TEXT: 1
  
  2
  Introduction
  Author
  J. Evans Payne
  Monster & Character Art
  Karen Martin, Jack Kaiser
  Cover Scene Art
  Jack Kaiser
  Iconography 
  J. Payne
  Design & Concept
  Jason Payne
  Developer
  Jason E. Payne
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  Jason Evans Payne
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  Special Thanks: 
  Kickstarter Backers
  Thank you for believing in me, 
  when all I had to prove myself was 
  an idea, a blurb, a handful of maps, 
  and a dream.  
  The product you hold in your 
  hands—or store on your hard 
  drive—is a direct result of your 
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  you enough.
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  3
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  4
  Introduction
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  Infinium Game Studio is:
  Infinium Game Studio is:
  CEO
  J. Evans Payne
  Creative Director
  J. Evans Payne
  Lead Editor
  J. Evans Payne
  VP Marketing & Sales
  J. Evans Payne
  CFO
  J. Evans Payne
  Artistic Director
  J. Evans Payne
  Legal Stuff
  Legal Stuff
  FlexTale: Content Conversion Guide © 2020 J. Evans 
  Payne.  
  Reproduction without the written permission of 
  the author is expressly forbidden.  Dark Obelisk, 
  Berinncorte, Mondaria, and Aquilae are trademarks of 
  Infinium Game Studio, all rights reserved. 
  All characters, names, places, items, art and text herein are copyrighted by J. 
  Evans Payne.  The mention of or reference toany company or product in these 
  pages is not a challenge to the trademark or copyright concerned.
  Compatibility with the Pathfinder Roleplaying Game requires the Pathfinder 
  Roleplaying Game from Paizo Publishing, LLC. See http://paizo.com/
  pathfinderRPG for more information on the Pathfinder Roleplaying Game. 
  Paizo Publishing, LLC does not guarantee compatibility, and does not endorse 
  this product.
  Pathfinder is a registered trademark of Paizo Publishing, LLC, and the 
  Pathfinder Roleplaying Game and the Pathfinder Roleplaying Game 
  Compatibility Logo are trademarks of Paizo Publishing, LLC, and are used 
  under the Pathfinder Roleplaying Game Compatibility License. See http://
  paizo.com/pathfinderRPG/compatibility for more information on the 
  compatibility license..
  This product uses the OSRIC™ System (Oldschool System Reference and Index 
  Compilation™). The OSRIC™ system text may be found at http://www.knights-
  n-knaves.com/osric. The OSRICTM text is copyright of Stuart Marshall. 
  “OSRIC™” and “Oldschool System Reference and Index Compilation™” are 
  trademarks of Stuart Marshall and Matthew Finch and may be used only in 
  accordance with the OSRIC™ license.
  Dungeon Crawl Classics and DCC RPG are trademarks of Goodman Games.  
  For additional information, visit www.goodman-games.com or contact info@
  goodman-games.com.
  This book is dedicated to my middle-school friends, who took me to the Compleat Strategist for the first time 
  that fateful day in seventh grade, and introduced me to what would become a lifetime of hobby entertainment.
  Dedication
  Dedication
  III
  • Archania’s Workshop, LLC
  • Silas
  • Darren McWhirt
  
  5
  Introduction
  Table of Contents
  Colophon 
  2
  Infinium Game Studio is: 
  4
  Legal Stuff 
  4
  Dedication 
  4
  Table of Contents 
  5
  About Infinium Game Studio 
  6
  Values and Key Differences 
  6
  Index of Tables 
  7
  Introduction 
  9
  Introduction 
  10
  Executive Summary 
  10
  True Conversion 
  10
  Art & Science 
  10
  The 80/20 Rule 
  10
  Supported Rules Systems 
  10
  Adventure Content 
  11
  Terminology 
  11
  What Is This Book? 
  11
  Strengths 
  11
  What This Book is NOT 
  12
  Content Outline 
  12
  FlexTale 
  13
  What is FlexTale? 
  13
  FlexTables 
  13
  Overview, Usability, & Conventions 
  15
  Variable Challenge 
  15
  Experience Points and Reward Nuggets 
  15
  Quick-Start 
  15
  Reward Stars and IGS 
  15
  Experience Points and Reward Stars 
  15
  Converting Existing Gaming Products to the Reward Star 
  Format 
  18
  Conclusion 
  18
  “Quadded” Stat Blocks 
  18
  Quadded Challenge Blocks 
  19
  How to Quad 
  20
  How to “Quad” Adventure Content 
  21
  Introduction 
  21
  What is Quadding? 
  21
  Why to Use 
  21
  Easy Quadding with FlexTale Encounter Generator 
  22
  Quick Quadding in Any Rules System 
  22
  Quick Step 1: Determine Up or Down 
  22
  Stepping Up and Down 
  22
  Complex Quadding in Pathfinder 
  23
  Quadding Monsters & NPCs 
  23
  Approach Outline 
  24
  Step 1: Determine the Creature’s Native Quad 
  24
  Step 2: Add Monster Hit Dice and/or Class Levels 
  26
  Step 3: Apply Templates 
  27
  Step 4: Adjust Ability Scores 
  28
  Step 5: Adjust Feats 
  29
  Step 6: Adjust Spells 
  30
  Step 7: Adjust Equipment 
  30
  Step 8: Apply Handicaps 
  33
  Quadding Obstacles, Traps, and Afflictions 
  34
  How to Convert 
  35
  Converting Adventure Content 
  36
  Introduction 
  36
  Easy Conversion with FlexTale Encounter Generator 
  36
  True Conversion 
  37
  Official Conversion 
  37
  Converting Monsters & NPCs 
  37
  Pre-Quadding 
  37
  Terminology 
  37
  Approach Summary 
  38
  Converting Ability Scores 
  39
  Ability Scores 
  39
  Converting Armor Class 
  40
  Armor Class 
  40
  Converting Hit Dice and Hit Points 
  42
  Hit Dice & Hit Points 
  42
  Converting Speed & Movement 
  45
  Speed & Movement 
  45
  Converting Size, Type, & Alignment 
  46
  Size, Type, & Alignment 
  46
  Converting Resistances, Vulnerabilities, & Immunities 
  49
  Resistances, Vulnerabilities, & Immunities 
  49
  OSR & DCC Rules Extensions 
  50
  Converting Senses 
  54
  Senses 
  54
  Converting Languages 
  55
  Languages 
  55
  Converting Challenge Rating 
  56
  Challenge Rating 
  56
  Converting Actions 
  58
  Standard Actions 
  58
  Converting Feats 
  63
  Feats 
  63
  Converting Skills 
  64
  Skills 
  64
  Converting Special Abilities 
  68
  Special Abilities 
  68
  Effect DC 
  68
  Converting Spellcasting Abilities 
  69
  Spellcasting Abilities 
  69
  Converting Obstacles 
  70
  Converting Obstacles 
  70
  Converting Traps 
  71
  Converting Traps 
  71
  Converting Trap DCs 
  71
  Converting Afflictions 
  74
  Converting Afflictions 
  74
  D20 / v3.5 Conversions 
  76
  D20 / v3.5 Conversions 
  76
  Conversion Mapping Inventory 
  79
  Conversion Mapping Inventory 
  80
  Introduction 
  80
  A Starting Point 
  80
  Poisons 
  80
  Feats 
  80
  Creature Special Abilities 
  80
  Spells 
  80
  Weapons 
  81
  Poison Mapping Inventory 
  82
  Spell Mapping Inventory 
  88
  Weapon Mapping Inventory 
  95
  Creating New Quadded Monsters 
  100
  Creating New Quadded Monsters 
  101
  Introduction 
  101
  Tools 
  101
  The Approach 
  101
  Creature Starting Point 
  101
  Hit Dice 
  101
  Class Levels 
  101
  Generate Quads 
  101
  Convert to Other Systems 
  101
  Appendix: Sample Converted Monsters 
  102
  Aboleth 
  110
  Mimic 
  118
  Rust Monster 
  126
  Dinosaur (Stegosaurus) 
  134
  Herd Animal (Aurochs) 
  142
  Shark (Blue) 
  149
  Golem (Iron) 
  160
  Golem (Stone) 
  161
  Wickerman 
  169
  Dragon (Bronze, Young) 
  195
  Dragon (Bronze, Ancient) 
  196
  Dragon (Bronze, Adult) 
  197
  Dragon (Bronze, Young) 
  198
  Dryad 
  207
  Gremlin (Grimple) 
  215
  Nymph 
  224
  Bugbear 
  233
  Cyclops 
  242
  
  6
  Introduction
  About Infinium Game Studio
  Founded in 2015, Infinium Game Studio (IGS) came 
  about as the result of a simple mission: Make shared 
  storytelling games easier and more fun for both 
  players and referees alike.  
  Our vision is that Infinium Game Studio empowers 
  referees, players, and the industry entire with 
  innovative gaming tools; high-quality, deeply-designed 
  products; and creative takes on established paradigms.
  Values and Key Differences
  Plays Well With Everyone
  IGS products are engineered to be usable by both 
  novice and veteran gaming groups.  As a result, they 
  must contain everything a novice GM might need to 
  react quickly to his/her play group.
  Comprehensive and Immersive
  Each IGS product should “feel real” and come with 
  everything the referee might require to make the 
  setting, context, environment, or other content come 
  alive.
  Everything You Need
  The ideal adventure should contain practically 
  everything you need to run the game, except the core 
  rulebook.  Even the most skilled GM wastes time 
  looking things up in multiple books.  It’s so exceedingly 
  rare that an adventure contain all of the crunch and 
  fluff necessary to run it.
  Maps: Where Are We, Again?
  A picture is worth a thousand words... and also, a 
  thousand seconds of prep time. Visually appealing, 
  easy-to-use, and extensive Maps are an essential part 
  of any shared-storytelling experience.
  Pervasive Maps
  Don’t put a building on a map if I can’t go inside it.
  Prepared for Anything
  In a gaming session, a good referee must be prepared 
  for the PCs to explore any aspect of the content.  All 
  too often, an otherwise outstanding adventure will 
  fail to provide for a major percentage of its content.  
  If there are twenty buildings in a town, but maps for 
  only two of them--well, it’s fairly apparent where 
  the Big Bad is going to be holed up!  Not every 
  map will be riddled with secret passages, custom 
  random encounters, and combat, but there should be 
  something of interest in every building.  Otherwise, it 
  shouldn’t be there!  
  Thoroughness: But What If...?
  It’s possible to have a 16-page adventure that’s 
  wonderful and exciting.  It’s also possible to have 
  a 255-page sourcebook be boring and repetitive.  
  Striking the right balance between over-padding and 
  under-describing is challenging, but an important part 
  of what we do at IGS.  
  Flexible
  Each product should be usable on its own, completely 
  out of context; as a start to a completely new 
  campaign; as part of the “intended” Adventure Path or 
  associated suite of IGS products; or to insert into an 
  existing ongoing campaign.
  Reusable
  No IGS product is “one and done” by design.
  FlexTale and Comprehensive Design enable this 
  flexibility and reusability.
  Production Quality
  Our goal is to produce world-class products with high 
  production values.
  Giant (Frost) 
  251
  Ankheg 
  259
  Basilisk 
  267
  Bulette 
  275
  Hydra 
  283
  Centaur 
  291
  Medusa 
  299
  Ogre 
  307
  Black Pudding 
  315
  Gelatinous Cube 
  323
  Azer 
  332
  Barghest 
  340
  Elemental (Fire, Elder) 
  348
  Elemental (Fire, Huge) 
  357
  Elemental (Fire, Medium) 
  365
  Flytrap (Giant) 
  373
  Fungal Crawler 
  381
  Treant 
  387
  Ghoul 
  395
  Mummy 
  403
  Wraith 
  411
  Beetle (Giant Stag) 
  419
  Crab (Giant) 
  427
  Bee (Giant Queen) 
  435
  Open Gaming License (OGL) 
  436
  
  7
  Introduction
  Index of Tables
  Table 48: 5E Feat Mapping 
  63
  Table 41: 5E Language Terminology Changes 
  55
  Table 40: 5E Proficiency Bonus Conversion 
  54
  Table 50: 5E Skill Bonus Mapping 
  64
  Table 51: 5E Skill Check DC Mapping 
  65
  Table 49: 5E Skills Mapping 
  64
  Table 63: 5E Trap DC Mapping 
  71
  Table 18: Ability Score Calibration Ranges by Quad 
  28
  Table 38: Ability Score Damage Mapping for DCC 
  52
  Table 75: Ability Score Damage Mapping for DCC 
  75
  Table 71: Affliction Native DC Rules System Adjustments 
  74
  Table 72: Affliction Target Quad DC Adjustments 
  75
  Table 36: Alignment Conversions Summary 
  48
  Table 26: Common Armor & Shield Special Abilities 
  33
  Table 19: Common Feat Adjustments 
  29
  Table 25: Common Weapon Special Abilities 
  32
  Table 3: Converting Reward Stars to XP: 5E 
  18
  Table 2: Converting Reward Stars to XP: Pathfinder 
  17
  Table 77: Converting Skills Between PFRPG and d20/3.5 
  76
  Table 46: DCC Action Dice Calculations 
  62
  Table 47: DCC Critical Tables by Creature Type & Hit Dice 
  61
  Table 45: DCC Critical Table Types by Creature Type 
  60
  Table 57: DCC Skill Check DC Mapping 
  67
  Table 56: DCC Skills Mapping 
  67
  Table 66: DCC Trap DC Mapping 
  72
  Table 73: Determining 5E Affliction Saving Throws 
  75
  Table 61: Determining 5E Obstacle Saving Throws 
  70
  Table 58: Determining 5E Saving Throws 
  68
  Table 69: Determining 5E Trap Saving Throws 
  73
  Table 74: Determining OSR Affliction Saving Throws 
  75
  Table 62: Determining OSR Obstacle Saving Throws 
  70
  Table 70: Determining OSR Obstacle Saving Throws 
  73
  Table 59: Determining OSR Saving Throws 
  68
  Table 37: Energy & Damage Type Conversions 
  49
  Table 22: Equipment Gains for Classed Creatures 
  31
  Table 24: Equipment Special Abilities by Quad 
  32
  Table 21: Expected Spellcasting DCs 
  30
  Table 28: Handicaps by Combat Role 
  33
  Table 81: Hit Dice by Quad and Difficulty 
  101
  Table 10: Hit Dice / Class Levels by Quad Band 
  26
  Table 12: Hit Dice for Creating Uber-Monsters 
  27
  
  8
  Introduction
  Table 23: Max Equipment Enhancement Bonuses by Quad 
  32
  Table 11: Maximum Hit Dice for Uber-Monsters 
  27
  Table 8: Native Quad by Class Level 
  25
  Table 6: Native Quad by CR 
  24
  Table 7: Native Quad by Hit Dice 
  25
  Table 9: Native Quad Other Consideration Factor Points 
  26
  Table 29: Obstacle Phenomena DC by Quad 
  34
  Table 55: OSR Skill Check DC Mapping 
  66
  Table 54: OSR Skills Mapping 
  66
  Table 44: OSR THAC0 Calculations 
  60
  Table 43: P2E Attack Proficiency Bonus Conversion 
  59
  Table 60: P2E Effect Proficiency Bonus Conversion 
  69
  Table 53: P2E Skill Check DC Mapping 
  65
  Table 64: P2E Skill Check DC Mapping 
  71
  Table 52: P2E Skills Mapping 
  65
  Table 42: P2E Standard Action Traits 
  59
  Table 65: P2E Trap DC Mapping 
  71
  Table 76: PFRPG & d20 Conversion Summary 
  76
  Table 78: Poison Conversion Mapping Inventory 
  82
  Table 5: Quick-Quadding Dice Progression 
  23
  Table 4: Quick-Quadding Static-Value Attribute Steps 
  22
  Table 17: Recommended Ability Score Calibration 
  28
  Table 30: Sample Ability Score Conversions 
  39
  Table 31: Sample Armor Class Conversions 
  41
  Table 32: Sample Hit Point Conversions 
  43
  Table 33: Sample Hit Point Conversions for OSR & DCC 
  44
  Table 39: Sense Translations 
  54
  Table 34: Size Conversions Summary 
  48
  Table 20: Spellcasting Ability Score Calibration 
  30
  Table 27: Spellcasting Trinkets by Quad 
  33
  Table 79: Spell Conversion Mapping Inventory 
  88
  Table 15: Templates for Native Advanced Monsters 
  28
  Table 16: Templates for Native Elite Monsters 
  28
  Table 13: Templates for Native Low Monsters 
  27
  Table 14: Templates for Native Moderate Monsters 
  27
  Table 1: Traditional Lookup Table 
  13
  Table 68: Trap Attack Bonus 
  73
  Table 67: Trap Consequence Hit Dice Equivalent 
  72
  Table 35: Type Conversions Summary 
  48
  Table 80: Weapon Conversion Mapping Inventory 
  95
  
  9
  Introduction
  Introduction
  Introduction
  
  10
  Introduction
  Introduction
  Executive Summary
  Executive Summary
  If you read only one part of this Introduction, be sure 
  it’s this:
  This book is not perfect.
  It is an imperfect tool.  It’s meant to help you, not to 
  solve all of your problems without issue or error.
  Even an imperfect tool, though, can be infinitely more 
  useful than no tool at all.  
  True Conversion
  True conversion from one rules system to another is as 
  much art as science.  
  This book presents one form of that science that has 
  been used rigorously tens of thousands of times across 
  tens of thousands of pages of published adventure 
  content.
  That does not mean it’s perfect, or even that it 
  necessarily will result in output that meets your needs.
  Art & Science
  The science of content conversion is largely in the 
  mathematics: how the scalability and numbers of one 
  system map to those of another, and what analogues of 
  certain content may exist “out of the box” and ready to 
  use in a target rules system.
  The art of conversion is much the same as that of 
  adventure design, and running a tabletop roleplaying 
  game: knowing what “feels right” is something that 
  no book is going to be able to exhaustively tell you; it’s 
  an intuition that results from a combination of your 
  personal experiences as a player and a G/DM/judge, 
  as well as the preferences of your particular gaming 
  group.
  The calculus of what is “fun” to you, and your gaming 
  group, is different than that of other gaming groups.  
  Your experiences as a player of these games is 
  different than that of other GMs.  
  And so on.
  Your creativity, your skills, your talents—imagine 
  yourself as a PC!—all add up to what makes your 
  approach to these games.
  And so it is with conversion: you might follow the 
  guidance in this book, and come up with results that 
  feel instantly perfect, ready to use without further 
  modifications, and thrilling for your entire gaming 
  group.
  Or, you might diligently heed these heuristics, and 
  come up with something that needs some serious 
  additional tweaking to have it fit right into your 
  gaming world.
  The 80/20 Rule
  In project management (and many other professional 
  disciplines), there’s something called the “80/20 rule”. 
  Broadly applied, it means that, in general, the vast 
  majority of things come to be as a result of a small 
  minority of the elements involved.
  In retail sales, for example, much of the time, you’ll 
  find that 20% of a company’s products account for 
  80% of its sales.  
  In design, you might have an idea that gets you 80% of 
  the way to your vision.
  In construction, you may use tools that make it easy to 
  get 80% of the job done.
  (In project management, one of my former bosses 
  joked that the first 80% of a project takes 80% of the 
  effort.  The last 20% of a project takes the remaining 
  80% of the effort.  You either get that joke, or are 
  annoyed by it... or both, I suppose.)
  This book is intended to get you at least 80% of the 
  way toward your goal of converting adventure content 
  to your desired rules system.  
  Hopefully it’s more than that, but even if it only gets 
  you halfway there, I’m hopeful that it will be time well 
  spent.
  Supported Rules Systems
  Throughout the tome, you’ll see the phrase “supported 
  rules systems”.  
  This simply means the six rules systems that are 
  discussed in the book, as follows.  I’ve attempted to 
  us color-coding throughout the book as a quick visual 
  guide as well. 
  • • Pathfinder
  Pathfinder
  • • 5E / Fifth Edition (5E)
  5E / Fifth Edition (5E)
  • • Pathfinder Second Edition (P2E)
  Pathfinder Second Edition (P2E)
  
  11
  Introduction
  • • Old-School Revival (OSR)
  Old-School Revival (OSR)
  • • Dungeon Crawl Classics (DCC)
  Dungeon Crawl Classics (DCC)
  • d20 / v3.5 (d20)
  Adventure Content
  Throughout the tome, you’ll see the phrase “adventure 
  content” as well.
  This is an intentionally broad phrase.  It means any 
  and all of the following game elements as they apply to 
  a specific tabletop roleplaying game:
  • Monsters.
  • Special Abilities and Attacks.
  • Characters (NPCs / PCs).
  • Afflicions (poisons, diseases, curses).
  • Spells and Spell-Like Abilities.
  • Weapons.
  • Obstacles and Traps.
  It’s an intentionally incomplete list; obviously, story, 
  plot, and theme are at least as important as the raw 
  numbers that are in a published adventure.  
  But from a game mechanics standpoint, these game 
  elements are a decent starting point to define what we 
  collectively think of as “adventure content”.
  Adventure Content Conversion Theory
  The theory of this book is that each and every thing 
  that falls into one of the categories on that list above 
  can be converted across the supported rules systems.
  Terminology
  In addition to the phrases discussed already, I wanted 
  to address the wording around who runs the game.  In 
  some games, this is the “Dungeon Master” or DM; in 
  others, it’s the “Game Master” or GM; in others, it’s the 
  “judge” or “referee”.
  These terms are used pretty much interchangeably 
  throughout the book.  Usage of one specific term 
  is never intended to refer merely to only the rules 
  system(s) that use that term.  
  So, for example, if an expression says “the GM will 
  want to do X”, it doesn’t just refer to game runners in 
  Pathfinder or P2E; the expression is intended to apply 
  equally to 5E, OSR, and DCC games.
  This is partly laziness, but also because seeing “G/DM/
  judge/referee” constantly throughout the book would 
  get old and annoying pretty quickly.
  What Is This Book?
  What Is This Book?
  This book is intended to be any or all of the following.  
  These are listed in no particular order.  
  • A guide to converting adventure content between 
  the supported rules systems for your own use and 
  running with your own gaming group.
  • A starting point for a more methodical conversion 
  toward the aim of publishing your own adventures.
  • A quick reference for a GM in a crunch, who 
  is looking to adjudicate or reference something 
  without spending a lot of prep time.
  • A tool for the deflection, or perhaps less 
  antagonistically, the satisfaction, of rules lawyers, 
  who may object to certain elements of your 
  converted content, and/or published content that 
  makes use of IGS’ conversion approach.
  • A good example of how to apply these rules to 
  converting monsters across the systems.
  In short, how you use this book is really dependent 
  upon you and your needs as a GM.
  Strengths
  This book is designed to be immensely useful and a 
  huge time-saver for anyone looking to take adventure 
  content from one supported rules system, and make 
  use of it in another.
  Even if you’re not looking to convert content, the 
  discussion and comparison among the six rules 
  systems may be useful as an intellectual exercise.
  It may even be useful as a reference for those wishing 
  to make the leap from one system to another, to 
  determine the biggest differences between those 
  systems.
  Value Disclaimer
  Your mileage may vary.  I know I already said “this 
  book is not perfect”, in giant red letters, but it bears 
  repeating.
  You may read this and immediately conclude that it’s 
  the single most useful and valuable RPG product you’ve 
  ever acquired.  
  You may instead read a few pages of this, and conclude 
  that the author is entirely off his rocker.
  
  12
  Introduction
  As of this writing, I’ve already received several 
  pieces of feedback that correspond to each of these 
  assessments, and a variety in between.  (Though it 
  must be recognized that the vast majority lean toward 
  the “valuable” end of the spectrum.)
  I’m forced to conclude that your reaction to this 
  content is likely to be less an objective commentary on 
  its accuracy and utility, and much more a reflection of 
  your own approach, the needs of your gaming group, 
  and how you may have personally approached the 
  intent of this book in the past.
  Even if you immediately react negatively to one 
  component of this book, I encourage you to keep 
  reading: there may be pieces herein that are still very 
  useful to you.
  What This Book is NOT
  What This Book is NOT
  This book is not a conversion panacea.  
  Effort: It is not an automated tool; much effort will 
  still be required on your part in order to effect a 
  successful conversion from one system to another.
  Sanity Checks: Even after diligently following all of 
  the advice and guidance herein, you will still want to 
  “sanity check” the results obtained.  Seasoned players 
  and GMs alike realize that numbers do not maketh 
  the game, despite games such as Pathfinder being 
  very intensely number-driven.  Check the results and 
  compare against the source content, as well as your 
  own expectations.
  Bestiary: This book contains many hundreds of pages 
  of converted monsters, but it is not intended to be a 
  complete bestiary.  Perhaps obviously, the extensive 
  Aquilae: Bestiary of the Realm tomes are meant to 
  serve this function.
  How To Run a Game: This book isn’t meant to try 
  and teach you how to be a good GM.  There are many 
  other resources that purport to aid in this vein; the 
  closest this book gets is commentary around how to 
  convert content and what might make sense in certain 
  contexts.  While this may help some GMs, it’s a by-
  product of the intent, not the focus of the book itself.
  Content Creation: This tome does not help you design 
  or create your own, brand-new adventure content.  The 
  numerous FlexTale products IGS creates are designed 
  to do this.
  Content Outline
  Content Outline
  This book consists of six sections, as follows:
  • Section 1, beginning on page 9, is the 
  Introduction (this section), and introduces common 
  concepts across the rest of the book’s content (e.g., 
  what Quadded Challenge is). 
   
  • Section 2, which commences on page 20, is How 
  to Quad.   
   
  This section discusses the IGS approach to “Quadded 
  Content”, and produces a detailed heuristic as 
  to how to take one piece of adventure content in 
  Pathfinder and spawn three additional versions of 
  that content, to be used as appropriate across a wide 
  range of PC level and difficulty. 
   
  • Section 3, starting on page 35, is How to 
  Convert.   
   
  This section is the “guts” of the book, and contains 
  separate sections discussing how to convert each 
  and every type of adventure content. 
   
  • Section 4 on page 79 is the Conversion Mapping 
  Inventory.   
   
  This section contains detailed mappings between 
  content in Pathfinder and other systems.  It’s 
  intended as a solid quick reference and an extension 
  to the “How to Convert” section. 
   
  • Section 5 discusses Creating New Quadded 
  Monsters starting with page 100.   
   
  This quick section is a companion to “How to Quad”, 
  and discusses a high-level heuristic on how to create 
  your own monsters using existing monsters as a 
  starting point from a game-mechanics perspective. 
   
  • Finally, Section 6, beginning with page 102, is an 
  Appendix containing several examples of monsters 
  that have been converted using the rules in this book 
  into other rules system formats.
  
  13
  Introduction
  FlexTale
  FlexTale™ is an attempt to make roleplaying game 
  adventure content dynamic and interesting.  A module 
  created using FlexTale is different each time it is run.  
  Treasure, monsters, plot activities, NPC backstories 
  and character arcs, and various actions and plot 
  elements can all 
  occur differently.  
  Differences can 
  occur using the roll 
  of dice, or the GM can simply choose the content that 
  s/he prefers or feels would be most engaging to the 
  play group.
  There are two ways that FlexTale can help make an 
  adventure dynamic: Dynamic Content and Dynamic 
  Plots.
  Dynamic Content
  “Dynamic content” is a FlexTable term that refers 
  to anything in an adventure that can be modified.  
  Whether one NPC is in love with another, or who 
  murdered the vagrant in the alley behind the town 
  pub—FlexTale dynamic content makes it possible to 
  have several explanations or paths through a story.
  Dynamic Content is made possible by something 
  called a FlexTable™.
  FlexTables
  Most roleplaying game resources have tables—lots 
  and lots of tables, in many cases!  Typically, these 
  tables are two-column, or perhaps three-column: 
  you have one column that lists the dice roll result, 
  and you reference that row as the outcome of the 
  randomization.  This is all well and good, but it limits 
  the scenario to that one set of probabilities and 
  outcomes, without accounting for things that happen 
  in the game that you might want to impact those 
  outcomes.
  A Traditional RPG Lookup Table
  “: Traditional Lookup Table” is a typical “what’s in 
  the treasure chest” table that requires rolling a 
   
  d100.  You roll a d100, and then you look up which 
  row your roll falls into, and then you get your single 
  result.  Interesting, to be sure, and it definitely 
  provides for some variability… but the extent of that 
  variability is constant.
  Table 1: Traditional Lookup Table
  D%
  Result
  Description
  01-30
  Nothing
  The treasure chest is 
  empty.
  31-40
  Minor Reward
  1d20 gp and a silver locket 
  worth 5 pp.
  41-80
  Average 
  Reward
  3d12 gp, a gold-hilted 
  dagger worth 10 pp, and 
  two potions of cure light 
  wounds.
  81-
  100
  Major Reward
  2d20 pp, a potion of cure 
  moderate wounds, and a 
  scroll of fireball (CL 12).
  The FlexTable Difference
  A FlexTable is used to do the same thing a normal RPG 
  lookup table does.  What makes FlexTables different is 
  that they have multiple columns to represent dice rolls.  
  Each of the columns represents a different situation or 
  set of conditions under which that column is used to 
  reference the result.  
  This seemingly simple change is used to make all of 
  the following possible:
  • Differences in probabilities for the individual 
  outcomes.
  • “Scalable” monsters and rewards that more 
  appropriately match the level and power of the PCs.
  • Proportional rewards, measured against the 
  strength of a relationship or other conditions.
  • Circumstantial content, restricted to certain 
  conditions or prerequisites.
  “FlexTable 1: Sample Treasure Chest Contents” 
  is the same table we saw earlier, modified to be a 
  FlexTable.
  Contexts
  In the above example, there are now four columns 
  used to indicate the range of the dice roll result.  These 
  columns are referred to as Contexts.  
   Before you roll on a FlexTable like this one, you will 
  have to figure out which Context you should refer to.  
  In the above table, the leftmost column is Context “A” 
  (D%A), the next one is “B”, and so on.  Each Context 
  also indicates the dice to be rolled—in this example, 
  you roll the same dice (d%) in each Context, but in 
  some FlexTables, different dice may be used.
  This straightforward example demonstrates the 
  What is FlexTale?
  What is FlexTale?
  
  14
  Introduction
  following differences in converting a standard table 
  into a FlexTable:
  Different Probabilities: Context C is the most 
  favorable, since it provides a much bigger range 
  of rolls under which you would receive the “Major 
  Reward”.  Context B is the next best, since it, too, 
  expands the range that Context A has.
  Circumstantial Results: In Context D, not only are 
  the favorable outcomes less likely, but there is a fifth 
  result row that is only possible under this Context: 
  “Cursed Reward”.  
  Determining Context: When you are called upon to 
  roll on this FlexTable, the adventure will use some 
  description to make it clear which Context to use.  In 
  the above example, perhaps the Context is determined 
  by how favorable the party’s relationship is with a 
  local wizard… but if the party has fought or slain that 
  wizard, then Context D is used to represent the soured 
  atmosphere.
  Typically, just prior to a FlexTable, adventure content 
  will summarize which Context should be used.  The 
  GM is encouraged to use his/her common sense and 
  judgement in overriding this guidance as she/he sees 
  fit based on the party and how the game is going.  For 
  example, a GM could choose to reference a specific 
  Context even though the prerequisites aren’t met.  She 
  could also choose to simply ignore the table entirely, 
  and force a specific result without even rolling.  
  Experienced GMs should use this power wisely to 
  improve gameplay if necessary; unless you have a 
  specific reason for overruling the recommended use of 
  a FlexTable, you should try to use it as it was intended 
  to be used.
  Here’s an example for the above table, assuming the 
  example of the contents of the treasure chest scaling 
  to the nature of the relationship the party has with the 
  local wizard:
  • 
    Use Context A: 
  If the party’s relationship to the wizard is 
  Unfriendly or Indifferent.
  • 
    Use Context B: 
  If the party’s relationship to the wizard is Friendly.
  • 
    Use Context C: 
  If the party’s relationship to the wizard is Helpful.
  • 
    Use Context D: 
  If the party’s relationship to the wizard is Hostile, 
  or if the party has ever attacked the wizard (or slain 
  her).
  This is an impressive-sounding title, but the goal is 
  quite simple to describe: Let the story be different.  
  FlexTable 1: Sample Treasure Chest Contents
  D%A
  D%B
  D%C
  D%D
  Result
  Description
  01-30
  01-20
  01-10
  01-30
  Nothing
  The treasure chest is empty.
  31-40
  21-50
  21-30
  31-40
  Minor Reward
  1d20 gp and a silver locket worth 5 pp.
  41-80
  51-60
  31-50
  41-45
  Average Reward
  3d12 gp, a gold-hilted dagger worth 10 pp, and two 
  potions of cure light wounds.
  81-100
  61-100
  51-100
  46-50
  Major Reward
  2d20 pp, a potion of cure moderate wounds, and a 
  scroll of fireball (CL 12).
  n/a
  n/a
  n/a
  51-100
  Cursed Reward
  6d6 cp, a rusted dagger (useless in combat), and 
  whomever opens it is struck with a bestow curse spell 
  (CL 8).
  
  15
  Introduction
  Overview, Usability, & Conventions
  Variable Challenge
  Variable Challenge
  One of the things that has frustrated many GMs is that 
  adventures are almost universally designed in this 
  manner: for a specific level of challenge, or at most, 
  a very narrow range of PC levels (e.g., “4th to 6th 
  level”).  
  One might argue that this Variable Challenge concept 
  is at the very heart of Aquilae: Bestiary of the Realm 
  and why it exists in the first place.
  There are many advantages to this approach, not 
  least of which being the guarantee that all challenges 
  (monsters, traps, and NPCs) are calibrated very 
  specifically to that narrow zone of difficulty.
  The drawback, of course, is the narrowness of that 
  range.  GMs wishing to run a module designed for 
  10th-level PCs, for example, are either flat out of luck, 
  or have to do some fairly intensive work to scale the 
  content up or down to better align with the PCs she is 
  playing with.
  The degree to which a particular GM, or even gaming 
  group, enjoys perusing and tweaking game statistics—
  “crunch”, in common parlance—varies, of course.  
  Some GMs love crunch, and spend a majority of their 
  prep time creating and refining their challenges 
  to ensure the crunch is accurate and appropriately 
  challenging.  On the other end of the spectrum are “by 
  the seat of their pants” GMs, who ignore crunch almost 
  entirely, rarely referring to stat blocks lest it distract 
  from the focus of storytelling.  
  This adventure, and in a broader sense, 
  Infinium Game Studio, does not want to judge as to 
  which approach is “better” or “worse”.  What matters 
  is that you have fun and enjoy yourselves!
  However, we do want to make it as easy as possible 
  to play this adventure no matter what level your PCs 
  happen to be.
  Experience Points and 
  Experience Points and 
  Reward Nuggets
  Reward Nuggets
  There are many ways of calculating, dispersing, and 
  accounting for experience points (XP) in a Pathfinder 
  or 5E gaming group.  What follows is a method that 
  I have used over the decades, and it’s been a lot of 
  fun.  Although it may not be for every gaming group—
  your mileage may vary—it’s an interesting spin on 
  traditional methods, and the approach may work for 
  you.  
  Whether this approach works for you or not, however, 
  it’s worth reading through, because all of the Quests in 
  this adventure denote XP awards using this method.
  Quick-Start
  Very, very succinctly, this approach involves the 
  following:
  • Instead of granting XP as a reward, 
  grant   Reward Stars.
  • If using IGS products, you’ll see 
  Reward Stars listed for each Quest.
  • If you’re using non-IGS adventures, 
  rolling your own, or otherwise at a 
  loss, default to   1 Reward Star for 
  each challenge overcome.  (Grant 
  more for more difficult situations, or 
  grant zero for common obstacles.)
  • In between adventures, each PC 
  converts their Reward Stars to 
  standard XP, and levels up as normal.
  • You can switch back and forth 
  between this approach and a 
  traditional XP-based model at any 
  time as you wish.
  Reward Stars and IGS
  Whether this approach works for you or not, it’s worth 
  reading through this approach, if you intend to use any 
  Infinium Game Studio products:  All of the Quests in 
  such material denote XP awards using this method.
  Experience Points and Reward 
  Stars
  There are many ways of calculating, dispersing, and 
  accounting for experience points (XP) in a Pathfinder 
  gaming group.  What follows is a method that I have 
  used over the decades, and it’s been a lot of fun.  
  Although it may not be for every gaming group—
  your mileage may vary—it’s an interesting spin on 
  
  16
  Introduction
  traditional methods, and the approach may work for 
  you. 
  I Want Candy
  In the author’s early days as a GM, I tossed out candies 
  as rewards to the players when their characters did a 
  good job.  Candy could be distributed for defeating a 
  kobold, picking a lock, dodging an attack, convincing 
  the castle guard to look the other way, or any of the 
  ordinary actions whose consequence typically involve 
  experience points.
  However, I also gave out candy for good roleplaying, 
  convincing dialogue, outstanding (or horrid) emulation 
  of accents, meta-jokes about the circumstances of the 
  game that were truly hilarious, suggesting things to 
  me as the GM or other players that took the story in 
  a new direction, or—and I have to be honest, here—
  helping me as a GM.  
  My general rule was, if I forgot a rule, and you pointed 
  it out in a way that didn’t make you seem like a jerk, 
  then you got rewarded.  This could be something as 
  innocuous as reminding me that your elf ranger’s 
  longbow was firing +1 arrows, or as significant as 
  reminding me that a certain piece of equipment 
  granted a reroll to a critically-failed outcome.
  Generally speaking, candy rewards were given out 
  in my games for anything—literally, anything—that 
  made the gaming experience more fun.  Doorbell rings, 
  and the pizza’s here, and your character is tied up in 
  the cyclops’ cave, so you know you won’t be doing 
  anything for a few minutes, and so you go and grab the 
  grub, and tip the delivery guy—that’s worth a candy.  
  Tell a funny joke—that’s worth a candy.  Save the life of 
  your comrade, only to drug him unconscious and use 
  him as a prop, in the manner of Weekend at Bernie’s—
  okay, that’s a little ghoulish, but it’s in charcter, and 
  amazing, so, yeah, that’s three candies right there.
  Candy as XP
  Candy is awesome, though for one of my gaming 
  group, who was a diabetic, it was a controlled and 
  mindful awesomeness.  But even the most free-
  wheeling player wants their character to level up.  I 
  get it.
  At the end of each gaming session, my players would 
  “turn in” their candy wrappers.  Each wrapper 
  represented something gone right, a good deed done—
  and therefore it was converted to XP.  Generally 
  speaking, no matter what the PCs’ levels, no matter 
  what the adventure, 10 candy wrappers meant you 
  advanced to the next level.  If you fell short—let’s say, 
  you only got 6—then it meant you were closer for next 
  gaming session (i.e., 4 needed in this example).  
  As years went on, it became a bit less practical and/
  or healthy to urge my friends to consume at least ten 
  pieces of candy every time we got together, and so the 
  approach was tweaked.  Instead of candy wrappers, 
  gold stars, or spare dice in a particular color, or 
  Warhammer 40,000 figurines.  The point was, you 
  got a token, a “nugget” of reward, which was later 
  converted into XP.
  Rules lawyers hate this method, and I respect that.  
  But even the most hardened min/maxer eventually 
  recognizes that this approach, despite its drawbacks, 
  keeps play flowing quite quickly, and keeps everyone 
  focused on what I believe should be the goal of any 
  roleplaying game session.
  Namely: to have fun!
  Reward Stars: The Formalized Approach
  The following represent opportunities to gain an 
  experience point reward.  Most published adventures 
  describe rewards in terms of these objectives.
  • Defeating monsters and NPCs.
  • Avoiding traps, picking locks, or otherwise 
  overcoming obstacles.
  • Succeeding in skill challenges or checks.
  • Fulfilling other objects in pursuit of a Quest.
  Monsters and NPCs commonly list the XP reward the 
  PCs should obtain for defeating them in combat.  IGS 
  products also list the number of “Reward Stars” 
  players should receive for success.  This is denoted like 
  this: 
    +2.
  Think of a Reward Star as a sugar-free and abstracted 
  version of a piece of candy from the earlier anecdote: 
  players receive one or more most times that they 
  achieve something in the game.
  Locks, traps, and skill checks are typically 
  “quadded”; each level of CR lists a suggested XP 
  reward, but also a number of Reward Stars.
  Quests only list Reward Stars.  This is because Quests 
  should be fun, interesting, and above all, useful to 
  the PCs, but shouldn’t be game-breakingly powerful 
  or ignorably impotent.  A simple delivery quest, for 
  example: what should that be worth?  500 XP?  For 
  a level one character, that can be almost halfway to 
  levelling up; for a level 19 character, that makes for a 
  completely worthless diversion.  Using Reward Stars 
  solves this problem, by automatically scaling the 
  reward to be significant regardless of character level.
  If you follow the approach I’ve used, then at the end of 
  each gaming session (or in between sessions, or at the 
  start of the next session, whatever works best for your 
  schedule), convert the Reward Stars to traditional 
  Experience Points.
  The GM is heavily encouraged to augment the rewards 
  
  17
  Introduction
  documented with additional rewards, for perhaps-less-
  tangible contributions: good jokes, helpful behavior, 
  playing fair and nice, being a good sport, paying for or 
  even just ordering dinner, that sort of thing.
  Such “intangible rewards” should be general in nature: 
  a good, timely joke should be rewarded with a chunk of 
  XP that’s meaningful and helpful to the PC in question, 
  whether they’re level 1 or level 19.
  Stay In Character… Or Else
  In rare cases, or with certain gaming groups, the 
  GM should reserve the right to remove or revoke the 
  Reward Stars a particular player, or the group entire, 
  has earned.
  Such penalties should not be applied in a discouraging 
  manner, or against players who are genuinely trying, 
  but whose luck is simply poor, or for whom things just 
  aren’t working out.  Indeed, successful roleplaying 
  in the face of dire circumstances should be rewarded 
  more!
  Reward Stars should only be revoked if the player 
  is detracting from play, distracting others, making 
  inappropriate jokes not appreciated by the rest of the 
  group, not paying their fair share… or just generally 
  being a jerk.
  Converting Reward Stars to XP
  Each Reward Star represents different XP depending 
  on what your current level is.
  If you’ve assigned Reward Stars to a particular PC, 
  use the character’s current level on the table below to 
  convert to an XP reward.
  On some occasions, you may instead have granted 
  Reward Stars to the party as a whole.  In this 
  scenario, calculate the Average Party Level (APL) as 
  you normally would, and use that on the table below to 
  convert the reward to standard XP.
  If a PC has more than the minimum sufficient Reward 
  Stars to advance in level, they may continue to 
  advance!  In such a scenario, count Stars using the 
  PC’s current level, until they level up.  Any remaining 
  stars are converted to XP using the character’s new 
  level.  In exceptionally rare circumstances—or with 
  exceptionally indulgent GMs!—this may involve a PC 
  levelling up multiple times between sessions, though 
  such power-levelling is generally discouraged.
  Finally, in addition to different methods of determining 
  rewards, gaming groups tend to have different theories 
  as to how rapidly characters should level up.  Slow, 
  average, and fast tracks are shown here, which scale to 
  the corresponding Character Advancement experience 
  point totals in the Pathfinder Core Rulebook and 
  Dungeon Master’s Guide.
  For purposes of Reward Stars, the following standard 
  has been used:
  • Slow advancement requires 15 Reward Stars to 
  advance.
  • Advancement with the Average progression 
  demands 10 Reward Stars per level.
  • Only 5 Reward Stars are needed to advance 
  following the Fast track.
  Table 2: Converting Reward Stars to XP: Pathfinder
  Level, 
  CR, or 
  APL
  Slow
  Avg
  Fast
  1
  200
  200
  260
  2
  300
  300
  400
  3
  433
  400
  540
  4
  600
  600
  800
  5
  800
  800
  1,000
  6
  1,200
  1,200
  1,600
  7
  1,600
  1,600
  2,200
  8
  2,533
  2,400
  3,200
  9
  3,000
  3,000
  4,200
  10
  5,000
  5,000
  6,800
  11
  6,333
  6,500
  8,000
  12
  9,667
  9,500
  13,000
  13
  12,667
  13,000
  17,000
  14
  19,333
  19,000
  26,000
  15
  26,333
  25,500
  35,000
  16
  36,667
  41,000
  50,000
  17
  53,333
  50,000
  70,000
  18
  76,667
  75,000 100,000
  19
  100,000
  105,000 140,000
  20
  n/a
  n/a
  n/a
  
  18
  Introduction
  Table 3: Converting Reward Stars to XP: 5E
  Level or 
  CR
  Slow
  Avg
  Fast
  1
   20 
   30 
   60 
  2
   40 
   60 
   120 
  3
   120 
   180 
   360 
  4
   253 
   380 
   760 
  5
   500 
   750 
   1,500 
  6
   600 
   900 
   1,800 
  7
   733 
   1,100 
   2,200 
  8
   933 
   1,400 
   2,800 
  9
   1,067 
   1,600 
   3,200 
  10
   1,400 
   2,100 
   4,200 
  11
   1,000 
   1,500 
   3,000 
  12
   1,333 
   2,000 
   4,000 
  13
   1,333 
   2,000 
   4,000 
  14
   1,667 
   2,500 
   5,000 
  15
   2,000 
   3,000 
   6,000 
  16
   2,000 
   3,000 
   6,000 
  17
   2,667 
   4,000 
   8,000 
  18
   2,667 
   4,000 
   8,000 
  19
   3,333 
   5,000 
   10,000 
  20
  n/a
  n/a
  n/a
  Converting Existing Gaming 
  Products to the Reward Star 
  Format
  This is pretty simple.  Take anything in the adventure 
  you’re converting that explicitly gives an XP reward.  
  For each such occurrence, consider the value and 
  challenge of the obstacle faced.  Assign a number of 
  Reward Stars based on that.
  It’s suggested that most Quests, obstacles, or 
  challenges probably merit zero, or just   1, Reward 
  Star.  Significant, complex, or time-consuming tasks 
  might justify   1-2 Reward Stars.  Awarding   3 or 
  more Reward Stars should be reserved only for the 
  completion of a major task, an entire-gaming-session 
  challenge, or some other elaborate or truly brutal 
  challenge.
  You can do this on the fly, as well—which might be 
  preferable, really, as it allows you to assign a reward 
  based on how hard the challenge turned out to be 
  for the PCs.  For example, if the Dice Gods are truly 
  not with your players in a given session, what should 
  normally have been a simple encounter with a handful 
  of low-level monsters might have ended up being a 
  horrid, life-threatening affair.  In such circumstances, 
  it doesn’t matter of it was just a group of Giant Rats: 
  chuck some candy at your players, for goodness sake.
  Conclusion
  Some veteran GMs might read this with a slight 
  bemusement, shake their heads, and discard it, moving 
  on with their lives.  In that case, I hope this has served 
  as an interesting diversion.
  Novice GMs, or those who wish to run Infinium Game 
  Studio products in particular, may see some value in 
  this alternate approach.
  In truth, this was written primarily for GMs who have 
  been seeking a means of formalizing… okay, semi-
  formalizing, a reward system that incents not just 
  slaying dragons and looting corpses, but in-character 
  behavior, thoughtful reminders, and just generally 
  speaking, a good time.
  Regardless of which category you might fall into… 
  thanks for reading!  And remember to look for the 
  Reward Stars concept in future Infinium Game Studio 
  products!
  “Quadded” Stat Blocks
  Toward the goal of having an adventure that can be 
  run with PCs of various levels, all NPCs and monsters 
  in this adventure have four separate sets of statistics.  
    These represent iterations of the creature in 
  four distinct scales of challenge.  These scales are 
  referred to, in ascending difficulty, as Low, Moderate, 
  Advanced, and Elite.
    Low-level statistics are the default, and are 
  
  19
  Introduction
  intended for parties of 1st to 4th level PCs.  Typically, 
  the Low CR for a creature will be in the range of 
  fractional, up to 4.  You may see this referred to as 
  “1L”.
    Moderate statistics present a bit more challenge, 
  and are meant for 5th to 8th level PCs.  CRs can be in the 
  range from 4-10.  You may see this referred to as “2M”.
    Advanced creatures give even more of a fight, 
  representing CRs in the range of 10-15, and are meant 
  for adventurers of the same levels.  You may see this 
  referred to as “3A”.
    Elite monsters and NPCs are the most evolved, and 
  present formidable difficulty in the 12-20 CR range.  
  These stat blocks are designed for PCs above 15th level.  
  You may see this referred to as “4E”.
  To avoid confusion, elsewhere in the text outside 
  of the creature’s quadded stat block definition, the 
  statistics referred to are the Low, or default, block.  
  For example, the condensed, “vital stats” block that is 
  shown in red where the NPC or monster is introduced 
  in the adventure uses the Low values.
  Quadded Challenge Blocks
  Skill challenges and checks, traps, poisons, and 
  obstacles sometimes have quadded stat blocks as well.  
  Although nearly all NPCs and monsters have quadded 
  stat blocks, not all other game elements do.  This is 
  intentional.  It represents the reality that although 
  monsters and people might be of advanced difficulty, 
  the city of Berinncorte exists in a typical, average 
  fantasy realm—DC 50 Mythic-caliber locks simply 
  doesn’t exist, let alone on every door in town!
  Below is an example of a door that has a quadded 
  challenge block.  The icons represent the scale of 
  increasing difficulty; from top to bottom, they are 
  Low, Moderate, Advanced, and Elite.
    Locked Secret Wooden Door
    5” thick; Hardness 5; hp 60; Perception DC 16; 
  Break DC 20; Disable Device DC 18
    5” thick; Hardness 5; hp 60; Perception DC 20; 
  Break DC 24; Disable Device DC 22
    5” thick; Hardness 5; hp 60; Perception DC 22; 
  Break DC 26; Disable Device DC 24
    5” thick; Hardness 5; hp 60; Perception DC 24; 
  Break DC 28; Disable Device DC 26
  
  20
  How to Quad
  How to Quad
  How to Quad
  
  21
  How to Quad
  How to “Quad” Adventure Content
  Introduction
  Introduction
  This section contains expansive rules on the mechanics 
  of making sure Pathfinder First Edition adventure 
  content is playable by PCs across a wide range of class 
  levels and difficulty.
  Tried and Tested
  The approach described herein has been used in 
  practice.  A lot.  As in, thousands of times.  
  That’s no typo: Aquilae: Bestiary of the Realm 
  contains 1,600 monsters, each one painstakingly 
  converted into three additional quads.  That’s 4,800 
  complete statblocks, all generated using the guidelines 
  in this section.
  Further to that, however, dozens of other adventure 
  books and GM resources have been created using this 
  “quadding” approach.  
  Imperfection & Sanity Checks
  Is this approach rigorous, comprehensive, and battle-
  tested in the real world?  Absolutely.
  Does it always, in every single possible scenario, 
  produce results that are perfect for use in any possible 
  combination of PCs, in any size adventuring party?  
  No.
  The whole point of traditional, tabletop roleplaying 
  games is that they are limited only by your 
  imagination, and that of the players in your gaming 
  group.  It would therefore be somewhat depressing if 
  a single book, no matter how thoughtful and detailed, 
  were able to universally provide a solution to the 
  problem of how to balance challenge across every 
  possible situation.
  It’s unreasonable to expect any set of challenge-
  calibrating rules to be perfect.  But these guidelines 
  should provide a massive amount of time-saving value 
  in getting you to a point where you can sanity-check 
  the results as they apply to your particular context and 
  needs.
  What is Quadding?
  Quadding is the process of taking a single piece 
  of adventure content, and converting it into three 
  additional iterations, with the goal of having a set of 
  four complete elements of adventure content that can 
  be used in a wide range of difficulty levels.  These four 
  “quads” correspond to the difficulty bands discussed 
  earlier in the book, that all Infinium Game Studio 
  FlexTale products adhere to.
  What follows is precisely the approach IGS uses when 
  developing adventure content for its own published 
  books, and has been tested and employed in thousands 
  of cases.
  Terminology
  There are several terms thrown around in this section, 
  in this book, and in IGS products in general, that may 
  merit some explicit discussion, as follows.
  • Quad or Difficulty Band:  
  One of four difficulty bands (Low, Moderate, 
  Advanced, and Elite), representing a wide range of 
  corresponding PC/party level and overall challenge.  
  These two terms are used interchangeably.
  • Native Form: 
  The complete statblock and profile of a creature as 
  represented in published, non-IGS materials.
  • Native Quad: 
  The Quad or Difficulty Band that a creature’s Native 
  Form most closely aligns to.
  • Created Quad: 
  A creature profile that is generated using the rules 
  in this section to create a version of that creature 
  that is more appropriate for a different level of 
  difficulty (either more, or less, powerful than its 
  Native Form).
  • Quadding: 
  The process of using the guidelines and tools in 
  this section to create three additional complete 
  statblocks for a Pathfinder creature published using 
  a traditional approach.
  Why to Use
  You can use this approach to take a single monster, 
  and make it usable with your gaming group, no matter 
  what their level and composition.
  If you’re interested in publishing your own adventure 
  content in alignment with the Quadded Difficulty 
  approach that IGS employs, this approach makes the 
  process very straightforward and easy.
  Finally, for those who intend to take Pathfinder First 
  Edition content and make it playable in other rules 
  systems at any difficulty band, quadding existing 
  content is an essential prerequisite in this process.
  
