Basilisk
SizeAndType: Medium-Size Magical Beast (Reptilian)
HitDice: 6d10+12 (45)
Initiative: -1 (Dex)
Speed: 20 ft.
ArmorClass: 16 (-1 Dex, +7 natural)
Attacks: Bite +8 melee
Damage: Bite 1d8+3
FaceAndReach: 5 ft. by 5 ft./5 ft.
SpecialAttacks: Petrifying gaze
Saves: Fort +9, Ref +4, Will +3
Abilities: Str 15, Dex 8, Con 15, Int 2, Wis 12, Cha 10
Skills: Hide +0*, Listen +7, Spot +7
Feats: Alertness, Great Fortitude
ClimateAndTerrain: Any land and underground
Organization: Solitary or colony (3-6)
ChallengeRating: 5
Treasure: None
Alignment: Always neutral
Advancement: 7-10 HD (Medium-size); 11-18 HD (Large)
Description
General
Special Ability

Petrifying Gaze (Su): Turn to stone permanently, range 30 feet; Fortitude negates DC 13.

Skills: *The basilisk's dull coloration and its ability to remain motionless for long periods of time grant it a +4 racial bonus to Hide checks in natural settings.

Behir
SizeAndType: Huge Magical Beast (Electricity)
HitDice: 9d10+45 (94)
Initiative: +1 (Dex)
Speed: 40 ft., climb 15 ft.
ArmorClass: 16 (-2 size, +1 Dex, +7 natural)
Attacks: Bite +15 melee, 6 claws +10 melee
Damage: Bite 2d4+8, claw 1d4+4
FaceAndReach: 10 ft. by 30 ft./10 ft.
SpecialAttacks: Breath weapon, improved grab, swallow whole,constrict 2d8+8
SpecialQualities: Electricity immunity, scent, can't betripped
Saves: Fort +11, Ref +7, Will +5
Abilities: Str 26, Dex 13, Con 21, Int 7, Wis 14, Cha 12
Skills: Climb +18, Hide +5, Spot +7
Feats: Cleave, Power Attack
ClimateAndTerrain: Any land and underground
Organization: Solitary or pair
ChallengeRating: 8
Treasure: Standard
Alignment: Often neutral
Advancement: 10-13 HD (Huge); 14-27 HD (Gargantuan)
Description
General

Behirs speak Common.

Combat

A behir usually bites and grabs its prey first, then either swallows or constricts the opponent. If beset by a large number of foes, it uses its breath weapon.

Special Ability

Breath Weapon (Su): Line of lightning 5 feet wide, 5 feet high, and 20 feet long, once a minute; damage 7d6, Reflex half DC 19.

Special Ability

Improved Grab (Ex): To use this ability, the behir must hit with its bite attack. If it gets a hold, it can attempt to swallow or constrict the opponent.

Special Ability

Swallow Whole (Ex): A behir can try to swallow a grabbed Medium-size or smaller opponent by making a successful grapple check. A behir that swallows an opponent can use its Cleave feat to bite and grab another opponent. The swallowed creature takes 2d8+8 points of crushing damage and 8 points of acid damage per round from the behir's gizzard. A swallowed creature can also cut its way out by using claws or a Small or Tiny slashing weapon to deal 25 points of damage to the gizzard (AC 20). Once the creature exits, muscular action closes the hole; another swallowed opponent must again cut its own way out. The behir's gizzard can hold two Medium-size, four Small, eight Tiny, sixteen Diminutive, or thirty-two Fine or smaller opponents.

Special Ability

Constrict (Ex): A behir deals 2d8+8 damage with a successful grapple check against Gargantuan or smaller creatures. It can use its claws against the grappled foe as well.

Beholder
SizeAndType: Large Aberration
HitDice: 11d8+11 (60)
Initiative: +4 (Improved Initiative)
Speed: 5 ft., fly 20 ft. (good)
ArmorClass: 20 (-1 size, +11 natural)
Attacks: Eye rays +7 ranged touch, bite +2 melee
Damage: Bite 2d4
FaceAndReach: 5 ft. by 5 ft./5 ft.
SpecialAttacks: Eye rays
SpecialQualities: All-around vision, antimagic cone, fly
Saves: Fort +4, Ref +3, Will +11
Abilities: Str 10, Dex 10, Con 12, Int 17, Wis 15, Cha 15
Skills: Hide +7, Knowledge (arcana) +10, Listen +15, Search +18,Spot +20
Feats: Alertness, Flyby Attack, Improved Initiative, Iron Will,Shot on the Run
ClimateAndTerrain: Any land and underground
Organization: Solitary, pair, or cluster (3-6)
ChallengeRating: 13
Treasure: Double standard
Alignment: Usually lawful evil
Advancement: 12-16 HD (Large); 17-33 HD (Huge)
Description
General

Beholders speak their own language and the Common tongue.

