Statistics are provided here for several of the creatures referred to in other sections of the rules. Statistics for other creatures can be found in many other open game sources which follow a similar mathematical paradigm.
The statistics provided here are written in an abbreviated format. Please refer to the glossary below for an explanation of the abbreviations used.
These tiny (and diminutive) animals are common familiars for witches and wizards.
Bat. D animal, 1 hp (1/4 HD), AC 16 (16/14/14), sv 2/4/2, sp 5, fly 40 (good);
prc+9 (bs 120), mvs+6; Str-5, Dex+2, Con+0, Int-4, Wis+2, Cha-3;
no attack.
Cat. T animal, 2 hp (1/2 HD), AC 14 (14/12/12), sv 2/4/1, sp 30;
prc+4 (low), balance+10, camo+17, climb+5, mvs+9;
2x claws+4 (1 dmg), bite-1 (1 dmg).
Hawk. T animal, 4 hp (1 HD), AC 17 (15/14/12), sv 2/5/2, sp 10, fly 60 (avg);
listen+6, spot+6 (or +14 in daylight); Str-2, Dex+3, Con+0, Int-4, Wis+2, Cha-2;
claws+5 (1d4-2).
Owl. T animal, 4 hp (1 HD), AC 17 (15/13/12), sv 2/5/2, sp 10, fly 40 (avg);
listen+14, spot+6 (or +14 in dark), mvs+20; Str-2, Dex+3, Con+0, Int-4, Wis+2, Cha-4;
claws+5 (1 dmg).
Rat. T animal, 1 hp (1/4 HD), AC 14 (14/12/12), sv 2/4/1, sp 15, climb 15;
prc+1 (low, scent), balance+10, camo+18, mvs+10;
bite+4 (1 dmg).
Raven. T animal, 1 hp (1/4 HD), AC 14 (12/12/12), sv 2/4/2, sp 10, fly 40 (avg);
prc+6 (low); Str-5, Dex+2, Con+0, Int-4, Wis+2, Cha-2;
talons+4 (1 dmg).
Toad. D animal, 1 hp (1/4 HD), AC 15 (15/14/14), sv 2/3/2, sp 5;
prc+5 (low); Str-5, Dex+1, Con+0, Int-4, Wis+2, Cha-3;
no attack.
Viper, tiny. T animal, 1 hp (1/4 HD), AC 17 (15/14/12), sv 2/5/1, sp 15, climb 15, swim 15;
prc+8 (low), camo+18; Str-3, Dex+3, Con+0, Int-5, Wis+1, Cha-4;
bite+5 (pois DC 11, 1d6 Con/1d6 Con).
Weasel. T animal, 2 hp (1/2 HD), AC 14 (14/12/12), sv 2/4/1, sp 20, climb 20;
spot+4, camo+13, mvs+9, balance+10; Str-2, Dex+2, Con+0, Int-4, Wis+1, Cha-3;
bite+4 (1 dmg).
Donkey. M animal, 11 hp (2 HD), AC 13 (11/12/10), sv 4/4/0, sp 30;
prc+3 (low, scent), balance+6; Str+0, Dex+1, Con+1, Int-4, Wis+0, Cha-2;
bite+1 (1d2 b; cannot fight while bearing a rider).
Horse, Riding. L animal, 19 hp (3 HD), AC 13 (10/12/9), sv 5/4/2, sp 60,
prc+4 (low, scent); Str+2, Dex+1, Con+2, Int-4, Wis+1, Cha-2;
hooves+3 (2d4+2 b; cannot fight while bearing a rider).
Horse, Draught. L animal, 22 hp (3 HD), AC 13 (10/12/9), sv 6/4/2, sp 50,
prc+4 (low, scent); Str+3, Dex+1, Con+3, Int-4, Wis+1, Cha-2;
hooves+4 (2d6+3 b; cannot fight while bearing a rider).
Horse, War. L animal, 30 hp (4 HD), AC 14 (10/13/9), sv 7/5/2, sp 50,
prc+5 (low, scent); Str+4, Dex+1, Con+3, Int-4, Wis+1, Cha-2;
hooves+6 (2d6+4 b).
Mule. L animal, 22 hp (3 HD), AC 13 (10/12/9), sv 6/4/1, sp 30;
prc+6 (low, scent), balance+4; Str+2, Dex+1, Con+3, Int-4, Wis+0, Cha-2;
hooves+4 (2d4+3 b; cannot fight while bearing a rider).