  22
  How to Quad
  A Starting Point
  As with everything else in this book, these rules to 
  “quad” adventure content should be used as a starting 
  point.  Everything you do as a GM should be filtered 
  through your own experiences and preferences, and of 
  course through the desires and personalities of your 
  gaming group.
  In addition, when quadding content, keep in mind that 
  what you come up with might still be very challenging, 
  or far too easy, for a given range of PC levels.  
  In short, these rules and this book entire is meant as a 
  starting point, not as an absolute to adhere to.
  Easy Quadding with FlexTale 
  Encounter Generator
  Although most of the discussion in this section is 
  around monster content, it also covers traps, obstacles, 
  poisons, and other content.
  For an even easier approach to these concepts, 
  you may wish to consider the FlexTale Encounter 
  Generator (FTEG) products, which employ much of the 
  conversion rules used herein to produce a huge array 
  of converted, quadded content.
  FTEG’s hundreds of tables also make it quick and easy 
  to generate new adventure content, automatically 
  converted to the rules systems supported in this book, 
  and without going through the elaborate but easy to 
  use conversion process described in this book.
  Quick Quadding in Any 
  Quick Quadding in Any 
  Rules System
  Rules System
  You may not have the rulebooks close to hand, may not 
  be familiar enough with Templates and the impact of 
  other modifications to feel comfortable recognizing 
  every little change and nuance that the more complex 
  approach below makes possible.
  Or, you may be using a rules system that is not 
  Pathfinder First Edition.  Or, you might just not have a 
  great deal of time.
  The following “Quick Quadding” approach can be used 
  to swiftly take any creature, in any fantasy RPG rules 
  system, and quickly generate a version of it that is 
  more appropriate for your level of difficulty.
  This approach is so quick and easy to use, the author 
  has even used it in realtime during a gaming session to 
  convert monsters even as the PCs are fighting them!
  Quick Step 1: Determine Up or 
  Down
  You can refer to “Step 1: Determine the Creature’s 
  Native Quad” in the more complex quadding rules 
  below for a more thorough discussion of this step.  
  However, the essential thing right off the bat is to 
  determine very quickly whether you need to make the 
  creature more powerful, or less powerful.  
  This will inform every other step you take to quickly 
  convert it to another level of difficulty.
  Stepping Up and Down
  Most of the changes discussed in this “quick quadding” 
  section rely on “stepping up” or “stepping down” 
  values or ranges in the creature’s stat block as-is.
  Simply put, to make a creature more difficult, you step 
  values up.  To weaken it, you step values down.
  There are two types of numeric values that merit 
  stepping up or down: static values, and dice ranges.
  Static Values
  A static value is a numerical attribute for a creature 
  that does not change during combat, or from use to 
  use.  Hit Dice, Ability Scores, Armor Class, and the DC 
  of its abilities all fall into this category.
  The table below is a VERY high-level, quick-and-dirty 
  guide as to how to step static values up and down.
  Table 4: Quick-Quadding Static-Value Attribute Steps
  Value
  Step Up
  Step Down
  Ability Score
  +4
  -2
  Armor Class
  +3
  -2
  Difficulty Class 
  (DC)
  +3
  -2
  Other
  +2
  -1
  Dice Ranges
  Unlike static values, a creature’s dice ranges change 
  from use to use.  Hit points and damage are the values 
  most commonly associated with this type of numeric 
  
  23
  How to Quad
  attribute.
  To step dice range values up or down, you must apply 
  changes separately to the two components possible in 
  a dice range expression: dice rolls, and modifiers.
  Modifiers are not always present in a dice range 
  expression, and come after the dice roll component.  In 
  the expression “2d6+8”, for example, the modifier is 
  +8.
  To step modifiers up and down, simply treat them 
  like static values, and use the Quick-Quadding Static-
  Value Attribute Steps table above to make a change.
  Dice Rolls are the core of a dice range expression: 
  2d6, 4d20, and so on.  This is the component of the 
  expression that generates randomness. 
  To step dice rolls up or down, you can make one or two 
  changes.
  For values that are already large, e.g., 6d12, 8d8, 
  and so on, you can change BOTH the number of dice 
  rolled AND the size of the dice used.  Treat the number 
  of dice rolled as a Static Value, and use the Quick-
  Quadding Static-Value Attribute Steps table above to 
  make an adjustment.
  For smaller dice range expressions, you can use 
  the standard dice progression table below, which is 
  common to many tabletop roleplaying games.
  Table 5: Quick-Quadding Dice Progression
  1
  3d8
  1d2
  4d6
  1d3
  4d8
  1d4
  6d6
  1d6
  6d8
  1d8
  8d6
  1d10
  8d8
  2d6
  12d6
  2d8
  12d8
  3d6
  16d6
  Complex Quadding in 
  Complex Quadding in 
  Pathfinder
  Pathfinder
  This is the approach that is assumed in this section’s 
  description.  
  Manually quadding adventure content means taking 
  the Pathfinder content, referencing the appropriate 
  section in this book, and generating three additional 
  iterations of that content, one at a time.
  Using Tools
  Everything described herein, you can perform by 
  hand, of course, using pencil and paper and dice and 
  rulebooks.
  However, you may be able to speed things up 
  considerably by using one or more character-design 
  tools.  
  PcGen is the tool that was used by IGS to develop the 
  majority of Aquilae: Bestiary of the Realm content.  
  It’s free, it contains OGL-licensed rules and content for 
  nearly everything Paizo and others have published for 
  Pathfinder, and it’s relatively easy to use.
  The disadvantage, if you can call it that, of using 
  these tools is that they are typically designed around 
  character (PC or NPC) design.  PcGen contains rules 
  for hundreds of monsters as well, however.
  There are other character design tools as well; any 
  combination of tools you feel comfortable with should 
  be employed to save time and ensure adherence to the 
  rules.
  Those proficient in Google Sheets or Microsoft Excel 
  can easily and quickly develop tools for their own use.
  Finally, those with more extreme ambition can develop 
  programs that will automate a great deal of the 
  mechanics involved.
  Time Commitment
  Depending on your familiarity with the approach, the 
  tools you are using, and your overall comfort with 
  the rules, quadding a monster can take as little as 5 
  minutes.
  Typically, quadding other types of adventure content 
  takes even less time due to the relative complexity of 
  monsters versus all other content.
  Quadding Monsters & 
  Quadding Monsters & 
  NPCs
  NPCs
  To start, it’s important to recognize that there is a 
  fundamental difference between monsters and NPCs.  
  Both are creatures, in that they have a standard profile 
  consisting of Ability Scores, saves, skills, attacks, and 
  so on.  Each type of creature may have special attacks, 
  special abilities, immunities, resistances, feats, and 
  
  24
  How to Quad
  other unusual characteristics.
  In this sense, monsters and NPCs are similar, in that 
  their mechanical attributes, or crunch, are largely 
  identical.  It’s  how this crunch is used that forms the 
  major distinguishing characteristic.
  Simply put, a monster is a creature whose primary 
  purpose is fighting the PCs.  They may or may not 
  have a language, and the PCs may or may not be able 
  to communicate effectively with it.  It may even be 
  possible for the party to talk their way out of combat 
  with the monster.  The difference is not how things 
  resolve or turn out; what makes a monster a monster 
  is its role in the adventure: monsters are for combat.
  An NPC is also a creature, and can even be monstrous.  
  One of its intended purposes, however, is as a social 
  encounter.  This can involve conversation, sharing 
  information, leading the party somewhere, giving 
  them a quest, skill checks, and so on.  It can also be 
  the case that an NPC turns hostile, and/or is attacked 
  by the PCs.  NPCs can even fuel a great deal of combat 
  with the party; what makes them NPCs as opposed to 
  monsters, however, is that at least some part of the 
  reason for their existence is intended to be social.
  Quadding Differences: NPCs vs. 
  Monsters
  Why do you care?  Why does this distinction between 
  an NPC and a monster matter?
  The simple answer is in the approach used to fuel 
  the biggest single change to the creature’s profile: 
  Monsters change their Hit Dice, and NPCs change their 
  Class Levels.
  See below for more details.
  Core Rules Required
  As a side note, the following description assumes 
  familiarity with, and access to, the Pathfinder Core 
  Rulebook.  The changes introduced below will have, by 
  design and intent, a significant effect on many of the 
  creature’s statistics.  
  It is beyond the scope of this book to reiterate the 
  impact of these changes on a creature’s mechanics.  
  Please refer to the Pathfinder Core Rulebook for a 
  thorough description of the impact of these changes.
  Approach Outline
  • 1: Determine the creature’s “native quad”.
  • 2: Add/remove monster Hit Dice and/or 
  Class Levels.
  • 3: Add Size and/or Advanced Templates if 
  appropriate.
  • 4: Adjust Ability Scores if appropriate.
  • 5: Add/remove Feats.
  • 6: Select/remove Spells as appropriate for 
  the creature’s new configuration.
  • 7: Configure the creature’s Equipment, if 
  appropriate.
  • 8: Impose Handicaps, if deemed 
  appropriate.
  Step 1: Determine the Creature’s 
  Native Quad
  A monster’s native quad is the quadded difficulty band 
  that it is most appropriate for in its unaltered format.  
  Each monster as presented in Pathfinder can be 
  evaluated as belonging to one and only one quadded 
  difficulty band “out of the box”, so to speak, before you 
  perform any changes to it.
  This evaluation tends to be fairly straightforward, and 
  can be performed in just a few seconds.
  By CR
  This is the easiest method, but it relies upon the 
  Challege Rating information being accurate.  
  Home-brewed, or third-party, monsters may have 
  unreliable CRs.  In those scenarios, you are strongly 
  encouraged to consider at least one additional method 
  below to evaluate the creature’s native quad.
  Table 6: Native Quad by CR
  CR
  Suggested Native Quad
  <2
    Low
  Consider additional handicaps.
  2-4
    Low
  Use as-is.
  4-5
    Moderate
  Consider additional handicaps.
  6-8
    Moderate
  Use as-is.
  
  25
  How to Quad
  CR
  Suggested Native Quad
  9-10
    Advanced
  Consider additional handicaps.
  11-12
    Advanced
  Use as-is.
  13-15
    Elite
  Consider additional handicaps.
  16+
    Elite
  Use as-is.  
  By Hit Dice
  When you do not trust the accuracy of a creature’s CR, 
  or feel as though its CR does not entirely do justice to 
  the Native Quad in which that value would place the 
  creature, you can also evaluate the creature’s Hit Dice.
  Barring these circumstances, you can also use a 
  comparison against the table below as a “sanity check” 
  for the creature’s determined Native Quad using CR.
  Table 7: Native Quad by Hit Dice
  HD
  Suggested Native Quad
  <4
    Low
  Consider additional handicaps.
  5-6
    Low
  Use as-is.
  7-9
    Moderate
  Consider additional handicaps.
  10-11
    Moderate
  Use as-is.
  12-14
    Advanced
  Consider additional handicaps.
  15-16
    Advanced
  Use as-is.
  17-19
    Elite
  Consider additional handicaps.
  20+
    Elite
  Use as-is.  
  By Class Levels
  NPCs gain their Hit Dice by having Class Levels.  
  Generally speaking, Class Level advancement offers 
  a great deal more power than merely adding Hit Dice 
  does, so the mapping of number of Class Levels to 
  Quad is slightly different than the mapping above for 
  Hit Dice to Quad.
  Use the table below to determine an NPC’s Native Quad 
  based on their Class Levels.
  For monstrous creatures who also have Class Levels, 
  use the creature’s total Hit Dice (monster HD + Class 
  Levels), and use the table below.
  Table 8: Native Quad by Class Level
  Class 
  Levels
  Suggested Native Quad
  1-2
    Low
  Consider additional handicaps.
  3-4
    Low
  Use as-is.
  5-6
    Moderate
  Consider additional handicaps.
  7-9
    Moderate
  Use as-is.
  10-12
    Advanced
  Consider additional handicaps.
  13-14
    Advanced
  Use as-is.
  15-16
    Elite
  Consider additional handicaps.
  17+
    Elite
  Use as-is.  
  Other Factors
  When setting a monster’s Native Quad, consider 
  other factors as well.  What are the monster’s special 
  abilities?  How formidable is this creature on its 
  own?  How threatening is it in combination with other 
  creatures?
  This type of evaluation is much more art than science, 
  and in truth, relies heavily upon your experience as 
  a GM and what you have seen firsthand in combat 
  encounters.
  To impose some degree of rigor and mechanic on the 
  
  26
  How to Quad
  evaluation, however, consider the following approach: 
  • 1: Count Factor Points using the table 
  below.
  • 2: For every 4 Factor Points that result 
  from the total computed, consider adjusting 
  the Native Quad of the monster by one 
  band.
  So, for example, if you evaluate a monster as having 
  a Native Quad of 
    Moderate, but then calculate a 
  total of 6 Factor Points below, consider making that 
  monster an 
    Advanced quad instead.
  Similarly, if your initial interpretation is that the 
  creature should have a Native Quad of 
    Elite, but 
  then compute -5 Factor Points below, then perhaps it 
  should instead be an 
    Advanced creature.
  Table 9: Native Quad Other Consideration Factor Points
  Factor 
  Points
  Creature Feature
  -3
  Creature lacks any special abilities.
  -2
  DCs for creature’s abilities is unusually 
  low (i.e., less than its Hit Dice plus 10).
  -1
  Creature has only a single attack.
  -1
  Creature has a vulnerability or 
  weakness (stacks; count this per distinct 
  vulnerability or weakness).
  +1
  Creature can make more than 2 attacks 
  per round.
  +1
  Creature can cast spells, or produce one 
  or more spell effects (e.g., spell-like 
  abilities). 
  (Stacks with other spellcasting Factor Point 
  modifiers.)
  +1
  Creature can cast at least 4th-level spells. 
  (Stacks with other spellcasting Factor Point 
  modifiers.)
  +1
  Creature can cast at least 7th-level spells, 
  or produce spell effects with a CL of at 
  least 8.  
  (Stacks with other spellcasting Factor Point 
  modifiers.)
  +1
  Creature can cast at least 8th-level spells, 
  or produce spell effects with a CL of at 
  least 12.  
  (Stacks with other spellcasting Factor Point 
  modifiers.)
  +1
  Creature can cast 9th-level spells, or 
  produce spell effects with a CL of at least 
  16.  
  (Stacks with other spellcasting Factor Point 
  modifiers.)
  Factor 
  Points
  Creature Feature
  +1
  Creature has one or more area-effect 
  attacks or abilities (do not include spells 
  or spell-like abilities).
  +1
  Creature has an AC above 30.
  Step 2: Add Monster Hit Dice and/
  or Class Levels
  This is by far the single most influential change you 
  can make to a monster to change its overall level of 
  difficulty and thus its Quad.
  Mechanically, you add 4 monstrous Hit Dice or Class 
  Levels to a creature to elevate it by one Difficulty 
  Quad.  Similarly, you subtract 4 HD or levels to reduce 
  it by one Quad.
  Generally speaking, there is a mapping between a 
  creature’s Hit Dice and/or Class Levels, and its Quad.  
  This mirrors the approach used earlier in determining 
  a creature’s Native Quad.
  Use the table below to determine the right number of 
  Hit Dice and/or Class Levels for a monster within each 
  Quad.  
  Use the creature’s normal, unmodified Hit Dice 
  or Class Levels as the starting point for these 
  determinations. For example, a creature who naturally 
  has 11 Hit Dice would probably have a Native Quad of 
  Moderate.  The Low version of that monster would 
  have 7 Hit Dice, and the Advanced version would have 
  15, and the Elite version would have 19 Hit Dice as a 
  result of these modifications.
  Table 10: Hit Dice / Class Levels by Quad Band
  Quad Band
  Hit Dice
  Class 
  Levels
    Low
  Up to 6
  Up to 4
    Moderate
  7-11
  5-9
    Advanced
  12-16
  10-14
    Elite
  17+
  15+
  Capping Uber-Monsters
  The exception to this “4 hit dice = one quad” calculus 
  
  27
  How to Quad
  is when discussing truly formidable creatures, those 
  with more than 18 Hit Dice natively.
  Such monsters, perhaps obviously, will always have a 
  Native Quad of Elite, if you use the approaches above.  
  To reduce them to an Advanced creature suitable for 
  that difficulty band, you will likely have to reduce the 
  creature’s Hit Dice by more than 4.
  As a general guideline, it’s unreasonable to place too 
  big a monster in front of PCs of a certain difficulty 
  band.  To avoid this, consider the following suggested 
  absolute maximums for Hit Dice and Class Levels when 
  reducing Uber-Monsters.
  To use this table in practice, make sure you strip away 
  Hit Dice and/or Class Levels from the monster in 
  quantities to make sure the resulting versions of it fall 
  within the maximums for each difficulty band.
  Table 11: Maximum Hit Dice for Uber-Monsters
  Quad Band
  Max Hit 
  Dice
  Max Class 
  Levels
    Low
  8
  6
    Moderate
  16
  12
    Advanced
  25
  14
    Elite
  no limit
  no limit
  Creating Uber-Monsters
  You can also consider giving uber-monsters respect, 
  and “capping” the Native Quad of all monsters at 
  Elite.  This allows you to create some truly unbridled, 
  unhinged, and formidable beasts at the Elite level of 
  difficulty!
  For example: consider a Manitou, courtesy of the 
  Pathfinder Bestiary 4 (see OGL license in Appendix 
  for credits).  In the form published, it is a 19 Hit Dice 
  Outsider.  Using the tables above, this would make it 
  an Elite creature natively.
  However, Aquilae: Bestiary of the Realm counts its 
  Native Quad as Advanced.  This means its Elite form 
  is a 23 Hit Die monster with the Advanced and Giant 
  templates... truly, a dire foe!
  If you wish to take this approach, you can use the 
  following table to guide your Hit Dice and Class Level 
  changes.
  Table 12: Hit Dice for Creating Uber-Monsters
  Quad Band
  Max Hit 
  Dice
  Max Class 
  Levels
    Low
  12
  8
    Moderate
  20
  12
    Advanced
  28
  16
    Elite
  no limit
  no limit
  Step 3: Apply Templates
  Next, apply one or more standard Pathfinder 
  Templates as needed.
  These offer a number of valuable changes to ensure 
  appropriate difficulty, but the absolutely essential 
  changes are those affecting damage for natural 
  attacks, Strength, and Constitution.
  Table 13: Templates for Native Low Monsters
  Quad Band
  Template(s)
    Low
  none
    Moderate
  none
    Advanced
  Advanced
    Elite
  Advanced, Giant
  Table 14: Templates for Native Moderate Monsters
  Quad Band
  Template(s)
    Low
  Young
    Moderate
  none
    Advanced
  Advanced
    Elite
  Advanced, Giant
  
  28
  How to Quad
  Table 15: Templates for Native Advanced Monsters
  Quad Band
  Template(s)
    Low
  Young
    Moderate
  Young
    Advanced
  none
    Elite
  Advanced, Giant
  Table 16: Templates for Native Elite Monsters
  Quad Band
  Template(s)
    Low
  Young
    Moderate
  Young
    Advanced
  none 
  If the creature’s native profile 
  is truly formidable, consider 
  applying Young.
    Elite
  none 
  If you are using the “Creating 
  Uber-Monsters” option 
  described earlier, apply 
  Advanced and Giant.
  Step 4: Adjust Ability Scores
  This is an optional step, but it can help ensure 
  appropriate difficulty.
  The other modifications made to this point affect most 
  combat-useful aspects of a monster, but depending on 
  the creature’s starting point, it may have resulted in 
  too weak or too strong for a given quad.
  What to Calibrate, When
  Keep in mind that as with everything else in this 
  book, the table is not a one-size-fits-all mandate; use 
  common sense.  If a creature relies on ranged attacks, 
  make sure its Dexterity (and corresponding changes 
  to ranged attack bonuses) is appropriate; similarly, 
  melee-focused brutes should have their Strength 
  calibrated.
  Most combat focuses on physical attacks, and the 
  DC of many special abilities is linked to a creature’s 
  Constitution.  Generally speaking, you are likely 
  safe avoiding ability score changes for Intelligence, 
  Wisdom, and Charisma for creatures that lack 
  spellcasting capabilities.
  If you’re not sure what score(s) to calibrate, read 
  through the creature’s description.  Any special ability 
  or spell whose DC scales with a certain ability score 
  should receive calibration, and at a minimum, either 
  Strength or Dexterity should be calibrated.
  Constitution should always be calibrated, except for 
  intentionally-weak monsters.
  The table below summarizes when you should, and can 
  avoid, calibrating Ability Scores for a given monster.
  Table 17: Recommended Ability Score Calibration
  When to Calibrate
  STR
  All melee-focused monsters
  DEX
  All monsters with 1 or more ranged attacks
  CON
  All monsters except Minions (i.e., 
  intentionally weak)
  INT
  Monsters with spellcasting from an INT-
  focused discipline (e.g., Wizard spells), and/
  or those with abilities whose DC is linked to 
  INT
  WIS
  Monsters with spellcasting from an WIS-
  focused discipline (e.g., Cleric spells), and/or 
  those with abilities whose DC is linked to WIS
  CHA
  Monsters with spellcasting from an INT-
  focused discipline (e.g., Sorcerer spells), and/
  or those with abilities whose DC is linked to 
  CHA
  How to Calibrate
  Use the table below as a guide as to a creature’s 
  appropriate ability scores for a given quad.  
  Note that if you have determined that you do not need 
  to calibrate a given ability score, you can safely ignore 
  the suggestions below.
  Table 18: Ability Score Calibration Ranges by Quad
    Low
    Mod.
    Adv.
    El.
  STR
  8-12
  10-16
  12-20
  14+
  DEX
  8-12
  10-16
  12-20
  14+
  CON
  4-16
  8-20
  10-24
  16+
  INT
  10-18
  12-22
  16-26
  20+
  WIS
  10-18
  12-22
  16-26
  20+
  CHA
  10-18
  12-22
  16-26
  20+
  
  29
  How to Quad
  Step 5: Adjust Feats
  Either by virtue of having received changes to their 
  monstrous Hit Dice, and/or from having received 
  changes to Class Levels, most monsters will need some 
  tweaking of their Feats.
  Perhaps even moreso than with other changes to a 
  creature, which Feats are added or removed are very 
  much subjective.  Which Feats make sense for a given 
  monster are a function of their combat role, their 
  abilities, and even how you as a GM intend to use them 
  in an adventure.  
  Removing Feats
  Although the lists below were created from the 
  perspective of having feats added to creatures as part 
  of elevating their difficulty band, they are also useful 
  in terms of prescribing which feats to remove when 
  knocking a monster down from one quad to a lower 
  one.
  Common Feat Adjustments
  There are some common Feats that are inherently and 
  nearly ubiquitously helpful in enhancing the combat 
  abilities of a creature, depending on its role.
  These feats are documented in a table below.  The list 
  is by no means intended to be a complete listing, but 
  can be a useful starting point.
  This table references Combat Role terms created by 
  and defined in the FlexAI Guidebook and Aquilae: 
  Bestiary of the Realm.  For convenience, a general 
  description of these has been provided as well.
  Table 19: Common Feat Adjustments
  Creature 
  Focus / 
  Behavior
  Common Feats
  Brute  
  (Melee combat)
  Combat Expertise; Power Attack; 
  Improved Natural Attack; Weapon 
  Focus; Bloody Assault; Cleave; 
  Cleaving Finish; Improved 
  Cleaving Finish; Great Cleave; 
  Dazing Assault; Furious Focus; 
  Dreadful Carnage; Improved Bull 
  Rush; Bull Rush Strike; Greater 
  Bull Rush; Improved Overrun; 
  Charge Through; Greater Overrun; 
  Pushing Assault; Stunning Assault
  Creature 
  Focus / 
  Behavior
  Common Feats
  Soldier  
  (Melee combat)
  Combat Expertise; Power Attack; 
  Improved Natural Attack; Weapon 
  Focus; Improved Trip; Greater 
  Trip; Combat Reflexes; Critical 
  Focus; Bleeding Critical; Blinding 
  Critical; Crippling Critical; Critical 
  Mastery; Deafening Critical; 
  Sickening Critical; Staggering 
  Critical; Stunning Critical; 
  Improved Critical; Toughness; 
  Vital Strike; Devastating Strike; 
  Improved Devastating Strike; 
  Improved Vital Strike; Greater 
  Vital Strike; 
  Artillery  
  (Ranged 
  combat)
  Point-Blank Shot; Clustered Shot; 
  Precise Shot; Far Shot; Impact 
  Critical Shot; Bullseye Shot; 
  Focused Shot; Improved Precise 
  Shot; Pinpoint Targeting; Rapid 
  Shot; Manyshot; Snap Shot; 
  Improved Snap Shot; Greater Snap 
  Shot; Shot on the Run; Mobility; 
  Parting Shot; Weapon Focus; 
  Improved Natural Attack; Opening 
  Volley; 
  Controller 
  (spellcasting)
  Spell Focus; Greater Spell Focus; 
  Arcane Blast; Arcane Strike; 
  Dispelling Critical; Combat 
  Casting; Uncanny Concentration; 
  Spell Specialization; Greater Spell 
  Specialization; Spell Penetration; 
  Greater Spell Penetration; Spell 
  Perfection; [All Metamagic Feats]
  Lurker  
  (surprise)
  Improved Steal; Greater Steal; 
  Death from Above; Alertness; 
  Uncanny Alertness; Improved 
  Initiative; Stealthy; 
  Skirmisher 
  (mobility)
  Improved Reposition; Greater 
  Reposition; Repositioning Strike; 
  Mobility; Dodge; Nimble Moves; 
  Acrobatic Steps; Agile Maneuvers; 
  Blind-Fight; Improved Blind-
  Fight; Greater Blind-Fight; 
  Improved Feint; Disengaging 
  Feint; Greater Feint; Sidestep; 
  Improved Sidestep; Spring Attack; 
  Whirlwind Attack; Fleet; Improved 
  Initiative; Lunge; Light Step; Run; 
  Step Up; Following Step; Step Up 
  and Strike; Strike Back; Weapon 
  Finesse; 
  
  30
  How to Quad
  Creature 
  Focus / 
  Behavior
  Common Feats
  Leader 
  (elite 
  capabilities)
  Deceitful; Combat Expertise; 
  Persuasive; Voice of the Sybil; 
  Plus any of the feats from other 
  categories, depending on the 
  nature of the abilities of the 
  Leader
  Step 6: Adjust Spells
  Elevating a creature who can natively cast spells, and 
  whose Native Quad is Advanced or lower, generally 
  means that the creature gains additional spells, or at 
  the very least, that the spellcasting abilities that they 
  natively possess should grow more potent.
  For creatures with a native spellcasting capability, 
  follow the steps below to bring their talents up to 
  speed for elevated quads.
  Linked Ability Score Calibration
  First, revisit Step 4: Adjust Ability Scores, above.  
  Identify the Ability Score that corresponds to the 
  spellcasting ability the creature possesses.  Generally, 
  this will be Intelligence or Charisma for Arcane 
  abilities, or Wisdom for Divine abilities.
  Make sure that this Ability Score has received a boost, 
  or has been reduced, for the Quad you are working on, 
  as a result of the process used thus far.  If it has NOT 
  yet received an adjustment, consider changing it.
  Table 20: Spellcasting Ability Score Calibration
  Native 
  Quad
  Target Quad
    Low
    Mod.
    Adv.
    El.
    Low
  n/a
  +4
  +8
  +12
    Mod.
  -4
  n/a
  +4
  +10
    Adv.
  -6
  -4
  n/a
  +6
    Elite
  -8
  -6
  -4
  n/a
  This is more art than science, but as a general rule, 
  you should calibrate a creature’s spellcasting Ability 
  Score(s) so that the DC of their cast spells falls roughly 
  within the ranges below, by quad:
  Table 21: Expected Spellcasting DCs
  Quad
  Spellcasting DC Range
    Low
  10-14 + Spell Level
    Mod.
  12-16 + Spell Level
    Adv.
  14-24 + Spell Level
    Elite
  18-30+ Spell Level
  Spell-Like Abilities
  Note that this step focuses on true spellcasting 
  abilities—divine, arcane, or other—and not merely 
  on spell-like abilities.  Spell-like abilities should 
  automatically elevate and calibrate to some extent 
  based on the steps performed above.
  You may wish to sanity-check the DCs of a creature’s 
  spell-like abilities; if they have not changed for other 
  created quads as a result of the steps performed above, 
  you may wish to forcibly calibrate the Ability Score(s) 
  linked to the DC of the spell-like abilities.
  Non-Native Spellcasters
  For creatures that lack spellcasting abilities in their 
  native form, you can usually safely skip this step.  
  However, you may still wish to consider cases where 
  a creature with a Native Quad of Low or Moderate has 
  been elevated to a point in Advanced or Elite difficulty 
  where it may make sense for them to gain spellcasting 
  abilities.  In particular, consider adding spellcasting 
  abilities (and, thus, spells known/prepared) to 
  Controllers and Leaders, even if they lack such abilities 
  in their native forms.
  This scenario may also apply to NPCs whose native 
  class levels do not yet grant spellcasting abilities, but 
  those classes do begin to grant such abilities later in 
  levels.  For example, an NPC who natively is a 2nd-
  level Paladin may gain spellcasting abilities as they 
  receive additional class levels.
  Step 7: Adjust Equipment
  For creatures who do not possess any equipment in 
  their native forms, you can consider skipping this step.
  For any creature who, in its native form, possesses 
  arms or armor, or other items, you should consider 
  adjusting their equipment using the following rules.  
  This statement applies regardless of whether the 
  
  31
  How to Quad
  creature possesses one or more class levels in its 
  native form.
  Equipment Types
  Generally speaking, you can break down equipment 
  into the following categories:
  • Armor: Includes light armor, medium armor, and 
  heavy armor.
  • Shield: Includes bucklers, small shields, heavy 
  shields, and tower shields.
  • Melee Weapons: Includes light, martial, and exotic 
  weapons.
  • Ranged Weapons: Includes bows, crossbows, and 
  thrown weapons.
  • AC Trinkets: Any ring, bracer, amulet, cloak, or 
  other non-hand “body slot” item that grants a bonus 
  to AC (includes deflection, insight, natural, and 
  other types).
  • Skill Trinkets: Any ring, bracer, amulet, cloak, or 
  other non-hand “body slot” item that grants a bonus 
  to one or more Skills (includes deflection, insight, 
  natural, and other types).
  • Spellcasting Trinket: Includes wands, rods, staves, 
  and also any ring, bracer, amulet, cloak, or other 
  non-hand “body slot” item that allows the wearer or 
  user to cast spells.
  Gaining Equipment
  Any creatures with Class Levels—either natively, or 
  as a result of your chosen approach to elevating their 
  quads—might reasonably benefit from equipment, even 
  if they do not possess any in their native forms.
  For such creatures, consider giving them equipment as 
  most benefits their approach to combat.
  The following table summarizes some general 
  recommendations for what kinds of equipment to give 
  to creatures with class levels:
  Table 22: Equipment Gains for Classed Creatures
  Creature 
  Focus / 
  Behavior
  Gained Equipment 
  Recommendations
  Brute  
  (Melee combat)
  • Martial / Exotic Melee 
  Weapon;
  • Medium Armor
  Creature 
  Focus / 
  Behavior
  Gained Equipment 
  Recommendations
  Soldier  
  (Melee combat)
  • Medium/heavy armor; 
  • Shield;
  • Martial / Exotic Melee 
  Weapon
  Artillery  
  (Ranged 
  combat)
  • Light armor;
  • Ranged weapon
  Controller 
  (spellcasting)
  • AC Trinket;
  • Ranged weapon;
  • Spellcasting Trinket
  Lurker  
  (surprise)
  • Skill Trinket;
  • Light Melee Weapon
  Skirmisher 
  (mobility)
  • Skill Trinket;
  • Ranged weapon;
  • Light Melee Weapon
  Leader 
  (elite 
  capabilities)
  • Skill Trinket;
  • Ranged weapon;
  • Light Melee Weapon
  Equipment Enhancement Bonuses
  Depending on the Quad in question, it may be 
  appropriate for creature equipment to come 
  auomatically with an Enhancement Bonus.
  The table below summarizes the general guidelines for 
  creature equipment enhancement bonuses by quad.
  
  32
  How to Quad
  Table 23: Max Equipment Enhancement Bonuses by Quad
  Equip. 
  Type
  Target Quad
    Low
    Mod.
    Adv.
    El.
  Armor
  0..+1
  0..+2
  +1..+4
  +2..+5
  Shield
  0..+1
  0..+1
  +1..+3
  +2..+5
  Melee 
  Weapon
  0..+1
  0..+2
  +2..+4
  +3..+5
  Ranged 
  Weapon
  0..+1
  0..+2
  +2..+4
  +3..+5
  AC 
  Trinket
  0..+3
  +1..+4
  +2..+6
  +3..+8
  Skill 
  Trinket
  0..+4
  +2..+8
  +4..+12
  +6..+14
  Equipment Special Abilities
  At higher Quads, equipment may also possess one or 
  more Special Abilities.
  Use the table below as a general guideline as to 
  whether, and at which Quads, equipment should 
  possess Special Abilities.
  Note that the below guidelines are to be applied in 
  addition to the enhancement bonuses referenced 
  above.
  The numbers below indicate the reasonable range of 
  the maximum number of special abilities the piece of 
  equipment could have at each Quad.
  Table 24: Equipment Special Abilities by Quad
  Equip. 
  Type
  Target Quad
    Low
    Mod.
    Adv.
    El.
  Armor
  0
  0
  0-1
  0-2
  Shield
  0
  0
  0-1
  0-2
  Melee 
  Weapon
  0
  0-1
  0-2
  0-3
  Ranged 
  Weapon
  0
  0-1
  0-2
  0-3
  Common Equipment Special Abilities
  You can use the GM randomization tables in the 
  Pathfinder rulebooks to determine which special 
  ability(ies) a given piece of creature equipment 
  possesses.
  You may get more meaningful results, however, if you 
  choose special abilities that are intentionally aligned 
  with the creature’s combat Role and capabilities.
  The tables below summarize some recommendations 
  based on a creature’s combat Role and behavior.
  Table 25: Common Weapon Special Abilities
  Creature 
  Focus / 
  Behavior
  Weapon Special Abilities
  Brute  
  (Melee combat)
  Bleed; Cruel; Exhausting; 
  Furyborn; Gory; Growing; Impact; 
  Serrated Edge; Speed; Vicious; 
  Vorpal; Wounding
  Soldier  
  (Melee combat)
  Corrosive; Corrosive Burst; 
  Countering; Courageous; Culling; 
  Defending; Dueling; Flaming; 
  Flaming Burst; Frost; Icy Burst; 
  Keen; Shock; Shocking Burst; 
  Thundering; 
  Artillery  
  (Ranged 
  combat)
  Burning; Dispelling; Dispelling 
  Burst; Distracting; Distracting 
  (Greater); Flaming; Flaming Burst; 
  Heartseeker; Igniting; 
  Controller 
  (spellcasting)
  Dispelling; Dispelling Burst; 
  Distracting; Distracting (Greater); 
  Nullifying; Spell Storing; 
  Lurker  
  (surprise)
  Debilitating; Fortuitous; Ghost 
  Touch; Paper Cut; Silencing; 
  Stalking; 
  Skirmisher 
  (mobility)
  Advancing; Anchoring; Called; 
  Dancing; Defending; Flying; 
  Repositioning; Speed; 
  Leader 
  (elite 
  capabilities)
  Glorious; Glamered; Guardian; 
  Keen; Spell Storing; Spellstealing; 
  Spell Siphon; 
  Plus any combination of abilities 
  that correspond to its other 
  capabilities in combat
  
  33
  How to Quad
  Table 26: Common Armor & Shield Special Abilities
  Creature 
  Focus / 
  Behavior
  Armor/Shield Special 
  Abilities
  Brute  
  (Melee combat)
  Advancing; Armor Spikes; Jarring; 
  Razored; Volcanic
  Soldier  
  (Melee combat)
  Adamant; Bolstering; Deflecting; 
  Determination; Fortification; 
  Stanching; Vitalguard
  Artillery  
  (Ranged 
  combat)
  Fortification; Nimble
  Controller 
  (spellcasting)
  Deathless; Frosted; Mind 
  Buttressing; Spell Dodging; Spell 
  Resistance; Spellsink; Spell Storing
  Lurker  
  (surprise)
  Adhesive; Creeping; Delving; 
  Sensing; Shadow
  Skirmisher 
  (mobility)
  Advancing; Delving; Etherealness; 
  Expeditious; Nimble; Rampaging; 
  Slick
  Leader 
  (elite 
  capabilities)
  Burnished; Champion; Calming; 
  Determination; Ghost Spike; 
  Ghost Touch; Glamered; Grinding; 
  Invulnerability; Martyring; 
  Radiant; Radiant Flight; Rallying; 
  Spell Dodging; Spell Resistance
  Plus any combination of abilities 
  that correspond to its other 
  capabilities in combat
  Spellcasting Trinkets
  A spellcasting trinket is any item that lets its wielder 
  cast one or more spells, produce one or more spell 
  effects, or grants spell-like abilities.
  Which spell(s) should correspond roughly to the 
  combat capabilities and/or Role of the creature, and/or 
  augment its weaknesses, to make it more formidable.
  Table 27: Spellcasting Trinkets by Quad
  Target 
  Quad
  Spell 
  Level
  # Charges
  # Spells
    Low
  0-2
  1-8
  1-2
    Mod.
  1-4
  4-12
  1-4
    Adv.
  3-7
  8-20
  1-6
    Elite
  4-9
  12-40
  1-8
  Step 8: Apply Handicaps
  By following the above steps, you may end up with a 
  version of the creature that is too formidable at one or 
  more quads.
  This most commonly occurs when you take a monster 
  whose native quad is Elite, and try to scale it down: 
  even using the approach described above, you may yet 
  end up with a beast whose abilities are far beyond the 
  talents of lower-level PCs, particularly at the Low and 
  Moderate difficulty bands.
  You can of course leave the creature as it has been 
  generated, and simply keep in mind the increased level 
  of difficulty that it represents at those quads.
  However, if you’d like to smooth the edges of the beast, 
  you can consider applying one or more of the following 
  handicaps.  These have been organized by creature 
  combat Role or behavior; obviously it doesn’t hamper a 
  Tarrasque much to kneecap its Wisdom!
  Table 28: Handicaps by Combat Role
  Creature 
  Focus / 
  Behavior
  Suggested Handicaps
  Brute  
  (Melee combat)
  • Reduce Strength
  • Reduce Constitution
  • Reduce melee damage
  • Remove Feats
  • Lower DCs on special abilities
  
  34
  How to Quad
  Creature 
  Focus / 
  Behavior
  Suggested Handicaps
  Soldier  
  (Melee combat)
  • Reduce Strength
  • Reduce Dexterity
  • Reduce Constitution
  • Reduce AC
  • Reduce melee damage
  • Remove Feats
  • Lower DCs on special abilities
  Artillery  
  (Ranged 
  combat)
  • Reduce Dexterity
  • Reduce ranged damage
  • Remove Feats
  Controller 
  (spellcasting)
  • Reduce Intelligence, Wisdom, 
  and/or Charisma (whichever is 
  the ability linked to spellcasting 
  DC)
  • Remove spells known/prepared
  • Lower DCs on spellcasting/
  special abilities
  Lurker  
  (surprise)
  • Reduce Speed
  • Reduce Dexterity
  • Remove Feats
  • Lower DCs on special abilities
  Skirmisher 
  (mobility)
  • Reduce Speed
  • Reduce Dexterity
  • Remove Feats
  • Reduce melee damage
  • Lower DCs on special abilities
  Leader 
  (elite 
  capabilities)
  • Reduce Intelligence, Wisdom, 
  and/or Charisma (whichever 
  is the ability linked to special 
  ability DC)
  • Remove spells known/prepared
  • Restrict abilities to a lower 
  maximum # per round
  • Lower DCs on spellcasting/
  special abilities
  Quadding Obstacles, 
  Quadding Obstacles, 
  Traps, and Afflictions
  Traps, and Afflictions
  “Obstacles” refers to landslides, rushing water, 
  deluges, avalanches, and other natural and unnatural 
  effects that hamper movement, force a repositioning, 
  or otherwise impose a physical, movement-related 
  effect on the PCs.
  “Afflictions” refers to poisons, curses, diseases, and 
  other persistent negative / debuff effects.
  What all of these encounter elements have in common 
  is that they require one or more checks, each with a 
  corresponding DC, for the PCs to overcome.
  For quadding purposes, then, these phenomena can 
  largely be left as-is, but with changes to the DC(s) 
  involved.
  The table below describes the recommended DC ranges 
  for phenomena, by quad.
  Table 29: Obstacle Phenomena DC by Quad
  Type
  Target Quad
    Low
    Mod.
    Adv.
    El.
  Obstacle
  10-16
  12-20
  16-30
  20-36
  Trap
  12-20
  16-24
  20-34
  24-40
  Poison
  14-22
  16-28
  22-40
  24-50
  Disease
  13-20
  15-24
  16-34
  22-40
  Curse/
  Other
  10-18
  14-22
  15-30
  22-40
  Intentional Variety
  These are wide ranges, by design: a “trap” could be 
  a makeshift needle on the lid of a poorly-constructed 
  wooden box, or it could be a massively complex 
  mechanism generated eons ago by an advanced race to 
  guard an ancient treasure.
  The context, purpose, and story-related nature of 
  a given phenomenon should be considered when 
  changing its DC to suit other quads.
  Monstrous Inspiration
  When in doubt, you can leverage inspiration from 
  monsters: take a monster with one or more abilities 
  that involve a DC, whose overall feel and challenge 
  seems about right for the phenomenon you are 
  converting into other quads.  Or, pick a monster whose 
  Native Quad corresponds to the difficulty band you’re 
  targeting.
  Then, quad that monster, and determine the DC of its 
  abilities.  This should provide a general sense of a DC 
  appropriate for what you’re looking to construct.
  
  35
  How to Convert
  How to Convert
  How to Convert
  
  36
  How to Convert
  Converting Adventure Content
  Introduction
  Introduction
  While the previous section discussed how to take a 
  single statblock and convert it to be appropriate across 
  multiple levels of difficulty, this section endeavors 
  to describe the process for taking content from one 
  fantasy tabletop roleplaying game rules system, and 
  converting it for use in other rules systems.
  The systems formally supported by this chapter are as 
  follows:
  • Pathfinder (First Edition, or P1E)
  • Fifth Edition / 5E of the world’s most popular 
  roleplaying game
  • Pathfinder Second Edition (P2E)
  • OSR (old-school revival)
  Additionally, d20 / v3.5 is supported in a separate 
  commentary following the guts of this section.
  Back and Forth
  Infinium Game Studio produces content first and 
  foremost in Pathfinder, and then converts that content 
  into other rules systems.
  This approach, and how we go about writing fantasy 
  RPG books, was indeed the inspiration for this tome: 
  codifying the methodology we have been using 
  formally for half a decade, and informally for over 30 
  years.
  This chapter was written in recognition of this 
  approach.  It is beyond the scope of a single book to 
  detail at length how to move back and forth in each 
  permutation and combination of moving from one 
  rules system to each other.
  As a result, this section describes a rigorous approach 
  to take Pathfinder content, and convert it into one of 
  the other supported systems.
  Tried and Tested
  The approach described herein has been used in 
  practice.  A lot.  As in, thousands of times.  
  That’s no typo: Aquilae: Bestiary of the Realm 
  contains 6,400 complete monster statblocks, and 
  across the other rules system editions of these tomes, 
  each and every one of those statblocks has been 
  painstakingly converted into three other rules systems.
  That’s over 30,000 conversions.  Whew!
  Perfection & Sanity Checks
  As with the rules in the previous section regarding 
  Quadding, it’s unrealistic to expect, either as an author 
  or a reader, any set of rules to be absolutely perfect in 
  reproducing content from one rules system to another.  
  The guidelines and tools in this section will do you a 
  great deal of service, and will make the overwhelming 
  majority of content easy and straightforward to 
  convert usably into another format.
  However, the extent to which content from one rules 
  system can succeed when used in another is a function 
  not only of the guidelines followed, but of your skill as 
  a GM, and your detailed experience with the rules and 
  nuances of the two rules systems you are converting 
  across.
  If you’ve never played Fifth Edition, and just a few 
  minutes ago opened the Dungeon Master’s Guide, 
  using the rules below might get you 80% or more 
  of the way toward converting, say, an entire P1E 
  adventure module for use in 5E.  
  But lacking a detailed knowledge of the “target” rules 
  system, there may indeed be times where you will be 
  faced with adventure elements that turned out to be 
  too challenging, or too easy, for the PCs to navigate.
  This is where your experience and abilities as a GM 
  come into play.  No guidebook or set of tables printed 
  on a page can come close to reproducing those!
  Easy Conversion with FlexTale 
  Encounter Generator
  The FlexTale Encounter Generator (FTEG) line of 
  products contains endless tables and inspiration for 
  generating adventure content dynamically and with 
  zero preparation.
  Using these books on their own is a very quick and 
  easy way of producing adventure content for your 
  target rules system, without having to go through the 
  rigorous mechanics of the process described below.
  Depending on the time you have available, and your 
  comfort level with and desire for making mathematical 
  changes and following a detailed heuristic, you may 
  wish to simply use the FTEG books to produce an 
  approximation of the adventure content you’re looking 
  to convert.
  
  37
  How to Convert
  True Conversion
  The bad news out of the way, first: true conversion is 
  somewhat wasy for monsters and obstacles, and very 
  difficult for NPCs.
  NPCs, and more specifically, classes and the benefits 
  gained from class levels, are the gaming element that 
  possess the greatest differences across the supported 
  rules systems.  In truth, a Fighter in OSR bears little 
  resemblance to the capabilities of a PC of the same 
  class name in P2E, even though they are nominally 
  supposed to fulfill the same gaming role.
  Official Conversion
  The very best conversion is likely to be “official”: 
  monsters published in one rules edition may find their 
  way into your rules system of choice, famous and 
  beloved adventures are remade and converted with 
  license and involvement from the original authors, and 
  so on.
  If you are looking for an “official” conversion of a piece 
  of adventure content, and such exists, then you may be 
  best served to simply leverage that existing conversion 
  rather than go through the rules described herein.  
  Such an approach has the advantage of being “official”, 
  of course, but also of being “portable”: the officially-
  supported content would survive going to a different 
  gaming table or group, wheras your “home-brewed” 
  or personally-converted content might be looked at 
  with a bit more skepticism, regardless of the extent to 
  which the heuristic you used is well-documented and/
  or rigorous (as this book presents).
  Converting Monsters & 
  Converting Monsters & 
  NPCs
  NPCs
  Please refer to the prior section for a quick overview 
  of the similarities, and differences, between monsters 
  and NPCs.
  To recap in summary, however: both are creatures, and 
  both have the same mechanical elements in terms of 
  their statblocks and profile.  NPCs are differentiated in 
  that they possess class levels, and monsters do not.
  From a conversion perspective, the biggest difference 
  is this: it will be straightforward, if a little rigorous, 
  to convert a monster.  Converting any creature with 
  one or more class levels will be more involved, and 
  will necessitate a bit more manual intervention than is 
  within the scope of this tome.
  Even with NPCs, however, this book can render 
  assistance, in that its massively comprehensive 
  Conversion Mapping Inventory, covers all of the 
  special abilities possessed by monsters in Pathfinder.
  Pre-Quadding
  Your objective in converting may simply be to take 
  a monster and dump it into another rules system 
  quickly.
  However, if your goal is to take adventure content 
  from Pathfinder, and reproduce it in one or more other 
  rules systems, using the Quadded Challenge concept 
  described in the introduction of this book, then it will 
  help to pursue things in the right order.
  • First, take the content and Quad it in Pathfinder.  
  Use the rules in the previous section of this book to 
  do so.
  • Second, take each piece of quadded content that 
  resulted from the first step, and convert each quad 
  on its own, as its own piece of content.
  This is the approach used, for example, in producing 
  Aquilae: Bestiary of the Realm.  Each of the 1,600 
  monsters was quadded first in Pathfinder, and then 
  each of the resulting 6,400 monster statblocks was 
  individually converted into 5E, P2E, and OSR formats.
  Terminology
  Some quick terms, to clarify what is meant in this 
  section:
  • Source System:  
  The rules system in which the content you wish to 
  convert was originally published in.
  • Target System: 
  The rules system into which you wish to convert 
  adventure content.
  • Adventure Content: 
  A creature, a trap, an obstacle, a poison, a curse, a 
  disease, or a trap.
  • Statblock: 
  A complete set of attributes and text and numerical 
  descriptions that describe an NPC or monster.
  • Stat Element: 
  One component or section of a creature’s statblock.  
  For example, Ability Scores, Armor Class, or 
  Languages.
  
  38
  How to Convert
  Approach Summary
  The high-level summary of how to convert is that we 
  examine each element of a creature’s statblock, and 
  convert it so that it makes sense in the context of the 
  target rules system.
  That sounds hilariously easy, and to a certain extent, it 
  is, in that it is at least straightforward.
  Although the order in which a creature’s statblock 
  elements are commonly presented vary from rules 
  system to rules system, the conversion approach will 
  use the following order.  
  With some exceptions, you can actually pursue 
  conversion in any order you wish, but the below 
  sequence (which, incidentally, most mirrors the format 
  presented by 5E) may be the most intuitive.
  • Ability Scores
  • Armor Class
  • Hit Dice & Hit Points
  • Speed & Movement
  • Size & Type
  • Resistances, Vulnerabilities, and Immunities
  • Senses
  • Languages 
  • Challenge Rating
  • Standard Actions
  • Special Abilities
  • Effect DC
  • Spellcasting Abilities
  
  39
  How to Convert
  Converting Ability Scores
  Ability Scores
  The method for converting each of the six Ability 
  Scores (Strength, Dexterity, Constitution, Intelligence, 
  Wisdom, and Charisma) is identical, as follows.
  Keep in mind that for P2E, the actual ability score is 
  not of importance, but rather merely the modifier of 
  the score value.
  Converting P1E Ability Scores to 5E
  Converting P1E Ability Scores to 5E
  If the P1E value is less than 20:
  • Subtract 2 from the value to obtain the 5E value.  
  This cannot reduce the resulting value below 1.
  If the P1E value is 20 or greater:
  • Divide the P1E value by 2, then add 7, to determine 
  the 5E value.
  Converting P1E Ability Scores to P2E
  Converting P1E Ability Scores to P2E
  • Keep the ability score value the same from P1E.  
  • For a P1E value of 1, the modifier is -5.  
  • Up to a P1E value of 3, the modifier is -4.
  • Thereafter, the modifier increases by +1 for every 2 
  steps of value: up to 5 is a -3, up to 7 is a -2, and so 
  on.
  • The maximum modifier possible is a +20, for P1E 
  ability scores of 50 and above.
  Converting P1E Ability Scores to OSR
  Converting P1E Ability Scores to OSR
  For monsters, OSR does not track ability scores 
  explicitly.  No conversion is necessary.
  Converting P1E Ability Scores to DCC
  Converting P1E Ability Scores to DCC
  For monsters, DCC does not track ability scores 
  explicitly.  No conversion is necessary.
  Sample Ability Score Conversions
  The following table summarizes ability score value 
  conversions across the four rules systems.
  Table 30: Sample Ability Score Conversions
  Pathfinder 
  Ability Score 
  Value
  5E
  P2E
  OSR
  DCC
  1
  1
  -5
  n/a
  n/a
  2
  1
  -4
  n/a
  n/a
  3
  1
  -4
  n/a
  n/a
  4
  2
  -3
  n/a
  n/a
  5
  3
  -3
  n/a
  n/a
  6
  4
  -2
  n/a
  n/a
  7
  5
  -2
  n/a
  n/a
  8
  6
  -1
  n/a
  n/a
  9
  7
  -1
  n/a
  n/a
  10
  8
  +0
  n/a
  n/a
  11
  9
  +0
  n/a
  n/a
  12
  10
  +1
  n/a
  n/a
  13
  11
  +1
  n/a
  n/a
  14
  12
  +2
  n/a
  n/a
  15
  13
  +2
  n/a
  n/a
  16
  14
  +3
  n/a
  n/a
  17
  15
  +3
  n/a
  n/a
  18
  16
  +4
  n/a
  n/a
  19
  17
  +4
  n/a
  n/a
  20
  18
  +5
  n/a
  n/a
  21
  18
  +5
  n/a
  n/a
  22
  18
  +6
  n/a
  n/a
  23
  18
  +6
  n/a
  n/a
  24
  19
  +7
  n/a
  n/a
  25
  19
  +7
  n/a
  n/a
  26
  20
  +8
  n/a
  n/a
  27
  20
  +8
  n/a
  n/a
  28
  21
  +9
  n/a
  n/a
  29
  21
  +9
  n/a
  n/a
  30
  22
  +10
  n/a
  n/a
  
  40
  How to Convert
  Converting Armor Class
  Armor Class
  Although a simple, single number, the differences in 
  computing Armor Class across the rules systems are 
  great.
  Converting P1E Armor Class to 5E
  Converting P1E Armor Class to 5E
  The rules below will provide values for both 
  approaches.
  • First, take the P1E AC value, and divide it by 3.  
  • Add 10.  The resulting number is the 5E Armor Class 
  for this creature.
  • The highest AC value possible with this method is a 
  5E value of 23.  If the math above would result in a 
  result larger than 23, treat it as 23.
  Converting P1E Armor Class to P2E
  Converting P1E Armor Class to P2E
  This approach relies upon calculating the AC 
  proficiency for the creature, based on its P1E Armor 
  Class.
  • If the P1E AC is less than or equal to 10, treat it as 
  Untrained.
  • If the P1E AC is 11-15, treat it as Trained, or +2.
  • If the P1E AC is 16-20, treat it as Expert, or +4.
  • If the P1E AC is 21-25, treat it as Master, or +6.
  • If the P1E AC is 26 or above, treat it as Legendary, 
  or +8.
  With the proficiency class in hand, calculate the AC 
  value, using Dexterity as the base:
  • Assume a minimum AC of 10 as a starting point.
  • Take the P2E ability score modifier for the creature’s 
  Dexterity.  (See Ability Scores, above.)
  • Add the proficiency bonus calculated above.
  • Finally, add the creature’s P1E Hit Dice value, 
  divided by 2.
  Finally, do a sanity check:
  • If the creature’s calculated P2E AC using the above 
  approach is LESS THAN its P1E AC, use the P1E AC 
  instead.
  Converting P1E Armor Class to OSR
  Converting P1E Armor Class to OSR
  Various forms of OSR utilize ascending armor class, 
  and descending armor class.  Some variants include 
  values for both approaches in a creature’s statblock.
  The rules below will provide values for both 
  approaches.
  • First, reduce the P1E AC value by 5.
  • If the resulting value is less than or equal to 10, the 
  OSR AC is 9 [10].
  • For every point of value beyond 10, decrease the 
  descending AC and increase the ascending AC by 1 
  point apiece.  
  • The most effective Armor Class possible is -10 [29], 
  made possible by original (i.e., notwithstanding 
  the -5 reduction at the start of this process) P1E AC 
  values of 34 or above.
  Converting P1E Armor Class to DCC
  Converting P1E Armor Class to DCC
  Various forms of OSR utilize ascending armor class, 
  and descending armor class.  Some variants include 
  values for both approaches in a creature’s statblock.
  The rules below will provide values for both 
  approaches.
  • First, calculate the creature’s ascending OSR Armor 
  Class using the rules above.
  • Next, reduce the resulting AC value by 5.
  • If the resulting value is less than or equal to 10, the 
  DCC AC is 10.
  • Otherwise, retain the resulting value as the DCC 
  Armor Class value.
  House Rule: Increasing Monster AC
  Note that this approach results in comparatively easy-
  to-hit monsters.  Your gaming group may wish instead 
  to take an alternate approach to increase the relative 
  difficulty of your converted monsters:
  • Instead of reducing OSR AC by 5, reduce it by 2 
  instead.
  • Or, simply use unaltered OSR AC, without 
  subtraction.
  Sample Armor Class Conversions
  The following table summarizes armor class value 
  conversions across the four rules systems.
  The values below assume a neutral +0 modifier for the 
  creature’s Dexterity for the purposes of computing the 
  P2E value.  Furthermore, the calculations assume the 
  creature has only 1 Hit Die; in practice, all P2E values 
  will therefore be much larger than shown on the 
  
  41
  How to Convert
  following table.
  Table 31: Sample Armor Class Conversions
  Pathfinder 
  Armor Class 
  Value
  5E
  P2E
  OSR
  DCC
  1
  11
  10
  9 [10]
  10
  2
  11
  10
  9 [10]
  10
  3
  11
  10
  9 [10]
  10
  4
  11
  10
  9 [10]
  10
  5
  11
  10
  9 [10]
  10
  6
  12
  10
  9 [10]
  10
  7
  12
  10
  9 [10]
  10
  8
  12
  10
  9 [10]
  10
  9
  13
  10
  9 [10]
  10
  10
  13
  10
  9 [10]
  10
  11
  13
  12
  9 [10]
  10
  12
  14
  12
  9 [10]
  10
  13
  14
  12
  9 [10]
  10
  14
  14
  12
  9 [10]
  10
  15
  15
  12
  9 [10]
  10
  16
  15
  14
  8 [11]
  10
  17
  15
  14
  7 [12]
  10
  18
  16
  14
  6 [13]
  10
  19
  16
  14
  5 [14]
  10
  20
  16
  14
  4 [15]
  10
  21
  17
  16
  3 [16]
  11
  22
  17
  16
  2 [17]
  12
  23
  17
  16
  1 [18]
  13
  24
  18
  16
  0 [19]
  14
  25
  18
  16
  -1 [20]
  15
  26
  18
  16
  -2 [21]
  16
  27
  19
  18
  -3 [22]
  17
  28
  19
  18
  -4 [23]
  18
  29
  19
  18
  -5 [24]
  19
  30
  20
  18
  -6 [25]
  20
  