Special Ability

Eye Rays (Su): Each of the ten small eyes can produce a magical ray once a round, even when the beholder is attacking physically or moving at full speed. The creature can easily aim all its eyes upward, but its own body tends to get in the way when it tries to aim the rays in other directions. During a round, the creature can aim only three eye rays at targets in any one arc other than up (forward, backward, left, right, or down). The remaining eyes must aim at targets in other arcs or not at all. A beholder can tilt and pan its body each round to change which rays it can bring to bear in an arc. Each eye's effect resembles a spell cast by a 13th-level sorcerer but follows the rules for a ray. All rays have a range of 150 feet and a save DC of 18.

  • Charm Person: The target must succeed at a Will save or be affected as though by the spell. Beholders use this ray to confuse the opposition, usually employing it early in a fight. The beholder generally instructs a charmed target to either restrain a comrade or stand aside.
  • Charm Monster: The target must succeed at a Will save or be affected as though by the spell. Beholders use this ray in the same manner as the charm person ray.
  • Sleep: This works like the spell, except that it affects one creature with any number of Hit Dice. The target must succeed at a Will save to resist. Beholders like to use this ray against warriors and other physically powerful creatures. They know their foes can quickly awaken the sleepers, but they also know that doing so takes time and can delay an effective counterattack.
  • Flesh to Stone: The target must succeed at a Fortitude save or be affected as though by the spell. Beholders like to aim this ray at enemy spellcasters. They also use it on any creature whose appearance they find interesting. (After the fight, the beholder takes the statue to its lair as a decoration.)
  • Disintegrate: The target must succeed at a Fortitude save or be affected as though by the spell. The beholder likes to use this ray on any foe it considers a real threat.
  • Fear: This works like the spell, except that it targets one creature. The target must succeed at a Will save or be affected as though by the spell. Beholders like to use this ray against warriors and other powerful creatures early in a fight, to break up the opposition.
  • Slow: This works like the spell, except that it affects one creature. The target must make a Will save to resist. Beholders often use this ray against the same creature targeted by their disintegrate, flesh to stone, or finger of death rays. If one of the former rays fails to eliminate the foe, this ray might at least hamper it.
  • Inflict Moderate Wounds: This works just like the spell, causing 2d8+10 points of damage (Will half).
  • Finger of Death: The target must succeed at a Fortitude save or be slain as though by the spell. The target suffers 3d6+13 damage if his saving throw succeeds. Beholders use this ray to eliminate dangerous foes quickly.
  • Telekinesis: The beholder can move objects or creatures that weigh up to 325 pounds, as though with a telekinesis spell. Creatures can resist the effect with a successful Will save.
  • All-Around Vision (Ex): Beholders are exceptionally alert and circumspect. Their many eyes give them a +4 racial bonus to Spot and Search checks, and they can't be flanked.

Special Ability

Antimagic Cone (Su): A beholder's central eye continually produces a 150-foot antimagic cone extending straight ahead from the creature's front. This functions just like antimagic field cast by a 13th-level sorcerer. All magical and supernatural powers and effects within the cone are suppressed-even the beholder's own eye rays. Once each round, during its turn, the beholder decides which way it will face, and whether the antimagic cone is active or not (the beholder deactivates the cone by shutting its central eye). Note that a beholder can bite only creatures to its front.

Special Ability

Flight (Ex): A beholder's body is naturally buoyant. This buoyancy allows it to fly as the spell, as a free action, at a speed of 20 feet. This buoyancy also grants it a permanent feather fall effect with personal range.

Belker
SizeAndType: Large Elemental (Air)
HitDice: 7d8+7 (38)
Initiative: +5 (Dex)
Speed: 30 ft., fly 50 ft. (perfect)
ArmorClass: 22 (-1 size, +5 Dex, +8 natural)
Attacks: 2 wings +9 melee, bite +4 melee, 2 claws +4 melee
Damage: Wing 1d6+2, bite 1d4+1, claw 1d3+1
FaceAndReach: 5 ft. by 5 ft./10 ft.
SpecialAttacks: Smoke claws
SpecialQualities: Smoke form
Saves: Fort +3, Ref +10, Will +2
Abilities: Str 14, Dex 21, Con 13, Int 6, Wis 11, Cha 11
Skills: Listen +9, Move Silently +9, Spot +9
Feats: Multiattack, Weapon Finesse (wing)
ClimateAndTerrain: Any land and underground
Organization: Solitary or clutch (2-4)
ChallengeRating: 6
Treasure: None
Alignment: Usually neutral evil
Advancement: 8-10 HD (Large); 11-21 HD (Huge)
Description
General
Combat

In most cases, a belker fights with its nasty claws and painful bite.

