Gargoyle
SizeAndType: Medium-Size Magical Beast (Earth)
HitDice: 4d10+16 (38)
Initiative: +2 (Dex)
Speed: 45 ft., fly 75 ft. (average)
ArmorClass: 16 (+2 Dex, +4 natural)
Attacks: 2 claws +6 melee, bite +4 melee, gore +4 melee
Damage: Claw 1d4, bite 1d6, gore 1d6
FaceAndReach: 5 ft. by 5 ft./5 ft.
SpecialQualities: Damage reduction 15/+1, freeze
Saves: Fort +8, Ref +6, Will +1
Abilities: Str 11, Dex 14, Con 18, Int 6, Wis 11, Cha 7
Skills: Hide +9*, Listen +4, Spot +4
Feats: Multiattack, Weapon Finesse (claw, bite, gore)
ClimateAndTerrain: Any land, aquatic, and underground
Organization: Solitary, pair, or wing (5-16)
ChallengeRating: 4
Treasure: Standard
Alignment: Always chaotic evil
Advancement: 5-6 HD (Medium-size); 7-12 HD (Large)
Description
General

Gargoyles speak Common and Terran.

Combat

Gargoyles either remain still, then suddenly attack, or dive onto their prey.

Special Ability

Freeze (Ex): A gargoyle can hold itself so still it appears to be a statue. An observer must succeed at a Spot check (DC 20) to notice the gargoyle is really alive.

Skills: *Gargoyles receive a +8 racial bonus to Hide checks when concealed against a background of worked stone.

Giant Eagle
SizeAndType: Large Magical Beast
HitDice: 4d10+4 (26)
Initiative: +3 (Dex)
Speed: 10 ft., fly 80 ft. (average)
ArmorClass: 15 (-1 size, +3 Dex, +3 natural)
Attacks: 2 claws +7 melee, bite +2 melee
Damage: Claw 1d6+4, bite 1d8+2
FaceAndReach: 5 ft. by 5 ft./5 ft.
SpecialQualities: Evasion
Saves: Fort +5, Ref +7, Will +3
Abilities: Str 18, Dex 17, Con 12, Int 10, Wis 14, Cha 10
Skills: Knowledge (nature) +2, Listen +5, Sense Motive +8,Spot +11*, Wilderness Lore +8
Feats: Alertness
ClimateAndTerrain: Any forest, hill, mountains, and plains
Organization: Solitary or pair
ChallengeRating: 3
Treasure: None
Alignment: Usually neutral good
Advancement: 5-8 HD (Huge); 9-12 HD (Gargantuan)
Description
General

Giant eagles speak Common and Auran.

Combat

A giant eagle typically attacks from a great height, diving earthward at tremendous speed. When it cannot dive, it uses its powerful talons and slashing beak to strike at its target's head and eyes.

Skills: *Giant eagles receive a +4 racial bonus to Spot checks during daylight hours.

Training a giant eagle as an aerial mount requires a successful Handle Animal check (DC 24 for a young creature, or DC 29 for an adult) and that the creature be willing.

Giant eagle eggs are worth 2,500 gp apiece on the open market, while chicks are worth 4,000 gp each. Professional trainers charge 1,000 gp to rear or train a giant eagle, and riding one requires an exotic saddle. A giant eagle 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 giant eagle is up to 300 pounds; a medium load, 301-600 pounds; and a heavy load, 601-900 pounds.

Giant Owl
SizeAndType: Large Magical Beast
HitDice: 4d10+4 (26)
Initiative: +3 (Dex)
Speed: 10 ft., fly 70 ft. (average)
ArmorClass: 15 (-1 size, +3 Dex, +3 natural)
Attacks: 2 claws +7 melee, bite +2 melee
Damage: Claw 1d6+4, bite 1d8+2
FaceAndReach: 5 ft. by 5 ft./5 ft.
SpecialQualities: Superior low-light vision
Saves: Fort +5, Ref +7, Will +3
Abilities: Str 18, Dex 17, Con 12, Int 10, Wis 14, Cha 10
Skills: Knowledge (nature) +6, Listen +16, Move Silently +9*,Spot +10*
Feats: Alertness
ClimateAndTerrain: Any forest, hill, mountains and plains
Organization: Solitary, pair, or company (2-5)
ChallengeRating: 3
Treasure: None
Alignment: Usually neutral good
Advancement: 5-8 HD (Huge); 9-12 HD (Gargantuan)
Description
General

Giant owls speak Common and Sylvan.

Combat

A giant owl attacks by gliding silently just a few feet above its prey and plunging to strike when directly overhead.

Special Ability

Superior Low-Light Vision (Ex): A giant owl can see five times as far as a human can in dim light.

Skills: Giant owls receive a +8 racial bonus to Listen checks. *They also receive a +4 racial bonus to Spot checks in dusk and darkness; when in flight, they gain a +8 bonus to Move Silently checks.

Training a giant owl as an aerial mount requires a successful Handle Animal check (DC 24 for a young creature, or DC 29 for an adult) and that the creature be willing.

Giant owl eggs are worth 2,500 gp apiece on the open market, while chicks are worth 4,000 gp each. Professional trainers charge 1,000 gp to rear or train a giant owl, and riding one requires an exotic saddle. A giant owl 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 giant owl is up to 300 pounds; a medium load, 301-600 pounds; and a heavy load, 601-900 pounds.

Gibbering Mouther
SizeAndType: Medium-Size Aberration
HitDice: 4d8+4 (22)
Initiative: +1 (Dex)
Speed: 10 ft., swim 20 ft.
ArmorClass: 19 (+1 Dex, +8 natural)
Attacks: 6 bites +4 melee
Damage: Bite 1
FaceAndReach: 5 ft. by 5 ft./5 ft.
SpecialAttacks: Gibbering, spittle, improved grab, blood drain,engulf, ground manipulation
SpecialQualities: Amorphous
Saves: Fort +2, Ref +2, Will +5
Abilities: Str 10, Dex 13, Con 12, Int 4, Wis 13, Cha 13
Skills: Listen +8, Spot +12
Feats: Weapon Finesse (bite)
ClimateAndTerrain: Any land, aquatic, and underground
Organization: Solitary
ChallengeRating: 5
Treasure: None
Alignment: Usually neutral
Advancement: 5-12 HD (Large)
Description
General

Gibbering mouthers can speak Common, but seldom say anything other than gibbering.

Combat

Gibbering mouthers attack by shooting out strings of protoplasmic flesh, each ending in one or more eyes and a mouth that bites at the enemy. A mouther can send out a total of six such members in any round.

Special Ability

Gibbering (Su): As soon as a mouther spots something edible, it begins a constant gibbering as a free action. All creatures (other than mouthers) within a 60-foot spread must succeed at a Will save (DC 13) or be affected as though by a confusion spell for 1d2 rounds. This is a sonic, mind-affecting compulsion effect. Opponents who successfully save cannot be affected by the same gibbering mouther's gibbering for one day.

Special Ability

Spittle (Ex): At the start of every combat, and every 2 rounds thereafter, a gibbering mouther looses a stream of spittle. This ignites on contact with the air, creating a blinding flash of light. All sighted creatures within 60 feet must succeed at a Fortitude save (DC 13) or be blinded for 1d3 rounds.

Special Ability

Improved Grab (Ex): To use this ability, the gibbering mouther must hit with a bite attack.

Special Ability

Blood Drain (Ex): On a second successful grapple check after grabbing, that mouth attaches to the opponent. It automatically deals bite damage and drains blood, dealing 1 point of temporary Constitution damage each round. A mouth can be ripped off (dealing 1 point of damage) with a successful Strength check (DC 12) or severed by a normal attack that deals at least 2 points of damage (AC 18). A severed mouth continues to bite and drain blood for 1d4 rounds after such an attack. A creature whose Constitution is reduced to 0 is killed and absorbed by the mouther, which gains 1 hit point and adds another mouth and pair of eyes to its body.

Special Ability

Engulf (Ex): A gibbering mouther can try to engulf a Medium-size or smaller opponent grabbed by three or more mouths. The opponent must succeed at a Reflex save (DC 14) or fall and be engulfed. On the next round, the mouther makes twelve bite attacks instead of six (each with a +4 attack bonus). An engulfed creature cannot attack the mouther from within. The previously attached mouths are now free to attack others.

Special Ability

Ground Manipulation (Su): At will, as a standard action, a gibbering mouther can cause stone and earth within 5 feet of it to become a morass akin to quicksand. Softening earth, sand, or the like takes 1 round, while stone takes 2 rounds. Anyone other than the mouther in that area must take a move equivalent action to avoid becoming mired (treat as being pinned).

Special Ability

Amorphous (Ex): A gibbering mouther is not subject to critical hits. It has no clear front or back, so it cannot be flanked.

Skills: Thanks to their multiple eyes, gibbering mouthers receive a +4 racial bonus to Spot checks.

Girallon
SizeAndType: Large Beast
HitDice: 7d10+14 (52)
Initiative: +3 (Dex)
Speed: 40 ft., climb 40 ft.
ArmorClass: 16 (-1 size, +3 Dex, +4 natural)
Attacks: 4 claws +12 melee, bite +7 melee
Damage: Claw 1d4+8, bite 1d8+4
FaceAndReach: 5 ft. by 5 ft./10 ft.
SpecialAttacks: Rend 2d4+12
SpecialQualities: Scent
Saves: Fort +7, Ref +8, Will +3
Abilities: Str 26, Dex 17, Con 14, Int 3, Wis 12, Cha 7
Skills: Climb +16, Move Silently +8, Spot +7
ClimateAndTerrain: Warm forest, mountains, and underground
Organization: Solitary or company (5-8)
ChallengeRating: 5
Treasure: None
Alignment: Always chaotic evil
Advancement: 8-10 HD (Large); 11-21 HD (Huge)
Description
General
Combat

A solitary girallon usually conceals itself in the branches of a tree or under a pile of leaves and brush, with only its nose showing. When it spots or scents prey, it charges to the attack. The girallon picks up prey that is small enough to carry and withdraws, often vanishing into the trees before the victim's companions can do anything to retaliate. Against larger foes, the girallon seeks to tear a single opponent to bits as quickly as it can.