  42
  How to Convert
  Hit Dice & Hit Points
  A creature’s Hit Dice and Hit Points can undergo some 
  changes from its P1E values.
  If you do not know the P1E Hit Dice value for a creature 
  as published, look at its Hit Point profile: typically this 
  should be expressed as a dice roll range, perhaps in 
  addition to a total numerical value, e.g., “4d6+12 (32)”.  
  The number of dice rolled in this expression is the 
  creature’s P1E Hit Dice.
  Converting P1E Hit Points to 5E
  Converting P1E Hit Points to 5E
  This is the simplest conversion of all: simply use the 
  unaltered P1E values.
  House Rules: Too Much HP
  It may be argued that this commonly results in HP 
  values that are too high for 5E combats, either because 
  the resulting creatures are too formidable, or because 
  combat takes too long compared to “out of the box” 5E 
  monsters.
  If this is your gaming group’s sentiment, consider 
  multiplying the resulting 5E HP by 2/3.
  Converting P1E Hit Points to P2E
  Converting P1E Hit Points to P2E
  P2E Hit Dice are equal to P1E Hit Dice.
  For P2E Hit Points, use the following approach, which 
  essentially constructs a meaningful dice expression for 
  the beast’s Hit Points, and then randomizes a value for 
  its HP:
  If the P1E creature has a Constitution value:
  • If the P1E creature has a Constitution value, the 
  expression starts as equal to its Hit Dice number 
  rolled as D12s.  For example, a creature with 8 Hit 
  Dice would start as having HP equal to 8d12.
  • Add to this the creature’s P2E Constitution modifier 
  times its Hit Dice number.  So a creature with a +2 
  Constitution and 8 Hit Dice would add +16.
  If the P1E creature does not a Constitution value 
  (e.g., Undead): 
  • Use only the creature’s Hit Dice number rolled as 
  D12s.
  Once you have the creature’s Hit Points dice expression 
  as determined above, rough out its HP: use average 
  values for the dice rolled.  So for example, the 8d12+16 
  monster described above would have roughed-out HP 
  equal to 88.
  Finally, do a Sanity Check: if the creature’s P1E Hit 
  Points value is larger than the value obtained via the 
  above method, simply use its P1E HP value.
  Converting P1E Hit Dice to OSR
  Converting P1E Hit Dice to OSR
  OSR does not typically use explicit Hit Point values in 
  its statblocks; it instead uses a Hit Dice expression.
  If the creature’s P1E Hit Dice are 2 or fewer, keep 
  this value as a starting point for its tentative OSR HD 
  value.
  If the creature’s P1E Hit Dice are greater than 2, tone 
  the value down as follows:
  • Take the creature’s P1E Hit Dice value and divide by 
  3.  Add 2.  This is the creature’s tentative OSR HD 
  value.
  Next, add a numerical modifier, if applicable, based on 
  the P1E Creature Type, as follows:
  • If the creature was a Construct, Magical Beast, 
  Monstrous Humanoid, or otherwise used D10s for 
  its Hit Dice: 
   
  Grant it a numeric bonus equal to its tentative 
  OSR HD value.
  • If the creature was a Dragon, or otherwise used 
  D12s for its Hit Dice: 
   
  Grant it a numeric bonus equal to its tentative 
  OSR HD value, times 2.
  • If the creature was an Aberration, Animal, 
  Humanoid, Ooze, Plant, Undead, or Vermin, or 
  otherwise used D8s for its Hit Dice: 
   
  No further changes are necessary.
  • If the creature was a Fey, otherwise used D6s for its 
  Hit Dice, or otherwise is not covered via the above 
  rules: 
   
  Grant it a numeric penalty: its Hit Dice are 
  reduced by 1/3 (i.e., multiply its tentative OSR HD 
  value by 2/3).  This cannot reduce the OSR HD value 
  below 2.
  Converting P1E Hit Dice to DCC
  Converting P1E Hit Dice to DCC
  DCC does not typically use explicit Hit Point values in 
  its statblocks; it instead uses a Hit Dice expression.
  If the creature’s P1E Hit Dice are 2 or fewer, keep 
  this value as a starting point for its tentative DCC HD 
  value.
  If the creature’s P1E Hit Dice are greater than 2, tone 
  the value down as follows:
  • Take the creature’s P1E Hit Dice value and divide by 
  Converting Hit Dice and Hit Points
  
  43
  How to Convert
  3.  
  • If the resulting value is less than 2, make it 2.
  • This is the creature’s tentative DCC HD value.
  Use the same value for the number of sides in the Hit 
  Dice as the P1E Hit Dice.  So, a P1E creature with 6d8 
  Hit Dice would have 2d8 DCC Hit Dice at this point.
  Next, add a numerical modifier, if applicable, based on 
  the P1E Creature Type, as follows:
  • If the creature was a Construct, Magical Beast, 
  Monstrous Humanoid, or otherwise used D10s for 
  its Hit Dice: 
   
  Grant it a numeric bonus equal to its tentative 
  DCC HD value.
  • If the creature was a Dragon, or otherwise used 
  D12s for its Hit Dice: 
   
  Grant it a numeric bonus equal to its tentative 
  DCc HD value, times 2.
  • If the creature was an Aberration, Animal, 
  Humanoid, Ooze, Plant, Undead, or Vermin, or 
  otherwise used D8s for its Hit Dice: 
   
  No further changes are necessary.
  • If the creature was a Fey, otherwise used D6s for its 
  Hit Dice, or otherwise is not covered via the above 
  rules: 
   
  Grant it a penalty: its Hit Dice are reduced 
  by 1/3 (i.e., multiply its tentative DCC HD value by 
  2/3).  This cannot reduce the DCC HD value below 2.
  Sample Hit Dice & Hit Point Conversions
  There is a great deal of variety and other factors which 
  can influence a creature’s Hit Dice and Hit Points.  The 
  table below assumes a “neutral” situation in which the 
  source creature is a Humanoid, with a Constitution 
  value that merits no modifier.
  Table 32: Sample Hit Point Conversions
  Pathfinder HD (HP) 
  Value
  5E
  P2E
  OSR
  1 (4)
  4
  6
  1
  2 (8)
  8
  12
  1
  3 (12)
  12
  18
  1
  4 (16)
  16
  24
  2
  5 (20)
  20
  30
  2
  6 (24)
  24
  36
  3
  7 (28)
  28
  42
  3
  8 (32)
  32
  48
  4
  9 (36)
  36
  54
  4
  10 (40)
  40
  60
  5
  11 (44)
  44
  66
  5
  12 (48)
  48
  72
  6
  13 (52)
  52
  78
  6
  14 (56)
  56
  84
  7
  15 (60)
  60
  90
  7
  16 (64)
  64
  96
  8
  17 (68)
  68
  102
  8
  18 (72)
  72
  108
  9
  19 (76)
  76
  114
  9
  20 (80)
  80
  120
  10
  21 (84)
  84
  126
  10
  22 (88)
  88
  132
  11
  23 (92)
  92
  138
  11
  24 (96)
  96
  144
  12
  25 (100)
  100
  150
  12
  26 (104)
  104
  156
  13
  27 (108)
  108
  162
  13
  28 (112)
  112
  168
  14
  29 (116)
  116
  174
  14
  30 (120)
  120
  180
  15
  
  44
  How to Convert
  Table 33: Sample Hit Point Conversions for OSR & DCC
  Pathfinder HD Value
  OSR
  DCC
  1d8
  1
  1
  2d8
  1
  1
  3d8
  1
  1
  4d8
  2
  1
  5d8
  2
  1
  6d8
  3
  2
  7d8
  3
  2
  8d8
  4
  2
  9d8
  4
  3
  10d8
  5
  3
  11d8
  5
  3
  12d8
  6
  4
  1d10
  1+1
  1+1
  2d10
  1+1
  1+1
  3d10
  1+1
  1+1
  4d10
  2+2
  1+1
  5d10
  2+2
  1+1
  6d10
  3+3
  2+2
  7d10
  3+3
  2+2
  8d10
  4+4
  2+2
  9d10
  4+4
  3+3
  10d10
  5+5
  3+3
  11d10
  5+5
  3+3
  12d10
  6+6
  4+4
  1d12
  1+2
  1+2
  2d12
  1+2
  1+2
  3d12
  1+2
  1+2
  4d12
  2+4
  1+2
  5d12
  2+4
  1+2
  6d12
  3+6
  2+4
  7d12
  3+6
  2+4
  8d12
  3+6
  2+4
  9d12
  4+8
  3+6
  10d12
  4+8
  3+6
  11d12
  5+10
  3+6
  12d12
  6+12
  4+8
  Pathfinder HD Value
  OSR
  DCC
  1d6
  1
  1
  2d6
  1
  1
  3d6
  1
  1
  4d6
  2
  1
  5d6
  2
  1
  6d6
  2
  2
  7d6
  3
  2
  8d6
  3
  2
  9d6
  3
  2
  10d6
  3
  2
  11d6
  3
  2
  12d6
  4
  2
  
  45
  How to Convert
  Converting Speed & Movement
  Speed & Movement
  Keep in mind that a creature may have more than one 
  form of mobility: swimming, climbing, burrowing, and 
  flying, to speak of some.
  Generally speaking, there is not a system-to-system 
  conversion reason to change a creature’s available 
  modes of locomotion as part of converting.
  Converting Flight Maneuverability
  For flying movement, Pathfinder uses a 
  maneuverability class descriptor (e.g., Clumsy, Poor, 
  Perfect) that 5E, P2E, and OSR lack.  
  Aquilae: Bestiary of the Realm preserves this 
  descriptor, however, as it may make comparisons 
  between two or more kinds of mobility easier.
  Converting P1E Speed to 5E
  Converting P1E Speed to 5E
  No conversion is needed from a value standpoint.  
  By convention, however, P1E represents values with the 
  feet symbol (e.g., 50’), and 5E tends to use “ft.”.
  Converting P1E Speed to P2E
  Converting P1E Speed to P2E
  No conversion is needed from a value standpoint.  
  Converting P1E Speed to OSR
  Converting P1E Speed to OSR
  No conversion is needed from a value standpoint.  
  Although OSR systems vary in their presentation of 
  movement speed values (e.g., in Aquilae: Bestiary 
  of the Realm for OSR, they are presented in terms of 
  single-round and multi-round values), the core per-
  round movement numerics do not alter. 
  Converting P1E Speed to DCC
  Converting P1E Speed to DCC
  No conversion is needed from a value standpoint. 
  
  46
  How to Convert
  Converting Size, Type, & Alignment
  Size, Type, & Alignment
  Size and Type undergo some minor changes and 
  consolidations across the rules systems.  As these 
  concepts are often presented together in presentation, 
  they are bundled here as well.
  Converting P1E Size to 5E
  Converting P1E Size to 5E
  If the P1E Size is Fine, Diminutive, or Tiny:
  • Treat the resulting 5E Size as Tiny.
  If the P1E Size is Colossal:
  • Treat the resulting 5E Size as Gargantuan.
  For all other P1E Size values:
  • Treat the resulting 5E Size as the P1E Size.
  Converting P1E Type to 5E
  Converting P1E Type to 5E
  If the P1E Type is Animal:
  • Treat the resulting 5E Type as Beast.
  If the P1E Type is Magical Beast, or a Monstrous 
  Humanoid who is not a Giant:
  • Treat the resulting 5E Type as Monstrosity.
  If the P1E Type is Monstrous Humanoid, who is a 
  Giant:
  • Treat the resulting 5E Type as Giant.
  If the P1E Subtype is Elemental:
  • Treat the resulting 5E Type as Elemental.
  If the P1E Type is Outsider, with an Evil alignment 
  component:
  • Treat the resulting 5E Type as Fiend.
  If the P1E Type is Outsider, with a Good alignment 
  component:
  • Treat the resulting 5E Type as Celestial.
  If the P1E Type is Outsider, with neither Evil nor 
  Good alignment components:
  • Treat the resulting 5E Type as Monstrosity.
  If the P1E Type is other than that identified above:
  • Treat the resulting 5E Type as the P1E Type.
  Converting P1E Alignment to P2E
  Converting P1E Alignment to P2E
  If the P1E Alignment is True Neutral:
  • Treat the resulting 5E Alignment as Unaligned.
  If the P1E Alignment is not True Neutral:
  • Treat the resulting 5E Alignment as the P1E 
  Alignment.
  Converting P1E Size to P2E
  Converting P1E Size to P2E
  Use the 5E Size value as determined above.
  Converting P1E Type to P2E Traits
  Converting P1E Type to P2E Traits
  Pathfinder Second Edition lacks the independent 
  concept of Creature Type.  Instead, you can convert 
  the P1E Creature Type into one or more P2E Traits, as 
  follows.
  If the P1E Type is Animal:
  • Add a P2E Trait of Beast.
  If the P1E Type is Monstrous Humanoid:
  • Add a P2E Trait of Humanoid.
  If the P1E Subtype is Giant:
  • Add a P2E Trait of Giant.
  If the P1E Type is Outsider, and the Subtype is 
  Elemental:
  • Add a P2E Trait of Elemental.
  If the P1E Type is Outsider, and the Alignment 
  contains an Evil component:
  • Add a P2E Trait of Fiend.
  If the P1E Type is Outsider, and the Alignment 
  contains a Good component:
  • Add a P2E Trait of Celestial.
  If the P1E Type is Aberration:
  • Add a P2E Trait of Aberration.
  If the P1E Type is Animal:
  • Add a P2E Trait of Animal.
  If the P1E Type is Construct:
  • Add a P2E Trait of Construct.
  If the P1E Type is Dragon:
  • Add a P2E Trait of Dragon.
  If the P1E Type is Fey:
  • Add a P2E Trait of Fey.
  If the P1E Type is Humanoid:
  • Add a P2E Trait of Humanoid.
  
  47
  How to Convert
  If the P1E Type is Ooze:
  • Add a P2E Trait of Ooze.
  If the P1E Type is Plant:
  • Add a P2E Trait of Plant.
  If the P1E Type is Undead:
  • Add a P2E Trait of Undead.
  If the P1E Type is Magical Beast:
  • Add a P2E Trait of Beast.
  If the P1E Subtype includes Chaotic or Chaos:
  • Add a P2E Trait of Chaotic.
  If the P1E Subtype includes Evil:
  • Add a P2E Trait of Evil.
  If the P1E Subtype includes Lawful or Law:
  • Add a P2E Trait of Lawful.
  If the P1E Subtype includes Good:
  • Add a P2E Trait of Good.
  If the P1E Subtype includes one or more of the 
  following values, add a P2E Trait that corresponds:
  • Air; Water; Earth; Fire; Aeon; Amphibious; Aquatic; 
  Agathion; Archon; Azata; Boggard; Charau-Ka; 
  Daemon; Demon; Dero; Devil; Dhampir; Dinosaur; 
  Drow; Duergar; Genie; Ghost; Ghoul, Gnoll, Golem, 
  Gremlin, Grippli, Hag, Inevitable, Kobold, Leshy, 
  Lizardfolk, Merfolk, Mindless, Mummy, Mutant, 
  Nymph, Orc, Protean, Psychopomp, Rakshasa, 
  Ratfolk, Skeleton, Soulbound, Sprite, Swarm, Tengu, 
  Tiefling, Troll, Vampire, Wight, Wraith, Zombie
  Converting P1E Alignment to P2E
  Converting P1E Alignment to P2E
  Use the P1E Alignment value as-is.
  Converting P1E Size to OSR
  Converting P1E Size to OSR
  Generally speaking, the statblock profile of OSR 
  monsters does not include Size information.  
  No conversion is necessary.
  Converting P1E Type to OSR
  Converting P1E Type to OSR
  Generally speaking, the statblock profile of OSR 
  monsters does not include Type information.  
  No conversion is necessary.
  Converting P1E Alignment to OSR
  Converting P1E Alignment to OSR
  OSR alignment values are more simplified than P1E 
  equivalents.  As a result, use the following heuristic to 
  convert:
  If the P1E Alignment is True Neutral, Neutral Good, 
  or Neutral Evil:
  • Treat the resulting OSR Alignment as Neutral.
  If the P1E Alignment is Lawful Good, Lawful Neutral 
  or Lawful Evil:
  • Treat the resulting OSR Alignment as Lawful.
  If the P1E Alignment is Chaotic Good, Chaotic 
  Neutral, or Chaotic Evil:
  • Treat the resulting OSR Alignment as Chaotic.
  Converting P1E Size to DCC
  Converting P1E Size to DCC
  Generally speaking, the statblock profile of DCC 
  monsters does not include Size information.  
  No conversion is necessary.
  Converting P1E Type to DCC
  Converting P1E Type to DCC
  Generally speaking, the statblock profile of DCC 
  monsters does not include Type information.  
  No conversion is necessary.
  Converting P1E Alignment to DCC
  Converting P1E Alignment to DCC
  DCC alignment values are more simplified than P1E 
  equivalents.  As a result, use the following heuristic to 
  convert:
  If the P1E Alignment is True Neutral, Neutral Good, 
  or Neutral Evil:
  • Treat the resulting DCC Alignment as Neutral.
  If the P1E Alignment is Lawful Good, Lawful Neutral 
  or Lawful Evil:
  • Treat the resulting DCC Alignment as Lawful.
  If the P1E Alignment is Chaotic Good, Chaotic 
  Neutral, or Chaotic Evil:
  • Treat the resulting DCC Alignment as Chaotic.
  Size Conversions Summary
  The table below summarizes the conversions from P1E 
  Size categories into values for the other supported 
  rules systems.
  
  48
  How to Convert
  Table 34: Size Conversions Summary
  Pathfinder 
  Size Value
  5E
  P2E
  OSR
  DCC
  Fine
  Tiny
  Tiny
  n/a
  n/a
  Diminutive
  Tiny
  Tiny
  n/a
  n/a
  Tiny
  Tiny
  Tiny
  n/a
  n/a
  Small
  Small
  Small
  n/a
  n/a
  Medium
  Medium
  Medium
  n/a
  n/a
  Large
  Large
  Large
  n/a
  n/a
  Huge
  Huge
  Huge
  n/a
  n/a
  Gargantuan
  Gargantuan
  Gargantuan
  n/a
  n/a
  Colossal
  Gargantuan
  Gargantuan
  n/a
  n/a
  Type Conversions Summary
  The table below summarizes the conversions from 
  P1E Type and Trait categories into values for the other 
  supported rules systems.
  Table 35: Type Conversions Summary
  Pathfinder 
  Type Value
  5E
  P2E 
  Trait(s)
  OSR
  DCC
  Aberration
  Aberration
  Aberration
  n/a
  n/a
  Animal
  Beast
  Beast
  n/a
  n/a
  Construct
  Construct
  Construct
  n/a
  n/a
  Dragon
  Dragon
  Dragon
  n/a
  n/a
  Fey
  Fey
  Fey
  n/a
  n/a
  Humanoid
  Humanoid
  Humanoid
  n/a
  n/a
  Magical 
  Beast
  Monstrosity
  Beast
  n/a
  n/a
  Monstrous 
  Humanoid 
  (non-Giant)
  Monstrosity
  Humanoid
  n/a
  n/a
  Monstrous 
  Humanoid 
  (Giant)
  Giant
  Humanoid, 
  Giant
  n/a
  n/a
  Ooze
  Ooze
  Ooze
  n/a
  n/a
  Outsider 
  (Evil)
  Fiend
  Fiend
  n/a
  n/a
  Outsider 
  (Good)
  Celestial
  Celestial
  n/a
  n/a
  Pathfinder 
  Type Value
  5E
  P2E 
  Trait(s)
  OSR
  DCC
  Outsider 
  (Neutral)
  Monstrosity
  -
  n/a
  n/a
  Plant
  Plant
  Plant
  n/a
  n/a
  Undead
  Undead
  Undead
  n/a
  n/a
  Vermin
  Vermin
  -
  n/a
  n/a
  Elemental 
  Subtype
  Elemental
  Elemental
  n/a
  n/a
  Alignment Conversions Summary
  The table below summarizes the conversions from 
  P1E Alignment categories into values for the other 
  supported rules systems.
  Table 36: Alignment Conversions Summary
  Pathfinder 
  Alignment 
  Value
  5E
  P2E
  OSR
  DCC
  LG
  LG
  LG
  Lawful
  L
  LN
  LN
  LN
  Lawful
  L
  LE
  LE
  LE
  Lawful
  L
  NG
  NG
  NG
  Neutral
  N
  TN
  unaligned
  TN
  Neutral
  N
  NE
  NE
  NE
  Neutral
  N
  CG
  CG
  CG
  Chaotic
  C
  CN
  CN
  CN
  Chaotic
  C
  CE
  CE
  CE
  Chaotic
  C
  
  49
  How to Convert
  Converting Resistances, Vulnerabilities, & 
  Immunities
  Resistances, Vulnerabilities, & 
  Immunities
  This area may merit additional sanity-checking.  
  The P1E system of damage reduction, numeric 
  resistance, and conditional and detailed immunities 
  can be much more complex than those implemented in 
  other rules systems.  
  As a result, there may be a tendency to convert things 
  too favorably for the monster in some cases.
  Energy & Damage Type Translations
  Not every energy type or damage type translates 
  perfectly from P1E into other rules systems.  Use the 
  table below to translate from system to system.
  Note that results of “n/a” indicate that the listed 
  effect has no direct equivalent in the supported rules 
  system; as a result, you must ignore the resistance/
  vulnerability/immunity entirely.  
  For example, a P1E creature who has Immunity to 
  Ability Damage would have no corresponding statblock 
  entry whatsoever in 5E.
  For OSR and DCC in particular, please refer to the 
  sections below on Rules Extensions that address 
  additional details around the differences between 
  conditions and ability damage in particular that are 
  normally not present in these systems.
  Table 37: Energy & Damage Type Conversions
  Pathfinder 
  Damage/
  Energy Type
  5E
  PF 2E
  OSR / 
  DCC
  DCC
  Holy
  Radiant
  Radiant
  n/a
  Unholy
  Necrotic
  Necrotic
  n/a
  Necromancy
  Necrotic
  Necrotic
  n/a
  Ability 
  Damage
  n/a
  n/a
  n/a
  Ability 
  Drain
  n/a
  n/a
  n/a
  Death 
  Effects
  n/a
  n/a
  n/a
  Fatigue
  Fatigued
  Fatigued
  n/a
  Death from 
  Massive 
  Damage
  n/a
  n/a
  n/a
  Energy 
  Drain
  n/a
  n/a
  Energy 
  Drain
  Nonlethal 
  Damage
  n/a
  n/a
  n/a
  Paralysis
  Paralyzed
  Paralyzed
  Paralysis
  Blinding
  Blinded
  Blinded
  Blindness
  Charmed
  Charmed
  Charmed
  n/a
  Deafening
  Deafened
  Deafened
  Deafness
  Frightening
  Frightened
  Frightened
  Fear
  Mind-
  Affecting 
  Effects
  Psychic
  Psychic
  Mind-
  Affecting 
  Effects
  Poison
  Poisoned
  Poisoned
  Poison
  Disease
  Diseased
  Diseased
  Disease
  Stunning
  Stunned
  Stunned
  n/a
  Sleep
  Unconscious
  Unconscious
  Sleep
  Exhaustion
  Exhaustion
  Exhaustion
  n/a
  Other
  Use as-is
  Use as-is
  Use as-is
  
  50
  How to Convert
  Converting P1E Resistances, 
  Vulnerabilities, & Immunities to 5E
  For each energy type a P1E creature has Resistance 
  to equal to 20 or greater:
  • The creature has Immunity to that energy type in 
  5E.
  For each energy type a P1E creature has Resistance 
  to equal to 19 or lower:
  • The creature has Resistance to that energy type in 
  5E.
  If a creature has DR X/Y, for example DR 5/
  bludgeoning:
  • The creature has Resistance to all physical attacks 
  except Y, for example Resistance to all physical 
  attacks except bludgeoning in the example above.
  For each energy type or condition a P1E creature 
  has Immunity to:
  • The creature has Immunity to the corresponding 
  energy type or condition in 5E.
  For each Vulnerability a P1E creature has:
  • If the energy type, damage type, or condition has 
  an equivalent in 5E, rewrite the Vulnerability in 
  5E, replacing the terminology as appropriate using 
  the table above.  If it has no equivalent, ignore the 
  vulnerability.
  Converting P1E Resistances, 
  Vulnerabilities, & Immunities to P2E
  Simple approach, here: use the results of the 5E 
  heuristic above.
  OSR & DCC Rules 
  OSR & DCC Rules 
  Extensions
  Extensions
  Pathfinder is a massively complex tabletop RPG 
  rules system.  OSR and DCC are designed to be 
  comparatively simple, old-school, and straightforward.  
  Out of necessity, then, adapting monsters from 
  Pathfinder into OSR or DCC introduces some new 
  wrinkles.  It is simply not feasible to translate complex 
  content into simple content, and have that original 
  content still contain meaningful differences, across 
  over 1,650 monsters, without introducing some small 
  new rules.
  What follows is a smattering of new rules features 
  that are suggested addenda to your OSR / DCC rules 
  set.  You are free to use, or ignore, them, in any 
  combination, as it suits both your needs as a GM, and 
  your flavor of OSR retroclone (as applicable).
  Grappling
  One creature may attempt to grapple with another.  To 
  keep things simple, the grappling creature declares 
  this as its intent, and makes an attack roll against the 
  defending creature.  
  Success means no damage is inflicted, but the grapple 
  is established.  The grappling creature automatically 
  hits the grappled creature each round with its 
  melee attacks, and may have additional effects (e.g., 
  swallowing whole).  
  Unless otherwise indicated, a grappled creature may 
  not make attacks or move, but may spend its turn 
  breaking the grapple by succeeding in an attack roll of 
  its own against the grappling creature.
  Ability Score Damage in OSR and DCC
  Poisons, curses, and many other effects may impact 
  this effect.  If your rules system uses Ability Score 
  Damage, then use its rules for it.  
  Otherwise, a creature with ability score damage 
  suffers all the effects of the reduced ability score(s): 
  a lowered Constitution means reduced maximum and 
  current Hit Points; Strength damage affects damage 
  inflicted in combat, and so on.  For all purposes, a 
  creature with a damaged ability score treats its ability 
  score as the damaged value.
  Ability score damage is healed at a rate of one (1) point 
  per ability score, per day, restored following a full 
  overnight rest.  If the victim does not enjoy a full rest, 
  it does not recover any ability score damage.
  Any magical healing enjoyed by the victim 
  automatically restores ability score damage at 
  the same rate: 1 point, per damaged ability score, 
  regardless of the amount of hit point damage healed.  
  A victim currently at its maximum hit point total who 
  receives magical healing of any kind recovers from all 
  ability score damage.
  It is left to the GM’s discretion as to the effects 
  of specific healing and other magical effects 
  (regeneration, restoration, wish, miracle, and so on) 
  relative to ability score damage.
  If at any time a creature has a zero, or negative, 
  value for one or more of its ability scores, it suffers 
  additional effects, as follows, until the score is raised 
  to 1 or higher.
  Ability Score Damage in OSR
  Ability Score Damage in OSR
  Unless otherwise noted, there are no lasting effects 
  
  51
  How to Convert
  to having “zeroed out” one or more ability scores 
  through damage, though in certain cases, particularly 
  those involving negative values, the GM may inflict 
  additional lasting penalties, at her discretion.
  • Strength: The creature cannot attack, defend, move, 
  or carry objects.  It must lie inert until it recovers 
  a positive Strength value.  It automatically fails all 
  Paralysis saving throws.
  • Dexterity: The creature cannot attack, defend, 
  move, or cast spells.  It may stand and move at 5’ per 
  round until it recovers a positive Dexterity value.  It 
  automatically fails all Breath saving throws.
  • Constitution: The creature must make a Death 
  saving throw every round it has a zero or negative 
  Constitution.  Any failed save means it dies.  During 
  this time, it automatically fails any other Death 
  saving throw it is required to make.
  • Intelligence: The victim may not cast spells, speak, 
  or understand anything that is going on around it.  
  They have neither short- nor long-term memory, 
  though memories formed prior to “zeroing out” are 
  retained.  The victim automatically fails any Spell 
  saving throw.
  • Wisdom: The victim automatically fails any Wand 
  saving throw, and cannot make skill checks, ability 
  checks, or use class features which rely upon rolling 
  dice to randomize outcome.  It may attack, but is 
  Confused (see below).
  • Charisma: The victim is repellent; all other 
  creatures must make a Paralysis saving throw to 
  approach the victim.  The victim automatically fails 
  any Wand saving throw or any induced by a creature 
  with a Charisma higher than its original, undamaged 
  value.
  Conditions in OSR
  Conditions in OSR
  • Bleed: Each round on its own turn, the victim 
  suffers the amount of Bleed damage again until 
  it receives healing (magical or mundane unless 
  otherwise noted).
  • Blinded: Victims suffer a -4 penalty to their attack 
  rolls, Armor Class, and any skill or ability checks 
  that require a die roll to randomize outcome.  They 
  may attack, but there is a 50% chance they will miss 
  even if they succeed at their penalized attack roll.
  • Confused: A confused victim may attack, but has an 
  equal chance of attacking a friendly creature than an 
  enemy each time it does.
  • Cowering: Victim may not attack, and suffers a -4 
  penalty to its Armor Class.  It may not move and can 
  take no other actions until cured of this condition.
  • Dazed: Victim may not attack, but can otherwise act 
  normally.  (Targeting a spell at an enemy counts as 
  an attack.)
  • Dazzled: Victim suffers a -2 penalty on its attack 
  rolls.
  • Deafened: Cannot hear (obviously).
  • Entangled: Cannot run, charge, or otherwise 
  maneuver except to move in a single direction up to 
  half its normal speed.  Suffers a -2 penalty on attack 
  rolls and Armor Class.
  • Exhausted: May only move up to half normal speed; 
  cannot run, charge, or otherwise maneuver; suffers 
  a -4 penalty to Strength and Dexterity scores.  (Note 
  this is not ability score damage, but a temporary 
  reduction until the Exhausted condition is removed.)
  • Fascinated: May not move, attack, or otherwise act; 
  must stare at the source of the Fascination.
  • Fatigued: Cannot run, charge, or otherwise 
  maneuver; -2 penalty to Strength and Dexterity 
  scores.
  • Frightened: Cannot attack the source of its fear 
  and must move away from it each round if it can.  
  Suffers a -2 penatly on saves and attack rolls.
  • Incorporeal: May only be struck by magic, but even 
  so, there is a 50% chance they will not be affected.  
  Ghost touch effects or those described as affecting 
  incorporeal creatures “normally” ignore this 
  condition.
  • Invisible: Cannot be seen; gains a +2 bonus on 
  attack rolls against visible targets.  Most invisibility 
  dissolves once the invisible creature attacks.
  • Nauseated: Cannot attack, cast spells, or otherwise 
  act; may move normally.
  • Panicked: As Frightened, but the victim drops 
  whatever they are holding, cannot attack, and 
  cannot cast spells or otherwise do anything but 
  move away from the source of its fear.
  • Paralyzed: Cannot move; suffers a -6 penalty to its 
  Armor Class.
  • Shaken: Suffers a -2 penalty on attack rolls and 
  saves.
  • Sickened: Suffers a -2 penalty on attack and damage 
  rolls.
  • Staggered: Victim may make a move, or attack, but 
  not both, on its turn.
  • Stunned: Drops everything held, cannot take any 
  actions, and suffers a -2 penalty to its Armor Class.
  Ability Score Damage in DCC
  Ability Score Damage in DCC
  Use the following mapping to convert ability score 
  damage in Pathfinder to DCC:
  
  52
  How to Convert
  Table 38: Ability Score Damage Mapping for DCC
  Pathfinder Ability Score
  DCC Ability Score
  Strength
  Strength
  Dexterity
  Agility
  Constitution
  Constitution
  Intelligence
  Intelligence
  Wisdom
  Personality
  Charisma
  Luck
  Unless otherwise noted, there are no lasting effects 
  to having “zeroed out” one or more ability scores 
  through damage, though in certain cases, particularly 
  those involving negative values, the GM may inflict 
  additional lasting penalties, at her discretion.
  • Strength: The creature cannot attack, defend, move, 
  or carry objects.  It must lie inert until it recovers 
  a positive Strength value.  It automatically fails all 
  Will saving throws.
  • Agility: The creature cannot attack, defend, move, 
  or cast spells.  It may stand and move at 5’ per 
  round until it recovers a positive Agility value.  It 
  automatically fails all Reflex saving throws.
  • Constitution: The creature must make a Fortitude 
  saving throw every round it has a zero or negative 
  Constitution.  Any failed save means it dies.  During 
  this time, it automatically fails any other Fortitude 
  saving throw it is required to make.
  • Intelligence: The victim may not cast spells, speak, 
  or understand anything that is going on around it.  
  They have neither short- nor long-term memory, 
  though memories formed prior to “zeroing out” are 
  retained.  The victim automatically fails any Will 
  saving throw.
  • Personality: The victim is repellent; all other 
  creatures must make a Will saving throw to 
  approach the victim.  The victim automatically 
  fails any Will saving throw or any induced by a 
  creature with a Personality higher than its original, 
  undamaged value.
  • 
  Conditions in DCC
  Conditions in DCC
  • Bleed: Each round on its own turn, the victim 
  suffers the amount of Bleed damage again until 
  it receives healing (magical or mundane unless 
  otherwise noted).
  • Blinded: Victims suffer a -4 penalty to their attack 
  rolls, Armor Class, and any skill or ability checks 
  that require a die roll to randomize outcome.  They 
  may attack, but there is a 50% chance they will miss 
  even if they succeed at their penalized attack roll.
  • Confused: A confused victim may attack, but has an 
  equal chance of attacking a friendly creature than an 
  enemy each time it does.
  • Cowering: Victim may not attack, and suffers a -4 
  penalty to its Armor Class.  It may not move and can 
  take no other actions until cured of this condition.
  • Dazed: Victim may not attack, but can otherwise act 
  normally.  (Targeting a spell at an enemy counts as 
  an attack.)
  • Dazzled: Victim suffers a -2 penalty on its attack 
  rolls.
  • Deafened: Cannot hear (obviously).
  • Entangled: Cannot run, charge, or otherwise 
  maneuver except to move in a single direction up to 
  half its normal speed.  Suffers a -2 penalty on attack 
  rolls and Armor Class.
  • Exhausted: May only move up to half normal speed; 
  cannot run, charge, or otherwise maneuver; suffers 
  a -4 penalty to Strength and Agility scores.  (Note 
  this is not ability score damage, but a temporary 
  reduction until the Exhausted condition is removed.)
  • Fascinated: May not move, attack, or otherwise act; 
  must stare at the source of the Fascination.
  • Fatigued: Cannot run, charge, or otherwise 
  maneuver; -2 penalty to Strength and Agility scores.
  • Frightened: Cannot attack the source of its fear 
  and must move away from it each round if it can.  
  Suffers a -2 penatly on saves and attack rolls.
  • Incorporeal: May only be struck by magic, but even 
  so, there is a 50% chance they will not be affected.  
  Ghost touch effects or those described as affecting 
  incorporeal creatures “normally” ignore this 
  condition.
  • Invisible: Cannot be seen; gains a +2 bonus on 
  attack rolls against visible targets.  Most invisibility 
  dissolves once the invisible creature attacks.
  • Nauseated: Cannot attack, cast spells, or otherwise 
  act; may move normally.
  • Panicked: As Frightened, but the victim drops 
  whatever they are holding, cannot attack, and 
  cannot cast spells or otherwise do anything but 
  move away from the source of its fear.
  • Paralyzed: Cannot move; suffers a -6 penalty to its 
  Armor Class.
  • Shaken: Suffers a -2 penalty on attack rolls and 
  saves.
  • Sickened: Suffers a -2 penalty on attack and damage 
  rolls.
  • Staggered: Victim may make a move, or attack, but 
  
  53
  How to Convert
  not both, on its turn.
  • Stunned: Drops everything held, cannot take any 
  actions, and suffers a -2 penalty to its Armor Class.
  Actions
  Pathfinder has many different kinds of Actions.  This 
  section clarifies how they map to common OSR 
  terminology:
  • Standard Action: Attacking or moving.
  • Move Action: Moving.
  • Swift Action: You may make up to one of these per 
  turn in addition to other actions.
  • Immediate Action, Free Action: You can take any 
  number of these, at any time, even if it’s not your 
  turn.
  • Full-Round Action: If you don’t move, and aren’t 
  otherwise affected by any Conditions, and have no 
  Dexterity ability score damage, you may make one 
  full-round action per turn.
  Caster Level
  Unless otherwise specified, the Caster Level for an 
  effect is equal to the Hit Dice of the creature casting it, 
  plus 5.
  Damage Types
  Generally speaking, the differentiation as to what sort 
  of damage a creature suffers is only meaningful if it 
  possesses resistance, or vulnerability, to that type of 
  damage.  Otherwise, ignore the damage type.
  Converting P1E Resistances, 
  Converting P1E Resistances, 
  Vulnerabilities, & Immunities to OSR
  Vulnerabilities, & Immunities to OSR
  Use the 5E heuristic above, with the following change:
  • “Resistance” in OSR is roughly equivalent to a 
  +3 bonus on rolls.  Typically these will be saving 
  throws, but in cases where one has resistance to a 
  mundane damage source, e.g., slashing, the bonus 
  can be applied to the resisting creature’s AC.
  • At the DM’s discretion, P1E Damage Resistance 
  above DR 5 can be treated as immunity for 
  simplicity.
  Converting P1E Resistances, 
  Converting P1E Resistances, 
  Vulnerabilities, & Immunities to DCC
  Vulnerabilities, & Immunities to DCC
  Use the 5E heuristic above, with the following change:
  • “Resistance” in DCC is roughly equivalent to a 
  +3 bonus on rolls.  Typically these will be saving 
  throws, but in cases where one has resistance to a 
  mundane damage source, e.g., slashing, the bonus 
  can be applied to the resisting creature’s AC.
  • At the judge’s discretion, P1E Damage Resistance 
  above DR 5 can be treated as immunity for 
  simplicity.
  
  54
  How to Convert
  Converting Senses
  Senses
  For the most part, senses (vision, perception, and other 
  abilities) translate in a straightforward manner.  Some 
  care, however, must be applied in translating some 
  types of ability from one rules system to another.
  Sense Translations
  Not every type of Sense and perceptive ability 
  translates from one system to another without 
  alteration.
  A result of “n/a” indicates that there is no true 
  equivalent in the target rules system, so the sense 
  should be ignored.
  Table 39: Sense Translations
  Pathfinder 
  Sense
  5E
  PF 2E
  OSR / 
  DCC
  DCC
  Blind
  Blind
  Blind
  Blind
  Blindsense
  Blindsight
  n/a
  n/a
  Tremorsense
  Tremorsense
  Tremorsense 
  (imprecise)
  n/a
  Darkvision
  Darkvision
  Darkvision
  Infravision
  Low-Light 
  Vision
  Darkvision
  Low-Light 
  Vision
  n/a
  True Seeing
  Truesight
  True 
  Seeing
  n/a
  All-Around 
  Vision
  n/a
  All-Around 
  Vision
  n/a
  Scent
  Keen Smell
  Scent 
  (imprecise)
  n/a
  Keen Scent
  Keen Smell
  Scent 
  (imprecise)
  n/a
  Deathwatch
  n/a
  n/a
  n/a
  Lifesense
  Lifesense
  Lifesense
  n/a
  Detect X
  Detect X
  Detect X
  Detect X
  See 
  Invisibility
  n/a
  See 
  Invisibility
  n/a
  Converting P1E Sense to 5E
  Converting P1E Sense to 5E
  Use the translation table above to convert a sense 
  of one kind to another.  Retain any ranges that are a 
  component of each sense.
  To calculate 5E Passive Perception:
  • Take the creature’s Wisdom Modifier as calculated 
  for its 5E Ability Score (see Ability Score 
  conversions, above).
  • Add 10.
  • If the creature’s total P1E Perception skill bonus is 
  greater than 10, add the creature’s 5E Proficiency 
  Bonus.
  Calculating Proficiency Bonus for 5E 
  Calculating Proficiency Bonus for 5E 
  Creatures
  Creatures
  To calculate a creature’s 5E Proficiency Bonus:
  • Take the creature’s P1E Hit Dice value, and use the 
  table below to look up the Proficiency Bonus.  
  • This Proficiency Bonus is kind of a default for any 
  situation wherein such a bonus is called for.
  Table 40: 5E Proficiency Bonus Conversion
  Pathfinder Hit Dice
  5E  Proficiency Bonus
  Up to 5
  +2
  6-9
  +3
  10-13
  +4
  14-17
  +5
  18-21
  +6
  22-25
  +7
  26-29
  +8
  30+
  +9
  Converting P1E Senses to P2E
  Converting P1E Senses to P2E
  Use the translation table above to convert a sense 
  of one kind to another.  Retain any ranges that are a 
  component of each sense.
  Converting P1E Senses to OSR
  Converting P1E Senses to OSR
  Use the translation table above to convert a sense 
  of one kind to another.  Retain any ranges that are a 
  component of each sense.
  Note that in many cases, this will mean a loss of 
  capability for the creature, as there are far fewer 
  analogues for P1E sense abilities in OSR.
  Converting P1E Senses to DCC
  Converting P1E Senses to DCC
  As with OSR, the approach used (and corresponding 
  limitations) will guide you.  
  
  55
  How to Convert
  Converting Languages
  Languages
  For the most part, languages and communication-
  related abilities map straight across from one rules 
  system to another.
  Converting P1E Languages to 5E
  Converting P1E Languages to 5E
  Some language terms will require a slight change to 
  align to 5E terminology, as shown in the following 
  table:
  Table 41: 5E Language Terminology Changes
  Pathfinder Language
  5E Language
  Dwarven
  Dwarvish
  Elven
  Elvish
  Gnome
  Gnomish
  All others
  As-is
  Converting P1E Languages to P2E
  Converting P1E Languages to P2E
  Convert all entries as-is.
  Converting P1E Languages to OSR
  Converting P1E Languages to OSR
  Although most OSR-formatted statblocks do not 
  explicitly mention Language, you may wish to add 
  an entry reflecting a straight copy/paste of language 
  capabilities from P1E for NPC creatures.
  Converting P1E Languages to DCC
  Converting P1E Languages to DCC
  Although most DCC-formatted statblocks do not 
  explicitly mention Language, you may wish to add 
  an entry reflecting a straight copy/paste of language 
  capabilities from P1E for NPC creatures.
  
  56
  How to Convert
  Converting Challenge Rating
  Challenge Rating
  This is admittedly perhaps the weakest aspect of the 
  conversion heuristic contained in this book.  
  This is, however, by design.  Much has been written, 
  more comprehensively and better, elsewhere about 
  the limitations of the CR system in rules systems that 
  support it.  In summary: a level is not a level, and a 
  party is not a party.  No matter how much math one 
  tries to throw at it, constructing a balanced encounter 
  with monsters against a party of 2-10 PCs of a certain 
  level is going to be a mixture of both art and science.
  As a result, many experienced G/DMs use a home-
  grown methodology or even tools to produce 
  encounters that are balanced against party level and 
  abilities.
  That said, a rigorous heuristic with drawbacks and 
  limitations is often still suprior to no heuristic at all, 
  particularly in quick-and-dirty situations and/or with 
  G/DMs or gaming groups that lack a great deal of 
  experience.
  Therefore, many G/DMs still use the Challenge Rating 
  system in their rules systems if it’s supported.
  Quadded Difficulty & Challenge Rating
  One might reasonably say that the entire purpose of 
  Quadded Difficulty (described earlier) is to completely 
  ignore or render unnecessary the concept of Challenge 
  Rating.  
  Ideally, if the conversion and quadding approach used 
  herein is successful, then the result should be a quarter 
  of monsters, usable across a wide range of party 
  compositions and levels of difficulty.
  Your mileage may vary, and your comfort level 
  with this approach will be a function of your own 
  experience, tolerance for ambiguity, and demand for 
  minutiae and preparedness.  
  You may embrace this approach, or find it unhelpful; 
  in the latter case, I have little doubt of your formidable 
  abilities to create an alternate house-rule approach of 
  your own.
  How to Convert Challenge Rating
  The short version first: for rules systems that support 
  the notion of a Challenge Rating, to convert from P1E, 
  simply take the creature’s P1E Hit Dice and treat it as 
  their CR.
  It should be volunteered that this approach has the 
  following weaknesses:
  • Some incredibly-powerful creatures have 
  capabilities that far exceed what their Hit Die value 
  might otherwise indicate.  In such a scenario, the 
  resulting creature will seem vastly powerful for 
  their CR.
  • Similarly, there are creatures with tons of Hit Dice 
  who lack even the most threatening basic special 
  ability.  These converted creatures will seem weak 
  by comparison to their CR value.
  • Although Hit Dice may be an excellent starting 
  point for computing Challenge Rating, generally 
  speaking, a creature’s CR is much more than a 
  simple numerical copy/paste of another metric.  To 
  properly encode a CR for a monster, one must take 
  into account special abilities, spellcasting, damage 
  inflicted, attack bonuses, class levels, resistances, 
  immunities... essentially, the entire rest of the 
  statblock!
  • Finally, there are, already published for some rules 
  systems, both first- and third-party approaches to 
  evaluating CR for a monster.
  There are three ways to digest this over-simplified 
  approach to CR conversion.
  • First, the concept of converting a monster from 
  P1E into another rules system largely disrupts the 
  validity of a CR value.  By design and nature of what 
  is being attempted, one should not expect to be able 
  to carefully calibrate a Challenge Rating that makes 
  sense for the target system as a result of what is 
  being performed here.
  • Secondly, the concept of a CR itself is often 
  problematic.  As much as rulebooks and third-party 
  tools in many major systems strive to make use of 
  the metric for calculating what is necessary to make 
  an ideal and appropriate combat encounter, the 
  truth is that no single numeric value can accurately 
  and completely represent a creature with dozens of 
  other attributes to consider.  One CR X monster is 
  not the same as another CR X monster, regardless of 
  how thorough a method was used to calculate X to 
  begin with.
  • Third, and most importantly, the IGS and Quadded 
  Difficulty approach to adventure content is built 
  around the notion that all content should be playable 
  by PCs and parties of all levels.  By design, the 
  four quadded difficulty bands were constructed to 
  be wide swathes, rather than narrow boxes; each 
  contains a great diversity of possible threats.  This 
  means that the concept of a Challenge Rating may 
  be an interesting adjunctive piece of information 
  when using Quadded Difficulty, but the approach of 
  Quadded Difficulty largely replaces the concept of 
  CR... again, by design.
  
  57
  How to Convert
  In conclusion, for those who value Challenge Rating 
  and are seeking to ensure its use in the context 
  of converted content, the following approach is 
  recommended:
  • Take the P1E content you aspire to convert into other 
  rules systems, and generate three other versions of 
  it.  Use the “How to Quad” rules in this book to do 
  so.
  • Convert each of the four pieces of adventure content 
  into the target rules system.
  • Use the roughed-up Hit Dice CR only where 
  absolutely necessary to calibrate encounters.  
  • Otherwise, use the Quadded Difficulty bands as your 
  main guideline to craft creature composition.
  
  58
  How to Convert
  Standard Actions
  “Standard Actions” refers largely to combat actions, 
  melee and ranged attacks.
  Given the enormous depth and complexity available to 
  combat actions in Pathfinder, this may be the piece of 
  the statblock that is the most involved in converting 
  into other rules systems.
  Converting P1E Actions to 5E
  Converting P1E Actions to 5E
  • First, strip away equipment modifiers for wielded 
  weapons.  This includes size modifiers, enhancement 
  bonuses, and special abilities.  For example, a +2 
  large holy longsword becomes a longsword.
  • Leave the damage inflicted, if any, alone, keeping 
  it as a dice expression, for example, 6d8+12.  If for 
  any reason you cannot locate the damage inflicted, 
  default to 1d6.  Calculate the average damage 
  inflicted if you wish to include this standard in your 
  5E statblock.
  • Leave the damage type intact.  For energy-based 
  damage, use the table “Energy & Damage Type 
  Conversions” above to ensure appropriate damage 
  sources.  If the damage source in P1E does not have 
  a corresponding type in the target rules system, 
  default to Bludgeoning.
  • If the P1E attack has multiple attack bonuses shown, 
  indicating multiple attacks, then the corresponding 
  5E attack should receive that many targets.  For 
  example, a P1E attack indicating +20/+15 should 
  have two targets.
  The attack bonus for the action is the most 
  complicated calculation, as follows:
  • Compute the default attack bonus for the 5E 
  creature.  
  • This is its 5E Ability Score Modifier for the 
  appropriate Ability Score (Strength for melee 
  actions, Dexterity for ranged actions), plus its 
  5E Proficiency Bonus (calculated using the “5E 
  Proficiency Bonus Conversion” table, earlier).
  The value computed above will be the 5E Attack Bonus 
  for the creature, barring additional tweaks.  
  Next, determine if the default attack bonus needs to be 
  boosted, as follows:
  • Take the attack bonus of the P1E action, and 
  subtract the creature’s P1E Hit Dice.  Thus a 10 
  HD monster with an attack that hits at +13 would 
  calculate a 3 at this step.  Divide the value by 2.
  • If the result is greater than 5, treat the result as 5.
  • If the result is less than -5, treat the result as -5.
  • Apply this result to the 5E attack bonus computed 
  above.
  Next, determine the action’s Reach.
  • Simply use the Reach value from the P1E statblock.  
  • If none is listed, assume a 5’ reach value by default.
  Converting P1E Actions to P2E
  Converting P1E Actions to P2E
  This approach has a lot in common with the conversion 
  to 5E, but there are some key differences.
  • First, strip away equipment modifiers for wielded 
  weapons.  This includes size modifiers, enhancement 
  bonuses, and special abilities.  For example, a +2 
  large holy longsword becomes a longsword.
  • Leave the damage inflicted, if any, alone, keeping 
  it as a dice expression, for example, 6d8+12.  If for 
  any reason you cannot locate the damage inflicted, 
  default to 1d6.  
  • Leave the damage type intact.  For energy-based 
  damage, use the table “Energy & Damage Type 
  Conversions” above to ensure appropriate damage 
  sources.  If the damage source in P1E does not have 
  a corresponding type in the target rules system, 
  default to Bludgeoning.
  • Assume that each standard attack is a 
    single 
  action.  
  Add Traits to the action based on the P1E presentation, 
  using the table below.
  Converting Actions
  
  59
  How to Convert
  Table 42: P2E Standard Action Traits
  Pathfinder
  PF 2E Trait(s)
  Thrown weapon
  thrown
  Multiattack feat
  agile
  Blowgun, Dagger, 
  Fist, Gauntlet, Kama, 
  Katar, Kukri, Light 
  weapon, Gauche, Sai, 
  Shortsword, Shuriken, 
  Sickle, or Starknife
  agile
  Shield Spikes
  attached
  Nunchaku, Club
  backswing
  Keen, Composite bow, 
  Fauchard, Glaive, 
  Katana, Katar, Lance, 
  Longbow, Rapier, 
  Scythe, Shortbow, or 
  Starknife
  deadly
  Disarm feat, Flail, 
  Nunchaku, Ranseur, 
  Rapier, Sai, Spiked 
  Chain, or Whip
  disarm
  Critical Modifier of x3 or 
  greater, Pick
  fatal (dX), x=one 
  step higher than 
  damage dice
  Dagger, Fist, Kukri, 
  Mace, Gauche, 
  Nunchaku, Rapier, Sai, 
  Shortsword, Sickle, 
  Spiked Chain, Starknife, 
  or Whip
  finesse
  Cleave feat, Falchion, 
  Glaive, or Scimitar
  forceful
  Gauntlet
  free-hand
  Grab
  grapple
  Lance
  jousting
  Blowgun, Sap
  nonlethal
  Gauche, Staff
  parry
  Sling, Composite bow
  propulsive
  Club, Mace, Hammer 
  weapon
  shove
  Axe weapon, Falchion, 
  Flail, Scimitar
  sweep
  Trip feat, Flail, Hooked 
  Hammer, Guisarme, 
  Kama, Kukri, Scythe, 
  Sickle, Spiked Chain, 
  Temple Sword, or Whip
  trip
  Pathfinder
  PF 2E Trait(s)
  Slam, Tentacle, Bite, 
  Claw, or Tail Sweep
  unarmed
  Longbow
  volley
  Dagger, Hooked 
  Hammer, Greatsword, 
  Halberd, Katana, 
  Longsword, Gauch, 
  Morningstar, Sai, 
  Shortsword, or Starknife
  versatile
  The attack bonus for the action is the most 
  complicated calculation, as follows:
  • Take the creature’s P2E Attack Proficiency Bonus 
  (calculated using the table below).
  Table 43: P2E Attack Proficiency Bonus Conversion
  Pathfinder Hit Dice
  P2E  Proficiency Bonus
  Up to 4
  Untrained (+0)
  5-10
  Trained (+2)
  11-16
  Expert (+4)
  17-20
  Master (+6)
  21+
  Legendary (+8)
  • Next, add the P2E Ability Modifier for the 
  appropriate Ability Score (Strength for melee 
  attacks, Dexterity for ranged attacks).
  • Finally, add the creature’s P1E Hit Dice value.
  The value computed above will be the P2E attack 
  bonus for the creature, barring additional tweaks.  
  Next, determine if the default attack bonus needs to be 
  boosted, as follows:
  • Take the attack bonus of the P1E action, and 
  subtract the creature’s P1E Hit Dice.  Thus a 10 
  HD monster with an attack that hits at +13 would 
  calculate a 3 at this step.  Divide the value by 2.
  • If the result is greater than 5, treat the result as 5.
  • If the result is less than -5, treat the result as -5.
  • Apply this result to the P2E attack bonus computed 
  above.
  Next, determine the action’s Reach.
  • Simply use the Reach value from the P1E statblock.  
  • If none is listed, assume a 5’ reach value by default.
  
  60
  How to Convert
  Converting P1E Actions to OSR
  Converting P1E Actions to OSR
  Actions in OSR differ fundamentally in presentation 
  from their P1E, P2E, and 5E equivalents.
  There are two things to calculate for OSR monster 
  conversions: their THAC0, and the damage for each 
  attack type.
  To compute a creature’s THAC0, use the table below, 
  using the creature’s OSR Hit Dice (as calculated earlier 
  in the Converting Hit Dice section). 
  Note that some OSR systems use descending 
  traditional THAC0, and others use a more modern 
  attack bonus modifier.  Both versions are provided in 
  the table below for ease of reference.
  Table 44: OSR THAC0 Calculations
  OSR Hit Dice
  OSR THAC0
  <1
  20 [-1]
  1
  19 [0]
  2
  18 [+1]
  3
  17 [+2]
  4
  16 [+3]
  5
  15 [+4]
  6
  14 [+5]
  7
  13 [+6]
  8-9
  12 [+7]
  10-11
  11 [+8]
  12-13
  10 [+9]
  14-15
  9 [+10]
  16-17
  8 [+11]
  18-19
  7 [+12]
  20-21
  6 [+13]
  22+
  5 [+14]
  To calculate damage:
  • Remove all modifiers to the dice rolled for damage.  
  Thus an attack that inflicts 2d6+12 damage in P1E 
  becomes 2d6 in OSR.
  By default, a creature may attack each round with ALL 
  of its natural attacks, or ONE manufactured weapon.  
  At the DM’s discretion, this logic may be altered for a 
  given creature.
  Converting P1E Actions to DCC
  Converting P1E Actions to DCC
  Actions in DCC consist of three components: 
  • Its Attacks,
  • The Critical Table it uses, and
  • Its Action Dice.
  Converting Attacks to DCC
  Converting Attacks to DCC
  This piece is actually somewhat straightforward, given 
  the range and scalability alignment between DCC and 
  5E.
  • Calculate the 5E equivalent of each attack using the 
  heuristic described above.
  • Sanity-check the results and adjust as needed.
  Determining Critical Tables for DCC
  Determining Critical Tables for DCC
  Which Critical Table a monster uses is based on two 
  factors: its Hit Dice, and its Creature Type.
  To determine which set of Critical Tables the creature 
  uses, refer to its P1E Creature Type:
  Table 45: DCC Critical Table Types by Creature Type
  Pathfinder 
  Creature Type / 
  Subtype
  DCC Critical Table Set
  Dragon
  DR
  Undead
  U
  Humanoid
  III
  Demon, Devil
  DN
  Giant
  M
  Other
  M
  Note that this is generally the set of DCC Critical 
  Tables to be used; however, monsters of these types at 
  lower levels of difficulty may use other Critical Tables 
  (see below).
  Next, use a combination of the creature’s DCC Hit Dice 
  (conversion calculated in an earlier step) and its DCC 
  Critical Table Type (determined immediately above) 
  and use DCC Critical Tables by Creature Type & Hit 
  Dice to determine the specific critical table to be used, 
  and the die/dice to be used in so doing.
  Finally, determine the DCC Critical Range: 
  
  61
  How to Convert
  Table 47: DCC Critical Tables by Creature Type & Hit Dice
  DCC Hit Dice
  Humanoid
  Undead
  Giant
  Demon
  Dragon
  Other/Default
  <1
  III/d4
  U/d4
  M/d4
  DN/d3
  DR/d4
  M/d4
  1
  III/d6
  U/d6
  M/d6
  DN/d4
  DR/d6
  M/d6
  2
  III/d8
  U/d6
  M/d8
  DN/d4
  DR/d8
  M/d8
  3
  III/d8
  U/d8
  M/d8
  DN/d4
  DR/d10
  M/d8
  4
  III/d10
  U/d8
  G/d4
  DN/d4
  DR/d12
  M/d10
  5
  III/d10
  U/d10
  G/d4
  DN/d6
  DR/d14
  M/d10
  6
  IV/d12
  U/d10
  G/d4
  DN/d6
  DR/d16
  M/d12
  7
  IV/d12
  U/d12
  G/d4
  DN/d8
  DR/d20
  M/d12
  8
  IV/d14
  U/d12
  G/d4
  DN/d8
  DR/d20
  M/d14
  9
  IV/d14
  U/d14
  G/d4
  DN/d10
  DR/d24
  M/d14
  10
  IV/d16
  U/d14
  G/d4
  DN/d10
  DR/d24
  M/d16
  11
  V/d16
  U/d16
  G/d4
  DN/d12
  DR/2d14
  M/d16
  12
  V/d20
  U/d16
  G/d6
  DN/d12
  DR/2d14
  M/d20
  13
  V/d20
  U/d20
  G/d6
  DN/d14
  DR/d30
  M/d20
  14
  V/2d10
  U/d20
  G/d7
  DN/d14
  DR/d30
  M/d20
  15
  V/2d10
  U/d24
  G/d7
  DN/d16
  DR/2d16
  M/d20
  16
  V/2d12
  U/d24
  G/d8
  DN/d16
  DR/2d16
  M/d24
  17
  V/2d12
  U/d30
  G/d8
  DN/d20
  DR/2d20
  M/d24
  18
  V/2d14
  U/d30
  G/d10
  DN/d20
  DR/2d20
  M/d24
  19
  V/2d14
  U/d30
  G/d10
  DN/d24
  DR/3d20
  M/d30
  20
  V/3d10
  U/d30
  G/d12
  DN/d24
  DR/3d20
  M/d30
  21+
  V/3d10
  U/d30
  G/d12
  DN/d30
  DR/4d20
  M/d30
  • If the creature has at least one attack in its P1E 
  description that contains an expanded Critical 
  Threat range (e.g., “19-00”), it gains that as its DCC 
  Critical Range.
  Calculating Action Dice for DCC
  Calculating Action Dice for DCC
  A creature’s DCC Action Dice are determined relative 
  to its DCC To Hit Maximum.
  • Simply put, a creature’s DCC To Hit Maximum is the 
  maximum Attack Bonus across all of its attacks, both 
  melee and ranged, as determined above.
  • So a creature whose DCC Actions were as follows 
  would have a DCC To Hit Maximum of +6:  
  Gore +5 melee (2d6+5) or Slam +6 melee (1d8+2).
  • Using this value as a reference, determine the 
  Action Dice the creature receives using the table on 
  the next page.
  