Special Ability

Smoke Claws (Ex): A belker in smoke form (see below) can engulf opponents by moving on top of them. It fills the air around one Medium-size or smaller opponent without provoking an attack of opportunity. The target must succeed at a Fortitude save (DC 14) or inhale part of the creature. Smoke inside the victim solidifies into a claw or talon and begins to rip at the surrounding organs, dealing 3d4 points of damage per round. The affected creature can attempt another Fortitude save each subsequent round to cough out the semivaporous menace.

Special Ability

Smoke Form (Su): Most of the time a belker is more or less solid, but at will it can assume a smoke form. It can switch forms once a round as a free action and can spend up to 20 rounds per day in smoke form. A belker in smoke form can fly at a speed of 50 feet (perfect maneuverability). The ability is otherwise similar to a gaseous form spell cast by a 7th-level sorcerer.

Blink Dog
SizeAndType: Medium-Size Magical Beast
HitDice: 4d10 (22)
Initiative: +3 (Dex)
Speed: 30 ft.
ArmorClass: 16 (+3 Dex, +3 natural)
Attacks: Bite +4 melee
Damage: Bite 1d6
FaceAndReach: 5 ft. by 5 ft./5 ft.
SpecialQualities: Blink, dimension door, scent
Saves: Fort +4, Ref +7, Will +4
Abilities: Str 10, Dex 17, Con 10, Int 10, Wis 13, Cha 11
Skills: Hide +8, Listen +8, Sense Motive +5, Spot +8
Feats: Iron Will
ClimateAndTerrain: Temperate plains
Organization: Solitary, pair, or pack (7-16)
ChallengeRating: 2
Treasure: None
Alignment: Always lawful good
Advancement: 5-7 HD (Medium-size); 8-12 HD (Large)
Description
General

They speak their own language.

Combat

Blink dogs hunt in packs, teleporting in a seemingly random fashion until they surround their prey, allowing some of them to make flank attacks.

Special Ability

Blink (Su): A blink dog can blink as the spell cast by an 8th-level sorcerer, and can evoke or end the effect as a free action.

Special Ability

Dimension Door (Su): A blink dog can teleport as dimension door cast by an 8th-level sorcerer, once per round as a free action. The ability affects only the blink dog, which never appears within a solid object and can act immediately after teleporting.

Bodak
SizeAndType: Medium-Size Undead
HitDice: 9d12 (58)
Initiative: +6 (+2 Dex, +4 Improved Initiative)
Speed: 20 ft.
ArmorClass: 15 (+2 Dex, +3 natural)
Attacks: Slam +6 melee
Damage: Slam 1d8+1
FaceAndReach: 5 ft. by 5 ft./5 ft.
SpecialAttacks: Death gaze
SpecialQualities: Damage reduction 15/silver, fire and acidresistance 20, electricity immunity, sunlight vulnerability, flashbacks
Saves: Fort +3, Ref +5, Will +7
Abilities: Str 13, Dex 15, Con -, Int 6, Wis 12, Cha 12
Skills: Listen +11, Move Silently +14, Spot +13
Feats: Dodge, Improved Initiative, Weapon Focus (slam)
ClimateAndTerrain: Any land and underground
Organization: Solitary or gang (2-4)
ChallengeRating: 8
Treasure: None
Alignment: Always chaotic evil
Advancement: 10-13 HD (Medium-size); 14-27 HD (Large)
Description
General
Combat

Bodaks love to approach their opponents at a leisurely pace, letting their gaze do its work before closing.

Special Ability

Death Gaze (Su): Death, range 30 feet, Fortitude negates DC 15. Humanoids who die from this attack are transformed into bodaks in one day.

Special Ability

Sunlight Vulnerability (Ex): Bodaks loathe sunlight, for its merest touch burns their impure flesh. Each round of exposure to the direct rays of the sun deals 1 point of damage to the creature.

Special Ability

Flashbacks (Ex): From time to time, a bodak sees something that reminds it of its almost-forgotten life. At the start of every encounter, there is a 5% chance that it notices something about an opponent (randomly determined, if more than one opponent is present) that causes it to recall its life. If this happens, the bodak takes no action for 1 round and thereafter suffers a -2 morale penalty to all attacks directed at that opponent.

