 11d8+44 (93 hp)
Initiative +1 (Dex) +1 (Dex) +2 (Dex) +2 (Dex)
Speed 30 ft., swim 50 ft. 40 ft. 40 ft. 40 ft.
AC 15 (-1 size, +1 Dex, +5 natural) 16 (-1 size, +1 Dex, +6 natural) 14 (-1 size, +2 Dex, +3 natural) 18 (-1 size, +2 Dex, +7 natural)
Attacks Bite +7 melee Bite +9 melee Sting +7 melee, bite +2 melee Bite +12 melee
Damage Bite 2d6+4 and poison Bite 2d6+6 and poison Sting 2d4+2 and poison, bite 1d4+1 Bite 2d6+7 and poison
Face/Reach 5 ft. by 5 ft. (coiled)/10 ft. 5 ft. by 5 ft. (coiled)/10 ft. 5 ft. by 5 ft. (coiled)/10 ft. 5 ft. by 5 ft. (coiled)/10 ft.
Special Attacks Poison, spells Poison, charming gaze, spells Poison, detect thoughts, spells Poison, spit, spells
Special Qualities - - Poison immunity, guarded thoughts, charm resistance
Saves Fort +6, Ref +5, Will +8 Fort +7, Ref +6, Will +9 Fort +5, Ref +7, Will +8 Fort +7, Ref +7, Will +11
Abilities Str 16, Dex 13, Con 18, Int 10, Wis 17, Cha 15 Str 18, Dex 13, Con 18, Int 12, Wis 17, Cha 17 Str 14, Dex 15, Con 14, Int 16, Wis 15, Cha 17 Str 21, Dex 14, Con 19, Int 16, Wis 19, Cha 18
Skills Concentration +12, Listen +10, Spellcraft +8, Spot +10 Concentration +13, Listen +15, Spellcraft +10, Spot +15 Bluff +9, Concentration +13, Listen +11, Sense Motive +8, Spellcraft +12, Spot +11 Bluff +12, Concentration +15, Listen +13, Sense Motive +13, Spellcraft +11, Spot +13
Feats Lightning Reflexes Alertness, Lightning Reflexes Alertness, Combat Casting, Dodge, Lightning Reflexes Alertness, Combat Casting, Dodge, Lightning Reflexes, Spell Focus (any one school)
Climate/Terrain Temperate and warm aquatic and underground Temperate and warm land and underground Temperate and warm land and underground
Organization Solitary or nest (2-4) Solitary or nest (2-4) Solitary or nest (2-4)
Challenge Rating 7 9 8
Treasure Standard Standard Standard
Alignment Usually neutral Usually chaotic evil Usually lawful evil
Advancement 8-10 HD (Large); 11-21 HD (Huge) 10-13 HD (Large); 14-27 HD (Huge) 10-13 HD (Large); 14-27 HD (Huge)

Water naga

Spirit naga

Dark naga

Guardian naga


Night hag

Medium-Size Outsider (Evil)
Night hags speak Infernal, Abyssal, and Celestial.

Heartstone

All night hags carry this periapt, which instantly cures any disease contracted by the holder. In addition, a heartstone imparts a +2 resistance bonus to all saving throws. A night hag that loses this charm can no longer use etherealness until it can manufacture another (which takes one month). Good-aligned creatures can also benefit from the heartstone's powers, but the periapt shatters after ten uses and does not bestow etherealness.