Pony. M animal, 11 hp (2 HD), AC 13 (11/12/10), sv 4/4/0, sp 40;
prc+5 (low, scent), Str+1, Dex+1, Con+1, Int-4, Wis+0, Cha-3;
hooves+2 (2d3+1 b; cannot fight while bearing a rider).
Pony, War. M animal, 13 hp (2 HD), AC 13 (11/12/10), sv 5/4/0, sp 40;
prc+5 (low, scent), Str+2, Dex+1, Con+2, Int-4, Wis+0, Cha-3;
hooves+3 (2d4+3 b).
Animated Object, Tiny. CR 1/2, T construct, 2 hp (1/2 HD), AC 14 (14/10/10), sv 0/2/-5, sp. 40;
prc-5; iN, no pois/sleep/mental; Str-1, Dex+2, Con+0, Int-5, Wis-5, Cha-5;
slam+1 (1d3-1 b); see below for some possible special abilities.
Animated Object, Small. CR 1, S construct, 5 hp (1 HD), AC 14 (12/13/11), sv 0/1/-5, sp. 30;
prc-5; iN, no pois/sleep/mental; Str+0, Dex+1, Con+0, Int-5, Wis-5, Cha-5;
slam+1 (1d4 b); see below for some possible special abilities.
Animated Object, Medium. CR 2, M construct, 11 hp (2 HD), AC 14 (10/14/10), sv 0/0/-5, sp. 30;
prc-5; iN, no pois/sleep/mental; Str+1, Dex+0, Con+0, Int-5, Wis-5, Cha-5;
slam+2 (1d6+1 b); see below for some possible special abilities.
Animated Object, Large. CR 3, L construct, 22 hp (4 HD), AC 14 (9/14/9), sv 1/1/-4, sp. 20;
prc-5; iN, no pois/sleep/mental; Str+3, Dex+0, Con+0, Int-5, Wis-5, Cha-5;
slam+5 (1d8+4 b); see below for some possible special abilities.
Animated Object, Huge. CR 5, H construct, 44 hp (8 HD), AC 13 (7/13/7), sv 2/1/-3, sp. 20;
prc-5; iN, no pois/sleep/mental; Str+5, Dex-1, Con+0, Int-5, Wis-5, Cha-5;
slam+9 (2d6+7 b); see below for some possible special abilities.
Blind: A sheetlike animated object such as a carpet or tapestry can grapple an opponent up to three sizes larger. The object makes a normal grapple check. If it gets a hold, it wraps itself around the opponent’s head, blinding that creature until removed.
Constrict: A flexible animated object such as a rope, vine, or rug deals extra damage with each successful grapple attack except the initial attack that establishes a hold. This extra damage is equal to its slam damage.
Trample: An animated object of at least Large size with significant weight and hardness (such as a bed) can trample creatures two or more sizes smaller for the object’s slam damage. The Reflex DC is (10 + 1/2 HD + Str modifier).
Improved speed: The base speeds given in the statistics block assume that animated objects hop, lurch, rock, or slither along. Objects with two legs (statues, ladders) or a similar shape that allows faster movement have a speed bonus of 10 feet. Objects with multiple legs (tables, chairs) have a speed bonus of 20 feet. Wheeled objects gain a speed bonus of 40 feet. Objects might have additional modes of movement. A wooden object can float and has a swim speed equal to half its land speed. A rope or similar sinuous object has a climb speed equal to half its land speed. A sheetlike object can fly (clumsy maneuverability) at half its normal speed.
Air Elemental, Small. CR 1, 9 hp (2 HD), AC 17 (14/14/11), sv 0/6/0, fly 100 (perfect);
prc+5; no pois/prz/sleep/stun; Str+0, Dex+3, Con+0, Int-3, Wis+0, Cha+0;
turn into whirlwind (10-20 feet tall, affects Tiny or smaller creatures, 1d4 dmg, Reflex DC 11; see below);
or air slash+5 (1d4; or 2d4 against a flying creature).
Air Elemental, Medium. CR 3, 26 hp (4 HD), AC 18 (15/13/10), sv 3/9/1, fly 100 (perfect);
prc+7; no pois/prz/sleep/stun; Str+1, Dex+5, Con+2, Int-3, Wis+0, Cha+0;
turn into whirlwind (10-30 feet tall, affects Small or smaller creatures; 1d6 dmg, Reflex DC 13; see below);
or air slash+8 (1d6+1, or 2d6+1 against a flying creature).