Bugbear
SizeAndType: Medium-Size Humanoid (Goblinoid)
HitDice: 3d8+3 (16)
Initiative: +1 (Dex)
Speed: 30 ft.
ArmorClass: 17 (+1 Dex, +3 natural, +2 leather, +1 small shield)
Attacks: Morningstar +4 melee; or javelin +3 ranged
Damage: Morningstar 1d8+2; or javelin 1d6+2
FaceAndReach: 5 ft. by 5 ft./5 ft.
SpecialQualities: Darkvision 60 ft.
Saves: Fort +2, Ref +4, Will +1
Abilities: Str 15, Dex 12, Con 13, Int 10, Wis 10, Cha 9
Skills: Climb +2, Hide +3, Listen +3, Move Silently +6, Spot +3
Feats: Alertness
ClimateAndTerrain: Any underground
Organization: Solitary, gang (2-4), or band (11-20 plus 150%noncombatants plus 2 2nd-level sergeants and 1 leader of 2nd-5th level)
ChallengeRating: 2
Treasure: Standard
Alignment: Usually chaotic evil
Advancement: By character class
Description
General

Bugbears speak Goblin and Common.

Combat

Bugbears prefer to ambush opponents whenever possible. When hunting, they normally send scouts ahead of the main group who, if they spy prey, return to report and bring up reinforcements. Bugbear attacks are coordinated, and their tactics are sound if not brilliant.

Skills: Bugbears receive a +4 racial bonus to Move Silently checks.

A bugbear's favored class is rogue. Most bugbear leaders are fighters or fighter/rogues. Bugbear clerics (favored weapon: morningstar) can choose any two of the following domains: Chaos, Evil, Trickery, and War.

Bulette
SizeAndType: Huge Beast
HitDice: 9d10+45 (94)
Initiative: +2 (Dex)
Speed: 40 ft., burrow 10 ft.
ArmorClass: 22 (-2 size, +2 Dex, +12 natural)
Attacks: Bite +12 melee, 2 claws +7 melee
Damage: Bite 2d8+8, claw 2d6+4
FaceAndReach: 10 ft. by 20 ft./10 ft.
SpecialAttacks: Leap
SpecialQualities: Scent, tremorsense
Saves: Fort +11, Ref +8, Will +4
Abilities: Str 27, Dex 15, Con 20, Int 2, Wis 13, Cha 6
Skills: Jump +12, Listen +6
ClimateAndTerrain: Temperate land and underground
Organization: Solitary or pair
ChallengeRating: 7
Treasure: None
Alignment: Always neutral
Advancement: 10-16 HD (Huge); 17-27 HD (Gargantuan)
Description
General
Combat

A bulette attacks anything it regards as edible, choosing the easiest or closest prey first. The only creatures it refuses to eat are elves, and it dislikes dwarves. When burrowing underground, the landshark relies on vibrations to detect prey. When it senses something edible (that is, senses movement), it breaks to the surface, crest first, and begins its attack.

Special Ability

Leap (Ex): A bulette can jump into the air during combat. This allows it to make four claw attacks instead of two, but it cannot bite. The attack bonus is +12.

Special Ability

Tremorsense (Ex): Bulettes can automatically sense the location of anything within 60 feet that is in contact with the ground.

Barghest:Barghest
SizeAndType: Medium-Size Outsider (Evil, Lawful)
HitDice: 6d8+6 (33)
Initiative: +6 (+2 Dex, +4 Improved Initiative)
Speed: 30 ft. or 60 ft.
ArmorClass: 18 (+2 Dex, +6 natural)
Attacks: Bite +9 melee, 2 claws +4 melee
Damage: Bite 1d6+3, claw 1d4+1
FaceAndReach: 5 ft. by 5 ft./5 ft. 5 ft. by 10 ft./5 ft. (wolf form)
SpecialAttacks: Spell-like abilities, feed
SpecialQualities: Damage reduction 15/+1, scent, alternate form
Saves: Fort +6, Ref +7, Will +7
Abilities: Str 17, Dex 15, Con 13, Int 14, Wis 14, Cha 14
Skills: Bluff +11, Hide +11*, Intimidate +11, Jump +12, Listen +11, Move Silently +10, Spot +11
Feats: Combat Reflexes, Improved Initiative
ClimateAndTerrain: Any land and underground
Organization: Solitary or pack (3-6)
ChallengeRating: 4
Treasure: Double standard
Alignment: Always lawful evil
Advancement: 7-8 HD (Medium-size)
Description
General

Barghests speak Goblin, Worg, and Infernal.

