TEXT:  Fiends and Foes for True20
  By Matthew E. Kaiser 
  
  Design Matthew E. Kaiser
  Editing Erica Balsley
  Development Steve Kenson
  Art Direction Jim Pinto with Hal Mangold and Steve Kenson
  Graphic Design Phil Reed with Hal Mangold and Marc Schmalz
  Cover Art Christophe Swal
  Interior Art Ilya Astrakhan, Toren “Macbin” Atkinson,  
  Drew Baker, Richard Becker, Eliane Bettocci, Dan Bryce,  
  Kent Burles, Kev Crossley, Marcio Fiorito, Anthony Francisco,  
  Chris Grun, Jonathan Hunt, Jonathan Kirtz, Stephanie Law,  
  Leo Lingas, Pat loboyko, Britt Martin, Malcolm McClinton,  
  Jennifer Meyer, James Ryman, Beth Trott,  Mike Vilardi,  
  Tyler Walpole, Jospeh Wigfield, and Lisa Wood
  Executive Producer Chris Pramas
  Green Ronin Staff Steve Kenson, Nicole Lindroos,  
  Hal Mangold, Jim Pinto, Chris Pramas, Evan Sass, Marc Schmalz,  
  Robert J. “Dr. Evil” Schwalb, and Bill Bodden
  Special Thanks To Daniel M. Perez, Erica Balsley  
  the “Demon Queen of Templates”, Rebecca Adams, Tim Emrick,  
  and everyone on the True20 Forums
  True20 Bestiary is ©2006 Green Ronin 
  Publishing, LLC. All rights reserved. 
  Reference to other copyrighted material 
  in no way constitutes a challenge to the 
  respective copyright holders of that 
  material. True20, True20 Adventure 
  Roleplaying, True20 Bestiary, Green Ronin 
  and their associated logos are trademarks 
  of Green Ronin Publishing, LLC.
  The following is designated as Product 
  Identity, in accordance with Section 1 
  (e) of the Open Game License, Version 
  1.0a: all character and place names and 
  descriptions, all artwork and images. 
  All other text is Open Gaming Content, 
  except for material previously declared 
  Product Identity.
  Printed in USA
  P.O. Box 1723 
  Renton, WA 
  98057-1723
  www.greenronin.com
  custserv@greenronin.com
  
  2
  Table of Contents
  Table of Contents
  Introduction ............................................................................4
  Overview ........................................................................4
  How to Use This Book ......................................................4
  Chapter One: Creating a True20 Creature ..............5
  Making Monsters ..............................................................6
  Step One: Creature Concept ...........................................................6
  Step two: Set the Size .....................................................................6
  Step Three: Set the Level ................................................................6
  Step Four: Pick a Type and Subtypes .............................................7
  Step Five: Pick Abilities ................................................................19
  Step Six: Choose  Speed and Forms of Locomotion....................19
  Step Seven: Determine Armor Bonus and defenses ...................20
  Step Eight: Pick Attack Forms .....................................................20
  Step Nine: Set Damage Values For Attack Forms .......................21
  Step Ten: Choose Skills.................................................................21
  Step Eleven: Choose Feats ............................................................21
  Step Twelve: Creature Traits ........................................................22
  Step Thirteen: Crunch Numbers  
  and Fill in the Stat Block ........................................................28
  Step Fourteen: Creature Description ...........................................29
  Modifying Creatures .......................................................30
  Chapter Two: True20 Bestiary ...................................... 31
  Creature Descriptions .....................................................32
  Allip (4th-level human warrior) ...................................................32
  Animated Armor ...........................................................................32
  Ankheg ..........................................................................................32
  Ant, Giant (General) .....................................................................33
  Ant Lion, Giant .............................................................................33
  Ape   ................................................................................................34
  Assassin Vine ................................................................................34
  Avatar of Decay .............................................................................34
  Azer ...............................................................................................35
  Baboon ..........................................................................................35
  Badger ...........................................................................................35
  Basilisk ..........................................................................................35
  Bee, Giant ......................................................................................36
  Beetle, Giant Bombardier .............................................................36
  Beetle, Giant Fire ..........................................................................36
  Beetle, Giant Stag .........................................................................36
  Behemoth ......................................................................................37
  Behir ..............................................................................................37
  Belker ............................................................................................37
  Bison ..............................................................................................38
  Blink Dog ......................................................................................38
  Bodak ............................................................................................38
  Bugbear .........................................................................................38
  Bulette ...........................................................................................38
  Camel .............................................................................................39
  Carpenter Caterpillar ...................................................................39
  Celestial (General) ........................................................................39
  Centaur..........................................................................................43
  Centipede (General) .....................................................................43
  Cheetah .........................................................................................44
  Chimera .........................................................................................44
  Chronicler of Time ........................................................................45
  Cloaker ..........................................................................................45
  Cockatrice .....................................................................................46
  Corpse-Stitched Abomination .....................................................46
  Couatl ............................................................................................46
  Crocodile .......................................................................................47
  Crocodile, Giant ............................................................................47
  Cyclops ..........................................................................................47
  Darkmantle ...................................................................................48
  Derro .............................................................................................48
  Destrachan ....................................................................................48
  Dinosaur (General) .......................................................................49
  Dire Animal (General) ..................................................................51
  Dog, Working ................................................................................53
  Donkey ..........................................................................................54
  Doppleganger ................................................................................54
  Dragon, True (General) ................................................................54
  Dragon Turtle ...............................................................................72
  Dragonfly, Giant ...........................................................................72
  Dragonne.......................................................................................72
  Drake, Thorn .................................................................................73
  Draug .............................................................................................73
  Dryad .............................................................................................73
  Dwarf (1st-level warrior)..............................................................74
  Eagle ..............................................................................................75
  Eagle, Giant ...................................................................................75
  Elemental (General)......................................................................75
  Elephant ........................................................................................82
  Elf (1st-level warrior) ...................................................................82
  Elf, Dark (1st-level warrior) .........................................................84
  Ettercap .........................................................................................84
  Ettin ..............................................................................................85
  Ferret .............................................................................................85
  Fiend (General) .............................................................................85
  Flesh Freak ....................................................................................96
  Foot-Trap.......................................................................................96
  Force of Nature .............................................................................97
  Fox  ................................................................................................97
  Frost Worm ...................................................................................97
  Fungus, Shrieker ...........................................................................98
  Fungus, Violet ...............................................................................98
  Gargoyle, Church Grotesque ........................................................98
  Gargoyle, True ..............................................................................99
  Genie (General) .............................................................................99
  Ghoul .......................................................................................... 101
  Giant (General) .......................................................................... 101
  Gideon Fungi ............................................................................. 104
  Gnoll ........................................................................................... 104
  Gnome (1st-level warrior) ......................................................... 104
  Goblin, Great .............................................................................. 105
  Golem (General)......................................................................... 105
  Gorgon ....................................................................................... 107
  Gorlack ....................................................................................... 108
  Green Knight ............................................................................. 108
  Griffon ........................................................................................ 108
  Grimlock..................................................................................... 108
  Hag (General) ............................................................................. 109
  Halfling (1st-level warrior) ........................................................ 110
  Hell Hound ................................................................................. 111
  Hippogriff .................................................................................. 111
  Hobgoblin (1st-level warrior) ................................................... 112
  Homunculus ............................................................................... 112
  Human (1st-level warrior) ........................................................ 112
  Hydra (General) ......................................................................... 113
  Hyena ......................................................................................... 115
  Invisible Stalker ......................................................................... 115
  Jacklova ...................................................................................... 115
  Jade Eviscerator ......................................................................... 116
  Juggernaut ................................................................................. 116
  Kobold (1st-level warrior) ......................................................... 116
  Kraken ........................................................................................ 116
  
  
  Table of Contents
  Lamia .......................................................................................... 117
  Lammasu .................................................................................... 117
  Leopard ...................................................................................... 117
  Lich (11th-level adept) .............................................................. 118
  Liger............................................................................................ 118
  Lillend ........................................................................................ 118
  Lion ............................................................................................ 119
  Lizard ......................................................................................... 119
  Lizard, Monitor Lizard .............................................................. 119
  Lizardfolk ................................................................................... 120
  Locathah .................................................................................... 120
  Lycanthrope (General)............................................................... 120
  Lynx ............................................................................................ 123
  Manta Ray .................................................................................. 123
  Manticore ................................................................................... 123
  Medusa ....................................................................................... 124
  Merfolk (1st-level warrior) ........................................................ 124
  Mimic ......................................................................................... 124
  Minotaur .................................................................................... 125
  Monkey ...................................................................................... 125
  Moose ......................................................................................... 125
  Morphean .................................................................................. 125
  Mule ........................................................................................... 126
  Mummy ...................................................................................... 126
  Naga (General) ........................................................................... 126
  Necrite (1st-level warrior) ......................................................... 128
  Night Hag ................................................................................... 128
  Nightmare .................................................................................. 129
  Nymph........................................................................................ 129
  Octopus ...................................................................................... 129
  Octopus, Giant ........................................................................... 130
  Ogre Mage .................................................................................. 130
  Ooze (General) ........................................................................... 130
  Orc, Black ................................................................................... 133
  Orc, Grey (1st-level warrior) ..................................................... 133
  Otterfolk (1st-level warrior) ..................................................... 134
  Otyugh ....................................................................................... 134
  Owl ............................................................................................. 135
  Owl, Giant .................................................................................. 135
  Owlbear ...................................................................................... 135
  Pegasus ....................................................................................... 135
  Phoenix ...................................................................................... 136
  Pit Plant ..................................................................................... 136
  Planetouched (General) ............................................................. 136
  Pony ............................................................................................ 137
  Porpoise ..................................................................................... 137
  Praetor of Souls ......................................................................... 137
  Praying Mantis, Giant ............................................................... 138
  Pseudodragon ............................................................................ 138
  Purple Worm .............................................................................. 138
  Questing Beast ........................................................................... 139
  Rakshasa .................................................................................... 139
  Raven .......................................................................................... 139
  Remorhaz ................................................................................... 140
  Rhinoceros ................................................................................. 140
  Roc   ............................................................................................. 140
  Roper .......................................................................................... 140
  Rust Monster ............................................................................. 141
  Sahuagin..................................................................................... 141
  Salamander (General) ................................................................ 142
  Satyr ........................................................................................... 142
  Scorpion (General) ..................................................................... 143
  Shadow (3rd-level human warrior) ........................................... 144
  Shadow Mastiff .......................................................................... 145
  Shambling Mound ..................................................................... 145
  Shocker Lizard ........................................................................... 145
  Snake, Giant Constrictor ........................................................... 146
  Spectre (7th-level human warrior) ........................................... 146
  Sphinx (General) ........................................................................ 146
  Spider (General) ......................................................................... 147
  Spirit-Horse ............................................................................... 149
  Sprite (General) ......................................................................... 149
  Squid ........................................................................................... 151
  Squid, Giant ............................................................................... 151
  Stirge .......................................................................................... 151
  Swarm, (General) ....................................................................... 152
  Tendriculos................................................................................. 154
  Termite, Giant (General) ........................................................... 154
  Thoqqua ...................................................................................... 155
  Thunder Bird .............................................................................. 155
  Tiger ........................................................................................... 156
  Titan ........................................................................................... 156
  Toad ............................................................................................ 156
  Treant ......................................................................................... 156
  Triton ......................................................................................... 157
  Troglodyte .................................................................................. 157
  Troll (General) ............................................................................ 157
  Unicorn ...................................................................................... 158
  Wasp, Giant ................................................................................ 158
  Wasp, Giant Parasitic................................................................. 159
  Watcher in the Sky..................................................................... 159
  Weasel ........................................................................................ 159
  Wendigo ..................................................................................... 159
  Whale, Baleen ............................................................................ 160
  Whale, Cachalot ......................................................................... 160
  Whale, Orca................................................................................ 161
  Wight .......................................................................................... 161
  Will-o’-Wisp ............................................................................... 161
  Winter Wolf ............................................................................... 161
  Wolverine ................................................................................... 162
  Worg ........................................................................................... 162
  Wraith (5th-level human warrior) ............................................ 162
  Wyvern ....................................................................................... 163
  Xorn (general) ............................................................................ 163
  Yeth Hound ................................................................................ 164
  Chapter Three: Creature Templates .......................165
  Acquired and Inherited Templates .................................166
  Reading a Template .......................................................166
  Templates .....................................................................166
  Apparition .................................................................................. 166
  Celestial Creature....................................................................... 168
  Clockwork Creature ................................................................... 169
  Combat Unit .............................................................................. 170
  Fiendish Creature ...................................................................... 172
  Half-Celestial ............................................................................. 172
  Half-Dragon ............................................................................... 173
  Half-Fiend .................................................................................. 173
  Lich ............................................................................................. 174
  Lycanthrope ............................................................................... 175
  Simulacrum ................................................................................ 178
  Skeleton ..................................................................................... 179
  Vampire ...................................................................................... 179
  Zombie ....................................................................................... 181
  Appendix A: Expanded Archaic Weapons ..............182
  Appendix B: New Supernatural Powers .................184
  Appendix C:  
  Converting d20 Creatures to True20 ............185
  Index ...........................................................................................189
  License ........................................................................................191
  
  
  Introduction
  From Grendel and Tiamat to acid-spitting aliens, adventure stories 
  are often defined by the creatures heroes fight and overcome. True20 
  Adventure Roleplaying provides Narrators with a small selection of 
  fantastic creatures, focusing primarily on the use of other characters 
  as antagonists. But some adventures call for creatures, and this book 
  provides them in droves.
  The True20 Bestiary is a collection of creatures and fantastic foes for 
  use with True20 Adventure Roleplaying. Many of these creatures will be 
  familiar to long-time gamers, others are completely new. They range 
  in power from little more than annoyances to earth-shaking threats 
  suitable for epic tales, all at your disposal.
  Overview
  The True20 Bestiary is divided 
  into three main sections along 
  with three appendices:
  Chapter One: 
  Creating a 
  True20 Creature
  Chapter One looks at creating a 
  True20 creature, from concept to 
  finished game traits. It includes 
  the definition of many basic 
  creature traits and the essentials 
  of how they work in the game.
  Chapter Two: 
  True20 Bestiary
  Chapter Two makes up the 
  bulk of the book, providing 
  game information for numerous 
  creatures of all different types. The 
  creatures are listed alphabetically 
  for easy reference during play.
  Chapter Three Creature Templates
  Chapter Three provides creature templates, different ways of 
  modifying existing creatures in order to create entirely new creatures 
  of a particular type. Templates multiply the number of creatures in this 
  book many times over.
  The appendices provide additional material to support the True20 
  Bestiary and different styles of True20 games.
  Appendix A: Expanded Archaic Weapons
  Appendix A provides a wide range of archaic weaponry to expand the 
  arsenals of creatures and heroes alike.
  Appendix B: New Supernatural Powers
  Appendix B provides new supernatural powers for the creatures in 
  this book and for use in your game, expanding the supernatural power 
  selection found in True20 Adventure Roleplaying.
  Appendix C:  
  Converting d20 Creatures to True20
  Appendix C looks at converting creatures from other d20-based games 
  to True20, opening up virtually limitless resources for your game.
  How to Use This Book
  The True20 Bestiary is meant as a reference book and resource primarily 
  for Narrators of True20 games. It takes a great deal of the work out 
  of coming up with antagonists for your own adventures: simply look 
  through the pages of this book to find the creature(s) you want for 
  your own story. They’re complete and ready to use. The creatures’ 
  descriptions are purposefully short to keep the creatures generic and 
  so a Narrator can more easily fit 
  them into the campaign setting. 
  All skill ranks and calculations 
  for attacks, Defenses and saving 
  throws are provided to make 
  modifying creatures easier for 
  experienced and inexperienced 
  Narrators alike.
  New Narrators may wish to 
  focus on the True20 Bestiary as a 
  resource for quick opponents at 
  first, using each creature’s level 
  as an approximate indicator of 
  the sort of challenge it offers to 
  a group of heroes. Even limiting 
  yourself to this, you’ll get a lot 
  of mileage out of the True20 
  Bestiary.
  When you’re more comfortable 
  running the game and using the 
  creatures from this book, you 
  may want to play around with 
  the material given in Chapter Three, applying templates to existing 
  creatures to create new variations and letting you see how to modify 
  them. Want to make a zombie creature? Just apply the “zombie” 
  template to any existing living creature and you’ve got a zombie version 
  ready to use. The templates open up new options for customizing 
  creatures for your games.
  Next you can use the guidelines in Appendix C to convert creatures 
  from other sources to True20, giving you new antagonists and challenges 
  to use. This shows you more of how True20 creatures are constructed 
  and how their traits work.
  Finally, when you feel suffi ciently familiar with creature traits and how 
  they’re put together, you can use the guidelines in Chapter One to 
  make entirely new creatures, as simply as working through the creation 
  checklist and following the steps to make them yourself. The True20 
  Bestiary gives you all the tools you need to create an unlimited range 
  of foes to populate your adventures and to give your players’ heroes all 
  the challenge they’ll ever need.
  Introduction
  
  
  Introduction
  Chapter  
  One:
    
  Creating 
  a True20 
  Creature
  
  
  Chapter One: Creating a True20 Creature
  There are plenty of ‘monster books’ on the market that can give you a 
  collection of useful pregenerated creatures to place in your campaign 
  world. Yet no collection can be as vast or as interesting as your own 
  imagination. Whether you are using a published campaign setting, or 
  using a world of your own design, you can embellish your setting with 
  your own inventive creatures. This chapter sets forth some guidelines 
  for you to create your own creatures for the True20 Adventure Roleplaying 
  game in an easy to use step-by-step format.
  Step One:  
  Creature Concept
  First off you want to have a good idea of the type of creature you want 
  to create, and the roles it could play in a True20 game. This kind of 
  brainstorming helps you keep focused while creating the creature’s 
  statistics. Begin by asking yourself questions to develop your creature 
  concept. Is it a despicable monstrosity that can only be dealt with 
  through combat? Is it a friendly creature with a mischievous and 
  unintentionally dangerous sense of humor? Is it something that might 
  aid the heroes—for a price? Where do these creatures live, and what is 
  their family structure? What does the creature look like and what kind 
  of unusual abilities does it have? If you are short on ideas you can always 
  draw inspiration from mythology or books and films.
  Once you have a good idea of what you want the creature to look like and 
  what kinds of things it can do, you are going to want to come up with a 
  name for it. If you are at a loss for ideas, descriptive names such as the 
  “acid embalmer” or “jade eviscerator” are always a good bet, particularly 
  if the name can summarize your creature concept in a few words. Take 
  your time naming your creations. While the name may not seem like a 
  critical part of creating a creature, few will take a creature seriously if 
  it has a silly name, no matter what its other qualities are.
  Step two:  
  Set the Size
  Based on your concept, how big is this creature? You are now going 
  to place your creature in a “size category” that describes its largest 
  dimension whether it is width, length or height. The size categories and 
  their game effects are summarized in the Game Effects of Creature 
  Size table.
  Size affects your creature’s game statistics greatly. Smaller creatures tend 
  to be weaker and less sturdy but more agile. Larger creatures tent to 
  have great strength and durability but lack finesse. Generally speaking, 
  larger creatures tend to be more powerful than smaller ones, though 
  exceptions to this rule abound. For more information on the effects 
  of size on a creature’s statistics refer to Chapter Eight of the True20 
  Adventure Roleplaying book.
  Step Three:  
  Set the Level
  When creating a hero you need to know what level he is in order to 
  determine his combat bonus, feats, skill ranks and saving throws. The 
  same holds true for when you are making a creature. The creature’s 
  level will also give you a rough indication of what level of characters for 
  which the creature should be a challenging encounter. Some creatures 
  have a level of 0, meaning that alone they are not much of a challenge 
  even for beginning characters to deal with. A 1st level creature would 
  be a tough challenge for a group of low level characters. Levels above 20 
  should be reserved for only the most horrifying and powerful creatures. 
  To scale the creature to be a challenge to the heroes in your campaign, 
  Making Monsters
  
  
  Chapter One: Creating a True20 Creature
  put its level one or even two higher than the average level of the heroes. 
  If you are having trouble picking a level for your creature, you can look 
  through the creatures listed in this book to get an idea for what level 
  at which you want to set your creature.
  Use the Creature Level-Dependent Benefits table, below, to 
  determine your creature’s combat bonus, base saves, maximum skill 
  ranks and number of feats.
  Step Four:  
  Pick a Type  
  and Subtypes
  A creature type is the broad archetype that is used to categorize 
  creatures in True20. Creature types are listed below in alphabetical 
  order. A creature type essentially serves as the creature’s role—like a 
  heroic role the creature type determines a creature’s skill ranks, feats, 
  combat bonus and saving throws. Creatures receive fewer feats than 
  heroes, and in many cases fewer skill ranks. This is balanced by the fact 
  that creatures do not follow most of the other rules by which heroes 
  must abide. They have no maximum on abilities, they can have several 
  bonus feats and supernatural powers and they may have bonuses to 
  one or more skills.
  Unique creatures may also have levels in a heroic role (adept, expert or 
  warrior) in addition to their creature levels. Note that 1st level creatures 
  with a heroic role determine their combat bonus, saves, skills and feats 
  according to their heroic role alone (as heroes do). Creatures with 
  multiple levels in any given creature type who gain levels in a heroic 
  role do so using the rules for mixed-role heroes.
  Creature Types
  There are fourteen creature types, each with inherent strengths and 
  weaknesses. The creature types are Aberration, Animal, Construct, 
  Dragon, Elemental, Fey, Humanoid, Monstrous Humanoid, Ooze, 
  Game Effects of Creature Size
  Size
  Combat 
  Modifier
  Grapple 
  Modifier
  Stealth 
  Modifier
  Toughness 
  Modifier
  Height
  Weight
  Space
  Reach
  Carrying 
  Capacity
  Colossal
  –8
  +16
  –16
  +8
  64-128 ft.
  250K- 2 mil lbs.
  30 ft.
  15 ft.
  x16
  Gargantuan
  –4
  +12
  –12
  +6
  32-64 ft.
  32K –250K lbs.
  20 ft.
  15 ft.
  x8
  Huge
  –2
  +8
  –8
  +4
  16-32 ft.
  4K –32K lbs.
  15 ft. 
  10 ft.
  x4
  Large
  –1
  +4
  –4
  +2
  8-16 ft.
  500-4,000 lbs.
  10 ft.
  10 ft.
  x2
  Medium
  +0
  +0
  +0
  +0
  4-8 ft.
  60-500 lbs.
  5 ft.
  5 ft.
  x1
  Small
  +1
  –4
  +4
  –1
  2 ft.-4 ft.
  8-60 lbs.
  5 ft.
  5 ft.
  x3/4
  Tiny
  +2
  –8
  +8
  –2
  1-2 ft.
  1-8 lbs.
  2.5 ft.
  0 ft.
  x1/2
  Diminutive
  +4
  –12
  +12
  –4
  6 in-1 ft.
  0.25-1 lb.
  1 ft.
  0 ft.
  x1/4
  Fine
  +8
  –16
  +16
  –8
  3 in-6 in.
  0.9-0.1 lb.
  6 in.
  0 ft.
  x1/8
  Creature Level-Dependent Benefits
   Level
  Combat Modifier 
  Level x1
  Combat Modifier 
  Level x3/4
  Combat Modifier 
  Level x1/2
  Good 
  Saves
  Normal 
  Saves
  Maximum 
  Skill Ranks
  Feats
  1st
  +1
  +0
  +0
  +2
  +0
  4
  1
  2nd
  +2
  +1
  +1
  +3
  +0
  5
  3rd
  +3
  +2
  +1
  +3
  +1
  6
  2
  4th
  +4
  +3
  +2
  +4
  +1
  7
  5th
  +5
  +3
  +2
  +4
  +1
  8
  6th
  +6
  +4
  +3
  +5
  +2
  9
  3
  7th
  +7
  +5
  +3
  +5
  +2
  10
  8th
  +8
  +6
  +4
  +6
  +2
  11
  9th
  +9
  +6
  +4
  +6
  +3
  12
  4
  10th
  +10
  +7
  +5
  +7
  +3
  13
  11th
  +11
  +8
  +5
  +7
  +3
  14
  12th
  +12
  +9
  +6
  +8
  +4
  15
  5
  13th
  +13
  +9
  +6
  +8
  +4
  16
  14th
  +14
  +10
  +7
  +9
  +4
  17
  15th
  +15
  +11
  +7
  +9
  +5
  18
  6
  16th
  +16
  +12
  +8
  +10
  +5
  19
  17th
  +17
  +12
  +8
  +10
  +5
  20
  18th
  +18
  +13
  +9
  +11
  +6
  21
  7
  19th
  +19
  +14
  +9
  +11
  +6
  22
  20th
  +20
  +15
  +10
  +12
  +6
  23
  
  
  Chapter One: Creating a True20 Creature
  Outsider, Plant, Supernatural Beast, Undead and Vermin. Some creature 
  types work better in certain genres than in others.
  • Fantasy and Horror: All creature types are appropriate for the fantasy 
  and horror genres.
  • Science-Fiction: The Aberration, Animal, Construct, Humanoid, Ooze 
  and Plant creature types are most appropriate for the science-fiction 
  genre.
  Aberration
  An aberration has a bizarre anatomy, strange abilities, an alien 
  mindset or any combination of the three. If your creature concept 
  is too strange to fit into another creature type it is probably an 
  aberration.
  • Fantasy and Horror: An aberration is an unnatural creature. It is a 
  sanity-shattering, alien and perhaps supernatural entity that defies 
  the laws of physics and logic.
  • Science-Fiction: An aberration is an abomination from the furthest 
  reaches of space, an organism so strange as to defy scientific 
  categorization. The aberration type is perhaps best put to use in 
  the science-fiction horror and science-fantasy subgenres, since the 
  creatures native to alien worlds, regardless of how bizarre they may 
  appear to human eyes, are still natural for their world and would 
  not necessarily count as aberrations.
  Features: An aberration has the following features.
  • Toughness: Aberrations have a base toughness equal to their 
  Constitution. This value is modified by their size and armor.
  • Combat: Base combat bonus equal to 3/4 their level.
  • Saving Throws: Good Will saves, normal Fortitude and Reflex 
  saves.
  • Skills: At 1st level aberrations receive a number of skills equal to 
  (2 + Int, minimum 1) at 4 ranks each, and (2 + Int) skill rank 
  per additional level.
  • Feats: Aberrations begin with one feat at 1st level and an additional 
  feat every third level. These feats may be selected from any 
  category. Aberrations also receive Heavy and Light Armor 
  Training and Firearms Training or Weapon Training as bonus 
  feats (these feats are only provided in the stat block if the 
  creature is likely to make use of them). Aberrations may choose 
  a supernatural power in place of a feat like an adept, and treat 
  their creature level as their adept level for using those powers. 
  An aberration with adept levels uses only its creature levels to 
  determine its adept level for any power it received as a bonus 
  feat.
  Traits: An aberration possesses the following traits (unless otherwise 
  noted in a creature’s entry).
  • Darkvision out to 60 feet.
  • Proficiency with natural weapons.
  • Aberrations eat, sleep and breathe.
  Advancement: Aberrations with an Intelligence of –3 or below advance 
  by gaining more levels in aberration. Aberrations with an Intelligence 
  of –2 or above advance by heroic role (usually adept).
  Animal
  An animal is a living, nonhuman creature, with no supernatural powers 
  and no innate capacity for language or culture.
  • Fantasy and Horror: An animal is a natural creature, like a mammal, 
  fish, bird or reptile, with no strange or unusual abilities beyond 
  what it needs to survive. A mythical creature such as the roc can 
  be an animal if it has no supernatural abilities.
  • Science-Fiction: An animal is the natural inhabitant of the world on 
  which it developed. Alien animals can have so-called “supernatural” 
  abilities if they can be explained through scientific processes. For 
  example, a fiery breath weapon could be generated by sacs in the 
  creature’s mouth that collect and focus organic gasses that ignite 
  on contact with air. A fear aura could be pheromone-based, and 
  so on.
  Features: An animal has the following features (unless otherwise 
  noted in a creature’s entry).
  • Toughness: Animals have a base toughness equal to their 
  Constitution. This value is modified by their size and armor.
  • Combat: Base combat bonus equal to 3/4 their level.
  • Saving Throws: Good Fortitude and Reflex saves, normal Will 
  save. Certain animals may have different good and normal 
  saves.
  • Skills: At 1st level animals receive a number of skills equal to (2 
  + Int, minimum 1) at 4 ranks each, and (2 + Int) skill rank per 
  additional level.
  • Feats: Animals begin with one feat at 1st level and gain an 
  additional feat every third level. These feats may be selected 
  from the general, martial and expert categories. All animals 
  gain Night Vision as a bonus feat.
  Traits: An animal possesses the following traits (unless otherwise 
  noted in a creature’s entry).
  • Intelligence of –5 or –4 (a creature with an Intelligence of –3 or 
  higher cannot be an animal).
  • Proficiency with natural weapons.
  • A non-combative herbivore uses its natural weapons as a 
  secondary attack. Such attacks are made with a –5 penalty on 
  the creature’s attack rolls, and the animal receives only 1/2 its 
  Strength as a damage adjustment.
  • Animals eat, sleep and breathe.
  Advancement: Animals advance by gaining more levels in animal.
  
  
  Chapter One: Creating a True20 Creature
  Construct
  A construct is an animated object or artificially constructed creature.
  • Fantasy and Horror: Constructs are objects or statues that have been 
  brought to some semblance of life through supernatural means.
  • Science-Fiction: A construct is an automaton such as a robot or android. 
  A construct with the sub-sentient, sentient or supersentient subtype 
  is artificially intelligent. Constructs might also be robots in the fantasy 
  or horror genres, depending on the technological development of the 
  setting.
  Features: A construct has the following features.
  • Toughness: Constructs have a base toughness of +1 modified by their 
  size and armor.
  • Combat: Base combat bonus equal to 3/4 their level.
  • Saving Throws: No good saving throws.
  • Skills: Most constructs are mindless and gain no skills. At 1st level 
  intelligent constructs receive a number of skills equal to (2 + Int, 
  minimum 1) at 4 ranks each, and (2 + Int) skill rank per additional 
  level.
  • Feats: Most constructs are mindless and have no feats. Constructs with 
  an Intelligence begin with one feat at 1st level and gain an additional 
  feat every third level. These feats may be selected from the general 
  and martial categories. All constructs gain Night Vision as a bonus 
  feat regardless of their Intelligence. Constructs also receive Firearms 
  Training or Weapon Training as a bonus feat (this feat is only provided 
  in the stat block if the creature is likely to make use of it).
  Traits: A construct possesses the following traits (unless otherwise noted 
  in a creature’s entry).
  • No Constitution.
  • Darkvision out to 60 feet.
  • Proficiency with natural weapons.
  • Immunity to all mind-influencing effects (including Heart Reading, Heart 
  Shaping, and any supernatural powers requiring mental contact).
  • Immunity to poison, sleep effects, paralysis, stunning, and disease effects 
  or the Imbue Unlife supernatural power.
  • Cannot heal damage on their own. A construct with the fast healing 
  special quality still benefits from that quality. Supernatural constructs 
  can usually be repaired by exposing them to a certain kind of effect 
  (see the creature’s description for details) or through the use of the 
  Imbue Item feat. Robotic constructs can be repaired; repairing a 
  robot requires the Craft (robotics) skill (Diffi culty 15 for “hurt”, 20 
  for “wounded”, 25 for “disabled”).
  •  A mindless construct’s creator (or owner) can command it if the construct 
  is within 60 feet and can see and hear its creator. If not commanded, 
  a mindless construct usually follows its last instruction to the best of 
  its ability, though if attacked it returns the attack. The creator can give 
  the construct a simple command to govern its actions in his or her 
  absence. The construct’s creator can order the construct to obey the 
  commands of another person (who might in turn place the construct 
  under someone else’s control, and so on), but the construct’s creator 
  can always resume control over his creation by commanding the 
  construct to obey him alone.
  • Not subject to critical hits, non-lethal damage, ability damage, ability 
  drain, fatigue or exhaustion.
  • Immunity to any effect requiring a Fortitude save (unless the effect 
  also works on objects, or is harmless).
  • Immediately destroyed when reduced to “dying” condition on the 
  damage track.
  Genres
  Fantasy
  The fantasy genre is the classic “swords and sorcery” setting and is one of the most popular and widely-accepted genres for adventure roleplaying. 
  This genre is characterized by a technologically medieval world with magic, elves, dwarves, humans, dragons and dungeons.
  Horror
  The horror genre is usually set in modern day Earth, with the Victorian and Edwardian Eras (1837-1915) and the Jazz and Depression (1920-1940) 
  Eras being particularly popular. This genre is characterized by brave investigators tracking down and trying to eliminate supernatural threats.
  Science-Fiction
  The science-fiction genre is usually set in the near- or far-future of our own universe. Some science may be ignored for the sake of interstellar 
  travel and alien life forms, but in general settings in this genre follow physical laws and there is no “magic” except for psychic abilities. This genre 
  is characterized by starships, space battles, advanced technology and alien creatures.
  • Science-Fantasy: The science-fantasy subgenre is usually set in a world of fantasy that also developed technology or on Earth in a time 
  analogous to our modern day or the near- or far-future in which supernatural forces have always been present or which have somehow 
  returned. This subgenre is characterized by magic, elves, dwarves, humans, dragons and dungeons—but with cybernetics, submachine 
  guns and motorcycles, too.
  • Science-Fiction Horror: The science-fiction horror subgenre is usually set in the present day or the near- or far-future of our own universe. 
  Despite the setting being grounded in real-world science, sometimes natural laws break down and something unnatural slips through. Most 
  sci-fi horror is found in movies with the “we should not meddle with nature” message. The sci-fi horror subgenre includes the popular modern-
  era cannibal zombie movies as well as the classic “giant bug” movies of the 1950s and 1960s.
  Building Fantasy Constructs
  Creation rules for fantasy constructs are best left up to the Narrator so 
  they can be tailored and balanced to the campaign setting. A Narrator 
  can make the details of designing and building a construct as complex 
  as the campaign setting requires. At its simplest, however, building 
  a construct in a fantasy setting has only three requirements: price, 
  construction and supernatural feats and powers.
  • The suggested purchase Diffi culty for the raw materials to make a 
  construct is 20 + the construct’s level, plus an extra amount if the 
  construct uses rare or precious materials.
  • The construct’s body must be built through the use of a Craft skill, 
  with a suggested Diffi culty of at least 25.
  • The adept creating a construct should have the Imbue Item feat plus 
  any supernatural powers that are appropriate to the traits of the 
  construct. A Narrator may want to also include a minimum adept 
  level requirement as well.
  
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  Chapter One: Creating a True20 Creature
  • Since it was never alive, a construct cannot be affected by the Imbue 
  Life power.
  • Constructs do not eat, sleep or breathe.
  Advancement: Constructs advance by gaining more levels in 
  construct.
  Dragon
  A dragon is a reptilian creature, usually winged, with supernatural 
  abilities.
  • Fantasy and Horror: Dragons are creatures born of the raw forces of the 
  universe. They are supernatural, reptilian beings of great power.
  • Science-Fiction: Because their existence assumes the presence of 
  supernatural forces, dragons are most appropriate for the fantasy 
  and horror genres or the science-fantasy and science-fiction horror 
  subgenres. A dragon-like alien creature is best modeled as an animal 
  with some suitable subtypes.
  Features: A dragon has the following features.
  • Toughness: Dragons have a base Toughness equal to their 
  Constitution. This value is modified by their size and armor.
  • Combat: Base combat bonus equal their level.
  • Saving Throws: Good Fortitude, Reflex and Will saves.
  • Skills: At 1st level dragons receive a number of skills equal to (6 
  + Int, minimum 1) at 4 ranks each, and (6 + Int) skill rank per 
  additional level.
  • Feats: Dragons begin with one feat at 1st level and gain an additional 
  feat every third level. These feats may be selected from any 
  category. All dragons gain Night Vision as a bonus feat. Dragons 
  may choose a supernatural power in place of a feat like an adept, 
  and treat their creature level as their adept level for using those 
  powers. A dragon with adept levels uses only its creature levels 
  to determine its adept level for any power it received as a bonus 
  feat.
  Traits: A dragon possesses the following traits (unless otherwise noted 
  in the description of a particular kind).
  • Darkvision out to 60 feet.
  • Proficiency with natural weapons.
  • Immunity to supernatural sleep and paralysis effects.
  • Dragons eat, sleep and breathe.
  Advancement: Dragons advance by gaining more levels in dragon.
  Elemental
  An elemental is a being composed of one of the four classical elements: 
  air, earth, fire or water. Other elements may exist in the campaign 
  setting and therefore corresponding types of elementals may exist as 
  well.
  • Fantasy and Horror: Elementals are supernatural creatures are made 
  of the raw stuff of nature itself.
  • Science-Fiction: Because their existence assumes the presence of 
  supernatural forces, elementals are most appropriate for the fantasy 
  and horror genres or the science-fantasy and science-fiction horror 
  subgenres.
  Features: An elemental has the following features.
  • Toughness: Elementals have a base toughness equal to their 
  Constitution. This value is modified by their size and armor.
  • Combat: Base combat bonus equal to 3/4 their level.
  • Saving Throws: Good saves depend on the element: Fortitude 
  (earth, water) or Reflex (air, fire).
  • Skills: At 1st level elementals receive a number of skills equal to (2 
  + Int, minimum 1) at 4 ranks each, and (2 + Int) skill rank per 
  additional level.
  • Feats: Elementals begin with one feat at 1st level and gain an 
  additional feat every third level. These feats may be selected 
  from any category. Elementals also receive Firearms Training or 
  Weapon Training as a bonus feat (this feat is only provided in the 
  
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  Chapter One: Creating a True20 Creature
  stat block if the creature is likely to make use of it). Elementals 
  may choose a supernatural power in place of a feat like an adept, 
  and treat their creature level as their adept level for using those 
  powers. An elemental with adept levels uses only its creature 
  levels to determine its adept level for any power it received as a 
  bonus feat.
  Traits: An elemental possesses the following traits (unless otherwise 
  noted in a creature’s entry).
  • Darkvision out to 60 feet.
  • Proficiency with natural weapons.
  • Immunity to poison, sleep effects, paralysis and stunning.
  • Not subject to critical hits.
  • Unlike most other living creatures, an elemental does not have a dual 
  nature—its soul and body form one unit. When an elemental 
  is slain, no soul is set loose. Supernatural powers that restore 
  souls to their bodies or restore life to the dead don’t work on 
  elementals.
  • Elementals do not eat, sleep or breathe.
  Advancement: Elementals with an Intelligence of –2 or below advance 
  by gaining more levels in elemental. Elementals with an Intelligence of 
  –1 or above advance by heroic role (usually adept).
  Fey
  A fey is a creature with supernatural abilities and connections to nature 
  or to a similar force or a magical place. Fey are usually somewhat human-
  shaped.
  • Fantasy and Horror: Fey creatures are supernatural, sometimes 
  capricious creatures that are close to nature.
  • Science-Fiction: Because their existence assumes the presence of 
  supernatural forces, fey are most appropriate for the fantasy and horror 
  genres or the science-fantasy and science-fiction horror subgenres.
  Features: A fey has the following features.
  • Toughness: Fey have a base toughness equal to their Constitution. 
  This value is modified by their size and armor.
  • Combat: Base combat bonus equal to 1/2 their level.
  • Saving Throws: Good Reflex and Will saves.
  • Skills: At 1st level fey receive a number of skills equal to (6 + Int, 
  minimum 1) at 4 ranks each, and (6 + Int) skill rank per additional 
  level.
  • Feats: Fey begin with one feat at 1st level and gain an additional feat 
  every third level. These feats may be selected from any category. 
  All fey gain Night Vision as a bonus feat. Fey also receive Heavy 
  and Light Armor Training and Firearms Training or Weapon 
  Training as bonus feats (these feats are only provided in the stat 
  block if the creature is likely to make use of them). Fey may choose 
  a supernatural power in place of a feat like an adept, and treat 
  their creature level as their adept level for using those powers. A 
  fey with adept levels uses only its creature levels to determine its 
  adept level for any power it received as a bonus feat.
  Traits: A fey possesses the following traits (unless otherwise noted in 
  a creature’s entry).
  • Proficiency with natural weapons.
  • Fey eat, sleep, and breathe.
  Advancement: Fey advance by heroic role.
  Humanoid/Prime Sentient
  Humanoids have few or no innate supernatural abilities, but most can 
  speak and usually have well-developed societies. They usually are Small 
  or Medium. Every humanoid creature also has a subtype, based on its 
  background. 
  Humanoids with only one level exchange the features of their humanoid 
  level for the features of a heroic role. Humanoids of this sort are presented 
  in this book as 1st-level warriors. Humanoids with more than one racial 
  level are the only humanoids that make use of the features of the humanoid 
  type.
  • Fantasy and Horror: A humanoid usually has two arms, two legs, and 
  one head, or a humanlike torso, arms, and a head. Fantasy and horror 
  humanoid subtypes include dwarf, elf, giant, gnome, goblin, halfling, 
  human, and orc.
  • Science-Fiction: In the science-fiction genre the humanoid type is renamed 
  the prime sentient type and is defined somewhat differently. The creature 
  does not necessarily have to be ‘humanoid’ in shape, and may have one 
  or more of the traits of another creature type (for example, the prime 
  sentient of an arboreal world could be plant-like, and therefore could have 
  some plant traits). Every prime sentient must have the sub-sentient, 
  sentient or supersentient subtype. In the science-fiction genre a prime 
  sentient should only have supernatural abilities if they can be explained 
  through scientific processes.
  Features: A humanoid has the following features (unless otherwise noted 
  in a creature’s entry).
  • Toughness: Humanoids have a base toughness equal to their 
  Constitution. This value is modified by their size and armor.
  • Combat: Base combat bonus equal to 3/4 their level , or by heroic 
  role.
  • Saving Throws: Good Reflex saves , or by heroic role. A humanoid with 
  more than one creature level may have different good and normal 
  saves.
  • Skills: At 1st level humanoids receive a number of skills equal to (2 + Int, 
  minimum 1) at 4 ranks each, and (2 + Int) skill rank per additional 
  level, or by heroic role.
  • Feats: By heroic role. Humanoids with more than one creature level 
  begin with one feat at 1st level and gain an additional feat every 
  third level, or by heroic role. Humanoids with more than one 
  creature level may select feats from any category. Humanoids also 
  receive Heavy and Light Armor Training and Firearms Training or 
  Weapon Training as bonus feats (these feats are only provided in the 
  stat block if the creature is likely to make use of them). Humanoids 
  may choose a supernatural power in place of a feat like an adept, 
  and treat their creature level as their adept level for using those 
  powers. A humanoid with adept levels uses only its creature levels to 
  determine its adept level for any power it received as a bonus feat.
  Traits: A humanoid possesses the following traits (unless otherwise noted 
  in a creature’s entry).
  • Proficiency with natural weapons.
  • Humanoids breathe, eat and sleep.
  Advancement: Humanoids advance by heroic role.
  Monstrous Humanoid
  Monstrous humanoids are similar to humanoids, but with monstrous 
  or animalistic features. They often have innate supernatural abilities 
  as well.
  • Fantasy and Horror: Monstrous humanoids are half-animal or, as the 
  name implies, monstrous creatures with a more or less humanoid 
  shape.
  • Science-Fiction: The monstrous humanoid type is generally not used 
  in the science-fiction genre, since alien creatures are natural to their 
  home planets and are only “monstrous” to human perceptions. 
  Strange alien creatures are better modeled using the humanoid (i.e. 
  prime sentient) type with a few appropriate subtypes.
  If there is a monstrous humanoid in this book that you’d like to use 
  as a prime sentient, you can “convert” it by simply swapping “prime 
  
  12
  Chapter One: Creating a True20 Creature
  sentient” in place of “monstrous humanoid” on its Type line and changing 
  its combat bonus to its level x 3/4. Since the basics of those creature types 
  are otherwise the same, your alien’s skills, feats, traits and saves do not 
  change despite the change in type.
  Features: A monstrous humanoid has the following features.
  • Toughness: Monstrous humanoids have a base toughness equal to 
  their Constitution. This value is modified by their size and armor.
  • Combat: Base combat bonus equal to their level.
  • Saving Throws: Good Reflex and Will saves.
  • Skills: At 1st level monstrous humanoids receive a number of skills 
  equal to (2 + Int, minimum 1) at 4 ranks each, and (2 + Int) skill 
  rank per additional level.
  • Feats: Monstrous Humanoids begin with one feat at 1st level and gain 
  an additional feat every third level. These feats may be selected 
  from any category. Monstrous humanoids also receive Heavy and 
  Light Armor Training and Firearms Training or Weapon Training 
  as bonus feats (these feats are only provided in the stat block if the 
  creature is likely to make use of them). Monstrous humanoids may 
  choose a supernatural power in place of a feat like an adept, and 
  treat their creature level as their adept level for using those powers. 
  A monstrous humanoid with adept levels uses only its creature 
  levels to determine its adept level for any power it received as a 
  bonus feat.
  Traits: A monstrous humanoid possesses the following traits (unless 
  noted otherwise in a creature’s entry).
  • Darkvision out to 60 feet.
  • Proficiency with natural weapons.
  • Monstrous humanoids eat, sleep and breathe.
  Advancement: Monstrous humanoids advance by heroic role.
  Ooze/Amoeboid
  An ooze is an amorphous or mutable creature, usually mindless.
  • Fantasy and Horror: An ooze is a blob-like creature of unknown origin. 
  Oozes are diffi cult to destroy and consume everything in their path.
  • Science-Fiction: The ooze type is called the amoeboid type in the science-
  fiction genre. An amoeboid is an amorphous single- or multi-cellular 
  creature, and is usually mindless. They feed by surrounding and 
  engulfing organic matter, and breaking it down using organelles that 
  produce digestive enzymes.
  Features: An ooze has the following features.
  • Toughness: Oozes have a base toughness equal to their Constitution 
  +1. This value is modified by their size. Oozes almost never have 
  natural or manufactured armor.
  • Combat: Base combat bonus equal to 3/4 their level.
  • Saving Throws: No good saving throws.
  • Skills: Most oozes are mindless and gain no skills. At 1st level intelligent 
  oozes receive a number of skills equal to (2 + Int, minimum 1) at 4 
  ranks each, and (2 + Int) skill rank per additional level.
  • Feats: Most oozes are mindless and have no feats. Oozes with an 
  Intelligence begin with one feat at 1st level and gain an additional 
  feat every third level. These feats may only be selected from the 
  general category.
  Traits: An ooze possesses the following traits (unless otherwise noted 
  in a creature’s entry).
  • Mindless: No Intelligence, and immunity to all mind-influencing effects 
  (including Heart Reading, Heart Shaping, and any power requiring 
  mental contact).
  • Blind (but have the blindsight special quality), with immunity to gaze 
  attacks, visual effects, illusions, and other attack forms that rely 
  on sight.
  • Proficiency with natural weapons.
  • Immunity to poison, sleep effects, paralysis, stunning and the Flesh 
  Shaping power.
  • Some oozes have the ability to deal acid damage to objects. In such 
  a case, the amount of damage is equal to the ooze’s Constitution 
  per full round of contact.
  • Not subject to critical hits.
  • Oozes eat and breathe, but do not sleep.
  Advancement: Oozes advance by gaining levels in ooze.
  Outsider
  An outsider is at least partially composed of the essence (but not 
  necessarily the material) of some other plane of existence. 
  • Fantasy and Horror: Outsiders are powerful spirit beings, and include 
  such otherworldly creatures as angels and demons. Some creatures 
  start out as some other type and become outsiders when they attain 
  a higher (or lower) state of spiritual existence.
  • Science-Fiction: Because their existence assumes the presence of 
  supernatural forces, outsiders are most appropriate for the fantasy 
  and horror genres or the science-fantasy and science-fiction horror 
  subgenres. A bizarre creature from another dimension is best modeled 
  using one of the other science-fiction appropriate creature types with 
  the extradimensional subtype.
  The outsider type is called the extradimensional type in the science-
  fantasy and science-fiction horror subgenres. Extradimensionals are 
  bizarre creatures that originate from some other dimension in the 
  time-space continuum or from an alternate reality. Extradimensionals 
  often defy all the precepts of scientific knowledge, and appear to be 
  biologically impossible as they developed in dimensions that have 
  different natural laws from our own.
  Features: An outsider has the following features.
  • Toughness: Outsiders have a base toughness equal to their 
  Constitution. This value is modified by their size and armor.
  • Combat: Base combat bonus equal to their level.
  • Saving Throws: Good Fortitude, Reflex and Will saves.
  • Skills: At 1st level outsiders receive a number of skills equal to (6 
  + Int, minimum 1) at 4 ranks each, and (6 + Int) skill rank per 
  additional level.
  • Feats: Outsiders begin with one feat at 1st level and gain an 
  additional feat every third level. These feats may be selected 
  from any category. Outsiders also receive Improved Strike, 
  Heavy and Light Armor Training, Firearms Training or Weapon 
  Training as bonus feats (these feats are only provided in the stat 
  block if the creature is likely to make use of them). Outsiders 
  may choose a supernatural power in place of a feat like an adept, 
  and treat their creature level as their adept level for using those 
  powers. An outsider with adept levels uses only its creature 
  levels to determine its adept level for any power it received as 
  a bonus feat.
  Traits: An outsider possesses the following traits (unless otherwise 
  noted in a creature’s entry).
  • Darkvision out to 60 feet.
  • Proficiency with natural weapons.
  • Unlike most other living creatures, an outsider does not have a dual 
  nature—its soul and body form one unit. When an outsider is 
  slain, no soul is set loose. Supernatural powers that restore souls 
  to their bodies (such as Imbue Life) don’t work on an outsider. 
  An outsider with the native subtype can be affected by Imbue 
  Life just as other living creatures can be.
  • Outsiders breathe, but do not need to eat or sleep (although they 
  can if they wish). Native outsiders breathe, eat and sleep.
  
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  Chapter One: Creating a True20 Creature
  Advancement: Outsiders with an Intelligence of –2 or below advance 
  by gaining levels in outsider. Outsiders with an Intelligence of –1 or 
  above advance by heroic role.
  Plant/Autotroph
  This type comprises vegetable creatures and other types of organisms 
  that can manufacture their own nutrients. Note that regular plants, such 
  as one finds growing in gardens and fields, lack Wisdom and Charisma 
  and are not creatures but objects, even though they are alive.
  • Fantasy and Horror: Plant creatures are flora that have been animated 
  through some supernatural means. They have the intelligence and 
  mobility of animals or even humanoids.
  • Science-Fiction: The plant type is called the autotroph type in the 
  science-fiction genre. An autotroph is an organism capable of 
  synthesizing its own food from inorganic substances, using light and/
  or chemical energy. An autotroph usually has the chemoautotroph, 
  photoautotroph or photoheterotroph subtype.
  Features: A plant creature has the following features.
  • Toughness: Plants have a base toughness equal to their Constitution. 
  This value is modified by their size and armor.
  • Combat: Base combat bonus equal to 3/4 their level.
  • Saving Throws: Good Fortitude saves.
  • Skills: Some plant creatures are mindless and gain no skills. At 
  1st level intelligent plants receive a number of skills equal to (2 
  + Int, minimum 1) at 4 ranks each, and (2 + Int) skill rank per 
  additional level.
  • Feats: Some plants are mindless and have no feats. Plants with an 
  Intelligence begin with one feat at 1st level and gain an additional 
  feat every third level. These feats may only be selected from the 
  general category. Most plants gain Night Vision as a bonus feat 
  regardless of their Intelligence.
  Traits: A plant creature possesses the following traits (unless otherwise 
  noted in a creature’s entry).
  • Proficiency with natural weapons.
  • Immunity to all mind-influencing effects (including Heart Reading, 
  Heart Shaping, and any power requiring mental contact).
  • Immunity to poison, sleep effects, paralysis, stunning and the Flesh 
  Shaping power. Plant creatures are, however, affected by the 
  Plant Shaping power.
  • Not subject to critical hits.
  • Plants breathe and eat, but do not sleep.
  Advancement: Plants with an Intelligence of –2 or below advance 
  by gaining levels in plant. Plants with an Intelligence of –1 or above 
  advance by heroic role.
  Supernatural Beast
  Supernatural beasts are similar to animals but can have Intelligences 
  higher than –4. Supernatural beasts usually have supernatural abilities, 
  but sometimes are merely bizarre in appearance or habits and have 
  supernatural origins.
  • Fantasy and Horror: A supernatural beast is a creature that is not 
  humanoid but which does not fit into any other creature type and 
  is not bizarre enough to be an aberration. This is a broad category 
  that contains fantastic creatures of myth and legend as well as 
  supernatural versions of normal animals.
  • Science-Fiction: The supernatural beast type is generally not used in 
  the science-fiction genre, since alien creatures are natural to their 
  home planets and are only “supernatural” to human perceptions. 
  Strange alien creatures are better modeled using the animal type 
  with a few appropriate subtypes. This creature type should only be 
  used in the science-fantasy and science-fiction horror subgenres to 
  model alien creatures that are truly supernatural in origin.
  If there is a supernatural beast in this book that you’d like to use as 
  an alien animal, you can “convert” it by simply swapping “animal” in 
  place of “supernatural beast” on its Type line and changing its combat 
  bonus to its level x 3/4. Since the basics of those creature types are 
  otherwise the same, your alien’s skills, feats, traits and saves do not 
  change despite the change in type.
  Features: A supernatural beast has the following features.
  • Toughness: Supernatural beasts have a base toughness equal 
  to their Constitution. This value is modified by their size and 
  armor.
  • Combat: Base combat bonus equal to their level.
  • Saving Throws: Good Fortitude and Reflex saves.
  • Skills: At 1st level supernatural beasts receive a number of skills 
  equal to (2 + Int, minimum 1) at 4 ranks each, and (2 + Int) skill 
  rank per additional level.
  Pathogen (Hazard)
  Pathogens are microscopic entities that invade an organism, altering its internal environment in some way that is often detrimental. Pathogens 
  may be living organisms such as protozoa or bacteria, or they can be mere shells of protein housing genetic information such as viruses. Due 
  to their microscopic size, most pathogens are impossible to physically interact with without very specialized tools, and cannot be affected by 
  conventional weapons. Thus pathogens are treated as “hazards” rather than creatures, and follow the rules fore disease in the True20 Adventure 
  Roleplaying book.
  
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  Chapter One: Creating a True20 Creature
  • Feats: Supernatural beasts begin with one feat at 1st level and 
  gain an additional feat every third level. These feats may be 
  selected from any category. Supernatural beasts may choose 
  a supernatural power in place of a feat like an adept, and treat 
  their creature level as their adept level for using those powers. 
  All supernatural beasts gain Night Vision as a bonus feat. A 
  supernatural beast with adept levels uses only its creature levels 
  to determine its adept level for any power it received as a bonus 
  feat.
  Traits: A supernatural beast possesses the following traits (unless 
  otherwise noted in a creature’s entry).
  • Darkvision out to 60 feet.
  • Proficient with its natural weapons.
  • Supernatural beasts eat, sleep and breathe.
  Advancement: Supernatural beasts advance by gaining levels in 
  supernatural beast.
  Undead
  Undead are once-living creatures animated by spiritual or supernatural 
  forces, such as the Imbue Unlife power.
  • Fantasy and Horror: An undead creature was once living but has 
  magically transcended death as a walking corpse or ghostly spirit.
  • Science-Fiction: Because their existence assumes the presence of 
  supernatural forces, undead are most appropriate for the fantasy 
  and horror genres or the science-fantasy and science-fiction horror 
  subgenres.
  Features: An undead creature has the following features.
  • Toughness: Undead have a base toughness of +0 modified by their 
  size and armor. They also gain a toughness bonus equal to 1/2 
  their level (rounded down).
  • Combat: Base combat bonus equal to 1/2 their level.
  • Saving Throws: Good Will saves.
  • Skills: Many undead are mindless and gain no skills. At 1st level 
  intelligent undead receive a number of skills equal to (6 + 
  Int, minimum 1) at 4 ranks each, and (6 + Int) skill rank per 
  additional level, or by heroic role.
  • Feats: Some undead are mindless and have no feats. Skeletal 
  undead gain Improved Initiative and zombie-like undead gain 
  Tough as a bonus feat regardless of their Intelligence. An undead 
  with an Intelligence begins with one feat at 1st level and gain 
  an additional feat every third level. These feats may be selected 
  from any category. Undead also receive Heavy and Light Armor 
  Training and Firearms Training or Weapon Training as bonus 
  feats (these feats are only provided in the stat block if the 
  creature is likely to make use of them). Undead may choose a 
  supernatural power in place of a feat like an adept, and treat 
  their creature level as their adept level for using those powers. 
  An undead with adept levels uses only its creature levels to 
  determine its adept level for any power it received as a bonus 
  feat.
  Traits: An undead creature possesses the following traits (unless 
  otherwise noted in a creature’s entry).
  • No Constitution.
  • Darkvision out to 60 feet.
  • Proficiency with natural weapons.
  • Immunity to all mind-influencing effects (including Heart Reading, 
  Heart Shaping, and any power requiring mental contact).
  • Immunity to poison, sleep effects, paralysis, stunning, disease and 
  death effects.
  • Not subject to critical hits, non-lethal damage or ability drain. 
  Immune to damage to its physical abilities (Strength, Dexterity, 
  and Constitution), as well as to fatigue and exhaustion effects.
  • Cannot heal damage on its own if it has no Intelligence, although it 
  can be healed. The fast healing special quality works regardless 
  of the creature’s Intelligence.
  • The Harm power heals undead creatures (treat this situation as if 
  the Cure power were being used on a living creature).
  • The Cure power damages undead creatures as if it were Harm used 
  on a living creature.
  • Immunity to any effect requiring a Fortitude save (unless the effect 
  also works on objects or is harmless).
  • When reduced to “dying” condition on the damage track, it is 
  immediately destroyed.
  • Not affected by the Imbue Life supernatural power.
  • Undead do not breathe, eat, or sleep.
  Advancement: Undead with an Intelligence of –2 or less advance by 
  gaining levels in undead. Undead with an Intelligence of –1 or greater 
  advance by heroic role.
  Vermin
  This type includes insects, arachnids, other arthropods, worms and 
  similar invertebrates.
  • Fantasy and Horror: Vermin are otherwise normal insects and spiders 
  that have grown to unnatural size through supernatural or scientific 
  influence.
  • Science-Fiction: The vermin type is most appropriate for the fantasy 
  and horror genres, or the science-fantasy and science-fiction horror 
  subgenres. Earth vermin are mindless, and the laws of physics do 
  not permit them to get any larger than they are. Things may have 
  developed differently on alien worlds, however, so “giant bug” type 
  creatures are possible elsewhere. Since the vermin type is so specific 
  and the science-fiction subtypes allow for greater customization, 
  insectoid alien creatures are better modeled using the animal 
  creature type with the arthropod subtype.
  
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  Chapter One: Creating a True20 Creature
   If there is a vermin in this book that you’d like to use as an alien 
  insectoid creature, you can “convert” it by simply swapping “animal” 
  in place “vermin” on its Type line and adding the arthropod subtype. 
  Since the basics of those creature types are otherwise the same, your 
  alien’s combat bonus, skills, feats, traits and saves do not change 
  despite the change in type.
  Features: Vermin have the following features.
  • Toughness: Vermin have a base toughness equal to their 
  Constitution. This value is modified by their size and armor.
  • Combat: Base combat bonus of 3/4 their level.
  • Saving Throws: Good Fortitude saves.
  • Skills: Skills equal to (2 + Int, minimum 1) and the same number of 
  skill ranks per additional level, if the vermin has an Intelligence. 
  However, most vermin are mindless and gain no skills.
  • Feats: Most vermin are mindless and have no feats. Vermin with an 
  Intelligence begin with one feat at 1st level and gain an additional 
  feat every third level. These feats may be selected from the 
  general, martial and expert categories.
  Traits: Vermin possess the following traits (unless otherwise noted 
  in a creature’s entry).
  • Mindless: No Intelligence, and immunity to all mind-influencing 
  effects (including Heart Reading, Heart Shaping, and any power 
  requiring mental contact).
  • Darkvision out to 60 feet.
  • Proficient with their natural weapons.
  • Vermin breathe, eat and sleep.
  Advancement: Vermin advance by gaining levels in vermin.
  Subtypes
  Subtypes are descriptors that are added on to a creature type in 
  parentheses, and further describe what the creature is. Not all creatures 
  need to have a subtype, while others may have multiple subtypes. Some 
  creature types such as humanoids and outsiders always have at least 
  one subtype.
  General Subtypes
  The following creature subtypes are general and can be applied to 
  creatures of any genre.
  Aquatic
  These creatures always have swim speeds and thus can move in 
  water without making Swim checks. An aquatic creature can breathe 
  underwater. It cannot also breathe air unless it has the amphibious 
  quality.
  Augmented
  A creature receives this subtype whenever something happens to change 
  its original type. Some creatures (those with an inherited template) are 
  born with this subtype; others acquire it when they take on an acquired 
  template. The augmented subtype is always paired with the creature’s 
  original type. A creature with the augmented subtype usually has the 
  traits of its current type, but the features of its original type.
  Cold/Arctic
  A creature with the cold or arctic subtype has immunity to cold. It has 
  vulnerability to fire, which means it takes half again as much (+50%) 
  damage as normal from fire.
  Extraplanar
  The extraplanar subtype is applied to any creature when it is on 
  a plane other than its native plane. A creature that travels the 
  planes can gain or lose this subtype as it goes from plane to plane. 
  Creature entries assume that encounters with creatures take place 
  on the Material Plane, and every creature whose native plane is 
  not the Material Plane has the extraplanar subtype (but would not 
  have it when on its home plane). Every extraplanar creature has 
  a home plane mentioned in its description. Creatures not labeled 
  as extraplanar are natives of the Material Plane, and gain the 
  extraplanar subtype if they leave the Material Plane. No creature 
  has the extraplanar subtype when it is on a transitive plane, such 
  as the Astral Plane, the Ethereal Plane and the Plane of Shadow.
  Fire/Volcanic
  A creature with the fire or volcanic subtype has immunity to fire 
  and heat. It has vulnerability to cold, which means it takes half 
  again as much (+50%) damage as normal from cold.
  Native
  The native subtype is applied only to outsiders. These creatures have 
  mortal ancestors or a strong connection to the Material Plane and 
  can be raised from the dead by the Imbue Life supernatural power 
  just as other living creatures can be. Creatures with this subtype 
  are native to the Material Plane (hence the subtype’s name). Unlike 
  true outsiders, native outsiders need to eat and sleep.
  Reptilian
  These creatures are scaly and usually cold-blooded. The reptilian 
  subtype is only used to describe humanoids, not animals and 
  creatures that are truly reptiles.
  Swarm
  A swarm is a collection of Fine, Diminutive, or Tiny creatures that 
  acts as a single creature. A swarm has the characteristics of its type, 
  except as noted here. A swarm has a single level and Toughness 
  save, a single initiative modifier, a single speed and a single defense 
  bonus. A swarm makes saving throws as a single creature. A single 
  swarm occupies a circle (if it is made up of non-flying creatures) or 
  a sphere (of flying creatures) 10 feet in diameter, but its reach is 0 
  feet, like its component creatures. In order to attack, it surrounds 
  an opponent. It can occupy the same space as a creature of any 
  size, since it crawls all over its prey. A swarm can move through 
  an area occupied by enemies and vice versa without impediment. 
  A swarm can move through cracks or holes large enough for its 
  component creatures.
  A swarm of tiny creatures consists of 300 non-flying creatures or 
  1,000 flying creatures. A swarm of diminutive creatures consists 
  of 1,500 non-flying creatures or 5,000 flying creatures. A swarm 
  of fine creatures consists of 10,000 creatures, whether they are 
  flying or not. Swarms of non-flying creatures include many more 
  creatures than could normally fit in a 10-foot square based on 
  their normal space, because creatures in a swarm are packed 
  tightly together and generally crawl over each other and their 
  prey when moving or attacking. Larger swarms are represented 
  by multiples of single swarms. The area occupied by a large swarm 
  is completely shapeable, though the swarm usually remains in 
  contiguous squares.
  Traits: A swarm has no clear front or back and no discernable 
  anatomy, so it is not subject to critical hits. A swarm made up 
  of Tiny creatures takes half damage from slashing and piercing 
  weapons. A swarm composed of Fine or Diminutive creatures is 
  immune to weapon damage. Reducing a swarm to “dying” condition 
  on the damage track causes it to break up, though damage taken 
  until that point does not affect its ability to attack or resist attack. 
  Swarms are never staggered. Also, they cannot be tripped, grappled 
  or rushed, and they cannot grapple an opponent.
  
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  Chapter One: Creating a True20 Creature
  A swarm is immune to any power or effect that targets a specific number 
  of creatures (including single-target supernatural powers) with the 
  exception of mind-influencing effects if the swarm has an Intelligence 
  and a hive mind. A swarm takes half again as much damage (+50%) from 
  powers or effects that affect an area, including Widened powers.
  Swarms made up of Diminutive or Fine creatures are susceptible to 
  high winds such as created by the Wind Shaping power. For purposes 
  of determining the effects of wind on a swarm, treat the swarm as a 
  creature of the same size as its constituent creatures. A swarm rendered 
  unconscious by non-lethal damage becomes disorganized and dispersed, 
  and does not reform until it makes a successful recovery roll.
  —Swarm Attack: Creatures with the swarm subtype don’t make 
  standard melee attacks. Instead, they deal automatic damage to any 
  creature whose space they occupy at the end of their move, with no 
  attack roll needed. Swarm attacks are not subject to a miss chance 
  for concealment or cover. A swarm’s stat block has “swarm” in the 
  Combat entry, with no attack bonus given. The amount of damage a 
  swarm deals is based on its level, as shown below.
  Swarm Level
  Swarm Base Damage
  1-5
  +2
  6-10
  +4
  11-15
  +6
  16-20
  +8
  21 or more
  +10
  A swarm’s attacks are not supernatural, unless the swarm’s description 
  states otherwise. Damage reduction suffi cient to reduce a swarm 
  attack’s damage below 0, being incorporeal and other special abilities 
  can give a creature immunity (or at least resistance) to damage from 
  a swarm. Some swarms also have acid, poison, blood drain or other 
  special attacks in addition to normal damage.
  —Distraction: Any living creature vulnerable to a swarm’s 
  damage that begins its turn surrounded by a swarm is nauseated 
  for 1 round; a Fortitude save (Diffi culty 10 + 1/2 swarm’s level + 
  swarm’s Constitution) negates the effect. Using or concentrating on 
  supernatural powers within the area of a swarm requires a successful 
  Diffi culty 25 Concentration check. Using skills that involve patience 
  and concentration requires a Diffi culty 20 Concentration check.
  Fantasy and Horror Subtypes
  The following subtypes are most appropriate for the fantasy and horror 
  genres and the science-fantasy and science-fiction horror subgenres.
  Air
  This subtype usually is used for elementals and outsiders. Air creatures 
  always have fly speeds and usually have perfect maneuverability.
  Earth
  This subtype usually is used for elementals and outsiders. Earth 
  creatures usually have burrow speeds, and most earth creatures can 
  burrow through solid rock.
  Giant
  A giant is a humanoid-shaped creature of great strength, usually of at 
  least Large size. Giants tend to have good Fortitude saves rather than 
  good Reflex saves like most other humanoids. Giants also tend to gain 
  Night Vision as a bonus feat.
  Goblinoid
  “Goblinoid” is just one example of a racial subtype. Goblinoids are 
  stealthy humanoids who live by hunting and raiding and who all speak 
  Goblin.
  Incorporeal
  An incorporeal creature has no physical body. Only other incorporeal 
  creatures, supernatural weapons (or creatures that strike as supernatural 
  weapons), and powers can harm it. It is immune to all mundane attack 
  forms. Even when hit by powers or supernatural weapons, it has a 50% 
  chance (11 or higher on d20) to ignore any damage from a corporeal 
  source.
  An incorporeal creature has no natural armor bonus but has a bonus 
  to its defense equal to its Charisma (always at least +1, even if the 
  creature’s Charisma is +0 or less).
  An incorporeal creature can pass through solid objects. An incorporeal 
  creature’s attacks likewise pass through (ignore) natural and manufactured 
  armor and shields. Incorporeal creatures pass through and operate in 
  water as easily as they do in air. Incorporeal creatures cannot fall or take 
  falling damage. Incorporeal creatures cannot make trip or grapple attacks, 
  nor can they be tripped or grappled. In fact, they cannot take any physical 
  action that would move or manipulate an opponent or its equipment, 
  nor are they subject to such actions. Incorporeal creatures have no weight 
  and do not set off traps triggered by weight.
  An incorporeal creature moves silently and cannot be heard if it doesn’t 
  wish to be. Non-visual senses, such as scent and blindsight, are either 
  ineffective or only partly effective with regard to incorporeal creatures. 
  Incorporeal creatures have an innate sense of direction and can move 
  at full speed even when they cannot see.
  Shapechanger
  A shapechanger has the supernatural ability to assume one or more 
  alternate forms. Many supernatural effects allow some kind of 
  shape shifting, and not every creature that can change shape has the 
  shapechanger subtype.
  
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  Chapter One: Creating a True20 Creature
  Vice
  The vice subtype is usually applied only to outsiders native to the 
  vice-aligned planes of existence. Creatures with this subtype act in 
  accordance with the vice aspect of their nature. A creature with the vice 
  subtype overcomes damage reduction as if its natural weapons and any 
  weapons it wields were vice-aligned.
  Virtue
  The virtue subtype is usually applied only to outsiders native to the 
  virtue-aligned planes of existence. Creatures with this subtype act in 
  accordance with the virtue aspect of their nature. A creature with the 
  virtue subtype overcomes damage reduction as if its natural weapons 
  and any weapons it wields were virtue-aligned.
  Water
  This subtype usually is used for elementals and outsiders. Creatures 
  with the water subtype always have swim speeds and can move in water 
  without making Swim checks. A water creature can breathe underwater 
  and usually can breathe air as well.
  Science-Fiction Subtypes
  The following subtypes are most appropriate for the science-fiction 
  genre. The science-fiction subtypes further define the creature more 
  or less on its ecological niche. The assumption is that even organisms 
  living on different planets share similar traits based on their strategy 
  for feeding and survival.
  Aerial
  This subtype usually is used for organisms that are adapted to moving 
  through the atmosphere of their home planet. Aerial creatures always 
  have fly speeds though their maneuverability may vary. Aerial creatures 
  gain a +2 racial bonus to initiative.
  Android
  Androids are robotic constructs that closely mimic a human or other living 
  organism (often resembling the same species as the android’s creator). This 
  subtype can only be applied to constructs. Unlike most other constructs, 
  androids are subject to critical hits since they contain delicate circuitry and 
  gears that can easily be damaged. Unless otherwise stated, an observer must 
  succeed on a Diffi culty 25 Notice or a Diffi culty 20 Knowledge (technology) 
  check to detect that a creature is actually an android.
  Arboreal
  This subtype is used for creatures that have evolved to move by swinging 
  or jumping from one piece of vegetation to another without touching 
  the ground. Arboreal creatures always have a climb speed, and thus 
  can move through such dense vegetation without making jump, climb 
  or balance checks. They also gain a +8 racial bonus on Acrobatics and 
  Climb checks. They can always choose to take 10 on Climb checks, even 
  if rushed or threatened. Some arboreal creatures may use their Dexterity 
  modifier instead of their Strength modifier for Climb checks.
  Arthropod
  An arthropod has an external skeleton, either a chitinous exoskeleton 
  like an insect or crustacean, or a series of interlocking plates comprised 
  of some organic mineral. A creature with the arthropod subtype as 
  a natural armor bonus of at least +1. Arthropods also usually have 
  darkvision out to 60 ft., and some other sense-oriented trait such as 
  tremorsense or blindsense.
  Artificial
  This subtype is applied to artificial organic life-forms. These would include 
  living organisms that where created through scientific methods rather 
  than born such as replicants and clones. Artificial creatures are genetically 
  engineered, grown in a laboratory, and do not have biological parents.
  Chemoautotroph
  Chemoautotrophs use energy derived from inorganic molecules such as 
  ammonia (NH3) or hydrogen sulfide (H2S) to drive their own nutrient 
  production. Chemoautotrophs are extremophiles and can adapt to in 
  incredibly harsh conditions. Chemoautotrophs breathe components of 
  their native atmosphere and “eat” nutrients found in the soil or rotting 
  organic matter, but do not sleep.
  Cybernetic
  This subtype is applied to any living organism that has undergone 
  cybersurgery to either replace or enhance any part of its body with 
  cybernetic, bionic or mechanical parts. Each time a cybernetic creature 
  reaches “wounded” or worse condition on the damage track, a random piece 
  of its cybergear ceases to function. A character must succeed on a Diffi culty 
  30 Craft (cybergear) skill check to repair each damaged piece of cybergear.
  Decomposer
  A decomposer is a plant-like organism (such as a bacterium or fungus) 
  that grows on and breaks down dead organic matter, causing it to rot and 
  decay. Many decomposers lack Wisdom and Charisma (see Nonabilities) 
  and are not creatures, but objects, even though they are alive. Most 
  creatures with the decomposer subtype are autotrophs.
  Detritivore
  Detritivores are organisms that graze on decomposing organic matter, 
  gaining nourishment from both the decomposing matter and the 
  microbes that grow on it.
  Endotherm
  These creatures are “cold-blooded” and cannot regulate their own 
  internal temperature. When an endotherm is exposed to temperatures 
  significantly colder than its native climate they become slowed, and 
  are only able to take a single standard or move action until they enter 
  a warmer area. Endotherms suffer a –5 penalty on all saving throws 
  related to resisting the effects of cold temperatures.
  Extratemporal
  A subtype applied to any creature when it has traveled to an alternate 
  timeline other than its native timeline. A creature that travels through 
  time can gain or lose this subtype as it goes from timeline to alternate 
  timeline. Every extratemporal creature should have a native timeline 
  mentioned in its description. Creatures not labeled as extratemporal 
  are natives of the timeline they are currently occupying, and they gain 
  the extratemporal subtype if they leave that timeline. No creature has 
  the extratemporal subtype when it is traveling between timelines.
  Filter Feeder
  Filter feeders are organisms that graze on particulate matter that is 
  suspended in a liquid. They do this by sifting through large volumes of 
  liquid to filter out and consume any organic particles.
  Hematophage
  A hematophage is a “blood-feeder”. This subtype includes any creature 
  that feeds by extracting a blood-like liquid from another organism. 
  This can include things like blood, sap or cerebrospinal fluid. Most 
  hematophages have a bite attack that deals Constitution damage.
  Herbivore
  Herbivores subsist by consuming photoautotrophs (plant life) local to 
  their environment. Non-intelligent herbivores usually amass in great 
  
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  Chapter One: Creating a True20 Creature
  herds for safety in numbers. Any natural attacks they have evolved 
  are probably used for defense or to vie for territory or mating rights. 
  Most herbivores are only aggressive when they feel threatened. Some 
  also get very aggressive during their mating season. Herbivores eat, 
  sleep and breathe.
  Herd
  A creature with the herd subtype belongs to a group of creatures that 
  travel, graze and raise their young as a group. Herd animals are usually 
  herbivores, though other creatures may also live in herds. Herd animals 
  have an Intelligence of –5 or more, and have a highly developed system 
  of communication within the herd. Herd animals gain Tough as a bonus 
  feat.
  Lithivore
  Lithivores are silicone-based organisms that are capable of consuming 
  inorganic material such as sand and rocks. They are much denser than 
  carbon-based organisms, and are usually capable of surviving in a 
  broader range of environments. A lithivore gets a bonus to Toughness 
  equal to one and a half times its Constitution. Lithivores have immunity 
  to poison, sleep effects, paralysis, radiation and stunning. Lithivores 
  eat and breathe, but do not require sleep.
  Mutant
  Apply this subtype to any creature that has been genetically altered in 
  a significant way through exposure to radiation, genetic engineering or 
  contact with mutagenic substances. This alteration often gives them a 
  number of special abilities and flaws. Mutants can gain access to certain 
  supernatural feats.
  Omnivore
  An omnivore is capable of subsisting on the flesh of other animals, by 
  scavenging or by consuming local autotrophs. The diet and hunting 
  tactics of an omnivore are the most diverse of all creatures.
  Parasitoid
  A parasitoid is a creature that lays its eggs inside of another creature, 
  often paralyzing or killing the host in the process. The immature 
  creatures feed off the host until they have grown to the adult stage and 
  become independent free-living organisms in search of host to lay their 
  own eggs inside of. Parasitoids have the Implant ability.
  Implant: When a parasitoid damages a creature with one of its 
  natural attacks, it can lay an egg inside the creature. The young larva 
  emerges from the egg about 5 days later, literally devouring the host 
  from inside. The host takes 1 point of Constitution damage per day 
  for three days, at which point a fully grown adult parasitoid creature 
  emerges, dealing an additional 2 points of Constitution damage to 
  the host. A successful use of the Cure Disease supernatural power 
  rids a victim of the egg, as does a Diffi culty 25 Medicine check. If the 
  check fails, the healer can try again, but each attempt (successful or 
  not) deals +2 damage to the patient.
  Photoautotroph
  Photoautotrophs are photosynthetic organisms, such as plants and 
  algae, that use light energy (usually from the nearest star) to produce 
  their own nutrients. This type comprises most vegetable creatures. 
  Examples of photoautotrophs on Earth are photosynthetic plants such 
  as trees and flowers. Photoautotrophs have immunity to poison, sleep 
  effects, paralysis and stunning. Photoautotrophs breathe components 
  of their native atmosphere and absorb light, water or nutrients, but 
  do not usually sleep. If a photoautotroph is denied a light source, 
  it begins to suffer the effects of starvation until it can once again 
  absorb light.
  Photoheterotroph
  Photoheterotrophs are plant-like organisms that are capable of 
  harnessing light energy like photoautotrophs, but they need to acquire 
  their carbon or other key nutrients like nitrates and phosphates by 
  consuming organic matter (such as other organisms). Examples of 
  photoheterotrophs on Earth are “carnivorous” plants such as the Venus 
  flytrap and the sundew. Photoheterotrophs have immunity to poison, 
  sleep effects, paralysis and stunning. Photoheterotrophs breathe and 
  eat, but do not sleep.
  Predator
  A predator subsists on consuming the flesh of other animals. Predators 
  must hunt down and consume prey to survive, and thus are highly 
  evolved killing machines. Any natural attacks they have evolved are 
  probably used for hunting as well as defense or to vie for territory or 
  mating rights. Predators eat, sleep and breathe.
  Psionic
  A creature with the psionic subtype has developed supernatural mental 
  abilities, and gains access to supernatural feats.
  Scavenger
  Scavengers survive by eating whatever food is available. They steal meat 
  from carnivores, or consume leftover rotting organic matter. Many 
  scavengers are also opportunists that are quick to eat the defenseless 
  young or eggs of another organism if they are edible and left unguarded. 
  Scavengers eat, sleep and breathe.
  Sentient
  A creature with this subtype is self-aware and often capable of abstract 
  thought. Sentient creatures have an Intelligence of –2 to +8. Sentient 
  creatures possess at least one highly developed language and their own 
  complex culture. Sentient creatures advance by heroic role.
  Sub-Sentient
  A creature with this subtype is bordering on being self-aware. Sub-
  sentient creatures have an Intelligence of –3. They are capable of 
  developing a rudimentary form of language and culture. In a science-
  fiction setting, certain animals such as apes and porpoises may be 
  classified as sub-sentient.
  Subterranean
  A creature with the subterranean subtype is adapted to life 
  underground. Subterranean creatures gain either tremorsense out to 
  60 ft. or darkvision out to 90 ft. Many subterranean creatures also 
  have a burrowing speed. Subterranean creatures also gain a +2 bonus 
  to Search checks to notice unusual stonework.
  Supersentient
  A creature with this subtype has transcended mere self awareness. 
  Supersentient creatures have an Intelligence of +9 or higher. 
  Supersentient creatures have abilities beyond the comprehension of 
  lesser life-forms. Supersentient creatures can take 10 on all Notice, 
  Search and Sense Motive checks. Supersentient creatures often have 
  the psionic subtype and thereby gain access to supernatural powers. 
  Supersentient creatures advance by heroic role.
  Symbiont
  A symbiont is a creature that has evolved to survive by latching onto 
  another creature, either externally or internally. Without its host a 
  symbiont cannot survive for long. Each symbiont provides its host with 
  a combination of benefits and hindrances and often feeds off of the host 
  organism itself. Certain symbionts may have an accompanying acquired 
  
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  Chapter One: Creating a True20 Creature
  template which alters their host in some significant way. Symbionts 
  can often exert limited control over their host’s behavior. This ability 
  operates as if they had the Suggestion supernatural power with 
  Wisdom as the key ability. Symbionts eat and breathe, but generally 
  do not need to sleep.
  Vacuum
  A creature with the vacuum subtype has evolved to withstand the 
  rigors of being able to survive in the vacuum of space or a similar 
  environment that contains a virtual absence of matter. These creatures 
  suffer no penalties under zero gravity conditions. Should a creature 
  with the vacuum subtype ever find itself in an environment under 
  high pressure, all the detrimental effects of high pressure are doubled. 
  Vacuum creatures generally have darkvision out to 90 ft.
  Step Five: Pick Abilities
  When choosing the abilities for a creature you don’t need to follow 
  the six point rule heroes use. Likewise you don’t need to obey the +5 
  maximum for starting human characters. Instead, you should set the 
  abilities to whatever seems appropriate for your creature concept. It 
  can be useful to refer to existing True20 creatures to gauge how high 
  (or low) your new creature’s abilities should be. Large or powerful 
  creatures usually have a high Strength and Constitution, whereas 
  smaller creatures have a lower Strength but a high Dexterity. Also 
  refer to the creature’s type for hints. For example, animals always 
  have an Intelligence of –5 or –4. Undead and constructs always 
  lack a Constitution. Constructs, oozes, plants and undead are often 
  mindless and thus have no Intelligence. Incorporeal creatures have 
  no Strength.
  Nonabilities
  Some creatures lack certain abilities. These creatures do not have an 
  ability of –5, the lowest possible for other creatures—they lack the 
  ability altogether. The modifier for a nonability is +0. Other effects of 
  nonabilities are detailed below.
  Strength
  Any creature that can physically manipulate other objects has a 
  Strength of at least –5. A creature with no Strength can’t exert force, 
  usually because it has no physical body or because it doesn’t move. The 
  creature automatically fails Strength checks.
  Dexterity
  Any creature that can move has a Dexterity of at least –5. A creature 
  with no Dexterity can’t move. If it can perform actions (such as using 
  supernatural powers), it applies its Intelligence to initiative checks 
  instead of Dexterity. The creature automatically fails Reflex saves and 
  Dexterity checks.
  Constitution
  Any living creature has a Constitution of at least –5. A creature with no 
  Constitution has no body or no metabolism. It is immune to any effect 
  that requires a Fortitude save unless the effect works on objects or is 
  harmless. The creature is also immune to ability damage and ability 
  drain, and automatically fails Constitution checks. A creature with no 
  Constitution cannot tire and thus can run indefinitely without tiring 
  (unless the creature’s description says it cannot run).
  Intelligence
  Any creature that can think, learn or remember has an Intelligence of 
  at least –5. A creature with no Intelligence is mindless, an automaton 
  operating on simple instincts or programmed instructions. It has 
  immunity to mind-affecting effects (Heart Reading, Heart Shaping, 
  Illusion, Mind Reading, Mind Shaping and Mind Touch supernatural 
  powers) and automatically fails Intelligence checks. Mindless creatures 
  do not gain feats or skills, although they may have bonus feats or racial 
  skill bonuses.
  Wisdom
  Any creature that can perceive its environment in any fashion has a 
  Wisdom of at least –5. Anything with no Wisdom is an object, not a 
  creature. Anything without a Wisdom also has no Charisma.
  Charisma
  Any creature capable of telling the difference between itself and things 
  that are not itself has a Charisma of at least –5. Anything with no 
  Charisma is an object, not a creature. Anything without a Charisma 
  also has no Wisdom.
  Step Six:  
  Choose  Speed and 
  Forms of Locomotion
  Does your creature simply move along the ground, or can it fly, 
  glide, burrow, swim or swing from tree to tree with any degree of 
  competency? Is it faster, slower or about the same speed as a typical 
  human (speed 30 ft.)? Compare your creature to similar existing True20 
  creatures to gauge what its movement should be. Movement rates are 
  almost always a multiple of ten, and rarely lower than 5 ft.
  Movement Modes
  Creatures may have modes of movement other than walking and 
  running. These are natural, not supernatural, unless specifically noted 
  in a creature description.
  Burrow
  A creature with a burrow speed can tunnel through dirt, but not 
  through rock unless the descriptive text says otherwise. Creatures 
  cannot charge or run while burrowing. Most burrowing creatures do 
  not leave behind tunnels other creatures can use (either because the 
  material they tunnel through fills in behind them or because they do 
  not actually dislocate any material when burrowing); see the individual 
  creature descriptions for details.
  If an adept uses the Earth Shaping supernatural power on an area 
  containing a burrowing creature, the creature must make a Fortitude 
  save equal to the save Diffi culty of the adept’s powers. If the creature 
  fails the save, it is flung away 10 feet per point by which it failed the 
  save. It must also make a Diffi culty 15 Fortitude save or be stunned 
  for 1 round.
  Climb
  A creature with a climb speed has a +8 racial bonus on all Climb checks. 
  The creature must succeed on a Climb check to climb any wall or slope 
  with a Diffi culty of more than 0, but it always can choose to take 10 
  even if rushed or threatened while climbing. The creature climbs at the 
  given speed while climbing. If it chooses an accelerated climb it moves 
  at double the given climb speed (or its base land speed, whichever is 
  lower) and makes a single Climb check at a –5 penalty. Creatures cannot 
  run while climbing. A creature retains its Dexterity bonus to defense 
  (if any) while climbing, and opponents get no special bonus on their 
  attacks against a climbing creature.
  Fly
  A creature with a fly speed can move through the air at the indicated 
  speed if carrying no more than a light load. (Note that medium armor 
  
  20
  Chapter One: Creating a True20 Creature
  does not necessarily constitute a medium load.) All fly speeds include a 
  parenthetical note indicating maneuverability, as follows:
  —Perfect: The creature can perform almost any aerial maneuver it wishes. 
  It moves through the air as well as a human moves over smooth ground.
  —Good: The creature is very agile in the air (like a housefly or a 
  hummingbird), but cannot change direction as readily as those with 
  perfect maneuverability.
  • Average: The creature can fly as adroitly as a small bird.
  • Poor: The creature flies as well as a very large bird.
  • Clumsy: The creature can barely maneuver at all.
  A creature that flies can make dive attacks. A dive attack works just 
  like a charge, but the diving creature must move a minimum of 30 feet 
  and descend at least 10 feet. It can make only claw or talon attacks, but 
  these deal double damage. A creature can use the run action while flying, 
  provided it flies in a straight line.
  Swim
  A creature with a swim speed can move through water at its swim speed 
  without making Swim checks. It has a +8 racial bonus on any Swim check 
  to perform some special action or avoid a hazard. The creature can always 
  choose to take 10 on a Swim check, even if distracted or endangered. The 
  creature can use the run action while swimming, provided it swims in a 
  straight line.
  Step Seven:  
  Determine Armor 
  Bonus and defenses
  How much protection does this creature have? In True20, armor adds a 
  bonus to a creature’s Toughness save. If your creature is wearing armor, 
  simply refer to the Armor section in Chapter Five of the True20 
  Adventure Roleplaying book. If your creature has natural armor of some 
  variety (such as heavy fur, scales, a shell, an exoskeleton, or very thick 
  skin), use the given armor types and existing True20 creatures with 
  similar coverings as a reference. Natural armor bonuses almost never 
  exceed +10 and rarely exceed +5 except for the most powerful creatures. 
  Also consider if your creature has any more unusual defenses such as 
  invisibility, a noxious stench, the ability to bend light around it or an 
  incorporeal body.
  Step Eight:  
  Pick Attack Forms
  How does your creature defend itself in a fight? Possible attack forms 
  include weapons, claws, bites, gore attacks (indicating the use of horns 
  or spines), slam attacks (indicating the use of a bludgeoning appendage), 
  gaze attacks, breath weapons, rays and other special attacks.
  A creature’s base combat bonus is determined by its type and level; 
  refer to the Creature Level-Dependent Benefits table.
  Any special attacks that allow a saving throw have a Diffi culty equal to 
  10 + 1/2 the creature’s level + relevant ability. For example an 8th level 
  giant poisonous snake with +3 Constitution would have poison with a 
  save Diffi culty of 17 (10 + 4 [half its level of 8] + 3 Con).
  Saving throws versus the creature’s supernatural powers are calculated 
  as if it had adept levels equal to its creature levels (that is, 10 + 1/2 the 
  creature’s level [rounded up] + key ability). A creature with adept levels 
  uses only its creature levels to determine its adept level for any power 
  it received as a bonus feat.
  Natural Weapons
  Natural weapons are weapons that are physically a part of a creature. 
  The number of attacks a creature can make with its natural weapons 
  depends on the type of the attack—generally, a creature can make 
  one bite attack, one claw attack, one tentacle attack, one gore attack, 
  one sting attack, or one slam attack per round. Some creatures make 
  use of the Double Strike feat to use two claw or slam attacks in the 
  same round.
  Unless otherwise noted, a natural weapon threatens a critical hit on 
  a natural attack roll of 20. Natural weapons have types just as other 
  weapons do. The most common are summarized below.
  Bite
  The creature attacks with its mouth, dealing piercing, slashing, and 
  bludgeoning damage.
  Claw or Talon
  The creature rips with a sharp appendage, dealing piercing and slashing 
  damage.
  Gore
  The creature spears the opponent with an antler, horn or similar 
  appendage, dealing piercing damage.
  Slap or Slam
  The creature batters opponents with a tail, paw, limb or its body, dealing 
  bludgeoning damage.
  Sting
  The creature stabs with a stinger, dealing piercing damage. Sting attacks 
  usually deal damage from poison in addition to normal damage.
  
  21
  Chapter One: Creating a True20 Creature
  Tentacle
  The creature flails at opponents with a powerful tentacle, dealing 
  bludgeoning (and sometimes slashing) damage.
  Manufactured Weapons
  Some creatures employ manufactured weapons when they attack. 
  Creatures that use swords, bows, spears, and the like follow the same 
  rules as characters, including those for Two-Weapon Fighting. This 
  category of weapons also includes “found items” such as rocks and logs 
  that a creature wields in combat—in essence, any weapon that is not 
  intrinsic to the creature.
  The amount of damage inflicted depends on the type of weapon, and 
  can be found in the Weapons section of Chapter Five of the True20 
  Adventure Roleplaying book and in Appendix A of this book.
  Supernatural Manufactured Weapons
  On rare occasions, high level creatures may have access to supernatural 
  weapons, which are manufactured weapons that have been enhanced 
  through supernatural means. Supernatural weapons usually provide a 
  numerical bonus to hit and to damage. Some supernatural weapons have 
  other special abilities, which should be described on an individual basis. 
  Supernatural weapons are also able to bypass the damage reduction 
  of certain creatures (see Damage Reduction in step 12) and damage 
  incorporeal creatures.
  Step Nine:  
  Set Damage Values  
  For Attack Forms
  Approximate your creature’s damage based on its size, the relative size 
  and type of the weapon it’s using. For example, a Medium creature 
  with a claw attack might have a damage rating approximately equal 
  to a knife (+1 damage) before any Strength bonuses or penalties are 
  applied. If the creature’s claws are disproportionately large, then they 
  may do damage equivalent to that of short swords (+2 damage) before 
  Strength is factored in.
  Step Ten: Choose Skills
  Choose a number of skills for your creature based on how many skill 
  ranks it is allotted by its type and Intelligence. Additional skill ranks 
  may be purchased with the Skill Training feat, and existing skills may 
  be made more potent with feats like Skill Focus. A creature’s maximum 
  number of ranks for any one skill is equal to its level +3, just like that of 
  a hero; refer to the Creature Level-Dependent Benefits table. Your 
  creature may also have racial bonuses to certain skills that for which it 
  has a natural aptitude. Such racial bonuses usually range between +1 
  (for a minor natural inclination) and +8 (for a skill that the creature 
  was born to use).
  If the creature is wearing any armor it incurs a penalty to the Acrobatics, 
  Climb, Escape Artist, Jump, Sleight of Hand, Stealth and Swim skills. 
  The size of these penalties depends on the type of armor worn, and 
  can be found in the Armor section of Chapter Five of the True20 
  Adventure Roleplaying book.
  Step Eleven:  
  Choose Feats
  Choose a number of feats for your creature based on its level. Remember 
  that unlike heroes, creatures do not get a feat for every level. Instead, 
  creatures get a selection of bonus feats, one feat at 1st level, and one 
  feat every third level (3rd, 6th, 9th, etc.). Refer to the Creature Level-
  Dependent Benefits table to see how many feats your creature has. 
  Additional feats may be granted as bonus feats if they are abilities your 
  creature should have naturally without having to learn anything.
  The following feats are available to creatures, but not typically to heroes 
  due to the nature of their prerequisites.
  Ability Focus (General)
  Prerequisite: Special attack.
  Choose one of the creature’s special attacks. Add +2 to the Diffi culty 
  for all saving throws against the special attack on which the creature 
  focuses.
  A creature can gain this feat multiple times. Its effects do not stack. Each 
  time the creature takes the feat it applies to a different special attack.
  Awesome Blow (Martial)
  Prerequisites: Str +, size Large or larger.
  As a standard action, the creature may choose to subtract 4 from its 
  melee attack roll and deliver an awesome blow. If the creature hits 
  a corporeal opponent smaller than itself with an awesome blow, 
  its opponent must succeed on a Reflex save (Diffi culty 10 + 1/2 the 
  creature’s level + its Strength) or be knocked 10 feet in a direction of 
  the attacking creature’s choice and fall prone. The attacking creature 
  can only push the opponent in a straight line, and the opponent can’t 
  move closer to the attacking creature than the square it started in. If an 
  obstacle prevents the completion of the opponent’s move, the opponent 
  and the obstacle each take +2 damage, and the opponent stops in the 
  space adjacent to the obstacle.
  Double Strike (General)
  Prerequisites: Two or more natural weapons.
  The creature gains the benefits of Two-Weapon Fighting with its natural 
  weapons (see the description of Two-Weapon Fighting in Chapter 
  Six of the True20 Adventure Roleplaying book).
  Hover (General)
  Prerequisite: Fly speed.
  When flying, the creature can halt its forward motion and hover in place 
  as a move action. It can then fly in any direction, including straight down 
  or straight up, at half speed, regardless of its maneuverability.
  If a creature begins its turn hovering, it can hover in place for the turn. 
  A hovering creature cannot make wing attacks, but it can attack with 
  all other limbs and appendages it could use in an attack. The creature 
  can instead use a breath weapon or use a supernatural power instead 
  of making physical attacks, if it could normally do so.
  If a creature of Large size or larger hovers within 20 feet of the ground 
  in an area with lots of loose debris, the draft from its wings creates a 
  hemispherical cloud with a radius of 60 feet. The winds so generated 
  can snuff torches, small campfires, exposed lanterns and other small, 
  open flames of non-supernatural origin. Clear vision within the cloud is 
  limited to 10 feet. Creatures have concealment at 15 to 20 feet (20% miss 
  chance [17 or higher on d20]). At 25 feet or more, creatures have total 
  concealment (50% miss chance [11 or higher on d20], and opponents 
  cannot use sight to locate the creature).
  Those caught in the cloud must succeed on a Concentration check 
  (Diffi culty 10 + 1/2 creature’s level) to use supernatural powers.
  Without this feat, a creature must keep moving while flying unless it 
  has perfect maneuverability.
  
  22
  Chapter One: Creating a True20 Creature
  Snatch (General)
  Prerequisite: Size Huge or larger.
  The creature can choose to start a grapple when it hits with a claw or 
  bite attack, as though it had the Improved Grab feat. If the creature 
  gets a hold on a creature three or more sizes smaller, it squeezes each 
  round for automatic bite or claw damage. A snatched opponent held in 
  the creature’s mouth is not allowed a Reflex save against the creature’s 
  breath weapon, if it has one.
  The creature can drop a creature it has snatched as a free action or use 
  a standard action to fling it aside. A flung creature travels up to 30 
  feet, and takes +2 damage per 10 feet traveled. If the creature flings 
  a snatched opponent while flying, the opponent takes this amount or 
  the appropriate falling damage, whichever is greater.
  Wingover (General)
  Prerequisite: Fly speed.
  A flying creature with this feat can change direction quickly once each 
  round as a free action. This feat allows it to turn up to 180 degrees 
  regardless of its maneuverability in addition to any other turns it is 
  normally allowed. A creature cannot gain altitude during a round when 
  it executes a wingover, but it can dive. The change of direction consumes 
  10 feet of flying movement.
  Step Twelve:  
  Creature Traits
  Now pick any special traits you may want your creature to have. Below 
  you will find a list of some of the most common creature traits, but 
  feel free to make up your own if none of the following match your 
  creature concept.
  Ability Loss
  Some attacks reduce one or more of the opponent’s abilities. This loss 
  can be temporary (ability damage) or permanent (ability drain).
  Ability Damage: This attack damages an opponent’s ability. The 
  creature’s descriptive text gives the ability and the amount of damage. 
  If an attack that causes ability damage scores a critical hit, it deals 
  twice the indicated amount of damage. Ability damage returns at the 
  rate of 1 point per day for each affected ability.
  Ability Drain: This effect permanently reduces an opponent’s ability. 
  The creature’s descriptive text gives the ability and the amount 
  drained. If an attack that causes ability drain scores a critical hit, it 
  drains twice the indicated amount. Unless otherwise specified in the 
  creature’s description, a draining creature gains an extra recovery 
  check with a +5 bonus whenever it drains an ability no matter how 
  many points it drains.
  Some ability drain attacks allow a Fortitude save (Diffi culty 10 + 1/2 
  creature’s level + creature’s Charisma). If no saving throw is mentioned, 
  none is allowed.
  Alternate Form
  A creature with this trait has the ability to assume one or more specific 
  alternate forms. Assuming an alternate form results in the following 
  changes to the creature:
  • The creature retains the type and subtype of its original form. It 
  gains the size of its new form.
  • The creature loses the natural weapons, natural armor, movement 
  modes and extraordinary special attacks of its original form.
  • The creature gains the natural weapons, natural armor, movement 
  modes and non-supernatural special attacks of its new form. 
  • The creature retains the traits of its original form. It does not gain 
  any traits of its new form.
  • The creature retains the supernatural powers and attacks of its old 
  form (except for breath weapons and gaze attacks). It does not 
  gain the supernatural powers, special abilities or supernatural 
  attacks of its new form.
  • The creature gains the physical abilities (Str, Dex, Con) of its new 
  form. It retains the mental abilities (Int, Wis, Cha) of its original 
  form.
  • The creature retains its save bonuses, although its save modifiers 
  may change due to a change in abilities.
  • The creature is effectively disguised as a creature of its new form, 
  and it gains a +10 bonus on Disguise checks if it uses this ability 
  to create a disguise.
  Amphibious
  An amphibious creature is naturally aquatic but can also survive 
  indefinitely on land. It can breathe both air and water without 
  diffi culty.
  Blindsense
  Using non-visual senses, such as acute smell or hearing, a creature 
  with blindsense notices things it cannot see. The creature usually does 
  not need to make Notice checks to pinpoint the location of a creature 
  within range of its blindsense ability, provided the creature does not 
  have total cover. Any opponent the creature cannot see normally still 
  has total concealment, and the creature still has the normal miss chance 
  when attacking foes that have concealment. Visibility still affects the 
  movement of a creature with blindsense. A creature with blindsense is 
  still denied its dodge bonus to defense against attacks from creatures 
  it cannot see.
  Blindsight
  Using non-visual senses, such as sensitivity to vibrations, scent, acute 
  hearing or echolocation, the creature maneuvers and fights as well as 
  a sighted creature. Invisibility and darkness are irrelevant to such a 
  creature. The ability’s range is specified in the text. The creature does 
  not need to make Notice checks against creatures within range of its 
  blindsight ability; it detects them automatically.
  Breath Weapon
  A breath weapon attack usually deals damage and is often based on 
  some type of energy or element.
  Such breath weapons allow a Reflex save for half damage (Diffi culty 10 
  + 1/2 creature’s level + creature’s Constitution). A creature is immune 
  to its own breath weapon unless otherwise noted. Some breath weapons 
  allow a Fortitude save or a Will save to avoid instead of a Reflex save.
  Change Shape
  A creature with this special quality has the ability to assume the 
  appearance of a specific creature or type of creature (usually a humanoid) 
  while retaining most of its own physical qualities. A creature cannot 
  change shape to a form more than one size category smaller or larger 
  than its original form. Changing shape results in the following changes 
  to the creature:
  • The creature retains the type and subtype of its original form. It 
  gains the size of its new form.
  • The creature loses the natural weapons, movement modes and non-
  supernatural special attacks of its original form.
  • The creature gains the natural weapons, movement modes and non-
  supernatural special attacks of its new form.
  • The creature retains all other special attacks and qualities of its 
  original form, except for breath weapons and gaze attacks.
  
  2
  Chapter One: Creating a True20 Creature
  • The creature retains the abilities of its original form.
  • The creature retains its original saving throws.
  • The creature retains any supernatural powers it had in its original 
  form.
  • The creature is effectively disguised as a creature of its new form, 
  and gains a +10 bonus on Disguise checks if it uses this ability 
  to create a disguise.
  Constrict
  The creature crushes the opponent, dealing bludgeoning damage, after 
  making a successful grapple check. The amount of damage is given in 
  the creature’s entry. If the creature also has the Improved Grab feat, 
  it deals constriction damage in addition to damage dealt by the attack 
  used to grab.
  Create Spawn
  This trait is usually only assigned to undead. A victim killed by the 
  natural weapons of a creature with the create spawn trait becomes a 
  creature of that type within a certain time period. A spawn is under the 
  command of the creature that created it and remains enslaved until its 
  master’s destruction or until released by the master. At any given time 
  the master may have enslaved spawn totaling no more than twice its 
  own level; any spawn exceeding this limit are created as free-willed 
  creatures. An enslaved spawn may create and enslave spawn of its own, 
  so the original master can control a large number of lesser creatures in 
  this fashion. A master creature may voluntarily free an enslaved spawn 
  in order to enslave new spawn, but once freed, a creature cannot be 
  enslaved again.
  Damage Reduction
  The creature receives a bonus to its Toughness saving throws against 
  certain attacks. The creature takes normal damage from energy attacks 
  (acid, cold, electricity, fire, and sonic), powers, and supernatural special 
  abilities.
  The entry indicates the bonus and the type of attack that negates the 
  ability. A supernatural weapon automatically negates any damage 
  reduction negated by a mundane weapon type. For example, skeletons 
  have damage reduction +2/bludgeoning. This means they get a +2 bonus 
  to their Toughness saves, unless hit by a bludgeoning weapon. They also 
  lose their +2 bonus if hit by a supernatural weapon.
  For purposes of harming other creatures with damage reduction, a 
  creature’s natural weapons count as the type that ignores its own 
  damage reduction. For example, a vampire has damage reduction +4/
  silver and supernatural. This means a vampire can bypass the damage 
  reduction of other creatures that are vulnerable to silver or supernatural 
  weapons, including other vampires.
  Darkvision
  The creature can see in total darkness, out to the specified range 
  (usually 60 feet). Darkvision is black-and-white only, but is otherwise 
  like normal sight.
  Death Attacks
  In most cases, a death attack allows the victim a Fortitude save to avoid 
  the affect, but if the save fails, the character dies instantly. Tick off the 
  “dead” condition on the damage track. Imbue Life doesn’t work on 
  someone killed by a death attack. Death attacks slay instantly. A victim 
  cannot be made stable and thereby kept alive.
  Dependent
  The creature needs a particular substance to survive, much like humans 
  need food, water and air. When denied what it needs, the creature 
  suffers the effects of starvation, dehydration or suffocation (see the 
  Hazards and the Environment section of Chapter Six of the True20 
  Adventure Roleplaying book) depending on how dependent it is on the 
  substance.
  Disease
  When characters come into contact with a disease, they must succeed 
  on a Fortitude saving throw against a Diffi culty of 10 + the disease’s 
  virulence rank to avoid becoming infected. The method of infection 
  depends on the disease. Some are airborne, while others require physical 
  contact.
  If a character becomes infected, there is a period of anywhere from a few 
  hours to a week or more during which the disease lies dormant. Then the 
  disease takes effect. The initial effect is typically a point or two of ability 
  damage (usually Strength or Constitution or perhaps a point of each).
  After that, the character makes another Fortitude save against the same 
  Diffi culty each day to fight off the disease. If that save fails, the character 
  suffers the disease’s effects again. If it succeeds, there is no effect that 
  day. Two successful Fortitude saves in a row indicate the character has 
  fought off the disease. Some diseases may have additional effects, such 
  as fatigue, nausea or even rendering the character staggered or disabled 
  while fighting off the disease.
  Engulf
  The creature can attempt to engulf an opponent as a standard action 
  simply by walking straight into it. It can usually only attempt to engulf 
  creatures at least one size category smaller than itself. It cannot make 
  any other attacks during a round in which it engulfs. Targets being 
  engulfed must succeed on a Reflex save or be engulfed; on a success, 
  they are pushed back or aside (opponent’s choice) as the creature moves 
  forward. Engulfed creatures are considered to be grappled and trapped 
  within the creature’s body and may also be subject to additional attacks 
  from the engulfing creature. The save Diffi culty is usually Strength-
  based.
  
  2
  Chapter One: Creating a True20 Creature
  Etherealness
  Certain creatures can exist on the Ethereal Plane. While on the Ethereal 
  Plane, a creature is called ethereal. Unlike incorporeal creatures, ethereal 
  creatures are not present on the Material Plane. Ethereal creatures are 
  invisible, inaudible, insubstantial and scentless to creatures on the 
  Material Plane. Even most supernatural attacks have no effect on them. 
  Since ethereal creatures are not materially present, Notice checks, Scent, 
  Blind-Fight and blindsight don’t help locate them. The True Visions 
  supernatural power reveals ethereal creatures.
  An ethereal creature can see and hear into the Material Plane in a 60-foot 
  radius, though material objects still block sight and sound. (An ethereal 
  creature can’t see through a material wall, for instance.) An ethereal 
  creature inside an object on the Material Plane cannot see. An ethereal 
  creature can’t affect the Material Plane, not even with supernatural 
  powers or abilities. An ethereal creature, however, interacts with other 
  ethereal creatures and objects the way material creatures interact with 
  material creatures and objects. Gaze effects extend from the Material 
  Plane to the Ethereal Plane, but none of these effects extend from the 
  Ethereal Plane to the Material Plane. Ethereal creatures move in any 
  direction (including up or down) at will. They do not need to walk on 
  the ground, and material objects don’t block their passage. Ethereal 
  creatures pass through and operate in water as easily as air. Ethereal 
  creatures do not fall or take falling damage.
  Fast Healing
  The creature makes recovery checks at an exceptional rate, perhaps as 
  often as once a minute (10 rounds). Fast healing stops working when a 
  creature is dead. Except for its speed, fast healing works just like natural 
  healing, and doesn’t provide any benefit against attacks that don’t deal 
  damage. It also doesn’t allow a creature to regrow or reattach severed 
  body parts.
  Fear
  Fear attacks can have various effects.
  Fear Aura: The use of this ability is a free action. The aura can freeze an 
  opponent with fear or function like the fear effect of the Heart Shaping 
  power. Other effects are possible. A fear aura is an area effect. The 
  descriptive text gives the size and kind of area.
  Fear Cones and Rays: These effects usually work like the fear effect of the 
  Heart Shaping power.
  If a fear effect allows a saving throw, it is a Will save (Diffi culty 10 + 
  1/2 creature’s level + creature’s Charisma). All fear attacks are mind-
  influencing effects.
  Flight
  A creature with this ability can cease or resume flight as a free action. If 
  the ability is supernatural, it becomes ineffective under conditions that 
  negate the use of supernatural powers, and the creature loses its ability 
  to fly for as long as the negating effect or conditions persist.
  Frightful Presence
  This special quality makes a creature’s very presence unsettling. It takes 
  effect automatically when the creature performs some sort of dramatic 
  action (such as charging, attacking, or snarling). Opponents within 
  range who witness the action may become frightened or shaken. Actions 
  required to trigger the ability are given in the creature’s descriptive text. 
  The range is usually 30 feet, and the duration is usually 17 rounds. This 
  ability affects only opponents lower in level than the creature. An affected 
  opponent can resist the effects with a successful Will save (Diffi culty 10 
  + 1/2 creature’s level + creature’s Charisma). An opponent that succeeds 
  on the saving throw is immune to that same creature’s frightful presence 
  for 24 hours. Frightful presence is a mind-influencing effect.
  Gaseous Form
  Some creatures have the supernatural ability to take the form of a 
  cloud of vapor or gas; others may permanently exist in this state 
  (like air elementals).
  A gaseous creature can move about and do the things that a cloud of 
  gas can conceivably do, such as flow through the crack under a door. 
  It can’t, however, pass through solid matter or into areas that are air-
  tight. They are not ethereal or incorporeal and cannot pass through 
  solid objects. A creature in gaseous form must spend a full round 
  action to flow through an opening more than three size categories 
  smaller than it. A gaseous creature cannot attack physically and 
  cannot use supernatural powers unless being gaseous is their natural 
  state of existence. All other creatures lose their supernatural abilities 
  (except for the supernatural ability to assume gaseous form, of course) 
  when they assume gaseous form.
  Creatures in gaseous form have damage reduction 4/supernatural. 
  Supernatural powers affect them normally. Creatures in gaseous form 
  lose all benefit of material armor (including natural armor), though 
  size, Dexterity and armor bonuses from force effects still apply.
  Gaseous creatures do not need to breathe and are immune to attacks 
  involving breathing (troglodyte stench, poison gas, and the like).
  Gaseous creatures can’t enter water or other liquid. They are affected 
  by winds or other forms of moving air to the extent that the wind 
  pushes them in the direction the wind is moving. However, even 
  the strongest wind can’t disperse or damage a creature in gaseous 
  form.
  Discerning a creature in gaseous form from natural mist requires a 
  Diffi culty 15 Notice check. Creatures in gaseous form attempting to 
  hide in an area with mist, smoke or other gas gain a +20 bonus on 
  Stealth checks.
  Gaze
  A gaze attack takes effect when opponents look at the creature’s 
  eyes. The attack can have almost any sort of effect: petrification, 
  death, charm, and so on. The typical range is 30 feet, but check the 
  creature’s entry for details. The type of saving throw for a gaze attack 
  varies, but it is usually a Will or Fortitude save (Diffi culty 10 + 1/2 
  creature’s level + creature’s Charisma). A successful saving throw 
  negates the effect.
  A creature’s gaze attack is described in abbreviated form in its 
  description. Each opponent within range of a gaze attack must 
  attempt a saving throw each round at the beginning of his or her 
  turn in the initiative order. Only looking directly at a creature with 
  a gaze attack leaves an opponent vulnerable. Opponents can avoid 
  the need to make the saving throw by not looking at the creature, 
  in one of two ways.
  • Averting Eyes: The opponent avoids looking at the creature’s face, 
  instead looking at its body, watching its shadow, tracking it in a 
  reflective surface, and so on. Each round, the opponent has a 50% 
  chance (11 or higher d20) to not need to make a saving throw 
  against the gaze attack. The creature with the gaze attack, however, 
  gains concealment against that opponent.
  • Wearing a Blindfold: The opponent cannot see the creature at all 
  (also possible to achieve by turning one’s back on the creature or 
  shutting one’s eyes). The creature with the gaze attack gains total 
  concealment against the opponent.
  A creature with a gaze attack can actively gaze as an attack action by 
  choosing a target within range. That opponent must attempt a saving 
  throw but can try to avoid the creature’s gaze as described previously. 
  Thus, it is possible for an opponent to save against a creature’s gaze 
  
  2
  Chapter One: Creating a True20 Creature
  twice during the same round, once before the opponent’s action and 
  once during the creature’s turn.
  Gaze attacks can affect ethereal opponents. A creature is immune to 
  gaze attacks of others of its kind unless otherwise noted.
  Allies of a creature with a gaze attack might be affected. All the creature’s 
  allies are considered to be averting their eyes from the creature with 
  the gaze attack, and have a 50% chance (11 or higher on d20) to not 
  need to make a saving throw against the gaze attack each round. The 
  creature also can veil its eyes, thus negating its gaze ability.
  Immunity
  The creature is completely immune to some effect, suffering no harm 
  or other effect from it. Essentially, the creature always succeeds on 
  its saving throws against that effect, regardless of the Difficulty. 
  So a creature immune to cold never suffers damage from cold, for 
  example.
  Invisibility
  Some creatures can become invisible by using the Light Shaping power, 
  while others may have the innate supernatural ability to become 
  invisible. Invisibility makes a creature undetectable by vision, including 
  darkvision. A creature can generally notice the presence of an active 
  invisible creature by sight within 30 feet with a Diffi culty 20 Notice 
  check. The observer gets a hunch that “something’s there” but can’t 
  see it or target it accurately with an attack. A creature who is holding 
  still is very hard to notice by sight or hearing (Notice Diffi culty 30). An 
  inanimate object, an un-living creature holding still, or a completely 
  immobile creature is even harder to detect (Notice Diffi culty 40). A 
  creature can use hearing to find an invisible creature, and can make a 
  Notice check for this purpose as a free action on its turn each round. 
  A Notice check result at least equal to the invisible creature’s Stealth 
  check result reveals its presence but not its location. A successful check 
  lets a character hear an invisible creature “over there somewhere”. 
  The invisible creature still benefits from total concealment (50% miss 
  chance). It’s practically impossible to pinpoint the location of an invisible 
  creature by any conventional senses; only a Notice check that beats the 
  Diffi culty by 20 pinpoints the invisible creature’s exact location.
  Notice Check Difficulties to  
  Detect Invisible Creatures
  Invisible Creature Is... 
  Difficulty
  In combat or speaking
  0
  Moving at half speed
  Stealth check result
  Moving at full speed
  Stealth check result –4
  Running or charging
  Stealth check result –20
  Some distance away
  +1 per 10 feet
  Behind an obstacle (door)
  +5
  Behind an obstacle (stone wall)
  +15
  A creature can flail about with its weapons to find an invisible creature. 
  If an invisible target is within the creature’s reach, there is a 50% miss 
  chance on the attack. If successful, the groping character has successfully 
  pinpointed the invisible creature’s current location. (If the invisible 
  creature moves, its location, obviously, is once again unknown.) If an 
  invisible creature strikes a character, the character struck still knows the 
  location of the creature that struck him (until, of course, the invisible 
  creature moves). The only exception is if the invisible creature has a reach 
  greater than 5 feet. In this case, the struck character knows the general 
  location of the creature but has not pinpointed the exact location. Unless 
  stated otherwise, an invisible creature becomes visible once it attacks. 
  If a character tries to attack an invisible creature whose location he has 
  pinpointed, he attacks normally, but the invisible creature still benefits 
  from full concealment (and thus a 50% miss chance). A particularly large 
  and slow creature might get a smaller miss chance.
  If a character tries to attack an invisible creature whose location he has not 
  pinpointed, have the player choose the space where the character will direct 
  the attack. If the invisible creature is there, conduct the attack normally. If 
  the enemy’s not there, roll the miss chance as if it were there, don’t let the 
  player see the result, and tell him that the character has missed. That way 
  the player doesn’t know whether the attack missed because the enemy’s 
  not there or because you successfully rolled the miss chance.
  If an invisible character picks up a visible object, the object remains visible. 
  One could coat an invisible object with flour to at least keep track of its 
  position (until the flour fell off or blew away). An invisible creature can 
  pick up a small visible item and hide it on his person (tucked in a pocket 
  or behind a cloak) and render it effectively invisible.
  Invisible creatures leave tracks. They can be tracked normally. Footprints 
  in sand, mud or other soft surfaces can give enemies clues to an invisible 
  creature’s location. An invisible creature in the water displaces water, 
  revealing its location. The invisible creature, however, is still hard to see 
  and benefits from concealment. A creature with the scent ability can detect 
  an invisible creature as it would a visible one.
  A creature with the Blind-Fight feat has a better chance to hit an invisible 
  creature. Roll the miss chance twice, and he misses only if both rolls 
  indicate a miss. (Alternatively, make one 25% miss chance roll rather than 
  two 50% miss chance rolls.) A creature with blindsight can attack (and 
  otherwise interact with) creatures regardless of invisibility.
  Light Sensitivity
  Abrupt exposure to bright light (natural or supernatural light equal to 
  full daylight) blinds the creature for round. On subsequent rounds, the 
  creature is dazzled (–1 on attack rolls, sight-based Notice checks, and 
  Search checks) while operating in bright light.
  
  2
  Chapter One: Creating a True20 Creature
  Liquid Form
  Some creatures have the supernatural ability to take the form of a 
  pool of liquid; others may permanently exist in this state (like water 
  elementals). Liquid creatures can enter liquids, but they cannot fly. 
  They must flow across a solid surface or through liquid. This ability 
  is in all other ways identical to the gaseous form ability.
  Mimicry
  The creature can imitate sounds and voices, giving it a +20 bonus on 
  Bluff and Perform checks to fool others into believing its mimicry 
  is real.
  Paralysis
  This special attack renders the character immobile. Paralyzed 
  creatures cannot move, speak or take any physical actions. If the 
  attack causes a natural paralytic state, the affected creature falls 
  prone and drops all held items. Otherwise the creature is rooted 
  to the spot, frozen as if petrified. A paralyzed creature is helpless. 
  Paralysis works on the body, and the character can usually resist 
  it with a Fortitude saving throw (the Diffi culty is given in the 
  creature’s description). A paralysis effect does not allow a new save 
  each round. A winged creature flying in the air at the time that it 
  is paralyzed cannot flap its wings and falls. A swimmer can’t swim 
  and may drown.
  Persistent Wound
  The damage the creature deals with one of its attacks causes a wound 
  that does not heal naturally and resists the Cure supernatural power. 
  An opponent injured by the creature suffers additional damage each 
  round. The amount of damage is usually +1 or +2, and is stated in 
  the creature’s stat block. The continuing damage can be stopped 
  by a Medicine check or a successful use of the Cure supernatural 
  power, but this does not close the wound. An opponent with a 
  persistent wound remains at the highest wound level inflicted by 
  the creature and does not get recovery checks until an adept uses 
  the Cure supernatural power on him. The adept must succeed on 
  an adept level check or the power has no effect on the victim. The 
  check Diffi culties for the Medicine check and the adept level check 
  are Constitution-based.
  Petrification
  A petrification attack turns a creature permanently to stone (or 
  some other mineral) if it fails its saving throw. The saving throw is 
  usually a Fortitude save (Diffi culty of 10 + 1/2 the creature’s level + 
  the creature’s Constitution). The exact details and diffi culty for the 
  saving throw are given in the creature’s description. A petrification 
  effect may be reversed with a Diffi culty 25 Earth Shaping check 
  followed by a Diffi culty 25 Flesh Shaping check.
  Poison
  Poison attacks deal initial damage—such as temporary ability 
  damage or some other effect—to the character on a failed Fortitude 
  save. Unless otherwise noted, another saving throw is required 1 
  minute later (regardless of the first save’s result) to avoid secondary 
  damage. The Fortitude save against poison has a Diffi culty equal to 10 
  + 1/2 the creature’s level + the creature’s Constitution. A successful 
  save negates the damage.
  Pounce
  When a creature with this special attack makes a charge, it can attack 
  with both claws and its bite all in the same round, like a use of the Two-
  Weapon Fighting feat (see the description of Two-Weapon Fighting 
  in Chapter Six of the True20 Adventure Roleplaying book).
  Powerful Charge
  When a creature with this special attack makes a charge, its attack 
  deals extra damage in addition to the normal benefits and hazards 
  of a charge. The amount of damage from the attack is given in the 
  creature’s description.
  Powers
  The creature can use various supernatural powers. Unless specified 
  otherwise, a creature uses powers like an adept of its creature level with 
  the normal effects and fatigue (if the power is fatiguing).
  Rake
  A creature with this special attack gains an extra natural attack when 
  it grapples its foe. Normally, a creature can attack with only one of its 
  natural weapons while grappling, but a creature with the rake ability 
  gains an additional rake attack it can use only against a grappled foe. 
  Rake attacks use the creature’s claw attack bonus to hit, and add only 
  half the creature’s Strength to its base claw damage. Rake attacks 
  are not subject to the usual −4 penalty for attacking with a natural 
  weapon in a grapple. A creature with the rake ability must begin its 
  turn grappling to use its rake—it can’t begin a grapple and rake in the 
  same turn.
  Ray
  This form of special attack works like a ranged attack. Hitting with a 
  ray attack requires a successful ranged attack roll, ignoring any defense 
  bonus granted by a shield. Ray attacks have no range increment. The 
  creature’s descriptive text specifies the maximum range, effects, and 
  any applicable saving throw.
  Regeneration
  A creature with this ability is diffi cult to kill. Damage dealt to the 
  creature is treated as non-lethal damage. The creature automatically 
  gains an extra recovery check each round, with the bonus given in the 
  entry. Certain attack forms, typically fire and acid, deal lethal damage 
  to the creature, which doesn’t go away. The creature’s descriptive text 
  describes the details. A regenerating creature that has been rendered 
  unconscious through non-lethal damage can be killed with a coup de 
  grace. The attack cannot be of a type that automatically converts to 
  non-lethal damage.
  Attack forms that don’t deal physical damage (such as ability damage 
  or ability drain) ignore regeneration. Regeneration also does not heal 
  damage caused by starvation, thirst or suffocation. Regenerating 
  creatures can regrow lost portions of their bodies and can reattach 
  severed limbs or body parts; details are in the creature’s descriptive 
  text. Severed parts that are not reattached wither and die normally.
  A creature must have a Constitution to have regeneration.
  Resistance to Energy
  The creature has a bonus to Toughness saving throws against damage 
  of the given energy type (acid, cold, electricity, fire, or sonic) each time 
  the creature is subjected to such damage. The entry indicates the bonus 
  and type of damage affected.
  Scent
  This ability allows the creature to detect approaching enemies, sniff out 
  hidden foes, and track by sense of smell. Creatures with the scent ability 
  can identify familiar odors, just as humans do familiar sights.
  The creature can detect opponents within 30 feet by sense of smell. If 
  the opponent is upwind, the range increases to 60 feet; if downwind, it 
  drops to 15 feet. Strong scents can be detected at twice the ranges noted 
  above. Overpowering scents can be detected at triple normal range.
  
  2
  Chapter One: Creating a True20 Creature
  When a creature detects a scent, the exact location is not revealed—only 
  its presence somewhere within range. The creature can take a move or 
  standard action to note the direction of the scent. If it moves within 5 
  feet of the source, the creature can pinpoint that source.
  A creature with the scent ability can follow tracks by smell, making 
  a Wisdom check to find or follow a track. The typical Diffi culty for a 
  fresh trail is 10 (no matter what kind of surface holds the scent). This 
  Diffi culty increases or decreases depending on the Strength of the 
  quarry’s odor, the number of creatures being tracked, and the age of the 
  trail. For each hour that the trail is cold, the Diffi culty increases by 2. The 
  ability otherwise follows the rules for the Track feat. Creatures tracking 
  by scent ignore the effects of surface conditions and poor visibility.
  Sensitivity
  The creature is sensitive to a certain substance and must succeed on 
  a Diffi culty 15 Fortitude save when coming in contact with it to avoid 
  suffering a level of fatigue. The creature must repeat the save attempt 
  every 10 minutes it remains in contact with the substance.
  Sonic Attacks
  Unless otherwise noted, a sonic attack covers an area of effect and 
  can even affect opponents around corners. The range of the spread is 
  measured from the creature using the sonic attack. Once a sonic attack 
  has taken effect, deafening the subject or stopping its ears does not end 
  the effect. Stopping one’s ears ahead of time allows opponents to avoid 
  having to make saving throws against mind-affecting sonic attacks, 
  but not other kinds of sonic attacks (such as those that deal damage). 
  Stopping one’s ears is a full-round action and requires wax or other 
  soundproof material to stuff into the ears.
  Supernatural Immunity
  A creature with supernatural immunity avoids the effects of 
  supernatural powers and supernatural abilities used directly on it. This 
  works exactly like supernatural resistance, except that it cannot be 
  overcome. Sometimes supernatural immunity is conditional or applies 
  to only supernatural powers of a certain kind or adept level.
  Supernatural Resistance
  A creature with can avoid the effects of supernatural powers and 
  supernatural abilities used directly on it. To determine if a supernatural 
  power or ability works against a creature with supernatural resistance, 
  the user must make an adept level check (1d20 + adept level). If the 
  result equals or exceeds the creature’s supernatural resistance, the power 
  works normally, although the creature is still allowed a saving throw.
  Summon
  A creature with the summon ability can summon other creatures of its 
  kind, but it usually has only a limited chance of success (as specified 
  in the creature’s entry). Roll a d20: On a failure, no creature answers 
  the summons. Summoned creatures return whence they came after 
  one hour. A creature that has just been summoned cannot use its 
  own summon ability for 1 hour. Most creatures with the ability to 
  summon do not use it lightly, since it leaves them beholden to the 
  summoned creature. In general, they use it only when necessary to 
  save themselves.
  Swallow Whole
  If a creature with this special attack begins its turn with an opponent 
  held in its mouth (see the Improved Grab feat in Chapter Three of the 
  True20 Adventure Roleplaying book), it can attempt a new grapple check 
  (as though attempting to pin the opponent). If it succeeds, it swallows 
  its prey, and the opponent takes bite damage. Unless otherwise noted, 
  the opponent can be up to one size category smaller than the creature. 
  Being swallowed has various consequences, depending on the creature 
  doing the swallowing. A swallowed creature is considered grappled, while 
  the creature that did the swallowing is not. A swallowed creature takes 
  bludgeoning damage and acid damage every round it spends inside the 
  swallowing creature. The bludgeoning damage is equal to the swallowing 
  creature’s Strength x 1.5, and the acid damage is equal to the swallowing 
  creature’s Constitution. A swallowed creature can try to cut its way free 
  with a light slashing or piercing weapon by bringing the swallowing 
  creature’s gizzard to “wounded” or worse condition on the damage track, 
  or it can just try to escape the grapple. The Toughness save of the interior 
  of a creature that swallows whole is normally half its natural armor 
  bonus plus its Constitution and bonuses from the Tough feat (if any), 
  with no modifiers for size. Since a swallowed creature is surrounded on 
  all sides by the swallowing creature’s gizzard, it does not have to roll to 
  hit the gizzard—just make a Toughness save for the gizzard when the 
  swallowed creature attacks it. Once the creature exits, muscular action 
  closes the hole; another swallowed opponent must cut its own way out. 
  If the swallowed creature escapes the grapple, success puts it back in the 
  attacker’s mouth, where it may be bitten or swallowed again.
  Tentacles
  Some creatures have tentacles. A tentacle can be severed by a successful 
  sunder attack with a slashing weapon (see Sundering in Chapter Six 
  of the True20 Adventure Roleplaying book). An opponent can strike at a 
  tentacle from any position in which he could strike at the creature itself, 
  because the tentacles writhe and whip about in combat. An opponent 
  can ready an action to attempt to sunder a tentacle when the creature 
  attacks him. A tentacle counts as a held object with a size usually 
  one or two size categories smaller than the creature itself. A tentacle 
  has a Toughness save usually equal to 1/2 the Toughness save of the 
  creature (twice its Toughness if its Toughness is a negative number, i.e. 
  a creature with a –1 Toughness save has tentacles with a Toughness of 
  –2). Reducing a tentacle to “disabled” or worse condition on the damage 
  track effectively severs it. Losing a tentacle forces the creature to make 
  a Toughness save as if it had taken damage equal to the Toughness 
  save of the tentacle. (For example, a giant squid has a Toughness save 
  
  2
  Chapter One: Creating a True20 Creature
  of +7, so its Tentacles have a Toughness of +3. When an opponent hits 
  a tentacle with a sunder attempt the tentacle gets its own Toughness 
  save against the damage. If the tentacle is severed the giant squid must 
  then make a Toughness save as if it had taken +3 damage.)
  A tentacle regrows in 15 days unless stated otherwise.
  A Narrator can use the rules for sundering tentacles to allow heroes to 
  sever the limbs of other creatures as well. These rules should only be 
  applied to creatures that would not sustain significant injury at the loss 
  of a limb, however. A hero could try to lop off the legs of a giant spider, 
  or disable the wings of a flying opponent in order to ground it, but he 
  should not be able to sunder humanoid’s arm or leg.
  Trample
  As a full-round action, a creature with this special attack can move up 
  to twice its speed and literally run over any opponents at least one size 
  category smaller than itself. The creature merely has to move over the 
  opponents in its path.
  A trample attack deals bludgeoning damage (usually the creature’s slam 
  damage + 1.5 times its Strength). The creature’s descriptive text gives 
  the exact amount.
  Trampled opponents can attempt Reflex saves to take half damage. The 
  save Diffi culty against a creature’s trample attack is 10 + 1/2 creature’s 
  level + creature’s Strength. A trampling creature can only deal trampling 
  damage to each target once per round no matter how many times its 
  movement takes it over a target creature.
  Tremorsense
  A creature with tremorsense is sensitive to vibrations in the ground and 
  can automatically pinpoint the location of anything that is in contact 
  with the ground. Aquatic creatures with tremorsense can also sense 
  the location of creatures moving through water. The ability’s range is 
  specified in the creature’s descriptive text.
  Vulnerable to Energy
  Some creatures have vulnerability to a certain kind of energy effect 
  (typically either cold or fire). Such a creature takes half again as much 
  (+50%) damage as normal from the effect, regardless of whether a saving 
  throw is allowed, or if the save is a success or failure.
  Step Thirteen:  
  Crunch Numbers and 
  Fill in the Stat Block
  The “statistics block” (stat block for short) is the portion of a creature’s 
  description that contains basic game information on the creature. Fill 
  out the creature’s stat block, calculating total save bonuses, initiative 
  bonus, total skill bonuses etc. just like you would while making a 
  hero.
  Name
  This is the name by which the creature is generally known. The 
  descriptive text may provide other names.
  Type
  This part of the stat block contains the creature’s level and creature 
  type. A creature’s type can determine how supernatural powers affects a 
  creature. Type determines certain features, such as base combat bonus, 
  base saving throw bonuses, and number of skills.
  Size
  This line describes the creature’s size. A size modifier applies to the 
  creature’s combat bonus and Toughness saves as well as to certain skills. 
  A creature’s size also determines how far it can reach to make a melee 
  attack and how much space it occupies in a fight.
  Speed
  This line gives the creature’s tactical speed on land (the amount of 
  distance it can cover in one move action). If the creature has other 
  modes of movement, these are given after (or in place of) the land 
  speed. Unless noted otherwise, modes of movement are natural (not 
  supernatural).
  Abilities
  This line lists the creature’s abilities, in the customary order: Strength 
  (Str), Dexterity (Dex), Constitution (Con), Intelligence (Int), Wisdom 
  (Wis), Charisma (Cha).
  Strength
  Quadrupeds can carry heavier loads than bipeds can. Any creature with 
  four or more motive limbs can carry a load as a quadruped, even if it 
  does not necessarily use all the limbs at once.
  Intelligence
  A creature can speak all the languages mentioned in its description, plus 
  one additional language per point of Intelligence bonus. Any creature 
  with an Intelligence of –3 or higher understands at least one language 
  (Common, unless noted otherwise). See the Sample Fantasy Creature 
  Languages sidebar.
  Non-Abilities
  Some creatures lack certain abilities. These creatures do not have 
  an ability of –5, they lack the ability altogether. The modifier for a 
  nonability is +0.
  Sample Fantasy  
  Creature Languages
  Language
  Typical Speakers
  Aquan
  Water-based creatures
  Auran
  Air-based creatures
  Celestial
  Virtue-aligned outsiders, celestials
  Common
  Humans, halflings, half-elves, half-orcs
  Draconic
  Kobolds, troglodytes, lizardfolk, dragons
  Dwarven
  Dwarves
  Elven
  Elves
  Fiendish
  Vice-aligned outsiders, fiends
  Giant
  Ogres, giants
  Gnome
  Gnomes
  Goblin
  Goblins, hobgoblins, bugbears
  Gnoll
  Gnolls
  Halfling
  Halflings
  Ignan
  Fire-based creatures
  Orc
  Orcs
  Sylvan
  Fey, dryads, brownies, leprechauns
  Terran
  Xorns and other earth-based creatures
  Undercommon 
  Subterranean creatures, dark elves
  
  2
  Chapter One: Creating a True20 Creature
  Natural Tendencies
  Some creatures simply aren’t made for certain types of physical activity. 
  If it seems clear that a particular creature simply is not made for a 
  particular physical activity, that creature takes a –8 penalty on skill 
  checks that defy its natural tendencies. In extreme circumstances the 
  creature fails the check automatically.
  Skills
  This line gives the creature’s skills, along with each skill’s ranks and 
  modifier (including adjustments for abilities, armor check penalties, 
  and any bonuses from feats or racial traits). A creature’s type and 
  Intelligence determine the number of skills it has. The Skills section of 
  the creature’s description recaps racial bonuses and other adjustments 
  to skill modifiers for the sake of clarity; these bonuses are already 
  included and need not be added to the listed skill modifiers. An asterisk 
  (*) beside the relevant skill and in the Skills section of the descriptive 
  text indicates a conditional adjustment, one that applies only in certain 
  situations.
  Feats
  This line gives the creature’s feats. A creature cannot have a feat unless 
  it meets the requirements for the feat. Sometimes a creature has one 
  or more bonus feats, marked with a superscript B (B). Creatures do not 
  have to meet the requirement of any feat designated as a bonus feat. If 
  you wish to customize the creature with different feats, you shouldn’t 
  reassign its bonus feats since they indicate natural abilities that all 
  creatures of that type possess.
  Traits
  Many creatures have unusual abilities. Traits may include special 
  attacks, special defenses, vulnerabilities and other special abilities that 
  are not regular modes of attack.
  When a trait allows a saving throw, the kind of save and the save Diffi culty 
  is noted in the descriptive text. Most saving throws against special attacks 
  have Diffi culties calculated as follows: 10 + 1/2 the attacker’s level + the 
  relevant ability.
  The save Diffi culty is given in the creature’s description along with the 
  ability on which the Diffi culty is based.
  Combat
  This line shows the attack options that the creature makes with an attack 
  action, bonus to hit and the damage rating for each attack, the creature’s 
  defense bonus and its initiative bonus. The options provide the attack 
  bonus and the weapon used (natural or manufactured). The attack bonus 
  given includes modifications for size and Dexterity. If the creature has 
  several different weapons at its disposal, the alternatives are shown, with 
  each different attack separated by the word “or”. The damage that each 
  attack deals is noted after the word “damage”. The creature’s defense bonus 
  and initiative bonus are listed after the attack options.
  Saving Throws
  This line gives the creature’s Toughness, Fortitude, Reflex, and Will save 
  modifiers.
  Step Fourteen:  
  Creature Description
  During the course of creature creation your concept of what the critter is 
  may have shifted or become more detailed. Now its time to describe it in 
  a way that others will be able to understand what it is, what it looks like, 
  how it behaves, and how to use it in a game. Be sure you have fleshed out 
  any special abilities your creature has, and the game mechanics involved. 
  Also give some consideration to the types of adventure hooks that the 
  
  0
  Chapter One: Creating a True20 Creature
  creature may be involved in, and make some notes on the creature’s diet, 
  habitat, activity cycle and ecology.
  Modifying Creatures
  The creature stat blocks presented in the True20 Bestiary are complete 
  and contain all of the information needed to use a creature effectively 
  in your game. It is possible to change certain aspects of a creature, 
  however, from its level to its skills and feats and even its size.
  There are many reasons for modifying a creature. Intelligent creatures 
  are free to choose their own paths in the world. They may have different 
  interests that carry them in directions different from their kin. Other 
  creatures might have alternate abilities thanks to their environment—
  an aquatic species of giant spider would have the Swim skill, for example. 
  You can also modify a creature to challenge the heroes (and the players!) 
  in different ways. Heroes who have encountered many trolls and set 
  them all ablaze will be rightly challenged by a troll with warrior levels 
  wearing fire-resistant armor.
  There are many methods available to you if you want modify a creature.
  • Intelligent creatures (Intelligence –3 or greater) can gain levels in 
  a heroic role, using the rules for mixed-role heroes. This increases 
  the creature’s combat bonus, saves, skill ranks, number of feats, 
  conviction and reputation as detailed in the description of heroic 
  roles in Chapter One of the True20 Adventure Roleplaying book.
  • Non-intelligent creatures can gain levels in their creature type. This 
  increases the creature’s combat bonus, saves, skill ranks and number 
  of feats as detailed in the description of the creature’s type in Chapter 
  One of this book.
  • You can increase or decrease the size of a creature. A change in size 
  affects a creature’s Strength, Dexterity, Constitution and natural armor 
  bonus as shown on the “Size Adjustments to Physical Abilities and 
  Natural Armor” table. An increase or decrease in size may also raise 
  or lower the creature’s level, usually no more than 1 or 2 levels per size 
  category. Remember that a change in level changes the creature’s skill 
  ranks, combat bonus and saves, and may change its number of feats 
  (see the Creature Level-Dependent Benefits table). A creature’s size 
  gives bonuses or penalties to combat, Stealth checks and Toughness 
  (see the Game Effects of Creature Size table).
   Repeat the adjustment if the creature moves up or down more than 
  one size category. When making a creature smaller, the bonuses and 
  penalties are reversed. A change in size also affects the damage of a 
  creature’s natural weapons: +1 per size level increase, and –1 per size 
  level decrease.
  For example, a Small creature made Large gains +6 to Strength, –2 to 
  Dexterity, +3 to Constitution, a +1 to its natural armor bonus, a –2 
  penalty to combat, –8 penalty to Stealth and a +3 bonus to Toughness. 
  It does an extra +2 damage with its attacks from the two-category 
  increase in size, in addition to any extra damage from its increased 
  Strength. It gains 2 or 4 levels creature in its creature type.
  • You can change the creature’s abilities. Changing abilities may have 
  some collateral effects such as increasing or decreasing saving throws, 
  number of skill ranks, and combat ability. (Also remember that an 
  animal becomes a supernatural beast if its Intelligence is increased 
  to –3 or better).
  • You can rearrange the creature’s skill ranks to put more or less 
  emphasis on certain skills, or to acquire different skills.
  • You can swap out a feat for any other feat available to a creature of 
  that type.
  • You can give the creature different traits from the list of traits back 
  in Step 12 of this section, either swapping out traits it normally has 
  or just adding new ones.
  • You can add a template (see Chapter Three). Most templates make 
  significant changes to a creature’s type and abilities.
  • You can do any combination of these things to a creature to really 
  change things around. A single rat is hardly a threat to your heroes, 
  but imagine their surprise when they encounter a Huge intelligent 
  fiendish rat with adept levels!
  Size Adjustments to Physical Abilities and Natural Armor
  Old Size
  New Size
  Str
  Dex
  Con
  Natural Armor
  Combat
  Stealth
  Toughness
  Fine
  Diminutive
  —
  –1
  —
  —
  –1
  –4
  +1
  Diminutive
  Tiny
  +1
  –1
  —
  —
  –1
  –4
  +1
  Tiny
  Small
  +2
  –1
  —
  —
  –1
  –4
  +1
  Small
  Medium
  +2
  –1
  +1
  —
  –1
  –4
  +1
  Medium
  Large
  +4
  –1
  +2
  +1
  –1
  –4
  +2
  Large
  Huge
  +4
  –1
  +2
  +2
  –1
  –4
  +2
  Huge
  Gargantuan
  +4
  —
  +2
  +2
  –1
  –4
  +2
  Gargantuan
  Colossal
  +4
  —
  +2
  +3
  –1
  –4
  +2
  
  1
  Chapter Two: True20 Bestiary
  Chapter  
  Two:
    
  True20 
  Bestiary
  
  2
  Chapter Two: True20 Bestiary
  This chapter presents an alphabetized collection of new True20 creatures 
  that were built using the methods outlined in Chapter One. You can 
  use these, as well as the creatures in the True20 Adventure Roleplaying 
  book as examples to aid you while creating your own creatures, or drop 
  them directly into your own True20 campaign. Many of the creatures 
  presented below would be most at home in a fantasy campaign, while 
  others, such as the giant insects or owlbear, could be equally suitable for 
  a post-apocalyptic style science-fiction setting. Some of the creatures 
  without too many flashy supernatural powers could even be used as 
  space aliens of various types, though if you do so you may want to tweak 
  their descriptions a bit to give them more alien features.
  Allip (th-level human warrior)
  Type: 4th Level Undead (Augmented, Incorporeal)
  Size: Medium
  Speed: Fly 30 ft. (perfect)
  Abilities: Str — (+1), Dex +0, Con —, Int –1, Wis +0, Cha +3
  Skills: Handle Animal 4 (+4), Intimidate 7 (+10), Notice 7 (+15), Ride 
  4 (+4), Search 3 (+10), Stealth 0 (+8)
  Feats: Attack Focus (sword)B, Improved Initiative, Iron Will, Light 
  Armor Training, Lightning Reflexes, Heavy Armor Training, 
  Shield Training, Weapon Training
  Traits: Ability Damage, Ability Drain, Frightful Moan, Horrific 
  Appearance, Human Background Traits, Manifestation, 
  Rejuvenation, Undead Traits, Unnatural Aura
  Combat: Attack +4 (+4 base) (+5 with sword), Damage 1 point of 
  Wisdom drain (incorporeal touch) or +4 (sword, crit 19-20/+3, 
  against ethereal or incorporeal opponents), Defense Dodge/
  Parry +7/+7 (+4 base, +3 Cha/+1 Str, +2 large metal shield, 
  can only parry against ethereal or incorporeal opponents), 
  Initiative +2
  Saving Throws: Toughness +2 (+2 undead) (+5 with chainmail, against 
  ethereal or incorporeal opponents), Fortitude +4 (+4 base), 
  Reflex +3 (+1 base, +2 Lightning Reflexes), Will +1 (+0 base)
  Babble: An allip constantly mutters and whines to itself, creating a 
  hypnotic effect. All sane creatures within 60 feet of the allip must 
  succeed on a Diffi culty 16 Will save or be hypnotized for 5 rounds. 
  This is a sonic mind-affecting compulsion effect. Creatures that 
  successfully save cannot be affected by the same allip’s babble for 24 
  hours. The save Diffi culty is Charisma-based.
  Manifestation: When an allip manifests, it can use any powers it 
  possesses on material targets. Only other incorporeal creatures, 
  supernatural weapons or powers can harm a manifested allip. A 
  manifested allip can pass through solid objects at will and always 
  moves silently.
  Rejuvenation: A destroyed allip restores itself within eight days with a 
  successful level check (1d20 + allip’s total level) against Diffi culty 16.
  Wisdom Damage: Anyone targeting an allip with a Mind Touch or Mind 
  Reading supernatural ability makes direct contact with its tortured 
  mind and takes 1 point of Wisdom damage.
  Wisdom Drain: An allip causes 1 point of Wisdom drain each time it 
  hits with its incorporeal touch attack. On each such successful attack, 
  an allip gains an extra recovery check with a +5 bonus.
  Skills: Apparitions have a +8 racial bonus on Notice, Search and 
  Stealth checks.
  An allip is the spectral remains of someone driven to suicide 
  by a madness that affl icted it in life. It craves only revenge and 
  unrelentingly pursues those who tormented it in life and pushed it 
  over the brink. An allip appears as a semitransparent and somewhat 
  humanoid apparition. Most of its features are too vague and shadowy 
  to identify the tortured individual. An allip cannot speak intelligibly 
  despite being intelligent.
  An allip is unable to cause physical harm, although it doesn’t appear to 
  know that. It keeps flailing away at enemies, yet it inflicts no wounds.
  Animated Armor
  Type: 8th Level Construct
  Size: Medium
  Speed: 20 ft.
  Abilities: Str +6, Dex +1, Con—, Int —, Wis +0, Cha –5
  Skills: —
  Feats: Night VisionB, Weapon TrainingB
  Traits: Construct Traits, Damage Reduction 2/—, Darkvision 60 ft., 
  Limb Reattachment, Ruse, Supernatural Immunity
  Combat: Attack +7 (+6 base, +1 Dex), Damage +7 (slam), or +9 
  (sword, crit 19-20/+3), Defense Dodge/Parry +7/— (+6 base, 
  +1 Dex), Initiative +1
  Saving Throws: Toughness +7 (+1 construct, +6 natural [full plate]), 
  Fortitude +2 (+2 base), Reflex +3 (+2 base, +1 Dex), Will +2 
  (+2 base)
  Limb Reattachment: Animated Armor cannot re-grow lost appendages, 
  but if a severed limb is picked up, and held in place it re-attaches 
  itself instantly.
  Ruse: Even after a suit of animated armor has begun to move, it can 
  easily be mistaken for an armored figure. A character must succeed 
  on a Diffi culty 20 Notice check to realize that an animated suit of 
  armor is empty. The Diffi culty decreases to 10 after the suit has been 
  successfully hit by an attack that does damage to the suit.
  Supernatural Immunity: Animated armor is immune to most 
  supernatural powers. Animated armor that takes electricity damage 
  from a supernatural attack must succeed on a Fortitude save equal to 
  10 + the damage of the attack or be slowed for 7 rounds. It can only 
  take a single move or standard action per round and cannot move 
  and attack in the same round during this time unless it charges. A 
  supernatural attack against animated armor that deals fire damage 
  does no damage to it and instead breaks any slowing effect on it and 
  grants it an immediate recovery check with a bonus equal to the 
  damage of the attack. Animated armor is affected normally by rust 
  attacks, such as that of a rust monster.
  Animated armor is a suit of full plate mail that has been animated 
  through supernatural means. These constructs are typically found 
  among mundane suits of armor lining a long corridor or in other places 
  where it is customary to place suits of armor on display. They blend in 
  perfectly with the normal suits of armor to act as silent sentries. Suits 
  of animated armor are almost always employed as guards of some sort, 
  and are capable of following simple instructions from their creators.
  Ankheg
  Type: 3rd Level Supernatural Beast
  Size: Large
  Speed: 30 ft., burrow 20 ft.
  Abilities: Str +5, Dex +0, Con +3, Int –5, Wis +1, Cha –2
  Skills: Climb 5 (+10), Notice 5 (+6)
  Feats: Improved GrabB, Night VisionB, Skill Training, Tough
  Traits: Darkvision 60 ft., Spit Acid, Tremorsense 60 ft.
  Combat: Attack +2 (–1 size, +3 base), Damage +11 (bite), Defense 
  Dodge/Parry +2/— (–1 size, +3 base), Initiative +0
  Saving Throws: Toughness +10 (+2 size, +3 Con, +4 natural, +1 
  Tough), Fortitude +6 (+3 base, +3 Con), Reflex +3 (+3 base), 
  Will +2 (+1 base, +1 Wis)
  Creature Descriptions
  
  
  Chapter Two: True20 Bestiary
  Spit Acid: 30-ft. line, once every 6 hours; Damage +4 acid, Reflex 
  Diffi culty 14 half. One such attack depletes the ankheg’s acid supply 
  for 6 hours. It cannot spit acid or deal acid damage during this time. 
  The save Diffi culty is Constitution-based. An ankheg does not use this 
  ability unless it is desperate or frustrated. It most often spits acid 
  when its reduced to “wounded” or worse condition on the damage 
  track, or when it has not successfully grabbed an opponent.
  The ankheg is a burrowing insect-like creature with a taste for fresh meat. 
  Ankhegs have six legs, and some specimens are yellow rather than brown. 
  It is about 10 feet long and weighs about 800 pounds. An ankheg burrows 
  with legs and mandibles. A burrowing ankheg usually does not make a 
  usable tunnel, but can construct a tunnel; it burrows at half speed when it 
  does so. It often digs a winding tunnel up to 40 feet below the surface in 
  the rich soil of forests or farmlands. The tunnel is 5 feet tall and wide, and 
  from 60 to 150 feet long
  An ankheg usually lies 5 to 10 feet below the surface until its antennae detect 
  the approach of prey. It then burrows up to attack. (Treat this as a charge, 
  even though the ankheg does not need to move 10 feet before attacking.) 
  Clusters of ankhegs share the same territory but do not cooperate.
  Ant, Giant (General)
  Giant ants are among the hardiest and most adaptable vermin. Soldiers 
  and workers are about 6 feet long, while queens can grow to a length 
  of 9 feet.
  Ant, Giant Worker
  Type: 2nd Level Vermin
  Size: Medium
  Speed: 50 ft., climb 20 ft.
  Abilities: Str +0, Dex +0, Con +0, Int —, Wis +0, Cha –1
  Skills: Climb 0 (+8)
  Feats: Improved GrabB, TrackB
  Traits: Scent, Vermin Traits
  Combat: Attack +1 (+1 base), Damage +2 (bite), Defense Dodge/Parry 
  +1/— (+1 base), Initiative +0
  Saving Throws: Toughness +3 (+3 natural), Fortitude +3 (+3 base), 
  Reflex +0 (+0 base), Will +0 (+0 base)
  Ant, Giant Soldier
  Type: 2nd Level Vermin
  Size: Medium
  Speed: 50 ft., climb 20 ft.
  Abilities: Str +2, Dex +0, Con +1, Int —, Wis +1, Cha +0
  Skills: Climb 0 (+10)
  Feats: Improved GrabB, TrackB
  Traits: Acid sting, Scent, Vermin Traits
  Combat: Attack +1 (+1 base), Damage +4 (bite), Defense Dodge/Parry 
  +1/— (+1 base), Initiative +0
  Saving Throws: Toughness +4 (+1 Con, +3 natural), Fortitude +4 (+3 
  base, +1 Con), Reflex +0 (+0 base), Will +1 (+0 base, +1 Wis)
  Ant, Giant Queen
  Type: 4th Level Vermin
  Size: Large
  Speed: 40 ft.
  Abilities: Str +3, Dex –1, Con +1, Int —, Wis +1, Cha +0
  Skills: —
  Feats: Improved GrabB, TrackB
  Traits: Scent, Vermin Traits
  Combat: Attack +1 (–1 size, +3 base, –1 Dex), Damage +8 (bite), 
  Defense Dodge/Parry +0/— (–1 size, +2 base, –1 Dex), 
  Initiative –1
  Saving Throws: Toughness +7 (+2 size, +1 Con, +4 natural), 
  Fortitude +5 (+5 base, +1 Con), Reflex +0 (+1 base, –1 Dex), 
  Will +2 (+1 base, +1 Wis)
  Acid Sting: A giant soldier ant has a stinger and an acid-producing 
  gland in its abdomen. If it successfully grabs an opponent, it can 
  attempt to sting each round (+1 attack bonus). A hit with the sting 
  attack deals +2 piercing damage and +1 acid damage.
  Skills: *Giant ants have a +4 racial bonus on Survival checks when 
  tracking by scent and a +8 racial bonus on Climb checks. A giant 
  ant can always choose to take 10 on Climb checks, even if rushed 
  or threatened.
  Ant Lion, Giant
  Type: 4th Level Vermin
  Size: Large
  Speed: 20 ft., burrow 10 ft.
  Abilities: Str +3, Dex +1, Con +2, Int —, Wis +1, Cha +0
  Skills: Notice 0 (+5), Stealth 0 (+1)*
  Feats: Improved GrabB, Sneak AttackB
  Traits: Darkvision 60 ft., Sand Funnel, Vermin Traits
  Combat: Attack +3 (–1 size, +3 base, +1 Dex), Damage +7 (bite), Defense 
  Dodge/Parry +3/— (–1 size, +3 base, +1 Dex), Initiative +1
  Saving Throws: Toughness +7 (+2 size, +2 Con, +3 natural), Fortitude 
  +6 (+4 base, +2 Con), Reflex +2 (+1 base, +1 Dex), Will +2 (+1 
  base, +1 Dex)
  Sand Funnel: Ant lions dig funnels about 10 feet deep in sandy ground 
  and wait at the bottom with their jaws wide. Creatures that approach 
  the edges of these funnels must succeed on a Diffi culty 15 Acrobatics 
  check or tumble to the bottom of the funnel and fall prone. The ant 
  lion hides below the sand at the bottom of the funnel and Sneak 
  Attacks creatures that fall into it, attempting to grapple them and 
  pull them under the sand to feed. Creatures pulled below the sand
  
  
  Chapter Two: True20 Bestiary
   may be subject to the rules for suffocation. Because of the looseness 
  of the sand in the funnel, a character must succeed on a Diffi culty 
  10 Climb check to escape. As a standard action, the ant lion flicks 
  sand a character climbing up the side of the funnel, increasing the 
  Diffi culty to 15.
  Skills: A giant ant lion has a +4 racial bonus on Stealth and Notice checks. 
  *When burrowing underground the Stealth bonus increases to +12.
  Ant lions are voracious predators that dig pit-like funnels in the 
  sand and devour anything that falls in. They are particularly fond of 
  consuming giant ants, but have few qualms about eating whatever 
  prey are available.
  Ape
  Type: 4th Level Animal
  Size: Medium
  Speed: 30 ft., climb 30 ft.
  Abilities: Str +3, Dex +2, Con +2, Int –4, Wis +1, Cha –2
  Skills: Climb 0 (+11), Notice 7 (+11)
  Feats: Night VisionB, Skill Focus (Notice), Tough
  Traits: Scent
  Combat: Attack +5 (+3 base, +2 Dex), Damage +5 (unarmed or bite), 
  Defense Dodge/Parry +5/— (+3 base, +2 Dex), Initiative +2
  Saving Throws: Toughness +3 (+2 Con, +1 Tough), Fortitude +6 (+4 
  base, +2 Con), Reflex +6 (+4 base, +2 Dex), Will +2 (+2 base)
  Skills: Apes have a +8 racial bonus on Climb checks and can always 
  choose to take 10 on Climb checks, even if rushed or threatened.
  These powerful omnivores live in small troupes in tropical mountain 
  regions. The stat block above can be used to represent any species of 
  great ape such as a chimpanzee, orangutan or gorilla (a gorilla has a +5 
  Strength, and does +7 damage with its unarmed and bite attacks). An 
  adult male ape is about 4 1/2 feet tall and weighs around 200 pounds. 
  Gorillas are at least 2 feet taller and 100 pounds heavier.
  Assassin Vine
  Type: 4th Level Plant
  Size: Large
  Speed: 5 ft.
  Abilities: Str +5, Dex +0, Con +3, Int —, Wis +1, Cha –1
  Skills: —
  Feats: Improved GrabB, Night VisionB
  Traits: Blindsight 30 ft., Camouflage, Constrict, Entangle, Immunity 
  to Electricity, Plant Traits, Resistance to Cold 4 and Fire 4
  Combat: Attack +2 (–1 size, +3 base), Damage +7 (slam or grapple), 
  Defense Dodge/Parry +2/— (–1 size, +3 base), Initiative +0
  Saving Throws: Toughness +8 (+2 size, +3 Con, +3 natural), 
  Fortitude +7 (+4 base, +3 Con), Reflex +1 +1 base), Will +2 
  (+1 base, +1 Wis)
  Blindsight: Assassin vines have no visual organs but can ascertain all 
  foes within 30 feet using sound, scent and vibration.
  Camouflage: Since an assassin vine looks like a normal plant when 
  at rest, it takes a Diffi culty 20 Knowledge (life sciences), Notice, or 
  Survival check to notice it before it attacks.
  Entangle: An assassin vine can animate plants within 30 feet of 
  itself as a free action to entangle its opponents. The effect lasts until 
  the vine dies or decides to end it (also a free action). The ability is 
  otherwise similar to the entangling effect described in the plant 
  growth effect of the Plant Shaping supernatural power (rank 7, Wis, 
  save Diffi culty 13, Plant Shaping +8).
  The assassin vine is a semi-mobile plant that collects its own grisly 
  fertilizer by grabbing and crushing animals and depositing the carcasses 
  near its roots. A mature plant consists of a main vine, about 20 feet 
  long. Smaller vines up to 5 feet long branch off from the main vine 
  about every 6 inches. These small vines bear clusters of leaves, and in 
  late summer they produce bunches of small fruits that resemble wild 
  grapes. The fruit is tough and has a hearty but bitter flavor. Assassin 
  vine berries make a heady wine. An assassin vine can move about, 
  albeit very slowly, but usually stays put unless it needs to seek prey in 
  a new vicinity. A subterranean version of the assassin vine grows near 
  hot springs, volcanic vents, and other sources of thermal energy. These 
  plants have thin, wiry stems and gray leaves shot through with silver, 
  brown, and white veins so that they resemble mineral deposits. An 
  assassin vine growing underground usually generates enough offal to 
  support a thriving colony of mushrooms and other fungi, which spring 
  up around the plant and help conceal it.
  An assassin vine uses simple tactics: It lies still until prey comes within 
  reach, and then attacks. It uses its entangle ability both to catch prey 
  and to deter counterattacks.
  Avatar of Decay
  Type: 15th Level Aberration
  Size: Medium
  Speed: 30 ft.
  Abilities: Str +0, Dex +3, Con +5, Int +7, Wis +4, Cha –1
  Skills: Bluff 18 (+17), Concentration 18 (+22), Intimidate 18 (+17), 
  Knowledge (any three) 18 (+25), Notice 18 (+22), Sense Motive 
  18 (+22), Stealth 18 (+21)
  Feats: Improved GrabB, Improved Initiative, Night VisionB, Power 
  (5)B, Power (2), Quicken Power, Tough (2)
  Traits: Amorphous, Damage Reduction 4/—, Darkvision 80 ft., 
  Engulf, Half Damage from Slashing and Piercing Attacks, 
  Immune to Critical Hits, Powers (rank 18, Int, save Diffi culty 
  25, Dominate +25, Harm +25, Earth Shaping +25, Flesh 
  Shaping +25, Drain Vitality +25, Imbue Unlife +25, Suggestion 
  +25), Regeneration 5, Worm Rot
  Combat: Attack +14 (+11 base, +3 Dex), Damage +2 (slam), Defense 
  Dodge/Parry +14/— (+11 base, +3 Dex), Initiative +7
  Saving Throws: Toughness +7 (+5 Con, +2 Tough), Fortitude +10 
  (+5 base, +5 Con), Reflex +8 (+5 base, +3 Dex), Will +13 (+9 
  base, +4 Wis)
  Amorphous: An avatar of decay’s form is fluid, and while they often 
  choose to have a somewhat humanoid shape, they can morph their 
  bodies into whatever other form of the same approximate mass that 
  may suit their needs. An avatar of decay can move through cracks 
  or holes large enough for the worms that compose its body. It must 
  spend a full round action to move through an opening more than two 
  size categories smaller than itself.
  Engulf: Medium or smaller creatures; Reflex Diffi culty 20; engulfed 
  creatures are consumed by the masses of writhing worms, taking 
  2 points of Constitution damage per round. The save Diffi culty is 
  Dexterity-based.
  Worm Rot: Supernatural disease—slam or engulf; Fortitude Diffi culty 
  16, incubation period 1 minute; damage 2 Con and 2 Cha. The save 
  Diffi culty is Charisma-based.
  Unlike normal diseases, worm rot continues until the character reaches 
  Constitution –5 (and dies) or is cured as described below. Worm rot 
  is a powerful curse, not a natural disease. A character attempting to 
  cast any Cure supernatural power on a creature affl icted with worm 
  rot must succeed on a Diffi culty 20 adept level check or the power has 
  no effect on the character. To eliminate worm rot, the curse must first 
  be broken with a Diffi culty 20 Cure Disease check, after which adept 
  level checks are no longer necessary to use healing supernatural powers 
  on the character and the worm rot can be supernaturally cured as any 
  normal disease. An affl icted creature who dies of worm rot dissolves 
  into a disgusting, fetid pool of bones and liquefied flesh.
  
