Monsters (S)
Sections:
.Sahuagin
...Sahuagin mutants
...Sahuagin characters
.Salamander
...Salamander characters
.Satyr
.Sea lion
.Shadow
.Shadow mastiff
.Shambling mound
.Shield guardian
...Construction
...Amulet
.Shocker lizard
.Skeleton
.Skum
.Spectre
.Spider eater
...Training a spider eater
.Sphinx
..Androsphinx
..Criosphinx
..Gynosphinx
..Hieracosphinx
.Sprite
.Sprites
..Grig
..Nixie
..Pixie
.Stirge
Tables:
.Salamander
.Skeleton - I
.Skeleton - II
.Sphinx
.Sprite
Monsters (S)
This material is Open Game Content, and is licensed for public use under the terms of the Open Game License v1.0a.


Sahuagin

Medium-Size Humanoid (Aquatic)

Sahuagin are savage fighters, asking for and giving no quarter. When swimming, a sahuagin rakes with its feet as it strikes with its claws or a weapon. About half of any group of sahuagin are also armed with nets.

Sahuagin mutants

About one in two hundred sahuagin has four arms. Such creatures can make four claw attacks or use extra weapons, in addition to the rake and bite attacks.
If a community of aquatic elves is located within a hundred miles of a sahuagin community, about one in one hundred sahuagin looks just like an aquatic elf. These creatures, called malenti, have a swim speed of 40 feet, can remain out of water for 1 hour per point of Constitution, and have freshwater and light sensitivity (-1 to attack rolls). They are otherwise identical with sahuagin.

Sahuagin characters

A male sahuagin's favored class is ranger. Female sahuagin favor the cleric class. Sahuagin clerics can choose any two of the following domains: Evil, Law, Strength, and War.

Salamander

Salamander
Flamebrother Average Salamander Noble Salamander
Type Small Outsider (Fire) Medium-Size Outsider (Fire) Large Outsider (Fire)
Hit Dice 3d8+3 (16 hp) 7d8+7 (38 hp) 15d8+45 (112 hp)
Initiative +1 (Dex) +1 (Dex) +1 (Dex)
Speed 20 ft. 20 ft. 20 ft.
AC 19 (+1 size, +1 Dex, +7 natural) 18 (+1 Dex, +7 natural) 18 (-1 size, +1 Dex, +8 natural)
Attacks Halfspear +5 melee, tail slap +3 melee Longspear +9/+4 melee, tail slap +7 melee +3 Huge longspear +23/+18/+13 melee, tail slap +18 melee
Damage Halfspear 1d6+1 and 1d6 fire, tail slap 1d4 and 1d6 fire Longspear 1d8+2 and 1d6 fire, tail slap 2d6+1 and 1d6 fire +3 Huge longspear 2d6+9 and 1d8 fire, tail slap 2d8+3 and 1d8 fire
Face/Reach 5 ft. by 5 ft./5 ft. 5 ft. by 5 ft./5 ft. 5 ft. by 5 ft./10 ft.
Special Attacks Heat, constrict 1d4 and 1d6 fire Heat, constrict 2d6+1 and 1d6 fire Heat, constrict 2d8+3 and 1d8 fire, spell-like abilities
Special Qualities Fire subtype reduction 10/+1 Fire subtype, damage reduction 20 /+2 Fire subtype, damage
Saves Fort +4, Ref +4, Will +5 Fort +6, Ref +6, Will +7 Fort +12, Ref +10, Will +11
Abilities Str 12, Dex 13, Con 12, Int 14, Wis 15, Cha 13 Str 14, Dex 13, Con 12, Int 14, Wis 15, Cha 13 Str 22, Dex 13, Con 16, Int 15, Wis 15, Cha 15
Skills Craft (metalworking) +11, Escape Artist +7, Hide +9, Listen +7, Search +7, Spot +7 Spot +14 Sense Motive +12, Spot +20 Craft (metalworking) +16, Escape Artist +11, Hide +11, Listen +14, Move Silently +11, Search +12, Move Silently +17, Search +20, Bluff +11, Craft (metalworking) +24, Diplomacy +13, Escape Artist +19, Hide +15, Listen +20,
Feats Multiattack Alertness, Multiattack Cleave, Great Cleave, Multiattack, Power Attack
Climate/Terrain Any land and underground Any land and underground Any land and underground
Organization Solitary, pair, or cluster (3-5) Solitary, pair, or cluster (3-5) Solitary, pair, or noble party (9-14)
Challenge Rating 2 5 9
Treasure Standard (nonflammables only) Standard (nonflammables only) Double standard (nonflammables only) and +3 Huge longspear
Alignment Usually evil (any) Usually evil (any) Usually evil (any)
Advancement 4-6 HD (Small) 8-14 HD (Medium-size) 16-21 HD (Large); 22-45 HD (Huge)
Salamanders speak Ignan. Some average salamanders and all nobles also speak Common.

