Tarrasque
SizeAndType: Colossal Magical Beast
HitDice: 48d10+576 (840)
Initiative: +7 (+3 Dex, +4 Improved Initiative)
Speed: 20 ft.
ArmorClass: 35 (-8 size, +3 Dex, +30 natural)
Attacks: Bite +57 melee, 2 horns +52 melee, 2 claws +52 melee,tail slap +52 melee
Damage: Bite 4d8+17, horn 1d10+8, claw 1d12+8, tail slap 3d8+8
FaceAndReach: 40 ft. by 40 ft./25 ft.
SpecialAttacks: Frightful presence, rush, improved grab, swallowwhole, augmented criticals
SpecialQualities: Damage reduction 25/+5, carapace, immunities,regeneration 40, scent, SR 32
Saves: Fort +38, Ref +29, Will +20
Abilities: Str 45, Dex 16, Con 35, Int 3, Wis 14, Cha 14
Skills: Listen +21, Spot +21
Feats: Blind-Fight, Combat Reflexes, Dodge, Improved Initiative,Iron Will
ClimateAndTerrain: Any land
Organization: Solitary
ChallengeRating: 20
Treasure: None
Alignment: Always neutral
Advancement: 49+ HD (Colossal)
Description
General
Special Ability

Frightful Presence (Su): The tarrasque can inspire terror by charging or attacking. Affected creatures must succeed at a Will save (DC 26) or become shaken, remaining shaken until they leave the area of effect.

Special Ability

Rush (Ex): Once per minute, the normally slow-moving tarrasque can move at a speed of 150 feet.

Special Ability

Improved Grab (Ex): To use this ability, the tarrasque must hit a Huge or smaller opponent with its bite attack. If it gets a hold, it can try to swallow the foe.

Special Ability

Swallow Whole (Ex): The tarrasque can try to swallow a grabbed opponent of Huge or smaller size by making a successful grapple check. Once inside, the opponent takes 2d8+8 points of crushing damage plus 2d8+6 points of acid damage per round from the tarrasque's digestive juices. A swallowed creature can cut its way out by dealing 50 points of damage to the tarrasque's digestive tract (AC 20). Once the creature exits, muscular action closes the hole; another swallowed opponent must cut its own way out. The tarrasque's gullet can hold two Huge, four Large, eight Medium-size, or sixteen Small or smaller creatures.

Special Ability

Augmented Criticals (Ex): The tarrasque threatens a critical hit on a natural attack roll of 18-20, dealing triple damage on a successful critical hit.

Special Ability

Carapace (Ex): The tarrasque's armorlike carapace is exceptionally tough and highly reflective, deflecting all rays, lines, cones, and even magic missile spells. There is a 30% chance of reflecting any such effect back at the caster; otherwise, it is merely negated. Check for reflection before rolling to overcome the creature's spell resistance.

Special Ability

Immunities (Ex): The tarrasque has fire, poison, and disease immunity.

Special Ability

Regeneration (Ex): No form of attack deals normal damage to the tarrasque. The tarrasque regenerates even if disintegrated or slain with death magic: These attack forms merely reduce it to -10 hit points. It is immune to effects that produce incurable or bleeding wounds, such as a sword of wounding, mummy rot, or a clay golem's wound ability. The tarrasque can be permanently slain only by reducing it to -30 hit points and using a wish or miracle spell to keep it dead. If the tarrasque loses a limb or body part, the lost portion regrows in 1d6 minutes (the detached piece dies and decays normally). The creature can reattach the severed member instantly by holding it to the stump.

Skills: The tarrasque receives a +8 racial bonus to Listen and Spot checks.