Air Elemental, Large. CR 5, 60 hp (8 HD), AC 20 (16/13/9), sv 5/13/2, fly 100 (perfect);
prc+11; DR 10, no pois/prz/sleep/stun; Str+2, Dex+7, Con+3, Int-2, Wis+0, Cha+0;
turn into whirlwind (10-40 feet tall, affects Medium or smaller creature; 2d6 dmg, Reflex DC 16; see below);
or air slash+12/+7 (2d6+3, or 3d6+3 against a flying creature).
Air Elemental, Extra Large. CR 7, 90 hp (12 HD), AC 21 (17/13/9), sv 7/16/4, fly 100 (perfect);
prc+15; DR 10, no pois/prz/sleep/stun; Str+3, Dex+8, Con+3, Int-2, Wis+0, Cha+0;
turn into whirlwind (10-40 feet tall, affects Medium or smaller creature; 2d6 dmg, Reflex DC 18; see below);
or air slash+16/+11 (2d6+4, or 3d6+3 against a flying creature).
Air Elemental, Huge. CR 9, 136 hp (16 HD), AC 21 (17/12/8), sv 9/19/5, fly 100 (perfect);
prc+19; DR 10, no pois/prz/sleep/stun; Str+4, Dex+9, Con+4, Int-2, Wis+0, Cha+0;
turn into whirlwind (10-50 feet tall, affects Large or smaller creature; 2d8 dmg, Reflex DC 22; see below);
or air slash+19/+14/+14 (2d8+6, or 3d8+6 against a flying creature).
Air Elemental, Greater. CR 11, 178 hp (21 HD), AC 24 (18/14/8), sv 11/22/7, fly 100 (perfect);
prc+24; DR 15, no pois/prz/sleep/stun; Str+5, Dex+10, Con+4, Int-2, Wis+0, Cha+0;
turn into whirlwind (10-60 feet tall, affects Large or smaller creature; 2d8 dmg, Reflex DC 25; see below);
or air slash+23/+18/+18 (2d8+7, or 3d8+7 against a flying creature).
Air Elemental, Elder. CR 13, 204 hp (24 HD), AC 27 (19/16/8), sv 12/25/8, fly 100 (perfect);
prc+27; DR 20, no pois/prz/sleep/stun; Str+6, Dex+11, Con+4, Int-2, Wis+0, Cha+0;
turn into whirlwind (10-60 feet tall, affects Large or smaller creature; 2d8 dmg, Reflex DC 27; see below);
or air slash+27/+27/+22 (2d8+9, or 3d8+9 against a flying creature).
Whirlwind: An air elemental can turn into a whirlwind or back as a standard action. The whirlwind moves along the ground and requires a space at least 10 feet high to form.
Attack: In place of an attack, a whirlwind can try to suck up a creature of a smaller size category. An affected creature takes the listed damage (Reflex halves) and is held spinning in the air by powerful winds (successful save negates). A held creature counts as stunned; at the end of each of its turns, it takes the whirlwind damage automatically, but can attempt a new Reflex saving throw to escape from the bottom of the whirlwind.
Ejection: The elemental can eject a held creature as a standard action. The ejected creature falls from the top of the whirlwind unless it is able to fly.
Debris: The whirlwind creates a cloud of whirling dust and debris at its base, obscuring vision.
Spellcasting: A creature in a whirlwind, even one too large to be caught up in the wind, must pass a Spellcraft check (DC 15 + twice spell level) to cast a spell.
Earth Elemental, Small. CR 2, 11 hp (2 HD), AC 17 (10/17/10), sv 4/-1/0, sp. 20, earth glide 20 (see below);
prc+5; no pois/prz/sleep/stun; Str+3, Dex-1, Con+1, Int-3, Wis+0, Cha+0;
pummel+5 (1d6+4; useable only against target on ground); or hit+0 (1d6+1);
or push+2 (opposed by target’s Str + grapple size mod; push target back 1 foot per point by which roll is higher).
Earth Elemental, Medium. CR 3, 30 hp (4 HD), AC 18 (9/18/9), sv 7/0/1, sp. 20, earth glide 20 (see below);
prc+7; no pois/prz/sleep/stun; Str+5, Dex-1, Con+3, Int-3, Wis+0, Cha+0;
pummel+8 (1d8+7, usable only against target on ground); or hit+3 (1d8+2);
or push+5 (opposed by target’s Str + grapple size mod; push target back 1 foot per point by which roll is higher).
Earth Elemental, Large. CR 6, 68 hp (8 HD), AC 18 (8/18/8), sv 10/1/2, sp. 20, earth glide 20 (see below);
prc+11; DR 10, no pois/prz/sleep/stun; Str+7, Dex-1, Con+4, Int-2, Wis+0, Cha+0;
pummel+12/+7 (2d8+10; usable only against target on ground); or hit+7/+7 (2d8+3);
or push+8 (opposed by target’s Str + grapple size mod; push target back 1 foot per point by which roll is higher).