  
  Chapter Two: True20 Bestiary
  An avatar of decay is a vaguely humanoid form composed of uncountable 
  writhing worms held together and given sentience by incomprehensible 
  supernatural forces. It is a horrid thing, a swelling, surging, glistening 
  black mass that lurches about on two thick legs. 
  An avatar of decay can infect its enemies with a supernatural disease 
  with either its slam attack or engulf attack.
  Azer
  Type: 2nd Level Outsider (Extraplanar, Fire)
  Size: Medium
  Speed: 30 ft.
  Abilities: Str +1, Dex +1, Con +1, Int +1, Wis +1, Cha –1
  Skills: Climb 5 (+6, +3 in armor), Craft (any two) 5 (+6), Jump 5 
  (+6, +3 in armor), Notice 5 (+6), Search 5 (+6), Stealth 5 (+6, 
  +3 in armor)
  Feats: All-Out Attack, Heavy Armor TrainingB, Improved StrikeB, 
  Light Armor TrainingB, Weapon TrainingB
  Traits: Darkvision 60 ft., Heat, Immunity to Fire, Supernatural 
  Resistance 13, Vulnerable to Cold
  Combat: Attack +3 (+2 base, +1 Dex), Damage +4 +1 fire (warhammer, 
  crit +4) or +1 +1 fire (unarmed strike) or +4 +1 fire (spear, crit 
  19-20/+4), Defense Dodge/Parry +3/+3 (+2 base, +1 Dex/+1 
  Str), Initiative +1
  Saving Throws: Toughness +7 (+1 Con, +3 natural, +3 chainmail), 
  Fortitude +4 (+3 base, +1 Con), Reflex +4 (+3 base, +1 Dex), 
  Will +4 (+3 base, +1 Wis)
  Heat: An azer’s body is intensely hot, so its unarmed attacks deal +1 
  fire damage. Its metallic weapons also conduct this heat.
  An azer is a dwarflike being native to the Elemental Plane of Fire. The 
  skin of an azer is metallic and bronze in color and its hair and beard 
  are composed of flame. Although unfriendly and taciturn, azers rarely 
  provoke a fight except to relieve a foe of gems, which they love. Azers 
  wear kilts of brass, bronze, or copper, and speak Ignan and Common.
  Azers use broad-headed spears or well-crafted hammers in combat. When 
  unarmed, azers attempt to grapple foes. If threatened, they fight to the 
  death, but they see the value of taking prisoners themselves.
  Baboon
  Type: 1st Level Animal
  Size: Medium
  Speed: 40 ft., climb 30 ft.
  Abilities: Str +2, Dex +2, Con +1, Int –4, Wis +1, Cha –3
  Skills: Climb 4 (+14), Notice 4 (+5)
  Feats: Night VisionB, Skill Training
  Traits: Sent
  Combat: Attack +2 (+0 base, +2 Dex), Damage +5 (bite), Defense 
  Dodge/Parry +2/— (+2 Dex), Initiative +2
  Saving Throws: Toughness +1 (+1 Con), Fortitude +3 (+2 base, +1 
  Con), Reflex +4 (+2 base, +1 Dex), Will +1 (+0 base, +1 Wis)
  Skills: Baboons have a +8 racial bonus on Climb checks and can always 
  choose to take 10 on Climb checks, even if rushed or threatened.
  Baboons are powerful and aggressive primates adapted to life on the 
  ground. They prefer open spaces but climb trees to find safe places to rest 
  overnight. A typical baboon is the size of a big dog. Males can be 2 to 4 feet 
  long and weigh as much as 90 pounds. Baboons usually attack in groups.
  Badger
  Type: 1st Level Animal
  Size: Small
  Speed: 30 ft., burrow 10 ft.
  Abilities: Str –1, Dex +3, Con +2, Int –4, Wis +1, Cha –2
  Skills: Acrobatics 0 (+7), Escape Artist 4 (+7), Notice 4 (+5)
  Feats: Night VisionB, RageB, Skill Training, TrackB
  Traits: Scent
  Combat: Attack +4 (+1 size, +0 base, +3 Dex), Damage –1 (claws or bite), 
  Defense Dodge/Parry +4/— (+1 size, +3 Dex), Initiative +3
  Saving Throws: Toughness +1 (–1 size, +2 Con), Fortitude +4 (+2 
  base, +2 Con), Reflex +5 (+2 base, +3 Dex), Will +1 (+0 base, 
  +1 Wis)
  Skills: A badger has a +4 racial bonus on Acrobatics checks.
  The badger is a furry animal with a squat, powerful body. Its strong 
  forelimbs are armed with long claws for digging. An adult badger is 2 
  to 3 feet long and weighs 25 to 35 pounds. Badgers attack with their 
  sharp claws and teeth.
  Basilisk
  Type: 6th Level Supernatural Beast
  Size: Medium
  Speed: 20 ft.
  Abilities: Str +2, Dex –1, Con +2, Int –4, Wis +1, Cha +0
  Skills: Notice 9 (+13), Stealth 0 (+3)*
  Feats: Blind-Fight, Great Fortitude, Night VisionB, Skill Focus 
  (Notice)
  Traits: Darkvision 60 ft., Petrifying Gaze
  Combat: Attack +5 (+6 base, –1 Dex), Damage +6 (bite), Defense 
  Dodge/Parry +5/— (+6 base, –1 Dex), Initiative –1
  Saving Throws: Toughness +5 (+2 Con, +3 natural), Fortitude +9 
  (+5 base, +2 Con, +2 Great Fortitude), Reflex +4 (+5 base, –1 
  Dex), Will +3 (+2 base, +1 Dex)
  Petrifying Gaze: Range 30 feet; Fortitude Diffi culty 13; turn to stone 
  permanently. The save Diffi culty is Charisma-based.
  
  
  Chapter Two: True20 Bestiary
  Skills: *The basilisk’s dull coloration and its ability to remain 
  motionless for long periods of time grant it a +4 racial bonus on 
  stealth checks when hiding motionless in natural settings.
  A basilisk is a reptilian creature that petrifies living creatures with a mere 
  gaze. The appearance of a basilisk is so fearsome as to wither plants and 
  crack rocks. A basilisk usually has a dull brown body with a yellowish 
  underbelly. Some specimens sport a short, curved horn atop the nose. 
  An adult basilisk’s body grows to about 6 feet long, not including its tail, 
  which can reach an additional length of 5 to 7 feet. The creature weighs 
  about 300 pounds.
  A basilisk relies on its gaze attack, biting only when opponents come within 
  reach. Though it has eight legs, its slow metabolism renders it relatively 
  sluggish, so it does not expend energy unnecessarily. Intruders who flee a 
  basilisk rather than fight can expect, at best, a halfhearted pursuit. These 
  creatures tend to spend most of their time lying in wait for prey, which 
  includes small mammals, birds, reptiles and similar creatures.
  Bee, Giant
  Type: 3rd Level Vermin
  Size: Medium
  Speed: 20 ft., fly 80 ft. (good)
  Abilities: Str +0, Dex +2, Con +0, Int —, Wis +1, Cha –1
  Skills: Notice 0 (+5), Survival 0 (+1)*
  Feats: —
  Traits: Darkvision 60 ft., Poison, Vermin Traits
  Combat: Attack +4 (+2 base, +2 Dex), Damage +1 plus poison (sting), 
  Defense Dodge/Parry +4/— (+2 base, +2 Dex), Initiative +2
  Saving Throws: Toughness +1 (+1 natural), Fortitude +3 (+3 base), 
  Reflex +3 (+1 base, +2 Dex), Will +2 (+1 base)
  Poison: Sting; Fortitude Diffi culty 11, initial and secondary damage 
  1 Con. The save Diffi culty is Constitution-based. A giant bee that 
  successfully stings another creature pulls away, leaving its stinger in 
  the creature. The bee then dies.
  Skills: Giant bees have a +4 racial bonus on Notice checks. *They also 
  have a +4 racial bonus on Survival checks to orient themselves.
  Although many times larger then their smaller cousins, growing to a 
  length of about 5 feet, giant bees behave generally the same. Giant 
  bees are usually not aggressive except when defending themselves or 
  their hive.
  Beetle, Giant Bombardier
  Type: 2nd Level Vermin
  Size: Medium
  Speed: 30 ft.
  Abilities: Str +1, Dex +0, Con +2, Int —, Wis +0, Cha –1
  Skills: —
  Feats: —
  Traits: Acid Spray, Darkvision 60 ft., Vermin Traits
  Combat: Attack +1 (+1 base), Damage +2 (bite), Defense Dodge/Parry 
  +1/— (+1 base), Initiative +0
  Saving Throws: Toughness +5 (+2 Con, +3 natural), Fortitude +5 (+3 
  base, +2 Con), Reflex +0 (+0 base), Will +0 (+0 base)
  Acid Spray: When attacked or disturbed, the creature can release a 
  10-foot cone of acidic vapor once per round. Those within the cone 
  must succeed on a Diffi culty 13 Fortitude save or take +3 acid damage. 
  The save Diffi culty is Constitution-based.
  These creatures feed primarily on carrion and offal, gathering heaps of 
  the stuff in which to build nests and lay eggs. A giant bombardier beetle 
  is about 6 feet long. Giant bombardier beetles normally attack only to 
  defend themselves, their nests or their eggs.
  Beetle, Giant Fire
  Type: 1st Level Vermin
  Size: Small
  Speed: 30 ft.
  Abilities: Str +0, Dex +0, Con +0, Int —, Wis +0, Cha –2
  Skills: —
  Feats: —
  Traits: Darkvision 60 ft., Vermin Traits
  Combat: Attack +1 (+1 size, +0 base), Damage +2 (bite), Defense 
  Dodge/Parry +1/— (+1 size, +0 base), Initiative +0
  Saving Throws: Toughness +1 (–1 size, +2 natural), Fortitude +2 
  (+2 base), Reflex +0 (+0 base), Will +0 (+0 base)
  These luminous nocturnal insects are prized by miners and adventurers. 
  They have two glands, one above each eye, that produce a red glow. The 
  glands’ luminosity persists for 3 days after removal from the beetle, 
  illuminating a roughly circular area with a 10-foot radius. Giant fire 
  beetles are about 2 feet long.
  Beetle, Giant Stag
  Type: 7th Level Vermin
  Size: Large
  Speed: 20 ft.
  Abilities: Str +6, Dex +0, Con +3, Int —, Wis +0, Cha –1
  Skills: —
  Feats: —
  Traits: Darkvision 60 ft., Trample, Vermin Traits
  Combat: Attack +4 (–1 size, +5 base), Damage +14 (bite), Defense 
  Dodge/Parry +4/— (–1 size, +5 base, +0 Dex), Initiative +0
  Saving Throws: Toughness +10 (+2 size, +3 Con, +5 natural), 
  Fortitude +8 (+5 base, +3 Con), Reflex +2 (base +2), Will +2 
  (base +2)
  Trample: Damage +15; Diffi culty 19 Reflex save for half damage. The 
  save Diffi culty is Strength-based.
  
  
  Chapter Two: True20 Bestiary
  These creatures are serious pests that greedily devour cultivated crops. 
  A single beetle can strip an entire farm in short order. An adult giant 
  stag beetle is about 10 feet long.
  Behemoth
  Type: 21st Level Supernatural Beast
  Size: Colossal
  Speed: 40 ft.
  Abilities: Str +16, Dex –1, Con +10, Int –2, Wis +3, Cha +1
  Skills: Notice 24 (+27), Swim 0 (+24)
  Feats: Attack Focus (bite), Diehard, Endurance, Great Fortitude, Night 
  VisionB, Skill Focus (Notice), Tough (3)
  Traits: Capsize, Darkvision 60 ft., Earthquake, Scent, Supernatural 
  Resistance 30, Swallow Whole, Trample
  Combat: Attack +14 (–6 size, +21 base, –1 Dex), (+15 with bite), Damage 
  +24 (bite), Defense Dodge/Parry +13/—  (–6 size, +21 base, –1 
  Dex), Initiative –1
  Saving Throws: Toughness +31 (+8 size, +10 Con, +10 natural, +3 
  Tough), Fortitude +24 (+12 base, +10 Con, +2 Great Fortitude), 
  Reflex +11 (+12 base, –1 Dex), Will +10 (+7 base, +3 Wis)
  Capsize: A submerged behemoth that surfaces under a boat or ship 
  its size or smaller has a 95% chance (2 or better on d20) to capsize 
  the vessel.
  Earthquake: Once per day by stomping its massive feet, a behemoth 
  can replicate the earthquake effect of the Earth Shaping supernatural 
  power. Doing so is a full round action for the behemoth. This is a 
  natural ability that replicates the effects of a supernatural power. It is 
  not fatiguing to the behemoth and the effect happens automatically; it 
  does not need to make a power check to use the power. The behemoth 
  uses its creature level as its adept level where necessary.
  Hold Breath: A behemoth can hold its breath for a number of rounds equal 
  to 50 plus 10 x its Constitution before it risks drowning. (The sample 
  behemoth can hold its breath for 150 rounds).
  Swallow Whole: Creatures two sizes smaller; +24 bludgeoning damage and 
  +10 acid damage per round; gizzard Toughness save +18; a behemoth’s 
  gizzard can hold eight Large, sixteen Medium, thirty-two Small, or sixty-
  four Tiny or smaller opponents.
  Trample: Damage +32; Diffi culty 36 Reflex save for half damage. The save 
  Diffi culty is Strength-based.
  Skills: A behemoth has a +8 racial bonus on Swim checks. It can always 
  choose to take 10 on a Swim check, even if distracted or endangered.
  The behemoth, also called an “enoch”, is thought to be the largest land 
  animal that ever lived. The very earth quakes under its massive, multiply 
  cloven hooves. Its hulking form is somewhat like that of a monstrous 
  hippo or hornless rhino with elephant-like tusks. Its ears are large and 
  appear almost human in shape. Though its girth is wide, this beast has 
  massive knotted muscles that show through its thick hide rather than 
  thick rolls of blubber.
  Behir
  Type: 9th Level Supernatural Beast
  Size: Huge
  Speed: 40 ft., climb 15 ft.
  Abilities: Str +8, Dex +1, Con +5, Int –2, Wis +2, Cha +1
  Skills: Climb 8 (+24), Notice 8 (+13)
  Feats: Cleave, Improved GrabB, Night VisionB, Skill Focus (Notice), 
  Skill Training, Track
  Traits: Breath Weapon, Can’t be Tripped, Constrict, Darkvision 60 
  ft., Immunity to Electricity, Rake, Scent, Swallow Whole
  Combat: Attack +8 (–2 size, +9 base, +1 Dex), Damage +14 (bite) or 
  +14 (grapple) or +5 (rake), Defense Dodge/Parry +8/— (–2 
  size, +9 base, +1 Dex), Initiative +1
  Saving Throws: Toughness +14 (+4 size, +5 Con, +5 natural), 
  Fortitude +11 (+6 base, +5 Con), Reflex +7 (+6 base, +1 Dex), 
  Will +5 (+3 base, +2 Wis)
  Breath Weapon: 20-foot line; once every 10 rounds; damage +14 
  electricity; Reflex Diffi culty 19 for half damage. The save Diffi culty 
  is Constitution-based.
  Swallow Whole: Medium or smaller creatures; +12 bludgeoning 
  damage and +5 acid damage per round; gizzard Toughness save 
  +7; a behir’s gizzard can hold 2 Medium, 8 Small, 32 Tiny, or 128 
  Diminutive or smaller opponents. A behir that swallows an opponent 
  can use its Cleave feat to bite and grab another opponent.
  Skills: Behirs have a +8 racial bonus on Climb checks and can always 
  choose to take 10 on Climb checks, even if rushed or threatened.
  The behir is a serpentine creature that can move with considerable speed. It 
  can fold its dozen limbs close to its long, narrow body and slither in snake 
  fashion if it desires. The coloration of behirs ranges from ultramarine to 
  deep blue with bands of gray-brown. The belly is pale blue. The two large 
  horns curving back over the head look dangerous but are actually used 
  for preening the creature’s scales, not for fighting. A behir is about 40 feet 
  long and weighs about 4,000 pounds. Behirs speak Common.
  A behir usually bites and grabs its prey first, and then either swallows or 
  constricts the opponent. It can employ its claws only against foes caught 
  in its coils. If beset by a large number of foes it uses its breath weapon. 
  A behir can make a rake attack against a grappled foe as well. If it wins 
  the grapple check, it establishes a hold and can attempt to constrict the 
  opponent or swallow the opponent in the following round.
  Belker
  Type: 7th level Elemental (Air, Extraplanar)
  Size: Large
  Speed: 30 ft., fly 50 ft. (perfect)
  Abilities: Str +2, Dex +5, Con +1, Int –2, Wis +0, Cha +0
  Skills: Notice 10 (+13), Stealth 0 (+12)
  Feats: Double Strike, Skill Focus (Notice), Skill Focus (Stealth)
  Traits: Darkvision 60 ft., Elemental Traits, Gaseous Form, Smoke 
  Claws
  Combat: Attack +9 (–1 size, +5 base, +5 Dex), Damage +3 (bite) or +2 
  (claws), Defense Dodge/Parry +9/— (–1 size, +5 base, +5 Dex), 
  Initiative +5
  Saving Throws: Toughness +7 (+2 size, +1 Con, +4 natural), Fortitude +3 
  (+2 base, +1 Con), Reflex +10 (+5 base, +5 Dex), Will +2 (+2 base)
  Gaseous Form: Most of the time a belker is more or less solid, but at 
  will it can assume gaseous form. It can switch forms once per round 
  as a free action and can spend up to 20 rounds per day in gaseous 
  form. A belker in gaseous form can fly at a speed of 50 feet (perfect) 
  and gains damage reduction 4/supernatural.
  Smoke Claws: A belker in gaseous form can engulf opponents by 
  moving on top of them. It fills the air around one Medium or smaller 
  opponent. The target must succeed on a Diffi culty 14 Fortitude save or 
  inhale part of the creature. The save Diffi culty is Constitution-based. 
  Smoke inside the victim solidifies into a claw and begins to rip at 
  the surrounding organs, dealing +3 damage per round. An affected 
  creature can attempt another Fortitude save each subsequent round 
  to cough out the semi-vaporous menace.
  Skills: Belkers have a +4 racial bonus on Stealth checks.
  Belkers are creatures from the Plane of Air. They are composed primarily 
  of smoke. Although undeniably evil, they are very reclusive and usually 
  have no interest in the affairs of others. A belker’s winged shape makes it 
  look distinctly demonic. It is about 7 feet long and weighs about 8 pounds. 
  Belkers speak Auran. In most cases, a belker fights with its nasty claws 
  and painful bite.
  
  
  Chapter Two: True20 Bestiary
  Bison
  Type: 5th Level Animal
  Size: Large
  Speed: 40 ft.
  Abilities: Str +6, Dex +0, Con +3, Int –4, Wis +0, Cha –3
  Skills: Notice 8 (+11)
  Feats: Endurance, Night VisionB, Skill Focus (Notice)
  Traits: Scent, Stampede
  Combat: Attack +2 (–1 size, +3 base), Damage +9 (gore), Defense 
  Dodge/Parry +2/— (–1 size, +3 base), Initiative +0
  Saving Throws: Toughness +5 (+2 size, +3 Con), Fortitude +7 (+4 
  base, +3 Con), Reflex +4 (+4 base), Will +1 (+1 base)
  Stampede: A frightened herd of bison flees as a group in a random 
  direction (but always away from the perceived source of danger). They 
  literally run over anything of Large size or smaller that gets in their 
  way, dealing +1 damage for each bison in the herd (Reflex Diffi culty 
  18 half). The save Diffi culty is Strength-based.
  These herd animals can be aggressive when protecting young and during 
  the mating season, but they generally prefer flight to fighting. A bison 
  stands more than 6 feet tall at the shoulder and is 9 to 12 feet long. 
  It weighs 1,800 to 2,400 pounds. The bison’s statistics can be used for 
  almost any large herd animal.
  Blink Dog
  Type: 4th level Supernatural Beast
  Size: Medium
  Speed: 40 ft.
  Abilities: Str +0, Dex +3, Con +0, Int +0, Wis +1, Cha +0
  Skills: Notice 5 (+6), Sense Motive 4 (+5), Stealth 4 (+7), Survival 
  5 (+6)
  Feats: Iron Will, Night VisionB, Power (2)B, Skill Training, TrackB
  Traits: Darkvision 60 ft., Powers (rank 7, Wis, save Diffi culty 13, 
  Blink +8, Teleport +8), Scent
  Combat: Attack +7 (+4 base, +3 Dex), Damage +2 (bite), Defense 
  Dodge/Parry +7 /—(+4 base, +3 Dex), Initiative +3
  Saving Throws: Toughness +0, Fortitude +4 (+4 base), Reflex +7 (+4 
  base, +3 Dex), Will +4 (+1 base, +1 Wis, +2 Iron Will)
  The blink dog is an intelligent wolf-like canine that has a limited 
  teleportation ability. Blink dogs have their own language, a mixture 
  of barks, yaps, whines and growls that can transmit complex 
  information.
  Blink dogs hunt in packs, teleporting in a seemingly random fashion 
  until they surround their prey.
  Bodak
  Type: 9th level Undead (Extraplanar)
  Size: Medium
  Speed: 20 ft.
  Abilities: Str +1, Dex +2, Con—, Int –2, Wis +1, Cha +1
  Skills: Stealth 12 (+14), Notice 12 (+16)
  Feats: Attack Focus (slam), Dodge Focus, Improved Initiative, Skill 
  Focus (Notice)
  Traits: Damage Reduction 4/cold iron, Darkvision 60 ft., Death 
  Gaze, Immunity to Electricity, Resistance to Acid 4 and Fire 
  4, Undead Traits, Vulnerable to Sunlight
  Combat: Attack +6 (+4 base, +2 Dex) (+4 with slam), Damage +4 
  (slam), Defense Dodge/Parry +7/— (+4 base, +2 Dex, +1 
  dodge), Initiative +5
  Saving Throws: Toughness +8 (+4 undead, +4 natural), Fortitude 
  +3 (+3 base), Reflex +5 (+3 base, +2 Dex), Will +7 (+6 base, 
  +1 Wis)
  Death Gaze: Range 30 feet; Fortitude Diffi culty 15; check off the 
  “dead” condition on the damage track. Humanoids who die from this 
  attack are transformed into bodaks 24 hours later. The save Diffi culty 
  is Charisma-based.
  Vulnerable to Sunlight: Bodaks loathe sunlight, for its merest touch 
  burns their impure flesh. Each round of exposure to the direct rays 
  of the sun deals +1 damage to the creature.
  Bodaks are the undead remnants of humanoids who have been 
  destroyed by the touch of absolute evil. A bodak appears inhumanly 
  skinny, with knobby joints stretching its thin gray skin tightly across 
  its bones. Its eyes are stark white, having no pupil or iris and staring 
  lifelessly from the bodak’s terrifying elongated face.
  A bodak retains fleeting memories of its past life and can speak Common 
  (or some other humanoid language).
  Bugbear
  Type: 3rd Level Humanoid (Goblinoid)
  Size: Medium
  Speed: 30 ft.
  Abilities: Str +2, Dex +1, Con +1, Int +0, Wis +0, Cha –1
  Skills: Climb 2 (+4, +3 in armor), Notice 6 (+6), Search 4 (+4), Stealth 
  4 (+9, +8 in armor)
  Feats: Attack Focus (morningstar), Light Armor TrainingB, Heavy 
  Armor TrainingB, Skill Training, Weapon TrainingB
  Traits: Darkvision 60 ft., Scent
  Combat: Attack +3 (+2 base, +1 Dex) (+4 with morningstar), Damage 
  +5 (morningstar) or +4 (javelin), Defense Dodge/Parry +3/+4 
  (+2 base, +1 Dex/+2 Str), Initiative +1
  Saving Throws: Toughness +3 (+1 Con, +1 leather armor, +1 natural), 
  Fortitude +2 (+1 base, +1 Con), Reflex +4 (+3 base, +1 Dex), 
  Will +1 (+1 base)
  Skills: Bugbears have a +4 racial bonus on Stealth checks.
  Bugbears are large muscular goblinoids covered in yellow-brown or tan 
  fur. Bugbears speak Goblin and Common.
  Bugbears prefer to ambush opponents whenever possible. When 
  hunting, they normally send scouts ahead of the main group that, if 
  they spy prey, return to report and bring up reinforcements.
  Bugbear attacks are coordinated, and their tactics are sound if not 
  brilliant.
  Bulette
  Type: 9th level Supernatural Beast
  Size: Huge
  Speed: 40 ft., burrow 10 ft.
  Abilities: Str +8, Dex +2, Con +5, Int –4, Wis +1, Cha –2
  Skills: Jump 8 (+16), Notice 8 (+9)
  Feats: Attack Focus (bite), Double StrikeB, Iron Will, Skill Training, 
  Track
  Traits: Darkvision 60 ft., Leap, Lowlight Vision, Scent, Tremorsense 
  60 ft.
  Combat: Attack +9 (–2 size, +9 base, +2 Dex) (+10 with bite), Damage 
  +14 (bite) or +12 (claws), Defense Dodge/Parry +9/— (–2 size, 
  +9 base, +2 Dex), Initiative +2
  Saving Throws: Toughness +15 (+4 size, +5 Con, +6 natural), 
  Fortitude +11 (+6 base, +5 Con), Reflex +8 (+6 base, +2 Dex), 
  Will +6 (+3 base, +1 Wis, +2 Iron Will)
  Leap: A bulette can jump into the air during combat. This allows it to 
  make four claw attacks instead of two, each with a +9 attack bonus, 
  but it cannot bite.
  
  
  Chapter Two: True20 Bestiary
  Also known as the landshark, the bulette is a terrifying predator that 
  lives only to eat. Bulettes are monstrous shark-like quadrupeds covered 
  in thick bony plates. Their mouths are lined with row upon row of jagged 
  teeth, and their stout legs end in massive claws.
  A bulette attacks anything it regards as edible, choosing the easiest or 
  closest prey first. The only creatures it refuses to eat are elves (and it 
  dislikes the taste of dwarves but eats them if nothing else is available). 
  When burrowing underground, a landshark relies on its tremorsense 
  ability to detect prey. When it senses something edible (that is, senses 
  movement), it breaks to the surface, crest first, and begins its attack.
  Camel
  Type: 3rd Level Animal
  Size: Large
  Speed: 50 ft.
  Abilities: Str +4, Dex +3, Con +2, Int –4, Wis +0, Cha –3
  Skills: Notice 6 (+9)
  Feats: Endurance, Night VisionB, Skill Focus (Notice)
  Traits: Scent
  Combat: Attack +4 (–1 size, +2 base, +3 Dex) (–1 with bite), Damage 
  +3* (bite), Defense Dodge/Parry +4/— (–1 size, +2 base, +3 
  Dex), Initiative +3
  Saving Throws: Toughness +4 (+2 size, +2 Con), Fortitude +5 (+3 
  base, +2 Con), Reflex +6 (+3 base, +3 Dex), Will +1 (+1 base)
  Carrying Capacity: A light load for a camel is up to 300 pounds; a 
  medium load, 301-600 pounds; and a heavy load, 601-900 pounds. 
  A camel can drag 4,500 pounds.
  Camels are known for their ability to travel long distances without 
  food or water.
  The statistics presented here are for the dromedary, or one-humped 
  camel, which thrives in warm deserts. A dromedary stands about 
  7 feet tall at the shoulder, with its hump rising 1 foot higher. The 
  two-humped, or Bactrian, camel is suited to cooler, rocky areas. It is 
  stockier, slower (speed 40 feet), and has a higher Constitution (Con 
  +3, Toughness +5).
  A camel’s bite is treated as a secondary attack and adds only half the 
  camel’s Strength bonus to the damage roll.
  Carpenter Caterpillar
  Type: 0th Level Vermin
  Size: Diminutive
  Speed: 5 ft., burrow (through wood) 5 ft.
  Abilities: Str –5, Dex +2, Con +0, Int —, Wis +0, Cha –4
  Skills: —
  Feats: —
  Traits: Consume Wood, Vermin Traits
  Combat: Attack +6 (+4 size, +0 base, +2 Dex), Damage –6 (bite), 
  Defense Dodge/Parry +6/— (+4 size, +2 Dex), Initiative +2
  Saving Throws: Toughness –3 (–3 size, +0 Con), Fortitude +2 (+2 
  base), Reflex +2 (+2 Dex), Will +0 (+0 base)
  Consume Wood: A carpenter caterpillar can effectively destroy up to 
  one cubic foot of wood or a square foot of leather in a single round. 
  They do not consume all of that material, but merely dig enough 
  tunnels through it to make the object brittle and useless. Each 
  carpenter caterpillar eats through approximately three cubic feet of 
  wood, or six square feet of leather before their hunger is satiated, 
  and they wander off.
  Carpenter caterpillars are large larval creatures that have an insatiable 
  hunger for wood. They are dull gray or brown in coloration, with patterns 
  that mimic the bark of the local trees. They can chew through wood at 
  an incredible speed. Carpenter caterpillars also eat leather items, but 
  prefer wood if it is available. Carpenter caterpillars range from around 
  six inches to nearly a foot in length.
  Because they are active at night, many travelers awaken from a deep 
  sleep only to find that the wooden hafts of their weapons and arrows 
  have been destroyed, leaving them unarmed, or their armor and 
  saddles rendered useless Even metal armor is rendered useless until 
  repaired as the carpenter caterpillars eat the leather straps that buckle 
  it together.
  Celestial (General)
  To some they are angels, the servants of deities and heralds of divine 
  wrath. To others they are the forces of light, bastions of all that is 
  good and decent. Celestials outsiders native to virtue-aligned planes. 
  Celestials never lie, cheat or steal. They are impeccably honorable in all 
  their dealings and often prove the most trustworthy and diplomatic of 
  all outsiders. All celestials are blessed with comely looks, though their 
  actual appearances vary widely. In combat, most celestials make full use 
  of their mobility and their ability to attack at a distance. More combative 
  celestials generally prefer to meet a foe head-on if it is prudent to do so, 
  but if outmatched, they do what they can to even the odds (usually by 
  employing hit-and run tactics or standing off and engaging a foe with 
  supernatural powers before moving into melee).
  Celestial Traits: A celestial may possess one or more of the following 
  traits (unless otherwise noted in a creature’s entry).
  —+4 racial bonus on saves against poison.
  —Darkvision out to 60 feet and low-light vision.
  
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  Chapter Two: True20 Bestiary
  —Immunity to acid, cold, electricity and petrification.
  —Resistance to electricity 10 and fire 10.
  —+4 racial bonus on saves against poison.
  —Aura of Menace: A righteous aura surrounds the celestial when 
  it fights or gets angry. Any hostile creature within a 20-foot radius 
  of the celestial must succeed on a Will save to resist its effects. The 
  save Diffi culty is equal to 10 +1/2 the celestial’s level + the celestial’s 
  Charisma, and includes a +2 racial bonus. Fiends, undead, and 
  creatures with the vice subtype have a –2 penalty on the save. Those 
  who fail are shaken and take a –2 penalty on attacks, Defense and 
  saves for 24 hours or until they successfully hit the celestial that 
  generated the aura. A creature that has resisted or broken the effect 
  cannot be affected again by the same celestial’s aura for 24 hours.
  —Damage Reduction: Most celestials have some form of damage 
  reduction. The amount of DR and the substances to which the celestial 
  is vulnerable vary with the type of celestial (usually vice-aligned and 
  supernatural).
  —Bonus Feats: All celestials gain the Mind Touch supernatural 
  power as a bonus feat. Some celestials also gain Teleport supernatural 
  ability as a bonus feat.
  Angel of Death
  Type: 25th Level Outsider (Extraplanar)
  Size: Medium
  Speed: 50 ft., fly 80 ft. (average)
  Abilities: Str +8, Dex +6, Con +6, Int +6, Wis +8, Cha +5
  Skills: Concentration 28 (+36), Diplomacy 28 (+33), Escape Artist 
  28 (+34), Intimidate 28 (+33), Knowledge (theology and 
  philosophy) 28 (+34), Knowledge (any three) 28 (+34), 
  Medicine 28 (+36), Notice 28 (+36), Search 28 (+34), Sense 
  Motive 28 (+48)
  Feats: All-Out Attack, Attack Focus (scythe), Attack Specialization 
  (scythe), Cleave, Great Cleave, Heavy Armor TrainingB, Improved 
  Initiative, Improved StrikeB, Iron Will, Light Armor TrainingB, 
  Night VisionB, Power (9)B, Power (2), Weapon TrainingB
  Traits: Black Wing’s Caress, Damage Reduction 6/epic and vice, 
  Darkvision 60 ft., Immunity to Acid, Cold, and Petrification, 
  Manifest, Oblivion, Powers (rank 28, Wis, save Diffi culty 31, 
  Drain Vitality +36, Harm +36, Mind Touch +36, Mind Shaping 
  +36, Scrying +36, Second Sight +36, Shadow Shaping +36, Sleep 
  +36, Teleport +36, True Vision +36, Visions +36), Regeneration 
  15, Resistance to Electricity 6 and Fire 6, Silent as Death, 
  Supernatural Resistance 32
  Combat: Attack +32 (+25 base, +6 Dex, +1 attack focus) (+38 with +6 
  scythe), Damage +17 (+6 scythe, crit +5), Defense Dodge/Parry 
  +31/+39 (+25 base, +6 Dex/+8 Str [+6 scythe]), Initiative +10
  Saving Throws: Toughness +16 (+6 Con, +10 natural), Fortitude +20 
  (+14 base, +6 Con), Reflex +20 (+14 base, +6 Dex), Will +24 (+14 
  base, +8 Wis, +2 Iron Will)
  Black Wings’ Caress: An angel of death’s target always knows when it has 
  come for them. An angel of death can automatically sense if its intended 
  target desires to die. The angel of death simply touches its target with 
  its wings and the target dies instantly, quietly and peacefully. An angel 
  of death often takes such individuals in their sleep.
  Manifest: An angel of death is normally ethereal, visible only to those 
  who have reached “dying” condition on the damage track. When the 
  angel of death uses its black wings’ caress ability, it manifests in the 
  Material Plane for one round but remains invisible (to all but its target) 
  and incorporeal. An angel of death can manifest its physical incarnation 
  on the Material Plane but it usually only does this upon the command of 
  the deity it serves. These rare occasions are reserved for times when the 
  deity desires some villain’s death to serve as a warning to others.
  Oblivion: Anyone who is killed by an angel of death’s scythe is irrevocably 
  dead. They cannot be brought back by the Imbue Life supernatural power, 
  and their spirit may not be brought back as any form of undead. This 
  does not prevent the reanimation of the person’s body as a corporeal 
  undead, such as a skeleton or zombie, however.
  Silent as Death: An angel of death makes no sound while moving or flying. 
  An angel of death never needs to make a Stealth check to move silently.
  Skills: An angel of death has a +16 racial bonus on Sense Motive 
  checks.
  An angel of death is an attractive and yet grim figure with black hair and dark 
  robes. Two large black raven-wings protrude from its back. It is uncertain 
  whether or not there is more than one angel of death, for only the dying are 
  able to see them. An angel of death toils to ensure that those who are fated 
  to die do so at the appointed time. When a soul departs its body, an angel 
  of death is there to deliver the spirits of the dead to the praetors of souls for 
  their final judgment. (See the entry for the Praetor of Souls elsewhere in this 
  book). They have also been known to prevent the escape of the dead from 
  the afterlife. Deities also sometimes send forth an angel of death to carry out 
  divine wrath against a group of mortals who have sorely displeased them.
  An angel of death’s natural weapons, as well as any weapons it wields, 
  are treated as virtue-aligned for the purpose of overcoming damage 
  reduction.
  Astral Deva
  Type: 12th Level Outsider (Extraplanar, Virtue)
  Size: Medium
  Speed: 50 ft., fly 100 ft. (good)
  Abilities: Str +6, Dex +4, Con +4, Int +4, Wis +4, Cha +5
  Skills: Concentration 15 (+19), Craft or Knowledge (any three) 15 (+19), 
  Diplomacy 15 (+20), Escape Artist 15 (+19), Intimidate 15 (+20), 
  Notice 15 (+22), Sense Motive 15 (+19), Stealth 15 (+19)
  
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  Chapter Two: True20 Bestiary
  Feats: Canny DodgeB, Cleave, Great Fortitude, Heavy Armor 
  TrainingB, Improved Initiative, Improved StrikeB, Light Armor 
  TrainingB, Night VisionB, Power (11)B, Power, Skill Focus 
  (Notice), Weapon TrainingB
  Traits: Damage Reduction 4/vice, Darkvision 60 ft., Immunity 
  to Acid, Cold, and Petrification, Powers (rank 15, Cha, save 
  Diffi culty 21; Cure +20, Cure Disease +20, Enhance Other 
  +20, Heart Reading +20, Light Shaping +20, Mind Touch 
  +20, Purifying Light +20, Second Sight +20, Self Shaping +20, 
  Teleport +20, True Vision +20, Truth Reading +20), Resistance 
  to Electricity 4 and Fire 4, Supernatural Resistance 30
  Combat: Attack +16 (+12 base, +4 Dex) (+19 with +3 heavy mace), 
  Damage +12 (+3 heavy mace), Defense Dodge/Parry +16/+21 
  (+12 base, +4 Dex/+6 Str [+3 heavy mace]), Initiative +8
  Saving Throws: Toughness +11 (+4 Con, +7 natural), Fortitude +14 
  (+18 against poison) (+8 base, +4 Con, +2 Great Fortitude), 
  Reflex +12 (+8 base, +4 Dex), Will +12 (+8 base +4 Wis)
  Astral devas are celestials of vigilance. An astral deva is a beautiful dark 
  skinned humanoid with powerful bird-like wings. They stand around 
  7-1/2 feet tall and weigh about 250 pounds. Astral devas serve as 
  messengers, scouts and warriors for the celestial hosts.
  An astral deva is not afraid to enter melee combat. It takes a fierce joy 
  in bashing evil foes with its powerful +3 heavy mace. An astral deva’s 
  natural weapons, as well as any weapons it wields, are treated as virtue-
  aligned for the purpose of overcoming damage reduction.
  Guardian Angel
  Type: 13th Level Outsider (Extraplanar)
  Size: Medium
  Speed: 40 ft., fly 60 ft. (average)
  Abilities: Str +4, Dex +5, Con +6, Int +3, Wis +5, Cha +5
  Skills: Acrobatics 16 (+21), Concentration 16 (+21), Diplomacy 
  16 (+21), Intimidate 16 (+21), Knowledge (theology and 
  philosophy) 16 (+19), Medicine 16 (+21), Notice 16 (+21), 
  Perform (sing) 16 (+21), Stealth 16 (+21)
  Feats: Blind Fight, Heavy Armor TrainingB, Improved Initiative, 
  Improved StrikeB, Improved Sunder, Iron Will, Light Armor 
  TrainingB, Night VisionB, Power (9)B, Power, Weapon 
  TrainingB
  Traits: Damage Reduction 4/vice, Darkvision 60 ft., Immunity 
  to Acid, Cold, and Petrification, Powers (rank 16, Cha, save 
  Diffi culty 22; Cure +21, Cure Disease +21, Enhance Other 
  +21, Heart Reading +21, Light Shaping +21, Mind Touch 
  +21, Purifying Light +21, Second Sight +21, Teleport +21, 
  Truth Reading +21), Resistance to Electricity 4 and Fire 4, 
  Supernatural Resistance 30
  Combat: Attack +18 (+13 base, +5 Dex) (+19 with +1 flaming sword), 
  Damage +8 +3 fire (+1 flaming sword, crit 19-20/+3), Defense 
  Dodge/Parry +18/+18 (+13 base, +5 Dex/+4 Str [+1 sword]), 
  Initiative +9
  Saving Throws: Toughness +13 (+5 Con, +8 natural), Fortitude +14 
  (+8 base, +6 Con), Reflex +13 (+8 base, +5 Dex), Will +15 (+8 
  base, +5 Wis, +2 Iron Will)
  Divine Protector: Guardian angels gain a +4 bonus on all rolls made to 
  actively protect an individual they have been tasked with watching 
  over. This trait operates much like the Dedicated feat.
  Shield Other: As a free action a guardian angel can confer a +3 
  bonus to defense to a single individual of their choice within 50 ft. 
  Only a single individual may be shielded in this way each round. 
  The target of this ability may be changed at the beginning of each 
  round if the guardian chooses to do so. The guardian angel cannot 
  target itself with this ability, though it can use it to shield another 
  guardian angel.
  Guardian angels are celestials of love and protection. They are handsome, 
  pale skinned androgynous humanoids with powerful white-feathered 
  wings. Guardian angels are occasionally sent by higher powers to guard 
  the life of an important mortal. Being protected by a guardian angel 
  can be a mixed blessing; it is a superb defender, but guardian angels 
  are usually sent only to those who are in enough danger that the extra 
  protection is required. Guardian angels usually stand around 6 feet in 
  height, and weigh around 170 pounds.
  A guardian angel’s natural weapons, as well as any weapons it wields, 
  are treated as virtue-aligned for the purpose of overcoming damage 
  reduction.
  Hound Archon
  Type: 6th Level Outsider (Extraplanar, Virtue)
  Size: Medium
  Speed: 40 ft.
  Abilities: Str +2, Dex +0, Con +1, Int +0, Wis +1, Cha +1
  Skills: Concentration 9 (+10), Jump 9 (+15), Notice 9 (+10), Sense Motive 
  9 (+10), Stealth 9 (+9)*, Survival 9 (+10)*
  Feats: Heavy Armor TrainingB, Improved Initiative, Improved StrikeB, 
  Light Armor TrainingB, Power (4)B, Power, Track, Weapon 
  TrainingB
  Traits: Aura of Menace, Damage Reduction 4/vice and supernatural, 
  Darkvision 60 ft., Immunity to Electricity and Petrification, Powers 
  (rank 9, Cha, save Diffi culty 14, Enhance Other +10, Fire Shaping 
  +10, Heart Reading +10, Mind Touch +10, Teleport +10)
  Combat: Attack +6 (+6 base), Damage +5 (bite) or +6 (greatsword, crit 
  19-20/+3), Defense Dodge/Parry +6/+8 (+6 base, +0 Dex/+2 Str), 
  Initiative +4
  Saving Throws: Toughness +5 (+1 Con, +4 natural), Fortitude +6 (+10 
  against poison) (+5 base, +1 Con), Reflex +5 (+5 base), Will +6 
  (+5 base, +1 Wis)
  Aura of Menace: Will Diffi culty 16 negates.
  Change Shape: A hound archon can assume any canine form of Small 
  to Large size. While in canine form, the hound archon loses its bite, 
  slam and greatsword attacks, but gains the bite attack of the form it 
  chooses. For the purposes of this ability, canines include any doglike 
  or wolf-like animal of the animal type.
  Skills: *While in canine form, a hound archon gains a +4 circumstance 
  bonus on Stealth and Survival checks.
  Hound archons are celestial hunters tasked with tracking down fiends and 
  other evil doers. A hound archon looks like a well-muscled human with a 
  canine head. They carry an air of nobility in their stance and demeanor.
  Hound archons prefer to attack with their natural weapons but 
  occasionally use greatswords. A hound archon’s natural weapons, as well 
  as any weapons it wields, are treated as virtue-aligned for the purpose of 
  overcoming damage reduction.
  Lantern Archon
  Type: 1st Level Outsider (Extraplanar, Virtue)
  Size: Small
  Speed: Fly 60 ft. (perfect)
  Abilities: Str –5, Dex +0, Con +0, Int –2, Wis +0, Cha +0
  Skills: Concentration 4 (+4), Diplomacy 4 (+4), Notice 4 (+4), Sense 
  Motive 4 (+4)
  Feats: Improved Initiative, Power (4)B
  Traits: Aura of Menace, Damage Reduction 4/vice and supernatural, 
  Darkvision 60 ft., Immunity to Electricity and Petrification, 
  Powers (rank 4, Cha, save Diffi culty 11, Fire Shaping +4, Heart 
  Reading +4, Mind Touch +4, Teleport +4)
  Combat: Attack +2 (+1 size, +1 base), Damage +2 (light ray), Defense 
  Dodge/Parry +2/— (+1 size, +1 base), Initiative +4
  
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  Chapter Two: True20 Bestiary
  Saving Throws: Toughness +1 (–1 size, +2 natural), Fortitude +2 
  (+6 against poison) (+2 base), Reflex +2 (+2 base), Will +2 
  (+2 base)
  Aura of Menace: Will Diffi culty 12 negates.
  Light Ray: A lantern archon’s light rays have a range of 30 feet. This 
  attack overcomes damage reduction of any type.
  Lantern archons are floating balls of light that glow about as brightly 
  as a torch. Only their destruction can extinguish the glow, though they 
  can try to hide it.
  A lantern archon has little reason to get within melee range. It usually 
  hovers just close enough to bring the enemy within its aura of menace, and 
  then blasts away with its light rays. Lantern archons prefer to concentrate 
  on a single opponent, seeking to reduce enemy numbers quickly.
  Planetar
  Type: 14th Level Outsider (Extraplanar, Virtue)
  Size: Large
  Speed: 30 ft., fly 90 ft. (good)
  Abilities: Str +7, Dex +4, Con +5, Int +6, Wis +6, Cha +6
  Skills: Concentration 17 (+23), Craft or Knowledge (any four) 17 
  (+23), Diplomacy 17 (+23), Escape Artist 17 (+21), Intimidate 
  17 (+23), Notice 17 (+23), Sense Motive 17 (+23), Search 17 
  (+23), Stealth 17 (+17)
  Feats: Blind-Fight, Cleave, Heavy Armor TrainingB, Improved Initiative, 
  Improved StrikeB, Improved Sunder, Light Armor TrainingB, 
  Night VisionB, Power (18)B, Power, Weapon TrainingB
  Traits: Damage Reduction 4/vice, Darkvision 60 ft., Immunity to Acid, 
  Cold, and Petrification, Powers (rank 17, Cha, save Diffi culty 23; 
  Cure +23, Cure Disease +23, Drain Vitality +23, Earth Shaping 
  +23, Elemental Blast +23, Enhance Ability +23, Fire Shaping +23, 
  Heart Reading +23, Heart Shaping +23, Imbue Life +23, Light 
  Shaping +23, Mind Touch +23, Purifying Light +23, Second Sight 
  +23, Self Shaping +23, Teleport +23, True Vision +23, Truth 
  Reading +23, Wind Shaping +23), Regeneration 4, Resistance to 
  Electricity 4 and Fire 4, Supernatural Resistance 30
  Combat: Attack +17 (–1 size, +14 base, +4 Dex) (+20 with +3 
  greatsword), Damage +15 (+3 greatsword, crit 19-20/+3), Defense 
  Dodge/Parry +17/+23 (–1 size, +14 base, +4 Dex/+7 Str [+3 
  greatsword]), Initiative +8
  Saving Throws: Toughness +16 (+2 size, +5 Con, +9 natural), Fortitude 
  +14 (+18 against poison) (+9 base, +5 Con), Reflex +13 (+9 base, 
  +5 Dex), Will +15 (+9 base, +6 Wis)
  Regeneration: A planetar gains an extra recovery check with a +4 bonus. 
  Damage from vice-aligned weapons and from supernatural powers used 
  by creatures with the vice subtype cannot be healed in this way.
  Planetars are celestials of heroism and bravery. A planetar is a handsome 
  green-skinned humanoid with large dove-like wings. The planetar’s body 
  is hairless, and its skin seems to sparkle with divine light. When aroused 
  to emotion, a heavenly nimbus of white light surrounds the planetar. 
  Planetars are nearly 9 feet tall and weigh about 500 pounds. 
  Despite their vast array of supernatural powers, planetars are likely 
  to wade into melee with their +3 greatswords. They particularly enjoy 
  fighting fiends. A planetar’s natural weapons, as well as any weapons 
  it wields, are treated as virtue-aligned for the purpose of overcoming 
  damage reduction.
  Solar
  Type: 22nd Level Outsider (Extraplanar, Virtue)
  Size: Large
  Speed: 50 ft., fly 150 ft. (good)
  Abilities: Str +9, Dex +5, Con +5, Int +6, Wis +7, Cha +7
  Skills: Concentration 25 (+32), Craft or Knowledge (any five) 25 
  (+31), Diplomacy 25 (+32), Escape Artist 25 (+30), Notice 
  25 (+32), Search 25 (+31), Sense Motive 25 (+32), Stealth 
  25 (+26)
  Feats: Cleave, Dodge Focus, Great Cleave, Heavy Armor TrainingB, 
  Improved Initiative, Improved StrikeB, Improved Sunder, Light 
  Armor TrainingB, Night VisionB, Power (19)B, Power (2), Track, 
  Weapon TrainingB
  Traits: Damage Reduction 6/epic and vice, Darkvision 60 ft., 
  Immunity to Acid, Cold, and Petrification, Powers (rank 25, 
  Cha, save Diffi culty 28, Cure +32, Cure Disease +32, Cure 
  Poison +32, Dominate +32, Drain Vitality +32, Earth Shaping 
  +32, Elemental Blast +32, Enhance Ability +32, Fire Shaping 
  +32, Heart Reading +32, Imbue Life +32, Light Shaping +32, 
  Mind Touch +32, Move Object +32, Purifying Light +32, Second 
  Sight +32, Self Shaping +32, True Vision +32, Truth Reading 
  +32, Weather Shaping +32, Wind Shaping +32), Regeneration 
  15, Resistance to Electricity 4 and Fire 4, Supernatural 
  Resistance 32
  Combat: Attack +26 (–1 size, +22 base, +5 Dex) (+31 with +5 
  greatsword), Damage +19 (+5 greatsword, crit 19-20/+3), 
  Defense Dodge/Parry +26/+35 (–1 size, +22 base, +5 Dex/+9 
  Str [+5 greatsword]), Initiative +9
  Saving Throws: Toughness +17 (+2 size, +5 Con, +10 natural), 
  Fortitude +18 (+22 against poison) (+13 base, +5 Con), Reflex 
  +18 (+13 base, +5 Dex), Will +20 (+13 base, +7 Wis)
  Regeneration: A solar takes normal damage from epic vice-aligned 
  weapons, and from supernatural powers or effects cast by creatures 
  with the vice subtype.
  Solar are celestials of justice. They are the most powerful of all celestials, 
  save for the godlike beings that they serve. A solar is a large radiant 
  figure, appearing as an androgynous yet perfectly formed winged 
  humanoid with luminescent skin. A solar has a deep and commanding 
  voice that is filled with compassion when addressing virtuous or 
  innocent souls. When angered, the voice of a solar rings with thunder 
  and echoes loudly in the ears of the wicked. Solars stand about 9 feet 
  tall and weigh about 500 pounds.
  Solars are puissant champions of good. Only the most powerful fiends 
  approach their power. Very little is more fearsome to an evil creature 
  than a solar brandishing its +5 greatsword. Many are the tales in the 
  vice-aligned planes of shining hosts of solars wreaking divine havoc on 
  fiery hordes of fiends. A solar’s natural weapons, as well as any weapons 
  it wields, are treated as virtue-aligned and epic for the purpose of 
  overcoming damage reduction.
  Trumpet Archon
  Type: 12th Level Outsider (Extraplanar, Virtue)
  Size: Medium
  Speed: 40 ft., fly 90 ft. (good)
  Abilities: Str +5, Dex +3, Con +6, Int +3, Wis +3, Cha +3
  Skills: Concentration 14 (+17), Diplomacy 14 (+17), Escape Artist 14 
  (+17), Handle Animal 14 (+17), Knowledge (any one) 14 (+17), 
  Notice 14 (+17), Perform (wind instruments) 15 (+18), Ride 
  12 (+15), Sense Motive 14 (+17), Stealth 14 (+17)
  Feats: Blind-Fight, Cleave, Heavy Armor TrainingB, Improved 
  Initiative, Improved StrikeB, Light Armor TrainingB, Power 
  (9)B, Power, Skill Training, Weapon TrainingB
  Traits: Aura of Menace, Damage Reduction 4/vice, Darkvision 60 
  ft., Immunity to Electricity and Petrification, Powers (rank 15, 
  Cha, save Diffi culty 19, Cure +18, Cure Poison +18, Enhance 
  Ability +18, Fire Shaping +18, Heart Reading +18, Mind Touch 
  +18, Purifying Light +18, Second Sight +18, True Vision +18, 
  Teleport +18), Supernatural Resistance 29, Trumpet
  
  
  Chapter Two: True20 Bestiary
  Combat: Attack +15 (+12 base, +3 Dex) (+19 with +4 greatsword), 
  Damage +13 (+4 greatsword, crit 19-20/+3), Defense Dodge/
  Parry +15/+21 (+12 base, +3 Dex/+5 Str [+4 greatsword]), 
  Initiative +7
  Saving Throws: Toughness +13 (+6 Con, +7 natural), Fortitude +14 
  (+18 against poison) (+8 base, +6 Con), Reflex +11 (+8 base, 
  +3 Dex), Will +11 (+8 base, +3 Wis)
  Aura of Menace: Will Diffi culty 21 negates.
  Trumpet: A trumpet archon’s trumpet produces music of utter 
  clarity, piercing beauty, and, if the trumpet archon wills it, 
  paralyzing awe. All creatures except archons within 100 feet of 
  the blast must succeed on a Diffi culty 19 Fortitude save or be 
  paralyzed for 3 rounds. The save Diffi culty is Charisma-based. The 
  archon can also command its trumpet to become a +4 greatsword 
  as a free action. If a trumpet is ever stolen, it becomes a chunk of 
  useless metal until its true owner can recover it. Woe be to any 
  thief caught with one.
  Trumpet archons are bald, winged, emerald skinned humanoids of great 
  beauty. Each Trumpet Archon carries a gleaming silver trumpet about 
  6 feet long. Some prophecies declare that trumpet archons will be the 
  first to herald the apocalypse with the sound of their trumpets blowing 
  across the heavens seven times.
  A trumpet archon usually disdains physical combat, preferring to 
  obliterate foes with supernatural powers quickly and return to its 
  duties. If forced into an extended battle, it sounds its trumpet and 
  attacks with a vengeance. A trumpet archon’s natural weapons, as well 
  as any weapons it wields, are treated as virtue-aligned for the purpose 
  of overcoming damage reduction.
  Centaur
  Type: 4th Level Monstrous Humanoid
  Size: Large
  Speed: 50 ft.
  Abilities: Str +4, Dex +2, Con +2, Int –1, Wis +1, Cha +0
  Skills: Notice 4 (+9), Stealth 6 (+4), Survival 1 (+2)
  Feats: Attack Focus (hoof), Heavy Armor TrainingB, Light Armor 
  TrainingB, Skill Training, Weapon TrainingB
  Traits: Darkvision 60 ft.
  Combat: Attack +5 (–1 size, +4 base, +2 Dex) (+6 with hoofs), Damage 
  +7 (sword, crit 19-20/+3) or +8 (bow, crit +4) or +6 (hooves), 
  Defense Dodge/Parry +5/+7 (–1 size, +4 base, +2 Dex/+4 Str), 
  Initiative +2
  Saving Throws: Toughness +5 (+2 size, +2 Con, +1 natural), 
  Fortitude +3 (+1 base, +3 Dex), Reflex +6 (+4 base, +2 Dex), 
  Will +5 (+4 base, +1 Wis)
  A centaur has the body of a horse, with the upper body of a human where 
  the horse’s head would be. Centaurs are wild creatures, living in the 
  wilderness free from societal constraints. They are fond of strong drink 
  and closely associate with beautiful fey such as nymphs and dryads. A 
  centaur is as big as a heavy horse, but much taller and slightly heavier. 
  Centaurs are about 7 feet tall and weigh about 2,100 pounds. Centaurs 
  speak Sylvan and Elven.
  A centaur employing a lance deals double damage when it 
  charges, just as a rider on a mount does. Although a 
  centaur is a Large creature its torso and arms are the 
  same size as that of a human, therefore it wields 
  manufactured weapons sized for a Medium humanoid.
  Centipede (General)
  Centipedes tend to attack anything that resembles food, biting with 
  their jaws and injecting their poison.
  Centipede, Tiny
  Type: 0th Level Vermin
  Size: Tiny
  Speed: 20 ft., climb 20 ft.
  Abilities: Str –5, Dex +2, Con +0, Int —, Wis +0, Cha –4
  Skills: Climb 0 (+10), Notice 0 (+4), Stealth 0 (+18)
  Feats: —
  Traits: Darkvision 60 ft., Poison, Vermin Traits
  Combat: Attack +4 (+2 size, +0 base, +2 Dex), Damage –5 plus poison 
  (bite), Defense Dodge/Parry +4/— (+2 size, +0 base, +2 Dex), 
  Initiative +2
  Saving Throws: Toughness –2 (–2 size), Fortitude +2 (+2 base), 
  Reflex +2 (+0 base, +2 Dex), Will +0 (+0 base)
  Centipede, Small
  Type: 0th Level Vermin
  Size: Small
  Speed: 30 ft., climb 30 ft.
  Abilities: Str –3, Dex +2, Con +0, Int —, Wis +0, Cha –4
  Skills: Climb 0 (+10), Notice 0 (+4), Stealth 0 (+14)
  Feats: —
  Traits: Darkvision 60 ft., Poison, Vermin Traits
  Combat: Attack +3 (+1 size, +0 base, +2 Dex), Damage –2 plus poison 
  (bite), Defense Dodge/Parry +3/— (+1 size, +0 base, +2 Dex), 
  Initiative +2
  Saving Throws: Toughness –1 (–1 size), Fortitude +2 (+2 base), 
  Reflex +2 (+0 base, +2 Dex), Will +0 (+0 base)
  Centipede, Medium
  Type: 1st Level Vermin
  Size: Medium
  Speed: 40 ft., climb 40 ft.
  Abilities: Str –1, Dex +2, Con +0, Int —, Wis +0, Cha –4
  Skills: Climb 0 (+10), Notice 0 (+4), Stealth 0 (+10)
  
  
  Chapter Two: True20 Bestiary
  Feats: —
  Traits: Darkvision 60 ft., Poison, Vermin Traits
  Combat: Attack +2 (+0 base, +2 Dex), Damage +1 plus poison (bite), 
  Defense Dodge/Parry +2/— (+0 base, +2 Dex), Initiative +2
  Saving Throws: Toughness +1 (+1 natural), Fortitude +2 (+2 base), 
  Reflex +2 (+2 Dex), Will +0 (+0 base)
  Centipede, Large
  Type: 3rd Level Vermin
  Size: Large
  Speed: 40 ft., climb 40 ft.
  Abilities: Str +1, Dex +2, Con +0, Int —, Wis +0, Cha –4
  Skills: Climb 0 (+10), Notice 0 (+4), Stealth 0 (+6)
  Feats: —
  Darkvision 60 ft., Poison, Vermin Traits
  Combat: Attack +3 (–1 size, +2 base, +2 Dex), Damage +4 plus poison 
  (bite), Defense Dodge/Parry +3/— (–1 size, +2 base, +2 Dex), 
  Initiative +2
  Saving Throws: Toughness +3 (+2 size, +1 natural), Fortitude +3 (+3 
  base), Reflex +3 (+1 base, +2 Dex), Will +1 (+1 base)
  Centipede, Huge
  Type: 6th Level Vermin
  Size: Huge
  Speed: 40 ft., climb 40 ft.
  Abilities: Str +3, Dex +2, Con +1, Int —, Wis +0, Cha –4
  Skills: Climb 0 (+11), Notice 0 (+4), Stealth 0 (+2)
  Feats: —
  Traits: Darkvision 60 ft., Poison, Vermin Traits
  Combat: Attack +4 (–2 size, +4 base, +2 Dex), Damage +7 plus poison 
  (bite), Defense Dodge/Parry +4/— (–2 size, +4 base, +2 Dex), 
  Initiative +2
  Saving Throws: Toughness +8 (+4 size, +1 Con, +3 natural), 
  Fortitude +5 (+5 base, +1 Con), Reflex +4 (+2 base, +2 Dex), 
  Will +2 (+2 base)
  Centipede, Gargantuan
  Type: 12th Level Vermin
  Size: Gargantuan
  Speed: 40 ft., climb 40 ft.
  Abilities: Str +6, Dex +2, Con +1, Int —, Wis +0, Cha –4
  Skills: Climb 0 (+14), Notice 0 (+4), Stealth 0 (–2)
  Feats: —
  Traits: Darkvision 60 ft., Poison, Vermin Traits
  Combat: Attack +7 (–4 size, +9 base, +2 Dex), Damage +12 plus 
  poison (bite), Defense Dodge/Parry +7/— (–4 size, +9 base, 
  +2 Dex), Initiative +2
  Saving Throws: Toughness +12 (+6 size, +1 Con, +5 natural), 
  Fortitude +9 (+8 base, +1 Con), Reflex +6 (+4 base, +2 Dex), 
  Will +4 (+4 base)
  Centipede, Colossal
  Type: 24th Level Vermin
  Size: Colossal
  Speed: 40 ft., climb 40 ft.
  Abilities: Str +8, Dex +1, Con +1, Int —, Wis +0, Cha –4
  Skills: Climb 0 (+16), Notice 0 (+4), Stealth 0 (–7)
  Feats: —
  Traits: Darkvision 60 ft., Poison, Vermin Traits
  Combat: Attack +11 (–8 size, +18 base, +1 Dex), Damage +16 plus 
  poison (bite), Defense Dodge/Parry +11/— (–8 size, +18 base, 
  +1 Dex), Initiative +1
  Saving Throws: Toughness +17 (+8 size, +1 Con, +8 natural), 
  Fortitude +15 (+14 base, +1 Con), Reflex +9 (+8 base, +1 Dex), 
  Will +8 (+8 base)
  Size
  Fort Difficulty
  Damage
  Tiny
  10
  1 Dex
  Small
  10
  1 Dex
  Medium
  10
  1 Dex
  Large
  11
  1 Dex
  Huge
  14
  2 Dex
  Gargantuan
  17
  3 Dex
  Colossal
  23
  4 Dex
  Poison: A centipede has a poisonous bite. The details vary by the 
  centipede’s size, as shown on the table above. The save Diffi culties are 
  Constitution-based. The indicated damage is both initial and secondary 
  damage.
  Skills: Centipedes have a +4 racial bonus on Notice checks, and a +8 racial 
  bonus on Climb and Stealth checks. They can use either their Strength 
  or Dexterity modifier for Climb checks, whichever is higher. Centipedes 
  can take 10 on Climb checks, even if threatened or distracted.
  Cheetah
  Type: 3rd Level Animal
  Size: Medium
  Speed: 50 ft.
  Abilities: Str +3, Dex +4, Con +2, Int –4, Wis +1, Cha –2
  Skills: Notice 5 (+6), Stealth 5 (+9)
  Feats: Double Strike, Improved TripB, Night VisionB, Skill Training
  Traits: Scent, Sprint
  Combat: Attack +6 (+2 base, +4 Dex), Damage +5 (bite) or +3 (claws), 
  Defense Dodge/Parry +6/— (+2 base, +4 Dex), Initiative +4
  Saving Throws: Toughness +2 (+2 Con), Fortitude +5 (+3 base, +2 
  Con), Reflex +7 (+3 base, +4 Dex), Will +2 (+1 base, +1 Wis)
  Sprint: Once per hour, a cheetah can move ten times its normal speed 
  (500 feet) when it makes a charge.
  Cheetahs are swift feline predators of the plains. A cheetah is 3 to 5 feet 
  long and weighs 110 to 130 pounds. Cheetahs make sudden sprints to 
  bring down prey.
  Chimera
  Type: 9th Level Supernatural Beast
  Size: Large
  Speed: 30 ft., fly 50 ft. (poor)
  Abilities: Str +4, Dex +1, Con +3, Int –3, Wis +1, Cha +0
  Skills: Notice 12 (+18), Stealth 0 (–3)*
  Feats: Double Strike, Hover, Iron Will, Night VisionB, Skill Focus (Notice)
  Traits: Breath Weapon, Darkvision 60 ft., Scent
  Combat: Attack +9 (–1 size, +9 base, +1 Dex), Damage +8 (bite) or +7 (bite) 
  or +7 (gore) or +6 (claws), Defense Dodge/Parry +9/— (–1 size, +9 
  base, +1 Dex), Initiative +1
  Saving Throws: Toughness +9 (+2 size, +3 Con, +4 natural), Fortitude 
  +9 (+6 base, +3 Con), Reflex +7 (+6 base, +1 Dex), Will +6 (+3 base, 
  +1 Wis)
  Breath Weapon: A chimera’s breath weapon may vary, as summarized 
  on the table below. Regardless of its type, a chimera’s breath weapon 
  is usable once every 3 rounds, deals +9 damage, and allows a Diffi culty 
  17 Reflex save for half damage. The save Diffi culty is Constitution-
  based.
  
  
  Chapter Two: True20 Bestiary
  To determine a chimera’s breath weapon randomly, roll 1d20 and 
  consult the table below.
  d20 roll
  Breath Weapon
  1-4
  40-foot line of acid (dragon head is black)
  5-8
  40-foot line of lightning (dragon head is blue)
  912
  20-foot cone of gas (acid) (dragon head is 
  green)
  13-16
  20-foot cone of fire (dragon head is red)
  17-20
  20-foot cone of cold (dragon head is white)
   Skills: A chimera’s three heads give it a +2 racial bonus on Notice 
  checks. *In areas of scrubland or brush, a chimera gains a +4 racial 
  bonus on Stealth checks.
  Carrying Capacity: A light load for a chimera is up to 348 pounds; 
  a medium load, 349-699 pounds, and a heavy load, 700-1,050 
  pounds.
  A chimera is a magical creature with the body of a lion. Large dragon-like 
  wings and the head of a fiendish looking goat and a dragon sprout from 
  its back, and it has a draconic serpent for a tail. Some chimeras also 
  have the head of a lion. A chimera is about 5 feet tall at the shoulder, 
  nearly 10 feet long, and weighs about 4,000 pounds. A chimera’s dragon 
  head might be black, blue, green, red or white. Chimeras can speak 
  Draconic but seldom bother to do so, except when toadying to more 
  powerful creatures.
  The chimera prefers to surprise prey. It often swoops down from the 
  sky or lies concealed until it charges. The dragon head can loose a breath 
  weapon instead of biting. Several chimeras attack in concert.
  Chronicler of Time
  Type: 13th Level Outsider (Extraplanar)
  Size: Medium
  Speed: 30 ft.
  Abilities: Str +2, Dex +4, Con +8, Int +6, Wis +7, Cha +4
  Skills: Bluff 16 (+20), Diplomacy 16 (+20), Escape Artist 16 (+20), 
  Notice 16 (+23), Perform (oratory) 16 (+22), Knowledge 
  (history) 16 (+38), Knowledge (any four) 16 (+22), Sense 
  Motive 16 (+23), Stealth 16 (+20)
  Feats: Contacts, Eidetic Memory, Fascinate, Heavy Armor TrainingB, 
  Improved StrikeB, Iron Will, Night VisionB, Light Armor 
  TrainingB, Weapon TrainingB, Well Informed
  Traits: Damage Reduction 2/supernatural, Darkvision 60 ft., Immune 
  to Poison and Cold, Resistance to Fire 4, and Electricity 4
  Combat: Attack +17 (+13 base, +4 Dex), Damage +4 (staff ), Defense 
  Dodge/Parry +17/+15 (+13 base, +4 Dex/+2 Str), Initiative 
  +4
  Saving Throws: Toughness +9 (+8 Con, +1 natural), Fortitude +16 
  (+8 base, +8 Con), Reflex +12 (+8 base, +4 Dex), Will +17 (+8 
  base, +7 Wis, +2 Iron Will)
  Skills: Chroniclers have a +16 racial bonus to Knowledge (history) 
  checks.
  A chronicler appears as a balding, gray-bearded old man, his frail-looking 
  form hunched with the weight of ages. Chroniclers are timeless beings 
  that have been charged with the task of recording all of history by the 
  powers that be. Some chroniclers are content with their lot in life, but 
  many develop feelings of jealousy towards those who are free to act 
  while they are destined to sit and write. These chroniclers long to be 
  active shapers of history, and some seek to hire mercenaries or heroes 
  to prevent certain historical events from repeating themselves. They 
  often pay with valuable knowledge agreed upon in a contract beforehand 
  rather than with monetary wealth. Exactly how a chronicler of time 
  gains all of their knowledge is unknown, but many scholars believe 
  that the mysterious beings known as “watchers” are the eyes and ears 
  of the chroniclers.
  Cloaker
  Type: 6th Level Aberration
  Size: Large
  Speed: 10 ft., fly 40 ft. (average)
  Abilities: Str +5, Dex +3, Con +3, Int +2, Wis +2, Cha +2
  Skills: Intimidate 9 (+11), Notice 9 (+14), Search 9 (+11), Stealth 
  9 (+8)
  Feats: Improved Initiative, Power, Skill Focus (Notice),
  Traits: Darkvision 60 ft., Engulf, Moan, Powers (rank 9, Cha, save 
  Diffi culty 15, Shadow Shaping +11)
  Combat: Attack +6 (–1 size, +4 base, +3 Dex), Damage +7 (tail slap) 
  or +6 (bite), Defense Dodge/Parry +6/— (–1 size, +4 base, +3 
  Dex), Initiative +7
  Saving Throws: Toughness +8 (+2 size, +3 Con, +3 natural), 
  Fortitude +5 (+2 base, +3 Con), Reflex +5 (+2 base, +3 Dex), 
  Will +7 (+5 base, +2 Wis)
  Engulf: A cloaker can try to wrap a Medium or smaller creature in its 
  body as a standard action. The cloaker attempts a grapple. If it wins 
  the grapple check, it establishes a hold and bites the engulfed victim 
  with a +4 bonus on its attack roll. It can still use its whip-like tail to 
  strike at other targets. Attacks that hit an engulfing cloaker deal half 
  their damage to the cloaker and half to the trapped victim.
  Moan: A cloaker can emit a dangerous subsonic moan as a standard 
  action. By changing the frequency, the cloaker can replicate the despair 
  and fear effects of the Heart Shaping supernatural power (rank 9, 
  Cha, save Diffi culty 15, Heart Shaping +11).
  When resting or lying in wait, these creatures are almost impossible 
  to distinguish from common black cloaks (the cloaker’s ivory claws 
  look very much like bone clasps). Only when it unfurls does the 
  
  
  Chapter Two: True20 Bestiary
  horrific nature of the creature become apparent. A cloaker has a 
  wingspan of about 8 feet. It weighs about 100 pounds. Cloakers speak 
  Undercommon.
  Cloakers usually lie still, watching and listening for prey. If facing a 
  single opponent, a cloaker uses its engulf attack. Against multiple foes, 
  it lashes with its tail in concert with its moan to reduce the opposition’s 
  numbers, and then engulfs a survivor. Multiple cloakers usually split 
  up, leaving one or two behind to use special abilities while the rest 
  make melee attacks.
  Cockatrice
  Type: 5th Level Supernatural Beast
  Size: Small
  Speed: 20 ft., fly 60 ft. (poor)
  Abilities: Str –2, Dex +3, Con +0, Int –4, Wis +1, Cha –1
  Skills: Notice 8 (+12)
  Feats: Dodge Focus, Night VisionB, Skill Focus (Notice), ToughB
  Traits: Darkvision 60 ft., Petrification
  Combat: Attack +9 (+1 size, +5 base, +3 Dex), Damage –1 (bite), Defense 
  Dodge/Parry +9/— (+1 size, +5 base, +3 Dex), Initiative +3
  Saving Throws: Toughness +0 (–1 size, +1 Tough), Fortitude +4 (+4 
  base), Reflex +7 (+4 base, +3 Dex), Will +2 (+1 base, +1 Wis)
  Petrification: Bite; Fortitude Diffi culty 12; turn to stone permanently. 
  The save Diffi culty is Constitution-based. 
  A cockatrice appears as an ugly chicken or rooster with a serpentine tail. 
  A male cockatrice has wattles and a comb, just like a rooster. Females, 
  much rarer than males, differ only in that they have no wattles or comb. 
  A cockatrice weighs about 25 pounds.
  A cockatrice fiercely attacks anything that it deems a threat to itself 
  or its lair. Flocks of cockatrices do their utmost to overwhelm and 
  confuse their foes, and sometimes fly directly into their opponents’ 
  faces. Cockatrices have immunity to the petrification ability of other 
  cockatrices, but other petrification attacks affect them normally.
  Corpse-Stitched Abomination
  Type: 7th Level Undead
  Size: Large
  Speed: 30 ft.
  Abilities: Str +6, Dex +0, Con—, Int –2, Wis +1, Cha –5
  Skills: Notice 10 (+11), Intimidate 10 (+9)
  Feats: Attack Focus (slam), Night VisionB, Power, Rage, ToughB
  Traits: Darkvision 60 ft., Powers (rank 10, Wis, save Diffi culty 15, 
  Imbue Unlife +11), Undead Traits, Vulnerable to Water
  Combat: Attack +2 (–1 size, +3 base) (+3 with slam), Damage +8 +2 
  electricity (slam), Defense Dodge/Parry +2/+8 (if wielding a 
  weapon) (–1 size, +3 base, +0 Dex/+6 Str), Initiative +0
  Saving Throws: Toughness +6 (+2 size, +1 Tough), Fortitude +2 (+2 
  base), Reflex +2 (+2 base), Will +6 (+5 base, +1 Wis)
  Skills: Corpse-stitched abominations have a +4 racial bonus to 
  Intimidate checks.
  A corpse-stitched abomination is a lumbering hulk composed of stitched-
  together body parts from various corpses, brought back to a life-like state 
  by passing enormous electrical currents through its body. The current 
  re-awakened certain functions in a specially prepared brain stitched into 
  the creature’s head. Electrical pulses dance across its discolored flesh, 
  and spark between its fingertips. Corpse-stitched abominations stand 
  approximately eight feet tall and weigh around 500 pounds.
  These creatures are extremely violent and unless controlled (usually 
  through Intimidation) they attempt to kill anything that crosses their 
  path. Unfortunately they also have the ability to Imbue Unlife into their 
  victims with pulses of supernatural electricity.
  Couatl
  Type: 9th Level Outsider (Native)
  Size: Large
  Speed: 20 ft., fly 60 ft. (good)
  
  
  Chapter Two: True20 Bestiary
  Abilities: Str +4, Dex +3, Con +2, Int +3, Wis +4, Cha +3
  Skills: Acrobatics 12 (+15), Concentration 12 (+14), Diplomacy 12 (+17), 
  Knowledge (supernatural) 12 (+15), Knowledge (any two) 12 (+15), 
  Notice 12 (+16), Search 12 (+15), Sense Motive 12 (+16)
  Feats: Dodge Focus, Hover, Improved GrabB, Improved Initiative, Power 
  (11)B, Power
  Traits: Darkvision 60 ft., Constrict, Poison, Powers (rank 12, Wis, 
  save Diffi culty 19, Cold Shaping +16, Cure +16, Dominate +16, 
  Elemental Blast +16, Enhance Ability +16, Heart Reading +16, 
  Light Shaping +16, Mind Touch +16, Second Sight +16, Teleport 
  +16, Wind Shaping +16)
  Combat: Attack +11 (–1 size, +9 base, +3 Dex), Damage +4 plus poison 
  (bite) or +10 (grapple), Defense Dodge/Parry +11/— (–1 size, +9 
  base, +3 Dex), Initiative +7
  Saving Throws: Toughness +8 (+2 size, +2 Con, +4 natural), Fortitude 
  +8 (+6 base, +2 Con), Reflex +9 (+6 base, +3 Dex), Will +10 (+6 
  base, +4 Wis)
  Poison: Bite; Fortitude Diffi culty 16; initial damage 1 Str, secondary 
  damage 2 Str. The save Diffi culty is Constitution-based.
  A couatl is a large serpent with brilliant rainbow-colored wings and 
  plumage. Despite their strange, draconic appearance, couatls are 
  virtuous creatures that hail from upper planes. Although they are not 
  celestials, they associate well with those divine creatures and often work 
  with them to achieve some great victory over the forces of evil. Couatls 
  are about 12 feet long, with a wingspan of about 15 feet. It weighs about 
  1,800 pounds. Couatls speak Celestial, Common and Draconic.
  A couatl uses its Heart Reading power on any creature that arouses 
  its suspicions. Since it is highly intelligent, a couatl usually uses its 
  supernatural powers from a distance before closing. If more than one 
  couatl is involved, they discuss their strategy before a battle.
  Crocodile
  Type: 3rd Level Animal
  Size: Large
  Speed: 20 ft., swim 30 ft.
  Abilities: Str +4, Dex +1, Con +3, Int –5, Wis +1, Cha –4
  Skills: Notice 4 (+5), Stealth 6 (+6)*, Swim 0 (+12)
  Feats: Improved GrabB, Night VisionB, Skill Focus (Stealth), Skill 
  Training
  Traits: Death Roll, Hold Breath
  Combat: Attack +2 (–1 size, +2 base, +1 Dex), Damage +7 (bite) or +9 
  (tail slap), Defense Dodge/Parry +2/— (–1 size, +2 base, +1 Dex), 
  Initiative +1
  Saving Throws: Toughness +5 (+3 Con, +2 natural), Fortitude +6 (+3 base, 
  +3 Con), Reflex +4 (+3 base, +1 Dex), Will +2 (+1 base, +1 Wis)
  Death Roll: When a crocodile wins a grapple check with its improved 
  grab feat, it establishes a hold on the opponent and can begin a death 
  roll attack on its turn the following round. A death roll is a full round 
  action that does +9 damage to the grappled victim. Because of the 
  strength of its jaws and the lack of leverage the victim has during 
  the roll, the crocodile gets a +4 bonus to maintain the grapple. A 
  crocodile’s grapple attack bonus is +10.
  Hold Breath: A crocodile can hold its breath for a number of rounds 
  equal 40 plus 8 x its Constitution before it risks drowning. (The sample 
  crocodile can hold its breath for 64 rounds).
  Skills: A crocodile has a +8 racial bonus on any Swim check to perform 
  some special action or avoid a hazard. It can always choose to take 
  10 on a Swim check, even if distracted or endangered. It can use the 
  run action while swimming, provided it swims in a straight line. *A 
  crocodile gains a +4 racial bonus on Stealth checks when in the water. 
  Further, a crocodile can lie motionless in the water with only its eyes 
  and nostrils showing, gaining a +10 cover bonus on Stealth checks.
  Crocodiles are aggressive predators 11 to 12 feet long. They lie mostly 
  submerged in rivers or marshes, with only their eyes and nostrils 
  showing, waiting for prey to come within reach.
  Crocodile, Giant
  Type: 7th Level Animal
  Size: Huge
  Speed: 20 ft., swim 30 ft.
  Abilities: Str +8, Dex +1, Con +4, Int –5, Wis +1, Cha –4
  Skills: Notice 4 (+5), Stealth 10 (+6)*, Swim 0 (+16)
  Feats: Endurance, Improved GrabB, Night VisionB, Skill Focus 
  (Stealth), Skill Training,
  Traits: Death Roll, Hold Breath
  Combat: Attack +4 (–2 size, +5 base, +1 Dex), Damage +14 (bite) or 
  +13 (tail slap), Defense Dodge/Parry +4/— (–2 size, +5 base, 
  +1 Dex), Initiative +1
  Saving Throws: Toughness +8 (+4 size, +4 Con), Fortitude +9 (+5 
  base, +4 Con), Reflex +6 (+5 base, +1 Dex), Will +3 (+2 base, 
  +1 Wis)
  Death Roll: When a huge crocodile wins a grapple check with its 
  improved grab feat, it establishes a hold on the opponent and can 
  begin a death roll attack on its turn the following round. A death roll 
  is a full round action that does +18 damage to the grappled victim. 
  Because of the strength of its jaws and the lack of leverage the victim 
  has during the roll, the huge crocodile gets a +4 bonus to maintain 
  the grapple. A Huge crocodile’s grapple attack bonus is +21.
  Hold Breath: A giant crocodile can hold its breath for a number of 
  rounds equal to 40 plus 8 x its Constitution before it risks drowning. 
  (The sample giant crocodile can hold its breath for 72 rounds).
  Skills: A crocodile has a +8 racial bonus on any Swim check to 
  perform some special action or avoid a hazard. It can always choose 
  to take 10 on a Swim check, even if distracted or endangered. It can 
  use the run action while swimming, provided it swims in a straight 
  line. *A crocodile gains a +4 racial bonus on Stealth checks when 
  in the water. Further, a crocodile can lie motionless in the water 
  with only its eyes and nostrils showing, gaining a +10 cover bonus 
  on Stealth checks.
  These huge creatures usually live in salt water and can be more than 20 
  feet long. Giant crocodiles fight and behave like their smaller cousins.
  Cyclops
  Type: 15th Level Humanoid (Earth, Giant)
  Size: Large
  Speed: 40 ft.
  Abilities: Str +9, Dex +1, Con +6, Int +0, Wis +0, Cha –1
  Skills: Craft (any) 18 (+18), Notice 18 (+18)
  Feats: All-Out Attack, Cleave, Great Cleave, Iron Will, Light Armor 
  TrainingB, Night VisionB, Point Blank Shot, Precise Shot, 
  Weapon TrainingB
  Traits: Darkvision 60 ft., One-Eyed, Rock Catching, Rock 
  Throwing
  Combat: Attack +11 (–1 size, +11 base, +1 Dex), Damage +13 
  (greatclub) or +10 (slam) or +15 (rock), Defense Dodge/Parry 
  +11/+19 (–1 size, +11 base, +1 Dex/+9 Str), Initiative +1
  Saving Throws: Toughness +14 (+2 size, +6 Con, +4 natural, +2 
  hide armor [counts as studded leather]), Fortitude +15 (+9 
  base, +6 Con), Reflex +6 (+5 base, +1 Dex), Will +7 (+5 base, 
  +2 Iron Will)
  One Eyed: Because a cyclops possesses only a single eye, it has poor 
  depth perception, and suffers a –2 penalty on all ranged attacks. 
  Despite their ugliness, cyclopses are vain creatures and claim to have 
  divine heritage.
  
  
  Chapter Two: True20 Bestiary
  Rock Catching: A cyclops gains a +4 racial bonus on its Reflex save 
  when attempting to catch a thrown rock.
  Rock Throwing: The range increment is 180 feet for a cyclops’ thrown 
  rocks. It uses both hands when throwing a rock.
  A cyclops is an ugly human-like giant with a single large eye in the center 
  of its forehead. Cyclopses often clothe their burly frames in animal 
  skins. Cyclopses are solitary creatures, and although they tend to live 
  near others of their kind they do not keep or enjoy any company. The 
  home of a cyclops is usually a cave sealed off from the outside world 
  with a large door or gate. Most cyclopses are shepherds, keeping great 
  flocks of sheep and goats from which they get food, milk and clothing. 
  Although they have a reputation as vicious man-eating beasts, the 
  lifestyle of a typical cyclops is rustic and pastoral, filled with long days 
  of little more than tending a flock of sheep and brewing strong mead 
  from wild honey. Cyclopses enjoy eating meat, however, and sometimes 
  do consume the flesh of humans. Adults are about 13 feet tall and weigh 
  about 1,800 pounds.
  Darkmantle
  Type: 1st Level Supernatural Beast
  Size: Small
  Speed: 20 ft., fly 30 ft. (poor)
  Abilities: Str +3, Dex +0, Con +1, Int –4, Wis +0, Cha +0
  Skills: Notice 0 (+4)*, Stealth 4 (+12)
  Feats: Improved GrabB, Improved Initiative
  Traits: Blindsight 90 ft., Constrict, Darkness
  Combat: Attack +2 (+1 size, +1 base), Damage +5 (slam) or +4 
  (grapple), Defense Dodge/Parry +2/— (+1 size, +1 base), 
  Initiative +4
  Saving Throws: Toughness +3 (–1 size, +1 Con, +3 natural), 
  Fortitude +3 (+2 base, +1 Con), Reflex +2 (+2 base), Will +0 
  (+0 base)
  Blindsight: A darkmantle can “see” by emitting high-frequency sounds, 
  inaudible to most other creatures, that allows it to ascertain objects 
  and creatures within 90 feet. Anything that effectively blocks or 
  cancels out all sound effectively blinds the darkmantle.
  Darkness: Once per day a darkmantle can cause darkness as the 
  Shadow Shaping supernatural power (rank 8, Cha, save Diffi culty 
  13, Shadow Shaping +8). It most often uses this ability just before 
  attacking.
  Improved Grab: To use this ability, a darkmantle must hit a Large or 
  smaller creature with its slam attack. It can then attempt to start a 
  grapple as a free action. If it wins the grapple check, it attaches to 
  the opponent’s head and can constrict.
  Skills: A darkmantle has a +4 racial bonus on Notice checks. *These 
  bonuses are lost if its blindsight is negated. The creature’s variable 
  coloration gives it a +4 racial bonus on Stealth checks.
  Darkmantles are squid-like creatures with hard leathery skin the color 
  of stone. The tentacles of a darkmantle are connected by a thick leathery 
  membrane. The darkmantle hangs from a ceiling by a muscular “foot” 
  like that of a snail at the top of its body. It can look like a stalactite, by 
  holding its tentacles stiffl y under itself, or like a lump of rock, spreading 
  its tentacles so the membrane between them covers its body. Its shell 
  and skin usually resemble limestone, but a darkmantle can change its 
  color to match almost any type of stony background. A darkmantle is 
  about 4 feet long from the tips of its tentacles to the top of its head. It 
  weighs about 30 pounds.
  A darkmantle attacks by dropping onto its prey and wrapping its 
  tentacles around the opponent’s head. Once attached, it squeezes and 
  tries to suffocate the foe. A darkmantle that misses its initial attack 
  often flies up and tries to drop on the opponent again.
  Derro
  Type: 3rd Level Monstrous Humanoid
  Size: Small
  Speed: 20 ft.
  Abilities: Str +0, Dex +2, Con +1, Int +0, Wis –3*, Cha +3*
  Skills: Bluff 6 (+9), Stealth 6 (+8, +6 with armor)
  Feats: Blind-Fight, Heavy Armor TrainingB, Improved Initiative, Light 
  Armor TrainingB, PowerB, Sneak AttackB, Weapon TrainingB
  Traits: Madness, Poison use, Powers (rank 6, Cha, save Diffi culty 15, 
  Shadow Shaping +9), Supernatural Resistance 15, Vulnerable 
  to Sunlight
  Combat: Attack +6 (+1 size, +3 base, +2 Dex), Damage +1 (short 
  sword, crit 19-20/+3) or +1 plus poison (light crossbow, crit 
  19-20/+3), Defense Dodge/Parry +6/+4 (+1 size, +3 base, +2 
  Dex), Initiative +6
  Saving Throws: Toughness +3 (–1 size, +1 Con, +2 studded leather, 
  +1 natural), Fortitude +2 (+1 base, +1 Con), Reflex +5 (+3 base, 
  +2 Dex), Will +6 (+3 base, +3 Cha)
  Madness: Derro use their Charisma modifier on Will saves instead 
  of their Wisdom modifier, and have immunity to the Mind Shaping 
  supernatural power. *The madness of the derro provides a +6 bonus 
  to its Charisma and a –6 penalty to its Wisdom. A derro restored to 
  sanity gains 6 points of Wisdom and loses 6 points of Charisma.
  Poison Use: Derro typically carry 5 doses of Medium spider venom, 
  applying it to their crossbow bolts. Derro are not at risk of poisoning 
  themselves when handling poison.
  Vulnerable to Sunlight: A derro takes 1 point of Constitution damage 
  for every hour it is exposed to sunlight, and it dies if its Constitution 
  reaches –5. Lost Constitution points are recovered at the rate of 1 
  per every 24-hour period spent underground or otherwise sheltered 
  from the sun.
  Skills: Derro have a +4 racial bonus on Stealth checks.
  Derro look like pale-skinned, milky-eyed dwarves. Derro are affl icted 
  by a form of racial madness, which most often manifests as delusions 
  of grandeur coupled with an overpowering urge to inflict torment on 
  other creatures. Derro are capable of holding their murderous impulses 
  in check for short periods of time in order to cooperate with other 
  creatures, but such arrangements rarely last more than a few weeks. Of 
  course, no derro is capable of recognizing that he is out of his mind.
  Derro are stealthy and bloodthirsty. They like to carefully arrange cruel 
  traps and deadly ambushes, and strike savagely from hiding. They 
  delight in taking captives who can be tortured to death later, and favor 
  traps and poisons that disable without killing.
  Destrachan
  Type: 8th Level Aberration
  Size: Large
  Speed: 30 ft.
  Abilities: Str +4, Dex +1, Con +3, Int +1, Wis +4, Cha +1
  Skills: Notice 11 (+25), Stealth 11 (+8), Survival 11 (+15)
  Feats: Dodge Focus, Improved Initiative, Lightning Reflexes
  Traits: Blindsight 100 ft., Destructive Harmonics, Immunities, 
  Protection From Sonics
  Combat: Attack +6 (–1 size, +6 base, +1 Dex), Damage +6 (claws), 
  Defense Dodge/Parry +7/— (–1 size, +6 base, +1 Dex, +1 
  dodge), Initiative +5
  Saving Throws: Toughness +9 (+2 size, +3 Con, +4 natural), 
  Fortitude +5 (+2 base, +3 Con), Reflex +5 (+2 base, +1 Dex, +2 
  Lightning Reflexes), Will +10 (+6 base, +4 Wis)
  Blindsight: A destrachan can use hearing to ascertain all foes within 
  100 feet as a sighted creature would.
  
  
  Chapter Two: True20 Bestiary
  Destructive Harmonics: A destrachan can blast sonic energy in a cone 
  up to 80 feet long. It can also use this attack to affect any creatures 
  or objects within a 30-foot radius. It can tune the harmonics of 
  this destructive power to affect different types of targets. All save 
  Diffi culties are Charisma-based.
  —Flesh: Disrupting tissue and rending bone, this attack deals +8 
  damage to all within the area (Reflex Diffi culty 15 half).
  —Nerves: A destrachan can focus its harmonics to knock out foes 
  rather than slay them. This attack deals +12 nonlethal damage to all 
  within the area (Reflex Diffi culty 15 half).
  —Material: When using this form of harmonics, a destrachan chooses 
  wood, stone, metal or glass. All objects made of that material within 
  the area must succeed on a Diffi culty 15 Fortitude save or shatter. 
  Objects (or portions of objects) that have up to 6 toughness are 
  potentially affected by this attack.
  Immunities: Destrachans have immunity to gaze attacks, visual effects, 
  illusions and other attack forms that rely on sight.
  Protection from Sonics: While they can be affected by loud noises and 
  sonic effects, destrachans are less vulnerable to sonic attacks (+4 
  circumstance bonus on all saves) because they can protect their ears. 
  A destrachan whose sense of hearing is impaired is effectively blinded, 
  and all targets are treated as having total concealment.
  Skills: A destrachan has a +10 racial bonus on Notice checks.
  The dungeon-dwelling destrachan looks like some bizarre, unintelligent 
  beast, but it’s an incredibly evil and crafty sadist. These creatures look 
  something like eyeless bipedal lizards with large circular mouths. A 
  destrachan has a pair of complex, three-part ears that it can adjust to be 
  more or less sensitive to various sounds. It is blind, yet hunts with a sense 
  of hearing more precise than most creatures’ sight. A destrachan is about 
  10 feet long from its mouth to the tip of the tail and weighs about 4,000 
  pounds. A destrachan speaks no language but understands Common. If a 
  destrachan must communicate, it does so through action.
  From its tubular mouth a destrachan emits carefully focused harmonics, 
  producing sonic energy so powerful it can shatter a stone wall. So skilled 
  is a destrachan at controlling the sounds it emits that it can choose what 
  type of material to affect with its attack. A destrachan uses its claws only 
  as a last resort or to finish off foes weakened by its sonic attacks. It often 
  enters battle with surprise if possible. It first focuses on destroying metal 
  armor and weapons and then changes to harmonics that disrupt flesh.
  Dinosaur (General)
  Dinosaurs come in many sizes and shapes. Bigger varieties have drab 
  coloration, while smaller dinosaurs have more colorful markings. Most 
  dinosaurs have a pebbly skin texture.
  Dinosaurs take full advantage of their size and speed. The swift 
  carnivores stalk prey, staying hidden in cover until they can get into 
  charge range and rush to the attack. Herbivores frequently overrun and 
  trample their opponents.
  Deinonychus
  Type: 4th Level Animal
  Size: Large
  Speed: 60 ft.
  Abilities: Str +4, Dex +2, Con +4, Int –4, Wis +1, Cha +0
  Skills: Jump 7 (+19), Notice 0 (+9), Stealth 0 (+6), Survival 0 (+9)
  Feats: Double Strike, Night VisionB, Run, TrackB
  Traits: Pounce, Scent
  Combat: Attack +4 (–1 size, +3 base, +2 Dex), Damage +8 (talons) 
  or +4 (fore claws) or +6 (bite), Defense Dodge/Parry +4/— (–1 
  size, +3 base, +2 Dex), Initiative +2
  Saving Throws: Toughness +8 (+2 size, +4 Con, +2 natural), 
  Fortitude +8 (+4 base, +4 Con), Reflex +6 (+4 base, +4 Dex), 
  Will +2 (+1 base, +1 Wis)
  Pounce: If a deinonychus charges, it can attack a single target with 
  both its talons and its bite in a single round.
  Skills: A deinonychus has a +8 racial bonus on Jump, Notice, Stealth 
  and Survival checks.
  A deinonychus is bright green along its back and flanks, with a much 
  lighter shade of the same color on its underside. The body has darker 
  spots or stripes. Its tail extends straight out behind itself, held aloft by 
  an intricate structure of bony supports, thus allowing its weight to be 
  carried entirely by the back legs. It weighs about 600 pounds.
  A deinonychus uses a combination of speed, grasping forearms, large 
  teeth and hind legs with ripping talons. It hunts by running at prey, 
  leaping, and ripping with its rear talons as it claws and bites. The talons 
  count as one attack. A deinonychus has a relatively large brain for a 
  dinosaur, and its pack hunts with cunning tactics.
  Elasmosaurus
  Type: 10th Level Animal
  Size: Huge
  Speed: 20 ft., swim 50 ft.
  Abilities: Str +8, Dex +2, Con +6, Int –4, Wis +1, Cha –1
  Skills: Notice 13 (+14), Stealth 0 (–6)*, Swim 0 (+16)
  Feats: Dodge Focus, Great Fortitude, Night VisionB, Tough (2)
  Traits: Scent
  
  0
  Chapter Two: True20 Bestiary
  Combat: Attack +7 (–2 size, +7 base, +2 Dex), Damage +14 (bite), 
  Defense Dodge/Parry +7/— (–2 size, +7 base, +2 Dex), 
  Initiative +2
  Saving Throws: Toughness +13 (+4 size, +6 Con, +1 natural, +2 
  Tough), Fortitude +15 (+7 base, +6 Con, +2 Great Fortitude), 
  Reflex +9 (+7 base, +2 Dex), Will +4 (+3 base, +1 Wis)
  Skills: An elasmosaurus has a +8 racial bonus on any Swim check to 
  perform some special action or avoid a hazard. It can always choose to 
  take 10 on a Swim check, even if distracted or endangered. It can use 
  the run action while swimming, provided it swims in a straight line. 
  *An elasmosaurus has a +8 racial bonus on Stealth checks in water.
  Though it resides primarily in the water, an elasmosaurus only breathes 
  air. An elasmosaurus has a total length of some 30 feet, including a 
  tail half as long as its entire body, and weighs about 5,000 pounds. 
  Observers who see only its head or tail might easily mistake it for a 
  massive snake.
  An elasmosaurus is aggressive and attacks anything it notices. The 
  creature is strong, fast, and highly maneuverable, able to turn quickly 
  and lunge at prey. When hunting, it travels with its head out of the 
  water, snapping down quickly to seize prey.
  Megaraptor
  Type: 8th Level Animal
  Size: Huge
  Speed: 60 ft.
  Abilities: Str +5, Dex +2, Con +5, Int –4, Wis +2, Cha +0
  Skills: Jump 11 (+24), Notice 0 (+10), Stealth 0 (+2), Survival 0 (+10)
  Feats: Double Strike, Night VisionB, Run, Tough, TrackB
  Traits: Pounce, Scent
  Combat: Attack +6 (–2 size, +6 base, +2 Dex), Damage +11 (talons) or 
  +6 (fore claws) or +9 (bite), Damage +9, Defense Dodge/Parry 
  +6/— (–2 size, +6 base, +2 Dex), Initiative +2
  Saving Throws: Toughness +13 (+4 size, +5 Con, +3 natural, +1 Tough), 
  Fortitude +11 (+6 base, +5 Con), Reflex +8 (+6 base, +2 Dex), Will 
  +4 (+2 base, +2 Wis)
  Pounce: If a megaraptor charges, it can attack a single target with both 
  its talons and its bite in a single round.
  Skills: A megaraptor has a +8 racial bonus on Stealth, Jump, Notice 
  and Survival checks.
  This creature is a larger version of the deinonychus, standing about 
  12 feet tall with a total length of 24 feet. It has the same appearance, 
  habits and abilities of the smaller version.
  Triceratops
  Type: 16th Level Animal
  Size: Huge
  Speed: 30 ft.
  Abilities: Str +10, Dex –1, Con +7, Int –5, Wis +1, Cha –2
  Skills: Notice 19 (+23)
  Feats: Great Fortitude, Night VisionB, Skill Focus (Notice), Tough (4)
  Traits: Powerful Charge, Scent, Trample
  Combat: Attack +9 (–2 size, +12 base, –1 Dex), Damage +16 (gore), Defense 
  Dodge/Parry +9/— (–2 size, +12 base, –1 Dex), Initiative –1
  Saving Throws: Toughness +20 (+4 size, +7 Con, +5 natural, +4 
  Tough), Fortitude +17 (+10 base, +7 Con), Reflex +9 (+10 base, 
  –1 Dex), Will +6 (+5 base, +1 Wis)
  Powerful Charge: When a triceratops charges, its gore attack deals 
  +21 damage.
  Trample: Damage +25, Diffi culty 28 Reflex save for half damage. The 
  save Diffi culty is Strength-based.
  A triceratops has a body about 25 feet long and weighs about 20,000 
  pounds.
  These creatures are likely to charge and skewer any creature of at least 
  Large size that infringes on their territory. A triceratops uses its trample 
  attack on smaller opponents.
  Tyrannosaurus
  Type: 18th Level Animal
  Size: Huge
  Speed: 40 ft.
  Abilities: Str +9, Dex +1, Con +5, Int –4, Wis +2, Cha +0
  Skills: Notice 21 (+28)
  Feats: Attack Focus (bite), Improved GrabB, Night VisionB, Run, Skill 
  Focus (Notice), Tough (3), Track
  Traits: Scent, Swallow Whole
  Combat: Attack +12 (–2 size, +13 base, +1 Dex) (+13 with bite), 
  Damage +15 (bite), Defense Dodge/Parry +12/— (–2 size, +13 
  base, +1 Dex), Initiative +1
  Saving Throws: Toughness +14 (+4 size, +5 Con, +2 natural, +3 
  Tough), Fortitude +16 (+11 base, +5 Con), Reflex +12 (+11 
  base, +1 Dex), Will +8 (+6 base, +2 Wis)
  Swallow Whole: Creatures up to two sizes smaller; +13 bludgeoning 
  damage and +5 acid damage per round; gizzard Toughness save +9; 
  a tyrannosaurus’s gizzard can hold 2 Medium, 8 Small, 32 Tiny, or 
  128 Diminutive or smaller opponents.
  Skills: A tyrannosaurus has a +2 racial bonus on Notice checks.
  Despite its enormous size and 6-ton weight, a tyrannosaurus is a swift 
  runner. Its head is nearly 6 feet long, and its teeth are from 3 to 6 inches 
  in length. It is slightly more than 30 feet long from nose to tail.
  A tyrannosaurus pursues and eats just about anything it sees. Its tactics 
  are simple—charge in and bite.
  
  1
  Chapter Two: True20 Bestiary
  Dire Animal (General)
  Dire animals are larger, tougher, meaner versions of ordinary 
  animals. Each kind tends to have a feral, prehistoric or even demonic 
  appearance. Unlike other animals, all saving throws are Good for a 
  dire animal.
  Dire Ape
  Type: 5th Level Animal
  Size: Large
  Speed: 30 ft., climb 15 ft.
  Abilities: Str +6, Dex +2, Con +2, Int –4, Wis +1, Cha –2
  Skills: Climb 0 (+14), Notice 5 (+6), Stealth 7 (+5)
  Feats: Night VisionB, Skill Training, Tough
  Traits: Scent
  Combat: Attack +4 (–1 size, +3 base, +2 Dex), Damage +8 (claws or 
  slam) or +9 (bite), Defense Dodge/Parry +4/— (–1 size, +3 
  base, +2 Dex), Initiative +2
  Saving Throws: Toughness +7 (+2 size, +2 Con, +2 natural, +1 
  Tough), Fortitude +6 (+4 base, +2 Con), Reflex +6 (+4 base, 
  +2 Dex), Will +5 (+4 base, +1 Wis)
  Skills: Dire apes have a +8 racial bonus on Climb checks and can 
  always choose to take 10 on Climb checks, even if rushed or 
  threatened.
  These powerful omnivores resemble gorillas but are far more aggressive; 
  they kill and eat anything they can catch. A dire ape stands about 9 feet 
  tall and weighs from 800 to 1,200 pounds. 
  Dire apes attack anything that enters their territory, even other dire 
  apes. If an opponent’s armor foils a dire ape’s attacks, the creature 
  attempts to grapple and pin, then rend the prone opponent.
  Dire Badger
  Type: 3rd Level Animal
  Size: Medium
  Speed: 30 ft., burrow 10 ft.
  Abilities: Str +2, Dex +3, Con +4, Int –4, Wis +1, Cha +0
  Skills: Notice 6 (+10)
  Feats: Double StrikeB, Night VisionB, RageB, Skill Focus (Notice), 
  Tough, TrackB
  Traits: Scent
  Combat: Attack +5 (+2 base, +3 Dex,), Damage +3 (claws) or +4 (bite), 
  Defense Dodge/Parry +5/— (+2 base, +3 Dex), Initiative +3
  Saving Throws: Toughness +6 (+4 Con, +1 natural, +1 Tough), 
  Fortitude +7 (+3 base, +4 Con), Reflex +6 (+3 base, +3 Dex), 
  Will +4 (+3 base, +1 Wis)
  These vicious creatures tolerate no intrusions. They cannot burrow 
  into solid rock, but can move through just about any material softer 
  than that. A dire badger usually leaves behind a usable tunnel 5 feet 
  in diameter when burrowing unless the material it’s moving through 
  is very loose. A dire badger is from 5 to 7 feet in length and can weigh 
  up to 500 pounds.
  Dire badgers attack with their sharp claws and teeth.
  Dire Bat
  Type: 4th Level Animal
  Size: Large
  Speed: 20 ft., fly 40 ft. (good)
  Abilities: Str +3, Dex +6, Con +3, Int –4, Wis +2, Cha –2
  Skills: Notice 0 (+9)*, Stealth 7 (+12)
  Feats: Skill Focus (Notice), Skill Focus (Stealth)
  Traits: Blindsense 40 ft.
  Combat: Attack +8 (–1 size, +3 base, +6 Dex), Damage +6 (bite), 
  Defense Dodge/Parry +8/— (–1 size, +3 base, +6 Dex), 
  Initiative +6
  Saving Throws: Toughness +7 (+2 size, +3 Con, +2 natural), 
  Fortitude +7 (+4 base, +3 Con), Reflex +10 (+4 base, +6 Dex), 
  Will +6 (+4 base, +2 Wis)
  Blindsense: A dire bat uses echolocation to pinpoint creatures within 
  40 feet. Opponents still have total concealment against the bat unless 
  it can actually see them.
  Skills: Dire bats have a +4 racial bonus on Notice checks. This bonus 
  is lost if its blindsense is negated.
  A dire bat has a wingspan of 15 feet and weighs about 200 pounds.
  Dire bats swoop down upon unsuspecting prey from above, enveloping 
  them with their wings and sinking their teeth into soft flesh.
  Dire Bear
  Type: 12th Level Animal
  Size: Large
  Speed: 40 ft.
  Abilities: Str +10, Dex +1, Con +4, Int –4, Wis +1, Cha +0
  Skills: Notice 15 (+19), Swim 0 (+10)
  Feats: Attack Focus (claw), Double StrikeB, Endurance, Improved 
  GrabB, Night VisionB, Run, Skill Focus (Notice), Tough
  Traits: Scent
  Combat: 2 claws +9 (–1 size, +9 base, +1 Dex) (+10 with claws), 
  Damage +12 (claws) or +16 (bite), Defense Dodge/Parry 
  +9/— (–1 size, +9 base, +1 Dex), Initiative +1
  Saving Throws: Toughness +10 (+2 size, +4 Con, +3 natural, +1 
  Tough), Fortitude +12 (+8 base, +4 Con), Reflex +9 (+8 base, 
  +1 Dex), Will +9 (+8 base, +1 Wis)
  The omnivorous dire bear usually does not bother creatures that try 
  to avoid it, but aggressively defends a kill or other source of food. It 
  does not hesitate to rip apart anything that might contain something 
  edible. A typical dire bear is 12 feet long and weighs as much as 8,000 
  pounds.
  A dire bear attacks by tearing at opponents with its claws.
  Dire Boar
  Type: 7th Level Animal
  Size: Large
  Speed: 40 ft.
  Abilities: Str +8, Dex +0, Con +3, Int –4, Wis +1, Cha –1
  Skills: Notice 10 (+18)
  Feats: Endurance, Iron Will, Night VisionB, Skill Focus (Notice)
  Traits: Ferocity, Scent
  Combat: Attack +4 (–1 size, +5 base), Damage +11 (gore), Defense 
  Dodge/Parry +4/— (–1 size, +5 base), Initiative +0
  Saving Throws: Toughness +8 (+2 size, +3 Con, +3 natural), 
  Fortitude +8 (+5 base, +3 Con), Reflex +5 (+5 base), Will +8 
  (+5 base, +1 Wis, +2 Iron Will)
  Ferocity: A dire boar is such a tenacious combatant that it continues 
  to fight without penalty even when reduced to “disabled” or worse 
  condition on the damage track.
  Dire boars are omnivorous and spend most of their time rooting 
  around, much as ordinary pigs do. They viciously attack anything that 
  approaches them, however. Dire boars grow up to 12 feet long and weigh 
  as much as 2,000 pounds.
  A dire boar charges its opponent, trying to rip the target open with 
  its tusks.
  
  2
  Chapter Two: True20 Bestiary
  Dire Lion
  Type: 8th Level Animal
  Size: Large
  Speed: 40 ft.
  Abilities: Str +7, Dex +2, Con +3, Int –4, Wis +1, Cha +0
  Skills: Notice 11 (+15), Stealth 0 (+2)*
  Feats: Attack Focus (claw), Double Strike, Improved GrabB, Night 
  VisionB, RunB, Skill Focus (Notice),
  Traits: Pounce, Rake, Scent
  Combat: Attack +7 (–1 size, +6 base, +2 Dex) (+8 with claws), Damage 
  +9 (claws) or +10 (bite) or (+5 rake), Defense Dodge/Parry 
  +7/— (–1 size, +6 base, +2 Dex), Initiative +2
  Saving Throws: Toughness +7 (+2 size, +3 Con, +2 natural), 
  Fortitude +9 (+6 base, +3 Con), Reflex +8 (+6 base, +2 Dex), 
  Will +7 (+6 base, +1 Wis)
  Pounce: If a dire lion charges, it can attack a single target with both 
  its claws and its bite in a single round.
  Skills: Dire lions have a +4 racial bonus on Stealth checks. *In areas of 
  tall grass or heavy undergrowth, the Stealth bonus improves to +8.
  Dire lions are patient hunters, just like their smaller cousins, but apt to 
  take on bigger prey. Dire lions grow to be up to 15 feet long and weigh 
  up to 3,500 pounds.
  A dire lion attacks by running at prey, leaping, and clawing and biting 
  as it rakes with its rear claws. It often jumps onto a creature larger 
  than itself.
  Dire Monitor Lizard
  Type: 6th Level Animal
  Size: Large
  Speed: 30 ft., swim 30 ft.
  Abilities: Str +5, Dex +3, Con +5, Int –5, Wis +1, Cha –4
  Skills: Climb 9 (+14), Notice 0 (+4), Stealth 0 (+3)*, Swim 0 (+13)
  Feats: Attack Focus (bite), Great Fortitude, Night VisionB, Skill 
  Focus (Notice)
  Traits: Poison
  Combat: Attack +6 (–1 size, +4 base, +3 Dex) (+7 with bite), Damage 
  +8 (bite), Defense Dodge/Parry +6/— (–1 size, +4 base, +3 
  Dex), Initiative +3
  Saving Throws: Toughness +7 (+2 size, +5 Con), Fortitude +12 (+5 
  base, +5 Con, +2 Great Fortitude), Reflex +8 (+5 base, +3 Dex), 
  Will +6 (+5 base, +1 Wis)
  Poison: Bite; Fortitude Diffi culty 16, initial and secondary damage 1 
  Con. The save Diffi culty is Constitution-based.
  Skills: A dire monitor lizard has a +8 racial bonus on any Swim check to 
  perform some special action or avoid a hazard. It can always choose to 
  take 10 on a Swim check, even if distracted or endangered. It can use 
  the run action while swimming, provided it swims in a straight line. 
  Monitor lizards have a +4 racial bonus on Stealth checks. *In forested 
  or overgrown areas, the Stealth bonus improves to +8.
  These ancient dinosaur-like lizards are deadly predators. Monitor lizards 
  can be aggressive, using their powerful jaws to tear at prey or enemies. 
  A dire monitor lizard can grow up to 12 feet long and weighs around 
  2,500 pounds. 
  Dire monitors have saliva so filthy it acts as a deadly poison.
  Dire Shark
  Type: 18th Level Animal
  Size: Huge
  Speed: Swim 60 ft.
  Abilities: Str +6, Dex +2, Con +3, Int –5, Wis +1, Cha +0
  Skills: Notice 21 (+22), Swim 0 (+14)
  Feats: Attack Focus (bite), Improved Grab, Tough (5)
  Traits: Keen Scent, Swallow Whole
  Combat: Attack +13 (–2 size, +13 base, +2 Dex) (+14 with bite), 
  Damage +12 (bite), Defense Dodge/Parry +13/— (–2 size, +13 
  base, +2 Dex), Initiative +2
  Saving Throws: Toughness +16 (+4 size, +4 Con, +3 natural, +5 
  Tough), Fortitude +14 (+11 base, +3 Con), Reflex +13 (+11 
  base, +2 Dex), Will +12 (+11 base, +1 Wis)
  Keen Scent: A dire shark can notice creatures by scent in a 180-foot 
  radius and can detect blood in the water at a range of up to 1 mile.
  Swallow Whole: Creatures up to one size smaller; +9 bludgeoning 
  damage plus +3 acid damage per round; gizzard Toughness save +4; 
  a dire shark’s gizzard can hold 2 Large, 8 Medium or Small, 32 Tiny, 
  128 Diminutive, or 512 Fine or smaller opponents.
  Skills: A dire shark has a +8 racial bonus on any Swim check to perform 
  some special action or avoid a hazard. It can always choose to take 10 
  on a Swim check, even if distracted or endangered. It can use the run 
  action while swimming, provided it swims in a straight line.
  Dire sharks attack anything they perceive to be edible, even larger 
  creatures. This monstrous fish can grow to a length of 25 feet and weigh 
  more than 20,000 pounds.
  Dire sharks bite with their powerful jaws, swallowing smaller creatures 
  in one gulp.
  Dire Tiger
  Type: 16th Level Animal
  Size: Large
  Speed: 40 ft.
  Abilities: Str +8, Dex +2, Con +3, Int –4, Wis +1, Cha +0
  Skills: Jump 19 (+27), Notice 0 (+4), Stealth 0 (+2)*, Swim 0 (+8)
  Feats: Attack Focus (bite), Attack Focus (claw), Double Strike, 
  Improved GrabB, Night VisionB, Skill Focus (Notice), Run, Skill 
  Focus (Stealth)
  Traits: Pounce, Rake, Scent
  Combat: Attack +13 (–1 size, +12 base, +2 Dex) (+14 with claws or 
  bite), Damage +10 (claws) or +12 (bite) or +6 (rake), Damage 
  +12, Defense Dodge/Parry +13/— (–1 size, +12 base, +2 Dex), 
  Initiative +2
  Saving Throws: Toughness +8 (+2 size, +3 Con, +3 natural), 
  Fortitude +13 (+10 base, +3 Con), Reflex +12 (+10 base, +2 
  Dex), Will +11 (+10 base, +1 Wis)
  Pounce: If a dire tiger charges, it can attack a single target with both 
  its claws and its bite in a single round.
  Skills: Dire tigers have a +4 racial bonus on Stealth checks. *In areas of 
  tall grass or heavy undergrowth, the Stealth bonus improves to +8.
  Dire tigers prey on just about anything that moves. They patiently stalk a 
  potential meal, striking whenever the creature lets down its guard. Dire 
  tigers grow to be over 12 feet long and can weigh up to 6,000 pounds.
  A dire tiger attacks by running at prey, leaping, and clawing and biting 
  as it rakes with its rear claws.
  Dire Weasel
  Type: 3rd Level Animal
  Size: Medium
  Speed: 40 ft.
  Abilities: Str +2, Dex +4, Con +0, Int –4, Wis +1, Cha +0
  Skills: Notice 0 (+4), Stealth 6 (+13)
  Feats: Night VisionB, Skill Focus (Notice), Skill Focus (Stealth)
  Traits: Attach, Blood Drain, Scent
  
  
  Chapter Two: True20 Bestiary
  Combat: Attack +6 (+2 base, +4 Dex), Damage +5 (bite), Defense 
  Dodge/Parry +6/— (+2 base, +4 Dex), Initiative +4
  Saving Throws: Toughness +1 (+1 natural), Fortitude +3 (+3 base), 
  Reflex +7 (+3 base, +4 Dex), Will +4 (+3 base, +1 Wis)
  Attach: A dire weasel that hits with its bite attack latches onto the 
  opponent’s body with its powerful jaws. An attached dire weasel loses 
  its Dexterity bonus to defense and thus has an defense of 12. An 
  attached dire weasel can be struck with a weapon or grappled itself. 
  To remove an attached dire weasel through grappling, the opponent 
  must achieve a pin against the creature.
  Blood Drain: An attached dire weasel that inflicted damage with its bite 
  attack drains blood for 1 point of Constitution damage each round it 
  remains attached. If the bite attack hit but did no damage, the dire 
  weasel can not drain the opponent’s blood but remains attached until 
  it is removed or decides to let go.
  Dire weasels grow to be up to 10 feet long and can reach a weight of 
  700 pounds.
  Dire weasels stalk their prey in the dark and then leap on it, biting 
  and clawing.
  Dire Wolf
  Type: 6th Level Animal
  Size: Large
  Speed: 50 ft.
  Abilities: Str +7, Dex +2, Con +3, Int –4, Wis +1, Cha +0
  Skills: Notice +0 (+6), Stealth 9 (+9), Survival 0 (+1)*
  Feats: Attack Focus (bite), Improved TripB, Night VisionB, Run, Skill 
  Focus (Notice), TrackB
  Traits: Scent
  Combat: Attack +5 (–1 size, +4 base, +2 Dex) (+6 with bite), Damage 
  +10 (bite), Defense Dodge/Parry +5/— (–1 size, +4 base, +2 
  Dex), Initiative +2
  Saving Throws: Toughness +6 (+2 size, +3 Con, +1 natural), Fortitude 
  +8 (+5 base, +3 Con), Reflex +7 (+5 base, +2 Dex), Will +6 (+5 
  base, +1 Wis)
  Skills: A dire wolf has a +2 racial bonus on Stealth, and Notice checks. *It 
  also has a +4 racial bonus on Survival checks when tracking by scent.
  Dire wolves are effi cient pack hunters that kill anything they can catch. 
  Dire wolves are mottled gray or black, about 9 feet long and weighing 
  some 800 pounds.
  Dire wolves prefer to attack in packs, surrounding and flanking a foe 
  when they can.
  Dire Wolverine
  Type: 5th Level Animal
  Size: Large
  Speed: 30 ft., climb 10 ft.
  Abilities: Str +6, Dex +3, Con +4, Int –4, Wis +1, Cha +0
  Skills: Climb 0 (+14), Notice 8 (+12)
  Feats: Double StrikeB, Night VisionB, RageB, Skill Focus (Notice), Tough, 
  TrackB
  Traits: Scent
  Combat: Attack +5 (–1 size, +3 base, +3 Dex), Damage +8 (claws) or 
  +9 (bite), Defense Dodge/Parry +5/— (–1 size, +3 base, +3 Dex), 
  Initiative +3
  Saving Throws: Toughness +9 (+2 size, +4 Con, +2 natural, +1 Tough), 
  Fortitude +8 (+4 base, +4 Con), Reflex +7 (+4 base, +3 Dex), Will 
  +5 (+4 base, +1 Wis)
  Skills: A dire wolverine has a +8 racial bonus on Climb checks and can always 
  choose to take 10 on Climb checks, even if rushed or threatened.
  Dire wolverines grow to about 12 feet in length and can weigh as much 
  as 2,000 pounds.
  Dire wolverines attack opponents ferociously, fearing no other 
  creatures.
  Dog, Working
  Type: 2nd Level Animal
  Size: Medium
  Speed: 40 ft.
  Abilities: Str +2, Dex +2, Con +2, Int –4, Wis +1, Cha –2
  Skills: Jump 3 (+9), Notice 5 (+6), Swim 1 (+3), Survival 0 (+1)*
  Feats: Night VisionB, Skill Training, TrackB
  Traits: Scent
  Combat: Attack +3 (+1 base, +2 Dex), Damage +5 (bite), Defense 
  Dodge/Parry +3/— (+1 base, +2 Dex), Initiative +2
  Saving Throws: Toughness +2 (+2 Con), Fortitude +5 (+3 base, +2 
  Con), Reflex +5 (+3 base, +2 Dex), Will +1 (+1 base)
  Skills: Working dogs have a +4 racial bonus on Jump checks. *Working 
  dogs have a +4 racial bonus on Survival checks when tracking by 
  scent.
  Carrying Capacity: A light load for a working dog is up to 100 pounds; 
  a medium load, 101-200 pounds; and a heavy load, 201-300 pounds. 
  A working dog can drag 1,500 pounds.
  This category includes big dog breeds such as collies, huskies and St. 
  Bernards. Heavily-muscled, working dog breeds are also frequently 
  trained as guard dogs and war dogs. Small humanoids sometimes train 
  working dogs to use as mounts.
  If trained for war, these animals can make trip attacks just as wolves 
  do. A working dog trained as a mount can fight while carrying a rider, 
  but the rider cannot also attack unless he or she succeeds on a Ride 
  check.
  