  62
  How to Convert
  Table 46: DCC Action Dice Calculations
  DCC To Hit Max
  DCC Action 
  Dice
  <-10
  1d10
  -10 to -5
  1d14
  -4 to -2
  1d16
  -1 to +5
  1d20
  +6 to +8
  1d24
  +9 to +12
  1d24+1d20
  +13 to +15
  2d24
  +16 to +20
  1d24+2d20
  +21 to +25
  2d24+1d20
  +26 to +30
  3d24
  +31 to +35
  1d30+2d24
  +36 to +40
  2d30+1d24
  +41 or greater
  3d30
  
  63
  How to Convert
  Converting Feats
  Feats
  Although Feats do make appearances in other rules 
  systems, their pervasiveness and sheer quantity in 
  Pathfinder First Edition is somewhat unparalleled in 
  more modern and more simplistic systems.
  As a result, the hundreds of Feats that Pathfinder 
  supports across all of its rules do not always have true 
  analogs in other rules systems.
  Converting P1E Feats to 5E
  Converting P1E Feats to 5E
  Some feats have somewhat direct equivalents in this 
  rules system, as follows:
  Table 48: 5E Feat Mapping
  Pathfinder Feat
  5E Feat
  Alertness
  Alert
  Improved Initiative
  Alert
  Dodge
  Athlete
  Great Fortitude
  Athlete
  Lucky Halfling
  Bountiful Luck
  Improved Bull Rush
  Charger
  Improved Overrun
  Charger
  Rapid Reload
  Crossbow Expert
  Pushing Assault
  Crusher
  Improved Grapple
  Grappler
  Weapon Finesse
  Defensive Duelist
  Two-Weapon Fighting Dual Wielder
  Endurance
  Durable
  Elemental Focus
  Elemental Adept
  Cleave
  Great Weapon Master
  Armor Focus
  Heavily Armored
  Leadership
  Inspiring Leader
  Fleet
  Mobile
  Mobility
  Mobile
  Mounted Combat
  Mounted Combatant
  Vital Strike
  Savage Attacker
  Far Shot
  Sharpshooter
  Shield Focus
  Shield Master
  Skill Focus
  Skill Expert
  Stealthy
  Skulker
  Pathfinder Feat
  5E Feat
  Throw Anything
  Tavern Brawler
  Toughness
  Tough
  Weapon Focus
  Weapon Master
  Apart from direct mappings above, consider additional 
  Feat mapping rules as follows:
  • For every combat feat a creature has that does not 
  have a direct mapping on the table above, it gains a 
  further +1 bonus on all its attack rolls.
  • For non-combat feats, you can either improvise a 
  house rule that posits an equivalent effect to the P1E 
  Feat, or simply ignore it.
  Converting P1E Feats to P2E
  Converting P1E Feats to P2E
  Consider additional Feat mapping rules as follows:
  • For every combat feat a creature has, it gains a 
  further +2 bonus on all its attack rolls and a +1 
  bonus on its damage rolls.
  • For non-combat feats, you can either improvise a 
  house rule that posits an equivalent effect to the 
  P1E Feat, grant it a further +1 on its attack rolls, or 
  simply ignore it.
  Converting P1E Feats to OSR
  Converting P1E Feats to OSR
  Consider additional Feat mapping rules as follows:
  • For every 2 full combat feats a creature has, it gains 
  a +1 bonus on all its attack rolls and a +1 bonus on 
  its damage rolls.
  • For non-combat feats, you can either improvise a 
  house rule that posits an equivalent effect to the P1E 
  Feat, or simply ignore it.
  Converting P1E Feats to DCC
  Converting P1E Feats to DCC
  Consider additional Feat mapping rules as follows:
  • For every combat feat a creature has, it gains a 
  further +1 bonus on all its attack rolls and a +1 
  bonus on its damage rolls.
  • For non-combat feats, you can either improvise a 
  house rule that posits an equivalent effect to the 
  P1E Feat, grant it a further +1 on its attack rolls, or 
  simply ignore it.
  
  64
  How to Convert
  Converting Skills
  Skills
  Although Skills do make appearances in other rules 
  systems, their pervasiveness and sheer quantity in 
  Pathfinder First Edition is somewhat unparalleled in 
  more modern and more simplistic systems.
  Typically, across most other rules systems, you’ll be 
  able to use other factors to determine how a monster 
  tests for certain circumstances.
  Converting P1E Skills to 5E
  Converting P1E Skills to 5E
  Remember that per the 5E approach to skills, for most 
  skill purposes, most monsters do not need them.  
  If there is a skill that defines a monster, you can 
  compute it using the simple mechanism of the 
  creature’s Proficiency Bonus plus its relevant Ability 
  Score bonus.
  Some P1E Skills have equivalents in this rules system, 
  as follows:
  Table 49: 5E Skills Mapping
  Pathfinder Skill
  5E Skill
  Acrobatics
  Dexterity (Acrobatics) or 
  Strength (Athletics)
  Appraise
  Intelligence 
  (Investigation), Wisdom 
  (Perception) as 
  applicable
  Bluff
  Charisma (Deception)
  Climb
  Strength (Athletics)
  Craft
  Applicable Tool 
  proficiency check
  Diplomacy
  Charisma (Persuasion)
  Disable Device
  Theives Tool proficiency 
  / Dexterity (Sleight of 
  Hand)
  Disguise
  Charisma (Deception)
  Escape Artist
  Dexterity (Acrobatics)
  Handle Animal
  Wisdom (Animal 
  Handling)
  Heal
  Wisdom (Medicine)
  Intimidate
  Charisma (Intimidation)
  Pathfinder Skill
  5E Skill
  Knowledge
  Intelligence
  Linguistics
  Intelligence / Wisdom 
  (Insight)
  Perception
  Wisdom (Perception)
  Perform
  Charisma (Performance)
  Profession
  Intelligence
  Ride
  Wisdom (Animal 
  Handling)
  Sense Motive
  Wisdom (Perception)
  Sleight of Hand
  Dexterity (Sleight of 
  Hand)
  Spellcraft
  Intelligence (Arcana)
  Stealth
  Dexterity (Stealth)
  Survival
  Wisdom (Survival)
  Swim
  Strength (Athletics)
  Use Magic Device Intelligence (Arcana)
  Direct mappings of which skill corresponds to which 
  skill in 5E is a nice starting point, and you can use 
  the proficiency bonus and ability score bonus of the 
  creature to compute a rough skill bonus.
  However, you may find that the massive differences 
  in scaling between the two systems demands further 
  modifications, as follows:
  Table 50: 5E Skill Bonus Mapping
  Pathfinder Skill 
  Bonus
  5E Skill Bonus
  <+5
  +1
  +6 to +10
  +2
  +11 to +15
  +3
  +16 to +20
  +4
  +21 to +25
  +6
  +26 to +30
  +8
  +31 or higher
  +10
  
  65
  How to Convert
  DCs for skill checks can be mapped as follows:
  5E Skill Check DC Mapping
  Use the following table to determine the appropriate 
  DC for a skill check in 5E based on the corresponding 
  DC for a Pathfinder skill check.
  Table 51: 5E Skill Check DC Mapping
  Pathfinder Skill 
  Check DC
  5E Skill Check DC
  <=10
  10
  11-14
  12
  15-18
  14
  19-22
  16
  23-26
  18
  27-30
  20
  31-34
  22
  35-38
  24
  39-42
  25
  43+
  26
  Converting P1E Skills to P2E
  Converting P1E Skills to P2E
  The good news here is that the DC for most skill checks 
  should be roughly equivalent between P1E and P2E.
  Table 52: P2E Skills Mapping
  Pathfinder Skill
  5E Skill
  Acrobatics
  Acrobatics
  Appraise
  Crafting / Society
  Bluff
  Deception
  Climb
  Athletics
  Craft
  Crafting
  Diplomacy
  Diplomacy
  Disable Device
  Thievery
  Disguise
  Deception
  Escape Artist
  Thievery
  Handle Animal
  Nature
  Heal
  Medicine
  Pathfinder Skill
  5E Skill
  Intimidate
  Intimidation
  Knowledge
  Lore
  Linguistics
  Society
  Perception
  Perception
  Perform
  Performance
  Profession
  Crafting
  Ride
  Nature
  Sense Motive
  Perception
  Sleight of Hand
  Deception / Thievery
  Spellcraft
  Arcana / Occultism
  Stealth
  Stealth
  Survival
  Survival
  Swim
  Athletics
  Use Magic Device Arcana / Occultism
  P2E Skill Check DC Mapping
  Use the following table to determine the appropriate 
  DC for a skill check in Pathfinder Second Edition 
  based on the corresponding DC for a Pathfinder skill 
  check.
  Table 53: P2E Skill Check DC Mapping
  Pathfinder Skill 
  Check DC
  P2E Skill Check 
  DC
  <=10
  10
  11-14
  13
  15-18
  16
  19-22
  20
  23-26
  24
  27-30
  28
  31-34
  32
  35-38
  36
  39-42
  40
  43-48
  45
  49+
  50
  
  66
  How to Convert
  Converting P1E Skills to OSR
  Converting P1E Skills to OSR
  Skills don’t generally exist in OSR rules systems, at 
  least not to the extent to which they do in Pathfinder 
  and the other systems described above.
  If a rules system does support a skill check, typically it 
  will simply be an ability check.
  House Rule: Skill Checks in OSR
  House Rule: Skill Checks in OSR
  If you wish to introduce the concept of skill checks 
  into an OSR game that does not itself have an explicit 
  rule guiding that approach, consider the following 
  optional mechanic, which is a common one across 
  many systems.
  To make a skill check, instead make an Ability Check: 
  • First, identify which Ability Score applies.  A 
  mapping table is suggested below.
  • Next, determine if the character making the check 
  is Trained or Untrained in that skill.  Typically, 
  this will be a sanity-check kind of thing: a Thief is 
  certainly trained in Sleight of Hand, but a Fighter 
  may or may not be trained in Acrobatics, for 
  example.
  • If the character is Trained in the skill, roll 1d20.
  • If the character is Untrained in the skill, roll 2d20 
  and add the results together.
  • If the score that results is equal to or lower than 
  the testing character’s relevant Ability Score, the 
  check succeeds.
  • At the GM’s discretion, any rolls of a 1 may indicate 
  automatic (or critical!) failure, and rolls of a natural 
  20 may indicate automatic success.
  Table 54: OSR Skills Mapping
  Pathfinder Skill
  OSR Ability Check
  Acrobatics
  Dexterity or Strength
  Appraise
  Intelligence
  Bluff
  Charisma
  Climb
  Strength
  Craft
  Intelligence
  Diplomacy
  Charisma
  Disable Device
  Dexterity
  Disguise
  Dexterity or Charisma
  Escape Artist
  Dexterity or Strength
  Handle Animal
  Charisma or Wisdom
  Heal
  Wisdom
  Intimidate
  Charisma or Strength
  Knowledge
  Intelligence
  Pathfinder Skill
  OSR Ability Check
  Linguistics
  Intelligence
  Perception
  Wisdom
  Perform
  Charisma
  Profession
  Intelligence
  Ride
  Wisdom
  Sense Motive
  Wisdom or Charisma
  Sleight of Hand
  Dexterity
  Spellcraft
  Intelligence
  Stealth
  Dexterity or Wisdom
  Survival
  Wisdom
  Swim
  Strength or Dexterity
  Use Magic Device Intelligence
  OSR Skill Check DC Mapping
  Use the following table to determine the appropriate 
  modifiers for a skill check in OSR based on the 
  corresponding DC for a Pathfinder skill check.
  Remember that since you are trying to roll under 
  your Ability Score on the check, negative modifiers 
  are a favorable thing, and positive modifiers are an 
  unfavorable effect.
  Table 55: OSR Skill Check DC Mapping
  Pathfinder Skill 
  Check DC
  OSR Ability 
  Check Modifier
  <=10
  -2
  11-14
  -1
  15-18
  +0
  19-22
  +1
  23-26
  +1
  27-30
  +2
  31-34
  +2
  35-38
  +3
  39-42
  +3
  43-48
  +4
  49+
  +5
  
  67
  How to Convert
  Converting P1E Skills to DCC
  Converting P1E Skills to DCC
  Although skill checks are not nearly as involved in 
  Dungeon Crawl Classics as they are in some other 
  supported rules systems, they nevertheless exist, and 
  like in the optional OSR rules described above, reflect 
  a check on an ability rather than on an explicit skill.
  The table below suggests reasonable corresponding 
  abilities to Pathfinder skill standards.
  Table 56: DCC Skills Mapping
  Pathfinder Skill
  DCC Ability Check
  Acrobatics
  Agility
  Appraise
  Intelligence
  Bluff
  Personality
  Climb
  Strength
  Craft
  Intelligence
  Diplomacy
  Personality
  Disable Device
  Agility
  Disguise
  Personality
  Escape Artist
  Agility or Strength
  Handle Animal
  Personality
  Heal
  Intelligence
  Intimidate
  Personality or Strength
  Knowledge
  Intelligence
  Linguistics
  Intelligence or 
  Personality
  Perception
  Luck
  Perform
  Personality
  Profession
  Intelligence
  Ride
  Stamina
  Sense Motive
  Personality or 
  Intelligence
  Sleight of Hand
  Agility
  Spellcraft
  Intelligence
  Stealth
  Agility
  Survival
  Intelligence
  Swim
  Strength or Agility
  Use Magic Device Intelligence
  DCC Skill Check DC Mapping
  Use the following table to determine an appropriate 
  DC for skill checks based on the Pathfinder DC of a 
  check.
  Table 57: DCC Skill Check DC Mapping
  Pathfinder Skill 
  Check DC
  DCC Ability 
  Check DC
  <=10
  8
  11-14
  10
  15-18
  12
  19-22
  13
  23-26
  14
  27-30
  15
  31-34
  16
  35-38
  17
  39-42
  18
  43-48
  19
  49+
  20
  
  68
  How to Convert
  Converting Special Abilities
  Special Abilities
  Special Abilities are much more complicated, nuanced, 
  and subjective than a simple rigorous conversion 
  mechanic can possibly address.  
  There are literally thousands of different special 
  attacks, special abilities, and related effects that 
  surround the most interesting P1E monsters.
  It would be sheer craziness to individually convert 
  each and every one of them, with converted text that 
  respected the original intent of each special ability, but 
  honored the rules mechanics of the target systems.
  So, compiling such a list would be sheer insanity.
  Fortunately, the folks at Infinium Game Studio are 
  nothing, if not insane: you will find exactly this list in 
  the Conversion Mapping Inventory of the next section 
  of this book.
  The one thing you will need to calculate in a cold and 
  methodical manner, however, is the Difficulty Class of 
  effects and abilities for the creature, and in most cases, 
  what sort of Saving Throw to use.  
  This, we can do in a structured manner, as follows.
  Determining Saving Throw in 5E
  Determining Saving Throw in 5E
  Use the following table:
  Table 58: Determining 5E Saving Throws
  Pathfinder Save & Context
  5E Save
  Fortitude: poison, 
  disease
  Constitution
  Fortitude: fear
  Wisdom
  Fortitude: strength
  Strength
  Fortitude: other/default
  Constitution
  Will: fear
  Wisdom
  Will: psychic
  Intelligence
  Will: paralysis
  Constitution
  Reflex
  Dexterity
  Determining Saving Throw in P2E
  Determining Saving Throw in P2E
  No conversion required: simply use the same saving 
  throw in P2E.
  Determining Saving Throw in OSR
  Determining Saving Throw in OSR
  Use the following table:
  Table 59: Determining OSR Saving Throws
  Pathfinder Save & Context
  OSR Save
  Fortitude: poison, 
  disease
  Death
  Fortitude: fear
  Paralysis
  Fortitude: strength
  Death
  Fortitude: other/default
  Spell
  Will: fear
  Spell
  Will: psychic
  Wand
  Will: paralysis
  Paralysis
  Reflex
  Breath
  Determining Saving Throw in DCC
  Determining Saving Throw in DCC
  No conversion required: simply use the same saving 
  throw in DCC.
  Effect DC
  Whether it’s poison, a gaze attack, or an aura, many 
  creatures harness special abilities that require victims 
  to make a save or defensive roll against a certain 
  Difficulty Class to overcome the effect.
  The DC of a given creature can be converted using its 
  existing mechanics and statistics calculated to this 
  point in the conversion process.
  Note that you may wish to Sanity Check the DC 
  to ensure it is not too punishingly high, or not to 
  embarassingly low.
  Calculating 5E Effect DC
  Calculating 5E Effect DC
  Determine which Ability Score modifier you will use as 
  a basis: use the greater of either its 5E Constitution 
  Ability Score, or its 5E Charisma Ability Score.
  • Calculate the Ability Score Modifier of the 5E 
  Ability Score determined above.
  • Add 10.
  • Add the creature’s 5E Proficiency Bonus, as 
  calculated in the table “5E Proficiency Bonus 
  
  69
  How to Convert
  Conversion”.
  • If the result of the above math is greater than 30, 
  treat it as 30.
  • If the P1E creature had the monstrous feat Ability 
  Focus for the ability or effect you’re calculating the 
  DC of, consider adding +2 to the DC of that ability in 
  5E.
  Calculating P2E Effect DC
  Calculating P2E Effect DC
  Determine which Ability Score modifier you will 
  use as a basis: use the highest value of amongst its 
  Constitution, its Charisma, its Intelligence, and its 
  Wisdom.
  • Calculate the Ability Score Modifier of the P2E 
  Ability Score determined above.
  • Add 10.
  • Add the creature’s P2E Proficiency Bonus, as 
  calculated in the table below.
  Table 60: P2E Effect Proficiency Bonus Conversion
  Pathfinder Hit Dice
  P2E  Proficiency Bonus
  Up to 6
  Trained (+2)
  7-10
  Expert (+4)
  11-14
  Master (+6)
  15+
  Legendary (+8)
  • If the P1E creature had the monstrous feat Ability 
  Focus for the ability or effect you’re calculating the 
  DC of, consider adding +4 to the DC of that ability in 
  P2E.
  Calculating OSR Effect DC
  Calculating OSR Effect DC
  Effects do not typically have a DC in OSR.  Instead, 
  they utilize one or more predefined Save mechanics.
  Simply select the Save that most corresponds to the 
  ability in question.  The target value rolled will then be 
  determined by the victim’s nature and statblock.
  Calculating DCC Effect DC
  Calculating DCC Effect DC
  • Default to the 5E Effect DC calculated above.
  • Adjust per a sanity check.
  Converting Spellcasting Abilities
  Spellcasting Abilities
  Spells and magic are treated very differently across the 
  rules systems discussed.
  Much like Special Abilities, there are hundreds, 
  thousands even, of spells introduced by the Pathfinder 
  Roleplaying Game.
  This book contains some of the most commonly-used 
  spells, and the suggested conversion that may be 
  appropriate for supported rules systems.
  Spell Saving Throws
  Nearly all spell effects allow or require a saving throw.  
  For this purpose, use the previous section’s rules for 
  determining which Saving Throw to use, and the 
  Effect DC (if applicable), for Special Abilities.
  OSR Spell Saving Throws
  OSR Spell Saving Throws
  OSR saving throws for spells should default, perhaps 
  obviously, to Spell.
  However, consider the nature of the spell in question 
  and the effect it is producing (e.g., a ranged attack 
  spell may more appropriately use the Breath save 
  instead).
  
  70
  How to Convert
  Converting Obstacles
  Converting Obstacles
  Converting Obstacles
  Obstacles block access.  
  Generally speaking, a geographical area encountered 
  with an Obstacle cannot be traversed without first 
  overcoming the Obstacle.
  An Obstacle is either persistent, or ablative, as 
  follows:
  A persistent obstacle remains once overcome; to 
  traverse the map room again subsequently to this 
  initial success, you must again make the relevant check 
  or suffer the described consequences.  For example, a 
  river of lava: leaping safely over it in no way mitigates 
  its threat afterwards!
  Ablative obstacles are destroyed, removed, or 
  otherwise rendered ineffective once overcome.  A 
  locked door is a good example: once you’ve unlocked it, 
  it doesn’t generally re-lock itself.
  General Conversion Notes
  In the most general sense, Obstacles need not change 
  much from one rules system to another.  In any, they 
  represent a barred way, and must be overcome via 
  some sort of roll, check, spell, or other action by the 
  PCs in order to progress.
  The triggers, fundamental mechanism and danger and/
  or consequences presented by an Obstacle are system-
  neutral, and can persist across rules systems.
  You may wish to sanity check this approach for a given 
  Obstacle to ensure it remains appropriate for your 
  target rules system of choice.
  Converting Obstacle DCs
  Use the rules earlier for determining the Effect DC 
  of a creature’s special ability to convert a Pathfinder 
  Obstacle DC into one suitable for alternate rules 
  systems.
  Converting Obstacle Saving Throws
  Saving throws for obstacles can largely leverage the 
  logic used in the Special Abilities section; however, an 
  expanded Obstacle-specific set of conversion guides is 
  presented below.
  Determining 5E Obstacle Saving Throws
  Determining 5E Obstacle Saving Throws
  Use the table below to guide you.
  Table 61: Determining 5E Obstacle Saving Throws
  Pathfinder Obstacle Context
  5E Save
  Poison, disease
  Constitution
  Fear auras and effects
  Wisdom
  Physical barriers 
  Strength
  Fortitude: other/default
  Constitution
  Psychic barriers
  Intelligence
  Arcane wards
  Intelligence
  Paralytic effects
  Constitution
  Reflex / moving obstacles 
  / leaping or crawling
  Dexterity
  Determining P2E Obstacle Saving 
  Determining P2E Obstacle Saving 
  Throws
  Throws
  No conversion required: simply use the same saving 
  throw in P2E.
  Determining OSR Obstacle Saving 
  Determining OSR Obstacle Saving 
  Throws
  Throws
  Use the following table:
  Table 62: Determining OSR Obstacle Saving Throws
  Pathfinder Obstacle Context
  OSR Save
  Poison, disease
  Death
  Fear auras and effects
  Spell
  Physical barriers 
  Death
  Fortitude: other/default
  Spell
  Psychic barriers
  Wand
  Arcane wards
  Spell
  Paralytic effects
  Paralysis
  Reflex / moving obstacles 
  / leaping or crawling
  Breath
  Determining DCC Obstacle Saving 
  Determining DCC Obstacle Saving 
  Throws
  Throws
  No conversion required: simply use the same saving 
  throw in DCC.
  
  71
  How to Convert
  Converting Traps
  Converting Traps
  Converting Traps
  Traps may be a component of Obstacles.  Traps must 
  be detected, and then either avoided, or circumvented 
  / disarmed; failure to do so while activating thr trap’s 
  Trigger imposes one or more consequences.
  General Conversion Notes
  Like Obstacles, Traps need not change much from one 
  rules system to another.  
  The triggers, fundamental mechanism and danger 
  and/or consequences presented by a Trap are system-
  neutral, and can persist across rules systems.
  You may wish to sanity check this approach for a given 
  Trap to ensure it remains appropriate for your target 
  rules system of choice.
  Converting Trap DCs
  Not all supported rules systems use Difficulty Class.  
  For those that do, however, here’s how to convert the 
  Pathfinder DC value.
  Use these mappings for any skill check DCs associated 
  with the trap: the most common being Perception and 
  Disable Device, naturally.
  Determining 5E Trap DC
  Determining 5E Trap DC
  Use the following table to convert a Pathfinder Trap’s 
  DC to a reasonable 5E equivalent.
  Table 63: 5E Trap DC Mapping
  Pathfinder Trap DC
  5E Trap DC
  <=10
  10
  11-14
  12
  15-18
  14
  19-22
  16
  23-26
  18
  27-30
  20
  31-34
  22
  35-38
  24
  39-42
  25
  Pathfinder Trap DC
  5E Trap DC
  43+
  26
  Table 64: P2E Skill Check DC Mapping
  Pathfinder Skill 
  Check DC
  P2E Skill Check 
  DC
  <=10
  10
  11-14
  13
  15-18
  16
  19-22
  20
  23-26
  24
  27-30
  28
  31-34
  32
  35-38
  36
  39-42
  40
  43-48
  45
  49+
  50
  Determining P2E Trap DC
  Determining P2E Trap DC
  Use the following table to calculate a Pathfinder 
  Second Edition trap DC that corresponds to the 
  Pathfinder First Edition value.
  Table 65: P2E Trap DC Mapping
  Pathfinder Trap DC
  P2E Trap DC
  <=10
  10
  11-14
  13
  15-18
  16
  19-22
  20
  23-26
  24
  27-30
  28
  31-34
  32
  
  72
  How to Convert
  Pathfinder Trap DC
  P2E Trap DC
  35-38
  36
  39-42
  40
  43-48
  45
  49+
  50
  Determining OSR Trap DC
  Determining OSR Trap DC
  OSR games typically do not employ Difficulty Class 
  values, and instead often have dedicated rules for 
  thief-related class abilities.  
  However, if you wish to use a similar mechanic 
  as other supported systems, consider using the 
  Converting Skills rules described earlier.
  Determining DCC Trap DC
  Determining DCC Trap DC
  If you wish to use skill checks as part of the approach 
  for dealing with Traps in your DCC game, you may use 
  the following mapping table to determine the DC of 
  such a check.
  Table 66: DCC Trap DC Mapping
  Pathfinder Skill 
  Check DC
  DCC Trap DC
  <=10
  8
  11-14
  10
  15-18
  12
  19-22
  13
  23-26
  14
  27-30
  15
  31-34
  16
  35-38
  17
  39-42
  18
  43-48
  19
  49+
  20
  Converting Trap Saving Throws
  Use the logic and rules from the Converting Obstacles 
  section to determine what Saving Throw(s) are 
  appropriate for a Trap.
  Converting Trap Consequences
  A Trap Consequence is an impact that occurs if a trap 
  is not avoided, disabled, or otherwise circumvented, 
  and is triggered.
  Common Trap Consequences are an arrow attack, 
  a poisoned needle, or a pit opening up beneath the 
  triggering creature.
  Treat a Trap Consequence as an Attack, conducted 
  by the Trap.  In order to make this determination, of 
  course, you’ll have to assume certain things about the 
  Trap as a creature.
  Calculating Trap Hit Dice
  Use the following table to treat a Trap of a certain 
  Difficulty Class as a creature with corresponding Hit 
  Dice.
  Table 67: Trap Consequence Hit Dice Equivalent
  Pathfinder 
  DC
  5E
  PF 2E
  OSR
  DCC
  <10
  1
  1
  1
  1
  10-13
  2
  2
  2
  1
  14-18
  3
  3
  3
  2
  19-22
  4
  5
  4
  3
  23-25
  6
  7
  5
  4
  26-28
  8
  10
  7
  5
  29-30
  10
  12
  9
  6
  31-34
  12
  15
  11
  7
  35+
  15
  20
  13
  8
  Calculating Trap Attack Bonus
  Use the following table to treat a Trap of a certain 
  Difficulty Class as a creature with corresponding 
  Attack Bonus.
  
  73
  How to Convert
  Table 68: Trap Attack Bonus
  Pathfinder 
  DC
  5E
  PF 2E
  OSR
  DCC
  <10
  -1
  +0
  -3
  -2
  10-13
  +0
  +1
  -2
  -1
  14-18
  +1
  +3
  -1
  +0
  19-22
  +2
  +5
  +0
  +1
  23-25
  +3
  +8
  +1
  +2
  26-28
  +5
  +12
  +2
  +3
  29-30
  +6
  +15
  +4
  +5
  31-34
  +8
  +20
  +5
  +5
  35+
  +10
  +25
  +6
  +7
  Determining 5E Trap Saving Throws
  Determining 5E Trap Saving Throws
  Use the table below to guide you.
  Table 69: Determining 5E Trap Saving Throws
  Pathfinder Obstacle Context
  5E Save
  Poison, disease
  Constitution
  Fear auras and effects
  Wisdom
  Being pushed or crushed
  Strength
  Fortitude: other/default
  Constitution
  Psychic attacks
  Intelligence
  Arcane attacks
  Intelligence
  Paralytic effects
  Constitution
  Reflex / moving effects / 
  dodging to avoid
  Dexterity
  Determining P2E Trap Saving Throws
  Determining P2E Trap Saving Throws
  No conversion required: simply use the same saving 
  throw in P2E.
  Determining OSR Trap Saving Throws
  Determining OSR Trap Saving Throws
  Use the following table:
  Table 70: Determining OSR Obstacle Saving Throws
  Pathfinder Obstacle Context
  OSR Save
  Poison, disease
  Death
  Fear auras and effects
  Spell
  Being pushed or crushed
  Death
  Fortitude: other/default
  Spell
  Psychic attacks
  Wand
  Arcane attacks
  Spell
  Paralytic effects
  Paralysis
  Reflex / moving effects / 
  dodging to avoid
  Breath
  Determining DCC Trap Saving Throws
  Determining DCC Trap Saving Throws
  No conversion required: simply use the same saving 
  throw in DCC.
  
  74
  How to Convert
  Converting Afflictions
  Converting Afflictions
  Converting Afflictions
  An Affliction is a persistent condition suffered by a 
  victim creature: poison, disease, curses.
  General Conversion Notes
  Like Obstacles and Traps, Afflictions need not change 
  much from one rules system to another.  
  In Pathfinder, many Afflictions involve one or more 
  penalties to, or damage to, or drain of, Ability Scores.  
  Please refer to the OSR Rules Extensions and DCC 
  Rules Extensions sections earlier for equivalent rules 
  that apply to these rules systems.
  Poison Inventory
  Please refer to the Mapping Inventory section for a 
  complete list of all Pathfinder poisons and how they 
  map to other rules systems.
  Converting Affliction DCs
  Use the rules earlier for determining the Effect DC 
  of a creature’s special ability to convert a Pathfinder 
  Affliction DC into one suitable for alternate rules 
  systems.
  Converting Affliction Saving Throws
  Use the logic and rules from the Converting Obstacles 
  section to determine what Saving Throw(s) are 
  appropriate for an Affliction.
  Converting Affliction Consequences
  An Affliction Consequence is an impact that occurs 
  either immediately following suffering from the 
  Affliction, or every so often periodically while 
  suffering from it if it is not cured or removed.
  Common Affliction Consequences are suffering 
  additional Ability Score damage, blindness, or other 
  Conditions.  Please refer to the OSR Rules Extensions 
  and DCC Rules Extensions sections earlier for 
  equivalent rules for Conditions that apply to these 
  rules systems.
  Treat an Affliction Consequence as a Special Ability, 
  conducted by the Affliction.  In order to make this 
  determination, of course, you’ll have to assume certain 
  things about the Affliction as a creature.
  Use the same logic and tables as you would for treating 
  a Trap as a creature in the previous section, except of 
  course use the DC of the Affliction instead.
  Alternative: Converting Native 
  Pathfinder DCs
  Alternately, you can use the native Fortitude save DC 
  of a particular Affliction as a starting point.
  The recommended approach for converting a poison’s 
  native DC to one usable in a given Quad of difficulty, 
  for an alternate rules system, is as follows:
  • First, obtain the native DC of the Affliction.
  • Next, adjust it as needed for the target rules system 
  as a baseline, recognizing that DCs scale much 
  differently across 5E, P2E, and DCC.
  • Finally, perform a second adjustment in recognition 
  of which Quad you are targeting the Affliction to 
  be presented in.  More difficult Quads mean higher 
  DCs.
  Once you have the Affliction’s native DC, adjust it for 
  the target rules system as follows:
  Table 71: Affliction Native DC Rules System Adjustments
  Pathfinder DC
  5E
  PF 2E
  OSR
  DCC
  <15
  -1
  -
  n/a
  -2
  16-20
  -2
  +1
  n/a
  -3
  21-25
  -5
  +3
  n/a
  -4
  26-30
  -8
  +4
  n/a
  -10
  31-35
  -12
  +10
  n/a
  -14
  36+
  28 
  max
  +15
  n/a
  24 
  max
  Finally, adjust based on the target Quad for the 
  Affliction:
  
  75
  How to Convert
  Table 72: Affliction Target Quad DC Adjustments
  Quad
  5E
  PF 2E
  OSR
  DCC
    Low
  -2
  -1
  n/a
  -3
    Moderate
  -1
  +0
  n/a
  -1
    Advanced
  +2
  +4
  n/a
  +0
    Elite
  +4
  +10
  n/a
  +2
  Determining 5E Trap Saving Throws
  Determining 5E Trap Saving Throws
  Use the table below to guide you.
  Table 73: Determining 5E Affliction Saving Throws
  Pathfinder Obstacle Context
  5E Save
  Poison, disease
  Constitution
  Fear auras and effects
  Wisdom
  Physical limitations
  Strength
  Fortitude: other/default
  Constitution
  Psychic suffering
  Intelligence
  Arcane damage
  Intelligence
  Paralytic effects
  Constitution
  Reducing agility
  Dexterity
  Determining P2E Affliction Saving 
  Determining P2E Affliction Saving 
  Throws
  Throws
  No conversion required: simply use the same saving 
  throw in P2E.
  Determining OSR Affliction Saving 
  Determining OSR Affliction Saving 
  Throws
  Throws
  Use the following table:
  Table 74: Determining OSR Affliction Saving Throws
  Pathfinder Obstacle Context
  OSR Save
  Poison, disease
  Death
  Fear auras and effects
  Spell
  Physical limitations
  Death
  Fortitude: other/default
  Spell
  Psychic suffering
  Wand
  Arcane damage
  Spell
  Paralytic effects
  Paralysis
  Reducing agility
  Breath
  Determining DCC Affliction Saving 
  Determining DCC Affliction Saving 
  Throws
  Throws
  No conversion required: simply use the same saving 
  throw in DCC.
  Ability Score Damage for DCC
  Ability Score Damage for DCC
  Since nearly all Afflictions involve damage to one 
  or more Ability Scores, the Ability Score Damage 
  Mapping for DCC table is reproduced here for 
  convenience:
  Table 75: Ability Score Damage Mapping for DCC
  Pathfinder Ability Score
  DCC Ability 
  Score
  Strength
  Strength
  Dexterity
  Agility
  Constitution
  Constitution
  Intelligence
  Intelligence
  Wisdom
  Personality
  Charisma
  Luck
  
  76
  How to Convert
  D20 / v3.5 Conversions
  D20 / v3.5 Conversions
  D20 / v3.5 Conversions
  Pathfinder First Edition was created as an extension 
  of the D20 / v3.5 edition ruleset.  In fact, PFRPG is so 
  close to its forebear in many ways that it is sometimes 
  jokingly referred to as “D20 Version 3.75”.
  Therefore, much of the content between the two 
  systems is usable nearly as-is, with only minor 
  modifications.  Think of this as the “3.75 doctrine” of 
  content conversion.
  General Conversion Notes
  The table below summarizes the exceptions to the 
  “3.75 doctrine”:
  Table 76: PFRPG & d20 Conversion Summary
  Pathfinder Mechanic
  d20/v3.5 Notes
  Combat Maneuver 
  Bonus (CMB)
  Convert easily (see below)
  Combat Maneuver 
  Defense (CMD)
  Convert easily (see below)
  Skills
  Convert easily (see below)
  Feats
  Convert well for analogues; 
  ignore or massage others
  Skills 
  The major difference here applies primarily to NPCs 
  and PCs, and creatures with class levels: “cross-class” 
  skills in 3.5 are now differentiated simply via a Class 
  vs. Non-Class descriptor.
  For monsters, this distinction need not really apply: 
  it’s a reasonable assumption that any skill in which a 
  monster has ranks or an overall bonus, it is proficient 
  in and it is a “monster class” skill for the purposes of 
  this mechanic.
  Other than that, the biggest difference is the many-to-
  one mapping of skill names between the two systems.
  Use the table below to determine the mapping across 
  the two systems.
  Note that for skills where the d20 version is suffixed 
  by an asterisk (*), it means that several d20 skills have 
  been merged into a single Pathfinder skill.
  Table 77: Converting Skills Between PFRPG and d20/3.5
  Pathfinder Skill
  d20/v3.5 Skill
  Acrobatics
  Balance*
  Acrobatics
  Jump*
  Acrobatics
  Tumble*
  Appraise
  Appraise
  Bluff
  Bluff
  Climb
  Climb
  Craft
  Craft
  Diplomacy
  Gather Information
  Disable Device
  Open Lock*
  Disable Device
  Disable Device*
  Disguise
  Disguise
  Escape Artist
  Escape Artist
  Fly
  n/a
  Handle Animal
  Handle Animal
  Heal
  Heal
  Intimidate
  Intimidate
  Knowledge
  Knowledge
  Linguistics
  Decipher Script*
  Linguistics
  Forgery*
  Linguistics
  Speak Language*
  Perception
  Listen*
  Perception
  Search*
  Perception
  Spot*
  Perform
  Perform
  Profession
  Profession
  Ride
  Ride
  Sense Motive
  Sense Motive
  Sleight of Hand
  Sleight of Hand
  Spellcraft
  Spellcraft
  Stealth
  Hide*
  Stealth
  Move Silently*
  Survival
  Survival
  Swim
  Swim
  Use Magic Device
  Use Magic Device
  Base Attack Bonus
  Use Rope
  
  77
  How to Convert
  Skill Bonus Mapping
  In most cases, the scalability of the d20 and the 
  Pathfinder RPG rulses systems roughly parallel.  This 
  means that in cases where there is a one-to-one 
  mapping across the rules systems, you can simply treat 
  one skill as the other.  
  For example, if a d20 monster has a +13 bonus in 
  Diplomacy, you can treat it as a +13 bonus in Gather 
  Information.
  Many-to-One Skill Bonuses
  In cases where several d20 skills all map to a single 
  Pathfinder skill, additional care may be required to 
  perform the mapping.  
  An example is Acrobatics: in d20, it’s comprised of the 
  three separate skills Balance, Jump, and Tumble.
  For monsters, you can usually simply preserve the 
  bonuses and replicate them.  Continuing the example, 
  if you’re converting a Pathfinder monster into d20, 
  and that monster has a +6 bonus in Acrobatics, 
  you can treat it as having a +6 bonus in each of the 
  corresponding d20 skills: That is, Balance +6, Jump 
  +6, and Tumble +6. 
  Sanity check this afterwards, however: a monster who 
  is truly horrible at, or incapable of, jumping, should 
  likely not receive the same bonus!
  Feats
  The good news is that some feats do overlap between 
  the two systems.  The less good news is that many 
  feats do not.
  Because there are hundreds of feats—many more so in 
  PFRPG than in d20—you may simply have to analyze 
  the creature in question and assess what might make 
  the most sense in terms of replacing a feat that is not 
  explicitly present as-is in the target rules system.
  Alternately, because the two rules systems are so 
  similar, you could simply house-rule in any missing 
  feat, and convert the mechanics involved.  
  Combat Maneuvers
  Tripping, Bull Rushes, and the dreaded Grapple: each 
  rules system has its adherents and defenders as to 
  which approach is more or less painful mechanically.  
  This book is certainly not here to declare one “better” 
  than the other.  It’s here merely to point out the 
  differences for those wishing to take content from one 
  system and drop it into the other, and to advise what 
  to be aware of when so doing.
  Most of the rules governing combat maneuvers in d20 
  were replaced with two numbers in PFRPG: Combat 
  Maneuver Bonus (CMB), and Combat Maneuver 
  Defense (CMD).
  Calculating CMB
  This is straightforward: 
  • Take the d20 creature’s Base Attack Bonus.
  • Add your Strength Modifier.
  • Add your Size Modifier.
  Note that the Strength and Size modifiers are 
  calculated the same way across the two rules systems.
  Calculating CMD
  This is also straightforward: 
  • Take the creature’s Combat Manever Bonus 
  (calculated above).
  • Add your Dexterity Modifier.
  • Add any Circumstance, Deflection, Dodge, Insight, 
  Luck, Morale, Profane, or Sacred bonuses to the 
  creature’s Armor Class.
  Note that the Dexterity modifier is calculated the 
  same way across the two rules systems.
  
  78
  How to Convert
  
  79
  Mapping Inventory
  Conversion Mapping Inventory
  Conversion Mapping Inventory
  
  80
  Mapping Inventory
  Conversion Mapping Inventory
  Introduction
  Introduction
  The purpose of the Conversion Mapping Inventory 
  section is severalfold.
  First, it is meant to serve as a literal example of how 
  thousands of creature special abilities, spells, and 
  more were converted as part of the production of 
  Aquilae: Bestiary of the Realm.  
  Secondly, it is meant as a quick reference for looking 
  up the converted rules system equivalent of adventure 
  content that has already been converted.
  Thirdly, it is meant as a reference for additional 
  content, that has not yet been converted: although 
  a certain spell or ability may not appear here if it is 
  beyond the scope of Aquilae: Bestiary of the Realm, 
  this section may include converted content that is 
  similar enough to serve as a starting point.
  A Starting Point
  In all of these cases, the described mapping identified 
  is meant to be a “best guess”, not a panacea that fits 
  every situation perfectly.
  A mapping’s presentation here is meant as a potential 
  accelerant to your purposes in converting adventure 
  content from one rules system to another.  To truly 
  make adventure content “feel right” across systems, 
  additional “massaging” and adjustments may be 
  necessary.  
  As has been stated many times elsewhere in this book, 
  true conversion from one rules system to another is 
  as much art as science; this book presents one form of 
  that science that seems.
  Just because something appears in this Inventory, 
  doesn’t mean it’s necessarily always the right decision 
  for you.  And just because something doesn’t appear in 
  this Inventory, doesn’t mean there isn’t an analogue in 
  the target rules system that you feel might work well.
  Poisons
  Poisons
  You will find an entire inventory of every Pathfinder 
  poison and its corresponding suggested mapping to 
  other supported rules systems beginning on page p 
  82.
  Remember to refer to the rules on OSR and DCC 
  Rules Extensions (p 50) for ability score damage 
  purposes.
  Feats
  Feats
  Please refer to the Converting Feats section (p 63) 
  for a complete discussion of this topic, as well as 
  suggested explicit mappings of Pathfinder Feats to 5E 
  Feats.
  Creature Special Abilities
  Creature Special Abilities
  The original intent of this tome was indeed to include 
  a complete inventory of every single creature special 
  ability, and its mapping to target rules systems.
  However, there are more than 4,800 such special 
  abilities.  A quick attempt swiftly revealed that putting 
  this into print would consume more than 3,000 pages, 
  putting it unfortunately well beyond the scope of what 
  this book is capable of offering.
  However, in recognition of the utility and enormous 
  amount of work that has gone into producing the 
  Creature Special Abilities Mapping Inventory, it is 
  available published in two separate places.
  • Aquilae: Bestiary of the Realm, by design and 
  nature, contains each and every one of these 
  mappings.  
  • Perhaps more accessibly, the mappings are available 
  in the Content Conversion Guide Mapping 
  Inventory, an Excel-compatible workbook available 
  on DriveThruRPG which contains the complete 
  mappings for each and every creature special 
  ability, as well as each and every piece of explicitly 
  converted content presented herein.
  Spells
  Spells
  A complete inventory of common spells from 
  Pathfinder that have at least one rough equivalent in 
  5E or Pathfinder Second Edition is presented starting 
  on page p 88.
  A few things to note about this list:
  • It is presented alphabetically by spell name.   
   
  While this may not help you find 9th-level spells 
  quickly, it seemed easiest for most reference 
  purposes to look things up most rapidly. 
  
  81
  Mapping Inventory
  • It contains mappings for 5E and for Pathfinder 
  Second Edition only.   
   
  This is intentional: although Pathfinder, Pathfinder 
  Second Edition, and 5E have different approaches 
  and intentional design nuances in their approaches 
  to spellcasting, the three are arguably somewhat 
  similar in that they each enjoy a great diversity of 
  spells on offer. 
  • It is meant to be a starting point for further 
  refinement.   
   
  The mappings presented seemed upon investigation 
  to be the most direct or explicit equivalents for the 
  intended spell effect in the target rules systems; by 
  no means is the mapped spell necessarily the exact 
  equivalent, or does it produce the identical effect.  A 
  first-level Pathfinder spell, for example, may appear 
  mapped to a higher-level spell in an alternate rules 
  system, and the other ways around. 
  • A spell may have a mapping in one target rules 
  system, but not in the other. 
   
  This is intentional: in such cases, only the mapped 
  rules system seemed to contain a rough equivalent, 
  and no such equivalent existed in the other target 
  system. 
  • Many common spells do not appear in the list.   
   
  If a spell you’re hoping to find isn’t here, never fear.  
  It means generally one of two things: either it did 
  not have an equivalent in 5E or P2E, or it simply 
  isn’t common enough to merit inclusion.  There are 
  thousands of spells published for Pathfinder; those 
  encountered most commonly in monster abilities are 
  those found herein.
  Weapons
  Weapons
  You’ll find complete listings of these in the Inventory 
  starting on page p 95.
  Note that although this matrix attempts to find 
  analogues for each Pathfinder weapon, it does not 
  exhaustively reproduce all of the special rules for each 
  of the weapons listed, as this is available extensively 
  elsewhere and would not be feasible to include in this 
  format.
  As with the Spell Mapping list, the list of Weapons 
  is presented alphabetically, not broken down into 
  categories such as one-handed, two-handed, ranged, 
  and so on.
  
  82
  Mapping Inventory
  Table 78: Poison Conversion Mapping Inventory
  Poison
  Type
  DC
  Onset
  Freq
  Cure
  Effects
  5E
  PF 2E
  OSR
  DCC
  Arsenic
  ingested
  13
  10 min
  1/min x4
  1 save
  1d2 Con dmg
  1d2 Con dmg
  1d2 Con dmg
  1d2 Con dmg
  1d2 Con dmg
  Azure Lily 
  Pollen
  inhaled
  15
  —
  1/min x2 
  mins
  1 save
  Nauseated 
  for 1 min/
  Paralyzed for 
  2d4 hrs
  Nauseated 
  for 1 min / 
  Paralyzed for 
  2d4 hrs
  Nauseated 
  for 1 min / 
  Paralyzed for 
  2d4 hrs
  Nauseated 
  for 1 min / 
  Paralyzed for 
  2d4 hrs
  Nauseated 
  for 1 min / 
  Paralyzed for 
  2d4 hrs
  Belladonna
  ingested
  14
  10 min
  1/min x6 
  mins
  1 save
  1d2 Str dmg
  1d2 Str dmg, 
  see text
  1d2 Str dmg, 
  see text
  1d2 Str dmg, 
  see text
  1d2 Str dmg, 
  see text
  Black Adder 
  Venom
  injury
  11
  —
  1/rd. x6 
  rds
  1 save
  1d2 Con dmg
  1d2 Con dmg
  1d2 Con dmg
  1d2 Con dmg
  1d2 Con dmg
  Black Lotus 
  Extract
  contact
  20
  1 min
  1/rd. x6 
  rds
  2 saves
  1d6 Con dmg
  1d6 Con dmg
  1d6 Con dmg
  1d6 Con dmg
  1d6 Con dmg
  Blood Marsh 
  Spider Venom
  injury
  14
  —
  1/rd. x6 
  rds
  2 cons.
  1d4 Dex dmg, 
  confused for 
  1 rnd.
  1d4 Dex dmg, 
  confused for 
  1 rnd.
  1d4 Dex dmg, 
  confused for 
  1 rnd.
  1d4 Dex 
  dmg, con-
  fused for 1 
  rnd.
  1d4 Agi dmg, 
  confused for 
  1 rnd.
  Blackfingers’s 
  salt
  Ingested
  17
  10 min
  1/min x6 
  mins
  2 saves
  1d2 Con dmg 
  and 1d3 Bleed
  1d2 Con dmg 
  and 1d3 Bleed
  1d2 Con 
  dmg and 1d3 
  Bleed
  1d2 Con 
  dmg and 1d3 
  Bleed
  1d2 Con dmg 
  and 1d3 Bleed
  Blistercap 
  Spore
  contact
  20
  —
  1/rd. x6 
  rds
  2 cons.
  1d2 Dex 
  drain and 1 
  Con drain; 
  Secondary: 
  Sickened for 
  1 min
  1d2 Dex drain 
  and 1 Con 
  drain; Second-
  ary: Sickened 
  for 1 min
  1d2 Dex 
  drain and 1 
  Con drain; 
  Secondary: 
  Sickened for 
  1 min
  1d2 Dex 
  drain and 1 
  Con drain; 
  Secondary: 
  Sickened for 
  1 min
  1d2 Agi drain 
  and 1 Con 
  drain; Second-
  ary: Sickened 
  for 1 min
  Blood Leaf 
  Residue
  contact
  16
  1 min
  1/min x6 
  mins
  1 save
  2d12 hp 
  dmg/1 Con 
  dmg
  2d12 hp dmg / 
  1 Con dmg
  2d12 hp dmg 
  / 1 Con dmg
  2d12 hp dmg 
  / 1 Con dmg
  2d12 hp dmg 
  / 1 Con dmg
  Bloodpyre
  contact
  14
  —
  1/rd. x6 
  rds
  1 save
  1 Cha, Int, 
  and Wis dmg, 
  2d6 fire
  1 Cha, Int, and 
  Wis dmg, 2d6 
  fire, see text
  1 Cha, Int, 
  and Wis dmg, 
  2d6 fire, see 
  text
  1 Cha, Int, 
  and Wis dmg, 
  2d6 fire, see 
  text
  1 Luck, Int, 
  and Per dmg, 
  2d6 fire, see 
  text
  Bloodroot
  injury
  12
  1 rd.
  1/rd. x4 
  rds
  1 save
  1 Con and 1 
  Wis dmg
  1 Con and 1 
  Wis dmg
  1 Con and 1 
  Wis dmg
  1 Con and 1 
  Wis dmg
  1 Con and 1 
  Per dmg
  Bloodwine
  ingested
  25
  —
  1/min x6 
  mins
  2 cons.
  Sickened for 
  1d4 hrs, 1d3 
  Wis dmg
  Sickened for 
  1d4 hrs, 1d3 
  Wis dmg
  Sickened for 
  1d4 hrs, 1d3 
  Wis dmg
  Sickened for 
  1d4 hrs, 1d3 
  Wis dmg
  Sickened for 
  1d4 hrs, 1d3 
  Per dmg
  Blue Star
  ingested
  15
  10 m
  1/min x6 
  mins
  2 cons.
  1d2 Con dmg; 
  resist poison 
  save penalties
  1d2 Con dmg; 
  resist poison 
  save penalties, 
  see text
  1d2 Con 
  dmg; resist 
  poison save 
  penalties, see 
  text
  1d2 Con 
  dmg; resist 
  poison save 
  penalties, see 
  text
  1d2 Con dmg; 
  resist poison 
  save penalties, 
  see text
  Blue Whinnis
  injury
  14
  —
  1/rd. x2 
  rds
  1 save
  1 Con dmg  /  
  Unconscious 
  1d3 hrs.
  1 Con dmg  /  
  Unconscious 
  1d3 hrs.
  1 Con dmg  /  
  Unconscious 
  1d3 hrs.
  1 Con dmg  
  /  Uncon-
  scious 1d3 
  hrs.
  1 Con dmg  /  
  Unconscious 
  1d3 hrs.
  Bluetip 
  Eurypterid 
  Poison
  injury
  16
  —
  1/rd. x6 
  rds
  2 cons.
  1d4 Con dmg
  1d4 Con dmg
  1d4 Con dmg
  1d4 Con 
  dmg
  1d4 Con dmg
  Brain Rot
  ingested
  12
  —
  1 min
  2 saves
  1d2 Int dmg
  1d2 Int dmg
  1d2 Int dmg
  1d2 Int dmg
  1d2 Int dmg
  Brinestump 
  Special
  ingested
  15
  1 rd.
  —
  1 save
  Nauseated 5 
  rds, gobinoids 
  immune
  Nauseated 5 
  rds, gobinoids 
  immune
  Nauseat-
  ed 5 rds, 
  gobinoids 
  immune
  Nauseat-
  ed 5 rds, 
  gobinoids 
  immune
  Nauseated 5 
  rds, gobinoids 
  immune
  Burnt Othur 
  Fumes
  inhaled
  18
  —
  1/rd. x6 
  rds
  2 saves
  1 Con drain  /  
  1d3 Con dmg
  1 Con dmg  /  
  1d3 Con dmg
  1 Con dmg  /  
  1d3 Con dmg
  1 Con dmg  
  /  1d3 Con 
  dmg
  1 Con dmg  /  
  1d3 Con dmg
  Poison Mapping Inventory
  