Earth Elemental, Extra Large. CR 7, 102 hp (12 HD), AC 18 (8/18/8), sv 12/3/4, sp. 20, earth glide 20 (see below);
prc+15; DR 10, no pois/prz/sleep/stun; Str+8, Dex-1, Con+4, Int-2, Wis+0, Cha+0;
pummel+16/+11 (2d8+12; usable only against target on ground); or hit+11/+11 (2d8+4);
or push+9 (opposed by target’s Str + grapple size mod; push target back 1 foot per point by which roll is higher).
Earth Elemental, Huge. CR 9, 152 hp (16 HD), AC 18 (7/18/7), sv 15/4/5, sp. 20, earth glide 20 (see below);
prc+19; DR 10, no pois/prz/sleep/stun; Str+9, Dex-1, Con+5, Int-2, Wis+0, Cha+0;
pummel+19/+14/+14 (2d10+13; usable only against target on ground); or hit+14/+14/+14 (2d10+4);
or push+11 (opposed by target’s Str + grapple size mod; push target back 1 foot per point by which roll is higher).
Earth Elemental, Greater. CR 12, 199 hp (21 HD), AC 20 (7/20/7), sv 17/6/7, sp. 20, earth glide 20 (see below);
prc+24; DR 15, no pois/prz/sleep/stun; Str+10, Dex-1, Con+5, Int-2, Wis+0, Cha+0;
pummel+23/+18/+18 (2d10+15; usable only against target on ground); or hit+18/+18/+18 (2d10+5);
or push+12 (opposed by target’s Str + grapple size mod; push target back 1 foot per point by which roll is higher).
Earth Elemental, Elder. CR 13, 228 hp (24 HD), AC 20 (7/20/7), sv 19/7/8, sp. 20, earth glide 20 (see below);
prc+27; DR 20, no pois/prz/sleep/stun; Str+11, Dex-1, Con+5, Int-2, Wis+0, Cha+0;
pummel+27/+27/+22 (2d10+16); or hit+22/+22/+22 (2d10+5);
or push+13 (opposed by target’s Str + grapple size mod; push target back 1 foot per point by which roll is higher).
Earth Glide: An earth elemental can “swim” through earth or rock without making any tunnel or disturbance.
Fire Elemental, Small. CR 1, 9 hp (2 HD), AC 15 (12/14/11), sv 0/4/0, sp. 50;
prc+5; iF, vC, no pois/prz/sleep/stun; Str+0, Dex+1, Con+0, Int-3, Wis+0, Cha+0;
fire body: a creature attacking unarmed takes 1d4 f (no save) and catches fire (Reflex 11 negates);
slam+3 (1d4 b, 1d4 f, Reflex 11 vs catch on fire).
Fire Elemental, Medium. CR 3, 26 hp (4 HD), AC 16 (13/13/10), sv 3/7/1, sp. 50;
prc+7; iF, vC, no pois/prz/sleep/stun; Str+1, Dex+3, Con+2, Int-3, Wis+0, Cha+0;
fire body: a creature attacking unarmed takes 1d6 f (no save) and catches fire (Reflex 14 negates);
slam+6 (1d6+1 b, 1d6 f, Reflex 14 vs catch on fire).
Fire Elemental, Large. CR 5, 60 hp (8 HD), AC 18 (14/13/9), sv 5/11/2, sp. 50;
prc+11; DR 10, iF, vC, no pois/prz/sleep/stun; Str+2, Dex+5, Con+3, Int-2, Wis+0, Cha+0;
fire body: a creature attacking unarmed takes 2d6 f (no save) and catches fire (Reflex 17 negates);
slam+10/+5 (2d6+3 b, 2d6 f, Reflex 17 vs catch on fire).
Fire Elemental, Extra Large. CR 7, 90 hp (12 HD), AC 19 (15/13/9), sv 7/14/4, sp. 50;
prc+15; DR 10, iF, vC, no pois/prz/sleep/stun; Str+3, Dex+6, Con+3, Int-2, Wis+0, Cha+0;
fire body: a creature attacking unarmed takes 2d6 f (no save) and catches fire (Reflex 19 negates);
slam+14/+9 (2d6+4 b, 2d6 f, Reflex 19 vs catch on fire).