  
  Chapter Two: True20 Bestiary
  Donkey
  Type: 2nd Level Animal
  Size: Medium
  Speed: 30 ft.
  Abilities: Str +0, Dex +1, Con +1, Int –4, Wis +0, Cha –3
  Skills: Acrobatics 0 (+1)*, Notice 5 (+5)
  Feats: Endurance, Night VisionB
  Traits: Scent
  Combat: Attack +2 (+1 base, +1 Dex), Damage +0 (bite), Defense 
  Dodge/Parry +2/— (+1 base, +1 Dex), Initiative +1
  Saving Throws: Toughness +1 (+1 Con), Fortitude +4 (+3 base, +1 
  Con), Reflex +4 (+3 base, +1 Dex), Will +0 (+0 base)
  Skills: Donkeys have a +2 racial bonus on Acrobatics checks that relate 
  to balance.
  Carrying Capacity: A light load for a donkey is up to 50 pounds; a medium 
  load, 51-100 pounds; and a heavy load, 101-150 pounds. A donkey can 
  drag 750 pounds.
  These long-eared, horse-like creatures are surefooted and sturdy. The 
  statistics presented here could also describe burros.
  A donkey bites only when it has no way to escape.
  Doppleganger
  Type: 4th Level Monstrous Humanoid (Shapechanger)
  Size: Medium
  Speed: 30 ft.
  Abilities: Str +1, Dex +1, Con +1, Int +1, Wis +2, Cha +1
  Skills: Bluff 7 (+12)*, Diplomacy 3 (+4), Disguise 7 (+12)*, Intimidate 
  2 (+3), Notice 6 (+8)
  Feats: Dodge Focus, Great FortitudeB, Heavy Armor TrainingB, Light 
  Armor TrainingB, Power (2)B, Skill Training, Weapon TrainingB
  Traits: Change Shape, Immunity to Sleep and Dominate Supernatural 
  Powers, Powers (rank 7, Wis, save Diffi culty 14, Mind Reading 
  +9, Mind Touch +9)
  Combat: Attack +5 (+4 base, +1 Dex), Damage +3 (unarmed), Defense 
  Dodge/Parry +6/+6* (if wielding a weapon) (+4 base, +1 Dex/+1 
  Str, +1 dodge), Initiative +1
  Saving Throws: Toughness +3 (+1 Con, +2 natural), Fortitude +5 (+4 
  base, +1 Con), Reflex +5 (+4 base, +1 Con), Will +6 (+4 base, 
  +2 Wis)
  Change Shape: A doppelganger can assume the shape of any Small or 
  Medium humanoid. In humanoid form, the doppelganger loses its 
  natural attacks. A doppelganger can remain in its humanoid form until 
  it chooses to assume a new one. A change in form cannot be dispelled, 
  but a doppelganger reverts to its natural form when killed. A use of the 
  True Vision supernatural power reveals its natural form.
  Skills: A doppelganger has a +4 racial bonus on Bluff and Disguise 
  checks. *When using its change shape ability, a doppelganger gets an 
  additional +10 circumstance bonus on Disguise checks. If it can read 
  an opponent’s mind, it gets a further +4 circumstance bonus on Bluff 
  and Disguise checks.
  Doppelgangers are strange beings that are able to take on the shapes 
  of those they encounter. In its natural form, the creature looks more or 
  less humanoid, but slender and frail, with gangly limbs and half-formed 
  features. The flesh is pale and hairless. Its large, bulging eyes are yellow with 
  slitted pupils. A doppelganger’s appearance is deceiving even when it’s in 
  its true form. A doppelganger is hardy, with a natural agility not in keeping 
  with its frail appearance. Doppelgangers make excellent use of their natural 
  mimicry to stage ambushes, bait traps and infiltrate humanoid society. 
  Although not usually evil, they are interested only in themselves and regard 
  all others as playthings to be manipulated and deceived. It is natural form a 
  doppelganger is about 5-1/2 feet tall and weighs about 150 pounds.
  When in its natural form, a doppelganger strikes with its powerful fists. In 
  the shape of a warrior or some other armed person, it attacks with whatever 
  weapon is appropriate. In such cases, it uses its Mind Touch ability to 
  employ the same tactics and strategies as the person it is impersonating.
  Dragon, True (General)
  True dragons (as opposed to other creatures with the dragon type) are 
  embodiments of the raw power of nature and the universe. A true dragon 
  will always have at least one elemental subtype, and some may have more 
  than one. Sample dragons included in this book are: fire dragons (fire), forest 
  dragons (earth), ice dragons (cold), moon dragons (cold), mountain dragons 
  (earth), sky dragons (air), sun dragons (fire) and swamp dragons (water).
  Although goals and ideals vary among varieties, all dragons are covetous. 
  They like to hoard wealth, collecting mounds of coins and gathering as 
  many gems, jewels, and supernatural items as possible. Those with large 
  hoards are loath to leave them for long, venturing out of their lairs only to 
  patrol the immediate area or to get food. For dragons, there is no such thing 
  as enough treasure. It’s pleasing to look at, and they bask in its radiance. 
  Dragons like to make beds of their hoards, shaping nooks and mounds to 
  fit their bodies. By the time a dragon matures to ancient states, hundreds 
  of gems and coins may be imbedded in its hide. A dragon’s metabolism 
  operates like a highly effi cient furnace and can metabolize even inorganic 
  material. Some dragons have developed a taste for such fare.
  All dragons speak Draconic.
  Skills: At 1st level dragons receive a number of skills equal to (6 + Int, 
  minimum 1) at 4 ranks each, and (6 + Int) skill rank per additional 
  level. Most dragons purchase the following skills: Concentration, 
  Diplomacy, Escape Artist, Intimidate, Knowledge (any), Notice, 
  Search and Sense Motive.
  Feats: All dragons have one feat, plus additional feats based on Hit Dice. 
  Dragons favor Attack Focus (claw or bite), Blind-Fight, Cleave, 
  
  
  Chapter Two: True20 Bestiary
  Hover, Improved Initiative, Improved Sunder, Move-By Action, 
  Skill Focus (Notice), Snatch, Wingover and any supernatural feat 
  that may be useful.
  Traits: The list below provides the traits and natural weapons a dragon 
  can employ and the damage those attacks deal.
  Blindsense: Dragons can pinpoint creatures within a distance of 
  60 feet. Opponents the dragon can’t actually see still have total 
  concealment against the dragon.
  Breath Weapon: Using a breath weapon is a standard action. Once a 
  dragon breathes, it can’t breathe again until 3 rounds later. If a dragon 
  has more than one type of breath weapon, it still can breathe only 
  once every 3 rounds. If the breath weapon deals damage, creatures 
  caught in the area can attempt Reflex saves to take half damage; the 
  Diffi culty depends on the dragon’s age and variety, and is given in each 
  individual entry. Saves against non-damaging breath weapons use 
  the same Diffi culty; the kind of saving throw is noted in the variety 
  descriptions. The save Diffi culty against a breath weapon is 10 + 1/2 
  dragon’s level + dragon’s Constitution.
  Breath weapons come in two basic shapes, line and cone, whose areas 
  vary with the dragon’s size.
  Dragon Breath Weapons
  Dragon Size
  Line* (Length)
  Cone** (Length)
  Tiny
  30 ft.
  15 ft.
  Small
  40 ft.
  20 ft.
  Medium
  60 ft.
  30 ft.
  Large
  80 ft.
  40 ft.
  Huge
  100 ft.
  50 ft.
  Gargantuan
  120 ft.
  60 ft.
  Colossal
  140 ft.
  70 ft.
  *A line is always 5 feet high and 5 feet wide. **A cone is as high and 
  wide as its length.
  Damage Reduction: Young adult and older dragons have damage 
  reduction. Their natural weapons are treated as supernatural weapons 
  for the purpose of overcoming damage reduction.
  Frightful Presence: A young adult or older dragon can unsettle 
  foes with its mere presence. The ability takes effect automatically 
  whenever the dragon attacks, charges, or flies overhead. Creatures 
  within a radius of 30 feet x the dragon’s age category are subject to 
  the effect if they have fewer levels than the dragon. A potentially 
  affected creature that succeeds on a Will save (Diffi culty 10 + 
  1/2 dragon’s level + dragon’s Charisma) remains immune to that 
  dragon’s frightful presence for 24 hours. On a failure, creatures with 
  4 or less levels become panicked for 1 round per point by which 
  they failed their Will save, and those with 5 or more levels become 
  shaken for 1 round per point by which they failed their Will save. 
  The save Diffi culty is Charisma-based. Dragons ignore the frightful 
  presence of other dragons.
  Immunities: All dragons have immunity to sleep and paralysis effects 
  (such as the Sleep supernatural power). Each variety of dragon has 
  immunity to one or two additional forms of attack no matter what 
  its age, as given in its description.
  Keen Senses: A dragon sees four times as well a human in shadowy 
  illumination and twice as well in normal light. It also has darkvision 
  out to 120 feet.
  Supernatural Powers: A dragon’s supernatural powers depend on its 
  age and variety. Dragons use Charisma as the key ability for their 
  supernatural powers.
  Supernatural Resistance: As dragons age, they become more resistant 
  to supernatural powers, as indicated in the variety descriptions.
  Combat: Dragons are fearsome combatants, and have an arsenal of 
  natural and supernatural weapons to bring to bear against an 
  opponent. A dragon attacks with its powerful claws and bite, 
  and can also use a breath weapon. It prefers to fight on the wing, 
  staying out of reach until it has worn down the enemy with 
  ranged attacks. Older, more intelligent dragons are adept at sizing 
  up the opposition and eliminating the most dangerous foes first 
  (or avoiding them while picking off weaker enemies).
  Bite: Bite attacks deal the indicated damage plus the dragon’s 
  Strength. A dragon also can use its bite to snatch opponents if it has 
  the Snatch feat.
  Claw: Claw attacks deal the indicated damage plus the dragon’s 
  Strength. The dragon also can use its claws to snatch opponents 
  if it has the Snatch feat. Two claw attacks are often made together 
  in one round using the Double Strike feat with a –2 penalty on the 
  attack roll.
  Grappling: A dragon can always use its breath weapon while 
  grappling, as well as its supernatural powers, provided it succeeds 
  on Concentration checks.
  Dragon Attacks and Base Damage
  Size
  Bite*
  Claw
  Tiny
  +1
  +0
  Small
  +2
  +1
  Medium
  +3
  +2
  Large
  +4
  +3
  Huge
  +6
  +4
  Gargantuan
  +8
  +6
  Colossal
  +12
  +8
  *A dragon’s bite attack has reach as if the creature were one size 
  category larger. All other attacks are made with the standard reach for 
  the dragon’s size.
  Advancement: True dragons advance by age category, gaining 
  more abilities and greater power as they age. (Other creatures 
  that have the dragon type do not.) They range in length from 
  several feet upon hatching to more than 100 feet. The size of a 
  particular dragon varies according to age and variety. Most true 
  dragons gain 3 levels with every age category, and increase one 
  size category with every two or three increases in age category. 
  Dragons are smart enough to advance by heroic role, following 
  the rules for multi-role characters.
  Dragon Age Categories
  Category
  Age (Years)
  1 Wyrmling
  0-5
  2 Very Young
  6-15
  3 Young 
  16-25
  4 Juvenile
  26-50
  5 Young Adult
  51-100
  6 Adult
  101-200
  7 Mature Adult
  201-400
  8 Old
  401-600
  9 Very Old
  601-800
  10 Ancient
  801-1,000
  
  
  Chapter Two: True20 Bestiary
  Fire Dragon, Wyrmling
  Type: 7th Level Dragon (Fire)
  Size: Medium
  Speed: 40 ft., fly 150 ft. (poor)
  Abilities: Str +3, Dex +0, Con +2, Int +0, Wis +0, Cha +0
  Skills: Bluff 10 (+10), Jump 10 (+13), Notice 10 (+13), Search 10 
  (+10), Sense Motive 10 (+10), Stealth 10 (+10)
  Feats: Double Strike, Improved Initiative, Skill Focus (Notice)
  Traits: Blindsense 60 ft., Breath Weapon 3 Fire (Diffi culty 15), 
  Immunity to Sleep and Paralysis Effects, Immunity to Fire, 
  Keen Senses, Vulnerable to Cold
  Combat: Attack +7 (+7 base), Damage +6 (bite) or +5 (claws), Damage 
  +3, Defense Dodge/Parry +7/— (+7 base), Initiative +4
  Saving Throws: Toughness +5 (+2 Con, +3 natural), Fortitude +7 (+5 
  base, +2 Con), Reflex +5 (+5 base), Will +5 (+5 base)
  Fire Dragon, Very Young
  Type: 10th Level Dragon (Fire)
  Size: Large
  Speed: 40 ft., fly 150 ft. (poor)
  Abilities: Str +5, Dex +0, Con +3, Int +1, Wis +1, Cha +1
  Skills: Bluff 13 (+14), Intimidate 13 (+14), Jump 13 (+18), Notice 13 
  (+17), Search 13 (+14), Sense Motive 13 (+14), Stealth 13 (+9)
  Feats: Double Strike, Improved Initiative, Move-By Action, Skill Focus 
  (Notice)
  Traits: Blindsense 60 ft., Breath Weapon 5 Fire (Diffi culty 18), 
  Immunity to Sleep and Paralysis Effects, Immunity to Fire, 
  Keen Senses, Vulnerable to Cold
  Combat: Attack +9 (–1 size, +10 base), Damage +9 (bite) or +8 (claws), 
  Defense Dodge/Parry +9/— (–1 size, +10 base), Initiative +4
  Saving Throws: Toughness +9 (+2 size, +3 Con, +4 natural), 
  Fortitude +10 (+7 base, +3 Con), Reflex +7 (+7 base), Will +8 
  (+7 base, +1 Wis)
  Fire Dragon, Young
  Type: 13th Level Dragon (Fire)
  Size: Large
  Speed: 40 ft., fly 150 ft. (poor)
  Abilities: Str +7, Dex +0, Con +3, Int +1, Wis +1, Cha +1
  Skills: Bluff 16 (+17), Intimidate 16 (+17), Jump 16 (+23), Notice 16 
  (+20), Search 16 (+17), Sense Motive 16 (+17), Stealth 16 (+12)
  Feats: Attack Focus (bite), Double Strike, Improved Initiative, Move-
  By Action, Skill Focus (Notice)
  Traits: Blindsense 60 ft., Breath Weapon 7 Fire (Diffi culty 19), 
  Immunity to Sleep and Paralysis Effects, Immunity to Fire, 
  Keen Senses, Vulnerable to Cold
  Combat: Attack +12 (–1 size, +13 base) (+13 with bite), Damage +11 
  (bite) or +10 (claws), Defense Dodge/Parry +12/— (–1 size, 
  +13 base), Initiative +4
  Saving Throws: Toughness +11 (+2 size, +3 Con, +6 natural), 
  Fortitude +11 (+8 base, +3 Con), Reflex +8 (+8 base), Will +9 
  (+8 base, +1 Wis)
  Fire Dragon, Juvenile
  Type: 16th Level Dragon (Fire)
  Size: Large
  Speed: 40 ft., fly 150 ft. (poor)
  Abilities: Str +9, Dex +0, Con +4, Int +2, Wis +2, Cha +2
  Skills: Bluff 19 (+21), Diplomacy 19 (+21), Intimidate 19 (+21), Jump 
  19 (+28), Notice 19 (+24), Search 19 (+21), Sense Motive 19 
  (+21), Stealth 19 (+15)
  Feats: Attack Focus (bite), Attack Focus (claw), Double Strike, Improved 
  Initiative, Move-By Action, PowerB, Skill Focus (Notice)
  Traits: Blindsense 60 ft., Breath Weapon 9 Fire (Diffi culty 22), 
  Immunity to Sleep and Paralysis Effects, Immunity to Fire, 
  Keen Senses, Powers (rank 19, Cha, save Diffi culty 20, Scrying 
  +21), Vulnerable to Cold
  Combat: Attack +15 (–1 size, +16 base) (+16 with bite or claws), 
  Damage +13 (bite) or +12 (claws), Defense Dodge/Parry 
  +15/— (–1 size, +16 base), Initiative +4
  Saving Throws: Toughness +13 (+2 size, +4 Con, +7 natural), 
  Fortitude +14, Reflex +10, Will +12
  Fire Dragon, Young Adult
  Type: 19th Level Dragon (Fire)
  Size: Huge
  Speed: 40 ft., fly 150 ft. (poor)
  Abilities: Str +10, Dex +0, Con +5, Int +2, Wis +2, Cha +2
  Skills: Bluff 22 (+24), Diplomacy 22 (+24), Intimidate 22 (+24), Jump 
  22 (+32), Notice 22 (+27), Search 22 (+24), Sense Motive 22 
  (+24), Stealth 22 (+14)
  Feats: Attack Focus (bite), Attack Focus (claw), Double Strike, 
  Improved Initiative, Move-By Action, PowerB, Snatch, Skill 
  Focus (Notice)
  Traits: Blindsense 60 ft., Breath Weapon 11 Fire (Diffi culty 24), 
  Damage Reduction 2/supernatural, Frightful Presence 
  (Difficulty 21), Immunity to Sleep and Paralysis Effects,
  Immunity to Fire, Keen Senses, Powers (rank 22, Cha, save 
  Difficulty 22, Scrying +24), Supernatural Resistance 19, 
  Vulnerable to Cold
  Combat: Attack +17 (–2 size, +19 base) (+18 with bite or claws), 
  Damage +16 (bite) or +14 (claws), Defense Dodge/Parry 
  +17/— (–2 size, +19 base), Initiative +4
  Saving Throws: Toughness +18 (+4 size, +5 Con, +9 natural), 
  Fortitude +16 (+11 base, +5 Con), Reflex +11 (+11 base), Will 
  +13 (+11 base, +2 Wis)
  Fire Dragon, Adult
  Type: 22nd Level Dragon (Fire)
  Size: Huge
  Speed: 40 ft., fly 150 ft. (poor)
  Abilities: Str +11, Dex +0, Con +5, Int +3, Wis +4, Cha +3
  Skills: Bluff 25 (+28), Concentration 25 (+29), Diplomacy 25 (+28), 
  Intimidate 25 (+28), Jump 25 (+36), Notice 25 (+32), Search 
  25 (+28), Sense Motive 25 (+29), Stealth 25 (+17)
  Feats: Attack Focus (bite), Attack Focus (claw), Cleave, Double 
  Strike, Improved Initiative, Move-By Action, PowerB, Snatch, 
  Skill Focus (Notice)
  Traits: Blindsense 60 ft., Breath Weapon 13 Fire (Diffi culty 26), 
  Damage Reduction 2/supernatural, Frightful Presence 
  (Difficulty 24), Immunity to Sleep and Paralysis Effects, 
  Immunity to Fire, Keen Senses, Powers (rank 25, Cha, save 
  Difficulty 24, Scrying +28), Supernatural Resistance 21, 
  Vulnerable to Cold
  Combat: Attack +20 (–2 size, +22 base) (+21 with bite or claws), 
  Damage +17 (bite) or +15 (claws), Defense Dodge/Parry 
  +20/— (–2 size, +22 base), Initiative +4
  Saving Throws: Toughness +19 (+4 size, +5 Con, +10 natural), 
  Fortitude +18 (+13 base, +5 Con), Reflex +13 (+13 base), Will 
  +17 (+13 base, +4 Wis)
  Fire Dragon, Mature Adult
  Type: 25th Level Dragon (Fire)
  Size: Huge
  Speed: 40 ft., fly 150 ft. (poor)
  Abilities: Str +11, Dex +0, Con +6, Int +4, Wis +4, Cha +4
  
  
  Chapter Two: True20 Bestiary
  Skills: Bluff 28 (+32), Concentration 28 (+32), Diplomacy 28 (+32), 
  Intimidate 28 (+32), Jump 28 (+39), Knowledge (any) 28 
  (+32), Notice 28 (+35), Search 28 (+32), Sense Motive 28 
  (+32), Stealth 28 (+20)
  Feats: Attack Focus (bite), Attack Focus (claw), Cleave, Double Strike, 
  Hover, Improved Initiative, Move-By Action, PowerB, Snatch, 
  Skill Focus (Notice)
  Traits: Blindsense 60 ft., Breath Weapon 15 Fire (Diffi culty 28), 
  Damage Reduction 4/supernatural, Frightful Presence 
  (Difficulty 26), Immunity to Sleep and Paralysis Effects, 
  Immunity to Fire, Keen Senses, Powers (rank 28, Cha, save 
  Difficulty 27, Scrying +32), Supernatural Resistance 23, 
  Vulnerable to Cold
  Combat: Attack +23 (–2 size, +25 base) (+24 with bite or claws), 
  Damage +17 (bite) or +15 (claws), Defense Dodge/Parry 
  +23/— (–2 size, +25 base), Initiative +4
  Saving Throws: Toughness +20 (+4 size, +6 Con, +10 natural), 
  Fortitude +20 (+14 base, +6 Con), Reflex +14 (+14 base), Will 
  +18 (+14 base, +4 Wis)
  Fire Dragon, Old
  Type: 28th Level Dragon (Fire)
  Size: Gargantuan
  Speed: 40 ft., fly 200 ft. (clumsy)
  Abilities: Str +12, Dex +0, Con +7, Int +5, Wis +5, Cha +5
  Skills: Bluff 31 (+36), Concentration 31 (+36), Diplomacy 31 (+36), 
  Escape Artist 31 (+28), Intimidate 31 (+36), Jump 31 (+43), 
  Knowledge (any) 31 (+36), Notice 31 (+39), Search 31 (+36), 
  Sense Motive 31 (+36), Stealth 31 (+19)
  Feats: Attack Focus (bite), Attack Focus (claw), Cleave, Double Strike, 
  Hover, Improved Initiative, Move-By Action, Power (2)B, Skill 
  Focus (Notice), Snatch, Wingover
  Traits: Blindsense 60 ft., Breath Weapon 17 Fire (Diffi culty 31), 
  Damage Reduction 4/supernatural, Frightful Presence 
  (Difficulty 29), Immunity to Sleep and Paralysis Effects, 
  Immunity to Fire, Keen Senses, Powers (rank 31, Cha, save 
  Diffi culty 29, Scrying +36, Suggestion +36), Supernatural 
  Resistance 24, Vulnerable to Cold
  Combat: Attack +24 (–4 size, +28 base) (+25 with bite or claws), 
  Damage +20 (bite) or +18 (claws), Defense Dodge/Parry 
  +24/— (–4 size, +28 base), Initiative +4
  Saving Throws: Toughness +23 (+6 size, +7 Con, +10 natural), 
  Fortitude +23 (+6 base, +7 Con), Reflex +16 (+16 base), Will 
  +21 (+16 base, +5 Wis)
  Fire Dragon, Very Old
  Type: 31st Level Dragon (Fire)
  Size: Gargantuan
  Speed: 40 ft., fly 200 ft. (clumsy)
  Abilities: Str +13, Dex +0, Con +8, Int +6, Wis +6, Cha +6
  Skills: Bluff 34 (+40), Concentration 34 (+40), Diplomacy 34 (+40), 
  Escape Artist 34 (+31), Intimidate 34 (+40), Jump 34 (+47), 
  Knowledge (any two) 34 (+40), Notice 34 (+43), Search 34 
  (+40), Sense Motive 34 (+40), Stealth 34 (+22)
  Feats: Attack Focus (bite), Attack Focus (claw), Cleave, Double Strike, 
  Hover, Improved Initiative, Improved Sunder, Move-By Action, 
  Power (2)B, Skill Focus (Notice), Snatch, Wingover
  Traits: Blindsense 60 ft., Breath Weapon 19 Fire (Diffi culty 33), 
  Damage Reduction 6/supernatural, Frightful Presence 
  (Difficulty 31), Immunity to Sleep and Paralysis Effects, 
  Immunity to Fire, Keen Senses, Powers (rank 34, Cha, save 
  Diffi culty 32, Scrying +40, Suggestion +40), Supernatural 
  Resistance 26, Vulnerable to Cold
  Combat: Attack +27 (–4 size, +31 base) (+28 with bite or claws), 
  Damage +21 (bite) or +19 (claws), Defense Dodge/Parry 
  +27/— (–4 size, +31 base), Initiative +4
  Saving Throws: Toughness +24 (+6 size, +8 Con, +10 natural), 
  Fortitude +25 (+17 base, +8 Con), Reflex +17 (+17 base), Will 
  +23 (+17 base, +6 Wis)
  Fire Dragon, Ancient
  Type: 34th Level Dragon (Fire)
  Size: Gargantuan
  Speed: 40 ft., fly 200 ft. (clumsy)
  Abilities: Str +14, Dex +0, Con +9, Int +7, Wis +7, Cha +7
  Skills: Bluff 37 (+44), Concentration 37 (+44), Diplomacy 37 (+44), 
  Escape Artist 37 (+34), Intimidate 37 (+44), Jump 37 (+51), 
  Knowledge (any two) 37 (+44), Notice 37 (+47), Search 37 
  (+44), Sense Motive 37 (+44), Survival 37 (+44), Stealth 37 
  (+25)
  Feats: Attack Focus (bite), Attack Focus (claw), Cleave, Double 
  Strike, Hover, Improved Initiative, Improved Sunder, Move-
  By Action, Power (3)B, Quicken Power, Skill Focus (Notice), 
  Snatch, Wingover
  Traits: Blindsense 60 ft., Breath Weapon 21 Fire (Diffi culty 36), 
  Damage Reduction 6/supernatural, Frightful Presence 
  (Difficulty 34), Immunity to Sleep and Paralysis Effects, 
  Immunity to Fire, Keen Senses, Powers (rank 37, Cha, save
  Difficulty 34, Scrying +44, Suggestion +44, Visions +44), 
  Supernatural Resistance 28, Vulnerable to Cold
  Combat: Attack +30 (–4 size, +34 base) (+31 with bite and claws), 
  Damage +22 (bite) or +20 (claws), Defense Dodge/Parry 
  +30/— (–4 size, +34 base), Initiative +4
  Saving Throws: Toughness +25 (+6 size, +9 Con, +10 natural), 
  Fortitude +28 (+19 base, +9 Con), Reflex +19 (+19 base), Will 
  +26 (+19 base, +7 Wis)
  Breath Weapon: A fire dragon has one type of breath weapon, a cone 
  of fire.
  Fire dragons or fire drakes are also known as red dragons for their 
  coloration. They dwell in environments such as volcanoes and hot 
  springs. The small scales of a wyrmling fire dragon are a bright glossy 
  scarlet, making the dragon easily spotted by predators and hunters, 
  so it stays underground and does not venture outside until it is more 
  able to take care of itself. Toward the end of young age, the scales 
  turn a deeper red, and the glossy texture is replaced by a smooth, dull 
  finish. As the dragon grows older, the scales become large, thick, and 
  as strong as metal. The neck frill and wings are an ash blue or purple-
  gray toward the edges, becoming darker with age. The pupils of a fire 
  dragon fade as it ages; the oldest fire dragons have eyes that resemble 
  molten lava orbs.
  Because fire dragons are so confident, they seldom pause to appraise 
  an adversary. On spotting a target, they make a snap decision whether 
  to attack, using one of many strategies worked out ahead of time. A 
  fire dragon lands to attack small, weak creatures with its claws and 
  bite rather than obliterating them with its breath weapon, so as not to 
  destroy any treasure they might be carrying.
  Forest Dragon, Wyrmling
  Type: 5th Level Dragon (Earth)
  Size: Small
  Speed: 40 ft., fly 100 ft. (average), swim 40 ft.
  Abilities: Str +1, Dex +0, Con +1, Int +0, Wis +0, Cha +0
  Skills: Bluff 8 (+8), Diplomacy 8 (+8), Notice 8 (+11), Search 8 (+8), 
  Sense Motive 8 (+8), Stealth 8 (+12), Swim 0 (+9)
  
  
  Chapter Two: True20 Bestiary
  Feats: Double Strike, Skill Focus (Notice)
  Traits: Blindsense 60 ft., Breath Weapon 2 Corrosive Gas (Diffi culty 
  13), Immunity to Sleep and Paralysis Effects, Immunity to Acid, 
  Keen Senses, Water Breathing
  Combat: Attack +6 (+1 size, +5 base), Damage +3 (bite) or +2 (claws), 
  Defense Dodge/Parry +6/— (+1 size, +5 base), Initiative +0
  Saving Throws: Toughness +2 (–1 size, +1 Con, +2 natural), Fortitude 
  +5 (+4 base, +1 Con), Reflex +4 (+4 base), Will +4 (+4 base)
  Forest Dragon, Very Young
  Type: 8th Level Dragon (Earth)
  Size: Medium
  Speed: 40 ft., fly 150 ft. (poor), swim 40 ft.
  Abilities: Str +2, Dex +0, Con +2, Int +0, Wis +0, Cha +0
  Skills: Bluff 11 (+11), Diplomacy 11 (+11), Notice 11 (+14), Search 
  11 (+11), Sense Motive 11 (+11), Stealth 11 (+11), Swim 0 
  (+10)
  Feats: Double Strike, Improved Initiative, Skill Focus (Notice)
  Traits: Blindsense 60 ft., Breath Weapon 4 Corrosive Gas (Diffi culty 
  16), Immunity to Sleep and Paralysis Effects, Immunity to 
  Acid, Keen Senses, Water Breathing
  Combat: Attack +8 (+8 base), Damage +5 (bite) or +4 (claws), Defense 
  Dodge/Parry +8/— (+8 base), Initiative +4
  Saving Throws: Toughness +5 (+2 Con, +3 natural), Fortitude +8 (+6 
  base, +2 Con), Reflex +6 (+6 base), Will +6 (+6 base)
  Forest Dragon, Young
  Type: 11th Level Dragon (Earth)
  Size: Medium
  Speed: 40 ft., fly 150 ft. (poor), swim 40 ft.
  Abilities: Str +3, Dex +0, Con +2, Int +1, Wis +1, Cha +1
  Skills: Bluff 14 (+15), Diplomacy 14 (+15), Escape Artist 14 (+14), 
  Notice 14 (+18), Search 14 (+15), Sense Motive 14 (+15), 
  Stealth 14 (+14), Swim 0 (+11)
  Feats: Double Strike, Improved Initiative, Move-By Action, Skill 
  Focus (Notice)
  Traits: Blindsense 60 ft., Breath Weapon 6 Corrosive Gas (Diffi culty 
  17), Immunity to Sleep and Paralysis Effects, Immunity to 
  Acid, Keen Senses, Water Breathing
  Combat: Attack +11 (+11 base), Damage +6 (bite) or +5 (claws), 
  Defense Dodge/Parry +11/— (+11 base), Initiative +4
  Saving Throws: Toughness +7 (+2 Con, +5 natural), Fortitude +9 (+7 
  base, +2 Con), Reflex +7 (+7 base), Will +8 (+7 base, +1 Wis)
  Forest Dragon, Juvenile
  Type: 14th Level Dragon (Earth)
  Size: Large
  Speed: 40 ft., fly 150 ft. (poor), swim 40 ft.
  Abilities: Str +4, Dex +0, Con +3, Int +2, Wis +2, Cha +2
  Skills: Bluff 17 (+19), Diplomacy 17 (+19), Escape Artist 17 (+17), 
  Intimidate 17 (+19), Notice 17 (+22), Search 17 (+19), Sense 
  Motive 17 (+19), Stealth 17 (+13), Swim 0 +(12)
  Feats: Attack Focus (bite), Double Strike, Improved Initiative, Move-
  By Action, Skill Focus (Notice)
  Traits: Blindsense 60 feet, Breath Weapon 8 Corrosive Gas (Diffi culty 
  20), Immunity to Sleep and Paralysis Effects, Immunity to 
  Acid, Keen Senses, Water Breathing
  Combat: Attack +13 (–1 size, +14 base) (+14 with bite), Damage +8 
  (bite) or +7 (claws), Defense Dodge/Parry +13/— (–1 size, 
  +14 base), Initiative +4
  Saving Throws: Toughness +11 (+2 size, +3 Con, +6 natural), 
  Fortitude +12 (+9 base, +3 Con), Reflex +9 (+9 base), Will +11 
  (+9 base, +2 Wis)
  Forest Dragon, Young Adult
  Type: 17th Level Dragon (Earth)
  Size: Large
  Speed: 40 ft., fly 150 ft. (poor), swim 40 ft.
  Abilities: Str +6, Dex +0, Con +4, Int +2, Wis +2, Cha +2
  Skills: Bluff 20 (+22), Diplomacy 20 (+22), Escape Artist 20 (+20), 
  Intimidate 20 (+22), Notice 20 (+25), Search 20 (+22), Sense 
  Motive 20 (+22), Stealth 20 (+16), Swim 0 (+14)
  Feats: , Attack Focus (bite), Attack Focus (claw), Double Strike, Improved 
  Initiative, Move-By Action, Skill Focus (Notice)
  Traits: Blindsense 60 ft., Breath Weapon 10 Corrosive Gas (Diffi culty 
  22), Immunity to Sleep and Paralysis Effects, Immunity to 
  Acid, Keen Senses, Frightful Presence (Diffi culty 20), Damage 
  Reduction 2/supernatural, Supernatural Resistance 19 , Water 
  Breathing
  Combat: Attack +16 (–1 size, +17 base) (+17 with bite or claws), Damage 
  +10 (bite) or +9 (claws), Defense Dodge/Parry +16/— (–1 size, 
  +17 base), Initiative +4
  Saving Throws: Toughness +11 (+2 size, +4 Con, +8 natural), Fortitude 
  +14 (+10 base, +4 Con), Reflex +10 (+10 base), Will +12 (+10 
  base, +2 Wis)
  Forest Dragon, Adult
  Type: 20th Level Dragon (Earth)
  Size: Huge
  Speed: 40 ft., fly 150 ft. (poor), swim 40 ft.
  Abilities: Str +8, Dex +0, Con +5, Int +3, Wis +3, Cha +3
  Skills: Bluff 23 (+26), Concentration 23 (+26), Diplomacy 23 (+26), 
  Escape Artist 23 (+23), Intimidate 23 (+26), Notice 23 (+29), 
  Search 23 (+26), Sense Motive 23 (+26), Stealth 23 (+15), 
  Swim 0 (+16)
  Feats: Attack Focus (bite), Attack Focus (claw), Blind Fight, Double 
  Strike, Improved Initiative, Move-By Action, PowerB, Skill 
  Focus (Notice)
  
  
  Chapter Two: True20 Bestiary
  Traits: Blindsense 60 ft., Breath Weapon 12 Corrosive Gas (Diffi culty 
  25), Damage Reduction 2/supernatural, Frightful Presence 
  (Difficulty 23), Immunity to Sleep and Paralysis Effects, 
  Immunity to Acid, Keen Senses, Powers (rank 23, Cha, save 
  Diffi culty 23, Suggestion +26), Supernatural Resistance 21, 
  Water Breathing
  Combat: Attack +18 (–2 size, +20 base) (+19 with bite or claws), 
  Damage +14 (bite) or +12 (claws), Defense Dodge/Parry 
  +18/— (–2 size, +20 base), Initiative +4
  Saving Throws: Toughness +18 (+4 size, +5 Con, +9 natural), 
  Fortitude +17 (+12 base, +5 Con), Reflex +12 (+12 base), Will 
  +15 (+12 base, +3 Wis)
  Forest Dragon, Mature Adult
  Type: 23rd Level Dragon (Earth)
  Size: Huge
  Speed: 40 ft., fly 150 ft. (poor), swim 40 ft.
  Abilities: Str +9, Dex +0, Con +5, Int +3, Wis +3, Cha +3
  Skills: Bluff 26 (+29), Concentration 26 (+29), Diplomacy 26 (+29), 
  Escape Artist 26 (+26), Intimidate 26 (+29), Notice 26 (+32), 
  Search 26 (+29), Sense Motive 26 (+29), Stealth 26 (+18), 
  Swim 0 (+17)
  Feats: Attack Focus (bite), Attack Focus (claw), Blind Fight, Double 
  Strike, Improved Initiative, Move-By Action, PowerB, Skill 
  Focus (Notice)
  Traits: Blindsense 60 ft., Breath Weapon 14 Corrosive Gas (Diffi culty 
  26), Damage Reduction 4/supernatural, Frightful Presence 
  (Difficulty 24), Immunity to Sleep and Paralysis Effects, 
  Immunity to Acid, Keen Senses, Powers (rank 26, Cha, save 
  Diffi culty 25, Suggestion +29), Supernatural Resistance 22, 
  Water Breathing
  Combat: Attack +21 (–2 size, +23 base) (+22 with bite or claws), 
  Damage +15 (bite) or +13 (claws), Defense Dodge/Parry 
  +21/— (–2 size, +23 base), Initiative +4
  Saving Throws: Toughness +19 (+4 size, +5 Con, +10 natural), 
  Fortitude +18 (+13 base, +5 Con), Reflex +13 (+13 base), Will 
  +16 (+13 base, +3 Wis)
  Forest Dragon, Old
  Type: 26th Level Dragon (Earth)
  Size: Huge
  Speed: 40 ft., fly 150 ft. (poor), swim 40 ft.
  Abilities: Str +10, Dex +0, Con +6, Int +4, Wis +4, Cha +4
  Skills: Bluff 29 (+33), Concentration 29 (+33), Diplomacy 29 (+33), 
  Escape Artist 29 (+29), Intimidate 29 (+33), Knowledge (any) 
  29 (+33), Notice 29 (+36), Search 29 (+33), Sense Motive 29 
  (+33), Stealth 29 (+21), Swim 0 (+18)
  Feats: Attack Focus (bite), Attack Focus (claw), Blind Fight, Double 
  Strike, Improved Initiative, Move-By Action, Power (2)B, Skill 
  Focus (Notice), Snatch
  Traits: Blindsense 60 ft., Breath Weapon 16 Corrosive Gas 
  (Diffi culty 29), Damage Reduction 4/supernatural, Frightful 
  Presence (Diffi culty 27), Immunity to Sleep and Paralysis 
  Effects, Immunity to Acid, Keen Senses, Powers (rank 29, 
  Cha, save Diffi culty 27, Plant Shaping +33, Suggestion +33), 
  Supernatural Resistance 24, Water Breathing
  Combat: Attack +24 (–2 size, +26 base) (+25 with bite or claws), 
  Damage +16 (bite) or +14 (claws), Defense Dodge/Parry 
  +24/— (–2 size, +26 base), Initiative +4
  Saving Throws: Toughness +20 (+4 size, +6 Con, +10 natural), 
  Fortitude +21 (+15 base, +6 Con), Reflex +15 (+15 base), Will 
  +19 (+15 base, +4 Wis)
  Forest Dragon, Very Old
  Type: 29th Level Dragon (Earth)
  Size: Huge
  Speed: 40 ft., fly 150 ft. (poor), swim 40 ft.
  Abilities: Str +11, Dex +0, Con +6, Int +4, Wis +4, Cha +4
  Skills: Bluff 32 (+36), Concentration 32 (+36), Diplomacy 32 (+36), 
  Escape Artist 32 (+32), Intimidate 32 (+36), Knowledge (any) 
  32 (+36), Notice 32 (+39), Search 32 (+36), Sense Motive 32 
  (+36), Stealth 32 (+24), Swim 0 (+19)
  Feats: Attack Focus (bite), Attack Focus (claw), Blind Fight, Double 
  Strike, Hover, Improved Initiative, Move-By Action, Power 
  (2)B, Skill Focus (Notice), Snatch
  Traits: Blindsense 60 ft., Breath Weapon 18 Corrosive Gas 
  (Diffi culty 30), Damage Reduction 6/supernatural, Frightful 
  Presence (Diffi culty 28), Immunity to Sleep and Paralysis 
  Effects, Immunity to Acid, Keen Senses, Powers (rank 32, 
  Cha, save Diffi culty 29, Plant Shaping +36, Suggestion +36), 
  Supernatural Resistance 25, Water Breathing
  Combat: Attack +27 (–2 size, +29 base) (+28 with bite or claws), 
  Damage +17 (bite) or +15 (claws), Defense Dodge/Parry 
  +24/— (–2 size, +26 base), Initiative +4
  Saving Throws: Toughness +20 (+4 size, +6 Con, +10 natural), 
  Fortitude +22 (+16 base, +6 Con), Reflex +16 (+16 base), Will 
  +20 (+16 base, +4 Wis)
  Forest Dragon, Ancient
  Type: 32nd Level Dragon (Earth)
  Size: Gargantuan
  Speed: 40 ft., fly 200 ft. (clumsy), swim 40 ft.
  Abilities: Str +12, Dex +0, Con +7, Int +5, Wis +5, Cha +5
  Skills: Bluff 35 (+40), Concentration 35 (+40), Diplomacy 35 (+40), 
  Escape Artist 35 (+35), Intimidate 35 (+40), Knowledge 
  (supernatural) 35 (+40), Knowledge (any) 35 (+40), Notice 
  35 (+43), Search 35 (+40), Sense Motive 35 (+40), Stealth 35 
  (+31), Swim 0 (+20)
  Feats: Attack Focus (bite), Attack Focus (claw), Blind Fight, Double 
  Strike, Hover, Improved Initiative, Move-By Action, Power 
  (3)B, Skill Focus (Notice), Snatch, Wingover
  Traits: Blindsense 60 ft., Breath Weapon 20 Corrosive Gas (Diffi culty 
  33), Damage Reduction 6/supernatural, Frightful Presence 
  (Difficulty 31), Immunity to Sleep and Paralysis Effects, 
  Immunity to Acid, Keen Senses, Powers (rank 35, Cha, save 
  Diffi culty 31, Dominate +40, Plant Shaping +40, Suggestion 
  +40), Supernatural Resistance 27, Water Breathing
  Combat: Attack +28 (–4 size, +32 base) (+29 with bite or claws), 
  Damage +20 (bite) or +18 (claws), Defense Dodge/Parry 
  +28/— (–4 size, +32 base), Initiative +4
  Saving Throws: Toughness +23 (+6 size, +7 Con, +10 natural), 
  Fortitude +25 (+18 base, +7 Con), Reflex +18 (+18 base), Will 
  +23 (+18 base, +5 Wis)
  Breath Weapon: A forest dragon has one type of breath weapon, a cone 
  of corrosive (acid) gas.
  Water Breathing: A forest dragon can breathe underwater indefinitely 
  and can freely use its breath weapon, supernatural powers and other 
  abilities while submerged.
  Skills: A forest dragon has a +8 racial bonus on any Swim check to 
  perform some special action or avoid a hazard. It can always choose 
  to take 10 on a Swim check, even if distracted or endangered. It can 
  use the run action while swimming, provided it swims in a straight 
  line.
  Forest dragons are also known as green dragons. They tend to make 
  their lairs in ancient forests, and prey on caravans that pass through 
  
  0
  Chapter Two: True20 Bestiary
  those areas. A wyrmling forest dragon’s scales are thin, very small, and 
  a deep shade of green that appears nearly black. As the dragon ages, 
  the scales grow larger and lighter, turning shades of forest, emerald, 
  and olive green, which helps it blend in with its wooded surroundings. 
  Sometimes a forest dragon elects to control a humanoid creature 
  through intimidation and Suggestion. Forest dragons especially like to 
  question adventurers to learn more about their society and abilities, 
  what is going on in the countryside, and if there is treasure nearby.
  Forest dragons initiate fights with little or no provocation, picking on 
  creatures of any size. If the target is intriguing or seems formidable, the 
  dragon stalks the creature to determine the best time to strike and the 
  most appropriate tactics to use. If the target appears weak, the dragon 
  makes its presence known quickly—it enjoys evoking terror. 
  Ice Dragon, Wyrmling
  Type: 3rd Level Dragon (Cold)
  Size: Tiny
  Speed: 60 ft., burrow 30 ft., fly 150 ft. (average), swim 60 ft.
  Abilities: Str +0, Dex +0, Con +1, Int –2, Wis +0, Cha –2
  Skills: Jump 6 (+6), Notice 6 (+9), Search 6 (+4), Stealth 6 (+14), 
  Swim 0 (+8)
  Feats: Double Strike, Skill Focus (Notice)
  Traits: Blindsense 60 ft., Breath Weapon 1 Cold (Diffi culty 12), 
  Immunity to Sleep and Paralysis Effects, Icewalking, Immunity 
  to Cold, Keen Senses, Vulnerable to Fire
  Combat: Attack +5 (+2 size, +3 base), Damage +1 (bite) or +0 (claws), 
  Defense Dodge/Parry +5/— (+2 size, +3 base), Initiative +0
  Saving Throws: Toughness +0 (–2 size, +1 Con, +1 natural), 
  Fortitude +4 (+3 base, +1 Con), Reflex +3 (+3 base), Will +3 
  (+3 base)
  Ice Dragon, Very Young
  Type: 6th Level Dragon (Cold)
  Size: Small
  Speed: 60 ft., burrow 30 ft., fly 150 ft. (average), swim 60 ft.
  Abilities: Str +1, Dex +0, Con +1, Int –2, Wis +0, Cha –2
  Skills: Jump 9 (+10), Notice 9 (+12), Search 9 (+7), Stealth 9 (+13), 
  Swim 0 (+9)
  Feats: Double Strike, Improved Initiative, Skill Focus (Notice)
  Traits: Blindsense 60 ft., Breath Weapon 2 Cold (Diffi culty 14), 
  Immunity to Sleep and Paralysis Effects, Icewalking, Immunity 
  to Cold, Keen Senses, Vulnerable to Fire
  Combat: Attack +7 (+1 size, +6 base), Damage +3 (bite) or +2 (claws), 
  Defense Dodge/Parry +7/— (+1 size, +6 base), Initiative +4
  Saving Throws: Toughness +2 (–1 size, +1 Con, +2 natural), Fortitude 
  +6 (+5 base, +1 Con), Reflex +5 (+5 base), Will +5 (+5 base)
  Ice Dragon, Young
  Type: 9th Level Dragon (Cold)
  Size: Medium
  Speed: 60 ft., burrow 30 ft., fly 200 ft. (poor), swim 60 ft.
  Abilities: Str +2, Dex +0, Con +2, Int –2, Wis +0, Cha –2
  Skills: Jump 12 (+14), Notice 12 (+15), Search 12 (+10), Stealth 12 
  (+12), Swim 0 (+10)
  Feats: Double Strike, Improved Initiative, Move-By Action, Skill 
  Focus (Notice)
  Traits: Blindsense 60 ft., Breath Weapon 3 Cold (Diffi culty 16), 
  Immunity to Sleep and Paralysis Effects, Icewalking, Immunity 
  to Cold, Keen Senses, Vulnerable to Fire
  Combat: Attack +9 (+9 base), Damage +5 (bite) or +4 (claws), Defense 
  Dodge/Parry +9/— (+9 base), Initiative +4
  Saving Throws: Toughness +6 (+2 Con, +4 natural), Fortitude +8 (+6 
  base, +2 Con), Reflex +6 (+6 base), Will +6 (+6 base)
  Ice Dragon, Juvenile
  Type: 12th Level Dragon (Cold)
  Size: Medium
  Speed: 60 ft., burrow 30 ft., fly 200 ft. (poor), swim 60 ft.
  Abilities: Str +3, Dex +0, Con +2, Int –1, Wis +0, Cha –1
  Skills: Jump 15 (+18), Notice 15 (+18), Search 15 (+14), Sense 
  Motive 15 (+15), Stealth 15 (+15), Swim 0 (+11)
  Feats: Attack Focus (bite), Double Strike, Improved Initiative, Move-
  By Action, Skill Focus (Notice)
  Traits: Blindsense 60 ft., Breath Weapon 4 Cold (Diffi culty 18), 
  Immunity to Sleep and Paralysis Effects, Icewalking, Immunity 
  to Cold, Keen Senses, Vulnerable to Fire
  Combat: Attack +12 (+12 base) (+13 with bite), Damage +6 (bite) 
  or +5 (claws), Defense Dodge/Parry +12/— (+12 base), 
  Initiative +4
  Saving Throws: Toughness +7 (+2 Con, +5 natural), Fortitude +10 
  (+8 base, +2 Con), Reflex +8 (+8 base), Will +8 (+8 base)
  Ice Dragon, Young Adult
  Type: 15th Level Dragon (Cold)
  Size: Large
  Speed: 60 ft., burrow 30 ft., fly 200 ft. (poor), swim 60 ft.
  Abilities: Str +4, Dex +0, Con +3, Int –1, Wis +0, Cha +0
  Skills: Jump 18 (+22), Notice 18 (+21), Search 18 (+17), Sense 
  Motive 18 (+18), Stealth 18 (+14), Swim 0 (+12)
  Feats: Attack Focus (bite), Attack Focus (claw), Double Strike, 
  Improved Initiative, Move-By Action, Skill Focus (Notice)
  Traits: Blindsense 60 ft., Breath Weapon 5 Cold (Diffi culty 20), 
  Damage Reduction 2/supernatural, Frightful Presence 
  (Difficulty 17), Immunity to Sleep and Paralysis Effects, 
  Icewalking, Immunity to Cold, Keen Senses, Supernatural 
  Resistance 16, Vulnerable to Fire
  Combat: Attack +14 (–1 size, +15 base) (+15 with bite or claws), 
  Damage +8 (bite) or +7 (claws), Defense Dodge/Parry +14/— 
  (–1 size, +15 base), Initiative +4
  Saving Throws: Toughness +12 (+2 size, +3 Con, +7 natural), 
  Fortitude +12 (+9 base, +3 Con), Reflex +9 (+9 base), Will +9 
  (+9 base)
  Ice Dragon, Adult
  Type: 18th Level Dragon (Cold)
  Size: Large
  Speed: 60 ft., burrow 30 ft., fly 200 ft. (poor), swim 60 ft.
  Abilities: Str +6, Dex +0, Con +4, Int +0, Wis +0, Cha +1
  Skills: Intimidate 21 (+22), Jump 21 (+27), Notice 21 (+24), 
  Search 21 (+21), Sense Motive 21 (+21), Stealth 21 (+17), 
  Swim 0 (+14)
  Feats: Attack Focus (bite), Attack Focus (claw), Blind Fight, Double 
  Strike, Improved Initiative, Move-By Action, PowerB, Skill 
  Focus (Notice)
  Traits: Blindsense 60 ft., Breath Weapon 6 Cold (Diffi culty 23), 
  Damage Reduction 2/supernatural, Frightful Presence 
  (Difficulty 20), Immunity to Sleep and Paralysis Effects, 
  Icewalking, Immunity to Cold, Keen Senses, Powers (rank 
  21, Cha, save Diffi culty 20, Wind Shaping +22), Supernatural 
  Resistance 18, Vulnerable to Fire
  Combat: Attack +17 (–1 size, +18 base) (+18 with bite or claws), 
  Damage +10 (bite) or +9 (claws), Defense Dodge/Parry 
  +17/— (–1 size, +18 base), Initiative +4
  Saving Throws: Toughness +14 (+2 size, +4 Con, +8 natural), 
  Fortitude +15 (+11 base, +4 Con), Reflex +11 (+11 base), Will 
  +11 (+11 base)
  
  1
  Chapter Two: True20 Bestiary
  Ice Dragon, Mature Adult
  Type: 21st Level Dragon (Cold)
  Size: Huge
  Speed: 60 ft., burrow 30 ft., fly 200 ft. (poor), swim 60 ft.
  Abilities: Str +8, Dex +0, Con +5, Int +1, Wis +1, Cha +1
  Skills: Diplomacy 24 (+25), Intimidate 24 (+25), Jump 24 (+32), 
  Notice 24 (+28), Search 24 (+25), Sense Motive 24 (+25), 
  Stealth 24 (+16), Swim 0 (+16)
  Feats: Attack Focus (bite), Attack Focus (claw), Blind Fight, Double 
  Strike, Improved Initiative, Move-By Action, PowerB, Skill 
  Focus (Notice), Snatch
  Traits: Blindsense 60 ft., Breath Weapon 7 Cold (Diffi culty 25), 
  Damage Reduction 4/supernatural, Frightful Presence 
  (Difficulty 21), Immunity to Sleep and Paralysis Effects, 
  Icewalking, Immunity to Cold, Keen Senses, Powers (rank 
  24, Cha, save Diffi culty 22, Wind Shaping +25), Supernatural 
  Resistance 20, Vulnerable to Fire
  Combat: Attack +19 (–2 size, +21 base) (+20 with bite and claws), 
  Damage +14 (bite) or +12 (claws), Defense Dodge/Parry 
  +19/— (–2 size, +21 base), Initiative +4
  Saving Throws: Toughness +19 (+4 size, +5 Con, +10 natural), 
  Fortitude +17 (+12 base, +5 Con), Reflex +12 (+12 base), Will 
  +13 (+12 base, +1 Wis)
  Ice Dragon, Old
  Type: 24th Level Dragon (Cold)
  Size: Huge
  Speed: 60 ft., burrow 30 ft., fly 200 ft. (poor), swim 60 ft.
  Abilities: Str +9, Dex +0, Con +5, Int +1, Wis +1, Cha +1
  Skills: Diplomacy 27 (+28), Intimidate 27 (+28), Jump 27 (36), 
  Notice 27 (+31), Search 27 (+28), Sense Motive 27 (+28), 
  Stealth 27 (+19), Swim 0 (+17)
  Feats: Attack Focus (bite), Attack Focus (claw), Blind Fight, Cleave, 
  Double Strike, Improved Initiative, Move-By Action, Power 
  (2)B, Skill Focus (Notice), Snatch
  Traits: Blindsense 60 ft., Breath Weapon 8 Cold (Diffi culty 27), 
  Damage Reduction 4/supernatural, Frightful Presence 
  (Difficulty 23), Immunity to Sleep and Paralysis Effects, 
  Icewalking, Immunity to Cold, Keen Senses, Powers (rank 27, 
  Cha, save Diffi culty 23, Cold Shaping +28, Wind Shaping +28), 
  Supernatural Resistance 21, Vulnerable to Fire
  Combat: Attack +22 (–2 size, +24 base) (+23 with bite or claws), 
  Damage +15 (bite) or +13 (claws), Defense Dodge/Parry 
  +22/— (–2 size, +24 base), Initiative +4
  Saving Throws: Toughness +19 (+4 size, +5 Con, +10 natural), 
  Fortitude +19 (+14 base, +5 Con), Reflex +14 (+14 base), Will 
  +15 (+14 base, +1 Wis)
  Ice Dragon, Very Old
  Type: 27th Level Dragon (Cold)
  Size: Huge
  Speed: 60 ft., burrow 30 ft., fly 200 ft. (poor), swim 60 ft.
  Abilities: Str +10, Dex +0, Con +6, Int +2, Wis +2, Cha +2
  Skills: Diplomacy 30 (+32), Intimidate 30 (+32), Jump 30 (+40), 
  Knowledge (any) 30 (+32), Notice 30 (+35), Search 30 (+32), 
  Sense Motive 30 (+32), Stealth 30 (+22), Swim 0 (+18)
  Feats: Attack Focus (bite), Attack Focus (claw), Blind Fight, Cleave, 
  Double Strike, Hover, Improved Initiative, Move-By Action, 
  Power (2)B, Skill Focus (Notice), Snatch
  Traits: Blindsense 60 ft., Breath Weapon 9 Cold (Diffi culty 29), 
  Damage Reduction 6/supernatural, Frightful Presence 
  (Difficulty 25), Immunity to Sleep and Paralysis Effects, 
  Icewalking, Immunity to Cold, Keen Senses, Powers (rank 
   
   
  30, Cha, save Diffi culty 26, Cold Shaping +32, Wind Shaping 
  +32), Supernatural Resistance 23, Vulnerable to Fire
  Combat: Attack +25 (–2 size, +27 base) (+26 with bite or claws), 
  Damage +16 (bite) or +14 (claws), Defense Dodge/Parry 
  +25/— (–2 size, +27 base), Initiative +4
  Saving Throws: Toughness +20 (+4 size, +6 Con, +10 natural), 
  Fortitude +21 (+15 base, +6 Con), Reflex +15 (+15 base), Will 
  +17 (+15 base, +2 Wis)
  Ice Dragon, Ancient
  Type: 30th Level Dragon (Cold)
  Size: Huge
  Speed: 60 ft., burrow 30 ft., fly 200 ft. (poor), swim 60 ft.
  Abilities: Str +11, Dex +0, Con +6, Int +2, Wis +2, Cha +2
  Skills: Diplomacy 33 (+35), Intimidate 33 (+35), Jump 33 (+44), 
  Knowledge (any) 33 (+35), Notice 33 (+38), Search 33 (+35), 
  Sense Motive 33 (+35), Stealth 33 (+25), Swim 0 (+19)
  Feats: Attack Focus (bite), Attack Focus (claw), Blind Fight, Cleave, 
  Double Strike, Hover, Improved Initiative, Move-By Action, 
  Power (3)B, Skill Focus (Notice), Snatch, Wingover
  Traits: Blindsense 60 ft., Breath weapon 10 cold (Diffi culty 31), 
  Damage Reduction 6/supernatural, Frightful Presence 
  (Difficulty 27), Immunity to Sleep and Paralysis Effects, 
  Icewalking, Immunity to Cold, Keen Senses, Powers (rank 
  33, Cha, save Difficulty 27, Cold Shaping +35, Weather 
  Shaping +35, Wind Shaping +35), Supernatural Resistance 
  24, Vulnerable to Fire
  Combat: Attack +28 (–2 size, +30 base) (+29 with bite and claws), 
  Damage +17 (bite) or +15 (claws), Defense Dodge/Parry 
  +28/— (–2 size, +30 base), Initiative +4
  Saving Throws: Toughness +20 (+4 size, +6 Con, +10 natural), 
  Fortitude +23 (+17 base, +6 Con), Reflex +17 (+17 base), Will 
  +19 (+17 base, +2 Wis)
  Breath Weapon: An ice dragon has one type of breath weapon, a cone 
  of cold.
  Icewalking: This ability allows an ice dragon to climb icy surfaces at 
  its normal movement rate without having to make any climb checks. 
  It is always in effect.
  Skills: An ice dragon has a +8 racial bonus on any Swim check to 
  perform some special action or avoid a hazard. It can always choose 
  to take 10 on a Swim check, even if distracted or endangered. It can 
  use the run action while swimming, provided it swims in a straight 
  line.
  Ice dragons, also called white dragons, frost dragons or cold drakes, are 
  known for their icy breath and tendency to live in snow-covered mountain 
  tops or arctic regions. The scales of a wyrmling ice dragon glisten like 
  mirrors. As the dragon ages, the sheen disappears, and by very old age, 
  scales of pale blue and light gray are mixed in with the white.
  Ice dragons prefer sudden assaults, swooping down from aloft or bursting 
  from beneath water, snow or ice. They loose their breath weapon, and 
  then try to knock out a single opponent with a follow-up attack.
  Moon Dragon, Wyrmling
  Type: 7th Level Dragon (Cold, Shapechanger)
  Size: Small
  Speed: 40 ft., fly 100 ft. (average)
  Abilities: Str +1, Dex +0, Con +1, Int +2, Wis +2, Cha +2
  Skills: Bluff 10 (+12), Diplomacy 10 (+12), Disguise 10 (+12), Jump 
  10 (+11), Notice 10 (+15), Search 10 (+12), Sense Motive 10 
  (+12), Stealth 10 (+14)
  Feats: Double Strike, Improved Initiative, Skill Focus (Notice)
  
  2
  Chapter Two: True20 Bestiary
  Traits: Alternate Form, Breath Weapon 2 Cold (Difficulty 14), 
  Immunity to Acid and Cold, Vulnerable to Fire
  Combat: Attack +8 (+1 size, +7 base), Damage +3 (bite) or +2 (claws), 
  Defense Dodge/Parry +8/— (+1 size, +7 base), Initiative +4
  Saving Throws: Toughness +3 (–1 size, +1 Con, +3 natural), 
  Fortitude +6, Reflex +5, Will +7
  Moon Dragon, Very Young
  Type: 10th Level Dragon (Cold, Shapechanger)
  Size: Medium
  Speed: 40 ft., fly 150 ft. (poor)
  Abilities: Str +2, Dex +0, Con +2, Int +2, Wis +2, Cha +2
  Skills: Bluff 13 (+15), Diplomacy 13 (+15), Disguise 13 (+15), Jump 
  13 (+15), Notice 13 (+18), Search 13 (+15), Sense Motive 13 
  (+15), Stealth 13 (+13)
  Feats: Double Strike, Improved Initiative, Move-By Action, Skill 
  Focus (Notice)
  Traits: Alternate Form, Breath Weapon 4 Cold (Difficulty 17), 
  Immunity to Acid and Cold, Vulnerable to Fire
  Combat: Attack +10 (+10 base), Damage +5 (bite) or +4 (claws), 
  Defense Dodge/Parry +10/— (+10 base), Initiative +4
  Saving Throws: Toughness +6 (+2 Con, +4 natural), Fortitude +9 (+7 
  base, +2 Con), Reflex +7 (+7 base), Will +9 (+7 base, +2 Wis)
  Moon Dragon, Young
  Type: 13th Level Dragon (Cold, Shapechanger)
  Size: Medium
  Speed: 40 ft., fly 150 ft. (poor)
  Abilities: Str +3, Dex +0, Con +2, Int +3, Wis +3, Cha +3
  Skills: Bluff 16 (+19), Diplomacy 16 (+19), Disguise 16 (+19), Jump 
  16 (+19), Medicine 16 (+19), Notice 16 (+22), Search 16 (+19), 
  Sense Motive 16 (+19), Stealth 16 (+16)
  Feats: Attack Focus (bite), Double Strike, Improved Initiative, Move-
  By Action, Skill Focus (Notice)
  Traits: Alternate Form, Breath Weapon 6 Cold (Difficulty 18), 
  Immunity to Acid and Cold, Vulnerable to Fire
  Combat: Attack +13 (+13 base) (+14 with bite), Damage +6 (bite) 
  or +5 (claws) +11 melee, Damage +4, Defense Dodge/Parry 
  +13/— (+13 base), Initiative +4
  Saving Throws: Toughness +8 (+2 Con, +6 natural), Fortitude +10 
  (+8 base, +2 Con), Reflex +8 (+8 base), Will +11 (+8 base, +3 
  Wis)
  Moon Dragon, Juvenile
  Type: 16th Level Dragon (Cold, Shapechanger)
  Size: Large
  Speed: 40 ft., fly 150 ft. (poor)
  Abilities: Str +4, Dex +0, Con +3, Int +4, Wis +4, Cha +4
  Skills: Bluff 19 (+23), Diplomacy 19 (+23), Disguise 19 (+23), Intimidate 
  19 (+23), Jump 19 (+23), Medicine 19 (+23), Notice 19 (+26), 
  Search 19 (+23), Sense Motive 19 (+23), Stealth 19 (+15)
  Feats: Attack Focus (bite), Attack Focus (claw), Double Strike, Improved 
  Initiative, Move-By Action, Power (2)B, Skill Focus (Notice)
  Traits: Alternate Form, Breath Weapon 8 Cold (Diffi culty 21), Immunity 
  to Acid and Cold, Powers (rank 19, Cha, save Diffi culty 22, Wind 
  Shaping +23, Wind Walk +23), Vulnerable to Fire
  Combat: Attack +15 (–1 size, +16 base) (+16 with bite and claws), 
  Damage +8 (bite) or +7 (claws), Defense Dodge/Parry +15/— (–1 
  size, +16 base), Initiative +4
  Saving Throws: Toughness +12 (+2 size, +3 Con, +7 natural), Fortitude 
  +13 (+10 base, +3 Con), Reflex +10 (+10 base), Will +14 (+10 
  base, +4 Wis)
  Moon Dragon, Young Adult
  Type: 19th Level Dragon (Cold, Shapechanger)
  Size: Large
  Speed: 40 ft., fly 150 ft. (poor)
  Abilities: Str +6, Dex +0, Con +4, Int +4, Wis +4, Cha +4
  Skills: Bluff 22 (+26), Diplomacy 22 (+26), Disguise 22 (+26), 
  Intimidate 22 (+26), Jump 22 (+28), Medicine 22 (+26), 
  Notice 22 (+29), Search 22 (+26), Sense Motive 22 (+26), 
  Stealth 22 (+18)
  Feats: Attack Focus (bite), Attack Focus (claw), Blind Fight, Double 
  Strike, Improved Initiative, Move-By Action, Power (2)B, Skill 
  Focus (Notice)
  Traits: Alternate Form, Breath Weapon 10 Cold (Diffi culty 23), 
  Damage Reduction 2/supernatural, Frightful Presence 
  (Diffi culty 23), Immunity to Acid and Cold, Powers (rank 22, 
  Cha, save Diffi culty 24, Wind Shaping +26, Wind Walk +26), 
  Supernatural Resistance 20, Vulnerable to Fire
  Combat: Attack +18 (–1 size, +19 base) (+19 with bite or claws), 
  Damage +10 (bite) or +9 (claws), Defense Dodge/Parry 
  +18/— (–1 size, +19 base), Initiative +4
  Saving Throws: Toughness +15 (+2 size, +4 Con, +9 natural), 
  Fortitude +15 (+11 base, +4 Con), Reflex +11 (+11 base, +), 
  Will +15 (+11 base, +4 Wis)
  Moon Dragon, Adult
  Type: 22nd Level Dragon (Cold, Shapechanger)
  Size: Huge
  Speed: 40 ft., fly 150 ft. (poor)
  Abilities: Str +8, Dex +0, Con +5, Int +5, Wis +5, Cha +5
  Skills: Bluff 25 (+30), Concentration 25 (+30), Diplomacy 25 (+30), 
  Disguise 25 (+30), Intimidate 25 (+30), Jump 25 (+33), 
  Medicine 25 (+30), Notice 25 (+33), Search 25 (+30), Sense 
  Motive 25 (+30), Stealth 25 (+17)
  Feats: Attack Focus (bite), Attack Focus (claw), Blind Fight, Double 
  Strike, Improved Initiative, Move-By Action, Power (2)B, 
  Snatch, Skill Focus (Notice)
  Traits: Alternate Form, Breath Weapon 12 Cold (Diffi culty 26), 
  Damage Reduction 2/supernatural, Frightful Presence 
  (Diffi culty 26), Immunity to Acid and Cold, Powers (rank 25, 
  Cha, save Diffi culty 26, Wind Shaping +30, Wind Walk +30), 
  Supernatural Resistance 22, Vulnerable to Fire
  Combat: Attack +20 (–2 size, +22 base) (+21 with bite or claws), 
  Damage +14 (bite) or +12 (claws), Defense Dodge/Parry 
  +20/— (–2 size, +22 base), Initiative +4
  Saving Throws: Toughness +19 (+4 size, +5 Con, +10 natural), 
  Fortitude +18 (+13 base, +5 Con), Reflex +13 (+13 base), Will 
  +18 (+13 base, +5 Con)
  Moon Dragon, Mature Adult
  Type: 25th Level Dragon (Cold, Shapechanger)
  Size: Huge
  Speed: 40 ft., fly 150 ft. (poor)
  Abilities: Str +9, Dex +0, Con +5, Int +5, Wis +5, Cha +5
  Skills: Bluff 28 (+33), Concentration 28 (+33), Diplomacy 28 (+33), 
  Disguise 28 (+33), Intimidate 28 (+33), Jump 28 (+37), 
  Medicine 28 (+33), Notice 28 (+36), Search 28 (+33), Sense 
  Motive 28 (+33), Stealth 28 (+20)
  Feats: Attack Focus (bite), Attack Focus (claw), Blind Fight, Double 
  Strike, Improved Initiative, Move-By Action, Power (2)B, 
  Snatch, Wingover, Skill Focus (Notice)
  Traits: Alternate Form, Breath Weapon 14 Cold (Diffi culty 27), 
  Damage Reduction 4/supernatural, Frightful Presence 
  (Diffi culty 27), Immunity to Acid and Cold, Powers (rank 28, 
  
  
  Chapter Two: True20 Bestiary
  Cha, save Diffi culty 28, Wind Shaping +33, Wind Walk +33), 
  Supernatural Resistance 24, Vulnerable to Fire
  Combat: Attack +23 (–2 size, +25 base) (+24 with bite or claws), 
  Damage +15 (bite) or +13 (claws), Defense Dodge/Parry 
  +23/— (–2 size, +25 base), Initiative +4
  Saving Throws: Toughness +19 (+4 size, +5 Con, +10 natural), 
  Fortitude +19 (+14 base, +5 Con), Reflex +14 (+14 base), Will 
  +19 (+14 base, +5 Wis)
  Moon Dragon, Old
  Type: 28th Level Dragon (Cold, Shapechanger)
  Size: Huge
  Speed: 40 ft., fly 150 ft. (poor)
  Abilities: Str +10, Dex +0, Con +6, Int +6, Wis +6, Cha +6
  Skills: Bluff 31 (+37), Concentration 31 (+37), Diplomacy 31 (+37), 
  Disguise 31 (+37), Intimidate 31 (+37), Jump 31 (+41), 
  Knowledge (any) 31 (+37), Medicine 31 (+37), Notice 31 (+40), 
  Search 31 (+37), Sense Motive 31 (+37), Stealth 31 (+23)
  Feats: Attack Focus (bite), Attack Focus (claw), Blind Fight, Cleave, 
  Double Strike, Improved Initiative, Move-By Action, Power 
  (3)B, Snatch, Wingover, Skill Focus (Notice)
  Traits: Alternate Form, Breath Weapon 16 Cold (Diffi culty 30), 
  Damage Reduction 4/supernatural, Frightful Presence 
  (Diffi culty 30), Immunity to Acid and Cold, Powers (rank 31, 
  Cha, save Diffi culty 30, Elemental Blast +37, Wind Shaping 
  +37, Wind Walk +37), Supernatural Resistance 26, Vulnerable 
  to Fire
  Combat: Attack +26 (–2 size, +28 base) (+27 with bite or claws), 
  Damage +16 (bite) or +14 (claws), Defense Dodge/Parry 
  +26/— (–2 size, +28 base), Initiative +4
  Saving Throws: Toughness +20 (+4 size, +6 Con, +10 natural), 
  Fortitude +22 (+16 base, +6 Con), Reflex +16 (+16 base), Will 
  +22 (+16 base, +6 Wis)
  Moon Dragon, Very Old
  Type: 31st Level Dragon (Cold, Shapechanger)
  Size: Huge
  Speed: 40 ft., fly 150 ft. (poor)
  Abilities: Str +11, Dex +0, Con +6, Int +7, Wis +7, Cha +7
  Skills: Bluff 34 (+41), Concentration 34 (+41), Diplomacy 34 (+41), 
  Disguise 34 (+41), Intimidate 34 (+41), Jump 34 (+45), 
  Knowledge (any two) 34 (+41), Medicine 34 (+41), Notice 
  34 (+44), Search 34 (+41), Sense Motive 34 (+41), Stealth 
  34 (+26)
  Feats: Attack Focus (bite), Attack Focus (claw), Blind Fight, Cleave, 
  Double Strike, Great Cleave, Improved Initiative, Move-By 
  Action, Power (3)B, Snatch, Wingover, Skill Focus (Notice)
  Traits: Alternate Form, Breath Weapon 18 Cold (Diffi culty 31), 
  Damage Reduction 6/supernatural, Frightful Presence 
  (Diffi culty 32), Immunity to Acid and Cold, Powers (rank 34, 
  Cha, save Diffi culty 33, Elemental Blast +41, Wind Shaping 
  +41, Wind Walk +41), Supernatural Resistance 27, Vulnerable 
  to Fire
  Combat: Attack +29 (–2 size, +31 base) (+30 with bite or claws), 
  Damage +17 (bite) or +15 (claws), Defense Dodge/Parry 
  +29/— (–2 size, +31 base), Initiative +4
  Saving Throws: Toughness +20 (+4 size, +6 Con, +10 natural), 
  Fortitude +23, Reflex +17, Will +24
  Moon Dragon, Ancient
  Type: 34th Level Dragon (Cold, Shapechanger)
  Size: Gargantuan
  Speed: 40 ft., fly 200 ft. (clumsy)
  Abilities: Str +12, Dex +0, Con +7, Int +8, Wis +8, Cha +8
  Skills: Bluff 37 (+45), Concentration 37 (+45), Diplomacy 37 (+45), 
  Disguise 37 (+45), Intimidate 37 (+45), Jump 37 (+49), 
  Knowledge (any three) 37 (+45), Medicine 37 (+45), Notice 
  37 (+48), Search 37 (+45), Sense Motive 37 (+45), Stealth 
  37 (+25)
  Feats: Attack Focus (bite), Attack Focus (claw), Blind Fight, Cleave, 
  Double Strike, Great Cleave, Improved Initiative, Improved 
  Sunder, Move-By Action, Power (4)B, Snatch, Wingover, Skill 
  Focus (Notice)
  Traits: Alternate Form, Breath Weapon 20 Cold (Diffi culty 34), 
  Damage Reduction 6/supernatural, Frightful Presence 
  (Diffi culty 35), Immunity to Acid and Cold, Powers (rank 37, 
  Cha, save Diffi culty 35, Elemental Blast +45, Weather Shaping 
  +45, Wind Shaping +45, Wind Walk +45), Supernatural 
  Resistance 29, Vulnerable to Fire
  Combat: Attack +30 (–4 size, +34 base) (+31 with bite or claws), 
  Damage +20 (bite) or +18 (claws), Defense Dodge/Parry 
  +30/— (–4 size, +34 base), Initiative +4
  Saving Throws: Toughness +23 (+6 size, +7 Con, +10 natural), 
  Fortitude +26, Reflex +19, Will +27
  Alternate Form: A moon dragon can assume any Medium or smaller 
  animal or humanoid as a standard action three times per day. The 
  dragon can remain in its animal or humanoid form until it chooses 
  to assume a new one or return to its natural form.
  Breath Weapon: A moon dragon has two types of breath weapon, a 
  cone of cold and a cone of paralyzing gas. Creatures within a cone of 
  paralyzing gas must succeed on a Fortitude save or be paralyzed for 
  4 rounds plus 1 round per age category of the dragon.
  Moon dragons are also called silver dragons due to their silvery 
  coloration. A wyrmling moon dragon’s scales are blue-gray with silver 
  
  
  Chapter Two: True20 Bestiary
  highlights. As the dragon approaches adulthood, its color gradually 
  brightens until the individual scales are scarcely visible.
  Moon dragons have a tendency towards trickery and nocturnal 
  activity. They are tricksters at heart, and love to play pranks on other 
  intelligent beings. Moon dragons are not violent and usually avoid 
  combat except when roused to anger. When angry, they use their 
  Wind Shaping supernatural powers to fling enemies helplessly into 
  the air, where they can be snatched. Against flying opponents, a moon 
  dragon hides in clouds (creating some with their Weather Shaping 
  supernatural power on clear nights), then jumps to the attack when 
  it has the advantage.
  Mountain Dragon, Wyrmling
  Type: 4th Level Dragon (Earth)
  Size: Tiny
  Speed: 60 ft., fly 100 ft. (average), climb 60 ft.
  Abilities: Str +0, Dex +0, Con +1, Int +0, Wis +1, Cha +0
  Skills: Climb 0 (+8), Intimidate 7 (+7), Notice 7 (+13), Search 7 (+7), 
  Sense Motive 7 (+8), Stealth 7 (+17)*, Survival 7 (+8)
  Feats: Double Strike, Skill Focus (Notice)
  Traits: Blindsense 60 ft., Freeze, Immunity to Sleep and Paralysis 
  Effects, Immunity to Petrification, Keen Senses, Petrification 
  Breath Weapon (Diffi culty 13)
  Combat: Attack +6 (+2 size, +4 base), Damage +1 (bite) or +0 (claws), 
  Defense Dodge/Parry +6/— (+2 size, +4 base), Initiative +0
  Saving Throws: Toughness +0 (–2 size, +1 Con, +1 natural), 
  Fortitude +5 (+4 base, +1 Con), Reflex +4 (+4 base), Will +5 
  (+4 base, +1 Wis)
  Mountain Dragon, Very Young
  Type: 7th Level Dragon (Earth)
  Size: Small
  Speed: 60 ft., fly 100 ft. (average), climb 60 ft.
  Abilities: Str +1, Dex +0, Con +1, Int +0, Wis +1, Cha +0
  Skills: Climb 0 (+9), Intimidate 10 (+10), Notice 10 (+16), Search 
  10 (+10), Sense Motive 10 (+11), Stealth 10 (+16)*, Survival 
  10 (+11)
  Feats: Double Strike, Improved Initiative, Skill Focus (Notice)
  Traits: Blindsense 60 ft., Freeze, Immunity to Sleep and Paralysis 
  Effects, Immunity to Petrification, Keen Senses, Petrification 
  Breath Weapon (Diffi culty 14)
  Combat: Attack +8 (+1 size, +7 base), Damage +3 (bite) or +2 (claws), 
  Defense Dodge/Parry +8/— (+1 size, +7 base), Initiative +4
  Saving Throws: Toughness +3 (–1 size, +1 Con, +3 natural), 
  Fortitude +6 (+5 base, +1 Con), Reflex +5 (+5 base), Will +6 
  (+5 base, +1 Wis)
  Mountain Dragon, Young
  Type: 10th Level Dragon (Earth)
  Size: Medium
  Speed: 60 ft., fly 150 ft. (poor), climb 60 ft.
  Abilities: Str +2, Dex +0, Con +2, Int +1, Wis +1, Cha +1
  Skills: Climb 0 (+10), Diplomacy 13 (+14), Intimidate 13 (+14), 
  Notice 13 (+19), Search 13 (+14), Sense Motive 13 (+14), 
  Stealth 13 (+15)*, Survival 13 (+14)
  Feats: Double Strike, Improved Initiative, Move-By Action, Skill 
  Focus (Notice)
  Traits: Immunity to Sleep and Paralysis Effects, Immunity 
  to Petrification, Blindsense 60 ft., Keen Senses, Freeze, 
  Petrification Breath Weapon (Diffi culty 17)
  Combat: Attack +10 (+10 base), Damage +5 (bite) or +4 (claws), 
  Defense Dodge/Parry +10/— (+10 base), Initiative +4
  Saving Throws: Toughness +6 (+2 Con, +4 natural), Fortitude +9 (+7 
  base, +2 Con), Reflex +7 (+7 base), Will +8 (+7 base, +1 Wis)
  Mountain Dragon, Juvenile
  Type: 13th Level Dragon (Earth)
  Size: Medium
  Speed: 60 ft., fly 150 ft. (poor), climb 60 ft.
  Abilities: Str +3, Dex +0, Con +2, Int +1, Wis +1, Cha +1
  Skills: Climb 0 (+11), Diplomacy 16 (+17), Intimidate 16 (+17), Notice 
  16 (+22), Search 16 (+17), Sense Motive 16 (+17), Stealth 16 
  (+18)*, Survival 16 (+14)
  Feats: Attack Focus (bite), Double Strike, Improved Initiative, Move-By 
  Action, PowerB, Skill Focus (Notice)
  Traits: Blindsense 60 ft., Freeze, Immunity to Sleep and Paralysis 
  Effects, Immunity to Petrification, Keen Senses, Petrification 
  Breath Weapon (Difficulty 18), Powers (rank 16, Cha, save 
  Diffi culty 18, Earth Shaping +17)
  Combat: Attack +13 (+13 base) (+14 with bite), Damage +6 (bite) or +5 
  (claws), Defense Dodge/Parry +13/— (+13 base), Initiative +4
  Saving Throws: Toughness +8 (+2 Con, +6 natural), Fortitude +10 (+8 
  base, +2 Con), Reflex +8 (+8 base), Will +9 (+8 base, +1 Wis)
  Mountain Dragon, Young Adult
  Type: 16th Level Dragon (Earth)
  Size: Large
  Speed: 60 ft., fly 150 ft. (poor), Climb 60 ft.
  Abilities: Str +4, Dex +0, Con +3, Int +2, Wis +2, Cha +2
  Skills: Climb 0 (+12), Diplomacy 19 (+21), Intimidate 19 (+21), Jump 
  19 (+23), Notice 19 (+26), Search 19 (+21), Sense Motive 19 
  (+21), Stealth 19 (+17)*, Survival 19 (+21)
  Feats: Attack Focus (bite), Cleave, Double Strike, Improved Initiative, 
  Move-By Action, PowerB, Skill Focus (Notice)
  Traits: Blindsense 60 ft., Damage Reduction 2/supernatural, Freeze, 
  Frightful Presence (Diffi culty 20), Immunity to sleep and paralysis 
  effects. Immunity to petrification, Keen Senses, Petrification 
  Breath Weapon (Difficulty 21), Powers (rank 19, Cha, save 
  Diffi culty 20, Earth Shaping +21), Supernatural Resistance 17
  Combat: Attack +15 (–1 size, +16 base) (+16 with bite), Damage +8 
  (bite) or +7 (claws), Defense Dodge/Parry +15/— (–1 size, 
  +16 base), Initiative +4
  Saving Throws: Toughness +12 (+2 size, +3 Con, +7 natural), 
  Fortitude +13 (+10 base, +3 Con), Reflex +10 (+10 base), Will 
  +12 (+10 base, +2 Wis)
  Mountain Dragon, Adult
  Type: 19th Level Dragon (Earth)
  Size: Large
  Speed: 60 ft., fly 150 ft. (poor), Climb 60 ft.
  Abilities: Str +6, Dex +0, Con +4, Int +2, Wis +2, Cha +2
  Skills: Climb 0 (+14), Diplomacy 22 (+24), Intimidate 22 (+24), Jump 
  22 (+28), Notice 22 (+29), Search 22 (+24), Sense Motive 22 
  (+24), Stealth 22 (+20)*, Survival 22 (+24)
  Feats: Attack Focus (bite), Attack Focus (claw), Cleave, Double 
  Strike, Improved Initiative, Move-By Action, Power (2)B, Skill 
  Focus (Notice)
  Traits: Blindsense 60 ft., Damage Reduction 2/supernatural, Freeze, 
  Frightful Presence (Diffi culty 21), Immunity to Sleep and 
  Paralysis Effects, Immunity to Petrification, Keen Senses, 
  Petrification Breath Weapon (Diffi culty 23), Powers (rank 
  22, Cha, save Diffi culty 22, Cure +24, Earth Shaping +24), 
  Supernatural Resistance 18
  Combat: Attack +18 (–1 size, +19 base) (+19 with bite and claws), 
  Damage +10 (bite) or +9 (claws), Defense Dodge/Parry 
  +18/— (–1 size, +19 base), Initiative +4
  Saving Throws: Toughness +15 (+2 size, +4 Con, +9 natural), 
  Fortitude +15 (+11 base, +4 Con), Reflex +11 (+11 base), Will 
  +13 (+11 base, +2 Wis)
  
  
  Chapter Two: True20 Bestiary
  Mountain Dragon, Mature Adult
  Type: 22nd Level Dragon (Earth)
  Size: Huge
  Speed: 60 ft., fly 150 ft. (poor), Climb 60 ft.
  Abilities: Str +8, Dex +0, Con +5, Int +3, Wis +3, Cha +3
  Skills: Climb 0 (+16), Concentration 25 (+28), Diplomacy 25 (+28), 
  Intimidate 25 (+28), Jump 25 (+33), Notice 25 (+33), Search 
  25 (+28), Sense Motive 25 (+28), Stealth 25 (+19)*, Survival 
  25 (+28)
  Feats: Attack Focus (bite), Attack Focus (claw), Cleave, Double Strike, 
  Improved Initiative, Move-By Action, Power (2)B, Skill Focus 
  (Notice), Snatch
  Traits: Blindsense 60 ft., Damage Reduction 4/supernatural, Freeze, 
  Frightful Presence (Diffi culty 24), Immunity to Sleep and 
  Paralysis Effects, Immunity to Petrification, Keen Senses 21, 
  Petrification Breath Weapon (Diffi culty 26), Powers (rank 
  25, Cha, save Diffi culty 24, Cure +28, Earth Shaping +28), 
  Supernatural Resistance
  Combat: Attack +20 (–2 size, +22 base) (+21 with bite or claws), 
  Damage +14 (bite) or +12 (claws), Defense Dodge/Parry 
  +20/— (–2 size, +22 base), Initiative +4
  Saving Throws: Toughness +19 (+4 size, +5 Con, +10 natural), 
  Fortitude +18 (+13 base, +5 Con), Reflex +13 (+13 base), Will 
  +16 (+13 base, +3 Wis)
  Mountain Dragon, Old
  Type: 25th Level Dragon (Earth)
  Size: Huge
  Speed: 60 ft., fly 150 ft. (poor), Climb 60 ft.
  Abilities: Str +9, Dex +0, Con +5, Int +3, Wis +3, Cha +3
  Skills: Climb 0 (+17), Concentration 28 (+31), Diplomacy 28 (+31), 
  Intimidate 28 (+31), Jump 28 (+37), Notice 28 (+36), Search 
  28 (+31), Sense Motive 28 (+31), Stealth 28 (+22)*, Survival 
  28 (+31)
  Feats: Attack Focus (bite), Attack Focus (claw), Blind Fight, Cleave, 
  Double Strike, Improved Initiative, Move-By Action, Power 
  (3)B, Skill Focus (Notice), Snatch
  Traits: Blindsense 60 ft., Damage Reduction 4/supernatural, Freeze, 
  Frightful Presence (Diffi culty 25), Immunity to Sleep and 
  Paralysis Effects, Immunity to Petrification, Keen Senses, 
  Petrification Breath Weapon (Diffi culty 27), Powers (rank 28, 
  Cha, save Diffi culty 26, Cure +31, Earth Shaping +31, Enhance 
  Ability +31), Supernatural Resistance 22
  Combat: Attack +23 (–2 size, +25 base) (+24 with bite or claws), 
  Damage +15 (bite) or +13 (claws), Defense Dodge/Parry 
  +23/— (–2 size, +25 base), Initiative +4
  Saving Throws: Toughness +19 (+4 size, +5 Con, +10 natural), 
  Fortitude +19 (+14 base, +5 Con), Reflex +14 (+14 base), Will 
  +17 (+14 base, +3 Wis)
  Mountain Dragon, Very Old
  Type: 28th Level Dragon (Earth)
  Size: Huge
  Speed: 60 ft., fly 150 ft. (poor), Climb 60 ft.
  Abilities: Str +10, Dex +0, Con +6, Int +4, Wis +4, Cha +4
  Skills: Climb 0 (+18), Concentration 31 (+35), Diplomacy 31 (+35), 
  Intimidate 31 (+35), Jump 31 (+41), Knowledge (any) 31 
  (+35), Notice 31 (+40), Search 31 (+35), Sense Motive 31 (+35), 
  Stealth 31 (+25)*, Survival 31 (+35)
  Feats: Attack Focus (bite), Attack Focus (claw), Blind Fight, Cleave, 
  Double Strike, Hover, Improved Initiative, Move-By Action, 
  Power (3)B, Skill Focus (Notice), Snatch
  Traits: Blindsense 60 ft., Damage Reduction 6/supernatural, Freeze, 
  Frightful Presence (Diffi culty 28), Immunity to Sleep and
  Paralysis Effects, Immunity to Petrification, Keen Senses, 
  Petrification Breath Weapon (Diffi culty 30), Powers (rank 31, 
  Cha, save Diffi culty 28, Cure +35, Earth Shaping +35, Enhance 
  Ability +35), Supernatural Resistance 23
  Combat: Attack +26 (–2 size, +28 base) (+27 with bite or claws), 
  Damage +16 (bite) or +14 (claws), Defense Dodge/Parry 
  +26/— (–2 size, +28 base), Initiative +4
  Saving Throws: Toughness +20 (+4 size, +6 Con, +10 natural), 
  Fortitude +22 (+16 base, +6 Con), Reflex +16 (+16 base), Will 
  +20 (+16 base, +4 Wis)
  Mountain Dragon, Ancient
  Type: 31st Level Dragon (Earth)
  Size: Huge
  Speed: 60 ft., fly 150 ft. (poor), Climb 60 ft.
  Abilities: Str +11, Dex +0, Con +6, Int +4, Wis +4, Cha +4
  Skills: Climb 0 (+19), Concentration 34 (+38), Diplomacy 34 (+38), 
  Intimidate 34 (+38), Jump 34 (+45), Knowledge (any) 34 
  (+38), Notice 34 (+43), Search 34 (+38), Sense Motive 34 (+38), 
  Stealth 34 (+28*), Survival 34 (+38)
  Feats: Attack Focus (bite), Attack Focus (claw), Blind Fight, Cleave, 
  Double Strike, Hover, Improved Initiative, Move-By Action, 
  Power (4)B, Skill Focus (Notice), Snatch, Wingover
  Traits: Blindsense 60 ft., Damage Reduction 6/supernatural, Freeze, 
  Frightful Presence (Diffi culty 29), Immunity to Sleep and 
  Paralysis Effects, Immunity to Petrification, Keen Senses, 
  Petrification Breath Weapon (Diffi culty 31), Powers (rank 34, 
  Cha, save Diffi culty 30, Cure +38, Earth Shaping +38, Enhance 
  Ability +38, Visions +38), Supernatural Resistance 25
  Combat: Attack +29 (–2 size, +31 base) (+30 with bite or claws), 
  Damage +17 (bite) or +15 (claws), Defense Dodge/Parry 
  +29/— (–2 size, +31 base), Initiative +4
  Saving Throws: Toughness +20 (+4 size, +6 Con, +10 natural), 
  Fortitude +23 (+17 base, +6 Con), Reflex +17 (+17 base), Will 
  +21 (+17 base, +4 Wis)
  Breath Weapon: A mountain dragon has one type of breath weapon, a 
  cloud of petrifying gas. Those who fail their saving throw are turned 
  to stone.
  Freeze: A mountain dragon can hold itself so still it appears to be a 
  statue. An observer must succeed on a Diffi culty 20 Notice check to 
  realize that the mountain dragon is really alive.
  Skills: Mountain dragons have a +2 racial bonus on Stealth and 
  Notice checks. *The Stealth bonus increases by +8 when a mountain 
  dragon is concealed against a background of stone, like a cliff face. 
  Mountain dragons also receive a +8 racial bonus on Climb checks, 
  and can always choose to take 10 on a Climb check, even if rushed 
  or threatened.
  Mountain dragons are stealthy dragons that frequent the ruins of 
  ancient mountain fortresses and dwarven strongholds. On hatching, a 
  mountain dragon’s small pebble-like scales are a dull stony-grey color. 
  As the dragon ages, they become larger, thicker, and smoother. Their 
  coloration also shifts to match the color of the stones in its environment, 
  helping it camouflage itself. Mountain dragons are obsessed with 
  precious gems, and have been known to go to great lengths to obtain 
  them.
  Mountain dragons are very territorial, and prefer to ambush their 
  targets, either posing as a statue or using their camouflage to sneak 
  up on trespassers. They attempt to observe any intruders to gauge 
  their intentions, strengths and weaknesses before letting revealing 
  themselves. If a violent encounter begins to go badly for a mountain 
  dragon it tries to escape as quickly as possible.
  
  
  Chapter Two: True20 Bestiary
  Sky Dragon, Wyrmling
  Type: 6th Level Dragon (Air)
  Size: Small
  Speed: 40 ft., fly 100 ft. (average)
  Abilities: Str +1, Dex +0, Con +1, Int +0, Wis +0, Cha +0
  Skills: Bluff 9 (+9), Knowledge (supernatural) 9 (+9), Notice 9 (+12), 
  Search 9 (+9), Sense Motive 9 (+9), Stealth 9 (+13)
  Feats: Double Strike, Improved Initiative, PowerB, Skill Focus 
  (Notice)
  Traits: Blindsense 60 ft., Breath Weapon 2 Electricity (Diffi culty 14), 
  Immunity to Sleep and Paralysis Effects, Immunity to Electricity, 
  Keen Senses, Powers (rank 9, Cha, save Diffi culty 13, Wind 
  Shaping +9)
  Combat: Attack +7 (+1 size, +6 base) Damage +3 (bite) or +2 (claws), 
  Defense Dodge/Parry +7/— (+1 size, +6 base), Initiative +4
  Saving Throws: Toughness +2 (–1 size, +1 Con, +2 natural), Fortitude 
  +6 (+5 base, +1 Con), Reflex +5 (+5 base), Will +5 (+5 base)
  Sky Dragon, Very Young
  Type: 9th Level Dragon (Air)
  Size: Medium
  Speed: 40 ft., fly 150 ft. (poor)
  Abilities: Str +2, Dex +0, Con +2, Int +0, Wis +0, Cha +0
  Skills: Bluff 12 (+12), Knowledge (supernatural) 12 (+12), Notice 
  12 (+15), Search 12 (+12), Sense Motive 12 (+12), Stealth 
  12 (+12)
  Feats: Double Strike, Improved Initiative, Move-By Action, PowerB, 
  Skill Focus (Notice)
  Traits: Blindsense 60 ft., Breath Weapon 4 Electricity (Diffi culty 
  14), Immunity to Sleep and Paralysis Effects, Immunity to 
  Electricity, Keen Senses, Powers (rank 12, Cha, save Diffi culty 
  15, Wind Shaping +12)
  Combat: Attack +9 (+9 base) Damage +5 (bite) or +4 (claws), Defense 
  Dodge/Parry +9/— (+9 base), Initiative +4
  Saving Throws: Toughness +6 (+2 Con, +4 natural), Fortitude +8 (+6 
  base, +2 Con), Reflex +6 (+6 base), Will +6 (+6 base)
  Sky Dragon, Young
  Type: 12th Level Dragon (Air)
  Size: Medium
  Speed: 40 ft., fly 150 ft. (poor)
  Abilities: Str +3, Dex +0, Con +2, Int +1, Wis +1, Cha +1
  Skills: Bluff 15 (+16), Diplomacy 15 (+16), Knowledge (supernatural) 
  15 (+16), Notice 15 (+19), Search 15 (+17), Sense Motive 15 
  (+16), Stealth 15 (+16)
  Feats: Attack Focus (bite), Double Strike, Improved Initiative, Move-By 
  Action, PowerB, Skill Focus (Notice)
  Traits: Blindsense 60 ft., Breath Weapon 6 Electricity (Diffi culty 18), 
  Immunity to Sleep and Paralysis Effects, Immunity to Electricity, 
  Keen Senses, Powers (rank 15, Cha, save Diffi culty 17, Wind 
  Shaping +16)
  Combat: Attack +12 (+12 base) (+13 with bite), Damage +6 (bite) or +5 
  (claws), Defense Dodge/Parry +12/— (+12 base), Initiative +4
  Saving Throws: Toughness +7 (+2 Con, +5 natural), Fortitude +10 (+8 
  base, +2 Con), Reflex +8 (+8 base), Will +9 (+8 base, +1 Wis)
  Sky Dragon, Juvenile
  Type: 15th Level Dragon (Air)
  Size: Large
  Speed: 40 ft., fly 150 ft. (poor)
  Abilities: Str +4, Dex +0, Con +3, Int +2, Wis +2, Cha +2
  Skills: Bluff 18 (+20), Diplomacy 18 (+20), Intimidate 18 (+20), 
  Knowledge (supernatural) 18 (+20), Notice 18 (+23), Search 18 
  (+20), Sense Motive 18 (+20), Stealth 18 (+16)
  Feats: Attack Focus (bite), Attack Focus (claw), Double Strike, Improved 
  Initiative, Move-By Action, PowerB, Skill Focus (Notice)
  Traits: Blindsense 60 ft., Breath Weapon 8 Electricity (Diffi culty 20), 
  Immunity to Sleep and Paralysis Effects, Immunity to Electricity, 
  Keen Senses, Powers (rank 18, Cha, save Diffi culty 20, Wind 
  Shaping +20), Sound Imitation
  Combat: Attack +14 (–1 size, +15 base) (+15 with bite or claws), Damage 
  +8 (bite) or +7 (claws), Defense Dodge/Parry +14/— (–1 size, +15 
  base), Initiative +4
  Saving Throws: Toughness +12 (+2 size, +3 Con, +7 natural), Fortitude 
  +12 (+9 base, +3 Con), Reflex +9 (+9 base), Will +11 (+9 base, 
  +2 Wis)
  Sky Dragon, Young Adult
  Type: 18th Level Dragon (Air)
  Size: Large
  Speed: 40 ft., fly 150 ft. (poor)
  Abilities: Str +6, Dex +0, Con +4, Int +2, Wis +2, Cha +2
  Skills: Bluff 21 (+23), Diplomacy 21 (+23), Intimidate 21 (+23), Knowledge 
  (supernatural) 21 (+23), Notice 21 (+26), Search 21 (+23), Sense 
  Motive 21 (+23), Stealth 21 (+19)
  Feats: Attack Focus (bite), Attack Focus (claw), Cleave, Double Strike, 
  Improved Initiative, Move-By Action, PowerB, Skill Focus (Notice)
  Traits: Blindsense 60 ft., Breath Weapon 10 Electricity (Diffi culty 23), 
  Damage Reduction 2/supernatural, Frightful Presence (Diffi culty 
  21), Immunity to Sleep and Paralysis Effects, Immunity to 
  Electricity, Keen Senses, Powers (rank 21, Cha, save Diffi culty 21, 
  Wind Shaping +23), Sound Imitation, Supernatural Resistance 21
  Combat: Attack +17 (–1 size, +18 base) (+18 with bite or claws), Damage 
  +10 (bite) or +9 (claws), Defense Dodge/Parry +17/— (–1 size, +18 
  base), Initiative +4
  Saving Throws: Toughness +14 (+2 size, +4 Con, +8 natural), Fortitude 
  +15 (+11 base, +4 Con), Reflex +11 (+11 base), Will +13 (+11 base, 
  +2 Wis)
  
  
  Chapter Two: True20 Bestiary
  Sky Dragon, Adult
  Type: 21st Level Dragon (Air)
  Size: Huge
  Speed: 40 ft., fly 150 ft. (poor)
  Abilities: Str +8, Dex +0, Con +5, Int +3, Wis +3, Cha +3
  Skills: Bluff 24 (+27), Diplomacy 24 (+27), Escape Artist 24 (+24), 
  Intimidate 24 (+27), Knowledge (supernatural) 24 (+27), 
  Notice 24 (+30), Search 24 (+27), Sense Motive 24 (+27), 
  Stealth 24 (+17)
  Feats: Attack Focus (bite), Attack Focus (claw), Cleave, Double 
  Strike, Improved Initiative, Move-By Action, PowerB, Skill 
  Focus (Notice), Snatch
  Traits: Blindsense 60 ft., Breath Weapon 12 Electricity (Diffi culty 
  25), Damage Reduction 2/supernatural, Frightful Presence 
  (Difficulty 23), Immunity to Sleep and Paralysis Effects, 
  Immunity to Electricity, Keen Senses, Powers (rank 24, Cha, 
  save Difficulty 24, Wind Shaping +27), Sound Imitation, 
  Supernatural Resistance 22, Ventriloquism
  Combat: Attack +19 (–2 size, +21 base) (+20 with bite or claws), 
  Damage +14 (bite) or +12 (claws), Defense Dodge/Parry 
  +19/— (–2 size, +21 base), Initiative +4
  Saving Throws: Toughness +19 (+4 size, +5 Con, +10 natural), 
  Fortitude +17 (+12 base, +5 Con), Reflex +12 (+12 base), Will 
  +15 (+12 base, +3 Wis)
  Sky Dragon, Mature Adult
  Type: 24th Level Dragon (Air)
  Size: Huge
  Speed: 40 ft., fly 150 ft. (poor)
  Abilities: Str +9, Dex +0, Con +5, Int +3, Wis +3, Cha +3
  Skills: Bluff 27 (+30), Diplomacy 27 (+30), Escape Artist 27 (+27), 
  Intimidate 27 (+30), Knowledge (supernatural) 27 (+30), 
  Notice 27 (+33), Search 27 (+30), Sense Motive 27 (+30), 
  Stealth 27 (+20)
  Feats: Attack Focus (bite), Attack Focus (claw), Cleave, Double Strike, 
  Hover, Improved Initiative, Move-By Action, PowerB, Skill 
  Focus (Notice), Snatch
  Traits: Blindsense 60 ft., Breath Weapon 14 Electricity (Diffi culty 
  27), Damage Reduction 4/supernatural, Frightful Presence 
  (Difficulty 25), Immunity to Sleep and Paralysis Effects, 
  Immunity to Electricity, Keen Senses, Powers (rank 27, Cha, 
  save Difficulty 25, Wind Shaping +30), Sound Imitation, 
  Supernatural Resistance 24, Ventriloquism
  Combat: Attack +22 (–2 size, +24 base) (+23 with bite or claws), 
  Damage +15 or +13 (claws), Defense Dodge/Parry +22/— (–2 
  size, +24 base), Initiative +4
  Saving Throws: Toughness +19 (+4 size, +5 Con, +10 natural), 
  Fortitude +19 (+14 base, +5 Con), Reflex +14 (+14 base), Will 
  +17 (+14 base, +3 Wis)
  Sky Dragon, Old
  Type: 27th Level Dragon (Air)
  Size: Huge
  Speed: 40 ft., fly 150 ft. (poor)
  Abilities: Str +10, Dex +0, Con +6, Int +4, Wis +4, Cha +4
  Skills: Bluff 30 (+34), Concentration 30 (+34), Diplomacy 30 (+34), 
  Escape Artist 30 (+30), Intimidate 30 (+34), Knowledge 
  (supernatural) 30 (+34), Notice 30 (+37), Search 30 (+34), 
  Sense Motive 30 (+34), Stealth 30 (+23)
  Feats: Attack Focus (bite), Attack Focus (claw), Cleave, Double Strike, 
  Hover, Improved Initiative, Move-By Action, Power (2)B, Skill 
  Focus (Notice), Snatch, Wingover
  Traits: Blindsense 60 ft., Breath Weapon 16 Electricity (Diffi culty 
  29), Damage Reduction 4/supernatural, Frightful Presence
  (Difficulty 27), Immunity to Sleep and Paralysis Effects, 
  Immunity to Electricity, Keen Senses, Powers (rank 30, Cha, 
  save Diffi culty 28, Illusion +34, Wind Shaping +34), Sound 
  Imitation, Supernatural Resistance 25, Ventriloquism
  Combat: Attack +25 (–2 size, +27 base) (+26 with bite or claws), 
  Damage +16 (bite) or +14 (claws), Defense Dodge/Parry 
  +25/— (–2 size, +27 base), Initiative +4
  Saving Throws: Toughness +20 (+4 size, +6 Con, +10 natural), 
  Fortitude +21 (+15 base, +6 Con), Reflex +15 (+15 base), Will 
  +19 (+15 base, +4 Wis)
  Sky Dragon, Very Old
  Type: 30th Level Dragon (Air)
  Size: Huge
  Speed: 40 ft., fly 150 ft. (poor)
  Abilities: Str +11, Dex +0, Con +6, Int +4, Wis +4, Cha +4
  Skills: Bluff 33 (+37), Concentration 33 (+37), Diplomacy 33 (+37), 
  Escape Artist 33 (+33), Intimidate 33 (+37), Knowledge 
  (supernatural) 33 (+37), Notice 33 (+40), Search 33 (+37), 
  Sense Motive 33 (+37), Stealth 33 (+26)
  Feats: Attack Focus (bite), Attack Focus (claw), Blind Fight, Cleave, 
  Double Strike, Hover, Improved Initiative, Move-By Action, 
  Power (2)B, Skill Focus (Notice), Snatch, Wingover
  Traits: Blindsense 60 ft., Breath Weapon 18 Electricity (Diffi culty 
  31), Damage Reduction 6/supernatural, Frightful Presence 
  (Difficulty 29), Immunity to Sleep and Paralysis Effects, 
  Immunity to Electricity, Keen Senses, Powers (rank 33, Cha, 
  save Diffi culty 29, Illusion +37, Wind Shaping +37), Sound 
  Imitation, Supernatural Resistance 27, Ventriloquism
  Combat: Attack +28 (–2 size, +30 base) (+29 with bite or claws), 
  Damage +17 (bite) or +15 (claws), Defense Dodge/Parry 
  +28/— (–2 size, +20 base), Initiative +4
  Saving Throws: Toughness +20 (+4 size, +6 Con, +10 natural), 
  Fortitude +23 (+17 base, +6 Con), Reflex +17 (+17 base), Will 
  +21 (+17 base, +4 Wis)
  Sky Dragon, Ancient
  Type: 33rd Level Dragon (Air)
  Size: Gargantuan
  Speed: 40 ft., fly 200 ft. (clumsy)
  Abilities: Str +12, Dex +0, Con +7, Int +5, Wis +5, Cha +5
  Skills: Bluff 36 (+41), Concentration 36 (+41), Diplomacy 36 (+41), 
  Escape Artist 36 (+36), Intimidate 36 (+41), Knowledge 
  (supernatural) 36 (+41), Knowledge (any) 36 (+41), Notice 
  36 (+44), Search 36 (+41), Sense Motive 36 (+41), Stealth 
  36 (+25)
  Feats: Attack Focus (bite), Attack Focus (claw), Blind Fight, Cleave, 
  Double Strike, Hover, Improved Initiative, Improved Sunder, 
  Move-By Action, Power (3)B, Skill Focus (Notice), Snatch, 
  Wingover
  Traits: Blindsense 60 ft., Breath Weapon 20 Electricity (Diffi culty 
  33), Damage Reduction 6/supernatural, Frightful Presence 
  (Difficulty 31), Immunity to Sleep and Paralysis Effects, 
  Immunity to Electricity, Keen Senses, Powers (rank 36, Cha, 
  save Diffi culty 32, Illusion +41, Light Shaping +41, Wind 
  Shaping +41), Sound Imitation, Supernatural Resistance 29, 
  Ventriloquism
  Combat: Attack +29 (–4 size, +33 base) (+30 with bite or claws), 
  Damage +20 (bite) or +18 (claws), Defense Dodge/Parry 
  +29/— (–4 size, +33 base), Initiative +4
  Saving Throws: Toughness +23 (+6 size, +7 Con, +10 natural), 
  Fortitude +25 (+18 base, +7 Con), Reflex +18 (+18 base), Will 
  +23 (+18 base, +5 Wis)
  
  
  Chapter Two: True20 Bestiary
  Breath Weapon: A sky dragon has one type of breath weapon, a line 
  of lightning.
  Sound Imitation: A juvenile or older sky dragon can mimic any voice 
  or sound it has heard, anytime it likes. Listeners must succeed on a 
  Will save (Diffi culty equal to that of the dragon’s frightful presence) 
  to detect the ruse (+2 bonus on the save if the listener has 5 or more 
  ranks in Notice).
  Ventriloquism: An adult or older sky dragon may throw its voice to a 
  different location within 50 feet as a free action.
  Sky dragons, or lightning wyrms, are also called blue dragons thanks 
  to their coloration. They are often associated with stormy weather and 
  deities of thunder and lightning. A sky dragon’s scales vary in color 
  from an iridescent azure to a deep indigo, polished to a glossy finish 
  by blowing winds. The size of its scales increases little as the dragon 
  ages, although they do become thicker and harder. Its hide tends to 
  hum and crackle faintly with built-up static electricity. These effects 
  intensify when the dragon is angry or about to attack, giving off an 
  odor of ozone. Sky dragons love to soar in the air, usually flying in the 
  daytime when temperatures are highest. Some nearly match the color 
  of the sky and use this coloration to their advantage. Sky dragons lair 
  in vast mountain caverns, usually accessible only from a sheer cliff 
  all but inaccessible to any non-flying creature. Although they collect 
  anything that looks valuable, they are most fond of gems—especially 
  sapphires.
  Typically, sky dragons attack from above. Older dragons use their 
  special abilities, such as Illusion, in concert with these tactics to mask 
  the land and improve their chances to surprise the target. Sky dragons 
  run from a fight only if they are severely damaged, since they view 
  retreat as cowardly.
  Sun Dragon, Wyrmling
  Type: 8th Level Dragon (Fire, Shapechanger)
  Size: Medium
  Speed: 60 ft., fly 200 ft. (poor), swim 60 ft.
  Abilities: Str +3, Dex +0, Con +2, Int +2, Wis +2, Cha +2
  Skills: Diplomacy 11 (+13), Disguise 11 (+13), Escape Artist 11 
  (+11), Intimidate 11 (+13), Medicine 11 (+13), Notice 11 (+16), 
  Search 11 (+13), Sense Motive 11 (+13), Swim 0 (+11)
  Feats: Double Strike, Improved Initiative, Skill Focus (Notice)
  Traits: Alternate Form, Breath Weapon 3 Fire (Difficulty 16), 
  Immunity to Fire, Vulnerable to Cold, Water Breathing
  Combat: Attack +8 (+8 base), Damage +6 (bite) or +5 (claws), Defense 
  Dodge/Parry +8/— (+8 base), Initiative +4
  Saving Throws: Toughness +5 (+2 Con, +3 natural), Fortitude +8 (+6 
  base, +2 Con), Reflex +6 (+6 base), Will +8 (+6 base, +2 Wis)
  Sun Dragon, Very Young
  Type: 11th Level Dragon (Fire, Shapechanger)
  Size: Large
  Speed: 60 ft., fly 200 ft. (poor), swim 60 ft.
  Abilities: Str +5, Dex +0, Con +3, Int +3, Wis +3, Cha +3
  Skills: Diplomacy 14 (+17), Disguise 14 (+17), Escape Artist 14 (+14), 
  Intimidate 14 (+17), Knowledge (any) 14 (+17), Medicine 14 
  (+17), Notice 14 (+20), Search 14 (+17), Sense Motive 14 
  (+17), Swim 0 (+13)
  Feats: Double Strike, Improved Initiative, Move-By Action, Skill 
  Focus (Notice)
  Traits: Alternate form, Breath Weapon 5 Fire (Difficulty 18), 
  Immunity to Fire, Vulnerable to Cold, Water Breathing
  Combat: Attack +10 (–1 size, +11 base), Damage +9 (bite) or +8 
  (claws), Defense Dodge/Parry +10/— (–1 size, +11 base), 
  Initiative +4
  Saving Throws: Toughness +10 (+2 size, +3 Con, +5 natural), 
  Fortitude +10 (+7 base, +3 Con), Reflex +7 (+7 base), Will +10 
  (+7 base, +3 Wis)
  Sun Dragon, Young
  Type: 14th Level Dragon (Fire, Shapechanger)
  Size: Large
  Speed: 60 ft., fly 200 ft. (poor), swim 60 ft.
  Abilities: Str +7, Dex +0, Con +3, Int +3, Wis +3, Cha +3
  Skills: Diplomacy 17 (+20), Disguise 17 (+20), Escape Artist 17 (+17), 
  Intimidate 17 (+20), Knowledge (any) 17 (+20), Medicine 17 
  (+20), Notice 17 (+23), Search 17 (+20), Sense Motive 17 
  (+20), Swim 0 (+15)
  Feats: Attack Focus (bite), Double Strike, Improved Initiative, Move-
  By Action, Skill Focus (Notice)
  Traits: Alternate form, Breath Weapon 7 Fire (Difficulty 20), 
  Immunity to Fire, Vulnerable to Cold, Water Breathing
  Combat: Attack +13 (–1 size, +14 base) (+14 with bite), Damage +11 
  (bite) or +10 (claws), Defense Dodge/Parry +13/— (–1 size, 
  +14 base), Initiative +4
  Saving Throws: Toughness +11 (+2 size, +3 Con, +6 natural), 
  Fortitude +12 (+9 base, +3 Con), Reflex +9 (+9 base), Will +12 
  (+9 base, +3 Wis)
  Sun Dragon, Juvenile
  Type: 17th Level Dragon (Fire, Shapechanger)
  Size: Large
  Speed: 60 ft., fly 200 ft. (poor), swim 60 ft.
  Abilities: Str +9, Dex +0, Con +4, Int +4, Wis +4, Cha +4
  Skills: Concentration 20 (+24), Diplomacy 20 (+24), Disguise 20 (+24), 
  Escape Artist 20 (+20), Intimidate 20 (+24), Knowledge (any) 
  20 (+24), Medicine 20 (+24), Notice 20 (+27), Search 20 (+24), 
  Sense Motive 20 (+24), Swim 0 (+17)
  Feats: Attack Focus (bite), Attack Focus (claw), Double Strike, 
  Improved Initiative, Move-By Action, PowerB, Skill Focus 
  (Notice)
  Traits: Alternate Form, Breath Weapon 9 Fire (Difficulty 22), 
  Immunity to Fire, Powers (rank 20, Cha, save Diffi culty 23, 
  Enhance Other +24, Light Shaping +24), Vulnerable to Cold, 
  Water Breathing
  Combat: Attack +16 (–1 size, +17 base) (+17 with bite and claws), 
  Damage +13 (bite) or +12 (claws), Defense Dodge/Parry 
  +15/— (–1 size, +16 base), Initiative +4
  Saving Throws: Toughness +14 (+2 size, +4 Con, +8 natural), Fortitude 
  +14, Reflex +10, Will +14
  Sun Dragon, Young Adult
  Type: 20th Level Dragon (Fire, Shapechanger)
  Size: Huge
  Speed: 60 ft., fly 200 ft. (poor), swim 60 ft.
  Abilities: Str +10, Dex +0, Con +5, Int +4, Wis +4, Cha +4
  Skills: Concentration 23 (+27), Diplomacy 23 (+27), Disguise 23 
  (+27), Escape Artist 23 (+23), Intimidate 23 (+27), Knowledge 
  (any) 23 (+27), Medicine 23 (+27), Notice 23 (+30), Search 23 
  (+27), Sense Motive 23 (+27), Swim 0 (+18)
  Feats: Attack Focus (bite), Attack Focus (claw), Double Strike, 
  Improved Initiative, Move-By Action, PowerB, Skill Focus 
  (Notice), Snatch
  Traits: Alternate Form, Breath Weapon 11 Fire (Diffi culty 25), 
  Damage Reduction 2/supernatural, Frightful Presence 
  (Difficulty 24), Immunity to Fire, Powers (rank 23, Cha, 
  save Diffi culty 24, Enhance Other +27, Light Shaping +27), 
  Supernatural Resistance 21, Vulnerable to Cold, Water 
  Breathing
  
  
  Chapter Two: True20 Bestiary
  Combat: Attack +18 (–2 size, +20 base) (+19 with bite or claws), 
  Damage +16 (bite) or +14 (claws), Defense Dodge/Parry 
  +18/— (–2 size, +20 base), Initiative +4
  Saving Throws: Toughness +18 (+4 size, +5 Con, +9 natural), 
  Fortitude +17 (+12 base, +5 Con), Reflex +12 (+12 base), Will 
  +16 (+12 base, +4 Wis)
  Sun Dragon, Adult
  Type: 23rd Level Dragon (Fire, Shapechanger)
  Size: Huge
  Speed: 60 ft., fly 200 ft. (poor), swim 60 ft.
  Abilities: Str +11, Dex +0, Con +5, Int +5, Wis +5, Cha +5
  Skills: Concentration 26 (+31), Diplomacy 26 (+31), Disguise 26 
  (+31), Escape Artist 26 (+26), Intimidate 26 (+31), Knowledge 
  (any two) 26 (+31), Medicine 26 (+31), Notice 26 (+34), Search 
  26 (+31), Sense Motive 26 (+31), Swim 0 (+19)
  Feats: Attack Focus (bite), Attack Focus (claw), Cleave, Double Strike, 
  Improved Initiative, LuckyB, Move-By Action, Power (3)B, Skill 
  Focus (Notice), Snatch
  Traits: Alternate Form, Breath Weapon 13 Fire (Diffi culty 26), 
  Damage Reduction 2/supernatural, Frightful Presence 
  (Diffi culty 24), Immunity to Fire, Powers (rank 26, Cha, save 
  Diffi culty 27, Enhance Other +31, Light Shaping +31, Purifying 
  Light +31), Supernatural Resistance 23, Vulnerable to Cold, 
  Water Breathing
  Combat: Attack +21 (–2 size, +23 base) (+22 with bite or claws), 
  Damage +17 (bite) or +15 (claws), Defense Dodge/Parry 
  +21/— (–2 size, +23 base), Initiative +4
  Saving Throws: Toughness +19 (+4 size, +5 Con, +10 natural), 
  Fortitude +23 (+13 base, +5 Con, +5 Cha), Reflex +18 (+13 
  base, +5 Cha), Will +23 (+13 base, +5 Wis, Cha)
  Sun Dragon, Mature Adult
  Type: 26th Level Dragon (Fire, Shapechanger)
  Size: Huge
  Speed: 60 ft., fly 200 ft. (poor), swim 60 ft.
  Abilities: Str +12, Dex +0, Con +6, Int +5, Wis +5, Cha +5
  Skills: Concentration 29 (+34), Diplomacy 29 (+34), Disguise 29 
  (+34), Escape Artist 29 (+29), Intimidate 29 (+34), Knowledge 
  (any two) 29 (+34), Medicine 29 (+34), Notice 29 (+37), Search 
  29 (+34), Sense Motive 29 (+34), Swim 0 (+20)
  Feats: Attack Focus (bite), Attack Focus (claw), Cleave, Double Strike, 
  Hover, Improved Initiative, LuckyB, Move-By Action, Power 
  (3)B, Skill Focus (Notice), Snatch
  Traits: Alternate Form, Breath Weapon 15 Fire (Diffi culty 29), 
  Damage Reduction 4/supernatural, Frightful Presence 
  (Diffi culty 28), Immunity to Fire, Powers (rank 29, Cha, save 
  Diffi culty 28, Enhance Other +34, Light Shaping +34, Purifying 
  Light +34), Supernatural Resistance 25, Vulnerable to Cold, 
  Water Breathing
  Combat: Attack +24 (–2 size, +26 base) (+25 with bite or claws), 
  Damage +18 (bite) or +16 (claws), Defense Dodge/Parry 
  +24/— (–2 size, +26 base), Initiative +4
  Saving Throws: Toughness +20 (+4 size, +6 Con, +10 natural), 
  Fortitude +26 (+15 base, +6 Con, +5 Cha), Reflex +20 (+15 
  base, +5 Cha), Will +25 (+15 base, +5 Wis, +5 Cha)
  Sun Dragon, Old
  Type: 29th Level Dragon (Fire, Shapechanger)
  Size: Gargantuan
  Speed: 60 ft., fly 250 ft. (clumsy), swim 60 ft.
  Abilities: Str +14, Dex +0, Con +7, Int +7, Wis +7, Cha +7
  Skills: Concentration 32 (+39), Diplomacy 32 (+39), Disguise 32 
  (+39), Escape Artist 32 (+32), Intimidate 32 (+39), Knowledge
  (any four) 32 (+39), Medicine 32 (+39), Notice 32 (+42), Search 
  32 (+39), Sense Motive 32 (+39), Swim 0 (+22)
  Feats: Attack Focus (bite), Attack Focus (claw), Cleave, Double Strike, 
  Hover, Improved Initiative, LuckyB, Move-By Action, Power 
  (4)B, Skill Focus (Notice), Snatch, Wingover
  Traits: Alternate Form, Blindsense 60 ft., Breath Weapon 17 Fire 
  (Diffi culty 31), Damage Reduction 4/supernatural, Detect 
  Gems, Frightful Presence (Diffi culty 31), Immunity to Fire, 
  Powers (rank 32, Cha, save Diffi culty 32, Enhance Other 
  +39, Light Shaping +39, Purifying Light +39, Suggestion 
  +39), Vulnerable to Cold, Supernatural Resistance 27, Water 
  Breathing
  Combat: Attack +25 (–4 size, +29 base) (+26 with bite or claws), 
  Damage +22 (bite) or +20 (claws), Defense Dodge/Parry 
  +25/— (–4 size, +29 base), Initiative +4
  Saving Throws: Toughness +23 (+6 size, +7 Con, +10 natural), 
  Fortitude +30 (+16 base, +7 Con, +7 Cha), Reflex +23 (+16 
  base, +7 Cha), Will +30 (+16 base, +7 Wis, +7 Cha)
  Sun Dragon, Very Old
  Type: 32nd Level Dragon (Fire, Shapechanger)
  Size: Gargantuan
  Speed: 60 ft., fly 250 ft. (clumsy), swim 60 ft.
  Abilities: Str +15, Dex +0, Con +8, Int +8, Wis +8, Cha +8
  Skills: Bluff 35 (+43), Concentration 35 (+43), Diplomacy 35 (+43), 
  Disguise 35 (+43), Escape Artist 35 (+35), Intimidate 35 (+43), 
  Knowledge (any four) 35 (+43), Medicine 35 (+43), Notice 35 
  (+46), Search 35 (+43), Sense Motive 35 (+43), Swim 0 (+23)
  Feats: Attack Focus (bite), Attack Focus (claw), Cleave, Double Strike, 
  Hover, Improved Initiative, LuckyB, Improved Sunder, Move-By 
  Action, Power (4)B, Skill Focus (Notice), Snatch, Wingover
  Traits: Alternate Form, Blindsense 60 ft., Breath Weapon 19 Fire 
  (Diffi culty 34), Damage Reduction 6/supernatural, Detect 
  Gems, Frightful Presence (Diffi culty 34), Immunity to Fire, 
  Powers (rank 35, Cha, save Diffi culty 34, Enhance Other 
  +43, Light Shaping +43, Purifying Light +31, Suggestion 
  +43), Supernatural Resistance 28, Vulnerable to Cold, Water 
  Breathing
  Combat: Attack +28 (–4 size, +32 base) (+29 with bite or claws), 
  Damage +23 (bite) or +21 (claws), Defense Dodge/Parry 
  +28/— (–4 size, +32 base), Initiative +4
  Saving Throws: Toughness +24 (+6 size, +8 Con, +10 natural), 
  Fortitude +34 (+18 base, +8 Con, +8 Cha), Reflex +26 (+18 
  base, +8 Cha), Will +34 (+18 base, +8 Wis, +8 Cha)
  Sun Dragon, Ancient
  Type: 35th Level Dragon (Fire, Shapechanger)
  Size: Gargantuan
  Speed: 60 ft., fly 250 ft. (clumsy), swim 60 ft.
  Abilities: Str +16, Dex +0, Con +9, Int +9, Wis +9, Cha +9
  Skills: Bluff 38 (+43), Concentration 38 (+43), Diplomacy 38 (+43), 
  Disguise 38 (+43), Escape Artist 38 (+35), Intimidate 38 (+43), 
  Knowledge (any five) 38 (+43), Medicine 38 (+43), Notice 38 
  (+46), Search 38 (+43), Sense Motive 38 (+43), Swim 0 (+24)
  Feats: Attack Focus (bite), Attack Focus (claw), Cleave, Double Strike, 
  Hover, Improved Initiative, Improved Sunder, LuckyB, Move-By 
  Action, Power (4)B, Skill Focus (Notice), Snatch, Wingover
  Traits: Alternate Form, Blindsense 60 ft., Breath Weapon 21 Fire 
  (Diffi culty 36), Damage Reduction 6/supernatural, Detect 
  Gems, Frightful Presence (Diffi culty 36), Immunity to Fire, 
  Keen Senses, Powers (rank 38, Cha, save Diffi culty 37, Enhance 
  Other +47, Light Shaping +47, Purifying Light +47, Suggestion 
  +47), Supernatural Resistance 30, Vulnerable to Cold, Water 
  Breathing
  
  0
  Chapter Two: True20 Bestiary
  Combat: Attack +31 (–4 size, +35 base) (+32 with bite or claws), 
  Damage +24 (bite) or +22 (claws), Defense Dodge/Parry 
  +31/— (–4 size, +35 base), Initiative +4
  Saving Throws: Toughness +25 (+6 size, +9 Con, +10 natural), 
  Fortitude +37 (+19 base, +9 Con, +9 Cha), Reflex +28 (+19 
  base, +9 Cha), Will +37 (+19 base, +9 Wis, +9 Cha)
  Alternate Form: A sun dragon can assume any Medium or smaller animal 
  or humanoid as a standard action three times per day. The dragon can 
  remain in its animal or humanoid form until it chooses to assume a new 
  one or return to its natural form.
  Breath Weapon: A sun dragon has two types of breath weapon, a cone of 
  fire and a cone of weakening gas. Creatures within a cone of weakening 
  gas must succeed on a Fortitude save or take 2 points of Strength 
  damage.
  Detect Gems: An old or older sun dragon can use this trait to detect 
  precious stones. After concentrating for 1 round it knows if there are any 
  gems within 60 ft.; 2 rounds of concentration reveal the exact number 
  of gems; and 3 rounds reveal their exact location, type and value.
  Water Breathing: A sun dragon can breathe underwater indefinitely and 
  can freely use its breath weapon, supernatural powers and other abilities 
  while submerged (the cone of fire becomes a cone of superheated steam 
  underwater).
  Skills: A sun dragon has a +8 racial bonus on any Swim check to perform 
  some special action or avoid a hazard. It can always choose to take 10 
  on a Swim check, even if distracted or endangered. It can use the run 
  action while swimming, provided it swims in a straight line.
  Sun dragons, or gold dragons, are heavily associated with the sun 
  and any sun gods or goddesses in which the local humanoid cultures 
  believe. This association is based off of the dragon’s fiery yellow or 
  golden coloration, and love of basking in the sun’s rays. Sun dragons are 
  considered to be the wisest and most powerful of all dragonkind. Though 
  fierce when angered, they tend towards benevolence. On hatching, a 
  sun dragon’s scales are dark yellow with golden metallic flecks. The 
  flecks get larger as the dragon matures until, at the adult stage, the 
  scales are completely golden. Sun dragons’ faces are bewhiskered and 
  sagacious; as they age, their pupils fade until the eyes resemble pools 
  of molten gold.
  Sun dragons usually parley before fighting. When conversing with 
  intelligent creatures, they use Intimidate and Sense Motive to gain 
  the upper hand.
  Swamp Dragon, Wyrmling
  Type: 4th Level Dragon (Water)
  Size: Tiny
  Speed: 60 ft., fly 100 ft. (average), swim 60 ft.
  Abilities: Str +0, Dex +0, Con +1, Int –1, Wis +0, Cha –1
  Skills: Intimidate 7 (+6), Notice 7 (+10), Search 7 (+6), Sense Motive 
  7 (+7), Stealth 7 (+15), Swim 0 (+8)
  Feats: Double Strike, Skill Focus (Notice)
  Traits: Breath Weapon 2 Acid (Diffi culty 13), Immunity to Sleep and 
  Paralysis Effects, Immunity to Acid, Blindsense 60 ft., Keen 
  Senses, Water Breathing
  Combat: Attack +6 (+2 size, +4 base), Damage +1 (bite) or +0 (claws), 
  Defense Dodge/Parry +6/— (+2 size, +4 base), Initiative +0
  Saving Throws: Toughness +0 (–2 size, +1 Con, +1 natural), Fortitude 
  +5 (+4 base, +1 Con), Reflex +4 (+4), Will +4 (+4 base)
  Swamp Dragon, Very Young
  Type: 7th Level Dragon (Water)
  Size: Small
  Speed: 60 ft., fly 100 ft. (average), swim 60 ft.
  Abilities: Str +1, Dex +0, Con +1, Int –1, Wis +0, Cha –1
  Skills: Intimidate 10 (+9), Notice 10 (+13), Search 10 (+9), Sense 
  Motive 10 (+10), Stealth 10 (+14), Swim 0 (+9)
  Feats: Double Strike, Improved Initiative, Skill Focus (Notice)
  Traits: Blindsense 60 ft., Breath Weapon 4 Acid (Diffi culty 14), 
  Immunity to Sleep and Paralysis Effects, Immunity to Acid, 
  Keen Senses, Water Breathing
  Combat: Attack +8 (+1 size, +7 base), Damage +3 (bite) or +2 (claws), 
  Defense Dodge/Parry +8/— (+1 size, +7 base), Initiative +4
  Saving Throws: Toughness +3 (–1 size, +1 Con, +3 natural), 
  Fortitude +6 (+5 base, +1 Con), Reflex +5 (+5 base), Will +5 
  (+5 base)
  Swamp Dragon, Young
  Type: 10th Level Dragon (Water)
  Size: Medium
  Speed: 60 ft., fly 150 ft. (poor), swim 60 ft.
  Abilities: Str +2, Dex +0, Con +2, Int +0, Wis +0, Cha +0
  Skills: Diplomacy 13 (+13), Intimidate 13 (+13), Notice 13 (+16), 
  Search 13 (+13), Sense Motive 13 (+13), Stealth 13 (+13), 
  Swim 0 (+10)
  Feats: Double Strike, Improved Initiative, Move-By Action, Skill 
  Focus (Notice)
  Traits: Blindsense 60 ft., Breath Weapon 6 Acid (Diffi culty 17), 
  Immunity to Sleep and Paralysis Effects, Immunity to Acid, 
  Keen Senses, Water Breathing
  Combat: Attack +10 (+10 base), Damage +5 (bite) or +4 (claws), 
  Defense Dodge/Parry +10/— (+10 base), Initiative +4
  Saving Throws: Toughness +6 (+2 Con, +4 natural), Fortitude +9 (+5 
  base, +2 Con), Reflex +7 (+5 base), Will +7 (+5 base)
  Swamp Dragon, Juvenile
  Type: 13th Level Dragon (Water)
  Size: Medium
  Speed: 60 ft., fly 150 ft. (poor), swim 60 ft.
  Abilities: Str +3, Dex +0, Con +2, Int +0, Wis +0, Cha +0
  Skills: Diplomacy 16 (+16), Intimidate 16 (+16), Notice 16 (+19), 
  Search 16 (+16), Sense Motive 16 (+16), Stealth 16 (+16), 
  Swim 0 (+11)
  Feats: Attack Focus (bite), Double Strike, Improved Initiative, Move-
  By Action, PowerB, Skill Focus (Notice)
  Traits: Blindsense 60 ft., Breath Weapon 8 Acid (Diffi culty 18), 
  Immunity to Sleep and Paralysis Effects, Immunity to Acid, 
  Keen Senses, Powers (rank 16, Cha, save Diffi culty 17, Shadow 
  Shaping +16), Water Breathing
  Combat: Attack +13 (+13 base) (+14 with bite), Damage +6 (bite) 
  or +5 (claws), Defense Dodge/Parry +13/— (+13 base), 
  Initiative +4
  Saving Throws: Toughness +8 (+2 Con, +6 natural), Fortitude +10 
  (+8 base, +2 Con), Reflex +8 (+8 base), Will +8 (+8 base)
  Swamp Dragon, Young Adult
  Type: 16th Level Dragon (Water)
  Size: Large
  Speed: 60 ft., fly 150 ft. (poor), swim 60 ft.
  Abilities: Str +4, Dex +0, Con +3, Int +1, Wis +1, Cha +1
  Skills: Bluff 19 (+20), Diplomacy 19 (+20), Intimidate 19 (+20), 
  Notice 19 (+23), Search 19 (+20), Sense Motive 19 (+20), 
  Stealth 19 (+15), Swim 0 (+12)
  Feats: Attack Focus (bite), Cleave, Double Strike, Improved Initiative, 
  Move-By Action, PowerB, Skill Focus (Notice)
  Traits: Blindsense 60 ft., Breath Weapon 10 Acid (Diffi culty 21), 
  Damage Reduction 2/supernatural, Frightful Presence
  
  1
  Chapter Two: True20 Bestiary
  (Difficulty 19), Immunity to Sleep and Paralysis Effects, 
  Immunity to Acid, Keen Senses, Powers (rank 19, Cha, 
  save Diffi culty 19, Shadow Shaping +20), Water Breathing, 
  Supernatural Resistance 17
  Combat: Attack +15 (–1 size, +16 base) (+16 with bite), Damage +8 
  (bite) or +7 (claws), Defense Dodge/Parry +15/— (–1 size, 
  +16 base), Initiative +4
  Saving Throws: Toughness +12 (+2 size, +3 Con, +7 natural), 
  Fortitude +13 (+10 base, +3 Con), Reflex +10 (+10 base), Will 
  +11 (+10 base, +1 Wis)
  Swamp Dragon, Adult
  Type: 19th Level Dragon (Water)
  Size: Large
  Speed: 60 ft., fly 150 ft. (poor), swim 60 ft.
  Abilities: Str +6, Dex +0, Con +4, Int +1, Wis +1, Cha +1
  Skills: Bluff 22 (+23), Diplomacy 22 (+23), Intimidate 22 (+23), 
  Notice 22 (+26), Search 22 (+23), Sense Motive 22 (+23), 
  Stealth 22 (+18), Swim 0 (+14)
  Feats: Attack Focus (bite), Attack Focus (claw), Cleave, Double 
  Strike, Improved Initiative, Move-By Action, Power (2)B, Skill 
  Focus (Notice)
  Traits: Blindsense 60 ft., Breath Weapon 12 Acid (Diffi culty 23), 
  , Damage Reduction 2/supernatural, Frightful Presence 
  (Difficulty 20), Immunity to Sleep and Paralysis Effects, 
  Immunity to Acid, Keen Senses, Powers (rank 22, Cha, save 
  Difficulty 21, Shadow Shaping +23, Water Shaping +23), 
  Supernatural Resistance 18, Water Breathing
  Combat: Attack +18 (–1 size, +19 base) (+19 with bite or claws), 
  Damage +10 (bite) or +9 (claws), Defense Dodge/Parry 
  +18/— (–1 size, +19 base), Initiative +4
  Saving Throws: Toughness +15 (+2 size, +4 Con, +9 natural), 
  Fortitude +15 (+11 base, +4 Con), Reflex +11 (+11 base), Will 
  +12 (+11 base, +1 Wis)
  Swamp Dragon, Mature Adult
  Type: 22nd Level Dragon (Water)
  Size: Huge
  Speed: 60 ft., fly 150 ft. (poor), swim 60 ft.
  Abilities: Str +8, Dex +0, Con +5, Int +2, Wis +2, Cha +2
  Skills: Bluff 25 (+27), Concentration 25 (+27), Diplomacy 25 (+27), 
  Intimidate 25 (+27), Notice 25 (+30), Search 25 (+27), Sense 
  Motive 25 (+27), Stealth 25 (+17), Swim 0 (+16)
  Feats: Attack Focus (bite), Attack Focus (claw), Cleave, Double Strike, 
  Improved Initiative, Move-By Action, Power (2)B, Skill Focus 
  (Notice), Snatch
  Traits: Blindsense 60 ft., Breath Weapon 14 Acid (Diffi culty 26), 
  Damage Reduction 4/supernatural, Frightful Presence 
  (Difficulty 23), Immunity to Sleep and Paralysis Effects, 
  Immunity to Acid, Keen Senses, Powers (rank 25, Cha, save 
  Difficulty 23, Shadow Shaping +24, Water Shaping +24), 
  Supernatural Resistance 21, Water Breathing
  Combat: Attack +20 (–2 size, +22 base) (+21 with bite or claws), 
  Damage +14 (bite) or +12 (claws), Damage +8, Defense Dodge/
  Parry +20/— (–2 size, +22 base), Initiative +4
  Saving Throws: Toughness +19 (+4 size, +5 Con, +10 natural), 
  Fortitude +18 (+13 base, +5 Con), Reflex +13 (+13 base), Will 
  +15 (+13 base, +2 Wis)
  Swamp Dragon, Old
  Type: 25th Level Dragon (Water)
  Size: Huge
  Speed: 60 ft., fly 150 ft. (poor), swim 60 ft.
  Abilities: Str +9, Dex +0, Con +5, Int +2, Wis +2, Cha +2
  Skills: Bluff 28 (+30), Concentration 28 (+30), Diplomacy 28 (+30), 
  Intimidate 28 (+30), Notice 28 (+33), Search 28 (+30), Sense 
  Motive 28 (+30), Stealth 28 (+20), Swim 0 (+17)
  Feats: Attack Focus (bite), Attack Focus (claw), Blind Fight, Cleave, 
  Double Strike, Improved Initiative, Move-By Action, Power 
  (3)B, Skill Focus (Notice), Snatch
  Traits: Blindsense 60 ft., Breath Weapon 16 Acid (Diffi culty 27), 
  Damage Reduction 4/supernatural, Frightful Presence 
  (Difficulty 24), Immunity to Sleep and Paralysis Effects, 
  Immunity to Acid, Keen Senses, Powers (rank 28, Cha, save 
  Diffi culty 25, Plant Shaping +30, Shadow Shaping +30, Water 
  Shaping +30), Supernatural Resistance 22, Water Breathing
  Combat: Attack +23 (–2 size, +25 base) (+24 with bite or claws), 
  Damage +15 (bite) or +13 (claws), Damage +8, Defense Dodge/
  Parry +23/— (–2 size, +25 base), Initiative +4
  Saving Throws: Toughness +19 (+4 size, +5 Con, +10 natural), 
  Fortitude +19 (+14 base, +5 Con), Reflex +14 (+14 base), Will 
  +16 (+14 base, +2 Wis)
  Swamp Dragon, Very Old
  Type: 28th Level Dragon (Water)
  Size: Huge
  Speed: 60 ft., fly 150 ft. (poor), swim 60 ft.
  Abilities: Str +10, Dex +0, Con +6, Int +3, Wis +3, Cha +3
  Skills: Bluff 31 (+34), Concentration 31 (+34), Diplomacy 31 (+34), 
  Intimidate 31 (+34), Knowledge (any) 31 (+34), Notice 31 
  (+37), Search 31 (+34), Sense Motive 31 (+34), Stealth 31 
  (+23), Swim 0 (+18)
  Feats: Attack Focus (bite), Attack Focus (claw), Blind Fight, Cleave, 
  Double Strike, Hover, Improved Initiative, Move-By Action, 
  Power (3)B, Skill Focus (Notice), Snatch
  Traits: Blindsense 60 ft., Breath Weapon 18 Acid (Diffi culty 30), 
  Damage Reduction 6/supernatural, Frightful Presence 
  (Difficulty 27), Immunity to Sleep and Paralysis Effects, 
  Immunity to Acid, Keen Senses, Powers (rank 31, Cha, save 
  Diffi culty 27, Plant Shaping +34, Shadow Shaping +34, Water 
  Shaping +34), Supernatural Resistance 23, Water Breathing
  Combat: Attack +26 (–2 size, +28 base) (+27 with bite and claws), 
  Damage +16 (bite) or +14 (claws), Damage +9, Defense Dodge/
  Parry +26/— (–2 size, +28 base), Initiative +4
  Saving Throws: Toughness +20 (+4 size, +6 Con, +10 natural), 
  Fortitude +22 (+16 base, +6 Con), Reflex +16 (+16 base), Will 
  +19 (+16 base, +3 Wis)
  
  2
  Chapter Two: True20 Bestiary
  Swamp Dragon, Ancient
  Type: 31st Level Dragon (Water)
  Size: Huge
  Speed: 60 ft., fly 150 ft. (poor), swim 60 ft.
  Abilities: Str +11, Dex +0, Con +6, Int +3, Wis +3, Cha +3
  Skills: Bluff 34 (+37), Concentration 34 (+37), Diplomacy 34 (+37), 
  Intimidate 34 (+37), Knowledge (any) 34 (+37), Notice 34 
  (+40), Search 34 (+37), Sense Motive 34 (+37), Stealth 34 
  (+26), Swim 0 (+19)
  Feats: Attack Focus (bite), Attack Focus (claw), Blind Fight, Cleave, 
  Double Strike, Hover, Improved Initiative, Move-By Action, 
  Power (4)B, Skill Focus (Notice), Snatch, Wingover
  Traits: Blindsense 60 ft., Breath Weapon 20 Acid (Diffi culty 31), 
  Damage Reduction 6/supernatural, Frightful Presence 
  (Difficulty 28), Immunity to Sleep and Paralysis Effects, 
  Immunity to Acid, Keen Senses, Powers (rank 31, Cha, save 
  Difficulty 29, Dominate +37, Plant Shaping +37, Shadow 
  Shaping +37, Water Shaping +37), Supernatural Resistance 
  25, Water Breathing
  Combat: Attack +29 (–2 size, +34 base) (+30 with bite or claws), 
  Damage +17 (bite) or +15 (claws), Defense Dodge/Parry 
  +29/— (–2 size, +31 base), Initiative +4
  Saving Throws: Toughness +20 (+4 size, +6 Con, +10 natural), 
  Fortitude +23 (+17 base, +6 Con), Reflex +17 (+17 base), Will 
  +20 (+17 base, +3 Wis)
  Breath Weapon: A swamp dragon has one type of breath weapon, a 
  line of acid.
  Water Breathing: A swamp dragon can breathe underwater indefinitely 
  and can freely use its breath weapon, supernatural powers and other 
  abilities while submerged.
  Skills: A swamp dragon has a +8 racial bonus on any Swim check to 
  perform some special action or avoid a hazard. It can always choose 
  to take 10 on a Swim check, even if distracted or endangered. It can 
  use the run action while swimming, provided it swims in a straight 
  line.
  Swamp dragons are sometimes called black dragons due to their dark 
  coloration or skull dragons because of their skeletal faces. Adding to 
  the skeletal impression is the gradual deterioration of the hide around 
  the base of the horn and the cheekbones. This deterioration increases 
  with age and does not harm the dragon. On hatching, a swamp dragon’s 
  scales are thin, small and glossy. As the dragon ages, they become larger, 
  thicker, and duller, helping it camouflage itself in swamps and marshes. 
  Swamp dragons are especially fond of coins. Older dragons sometimes 
  capture and question humanoids about stockpiles of gold, silver, and 
  platinum coins before killing them.
  Swamp dragons prefer to ambush their targets, using their surroundings 
  as cover. When fighting in heavily forested swamps and marshes, they 
  try to stay in the water or on the ground; trees and leafy canopies 
  limit their aerial maneuverability. When outmatched, a swamp dragon 
  attempts to fly out of sight, so as not to leave tracks, and hide in a deep 
  pond or bog.
  Dragon Turtle
  Type: 12th Level Dragon (Aquatic)
  Size: Huge
  Speed: 20 ft., swim 30 ft.
  Abilities: Str +8, Dex +0, Con +5, Int +1, Wis +1, Cha +1
  Skills: Intimidate 15 (+16), Notice 15 (+16), Search 15 (+16), Sense 
  Motive 15 (+16), Stealth 15 (+8)*, Survival 15 (+16), Swim 
  15 (+31)
  Feats: All-Out Attack, Blind-Fight, Cleave, Double Strike, Night 
  VisionB, Snatch
  Traits: Breath Weapon, Capsize, Darkvision 60 ft., Immunity to Fire, 
  Sleep, and Paralysis, Scent, Snatch
  Combat: Attack +10 (–2 size, +12 base), Damage +16 (bite) or +14 
  (claws), Defense Dodge/Parry +10/— (–2 size, +12 base), 
  Initiative +0
  Saving Throws: Toughness +17 (+4 size, +5 Con, +8 natural), 
  Fortitude +13 (+8 base, +5 Con), Reflex +8 (+8 base), Will +9 
  (+8 base, +1 Wis)
  Breath Weapon: Cloud of superheated steam 20 feet high, 25 feet wide, 
  and 50 feet long; once every 3 rounds; effective both on the surface 
  and underwater; damage +12 fire; Reflex Diffi culty 21 for half damage. 
  The save Diffi culty is Constitution-based.
  Capsize: A submerged dragon turtle that surfaces under a boat or ship 
  its size or smaller has a 95% chance (2 or better on d20) to capsize the 
  vessel. It has a 50% chance (11 or better on d20) to capsize a vessel 
  one size category larger than it and a 25% chance (16 or better on 
  d20) to capsize one two or more size categories larger than it.
  Skills: A dragon turtle has a +8 racial bonus on any Swim check to 
  perform some special action or avoid a hazard. It can always choose 
  to take 10 on a Swim check, even if distracted or endangered. It can 
  use the run action while swimming, provided it swims in a straight 
  line. *Dragon turtles have a +8 racial bonus on Stealth checks when 
  submerged.
  A dragon turtle resembles a snapping turtle of monstrous size with a 
  draconic head. Its rough, deep green shell is much the same color as the 
  deep water the creature favors, and the silver highlights that line the 
  shell resemble light dancing on open water. The turtle’s legs, tail and 
  head are a lighter green, flecked with golden highlights. Adult dragon 
  turtles can measure from 20 to 30 feet from snout to tail, with shells 
  from 15 to 25 feet in diameter, and can weigh 8,000 to 32,000 pounds. 
  Dragon turtles speak Aquan, Draconic and Common.
  Dragon turtles are fierce fighters and generally attack any creature that 
  threatens their territory or looks like a potential meal.
  Dragonfly, Giant
  Type: 6th Level Vermin
  Size: Large
  Speed: 15 ft., fly 80 ft. (good)
  Abilities: Str +2, Dex +2, Con +2, Int —, Wis +2, Cha +0
  Skills: Notice 0 (+10)
  Feats: Improved InitiativeB, SnatchB
  Traits: Darkvision 60 ft., Vermin Traits
  Combat: Attack +5 (–1 size, +4 base, +2 Dex), Damage +5 (bite), 
  Defense Dodge/Parry +5/— (–1 size, +4 base, +2 Dex), 
  Initiative +6
  Saving Throws: Toughness +6 (+2 size, +2 Con, +2 natural), 
  Fortitude +7 (+5 base, +2 Con), Reflex +4 (+2 base, +2 Dex), 
  Will +4 (+2 base, +2 Wis)
  Skills: Giant dragonflies have a +8 racial bonus on Notice checks.
  These aerial predators are very territorial. They often attack lone 
  travelers and occasionally small caravans while in search of food, but 
  may also become aggressive when its territory is entered by another 
  creature that it perceives as a threat (including other giant dragonflies 
  of the same gender). Giant dragonflies are around 14 feet in length, 
  and weigh around 600 pounds.
  Dragonne
  Type: 9th Level Supernatural Beast
  Size: Large
  Speed: 40 ft., fly 30 ft. (poor)
  Abilities: Str +4, Dex +2, Con +3, Int –2, Wis +1, Cha +1
  
  
  Chapter Two: True20 Bestiary
  Skills: Notice 12 (+13)
  Feats: Blind-Fight, Double StrikeB, Improved Initiative, Lightning 
  Reflexes, Night VisionB, Track
  Traits: Darkvision 60 ft., Pounce, Roar, Scent
  Combat: Attack +10 (–1 size, +9 base, +2 Dex), Damage +8 (bite) or 
  +6 (claws), Defense Dodge/Parry +10/— (–1 size, +9 base, +2 
  Dex), Initiative +6
  Saving Throws: Toughness +8 (+2 size, +3 Con, +3 natural), Fortitude 
  +9 (+6 base, +3 Con), Reflex +10 (+6 base, +2 Dex, +2 Lightning 
  Reflexes), Will +4 (+3 base, +1 Wis)
  Pounce: If a dragonne charges, it can attack a single target with both its 
  claws and its bite in a single round.
  Roar: A dragonne can loose a devastating roar every 3 rounds. All 
  creatures except dragonnes within 120 feet must succeed on a Diffi culty 
  15 Fortitude save or become fatigued. Those within 30 feet who fail 
  their saves become exhausted. If the dragonne roars a second time in 
  the same combat, those fatigued by the first roar become exhausted on 
  a failed save. The save Diffi culty is Charisma-based.
  Skills: Dragonnes have a +4 racial bonus on Notice checks.
  Carrying Capacity: A light load for a dragonne is up to 348 pounds; a 
  medium load, 349-699 pounds, and a heavy load, 700-1,050 pounds.
  A dragonne looks like a golden-yellow draconic winged lion. It possesses 
  huge claws and fangs, and large eyes, usually the color of its scales. 
  They are about 12 feet long and weigh about 700 pounds. Dragonnes 
  speak Draconic.
  A dragonne’s wings are useful only for short flights, carrying the creature 
  for 10 to 30 minutes at a time. Nevertheless, it uses its wings effectively 
  in battle. If opponents attempt to charge or encircle it, the dragonne 
  simply takes to the air and finds a more defensible position.
  Drake, Thorn
  Type: 15th Level Dragon
  Size: Large
  Speed: 40 ft., climb 40 ft.
  Abilities: Str +8, Dex +0, Con +6, Int +2, Wis +2, Cha +2
  Skills: Bluff 18 (+20), Climb 0 (+16), Intimidate 18 (+20), Jump 18 
  (+26), Knowledge (any) 18 (+20), Notice 18 (+23), Sense Motive 
  18 (+20), Stealth 18 (+18), Survival 18 (+20)
  Feats: Attack Focus (claw), Attack Focus (bite), Double Strike, Improved 
  Initiative, Night VisionB, Power, Skill Focus (Notice)
  Traits: Barbed defense, Darkvision 60 ft., Impale, Powers (rank 18, 
  Cha, save Diffi culty 20, Plant Shaping +20), Spikes
  Combat: Attack +14 (–1 size, +15 base) (+15 with bite or claws), Damage 
  +12 (bite) or +11 (claws) or +8 (spike), Defense Dodge/Parry 
  +14/— (–1 size, +15 base), Initiative +4
  Saving Throws: Toughness +14 (+2 size, +6 Con, +6 natural), Fortitude 
  +15 (+9 base, +6 Con), Reflex +9 (+9 base), Will +11 (+9 base, 
  +2 Wis)
  Barbed defense: Any creature striking a thorn drake with handheld 
  weapons or natural weapons takes +8 piercing and slashing damage 
  from the drake’s barbs. Note that weapons with exceptional reach, such 
  as longspears, do not endanger their users in this way.
  Impale: A thorn drake deals +12 piercing damage to a grabbed opponent 
  with a successful grapple check.
  Spikes: With a snap of its tail, a thorn can loose a volley of spikes as a 
  standard action using the autofire attack rules in Chapter Six of the 
  True20 Adventure Roleplaying book. This attack has a range of 180 feet 
  with no range increment. The thorn drake can release a single spike at 
  one opponent, or it can release up to six spikes at targets within 30 
  feet of each other. The creature can launch only twenty-four spikes 
  in any 24-hour period.
  Skills: Thorn drakes have a +8 racial bonus on Climb checks. A thorn 
  drake can always choose to take 10 on a Climb check, even if rushed 
  or threatened.
  A thorn drake is a vicious wingless dragon covered in barbed thorn-like 
  projections. The hide of a thorn drake is deep brown in color. Like true 
  dragons, thorn drakes are hoarders by nature but their hoards include 
  all manner of shiny items from gold and silver to scrap metal and broken 
  mirrors. Thorn dragons can grow up to 15 feet in length, and weigh up 
  to 3,000 pounds.
  Draug
  Type: 6th Level Undead
  Size: Medium
  Speed: 30 ft.
  Abilities: Str +3, Dex +2, Con—, Int –1, Wis +0, Cha +2
  Skills: Climb 9 (+12), Notice 9 (+9), Stealth 9 (+11)
  Feats: Attack Focus (claw), Double Strike, Power, ToughB
  Traits: Animate Seaweed, Darkvision 60 ft., Frightful Presence, 
  Powers (rank 9, Cha, save Diffi culty 15, Water Shaping +11), 
  Waterlogged
  Combat: Attack +5 (+3 base, +2 Dex) (+6 with claws), Damage +5 (claws or 
  short sword, crit 19-20/+3), Defense Dodge/Parry +5/+6 (+3 base, 
  +2 Dex/+3 Str), Initiative +2
  Saving Throws: Toughness +6 (+3 undead, +2 natural, +1 Tough), Fortitude 
  +2 (+2 base), Reflex +4 (+2 base, +2 Dex), Will +2 (+2 base)
  Animate Seaweed: Draugs can animate the kelp or other rope-like 
  aquatic plants that clings to their bodies, or any seaweed within 20 
  feet as a standard action. This trait operates as the Plant Shaping 
  supernatural power (rank 9, Cha, save Diffi culty 14, Plant Shaping 
  +11), but it only works on aquatic plants. A draug can climb ropes of 
  seaweed it at its normal speed without making Climb checks.
  Frightful Presence: A draug can unsettle foes with its mere presence. 
  The ability takes effect automatically whenever the draug attacks, 
  charges or moves past. Creatures within a radius of 50 feet are 
  subject to the effect. A potentially affected creature that succeeds 
  on a Diffi culty 15 Will save remains immune to that draug’s frightful 
  presence for 24 hours. On a failure, creatures with 4 or fewer levels 
  become panicked for 1 round per point by which they failed their 
  Will save, and those with 5 or more levels become shaken for 1 round 
  per point by which they failed their Will save. The save Diffi culty is 
  Charisma-based.
  Waterlogged: Draugs are immune to normal fire and have a resistance 
  of 4 to supernatural fire.
  A draug is the undead corpse of a mariner who drowned at sea, and thus 
  was not given a proper burial. Draugs are hideously bloated and half-
  eaten corpses that constantly drip brackish water, and are shrouded in 
  seaweed. These horrid creatures haunt shorelines, attacking fishermen 
  or anyone else that wanders near the strand. The draug offers its victims 
  to the ocean in a futile attempt to appease whatever entity the draug 
  blames for its tortured existence and inability to rest peacefully. Draugs 
  have also been known to consume their victims as if starving, but 
  neither their irrational hatred of the living or their unnatural hunger 
  ever seem to be satiated by the act.
  Dryad
  Type: 4th Level Fey
  Size: Medium
  Speed: 30 ft.
  Abilities: Str +0, Dex +4, Con +0, Int +2, Wis +2, Cha +4
  Skills: Diplomacy 7 (+11), Escape Artist 7 (+11), Handle Animal 7 
  (+11), Knowledge (life sciences) 7 (+9), Notice 7 (+9), Ride 7 
  (+11), Stealth 7 (+11), Survival 7 (+9)
  