  83
  Mapping Inventory
  Poison
  Type
  DC
  Onset
  Freq
  Cure
  Effects
  5E
  PF 2E
  OSR
  DCC
  Cloudthorn 
  Venom
  injury
  14
  1d4 rds
  1/hr. x3 
  hrs
  1 save
  1d3 Str and 
  Dex dmg; 
  unable to feel 
  pain for 1 hr. 
  (immune to 
  pain effects)
  1d3 Str and 
  Dex dmg; 
  unable to feel 
  pain for 1 hr. 
  (immune to 
  pain effects)
  1d3 Str and 
  Dex dmg; 
  unable to feel 
  pain for 1 hr. 
  (immune to 
  pain effects)
  1d3 Str and 
  Dex dmg; 
  unable to feel 
  pain for 1 hr. 
  (immune to 
  pain effects)
  1d3 Str and 
  Agi dmg; 
  unable to feel 
  pain for 1 hr. 
  (immune to 
  pain effects)
  Cockatrice 
  Spit
  contact, 
  injury, 
  ingested
  12
  —
  1/rd. x4 
  rds
  1 save
  1d2 Dex dmg; 
  Petrified at 
  Dex=0
  1d2 Dex dmg; 
  Petrified at 
  Dex=0
  1d2 Dex dmg; 
  Petrified at 
  Dex=0
  1d2 Dex 
  dmg; 
  Petrified at 
  Dex=0
  1d2 Agi dmg; 
  Petrified at 
  Agi=0
  Common 
  Eurypterid 
  Poison
  injury
  12
  —
  1/rd. x4 
  rds
  1 save
  1d2 Con
  1d2 Con
  1d2 Con
  1d2 Con
  1d2 Con
  Crone’s Curse
  inhaled
  16
  1d4 hrs
  1/day x6 
  days
  2 cons.
  1 Dex and 
  Wis dmg; 
  saving throw 
  penalties, 
  1 Dex and Wis 
  dmg; saving 
  throw penal-
  ties, see text
  1 Dex and 
  Wis dmg; 
  saving throw 
  penalties, see 
  text
  1 Dex and 
  Wis dmg; 
  saving throw 
  penalties, see 
  text
  1 Agi and Per 
  dmg; saving 
  throw penal-
  ties, see text
  Dark Reaver 
  Powder
  ingested
  18
  10 m
  1/min x6 
  mins
  2 saves
  1d3 Con and 1 
  Str dmg
  1d3 Con and 1 
  Str dmg
  1d3 Con and 
  1 Str dmg
  1d3 Con and 
  1 Str dmg
  1d3 Con and 1 
  Str dmg
  Deathblade
  injury
  20
  —
  1/rd. x6 
  rds
  2 saves
  1d3 Con dmg
  1d3 Con dmg
  1d3 Con dmg
  1d3 Con dmg
  1d3 Con dmg
  Dimorphodon 
  Poison
  injury
  12
  —
  1/rd. x4 
  rds
  1 save
  1d2 Str
  1d2 Str
  1d2 Str
  1d2 Str
  1d2 Str
  Diplopic se-
  rum
  injury
  15
  —
  1/rd. x6 
  rds
  1 save
  1d2 Wis dmg, 
  1d2 Wis dmg, 
  see text
  1d2 Wis dmg, 
  see text
  1d2 Wis dmg, 
  see text
  1d2 Per dmg, 
  see text
  Dragon bile
  contact
  26
  —
  1/rd. x6 
  rds
  —
  1d3 Str dmg
  1d3 Str dmg
  1d3 Str dmg
  1d3 Str dmg
  1d3 Str dmg
  Draughtcap 
  Fungus
  ingested
  16
  4d6 hrs
  1/hr. x8 
  hrs
  2 cons.
  1d2 Str dmg; 
  dehydration, 
  1d2 Str dmg; 
  dehydration, 
  see text
  1d2 Str dmg; 
  dehydration, 
  see text
  1d2 Str dmg; 
  dehydration, 
  see text
  1d2 Str dmg; 
  dehydration, 
  see text
  Dreaming 
  death
  inhaled
  16
  10 m
  1/10 min 
  x1 hr
  1 save
  Sleep 10 min, 
  Sleep 10 min, 
  see text
  Sleep 10 min, 
  see text
  Sleep 10 min, 
  see text
  Sleep 10 min, 
  see text
  Drow poison
  injury
  13
  —
  1/min x2 
  mins
  1 save
  Unconscious 
  1 min / 2d4 
  hrs.
  Unconscious 1 
  min / 2d4 hrs.
  Unconscious 
  1 min / 2d4 
  hrs.
  Unconscious 
  1 min / 2d4 
  hrs.
  Unconscious 
  1 min / 2d4 
  hrs.
  Fiddleback 
  Venom
  injury, 
  ingested
  13
  1 m
  1/min x6 
  mins
  2 saves
  Nauseated 
  1d4 rds; Sec-
  ondary: 1d3 
  Str dmg and 
  1d4 Con dmg
  Nauseated 1d4 
  rds; Secondary: 
  1d3 Str dmg 
  and 1d4 Con 
  dmg
  Nauseated 
  1d4 rds; 
  Secondary: 
  1d3 Str dmg 
  and 1d4 Con 
  dmg
  Nauseated 
  1d4 rds; 
  Secondary: 
  1d3 Str dmg 
  and 1d4 Con 
  dmg
  Nauseated 
  1d4 rds; 
  Secondary: 
  1d3 Str dmg 
  and 1d4 Con 
  dmg
  Fire Jackal 
  Saliva
  injury
  12
  —
  1/rd x6 
  rds
  1 save
  1d6 acid dmg 
  and Nausea; 
  Secondary: 
  1d4 Dex
  1d6 acid dmg 
  and Nausea; 
  Secondary: 
  1d4 Dex
  1d6 acid dmg 
  and Nausea; 
  Secondary: 
  1d4 Dex
  1d6 acid dmg 
  and Nausea; 
  Secondary: 
  1d4 Dex
  1d6 acid dmg 
  and Nausea; 
  Secondary: 
  1d4 Agi
  Flaying Spi-
  der Venom
  injury
  11
  1 rd.
  1/rd x6 
  rds
  1 save
  1d3 Con
  1d3 Con
  1d3 Con
  1d3 Con
  1d3 Con
  Gelidburn Oil
  injury
  12
  —
  1/rd. x4 
  rds
  1 save
  1d3 fire dmg, 
  1d3 cold dmg, 
  and Stag-
  gered 1 rd.
  1d3 fire dmg, 
  1d3 cold dmg, 
  and Staggered 
  1 rd.
  1d3 fire dmg, 
  1d3 cold dmg, 
  and Stag-
  gered 1 rd.
  1d3 fire dmg, 
  1d3 cold 
  dmg, and 
  Staggered 
  1 rd.
  1d3 fire dmg, 
  1d3 cold dmg, 
  and Staggered 
  1 rd.
  Giant Wasp 
  Poison
  injury
  18
  —
  1/rd. x6 
  rds
  1 save
  1d2 Dex dmg
  1d2 Dex dmg
  1d2 Dex dmg
  1d2 Dex dmg
  1d2 Agi dmg
  Glass Urchin 
  Venom
  con-
  tact or 
  injury
  16
  —
  1/rd. x6 
  rds
  2 cons.
  1d4 Wis and 
  Confused for 
  1 rd
  1d4 Wis and 
  Confused for 
  1 rd
  1d4 Wis and 
  Confused for 
  1 rd
  1d4 Wis and 
  Confused for 
  1 rd
  1d4 Per and 
  Confused for 
  1 rd
  Goblin’s Eye
  ingested
  13
  1 m
  1/min x6 
  mins
  1 save
  1 Con dmg 
  and the 
  creature is 
  Nauseated for 
  1 min
  1 Con dmg and 
  the creature is 
  Nauseated for 
  1 min
  1 Con dmg 
  and the 
  creature is 
  Nauseated 
  for 1 min
  1 Con dmg 
  and the 
  creature is 
  Nauseated 
  for 1 min
  1 Con dmg 
  and the 
  creature is 
  Nauseated for 
  1 min
  
  84
  Mapping Inventory
  Poison
  Type
  DC
  Onset
  Freq
  Cure
  Effects
  5E
  PF 2E
  OSR
  DCC
  Gobinvine Oil
  contact
  10
  1 rd.
  —
  2 cons. 
  or 1 
  min of 
  wash-
  ing
  Sickened
  Sickened
  Sickened
  Sickened
  Sickened
  Gray Justice
  injury
  18
  —
  1/min 
  x10 min
  2 saves
  1d2 Wis dmg, 
  1d2 Wis dmg, 
  see text
  1d2 Wis dmg, 
  see text
  1d2 Wis dmg, 
  see text
  1d2 Per dmg, 
  see text
  Green Pris-
  matic Poison
  spell
  var-
  ies
  —
  1/rd. x6 
  rds
  2 saves
  Death / 1 Con 
  dmg
  Death / 1 Con 
  dmg
  Death / 1 Con 
  dmg
  Death / 1 
  Con dmg
  Death / 1 Con 
  dmg
  Greenblood 
  Oil
  injury
  13
  —
  1/rd. x4 
  rds
  1 save
  1 Con dmg
  1 Con dmg
  1 Con dmg
  1 Con dmg
  1 Con dmg
  Grinding 
  Joint Paste
  ingested
  16
  10 m
  1/min x6 
  mins
  1 save
  1d4 Dex dmg 
  and pain
  1d4 Dex dmg 
  and pain (see 
  text)
  1d4 Dex dmg 
  and pain (see 
  text)
  1d4 Dex dmg 
  and pain (see 
  text)
  1d4 Agi dmg 
  and pain (see 
  text)
  Hag Spit
  injury, 
  ingested
  16
  —
  1/rd. x6 
  rds
  2 saves
  Blindness for 
  1d10 rds; Sec-
  ondary: 1d4 
  Wis dmg
  Blindness for 
  1d10 rds; Sec-
  ondary: 1d4 
  Wis dmg
  Blindness 
  for 1d10 rds; 
  Secondary: 
  1d4 Wis dmg
  Blindness 
  for 1d10 rds; 
  Secondary: 
  1d4 Wis dmg
  Blindness 
  for 1d10 rds; 
  Secondary: 
  1d4 Per dmg
  Halo Mush-
  room Toxin
  ingested
  18
  10 m
  1/min x6 
  mins
  2 cons.
  Distraction / 
  1d4 Wis dmg
  Distraction 
  (see text) / 
  1d4 Wis dmg
  Distraction 
  (see text) / 
  1d4 Wis dmg
  Distraction 
  (see text) / 
  1d4 Wis dmg
  Distraction 
  (see text) / 
  1d4 Per dmg
  Hemlock
  ingested
  18
  10 m
  1/min x6 
  mins
  2 saves
  1d6 Dex dmg, 
  1d6 Dex dmg, 
  see text
  1d6 Dex dmg, 
  see text
  1d6 Dex 
  dmg, see text
  1d6 Agi dmg, 
  see text
  Hunter Ur-
  chin Venom
  injury
  13
  —
  1/rd. x6 
  rds
  1 save
  Staggered for 
  1 rd
  Staggered for 
  1 rd
  Staggered for 
  1 rd
  Staggered for 
  1 rd
  Staggered for 
  1 rd
  Hydrofluoric 
  Acid
  Contact
  20
  1 m
  1/rd. x6 
  rds
  2 cons.
  1d2 Str drain, 
  1d2 Con dmg, 
  2d6 acid dmg; 
  1d2 Str dmg, 
  1d2 Con dmg, 
  2d6 acid dmg
  1d2 Str dmg, 
  1d2 Con dmg, 
  2d6 acid dmg
  1d2 Str dmg, 
  1d2 Con 
  dmg, 2d6 
  acid dmg
  1d2 Str dmg, 
  1d2 Con dmg, 
  2d6 acid dmg
  Id Moss
  ingested
  14
  10 m
  1/min x6 
  mins
  1 save
  1d3 Int dmg
  1d3 Int dmg
  1d3 Int dmg
  1d3 Int dmg
  1d3 Int dmg
  Insanity Mist
  inhaled
  15
  —
  1/rd. x6 
  rds
  1 save
  1d3 Wis dmg
  1d3 Wis dmg
  1d3 Wis dmg
  1d3 Wis dmg
  1d3 Per dmg
  Insanity Pill
  ingested
  14
  1 m
  —
  2 cons.
  Affected as 
  confusion for 
  1 min
  Affected as 
  confusion for 
  1 min
  Affected as 
  confusion for 
  1 min
  Affected as 
  confusion for 
  1 min
  Affected as 
  confusion for 
  1 min
  Insecticide
  Inhaled
  10*
  —
  1/rd. x3 
  rds
  1 save
  1 Str dmg; 
  1 Str dmg
  1 Str dmg
  1 Str dmg
  1 Str dmg
  Jackalroot 
  Essence
  injury
  18
  —
  1/rd. 
  x1d6 rds
  2 cons.
  Uncon-
  trollable 
  laughter (as 
  per hideous 
  laughter)
  Uncontrollable 
  laughter (as 
  per hideous 
  laughter)
  Uncon-
  trollable 
  laughter (as 
  per hideous 
  laughter)
  Uncon-
  trollable 
  laughter (as 
  per hideous 
  laughter)
  Uncontrolla-
  ble laughter 
  (as per hid-
  eous laughter)
  Juvebloom
  Ingested
  16
  1 day
  1/day x7 
  days
  1 save
  1 Wis drain; 
  1 Wis dmg
  1 Wis dmg
  1 Wis dmg
  1 Per dmg
  King’s Sleep
  ingested
  19
  1 day
  1/day
  2 saves
  1 Con drain
  1 Con dmg
  1 Con dmg
  1 Con dmg
  1 Con dmg
  Large Scorpi-
  on Venom
  injury
  17
  —
  1/rd. x6 
  rds
  1 save
  1d2 Str dmg
  1d2 Str dmg
  1d2 Str dmg
  1d2 Str dmg
  1d2 Str dmg
  Leng’s Tears
  contact
  18
  1 rd.
  1/10 min 
  x1 hr.
  1 save
  1d2 Wis dmg 
  and Paralyzed 
  10 min
  1d2 Wis dmg 
  and Paralyzed 
  10 min
  1d2 Wis dmg 
  and Para-
  lyzed 10 min
  1d2 Wis 
  dmg and 
  Paralyzed 10 
  min
  1d2 Per dmg 
  and Paralyzed 
  10 min
  Lich Dust
  ingested
  17
  10 m
  1/min x6 
  mins
  2 saves
  1d3 Str dmg
  1d3 Str dmg
  1d3 Str dmg
  1d3 Str dmg
  1d3 Str dmg
  Mage Bane
  contact
  20
  1 m
  1/min x6 
  mins
  2 cons.
  -10 to all Con-
  centration 
  DCs for 1 hr
  Must make 
  Wisdom save 
  to successfully 
  cast Arcane 
  spells; failure 
  loses spell with 
  no effect
  Must make 
  Will save to 
  successfully 
  cast Arcane 
  spells; failure 
  loses spell 
  with no 
  effect
  Must make 
  Spell save to 
  successfully 
  cast Arcane 
  spells; failure 
  loses spell 
  with no 
  effect
  Must make 
  Will save to 
  successfully 
  cast Arcane 
  spells; failure 
  loses spell 
  with no effect
  Medium Spi-
  der Venom
  injury
  14
  —
  1/rd. x4 
  rds
  1 save
  1d2 Str dmg
  1d2 Str dmg
  1d2 Str dmg
  1d2 Str dmg
  1d2 Str dmg
  
  85
  Mapping Inventory
  Poison
  Type
  DC
  Onset
  Freq
  Cure
  Effects
  5E
  PF 2E
  OSR
  DCC
  Mindrust
  inhaled
  20
  —
  1/rd. x6 
  rds
  2 cons.
  1 Wis dmg 
  and suggest-
  ible for 1 min; 
  1 Wis dmg and 
  suggestible for 
  1 min
  1 Wis dmg 
  and suggest-
  ible for 1 min
  1 Wis dmg 
  and suggest-
  ible for 1 min
  1 Per dmg 
  and suggest-
  ible for 1 min
  Moonberries
  contact, 
  ingested
  18
  1 rd.
  Once
  1 save
  3d6 Con dmg
  3d6 Con dmg
  3d6 Con dmg
  3d6 Con 
  dmg
  3d6 Con dmg
  Nerveblast
  injury
  19
  —
  1/rd. x6 
  rds
  2 cons.
  1 Dex drain 
  and Shaken 
  for 1 hr.
  1 Dex dmg 
  and Shaken for 
  1 hr.
  1 Dex dmg 
  and Shaken 
  for 1 hr.
  1 Dex dmg 
  and Shaken 
  for 1 hr.
  1 Agi dmg 
  and Shaken 
  for 1 hr.
  Night’s-eye 
  Dust
  inhaled
  14
  —
  1/rd. x6 
  rds
  2 cons
  Shaken / 
  Blinded
  Shaken / 
  Blinded
  Shaken / 
  Blinded
  Shaken / 
  Blinded
  Shaken / 
  Blinded
  Nightmare 
  Vapor
  inhaled
  20
  —
  1/rd. x6 
  rds
  2 saves
  1 Wis dmg 
  and Confused 
  1 rd.
  1 Wis dmg and 
  Confused 1 rd.
  1 Wis dmg 
  and Confused 
  1 rd.
  1 Wis dmg 
  and Con-
  fused 1 rd.
  1 Per dmg 
  and Confused 
  1 rd.
  Nitharit
  contact
  13
  1 m
  1/min x6 
  mins
  1 save
  1d3 Con dmg
  1d3 Con dmg
  1d3 Con dmg
  1d3 Con dmg
  1d3 Con dmg
  Nymph’s Lure
  ingested
  15
  1d4 hrs
  1/hr. x8 
  hrs
  1 save
  1d2 Str and 
  Wis dmg; 
  attract wild 
  creatures
  1d2 Str and 
  Wis dmg; 
  attract wild 
  creatures, see 
  text
  1d2 Str and 
  Wis dmg; 
  attract wild 
  creatures, 
  see text
  1d2 Str and 
  Wis dmg; 
  attract wild 
  creatures, see 
  text
  1d2 Str and 
  Per dmg; 
  attract wild 
  creatures, see 
  text
  Ochre Euryp-
  terid Poison
  injury
  10
  —
  1/rd. x4 
  rds
  1 save
  1 Dex
  1 Dex
  1 Dex
  1 Dex
  1 Agi
  Oil of Restful-
  ness
  ingested
  15
  1 m
  —
  1 save
  Unconscious 
  1d3 hrs
  Unconscious 
  1d3 hrs
  Unconscious 
  1d3 hrs
  Unconscious 
  1d3 hrs
  Unconscious 
  1d3 hrs
  Ossivane
  injury
  18
  —
  1/rd. x6 
  rds (see 
  text)
  2 saves
  1d3 Dex dmg
  1d3 Dex dmg
  1d3 Dex dmg
  1d3 Dex dmg
  1d3 Agi dmg
  Pupil’s Friend
  ingested
  10
  10 m
  1/min 
  x15 mins
  1 save
  Sickened for 
  1 min
  Sickened for 
  1 min
  Sickened for 
  1 min
  Sickened for 
  1 min
  Sickened for 
  1 min
  Purple Keif
  ingested
  18
  1 m
  —
  1 save
  1d2 Con and 
  Str; Second-
  ary: Uncon-
  sious 1 hr
  1d2 Con and 
  Str; Secondary: 
  Unconsious 
  1 hr
  1d2 Con 
  and Str; 
  Secondary: 
  Unconsious 
  1 hr
  1d2 Con 
  and Str; 
  Secondary: 
  Unconsious 
  1 hr
  1d2 Con 
  and Str; 
  Secondary: 
  Unconsious 
  1 hr
  Purple Worm 
  Poison
  injury
  24
  —
  1/rd. x6 
  rds
  2 saves
  1d3 Str dmg
  1d3 Str dmg
  1d3 Str dmg
  1d3 Str dmg
  1d3 Str dmg
  Ragespittle
  contact
  17
  1 m
  1/min x6 
  mins
  2 saves
  1d2 Dex dmg, 
  1d2 Dex dmg, 
  see text
  1d2 Dex dmg, 
  see text
  1d2 Dex 
  dmg, see text
  1d2 Agi dmg, 
  see text
  Rainbow Jel-
  lyfish Toxin
  injury, 
  contact
  14
  —
  1/rd. x2 
  rds
  1 save
  Staggered 
  for 1d6 rds; 
  Secondary: 
  Paralyzed for 
  1d6 min
  Staggered 
  for 1d6 rds; 
  Secondary: 
  Paralyzed for 
  1d6 min
  Staggered 
  for 1d6 rds; 
  Secondary: 
  Paralyzed for 
  1d6 min
  Staggered 
  for 1d6 rds; 
  Secondary: 
  Paralyzed for 
  1d6 min
  Staggered 
  for 1d6 rds; 
  Secondary: 
  Paralyzed for 
  1d6 min
  Rainbow 
  Scarab Shell
  injury
  14
  1 rd.
  1/rd. x4 
  rds
  1 save
  1d4 Str dmg 
  and suffoca-
  tion
  1d4 Str dmg 
  and suffocation
  1d4 Str dmg 
  and suffoca-
  tion
  1d4 Str dmg 
  and suffoca-
  tion
  1d4 Str dmg 
  and suffoca-
  tion
  Red Bedlam
  ingested
  15
  10 m
  1/min 
  x10 mins
  2 con-
  sec-
  utive 
  saves
  Confusion
  Confusion
  Confusion
  Confusion
  Confusion
  Scholarblight
  inhaled
  15
  —
  1/min x6 
  mins
  1 save
  1d3 Int dmg, 
  1d3 Int dmg, 
  see text
  1d3 Int dmg, 
  see text
  1d3 Int dmg, 
  see text
  1d3 Int dmg, 
  see text
  Sea Urchin 
  Venom
  injury
  11
  —
  1/min x6 
  mins
  1 save
  Sickened for 
  1 min
  Sickened for 
  1 min
  Sickened for 
  1 min
  Sickened for 
  1 min
  Sickened for 
  1 min
  Shadow Es-
  sence
  injury
  17
  —
  1/rd. x6 
  rds
  1 save
  1 Str drain  /  
  1d2 Str dmg
  1 Str dmg  /  
  1d2 Str dmg
  1 Str dmg  /  
  1d2 Str dmg
  1 Str dmg  /  
  1d2 Str dmg
  1 Str dmg  /  
  1d2 Str dmg
  Skinsap Ex-
  tract
  injury
  16
  —
  1/rd. x6 
  rds 
  1 save
  1d2 Dex, 
  Staggered, 
  and Confused
  1d2 Dex, 
  Staggered, and 
  Confused
  1d2 Dex, 
  Staggered, 
  and Confused
  1d2 Dex, 
  Staggered, 
  and Con-
  fused
  1d2 Agi, Stag-
  gered, and 
  Confused
  Small Centi-
  pede Poison
  injury
  11
  —
  1/rd. x4 
  rds
  1 save
  1 Dex dmg
  1 Dex dmg
  1 Dex dmg
  1 Dex dmg
  1 Agi dmg
  
  86
  Mapping Inventory
  Poison
  Type
  DC
  Onset
  Freq
  Cure
  Effects
  5E
  PF 2E
  OSR
  DCC
  Spear Urchin 
  Venom
  injury
  16
  —
  1/rd. x6 
  rds
  1 save
  1d2 Str, 
  Nauseated for 
  1 rd
  1d2 Str, 
  Nauseated for 
  1 rd
  1d2 Str, 
  Nauseated 
  for 1 rd
  1d2 Str, 
  Nauseated 
  for 1 rd
  1d2 Str, 
  Nauseated for 
  1 rd
  Spider Vine 
  Poison
  injury
  15
  —
  1/rd. x6 
  rds
  2 con-
  sec-
  utive 
  saves
  Paralysis; 
  Secondary: 
  1d2 Con dmg
  Paralysis; Sec-
  ondary: 1d2 
  Con dmg
  Paralysis; 
  Secondary: 
  1d2 Con dmg
  Paralysis; 
  Secondary: 
  1d2 Con dmg
  Paralysis; Sec-
  ondary: 1d2 
  Con dmg
  Spiny Eu-
  rpterid Poi-
  son
  injury
  21
  —
  1/rd. x6 
  rds
  2 con-
  sec-
  utive 
  saves
  1d4 Con and 
  1d2 Dex
  1d4 Con and 
  1d2 Dex
  1d4 Con and 
  1d2 Dex
  1d4 Con and 
  1d2 Dex
  1d4 Con and 
  1d2 Agi
  Starving 
  Nettle
  injury
  15
  ?
  1/day x8 
  days
  2 con-
  sec-
  utive 
  saves
  1d3 Dex and 
  Con dmg; 
  Nausea, 
  1d3 Dex and 
  Con dmg; 
  Nausea, 
  1d3 Dex and 
  Con dmg; 
  Nausea, 
  1d3 Dex and 
  Con dmg; 
  Nausea, 
  1d3 Agi and 
  Con dmg; 
  Nausea, 
  Striped Toad-
  stool
  ingested
  11
  10 m
  1/min x4 
  mins
  1 save
  1d3 Wis dmg, 
  1 Int dmg
  1d3 Wis dmg, 
  1 Int dmg
  1d3 Wis dmg, 
  1 Int dmg
  1d3 Wis dmg, 
  1 Int dmg
  1d3 Per dmg, 
  1 Int dmg
  Styx Sap
  contact
  18
  1d4 m
  1/10 min 
  x1 hr
  1 save
  1d4 Wis dmg, 
  memory loss; 
  1d4 Wis dmg, 
  memory loss; 
  1d4 Wis dmg, 
  memory loss; 
  1d4 Wis dmg, 
  memory loss; 
  1d4 Per dmg, 
  memory loss; 
  Swampseer 
  Poison
  ingested
  18
  10 m
  1/min x3 
  mins
  2 con-
  sec-
  utive 
  saves
  1d4 Wis dmg; 
  Secondary: 
  1d2 Wis dmg 
  and Confu-
  sion
  1d4 Wis dmg; 
  Secondary: 
  1d2 Wis dmg 
  and Confusion
  1d4 Wis dmg; 
  Secondary: 
  1d2 Wis dmg 
  and Confu-
  sion
  1d4 Wis dmg; 
  Secondary: 
  1d2 Wis dmg 
  and Confu-
  sion
  1d4 Per dmg; 
  Secondary: 
  1d2 Per dmg 
  and Confu-
  sion
  Sweetdream
  inhaled
  19
  1 rd.
  1/min x2 
  mins
  1 save
  Sleep and 
  forget
  Sleep and 
  forget 
  Sleep and 
  forget 
  Sleep and 
  forget 
  Sleep and 
  forget 
  Tangle Root 
  Paste
  contact
  16
  1 m
  1/min x6 
  mins
  1 save
  1d2 Dex dmg
  1d2 Dex dmg
  1d2 Dex dmg
  1d2 Dex dmg
  1d2 Agi dmg
  Tears of 
  Death
  contact
  22
  1 m
  1/min x6 
  mins
  —
  1d6 Con dmg 
  and Paralyzed 
  1 min
  1d6 Con dmg 
  and Paralyzed 
  1 min
  1d6 Con dmg 
  and Para-
  lyzed 1 min
  1d6 Con dmg 
  and Para-
  lyzed 1 min
  1d6 Con dmg 
  and Paralyzed 
  1 min
  Tongue Twist
  injury
  16
  —
  1/rd. x6 
  rds
  2 saves
  1d2 Int dmg; 
  1d2 Int dmg; 
  1d2 Int dmg; 
  1d2 Int dmg; 
  1d2 Int dmg; 
  Twister Root
  contact
  16
  1 m
  1/min x6 
  mins
  1 save
  1d3 Dex dmg
  1d3 Dex dmg
  1d3 Dex dmg
  1d3 Dex dmg
  1d3 Agi dmg
  Third Eye
  contact
  17
  1 m
  1/rd. x6 
  rds
  2 con-
  sec-
  utive 
  saves
  1d3 Wis dmg. 
  Each time the 
  victim takes 
  Wis dmg, it 
  must succeed 
  at a DC 17 
  Will save 
  or become 
  confused for 
  that rd.
  1d3 Wis dmg. 
  Each time the 
  victim takes 
  Wis dmg, it 
  must succeed 
  at a DC 17 Wis 
  save or be-
  come confused 
  for that rd.
  1d3 Wis dmg. 
  Each time the 
  victim takes 
  Wis dmg, it 
  must succeed 
  at a DC 17 
  Will save 
  or become 
  confused for 
  that rd.
  1d3 Wis dmg. 
  Each time 
  the victim 
  takes Wis 
  dmg, it must 
  succeed at a 
  Wand save 
  or become 
  confused for 
  that rd.
  1d3 Per dmg. 
  Each time the 
  victim takes 
  Per dmg, it 
  must succeed 
  at a DC 17 
  Will save 
  or become 
  confused for 
  that rd.
  Ungol Dust
  inhaled
  15
  —
  1/rd. x4 
  rds
  1 save
  1 Cha drain / 
  1d2 Cha dmg
  1 Cha dmg / 
  1d2 Cha dmg
  1 Cha dmg / 
  1d2 Cha dmg
  1 Cha dmg 
  / 1d2 Cha 
  dmg
  1 Luck dmg 
  / 1d2 Luck 
  dmg
  Violet Venom
  contact
  13
  —
  1/min x6 
  mins
  1 save
  1d2 Str dmg, 
  1d2 Con dmg
  1d2 Str dmg, 
  1d2 Con dmg
  1d2 Str dmg, 
  1d2 Con dmg
  1d2 Str dmg, 
  1d2 Con dmg
  1d2 Str dmg, 
  1d2 Con dmg
  Wasp Swarm 
  Poison
  injury
  13
  —
  1/rd. x4 
  rds
  1 save
  1 Dex dmg
  1 Dex dmg
  1 Dex dmg
  1 Dex dmg
  1 Agi dmg
  Waters of the 
  Whispering 
  River
  contact
  16
  1 rd.
  1/rd. x6 
  rds
  2 con-
  sec-
  utive 
  saves
  1 Con drain; 
  Secondary: 
  1d3 Con dmg
  1 Con dmg; 
  Secondary: 
  1d3 Con dmg
  1 Con dmg; 
  Secondary: 
  1d3 Con dmg
  1 Con dmg; 
  Secondary: 
  1d3 Con dmg
  1 Con dmg; 
  Secondary: 
  1d3 Con dmg
  Widow’s Kiss
  ingested
  24
  1d4 days
  1/day
  3 saves
  1d3 Con, 
  1d3 Con, 
  1d3 Con, 
  1d3 Con, 
  1d3 Con, 
  Witch-Hunt-
  er’s Sword
  ingested
  19
  10 m
  1/hr. x8 
  hrs
  2 con-
  sec-
  utive 
  saves
  1 Int, Wis, 
  and Cha dmg, 
  Concentra-
  tion check 
  penalty; 
  1 Int, Wis, 
  and Cha dmg, 
  Concentration 
  check penalty; 
  1 Int, Wis, 
  and Cha dmg, 
  Concentra-
  tion check 
  penalty; 
  1 Int, 
  Wis, and 
  Cha dmg, 
  Concentra-
  tion check 
  penalty; 
  1 Int, Per, and 
  Luck dmg, 
  Concentration 
  check penalty; 
  Wolfsbane
  ingested
  16
  10 m
  1/min x6 
  mins
  1 save
  1d3 Con dmg
  1d3 Con dmg
  1d3 Con dmg
  1d3 Con dmg
  1d3 Con dmg
  
  87
  Mapping Inventory
  Poison
  Type
  DC
  Onset
  Freq
  Cure
  Effects
  5E
  PF 2E
  OSR
  DCC
  Woundweal
  injury
  18
  1 rd.
  1/day
  2 con-
  sec-
  utive 
  saves
  Impaired 
  healing; 
  Impaired 
  healing; 
  Impaired 
  healing; 
  Impaired 
  healing; 
  Impaired 
  healing; 
  Wyvern Poi-
  son
  injury
  17
  —
  1/rd. x6 
  rds
  2 saves
  1d4 Con dmg
  1d4 Con dmg
  1d4 Con dmg
  1d4 Con 
  dmg
  1d4 Con dmg
  
  88
  Mapping Inventory
  Table 79: Spell Conversion Mapping Inventory
  Spell
  5E
  PF 2E
  Abyssal Plague
  Insect Plague
  Abyssal Plague
  Acid Arrow
  Acid Arrow
  Acid Arrow
  Acid Fog
  Fog Cloud
  Fog Cloud
  Acid Splash
  Acid Splash
  Acid Splash
  Acidic Spray
  Acid Arrow
  Acid Arrow
  Aid
  Aid
  n/a
  Air Geyser
  Wind Wall
  Wall of Wind
  Air Walk
  Wind Walk
  Air Walk
  Alarm
  Alarm
  Alarm
  Alter Self
  Alter Self 
  Illusory Disguise
  Alter Winds
  Gust of Wind
  Gust of Wind
  Animal Messen-
  ger
  Animal Messenger
  Animal Messen-
  ger
  Animate Dead
  Animate Dead
  Raise Dead
  Animate Ob-
  jects
  Animate Objects
  n/a
  Animate Rope
  Rope Trick
  Rope Trick
  Antilife Shell
  Antilife Shell
  n/a
  Antimagic Field
  Antimagic Field
  Antimagic Field
  Aqueous Orb
  Watery Sphere
  n/a
  Arcane Eye
  Arcane Eye
  Arcane Sight
  Arcane Lock
  Arcane Lock
  Lock
  Arcane Sight
  Arcane Sight
  n/a
  Ash Storm
  Sleet Storm
  Obscuring Mist
  Astral Projec-
  tion
  Astral Projection
  n/a
  Augury
  Augury
  Augury
  Awaken
  Awaken
  n/a
  Baleful Poly-
  morph
  Polymorph
  Baleful Poly-
  morph
  Ball Lightning
  Lightning Bolt
  Lightning Bolt
  Bane
  Bane
  Bane
  Banishment
  Banishment
  Banishment
  Banishment 
  (mass)
  Banishment
  Banishment
  Bestow Curse
  Bestow Curse
  n/a
  Black Tentacles
  Black Tentacles
  Black Tentacles
  Blade Barrier
  Blade Barrier
  Wall of Wind
  Spell Mapping Inventory
  Spell
  5E
  PF 2E
  Blast Barrier
  Blade Barrier
  Blade Barrier
  Blast of Wind
  Gust of Wind
  Gust of Wind
  Bleed
  n/a
  Grim Tendrils
  Bless
  Bless
  n/a
  Blight
  Blight
  n/a
  Blindness/
  Deafness
  Blindness/Deaf-
  ness
  Blindness; Deaf-
  ness
  Blink
  Blink
  Blink
  Blur
  Blur
  Blur
  Break Enchant-
  ment
  Dispel Magic
  Dispel Magic
  Breath of Life
  n/a
  Breath of Life
  Burning Gaze
  Burning Hands
  Burning Hands
  Call Lightning
  Call Lightning
  Lightning Bolt
  Call Lightning 
  Storm
  Storm of Ven-
  geance
  Storm of Ven-
  geance
  Calm Emotions
  Calm Emotions
  Calm Emotions
  Cause Fear
  Cause Fear
  Fear
  Caustic Erup-
  tion
  Fire Storm
  Volcanic Erup-
  tion
  Chain Light-
  ning
  Chain Lightning
  Chain Lightning
  Charm Monster
  Charm Monster
  Charm
  Chill Touch
  Chill Touch
  Chill Touch
  Circle of Death
  Circle of Death
  Finger of Death
  Clairaudience/
  Clairvoyance
  Clairvoyance
  Clairaudience
  Clenched Fist
  Bigby's Hand
  n/a
  Cloak of Chaos
  n/a
  Cloak of Colors
  Cloak of Colors
  n/a
  Cloak of Colors
  Cloak of Winds
  Gust of Wind
  Gust of Wind
  Cloudkill
  Cloudkill
  Cloudkill
  Cold Ice Strike
  Ice Storm
  Cone of Cold
  Color Spray
  Color Spray
  Color Spray
  Command
  Command
  Command
  Commune
  Commune
  n/a
  Commune with 
  Nature
  Commune with 
  Nature
  n/a
  Compassionate 
  Ally
  Charm Person
  Charm
  
  89
  Mapping Inventory
  Spell
  5E
  PF 2E
  Compel Hostil-
  ity
  Calm Emotions
  Calm Emotions
  Comprehend 
  Languages
  Comprehend Lan-
  guages
  Comprehend 
  Languages
  Cone of Cold
  Cone of Cold
  Cone of Cold
  Confusion
  Confusion
  Confusion
  Contact Other 
  Plane
  Contact Other 
  Plane
  n/a
  Contagion
  Contagion
  Purple Worm 
  Sting
  Contagious Zeal
  n/a
  Zealous Convic-
  tion
  Contingency
  Contingency
  Contingency
  Continual 
  Flame
  Continual Flame
  Continual Flame
  Control Water
  Control Water
  Control Water
  Control Weath-
  er
  Control Weather
  n/a
  Control Winds
  Control Winds
  n/a
  Counterspell
  Counterspell
  Dispel Magic
  Create Food 
  and Water
  Create Food and 
  Water
  Create Food
  Create Undead
  Create Undead
  Raise Dead
  Create Water
  Create Food and 
  Water
  Create Water
  Creeping Ice
  Wall of Ice
  Wall of Ice
  Crushing De-
  spair
  n/a
  Crushing De-
  spair
  Crushing Hand
  Bigby's Hand
  n/a
  Cure Critical 
  Wounds
  Cure Wounds
  Heal
  Cure Light 
  Wounds
  Cure Wounds
  Heal
  Cure Moderate 
  Wounds
  Cure Wounds
  Heal
  Cure Serious 
  Wounds
  Cure Wounds
  Heal
  Curse Water
  Create or Destroy 
  Water
  n/a
  Dancing Lights
  Dancing Lights
  Dancing Lights
  Darting Dupli-
  cate
  n/a
  Mislead
  Daylight
  Daylight
  n/a
  Daze
  n/a
  Daze
  Death Knell
  n/a
  Death Knell
  Death Ward
  Death Ward
  n/a
  Deep Slumber
  Sleep
  Sleep
  Spell
  5E
  PF 2E
  Deeper Dark-
  ness
  Darkness
  Darkness
  Delayed Blast 
  Fireball
  Delayed Blast 
  Fireball
  Fireball
  Demand
  Command
  Command
  Destruction
  Disintegrate
  Disintegrate
  Detect Chaos
  n/a
  Detect Align-
  ment
  Detect Evil
  Detect Evil and 
  Good
  Detect Align-
  ment
  Detect Good
  Detect Evil and 
  Good
  Detect Align-
  ment
  Detect Law
  n/a
  Detect Align-
  ment
  Detect Magic
  Detect Magic
  Detect Magic
  Detect Poison
  Detect Poison and 
  Disease
  Detect Poison
  Detect Scrying
  n/a
  Detect Scrying
  Detect 
  Thoughts
  Detect Thoughts
  n/a
  Detonate
  Disintegrate
  Disintegrate
  Dimension 
  Door
  Dimension Door
  Dimension Door
  Dimensional 
  Anchor
  n/a
  Dimensional 
  Anchor
  Dimensional 
  Lock
  n/a
  Dimensional 
  Lock
  Discern Lies
  n/a
  Discern Lies
  Discern Loca-
  tion
  n/a
  Discern Location
  Disguise Self
  Disguise Self
  Illusory Disguise
  Disintegrate
  Disintegrate
  Disintegrate
  Dispel Evil
  Dispel Evil and 
  Good
  n/a
  Dispel Good
  Dispel Evil and 
  Good
  n/a
  Dispel Magic
  Dispel Magic
  Dispel Magic
  Dispel Magic 
  (Greater)
  Dispel Magic
  Dispel Magic
  Displacement
  Blink
  Blink
  Disrupting 
  Weapon
  n/a
  Disrupting 
  Weapons
  Divination
  Divination
  n/a
  Divine Favor
  Divine Favor
  n/a
  Divine Power
  Divine Favor
  Divine Wrath
  Dominate Mon-
  ster
  Dominate
  Dominate
  
  90
  Mapping Inventory
  Spell
  5E
  PF 2E
  Dominate Per-
  son
  Dominate
  Dominate
  Dread Bolt
  Witch Bolt
  n/a
  Dream
  Dream
  Dream Message
  Ear-Piercing 
  Scream
  n/a
  Wail of the Ban-
  shee
  Earthquake
  Earthquake
  Earthquake
  Endure Ele-
  ments
  n/a
  Endure Ele-
  ments
  Energy Drain
  n/a
  Abyssal Plague
  Enervation
  Enervation
  Disintegrate
  Enlarge Person
  Enlarge/Reduce
  Enlarge
  Entangle
  Entangle
  Entangle
  Enthrall
  Enthrall
  Enthrall
  Entropic Shield
  Shield
  Shield
  Ethereal Jaunt
  Etherealness
  Ethereal Jaunt
  Etherealness
  Etherealness
  Ethereal Jaunt
  Expeditious 
  Retreat
  Expeditious Re-
  treat
  Dimension Door
  Eyebite
  Eyebite
  n/a
  Fabricate
  Fabricate
  n/a
  Faerie Fire
  Faerie Fire
  Faerie Fire
  False Life
  False Life
  False Life
  False Vision
  n/a
  False Vision
  Fear
  Fear
  Fear
  Feather Fall
  Feather Fall
  Feather Fall
  Feeblemind
  Feeblemind
  Feeblemind
  Fiery Body
  n/a
  Fiery Body
  Find the Path
  Find the Path
  n/a
  Finger of Death
  Finger of Death
  Finger of Death
  Fire Shield
  Fire Shield
  Fire Shield
  Fire Storm
  Fire Storm
  Flame Strike
  Flame Arrow
  Flame Arrows
  Fireball
  Flame Strike
  Flame Strike
  Flame Strike
  Flaming Sphere
  Flaming Sphere
  Flaming Sphere
  Flesh to Stone
  Flesh to Stone
  Flesh to Stone
  Floating Disk
  Floating Disk
  Floating Disk
  Flurry of Snow-
  balls
  Snilloc's Snowball 
  Swarm
  Snowball
  Fly
  Fly
  Fly
  Fog Cloud
  Fog Cloud
  Fog Cloud
  Forbid Action
  Forbiddance
  Forbidding Ward
  Forbiddance
  Forbiddance
  n/a
  Spell
  5E
  PF 2E
  Forced Quiet
  Silence
  Silence
  Forceful Hand
  Arcane Hand
  Spectral Hand
  Forceful Strike
  True Strike
  True Strike
  Foresight
  Foresight
  Foresight
  Freedom of 
  Movement
  Freedom of Move-
  ment
  Freedom of 
  Movement
  Frigid Touch
  Chill Touch
  Chill Touch
  Gaseous Form
  Gaseous Form
  Gaseous Form
  Geas/Quest
  Geas
  n/a
  Gentle Repose
  Gentle Repose
  Gentle Repose
  Ghost Sound
  n/a
  Ghost Sound
  Ghoul Hunger
  Hunger of Hadar
  n/a
  Giant Vermin
  Conjure Animals
  Summon Animal
  Glibness
  Glibness
  Glibness
  Glitterdust
  Color Spray
  Glitterdust
  Globe of In-
  vulnerability, 
  Lesser
  Globe of Invulner-
  ability
  Globe of Invul-
  nerability
  Goodberry
  Goodberry
  Create Food
  Grease
  Grease
  Grease
  Greater Invisi-
  bility
  Invisibility
  Invisibility
  Greater Tele-
  port
  Teleport
  Teleport
  Grove of Re-
  spite
  Druid Grove
  n/a
  Guidance
  Guidance
  Guidance
  Gust of Wind
  Gust of Wind
  Gust of Wind
  Hallucinatory 
  Terrain
  Hallucinatory 
  Terrain
  Hallucinatory 
  Terrain
  Harm
  Harm
  Harm
  Haste
  Haste
  Haste
  Haunting Mists
  Fog Cloud
  Obscuring Mist
  Heal
  Heal
  Heal
  Heal (Mass)
  Mass Heal
  Heal
  Heat Metal
  Heat Metal
  n/a
  Heroes' Feast
  Heroes' Feast
  n/a
  Hideous Laugh-
  ter
  Hideous Laughter
  Hideous Laugh-
  ter
  Hold Monster
  Hold Monster
  Paralyze
  Hold Person
  Hold Person
  Paralyze
  Hold Portal
  Arcane Lock
  Lock
  Holy Aura
  Holy Aura
  n/a
  
  91
  Mapping Inventory
  Spell
  5E
  PF 2E
  Horrid Wilting
  Abin/aDalzim’s 
  Horrid Wilting
  Horrid Wilting
  Hungry Dark-
  ness
  Maddening Dark-
  ness
  Eclipse Burst
  Hydraulic Push
  Watery Sphere
  Hydraulic Push
  Hydraulic Tor-
  rent
  Wall of Water
  Hydraulic Tor-
  rent
  Hypnotic Pat-
  tern
  Hypnotic Pattern
  Hypnotic Pat-
  tern
  Hypnotism
  Hypnotic Pattern
  n/a
  Ice Storm
  Ice Storm
  Cone of COld
  Icy Prison
  Imprisonment
  Maze
  Identify
  Identify
  n/a
  Illusory Script
  Illusory Script
  n/a
  Illusory Wall
  n/a
  Illusory Scene
  Implosion
  n/a
  Implosion
  Imprisonment
  Imprisonment
  n/a
  Incendiary 
  Cloud
  Incendiary Cloud
  n/a
  Inflict Critical 
  Wounds
  Inflict Wounds
  Harm
  Inflict Light 
  Wounds
  Inflict Wounds
  Harm
  Inflict Moder-
  ate Wounds
  Inflict Wounds
  Harm
  Inflict Serious 
  Wounds
  Inflict Wounds
  Harm
  Insanity
  Feeblemind
  Feeblemind
  Insect Plague
  Insect Plague
  n/a
  Interposing 
  Hand
  Bigby's Hand
  Spectral Hand
  Invisibility
  Invisibility
  Invisibility
  Invisibility 
  Alarm
  Alarm
  Alarm
  Invisibility 
  Sphere
  Invisibility
  Invisibility 
  Sphere
  Iron Body
  Stoneskin
  Stoneskin
  Irresistible 
  Dance
  Otto's Irresistible 
  Dance
  Uncontrollable 
  Dance
  Knock
  Knock
  Knock
  Legend Lore
  Legend Lore
  Legend Lore
  Lesser Resto-
  ration
  Lesser Restoration
  n/a
  Levitate
  Levitate
  Levitate
  Life Bubble
  Aura of Life
  Field of Life
  Light
  Light
  Light
  Spell
  5E
  PF 2E
  Lightning Bolt
  Lightning Bolt
  Lightning Bolt
  Locate Creature
  Locate Creature
  Locate
  Locate Object
  Locate Object
  Locate
  Mage Armor
  Mage Armor
  Mage Armor
  Mage Hand
  Mage Hand
  Mage Hand
  Mage's Disjunc-
  tion
  n/a
  Disjunction
  Magic Aura
  Arcanist's Magic 
  Aura
  Magic Aura
  Magic Circle 
  Against Chaos
  Magic Circle
  Circle of Protec-
  tion
  Magic Circle 
  Against Evil
  Magic Circle
  Circle of Protec-
  tion
  Magic Circle 
  Against Good
  Magic Circle
  Circle of Protec-
  tion
  Magic Circle 
  Against Law
  Magic Circle
  Circle of Protec-
  tion
  Magic Jar
  Magic Jar
  Bind Soul
  Magic Missile
  Magic Missile
  Magic Missile
  Magic Weapon
  Magic Weapon
  Magic Weapon
  Major Creation
  Creation
  Creation
  Major Image
  Major Image
  n/a
  Maze
  Maze
  Maze
  Meld Into Stone
  Meld into Stone
  Meld into Stone
  Mending
  Mending
  Mending
  Message
  Message
  Message
  Meteor Swarm
  Meteor Swarm
  Meteor Swarm
  Mind Fog
  Mind Spike
  n/a
  Mind Spike
  Mind Spike
  Warp Mind
  Mind Thrust
  Mind Thrust
  n/a
  Minor Creation
  Creation
  Creation
  Miracle
  Wish
  Miracle
  Mirage Arcana
  Mirage Arcane
  n/a
  Mirror Image
  Mirror Image
  Mirror Image
  Mirror Strike
  Mirror Image
  Mirror Image
  Misdirection
  n/a
  Misdirection
  Mislead
  Mislead
  Mislead
  Modify Memory
  Modify Memory
  Modify Memory
  Moonstruck
  Moonbeam
  Moon Frenzy
  Move Earth
  Move Earth
  n/a
  Neutralize Poi-
  son
  Lesser Restoration
  Heal
  Night of Blades
  Shadow Blade
  Blade Barrier
  
  92
  Mapping Inventory
  Spell
  5E
  PF 2E
  Nightmare
  n/a
  Nightmare
  Nondetection
  Nondetection
  Nondetection
  Obscuring Mist
  n/a
  Obscuring Mist
  Open/Close 
  Mage Hand
  Mage Hand
  Pain Strike
  Power Word Pain
  Phantom Pain
  Pain Strike 
  (Mass)
  Power Word Pain
  Phantom Pain
  Pass Without 
  Trace
  Pass Without 
  Trace
  Pass Without 
  Trace
  Passwall
  Passwall
  Passwall
  Persistent Im-
  age
  Major Image
  n/a
  Phantasmal 
  Killer
  Phantasmal Killer
  Phantasmal 
  Killer
  Phantom Steed
  Phantom Steed
  Phantom Steed
  Phantom Trap
  Find Traps
  Glyph of Ward-
  ing
  Planar Ally
  Planar Ally
  Summon
  Planar Binding
  Planar Binding
  Summon
  Plane Shift
  Plane Shift
  Plane Shift
  Plant Growth
  Plant Growth
  n/a
  Poison
  Cloudkill
  Cloudkill
  Polar Midnight
  Investiture of Ice
  Polar Ray
  Polar Ray
  n/a
  Polar Ray
  Power Word 
  Blind
  Power Word Pain
  Power Word 
  Blind
  Power Word 
  Kill
  Power Word Kill
  Power Word Kill
  Power Word 
  Pain
  Power Word Pain
  Power Word 
  Stun
  Power Word 
  Stun
  Power Word Stun
  Power Word 
  Stun
  Prestidigitation
  Prestidigitation
  Prestidigitation
  Prismatic 
  Sphere
  Prismatic Wall
  Prismatic 
  Sphere
  Prismatic Spray
  Prismatic Spray
  Prismatic Spray
  Prismatic Wall
  Prismatic Wall
  Prismatic Wall
  Produce Flame
  Produce Flame
  Produce Flame
  Project Image
  Project Image
  Project Image
  Protection from 
  Energy
  Protection from 
  Energy
  Resist Energy
  Protection 
  From Evil
  Protection from 
  Evil and Good
  Protection
  Protection 
  From Good
  Protection from 
  Evil and Good
  Protection
  Prying Eyes
  Arcane Eye
  Prying Eye
  Spell
  5E
  PF 2E
  Purify Food and 
  Drink
  Purify Food and 
  Drink
  Create Water
  Pyrotechnics
  Pyrotechnics
  Produce Flame
  Rainbow Pat-
  tern
  Hypnotic Pattern
  Hypnotic Pat-
  tern
  Raise Dead
  Raise Dead
  Raise Dead
  Ray of Enfee-
  blement
  Ray of Enfeeble-
  ment
  Ray of Enfeeble-
  ment
  Ray of Exhaus-
  tion
  Ray of Enfeeble-
  ment
  Ray of Enfeeble-
  ment
  Ray of Frost
  Ray of Frost
  Ray of Frost
  Regenerate
  Regenerate
  Restoration
  Reincarnate
  Reincarnate
  n/a
  Remove Curse
  Remove Curse
  Remove Curse
  Remove Disease Lesser Restoration
  Remove Disease
  Remove Fear
  Lesser Restoration
  Remove Fear
  Remove Paral-
  ysis
  Lesser Restoration
  Remove Paral-
  ysis
  Repulsion
  n/a
  Repulsion
  Resist Energy
  Protection from 
  Energy
  Resist Energy
  Resistance
  Resistance
  n/a
  Restoration
  Lesser Restoration
  Restoration
  Resurrection
  Resurrection
  Revival
  Resurrection 
  (mass)
  Resurrection
  Revival
  Reverse Gravity
  Reverse Gravity
  Reverse Gravity
  River of Wind
  Warding Wind
  n/a
  Sanctuary
  Sanctuary
  Sanctuary
  Scorching Ray
  Scorching Ray
  Searing Lihgt
  Scrying
  Scrying
  Scrying
  Searing Light
  Lightning Bolt
  Searing Light
  Secret Page
  n/a
  Secret Page
  See Invisibility
  See Invisibility
  See Invisibility
  Seeming
  Seeming
  n/a
  Sending
  Sending
  Sending
  Shadow Conju-
  ration
  Shadow of Moil
  Shadow Blast
  Shadow Evoca-
  tion
  Shadow of Moil
  Shadow Blast
  Shadow Step
  n/a
  Shadow Walk
  Shadow Walk
  n/a
  Shadow Walk
  Share Memory
  Modify Memory
  Modify Memory
  Shatter
  Shatter
  Shatter
  
  93
  Mapping Inventory
  Spell
  5E
  PF 2E
  Shield
  Shield
  Shield
  Shield of Faith
  Shield of Faith
  Shield
  Shield of Law
  Shield
  Shield
  Shield Other
  n/a
  Shield Other
  Shocking Grasp
  Shocking Grasp
  Shocking Grasp
  Shout, Greater
  Prismatic Spray
  Wail of the Ban-
  shee
  Silence
  Silence
  Silence
  Silent Image
  Silent Image
  Illusory Crea-
  ture
  Sleep
  Sleep
  Sleep
  Slow
  Slow
  Slow
  Solid Fog
  Fog CLoud
  Solid Fog
  Soul Cage
  Soul Cage
  Bind Soul
  Speak With 
  Animals
  Speak With Ani-
  mals
  Speak With An-
  imals
  Speak with 
  Dead
  Speak with Dead
  n/a
  Speak with 
  Plants
  Speak with Plants
  Speak with 
  Plants
  Spectral Hand
  Mage Hand
  Spectral Hand
  Spell Immunity
  n/a
  Spell Immunity
  Spell Resis-
  tance
  Resistance
  n/a
  Spell Turning
  Counterspell
  Spell Turning
  Spider Climb
  Spider Climb
  Spider Climb
  Spike Growth
  Spike Growth
  n/a
  Stabilize
  n/a
  Stabilize
  Statue
  Stone Shape
  Flesh to Stone
  Status
  n/a
  Status
  Stinking Cloud
  Stinking Cloud
  Stinking Cloud
  Stone Glide
  Investiture of 
  Stone
  Shape Stone
  Stone Shape
  Stone Shape
  Meld into Stone
  Stone Tell
  n/a
  Stone Tell
  Stoneskin
  Stoneskin
  Stoneskin
  Storm of Ven-
  geance
  Storm of Ven-
  geance
  Storm of Ven-
  geance
  Suggestion
  Suggestion
  Suggestion
  Suggestion, 
  Mass
  Mass Suggestion
  Suggestion
  Summon Mon-
  ster III
  Summon Lesser 
  Demon
  Summon Ce-
  lestial, Dragon, 
  Entity, Fiend, or 
  Giant
  Spell
  5E
  PF 2E
  Summon Mon-
  ster IV
  Summon Lesser 
  Demon
  Summon Ce-
  lestial, Dragon, 
  Entity, Fiend, or 
  Giant
  Summon Mon-
  ster VII
  Summon Greater 
  Demon
  Summon Ce-
  lestial, Dragon, 
  Entity, Fiend, or 
  Giant
  Summon Mon-
  ster VIII
  Summon Greater 
  Demon
  Summon Ce-
  lestial, Dragon, 
  Entity, Fiend, or 
  Giant
  Summon Na-
  ture's Ally ii
  n/a
  Summon Ani-
  mal/Plant/Fun-
  gus
  Summon Na-
  ture's Ally V
  n/a
  Summon Ani-
  mal/Plant/Fun-
  gus
  Sunbeam
  Sunbeam
  Sunburst
  Sunburst
  Sunburst
  Sunburst
  Symbol of In-
  sanity
  n/a
  Glyph of Ward-
  ing
  Symbol of Per-
  suasion
  Symbol
  Glyph of Ward-
  ing
  Telekinesis
  Telekinesis
  Telekinetic Pro-
  jectile
  Telekinetic 
  Sphere
  Telekinesis
  Telekinetic Haul
  Teleport
  Teleport
  Teleport
  Teleport
  Teleport
  Teleport
  Teleport 
  (Greater)
  Teleport
  Teleport
  Tongues
  Tongues
  Tongues
  Touch of Idiocy
  n/a
  Touch of Idiocy
  Transport via 
  Plants
  Tree Stride
  Tree Stride
  Trap the Soul
  Soul Cage
  Bind Soul
  True Seeing
  True Seeing
  True Seeing
  True Strike
  True Strike
  True Strike
  Tsunami
  Tsunami
  Storm of Ven-
  geance
  Undetectable 
  Alignment
  n/a
  Undetectable 
  Alignment
  Unnatural Lust
  Charm Monster
  Charm
  Unseen Servant
  Unseen Servant
  Unseen Servant
  Vampiric Touch
  Vampiric Touch
  Vampiric Touch
  Veil
  n/a
  Veil
  Ventriloquism
  n/a
  Ventriloquism
  