Special Ability

Rend (Ex): A girallon that hits with both claw attacks latches onto the opponent's body and tears the flesh. This attack automatically deals an additional 2d4+12 points of damage.

Gnoll
SizeAndType: Medium-Size Humanoid (Gnoll)
HitDice: 2d8+2 (11)
Initiative: +0
Speed: 20 ft. (scale mail), base 30 ft.
ArmorClass: 17 (+1 natural, +4 scale, +2 large shield)
Attacks: Battleaxe +3 melee; or shortbow +1 ranged
Damage: Battleaxe 1d8+2; or shortbow 1d6
FaceAndReach: 5 ft. by 5 ft./5 ft.
SpecialQualities: Darkvision 60 ft.
Saves: Fort +4, Ref +0, Will +0
Abilities: Str 15, Dex 10, Con 13, Int 8, Wis 11, Cha 8
Skills: Listen +3, Spot +3
Feats: Power Attack
ClimateAndTerrain: Temperate or warm land and underground
Organization: Solitary, pair, gang (2-5), band (10-100 plus 50%noncombatants plus 1 3rd-level sergeant per 20 adults and 1 leader of 4th-6th level), or tribe (20-200 plus 1 3rd-level sergeant per 20 adults, 1 or 2 lieutenants of 4th or 5th level, 1 leader of 6th-8th level, and 6-10 dire lions; underground lairs also have 1-3 trolls)
ChallengeRating: 1
Treasure: Standard
Alignment: Usually chaotic evil
Advancement: By character class
Description
General

Gnolls speak Gnoll and sometimes Goblin or Orc.

Combat

Because of its armor and shield, a gnoll's Hide score is -6, which means gnolls always take special care to seek favorable conditions when laying ambushes (such as darkness, heavy cover, or some other form of concealment).

A gnoll's favored class is ranger.

Goblin
SizeAndType: Small Humanoid (Goblinoid)
HitDice: 1d8 (4)
Initiative: +1 (Dex)
Speed: 30 ft.
ArmorClass: 15 (+1 size, +1 Dex, +3 studded leather)
Attacks: Morningstar +1 melee; or javelin +3 ranged
Damage: Morningstar 1d8-1; or javelin 1d6-1
FaceAndReach: 5 ft. by 5 ft./5 ft.
SpecialQualities: Darkvision 60 ft.
Saves: Fort +2, Ref +1, Will +0
Abilities: Str 8, Dex 13, Con 11, Int 10, Wis 11, Cha 8
Skills: Hide +6, Listen +3, Move Silently +4, Spot +3
Feats: Alertness
ClimateAndTerrain: Temperate and warm land and underground
Organization: Gang (4-9), band (10-100 plus 100% noncombatantsplus 1 3rd-level sergeant per 20 adults and 1 leader of 4th-6th level), warband (10-24 with worg mounts), or 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, 10-24 worgs, and 2-4 dire wolves)
ChallengeRating: 1/4
Treasure: Standard
Alignment: Usually neutral evil
Advancement: By character class
Description
General

Goblins speak Goblin; those with Intelligence scores of 12 or above also speak Common.

Combat

They favor ambushes, overwhelming odds, dirty tricks, and any other edge they can devise.

Skills: Goblins gain a +4 racial bonus to Move Silently checks. Goblin cavalry (mounted on worgs) gain a +6 bonus to Ride checks and the Mounted Combat feat (neither of these benefits is included in the statistics block).

A goblin's favored class is rogue. Goblin clerics can choose two of the following domains: Chaos, Evil, and Trickery. Most goblin spellcasters are adepts. Goblin adepts favor spells that fool or confuse enemies.

Gorgon
SizeAndType: Large Magical Beast
HitDice: 8d10+24 (68)
Initiative: +4 (Improved Initiative)
Speed: 30 ft.
ArmorClass: 18 (-1 size, +9 natural)
Attacks: Gore +12 melee
Damage: Gore 1d8+7
FaceAndReach: 5 ft. by 10 ft./5 ft.
SpecialAttacks: Breath weapon, trample 1d8+7
SpecialQualities: Scent
Saves: Fort +9, Ref +6, Will +3
Abilities: Str 21, Dex 10, Con 17, Int 2, Wis 12, Cha 9
Skills: Listen +8, Spot +8
Feats: Alertness, Improved Initiative
ClimateAndTerrain: Temperate and warm land and underground
Organization: Solitary, pair, pack (2-4), or herd (5-13)
ChallengeRating: 8
Treasure: None
Alignment: Always neutral
Advancement: 9-15 HD (Large); 16-24 HD (Huge)
Description
General
Special Ability

Breath Weapon (Su): Turn to stone permanently, cone, 60 feet, every 1d4 rounds (but no more than five times per day); Fortitude save (DC 17).

Special Ability

Trample (Ex): A gorgon can trample Small or smaller creatures for 1d8+7 points of damage. Opponents who do not make attacks of opportunity against the gorgon can attempt a Reflex save (DC 23) to halve the damage.

Gray Render
SizeAndType: Large Beast
HitDice: 10d10+70 (125)
Initiative: +0
Speed: 30 ft.
ArmorClass: 19 (-1 size, +10 natural)
Attacks: Bite +12 melee, 2 claws +7 melee
Damage: Bite 2d6+6, claw 1d6+3
FaceAndReach: 5 ft. by 5 ft./10 ft.
SpecialAttacks: Improved grab, rend 3d6+9
SpecialQualities: Scent
Saves: Fort +14, Ref +7, Will +4
Abilities: Str 23, Dex 10, Con 24, Int 3, Wis 12, Cha 8
Skills: Hide +7, Spot +8
ClimateAndTerrain: Any land and underground
Organization: Solitary
ChallengeRating: 8
Treasure: None
Alignment: Usually neutral
Advancement: 11-15 HD (Large); 16-30 HD (Huge)
Description
General
Combat

A gray render attacks to kill, whether to bring down prey or to protect itself or those it has adopted. When hunting, it sometimes attempts to hide and wait for prey to wander close.

Special Ability

Improved Grab (Ex): To use this ability, the gray render must hit with its bite attack.

Special Ability

Rend (Ex): A gray render that gets a hold latches onto the opponent's body and tears the flesh. This attack automatically deals 3d6+9 points of damage.

Skills: Gray renders receive a +4 racial bonus to Spot checks due to their six keen eyes.

Grick
SizeAndType: Medium-Size Aberration
HitDice: 2d8 (9)
Initiative: +2 (Dex)
Speed: 30 ft., climb 20 ft.
ArmorClass: 16 (+2 Dex, +4 natural)
Attacks: 4 tentacle rakes +3 melee, bite -2 melee
Damage: Tentacle rake 1d4+2, bite 1d3+1
FaceAndReach: 5 ft. by 5 ft./5 ft.
SpecialQualities: Scent, damage reduction 15/+1
Saves: Fort +0, Ref +2, Will +5
Abilities: Str 14, Dex 14, Con 11, Int 3, Wis 14, Cha 5
Skills: Climb +10, Hide +4*, Listen +7, Spot +7
Feats: Alertness
ClimateAndTerrain: Underground
Organization: Solitary or cluster (2-4)
ChallengeRating: 3
Treasure: 1/10 coins; 50% goods; 50% items
Alignment: Usually neutral
Advancement: 3-4 HD (Medium-size); 5-6 HD (Large)
Description
General
Combat

They hunt by holing up near high-traffic areas, using their natural coloration to blend into convenient shadows. When prey (virtually anything that moves) ventures near, they lash out with their tentacles. A grick's rubbery body seems to shed blows of any kind. Its jaws are relatively small and weak compared to its body mass, so rather than consume its kill immediately, the grick normally drags its victim back to its lair to be eaten at its leisure.

Skills: *Their coloration affords gricks a +8 racial bonus to Hide checks when in natural rocky areas.

Griffon
SizeAndType: Large Beast
HitDice: 7d10+21 (59)
Initiative: +2 (Dex)
Speed: 30 ft., fly 80 ft. (average)
ArmorClass: 17 (-1 size, +2 Dex, +6 natural)
Attacks: Bite +8 melee, 2 claws +3 melee
Damage: Bite 2d6+4, claw 1d4+2
FaceAndReach: 5 ft. by 10 ft./5 ft.
SpecialAttacks: Pounce, rake 1d6+2
SpecialQualities: Scent
Saves: Fort +8, Ref +7, Will +3
Abilities: Str 18, Dex 15, Con 16, Int 5, Wis 13, Cha 8
Skills: Jump +8, Listen +6, Spot +11*
ClimateAndTerrain: Temperate and warm hill and mountains
Organization: Solitary, pair, or pride (6-10)
ChallengeRating: 4
Treasure: None
Alignment: Always neutral
Advancement: 8-10 HD (Large); 11-21 HD (Huge)
Description
General
Combat

Griffons prefer to pounce on their prey, either diving to the attack or leaping from above.

Special Ability

Pounce (Ex): If a griffon dives or leaps upon a foe during the first round of combat, it can make a full attack even if it has already taken a move action.

Special Ability

Rake (Ex): A griffon that pounces on an opponent can make two rake attacks (+8 melee) with its hind legs for 1d6+2 slashing damage each.

Skills: Griffons receive a +4 racial bonus to Jump checks. *They also receive a +4 racial bonus to Spot checks in daylight.

Training a griffon as an aerial mount requires a successful Handle Animal check (DC 21 for a young creature, or DC 28 for an adult) and that the creature be willing. Griffons mature in about two years. Trainers can reduce the DC by 5 and the rearing time by one-half by using a magic bridle enchanted for this purpose.

Griffon eggs are worth 3,500 gp apiece on the open market, while young are worth 7,000 gp each. Professional trainers charge 1,500 gp to rear or train a griffon. Riding a trained griffon requires an exotic saddle. A griffon 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 griffon is up to 300 pounds; a medium load, 301-600 pounds; and a heavy load, 601-900 pounds.