Tendriculos
SizeAndType: Huge Plant
HitDice: 9d8+54 (94)
Initiative: -1 (Dex)
Speed: 20 ft.
ArmorClass: 16 (-2 size, -1 Dex, +9 natural)
Attacks: Bite +13 melee, 2 tendrils +8 melee
Damage: Bite 2d8+9, tendril 1d6+4
FaceAndReach: 10 ft. by 40 ft./15 ft.
SpecialAttacks: Improved grab, swallow whole, paralysis
SpecialQualities: Plant, regeneration 10
Saves: Fort +12, Ref +2, Will +2
Abilities: Str 28, Dex 9, Con 22, Int 3, Wis 8, Cha 3
ClimateAndTerrain: Temperate and warm forest, hill, and marsh
Organization: Solitary
ChallengeRating: 6
Treasure: 1/10th coins; 50% goods; 50% items
Alignment: Always neutral
Advancement: 10-16 HD (Huge); 17-27 HD (Gargantuan)
Description
General
Special Ability

Improved Grab (Ex): To use this ability, the tendriculos must hit with its bite attack. If it gets a hold, it automatically deals bite damage and can try to swallow the opponent. A tendriculos that hits with a tendril attack grabs as above. If it gets a hold, it picks up the opponent and transfers it to the mouth as a partial action, automatically dealing bite damage as above.

Special Ability

Swallow Whole/Paralysis (Ex): A tendriculos can try to swallow a grabbed opponent of Large or smaller size by making a successful grapple check. Once inside the plant's mass, the opponent must succeed at a Fortitude save (DC 19) or be paralyzed for 3d6 rounds by the tendriculos's digestive juices, taking 2d6 points of acid damage per round. A new save is required each round inside the plant. A swallowed creature that avoids paralysis can climb out of the mass with a successful grapple check. This returns it to the plant's maw, where another successful grapple check is needed to get free. 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 tendriculos's interior (AC 15). Once the creature exits, the plant's amazing regenerative capacity closes the hole; another swallowed opponent must again cut its own way out. The tendriculos's interior can hold two Large, four Small, eight Tiny, sixteen Diminutive, or thirty-two Fine or smaller opponents.

Special Ability

Plant: Immune to mind-influencing effects, poison, sleep, paralysis, stunning, and polymorphing. Not subject to critical hits.

Special Ability

Regeneration (Ex): Bludgeoning weapons and acid deal normal damage to a tendriculos. A tendriculos that loses part of its body mass can regrow it in 1d6 minutes. Holding the severed portion against the mass enables it to reattach instantly.

Thoqqua
SizeAndType: Medium-Size Elemental (Earth, Fire)
HitDice: 3d8+3 (16)
Initiative: +1 (Dex)
Speed: 30 ft., burrow 20 ft.
ArmorClass: 18 (+1 Dex, +7 natural)
Attacks: Slam +4 melee
Damage: Slam 1d6+3 and 2d6 fire
FaceAndReach: 5 ft. by 5 ft./5 ft.
SpecialAttacks: Heat, burn
SpecialQualities: Fire subtype, tremorsense
Saves: Fort +4, Ref +4, Will +2
Abilities: Str 15, Dex 13, Con 13, Int 6, Wis 12, Cha 10
Skills: Intuit Direction +4, Jump +6, Listen +6, Move Silently +5
ClimateAndTerrain: Any underground
Organization: Solitary or pair
ChallengeRating: 2
Treasure: None
Alignment: Usually neutral
Advancement: 4-9 HD (Large)
Description
General
Combat

When a thoqqua is disturbed, its first instinct is to attack. Its favored tactic is to spring directly at a foe, either by bursting out of the rock or by coiling up its body and launching itself like a spring. In either case, treat the maneuver as a charge.

Special Ability

Heat (Ex): Merely touching or being touched by a thoqqua automatically deals 2d6 fire damage.

Special Ability

Burn (Ex): When a thoqqua hits with its slam attack, the opponent must succeed at a Reflex save (DC 13) or catch fire. The flame burns for 1d4 rounds if not extinguished sooner. The burning creature can use a full-round action to put out the flame.