  94
  Mapping Inventory
  Spell
  5E
  PF 2E
  Vortex
  Storm of Ven-
  geance
  Storm of Ven-
  geance
  Wail of the 
  Banshee
  Power Word Kill
  Wail of the Ban-
  shee
  Wall of Fire
  Wall of Fire
  Wall of Fire
  Wall of Force
  Wall of Force
  Wall of Force
  Wall of Lava
  Wall of Fire
  Wall of Fire
  Wall of Stone
  Wall of Stone
  Wall of Stone
  Wall of Thorns
  Wall of Thorns
  Wall of Thorns
  Water Breath-
  ing
  Water Breathing
  Water Breathing
  Water Walk
  Water Walk
  Water Walk
  Whirlwind
  Whirlwind
  Punishing Winds
  Wind Walk
  Wind Walk
  Wind Walk
  Wind Wall
  Wind Wall
  Wall of Wind
  Wish
  Wish
  Wish
  Word of Recall
  Word of Recall
  Hypercognition
  Zone of Silence
  Silence
  Silence
  Zone of Truth
  Zone of Truth
  Zone of Truth
  
  95
  Mapping Inventory
  Table 80: Weapon Conversion Mapping Inventory
  Weapon
  Dmg
  5E
  5E 
  Dmg
  P2E
  P2E 
  Dmg
  OSR
  OSR 
  Dmg
  DCC
  DCC 
  Dmg
  Aklys
  1d6
  Shortsword
  1d6
  Club
  1d6
  Club
  1d6
  Club
  1d6
  Ankus
  1d8
  Longsword
  1d8
  Longsword
  1d8
  Longsword
  1d8
  Longsword
  1d8
  Axe, Boarding
  1d6
  Handaxe
  1d6
  Hatchet
  1d6
  Axe
  1d6
  Axe
  1d6
  Axe, Butchering
  3d6
  Greataxe
  1d12
  Greataxe
  1d12
  Greataxe
  1d10
  Greataxe
  1d10
  Axe, Hooked
  1d8
  Battleaxe
  1d8
  Hatchet
  1d6
  Shortsword
  1d6
  Shortsword
  1d6
  Axe, Orc Double
  1d8 / 
  1d8
  Greataxe
  1d12
  Greataxe
  1d12
  Greataxe
  1d10
  Greataxe
  1d10
  Axe, Throwing
  1d6
  Handaxe
  1d6
  Hatchet
  1d6
  Axe
  1d6
  Axe
  1d6
  Bardiche
  1d10
  Halberd
  1d10
  Halberd
  1d10
  Halberd
  1d10
  Halberd
  1d10
  Battle Aspergil-
  lum
  1d6
  Mace
  1d6
  Mace
  1d6
  Mace
  1d6
  Mace
  1d6
  Battleaxe
  1d8
  Battleaxe
  1d8
  Battle Axe
  1d8
  Battleaxe
  1d8
  Battleaxe
  1d8
  Bayonet
  1d6
  Shortsword
  1d6
  Shortsword
  1d6
  Shortsword
  1d6
  Shortsword
  1d6
  Bec de Corbin
  1d10
  Halberd
  1d10
  Halberd
  1d10
  Halberd
  1d10
  Halberd
  1d10
  Bill
  1d8
  Halberd
  1d10
  Halberd
  1d10
  Halberd
  1d10
  Halberd
  1d10
  Blade Boot
  1d4
  Dagger
  1d4
  Dagger
  1d4
  Dagger
  1d4
  Dagger
  1d4
  Blowgun
  1d2
  Blowgun
  1d2
  Blowgun
  1d2
  Blowgun
  1d2
  Blowgun
  1d2
  Boarding Pike
  1d8
  Shortsword
  1d6
  Shortsword
  1d6
  Shortsword
  1d6
  Shortsword
  1d6
  Bola
  1d4
  Sling
  1d4
  Bola
  1d6
  Sling
  1d4
  Sling
  1d4
  Boomerang
  1d6
  Sling
  1d4
  Bola
  1d6
  Sling
  1d4
  Sling
  1d4
  Brass Knife
  1d4
  Dagger
  1d4
  Dagger
  1d4
  Dagger
  1d4
  Dagger
  1d4
  Brass Knuckles
  1d3
  Dagger
  1d4
  Dagger
  1d4
  Dagger
  1d4
  Dagger
  1d4
  Cat-o'-Nine-Tails
  1d4
  Dagger
  1d4
  Dagger
  1d4
  Dagger
  1d4
  Dagger
  1d4
  Cestus
  1d3
  Dagger
  1d4
  Dagger
  1d4
  Dagger
  1d4
  Dagger
  1d4
  Chain, Spiked
  2d4
  Flail
  1d8
  Chain, 
  Spiked
  1d8
  Flail
  1d8
  Flail
  1d8
  Chain-Hammer
  1d6 / 
  1d6
  Flail
  1d8
  Chain, 
  Spiked
  1d8
  Flail
  1d8
  Flail
  1d8
  Chakram
  1d8
  Longsword
  1d8
  Longsword
  1d8
  Longsword
  1d8
  Longsword
  1d8
  Claw Blades
  1d4
  Dagger
  1d4
  Dagger
  1d4
  Dagger
  1d4
  Dagger
  1d4
  Club
  1d6
  Club
  1d4
  Club
  1d6
  Club
  1d6
  Club
  1d6
  Crook
  1d6
  Shortsword
  1d6
  Shortsword
  1d6
  Shortsword
  1d6
  Shortsword
  1d6
  Crossbow, Hand
  1d4
  Crossbow, 
  Light
  1d8
  Crossbow, 
  Light
  1d8
  Crossbow, 
  Light
  1d8
  Crossbow, 
  Light
  1d8
  Crossbow, Heavy
  1d10
  Crossbow, 
  Heavy
  1d10
  Crossbow, 
  Heavy
  1d10
  Crossbow, 
  Heavy
  1d10
  Crossbow, 
  Heavy
  1d10
  Crossbow, Light
  1d8
  Crossbow, 
  Light
  1d8
  Crossbow, 
  Light
  1d8
  Crossbow, 
  Light
  1d8
  Crossbow, 
  Light
  1d8
  Weapon Mapping Inventory
  
  96
  Mapping Inventory
  Weapon
  Dmg
  5E
  5E 
  Dmg
  P2E
  P2E 
  Dmg
  OSR
  OSR 
  Dmg
  DCC
  DCC 
  Dmg
  Curve Blade, 
  Elven
  1d10
  Glaive
  1d10
  Glaive
  1d10
  Halberd
  1d10
  Halberd
  1d10
  Cutlass
  1d6
  Shortsword
  1d6
  Shortsword
  1d6
  Shortsword
  1d6
  Shortsword
  1d6
  Dagger
  1d4
  Dagger
  1d4
  Dagger
  1d4
  Dagger
  1d4
  Dagger
  1d4
  Dagger, dueling
  1d4
  Dagger
  1d4
  Dagger
  1d4
  Dagger
  1d4
  Dagger
  1d4
  Dagger, punch-
  ing
  1d4
  Dagger
  1d4
  Dagger
  1d4
  Dagger
  1d4
  Dagger
  1d4
  Dart
  1d4
  Dart
  1d4
  Dart
  1d4
  Dart
  1d4
  Dart
  1d4
  Dogslicer
  1d6
  Shortsword
  1d6
  Shortsword
  1d6
  Shortsword
  1d6
  Shortsword
  1d6
  Double Spear
  1d8 / 
  1d8
  Spear
  1d6
  Longspear
  1d8
  Spear
  1d8
  Spear
  1d8
  Earth Breaker
  2d6
  Maul
  2d6
  Maul
  1d12
  Greatclub
  1d10
  Greatclub
  1d10
  Elven Branched 
  Spear
  1d8
  Glaive
  1d10
  Glaive
  1d10
  Halberd
  1d10
  Halberd
  1d10
  Estoc
  2d4
  Longsword
  1d8
  Longsword
  1d8
  Longsword
  1d8
  Longsword
  1d8
  Falcata
  1d8
  Longsword
  1d8
  Longsword
  1d8
  Longsword
  1d8
  Longsword
  1d8
  Falchion
  2d4
  Longsword
  1d8
  Falchion
  1d10
  Longsword
  1d8
  Longsword
  1d8
  Fauchard
  1d10
  Glaive
  1d10
  Glaive
  1d10
  Halberd
  1d10
  Halberd
  1d10
  Flail, Dire
  1d8 / 
  1d8
  Flail
  1d8
  Chain, 
  Spiked
  1d8
  Flail
  1d8
  Flail
  1d8
  Flail, Heavy
  1d10
  Flail
  1d8
  Chain, 
  Spiked
  1d8
  Flail
  1d8
  Flail
  1d8
  Flail, Light
  1d8
  Flail
  1d8
  Flail
  1d6
  Flail
  1d8
  Flail
  1d8
  Flailpole
  1d8
  Flail
  1d8
  Chain, 
  Spiked
  1d8
  Flail
  1d8
  Flail
  1d8
  Flambard
  1d10
  Halberd
  1d10
  Halberd
  1d10
  Halberd
  1d10
  Halberd
  1d10
  Flickmace
  1d8
  Mace
  1d6
  Gnome 
  Flickmace
  1d8
  Mace
  1d6
  Mace
  1d6
  Flindbar
  1d8
  Warhammer
  1d8
  Warham-
  mer
  1d8
  Warham-
  mer
  1d8
  Warham-
  mer
  1d8
  Gandasa
  2d4
  Longsword
  1d8
  Longsword
  1d8
  Longsword
  1d8
  Longsword
  1d8
  Garrote
  1d6
  Dagger
  1d4
  Dagger
  1d4
  Dagger
  1d4
  Dagger
  1d4
  Gauntlet
  1d3
  Dagger
  1d4
  Dagger
  1d4
  Dagger
  1d4
  Dagger
  1d4
  Gauntlet, Spiked
  1d4
  Dagger
  1d4
  Dagger
  1d4
  Dagger
  1d4
  Dagger
  1d4
  Gladius
  1d6
  Shortsword
  1d6
  Shortsword
  1d6
  Shortsword
  1d6
  Shortsword
  1d6
  Glaive
  1d10
  Glaive
  1d10
  Glaive
  1d10
  Halberd
  1d10
  Halberd
  1d10
  Glaive-Guisarme
  1d10
  Glaive
  1d10
  Glaive
  1d10
  Halberd
  1d10
  Halberd
  1d10
  Greataxe
  1d12
  Greataxe
  1d12
  Greataxe
  1d12
  Greataxe
  1d10
  Greataxe
  1d10
  Greatclub
  1d10
  Greatclub
  1d8
  Greatclub
  1d10
  Greatclub
  1d10
  Greatclub
  1d10
  Greatsword
  2d6
  Greatsword
  2d6
  Greatsword
  1d12
  Greatsword
  1d12
  Greatsword
  1d12
  Guisarme
  2d4
  Glaive
  1d10
  Glaive
  1d10
  Halberd
  1d10
  Halberd
  1d10
  Halberd
  1d10
  Halberd
  1d10
  Halberd
  1d10
  Halberd
  1d10
  Halberd
  1d10
  Hammer, Gnome 
  Hooked
  1d8 / 
  1d6
  Warhammer
  1d8
  Warham-
  mer
  1d8
  Warham-
  mer
  1d8
  Warham-
  mer
  1d8
  
  97
  Mapping Inventory
  Weapon
  Dmg
  5E
  5E 
  Dmg
  P2E
  P2E 
  Dmg
  OSR
  OSR 
  Dmg
  DCC
  DCC 
  Dmg
  Hammer, Light
  1d4
  Light Ham-
  mer
  1d4
  Light Ham-
  mer
  1d6
  Shortsword
  1d6
  Shortsword
  1d6
  Hammer, Lu-
  cerne
  1d12
  Greatsword
  2d6
  Greatsword
  1d12
  Greatsword
  1d12
  Greatsword
  1d12
  Handaxe
  1d6
  Handaxe
  1d6
  Hatchet
  1d6
  Axe
  1d6
  Axe
  1d6
  Harpoon
  1d8
  Trident
  1d8
  Trident
  1d8
  Trident
  1d8
  Trident
  1d8
  Hook Hand
  1d4
  Dagger
  1d4
  Dagger
  1d4
  Dagger
  1d4
  Dagger
  1d4
  Horsechopper
  1d10
  Halberd
  1d10
  Halberd
  1d10
  Halberd
  1d10
  Halberd
  1d10
  Hurlbat
  1d6
  Handaxe
  1d6
  Hatchet
  1d6
  Axe
  1d6
  Axe
  1d6
  Javelin
  1d6
  Spear
  1d6
  Javelin
  1d6
  Spear
  1d8
  Spear
  1d8
  Kama
  1d6
  Spear
  1d6
  Kama
  1d6
  Shortsword
  1d6
  Shortsword
  1d6
  Katar, Tri-Blad-
  ed
  1d4
  Dagger
  1d4
  Dagger
  1d4
  Dagger
  1d4
  Dagger
  1d4
  Khopesh
  1d8
  Longsword
  1d8
  Khopesh
  1d8
  Longsword
  1d8
  Longsword
  1d8
  Klar
  1d6
  Shortsword
  1d6
  Shortsword
  1d6
  Shortsword
  1d6
  Shortsword
  1d6
  Knife, Butterfly
  1d4
  Dagger
  1d4
  Dagger
  1d4
  Dagger
  1d4
  Dagger
  1d4
  Knife, Switch-
  blade
  1d4
  Dagger
  1d4
  Dagger
  1d4
  Dagger
  1d4
  Dagger
  1d4
  Kukri
  1d4
  Dagger
  1d4
  Dagger
  1d4
  Dagger
  1d4
  Dagger
  1d4
  Kumade
  1d6
  Mace
  1d6
  Mace
  1d6
  Mace
  1d6
  Mace
  1d6
  Kunai
  1d4
  Dagger
  1d4
  Dagger
  1d4
  Dagger
  1d4
  Dagger
  1d4
  Lance
  1d8
  Lance
  1d12
  Lance
  1d8
  Longsword
  1d8
  Longsword
  1d8
  Lantern Staff
  1d6
  Quarterstaff
  1d6
  Staff
  1d4
  Quarter-
  staff
  1d6
  Quarterstaff
  1d6
  Longaxe, Dwar-
  ven
  1d12
  Maul
  2d6
  Maul
  1d12
  Greatclub
  1d10
  Greatclub
  1d10
  Longbow
  1d8
  Longbow
  1d8
  Longbow
  1d8
  Longbow
  1d8
  Longbow
  1d8
  Longhammer, 
  Dwarven
  2d6
  Maul
  2d6
  Maul
  1d12
  Greatclub
  1d10
  Greatclub
  1d10
  Longspear
  1d8
  Pike
  1d10
  Longspear
  1d8
  Spear
  1d8
  Spear
  1d8
  Longsword
  1d8
  Longsword
  1d8
  Longsword
  1d8
  Longsword
  1d8
  Longsword
  1d8
  Mace, Heavy
  1d8
  Morningstar
  1d8
  Mace
  1d6
  Mace
  1d6
  Mace
  1d6
  Mace, Light
  1d6
  Mace
  1d6
  Light Mace
  1d4
  Mace
  1d6
  Mace
  1d6
  Machete
  1d6
  Shortsword
  1d6
  Machete
  1d6
  Shortsword
  1d6
  Shortsword
  1d6
  Manople
  1d8
  Flail
  1d8
  Chain, 
  Spiked
  1d8
  Flail
  1d8
  Flail
  1d8
  Maulaxe, Dwar-
  ven
  1d6
  Handaxe
  1d6
  Hatchet
  1d6
  Axe
  1d6
  Axe
  1d6
  Morningstar
  1d8
  Morningstar
  1d8
  Morning-
  star
  1d6
  Morning-
  star
  1d8
  Morning-
  star
  1d8
  Nunchaku
  1d6
  Shortsword
  1d6
  Nunchaku
  1d6
  Shortsword
  1d6
  Shortsword
  1d6
  Ogre Hook
  1d10
  Greatclub
  1d8
  Greatclub
  1d10
  Greatclub
  1d10
  Greatclub
  1d10
  Pick, Heavy
  1d6
  War Pick
  1d8
  Greatpick
  1d10
  Heavy Pick
  1d8
  Heavy Pick
  1d8
  Pick, Light
  1d4
  Club
  1d4
  Club
  1d6
  Club
  1d6
  Club
  1d6
  
  98
  Mapping Inventory
  Weapon
  Dmg
  5E
  5E 
  Dmg
  P2E
  P2E 
  Dmg
  OSR
  OSR 
  Dmg
  DCC
  DCC 
  Dmg
  Pickaxe
  1d8
  Battleaxe
  1d8
  Battle Axe
  1d8
  Battleaxe
  1d8
  Battleaxe
  1d8
  Pilum
  1d8
  Spear
  1d6
  Spear
  1d6
  Spear
  1d8
  Spear
  1d8
  Pistol Maul, 
  Gnome
  1d10
  Maul
  2d6
  Maul
  1d12
  Greatclub
  1d10
  Greatclub
  1d10
  Planson
  1d10
  Glaive
  1d10
  Glaive
  1d10
  Halberd
  1d10
  Halberd
  1d10
  Quadrens
  1d6
  Shortsword
  1d6
  Shortsword
  1d6
  Shortsword
  1d6
  Shortsword
  1d6
  Quarterstaff
  1d6 / 
  1d6
  Quarterstaff
  1d6
  Staff
  1d4
  Quarter-
  staff
  1d6
  Quarterstaff
  1d6
  Ram Hammer, 
  Dwarven
  1d8
  Maul
  2d8
  Maul
  1d12
  Greatclub
  1d10
  Greatclub
  1d10
  Ranseur
  2d4
  Glaive
  1d10
  Glaive
  1d10
  Halberd
  1d10
  Halberd
  1d10
  Rapier
  1d6
  Rapier
  1d6
  Rapier
  1d6
  Rapier
  1d6
  Rapier
  1d6
  Rapier, Spiral
  1d6
  Rapier
  1d6
  Rapier
  1d6
  Rapier
  1d6
  Rapier
  1d6
  Razor, Drow
  1d4
  Dagger
  1d4
  Dagger
  1d4
  Dagger
  1d4
  Dagger
  1d4
  Rhoka
  1d8
  Warhammer
  1d8
  Warham-
  mer
  1d8
  Warham-
  mer
  1d8
  Warham-
  mer
  1d8
  Ripsaw Glaive, 
  Gnome
  1d10
  Glaive
  1d10
  Glaive
  1d10
  Halberd
  1d10
  Halberd
  1d10
  Sabre, Sawtooth
  1d8
  Longsword
  1d8
  Longsword
  1d8
  Longsword
  1d8
  Longsword
  1d8
  Sai
  1d4
  Sickle
  1d4
  Sai
  1d4
  Dagger
  1d4
  Dagger
  1d4
  Sanpkhang
  1d4
  Sickle
  1d4
  Sai
  1d4
  Dagger
  1d4
  Dagger
  1d4
  Sap
  1d6
  Club
  1d4
  Club
  1d6
  Club
  1d6
  Club
  1d6
  Scarf, Bladed
  1d6
  Shortsword
  1d6
  Shortsword
  1d6
  Shortsword
  1d6
  Shortsword
  1d6
  Scimitar
  1d6
  Shortsword
  1d6
  Scimitar
  1d6
  Shortsword
  1d6
  Shortsword
  1d6
  Scizore
  1d10
  Glaive
  1d10
  Glaive
  1d10
  Halberd
  1d10
  Halberd
  1d10
  Scythe
  2d4
  War Pick
  1d8
  Scythe
  1d10
  Scythe
  1d8
  Scythe
  1d8
  Sea-Knife
  1d4
  Dagger
  1d4
  Dagger
  1d4
  Dagger
  1d4
  Dagger
  1d4
  Shield, Heavy
  1d4
  Dagger
  1d4
  Dagger
  1d4
  Dagger
  1d4
  Dagger
  1d4
  Shield, Light
  1d3
  Dagger
  1d4
  Dagger
  1d4
  Dagger
  1d4
  Dagger
  1d4
  Shortbow
  1d6
  Shortbow
  1d6
  Shortbow
  1d6
  Shortbow
  1d6
  Shortbow
  1d6
  Shortspear
  1d6
  Spear
  1d6
  Spear
  1d6
  Spear
  1d8
  Spear
  1d8
  Shotel
  1d8
  Warhammer
  1d8
  Warham-
  mer
  1d8
  Warham-
  mer
  1d8
  Warham-
  mer
  1d8
  Siangham
  1d6
  Shortsword
  1d6
  Shortsword
  1d6
  Shortsword
  1d6
  Shortsword
  1d6
  Sica
  1d4
  Dagger
  1d4
  Dagger
  1d4
  Dagger
  1d4
  Dagger
  1d4
  Sickle
  1d6
  Sickle
  1d6
  Sickle
  1d4
  Dagger
  1d4
  Dagger
  1d4
  Sickle-Sword
  1d8
  Sickle
  1d6
  Sickle
  1d4
  Dagger
  1d4
  Dagger
  1d4
  Sling
  1d4
  Sling
  1d4
  Sling
  1d6
  Sling
  1d4
  Sling
  1d4
  Spear
  1d8
  Spear
  1d6
  Spear
  1d6
  Spear
  1d8
  Spear
  1d8
  Spear, Boar
  1d8
  Spear
  1d6
  Longspear
  1d8
  Spear
  1d8
  Spear
  1d8
  Spear, Totem
  1d10
  Pike
  1d10
  Longspear
  1d8
  Spear
  1d8
  Spear
  1d8
  Spear, Weighted
  1d8 / 
  1d6
  Pike
  1d10
  Longspear
  1d8
  Spear
  1d8
  Spear
  1d8
  
  99
  Mapping Inventory
  Weapon
  Dmg
  5E
  5E 
  Dmg
  P2E
  P2E 
  Dmg
  OSR
  OSR 
  Dmg
  DCC
  DCC 
  Dmg
  Spear-Sling
  1d8
  Spear
  1d6
  Longspear
  1d8
  Spear
  1d8
  Spear
  1d8
  Sphinx Hammer, 
  Dwarven
  1d10
  Maul
  2d6
  Maul
  1d12
  Greatclub
  1d10
  Greatclub
  1d10
  Spiked Armor
  1d6
  Dagger
  1d4
  Dagger
  1d4
  Dagger
  1d4
  Dagger
  1d4
  Spiked Shield, 
  Heavy
  1d6
  Dagger
  1d4
  Dagger
  1d4
  Dagger
  1d4
  Dagger
  1d4
  Spiked Shield, 
  Light
  1d4
  Dagger
  1d4
  Dagger
  1d4
  Dagger
  1d4
  Dagger
  1d4
  Split-Bade 
  Sword
  2d6
  Greatsword
  2d6
  Greatsword
  1d12
  Greatsword
  1d12
  Greatsword
  1d12
  Spring Blade
  1d4
  Dagger
  1d4
  Dagger
  1d4
  Dagger
  1d4
  Dagger
  1d4
  Starknife
  1d4
  Dagger
  1d4
  Dagger
  1d4
  Dagger
  1d4
  Dagger
  1d4
  Stingchuck
  1d4
  Dagger
  1d4
  Dagger
  1d4
  Dagger
  1d4
  Dagger
  1d4
  Stonebow
  1d6
  Crossbow, 
  Light
  1d8
  Crossbow, 
  Light
  1d8
  Crossbow, 
  Light
  1d8
  Crossbow, 
  Light
  1d8
  Switchscythe
  2d4
  War Pick
  1d8
  Scythe
  1d10
  Scythe
  1d8
  Scythe
  1d8
  Sword Cane
  1d6
  Shortsword
  1d6
  Shortsword
  1d6
  Shortsword
  1d6
  Shortsword
  1d6
  Sword, Bastard
  1d10
  Greatsword
  2d6
  Greatsword
  1d12
  Greatsword
  1d12
  Greatsword
  1d12
  Sword, Dueling
  1d8
  Longsword
  1d8
  Longsword
  1d8
  Longsword
  1d8
  Longsword
  1d8
  Sword, Short
  1d6
  Shortsword
  1d6
  Shortsword
  1d6
  Shortsword
  1d6
  Shortsword
  1d6
  Terbutje
  1d8
  Warhammer
  1d8
  Warham-
  mer
  1d8
  Warham-
  mer
  1d8
  Warham-
  mer
  1d8
  Thorn Bracer
  1d4
  Dagger
  1d4
  Dagger
  1d4
  Dagger
  1d4
  Dagger
  1d4
  Tongi
  1d6
  Shortsword
  1d6
  Shortsword
  1d6
  Shortsword
  1d6
  Shortsword
  1d6
  Trident
  1d8
  Trident
  1d8
  Trident
  1d8
  Trident
  1d8
  Trident
  1d8
  Urgosh, Dwar-
  ven
  1d6 / 
  1d4
  Mace
  1d6
  Mace
  1d6
  Mace
  1d6
  Mace
  1d6
  War Razor
  1d4
  Dagger
  1d4
  Dagger
  1d4
  Dagger
  1d4
  Dagger
  1d4
  Waraxe, Dwar-
  ven
  1d10
  Greataxe
  1d12
  Greataxe
  1d12
  Greataxe
  1d10
  Greataxe
  1d10
  Waraxe, Dwar-
  ven Double
  1d10
  Greataxe
  1d12
  Greataxe
  1d12
  Greataxe
  1d10
  Greataxe
  1d10
  Warhammer
  1d8
  Warhammer
  1d8
  Warham-
  mer
  1d8
  Warham-
  mer
  1d8
  Warham-
  mer
  1d8
  War-Shield, 
  Dwarven
  1d6
  Mace
  1d6
  Mace
  1d6
  Mace
  1d6
  Mace
  1d6
  Waveblade
  1d6
  Shortsword
  1d6
  Shortsword
  1d6
  Shortsword
  1d6
  Shortsword
  1d6
  Whip
  1d3
  Whip
  1d4
  Whip
  1d4
  Whip
  1d3
  Whip
  1d3
  Whip, Scorpion
  1d4
  Whip
  1d4
  Whip
  1d4
  Whip
  1d3
  Whip
  1d3
  Wooden Stake
  1d4
  Dagger
  1d4
  Dagger
  1d4
  Dagger
  1d4
  Dagger
  1d4
  
  100
  How to Quad
  Creating New Quadded 
  Creating New Quadded 
  Monsters
  Monsters
  
  101
  How to Quad
  Creating New Quadded Monsters
  Introduction
  Introduction
  This section is for G/DMs who want to create their 
  own monsters, or wish to take existing monsters and 
  enhance them in a manner suitable for classifying 
  them as entirely new creations.
  These rules were used as inspiration for the 
  mechanical skeleton of creatures that will be published 
  in the Monsters of Aquilae (MOA) book.
  G/DMs can use the guidelines in this section as 
  inspiration for their own creations, or as a shortcut 
  to take existing monsters and make them usable in 
  gaming groups with seasoned veteran players who 
  are already quite familiar with the abilities of certain 
  monsters.
  Note that this section discusses creating new monsters 
  using Pathfinder First Edition creatures as a starting 
  point.  The logic employed can easily be used to 
  convert the resulting beasts into other rules systems, 
  but the mechanics of the heuristic employed are 
  primarily Pathfinder, and employ the terminology of 
  that system as a result.
  Tools
  It is strongly recommended that you use PcGen or 
  some other automated character/monster-design tool 
  to aid you in this process.  Particularly in a system like 
  Pathfinder, it is all too easy to forget the minutae that 
  go into creating a monster!
  The Approach
  The Approach
  In a general sense, the approach to creating new 
  quadded monsters is as follows:
  • Select an existing creature to use as a starting 
  point.
  • Add templates, feats, weapons, and tweak its 
  mechanics directly to generate the effect desired.
  • Generate Quads for the monster so it is usable 
  across a wide range of PC difficulty levels.
  • Convert it into other rules system(s) as desired to 
  support play in those systems.
  Creature Starting Point
  Pick an existing beast.  Which creature is up to you, 
  but if you have something in mind, pick a monster 
  whose existing abilities most closely parallel those that 
  you’re looking for.  Don’t worry too much about the 
  numerics; think about function and form, rather than 
  math.
  As you would with Quadding a monster, estimate your 
  starting-point beast’s Native Quad.
  Hit Dice
  Add or remove Hit Dice to the monster to increase or 
  decrease its difficulty overall.  
  As a general rule, the following table can be used to 
  roughly estimate a target for the Native Quad of the 
  monster and the overall sense of difficulty you’re 
  looking for.
  Table 81: Hit Dice by Quad and Difficulty
  Quad
  Easy
  Average
  Hard
  Low
  <3
  1-3
  4-6
  Medium
  1-3
  4-7
  8-10
  Advanced
  4-6
  7-10
  11-14
  Elite
  7-9
  10-13
  14+
  Remember that changing monster Hit Dice has a huge 
  and pervasive impact, from Attack Bonuses to Feats 
  granted to Hit Points to Natural Armor (in many cases) 
  to Save bonuses to CMD/CMB values.
  Class Levels
  The most straightforward way to make a starting-
  point monster more formidable is to grant it class 
  levels.  
  Use the Hit Dice by Quad and Difficulty table above as 
  a general guide; include Class Level hit dice alongside 
  normal monster Hit Dice.  
  As an example, a creature with 8 HD natively that you 
  grant 4 levels of Barbarian to would have a total of 12 
  HD.
  Generate Quads
  Use the rules for Quadding a monster in the start of 
  this book to guide this process.
  Convert to Other Systems
  Use the How to Convert sections that form the bulk of 
  this book’s utility to guide this process.
  
  102
  Appendices
  Appendix: Sample Converted 
  Appendix: Sample Converted 
  Monsters
  Monsters
  
  103
  Aberrations
    Low
    Moderate
    Advanced
    Elite
    Terrain
  Ocean (Cold)
    Rarity
  Rare
    Role
  Brute / Normal
    Organization
  Solitary, Pair, Brood (3-6x) or Shoal (7-19x)
    Treasure
  Double
  CR 6
  8
  12
  16
  Align / Size LE Large 
  (aquatic)
  LE Huge 
  (aquatic)
  LE Huge 
  (aquatic)
  LE Gargantuan 
  (aquatic)
  HD / Type Aberration 6
  Aberration 8
  Aberration 12
  Aberration 16
  Initiative +7
  +5
  +7
  +6
  Senses Perception +12 
  Darkvision 60’
  Perception +14 
  Darkvision 60’
  Perception +20 
  Darkvision 60’
  Perception +24 
  Darkvision 60’
    Defense
  AC 21
  touch 12; ff 18 
  -1 Size; +3 Dex; 
  +9 Natural
  20
  touch 9; ff 19 
  -2 Size; +1 Dex; 
  +11 Natural
  25
  touch 11; ff 22 
  -2 Size; +3 Dex; 
  +14 Natural
  26
  touch 8; ff 24 
  -4 Size; +2 Dex; 
  +84 Natural
  hp 54 (6d8)+24 
  94 (8d8)+48 
  159 (12d8)+96 
  240 (16d8)+160 
  Saves Fort  +6
  Ref    +7
  Will   +10
  Fort  +8
  Ref    +5
  Will   +11
  Fort  +12
  Ref    +9
  Will   +15
  Fort  +15
  Ref    +9
  Will   +17
  Def Abilities -
  -
  -
  -
    Offense
  Movement 10’; Swim 60’
  10’; Swim 60’
  10’; Swim 60’
  10’; Swim 60’
  Attacks Melee tail sweep +6 
  (2H: 1d6+4) or 
  Melee tentacle 
  +1/+1/+1/+1 (1d6+2)
  Melee tail sweep +9 
  (1d8+5) or 
  Melee tentacle 
  +5/+5/+5/+5 
  (1d8+3)
  Melee tail sweep +14 
  (1d8+7) or 
  Melee tentacle 
  +10/+10/+10/+10 
  (2d6+4) 
  Melee tail sweep +18 
  (3d6+10) or 
  Melee tentacle 
  +14/+14/+14/+14 
  (3d6+5)
  Space / Reach
  10’ / 10’
  15’ / 15’
  15’ / 15’
  20’ / 20’
  Special Atks Mucus Cloud (5 ft., 
  DC 17), Slime
  Mucus Cloud (5 ft., 
  DC 20), Slime
  Mucus Cloud (5 ft., 
  DC 24), Slime
  Mucus Cloud (5 ft., 
  DC 28), Slime
  Aboleth
   
  Pathfinder
  
  104
  Aberrations
  Spellcasting
  Innate:
  At Will: hypnotic pattern; illusory wall; mirage arcana; persistent image; programmed image; 
  project image; veil
  3x/day each: dominate monster
    Statistics
  Ability Scores Str 
  16
  Dex 16
  Con 18
  Int 
  15
  Wis 17
  Cha 17
  Str 
  20
  Dex 12
  Con 22
  Int 
  15
  Wis 17
  Cha 17
  Str 
  25
  Dex 16
  Con 26
  Int 
  19
  Wis 21
  Cha 21
  Str 
  30
  Dex 14
  Con 30
  Int 
  19
  Wis 21
  Cha 21
  Core Attack Base Atk +4
  CMB +8
  CMD 21 
  can’t be tripped
  Base Atk +6
  CMB +13
  CMD 24 
  can’t be tripped
  Base Atk +8
  CMB +18
  CMD 31 
  can’t be tripped
  Base Atk +12
  CMB +26
  CMD 38 
  can’t be tripped
  Feats
  Improved Initiative, Iron 
  Will, Lightning Reflexes
  Improved Initiative, Iron 
  Will, Lightning Reflexes, 
  Weapon Focus (Tentacle)
  Improved Initiative, 
  Improved Natural Armor, 
  Improved Natural Attack 
  (Tentacle), Iron Will, 
  Lightning Reflexes, 
  Weapon Focus (Tentacle)
  Improved Initiative, 
  Improved Natural Armor 
  (2x), Improved Natural 
  Attack (Tail Sweep, 
  Tentacle), Iron Will, 
  Lightning Reflexes, 
  Weapon Focus (Tentacle)
  Skills
  Acrobatics +3, Appraise 
  +2, Bluff +9, Climb +3, 
  Craft (Untrained) +2, 
  Diplomacy +3, Disguise 
  +3, Escape Artist +3, Fly 
  +1, Heal +3, Intimidate 
  +12, Knowledge (History) 
  +11, Perception +12, 
  Perform (Untrained) +3, 
  Ride +3, Sense Motive +3, 
  Spellcraft +11, Stealth -1, 
  Survival +3, Swim +20
  Acrobatics +1, Appraise 
  +2, Bluff +11, Climb +5, 
  Craft (Untrained) +2, 
  Diplomacy +3, Disguise 
  +3, Escape Artist +1, Fly 
  -3, Heal +3, Intimidate 
  +14, Knowledge (History) 
  +13, Perception +14, 
  Perform (Untrained) +3, 
  Ride +1, Sense Motive +3, 
  Spellcraft +13, Stealth -7, 
  Survival +3, Swim +24
  Acrobatics +18, Appraise 
  +4, Bluff +17, Climb +7, 
  Craft (Untrained) +4, 
  Diplomacy +5, Disguise 
  +5, Escape Artist +3, Fly 
  -1, Heal +5, Intimidate 
  +20, Knowledge (History) 
  +19, Perception +20, 
  Perform (Untrained) +5, 
  Ride +3, Sense Motive +5, 
  Spellcraft +19, Stealth 
  +10, Survival +5, Swim 
  +30
  Acrobatics +21, Appraise 
  +4, Bluff +21, Climb +10, 
  Craft (Untrained) +4, 
  Diplomacy +5, Disguise 
  +5, Escape Artist +2, Fly 
  -4, Heal +5, Intimidate 
  +24, Knowledge (History) 
  +23, Perception +24, 
  Perform (Untrained) +5, 
  Ride +2, Sense Motive +5, 
  Spellcraft +23, Stealth 
  +9, Survival +5, Swim 
  +37
  Languages
  Aboleth, Aklo, Aquan, Undercommon
  Special Can’t Be Tripped, Darkvision
    
    Special Qualities & Abilities
  Mucus Cloud (Ex) While underwater, an aboleth exudes a cloud of 
  transparent slime. All creatures adjacent to an aboleth must succeed on a DC 
  28 Fortitude save each round or lose the ability to breathe air (but gain the 
  ability to breathe water) for 3 hours. Renewed contact with an aboleth’s mucus 
  cloud and failing another save extends the effect for another 3 hours. 
  Slime (Ex) A creature hit by an aboleth’s tentacle must succeed on a DC 28 
  Fortitude save or his skin and flesh transform into a clear, slimy membrane 
  over the course of 1d4 rounds. The creature’s new “flesh” is soft and tender, 
  reducing its Constitution score by 4 as long as it persists. If the creature’s flesh 
  isn’t kept moist, it dries quickly and the victim takes 1d12 points of damage 
  every 10 minutes. Remove disease and similar effects can restore an afflicted 
  creature to normal, but immunity to disease offers no protection from this 
  attack.  
    
    Feats
  Improved Initiative Your quick reflexes allow you to react 
  quickly to danger. You get a +4 bonus on initiative checks. 
  Iron Will You are more resistant to mental effects. You get a 
  +2 bonus on all Will saving throws. 
  Lightning Reflexes You have faster reflexes than normal. 
  You get a +2 bonus on all Reflex saving throws. 
  Weapon Focus (Tentacle) You are especially good at using 
  your chosen weapon. You gain a +1 bonus on all attack rolls 
  you make using the selected weapon. 
  
  105
  Aberrations
    Low
    Moderate
    Advanced
    Elite
  Armor Class
  17 
  (natural armor)
  17 
  (natural armor)
  18 
  (natural armor)
  19 
  (natural armor)
  Hit Points
  54
  94
  159
  240
  Speed
  10 ft. Swim 60 ft.
  Size, Type, 
  Alignment
  Large aberration, lawful 
  evil
  Huge aberration, lawful 
  evil
  Huge aberration, lawful 
  evil
  Gargantuan aberration, 
  lawful evil
  Ability 
  Scores / 
  Saves
  STR 
  14 (+2) 
  DEX 14 (+2) 
  CON 16 (+3) 
  INT 
  13 (+1) 
  WIS 
  15 (+2) 
  CHA 15 (+2)
  STR 
  17 (+3) 
  DEX 10 (+0) 
  CON 18 (+4) 
  INT 
  13 (+1) 
  WIS 
  15 (+2) 
  CHA 15 (+2)
  STR 
  20 (+5) 
  DEX 14 (+2) 
  CON 20 (+5) 
  INT 
  17 (+3) 
  WIS 
  18 (+4) 
  CHA 18 (+4)
  STR 
  22 (+6) 
  DEX 12 (+1) 
  CON 22 (+6) 
  INT 
  17 (+3) 
  WIS 
  18 (+4) 
  CHA 18 (+4)
  Saving 
  Throws
  -
  -
  -
  -
  Resistances
  -
  Immunities
  -
  Vulnerabilities
  -
  Senses
  Passive Perception +15,  
  Darkvision 60 ft.
  Passive Perception +15,  
  Darkvision 60 ft.
  Passive Perception +18,  
  Darkvision 60 ft.
  Passive Perception +19,  
  Darkvision 60 ft.
  Languages
  Aboleth, Aklo, Aquan, Undercommon
  Challenge
  6
  8
  12
  16
  Special 
  Abilities & 
  Qualities
  Slime A creature hit by an aboleth’s 
  tentacle must succeed on a DC 16 
  Constitution save or his skin and 
  flesh transform into a clear, slimy 
  membrane over the course of 1d8 
  rounds. The creature’s new “flesh” 
  is soft and tender, reducing its 
  Constitution score by 2 as long as 
  it persists. If the creature’s flesh 
  isn’t kept moist, it dries quickly 
  and the victim takes 1d6 points of 
  damage every 10 minutes. Remove 
  disease and similar effects can 
  restore an afflicted creature to 
  normal.  Immunity to disease offers 
  protection from this attack.
  Slime A creature hit by an aboleth’s 
  tentacle must succeed on a DC 17 
  Constitution save or his skin and 
  flesh transform into a clear, slimy 
  membrane over the course of 16 
  rounds. The creature’s new “flesh” 
  is soft and tender, reducing its 
  Constitution score by 3 as long as 
  it persists. If the creature’s flesh 
  isn’t kept moist, it dries quickly 
  and the victim takes 1d8 points of 
  damage every 10 minutes. Remove 
  disease and similar effects can 
  restore an afflicted creature to 
  normal. Immunity to disease offers 
  protection from this attack.
  Slime A creature hit by an aboleth’s 
  tentacle must succeed on a DC 19 
  Constitution save or his skin and 
  flesh transform into a clear, slimy 
  membrane over the course of 1d4 
  rounds. The creature’s new “flesh” 
  is soft and tender, reducing its 
  Constitution score by 4 as long as it 
  persists. If the creature’s flesh isn’t 
  kept moist, it dries quickly and the 
  victim takes 1d12 points of damage 
  every 10 minutes. Remove disease 
  and similar effects can restore an 
  afflicted creature to normal, but 
  immunity to disease offers no 
  protection from this attack.
  Slime A creature hit by an aboleth’s 
  tentacle must succeed on a DC 21 
  Constitution save or his skin and 
  flesh transform into a clear, slimy 
  membrane over the course of 1d4 
  rounds. The creature’s new “flesh” 
  is soft and tender, reducing its 
  Constitution score by 6 as long as it 
  persists. If the creature’s flesh isn’t 
  kept moist, it dries quickly and the 
  victim takes 2d10 points of damage 
  every 10 minutes. Remove disease 
  and similar effects can restore an 
  afflicted creature to normal, but 
  immunity to disease offers no 
  protection from this attack.
    Low
    Moderate
    Advanced
    Elite
    Terrain
  Ocean (Cold)
    Rarity
  Rare
    Role
  Brute / Normal
    Organization
  Solitary, Pair, Brood (3-6x) or Shoal (7-19x)
    Treasure
  Double
  Aboleth
   
  5E
  
  106
  Aberrations
    Low
    Moderate
    Advanced
    Elite
  Standard 
  Actions
  Tail Sweep Melee 
  weapon attack: +5 to 
  hit, reach 10 ft., one 
  target.  Hit  1d6+4 (8) 
  bludgeoning 
  Tentacle Melee weapon 
  attack: +5 to hit, reach 
  10 ft., one target.  Hit 
  1d6+2 (6) bludgeoning 
  Tail Sweep Melee weapon 
  attack: +5 to hit, reach 15 
  ft., one target.  Hit 1d8+5 
  (10) bludgeoning 
  Tentacle Melee weapon 
  attack: +5 to hit, reach 15 
  ft., one target.  Hit 1d8+3 
  (8) bludgeoning 
  Tail Sweep Melee 
  weapon attack: +7 to 
  hit, reach 15 ft., one 
  target.  Hit 1d8+7 (12) 
  bludgeoning 
  Tentacle Melee weapon 
  attack: +7 to hit, reach 
  15 ft., one target.  Hit 
  2d6+4 (11) bludgeoning 
  Tail Sweep Melee 
  weapon attack: +9 to 
  hit, reach 20 ft., one 
  target.  Hit 3d6+10 (20) 
  bludgeoning 
  Tentacle Melee weapon 
  attack: +9 to hit, reach 
  20 ft., one target.  Hit 
  3d6+5 (16) bludgeoning 
  Special 
  Actions
  Mucus Cloud While 
  underwater, an aboleth 
  exudes a cloud of 
  transparent slime. All 
  creatures adjacent to an 
  aboleth must succeed 
  on a DC 16 Constitution 
  save each round or lose 
  the ability to breathe 
  air (but gain the ability 
  to breathe water) for 3 
  hours. Renewed contact 
  with an aboleth’s mucus 
  cloud and failing another 
  save extends the effect 
  for another 3 hours. 
  Mucus Cloud While 
  underwater, an aboleth 
  exudes a cloud of 
  transparent slime. All 
  creatures adjacent to an 
  aboleth must succeed 
  on a DC 17 Constitution 
  save each round or lose 
  the ability to breathe 
  air (but gain the ability 
  to breathe water) for 3 
  hours. Renewed contact 
  with an aboleth’s mucus 
  cloud and failing another 
  save extends the effect 
  for another 3 hours.
  Mucus Cloud While 
  underwater, an aboleth 
  exudes a cloud of 
  transparent slime. All 
  creatures adjacent to an 
  aboleth must succeed 
  on a DC 19 Constitution 
  save each round or lose 
  the ability to breathe 
  air (but gain the ability 
  to breathe water) for 3 
  hours. Renewed contact 
  with an aboleth’s mucus 
  cloud and failing another 
  save extends the effect 
  for another 3 hours.
  Mucus Cloud While 
  underwater, an aboleth 
  exudes a cloud of 
  transparent slime. All 
  creatures adjacent to an 
  aboleth must succeed 
  on a DC 21 Constitution 
  save each round or lose 
  the ability to breathe 
  air (but gain the ability 
  to breathe water) for 3 
  hours. Renewed contact 
  with an aboleth’s mucus 
  cloud and failing another 
  save extends the effect 
  for another 3 hours.
  Innate 
  Spellcasting
  dominate (1x/day); hypnotic 
  pattern (at will); project 
  image (at will); veil (at will); 
  mirage arcane (at will); 
  major image (at will)
  dominate (1x/day); hypnotic 
  pattern (at will); project 
  image (at will); veil (at will); 
  mirage arcane (at will); major 
  image (at will)
  dominate (3x/day); 
  hypnotic pattern (at will); 
  project image (at will); veil 
  (at will); mirage arcane (at 
  will); major image (at will)
  dominate (5x/day); hypnotic 
  pattern (at will); project 
  image (at will); veil (at will); 
  mirage arcane (at will); 
  major image (at will)
  Illustration 1: Aboleth
  
  107
  Aberrations
  Level
  CREATURE 6
  CREATURE 8
  CREATURE 12
  CREATURE 16
  Rarity
  RARE
  RARE
  RARE
  UNCOMMON
  Alignment
  LE
  LE
  LE
  LE
  Size
  LARGE
  HUGE
  HUGE
  GARGANTUAN
  Other Traits
  ABERRATION, AQUATIC
  Perception +15, darkvision
  +17, darkvision
  +23, darkvision
  +29, darkvision
  Languages Aboleth, Aklo, Aquan, Undercommon
  Skills
  Acrobatics +11, 
  Athletics +11, Crafting 
  +10, Diplomacy 
  +11, Deception 
  +11, Medicine +11, 
  Intimidation +12, Lore 
  +11, Performance +11, 
  Arcana +11, Stealth 
  +11, Survival +11
  Acrobatics +11, 
  Athletics +15, Crafting 
  +12, Diplomacy 
  +13, Deception 
  +13, Medicine +13, 
  Intimidation +14, Lore 
  +13, Performance +13, 
  Arcana +13, Stealth 
  +11, Survival +13
  Acrobatics +18, 
  Athletics +21, Crafting 
  +18, Diplomacy 
  +19, Deception 
  +19, Medicine +19, 
  Intimidation +20, Lore 
  +19, Performance +19, 
  Arcana +19, Stealth 
  +17, Survival +19
  Acrobatics +21, 
  Athletics +28, Crafting 
  +22, Diplomacy 
  +23, Deception 
  +23, Medicine +23, 
  Intimidation +24, Lore 
  +23, Performance +23, 
  Arcana +23, Stealth 
  +20, Survival +23
  Ability Scores Str 
  +3
  Dex +3
  Con +4
  Int 
  +2
  Wis +3
  Cha +3
  Str 
  +5
  Dex +1
  Con +6
  Int 
  +2
  Wis +3
  Cha +3
  Str 
  +7
  Dex +3
  Con +8
  Int 
  +4
  Wis +5
  Cha +5
  Str 
  +10
  Dex +2
  Con +10
  Int 
  +4
  Wis +5
  Cha +5
  Slime Saving Throw 
  Fortitude DC 16
  Saving Throw 
  Fortitude DC 20
  Saving Throw 
  Fortitude DC 24
  Saving Throw 
  Fortitude DC 28
  (curse, occult, virulent) Stage 1 no ill effect (1 round); Stage 2 the victim’s skin softens, 
  inflicting drained 1 (1 round); Stage 3 the victim’s skin transforms into a clear, slimy 
  membrane, inflicting drained 2 until the curse ends; every hour this membrane remains 
  dry, the creature’s drained condition increases by 1 (permanent). A remove disease spell 
  can counteract this curse, but immunity to disease offers no protection against it.
  Aboleth
    Low
    Moderate
    Advanced
    Elite
    Terrain
  Ocean (Cold)
    Rarity
  Rare
    Role
  Brute / Normal
    Organization
  Solitary, Pair, Brood (3-6x) or Shoal (7-19x)
    Treasure
  Double
   
  P2E
  
  108
  Aberrations
  Mucus Cloud
  Saving Throw 
  Fortitude DC 16
  Saving Throw 
  Fortitude DC 22
  Saving Throw 
  Fortitude DC 24
  Saving Throw 
  Fortitude DC 28
  While underwater, an aboleth exudes a cloud of transparent slime. All creatures 
  adjacent to an aboleth must succeed on a Fortitude save each round or lose the ability to 
  breathe air (but gain the ability to breathe water) for 3 hours. Renewed contact with an 
  aboleth’s mucus cloud and failing another save extends the effect for another 3 hours. 
    Defense
  AC
  22
  Fort 
  +12
  Ref 
  +11
  Will 
  +11
  20
  Fort 
  +16
  Ref 
  +11
  Will 
  +13
  25
  Fort 
  +22
  Ref 
  +17
  Will 
  +19
  28
  Fort 
  +28
  Ref 
  +20
  Will 
  +23
  hp 
  63
  100
  174
  264
    Offense & Actions
  Speed 10 ft. Swim 60 ft.
  Melee
   Melee Tail Sweep 
  +13 (two-hand, 
  unarmed, reach 10 
  ft.), Damage  1d6+4 
  bludgeoning
   Melee Tentacle 
  +13 (unarmed, reach 
  10 ft.), Damage 
  1d6+2 bludgeoning
   Melee Tail Sweep 
  +19 (unarmed, reach 
  15 ft.), Damage 
  1d8+5 bludgeoning
   Melee Tentacle 
  +19 (unarmed, reach 
  15 ft.), Damage 
  1d8+3 bludgeoning
   Melee Tail Sweep 
  +28 (unarmed, reach 
  15 ft.), Damage 
  1d8+7 bludgeoning
   Melee Tentacle 
  +28 (unarmed, reach 
  15 ft.), Damage 
  2d6+4 bludgeoning
   Melee Tail Sweep 
  +35 (unarmed, reach 
  20 ft.), Damage 
  3d6+10 bludgeoning
   Melee Tentacle 
  +35 (unarmed, reach 
  20 ft.), Damage 
  3d6+5 bludgeoning
    Other Abilities
  Innate Spells
  dominate (1x/day); 
  hypnotic pattern (at 
  will); illusory scene 
  (at will); project 
  image (at will); veil 
  (at will)
  dominate (1x/day); 
  hypnotic pattern (at 
  will); illusory scene 
  (at will); project 
  image (at will); veil 
  (at will)
  dominate (3x/day); 
  hypnotic pattern (at 
  will); illusory scene 
  (at will); project 
  image (at will); veil 
  (at will)
  dominate (5x/day); 
  hypnotic pattern (at 
  will); illusory scene 
  (at will); project 
  image (at will); veil 
  (at will)
  
  109
  Aberrations
  AC 
  Armor Class
  7 [12]
  7 [12]
  6 [13]
  5 [14]
  HD 
  Hit Dice
  4
  5
  6
  7
  ATT Attacks
  Tail Sweep 1d6 or 
  Tentacle 1d6
  Tail Sweep 1d8 or 
  Tentacle 1d8
  Tail Sweep 1d8 or 
  Tentacle 2d6
  Tail Sweep 3d6 or 
  Tentacle 3d6
  THACO
  16 [+3]
  15 [+4]
  14 [+5]
  13 [+6]
  MV 
  Move
  30’ (10’)  Swim 180’ (60’)
  SV 
  Saves
   
  D 
  Death
   
  W Wand
   
  P 
  Paralysis
   
  B 
  Breath
   
  S 
  Spell
   
  U 
  Unified
  10
  11
  12
  13
  14
  12
  10
  11
  12
  13
  14
  12
  8
  9
  10
  10
  12
  10
  6
  7
  8
  8
  10
  8
  ML 
  Morale
  8
  8
  8
  8
  AL 
  Alignment
  Lawful
  XP 
  Experience
  175
  275
  650
  900
    Special Abilities
  Mucus Cloud
  While underwater, an aboleth exudes a cloud of transparent slime. All creatures 
  adjacent to an aboleth must succeed on a Paralysis save each round or lose the 
  ability to breathe air (but gain the ability to breathe water) for 3 hours. Renewed 
  contact with an aboleth’s mucus cloud and failing another save extends the effect for 
  another 3 hours. 
  Slime
  A creature hit by an aboleth’s tentacle must succeed on a Paralysis save or his skin 
  and flesh transform into a clear, slimy membrane over the course of 1d4 rounds. 
  The creature’s new “flesh” is soft and tender, reducing its Constitution score by 4 
  as long as it persists. If the creature’s flesh isn’t kept moist, it dries quickly and the 
  victim takes 1d12 points of acid damage every 10 minutes. Remove disease and 
  similar effects can restore an afflicted creature to normal, but immunity to disease 
  offers no protection from this attack.
  Aboleth
    Low
    Moderate
    Advanced
    Elite
    Environment
  Ocean (Cold)
    Rarity
  Rare
    Role
  Brute / Normal
    # Encountered
  Solitary, Pair, Brood (3-6x) or Shoal (7-19x)
    Treasure
  Double
   
  OSR
  
  110
  Aberrations
  Aboleth
    Low
    Moderate
    Advanced
    Elite
    Environment
  Ocean (Cold)
    Rarity
  Rare
    Role
  Brute / Normal
    # Encountered
  Solitary, Pair, Brood (3-6x) or Shoal (7-19x)
    Treasure
  Double
  Init 
  Initiative
  -1
  +0
  +0
  +0
  Atk 
  Attacks
  Tail Sweep +3 
  melee (1d6+1)
   or Tentacle +3 
  melee (1d6+1)
  Tail Sweep +3 
  melee (1d8+2)
   or Tentacle +3 
  melee (1d8+1)
  Tail Sweep +5 
  melee (1d8+2)
   or Tentacle +5 
  melee (1d6+1)
  Tail Sweep +5 
  melee (2d6+3)
   or Tentacle +5 
  melee (2d6+2)
  Crit 
  Critical Hits
  20+:M/d8
  20+:M/d8
  20+:M/d10
  20+:M/d10
  AC 
  Armor Class
  12
  12
  13
  14
  HD 
  Hit Dice
  2d8 + 2
  3d8 + 3
  4d8 + 4
  5d8 + 5
  MV 
  Move
  10’, Swim 60’
  ACT Action Dice
  1d24
  1d24+1d20
  2d24
  1d24+2d20
  SV 
  Saves
   
  Fort 
   
  Ref 
   
  Will
  +4
  +5
  +7
  +5
  +3
  +7
  +8
  +6
  +10
  +10
  +6
  +11
  AL 
  Alignment
  L
    Special Abilities
  Mucus Cloud
  While underwater, an aboleth exudes a cloud of transparent slime. All 
  creatures adjacent to an aboleth must succeed on a Fortitude save each 
  round or lose the ability to breathe air (but gain the ability to breathe water) 
  for 3 hours. Renewed contact with an aboleth’s mucus cloud and failing 
  another save extends the effect for another 3 hours. 
  Slime
  A creature hit by an aboleth’s tentacle must succeed on a Fortitude save or 
  his skin and flesh transform into a clear, slimy membrane over the course 
  of 1d4 rounds. The creature’s new “flesh” is soft and tender, reducing its 
  Constitution score by 4 as long as it persists. If the creature’s flesh isn’t kept 
  moist, it dries quickly and the victim takes 1d12 points of acid damage 
  every 10 minutes. Remove disease and similar effects can restore an afflicted 
  creature to normal, but immunity to disease offers no protection from this 
  attack.
   