  
  Chapter Two: True20 Bestiary
  Feats: Animal EmpathyB, Great Fortitude, Power (4)B, Power, TrailblazerB, 
  Weapon TrainingB
  Traits: Damage Reduction 2/cold iron, Powers (rank 7, Cha, save Diffi culty 
  16, Beast Link +11, Plant Shaping +11, Sleep +11, Suggestion +11), 
  Tree Dependent
  Combat: Attack +6 (+2 base, +4 Dex) (+7 with masterwork bow), Damage 
  +1 (knife, crit 19-20/+3) or +3 (masterwork bow, crit +4), Defense 
  Dodge/Parry +6/+2 (+2 base, +4 Dex), Initiative +4
  Saving Throws: Toughness +1 (+1 natural), Fortitude +3 (+1 base, +2 
  Great Fortitude), Reflex +8 (+4 base, +4 Dex), Will +6 (+4 base, 
  +2 Wis)
  Tree Dependent: Each dryad is mystically bound to a single, enormous 
  oak tree and must never stray more than 300 yards from it. Any who do 
  become ill, suffering 1 point of Constitution damage every 3 hours. If a 
  dryad’s Constitution reaches –5 in this manner, she dies as does her oak 
  tree. Once returned to her tree, she recovers lost Constitution points 
  are at the rate of 1 per hour. A dryad’s oak does not radiate any sort of 
  supernatural aura.
  Dryads are the embodiment of the beauty and tranquility of nature itself. 
  These elusive creatures dwell deep within ancient forests and tend to them 
  as lovingly as a mother tends her children. All trees and natural forms of 
  life are sacred to a dryad. A dryad’s delicate features are much like a female 
  elf ‘s, though her flesh is like bark or fine wood, and her hair is like a canopy 
  of leaves that changes color with the seasons. Although they are generally 
  solitary, up to seven dryads have been encountered in one place on rare 
  occasions. Dryads speak Common, Elven and Sylvan.
  Shy, intelligent and resolute, dryads are as elusive as they are alluring—
  they avoid physical combat and are rarely seen unless they wish to be. If 
  threatened, or in need of an ally, a dryad uses the Dominate or Suggestion 
  supernatural powers, attempting to gain control of the attacker who could 
  help the most against the rest. Any attack on her tree, however, provokes 
  the dryad into a frenzied defense.
  Dwarf (1st-level warrior)
  Type: 1st Level Humanoid (Dwarf)
  Size: Medium
  Speed: 20 ft.
  Abilities: Str +1, Dex +0, Con +2, Int +0, Wis –1, Cha –2
  Skills: Craft (blacksmithing) 4 (+4), Craft (stonemasonry) 4 (+6), 
  Notice 4 (+3), Sense Motive 4 (+3)
  Feats: Attack Focus (battleaxe), Great FortitudeB, Heavy Armor 
  Training, Light Armor Training, Night VisionB, Talented (Craft 
  and Search)B, Weapon Training
  Traits: Darkvision 60 ft., Dwarf Background Traits
  Combat: Attack +1 (+1 base) (+2 with battle axe), Damage +4 (battle 
  axe, crit +4) or +3 (short bow, crit +4), Defense Dodge/Parry 
  +1/+2 (+1 base, +1 Str), Initiative +0
  Saving Throws: Toughness +5 (+2 Con, +3 chainmail), Fortitude 
  +6 (+2 base, +2 Con, +2 Great Fortitude), Reflex +0 (+0 base), 
  Will –1 (+0 base, –1 Wis)
  Dwarves are short but stocky humanoids that live in vast stone halls 
  deep within mountains. Dwarves favor earth tones in their clothing and 
  prefer simple and functional garb. The skin of a dwarf can be very dark, 
  but it is always some shade of tan or brown. Hair color can be black, 
  gray or brown. Dwarves average 4 to 4-1/2 feet tall but weigh as much 
  as adult humans. Most who travel outside dwarven lands (as traders, 
  mercenaries, or adventurers) know the Common tongue, while warriors 
  in the dwarven cities usually learn Goblin to better interrogate and spy 
  on those evil denizens of the deep caves.
  Dwarves are experts in combat, effectively using their environment 
  and executing well-planned group attacks. They rarely use supernatural 
  powers in fights, since they have few adepts (but dwarven priests throw 
  themselves into battle as heartily as their fellow warriors). If they have 
  time to prepare, they may build deadfalls or other traps involving stone. 
  In addition to the battleaxe and thrown hammer, dwarves also favor 
  warhammers, picks, shortbows, heavy crossbows and maces.
  Most dwarves encountered outside their homes are warriors; the 
  information presented here is for one of 1st level.
  Dwarf Background Traits
  Dwarves possess the following background traits.
  —Ability Adjustments: +1 Constitution, –1 Charisma
  —Bonus Feats: Great Fortitude, Night Vision, Talented (Craft and 
  Search, only involving stonework)
  —Favored Feats: Diehard, Favored Opponent (goblins or giants)
  Dwarven Backgrounds
  The information in the stat block is for hill dwarves and mountain 
  dwarves, the most common varieties. There are two other major 
  dwarven backgrounds, which differ from hill and mountain dwarves 
  as follows.
  Deep Dwarf
  These dwarves live far underground and tend to be more standoffi sh 
  with non-dwarves. Deep dwarves are the same height as other 
  dwarves, but leaner. Their skin sometimes has a reddish tinge, and 
  their large eyes lack the brightness of those of their kindred, being 
  a washed-out blue. Their hair color ranges from bright red to straw 
  blond. They have little contact with surface dwellers, relying on hill 
  dwarves or mountain dwarves to trade goods for them. 
  Deep Dwarf Background Traits
  Deep Dwarves possess the same background traits as other dwarves 
  with the following changes: 
  
  
  Chapter Two: True20 Bestiary
  —Dark Vision: Instead of Night Vision, Deep Dwarves gain Darkvision 
  out to 90 feet. 
  —Light Sensitivity: Deep dwarves are dazzled in bright sunlight or 
  within an area of light created by the Light Shaping supernatural 
  power.
  Duergar
  Sometimes called gray dwarves, these evil beings dwell in the 
  underground. Most duergar are bald (even the females), and they 
  dress in drab clothing that is designed to blend into stone. In their 
  lairs they may wear jewelry, but it is always kept dull. They war with 
  other dwarves, even allying with other underground creatures from 
  time to time. 
  Duergar Background Traits
  Duergar possess the same background traits as other dwarves with the 
  following changes: 
  —Abilities: –2 Charisma instead of –1.
  —Darkvision: Darkvision out to 120 feet instead of Night Vision. 
  —Light Sensitivity: Duergar are dazzled in bright sunlight or within an 
  area of light created by the Light Shaping supernatural power.
  —Favored Feats: Instead of the normal dwarven favored feats, deep 
  dwarves may choose one of two supernatural powers: Light 
  Shaping or Enhance Ability (Deep dwarves treat their total level 
  as their adept level for this power). 
  —Immunities: Immunity to paralysis, poison and the Illusion 
  supernatural power.
  Eagle
  Type: 1st Level Animal
  Size: Small
  Speed: 10 ft., fly 80 ft. (average)
  Abilities: Str +0, Dex +2, Con +1, Int –4, Wis +2, Cha –2
  Skills: Notice 4 (+14)
  Feats: Attack Focus (Talons), Night VisionB
  Traits: —
  Combat: Attack +3 (+1 size, +0 base, +2 Dex) (+4 with talons), 
  Damage +1 (talons or bite), Defense Dodge/Parry +3/— (+1 
  size, +2 Dex), Initiative +2
  Saving Throws: Toughness +0 (–1 size, +1 Con), Fortitude +3 (+2 
  base, +1 Con), Reflex +4 (+2 base, +2 Dex), Will +2 (+0 base, 
  +2 Wis)
  Skills: Eagles have a +8 racial bonus on Notice checks.
  These birds of prey inhabit nearly every terrain and climate, though 
  they all prefer high, secluded nesting spots. A typical eagle is about 3 
  feet long and has a wingspan of about 7 feet. The statistics presented 
  here can describe any similar-sized, diurnal bird of prey.
  Eagles dive at prey, raking with their powerful talons.
  Eagle, Giant
  Type: 4th Level Supernatural Beast
  Size: Large
  Speed: 10 ft., fly 80 ft. (average)
  Abilities: Str +4, Dex +3, Con +1, Int +0, Wis +2, Cha +0
  Skills: Knowledge (life sciences) 4 (+4), Notice 5 (+11), Sense Motive 
  5 (+7), Survival 4 (+5)
  Feats: Double StrikeB, EvasionB, Move-By Action, Night VisionB, 
  Skill Training
  Traits: —
  Combat: Attack +6 (–1 size, +4 base, +3 Dex), Damage +6 (claw) or 
  +7 (bite), Defense Dodge/Parry +6/— (–1 size, +4 base, +3 
  Dex), Initiative +3
  Saving Throws: Toughness +4 (+2 size, +1 Con, +1 natural), 
  Fortitude +5 (+4 base, +1 Con), Reflex +7 (+4 base, +3 Dex), 
  Will +3 (+1 base, +2 Wis)
  Skills: Giant eagles have a +4 racial bonus on Notice checks.
  A typical giant eagle stands about 10 feet tall, has a wingspan of up to 20 
  feet and resembles its smaller cousins in nearly every way except size. It 
  weighs about 500 pounds. Giant eagles speak Common and Auran.
  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. A solitary giant eagle 
  is typically hunting or patrolling in the vicinity of its nest and generally 
  ignores creatures that do not appear threatening. A mated pair attacks 
  in concert, making repeated diving attacks to drive away intruders, and 
  fights to the death to defend their nest or hatchlings.
  Elemental (General)
  Elementals are incarnations of the elements that compose existence.
  Aether Elemental, Small
  Type: 2nd Level Elemental (Extraplanar, Incorporeal)
  Size: Small
  Speed: Fly 80 ft. (good)
  Abilities: Str —, Dex +3, Con +0, Int –3, Wis +0, Cha +0
  Skills: Notice 5 (+5)
  Feats: Improved InitiativeB, Move-By Action, PowerB
  Traits: Aether Mastery, Darkvision 60 ft., Elemental Traits, 
  Invisibility, Powers (rank 5, Wis, save Diffi culty 11, Mind 
  Blast +5)
  Combat: Attack +5 (+1 size, +1 base, +3 Dex), Damage 1 point of 
  Wisdom drain (incorporeal touch), Defense Dodge/Parry 
  +5/— (+1 size, +1 base, +3 Dex), Initiative +7
  
  
  Chapter Two: True20 Bestiary
  Saving Throws: Toughness –1 (–1 size), Fortitude +0 (+0 base), 
  Reflex +3 (+0 base, +3 Con), Will +3 (+3 base)
  Aether Elemental, Medium
  Type: 4th Level Elemental (Extraplanar, Incorporeal)
  Size: Medium
  Speed: Fly 80 ft. (good)
  Abilities: Str —, Dex +5, Con +2, Int –3, Wis +0, Cha +0
  Skills: Notice 7 (+7)
  Feats: Dodge Focus, Improved InitiativeB, Move-By Action, PowerB
  Traits: Aether Mastery, Darkvision 60 ft., Elemental Traits, 
  Invisibility, Powers (rank 7, Wis, save Diffi culty 12, Mind 
  Blast +7)
  Combat: Attack +8 (+3 base, +5 Dex), 1 point of Wisdom drain 
  (incorporeal touch), Defense Dodge/Parry +9/— (+3 base, +5 
  Dex, +1 dodge), Initiative +9
  Saving Throws: Toughness +3 (+1 natural, +2 Con), Fortitude +3 (+1 
  base, +2 Con), Reflex +6 (+1 base, +5 Dex), Will +4 (+4 base)
  Aether Elemental, Large
  Type: 8th Level Elemental (Extraplanar, Incorporeal)
  Size: Large
  Speed: Fly 80 ft. (good)
  Abilities: Str —, Dex +7, Con +3, Int –2, Wis +0, Cha +0
  Skills: Notice 11 (+11)
  Feats: Dodge Focus, Improved InitiativeB, Lightning Reflexes, Move-
  By Action, PowerB
  Traits: Aether Mastery, Damage Reduction 2/—, Darkvision 60 
  ft., Elemental Traits, Invisibility, Powers (rank 11, Wis, save 
  Diffi culty 14, Mind Blast +11)
  Combat: Attack +12 (–1 size, +6 base, +7 Dex), 2 points of Wisdom 
  drain (incorporeal touch), Defense Dodge/Parry +13/— (+–1 
  size, 6 base, +7 Dex, +1 dodge), Initiative +11
  Saving Throws: Toughness +7 (+2 size, +3 Con, +2 natural), 
  Fortitude +5 (+2 base, +3 Con), Reflex +11 (+2 base, +7 Dex, 
  +2 Lightning Reflexes), Will +6 (+6 base)
  Aether Elemental, Huge
  Type: 16th Level Elemental (Extraplanar, Incorporeal)
  Size: Huge
  Speed: Fly 80 ft. (good)
  Abilities: Str —, Dex +9, Con +4, Int –2, Wis +0, Cha +0
  Skills: Notice 19 (+22)
  Feats: Dodge Focus, Improved defense, Improved InitiativeB, 
  Lightning Reflexes, Move-By Action, PowerB, Skill Focus 
  (Notice)
  Traits: Aether Mastery, Damage Reduction 2/—, Darkvision 60 
  ft., Elemental Traits, Invisibility, Powers (rank 19, Wis, save 
  Diffi culty 18, Mind Blast +19)
  Combat: Attack +19 (–2 size, +12 base, +9 Dex), 2 points of Wisdom 
  drain (incorporeal touch), Defense Dodge/Parry +20/— (–2 
  size, +12 base, +9 Dex, +1 dodge), Initiative +13
  Saving Throws: Toughness +10 (+4 size, +4 Con, +2 natural), 
  Fortitude +9 (+5 base, +4 Con), Reflex +16 (+5 base, +9 Dex, 
  +2 Lightning Reflexes), Will +10 (+10 base)
  Aether Mastery: Incorporeal creatures take a –1 penalty on attack and 
  damage rolls against an aether elemental.
  Natural Invisibility: This ability is constant, allowing an aether 
  elemental to remain invisible even when attacking. This trait is 
  otherwise similar to the invisibility effect of the Light Shaping 
  supernatural power.
  Aether (Also known as quintessence) is the fifth classical element. It is 
  a substance that fills all of space and is more subtle than light. Aether 
  composes the unseen forces of the universe. Some scholars equate 
  aether with soul-stuff, and believe it is an essential ingredient for the 
  creation of life. Aether elementals are the living embodiment of this 
  invisible and insubstantial element.
  Aether elementals are thought to have their own language, though they 
  are rarely observed to speak
  Aether Elemental Sizes
  Elemental Size
  Height
  Weight
  Small
  4 ft.
  —
  Medium
  8 ft.
  —
  Large
  16 ft.
  —
  Huge
  32 ft.
  —
  Air Elemental, Small
  Type: 2nd Level Elemental (Air, Extraplanar)
  Size: Small
  Speed: Fly 100 ft. (perfect)
  Abilities: Str +0, Dex +3, Con +0, Int –3, Wis +0, Cha +0
  Skills: Notice 5 (+5)
  Feats: Improved InitiativeB, Move-By Action, PowerB
  Traits: Air Mastery, Damage Reduction 4/supernatural, Darkvision 
  60 ft., Elemental Traits, Gaseous Form, Powers (rank 5, Wis, 
  save Diffi culty 11, Wind Shaping +5), Vulnerable to Wind 
  Shaping, Whirlwind
  Combat: Attack +5 (+1 size, +1 base, +3 Dex), Damage +1 (slam), 
  Defense Dodge/Parry +5/— (+1 size, +1 base, +3 Dex), 
  Initiative +7
  Saving Throws: Toughness +0 (–1 size, +0 Con, +1 natural), 
  Fortitude +0 (+0 base), Reflex +6 (+3 base, +3 Dex), Will +0 
  (+0 base)
  Air Elemental, Medium
  Type: 4th Level Elemental (Air, Extraplanar)
  Size: Medium
  Speed: Fly 100 ft. (perfect)
  Abilities: Str +1, Dex +5, Con +2, Int –3, Wis +0, Cha +0
  Skills: Notice 7 (+7)
  Feats: Dodge Focus, Improved InitiativeB, Move-By Action, PowerB
  Traits: Air mastery, Damage Reduction 4/supernatural, Darkvision 60 
  ft., Elemental Traits, Gaseous Form, Powers (rank 7, Wis, save 
  Diffi culty 12, Wind Shaping +7), Vulnerable to Wind Shaping, 
  Whirlwind
  Combat: Attack +8 (+3 base, +5 Dex), Damage +3 (slam), Defense 
  Dodge/Parry +9/— (+3 base, +5 Dex, +1 dodge), Initiative +9
  Saving Throws: Toughness +3 (+1 natural, +2 Con), Fortitude +3 (+1 
  base, +2 Con), Reflex +9 (+4 base, +5 Dex), Will +1 (+1 base)
  Air Elemental, Large
  Type: 8th Level Elemental (Air, Extraplanar)
  Size: Large
  Speed: Fly 100 ft. (perfect)
  Abilities: Str +2, Dex +7, Con +3, Int –2, Wis +0, Cha +0
  Skills: Notice 11 (+11)
  Feats: Dodge Focus, Improved InitiativeB, Lightning Reflexes, Move-
  By Action, PowerB
  Traits: Air Mastery, Damage Reduction 4/supernatural, Darkvision 
  60 ft., Elemental Traits, Gaseous Form, Powers (rank 11, Wis, 
  save Diffi culty 14, Wind Shaping +11), Vulnerable to Wind 
  Shaping, Whirlwind 
  
  
  Chapter Two: True20 Bestiary
  Combat: Attack +12 (–1 size, +6 base, +7 Dex), Damage +6 (buffet), 
  Defense Dodge/Parry +13/— (–1 size, +6 base, +7 Dex, +1 
  dodge), Initiative +11
  Saving Throws: Toughness +7 (+2 size, +3 Con, +2 natural), 
  Fortitude +5 (+2 base, +3 Con), Reflex +15 (+6 base, +7 Dex, 
  +2 Lightning Reflexes), Will +2 (+2 base)
  Air Elemental, Huge
  Type: 16th Level Elemental (Air, Extraplanar)
  Size: Huge
  Speed: Fly 100 ft. (perfect)
  Abilities: Str +4, Dex +9, Con +4, Int –2, Wis +0, Cha +0
  Skills: Notice 19 (+22)
  Feats: Cleave, Dodge Focus, Improved defense, Improved InitiativeB, 
  Lightning Reflexes, Move-By Action, PowerB, Skill Focus 
  (Notice)
  Traits: Air Mastery, Damage Reduction 4/supernatural, Darkvision 
  60 ft., Elemental Traits, Gaseous Form, Powers (rank 19, Wis, 
  save Diffi culty 18, Wind Shaping +19), Vulnerable to Wind 
  Shaping, Whirlwind
  Combat: Attack +19 (–2 size, +12 base, +9 Dex), Damage +10 (slam), 
  Defense Dodge/Parry +20/— (–2 size, +12 base, +9 Dex, +1 
  dodge), Initiative +13
  Saving Throws: Toughness +10 (+4 size, +4 Con, +2 natural), 
  Fortitude +9 (+5 base, +4 Con), Reflex +21 (+10 base, +9 Dex, 
  +2 Lightning Reflexes), Will +5 (+5 base)
  Air Mastery: Airborne creatures take a –1 penalty on attack and 
  damage rolls against an air elemental.
  Gaseous Form: An air elemental is composed wholly of animated air. 
  It is permanently in gaseous form.
  Despite being permanently gaseous, an air elemental is able to 
  manipulate physical objects by using finely directed winds. At melee 
  range it can direct focused winds of such intensity that they are 
  effectively as powerful as slam attacks. An air elemental can use its 
  supernatural powers despite being gaseous.
  Discerning an air elemental from natural gusts of wind requires a 
  Diffi culty 15 Notice check. Air Elementals attempting to hide in 
  an area with mist, smoke or other gas gain a +20 bonus on Stealth 
  checks.
  Vulnerable to Wind Shaping: The Wind Shaping supernatural power 
  can be used to hold an air elemental at bay. This acts exactly like the 
  creature ward effect or the Ward supernatural power.
  Whirlwind: The elemental can transform itself into a whirlwind once 
  every 10 minutes and remain in that form for up to 1 round for every 
  2 levels it has. In this form, the elemental 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, depending on the elemental’s size. The elemental 
  controls the exact height, but it must be at least 10 feet.
  Another creature might be caught in the whirlwind if it touches or 
  enters the whirlwind, or if the elemental moves into or through the 
  creature’s space.
  Creatures one or more size categories smaller than the elemental 
  might take damage when caught in the whirlwind (see table for 
  details) and may be lifted into the air. An affected creature must 
  succeed on a Reflex save when it comes into contact with the 
  whirlwind or take the indicated damage. It must also succeed on a 
  second Reflex save or be picked up bodily and held suspended in the 
  powerful winds, automatically taking the indicated damage each 
  round. A creature that can fly is allowed a Reflex save each round to
  
  
  Chapter Two: True20 Bestiary
  escape the whirlwind. The creature still takes damage but can leave if 
  the save is successful. The Diffi culty for saves against the whirlwind’s 
  effects varies with the elemental’s size (see table). The save Diffi culty 
  is Strength-based.
  Creatures trapped in the whirlwind cannot move except to go where 
  the elemental carries them or to escape the whirlwind.
  Creatures caught in the whirlwind can otherwise act normally, 
  but must succeed on a Diffi culty 20 Concentration check to use a 
  supernatural power. Creatures caught in the whirlwind take a –2 
  penalty to Dexterity and a –2 penalty on attack rolls. The elemental 
  can have only as many creatures trapped inside the whirlwind at one 
  time as will fit inside the whirlwind’s volume.
  The elemental can eject any carried creatures whenever it wishes, 
  depositing them wherever the whirlwind happens to be. A summoned 
  elemental always ejects trapped creatures before returning to its 
  home plane.
  If the whirlwind’s base touches the ground, it creates a swirling cloud 
  of debris. This cloud is centered on the elemental 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 
  concealment, while those farther away have total concealment.
  Those caught in the cloud must succeed on a Difficulty 19 
  Concentration check to use supernatural powers.
  An elemental in whirlwind form cannot make slam attacks.
  Air Elemental Size 
  and Whirlwind Traits
                          —————————Whirlwind————————
  Elemental 
  Size
  Height
  Weight
  Save 
  Difficulty
  Damage
  Height
  Small
  4 ft.
  1 lb.
  11
  +1
  10-20 
  ft.
  Medium
  8 ft.
  2 lb.
  13
  +2
  10-30 
  ft.
  Large
  16 ft.
  4 ft.
  16
  +4
  10-40 
  ft.
  Huge
  32 ft.
  8 lb.
  22
  +6
  10-50 
  ft.
  An air elemental is a living whirlwind. It looks like a miniature tornado 
  violently swirling around a translucent, vaguely humanoid form. Air 
  elementals speak Auran, though they rarely choose to do so.
  Their rapid speed makes air elementals useful on vast battlefields or in 
  extended aerial combat.
  Earth Elemental, Small
  Type: 2nd Level Elemental (Earth, Extraplanar)
  Size: Small
  Speed: 20 ft., burrow 30 ft.
  Abilities: Str +3, Dex –1, Con +1, Int –3, Wis +0, Cha +0
  Skills: Notice 5 (+5)
  Feats: Attack Focus (slam), PowerB 
  Traits: Darkvision 60 ft., Earth Glide, Earth Mastery, Elemental 
  Traits, Powers (rank 5, Wis, save Diffi culty 11, Earth Shaping 
  +5), Vulnerable to Earth Shaping
  Combat: Attack +1 (+1 size, +1 base, –1 Dex) (+2 with slam), Damage 
  +5 (slam), Defense Dodge/Parry +1/— (+1 size, +1 base, –1 
  Dex), Initiative –1
  
  
  Chapter Two: True20 Bestiary
  Saving Throws: Toughness +3 (–1 size, +1 Con, +3 natural), 
  Fortitude +4 (+3 base, +1 Con), Reflex –1 (+0 base, –1 Dex), 
  Will +0 (+0 base)
  Earth Elemental, Medium
  Type: 4th Level Elemental (Earth, Extraplanar)
  Size: Medium
  Speed: 20 ft., burrow 30 ft.
  Abilities: Str +5, Dex –1, Con +3, Int –3, Wis +0, Cha +0
  Skills: Notice 7 (+7)
  Feats: Attack Focus (slam), Cleave, PowerB
  Traits: Darkvision 60 ft., Earth Glide, Earth Mastery, Elemental 
  Traits, Powers (rank 7, Wis, save Diffi culty 12, Earth Shaping 
  +7), Vulnerable to Earth Shaping
  Combat: Attack +2 (+3 base, –1 Dex) (+3 with slam), Damage 
  +8 (slam), Defense Dodge/Parry +2/— (+3 base, –1 Dex), 
  Initiative –1
  Saving Throws: Toughness +7 (+3 Con, +4 natural), Fortitude +7 (+4 
  base, +3 Con), Reflex +0 (+1 base, –1 Dex), Will +1 (+1 base)
  Earth Elemental, Large
  Type: 8th Level Elemental (Earth, Extraplanar)
  Size: Medium
  Speed: 20 ft., burrow 30 ft.
  Abilities: Str +7, Dex –1, Con +4, Int –2, Wis +0, Cha +0
  Skills: Notice 11 (+11)
  Feats: Attack Focus (slam), Cleave, Great Cleave, PowerB
  Traits: Damage Reduction 2/—, Darkvision 60 ft., Earth Glide, Earth 
  Mastery, Elemental Traits, Powers (rank 11, Wis, save Diffi culty 
  14, Earth Shaping +11), Vulnerable to Earth Shaping
  Combat: Attack +4 (–1 size, +6 base, –1 Dex) (+5 with slam), Damage 
  +13 (slam), Defense Dodge/Parry +4/— (–1 size, +6 base, –1 
  Dex), Initiative –1
  Saving Throws: Toughness +11 (+2 size, +4 Con, +5 natural), 
  Fortitude +10 (+6 base, +4 Con), Reflex +1 (+2 base, –1 Dex), 
  Will +2 (+2 base)
  Earth Elemental, Huge
  Type: 16th Level Elemental (Earth, Extraplanar)
  Size: Medium
  Speed: 30 ft., burrow 40 ft.
  Abilities: Str +9, Dex –1, Con +5, Int –2, Wis +0, Cha +0
  Skills: Notice 19 (+19)
  Feats: Attack Focus (slam), Awesome Blow, Cleave, Great Cleave, 
  Iron Will, PowerB, Stunning Attack
  Traits: Damage Reduction 2/—, Darkvision 60 ft., Earth Mastery, 
  Elemental Traits, Powers (rank 19, Wis, save Diffi culty 18, 
  Earth Shaping +19), Vulnerable to Earth Shaping
  Combat: Attack +9 (–2 size, +12 base, –1 Dex) (+10 with slam), 
  Damage +13 (slam), Defense Dodge/Parry +9/— (–2 size, +12 
  base, –1 Dex), Initiative –1
  Saving Throws: Toughness +14 (+4 size, +5 Con, +5 natural), 
  Fortitude +15 (+10 base, +5 Con), Reflex +4 (+5 base, –1 Dex), 
  Will +7 (+5 base, +2 Iron Will)
  Vulnerable to Earth Shaping: The Earth Shaping supernatural power 
  can be used to hold an earth elemental at bay. This acts exactly like 
  the creature ward effect of the Ward supernatural power.
  Earth Mastery: An earth elemental gains a +1 bonus on attack and 
  damage rolls if both it and its foe are touching the ground. If an 
  opponent is airborne or waterborne, the elemental takes a –4 penalty 
  on attack and damage rolls. This bonus also applies to any Strength 
  check the earth elemental must make when performing a rush. (These 
  modifiers are not included in the stat block.)
  Earth Elemental Sizes
  Elemental Size
  Height
  Weight
  Small
  4 ft.
  80 lb.
  Medium
  8 ft.
  750 lb.
  Large
  16 ft.
  6,000 lb.
  Huge
  32 ft.
  48,000 lb.
  An earth elemental appears as a roughly humanoid shaped mound of 
  living earth. When summoned to the Material Plane, an earth elemental 
  consists of whatever types of dirt, stones, precious metals and gems 
  from which it was conjured. Earth elementals speak Terran but rarely 
  choose to do so.
  Though an earth elemental moves slowly, it is a relentless opponent. It 
  can travel though solid ground or stone as easily as humans walk on the 
  earth’s surface. It cannot swim, however, and must either walk around 
  a body of water or go through the ground under it. An earth elemental 
  can move along the bottom of a body of water but prefers not to.
  Fire Elemental, Small
  Type: 2nd Level Elemental (Extraplanar, Fire)
  Size: Small
  Speed: 50 ft.
  Abilities: Str +0, Dex +1, Con +0, Int –3, Wis +0, Cha +0
  Skills: Notice 5 (+5)
  Feats: Dodge Focus, Improved InitiativeB, PowerB
  Traits: Burn, Damage Reduction 4/supernatural, Darkvision 60 ft., 
  Elemental Traits, Gaseous Form, Immunity to Fire, Powers 
  (rank 5, Wis, save Diffi culty 11, Fire Shaping +5), Vulnerable 
  to Cold, Vulnerable to Fire Shaping
  Combat: Attack +3 (+1 size, +1 base, +1 Dex), Damage +1 +1 fire 
  (slam), Defense Dodge/Parry +4/— (+1 size, +1 base, +1 Dex, 
  +1 dodge), Initiative +5
  Saving Throws: Toughness +0 (–1 size, +0 Con, +1 natural), 
  Fortitude +0 (+0 base), Reflex +4 (+3 base, +1 Dex), Will +0 
  (+0 base)
  Fire Elemental, Medium
  Type: 4th Level Elemental (Extraplanar, Fire)
  Size: Medium
  Speed: 50 ft.
  Abilities: Str +1, Dex +3, Con +2, Int –3, Wis +0, Cha +0
  Skills: Notice 7 (+7)
  Feats: Dodge Focus, Improved defense, Improved InitiativeB, 
  PowerB
  Traits: Burn, Damage Reduction 4/supernatural, Darkvision 60 ft., 
  Elemental Traits, Gaseous Form, Immunity to Fire, Powers 
  (rank 7, Wis, save Diffi culty 12, Fire Shaping +7), Vulnerable 
  to Cold, Vulnerable to Fire Shaping
  Combat: Attack +6 (+3 base, +3 Dex), Damage +3 +2 fire (slam), 
  Defense Dodge/Parry +7/— (+3 base, +3 Dex, +1 dodge), 
  Initiative +7
  Saving Throws: Toughness +3 (+2 Con, +1 natural), Fortitude +3 (+1 
  base, +2 Con), Reflex +7 (+4 base, +3 Dex), Will +1 (+1 base)
  Fire Elemental, Large
  Type: 8th Level Elemental (Extraplanar, Fire)
  Size: Large
  Speed: 50 ft.
  Abilities: Str +2, Dex +5, Con +3, Int –2, Wis +0, Cha +0
  Skills: Notice 11 (+11)
  Feats: Dodge Focus, Improved defense, Improved InitiativeB, Move-
  By Action, PowerB
  
  0
  Chapter Two: True20 Bestiary
  Traits: Burn, Damage Reduction 4/supernatural, Darkvision 60 ft., 
  Elemental Traits, Gaseous Form, Immunity to Fire, Powers 
  (rank 11, Wis, save Diffi culty 14, Fire Shaping +11), Vulnerable 
  to Cold, Vulnerable to Fire Shaping
  Combat: Attack +10 (–1 size, +6 base, +5 Dex), Damage +6 +4 fire 
  (slam), Defense Dodge/Parry +11/— (–1 size, +6 base, +5 Dex, 
  +1 dodge), Initiative +9
  Saving Throws: Toughness +7 (+2 size, +3 Con, +2 natural), 
  Fortitude +5 (+2 base, +3 Dex), Reflex +11 (+6 base, +5 Dex), 
  Will +2 (+2 base)
  Fire Elemental, Huge
  Type: 16th Level Elemental (Extraplanar, Fire)
  Size: Huge
  Speed: 50 ft.
  Abilities: Str +4, Dex +7, Con +4, Int –2, Wis +0, Cha +0
  Skills: Notice 19 (+22)
  Feats: Dodge Focus, Improved defense, Improved InitiativeB, Iron Will, 
  Lightning Reflexes, Move-By Action, PowerB, Skill Focus (Notice)
  Traits: Burn, Damage Reduction 4/supernatural, Darkvision 60 ft., 
  Elemental Traits, Gaseous Form, Immunity to Fire, Powers (rank 
  19, Wis, save Diffi culty 18, Fire Shaping +19), Vulnerable to Cold, 
  Vulnerable to Fire Shaping
  Combat: Attack +17 (–2 size, +12 base, +7 Dex), Damage +10 +6 fire 
  (slam), Defense Dodge/Parry +18/— (–2 size, +12 base, +7 Dex, 
  +1 dodge), Initiative +11
  Saving Throws: Toughness +11 (+4 size, +4 Con, +3 natural), Fortitude 
  +9 (+5 base, +4 Con), Reflex +19 (+10 base, +7 Dex, +2 Lightning 
  Reflexes), Will +7 (+5 base, +2 Iron Will)
  Burn: A fire elemental’s slam attack deals bludgeoning damage plus fire 
  damage from the elemental’s flaming body. Those hit by a fire elemental’s 
  slam attack also must succeed on a Reflex save or catch on fire. The flame 
  burns for 3 rounds. The save Diffi culty varies with the elemental’s size (see 
  table). A burning creature can take a move action to put out the flame. The 
  save Diffi culty is Constitution-based.
  Creatures hitting a fire elemental with natural weapons or unarmed attacks 
  take fire damage as though hit by the elemental’s attack, and also catch 
  on fire unless they succeed on a Reflex save.
  Gaseous Form: Fire elementals are composed wholly of animated fire, and 
  gain the benefits of being permanently in gaseous form.
  Despite being permanently gaseous, a fire elemental can solidify portions 
  of its body into ember-like fists and is therefore able to manipulate 
  physical objects. A fire elemental can use its supernatural powers despite 
  being gaseous.
  Discerning a fire elemental from a natural fire requires a Diffi culty 15 
  Notice check. Fire elementals attempting to hide in an area that contains 
  fire gain a +20 bonus on Stealth checks.
  Vulnerable to Fire Shaping: The Fire Shaping supernatural power can be 
  used to hold a fire elemental at bay. This acts exactly like the creature ward 
  effect of the Ward supernatural power.
  Fire Elemental Sizes
  Elemental Size
  Height
  Weight
  Burn Save Difficulty
  Small
  4 ft.
  1 lb.
  11
  Medium
  8 ft.
  2 lb.
  14
  Large
  16 ft.
  4 lb.
  17
  Huge
  32 ft.
  8 lb.
  22
  A fire elemental appears as a column of dancing flame that sometimes 
  flickers into a humanoid shape as ti crackles and seethes. Fire elementals 
  speak Ignan, though they rarely choose to do so.
  A fire elemental is a fierce opponent that attacks its enemies directly 
  and savagely. It takes joy in burning the creatures and objects of the 
  Material Plane to ashes.
  Void Elemental, Small
  Type: 2nd Level Elemental (Extraplanar, Incorporeal)
  Size: Small
  Speed: 30 ft., fly 60 ft. (good)
  Abilities: Str —, Dex +3, Con +1, Int –3, Wis +0, Cha +0
  Skills: Notice 5 (+5)
  Feats: Improved InitiativeB, Move-By Action, PowerB
  Traits: Darkvision 60 ft., Elemental Traits, Engulf, Powers (rank 5, 
  Wis, save Diffi culty 11, Drain Vitality +5), Suction
  Combat: Attack +5 (+1 size, +1 base, +3 Dex), Damage +1 +1 point 
  of Constitution damage (incorporeal touch), Defense Dodge/
  Parry +5/— (+1 size, +1 base, +3 Dex), Initiative +7
  Saving Throws: Toughness +1 (–1 size, +1 Con, +1 natural), 
  Fortitude +1 (+0 base, +1 Con), Reflex +3 (+0 base, +3 Dex), 
  Will +3 (+3 base)
  Void Elemental, Medium
  Type: 4th Level Elemental (Extraplanar, Incorporeal)
  Size: Medium
  Speed: 40 ft., fly 60 ft. (good)
  Abilities: Str —, Dex +5, Con +2, Int –3, Wis +0, Cha +0
  Skills: Notice 7 (+7)
  Feats: Dodge Focus, Improved InitiativeB, Move-By Action, PowerB
  Traits: Darkvision 60 ft., Elemental Traits, Engulf, Powers (rank 7, 
  Wis, save Diffi culty 12, Drain Vitality +7), Suction
  Combat: Attack +8 (+3 base, +5 Dex), Damage +2 +1 point of 
  Constitution damage (incorporeal touch), Defense Dodge/
  Parry +8/— (+3 base, +5 Dex), Initiative +9
  Saving Throws: Toughness +4 (+2 Con, +2 natural), Fortitude +3 (+1 
  base, +2 Con), Reflex +6 (+1 base, +5 Dex), Will +4 (+4 base)
  Void Elemental, Large
  Type: 8th Level Elemental (Extraplanar, Incorporeal)
  Size: Large
  Speed: 40 ft., fly 60 ft. (good)
  Abilities: Str —, Dex +7, Con +3, Int –2, Wis +0, Cha +0
  Skills: Notice 11 (+11)
  Feats: Blind-Fight, Dodge, Improved InitiativeB, Move-By Action, 
  PowerB
  Traits: Damage Reduction 2/—, Darkvision 60 ft., Elemental Traits, 
  Engulf, Powers (rank 11, Wis, save Diffi culty 14, Drain Vitality 
  +11), Suction
  Combat: Attack +12 (–1 size, +6 base, +7 Dex), Damage +4 +1 point of 
  Constitution damage (incorporeal touch), Defense Dodge/Parry 
  +12/— (–1 size, +6 base, +7 Dex), Initiative +11
  Saving Throws: Toughness +8 (+2 size, +3 Con, +3 natural), Fortitude +5 
  (+2 base, +3 Con), Reflex +9 (+2 base, +7 Dex), Will +6 (+6 base)
  Void Elemental, Huge
  Type: 16th Level Elemental (Extraplanar, Incorporeal)
  Size: Huge
  Speed: 40 ft., fly 60 ft. (good)
  Abilities: Str —, Dex +8, Con +4, Int –2, Wis +0, Cha +0
  Skills: Notice 19 (+22)
  Feats: Blind-Fight, Dodge Focus, Improved defense, Improved 
  InitiativeB, Move-By Action, PowerB, Skill Focus (Notice)
  Traits: Damage Reduction 2/—, Darkvision 60 ft., Elemental Traits, 
  Engulf, Powers (rank 19, Wis, save Diffi culty 18, Drain Vitality 
  +19), Suction
  
  1
  Chapter Two: True20 Bestiary
  Combat: Attack +18 (–2 size, +12 base, +8 Dex), Damage +8 +1 point 
  of Constitution damage (incorporeal touch), Defense Dodge/
  Parry +18/— (–2 size, +12 base, +8 Dex), Initiative +12
  Saving Throws: Toughness +11 (+4 size, +4 Con, +3 natural), 
  Fortitude +9 (+5 base, +4 Con), Reflex +13 (+5 base, +8 Dex), 
  Will +10 (+10 base)
  Engulf: Creatures up to its own size category; Reflex save avoids; 
  engulfed creatures are subject to the void elemental’s Constitution 
  draining attack. The save Diffi culty is Constitution-based.
  Void Elemental Sizes
  Elemental Size
  Height
  Weight
  Engulf Save Difficulty
  Small
  4 ft.
  —
  12
  Medium
  8 ft.
  —
  14
  Large
  16 ft.
  —
  17
  Huge
  32 ft.
  —
  22
  Suction: This ability works like the Move Object supernatural power, only 
  the void elemental can only move objects directly towards itself.
  A manufactured weapon that strikes a void elemental has a chance of 
  being sucked into the void, and being lost forever (Though they still 
  have the normal chance of dealing damage before they get sucked in). 
  The wielder of the weapon must succeed on a Diffi culty 15 Strength 
  check to keep their melee weapon. Thrown weapons or ammunition 
  fired at the void elemental are automatically lost.
  “Void” is not an element so much as a lack of all elements. A void 
  elemental is an unnatural being creating a swath of destruction 
  wherever its goes. It appears as terrifying shadowy pitch black shape 
  that hungrily sucks everything into its ominous blackness as it traverses 
  the landscape.
  Water Elemental, Small
  Type: 2nd Level Elemental (Extraplanar, Water)
  Size: Small
  Speed: 20 ft., swim 90 ft.
  Abilities: Str +2, Dex +0, Con +1, Int –3, Wis +0, Cha +0
  Skills: Notice 5 (+5), Swim 0 (+10)
  Feats: Attack Focus (slam), PowerB
  Traits: Darkvision 60 ft., Drench, Elemental Traits, Liquid form, Powers 
  (rank 5, Wis, save Diffi culty 11, Water Shaping +5), Vortex, 
  Vulnerable to Water Shaping, Water Mastery
  Combat: Attack +2 (+1 size, +1 base) (+3 with slam), Damage +4 (slam), 
  Defense Dodge/Parry +2/— (+1 size, +1 base), Initiative +0
  Saving Throws: Toughness +3 (–1 size, +1 Con, +3 natural), Fortitude 
  +4, Reflex +0, Will +0
  Water Elemental, Medium
  Type: 4th Level Elemental (Extraplanar, Water)
  Size: Medium
  Speed: 20 ft., swim 90 ft.
  Abilities: Str +3, Dex +1, Con +3, Int –3, Wis +0, Cha +0
  Skills: Notice 7 (+7), Swim 0 (+11)
  Feats: Attack Focus (slam), Cleave, PowerB
  Traits: Darkvision 60 ft., Drench, Elemental Traits, Liquid form, Powers 
  (rank 7, Wis, save Diffi culty 12, Water Shaping +7), Vortex, 
  Vulnerable to Water Shaping, Water mastery
  Combat: Attack +4 (+3 base, +1 Dex) (+5 with slam), Damage +6 (slam), 
  Defense Dodge/Parry +4/— (+3 base, +1 Dex), Initiative +1
  Saving Throws: Toughness +7 (+3 Con, +4 natural), Fortitude +7 (+4 
  base, +3 Con), Reflex +2 (+1 base, +1 Dex), Will +1 (+1 base)
  Water Elemental, Large
  Type: 8th Level Elemental (Extraplanar, Water)
  Size: Large
  Speed: 20 ft., swim 90 ft.
  Abilities: Str +5, Dex +2, Con +4, Int –2, Wis +0, Cha +0
  Skills: Notice 11 (+11), Swim 0 (+13)
  Feats: Attack Focus (slam), Cleave, Great Cleave, PowerB
  Traits: Damage reduction 2/—, Darkvision 60 ft., Drench, Elemental 
  Traits, Liquid form, Powers (rank 11, Wis, save Diffi culty 14, 
  Water Shaping +11), Vortex, Vulnerable to Water Shaping, 
  Water Mastery
  Combat: Attack +7 (–1 size, +6 base, +2 Dex) (+8 with slam), Damage 
  +11 (slam), Defense Dodge/Parry +7/— (–1 size, +6 base, +2 
  Dex), Initiative +2
  Saving Throws: Toughness +10 (+2 size, +4 Con, +4 natural), 
  Fortitude +10 (+6 base, +4 Con), Reflex +4 (+2 base, +2 Dex), 
  Will +2 (+2 base)
  Water Elemental, Huge
  Type: 16th Level Elemental (Extraplanar, Water)
  Size: Huge
  Speed: 20 ft., swim 90 ft.
  Abilities: Str +7, Dex +4, Con +5, Int –2, Wis +0, Cha +0
  Skills: Notice 19 (+22), Swim 0 (+15)
  Feats: Attack Focus (slam), Cleave, Great Cleave, Greater Attack 
  Focus (slam), Iron Will, PowerB, Skill Focus (Notice)
  Traits: Damage Reduction 2/—, Darkvision 60 ft., Drench, Elemental 
  Traits, Liquid form, Powers (rank 19, Wis, save Diffi culty 18, 
  Water Shaping +19), Vortex, Vulnerable to Water Shaping, 
  Water Mastery
  Combat: Attack +14 (–2 size, +12 base, +4 Dex) (+16 with slam), 
  Damage +15 (slam), Defense +6 (–2 size, +6 base, +2 Dex), 
  Initiative +2
  Saving Throws: Toughness +13 (+4 size, +5 Con, +4 natural), 
  Fortitude +15 (+10 base, +5 Con), Reflex +9 (+5 base, +4 Dex), 
  Will +7 (+5 base, +2 Iron Will)
  Drench: The elemental’s touch puts out torches, campfires, exposed 
  lanterns and other open flames.
  Liquid Form: A water elemental is composed wholly of animated water, 
  and gains the benefits of being permanently in liquid form. Water 
  elementals can’t enter or pass through oil, or travel more than 180 ft. 
  away from the source of water from which they were summoned.
  Despite being liquid, a water elemental has mass and weight and can 
  manipulate physical objects normally. A water elemental can use its 
  supernatural powers despite being liquid.
  Discerning a water elemental from natural water requires a Diffi culty 
  15 Notice check. Water elementals attempting to hide in water or a 
  similar aqueous liquid gain a +20 bonus on Stealth checks.
  Vortex: The elemental can transform itself into a whirlpool once every 
  10 minutes, provided it is underwater, and remain in that form for 
  up to 1 round for every 2 levels it has. In vortex form, the elemental 
  can move through the water or along the bottom at its swim speed. 
  The vortex is 5 feet wide at the base, up to 30 feet wide at the top, and 
  10 feet or more tall, depending on the elemental’s size. The elemental 
  controls the exact height, but it must be at least 10 feet.
  Another creature might be caught in the vortex if it touches or enters the 
  vortex, or if the elemental moves into or through the creature’s space.
  Creatures one or more size categories smaller than the elemental 
  might take damage when caught in the vortex (see table for details) 
  and may be swept up by it. An affected creature must succeed on a
  
  2
  Chapter Two: True20 Bestiary
  Reflex save when it comes into contact with the vortex or take the 
  indicated damage. It must also succeed on a second Reflex save or 
  be picked up bodily and held suspended in the powerful currents, 
  automatically taking damage each round. An affected creature is 
  allowed a Reflex save each round to escape the vortex. The creature 
  still takes damage, but can leave if the save is successful. The Diffi culty 
  for saves against the vortex’s effects varies with the elemental’s size. 
  The save Diffi culty is Strength-based.
  Creatures trapped in the vortex cannot move except to go where the 
  elemental carries them or to escape the whirlwind. Creatures caught 
  in the whirlwind can otherwise act normally, but must succeed on 
  a Concentration Diffi culty 15 check to use a supernatural power. 
  Creatures caught in the whirlwind take a –4 penalty to Dexterity and 
  a –2 penalty on attack rolls. The elemental can have only as many 
  creatures trapped inside the vortex at one time as will fit inside the 
  vortex’s volume.
  The elemental can eject any carried creatures whenever it wishes, 
  depositing them wherever the vortex happens to be. A summoned 
  elemental always ejects trapped creatures before returning to its 
  home plane.
  If the vortex’s base touches the bottom, it creates a swirling cloud of 
  debris. This cloud is centered on the elemental and has a diameter 
  equal to half the vortex’s height. The cloud obscures all vision, 
  including darkvision, beyond 5 feet. Creatures 5 feet away have 
  concealment, while those farther away have total concealment.
  Those caught in the cloud must succeed on a Difficulty 20 
  Concentration check to use a supernatural power.
  An elemental in vortex form cannot make slam attacks.
  Water Elemental Sizes  
  and Vortex Traits
                          ——————————Vortex—————————
  Elemental 
  Size
  Height
  Weight
  Save 
  Difficulty
  Damage
  Height
  Small
  4 ft.
  34 lb.
  11
  +1
  10-20 ft.
  Medium
  8 ft.
  280 lb.
  13
  +2
  10-30 ft.
  Large
  16 ft.
  2,250 ft.
  16
  +4
  10-40 ft.
  Huge
  32 ft.
  18,000 
  lb.
  22
  +6
  10-50 ft.
  Vulnerable to Water Shaping: The Water Shaping supernatural power 
  can be used to hold a water elemental at bay. This acts exactly like 
  the creature ward effect of the Ward supernatural power.
  Water Mastery: A water elemental gains a +1 bonus on attack and 
  damage rolls if both it and its opponent are touching water. If the 
  opponent or the elemental is touching the ground, the elemental 
  takes a –4 penalty on attack and damage rolls. (These modifiers are 
  not included in the stat block.)
  A water elemental can be a serious threat to a ship that crosses its 
  path. An elemental can easily overturn small craft (5 feet of length 
  per level of the elemental) and stop larger vessels (10 feet long per 
  level). Even large ships (20 feet long per level) can be slowed to half 
  speed.
  Skills: A water elemental has a +8 racial bonus on any Swim check to 
  perform some special action or avoid a hazard. It can always choose to 
  take 10 on a Swim check, even if distracted or endangered. It can use 
  the run action while swimming, provided it swims in a straight line.
  A water elemental appears as a living swell of water that at times 
  briefly assumes a rounded humanoid shape before splashing back 
  into a wave-like shape. Water elementals speak Aquan but rarely 
  choose to do so.
  A water elemental prefers to fight in a large body of water where it 
  can disappear beneath the waves and suddenly swell up behind its 
  opponents.
  Elephant
  Type: 11th Level Animal
  Size: Huge
  Speed: 40 ft.
  Abilities: Str +10, Dex +0, Con +5, Int –4, Wis +1, Cha –2
  Skills: Notice 14 (+18)
  Feats: Attack Focus (gore), Endurance, Iron Will, Night VisionB, Skill 
  Focus (Notice)
  Traits: Scent, Trample
  Combat: Attack +6 (–2 size, +8 base) (+7 with gore), Damage +16 
  (gore) or +14 (slam), Defense Dodge/Parry +6/— (–2 size, +8 
  base), Initiative +0
  Saving Throws: Toughness +13 (+4 size, +5 Con, +4 natural), 
  Fortitude +12 (+7 base, +5 Con), Reflex +3 (+3 base), Will +6 
  (+3 base, +1 Wis, +2 Iron Will)
  Trample: Damage +21; Diffi culty 25 Reflex save for half damage. The 
  save Diffi culty is Strength-based.
  Massive herbivores of tropical lands, elephants are unpredictable 
  creatures but nevertheless are sometimes used as mounts or beasts 
  of burden.
  This entry describes an African elephant. Indian elephants are slightly 
  smaller and weaker (Strength +9), but more readily trained (Wisdom 
  +2). These statistics can also represent prehistoric creatures such as 
  mammoths and mastodons.
  Elephants tend to charge at threatening creatures.
  Elf (1st-level warrior)
  Type: 1st Level Humanoid (Elf)
  Size: Medium
  Speed: 30 ft.
  Abilities: Str +1, Dex +1, Con +0, Int +0, Wis –1, Cha –1
  Skills: Knowledge (life sciences) 4 (+4), Notice 4 (+5), Search 0 (+2), 
  Stealth 4 (+5, +2 with armor and shield), Survival 4 (+3)
  Feats: Attack Focus (bow), Light Armor Training, Night VisionB, 
  Shield Training, Talented (Notice and Search)B, Weapon 
  TrainingB
  Traits: Elven Background Traits
  Combat: Attack +2 (+1 base, +1 Dex) (+3 with bow), Damage +4 
  (sword, 19-20/+3) or +3 (bow, +4), Defense Dodge/Parry 
  +3/+3 (+1 base, +1 Dex/+1 Str, +1 small wooden shield), 
  Initiative +1
  Saving Throws: Toughness +2 (+2 studded leather), Fortitude +2 
  (+2 base), Reflex +1 (+0 base, +1 Dex), Will –1 (+0 base, –1 
  Wis)
  Elves are almost fey-like humanoids that live in harmony with nature 
  and magic alike. They prefer to live in forests and other places of serene 
  natural beauty. Elves live on fruits and grains, though they occasionally 
  hunt for fresh meat. They prefer colorful clothes, usually with a greenish 
  gray cloak that blends well with the colors of the forest. An elf is lithe, 
  full of grace and beauty, and can usually be identified by its ears which 
  taper to delicate points. Elves average 5 feet tall and typically weigh 
  just over 100 pounds. Elves speak Elven, and most also know Common 
  and Sylvan.
  
  
  Chapter Two: True20 Bestiary
  Elves are cautious warriors and take time to analyze their opponents 
  and the location of the fight if at all possible, maximizing their 
  advantage by using ambushes, snipers and camouflage. They prefer 
  to fire from cover and retreat before they are found, repeating this 
  maneuver until all of their enemies are dead. Elves prefer bows, 
  shortbows, rapiers and swords. In melee, elves are graceful and deadly, 
  using complex maneuvers that are beautiful to observe. Their adepts 
  often use the Sleep supernatural power during combat.
  Most elves encountered outside their homes are warriors; the 
  information presented here is for one of 1st level.
  Elf Background Traits
  Elves possess the following racial traits.
  —Ability Adjustments: +1 Dexterity, –1 Constitution
  —Bonus Feats: Night Vision, Talented (Notice and Search), Weapon 
  Training
  —Favored Feats: Choose one supernatural power (elves treat their 
  total level as their adept level for this power).
  Elf Backgrounds
  The above information describes the high elf, the most common variety. 
  There are five other major backgrounds of elf, in addition to half-elves, 
  who share enough elven characteristics to be included here.
  Aquatic Elf
  Also called sea elves, these creatures are water breathing cousins to 
  land-dwelling elves. Aquatic elves fight underwater with tridents, 
  spears and nets.
  Aquatic Elf Background Traits
  Aquatic elves possess the following racial traits.
  —Ability Adjustments: +1 Dexterity, –1 Intelligence.
  —An aquatic elf has the aquatic subtype.
  —An aquatic elf has a swim speed of 40 feet. An aquatic elf has a +8 
  racial bonus on Swim checks to perform some special action or 
  avoid a hazard. It can always choose to take 10 on a Swim check, 
  even if distracted or endangered. It can use the run action while 
  swimming, provided it swims in a straight line.
  —Gills: Aquatic elves can survive out of the water for 1 hour per point 
  of Constitution (after that, refer to the suffocation rules).
  —Superior Night Vision: Aquatic elves can see four times as far as a 
  human in starlight, moonlight, torchlight and similar conditions 
  of low illumination. This trait replaces the elf’s night vision.
  —Bonus Feats: Talented (Notice and Search)
  —Favored Feats: Wild Empathy
  Gray Elf
  Taller and grander in physical appearance than others of their kind, 
  gray elves have a reputation for being aloof and arrogant (even by 
  elven standards). They have either silver hair and amber eyes or pale 
  golden hair and violet eyes. They prefer clothing of white, silver, 
  yellow, or gold, with cloaks of deep blue or purple.
  Gray Elf Background Traits
  Gray elves possess the same background traits as elves, with the 
  following additional ability modifiers.
  —Ability Adjustments: –1 Str, +1 Int
  Half-Elf
  Half-elves have one elf and one human parent. They are not truly an elf 
  background, but they are often mistaken for elves. Half-elves usually 
  inherit a good blend of their parents’ physical characteristics.
  Half-Elf Background Traits
  Half-elves possess the following racial traits.
  —Ability Adjustments: None
  —Bonus Feats: Night Vision, Talented (Diplomacy and Gather 
  Information), Talented (Notice and Search)
  —Favored Feats: Choose two (based on the half-elf’s home culture).
  Wild Elf
  Wild elves are barbaric and tribal. Wild elves’ hair color ranges from 
  black to light brown, lightening to silvery white with age. They dress 
  in simple clothing of animal skins and basic plant weaves.
  Wild Elf Background Traits
  Wild elves possess the same background traits as elves, with the 
  following additional ability modifiers.
  —Ability Adjustments: +1 Dex, –1 Int
  Wood Elf
  Their hair color ranges from yellow to a coppery red, and they are 
  more muscular than other elves. Their clothing is in dark shades 
  of green and earth tones to better blend in with their natural 
  surroundings.
  Wood Elf Background Traits
  Wood elves possess the same background traits as elves, with the 
  following additional ability modifiers.
  —Ability Adjustments: +1 Str, –1 Int
  
  
  Chapter Two: True20 Bestiary
  Elf, Dark (1st-level warrior)
  Type: 1st Level Humanoid (Elf)
  Size: Medium
  Speed: 30 ft.
  Abilities: Str +1, Dex +1, Con +0, Int +1, Wis –1, Cha +0
  Skills: Notice 4 (+5), Search 4 (+7), Sense Motive 4 (+3), Stealth 4 
  (+5, +2 with armor and shield), Survival 4 (+3)
  Feats: Iron Will, Light Armor Training, PowerB, Shield Training, 
  Talented (Notice and Search)B, Weapon TrainingB
  Traits: Dark elf traits, Poison, Powers (rank 4, Int, save Diffi culty 11, 
  Shadow Shaping +5), Supernatural Resistance 12
  Combat: Attack +3 (+1 base, +1 Dex), Damage +3 (rapier, crit 18-20/+3) 
  or +2 (light crossbow, 19-20/+3), Defense Dodge/Parry +3/+3 (+1 
  base, +1 Dex/+1 Str, +1 small wooden shield), Initiative +1
  Saving Throws: Toughness +2 (+2 studded leather), Fortitude +2 
  (+2 base), Reflex +1 (+0 base, +1 Dex), Will +1 (+0 base, –1 
  Wis, +2 Iron Will)
  Poison: Weapon; Fortitude Difficulty 13; initial damage 
  unconsciousness for 1 minute, secondary damage unconsciousness 
  for 5 hours.
  Also known as “drow”, dark elves are a depraved and evil subterranean 
  offshoot of the elves. They look like dark-skinned elves with hardened 
  features. They are still a beautiful people, but theirs is a cold beauty. 
  White is the most common hair color among dark elves, but almost any 
  pale shade is possible. Dark elves tend to be smaller and thinner than 
  other sorts of elves, and their eyes are often a vivid red. 
  Dark elves usually coat their arrows with a potent venom. A typical dark 
  elf carries 2 doses of dark elf knockout poison. Dark eves typically coat 
  arrows and crossbow bolts with this poison, but it can also be applied 
  to a melee weapon.
  Most dark elves encountered outside their homes are warriors; the 
  information presented here is for one of 1st level.
  Dark Elf Background Traits
  These traits are in addition to the high elf traits, except where noted.
  —Ability Adjustments: +1 Intelligence, +1 Charisma.
  —Vision: Darkvision out to 120 feet.
  —Supernatural Resistance equal to 11 + class levels.
  —+2 racial bonus on Will saves against supernatural powers.
  —Light Blindness: Abrupt exposure to bright light (such as sunlight) 
  blinds drow for 1 round. On subsequent rounds, they are dazzled 
  as long as they remain in the affected area.
  —Bonus Feats: Power (Shadow Shaping) (dark elves treat this feat as 
  if their total level was their adept level), Talented (Notice and 
  Search), Weapon Training
  —Favored Feats: Choose one Supernatural Feat (dark elves treat this 
  feat as if their total level was their adept level).
  Ettercap
  Type: 5th Level Aberration
  Size: Medium
  Speed: 30 ft., climb 30 ft.
  Abilities: Str +2, Dex +3, Con +1, Int –2, Wis +2, Cha –1
  Skills: Climb 0 (+10), Craft (trap making) 0 (+2), Notice 0 (+6), Stealth 
  8 (+11)
  Feats: Double Strike, Great Fortitude, Night VisionB
  Traits: Poison, Web
  Combat: Attack +6 (+3 base, +3 Dex), Damage +5 plus poison (bite) 
  or +2 (claws), Defense Dodge/Parry +6/— (+3 base, +3 Dex), 
  Initiative +3
  Saving Throws: Toughness +1 (+1 natural), Fortitude +4 (+1 base, 
  +1 Con, +2 Great Fortitude), Reflex +4 (+1 base, +3 Dex), Will 
  +6 (+4 base, +2 Wis)
  Poison: Bite; Fortitude Diffi culty 15; initial damage 2 Dex, secondary 
  damage 3 Dex. The save Diffi culty is Constitution-based and includes 
  a +2 racial bonus.
  Web: An ettercap can throw a web eight times per day. This is similar to 
  an attack with a net but has a maximum range of 50 feet, with a range 
  increment of 10 feet, and is effective against Medium or smaller targets. 
  The web anchors the target in place, allowing no movement.
  An entangled creature can escape with a Diffi culty 13 Escape Artist 
  check or burst the web with a Diffi culty 17 Strength check. The check 
  Diffi culties are Constitution-based, and the Strength check Diffi culty 
  includes a +4 racial bonus. The web has a toughness of +1, and takes 
  double damage from fire.
  Ettercaps can also create sheets of sticky webbing from 5 to 60 feet 
  square. They usually position these to snare flying creatures but can 
  also try to trap prey on the ground. Approaching creatures must succeed 
  on a Diffi culty 20 Notice check to notice a web, or they stumble into it 
  and become trapped as though by a successful web attack. Attempts to 
  escape or burst the webbing receive a +5 bonus if the trapped creature 
  has something to walk on or grab while pulling free. Each 5-foot-square 
  section has a Toughness of +1, and takes double damage from fire.
  An ettercap can move across its own sheet web at its climb speed and 
  can determine the exact location of any creature touching the web.
  Skills: Ettercaps have a +4 racial bonus on Craft (trap making), and 
  Notice checks. They have a +8 racial bonus on Climb checks and 
  can always choose to take 10 on Climb checks, even if rushed or 
  threatened.
  
  
  Chapter Two: True20 Bestiary
  An ettercap is a ferocious creature that resembles a horrid cross between 
  a human and a tarantula. It has a bloated, bag-like belly, clawed hands 
  and a vaguely human face with multiple spider-like eyes. Two black 
  fangs, like those of a great spider, jut from its mouth. Its sickly yellowish 
  body is dotted with short, bristly hair. An ettercap is about 6 feet tall 
  and weighs about 200 pounds. Ettercaps speak Common.
  Ettercaps are not brave creatures, but their cunning traps often ensure 
  that the enemy never draws a weapon. When an ettercap does engage 
  its enemies, it attacks with its keen-edged claws and venomous bite. 
  It usually does not come within melee reach of any foe that is still able 
  to move.
  Ettin
  Type: 10th Level Humanoid (Giant)
  Size: Large
  Speed: 40 ft.
  Abilities: Str +6, Dex –1, Con +2, Int –2, Wis +0, Cha +0
  Skills: Notice 13 (+18), Search 0 (+0)
  Feats: Attack Focus (morningstar), Heavy Armor TrainingB, 
  Improved Initiative, Iron Will, Light Armor TrainingB, Night 
  VisionB, Skill Focus (Notice), Two-Weapon FightingB, Weapon 
  TrainingB
  Traits: —
  Combat: Attack +5 (–1 size, +7 base, –1 Dex) (+6 with morningstar), 
  Damage +10 (morningstar), Defense Dodge/Parry +5/+12 (–1 
  size, +7 base, –1 Dex/+6 Str), Initiative +3
  Saving Throws: Toughness +9 (+2 size, +2 Con, +3 natural, +2 hide 
  [counts as studded leather]), Fortitude +9 (+7 base, +2 Con), 
  Reflex +2 (+3 base, –1 Dex), Will +5 (+3 base, +2 Iron Will)
  Skills: An ettin’s two heads give it a +2 racial bonus on Notice, and 
  Search checks.
  Ettins, or two-headed giants, are vicious and unpredictable hunters that 
  stalk the night. An ettin never bathes if it can help it, which usually 
  leaves it so grimy and dirty its skin resembles thick, gray hide. Adult 
  ettins are about 13 feet tall and weigh 5,200 pounds. They live about 
  75 years.
  Ettins have no language of their own but speak a pidgin of Orc, Goblin 
  and Giant. Creatures that can speak any of these languages must succeed 
  on a Diffi culty 15 Intelligence check to communicate with an ettin. 
  Check once for each bit of information: If the other creature speaks two 
  of these languages, the Diffi culty is 10, and for someone who speaks 
  all three, the Diffi culty is 5.
  Though ettins aren’t very intelligent, they are cunning fighters.
  They prefer to ambush their victims rather than charge into a straight 
  fight, but once the battle has started, an ettin usually fights furiously 
  until all enemies are dead.
  Ferret
  Type: 0th Level Animal
  Size: Tiny
  Speed: 20 ft., climb 20 ft.
  Abilities: Str –4, Dex +3, Con +0, Int –4, Wis +1, Cha –2
  Skills: Acrobatics 0 (+11), Climb 0 (+11), Notice 3 (+4), Stealth 0 
  (+15)
  Feats: Attack Focus (bite), Night VisionB
  Traits: Attach, Scent
  Combat: Attack +5 (+2 size, +0 base, +3 Dex) (+6 with bite), Damage 
  –4 (bite), Defense Dodge/Parry +5/— (+2 size, +3 Dex), 
  Initiative +3
  Saving Throws: Toughness –2 (–2 size), Fortitude +0 (+0 base), 
  Reflex +5 (+2 base, +3 Dex), Will +1 (+0 base, +1 Wis)
  Attach: If a ferret hits with a bite attack, it uses its powerful jaws to 
  latch onto the opponent’s body and automatically deals bite damage 
  each round it remains attached. An attached ferret loses its Dexterity 
  bonus to defense and has a defense of +2. An attached ferret can 
  be struck with a weapon or grappled itself. To remove an attached 
  ferret through grappling, the opponent must achieve a pin against 
  the creature.
  Skills: Ferrets have a +4 racial bonus on Stealth checks and a +8 racial 
  bonus on Acrobatics and Climb checks. They use their Dexterity 
  modifier for Climb checks. A ferret can always choose to take 10 on 
  a Climb check, even if rushed or threatened.
  These small and mischievous mammals are popular both as pets and 
  as familiars.
  Fiend (General)
  Some call them demons or devils; others call them evil spirits, dark 
  forces or even fallen angels. Regardless of what names they have been 
  given, fiends are creatures associated with evil from another plane 
  of existence. Most fiends are associated with one or more vices in 
  particular.
  Fiends with supernatural powers use their abilities to delude and 
  confuse foes as much as possible. A favorite trick is to create illusory 
  reinforcements; enemies can never be entirely sure if a threat is only a 
  figment or real summoned fiends joining the fray.
  Fiend Traits
  A fiend may possess one or more of the following traits (unless otherwise 
  noted in a creature’s entry).
  —Damage Reduction: Most fiends have some form of damage reduction. 
  The amount of DR and the substances to which the fiend is 
  vulnerable vary with the type of fiend (usually virtue-aligned 
  and cold iron or silver).
  —Immunities: To electricity, fire and poison.
  —Resistances: To acid 4, cold 4 and fire 4.
  —See in Darkness: Some fiends can see perfectly in darkness of any kind, 
  even that created by supernatural powers.
  —Summon: Many fiends share the ability to summon others of their 
  kind (the success chance and type of fiend summoned are noted 
  in each creature description). Fiends are often reluctant to use 
  this power until in obvious peril or extreme circumstances.
  —Supernatural Resistance: Many of the most powerful types of fiends 
  have supernatural resistance. The amount varies with the type 
  of fiend.
  Babau
  Type: 7th Level Outsider (Extraplanar, Vice)
  Size: Medium
  Speed: 30 ft.
  Abilities: Str +5, Dex +1, Con +5, Int +2, Wis +1, Cha +3
  Skills: Climb 10 (+15), Disable Device 10 (+12), Disguise 10 (+13), 
  Escape Artist 10 (+11), Notice 10 (+19), Open Lock 10 (+11), 
  Search 0 (+10), Sleight of Hand 10 (+11), Stealth 10 (+19)
  Feats: Double Strike, Cleave, Improved StrikeB, Power (2)B, Power, 
  Sneak Attack B, Weapon TrainingB
  Traits: Damage Reduction 4/cold iron or virtue, Darkvision 60 ft., 
  Immunity to Electricity and Poison, Powers (rank 10, Cha, save 
  Diffi culty 17, Mind Touch +13, Shadow Shaping +13, Teleport 
  +13), Protective Slime, Resistance to Acid 4, Cold 4, and Fire 
  4, Supernatural Resistance 14, Summon Fiend
  Combat: Attack +8 (+7 base, +1 Dex), Damage +7 (claws or bite), 
  Defense Dodge/Parry +8/+12 (+7 base, +1 Dex/+5 Str), 
  Initiative +1
  
  
  Chapter Two: True20 Bestiary
  Saving Throws: Toughness +9 (+5 Con, +4 natural), Fortitude +10 
  (+5 base, +5 Con), Reflex +6 (+5 base, +1 Dex), Will +6 (+5 
  base, +1 Wis)
  Protective Slime: A slimy red jelly coats the babau’s skin. Any weapon 
  that touches it takes +3 acid damage from the corrosive goo, and 
  the weapon’s hardness does not reduce this damage. A supernatural 
  weapon may attempt a Diffi culty 18 Reflex save to avoid taking this 
  damage. A creature who strikes the babau with an unarmed attack, 
  unarmed strike or natural weapon takes this damage as well but 
  can negate the damage with a Diffi culty 18 Reflex save. The save 
  Diffi culties are Constitution-based.
  Summon Fiend: Once per day a babau can attempt to summon another 
  babau with 40% chance of success (13 or better on d2o).
  Skills: Babaus have a +8 racial bonus on Notice, Search and Stealth 
  checks.
  Babaus are fiends of deceit. They lurk in shadows, clothe themselves in 
  illusions, weave intricate lies and assassinate those who get in their way. 
  A babau appears as a gaunt humanoid with dark blood-red skin pulled 
  taught over its skeleton like canvas over a drum. Its eyes are small and 
  beady, but burn with hatred. The teeth of a babau are jagged, and its 
  head is topped by a single massive curved horn. Babaus stand around 
  6 feet tall and weigh about 140 pounds.
  Babaus are sneaky and sly. They attack the most powerful foe first, 
  hoping to eliminate the true threats quickly and then toy with the 
  rest. When ambushing their opponents, they make excellent use of the 
  combination of multiple attacks and sneak attacks. A babau’s natural 
  weapons, as well as any weapons it wields, are treated as vice-aligned 
  for the purpose of overcoming damage reduction.
  Balor
  Type: 20th Level Outsider (Extraplanar, Vice)
  Size: Large
  Speed: 40 ft., fly 90 ft. (good)
  Abilities: Str +12, Dex +7, Con +10, Int +7, Wis +7, Cha +13
  Skills: Bluff 23 (+36), Concentration 23 (+30), Diplomacy 23 (+36), 
  Disguise 23 (+36), Intimidate 23 (+36), Knowledge (supernatural) 
  23 (+30), Knowledge (any two) 23 (+30), Notice 23 (+38), Search 23 
  (+30), Sense Motive 23 (+30), Stealth 23 (+30), Survival 23 (+30)
  Feats: Attack Focus (sword), Cleave, Exotic Weapon Training (whip)B, 
  Improved Initiative, Improved StrikeB, Power (6)B, Power (2), 
  Quicken Power, Two-Weapon Fighting, Weapon TrainingB
  Traits: Damage Reduction 6/cold iron and virtue, Darkvision 60 ft., Death 
  Throes, Entangle, Flaming Body, Immunity to Electricity, Fire, 
  and Poison, Powers (rank 23, Cha, save Diffi culty 33, Dominate 
  +36, Elemental Blast +36, Fire Shaping +36, Mind Touch +36, 
  Move Object +36, Second Sight +36, True Vision +36, Teleport 
  +36), Resistance to Acid 4 and Cold 4, Supernatural Resistance 28, 
  Summon Fiend, Vorpal Sword
  Combat: Attack +26 (–1 size, +20 base, +7 Dex) (+28 with +1 vorpal sword 
  and +27 with +1 flaming whip), Damage +17 (+1 vorpal sword, crit 
  19-20/+3) or +14 +2 fire plus entanglement (+1 flaming whip), 
  Defense Dodge/Parry +26/+32 (–1 size, +20 base, +7 Dex/+12 Str 
  [+1 vorpal sword]), Initiative +11
  Saving Throws: Toughness +21 (+2 size, +10 Con, +9 natural), Fortitude 
  +22 (+12 base, +10 Con), Reflex +19 (+12 base, +7 Dex), Will +19 
  (+12 base, +7 Wis)
  Death Throes: When killed, a balor explodes in a blinding flash of light that 
  deals +25 damage to anything within 100 feet (Reflex Diffi culty 30 half). 
  This explosion automatically destroys any weapons the balor is holding. 
  The save Diffi culty is Constitution-based.
  Entangle: A balor’s +1 flaming whip entangles foes much like an attack 
  with a net. The whip has a toughness of +4. The whip needs no folding. 
  If it hits, the target and the balor immediately make opposed Strength 
  checks; if the balor wins, it drags the target against its flaming body (see 
  the balor’s Flaming Body trait). The target remains anchored against the 
  balor’s body until it escapes the whip.
  Flaming Body: The body of a balor is wreathed in flame. Anyone grappling 
  a balor takes +12 fire damage each round.
  Summon Fiend: Once per day a balor can automatically summon 20 
  dretches, 2 hezrous, or one nalfeshnee, glabrezu, marilith, or balor.
  Vorpal Sword: Every balor carries a +1 vorpal sword that looks like a flame 
  or a bolt of lightning. On an attack roll of a natural 20, if a critical hit is 
  scored, the sword severs the victim’s head (if it has one). This automatically 
  kills most living creatures with a discernable anatomy (tick off the “dead” 
  condition on the damage track).
  Skills: Balors have a +8 racial bonus on Notice checks.
  Balors are fiends of tyranny and are the lords of the underworld, ruling 
  lesser fiends through sheer power, violence and fear. These large fiends 
  are terrible to behold. A balor is a towering well-muscled humanoid 
  figure shrouded by a blazing inferno. It possesses the classic demonic 
  bat-like wings and horns. A balor stands about 12 feet tall. Its skin is 
  usually dark red. It weighs about 4,500 pounds.
  Balors love to join battle armed with their swords and whips. If they 
  face stiff resistance, they may teleport away to loose a few supernatural 
  powers at the foe. A balor’s +1 flaming whip is a long, flexible weapon 
  with many tails tipped with hooks, spikes and balls. The weapon deals 
  bludgeoning and slashing damage, in addition to fire damage. A balor’s 
  natural weapons, as well as any weapons it wields, are treated as vice-
  aligned for the purpose of overcoming damage reduction.
  Barbed Fiend (Hamatula)
  Type: 12th Level Outsider (Extraplanar, Vice)
  Size: Medium
  
  
  Chapter Two: True20 Bestiary
  Speed: 30 ft.
  Abilities: Str +6, Dex +6, Con +6, Int +1, Wis +2, Cha +4
  Skills: Concentration 15 (+17), Intimidate 15 (+19), Knowledge (any 
  one) 15 (+16), Notice 15 (+20), Search 15 (+16), Sense Motive 
  15 (+17), Stealth 15 (+21)
  Feats: Cleave, Improved StrikeB, Improved GrabB, Iron Will, Power 
  (5)B, Power (2), Skill Focus (Notice), Weapon TrainingB
  Traits: Barbed defense, Damage Reduction 4/virtue, Darkvision 
  60 ft., Fear, Immunity to Fire and Poison, Impale 15, Powers 
  (rank 15, Cha, save Diffi culty 20, Corrupting Shadow +19, 
  Elemental Blast +19, Fire Shaping +19, Illusion +19, Mind 
  Touch +19, Move Object +19, Teleport +19), Resistance to 
  Acid 4 and Cold 4, See in Darkness, Supernatural Resistance 
  23, Summon Fiend
  Combat: Attack +18 (+12 base, +6 Dex), Damage +12 (claws), 
  Defense Dodge/Parry +18/+18 (+12 base, +6 Dex/+6 Str), 
  Initiative +6
  Saving Throws: Toughness +12 (+6 Con, +6 natural), Fortitude +14 
  (+8 base, +6 Con), Reflex +14 (+8 base, +6 Dex), Will +12 (+8 
  base, +2 Wis, +2 Iron Will)
  Barbed defense: Any creature striking a barbed fiend with handheld 
  weapons or natural weapons takes +8 piercing and slashing damage 
  from the fiend’s barbs. Note that weapons with exceptional reach, 
  such as longspears, do not endanger their users in this way.
  Fear: A creature hit by a barbed fiend must succeed on a Diffi culty 
  20 Will save or be affected as though by the fear effect of the Heart 
  Shaping supernatural power. Whether or not the save is successful, 
  that creature cannot be affected by that same barbed fiend’s fear 
  ability for 24 hours. The save Diffi culty is Charisma-based.
  Impale: A barbed fiend deals +10 piercing damage to a grabbed 
  opponent with a successful grapple check.
  Summon Fiend: Once per day a barbed fiend can attempt to summon 3 
  bearded fiends or another barbed fiend with a 35% chance of success 
  (14 or better on d20).
  Barbed fiends are fiends of obsession. They systematically accumulate 
  and hoard all the wealth and influence they can get their clawed hands 
  upon. A barbed fiend is an ugly humanoid covered with painful-looking 
  barbed spines from its head to the tip of its tail. Barbed fiends are about 
  7 feet tall and weigh about 300 pounds.
  Barbed fiends eagerly fight with their claws, trying to impale their 
  opponents. They use Move Object to grapple and immobilize those 
  who avoid their hug attacks. A barbed fiend’s natural weapons, as well 
  as any weapons it wields, are treated as vice-aligned for the purpose of 
  overcoming damage reduction.
  Bearded Fiend (Barbazu)
  Type: 6th Level Outsider (Extraplanar, Vice)
  Size: Medium
  Speed: 40 ft.
  Abilities: Str +2, Dex +2, Con +3, Int –2, Wis +0, Cha +0
  Skills: Climb 9 (+11), 9 (Notice +9), Sense Motive 9 (+9), Stealth 
  9 (+11)
  Feats: Attack Focus (polearm), Cleave, Improved Initiative, Improved 
  StrikeB, Power (2)B, RageB, Weapon TrainingB
  Traits: Beard, Damage Reduction 2/silver or virtue, Darkvision 60 
  ft., Immunity to Fire and Poison, Persistent Wound, Powers 
  (rank 9, Cha, save Diffi culty 13, Mind Touch +9, Teleport +9), 
  Resistance to Acid 4 and Cold 4, See in Darkness, Supernatural 
  Resistance 17, Summon Fiend
  Combat: Attack +8 (+6 base, +2 Dex) (+9 polearm), Damage +5 plus 
  persistent wound (polearm, crit +4), or +4 (claws), Defense 
  Dodge/Parry +8/+8 (+6 base, +2 Dex/+2 Str), Initiative +6
  Saving Throws: Toughness +6 (+3 Con, +3 natural), Fortitude +8 (+5 
  base, +3 Con), Reflex +7 (+5 base, +2 Dex), Will +5 (+5 base)
  Beard: If a bearded fiend hits a single opponent with both claw attacks, 
  it automatically hits with its beard. The affected creature takes +5 
  damage and must succeed on a Diffi culty 16 Fortitude save or be 
  infected with a vile disease known as devil chills (incubation period 
  2 days, Damage 1 Str). Damage is dealt each day until the affl icted 
  creature succeeds on three consecutive Fortitude saves, the disease 
  is cured through supernatural means or the creature dies. The save 
  Diffi culty is Constitution-based.
  Persistent Wound: Polearm; +2 damage each round; Diffi culty 16 
  Medicine and adept level check. The infernal wound is a supernatural 
  ability of the bearded fiend, not of the weapon.
  Summon Fiend: Once per day a bearded fiend can attempt to summon 
  11 lemures with a 50% chance of success (11 or better on d20), or 
  another bearded fiend with a 35% chance of success (14 or better).
  Bearded fiends are fiends of wrath. They are the least organized or 
  predictable of fiend-kind. They are legendary for their ferocious battle-
  rages. A bearded fiend is a feral looking humanoid with skin tones 
  that can range from a sickly green to a dark rusty red. Bearded fiends 
  are named after their jagged beards that appear as though made from 
  sharpened metal wire. They stand 6 feet tall and weigh about 225 
  pounds. Every bearded fiend carries a saw-toothed glaive (a type of 
  polearm).
  Bearded fiends are aggressive and love to fight. They revel in their battle 
  frenzy, spreading mayhem among their foes. A bearded fiend’s natural 
  weapons, as well as any weapons it wields, are treated as vice-aligned 
  for the purpose of overcoming damage reduction.
  Bebilith
  Type: 12th Level Outsider (Extraplanar, vice)
  Size: Huge
  
  
  Chapter Two: True20 Bestiary
  Speed: 40 ft., climb 20 ft.
  Abilities: Str +9, Dex +1, Con +8, Int +0, Wis +1, Cha +1
  Skills: Climb 15 (+24), Jump 15 (+24), Notice 15 (+16), Search 15 
  (+15), Stealth 15 (+16), Sense Motive 15 (+16)
  Feats: All-Out Attack, Cleave, Improved Initiative, Improved Grab, 
  Improved StrikeB, PowerB, Track
  Traits: Damage Reduction 4/virtue, Darkvision 60 ft., Poison, 
  Powers (rank 15, Cha, save Diffi culty 17, Mind Touch +16), 
  Rend Armor, Scent, Web
  Combat: Attack +11 (–2 size, +12 base, +1 Dex), Damage +13 plus 
  poison (bite) or +11 (claws), Defense Dodge/Parry +11/+19 
  (–2 size, +12 base, +1 Dex/+9), Initiative +5
  Saving Throws: Toughness +18 (+4 size, +8 Con, +6 natural), 
  Fortitude +16 (+8 base, +8 Con), Reflex +9 (+8 base, +1 Dex), 
  Will +9 (+8 base, +1 Wis)
  Poison: Bite; Fortitude Diffi culty 24; initial Damage 2 Con, secondary 
  damage 3 Con. The save Diffi culty is Constitution-based.
  Rend Armor: If a bebilith hits with both claw attacks, it pulls apart any 
  armor worn by its foe. This attack deals +26 damage to the opponent’s 
  armor. Creatures not wearing armor are unaffected by this special 
  attack. Armor makes its own damage saves and has its own damage 
  track. Armor is destroyed when reduced to “dying” condition on the 
  damage track. Damaged armor may be repaired with a successful 
  Craft (armorsmithing) check.
  Web: A bebilith can throw a web up to four times per day. This is similar 
  to an attack with a net but has a maximum range of 30 feet, with a 
  range increment of 10 feet. This attack is effective against targets of 
  up to Gargantuan size. The web anchors the target in place, allowing 
  no movement.
  An entangled creature can escape with a Diffi culty 24 Escape Artist 
  check or burst the web with a Diffi culty 24 Strength check. The check 
  Diffi culties are Constitution-based. The web has a toughness of +3. 
  There is a 70% chance (7 or better on d20) that the webbing does not 
  burn if any sort of fire is applied to it (check each round).
  Skills: A bebilith has mottled coloration that gives it a +8 racial bonus 
  on Stealth checks.
  Bebiliths are fiends of cruelty. They are enormous, predatory, arachnid 
  fiends of incalculable cruelty that hunt other fiends. A bebilith has a 
  body the size of a plow horse, with legs spanning more than 14 feet. 
  It weighs more than two tons. Bebiliths understand but do not speak 
  Fiendish. Their telepathy allows them to communicate silently with 
  one another. A bebilith will hunt down and feed upon any creature that 
  comes across its path, not because it is hungry or to defend its territory, 
  but because of the sheer glee it gets from hunting, dismembering and 
  feeding upon other creatures, even other fiends.
  A bebilith randomly attacks anything they do not perceive to be more 
  powerful than themselves. It usually picks one target and concentrates 
  its attacks on that opponent, using its webs to isolate the target from 
  its comrades. Should the bebilith become overwhelmed by tougher 
  opponents, it often attempts to bite one or more of its victims and 
  retreats, allowing its poison to do its work. Bebilith venom is highly 
  perishable, losing its potency and becoming inert, foul-smelling goo 
  almost as soon as it comes into contact with air. A bebilith’s natural 
  weapons, as well as any weapons it wields, are treated as vice-aligned 
  for the purpose of overcoming damage reduction.
  Bone Fiend (Osyluth)
  Type: 10th Level Outsider (Extraplanar, Vice)
  Size: Large
  Speed: 40 ft.
  Abilities: Str +5, Dex +5, Con +5, Int +2, Wis +2, Cha +2
  Skills: Bluff 13 (+15), Concentration 13 (+15), Intimidate 13 (+15), 
  Knowledge (any one) 13 (+15), Notice 13 (+18), Search 13 
  (+15), Sense Motive 13 (+15), Stealth 13 (+18)
  Feats: Double Strike, Improved Initiative, Improved StrikeB, Iron 
  Will, Power (4)B, Skill Focus (Notice), Weapon TrainingB
  Traits: Damage Reduction 4/virtue, Darkvision 60 ft., Fear Aura, 
  Immunity to Fire and Poison, Poison, Powers (rank 13, Cha, 
  save Diffi culty 17, Cold Shaping +15, Illusion +15, Mind Touch 
  +15, Teleport 15), Resistance to Acid 4 and Cold 4, See in 
  Darkness, Supernatural Resistance 21, Summon Fiend
  Combat: Attack +14 (–1 size, +10 base, +5 Dex), Damage +8 (bite) 
  or +6 (claws) or +8 plus poison (sting), Defense Dodge/Parry 
  +14/+14 (–1 size, +10 base, +5 Dex/+5 Str), Initiative +9
  Saving Throws: Toughness +12 (+2 size, +5 Con, +5 natural), 
  Fortitude +12 (+7 base, +5 Con), Reflex +12 (+7 base, +5 Dex), 
  Will +11 (+7 base, +2 Wis, +2 Iron Will)
  Fear Aura: Bone fiends can radiate a 5-foot-radius fear aura as a 
  free action. Affected creatures must succeed on a Diffi culty 17 Will 
  save or be affected as though by the fear effect of the Heart Shaping 
  supernatural power. A creature that successfully saves cannot be 
  affected again by the same bone fiend’s aura for 24 hours. Other fiends 
  are immune to the aura. The save Diffi culty is Charisma-based.
  Poison: Sting; Fortitude Diffi culty 20; initial Damage 2 Str, secondary 
  damage 3 Str. The save Diffi culty is Constitution-based.
  Summon Fiend: Once per day a bone fiend can attempt to summon 11 
  lemures with a 50% chance of success (11 or better on d20), or another 
  bone fiend with a 35% chance of success (14 or better).
  Bone fiends are fiends of injustice. They serve as enforcers among fiend-
  kind, policing lesser fiends to enforce the laws of higher ranking fiends. 
  A bone fiend looks like a cross between a skeleton and a humanoid 
  scorpion. Its sunken features outline its bone structure with frightening 
  clarity, and its backbone extends into a long scorpion-like tail. Its 
  withered limbs end in sharply clawed hands. Bone fiends stand about 
  9 feet tall and weigh about 500 pounds.
  Bone fiends hate all other creatures and attack ruthlessly. A bone fiend’s 
  natural weapons, as well as any weapons it wields, are treated as vice-
  aligned for the purpose of overcoming damage reduction.
  Chain Fiend (Kyton)
  Type: 8th Level Outsider (Extraplanar, Vice)
  Size: Medium
  Speed: 30 ft.
  Abilities: Str +2, Dex +2, Con +2, Int –2, Wis +0, Cha +1
  Skills: Climb 11 (+13), Craft (blacksmithing) 0 (+6), Escape Artist 
  11 (+13), Intimidate 11 (+12), Notice 11 (+14)
  Feats: Exotic Weapon Training (spiked chain)B, Heavy Armor 
  TrainingB, Improved Critical (chain), Improved Initiative, 
  Improved StrikeB, Light Armor TrainingB, Skill Focus (Notice), 
  Two Weapon FightingB, Weapon TrainingB
  Traits: Damage Reduction 2/silver or virtue, Dancing Chains, 
  Darkvision 60 ft., Immunity to Cold, Regeneration 2, 
  Supernatural Resistance 18, Unnerving Gaze
  Combat: Attack +10 (+8 base, +2 Dex), Damage +4 (spiked chain), 
  Defense Dodge/Parry +10/+10 (+8 base, +2 Dex/+2 Str), 
  Initiative +6
  Saving Throws: Toughness +10 (+2 Con, +5 natural, +3 chains 
  [counts as chain mail]), Fortitude +8 (+6 base, +2 Con), Reflex 
  +8 (+6 base, +2 Dex), Will +6 (+6 base)
  Dancing Chains: A chain fiend’s most awesome attack is its ability to 
  control up to four chains within 20 feet as a standard action, making 
  the chains dance or move as it wishes. In addition, a chain fiend can
  
  
  Chapter Two: True20 Bestiary
  increase these chains’ length by up to 15 feet and cause them to sprout 
  razor-edged barbs. These chains attack as effectively as the fiend itself. 
  If a chain is in another creature’s possession, the creature can attempt a 
  Diffi culty 15 Will save to break the chain fiend’s power over that chain. 
  If the save is successful, the chain fiend cannot attempt to control that 
  particular chain again for 24 hours or until the chain leaves the creature’s 
  possession. A chain fiend can climb chains it controls at its normal speed 
  without making Climb checks. The save Diffi culty is Charisma-based. 
  Regeneration: Each round a chain fiend gains an extra recovery check with 
  a +2 bonus. Damage dealt by silvered weapons, virtue-aligned weapons, 
  and powers or effects used by a creature with the virtue subtype cannot 
  be healed in this way. A chain fiend that loses a piece of its body regrows 
  it in 70 minutes. Holding the severed member against the stump enables 
  it to reattach instantly.
  Unnerving Gaze: Range 30 ft., Will Diffi culty 15 negates. A chain fiend 
  can make its face resemble one of an opponent’s departed loved ones 
  or bitter enemies. Those who fail their saves take a –2 penalty on attack 
  rolls for 2 rounds. The save Diffi culty is Charisma-based.
  Skills: Chain fiends have a +8 racial bonus on Craft checks involving 
  metalwork.
  Chain fiends are fiends of torture. They are humanlike fiends, wrapped 
  in chains instead of clothing, much the same way a mummy is wrapped 
  in gauze. Chain fiends are 6 feet tall and weigh about 300 pounds, chains 
  included. Chain fiends speak Fiendish and Common.
  A chain fiend attacks by flailing away with the spiked chains that serve 
  as its clothing, armor and weapons. A chain fiend’s natural weapons, as 
  well as any weapons it wields, are treated as vice-aligned for the purpose 
  of overcoming damage reduction.
  Dretch
  Type: 2nd Level Outsider (Extraplanar, Vice)
  Size: Small
  Speed: 20 ft.
  Abilities: Str +1, Dex +0, Con +2, Int –3, Wis +0, Cha +0
  Skills: Intimidate 5 (+5), Notice 5 (+5), Stealth 5 (+9)
  Feats: Double Strike, Improved StrikeB, PowerB
  Traits: Damage Reduction 2/cold iron or virtue, Darkvision 60 ft., 
  Immunity to Electricity and Poison, Powers (rank 5, Cha, save 
  Diffi culty 11, Mind Touch +5), Resistance to Acid 4, Cold 4, and 
  Fire 4, Summon Fiend
  Combat: Attack +3 (+1 size, +2 base), Damage +3 (claws) or +2 
  (bite), Defense Dodge/Parry +3/+4 (+1 size, +2 base, +1 Str), 
  Initiative +0
  Saving Throws: Toughness +3 (–1 size, +2 Con, +2 natural), Fortitude 
  +5 (+3 base, +2 Con), Reflex +3 (+3 base), Will +3 (+3 base)
  Summon Fiend: Once per day a dretch can attempt to summon another 
  dretch with a 35% chance of success (14 or better on d20).
  Dretches are fiends of sloth. They rarely move, act or even think unless 
  commanded to do so by a more powerful fiend. A dretch is a short 
  humanoid with droopy hairless features, spindly limbs and a thick 
  sagging gut. Dretches are about 4 feet tall and weigh about 60 pounds. 
  Dretches cannot speak but can communicate telepathically.
  Dretches are slow, stupid and not very effective combatants. In one-
  on-one combat, they rely on their damage reduction to keep them 
  alive. In groups, they depend on sheer numbers to overcome foes and 
  immediately summon other dretches to improve the odds in battle. 
  They flee at the first sign of adversity unless more powerful fiends are 
  present to intimidate them into fighting. Dretches’ fear of their greater 
  kin is stronger then even their fear of destruction. A dretch’s natural 
  weapons, as well as any weapons it wields, are treated as vice-aligned 
  for the purpose of overcoming damage reduction.
  Erinyes
  Type: 9th Level Outsider (Extraplanar, Vice)
  Size: Medium
  Speed: 30 ft., fly 50 ft. (good)
  Abilities: Str +5, Dex +5, Con +5, Int +2, Wis +4, Cha +5
  Skills: Concentration 12 (+16), Diplomacy 12 (+17), Escape Artist 
  12 (+17), Knowledge (any) 12 (+14), Notice 12 (+16), Search 
  12 (+14), Sense Motive 12 (+16), Stealth 12 (+17)
  Feats: AttractiveB, Dodge Focus, Weapon Training (rope)B, Improved 
  StrikeB, Move-By Action, Point Blank Shot, Precise Shot, Power 
  (6)B, Weapon TrainingB
  Traits: Damage Reduction 2/virtue, Darkvision 60 ft., Entangle, 
  Immunity to Fire and Poison, Powers (rank 12, Cha, save 
  Diffi culty 20, Illusion +17, Mind Touch +17, Second Sight +17, 
  Suggestion +17, Teleport +17, True Vision +17), Resistance to 
  Acid 4 and Cold 4, See in Darkness, Supernatural Resistance 
  20, Summon Fiend
  Combat: Attack +14 (+9 base, +5 Dex) (+15 with +1 flaming bow), 
  Damage +8 (sword, 19-20/+3) or +9 +2 fire (+1 flaming bow, 
  +4), Defense Dodge/Parry +15/+15 (+9 base, +5 Dex/+5 Str, 
  +1 dodge), Initiative +5
  Saving Throws: Toughness +9 (+5 Con, +4 natural), Fortitude +11 
  (+6 base, +5 Con), Reflex +11 (+6 base, +5 Dex), Will +10 (+6 
  base, +4 Wis)
  Entangle: Each erinyes carries a stout rope some 50 feet long that 
  entangles opponents of any size. Doing so requires a ranged attack to 
  throw the magical rope on the target. The rope has a defense of
   +0 and a Toughness save of +1. It requires a Diffi culty 23 Strength 
  check to burst the rope. While bound, an adept must succeed on a 
  Diffi culty 15 concentration check to use any supernatural powers. An 
  entangled target may also slip free with a Diffi culty 20 escape artist 
  check. An erinyes can hurl its rope 30 feet with no range penalty. 
  Typically, an erinyes entangles a foe, lifts it into the air and drops it 
  from a great height.
  Summon Fiend: Once per day an erinyes can attempt to summon 
  11 lemures or 2 bearded fiends with a 50% chance of success (11 or 
  better on d20).
  Erinyes are fiends of guilt. Unlike other fiends, an erinyes appears 
  attractive to humans, resembling a very comely woman or man with 
  large feathery wings like those of a falcon. Erinyes stand about 6 feet 
  tall and weigh about 150 pounds. Erinyes speak Fiendish, Celestial 
  and Draconic.
  True to its vice, an erinyes’ preferred weapon is a rope, symbolic of the 
  tether to which one feels bound by their guilt. Erinyes prefer to engage 
  in combat from a distance. They use Suggestion to distract or disorganize 
  their opponents, then rain down fiery arrows from above. An erinyes’ 
  natural weapons, as well as any weapons it wields, are treated as vice-
  aligned for the purpose of overcoming damage reduction.
  Glabrezu
  Type: 12th Level Outsider (Extraplanar, Vice)
  Size: Huge
  Speed: 40 ft.
  Abilities: Str +10, Dex +0, Con +10, Int +3, Wis +3, Cha +5
  Skills: Bluff 15 (+20), Concentration 15 (+18), Diplomacy 15 (+20), 
  Intimidate 15 (+20), Knowledge (any) 15 (+18), Notice 15 (+26), 
  Search 15 (+18), Sense Motive 15 (+18), Stealth 15 (+15)
  Feats: Cleave, Double Strike, Great Cleave, Improved GrabB, Improved 
  StrikeB, Power (3)B, Power (2), Weapon TrainingB
  Traits: Damage reduction 4/virtue, Darkvision 60 ft., Immunity to 
  Electricity and Poison, Powers (rank 15, Cha, save Diffi culty 
  21, Illusion +20, Mind Touch +20, Second Sight +20, Teleport
  
  0
  Chapter Two: True20 Bestiary
   +20, True Vision +20), Resistance to Acid 4, Cold 4, and Fire 
  4, Supernatural Resistance 21, Summon Fiend
  Combat: Attack +10 (–2 size, +12 base), Damage +16 (pinchers) or 
  +12 (claws) or +13 (bite), Defense Dodge/Parry +10/+20 (–2 
  size, +12 base, +10 Str), Initiative +0
  Saving Throws: Toughness +23 (+4 size, +10 Con, +9 natural), 
  Fortitude +18 (+8 base, +10 Con), Reflex +8 (+8 base), Will 
  +11 (+8 base, +3 Wis)
  Summon Fiend: Once per day a glabrezu can attempt to summon 22 
  dretches or 1 vrock with a 50% chance of success (11 or better on d20), 
  or another glabrezu with a 20% chance of success (17 or better).
  Skills: Glabrezu have a +8 racial bonus on Notice checks.
  Glabrezus are fiends of greed. A glabrezu resembles a large, hideous dog-
  headed humanoid with four arms. Its upper set of arms ends in cruel 
  crab-like pinchers, while its lower arms end in clawed hands. Glabrezus 
  have penetrating violet eyes, and their skin color ranges from deep 
  russet to pitch black. Like succubi, glabrezu tempt heroes into ruin, but 
  they lure their prey with power or wealth rather than passion. A glabrezu 
  stands about 15 feet tall and weighs about 5,500 pounds.
  Glabrezus prefer subterfuge to combat. However, if their attempts to 
  entice or deceive fail, these enormous fiends attack with a vengeance. A 
  glabrezu’s natural weapons, as well as any weapons it wields, are treated 
  as vice-aligned for the purpose of overcoming damage reduction.
  Hellcat (Bezekira)
  Type: 8th Level Outsider (Extraplanar, Vice)
  Size: Large
  Speed: 40 ft.
  Abilities: Str +6, Dex +5, Con +3, Int +0, Wis +2, Cha +0
  Skills: Acrobatics 11 (+16), Climb 11 (+17), Jump 11 (+17), Notice 
  11 (+17), Stealth 11 (+16), Survival 11 (+13)
  Feats: Dodge Focus, Double Strike, Improved Initiative, Improved 
  StrikeB, TrackB, Improved GrabB, PowerB
  Traits: Damage Reduction 2/virtue, Darkvision 60 ft., Invisible in 
  Light, Pounce, Powers (rank 11, Wis, save Diffi culty 16, Mind 
  Touch +13), Rake, Resistance to Fire 4, Scent, Supernatural 
  Resistance 19
  Combat: Attack +12 (–1 size, +8 base, +5 Dex), Damage +9 (claws) 
  or +12 (bite) or +6 (rake), Defense Dodge/Parry +13/+14 (–1 
  size, +8 base, +5 Dex/+6 Str, +1 dodge), Initiative +9
  Saving Throws: Toughness +8 (+2 size, +3 Con, +3 natural), 
  Fortitude +9 (+6 base, +3 Con), Reflex +11 (+6 base, +5 Dex), 
  Will +8 (+6 base, +2 Wis)
  Improved Grab: To use this ability, a hellcat must hit with its bite 
  attack. It can then attempt to start a grapple as a free action. If it 
  wins the grapple check, it establishes a hold and can rake.
  Invisible in Light: A hellcat is invisible in any area lit well enough for 
  a human to see. In a darkened area, it shows up as a faintly glowing 
  outline visible up to 30 feet away (60 feet if the viewer has Night 
  Vision). Supernatural darkness smothers the glow and conceals the 
  outline.
  Pounce: If a hellcat charges, it can attack a single target with both its 
  claws and its bite in a single round.
  Skills: Hellcats have a +4 racial bonus on Notice and Stealth checks.
  Hellcats are fiends of hatred. They are astoundingly voracious creatures 
  whose hunger for flesh is never sated. A hellcat has the form of a lion 
  composed of white fire. While its appearance suggests it is incorporeal, 
  a hellcat has a corporeal body and can be harmed by physical attacks. 
  Hellcats use a natural telepathy to communicate with one another and 
  those they encounter. A hellcat measures about 9 feet long and weighs 
  about 900 pounds.
  A hellcat can hold its own in combat thanks to sharp claws and wicked 
  fangs. It prefers to leap upon opponents, just as a lion does. A hellcat’s 
  natural weapons, as well as any weapons it wields, are treated as vice-
  aligned for the purpose of overcoming damage reduction.
  Hezrou
  Type: 10th Level Outsider (Extraplanar, Vice)
  Size: Large
  Speed: 30 ft.
  Abilities: Str +5, Dex +0, Con +9, Int +2, Wis +2, Cha +4
  Skills: Climb 13 (+18), Concentration 13 (+15), Notice 13 (+23), 
  Escape Artist 13 (+13), Intimidate 13 (+17), Knowledge 
  (supernatural) 13 (+15), Search 13 (+15), Stealth 13 (+9)
  Feats: Blind-Fight, Cleave, Double StrikeB, Improved GrabB, Improved 
  StrikeB, Power (3)B, Power, Tough, Weapon TrainingB
  Traits: Damage Reduction 4/virtue, Darkvision 60 ft., Immunity to 
  Electricity and Poison, Powers (rank 13, Cha, save Diffi culty 
  19, Corrupting Shadow +17, Mind Touch +17, Second Sight 
  +17, Teleport +17), Resistance to Acid 4, Cold 4, and Fire 4, 
  Supernatural Resistance 19, Stench, Summon Fiend
  Combat: Attack +9 (–1 size, +10 base), Damage +9 (bite) or +9 
  (claws), Defense Dodge/Parry +9/+14 (–1 size, +10 base, +5 
  Str), Initiative +0
  Saving Throws: Toughness +19 (+2 size, +9 Con, +1 Tough, +7 
  natural), Fortitude +16 (+7 base, +9 Con), Reflex +7 (+7 base), 
  Will +9 (+7 base, +2 Wis)
  Stench: A hezrou’s skin produces a foul-smelling, toxic liquid 
  whenever it fights. Any living creature (except other fiends) within 10 
  feet must succeed on a Diffi culty 24 Fortitude save or be nauseated 
  for as long as it remains within the affected area and for 2 rounds 
  afterward. Creatures that successfully save are sickened for as 
  long as they remain in the area. A creature that successfully saves 
  cannot be affected again by the same hezrou’s stench for 24 hours. 
  A successful use of the Cure Poison supernatural power removes 
  either condition from one creature. Creatures that have immunity 
  to poison are unaffected, and creatures resistant to poison receive 
  their normal bonus on their saving throws. The save Diffi culty is 
  Constitution-based.
  Summon Fiend: Once per day a hezrou can attempt to summon 22 
  dretches or another hezrou with a 35% chance of success (14 or 
  better on d20).
  Skills: Hezrous have a +8 racial bonus on Notice checks.
  Hezrou are fiends of violence. They are built for battle, and love nothing 
  more than bathing in the blood of their victims and reveling in their own 
  battle-stench. A hezrou has a stout brutish body that resembles that 
  of a demonic hairless gorilla with a thick horn-covered hide. A hezrou 
  can walk both upright and on all fours, but it always fights standing up. 
  Hezrous are about 8 feet tall and weigh about 750 pounds.
  Hezrous enjoy melee combat even more than vrocks do. They eagerly 
  press an attack deep into the heart of enemy forces, so their stench can 
  take effect as quickly as possible. A hezrou’s natural weapons, as well 
  as any weapons it wields, are treated as vice-aligned for the purpose of 
  overcoming damage reduction.
  Horned Fiend (Cornugon)
  Type: 15th Level Outsider (Extraplanar, Vice)
  Size: Large
  Speed: 20 ft., fly 50 ft. (average)
  Abilities: Str +10, Dex +7, Con +7, Int +2, Wis +4, Cha +6
  Skills: Bluff 18 (+24), Climb 18 (+28), Concentration 18 (+22), 
  Intimidate 18 (+24), Notice 18 (+22), Search 18 (+20), Sense 
  Motive 18 (+22), Stealth 18 (+21)
  
  1
  Chapter Two: True20 Bestiary
  Feats: Attack Focus (spiked chain), Cleave, Double Strike, Exotic 
  Weapon Training (spiked chain)B, Improved StrikeB, Improved 
  Sunder, Iron Will, Power (5)B, Power, Weapon TrainingB
  Traits: Damage Reduction 4/virtue and silver, Darkvision 60 ft., 
  Fear Aura, Immunity to Fire and Poison, Persistent Wound, 
  Powers (rank 18, Cha, save Diffi culty 24, Elemental Blast +24, 
  Fire Shaping +24, Illusion +24, Mind Touch +24, Teleport 
  +24, Weather Shaping +24), Resistance to Acid 4 and Cold 4, 
  Regeneration 5, See in Darkness, Supernatural Resistance 28, 
  Stun, Summon Fiend
  Combat: Attack +21 (–1 size, +15 base, +7 Dex) (+22 spiked chain), 
  Damage +13 (spiked chain or claws) or +16 (bite) or +14 plus 
  persistent wound (tail), Defense Dodge/Parry +21/+24 (–1 
  size, +15 base, +7 Dex/+10 Str), Initiative +7
  Saving Throws: Toughness +18 (+2 size, +7 Con, +9 natural), 
  Fortitude +16 (+9 base, +7 Con), Reflex +16 (+9 base, +7 Dex), 
  Will +15 (+9 base, +4 Wis)
  Fear Aura: A horned fiend can radiate a 5-foot-radius fear aura as a 
  free action. A creature in the area must succeed on a Diffi culty 23 
  Will save or be affected as though by the fear effect of the Heart 
  Shaping supernatural power. A creature that successfully saves 
  cannot be affected again by the same horned fiend’s aura for 24 
  hours. Other fiends are immune to the aura. The save Diffi culty is 
  Charisma-based.
  Persistent Wound: Tail; +2 damage each round; Diffi culty 24 Medicine 
  and adept level check.
  Regeneration: Each round a horned fiend gains an extra recovery check 
  with a +5 bonus. Damage from virtue-aligned silvered weapons and 
  from powers or effects used by creatures with the virtue subtype 
  cannot be healed in this way.
  Stun: Whenever a horned fiend hits with a spiked chain attack, 
  the opponent must succeed on a Diffi culty 27 Fortitude save or be 
  stunned for 2 rounds. This ability is a function of the horned fiend, 
  not of the spiked chain. The save Diffi culty is Strength-based.
  Summon Fiend: Once per day a horned fiend can attempt to summon 
  11 lemures or 3 bearded fiends with a 50% chance of success (11 or 
  better on d20), 3 barbed fiends with a 35% chance of success (14 or 
  better), or another horned fiend with a 20% chance of success (17 
  or better).
  These gargoyle-like fiends are fiends of pride. They believe themselves 
  to be the greatest of all fiends, and plot to one day overthrow the 
  pit fiends to take their rightful place as the rulers of all fiend kind. A 
  horned fiend has black scales, large black leathery wings, clawed hands 
  and feet, a crocodile-like tail and sharp horns. They are 9 feet tall and 
  weigh about 600 pounds.
  Horned fiends are bold fighters. They rarely retreat, even against 
  overwhelming odds. They love to fight with their spiked chains, usually 
  singling out the most powerful foes to stun and eliminate quickly. 
  A horned fiend’s natural weapons, as well as any weapons it wields, 
  are treated as vice-aligned for the purpose of overcoming damage 
  reduction.
  Ice Fiend (Gelugon)
  Type: 14th Level Outsider (Extraplanar, Vice)
  Size: Large
  Speed: 40 ft.
  Abilities: Str +6, Dex +5, Con +6, Int +6, Wis +6, Cha +5
  Skills: Bluff 17 (+22), Climb 17 (+23), Concentration 17 (+23), 
  Intimidate 17 (+24), Jump 17 (+23), Knowledge (supernatural) 
  17 (+23), Knowledge (any two) 17 (+23), Notice 17 (+26), 
  Search 17 (+23), Sense Motive 17 (+23), Stealth 17 (+18)
  Feats: Attack Focus (spear), Cleave, Double StrikeB, Improved 
  StrikeB, Power (3)B, Power (2), Skill Focus (Notice), Weapon 
  TrainingB
  Traits: Damage Reduction 4/virtue, Darkvision 60 ft., Fear Aura, 
  Immunity to Fire and Poison, Powers (rank 17, Cha, save 
  Diffi culty 22, Cold Shaping +22, Elemental Blast +22, Illusion 
  +22, Mind Touch +22, Teleport +22), Resistance to Acid 4 and 
  Cold 4, Regeneration 5, See in Darkness, Slow, Supernatural 
  Resistance 25, Summon Fiend
  Combat: Attack +18 (–1 size, +14 base, +5 Dex) (+19 with spear), 
  Damage +10 (spear, claws or bite) or +12 plus slow (tail), 
  Defense Dodge/Parry +18/+19 (–1 size, +14 base, +5 Dex/+6 
  Str), Initiative +5
  Saving Throws: Toughness +16 (+2 size, +5 Con, +9 natural), 
  Fortitude +15 (+9 base, +6 Con), Reflex +14 (+9 base, +4 Dex), 
  Will +15 (+9 base, +6 Wis)
  Fear Aura: An ice fiend can radiate a 10-foot-radius fear aura as a free 
  action. A creature in the area must succeed on a Diffi culty 22 Will 
  save or be affected as though by the fear effect of the Heart Shaping 
  supernatural power. A creature that successfully saves cannot be 
  affected again by the same ice fiend’s aura for 24 hours. Other fiends 
  are immune to the aura. The save Diffi culty is Charisma-based.
  Regeneration: Each round an ice fiend gains an extra recovery check 
  with a +5 bonus. Damage from virtue-aligned weapons and from 
  powers or effects used by creatures with the virtue subtype cannot 
  be healed in this way.
  Slow: A hit from an ice fiend’s tail or spear induces numbing cold. The 
  opponent must succeed on a Diffi culty 23 Fortitude save or be only 
  able to take a single move or standard action per round for 3 rounds. 
  The save Diffi culty is Constitution-based. The affected opponent 
  cannot move and attack in the same round during this time unless 
  it charges.
  
  2
  Chapter Two: True20 Bestiary
  Summon Fiend: Once per day an ice fiend can attempt to summon 
  11 lemures or 3 bearded fiends, 5 bone fiends with a 50% chance of 
  success (11 or better on d20), or another ice fiend with a 20% chance 
  of success (17 or better).
  Ice fiends are fiends of apathy. The insectoid face of an ice fiend displays 
  no emotion—not that there is any emotion to show. These creatures 
  have no compassion for any other creature and are as aloof and 
  emotionally cold as the frigid aura that constantly surrounds them. 
  An ice fiend has a vaguely humanoid body with mantis-like features 
  and a blue-grey exoskeleton. Ice fiends are about 12 feet tall and weigh 
  about 700 pounds.
  An ice fiend prefers to fight only when doing so serves its mission, 
  but it never hesitates to attack when it deems a battle necessary or 
  likely to end in its victory. An ice fiend’s natural weapons, as well as 
  any weapons it wields, are treated as vice-aligned for the purpose of 
  overcoming damage reduction.
  Imp
  Type: 3rd Level Outsider (Extraplanar, Shapechanger, Vice)
  Size: Tiny
  Speed: 20 ft., fly 50 ft. (perfect)
  Abilities: Str +0, Dex +3, Con +0, Int +0, Wis +1, Cha +2
  Skills: Diplomacy 6 (+8), Knowledge (supernatural) 6 (+6), Knowledge (any 
  one) 6 (+6), Notice 6 (+7), Search 6 (+6), Stealth 6 (+17)
  Feats: Dodge Focus, Improved StrikeB, Power (4)B, Power
  Traits: Alternate Form, Damage Reduction 2/virtue or silver, Darkvision 
  60 ft., Fast Healing 2, Immunity to Poison, Poison, Powers (rank 6, 
  Cha, save Diffi culty 14, Heart Reading +8, Illusion +8, Light Shaping 
  +8, Second Sight +8, Suggestion +8), Resistance to Fire 2
  Combat: Attack +8 (+2 size, +3 base, +3 Dex), Damage +1 plus poison 
  (sting), Defense Dodge/Parry +8/+5 (+2 size, +3 base, +3 Dex), 
  Initiative +3
  Saving Throws: Toughness +0 (–2 size, +2 natural), Fortitude +3 (+3 base), 
  Reflex +6 (+3 base, +3 Dex), Will +4 (+3 base, +1 Wis)
  Alternate Form: An imp can assume other forms at will as a standard 
  action. An individual imp can assume only one or two forms no larger than 
  Medium. Common forms include spider, raven, rat and boar.
  Fast Healing: Each round an imp gains an extra recovery check with a +2 
  bonus.
  Poison: Sting; Fortitude Diffi culty 13; initial damage 1 Dex, secondary 
  damage 2 Dex. The save Diffi culty is Constitution-based and includes a 
  +2 racial bonus.
  Imps are tiny fiends of envy. They seek to corrupt mortals by teaching 
  them to covet that which others posses, while they in turn are often 
  jealous of the power held by larger fiends. In its natural form, an imp 
  has the red-skinned, bat-winged, fork-tailed and horned appearance of a 
  classic devil. Imps stand almost 2 feet tall and weigh about 8 pounds.
  Imps are craven, but not so timid as to pass up an opportunity for 
  a Sneak Attack using the invisibility effect of their Light Shaping 
  supernatural power and alternate form ability. In its natural form, 
  an imp attacks with the wicked stinger on its tail. It quickly flies out 
  of reach if a foe manages to strike back effectively. An imp’s natural 
  weapons, as well as any weapons it wields, are treated as vice-aligned 
  for the purpose of overcoming damage reduction.
  Lemure
  Type: 2nd Level Outsider (Extraplanar, Vice)
  Size: Medium
  Speed: 20 ft.
  Abilities: Str +0, Dex +0, Con +0, Int —, Wis +0, Cha –3
  Skills: —
  Feats: Double StrikeB
  Traits: Damage Reduction 2/virtue or silver, Darkvision 60 ft., 
  Immunity to Fire and Poison, Mindless, Resistance to Acid 4 
  and Cold 4, Mindless
  Combat: Attack +2 (+2 base), Damage +1 (claws), Defense Dodge/
  Parry +2/— (+2 base), Initiative +0
  Saving Throws: Toughness +2 (+2 natural), Fortitude +3 (+3 base), 
  Reflex +3 (+3 base), Will +3 (+3 base)
  Mindless: Immunity to mind-affecting effects (Heart Reading, Heart 
  Shaping, Illusion, Mind Reading, Mind Shaping and Mind Touch 
  supernatural powers).
  Lemures are fiends of ignorance. Lemures have no will of their own, but 
  rather serve as puppets and cannon fodder for more powerful fiends. 
  Lemures are mindless and cannot communicate, but they are sensitive 
  to telepathic messages from other fiends, typically obeying a greater 
  fiend’s mental commands. A lemure is a vaguely humanoid blob of semi-
  solid flesh that seems incapable of holding a particular shape. Lemures 
  are about 5 feet tall and weigh about 100 pounds.
  Lemures surge toward anything they meet and try to claw it apart. Only 
  a telepathic command from other fiends or the complete destruction of 
  the lemures can make them stop. A lemure’s natural weapons, as well 
  as any weapons it wields, are treated as vice-aligned for the purpose of 
  overcoming damage reduction.
  Marilith
  Type: 16th Level Outsider (Extraplanar, Vice)
  Size: Large
  Speed: 40 ft.
  Abilities: Str +9, Dex +4, Con +9, Int +4, Wis +4, Cha +7
  Skills: Bluff 19 (+26), Concentration 19 (+23), Diplomacy 19 
  (+26), Disguise 19 (+26), Intimidate 19 (+26), Knowledge 
  (supernatural) 19 (+23), Notice 19 (+31), Search 19 (+23), Sense 
  Motive 19 (+23), Stealth 19 (+19)
  Feats: All-Out Attack, Attack Focus (sword), Defensive Attack, 
  Improved GrabB, Improved StrikeB, Power (5)B, Power (3), 
  Weapon TrainingB
  Traits: All-Around Attack, Constrict, Damage reduction 4/virtue and 
  cold iron, Darkvision 60 ft., Immunity to Electricity and Poison, 
  Powers (rank 19, Cha, save Diffi culty 25, Illusion +26, Mind 
  Touch +26, Move Object +26, Second Sight +26, Self Shaping 
  +26, Supernatural Weapon +26, Teleport +26, True Vision +26), 
  Resistance to Acid 4, Cold 4, and Fire 4, Squeeze the Life Out, 
  Supernatural Resistance 25, Summon Fiend
  Combat: Attack +19 (–1 size, +16 base, +4 Dex) (+20 with swords), 
  Damage +13 (sword, 19-20/+3) or +10 (slam) or +17 (grapple), 
  Defense Dodge/Parry +19/+24 (–1 size, +16 base, +4 Dex/+9 
  Str), Initiative +4
  Saving Throws: Toughness +19 (+2 size, +9 Con, +8 natural), Fortitude 
  +19 (+10 base, +9 Con), Reflex +14 (+10 base, +4 Dex), Will +14 
  (+10 base, +4 Wis)
  All-Around Attack: As a full round action a marilith can make up to 
  six sword or slam attacks against opponents within its reach. Each 
  attack must be made against a different opponent and use a different 
  weapon.
  Squeeze the Life Out: A creature constricted by a marilith must succeed 
  on a Diffi culty 27 Fortitude save or lose consciousness for as long as it 
  remains in the coils and for 5 rounds thereafter. The save Diffi culty is 
  Strength-based.
  Summon Fiend: Once per day a marilith can attempt to summon 22 
  dretches, 2 hezrou, or one nalfeshnee with a 50% chance of success 
  (11 or better on d20), or one glabrezu or another marilith with a 20% 
  chance of success (17 or better).
  
  
  Chapter Two: True20 Bestiary
  Skills: Mariliths have a +8 racial bonus on Notice checks.
  Mariliths are fiends of vanity. A marilith has the upper body of a 
  beautiful six-armed human woman, but the lower body of great serpent. 
  A marilith usually holds a sword in each of its six hands and wears many 
  bangles and jewels. Mariliths stand about 9 feet tall and measure about 
  20 feet long. They weigh about 4,000 pounds.
  Though mariliths thrive on grand strategy and army-level tactics, 
  they love physical combat and never pass up an opportunity to fight. 
  Mariliths seldom rush headlong into battle, however, preferring to 
  hang back and size up the situation first. They always seek to gain 
  the best possible advantage from the local terrain, obstacles, and any 
  vulnerability or weakness in their opponents. A marilith’s natural 
  weapons, as well as any weapons it wields, are treated as vice-aligned 
  for the purpose of overcoming damage reduction.
  Nalfeshnee
  Type: 14th Level Outsider (Extraplanar, Vice)
  Size: Huge
  Speed: 30 ft., fly 40 ft. (poor)
  Abilities: Str +7, Dex +1, Con +8, Int +6, Wis +6, Cha +5
  Skills: Bluff 17 (+22), Concentration 17 (+23), Diplomacy 17 
  (+22), Disguise 17 (+22), Intimidate 17 (+22), Knowledge 
  (supernatural) 17 (+23), Knowledge (any) 17 (+23), Notice 
  17 (+31), Search 17 (+23), Sense Motive 17 (+23), Stealth 17 
  (+10), Survival 17 (+23)
  Feats: Attack Focus (bite), Cleave, Double Strike, Improved StrikeB, 
  Power (4)B, Power (2), Weapon TrainingB
  Traits: Damage Reduction 4/virtue, Darkvision 60 ft., Immunity to 
  Electricity and Poison, Powers (rank 17, Cha, save Diffi culty 
  22, Elemental Blast +22, Mind Touch +22, Second Sight 
  +22, Teleport +22, True Vision +22, Weather Shaping +22), 
  Resistance to Acid 4, Cold 4, and Fire 4, Smite, Supernatural 
  Resistance 22, Summon Fiend
  Combat: Attack +13 (–2 size, +14 base, +1 Dex) (+14 with bite), 
  Damage +13 (bite) or +10 (claws), Defense Dodge/Parry 
  +13/+19 (–2 size, +14 base, +1 Dex/+7 Str), Initiative +1
  Saving Throws: Toughness +21 (+4 size, +8 Con, +9 natural), 
  Fortitude +17 (+9 base, +8 Con), Reflex +10 (+9 base, +1 Dex), 
  Will +15 (+9 base, +6 Wis)
  Smite: Three times per day a nalfeshnee can create a nimbus of unholy 
  light. When the fiend triggers the ability, rainbow-colored beams play 
  around its body. One round later they burst in a 60-foot radius. Any 
  creature within this area must succeed on a Diffi culty 22 Will save 
  or be dazed for 6 rounds as visions of its worst fears hound it. The 
  creature receives its full Dexterity and shield bonuses to defense if 
  attacked but can take no actions. Other fiends are immune to this 
  effect. The save Diffi culty is Charisma-based.
  Summon Fiend: Twice per day a nalfeshnee can attempt to summon 
  2 vrocks, 2 hezrous, or one glabrezu with a 50% chance of success 
  (11 or better on d20), or another nalfeshnee with a 20% chance of 
  success (17 or better).
  Skills: Nalfeshnees have a +8 racial bonus on Notice checks.
  Nalfeshnees are fiends of gluttony. When not performing other duties, 
  a nalfeshnee spends its time eating whatever fits into its tusked mouth. 
  The hunger of a nalfeshnee is never sated, and after a battle these fiends 
  have been known to consume the bodies of their enemies (and even 
  other fiends) in an orgy of blood and bone. A nalfeshnee’s hairy body 
  resembles that of a grotesquely obese ape with clawed hands and cloven 
  hooves. Its head is elongated and its mouth filled with tusks reminiscent 
  of a wild boar. A pair of undersized black-feathered wings sprout from 
  the fiend’s back. A nalfeshnee can fly despite the small size of its wings. 
  Nalfeshnees are more than 20 feet tall and weigh 8,000 pounds.
  When fulfilling their duties in the underworld, nalfeshnees usually disdain 
  combat as being beneath them. Given the opportunity, they succumb to 
  blood lust and do battle. They disable opponents with their smite ability 
  and slaughter them while they can’t fight back. A nalfeshnee’s natural 
  weapons, as well as any weapons it wields, are treated as vice-aligned for 
  the purpose of overcoming damage reduction.
  Pit Fiend
  Type: 18th Level Outsider (Extraplanar, Vice)
  Size: Large
  Speed: 40 ft., fly 60 ft. (average)
  Abilities: Str +13, Dex +8, Con +8, Int +8, Wis +8, Cha +8
  Skills: Acrobatics 21 (+29), Bluff 21 (+29), Climb 21 (+34), Concentration 
  21 (+29), Diplomacy 21 (+29), Disguise 21 (+29), Intimidate 21 
  (+29), Jump 21 (+34), Knowledge (any one) 21 (+29), Knowledge 
  (supernatural) 21 (+29), Knowledge (theology and philosophy) 
  21 (+29), Notice 21 (+29), Search 21 (+29), Stealth 21 (+25)
  Feats: Cleave, Double StrikeB, Great Cleave, Improved GrabB, Improved 
  Initiative, Improved StrikeB, Iron Will, Quicken Power, Power (5)B, 
  Power (2), Weapon TrainingB
  Traits: Constrict, Damage Reduction 6/virtue and silver, Darkvision 60 
  ft., Fear Aura, Immunity to Fire and Poison, Powers (rank 21, Cha, 
  save Diffi culty 27, Elemental Blast +29, Fire Shaping +29, Illusion 
  +29, Imbue Unlife +29, Light Shaping +29, Mind Touch +29, 
  Teleport +29), Resistance to Acid 4 and Cold 4, Regeneration 5, 
  See in Darkness, Supernatural Resistance 32, Summon Fiend
  Combat: Attack +25 (–1 size, +18 base, +8 Dex), Damage +19 (claws, 
  tail slap or grapple) or +21 plus poison plus disease (bite), 
  Defense Dodge/Parry +25/+30 (–1 size, +18 base, +8 Dex/+13 
  Str), Initiative +12
  Saving Throws: Toughness +20 (+2 size, +8 Con, +10 natural), 
  Fortitude +19 (+11 base, +8 Con), Reflex +19 (+11 base, +8 Dex), 
  Will +21 (+11 base, +8 Wis, +2 Iron Will)
  
  
  Chapter Two: True20 Bestiary
  Disease: Bite; Fortitude Diffi culty 27 resists; fiend chills—incubation 
  period 2 days, damage 1 Str. The save Diffi culty is Constitution-based.
  Fear Aura: A pit fiend can radiate a 20-foot radius fear aura as a free 
  action. A creature in the area must succeed on a Diffi culty 27 Will 
  save or be affected as though by the fear effect of the Heart Shaping 
  Supernatural power. A creature that successfully saves cannot be affected 
  again by the same pit fiend’s aura for 24 hours. Other fiends are immune 
  to the aura. The save Diffi culty is Charisma-based.
  Poison: Bite; Fortitude Diffi culty 27; initial damage 2 Con, secondary 
  damage death. The save Diffi culty is Constitution-based.
  Regeneration: A pit fiend gains an extra recovery check each round with 
  a +5 bonus. Damage from virtue-aligned silvered weapons and from 
  powers or effects used by creatures with the virtue subtype cannot be 
  healed in this way.
  Summon Fiend: Twice per day a pit fiend can automatically summon 2 
  lemures, bone fiends or bearded fiends, or 1 erinyes, horned fiend or 
  ice fiend.
  Pit fiends are fiends of oppression. They rule with an iron fist and 
  subjugate all lesser fiends through a strict caste system. A pit fiend is a 
  large, fiery red gargoyle-like creature that appears wreathed in flames. 
  Its mouth is filled with wicked fangs, and two horns like those of a bull 
  sprout from its forehead. A pit fiend’s tail is heavy but flexible, and 
  ends in a classic diamond-shaped tip. Pit fiends often wrap their wings 
  around their shoulders like some grotesque cloak. They are 12 feet tall 
  and weigh 800 pounds.
  Pit fiends are wily and resourceful fighters, using the invisibility effect 
  of their Light Shaping supernatural power to gain the upper hand and 
  biting at foes seemingly able to see them. They don’t hesitate to make use 
  of their Fire Shaping and Elemental Blast supernatural powers either. A 
  pit fiend’s natural weapons, as well as any weapons it wields, are treated 
  as vice-aligned for the purpose of overcoming damage reduction.
  Quasit
  Type: 3rd Level Outsider (Extraplanar, Shapechanger, Vice)
  Size: Tiny
  Speed: 20 ft., fly 50 ft. (perfect)
  Abilities: Str –1, Dex +3, Con +0, Int +0, Wis +1, Cha +0
  Skills: Bluff 6 (+6), Knowledge (any one) 6 (+6), Notice 6 (+7), Search 
  6 (+6), Sense Motive 6 (+7), Stealth 6 (+17)
  Feats: Improved Initiative, Improved StrikeB, Power (3)B, Power
  Traits: Alternate Form, Damage Reduction 2/cold iron or virtue, 
  Darkvision 60 ft., Fast Healing 2, Immunity to Poison, Poison, 
  Powers (rank 6, Wis, save Diffi culty 13, Heart Reading +7, Heart 
  Shaping +7, Light Shaping +7, Second Sight +7), Resistance to 
  Fire 4
  Combat: Attack +8 (+2 size, +3 base, +3 Dex), Damage –1 plus poison 
  (claws) or +0 (bite), Defense Dodge/Parry +8/+4 (+2 size, +3 base, 
  +3 Dex/–1 Str), Initiative +7
  Saving Throws: Toughness –1 (–2 size, +1 natural), Fortitude +3 (+3 
  base), Reflex +6 (+3 base, +3 Dex), Will +4 (+3 base, +1 Wis)
  Alternate Form: A quasit can assume other forms at will as a standard 
  action. Any individual quasit can assume only one or two forms no larger 
  than Medium. Common forms include bat, centipede, toad and wolf. A 
  quasit in alternate form loses its poison attack.
  Fast Healing: Each round a quasit gains an extra recovery check with 
  a +2 bonus.
  Poison: Sting; Fortitude Diffi culty 13; initial Damage 1 Dex, secondary 
  damage 2 Dex. The save Diffi culty is Constitution-based and includes 
  a +2 racial bonus.
  Quasits are fiends of mischief and discord. They revel in creating chaos 
  and disharmony in the Material Plane. In its natural form, a quasit is 
  a tiny hairless green-skinned humanoid with claws, bat-like wings and 
  disproportionately large horns. Quasits speak Common and Fiendish. 
  Quasits stand about 1-1/2 feet tall and weigh about 8 pounds.
  Although quasits thirst for victory and power as other fiends do, they 
  are cowards at heart. They typically attack from ambush, using their 
  alternate form ability and the invisibility effect of Light Shaping to get 
  within reach, and then try to scuttle away. When retreating, they use the 
  fear effect of their Heart Shaping supernatural power to deter pursuit. 
  A quasit’s natural weapons, as well as any weapons it wields, are treated 
  as vice-aligned for the purpose of overcoming damage reduction.
  Retriever
  Type: 10th Level Construct (Extraplanar)
  Size: Huge
  Speed: 50 ft.
  Abilities: Str +10, Dex +3, Con—, Int —, Wis +0, Cha –5
  Skills: —
  Feats: Improved GrabB, Night VisionB
  Traits: Construct traits, Darkvision 60 ft., Eye Rays, Fast Healing 
  5, Find Target
  Combat: Attack +8 (–2 size, +7 base, +3 Dex), Damage +14 (claws) 
  or +13 (bite), Defense Dodge/Parry +8/— (–2 size, +7 base, 
  +3 Dex), Initiative +3
  Saving Throws: Toughness +10 (+4 size, +1 construct, +5 natural), 
  Fortitude +3 (+3 base), Reflex +6 (+3 base, +3 Dex), Will +3 
  (+3 base)
  Eye Rays: A retriever’s eyes can produce four different supernatural 
  rays with a range of 100 feet. Each round, it can fire one ray as a 
  free action. A particular ray is usable only once every 4 rounds. A 
  retriever can fire an eye ray in the same round that it makes physical 
  attacks. The save Diffi culty for all rays is 18. The save Diffi culty is 
  Dexterity-based.
  The four eye effects are:
  —Fire: Deals +12 fire damage to the target (Reflex half).
  —Cold: Deals +12 cold damage to the target (Reflex half).
  —Electricity: Deals +12 electricity damage to the target (Reflex 
  half).
  —Petrification: The target must succeed on a Fortitude save or turn 
  to stone permanently.
  Fast Healing: Each round a retriever gains an extra recovery check 
  with a +5 bonus.
  Find Target: When ordered to find an item or a creature, a retriever 
  does so unerringly. The being giving the order must have seen (or 
  must have an item belonging to) the creature to be found, or must 
  have touched the object to be located.
  Retrievers are gigantic mechanical spiders. A retriever specializes in 
  recovering lost or desired objects, runaway slaves and enemies and 
  bringing them back to its master. Retrievers have a body the size of 
  an ox, with legs spanning more than 14 feet. They weigh about 6,500 
  pounds.
  Retrievers attack with four claws, but their eye rays are far more deadly.
   Succubus/Incubus
  Type: 6th Level Outsider (Extraplanar, Shapechanger, Vice)
  Size: Medium
  Speed: 30 ft., fly 50 ft. (average)
  Abilities: Str +1, Dex +1, Con +1, Int +3, Wis +2, Cha +8
  Skills: Bluff 9 (+19), Concentration 9 (+11), Diplomacy 9 (+17), 
  Disguise 9 (+17)*, Escape Artist 9 (+10), Intimidate 9 (+19), 
  Knowledge (any one) 9 (+12), Notice 9 (+19), Search 4 (+7), 
  Stealth 9 (+10)
  
  
  Chapter Two: True20 Bestiary
  Feats: AttractiveB, Dodge Focus, Improved StrikeB, Power (5)B, Skill 
  Training, Talented (Bluff and Intimidate), Weapon TrainingB
  Traits: Change Shape, Damage Reduction 4/cold iron or virtue, 
  Darkvision 60 ft., Immunity to Electricity and Poison, Kiss 
  of Death, Powers (rank 9, Cha, save Difficulty 21, Heart 
  Reading +17, Mind Reading +17, Mind Touch +17, Suggestion 
  +17, Teleport +17), Resistance to Acid 4, Cold 4, and Fire 4, 
  Supernatural Resistance 18, Summon Fiends, Tongues
  Combat: Attack +7 (+6 base, +1 Dex), Damage +3 (claws), Defense 
  Dodge/Parry +8/+8 (+6 base, +1 Dex/+1 Str, +1 dodge), 
  Initiative +1
  Saving Throws: Toughness +5 (+1 Con, +4 natural), Fortitude +6 
  (+5 base, +1 Con), Reflex +6 (+5 base, +1 Dex), Will +7 (+5 
  base, +2 Wis)
  Change Shape: A succubus can assume the form of a Medium 
  humanoid at will as a standard action. If it uses this power to 
  impersonate a specific person, the succubus gets a +10 bonus on its 
  Disguise check.
  Kiss of Death: A succubus drains life from a mortal it lures into some 
  act of passion, or by simply planting a kiss on the victim. If the target 
  is not willing to be kissed, the succubus must start a grapple. The 
  succubus’ kiss or embrace drains 1 point of Constitution and 1 point 
  of Wisdom from the victim. The kiss also has the effect of a use of the 
  Suggestion supernatural power, asking the victim to accept another 
  kiss from the succubus. The victim must succeed on a Diffi culty 21 
  Will save to negate the effect of the Suggestion. The save Diffi culty 
  is Charisma-based.
  Summon Fiend: Once per day a succubus can attempt to summon 1 
  vrock with a 30% chance of success (15 or better on d20).
  Tongues: A succubus can speak fluently in any language. Succubi 
  usually use verbal communication with mortals.
  Skills: Succubi have a +8 racial bonus on Notice checks.
  Succubi are fiends of lust and worldly temptation. Although frequently 
  thought of as female fiends, a succubus can assume the form of nearly 
  any humanoid creature of either gender. A succubus in male form is 
  called an incubus. Regardless of the form it takes the body of a succubus 
  is beautiful—by whatever standards of beauty apply to the humanoid 
  type it is mimicking—and designed to tempt mortals into acts of 
  passion. When a succubus reveals its fiendish form it appears much the 
  same as it did in humanoid form, with the inclusion two small horns on 
  its forehead, a demonic forked tail and large bat-like wings.
  Succubi are not warriors. They flee combat whenever they can. If forced 
  to fight, they can attack with their claws, but they prefer to turn foes 
  against one another. Succubi use their Flesh Shaping supernatural power 
  to assume humanoid guise, and can maintain this deception indefinitely. 
  Their preferred tactic when dealing with heroes is to feign friendship 
  and create an opportunity to be alone with one of them, whereupon the 
  succubus applies its kiss of death. Succubi are not above taking on the 
  role of a damsel in distress to lure in naïve heroes. A succubus’ natural 
  weapons, as well as any weapons it wields, are treated as vice-aligned 
  for the purpose of overcoming damage reduction.
  Vrock
  Type: 10th Level Outsider (Extraplanar, Vice)
  Size: Large
  Speed: 30 ft., fly 50 ft. (average)
  Abilities: Str +6, Dex +2, Con +7, Int +2, Wis +3, Cha +3
  Skills: Concentration 13 (+16), Intimidate 13 (+16), Knowledge (any one) 
  13 (+15), Knowledge (supernatural) 13 (+15), Notice 13 (+24), 
  Search 13 (+15), Sense Motive 13 (+16), Stealth 13 (+11)
  Feats: Cleave, Double Strike, Improved StrikeB, Power (2)B, Power (2), 
  Weapon TrainingB
  Traits: Damage reduction 4/virtue, Dance of Ruin, Darkvision 60 
  ft., Immunity to Electricity and Poison, Powers (rank 13, 
  Cha, save Diffi culty 18, Illusion +16, Mind Touch +16, Move 
  Object +16, Teleport +16), Resistance to Acid 4, Cold 4, and 
  Fire 4, Supernatural Resistance 17, Spores, Stunning Screech, 
  Summon Fiend
  Combat: Attack +11 (–1 size, +10 base, +2 Dex), Damage +10 (claws) 
  or +9 (bite), Defense Dodge/Parry +11/+15 (–1 size, +10 base, 
  +2 Dex/+6 Str), Initiative +2
  Saving Throws: Toughness +14 (+2 size, +7 Con, +5 natural), 
  Fortitude +14 (+7 base, +7 Con), Reflex +9 (+7 base, +2 Dex), 
  Will +10 (+7 base, +3 Wis)
  Dance of Ruin: To use this ability, a group of at least three vrocks 
  must join hands in a circle, dancing wildly and chanting. At the end 
  of 3 rounds of dancing, a wave of crackling energy flashes outward 
  in a 100-foot radius. All creatures except for fiends within the radius 
  take +20 damage (Reflex Diffi culty 18 half). Stunning, paralyzing 
  or slaying one of the vrocks stops the dance. The save Diffi culty is 
  Charisma-based.
  Spores: A vrock can release masses of spores from its body once every 
  3 rounds as a free action. The spores automatically deal +3 damage 
  to all creatures adjacent to the vrock. The spores penetrate the skin 
  and grow, dealing an additional +1 damage each round for 10 rounds. 
  At the end of this time, the victim is covered with a tangle of vine-
  like growths. The vines are harmless and wither away in 2 days. 
  A successful use of the Cure Poison or Cure Disease supernatural 
  power kills the spores’ as does sprinkling the victim with a vial of 
  holy water.
  Stunning Screech: Once per hour a vrock can emit a piercing screech. 
  All creatures except for fiends within a 30-foot radius must succeed 
  on a Diffi culty 22 Fortitude save or be stunned for 1 round. The save 
  Diffi culty is Constitution-based.
  