Grimlock
SizeAndType: Medium-Size Monstrous Humanoid
HitDice: 2d8+2 (11)
Initiative: +1 (Dex)
Speed: 30 ft.
ArmorClass: 15 (+1 Dex, +4 natural)
Attacks: Battleaxe +4 melee
Damage: Battleaxe 1d8+3
FaceAndReach: 5 ft. by 5 ft./5 ft.
SpecialAttacks: Blindsight
SpecialQualities: Immunities, scent
Saves: Fort +1, Ref +4, Will +2
Abilities: Str 15, Dex 13, Con 13, Int 10, Wis 8, Cha 6
Skills: Climb +7, Hide +6*, Listen +6, Search +5, Spot +3
Feats: Alertness
ClimateAndTerrain: Any mountains and underground
Organization: Gang (2-4), pack (10-20), tribe (10-60 plus 1leader of 3rd-5th level per 10 adults), or cult (10-80 plus 1 leader of 3rd-5th level per 10 adults and 1 mind flayer or medusa)
ChallengeRating: 1
Treasure: Standard coins; standard goods (gems only); standarditems
Alignment: Always neutral evil
Advancement: By character class
Description
General
Special Ability

Blindsight (Ex): Grimlocks can ascertain all foes within 40 feet as a sighted creature would. Beyond that range, they treat all targets as totally concealed. Grimlocks are susceptible to sound and scent based attacks, however, and are affected normally by loud noises and sonic spells (such as ghost sound or silence) and overpowering odors (such as stinking cloud or incense-heavy air). Negating a grimlock's sense of smell or hearing reduces this ability to normal Blind-Fight (as the feat). If both are negated, the grimlock is effectively blinded.

Special Ability

Immunities (Ex): Grimlocks are immune to gaze attacks, visual effects, illusions, and other attack forms that rely on sight.

Skills: *A grimlock's dull gray skin helps it hide in its native terrain, conferring a +10 racial bonus to Hide checks when in mountains or underground.

Grimlocks favor the barbarian class.

Genie:Janni
SizeAndType: Medium-Size Outsider
HitDice: 6d8+6 (33)
Initiative: +6 (+2 Dex, +4 Improved Initiative)
Speed: 20 ft., fly 10 ft. (perfect) in chainmail; base 30 ft., fly 20 ft. (perfect)
ArmorClass: 18 (+2 Dex, +1 natural, +5 chainmail)
Attacks: Scimitar +9/+4 melee; or longbow +8/+3 ranged
Damage: Scimitar 1d8+4; or longbow 1d8
FaceAndReach: 5 ft. by 5 ft./5 ft.
SpecialAttacks: Spell-like abilities
SpecialQualities: Plane shift, telepathy, fire resistance 30, elemental endurance
Saves: Fort +6, Ref +7, Will +7
Abilities: Str 16, Dex 15, Con 12, Int 14, Wis 15, Cha 13
Skills: Appraise +8, Concentration +7, Craft (any two) +7, Escape Artist +6, Listen +8, Move Silently +6, Ride +6, Sense Motive +6, Spot +8
Feats: Combat Reflexes, Dodge, Improved Initiative, Mobility
ClimateAndTerrain: Any land
Organization: Solitary, company (2-4), or band (6-15)
ChallengeRating: 4
Treasure: Standard
Alignment: Usually neutral
Advancement: 7-9 HD (Medium-size); 10-18 HD (Large)
Description
General

Jann speak Common, plus Auran, Aquan, Ignan, or Terran, plus Celestial, Abyssal, or Infernal.

Special Ability

Spell-Like Abilities: 3/day-invisibility; 2/day-enlarge or reduce and speak with animals. These abilities are as the spells cast by a 12th-level sorcerer (save DC 11 + spell level). Once per day a janni can create food and water as a 7th-level priest and can use ethereal jaunt for 1 hour as the spell cast by a 12th-level priest.

Special Ability

Elemental Endurance (Ex): Jann can survive on the Elemental Planes of Air, Earth, Fire, or Water for up to 48 hours. Failure to return to the Material Plane after that time deals 1 point of damage per additional hour to a janni, until it dies or returns to the Material Plane.

Special Ability

Plane Shift (Sp): A genie can enter any of the elemental planes, the Astral Plane, or the Material Plane. This ability transports the genie and up to six other creatures, provided they all link hands with the genie. It is otherwise similar to the spell of the same name.

Special Ability

Telepathy (Su): A genie can communicate telepathically with any creature within 100 feet that has a language.

Genie:Djinni
SizeAndType: Large Outsider (Air, Chaotic, Good)
HitDice: 7d8+14 (45)
Initiative: +8 (+4 Dex, +4 Improved Initiative)
Speed: 20 ft., fly 60 ft. (perfect)
ArmorClass: 16 (-1 size, +4 Dex, +3 natural)
Attacks: Slam +10/+5 melee
Damage: Slam 1d8+6
FaceAndReach: 5 ft. by 5 ft./10 ft.
SpecialAttacks: Spell-like abilities, air mastery, whirlwind
SpecialQualities: Plane shift, telepathy, acid immunity
Saves: Fort +7, Ref +9, Will +7
Abilities: Str 18, Dex 19, Con 14, Int 14, Wis 15, Cha 15
Skills: Appraise +9, Concentration +9, Craft (any one) +11, Escape Artist +11, Knowledge (any one) +9, Listen +9, Move Silently +9, Sense Motive +9, Spellcraft +9, Spot +9
Feats: Combat Casting, Combat Reflexes, Dodge, Improved Initiative
ClimateAndTerrain: Any land
Organization: Solitary, company (2-4), or band (6-15)
ChallengeRating: 5
Treasure: Standard
Alignment: Always chaotic good
Advancement: 8-10 HD (Large); 11-21 (Huge)
Description
General

Djinn speak Auran, Celestial, Common, and Ignan.

Special Ability

Air Mastery (Ex): Airborne creatures suffer a -1 circumstance penalty to attack and damage rolls against a djinni.

Special Ability

Whirlwind (Su): The djinni can transform itself into a whirlwind once every 10 minutes and remain in that form for up to 7 rounds. In this form, it can move through the air or along a surface at its fly speed. The whirlwind is 5 feet wide at the base, up to 30 feet wide at the top and up to 50 feet tall. The djinni controls the exact height, but it must be at least 10 feet. Medium-size or smaller creatures might take damage when caught in the whirlwind and be lifted into the air. An affected creature must succeed at a Reflex save (DC 20) when it comes into contact with the whirlwind or take 3d6 points of damage. It must also succeed at a second Reflex save or be picked up bodily and held suspended in the powerful winds, automatically taking 1d8 points of damage each round. A creature that can fly is allowed a Reflex save (DC 20) each round to escape the whirlwind. The creature still takes damage but can leave if the save is successful. The djinni can eject any carried creatures whenever it wishes, depositing them wherever the whirlwind happens to be.

If the whirlwind's base touches the ground, it creates a swirling cloud of debris. This cloud is centered on the djinni and has a diameter equal to half the whirlwind's height. The cloud obscures all vision, including darkvision, beyond 5 feet. Creatures 5 feet away have one-half concealment, while those farther away have total concealment. Those caught in the cloud must succeed at a Concentration check (DC 20) to cast a spell.

Special Ability

Spell-Like Abilities: 1/round-invisibility (self only); 1/day-create food and water, create wine (as create water, but wine instead), major creation (created vegetable matter is permanent), persistent image, and wind walk. These abilities are as the spells cast by a 20th-level sorcerer (save DC 12 + spell level). Once per day, a djinni can assume gaseous form (as the spell) for up to 1 hour.

Special Ability

Plane Shift (Sp): A genie can enter any of the elemental planes, the Astral Plane, or the Material Plane. This ability transports the genie and up to six other creatures, provided they all link hands with the genie. It is otherwise similar to the spell of the same name.

Special Ability

Telepathy (Su): A genie can communicate telepathically with any creature within 100 feet that has a language.

Genie:Efreeti
SizeAndType: Large Outsider (Evil, Fire, Lawful)
HitDice: 10d8+20 (65)
Initiative: +7 (+3 Dex, +4 Improved Initiative)
Speed: 20 ft., fly 40 ft. (perfect)
ArmorClass: 18 (-1 size, +3 Dex, +6 natural)
Attacks: Slam +15/+10 melee
Damage: Slam 1d8+9 and 1d6 fire
FaceAndReach: 5 ft. by 5 ft./10 ft.
SpecialAttacks: Spell-like abilities, heat
SpecialQualities: Plane shift, telepathy
Saves: Fort +9, Ref +10, Will +9
Abilities: Str 23, Dex 17, Con 14, Int 12, Wis 15, Cha 15
Skills: Bluff +12, Concentration +16, Escape Artist +13, Intimidate +11, Listen +12, Move Silently +13, Sense Motive +11, Spellcraft +11, Spot +12
Feats: Combat Casting, Combat Reflexes, Dodge, Improved Initiative
ClimateAndTerrain: Any land
Organization: Solitary, company (2-4), or band (6-15)
ChallengeRating: 8
Treasure: Standard coins; double goods; standard items
Alignment: Always lawful evil
Advancement: 11-15 HD (Large); 16-30 HD (Huge)
Description
General

Efreet speak Ignan, Common, Auran, and Infernal.

Special Ability

Spell-Like Abilities: At will: produce flame and pyrotechnics; 1/day-grant up to three wishes (to nongenies only), detect magic, enlarge, gaseous form, invisibility, permanent image, polymorph self, and wall of fire. These abilities are as the spells cast by an 18th-level sorcerer (save DC 12 + spell level).

Special Ability

Heat (Ex): An efreeti's red-hot body deals 1d6 points of additional fire damage whenever it hits in melee, or when grappling, each round it maintains a hold.

Special Ability

Fire Subtype (Ex): Fire immunity, double damage from cold except on a successful save.

Special Ability

Plane Shift (Sp): A genie can enter any of the elemental planes, the Astral Plane, or the Material Plane. This ability transports the genie and up to six other creatures, provided they all link hands with the genie. It is otherwise similar to the spell of the same name.

Special Ability

Telepathy (Su): A genie can communicate telepathically with any creature within 100 feet that has a language.