  DCC
  
  111
  Aberrations
    Low
    Moderate
    Advanced
    Elite
    Terrain
  Any
    Rarity
  Uncommon
    Role
  Lurker / Normal
    Organization
  Solitary
    Treasure
  Incidental
  CR 3
  7
  11
  15
  Align / Size TN Small 
  (shapechanger)
  TN Medium 
  (shapechanger)
  TN Medium 
  (shapechanger)
  TN Large 
  (shapechanger)
  HD / Type Aberration 3
  Aberration 7
  Aberration 11
  Aberration 15
  Initiative +7
  +5
  +7
  +6
  Senses Perception +10 
  Darkvision 60’
  Perception +14 
  Darkvision 60’
  Perception +23 
  Darkvision 60’
  Perception +27 
  Darkvision 60’
    Defense
  AC 17
  touch 14; ff 14 
  +1 Size; +3 Dex; 
  +3 Natural
  16
  touch 11; ff 15 
  +1 Dex; 
  +5 Natural
  20
  touch 13; ff 17 
  +3 Dex; 
  +7 Natural
  21
  touch 11; ff 19 
  -1 Size; +2 Dex; 
  +10 Natural
  hp 15 (3d8)+3
  49 (7d8)+21
  97 (11d8)+55
  183  (15d8)+120
  Saves Fort 
  +2
  Ref 
  +4
  Will 
  +4
  Fort 
  +5
  Ref 
  +5
  Will 
  +6
  Fort 
  +8
  Ref 
  +8
  Will 
  +10
  Fort 
  +13
  Ref 
  +9
  Will 
  +12
  Def Abilities Immunities Acid
    Offense
  Movement 10’
  Attacks Melee slam +5 (2H: 
  1d6+4)
  Melee slam +10 
  (1d8+6) 
  Melee slam +16 
  (2d6+10) 
  Melee slam +20 
  (3d6+13) 
  Space / Reach
  5’ / 5’
  5’ / 5’
  5’ / 5’
  10’ / 10’
  Special Atks Adhesive (DC 13), 
  Constrict (2d8+3)
  Adhesive (DC 17), 
  Constrict (2d8+6)
  Adhesive (DC 24), 
  Constrict (2d8+10)
  Adhesive (DC 28), 
  Constrict (2d8+13)
    Statistics
  Mimic
   
  Pathfinder
  
  112
  Aberrations
  Ability Scores Str 
  15
  Dex 16
  Con 13
  Int 
  10
  Wis 13
  Cha 10
  Str 
  19
  Dex 12
  Con 17
  Int 
  10
  Wis 13
  Cha 10
  Str 
  24
  Dex 16
  Con 21
  Int 
  14
  Wis 17
  Cha 14
  Str 
  28
  Dex 14
  Con 26
  Int 
  14
  Wis 17
  Cha 14
  Core Attack Base Atk +2
  CMB +3
  CMD 16
  Base Atk +5
  CMB +9
  CMD 20
  Base Atk +8
  CMB +15
  CMD 28
  Base Atk +11
  CMB +21
  CMD 33
  Feats
  Improved Initiative, Skill 
  Focus (Perception)
  Improved Initiative, 
  Lightning Reflexes, Skill 
  Focus (Perception), 
  Weapon Focus (Slam)
  Ability Focus (Adhesive), 
  Improved Initiative, 
  Improved Natural 
  Attack (Slam), Lightning 
  Reflexes, Skill Focus 
  (Perception), Weapon 
  Focus (Slam)
  Ability Focus (Adhesive), 
  Furious Focus, Improved 
  Initiative, Improved 
  Natural Attack (Slam), 
  Lightning Reflexes, 
  Power Attack, Skill Focus 
  (Perception), Weapon 
  Focus (Slam)
  Skills
  Acrobatics +3, Climb 
  +8, Disguise +6, Escape 
  Artist +3, Fly +5, 
  Heal +1, Knowledge 
  (Dungeoneering) +6, 
  Perception +10, Ride +3, 
  Sense Motive +1, Stealth 
  +7, Survival +1, Swim +2
  Acrobatics +1, Climb 
  +14, Disguise +10, 
  Escape Artist +1, Fly 
  +1, Heal +1, Knowledge 
  (Dungeoneering) +10, 
  Perception +14, Ride +1, 
  Sense Motive +1, Stealth 
  +1, Survival +1, Swim +4
  Acrobatics +3, Appraise 
  +2, Artistry +2, Bluff 
  +2, Climb +21, Craft 
  (Untrained) +2, 
  Diplomacy +2, Disguise 
  +16, Escape Artist 
  +3, Fly +3, Heal +3, 
  Intimidate +2, Knowledge 
  (Dungeoneering) +16, 
  Knowledge (Local) +16, 
  Perception +23, Perform 
  (Untrained) +2, Ride +3, 
  Sense Motive +3, Stealth 
  +17, Survival +3, Swim 
  +7
  Acrobatics +2, Appraise 
  +2, Artistry +2, Bluff 
  +2, Climb +27, Craft 
  (Untrained) +2, 
  Diplomacy +2, Disguise 
  +20, Escape Artist +2, 
  Heal +3, Intimidate 
  +2, Knowledge 
  (Dungeoneering) +20, 
  Knowledge (Local) +20, 
  Perception +27, Perform 
  (Untrained) +2, Ride +2, 
  Sense Motive +3, Stealth 
  +16, Survival +3, Swim 
  +9
  Languages
  Common
  Special Mimic Object
    
    Special Qualities & Abilities
  Adhesive (Ex) 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 DC 28 Reflex save. A successful DC 
  28 Strength check is needed to pry off a stuck weapon. Strong alcohol or 
  universal solvent dissolves the adhesive, but the mimic can still grapple 
  normally. A mimic can dissolve its adhesive at will, and the substance breaks 
  down 5 rounds after the creature dies. The save DC is Strength-based.
  Constrict (Ex) You can crush an opponent, dealing 2d8+13 bludgeoning 
  damage, when you make a successful grapple check (in addition to any other 
  effects caused by a successful check, including additional damage).
  Mimic Object (Ex) A mimic can assume the general shape of any Medium 
  object, such as a massive chest, a stout bed, or a door. 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. A mimic gains a +20 
  racial bonus on Disguise checks when imitating an object in this manner. 
  Disguise is always a class skill for a mimic. 
    
    Feats
  Furious Focus Even in the midst of fierce and furious blows, 
  you can find focus in the carnage and your seemingly wild 
  blows strike home. When you are wielding a two-handed 
  weapon or a one-handed weapon with two hands, and using 
  the Power Attack feat, you do not suffer Power Attack’s 
  penalty on melee attack rolls on the first attack you make 
  each turn. You still suffer the penalty on any additional 
  attacks, including attacks of opportunity.
  
  113
  Aberrations
    Low
    Moderate
    Advanced
    Elite
  Armor Class
  15 
  (natural armor)
  16 
  (natural armor)
  17 
  (natural armor)
  17 
  (natural armor)
  Hit Points
  15
  49
  97
  183
  Speed
  10 ft.
  Size, Type, 
  Alignment
  Small aberration, 
  unaligned
  Medium aberration, 
  unaligned
  Medium aberration, 
  unaligned
  Large aberration, 
  unaligned
  Ability 
  Scores / 
  Saves
  STR 
  13 (+1)
  DEX 14 (+2)
  CON 11 (+0)
  INT 
  8 (-1)
  WIS 
  11 (+0)
  CHA 8 (-1)
  STR 
  17 (+3)
  DEX 10 (+0)
  CON 15 (+2)
  INT 
  8 (-1)
  WIS 
  11 (+0)
  CHA 8 (-1)
  STR 
  19 (+4)
  DEX 14 (+2)
  CON 18 (+4)
  INT 
  12 (+1)
  WIS 
  15 (+2)
  CHA 12 (+1)
  STR 
  21 (+5)
  DEX 12 (+1)
  CON 20 (+5)
  INT 
  12 (+1)
  WIS 
  15 (+2)
  CHA 12 (+1)
  Saving Throws
  -
  -
  -
  -
  Resistances
  -
  Immunities
  Acid
  Vulnerabilities
  -
  Senses
  Passive Perception +10, 
  Darkvision 60 ft.
  Passive Perception +13, 
  Darkvision 60 ft.
  Passive Perception +16, 
  Darkvision 60 ft.
  Passive Perception +17, 
  Darkvision 60 ft.
  Languages
  Common
  Challenge
  3
  7
  11
  15
  Special 
  Abilities & 
  Qualities
  Saving Throw DC 12
  Saving Throw DC 15
  Saving Throw DC 18
  Saving Throw DC 20
  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 adhesivecoated mimic is stuck fast unless the wielder succeeds on a Dexterity save. A 
  successful Strength check is needed to pry off a stuck weapon. Strong alcohol or universal solvent dissolves 
  the adhesive, but the mimic can still grapple normally. A mimic can dissolve its adhesive at will, and the 
  substance breaks down 5 rounds after the creature dies. 
  Special 
  Abilities & 
  Qualities
  Damage 1d8
  Damage 2d8
  Damage 3d8
  Damage 5d8
  Constrict You can crush an opponent, dealing bludgeoning damage, when you make a successful grapple 
  check (in addition to any other effects caused by a successful check, including additional damage).
    Low
    Moderate
    Advanced
    Elite
    Terrain
  Any
    Rarity
  Uncommon
    Role
  Lurker / Normal
    Organization
  Solitary
    Treasure
  Incidental
  MiMic
   
  5E
  
  114
  Aberrations
    Low
    Moderate
    Advanced
    Elite
  Special 
  Abilities & 
  Qualities
  Mimic Object A mimic can assume the general shape of any Medium object, such as a massive chest, a 
  stout bed, or a door. 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. A mimic gains a advantage on checks when 
  imitating an object in this manner. 
  Standard 
  Actions
  Slam Melee weapon 
  attack: +2 to hit, reach 
  5 ft., one target.  Hit  
  1d6+4 (8) bludgeoning 
  damage.
  Slam Melee weapon 
  attack: +4 to hit, reach 
  5 ft., one target.  Hit 
  1d8+6 (10) bludgeoning 
  damage.
  Slam Melee weapon 
  attack: +5 to hit, 
  reach 5 ft., one target.  
  Hit 2d6+10 (17) 
  bludgeoning damage.
  Slam Melee weapon 
  attack: +6 to hit, reach 
  10 ft., one target.  
  Hit 3d6+13 (24) 
  bludgeoning damage.
  
  115
  Aberrations
  Level
  CREATURE 3
  CREATURE 7
  CREATURE 11
  CREATURE 15
  Rarity
  UNCOMMON
  UNCOMMON
  UNCOMMON
  UNCOMMON
  Alignment
  TN
  TN
  TN
  TN
  Size
  SMALL
  MEDIUM
  MEDIUM
  LARGE
  Other Traits
  ABERRATION
  Perception +8, darkvision
  +14, darkvision
  +22, darkvision
  +26, darkvision
  Languages Common
  Skills
  Acrobatics +8, 
  Athletics +8, Deception 
  +6, Medicine +6, 
  Stealth +7, Survival +6
  Acrobatics +10, 
  Athletics +13, 
  Deception +9, 
  Medicine +10, Stealth 
  +10, Survival +10
  Acrobatics +16, 
  Athletics +20, Crafting 
  +15, Diplomacy 
  +15, Deception 
  +15, Medicine 
  +16, Intimidation 
  +15, Society +15, 
  Performance +15, 
  Stealth +16, Survival 
  +16
  Acrobatics +19, 
  Athletics +26, Crafting 
  +19, Diplomacy 
  +19, Deception 
  +19, Medicine 
  +20, Intimidation 
  +19, Society +19, 
  Performance +19, 
  Stealth +19, Survival 
  +20
  Ability Scores Str 
  +2
  Dex +3
  Con +1
  Int 
  +0
  Wis +1
  Cha +0
  Str 
  +4
  Dex +1
  Con +3
  Int 
  +0
  Wis +1
  Cha +0
  Str 
  +7
  Dex +3
  Con +5
  Int 
  +2
  Wis +3
  Cha +2
  Str 
  +9
  Dex +2
  Con +8
  Int 
  +2
  Wis +3
  Cha +2
    Defense
  AC
  18
  18
  22
  26
  Fort 
  Ref 
  Will
  +6
  +8
  +6
  +12
  +10
  +10
  +18
  +16
  +16
  +25
  +19
  +20
  hp 
  22
  66
  126
  218
  Immune Acid
  Mimic
    Low
    Moderate
    Advanced
    Elite
    Terrain
  Any
    Rarity
  Uncommon
    Role
  Lurker / Normal
    Organization
  Solitary
    Treasure
  Incidental
   
  P2E
  
  116
  Aberrations
    Offense & Actions
  Speed 10 ft.
  Melee
   Melee Slam +6 
  (two-hand, unarmed, 
  reach 5 ft.), Damage  
  1d6+4 bludgeoning
   Melee Slam +16 
  (unarmed, reach 5 
  ft.), Damage 1d8+6 
  bludgeoning
   Melee Slam +27 
  (unarmed, reach 5 
  ft.), Damage 2d6+10 
  bludgeoning
   Melee Slam +33 
  (unarmed, reach 10 
  ft.), Damage 3d6+13 
  bludgeoning
  Adhesive Saving Throw 
  DC 13
  Saving Throw 
  DC 17
  Saving Throw 
  DC 21
  Saving Throw 
  DC 26
  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 Reflex save. 
  A successful Strength check is needed to pry off a stuck weapon. Strong alcohol or 
  universal solvent dissolves the adhesive, but the mimic can still grapple normally. A 
  mimic can dissolve its adhesive at will, and the substance breaks down 5 rounds after 
  the creature dies. 
  Constrict Damage 1d8
  Damage 2d8
  Damage 4d8
  Damage 6d8
   You can crush an opponent, dealing bludgeoning damage, when you make a 
  successful grapple check (in addition to any other effects caused by a successful check, 
  including additional damage).
  Mimic Object Mimic Object A mimic can assume the general shape of any Medium object, such as a 
  massive chest, a stout bed, or a door. 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. A mimic gains a advantage on checks when imitating an object in this 
  manner. 
  
  117
  Aberrations
  AC 
  Armor Class
  9 [10]
  8 [11]
  7 [12]
  7 [12]
  HD 
  Hit Dice
  3
  4
  6
  7
  ATT Attacks
  Slam 1d6
  Slam 1d8
  Slam 2d6
  Slam 3d6
  THACO
  17 [+2]
  16 [+3]
  14 [+5]
  13 [+6]
  MV 
  Move
  30’ (10’)
  SV 
  Saves
   
  D 
  Death
   
  W Wand
   
  P 
  Paralysis
   
  B 
  Breath
   
  S 
  Spell
   
  U 
  Unified
  10
  11
  12
  13
  14
  12
  10
  11
  12
  13
  14
  12
  8
  9
  10
  10
  12
  10
  6
  7
  8
  8
  10
  8
  ML 
  Morale
  8
  8
  8
  8
  AL 
  Alignment
  Neutral
  XP 
  Experience
  75
  275
  650
  900
    Special Abilities
  Constrict
  You can crush an opponent, dealing additional bludgeoning damage (equal to 
  your normal melee attack damage, or 1d6, whichever is greater), when you make 
  a successful attack roll while grappling an enemy in melee (in addition to any other 
  effects caused by a successful check, including additional damage).
  Mimic Object
  A mimic can assume the general shape of any Medium object, such as a massive 
  chest, a stout bed, or a door. 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. A mimic gains a +4 bonus on checks when imitating an object in this 
  manner. 
  Mimic
    Low
    Moderate
    Advanced
    Elite
    Environment
  Any
    Rarity
  Uncommon
    Role
  Lurker / Normal
    # Encountered
  Solitary
    Treasure
  Incidental
   
  OSR
  
  118
  Aberrations
  Mimic
    Low
    Moderate
    Advanced
    Elite
    Environment
  Any
    Rarity
  Uncommon
    Role
  Lurker / Normal
    # Encountered
  Solitary
    Treasure
  Incidental
  Init 
  Initiative
  -1
  +0
  +0
  +0
  Atk 
  Attacks
  Slam +2 melee 
  (1d6+1)
  Slam +4 melee 
  (1d8+2)
  Slam +5 melee 
  (2d6+3)
  Slam +6 melee 
  (2d6+4)
  Crit 
  Critical Hits
  20+:M/d8
  20+:M/d8
  20+:M/d10
  20+:M/d10
  AC 
  Armor Class
  10
  11
  12
  12
  HD 
  Hit Dice
  2d8 + 2
  2d8 + 2
  4d8 + 4
  5d8 + 5
  MV 
  Move
  10’
  ACT Action Dice
  1d20
  1d24+1d20
  1d24+2d20
  1d24+2d20
  SV 
  Saves
   
  Fort 
   
  Ref 
   
  Will
  +1
  +3
  +3
  +3
  +3
  +4
  +5
  +5
  +7
  +9
  +6
  +8
  AL 
  Alignment
  N
    Special Abilities
  Constrict
  You can crush an opponent, dealing additional bludgeoning damage 
  (equal to your normal melee attack damage, or 1d6, whichever is greater), 
  when you make a successful attack roll while grappling an enemy in melee 
  (in addition to any other effects caused by a successful check, including 
  additional damage).
  Mimic Object
  A mimic can assume the general shape of any Medium object, such as a 
  massive chest, a stout bed, or a door. 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. A mimic gains a +4 bonus on checks 
  when imitating an object in this manner. 
   
  DCC
  
  119
  Aberrations
    Low
    Moderate
    Advanced
    Elite
    Terrain
  Any Underground
    Rarity
  Uncommon
    Role
  Skirmisher / Normal
    Organization
  Solitary, Pair, or Nest (3-10x)
    Treasure
  Incidental
  CR 5
  9
  13
  17
  Align / Size TN Medium
  TN Medium
  TN Medium
  TN Large
  HD / Type Aberration 5
  Aberration 9
  Aberration 13
  Aberration 17
  Initiative +3
  +3
  +5
  +4
  Senses Perception +12 
  Darkvision 60’ 
  Scent Metal 90’
  Perception +16 
  Darkvision 60’ 
  Scent Metal 90’
  Perception +25 
  Darkvision 60’ 
  Scent Metal 90’
  Perception +29 
  Darkvision 60’ 
  Scent Metal 90’
    Defense
  AC 18
  touch 13; ff 15 
  +3 Dex;  
  +5 Natural
  18
  touch 13; ff 15 
  +3 Dex;  
  +5 Natural
  23
  touch 16; ff 17 
  +5 Dex; 
  +7 Natural; 
  +1 Dodge
  24
  touch 14; ff 19 
  -1 Size; +4 Dex; 
  +10 Natural; 
  +1 Dodge
  hp 26 (5d8)+5
  48 (9d8)+9
  96 (13d8)+39
  163 (17d8)+85
  Saves Fort 
  +2
  Ref 
  +4
  Will 
  +5
  Fort 
  +4
  Ref 
  +6
  Will 
  +7
  Fort 
  +7
  Ref 
  +9
  Will 
  +13
  Fort 
  +12
  Ref 
  +11
  Will 
  +15
    Offense
  Movement 40’; Climb 10’
  Attacks Melee bite +6 (1d3) 
  or 
  Melee antennae +6 
  (1d1) 
  Melee bite +9 (1d4) 
  or 
  Melee antennae +9 
  (1d1) 
  Melee bite +14 
  (1d4+3) or 
  Melee antennae +14 
  (1d1)
  Melee bite +16 
  (1d6+5) or 
  Melee antennae +16 
  (1d1) 
  Space / Reach
  5’ / 5’
  5’ / 5’
  5’ / 5’
  10’ / 5’
  Special Atks Rust (DC 17)
  Rust (DC 19)
  Rust (DC 23)
  Rust (DC 27)
    Statistics
  Rust Monster
   
  Pathfinder
  
  120
  Aberrations
  Ability Scores Str 
  10
  Dex 17
  Con 13
  Int 
  2
  Wis 13
  Cha 8
  Str 
  11
  Dex 17
  Con 13
  Int 
  2
  Wis 13
  Cha 8
  Str 
  16
  Dex 21
  Con 17
  Int 
  2
  Wis 17
  Cha 12
  Str 
  21
  Dex 19
  Con 21
  Int 
  2
  Wis 17
  Cha 12
  Core Attack Base Atk +3
  CMB +3
  CMD 16 
  20 vs. trip
  Base Atk +6
  CMB +6
  CMD 19 
  23 vs. trip
  Base Atk +9
  CMB +12
  CMD 28 
  32 vs. trip
  Base Atk +12
  CMB +18
  CMD 33 
  37 vs. trip
  Feats
  Ability Focus (Rust), 
  Skill Focus (Perception), 
  Weapon Finesse
  Ability Focus (Rust), 
  Improved Natural Attack 
  (Antennae, Bite), Skill 
  Focus (Perception), 
  Weapon Finesse
  Ability Focus (Rust), 
  Dodge, Improved Natural 
  Attack (Antennae, Bite), 
  Iron Will, Skill Focus 
  (Perception), Weapon 
  Finesse
  Ability Focus (Rust), 
  Dodge, Great Fortitude, 
  Improved Natural Attack 
  (Antennae, Bite), Iron 
  Will, Lightning Reflexes, 
  Skill Focus (Perception), 
  Weapon Finesse
  Skills
  Acrobatics +3, 
  Appraise -4, Artistry 
  -4, Bluff -1, Climb +8, 
  Craft (Untrained) -4, 
  Diplomacy -1, Disguise -1, 
  Escape Artist +3, Fly +3, 
  Heal +1, Intimidate -1, 
  Perception +12, Perform 
  (Untrained) -1, Ride +3, 
  Sense Motive +1, Stealth 
  +3, Survival +1
  Acrobatics +3, 
  Appraise -4, Artistry 
  -4, Bluff -1, Climb +8, 
  Craft (Untrained) -4, 
  Diplomacy -1, Disguise -1, 
  Escape Artist +3, Fly +3, 
  Heal +1, Intimidate -1, 
  Perception +16, Perform 
  (Untrained) -1, Ride +3, 
  Sense Motive +1, Stealth 
  +3, Survival +1
  Acrobatics +5, Appraise 
  -4, Artistry -4, Bluff 
  +1, Climb +11, Craft 
  (Untrained) -4, 
  Diplomacy +1, Disguise 
  +1, Escape Artist +5, Fly 
  +5, Heal +3, Intimidate 
  +1, Perception +25, 
  Perform (Untrained) +1, 
  Ride +5, Sense Motive +3, 
  Stealth +5, Survival +3, 
  Swim +3
  Acrobatics +4, Appraise 
  -4, Artistry -4, Bluff 
  +1, Climb +13, Craft 
  (Untrained) -4, 
  Diplomacy +1, Disguise 
  +1, Escape Artist +4, Fly 
  +2, Heal +3, Intimidate 
  +1, Perception +29, 
  Perform (Untrained) +1, 
  Ride +4, Sense Motive +3, 
  Survival +3, Swim +5
    
    Special Qualities & Abilities
  Rust (Su) A rust monster’s antennae are a primary touch attack that causes 
  any metal object they touch to swiftly rust and corrode. The object touched 
  takes half its maximum hp in damage and gains the broken condition; a second 
  hit destroys the item. A rust monster never provokes attacks of opportunity 
  by attempting to strike a weapon with its antennae. Against creatures made 
  of metal, a rust monster’s antennae deal 3d6+5 points of damage. An attended 
  object, any magic object, or a metal creature can attempt a DC 27 Reflex save 
  to negate this effect.
  Scent Metal (Ex) This ability functions much the same as the scent ability, 
  except that the range is 90 feet and the rust monster can only use it to sense 
  metal objects (including creatures wearing or carrying metal objects). 
    
    Feats
  Skill Focus (Perception) You are particularly adept at your 
  chosen skill. You get a +3 bonus on all checks involving the 
  chosen skill. If you have 10 or more ranks in that skill, this 
  bonus increases to +6.
  Weapon Finesse You are trained in using your agility in 
  melee combat, as opposed to brute strength. With a light 
  weapon, rapier, whip, or spiked chain made for a creature 
  of your size category, you may use your Dexterity modifier 
  instead of your Strength modifier on attack rolls. If you carry 
  a shield, its armor check penalty applies to your attack rolls.
  
  121
  Aberrations
    Low
    Moderate
    Advanced
    Elite
  Armor Class
  16 
  (natural armor)
  16 
  (natural armor)
  18 
  (natural armor)
  18 
  (natural armor)
  Hit Points
  26
  48
  96
  163
  Speed
  40 ft. Climb 10 ft.
  Size, Type, 
  Alignment
  Medium aberration, 
  unaligned
  Medium aberration, 
  unaligned
  Medium aberration, 
  unaligned
  Large aberration, 
  unaligned
  Ability 
  Scores / 
  Saves
  STR 
  8 (-1)
  DEX 15 (+2)
  CON 11 (+0)
  INT 
  1 (-5)
  WIS 
  11 (+0)
  CHA 6 (-2)
  STR 
  9 (-1)
  DEX 15 (+2)
  CON 11 (+0)
  INT 
  1 (-5)
  WIS 
  11 (+0)
  CHA 6 (-2)
  STR 
  14 (+2)
  DEX 18 (+4)
  CON 15 (+2)
  INT 
  1 (-5)
  WIS 
  15 (+2)
  CHA 10 (+0)
  STR 
  18 (+4)
  DEX 17 (+3)
  CON 18 (+4)
  INT 
  1 (-5)
  WIS 
  15 (+2)
  CHA 10 (+0)
  Saving Throws
  -
  -
  -
  -
  Resistances
  -
  Immunities
  -
  Vulnerabilities
  -
  Senses
  Passive Perception +13, 
  Darkvision 60 ft.
  Passive Perception +14, 
  Darkvision 60 ft.
  Passive Perception +17, 
  Darkvision 60 ft.
  Passive Perception +18, 
  Darkvision 60 ft.
  Languages
  -
  Challenge
  5
  9
  13
  17
  Special 
  Abilities & 
  Qualities
  Saving Throw  
  Dexterity DC 13
  Metal Damage 2d6
  Saving Throw  
  Dexterity DC 14
  Metal Damage 4d6
  Saving Throw  
  Dexterity DC 17
  Metal Damage 6d6
  Saving Throw  
  Dexterity DC 20
  Metal Damage 8d6
  Rust A rust monster’s antennae are a primary touch attack that causes any metal object they touch to swiftly 
  rust and corrode. The object touched takes half its maximum hp in damage and gains the broken condition; 
  a second hit destroys the item. A rust monster never provokes attacks of opportunity by attempting to strike 
  a weapon with its antennae. Against creatures made of metal, a rust monster’s antennae deal bludgeoning 
  damage. An attended object, any magic object, or a metal creature can attempt a Dexterity save to negate 
  this effect.
    Low
    Moderate
    Advanced
    Elite
    Terrain
  Any Underground
    Rarity
  Uncommon
    Role
  Skirmisher / Normal
    Organization
  Solitary, Pair, or Nest (3-10x)
    Treasure
  Incidental
  Rust MonsteR
   
  5E
  
  122
  Aberrations
    Low
    Moderate
    Advanced
    Elite
  Special 
  Abilities & 
  Qualities
  Scent Metal This ability functions much the same as the scent ability, except that the range is 90 feet and 
  the rust monster can only use it to sense metal objects (including creatures wearing or carrying metal 
  objects).
  Standard 
  Actions
  Bite Melee weapon 
  attack: -1 to hit, reach 5 
  ft., one target.  Hit 1d3 
  (4) piercing damage.
  Antennae Melee weapon 
  attack: -1 to hit, reach 5 
  ft., one target.  Hit 1d1 
  (2) bludgeoning damage.
  Bite Melee weapon 
  attack: -2 to hit, reach 5 
  ft., one target.  Hit 1d6 
  (6) piercing damage.
  Antennae Melee weapon 
  attack: -2 to hit, reach 5 
  ft., one target.  Hit 1d1 
  (2) bludgeoning damage.
  Bite Melee weapon 
  attack: +2 to hit, reach 
  5 ft., one target.  Hit 
  1d4+3 (6) piercing 
  damage.
  Antennae Melee weapon 
  attack: +2 to hit, reach 5 
  ft., one target.  Hit 1d1 
  (2) bludgeoning damage.
  Bite Melee weapon 
  attack: +5 to hit, reach 5 
  ft., one target.  Hit 1d6+5 
  (8) piercing damage.
  Antennae Melee weapon 
  attack: +5 to hit, reach 5 
  ft., one target.  Hit 1d1 
  (2) bludgeoning damage.
  Illustration 2: Rust Monster
  
  123
  Aberrations
  Level
  CREATURE 5
  CREATURE 9
  CREATURE 13
  CREATURE 17
  Rarity
  UNCOMMON
  UNCOMMON
  UNCOMMON
  UNCOMMON
  Alignment
  TN
  TN
  TN
  TN
  Size
  MEDIUM
  MEDIUM
  MEDIUM
  LARGE
  Other Traits
  ABERRATION
  Perception +12, darkvision
  +16, darkvision
  +24, darkvision
  +28, darkvision
  Languages -
  Skills
  Acrobatics +10, 
  Athletics +8, Crafting 
  +3, Diplomacy 
  +6, Deception 
  +6, Medicine +8, 
  Intimidation +6, 
  Performance +6, 
  Stealth +10, Survival 
  +8
  Acrobatics +14, 
  Athletics +8, Crafting 
  +7, Diplomacy 
  +10, Deception 
  +10, Medicine +12, 
  Intimidation +10, 
  Performance +10, 
  Stealth +14, Survival 
  +12
  Acrobatics +20, 
  Athletics +18, Crafting 
  +11, Diplomacy 
  +16, Deception 
  +16, Medicine +18, 
  Intimidation +16, 
  Performance +16, 
  Stealth +20, Survival 
  +18
  Acrobatics +23, 
  Athletics +24, Crafting 
  +15, Diplomacy 
  +20, Deception 
  +20, Medicine +22, 
  Intimidation +20, 
  Performance +20, 
  Survival +22
  Ability Scores Str 
  +0
  Dex +3
  Con +1
  Int 
  -4
  Wis +1
  Cha -1
  Str 
  +0
  Dex +3
  Con +1
  Int 
  -4
  Wis +1
  Cha -1
  Str 
  +3
  Dex +5
  Con +3
  Int 
  -4
  Wis +3
  Cha +1
  Str 
  +5
  Dex +4
  Con +5
  Int 
  -4
  Wis +3
  Cha +1
    Defense
  AC
  20
  22
  28
  28
  Fort 
  Ref 
  Will
  +8
  +10
  +8
  +12
  +14
  +12
  +18
  +20
  +18
  +24
  +23
  +22
  hp 
  38
  68
  124
  196
    Offense & Actions
  Rust Monster
    Low
    Moderate
    Advanced
    Elite
    Terrain
  Any Underground
    Rarity
  Uncommon
    Role
  Skirmisher / Normal
    Organization
  Solitary, Pair, or Nest (3-10x)
    Treasure
  Incidental
   
  P2E
  
  124
  Aberrations
  Speed 40 ft. Climb 10 ft.
  Melee
   Melee Bite +8 
  (unarmed, reach 
  5 ft.), Damage 1d3 
  piercing
   Melee Antennae 
  +8 (reach 5 ft.), 
  Damage 1d1 
  bludgeoning
   Melee Bite +12 
  (unarmed, reach 
  5 ft.), Damage 1d6 
  piercing
   Melee Antennae 
  +12 (reach 5 
  ft.), Damage 1d1 
  bludgeoning
   Melee Bite +24 
  (unarmed, reach 5 
  ft.), Damage 1d4+3 
  piercing
   Melee Antennae 
  +24 (reach 5 
  ft.), Damage 1d1 
  bludgeoning
   Melee Bite +33 
  (unarmed, reach 5 
  ft.), Damage 1d6+5 
  piercing
   Melee Antennae 
  +33 (reach 5 
  ft.), Damage 1d1 
  bludgeoning
  Rust Saving Throw 
  Reflex 13
  Metal Damage 3d6
  Saving Throw 
  Reflex 15
  Metal Damage 5d6
  Saving Throw 
  Reflex 19
  Metal Damage 7d6
  Saving Throw 
  Reflex 23
  Metal Damage 9d6
  Rust A rust monster’s antennae are a primary touch attack that causes any metal object 
  they touch to swiftly rust and corrode. The object touched takes half its maximum hp in 
  damage and gains the broken condition; a second hit destroys the item. A rust monster 
  never provokes attacks of opportunity by attempting to strike a weapon with its 
  antennae. Against creatures made of metal, a rust monster’s antennae deal bludgeoning 
  damage. An attended object, any magic object, or a metal creature can attempt a Reflex 
  save to negate this effect.
  Scent Metal Scent Metal This ability functions much the same as the scent ability, except that the 
  range is 90 feet and the rust monster can only use it to sense metal objects (including 
  creatures wearing or carrying metal objects).
  Illustration 3: Rust Monster
  
  125
  Aberrations
  AC 
  Armor Class
  8 [11]
  8 [11]
  6 [13]
  6 [13]
  HD 
  Hit Dice
  4
  5
  6
  8
  ATT Attacks
  Bite 1d3 or 
  Antennae 1d1
  Bite 1d4 or 
  Antennae 1d1
  Bite 1d6 or 
  Antennae 1d1
  Bite 2d6 or 
  Antennae 1d1
  THACO
  16 [+3]
  15 [+4]
  14 [+5]
  12 [+7]
  MV 
  Move
  120’ (40’)  Climb 30’ (10’)
  SV 
  Saves
   
  D 
  Death
   
  W Wand
   
  P 
  Paralysis
   
  B 
  Breath
   
  S 
  Spell
   
  U 
  Unified
  10
  11
  12
  13
  14
  12
  10
  11
  12
  13
  14
  12
  8
  9
  10
  10
  12
  10
  6
  7
  8
  8
  10
  8
  ML 
  Morale
  8
  8
  8
  8
  AL 
  Alignment
  Neutral
  XP 
  Experience
  75
  275
  650
  900
    Special Abilities
  Rust
  A rust monster's antennae are a primary touch attack that causes any metal object 
  they touch to swiftly rust and corrode. The object touched takes half its maximum 
  hp in damage and gains the broken condition; a second hit destroys the item. A rust 
  monster never provokes attacks of opportunity by attempting to strike a weapon 
  with its antennae. Against creatures made of metal, a rust monster's antennae deal 
  bludgeoning damage. An attended object, any magic object, or a metal creature can 
  attempt a Breath save to negate this effect.
  Scent Metal
  This ability functions much the same as the scent ability, except that the range is 90 
  feet and the rust monster can only use it to sense metal objects (including creatures 
  wearing or carrying metal objects).
  Rust Monster
    Low
    Moderate
    Advanced
    Elite
    Environment
  Any Underground
    Rarity
  Uncommon
    Role
  Skirmisher / Normal
    # Encountered
  Solitary, Pair, or Nest (3-10x)
    Treasure
  Incidental
   
  OSR
  
  126
  Aberrations
  Rust Monster
    Low
    Moderate
    Advanced
    Elite
    Environment
  Any Underground
    Rarity
  Uncommon
    Role
  Skirmisher / Normal
    # Encountered
  Solitary, Pair, or Nest (3-10x)
    Treasure
  Incidental
  Init 
  Initiative
  -1
  -1
  -1
  -1
  Atk 
  Attacks
  Bite -1 melee (1d3)
   or Antennae -1 
  melee (1d1)
  Bite -2 melee (1d6)
   or Antennae -2 
  melee (1d1)
  Bite +2 melee 
  (2d4+1)
   or Antennae +2 
  melee (1d1)
  Bite +5 melee 
  (2d6+2)
   or Antennae +5 
  melee (1d1)
  Crit 
  Critical Hits
  20+:M/d8
  20+:M/d8
  20+:M/d10
  20+:M/d12
  AC 
  Armor Class
  11
  11
  13
  13
  HD 
  Hit Dice
  2d8 + 2
  3d8 + 3
  4d8 + 4
  6d8 + 6
  MV 
  Move
  40’, Climb 10’
  ACT Action Dice
  1d24
  1d24+1d20
  2d24
  1d24+2d20
  SV 
  Saves
   
  Fort 
   
  Ref 
   
  Will
  +1
  +3
  +3
  +3
  +4
  +5
  +5
  +6
  +9
  +8
  +7
  +10
  AL 
  Alignment
  N
    Special Abilities
  Rust
  A rust monster's antennae are a primary touch attack that causes any metal 
  object they touch to swiftly rust and corrode. The object touched takes half 
  its maximum hp in damage and gains the broken condition; a second hit 
  destroys the item. A rust monster never provokes attacks of opportunity by 
  attempting to strike a weapon with its antennae. Against creatures made of 
  metal, a rust monster's antennae deal bludgeoning damage. An attended 
  object, any magic object, or a metal creature can attempt a Reflex save to 
  negate this effect.
  Scent Metal
  This ability functions much the same as the scent ability, except that the 
  range is 90 feet and the rust monster can only use it to sense metal objects 
  (including creatures wearing or carrying metal objects).
   
  DCC
  
  127
  Animals
    Low
    Moderate
    Advanced
    Elite
    Terrain
  Warm Plains
    Rarity
  Uncommon
    Role
  Brute / Elite
    Organization
  Solitary, Pair, or Herd (3-12x)
    Treasure
  None
  CR 8
  12
  16
  20
  Align / Size TN Large
  TN Huge
  TN Huge
  TN Gargantuan
  HD / Type Animal 8
  Animal 12
  Animal 16
  Animal 20
  Initiative +8
  +6
  +8
  +7
  Senses Perception +12 
  Low-Light Vision 
  Scent
  Perception +16 
  Low-Light Vision 
  Scent
  Perception +22 
  Low-Light Vision 
  Scent
  Perception +26 
  Low-Light Vision 
  Scent
    Defense
  AC 23
  touch 13; ff 19 
  -1 Size; +4 Dex; 
  +10 Natural
  22
  touch 10; ff 20 
  -2 Size; +2 Dex; 
  +12 Natural
  26
  touch 12; ff 22 
  -2 Size; +4 Dex; 
  +14 Natural
  26
  touch 9; ff 23 
  -4 Size; +3 Dex; 
  +17 Natural
  hp 41 (8d8)+8 
  83 (12d8)+36 
  144 (14d8)+70 
  238 (20d8)+160 
  Saves Fort 
  +7
  Ref 
  +10
  Will 
  +3
  Fort 
  +13
  Ref 
  +10
  Will 
  +5
  Fort 
  +17
  Ref 
  +14
  Will 
  +8
  Fort 
  +22
  Ref 
  +15
  Will 
  +9
    Offense
  Movement 30’
  Attacks Melee tail +11 (2H: 
  4d4+12)
  Melee tail +16 
  (4d6+12) 
  Melee tail +22 
  (4d8+16) 
  Melee tail +25 
  (8d6+19)
  Space / Reach
  10’ / 5’
  15’ / 15’
  20’ / 20’
  20’ / 15’
  Special Atks Trip
    Statistics
  Dinosaur (Stegosaurus)
   
  Pathfinder
  
  128
  Animals
  Ability Scores Str 
  23
  Dex 18
  Con 13
  Int 
  2
  Wis 13
  Cha 10
  Str 
  27
  Dex 14
  Con 17
  Int 
  2
  Wis 13
  Cha 10
  Str 
  32
  Dex 18
  Con 21
  Int 
  2
  Wis 17
  Cha 14
  Str 
  36
  Dex 16
  Con 26
  Int 
  2
  Wis 17
  Cha 14
  Core Attack Base Atk +6
  CMB +13 
  +15 overrun
  CMD 27 
  29 vs. overrun 
  31 vs. trip
  Base Atk +9
  CMB +19 
  +21 overrun
  CMD 31 
  33 vs. overrun 
  35 vs. trip
  Base Atk +12
  CMB +25 
  +27 overrun
  CMD 39 
  41 vs. overrun 
  43 vs. trip
  Base Atk +15
  CMB +32 
  +34 overrun
  CMD 45 
  47 vs. overrun 
  49 vs. trip
  Feats
  Cleave, Improved 
  Initiative, Improved 
  Overrun, Power Attack
  Cleave, Great Fortitude, 
  Improved Initiative, 
  Improved Overrun, Power 
  Attack, Weapon Focus 
  (Tail)
  Cleave, Critical Focus, 
  Great Fortitude, Improved 
  Initiative, Improved 
  Natural Attack (Tail), 
  Improved Overrun, Power 
  Attack, Weapon Focus 
  (Tail)
  Bloody Assault, Cleave, 
  Critical Focus, Dazing 
  Assault, Great Fortitude, 
  Improved Initiative, 
  Improved Natural Attack 
  (Tail), Improved Overrun, 
  Power Attack, Weapon 
  Focus (Tail)
  Skills
  Acrobatics +4, Appraise 
  -4, Artistry -4, Climb 
  +6, Craft (Untrained) -4, 
  Escape Artist +4, Fly +2, 
  Heal +1, Perception +12, 
  Ride +4, Sense Motive +1, 
  Survival +1, Swim +6
  Acrobatics +2, Appraise 
  -4, Artistry -4, Climb 
  +8, Craft (Untrained) -4, 
  Escape Artist +2, Fly -2, 
  Heal +1, Perception +16, 
  Ride +2, Sense Motive +1, 
  Stealth -6, Survival +1, 
  Swim +8
  Acrobatics +4, Appraise 
  -4, Artistry -4, Bluff 
  +2, Climb +11, Craft 
  (Untrained) -4, 
  Diplomacy +2, Disguise 
  +2, Escape Artist +4, 
  Heal +3, Intimidate +2, 
  Perception +22, Perform 
  (Untrained) +2, Ride +4, 
  Sense Motive +3, Stealth 
  -4, Survival +3, Swim +11
  Acrobatics +3, Appraise 
  -4, Artistry -4, Bluff 
  +2, Climb +13, Craft 
  (Untrained) -4, 
  Diplomacy +2, Disguise 
  +2, Escape Artist +3, Fly 
  -3, Heal +3, Intimidate 
  +2, Perception +26, 
  Perform (Untrained) +2, 
  Ride +3, Sense Motive +3, 
  Stealth -9, Survival +3, 
  Swim +13
    
    Special Qualities & Abilities
  Trip (Ex) You can attempt to trip your opponent as a free action without 
  provoking an attack of opportunity if you hit with the specified attack. If the 
  attempt fails, you are not tripped in return.  
    
    Feats
  Bloody Assault Sacrificing accuracy, you can inflict bloody wounds 
  that are slow to heal. You can choose to take a -5 penalty on all 
  melee attack rolls and combat maneuver checks to inflict 1d4 points 
  of bleed damage with your weapon melee attacks, in addition to the 
  normal damage dealt by the weapon. A creature continues to take 
  bleed damage every round at the start of its turn. Bleed damage can 
  be stopped by a DC 15 Heal check or through any magical healing. 
  Bleed damage from this feat does not stack with itself. You must 
  choose to use this feat before making the attack roll, and its effects 
  last until your next turn (although the bleeding lasts until healed, as 
  normal). 
  Cleave You can strike two adjacent foes with a single swing. As 
  a standard action, you can make a single attack at your full base 
  attack bonus against a foe within reach. If you hit, you deal damage 
  normally and can make an additional attack (using your full base 
  attack bonus) against a foe that is adjacent to the first and also 
  within reach. You can only make one additional attack per round 
  with this feat. When you use this feat, you take a -2 penalty to your 
  Armor Class until your next turn. 
  Critical Focus You are trained in the arts of causing pain. You 
  receive a +4 circumstance bonus on attack rolls made to confirm 
  critical hits. 
  Dazing Assault You can daze foes with wild attacks. You can choose 
  to take a -5 penalty on all melee attack rolls and combat maneuver 
  checks to daze opponents you hit with your melee attacks for 1 
  round, in addition to the normal damage dealt by the attack. A 
  successful Fortitude save negates the effect. The DC of this save is 
  10 + your base attack bonus. You must choose to use this feat before 
  making the attack roll, and its effects last until your next turn. 
  Improved Overrun You are skilled at running down your foes. 
  You do not provoke an attack of opportunity when performing an 
  overrun combat maneuver. In addition, you receive a +2 bonus on 
  checks made to overrrun a foe. You also receive a +2 bonus to your 
  Combat Maneuver Defense whenever an opponent tries to overrun 
  you. Targets of your overrun attempt may not chose to avoid you. 
  
  129
  Animals
    Low
    Moderate
    Advanced
    Elite
  Armor Class
  17 
  (natural armor)
  18 
  (natural armor)
  19 
  (natural armor)
  19 
  (natural armor)
  Hit Points
  41
  83
  144
  238
  Speed
  30 ft.
  Size, Type, 
  Alignment
  Large beast, unaligned
  Huge beast, unaligned
  Huge beast, unaligned
  Gargantuan beast, 
  unaligned
  Ability 
  Scores / 
  Saves
  STR 
  18 (+4)
  DEX 16 (+3)
  CON 11 (+0)
  INT 
  1 (-5)
  WIS 
  11 (+0)
  CHA 8 (-1)
  STR 
  20 (+5)
  DEX 12 (+1)
  CON 15 (+2)
  INT 
  1 (-5)
  WIS 
  11 (+0)
  CHA 8 (-1)
  STR 
  23 (+6)
  DEX 16 (+3)
  CON 18 (+4)
  INT 
  1 (-5)
  WIS 
  15 (+2)
  CHA 12 (+1)
  STR 
  25 (+7)
  DEX 14 (+2)
  CON 20 (+5)
  INT 
  1 (-5)
  WIS 
  15 (+2)
  CHA 12 (+1)
  Saving 
  Throws
  -
  -
  -
  -
  Resistances
  -
  Immunities
  -
  Vulnerabilities
  -
  Senses
  Passive Perception +13, 
  Darkvision 60 ft.
  Passive Perception +14, 
  Darkvision 60 ft.
  Passive Perception +17, 
  Darkvision 60 ft.
  Passive Perception +18, 
  Darkvision 60 ft.
  Languages
  -
  Challenge
  8
  12
  16
  20
  Standard 
  Actions
  Tail Melee weapon 
  attack: +5 to hit, 
  reach 5 ft., one target.  
  Hit  4d4+12 (22) 
  bludgeoning damage.
  Tail Melee weapon attack: 
  +5 to hit, reach 15 ft., one 
  target.  Hit 4d6+12 (26) 
  bludgeoning damage.
  Tail Melee weapon 
  attack: +5 to hit, reach 
  15 ft., one target.  
  Hit 4d8+16 (34) 
  bludgeoning damage.
  Tail Melee weapon attack: 
  +7 to hit, reach 15 ft., 
  one target.  Hit 8d6+19 
  (47) bludgeoning 
  damage.
  Legendary 
  Actions
  -
  Innate 
  Spellcasting
  -
    Low
    Moderate
    Advanced
    Elite
    Terrain
  Warm Plains
    Rarity
  Uncommon
    Role
  Brute / Elite
    Organization
  Solitary, Pair, or Herd (3-12x)
    Treasure
  None
  DinosauR (stegosauRus)
   
  5E
  
  130
  Animals
    Low
    Moderate
    Advanced
    Elite
  Spellcasting
  -
  Possessions
  -
  
  131
  Animals
  Level
  CREATURE 8
  CREATURE12
  CREATURE 16
  CREATURE 20
  Rarity
  UNCOMMON
  UNCOMMON
  UNCOMMON
  UNCOMMON
  Alignment
  TN
  TN
  TN
  TN
  Size
  LARGE
  HUGE
  HUGE
  GARGANTUAN
  Other Traits
  BEAST, ANIMAL, DINOSAUR
  Perception +15, low-light 
  vision
  +19, low-light 
  vision
  +27, low-light 
  vision
  +31, low-light 
  vision
  Languages -
  Skills
  Acrobatics +14, 
  Athletics +16, Crafting 
  +6, Medicine +11, 
  Survival +11
  Acrobatics +16, 
  Athletics +22, Crafting 
  +10, Medicine +15, 
  Stealth +16, Survival 
  +15
  Acrobatics +22, 
  Athletics +29, Crafting 
  +14, Diplomacy 
  +20, Deception 
  +20, Medicine +21, 
  Intimidation +20, 
  Performance +20, 
  Stealth +22, Survival 
  +21
  Acrobatics +25, 
  Athletics +35, Crafting 
  +18, Diplomacy 
  +24, Deception 
  +24, Medicine +25, 
  Intimidation +24, 
  Performance +24, 
  Stealth +25, Survival 
  +25
  Ability Scores Str 
  +6
  Dex +4
  Con +1
  Int 
  -4
  Wis +1
  Cha +0
  Str 
  +8
  Dex +2
  Con +3
  Int 
  -4
  Wis +1
  Cha +0
  Str 
  +11
  Dex +4
  Con +5
  Int 
  -4
  Wis +3
  Cha +2
  Str 
  +13
  Dex +3
  Con +8
  Int 
  -4
  Wis +3
  Cha +2
  Items -
  -
  -
  -
    Defense
  AC
  24
  24
  30
  31
  Fort 
  Ref 
  Will
  +11
  +14
  +11
  +17
  +16
  +15
  +23
  +22
  +21
  +30
  +25
  +25
  Dinosaur (Stegosaurus)
    Low
    Moderate
    Advanced
    Elite
    Terrain
  Warm Plains
    Rarity
  Uncommon
    Role
  Brute / Elite
    Organization
  Solitary, Pair, or Herd (3-12x)
    Treasure
  None
   
  P2E
  
  132
  Animals
  hp 
  60
  114
  184
  290
  Immune -
  Resists/
  Vulnerable
  -
    Offense & Actions
  Speed 30 ft.
  Melee
   Melee Tail +20 
  (two-hand, trip, 
  reach 5 ft.), Damage  
  4d4+12 bludgeoning
   Melee Tail +29 
  (trip, reach 15 ft.), 
  Damage 4d6+12 
  bludgeoning
   Melee Tail +36 
  (trip, reach 15 ft.), 
  Damage 4d8+16 
  bludgeoning
   Melee Tail +44 
  (trip, reach 15 ft.), 
  Damage 8d6+19 
  bludgeoning
    Other Abilities
  Innate Spells
  -
  Spellcasting -
  
  133
  Animals
  AC 
  Armor Class
  7 [12]
  6 [13]
  5 [14]
  5 [14]
  HD 
  Hit Dice
  5
  6
  7
  9
  ATT Attacks
  Tail 4d4
  Tail 4d6
  Tail 4d8
  Tail 8d6
  THACO
  15 [+4]
  14 [+5]
  13 [+6]
  12 [+7]
  MV 
  Move
  90’ (30’)
  SV 
  Saves
   
  D 
  Death
   
  W Wand
   
  P 
  Paralysis
   
  B 
  Breath
   
  S 
  Spell
   
  U 
  Unified
  10
  11
  12
  13
  14
  12
  8
  9
  10
  10
  12
  10
  6
  7
  8
  8
  10
  8
  6
  7
  8
  8
  10
  8
  ML 
  Morale
  5
  5
  5
  5
  AL 
  Alignment
  Neutral
  XP 
  Experience
  275
  650
  900
  1,100
    Special Abilities
  -
  -
  Dinosaur (Stegosaurus)
    Low
    Moderate
    Advanced
    Elite
    Environment
  Warm Plains
    Rarity
  Uncommon
    Role
  Brute / Elite
    # Encountered
  Solitary, Pair, or Herd (3-12x)
    Treasure
  None
   
  OSR
  
  134
  Animals
  Dinosaur (Stegosaurus)
    Low
    Moderate
    Advanced
    Elite
    Environment
  Warm Plains
    Rarity
  Uncommon
    Role
  Brute / Elite
    # Encountered
  Solitary, Pair, or Herd (3-12x)
    Treasure
  None
  Init 
  Initiative
  +0
  +0
  +0
  +0
  Atk 
  Attacks
  Tail +5 melee 
  (3d4+4)
  Tail +5 melee 
  (3d6+4)
  Tail +5 melee 
  (3d8+5)
  Tail +7 melee 
  (6d6+6)
  Crit 
  Critical Hits
  20+:M/d8
  20+:M/d10
  20+:M/d10
  20+:M/d12
  AC 
  Armor Class
  12
  13
  14
  14
  HD 
  Hit Dice
  3d8 + 3
  4d8 + 4
  5d8 + 5
  7d8 + 7
  MV 
  Move
  30’
  ACT Action Dice
  1d24+1d20
  1d24+2d20
  2d24+1d20
  2d24+1d20
  SV 
  Saves
   
  Fort 
   
  Ref 
   
  Will
  +5
  +7
  +2
  +9
  +7
  +3
  +11
  +9
  +5
  +15
  +10
  +6
  AL 
  Alignment
  N
    Special Abilities
  -
  -
   
  DCC
  
  135
  Animals
    Low
    Moderate
    Advanced
    Elite
    Terrain
  Temperate Plains
    Rarity
  Common
    Role
  Brute  / Minion
    Organization
  Solitary, Pair, or Herd (3-30x)
    Treasure
  None
  CR 3
  7
  11
  15
  Align / Size TN Large
  TN Large
  TN Large
  TN Huge
  HD / Type Animal 3
  Animal 7
  Animal 11
  Animal 15
  Initiative +0
  +0
  +2
  +1
  Senses Perception +9 
  Low-Light Vision 
  Scent
  Perception +13 
  Low-Light Vision 
  Scent
  Perception +22 
  Low-Light Vision 
  Scent
  Perception +26 
  Low-Light Vision 
  Scent
    Defense
  AC 13
  touch 9; ff 13 
  -1 Size; 
  +4 Natural
  13
  touch 9; ff 13 
  -1 Size; 
  +4 Natural
  17
  touch 11; ff 15 
  -1 Size; +2 Dex; 
  +6 Natural
  18
  touch 9; ff 17 
  -2 Size; +1 Dex; 
  +9 Natural
  hp 21 (3d8)+9
  57 (7d8)+28
  113 (11d8)+66
  194 (15d8)+120
  Saves Fort 
  +6
  Ref 
  +3
  Will 
  +1
  Fort 
  +11
  Ref 
  +5
  Will 
  +2
  Fort 
  +15
  Ref 
  +9
  Will 
  +7
  Fort 
  +19
  Ref 
  +10
  Will 
  +9
    Offense
  Movement 40’
  Attacks Melee gore +7 
  (1d8+9) 
  Melee gore +10 
  (2d6+9) 
  Melee gore +16 
  (2d6+13) 
  Melee gore +20 
  (3d6+16) 
  Space / Reach
  10’ / 10’
  10’ / 10’
  10’ / 10’
  15’ / 10’
  Special Atks Stampede (DC 19), 
  Trample (2d6+9, DC 
  17)
  Stampede (DC 21), 
  Trample (2d6+9, DC 
  19)
  Stampede (DC 28), 
  Trample (2d6+13, 
  DC 26)
  Stampede (DC 32), 
  Trample (2d6+16, 
  DC 30)
    Statistics
  Herd Animal (Aurochs)
   
  Pathfinder
  
  136
  Animals
  Ability Scores Str 
  23
  Dex 10
  Con 17
  Int 
  2
  Wis 11
  Cha 4
  Str 
  23
  Dex 10
  Con 18
  Int 
  2
  Wis 11
  Cha 4
  Str 
  28
  Dex 14
  Con 22
  Int 
  2
  Wis 15
  Cha 8
  Str 
  33
  Dex 12
  Con 26
  Int 
  2
  Wis 15
  Cha 8
  Core Attack Base Atk +2
  CMB +9
  CMD 19 
  23 vs. trip
  Base Atk +5
  CMB +12
  CMD 22 
  26 vs. trip
  Base Atk +8
  CMB +18
  CMD 30 
  34 vs. trip
  Base Atk +11
  CMB +24 
  +26 bullrush
  CMD 35 
  37 vs. bullrush 
  39 vs. trip
  Feats
  Endurance, Skill Focus 
  (Perception)
  Endurance, Great 
  Fortitude, Improved 
  Natural Attack (Gore), 
  Skill Focus (Perception)
  Ability Focus (Trample), 
  Endurance, Great 
  Fortitude, Improved 
  Natural Attack (Gore), 
  Iron Will, Skill Focus 
  (Perception)
  Ability Focus (Trample), 
  Endurance, Great 
  Fortitude, Improved Bull 
  Rush, Improved Natural 
  Attack (Gore), Iron Will, 
  Power Attack, Skill Focus 
  (Perception)
  Skills
  Appraise -4, Artistry 
  -4, Bluff -3, Climb +6, 
  Craft (Untrained) -4, 
  Diplomacy -3, Disguise 
  -3, Fly -2, Intimidate -3, 
  Perception +9, Perform 
  (Untrained) -3, Stealth -4, 
  Swim +6
  Appraise -4, Artistry 
  -4, Bluff -3, Climb +6, 
  Craft (Untrained) -4, 
  Diplomacy -3, Disguise 
  -3, Fly -2, Intimidate -3, 
  Perception +13, Perform 
  (Untrained) -3, Stealth -4, 
  Swim +6
  Acrobatics +2, 
  Appraise -4, Artistry 
  -4, Bluff -1, Climb +9, 
  Craft (Untrained) -4, 
  Diplomacy -1, Disguise -1, 
  Escape Artist +2, Heal +2, 
  Intimidate -1, Perception 
  +22, Perform (Untrained) 
  -1, Ride +2, Sense Motive 
  +2, Stealth -2, Survival 
  +2, Swim +9
  Acrobatics +1, Appraise 
  -4, Artistry -4, Bluff 
  -1, Climb +11, Craft 
  (Untrained) -4, 
  Diplomacy -1, Disguise -1, 
  Escape Artist +1, Fly -3, 
  Heal +2, Intimidate -1, 
  Perception +26, Perform 
  (Untrained) -1, Ride +1, 
  Sense Motive +2, Stealth 
  -7, Survival +2, Swim +11
    
    Special Qualities & Abilities
  Stampede (Ex) A stampede occurs if three or more creatures with stampede 
  make a trample attack while remaining adjacent to each other. A stampede 
  occurs if three or more creatures with stampede make a trample attack 
  while remaining adjacent to each other. While stampeding, the creatures can 
  trample foes of their size or smaller, and the trample’s save DC increases by 
  +2.
  Trample (Ex) As a full-round action, you can attempt to overrun any creature 
  that is at least one size category smaller than yourself. This works just like the 
  overrun combat maneuver, but the trampling creature does not need to make 
  a check, it merely has to move over opponents in its path. Targets of a trample 
  take 2d6+16 points of damage. Targets of a trample can make an attack of 
  opportunity, but at a -4 penalty. If targets forgo an attack of opportunity, they 
  can attempt to avoid the trampling creature and receive a Reflex (DC 30) save 
  to take half damage. You can only deal trampling damage to each target once 
  per round, no matter how many times its movement takes it over a target 
  creature. 
    