Nightshade

Nightshade
Nightwing Nightwalker Nightcrawler
Type Huge Undead Huge Undead Gargantuan Undead
Hit Dice 17d12 (110 hp) 21d12 (136 hp) 25d12 (162 hp)
Initiative +8 (+4 Dex, +4 Improved Initiative) +6 (+2 Dex, +4 Improved Initiative) +4 (Improved Initiative)
Speed 20 ft., fly 60 ft. (good) 40 ft., fly 20 ft. (poor) 30 ft., burrow 60 ft.
AC 28 (-2 size, +4 Dex, +16 natural) 26 (-2 size, +2 Dex, +16 natural) 28 (-4 size, +22 natural)
Attacks Bite +15 melee 2 slams +20 melee Bite +25 melee, sting +20 melee
Damage Bite 2d6+13 Slam 2d6+12 Bite 4d6+17, sting 2d8+8 and poison
Face/Reach 20 ft. by 10 ft./10 ft. 10 ft. by 10 ft./15 ft. 30 ft. by 30 ft. (coiled)/10 ft.
Special Attacks Nightshade abilities, magic drain Nightshade abilities, crush item, evil gaze Nightshade abilities, improved grab, swallow whole, energy drain, poison
Special Qualities Undead, nightshade abilities Undead, nightshade abilities Undead, nightshade abilities, tremorsense
Saves Fort +5, Ref +9, Will +15 Fort +7, Ref +9, Will +17 Fort +8, Ref +8, Will +21
Abilities Str 29, Dex 18, Con -, Int 20, Wis 20, Cha 18 Str 35, Dex 14, Con -, Int 20, Wis 20, Cha 18 Str 45, Dex 10, Con -, Int 20, Wis 20, Cha 18
Skills Concentration +16, Intuit Direction +19, Listen +22, Move Silently +20, Spellcraft +19, Spot +22 Concentration +19, Hide +12*, Listen +22, Move Silently +19, Spellcraft +19, Spot +22 Concentration +18, Intuit Direction +7, Listen +22, Move Silently +20, Spellcraft +17, Spot +22
Feats Alertness, Blind-Fight, Combat Casting, Combat Reflexes, Dodge, Flyby Attack, Improved Critical (bite), Improved Initiative, Power Attack Alertness, Blind-Fight, Cleave, Combat Casting, Combat Reflexes, Great Cleave, Improved Critical (slam), Improved Initiative, Power Attack, Sunder Alertness, Blind-Fight, Combat Casting, Improved Critical (bite), Improved Critical (sting), Improved Initiative, Iron Will Power Attack
Climate/Terrain Any land and underground Any land and underground Any land and underground
Organization Solitary, pair, or flock (3-6) Solitary, pair, or gang (2-4) Solitary or pair
Challenge Rating 14 16 18
Treasure Standard Standard Standard
Alignment Always chaotic evil Always chaotic evil Always chaotic evil
Advancement 18-25 HD (Huge); 26-51 HD (Gargantuan) 22-31 HD (Huge); 32-63 HD (Gargantuan) 26-75 HD (Colossal)

Nightshades

Nightwing

Nightwalker

Nightcrawler


Nightmare

Large Outsider (Evil)

Nightmares do battle by biting with their viperish fangs and kicking with their powerful legs. A nightmare can fight while mounted, but the rider cannot also fight unless he or she succeeds at a Ride check.

Nymph

Medium-Size Fey
Nymphs speak Sylvan and Common.


Ogre

Ogre
Ogre Ogre Mage
Type Large Giant Large Giant
Hit Dice 4d8+8 (26 hp) 5d8+15 (37 hp)
Initiative -1 (Dex) +4 (Improved Initiative)
Speed 30 ft. (hide); base 40 ft. 40 ft., fly 40 ft. (good)
AC 16 (-1 size, -1 Dex, +5 natural, +3 hide) 18 (-1 size, +5 natural, +4 chain shirt)
Attacks Huge greatclub +8 melee; or Huge Large javelin +1 ranged Huge greatsword +7 melee; or Huge longbow +2 ranged
Damage Huge greatclub 2d6+7; or Huge Large javelin 1d8+5 Huge greatsword 2d8+7; or Huge longbow 2d6
Face/Reach 5 ft. by 5 ft./10 ft. 5 ft. by 5 ft./10 ft.
Special Attacks - Spell-like abilities
Special Qualities - Regeneration 2, SR 18
Saves Fort +6, Ref +0, Will +1 Fort +7, Ref +1, Will +3
Abilities Str 21, Dex 8, Con 15, Int 6, Wis 10, Cha 7 Str 21, Dex 10, Con 17, Int 14, Wis 14, Cha 17
Skills Climb +4, Listen +2, Spot +2 Concentration +6, Listen +5, Spellcraft +4, Spot +5
Feats Weapon Focus (greatclub) Improved Initiative
Climate/Terrain Any land, aquatic, and underground Any land and underground
Organization Solitary, pair, gang (2-4), or band (5-8) Solitary, pair, or troupe (1-2 plus 2-4 ogres)
Challenge Rating 2 8
Treasure Standard Double standard
Alignment Usually chaotic evil Usually lawful evil
Advancement By character class By character class
Ogres speak Giant, and those specimens who boast Intelligence scores of at least 10 also speak Common.