Genie:Noble Djinn
SizeAndType: Large Outsider (Air, Chaotic, Good)
HitDice: 10d8+20 (65)
Initiative: +8 (+4 Dex, +4 Improved Initiative)
Speed: 20 ft., fly 60 ft. (perfect)
ArmorClass: 16 (-1 size, +4 Dex, +3 natural)
Attacks: Slam +12/+7 melee
Damage: Slam 1d8+8
FaceAndReach: 5 ft. by 5 ft./10 ft.
SpecialAttacks: Spell-like abilities, air mastery, whirlwind
SpecialQualities: Plane shift, telepathy, acid immunity
Saves: Fort +7, Ref +9, Will +7
Abilities: Str 23, Dex 19, Con 14, Int 14, Wis 15, Cha 15
Skills: Appraise +9, Concentration +9, Craft (any one) +11, Escape Artist +11, Knowledge (any one) +9, Listen +9, Move Silently +9, Sense Motive +9, Spellcraft +9, Spot +9
Feats: Combat Casting, Combat Reflexes, Dodge, Improved Initiative
ClimateAndTerrain: Any land
Organization: Solitary
ChallengeRating: 5
Treasure: Standard
Alignment: Always chaotic good
Advancement: 11-21 (Huge)
Description
General

Some djinn (1% of the total population) are "noble" and can grant three wishes to any being (nongenies only) who captures them. Noble djinn perform no other services and, upon granting the third wish, are free of their servitude. Noble djinn are as strong as efreet (see below), with 10 HD.

Special Ability

Air Mastery (Ex): Airborne creatures suffer a -1 circumstance penalty to attack and damage rolls against a djinni.

Special Ability

Whirlwind (Su): The djinni can transform itself into a whirlwind once every 10 minutes and remain in that form for up to 7 rounds. In this form, it can move through the air or along a surface at its fly speed. The whirlwind is 5 feet wide at the base, up to 30 feet wide at the top and up to 50 feet tall. The djinni controls the exact height, but it must be at least 10 feet. Medium-size or smaller creatures might take damage when caught in the whirlwind and be lifted into the air. An affected creature must succeed at a Reflex save (DC 20) when it comes into contact with the whirlwind or take 3d6 points of damage. It must also succeed at a second Reflex save or be picked up bodily and held suspended in the powerful winds, automatically taking 1d8 points of damage each round. A creature that can fly is allowed a Reflex save (DC 20) each round to escape the whirlwind. The creature still takes damage but can leave if the save is successful. The djinni can eject any carried creatures whenever it wishes, depositing them wherever the whirlwind happens to be.

If the whirlwind's base touches the ground, it creates a swirling cloud of debris. This cloud is centered on the djinni and has a diameter equal to half the whirlwind's height. The cloud obscures all vision, including darkvision, beyond 5 feet. Creatures 5 feet away have one-half concealment, while those farther away have total concealment. Those caught in the cloud must succeed at a Concentration check (DC 20) to cast a spell.

Special Ability

Spell-Like Abilities: 1/round-invisibility (self only); 1/day-create food and water, create wine (as create water, but wine instead), major creation (created vegetable matter is permanent), persistent image, and wind walk. These abilities are as the spells cast by a 20th-level sorcerer (save DC 12 + spell level). Once per day, a djinni can assume gaseous form (as the spell) for up to 1 hour.

Special Ability

Plane Shift (Sp): A genie can enter any of the elemental planes, the Astral Plane, or the Material Plane. This ability transports the genie and up to six other creatures, provided they all link hands with the genie. It is otherwise similar to the spell of the same name.

Special Ability

Telepathy (Su): A genie can communicate telepathically with any creature within 100 feet that has a language.

Ghoul:Ghoul
SizeAndType: Medium-Size Undead
HitDice: 2d12 (13)
Initiative: +2 (Dex)
Speed: 30 ft.
ArmorClass: 14 (+2 Dex, +2 natural)
Attacks: Bite +3 melee; 2 claws +0 melee
Damage: Bite 1d6+1 and paralysis; claw 1d3 and paralysis
FaceAndReach: 5 ft. by 5 ft./5 ft.
SpecialAttacks: Paralysis, create spawn
SpecialQualities: Undead, +2 turn resistance
Saves: Fort +0, Ref +2, Will +5
Abilities: Str 13, Dex 15, Con -, Int 13, Wis 14, Cha 16
Skills: Climb +6, Escape Artist +7, Hide +7, Intuit Direction +3, Jump +6, Listen +7, Move Silently +7, Search +6, Spot +7
Feats: Multiattack, Weapon Finesse (bite)
ClimateAndTerrain: Any land and underground
Organization: Solitary, gang (2-4), or pack (7-12)
ChallengeRating: 1
Treasure: None
Alignment: Always chaotic evil
Advancement: 3 HD (Medium-size)
Description
General

Ghouls speak the languages they spoke in life (usually Common).

Special Ability

Paralysis (Ex): Those hit by a ghoul's bite or claw attack must succeed at a Fortitude save (DC 14) or be paralyzed for 1d6+2 minutes. Elves are immune to this paralysis.

Special Ability

Create Spawn (Su): In most cases, ghouls devour those they kill. From time to time, however, the bodies of their humanoid victims lie where they fell, to rise as ghouls themselves in 1d4 days. Casting protection from evil on a body before the end of that time averts the transformation. (The statistics above are for human ghouls and ghasts. Ghouls and ghasts may vary depending on their original race or kind.)

Special Ability

Undead: Immune to mind-influencing effects, poison, sleep, paralysis, stunning, and disease. Not subject to critical hits, subdual damage, ability damage, energy drain, or death from massive damage.

Ghoul:Lacedon
SizeAndType: Medium-Size Undead
HitDice: 2d12 (13)
Initiative: +2 (Dex)
Speed: 30 ft., swim 30 ft.
ArmorClass: 14 (+2 Dex, +2 natural)
Attacks: Bite +3 melee; 2 claws +0 melee
Damage: Bite 1d6+1 and paralysis; claw 1d3 and paralysis
FaceAndReach: 5 ft. by 5 ft./5 ft.
SpecialAttacks: Paralysis, create spawn
SpecialQualities: Undead, +2 turn resistance
Saves: Fort +0, Ref +2, Will +5
Abilities: Str 13, Dex 15, Con -, Int 13, Wis 14, Cha 16
Skills: Climb +6, Escape Artist +7, Hide +7, Intuit Direction +3, Jump +6, Listen +7, Move Silently +7, Search +6, Spot +7
Feats: Multiattack, Weapon Finesse (bite)
ClimateAndTerrain: Any aquatic
Organization: Solitary, gang (2-4), or pack (7-12)
ChallengeRating: 1
Treasure: None
Alignment: Always chaotic evil
Advancement: 3 HD (Medium-size)
Description
General

Lacedons speak the languages they spoke in life (usually Common).

Special Ability

Paralysis (Ex): Those hit by a ghoul's bite or claw attack must succeed at a Fortitude save (DC 14) or be paralyzed for 1d6+2 minutes. Elves are immune to this paralysis.

Special Ability

Create Spawn (Su): In most cases, ghouls devour those they kill. From time to time, however, the bodies of their humanoid victims lie where they fell, to rise as ghouls themselves in 1d4 days. Casting protection from evil on a body before the end of that time averts the transformation. (The statistics above are for human ghouls. Ghouls and ghasts may vary depending on their original race or kind.)

Special Ability

Undead: Immune to mind-influencing effects, poison, sleep, paralysis, stunning, and disease. Not subject to critical hits, subdual damage, ability damage, energy drain, or death from massive damage.

Ghoul:Ghast
SizeAndType: Medium-Size Undead
HitDice: 4d12 (26)
Initiative: +2 (Dex)
Speed: 30 ft.
ArmorClass: 16 (+2 Dex, +4 natural)
Attacks: Bite +4 melee; 2 claws +1 melee
Damage: Bite 1d8+1 and paralysis; claw 1d4 and paralysis
FaceAndReach: 5 ft. by 5 ft./5 ft.
SpecialAttacks: Stench, paralysis, create spawn
SpecialQualities: Undead, +2 turn resistance
Saves: Fort +1, Ref +3, Will +6
Abilities: Str 13, Dex 15, Con -, Int 13, Wis 14, Cha 16
Skills: Climb +6, Escape Artist +8, Hide +8, Intuit Direction +3, Jump +6, Listen +8, Move Silently +7, Search +6, Spot +8
Feats: Multiattack, Weapon Finesse (bite)
ClimateAndTerrain: Any land and underground
Organization: Solitary, gang (2-4), or pack (2-4 plus 7-12 ghouls)
ChallengeRating: 3
Treasure: Standard
Alignment: Always chaotic evil
Advancement: 5-6 HD (Medium-size)
Description
General

Ghasts speak the languages they spoke in life (usually Common).

Special Ability

Stench (Ex): The stink of death and corruption surrounding these creatures is sickening. Those within 10 feet must succeed at a Fortitude save (DC 15) or be wracked with nausea, suffering a -2 circumstance penalty to all attacks, saves, and skill checks for 1d6+4 minutes.

Special Ability

Paralysis (Ex): Those hit by a ghast's bite or claw attack must succeed at a Fortitude save (DC 15) or be paralyzed for 1d6+4 minutes. Even elves are vulnerable to this paralysis.

Special Ability

Create Spawn (Su): In most cases, ghouls devour those they kill. From time to time, however, the bodies of their humanoid victims lie where they fell, to rise as ghouls themselves in 1d4 days. Casting protection from evil on a body before the end of that time averts the transformation. (The statistics above are for human ghouls and ghasts. Ghouls and ghasts may vary depending on their original race or kind.)

Special Ability

Undead: Immune to mind-influencing effects, poison, sleep, paralysis, stunning, and disease. Not subject to critical hits, subdual damage, ability damage, energy drain, or death from massive damage.