  
  Chapter Two: True20 Bestiary
  Summon Fiend: Once per day a vrock can attempt to summon 11 
  dretches or another vrock with a 7 in 20 chance of success.
  Skills: Vrocks have a +8 racial bonus on Notice checks.
  Vrocks are fiends of wanton destruction, harbingers of death and ruin. 
  A vrock is a hideous fiend with a scowling, vulture-like head. Its body 
  is grey-green and is covered with scraggly, oily feathers. The hands and 
  feet of a vrock are tipped with jagged talons like those of a great bird of 
  prey. Vrock are about 8 feet tall and weigh about 500 pounds.
  Vrocks are vicious fighters who like to fly down into the enemy and 
  cause as much damage as possible. They prance about in battle, taking 
  briefly to the air and bringing their clawed feet into play. Despite their 
  advantage in mobility, the vrocks’ deep love of battle frequently leads 
  them into melee combats against heavy odds. A vrock’s natural weapons, 
  as well as any weapons it wields, are treated as vice-aligned for the 
  purpose of overcoming damage reduction.
  Flesh Freak
  Type: 13th Level Aberration
  Size: Large
  Speed: 20 ft.
  Abilities: Str +7, Dex +2, Con +5, Int –2, Wis +1, Cha –2
  Skills: Intimidate 16 (+22), Notice 16 (+17),
  Feats: All-Out Attack, Attack Focus (slam), Great Fortitude, Improved 
  Grab, Power
  Traits: Absorb, All Around Attack, Darkvision 60 ft., Fear Aura, 
  Nightmarish Scream, Powers (rank 16, Wis, save Diffi culty 18, 
  Flesh Shaping +17)
  Combat: Attack +10 (–1 size, +9 base, +2 Dex) (+11 with slam), Damage 
  +9 (slam), Defense Dodge/Parry +10/— (–1 size, +9 base, +2 Dex), 
  Initiative +2
  Saving Throws: Toughness +11 (+2 size, +7 Con, +2 natural), Fortitude 
  +11 (+4 base, +5 Con, +2 Great Fortitude), Reflex +6 (+4 base, +2 
  Dex), Will +9 (+8 base, +1 Wis)
  Absorb: When a flesh freak grapples and opponent and achieves a pin, 
  it may attempt to absorb the victim into its body. The victim must 
  succeed on a Diffi culty 23 Fortitude save or become physically merged 
  with the flesh freak. Once physically merged with a flesh freak, an 
  individual takes any damage that the flesh freak suffers and vice versa 
  (though independent Toughness saves are still allowed). Physically 
  merged victims can be cut loose with a slashing weapon by bringing 
  the flesh freak to “wounded” or worse condition on the damage 
  track. The victim may also be separated out by beating the flesh freak 
  in an opposed Flesh Shaping roll. The round after being physically 
  merged with the flesh freak, the victim must succeed on a Diffi culty 
  17 Will save or his mid merges with that of the flesh freak as well. 
  At this point the victim is hopelessly lost and becomes another part 
  of the flesh freak. A flesh freak that physically and mentally absorbs 
  a victim gains a number of levels based on the absorbed creature’s 
  size. Absorbing a creature three or more size classes smaller than 
  itself gives the flesh freak no benefit. Absorbing a creature that is 
  two sizes smaller gives the flesh freak an additional level and a +1 
  bonus to Constitution. Absorbing a creature that is one size category 
  smaller than itself gives the flesh freak 2 additional levels, and a +2 
  bonus to Constitution. Absorbing a creature the same size as itself 
  increases the flesh fiend’s size by one size category, and gives it three 
  extra levels, a +4 bonus to Constitution and a +2 bonus to Strength. 
  A flesh freak cannot absorb a creature that is larger than itself. If a 
  flesh freak is slain, any victims who are physically attached but not 
  mentally fused with the creature may still be cut loose.
  All-Around Attack: As a full round action a flesh freak can make a 
  number of slam attacks equal to its Constitution against opponents 
  within its reach. Each attack must be made against a different 
  opponent.
  Fear Aura: All creatures within 60 ft. of a flesh freak must succeed on 
  a Diffi culty 15 Will save or suffer the fear effect of the Heart Shaping 
  supernatural power. This is a mind-affecting effect.
  Nightmarish Scream: As a standard action a flesh freak may emit a 
  terrifying otherworldly scream filled with all the voices of all the 
  creatures of which it is comprised. All living creatures within 100 ft. 
  of the flesh freak must succeed on a Diffi culty 17 Will save or become 
  shaken for three rounds.
  Skills: A flesh freak has a +8 racial bonus to intimidate checks.
  This hulking monstrosity is composed of the merged body parts of 
  all manner of fleshy creatures that look like they have been cobbled 
  together to form some sort of horrific sculpture. They writhe, moan 
  and howl as though desperately trying to break free from the rest of 
  the tortured creatures with which they have been fused.
  Flesh fiends attack by pummeling with its many fists, and it can even use 
  entire bodies as bludgeoning weapons. A flesh freak can attack against 
  several opponents at once by flailing with its many limbs, heads, and 
  other body parts.
  Foot-Trap
  Type: 2nd Level Plant
  Size: Small
  Speed: 0 ft.
  Abilities: Str +1, Dex +2, Con +2, Int –5, Wis +0, Cha –1
  Skills: Notice 5 (+5), Stealth 0 (+10)
  Feats: Improved GrabB
  Traits: Attach, Tremorsense 60 ft.
  Combat: Combat +4 (+1 size, +1 base, +2 Dex), Damage +3 (bite), Defense 
  Dodge/Parry +4/— (+1 size, +1 base, +2 Dex), Initiative +2
  
  
  Chapter Two: True20 Bestiary
  Saving Throws: Toughness +3 (–1 size, +2 Con, +2 natural), Fortitude 
  +5 (+3 base, +2 Con), Reflex +2 (+0 base, +2 Dex), Will +0 (+0 
  base)
  Attach: If a foot-trap hits with a bite attack, it latches onto the 
  opponent’s body, dealing automatic bite damage each round. An 
  attached foot-trap is effectively grappling its prey. The foot-trap loses 
  its Dexterity bonus to defense and has a defense bonus of +2, but 
  holds on with great tenacity. Foot-traps have a +12 racial bonus on 
  grapple checks. An attached foot-trap can be struck with a weapon or 
  grappled itself. To remove an attached foot-trap through grappling, 
  the opponent must achieve a pin against the foot-trap.
  Skills: Foot-traps have a +8 racial bonus to stealth checks.
  Foot-traps are carnivorous plants that grow along the ground. Their 
  leaves conceal large jaw-like fruiting bodies that clamp shut when they 
  are stepped upon by anything weighing over 20 pounds. These creatures 
  often have a symbiotic relationship with whatever large predators are 
  living nearby. When something gets a limb caught in a foot-trap its cries 
  often attract these local predators that have learned to forage near these 
  plants. The predator gets a free meal and the foot-trap is fertilized by 
  blood that spills over its roots.
  Force of Nature
  Type: 18th Level Elemental (Air, Earth, Fire, Water)
  Size: Huge
  Speed: 40 ft., burrow 40 ft., swim 40 ft.
  Abilities: Str +10, Dex +4, Con +6, Int +0, Wis +2, Cha +0
  Skills: Intimidate 21 (+21), Notice 21 (+23)
  Feats: Cleave, Improved Initiative, PowerB, Power (6)
  Traits: Burn, Damage reduction 4/—, Darkvision 60 ft., Elemental 
  Mastery, Elemental Traits, Powers (rank 21, Wis, save Diffi culty 
  21, Earth Shaping +23, Elemental Blast +23, Fire Shaping +23, 
  Plant Shaping +23, Water Shaping +23, Wind Shaping +23)
  Combat: Attack +15 (–2 size +13 base, +4 Dex), Damage +18 +6 fire 
  (slam), Defense Dodge/Parry +15/— (–2 size, +13 base, +4 
  Dex), Initiative +8,
  Saving Throws: Toughness +20 (+4 size, +6 Con, +4 DR, +6 natural), 
  Fortitude +17 (+11 base, +6 Con), Reflex +15 (+11 base, +4 
  Dex), Will +8 (+6 base, +2 Wis)
  Elemental  Mastery: Airborne creatures take a –1 penalty on attack 
  and damage rolls against a force of nature. A force of nature gains a 
  +1 bonus on attack and damage rolls if both it and its foe are touching 
  the ground. A force of nature gains a +1 bonus on attack and damage 
  rolls if both it and its opponent are touching water.
  Burn: A force of nature’s slam attack deals bludgeoning damage plus 
  fire damage from the elemental’s flaming fists. Those hit by a force of 
  nature’s slam attack also must succeed on a Diffi culty 25 Reflex save 
  or catch on fire. The flame burns for 3 rounds. A burning creature 
  can take a move action to put out the flame. The save Diffi culty is 
  Constitution-based.
  This being appears as a vaguely humanoid shaped creature composed 
  of all four classical elements (air, earth, water and fire) plus a fifth less 
  tangible element that scholars refer to as “aether” or “quintessence”. 
  Its body is composed of earth and vegetation, with little streams and 
  brooks running across its form like veins. The plant life that composes 
  the creature is constantly aflutter, as it is surrounded by a light breeze, 
  its eyes are two burning coals and its fists are made of coal that is 
  continually aflame.
  A force of nature attacks with all of the elements at its disposal; 
  it pummels with its massive, fiery fists, plants move to hinder its 
  opponents, and wind and water rise up at its mental command. All but 
  the most powerful opponents soon fall under the elemental onslaught 
  of a force of nature.
  Fox
  Type: 1st Level Animal
  Size: Small
  Speed: 50 ft.
  Abilities: Str +0, Dex +2, Con +1, Int –4, Wis +2, Cha –2
  Skills: Notice 4 (+6), Stealth 0 (+10), Survival 0 (+2)*
  Feats: Attack Focus (bite), Improved TripB, Night VisionB, TrackB
  Traits: Scent
  Combat: Attack +3 (+1 size, +0 base, +2 Dex) (+4 with bite), Damage 
  +1 (bite), Defense Dodge/Parry +3/— (+1 size, +2 Dex), 
  Initiative +2
  Saving Throws: Toughness +1 (–1 size, +1 Con, +1 natural), Fortitude 
  +3 (+2 base, +1 Con), Reflex +4 (+2 base, +2 Dex), Will +2 (+0 
  base, +2 Wis)
  Skills: Foxes have a +4 racial bonus to Stealth. Foxes have a +4 racial 
  bonus to survival when tracking by scent.
  These small predators are known for their cunning. For this reason, fox 
  hunting is a major sport among the nobility in some cultures. Foxes 
  have come to symbolize cleverness and trickery.
  Frost Worm
  Type: 14th Level Supernatural Beast (Cold)
  Size: Huge
  Speed: 30 ft., burrow 10 ft.
  Abilities: Str +8, Dex +0, Con +5, Int –4, Wis +0, Cha +0
  Skills: Notice 8 (+11), Stealth 9 (+1)*
  Feats: All-Out Attack, Attack Focus (bite), Improved Initiative, Iron 
  Will, Night VisionB, Skill Focus (Notice)
  Traits: Breath Weapon, Cold, Darkvision 60 ft., Death Throes, 
  Immunity to Cold, Trill, Vulnerable to Fire
  Combat: Attack +12 (–2 size, +14 base) (+13 with bite), Damage 
  +14 +3 cold (bite), Defense Dodge/Parry +12/— (–2 size, +12 
  base), Initiative +4
  Saving Throws: Toughness +14 (+4 size, +5 Con, +5 natural), 
  Fortitude +14 (+9 base, +5 Con), Reflex +9 (+9 base), Will +6 
  (+4 base, +2 Wis)
  Breath Weapon: 30-foot cone; once per hour; damage +15 cold; 
  Reflex Diffi culty 22 for half damage. Opponents held motionless 
  by the frost worm’s trill get no saving throw. The save Diffi culty is 
  Constitution-based.
  Cold: A frost worm’s body generates intense cold, causing opponents 
  to take an extra +3 cold damage every time the creature succeeds 
  on a bite attack. Creatures attacking a frost worm unarmed or with 
  natural weapons take this same cold damage each time one of their 
  attacks hits.
  Death Throes: When killed, a frost worm turns to ice and shatters in 
  an explosion that deals +12 cold damage and +8 piercing damage 
  to everything within 100 feet (Reflex half Diffi culty 22). The save 
  Diffi culty is Constitution-based.
  Trill: A frost worm can emit a noise that forces its prey to stand 
  motionless. This sonic mind-affecting compulsion affects all creatures 
  other than frost worms within a 100-foot radius. Creatures must 
  succeed on a Diffi culty 17 Will save or be stunned for as long as the 
  worm trills and for 2 rounds thereafter, even if they are attacked. 
  However, if attacked or violently shaken (a full-round action), a stunned 
  character is allowed another saving throw. Once a creature has resisted 
  or broken the effect, it cannot be affected again by that same frost 
  worm’s trill for 24 hours. The save Diffi culty is Charisma-based.
  Skills: *A frost worm, due to its coloration and its affi nity for burying 
  itself in the snow, has a +10 racial bonus on Stealth checks in its 
  native environment.
  
  
  Chapter Two: True20 Bestiary
  Frost worms are massive snow-white worms with cavernous jaws. The 
  general shape of a frost worm is similar to that of a gigantic millipede, with 
  a segmented body protected by flexible chitinous plates. Its head consists 
  of simply a huge maw ringed with fang-like spines flanked by two grasping 
  mandibles four feet long. A frost worn cannot burrow through stone, but 
  can manage ice and frozen earth. A frost worm leaves behind a usable 
  tunnel about 5 feet in diameter when moving through hard materials like 
  ice or permafrost. Frost worms are about 40 feet long, 5 feet in diameter, 
  and weigh about 8,000 pounds.
  Frost worms lurk under the snow, waiting for prey to come near. They begin 
  an attack with a trill and then set upon helpless prey with their bite.
  Fungus, Shrieker
  Type: 2nd Level Plant
  Size: Medium
  Speed: 0 ft.
  Abilities: Str —, Dex —, Con +1, Int —, Wis –4, Cha –5
  Skills: —
  Feats: Night VisionB
  Traits: Plant Traits, Shriek
  Combat: Attack—, Damage—, Defense Dodge/Parry +1/— (+1 
  base), Initiative +0
  Saving Throws: Toughness +2 (+1 Con, +1 natural), Fortitude +4 (+3 
  base, +1 Con), Reflex—, Will –4 (+0 base, –4 Wis)
  Shriek: Movement or a light source within 10 feet of a shrieker causes 
  the fungus to emit a piercing sound that lasts for 2 rounds. The sound 
  attracts nearby creatures that are disposed to investigate it. Some 
  creatures that live near shriekers come to learn that the fungus’s 
  noise means there is food nearby.
  A shrieker is a stationary mushroom-like fungus that emits a loud noise 
  to attract prey or when disturbed. Shriekers live in dark, subterranean 
  places, often in the company of violet fungi, to whose poison they are 
  immune. Shriekers come in several shades of purple.
  A shrieker has no means of attack. Instead, it lures prey to its vicinity 
  by emitting a loud noise. Shriekers and violet fungi often work together 
  to attract and kill prey. When the shriekers’ hellish racket attracts a 
  curious creature, the violet fungus tries to kill it. Both creatures enjoy 
  the fruits of a successful hunt.
  Fungus, Violet
  Type: 2nd Level Plant
  Size: Medium
  Speed: 10 ft.
  Abilities: Str +2, Dex –1, Con +3, Int —, Wis +0, Cha –1
  Skills: —
  Feats: Night VisionB
  Traits: Plant Traits, Poison
  Combat: Attack +0 (+1 base, –1 Dex), Damage +4 plus poison 
  (tendril), Defense Dodge/Parry +0/— (+1 base, –1 Dex), 
  Initiative –1
  Saving Throws: Toughness +5 (+3 Con, +2 natural), Fortitude +6 (+3 
  base, +3 Con), Reflex –1 (+0 base, –1 Dex), Will +0 (+0 base)
  Poison: Tendril; Fortitude Diffi culty 14; initial and secondary damage 
  1 Str and 1 Con. The save Diffi culty is Constitution-based.
  Violet fungi resemble shriekers and are often found growing among 
  them. A violet fungus’ coloration ranges from purple overall to dull 
  gray or violet covered with purple spots. 
  Vine-like tendrils shoot from the cap of a violent fungus when it detects 
  movement nearby.
  Gargoyle, Church Grotesque
  Type: 4th Level Construct (Virtue)
  Size: Medium
  Speed: 20 ft., jump 40 ft., fly 60 ft. (poor)
  Abilities: Str +3, Dex +1, Con—, Int –2, Wis +1, Cha –3
  Skills: Notice 7 (+8)
  Feats: Attack Focus (claw), Double Strike, ToughB, Power (3)B
  Traits: Darkvision 60 ft., Damage Reduction 2/—, Freeze, Powers (rank 
  7, Wis, save Diffi culty 13, True Vision +8, Ward +8)
  Combat: Attack +4 (+3 base, +1 Dex) (+4 with claws), Damage +5 (claws), 
  Defense Dodge/Parry +4/— (+3 base, +1 Dex), Initiative +1
  Saving Throws: Toughness +10 (+1 construct, +8 natural, +1 Tough), 
  Fortitude +1 (+1 base), Reflex +2 (+1 base, +1 Dex), Will +2 (+1 
  base, +1 Wis)
  Supernatural Immunity: A church grotesque is immune to most 
  supernatural powers. A church grotesque subjected to the Earth 
  Shaping supernatural power must succeed on a Fortitude save equal
  
  
  Chapter Two: True20 Bestiary
  to 10 + half the adept’s level or be slowed for 7 rounds. It can only 
  take a single move or standard action per round and cannot move and 
  attack in the same round during this time unless it charges.
  Church grotesque gargoyles are stone guardians, the leering and 
  sometimes comical statues that decorate churches to ward off evil 
  spirits. Some of them are also functional water-spouts, directing the 
  flow of rain water clear of the church’s stone walls; the burbling sound 
  they make as rainwater courses through them lends them the name 
  “gargoyle”. Church grotesque gargoyles range in height from four to 
  six feet, and may weigh between 100 and 500 pounds.
  The creature ward effect of a church grotesque’s Ward supernatural 
  power only affects fey, outsiders with the vice subtype, and undead.
  Gargoyle, True
  Type: 4th Level Monstrous Humanoid (Earth)
  Size: Medium
  Speed: 40 ft., fly 60 ft. (average)
  Abilities: Str +2, Dex +2, Con +4, Int –2, Wis +0, Cha –2
  Skills: Notice 3 (+5), Stealth 4 (+8)
  Feats: Double Strike, Tough
  Traits: Damage Reduction 4/supernatural, Darkvision 60 ft., 
  Freeze
  Combat: Attack +6 (+4 base, +2 Dex), Damage +3 (claws) or +4 (bite 
  or gore), Damage +4, Defense Dodge/Parry +6/— (+4 base, +2 
  Dex), Initiative +2
  Saving Throws: Toughness +7 (+4 Con, +2 natural, +1 Tough), 
  Fortitude +5 (+1 base, +4 Con), Reflex +6 (+4 base, +2 Dex), 
  Will +4 (+4 base)
  Freeze: A true gargoyle can hold itself so still it appears to be a statue. 
  An observer must succeed on a Diffi culty 20 Notice check to realize 
  that the true gargoyle is really alive.
  Skills: True gargoyles have a +2 racial bonus on Stealth and Notice 
  checks. *The Stealth bonus increases by +8 when a true gargoyle is 
  concealed against a background of stone.
  A true gargoyle is a monstrous creature that appears to be a winged 
  stone statue. They are a cruel mockery of the virtuous church grotesque 
  gargoyles that people often look to for protection. True gargoyles are 
  living beings, however, and can perch indefinitely without moving and 
  use this disguise to surprise their foes. They require no food, water 
  or air, but often eat fallen foes that are still alive out of fondness for 
  inflicting pain. No two true gargoyles look exactly alike, but each has 
  similar features: two great bat-like wings, wickedly clawed hands and 
  feet, and a demonic face perpetually etched with a grim scowl. True 
  gargoyles speak Common and Terran.
  True gargoyles either remain still, then suddenly attack, or dive onto 
  their prey. A true gargoyle’s natural weapons are treated as supernatural 
  weapons for the purpose of overcoming damage reduction.
  Genie (General)
  Genies are humanlike beings who dwell on the elemental planes. They 
  are famous for their strength, guile and skill illusions.
  Genies prefer to outmaneuver and outthink their foes. They are not 
  too proud to flee if it means they’ll live to fight another day. If trapped, 
  they bargain, offering treasure or favors in return for their lives and 
  freedom.
  Djinni
  Type: 7th Level Outsider (Air, Extraplanar)
  Size: Large
  Speed: 20 ft., fly 60 ft. (perfect)
  Abilities: Str +4, Dex +4, Con +2, Int +2, Wis +2, Cha +2
  Skills: Concentration 10 (+12), Craft (any one) 10 (+12), Escape 
  Artist 10 (+14), Knowledge (any two) 10 (+12), Notice 10 (+12), 
  Sense Motive 10 (+12), Stealth 10 (+10)
  Feats: Dodge Focus, Double Strike, Heavy Armor TrainingB, Improved 
  InitiativeB, Improved StrikeB, Light Armor TrainingB, Power 
  (3)B, Power, Weapon TrainingB
  Traits: Air Mastery, Darkvision 60 ft., Immunity to Acid, Powers 
  (rank 10, Cha, save Diffi culty 16, Illusion +12, Light Shaping 
  +12, Mind Touch +12, Teleport +12), Whirlwind
  Combat: Attack +10 (–1 size, +7 base, +4 Dex), Damage +7 (slam), 
  Defense Dodge/Parry +11/+11 (–1 size, +7 base, +4 Dex/+4 
  Str, +1 dodge), Initiative +8
  Saving Throws: Toughness +5 (+2 size, +2 Con, +1 natural), 
  Fortitude +7 (+5 base, +2 Con), Reflex +9 (+5 base, +4 Dex), 
  Will +7 (+5 base, +2 Wis)
  Air Mastery: Airborne creatures take a –1 penalty on attack and 
  damage rolls against a djinni.
  Genies and Wishes
  Some genies, such as the noble djinni and the efreeti, can grant wishes to non-genies. In all cases, an unwilling target gets a Will save to negate 
  the effect, and supernatural resistance (if any) applies.
  To bring about the effects of a wish, a genie can duplicate or undo the effects of any supernatural power. The genie uses its creature level as its 
  adept level for all of the effects that require it, and where applicable the genie can affect a number of targets equal to its level. With this type of 
  wish a genie can restore life to the dead (Imbue Life), heal injury (Cure), restore lost limbs (Flesh Shaping), cause someone to fall in love with 
  the wisher (Heart Shaping) and so forth.
  Sometimes a hero wishes for a personal boon. The easiest way to adjudicate this type of wish is to provide the hero with a bonus feat. Look through 
  the list of feats to see if any of them could be used to replicate the effects of the wish. This provides the benefit of the wish while at the same time 
  maintaining game balance and making use of rules that already exist within the game. Giving a bonus feat can cover a lot of what a hero might 
  desire such as wealth (the Wealthy feat), skill (the Skill Training feat), prowess in combat (the Attack Focus feat) or even political power (the 
  Benefit feat). Furthermore, since bonus feats can come from any category, a bonus feat can instead be swapped for a bonus supernatural power. 
  A hero who wishes to be able to use a supernatural power can use the new power as an adept with a level equal to his total level. Other wishes 
  may effectively remove or reverse a feat in an enemy. A wish for ugliness on a rival would act like the reverse of the Attractive feat, providing a 
  –4 penalty to Bluff and Diplomacy, for example
  Genies are arcane and mysterious creatures, and may have limitations on what types of wishes they are permitted to grant. Certainly some 
  wishes can be more powerful than to be replicated with a bonus feat. Such wishes have long-term and sometimes drastic consequences on the 
  campaign, and a Narrator should give careful consideration to allowing them at all. 
  
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  Whirlwind: A 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.
  Another creature might be caught in the whirlwind if it touches 
  or enters the whirlwind, or if the djinni moves into or through the 
  creature’s space.
  Creatures one or more size categories smaller than the djinni might 
  take damage when caught in the whirlwind and may be lifted into the 
  air. An affected creature must succeed on a Diffi culty 20 Reflex save 
  when it comes into contact with the whirlwind or take +6 damage. It 
  must also succeed on a second Diffi culty 20 Reflex save or be picked up 
  bodily and held suspended in the powerful winds, automatically taking 
  +3 damage each round. A creature with a fly speed is allowed a Diffi culty 
  20 Reflex save each round to escape the whirlwind. The creature still 
  takes damage but can leave if the save is successful. The save Diffi culty 
  is Strength-based and includes a +3 racial adjustment.
  Creatures trapped in the whirlwind cannot move except to go where the 
  djinni carries them or to escape the whirlwind. Creatures caught in the 
  whirlwind can otherwise act normally, but must succeed on a Diffi culty 
  20 Concentration check to use a supernatural ability. Creatures caught 
  in the whirlwind take a –4 penalty to Dexterity and a –2 penalty on 
  attack rolls. The djinni can have only as many trapped inside a whirlwind 
  at one time as will fit inside the whirlwind’s volume.
  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 concealment, 
  while those farther away have total concealment.
  Those caught in the cloud must succeed on a Diffi culty 20 Concentration 
  check to use a supernatural ability.
  A djinni in whirlwind form cannot make melee attacks and does not 
  threaten the area around it.
  The djinn (singular djinni) are genies from the Elemental Plane of Air. 
  A djinni appears as an olive-skinned humanoid with dark hair and 
  bright eyes. A djinni prefers loose clothing that dances and shimmers 
  in the winds that constantly surround it. Djinn are about 10-1/2 feet 
  tall and weighs about 1,000 pounds. Djinn speak Auran, Celestial, 
  Common and Ignan.
  Djinn disdain physical combat, preferring to use their supernatural 
  powers and aerial abilities against foes. A djinni overmatched in 
  combat usually takes flight and becomes a whirlwind to harass those 
  who follow.
  Noble Djinn
  Some djinn (1% of the total population) are noble. A noble djinni can 
  grant three wishes to any being (non-genies only) who captures it. Noble 
  djinn perform no other services and, upon granting the third wish, are 
  free of their servitude. Noble djinn are 10th level (add 3 levels of expert 
  to the above statistics).
  Efreeti
  Type: 10th Level Outsider (Extraplanar, Fire)
  Size: Large
  Speed: 20 ft., fly 40 ft. (perfect)
  Abilities: Str +6, Dex +3, Con +2, Int +1, Wis +2, Cha +2
  Skills: Bluff 13 (+15), Craft (any one) 13 (+14), Concentration 13 
  (+15), Intimidate 13 (+15), Notice 13 (+15), Sense Motive 13 
  (+15), Stealth 13 (+12)
  Feats: Dodge Focus, Double Strike, Heavy Armor TrainingB, Improved 
  InitiativeB, Improved StrikeB, Light Armor TrainingB, Power (5)B, 
  Quicken Power, Weapon TrainingB
  Traits: Change size, Darkvision 60 ft., Heat, Immunity to Fire, Powers 
  (rank 13, Cha, save Diffi culty 17, Elemental Blast +15, Fire 
  Shaping +15, Illusion +15, Light Shaping +15, Mind Touch +15, 
  Teleport +15), Vulnerable to Cold
  Combat: Attack +12 (–1 size, +10 base, +3 Dex), Damage +6 +2 fire 
  (slam), Defense Dodge/Parry +13/+16 (–1 size, +10 base, +3 
  Dex/+6 Str, +1 dodge), Initiative +7
  Saving Throws: Toughness +7 (+2 size, +2 Con, +3 natural), Fortitude 
  +9 (+7 base, +2 Con), Reflex +10 (+7 base, +2 Dex), Will +9 (+7 
  base, +2 Wis)
  Change Size: Twice per day, an efreeti can magically change a creature’s 
  size up or down up to 2 size categories. A Diffi culty 13 Fortitude save 
  negates the effect. The save Diffi culty is Charisma-based.
  Heat: An efreeti’s red-hot body deals +2 extra fire damage whenever it 
  hits in melee, or in each round it maintains a hold when grappling.
  Wish Granting: 1/day—grant up to three wishes (to non-genies only).
  The efreet (singular efreeti) are genies from the Elemental Plane of 
  Fire. An efreeti is a muscular, red-skinned humanoid with sharp, 
  somewhat demonic features. Although it is not constantly aflame, on 
  occasion a lick of fire will spring up somewhere on the efreeti’s body, 
  flicker for several seconds, then cease. Efreet stand about 12 feet tall 
  and weigh about 2,000 pounds. Efreet speak Auran, Common, Ignan 
  and Fiendish.
  Efreet love to mislead, befuddle and confuse their foes. They do so for 
  enjoyment as well as a battle tactic.
  Janni
  Type: 6th Level Outsider (Native)
  Size: Medium
  Speed: 20 ft., fly 15 ft. (perfect) in chainmail; base land speed 30 ft., 
  base fly speed 20 ft. (perfect)
  Abilities: Str +3, Dex +2, Con +1, Int +2, Wis +2, Cha +1
  Skills: Appraise 9 (+11), Concentration 9 (+11), Craft (any one) 9 
  (+11), Escape Artist 9 (+11, +8 in armor), Notice 9 (+11), Ride 
  9 (+11), Sense Motive 9 (+11), Stealth 9 (+11, +8 in armor)
  Feats: Dodge Focus, Heavy Armor TrainingB, Improved defense, 
  Improved InitiativeB, Improved StrikeB, Light Armor TrainingB, 
  Power (3)B, Power, Weapon TrainingB
  Traits: Change Size, Darkvision 60 ft., Elemental Endurance, Powers 
  (rank 9, Cha, save Diffi culty 14, Beast Link +10, Light Shaping 
  +10, Mind Touch +10, Teleport +10), Resistance to Fire 4
  Combat: Attack +8 melee (+6 base, +2 Dex), Damage +5 (scimitar, crit 
  18-20/+3), Defense Dodge/Parry +9/+10 (+6 base, +2 Dex/+3 
  Str, +1 dodge), Initiative +6
  Saving Throws: Toughness +4 (+1 Con, +3 chainmail), Fortitude 
  +6 (+5 base, +1 Con), Reflex +7 (+5 base, +2 Dex), Will +7 (+5 
  base, +2 Wis)
  Change Size: Twice per day, a janni can magically change a creature’s 
  size up or down two size categories. A Diffi culty 13 Fortitude save 
  negates the effect. The save Diffi culty is Charisma-based.
  Elemental Endurance: 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 before that time expires causes a janni to take +1 
  damage per additional hour spent on the elemental plane, until it 
  dies or returns to the Material Plane.
  
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  Chapter Two: True20 Bestiary
  The jann (singular janni) are the weakest of the genies. Jann are formed 
  out of all four elements and must therefore spend most of their time on 
  the Material Plane. A janni is almost indistinguishable from a human, 
  and many live in secret among human societies on the Material Plane. 
  When using its supernatural powers, however, the true nature of a janni 
  is readily apparent—its eyes flicker like fire, winds seem to surge around 
  it, and its voice thunders loudly from its chest. Jann speak Common, one 
  elemental language (Aquan, Auran, Ignan or Terran) and one outsider 
  language (Fiendish or Celestial).
  Jann are physically strong and courageous, and do not take kindly to 
  insult or injury. If they meet a foe they cannot defeat in a standup 
  fight, they use flight and the invisibility effect of their Light Shaping 
  supernatural power to regroup and maneuver to a more advantageous 
  position.
  Ghoul
  Type: 2nd Level Undead
  Size: Medium
  Speed: 30 ft.
  Abilities: Str +1, Dex +2, Con—, Int +1, Wis +2, Cha +1
  Skills: Acrobatics 5 (+7), Climb 5 (+6), Jump 5 (+6), Notice 5 (+7), 
  Stealth 5 (+7)
  Feats: Double Strike, ToughB
  Traits: Darkvision 60 ft., Ghoul Fever, Paralysis, Stench Undead 
  Traits
  Combat: Attack +3 (+1 base, +2 Dex), Damage +3 plus paralysis (bite) 
  or +2 plus paralysis (claws), Defense Dodge/Parry +3/— (+1 
  base, +2 Dex), Initiative +2
  Saving Throws: Toughness +3 (+1 undead, +1 natural, +1 Tough), 
  Fortitude +0 (+0 base), Reflex +2 (+0 base, +2 Dex), Will +5 
  (+3 base, +2 Wis)
  Ghoul Fever: Disease—bite; Fortitude Diffi culty 12; incubation period 
  1 day; damage 1 Con and 1 Dex. The save Diffi culty is Charisma-based. 
  An affl icted humanoid who dies of ghoul fever rises as a free-willed 
  ghoul at the next midnight. A ghoul does not possess any memory 
  of its former life. The ghoul retains its abilities but since it is undead 
  it has no Constitution. Replace all of the hero’s heroic levels, feats, 
  skills and traits with those of a ghoul. Although it looses all levels 
  it had in life a ghoul can start over and advance in heroic roles (as a 
  mixed-role hero combining its new creature type with the heroic role) 
  just like any other intelligent creature. Ghouls and ghasts usually 
  advance in the expert role.
  Paralysis: Bite or claw; Fortitude Diffi culty 12 resists; paralyzed for 4 
  rounds. The save Diffi culty is Charisma-based.
  Stench: A ghoul with 4 or more levels reeks of decay and stale blood. 
  These ghouls are also called ghasts. Living creatures within 10 feet 
  must succeed on a Fortitude save with a Diffi culty equal to 10 + 1/2 
  the ghoul’s level + the ghoul’s Charisma or be sickened for 8 minutes. 
  A creature that successfully saves cannot be affected again by the 
  same ghoul’s stench for 24 hours. A successful use of the Cure Poison 
  supernatural power removes the effect from a sickened creature. 
  Creatures with immunity to poison are unaffected, and creatures 
  resistant to poison receive their normal bonus on their saving throws. 
  The save Diffi culty is Charisma-based.
  Ghouls are once-living humanoids that have been twisted into feral 
  undead creatures. The body of a ghoul looks like a days-old corpse. 
  The stink of death and corruption surrounding these creatures can be 
  overwhelming. The sickly gray skin of a ghoul has pulled away from the 
  extremities, making the hands into horrid claws. The mouth of a ghoul is 
  wide, showing all of its cracked and yellowed teeth. Ghouls are intelligent 
  undead, but theirs is a predatory intelligence that aids them in setting 
  ambushes and devising ingenious means of acquiring victims. Ghouls 
  speak the languages they spoke in life (usually Common).
  Ghouls try to attack with surprise whenever possible. They strike from 
  behind tombstones and burst from shallow graves.
  Ghoul, Lacedon
  These cousins of the ghoul have the aquatic subtype. They lurk near 
  hidden reefs or other places where ships are likely to meet their end. 
  They have a base land speed of 30 feet and a swim speed of 30 feet and 
  are found only in aquatic environments.
  Giant (General)
  All giants speak Giant. Those with an Intelligence of +0 or higher also 
  speak Common.
  Giants relish melee combat. They favor massive two-handed weapons and 
  wield them with impressive skill. They have enough cunning to soften 
  up a foe with ranged attacks first, if they can. A giant’s favorite ranged 
  weapon is a big rock.
  Rock Catching: A giant of at least Large size can catch Small, Medium 
  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 Diffi culty is 15 for a Small rock, 20 for 
  a Medium one, and 25 for a Large one. (If the projectile provides a 
  supernatural bonus on attack rolls, the Diffi culty increases by that 
  amount.) The giant must be ready for and aware of the attack in order 
  to make a rock catching attempt.
  Rock Throwing: Adult giants are accomplished rock throwers and receive 
  a +1 racial bonus on 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 five 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 objects)
  
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  Chapter Two: True20 Bestiary
  Cloud Giant
  Type: 17th Level Humanoid (Air, Giant)
  Size: Huge
  Speed: 50 ft.
  Abilities: Str +12, Dex +1, Con +6, Int +1, Wis +3, Cha +1
  Skills: Climb 12 (+24, +21 with armor), Craft (any one) 12 (+13), 
  Intimidate 12 (+13), Notice 14 (+17), Perform (harp) 2 (+3), 
  Sense Motive 12 (+15)
  Feats: Awesome Blow, Cleave, Great Fortitude, Heavy Armor 
  TrainingB, Iron Will, Light Armor TrainingB, Night VisionB, 
  PowerB, Skill Training, Stunning Blow, Weapon TrainingB
  Traits: Powers (rank 20, Wis, save Diffi culty 22, Wind Shaping +23), 
  Rock Catching, Rock Throwing, Scent
  Combat: Attack +11 (–2 size, +12 base, +1 Dex), Damage +16 
  (morningstar) or +14 (slam) or +18 (rock), Defense Dodge/
  Parry +11/+22 (–2 size, +12 base, +1 Dex/+12 Str), Initiative 
  +1
  Saving Throws: Toughness +19 (+4 size, +6 Con, +6 natural, 
  +3 chainmail), Fortitude +16 (+10 base, +6 Con, +2 Great 
  Fortitude), Reflex +6 (+5 base, +1 Dex), Will +10 (+5 base, +3 
  Wis, +1 Iron Will)
  Rock Throwing: The range increment is 140 feet for a cloud giant’s 
  thrown rocks.
  Cloud giants live on mountaintops and in high alpine meadows. They 
  dress in the finest clothing available and wear jewelry of silver and 
  platinum. To cloud giants, appearance indicates station: The better 
  the clothes and the finer the jewelry, the more important the wearer. 
  They also appreciate music, and most can play one or more instruments 
  (the harp is a favorite). The skin of a cloud giant is usually an airy 
  color, ranging from milky white to light sky blue. Hair color is varied, 
  but is usually silvery white or brass. All cloud giants have iridescent 
  blue eyes. Adult males are about 18 feet tall and weigh about 5,000 
  pounds. Females are slightly shorter and lighter. Cloud giants can live 
  to be 400 years old.
  Cloud giants fight in well-organized units, using carefully developed battle 
  plans. They prefer to fight from a position above their opponents. A favorite 
  tactic is to circle the enemies, barraging them with rocks while the giants 
  with supernatural abilities confound them with their powers.
  Fire Giant
  Type: 15th Level Humanoid (Fire, Giant)
  Size: Large
  Speed: 40 ft.
  Abilities: Str +10, Dex –1, Con +5, Int +0, Wis +2, Cha +0
  Skills: Climb 10 (+20, +16 in armor), Craft (any one) 10 (+10), 
  Intimidate 10 (+10), Notice 10 (+12)
  Feats: All-Out Attack, Cleave, Great Cleave, Heavy Armor TrainingB, 
  Improved Sunder, Iron Will, Light Armor TrainingB, Night 
  VisionB, Skill Training, Weapon TrainingB
  Traits: Immunity to Fire, Rock Catching, Rock Throwing, Vulnerable 
  to Cold
  Combat: Attack +9 (–1 size, +11 base, –1 Dex), Damage +15 
  (greatsword, crit 19-20/+3) or +11 (slam) or +14 +4 fire (rock), 
  Defense Dodge/Parry +9/+20 (–1 size, +11 base, –1 Dex/+10 
  Str), Initiative –1
  Saving Throws: Toughness +15 (+2 size, +5 Con, +4 natural, +4 
  breastplate), Fortitude +14 (+9 base, +5 Con), Reflex +4 (+5 
  base, –1 Dex), Will +9 (+5 base, +2 Wis, +2 Iron Will)
  Rock Throwing: The range increment is 120 feet for a fire giant’s 
  thrown rocks.
  Fire giants dwell very near and sometimes even inside active volcanoes. 
  The skin of a fire giant is ruddy, and most fire giants have bright red hair. 
  Male fire giants favor large, full beards that they let grow wild—from a 
  distance it almost looks as if a bearded fire giant is spitting flames. Fire 
  giants wear sturdy cloth or leather garments colored red, orange, yellow 
  or black. Warriors wear helmets and half-plate armor of blackened steel. 
  Adult male fire giants are 12 feet tall and weigh about 7,000 pounds. 
  Females are slightly shorter and lighter. Fire giants can live to be 350 
  years old.
  Fire giants heat their rocks in nearby fires, geysers or lava pools, so that 
  they deal extra fire damage. They favor supernatural flaming swords 
  in (when they can get them). They are also fond of grabbing smaller 
  opponents and tossing them somewhere very hot.
  Frost Giant
  Type: 14th Level Humanoid (Cold, Giant)
  Size: Large
  Speed: 40 ft.
  Abilities: Str +9, Dex –1, Con +5, Int +0, Wis +2, Cha +0
  Skills: Climb 9 (+18, +15 with armor), Craft (any one) 9 (+9), 
  Intimidate 10 (+10), Notice 10 (+12)
  Feats: All-Out Attack, Cleave, Great Cleave, Heavy Armor TrainingB, 
  Improved Sunder, Light Armor TrainingB, Skill Training, 
  Weapon TrainingB
  Traits: Immunity to Cold, Night VisionB, Rock Catching, Rock 
  Throwing, Vulnerable to Fire
  Combat: Attack +8 (–1 size, +10 base, –1 Dex), Damage +15 
  (greataxe) or +10 (slam) or +13 (rock), Damage +13, Defense 
  Dodge/Parry +8/+18 (–1 size, +10 base, –1 Dex/+9 Str), 
  Initiative –1
  Saving Throws: Toughness +14 (+2 size, +5 Con, +4 natural, +3 
  chainmail), Fortitude +14 (+9 base, +5 Con), Reflex +3 (+4 
  base, –1 Dex), Will +6 (+4 base, +2 Wis)
  Rock Throwing: The range increment is 120 feet for a frost giant’s 
  thrown rocks.
  Frost giants live in cold, arctic regions or in hollowed-out glaciers 
  on tall mountain peaks. A frost giant’s hair can be light blue or dirty 
  yellow, and its eyes usually match its hair color. Frost giants dress in 
  skins and pelts, along with any jewelry they own. Frost giant warriors 
  add chain shirts and metal helmets decorated with horns or feathers. 
  Frost giant clans usually have a single powerful leader, called jarl, with 
  several levels in the warrior heroic role. Adult males are about 15 feet 
  tall and weigh about 2,800 pounds. Females are slightly shorter and 
  lighter, but otherwise identical with males. Frost giants can live to be 
  250 years old.
  Frost giants usually start combat at a distance, throwing rocks until 
  they run out of ammunition or the opponent closes, then wading in 
  with their enormous battleaxes. A favorite tactic is to lay an ambush 
  by hiding buried in the snow at the top of an icy or snowy slope, where 
  opponents have diffi culty reaching them.
  Hill Giant
  Type: 12th Level Humanoid (Giant)
  Size: Large
  Speed: 40 ft.
  Abilities: Str +7, Dex –1, Con +4, Int –2, Wis +0, Cha –2
  Skills: Notice 15 (+15)
  Feats: All-Out Attack, Attack Focus (greatclub), Awesome Blow, 
  Cleave, Heavy Armor TrainingB, Improved Sunder, Light Armor 
  TrainingB, Night VisionB, Weapon TrainingB
  Traits: Rock Catching, Rock Throwing
  Combat: Attack +7 (–1 size, +9 base, –1 Dex) (+8 with greatclub), Damage 
  +11 (greatclub) or +8 (slam) or +11 (rock), Defense Dodge/Parry 
  +7/+15 (–1 size, +9 base, –1 Dex/+7 Str), Initiative –1
  
  10
  Chapter Two: True20 Bestiary
  Saving Throws: Toughness +12 (+2 size, +4 Con, +4 natural, +2 hide 
  armor [counts as studded leather]), Fortitude +12 (+8 base, +4 
  Con), Reflex +3 (+4 base, –1 Dex), Will +4 (+4 base)
  Rock Throwing: The range increment is 120 feet for a hill giant’s 
  thrown rocks.
  Hill giants live in mountain foothills and in rolling hill country such as 
  badlands and moors. They live in natural caves but have been known to 
  lair in ruined castles. Sometimes a hill giant will wander into cultivated 
  lands and decide to stay because of the abundance of food there. Skin 
  color among hill giants ranges from light tan to deep ruddy brown. 
  Their hair is brown or black, with eyes the same color. Hill giants wear 
  layers of crudely prepared hides with the fur left on. They seldom wash 
  or repair their garments, preferring to simply add more hides as their 
  old ones wear out. Adults are about 10-1/2 feet tall and weigh about 
  1,100 pounds. Hill giants can live to be 200 years old.
  Hill giants prefer to fight from high, rocky outcroppings, where they 
  can pelt opponents with rocks and boulders while limiting the risk to 
  themselves. Hill giants love to make overrun attacks against smaller 
  creatures when they first join battle. Thereafter, they stand fast and 
  swing away with their massive clubs.
  Stone Giant
  Type: 14th Level Humanoid (Giant, Earth)
  Size: Large
  Speed: 40 ft.
  Abilities: Str +8, Dex +2, Con +4, Int +0, Wis +1, Cha +0
  Skills: Climb 17 (+25, +23 in armor), Notice 17 (+18), Stealth 0 (–2, 
  –4 in armor)*
  Feats: All-Out Attack, Heavy Armor TrainingB, Iron Will, Light Armor 
  TrainingB, Lightning Reflexes, Night VisionB, Point Blank Shot, 
  Precise Shot, Weapon TrainingB
  Traits: Darkvision 60 ft., Rock Catching, Rock Throwing
  Combat: Attack +11 (–1 size, +10 base, +2 Dex), Damage +12 
  (greatclub) or +9 (slam) or +14 (rock), Defense Dodge/Parry 
  +11/+17 (–1 size, +10 base, +2 Dex/+8 Str), Initiative +2
  Saving Throws: Toughness +13 (+2 size, +4 Con, +5 natural, +2 hide 
  armor [counts as studded leather]), Fortitude +13 (+9 base, +4 
  Con), Reflex +8 (+4 base, +2 Dex, +2 Lightning Reflexes), Will 
  +7 (+4 base, +1 Wis, +2 Iron Will)
  Rock Catching: A stone giant gains a +4 racial bonus on its Reflex save 
  when attempting to catch a thrown rock.
  Rock Throwing: The range increment is 180 feet for a stone giant’s 
  thrown rocks. It uses both hands when throwing a rock.
  Skills: *A stone giant gains a +8 racial bonus on Stealth checks in 
  rocky terrain.
  Stone giants live in the mountains, but not as high up as the cloud giants 
  and not as close to glaciers as the frost giants. They prefer the altitudes 
  just above and below the tree-line. They lair in caves but like to keep them 
  comfortable and homey, often decorating them with animal skins and 
  even furniture carved from solid rock. Of all giants, stone giants enjoy 
  rock throwing and rock catching the most, treating it as a sport. Stone 
  giants prefer thick leather garments, dyed in shades of brown and gray to 
  match the stone around them. Some stone giants develop special abilities 
  related to their environment. These giant elder advance as adepts and 
  always learn the Earth Shaping supernatural power. Adults are about 
  12 feet tall and weigh about 1,500 pounds. Stone giants can live to be 
  800 years old.
  Stone giants fight from a distance whenever possible, but if they can’t 
  avoid melee they use gigantic clubs chiseled out of stone. A favorite 
  tactic of stone giants is to stand nearly motionless, blending in with the 
  background, then move forward to throw rocks and surprise their foes.
  Storm Giant
  Type: 19th Level Humanoid (Giant)
  Size: Huge
  Speed: 50 ft., swim 40 ft.
  Abilities: Str +14, Dex +2, Con +6, Int +3, Wis +5, Cha +2
  Skills: Climb 15 (+29, +25 in armor), Concentration 15 (+20), Craft 
  (any one) 15 (+18), Intimidate 15 (+17), Jump 14 (+28, +24 in 
  armor), Notice 15 (+20), Perform (sing) 14 (+16), Sense Motive 
  15 (+20), Swim 0 (+20, +12 in armor)*
  Feats: Awesome Blow, Cleave, Heavy Armor TrainingB, Improved 
  Sunder, Iron Will, Light Armor TrainingB, Night VisionB, Power 
  (3)B, Skill Training (2), Stunning Blow, Weapon TrainingB
  Traits: Freedom of Movement, Immunity to Electricity, Powers 
  (rank 22, Wis, save Diffi culty 25, Elemental Blast +27, Weather 
  Shaping +27, Wind Shaping +27), Rock Catching, Rock 
  Throwing, Water Breathing
  Combat: Attack +14 (–2 size, +14 base, +2 Dex), Damage +19 
  (greatsword, crit 19-20/+3) or +15 (slam) or +8 (bow, crit +4), 
  Defense Dodge/Parry +14/+26 (–2 size, +14 base, +2 Dex/+14 
  Str), Initiative +2
  Saving Throws: Toughness +20 (+4 size, +6 Con, +6 natural, +4 
  breastplate), Fortitude +17 (+11 base, +6 Con), Reflex +8 (+6 
  base, +2 Dex), Will +13 (+6 base, +5 Will, +2 Iron Will)
  Freedom of Movement: Storm giants can move and fight underwater 
  or partially submerged without penalty.
  Water Breathing: Storm giants can breathe underwater indefinitely 
  and can freely use their supernatural abilities while submerged.
  Skills: A storm giant has a +8 racial bonus on any Swim check to 
  perform some special action or avoid a hazard. It can always choose 
  to take 10 on a Swim check, even if distracted or endangered. It can
  
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  Chapter Two: True20 Bestiary
  use the run action while swimming, provided it swims in a straight 
  line. *Storm giants ignore all weight penalties for gear carried when 
  swimming.
  Like their close cousins the cloud giants, storm giants lair on 
  mountaintops. They prefer mountains that are frequently foggy and 
  stormy rather than tall and cold, so they usually keep to smaller 
  mountain ranges near coastal areas. Thus, the territories of storm 
  and cloud giants do not often overlap. Storm giants are handsome 
  green-skinned humanoids with darker green hair. Very rarely, storm 
  giants have violet skin. Violet-skinned storm giants have deep violet 
  or blue-black hair with silvery gray or purple eyes. Storm giants’ garb 
  is usually a short, loose tunic belted at the waist, sandals or bare feet, 
  and a headband. They wear a few pieces of simple but finely crafted 
  jewelry, anklets (favored by barefoot giants), rings or circlets being most 
  common. They live quiet, reflective lives and spend their time musing 
  about the world, composing and playing music, and tilling their land 
  or gathering food. Adults are about 21 feet tall and weigh about 12,000 
  pounds. Storm giants can live to be 600 years old.
  Storm giants use weapons and supernatural powers instead of throwing 
  rocks. Their bows have a range increment of 180 feet.
  Gideon Fungi
  Type: 2nd Level Plant
  Size: Small
  Speed: 0 ft.
  Abilities: Str +0, Dex —, Con +3, Int —, Wis +2, Cha +4
  Skills: Stealth 0 (+4)*
  Feats: Ability Focus (Gideon Grease)B
  Traits: Gideon Grease
  Combat: Attack—, Damage—, Defense Dodge/Parry +2/— (+1 size, 
  +1 base), Initiative +0
  Saving Throws: Toughness +5 (–1 size, +3 Con, +3 natural), Fortitude 
  +6 (+3 base, +3 Con), Reflex—, Will +2 (+0 base, +2 Wis)
  Gideon Grease: Gideon fungi secrete a brown substance that looks 
  like mud, but is actually an incredibly slippery substance known as 
  “Gideon grease”. Any travelers who move over a Gideon fungus must 
  succeed on a Diffi culty 18 Reflex save or slip and fall, suffering +2 
  damage. A quadruped Large size or greater (such as horses) who fail 
  the Reflex save has a 25% chance (16 or better on d20) of breaking 
  a leg and becoming lame. Check off “disabled” on the damage track, 
  and reduce its movement to 5 ft. Secretions from the ooze known as 
  copper curse dissolve Gideon grease instantly. A horse outfitted with 
  bronze horseshoes coated in copper curse secretions can walk over 
  Gideon fungi without risk of injury or loss of balance.
  Skills: *Gideon fungi gain a +12 racial bonus to stealth checks in their 
  natural environment. Gideon fungi always take 10 on their Stealth 
  checks so it takes a Diffi culty 26 Notice check to spot them.
  Gideon fungi are a strange breed of mushroom that grow in dark moist 
  conditions such as forest floors, swamps or caves, often in areas that 
  contain large boulders nearby. They grow along trails, roads and other 
  high traffi c areas in their natural environment. Most of the Gideon 
  fungus is below ground, and from the surface it looks like a smooth patch 
  of gray rock, and their surface is just as hard. Some naturalists believe 
  Gideon fungi gain nourishment from blood, but others contend that 
  their attraction to heavily traveled areas is due to the lack of competition 
  from other plants.
  Gnoll
  Type: 2nd Level Humanoid (Gnoll)
  Size: Medium
  Speed: 30 ft.
  Abilities: Str +2, Dex +0, Con +1, Int –1, Wis +0, Cha –1
  Skills: Notice 5 (+5), Stealth 0 (+0, –3 in armor)
  Feats: All-Out AttackB, Heavy Armor TrainingB, Light Armor 
  TrainingB, Shield Training, Weapon TrainingB
  Traits: Darkvision 60 ft.
  Combat: Attack +1 (+1 base), Damage +5 (battleaxe, crit +4), or +2 
  (short bow, crit +4), Defense Dodge/Parry +3/+5 (+1 base, +2 
  Str, +2 medium metal shield), Initiative +0
  Saving Throws: Toughness +2 (+1 Con, +1 leather armor), Fortitude 
  +4 (+3 base, +1 Con), Reflex +0 (+0 base), Will +0 (+0 base)
  Gnolls are hyena-headed, evil humanoids that wander in loose tribes. 
  Most gnolls have dirty yellow or reddish-brown fur. A gnoll is a nocturnal 
  carnivore, preferring intelligent creatures for food because they scream 
  more. Gnolls are about 7-1/2 feet tall and weigh 300 pounds. Gnolls 
  speak Gnoll.
  Gnolls like to attack when they have the advantage of numbers, using horde 
  tactics and their physical strength to overwhelm and knock down their 
  opponents. They show little discipline when fighting unless they have a 
  strong leader; at such times, they can maintain ranks and fight as a unit. 
  While they do not usually prepare traps, they do use ambushes and try to 
  attack from a flanking position. Because of its armor and shield, a gnoll’s 
  modifier on Stealth checks (untrained) is –3, which means gnolls always 
  take special care to seek favorable conditions when laying ambushes (such 
  as darkness, cover, or some other form of advantageous terrain).
  Gnome (1st-level warrior)
  Type: 1st Level Humanoid (Gnome)
  Size: Small
  Speed: 20 ft.
  Abilities: Str +0, Dex +0, Con +2, Int +0, Wis –1, Cha –1
  Skills: Bluff 4 (+3), Craft (alchemy) 0 (+2), Notice 4 (+6), Ride 4 (+4), 
  Stealth 4 (+8, +6 with armor)
  Feats: Iron WillB, Night VisionB, Light Armor Training, Power, 
  Talented (Craft [alchemy] and Notice)B, Weapon Training
  
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  Chapter Two: True20 Bestiary
  Traits: Gnome Background Traits, Power (rank 4, Cha, save Diffi culty 
  11, Illusion +3)
  Combat: Attack +2 (+1 size, +1 base), Damage +2 (sword, 19-20/+3) 
  or +1 (light crossbow, crit 19-20/+3), Defense Dodge/Parry 
  +2/+2 (+1 size, +1 base), Initiative +0
  Saving Throws: Toughness +3 (–1 size, +2 Con, +2 studded leather), 
  Fortitude +4 (+2 base, +2 Con), Reflex +0 (+0 base), Will +1 
  (+0 base, +2 Iron Will)
  Gnomes are small humanoids that live in elaborate underground 
  warrens. Like elves, they celebrate nature and revere its power and 
  beauty. The skin color of gnomes ranges from dark tan to woody 
  brown, their hair is fair, and their eyes can be any shade of blue. Gnome 
  males prefer short, carefully trimmed beards. Gnomes generally wear 
  leather or earth tones, though they decorate their clothes with intricate 
  stitching or fine jewelry. Gnomes reach adulthood at about age 40, 
  and they live about 350 years, though some can live almost 500 years. 
  Gnomes stand 3 to 3-1/2 feet tall and weigh 40 to 45 pounds. 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.
  Gnomes prefer misdirection and deception over direct confrontation. They 
  would rather befuddle or embarrass foes (other than goblinoids or kobolds) 
  than kill them. Gnomes make heavy use of the Illusion supernatural power 
  and carefully prepared ambushes and traps whenever they can.
  Most gnomes encountered outside their homes are warriors; the 
  information presented here is for one of 1st level.
  Gnome Background Traits
  Gnomes possess the following racial traits.
  —Ability Adjustments: +1 Constitution, –1 Strength
  —Size: Small size. +1 bonus to defense, +1 bonus on attack rolls, +4 
  bonus on Stealth checks, –4 penalty on grapple checks, lifting and 
  carrying limits 3/4 those of Medium characters.
  —Speed: A gnome’s base land speed is 20 feet.
  —Bonus Feats: Iron Will, Night Vision, Talented (Craft [alchemy] and 
  Notice)
  —Favored Feats: Fascinate and Favored Opponent (kobolds or goblins), 
  or a Supernatural Power (counts as two favored feats if chosen)
   Gnome Backgrounds
  The information in the stat block is for rock gnomes, the most common 
  variety. There are two other gnome backgrounds, which differ from rock 
  gnomes as follows. 
  Forest Gnome
  They are the smallest of all the gnomes, averaging 2 to 2-1/2 feet in 
  height, but look just like regular gnomes except with bark-colored 
  or gray-green skin, and eyes that can be brown or green as well as 
  blue. A very long-lived people, forest gnomes have an average life 
  expectancy of 500 years. 
  Forest Gnome Background Traits
  Forest Gnomes possess the same background traits as other gnomes 
  with the following changes: 
  —Bonus Feats: Forest Gnomes gain Skill focus (Stealth) and Trackless 
  instead of Iron Will and Talented (Craft [alchemy] and Notice).
  Svirfneblin
  Also called deep gnomes, svirfneblin are said to dwell in great cities 
  deep underground. A svirfneblin has wiry, rock-colored skin usually 
  medium brown to brownish gray. Only males are bald; females have 
  stringy gray hair. The average svirfneblin lifespan is 250 years. 
  Svirfneblin Background Traits
  Svirfneblins possess the same background traits as other gnomes with 
  the following changes: 
  —Ability Adjustments: –1 Strength, +1 Dexterity, +1 Wisdom, –2 
  Charisma 
  Goblin, Great
  Type: 6th Level Humanoid (Giant, Goblinoid)
  Size: Large
  Speed: 30 ft.
  Abilities: Str +7, Dex +1, Con +4, Int +1, Wis +2, Cha +0
  Skills: Climb 9 (+16), Intimidate 9 (+9), Notice 9 (+11)
  Feats: Attack Focus (slam), Heavy Armor TrainingB, Light Armor 
  TrainingB, Tough, Weapon TrainingB
  Traits: Darkvision 60 ft., Slippery
  Combat: Attack +4 (–1 size, +4 base, +1 Dex) (+5 with slam), Damage 
  +9 (slam), Defense Dodge/Parry +4/— (–1 size, +4 base, +1 
  Dex), Initiative +1
  Saving Throws: Toughness +7 (+2 size, +4 Con, +1 Tough), Fortitude 
  +9 (+5 base, +4 Con), Reflex +3 (+2 base, +1 Dex), Will +4 (+2 
  base, +2 Wis)
  Slippery: All opponents attempting to grapple a giant goblin suffer a 
  –2 penalty to their grapple checks.
  Great goblins are large and obese goblinoids. These creatures are thick 
  bodied and bulbous goblins that tower over their lesser brethren. They 
  often bully tribes of lesser goblin kind into going out on numerous 
  raids to steal food for the great goblin’s insatiable appetite. Their skin is 
  constantly coated in greasy secretions that give its body a putrid green 
  sheen to it. Great goblins stand approximately seven feet tall and weigh 
  close to 2,000 pounds.
  Golem (General)
  Golems are magically created automatons of great power. Constructing 
  one involves the employment of mighty supernatural and elemental 
  forces. The animating force for a golem is a spirit from the Elemental 
  Plane of Earth. The process of creating the golem binds the unwilling 
  spirit to the artificial body and subjects it to the will of the golem’s 
  creator.
  
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  Chapter Two: True20 Bestiary
  Golems are relentless and tenacious in combat and prodigiously 
  strong as well. Being mindless, they do nothing without orders from 
  their creators. They follow instructions explicitly and are incapable of 
  any strategy or tactics. They are emotionless in combat and cannot 
  be provoked.
  Supernatural Immunity: Golems have immunity to most magical and 
  supernatural effects, except when otherwise noted.
  Clay Golem 
  Type: 11th Level Construct
  Size: Large
  Speed: 20 ft.
  Abilities: Str +7, Dex –1, Con—, Int —, Wis +0, Cha –5
  Skills: —
  Feats: Night VisionB
  Traits: Berserk, Construct Traits, Damage Reduction 4/
  bludgeoning, Darkvision 60 ft., Haste, Persistent Wound, 
  Supernatural Immunity
  Combat: Attack +6 (–1 size, +8 base, –1 Dex), Damage +15 plus 
  persistent wound (slam), Defense Dodge/Parry +6/— (–1 
  size, +8 base, –1 Dex), Initiative –1
  Saving Throws: Toughness +10 (+2 size, +1 construct, +7 natural), 
  Fortitude +3 (+3 base), Reflex +2 (+3 base, –1 Dex), Will +3 
  (+3 base)
  Berserk: When a clay golem enters combat, there is a cumulative 5% 
  chance every five rounds that its elemental spirit breaks free and the 
  golem goes berserk (20 on d20 after the first 5 rounds, decreasing 
  by 1 every 5 rounds after that). 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 a clay golem goes berserk, no 
  known method can reestablish control.
  Haste: After it has engaged in at least 1 round of combat, a clay 
  golem gains an extra action each round for a duration of up to 3 
  rounds. Because it is moving faster, it gains a +1 bonus to attacks 
  and defense during this time.
  Persistent Wound: Slam; no continuing damage; Diffi culty 19 adept 
  level check. No Medicine check is needed since the opponent does 
  not take continuing damage. The Diffi culty includes a +4 racial 
  bonus.
  Supernatural Immunity: A clay golem is immune to most supernatural 
  powers. An adept with Earth Shaping can damage or drive away a 
  clay golem. On a successful Diffi culty 21 power check, the golem 
  takes damage equal to the adept’s level. The adept can also drive 
  a clay golem away, which functions like the creature ward effect of 
  the Ward supernatural power against the golem. Any supernatural 
  attack against a clay golem that deals acid damage does no damage 
  to it and instead grants it an immediate recovery check with a bonus 
  equal to the damage of the attack.
  This golem has a humanoid body made from clay. A clay golem wears 
  no clothing except for a metal or stiff leather garment around its hips. 
  A clay golem cannot speak or make any vocal noise. It walks and moves 
  with a slow, clumsy gait. It weighs around 600 pounds.
  Hoard Golem
  Type: 14th Level Construct
  Size: Medium
  Speed: 30 ft.
  Abilities: Str +6, Dex +4, Con—, Int —, Wis +0, Cha –5
  Skills: —
  Feats: Night VisionB
  Traits: Contingency, Construct Traits, Damage Reduction 
  4/—, Darkvision 60 ft., Supernatural Immunity, Projectile, 
  Supernatural Items
  Combat: Attack +14 (+10 base, +4 Dex), Damage +10 (slam), Defense 
  Dodge/Parry +14/— (+10 base, +4 Dex), Initiative +4
  Saving Throws: Toughness +10 (+1 construct, +9 natural), Fortitude 
  +4 (+4 base), Reflex +8 (+4 base, +4 Dex), Will +4 (+4 base)
  Contingency: When reduced to “dying” condition on the damage track, 
  a hoard golem explodes in a final attempt to prevent its enemies from 
  being able to loot the treasures that compose its body. All within 50 
  ft. of the hoard golem suffer +14 damage. This damage is piercing, 
  bludgeoning, and slashing damage.
  Projectile: A hoard golem may eject coins or other small treasures 
  from the mass of its body at high velocities. Doing so causes the 
  golem to suffer +0 damage, and allows it to make a ranged attack 
  that deals +4 damage.
  Supernatural Immunity: A hoard golem is immune to most 
  supernatural powers. A hoard golem that takes electricity damage 
  from a supernatural attack must succeed on a Fortitude save equal to 
  10 + the damage of the attack or be slowed for 3 rounds. It can only 
  take a single move or standard action per round and cannot move 
  and attack in the same round during this time unless it charges. A 
  supernatural attack against a hoard golem that deals fire damage does 
  no damage to it and instead breaks any slowing effect on the golem 
  and grants it an immediate recovery check with a bonus equal to the 
  damage of the attack.
  Supernatural Items: A hoard golem may consist of any number of 
  supernatural weapons and items, all of which it is able to activate 
  and use provided that the golem’s creator knew how such an item 
  could be put to use.
  Hoard golems are animated piles of treasure. They were originally 
  created by dragons as a means to allow their hoards to defend 
  themselves against thieves even while the dragon is away from its 
  lair.
  Iron Golem
  Type: 18th Level Construct
  Size: Large
  Speed: 20 ft.
  Abilities: Str +11, Dex –1, Con—, Int —, Wis +0, Cha –5
  Skills: —
  Feats: Night VisionB, Weapon TrainingB
  Traits: Breath Weapon, Construct Traits, Damage Reduction 6/—, 
  Darkvision 60 ft., Supernatural Immunity
  Combat: Attack +10 (–1 size, +12 base, –1 Dex), Damage +19 (slam) 
  or +14 (short sword, crit 19-20/+3), Defense Dodge/Parry 
  +10/— (–1 size, +12 base, –1 Dex), Initiative –1
  Saving Throws: Toughness +13 (+2 size, +1 construct, +10 natural), 
  Fortitude +6 (+6 base), Reflex +5 (+6 base, –1 Dex), Will +6 
  (+6 base)
  Breath Weapon: 10-foot cube; free action once every 4 rounds; cloud 
  of poisonous gas lasting 1 round; Fortitude Diffi culty 19 resists; 
  initial damage 1 Con, secondary damage 3 Con. The save Diffi culty 
  is Constitution-based.
  Supernatural Immunity: An iron golem is immune to most 
  supernatural powers. An iron golem that takes electricity 
  damage from a supernatural attack must succeed on a Fortitude 
  save equal to 10 + the damage of the attack or be slowed for 
  3 rounds. It can only take a single move or standard action 
  per round and cannot move and attack in the same round 
  during this time unless it charges. A supernatural attack 
  against an iron golem that deals fire damage does no damage
  
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  Chapter Two: True20 Bestiary
  to it and instead breaks any slowing effect on the golem and grants 
  it an immediate recovery check with a bonus equal to the damage of 
  the attack. An iron golem is affected normally by rust attacks, such 
  as that of a rust monster.
  This golem has a humanoid body made from iron. An iron golem can 
  be fashioned in any manner, just like a stone golem, although it almost 
  always displays armor of some sort. Its features are much smoother 
  than those of a stone golem. An iron golem cannot speak or make any 
  vocal noise, nor does it have any distinguishable odor. It moves with 
  a ponderous but smooth gait. Iron golems sometimes carry a large 
  short sword in one hand; this sword is part of the golem and cannot 
  be removed. Each step causes the floor to tremble unless it is on a 
  thick, solid foundation. An iron golem is 12 feet tall and weighs about 
  5,000 pounds.
  Shell Golem
  Type: 12th Level Construct (Aquatic)
  Size: Large
  Speed: 30 ft., swim 20 ft.
  Abilities: Str +7, Dex +0, Con—, Int —, Wis +0, Cha –5
  Skills: Swim 0 (+15)
  Feats: Night VisionB
  Traits: Construct Traits, Damage Reduction 4/bludgeoning or 
  piercing, Darkvision 60 ft., Persistent Wound, Supernatural 
  Immunity
  Combat: Attack +8 (–1 size, +9 base), Damage +15 plus persistent 
  wound (slam), Defense Dodge/Parry +8/— (–1 size, +9 
  base), Initiative +0
  Saving Throws: Toughness +10 (+2 size, +1 construct, +7 
  natural), Fortitude +4 (+4 base), Reflex +4 (+4 base), Will 
  +4 (+4 base)
  Persistent Wounds: Slam; +1 damage each round; Diffi culty 16 
  Medicine and adept level check.
  Supernatural Immunity: A shell golem is immune to most 
  supernatural powers. A shell golem that takes cold damage from 
  a supernatural attack must succeed on a Fortitude save equal to 
  10 + the damage of the attack or be slowed for 3 rounds. It can 
  only take a single move or standard action per round and cannot 
  move and attack in the same round during this time unless it 
  charges.
  Skills: A shell golem has a +8 racial bonus on any Swim check 
  to perform some special action or avoid a hazard. It can always 
  choose to take 10 on a Swim check, even if distracted or 
  endangered.
  This vaguely humanoid conglomeration of shells gives off a faint 
  electrical current that makes one’s hairs stand on end. A shell  
  golem is built around a skeleton made of stone or coral. A weak 
  electrical current is magically run through this skeleton. Slowly, all 
  manner of crustaceans are attracted to the electric current and attach 
  to the skeleton, building up in thick layers until a somewhat humanoid 
  shape fills out. A shell golem weighs approximately 600 pounds.
  Stone Golem
  Type: 14th Level Construct
  Size: Large
  Speed: 20 ft.
  Abilities: Str +9, Dex –1, Con—, Int —, Wis +0, Cha –5
  Skills: —
  Feats: Night VisionB
  Traits: Construct Traits, Damage Reduction 4/—, Darkvision 60 
  ft., Supernatural Immunity, Slow
  Combat: Attack +8 (–1 size, +10 base, –1 Dex), Damage +17 
  (slam), Defense Dodge/Parry +8/— (–1 size, +10 base, –1 
  Dex), Initiative –1
  Saving Throws: Toughness +12 (+2 size, +1 construct, +9 natural), 
  Fortitude +4 (+4 base), Reflex +3 (+4 base, –1 Dex), Will +4 
  (+4 base)
  Slow: A stone golem can use a slowing effect on a single target within 
  line of sight as a free action once every 2 rounds. The effect has a 
  range of 10 feet and affected creatures can only take a single move 
  or standard action for the next 7 rounds. The affected creature 
  cannot move and attack in the same round during this time unless 
  it charges. A Diffi culty 17 Will save negates this effect. The save 
  Diffi culty is Constitution-based.
  Supernatural Immunity: A stone golem is immune to most 
  supernatural powers. A stone golem subjected to the Earth 
  Shaping supernatural power must succeed on a Fortitude save 
  equal to 10 + half the adept’s level or be slowed for 7 rounds. It 
  can only take a single move or standard action per round and 
  cannot move and attack in the same round during this time 
  unless it charges.
  This golem has a humanoid body made from stone. A stone golem is 
  9 feet tall and weighs around 2,000 pounds. Its body is frequently 
  stylized to suit its creator. For example, it might look like it is 
  wearing armor, with a particular symbol carved on the breastplate, 
  or have designs worked into the stone of its limbs. Stone golems 
  are formidable opponents, being physically powerful and diffi cult 
  to harm.
  Gorgon
  Type: 8th Level Supernatural Beast
  Size: Large
  Speed: 30 ft.
  Abilities: Str +5, Dex +0, Con +5, Int –4, Wis +1, Cha –1
  Skills: Notice 11 (+15)
  Feats: Improved Initiative, Iron Will, Night VisionB, Skill Focus 
  (Notice)
  Traits: Breath Weapon, Darkvision 60 ft., Scent, Trample
  Combat: Attack +7 (–1 size, +8 base), Damage +8 (gore), Defense 
  Dodge/Parry +7/— (–1 size, +8 base), Initiative +4
  Saving Throws: Toughness +12 (+2 size, +5 Con, +5 natural), 
  Fortitude +11 (+6 base, +5 Con), Reflex +6 (+6 base), Will +5 
  (+2 base, +1 Wis, +2 Iron Will)
  Breath Weapon: 60-foot cone; once every 3 rounds (but no more than 
  five times per day); turn to stone permanently; Fortitude Diffi culty 
  19 negates. The save Diffi culty is Constitution-based.
  Trample: Damage +10, Diffi culty 19 Reflex save for half damage. The 
  save Diffi culty is Strength-based.
  Gorgons have the shape of a large bull with a dull metallic black hide. 
  A typical gorgon stands over 6 feet tall at the shoulder and measures 8 
  feet from snout to tail. It weighs about 4,000 pounds.
  Gorgons are nothing if not aggressive. They attack intruders on sight, 
  attempting to trample, gore or petrify them. There is no way to calm 
  these furious creatures, and they are impossible to domesticate. 
  Whenever possible, a gorgon begins an encounter by charging at its 
  opponents.
  
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  Chapter Two: True20 Bestiary
  Gorlack
  Type: 3rd Level Monstrous Humanoid
  Size: Medium
  Speed: 30 ft., climb 30 ft.
  Abilities: Str +2, Dex +1, Con +1, Int +0, Wis +0, Cha –1
  Skills: Climb 6 (+16), Notice 6 (+6)
  Feats: Attack Focus (claw), Rage
  Traits: —
  Combat: Attack +4 (+3 base, +1 Dex) (+5 with claws), Damage +4 (claws), 
  Defense Dodge/Parry +4/— (+3 base, +1 Dex), Initiative +1
  Saving Throws: Toughness +2 (+1 Con, +1 natural), Fortitude +2 (+1 
  base, +1 Con), Reflex +4 (+3 base, +1 Dex), Will +3 (+3 base)
  Skills: A gorlack has a +8 racial bonus on Climb and can always choose 
  to take 10 on a Climb check, even if rushed or threatened.
  A gorlack is a large muscular tree dwelling humanoid with brown fur 
  and an expressive, almost lynx-like face and canine teeth. It is believed 
  that gorlacks are a distantly related and primitive offshoot of an ancient 
  cat-like people. Gorlacks stand seven or seven and a half feet tall and 
  weigh up to 300 pounds.
  Green Knight
  Type: 16th Level Fey
  Size: Medium
  Speed: 40 ft.
  Abilities: Str +6, Dex +5, Con +5, Int +1, Wis +3, Cha +2
  Skills: Diplomacy 19 (+21), Intimidate 19 (+21), Knowledge (life 
  sciences) 19 (+20), Notice 19 (+22), Ride 19 (+23), Sense 
  Motive 19 (+22), Survival 19 (+22)
  Feats: Animal EmpathyB, Attack Focus (battleaxe), Attack 
  Specialization (battleaxe), Cleave, Heavy Armor TrainingB, 
  Light Armor TrainingB, PowerB, Shield Training, Track, 
  Trackless, TrailblazerB, Weapon TrainingB
  Traits: Damage Reduction 4/cold iron, Fast Healing, Forest 
  Dependent, Nature’s Strength, Powers (rank 19, Wis, save 
  Diffi culty 21, Plant Shaping +22)
  Combat: Attack +13 (+8 base, +5 Dex) (+14 with battleaxe), Damage 
  +10 (battleaxe, crit +4), Defense Dodge/Parry +15/+16 (+8 
  base, +5 Dex/+6 Str, +2 medium metal shield), Initiative +5
  Saving Throws: Toughness +11 (+5 Con, +6 full plate), Fortitude 
  +10 (+5 base, +5 Con), Reflex +15 (+10 base, +5 Dex), Will 
  +13 (+10 base, +3 Wis)
  Forest Dependent: Each green knight is mystically bound to a single forest 
  and must never stray more than 300 yards from it. Any who do become ill, 
  suffering 1 point of Constitution damage every hour. If a green knight’s 
  Constitution reaches –5 in this manner, he dies. Once returned to his 
  forest, he recovers lost Constitution points are at the rate of 1 per hour.
  Nature’s Strength: As long as a green knight is in a wooded area (a place 
  with multiple trees within a 50 ft. radius of the green knight) he can use 
  the Enhance Ability supernatural power using Wisdom as the key ability 
  (rank 19, Wis, Enhance Ability +22).
  Green knights are fey warriors of considerable prowess. They are 
  guardians of the forest and any other fey who might live there. A green 
  knight looks like tall bearded warrior with a greenish tint to his skin and 
  hair. They are not as reclusive as most fey, and occasionally pay visits to 
  nearby humanoid kingdoms to challenge their best warriors in single 
  combat or other sport. Only male green knights have been encountered, 
  and it is believed that they take dryads or nymphs as their wives.
  Griffon
  Type: 7th Level Supernatural Beast
  Size: Large
  Speed: 30 ft.
  Abilities: Str +4, Dex +2, Con +3, Int –3, Wis +1, Cha –1
  Skills: Jump 0 (+8), Notice 10 (+15)
  Feats: Attack Focus (bite), Double Strike, Iron Will
  Traits: Darkvision 60 ft., Pounce, Rake, Scent
  Combat: Attack +8 (–1 size, +7 base, +2 Dex) (+9 with bite), Damage 
  +8 (bite) or +5 (claws) or +4 (rake), Defense Dodge/Parry 
  +8/— (–1 size, +7 base, +2 Dex), Initiative +2
  Saving Throws: Toughness +8 (+2 size, +3 Con, +3 natural), 
  Fortitude +8 (+5 base, +3 Con), Reflex +7 (+5 base, +2 Dex), 
  Will +5 (+2 base, +1 Wis, +2 Iron Will)
  Pounce: If a griffon dives upon or charges a foe, it can attack a single 
  target with both its claws and its bite in a single round.
  Skills: Griffons have a +4 racial bonus on Jump and Notice checks.
  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.
  Griffons are powerful, majestic creatures with the characteristics of both 
  lions and eagles. A griffon possesses the head, upper body, front talons 
  and wings of an eagle and the hind quarters of a lion. Neither males 
  nor females are endowed with a mane. A pair of broad, golden wings 
  emerge from the creature’s back and span 25 feet or more. From nose 
  to tail, adult griffons can measure as much as 8 feet. They weigh about 
  500 pounds. A griffon cannot speak, but understands Common.
  Griffons prefer to pounce on their prey, either diving to the attack or 
  leaping from above.
  Training a Griffon
  Although intelligent, a griffon requires training before it can bear a rider 
  in combat. To be trained, a griffon must have a friendly attitude toward 
  the trainer (this can be achieved through a successful Diplomacy check). 
  Training a friendly griffon requires six weeks of work and a Diffi culty 
  25 Handle Animal check. Riding a griffon requires an exotic saddle. A 
  griffon can fight while carrying a rider, but the rider cannot also attack 
  unless he or she succeeds on a Ride check.
  Grimlock
  Type: 2nd Level Monstrous Humanoid
  Size: Medium
  Speed: 30 ft.
  Abilities: Str +2, Dex +1, Con +1, Int +0, Wis –1, Cha –2
  Skills: Climb 4 (+6), Notice 5 (+4), Stealth 5 (+6)*
  Feats: Heavy Armor TrainingB, Light Armor TrainingB, Skill Training, 
  TrackB, Weapon TrainingB
  Traits: Blindsight 40 ft., Immunities, Scent
  Combat: Attack +3 (+2 base, +1 Dex), Damage +5 (battleaxe, crit +4), 
  Defense Dodge/Parry +3/+4 (+2 base, +1 Dex/+2 Str), Initiative +1
  Saving Throws: Toughness +3 (+1 Con, +2 natural), Fortitude +1 (+1 
  base), Reflex +4 (+3 base, +1 Dex), Will +2 (+3 base, –1 Wis)
  Blindsight: Grimlocks can sense all foes within 40 feet as a sighted 
  creature would. Beyond that range, they treat all targets as having total 
  concealment. Grimlocks are susceptible to sound- and scent-based 
  attacks, however, and are affected normally by loud noises and sonic 
  supernatural powers (such as Illusion being used to make auditory 
  effects) and overpowering odors. Negating a grimlock’s sense of smell 
  or hearing reduces this ability to normal Blind-Fight (as the feat). If both 
  these senses are negated, a grimlock is effectively blinded.
  Immunities: Grimlocks are immune to gaze attacks, visual effects, 
  sight-based 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 on Stealth checks when in mountains 
  or underground.
  
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  Chapter Two: True20 Bestiary
  A grimlock is a haggard-looking gray skinned humanoid with long stringy 
  black hair atop its head, large sightless eyes and a disproportionately 
  large mouth. Grimlocks are barbaric subterranean humanoids. They 
  frequently raid the lairs of other subterranean creatures and occasionally 
  come to the surface world to pillage the wealth of food to be found there. 
  They are approximately human-sized, and speak their own language of 
  grunts, squeaks and guttural vocalizations.
  Grimlocks are blind, but their exceptional senses of smell and hearing 
  allow them to notice foes nearby. As a result, they usually shun ranged 
  weapons and rush to the attack, brandishing their stone battleaxes.
  Hag (General)
  Although different hags are unique in appearance and mannerism, they 
  have many aspects in common. All take the form of crones whose bent 
  shapes belie their fierce power and swiftness. Hags are tremendously 
  strong. They are naturally resistant to supernatural powers and can use 
  supernatural powers of their own. Hags often gather to form coveys. A 
  covey, usually containing one hag of each type, can use powers beyond 
  those of the individual members.
  Hags speak Giant and Common.
  Annis
  Type: 7th Level Monstrous Humanoid
  Size: Large
  Speed: 40 ft.
  Abilities: Str +7, Dex +1, Con +2, Int +1, Wis +1, Cha +0
  Skills: Bluff 10 (+10), Diplomacy 2 (+2), Intimidate 2 (+2), Notice 
  10 (+11), Stealth 10 (+7)
  Feats: Blind-Fight, Double StrikeB, Great Fortitude, Improved GrabB, 
  Power (2)B, Skill Training
  Traits: Damage Reduction 2/bludgeoning, Darkvision 60 ft., Powers 
  (rank 10, Cha, save Diffi culty 14, Illusion +10, Wind Shaping 
  +10), Rake +9 Damage, Supernatural Resistance 19
  Combat: Attack +7 (–1 size, +7 base, +1 Dex), Damage +9 (claws or 
  bite) or +5 (rake), Defense Dodge/Parry +7/— (–1 size, +7 
  base, +1 Dex), Initiative +1
  Saving Throws: Toughness +9 (+2 size, +2 Con, +5 natural), 
  Fortitude +6 (+2 base, +2 Con, +2 Great Fortitude), Reflex +6 
  (+5 base, +1 Dex), Will +6 (+5 base, +1 Wis)
  An annis is a horrid, wretched creature with gray skin and scraggly black 
  hair like straw. Her hands are tipped in vicious talons as hard as iron. 
  These hags usually wear tattered gowns or robes. An annis commonly 
  uses her Illusion supernatural power to take on the appearance of an 
  exceptionally tall human, a fair giant or an ogre. Annis’ stand some 8 
  feet tall and weigh about 325 pounds.
  Though physically powerful, these hags do not favor simple assaults but 
  try to divide and confuse their foes before combat. They love to pose 
  as commoners or gentlefolk to lull their victims into a sense of false 
  security before they attack.
  Green Hag
  Type: 9th Level Monstrous Humanoid
  Size: Medium
  Speed: 30 ft., swim 30 ft.
  Abilities: Str +4, Dex +1, Con +1, Int +1, Wis +1, Cha +2
  Skills: Concentration 10 (+11), Craft or Knowledge (any one) 8 (+9), 
  Notice 12 (+15), Stealth 10 (+11), Swim 0 (+12)
  Feats: Blind-Fight, Double StrikeB, Great Fortitude, Power (3)B, Skill 
  Focus (Notice), Skill Training, TrailblazerB
  Traits: Darkvision 90 ft., Mimicry, Powers (rank 12, Cha, save 
  Diffi culty 17, Illusion +14, Light Shaping +14, Mind Touch +14), 
  Supernatural Resistance 18, Water Breathing, Weakness
  Combat: Attack +10 (+9 base, +1 Dex), Damage +5 (claws), Defense 
  Dodge/Parry +10/— (+9 base, +1 Dex), Initiative +1
  Saving Throws: Toughness +6 (+1 Con, +5 natural), Fortitude +6 
  (+3 base, +1 Con, +2 Iron Will), Reflex +7 (+6 base, +1 Dex), 
  Will +7 (+6 base, +1 Wis)
  Mimicry: A green hag can imitate the sounds of almost any animal 
  found near its lair. A listener must succeed on a DC 20 Notice check 
  to detect the ruse. A listener with 5 or more ranks in Knowledge (life 
  sciences) receives a +2 bonus on the check. The check DC is Charisma-
  based, and includes a +4 racial bonus.
  Water Breathing: Green hags may breathe underwater.
  Weakness: A green hag can weaken a foe by making a finesse attack 
  and touching the body of her opponent. The opponent must succeed 
  on a Diffi culty 16 Fortitude save or take 2 points of Strength damage. 
  The save Diffi culty is Charisma-based.
  Skills: A green hag has a +8 racial bonus on any Swim check to perform 
  some special action or avoid a hazard. It can always choose to take 10 
  on a Swim check, even if distracted or endangered. It can use the run 
  action while swimming, provided it swims in a straight line.
  Green hags are found in desolate swamps and dark forests. The skin of 
  a green hag, as the name implies, is a putrid green color like stagnant 
  water. A green hag’s hair is constantly wet, and streams down her face 
  and shoulders like limp water weeds. They are about the same height 
  and weight as female humans.
  Green hags prefer to attack from hiding, usually after distracting 
  foes. They often use darkvision to their advantage by attacking during 
  moonless nights.
  Sea Hag
  Type: 3rd Level Monstrous Humanoid
  Size: Medium
  
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  Speed: 30 ft., swim 40 ft.
  Abilities: Str +4, Dex +1, Con +1, Int +0, Wis +1, Cha +2
  Skills: Craft or Knowledge (any one) 4 (+4), Notice 6 (+7), Stealth 6 
  (+7), Swim 0 (+12)
  Feats: Double StrikeB, Tough, Skill Training
  Traits: Amphibious, Evil Eye, Horrific Appearance, Supernatural 
  Resistance 14
  Combat: Attack +4 (+3 base, +1 Dex), Damage +5 (claws), Defense 
  Dodge/Parry +4/— (+3 base, +1 Dex), Initiative +1
  Saving Throws: Toughness +3 (+1 Con, +1 natural, +1 Tough), 
  Fortitude +2 (+1 base, +1 Con), Reflex +4 (+3 base, +1 Dex), 
  Will +4 (+3 base, +1 Wis)
  Amphibious: Although sea hags are aquatic, they can survive 
  indefinitely on land.
  Evil Eye: Three times per day, a sea hag can cast its dire gaze upon 
  any single creature within 30 feet. The target must succeed on a 
  Diffi culty 13 Fortitude save or die from fright. Check of the “dead” 
  condition on the damage track. If the Fortitude save is successful, the 
  victim must succeed on a Diffi culty 13 Will save or be dazed for three 
  days. Curing this condition requires mental contact with the victim 
  and the Cure supernatural power. Creatures with immunity to fear 
  effects are not affected by the sea hag’s evil eye. The save Diffi culties 
  are Charisma-based.
  Horrific Appearance: The sight of a sea hag is so revolting that anyone 
  (other than another hag) who sets eyes upon one must succeed on a 
  Diffi culty 13 Fortitude save or instantly be weakened, taking 3 points 
  of Strength damage. This damage cannot reduce a victim’s Strength 
  below –5, but anyone reduced to Strength –5 is helpless. Creatures 
  that are affected by this power or that successfully save against it 
  cannot be affected again by the same hag’s horrific appearance for 
  24 hours. The save Diffi culty is Charisma-based.
  Skills: A sea hag has a +8 racial bonus on any Swim check to perform 
  some special action or avoid a hazard. It can always choose to take 10 
  on a Swim check, even if distracted or endangered. It can use the run 
  action while swimming, provided it swims in a straight line.
  The sea hag is found in the water of seas or overgrown lakes. A sea hag has 
  bluish-green skin, a large hooked nose and red-rimmed, piercing eyes. A sea 
  hag sometimes wears a hooded cloak to conceal her face to those around 
  her, only to throw it back with a cackle to reveal her unearthly ugliness. 
  Sea hags are about the same height and weight as female humans.
  Sea hags are not subtle and prefer a direct approach to combat. They usually 
  remain in hiding until they can affect as many foes as possible with their 
  horrific appearance.
  Hag Covey
  From time to time, a trio of hags gathers as a covey. Usually this foul triune 
  includes one hag of each type, but this is not always the case.
  Hags in a covey rely on deception and their boosted supernatural abilities 
  in combat.
  A covey of hags has an 80% chance (5 or better on d20) of being guarded 
  by up to 8 ogres and 4 evil giants who do their bidding. These minions are 
  often disguised with an Illusion to appear less threatening and sent forth 
  as spies. Such minions often (60% chance [9 or better]) carry supernatural 
  stones known as hag eyes (see Hag Eye).
  Bonus Supernatural Powers: A hag covey collectively gains the 
  following powers which can be used as if cast by a single 19th level 
  adept: Illusion +22, Imbue Undeath +22, Mind Shaping +22, Sleep 
  +22, Visions +22, Wind Shaping +22, and Weather Shaping +22. To 
  use one of these supernatural powers (which requires a full-round 
  action), all three hags must be within 10 feet of one another, and all 
  must participate.
  Once per month, a covey that does not have a hag eye can create one 
  from a valuable gem (see Hag Eye).
  Hag Eye
  A hag eye is a supernatural gem created by a covey. It appears to be 
  nothing more than a semiprecious stone, but True Visions or other such 
  effect reveals it as a disembodied eye. Often, a hag eye is worn as a ring, 
  brooch or other adornment. Any of the three hags who created the hag 
  eye can see through it whenever they wish, so long as it is on the same 
  plane of existence as the hag. A hag eye has damage reduction 2/—and 
  a Toughness save of +2. Destroying a hag eye deals +4 damage to each 
  member of the covey and causes the one who sustained the greatest 
  level damage to be blinded for 24 hours.
  Halfling (1st-level warrior)
  Type: 1st Level Humanoid (Halfling)
  Size: Small
  Speed: 20 ft.
  Abilities: Str +0, Dex +1, Con +1, Int +0, Wis –1, Cha –1
  Skills: Bluff 4 (+3), Climb 4 (+6, +4 with armor), Jump 0 (+2, +0 with 
  armor), Notice 4 (+5), Stealth 4 (+11, +9 with armor)
  Feats: Attack Focus (thrown weapons), Attack Specialization (thrown 
  weapons), Light Armor Training, Talented (Climb and Jump)B, 
  Talented (Notice and Stealth)B, Weapon Training
  Traits: Halfling Background Traits
  Combat: Attack +3 (+1 size, +1 base, +1 Dex) (+4 with thrown 
  weapons), Damage +2 (sword, crit 19-20/+3), or +1 (light 
  crossbow, crit 19-20/+3), or +1 (thrown knife, crit 19-20/+3), 
  Defense Dodge/Parry +3/+2 (+1 size, +1 base, +1 Dex), 
  Initiative +1
  
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  Saving Throws: Toughness +2 (–1 size, +1 Con, +2 studded leather), 
  Fortitude +3 (+2 base, +1 Con), Reflex +1 (+0 base, +), Will +1 
  (+0 base, +2 Iron Will)
  Halflings are small humanoids that closely resemble half-sized humans. They 
  live in much the same way as humans, associating in small villages that take 
  advantage of nearby natural resources. Most halflings have brown or black 
  eyes. Halfling men often wear long sideburns, but beards are rare among 
  them and mustaches almost unseen. Halflings prefer simple, comfortable 
  and practical clothes—and a similar lifestyle. Halflings reach adulthood 
  in their early twenties and generally live into the middle of their second 
  century. Halflings stand about 3 feet tall and usually weigh between 30 and 
  35 pounds. Halflings speak Halfling and Common.
  Halflings prefer to fight defensively, usually hiding and launching ranged 
  attacks as the foe approaches. Their tactics are very much like those of elves 
  but place more emphasis on cover and concealment and less on mobility.
  Most halflings encountered outside their homes are warriors; the 
  information presented here is for one of 1st level.
  Halfling Background Traits
  Halflings possess the following racial traits.
  —Ability Adjustments: +1 Dexterity, –1 Strength
  —Size: Small size. +1 bonus to defense, +1 bonus on attack rolls, +4 bonus 
  on Stealth checks, –4 penalty on grapple checks, lifting and carrying 
  limits 3/4 those of Medium characters.
  —Speed: A halfling’s base land speed is 20 feet.
  —Bonus Feats: Lucky (if Charisma is +1 or better), Talented (Climb and 
  Jump), Talented (Notice and Stealth)
  —Favored Feats: Evasion, Attack Specialization (thrown weapon or sling)
   Halfling Backgrounds
  The information in the stat block is for the lightfoot halfling, the most 
  common halfling variety. There are two other major halfling backgrounds, 
  which differ from lightfoot halflings as follows. 
  Deep Halfling
  These halflings are shorter and stockier than the more common lightfoots. 
  Deep halflings are about 2-1/2 tall and weigh between 30 and 35 pounds. 
  Deep halflings speak Dwarven fluently. 
  Deep Halfling Background Traits
  Deep halflings possess the same background traits as other halflings with 
  the following changes: 
  —Bonus Feats: Deep halflings gain Night Vision and Talented (Craft and 
  Search, only involving stonework) instead of Lucky and Talented 
  (Climb and Jump).
  Tallfellow
  Tallfellows are somewhat rare among halfling folk. Tallfellows are 4 
  feet tall or more and weigh between 30 and 35 pounds. 
  Tallfellow Background Traits
  Tallfellow halflings possess the same background traits as other halflings 
  with the following changes: 
  —Bonus Feats: Tallfellows gain Skill Focus (Search) instead of Talented 
  (Climb and Jump).
  Hell Hound
  Type: 4th Level Outsider (Extraplanar, Fire, Vice)
  Size: Medium
  Speed: 40 ft.
  Abilities: Str +1, Dex +1, Con +1, Int –2, Wis +0, Cha –2
  Skills: Jump 7 (+8), Notice 7 (+7), Stealth 7 (+13), Survival 7 (+7)*
  Feats: Improved Initiative, Run, TrackB
  Traits: Breath Weapon, Darkvision 60 ft., Fiery Bite, Immunity to 
  Fire, Scent, Vulnerable to Cold
  Combat: Attack +5 (+4 base, +1 Dex), Damage +4 +2 fire (bite), 
  Defense Dodge/Parry +5/— (+4 base, +1 Dex), Initiative +5
  Saving Throws: Toughness +3 (+1 Con, +2 natural), Fortitude +5 (+4 
  base, +1 Con), Reflex +5 (+4 base, +1 Dex), Will +4 (+4 base)
  Breath Weapon: 10-foot cone; once every 5 rounds; damage +4 
  fire; Reflex Difficulty 13 for half damage. The save Difficulty is 
  Constitution-based.
  Fiery Bite: A hell hound deals an extra +2 fire damage every time it 
  bites an opponent, as if its bite were a flaming weapon.
  Skills: Hell hounds have a +5 racial bonus on Stealth checks. *They 
  also receive a +8 racial bonus on Survival checks when tracking by 
  scent, due to their keen sense of smell.
  A hellhound is a slavering dog-like creature with fur that ranges from 
  dark brown to black. Its eyes are like two red hot coals, and its mouth 
  spews flame. Typical hell hounds stand 4-1/2 feet high at the shoulder 
  and weigh 120 pounds. Hell hounds do not speak but understand 
  Fiendish.
  Hell hounds are effi cient hunters. A favorite pack tactic is to surround 
  prey quietly, then attack with one or two hounds, driving it toward the 
  rest with their fiery breath. If the prey doesn’t run, the pack closes 
  in. Hell hounds track fleeing prey relentlessly. A hell hound’s natural 
  weapons, as well as any weapons it wields, are treated as vice-aligned 
  for the purpose of overcoming damage reduction.
  Hippogriff
  Type: 3rd Level Supernatural Beast
  Size: Medium
  Speed: 50 ft., fly 100 ft. (average)
  Abilities: Str +4, Dex +2, Con +3, Int –4, Wis +1, Cha –1
  Skills: Notice 6 (+11)
  Feats: Dodge Focus, Double StrikeB, Night VisionB, Wingover
  Traits: Darkvision 60 ft., Scent
  Combat: Attack +4 melee (–1 size, +3 base, +2 Dex), Damage +5 
  (claws) or +7 (bite), Defense Dodge/Parry +5/— (–1 size, +3 
  base, +2 Dex, +1 dodge), Initiative +2
  Saving Throws: Toughness +7 (+2 size, +3 Con, +2 natural), 
  Fortitude +6 (+3 base, +3 Con), Reflex +5 (+3 base, +2 Dex), 
  Will +2 (+1 base, +1 Wis)
  Skills: Hippogriffs have a +4 racial bonus on Notice checks.
  Carrying Capacity: A light load for a hippogriff is up to 300 pounds; a 
  medium load, 301-600 pounds; and a heavy load, 601-900 pounds.
  A hippogriff is an aggressive flying creature that has the hind quarters 
  of a horse and the head, wings, upper body and front talons of a giant 
  eagle. Voracious omnivores, hippogriffs hunt humanoids as readily as 
  any other meal. Typical hippogriffs are 9 feet long, have a wingspan of 
  20 feet and weigh 1,000 pounds.
  Hippogriffs dive at their prey and strike with their clawed forelegs. 
  When they cannot dive, they slash with claws and beak. Mated pairs 
  and flights of these creatures attack in concert, diving repeatedly to 
  drive away or kill intruders. Hippogriffs fight to the death to defend 
  their nests and their hatchlings, which are prized as aerial mounts and 
  fetch a handsome price in many civilized areas.
  Training a Hippogriff
  A hippogriff requires training before it can bear a rider in combat. 
  Training a hippogriff requires six weeks of work and a Diffi culty 25 
  
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  Chapter Two: True20 Bestiary
  Handle Animal check. Riding a hippogriff requires an exotic saddle. 
  A hippogriff can fight while carrying a rider, but the rider cannot also 
  attack unless he or she succeeds on a Ride check.
  Hobgoblin (1st-level warrior)
  Type: 1st Level Humanoid (Goblinoid)
  Size: Medium
  Speed: 30 ft.
  Abilities: Str +1, Dex +1, Con +2, Int +0, Wis –1, Cha –1
  Skills: Intimidate 4 (+3), Knowledge (tactics) 4 (+4), Notice 4 (+6), 
  Stealth 4 (+5, +2 with armor and shield)
  Feats: Light Armor Training, Shield Training, Skill Focus (Notice), 
  Weapon Training
  Traits: Darkvision 60 ft.
  Combat: Attack +2 (+1 base, +1 Dex), Damage +4 (sword, crit 19-
  20/+3) or +3 (javelin), Damage +3, Defense Dodge/Parry 
  +3/+3 (+1 base, +1 Dex/+1 Str, +1 small wooden shield), 
  Initiative +1
  Saving Throws: Toughness +4 (+2 Con, +2 studded leather), 
  Fortitude +4 (+2 base, +2 Con), Reflex +1 (+0 base, +1 Dex), 
  Will –1 (+0 base, –1 Wis)
  Skills: Hobgoblins have a +4 racial bonus on Stealth checks.
  Hobgoblins are larger cousins of goblins. The hair color of a typical 
  hobgoblin ranges from dark reddish-brown to dark gray, while skin 
  color is usually dark orange or red-orange. Large males have blue or red 
  noses. Hobgoblins’ eyes are yellowish or dark brown, while their teeth 
  are yellow. Their garments tend to be brightly colored, often blood red 
  with black-tinted leather. Their weaponry is kept polished and in good 
  repair. Hobgoblins speak Goblin and Common.
  These creatures have a strong grasp of strategy and tactics and are 
  capable of carrying out sophisticated battle plans. Under the leadership 
  of a skilled strategist or tactician, their discipline can prove a deciding 
  factor. Hobgoblins hate elves and attack them first, in preference to 
  other opponents.
  Most hobgoblins encountered outside their homes are warriors; the 
  information presented here is for one of 1st level.
  Homunculus
  Type: 2nd Level Construct
  Size: Tiny
  Speed: 20 ft., fly 50 ft. (good)
  Abilities: Str –1, Dex +2, Con—, Int +0, Wis +1, Cha –2
  Skills: Notice 5 (+6), Stealth 5 (+15)
  Feats: Lightning Reflexes, Night VisionB
  Traits: Construct Traits, Darkvision 60 ft., Poison
  Combat: Attack +5 (+2 size, +1 base, +2 Dex), Damage +0 plus poison 
  (bite), Defense Dodge/Parry +5/— (+2 size, +1 base, +2 Dex), 
  Initiative +2
  Saving Throws: Toughness –1 (–2 size, +1 construct), Fortitude +0 
  (+0 base), Reflex +4 (+0 base, +2 Dex, +1 Lightning Reflexes), 
  Will +1 (+0 base, +1 Wis)
  Poison: Bite; Fortitude Diffi culty 13 resists; initial damage sleep for 
  1 minute, secondary damage sleep for another 18 minutes. The save 
  Diffi culty is Constitution-based and includes a +2 racial bonus.
  A homunculus is a miniature servant created by an adept, little more 
  than a tool designed to carry out assigned tasks. These creatures are 
  weak combatants but make effective spies, messengers and scouts. A 
  homunculus’s creator determines its precise features, but unless given a 
  specific appearance a homunculus looks like a tiny version of its master 
  with bat-like wings. Homunculi are extensions of their creators, sharing 
  the same virtues and vices. A homunculus cannot speak, but the process 
  of creating one links it telepathically with its creator.
  A homunculus knows what its master knows and can convey to him 
  or her everything it sees and hears, out to a distance of 1,500 feet. A 
  homunculus never travels beyond this range willingly, though it can 
  be removed forcibly. If this occurs, the creature does everything in 
  its power to regain contact with its master. An attack that destroys a 
  homunculus deals +8 damage to its master. If the creature’s master is 
  slain, the homunculus also dies, and its body swiftly melts away into 
  a pool of ichor. Homunculi land on their victims and bite with their 
  venomous fangs.
  Human (1st-level warrior)
  Type: 1st Level Humanoid (Human)
  Size: Medium
  Speed: 30 ft.
  Abilities: Str +1, Dex +0, Con +1, Int –1, Wis +0, Cha –1
  Skills: Handle Animal 4 (+3), Intimidate 4 (+3), Notice 4 (+4), Ride 
  4 (+4)
  Feats: Attack Focus (sword)B, Light Armor Training, Heavy Armor 
  Training, Shield Training, Weapon Training
  Traits: Human Background Traits
  Combat: Attack +1 (+1 base) (+2 with sword), Damage +4 (sword, 
  crit 19-20/+3), Defense Dodge/Parry +4/+5 (+1 base, +1 Str, 
  +3 large metal shield), Initiative +0
  Saving Throws: Toughness +4 (+1 Con, +3 chainmail), Fortitude +3 
  (+2 base, +1 Con), Reflex +0 (+0 base), Will +0 (+0 base)
  Humans are a very diverse group of humanoids physically, mentally and 
  culturally. They can live in nearly every environment and are quick to 
  take advantage of local resources.
  Most humans encountered outside their homes are warriors; the 
  information presented here is for one of 1st level.
  Human Background Traits
  Humans possess the following background traits.
  —Ability Adjustments: None.
  —Bonus Feat: Humans gain one bonus feat at 1st level out of the list 
  of feats available for the hero’s role.
  
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  Chapter Two: True20 Bestiary
  —Bonus Skill: The hero gains one bonus known skill at 1st level, in 
  addition to those gained for the hero’s role and Intelligence.
  —Favored Feats: Choose any two feats as the hero’s favored feats. 
  These feats are available to the hero regardless of role. Favored 
  feats for humans often vary by region and culture.
  Hydra (General)
  Hydras are reptile-like creatures with multiple heads. A hydra is gray-
  brown to dark brown, with a light yellow or tan underbelly. The eyes are 
  amber and the teeth are yellow-white. Hydras are about 20 feet long 
  and weigh about 4,000 pounds. Hydras do not speak.
  Hydras can attack with all their heads at no penalty, even if they move 
  or charge during the round. A hydra can be killed either by severing all 
  of its heads or by slaying its body.
  Hydra (Five Headed)
  Type: 5th Level Supernatural Beast
  Size: Huge
  Speed: 20 ft., swim 20 ft.
  Abilities: Str +3, Dex +1, Con +5, Int –4, Wis +0, Cha –1
  Skills: Notice 8 (+8), Swim 0 (+11)
  Feats: Iron Will, Night VisionB, Tough
  Traits: All-Around Attack, Darkvision 60 ft., Fast Healing 15, Heads, 
  Scent
  Combat: Attack +4 (–2 size, +5 base, +1 Dex), Damage +7 (bite), 
  Defense Dodge/Parry +4/— (–2 size, +5 base, +1 Dex) (heads 
  +10), Initiative +1
  Saving Throws: Toughness +12 (+4 size, +5 Con, +3 natural, +1 
  Tough) (heads +6), Fortitude +9 (+4 base, +5 Con), Reflex +5 
  (+4 base, +1 Dex), Will +3 (+1 base, +2 Iron Will)
  Hydra (Six Headed)
  Type: 6th Level Supernatural Beast
  Size: Huge
  Speed: 20 ft., swim 20 ft.
  Abilities: Str +3, Dex +1, Con +5, Int –4, Wis +0, Cha –1
  Skills: Notice 9 (+9), Swim 0 (+11)
  Feats: Attack Focus (bite), Iron Will, Night VisionB, Heads, Tough
  Traits: All-Around Attack, Darkvision 60 ft., Fast Healing 16, 
  Scent
  Combat: Attack +5 (–2 size, +6 base, +1 Dex) (+6 with bite), Damage 
  +7 (bite), Defense Dodge/Parry +5/— (–2 size, +6 base, +1 
  Dex) (heads +11), Initiative +1
  Saving Throws: Toughness +12 (+4 size, +5 Con, +3 natural, +1 
  Tough) (head +6), Fortitude +10 (+5 base, +5 Con), Reflex +6 
  (+5 base, +1 Dex), Will +4 (+2 base, +2 Iron Will)
  Hydra (Seven Headed)
  Type: 7th Level Supernatural Beast
  Size: Huge
  Speed: 20 ft., swim 20 ft.
  Abilities: Str +4, Dex +1, Con +5, Int –4, Wis +0, Cha –1
  Skills: Notice 10 (+10), Swim 0 (+12)
  Feats: Attack Focus (bite), Iron Will, Night VisionB, Heads, Tough
  Traits: All-Around Attack, Darkvision 60 ft., Fast Healing 17, 
  Scent
  Combat: Attack +6 (–2 size, +7 base, +1 Dex) (+7 with bite), Damage 
  +8 (bite), Defense Dodge/Parry +6/— (–2 size, +7 base, +1 
  Dex) (heads +12), Initiative +1
  Saving Throws: Toughness +13 (+4 size, +5 Con, +3 natural +1 
  Tough) (heads +6), Fortitude +10 (+5 base, +5 Con), Reflex +6 
  (+5 base, +1 Con), Will +4 (+2 base, +2 Iron Will)
  Hydra (Eight Headed)
  Type: 8th Level Supernatural Beast
  Size: Huge
  Speed: 20 ft., swim 20 ft.
  Abilities: Str +4, Dex +1, Con +5, Int –4, Wis +0, Cha –1
  Skills: Notice 11 (+11), Swim 0 (+12)
  Feats: Attack Focus (bite), Iron Will, Night VisionB, Heads, Tough
  Traits: All-Around Attack, Darkvision 60 ft., Fast Healing 18, Scent
  Combat: Attack +7 (–2 size, +8 base, +1 Dex) (+8 with bite), Damage 
  +8 (bite), Defense Dodge/Parry +7/— (–2 size, +8 base, +1 Dex) 
  (heads +13), Initiative +1
  Saving Throws: Toughness +13 (+4 size, +5 Con, +3 natural, +1 Tough) 
  (heads +6), Fortitude +11 (+6 base, +5 Con), Reflex +7 (+6 base, 
  +1 Dex), Will +4 (+2 base, +2 Iron Will)
  Hydra (Nine Headed)
  Type: 9th Level Supernatural Beast
  Size: Huge
  Speed: 20 ft., swim 20 ft.
  Abilities: Str +5, Dex +1, Con +5, Int –4, Wis +0, Cha –1
  Skills: Notice 12 (+12), Swim 0 (+13)
  Feats: Attack Focus (bite), Blind-Fight, Iron Will, Night VisionB, 
  Heads, Tough
  Optional Rules: Creating a Homunculus
  To create a homunculus, an adept must have the Imbue Item feat and be trained in Craft (alchemy) and Knowledge (supernatural). The adept 
  must also own or have access to a fully stocked alchemical laboratory.
  The body of the homunculus is created form arcane chemicals and rare earths. Narrators are encouraged to come up with a “recipe” for creating 
  a homunculus that best suits the campaign setting. Depending on the campaign setting, one might be able to purchase these ingredients at an 
  alchemy shop. The purchase Diffi culty is 22. Some of the materials can be gathered by hand, which may decrease or even bypass the need for a 
  Wealth check (but which opens up adventuring possibilities). 
  A homunculus has a maximum lifespan of 1 day per level of the adept unless the adept selects the Familiar feat to permanently bind the creature. 
  (This is the only case in which the Familiar feat can be used on any creature other than an animal). An unbound homunculus decays into base 
  matter at the end of its lifespan. This does not injure its master. An adept can have a maximum number of unbound homunculi equal to half his 
  level. An adept can have only one bound homunculus, since it requires the Familiar feat to bind it.
  The adept must succeed on a Diffi culty 20 Craft (alchemy) check and a Diffi culty 20 Knowledge (supernatural) check to mix the ingredients and 
  perform the proper rituals. The adept cannot take 20 on either check, but he can take 10. Each check must be successful or the homunculus decays 
  into base matter. If each check is a success, after the proper amount of time the homunculus crawls from its crucible ready to serve. The time 
  required for the homunculus to “cook” is up to the Narrator. Suggested times are the three nights of the full moon, a week or even a month.
  
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  Chapter Two: True20 Bestiary
  Traits: All-Around Attack, Darkvision 60 ft., Fast Healing 19, 
  Scent
  Combat: Attack +8 (–2 size, +9 base, +1 Dex) (+9 with bite), Damage 
  +9 (bite), Defense Dodge/Parry +8/— (–2 size, +9 base, +1 
  Dex) (heads +14), Initiative +1
  Saving Throws: Toughness +13 (+4 size, +5 Con, +3 natural, +1 
  Tough) (heads +6), Fortitude +11 (+6 base, +5 Con), Reflex +7 
  (+6 base, +1 Dex), Will +5 (+3 base, +2 Iron Will)
  Hydra (Ten Headed)
  Type: 10th Level Supernatural Beast
  Size: Huge
  Speed: 20 ft., swim 20 ft.
  Abilities: Str +5, Dex +1, Con +5, Int –4, Wis +0, Cha –1
  Skills: Notice 13 (+13), Swim 0 (+13)
  Feats: Attack Focus (bite), Blind-Fight, Iron Will, Night VisionB, Heads, 
  Tough
  Traits: All-Around Attack, Darkvision 60 ft., Fast Healing 20, Scent
  Combat: Attack +9 (–2 size, +10 base, +1 Dex) (+10 with bite), Damage 
  +9 (bite), Defense Dodge/Parry +9/— (–2 size, +10 base, +1 Dex) 
  (heads +15), Initiative +1
  Saving Throws: Toughness +13 (+4 size, +5 Con, +3 natural, +1 Tough) 
  (heads +6), Fortitude +12 (+7 base, +5 Con), Reflex +8 (+7 base, 
  +1 Con), Will +5 (+3 base, +2 Iron Will)
  Hydra (Eleven Headed)
  Type: 11th Level Supernatural Beast
  Size: Huge
  Speed: 20 ft., swim 20 ft.
  Abilities: Str +6, Dex +1, Con +5, Int –4, Wis +0, Cha –1
  Skills: Notice 14 (+14), Swim 0 (+14)
  Feats: Attack Focus (bite), Blind-Fight, Iron Will, Night VisionB, 
  Heads, Tough
  Traits: All-Around Attack, Darkvision 60 ft., Fast Healing 21, 
  Scent
  Combat: Attack +10 (–2 size, +11 base, +1 Dex) (+11 with bite), 
  Damage +10 (bite), Defense Dodge/Parry +10/— (–2 size, +11 
  base, +1 Dex) (heads +16), Initiative +1
  Saving Throws: Toughness +13 (+4 size, +5 Con, +3 natural, +1 
  Tough) (heads +6), Fortitude +12 (+7 base, +5 Con), Reflex +8 
  (+7 base, +1 Dex), Will +5 (+3 base, +2 Iron Will)
  Hydra (Twelve Headed)
  Type: 12th Level Supernatural Beast
  Size: Huge
  Speed: 20 ft., swim 20 ft.
  Abilities: Str +6, Dex +1, Con +5, Int –4, Wis +0, Cha –1
  Skills: Notice 15 (+15), Swim 0 (+14)
  Feats: Attack Focus (bite), Blind-Fight, Iron Will, Night VisionB, 
  Heads, Tough (2)
  Traits: All-Around Attack, Darkvision 60 ft., Fast Healing 22, 
  Scent
  Combat: Attack +11 (–2 size, +12 base, +1 Dex) (+12 with bite), 
  Damage +10 (bite), Defense Dodge/Parry +11/— (–2 size, +12 
  base, +1 Dex) (heads +17), Initiative +1
  Saving Throws: Toughness +14 (+4 size, +5 Con, +3 natural, +2 
  Tough) (heads +7), Fortitude +13 (+8 base, +5 Con), Reflex +9 
  (+8 base, +1 Dex), Will +6 (+4 base, +2 Iron Will)
  All-Around Attack: As a full round action a hydra can make a number 
  of bite attacks equal to its current number of heads against opponents 
  within its reach. Each attack must be made against a different 
  opponent and use a different head.
  Fast Healing: Each round a hydra gains an extra recovery check with 
  a bonus equal to 10 + the number of its original heads.
  Heads: Severing a hydra’s heads follows the rules for sundering 
  a tentacle (see Tentacles in the description of creature traits in 
  Chapter One of this book). A hydra’s head counts as a Small held 
  object for the sundering attempt.
  Each time a head is severed, two new heads spring from the stump in 
  3 rounds. A hydra can never have more than twice its original number 
  of heads at any one time, and any extra heads it gains beyond its 
  original number wither and die within a day. To prevent new heads 
  from growing from the stump, an opponent must bring the stump 
  to “hurt” or worse condition on the damage track using fire or acid. 
  The severed stump has the same Toughness save as the hydra’s head 
  (half that of the hydra itself). A flaming weapon (or similar effect) 
  deals its fire damage to the stump in the same blow in which a head 
  is severed. Fire or acid damage from an area effect may burn multiple 
  stumps in addition to dealing damage to the hydra’s body. A hydra 
  does not die from losing its heads until all its heads have been cut 
  off and the stumps seared by fire or acid.
  A hydra’s body can be slain just like any other creature’s, but hydras 
  possess fast healing (see the hydra’s Fast Healing trait) and are diffi cult 
  to defeat in this fashion. Any attack that is not (or cannot be) an 
  attempt to sunder a head affects the body.
  Targeted supernatural effects cannot sever a hydra’s heads (and thus 
  must be directed at the body) unless they deal slashing damage and 
  could be used to make sunder attempts.
  Skills: Hydras have a +2 racial bonus on Notice checks, thanks to their 
  multiple heads. A hydra has a +8 racial bonus on any Swim check to 
  perform some special action or avoid a hazard. It can always choose 
  to take 10 on a Swim check, even if distracted or endangered. It can 
  use the run action while swimming, provided it swims in a straight 
  line.
  
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  Chapter Two: True20 Bestiary
  Cryohydra
  Supernatural Beast (Cold)
  These purplish hydras can breathe jets of frost 10 feet high, 10 feet wide, 
  and 20 feet long. All heads breathe once every 3 rounds. Each jet deals 
  cold damage equal to the hydra’s level. A successful Reflex save halves 
  the damage. The save Diffi culty is 10 + 1/2 hydra’s original number of 
  heads + hydra’s Con modifier.
  A cryohydra takes half again as much damage (+50%) from fire. 
  Cryohydras hate fire and those who wield it, and target fire-using 
  opponents first. They use their icy breath to blow out torches and kill 
  those who display the Fire Shaping or (even worse!) the Elemental Blast 
  (fire) supernatural powers.
  Electrohydra
  Supernatural Beast (Air)
  These pale blue hydras can breathe jets of lighting 20 feet long. All heads 
  breathe once every 3 rounds. Each jet deals electricity damage equal 
  to the hydra’s level. A successful Reflex save halves the damage. The 
  save Diffi culty is 10 + 1/2 hydra’s original number of heads + hydra’s 
  Con modifier.
  Fire attacks cannot prevent an electrohydra’s stump from growing 
  new heads, but water damage does. Water poured on an electrohydra’s 
  stump does +2 damage per gallon for the purposes of sealing it. The 
  Elemental Blast (Water) supernatural power does damage normally for 
  the purposes of sealing the stump.
  Pyrohydra
  Supernatural Beast (Fire)
  These reddish hydras can breathe jets of fire 10 feet high, 10 feet wide, 
  and 20 feet long. All heads breathe once every 3 rounds. Each jet deals 
  fire damage equal to the hydra’s level. A successful Reflex save halves the 
  damage. The save Diffi culty is 10 + 1/2 hydra’s original number of heads 
  + hydra’s Con modifier.
  Fire attacks cannot prevent a pyrohydra’s stump from growing new heads 
  (since a pyrohydra has immunity to fire), but cold damage does.
  Hyena
  Type: 2nd Level Animal
  Size: Medium
  Speed: 50 ft.
  Abilities: Str +2, Dex +2, Con +2, Int –4, Wis +1, Cha –2
  Skills: Notice 5 (+6), Stealth 4 (+6)*
  Feats: Improved TripB, Night VisionB, Skill Training
  Traits: Scent
  Combat: Attack +3 (+1 base, +2 Dex), Damage +4 (bite), Defense 
  Dodge/Parry +3/— (+1 base, +2 Dex), Initiative +2
  Saving Throws: Toughness +2 (+2 Con), Fortitude +5 (+3 base, +2 
  Con), Reflex +5 (+3 base, +2 Ref), Will +1 (+0 base, +1 Wis)
  Skills: *Hyenas have a +4 racial bonus on Stealth checks in areas of 
  tall grass or heavy undergrowth.
  Hyenas are pack hunters infamous for their cunning and their unnerving 
  vocalizations. The statistics presented here are for a striped hyena, which 
  is about 3 feet long and weighs about 120 pounds.
  A favorite tactic is to send a few individuals against the foe’s front while 
  the rest of the pack circles and attacks from the flanks or rear.
  Invisible Stalker
  Type: 8th Level Elemental (Air, Extraplanar)
  Size: Large
  Speed: 30 ft., fly 30 ft. (perfect)
  Abilities: Str +4, Dex +4, Con +2, Int +2, Wis +2, Cha +0
  Skills: Notice 11 (+13), Search 11 (+13), Stealth 11 (+15), Survival 
  11 (+13)
  Feats: Attack Focus (slam), Improved Initiative, Track
  Traits: Darkvision 60 ft., Elemental Traits, Natural Invisibility, 
  Improved Tracking
  Combat: Attack +9 (–1 size, +6 base, +4 Dex) (+10 with slam), 
  Damage +8 (slam), Defense Dodge/Parry +9/— (–1 size, +6 
  base, +4 Dex), Initiative +8
  Saving Throws: Toughness +6 (+2 size, +2 Con, +2 natural), 
  Fortitude +4 (+2 base, +2 Con), Reflex +10 (+6 base, +4 Dex), 
  Will +4 (+2 base, +2 Wis)
  Improved Tracking: An invisible stalker is a consummate tracker and 
  makes Notice checks instead of the usual Survival checks to trace a 
  creature’s passage.
  Natural Invisibility: This ability is constant, allowing a stalker to remain 
  invisible even when attacking. This trait is otherwise similar to the 
  invisibility effect of the Light Shaping supernatural power.
  Invisible stalkers are creatures native to the Elemental Plane of Air. They 
  sometimes serve adepts, who summon them to perform specific tasks. 
  A summoned invisible stalker undertakes whatever task the summoner 
  commands, even if the task sends it hundreds or thousands of miles 
  away. The creature follows a command until the task is completed and 
  obeys only the summoner. However, it resents protracted missions or 
  complex tasks and seeks to pervert its instructions accordingly. Invisible 
  stalkers have an amorphous form. A use of the True Vision supernatural 
  power shows only a roiling cloud of vapor. These creatures speak only 
  Auran but can understand Common.
  An invisible stalker attacks by using the air itself as a weapon. It creates 
  a sudden, intense blast of wind that pounds a single target on the same 
  plane as the creature. An invisible stalker can be killed only when it is 
  on the Elemental Plane of Air. When performing a task elsewhere, it 
  automatically returns to its home plane when it takes damage suffi cient 
  to destroy it.
  Jacklova
  Type: 7th Level Fey (Fire)
  Size: Medium
  Speed: 60 ft.
  Abilities: Str +0, Dex +3, Con +1, Int +2, Wis +2, Cha +7
  Skills: Bluff 10 (+17), Diplomacy 10 (+17), Disguise 10 (+17), 
  Knowledge (life sciences) 10 (+12), Notice 10 (+15), Perform 
  (Dance) 10 (+17), Sense Motive 10 (+12), Stealth 10 (+13)
  Feats: Attractive, Fascinate, Improved InitiativeB, Night VisionB, Power 
  (5)B, RunB, Skill Focus (Notice), TracklessB, Weapon TrainingB
  Traits: Damage Reduction 4/cold iron, Immunity to Fire, Partial 
  Invisibility, Powers (rank 10, Cha, save Diffi culty 21; Fascination 
  [Dance] +17, Fire Shaping +17, Mind Touch +17, Suggestion +17, 
  Supernatural Speed +17), Vulnerable to Cold
  Combat: Attack +6 (+3 base, +3 Dex), Damage +1 (knife, crit 19-
  20/+3), Defense Dodge/Parry +6/+3 (+3 base, +3 Dex/+0 Str), 
  Initiative +7
  Saving Throws: Toughness +3 (+1 Con, +2 natural), Fortitude +3 
  (+2 base, +1 Con), Reflex +8 (+5 base, +3 Dex), Will +7 (+5 
  base, +2 Wis)
  Partial Invisibility: A jacklova can become invisible at will, as per 
  the invisibility effect of the Light Shaping power. While invisible, 
  the jacklova can be seen only in the corner of one’s eye or in brief 
  reflections in water. The miss chance when targeting a partially 
  invisible jacklova is 20% rather than the usual 50%. This ability is 
  not fatiguing to the jacklova.
  
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  Chapter Two: True20 Bestiary
  Jacklovas are mischievous free spirited creatures. They are spirits of 
  flame, often clothed in the fiery leaves of autumn, and are continually 
  surrounded by a warm glow. Jacklovas are jovial and festive creatures, 
  and they can always be found at the parties thrown by dryads and 
  centaurs. They are skilled dancers, and are capable of mesmerizing 
  their audiences with their dance. They tend to be somewhat untrusting 
  and jealous of nymphs. A jacklova has the form of a beautiful young 
  elf maiden with golden, strawberry blonde or red hair. Her green eyes 
  burn with a mischievous emerald flame. Jacklovas speak Common, 
  Ignan and Sylvan.
  Jacklovas have supernatural powers that let them move and shape fire 
  and implant suggestions in the minds of mortal creatures. They are also 
  capable of telepathic communication, and running with supernatural 
  speed. While invisible, they cannot be seen while one is looking straight 
  at them, but travelers may catch a fleeting glides out of the corner of 
  their eye, or reflected in a pool of water. They delight in light heartedly 
  teasing and taunting travelers while invisible, playing tricks on them 
  for their own amusement. They continue such activities for as long as 
  it amuses them, but depart once they become bored of the game.
  Jade Eviscerator
  Type: 7th Level Aberration
  Size: Large
  Speed: 30 ft.
  Abilities: Str +6, Dex +3, Con +4, Int –3, Wis +2, Cha +0
  Skills: Climb 4 (+10), Notice 5 (+7), Stealth 5 (+8)
  Feats: Blind Fight, Improved GrabB, Skill Training
  Traits: Constrict, Darkvision 60 ft., Persistent Wound, Tentacles
  Combat: Attack +7 (–1 size, +5 base, +3 Dex), Damage +10 plus 
  persistent wound (tentacle slash) or +8 (bite) or +12 (grapple), 
  Defense Dodge/Parry +7/— (–1 size, +5 base, +3 Dex) 
  (tentacles +13), Initiative +3
  Saving Throws: Toughness +10 (+2 size, +4 Con, +4 natural) 
  (tentacles +5), Fortitude +6 (+2 base, +4 Con), Reflex +5 (+2 
  base, +3 Dex), Will +7 (+5 base, +2 Wis)
  Persistent Wounds: Tentacle; +2 damage each round; Diffi culty 17 
  Medicine and adept level check.
  Tentacles: A jade eviscerator’s tentacle counts as a Small held object 
  for the purposes of a sundering attempt.
  A jade eviscerator is a bizarre octopus-like creature that consists of a 
  giant fiendish-looking head with numerous tentacles radiating from it. 
  The tentacles each sport jagged bony blades. As per its namesake, a jade 
  eviscerator is covered in semitransparent jade-green scales.
  In combat a jade eviscerator attacks until its opponents die or leave it 
  alone. The barbs on a jade eviscerator’s tentacles are razor sharp and 
  open deep wounds that bleed severely. Surrounded by foes, it creates a 
  veritable cloud of it opponents’ blood with its whipping tentacles.
  Juggernaut
  Type: 15th Level Construct
  Size: Large
  Speed: 40 ft.
  Abilities: Str +8, Dex –1, Con—, Int —, Wis +0, Cha –5
  Skills: —
  Feats: Improved TripB, Night VisionB
  Traits: Construct Traits, Damage Reduction 4/—, Darkvision 60 ft., 
  Momentum, Supernatural Immunity, Trample
  Combat: Attack +9 (–1 size, +11 base, –1 Dex), Damage +14 (slam), Defense 
  Dodge/Parry +9/— (–1 size, +11 base, –1 Dex), Initiative –1
  Saving Throws: Toughness +12 (+2 size, +1 construct, +9 natural), 
  Fortitude +5 (+5 base), Reflex +4 (+5 base, –1 Dex), Will +5 (+5 
  base)
  Momentum: A juggernaut must move forward five feet for every 45 
  degrees that it wishes to turn. A juggernaut can run, but only if it 
  travels in a straight line.
  Supernatural Immunity: A juggernaut is immune to most supernatural 
  powers. A juggernaut subjected to the Earth Shaping supernatural 
  power must succeed on a Fortitude save equal to 10 + half the adept’s 
  level or be slowed for 7 rounds. It can only take a single move or 
  standard action per round and cannot move and attack in the same 
  round during this time unless it charges. 
  Trample: Damage +18, Diffi culty 25 Reflex save for half damage. The 
  save Diffi culty is Strength-based.
  A juggernaut is a massive supernaturally animated stone statue that moves 
  around on heavy stone rollers. Juggernauts are usually 8 or 9 feet tall and 
  weigh over 2,000 pounds.
  Kobold (1st-level warrior)
  Type: 1st Level Humanoid (Reptilian)
  Size: Small
  Speed: 30 ft.
  Abilities: Str –1, Dex +1, Con +0, Int +0, Wis –1, Cha –1
  Skills: Craft (trap making) 4 (+6), Notice 4 (+6), Search 4 (+5), Stealth 
  4 (+9, +7 in armor)
  Feats: Dodge Focus, Light Armor Training, Skill Focus (Notice), 
  Weapon Training
  Traits: Darkvision 60 ft., Light Sensitivity
  Combat: Attack +3 (+1 size, +1 base, +1 Dex), Damage +2 (spear, 
  19-20/+4), Defense Dodge/Parry +4/+2 (+1 size, +1 base, +1 
  Dex/–1 Str, +1 dodge), Initiative +1
  Saving Throws: Toughness +1 (–1 size, +2 studded leather), 
  Fortitude +2 (+2 base), Reflex +1 (+0 base, 1 Dex), Will –1 (+0 
  base, –1 Wis)
  Light Sensitivity: Kobolds are dazzled in bright sunlight or the 
  equivalent.
  Skills: Kobolds have a +2 racial bonus on Craft (trap making) and 
  Search checks.
  Kobolds are short, reptilian humanoids with cowardly and sadistic 
  tendencies. A kobold’s scaly skin ranges from dark rusty brown to a rusty 
  black color. It has glowing red eyes and a short, lizard-like tail. Kobolds 
  wear ragged clothing, favoring red and orange. A kobold is 2 to 2-1/2 feet 
  tall and weighs 35 to 45 pounds. Kobolds speak Draconic with a voice that 
  sounds like that of a yapping dog.
  Kobolds like to attack with overwhelming odds or trickery; should the 
  odds fall below this threshold, they usually flee. However, they attack 
  gnomes on sight—if their numbers are equal. They begin a fight by slinging 
  bullets, closing only when they can see that their foes have been weakened. 
  Whenever they can, kobolds set up ambushes near trapped areas.
  Most kobolds encountered outside their homes are warriors; the 
  information presented here is for one of 1st level.
  Kraken
  Type: 20th Level Supernatural Beast (Aquatic)
  Size: Gargantuan
  Speed: Swim 20 ft.
  Abilities: Str +12, Dex +0, Con +9, Int +5, Wis +5, Cha +5
  Skills: Concentration 23 (+27), Intimidate 23 (+27), Knowledge (earth 
  sciences) 23 (+27), Knowledge (life sciences) 23 (+27), Notice 23 
  (+30), Search 23 (+27), Sense Motive 23 (+27), Swim 0 (+20)
  Feats: Blind-Fight, Defensive Attack, Double StrikeB, Improved Critical 
  (tentacle), Improved GrabB, Improved Initiative, Improved Trip, 
  Iron Will, Night VisionB, Power (3)B, Skill Focus (Notice)
  
  11
  Chapter Two: True20 Bestiary
  Traits: Constrict, Darkvision 60 ft., Ink Cloud, Jet, Powers (rank 23, 
  Wis, save Diffi culty 25, Dominate +28, Weather Shaping +28, 
  Wind Shaping +28), Tentacles
  Combat: Attack +16 (–4 size, +20 base), Damage +18 (tentacles or 
  grapple, crit 19-20/+3) or +20 (bite), Defense Dodge/Parry 
  +16/— (–4 size, +20 base) (tentacles +19), Initiative +4
  Saving Throws: Toughness +22 (+6 size, +9 Con, +7 natural) 
  (tentacles +11), Fortitude +21 (+12 base, +9 Con), Reflex +12 
  (+12 base), Will +13 (+6 base, +5 Wis, +2 Iron Will)
  Ink Cloud: A kraken can emit a cloud of jet-black ink in an 80-foot 
  spread once per minute as a free action. The cloud provides total 
  concealment, which the kraken normally uses to escape a fight that 
  is going badly. Creatures within the cloud are considered to be in 
  darkness.
  Jet: A kraken can jet backward once per round as a full-round action, 
  at a speed of 280 feet. It must move in a straight line.
  Tentacles: A kraken’s tentacle counts as a Huge held object for the 
  purposes of a sundering attempt.
  Skills: A kraken has a +8 racial bonus on any Swim check to perform 
  some special action or avoid a hazard. It can always choose to take 10 
  on a Swim check, even if distracted or endangered. It can use the run 
  action while swimming, provided it swims in a straight line.
  Krakens are supernatural squid-like beings of immense size. Six of 
  a krakens eight tentacles are shorter arms about 30 feet long; the 
  remaining two are nearly 60 feet long and covered with barbs. Its beak-
  like mouth is located where the tentacles meet the lower portion of its 
  body. Krakens speak Common and Aquan.
  Krakens strike their opponents with their two barbed tentacles, then 
  grab and constrict with their smaller arms or drag victims into their 
  huge jaws. A kraken usually tries to withdraw from combat if it loses 
  both main tentacles.
  Lamia
  Type: 9th Level Supernatural Beast
  Size: Large
  Speed: 60 ft.
  Abilities: Str +4, Dex +2, Con +1, Int +1, Wis +2, Cha +1
  Skills: Bluff 9 (+14), Concentration 8 (+10), Diplomacy 2 (+3), Notice 
  9 (+11), Stealth 8 (+10)
  Feats: Dodge Focus, Improved defense, Iron Will, Move-By Action, 
  Night VisionB, Power (4)B
  Traits: Darkvision 60 ft., Powers (rank 12, Wis, save Diffi culty 17, 
  Dominate +14, Illusion +14, Sleep +14, Suggestion +14), 
  Wisdom Drain
  Combat: Attack +10 (–1 size, +9 base, +2 Dex), Damage 1 pt Wisdom 
  drain (touch finesse attack) or +5 (knife, crit 19-20/+3) or +5 
  (claws), Defense Dodge/Parry +10/+12 (–1 size, +9 base, +2 
  Dex/+4 Str), Initiative +2
  Saving Throws: Toughness +6 (+2 size, +1 Con, +3 natural), 
  Fortitude +7 (+6 base, +1 Con), Reflex +8 (+6 base, +2 Dex), 
  Will +7 (+3 base, +2 Wis, +1 Iron Will)
  Wisdom Drain: A lamia drains 1 point of Wisdom each time it touches 
  the body of its opponent with a finesse attack. Unlike with other kinds 
  of ability drain attacks, a lamia does not heal any damage when it uses 
  its Wisdom drain. Lamias try to use this power early in an encounter 
  to make foes more susceptible to Dominate and Suggestion.
  Skills: Lamias have a +4 racial bonus on Bluff and Stealth checks.
  A lamia is a centaur-like creature with the upper body of a human 
  attached at the waist to the body of a lion. Although the human portion 
  of a lamia’s body is generally quite attractive by human standards, lamias 
  are anything but beautiful creatures. They are wild, vicious hunters that 
  have little concern for mercy. Typical lamias are about 8 feet long and 
  weigh about 700 pounds.
  Though a lamia is powerful and dangerous in close combat, it has no 
  stomach for a fair fight. It uses its illusion abilities to lure heroes into 
  perilous situations, and then uses its Move-By Action feat to bound 
  out of the shadows and drain Wisdom from its opponents. When it 
  has sapped the will of its victim, it uses its enchantment abilities to 
  beguile and ensnare the unfortunate soul. A lamia forced into physical 
  combat attacks with a knife in one of its human hands and a pair of 
  lion-like claws.
  Lammasu
  Type: 7th Level Supernatural Beast
  Size: Large
  Speed: 30 ft., fly 60 ft. (average)
  Abilities: Str +6, Dex +1, Con +3, Int +3, Wis +3, Cha +2
  Skills: Concentration 10 (+13), Diplomacy 10 (+12), Knowledge 
  (supernatural) 10 (+13), Notice 10 (+15), Sense Motive 10 
  (+13)
  Feats: Blind-Fight, Double StrikeB, Iron Will, Night VisionB, Power 
  (6)B, Power
  Traits: Darkvision 60 ft., Powers (rank 10, Wis, save Diffi culty 17, 
  Cure Poison +13, Enhance Ability +13, Heart Reading +13, 
  Light Shaping +13, Purifying Light +13, Second Sight +13, 
  Teleport +13), Rake
  Combat: Attack +7 (–1 size, +7 base, +1 Dex), Damage +8 (claws) 
  or +5 (rake), Defense Dodge/Parry +7/— (–1 size, +7 base, 
  +1 Dex), Initiative +1
  Saving Throws: Toughness +10 (+2 size, +3 Con, +5 natural), 
  Fortitude +8 (+5 base, +3 Con), Reflex +6 (+5 base, +1 Dex), 
  Will +7 (+2 base, +3 Wis, +2 Iron Will)
  Skills: Lammasus have a +2 racial bonus on Notice checks.
  Lammasus look like winged lions with humanlike faces. Lammasus are 
  good creatures, bordering on celestial, that try to bring harmony and 
  decency to the world. They hate the depredations of fiends and undead, 
  and seek to roust them out to cleanse the world of their darkness. 
  Typical lammasus are about 8 feet long and weigh about 500 pounds. 
  Lammasus speak Common, Draconic and Celestial.
  A lammasu attacks with supernatural powers or its razor-sharp claws. 
  It almost always enters combat if it observes a good creature being 
  threatened by evil.
  Leopard
  Type: 3rd Level Animal
  Size: Medium
  Speed: 40 ft., climb 20 ft.
  Abilities: Str +3, Dex +4, Con +2, Int –4, Wis +1, Cha –2
  Skills: Acrobatics 0 (+12), Climb 0 (+11), Jump 0 (+11), Notice 6 
  (+10), Stealth 0 (+8)*
  Feats: Double Strike, Improved GrabB, Night VisionB, Skill Focus 
  (Notice)
  Traits: Pounce, Rake, Scent
  Combat: Attack +6 (+2 base, +4 Dex), Damage +5 (bite) or +3 
  (claws) or +1 (rake), Defense Dodge/Parry +6/— (+2 base, 
  +4 Dex), Initiative +4
  Saving Throws: Toughness +2 (+2 Con), Fortitude +5 (+3 base, 
  +2 Con), Reflex +7 (+3 base, +4 Dex), Will +2 (+1 base, +1 
  Wis)
  Pounce: If a leopard charges a foe, it can attack a single target with 
  both its claws and its bite in a single round.
  
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  Chapter Two: True20 Bestiary
  Skills: Leopards have a +8 racial bonus on Jump checks and a +4 
  racial bonus on Stealth checks. Leopards have a +8 racial bonus on 
  Acrobatics and Climb checks. A leopard can always choose to take 10 
  on a Climb check, even if rushed or threatened. *In areas of tall grass 
  or heavy undergrowth, the Stealth bonus improves to +8.
  These jungle cats are about 4 feet long and weigh about 120 pounds. 
  They usually hunt at night. The statistics presented here can describe any 
  feline of similar size, such as jaguars, panthers and mountain lions.
  Lich (11th-level adept)
  Type: 11th Level Undead (Augmented, Human)
  Size: Medium
  Speed: 30 ft.
  Abilities: Str +0, Dex +2, Con—, Int +5, Wis +2, Cha +1
  Skills: Concentration 14 (+16), Diplomacy 14 (+15), Knowledge 
  (any two) 14 (+19), Knowledge (supernatural) 14 (+19), 
  Notice 14 (+24), Sense Motive 14 (+24), Search 14 (+27), 
  Stealth 14 (+24)
  Feats: Imbue Item, Improved Initiative, Power (11), Quicken 
  Power, ToughB, Widen Power
  Traits: Damage Reduction 6/bludgeoning and supernatural, 
  Darkvision 60 ft., Fear Aura, Immunity to Cold, Electricity, 
  and Mind-Affecting Attacks, Paralyzing Touch, Powers (rank 
  14, Int, save Diffi culty 21, Cold Shaping +19, Corrupting 
  Shadow +19, Dominate +19, Elemental Blast +19, Fire 
  Shaping +19, Illusion +19, Imbue Unlife +19, Mind Reading 
  +19, Mind Shaping +19, Mind Touch +19, Teleport +19), 
  Undead Traits
  Combat: Attack +7 (+5 base, +2 Dex), Damage +8 plus paralysis 
  (touch), Defense Dodge/Parry +7/— (+5 base, +2 Dex), 
  Initiative +6
  Saving Throws: Toughness +8 (+5 undead, +2 natural, +1 Tough), 
  Fortitude +3 (+3 base), Reflex +5 (+3 base, +2 Dex), Will +9 
  (+7 base, +2 Wis)
  Fear Aura: Liches are shrouded in a dreadful aura of death and evil. 
  Creatures with fewer than 5 levels that look at the lich must succeed 
  on a Will save or be affected as though by the fear effect of the Heart 
  Shaping supernatural power. A creature that successfully saves 
  cannot be affected again by the same lich’s aura for 24 hours.
  Paralyzing Touch: Touch finesse attack; Fortitude Diffi culty 16; 
  permanently paralyzed. A Cure check against the save Diffi culty 
  can restore the victim. Anyone paralyzed by a lich seems dead. A 
  Diffi culty 20 Notice check or a Diffi culty 15 Medicine check reveals 
  the victim is still alive.
  Skills: Liches have a +8 racial bonus on Notice, Stealth, Search and 
  Sense Motive checks.
  A lich is an adept who has used his supernatural powers to unnaturally 
  extend his life. A lich is a gaunt and skeletal humanoid with withered 
  flesh stretched tight across horribly visible bones. Its eyes have long 
  ago been lost to decay, but bright pinpoints of crimson light burn on 
  in the empty sockets. Liches speak Common plus any other languages 
  they knew in life.
  The process of becoming a lich is unspeakably evil and must be willingly 
  undertaken. A lich retains all the characteristics and abilities of the 
  heroic role it had in life.
  The Lich’s Phylactery
  An integral part of becoming a lich is creating a phylactery in which 
  the adept stores its life force. As a rule, the only way to get rid of a lich 
  for sure is to destroy its phylactery. Unless its phylactery is located and 
  destroyed, a lich reappears 1d20/2 days after its apparent death.
  Each lich must make a phylactery, which requires the Imbue Item feat. 
  The character must be able to use supernatural powers and have an 
  adept level of 11th or higher.
  The most common form of phylactery is a sealed metal box containing 
  strips of parchment on which magical phrases have been transcribed. 
  The box is Tiny and has +8 toughness, damage reduction 8/—, and a 
  break Diffi culty of 40.
  Other forms of phylacteries can exist, such as rings, amulets or similar 
  items.
  Liger
  Type: 6th Level Animal
  Size: Large
  Speed: 40 ft.
  Abilities: Str +6, Dex +3, Con +3, Int –4, Wis +1, Cha –2
  Skills: Acrobatics 0 (+7), Notice 9 (+13), Stealth 0 (+3)*
  Feats: Attack Focus (claw), Double Strike, Improved GrabB, Night 
  VisionB, RunB, Skill Focus (Notice)
  Traits: Pounce, Rake, Scent
  Combat: Attack +6 (–1 size, +4 base, +3 Dex) (+7 with claws), Damage 
  +9 (claws) or +10 (bite) or +6 (rake), Defense Dodge/Parry 
  +6/— (–1 size, +4 base, +3 Dex), Initiative +3
  Saving Throws: Toughness +5 (+2 size, +3 Con), Fortitude +8 (+5 
  base, +3 Con), Reflex +8 (+5 base, +3 Dex), Will +3 (+2 base, 
  +1 Wis)
  Pounce: If a liger charges a foe, it can attack a single target with both 
  its claws and its bite in a single round.
  Skills: Ligers have a +4 racial bonus on Acrobatics, and Stealth. *In 
  areas of tall grass or heavy undergrowth, the Stealth bonus improves 
  to +10.
  Ligers are ferocious lion-tiger hybrids. A liger looks like a large lion 
  without a mane, with feint tiger-like stripes across its hindquarters. 
  Ligers are often bread as guards and attack animals, and thus have the 
  most fearsome aspects of both their ancestors. Ligers tend to weigh 
  about 500 pounds, and be approximately eight feet long.
  Lillend
  Type: 7th Level Outsider (Extraplanar, Virtue)
  Size: Large
  Speed: 20 ft., fly 70 ft. (average)
  Abilities: Str +5, Dex +3, Con +2, Int +2, Wis +3, Cha +4
  Skills: Appraise 10 (+12), Concentration 10 (+13), Diplomacy 10 
  (+14), Knowledge (supernatural) 10 (+12), Notice 10 (+13), 
  Perform (any one) 10 (+14), Sense Motive 10 (+13), Survival 
  10 (+17)
  Feats: Extend Power, FascinateB, Heavy Armor TrainingB, Improved 
  GrabB, Improved StrikeB, InspireB, Light Armor TrainingB, 
  Lightning Reflexes, Night VisionB, Power (5)B, Power, SuggestB, 
  Weapon TrainingB
  Traits: Constrict, Darkvision 60 ft., Powers (rank 10, Cha, save 
  Diffi culty 18, Beast Link +14, Cure +14, Illusion +14, Light 
  Shaping +14, Second Sight +14, Suggestion +14)
  Combat: Attack +9 (–1 size, +7 base, +3 Dex), Damage +8 (short 
  sword, crit 19-20/+3) or +9 (tail slap or grapple), Defense 
  Dodge/Parry +9/+11 (–1 size, +7 base, +3 Dex/+5 Str), 
  Initiative +3
  Saving Throws: Toughness +6 (+2 size, +2 Con, +2 natural), 
  Fortitude +7 (+5 base, +2 Con), Reflex +10 (+5 base, +3 Dex, 
  +2 Lightning Reflexes), Will +8 (+5 base, +3 Wis)
  Skills: Lillends have a +4 racial bonus on Survival checks.
  
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  Chapter Two: True20 Bestiary
  A lillend has the upper body of a body of a beautiful human female 
  with feathers instead of hair and large colorful wings. From the waist 
  down they are gigantic serpents with scales that match their colorful 
  wings and plumage. Lillends work well with couatls and lammasus, 
  often cooperating with those creatures to help drive some great evil 
  from the Material Plane. A typical lillend’s coils are 20 feet long. The 
  creature weighs about 3,800 pounds. A few lillends have male torsos. 
  Lillends speak Celestial, Fiendish and Common.
  Lillends are generally peaceful unless they intend vengeance against 
  someone they believe guilty of harming or even threatening a favored 
  work of art or artist; then they become implacable foes. They use their 
  supernatural powers to confuse and weaken opponents before entering 
  combat. A covey of lillends usually discusses strategy before a battl. 
  Constricting uses the entire lower portion of a lillend’s body, so it 
  cannot take any move actions when constricting, but it can still attack 
  with its sword e. A lillend’s natural weapons, as well as any weapons 
  it wields, are treated as virtue-aligned for the purpose of overcoming 
  damage reduction.
  Lion
  Type: 5th Level Animal
  Size: Large
  Speed: 40 ft.
  Abilities: Str +5, Dex +3, Con +2, Int –4, Wis +1, Cha –2
  Skills: Acrobatics 0 (+7), Notice 8 (+12), Stealth o (+3)*
  Feats: Double Strike, Improved GrabB, Night VisionB, RunB, Skill 
  Focus (Notice)
  Traits: Pounce, Rake, Scent
  Combat: Attack +5 (–1 size, +3 base, +3 Dex), Damage +6 (claws) or 
  +8 (bite) or +3 (rake), Defense Dodge/Parry +5/— (–1 size, +3 
  base, +3 Dex), Initiative +3
  Saving Throws: Toughness +4 (+2 size, +2 Con), Fortitude +6 (+4 
  base, +2 Con), Reflex +7 (+4 base, +3 Dex), Will +2 (+1 base, 
  +1 Wis)
  Pounce: If a lion charges a foe, it can attack a single target with both 
  its claws and its bite in a single round.
  Skills: Lions have a +4 racial bonus on Acrobatics, and Stealth. *In 
  areas of tall grass or heavy undergrowth, the Stealth bonus improves 
  to +12.
  The statistics presented here describe a male African lion, which is 5 to 
  8 feet long and weighs 330 to 550 pounds. Females are slightly smaller 
  but use the same statistics.
  Lizard
  Type: 0th Level Animal
  Size: Tiny
  Speed: 20 ft., climb 20 ft.
  Abilities: Str –4, Dex +2, Con +0, Int –5, Wis +1, Cha –4
  Skills: Acrobatics 0 (+10), Climb 0 (+10), Notice 3 (+4), Stealth 0 
  (+10)
  Feats: Attack Focus (bite), Night VisionB
  Traits: —
  Combat: Attack +4 (+2 size, +0 base, +2 Dex) (+5 with bite), Damage 
  –3 (bite), Defense Dodge/Parry +4/— (+2 size, +2 Dex), 
  Initiative +2
  Saving Throws: Toughness –2 (–2 size), Fortitude +2 (+2 base), 
  Reflex +4 (+2 base, +2 Dex), Will +1 (+0 base)
  Skills: Lizards have a +8 racial bonus on Acrobatics checks. They 
  also have a +8 racial bonus on Climb checks and can always choose 
  to take 10 on Climb checks, even if rushed or threatened. Lizards 
  use their Dexterity modifier instead of their Strength modifier for 
  Climb checks.
  The statistics presented here describe small, non-venomous lizards of 
  perhaps a foot or two in length, such as an iguana.
  Lizards prefer flight to combat, but they can bite painfully if there is 
  no other option.
  Lizard, Monitor Lizard
  Type: 3rd Level Animal
  Size: Medium
  Speed: 30 ft., swim 30 ft.
  Abilities: Str +3, Dex +2, Con +3, Int –5, Wis +1, Cha –4
  Skills: Climb 3 (+6), Notice 4 (+5), Stealth 3 (+9)*, Swim 0 (+11)
  Feats: Great Fortitude, Night VisionB, Skill Training
  Traits: —
  Combat: Attack +4 (+2 base, +2 Dex), Damage +5 (bite), Defense 
  Dodge/Parry +4/— (+2 base, +2 Dex), Initiative +2
  Saving Throws: Toughness +3 (+3 Con), Fortitude +8 (+3 base, +3 
  Con, +2 Great Fortitude), Reflex +5 (+3 base, +2 Dex), Will +2 
  (+1 base, +1 Wis)
  Skills: A monitor lizard has a +8 racial bonus on any Swim check to 
  perform some special action or avoid a hazard. It can always choose 
  to take 10 on a Swim check, even if distracted or endangered. It can 
  use the run action while swimming, provided it swims in a straight 
  line. Monitor lizards have a +4 racial bonus on Stealth checks. *In 
  forested or overgrown areas, the Stealth bonus improves to +8.
  This category includes fairly large, carnivorous lizards from 3 to 5 feet 
  long.
  Monitor lizards can be aggressive, using their powerful jaws to tear at 
  prey or enemies.
  