Fire Elemental, Huge. CR 9, 136 hp (16 HD), AC 19 (15/12/8), sv 9/17/5, sp. 50;
prc+19; DR 10, iF, vC, no pois/prz/sleep/stun; Str+4, Dex+7, Con+4, Int-2, Wis+0, Cha+0;
fire body: a creature attacking unarmed takes 2d8 f (no save) and catches fire (Reflex 22 negates);
slam+17/+12/+12 (2d8+6 b, 2d8 f, Reflex 22 vs catch on fire).
Fire Elemental, Greater. CR 12, 178 hp (21 HD), AC 24 (16/16/8), sv 11/20/7, sp. 50;
prc+24; DR 15, iF, vC, no pois/prz/sleep/stun; Str+5, Dex+8, Con+4, Int-2, Wis+0, Cha+0;
fire body: a creature attacking unarmed takes 2d8 f (no save) and catches fire (Reflex 24 negates);
slam+21/+16/+16 (2d8+7 b, 2d8 f, Reflex 24 vs catch on fire).
Fire Elemental, Elder. CR 13, 204 hp (24 HD), AC 25 (17/16/8), sv 12/23/8, sp. 50;
prc+27; DR 20, iF, vC, no pois/prz/sleep/stun; Str+6, Dex+9, Con+4, Int-2, Wis+0, Cha+0;
fire body: a creature attacking unarmed takes 2d8 f (no save) and catches fire (Reflex 26 negates);
slam+25/+250/+20 (2d8+9 b, 2d8 f, Reflex 26 vs catch on fire).
Water Elemental, Small. CR 2, 11 hp (2 HD), AC 17 (11/17/11), sv 4/0/0, sp. 20, swim 90;
prc+5; no pois/prz/sleep/stun; Str+2, Dex+0, Con+1, Int-3, Wis+0, Cha+0;
drench (see below); turn into whirlpool (10-20 feet deep, 1d4 damage, Reflex DC 13; see below);
whelm+4 (1d6+3; usable only against target in water); or hit-1 (1d6+1).
Water Elemental, Medium. CR 3, 30 hp (4 HD), AC 19 (11/18/10), sv 7/2/1, sp. 20, swim 90;
prc+7; no pois/prz/sleep/stun; Str+3, Dex+1, Con+3, Int-3, Wis+0, Cha+0;
drench (see below); turn into whirlpool (10-30 feet deep, 1d6 damage, Reflex DC 15; see below);
whelm+6 (1d8+4; usable only against target in water); or hit+1 (1d8+1).
Water Elemental, Large. CR 6, 68 hp (8 HD), AC 20 (11/18/9), sv 10/4/2, sp. 20, swim 90;
prc+11; DR 10, no pois/prz/sleep/stun; Str+5, Dex+2, Con+4, Int-2, Wis+0, Cha+0;
drench (see below); turn into whirlpool (10-40 feet deep, 2d6 damage, Reflex DC 19; see below);
whelm+10/+5 (2d8+7; usable only against target in water); or hit+5/+5 (2d8+2).
Water Elemental, Extra Large. CR 8, 102 hp (12 HD), AC 21 (12/18/9), sv 12/7/4, sp. 20, swim 90;
prc+15; DR 10, no pois/prz/sleep/stun; Str+6, Dex+3, Con+4, Int-2, Wis+0, Cha+0;
drench (see below); turn into whirlpool (10-40 feet deep, 2d6 damage, Reflex DC 21; see below);
overwhelm+14/+9 (2d8+9; usable only against target in water); or hit+9/+9 (2d8+3).
Water Elemental, Huge. CR 11, 152 hp (16 HD), AC 21 (12/17/8), sv 15/9/5, sp. 20, swim 90;
prc+19; DR 10, iF, no pois/prz/sleep/stun; Str+7, Dex+4, Con+5, Int-2, Wis+0, Cha+0;
drench (see below); turn into whirlpool (10-50 feet deep, 2d8 damage, Reflex DC 25; see below);
whelm+17/+12/+12 (2d10+10; usable only against target in water); or hit+12/+12/+12 (2d10+3).
Water Elemental, Greater. CR 13, 199 hp (21 HD), AC 22 (13/17/8), sv 17/12/7, sp. 20, swim 90;
prc+24; DR 15, iF, no pois/prz/sleep/stun; Str+8, Dex+5, Con+5, Int-2, Wis+0, Cha+0;
drench (see below); turn into whirlpool (10-60 feet deep, 2d8 damage, Reflex DC 26; see below);
whelm+21/+16/+16 (2d10+12; usable only against target in water); or hit+16/+16/+16 (2d10+4).