Giant:Hill Giant
SizeAndType: Large Giant
HitDice: 12d8+48 (102)
Initiative: -1 (Dex)
Speed: 40 ft.
ArmorClass: 20 (-1 size, -1 Dex, +9 natural, +3 hide)
Attacks: Huge greatclub +16/+11 melee; or rock +8/+3 ranged
Damage: Huge greatclub 2d6+10; or rock 2d6+7
FaceAndReach: 5 ft. by 5 ft./10 ft.
SpecialAttacks: Rock throwing
SpecialQualities: Rock catching
Saves: Fort +12, Ref +3, Will +4
Abilities: Str 25, Dex 8, Con 19, Int 6, Wis 10, Cha 17
Skills: Climb +9, Jump +9, Spot +4
Feats: Cleave, Power Attack, Weapon Focus (greatclub)
ClimateAndTerrain: Any hill, mountains, and underground
Organization: Solitary, gang (2-5), band (6-9 plus 35% noncombatants), hunting/raiding party (6-9 plus 2-4 dire wolves), or tribe (21-30 plus 35% noncombatants plus 12-30 dire wolves, 2-4 ogres, and 12-22 orcs)
ChallengeRating: 7
Treasure: Standard
Alignment: Often chaotic evil
Advancement: By character class
Description
General

All giants speak Giant. Those with Intelligence scores of at least 10 also speak Common.

Special Ability

Rock Throwing (Ex): Adult giants are accomplished rock throwers and receive a +1 racial bonus to attack rolls when throwing rocks. A giant of at least Large size can hurl rocks weighing 40 to 50 pounds each (Small objects) up to 5 range increments. The size of the range increment varies with the giant's variety. A Huge giant can hurl rocks of 60 to 80 pounds (Medium-size objects).

Special Ability

Rock Catching (Ex): A giant of at least Large size can catch Small, Medium-size, or Large rocks (or projectiles of similar shape). Once per round, a giant that would normally be hit by a rock can make a Reflex save to catch it as a free action. The DC is 15 for a Small rock, 20 for a Medium-size one, and 25 for a Large one. (If the projectile has a magical bonus to attack, the DC increases by that amount.) The giant must be ready for and aware of the attack.

Giant:Stone Giant
SizeAndType: Large Giant (Earth)
HitDice: 14d8+56 (119)
Initiative: +2 (Dex)
Speed: 40 ft.
ArmorClass: 25 (-1 size, +2 Dex, +11 natural, +3 hide)
Attacks: Huge greatclub +17/+12 melee; or rock +12/+7 ranged
Damage: Huge greatclub 2d6+12; or rock 2d8+8
FaceAndReach: 5 ft. by 5 ft./10 ft.
SpecialAttacks: Rock throwing, and see text
SpecialQualities: Rock catching
Saves: Fort +13, Ref +6, Will +4
Abilities: Str 27, Dex 15, Con 19, Int 10, Wis 10, Cha 11
Skills: Climb +10, Hide +0*, Jump +10, Spot +3
Feats: Combat Reflexes, Point Blank Shot, Power Attack, Precise Shot
ClimateAndTerrain: Any mountains
Organization: Solitary, gang (2-5), band (6-9 plus 35% noncombatants), hunting/raiding/trading party (6-9 plus 1 elder), or tribe (21-30 plus 35% noncombatants plus 1-3 elders and 3-6 dire bears) plus 2-4 winter wolves and 2-3 ogres), or tribe (21-30 plus 1 adept, cleric, or sorcerer of 6th or 7th level plus 12-30 winter wolves, 12-22 ogres, and 1-2 young white dragons)
ChallengeRating: 8
Treasure: Standard
Alignment: Usually neutral
Advancement: By character class
Description
General

All giants speak Giant. Those with Intelligence scores of at least 10 also speak Common.

Special Ability

Rock Throwing (Ex): Adult giants are accomplished rock throwers and receive a +1 racial bonus to attack rolls when throwing rocks. A giant of at least Large size can hurl rocks weighing 40 to 50 pounds each (Small objects) up to 5 range increments. The size of the range increment varies with the giant's variety. A Huge giant can hurl rocks of 60 to 80 pounds (Medium-size objects).

Special Ability

Rock Catching (Ex): A giant of at least Large size can catch Small, Medium-size, or Large rocks (or projectiles of similar shape). Once per round, a giant that would normally be hit by a rock can make a Reflex save to catch it as a free action. The DC is 15 for a Small rock, 20 for a Medium-size one, and 25 for a Large one. (If the projectile has a magical bonus to attack, the DC increases by that amount.) The giant must be ready for and aware of the attack.

Skills: *A stone giant gains a +8 racial bonus to Hide checks in rocky terrain.

Giant:Stone Giant Elder
SizeAndType: Large Giant (Earth)
HitDice: 14d8+56 (119)
Initiative: +2 (Dex)
Speed: 40 ft.
ArmorClass: 25 (-1 size, +2 Dex, +11 natural, +3 hide)
Attacks: Huge greatclub +17/+12 melee; or rock +12/+7 ranged
Damage: Huge greatclub 2d6+12; or rock 2d8+8
FaceAndReach: 5 ft. by 5 ft./10 ft.
SpecialAttacks: Rock throwing, and see text
SpecialQualities: Rock catching
Saves: Fort +13, Ref +6, Will +4
Abilities: Str 27, Dex 15, Con 19, Int 10, Wis 10, Cha 15
Skills: Climb +10, Hide +0*, Jump +10, Spot +3
Feats: Combat Reflexes, Point Blank Shot, Power Attack, Precise Shot
ClimateAndTerrain: Any mountains
Organization: Solitary, gang (2-5), band (6-9 plus 35% noncombatants), hunting/raiding/trading party (6-9 plus 1 elder), or tribe (21-30 plus 35% noncombatants plus 1-3 elders and 3-6 dire bears) plus 2-4 winter wolves and 2-3 ogres), or tribe (21-30 plus 1 adept, cleric, or sorcerer of 6th or 7th level plus 12-30 winter wolves, 12-22 ogres, and 1-2 young white dragons)
ChallengeRating: 8
Treasure: Standard
Alignment: Usually neutral
Advancement: By character class
Description
General

Some stone giants develop special abilities related to their environment. These giant elders have Charisma scores of at least 15 and spell-like abilities. One in ten elders is a sorcerer, usually of 3rd to 6th level.

All giants speak Giant. Those with Intelligence scores of at least 10 also speak Common.

Spell-like Abilities: 1/day- stone shape, stone tell; 1/day- transmute rock to mud or transmute mud to rock. These are used as the spells cast by a 10th-level sorcerer.

Special Ability

Rock Throwing (Ex): Adult giants are accomplished rock throwers and receive a +1 racial bonus to attack rolls when throwing rocks. A giant of at least Large size can hurl rocks weighing 40 to 50 pounds each (Small objects) up to 5 range increments. The size of the range increment varies with the giant's variety. A Huge giant can hurl rocks of 60 to 80 pounds (Medium-size objects).

Special Ability

Rock Catching (Ex): A giant of at least Large size can catch Small, Medium-size, or Large rocks (or projectiles of similar shape). Once per round, a giant that would normally be hit by a rock can make a Reflex save to catch it as a free action. The DC is 15 for a Small rock, 20 for a Medium-size one, and 25 for a Large one. (If the projectile has a magical bonus to attack, the DC increases by that amount.) The giant must be ready for and aware of the attack.

Skills: *A stone giant gains a +8 racial bonus to Hide checks in rocky terrain.

Giant:Frost Giant
SizeAndType: Large Giant (Cold)
HitDice: 14d8+70 (133)
Initiative: -1 (Dex)
Speed: 40 ft.
ArmorClass: 21 (-1 size, -1 Dex, +9 natural, +4 chain shirt)
Attacks: Huge greataxe +18/+13 melee; or rock +9/+4 ranged
Damage: Huge greataxe 2d8+13; or rock 2d6+9
FaceAndReach: 5 ft. by 5 ft./10 ft.
SpecialAttacks: Rock throwing
SpecialQualities: Rock catching, cold subtype
Saves: Fort +14, Ref +3, Will +4
Abilities: Str 29, Dex 9, Con 21, Int 10, Wis 10, Cha 11
Skills: Climb +13, Jump +13, Spot +6
Feats: Cleave, Great Cleave, Power Attack, Sunder
ClimateAndTerrain: Any cold land and underground
Organization: Solitary, gang (2-5), band (6-9 plus 35% noncombatants plus 1 adept or cleric of 1st or 2nd level), hunting/raiding party (6-9 plus 35% noncombatants plus 1 adept or sorcerer of 3rd-5th level
ChallengeRating: 9
Treasure: Standard
Alignment: Often chaotic evil
Advancement: By character class
Description
General

All giants speak Giant. Those with Intelligence scores of at least 10 also speak Common.

Special Ability

Cold Subtype (Ex): Cold immunity; double damage from fire except on a successful save.

Special Ability

Rock Throwing (Ex): Adult giants are accomplished rock throwers and receive a +1 racial bonus to attack rolls when throwing rocks. A giant of at least Large size can hurl rocks weighing 40 to 50 pounds each (Small objects) up to 5 range increments. The size of the range increment varies with the giant's variety. A Huge giant can hurl rocks of 60 to 80 pounds (Medium-size objects).

Special Ability

Rock Catching (Ex): A giant of at least Large size can catch Small, Medium-size, or Large rocks (or projectiles of similar shape). Once per round, a giant that would normally be hit by a rock can make a Reflex save to catch it as a free action. The DC is 15 for a Small rock, 20 for a Medium-size one, and 25 for a Large one. (If the projectile has a magical bonus to attack, the DC increases by that amount.) The giant must be ready for and aware of the attack.

Clerics have access to any two of the following domains: Chaos, Destruction, Evil, and War (most choose Destruction or War).

Giant:Fire Giant
SizeAndType: Large Giant (Fire)
HitDice: 15d8+75 (142)
Initiative: -1 (Dex)
Speed: 30 ft. (chainmail); base 40 ft.
ArmorClass: 21 (-1 size, -1 Dex, +8 natural, +5 chainmail)
Attacks: Huge greatsword +20/+15/+10 melee; or rock +10/+5/+0 ranged
Damage: Huge greatsword 2d8+15; or rock 2d6+10 and 2d6 fire
FaceAndReach: 5 ft. by 5 ft./10 ft.
SpecialAttacks: Rock throwing
SpecialQualities: Rock catching, fire subtype
Saves: Fort +14, Ref +4, Will +5
Abilities: Str 31, Dex 9, Con 21, Int 10, Wis 10, Cha 11
Skills: Climb +11, Jump +11, Spot +7
Feats: Cleave, Great Cleave, Power Attack, Sunder
ClimateAndTerrain: Any land and underground
Organization: Solitary, gang (2-5), band (6-9 plus 35% noncombatants plus 1 adept or cleric of 1st or 2nd level), hunting/raiding party (6-9 plus level 1 adept or sorcerer of 3rd-5th level plus 2-4 hell hounds and 2-3 trolls or ettins), or tribe (21-30 plus 1 adept, cleric, or sorcerer of 6th or 7th level plus 12-30 hell hounds, 12-22 trolls, 5-12 ettins, and 1-2 young red dragons)
ChallengeRating: 10
Treasure: Standard
Alignment: Often lawful evil
Advancement: By character class
Description
General

All giants speak Giant. Those with Intelligence scores of at least 10 also speak Common.