Salamander characters

Average or noble salamanders may be clerics, sorcerers, or fighters (their favored class).

Satyr

Medium-Size Fey

Once engaged in battle, an unarmed satyr attacks with a powerful head butt. A satyr expecting trouble is likely to be armed with a bow and a dagger and typically looses arrows from hiding, weakening an enemy before closing.

Sea lion

Large Beast


Shadow

Medium-Size Undead (Incorporeal)


Shadow mastiff

Medium-Size Outsider (Evil)


Shambling mound

Large Plant


Shield guardian

Large Construct
A shield guardian when fashioned is keyed to a particular amulet. Henceforth, it regards the wearer of that amulet to be its master, protecting and following that person everywhere (unless specifically commanded not to do so).

Construction

A shield guardian costs 100,000 gp to create. This cost includes the construct's physical body, the keyed amulet, and all the materials and spell components that are consumed or become a permanent part of them. This cost includes 1,000 gp for the body and 500 gp for the amulet.
Creating the body requires a successful Profession (engineering) or Craft (sculpture) check (DC 16).
The second requirement is creating the keyed amulet from bronze, which requires a successful Craft (metalworking) check (DC 12).
After the body and amulet are fashioned, the creature must be animated through an extended magical ritual that requires a week to complete. Understanding the ritual requires a 12th-level character with the Craft Wondrous Item feat. The creator must labor for at least 8 hours each day in a specially prepared laboratory or workroom. The chamber is similar to both an alchemist's laboratory and a smithy and costs 1,000 gp to establish.
When not working on the ritual, the character must rest and can perform no other activities except eating, sleeping, or talking. If personally constructing the creature's body, the creator can perform the building and ritual together. If the creator misses a day of the ritual, the process fails and must be started again. Money spent is lost, but XP spent are not. The shield guardian's body can be reused, as can the chamber.
Completing the ritual drains 2,000 XP from the creator and requires limited wish, locate object, make whole, shield, and shield other, which must be cast on the final day of the ritual. The creator must cast the spells personally, but they can come from outside sources, such as scrolls.

Amulet

If the keyed amulet is destroyed, the guardian ceases to function until a new one is created. If the wearer dies but the amulet is intact, the shield guardian carries out the last command given.

Shocker lizard

Small Magical Beast

A shocker lizard relies on its electrical abilities in combat. A lizard tends to bite only after its shock has rendered an opponent unconscious or when the shock seems to have no effect at all. Lone lizards flee once they deliver their shocks, but if others are nearby, they all home in on their comrade's discharges and administer deadly shocks to the foe.