Water Elemental, Elder. CR 14, 228 hp (24 HD), AC 23 (14/17/8), sv 19/14/8, sp. 20, swim 90;
prc+27; DR 20, iF, no pois/prz/sleep/stun; Str+9, Dex+6, Con+5, Int-2, Wis+0, Cha+0;
drench (see below); turn into whirlpool (10-60 feet deep, 2d8 damage, Reflex DC 29; see below);
whelm+25/+25/+20 (2d10+13; usable only against target in water); or hit+20/+20/+20 (2d10+4).
Drench: A water elemental’s attack puts out normal fires, dispels magic fire (using its HD as its spellcraft modifier), and deals extra damage to creatures made of fire or water-soluble substances (e.g., salt). This extra damage uses the same damage dice as the elemental’s slam damage, with no strength bonus.
Whirlpool: A water elemental can turn into a whirlpool or back as a standard action. The whirlpool moves along the top of the water, and can only form if the water is at least 10 feet deep.
Attack: In place of an attack, a whirlpool can try to suck up a creature of a smaller size category. An affected creature takes the listed damage (Reflex halves) and is held spinning in the water (successful save negates). A held creature counts as stunned; at the end of each of its turns, it takes the whirlpool damage automatically, but can attempt a new Reflex saving throw to escape the top of the whirlpool.
Ejection: As a standard action, the elemental can eject a held creature out the bottom of the whirlpool, potentially leaving it deep underwater.
Spellcasting: A creature in a whirlpool, even one too large to be caught up in the currents, must pass a Spellcraft check (DC 15 + twice spell level) to cast a spell.
Achaierai. CR 5, L outsider, 40 hp (6 HD), AC 20 (10/19/9), sv 7/6/7, sp 50;
prc+11 (dv), climb+13, mvs+10, run/jump+13, smot+13; SR 22; Str+4, Dex+1, Con+3, Int+1, Wis+2, Cha+3;
black cloud (3/day): 10’ radius, 2d6 damage (no save) and insanity for 3 hours (Fort 15 negates);
2x claw+9 (2d6+4), bite+4 (4d6+2).
Arrowhawk, Small. CR 3, S outsider (air), 16 hp (3 HD), AC 20 (16/15/11), sv 4/8/4, fly 60 (perfect);
prc+7, int.dir+2, smot+7; iAcid, iElec, no pois; Str+1, Dex+5, Con+1, Int+0, Wis+1, Cha+1;
45’ electricity ray+9 vs touch (2d6 elec); or bite+9 (1d6+1 s).
Arrowhawk, Medium. CR 5, M outsider (air), 38 hp (7 HD), AC 21 (15/16/10), sv 6/10/6, fly 60 (perfect);
prc+11, int.dir+7, smot+11; iAcid, iElec, no pois; Str+2, Dex+5, Con+1, Int+0, Wis+1, Cha+1;
45’ electricity ray+12 vs touch (2d8 elec); or bite+12 (1d8+2 s).
Formian Warrior. CR 3, M outsider, 26 hp (4 HD), AC 18 (13/15/10), sv 6/7/5, sp. 40;
listen+7, spot+6, camo+10, climb+10, mvs+10; SR 21, iC, rElec 20, rF 20, rSonic 20, no pois/petrify;
Str+3, Dex+3, Con+2, Int+0; Wis+1; Cha+0;
sting+7 (2d4+3, pois), 2x claw+5 (1d6+1), bite+5 (1d4+1); poison DC 14, 1d6 Str/1d6 Str.
Hell Hound. CR 3, LE M outsider (fire), 22 hp (4 HD), AC 16 (15/11/9), sv 5/5/4, init+5, sp 40,
hide+11, listen+5, mvs+13, spot+6; track (+8); iF, vC; Str+1, Dex+1, Con+1, Int-2, Wis+0, Cha-2;
fire breath: 30-foot cone, ignites flammable materials, 2d6 f, Reflex 13 halves, re: 5-6;
bite+5 (1d8+1, 1d6 f).
Howler. CR 3, L outsider, 39 hp (6 HD), AC 17 (12/14/9), sv 7/8/7, sp. 60;
prc+11, camo+8, climb+10, mvs+8; Str+5, Dex+3, Con+2, Int-2, Wis+2, Cha-1;
howl: 100’ radius, 1 Wis damage per hour of exposure, Will 12 negates (repeat per hour);
bite+10 (2d8+5), 1d4 quills+5 (1d4+2, Reflex 16 vs quill lodged in flesh; suffer -1 to ability checks per quill;
removing a lodged quill causes 1d6 damage).