Special Ability

Fire Subtype (Ex): Fire immunity, double damage from cold except on a successful save.

Special Ability

Rock Throwing (Ex): Adult giants are accomplished rock throwers and receive a +1 racial bonus to attack rolls when throwing rocks. A giant of at least Large size can hurl rocks weighing 40 to 50 pounds each (Small objects) up to 5 range increments. The size of the range increment varies with the giant's variety. A Huge giant can hurl rocks of 60 to 80 pounds (Medium-size objects).

Special Ability

Rock Catching (Ex): A giant of at least Large size can catch Small, Medium-size, or Large rocks (or projectiles of similar shape). Once per round, a giant that would normally be hit by a rock can make a Reflex save to catch it as a free action. The DC is 15 for a Small rock, 20 for a Medium-size one, and 25 for a Large one. (If the projectile has a magical bonus to attack, the DC increases by that amount.) The giant must be ready for and aware of the attack.

Clerics have access to any two of the following domains: Evil, Law, Trickery, and War (most choose Trickery or War).

Giant:Cloud Giant
SizeAndType: Huge Giant (Air)
HitDice: 17d8+102 (178)
Initiative: +1 (Dex)
Speed: 50 ft.
ArmorClass: 21 (-2 size, +1 Dex, +12 natural)
Attacks: Gargantuan morningstar +22/+17/+12 melee; or rock +12/+7/+2 ranged
Damage: Gargantuan morningstar 4d6+18; or rock 2d8+12
FaceAndReach: 10 ft. by 10 ft./15 ft.
SpecialAttacks: Rock throwing, spell-like abilities
SpecialQualities: Rock catching, scent
Saves: Fort +16, Ref +6, Will +6
Abilities: Str 35, Dex 13, Con 23, Int 12, Wis 12, Cha 13
Skills: Climb +16, Jump +16, Listen +10, Spot +10
Feats: Alertness, Cleave, Great Cleave, Power Attack
ClimateAndTerrain: Temperate and warm mountains and aquatic
Organization: Solitary, gang (2-4), family (2-4 plus 35% noncombatants plus 1 sorcerer or cleric of 4th-7th plus 2-5 griffons or 2-8 dire lions), or band (6-9 plus 1 sorcerer or cleric of 4th-7th level plus 2-5 griffons or 2-8 dire lions)
ChallengeRating: 11
Treasure: Standard coins; double goods; standard items
Alignment: Usually neutral good or neutral evil
Advancement: By character class
Description
General

All giants speak Giant. Those with Intelligence scores of at least 10 also speak Common.

Special Ability

Spell-Like Abilities: Cloud giants who dwell on cloud islands (see below) can use the following as the spells cast by a 15th-level sorcerer: 3/day-levitate (self plus 2,000 pounds) and obscuring mist; 1/day-fog cloud.

Special Ability

Rock Throwing (Ex): Adult giants are accomplished rock throwers and receive a +1 racial bonus to attack rolls when throwing rocks. A giant of at least Large size can hurl rocks weighing 40 to 50 pounds each (Small objects) up to 5 range increments. The size of the range increment varies with the giant's variety. A Huge giant can hurl rocks of 60 to 80 pounds (Medium-size objects).

Special Ability

Rock Catching (Ex): A giant of at least Large size can catch Small, Medium-size, or Large rocks (or projectiles of similar shape). Once per round, a giant that would normally be hit by a rock can make a Reflex save to catch it as a free action. The DC is 15 for a Small rock, 20 for a Medium-size one, and 25 for a Large one. (If the projectile has a magical bonus to attack, the DC increases by that amount.) The giant must be ready for and aware of the attack.

Skills: Cloud giants have EHD as though they were large creatures.

Feats: Cloud giants have EHD as though they were large creatures.

Good clerics have access to any two of the following domains: Good, Healing, Strength, and Sun. Evil clerics have access to any two of the following domains: Death, Evil, and Trickery.

Giant:Storm Giant
SizeAndType: Huge Giant (Electricity)
HitDice: 19d8+114 (199)
Initiative: +2 (Dex)
Speed: 40 ft., swim 30 ft. (breastplate); base 50 ft., swim 40 ft.
ArmorClass: 27 (-2 size, +2 Dex, +12 natural, +5 breastplate)
Attacks: Gargantuan greatsword +26/+21/+16 melee; or Gargantuan mighty composite longbow (+14) +14/+9/+4 ranged
Damage: Gargantuan greatsword 4d6+21; or Gargantuan mighty composite longbow (+14) 2d8+14
FaceAndReach: 10 ft. by 10 ft./15 ft.
SpecialAttacks: Spell-like abilities
SpecialQualities: Electricity immunity, rock catching, freedom of movement, water breathing
Saves: Fort +17, Ref +8, Will +9
Abilities: Str 39, Dex 14, Con 23, Int 16, Wis 16, Cha 15
Skills: Climb +18, Concentration +12, Jump +12, Perform (chant, dance, drama, harp, recorder) +7, Spot +8
Feats: Cleave, Combat Reflexes, Great Cleave, Power Attack, Sunder
ClimateAndTerrain: Temperate and warm mountains
Organization: Solitary or family (2-4 plus 35% noncombatants plus 1 sorcerer or cleric of 7th-10th level plus 1-2 rocs, 2-5 griffons, or 2-8 sea lions)
ChallengeRating: 13
Treasure: Standard coins; double goods; standard items
Alignment: Often chaotic good
Advancement: By character class
Description
General

All giants speak Giant. Those with Intelligence scores of at least 10 also speak Common.

Special Ability

Spell-Like Abilities: Once per day a storm giant can call lightning as a 15th-level druid and use chain lighting as a 15th-level sorcerer. Twice per day a storm giant can control weather as a 20th-level druid and levitate as a 20th-level sorcerer. Save DC is 12 + spell level.

Special Ability

Freedom of Movement (Su): Storm giants continuously have freedom of movement as the spell.

Special Ability

Water Breathing (Ex): Storm giants can breathe underwater indefinitely and can freely use their spell-like abilities while submerged.

Special Ability

Rock Throwing (Ex): Adult giants are accomplished rock throwers and receive a +1 racial bonus to attack rolls when throwing rocks. A giant of at least Large size can hurl rocks weighing 40 to 50 pounds each (Small objects) up to 5 range increments. The size of the range increment varies with the giant's variety. A Huge giant can hurl rocks of 60 to 80 pounds (Medium-size objects).

Special Ability

Rock Catching (Ex): A giant of at least Large size can catch Small, Medium-size, or Large rocks (or projectiles of similar shape). Once per round, a giant that would normally be hit by a rock can make a Reflex save to catch it as a free action. The DC is 15 for a Small rock, 20 for a Medium-size one, and 25 for a Large one. (If the projectile has a magical bonus to attack, the DC increases by that amount.) The giant must be ready for and aware of the attack.

Skills: Storm giants have EHD as though they were large creatures. Storm giants ignore all weight penalties for gear carried when swimming.

Feats: Storm giants have EHD as though they were large creatures.

Storm giant clerics can choose two of the following domains: Chaos, Good, Protection, and War.

Gnome:Rock Gnome
SizeAndType: Small Humanoid (Gnome)
HitDice: 1d8+1 (5)
Initiative: +0
Speed: 20 ft.
ArmorClass: 16 (+1 size, +4 chain shirt, +1 small shield)
Attacks: Short sword +2 melee; or light crossbow +2 ranged
Damage: Short sword 1d6-1; or light crossbow 1d8
FaceAndReach: 5 ft. by 5 ft./5 ft.
SpecialAttacks: Spells
SpecialQualities: Gnome traits, speak with animals
Saves: Fort +3, Ref +0, Will +0
Abilities: Str 8, Dex 10, Con 12, Int 11, Wis 11, Cha 11
Skills: Listen +4, Spot +2
Feats: Weapon Focus (short sword)
ClimateAndTerrain: Any forest, hill, and underground
Organization: Company (2-4), squad (11-20 plus 1 leader of 3rd-6th level and 2 3rd-level lieutenants), or band (30-50 plus 1 3rd-level sergeant per 20 adults, 5 5th-level lieutenants, 3 7th-level captains, and 2-5 dire badgers)
ChallengeRating: 1/2
Treasure: Standard
Alignment: Usually neutral good
Advancement: By character class
Description
General

Gnomes speak their own language, Gnome. Most gnomes who travel outside gnome lands (as traders, tinkers, or adventurers) know Common, while warriors in gnome settlements usually learn Goblin or Kobold.

Combat

Gnomes make heavy use of illusion magic and carefully prepared ambushes and traps whenever they can.

Special Ability

Spells: Gnomes with Intelligence scores of 10 or higher may cast dancing lights, ghost sound, and prestidigitation, each once per day as a 1st-level wizard (spell failure penalties for armor apply).

Special Ability

Speak with Animals (Sp): Once per day a gnome can use speak with animals as a 1st-level druid to communicate with a burrowing mammal (badger, fox, rabbit, etc.).

Special Ability

Gnome Traits (Ex): Gnomes benefit from a number of racial traits.

  • Small: Gnomes gain a +1 size bonus to AC and attack rolls and a +4 size bonus to Hide checks, but they must use smaller weapons than humans use, and their lifting and carrying limits are three-quarters of those of Medium-size creatures.
  • Low-light Vision. Gnomes can see twice as far as a human in starlight, moonlight, torchlight, and similar conditions of poor illumination.
  • +2 racial bonus to saving throws against illusions.
  • +1 racial bonus to attack rolls against kobolds and goblinoids.
  • +4 dodge bonus against giants.