Skeleton

Skeleton - I
Tiny Skeleton Small Skeleton Medium-Size Skeleton
Type Tiny Undead Small Undead Medium-Size Undead
Hit Dice 1/4 d12 (1 hp) 1/2 d12 (3 hp) 1d12 (6 hp)
Initiative +5 (+1 Dex, +4 Improved Initiative) +5 (+1 Dex, +4 Improved Initiative) +5 (+1 Dex, +4 Improved Initiative)
Speed 30 ft. 30 ft. 30 ft.
AC 13 (+2 size, +1 Dex) 13 (+1 size, +1 Dex, +1 natural) 13 (+ 1 Dex, +2 natural)
Attacks 2 claws +0 melee 2 claws +0 melee 2 claws +0 melee
Damage Claw 1d2-2 Claw 1d3-1 Claw 1d4
Face/Reach 2 1/2 ft. by 2 1/2 ft./0 ft. 5 ft. by 5 ft./5 ft. 5 ft. by 5 ft./5 ft.
Special Qualities Undead, immunities Undead, immunities Undead, immunities
Saves Fort +0, Ref +1, Will +2 Fort +0, Ref +1, Will +2 Fort +0, Ref +1, Will +2
Abilities Str 6, Dex 12, Con -, Int -, Wis 10, Cha 1 Str 8, Dex 12, Con -, Int -, Wis 10, Cha 1 Str 10, Dex 12, Con -, Int -, Wis 10, Cha 1
Feats Improved Initiative Improved Initiative Improved Initiative
Skeleton - II
Large Skeleton Huge Skeleton Gargantuan Skeleton Colossal Skeleton
Type Large Undead Huge Undead Gargantuan Undead Colossal Undead
Hit Dice 2d12 (13 hp) 4d12 (26 hp) 16d12 (104 hp) 32d12 (208 hp)
Initiative +5 (+1 Dex, +4 Improved Initiative) +5 (+1 Dex, +4 Improved Initiative) +5 (+1 Dex, +4 Improved Initiative) +5 (+1 Dex, +4 Improved Initiative)
Speed 40 ft. 40 ft. 40 ft. 40 ft.
AC 13 (-1 size, +1 Dex, +3 natural) 13 (-2 size, +1 Dex, +4 natural) 13 (-4 size, +1 Dex, +6 natural) 13 (-8 size, +1 Dex, +10 natural)
Attacks 2 claws +2 melee 2 claws +4 melee 2 claws +10 melee 2 claws +16 melee
Damage Claw 1d6+2 Claw 1d8+4 Claw 2d6+6 Claw 2d8+8
Face/Reach 5 ft. by 5 ft./10 ft. 10 ft. by 10 ft./15 ft. 20 ft. by 20 ft./20 ft. 40 ft. by 40 ft./25 ft.
Special Qualities Undead, immunities Undead, immunities Undead, immunities Undead, immunities
Saves Fort +0, Ref +1, Will +3 Fort +1, Ref +2, Will +4 Fort +5, Ref +6, Will +10 Fort +10, Ref +11, Will_+18
Abilities Str 14, Dex 12, Con -, Int -, Wis 10, Cha 1 Str 18, Dex 12, Con -, Int -, Wis 10, Cha 1 Str 22, Dex 12, Con -, Int -, Wis 10, Cha 1 Str 26, Dex 12, Con -, Int -, Wis 10, Cha 1
Feats Improved Initiative Improved Initiative Improved Initiative Improved Initiative

Skum

Medium-Size Aberration (Aquatic)
Skum can breathe both air and water. They speak Aquan.

In the water, skum are dangerous enemies who attack by biting, clawing, and raking with their rear legs. On land they are less dangerous, for they cannot rake and suffer a -2 circumstance penalty to all attack rolls. Skum serving an aboleth are sometimes trained to fight with weapons, usually two-handed melee weapons with reach (such as longspears) and simple ranged weapons such as javelins, tridents, or slings.

Spectre

Medium-Size Undead (Incorporeal)

In close combat a spectre attacks with its numbing, life-draining touch. It makes full use of its incorporeal nature, moving through walls, ceilings, and floors as it attacks.