Special Ability

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

Special Ability

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

Titan
SizeAndType: Huge Outsider (Chaotic, Good)
HitDice: 20d8+120 (210)
Initiative: +1 (Dex)
Speed: 90 ft.
ArmorClass: 22 (-2 size, +1 Dex, +13 natural)
Attacks: Gargantuan warhammer +31/+26/+21/+16 melee; or Huge javelin +19/+14/+9/+4 ranged
Damage: Gargantuan warhammer 4d6+19; or Huge javelin 2d6+13
FaceAndReach: 10 ft. by 10 ft./15 ft.
SpecialAttacks: Spell-like abilities, spells
SpecialQualities: Damage reduction 15/+1, SR 25
Saves: Fort +18, Ref +13, Will +17
Abilities: Str 37, Dex 12, Con 23, Int 21, Wis 20, Cha 18
Skills: Bluff +27, Climb +21, Concentration +29, Craft (any one)+27, Jump +36, Knowledge (any one) +28, Knowledge (religion) +28, Listen +30, Perform (ballad, chant, dance, epic, harp, melody, ode, plus any other sixteen) +27, Sense Motive +28, Spot +30, Swim +36
Feats: Alertness, Blind-Fight, Cleave, Expertise, Great Cleave,Power Attack
ClimateAndTerrain: Any land and underground
Organization: Solitary or pair
ChallengeRating: 21
Treasure: Triple standard
Alignment: Always chaotic good
Advancement: 21-30 HD (Huge); 31-60 HD (Gargantuan)
Description
General

Titans speak Common, Celestial, Draconic, Giant, and Sylvan.

Special Ability

Spell-Like Abilities: At will: alter self, bless, charm person or animal, commune with nature, cure light wounds, eyebite, fire storm, halt undead, hold monster, invisibility, levitate, light, magic circle against evil, mirror image, pass without trace, persistent image, produce flame, summon nature's ally II, remove curse, remove fear, shield, speak with plants, summon swarm, and whispering wind; 2/day-astral projection and etherealness. These abilities are as the spells cast by a 20th-level sorcerer (save DC 14 + spell level). Once every other round, a titan can use holy smite as a 20th-level cleric.

Special Ability

Spells: A titan can use arcane spells as a 20th-level wizard or divine spells as a 20th-level cleric, from the cleric list and from the Chaos and Good domains.

Treant
SizeAndType: Huge Plant
HitDice: 7d8+35 (66)
Initiative: -1 (Dex)
Speed: 30 ft.
ArmorClass: 20 (-2 size, -1 Dex, +13 natural)
Attacks: 2 slams +12 melee
Damage: Slam 2d6+9
FaceAndReach: 10 ft. by 10 ft./15 ft.
SpecialAttacks: Animate trees, trample, double damage againstobjects
SpecialQualities: Plant, fire vulnerability, half damage frompiercing
Saves: Fort +10, Ref +1, Will +6
Abilities: Str 29, Dex 8, Con 21, Int 12, Wis 15, Cha 12
Skills: Hide -9*, Intimidate +8, Knowledge (any one) +8, Listen+9, Sense Motive +9, Spot +9, Wilderness Lore +9
Feats: Iron Will, Power Attack
ClimateAndTerrain: Any forest
Organization: Solitary or grove (4-7)
ChallengeRating: 8
Treasure: Standard
Alignment: Always neutral good
Advancement: 8-16 HD (Huge); 17-21 HD (Gargantuan)
Description
General

Treants speak their own language, plus Common and Sylvan.

Combat

Treants prefer to watch potential foes carefully before attacking. They often charge suddenly from cover to trample the despoilers of forests. If sorely pressed, they animate trees as reinforcements.