Skills: Gnomes receive a +2 racial bonus to Listen checks, for their keen hearing, and to Alchemy checks, because their sensitive noses allow them to monitor alchemical processes by smell.

A gnome's favored class is illusionist.

Gnome:Svirfneblin
SizeAndType: Small Humanoid (Gnome)
HitDice: 1d8+1 (5)
Initiative: +0
Speed: 20 ft.
ArmorClass: 16 (+1 size, +4 chain shirt, +1 small shield)
Attacks: Short sword +2 melee; or light crossbow +2 ranged
Damage: Short sword 1d6-1; or light crossbow 1d8
FaceAndReach: 5 ft. by 5 ft./5 ft.
SpecialAttacks: Spell-like abilities
SpecialQualities: Svirfneblin traits, non-detection, speak with animals
Saves: Fort +5, Ref +2, Will +2
Abilities: Str 8, Dex 12, Con 12, Int 10, Wis 12, Cha 6
Skills: Hide +2*, Listen +4, Spot +2
Feats: Weapon Focus (short sword)
ClimateAndTerrain: Any forest, hill, and underground
Organization: Company (2-4), squad (11-20 plus 1 leader of 3rd-6th level and 2 3rd-level lieutenants), or band (30-50 plus 1 3rd-level sergeant per 20 adults, 5 5th-level lieutenants, 3 7th-level captains, and 2-5 dire badgers)
ChallengeRating: 1
Treasure: Standard
Alignment: Usually neutral good
Advancement: By character class
Description
General

Speak Gnome, Common, Terran, and Undercommon. Most also speak the language of drow or kuo-toa.

Combat

Svirfneblin make heavy use of illusion magic and carefully prepared ambushes and traps whenever they can.

Special Ability

Spell-Like Abilities: Svirfneblin can use blindness, blur, and change self each once per day. These abilities are as the spells cast by a wizard of the svirfneblin's character level (save DC 10 + spell level).

Special Ability

Nondetection (Su): Svirfneblin have a continuous nondetection ability as the spell.

Special Ability

Speak with Animals (Sp): Once per day a gnome can use speak with animals as a 1st-level druid to communicate with a burrowing mammal (badger, fox, rabbit, etc.).

Special Ability

Svirfneblin Traits (Ex): Svirfneblin benefit from a number of racial traits.

  • Small: Gnomes gain a +1 size bonus to AC and attack rolls and a +4 size bonus to Hide checks, but they must use smaller weapons than humans use, and their lifting and carrying limits are three-quarters of those of Medium-size creatures.
  • Low-light Vision. Gnomes can see twice as far as a human in starlight, moonlight, torchlight, and similar conditions of poor illumination.
  • +1 racial bonus to attack rolls against kobolds and goblinoids.
  • Darkvision up to 120 feet.
  • Spell resistance of 11 + character level.
  • +2 racial bonus to all saving throws.
  • +4 dodge bonus against all creatures.
  • Stonecunning: Like dwarves, svirfneblin receive a +2 racial bonus to checks to notice unusual stonework. Something that isn't stone but that is disguised as stone also counts as unusual stonework. A deep gnome who merely comes within 10 feet of unusual stonework can make a check as though actively searching and can use the Search skill to find stonework traps as a rogue can. A svirfneblin can also intuit depth, sensing the approximate distance underground as naturally as a human can sense which way is up.

Skills: All gnomes receive a +2 racial bonus to Listen checks, for their keen hearing, and to Alchemy checks, because their sensitive noses allow them to monitor alchemical processes by smell. Svirfneblin receive a +2 racial bonus to Hide checks, which improves to +4 in darkened areas underground.

A svirfneblin's favored class is illusionist.

Gnome:Forest Gnome
SizeAndType: Small Humanoid (Gnome)
HitDice: 1d8+1 (5)
Initiative: +0
Speed: 20 ft., swim 40 feet.
ArmorClass: 16 (+1 size, +4 chain shirt, +1 small shield)
Attacks: Short sword +2 melee; or light crossbow +2 ranged
Damage: Short sword 1d6-1; or light crossbow 1d8
FaceAndReach: 5 ft. by 5 ft./5 ft.
SpecialAttacks: Spells
SpecialQualities: Gnome traits, speak with animals, pass without trace
Saves: Fort +3, Ref +0, Will +0
Abilities: Str 8, Dex 10, Con 12, Int 11, Wis 11, Cha 11
Skills: Hide +4*, Listen +4, Spot +2
Feats: Weapon Focus (short sword)
ClimateAndTerrain: Any forest, hill, and underground
Organization: Company (2-4), squad (11-20 plus 1 leader of 3rd-6th level and 2 3rd-level lieutenants), or band (30-50 plus 1 3rd-level sergeant per 20 adults, 5 5th-level lieutenants, 3 7th-level captains, and 2-5 dire badgers)
ChallengeRating: 1/2
Treasure: Standard
Alignment: Usually neutral good
Advancement: By character class
Description
General

Forest Gnomes speak Gnome as well as Elf, Sylvan, and a simple language that enables them to communicate on a very basic level with forest animals.

Combat

Gnomes make heavy use of illusion magic and carefully prepared ambushes and traps whenever they can.

Special Ability

Spells: Gnomes with Intelligence scores of 10 or higher may cast dancing lights, ghost sound, and prestidigitation, each once per day as a 1st-level wizard (spell failure penalties for armor apply).

Special Ability

Speak with Animals (Sp): Once per day a gnome can use speak with animals as a 1st-level druid to communicate with a burrowing mammal (badger, fox, rabbit, etc.).

Special Ability

Gnome Traits (Ex): Gnomes benefit from a number of racial traits.

  • Small: Gnomes gain a +1 size bonus to AC and attack rolls and a +4 size bonus to Hide checks, but they must use smaller weapons than humans use, and their lifting and carrying limits are three-quarters of those of Medium-size creatures.
  • Forest gnomes have the innate ability to pass without trace (as the spell).
  • Low-light Vision. Gnomes can see twice as far as a human in starlight, moonlight, torchlight, and similar conditions of poor illumination.
  • +2 racial bonus to saving throws against illusions.
  • +1 racial bonus to attack rolls against kobolds, goblinoids, orcs, and reptilian humanoids.
  • +4 dodge bonus against giants.

Skills: Gnomes receive a +2 racial bonus to Listen checks, for their keen hearing, and to Alchemy checks, because their sensitive noses allow them to monitor alchemical processes by smell. Forest gnomes receive a +4 racial bonus to Hide checks, which improves to +8 in a wooded area.

A forest gnome's favored class is illusionist.

Golem:Flesh
SizeAndType: Large Construct
HitDice: 9d10 (49)
Initiative: -1 (Dex)
Speed: 30 ft. (can't run)
ArmorClass: 18 (-1 size, -1 Dex, +10 natural)
Attacks: 2 slams +10 melee
Damage: Slam 2d8+5
FaceAndReach: 5 ft. by 5 ft./10 ft.
SpecialAttacks: Berserk
SpecialQualities: Construct, magic immunity, damage reduction 15/+1
Saves: Fort +3, Ref +2, Will +3
Abilities: Str 21, Dex 9, Con -, Int -, Wis 11, Cha 1
ClimateAndTerrain: Any land and underground
Organization: Solitary or gang (2-4)
ChallengeRating: 7
Treasure: None
Alignment: Always neutral
Advancement: 10-18 HD (Large); 19-27 HD (Huge)
Description
General

A golem's creator can command it if the golem is within 60 feet and can see and hear its creator. If uncommanded, the golem usually follows its last instruction to the best of its ability, though if attacked it returns the attack. The creator can give the golem a simple program to govern its actions in his or her absence.

Golems do not need to breathe and are immune to most forms of energy.

Special Ability

Construct: Immune to mind-influencing effects, poison, disease, and similar effects. Not subject to critical hits, subdual damage, ability damage, energy drain, or death from massive damage.

Special Ability

Berserk (Ex): When a flesh golem enters combat, there is a cumulative 1% chance each round that its elemental spirit breaks free and goes berserk. The uncontrolled golem goes on a rampage, attacking the nearest living creature or smashing some object smaller than itself if no creature is within reach, then moving on to spread more destruction. The golem's creator, if within 60 feet, can try to regain control by speaking firmly and persuasively to the golem, which requires a successful Charisma check (DC 19). It takes 1 minute of rest by the golem to reset the golem's berserk chance to 0%.

Special Ability

Magic Immunity (Ex): Flesh golems are immune to all spells, spell-like abilities, and supernatural effects, except as follows. Fire- and cold-based effects slow them (as the spell) for 2d6 rounds, with no saving throw. An electricity effect breaks any slow effect on the golem and cures 1 point of damage for each 3 points of damage it would otherwise deal. For example, a flesh golem hit by a lightning bolt cast by a 5th-level wizard gains back 6 hit points if the damage total is 18. The golem rolls no saving throw against electricity effects.

The cost listed for each golem includes that of the physical body and all the materials and spell components that are consumed or become a permanent part of it.

Understanding the rituals requires a character of the required level with the Craft Magic Arms and Armor and Craft Wondrous Item feats. The creator must labor for at least 8 hours each day in a specially prepared laboratory or workroom. The chamber is similar to an alchemist's laboratory and costs 500 gp to establish.

When not working on the rituals, the creator must rest and can perform no other activities except eating, sleeping, or talking. If personally constructing the golem's body, the creator can perform the building and rituals together. If the creator misses a day of rituals, the process fails and must be started again. Money spent is lost, but XP spent are not. The golem's body can be reused, as can the laboratory.

Completing the ritual drains the appropriate XP from the creator and requires casting any spells on the final day. The creator must cast the spells personally, but they can come from outside sources, such as scrolls.

The flesh golem costs 50,000 gp to create, which includes 500 gp for the construction of the body. Assembling the body requires a successful Craft (leatherworking) or Heal check (DC 13). The creator must be 14th level and able to cast arcane spells. Completing the ritual drains 1,000 XP from the creator and requires bull's strength, geas/quest, limited wish, polymorph any object, and protection from arrows.