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  Lizardfolk
  Type: 2nd Level Humanoid (Reptilian)
  Size: Medium
  Speed: 30 ft.
  Abilities: Str +1, Dex +0, Con +1, Int –1, Wis +0, Cha +0
  Skills: Acrobatics 0 (+4), Jump 0 (+5), Notice 5 (+5), Swim 0 (+2)
  Feats: Double Strike, Heavy Armor TrainingB, Light Armor TrainingB, 
  Weapon TrainingB
  Traits: Hold Breath
  Combat: Attack +1 (+1 base), Damage +2 (claws or bite), Defense Dodge/
  Parry +1/+2 (+1 base, +1 Str), Initiative +0
  Saving Throws: Toughness +3 (+1 Con, +2 natural), Fortitude +1 (+0 
  base, +1 Con), Reflex +3 (+3 base), Will +0 (+0 base)
  Hold Breath: A lizardfolk can hold its breath for a number of rounds equal 
  to 40 plus 8 x its Constitution before it risks drowning. (The sample 
  lizardfolk can hold its breath for 48 rounds).
  Skills: Because of their tails, lizardfolk have a +4 racial bonus on Acrobatics, 
  Jump and Swim checks.
  A lizardfolk is well-muscled, reptilian creature with green, gray or brown 
  scales. Its tail is used for balance and is 3 to 4 feet long. Lizardfolk are 
  usually 6 to 7 feet tall and can weigh from 200 to 250 pounds. Lizardfolk 
  speak Draconic.
  Lizardfolk fight as unorganized individuals. They prefer frontal assaults and 
  massed rushes, sometimes trying to force foes into the water, where the 
  lizardfolk have an advantage. If outnumbered or if their territory is being 
  invaded, they set snares, plan ambushes and make raids to hinder enemy 
  supplies. Advanced tribes use more sophisticated tactics and have better 
  traps and ambushes.
  Locathah
  Type: 2nd Level Humanoid (Aquatic)
  Size: Medium
  Speed: 10 ft., swim 60 ft.
  Abilities: Str +0, Dex +1, Con +0, Int +1, Wis +1, Cha +0
  Skills: Craft (any one) 5 (+6), Notice 5 (+6), Search 5 (+6), Swim 0 
  (+8)
  Feats: Attack Focus (longspear), Heavy Armor TrainingB, Light Armor 
  TrainingB, Weapon TrainingB
  Traits: —
  Combat: Attack +2 (+1 base, +1 Dex) (+3 with longspear), Damage 
  +3 (longspear, crit 19-20/+4), or +3 (heavy crossbow, crit 
  19-20/+3), Defense Dodge/Parry +2/+1 (+1 base, +1 Dex), 
  Initiative +1
  Saving Throws: Toughness +1 (+1 natural), Fortitude +3 (+3 base), 
  Reflex +1 (+0 base, +1 Dex), Will +1 (+0 base, +1 Wis)
  Skills: A locathah has a +8 racial bonus on any Swim check to perform 
  some special action or avoid a hazard. It can always choose to take 10 
  on a Swim check, even if distracted or endangered. It can use the run 
  action while swimming, provided it swims in a straight line.
  Although humanoid in shape, locathahs are clearly more fish than 
  human. A locathah has a fish-like face with bulbous eyes and gill slits 
  that follow its jaw line. Its scales are slivery green, fading to white or 
  yellow on its belly. Typical locathahs stand 5 feet tall and weigh 175 
  pounds. Females and males look very much alike, although the former 
  can be recognized by the two ochre stripes marking their egg sacs. 
  Locathahs speak Aquan.
  Any battle with locathahs usually begins with the creatures loosing 
  volleys of bolts from their crossbows; underwater, their crossbows 
  have a range increment of 20 feet. If they have managed to set up an 
  ambush or other trap, they continue to employ crossbows for as long 
  as possible. Otherwise, they close to bring their longspears into play. 
  Although primarily used for fishing, these spears make formidable 
  weapons. Locathahs lack teeth, claws, and other natural weapons, so 
  they are not especially dangerous if unarmed. A weaponless locathah 
  generally turns and flees.
  Lycanthrope (General)
  Lycanthropes are humanoids who can transform themselves into 
  animals. In its natural form, a lycanthrope looks like any other members 
  of its kind, though natural lycanthropes and those who have been 
  affl icted for a long time acquire features reminiscent of their animal 
  forms. In animal form, a lycanthrope resembles a powerful version of 
  the normal animal, but on close inspection, its eyes (which often glow 
  red in the dark) show a faint spark of unnatural Intelligence.
  Lycanthropy can be spread like a disease. Sometimes a lycanthrope 
  begins life as a normal humanoid who subsequently contracts 
  lycanthropy after being wounded by a lycanthrope. Such a creature 
  is called an afflicted lycanthrope. Other lycanthropes are born as 
  lycanthropes, and are known as natural lycanthropes.
  A lycanthrope in its humanoid form uses whatever tactics and weapons 
  are favored by others of its kind, though it tends to be slightly more 
  aggressive. A lycanthrope possesses the senses of its animal form, 
  including Scent and the Night Vision feat, and it has a deep empathy 
  for (and ability to communicate with) animals of its animal form. An 
  affl icted lycanthrope damaged in combat may be overwhelmed by rage, 
  causing it to change to its animal form involuntarily.
  A lycanthrope in animal form fights like the animal it resembles. It is 
  preternaturally cunning and strong, and possesses damage reduction 
  that is overcome only by silvered weapons.
  Finally, a natural lycanthrope (or an affl icted lycanthrope that has 
  become aware of its affl iction) can assume a hybrid form that is a mix 
  of its humanoid and animal forms. A hybrid has hands and can use 
  
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  weapons, but it can also attack with its teeth and claws. A hybrid has 
  the same damage reduction that its animal form possesses.
  All of the sample lycanthropes presented here are affl icted lycanthropes, 
  and cannot pass on the curse of lycanthropy.
  Werebear, Fully Advanced
  (Animal /Warrior 1)
  Type: 7th Level Humanoid (Augmented, Human, Shapechanger)
  Size: Medium
  Speed: 30 ft.
  Abilities: Str +2, Dex +0, Con +1, Int –1, Wis +1, Cha –1
  Skills: Handle Animal 6 (+5), Intimidate 6 (+5), Notice 6 (+7), Ride 4 
  (+4), Swim 0 (+6, +4 with armor)
  Feats: Attack Focus (greataxe)B, Attack Specialization (greataxe), Cleave, 
  Light Armor Training, Heavy Armor Training, Iron WillB, Night 
  VisionB, Rage, Weapon Training
  Traits: Alternate Form, Human Background Traits, Lycanthropic 
  Empathy, Scent
  Combat: Attack +5 (+5 base) (+6 with greataxe), Damage +7 (greataxe), 
  Defense Dodge/Parry +5/+7 (+5 base, +2 Str), Initiative +0
  Saving Throws: Toughness +3 (+1 Con, +1 natural, +1 leather), Fortitude 
  +6 (+5 base, +1 Con), Reflex +3 (+3 base), Will +3 (+0 base, +1 
  Wis, +2 Iron Will)
  Alternate Form: A werebear can assume the form of a brown bear or a bear-
  humanoid hybrid. In these alternate forms the werebear becomes Large 
  and its physical abilities become Str +10, Dex +1, Con +5. Furthermore 
  the werebear gains natural claw and bite attacks, its speed increases to 40 
  ft. and its Swim skill is +13. The “Feats”, “Traits”, “Combat” and “Saving 
  Throws” lines of the werebear’s stat block now read like this:
  Feats: Attack Focus (greataxe)B, Attack Specialization, Cleave, Light 
  Armor Training, Heavy Armor Training, Improved GrabB, Iron 
  WillB, Night VisionB, Rage, TrackB, Weapon Training
  Traits: Alternate Form, Damage Reduction 2/silver, Human Background 
  Traits, Lycanthropic Empathy, Scent
  Combat: Attack +5 melee (+5 base, +1 Dex, –1 size) (+6 with greataxe), 
  Damage or +15 (greataxe) or +12 (claw) or +13 (bite) (it cannot 
  use its greataxe in animal form), Defense Dodge/Parry +5/+14 
  (it cannot parry in animal form) (–1 size, +5 base, +1 Dex/+10 
  Str), Initiative +1
  Bear Empathy: Communicate with bears and dire bears, and +4 racial 
  bonus on Charisma-based checks against bears and dire bears.
  Skills: In any form a werebear has a +4 racial bonus on Swim checks.
  Werebears in humanoid form tend to be stout, well-muscled and hairy. 
  Their brown hair is thick, and males usually wear beards. They may have 
  reddish, blond, ivory or black hair, matching the color of the ursine 
  form. They dress in simple cloth and leather garments that are easy to 
  remove, repair or replace.
  Werebears fight just as bears do in animal form. In humanoid or hybrid 
  form, they favor large, heavy weapons such as greataxes. The werebear’s 
  greataxe is a Medium weapon, so it can wield the axe in one hand in 
  hybrid form.
  Wereboar, Fully Advanced 
  (Animal /Warrior 1)
  Type: 4th Level Humanoid (Augmented, Human, Shapechanger)
  Size: Medium
  Speed: 30 ft.
  Abilities: Str +1, Dex +0, Con +1, Int –1, Wis +1, Cha –1
  Skills: Handle Animal 5 (+4), Intimidate 5 (+4), Notice 5 (+6), Ride 
  4 (+4)
  Feats: Attack Focus (sword)B, Light Armor Training, Heavy Armor 
  Training, Iron WillB, Tough, Tough, Weapon Training
  Traits: Alternate Form, Human Background Traits, Lycanthropic 
  Empathy, Scent
  Combat: Attack +3 (+3 base) (+4 with sword), Damage +4 (sword, 
  crit 19-20/+3), Defense +3 (+3 base), Initiative +0
  Saving Throws: Toughness +5 (+1 Con, +1 natural, +2 Tough, +1 
  leather), Fortitude +4 (+3 base, +1 Con), Reflex +1 (+1 base), 
  Will +2 (+0 base, +2 Iron Will)
  Alternate Form: A wereboar can assume the form of a boar or a boar-
  humanoid hybrid. In these alternate forms the wereboar’s abilities 
  become Str +3, Dex +0 and Con +4. Furthermore the wereboar gains 
  a natural gore attack, and its speed increases to 40 ft. The “Feats”, 
  “Traits”, “Combat” and “Saving Throws” lines of the wereboar’s stat 
  block now read like this:
  Feats: Attack Focus (spear)B, Light Armor Training, Heavy Armor 
  Training, Iron WillB, Night VisionB, Tough, Tough, Weapon 
  Training
  Traits: Alternate Form, Damage Reduction 2/silver, Human 
  Background Traits, Lycanthropic Empathy, Scent
  Combat: Attack +3 (+3 base) (+4 with sword), Damage +4 (sword, 
  crit 19-20/+3), Defense Dodge/Parry +3/+4 (+3 base, +1 Str), 
  Initiative +0
  Saving Throws: Toughness +8 (+4 Con, +1 natural, +2 Tough, +1 
  leather) (+7 in animal form with no leather armor), Fortitude 
  +7 (+3 base, +4 Con), Reflex +1 (+1 base), Will +2 (+0 base, 
  +2 Iron Will)
  Boar Empathy: Communicate with boars and dire boars, and +4 racial 
  bonus on Charisma-based checks against boars and dire boars.
  A wereboar in humanoid form tends to be a stocky, muscular individual 
  of average height. It dresses in simple garments that are easy to remove, 
  repair or replace.
  In any form, wereboars are as ferocious as normal boars. When in hybrid 
  form, they fight with a weapon and their dangerous gore attack.
  Wererat, Fully Advanced
  (Animal 1/Warrior 1)
  Type: 2nd Level Humanoid (Augmented, Human, Shapechanger)
  Size: Medium
  Speed: 30 ft.
  Abilities: Str +1, Dex +0, Con +1, Int –1, Wis +1, Cha –1
  Skills: Climb 0 (+8, +7 in armor), Handle Animal 4 (+3), Intimidate 5 
  (+4), Notice 4 (+5), Ride 4 (+4) Swim 0 (+8, +6 in armor)
  Feats: Attack Focus (rapier)B, Canny Dodge, Light Armor Training, Iron 
  WillB, Two-Weapon Fighting, Weapon Training
  Traits: Alternate Form, Human Background Traits, Lycanthropic 
  Empathy, Scent
  Combat: Attack +1 (+1 base) (+2 with rapier) (+0 rapier/–1 knife), 
  Damage +3 (rapier, crit 18-20/+3) or +2 (knife, crit 19-
  20/+3), Defense Dodge/Parry +2/+3 (+1 base, +1 Wis, +1 
  Str), Initiative +0
  Saving Throws: Toughness +2 (+1 Con, +1 leather), Fortitude +3 
  (+2 base, +1 Con), Reflex +0 (+base), Will +0 (+0 base, +2 
  Iron Will)
  Alternate Form: A wererat can assume a bipedal hybrid form or the 
  form of a dire rat. In these alternate forms the wererat’s abilities 
  become Dex +3 and Con +2. In dire rat form it becomes Small. 
  Furthermore the wererat gains a natural bite attack, and its speed 
  increases to 40 ft. with a climb speed of 20 ft. Its Climb and Swim 
  skills both become +11. The “Feats”, “Traits”, “Combat” and “Saving 
  Throws” lines of the wererat’s stat block now read like this:
  
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  Hybrid Form:
  Feats: Attack Focus (rapier)B, Canny Dodge, Light Armor Training, 
  Iron WillB, Two-Weapon Fighting, Weapon Training
  Traits: Alternate Form, Damage Reduction 2/silver, Human 
  Background Traits, Lycanthropic Empathy, Scent
  Combat: Attack +3 (+0 base, +3 Dex) (+4 with rapier) (+2 rapier/+1 
  knife), Damage +2 plus disease (bite) or +3 (rapier, crit 18-
  20/+3) or +1 (knife, 19-20/+3), Defense Dodge/Parry +5/+2 
  (+1 base, +3 Dex, +1 Wis), Initiative +3
  Saving Throws: Toughness +4 (+2 Con, +1 natural, +1 leather), 
  Fortitude +4 (+2 base, +2 Con), Reflex +3 (+0 base, +3 Dex), 
  Will +0 (+0 base, +2 Iron Will)
  Dire Rat Form:
  Feats: Attack Focus (rapier)B, Canny Dodge, Light Armor Training, 
  Iron WillB, Two-Weapon Fighting, Weapon Training
  Traits: Alternate Form, Damage Reduction 2/silver, Human 
  Background Traits, Lycanthropic Empathy, Scent
  Combat: Attack +4 (+0 base, +1 size, +3 Dex), Damage +1 plus disease 
  (bite), Defense Dodge/Parry +6/— (+1 size, +1 base, +3 Dex, 
  +1 Wis), Initiative +3
  Saving Throws: Toughness +2 (–1 size, +2 Con, +1 natural), Fortitude 
  +4 (+2 base, +2 Con), Reflex +3 (+0 base, +3 Dex), Will +0 (+0 
  base, +2 Iron Will)
  Disease: Bite; Fortitude Diffi culty 12 resists; filth fever—incubation 
  period 2 days, damage 1 Dex and 1 Con. The save Difficulty is 
  Constitution-based.
  Rat Empathy: Communicate with rats and dire rats, and +4 racial 
  bonus on Charisma-based checks against rats and dire rats.
  Skills: In any form a wererat uses its Dexterity modifier for Climb or 
  Swim checks. It has a +8 racial bonus on Climb checks and can always 
  choose to take 10 on a Climb check, even if rushed or threatened. In 
  any form wererats have a +8 racial bonus on Swim checks.
  A wererat in humanoid form tends to be a thin, wiry individual of 
  shorter than average height. The eyes constantly dart around, and the 
  nose and mouth may twitch if he or she is excited. Males often have 
  thin, ragged mustaches.
  In animal form, wererats avoid combat, preferring to use their dire rat 
  shape for skulking and spying. In hybrid form, a wererat fights with a 
  rapier and light crossbow.
  Weretiger, Fully Advanced
  (Animal /Warrior 1)
  Type: 7th Level Humanoid (Augmented, Human, Shapechanger)
  Size: Medium
  Speed: 30 ft.
  Abilities: Str +1, Dex +0, Con +2, Int –1, Wis +1, Cha –1
  Skills: Acrobatics 0 (+4, +1 with armor and shield), Handle Animal 
  6 (+5), Intimidate 6 (+5), Notice 6 (+7), Ride 4 (+4), Stealth 0 
  (+4, +1 with armor and shield)
  Feats: Attack Focus (scimitar)B, Light Armor Training, Heavy Armor 
  Training, Iron WillB, Night VisionB, Rage, Run, Shield Training, 
  Weapon Training
  Traits: Alternate Form, Human Background Traits, Lycanthropic 
  Empathy, Scent
  Combat: Attack +5 (+5 base) (+6 with sword), Damage +3 (scimitar, 
  crit 18-20/+3), Defense Dodge/Parry +7/+8 (+5 base, +1 Str, 
  +2 medium metal shield), Initiative +0
  Saving Throws: Toughness +4 (+2 Con, +1 natural, +1 leather), 
  Fortitude +6 (+5 base, +1 Con), Reflex +3 (+3 base), Will +3 
  (+0 base, +1 Wis, +1 Iron Will)
  Alternate Form: A weretiger can assume a bipedal hybrid form or the 
  form of a tiger. In these alternate forms the weretiger becomes Large 
  and its physical abilities become Str +7, Dex +2, Con +5. Furthermore 
  the weretiger gains natural claw and bite attacks, its speed increases to 
  40 ft. Its Acrobatics skill becomes +6, and its Stealth skill becomes +2 
  (thanks to the size penalty). The “Feats”,
   “Traits”, “Combat” and “Saving Throws” lines of the weretiger’s stat 
  block now read like this:
  Feats: Attack Focus (scimitar)B, Light Armor Training, Heavy Armor 
  Training, Improved GrabB, Iron WillB, Night VisionB, Rage, Run, 
  Shield Training, Weapon Training
  Traits: Alternate Form, Damage Reduction 2/silver, Human Background 
  Traits, Lycanthropic Empathy, Pounce, Rake, Scent
  Combat: Attack +6 melee (–1 size, +5 base, +2 Dex), Damage +9 
  (scimitar, crit 18-20/+3) or +9 (claw) or +10 (bite) or +5 (rake) 
  (it cannot use its scimitar in animal form), Defense Dodge/Parry 
  +8/+13 (it cannot parry in animal form) (–1 size, +5 base, +2 
  Dex/+7 Str, +2 medium metal shield) (+6 in animal form without 
  the shield), Initiative +2
  Saving Throws: Toughness +8 (+2 size, +5 Con, +1 natural), Fortitude 
  +10 (+5 base, +5 Con), Reflex +5 (+3 base, +2 Dex), Will +3 (+0 
  base, +1 Wis, +2 Iron Will)
  Pounce: If a weretiger in tiger form charges an opponent, it can attack a 
  single target with both its claws and its bite in a single round.
  Tiger Empathy: Communicate with tigers and dire tigers, and +4 racial 
  bonus on Charisma-based checks against tigers and dire tigers.
  Skills: In any form weretigers have a +4 bonus on Acrobatics and Stealth 
  checks. *In areas of tall grass or heavy undergrowth, the Stealth bonus 
  improves to +8 in the tiger form.
  Weretigers in humanoid form tend to be sleekly muscular, taller than 
  average, and very agile.
  Weretigers can assume a hybrid form as well as an animal form. In tiger 
  form, they can pounce and grab just as normal tigers do. In hybrid form, 
  they rely on their deadly claws.
  Werewolf, Fully Advanced
  (Animal 2/Warrior 1)
  Type: 3rd Level Humanoid (Augmented, Human, Shapechanger)
  Size: Medium
  Speed: 30 ft.
  Abilities: Str +1, Dex +0, Con +1, Int –1, Wis +1, Cha –1
  Skills: Handle Animal 4 (+3), Intimidate 5 (+4), Notice 5 (+6), Ride 
  4 (+4), Survival 0 (+1)
  Feats: Attack Focus (sword)B, Greater Attack Focus (sword), Light 
  Armor Training, Iron WillB, Night VisionB, Run, Shield Training, 
  Weapon Training
  Traits: Alternate Form, Human Background Traits, Lycanthropic 
  Empathy, Scent
  Combat: Attack +2 (+2 base) (+4 with sword), Damage +4 (sword, 
  crit 19-20/+3), Defense Dodge/Parry +4/+5 (+2 base, +1 Str, 
  +2 medium wooden shield), Initiative +0
  Saving Throws: Toughness +3 (+1 Con, +1 natural, +1 leather), 
  Fortitude +4 (+3 base, +1 Con), Reflex +1 (+1 base), Will +3 
  (+0 base, +1 Wis, +2 Iron Will)
  Alternate Form: A werewolf can assume a bipedal hybrid form or 
  the form of a wolf. In these alternate forms the wereboar’s abilities 
  become Str +2, Dex +2 and Con +3. Furthermore the werewolf gains 
  a natural bite attack, and its speed increases to 50 ft. The “Feats”, 
  “Traits”, “Combat” and “Saving Throws” lines of the werewolf’s stat 
  block now read like this:
  
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  Chapter Two: True20 Bestiary
  Feats: Attack Focus (sword)B, Greater Attack Focus (sword), Light 
  Armor Training, Improved TripB, Iron WillB, Night VisionB, 
  Run, Shield Training, TrackB, Weapon Training
  Traits: Alternate Form, Damage Reduction 2/silver, Human 
  Background Traits, Lycanthropic Empathy, Scent
  Combat: Attack +4 (+2 base, +2 Dex) (+6 with sword), Damage +5 
  (sword, crit 19-20/+3) or +4 (bite) or +3 (claw) (it cannot 
  use its sword in animal form), Defense Dodge/Parry +6/+6 
  (it cannot parry in animal form) (+2 base, +2 Dex/+2 Str, +2 
  medium wooden shield) (+4 in animal form with no shield), 
  Initiative +2
  Saving Throws: Toughness +5 (+3 Con, +1 natural, +1 leather) (+4 
  in animal form with no leather armor), Fortitude +6 (+3 base, 
  +3 Con), Reflex +3 (+2 base, +1 Dex), Will +3 (+0 base, +1 Wis, 
  +2 Iron Will)
  Wolf Empathy: Communicate with wolves and dire wolves, and +4 
  racial bonus on Charisma-based checks against wolves and dire 
  wolves.
  Skills: *In any form a werewolf gains a +4 racial bonus on Survival 
  checks when tracking by scent.
  Werewolves in humanoid form have no distinguishing traits.
  In wolf form, a werewolf can trip just as a normal wolf does. A werewolf 
  in hybrid form usually dispenses with weapon attacks, though it can 
  wield a weapon and use its bite as a secondary natural attack.
  Lynx
  Type: 2nd Level Animal
  Size: Small
  Speed: 40 ft.
  Abilities: Str +2, Dex +3, Con +2, Int –4, Wis +2, Cha –2
  Skills: Acrobatics 0 (+7), Notice 4 (+6), Stealth 0 (+7), Survival 1 
  (+3)
  Feats: Double Strike, Night VisionB, TrackB
  Traits: Pounce, Scent, Snow-Walk
  Combat: Attack +4 (+1 size, +3 Dex), Damage +3 (bite) or +2 (claws), 
  Defense Dodge/Parry +4/— (+1 size, +3 Dex), Initiative +3
  Saving Throws: Toughness +2 (–1 size, +2 Con, +1 natural), Fortitude 
  +5 (+3 base, +2 Con), Reflex +6 (+3 base, +3 Dex), Will +2 (+2 
  Wis)
  Pounce: When a lynx charges, it can attack a single target with both 
  its claws and its bite in a single round.
  Snow-Walk: A lynx has specialized paws that allow it to move at 
  its regular speed across ice and snow without penalty or risk of 
  slipping.
  Skills: Lynxes have a +4 racial bonus on Acrobatics, and Stealth checks. 
  *When in a snow-covered landscape the stealth bonus increases to 
  +8.
  A lynx is a strong feline about twice the size of a house cat. Its fur is 
  grayish brown and mottled with dark spots and its black ears have small 
  tufts of hair at the point. The feet of a lynx are large, acting like snow 
  shoes to allow the animal to move unimpeded across deep snow.
  Manta Ray
  Type: 4th Level Animal (Aquatic)
  Size: Large
  Speed: Swim 30 ft.
  Abilities: Str +2, Dex +0, Con +0, Int –5, Wis +1, Cha –4
  Skills: Notice 7 (+11), Swim 0 (+10)
  Feats: Endurance, Night VisionB, Skill Focus (Notice)
  Traits: —
  Combat: Attack +2 (–1 size, +3 base) (–3 with ram), Damage +3 (ram), 
  Defense Dodge/Parry +2/— (–1 size, +3 base), Initiative +0
  Saving Throws: Toughness +2 (+2 size), Fortitude +4 (+4 base), 
  Reflex +4 (+4 base), Will +2 (+1 base, +1 Wis)
  Skills: A manta ray has a +8 racial bonus on any Swim check to perform 
  some special action or avoid a hazard. It can always choose to take 10 
  on a Swim check, even if distracted or endangered. It can use the run 
  action while swimming, provided it swims in a straight line.
  These fish are non-aggressive and generally avoid contact with other 
  creatures. They filter plankton and similar small organisms from the 
  water through their gaping, toothless maws.
  If threatened, a manta ray uses its size and weight to ram opponents.
  Manticore
  Type: 6th Level Supernatural Beast
  Size: Large
  Speed: 30 ft., fly 50 ft. (clumsy)
  Abilities: Str +5, Dex +2, Con +4, Int –2, Wis +1, Cha –1
  Skills: Notice 5 (+10), Survival 4 (+5)*
  Feats: Attack Focus (spikes), Double Strike, Move-By Action, Night 
  VisionB, TrackB
  Traits: Darkvision 60 ft., Scent, Spikes
  Combat: Attack +7 (–1 size, +6 base, +2 Dex) (+8 ranged with spikes), 
  Damage +7 (claws) or +8 (bite) or +5/19-20 (spikes), Defense 
  Dodge/Parry +7/— (–1 size, +6 base, +2 Dex), Initiative +2
  Saving Throws: Toughness +9 (+2 size, +4 Con, +3 natural), 
  Fortitude +9 (+5 base, +4 Con), Reflex +7 (+5 base, +2 Dex), 
  Will +3 (+2 base, +1 Wis)
  Spikes: With a snap of its tail, a manticore can loose a volley of spikes 
  as a standard action using the autofire attack rules in Chapter Six 
  of the True20 Adventure Roleplaying book. This attack has a range of 
  180 feet with no range increment. The manticore can release up to
  
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  Chapter Two: True20 Bestiary
  four spikes at a single opponent, or it can release up to four spikes 
  at targets within 30 feet of each other. The creature can launch only 
  four spikes in any 24-hour period.
  Skills: *Manticores have a +4 racial bonus on Notice checks.
  A manticore has a body that resembles that of a lion. Its face is almost 
  human-looking except for the many rows of sharp teeth that fill its 
  oversized mouth. A manticore also possesses large leathery wings and a 
  scorpion-like tail that sports a multitude of spikes. Manticores are about 10 
  feet long and weigh about 1,000 pounds. Manticores speak Common.
  A manticore begins most attacks with a volley of spikes, and then 
  closes. In the outdoors, it often uses its powerful wings to stay aloft 
  during battle.
  Medusa
  Type: 6th Level Monstrous Humanoid
  Size: Medium
  Speed: 30 ft.
  Abilities: Str +0, Dex +2, Con +1, Int +1, Wis +1, Cha +2
  Skills: Bluff 7 (+9), Diplomacy 2 (+4), Disguise 7 (+9), Intimidate 2 
  (+4), Notice 7 (+8), Stealth 6 (+8)
  Feats: Heavy Armor TrainingB, Light Armor TrainingB, Point Blank 
  Shot, Precise Shot, Skill Training, Weapon TrainingB
  Traits: Darkvision 60 ft., Petrifying Gaze, Poison
  Combat: Attack +8 (+6 base, +2 Dex), Damage +2 (short bow, crit 
  +4) or +1 (knife, crit 19-20/+3) or +1 plus poison (snakes), 
  Damage, Defense Dodge/Parry +8/+6 (+6 base, +2 Dex/+0 
  Str), Initiative +2
  Saving Throws: Toughness +2 (+1 Con, +1 natural), Fortitude +3 
  (+2 base, +1 Con), Reflex +7 (+5 base, +2 Dex), Will +6 (+5 
  base, +1 Wis)
  Petrifying Gaze: 30 feet; Fortitude Diffi culty 15 negates; turn to stone 
  permanently. The save Diffi culty is Charisma-based.
  Poison: Snake bite; Fortitude Diffi culty 14 resists; initial damage 1 Str, 
  secondary damage 3 Str. The save Diffi culty is Constitution-based.
  A medusa is indistinguishable from a normal human at distances greater 
  than 30 feet (or closer, if its face is concealed). Closer inspection reveals 
  that they have a mass of writhing serpents where their hair should be. 
  The creature often wears garments that enhance its body while hiding 
  its face behind a hood or veil. A typical medusa is 5 to 6 feet tall and 
  about the same weight as a human. Medusas speak Common.
  A medusa tries to disguise its true nature until the intended victim 
  is within range of its petrifying gaze, using subterfuge and bluffi ng 
  games to convince the target that there is no danger. It uses normal 
  weapons to attack those who avert their eyes or survive its gaze, while 
  its poisonous snakes strike at adjacent opponents.
  Merfolk (1st-level warrior)
  Type: 1st Level Humanoid (Aquatic)
  Size: Medium
  Speed: 5 ft., swim 50 ft.
  Abilities: Str +1, Dex +1, Con +2, Int +0, Wis –1, Cha +0
  Skills: Diplomacy 4 (+4), Handle Animal 4 (+4), Notice 4 (+6), Ride 
  4 (+5), Swim 0 (+9, +5 in armor))
  Feats: Attack Focus (trident), Night VisionB, Light Armor Training, 
  Skill Focus (Notice), Weapon Training
  Traits: Amphibious
  Combat: Attack +2 (+1 base, +1 Dex) (+3 with trident), Damage +4 
  (trident, crit +4) or +3 (heavy crossbow, crit 19-20/+3), Defense 
  Dodge/Parry +2/+2 (+1 base, +1 Dex, +1 Str), Initiative +2
  Saving Throws: Toughness +4 (+2 Con, +2 sharkskin [counts as 
  studded leather]), Fortitude +4 (+2 base, +2 Con), Reflex +1 
  (+0 base, +1 Dex), Will –1 (+0 base, –1 Wis)
  Amphibious: Merfolk can breathe both air and water, although they 
  rarely travel more than a few feet from the water’s edge.
  Skills: A merfolk has a +8 racial bonus on any Swim check to perform 
  some special action or avoid a hazard. It can always choose to take 10 
  on a Swim check, even if distracted or endangered. It can use the run 
  action while swimming, provided it swims in a straight line.
  Most merfolk encountered outside their homes are warriors; the 
  information presented here is for one of 1st level.
  A merfolk has the upper body of a human and the lower body of a large 
  fish. The human features of most merfolk are attractive by human 
  standards, with long flowing hair, slender features and dark eyes. 
  Merfolk usually ornament themselves with shells and coral. Merfolk 
  are about 8 feet long from the top of the head to the end of the tail, and 
  weigh about 400 pounds. Merfolk speak Common and Aquan.
  Merfolk favor heavy crossbows made of reinforced whalebone that 
  fire bolts fashioned from blowfish spines, with an underwater range 
  increment of 30 feet. Merfolk often barrage their enemies with bolts 
  before closing, when they resort to tridents tipped with shark teeth.
  Mimic
  Type: 7th Level Aberration (Shapechanger)
  Size: Large
  Speed: 10 ft.
  Abilities: Str +4, Dex +1, Con +3, Int +0, Wis +1, Cha +0
  Skills: Climb 7 (+11), Disguise 8 (+16), Notice 9 (+10)
  Feats: Attack Focus (slam), Lightning Reflexes, Skill Training
  Traits: Adhesive, Crush, Darkvision 60 ft., Immunity to Acid, Mimic 
  Shape
  Combat: Attack +5 (–1 size, +5 base, +1 Dex) (+6 with slam), Damage 
  +7 (slam), Defense Dodge/Parry +5/— (–1 size, +5 base, +1 
  Dex), Initiative +1
  Saving Throws: Toughness +7 (+2 size, +3 Con, +2 natural), 
  Fortitude +5 (+2 base, +3 Con), Reflex +5 (+2 base, +1 Dex, +2 
  Lightning Reflexes), Will +6 (+5 base, +1 Wis)
  
  12
  Chapter Two: True20 Bestiary
  Adhesive: A mimic exudes a thick slime that acts as a powerful 
  adhesive, holding fast any creatures or items that touch it. An 
  adhesive-covered mimic automatically grapples any creature it hits 
  with its slam attack. Opponents so grappled cannot get free while 
  the mimic is alive without removing the adhesive first.
  A weapon that strikes an adhesive-coated mimic is stuck fast unless 
  the wielder succeeds on a Diffi culty 16 Reflex save. A successful 
  Diffi culty 16 Strength check is needed to pry it off. The save DC is 
  Constitution-based.Strong alcohol dissolves the adhesive, but the 
  mimic still can grapple normally. A mimic can dissolve its adhesive 
  at will, and the substance breaks down 5 rounds after the creature 
  dies.
  Crush: A mimic deals +7 damage with a successful grapple check.
  Mimic Shape: A mimic can assume the general shape of any object 
  that fills roughly 150 cubic feet (5 feet by 5 feet by 6 feet), such as a 
  massive chest, a stout bed, or a wide door frame. The creature cannot 
  substantially alter its size, though. A mimic’s body is hard and has a 
  rough texture, no matter what appearance it might present. Anyone 
  who examines the mimic can detect the ruse with a successful Notice 
  check opposed by the mimic’s Disguise check. Of course, by this time 
  it is generally far too late.
  Skills: A mimic has a +8 racial bonus on Disguise checks.
  Mimics are shapechangers that like to take on the form of inanimate 
  objects such as tables, chairs or treasure chests. A mimic can have almost 
  any dimensions, but usually is not more than 10 feet long. A typical 
  mimic has a volume of 150 cubic feet (5 feet by 5 feet by 6 feet) and 
  weighs about 4,500 pounds. Mimics speak Common.
  A mimic often surprises an unsuspecting adventurer, lashing out with 
  a heavy pseudopod. The creature does not necessarily fight to the death 
  if it can succeed in extorting treasure or food from a party.
  Minotaur
  Type: 6th Level Monstrous Humanoid
  Size: Large
  Speed: 30 ft.
  Abilities: Str +4, Dex +0, Con +2, Int –2, Wis +0, Cha –1
  Skills: Intimidate 0 (+3), Notice 9 (+13), Search 0 (+2)
  Feats: All-Out Attack, Great Fortitude, Heavy Armor TrainingB, Light 
  Armor TrainingB, Skill Focus (Intimidate), TrackB, Weapon 
  TrainingB
  Traits: Darkvision 60 ft., Natural Cunning, Powerful Charge 12, 
  Scent
  Combat: Attack +5 (–1 size, +6 base), Damage +9 (greataxe) or +7 
  (gore), Defense Dodge/Parry +5/+9 (–1 size, +6 base, +4 Str), 
  Initiative +0
  Saving Throws: Toughness +6 (+2 size, +2 Con, +2 natural), 
  Fortitude +6 (+2 base, +2 Con, +2 Great Fortitude), Reflex +5 
  (+5 base), Will +5 (+5 base)
  Natural Cunning: Although minotaurs are not especially intelligent, 
  they possess innate cunning and logical ability. This prevents them 
  from ever becoming lost, and enables them to track enemies. Further, 
  they are never caught flat-footed.
  Powerful Charge: A minotaur typically begins a battle by charging at 
  an opponent, lowering its head to bring its mighty horns into play. In 
  addition to the normal benefits and hazards of a charge, this allows 
  the beast to make a single gore attack with a +5 attack bonus that 
  deals +12 damage.
  Skills: Minotaurs have a +4 racial bonus on Search, and Notice 
  checks.
  Minotaurs are large brutish humanoids with the head of a bovine. 
  Minotaurs love warfare and revel in bloodshed. They are powerful 
  creatures that seem to live only to fight and kill all things weaker then 
  themselves. Because of their fierce nature and skill at arms, minotaurs 
  are valuable mercenaries. A minotaur stands more than 7 feet tall and 
  weighs about 700 pounds. Minotaurs speak Giant.
  Minotaurs prefer melee combat, where their great strength serves 
  them well.
  Monkey
  Type: 1st Level Animal
  Size: Tiny
  Speed: 30 ft., climb 30 ft.
  Abilities: Str –4, Dex +2, Con +0, Int –4, Wis +1, Cha –3
  Skills: Acrobatics 0 (+10), Climb 0 (+10), Notice 4 (+5), Stealth 0 
  (+10)
  Feats: Attack Focus (bite), Night VisionB
  Traits: —
  Combat: Attack +4 (+2 size, +0 base, +2 Dex) (+5 with bite), Damage 
  –4 (bite), Defense Dodge/Parry +4/— (+2 size, +2 Dex), 
  Initiative +2
  Saving Throws: Toughness –2 (–2 size), Fortitude +2 (+2 base), 
  Reflex +4 (+2 base, +2 Dex), Will +1 (+0 base, +1 Wis)
  Skills: Monkeys have a +8 racial bonus on Acrobatics and Climb 
  checks. They can always choose to take 10 on Climb checks, even if 
  rushed or threatened. They use their Dexterity modifier instead of 
  their Strength modifier for Climb checks.
  The statistics presented here can describe any arboreal monkey that is 
  no bigger than a housecat, such as a colobus or capuchin.
  If threatened, monkeys generally flee into the safety of the trees, but 
  if cornered they can fight ferociously.
  Moose
  Type: 4th Level Animal
  Size: Large
  Speed: 40 ft.
  Abilities: Str +5, Dex +0, Con +3, Int –4, Wis +1, Cha –2
  Skills: Notice 6 (+7), Stealth 1 (–1), Swim 0 (+9)
  Feats: Endurance, Night VisionB, Tough
  Traits: Scent
  Combat: Attack +2 (–1 size, +3 base), Damage +7 (gore), Defense 
  Dodge/Parry +2/— (–1 size, +3 base), Initiative +0
  Saving Throws: Toughness +7 (+2 size, +3 Con, +1 natural, +1 
  Tough), Fortitude +7 (+4 base, +3 Con), Reflex +4 (+4 base), 
  Will +2 (+1 base, +1 Wis)
  Skills: Moose have a +2 racial bonus on Stealth checks, and a +4 racial 
  bonus to Swim checks.
  These majestic animals are more aggressive than most herbivores and 
  can be quite territorial.
  Morphean
  Type: 9th Level Humanoid (Giant, Elf)
  Size: Large
  Speed: 30 ft.
  Abilities: Str +6, Dex +0, Con +4, Int +3, Wis +5, Cha +4
  Skills: Concentration 12 (+17), Diplomacy 12 (+16), Intimidate 12 
  (+16), Notice 12 (+17), Survival 12 (+17)
  Feats: Accurate Attack, Dodge Focus, Heavy Armor TrainingB, 
  Light Armor TrainingB, Night VisionB, Power (2)B, Power, 
  Supernatural Focus (Visions), Weapon TrainingB
  Traits: Blindsight 60 ft., Forestall Fate, Immune to Fire, Powers (rank 
  12, Wis, save Diffi culty 20, Mind Touch +17, Second Sight +17, 
  Visions +20), Sleep Gaze, Stigmata
  
  12
  Chapter Two: True20 Bestiary
  Combat: Attack +5 (–1 size, +6 base), Damage +9 (scimitar, crit 18-
  20/+3), Defense Dodge/Parry +6/+12 (–1 size, +6 base, +6 Str, 
  +1 dodge), Initiative +0
  Saving Throws: Toughness +7 (+2 size, +4 Con, +1 natural), 
  Fortitude +10 (+6 base, +4 Con), Reflex +3 (+3 base), Will +8 
  (+3 base, +5 Wis)
  Forestall Fate: When a being is put to sleep by a morphean’s sleep gaze 
  they enter a timeless state. Any poison, disease or blood loss ceases 
  to cause damage or cause the victim any further ill effects until they 
  wake. Once the target has awoken, all disease, poison and bleeding 
  continues as normal as though no time had passed.
  Sleep Gaze: When a morphean removes its blindfold, any who meet 
  its gaze are affected as if targeted by the Sleep supernatural power 
  (rank 12, Wis, save Diffi culty 20, Sleep +17).
  Stigmata: Once a month a morphean produces blood of great potency 
  that bleeds spontaneously from the palms of their hands. This 
  mystical blood can be used to confer fire immunity to other creatures 
  for up to three days by painting it on their foreheads.
  Morpheans are magical half-giants with noticeable elven ancestry. 
  Morpheans stand nine feet tall and weigh around 500 pounds. They 
  tend to live secluded or in small communities high in the mountains. 
  They resemble large and somewhat stocky elves of great beauty, and 
  are always encountered wearing a blindfold. Only female morpheans 
  have been encountered, and they have been known to hold attractive 
  male human or elven travelers captive. Nevertheless morpheans are 
  known as great mystics, and are sought out by those desperate few 
  who wish to know the future, or seek to cheat fate. Morpheans are 
  usually glad to give their services in exchange for a price, often asking 
  that a diffi cult task be performed, or a rare item or herb be found and 
  brought to them as a means of payment. Morpheans dislike dwarves, 
  and refuse to deal with them.
  Mule
  Type: 3rd Level Animal
  Size: Large
  Speed: 30 ft.
  Abilities: Str +3, Dex +1, Con +3, Int –4, Wis +0, Cha –2
  Skills: Notice 6 (+9)
  Feats: Double Strike, Endurance, Night VisionB, Skill Focus 
  (Notice)
  Traits: Scent
  Combat: Attack +2 (–1 size, +2 base, +1 Dex), Damage +4 (hooves), 
  Defense Dodge/Parry +2/— (–1 size, +2 base, +1 Dex), 
  Initiative +1
  Saving Throws: Toughness +5 (+2 size, +3 Con), Fortitude +6 (+3 
  base, +3 Con), Reflex +4 (+3 base, +1 Dex), Will +1 (+1 base)
  Skills: Mules have a +2 racial bonus on Dexterity checks to avoid 
  slipping or falling.
  Carrying Capacity: A light load for a mule is up to 230 pounds; a 
  medium load, 231-460 pounds; and a heavy load, 461-690 pounds. 
  A mule can drag 3,450 pounds.
  Mules are sterile crossbreeds of donkeys and horses. A mule is similar 
  to a light horse, but slightly stronger and more agile.
  A mule’s powerful kick can be dangerous.
  Mummy
  Type: 8th Level Undead
  Size: Medium
  Speed: 20 ft.
  Abilities: Str +7, Dex +0, Con—, Int –2, Wis +2, Cha +2
  Skills: Notice 11 (+16), Stealth 11 (+11)
  Feats: Great Fortitude, Skill Focus (Notice), Tough
  Traits: Damage Reduction 2/—, Darkvision 60 ft., Despair, Mummy 
  Rot, Undead Traits, Vulnerable to Fire
  Combat: Attack +4 (+4 base), Damage +9 plus disease (slam), Defense 
  Dodge/Parry +4/— (+4 base), Initiative +0
  Saving Throws: Toughness +10 (+4 undead, +5 natural, +1 Tough), 
  Fortitude +4 (+2 base, +2 Great Fortitude), Reflex +2 (+2 base), 
  Will +8 (+6 base, +2 Wis)
  Despair: At the mere sight of a mummy, the viewer must succeed on a 
  Diffi culty 16 Will save or be paralyzed with fear for 3 rounds. Whether 
  or not the save is successful, that creature cannot be affected again by 
  the same mummy’s despair ability for 24 hours. The save Diffi culty 
  is Charisma-based.
  Mummy Rot: Supernatural disease—slam; Fortitude Diffi culty 16, 
  incubation period 1 minute; damage 2 Con and 2 Cha. The save 
  Diffi culty is Charisma-based.
  Unlike normal diseases, mummy rot continues until the character 
  reaches Constitution –5 (and dies) or is cured as described below.
  Mummy rot is a powerful curse, not a natural disease. A character 
  attempting to cast any Cure supernatural power on a creature affl icted 
  with mummy rot must succeed on a Diffi culty 20 adept level check, 
  or the power has no effect on the victim.
  To eliminate mummy rot, the curse must first be broken with a 
  successful Diffi culty 20 Cure Disease check, after which adept level 
  checks are no longer necessary to use healing supernatural powers on 
  the victim, and the mummy rot can be cured through supernatural 
  means as any normal disease.
  An affl icted creature who dies of mummy rot shrivels away into sand 
  and dust that blow away into nothing at the first wind.
  Mummies are preserved corpses animated through the auspices of dark 
  desert gods best forgotten. They are often found in tombs wrapped in old 
  crumbling gauze. Most mummies are 5 to 6 feet tall and weigh about 120 
  pounds. Mummies can speak Common, but seldom bother to do so.
  Naga (General)
  All nagas have long, snakelike bodies covered with glistening scales, 
  and more or less human faces. They range in length from 10 to 20 feet 
  and weigh from 200 to 500 pounds. The eyes of a naga are bright and 
  intelligent, burning with an almost hypnotic inner light.
  Nagas favor the use of supernatural powers over other forms of combat. 
  Because they are almost always found in the lairs they guard and know 
  well, they can arrange most encounters to suit their wishes.
  Dark Naga
  Type: 9th Level Aberration
  Size: Large
  Speed: 40 ft.
  Abilities: Str +2, Dex +2, Con +2, Int +3, Wis +2, Cha +3
  Skills: Bluff 12 (+15), Concentration 12 (+14), Diplomacy 12 (+15), 
  Notice 12 (+14), Sense Motive 12 (+14)
  Feats: Dodge Focus, Lightning Reflexes, Power (7)B, Power (2)
  Traits: Darkvision 60 ft., Immunity to Poison, Poison, Powers (rank 
  12, Cha, save Diffi culty 18, Cold Shaping +15, Drain Vitality 
  +15, Elemental Blast +15, Enhance Ability +15, Fire Shaping 
  +15, Light Shaping +15, Mind Reading +15, Psychic Shield +15, 
  Second Sight +15), Resistance to Charm
  Combat: Attack +7 (–1 size, +6 base, +2 Dex), Damage +4 plus poison 
  (sting) or +3 (bite), Defense Dodge/Parry +8/— (–1 size, +6 
  base, +2 Dex, +1 dodge), Initiative +2
  
  12
  Chapter Two: True20 Bestiary
  Saving Throws: Toughness +5 (+2 size, +2 Con, +1 natural), 
  Fortitude +5 (+3 base, +2 Con), Reflex +7 (+3 base, +2 Dex, +2 
  Lightning Reflexes), Will +8 (+6 base, +2 Wis)
  Guarded Thoughts: Dark nagas are immune to any form of mind 
  reading (such as the Heart Reading, Mind Reading, Mind Touch, 
  Sense Mind, and Truth Reading supernatural powers).
  Poison: Sting; Fortitude Diffi culty 16 resists; initial and secondary 
  damage lapse into a nightmare-haunted sleep for 5 minutes. The save 
  Diffi culty is Constitution-based.
  Resistance to Charm: Dark nagas have a +2 racial bonus on saving 
  throws against Suggestion and Dominate supernatural powers and 
  similar effects (not included in the stat block).
  Dark nagas are a deep purple in color. Their tails are barbed, and their 
  faces look like a cross between that of a man and that of an eel. Dark 
  nagas speak Common and Fiendish.
  Dark nagas prefer to fight from an elevated position where they get a 
  good view of the battlefield while also staying out of reach.
  Guardian Naga
  Type: 11th Level Aberration
  Size: Large
  Speed: 40 ft.
  Abilities: Str +5, Dex +2, Con +4, Int +3, Wis +4, Cha +4
  Skills: Bluff 14 (+18), Concentration 14 (+18), Diplomacy 14 (+18), 
  Notice 14 (+18), Sense Motive 14 (+18)
  Feats: Dodge Focus, Lightning Reflexes, Power (5)B, Power (2)
  Traits: Darkvision 60 ft., Poison, Powers (rank 14, Cha, save Diffi culty 20, 
  Cold Shaping +18, Cure +18, Elemental Blast +18, Fire Shaping +18, 
  Light Shaping +18, Mind Reading +18, Second Sight +18), Spit
  Combat: Attack +9 (–1 size, +8 base, +2 Dex), Damage +9 plus poison 
  (bite) or nil plus poison (spit), Defense Dodge/Parry +10/— (–1 
  size, +8 base, +2 Dex, +1 dodge), Initiative +2
  Saving Throws: Toughness +9 (+2 size, +4 Con, +3 natural), 
  Fortitude +7 (+3 base, +4 Con), Reflex +7 (+3 base, +2 Dex, +2 
  Lightning Reflexes), Will +11 (+7 base, +4 Wis)
  Poison: Bite or spit; Fortitude Difficulty 19 resists; initial and 
  secondary damage 3 Con. The save Diffi culty is Constitution-based.
  Spit: A guardian naga can spit its venom up to 30 feet as a standard 
  action. This is a ranged finesse attack with no range increment.
  Guardian nagas scales range from a metallic green to golden in hue. Their 
  faces are human-like and they have a golden frill that runs the length of 
  their body. Guardian nagas are virtuous, and often guard ancient temples 
  or other holy sites. Guardian nagas speak Celestial and Common.
  Guardian nagas usually warn off intruders before attacking. If the warning 
  is ignored, they may begin an assault using their supernatural powers, or 
  spit poison.
  Spirit Naga
  Type: 9th Level Aberration
  Size: Large
  Speed: 40 ft.
  Abilities: Str +4, Dex +1, Con +4, Int +1, Wis +3, Cha +3
  Skills: Concentration 12 (+15), Knowledge (supernatural) 12 (+13), 
  Notice 12 (+15)
  Feats: Ability Focus (charming gaze), Lightning Reflexes, Power 
  (6)B, Power (2)
  Traits: Charming Gaze, Darkvision 60 ft., Poison, Powers (rank 12, 
  Cha, save Diffi culty 18, Cure +15, Cold Shaping +15, Elemental 
  Blast +15, Enhance Ability +15, Fire Shaping +15, Light 
  Shaping +15, Second Sight +15, Suggestion +15)
  Combat: Attack +6 (–1 size, +6 base, +1 Dex), Damage +8 plus poison 
  (bite), Defense Dodge/Parry +6/— (–1 size, +6 base, +1 Dex), 
  Initiative +1
  Saving Throws: Toughness +9 (+2 size, +4 Con, +3 natural), 
  Fortitude +7 (+3 base, +4 Con), Reflex +6 (+3 base, +1 Dex, +2 
  Lightning Reflexes), Will +9 (+6 base, +3 Wis)
  Charming Gaze: Those who meet the gaze of a spirit naga must succeed 
  on a Diffi culty 19 Will save or fall under the effects of the Dominate 
  supernatural power. The save Diffi culty is Charisma-based.
  Poison: Bite; Fortitude Diffi culty 18 resists; initial and secondary 
  damage 2 Con. The save Diffi culty is Constitution-based.
  Spirit nagas have alternating black and either purple or crimson bands 
  along the length of their serpentine bodies. Spirit nagas speak Fiendish 
  and Common.
  Spirit nagas meet foes boldly so as to use their gaze attacks to best effect. 
  They quickly slither forward to bite foes that avert their eyes.
  Water Naga
  Type: 7th Level Aberration
  Size: Large
  Speed: 30 ft., swim 50 ft.
  Abilities: Str +3, Dex +1, Con +4, Int +0, Wis +3, Cha +2
  Skills: Concentration 10 (+13), Notice 10 (+13), Swim 0 (+11)
  Feats: Lightning Reflexes, Power (4)B, Power (2)
  Traits: Darkvision 60 ft., Poison, Powers (rank 10, Cha, save Diffi culty 
  16, Elemental Blast +12, Illusion +12, Light Shaping +12, 
  Second Sight +12, Suggestion +12, Water Shaping +12)
  Combat: Attack +6 (–1 size, +6 base, +1 Dex), Damage +7 plus poison 
  (bite), Defense Dodge/Parry +6/— (–1 size, +6 base, +1 Dex), 
  Initiative +1
  Saving Throws: Toughness +9 (+2 size, +4 Con, +3 natural), 
  Fortitude +6 (+2 base, +4 Con), Reflex +5 (+2 base, +1 Dex, +2 
  Lightning Reflexes), Will +8 (+5 base, +3 Wis)
  
  12
  Chapter Two: True20 Bestiary
  Poison: Bite; Fortitude Diffi culty 17 resists; initial and secondary damage 
  2 Con. The save Diffi culty is Constitution-based.
  Skills: A water naga has a +8 racial bonus on any Swim check to perform 
  some special action or avoid a hazard. It can always choose to take 10 
  on a Swim check, even if distracted or endangered. It can use the run 
  action while swimming, provided it swims in a straight line.
  Water nagas are human headed snakes with hypnotic emerald green 
  patterns along their sides, and bright red spines along their backs. 
  Water nagas speak Aquan and Common.
  Water nagas prefer to stay mostly concealed in a body of water while 
  they launch an attack using their supernatural powers.
  Necrite (1st-level warrior)
  Type: 1st Level Humanoid (Necrite)
  Size: Medium
  Speed: 30 ft.
  Abilities: Str +1, Dex +1, Con +1, Int +0, Wis –1, Cha –2
  Skills: Intimidate 4 (+2), Knowledge (theology and philosophy) 4 
  (+4), Notice 4 (+3), Stealth 4 (+5, +3 with armor)
  Feats: Attack Focus (battle axe), Light Armor Training, PowerB, Sneak 
  Attack, Weapon Training
  Traits: Darkvision 60 ft., Half Living, Powers (rank 4, Cha, save 
  Diffi culty 11, Mind Touch +4), Speak with Dead
  Combat: Attack +2 (+1 base, +1 Dex) (+3 with battle axe), Damage 
  +4 (battle axe, crit +4) or +2 (knife, crit 19-20/+3), Defense 
  Dodge/Parry +2/+2 (+1 base, +1 Dex/+ 1 Str), Initiative +1
  Saving Throws: Toughness +3 (+1 Con, +2 studded leather), 
  Fortitude +3 (+2 base, +1 Con), Reflex +1 (+0 base, +1 Dex), 
  Will –1 (+0 base, –1 Wis)
  Half Living: Necrites gain a +5 racial bonus on saves vs. mind-affecting 
  effects, poison, sleep effects, paralysis, stunning and disease. There 
  is a 50% chance (11 or better on d20) that any curative or healing 
  supernatural powers used on them have no effect.
  Speak with Dead: Necrites can use their Mind Touch supernatural 
  power only on living creatures that are at “dying” or worse condition 
  on the damage track, on undead or on those dead creatures who 
  have recently died. The Diffi culty to activate Mind Touch increases 
  by one for every day the target creature has been dead. When this 
  power is used on a dead or undead creature, the necrite is able to 
  communicate with the deceased’s spirit. All the normal modifiers 
  for Mind Touch apply.
  Most necrites encountered outside their homes are warriors; the 
  information presented here is for one of 1st level.
  Necrite Background Traits: Necrites possess the following background 
  traits.
  —Ability Adjustments: none, unless their mutations dictate 
  otherwise.
  —Bonus Feats: Mind Touch
  —Favored Feats: Sneak Attack
  —Special: Necrites gain the “Half Living” and “Speak with Dead” 
  traits.
  Necrites look almost like fresh zombies, but they are quite alive. 
  Some say they were once human, before they fell under the dreadful 
  curse of a lich-king. It is said that each necrite is born with one foot 
  in the grave. The sickly-looking body of a necrite is slender, its pale 
  skin clearly outlining its bones. Sunken eyes reside in deep, black-
  ringed hollows on the necrite’s face, giving it a skull-like appearance. 
  Necrites prefer to wear colors that are associated with death among 
  local human cultures (usually black, but it could be any color depending 
  on the culture). Necrites stand about 6 feet tall, and weigh around 
  140 pounds.
  Night Hag
  Type: 8th Level Outsider (Extraplanar, Vice)
  Size: Medium
  Speed: 20 ft.
  Abilities: Str +4, Dex +1, Con +4, Int +0, Wis +2, Cha +1
  Skills: Bluff 11 (+12), Concentration 11 (+16), Intimidate 11 (+12), 
  Notice 11 (+16), Ride 11 (+12), Sense Motive 11 (+13)
  Feats: Improved StrikeB, Power (5)B, Skill Focus (Concentration), Skill 
  Focus (Notice), Vehicular Combat (Mounted)
  Traits: Damage reduction 4/cold iron and supernatural, Dream 
  Haunting, Immunity to Fire, Cold, Charm, Sleep, and Fear, 
  Powers (rank 11, Cha, save Diffi culty 15, Drain Vitality +12, 
  Heart Reading +12, Second Sight +12, Self Shaping +12, Sleep 
  +12), Supernatural Resistance 25
  Combat: Attack +9 (+8 base, +1 Dex), Damage +8 plus disease 
  (bite), Defense Dodge/Parry +9/+12 (+8 base, +1 Dex/+4 Str), 
  Initiative +1
  Saving Throws: Toughness +9 (+4 Con, +5 natural), Fortitude +12* 
  (+6 base, +4 Con, +2 heartstone), Reflex +9* (+6 base, +1 Dex, 
  +2 heartstone), Will +10* (+6 base, +2 Wis, +2 heartstone)
  Disease: Bite; Fortitude Diffi culty 18 resists; fiend fever—incubation 
  period 1 day, damage 2 Con. Each day after the first, on a failed save, 
  an affl icted creature must immediately succeed on another Diffi culty 
  18 Fortitude save or take 1 point of Constitution drain. The save 
  Diffi culty is Constitution-based.
  Dream Haunting: Night hags can visit the dreams of an individual 
  by using a special periapt known as a heartstone to become ethereal, 
  then hovering over the creature. Once a hag invades someone’s 
  dreams, it rides on the victim’s back until dawn. The sleeper suffers 
  from tormenting dreams and takes 1 point of Constitution drain 
  upon awakening. Only another being on the Ethereal Plane can 
  stop these nocturnal intrusions, by confronting and defeating the 
  night hag.
  
  12
  Chapter Two: True20 Bestiary
  A night hag resembles an old crone with shriveled skin the color of a 
  deep bruise. Her face is elongated and her lips roll back to reveal a mouth 
  full of fangs. A pair of curled horns sprout from amidst her tangled 
  ebony hair. Night hags are about the same height and weight as female 
  humans. Night hags speak Fiendish, Celestial and Common.
  Night hags attack virtuous creatures on sight if the odds of success 
  seem favorable. These creatures rip through armor and flesh with 
  their deadly teeth. They love to use the Sleep supernatural power and 
  then strangle those who are overcome by it. A night hag’s natural 
  weapons, as well as any weapons it wields, are treated as vice-aligned 
  for the purpose of overcoming damage reduction. Its natural weapons 
  are treated as supernatural weapons for the purpose of overcoming 
  damage reduction.
  Heartstone
  All night hags carry a periapt known as a heartstone, which instantly 
  cures any disease contracted by the holder. In addition, a heartstone 
  provides a +2 resistance bonus on all saving throws (this bonus is 
  included in the stat block). A night hag that loses this charm can 
  no longer become ethereal until it can manufacture another (which 
  takes one month). Creatures other than the hag can benefit from the 
  heartstone’s powers, but the periapt shatters after ten uses (any disease 
  cured or saving throw affected counts as a use) and it does not bestow 
  etherealness to a bearer that is not a night hag.
  Nightmare
  Type: 6th Level Outsider (Extraplanar, Vice)
  Size: Large
  Speed: 40 ft., fly 90 ft. (good)
  Abilities: Str +4, Dex +2, Con +3, Int +1, Wis +1, Cha +1
  Skills: Concentration 8 (+9), Intimidate 9 (+10), Knowledge 
  (supernatural) 8 (+9), Notice 9 (+10), Search 6 (+7), Sense 
  Motive 9 (+10), Stealth 9 (+7), Survival 9 (+10)
  Feats: Double StrikeB, Improved Initiative, Improved StrikeB, Run, 
  Skill Training
  Traits: Darkvision 60 ft., Etherealness, Flaming Hooves, Smoke
  Combat: Attack +7 melee (–1 size, +6 base, +2 Dex), Damage +7 +1 
  fire (hooves), Defense Dodge/Parry +7/+9 (–1 size, +6 base, 
  +2 Dex/+4 Str), Initiative +6
  Saving Throws: Toughness +11 (+2 size, +3 Con, +6 natural), 
  Fortitude +8 (+5 base, +3 Con), Reflex +7 (+5 base, +2 Dex), 
  Will +6 (+5 base, +1 Wis)
  Etherealness: A nightmare can become ethereal at will.
  Flaming Hooves: A blow from a nightmare’s hooves sets combustible 
  materials alight.
  Smoke: During the excitement of battle, a nightmare snorts and neighs 
  with rage. This snorting fills a 15-foot cone with a hot, sulfurous 
  smoke that chokes and blinds opponents. Any living creature in 
  the cone must succeed on a Diffi culty 16 Fortitude save or take a –2 
  penalty on all attack and damage rolls until 4 minutes after leaving 
  the cone. The cone lasts 1 round, and the nightmare uses it once 
  as a free action during its turn each round. The save Diffi culty is 
  Constitution-based.
  Because of the smoke it gives off, a nightmare has concealment 
  against creatures 5 feet away and total concealment against creatures 
  10 feet or farther away. The smoke does not obscure the nightmare’s 
  vision at all.
  Carrying Capacity: A light load for a nightmare is up to 300 pounds; a 
  medium load, 301-600 pounds; and a heavy load, 601-900 pounds.
  A nightmare is a powerful jet-black horse with burning hooves and a 
  mane of fire. They are the preferred mounts of fiends as well as mortal 
  villains. A nightmare is about the size of a light war horse.
  A nightmare can fight while carrying a rider, but the rider cannot also 
  fight unless he or she succeeds on a Ride check. A nightmare’s natural 
  weapons, as well as any weapons it wields, are treated as vice-aligned 
  for the purpose of overcoming damage reduction.
  Nymph
  Type: 6th Level Fey
  Size: Medium
  Speed: 30 ft., swim 20 ft.
  Abilities: Str +0, Dex +3, Con +1, Int +3, Wis +3, Cha +4
  Skills: Bluff 0 (+8), Concentration 9 (+12), Diplomacy 9 (+17), Escape 
  Artist 9 (+12), Handle Animal 9 (+13), Medicine 9 (+12), Notice 
  9 (+12), Ride 9 (+12), Sense Motive 9 (+12), Stealth 9 (+12), 
  Swim 0 (+8)
  Feats: Animal EmpathyB, AttractiveB, Dodge Focus, Night VisionB, Power 
  (8)B, Power (2), Weapon TrainingB
  Traits: Blinding Beauty, Damage Reduction 4/cold iron, Powers (rank 
  9, Cha, save Diffi culty 17, Beast Link +13, Cure +13, Elemental 
  Blast +13, Fire Shaping +13, Light Shaping +13, Plant Shaping 
  +13, Second Sight +13, Teleport +13, Water Shaping +13, Wind 
  Shaping +13), Stunning Glance, Unearthly Grace
  Combat: Combat +6 (+3 base, +3 Dex), Damage +1 (knife, crit 19-20/+3), 
  Defense Dodge/Parry +11/+8 (+3 base, +3 Dex, +4 Cha, +1 dodge), 
  Initiative +3
  Saving Throws: Toughness +1 (+1 Con), Fortitude +7 (+2 base, +1 Con, 
  +4 Cha), Reflex +12 (+5 base, +3 Dex, +4 Cha), Will +12 (+5 base, 
  +3 Wis, +4 Cha)
  Blinding Beauty: This ability affects all humanoids within 30 feet of a 
  nymph. Those who look directly at a nymph must succeed on a Diffi culty 
  17 Fortitude save or be blinded permanently. Only the Cure Blindness 
  supernatural power can remove this affl iction. A nymph can suppress 
  or resume this ability as a free action. The save Diffi culty is Charisma-
  based.
  Stunning Glance: As a standard action, a wrathful nymph can stun a 
  creature within 30 feet with a look. The target creature must succeed 
  on a Diffi culty 17 Fortitude save or be stunned for 5 rounds. The save 
  Diffi culty is Charisma-based.
  Unearthly Grace: A nymph adds her Charisma modifier as a bonus to her 
  defense as per the Lucky feat. The stat block already reflects this bonus.
  Skills: A nymph has a +8 racial bonus on any Swim check to perform some 
  special action or avoid a hazard. She can always choose to take 10 on a 
  Swim check, even if distracted or endangered. She can use the run action 
  while swimming, provided she swims in a straight line.
  Nymphs are the physical embodiment of beauty incarnate. Their hair-
  color and skin tone of nymphs may vary widely, but they always look 
  like breathtakingly gorgeous female elves. Nymphs associate freely 
  with other fey creatures, most notably dryads and green knights. They 
  are wary of satyrs and centaurs, and keep their distance from them 
  if possible. Nymphs are about the height and weight of a female elf. 
  Nymphs speak Sylvan and Common.
  Octopus
  Type: 2nd Level Animal (Aquatic)
  Size: Small
  Speed: 20 ft., swim 30 ft.
  Abilities: Str +1, Dex +3, Con +0, Int –4, Wis +1, Cha –4
  Skills: Escape Artist 0 (+13), Notice 5 (+6), Stealth 0 (+7), Swim 0 (+9)
  Feats: Attack Focus (bite), Improved GrabB, Night VisionB
  Traits: Ink Cloud, Jet, Tentacles
  Combat: Attack +5 (+1 size, +1 base, +3 Dex), Damage nil (tentacles) or 
  +1 (bite), Defense Dodge/Parry +5/— (+1 size, +1 base, +3 Dex) 
  (tentacles +11), Initiative +3
  
  10
  Chapter Two: True20 Bestiary
  Saving Throws: Toughness –1 (–1 size) (tentacles –2), Fortitude 
  +3 (+3 base), Reflex +6 (+3 base, +3 Dex), Will +1 (+0 base, 
  +1 Wis)
  Ink Cloud: An octopus can emit a cloud of jet-black ink 10 feet high 
  by 10 feet wide by 10 feet long once per minute as a free action. The 
  cloud provides total concealment, which the octopus normally uses 
  to escape a losing fight. All vision within the cloud is obscured.
  Jet: An octopus can jet backward once per round as a full-round action, 
  at a speed of 200 feet. It must move in a straight line.
  Tentacles: A squid’s tentacle counts as a Small held object for the 
  purposes of a sundering attempt.
  Skills: An octopus can change colors, giving it a +4 racial bonus on 
  Stealth checks. An octopus also can squeeze and contort its body, 
  giving it a +10 racial bonus on Escape Artist checks. An octopus has 
  a +8 racial bonus on any Swim check to perform some special action 
  or avoid a hazard. It can always choose to take 10 on a Swim check, 
  even if distracted or endangered. It can use the run action while 
  swimming, provided it swims in a straight line.
  These bottom-dwelling sea creatures are dangerous only to their prey. 
  If disturbed, they usually try to escape.
  Octopus, Giant
  Type: 8th Level Animal (Aquatic)
  Size: Large
  Speed: 20 ft., swim 30 ft.
  Abilities: Str +5, Dex +2, Con +1, Int –4, Wis +1, Cha –4
  Skills: Escape Artist 0 (+12), Notice 11 (+15), Stealth 0 (+9), Swim 
  0 (+13)
  Feats: Skill Focus (Notice), Skill Focus (Stealth), Tough, Improved 
  GrabB, Night VisionB
  Traits: All-Around Attack, Constrict, Ink Cloud, Jet, Tentacles
  Combat: Attack +7 (–1 size, +6 base, +2 Dex), Damage +6 (grapple) 
  or +5 (bite), Defense Dodge/Parry +7/— (–1 size, +6 base, +2 
  Dex) (tentacles +11), Initiative +2
  Saving Throws: Toughness +4 (+2 size, +1 Con, +1 Tough) (tentacles 
  +2), Fortitude +7 (+6 base, +1 Con), Reflex +8 (+6 base, +2 
  Dex), Will +3 (+2 base, +1 Wis)
  All-Around Attack: As a full round action a giant octopus can make 
  up to four tentacle attacks against opponents within its reach. Each 
  attack must be made against a different opponent and use a different 
  tentacle.
  Ink Cloud: A giant octopus can emit a cloud of jet-black ink 20 
  feet high by 20 feet wide by 20 feet long once per minute as a free 
  action. The cloud provides total concealment, which the octopus 
  normally uses to escape a losing fight. All vision within the cloud 
  is obscured.
  Jet: A giant octopus can jet backward once per round as a full-round 
  action, at a speed of 200 feet. It must move in a straight line.
  Tentacles: A giant octopus’ tentacle counts as a Large held object for 
  the purposes of a sundering attempt.
  Skills: A giant octopus can change colors, giving it a +4 racial bonus 
  on Stealth checks. A giant octopus also can squeeze and contort its 
  body, giving it a +10 racial bonus on Escape Artist checks. A giant 
  octopus has a +8 racial bonus on any Swim check to perform some 
  special action or avoid a hazard. It can always choose to take 10 on 
  a Swim check, even if distracted or endangered. It can use the run 
  action while swimming, provided it swims in a straight line.
  These creatures are aggressive and territorial hunters, with arms 
  reaching 10 feet or more in length. Their tentacles are studded with 
  barbs and sharp-edged suckers.
  Ogre Mage
  Type: 5th Level Humanoid (Giant)
  Size: Large
  Speed: 40 ft., fly 40 ft. (good)
  Abilities: Str +5, Dex +0, Con +3, Int +2, Wis +2, Cha +3
  Skills: Concentration 8 (+10), Intimidate 8 (+11), Knowledge 
  (supernatural) 8 (+10), Notice 8 (+10)
  Feats: Accurate Attack, Heavy Armor TrainingB, Improved Initiative, 
  Light Armor TrainingB, Night VisionB, Power (5)B, Weapon 
  TrainingB
  Traits: Darkvision 90 ft., Flight, Powers (rank 8, Cha, save Diffi culty 
  16, Cold Shaping +11, Elemental Blast +11, Light Shaping +11, 
  Sleep +11, Suggestion +11), Regeneration 5, Supernatural 
  Resistance 19
  Combat: Attack +2 (–1 size, +3 base), Damage +10 (greatsword, crit 
  19-20/+3), Defense Dodge/Parry +2/+7 (–1 size, +3 base, Str 
  +5), Initiative +4
  Saving Throws: Toughness +10 (+2 size, +3 Con, +2 natural, +3 
  chainmail), Fortitude +7 (+4 base, +3 Con), Reflex +1 (+1 base), 
  Will +3 (+1 base, +2 Wis)
  Flight: An ogre mage can cease or resume flight as a free action. 
  An ogre mage flies through supernatural means—it does not have 
  wings.
  Regeneration: An ogre mage automatically gets an extra recovery 
  check each round with a +5 bonus. Damage caused by fire and acid 
  cannot be healed in this way. An ogre mage that loses a limb or body 
  part can reattach it by holding the severed member to the stump. 
  Reattachment takes 1 minute. If the head or some other vital organ 
  is severed, it must be reattached within 10 minutes or the creature 
  dies. An ogre mage cannot regrow lost body parts.
  Ogre magi are a more intelligent and dangerous variety of its mundane 
  cousin. An ogre mage looks much like a normal ogre except that its skin 
  varies in color from light green to light blue, and its hair is black or very 
  dark brown. They favor loose, comfortable clothing and lightweight 
  armor. Ogre magi stand about 10 feet tall and weigh up to 700 pounds. 
  Ogre magi speak Giant and Common.
  Ogre magi rely on their supernatural powers, resorting to physical 
  combat only when necessary. When faced with obviously superior forces, 
  they prefer to retreat rather than fight a losing battle.
  Ooze (General)
  Oozes are amorphous creatures that live only to eat. They inhabit 
  underground areas throughout the world, scouring caverns, ruins and 
  dungeons in search of organic matter—living or dead.
  Oozes instinctively attack any creatures they encounter. They lash 
  out with bludgeoning pseudopods or simply engulf opponents with 
  their bodies, which secrete acids that help them catch or digest their 
  prey.
  Blindsight: An ooze’s entire body is a primitive sensory organ that can 
  ascertain prey by scent and vibration within 60 feet.
  Split: Some oozes can be split in two by certain types of damage 
  (usually slashing or piercing damage). An attack that causes an ooze 
  to split and brings the ooze to “wounded” or worse condition on the 
  damage track deals no damage, and instead causes the creature to 
  split into two identical creatures, each one size class lower than the 
  original and with half of the original’s level (round down). An ooze 
  with 1 level cannot be further split and dies when it reaches “dying” 
  condition on the damage track. The creature ignores all other damage 
  from that type of attack.
  
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  Chapter Two: True20 Bestiary
  Black Bile Jelly
  Type: 8th Level Ooze
  Size: Large
  Speed: 10 ft.
  Abilities: Str +5, Dex –5, Con +6, Int —, Wis –5, Cha –5
  Skills: Stealth 0 (–9)*
  Feats: —
  Traits: Acid, Blindsight 60 ft., Despair, Fear, Split, Ooze Traits
  Combat: Attack +0 (–1 size, +6 base, –5 Dex), Damage +6 +3 acid 
  (slam), Defense Dodge/Parry +0/— (–1 size, +6 base, –5 Dex), 
  Initiative –5
  Saving Throws: Toughness +9 (+2 size, +1 ooze, +6 Con), Fortitude 
  +8 (+2 base, +6 Con), Reflex –3 (+2 base, –5 Dex), Will –3 (+2 
  base, –5 Dex)
  Acid: A black bile jelly secretes a digestive acid that dissolves only 
  flesh. A successful slam attack deals acid damage, and a creature that 
  grapples with a black bile jelly or strikes it with an unarmed attack 
  also takes acid damage. An opponent wearing metal armor is immune 
  to a black bile jelly’s acid, but those wearing leather or cloth armor 
  are not. The black bile jelly’s senses are keen enough that it is able 
  to detect vulnerable flesh, however, so despite being mindless it can 
  choose to make finesse attacks to avoid metal armor.
  Despair/Fear: A black bile jelly can use the despair and fear effects of 
  the Heart Shaping supernatural power (rank 11, Con, save Diffi culty 
  20, Heart Shaping +17).
  Engulf: Medium or smaller creatures; Reflex Diffi culty 19; engulfed 
  creatures are subject to the black bile jelly’s acid. The save Diffi culty 
  is Strength-based.
  Split: Slashing and piercing weapons can cause a black bile jelly to 
  split in two.
  Skills: *A black bile jelly gains a +16 bonus to stealth checks when it 
  is in dark or gloomy conditions.
  Black bile jellies are dark oily slimes that lurk about in dark wet areas. 
  They seek to drive warm-bodied creatures into deep depressions and 
  then attack them when they are off sulking around on their own in a 
  dark corner. The black bile jelly then sneaks up on them under cover of 
  the shadows and attempts to engulf them.
  Black Pudding
  Type: 10th Level Ooze
  Size: Huge
  Speed: 20 ft., climb 20 ft.
  Abilities: Str +3, Dex –5, Con +6, Int —, Wis –5, Cha –5
  Skills: Climb 0 (+11)
  Feats: Improved GrabB
  Traits: Acid, Blindsight 60 ft., Constrict, Ooze Traits, Split
  Combat: Attack +0 (–2 size, +7 base, –5 Dex), Damage +8 +4 acid 
  (slam or grapple), Defense Dodge/Parry +0/— (–2 size, +7 
  base, –5 Dex), Initiative –5
  Saving Throws: Toughness +11 (+4 size, +1 ooze, +6 Con), Fortitude 
  +9 (+3 base, +6 Con), Reflex –2 (+3 base, –5 Dex), Will –2 (+3 
  base, –5 Wis)
  Acid: The creature secretes a digestive acid that dissolves organic 
  material and metal quickly, but does not affect stone. Any melee hit 
  or grapple deals acid damage, and the opponent’s armor and clothing 
  dissolve and become useless immediately unless they succeed on 
  Diffi culty 21 Reflex saves. A metal or wooden weapon that strikes 
  a black pudding also dissolves immediately unless it succeeds on 
  a Diffi culty 21 Reflex save. The save Diffi culties are Constitution-
  based.
  The pudding’s acidic touch deals +10 damage per round to wooden or 
  metal objects, but the ooze must remain in contact with the object 
  for 1 full round to deal this damage.
  Split: Slashing and piercing weapons can cause a black pudding to 
  split in two.
  Skills: A black pudding has a +8 racial bonus on Climb checks and 
  can always choose to take 10 on a Climb check, even if rushed or 
  threatened.
  A black pudding is a quivering mass of oily-black sludge. The typical 
  black pudding measures 15 feet across and 2 feet thick. It weighs about 
  18,000 pounds.
  A black pudding attacks by grabbing and squeezing their prey. The 
  opponent’s clothing and armor take a –4 penalty on Reflex and 
  Toughness saves against the acid when being grappled by a black 
  pudding.
  Copper Curse
  Type: 5th Level Ooze
  Size: Small
  Speed: 15 ft.
  Abilities: Str +0, Dex –1, Con +6, Int —, Wis –5, Cha –5
  Skills: Climb 0 (+8)
  Feats: —
  Traits: Blindsight 60 ft., Blood Infection, Ooze Traits, Oxidizing 
  Touch, Split
  Combat: Attack +3 (+1 size, +3 base, –1 Dex), Damage –1 plus 
  oxidizing touch (slam), Defense Dodge/Parry +3/— (+1 size, 
  +3 base, –1 Dex), Initiative –1
  Saving Throws: Toughness +6 (–1 size, +6 Con, +1 ooze), Fortitude 
  +7 (+1 base, +6 Con), Reflex +0 (+1 base, –1 Dex), Will –4 (+1 
  base, –5 Wis)
  
  12
  Chapter Two: True20 Bestiary
  Blood Infection: When a copper-curse corrodes metal armor that is being 
  worn by a living creature, there is a chance that the creature becomes 
  infected. During the corrosion process the copper-curse’s slime mixes 
  with the metal and is altered in such a way that it absorbs through 
  the skin, and gets into the blood-stream. The victim begins to develop 
  severe anemia and his veins begin to turn a coppery color as the iron in 
  his blood is slowly destroyed. The victim must succeed in a Diffi culty 18 
  Fortitude save upon infection and once each day thereafter or suffer 1 
  point of Constitution drain. This condition lasts until the victim dies, 
  succeeds on three successful saving throws or until the Cure Disease 
  supernatural power is successfully used upon them. The save Diffi culty 
  is Constitution-based.
  Oxidizing Touch: When a copper curse makes a successful slam attack it 
  causes the target metal to corrode, falling to pieces and becoming useless 
  immediately. The touch can destroy up to a 10-foot cube of metal instantly. 
  Supernatural armor and weapons, and other supernatural items made of 
  metal, must succeed on a Diffi culty 18 Reflex save or be dissolved. The 
  save Diffi culty is Constitution-based.
  A metal weapon that deals damage to a copper curse corrodes immediately. 
  Wooden, stone, and other nonmetallic weapons are unaffected. Some 
  dwarves have discovered a special bronze alloy that is immune to the 
  touch of a copper-curse.
  Split: Slashing and piercing weapons can cause a copper curse to split 
  in two.
  Skills: A Copper curse has a +8 racial bonus to Climb checks.
  Copper curse is a small copper-colored blob of goo that constantly oozes 
  about in search of metals to corrode.
  Gelatinous Cube
  Type: 4th Level Ooze
  Size: Huge
  Speed: 15 ft.
  Abilities: Str +0, Dex –5, Con +8, Int —, Wis –5, Cha –5
  Skills: —
  Feats: —
  Traits: Acid, Blindsight 60 ft., Engulf, Immunity to Electricity, Ooze 
  Traits, Paralysis, Transparent
  Combat: Attack –4 (–2 size, +3 base, –5 Dex), Damage +2 +2 acid (slam), 
  Defense –4/— (–2 size, +3 base, –5 Dex), Initiative –5
  Saving Throws: Toughness +13 (+4 size, +1 ooze, +8 Con), Fortitude 
  +9 (+1 base, +8 Con), Reflex –4 (+1 base, –5 Dex), Will –4 (+1 
  base, –5 Wis)
  Acid: A gelatinous cube’s acid does not harm metal or stone.
  Engulf: Large or smaller creatures; Reflex Diffi culty 13; engulfed 
  creatures are subject to the cube’s paralysis and acid. The save 
  Diffi culty is Strength-based and includes a +1 racial bonus.
  Paralysis: Slam or engulf; Fortitude Diffi culty 20 resists; paralyzed for 
  10 rounds. The cube can automatically engulf a paralyzed opponent. 
  The save Diffi culty is Constitution-based.
  Transparent: Gelatinous cubes are hard to see, even under ideal 
  conditions, and it takes a Diffi culty 15 Notice check to spot one. 
  Creatures who fail to notice a cube and walk into it are automatically 
  engulfed.
  The nearly transparent gelatinous cube travels slowly along dungeon 
  corridors and cave floors, absorbing carrion, creatures, and trash. 
  Inorganic material remains trapped and visible inside the cube’s body. 
  A typical gelatinous cube is 15 feet on a side and weighs about 50,000 
  pounds, though much larger specimens are not unknown.
  A gelatinous cube attacks by slamming its body into its prey. It is capable 
  of lashing out with a pseudopod, but usually engulfs foes. A gelatinous 
  cube secretes an anesthetizing slime.
  Gray Ooze
  Type: 3rd Level Ooze
  Size: Medium
  Speed: 10 ft.
  Abilities: Str +1, Dex –5, Con +5, Int —, Wis –5, Cha –5
  Skills: —
  Feats: Improved GrabB
  Traits: Acid, Blindsight 60 ft., Constrict, Immunity to Cold and Fire, 
  Ooze Traits, Transparent
  Combat: Attack –3 (+2 base, –5 Dex), Damage +3 +2 acid (slam or 
  grapple), Defense –3/— (+2 base, –5 Dex), Initiative –5
  Saving Throws: Toughness +6 (+1 ooze, +5 Con), Fortitude +6 (+1 
  base, +5 Con), Reflex –4 (+1 base, –5 Dex), Will –4 (+1 base, 
  –5 Dex)
  Acid: A gray ooze secretes a digestive acid that quickly dissolves 
  organic material and metal, but not stone. Any melee hit or constrict 
  attack deals acid damage. Armor or clothing dissolves and becomes 
  useless immediately unless it succeeds on a Diffi culty 16 Reflex save. 
  A metal or wooden weapon that strikes a gray ooze also dissolves 
  immediately unless it succeeds on a Diffi culty 16 Reflex save. The 
  save Diffi culties are Constitution-based.
  The ooze’s acidic touch deals +8 damage per round to wooden or metal 
  objects, but the ooze must remain in contact with the object for 1 full 
  round to deal this damage.
  Transparent: A gray ooze is hard to identify, even under ideal conditions, 
  and it takes a Diffi culty 15 Notice check to spot one. Creatures who 
  fail to notice a gray ooze and walk into it are automatically hit with 
  a melee attack for slam and acid damage.
  A gray ooze is diffi cult to distinguish in appearance from a wet stone. 
  A gray ooze can grow to a diameter of up to 10 feet and a thickness of 
  about 6 inches. A typical specimen weighs about 700 pounds.
  A gray ooze strikes like a snake, slamming opponents with its 
  body. The opponent’s clothing and armor take a –4 penalty on 
  Reflex and Toughness saves against the acid when being grappled 
  by a gray ooze.
  
  1
  Chapter Two: True20 Bestiary
  Ochre Jelly
  Type: 6th Level Ooze
  Size: Large
  Speed: 10 ft., climb 10 ft.
  Abilities: Str +2, Dex –5, Con +6, Int —, Wis –5, Cha –5
  Skills: Climb 0 (+10)
  Feats: Improved GrabB
  Traits: Acid, Blindsight 60 ft., Constrict, Split, Ooze Traits
  Combat: Attack –2 (–1 size, +4 base, –5 Dex), Damage +4 +1 acid 
  (slam or grapple), Defense –3/— (–1 size, +4 base, –5 Dex), 
  Initiative –5
  Saving Throws: Toughness +9 (+2 size, +1 ooze, +6 Con), Fortitude 
  +8 (+2 base, +6 Con), Reflex –3 (+2 base, –5 Dex), Will –3 (+2 
  base, –5 Wis)
  Acid: An ochre jelly secretes a digestive acid that dissolves only flesh. 
  A successful slam or constrict attack deals acid damage, and a creature 
  that grapples with an ochre jelly or strikes it with an unarmed attack 
  also takes acid damage. An opponent wearing metal armor is immune 
  to an ochre jelly’s acid, but those wearing leather or cloth armor are 
  not. The ochre jelly’s senses are keen enough that it is able to detect 
  vulnerable flesh, however, so despite being mindless it can choose to 
  make finesse attacks to avoid metal armor.
  Split: Slashing and piercing weapons and electricity damage can cause 
  an ochre jelly to split in two.
  Skills: An ochre jelly has a +8 racial bonus on Climb checks and 
  can always choose to take 10 on a Climb check, even if rushed or 
  threatened.
  An ochre jelly can grow to a diameter of about 15 feet and a thickness 
  of about 6 inches, but can compress its body to fit into cracks as small 
  as 1 inch wide. A typical specimen weighs about 5,600 pounds.
  An ochre jelly attempts to envelop and squeeze its prey.
  Yellow Bile Jelly
  Type: 4th Level Ooze
  Size: Small
  Speed: 10 ft.
  Abilities: Str +3, Dex –2, Con +5, Int —, Wis –5, Cha –5
  Skills: Stealth 0 (+10)
  Feats: RageB
  Traits: Blindsight 60 ft., Immunity to Fire, Induce Hatred, Incite 
  Rage, Ooze Traits, Split
  Combat: Attack +2 (+1 size, +3 base, –2 Dex), Damage +4 (slam), 
  Defense Dodge/Parry +2/— (+1 size, +3 Dex, –2 Dex), 
  Initiative –2
  Saving Throws: Toughness +5 (–1 size, +1 ooze, +5 Con), Fortitude 
  +6 (+1 base, +5 Con), Reflex –1 (+1 base, –2 Dex), Will –4 (+1 
  base, –5 Wis)
  Induce Hatred/Incite Rage: A yellow bile jelly can use the hatred and 
  rage effects of the Heart Shaping supernatural power (rank 7, Con, 
  save Diffi culty 17, Heart Shaping +12).
  Split: Slashing and piercing weapons can cause an yellow bile jelly 
  to split in two.
  Skills: A yellow bile jelly has a +8 racial bonus to stealth checks.
  Yellow bile jellies are amoeba-like masses of putrid yellow slime. A yellow 
  bile jelly usually avoids combat. It tends to sneak up on a group of living 
  beings and causes them to fight amongst themselves. When one or more 
  of the combatants is slain, the bile jelly waits till the others have left 
  and begins to feed on the body. If the yellow bile jelly is discovered and 
  attacked it flees if at all possible. If it is cornered, it flies into a rage-like 
  frenzy and defend itself with flailing pseudopods.
  Orc, Black
  Type: 3rd Level Humanoid (Orc)
  Size: Medium
  Speed: 30 ft.
  Abilities: Str +3, Dex +2, Con +3, Int +0, Wis +1, Cha +0
  Skills: Intimidate 4 (+4), Notice 4 (+5), Stealth 2 (+4, –4 with armor), 
  Survival 2 (+3)*
  Feats: EnduranceB, Heavy Armor TrainingB, Improved Critical 
  (sword), Light Armor TrainingB, Night VisionB, Shield Training, 
  TrackB, Weapon TrainingB
  Traits: Scent
  Combat: Attack +4 (+2 base, +2 Dex), Damage +6 (sword, crit 17-
  20/+3) or +6 (bow, crit +4), Defense Dodge/Parry +6/+7 (+2 
  base, +2 Dex/+3 Str, +2 medium metal shield), Initiative +2
  Saving Throws: Toughness +9 (+3 Con, +6 full plate), Fortitude +4 
  (+1 base, +3 Con), Reflex +5 (+3 base, +2 Dex), Will +2 (+1 
  base, +1 Wis)
  Skills: Black orcs have a +2 racial bonus to survival when tracking 
  by scent.
  Black orcs have been bred to be soldiers. They are highly organized and 
  lack the cowardice and sensitivity to light that characterize most other 
  orc breeds. They are also larger, stronger and hardier than normal orcs. 
  Groups of black orcs can be encountered alone, or accompanied by other 
  orc breeds. In mixed breed groups, black orcs are the ones in charge by 
  virtue of their superior might. This can create resentment among the 
  leaders of the lesser orc breeds. Black orcs stand around six feet tall and 
  weigh around 220 pounds. Black orcs speak Common and Orc.
  Black orcs are brutal in combat. They pummel their opponents for as 
  long as they are able to stand, not backing down even when severely 
  injured. Black orcs have no mercy, and expect none in return.
  Orc, Grey (1st-level warrior)
  Type: 1st Level Humanoid (Orc)
  Size: Medium
  Speed: 30 ft.
  Abilities: Str +2, Dex +0, Con +2, Int –2, Wis +0, Cha –2
  Skills: Intimidate 4 (+2), Notice 4 (+4), Survival 4 (+4)*
  Feats: EnduranceB, Night VisionB, Light Armor Training, Shield 
  Training, Skill Training, TrackB, Weapon Training
  Traits: Cowardly, Light Sensitivity, Scent
  Combat: Attack +1 (+1 base), Damage +4 (scimitar, crit 18-20/+3) or 
  +4 (short bow, crit +4), Defense Dodge/Parry +3/+5 (+1 base, 
  +2 Str, +2 medium wooden shield), Initiative +0
  Saving Throws: Toughness +4 (+2 Con, +2 studded leather), 
  Fortitude +4 (+2 base, +2 Con), Reflex +0 (+9 base), Will +0 
  (+0 base)
  Cowardly: Grey Orcs are cowards. When grey orcs are outnumbered 
  or face an obviously superior foe, each must succeed on a Diffi culty 
  15 Will save or flee. If their leader is present and not at “disabled” or 
  worse condition on the damage track, grey orcs receive a +2 bonus 
  on the save for every level the leader possesses (+2 more if the leader 
  has the Leadership feat, +2 more if the leader has 5 or more ranks 
  in Intimidation). Individual grey orcs can also be scared off with a 
  successful Intimidation check (Diffi culty 15 +1 per orc by which you 
  are outnumbered).
  Light Sensitivity: Grey Orcs suffer a –1 penalty to attack rolls in bright 
  sunlight or the equivalent.
  Skills: Grey orcs have a +2 racial bonus to survival when tracking by 
  scent.
  Most grey orcs are warriors; the information presented here is for 
  one of 1st level.
  
  1
  Chapter Two: True20 Bestiary
  Grey Orc Background Traits: Grey Orcs possess the following 
  background traits.
  —Ability Adjustments: +1 Str, +1 Con, –1 Int, –1 Cha
  —Bonus Feats: Endurance, Night Vision, Track
  —Favored Feats: Cleave, Rage
  —Special: Cowardly, Light Sensitivity, Scent.
  Grey orcs are primitive and craven orcs. They live underground and mine 
  metals to build tools of war. Their craftsmanship is crude and ugly but 
  very functional. Their craft is limited to weapons and armor however, 
  and all other things they posses are stolen from the small settlements 
  they raid. Grey orcs are usually around five and a half feet in height and 
  180 pounds. Grey Orcs speak Common and Orc.
  In combat grey orcs are dishonorable and disordered. They only attack 
  smaller or unarmed groups. They only engage in combat with a force of 
  equal or greater size if they are led by a leader that they fear far more 
  than the enemy.
  Otterfolk (1st-level warrior)
  Type: 1st Level Humanoid (Otterfolk)
  Size: Small
  Speed: 20 ft., swim 40 ft.
  Abilities: Str +0, Dex +2, Con +1, Int +0, Wis –2, Cha –1
  Skills: Acrobatics 4 (+6), Notice 4 (+4), Search 4 (+6), Sense Motive 
  4 (+2), Swim 0 (+8)
  Feats: Acrobatic Bluff, Light Armor Training, Night VisionB, Skill 
  Focus (Notice), Weapon Training
  Traits: Scent
  Combat: Attack +4 (+1 size, +1 base, +2 Dex), Damage +1 (bite) or 
  +2 (sword, crit 19-20/+3), Defense Dodge/Parry +4/+2 (+1 
  size, +1 base, +2 Dex), Initiative +2
  Saving Throws: Toughness +0 (–1 size, +1 Con), Fortitude +2 (+2 
  base), Reflex +2 (+0 base, +2 Dex), Will –2 (+0 base, –2 Wis)
  Toboggan: While on any smooth downward slope (such as smooth 
  stone or ice) an otterfolk can add 20 feet to their movement provided 
  that they are moving down the slope.
  Skills: Otterfolk gain a +2 racial bonus to search and notice checks. An 
  otterfolk has a +8 racial bonus on any Swim check to perform some 
  special action or avoid a hazard. It can always choose to take 10 on 
  a Swim check, even if distracted or endangered. It can use the run 
  action while swimming, provided it swims in a straight line.
  Most otterfolk encountered outside their homes are warriors; the 
  information presented here is for one of 1st level.
  Otterfolk Background Traits: Otterfolk possess the following 
  background traits.
  —Ability Adjustments: –1 Strength, +2 Dexterity, –1 Wisdom.
  —Bonus Feats: Night Vision
  —Favored Feats: Acrobatic Bluff, Evasion
  —Traits: Scent
  Otterfolk are large humanoid otters. They are friendly and curious 
  by nature. Otterfolk dwell on lakeshores in temperate areas, living 
  in earthen mounds hollowed out to make surprisingly comfortable 
  homes. Otterfolk are around 3 or 4 feet tall and usually weigh between 
  35 and 40 pounds.
  These gentle creatures are rarely violent unless they feel they or their 
  communities are seriously threatened.
  Otyugh
  Type: 6th Level Aberration
  Size: Large
  Speed: 20 ft.
  Abilities: Str +0, Dex +0, Con +1, Int –3, Wis +1, Cha –2
  Skills: Notice 6 (+10), Stealth 3 (–1)*
  Feats: Attack Focus (tentacle), Double StrikeB, Tough, Improved 
  GrabB, Skill Focus (Notice)
  Traits: Constrict, Darkvision 60 ft., Disease, Scent, Tentacles
  Combat: Attack +3 (–1 size, +4 base) (+4 with tentacles), Damage 
  +2 (tentacles or grapple) or +3 (bite), Defense Dodge/Parry 
  +3/— (–1 size, +4 base) (tentacle +8), Initiative +0
  Saving Throws: Toughness +8 (+2 size, +1 Con, +4 natural, +1 Tough) 
  (tentacle +4), Fortitude +3 (+2 base, +1 Con), Reflex +2 (+2 
  base), Will +6 (+5 base, +1 Wis)
  Disease: Bite; Fortitude Diffi culty 14 resists; filth fever—incubation 
  period 2 days, damage 1 Dex and 1 Con. The save Difficulty is 
  Constitution-based.
  Tentacles: An otyugh’s tentacle counts as a Medium held object for 
  the purposes of a sundering attempt. An otyugh that has had its 
  eye-tentacle severed is blinded.
  Skills: *An otyugh has a +8 racial bonus on Stealth checks when in its 
  lair, due to its natural coloration.
  An otyugh is little more than a massive mouth supported by three 
  stubby legs, and sporting three massive tentacles. The middle tentacle 
  ends in a set of eyes, while the other two are covered in bony spikes. 
  Otyughs eat carrion, garbage, and other less identifiable substances. 
  They are typically found in the sewers and refuse heaps of great cities. 
  A typical otyugh has a body 8 feet in diameter and weighs about 500 
  pounds. Otyughs speak Common.
  An otyugh attacks living creatures if it feels threatened or if it is hungry; 
  otherwise it is content to remain hidden. Otyughs slash and squeeze 
  opponents with their tentacles, which they also use to drag prey into 
  their mouths.
  
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  Chapter Two: True20 Bestiary
  Owl
  Type: 1st Level Animal
  Size: Tiny
  Speed: 10 ft., fly 40 ft. (average)
  Abilities: Str –3, Dex +3, Con +0, Int –4, Wis +2, Cha –3
  Skills: Notice 4 (+14), Stealth 0 (+24)
  Feats: Attack Focus (Talons), Night VisionB
  Traits: —
  Combat: Attack +5 (+2 size, +0 base, +3 Dex) (+6 with talons), 
  Damage –2 (talons), Defense Dodge/Parry +5/— (+2 size, +3 
  Dex), Initiative +3
  Saving Throws: Toughness –2 (–2 size), Fortitude +2 (+2 base), 
  Reflex +5 (+2 base, +3 Dex), Will +2 (+0 base, +2 Wis)
  Skills: Owls have a +8 racial bonus on Notice checks and a +14 racial 
  bonus on Stealth checks.
  The statistics presented here can be used to describe nocturnal birds of 
  prey from 1 to 2 feet long, with wingspans up to 6 feet. They combine 
  both talons into a single attack.
  Owls swoop quietly down onto prey, attacking with their powerful 
  talons.
  Owl, Giant
  Type: 4th Level Supernatural Beast
  Size: Large
  Speed: 10 ft., fly 70 ft. (average)
  Abilities: Str +4, Dex +3, Con +1, Int +0, Wis +2, Cha +0
  Skills: Notice 7 (+20), Stealth 7 (+6)*
  Feats: Double StrikeB, Skill Focus (Notice), Wingover
  Traits: Superior Night Vision
  Combat: Attack +6 (–1 size, +4 base, +3 Dex), Damage +6 (talons) 
  or +7 (bite), Defense Dodge/Parry +6/— (–1 size, +4 base, +3 
  Dex), Initiative +3
  Saving Throws: Toughness +4 (+2 size, +1 Con, +1 natural), 
  Fortitude +5 (+4 base, +1 Con), Reflex +7 (+4 base, +3 Dex), 
  Will +3 (+1 base, +2 Wis)
  Superior Night Vision: A giant owl can see five times as far as a human 
  can in dim light.
  Skills: Giant owls have a +8 racial bonus on Notice checks. *When in 
  flight, giant owls gain a +8 bonus on Stealth checks.
  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.
  Giant owls are nocturnal birds of prey, feared for their ability to hunt 
  and attack in near silence. They are intelligent, and though naturally 
  suspicious, sometimes associate with good creatures. A typical giant owl 
  stands about 9 feet tall, has a wingspan of up to 20 feet and resembles 
  its smaller cousins in nearly every way except size. Giant owls speak 
  Common and Sylvan.
  A giant owl attacks by gliding silently just a few feet above its prey and 
  plunging to strike when directly overhead.
  Training a Giant Owl
  Although intelligent, a giant owl requires training before it can bear 
  a rider in combat. To be trained, a giant owl must have a friendly 
  attitude toward the trainer (this can be achieved through a successful 
  Diplomacy check). Training a friendly giant owl requires six weeks 
  of work and a Diffi culty 25 Handle Animal check. Riding a giant owl 
  requires an exotic saddle. A giant owl can fight while carrying a rider, 
  but the rider cannot also attack unless he or she succeeds on a Ride 
  check.
  Owlbear
  Type: 5th Level Supernatural Beast
  Size: Large
  Speed: 30 ft.
  Abilities: Str +5, Dex +1, Con +5, Int –4, Wis +1, Cha +0
  Skills: Notice 8 (+9)
  Feats: Double Strike, Improved GrabB, Skill Focus (Notice), Track
  Traits: Scent
  Combat: Attack +5 (–1 size, +5 base, +1 Dex), Damage +7 (claws) 
  or +8 (bite), Defense Dodge/Parry +5/— (–1 size, +5 base, +1 
  Dex), Initiative +1
  Saving Throws: Toughness +9 (+2 size, +5 Con, +2 natural), 
  Fortitude +9 (+4 base, +5 Con), Reflex +5 (+4 base, +1 Dex), 
  Will +2 (+1 base, +1 Wis)
  Owlbears have the body of a grizzly bear with an owl head and feathers 
  covering the front limbs. An owlbear’s coat ranges in color from brown-
  black to yellowish brown; its beak is a dull ivory color. Adventurers who 
  have survived encounters with the creature often speak of the bestial 
  madness they glimpsed in its red-rimmed eyes. A full-grown male can 
  stand as tall as 8 feet and weigh up to 1,500 pounds.
  Owlbears attack prey—any creature bigger than a mouse—on sight, 
  always fighting to the death. They slash with claws and beak, trying to 
  grab their prey and rip it apart.
  Pegasus
  Type: 4th Level Supernatural Beast
  Size: Large
  Speed: 60 ft., fly 120 ft. (average)
  Abilities: Str +4, Dex +2, Con +3, Int +0, Wis +1, Cha +1
  Skills: Diplomacy 2 (+3), Notice 5 (+10), Sense Motive 7 (+8)
  Feats: Double StrikeB, Iron Will, Move-By Action, Night VisionB, 
  PowerB
  Traits: Darkvision 60 ft., Powers (rank 7, Cha, save Diffi culty 13, 
  Heart Reading +8), Scent
  Combat: Attack +5 melee (–1 size, +4 base, +2 Dex), Damage +6 
  (hooves) or +4 (bite), Defense Dodge/Parry +5/— (–1 size, +4 
  base, +2 Dex), Initiative +2
  Saving Throws: Toughness +6 (+2 size, +3 Con, +1 natural), 
  Fortitude +7 (+4 base, +3 Con), Reflex +6 (+4 base, +2 Dex), 
  Will +4 (+1 base, +1 Wis, +2 Iron Will)
  Skills: Pegasi have a +4 racial bonus on Notice checks.
  Carrying Capacity: A light load for a pegasus is up to 300 pounds; 
  a medium load, 301-600 pounds; and a heavy load, 601-900 
  pounds.
  The pegasus is a magnificent winged horse that sometimes serves the 
  cause of good. Though highly prized as aerial steeds, pegasi are wild 
  and shy creatures not easily tamed. A typical pegasus stands 6 feet high 
  at the shoulder, weighs 1,500 pounds and has a wingspan of 20 feet. 
  Pegasi cannot speak, but they understand Common.
  Training a Pegasus
  Although intelligent, a pegasus requires training before it can bear a 
  rider in combat. To be trained, a pegasus must have a friendly attitude 
  toward the trainer (this can be achieved through a successful Diplomacy 
  check). Training a friendly pegasus requires six weeks of work and a 
  Diffi culty 25 Handle Animal check. Riding a pegasus requires an exotic 
  saddle. A pegasus can fight while carrying a rider, but the rider cannot 
  also attack unless he or she succeeds on a Ride check.
  Pegasi mature at the same rate as horses. A pegasus serves virtuous 
  master with absolute faithfulness for life.
  
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  Chapter Two: True20 Bestiary
  Phoenix
  Type: 16th Level Supernatural Beast (Fire)
  Size: Medium
  Speed: 30 ft., fly 90 ft. (good)
  Abilities: Str +5, Dex +8, Con +6, Int +7, Wis +8, Cha +7
  Skills: Concentration 19 (+27), Diplomacy 19 (+26), Escape Artist 19 
  (+27), Knowledge (any two) 19 (+26), Notice 19 (+30), Search 
  19 (+26), Sense Motive 19 (+27), Stealth 19 (+27)
  Feats: Dodge Focus, Fascinate, Improved Initiative, Night VisionB, 
  Power (3)B, Power, Skill Focus (Notice), Widen Power
  Traits: Damage Reduction 4/supernatural, Darkvision 60 ft., Fiery 
  Rebirth, Immunity to Fire, Petrification and Sleep, Powers 
  (rank 19, Wis, save Diffi culty 26; Cure +27, Elemental Blast 
  +27, Fire Shaping +27, Mind Touch +27), Resistance to 
  Electricity 6, Supernatural Resistance 19, Vulnerable to Cold
  Combat: Attack +24 (+16 base, +8 Dex), Damage +7 +2 fire (talons 
  or bite), Defense Dodge/Parry +25/— (+16 base, +8 Dex, +1 
  dodge focus), Initiative +12
  Saving Throws: Toughness +12 (+6 Con, +6 natural), Fortitude +16 
  (+10 base, +6 Con), Reflex +16 (+10 base, +6 Dex), Will +15 
  (+5 base, +8 Wis, +2 Iron Will)
  Fiery Rebirth: A phoenix at “dying” or worse condition on the damage 
  track bursts into a large ball of flame, doing fire damage equal to its 
  level to all creatures within 10 ft. (Diffi culty 24 Reflex save for half 
  damage). A newly born phoenix rises from the ashes a round later. The 
  new phoenix is thought to be a reincarnation of its predecessor but 
  has none of the memories of its previous existence. The only way to 
  prevent a phoenix’s fiery rebirth is to slay it under conditions where 
  fire cannot exist, such as conditions of extreme cold or total lack of 
  air. The save Diffi culty is Constitution-based.
  A newborn phoenix is a Small 4th level Supernatural Beast, and it 
  gains 1 level every 5 years until it is 16th level. It becomes Medium 
  at 8th level.
  The phoenix is a sacred peacock-like bird with fiery multicolored 
  plumage. Phoenixes are believed to herald good luck and miraculous 
  events, and are a symbol of wisdom and immortality.
  Phoenixes attack with their talons and beak. They prefer not to enter 
  combat at all, and usually flee hostile creatures.
  Pit Plant
  Type: 8th Level Plant
  Size: Huge
  Speed: —
  Abilities: Str +8, Dex +0, Con +8, Int —, Wis +0, Cha –5
  Skills: Stealth 0 (+12)
  Feats: Improved GrabB
  Traits: Digestive Juices, Mimic Sound, Tremor Sense 60 ft.
  Combat: Attack +6 (+6 base), Damage nil (tendril), Defense Dodge/
  Parry +6/— (+6 base), Initiative +0
  Saving Throws: Toughness +14 (+4 size, +8 Con, +2 natural), 
  Fortitude +14 (+6 base, +8 Con), Reflex +2 (+2 base), Will +2 
  (+2 base)
  Digestive Juices: The round after something falls into the maw of a 
  pit plant, the bottom of its mouth begins to fill with digestive juices. 
  All creatures within it take +3 acid damage per round.
  Mimic Sound: Pit plants have specialized organs that allow it to mimic 
  various noises its previous meals have made, such as a call for help, 
  in order to lure the unwary into its trap. Listeners must succeed on 
  a Diffi culty 20 Notice check to detect the ruse.
  Pitfall: Any creature from Tiny to Large size that walks over this 
  mossy area must succeed on a Diffi culty 15 Reflex save or fall thirty 
  feet down into the pit plant, landing on the large spike-like thorns 
  at the bottom and suffering +8 damage. Climbing back out requires 
  a successful Diffi culty 30 climb check due to numerous slippery 
  downward pointing needles that line the walls of the pit-plant.
  Skills: A pit plant has a +20 racial bonus to Stealth checks so long as 
  it remains buried in the ground. A pit plant always takes 10 on its 
  Stealth checks to hide.
  A pit plant is a giant carnivorous plant, perhaps related to the 
  tendriculos, that grows beneath the soil. From the surface the pit plant 
  merely looks like a large patch of moss.
  This patch of moss is actually a trap-door that leads to a treacherous fall 
  into the plant’s “mouth” where the victim may be impaled on thorn-like 
  spikes. If a victim’s companions run to the edge of the pit to aid their 
  friend, the pit plant attempts to grab them with its leaf-like tendrils, 
  and drop them into its pit-like mouth as well.
  Planetouched (General)
  Planetouched is a general word to describe someone who can trace his 
  or her bloodline back to an outsider, usually a fiend or celestial.
  The effects of having a supernatural being in one’s heritage last 
  for many generations. Although not as dramatically altered as a 
  half-celestial or a half-fiend, planetouched still retain some special 
  qualities.
  The two planetouched varieties described here are the most common. 
  Aasimars are humans with some trace of celestial blood in their veins, 
  and tieflings have some fiendishness in their family tree.
  Aasimar (1st-level warrior)
  Type: 1st Level Outsider (Native)
  Size: Medium
  Speed: 30 ft.
  Abilities: Str +1, Dex +0, Con +1, Int +0, Wis +0, Cha +0
  
  1
  Chapter Two: True20 Bestiary
  Skills: Knowledge (theology and philosophy) 4 (+4), Medicine 4 (+4), 
  Notice 4 (+6), Ride 4 (+4)
  Feats: Light Armor Training, Heavy Armor Training, PowerB, Shield 
  Training, Weapon Training
  Traits: Darkvision 60 ft., Powers (rank 4, Wis, save Difficulty 
  11, Purifying Light +4), Resistance to Acid 2, Cold 2, and 
  Electricity 2
  Combat: Attack +1 (+1 base), Damage +4 (sword, crit 19-20/+3), Defense 
  Dodge/Parry +4/+5 (+1 base, +1 Str, +3 large metal shield), 
  Initiative +0
  Saving Throws: Toughness +5 (+1 Con, +4 breastplate), Fortitude +3 
  (+2 base, +1 Con), Reflex +0 (+0 base), Will +0 (+0 base)
  Skills: An aasimar has a +2 racial bonus on Notice checks.
  Aasimars are usually tall, good-looking, and generally pleasant. Some 
  have a minor physical trait suggesting their heritage, such as silver 
  hair, golden eyes or an unnaturally intense stare. Most aasimars are 
  decidedly virtuous. They fight against evil causes and attempt to sway 
  others to do the right thing. Occasionally they take on the vengeful, 
  judgmental aspect of their celestial ancestor, but this is rare.
  Aasimars usually like a fair, straightforward contest. Against a 
  particularly evil foe, however, they fight with utter conviction and to 
  the death.
  Most aasimar’s encountered outside their homes are warriors; the 
  information presented here is for one of 1st level.
  Tiefling (1st-level warrior)
  Type: 1st Level Outsider (Native)
  Size: Medium
  Speed: 30 ft.
  Abilities: Str +1, Dex +1, Con +1, Int +1, Wis –1, Cha –1
  Skills: Bluff 4 (+5), Notice 4 (+3), Sleight of Hand 4 (+5, +3 with armor), 
  Stealth 4 (+10, +6 with armor)
  Feats: Attack Focus (rapier), PowerB, Light Armor Training, Skill Focus 
  (Stealth), Weapon Training
  Traits: Darkvision 60 ft., Powers (rank 4, Cha, save Diffi culty 10, Shadow 
  Shaping +3), Resistance to Cold 2, Electricity 2, and Fire 2
  Combat: Attack +2 (+1 base, +1 Dex) (+3 with rapier), Damage +3 (rapier, 
  crit 18-20/+3), Defense Dodge/Parry +2/+2 (+1 base, +1 Dex/+1 
  Str), Initiative +1
  Saving Throws: Toughness +3 (+1 Con, +2 studded leather), Fortitude 
  +3 (+2 base, +1 Con), Reflex +1 (+0 base, +1 Dex), Will –1 (+0 
  base, –1 Wis)
  Skills: A tiefling has a +2 racial bonus on Bluff and Stealth checks.
  Many tieflings are indistinguishable from humans. Others have small 
  horns, pointed teeth, red eyes, a whiff of brimstone about them, red-
  tinged skin or even cloven feet. No two tieflings have the same fiendish 
  features.
  Tieflings are sneaky, subtle and generally conniving. They prefer to strike 
  from ambush and usually avoid a fair fight if they can.
  Pony
  Type: 2nd Level Animal
  Size: Medium
  Speed: 40 ft.
  Abilities: Str +1, Dex +1, Con +1, Int –4, Wis +0, Cha –3
  Skills: Notice 5 (+5)
  Feats: Endurance, Night VisionB
  Traits: Scent
  Combat: Attack +2 (+1 base, +1 Dex) (–3 with hooves*), Damage 
  +0 (hooves)*, Defense Dodge/Parry +2/— (+1 base, +1 Dex), 
  Initiative +1
  Saving Throws: Toughness +1 (+1 Con), Fortitude +4 (+3 base, +1 
  Con), Reflex +4 (+3 base, +1 Dex), Will +0 (+0 base)
  Carrying Capacity: A light load for a pony is up to 75 pounds; a medium 
  load, 76-150 pounds; and a heavy load, 151-225 pounds. A pony can 
  drag 1,125 pounds.
  The statistics presented here describe a small horse, under 5 feet tall at 
  the shoulder. Ponies are otherwise similar to light horses and cannot 
  fight while carrying a rider.
  *A pony not trained for war does not normally use its hooves to attack 
  but rather to run. Its hoof attack is treated as a secondary attack and 
  adds only half the pony’s Strength bonus to damage.
  Porpoise
  Type: 2nd Level Animal
  Size: Medium
  Speed: Swim 80 ft.
  Abilities: Str +0, Dex +3, Con +1, Int –4, Wis +1, Cha –2
  Skills: Notice 5 (+10), Swim 0 (+8)
  Feats: Attack Focus (Slam), Night VisionB
  Traits: Blindsight 120 ft., Hold Breath
  Combat: Attack +4 (+1 base, +3 Dex) (+5 with slam), Damage 
  +2 (slam), Defense Dodge/Parry +4/— (+1 base, +3 Dex), 
  Initiative +3
  Saving Throws: Toughness +1 (+1 Con), Fortitude +4 (+3 base, +1 
  Con), Reflex +6 (+3 base, +3 Dex), Will +1 (+1 base)
  Blindsight: Porpoises can “see” by emitting high-frequency sounds, 
  inaudible to most other creatures, that allow them to locate objects 
  and creatures within 120 feet. An auditory illusion (as generated 
  by the Illusion supernatural power) interferes with this sense and 
  forces the porpoise to rely on its vision, which is approximately as 
  good as a human’s
  Hold Breath: A porpoise can hold its breath for a number of rounds 
  equal to 60 plus 12 x its Constitution before it risks drowning. (The 
  sample porpoise can hold its breath for 72 rounds).
  Skills: A porpoise has a +8 racial bonus on any Swim check to perform 
  some special action or avoid a hazard. It can always choose to take 
  10 on a Swim check, even if distracted or endangered. It can use the 
  run action while swimming, provided it swims in a straight line. *A 
  porpoise has a +4 racial bonus on Notice checks. These bonuses are 
  lost if its Blindsight is negated.
  Porpoises are mammals that tend to be playful, friendly and helpful. 
  Porpoises have been known to aid sailors lost or adrift at sea, guiding 
  them to the nearest land. A typical porpoise is 4 to 6 feet long and 
  weighs 110 to 160 pounds. The statistics presented here can describe 
  any small whale of similar size.
  Praetor of Souls
  Size: Large 19th Level Outsider (Extraplanar)
  Speed: 40 ft.
  Abilities: Str +8, Dex +6, Con +6, Int +5, Wis +8, Cha +3
  Skills: Bluff +25, Concentration +30, Diplomacy +25, Intimidate +25, 
  Knowledge (theology and philosophy) +27, Knowledge (any two) 
  +27, Notice +30, Search +27, Sense Motive +25, Stealth +24
  Feats: Attack Focus (gavel), Improved StrikeB, Iron Will, Night 
  VisionB, Power (3)B, Power (3), Taunt, Well Informed, Weapon 
  TrainingB
  Traits: Damage Reduction 6/supernatural, Darkvision 60 ft., Gavel, 
  Powers (rank 22, Wis, save Diffi culty 28, Dominate +30, Heart 
  Reading +33, Suggestion +30, True Vision +30), Resistance 
  to Acid 4, Cold 4, Electricity 4 and Fire 4, Supernatural 
  Resistance 30
  
  1
  Chapter Two: True20 Bestiary
  Combat: Attack +24 (–1 size, +19 base, +6 Dex) (+26 with +1 gavel), 
  Damage +12 (+1 gavel), Defense Dodge/Parry +24/+26 (–1 size, 
  +19 base, +6 Dex/+8 Str), Initiative +6
  Saving Throws: Toughness +10 (+2 size, +6 Con, +2 natural), 
  Fortitude +17 (+11 base, +6 Con), Reflex +17 (+11 base, +6 
  Dex), Will +21 (+11 base, +8 Wis, +2 Iron Will)
  Gavel: The gavel carried by a praetor of souls is equivalent to a +1 
  light mace. If a praetor of souls is disarmed or the gavel is sundered, 
  the gavel vanishes and reappears intact in the praetor’s hand the 
  following round.
  These grim beings appear as tall gaunt judges with gavel in hand. Upon 
  their heads sits a large white wig with only a dark void where its face 
  should be and their bodies are dressed in fine judge’s robes. A praetor 
  of souls is one of the eternal judges that preside over all mortal souls. 
  Upon death, they review the being’s past life, and determine their 
  eternal reward or punishment based upon their virtues, their vices and 
  how the individual has mediated between them over the course of their 
  life. The exact criteria they use are held secret, and their judgments can 
  sometimes seem arbitrary, but they never show any signs of doubt or 
  uncertainty.
  A praetor of souls rarely enters combat, instead relying on servants for 
  such base physical activities. When forced into melee a praetor of souls 
  prefers to Dominate foes to get them to submit rather than simply 
  pounding them with its gavel. 
  Praying Mantis, Giant
  Type: 4th Level Vermin
  Size: Large
  Speed: 20 ft., fly 40 ft. (poor)
  Abilities: Str +4, Dex +1, Con +2, Int —, Wis +2, Cha +0
  Skills: Notice 0 (+6), Stealth 0 (+1)*
  Feats: Improved GrabB
  Traits: Darkvision 60 ft., Vermin Traits
  Combat: Attack +3 (–1 size, +3 base, +1 Dex), Damage +7 (claws) 
  or +4 (bite), Defense Dodge/Parry +3/— (–1 size, +3 base, +1 
  Dex), Initiative +1
  Saving Throws: Toughness +7 (+2 size, +2 Con, +3 natural), 
  Fortitude +6 (+4 base, +2 Con), Reflex +2 (+1 base, +1 Dex), 
  Will +3 (+1 base, +2 Wis)
  Improved Grab: To use this ability, a giant praying mantis must hit with 
  its claws attack. If it wins the ensuing grapple check, it establishes 
  a hold and makes a bite attack as a primary attack (at its full +3 
  combat bonus).
  Skills: A giant praying mantis has a +4 racial bonus on Stealth and 
  Notice checks. *Because of its camouflage, the Stealth bonus increases 
  to +12 when a mantis is surrounded by foliage.
  This patient carnivore remains completely still as it waits for prey to 
  come near.
  Pseudodragon
  Type: 2nd Level Dragon
  Size: Tiny
  Speed: 15 ft., fly 60 ft. (good)
  Abilities: Str –2, Dex +2, Con +1, Int +0, Wis +1, Cha +0
  Skills: Diplomacy 5 (+5), Notice 5 (+6), Search 5 (+5), Sense Motive 
  5 (+6), Stealth 5 (+19)*, Survival 5 (+6)
  Feats: Attack Focus (sting), Night VisionB, PowerB
  Traits: Blindsense 60 ft., Darkvision 60 ft., Immunity to Sleep and 
  Paralysis, Poison, Powers (rank 5, Cha, save Diffi culty 11, Mind 
  Touch +5), Supernatural Resistance 19
  Combat: Attack +6 (+2 size, +2 base, +2 Dex) (+7 with sting), Damage 
  –2 plus poison (sting) or +0 (bite), Defense Dodge/Parry 
  +6/— (+2 size, +2 base, +2 Dex), Initiative +2
  Saving Throws: Toughness +1 (–2 size, +1 Con, +2 natural), Fortitude 
  +4 (+3 base, +1 Con), Reflex +5 (+3 base, +2 Dex), Will +4 (+3 
  base, +1 Wis)
  Blindsense: A pseudodragon can locate creatures within 60 feet 
  by non-visual means (mostly hearing and scent, but also by 
  noticing vibration and other environmental clues). Opponents the 
  pseudodragon can’t actually see still have total concealment against 
  the pseudodragon.
  Poison: Sting; Fortitude Diffi culty 14 resists; initial damage sleep for 
  1 minute, secondary damage sleep for 2 hours. The save Diffi culty is 
  Constitution-based and includes a +2 racial bonus.
  Skills: Pseudodragons have a chameleon-like ability that grants them 
  a +4 racial bonus on Stealth checks. *In forests or overgrown areas, 
  this bonus improves to +8.
  A pseudodragon is a tiny red-scaled dragon with a scorpion-like tail. A 
  pseudodragon has a body about 1 foot long, with a 2-foot tail. It weights 
  about 7 pounds. A pseudodragon can communicate telepathically and 
  can also vocalize animal noises. 
  A pseudodragon can deliver a vicious bite, but its principal weapon is 
  its sting-equipped tail.
  Purple Worm
  Type: 16th Level Supernatural Beast
  Size: Gargantuan
  Speed: 20 ft., burrow 20 ft., swim 10 ft.
  Abilities: Str +12, Dex –2, Con +7, Int –5, Wis –1, Cha –1
  Skills: Notice 19 (+18), Swim 0 (+20)
  Feats: All-Out Attack, Attack Focus (bite), Attack Focus (sting), 
  Cleave, Improved Critical (bite), Improved Grab
  Traits: Poison, Swallow Whole, Tremorsense 60 ft.
  Combat: Attack +10 (–4 size, +16 base, –2 Dex) (+11 with bite 
  or sting), Damage +20 (bite) or +16 plus poison (sting), 
  Defense Dodge/Parry +10/— (–4 size, +16 base, –2 Dex), 
  Initiative –2
  Saving Throws: Toughness +20 (+6 size, +7 Con, +7 natural), 
  Fortitude +17 (+10 base, +7 Con), Reflex +8 (+10 base, –2 Dex), 
  Will +4 (+5 base, –1 Wis)
  Poison: Sting; Fortitude Diffi culty 25 resists; initial damage 2 Str, 
  secondary damage 3 Str. The save Diffi culty is Constitution-based.
  Swallow Whole: Creatures one size smaller; +18 bludgeoning damage 
  plus +78 acid damage per round; gizzard Toughness save +10; a purple 
  worm’s interior can hold 2 Large, 8 Medium, 32 Small, 128 Tiny, or 
  512 Diminutive or smaller opponents.
  Skills: A purple worm has a +8 racial bonus on any Swim check to 
  perform some special action or avoid a hazard. It can always choose 
  to take 10 on a Swim check, even if distracted or endangered. It can 
  use the run action while swimming, provided it swims in a straight 
  line.
  A purple worm is a monstrous creature that is little more than a tubular 
  stomach with a massive maw filled with dagger-like teeth. The creature 
  has a poisonous stinger in its tail. A purple worm will eat just about 
  anything organic that will fit into its mouth. The body of a mature 
  purple worm is 5 feet in diameter and 80 feet long, weighing about 
  40,000 pounds. 
  In battle, a purple worm forms into a coil 20 feet in diameter, biting 
  and stinging anything within reach.
  
  1
  Chapter Two: True20 Bestiary
  Questing Beast
  Type: 11th Level Supernatural Beast
  Size: Large
  Speed: 60 ft., climb 20 ft.
  Abilities: Str +7, Dex +4, Con +3, Int –3, Wis +1, Cha –2
  Skills: Climb 0 (+15), Notice 14 (+18), Stealth 0 (+8), Swim 0 (+15)
  Feats: Dodge Focus, EnduranceB, Evasion, Night VisionB, Run, Skill 
  Focus (Notice), TrailblazerB
  Traits: Darkvision 80 ft., Light Bending, Poison, Scent
  Combat: Attack +14 (–1 size, +11 base, +4 Dex), Damage +9 plus poison 
  (bite), Defense Dodge/Parry +15/— (–1 size, +11 base, +4 Dex, 
  +1 dodge), Initiative +4
  Saving Throws: Toughness +8 (+2 size, +3 Con, +3 natural), Fortitude 
  +10 (+7 base, +3 Con), Reflex +11 (+7 base, +4 Dex), Will +4 (+3 
  base, +1 Wis)
  Light Bending: A questing beast can bend light around itself to replicate 
  the blur effect of the Light Shaping supernatural power, giving all 
  attackers a 50% miss chance (11 or better on d20).
  Poison: Bite; Fortitude Diffi culty 17 resists; initial and secondary damage 
  2 Con. The save Diffi culty is Constitution-based.
  Skills: A questing beast gains a +8 racial bonus to Climb, Stealth and 
  Swim checks.
  This strange animal possesses a snake’s head, the body of a leopard, the back 
  legs of a lion and the hooves of a deer. They are cunning beasts and powerful 
  runners that can move through natural thickets and other obstacles 
  with ease. To further their defenses, questing beasts have developed a 
  supernatural ability to bend light around them, causing their images to 
  blur, making their outline less distinct. They have earned themselves a 
  reputation as the ultimate quarry for hunting, and many young warriors 
  and hunters seek to bring one down in order to prove their worth.
  While a questing best is a deadly predator and fights fiercely if cornered, 
  they are extremely shy of humanoids and often flee them on sight. 
  Rakshasa
  Type: 7th Level Outsider (Native)
  Size: Medium
  Speed: 40 ft.
  Abilities: Str +1, Dex +2, Con +3, Int +1, Wis +1, Cha +3
  Skills: Bluff 10 (+17)*, Concentration 10 (+11), Diplomacy 4 (+7), Disguise 
  10 (+17)*, Intimidate 2 (+5), Notice 10 (+14), Perform (oratory) 8 
  (+11), Sense Motive 10 (+11), Stealth 10 (+12)
  Feats: Dodge Focus, Double StrikeB, Heavy Armor TrainingB, Improved 
  StrikeB, Light Armor TrainingB, Power (7)B, Skill Focus (Notice), 
  Skill Training, Weapon TrainingB
  Traits: Change Shape, Damage Reduction 6/virtue and piercing, 
  Darkvision 60 ft., Powers (rank 10, Cha, save Diffi culty 17, Drain 
  Vitality +13, Enhance Ability +13, Illusion +13, Light Shaping +13, 
  Mind Reading +13, Mind Touch +13, Suggestion +13), Supernatural 
  Resistance 27
  Combat: Attack +9 (+7 base, +2 Dex), Damage +2 (claws) or +3 (bite), 
  Defense Dodge/Parry +10/+9 (+7 base, +2 Dex/+1 Str, +1 dodge), 
  Initiative +2
  Saving Throws: Toughness +7 (+3 Con, +4 natural), Fortitude +8 (+5 base, 
  +3 Con), Reflex +7 (+5 base, +2 Dex), Will +6 (+5 base, +1 Wis)
  Change Shape: A rakshasa can assume any humanoid form, or revert 
  to its own form, as a standard action. In humanoid form, a rakshasa 
  loses its claw and bite attacks (although it often equips itself with 
  weapons and armor instead). A rakshasa remains in one form until it 
  chooses to assume a new one. A change in form cannot be dispelled, 
  but the rakshasa reverts to its natural form when killed. A successful 
  use of the True Vision supernatural power reveals its natural form.
  Skills: A rakshasa has a +4 racial bonus on Bluff and Disguise checks. 
  *When using change shape, a rakshasa gains an additional +10 
  circumstance bonus on Disguise checks. If reading an opponent’s 
  mind, its circumstance bonus on Bluff and Disguise checks increases 
  by a further +4.
  At first glance, the only physical feature that separates a rakshasa from 
  a human being is its tiger-like head. A closer look at a rakshasa reveals 
  that the palms of its hands are where the backs of the hands would be on 
  a human. A rakshasa is about the same height and weight as a human. 
  Rakshasas speak Common, Fiendish and Undercommon.
  In close combat, which a rakshasa disdains as ignoble, it employs its 
  sharp claws and powerful bite. Whenever possible, it uses its other 
  abilities to make such encounters unnecessary.
  Raven
  Type: 0th Level Animal
  Size: Tiny
  Speed: 10 ft., fly 40 ft. (average)
  Abilities: Str –5, Dex +2, Con +0, Int –4, Wis +2, Cha –2
  Skills: Notice 3 (+5)
  Feats: Attack Focus (Claws), Night VisionB
  Traits: —
  Combat: Attack +4 (+2 size, +0 base, +2 Dex) (+5 with claws), 
  Damage –5 (claws), Defense Dodge/Parry +4/— (+2 size, +2 
  Dex), Initiative +2
  Saving Throws: Toughness –2 (–2 size), Fortitude +2 (+2 base), 
  Reflex +4 (+2 base, +2 Dex), Will +2 (+0 base, +2 Wis)
  These glossy black birds are about 2 feet long and have wingspans 
  of about 4 feet. In many cultures ravens are viewed as supernatural 
  messengers or guides. Some associate them with good luck or trickery 
  while others associate them with dark omens and death. The statistics 
  presented here can describe most non-predatory birds of similar size.
  