Combat

Barghests can claw and bite, no matter what their form, and usually disdain weapons. Though they love killing, they have little stomach for direct combat and attack from ambush whenever possible. Once battle is joined, barghests hide and use project image to conceal their true numbers and locations, with emotion and charm person to keep opponents off balance. They try to pit as many of themselves against as few of the enemy as possible, and use their high speed to stay way from the enemy's main strength.

Special Ability

Spell-Like Abilities: At will-levitate, misdirection, and project image; 1/day-charm monster, charm person, dimension door, and emotion. These abilities are as the spells cast by a sorcerer whose level equals the barghest's HD (save DC 12 + spell level).

Special Ability

Feed (Su): When a barghest slays a humanoid opponent, it can feed on the corpse, devouring both flesh and life force, as a full-round action. For every 8 HD or levels a barghest consumes, it gains 1 Hit Die. Feeding destroys the victim's body and prevents any form of raising or resurrection that requires part of the corpse. A wish, miracle, or true resurrection spell can restore a devoured victim to life, but there is a 50% chance that even such powerful magic will fail.

Special Ability

Alternate Form (Su): A barghest can assume the form of a goblin or a large wolf as a standard action. This ability is similar to the polymorph self spell, except that it allows only goblin and wolf forms. *While in wolf form, a barghest gains the higher of the two listed speeds and a +4 circumstance bonus to Hide checks.

Special Ability

Pass Without Trace (Ex): A barghest in wolf form can pass without trace (as the spell) as a free action.

Barghest:Greater Barghest
SizeAndType: Large Outsider (Evil, Lawful)
HitDice: 9d8+18 (58)
Initiative: +6 (+2 Dex, +4 Improved Initiative)
Speed: 30 ft. or 60 ft.
ArmorClass: 20 (-1 size, +2 Dex, +9 natural)
Attacks: Bite +12 melee, 2 claws +7 melee
Damage: Bite 1d8+4, claw 1d6+2
FaceAndReach: 5 ft. by 5 ft./10 ft. (goblin form) 5 ft. by 10 ft./5 ft. (wolf form)
SpecialAttacks: Spell-like abilities, feed
SpecialQualities: Damage reduction 15/+1, scent, alternate form
Saves: Fort +8, Ref +8, Will +10
Abilities: Str 19, Dex 15, Con 15, Int 18, Wis 18, Cha 18
Skills: Bluff +16, Concentration +14, Hide +10*, Intimidate +18, Jump +16, Listen +16, Move Silently +14, Sense Motive +16, Spot +16
Feats: Combat Casting, Combat Reflexes, Improved Initiative
ClimateAndTerrain: Any land and underground
Organization: Solitary or pack (3-6)
ChallengeRating: 5
Treasure: Double standard
Alignment: Always lawful evil
Advancement: 10-14 HD (Large); 15-18 HD (Huge)
Description
General

Barghests speak Goblin, Worg, and Infernal.

Combat

Barghests can claw and bite, no matter what their form, and usually disdain weapons. Though they love killing, they have little stomach for direct combat and attack from ambush whenever possible. Once battle is joined, barghests hide and use project image to conceal their true numbers and locations, with emotion and charm person to keep opponents off balance. They try to pit as many of themselves against as few of the enemy as possible, and use their high speed to stay way from the enemy's main strength.

Occasionally, a greater barghest uses a magic two-handed weapon in combat, giving it multiple attacks (attack bonus +13/+8). It can also make one bite attack (attack bonus +8) each round. The save DC against a greater barghest's spell-like abilities is 14 + spell level.

Special Ability

Spell-Like Abilities: At will-levitate, misdirection, and project image; 1/day-charm monster, charm person, dimension door, and emotion. These abilities are as the spells cast by a sorcerer whose level equals the barghest's HD (save DC 12 + spell level).

Special Ability

Feed (Su): When a barghest slays a humanoid opponent, it can feed on the corpse, devouring both flesh and life force, as a full-round action. For every 8 HD or levels a barghest consumes, it gains 1 Hit Die. Feeding destroys the victim's body and prevents any form of raising or resurrection that requires part of the corpse. A wish, miracle, or true resurrection spell can restore a devoured victim to life, but there is a 50% chance that even such powerful magic will fail.

Special Ability

Alternate Form (Su): A barghest can assume the form of a goblin or a large wolf as a standard action. This ability is similar to the polymorph self spell, except that it allows only goblin and wolf forms. *While in wolf form, a barghest gains the higher of the two listed speeds and a +4 circumstance bonus to Hide checks.

Special Ability

Pass Without Trace (Ex): A barghest in wolf form can pass without trace (as the spell) as a free action.