Spider eater

Huge Magical Beast

A spider eater attacks with its venomous sting and powerful mandibles. Its usual tactic is to deliver a sting, then back off, hovering out of reach until the venom takes effect. Spider eaters do not like to give up their prey, and foes who harry them with spells or ranged attacks provoke a determined counterattack.

Training a spider eater

Training a spider eater as an aerial mount requires a successful Handle Animal check (DC 24 for a young creature, or DC 29 for an adult). A spider eater matures in six months.
Spider eater eggs are worth 2,000 gp apiece on the open market, while young are worth 3,000 gp each. Professional trainers charge 3,000 gp to rear or train a spider eater. Riding a trained spider eater requires an exotic saddle. A spider eater 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 spider eater is up to 612 pounds; a medium load, 613-1,224 pounds; and a heavy load, 1,225-1,840 pounds.

Sphinx

Sphinx
Androsphinx Criosphinx Gynosphinx Hieracosphinx
Type Large Magical Beast Large Magical Beast Large Magical Beast Large Magical Beast
Hit Dice 12d10+48 (114 hp) 10d10+30 (85 hp) 8d10+8 (52 hp) 9d10+18 (67 hp)
Initiative +0 +0 +5 (+1 Dex, +4 Improved Initiative) +2 (Dex)
Speed 50 ft., fly 80 ft. (poor) 30 ft., fly 60 ft. (poor) 40 ft., fly 60 ft. (poor) 30 ft., fly 90 ft. (poor)
AC 22 (-1 size, +13 natural) 20 (-1 size, +11 natural) 21 (-1 size, +1 Dex, +11 natural) 19 (-1 size, +2 Dex, +8 natural)
Attacks 2 claws +18 melee Butt +15 melee, 2 claws +10 melee 2 claws +11 melee Bite +13 melee, 2 claws +8 melee
Damage Claw 2d4+7 Butt 2d6+6, claw 1d6+3 Claw 1d6+4 Bite 1d10+5, claw 1d6+2 Face/Reach 5 ft. by 10 ft./5 ft.
Face/Reach 5 ft. by 10 ft./5 ft. 5 ft. by 10 ft./5 ft. 5 ft. by 10 ft./5 ft.
Special Attacks Pounce, rake 2d4+3, roar, spells Pounce, rake 1d6+3 Pounce, rake 1d6+2, spell-like abilities Pounce, rake 1d6+2
Saves Fort +12, Ref +8, Will +7 Fort +10, Ref +7, Will +3 Fort +7, Ref +7, Will +8 Fort +8, Ref +8, Will +5
Abilities Str 25, Dex 10, Con 19, Int 16, Wis 17, Cha 17 Str 23, Dex 10, Con 17, Int 10, Wis 11, Cha 11 Str 19, Dex 12, Con 13, Int 18, Wis 19, Cha 19 Str 21, Dex 14, Con 15, Int 6, Wis 15, Cha 10
Skills Intimidate +13, Knowledge (any one) +5, Listen +15, Spot +15, Wilderness Lore +13 Intimidate +8, Listen +10, Spot +10 Concentration +12, Intimidate +13, Listen +17, Spot +17 Listen +13, Spot +14*
Feats Alertness, Cleave, Great Cleave, Flyby Attack, Power Attack, Track Cleave, Flyby Attack, Power Attack Improved Initiative, Iron Will Alertness, Blind-Fight, Combat Casting, Flyby Attack, Alertness, Flyby Attack
Climate/Terrain Any warm land Warm forest Any warm land Warm hill
Organization Solitary Solitary Solitary or covey (2-4) Solitary, pair, or flock (4-7)
Challenge Rating 9 7 8 5
Treasure Standard Standard Double standard None
Alignment Always chaotic good Always neutral Always neutral Always chaotic evil
Advancement 13-18 HD (Large); 19-36 HD (Huge) 11-15 HD (Large); 16-30 HD (Huge) 9-12 HD (Large); 13-24 HD (Huge) 10-14 HD (Large); 15-27 HD (Huge)

Androsphinx

Criosphinx

Gynosphinx

Once per week a gynosphinx can create a symbol of death, discord, insanity, pain, persuasion, sleep, and stunning (one of each) as the spell cast by an 18th-level sorcerer (save DC 22).