  10
  Chapter Two: True20 Bestiary
  Remorhaz
  Type: 7th Level Supernatural Beast
  Size: Huge
  Speed: 30 ft., burrow 20 ft.
  Abilities: Str +8, Dex +1, Con +5, Int –3, Wis +1, Cha +0
  Skills: Notice 10 (+15)
  Feats: All-Out Attack, Attack Focus (bite), Improved Grab, Night 
  VisionB
  Traits: Darkvision 60 ft., Heat, Swallow Whole, Tremorsense 60 
  ft.
  Combat: Attack +6 (–2 size, +7 base, +1 Dex) (+7 with bite), Damage 
  +14 (bite), Defense Dodge/Parry +6/— (–2 size, +7 base, +1 
  Dex), Initiative +1
  Saving Throws: Toughness +14 (+4 size, +5 Con, +5 natural), 
  Fortitude +10 (+5 base, +5 Con), Reflex +6 (+5 base, +1 Dex), 
  Will +3 (+2 base, +1 Wis)
  Heat: An enraged remorhaz generates heat so intense that anything 
  touching its body takes +8 fire damage. Creatures striking a remorhaz 
  with natural attacks or unarmed attacks are subject to this damage, 
  but creatures striking with melee weapons do not take damage from 
  the remorhaz’s heat. This heat can melt or char weapons; any weapon 
  that strikes a remorhaz is allowed a Diffi culty 18 Fortitude save to 
  avoid destruction. The save Diffi culty is Constitution-based.
  Swallow Whole: Creatures one size category smaller; +12 bludgeoning 
  damage plus +8 fire damage per round; gizzard Toughness save +7; 
  a remorhaz’s gizzard can hold 2 Large, 4 Medium, 8 Small, 32 Tiny, 
  128 Diminutive, or 512 Fine or smaller opponents.
  Skills: Remorhazes have a +4 racial bonus on Notice checks.
  A remorhaz looks something like a gigantic heavily armored demonic 
  centipede. A remorhaz is whitish-blue in color but pulses with a reddish 
  glow from the heat its body produces. They dwell in arctic regions, 
  burrowing through ice and snow with the heat generated from their 
  bodies. Remorhazes are a little more than 20 feet long, and 5 feet wide. 
  They weigh about 10,000 pounds. Remorhazes cannot speak.
  Remorhazes hide under the snow and ice until they hear movement 
  above them, then attack from below and surprise prey.
  Rhinoceros
  Type: 8th Level Animal
  Size: Large
  Speed: 30 ft.
  Abilities: Str +8, Dex +0, Con +5, Int –4, Wis +1, Cha –4
  Skills: Notice 11 (+15)
  Feats: Attack Focus (gore), Endurance, Night VisionB, Skill Focus 
  (Notice)
  Traits: Powerful Charge
  Combat: Attack +5 (–1 size, +6 base) (+6 with gore), Damage +12 
  (gore), Defense Dodge/Parry +5/— (–1 size, +6 base), Initiative 
  +0
  Saving Throws: Toughness +7 (+2 size, +5 Con), Fortitude +11 (+6 
  base, +5 Con), Reflex +6 (+6 base), Will +3 (+2 base, +1 Wis)
  Powerful Charge: A rhinoceros deals +16 damage when it makes a 
  charge.
  The statistics presented here are based on the African black rhino, which 
  is 6 to 14 feet long, 3 to 6 feet high at the shoulder, and weighs up to 
  6,000 pounds. These statistics can describe any herbivore of similar size 
  and similar natural weapons (antlers, horns, tusks, or the like).
  The rhinoceros is infamous for its bad temper and willingness to charge 
  intruders. When it is harassed or annoyed, a rhinoceros lowers its head 
  and charges.
  Roc
  Type: 18th Level Animal
  Size: Gargantuan
  Speed: 20 ft., fly 80 ft. (average)
  Abilities: Str +12, Dex +2, Con +7, Int –4, Wis +1, Cha +0
  Skills: Notice 21 (+29)
  Feats: All-Out Attack, Double Strike, Iron Will, Move-By Action, 
  Night VisionB, Skill Focus (Notice), Snatch, Wingover
  Traits: —
  Combat: Attack +11 (–4 size, +13 base, +2 Dex), Damage +16 (talons) 
  or +18 (bite), Defense Dodge/Parry +11/— (–4 size, +13 base, 
  +2 Dex), Initiative +2
  Saving Throws: Toughness +17 (+6 size, +7 Con, +4 natural), 
  Fortitude +18 (+11 base, +7 Con), Reflex +13 (+11 base, +2 
  Dex), Will +9 (+6 base, +1 Wis, +2 Iron Will)
  Skills: Rocs have a +4 racial bonus on Notice checks.
  A roc is a bird of prey of immense size. A roc’s plumage is either dark 
  brown or golden from head to tail. These enormous creatures are 30 
  feet long from the beak to the base of the tail, with wingspans as wide 
  as 80 feet. A roc weighs about 8,000 pounds.
  A roc attacks from the air, swooping earthward to snatch prey in its 
  powerful talons and carry it off for itself and its young to devour. A 
  solitary roc is typically hunting and attack any Medium or larger creature 
  that appears edible. A mated pair of rocs attack in concert, fighting to 
  the death to defend their nests or hatchlings.
  Roper
  Type: 10th Level Supernatural Beast
  Size: Large
  Speed: 10 ft.
  Abilities: Str +4, Dex +1, Con +3, Int +1, Wis +3, Cha +1
  Skills: Climb 13 (+17), Notice 13 (+17), Stealth 13 (+10)*
  Feats: Attack Focus (strand), Double Strike, Improved Initiative, 
  Iron Will, Night VisionB, Skill Focus (Notice)
  Traits: Darkvision 60 ft., Drag, Immunity to Electricity, Resistance 
  to Cold 4, Strands, Supernatural Resistance 30, Vulnerable to 
  Fire, Weakness
  Combat: Attack +10 (–1 size, +10 base, +1 Dex) (+11 with strands), 
  Damage nil plus drag (strands) or +8 (bite), Defense Dodge/
  Parry +10/— (–1 size, +10 base, +1 Dex) (strand +17), Initiative 
  +5
  Saving Throws: Toughness +12 (+2 size, +7 Con, +7 natural) (strand 
  +3), Fortitude +10 (+7 base, +3 Con), Reflex +8 (+7 base, +1 
  Dex), Will +8 (+3 base, +3 Wis, +2 Iron Will)
  Drag: If a roper hits with a strand attack, the strand latches onto the 
  opponent’s body. This deals no damage but drags the stuck opponent 
  10 feet closer each subsequent round unless that creature breaks free, 
  which requires a Diffi culty 23 Escape Artist check or a Diffi culty 19 
  Strength check. The check Diffi culties are Strength-based, and the 
  Escape Artist Diffi culty includes a +4 racial bonus. A roper can draw 
  in a creature within 10 feet of itself and bite with a +4 attack bonus 
  in the same round.
  Strands: Most encounters with a roper begin when it fires strong, 
  sticky strands. The creature can have up to six strands at once, and 
  they can strike up to 50 feet away (no range increment). A roper can 
  attack with its strands and bite attack in the same round as a full 
  round action.
  A strand can be severed using the rules for sundering tentacles (see 
  Tentacles in the description of creature traits in Chapter One of 
  this book) with the exception that severing a strand deals no damage 
  to a roper. A roper’s strand counts as a Tiny held object and has a
  
  11
  Chapter Two: True20 Bestiary
  Toughness save equal to 1/4 that of the roper. If a strand is severed, 
  the roper can extrude a new one on its next turn as a free action. A 
  strand that has attached to a victim does not get the roper’s combat 
  bonus or Dexterity to defense (and has a defense of +6).
  Weakness: A roper’s strands can sap an opponent’s Strength. Anyone 
  grabbed by a strand must succeed on a Diffi culty 18 Fortitude save or 
  take 4 points of Strength damage. The save Diffi culty is Constitution-
  based.
  Skills: *Ropers have a +8 racial bonus on Stealth checks in stony or 
  icy areas.
  A roper is easily mistaken for a large naturally occurring stone pillar 
  until it opens its large central eye and circular maw filled with multiple 
  rows of teeth. A roper also has numerous retractable tentacle-like 
  strands that serve as its limbs for catching prey and drawing it into 
  its mouth to feed. Ropers stand some 9 feet tall and taper from 3 
  or 4 feet in diameter at the base to 1 foot across at the top. They 
  weigh just over a ton. A roper’s coloration and temperature change 
  to match the features of the surrounding cave. Ropers speak Terran 
  and Undercommon.
  A roper hunts by standing very still and imitating a bit of rock. This 
  tactic often allows it to attack with surprise. When prey comes within 
  reach, it lashes out with its strands. In melee, it bites adjacent opponents 
  with its powerful maw.
  Rust Monster
  Type: 5th Level Aberration
  Size: Medium
  Speed: 40 ft.
  Abilities: Str +0, Dex +3, Con +1, Int –4, Wis +1, Cha –1
  Skills: Notice 8 (+12)
  Feats: Skill Focus (Notice), Track
  Traits: Darkvision, Rust, Scent
  Combat: Attack +6 (+3 base, +3 Dex), Damage nil +rust (antennae 
  touch) or +0 (bite), Defense Dodge/Parry +6/— (+3 base, +3 
  Dex), Initiative +3
  Saving Throws: Toughness +3 (+1 Con, +2 natural), Fortitude +2 
  (+1 base, +1 Con), Reflex +4 (+1 base, +3 Dex), Will +5 (+4 
  base, +1 Wis)
  Rust: A rust monster that makes a successful antennae touch attack 
  causes the target metal to corrode, falling to pieces and becoming 
  useless immediately. The touch can destroy up to a 10-foot cube 
  of metal instantly. Supernatural armor and weapons, and other 
  supernatural items made of metal, must succeed on a Diffi culty 17 
  Reflex save or be dissolved. The save Diffi culty is Constitution-based 
  and includes a +4 racial bonus. A metal weapon that deals damage 
  to a rust monster corrodes immediately. Wooden, stone, and other 
  nonmetallic weapons are unaffected.
  A rust monster is an insect-like quadruped that sports two long 
  antennae that protrude out from beneath each of its eyes, and a tail with 
  a bony club at the end. The hide of these creatures varies in color from 
  a yellowish tan underside to a rust-red upper back. A rust monster’s 
  prehensile antennae can rust metals on contact. The typical rust monster 
  measures 5 feet long and 3 feet high, weighing 200 pounds.
  A rust monster can scent a metal object from up to 90 feet away. When 
  it detects one, it dashes toward the source and attempts to strike it 
  with its antennae. The creature is relentless, chasing prey over long 
  distances if they still possess intact metal objects but usually ceasing 
  its attacks to devour a freshly rusted meal. The creature targets the 
  largest metal object available, striking first at armor, then at shields 
  and smaller items. It prefers ferrous metals (steel or iron) over 
  precious metals (such as gold or silver) but devour the latter if given 
  the opportunity.
  Sahuagin
  Type: 2nd Level Monstrous Humanoid (Aquatic)
  Size: Medium
  Speed: 30 ft., swim 60 ft.
  Abilities: Str +2, Dex +1, Con +1, Int +2, Wis +1, Cha –1
  Skills: Handle Animal 5 (+4)*, Notice 5 (+6)*, Profession (hunter) 
  0 (+1)*, Ride 5 (+6), Swim 0 (+10), Survival 0 (+1)*, Stealth 
  5 (+6)*
  Feats: Double StrikeB, Great Fortitude, Heavy Armor TrainingB, Light 
  Armor TrainingB, Weapon TrainingB
  Traits: Blindsense 30 ft., Blood Frenzy, Darkvision 60 ft., Freshwater 
  Sensitivity, Light Blindness, Rake, Speak with Sharks, Water 
  Dependent
  Combat: Attack +3 (+2 base, +1 Dex), Damage +5 (trident, crit +4) 
  or +3 (claw or bite) or +2 (rake), Defense Dodge/Parry +3/+4 
  (+2 base, +1 Dex/+2 Str), Initiative +1
  Saving Throws: Toughness +3 (+1 Con, +2 natural), Fortitude +3 
  (+0 base, +1 Con, +2 Great Fortitude), Reflex +4 (+3 base, +1 
  Dex), Will +4 (+3 base, +1 Wis)
  Blindsense: A sahuagin can locate creatures underwater within 
  a 30-foot radius. This ability works only when the sahuagin is 
  underwater.
  Blood Frenzy: Once per day a sahuagin that is brought to “hurt” or 
  worse condition on the damage track can fly into rage in the following 
  round. This ability operates like the Rage feat: +2 Constitution and +2 
  Strength, and a –2 penalty to defense. A sahuagin cannot end its rage 
  voluntarily and claws and bites madly until either it or its opponent 
  is dead and there are no more enemies in sight.
  Freshwater Sensitivity: A sahuagin fully immersed in fresh water must 
  succeed on a Diffi culty 15 Fortitude save or suffer a level of fatigue. 
  Even on a success, it must repeat the save attempt every 10 minutes 
  it remains immersed.
  Light Blindness: Abrupt exposure to bright light (such as bright 
  sunlight) blinds sahuagin for round. On subsequent rounds, they 
  are dazzled while operating in bright light.
  Speak with Sharks: Sahuagin can communicate telepathically with 
  sharks up to 150 feet away. The communication is limited to fairly 
  simple concepts such as “food”, “danger” and “enemy”. Sahuagin can 
  use the Handle Animal skill to befriend and train sharks.
  Water Dependent: Sahuagin can survive out of the water for 60 
  minutes plus 30 minutes per point of Constitution. After that, refer 
  to the Hazards and the Environment section of Chapter Six of 
  the True20 Adventure Roleplaying book.
  Skills: A sahuagin has a +8 racial bonus on any Swim check to perform 
  some special action or avoid a hazard. It can always choose to take 
  10 on a Swim check, even if distracted or endangered. It can use the 
  run action while swimming, provided it swims in a straight line. 
  *Underwater, a sahuagin has a +4 racial bonus on Stealth, and Notice 
  checks. *A sahuagin has a +4 racial bonus on Survival and Profession 
  (hunter) checks within 50 miles of its home. *A sahuagin has a +4 
  racial bonus on Handle Animal checks when working with sharks.
  Sahuagins are aquatic humanoids that have qualities reminiscent of 
  both fish and reptiles. The hands of a sahuagin are webbed, and a row 
  of spiny fins line its back and tail. Its mouth is wide and filled with 
  needle sharp fangs. A sahuagin’s skin is scaly featuring alternating 
  dark and light green stripes, and a white underbelly. Most sahuagin 
  feature green coloration, darker along the back and lighter on the 
  belly. Many have dark stripes, bands, or spots, but these tend to fade 
  with age. Sahuagins are the natural enemy of aquatic elves. The two 
  cannot coexist peacefully: Wars between them are prolonged, bloody 
  affairs that sometimes interfere with shipping and maritime trade. 
  Sahuagin have an only slightly less vehement hatred for tritons. Adult 
  
  12
  Chapter Two: True20 Bestiary
  male sahuagins stand roughly 6 feet tall and weigh about 200 pounds. 
  Sahuagins speak their own language, Sahuagin. Thanks to their high 
  Intelligence, most sahuagin also speak two bonus languages, usually 
  Common and Aquan.
  Sahuagin are savage fighters, asking for and giving no quarter. When 
  swimming, a sahuagin tears with its feet as it strikes with its talons 
  or a weapon. About half of any group of sahuagin are also armed with 
  nets.
  Sahuagin Mutants
  About one in two hundred sahuagin has four arms. Such creatures 
  have the All-Around Attack trait and can make four claw attacks or 
  use extra weapons, in addition to the claw and bite attacks as a full 
  round action.
  If a community of aquatic elves is located within 100 miles of a sahuagin 
  community, about one in one hundred sahuagin looks just like an 
  aquatic elf. These creatures, called malenti, have a swim speed of 40 
  feet, can remain out of water for a number of minutes equal to 60 plus 
  60 per point of Constitution, and have freshwater sensitivity and light 
  sensitivity (dazzled in bright light). Malenti have no natural attacks. 
  They are otherwise identical with sahuagin.
  Salamander (General)
  Salamanders are a creatures native to the Elemental Plane of Fire. A 
  salamander has the upper body of a scaly hairless humanoid and the 
  lower body of a great serpent. Its skin is rough and scaly and has the 
  appearance of molten lava. Salamanders speak Ignan. Some average 
  salamanders and all nobles also speak Common.
  If a salamander has damage reduction, its natural weapons are treated as 
  supernatural weapons for the purpose of overcoming damage reduction. 
  A noble salamander can constrict multiple creatures simultaneously, 
  provided they are all at least two sizes smaller than it.
  Salamander, Flamebrother
  Type: 4th Level Outsider (Extraplanar, Fire)
  Size: Small
  Speed: 20 ft.
  Abilities: Str +1, Dex +1, Con +2, Int +2, Wis +2, Cha +1
  Skills: Bluff 7 (+8), Craft (blacksmithing) 7 (+13), Diplomacy 7 (+8), 
  Disguise 7 (+8), Intimidate 7 (+8), Notice 7 (+9), Search 7 (+9), 
  Stealth 7 (+12)
  Feats: Heavy Armor TrainingB, Improved Grab, Improved StrikeB, 
  Light Armor TrainingB, Skill Focus (Notice), Weapon 
  TrainingB
  Traits: Constrict, Darkvision 60 ft., Heat, Immunity to Fire, 
  Vulnerable to Cold
  Combat: Attack +6 (+1 size, +4 base, +1 Dex), Damage +3 +2 fire 
  (spear, crit 19-20/+4) or +2 +2 fire (tail slap or grapple), 
  Defense Dodge/Parry +6/+6 (+1 size, +4 base, +1 Dex/+1 
  Str), Initiative +1
  Saving Throws: Toughness +4 (–1 size, +2 Con, +3 natural), 
  Fortitude +6 (+4 base, +2 Con), Reflex +5 (+4 base, +1 Dex), 
  Will +6 (+4 base, +2 Wis)
  Salamander, Average
  Type: 9th Level Outsider (Extraplanar, Fire)
  Size: Medium
  Speed: 20 ft.
  Abilities: Str +2, Dex +1, Con +2, Int +2, Wis +2, Cha +1
  Skills: Bluff 12 (+13), Craft (blacksmithing) 12 (+18), Diplomacy 12 
  (+13), Disguise 12 (+13), Intimidate 12 (+13), Notice 12 (+14), 
  Search 12 (+14), Stealth 12 (+13)
  Feats: All-Out Attack, Heavy Armor TrainingB, Improved Grab, 
  Improved StrikeB, Light Armor TrainingB, Skill Focus (Notice), 
  Weapon TrainingB
  Traits: Constrict, Damage Reduction 4/supernatural, Darkvision 60 
  ft., Heat, Immunity to Fire, Vulnerable to Cold
  Combat: Attack +10 (+9 base, +1 Dex), Damage +5 +2 fire (spear, crit 
  19-20/+4), or +6 +2 fire (tail slap or grapple), Defense Dodge/
  Parry +10/+11 (+9 base, +1 Dex/+2 Str), Initiative +1
  Saving Throws: Toughness +5 (+2 Con, +3 natural), Fortitude +8 
  (+6 base, +2 Con), Reflex +7 (+6 base, +1 Dex), Will +8 (+6 
  base, +2 Wis)
  Salamander, Noble
  Type: 15th Level Outsider (Extraplanar, Fire)
  Size: Large
  Speed: 20 ft.
  Abilities: Str +6, Dex +1, Con +3, Int +3, Wis +2, Cha +2
  Skills: Bluff 18 (+20), Craft (blacksmithing) 18 (+27), Diplomacy 18 
  (+20), Disguise 18 (+20), Intimidate 18 (+20), Notice 18 (+20), 
  Search 18 (+21), Sense Motive 18 (+20), Stealth 18 (+15)
  Feats: All-Out Attack, Cleave, Great Cleave, Heavy Armor TrainingB, 
  Improved Grab, Improved StrikeB, Light Armor TrainingB, 
  Power (2)B, Skill Focus (Craft [blacksmithing]), Skill Focus 
  (Notice), Weapon TrainingB
  Traits: Constrict, Damage Reduction 6/supernatural, Darkvision 
  60 ft., Heat, Immunity to Fire, Powers (rank 18, Wis, save 
  Difficulty 20, Elemental Blast +20, Fire Shaping +20), 
  Vulnerable to Cold
  Combat: Attack +15 melee (–1 size, +15 base, +1 Dex) (+18 with +3 
  longspear), Damage +13 +3 fire (+3 longspear, crit 19-20/+4) 
  or +12 +3 fire (tail slap or grapple), Defense Dodge/Parry 
  +15/+23 (–1 size, +15 base, +1 Dex/+6 Str [+3 longspear]), 
  Initiative +1
  Saving Throws: Toughness +9 (+2 size, +3 Con, +4 natural), 
  Fortitude +12 (+9 base, +3 Con), Reflex +10 (+9 base, +1 Dex), 
  Will +11 (+9 base, +2 Wis)
  Heat: A salamander generates so much heat that its mere touch deals 
  additional fire damage. Salamanders’ metallic weapons also conduct 
  this heat.
  Skills: Salamanders have a +4 racial bonus on Craft (blacksmithing) 
  checks.
  Satyr
  Type: 5th Level Fey
  Size: Medium
  Speed: 40 ft.
  Abilities: Str +0, Dex +1, Con +1, Int +1, Wis +1, Cha +1
  Skills: Bluff 8 (+9), Diplomacy 8 (+9), Intimidate 8 (+9), Knowledge 
  (life sciences) 8 (+9), Notice 8 (+16), Perform (wind 
  instruments) 8 (+13), Stealth 8 (+13)
  Feats: Dodge Focus, Night VisionB, Skill Focus (Notice), Tough, 
  Weapon TrainingB
  Traits: Damage Reduction 2/cold iron, Pipes
  Combat: Attack +3 (+2 base, +1 Dex), Damage +2 (head butt) or +2 
  (short bow, crit +4), Defense Dodge/Parry +4/+3 (+2 base, +1 
  Dex, +1 dodge), Initiative +1
  Saving Throws: Toughness +4 (+1 Con, +2 natural, +1 Tough), 
  Fortitude +2 (+1 base, +1 Con), Reflex +5 (+4 base, +1 Dex), 
  Will +5 (+4 base, +1 Wis)
  Pipes: Satyrs can play a variety of magical tunes on their pan pipes. 
  Usually, only one satyr in a group carries pipes. When it plays, all 
  creatures within a 60-foot spread (except satyrs) must succeed on 
  a Diffi culty 13 Will save or be affected by either the Heart Shaping,
  
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  Chapter Two: True20 Bestiary
  Sleep or Suggestion supernatural powers as if they were cast by a 
  10th level adept (rank 13, Cha, save Diffi culty 16, Heart Shaping 
  +14, Sleep +14, Suggestion +14). The satyr chooses the tune and 
  its effect. In the hands of other beings, these pipes have no special 
  powers. A creature that successfully saves against any of the pipe’s 
  effects cannot be affected by the same set of pipes for 24 hours. The 
  save Diffi culty is Charisma-based.
  Satyrs, also called fauns, are jubilant and rowdy creatures. A satyr has 
  the upper body of a human, and the lower body and horns of a goat. A 
  satyr’s hair is red or chestnut brown, while its hooves and horns are jet 
  black. A satyr almost always has a beard reminiscent of that of a goat. 
  The keen senses of a satyr make it almost impossible to surprise one in 
  the wild. Conversely, with their own natural grace and agility, satyrs can 
  sneak up on travelers who are not carefully watching the surrounding 
  wilderness. Satyrs stand about 5 feet tall and weigh 130 pounds. All 
  satyrs are male. Satyrs speak Sylvan, and most also speak Common.
  Once engaged in battle, an unarmed satyr attacks with a powerful head 
  butt. A satyr expecting trouble is likely to be armed with a bow and a 
  knife and typically looses arrows from hiding, weakening an enemy 
  before closing.
  Scorpion (General)
  Scorpions are likely to attack any creature that approaches and they 
  usually charge when attacking prey.
  Scorpion, Tiny
  Type: 0th Level Vermin
  Size: Tiny
  Speed: 20 ft.
  Abilities: Str –4, Dex +0, Con +2, Int —, Wis +0, Cha –4
  Skills: Climb 0 (+0), Notice 0 (+4), Stealth 0 (+12)
  Feats: Double StrikeB, Improved GrabB
  Traits: Constrict, Darkvision 60 ft., Poison, Vermin Traits
  Combat: Attack +2 (+2 size, +0 base), Damage –4 (claws or grapple) 
  or –4 plus poison (sting), Defense Dodge/Parry +2/— (+2 size, 
  +0 base), Initiative +0
  Saving Throws: Toughness +1 (–2 size, +2 Con, +1 natural), 
  Fortitude +4 (+2 base, +2 Con), Reflex +0 (+0 base), Will +0 
  (+0 base)
  Scorpion, Small
  Type: 1st Level Vermin
  Size: Small
  Speed: 30 ft.
  Abilities: Str –1, Dex +0, Con +2, Int —, Wis +0, Cha –4
  Skills: Climb 0 (+3), Notice 0 (+4), Stealth 0 (+8)
  Feats: Double StrikeB, Improved GrabB
  Traits: Constrict, Darkvision 60 ft., Poison, Vermin Traits
  Combat: Attack +1 (+1 size, +0 base), Damage –1 (claws or grapple) 
  or –1 plus poison (sting), Defense Dodge/Parry +1/— (+1 size, 
  +0 base), Initiative +0
  Saving Throws: Toughness +2 (–1 size, +2 Con, +1 natural), 
  Fortitude +4 (+2 base, +2 Con), Reflex +0 (+0 base), Will +0 
  (+0 base)
  Scorpion, Medium
  Type: 2nd Level Vermin
  Size: Medium
  Speed: 40 ft.
  Abilities: Str +1, Dex +0, Con +2, Int —, Wis +0, Cha –4
  Skills: Climb 0 (+5), Notice 0 (+4), Stealth 0 (+4)
  Feats: Double StrikeB, Improved GrabB
  Traits: Constrict, Darkvision 60 ft., Poison, Vermin Traits
  Combat: Attack +1 (+1 base), Damage +2 (claws or grapple) or +2 
  plus poison (sting), Defense Dodge/Parry +1/— (+1 base), 
  Initiative +0
  Saving Throws: Toughness +4 (+2 Con, +2 natural), Fortitude +5 (+3 
  base, +2 Con), Reflex +0 (+0 base), Will +0 (+0 base)
  Scorpion, Large
  Type: 5th Level Vermin
  Size: Large
  Speed: 50 ft.
  Abilities: Str +4, Dex +0, Con +2, Int —, Wis +0, Cha –4
  Skills: Climb 0 (+8), Notice 0 (+4), Stealth 0 (+0)
  Feats: Double StrikeB, Improved GrabB
  Traits: Constrict, Darkvision 60 ft., Poison, Vermin Traits
  Combat: Attack +2 (–1 size, +3 base), Damage +6 (claws or grapple) 
  or +6 plus poison (sting), Defense Dodge/Parry +2/— (–1 size, 
  +3 base), Initiative +0
  Saving Throws: Toughness +7 (+2 size, +2 Con, +3 natural), 
  Fortitude +6 (+4 base, +2 Con), Reflex +1 (+1 base), Will +1 
  (+1 base)
  Scorpion, Huge
  Type: 10th Level Vermin
  Size: Huge
  Speed: 50 ft.
  Abilities: Str +6, Dex +0, Con +3, Int —, Wis +0, Cha –4
  Skills: Climb 0 (+10), Notice 0 (+4), Stealth 0 (–4)
  Feats: Double StrikeB, Improved GrabB
  Traits: Constrict, Darkvision 60 ft., Poison, Vermin Traits
  Combat: Attack +5 (–2 size, +7 base), Damage +9 (claws or grapple) 
  or +8 plus poison (sting), Defense Dodge/Parry +5/— (–2 size, 
  +7 base), Initiative +0
  
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  Chapter Two: True20 Bestiary
  Saving Throws: Toughness +13 (+4 size, +3 Con, +6 natural), 
  Fortitude +10 (+7 base, +3 Con), Reflex +3 (+3 base), Will +3 
  (+3 base)
  Scorpion, Gargantuan
  Type: 20th Level Vermin
  Size: Gargantuan
  Speed: 50 ft.
  Abilities: Str +10, Dex +0, Con +3, Int —, Wis +0, Cha –4
  Skills: Climb 0 (+14), Notice 0 (+4), Stealth 0 (–8)
  Feats: Double StrikeB, Improved GrabB
  Traits: Constrict, Darkvision 60 ft., Poison, Vermin Traits
  Combat: Attack +11 (–4 size, +15 base), Damage +14 (claws or 
  grapple) or +14 plus poison (sting), Defense Dodge/Parry 
  +11/— (–4, size +15 base), Initiative +0
  Saving Throws: Toughness +18 (+6 size, +3 Con, +9 natural), 
  Fortitude +15 (+12 base, +3 Con), Reflex +6 (+6 base), Will 
  +6 (+6 base)
  Scorpion, Colossal
  Type: 40th Level Vermin
  Size: Colossal
  Speed: 50 ft.
  Abilities: Str +12, Dex –1, Con +3, Int —, Wis +0, Cha –4
  Skills: Climb +16, Notice +4, Stealth –13
  Feats: Double StrikeB, Improved GrabB
  Traits: Constrict, Darkvision 60 ft., Poison, Vermin Traits
  Combat: Attack +22 (–8 size, +30 base), Damage +18 (claws or 
  grapple) or +18 plus poison (sting), Defense Dodge/Parry 
  +22/— (–8 size, +30 base), Initiative –1
  Saving Throws: Toughness +21 (+8 size, +3 Con, +10 natural), 
  Fortitude +25 (+22 base, +3 Con), Reflex +12 (+13 base, –1 
  Dex), Will +13 (+13 base)
  Improved Grab: To use this ability, a scorpion must hit with a claw 
  attack. A scorpion can use either its Strength modifier or Dexterity 
  modifier for grapple checks, whichever is better.
  Poison: A scorpion has a poisonous sting. The details vary by the 
  scorpion’s size, as follows. The save Diffi culties are Constitution-
  based. The indicated damage is initial and secondary damage.
  Size
  Fort Difficulty
  Damage
  Tiny
  12
  1 Con
  Small
  12
  1 Con
  Medium
  13
  1 Con
  Large
  14
  1 Con
  Huge
  18
  2 Con
  Gargantuan
  23
  3 Con
  Colossal
  22
  3 Con
  Skills: A scorpion has a +4 racial bonus on Climb, Stealth and Notice 
  checks.
  Shadow (rd-level human warrior)
  Type: 3rd Level Undead (Augmented, Incorporeal)
  Size: Medium
  Speed: Fly 30 ft. (perfect)
  Abilities: Str — (+1), Dex +0, Con —, Int –3, Wis +1, Cha +1
  Skills: Handle Animal 4 (+3), Intimidate 6 (+7), Notice 6 (+16), Ride 
  4 (+4), Search 0 (+5), Stealth 2 (+14)
  Feats: Attack Focus (sword)B, Dodge Focus, Light Armor Training, 
  Heavy Armor Training, Shield Training, Skill Focus (Notice), 
  Weapon Training
  Traits: Ability Damage, Create Spawn, Human Background Traits, 
  Manifestation, Rejuvenation, Undead Traits, Unnatural Aura
  Combat: Attack +3 (+3 base) (+4 with sword), Damage 1 Strength 
  damage (incorporeal touch) or +4 (sword, crit 19-20/+3, against 
  ethereal or incorporeal opponents), Defense Dodge/Parry +5/+7 
  (+3 base, +1 Cha, +1 Str, +1 dodge, +2 large metal shield, can only 
  parry against ethereal or incorporeal opponents), Initiative +0
  Saving Throws: Toughness +1 (+1 undead) (+4 with chainmail, against 
  ethereal or incorporeal opponents), Fortitude +3 (+3 base), 
  Reflex +1 (+1 base), Will +2 (+1 base, +1 Wis)
  Create Spawn: Any humanoid reduced to Strength –5 by a shadow dies 
  and becomes a shadow in 3 rounds.
  Manifestation: When a shadow manifests, it can use any powers it 
  possesses on material targets. Only other incorporeal creatures, 
  supernatural weapons or powers can harm a manifested shadow. A 
  manifested shadow can pass through solid objects at will and always 
  moves silently.
  Rejuvenation: A destroyed shadow restores itself within eight days 
  with a successful level check (1d20 + shadow’s total level) against 
  Diffi culty 16.
  Strength Damage: The touch of a shadow deals 2 points of Strength 
  damage to a living foe. A creature reduced to –5 Strength by a shadow 
  dies.
  Skills: Shadows have a +2 racial bonus on Notice checks and a +4 racial 
  bonus on Search checks. These bonuses stack with the +8 bonus all 
  apparitions have on Notice, Search and Stealth checks. *A shadow gains 
  a +4 racial bonus on Stealth checks in areas of shadowy illumination. 
  In brightly lit areas, it takes a –4 penalty on Stealth checks.
  
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  Chapter Two: True20 Bestiary
  These creatures are spirits of the dead which have come back to haunt 
  the living in the form of an independently animated un-living shadow. 
  A shadow can be diffi cult to see in dark or gloomy areas but stands out 
  starkly in brightly illuminated places. A shadow is 5 to 6 feet tall and 
  is weightless. Shadows cannot speak intelligibly.
  Shadows lurk in dark places, waiting for living prey to happen by.
  Shadow Mastiff
  Type: 4th Level Outsider (Extraplanar)
  Size: Medium
  Speed: 50 ft.
  Abilities: Str +3, Dex +1, Con +3, Int –3, Wis +1, Cha +1
  Skills: Notice 7 (+8), Stealth 7 (+8), Survival 7 (+8)*
  Feats: Dodge Focus, Improved Initiative, Improved StrikeB, Improved 
  TripB, TrackB
  Traits: Bay, Darkvision 60 ft., Shadow Blend, Scent
  Combat: Attack +5 (+4 base, +1 Dex), Damage +5 (bite), Defense 
  Dodge/Parry +6/+8 (+4 base, +1 Dex/+3 Str, +1 dodge), 
  Initiative +5
  Saving Throws: Toughness +4 (+3 Con, +1 natural), Fortitude +7 
  (+4 base, +3 Con), Reflex +5 (+4 base, +1 Dex), Will +5 (+4 
  base, +1 Wis)
  Bay: When a shadow mastiff howls or barks, all creatures (except 
  outsiders with the vice subtype) within a 300-foot spread must 
  succeed on a Diffi culty 13 Will save or become panicked for 5 rounds. 
  This is a sonic mind-affecting fear effect. Whether or not the save is 
  successful, an affected creature is immune to the same mastiff ’s bay 
  for 24 hours. The save Diffi culty is Charisma-based.
  Shadow Blend: In any condition of illumination other than full 
  daylight, a shadow mastiff can disappear into the shadows, giving 
  it total concealment.
  Skills: *A shadow mastiff has a +4 racial bonus on Survival checks 
  when tracking by scent.
  Shadow mastiffs are creatures native to the Plane of Shadow. They are 
  darkness incarnate, beings of living shadow that sometimes cross over 
  into the Material Plane. A shadow mastiff has the body of a large dog, 
  with a smooth black coat and a mouth full of sharp teeth. Shadow mastiffs 
  stand slightly more than 2 feet high at the shoulder and weigh about 200 
  pounds. Shadow mastiffs cannot speak, but they understand Common.
  Shadow mastiffs prefer fighting in shadows or dark conditions, which 
  gives them a great advantage. If a supernatural light source negates 
  the shadows around them, shadow mastiffs are cunning enough to 
  either move out of the light or back off and break up the opposition 
  with their baying.
  Shambling Mound
  Type: 8th Level Plant
  Size: Medium
  Speed: 20 ft., swim 20 ft.
  Abilities: Str +5, Dex +0, Con +3, Int –2, Wis +0, Cha –1
  Skills: Notice 3 (+7), Stealth 8 (+8)*
  Feats: All-Out Attack, Attack Focus (slam), Improved GrabB, Iron 
  Will, Night VisionB
  Traits: Constrict, Darkvision 60 ft., Immunity to Electricity, Plant 
  Traits, Resistance to Fire 4
  Combat: Attack +5 (–1 size, +6 base) (+6 with slam), Damage +9 
  (slam or grapple), Defense Dodge/Parry +5/— (–1 size, +6 
  base), Initiative +0
  Saving Throws: Toughness +10 (+2 size, +3 Con, +5 natural), 
  Fortitude +9 (+6 base, +3 Con), Reflex +2 (+2 base), Will +4 
  (+2 base, +2 Iron Will)
  Immunity to Electricity: Shamblers take no damage from electricity. 
  Instead, any electricity attack used against a shambler temporarily 
  grants it a +1 increase in Constitution (with a subsequent increase 
  in Toughness and Fortitude saves). The shambler loses these points 
  at the rate of 1 per hour.
  Skills: Shamblers have a +4 racial bonus on Notice, and Stealth checks. 
  *They have a +12 racial bonus on Stealth checks when in a swampy 
  or forested area.
  Shambling mounds, also called shamblers, appear to be heaps of 
  rotting vegetation. They are actually intelligent, carnivorous plants. 
  A shambler’s brain and sensory organs are located in its upper body. 
  Shamblers have a girth of about 8 feet and stand about 6 feet tall. They 
  weigh about 3,800 pounds.
  A shambling mound batters or constricts its opponents with two huge, 
  arm-like appendages.
  Shocker Lizard
  Type: 2nd Level Supernatural Beast
  Size: Small
  Speed: 40 ft., climb 20 ft., swim 20 ft.
  Abilities: Str +0, Dex +2, Con +1, Int –4, Wis +1, Cha –2
  Skills: Climb 0 (+10), Jump 5 (+5), Notice 0 (+3), Stealth 0 (+10), 
  Swim 0 (+8)
  Feats: Improved Initiative, Night VisionB
  Traits: Darkvision 60 ft., Electricity Sense, Immunity to Electricity, 
  Lethal Shock, Stunning Shock
  Combat: Attack +5 (+1 size, +2 base, +2 Dex), Damage +1 (bite), Defense 
  Dodge/Parry +5/— (+1 size, +2 base, +2 Dex), Initiative +6
  Saving Throws: Toughness +1 (–1 size, +1 Con, +1 natural), Fortitude 
  +4 (+3 base, +1 Con), Reflex +5 (+3 base, +2 Dex), Will +1 (+0 
  base, +1 Wis)
  Electricity Sense: Shocker lizards automatically detect any electrical 
  discharges within 100 feet.
  Lethal Shock: Whenever two or more shocker lizards are within 20 feet 
  of each other, they can work together to create a lethal shock. This 
  effect has a radius of 20 feet, centered on any one contributing lizard. 
  The shock deals +6 electricity damage for each lizard contributing to 
  it, to a maximum of +24. A Reflex save (Diffi culty 10 + number of 
  lizards contributing) reduces the damage by half.
  Stunning Shock: Once per round, a shocker lizard can deliver an 
  electrical shock to a single opponent within 5 feet. This attack deals 
  +6 nonlethal damage to living opponents (Reflex Diffi culty 12 for half 
  damage). The save Diffi culty is Constitution-based.
  Skills: Shocker lizards have a +4 racial bonus on Stealth checks due 
  to their coloration. Shocker lizards have a +2 racial bonus on Notice 
  checks. Shocker lizards use their Dexterity modifier instead of their 
  Strength modifier for Climb and Jump checks. A shocker lizard has 
  a +8 racial bonus on Climb checks and can always choose to take 10 
  on a Climb check, even if rushed or threatened. A shocker lizard has 
  a +8 racial bonus on any Swim check to perform some special action 
  or avoid a hazard. It can always choose to take 10 on a Swim check, 
  even if distracted or endangered. It can use the run action while 
  swimming, provided it swims in a straight line.
  A shocker lizard has a pale gray or blue underside, shading to a darker 
  hue on its back. It has blue-black markings along its back and tail. They 
  are about 1 foot tall at the shoulder and weigh about 25 pounds.
  A shocker lizard relies on its electricity abilities in combat. It tends to bite 
  only after its shock has rendered an opponent unconscious or when the 
  shock seems to have no effect at all. A solitary lizard flees once it delivers 
  its shocks, but if other shocker lizards are nearby, they all home in on their 
  comrade’s discharges and attempt to administer their shocks to the foe.
  
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  Chapter Two: True20 Bestiary
  Snake, Giant Constrictor
  Type: 11th Level Animal
  Size: Huge
  Speed: 30 ft.
  Abilities: Str +7, Dex +3, Con +1, Int –5, Wis +1, Cha –4
  Skills: Acrobatics 0 (+11), Climb 2 (+17), Notice 1 (+9), Stealth 10 
  (+12), Swim 1 (+16)
  Feats: Endurance, Improved GrabB, Skill Focus (Notice), Skill Focus 
  (Stealth), Tough
  Traits: Constrict, Scent
  Combat: Attack +9 (–2 size, +8 base, +3 Dex), Damage +10 (bite or 
  grapple), Defense Dodge/Parry +9/— (–2 size, +8 base, +3 
  Dex), Initiative +3
  Saving Throws: Toughness +6 (+4 size, +1 Con, +1 Tough), Fortitude 
  +8 (+7 base, +1 Con), Reflex +10 (+7 base, +3 Dex), Will +4 
  (+3 base, +1 Wis)
  Giant constrictor snakes are more aggressive than their smaller cousins, 
  principally because they need a great amount of food to survive. Snakes 
  in general are often used as religious symbols, often with contradictory 
  natures of creation and destruction or wisdom and deceit.
  Skills: Snakes have a +4 racial bonus on Stealth and Notice checks and 
  a +8 racial bonus on Acrobatics and Climb checks. A snake can always 
  choose to take 10 on a Climb check, even if rushed or threatened. 
  Snakes use either their Strength modifier or Dexterity modifier for 
  Climb checks, whichever is higher. A snake has a +8 racial bonus on 
  any Swim check to perform some special action or avoid a hazard. It 
  can always choose to take 10 on a Swim check, even if distracted or 
  endangered. It can use the run action while swimming, provided it 
  swims in a straight line.
  Spectre (th-level human warrior)
  Type: 7th Level Undead (Augmented, Incorporeal)
  Size: Medium
  Speed: Fly 30 ft. (perfect)
  Abilities: Str — (+1), Dex +0, Con —, Int +1, Wis +2, Cha +1
  Skills: Handle Animal 4 (+3), Intimidate 10 (+11), Knowledge 
  (theology and philosophy) 6 (+7), Notice 10 (+20), Ride 4 (+4), 
  Search 0 (+9), Stealth 0 (+8)
  Feats: Attack Focus (incorporeal touch), Attack Focus (sword)B, Blind-
  Fight, Canny Dodge, Dodge Focus, Improved Initiative, Iron 
  Will, Light Armor Training, Heavy Armor Training, PowerB, 
  Shield Training, Weapon Training
  Traits: Chill Touch, Create Spawn, Drain Vitality, Human Background 
  Traits, Manifestation, Power (rank 10, Cha, save Diffi culty 15, 
  Drain Vitality +11), Rejuvenation, Sunlight Powerlessness, 
  Unnatural Aura
  Combat: Attack +7 (+7 base) (+8 with sword or incorporeal touch), 
  Damage +7 cold plus Drain Vitality (incorporeal touch) or 
  +4 (sword, crit 19-20/+3, against ethereal or incorporeal 
  opponents), Defense Dodge/Parry +11/+13 (+7 base, +2 Wis, 
  +1 Str, +1 Cha, +1 dodge, +2 large metal shield, can only parry 
  against ethereal or incorporeal opponents), Initiative +2
  Saving Throws: Toughness +3 (+3 undead) (+6 with chainmail, 
  against ethereal or incorporeal opponents, Fortitude +5 (+5), 
  Reflex +2 (+2 base), Will +4 (+2 base, +2 Wis)
  Create Spawn: Any humanoid slain by the chilling touch of a spectre 
  becomes a spectre in 3 rounds.
  Manifestation: When a spectre manifests, it can use any powers it 
  possesses on material targets. Only other incorporeal creatures, 
  supernatural weapons or powers can harm a manifested spectre. A 
  manifested spectre can pass through solid objects at will and always 
  moves silently.
  Rejuvenation: A destroyed spectre restores itself within eight days 
  with a successful level check (1d20 + spectre’s total level) against 
  Diffi culty 16.
  Sunlight Powerlessness: Spectres are powerless in natural sunlight (but 
  not in light created by the Light Shaping supernatural power) and 
  flee from it. A spectre caught in sunlight cannot attack and can take 
  only a single move or standard action per round. It cannot move and 
  attack in the same round unless it charges. A spectre that succeeds 
  on the Will save to avoid fleeing the area of the shining ward effect of 
  the Purifying Light power must make another Will save at the same 
  Diffi culty or be rendered powerless as if by sunlight. The spectre 
  regains its powers once it leaves the area of the shining ward.
  Unnatural Aura: Animals, whether wild or domesticated, can sense 
  the unnatural presence of a spectre at a distance of 30 feet. They do 
  not willingly approach nearer than that and panic if forced to do so; 
  they remain panicked as long as they are within that range.
  Skills: Apparitions have a +8 racial bonus on Notice, Search and 
  Stealth checks. 
  A spectre is a powerful ghost-like undead that looks much as it did in 
  life and can be easily recognized by those who knew the individual or 
  have seen the individual’s face in a painting or a drawing. In many cases, 
  the evidence of a violent death is visible on its body. Spectres are the 
  same size they were in life, but are weightless.
  In close combat a spectre attacks with its numbing, vitality-draining 
  touch. It makes full use of its incorporeal nature, moving through walls, 
  ceilings and floors as it attacks.
  Sphinx (General)
  Sphinxes are enigmatic creatures with great, feathery wings and 
  leonine bodies. All sphinxes are territorial, but the more intelligent 
  ones can differentiate between deliberate intrusion and temporary or 
  inadvertent trespass. A typical sphinx is about 10 feet long and weighs 
  about 800 pounds. Sphinxes speak Sphinx, Common and Draconic.
  Most sphinxes fight on the ground, using their wings to help them 
  pounce much as lions do. If outnumbered by earthbound creatures, a 
  sphinx takes wing and attacks on the fly.
  Androsphinx
  Type: 12th Level Supernatural Beast
  Size: Large
  Speed: 50 ft., fly 80 ft. (poor)
  Abilities: Str +7, Dex +0, Con +4, Int +3, Wis +3, Cha +3
  Skills: Intimidate 15 (+18), Knowledge (any two) 15 (+18), Notice 
  15 (+21), Survival 15 (+18)
  Feats: All-Out Attack, Cleave, Double StrikeB, Great Cleave, Move-
  By Action, Night VisionB, Power (4)B, Skill Focus (Notice), 
  TrackB
  Traits: Darkvision 60 ft., Powers (rank 15, Wis, save Diffi culty 19, 
  Cure +18, Enhance Ability +18, Light Shaping +18, Second 
  Sight +18), Rake, Roar
  Combat: Attack +11 (–1 size, +12 base) Damage +9 (claws) or 
  +5 (rake), Defense Dodge/Parry +11— (–1 size, +12 base), 
  Initiative +0
  Saving Throws: Toughness +12 (+2 size, +4 Con, +6 natural), 
  Fortitude +12 (+8 base, +4 Con), Reflex +8 (+8 base), Will +7 
  (+4 base, +3 Wis)
  Roar: Three times per day an androsphinx can loose a mighty roar. 
  The first time it does this, all creatures within 500 feet must succeed 
  on a Diffi culty 19 Will save or be affected as though by the fear effect 
  of the Heart Shaping supernatural power for 7 rounds. If the sphinx 
  roars a second time during the same encounter, all creatures within
  
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  Chapter Two: True20 Bestiary
  250 feet must succeed on a Diffi culty 19 Fortitude save or be paralyzed 
  for 2 rounds, and all those within 90 feet are deafened for 7 rounds 
  (no save). If it roars a third time during the same encounter, all those 
  within 250 feet must succeed on a Diffi culty 19 Fortitude save or take 
  2 points of Strength damage. Strength lost to this attack returns 
  after 5 rounds. In addition, any Medium or smaller creature within 
  90 feet must succeed on a Diffi culty 19 Fortitude save or be thrown 
  to the ground and take +6 damage. The force of this roar is so great 
  that it deals +20 damage to any stone or crystalline object within 90 
  feet. Supernatural items and held or carried items can avoid damage 
  with a Diffi culty 19 Reflex save. Other androsphinxes are immune to 
  these effects. The save Diffi culties are Charisma-based.
  Androsphinxes have the body of a lion, the wings of a falcon and a 
  human-like head. These sphinxes are always male. Androsphinxes are 
  clever and generally good-natured, but they can be savage opponents.
  In battle, an androsphinx rips apart enemies with its razor-sharp claws. 
  It relies on its natural weapons in a fight, employing its supernatural 
  powers for defense or healing.
  Criosphinx
  Type: 10th Level Supernatural Beast
  Size: Large
  Speed: 30 ft., fly 60 ft. (poor)
  Abilities: Str +6, Dex +0, Con +3, Int +0, Wis +0, Cha +0
  Skills: Intimidate 13 (+13), Notice 13 (+13)
  Feats: All-Out Attack, Cleave, Double StrikeB, Move-By Action, Night 
  VisionB, Skill Focus (Notice)
  Traits: Darkvision 60 ft., Rake
  Combat: Attack +9 (–1 size, +10 base), Damage +10 (gore) or +8 
  (claws) or +5 (rake), Defense Dodge/Parry +9/— (–1 size, +10 
  base), Initiative +0
  Saving Throws: Toughness +10 (+2 size, +3 Con, +5 natural), 
  Fortitude +10 (+7 base, +3 Con), Reflex +7 (+7 base), Will +3 
  (+3 base)
  A criosphinx has the body of a lion, the wings of a falcon and the head 
  of a ram. These sphinxes are always male. Neither good nor evil, they 
  lack the Intelligence of the androsphinx.
  Criosphinxes attack with their claws, as do their kin, but they can also 
  butt with their horns. They don’t use supernatural powers and employ 
  only the most simple battle tactics.
  Gynosphinx
  Type: 8th Level Supernatural Beast
  Size: Large
  Speed: 40 ft., fly 60 ft. (poor)
  Abilities: Str +4, Dex +1, Con +1, Int +4, Wis +4, Cha +4
  Skills: Bluff 11 (+15), Concentration 11 (+15), Diplomacy 11 (+15), 
  Intimidate 11 (+15), Notice 11 (+15), Sense Motive 11 (+15)
  Feats: Double StrikeB, Improved Initiative, Iron Will, Night VisionB, 
  Power (2)B, Power
  Traits: Darkvision 60 ft., Powers (rank 11, Wis, save Diffi culty 18, 
  Mind Touch +15, Scrying +15, Second Sight +15), Rake
  Combat: Attack +8 (–1 size, +8 base, +1 Dex), Damage +6 (claws) 
  or +4 (rake), Defense Dodge/Parry +8/— (–1 size, +8 base, +1 
  Dex), Initiative +5
  Saving Throws: Toughness +8 (+2 size, +1 Con, +5 natural), 
  Fortitude +7 (+6 base, +1 Con), Reflex +7 (+6 base, +1 Dex), 
  Will +8 (+2 base, +4 Wis, +2 Iron Will)
  A gynosphinx has the hind quarters and forelimbs of a lion, the wings of 
  a falcon and the head and torso of a feral yet beautiful human woman. 
  These sphinxes are the female counterparts of androsphinxes.
  In close combat, gynosphinxes use their powerful claws to flay the flesh 
  from their enemies. Despite their deadly nature, they prefer to avoid 
  combat whenever possible.
  Hieracosphinx
  Type: 9th Level Supernatural Beast
  Size: Large
  Speed: 30 ft., fly 90 ft. (poor)
  Abilities: Str +5, Dex +2, Con +2, Int –2, Wis +2, Cha +0
  Skills: Notice 12 (+18)
  Feats: All-Out Attack, Cleave, Double StrikeB, Move-By Action, Night 
  VisionB, Skill Focus (Notice)
  Traits: Darkvision 60 ft., Pounce, Rake
  Combat: Attack +10 (–1 size +9, base, +2 Dex) Damage +9 (bite) or 
  +7 (claws) or +4 (rake), Defense Dodge/Parry +10/— (–1 size, 
  +9 base, +2 Dex), Initiative +2
  Saving Throws: Toughness +8 (+2 size, +2 Con, +4 natural), 
  Fortitude +8 (+6 base, +2 Con), Reflex +8 (+6 base, +2 Dex), 
  Will +5 (+3 base, +2 Wis)
  Pounce: If a hieracosphinx charges a foe, it can attack a single target 
  with both its claws and its bite in a single round.
  Skills: Hieracosphinxes have a +4 racial bonus on Notice checks.
  A hieracosphinx has the body of a lion and the head and wings of a 
  great falcon. Hieracosphinxes can make short work of even the most 
  dangerous opponents with their claws. They are not particularly 
  intelligent, but are cunning enough to dive at their enemies from above 
  with their flying ability.
  Spider (General)
  All spiders are aggressive predators that use their poisonous bites to 
  subdue or kill prey.
  
  1
  Chapter Two: True20 Bestiary
  Spiders come in two general types: hunters and web-spinners. Hunters 
  rove about, while web-spinners usually attempt to trap prey. Hunting 
  spiders can spin webs to use as lairs, but cannot use their webs as 
  weapons the way web-spinners can. A hunting spider has a base land 
  speed 10 feet faster than the figures given in the stat blocks.
  Spider, Tiny
  Type: 0th Level Vermin
  Size: Tiny
  Speed: 20 ft., climb 10 ft.
  Abilities: Str –4, Dex +3, Con +0, Int —, Wis +0, Cha –4
  Skills: Climb 0 (+11), Jump 0 (–4)*, Notice 0 (+4)*, Stealth 0 (+15)*
  Feats: —
  Traits: Darkvision 60 ft., Poison, Tremorsense 60 ft., Vermin Traits, 
  Web
  Combat: Attack +5 (+2 size, +0 base, +3 Dex), Damage –4 plus poison 
  (bite), Defense Dodge/Parry +5/— (+2 size, +0 base, +3 Dex), 
  Initiative +3
  Saving Throws: Toughness –2 (–2 size), Fortitude +2 (+2 base), Reflex 
  +3 (+0 base, +3 Dex), Will +0 (+0 base)
  Spider, Small
  Type: 1st Level Vermin
  Size: Small
  Speed: 30 ft., climb 20 ft.
  Abilities: Str –2, Dex +3, Con +0, Int —, Wis +0, Cha –4
  Skills: Climb 0 (+11), Jump 0 (–2)*, Notice 0 (+4)*, Stealth 0 
  (+11)*
  Feats: —
  Traits: Darkvision 60 ft., Poison, Tremorsense 60 ft., Vermin Traits, 
  Web
  Combat: Attack +4 (+1 size, +0 base, +3 Dex), Damage –1 plus 
  poison (bite), Defense Dodge/Parry +4/— (+1 size, +0 base, 
  +3 Dex), Initiative +3
  Saving Throws: Toughness –1 (–1 size), Fortitude +2 (+2 base), 
  Reflex +3 (+0 base, +3 Dex), Will +0 (+0 base)
  Spider, Medium
  Type: 2nd Level Vermin
  Size: Medium
  Speed: 30 ft., climb 20 ft.
  Abilities: Str +0, Dex +3, Con +1, Int —, Wis +0, Cha –4
  Skills: Climb 0 (+11), Jump 0 (+0)*, Notice 0 (+4)*, Stealth 0 (+7)*
  Feats: —
  Traits: Darkvision 60 ft., Poison, Tremorsense 60 ft., Vermin Traits, 
  Web
  Combat: Attack +4 (+1 base, +3 Dex), Damage +2 plus poison (bite), 
  Defense Dodge/Parry +4/— (+1 base, +3 Dex), Initiative +3
  Saving Throws: Toughness +1 (+1 Con), Fortitude +4 (+3 base, +1 
  Con), Reflex +3 (+0 base, +3 Dex), Will +0 (+0 base)
  Spider, Large
  Type: 4th Level Vermin
  Size: Large
  Speed: 30 ft., climb 20 ft.
  Abilities: Str +2, Dex +3, Con +1, Int —, Wis +0, Cha –4
  Skills: Climb 0 (+11), Jump 0 (+2)*, Notice 0 (+4)*, Stealth 0 (+3)*
  Feats: —
  Traits: Darkvision 60 ft., Poison, Tremorsense 60 ft., Vermin Traits, 
  Web
  Combat: Attack +5 (–1 size, +3 base, +3 Dex), Damage +5 plus 
  poison (bite), Defense Dodge/Parry +5/— (–1 size, +3 base, 
  +3 Dex), Initiative +3
  Saving Throws: Toughness +4 (+2 size, +1 Con, +1 natural), 
  Fortitude +5 (+4 base, +1 Con), Reflex +4 (+1 base, +3 Dex), 
  Will +1 (+1 base)
  Spider, Huge
  Type: 8th Level Vermin
  Size: Huge
  Speed: 30 ft., climb 20 ft.
  Abilities: Str +4, Dex +3, Con +2, Int —, Wis +0, Cha –4
  Skills: Climb 0 (+12), Jump 0 (+4)*, Notice 0 (+4)*, Stealth 0 (–1)*
  Feats: —
  Traits: Darkvision 60 ft., Poison, Tremorsense 60 ft., Vermin Traits, 
  Web
  Combat: Attack +7 (–2 size, +6 base, +3 Dex), Damage +8 plus poison 
  (bite), Defense Dodge/Parry +7/— (–2 size, +6 base, +3 Dex), 
  Initiative +3
  Saving Throws: Toughness +8 (+4 size, +2 Con, +2 natural), Fortitude +8 
  (+6 base, +2 Con), Reflex +5 (+3 base, +2 Dex), Will +2 (+3 base)
  Spider, Gargantuan
  Type: 16th Level Vermin
  Size: Gargantuan
  Speed: 30 ft., climb 20 ft.
  Abilities: Str +7, Dex +3, Con +2, Int —, Wis +0, Cha –4
  Skills: Climb 0 (+15), Jump 0 (+7)*, Notice 0 (+4)*, Stealth 0 (–5)*,
  Feats: —
  Traits: Darkvision 60 ft., Poison, Tremorsense 60 ft., Vermin Traits, 
  Web
  Combat: Attack +11 (–4 size, +12 base, +3 Dex), Damage +13 plus 
  poison (bite), Defense Dodge/Parry +11/— (–4 size, +12 base, 
  +3 Dex), Initiative +3
  Saving Throws: Toughness +13 (+6 size, +2 Con, +5 natural), 
  Fortitude +12 (+10 base, +2 Con), Reflex +8 (+5 base, +3 Dex), 
  Will +5 (+5 base)
  
  1
  Chapter Two: True20 Bestiary
  Spider, Colossal
  Type: 32nd Level Vermin
  Size: Colossal
  Speed: 30 ft., climb 20 ft.
  Abilities: Str +10, Dex +2, Con +2, Int —, Wis +0, Cha –4
  Skills: Climb 0 (+18), Jump 0 (+10)*, Notice 0 (+4)*, Stealth 0 (–10)*,
  Feats: —
  Traits: Darkvision 60 ft., Poison, Tremorsense 60 ft., Vermin Traits, Web
  Combat: Attack +18 (–8 size, +24 base, +2 Dex), Damage +18 plus poison 
  (bite), Defense Dodge/Parry +18/— (–8 size, +24 base, +2 Dex), 
  Initiative +2
  Saving Throws: Toughness +19 (+8 size, +2 Con, +9 natural), Fortitude 
  +20 (+18 base, +2 Con), Reflex +12 (+10 base, +2 Dex), Will +10 
  (+10 base)
  Poison: A spider has a poisonous bite. The details vary by the spider’s size, 
  as shown on the table below. The save Diffi culties are Constitution-based. 
  The indicated damage is initial and secondary damage.
  Size
  Fort Difficulty
  Damage
  Tiny
  10
  1 Str
  Small
  10
  1 Str
  Medium
  12
  1 Str
  Large
  13
  2 Str
  Huge
  16
  3 Str
  Gargantuan
  20
  4 Str
  Colossal
  28
  5 Str
  Web: Both types of spiders often wait in their webs or in trees, then lower 
  themselves silently on silk strands and leap onto prey passing beneath. A 
  single strand is strong enough to support the spider and one creature of 
  the same size. Web-spinners can throw a web eight times per day. This is 
  similar to an attack with a net but has a maximum range of 50 feet, with 
  a range increment of 10 feet, and is effective against targets up to one 
  size category larger than the spider. An entangled creature can escape 
  with a successful Escape Artist check or burst it with a Strength check. 
  Both are standard actions whose Diffi culties are given in the table below. 
  The check Diffi culties are Constitution-based, and the Strength check 
  Diffi culty includes a +4 racial bonus.
  Web-spinners often create sheets of sticky webbing from 5 to 60 feet 
  square, depending on the size of the spider. They usually position these 
  sheets to snare flying creatures but can also try to trap prey on the 
  ground. Approaching creatures must succeed on a Diffi culty 20 Notice 
  check to notice a web; otherwise they stumble into it and become trapped 
  as though by a successful web attack. Attempts to escape or burst the 
  webbing gain a +5 bonus if the trapped creature has something to walk 
  on or grab while pulling free. Each 5-foot section has the Toughness save 
  given on the table, and sheet webs have damage reduction 2/—.
  A spider can move across its own web at its climb speed and can pinpoint 
  the location of any creature touching its web.
  Size
  Escape Artist 
  Difficulty
  Break 
  Difficulty
  Toughness 
  Save
  Tiny
  10
  14
  +0
  Small
  10
  14
  +1
  Medium
  12
  16
  +1
  Large
  13
  17
  +2
  Huge
  16
  20
  +3
  Gargantuan
  20
  24
  +3
  Colossal
  28
  32
  +4
  Sneak Attack: Hunting spiders receive Sneak Attack as a bonus feat.
  Tremorsense: A spider can detect and pinpoint any creature or object 
  within 60 feet in contact with the ground, or within any range in 
  contact with the spider’s webs.
  Skills: Spiders have a +4 racial bonus on Stealth and Notice checks and 
  a +8 racial bonus on Climb checks. A spider can always choose to take 
  10 on Climb checks, even if rushed or threatened. Spiders use either 
  their Strength or Dexterity modifier for Climb checks, whichever is 
  higher. *Hunting spiders have a +10 racial bonus on Jump checks and 
  a +8 racial bonus on Notice checks. Web-spinning spiders have a +8 
  racial bonus on Stealth checks when using their webs.
  Spirit-Horse
  Type: 6th Level Supernatural Beast
  Size: Large
  Speed: 70 ft.
  Abilities: Str +6, Dex +3, Con +5, Int +1, Wis +4, Cha +4
  Skills: Notice 9 (+13), Sense Motive 9 (+13), Survival 9 (+13)
  Feats: Double StrikeB, Endurance, Iron Will, Night VisionB, Power 
  (2)B, Run, TrailblazerB
  Traits: Powers (rank 9, Wis, save Diffi culty 17, Heart Reading +13, 
  Mind Touch +13), Scent
  Combat: Attack +8 (–1 size, +6 base, +3 Dex), Damage +8 (hooves), 
  Defense Dodge/Parry +8/— (–1 size, +6 base, +3 Dex), 
  Initiative +3
  Saving Throws: Toughness +10 (+2 size, +5 Con, +3 Natural), 
  Fortitude +10 (+5 base, +5 Con), Reflex +8 (+5 base, +3 Dex), 
  Will +8 (+2 base, +4 Wis, +2 Iron Will)
  Carrying Capacity: A light load for a spirit-horse is up too 520 pounds; 
  a medium load, 521-1,040 pounds; a heavy load 1,041-1,560 pounds. 
  A spirit-horse can drag 7,800 pounds.
  Spirit-horses are majestic beasts that roam free across vast plains. They 
  are perfectly formed steeds, often with mixed coloration and special 
  markings. Spirit horses are lords among horses, and any horse gladly 
  does their bidding if they are able. Spirit horses are untamable. They are 
  notoriously diffi cult to capture, and become violent and uncooperative 
  if they are forced into captivity. If they are not released, they sicken and 
  die within a year. A spirit-horse only carries riders of its own free will, 
  and even then it is only riders of their choosing. Once a spirit horse finds 
  a worthy rider they can become a loyal friend and companion.
  Sprite (General)
  Sprites are reclusive fey. They go out of their way to fight evil and 
  ugliness and to protect their homelands. Sprites fight their opponents 
  with supernatural powers and pintsized weaponry. They prefer 
  ambushes and other trickery over direct confrontation.
  Skills: All sprites have a +2 racial bonus on Search and Notice checks.
  Grig
  Type: 1st Level Fey
  Size: Tiny
  Speed: 20 ft., fly 40 ft. (poor)
  Abilities: Str –3, Dex +4, Con +1, Int +0, Wis +1, Cha +2
  Skills: Craft (any one) 4 (+4), Escape Artist 4 (+8), Jump 1 (+6), 
  Notice 4 (+5), Perform (string instruments) 4 (+6), Search 3 
  (+3), Stealth 4 (+16)
  Feats: Dodge FocusB, Night VisionB, Power (3)B, Power, Weapon 
  TrainingB
  Traits: Damage Reduction 2/cold iron, Fiddle, Powers (rank 4, Cha, 
  save Diffi culty 13, Fire Shaping +6, Illusion +6, Light Shaping 
  +6, Plant Shaping +6), Supernatural Resistance 17
  
  10
  Chapter Two: True20 Bestiary
  Combat: Attack +6 (+2 size, +0 base, +4 Dex) Damage –3 (short 
  sword, 19-20/+3) or –3 (bow, crit +4), Defense Dodge/Parry 
  +7/–1 (+2 size, +0 base, +4 Dex/–3 Str, +1 dodge), Initiative 
  +4
  Saving Throws: Toughness +0 (–2 size, +1 Con, +1 natural), Fortitude 
  +1 (+0 base, +1 Con), Reflex +6 (+2 base, +4 Dex), Will +3 (+2 
  base, +1 Wis)
  Fiddle: One grig in each band carries a tiny, grig-sized fiddle. When the 
  fiddler plays, any non-sprite within 30 feet of the instrument must 
  succeed on a Diffi culty 12 Will save or be magically compelled to do 
  nothing but dance for as long as the playing continues. Once the music 
  stops, a dancer must succeed on a Fortitude save of the same Diffi culty 
  or gain a level of fatigue. This spell is broken immediately if any of the 
  dancers are attacked. The save Diffi culty is Charisma-based.
  Skills: Grigs have a +8 racial bonus on Jump checks.
  A grig has the lower body of a grasshopper and the upper body that 
  resembles an elf with two long filamentous antennae protruding from 
  its forehead. Grigs can leap great distances. They have light blue skin, 
  forest-green hair and brown hairy legs, and usually wear tunics or 
  brightly colored vests with buttons made from tiny gems. Grigs stand 
  1-1/2 feet tall and weigh about 1 pound. Grigs speak Sylvan. Some also 
  speak Common.
  Grigs are fierce by sprite standards, attacking opponents fearlessly 
  with bow and knife.
  Nixie
  Type: 1st Level Fey (Aquatic)
  Size: Small
  Speed: 20 ft., swim 30 ft.
  Abilities: Str –2, Dex +3, Con +0, Int +1, Wis +1, Cha +4
  Skills: Bluff 4 (+8), Craft (any one) 4 (+5), Escape Artist 4 (+7), 
  Handle Animal 4 (+8), Notice 4 (+5), Perform (sing) 4 (+8), 
  Sense Motive 4 (+5), Stealth 0 (+7)*, Swim 0 (+6)
  Feats: Animal EmpathyB, Dodge FocusB, Night VisionB, PowerB, Power, 
  Weapon TrainingB
  Traits: Amphibious, Damage Reduction 2/cold iron, Powers (rank 
  4, Cha, save Difficulty 15, Dominate +8, Suggestion +8), 
  Supernatural Resistance 16, Water Breathing
  Combat: Attack +4 (+1 size, +0 base, +3 Dex) Damage –1 (short 
  sword, crit 19-20/+3) or +1 (light crossbow, crit 19-20/+3), 
  Defense Dodge/Parry +5/+0 (+1 size, +0 base, +3 Dex/–2 Str, 
  +1 dodge), Initiative +3
  Saving Throws: Toughness –1 (–1 size), Fortitude +0 (+0 base), 
  Reflex +5 (+2 base, +3 Dex), Will +3 (+2 base, +1 Dex)
  Amphibious: Although nixies are aquatic, they can survive indefinitely 
  on land.
  Water Breathing: Once per day a nixie can bestow the ability to breathe 
  underwater to another creature for a period of 24 hours. Nixies usually 
  bestow this effect on those they Dominate.
  Skills: A nixie has a +8 racial bonus on any Swim check to perform 
  some special action or avoid a hazard. It can always choose to take 10 
  on a Swim check, even if distracted or endangered. It can use the run 
  action while swimming, provided it swims in a straight line. *Nixies 
  have a +5 racial bonus on Stealth checks when in the water.
  Nixies are lake-dwelling fey creatures that swim and play among the 
  weeds and fish of deep fresh water lakes. They prefer not to leave 
  their lakes, rarely venturing more than a few feet from shore. A nixie 
  resembles a tiny elf with webbed hands and feet, green skin and hair 
  and silvery eyes. Most nixies are slim and comely, with lightly scaled, 
  pale green skin and dark green hair. Females often twine shells and pearl 
  strings in their hair and dress in wraps woven from colorful seaweed. 
  Males wear loincloths of the same materials. Nixies are about 4 feet 
  tall and weigh about 45 pounds. Nixies speak Aquan and Sylvan. Some 
  also speak Common.
  Nixies rely on their Suggestion and Dominate Supernatural Powers to 
  deter enemies, entering combat only to protect themselves and their 
  territory.
  Pixie
  Type: 1st Level Fey
  Size: Small
  Speed: 20 ft., fly 60 ft. (good)
  Abilities: Str –2, Dex +4, Con +0, Int +3, Wis +2, Cha +3
  Skills: Bluff 4 (+7), Concentration 4 (+6), Diplomacy 4 (+7), Escape 
  Artist 4 (+8), Notice 4 (+8), Ride 4 (+8), Search 4 (+9), Sense 
  Motive 4 (+6), Stealth 4 (+12)
  Feats: Dodge FocusB, Night VisionB, Power (4)B, Power, Weapon 
  TrainingB
  Traits: Damage Reduction 4/cold iron, Greater Invisibility, Powers 
  (rank 4, Cha, save Diffi culty 14, Heart Reading +7, Illusion 
  +7, Light Shaping +7, Mind Reading +7, Plant Shaping +7), 
  Special Arrows, Supernatural Resistance 15
  Combat: Attack +5 (+1 size, +0 base, +4 Dex) Damage –1 (short 
  sword, crit 19-20/+3) or –1 (short bow, crit +4), Defense 
  Dodge/Parry +6/+0 (+1 size, +0 base, +4 Dex/–2 Str, +1 
  dodge), Initiative +4
  Saving Throws: Toughness –1 (–1 size), Fortitude +0 (+0 base), 
  Reflex +6 (+2 base, +4 Dex), Will +4 (+2 base, +2 Wis)
  Greater Invisibility: A pixie remains invisible even when it attacks. 
  This ability is constant and not fatiguing to the pixie, but the pixie 
  can suppress or resume it as a free action.
  Special Arrows: Pixies sometimes employ arrows that deal no damage 
  but can erase memory or put a creature to sleep.
  —Memory Loss: An opponent struck by this arrow must succeed on 
  a Diffi culty 15 Will save or lose all memory. The save Diffi culty is 
  Charisma-based and includes a +2 racial bonus. The subject retains 
  skills, languages and feats abilities but forgets everything else until 
  an adept uses the Mind Touch and Cure supernatural powers on 
  him.
  
  11
  Chapter Two: True20 Bestiary
  —Sleep: Any opponent struck by this arrow, regardless of Level, must 
  succeed on a Diffi culty 15 Fortitude save or be affected as though by 
  the Sleep supernatural power. The save Diffi culty is Charisma-based 
  and includes a +2 racial bonus.
  Pixies are fey pranksters. They are carefree, mischievous creatures that 
  seem to exist only to laugh and cavort playfully. A pixie looks somewhat 
  like a tiny elf with large exaggerated ears and gossamer wings. Most 
  pixies have red hair, green, almond-shaped eyes, upturned noses and 
  freckles. Pixies wear bright clothing, often including a cap and shoes 
  with curled and pointed toes. They grow to about 2-1/2 feet tall and 
  weigh about 30 pounds. Pixies speak Sylvan and Common, and may 
  know other languages as well.
  The normally carefree pixies ferociously attack evil creatures and 
  unwanted intruders. They take full advantage of abilities to harass and 
  drive away opponents.
  Squid
  Type: 3rd Level Animal (Aquatic)
  Size: Medium
  Speed: Swim 60 ft.
  Abilities: Str +2, Dex +3, Con +0, Int –5, Wis +1, Cha –4
  Skills: Notice 6 (+10), Swim 0 (+10)
  Feats: Endurance, Improved GrabB, Night VisionB, Skill Focus 
  (Notice)
  Traits: Ink Cloud, Jet, Tentacles
  Combat: Attack +5 (+2 base, +3 Dex), Damage nil (tentacle) or +4 
  (bite), Defense Dodge/Parry +5/— (+2 base, +3 Dex) (tentacles 
  +10), Initiative +3
  Saving Throws: Toughness +0 (tentacles +0), Fortitude +3 (+3 base), 
  Reflex +6 (+3 base, +3 Dex), Will +2 (+1 base, +1 Wis)
  Ink Cloud: A squid can emit a cloud of jet-black ink 10 feet high by 10 
  feet wide by 10 feet long once per minute as a free action. The cloud 
  provides total concealment, which the squid normally uses to escape 
  a losing fight. All vision within the cloud is obscured.
  Jet: A squid can jet backward once per round as a full-round action, 
  at a speed of 240 feet. It must move in a straight line, but does not 
  provoke attacks of opportunity while jetting.
  Tentacles: A squid’s tentacle counts as a Medium held object for the 
  purposes of a sundering attempt.
  Skills: A squid has a +8 racial bonus on any Swim check to perform 
  some special action or avoid a hazard. It can always choose to take 10 
  on a Swim check, even if distracted or endangered. It can use the run 
  action while swimming, provided it swims in a straight line
  These free-swimming mollusks are fairly aggressive. They are more 
  feared than sharks in some locales. The stat block here is for aggressive, 
  human-sized species of squid (such as the Humboldt squid). Smaller 
  species exist, but they are generally harmless to anything but fish 
  smaller than they are.
  Squid, Giant
  Type: 12th Level Animal (Aquatic)
  Size: Huge
  Speed: Swim 80 ft.
  Abilities: Str +8, Dex +3, Con +1, Int –5, Wis +1, Cha –4
  Skills: Notice 15 (+10), Swim 0 (+160
  Feats: Diehard, Endurance, Improved GrabB, Night VisionB, Skill 
  Focus (Notice), Tough (x2)
  Traits: Constrict, Ink Cloud, Jet, Tentacles
  Combat: Attack +10 (–2 size, +9 base, +3 Dex), Damage +10 (tentacles 
  or grapple) or +14 (bite), Defense Dodge/Parry +10/— (–2 size, 
  +9 base, +3 Dex) (tentacles +13), Initiative +3
  Saving Throws: Toughness +7 (+4 size, +1 Con, +2 Tough) (tentacles 
  +3), Fortitude +9 (+8 base, +1 Con), Reflex +11 (+8 base, +3 
  Dex, Will +5 (+4 base, +1 Wis)
  Ink Cloud: A giant squid can emit a cloud of jet-black ink 20 feet high 
  by 20 feet wide by 20 feet long once per minute as a free action. The 
  cloud provides total concealment, which the squid normally uses to 
  escape a losing fight. All vision within the cloud is obscured.
  Jet: A giant squid can jet backward once per round as a full-round 
  action, at a speed of 320 feet. It must move in a straight line, but 
  does not provoke attacks of opportunity while jetting.
  Tentacles: A giant squid’s tentacle counts as a Huge held object for 
  the purposes of a sundering attempt.
  Skills: A giant squid has a +8 racial bonus on any Swim check to 
  perform some special action or avoid a hazard. It can always choose 
  to take 10 on a Swim check, even if distracted or endangered. It 
  can use the run action while swimming, provided it swims in a 
  straight line.
  These voracious creatures can have bodies more than 20 feet long and 
  attack almost anything they meet.
  Stirge
  Type: 1st Level Supernatural Beast
  Size: Tiny
  Speed: 10 ft., fly 40 ft. (average)
  Abilities: Str –4, Dex +4, Con +0, Int –5, Wis +1, Cha –2
  Skills: Notice 4 (+5), Stealth 4 (+16)
  Feats: Night VisionB, Skill Training
  Traits: Attach, Blood Drain, Darkvision 60 ft.
  Combat: Attack +7 (+2 size, +1 base, +4 Dex) Damage nil plus 
  attach (bite), Defense Dodge/Parry +7/— (+2 size, +1 base, 
  +4 Dex), Initiative +4
  Saving Throws: Toughness –2 (–2 size), Fortitude +2 (+2 base), 
  Reflex +6 (+2 base, +4 Dex), Will +1 (+0 base, +1 Wis)
  Attach: If a stirge hits with a finesse attack, it uses its eight pincers 
  to latch onto the opponent’s body. An attached stirge is effectively 
  grappling its prey. The stirge loses its Dexterity bonus to defense 
  and has a defense of 12, but holds on with great tenacity. Stirges 
  have a +12 racial bonus on grapple checks. An attached stirge can 
  be struck with a weapon or grappled itself. To remove an attached 
  stirge through grappling, the opponent must achieve a pin against 
  the stirge.
  Blood Drain: An attached stirge drains blood, dealing 1 point of 
  Constitution damage in any round when it begins its turn attached to 
  a victim. Once it has dealt 2 points of Constitution damage, it detaches 
  and flies off to digest the meal. If its victim dies before the stirge’s 
  appetite has been sated, the stirge detaches and seeks a new target. 
  This attack ignores any manufactured armor its victim is wearing, 
  since the stirge’s slender, flexible proboscis can fit through joints or 
  holes in the armor. A stirge cannot drain blood from a creature with 
  damage reduction or with a natural armor bonus of +2 or greater; its 
  proboscis cannot penetrate the creature’s skin.
  A stirge looks like a cross between a bat and a mosquito. A stirge’s 
  coloration ranges from rust-red to reddish-brown, with a dirty yellow 
  underside. The proboscis is pink at the tip, fading to gray at its base. A 
  stirge’s body is about 1 foot long, with a wingspan of about 2 feet. It 
  weighs about 1 pound.
  A stirge attacks by landing on a victim, finding a vulnerable spot, and 
  plunging its proboscis into the flesh. This is a finesse attack and can 
  target only Small or larger creatures.
  
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  Chapter Two: True20 Bestiary
  Swarm, (General)
  Swarms are dense masses of Fine, Diminutive or Tiny creatures that 
  would not be particularly dangerous in small groups, but can be terrible 
  foes when gathered in suffi cient numbers. For game purposes a swarm 
  is defined as a single creature with a space of 10 feet—gigantic hordes 
  are actually composed of dozens of swarms in close proximity. A swarm 
  has a single level, a single initiative modifier, a single speed and a single 
  defense. It makes saving throws as a single creature.
  Many different creatures can mass as swarms; bat swarms, centipede 
  swarms, hellwasp swarms, locust swarms, maggot swarms, rat swarms 
  and spider swarms are described here. The swarm’s type varies with the 
  nature of the component creature (most are animals or vermin), but all 
  swarms have the swarm subtype.
  Vulnerabilities of Swarms
  Swarms are extremely diffi cult to fight with physical attacks. However, 
  they have a few special vulnerabilities, as follows:
  A lit torch swung as an improvised weapon deals +1 fire damage per 
  hit. A weapon with a special ability such as flaming or frost deals its full 
  energy damage with each hit, even if the weapon’s normal damage can’t 
  affect the swarm. A lit lantern can be used as a thrown weapon, dealing 
  +1 fire damage to all creatures in squares adjacent to where it breaks.
  Swarm of Bats
  Size: Diminutive 3rd Level Animal (Swarm)
  Speed: 5 ft., fly 40 ft. (good)
  Abilities: Str –4, Dex +2, Con +0, Int –4, Wis +2, Cha –3
  Skills: Notice 6 (+15)
  Feats: Lightning Reflexes, Night VisionB, Skill Focus (Notice)
  Traits: Blindsense 20 ft., Distraction, Half Damage from Slashing 
  and Piercing, Swarm Traits, Wounding
  Combat: Swarm, Damage +2, Defense Dodge/Parry +8/— (+4 size, 
  +2 base, +2 Dex), Initiative +2
  Saving Throws: Toughness –3 (–3 size), Fortitude +3 (+3 base), 
  Reflex +7 (+3 base, +2 Dex, +2 Lightning Reflexes), Will +3 
  (+1 base, +2 Wis)
  Blindsense: A bat swarm notices and locates creatures within 20 feet. 
  Opponents still have total concealment against the bat swarm (but 
  swarm attacks ignore concealment).
  Distraction: Any living creature that begins its turn with a swarm in its 
  space must succeed on a Diffi culty 11 Fortitude save or be nauseated 
  for 1 round. The save Diffi culty is Constitution-based.
  Wounding: Any living creature damaged by a bat swarm continues to 
  bleed, taking +1 damage each round thereafter. Multiple wounds do 
  not result in cumulative bleeding loss. The bleeding can be stopped 
  by a Diffi culty 10 Medicine check or the application of the Cure 
  supernatural power.
  Skills: A bat swarm has a +4 racial bonus on Notice checks. These 
  bonuses are lost if its Blindsense is negated.
  A bat swarm is nocturnal, and is never found aboveground in 
  daylight.
  A bat swarm seeks to surround and attack any warm-blooded prey it 
  encounters. A bat swarm deals +2 damage to any creature whose space 
  it occupies at the end of its move.
  Swarm of Centipedes
  Type: 9th Level Vermin (Swarm)
  Size: Diminutive
  Speed: 20 ft., climb 20 ft.
  Abilities: Str –5, Dex +4, Con –1, Int —, Wis +0, Cha –4
  Skills: Climb 0 (+12), Notice 0 (+4)
  Feats: —
  Traits: Darkvision 60 ft., Distraction, Immune to Weapon Damage, 
  Poison, Swarm Traits, Tremorsense 30 ft., Vermin Traits
  Combat: Swarm, Damage +4 plus poison, Defense Dodge/Parry 
  +14/— (+4 size, +6 base, +4 Dex), Initiative +4
  Saving Throws: Toughness –4 (–3 size, –1 Con), Fortitude +5 (+6 
  base, –1 Con), Reflex +7 (+3 base, +4 Dex), Will +3 (+3 base)
  Distraction: Any living creature that begins its turn with a centipede 
  swarm in its space must succeed on a Diffi culty 13 Fortitude save 
  or be nauseated for 1 round. The save Diffi culty is Constitution-
  based.
  Poison: Swarm attack; Fortitude Diffi culty 13 resists; initial and 
  secondary damage 1 Dex. The save Diffi culty is Constitution-based.
  Skills: A centipede swarm has a +4 racial bonus on Notice checks and 
  a +8 racial bonus on Climb checks, and uses its Dexterity modifier 
  instead of its Strength modifier for Climb checks. A centipede swarm 
  has a +8 racial bonus on Climb checks and can always choose to take 
  10 on a Climb check, even if rushed or threatened.
  A centipede swarm seeks to surround and attack any living prey it 
  encounters. A centipede swarm deals +4 damage to any creature whose 
  space it occupies at the end of its move.
  Swarm of Hellwasps
  Type: 12th Level Supernatural Beast (Extraplanar, Swarm, Vice)
  Size: Diminutive
  Speed: 5 ft., fly 40 ft.
  Abilities: Str –5, Dex +6, Con +2, Int –2, Wis +1, Cha –1
  Skills: Notice 15 (+19)
  Feats: Ability Focus (poison), Improved Initiative, Iron Will, Night 
  VisionB, Skill Focus (Notice), Tough
  
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  Chapter Two: True20 Bestiary
  Traits: Damage Reduction 4/supernatural, Darkvision 60 ft., 
  Distraction, Hive Mind, Immune to Weapon Damage, Inhabit, 
  Poison, Resistance to Fire 4, Swarm Traits
  Combat: Swarm, Damage +6 plus poison, Defense Dodge/Parry 
  +22/— (+4 size, +12 base, +6 Dex), Initiative +10
  Saving Throws: Toughness +0 (–3 size, +2 Con, +1 Tough), Fortitude 
  +10 (+8 base, +2 Con), Reflex +14 (+8 base, +6 Dex), Will +7 
  (+4 base, +3 Con)
  Distraction: Any living creature that begins its turn with a hellwasp 
  swarm in its space must succeed on a Diffi culty 18 Fortitude save or 
  be nauseated for 1 round. The save Diffi culty is Constitution-based.
  Hive Mind: Any hellwasp swarm forms a hive mind, giving it an 
  Intelligence of –2. When a hellwasp swarm is reduced to “dying” 
  condition on the damage track, it becomes mindless.
  Inhabit: A hellwasp swarm can enter the body of a helpless or dead 
  creature by crawling into its mouth and other orifices. Inhabiting 
  requires 1 minute, and the victim must be Small, Medium, or Large 
  (although four swarms working together can inhabit a Huge creature). 
  The swarm can abandon the body at any time, although doing this 
  takes 1 full round. Any attack against the host deals half damage to 
  the hellwasp swarm as well, although the swarm’s resistances and 
  immunities may negate some or all of this damage.
  If a hellwasp swarm inhabits a dead body, it can restore animation to the 
  creature and control its movements, effectively transforming it into a 
  zombie of the appropriate size for as long as the swarm remains inside. 
  If a hellwasp swarm inhabits a living victim, it can neutralize the effects 
  of its own poison and control the victim’s movement and actions as if 
  using Dominate on the victim. The hellwasps quickly consume a living 
  victim, dealing 2 points of Constitution damage per hour they inhabit 
  a body. A body reduced to Constitution–5 is dead.
  A hellwasp-inhabited creature is relatively easy to spot, since its 
  skin crawls with the forms of insects inside. The swarm is intelligent 
  enough to attempt to hide beneath loose clothing or a large cloak 
  to keep its presence from being detected. The swarm can attempt a 
  Disguise check to conceal its inhabitation of a host, with a –4 penalty 
  if currently inhabiting a Small host.
  A Cure Disease or Cure supernatural power cast on an inhabited victim 
  forces the hellwasp swarm to abandon its host.
  Poison: Swarm attack; Fortitude Diffi culty 18 resists; initial and 
  secondary damage 2 Dex. The save Diffi culty is Constitution-based.
  A single hellwasp resembles a thumb-sized normal wasp, except its 
  carapace is gleaming black with ruby-red stripes, and its compound 
  eyes are an iridescent green. In swarms, hellwasps form a collective 
  hive mind Intelligence with infernal cunning and bloodlust. A hellwasp 
  swarm deals +6 damage to any creature whose space it occupies at the 
  end of its move.
  Like any swarm, a hellwasp swarm seeks to surround and attack any 
  living prey it encounters. The swarm can take over the bodies of its prey 
  and infest both the living and the dead, using them as horrible living 
  (or un-living) puppets to accomplish acts of wickedness that a swarm 
  of insects could never attempt. A hellwasp swarm’s attack is treated as 
  a vice-aligned weapon and a supernatural weapon for the purpose of 
  overcoming damage reduction.
  Swarm of Locust
  Type: 6th Level Vermin (Swarm)
  Size: Diminutive
  Speed: 10 ft., fly 30 ft. (poor)
  Abilities: Str –5, Dex +4, Con –1, Int —, Wis +0, Cha –4
  Skills: Notice 0 (+4)
  Feats: —
  Traits: Darkvision 60 ft., Distraction, Immune to Weapon Damage, 
  Swarm Traits, Vermin Traits
  Combat: Swarm, Damage +4, Defense Dodge/Parry +12/— (+4 size, 
  +4 base, +4 Dex), Initiative +4
  Saving Throws: Toughness –4 (–3 size, –1 Con), Fortitude +4 (+5 
  base, –1 Con), Reflex +6 (+2 base, +4 Dex), Will +2 (+2 base)
  Distraction: Any living creature that begins its turn with a locust 
  swarm in its space must succeed on a Diffi culty 12 Fortitude save or 
  be nauseated for 1 round. The save Diffi culty is Constitution-based.
  Skills: A locust swarm has a +4 racial bonus on Notice checks.
  A locust swarm is a cloud of thousands of winged vermin that devours 
  any organic material in its path. A locust swarm deals +4 damage to any 
  creature whose space it occupies at the end of its move.
  A locust swarm surrounds and attacks any living prey it encounters.
  Swarm of Maggots
  Type: 4th Level Vermin (Swarm)
  Size: Diminutive
  Speed: 5 ft.
  Abilities: Str –5, Dex +0, Con –1, Int —, Wis +0, Cha –1
  Skills: Notice 0 (+4)
  Feats: —
  Traits: Darkvision 60 ft., Immune to Weapon Damage, Swarm Traits, 
  Vermin Traits
  Combat: Swarm, Damage nil or +2, Defense Dodge/Parry +7/— (+4 
  size, +3 base), Initiative +0
  Saving Throws: Toughness –4 (–3 size, –1 Con), Fortitude +3 (+4 
  base, –1 Con), Reflex +1 (+1 base), Will +1 (+1 base)
  Distraction: Any living creature that begins its turn with a maggot 
  swarm in its space must succeed on a Diffi culty 19 Fortitude save or 
  be nauseated for 1 round. The save Diffi culty is Constitution-based, 
  and includes a +8 racial bonus.
  Skills: A maggot swarm has a +4 racial bonus to notice checks.
  Maggot swarms are often encountered on battlefields or in old crypts 
  or other places where many dead and decaying bodies might be found. 
  Typically maggots only feed on dead flesh, and are no threat to living 
  creatures. Some rare breeds of maggots have somehow taken an 
  unnatural fancy to living flesh, however, and attempt to consume all 
  creatures in their path, living or dead. A carnivorous maggot swarm 
  deals +2 damage to any creature whose space it occupies at the end 
  of its move.
  Swarm of Rats
  Type: 4th Level Animal (Swarm)
  Size: Tiny
  Speed: 15 ft., climb 15 ft.
  Abilities: Str –4, Dex +2, Con +0, Int –4, Wis +1, Cha –4
  Skills: Acrobatics +10, Climb +10, Notice +8, Stealth +14, Swim 
  +10
  Feats: Night VisionB
  Traits: Disease, Distraction, Half Damage from Slashing and Piercing, 
  Scent, Swarm Traits
  Combat: Swarm, Damage +2 plus disease, Defense Dodge/Parry 
  +7/— (+2 size, +3 base, +2 Dex), Initiative +2
  Saving Throws: Toughness –2 (–2 size), Fortitude +4 (+4 base), 
  Reflex +6 (+4 base, +2 Dex), Will +2 (+1 base, +1 Wis)
  Disease: Swarm attack; Fortitude Diffi culty 12 resists; filth fever—
  incubation period 2 days; damage 1 Dex and 1 Con. The save Diffi culty 
  is Constitution-based.
  
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  Chapter Two: True20 Bestiary
  Distraction: Any living creature that begins its turn with a swarm in its 
  square must succeed on a Diffi culty 12 Fortitude save or be nauseated 
  for 1 round. The save Diffi culty is Constitution-based.
  Skills: A rat swarm has a +4 racial bonus on Stealth checks, and a +8 
  racial bonus on Acrobatics, Climb, and Swim checks. A rat swarm 
  can always choose to take 10 on all Climb checks, even if rushed or 
  threatened. A rat swarm uses its Dexterity modifier instead of its 
  Strength modifier for Climb and Swim checks. A rat swarm has a +8 
  racial bonus on any Swim check to perform some special action or 
  avoid a hazard. It can always choose to take 10 on a Swim check, even 
  if distracted or endangered. It can use the run action while swimming, 
  provided it swims in a straight line.
  Rat swarms usually only exist in the sewers and refuse heaps of great 
  cities, but in times of plenty they can also form in fields and warehouses 
  or other places where grain is stored. A rat swarm seeks to surround 
  and attack any warm-blooded prey it encounters. A rat swarm deals 
  +2 damage to any creature whose space it occupies at the end of its 
  move.
  Swarm of Spiders
  Type: 2nd Level Vermin (Swarm)
  Size: Diminutive
  Speed: 20 ft., climb 20 ft.
  Abilities: Str –5, Dex +3, Con +0, Int —, Wis +0, Cha –4
  Skills: Climb 0 (+11), Notice 0 (+4), Stealth 0 (+19)
  Feats: —
  Traits: Darkvision 60 ft., Distraction, Poison, Swarm Traits, 
  Tremorsense 30 ft., Vermin Traits
  Combat: Swarm, Damage +2 plus poison, Defense Dodge/Parry 
  +8/— (+4 size, +1 base, +3 Dex), Initiative +3
  Saving Throws: Toughness –3 (–3 size), Fortitude +3 (+3 base), 
  Reflex +3 (+0 base, +3 Dex), Will +0 (+0 base)
  Distraction: Any living creature that begins its turn with a spider 
  swarm in its space must succeed on a Diffi culty 11 Fortitude save or 
  be nauseated for 1 round. The save Diffi culty is Constitution-based.
  Poison: Swarm attack; Fortitude Diffi culty 11 resists; initial and 
  secondary damage 1 Str. The save Diffi culty is Constitution-based.
  Skills: A spider swarm has a +4 racial bonus on Stealth and Notice 
  checks and a +8 racial bonus on Climb checks. It uses its Dexterity 
  modifier instead of its Strength modifier for Climb checks. It 
  can always choose to take 10 on a Climb check, even if rushed or 
  threatened.
  Spider swarms are rare, since most species of spider are solitary, 
  territorial creatures. A few spider species live in great communities, 
  however, weaving vast, tent-like webs that can span hundreds of square 
  feet. Spider swarms can also be found deep within the nests of female 
  giant spiders (as hatchlings). A spider swarm deals +2 damage to any 
  creature whose space it occupies at the end of its move.
  A spider swarm seeks to surround and attack any living prey it 
  encounters.
  Tendriculos
  Type: 9th Level Plant
  Size: Huge
  Speed: 20 ft.
  Abilities: Str +9, Dex –1, Con +6, Int –4, Wis –1, Cha –4
  Skills: Notice 8 (+7), Stealth 12 (+4)
  Feats: All-Out Attack, Double StrikeB, Improved GrabB, Iron Will, 
  Night VisionB, Skill Training (2)
  Traits: Paralysis, Plant Traits, Regeneration 10, Swallow Whole, 
  Tentacles
  Combat: Attack +3 (–2 size, +6 base, –1 Dex), Damage +15 (bite) or 
  +11 (tendrils), Defense Dodge/Parry +3/— (–2 size, +6 base, 
  –1 Dex) (tentacles +8), Initiative –1
  Saving Throws: Toughness +14 (+4 size, +6 Con, +4 natural) 
  (tentacles +7), Fortitude +12 (+6 base, +6 Con), Reflex +2 (+3 
  base, –1 Dex), Will +4 (+3 base, –1 Wis, +2 Iron Will)
  Regeneration: A tendriculos automatically gains an extra recovery 
  check each round with a +10 bonus. Damage dealt by bludgeoning 
  weapons and acid cannot be healed in this way. A tendriculos that 
  loses part of its body mass can regrow it in 4 minutes. Holding the 
  severed portion against the mass enables it to reattach instantly.
  Swallow Whole/Paralysis: Large or smaller creatures; Fortitude 
  Diffi culty 20 or be paralyzed 10 rounds, make a new save every round 
  spent inside the tendriculos; +4 acid damage per round; gizzard 
  Toughness save +8. A tendriculos’ interior can hold 2 Large, 8 Medium, 
  32 Small, 128 Tiny, or 512 Diminutive or smaller opponents.
  Tentacles: A tendriculos’ tentacle counts as a Medium held object for 
  the purposes of a sundering attempt.
  A tendriculos is a mound of vegetation that possesses two massive 
  vine-like tentacles, and a gaping maw willed with teeth-like thorns. 
  Tendriculos’ can rear up to a height of 15 feet and weigh about 3,500 
  pounds. Animals and other plant creatures are unnerved by the presence 
  of a tendriculos; they avoid it and any place it has been within the last 
  24 hours.
  Prowling deep forests or waiting in vegetated areas (looking like nothing 
  more than a small hillock), a tendriculos attacks savagely, showing 
  no fear. It attempts to swallow as much flesh as it can, as quickly as 
  it can.
  Termite, Giant (General)
  Giant termites are soft-bodied ant-like vermin that are capable of 
  consuming wood. They can be terrible pests near any town or settlement 
  that relies on wood as a major building material. Soldiers and workers 
  are about 6 feet long, nasutes are around 4 feet long, kings can grow 
  up to 9 feet and queens can grow to a length of 16 feet. Giant termites 
  and giant ants are bitter enemies, and their colonies are in constant 
  warfare with one-another.
  Termite, Giant Worker
  Type: 2nd Level Vermin
  Size: Medium
  Speed: 50 ft., climb 20 ft.
  Abilities: Str +0, Dex +0, Con +0, Int —, Wis +0, Cha –1
  Skills: Climb 0 (+8)
  Feats: Favored Foe (plant)B, Improved GrabB, TrackB
  Traits: Scent, Vermin Traits
  Combat: Attack +1 (+1 base), Damage +2 (bite), Defense Dodge/Parry 
  +1/— (+1 base), Initiative +0
  Saving Throws: Toughness +2 (+2 natural), Fortitude +3 (+3 base), 
  Reflex +0 (+0 base), Will +0 (+0 base)
  Termite, Giant Soldier
  Type: 2nd Level Vermin
  Size: Medium
  Speed: 50 ft., climb 20 ft.
  Abilities: Str +1, Dex +1, Con +1, Int —, Wis +1, Cha –1
  Skills: Climb 0 (+10)
  Feats: Favored Foe (plant)B, Improved GrabB, TrackB
  Traits: Scent, Vermin Traits
  Combat: Attack +2 (+1 base, +1 Dex), Damage +3 (bite), Defense 
  Dodge/Parry +2/— (+1 base, +1 Dex), Initiative +1
  
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  Chapter Two: True20 Bestiary
  Saving Throws: Toughness +3 (+1 Con, +2 natural), Fortitude +4 (+3 
  base, +1 Con), Reflex +1 (+1 Dex), Will +1 (+1 Wis)
  Termite, Giant Nasute
  Type: 2nd Level Vermin
  Size: Small
  Speed: 40 ft., climb 20 ft.
  Abilities: Str +0, Dex +1, Con +1, Int —, Wis +1, Cha –1
  Skills: 0 (Climb +8)
  Feats: Ability Focus (allomone)B, TrackB
  Traits: Allomone Spray, Scent, Vermin Traits
  Combat: Attack +3 (+1 size, +1 base, +1 Dex), Damage nil plus 
  allomone spray, Defense Dodge/Parry +3/— (+1 size, +1 base, 
  +1 Dex), Initiative +1
  Saving Throws: Toughness +2 (–1 size, +1 Con, +2 natural), Fortitude 
  +4 (+3 base, +1 Con), Reflex +1 (+0 base, +1 Dex), Will +1 (+0 
  base, +1 Wis)
  Termite, Giant King
  Type: 4th Level Vermin
  Size: Large
  Speed: 40 ft., climb 20 ft.
  Abilities: Str +3, Dex +0, Con +1, Int —, Wis +1, Cha +0
  Skills: Climb 0 (+11)
  Feats: Improved GrabB, TrackB
  Traits: Scent, Vermin Traits
  Combat: Attack +2 (–1 size, +3 base), Damage +6 (bite), Defense 
  Dodge/Parry +2/— (–1 size, +3 base), Initiative +0
  Saving Throws: Toughness +7 (+2 size, +1 Con, +4 natural), 
  Fortitude +5 (+4 base, +1 Con), Reflex +1 (+1 base), Will +2 
  (+1 base, +1 Wis)
  Termite, Giant Queen
  Type: 6th Level Vermin
  Size: Huge
  Speed: 10 ft.
  Abilities: Str +4, Dex –2, Con +2, Int —, Wis +1, Cha +0
  Skills: —
  Feats: Improved GrabB, TrackB
  Traits: Scent, Vermin Traits
  Combat: Attack +0 (–2 size, +4 base, –2 Dex), Damage +8 (bite), 
  Defense Dodge/Parry +0/— (–2 size, +4 base, –2 Dex), 
  Initiative –2
  Saving Throws: Toughness +9 (+4 size, +2 Con, +3 natural), 
  Fortitude +7 (+5 base, +2 Con), Reflex +0 (+2 base, –2 Dex), 
  Will +3 (+2 base, +1 Wis)
  Allomone Spray: A nasute termite attacks by squirting a sticky 
  nauseating substance at intruders through a nozzle on its head. 
  Targets hit by this allomone must succeed on a Diffi culty 14 Fortitude 
  save or become nauseated for 5 rounds. The save Difficulty is 
  Constitution-based.
  Skills: *Giant termites have a +4 racial bonus on Survival checks 
  when tracking by scent and a +8 racial bonus on Climb checks. A 
  giant termite can always choose to take 10 on Climb checks, even if 
  rushed or threatened.
  Thoqqua
  Type: 3rd Level Elemental (Earth, Extraplanar, Fire)
  Size: Medium
  Speed: 30 ft., burrow 20 ft.
  Abilities: Str +2, Dex +1, Con +1, Int –2, Wis +1, Cha +0
  Skills: Notice +6 (+7), Stealth 2 (+3), Survival 2 (+3)
  Feats: Skill Training, Track 
  Traits: Burn, Darkvision 60 ft., elemental traits, Heat, Immunity to 
  Fire, Tremorsense 60 ft., Vulnerable to Cold
  Combat: Attack +3 (+2 base, +1 Dex), Damage +4 +4 fire (slam), 
  Defense Dodge/Parry +3/— (+2 base, +1 Dex), Initiative +1
  Saving Throws: Toughness +4 (+1 Con, +3 natural), Fortitude +4 (+3 base, 
  +1 Con), Reflex +2 (+1 base, +1 Dex), Will +2 (+1 base, +1 Wis)
  Burn: When a thoqqua hits with its slam attack, the opponent must 
  succeed on a Diffi culty 12 Reflex save or catch fire. The save Diffi culty is 
  Constitution-based. The flame burns for 3 rounds (if not extinguished 
  sooner), and inflicts +2 fire damage per round. A burning creature can use 
  a full-round action to put out the flame.
  Heat: Merely touching or being touched by a thoqqua automatically deals 
  +4 fire damage.
  Thoqquas are strange creatures from a transitional plane that borders 
  the Elemental Planes of Earth and Fire. A thoqqua looks like a worm 
  covered in stone-like armored plates and with a drill composed of 
  molten lava for a head. Thoqqua are 1 foot in diameter and 4 to 5 feet 
  long. They weigh about 200 pounds.
  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. Treat this 
  as a charge, even though the thoqqua does not need to move 10 feet 
  before attacking.
  Thunder Bird
  Type: 16th Level Supernatural Beast
  Size: Huge
  Speed: 30 ft., fly 90 ft. (good)
  Abilities: Str +7, Dex +3, Con +6, Int +2, Wis +4, Cha +3
  Skills: Diplomacy 19 (+22), Knowledge (life sciences) 19 (+21), Notice 
  19 (+27), Stealth 19 (+22)
  Feats: Double Strike, EvasionB, Move-By Action, Night VisionB, Power 
  (2)B, Power, Snatch, Wingover
  Traits: Darkvision 60 ft., Powers (rank 19, Wis, save Diffi culty 22, 
  Elemental Blast +23, Wind Shaping +23, Weather Shaping +23)
  Combat: Attack +17 (–2 size, +16 base, +3 Dex), Damage +10 (talons) 
  or +11 (bite), Defense Dodge/Parry +17/— (–2 size, +16 base, +3 
  Dex), Initiative +5
  Saving Throws: Toughness +10 (+4 size, +6 Con), Fortitude +16 (+10 
  base, +6 Con), Reflex +13 (+10 base, +3 Dex), Will +9 (+5 base, 
  +4 Wis)
  Skills: Thunder Birds have a +4 racial bonus on Notice checks.
  The thunderbird is a great eagle like creature whose wings beat like 
  thunder and whose eyes flash like lightning. The feather of a thunderbird 
  can be black or brown, with white or golden plumage around the head and 
  in the tail feathers. A thunderbird’s haunting cry can be heard echoing 
  for miles through the mountain ranges which it inhabits. Thunderbirds 
  are revered by tribal societies as great weather spirits and forces of 
  nature. Thunderbirds are collectors of knowledge and may spare the life 
  of potential prey in exchange for interesting information or a good story. 
  Thunderbirds are also quite egotistical and often listen to those who 
  approach them as gods or great spirits, bringing sacrifices and praise. 
  Thunderbirds tend to be friendly towards adepts that live in tune with 
  nature and tolerate their presence more than they do other creatures. 
  Thunderbirds speak Auran, Common and Sylvan.
  Thunder birds only fight to protect their aerie, in self-defense, or when 
  hunting for food. However, because they usually only leave their aeries to 
  hunt for food thunderbirds are often perceived as being more aggressive 
  than they truly are. A party that disturbs a thunderbird’s residence are 
  often given a chance to apologize and respectfully leave the area.
  
  1
  Chapter Two: True20 Bestiary
  Tiger
  Type: 6th Level Animal
  Size: Large
  Speed: 40 ft.
  Abilities: Str +6, Dex +2, Con +3, Int –4, Wis +1, Cha –2
  Skills: Acrobatics 0 (+6), Notice 4 (+5), Stealth 0 (+4)*, Swim 9 (+15)
  Feats: Attack Focus (claw), Double Strike, Improved GrabB, Night 
  VisionB, Skill Training
  Traits: Pounce, Rake, Scent
  Combat: Attack +5 (–1 size, +4 base, +2 Dex) (+6 with claws), Damage 
  +9 (claws) or +10 (bite) or +6 (rake), Damage +10, Defense Dodge/
  Parry +5/— (–1 size, +4 base, +2 Dex), Initiative +2
  Saving Throws: Toughness +5 (+2 size, +3 Con), Fortitude +8 (+5 base, 
  +3 Con), Reflex +7 (+5 base, +2 Dex), Will +3 (+2 base, +1 Wis)
  Pounce: If a tiger charges a foe, it can attack a single target with both its 
  claws and its bite in a single round.
  Skills: Tigers have a +4 racial bonus on Acrobatics, and Stealth checks. 
  *In areas of tall grass or heavy undergrowth, the Stealth bonus improves 
  to +8.
  These great cats stand more than 3 feet tall at the shoulder and are 
  about 9 feet long. They weigh from 400 to 600 pounds.
  Titan
  Type: 20th Level Outsider (Extraplanar)
  Size: Huge
  Speed: 30 ft., burrow 20 ft.
  Abilities: Str +16, Dex +1, Con +14, Int +5, Wis +9, Cha +7
  Skills: Bluff 19 (+26), Climb 19 (+35), Concentration 19 (+28), Craft 
  (any one) 19 (+24), Diplomacy 19 (+26), Intimidate 23 (+30), 
  Jump 19 (+35, +31 with armor), Knowledge (any one) 19 (+24), 
  Medicine 19 (+28), Notice 23 (+32), Perform (oratory) 19 (+26), 
  Sense Motive 21 (+28), Search 19 (+28)
  Feats: All-Out Attack, Awesome Blow, Blind-Fight, Cleave, Heavy 
  Armor TrainingB, Improved StrikeB, Improved Sunder, Light 
  Armor TrainingB, Power (9)B, Quicken Power, Skill Training, 
  Weapon TrainingB
  Traits: Damage reduction 6/vice, Darkvision 60 ft., Powers (rank 23, 
  Cha, save Diffi culty 29, Cure +30, Elemental Blast +30, Fire 
  Shaping +30, Illusion +30, Light Shaping +30 Purifying Light 
  +30, Suggestion +30, Weather Shaping +30, Wind Shaping +30), 
  Supernatural Resistance 32
  Combat: Attack +19 (–2 size, +20 base, +1 Dex) (+22 with +3 
  warhammer), Damage +24 (+3 warhammer, crit +4) or +20 
  (javelin) or +16 (slam), Defense Dodge/Parry +18/+37 (–2 size, 
  +20 base, +16 Str [+3 warhammer]), Initiative +1
  Saving Throws: Toughness +31 (+4 size, +14 Con, +9 natural, +4 
  breastplate), Fortitude +26 (+12 base, +14 Con), Reflex +13 (+12 
  base, +1 Dex), Will +21 (+12 base, +9 Wis)
  Titans are huge humanoid outsiders with great power. A titan resembles 
  a powerfully muscled idealized human and is often bathed in a radiant 
  light. Titans rarely venture into the Material Plane, preferring their 
  own homes to the crudity of the mortal world. They are about 25 feet 
  tall and weigh about 14,000 pounds. Titans speak Fiendish, Common, 
  Celestial, Draconic and Giant.
  A titan’s natural weapons, as well as any weapons it wields, are treated 
  as supernatural for the purpose of overcoming damage reduction.
  Toad
  Type: 0th Level Animal
  Size: Diminutive
  Speed: 5 ft.
  Abilities: Str –5, Dex +1, Con +0, Int –5, Wis +2, Cha –3
  Skills: Notice 3 (+8), Stealth 0 (+16)
  Feats: Night VisionB, Skill Focus (Notice)
  Traits: Amphibious
  Combat: Attack—, Damage—, Defense Dodge/Parry +5/— (+4 size, 
  +1 Dex), Initiative +1
  Saving Throws: Toughness –3 (–3 size), Fortitude +2 (+2 base), 
  Reflex +3 (+2 base, +1 Dex), Will +2 (+2 base)
  Skills: A toad’s coloration gives it a +4 racial bonus on Stealth 
  checks.
  These diminutive amphibians are innocuous and beneficial, since they 
  eat insects. These statistics can also be used to represent a frog (a Swim 
  speed of 10 ft. and a +8 racial bonus to swim checks). Frogs and toads 
  are often used as symbols of the element of water, rain and fertility.
  Treant
  Type: 7th Level Plant
  Size: Huge
  Speed: 30 ft.
  Abilities: Str +9, Dex –1, Con +5, Int +1, Wis +3, Cha +1
  Skills: 34 Intimidate 6 (+7), Knowledge (life sciences) 6 (+7), Notice 10 
  (+13), Sense Motive 6 (+9), Stealth 0 (–9)*, Survival 6 (+9)
  Feats: All-Out Attack, Improved SunderB, Iron Will, Night VisionB, 
  Skill Training
  Traits: Animate Trees, Damage Reduction 4/slashing, Double Damage 
  Against Objects, Plant Traits, Trample, Vulnerable to Fire
  Combat: Attack +2 (–2 size, +5 base, –1 Dex), Damage +13 (slam), Defense 
  Dodge/Parry +2/— (–2 size, +5 base, –1 Dex), Initiative –1
  Saving Throws: Toughness +15 (+4 size, +5 Con, +6 natural), Fortitude 
  +10 (+5 base, +5 Con), Reflex +1 (+2 base, –1 Dex), Will +7 (+2 
  base, +3 Wis, +2 Iron Will)
  Animate Trees: A treant can animate trees within 180 feet at will, 
  controlling up to two trees at a time. It takes 1 full round for a normal 
  tree to uproot itself. Thereafter it moves at a speed of 10 feet and 
  fights as a treant in all respects. Animated trees lose their ability to 
  move if the treant that animated them is incapacitated or moves out 
  of range. Animated trees have the same vulnerability to fire that a 
  treant has.
  Double Damage Against Objects: A treant or animated tree that makes 
  a full attack against an object or structure deals double damage (+26 
  slam damage).
  Trample: Damage +17; Diffi culty 22 Reflex save for half damage. The 
  save Diffi culty is Strength-based.
  Skills: *Treants have a +16 racial bonus on Stealth checks made in 
  forested areas.
  Treants are the guardians of the forest, and work in concert with 
  dryads and green knights to defend the woodlands. A treant is hard 
  to distinguish from mundane tree at first glance, but closer inspection 
  reveals that it has a vaguely humanoid form and a gnarled human-like 
  face. A treant’s leaves are deep green in the spring and summer. In the 
  fall and winter the leaves change to yellow, orange, or red, but they rarely 
  fall out. A treant’s legs fit together when closed to look like the trunk of 
  a tree and a motionless treant is nearly indistinguishable from a tree. 
  Most fully grown treants are about 30 feet tall, with a “trunk” about 
  2 feet in diameter, and weigh over two tons. Treants speak their own 
  language, plus Common and Sylvan. Most also can manage a smattering 
  of just about all other humanoid tongues—at least enough to say “Get 
  away from my trees!”
  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.
  
  1
  Chapter Two: True20 Bestiary
  Triton
  Size: Medium 3rd Level Outsider (Native, Water)
  Speed: 5 ft., swim 40 ft.
  Abilities: Str +1, Dex +0, Con +1, Int +1, Wis +1, Cha +0
  Skills: Craft (any one) 6 (+7), Notice 6 (+7), Ride 6 (+6), Search 6 (+7), 
  Sense Motive 6 (+7), Stealth 6 (+6), Survival 6 (+7), Swim 0 (+9)
  Feats: Heavy Armor TrainingB, Improved StrikeB, Light Armor 
  TrainingB, Move-By Action, PowerB, Vehicular Combat 
  (Mounted), Weapon TrainingB
  Traits: Darkvision 60 ft., Powers (rank 6, Wis, save Diffi culty 13, 
  Beast Link +7)
  Combat: Attack +3 (+3 base), Damage +4 (trident, crit +4) or +3 
  (heavy crossbow, crit 19-20/+3), Defense Dodge/Parry +3/+4 
  (+3 base, +1 Str), Initiative +0
  Saving Throws: Toughness +4 (+1 Con, +3 natural), Fortitude +4 (+3 
  base, +1 Con), Reflex +3 (+3 base), Will +4 (+3 base, +1 Wis)
  Skills: A triton has a +8 racial bonus on any Swim check to perform 
  some special action or avoid a hazard. It can always choose to take 10 
  on a Swim check, even if distracted or endangered. It can use the run 
  action while swimming, provided it swims in a straight line.
  Tritons resemble pointy-eared humans with two powerful fish-tails 
  instead of legs. A triton has silvery skin that fades into silver-blue scales 
  on the lower half of its body. A triton’s hair is deep blue or blue-green. 
  Tritons are about the same size and weight as humans. Tritons speak 
  Common and Aquan.
  The reclusive tritons prefer to avoid combat, but they fiercely defend 
  their homes. They attack with either melee or ranged weapons as the 
  circumstances warrant. When encountered outside their lair, there is 
  a 90% chance (3 or better on d20) they are mounted on friendly sea 
  creatures such as porpoises.
  Troglodyte
  Type: 2nd Level Humanoid (Reptilian)
  Size: Medium
  Speed: 30 ft.
  Abilities: Str +0, Dex –1, Con +2, Int –1, Wis +0, Cha +0
  Skills: Notice 4 (+4), Stealth 1 (+4)*
  Feats: Attack Focus (javelin), Heavy Armor TrainingB, Light Armor 
  TrainingB, Weapon TrainingB
  Traits: Darkvision 90 ft., Stench
  Combat: Attack +0 (+1 base, –1 Dex) (+1 with javelin), Damage +2 
  (club or javelin) or +1 (claws) or +0 (bite), Defense Dodge/Parry 
  +0/+1 (+1 base, –1 Dex), Initiative –1
  Saving Throws: Toughness +5 (+2 Con, +3 natural), Fortitude +5 (+3 
  base, +2 Con), Reflex –1 (+0 base, –1 Dex), Will +0 (+0 base)
  Stench: When a troglodyte is angry or frightened, it secretes an 
  oily, musk-like chemical that nearly every form of animal life finds 
  offensive. All living creatures (except troglodytes) within 30 feet of 
  a troglodyte must succeed on a Diffi culty 13 Fortitude save or be 
  sickened for 10 rounds. The save Diffi culty is Constitution-based. 
  Creatures that successfully save cannot be affected by the same 
  troglodyte’s stench for 24 hours. A use of the Cure Poison supernatural 
  power removes the effect from the sickened creature. Creatures with 
  immunity to poison are unaffected, and creatures resistant to poison 
  receive their normal bonus on their saving throws.
  Skills: The skin of a troglodyte changes color somewhat, allowing it 
  to blend in with its surroundings like a chameleon and providing a 
  +4 racial bonus on Stealth checks. *In rocky or underground settings, 
  this bonus improves to +8.
  A troglodyte is a mottled humanoid lizard with greenish-grey skin that 
  is smooth like a frog’s. Troglodytes are primitive, subterranean creatures 
  that live in secluded communities. They rarely venture to the surface 
  world. Troglodytes stand about 5 feet tall and weigh about 150 pounds. 
  Troglodytes speak Draconic.
  Half of a group of troglodytes are armed only with claws and teeth; 
  the rest carry one or two javelins and clubs. They normally conceal 
  themselves, and then launch a volley of javelins and close to attack. If 
  the battle goes against them, they retreat and attempt to hide.
  Troll (General)
  Trolls are ugly, violent giants that crave the flesh of other humanoids. 
  A troll usually has green or gray skin, a misshapen nose, warts and 
  powerful limbs that end in clawed hands. The face of a troll is rectangular 
  with menacing yellow eyes a fang-filled maw and a long hooked nose. 
  The hair is usually greenish black or iron gray. Trolls walk upright but 
  hunched forward with sagging shoulders. Their gait is uneven, and 
  when they run, their arms dangle and drag along the ground. For all 
  this seeming awkwardness, trolls are very agile.
  Most trolls have regeneration, while others are vulnerable to sunlight 
  and either turn to stone at its touch or are in some other way hindered 
  by it. All trolls have Darkvision and the Giant subtype.
  Cave Troll
  Type: 6th Level Humanoid (Earth, Giant)
  Size: Large
  Speed: 40 ft.
  Abilities: Str +7, Dex +0, Con +5, Int –2, Wis –1, Cha –1
  Skills: Notice 5 (+4), Intimidate 5 (+4), Survival 3 (+2)
  Feats: Attack Focus (greatclub), DiehardB, Night VisionB, Skill 
  Training, Track, Weapon TrainingB
  
  1
  Chapter Two: True20 Bestiary
  Traits: Darkvision 60 ft., Vulnerable to Sunlight
  Combat: Attack +3 (–1 size, +4 base) (+4 with greatclub), Damage 
  +11 (greatclub) or +9 (unarmed), Defense Dodge/Parry +3/+10 
  (–1 size, +4 base, +7 Str), Initiative +0
  Saving Throws: Toughness +7 (+2 size, +5 Con), Fortitude +10 (+5 
  base, +5 Con), Reflex +2 (+2 base), Will +1 (+2 base, –1 Wis)
  Vulnerable to Sunlight: Cave trolls must succeed on a Diffi culty 18 
  Fortitude save on each round in which they are exposed to direct 
  sunlight or be turned to stone.
  Cave trolls are large brutish humanoids with thick hides of wart-covered 
  blue-grey skin. They are bullies by nature and survive by taking what 
  they need from those that are weaker than themselves, often by taking 
  it off of their cold dead bodies. Cave trolls hate bright light, and direct 
  sunlight can be lethal to them. Because of this trait, these trolls must 
  seek refuge inside of caves during the day, which is where their namesake 
  comes from. Cave trolls are around 9 feet tall and weighs 600 pounds.
  Mountain Troll
  Type: 8th Level Humanoid (Earth, Giant)
  Size: Large
  Speed: 40 ft.
  Abilities: Str +7, Dex +1, Con +7, Int +0, Wis +0, Cha +0
  Skills: Climb 5 (+12), Notice 9 (+9), Intimidate 7 (+7), Survival 5 
  (+5)
  Feats: Attack Focus (greatclub), DiehardB, Improved StrikeB, Night 
  VisionB, Skill Training, Track, Weapon TrainingB
  Traits: Darkvision 60 ft.
  Combat: Attack +6 (–1 size, +6 base, +1 Dex) (+7 with greatclub), 
  Damage +11 (greatclub) or +11 (unarmed), Defense Dodge/
  Parry +6/+12 (–1 size, +6 base, +1 Dex/+7 Str), Initiative +1
  Saving Throws: Toughness +9 (+2 size, +7 Con), Fortitude +13 (+6 
  base, +7 Con), Reflex +3 (+2 base, +1 Dex), Will +2 (+2 base)
  Mountain trolls are the larger and more intelligent cousins of cave 
  trolls. Their skin ranges in earth tones, but is most often a dark stone-
  gray. Their skin gives the impression of a rough-hewn rocky surface 
  crisscrossed with thin veins of quartz. Even though they do not 
  share the vulnerability to sunlight that plagues their lesser kin, they 
  dislike bright light and prefer to be active at night. Perhaps the most 
  dangerous trait of a mountain troll is that it is not nearly as stupid 
  as it first appears. Mountain trolls are at least 10 feet tall and weighs 
  around 800 pounds.
  River Troll
  Type: 6th Level Humanoid (Giant)
  Size: Large
  Speed: 30 ft.
  Abilities: Str +6, Dex +2, Con +6, Int –2, Wis –1, Cha –2
  Skills: Notice 9 (+11)
  Feats: Double StrikeB, Iron Will, Night VisionB, Skill Focus (Notice), 
  Track, Weapon TrainingB
  Traits: Darkvision 90 ft., Regeneration 5, Scent
  Combat: Attack +5 (–1 size, +4 base, +2 Dex), Damage +8 (claw or 
  bite), Defense Dodge/Parry +5/+9 (–1 size, +4 base, +2 Dex/+6 
  Str), Initiative +2
  Saving Throws: Toughness +10 (+2 size, +6 Con, +2 natural), 
  Fortitude +11 (+5 base, +6 Con), Reflex +4 (+2 base, +2 Dex), 
  Will +3 (+2 base, –1 Wis, +2 Iron Will)
  Regeneration: A river troll automatically gains an extra recovery check 
  each round with a +5 bonus. Wounds dealt to the river troll with fire 
  and acid cannot be healed in this way. If a river troll loses a limb or 
  body part, the lost portion regrows in 10 minutes. The creature can 
  reattach the severed member instantly by holding it to the stump.
  River trolls are hideous creatures with powerful cord-like limbs and 
  rough wart-covered skin. A river troll’s rubbery hide is moss green, 
  mottled green and gray, or putrid gray. Typical adult river trolls stand 9 
  feet tall and weigh 500 pounds. Females are slightly larger than males. 
  Trolls speak Giant.
  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.
  Scrag
  These cousins of the river troll have the aquatic subtype. They dwell in 
  any body of water in any climate. They have a base land speed of 20 feet 
  and a swim speed of 40 feet and are found only in aquatic environments. 
  They regenerate only if mostly immersed in water, but are otherwise 
  similar to river trolls.
  Unicorn
  Type: 4th Level Supernatural Beast
  Size: Large
  Speed: 60 ft.
  Abilities: Str +5, Dex +3, Con +5, Int +0, Wis +5, Cha +7
  Skills: Jump 5 (+10), Notice 5 (+13), Stealth 5 (+8), Survival 3 (+8)*
  Feats: Animal EmpathyB, Night VisionB, Power (4)B, Skill Focus (Notice), 
  Skill Training
  Traits: Darkvision 60 ft., Horn, Immunity to Poison, Charm and 
  Compulsion, Powers (rank 7, Wis, save Diffi culty 19, Cure +14, 
  Cure Poison +14, Heart Reading +14, Teleport +14), Scent
  Combat: Attack +6 (–1 size, +4 base, +3 Dex) (+6 with horn), Damage 
  +12 (+3 horn), Defense Dodge/Parry +6/— (–1 size, +4 base, +3 
  Dex), Initiative +3
  Saving Throws: Toughness +10 (+2 size, +5 Con, +3 natural), Fortitude 
  +9 (+4 base, +5 Con), Reflex +7 (+4 base, +3 Dex), Will +6 (+1 
  base, +5 Wis)
  Horn: With a touch of its horn, a unicorn can cure injuries and remove 
  poison from an affl icted creature’s body. In combat, the horn strikes 
  and does damage as a +3 sword.
  Skills: Unicorns have a +4 racial bonus on Stealth checks. *Unicorns 
  have a +3 competence bonus on Survival checks within the boundaries 
  of their forest.
  Unicorns are lithe yet powerful and magical white steeds of great beauty. 
  Like nymphs and dryads they are a living embodiment of the beauty of 
  nature, and freely associate with most fey creatures and with treants. 
  A unicorn has deep sea-blue, violet, brown or fiery gold eyes. A single 
  straight horn sprouts from its forehead, and males sport a white beard. 
  Adult unicorns grow to 8 feet in length, stand 5 feet high at the shoulder 
  and weigh 1,200 pounds. Females are slightly smaller and slimmer than 
  males. Unicorns speak Sylvan and Common.
  Unicorns normally attack only when defending themselves or their 
  forests. They either charge, impaling foes with their horns like lances, 
  or strike with their hooves.
  Wasp, Giant
  Type: 5th Level Vermin
  Size: Large
  Speed: 20 ft., fly 60 ft. (good)
  Abilities: Str +4, Dex +1, Con +2, Int —, Wis +1, Cha +0
  Skills: Notice 0 (+9), Survival 0 (+1)*
  Feats: —
  Traits: Darkvision 60 ft., Poison, Vermin Traits
  Combat: Combat +3 (–1 size, +3 base, +1 Dex), Damage +5 plus 
  poison (sting), Defense Dodge/Parry +3/— (–1 size, +3 base, 
  1 Dex), Initiative +1
  
  1
  Chapter Two: True20 Bestiary
  Saving Throws: Toughness +6 (+2 size, +2 Con, +2 natural), 
  Fortitude +6 (+4 base, +2 Con), Reflex +2 (+1 base, +1 Dex), 
  Will +2 (+1 base, +1 Wis)
  Poison: Sting; Fortitude Diffi culty 14 resists; initial and secondary 
  damage 2 Dex. The save Diffi culty is Constitution-based.
  Skills: Giant wasps have a +8 racial bonus on Notice checks. *They also 
  have a +4 racial bonus on Survival checks to orient themselves.
  Giant wasps attack when hungry or threatened, stinging their prey to 
  death. They take dead or incapacitated opponents back to their lairs as 
  food for their larval young.
  Wasp, Giant Parasitic
  Type: 3rd Level Vermin
  Size: Medium
  Speed: 20 ft., fly 60 ft. (good)
  Abilities: Str +1, Dex +2, Con +1, Int —, Wis +1, Cha +0
  Skills: Notice 0 (+9), Survival 0 (+1)*
  Feats: —
  Traits: Darkvision 60 ft., Implant, Paralysis, Scent, Vermin Traits
  Combat: Attack +4 (+2 base, +2 Dex), Damage +3 plus paralysis and 
  implant (sting), Defense Dodge/Parry +4/— (+2 base, +2 Dex), 
  Initiative +2
  Saving Throws: Toughness +3 (+1 Con, +2 natural), Fortitude +4 (+3 
  base, +1 Con), Reflex +3 (+1 base, +2 Dex), Will +2 (+1 base, +1 
  Wis)
  Implant: When a giant parasitic wasp damages a creature with its sting 
  attack, it can lay an egg inside the creature. The young larva emerges 
  from the egg about 5 days later, literally devouring the host from inside. 
  The host takes 1 point of Constitution damage per day for three days, 
  at which point a fully grown adult parasitic wasp emerges, dealing an 
  additional 2 points of Constitution damage to the host. A successful use 
  of the Cure Disease supernatural power rids a victim of the egg, as does 
  a Diffi culty 25 Medicine check. If the check fails, the healer can try again, 
  but each attempt (successful or not) deals +2 damage to the patient.
  Paralysis: Sting; Fortitude Diffi culty 12 resists; paralyzed for 5-7 days. 
  The victim gains a new saving throw after three days to end the effect 
  early. This form of paralysis is caused by a toxin, and subject to the Cure 
  Poison supernatural power. The save Diffi culty is Constitution-based.
  Skills: Giant parasitic wasps have a +8 racial bonus on Notice checks. 
  *They also have a +4 racial bonus on Survival checks to orient 
  themselves.
  Giant parasitic wasps attack Small, Medium and Large creatures in an 
  attempt to implant them with their eggs. They take dead or incapacitated 
  opponents back to their lairs as food for their larval young.
  Watcher in the Sky
  Type: 5th Level Outsider (Extraplanar)
  Size: Medium
  Speed: 40 ft., fly 100 ft. (good)
  Abilities: Str +1, Dex +5, Con +3, Int +2, Wis +6, Cha +0
  Skills: Concentration 8 (+14), Escape Artist 8 (+13), Knowledge (any 
  two) 8 (+10), Notice 8 (+25), Search 8 (+21), Sense Motive 8 
  (+14), Stealth 8 (+13)
  Feats: Heavy Armor TrainingB, Improved StrikeB, Iron Will, Light 
  Armor TrainingB, PowerB, Power, Skill Focus (Notice), Skill 
  Focus (Search), Weapon TrainingB
  Traits: Darkvision 60 ft., Invisibility, Powers (rank 8, Wis, save 
  Diffi culty 19, Second Sight +14, True Vision +14)
  Combat: Attack +6 (+1 size, +1 base, +4 Dex), Damage +2 (slam), 
  Defense Dodge/Parry +6/+3 (+1 size, +1 base, +4 Dex/+1 Str), 
  Initiative +4
  Saving Throws: Toughness +5 (+3 Con, +2 natural), Fortitude +7 
  (+4 base, +3 Con), Reflex +9 (+4 base, +5 Dex), Will +12 (+4 
  base, +6 Wis, +2 Iron Will)
  Invisibility: A watcher in the sky can become invisible at will as if it 
  were using the invisibility effect of the Light Shaping supernatural 
  power.
  Skills: Watchers have a +8 racial bonus to Notice and Search 
  Checks.
  Watchers in the sky, often just referred to simply as “watchers” 
  are silvery-skinned, bulbous-headed humanoids with large cat-like 
  eyes. Watchers in the sky are mysterious beings that are tasked with 
  the observation of all existence. Nobody knows exactly why they 
  are watching. Some theorize that they are there to bear witness to 
  the acts of mortals before they come before the praetors of souls. 
  Others believe that they serve as additional pairs of eyes for the 
  chroniclers. Another popular theory is that they are the watchmen 
  of the universe, keeping an eternal vigil for the signs of the coming 
  of apocalypse. The only thing that is certain about these strange 
  beings is that they are reluctant to impart information to anyone 
  but their masters, and that they remain neutral in all conflicts. They 
  seem either unwilling to, or incapable of taking decisive action to 
  do anything other than defending themselves. Of course there are 
  exceptions to every rule.
  Weasel
  Type: 0th Level Animal
  Size: Tiny
  Speed: 20 ft., climb 20 ft.
  Abilities: Str –4, Dex +2, Con +0, Int –4, Wis +1, Cha –3
  Skills: Acrobatics 0 (+10), Climb 0 (+10), Notice 3 (+4), Stealth 
  0 (+14)
  Feats: Attack Focus (bite), Night VisionB
  Traits: Attach, Scent
  Combat: Attack +4 (+2 size, +0 base, +2 Dex) (+5 with bite), 
  Damage –4 (bite), Defense Dodge/Parry +4/— (+2 size, +2 
  Dex), Initiative +2
  Saving Throws: Toughness –2 (–2 size), Fortitude +2 (+2 base), 
  Reflex +4 (+2 base, +2 Dex), Will +1 (+0 base, +1 Wis)
  These little mammals are aggressive predators but usually confine 
  themselves to smaller prey.
  Attach: If a weasel hits with a bite attack, it uses its powerful jaws 
  to latch onto the opponent’s body and automatically deals bite 
  damage each round it remains attached. An attached weasel loses 
  its Dexterity bonus to defense and has a defense of 12. An attached 
  weasel can be struck with a weapon or grappled itself. To remove 
  an attached weasel through grappling, the opponent must achieve 
  a pin against the creature.
  Skills: Weasels have a +4 racial bonus on Stealth checks and a 
  +8 racial bonus on Acrobatics and Climb checks. They use their 
  Dexterity modifier for Climb checks. A weasel can always choose to 
  take 10 on a Climb check, even if rushed or threatened.
  Wendigo
  Type: 6th Level Fey (Cold, Shapechanger)
  Size: Medium
  Speed: 40 ft., fly 40 ft. (good)
  Abilities: Str +6, Dex +6, Con +4, Int +0, Wis +2, Cha +1
  Skills: Intimidate 9 (+10), Notice 9 (+9), Search 9 (+9), Stealth 9 
  (+15), Survival 9 (+11), Swim 9 (+15)
  Feats: Attack Focus (claw), Double Strike, Improved Initiative, Night 
  VisionB, Power (2)B, TrackB
  
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  Chapter Two: True20 Bestiary
  Traits: Alternate Form, Cannibalize, Damage Reduction 2/cold iron, 
  Howl, Powers (rank 9, Cha, save Diffi culty 15, Mind Shaping 
  +10, Mind Touch +10), Scent, Vulnerable to Fire, Wind Walk
  Combat: Attack +9 (+3 base, +6 Dex), Damage +6 plus the hunger 
  (bite) or +7 (claws), Defense Dodge/Parry +9/— (+3 base, +6 
  Dex), Initiative +6
  Saving Throws: Toughness +6 (+4 Con, +2 natural), Fortitude +6 (+2 
  base, +4 Con), Reflex +10 (+5 base, +6 Dex), Will +7 (+5 base, +2 
  Wis)
  Alternate Form: A wendigo can assume the form of any Medium or 
  smaller predatory animal as a standard action.
  Cannibalize: A wendigo can eat a portion of the flesh from a living 
  victim by making a successful grapple check. If it pins the foe, it begins 
  to feed, dealing 1 point of Constitution drain each round the pin is 
  maintained. The wendigo gains a +2 enhancement bonus to Strength 
  and Constitution and +1 to Charisma for each individual intelligent 
  humanoid that it has successfully fed upon. These bonuses last for 
  an hour. A wendigo also gains a recovery check with a +5 bonus every 
  time it feeds upon a new humanoid creature.
  Howl: A wendigo can let loose an unearthly howl as a standard action. 
  The howl acts as the fear effect of the Heart Shaping supernatural 
  power (rank 9, Cha, save Diffi culty 15, Heart Shaping +10).
  The Hunger: Any humanoid bitten by a wendigo must succeed on 
  a Diffi culty 14 Will save or suffer 1 point of Wisdom drain and be 
  compelled to perform acts of cannibalism at night. They gain a new 
  saving throw each day to end the effects of the hunger, but they 
  receive a –1 penalty to their save for every humanoid that they have 
  fed upon. After failing three consecutive saves, the victim becomes 
  wholly transformed into a wendigo, losing all memory of his former 
  self. The save Diffi culty is Charisma-based.
  Wind Walk: A wendigo may transform itself into a gust of cold wind 
  as a standard action. While using this power, the wendigo gets all the 
  benefits of the gaseous form trait. As a gust of wind the wendigo is 
  invisible to anyone who is not using the Second Sight supernatural 
  power. The wendigo may fly in this form at a speed of 80 ft. with 
  perfect maneuverability as though it had the Wind Shaping and the 
  Wind Walk supernatural powers (16 ranks).
  A wendigo is a feral, animalistic creature that was once a human or other 
  humanoid that has been possessed, transformed by and merged with 
  a savage nature spirit. It is a hairy, bestial creature with only a vague 
  resemblance to their former selves. However, since they are shape-
  shifters it is diffi cult to know what form they take, or what any given 
  wendigo truly looks like in its natural form.
  A wendigo attacks without mercy, howling and ripping with its claws. 
  Although a wendigo is vicious and murderous, it is also intelligent. It 
  is not above using intimidation and hit and run tactics to weaken its 
  opponent before moving in for the kill. 
  Whale, Baleen
  Type: 12th Level Animal
  Size: Gargantuan
  Speed: Swim 40 ft.
  Abilities: Str +12, Dex +1, Con +6, Int –4, Wis +1, Cha –2
  Skills: Notice 15 (+23)*, Swim 0 (+20)
  Feats: Diehard, Endurance, Night VisionB, Skill Focus (Notice), 
  Tough (2)
  Traits: Blindsight 120 ft., Hold Breath
  Combat: Attack +6 (–4 size, +9 base, +1 Dex), Damage +15 (tail 
  slap), Defense Dodge/Parry +6/— (–4 size, +9 base, +1 Dex), 
  Initiative +1
  Saving Throws: Toughness +14 (+6 size, +6 Con, +2 Tough), 
  Fortitude +14 (+8 base, +6 Con), Reflex +9 (+8 base, +1 Dex), 
  Will +5 (+4 base, +1 Wis)
  Blindsight: Whales can “see” by emitting high-frequency sounds, 
  inaudible to most other creatures, that allow them to locate objects 
  and creatures within 120 feet. An auditory illusion (as generated 
  by the Illusion supernatural power) interferes with this sense and 
  forces the whale to rely on its vision, which is approximately as good 
  as a human’s.
  Hold Breath: A whale can hold its breath for a number of rounds equal 
  to 80 plus 16 x its Constitution before it risks drowning. (The sample 
  baleen whale can hold its breath for 176 rounds).
  Skills: A whale has a +8 racial bonus on any Swim check to perform 
  some special action or avoid a hazard. It can always choose to take 
  10 on a Swim check, even if distracted or endangered. It can use the 
  run action while swimming, provided it swims in a straight line. *A 
  whale has a +4 racial bonus on Notice checks. These bonuses are lost 
  if its blindsight is negated.
  The statistics here describe a plankton-feeding whale between 30 and 
  60 feet long, such as gray, humpback and right whales. These massive 
  creatures are surprisingly gentle. If harassed or provoked, they are as 
  likely to flee as they are to retaliate.
  Whale, Cachalot
  Type: 12th Level Animal
  Size: Gargantuan
  Speed: Swim 40 ft.
  Abilities: Str +12, Dex +1, Con +7, Int –4, Wis +2, Cha –2
  Skills: Notice 15 (+24)*, Swim 0 (+20)
  Feats: Attack Focus (bite), Diehard, Endurance, Night VisionB, Skill 
  Focus (Notice), Tough
  Traits: Blindsight 120 ft., Hold Breath
  Combat: Attack +6 (–4 size, +9 base, +1 Dex) (+7 with bite), Damage 
  +20 (bite), Defense Dodge/Parry +6/— (–4 size, +9 base, +1 
  Dex), Initiative +1
  Saving Throws: Toughness +14 (+6 size, +7 Con, +1 Tough), 
  Fortitude +15 (+8 base, +7 Con), Reflex +9 (+8 base, +1 Dex), 
  Will +6 (+4 base, +2 Wis)
  
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  Chapter Two: True20 Bestiary
  Blindsight: Whales can “see” by emitting high-frequency sounds, 
  inaudible to most other creatures, that allow them to locate objects 
  and creatures within 120 feet. An auditory illusion (as generated 
  by the Illusion supernatural power) interferes with this sense and 
  forces the whale to rely on its vision, which is approximately as 
  good as a human’s.
  Hold Breath: A whale can hold its breath for a number of rounds 
  equal to 80 plus 16 x its Constitution before it risks drowning. (The 
  sample cachalot whale can hold its breath for 192 rounds).
  Skills: A whale has a +8 racial bonus on any Swim check to perform 
  some special action or avoid a hazard. It can always choose to take 
  10 on a Swim check, even if distracted or endangered. It can use the 
  run action while swimming, provided it swims in a straight line. *A 
  whale has a +4 racial bonus on Notice checks. These bonuses are lost 
  if its blindsight is negated.
  Also known as sperm whales, these creatures can be up to 60 feet long. 
  They prey on giant squids.
  Whale, Orca
  Type: 9th Level Animal
  Size: Huge
  Speed: Swim 50 ft.
  Abilities: Str +8, Dex +2, Con +5, Int –4, Wis +2, Cha –2
  Skills: Notice 12 (+21)*, Swim 0 (+16)
  Feats: Endurance, Night VisionB, Run, Skill Focus (Notice), Tough
  Traits: Blindsight 120 ft., Hold Breath
  Combat: Attack +6 (–2 size, +6 base, +2 Dex), Damage +12 (bite), 
  Defense Dodge/Parry +6/— (–2 size, +6 base, +2 Dex), 
  Initiative +2
  Saving Throws: Toughness +10 (+4 size, +5 Con, +1 Tough), 
  Fortitude +11 (+6 base, +5 Con), Reflex +8 (+6 base, +2 Dex), 
  Will +5 (+3 base, +2 Wis)
  Blindsight: Whales can “see” by emitting high-frequency sounds, 
  inaudible to most other creatures, that allow them to locate objects 
  and creatures within 120 feet. An auditory illusion (as generated 
  by the Illusion supernatural power) interferes with this sense and 
  forces the whale to rely on its vision, which is approximately as good 
  as a human’s.
  Hold Breath: A whale can hold its breath for a number of rounds equal 
  to 80 plus 16 x its Constitution before it risks drowning. (The sample 
  orca can hold its breath for 160 rounds).
  Skills: A whale has a +8 racial bonus on any Swim check to perform 
  some special action or avoid a hazard. It can always choose to take 
  10 on a Swim check, even if distracted or endangered. It can use the 
  run action while swimming, provided it swims in a straight line. *A 
  whale has a +4 racial bonus on Notice checks. These bonuses are lost 
  if its blindsight is negated.
  These ferocious creatures are about 30 feet long. They eat fish, squid, 
  seals and other whales.
  Wight
  Type: 4th Level Undead
  Size: Medium
  Speed: 30 ft.
  Abilities: Str +1, Dex +1, Con—, Int +0, Wis +1, Cha +2
  Skills: Notice 7 (+11), Intimidate 7 (+9), Search 7 (+7), Stealth 7 
  (+16)
  Feats: Blind-Fight, PowerB, Skill Focus (Notice)
  Traits: Create Spawn, Darkvision 60 ft., (rank 7, Cha, save Diffi culty 
  14, Drain Vitality +9), Undead Traits
  Combat: Attack +3 (+2 base, +1 Dex), Damage +2 plus Drain 
  Vitality (slam), Defense Dodge/Parry +3/— (+2 base, +1 Dex), 
  Initiative +1
  Saving Throws: Toughness +4 (+2 undead, +2 natural), Fortitude 
  +1 (+1 base), Reflex +2 (+1 base, +1 Dex), Will +5 (+4 base, 
  +1 Wis)
  Create Spawn: Any humanoid slain by a wight becomes a wight in 3 
  rounds. A wight usually advances in the warrior role.
  Skills: Wights have a +8 racial bonus on Stealth checks.
  A wight is a corpse that has been reanimated by a powerful evil spirit. 
  A wight’s appearance is a weird and ghastly reflection of the form it had 
  in life with wild white hair, red eyes and a fierce scowl twisted by death 
  and evil. A wight is about the height and weight of a human. Wights 
  speak Common.
  In combat, wights attack by hammering with their fists.
  Will-o’-Wisp
  Type: 9th Level Aberration (Air)
  Size: Small
  Speed: Fly 50 ft. (perfect)
  Abilities: Str –5, Dex +9, Con +0, Int +2, Wis +3, Cha +1
  Skills: Bluff 12 (+13), Diplomacy 12 (+13), Notice 12 (+18), Search 
  12 (+14)
  Feats: Blind-Fight, Dodge Focus, Improved Initiative, Skill Focus 
  (Notice)
  Traits: Darkvision 60 ft., Natural Invisibility, Supernatural 
  Immunity
  Combat: Attack +16 (+1 size, +6 base, +9 Dex), Damage +6 electricity 
  (shock), Defense Dodge/Parry +16/— (+1 size, +6 base, +9 
  Dex), Initiative +13
  Saving Throws: Toughness –1 (–1 size), Fortitude +3 (+3 base), 
  Reflex +12 (+3 base, +9 Dex), Will +9 (+6 base, +3 Wis)
  Natural Invisibility: A startled or frightened will-o’-wisp can extinguish 
  its glow, effectively becoming invisible as per the invisibility effect of 
  the Light Shaping supernatural power.
  Supernatural Immunity: A will-o’-wisp is immune to supernatural 
  powers.
  Will-o-wisps look like floating balls of light. Will-o’-wisps can be yellow, 
  white, green or blue. They are easily mistaken for lanterns, especially 
  in the foggy marshes and swamps where they reside. A will-o’-wisp’s 
  body is a globe of spongy material about 1 foot across and weighing 
  about 3 pounds, and its glowing body sheds as much light as a torch. 
  Will-o’-wisps speak Common and Auran. They have no vocal apparatus 
  but can vibrate to create a voice with a ghostly sound.
  Will-o’-wisps usually avoid combat. They prefer to confuse and bewilder 
  adventurers, luring them into morasses or other hazardous places. 
  When they are forced to fight, they loose small electrical shocks, which 
  act as melee attacks.
  Winter Wolf
  Type: 6th Level Supernatural Beast (Cold)
  Size: Large
  Speed: 50 ft.
  Abilities: Str +4, Dex +1, Con +3, Int –1, Wis +1, Cha +0
  Skills: Notice 5 (+7), Stealth 8 (+7)*, Survival 0 (+1)*
  Feats: Improved Initiative, Improved TripB, Night VisionB, Track, 
  Skill Training
  Traits: Breath Weapon, Darkvision 60 ft., Freezing Bite, Immunity 
  to Cold, Scent, Vulnerable to Fire
  
  12
  Chapter Two: True20 Bestiary
  Combat: Attack +6 (–1 size, +6 base, +1 Dex), Damage +7 +2 cold 
  (bite), Defense Dodge/Parry +6/— (–1 size, +6 base, +1 Dex), 
  Initiative +5
  Saving Throws: Toughness +7 (+2 size, +3 Con, +2 natural), 
  Fortitude +8 (+5 base, +3 Con), Reflex +6 (+5 base, +1 Dex), 
  Will +3 (+2 base, +1 Wis)
  Breath Weapon: 15-foot cone; once every 3 rounds; damage +8 
  cold; Reflex Diffi culty 16 for half damage. The save Diffi culty is 
  Constitution-based.
  Freezing Bite: A winter wolf deals an extra +2 cold damage every time 
  it bites an opponent.
  Skills: Winter wolves have a +1 racial bonus on Notice checks. Winter 
  wolves have a +2 racial bonus on Stealth checks. *Their natural 
  coloration grants them a +7 racial bonus on Stealth checks in areas of 
  snow and ice. A winter wolf has a +4 racial bonus on Survival checks 
  when tracking by scent.
  Winter wolves live in the frozen lands of the far north (and south) 
  and on the glaciers of high mountain peaks. A winter wolf is a massive 
  white canine with a gleam of a sinister intelligence in its eyes. Winter 
  wolves grow to be about 8 feet long and stand about 4-1/2 feet at the 
  shoulder. They weigh about 450 pounds. Winter wolves can speak Giant 
  and Common.
  Winter wolves typically hunt in packs. Their size, cunning and 
  formidable breath weapon allow them to hunt and kill creatures much 
  larger than themselves. A pack usually circles an opponent, each wolf 
  attacking in turn to exhaust it. If they’re in a hurry, white wolves try 
  to pin their foes.
  Wolverine
  Type: 3rd Level Animal
  Size: Medium
  Speed: 30 ft., burrow 10 ft., climb 10 ft.
  Abilities: Str +2, Dex +2, Con +4, Int –4, Wis +1, Cha +0
  Skills: Climb 0 (+10), Notice 6 (+10)
  Feats: Night VisionB, RageB, Skill Focus (Notice), Tough, TrackB
  Traits: Scent
  Combat: Attack +4 (+2 base, +2 Dex), Damage +3 (claws) or +4 (bite), 
  Defense Dodge/Parry +4/— (+2 base, +2 Dex), Initiative +2
  Saving Throws: Toughness +5 (+4 Con, +1 Tough), Fortitude +7 
  (+3 base, +4 Con), Reflex +5 (+3 base, +2 Dex), Will +2 (+1 
  base, +1 Wis)
  Skills: Wolverines have a +8 racial bonus on Climb checks and 
  can always choose to take 10 on Climb checks, even if rushed or 
  threatened.
  These creatures are similar to badgers but are bigger, stronger and even 
  more ferocious.
  Worg
  Type: 4th Level Supernatural Beast
  Size: Medium
  Speed: 50 ft.
  Abilities: Str +3, Dex +2, Con +2, Int –2, Wis +2, Cha +0
  Skills: Notice 5 (+8), Stealth 6 (+10)*, Survival 0 (+2)*
  Feats: Improved TripB, Night VisionB, Track, Skill Training
  Traits: Darkvision 60 ft., Scent
  Combat: Attack +6 (+4 base, +2 Dex), Damage +5 (bite), Defense 
  Dodge/Parry +6/— (+4 base, +2 Dex), Initiative +2
  Saving Throws: Toughness +3 (+2 Con, +1 natural), Fortitude +6 
  (+4 base, +2 Con), Reflex +6 (+4 base, +2 Dex), Will +3 (+1 
  base, +2 Wis)
  Skills: A worg has a +1 racial bonus on Notice checks, and a +2 racial 
  bonus on Stealth checks. *A worg has a +4 racial bonus on Survival 
  checks when tracking by scent.
  Worgs are large wolf-like creatures that have been bred for 
  generations by orcs and goblinoids to have violent and ferocious 
  temperaments, and to serve as battle mounts. Many scholars agree 
  that dark powers of unnatural origin were also involved in the 
  breeding of these monstrous creatures. Typical worgs have gray or 
  black fur, grow to 5 feet long and stand 3 feet tall at the shoulder. 
  They weigh over 300 pounds. More intelligent than their smaller 
  canine cousins, worgs speak their own language. Some can also speak 
  Common and Goblin.
  Mated pairs or packs work together to bring down large game, while 
  lone worgs usually chase down creatures smaller than themselves. 
  Both often use hit-and-run tactics to exhaust their quarry. A pack 
  usually circles a larger opponent: Each wolf attacks in turn, biting 
  and retreating, until the creature is exhausted, at which point the 
  pack moves in for the kill. If they get impatient or heavily outnumber 
  the opponent, worgs attempt to pin it.
  Wraith (th-level human warrior)
  Type: 5th Level Undead (Augmented, Incorporeal)
  Size: Medium
  Speed: Fly 30 ft. (perfect)
  Abilities: Str — (+1), Dex +0, Con —, Int +1, Wis +2, Cha +1
  Skills: Handle Animal 4 (+3), Intimidate 8 (+9), Notice 8 (+18), 
  Ride 4 (+4), Search 2 (+11), Stealth 2 (+10)
  Feats: Attack Focus (sword)B, Blind-Fight, Dodge Focus, Improved 
  Initiative, Light Armor Training, Heavy Armor Training, 
  Shield Training, Tough, Weapon Training
  Traits: Ability Drain, Create Spawn, Human Background Traits, 
  Manifestation, Rejuvenation, Sunlight Powerlessness, 
  Unnatural Aura
  Combat: Attack +5 (+5 base) (+6 with sword), Damage 2 points 
  of Constitution drain (incorporeal touch) or +4 (sword, 
  crit 19-20/+3, against ethereal or incorporeal opponents), 
  Defense Dodge/Parry +7/+9 (+5 base, +1 Str, +1 Cha, +1 
  dodge, +2 large metal shield, can only parry against ethereal 
  or incorporeal opponents), Initiative +0
  Saving Throws: Toughness +3 (+2 undead, +1 Tough) (+6 with 
  chainmail, against ethereal or incorporeal opponents), 
  Fortitude +4 (+4 base), Reflex +1 (+1 base), Will +3 (+1 
  base, +2 Wis)
  Constitution Drain: Living creatures hit by a wraith’s incorporeal 
  touch attack must succeed on a Diffi culty 14 Fortitude save or take 
  2 points of Constitution drain. The save Diffi culty is Charisma-
  based. On each such successful attack, the wraith gains a recovery 
  check with a +5 bonus.
  Create Spawn: Any humanoid slain by a wraith becomes a wraith 
  in 3 rounds.
  Manifestation: When a wraith manifests, it can use any powers it 
  possesses on material targets. Only other incorporeal creatures, 
  supernatural weapons or powers can harm a manifested wraith. 
  A manifested wraith can pass through solid objects at will and 
  always moves silently.
  Rejuvenation: A destroyed wraith restores itself within eight days 
  with a successful level check (1d20 + wraith’s total level) against 
  Diffi culty 16.
  Sunlight Powerlessness: Wraiths are powerless in natural sunlight 
  (but not in light created by the Light Shaping supernatural 
  power)and flee from it. A wraith caught in sunlight cannot attack 
  and can take only a single move or standard action per round. It
  
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  Chapter Two: True20 Bestiary
  cannot move and attack in the same round unless it charges. A 
  wraith that succeeds on the Will save to avoid fleeing the area of 
  the shining ward effect of the Purifying Light power must make 
  another Will save at the same Diffi culty or be rendered powerless 
  as if by sunlight. The wraith regains its powers once it leaves the 
  area of the shining ward.
  Unnatural Aura: Animals, whether wild or domesticated, can sense 
  the unnatural presence of a wraith at a distance of 30 feet. They do 
  not willingly approach nearer than that and panic if forced to do 
  so; they remain panicked as long as they are within that range.
  Skills: Apparitions have a +8 racial bonus on Notice, Search and 
  Stealth checks. 
  Wraiths are incorporeal undead born of evil and darkness, ethereal 
  shrouded images of their former selves. A wraith appears as a grim 
  shadow with only twin pinpoints of red light where its eyes should be. 
  In some cases, the grim silhouette of a wraith appears to be armored 
  or outfitted with weapons. This appearance reflects the form it had 
  in life. Wraiths speak Common and Fiendish and any language they 
  knew in life.
  Wyvern
  Type: 7th Level Dragon
  Size: Large
  Speed: 20 ft., fly 60 ft. (poor)
  Abilities: Str +4, Dex +1, Con +2, Int –2, Wis +1, Cha –1
  Skills: Intimidate 10 (+9), Notice 10 (+17), Search 10 (+8), Stealth 
  10 (+7)
  Feats: Ability Focus (poison), Double StrikeB, Improved GrabB, Move-
  By Action, Night VisionB, Skill Focus (Notice)
  Traits: Darkvision 60 ft., Immunity to Sleep and Paralysis, Poison, 
  Scent
  Combat: Attack +7 (–1 size, +7 base, +1 Dex), Damage +6 plus poison 
  (sting) or +10 (bite) or +8 (talons), Defense Dodge/Parry 
  +7/— (–1 size, +7 base, +1 Dex), Initiative +1
  Saving Throws: Toughness +8 (+2 size, +2 Con, +4 natural), 
  Fortitude +7 (+5 base, +2 Con), Reflex +6 (+5 base, +1 Dex), 
  Will +6 (+5 base, +1 Wis)
  Poison: Sting; Fortitude Diffi culty 17 resists; initial and secondary 
  damage 3 Con. The save Diffi culty is Constitution-based.
  Skills: Wyverns have a +3 racial bonus on Notice checks.
  A distant cousin to the true dragons, the wyvern is a huge flying lizard 
  with a poisonous stinger in its tail. A wyvern’s body is 15 feet long and 
  dark brown to gray; half that length is tail. Its wingspan is about 20 
  feet. A wyvern weighs about one ton. Wyverns speak Draconic, but 
  usually don’t bother with anything more elaborate than a loud hiss or 
  a deep-throated growl much like that of a bull alligator.
  Wyverns are rather stupid but always aggressive: They attack nearly 
  anything that isn’t obviously more powerful than themselves. A 
  wyvern dives from the air, snatching the opponent with its talons 
  and stinging it to death. A wyvern can slash with its talons only 
  when making an attack as it flies by an opponent (using its Move-By 
  Action feat).
  Xorn (general)
  Xorns are curious creatures that posses radial symmetry. Their 
  roughly egg-shaped bodies are supported by a tripod of stubby legs. 
  Three clawed limbs jut out from the creature’s sides at equally spaced 
  intervals, and a single eye sits above each arm. The apex of the 
  creature terminates in a massive toothy maw. Minor xorns are about 
  3 feet tall and wide and weigh about 120 pounds. Average xorns are 
  about 5 feet tall and wide, weighing about 600 pounds. Elder xorns 
  are about 8 feet tall and wide and weigh about 9,000 pounds. Xorns 
  speak Common and Terran.
  A xorn’s favorite mode of attack is to wait just beneath a stone surface 
  until a foe comes within reach, then emerge suddenly. Groups of xorns 
  often send one of their number to the surface to negotiate for food 
  while the remainder position themselves for a Sneak Attack. Xorns do 
  not attack fleshly beings except to defend themselves or their property, 
  since they cannot digest meat. Xorns are indifferent to creatures of the 
  Material Plane—with the sole exception of anyone carrying a significant 
  amount of precious metals or minerals, which xorns eat. They can smell 
  food up to 20 feet away. A xorn can be quite aggressive when seeking 
  food, especially on the Material Plane, where such sustenance is harder 
  to find than it is on its native plane.
  Xorn, Minor
  Type: 3rd Level Outsider (Extraplanar, Earth)
  Size: Small
  Speed: 20 ft., burrow 20 ft.
  Abilities: Str +2, Dex +0, Con +2, Int +0, Wis +0, Cha +0
  Skills: Intimidate 6 (+6), Knowledge (supernatural) 6 (+6), Notice 6 
  (+6), Search 6 (+6), Stealth 6 (+10), Survival 6 (+6)
  Feats: Double Strike, Tough
  Traits: All-around Vision, Earth Glide, Damage Reduction 2/
  bludgeoning, Darkvision 60 ft., Immunity to Cold and Fire, 
  Improved StrikeB, Resistance to Electricity 4, Tremorsense 
  60 ft.
  Combat: Attack +4 (+1 size, +3 base), Damage +8 (bite) or +3 
  (claws), Defense Dodge/Parry +4/+6 (+1 size, +3 base, + 2 
  Str), Initiative +0
  Saving Throws: Toughness +8 (–1 size, +2 Con, +6 natural, +1 
  Tough), Fortitude +5 (+3 base, +2 Con), Reflex +3 (+3 base), 
  Will +3 (+3 base)
  
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  Chapter Two: True20 Bestiary
  Xorn, Average
  Type: 7th Level Outsider (Extraplanar, Earth)
  Size: Medium
  Speed: 20 ft., burrow 20 ft.
  Abilities: Str +3, Dex +0, Con +2, Int +0, Wis +0, Cha +0
  Skills: Intimidate 10 (+10), Knowledge (supernatural) 10 (+10), 
  Notice 10 (+10), Search 10 (+10), Stealth 10 (+10), Survival 
  10 (+10)
  Feats: All-Out Attack, CleaveB, Double Strike, Tough
  Traits: All-around Vision, Earth Glide, Damage Reduction 2/bludgeoning, 
  Darkvision 60 ft., Immunity to Cold and Fire, Improved StrikeB, 
  Resistance to Electricity 4, Tremorsense 60 ft.
  Combat: Attack +7 (+7 base), Damage +11 (bite) or +4 (claws), 
  Defense Dodge/Parry +7/+10 (+7 base, +3 Str), Initiative +0
  Saving Throws: Toughness +10 (+2 Con, +7 natural, +1 Tough), 
  Fortitude +7 (+5 base, +2 Con), Reflex +5 (+5 base), Will +5 
  (+5 base)
  Xorn, Elder
  Type: 15th Level Outsider (Extraplanar, Earth)
  Size: Large
  Speed: 20 ft., burrow 20 ft.
  Abilities: Str +7, Dex +0, Con +4, Int +0, Wis +0, Cha +0
  Skills: Intimidate +18, Knowledge (supernatural) +18, Notice +20, 
  Search +20, Stealth +14, Survival +18
  Feats: All-Out Attack, CleaveB, Double Strike, Stunning Blow, Tough (2)
  Traits: All-around Vision, Earth Glide, Damage Reduction 2/bludgeoning, 
  Darkvision 60 ft., Immunity to Cold and Fire, Improved StrikeB, 
  Resistance to Electricity 4, Tremorsense 60 ft.
  Combat: Attack +14 (–1 size, +15 base), Damage +19 (bite) or +9 
  (claws), Defense Dodge/Parry +14/+21 (–1 size, +15 base, +7 
  Str), Initiative +0
  Saving Throws: Toughness +15 (+2 size, +4 Con, +8 natural, +2 
  Tough), Fortitude +13 (+9 base, +4 Con), Reflex +9 (+9 base), 
  Will +9 (+9 base)
  All-Around Vision: A xorn’s symmetrically placed eyes allow it to look 
  in any direction, providing a +4 racial bonus on Notice and Search 
  checks. A xorn can’t be flanked.
  Earth Glide: A xorn can glide through stone, dirt or almost any other 
  sort of earth except metal as easily as a fish swims through water. 
  Its burrowing leaves behind no tunnel or hole, nor does it create any 
  ripple or other signs of its presence.
  Yeth Hound
  Type: 3rd Level Outsider (Extraplanar, Vice)
  Size: Medium
  Speed: 40 ft., fly 60 ft. (good)
  Abilities: Str +3, Dex +2, Con +2, Int –2, Wis +2, Cha +0
  Skills: Notice 6 (+8), Search 6 (+4), Stealth 6 (+8), Survival 6 (+8)*
  Feats: Improved Initiative, Improved TripB, Track
  Traits: Bay, Damage Reduction 4/silver, Darkvision 60 ft., Flight, 
  Scent
  Combat: Attack +5 (+3 base, +2 Dex), Damage +6 (bite), Defense 
  Dodge/Parry +5/— (+3 base, +2 Dex), Initiative +6
  Saving Throws: Toughness +6 (+2 Con, +4 natural), Fortitude +5 
  (+3 base, +2 Con), Reflex +5 (+3 base, +2 Con), Will +5 (+3 
  base, +2 Con)
  Bay: When a yeth hound howls or barks, all creatures (except outsiders 
  with the vice subtype) within a 300-foot spread must succeed on a 
  Diffi culty 11 Will save or become panicked for 5 rounds. This is a sonic 
  mind-affecting fear effect. Whether or not the save is successful, an 
  affected creature is immune to the same hound’s bay for 24 hours. 
  The save Diffi culty is Charisma-based.
  Flight: A yeth hound can cease or resume flight as a free action.
  Skills: *A yeth hound has a +4 racial bonus on Survival checks when 
  tracking by scent.
  A yeth hound is a spectral hound that seems to be composed of solidified 
  shadow. Its menacing glowing yellow eyes inspire fear in all who look 
  upon them, and its howl is the stuff of nightmare. Yeth hounds stand 
  5 feet tall at the shoulder and weigh about 400 pounds. Yeth hounds 
  cannot speak, but understand Fiendish.
  Yeth hounds hunt only at night. They fear the sun and never venture 
  out in daylight, even if their lives depend on it. A yeth hound’s natural 
  weapons, as well as any weapons it wields, are treated as vice-aligned 
  for the purpose of overcoming damage reduction.
  