Special Ability

Animate Trees (Sp): A treant can animate trees within 180 feet at will, controlling up to two trees at a time. It takes a full round for a normal tree to uproot itself. Thereafter it moves at a speed of 10 and fights as a treant in all respects. Animated trees lose their ability to move if the treant who animated them is incapacitated or moves out of range. The ability is otherwise similar to liveoak as cast by a 12th-level druid.

Special Ability

Trample (Ex): A treant or animated tree can trample Medium-size or smaller creatures for 2d12+5 points of damage. Opponents who do not make attacks of opportunity against the treant or animated tree can attempt a Reflex save (DC 20) to halve the damage.

Special Ability

Double Damage against Objects (Ex): A treant or animated tree that makes a full attack against an object or structure deals double damage.

Special Ability

Plant: Immune to mind-influencing effects, poison, sleep, paralysis, stunning, and polymorphing. Not subject to critical hits.

Special Ability

Fire Vulnerability (Ex): A treant or animated tree takes double damage from fire attacks unless the attack allows a save, in which case it takes double damage on a failure and no damage on a success.

Special Ability

Half Damage from Piercing (Ex): Piercing weapons deal only half damage to treants, with a minimum of 1 point of damage.

Skills: Treants receive skills as though they were fey*. They have a +16 racial bonus to Hide checks made in forested areas.

Triton
SizeAndType: Medium-Size Outsider (Water)
HitDice: 3d8+3 (16)
Initiative: +0
Speed: Swim 40 ft.
ArmorClass: 16 (+6 natural)
Attacks: Trident +4 melee; or heavy crossbow +3 ranged
Damage: Trident 1d8+1; or heavy crossbow 1d10
FaceAndReach: 5 ft. by 5 ft./5 ft.
SpecialAttacks: Spell-like abilities
Saves: Fort +4, Ref +3, Will +4
Abilities: Str 12, Dex 10, Con 12, Int 13, Wis 13, Cha 11
Skills: Craft (any one) +4, Hide +6, Listen +7, Ride +6, Spot +7
Feats: Mounted Combat
ClimateAndTerrain: Any aquatic
Organization: Company (2-5), squad (6-11), or band (20-80)
ChallengeRating: 4
Treasure: Standard
Alignment: Always neutral good
Advancement: 4-9 HD (Medium-size)
Description
General

Tritons speak Common and Aquan.

Special Ability

Spell-Like Abilities: A triton can use summon nature's ally III once per day as the spell cast by a 5th-level sorcerer, often choosing water elementals for their companions.

Troglodyte
SizeAndType: Medium-Size Humanoid (Reptilian)
HitDice: 2d8+4 (13)
Initiative: -1 (Dex)
Speed: 30 ft.
ArmorClass: 15 (-1 Dex, +6 natural)
Attacks: Longspear +1 melee (or 2 claws +1 melee), bite -1 melee;or javelin +1 ranged
Damage: Longspear 1d8, bite 1d4, claw 1d4; or javelin 1d6
FaceAndReach: 5 ft. by 5 ft./5 ft. (10 ft. with longspear)
SpecialAttacks: Stench, darkvision 90 ft.
Saves: Fort +5, Ref -1, Will +0
Abilities: Str 10, Dex 9, Con 14, Int 8, Wis 10, Cha 10
Skills: Hide +6*, Listen +3
Feats: Multiattack, Weapon Focus (javelin)
ClimateAndTerrain: Any mountains and underground
Organization: Clutch (2-5), squad (6-11 plus 1-2 giant lizards),or band (20-80 plus 20% noncombatants plus 3-13 giant lizards)
ChallengeRating: 1
Treasure: 50% coins; 50% goods; 50% items
Alignment: Always chaotic evil
Advancement: By character class
Description
General

Troglodytes speak Draconic.

Combat

Half of a group of troglodytes are armed only with claws and teeth; the rest carry one or two javelins and longspears. They normally conceal themselves, launch a volley of javelins, then close to attack. If the battle goes against them, they retreat and attempt to hide.