Hieracosphinx


Sprite

Sprite
Grig Nixie Pixie
Type Tiny Fey Small Fey Small Fey
Hit Dice 1/2 d6+1 (2 hp) 1d6 (3 hp) 1d6 (3 hp)
Initiative +4 (Dex) +7 (+3 Dex, +4 Improved Initiative) +4 (Dex)
Speed 20 ft., fly 40 ft. (poor) 20 ft., swim 30 ft. 20 ft., fly 60 ft. (good)
AC 18 (+2 size, +4 Dex, +2 natural) 14 (+1 size, +3 Dex) 16 (+1 size, +4 Dex, +1 natural)
Attacks Diminutive short sword +6 melee; or composite shortbow +6 ranged shortbow +6 ranged Dagger +4 melee; or light crossbow Dagger +5 melee; or composite +4 ranged
Damage Diminutive short sword 1d3-3; or composite shortbow 1d4 shortbow 1d6 Dagger 1d4-2; or light crossbow 1d8 Dagger 1d4-2; or composite
Face/Reach 2 1/2 ft. by 2 1/2 ft./0 ft. 5 ft. by 5 ft./5 ft. 5 ft. by 5 ft./5 ft.
Special Attacks Spell-like Abilities, fiddle Water breathing, charm person Spell-like abilities, special arrows
Special Qualities SR 17 SR 16 SR 16, natural invisibility
Saves Fort +1, Ref +6, Will +3 Fort +0, Ref +5, Will +3 Fort +0, Ref +6, Will +4
Abilities Str 5, Dex 18, Con 13, Int 10, Wis 13, Cha 14 Str 7, Dex 16, Con 11, Int 12, Wis 13, Cha 18 Str 7, Dex 18, Con 11, Int 16, Wis 15, Cha 16
Skills Craft (any one) +4, Escape Artist +8, Hide +16, Jump +9, Listen +7, Move Silently +8*, Perform (dance, fiddle, melody, plus any other one) +6, Search +3, Spot +4 Animal Empathy +7, Bluff +8, Craft (any one) +5, Escape Artist +6, Handle Animal +8, Hide +10*, Listen +7, Perform (dance, melody, plus any other one) +7, Search +3, Sense Motive +5, Spot +7 Bluff +7, Concentration +4, Craft (any one) +7,Escape Artist +8, Heal +6, Hide +12, Listen +8, Move Silently +8, Ride +8, Search +9, Sense Motive +6, Spot +8
Feats Dodge, Weapon Finesse (dagger) Dodge, Improved Initiative, Weapon Finesse (dagger) Dodge, Point Blank Shot, Rapid Shot, Weapon Finesse (dagger), Weapon Focus (shortbow)
Climate/Terrain Temperate and warm forest Temperate aquatic Temperate forest
Organization Gang (2-4), band (6-11), or tribe (20-80) Gang (2-4), band (6-11), or tribe (20-80) Gang (2-4), band (6-11), or tribe (20-80)
Challenge Rating 1 1 4
Treasure No coins; 50% goods; 50% items (no scrolls) No coins; 50% goods (metal or stone only); 50% items No coins; 50% goods; 50% items
Alignment Always neutral good Always neutral Always neutral good
Advancement 1-3 HD (Tiny) 2-3 HD (Small) 2-3 HD (Small)

Sprites

Grig

Nixie

Pixie


Stirge

Tiny Beast

A stirge attacks by landing on a victim, finding a vulnerable spot, and plunging its proboscis into the flesh. This is a touch attack and can target only Small or larger creatures.