Merrow (aquatic ogre)

Apart from their habitat, speed (swim 40 ft.), and their penchant for longspears (attack +7 melee, damage 1d8+7), they are identical with their landbound cousins.

Ogre mage

Ogre mages speak Giant and Common.

Ooze

Ooze
Gray Ooze Gelatinous Cube Ochre Jelly Black Pudding
Type Medium-Size Ooze Huge Ooze Large Ooze Huge Ooze
Hit Dice 3d10+10 (26 hp) 4d10+36 (58 hp) 6d10+27 (60 hp) 10d10+60 (115 hp)
Initiative -5 (Dex) -5 (Dex) -5 (Dex) -5 (Dex)
Speed 10 ft. 15 ft. 10 ft., climb 10 ft. 20 ft., climb 20 ft.
AC 5 (-5 Dex) 3 (-2 size, -5 Dex) 4 (-1 size, -5 Dex) 3 (-2 size, -5 Dex)
Attacks Slam +3 melee Slam +1 melee Slam +5 melee Slam +8 melee
Damage Slam 1d6+1 and 1d6 acid Slam 1d6 and 1d6 acid Slam 2d4+3 and 1d4 acid Slam 2d6+4 and 2d6 acid
Face/Reach 5 ft. by 5 ft./5 ft. 10 ft. by 10 ft./10 ft. 5 ft. by 10 ft./10 ft. 5 ft. by 20 ft./10 ft.
Special Attacks Improved grab, acid, corrosion, constrict 1d6+1 and 1d6 acid Engulf, paralysis, acid constrict 2d4+3 and 1d4 acid Improved grab, acid, Improved grab, acid, constrict 2d6+4 and 2d6 acid
Special Qualities Blindsight, cold and fire immunity, ooze, camouflage Blindsight, transparent, electricity immunity, ooze Blindsight, split, ooze Blindsight, split, ooze
Saves Fort +1, Ref -4, Will -4 Fort +5, Ref -4, Will -4 Fort +4, Ref -3, Will -3 Fort +7, Ref -2, Will -2
Abilities Str 12, Dex 1, Con 11, Int -, Wis 1, Cha 1 Str 10, Dex 1, Con 19, Int -, Wis 1, Cha 1 Str 15, Dex 1, Con 15, Int -, Wis 1, Cha 1 Str 17, Dex 1, Con 19, Int -, Wis 1, Cha 1
Climate/Terrain Any marsh and underground Any underground Any marsh and underground Any marsh and underground
Organization Solitary Solitary Solitary Solitary
Challenge Rating 4 3 5 7
Treasure None 1/10th coins, 50% goods (no nonmetal or nonstone), 50% items (no nonmetal or nonstone) None None
Alignment Always neutral Always neutral Always neutral Always neutral
Advancement 4-6 HD 7-9 HD (Large); (Medium-size); 7-9 HD (Large) 13-24 HD (Gargantuan) 5-12 HD (Huge); 10-18 HD (Huge) 11-15 HD (Huge); 16-30 HD (Gargantuan)

Oozes

Gray ooze

Gelatinous cube

Ochre jelly

Black pudding


Orc

Medium-Size Humanoid (Orc)

Light Sensitivity (Ex): Orcs suffer a -1 penalty to attack rolls in bright sunlight or within the radius of a daylight spell.

Half-orcs

The typical ability scores for a half-orc are Str 13, Dex 10, Con 11, Int 9, Wis 8, Cha 8. Half-orcs have 60-foot darkvision but are not sensitive to light.