Special Ability

Stench (Ex): When a troglodyte is angry or frightened, it secretes an oily, musklike chemical that nearly every form of animal life finds offensive. All creatures (except troglodytes) within 30 feet of the trog must succeed at a Fortitude save (DC 13) or be overcome with nausea. This lasts for 10 rounds and deals 1d6 points of temporary Strength damage.

Skills: The skin of a troglodyte changes color somewhat, allowing it to blend in with surroundings like a chameleon and conferring a +4 racial bonus to Hide checks. *In rocky or subterranean settings, this bonus improves to +8.

A troglodyte's favored class is cleric. Troglodyte clerics can choose any two of the following domains: Chaos, Death, Destruction, and Evil.

Troll
SizeAndType: Large Giant
HitDice: 6d8+36 (63)
Initiative: +2 (Dex)
Speed: 30 ft.
ArmorClass: 18 (-1 size, +2 Dex, +7 natural)
Attacks: 2 claws +9 melee, bite +4 melee
Damage: Claw 1d6+6, bite 1d6+3
FaceAndReach: 5 ft. by 5 ft./10 ft.
SpecialAttacks: Rend 2d6+9
SpecialQualities: Regeneration 5, scent, darkvision 90 ft.
Saves: Fort +11, Ref +4, Will +3
Abilities: Str 23, Dex 14, Con 23, Int 6, Wis 9, Cha 6
Skills: Listen +5, Spot +5
Feats: Alertness, Iron Will
ClimateAndTerrain: Any land and underground
Organization: Solitary or gang (2-4)
ChallengeRating: 5
Treasure: Standard
Alignment: Always chaotic evil
Advancement: By character class
Description
General

Trolls speak Giant.

Combat

Trolls have no fear of death: They launch themselves into combat without hesitation, flailing wildly at the closest opponent. Even when confronted with fire, they try to get around the flames and attack.

Special Ability

Rend (Ex): If a troll hits with both claw attacks, it latches onto the opponent's body and tears the flesh. This attack automatically deals an additional 2d6+9 points of damage.

Special Ability

Regeneration (Ex): Fire and acid deal normal damage to a troll. If a troll loses a limb or body part, the lost portion regrows in 3d6 minutes. The creature can reattach the severed member instantly by holding it to the stump.

Troll:Scrag
SizeAndType: Large Giant
HitDice: 6d8+36 (63)
Initiative: +2 (Dex)
Speed: 20 ft., swim 40 ft.
ArmorClass: 18 (-1 size, +2 Dex, +7 natural)
Attacks: 2 claws +9 melee, bite +4 melee
Damage: Claw 1d6+6, bite 1d6+3
FaceAndReach: 5 ft. by 5 ft./10 ft.
SpecialAttacks: Rend 2d6+9
SpecialQualities: Regeneration 5, scent, darkvision 90 ft.
Saves: Fort +11, Ref +4, Will +3
Abilities: Str 23, Dex 14, Con 23, Int 6, Wis 9, Cha 6
Skills: Listen +5, Spot +5
Feats: Alertness, Iron Will
ClimateAndTerrain: Any aquatic
Organization: Solitary or gang (2-4)
ChallengeRating: 5
Treasure: Standard
Alignment: Always chaotic evil
Advancement: By character class
Description
General

Scrags speak Giant.

Combat

Scrags have no fear of death: They launch themselves into combat without hesitation, flailing wildly at the closest opponent. Even when confronted with fire, they try to get around the flames and attack.

Special Ability

Rend (Ex): If a scrag hits with both claw attacks, it latches onto the opponent's body and tears the flesh. This attack automatically deals an additional 2d6+9 points of damage.

Special Ability

Regeneration (Ex): A scrag regenerates only if mostly immersed in water. Fire and acid deal normal damage to a scrag. If a scrag loses a limb or body part, the lost portion regrows in 3d6 minutes. The creature can reattach the severed member instantly by holding it to the stump.