Imp. CR 2, T demon; 15 hp (3 HD), AC 18 (15/15/12), sv 3/6/3, sp 20, fly 50 (perfect);
prc+5 (devil), DR 5/silver, SR 5, regen 2, iF, iN, no pois; Dex+3;
SLA (CL 6, DC 10+SL) at will detect magic, invisibility; 1x suggestion;
polymorph (at will) to one tiny form (e.g., monstrous spider, rat, raven);
sting+8 (1d4, pois); poison (DC 13, 1d4 dex/2d4 dex).
Magmin. CR 3, S elemental (fire), 9 hp (2 HD), AC 14 (12/13/11), sv 0/4/0, sp. 30;
spot+4, climb+4, run/jump+4, slip+5; DR 15, iF, vC, no pois/sleep/prz/stun; Str-1, Dex+1, Int-1;
fiery aura: 30’ radius, 1d6 f damage per round; combustion: on touch, take 1d8 f and Reflex 11 vs catch on fire;
melt weapons: any metal weapon that strikes it melts to slag (Fort 11 negates);
burning touch+1 (1d8 f, Reflex 11 vs catch on fire).
Mouth Demon. CR 2, M demon, 10 hp (2 HD), AC 15 (10/15/10), sv 4/3/2, sp 30;
prc+5 (dv), DR 5/silver, SR 5, rF 20, rC 20, rAcid 20, iPois, iN; Str+3;
bite+5 (2d8+4, plus an extra 1d8 damage if the foe is reduced to 0 hp or below).
Salamander, Small. CR 2, S outs (fire), 16 hp (3 HD), AC 19 (12/18/11), sv 4/4/5, sp. 20;
prc+10, mvs+7, slip+7; iF, vC; Str+1, Dex+1, Con+1, Int+2, Wis+2, Cha+1;
heat causes 1d6 f on contact; shed light 30’;
heated metal spear+5 (1d6+1 p, 1d6 f), and tail slap+3 (1d4 b, 1d6 f, grab+1); constrict 1d4 b, 1d6 f.
Salamander, Medium. CR 5, M outsider (fire), 40 hp (7 HD), AC 18 (11/17/10), sv 6/6/7, sp 20;
prc+14, mvs+11, slip+11; DR 10, iF, vC; Str+2, Dex+1, Con+1, Int+2, Wis+2, Cha+1;
heat causes 1d6 f on contact; shed light 30’;
10’ heated metal spear+9/+4 (1d8+2 p, 1d6 f), and tail slap+7 (2d6+1 b, 1d6 f, grab+7); constrict 2d6+1 b, 1d6 f.
Salamander, Medium. CR 5, outsider (fire), 40 hp (7 HD), AC 18 (11/17/10), sv 6/6/7, sp 20;
prc+14, mvs+11, slip+11; DR 10, iF, vC; str+2, dex+1, con+1, int+2, wis+2, cha+1;
heat causes 1d6 f on contact; shed light 30’;
10’ heated metal spear+9/+4 (1d8+2 p, 1d6 f), tail slap+7 (2d6+1 b, 1d6 f, grab+7); constrict 2d6+1.
Shadow Mastiff. CR 5, M outsider, 30 hp (4 HD), AC 14 (11/13/10), sp. 50;
prc+8 (scent), track+11; Str+3, Dex+1, Con+3, Int-3, Wis+1, Cha+1;
shadow blend: 90% concealment except in daylight;
bay (su, sonic, mind-affecting) 300’ spread, panicked 10m, Will 14 neg (10m imm);
bite+7 (1d6+4, trip).
Thoqqua. CR 2, M outsider (earth/fire), 16 hp (3 HD), AC 18 (11/17/10), sv 4/4/4, sp. 30, burrow 20;
listen+7 (tremor 60), mvs+4; iF, vC; Str+2, Dex+1, Con+1, Int-2, Wis+1, Cha+0;
jump up to 20 feet; slam+5 (1d6+2, 2d6 f; Reflex 14 vs catch fire).
Tojanida, Small. CR 3, S outsider (water), 19 hp (3 HD), AC 22 (12/21/11), sv 5/4/4, sp. 10, swim 90;
listen+7, spot+9, camo+11, int.dir+7; iAcid, iC, rElec 20, rF 20; Str+2, Dex+1, Con+2, Int+0, Wis+1, Cha-1;
all-around vision: can see in all directions and cannot be flanked; blind-fight as the feat;
ink cloud: free action, recharge 10 minuets; obscures vision underwater in a 30’ radius;
or outside water, forms a 30’ ink jet, target blinded for 1 round (Reflex 13 negates);
bite+6 (2d6+2 s, grab+4), 2x claw+1 (1d4+1 s, grab-1).