  1
  Chapter Three: Creature Templates
  Chapter  
  Three:
    
  Creature 
  Templates
  
  1
  Chapter Three: Creature Templates
  This chapter details creature templates. A template is a set of 
  modifications for creating a certain type of creature. In most cases, 
  the template is added to an existing creature to change its traits. For 
  example, if someone dies and becomes a ghost, you can apply the 
  apparition template. Templates are an easy way to modify and customize 
  your creatures, or create a variety of distinct creatures sharing a set of 
  common traits.
  Acquired and  
  Inherited Templates
  Some templates can be added to creatures anytime. Templates such as 
  these are referred to as acquired templates, indicating that the creature 
  did not always have the attributes of the template.
  Other templates, known as inherited templates, are part of a creature 
  from the beginning of its existence. Creatures are born with these 
  templates.
  It’s possible for a certain kind of template to be of either type.
  Reading a Template
  A template’s description provides a set of instructions for altering 
  an existing creature, known as the base creature. The changes that a 
  template might cause to each line of a creature’s stat block are discussed 
  below. Generally, if a template does not cause a change to a certain 
  statistic, that entry is missing from the template description. For clarity, 
  the entry for a statistic or attribute that is not changed is sometimes 
  given as “Same as the base creature”.
  Type: Templates usually change a creature’s type, so a fiendish giant 
  wasp is no longer vermin but a supernatural beast, since the 
  fiendish template changes the creature type for vermin. The 
  creature gains all traits of the new type, but retains features of 
  its old type unless those are specifically modified.
  Size: Templates may change the creature’s size. If a template changes a 
  creature’s size, the creature’s other traits may change as well.
  Speed: If a template modifies a creature’s speed, the template states 
  how that happens. More commonly, a template adds a new 
  mode of movement.
  Abilities: If a template changes one or more abilities, the changes 
  are noted here.
  Skills: Most templates do not change skills directly but may offer 
  the creature a bonus to certain skill checks. In a few cases, the 
  template applies penalties, like a penalty to Stealth checks.
  Feats: Some templates grant one or more bonus feats.
  Traits: A template may add or remove traits. The template description 
  gives the details of any traits a template provides, including 
  how to determine saving throw Diffi culties, if applicable. Even 
  if the traits entry is missing from a template description, the 
  creature still gains any traits associated with its new type (see 
  the description of that creature type for details).
  Combat: Templates can change the creature’s combat bonus and add or 
  remove attack forms. Damage may change with Strength, attack 
  type or qualities. Some templates increase or decrease defense, 
  either because the creature’s Dexterity changes, it gains a dodge 
  bonus, or because it gains a supernatural bonus to defense.
  Saving Throws: Templates rarely change saves directly. Usually such 
  a change is a side effect of altering the creature’s abilities. In 
  some cases, however, a template grants a bonus to particular 
  saves, like saves against a specific energy type such as fire 
  or cold damage. A creature’s Toughness save may be altered 
  if it gains some form of natural protection such as natural 
  armor. Certain bonus feats (Tough, Great Fortitude, Lightning 
  Reflexes and Iron Will) can also raise saving throws.
  Advancement: This line gives special rules regarding the creature’s 
  advancement. Some templates allow a creature to advance in a 
  heroic role, and some only allow it to advance as a creature. Rarely 
  a template does not allow a creature to advance at all.
  Level Lag: See the Templates and Your Hero sidebar.
  Templates
  Apparition
  Apparitions are the spectral remnants of intelligent beings who, for 
  one reason or another, cannot remain at rest. 
  Apparition (Template)
  Type: The base creature’s type changes to undead. Do not recalculate 
  base combat bonus, saves or skills. If the base creature was a 
  humanoid, it loses its background subtype (dwarf, elf, human, 
  etc.) but retains its background traits.
  Speed: Apparitions have a fly speed of 30 feet (perfect), unless the 
  base creature has a higher fly speed.
  Abilities: Same as the base creature, except the apparition has no 
  Constitution because it is undead. The apparition retains its 
  Strength but it only applies to attacks against other incorporeal 
  or ethereal creatures. All apparitions receive at least a +2 increase 
  in Charisma. An apparition may also have bonuses or penalties 
  to other abilities, depending on the nature of the apparition.
  Skills: Apparitions have a +8 racial bonus on Notice, Search and 
  Stealth checks. An apparition may also have bonuses to other 
  skills, depending on the nature of the apparition.
  Traits: An apparition retains all the traits of the base creature, 
  although those relying on physical contact do not affect 
  corporeal creatures. The apparition also gains the manifestation, 
  rejuvenation and unnatural aura traits and one or more other
  
  1
  Chapter Three: Creature Templates
   
   
  qualities described below. An apparition may also have a 
  power unique to it (like the allip’s babble). The save Diffi culty 
  of an apparition’s qualities is 10 + 1/2 the apparition’s level 
  (round down) + the apparition’s Charisma, unless otherwise 
  noted.
  Ability Damage: The apparition deals ability damage with its 
  incorporeal touch. The amount of ability damage is usually no greater 
  than 2 points per touch. The ability affected by this trait is given in 
  the apparition’s description.
  Ability Drain: The apparition deals ability drain with its incorporeal 
  touch. The amount of ability drain is usually no greater than 2 points 
  per touch. Its opponent is allowed a Fortitude save to negate the 
  ability drain. On each such successful attack, the apparition gains 
  an extra recovery check with a +5 bonus
  Chill Touch: The apparition deals cold damage with its incorporeal 
  touch. The damage is equal to the apparition’s level.
  Create Spawn: A creature killed by the apparition’s natural attacks 
  rises from the dead as an apparition of the same type within 3 
  rounds. A spawn is under the command of the apparition that 
  created it and remains enslaved until its master’s destruction or 
  until released by the master. At any given time the master may 
  have enslaved spawn totaling no more than twice its own level; any 
  spawn exceeding this limit are created as free-willed creatures. An 
  enslaved spawn may create and enslave spawn of its own, so the 
  original master can control a large number of lesser creatures in 
  this fashion. A master creature may voluntarily free an enslaved 
  spawn in order to enslave new spawn, but once freed, a creature 
  cannot be enslaved again.
  Corrupting Touch: An apparition can use the Harm power with its 
  incorporeal touch.
  Drain Vitality: The apparition receives Drain Vitality as a bonus feat. 
  It uses its total level as its adept level.
  Frightful Moan: An apparition can emit a frightful moan like the fear 
  effect of the Heart Shaping supernatural power. Doing so causes the 
  apparition no fatigue.
  Horrific Appearance: Any living creature within 60 feet that sees the 
  apparition must succeed on a Fortitude save or immediately take 1 
  point of damage to all physical abilities. A creature that successfully 
  saves against this effect cannot be affected by the same apparition’s 
  horrific appearance for 24 hours.
  Malevolence: Once per round, the apparition can merge its incorporeal 
  form with a living creature by touch. The target can resist the attack 
  with a successful Will save. A creature that successfully saves is 
  immune to that apparition’s malevolence for 24 hours, and the 
  apparition cannot enter the target’s space. If the save fails, the 
  apparition vanishes into the target’s body and controls it as if using 
  the Dominate supernatural power.
  Manifestation: Every apparition has this ability. An apparition dwells 
  on the Ethereal Plane and, as an ethereal creature, it cannot affect or 
  be affected by anything in the material world. When an apparition 
  manifests, it partly enters the Material Plane and becomes visible but 
  incorporeal on the Material Plane. A manifested apparition can be 
  harmed only by other incorporeal creatures, supernatural weapons 
  or powers, with a 50% chance (11 or better on d20) to ignore any 
  damage from a corporeal source. A manifested apparition can pass 
  through solid objects at will, and its own attacks pass through 
  armor. A manifested apparition always moves silently. A manifested 
  apparition remains partially on the Ethereal Plane, where is it not 
  incorporeal. A manifested apparition can be attacked by opponents 
  on either the Material Plane or the Ethereal Plane; the Ethereal 
  Plane can be reached through the use of the Plane Shift supernatural 
  power. The apparition’s incorporeality helps protect it from foes
  on the Material Plane, but not from foes on the Ethereal Plane. An 
  apparition’s Strength is given in parentheses for the sake of combat 
  with other ethereal or incorporeal opponents.
  When an apparition with adept levels is not manifested and is on 
  the Ethereal Plane, its powers cannot affect targets on the Material 
  Plane, but they work normally against ethereal targets. When an 
  apparition with adept levels manifests, its powers continue to affect 
  ethereal targets and can affect targets on the Material Plane normally 
  unless the powers rely on touch. A manifested apparition’s touch 
  powers don’t work on non-ethereal targets unless specifically stated 
  otherwise or were provided by this template.
  An apparition has two home planes, the Material Plane and the 
  Ethereal Plane. It is not considered extraplanar when on either of 
  these planes.
  Move Object: An apparition can use the Move Object supernatural 
  power as a standard action (adept level 12th or equal to the 
  apparition’s level, whichever is higher). Apparitions cannot expend 
  fatigue on Move Object.
  Rejuvenation: It’s diffi cult to destroy an apparition through simple 
  combat. The destroyed spirit restores itself within eight days. An 
  apparition that would otherwise be destroyed returns to its old 
  haunts with a successful level check (1d20 + apparition’s total 
  level) against Diffi culty 16. As a rule, the only way to get rid of an 
  apparition permanently is to determine the reason for its existence 
  and set right whatever prevents it from resting in peace. The exact 
  means varies with each apparition and may require a good deal of 
  research.
  Templates and Your Hero: Level Lag
  During the course of a campaign one of the heroes may fall into 
  circumstances, such as being turn into a vampire or werewolf, where 
  they could gain an acquired template. A player may also wish to play 
  a hero with an inherited template from the beginning of a campaign. 
  The Narrator should not feel obligated to allow heroes to gain or use 
  templates, and may even rule that a hero who acquires a template 
  immediately becomes a supporting character under the Narrator’s 
  control.
  However, should a Narrator allow a hero to use a template they may 
  soon find that the hero is generally more powerful than other heroes 
  of the same level. If the Narrator wishes to even out the power levels 
  among the heroes, they may opt to use the Level Lag rule listed with each 
  template. Level lag assumes that gaining a template effectively increases 
  a hero’s power by the equivalent of one or more levels. Since that hero 
  has surpassed the other heroes in the party, they do not gain a level 
  with the rest of the group until they lag behind the rest of the party by 
  a number of levels equal to the level lag of the template. For example, 
  if a fifth level warrior becomes a vampire they are now effectively a 
  ninth level hero due to the innate powers of a vampire. The hero does 
  not continue to gain levels along with the rest of the party until they lag 
  behind by four levels, at which point they resume gaining levels along 
  with their fellow heroes. All the other heroes will be ninth level, and 
  the vampire hero will be fifth level but they should be approximately 
  balanced with one another.
  If you want to allow a hero to begin the game with an inherited template, 
  just start them a number of levels behind the other heroes equal to 
  the template’s level lag. For example if you have a player who wants to 
  play a half dragon (level lag of 2), you could allow him to create a level 
  1 half dragon to play with a level 3 party. Since he is already lagging the 
  appropriate number of levels behind the rest of the party, all the heroes 
  can gain levels simultaneously.
  
  1
  Chapter Three: Creature Templates
  Sunlight Powerlessness: This apparition is powerless in natural sunlight 
  (but not in light created by the Light Shaping supernatural power) and 
  flees from it. An apparition caught in sunlight cannot attack and can 
  take only a single move or standard action per round. It cannot move 
  and attack in the same round unless it charges. An apparition that 
  succeeds on the Will save to avoid fleeing the area of the shining ward 
  effect of the Purifying Light power must make another Will save at the 
  same Diffi culty or be rendered powerless as if by sunlight. The apparition 
  regains its powers once it leaves the area of the shining ward.
  Unnatural Aura: Animals, whether wild or domesticated, can sense the 
  unnatural presence of the apparition at a distance of 30 feet. They do 
  not willingly approach nearer than that and panic if forced to do so; they 
  remain panicked as long as they are within that range. All apparitions 
  have this ability.
  Combat: An apparition retains the attacks of the base creature, 
  although those relying on physical contact do not affect creatures 
  unless they are incorporeal or ethereal. Against corporeal 
  creatures, an apparition usually cannot deal physical damage at 
  all. However, the apparition can use its special attacks, if any, 
  when it manifests. An apparition gains a bonus to defense equal 
  to its Charisma or +1, whichever is higher.
  Saving Throws: An apparition’s natural armor bonus to toughness is 
  the same as the base creature’s but applies only to incorporeal or 
  ethereal encounters. When the apparition manifests, its natural 
  armor bonus is +0.
  Advancement: An apparition advances by heroic role, usually 
  continuing in the role(s) it had in life.
  Level Lag: 3.
  Ghostly Equipment: When an apparition first forms, all its equipment 
  and carried items usually become incorporeal along with it. In 
  addition, the apparition retains items it particularly valued in 
  life (provided they are not in another creature’s possession). 
  The equipment passes harmlessly through corporeal objects or 
  creatures. A supernatural weapon, however, can harm corporeal 
  creatures when the apparition manifests, but any such attack has 
  a 50% miss chance (11 or better on d20) unless the weapon has 
  a supernatural quality that states otherwise (such as the Ghost 
  Touch supernatural power). The original material items remain 
  behind, just as the apparition’s physical remains do. If another 
  creature seizes the original items, the incorporeal copies fade 
  away. This loss invariably angers the apparition, which stops at 
  nothing to return the items to their original resting place.
  “Apparition” is an acquired template that can be added to any aberration, 
  animal, humanoid, monstrous humanoid, plant or supernatural beast. The 
  base creature must have a Charisma of at least –2. An apparition uses all 
  the base creature’s statistics and special abilities except as noted here.
  Sample Apparitions
  Allip: An allip is the spectral remains of someone driven to suicide by a 
  madness that affl icted it in life. It craves only revenge and unrelentingly 
  pursues those who tormented it in life and pushed it over the brink. An allip 
  appears as a semitransparent and somewhat humanoid apparition. Most of 
  its features are too vague and shadowy to identify the tortured individual. 
  An allip cannot speak intelligibly. An allip is unable to cause physical harm, 
  although it doesn’t appear to know that. It keeps flailing away at enemies, 
  yet it inflicts no wounds. Anyone that makes mental contact with an allip 
  may be driven temporarily insane by its mad thoughts. Allips usually have 
  the following traits.
  • Cha +4
  • Ability Damage (1 Wisdom, if Mind Touch or Mind Reading is used on the 
  allip), Ability Drain (1 Wisdom), Frightful Moan, Horrific Appearance, 
  Unnatural Aura
  • Babble: An allip constantly mutters and whines to itself, creating a 
  hypnotic effect. All sane creatures within 60 feet of the allip must succeed 
  on a Will save or be hypnotized for 5 rounds. This is a sonic mind-affecting 
  compulsion effect. Creatures that successfully save cannot be affected 
  by the same allip’s babble for 24 hours. The save Diffi culty is Charisma-
  based.
  Ghost: A ghost resembles its corporeal form in life, but often with some 
  telltale sign of its ghostly nature: foggy wisps where its legs once were, 
  an eerie blue glow, a chilling aura, and the like. Ghosts usually have the 
  following traits.
  • Cha +2
  • Frightful Moan, Horrific Appearance, Move Object, Unnatural Aura
  Shadow: These creatures are spirits of the dead which have come back to 
  haunt the living in the form of an independently animated un-living shadow. 
  A shadow can be diffi cult to see in dark or gloomy areas but stands out starkly 
  in brightly illuminated places. Shadows lurk in dark places, waiting for living 
  prey to happen by. Shadows usually have the following traits.
  • Int –2, Wis +1, Cha +2
  • Skills: Shadows have a +10 racial bonus on Notice checks and a +12 racial 
  bonus on Search checks. *A shadow gains a +4 racial bonus on Stealth 
  checks in areas of shadowy illumination. In brightly lit areas, it takes a 
  –4 penalty on Stealth checks.
  • Ability Damage (1 Strength), Create Spawn, Unnatural Aura
  Spectre: A spectre is a powerful apparition that looks much as it did in 
  life and can be easily recognized by those who knew the individual or have 
  seen the individual’s face in a painting or a drawing. In many cases, the 
  evidence of a violent death is visible on its body. In close combat a spectre 
  attacks with its numbing, vitality-draining touch. It makes full use of its 
  incorporeal nature, moving through walls, ceilings and floors as it attacks. 
  Spectres usually have the following traits.
  • Int +2, Wis +2, Cha +2
  • Chill Touch, Create Spawn, Drain Vitality, Sunlight Powerlessness, Unnatural 
  Aura
  Wraith: Wraiths are incorporeal undead born of evil and darkness, ethereal 
  shrouded images of their former selves. A wraith appears as a grim shadow 
  with only twin pinpoints of red light where its eyes should be. In some 
  cases, the grim silhouette of a wraith appears to be armored or outfitted 
  with weapons. This appearance does not affect the creature’s defense or 
  combat abilities but only reflects the shape it had in life. Wraiths usually 
  have the following traits.
  • Int +2, Wis +2, Cha +2
  • Ability Drain (2 Constitution), Create Spawn, Sunlight Powerlessness, 
  Unnatural Aura
  Celestial Creature
  Celestial creatures dwell on the upper planes, the realms of virtue, 
  although they resemble beings found on the Material Plane. They are 
  more regal and more beautiful than their earthly counterparts.
  Celestial creatures often come in metallic colors (usually silver, gold 
  or platinum). They can be mistaken for half-celestials, more powerful 
  creatures that are created when a celestial mates with a non-celestial 
  creature.
  Celestial Creature (Template)
  Type: Animals or vermin with this template become supernatural 
  beasts, but otherwise the creature type is unchanged. Celestial 
  creatures encountered on the Material Plane have the 
  extraplanar subtype.
  
  1
  Chapter Three: Creature Templates
  Abilities: Same as the base creature, but Intelligence is at least –4.
  Traits: A celestial creature retains all the traits of the base creature 
  and also gains the following traits. If the base creature already 
  has one or more of these special qualities, use the better 
  value.
  Darkvision: A celestial creature gains darkvision with a range of 60 
  feet.
  Damage Reduction: Some celestial creatures gain damage reduction 
  based on the base creature’s level (see table). If a celestial creature gains 
  damage reduction, its natural weapons are treated as supernatural 
  weapons for the purpose of overcoming damage reduction.
  Level
  Resistance to Acid, 
  Cold, Electricity
  Damage 
  Reduction
  1-3
  2
  —
  4-7
  2
  2/supernatural
  8-11
  4
  2/supernatural
  12 or more
  4
  4/supernatural
  Resistances: Celestial creatures gain Resistance to acid, cold, and 
  electricity (see table).
  Supernatural Resistance: Celestial creatures have Supernatural 
  Resistance equal to the base creature’s level +5 (maximum 25).
  Smite Evil: Once per day a celestial creature can make a normal melee 
  attack to deal extra damage equal to its level (maximum of +20) to 
  any outsider with the vice subtype or any undead creature.
  Advancement: A celestial creature advances by creature type or by 
  heroic role if it is intelligent.
  Level Lag: 1
  “Celestial” is an inherited template that can be added to any corporeal 
  aberration, animal, dragon, fey, humanoid, monstrous humanoid, plant, 
  supernatural beast, or vermin.
  A celestial creature uses all the base creature’s statistics and abilities 
  except as noted here. Do not recalculate the creature’s base combat 
  bonus, saves, or skills if its type changes.
  Clockwork Creature
  Clockwork creatures are constructs built to imitate the form and 
  function of a specific animal. Clockwork creatures are composed of 
  a complex matrix of gears and coiled springs that continually click 
  and whir as the construct moves about. Between the gearwork that is 
  often visible between their armored plates, and their jerky mechanical 
  motions it is diffi cult to mistake a clockwork creature for the real thing 
  unless they are seen at a distance and under poor lighting.
  Clockwork Creature (Template)
  Type: The base creature’s type changes to construct.
  Speed: Same as base creature.
  Abilities: Increase the base creature’s Strength by +2 and decrease 
  its Dexterity by 1. A clockwork creature has no Constitution 
  or Intelligence. Its Wisdom becomes +0, and its Charisma 
  becomes –5.
  Skills: A clockwork creature has no skills, though it retains any racial 
  skill bonuses that the base creature had. Clockwork creatures 
  have a –2 racial penalty to Stealth checks.
  Feats: A clockwork creature has no feats except for Night Vision, which 
  it gains as a bonus feat.
  Traits: A clockwork creature looses all supernatural powers and 
  supernatural traits. A clockwork creature gains the following 
  traits:
  Construct Traits: A clockwork creature gains all the standard immunities, 
  resistances and other traits of the construct creature type.
  Damage Reduction: A clockwork creature gains Damage Reduction 
  2/bludgeoning.
  Darkvision: A clockwork creature gains darkvision with a range of 
  60 feet.
  Death Throes: When a clockwork creature is reduced to “disabled” 
  or worse on the damage track it is destroyed. Its gears and all of 
  its tightly-wound springs give way and burst out of its body with a 
  loud twanging sound. Any creature within 10 feet of the clockwork 
  creature must succeed on a Reflex save or take damage equal to its 
  level. This damage is slashing, piercing and bludgeoning. The save 
  Diffi culty is Strength-based.
  Supernatural Immunity: A clockwork creature is immune to most 
  supernatural powers. A clockwork creature that takes fire damage 
  from a supernatural attack must succeed on a Fortitude save equal to 
  10 + the damage of the attack or be slowed for 3 rounds. It can only 
  take a single move or standard action per round and cannot move 
  and attack in the same round during this time unless it charges. A 
  supernatural attack against a clockwork creature that deals electricity 
  damage does no damage to it and instead breaks any slowing effect 
  on it and grants it an immediate recovery check with a bonus equal to 
  the damage of the attack. A clockwork creature is affected normally 
  by rust attacks, such as that of a rust monster.
  Combat: Same as base creature, modified by the clockwork’s lowered 
  Dexterity.
  Saving Throws: Base creature’s natural armor bonus to toughness 
  becomes +6.
  Advancement: A clockwork creature does not advance in level.
  Level Lag: None
  
  10
  Chapter Three: Creature Templates
  “Clockwork Creature” is an inherited template (though clockwork 
  creatures are technically built and not born) that can be added to any 
  animal, supernatural beast or vermin (referred to hereafter as the base 
  creature).
  Combat Unit
  A combat unit is a group of similar individuals that move and attack 
  together as if they were a single creature. In order to be part of a 
  combat unit, a creature must have an Intelligence of –4 or greater, 
  and be Small size or larger. Creatures with no Intelligence or with an 
  Intelligence of –5 cannot be trained to work together as a unit. Tiny 
  or smaller creatures that band together use the rules for swarms 
  instead of the combat unit rules presented here.
  Combat Unit (Template)
  Size and Type: Same as the component creature. The combat unit 
  also gains a “unit size classification” based on the number of 
  individuals in the combat unit. See table on next page.
  For larger groups of creatures use the following classifications: a 
  “Brigade” is 2 or more regiments. A “Division” consists of 2 or more 
  brigades.
  Space/Reach: A combat unit’s reach remains the same as the 
  component creature, but its space is determined based on the size and 
  number of its component creatures as shown in the table below.
  Speed: Same as component creature, or as their mounts if the entire 
  unit is mounted.
  Abilities: Same as component creature.
  Skills: A combat unit is considered to possess any skills that at least 
  half of its component creatures have.
  Feats: A combat unit is considered to have any feats that at least half 
  of its component creatures have.
  Traits: A combat unit gains the following traits:
  Combat Unit Traits: A combat unit has no discernable anatomy, so 
  it is not subject to critical hits. Combat units cannot be tripped, 
  grappled, or grapple another. A combat unit is considered to 
  be immune to nonlethal damage.
  Commander Effect: A unit may have a commander (who is not counted 
  when determining the size of the unit). A unit gains combat and Will 
  save bonuses depending on the level of the unit’s commander.
  Commander Level
  Bonus
  1-2
  +0
  3-5
  +1
  6-10
  +2
  11-15
  +3
  16+
  +4
  The commander retains his or her own individual statistics and 
  is always considered to be among the survivors. There are several 
  exceptions to this rule.
  A commander may leave his or her combat unit to fight on their own, 
  possibly to take on another commander or other powerful creature 
  in single combat. When the commander leaves a unit, they no longer 
  gain any benefit from their commander bonus, and the commander 
  may be killed while off on their own.
  The second exception is that when a combat unit reaches “disabled” 
  or worse condition on the damage track.
  The third exception is when the commander moves to the front lines to 
  fight in person. While fighting in the front lines, a commander makes 
  their own attack and toughness rolls independent of the combat 
  unit. While the commander is fighting in the front lines, they may 
  be targeted by the attacks of another creature or unit.
  
  11
  Chapter Three: Creature Templates
  Finally, a commander may be targeted by ranged attacks, but they are 
  considered to have cover while they are amidst their troops.
  Damage Reduction: A combat unit of 3-20 creatures (a company, squad or 
  band) gains damage reduction 2/area attacks. A combat unit of 21 or more 
  creatures gains damage reduction 4/area attacks. This damage reduction 
  stacks with the damage reduction of the component creatures, if any.
  Immunity to Targeted Effects: A combat unit cannot be targeted by 
  non-damaging supernatural powers or effects that only target a single 
  individual such as the Suggestion or Domination supernatural powers. 
  They can be targeted by the Mass Suggestion feat however.
  Pike Hedge: If every creature in a combat unit is armed with a weapon 
  that provides additional reach, the unit may form a pike hedge as a free 
  action. While in pike hedge formation a unit can only move at a speed of 
  5 ft., but gains a +1 bonus to damage, and deals double damage against 
  charging creatures.
  Shield Wall: If every creature in a combat unit is armed with a medium 
  or larger shield, it can form a shield wall as a free action. While in shield 
  wall formation, the combat unit can only move at half speed, but gains 
  an additional +2 bonus to defense. Movement through terrain that 
  prevents the soldiers from standing shoulder to shoulder at all times 
  (such as moving through a forest) prevents the use of a shield wall for 
  the rest of that round.
  Vulnerable to Flanking: When in melee combat range of a total number 
  of creatures equal to or greater than twice the number of creatures in 
  the combat unit, the outnumbered combat unit suffers a –4 penalty to 
  its defense.
  Combat: As component creature, modified by bonuses from commander 
  effects and unit size.
  Saving Throws: A combat unit has Fortitude, Reflex and Will saves 
  equal to the average of its component creatures. Its Toughness save is 
  modified by the unit’s size.
  “Combat Unit” is an acquired template that can be used to combine 
  a large number of similar creatures into a single fighting force. This 
  template can be added to any creature of small or larger size with an 
  Intelligence of –4 or greater (refereed to hereafter as the “component 
  creature”).
  Combat Units and the Damage Track
  A combat unit responds differently to the damage track than a single 
  creature. A combat unit ignores any damage that results in a “hurt” 
  condition on the damage track. Individuals in the unit may be injured, 
  but the unit as a whole is unaffected. A unit that has become “wounded” 
  has lost 10% casualties. A unit that becomes “disabled” has lost 25% 
  casualties. A unit that is marked off as “dying” has 50% casualties 
  and looses one unit size (So a battalion that suffers 50% casualties 
  becomes a platoon), and a unit that is marked off as “dead” has 90% 
  casualties and automatically disbands. Round all fractions up. A unit 
  does not “heal” from these conditions unless it somehow picks up 
  enough additional component creatures to replace the ones that have 
  been lost (no recovery check necessary). Note that a “casualty” is not 
  necessarily a death; a casualty counts as any individual too injured or 
  too demoralized to continue combat.
  Each time a combat unit gains one of the above mentioned conditions 
  on the damage track, it must succeed on a Will save with a Diffi culty 
  equal to the recovery check diffi culty for that condition in order to 
  avoid becoming disbanded. All members of a disbanded unit flee all 
  combat situations, and leave the area as soon as possible, by any means 
  available.
  Sample Unit: Mercenary Orc 
  Company (1st Level Warriors with 
  a black orc commander)
  Type: 1st Level Humanoids (combat unit, orc)
  Size: Company of Five Medium Creatures
  Speed: 30 ft.
  Abilities: Str +3, Dex +0, Con +1, Int –1, Wis –2, Cha –2
  Skills: Notice 4 (+2)
  Feats: Armor Training, Attack Focus (greataxe), Rage, Weapon 
  Training
  Traits: Combat Unit Traits, Commander Effect +1, Damage 
  Reduction 2/area attacks, Dark Vision 60 Ft., Immunity To 
  Targeted Effects, Light Sensitivity, Vulnerable To Flanking
                                                                                                    ——————————Unit Size——————————
  Company
  Squad
  Band
  Platoon
  Battalion
  Regiment
  # of creatures in 
  unit
  3-5
  6-10
  11-20
  21-40
  41-80
  81-160
  Attack Roll Bonus
  +1
  +2
  +3
  +4
  +5
  +6
  Damage Bonus
  +2
  +4
  +6
  +8
  +10
  +12
  Damage 
  Reduction
  2/area
  2/area
  2/area
  4/area
  4/area
  4/area
  Toughness Bonus
  +0
  +2
  +4
  +4
  +6
  +8
  Approximate Combat Unit Space Based on 
  the Size and Number of its Component Creatures.
  Company of 3-5
  Squad of 6-10
  Band of 11-20
  Platoon of 
  21-40
  Battalion of 
  41-80
  Regiment of 
  81-160
  Small
  10 ft. x 10 ft.
  15 ft. x 15 ft.
  20 ft. x 20 ft.
  30 ft. x 30 ft.
  40 ft. x 40 ft.
  60 ft. x 60 ft.
  Medium
  10 ft. x 10 ft.
  15 ft. x 15 ft.
  20 ft. x 20 ft.
  30 ft. x 30 ft.
  40 ft. x 40 ft.
  60 ft. x 60 ft.
  Large
  20 ft. x 20 ft.
  30 ft. x 30 ft.
  40 ft. x 40 ft.
  60 ft. x 60 ft.
  80 ft. x 80 ft.
  120 ft. x 120 ft.
  Huge
  30 ft. x 30 ft.
  45 ft. x 45 ft.
  60 ft. x 60 ft.
  90 ft. x 90 ft.
  120 ft. x 120 ft.
  180 ft. x 180 ft.
  Gargantuan
  40 ft. x 40 ft.
  60 ft. x 60 ft.
  80 ft. x 80 ft.
  120 ft. x 120 ft.
  160 ft. x 160 ft.
  240 ft. x 240 ft.
  Colossal
  50 ft. x 50 ft.
  75 ft. x 75 ft.
  100 ft. x 100 ft.
  150 ft. x 150 ft.
  200 ft. x 200 ft.
  300 ft. x 300 ft.
  
  12
  Chapter Three: Creature Templates
  Combat: Attack +3 (+1 base, +1 unit size, +1 commander effect) 
  (+4 with battleaxe, crit +4), Damage +8 (+3 axe, +3 Str, +2 
  unit size), Defense Dodge/Parry +2/+5 (+1 base, +3 Str, +1 
  commander effect)
  Saving Throws: Toughness +4 (+1 Con, +3 chainmail), Fortitude 
  +3 (+2 base, +1 Con), Reflex +0 (+0 base), Will –1 (+0 base, +1 
  commander effect)
  A “wounded” mercenary orc company has no casualties.
  A “disabled” mercenary orc company has one casualty.
  A “dying” mercenary orc company has three casualties and is no 
  longer a combat unit. It loses the combat unit subtype and just 
  becomes two orcs.
  A “dead” mercenary orc company has five casualties.
  Fiendish Creature
  Fiendish creatures dwell on the lower planes, the realms of vice, 
  although they resemble beings found on the Material Plane. They are 
  more fearsome in appearance than their earthly counterparts.
  Fiendish Creature (Template)
  Size and Type: Animals or vermin with this template become 
  supernatural beasts, but otherwise the creature type is 
  unchanged. Size is unchanged. Fiendish creatures encountered 
  on the Material Plane have the extraplanar subtype.
  Abilities: Same as the base creature, but Intelligence is at least –4.
  Traits: A fiendish creature retains all the traits of the base creature and 
  also gains the following traits. If the base creature already has 
  one or more of these special qualities, use the better value.
  Darkvision: A fiendish creature gains darkvision with a range of 60 feet.
  Damage Reduction: Some fiendish creatures gain damage reduction 
  based on the base creature’s level (see table). If a fiendish creature gains 
  damage reduction, its natural weapons are treated as supernatural 
  weapons for the purpose of overcoming damage reduction.
  Level
  Resistance to Acid, 
  Cold, Electricity
  Damage Reduction
  1-3
  2
  —
  4-7
  2
  2/supernatural
  8-11
  4
  2/supernatural
  12 or more
  4
  4/supernatural
  Resistances: Fiendish creatures gain Resistance to cold and fire (see 
  table).
  Supernatural Resistance: Fiendish creatures have Supernatural 
  Resistance equal to the base creature’s level +5 (maximum 25).
  Smite the Virtuous: Once per day the creature can make a normal melee 
  attack to deal extra damage equal to its level (maximum of +20) to a 
  creature with the virtue subtype.
  Advancement: A fiendish creature advances by creature type or by 
  heroic role if it is intelligent.
  Level Lag: 1
  “Fiendish” is an inherited template that can be added to any corporeal 
  aberration, animal, dragon, fey, humanoid, monstrous humanoid, ooze, 
  plant, supernatural beast, or vermin (referred to hereafter as the base 
  creature).
  A fiendish creature uses all the base creature’s statistics and abilities 
  except as noted here. Do not recalculate the creature’s base combat 
  bonus, saves, or skill points if its type changes.
  Half-Celestial
  One of a half-celestial’s parents is a celestial. No matter the form, 
  half-celestials are always comely and delightful to the senses, having 
  golden skin, sparkling eyes, angelic wings, or some other sign of their 
  higher nature.
  Half-Celestial (Template)
  Type: The creature’s type changes to outsider. Do not recalculate 
  the creature’s base combat bonus or saves. Half-celestials are 
  normally native outsiders.
  Speed: A half-celestial has feathered wings and can fly at twice the 
  base creature’s base land speed (good maneuverability). If the 
  base creature has a fly speed, use that instead.
  Abilities: Increase the base creature’s abilities as follows: Str +2, Dex 
  +1, Con +2, Int +1, Wis +2, Cha +2.
  Skills: Regardless of creature type or heroic role, a half-celestial gains 
  skills as an outsider and has skills equal to (6 + Int, minimum 
  1) and the same number of skill ranks per additional level.
  Feats: All half celestials gain bonus supernatural powers based on 
  their level:
  Level
  Bonus Supernatural Powers
  1-2
  Purifying Light
  3-4
  Cure
  5-6
  Cure Poison
  7-10
  Cure Disease
  11-14
  Dominate
  15-18
  Summon Outsider
  19-20
  Imbue Life
  
  1
  Chapter Three: Creature Templates
  Traits: A half-celestial has all the traits of the base creature, plus 
  the following traits.
  Darkvision: A half-celestial gains darkvision with a range of 60 
  feet.
  Damage Reduction: Half-celestials gain Damage Reduction 2/
  supernatural (if 11th level or lower) or 4/supernatural (if 12th 
  level or above). A half-celestial’s natural weapons are treated as 
  supernatural weapons for the purpose of overcoming damage 
  reduction.
  Immunity to Disease: Half-celestials are immune to all diseases.
  Resistances: Half-celestials gain Resistance to acid 4, cold 4 and 
  electricity 4.
  Supernatural Resistance: Half-celestials have Supernatural Resistance 
  equal to creature’s level + 10 (maximum 35).
  Smite Evil: Once per day a celestial creature can make a normal melee 
  attack to deal extra damage equal to its level (maximum of +20) to 
  any outsider with the vice subtype, or to any undead creature.
  Saving Throws: A half-celestial’s natural armor bonus to toughness 
  improves by +1. Half-celestials also gain a +4 racial bonus on 
  Fortitude saves against poison.
  Advancement: A half-celestial creature advances by heroic role but 
  gains skills as an outsider.
  Level Lag: 2.
  “Half-celestial” is an inherited template that can be added to any living, 
  corporeal creature with an Intelligence of –3 or higher without the vice 
  subtype (referred to hereafter as the base creature).
  A half-celestial uses all the base creature’s statistics and special abilities 
  except as noted here.
  Half-Dragon
  A half-dragon is a creature with strong draconic heritage. The blood of 
  dragons literally flows in her veins. Half-dragon creatures are always 
  more formidable than others of their kind that do not have dragon 
  blood, and their appearance betrays their nature—scales, elongated 
  features, reptilian eyes, and exaggerated teeth and claws. Sometimes 
  they have wings.
  Half-Dragon (Template)
  Size and Type: The creature’s type changes to dragon. The creature’s 
  Size is unchanged. Do not recalculate base combat bonus or 
  saves.
  Speed: A half-dragon that is Large or larger has wings and can fly 
  at twice its base land speed (maximum 120 ft.) with average 
  maneuverability. A half-dragon that is Medium or smaller does 
  not have wings.
  Abilities: Increase the base creature’s abilities as follows: Str +4, Con 
  +1, Int +1, Cha +1.
  Skills: Regardless of creature type or heroic role a half-dragon gains 
  skills as a dragon and has skills equal to (6 + Int, minimum 1) 
  and the same number of skill ranks per additional level.
  Feats: A half-dragon gains Night Vision as a bonus feat.
  Traits: A half-dragon has all the traits of the base creature, plus it 
  gains the following traits:
  Darkvision: A half-dragon gains darkvision with a range of 60 feet.
  Immunities: A half-dragon gains Immunity to sleep and paralysis 
  effects, and an additional Immunity based on the variety of its 
  dragon ancestor.
  Breath Weapon: A half-dragon gains a breath weapon (usable once per day) 
  based on its dragon variety (see table). A half-dragon’s Breath Weapon 
  deals +7 damage. A successful Reflex save (Diffi culty 10 + 1/2 half-dragon’s 
  level + the half-dragon’s Constitution) reduces damage by half.
  Dragon Variety
  Immunity
  Breath Weapon
  Fire
  Fire
  30-foot cone of fire
  Forest
  Acid
  30-foot cone of corrosive 
  (acid) gas
  Ice
  Cold
  30-foot cone of cold
  Moon
  Cold
  30-foot cone of cold
  Mountain
  Petrification
  30-foot cone of petrifying 
  gas*
  Sky
  Electricity
  60-foot line of lightning
  Sun
  Fire
  30-foot cone of fire
  Swamp
  Acid
  60-foot line of acid
  *A creature petrified by a half-mountain dragon’s breath weapon 
  of is allowed a Fortitude save every round to recover. The save 
  Diffi culty decreases by 1 each round.
  Combat: A half-dragon has a claw attack and a bite attack. If the base 
  creature can use weapons, the half-dragon retains this ability. A 
  half-dragon fighting without weapons uses a claw when making an 
  attack action, and may purchase the Double Strike feat to attack 
  with both claws in a single round each at a –2 penalty to hit, and 
  gaining only half of the half dragon’s Strength to damage. When 
  it has a weapon, it usually uses the weapon instead. If the base 
  creature does not have these attack forms, use the damage values 
  in the table below. Otherwise, use the values below or the base 
  creature’s damage values, whichever are greater.
  Size
  Bite Damage
  Claw Damage
  Fine
  –4
  —
  Diminutive
  –1
  –4
  Tiny
  +0
  –1
  Small
  +1
  +0
  Medium
  +2
  +1
  Large
  +3
  +2
  Huge
  +4
  +3
  Gargantuan
  +6
  +4
  Colossal
  +8
  +6
  Saving Throws: A half-dragon’s natural armor bonus to toughness 
  improves by +2.
  Advancement: A half-dragon creature advances by heroic role but 
  gains skills as a dragon.
  Level Lag: 2.
  “Half-dragon” is an inherited template that can be added to any living, 
  corporeal creature (referred to hereafter as the base creature).
  A half-dragon uses all the base creature’s statistics and special abilities 
  except as noted here.
  Half-Fiend
  One of a half-fiend’s parents is a fiend. No matter its form, a half-
  fiend is always hideous to behold, having dark scales, horns, glowing 
  red eyes, bat wings, a fetid odor, or some other obvious sign that it 
  is tainted with evil.
  
  1
  Chapter Three: Creature Templates
  Half-Fiend (Template)
  Type: The creature’s type changes to outsider. Do not recalculate base 
  attack bonus or saves. Half-fiends are normally native outsiders.
  Speed: A half-fiend has bat wings. Unless the base creature has a better 
  fly speed, the creature can fly at the base creature’s base land speed 
  (average maneuverability).
  Abilities: Increase the base creature’s abilities as follows: Str +2, Dex +2, 
  Con +1, Int +2, Cha +1.
  Skills: Regardless of creature type or heroic role a half-fiend gains skills 
  as an outsider and has skills equal to (6 + Int, minimum 1) and 
  the same number of skill ranks per additional level.
  Feats: A half-fiend gains a number of bonus supernatural powers based 
  on its level.
  Traits: A half-fiend has all the traits of the base creature, plus the 
  following traits.
  Darkvision: A half-fiend gains darkvision with a range of 60 feet.
  Damage Reduction: Half-fiends gain Damage Reduction 2/supernatural (if 
  11th level or lower) or 4/supernatural (if 12th level or above). A half-fiend’s 
  natural weapons are treated as supernatural weapons for the purpose of 
  overcoming damage reduction.
  Immunity to Poison: Half-fiends are immune to all types of poison.
  Resistances: Half-fiends gain Resistance to acid 4, cold 4, electricity 4 and 
  fire 4
  Supernatural Resistance: Half-fiends have Supernatural Resistance equal to 
  creature’s Level + 10 (maximum 35).
  Smite the Virtuous: Once per day the creature can make a normal melee attack 
  to deal extra damage equal to its level (maximum of +20) to a creature with 
  the virtue subtype.
  Level
  Bonus Supernatural Powers
  1-2
  Shadow Shaping
  3-4
  Harm
  5-6
  Corrupting Shadow
  7-10
  Drain Vitality
  11-14
  Imbue Unlife
  15-18
  Summon Outsider
  19-20
  Dominate
  Combat: A half-fiend has a claw attack and a bite attack, and the claws are 
  the primary natural weapon. If the base creature can use weapons, 
  the half-fiend retains this ability. A half-fiend fighting without 
  weapons uses a claw when making an attack action, and may 
  purchase the Double Strike feat to attack with both claws in a single 
  round each at a –2 penalty to hit, and gaining only half of its Strength 
  to damage. When it has a weapon, it usually uses the weapon instead. 
  If the base creature does not have these attack forms, use the damage 
  values in the table below. Otherwise, use the values below or the base 
  creature’s damage values, whichever are greater. 
  Size
  Bite Damage
  Claw Damage
  Fine
  –4
  —
  Diminutive
  –1
  –4
  Tiny
  +0
  –1
  Small
  +1
  +0
  Medium
  +2
  +1
  Large
  +3
  +2
  Huge
  +4
  +3
  Gargantuan
  +6
  +4
  Colossal
  +8
  +6
  Saving Throws: A half-fiend’s natural armor bonus to toughness 
  improves by +1.
  Advancement: A half-fiend creature advances by heroic role but 
  gains skills as an outsider.
  Level Lag: 2.
  “Half-fiend” is an inherited template that can be added to any living, 
  corporeal creature with an Intelligence of –3 or more that lacks the 
  virtue subtype (referred to hereafter as the base creature).
  A half-fiend uses all the base creature’s statistics and special abilities 
  except as noted here.
  Lich
  Liches are adepts who have used their supernatural powers to extend 
  their existence by becoming undead. They are gaunt, skeletal things 
  with withered flesh stretched tight across horribly visible bones. Its 
  eyes are lost to decay, but bright pinpoints of crimson light burn in 
  the empty sockets.
  Lich (Template)
  Type: The base creature’s type changes to undead. Do not recalculate 
  base combat bonus, saves or skills.
  Abilities: A lich’s mental abilities all increase by +1. Being undead, a lich 
  has no Constitution.
  Skills: Liches have a +8 bonus on Notice, Search, Sense Motive and 
  Stealth checks.
  Supernatural Powers: Liches can use any supernatural powers they 
  knew in life.
  Traits: A lich retains the base creature’s traits and gains those described 
  below. Save Diffi culties are equal to 10 plus + the lich’s level (round 
  down) + the lich’s Charisma, unless otherwise noted.
  Damage Reduction: A lich’s undead body is tough, giving the creature 
  damage reduction 6/bludgeoning and supernatural. Its natural weapons 
  are treated as supernatural weapons for overcoming damage reduction.
  Fear Aura: Liches are shrouded in a dreadful aura of evil. Creatures in 
  a 60-foot radius that look at the lich must succeed on a Will save or be 
  affected by the fear effect of the Heart Shaping supernatural power. A 
  creature that successfully saves cannot be affected again by the same 
  lich’s aura for 24 hours.
  Immunities: Liches are immune to cold, poison, sleep, paralysis, stunning, 
  disease and mind-influencing effects (including mind-influencing 
  powers). They are not subject to critical hits, non-lethal damage, ability 
  damage, ability drain or any effect requiring a Fortitude save, unless it 
  works on inanimate objects. Liches have immunity to electricity and Flesh 
  Shaping, although they can use Flesh Shaping effects on themselves.
  Paralyzing Touch: Any living creature a lich hits with its touch finesse 
  attack must succeed on a Fortitude save or be permanently paralyzed. 
  A Cure check against the save Diffi culty can restore the victim. Anyone 
  paralyzed by a lich seems dead. A Diffi culty 20 Notice check or a Diffi culty 
  15 Medicine check reveals the victim is still alive.
  Combat: A lich has a touch attack it can use once per round. A lich without 
  natural weapons has a life draining touch attack that deals +4 damage to 
  living creatures; a Will save (Diffi culty 10 + 1/2 the lich’s level rounded 
  down + the lich’s Charisma) halves the damage. The lich must make a 
  successful finesse attack in order to use this ability.
  Saving Throws: A lich has the same Toughness save based on its size, with a 
  bonus equal to half its level. A lich has a +2 natural armor bonus to Toughness 
  or the base creature’s natural armor bonus, whichever is better.
  Advancement: A lich advances by heroic role (usually adept).
  Level Lag: 2.
  
  1
  Chapter Three: Creature Templates
  “Lich” is an acquired template that can be added to any humanoid 
  creature (referred to hereafter as the base creature), provided it can 
  create the required phylactery. A lich has the base creature’s statistics 
  and abilities except as noted here.
  The Lich’s Phylactery
  An integral part of becoming a lich is creating a phylactery in which the 
  adept stores his life force. As a rule, the only way to get rid of a lich for 
  sure is to destroy its phylactery. Unless its phylactery is destroyed, a lich 
  reappears within ten days after its apparent destruction. Each lich must 
  make its own phylactery, which requires the Imbue Item feat and the 
  Imbue Unlife supernatural power. The would-be lich must also have an 
  adept level of 11th or higher. The phylactery has a purchase Diffi culty 
  of 35 to make and a level equal to its creator at the time of creation. A 
  phylactery can be any small item, typically a ring, amulet, circlet or the 
  like. It has hardness 16, regardless of composition.
  Lycanthrope
  Lycanthropes are humanoids or who can transform themselves 
  into animals. In its natural form, a lycanthrope looks like any other 
  members of its kind, though natural lycanthropes and those who 
  have been affl icted for a long time tend to have or acquire features 
  reminiscent of their animal forms. In animal form, a lycanthrope 
  resembles a powerful version of the normal animal, but on close 
  inspection, its eyes (which often glow red in the dark) show a faint 
  spark of unnatural Intelligence.
  Lycanthrope (Template)
  Size and Type: The base creature’s type does not change, but the creature 
  gains the shapechanger subtype. The lycanthrope takes on the 
  characteristics of a creature with the animal type (referred to 
  hereafter as the base animal).
   
   
   
  This animal can be any animal whose size is within one size 
  category of the base creature’s size (Small, Medium or Large for 
  a Medium base creature). Lycanthropes can also adopt a hybrid 
  shape that combines features of the base creature and the base 
  animal. A lycanthrope’s hybrid form is the same size as the base 
  animal or the base creature, whichever is larger. 
   
   
   
  A Narrator can also allow lycanthropic vermin for eerie 
  creatures such as werespiders. This template assumes that 
  lycanthropes only have predatory animal forms, however. 
   
   
   
  A lycanthrope uses either the base creature’s or the base 
  animal’s statistics and special abilities in addition to those 
  described here.
  Speed: Same as the base creature or base animal, depending on which 
  form the lycanthrope is using. Hybrids use the base creature’s 
  speed.
  Abilities: All lycanthropes gain +1 to Wisdom. In addition, when in 
  animal form, a lycanthrope’s physical abilities improve according 
  to its kind, as set out in the table at right. These adjustments are 
  equal to the animal’s normal abilities. A lycanthrope in hybrid 
  form modifies its physical abilities by the same amount.
  Skills: A lycanthrope retains the skills of the base creature, though it gains 
  future skill ranks equal to (2 + Int, minimum 1) for each level of its 
  animal form as if using the rules for mixed-role heroes for gaining 
  levels of the animal type. In any form, a lycanthrope also has any 
  racial skill bonuses of the base creature and of the base animal.
  Feats: A lycanthrope retains the feats of the base creature and gains 
  the bonus feats of the animal as bonus feats while in hybrid or 
  animal form (as shown on the Common Lycanthropes table). 
  A lycanthrope receives Iron Will and Night Vision as bonus feats 
  in any form. Since the lycanthrope must gain levels in the animal 
  creature type, it only gains feats at 1st level and every 3 levels 
  after that.
  Traits: A lycanthrope retains the traits of the base creature or base 
  animal, depending on which form it is using, and also gains 
  the traits described below.
  Alternate Form: A lycanthrope can assume animal form, though 
  only the specific animal form indicated for the lycanthrope can 
  be assumed. It does not assume the abilities of the animal, but 
  instead adds the animal’s physical abilities as modifiers to its 
  own. A lycanthrope also can assume a bipedal hybrid form with 
  prehensile hands and animalistic features.
  Changing to or from animal or hybrid form is a standard action.
  Common Lycanthropes
  Name
  Animal 
  Form
  Animal 
  Levels
  Ability 
  Modifiers*
  Bonus 
  Feats*
  Werebear
  Bear
  6
  Str +8,  
  Dex +1, 
  Con +4
  Improved 
  Grab, Night 
  Vision, Track
  Wereboar
  Boar
  3
  Str +2,  
  Con +3
  Night Vision
  Wererat
  Dire 
  Rat
  1
  Dex +3, 
  Con +1
  Night Vision
  Weretiger
  Tiger
  6
  Str +6,  
  Dex +2, 
  Con +3
  Improved 
  Grab, Night 
  Vision
  Werewolf
  Wolf
  2
  Str +1,  
  Dex +2, 
  Con +2
  Improved 
  Trip, Night 
  Vision, Track
  *The lycanthrope’s ability modifiers and bonus feats only apply 
  when the lycanthrope is in hybrid or animal form.
  
  1
  Chapter Three: Creature Templates
  A slain lycanthrope reverts to its humanoid form, although it 
  remains dead. Separated body parts retain their animal form, 
  however.
  Affl icted lycanthropes find this ability diffi cult to control (see 
  the section on Lycanthropy as an Affliction), but natural 
  lycanthropes have full control over this power.
  Curse of Lycanthropy: Any humanoid reduced to “hurt” or worse 
  condition on the damage track by a natural lycanthrope’s bite attack 
  (or other natural attack) in animal or hybrid form must succeed 
  on a Diffi culty 15 Fortitude save or contract lycanthropy. If the 
  victim’s size is not within one size category of the lycanthrope the 
  victim cannot contract lycanthropy from that lycanthrope. Affl icted 
  lycanthropes cannot pass on the curse of lycanthropy.
  Damage Reduction: An affl icted lycanthrope in hybrid or animal form 
  has Damage Reduction 2/silver. A natural lycanthrope in hybrid or 
  animal form has Damage Reduction 4/silver.
  Lycanthropic Empathy: In any form, lycanthropes can communicate 
  and empathize with normal or dire animals of their animal form. 
  This gives them a +4 racial bonus on checks when influencing the 
  animal’s attitude and allows the communication of simple concepts 
  and (if the animal is friendly) commands, such as “friend”, “foe”, 
  “flee”, and “attack”.
  Scent: A lycanthrope has the scent ability in any form.
  Combat: A lycanthrope’s attacks are the same as the base creature 
  or base animal, depending on which form the lycanthrope is 
  using. A lycanthrope in hybrid form gains a claw attack and 
  a bite attack as natural weapons. These weapons deal damage 
  based on the hybrid form’s size or based on the animal’s bite 
  and claw damage, whichever is greater. A hybrid may attack 
  with a weapon, or may attack with its natural weapons.
  Hybrid Size
  Claw
  Bite
  Small
  +0
  +1
  Medium
  +1
  +2
  Large
  +2
  +3
  Huge
  +3
  +4
   
   
   
  The damage for each attack is the same as the base 
  creature or base animal, depending on which form the 
  lycanthrope is in.
  Saving Throws: The base creature’s natural armor bonus to 
  toughness increases by +1 in all forms. In hybrid form, the 
  lycanthrope’s natural armor bonus is equal to the natural 
  armor bonus of the base animal or the base creature, 
  whichever is better.
  Advancement: The advancement of a lycanthrope is different from 
  all other creatures. When a hero first becomes a lycanthrope 
  (at birth for a natural lycanthrope, and upon failing the 
  Fortitude save to resist the curse of lycanthropy for an affl icted 
  lycanthrope), he gains the senses, bonus feats, damage 
  reduction, shapechanging ability and level lag associated with 
  the type of lycanthrope he is.
   
   
   
  In addition to the level lag, the hero must advance as creature 
  of the animal type for his next several levels until he has advanced 
  a number of levels equal to the animal’s level—6 levels for a 
  werebear or weretiger, 3 levels for a wereboar, 2 levels for a 
  werewolf, and 1 level for a wererat. (This also means that a natural 
  lycanthrope’s first several levels are in the animal type rather than 
  in a heroic role.) Unless cured an affl icted lycanthrope cannot 
  take a level in a heroic role until he has taken all of the required 
  animal levels. (This is the curse—to be part animal.) An affl icted 
  lycanthrope that is cured of the curse can resume taking levels in 
  a heroic role but only after he has taken at least 1 level in animal. 
  Once cured, an infected lycanthrope looses all bonus feats and 
  traits granted by the lycanthrope template, but their levels of 
  animal remain. They also loose the level lag associated with 
  the lycanthrope template, and the narrator should arrange for 
  them to catch up to the average level of the rest of the party 
  (assuming the hero has no level lag from other sources).
   
   
   
  While taking animal levels, the hero’s combat bonus, saving 
  throws and skills are calculated as if he were a mixed-role hero 
  using the animal creature type. His reputation advances as if 
  he were an expert regardless of his last heroic role (news of a 
  lycanthrope is hard to contain!).
  Level Lag: +1 (affl icted) or +2 (natural). This level lag is in addition 
  to the required animal levels.
  “Lycanthrope” is a template that can be added to any humanoid 
  (referred to hereafter as the base creature). The lycanthrope template 
  can be inherited (for natural lycanthropes) or acquired (for affl icted 
  lycanthropes). Becoming a lycanthrope is very much like becoming a 
  mixed-role hero, taking the animal creature type as the new role.
  Lycanthropy as an Affliction
  When a character contracts lycanthropy through a lycanthrope’s bite, 
  no symptoms appear until the first night of the next full moon. On 
  that night, the affl icted character involuntarily assumes animal form 
  and forgets his or her own identity, temporarily becoming a supporting 
  character under the control of the Narrator. He remains in animal form, 
  acting as the animal would, until the next dawn. He remembers nothing 
  about the entire episode (or subsequent episodes) unless he succeeds 
  on a Diffi culty 15 Wisdom check, in which case he becomes aware of 
  his lycanthropic condition.
  Thereafter, the character is subject to involuntary transformation under 
  the full moon and whenever damaged in combat. He or she feels an 
  overwhelming rage building up and must succeed on a Control Shape 
  check (see the Control Shape Skill sidebar) to resist changing into 
  Example of a Lycanthrope’s Advancement
  Talbot is a 4th level warrior that is bitten by a natural werewolf. He fails his Fortitude save and becomes an affl icted lycanthrope. He immediately 
  gains the senses and shapechanging ability of a werewolf. He also gains a level lag of 1, meaning he cannot advance at all until other members 
  of his party have advanced 1 level. Since a wolf has 2 levels of animal, instead of advancing as a hero Talbot must advance as a creature of the 
  animal type when he reaches 5th and 6th level. If not cured, for the next two levels his combat bonus increases like that of an animal (same as 
  an expert) as do his saves (Fortitude and Reflex are his good saves and Will is his normal save). Since he is advancing as an animal, he also gains 
  skills as an animal, gaining a number of skill ranks equal to 2 + his Intelligence. He does not gain a feat at 5th level, because since he is advancing 
  as an animal his next available feat comes at 6th level. Even if he is cured of his lycanthropy, he must still take at least 1 level of animal. When 
  Talbot becomes 6th level and lags behind the party average by 1 level, he has satisfied the requirements of the curse. He can once again start 
  taking levels in a heroic role with his 7th level. If not cured, however, he remains a lycanthrope.
  
  1
  Chapter Three: Creature Templates
  animal form. Any character not yet aware of his or her lycanthropic 
  condition temporarily becomes a supporting character during an 
  involuntary change, and acts according to the alignment of his or her 
  animal form.
  An affl icted lycanthrope with awareness of his condition retains his 
  identity and does not lose control of his actions if he changes. However, 
  each time he changes to his animal form, he must succeed on a Will 
  save (Diffi culty 15 + number of times he has been in animal form) or 
  permanently assume an animal-like mentality.
  Once an affl icted lycanthrope becomes aware of his affl iction, he can 
  now voluntarily attempt to change to animal or hybrid form, using the 
  appropriate Control Shape check Diffi culty. An attempt is a standard 
  action and can be made each round.
  Changing Form: Changing form is a standard action. If the change 
  is involuntary, the character performs the change on his next turn 
  following the triggering event. Changing to animal or hybrid form ruins 
  the character’s armor and clothing (including any items worn) if the 
  new form is larger than the character’s natural form; carried items are 
  simply dropped. Characters can hastily doff clothing while changing, 
  but not armor. Supernatural armor survives the change if it succeeds 
  on a Diffi culty 15 Fortitude save. An affl icted lycanthrope who is not 
  aware of his condition remains in animal form until the next dawn. An 
  affl icted lycanthrope who is aware of his condition can try to resume 
  humanoid form following a change (voluntary or involuntary) with a 
  Control Shape check, but if he fails his check, he remains in animal (or 
  hybrid) form until the following dawn.
  Curing Lycanthropy: An afflicted lycanthrope who eats a sprig of 
  belladonna (also called wolfsbane) within 1 hour of a lycanthrope’s 
  attack can attempt a Diffi culty 20 Fortitude save to shake off the 
  affl iction. If a healer administers the herb, use the character’s save bonus 
  or the healer’s Medicine modifier, whichever is higher. The character 
  gets only one chance, no matter how much belladonna is consumed. The 
  belladonna must be reasonably fresh (picked within the last week).
  Control Shape (Wis)
  The Control Shape skill determines whether an affl icted lycanthrope can control his shape. Any character who has contracted lycanthropy and 
  is aware of his condition can learn this skill. Once an affl icted lycanthrope is aware of his condition, he can use this skill untrained and can put 
  skill ranks into it just like any other skill. An affl icted lycanthrope not yet aware of his condition cannot attempt Control Shape checks untrained. 
  An adept can use Body Control in place of the Control Shape skill.
  A natural lycanthrope does not need this skill, since it always has full control over its shape.
  Check (Involuntary Change): An affl icted lycanthrope must succeed on a Diffi culty 25 Control Change check at moonrise each night of the 
  full moon to resist involuntarily assuming animal form. He must also check for an involuntary change when injured; Diffi culty 20 for “hurt” 
  and Diffi culty 25 for “wounded”.
  On a failed check, he must remain in animal form until the next dawn, when he automatically returns to his base form. An affl icted lycanthrope 
  aware of his condition may make one attempt to return to humanoid form (see table), but if he fails, he remains in animal form until the next 
  dawn.
  Retry (Involuntary Change): Check to resist an involuntary change once each time a triggering event occurs.
  Check (Voluntary Change): In addition, an affl icted lycanthrope aware of his condition may attempt to use this skill voluntarily in order 
  to change to animal form, assume hybrid form or return to humanoid form, regardless of the state of the moon or whether he has been 
  injured.
  Voluntary Change
  Control Shape Difficulty
  Return to humanoid form (full moon*)
  25
  Return to humanoid form (not full moon)
  20
  Assume hybrid form
  15
  Voluntary change to animal form (full moon)
  15
  Voluntary change to animal form (not full moon)
  20
  * For game purposes, the full moon lasts three days every month.
  Challenges: You can take the following challenges with Control Shape:
  Aggressive Change: You can change shape and maintain your ability to engage in combat in the same round. By increasing the Diffi culty by 5, 
  you can change shape as a move action instead of a standard action.
  Partial Change: You can change only part of your body rather than transforming completely, for example, to grow claws or teeth for combat 
  without having to assume hybrid or animal form. On a success, you can attack with whichever natural weapon(s) you would normally be able 
  to use in your other forms without damaging your clothing or armor. The Diffi culty is equal to that of assuming hybrid form, plus 5 (Diffi culty 
  20). A partial change lasts until you decide to return to humanoid form, and you must succeed on a Control Shape check to do so (Diffi culty 
  20 or 25, depending on the phase of the moon).
  Try again (Voluntary Change): A character can retry voluntary changes to animal form or hybrid form as often as he likes. Each attempt is 
  a standard action. However, on a failed check to return to humanoid form, the character must remain in animal or hybrid form until the next 
  dawn, when he automatically returns to humanoid form.
  Special: An affl icted lycanthrope cannot attempt a voluntary change until it becomes aware of its condition (see Lycanthropy as an 
  Affliction).
  
  1
  Chapter Three: Creature Templates
  However, fresh or not, belladonna is toxic. The character must succeed 
  on a Diffi culty 13 Fortitude save or take 2 points of Strength damage. 
  One minute later, he must succeed on a second Diffi culty 13 save or 
  take an additional 3 points of Strength damage.
  A successful use of the Cure Disease supernatural power cast by an adept 
  of 12th level or higher also cures the affl iction, provided the character 
  receives the treatment within three days of the lycanthrope’s attack.
  Characters undergoing this cure are often kept bound or confined in 
  cages until the cure takes effect.
  Only affl icted lycanthropes can be cured of lycanthropy.
  Simulacrum
  Simulacra are extremely life-like constructs that are usually built to 
  resemble a specific person. Simulacra can be used both to impersonate 
  and replace an individual of power and influence, or as a decoy for an 
  influential figure seeking to confuse their enemies about their true 
  location. The simulacrum is skilled at impersonating the individual 
  it was designed to imitate, but its performance is not flawless. Those 
  who knew the imitated individual well are allowed a Diffi culty 20 
  Sense Motive or Diffi culty 25 Notice check to notice that something 
  isn’t quite right about the simulacrum.
  Simulacrum (Template)
  Type: The base creature’s type changes to construct.
  Speed: Same as base creature.
  Abilities: Increase the base creature’s Strength by +1, and decrease its 
  Intelligence, Wisdom and Charisma each by 1. As a construct, 
  a simulacrum has no Constitution.
  Skills: Modify the base creature’s skills to reflect the changes in 
  abilities. Also add a +8 racial bonus to the bluff skill.
  Feats: Same as base creature, plus Night Vision as a bonus feat.
  Traits: A simulacrum gains the following traits:
  Construct Traits: A simulacrum gains all the standard immunities, 
  resistances and other traits of the construct creature type.
  Damage Reduction: A simulacrum gains Damage Reduction 2/—and 
  bludgeoning.
  Darkvision: A simulacrum gains darkvision with a range of 60 feet.
  Supernatural Immunity: A simulacrum is immune to most supernatural 
  powers. In addition, certain powers and effects function differently 
  against the creature, as noted below.
  Android Simulacra: An android simulacrum is vulnerable to electricity 
  and takes half again as much damage from electrical attacks (+50%). 
  Even if the android succeeds on its Toughness save against an 
  electrical attack, it must succeed on an additional Will save or be 
  stunned for 3 rounds. The Diffi culty for the Will save is equal to 10 
  + the damage of the attack.
  Clay Simulacra: An adept with Earth Shaping can damage or drive away 
  a clay simulacrum. On a successful power check with a Diffi culty equal 
  to 10 + the simulacrum’s level, the simulacrum takes damage equal 
  to the adept’s level. The adept can also drive a clay simulacrum away, 
  which functions like the creature ward effect of the Ward supernatural 
  power against the simulacrum.
  Flesh Simulacra: A flesh simulacrum that takes cold or fire damage from 
  a supernatural attack must succeed on a Fortitude save equal to 10 + the 
  damage of the attack or be slowed for 7 rounds. It can only take a single 
  move or standard action per round and cannot move and attack in the 
  same round during this time unless it charges. A supernatural attack 
  against a flesh simulacrum that deals electricity damage deals no damage 
  and instead breaks any slowing effect and grants it an immediate recovery 
  check with a bonus equal to the damage of the attack.
  Wax Simulacra: A wax simulacrum is vulnerable to fire and takes half 
  again as much damage from fire attacks (+50%). A wax simulacrum 
  that takes cold damage from a supernatural attack must succeed 
  on a Fortitude save equal to 10 + the damage of the attack or be 
  slowed for 3 rounds. It can only take a single move or standard action 
  per round and cannot move and attack in the same round during 
  this time unless it charges. Any supernatural attack against a wax 
  simulacrum that deals acid damage does no damage and instead 
  grants it an immediate recovery check with a bonus equal to the 
  damage of the attack.
  Wood Simulacrums: An adept with Plant Shaping can damage or 
  drive away a wood simulacrum. On a successful power check with 
  Diffi culty equal to 10 + the simulacrum’s level, the wood simulacrum 
  takes damage equal to the adept’s level. The adept can also drive a 
  wood simulacrum away, which functions like the creature ward effect 
  of the Ward supernatural power against the simulacrum. A wood 
  simulacrum is vulnerable to fire and takes half again as much damage 
  from fire attacks (+50%).
  Combat: Same as base creature.
  Saving Throws: Base creature’s natural armor bonus to toughness 
  becomes +7.
  Advancement: A simulacrum advances by heroic role.
  Level Lag: 1
  Simulacra are similar to golems in many respects, but are not nearly 
  as powerful. They lack much of the supernatural immunity that 
  characterizes golems.
  • Fantasy/Horror: Simulacra are usually molded out of clay or wax or even 
  wood. Adepts with Flesh Shaping can create them out of human flesh.
  • Science-Fiction: Simulacra are highly specialized androids with 
  advanced artificial intelligence. They have the android and sentient 
  subtypes.
  
  1
  Chapter Three: Creature Templates
  “Simulacrum” is an inherited template (though simulacrums are 
  technically built and not born) that can be added to any fey, humanoid, 
  monstrous humanoid, or outsider. Create a simulacrum by applying this 
  template to the creature that the simulacrum is supposed to imitate 
  (referred to hereafter as the base creature). It uses all the base creature’s 
  statistics and special abilities except as noted here.
  Skeleton
  Skeletons are the animated bones of the dead, mindless automatons 
  that obey the orders of their creators. A humanioid skeleton is 
  seldom garbed in anything more than the rotting remnants of 
  whatever clothing or armor it was wearing when it died. An animal 
  skeleton is simply an assemblage of bleached, remorseless bone. A 
  skeleton is completely mindless and does only what it is ordered 
  to do.
  Skeleton (Template)
  Type: The base creature’s type changes to undead.
  Speed: Winged skeletons can’t use their wings to fly. If the base 
  creature flew supernaturally, so can the skeleton.
  Abilities: A skeleton’s Dexterity increases by +1, it has no 
  Constitution or Intelligence, its Wisdom changes to +0 and 
  its Charisma changes to –5.
  Skills: A skeleton has no skills.
  Feats: A skeleton loses all feats of the base creature except Weapon 
  Training, and gains Improved Initiative as a bonus feat.
  Combat: A skeleton retains the natural weapons, manufactured 
  weapons of the base creature, except for attacks requiring flesh. 
  A creature with hands gains a claw attack. A skeleton’s base 
  combat bonus is the same as an adept of its level.
  Damage: Natural and manufactured weapons deal damage normally. 
  A claw attack deals damage depending on the skeleton’s size. 
  (If the base creature already had claw attacks, use the skeleton 
  claw damage only if it’s better.)
  Size
  Claw Damage
  Diminutive or Fine
  –4
  Tiny
  –1
  Small
  +0
  Medium
  +1
  Large
  +2
  Huge
  +3
  Gargantuan
  +4
  Colossal
  +6
  Traits: A skeleton loses the traits of the base creature, although it 
  retains any traits that improve its melee or ranged attacks. A 
  skeleton gains the following traits:
  Damage Reduction 2/Bludgeoning: Skeletons lack flesh or internal 
  organs.
  Immunities: Skeletons are immune to cold, poison, sleep, paralysis, 
  stunning, disease and mind-influencing effects (including mind-
  influencing powers). They are not subject to critical hits, non-lethal 
  damage, ability damage, ability drain or any effect requiring a 
  Fortitude save, unless it works on inanimate objects.
  Saving Throws: A skeleton has a Toughness save based on its size 
  with a bonus equal to half its level (rounded down). It also 
  gains a natural armor bonus to toughness based on its size. 
  Its Will is its good save, and Fortitude and Reflex are poor 
  saves.
  Saving Throws: Natural armor bonus changes to a number based 
  on the skeleton’s Size:
  Size
  Natural Armor
  Small or smaller
  +0
  Medium or Large
  +1
  Huge
  +2
  Gargantuan
  +3
  Colossal
  +5
  Advancement: A skeleton does not advance in level.
  Level Lag: None (Once something becomes a skeleton it does not 
  generally gain any more levels).
  “Skeleton” is an acquired template added to any living, corporeal 
  creature with a skeletal system (referred to as the base creature). It 
  uses all the base creature’s statistics and special abilities except as 
  noted here.
  Vampire
  Second only to liches, vampires are the most powerful and feared 
  of the undead, and are also the most desired. Those seeking the 
  immortality of undeath often seek to become vampires in order 
  to retain their living appearance (and perhaps influence, if they 
  can conceal their condition). Vampires appear just as they did in 
  life, although their features are often hardened and feral, with the 
  predatory look of wolves, and their skin is usually pale (except 
  immediately after feeding). Like liches, vampires often embrace 
  finery and decadence and may assume the guise of nobility (if they 
  were not already in life). Despite their appearance, vampires can 
  be recognized by the fact that they cast no shadows and have no 
  reflections in mirrors.
  
  10
  Chapter Three: Creature Templates
  Vampire (Template)
  Type: The creature’s type changes to undead. Do not recalculate base 
  combat bonus, saves or skills.
  Speed: Same as the base creature. If the base creature has a swim 
  speed, the vampire retains the ability to swim and is not 
  vulnerable to running water.
  Abilities: Increase the base creature’s abilities as follows: Strength 
  +3, Dexterity +2, Intelligence +1, Wisdom +1, Charisma +2. As 
  an undead creature, a vampire has no Constitution.
  Skills: Vampires have a +8 bonus on Bluff, Notice, Search, Sense 
  Motive and Stealth checks. Otherwise their skills are the same 
  as the base creature.
  Feats: Vampires gain Improved Initiative and Lightning Reflexes as 
  bonus feats, in addition to the base creature’s other feats.
  Combat: A vampire retains the attacks of the base creature and gains 
  a slam attack if it didn’t already have one. If the base creature 
  can use weapons, the vampire retains this ability. A creature 
  with natural weapons retains them. A vampire fighting without 
  weapons uses its slam attack or its natural weapons (if any).
  Damage: Vampires have slam attacks. If the base creature does not 
  have this attack form, use the appropriate damage value for 
  the vampire’s size (see table). Creatures with natural weapons 
  retain their old damage values or use the appropriate value 
  from the table, whichever is better.
  Size
  Damage
  Fine
  –4
  Diminutive
  –1
  Tiny
  +0
  Small
  +1
  Medium
  +2
  Large
  +3
  Huge
  +4
  Gargantuan
  +6
  Colossal
  +8
  Traits: A vampire retains the traits of the base creature and gains 
  those described here. The save Diffi culty of a vampire’s traits 
  is 10 + 1/2 the vampire’s level (round down) + the vampire’s 
  Charisma, unless noted otherwise.
  Alternate Form: A vampire can assume the shape of a bat, a rat or wolf 
  as a standard action. While in its alternate form, the vampire loses 
  its natural slam attack and Dominate ability, but it gains the natural 
  weapons and attacks of its new form. It can remain in that form until 
  it assumes another or until the next sunrise. This power might allow 
  other animal forms depending on the vampire’s native culture or if 
  the base creature is extraterrestrial. Regardless, the animal form is 
  almost always something traditionally associated with instinctive 
  fear or revulsion in most people, and is the vampire’s size or no more 
  than two size levels smaller.
  Blood Drain: A vampire can suck blood from a living victim with 
  its fangs by making a successful grapple check. If it pins the foe, it 
  drains blood, draining 1 point of Constitution each round the pin 
  is maintained. On each such successful attack, the vampire gains a 
  recovery check with a bonus equal to the Constitution drained.
  Children of the Night: Vampires command the lesser creatures of the 
  world and once per day can call forth a rat swarm, a bat swarm or a 
  pack of wolves as a standard action. These creatures arrive within a 
  minute and serve the vampire for up to 1 hour.
  Create Spawn: If a vampire kills a victim with blood drain (i.e. reduces 
  the victim’s Constitution to –5), the victim returns as a vampire in
  three days. The spawn vampire retains the memory of its former life, 
  and gains the vampire template.
  Damage Reduction: A vampire has damage reduction +4/silver and 
  supernatural. A vampire’s natural weapons are treated as supernatural 
  weapons for the purpose of overcoming damage reduction.
  Dominate: A vampire receives the Dominate supernatural power as a 
  bonus power. The ability has a range of 30 feet.
  Fast Healing: A vampire makes a recovery check from damage each 
  round. If reduced to “dying” condition on the damage track, a vampire 
  automatically assumes gaseous form and attempts to escape. It must 
  reach its coffi n within two hours or be utterly destroyed. (It can travel 
  up to nine miles in two hours.) Any damage dealt to a vampire forced 
  into gaseous form has no effect. Once at rest in its coffi n, a vampire 
  is helpless. It goes to “disabled” on the damage track after an hour, 
  then is no longer helpless and resumes healing at the rate of one 
  recovery check per round.
  Gaseous Form: As a standard action, a vampire can assume gaseous 
  form at will and can remain gaseous indefinitely. It has a fly speed of 
  20 feet (perfect) in gaseous form and is immune to physical harm, but 
  it is unable to make attacks or use any of its special abilities.
  Immunities: Vampires are immune to cold, poison, sleep, paralysis, 
  stunning, disease and mind-influencing effects (including mind-
  influencing powers). They are not subject to critical hits, non-lethal 
  damage, ability damage, ability drain or any effect requiring a 
  Fortitude save, unless it works on inanimate objects.
  Resistance: A vampire has +4 resistance to cold and electricity.
  Spider Climb: A vampire can climb sheer surfaces at a speed of 20 ft. 
  with no Climb check and no chance of falling.
  Weaknesses: For all their power, vampires have a number of 
  weaknesses.
  Repelling a Vampire: Vampires cannot tolerate the strong odor of garlic 
  and do not enter an area laced with it. Similarly, they recoil from 
  mirrors or strongly presented holy symbols. These things don’t harm 
  vampires, merely keep them at bay. A recoiling vampire must stay at 
  least 5 feet away from the mirror or holy symbol, and cannot touch 
  or make melee attacks against a creature holding the item. Holding 
  a vampire at bay takes a standard action each round.
  Vampires are unable to cross running water, but can be carried over 
  it while resting in their coffi ns or aboard a ship.
  They are unable to enter a home or other building unless invited in 
  by someone with the authority to do so. They may freely enter public 
  places, since these are by definition open to all.
  Slaying a Vampire: Reducing a vampire to “disabled” or worse condition 
  on the damage track incapacitates it but doesn’t destroy it (see the 
  note on the vampire’s Fast Healing trait). However, certain attacks 
  can slay vampires. Exposing any vampire to direct sunlight disorients 
  it; it can take only a single move or standard action and is destroyed 
  utterly the following round if it cannot escape. Similarly, immersing 
  a vampire in running water causes it one level of lethal damage each 
  round until its condition is “disabled” on the damage track, at which 
  time it is destroyed. Driving a wooden stake through a vampire’s 
  heart instantly brings it to “disabled” condition on the damage track. 
  However, it can recover if the stake is removed. A popular tactic is to 
  cut off the staked vampire’s head and fill its mouth with garlic, or to 
  burn the body or expose it to sunlight, any of which destroys it.
  Saving Throws: A vampire has the same Toughness save based on 
  its size, with a bonus equal to half its level. The base creature’s 
  natural armor bonus to toughness improves by +3.
  Supernatural Powers: Vampires can use any supernatural powers 
  they knew in life.
  
  11
  Chapter Three: Creature Templates
  Advancement: A vampire advances by heroic role.
  Level Lag: 4.
  “Vampire” is an acquired template that can be added to any humanoid 
  or monstrous humanoid creature (referred to hereafter as the base 
  creature). A vampire uses all the base creature’s statistics except as 
  noted here.
  Zombie
  Zombies are corpses animated through dark supernatural powers. 
  Because of their utter lack of Intelligence, the instructions given to 
  a newly created zombie must be very simple. Zombies do nothing 
  except what they are commanded to do.
  Zombie (Template)
  Level: Remove all levels in heroic roles (if any) from the base creature. 
  A 1st level humanoid that becomes a zombie becomes a 1st 
  level undead.
  Type: The creature’s type changes to undead.
  Speed: If the base creature can fly, its maneuverability drops to 
  clumsy.
  Abilities: A zombie’s Strength increases by +1, its Dexterity decreases 
  by 1, it has no Constitution or Intelligence, its Wisdom changes 
  to +0 and its Charisma changes to –5.
  Skills: A zombie has no skills.
  Feats: A zombie loses all feats of the base creature except Weapon 
  Training and gains Tough as a bonus feat.
  Combat: A zombie has the same base attack bonus as an adept of its 
  level. A zombie retains all the natural weapons, manufactured 
  weapon attacks of the base creature. A zombie also gains a 
  slam attack.
  Damage: Natural and manufactured weapons deal damage normally. 
  A slam attack deals damage depending on the zombie’s size. 
  Use the base creature’s slam damage if it’s better.
  Size
  Damage
  Fine
  –4
  Diminutive
  –1
  Tiny
  +0
  Small
  +1
  Medium
  +2
  Large
  +3
  Huge
  +4
  Gargantuan
  +6
  Colossal
  +8
  Traits: A zombie loses the traits of the base creature, although it 
  retains any traits that improve its melee or ranged attacks. A 
  zombie gains the following traits.
  Immunities: Zombies are immune to poison, sleep, paralysis, 
  stunning, disease, and mind-influencing effects (including mind-
  influencing powers). They are not subject to critical hits, non-lethal 
  damage, ability damage, ability drain or any effect requiring a 
  Fortitude save, unless it works on inanimate objects.
  Slow: Zombies have poor reflexes and can perform only a single move 
  action or standard action each round. A zombie can move up to its 
  speed and attack in the same round, but only if it charges.
  Saving Throws: A zombie has the same Toughness save based on 
  its size, with a bonus equal to half its level. Zombies also get 
  a natural armor bonus based on their size. Its Will is its good 
  save, and Fortitude and Reflex are normal.
  Size
  Natural Armor
  Small or smaller
  +0
  Medium or Large
  +1
  Huge
  +2
  Gargantuan
  +3
  Colossal
  +5
  Advancement: A zombie does not advance in level.
  Level Lag: None (once something becomes a zombie it does not 
  generally gain any more levels).
  “Zombie” is a template added to any living creature with a physical body 
  (referred to as the base creature). It uses the base creature’s statistics 
  and abilities except as noted here. If the base creature has more than 
  10 creature levels, it can’t be made into a zombie.
  
  12
  Appendices
  Chapter Five of True20 Adventure Roleplaying provides some common, 
  basic archaic weapons found in low-tech fantasy and historical settings. 
  Since most of the creatures in this Bestiary are suited to such settings, this 
  appendix offers information on additional weapons they may wield, in 
  the same format as the weapons found in the True20 rulebook, with the 
  weapons from that book reprinted here for easy reference. The weapons 
  have the following qualities listed on the tables:
  Category: Melee weapons are categorized as simple, martial and exotic. 
  Martial weapons require the Weapon Training feat to use proficiently, 
  while each exotic weapon requires its own Exotic Weapon Training feat to 
  use proficiently.
  Damage: This is the damage dealt by the weapon on a successful hit. Melee 
  and thrown weapons add the wielder’s Strength to this damage.
  Critical: The entry in this column notes how the weapon is used with the 
  rules for critical hits.
  • 20: The weapon scores a threat on a natural roll of 20, as usual for 
  critical hits.
  Appendix A:  
  Expanded Archaic Weapons
  Melee Weapons
  Weapon
  Damage Bonus
  Critical
  Damage Descriptor
  Range Increment
  Size
  Cost
  Simple Weapons
  Club
  +2
  20/+3
  Bludgeoning
  10 ft.
  Med
  4
  Gauntlet
  +0
  20/+3
  Bludgeoning
  —
  Tiny
  5
  Gauntlet, spiked
  +1
  20/+3
  Piercing
  —
  Tiny
  5
  Knife
  +1
  19-20/+3
  Piercing
  10 ft.
  Tiny
  7
  Longspear
  +3
  19-20/+4
  Piercing
  —
  Large
  6
  Mace, heavy
  +3
  20/+3
  Bludgeoning
  —
  Med
  7
  Mace, light
  +2
  20/+3
  Bludgeoning
  —
  Small
  6
  Morningstar
  +3
  20/+3
  Bludgeoning and 
  piercing
  —
  Med
  7
  Quarterstaff
  +2
  20/+3
  Bludgeoning
  10 ft.
  Large
  4
  Sap
  +2
  20/+3
  Bludgeoning
  —
  Small
  2
  Spear
  +3
  19-20/+4
  Piercing
  20 ft.
  Large
  6
  Tonfa
  +1
  20/+3
  Bludgeoning
  —
  Med
  6
  Unarmed Attack
  +0
  20/+3
  Bludgeoning
  —
  —
  —
  Martial Weapons
  Axe, throwing
  +1
  20/+3
  Slashing
  10 ft.
  Small
  5
  Battleaxe
  +3
  20/+4
  Slashing
  —
  Med
  9
  Greataxe
  +5
  20/+3
  Slashing
  —
  Large
  11
  Greatclub
  +3
  20/+3
  Bludgeoning
  —
  Large
  5
  Greatsword
  +4
  19-20/+3
  Slashing
  —
  Large
  11
  Handaxe
  +1
  20/+4
  Bludgeoning
  —
  Small
  4
  Kukri
  +1
  18-20/+3
  Slashing
  —
  Small
  7
  Polearm
  +3
  20/+4
  Piercing or slashing
  —
  Large
  8
  Rapier
  +2
  18-20/+3
  Piercing
  —
  Med
  9
  Scimitar
  +2
  18-20/+3
  Slashing
  —
  Med
  10
  Scythe
  +3
  20/+5
  Piercing or slashing
  —
  Large
  10
  Sword
  +3
  19-20/+3
  Slashing
  —
  Med
  10
  Sword, short
  +2
  19-20/+3
  Slashing
  —
  Small
  7
  Trident
  +3
  20/+4
  Piercing
  —
  Med
  7
  Warhammer
  +3
  20/+4
  Bludgeoning
  10 ft.
  Med
  6
  Warhammer, light
  +1
  20/+3
  Bludgeoning
  20 ft.
  Small
  4
  Exotic Weapons
  Chain
  +2
  20/+3
  Bludgeoning
  10 ft.
  Large
  5
  Chain, spiked
  +2
  20/+3
  Piercing
  10 ft.
  Large
  8
  Nunchaku
  +2
  20/+3
  Bludgeoning
  —
  Small
  3
  Whip
  +0
  20/+3
  Bludgeoning
  15 ft.
  Small
  4
  
  1
  Appendices
  • 19-20: The weapon scores a threat on a natural roll of 19 or 20 (instead 
  of just 20).
  • 18-20: The weapon scores a threat on a natural roll of 18, 19 or 20 
  (instead of just 20).
  When your character scores a critical hit, increase the damage as 
  indicated.
  • +3: The weapon deals +3 damage on a critical hit.
  • +4: The weapon deals +4 damage on a critical hit.
  • +5: The weapon deals +5 damage on a critical hit.
  Damage Descriptor: Melee weapon damage is generally classified as 
  bludgeoning (weapons with a blunt striking surface, like a club), piercing 
  (weapons with a sharp point), and slashing (weapons with a sharp edge). 
  Some foes may be resistant or immune to some types of damage.
  Range Increment: Melee weapons designed for throwing can also be used 
  to make ranged attacks. Thrown weapons have a range increment just as 
  other ranged weapons do—but the maximum range for a thrown weapon 
  is five range increments. Any attack at less than the given range increment 
  is not penalized for range. However, each full range increment causes a 
  cumulative –2 penalty on the attack roll.
  Size: Size categories for weapons and other objects are defined differently 
  from the size categories for creatures. The relationship between a 
  weapon’s size and its wielder’s size defines whether it can be used one-
  handed, if it requires two hands, and if it’s a light weapon. A Medium or 
  smaller weapon can be used one-handed or two-handed. A Large weapon 
  requires two hands.
  • Larger and Smaller Weapons: In some cases, creatures larger or smaller than 
  Medium may wield versions of weapons scaled to their size. A “sword” 
  wielded by a Tiny creature is barely a knife by the standards of a Medium 
  one. Likewise a giant’s “knife” may be the size of a human’s sword.
   As a general guideline, normal sized weapons adjusted for larger 
  or smaller creatures increase their damage by +1 per size category 
  above Medium and lower it by –1 per size category below Medium. 
  So a knife (+1 damage) sized for a Huge creature does +3 damage, 
  the equivalent of a sword for a Medium creature.
  Cost: This is the weapon’s purchase Diffi culty.
  Weapon Descriptions
  Arrows and Bolts: An arrow used as a melee weapon is treated as a 
  small improvised weapon (–4 to attack rolls), doing damage like a 
  knife. An arrow that hits its target is considered destroyed; one that 
  misses has a 50% chance (11 or better the d20) of being broken or 
  lost. The same guidelines apply to crossbow bolts.
  Axe, Throwing: A small, light axe balanced for throwing.
  Battleaxe: This is a heavy-bladed axe that can be wielded with one or 
  two hands.
  Bolo: A bolo is a set of weighted cords intended to entangle an 
  opponent. If the bolo hits, the target makes a Diffi culty 14 Reflex 
  save. A failed save means the target is entangled. See the Condition 
  Summary in Chapter Six of the True20 Adventure Roleplaying book 
  for the effects of entanglement.
  Boomerang: A thrown boomerang that misses returns to the thrower’s 
  hand, ready to be thrown again on the next round. A boomerang that 
  hits does not return. Boomerang wielders with the Exotic Weapon 
  Training feat can throw the weapon so it hits the target on the return 
  arc as a surprise attack (see the Surprise Attacks section of Chapter 
  Six in the True20 Adventure Roleplaying book).
  Bow: Bows add the wielder’s Strength bonus to their damage, although 
  most bows are only designed to add up to a +5 Str bonus at best.
  Chain: You can wield a weighted chain to strike a target up to 10 ft. 
  away. You can use it to make trip attacks and to disarm opponents 
  with a +2 bonus, like the Improved Trip and Improved Disarm feats 
  (and its benefits stack if you already have those feats). A spiked chain 
  inflicts piercing rather than bludgeoning damage due to spikes along 
  the chain’s length.
  Club: Any of a number of blunt weapons used to strike, including 
  nightsticks, batons, and similar bludgeoning weapons are classified 
  as clubs.
  Crossbow: A crossbow is similar to a bow, and used for the same reasons. 
  A crossbow does not add the user’s Strength bonus to its damage.
  Gauntlet: This metal glove protects your hands and lets you deal 
  lethal rather than non-lethal damage with unarmed strikes. Spiked 
  gauntlets inflict piercing damage. You cannot lose a gauntlet to a 
  disarm action (see the description of the Disarm action in Chapter 
  Six of the True20 Adventure Roleplaying book).
  Greataxe: A big, heavy axe favored by barbarians and those looking to 
  dish out a lot of damage.
  Greatclub: A two-handed version of a regular club, often studded or 
  spiked with metal.
  Greatsword: A large, two-handed, wide-bladed sword.
  Handaxe: A handaxe is a small axe, almost like a hatchet, designed to 
  be used in combat.
  Javelin: This is a light, flexible spear intended to be thrown. Javelins can 
  also be used in melee combat.
  Knife: A knife is a bladed weapon with a length less than 18 inches or 
  so. This includes knifes, stilettos, sais, switchblades, bowie knives and 
  hunting knives, among others.
  Kukri: This heavy, curved knife has its sharp edge on the inside of the 
  curve, making it a useful weapon for stealth and assassination.
  Ranged Weapons
  Weapon
  Damage Bonus
  Critical
  Damage Descriptor
  Range Increment
  Size
  Cost
  Simple Weapons
  Crossbow, heavy
  +3
  19-20/+3
  Piercing
  120 ft.
  Medium
  11
  Crossbow, light
  +2
  19-20/+3
  Piercing
  80 ft.
  Medium
  10
  Javelin
  +2
  20/+3
  Piercing
  30 ft.
  Medium
  4
  Sling
  +1
  20/+3
  Bludgeoning
  50 ft.
  Small
  3
  Martial Weapons
  Bow
  +3
  20/+4
  Piercing
  100 ft.
  Large
  10
  Bow, short
  +2
  20/+4
  Piercing
  60 ft.
  Medium
  9
  Shuriken
  +1
  20/+3
  Piercing, Autofire
  10 ft.
  Tiny
  3
  Exotic Weapons
  Bolo
  —
  —
  —
  40 ft.
  Small
  3
  Boomerang
  +2
  20/+4
  Bludgeoning
  20 ft.
  Small
  2
  
  1
  Appendices
  Longspear: A longspear has reach. You can strike opponents 10 feet away 
  with it, but you can’t use it against an adjacent foe. If you use a ready 
  action to set a longspear against a charge, you deal double damage on 
  a successful hit against a charging character.
  Mace: A mace has a sturdy wooden handle capped by a flanged metal 
  head.
  Morningstar: This weapon combined the impact of a club with the 
  piercing power of metal spikes.
  Nunchaku: This is a popular martial arts weapon, made of two wooden 
  shafts connected by a short length of rope or chain.
  Polearm: Any of a number of weapons consisting of a bladed metal head 
  atop a long wooden pole.
  Rapier: A light fencing sword with a sharp point, usually used for 
  thrusting attacks.
  Quarterstaff: This is any fighting staff between four and six feet long, 
  including the bo staff used in martial arts.
  Sap: A sap is a bludgeoning weapon intended to knock out targets without 
  permanently injuring them. Saps inflict non-lethal damage.
  Scimitar: A scimitar is a long, single-edged sword with a curved blade.
  Scythe: A scythe can be used to make trip attacks. If you are tripped 
  during your own trip attempt, you can drop the scythe to avoid being 
  tripped.
  Shuriken: These are flat metal stars or spikes for throwing. Shuriken can 
  be thrown in groups (making them autofire weapons). Although they 
  are thrown weapons, shuriken do not add the thrower’s Strength bonus 
  to damage due to their lightness.
  Sling: Your Strength modifier applies to damage rolls when you use a 
  sling, just as it does for thrown weapons. You can fire, but not load, a 
  sling with one hand. Loading a sling is a move action that requires two 
  hands and provokes attacks of opportunity.
  You can hurl ordinary stones with a sling, but stones are not as dense or 
  as round as bullets. Thus, such an attack deals 1 point less damage and 
  you take a –1 penalty on attack rolls.
  Spear: A spear is a bladed pole-arm. Most spears can also be thrown.
  Sword: A sword is a blade between 18 and 30 or more inches in length, 
  single or double-edged. It includes longswords, katanas, sabers and 
  similar weapons.
  Sword, Short: A short sword is similar in construction to a sword, but as 
  its name implies it has a shorter blade. It includes the gladii, long knives 
  and main gauches.
  Tonfa: Police offi cers often carry and use a tonfa to subdue criminals. It’s 
  also a common martial arts weapon.
  Trident: A three-tined piercing weapon similar to a spear.
  Warhammer: A warhammer is a heavy hammer that can be wielded with 
  one or two hands. Warhammers can also be thrown.
  Whip: A whip can strike targets up to 15 ft. away. You can use it to make 
  trip attacks and to disarm opponents with a +2 bonus, like the Improved 
  Trip and Improved Disarm feats. Its benefits stack if you already have 
  those feats.
  Unarmed Attack: An unarmed attack has a damage bonus of +0, modified 
  by the attacker’s Strength. Unarmed attacks inflict non-lethal damage.
  This appendix presents several new powers not found in the True20 
  Adventure Roleplaying book. These supernatural powers are subject to 
  the same rules as the powers presented in the core book, including 
  guidelines on learning and using them. Narrators may wish to limit 
  players’ access to these powers, or even reserve them exclusively for 
  supporting characters.
  Cloud Minds
  Fatiguing
  You make yourself completely undetectable to other creatures (no matter 
  what sense they are using) by erasing all awareness of your presence from 
  their minds. This supernatural power has the following effects.
  First, you are invisible and inaudible to any subjects failing a Will save 
  against your Cloud Minds power. They cannot detect your presence by 
  any means, including the use of supernatural powers.
  Second, the subjects remain unaware of your actions, provided you do not 
  make any attacks or cause any obvious or directly threatening changes 
  in the subjects’ environment. If you attack a subject, the effect ends 
  for that subject. If you take an action creating a sustained and obvious 
  change in the subject’s environment—for example, attacking a creature 
  aside from the subject or moving a large or attended object the subject 
  can see—the subject immediately gains a new saving throw. An ally of 
  the subject able to see or perceive you can use a move action to warn the 
  subject, granting an immediate new saving throw.
  Time: Using Cloud Minds is a standard action. Each use lasts for one 
  minute (10 rounds).
  Corrupting Shadow
  Fatiguing, Concentration
  You can wield the powers of darkness as a weapon against the forces of 
  good. This feat allows you to do two things.
  Dark Bolt: First, you can cast a supernatural bolt of darkness like an 
  Elemental Blast (see the Powers chapter of the True20 Adventure 
  Roleplaying book), except it only affects supernatural creatures of 
  innate good (creatures with the virtue subtype) such as celestials.
  Shadowy Desecration: Second, you can call forth a sinister shadow to fill 
  an area up to 60 feet across. Maintaining the area of shadow requires 
  concentration. Any supernatural creature with the virtue subtype 
  must succeed on a Will save in order to enter the area of shadow, and 
  another Will save each round to remain there. A failed save means 
  the creature cannot enter the area and must leave immediately if it 
  is already inside it.
  Both uses of Corrupting Shadow are fatiguing. You make the fatigue 
  save after each dark bolt and after you stop maintaining a shadowy 
  desecration.
  Time: Both uses of Corrupting Shadow require a standard action.
  Purifying Light
  Fatiguing, Concentration
  You can wield the power of pure light as a weapon against the forces of 
  evil. This power allows you to do two things.
  Light Blast: First, you can cast a supernatural bolt of light like an Elemental 
  Blast (see the Powers chapter of the True20 Adventure Roleplaying book), 
  except it only affects undead and supernatural creatures of innate evil 
  (creatures with the vice subtype) such as fiends.
  Shining Ward: Second, you can call forth a shining light to fill an area up to 
  60 feet across. Maintaining the area of pure light requires concentration. 
  Any undead or supernatural creature with the virtue subtype must make 
  a Will save in order to enter the area of light, and another Will save each 
  round to remain there. A failed save means the creature cannot enter 
  the area and must leave immediately if it is already inside it.
  Appendix B: 
  New Supernatural Powers
  
  1
  Appendices
  Summon Elemental
  Fatiguing
  Prerequisite: th-level adept or higher, the appropriate
   Elemental Shaping supernatural power.
  You can summon an elemental, a spirit which animates a particular 
  element. This requires a check using the appropriate Shaping 
  supernatural power for that element (Water Shaping for water 
  elementals, Fire Shaping for fire elementals, and so forth) with a 
  Diffi culty equal to 10 + twice the elemental’s level. Summoning a 
  5th-level elemental is Diffi culty 20, for instance. Summon Elemental 
  is fatiguing (Diffi culty 10 + the elemental’s level). The summoned 
  elemental does your bidding for a number of rounds equal to your adept 
  level before disappearing, leaving behind only the now-inert element it 
  used for its body. You must have some amount of the desired element 
  nearby to summon an elemental of that type.
  Time: Summon Elemental is a full-round action.
  Summon Outsider
  Fatiguing
  Prerequisite: th-level adept or higher, trained in 
  the Knowledge (supernatural) and Knowledge 
  (theology and philosophy) skills.
  You can summon outsiders, beings from other planes of existence, to 
  serve you. This requires a check of 1d20 + adept level + your key ability 
  with a Diffi culty of 10 + twice the outsider’s level. Summoning a 5th level 
  outsider is Diffi culty 20, for instance. Summon Outsider is fatiguing 
  (Diffi culty 10 + the outsider’s level). The summoned creature does your 
  bidding for a number of days equal to your adept level before returning 
  to its home plane.
  Time: Summon Outsider is a full-round action.
  True Vision
  Fatiguing, Concentration
  Your insight is diffi cult to fool. You can use your True Vision bonus 
  in place of your Sense Motive bonus to resist Bluff attempts. You can 
  also use it in place of your Will save bonus to overcome Illusions and 
  other supernatural powers that fool your senses. These benefits operate 
  automatically for you once you have learned this supernatural power. If 
  you take a full-round action, you can make a True Vision check, opposed 
  by the bonus of any illusory or concealing ability or the Disguise or Stealth 
  bonus of any creature. If you win the check, you see the subject as it truly 
  is, ignoring the effects of any disguise, illusion or concealment. This effect 
  is fatiguing and requires concentration to maintain.
  Time: True Vision normally requires no effort to use, operating 
  automatically.
  Both uses of Purifying Light are fatiguing. You make the fatigue save after 
  each light blast and after you stop maintaining a shining ward.
  Time: Both uses of Purifying Light require a standard action.
  Shadow Shaping
  Fatiguing, Maintenance
  This supernatural power commands the stuff of pure Shadow. It is not 
  just the absence of light, but the darkness of spirit made manifest. It 
  normally appears like a thick, impenetrable mist or a viscous, tarry liquid, 
  as the adept chooses. This Shadow-stuff vanishes instantly at the touch 
  of Purifying Light. Still, an adept can do a great deal with it.
  Shroud: You fill an area with shadows, making it darker and more 
  difficult to see. The Difficulty is 5 per 10-foot radius, creating 
  concealment for all in the area. You are unaffected by the concealment 
  created by this shroud. By increasing the Diffi culty by 10, you create 
  absolute blackness in the area and confer total concealment.
  Stealth: You can make a Shadow Shaping check in place of a Stealth 
  check to hide, even if you have no cover or concealment, since this 
  power provides you with shadows in which to hide.
  Shapes: You can create images or shapes of shadow. The base Diffi culty 
  is 10 for a 10-foot cube, plus 5 for each additional 10-foot cube the 
  image occupies. Those seeing the image must succeed on a Will save 
  to determine that the Shadow-shapes are not real.
  Special: You can take 10 on Shadow Shaping checks.
  Time: Shadow Shaping is a standard action.
  Summon Beasts
  Fatiguing
  You can summon a nearby animal or animals. You can summon up to twice 
  your adept level in animals, with no individual animal having a greater 
  level than your adept level. Make a Beast Summoning check against a 
  Diffi culty of 10 + the total level of animals summoned. A successful check 
  means the animals hear your call from up to your adept level in miles 
  away and come to you as quickly as they can under their own power. You 
  can choose to limit your summons to a particular type of animal (only 
  eagles or wolves, for example) or even to a particular animal known to 
  you. In the latter case, the check Diffi culty is 10 + a familiarity modifier 
  and the range is unlimited (although it may take the animal some time to 
  arrive). Summoned beasts are not under your control in any way and can 
  choose to depart, if they wish. You can use other supernatural powers to 
  help convince the animals to aid you or perform certain tasks.
  Time: Summon Beasts is a standard action. You must concentrate to 
  maintain it until the summoned beasts arrive.
  Appendix C: 
  Converting d20 Creatures
  This chapter consists of some notes on converting creatures from 
  the ground up from d20 to True20. These notes are meant to be 
  supplemental to the conversion notes found in the d20 System 
  Conversion Appendix of the True20 Adventure Roleplaying book. The 
  following conversion steps are not hard and fast rules. Rather they serve 
  as a set of basic guidelines and suggestions. Be warned that a creature 
  converted from d20 to True20 may generally be somewhat tougher in 
  its True20 incarnation than it was in d20 for a variety of reasons. On 
  the other hand, if you use the minion rules presented in the True20 
  Adventure Roleplaying book with a converted creature, it will probably 
  seem relatively weaker in True20 than it was in d20. When converting 
  creatures for an adventure, be aware of these differences, and how they 
  affect the challenge that the creature presents to the heroes.
  step 1: Creature  
  Size And Type
  Keep the creature’s original d20 creature size, type and subtype. The 
  only exceptions are that the “magical beasts” become “supernatural 
  beasts”, and the “giant” creature type becomes a humanoid with the 
  giant subtype. Creatures that had the “evil” subtype in d20 now have 
  
  1
  Appendices
  the “vice” subtype. Creatures that had the “good” subtype in d20 now 
  have the “virtue” subtype. The “chaotic” and “lawful” subtypes are 
  simply removed.
  Step 2: Creature Level
  The creature’s new True20 level should be set equal to its old d20 hit dice. 
  In rare cases you may want to adjust the level up or down, especially if 
  the creature’s d20 CR is vastly different from its hit dice. Remember that 
  this is more of an art than a science, and there is no “right answer”.
  Step : Creature Speed
  Simply keep the old d20 speed listings, but remove any reference to the 
  number of “squares” of movement.
  Step : Abilities
  Replace the d20 abilities with their respective ability bonuses. These are 
  the True20 abilities. An easy way to determine the bonus is to subtract 
  10 from the d20 ability score if it is an even number and subtract 11 if 
  it is an odd number. Divide the result by 2.
  Step : Skills
  Since skills are assigned a little differently in True20, you should figure 
  out how many skills the creature gets based off of its creature type and 
  Intelligence. Choose skills that are equivalent to the d20 skill selection 
  that the creature had. Note that some True20 skills combine several 
  d20 skills into one. Specifically ‘Acrobatics’ combines ‘Balance’ and 
  ‘Tumble’, ‘Notice’ combines ‘Listen’ and ‘Spot’, and ‘Stealth’ combines 
  ‘Hide’ and ‘Move Silently’. Also note that ‘Concentration’ is now a 
  Wisdom-based skill. ‘Open Lock’ is accomplished with the ‘Disable 
  Device’ skill, and ‘Forgery’ is accomplished with the appropriate ‘Craft’ 
  skill. Replace the ‘Spellcraft’ skill with ‘Knowledge (Supernatural)’. The 
  ‘Appraise’, ‘Decipher Script’, ‘Forgery’, ‘Open Lock’, ‘Profession’, ‘Use 
  Magic Device’ and ‘Use Rope’ skills do not exist in True20. Remember 
  that additional skill ranks may be purchased through the use of the 
  Skill Training feat.
  Step : Feats
  Depending on the creature’s specific feat list you may or may not be 
  able to keep the same list of feats. Here are a few conversions for d20 
  feats not found in True20:
  Replacing specific d20 feats 
  with True20 Feats
  d20 Feat
  True20 Feat
  Acrobatic
  Talented feat for the Jump and 
  Acrobatics skills.
  Agile
  Talented feat for Acrobatics and 
  Escape Artist skills.
  Athletic
  Talented feat for the Climb and 
  Swim skills.
  Augment Summoning
  Empower
  Brew Potion
  Imbue Item
  Combat Expertise
  Defensive Attack
  Craft Magic Arms and Armor
  Imbue Item
  Craft Rod
  Imbue Item
  Craft Staff
  Imbue Item
  d20 Feat
  True20 Feat
  Craft Wondrous Item
  Imbue Item
  Deceitful
  Talented feat for the Disguise 
  and Bluff skills.
  Deft Hands
  Skill Focus (Sleight of Hand)
  Dodge
  Dodge Focus
  Empower Spell
  Empower
  Enlarge Spell
  Widen Power
  Flyby Attack
  Move-By Action
  Forge Ring
  Imbue Item
  Greater Spell Focus
  Supernatural Focus
  Heighten Spell
  Empower
  Improved Grapple
  Improved Grab
  Improved Unarmed Strike
  Improved Strike
  Investigator
  Talented feat for the Gather 
  Information and Search skills.
  Maximize Spell
  Empower
  Mobility
  Improved defense
  Mounted Combat
  Vehicular Combat (Mounted)
  Negotiator
  Talented feat for the Diplomacy 
  and Sense Motive skills.
  Nimble Fingers
  Skill Focus (Disable Device)
  Persuasive
  Talented feat for the Bluff and 
  Intimidate skills.
  Power Attack
  All-Out Attack or Cleave
  Quicken Spell
  Quicken Power
  Scribe Scroll
  Imbue Item
  Self Suffi cient
  Talented feat with the Medicine 
  and Survival skills
  Silent Spell
  Subtle Power
  Spell Focus
  Supernatural Focus
  Spell Penetration
  Shield Penetration
  Spring Attack
  Move-By Action
  Stealthy
  Skill Focus (Stealth)
  Still Spell
  Subtle Power
  Toughness
  Tough
  Weapon Finesse
  Attack Focus (main attack form)
  Weapon Focus
  Attack Focus
  Weapon Specialization
  Attack Specialization
  Widen Spell
  Widen Power
  Also keep in mind that some things that are not feats in d20 such as 
  Improved Grab, Sneak Attack and Rage are feats in True20. Feat slots 
  can also be used to buy more skill ranks, to buy True20 feats or purchase 
  supernatural powers. If you run out of feat slots, some of these can be 
  added as bonus feats.
  Step : Traits
  Most traits (special qualities) can be kept unaltered, but a few may 
  require a little tweaking. Make sure that any damage dice for special 
  attacks are converted to True20 damage values. Replace any die-rolls 
  for duration and other variable effects with the average result (2.5 for 
  a d4, 3.5 for a d6, 4.5 for a d8, 5.5 for a d10, and 6.5 for a d12) and 
  round down. For example; a trait that has a power or effect that has 
  a duration of 2d4 rounds in d20 has a duration of 5 rounds in True20 
  (2.5 + 2.5 = 5 rounds). Note that some traits such as Improved Grab, 
  Rage, Trip/Improved Trip and Sneak attack are actually feats in True20. 
  
  1
  Appendices
  True20 creatures gain 2 points of damage reduction for every 5 points 
  of damage reduction that the d20 version had. True20 creatures gain 2 
  points of energy resistance for every 5 points of energy resistance that 
  the d20 version had. Low-light vision is replaced by the Night Vision 
  feat in True20. Due to their highly individual and variable nature we 
  cannot possibly cover all the situations or complications that may arise 
  here. If you are stuck with a tough decision, just go with your instincts, 
  and use whatever “feels right” to you.
  Replace any d20 spells or spell like abilities with analogous True20 
  supernatural powers. Adding these supernatural powers require swapping 
  out a feat or can be added as a bonus feat as seems appropriate.
  Spells
  Here are a few suggestions for converting d20 spells to True20 
  supernatural powers. If the creature has a spell not converted on the 
  list below, you can use what has already been converted to get an idea 
  of which type of power best reflects which type of spell.
  Converting Specific d20 Spells 
  to True20 Supernatural Powers
  d20 Spell
  True20 Supernatural Power
  Alter Self
  Flesh Shaping
  Analyze Dweomer
  Second Sight
  Animal Messenger
  Beast Link
  Animate Dead
  Imbue Unlife
  Animate Objects
  Manipulate Object
  Animate Rope
  Manipulate Object
  Animate Plants
  Plant Shaping
  Antimagic Field
  Ward
  Arcane Eye
  Scrying
  Arcane Sight
  Second Sight
  Bear’s Endurance
  Enhance Other or Enhance Ability
  Blink
  Blink
  Bull’s Strength
  Enhance Other or Enhance Ability
  Burning Hands
  Fire Shaping
  Call Lightning
  Weather Shaping + Elemental Blast
  Calm Animals
  Beast Link or Heart Shaping
  Calm Emotions
  Heart Shaping
  Cat’s Grace
  Enhance Other or Enhance Ability
  Cause Fear
  Heart Shaping
  Chain Lightning
  Weather Shaping + Elemental Blast
  Charm Animal
  Dominate
  Charm Monster
  Dominate
  Charm Person
  Dominate or Suggestion
  Chill Metal
  Cold Shaping
  Chill Touch
  Cold Shaping
  Clairaudience/Clairvoyance
  Scrying
  Command
  Suggestion
  Commune with Nature
  Nature Reading
  Comprehend Languages
  Mind Touch
  Cone of Cold
  Cold Shaping + Elemental Blast
  Continual Flame
  Fire Shaping
  Control Water
  Water Shaping
  Control Weather
  Weather Shaping
  Control Winds
  Wind Shaping
  Create Undead
  Imbue Unlife
  d20 Spell
  True20 Supernatural Power
  Crushing Despair
  Heart Shaping
  Cure (fill in the blank) 
  Wounds
  Cure
  Dancing Lights
  Light Shaping
  Daylight
  Light Shaping
  Darkness
  Shadow Shaping
  Death Knell
  Drain Vitality
  Deep Slumber
  Sleep
  Deeper Darkness
  Shadow Shaping
  Delay Poison
  Cure Poison
  Demand
  Suggestion
  Detect Chaos
  Heart Reading
  Detect Evil
  Heart Reading
  Detect Good
  Heart Reading
  Detect Law
  Heart Reading
  Detect Magic
  Second Sight
  Detect Thoughts
  Mind Reading
  Discern Lies
  Truth-Reading
  Disguise Self
  Illusion
  Displacement
  Light Shaping
  Dominate Animal
  Dominate
  Dominate Monster
  Dominate
  Dominate Person
  Dominate
  Eagle’s Splendor
  Enhance Other or Enhance Ability
  Earthquake
  Earth Shaping
  Energy Drain
  Drain Vitality
  Entangle
  Plant Shaping
  Faerie Fire
  Light Shaping
  Fear
  Heart Shaping
  Feeblemind
  Mind Shaping
  Fire Storm
  Fire Shaping + Elemental Blast
  Fireball
  Fire Shaping + Elemental Blast
  Flame Strike
  Fire Shaping + Elemental Blast
  Flaming Sphere
  Fire Shaping + Elemental Blast
  Flare
  Light Shaping
  Fox’s Cunning
  Enhance Other or Enhance Ability
  Freezing Sphere
  Cold Shaping + Elemental Blast
  Gust of Wind
  Wind Shaping
  Hallucinatory Terrain
  Illusion
  Harm
  Harm
  Heal
  Cure
  Heat Metal
  Fire Shaping
  Holy Smite
  Purifying Light
  Ice Storm
  Cold Shaping + Elemental Blast
  Identify
  Object Reading
  Illusory Script
  Illusion
  Illusory Wall
  Illusion
  Inflict (fill in the blank) 
  Wounds
  Harm
  Insanity
  Mind Shaping
  Invisibility
  Light Shaping
  Light
  Light Shaping
  Lightning Bolt
  Weather Shaping + Elemental Blast
  
  1
  Appendices
  d20 Spell
  True20 Supernatural Power
  Locate Creature
  Sense Minds
  Mage Hand
  Move Object
  Magic Weapon
  Supernatural Weapon
  Major Image
  Illusion
  Meld into Stone
  Earth Shaping
  Meteor Swarm
  Earth Shaping + Elemental Blast
  Mind Blank
  Psychic Shield
  Minor Image
  Illusion
  Mirage Arcana
  Illusion
  Mirror Image
  Illusion
  Modify Memory
  Mind Shaping
  Move Earth
  Earth Shaping
  Neutralize Poison
  Cure Poison
  Owl’s Wisdom
  Enhance Other or Enhance Ability
  Permanent Image
  Illusion
  Persistent Image
  Illusion
  Phantasmal Killer
  Illusion
  Phantom Trap
  Illusion
  Plant Growth
  Plant Shaping
  Polar Ray
  Cold Shaping + Elemental Blast
  Produce Flame
  Fire Shaping
  Programmed Image
  Illusion
  Project Image
  Illusion
  Pyrotechnics
  Fire Shaping
  Quench
  Fire Shaping
  Rage
  Heart Shaping
  Raise Dead
  Imbue Life
  Ray of Frost
  Cold Shaping
  Reincarnate
  Imbue Life
  Remove Blindness/Deafness
  Cure Blindness/Deafness
  Remove Disease
  Cure Disease
  Remove Fear
  Heart Shaping
  Resurrection
  Imbue Life
  Scare
  Heart Shaping
  Scorching Ray
  Fire Shaping + Elemental Blast
  Scrying
  Scrying
  Searing Light
  Purifying Light
  See Invisibility
  True Vision
  Sending
  Mind Touch
  Shillelagh
  Supernatural Weapon
  Silent Image
  Illusion
  Simulacrum
  Illusion
  Sleep
  Sleep
  Sleet Storm
  Weather Shaping
  Soften Earth and Stone
  Earth Shaping
  Speak with Animals
  Beast Link
  Stone Shape
  Earth Shaping
  Stone Tell
  Object Reading
  Suggestion
  Suggestion
  Sunbeam
  Purifying Light
  Symbol of Pain
  Pain
  Telekinesis
  Move Object
  Telepathic Bond
  Mind Touch
  d20 Spell
  True20 Supernatural Power
  Teleport
  Teleport
  True Resurrection
  Imbue Life
  True Seeing
  Second Sight
  Vampiric Touch
  Drain Vitality
  Vision
  Visions
  Wall of Fire
  Fire Shaping
  Wall of Ice
  Cold Shaping
  Wall of Stone
  Earth Shaping
  Wall of Thorns
  Plant Shaping
  Warp Wood
  Plant Shaping
  Whirlwind
  Wind Shaping
  Wind Walk
  Wind Shaping + Wind Walk
  Wind Wall
  Wind Shaping
  Wood Shape
  Plant Shaping
  Zone of Truth
  Truth Reading
  Step : Combat
  When converting a creature’s attacks from d20 to True20 remember that 
  there are no iterative attacks for a high combat bonus in True20. Unlike in 
  d20, True20 only gives each creature a single attack each round. Creatures 
  with multiple natural or manufactured weapons may take advantage 
  of the Two-Weapon Fighting feat, or the Double Strike feat (see feat 
  descriptions for details). Converting a creature’s attacks, damage, Defense 
  and initiative bonuses are covered thoroughly in the True20 Adventure 
  Roleplaying book. Be aware that Dexterity is the ability used for all attack 
  forms in True20, and that Strength only adds to damage. Also keep in 
  mind that in True20 armor adds to Toughness rather than making you 
  harder to hit. The protective value of manufactured armor is also different 
  in True20 (i.e. chainmail armor provides a +5 bonus to armor class in d20, 
  but a +3 bonus to Toughness in True20).
  Step : Saving Throws
  Fortitude, Reflex and Will saves should all remain the same unless 
  some feats got switched around. Generally creatures have a Toughness 
  save equal to their Constitution plus their size modifier (see the Game 
  Effects of Creature Size table in Chapter One of this book) plus any 
  bonuses due to armor. Creatures get a natural armor bonus to their 
  Toughness save equal to 1/2 their d20 natural armor bonus (rounded 
  down) up to a maximum of +10. Bonuses for worn armor are listed in 
  the Armor section of Chapter Five of the True20 Adventure Roleplaying 
  book. Also note that the Tough feat gives a +1 bonus to Toughness every 
  time it is taken and it can be taken up to five times.
  Step 10: Creature 
  Description
  The creature’s description need not change while it is being converted, 
  but you may want to expand it to include some of the information 
  found in the d20 stat block that is not present in a True20 stat block. 
  This information includes information on the creature’s environment 
  and habitat and information on its organization and group dynamics. 
  You may also want to include some notes about any items or other 
  treasures that the creature may be carrying that might be of interest for 
  the purposes of bribes and barter or that might be targeted for looting 
  or thievery. You may also want to give some thought to the creature’s 
  ecology, and how it fits into or affects the world in which the heroes 
  may eventually meet it. Such information could include the creature’s 
  diet, activity cycle, or even its ecological or economic impact.
  
  1
  Index
  A
  Allip ........................................  32
  Animated Armor ...................  32
  Ankheg ...................................  32
  Ant, Giant ..............................  33
  Queen ................................... 33
  Soldier .................................. 33
  Worker .................................. 33
  Ant Lion, Giant ......................  33
  Ape .........................................  34
  Apparition ...........................  166
  Allip .................................... 168
  Ghost .................................. 168
  Shadow ............................... 168
  Spectre ................................ 168
  Template ............................. 166
  Wraith ................................ 168
  Assassin Vine .........................  34
  Avatar of Decay .....................  34
  Azer ........................................  35
  B
  Baboon ...................................  35
  Badger ....................................  35
  Basilisk ...................................  35
  Bee, Giant ..............................  36
  Beetle, Giant Bombardier .....  36
  Beetle, Giant Fire ..................  36
  Beetle, Giant Stag ..................  36
  Behemoth ..............................  37
  Behir.......................................  37
  Bison ......................................  38
  Blink Dog ...............................  38
  Bodak .....................................  38
  Bugbear ..................................  38
  Bulette ...................................  38
  C
  Camel .....................................  39
  Carpenter Caterpillar ............  39
  Celestial .................................  39
  Angel of Death ...................... 40
  Astral Deva ........................... 40
  Guardian Angel ..................... 41
  Hound Archon ....................... 41
  Lantern Archon .................... 41
  Planetar ................................ 42
  Solar ..................................... 42
  Trumpet Archon ................... 42
  Celestial Creature ................  168
  Centaur ..................................  43
  Centipede ...............................  43
  Colossal ................................ 44
  Gargantuan .......................... 44
  Huge ..................................... 44
  Large .................................... 44
  Medium ................................ 43
  Small .................................... 43
  Tiny ...................................... 43
  Cheetah ..................................  44
  Chimera .................................  44
  Chronicler of Time ................  45
  Cloaker ...................................  45
  Clockwork Creature .............  169
  Cockatrice ..............................  46
  Combat Unit ........................  170
  Template ............................. 170
  Converting d20 Creatures...  186
  Corpse-Stitched Abomination  46
  Couatl .....................................  46
  Creature Types ........................  7
  Aberration .............................. 8
  Animal .................................... 8
  Construct ................................ 9
  Dragon .................................. 10
  Elemental ............................. 10
  Fey ........................................ 11
  Humanoid ............................. 11
  Monstrous Humanoid ........... 11
  Ooze/Amoeboid .................... 12
  Outsider ............................... 12
  Plant/Autotroph ................... 13
  Prime Sentient ...................... 11
  Supernatural Beast ............... 13
  Undead ................................. 14
  Vermin .................................. 14
  Crocodile ................................  47
  Giant .................................... 47
  Cyclops ...................................  47
  D
  Darkmantle ............................  48
  Derro ......................................  48
  Destrachan.............................  48
  Dinosaur ................................  49
  Deinonychus ......................... 49
  Elasmosaurus ....................... 49
  Megaraptor ........................... 50
  Triceratops ........................... 50
  Tyrannosaurus...................... 50
  Dire Animal ...........................  51
  Ape ....................................... 51
  Badger .................................. 51
  Bat ........................................ 51
  Bear ...................................... 51
  Boar ...................................... 51
  Lion ...................................... 52
  Monitor Lizard ..................... 52
  Shark .................................... 52
  Tiger ..................................... 52
  Weasel .................................. 52
  Wolf ...................................... 53
  Wolverine.............................. 53
  Dog .........................................  53
  Working ................................ 53
  Donkey ...................................  54
  Doppleganger ........................  54
  Dragon ...................................  54
  Age Categories ...................... 55
  Breath Weapons .................... 55
  Fire ....................................... 56
  Forest.................................... 57
  Ice ......................................... 60
  Moon .................................... 61
  Mountain .............................. 64
  Sky ........................................ 66
  Sun ....................................... 68
  Swamp .................................. 70
  Dragonfly, Giant ....................  72
  Dragonne ...............................  72
  Dragon Turtle ........................  72
  Drake, Thorn ..........................  73
  Draug .....................................  73
  Dryad .....................................  73
  Dwarf .....................................  74
  Deep ..................................... 74
  Duergar ................................ 75
  E
  Eagle .......................................  75
  Giant .................................... 75
  Elemental ...............................  75
  Aether ................................... 75
  Air ........................................ 76
  Earth .................................... 78
  Fire ....................................... 79
  Void ...................................... 80
  Water .................................... 81
  Elephant ................................  82
  Elf ...........................................  82
  Aquatic ................................. 83
  Dark ..................................... 84
  Gray ...................................... 83
  Half ...................................... 83
  Wild ...................................... 83
  Wood .................................... 83
  Ettercap .................................  84
  Ettin .......................................  85
  F
  Ferret .....................................  85
  Fiend ......................................  85
  Babau ................................... 85
  Balor ..................................... 86
  Barbed Fiend (Hamatula) ..... 86
  Bearded Fiend (Barbazu) ...... 87
  Bebilith ................................. 87
  Bone Fiend (Osyluth) ............ 88
  Chain Fiend (Kyton) ............. 88
  Dretch ................................... 89
  Erinyes .................................. 89
  Glabrezu ............................... 89
  Hellcat (Bezekira) ................. 90
  Hezrou .................................. 90
  Horned Fiend (Cornugon) ..... 90
  Ice Fiend (Gelugon) ............... 91
  Imp ....................................... 92
  Lemure ................................. 92
  Marilith ................................ 92
  Nalfeshnee ............................ 93
  Pit Fiend ............................... 93
  Quasit................................... 94
  Retriever ............................... 94
  Succubus/Incubus ................. 94
  Vrock .................................... 95
  Fiendish Creature ................  172
  Template ............................. 172
  Flesh Freak ............................  96
  Foot-Trap ...............................  96
  Force of Nature ......................  97
  Fox .........................................  97
  Frost Worm ...........................  97
  Fungus ...................................  98
  Index
  Shrieker ................................ 98
  Violet .................................... 98
  G
  Gargoyle .................................  98
  Church Grotesque ................. 98
  True ...................................... 99
  Genie ......................................  99
  Djinni ................................... 99
  Efreeti ................................. 100
  Genies and Wishes ................ 99
  Janni .................................. 100
  Ghoul ...................................  101
  Giant ....................................  101
  Cloud .................................. 102
  Fire ..................................... 102
  Frost ................................... 102
  Hill ..................................... 102
  Stone .................................. 103
  Storm .................................. 103
  Gideon Fungi .......................  104
  Gnoll ....................................  104
  Gnome .................................  104
  Forest.................................. 105
  Svirfneblin .......................... 105
  Goblin ..................................  105
  Golem ...................................  105
  Clay .................................... 106
  Hoard ................................. 106
  Iron ..................................... 106
  Shell .................................... 107
  Stone .................................. 107
  Gorgon .................................  107
  Gorlack .................................  108
  Green Knight .......................  108
  Griffon .................................  108
  Grimlock ..............................  108
  H
  Hag .......................................  109
  Annis .................................. 109
  Green .................................. 109
  Sea ...................................... 109
  Half-Celestial .......................  172
  Half-Dragon .........................  173
  Half-Fiend ............................  173
  Halfling ................................  110
  Deep ................................... 111
  Tallfellow ............................ 111
  Hell Hound ..........................  111
  Hippogriff ............................  111
  Hobgoblin ............................  112
  Homunculus ........................  112
  Human .................................  112
  Hydra ...................................  113
  Hyena ...................................  115
  I
  Invisible Stalker ...................  115
  J
  Jacklova ...............................  115
  Jade Eviscerator ..................  116
  Juggernaut ..........................  116
  
  10
  Index
  K
  Kobold ..................................  116
  Kraken .................................  116
  L
  Lamia ...................................  117
  Lammasu .............................  117
  Leopard ................................  117
  Lich .............................. 118, 174
  The Lich’s Phylactery .......... 175
  Liger .....................................  118
  Lillend ..................................  118
  Lion ......................................  119
  Lizard ...................................  119
  Monitor Lizard ................... 119
  Lizardfolk .............................  120
  Locathah ..............................  120
  Lycanthrope ................. 120, 175
  Advancement ...................... 176
  Template ............................. 175
  Werebear ............................ 121
  Wereboar ............................ 121
  Wererat ............................... 121
  Weretiger ............................ 122
  Werewolf ............................ 122
  Lynx .....................................  123
  M
  Making Monsters ....................  6
  Manta Ray ...........................  123
  Manticore ............................  123
  Medusa ................................  124
  Merfolk ................................  124
  Mimic ...................................  124
  Minotaur ..............................  125
  Monkey ................................  125
  Moose ..................................  125
  Morphean ............................  125
  Mule .....................................  126
  Mummy ...............................  126
  N
  Naga .....................................  126
  Dark ................................... 126
  Guardian ............................ 127
  Spirit .................................. 127
  Water .................................. 127
  Necrite .................................  128
  Night Hag ............................  128
  Nightmare ...........................  129
  Nymph .................................  129
  O
  Octopus ................................  129
  Giant .................................. 130
  Ogre Mage ...........................  130
  Ooze .....................................  130
  Black Bile Jelly .................... 131
  Black Pudding ..................... 131
  Copper Curse ...................... 131
  Gelatinous Cube.................. 132
  Gray .................................... 132
  Ochre Jelly .......................... 133
  Yellow Bile Jelly .................. 133
  Orc .......................................  133
  Black ................................... 133
  Grey .................................... 133
  Otterfolk ..............................  134
  Otyugh .................................  134
  Owl .......................................  135
  Giant .................................. 135
  Owlbear ...............................  135
  P
  Pegasus ................................  135
  Phoenix ................................  136
  Pit Plant ...............................  136
  Planetouched .......................  136
  Aasimar .............................. 136
  Tiefling ............................... 137
  Pony .....................................  137
  Porpoise ...............................  137
  Praetor of Souls ...................  137
  Praying Mantis, Giant .........  138
  Pseudodragon ......................  138
  Purple Worm .......................  138
  Q
  Questing Beast ....................  139
  R
  Rakshasa ..............................  139
  Remorhaz ............................  140
  Rhinoceros ...........................  140
  Roc .......................................  140
  Roper....................................  140
  Rust Monster .......................  141
  S
  Sahuagin ..............................  141
  Salamander ..........................  142
  Average ............................... 142
  Flamebrother ...................... 142
  Noble .................................. 142
  Satyr .....................................  142
  Scorpion ...............................  143
  Colossal .............................. 144
  Gargantuan ........................ 144
  Huge ................................... 143
  Large .................................. 143
  Medium .............................. 143
  Small .................................. 143
  Tiny .................................... 143
  Shadow ................................  144
  Shadow Mastiff ...................  145
  Shambling Mound ...............  145
  Shocker Lizard .....................  145
  Simulacrum .........................  178
  Skeleton ...............................  179
  Snake ....................................  146
  Giant Constrictor................ 146
  Spectre .................................  146
  Sphinx ..................................  146
  Androsphinx ....................... 146
  Criosphinx .......................... 147
  Gynosphinx ......................... 147
  Hieracosphinx ..................... 147
  Spider ...................................  147
  Spirit-Horse .........................  149
  Sprite ...................................  149
  Grig .................................... 149
  Nixie ................................... 150
  Pixie .................................... 150
  Squid ....................................  151
  Giant .................................. 151
  Stirge ....................................  151
  Subtypes ................................  15
  Aerial .................................... 17
  Air ........................................ 16
  Android ................................. 17
  Aquatic ................................. 15
  Arboreal ................................ 17
  Arthropod ............................. 17
  Artificial ............................... 17
  Augmented ........................... 15
  Chemoautotroph ................... 17
  Cold/Arctic ........................... 15
  Cybernetic ............................ 17
  Decomposer .......................... 17
  Detritivore ............................ 17
  Earth .................................... 16
  Endotherm ............................ 17
  Extraplanar .......................... 15
  Extratemporal ...................... 17
  Filter Feeder ......................... 17
  Fire/Volcanic......................... 15
  Giant .................................... 16
  Goblinoid .............................. 16
  Hematophage ....................... 17
  Herbivore .............................. 17
  Herd ..................................... 18
  Incorporeal ........................... 16
  Lithivore ............................... 18
  Mutant ................................. 18
  Native ................................... 15
  Omnivore .............................. 18
  Parasitoid ............................. 18
  Photoautotroph .................... 18
  Photoheterotroph .................. 18
  Predator................................ 18
  Psionic .................................. 18
  Reptilian ............................... 15
  Scavenger ............................. 18
  Sentient ................................ 18
  Shapechanger ....................... 16
  Sub-Sentient ......................... 18
  Subterranean ........................ 18
  Supersentient ....................... 18
  Swarm .................................. 15
  Symbiont .............................. 18
  Vacuum ................................. 19
  Vice ....................................... 17
  Virtue ................................... 17
  Water .................................... 17
  Swarm ..................................  152
  Bats .................................... 152
  Centipedes .......................... 152
  Hellwasps ........................... 152
  Locust ................................. 153
  Maggots .............................. 153
  Rats .................................... 153
  Spiders ................................ 154
  T
  Templates ............................  166
  Reading a Template ............ 166
  Tendriculos ..........................  154
  Termite ................................  154
  Giant .................................. 154
  Thoqqua ...............................  155
  Thunder Bird........................  155
  Tiger .....................................  156
  Titan ....................................  156
  Toad .....................................  156
  Treant ..................................  156
  Triton ...................................  157
  Troglodyte ...........................  157
  Troll ......................................  157
  Cave .................................... 157
  Mountain ............................ 158
  River ................................... 158
  U
  Unicorn ................................  158
  V
  Vampire ................................  179
  W
  Wasp ....................................  158
  Giant .................................. 158
  Giant Parasitic .................... 159
  Watcher in the Sky ..............  159
  Weasel ..................................  159
  Wendigo ...............................  159
  Whale ...................................  160
  Baleen ................................. 160
  Cachalot ............................. 160
  Orca .................................... 161
  Wight ...................................  161
  Will-o’-Wisp .........................  161
  Winter Wolf .........................  161
  Wolverine.............................  162
  Worg .....................................  162
  Wraith ..................................  162
  Wyvern ................................  163
  X
  Xorn .....................................  163
  Average ............................... 164
  Elder ................................... 164
  Minor.................................. 163
  Y
  Yeth Hound..........................  164
  Z
  Zombie .................................  181
  
  11
  Appendices
  Open Game License V1.0a
  The following text is the property of Wizards of the Coast, Inc. and is Copyright 
  2000 Wizards of the Coast, Inc (“Wizards”). All Rights Reserved.
  1. Definitions: (a)”Contributors” means the copyright and/or trademark owners 
  who have contributed Open Game Content; (b)”Derivative Material” means 
  copyrighted material including derivative works and translations (including 
  into other computer languages), potation, modification, correction, addition, 
  extension, upgrade, improvement, compilation, abridgment or other form in 
  which an existing work may be recast, transformed or adapted; (c) “Distribute” 
  means to reproduce, license, rent, lease, sell, broadcast, publicly display, transmit 
  or otherwise distribute; (d)”Open Game Content” means the game mechanic and 
  includes the methods, procedures, processes and routines to the extent such 
  content does not embody the Product Identity and is an enhancement over the 
  prior art and any additional content clearly identified as Open Game Content 
  by the Contributor, and means any work covered by this License, including 
  translations and derivative works under copyright law, but specifically excludes 
  Product Identity. (e) “Product Identity” means product and product line names, 
  logos and identifying marks including trade dress; artifacts; creatures characters; 
  stories, storylines, plots, thematic elements, dialogue, incidents, language, 
  artwork, symbols, designs, depictions, likenesses, formats, poses, concepts, 
  themes and graphic, photographic and other visual or audio representations; 
  names and descriptions of characters, spells, enchantments, personalities, 
  teams, personas, likenesses and special abilities; places, locations, environments, 
  creatures, equipment, magical or supernatural abilities or effects, logos, symbols, 
  or graphic designs; and any other trademark or registered trademark clearly 
  identified as Product identity by the owner of the Product Identity, and which 
  specifically excludes the Open Game Content; (f) “Trademark” means the logos, 
  names, mark, sign, motto, designs that are used by a Contributor to identify 
  itself or its products or the associated products contributed to the Open Game 
  License by the Contributor (g) “Use”, “Used” or “Using” means to use, Distribute, 
  copy, edit, format, modify, translate and otherwise create Derivative Material 
  of Open Game Content. (h) “You” or “Your” means the licensee in terms of this 
  agreement.
  2. The License: This License applies to any Open Game Content that contains 
  a notice indicating that the Open Game Content may only be Used under and in 
  terms of this License. You must affi x such a notice to any Open Game Content 
  that you Use. No terms may be added to or subtracted from this License except 
  as described by the License itself. No other terms or conditions may be applied 
  to any Open Game Content distributed using this License.
  3. Offer and Acceptance: By Using the Open Game Content You indicate Your 
  acceptance of the terms of this License.
  4. Grant and Consideration: In consideration for agreeing to use this License, 
  the Contributors grant You a perpetual, worldwide, royalty-free, non-exclusive 
  license with the exact terms of this License to Use, the Open Game Content.
  5. Representation of Authority to Contribute: If You are contributing 
  original material as Open Game Content, You represent that Your Contributions 
  are Your original creation and/or You have suffi cient rights to grant the rights 
  conveyed by this License.
  6. Notice of License Copyright: You must update the COPYRIGHT NOTICE 
  portion of this License to include the exact text of the COPYRIGHT NOTICE of 
  any Open Game Content You are copying, modifying or distributing, and You 
  must add the title, the copyright date, and the copyright holder’s name to the 
  COPYRIGHT NOTICE of any original Open Game Content you Distribute.
  7. Use of Product Identity: You agree not to Use any Product Identity, including 
  as an indication as to compatibility, except as expressly licensed in another, 
  independent Agreement with the owner of each element of that Product Identity. 
  You agree not to indicate compatibility or co-adaptability with any Trademark or 
  Registered Trademark in conjunction with a work containing Open Game Content 
  except as expressly licensed in another, independent Agreement with the owner 
  of such Trademark or Registered Trademark. The use of any Product Identity in 
  Open Game Content does not constitute a challenge to the ownership of that 
  Product Identity. The owner of any Product Identity used in Open Game Content 
  shall retain all rights, title and interest in and to that Product Identity.
  8. Identification: If you distribute Open Game Content You must clearly indicate 
  which portions of the work that you are distributing are Open Game Content.
  9. Updating the License: Wizards or its designated Agents may publish updated 
  versions of this License. You may use any authorized version of this License to 
  copy, modify and distribute any Open Game Content originally distributed under 
  any version of this License.
  10. Copy of this License: You MUST include a copy of this License with every 
  copy of the Open Game Content You Distribute.
  11. Use of Contributor Credits: You may not market or advertise the Open 
  Game Content using the name of any Contributor unless You have written 
  permission from the Contributor to do so.
  12. Inability to Comply: If it is impossible for You to comply with any of the 
  terms of this License with respect to some or all of the Open Game Content due 
  to statute, judicial order, or governmental regulation then You may not Use any 
  Open Game Material so affected.
  13. Termination: This License will terminate automatically if You fail to comply 
  with all terms herein and fail to cure such breach within 30 days of becoming aware 
  of the breach. All sublicenses shall survive the termination of this License.
  14. Reformation: If any provision of this License is held to be unenforceable, 
  such provision shall be reformed only to the extent necessary to make it 
  enforceable.
  15. COPYRIGHT NOTICE
  Open Game License v 1.0 Copyright 2000, Wizards of the Coast, Inc.
  System Reference Document, Copyright 2000, Wizards of the Coast, Inc., Authors 
  Jonathan Tweet, Monte Cook, Skip Williams, based on original material by 
  E. Gary Gygax and Dave Arneson.
  Modern System Reference Document Copyright 2002-2004, Wizards of the Coast, 
  Inc.; Authors Bill Slavicsek, Jeff Grubb, Rich Redman, Charles Ryan, Eric Cagle, 
  David Noonan, Stan!, Christopher Perkins, Rodney Thompson, and JD Wiker, 
  based on material by Jonathan Tweet, Monte Cook, Skip Williams, Richard Baker, 
  Peter Adkison, Bruce R. Cordell, John Tynes, Andy Collins, and JD Wiker.
  Advanced Player’s Manual, Copyright 2005, Green Ronin Publishing: Author 
  Skip Williams.
  Advanced Player’s Guide, Copyright 2004, White Wolf Publishing, Inc.
  Armies of the Abyss, Copyright 2002, Green Ronin Publishing; Authors Erik 
  Mona and Chris Pramas.
  The Avatar’s Handbook, Copyright 2003, Green Ronin Publishing; Authors Jesse 
  Decker and Chris Tomasson.
  Blue Rose, Copyright 2005, Green Ronin Publishing; Authors Jeremy Crawford, 
  Dawn Elliot, Steve Kenson, and John Snead.
  Blue Rose Companion, Copyright 2005, Green Ronin Publishing; Editor Jeremy 
  Crawford.
  The Book of Fiends, Copyright 2003, Green Ronin Publishing; Authors Aaron 
  Loeb, Erik Mona, Chris Pramas, and Robert J. Schwalb.
  Book of the Righteous, Copyright 2002, Aaron Loeb.
  Creatures of Freeport, Copyright 2004, Green Ronin Publishing, LLC; Authors 
  Graeme Davis and Keith Baker.
  Cry Havoc, Copyright 2003, Skip Williams. All rights reserved.
  Legions of Hell, Copyright 2001, Green Ronin Publishing; Author Chris Pramas.
  Monte Cook Presents: Iron Heroes, Copyright 2005, Monte J. Cook. All rights 
  reserved.
  Mutants & Masterminds, Copyright 2002, Green Ronin Publishing; Author 
  Steve Kenson.
  Mutants & Masterminds, Second Edition, Copyright 2005, Green Ronin Publishing; 
  Author Steve Kenson.
  The Psychic’s Handbook, Copyright 2004, Green Ronin Publishing; Author Steve 
  Kenson.
  Silver Age Sentinels d20, Copyright 2002, Guardians of Order, Inc.; Authors 
  Stephen Kenson, Mark C. Mackinnon, Jeff Mackintosh, Jesse Scoble.
  True20 Adventure Roleplaying, Copyright 2005, Green Ronin Publishing; Author 
  Steve Kenson.
  Unearthed Arcana, Copyright 2004, Wizards of the Coast, Inc.; Andy Collins, 
  Jesse Decker, David Noonan, Rich Redman.
  The Unholy Warrior’s Handbook, Copyright 2003, Green Ronin Publishing; Author 
  Robert J. Schwalb.
  True20 Bestiary, Copyright 2006, Green Ronin Publishing; Author Matthew 
  E. Kaiser.
  
  The True20 Adventure Roleplaying game introduced players to four unique campaign settings, and now True 20 
  Worlds of Adventure opens up whole new vistas with new heroes to play, new battles to fight, and new stories 
  to tell. The book features four more winners from the “True20 Setting Search,” plus a new setting from Green 
  Ronin’s own Robert J. Schwalb. Fight against the horrifying forces of the unknown in Agents of Oblivion, 
  struggle to save a fantasy world drowning in the Age of Blood in Blood Throne, earn glory and honor for your 
  clan in the Asian fantasy of Land of the Crane, explore the depths of dreams—and nightmares—in Nevermore, 
  and save your neighborhood from the wolfman, the monster under the bed, and the creature in the closet as 
  a kid in The Razor in the Apple. That’s five new fantastic worlds for your True20 adventures. True fun, true 
  excitement, true inspiration... True 20 Worlds of Adventure! 128 pages, softback, MSRP: $22.95, GRR1705 
  ISBN: 1-932442-65-0
  Fantastic worlds of  
  adventure await you! 
  AVAILABLE SUMMER 2006
  
SOURCE: textdata/thevault/True20 System (d20)/Core/True20 - Sourcebook - Bestiary.pdf