Golem:Clay
SizeAndType: Large Construct
HitDice: 11d10 (60)
Initiative: -1 (Dex)
Speed: 20 ft. (can't run)
ArmorClass: 22 (-1 size, -1 Dex, +14 natural)
Attacks: 2 slams +14 melee
Damage: Slam 2d10+7
FaceAndReach: 5 ft. by 5 ft./10 ft.
SpecialAttacks: Berserk, wound
SpecialQualities: Construct, magic immunity, damage reduction 20/+1, immune to piercing and slashing, haste
Saves: Fort +3, Ref +2, Will +3
Abilities: Str 25, Dex 9, Con -, Int -, Wis 11, Cha 1
ClimateAndTerrain: Any land and underground
Organization: Solitary or gang (2-4)
ChallengeRating: 10
Treasure: None
Alignment: Always neutral
Advancement: 12-18 HD (Large); 19-33 HD (Huge)
Description
General

A golem's creator can command it if the golem is within 60 feet and can see and hear its creator. If uncommanded, the golem usually follows its last instruction to the best of its ability, though if attacked it returns the attack. The creator can give the golem a simple program to govern its actions in his or her absence.

Golems do not need to breathe and are immune to most forms of energy.

Special Ability

Construct: Immune to mind-influencing effects, poison, disease, and similar effects. Not subject to critical hits, subdual damage, ability damage, energy drain, or death from massive damage.

Special Ability

Berserk (Ex): When a clay golem enters combat, there is a cumulative 1% chance each round that its elemental spirit breaks free and goes berserk. The uncontrolled golem goes on a rampage, attacking the nearest living creature or smashing some object smaller than itself if no creature is within reach, then moving on to spread more destruction. Once the golem goes berserk, no known method can reestablish control.

Special Ability

Wound (Ex): The damage a clay golem deals doesn't heal naturally. Only a heal spell or a Healing spell of 6th level or higher can heal it.

Special Ability

Immune to Slashing and Piercing (Ex): Slashing and piercing weapons, even enchanted ones, deal no damage to a clay golem.

Special Ability

Magic Immunity (Ex): Clay golems are immune to all spells, spell-like abilities, and supernatural effects, except as follows. A move earth spell drives the golem back 120 feet and deals 3d12 points of damage to it. A disintegrate spell slows the golem (as the slow spell) for 1d6 rounds and deals 1d12 points of damage. An earthquake cast directly at a clay golem stops it from moving that round and deals 5d10 points of damage. The golem gets no saving throw against any of these effects.

Special Ability

Haste (Su): After it has engaged in at least 1 round of combat, a clay golem can haste itself once per day as a free action. The effect lasts 3 rounds and is otherwise the same as the spell.

The cost listed for each golem includes that of the physical body and all the materials and spell components that are consumed or become a permanent part of it.

Understanding the rituals requires a character of the required level with the Craft Magic Arms and Armor and Craft Wondrous Item feats. The creator must labor for at least 8 hours each day in a specially prepared laboratory or workroom. The chamber is similar to an alchemist's laboratory and costs 500 gp to establish.

When not working on the rituals, the creator must rest and can perform no other activities except eating, sleeping, or talking. If personally constructing the golem's body, the creator can perform the building and rituals together. If the creator misses a day of rituals, the process fails and must be started again. Money spent is lost, but XP spent are not. The golem's body can be reused, as can the laboratory.

Completing the ritual drains the appropriate XP from the creator and requires casting any spells on the final day. The creator must cast the spells personally, but they can come from outside sources, such as scrolls.

The clay golem costs 60,000 gp to create, including 1,500 gp for the body and 30,000 gp for vestments, which can be reused. Creating the body requires a successful Craft (sculpting or masonry) check (DC 15). The ritual requires a 16th-level creator who can cast divine spells. Completing the ritual drains 1,200 XP from the creator and requires animate objects, bless, commune, prayer, and resurrection.

Golem:Stone
SizeAndType: Large Construct
HitDice: 14d10 (77)
Initiative: -1 (Dex)
Speed: 20 ft. (can't run)
ArmorClass: 26 (-1 size, -1 Dex, +18 natural)
Attacks: 2 slams +18 melee
Damage: Slam 2d10+9
FaceAndReach: 5 ft. by 5 ft./10 ft.
SpecialAttacks: Slow
SpecialQualities: Construct, magic immunity, damage reduction 30/+2
Saves: Fort +4, Ref +3, Will +4
Abilities: Str 29, Dex 9, Con -, Int -, Wis 11, Cha 1
ClimateAndTerrain: Any land
Organization: Solitary or gang (2-4)
ChallengeRating: 11
Treasure: None
Alignment: Always neutral
Advancement: 15-21 HD (Large); 22-42 (Huge)
Description
General

A golem's creator can command it if the golem is within 60 feet and can see and hear its creator. If uncommanded, the golem usually follows its last instruction to the best of its ability, though if attacked it returns the attack. The creator can give the golem a simple program to govern its actions in his or her absence.

Golems do not need to breathe and are immune to most forms of energy.

Special Ability

Construct: Immune to mind-influencing effects, poison, disease, and similar effects. Not subject to critical hits, subdual damage, ability damage, energy drain, or death from massive damage.

Special Ability

Slow (Su): A stone golem can use slow as a free action once every 2 rounds. The effect has a range of 10 feet and a duration of 7 rounds, requiring a successful Will save (DC 13) to negate. The ability is otherwise the same as the spell.

Special Ability

Magic Immunity (Ex): A stone golem is immune to all spells, spell-like abilities, and supernatural effects, except as follows. A transmute rock to mud spell slows it (as the slow spell) for 2d6 rounds, with no saving throw, while transmute mud to rock heals all of its lost hit points. A stone to flesh spell does not actually change the golem's structure but makes it vulnerable to any normal attack for the following round (this does not include spells, except those that cause damage).

The cost listed for each golem includes that of the physical body and all the materials and spell components that are consumed or become a permanent part of it.

Understanding the rituals requires a character of the required level with the Craft Magic Arms and Armor and Craft Wondrous Item feats. The creator must labor for at least 8 hours each day in a specially prepared laboratory or workroom. The chamber is similar to an alchemist's laboratory and costs 500 gp to establish.

When not working on the rituals, the creator must rest and can perform no other activities except eating, sleeping, or talking. If personally constructing the golem's body, the creator can perform the building and rituals together. If the creator misses a day of rituals, the process fails and must be started again. Money spent is lost, but XP spent are not. The golem's body can be reused, as can the laboratory.

Completing the ritual drains the appropriate XP from the creator and requires casting any spells on the final day. The creator must cast the spells personally, but they can come from outside sources, such as scrolls.

The stone golem costs 80,000 gp to create, which includes 1,000 gp for the body. Assembling the body requires a successful Craft (sculpting or masonry) check (DC 17). The creator must be 16th level and able to cast arcane spells. Completing the ritual drains 1,600 XP from the creator and requires geas/quest, limited wish, polymorph any object, and slow.

Golem:Iron
SizeAndType: Large Construct
HitDice: 18d10 (99)
Initiative: -1 (Dex)
Speed: 20 ft. (can't run)
ArmorClass: 30 (-1 size, -1 Dex, +22 natural)
Attacks: 2 slams +23 melee
Damage: Slam 2d10+11
FaceAndReach: 5 ft. by 5 ft./10 ft.
SpecialAttacks: Breath weapon
SpecialQualities: Construct, magic immunity, damage reduction 50/+3, rust vulnerability
Saves: Fort +6, Ref +5, Will +6
Abilities: Str 33, Dex 9, Con -, Int -, Wis 11, Cha 1
ClimateAndTerrain: Any land
Organization: Solitary or gang (2-4)
ChallengeRating: 13
Treasure: None
Alignment: Always neutral
Advancement: 19-24 HD (Large); 25-54 HD (Huge)
Description
General

A golem's creator can command it if the golem is within 60 feet and can see and hear its creator. If uncommanded, the golem usually follows its last instruction to the best of its ability, though if attacked it returns the attack. The creator can give the golem a simple program to govern its actions in his or her absence.

Golems do not need to breathe and are immune to most forms of energy.

Special Ability

Construct: Immune to mind-influencing effects, poison, disease, and similar effects. Not subject to critical hits, subdual damage, ability damage, energy drain, or death from massive damage.

Special Ability

Breath Weapon (Su): First or second round of combat-cloud of poisonous gas, 10-foot cube directly in front of the golem lasting 1 round, free action every 1d4+1 rounds; Fortitude save (DC 17), initial damage 1d4 temporary Constitution, secondary damage death.

Special Ability

Magic Immunity (Ex): An iron golem is immune to all spells, spell-like abilities, and supernatural effects, except as follows. An electricity effect slows it (as the slow spell) for 3 rounds, with no saving throw. A fire effect breaks any slow effect on the golem and cures 1 point of damage for each 3 points of damage it would otherwise deal. For example, a flesh golem hit by a fireball cast by a 5th-level wizard gains back 6 hit points if the damage total is 18. The golem rolls no saving throw against fire effects.

Special Ability

Rust Vulnerability (Ex): An iron golem is affected normally by rust attacks, such as that of a rust monster or a rusting grasp spell.

The cost listed for each golem includes that of the physical body and all the materials and spell components that are consumed or become a permanent part of it.

Understanding the rituals requires a character of the required level with the Craft Magic Arms and Armor and Craft Wondrous Item feats. The creator must labor for at least 8 hours each day in a specially prepared laboratory or workroom. The chamber is similar to an alchemist's laboratory and costs 500 gp to establish.

When not working on the rituals, the creator must rest and can perform no other activities except eating, sleeping, or talking. If personally constructing the golem's body, the creator can perform the building and rituals together. If the creator misses a day of rituals, the process fails and must be started again. Money spent is lost, but XP spent are not. The golem's body can be reused, as can the laboratory.

Completing the ritual drains the appropriate XP from the creator and requires casting any spells on the final day. The creator must cast the spells personally, but they can come from outside sources, such as scrolls.

The golem costs 100,000 gp to create, which includes 1,500 gp for the body. Assembling the body requires a successful Craft (armorsmithing or weaponsmithing) check (DC 20). The creator must be 16th level and able to cast arcane spells. Completing the ritual drains 2,000 XP from the creator and requires cloudkill, geas/quest, limited wish, and polymorph any object.