Tojanida, Medium. CR 5, M outsider (water), 45 hp (7 HD), AC 23 (11/22/10), sv 7/6/6, sp. 10, swim 90;
listen+11, spot+13, bluff+5, camo+11, slip+11, int.dir+7; iAcid, iC, rElec 20, rF 20;
Str+3, Dex+1, Con+2, Int+0, Wis+1, Cha-1;
all-around vision, blind-fight, ink cloud (as above; ink jet has Reflex DC 15);
bite+10 (2d8+3 s, grab+10), 2x claw+5 (1d6+1 s, grab+5).
Triton. CR 2, M outsider (water), 16 hp (3 HD), AC 10 (10/10/10), sv 4/3/4, sp. 5, swim 40;
prc+7 (dv), camo+4, h.anim+6; Str+1, Dex+0, Con+1, Int+1, Wis+1, Cha+0;
SLA (CL 7, spellcraft+8) 1/day summon nature’s ally; trident+4 (1d8+1), or hxbow+3 (3d6).
Vargouille. CR 2, S outsider, 5 hp (1 HD), AC 12 (12/11/11), sv 3/3/3, fly 30 (good);
listen+4, spot+3 (dv); Str+0, Dex+1, Con+1, Int-3, Wis+1, Cha-1;
shriek: 60’ spread, paralyzed until the vargouille attacks or leaves sight, Fort 12 negates for 24 hours;
bite+3 (1d4, pois); poison DC 12, but unable to cure bite damage until the festering poison is neutralized;
kiss: paralyzed target only, causes a disease (DC 19, frequency 1/hour except in sunlight, 1 Cha drain;
at zero, victim dies and its head becomes a vargouille; no natural cure; can be cured with remove disease).
Xorn, Small. CR 3, S outsider (earth), 19 hp (3 HD), AC 23 (11/23/11), sv 5/3/3, sp. 20, burrow 20;
listen+6 (tremorsense 60), spot+8, camo+10, int.dir+3, mvs+3; iC, iF, rElec10; Str+2, Con+2;
half damage from slashing weapons; all-around vision: can see in all directions and cannot be flanked;
bite+6 (2d8+2), 3x claw+4 (1d3+1).
Xorn, Medium. CR 6, M outsider (earth), 45 hp (7 HD), AC 22 (10/22/10), sp. 20, burrow 20;
listen+10 (tremorsense 60), spot+14, camo+10, int.dir+10, mvs+10; iC, iF, rElec 10; Str+3, Con+2;
half damage from slashing weapons; all-around vision: can see in all directions and cannot be flanked;
bite+10 (4d6+3), 3x claw+8 (1d4+1).
(2d8+6 b, 2d8 f) – The damage from the attack is 2d8+6 bludgeoning, plus 2d8 fire.
AC – Listed as Normal (Touch/Stunned/Stunned Touch).
camo – Camouflage.
CR – Challenge Rating.
D – Diminutive.
DR – Damage reduction.
dv – Darkvision.
H – Huge.
hxbow – Heavy crossbow.
iC, iF, iN, iAcid, etc. – Immunity to cold, fire, negative energy, acid, etc.
L – Large.
low – Low-light vision.
M – Medium.
mvs – Move Silently.
no pois/prz/sleep/stun – Cannot be poisoned, paralyzed, put to sleep, or stunned.
prc – Perception; use this score for both Listen and Spot checks (the same for both).
re: 5-6 – Recharge on 5-6. That is, after the ability is used, roll 1d6 at the start of the creature’s turn; on a 5 or 6, the ability is recharged.
rC 5, rF 10, rAcid 15, etc. – Cold resistance 5, fire resistance 10, acid resistance 15, etc.
S – Small.
scent – If another value is not listed, this creature can Track with a bonus of 4 + Wis.
SLA (CL 6, DC 10+SL) – Spell-like abilities, with caster level 6, and DC 10 + spell level.
slip – Slip Free.
smot – Sense Motive.
Str+1, Dex-2, etc. – This indicates the modifier (not base score) for each ability. If a score is not listed, the modifier is +0.
sp – Speed.
SR – Spell Resistance.
sv – Saving throws, listed as Fortitude/Reflex/Will.
T – Tiny.
vC, vF, vN, vAcid, etc. – Vulnerability to cold, fire, negative energy, acid, etc.