Orc characters

An orc's favored class is barbarian. Orc clerics can choose two of the following domains: Chaos, Evil, Strength, and War.

Otyugh

Large Aberration
Otyughs speak Common.


Owlbear

Large Beast
A lair usually has 1d6 young, fetching a price of 3,000 gp each in many civilized areas. While owlbears cannot be domesticated, they can still be placed in strategically important areas as free-roaming guardians. A professional trainer charges 2,000 gp to rear or train an owlbear (DC 23 for a young creature, DC 30 for an adult).


Pegasus

Large Magical Beast

Pegasi attack with their sharp hooves and powerful bite. Mated pairs and herds attack as a team, fighting to the death to defend their eggs and young, which fetch a handsome price in many civilized areas.

Training a pegasus

Pegasus eggs are worth 2,000 gp each on the open market, while young are worth 3,000 gp per head. Pegasi mature at the same rate as horses. Professional trainers charge 1,000 gp to rear or train a pegasus, which serves its master with absolute faithfulness for life.
Training a pegasus requires a successful Handle Animal check (DC 22 for a young creature, DC 29 for an adult) and that the creature be willing. Trainers can reduce the DC by 5 and the training time by half by using a magic bridle enchanted for the purpose. A pegasus 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 pegasus is up to 300 pounds; a medium load, 301-600 pounds; and a heavy load, 601-900 pounds.

Phantom fungus

Medium-Size Plant


Phase spider

Large Magical Beast

Phase spiders dwell and hunt on the Material Plane. Once a spider locates prey, however, it shifts to the Ethereal Plane to attack, attempting to catch its victim flat-footed. The spider shifts in, bites its victim, and retreats quickly back to the Ethereal Plane.

Phasm

Medium-Size Shapechanger
Phasms can speak Common but prefer telepathic communication.

If pursued or harassed, a phasm transforms into the most fearsome creature it knows, such as an adult white dragon or a fire giant, and attacks. When seriously hurt, it changes to some fast or agile form and tries to escape.

Planetouched

Planetouched
Aasimar Tiefling
Type Medium-Size Outsider Medium-Size Outsider
Hit Dice 1d8 (4 hp) 1d8 (4 hp)
Initiative +4 (Improved Initiative) +1 (Dex)
Speed 30 ft. 30 ft.
AC 16 (+4 scale, +2 large shield) leather, +1 small shield) 15 (+1 Dex, +3 studded
Attacks Longsword +1 melee; or light crossbow +1 ranged Rapier +2 melee; or light crossbow +2 ranged
Damage Longsword 1d8; or light crossbow 1d8 Rapier 1d6; or light crossbow 1d8
Face/Reach 5 ft. by 5 ft./5 ft. 5 ft. by 5 ft./5 ft.
Special Attacks Light Darkness
Special Qualities Acid, cold, and electricity resistance 5 Fire, cold, and electricity resistance 5
Saves Fort +2, Ref +2, Will +3 Fort +2, Ref +3, Will +2
Abilities Str 10, Dex 10, Con 10, Int 10, Wis 13, Cha 13 Str 10, Dex 13, Con 10, Int 13, Wis 11, Cha 8
Skill Heal +5, Knowledge (religion) +1, Listen +4, Ride +1, Spot +4 Bluff +1, Hide +3, Move Silently +2, Pick Pocket +3
Feats Improved Initiative Weapon Finesse (rapier)
Climate/Terrain Any land and underground Any land and underground
Organization Solitary or team (2-4) Solitary or gang (2-4)
Challenge Rating 1/2 1/2
Treasure Standard Standard
Alignment Usually good (any) Usually evil (any)
Advancement By character class By character class

Aasimar

Aasimar characters

An aasimar's favored class is paladin.

Tiefling

Tiefling characters

A tiefling's favored class is rogue.

Pseudodragon

Tiny Dragon
A pseudodragon egg can fetch a price of up to 10,000 gp, and a hatchling as much as 20,000 gp.


Purple worm

Gargantuan Beast

In battle, a purple worm forms into a coil 15 feet across, biting and stinging anything within reach.