    Feats
  Endurance Harsh conditions or long exertions do not easily 
  tire you. You gain a +4 bonus on the following checks and 
  saves: Swim checks made to resist nonlethal damage from 
  exhaustion; Constitution checks made to continue running; 
  Constitution checks made to avoid nonlethal damage from a 
  forced march; Constitution checks made to hold your breath; 
  Constitution checks made to avoid nonlethal damage from 
  starvation or thirst; Fortitude saves made to avoid nonlethal 
  damage from hot or cold environments; and Fortitude saves 
  made to resist damage from suffocation. You may sleep in 
  light or medium armor without becoming fatigued.
  Improved Bull Rush You are skilled at pushing your foes 
  around. You do not provoke an attack of opportunity when 
  performing a bull rush combat maneuver. In addition, you 
  receive a +2 bonus on checks made to bull rush a foe. You 
  also receive a +2 bonus to your Combat Maneuver Defense 
  whenever an opponent tries to bull rush you.
  
  137
  Animals
    Low
    Moderate
    Advanced
    Elite
  Armor Class
  14 
  (natural armor)
  14 
  (natural armor)
  16 
  (natural armor)
  16 
  (natural armor)
  Hit Points
  21
  57
  113
  194
  Speed
  40 ft.
  Size, Type, 
  Alignment
  Large beast, unaligned
  Large beast, unaligned
  Large beast, unaligned
  Huge beast, unaligned
  Ability 
  Scores / 
  Saves
  STR 
  18 (+4)
  DEX 8 (-1)
  CON 15 (+2)
  INT 
  1 (-5)
  WIS 
  9 (-1)
  CHA 2 (-4)
  STR 
  18 (+4)
  DEX 8 (-1)
  CON 16 (+3)
  INT 
  1 (-5)
  WIS 
  9 (-1)
  CHA 2 (-4)
  STR 
  21 (+5)
  DEX 12 (+1)
  CON 18 (+4)
  INT 
  1 (-5)
  WIS 
  13 (+1)
  CHA 6 (-2)
  STR 
  24 (+7)
  DEX 10 (+0)
  CON 20 (+5)
  INT 
  1 (-5)
  WIS 
  13 (+1)
  CHA 6 (-2)
  Saving 
  Throws
  -
  -
  -
  -
  Resistances
  -
  Immunities
  -
  Vulnerabilities
  -
  Senses
  Passive Perception +9, 
  Darkvision 60 ft.
  Passive Perception +12, 
  Darkvision 60 ft.
  Passive Perception +15, 
  Darkvision 60 ft.
  Passive Perception +16, 
  Darkvision 60 ft.
  Languages
  -
  Challenge
  3
  7
  11
  15
  Special 
  Abilities & 
  Qualities
  Stampede A stampede occurs if three or more creatures with stampede make a trample attack while remaining adjacent 
  to each other.  While stampeding, the creatures can trample foes of their size or smaller, and the trample’s save DC 
  increases by +2.
    Low
    Moderate
    Advanced
    Elite
    Terrain
  Temperate Plains
    Rarity
  Common
    Role
  Brute  / Minion
    Organization
  Solitary, Pair, or Herd (3-30x)
    Treasure
  None
  HeRD aniMal (auRocHs)
   
  5E
  
  138
  Animals
    Low
    Moderate
    Advanced
    Elite
  Special 
  Abilities & 
  Qualities
  Saving Throw  
  Dexterity DC 14
  Damage 1d6+4
  Saving Throw  
  Dexterity DC 16
  Damage 1d6+8
  Saving Throw  
  Dexterity DC 18
  Damage 2d6+10
  Saving Throw  
  Dexterity DC 20
  Damage 4d6+14
  Trample As a full-round action, you can attempt to overrun any creature that is at least one size category 
  smaller than yourself.  Targets of a trample take bludgeoning damage. Targets of a trample can make an 
  attack of opportunity, but at disadvantage. If targets forgo an attack of opportunity, they can attempt to avoid 
  the trampling creature and receive a Dexterity save to take half damage. You can only deal trampling damage 
  to each target once per round, no matter how many times its movement takes it over a target creature.
  Standard 
  Actions
  Gore Melee weapon 
  attack: +6 to hit, reach 
  10 ft., one target.  Hit 
  1d8+9 (14) piercing 
  damage.
  Gore Melee weapon 
  attack: +6 to hit, reach 10 
  ft., one target.  Hit 2d6+9 
  (16) piercing damage.
  Gore Melee weapon 
  attack: +6 to hit, reach 
  10 ft., one target.  Hit 
  2d6+13 (20) piercing 
  damage.
  Gore Melee weapon 
  attack: +6 to hit, reach 
  10 ft., one target.  Hit 
  3d6+16 (26) piercing 
  damage.
  Legendary 
  Actions
  -
  Innate 
  Spellcasting
  -
  Spellcasting
  -
  Possessions
  -
  
  139
  Animals
  Level
  CREATURE 3
  CREATURE 7
  CREATURE 11
  CREATURE 15
  Rarity
  COMMON
  COMMON
  COMMON
  COMMON
  Alignment
  TN
  TN
  TN
  TN
  Size
  LARGE
  LARGE
  LARGE
  HUGE
  Other Traits
  BEAST, ANIMAL
  Perception +7, low-light 
  vision
  +13, low-light 
  vision
  +21, low-light 
  vision
  +25, low-light 
  vision
  Languages -
  Skills
   Athletics +11, Crafting 
  +0, Diplomacy 
  +2, Deception +2, 
  Intimidation +2, 
  Performance +2, 
  Stealth +5
   Athletics +15, Crafting 
  +5, Diplomacy 
  +6, Deception +6, 
  Intimidation +6, 
  Performance +6, 
  Stealth +9
  Acrobatics +15, 
  Athletics +22, Crafting 
  +9, Diplomacy 
  +12, Deception 
  +12, Medicine +15, 
  Intimidation +12, 
  Performance +12, 
  Stealth +15, Survival 
  +15
  Acrobatics +18, 
  Athletics +28, Crafting 
  +13, Diplomacy 
  +16, Deception 
  +16, Medicine +19, 
  Intimidation +16, 
  Performance +16, 
  Stealth +18, Survival 
  +19
  Ability Scores Str 
  +6
  Dex +0
  Con +3
  Int 
  -4
  Wis +0
  Cha -3
  Str 
  +6
  Dex +0
  Con +4
  Int 
  -4
  Wis +0
  Cha -3
  Str 
  +9
  Dex +2
  Con +6
  Int 
  -4
  Wis +2
  Cha -1
  Str 
  +11
  Dex +1
  Con +8
  Int 
  -4
  Wis +2
  Cha -1
  Items -
  -
  -
  -
    Defense
  AC
  14
  16
  22
  22
  Fort 
  Ref 
  Will
  +8
  +5
  +5
  +13
  +9
  +9
  +19
  +15
  +15
  +25
  +18
  +19
  hp 
  28
  74
  138
  218
  Herd Animal (Aurochs)
    Low
    Moderate
    Advanced
    Elite
    Terrain
  Temperate Plains
    Rarity
  Common
    Role
  Brute  / Minion
    Organization
  Solitary, Pair, or Herd (3-30x)
    Treasure
  None
   
  P2E
  
  140
  Animals
  Immune -
  Resists/
  Vulnerable
  -
    Offense & Actions
  Speed 40 ft.
  Melee
   Melee Gore 
  +12 (reach 10 ft.), 
  Damage 1d8+9 
  piercing
   Melee Gore 
  +19 (reach 10 ft.), 
  Damage 2d6+9 
  piercing
   Melee Gore 
  +29 (reach 10 ft.), 
  Damage 2d6+13 
  piercing
   Melee Gore 
  +35 (reach 10 ft.), 
  Damage 3d6+16 
  piercing
  Stampede
  Stampede A stampede occurs if three or more creatures with stampede make a trample attack 
  while remaining adjacent to each other.  While stampeding, the creatures can trample foes of their 
  size or smaller, and the trample’s save DC increases by +2.
  Trample
  Saving Throw 
  Reflex 15
  Damage 1d6+4
  Saving Throw 
  Reflex 18
  Damage 1d6+8
  Saving Throw 
  Reflex 22
  Damage 2d6+12
  Saving Throw 
  Reflex 26
  Damage 4d6+14
   You can attempt to overrun any creature that is at least one size category smaller than 
  yourself.  Targets of a trample take bludgeoning damage. Targets of a trample can make an attack 
  of opportunity, but with a -4 penalty. If targets forgo an attack of opportunity, they can attempt 
  to avoid the trampling creature and receive a Reflex save to take half damage. You can only deal 
  trampling damage to each target once per round, no matter how many times its movement takes it 
  over a target creature.
    Other Abilities
  Innate Spells
  -
  Spellcasting -
  
  141
  Animals
  AC 
  Armor Class
  9 [10]
  9 [10]
  8 [11]
  8 [11]
  HD 
  Hit Dice
  3
  4
  6
  7
  ATT Attacks
  Gore 1d8
  Gore 2d6
  Gore 2d6
  Gore 3d6
  THACO
  17 [+2]
  16 [+3]
  14 [+5]
  13 [+6]
  MV 
  Move
  120’ (40’)
  SV 
  Saves
   
  D 
  Death
   
  W Wand
   
  P 
  Paralysis
   
  B 
  Breath
   
  S 
  Spell
   
  U 
  Unified
  10
  11
  12
  13
  14
  12
  10
  11
  12
  13
  14
  12
  8
  9
  10
  10
  12
  10
  6
  7
  8
  8
  10
  8
  ML 
  Morale
  5
  5
  5
  5
  AL 
  Alignment
  Neutral
  XP 
  Experience
  75
  275
  650
  900
    Special Abilities
  Stampede
  A stampede occurs if three or more creatures with stampede make a trample attack 
  while remaining adjacent to each other.  While stampeding, the creatures can 
  trample foes of their size or smaller, and victims suffer an additional -2 penalty for 
  each creature beyond 3 involved.
  Trample
  You can attempt to overrun any creature that is smaller than yourself.  Targets of a 
  trample take bludgeoning damage equal to two times a typical melee attack from 
  this creature. Victims may attempt to avoid the trampling creature and receive a 
  Breath save to take half damage. You can only deal trampling damage to each target 
  once per round, no matter how many times its movement takes it over a target 
  creature.
  Herd Animal (Aurochs)
    Low
    Moderate
    Advanced
    Elite
    Environment
  Temperate Plains
    Rarity
  Common
    Role
  Brute  / Minion
    # Encountered
  Solitary, Pair, or Herd (3-30x)
    Treasure
  None
   
  OSR
  
  142
  Animals
  Herd Animal (Aurochs)
    Low
    Moderate
    Advanced
    Elite
    Environment
  Temperate Plains
    Rarity
  Common
    Role
  Brute  / Minion
    # Encountered
  Solitary, Pair, or Herd (3-30x)
    Treasure
  None
  Init 
  Initiative
  -3
  -3
  -2
  -2
  Atk 
  Attacks
  Gore +6 melee 
  (1d8+3)
  Gore +6 melee 
  (2d6+3)
  Gore +6 melee 
  (2d6+4)
  Gore +6 melee 
  (3d6+5)
  Crit 
  Critical Hits
  20+:M/d8
  20+:M/d8
  20+:M/d10
  20+:M/d10
  AC 
  Armor Class
  10
  10
  11
  11
  HD 
  Hit Dice
  2d8 + 2
  2d8 + 2
  4d8 + 4
  5d8 + 5
  MV 
  Move
  40’
  ACT Action Dice
  1d24
  1d24+1d20
  1d24+2d20
  1d24+2d20
  SV 
  Saves
   
  Fort 
   
  Ref 
   
  Will
  +4
  +2
  +1
  +7
  +3
  +1
  +10
  +6
  +5
  +13
  +7
  +6
  AL 
  Alignment
  N
    Special Abilities
  Stampede
  A stampede occurs if three or more creatures with stampede make a trample 
  attack while remaining adjacent to each other.  While stampeding, the 
  creatures can trample foes of their size or smaller, and victims suffer an 
  additional -2 penalty for each creature beyond 3 involved.
  Trample
  You can attempt to overrun any creature that is smaller than yourself.  
  Targets of a trample take bludgeoning damage equal to two times a typical 
  melee attack from this creature. Victims may attempt to avoid the trampling 
  creature and receive a Reflex save to take half damage. You can only deal 
  trampling damage to each target once per round, no matter how many times 
  its movement takes it over a target creature.
   
  DCC
  
  143
  Animals
    Low
    Moderate
    Advanced
    Elite
    Terrain
  Any Ocean
    Rarity
  Common
    Role
  Brute / Normal
    Organization
  Solitary, Pair, School (3-6x), or Pack (7-13x)
    Treasure
  None
  CR 4
  8
  12
  16
  Align / Size TN Large 
  (aquatic)
  TN Large 
  (aquatic)
  TN Large 
  (aquatic)
  TN Huge 
  (aquatic)
  HD / Type Animal 4
  Animal 8
  Animal 12
  Animal 16
  Initiative +5
  +5
  +7
  +
  Senses Perception +8 
  Blindsense 30’ 
  Low-Light Vision 
  Keen Scent 180’
  Perception +12 
  Blindsense 30’ 
  Low-Light Vision 
  Keen Scent 180’
  Perception +18 
  Blindsense 30’ 
  Low-Light Vision 
  Keen Scent 180’
  Perception +22 
  Blindsense 30’ 
  Low-Light Vision 
  Keen Scent 180’
    Defense
  AC 14
  touch 10; ff 13 
  -1 Size; +1 Dex; 
  +4 Natural
  14
  touch 10; ff 13 
  -1 Size; +1 Dex; 
  +4 Natural
  18
  touch 12; ff 15 
  -1 Size; +3 Dex; 
  +6 Natural
  19
  touch 10; ff 17 
  -2 Size; +2 Dex; 
  +9 Natural
  hp 23 (4d8)+4
  65 (8d8)+24
  116 (12d8)+60
  189 (16d8)+112
  Saves Fort 
  +7
  Ref 
  +5
  Will 
  +2
  Fort 
  +10
  Ref 
  +7
  Will 
  +3
  Fort 
  +14
  Ref 
  +11
  Will 
  +7
  Fort 
  +18
  Ref 
  +12
  Will 
  +8
    Offense
  Movement Swim 60’
  Attacks Melee bite +5 
  (1d8+4)
  Melee bite +8 
  (2d6+4) 
  Melee bite +14 
  (2d6+9)
  Melee bite +18 
  (3d6+12)
  Space / Reach
  10’ / 10’
  10’ / 10’
  10’ / 10’
  15’ / 15’
    Statistics
  Shark
   
  Pathfinder
  
  144
  Animals
  Ability Scores Str 
  17
  Dex 12
  Con 13
  Int 
  1
  Wis 12
  Cha 2
  Str 
  17
  Dex 12
  Con 14
  Int 
  1
  Wis 12
  Cha 2
  Str 
  22
  Dex 16
  Con 18
  Int 
  1
  Wis 16
  Cha 6
  Str 
  27
  Dex 14
  Con 22
  Int 
  1
  Wis 16
  Cha 6
  Core Attack Base Atk +3
  CMB +7
  CMD 18
  Base Atk +6
  CMB +10
  CMD 21
  Base Atk +9
  CMB +16
  CMD 29
  Base Atk +12
  CMB +22
  CMD 34
  Feats
  Great Fortitude, Improved 
  Initiative
  Great Fortitude, Improved 
  Initiative, Improved 
  Natural Attack (Bite), 
  Toughness
  Bloody Assault, Great 
  Fortitude, Improved 
  Initiative, Improved 
  Natural Attack (Bite), 
  Power Attack, Toughness
  Bloody Assault, 
  Devastating Assault, 
  Great Fortitude, Improved 
  Initiative, Improved 
  Natural Attack (Bite), 
  Power Attack, Toughness, 
  Vital Strike
  Skills
  Acrobatics +1, Appraise 
  -5, Artistry -5, Bluff 
  -4, Climb +3, Craft 
  (Untrained) -5, 
  Diplomacy -4, Disguise 
  -4, Escape Artist +1, Fly 
  -1, Heal +1, Intimidate -4, 
  Perception +8, Perform 
  (Untrained) -4, Ride +1, 
  Sense Motive +1, Stealth 
  -3, Survival +1, Swim +11
  Acrobatics +1, Appraise 
  -5, Artistry -5, Bluff 
  -4, Climb +3, Craft 
  (Untrained) -5, 
  Diplomacy -4, Disguise 
  -4, Escape Artist +1, Fly 
  -1, Heal +1, Intimidate -4, 
  Perception +12, Perform 
  (Untrained) -4, Ride +1, 
  Sense Motive +1, Stealth 
  -3, Survival +1, Swim +11
  Acrobatics +3, 
  Appraise -5, Artistry 
  -5, Bluff -2, Climb +6, 
  Craft (Untrained) -5, 
  Diplomacy -2, Disguise -2, 
  Escape Artist +3, Fly +1, 
  Heal +3, Intimidate -2, 
  Perception +18, Perform 
  (Untrained) -2, Ride +3, 
  Sense Motive +3, Stealth 
  -1, Survival +3, Swim +14
  Acrobatics +2, 
  Appraise -5, Artistry 
  -5, Bluff -2, Climb +8, 
  Craft (Untrained) -5, 
  Diplomacy -2, Disguise 
  -2, Escape Artist +2, Fly 
  -2, Heal +3, Intimidate -2, 
  Perception +22, Perform 
  (Untrained) -2, Ride +2, 
  Sense Motive +3, Stealth 
  -6, Survival +3, Swim +16
    
    Special Qualities & Abilities
  Keen Scent (Ex) A shark can notice creatures by scent in a 180-foot radius 
  underwater and can detect blood in the water at ranges of up to a mile. 
    
    Feats
  Bloody Assault Sacrificing accuracy, you can inflict bloody 
  wounds that are slow to heal. You can choose to take a -5 
  penalty on all melee attack rolls and combat maneuver 
  checks to inflict 1d4 points of bleed damage with your 
  weapon melee attacks, in addition to the normal damage 
  dealt by the weapon. A creature continues to take bleed 
  damage every round at the start of its turn. Bleed damage 
  can be stopped by a DC 15 Heal check or through any magical 
  healing. Bleed damage from this feat does not stack with 
  itself. You must choose to use this feat before making the 
  attack roll, and its effects last until your next turn (although 
  the bleeding lasts until healed, as normal).
  Devastating Assault You can hammer at a foe to smash 
  through its defenses. As a full-round action, you can bat 
  aside all of your foe’s defenses to ensure you make a single, 
  especially effective melee attack. You make a single melee 
  attack using an appropriate weapon against a single target, 
  but make as many attack rolls as you could in a full-attack 
  action using that weapon. You make the attack rolls in 
  order from highest bonus to lowest, as if you were making 
  a full attack. If any of the attack rolls hit the target, your 
  single attack is considered to have hit and you roll damage 
  normally. If one or more rolls are critical threats, you 
  confirm the critical hit only once using your highest base 
  attack bonus. If you hit with two or more attacks, the target 
  must succeed at a Fortitude save (DC = 10 + 1/2 your base 
  attack bonus + your Strength modifier) or suffer a condition 
  for 1d4 rounds. If at least two attacks hit, you can choose 
  from deafened, entangled, or shaken. If at least three attacks 
  hit, you can also choose from blinded or staggered. If at least 
  four attacks hit, you can also choose the dazed condition. 
  Once you have forced a foe to attempt a saving throw to 
  avoid suffering a condition via this feat, you cannot attempt 
  to inf lict that condition on it again with Devastating Assault 
  for 24 hours.
  Toughness You have enhanced physical stamina. You gain 
  +16 hit points. You gain +1 hit points whenever you gain a 
  Hit Die (such as when you gain a level).
  Vital Strike You make a single attack that deals significantly 
  more damage than normal. When you use the attack action, 
  you can make one attack at your highest base attack bonus 
  that deals additional damage. Roll the weapon’s damage 
  dice for the attack twice and add the results together before 
  adding bonuses from Strength, weapon abilities (such 
  as flaming), precision-based damage, and other damage 
  bonuses. These extra damage dice are not multiplied on a 
  critical hit, but are added to the total.
  
  145
  Animals
    Low
    Moderate
    Advanced
    Elite
  Armor Class
  15 
  (natural armor)
  15 
  (natural armor)
  16 
  (natural armor)
  16 
  (natural armor)
  Hit Points
  23
  65
  116
  189
  Speed
  Swim 60 ft.
  Size, Type, 
  Alignment
  Large beast, unaligned
  Large beast, unaligned
  Large beast, unaligned
  Huge beast, unaligned
  Ability 
  Scores / 
  Saves
  STR 
  15 (+2)
  DEX 10 (+0)
  CON 11 (+0)
  INT 
  1 (-5)
  WIS 
  10 (+0)
  CHA 1 (-5)
  STR 
  15 (+2)
  DEX 10 (+0)
  CON 12 (+1)
  INT 
  1 (-5)
  WIS 
  10 (+0)
  CHA 1 (-5)
  STR 
  18 (+4)
  DEX 14 (+2)
  CON 16 (+3)
  INT 
  1 (-5)
  WIS 
  14 (+2)
  CHA 4 (-3)
  STR 
  20 (+5)
  DEX 12 (+1)
  CON 18 (+4)
  INT 
  1 (-5)
  WIS 
  14 (+2)
  CHA 4 (-3)
  Saving 
  Throws
  -
  -
  -
  -
  Resistances
  -
  Immunities
  -
  Vulnerabilities
  -
  Senses
  Passive Perception 
  +10, Blindsight 30 ft., 
  Darkvision 60 ft.
  Passive Perception 
  +13, Blindsight 30 ft., 
  Darkvision 60 ft.
  Passive Perception 
  +16, Blindsight 30 ft., 
  Darkvision 60 ft.
  Passive Perception 
  +17, Blindsight 30 ft., 
  Darkvision 60 ft.
  Languages
  -
  Challenge
  4
  8
  12
  16
  Special 
  Abilities & 
  Qualities
  Keen Scent A shark can notice creatures by scent in a 180-foot radius underwater and can detect blood in 
  the water at ranges of up to a mile.
  Standard 
  Actions
  Bite Melee weapon 
  attack: +3 to hit, reach 
  10 ft., one target.  Hit 
  1d8+4 (8) piercing 
  damage.
  Bite Melee weapon 
  attack: +2 to hit, reach 10 
  ft., one target.  Hit 2d6+4 
  (11) piercing damage.
  Bite Melee weapon 
  attack: +5 to hit, reach 
  10 ft., one target.  Hit 
  2d6+9 (16) piercing 
  damage.
  Bite Melee weapon 
  attack: +4 to hit, reach 
  15 ft., one target.  Hit 
  3d6+12 (22) piercing 
  damage.
    Low
    Moderate
    Advanced
    Elite
    Terrain
  Any Ocean
    Rarity
  Common
    Role
  Brute / Normal
    Organization
  Solitary, Pair, School (3-6x), or Pack (7-13x)
    Treasure
  None
  sHaRk (Blue)
   
  5E
  
  146
  Animals
  Level
  CREATURE 4
  CREATURE 8
  CREATURE 12
  CREATURE 16
  Rarity
  COMMON
  COMMON
  COMMON
  COMMON
  Alignment
  TN
  TN
  TN
  TN
  Size
  LARGE
  LARGE
  LARGE
  HUGE
  Other Traits
  BEAST, ANIMAL, AQUATIC
  Perception +9, low-light 
  vision
  +15, low-light 
  vision
  +21, low-light 
  vision
  +27, low-light 
  vision
  Languages -
  Skills
  Acrobatics +7, 
  Athletics +9, Crafting 
  +0, Diplomacy 
  +2, Deception 
  +2, Medicine +7, 
  Intimidation +2, 
  Performance +2, 
  Stealth +7, Survival +7
  Acrobatics +11, 
  Athletics +13, Crafting 
  +5, Diplomacy 
  +6, Deception 
  +6, Medicine +11, 
  Intimidation +6, 
  Performance +6, 
  Stealth +11, Survival 
  +11
  Acrobatics +17, 
  Athletics +20, Crafting 
  +9, Diplomacy 
  +12, Deception 
  +12, Medicine +17, 
  Intimidation +12, 
  Performance +12, 
  Stealth +17, Survival 
  +17
  Acrobatics +20, 
  Athletics +26, Crafting 
  +13, Diplomacy 
  +16, Deception 
  +16, Medicine +21, 
  Intimidation +16, 
  Performance +16, 
  Stealth +20, Survival 
  +21
  Ability Scores Str 
  +3
  Dex +1
  Con +1
  Int 
  -5
  Wis +1
  Cha -4
  Str 
  +3
  Dex +1
  Con +2
  Int 
  -5
  Wis +1
  Cha -4
  Str 
  +6
  Dex +3
  Con +4
  Int 
  -5
  Wis +3
  Cha -2
  Str 
  +8
  Dex +2
  Con +6
  Int 
  -5
  Wis +3
  Cha -2
  Items -
  -
  -
  -
    Defense
  AC
  15
  17
  23
  24
  Fort 
  Ref 
  Will
  +7
  +7
  +7
  +12
  +11
  +11
  +18
  +17
  +17
  +24
  +20
  +21
  Shark (Blue)
    Low
    Moderate
    Advanced
    Elite
    Terrain
  Any Ocean
    Rarity
  Common
    Role
  Brute / Normal
    Organization
  Solitary, Pair, School (3-6x), or Pack (7-13x)
    Treasure
  None
   
  P2E
  
  147
  Animals
  hp 
  30
  68
  126
  200
  Immune -
  Resists/
  Vulnerable
  -
    Offense & Actions
  Speed Swim 60 ft.
  Melee
   Melee Bite +9 
  (unarmed, reach 10 
  ft.), Damage 1d8+4 
  piercing
   Melee Bite +15 
  (unarmed, reach 10 
  ft.), Damage 2d6+4 
  piercing
   Melee Bite +27 
  (unarmed, reach 10 
  ft.), Damage 2d6+9 
  piercing
   Melee Bite +33 
  (unarmed, reach 15 
  ft.), Damage 3d6+12 
  piercing
  Keen Scent Keen Scent A shark can notice creatures by scent in a 180-foot radius underwater and 
  can detect blood in the water at ranges of up to a mile.
    Other Abilities
  Innate Spells
  -
  Spellcasting -
  
  148
  Animals
  AC 
  Armor Class
  9 [10]
  9 [10]
  8 [11]
  8 [11]
  HD 
  Hit Dice
  3
  5
  6
  7
  ATT Attacks
  Bite 1d8
  Bite 2d6
  Bite 2d6
  Bite 3d6
  THACO
  17 [+2]
  15 [+4]
  15 [+4]
  13 [+6]
  MV 
  Move
  Swim 180’ (60’)
  SV 
  Saves
   
  D 
  Death
   
  W Wand
   
  P 
  Paralysis
   
  B 
  Breath
   
  S 
  Spell
   
  U 
  Unified
  10
  11
  12
  13
  14
  12
  10
  11
  12
  13
  14
  12
  8
  9
  10
  10
  12
  10
  6
  7
  8
  8
  10
  8
  ML 
  Morale
  5
  5
  5
  5
  AL 
  Alignment
  Neutral
  XP 
  Experience
  75
  275
  650
  900
    Special Abilities
  Keen Scent
  A shark can notice creatures by scent in a 180-foot radius underwater and can 
  detect blood in the water at ranges of up to a mile.
  Shark (Blue)
    Low
    Moderate
    Advanced
    Elite
    Environment
  Any Ocean
    Rarity
  Common
    Role
  Brute / Normal
    # Encountered
  Solitary, Pair, School (3-6x), or Pack (7-13x)
    Treasure
  None
   
  OSR
  
  149
  Animals
  Shark (Blue)
    Low
    Moderate
    Advanced
    Elite
    Environment
  Any Ocean
    Rarity
  Common
    Role
  Brute / Normal
    # Encountered
  Solitary, Pair, School (3-6x), or Pack (7-13x)
    Treasure
  None
  Init 
  Initiative
  -1
  -1
  +0
  +0
  Atk 
  Attacks
  Bite +3 melee 
  (1d8+1)
  Bite +2 melee 
  (2d6+1)
  Bite +5 melee 
  (2d6+3)
  Bite +4 melee 
  (2d6+4)
  Crit 
  Critical Hits
  20+:M/d8
  20+:M/d8
  20+:M/d10
  20+:M/d10
  AC 
  Armor Class
  10
  10
  11
  11
  HD 
  Hit Dice
  2d8 + 2
  3d8 + 3
  4d8 + 4
  5d8 + 5
  MV 
  Move
  Swim 60’
  ACT Action Dice
  1d20
  1d24
  2d24
  1d24+2d20
  SV 
  Saves
   
  Fort 
   
  Ref 
   
  Will
  +5
  +3
  +1
  +7
  +5
  +2
  +9
  +7
  +5
  +12
  +8
  +5
  AL 
  Alignment
  N
    Special Abilities
  Keen Scent
  A shark can notice creatures by scent in a 180-foot radius underwater and 
  can detect blood in the water at ranges of up to a mile.
   
  DCC
  
  150
  Constructs
    Low
    Moderate
    Advanced
    Elite
    Terrain
  Any
    Rarity
  Rare
    Role
  Soldier / Solo
    Organization
  Solitary or Gang (2-4x)
    Treasure
  None
  CR 10
  14
  18
  22
  Align / Size TN Medium
  TN Medium
  TN Large
  TN Huge
  HD / Type Construct 10
  Construct 14
  Construct 18
  Construct 22
  Initiative +1
  +1
  -1
  +0
  Senses Perception +0 
  Darkvision 60’ 
  Low-Light Vision
  Perception +0 
  Darkvision 60’ 
  Low-Light Vision
  Perception +0 
  Darkvision 60’ 
  Low-Light Vision
  Perception +2 
  Darkvision 60’ 
  Low-Light Vision
    Defense
  AC 29
  touch 11; ff 28 
  +1 Dex; 
  +18 Natural
  29
  touch 11; ff 28 
  +1 Dex; 
  +18 Natural
  28
  touch 8; ff 28 
  -1 Size; -1 Dex; 
  +20 Natural
  33
  touch 8; ff 33 
  -2 Size; 
  +25 Natural
  hp 79 (10d10)+20
  106 (14d10)+20
  138 (18d10)+30
  166 (22d10)+40
  Saves Fort 
  +3
  Ref 
  +4
  Will 
  +3
  Fort 
  +4
  Ref 
  +5
  Will 
  +4
  Fort 
  +6
  Ref 
  +5
  Will 
  +6
  Fort 
  +7
  Ref 
  +7
  Will 
  +9
  Def Abilities DR 15/adamantine; Immunities Ability Damage, Ability Drain, Death Effects, Death 
  from Massive Damage, Disease, Energy Drain, Exhaustion, Fatigue, Magic, Mind-
  Affecting Effects, Necromancy, Nonlethal Damage, Paralysis, Poison, Sleep, Stunning
    Offense
  Movement 20’
  Attacks Melee slam +19/+19 
  (2H: 2d8+17/19-20) 
  Melee slam +23/+23 
  (2H: 2d8+17/19-20) 
  Melee slam +28/+28 
  (2d10+16/19-20) 
  Melee slam +35/+35 
  (6d8+22/19-20) 
  Space / Reach
  5’ / 5’
  5’ / 5’
  10’ / 10’
  15’ / 15’
  Special Atks Breath Weapon (10’ 
  cube of poisonous 
  Gas, DC 15), 
  Powerful Blows
  Breath Weapon (10’ 
  cube of poisonous 
  Gas, DC 17), 
  Powerful Blows
  Breath Weapon (10’ 
  cube of poisonous 
  Gas, DC 19), 
  Powerful Blows
  Breath Weapon (10’ 
  cube of poisonous 
  Gas, DC 23), 
  Powerful Blows
    Statistics
  Golem (Iron)
   
  Pathfinder
  
  151
  Constructs
  Ability Scores Str 
  28
  Dex 13
  Con *
  Int 
  *
  Wis 11
  Cha 1
  Str 
  28
  Dex 13
  Con *
  Int 
  *
  Wis 11
  Cha 1
  Str 
  32
  Dex 9
  Con *
  Int 
  *
  Wis 11
  Cha 1
  Str 
  41
  Dex 11
  Con *
  Int 
  *
  Wis 15
  Cha 5
  Core Attack Base Atk +10
  CMB +19
  CMD 30
  Base Atk +14
  CMB +23
  CMD 34
  Base Atk +18
  CMB +30
  CMD 39
  Base Atk +22
  CMB +39
  CMD 49
  Feats
  -
  -
  -
  Ability Focus (Breath 
  Weapon), Improved 
  Natural Attack (Slam)
  Skills
  Acrobatics +1, Bluff -5, 
  Climb +9, Diplomacy -5, 
  Disguise -5, Escape Artist 
  +1, Fly +1, Intimidate -5, 
  Perform (Untrained) -5, 
  Ride +1, Stealth +1, Swim 
  +9
  Acrobatics +1, Bluff -5, 
  Climb +9, Diplomacy -5, 
  Disguise -5, Escape Artist 
  +1, Fly +1, Intimidate -5, 
  Perform (Untrained) -5, 
  Ride +1, Stealth +1, Swim 
  +9
  Acrobatics -1, Bluff -5, 
  Climb +11, Diplomacy -5, 
  Disguise -5, Escape Artist 
  -1, Fly -3, Intimidate -5, 
  Perform (Untrained) -5, 
  Ride -1, Stealth -5, Swim 
  +11
  Bluff -3, Climb +15, 
  Diplomacy -3, Disguise 
  -3, Fly -4, Heal +2, 
  Intimidate -3, Perception 
  +2, Perform (Untrained) 
  -3, Sense Motive +2, 
  Stealth -8, Survival +2, 
  Swim +15
    
    Special Qualities & Abilities
  Breath Weapon (Su) As a free action once every 1d4+1 rounds, an iron golem 
  can exhale a 10-foot cube of poisonous gas. This gas cloud persists for 1 
  round; any creature within the area when the golem creates it (as well as any 
  creature that passes through the cloud during the remainder of that round) is 
  exposed to the cloud’s poisonous effects. This poison is magically created each 
  time the golem uses this power. Inhaled; save Fort 15; frequency 1/round for 4 
  rounds; effect 1d4 Constitution damage; cure 2 saves.
  Immunity to Magic (Ex) An iron golem is immune to spells or spell-like 
  abilities that allow spell resistance. Certain spells and effects function 
  differently against it, as noted below. * A magical attack that deals electricity 
  damage slows an iron golem (as the slow spell) for 3 This iron automaton 
  stands twice as tall as a normal human. Its heavy footfalls shake the ground 
  with bone-jarring force. rounds, with no saving throw. * A magical attack that 
  deals fire damage breaks any slow effect on the golem and heals 1 point of 
  damage for each 3 points of damage the attack would otherwise deal. If the 
  amount of healing would cause the golem to exceed its full normal hit points, 
  it gains any excess as temporary hit points. An iron golem gets no saving 
  throw against fire effects. * An iron golem is affected normally by rust attacks, 
  such as those of a rust monster or a rusting grasp spell.
  Powerful Blows (Ex) An iron golem inflicts one and a half times its Strength 
  modifier and threatens a critical hit on a 19-20 with its slam attacks. 
  
  152
  Constructs
    Low
    Moderate
    Advanced
    Elite
    Terrain
  Any
    Rarity
  Rare
    Role
  Soldier / Solo
    Organization
  Solitary or Gang (2-4x)
    Treasure
  None
  CR 10
  14
  18
  22
  Align / Size TN Medium
  TN Large
  TN Large
  TN Huge
  HD / Type Construct 10
  Construct 14
  Construct 18
  Construct 22
  Initiative +1
  -1
  +2
  +1
  Senses Perception +0 
  Darkvision 60’ 
  Low-Light Vision
  Perception +0 
  Darkvision 60’ 
  Low-Light Vision
  Perception +2 
  Darkvision 60’ 
  Low-Light Vision
  Perception +2 
  Darkvision 60’ 
  Low-Light Vision
    Defense
  AC 27
  touch 11; ff 26 
  +1 Dex; 
  +16 Natural
  26
  touch 8; ff 26 
  -1 Size; -1 Dex; 
  +18 Natural
  31
  touch 11; ff 29 
  -1 Size; +2 Dex; 
  +20 Natural
  32
  touch 9; ff 31 
  -2 Size; +1 Dex; 
  +23 Natural
  hp 64 (10d10)+20
  93 (1d10)
  107 (18d10)+30
  136  (22d10)+40
  Saves Fort 
  +3
  Ref 
  +4
  Will 
  +3
  Fort 
  +4
  Ref 
  +3
  Will 
  +4
  Fort 
  +6
  Ref 
  +8
  Will 
  +8
  Fort 
  +7
  Ref 
  +8
  Will 
  +9
  Def Abilities DR 10/adamantine; Immunities Ability Damage, Ability Drain, Death Effects, Death 
  from Massive Damage, Disease, Energy Drain, Exhaustion, Fatigue, Magic, Mind-
  Affecting Effects, Necromancy, Nonlethal Damage, Paralysis, Poison, Sleep, Stunning
    Offense
  Movement 20’
  Attacks Melee slam +17/+17 
  (2H: 2d8+10) 
  Melee slam +22/+22 
  (2d10+9)
  Melee slam +28/+28 
  (4d8+11) 
  Melee slam +33/+33 
  (6d8+13)
  Space / Reach
  5’ / 5’
  10’ / 10’
  10’ / 10’
  15’ / 15’
  Special Atks Slow (DC 15)
  Slow (DC 17)
  Slow (DC 19)
  Slow (DC 23)
    Statistics
  Golem (Stone)
   
  Pathfinder
  
  153
  Constructs
  Ability Scores Str 
  24
  Dex 13
  Con *
  Int 
  *
  Wis 11
  Cha 1
  Str 
  28
  Dex 9
  Con *
  Int 
  *
  Wis 11
  Cha 1
  Str 
  32
  Dex 14
  Con *
  Int 
  *
  Wis 15
  Cha 5
  Str 
  37
  Dex 12
  Con *
  Int 
  *
  Wis 15
  Cha 5
  Core Attack Base Atk +10
  CMB +17
  CMD 28
  Base Atk +14
  CMB +24
  CMD 33
  Base Atk +18
  CMB +30
  CMD 42
  Base Atk +22
  CMB +37
  CMD 48
  Feats
  -
  -
  Improved Natural Attack 
  (Slam)
  Ability Focus (Slow), 
  Improved Natural Attack 
  (Slam)
  Skills
  Acrobatics +1, Bluff -5, 
  Climb +7, Diplomacy -5, 
  Disguise -5, Escape Artist 
  +1, Fly +1, Intimidate -5, 
  Perform (Untrained) -5, 
  Ride +1, Stealth +1, Swim 
  +7
  Acrobatics -1, Bluff -5, 
  Climb +9, Diplomacy -5, 
  Disguise -5, Escape Artist 
  -1, Fly -3, Intimidate -5, 
  Perform (Untrained) -5, 
  Ride -1, Stealth -5, Swim 
  +9
  Acrobatics +2, Bluff -3, 
  Climb +11, Diplomacy -3, 
  Disguise -3, Escape Artist 
  +2, Heal +2, Intimidate 
  -3, Perception +2, 
  Perform (Untrained) -3, 
  Ride +2, Sense Motive +2, 
  Stealth -2, Survival +2, 
  Swim +11
  Acrobatics +1, Bluff -3, 
  Climb +13, Diplomacy 
  -3, Disguise -3, Escape 
  Artist +1, Fly -3, Heal +2, 
  Intimidate -3, Perception 
  +2, Perform (Untrained) 
  -3, Ride +1, Sense Motive 
  +2, Stealth -7, Survival 
  +2, Swim +13
    
    Special Qualities & Abilities
  Immunity to Magic (Ex) A stone golem is immune to any spell or spell-like 
  ability that allows spell resistance. In addition, certain spells and effects 
  function differently against the creature, as noted below. * A transmute rock 
  to mud spell slows a stone golem (as the slow spell) for 2d6 rounds, with no 
  saving throw, while transmute mud to rock heals all of its lost hit points. * A 
  stone to flesh spell does not actually change the golem’s structure but negates 
  its damage reduction and immunity to magic for 1 full round.
  Slow (Su) A stone golem can use a slow effect, as the spell, as a free action 
  once every 2 rounds. The effect has a range of 10 feet in a burst centered on 
  the golem and a duration of 7 rounds, requiring a DC 23 Will save to negate. 
  
  154
  Constructs
    Low
    Moderate
    Advanced
    Elite
  Armor Class
  19 
  (natural armor)
  20 
  (natural armor)
  20 
  (natural armor)
  21 
  (natural armor)
  Hit Points
  79
  106
  138
  166
  Speed
  20 ft.
  Size, Type, 
  Alignment
  Medium construct, 
  unaligned
  Medium construct, 
  unaligned
  Large construct, 
  unaligned
  Huge construct, 
  unaligned
  Ability 
  Scores / 
  Saves
  STR 
  21 (+5)
  DEX 11 (+0)
  CON 10 (+0)
  INT 
  10 (+0)
  WIS 
  9 (-1)
  CHA 1 (-5)
  STR 
  21 (+5)
  DEX 11 (+0)
  CON 10 (+0)
  INT 
  10 (+0)
  WIS 
  9 (-1)
  CHA 1 (-5)
  STR 
  23 (+6)
  DEX 7 (-2)
  CON 10 (+0)
  INT 
  10 (+0)
  WIS 
  9 (-1)
  CHA 1 (-5)
  STR 
  28 (+9)
  DEX 9 (-1)
  CON 10 (+0)
  INT 
  10 (+0)
  WIS 
  13 (+1)
  CHA 3 (-4)
  Saving 
  Throws
  -
  -
  -
  -
  Resistances
  all physical attacks except adamantine
  Immunities
  diseased, exhaustion, fatigued, Magic, psychic, necrotic, paralyzed, poisoned, unconscious, 
  stunned
  Vulnerabilities
  -
  Senses
  Passive Perception +9, 
  Darkvision 60 ft.
  Passive Perception +9, 
  Darkvision 60 ft.
  Passive Perception +9, 
  Darkvision 60 ft.
  Passive Perception +11, 
  Darkvision 60 ft.
  Languages
  -
  Challenge
  10
  14
  18
  22
  Special 
  Abilities & 
  Qualities
  Saving Throw  
  Constitution DC 14
  Saving Throw  
  Constitution DC 15
  Saving Throw  
  Constitution DC 16
  Saving Throw  
  Constitution DC 17
  Breath Weapon As a free action with Recharge 1, an iron golem can exhale a 10-foot cube of poisonous gas. This gas 
  cloud persists for 1 round; any creature within the area when the golem creates it (as well as any creature that passes 
  through the cloud during the remainder of that round) is exposed to the cloud’s poisonous effects. This poison is 
  magically created each time the golem uses this power. Inhaled; save Fort 23; frequency 1/round for 4 rounds; effect 
  1d4 Constitution damage; cure 2 saves.  Ability damage suffered from this effect can be restored via restoration or more 
  powerful healing magic.
    Low
    Moderate
    Advanced
    Elite
    Terrain
  Any
    Rarity
  Rare
    Role
  Soldier / Solo
    Organization
  Solitary or Gang (2-4x)
    Treasure
  None
  goleM (iRon)
   
  5E
  
  155
  Constructs
    Low
    Moderate
    Advanced
    Elite
  Standard 
  Actions
  Slam Melee weapon 
  attack: +7 to hit, reach 
  5 ft., one target.  Hit  
  2d8+17/19-00 (26) 
  bludgeoning damage.
  Slam Melee weapon 
  attack: +7 to hit, reach 
  5 ft., one target.  Hit  
  2d8+17/19-00 (26) 
  bludgeoning damage.
  Slam Melee weapon 
  attack: +6 to hit, reach 
  10 ft., one target.  Hit 
  2d10+16/19-00 (27) 
  bludgeoning damage.
  Slam Melee weapon 
  attack: +7 to hit, reach 
  15 ft., one target.  Hit 
  6d8+22/19-00 (49) 
  bludgeoning damage.
  Legendary 
  Actions
  -
  Innate 
  Spellcasting
  -
  Spellcasting
  -
  Possessions
  -
  
  156
  Constructs
    Low
    Moderate
    Advanced
    Elite
  Armor Class
  19 
  (natural armor)
  19 
  (natural armor)
  20 
  (natural armor)
  21 
  (natural armor)
  Hit Points
  64
  93
  107
  136
  Speed
  20 ft.
  Size, Type, 
  Alignment
  Medium construct, 
  unaligned
  Large construct, 
  unaligned
  Large construct, 
  unaligned
  Huge construct, 
  unaligned
  Ability 
  Scores / 
  Saves
  STR 
  19 (+4)
  DEX 11 (+0)
  CON 10 (+0)
  INT 
  10 (+0)
  WIS 
  9 (-1)
  CHA 1 (-5)
  STR 
  21 (+5)
  DEX 7 (-2)
  CON 10 (+0)
  INT 
  10 (+0)
  WIS 
  9 (-1)
  CHA 1 (-5)
  STR 
  23 (+6)
  DEX 12 (+1)
  CON 10 (+0)
  INT 
  10 (+0)
  WIS 
  13 (+1)
  CHA 3 (-4)
  STR 
  26 (+8)
  DEX 10 (+0)
  CON 10 (+0)
  INT 
  10 (+0)
  WIS 
  13 (+1)
  CHA 3 (-4)
  Saving 
  Throws
  -
  -
  -
  -
  Resistances
  all physical attacks except adamantine
  Immunities
  diseased, exhaustion, fatigued, Magic, psychic, necrotic, paralyzed, poisoned, unconscious, 
  stunned
  Vulnerabilities
  -
  Senses
  Passive Perception +9, 
  Darkvision 60 ft.
  Passive Perception +9, 
  Darkvision 60 ft.
  Passive Perception +11, 
  Darkvision 60 ft.
  Passive Perception +11, 
  Darkvision 60 ft.
  Languages
  -
  Challenge
  10
  14
  18
  22
  Special 
  Abilities & 
  Qualities
  Saving Throw 
  Wisdom DC 14
  Saving Throw 
  Wisdom DC 15
  Saving Throw 
  Wisdom DC 16
  Saving Throw 
  Wisdom DC 17
  Slow A stone golem can use a slow effect, as the spell, as a free action with Recharge 2. The effect has a range of 10 feet 
  in a burst centered on the golem and a duration of 7 rounds, requiring a Wisdom save to negate.
  Standard 
  Actions
  Slam Melee weapon 
  attack: +5 to hit, 
  reach 5 ft., one target.  
  Hit  2d8+10 (19) 
  bludgeoning damage.
  Slam Melee weapon 
  attack: +7 to hit, reach 
  10 ft., one target.  
  Hit 2d10+9 (20) 
  bludgeoning damage.
  Slam Melee weapon 
  attack: +6 to hit, reach 
  10 ft., one target.  
  Hit 4d8+11 (29) 
  bludgeoning damage.
  Slam Melee weapon 
  attack: +7 to hit, reach 
  15 ft., one target.  
  Hit 6d8+13 (40) 
  bludgeoning damage.
    Low
    Moderate
    Advanced
    Elite
    Terrain
  Any
    Rarity
  Rare
    Role
  Soldier / Solo
    Organization
  Solitary or Gang (2-4x)
    Treasure
  None
  goleM (stone)
   
  5E
  
  157
  Constructs
    Low
    Moderate
    Advanced
    Elite
  Legendary 
  Actions
  -
  Innate 
  Spellcasting
  -
  Spellcasting
  -
  Possessions
  -
  
  158
  Constructs
  AC 
  Armor Class
  5 [14]
  4 [15]
  4 [15]
  3 [16]
  HD 
  Hit Dice
  5 + 5
  7 + 7
  8 + 8
  9 + 9
  ATT Attacks
  Slam 2d8
  Slam 2d8
  Slam 2d10
  Slam 6d8
  THACO
  15 [+4]
  13 [+6]
  12 [+7]
  12 [+7]
  MV 
  Move
  60’ (20’)
  SV 
  Saves
   
  D 
  Death
   
  W Wand
   
  P 
  Paralysis
   
  B 
  Breath
   
  S 
  Spell
   
  U 
  Unified
  8
  9
  10
  10
  12
  10
  8
  9
  10
  10
  12
  10
  6
  7
  8
  8
  10
  8
  4
  5
  6
  5
  8
  6
  ML 
  Morale
  11
  11
  11
  11
  AL 
  Alignment
  Neutral
  XP 
  Experience
  450
  900
  1,100
  1,350
    Special Abilities
  BReath Weapon
   Once every 1d4+1 rounds, an iron golem can exhale a 10-foot cube of poisonous 
  gas. This gas cloud persists for 1 round; any creature within the area when the 
  golem creates it (as well as any creature that passes through the cloud during the 
  remainder of that round) is exposed to the cloud's poisonous effects. This poison 
  is magically created each time the golem uses this power. Inhaled; save Death; 
  frequency 1/round for 4 rounds; effect -2 Constitution damage; cure 2 saves.  Ability 
  damage suffered from this effect is restored only via magic healing.
  Golem (Iron)
    Low
    Moderate
    Advanced
    Elite
    Environment
  Any
    Rarity
  Rare
    Role
  Soldier / Solo
    # Encountered
  Solitary or Gang (2-4x)
    Treasure
  None
   
  OSR
  
  159
  Constructs
  AC 
  Armor Class
  5 [14]
  5 [14]
  4 [15]
  3 [16]
  HD 
  Hit Dice
  5 + 5
  7 + 7
  8 + 8
  9 + 9
  ATT Attacks
  Slam 2d8
  Slam 2d10
  Slam 4d8
  Slam 6d8
  THACO
  15 [+4]
  13 [+6]
  12 [+7]
  12 [+7]
  MV 
  Move
  60’ (20’)
  SV 
  Saves
   
  D 
  Death
   
  W Wand
   
  P 
  Paralysis
   
  B 
  Breath
   
  S 
  Spell
   
  U 
  Unified
  8
  9
  10
  10
  12
  10
  8
  9
  10
  10
  12
  10
  6
  7
  8
  8
  10
  8
  4
  5
  6
  5
  8
  6
  ML 
  Morale
  11
  11
  11
  11
  AL 
  Alignment
  Neutral
  XP 
  Experience
  450
  900
  1,100
  1,350
    Special Abilities
  Slow
  A stone golem can use a slow effect, as the spell, once every 2 rounds. The effect 
  has a range of 10 feet in a burst centered on the golem and a duration of 7 rounds, 
  requiring a Spell save to negate.
  Golem (Stone)
    Low
    Moderate
    Advanced
    Elite
    Environment
  Any
    Rarity
  Rare
    Role
  Soldier / Solo
    # Encountered
  Solitary or Gang (2-4x)
    Treasure
  None
   
  OSR
  
  160
  Constructs
  Golem (Iron)
    Low
    Moderate
    Advanced
    Elite
    Environment
  Any
    Rarity
  Rare
    Role
  Soldier / Solo
    # Encountered
  Solitary or Gang (2-4x)
    Treasure
  None
  Init 
  Initiative
  -3
  -3
  -2
  -2
  Atk 
  Attacks
  Slam +7 melee 
  (1d8+17)
  Slam +7 melee 
  (1d8+17)
  Slam +6 melee 
  (1d10+16)
  Slam +7 melee 
  (4d8+22)
  Crit 
  Critical Hits
  19+:M/d8
  19+:M/d10
  19+:M/d12
  19+:M/d12
  AC 
  Armor Class
  14
  15
  15
  16
  HD 
  Hit Dice
  3d10 + 3
  5d10 + 5
  6d10 + 6
  7d10 + 7
  MV 
  Move
  20’
  ACT Action Dice
  1d24+2d20
  2d24+1d20
  3d24
  1d30+2d24
  SV 
  Saves
   
  Fort 
   
  Ref 
   
  Will
  +2
  +3
  +2
  +3
  +3
  +3
  +4
  +3
  +4
  +5
  +5
  +6
  AL 
  Alignment
  N
    Special Abilities
  BReath Weapon
   Once every 1d4+1 rounds, an iron golem can exhale a 10-foot cube of 
  poisonous gas. This gas cloud persists for 1 round; any creature within the 
  area when the golem creates it (as well as any creature that passes through 
  the cloud during the remainder of that round) is exposed to the cloud's 
  poisonous effects. This poison is magically created each time the golem uses 
  this power. Inhaled; save Death; frequency 1/round for 4 rounds; effect -2 
  Constitution damage; cure 2 saves.  Ability damage suffered from this effect 
  is restored only via magic healing.
   
  DCC
  
  161
  Constructs
  Golem (Stone)
    Low
    Moderate
    Advanced
    Elite
    Environment
  Any
    Rarity
  Rare
    Role
  Soldier / Solo
    # Encountered
  Solitary or Gang (2-4x)
    Treasure
  None
  Init 
  Initiative
  -3
  -2
  -2
  -2
  Atk 
  Attacks
  Slam +5 melee 
  (1d8+3)
  Slam +7 melee 
  (1d10+3)
  Slam +6 melee 
  (3d8+4)
  Slam +7 melee 
  (4d8+4)
  Crit 
  Critical Hits
  20+:M/d8
  20+:M/d10
  20+:M/d12
  20+:M/d12
  AC 
  Armor Class
  14
  14
  15
  16
  HD 
  Hit Dice
  3d10 + 3
  5d10 + 5
  6d10 + 6
  7d10 + 7
  MV 
  Move
  20’
  ACT Action Dice
  1d24+2d20
  2d24+1d20
  3d24
  1d30+2d24
  SV 
  Saves
   
  Fort 
   
  Ref 
   
  Will
  +2
  +3
  +2
  +3
  +2
  +3
  +4
  +5
  +5
  +5
  +5
  +6
  AL 
  Alignment
  N
    Special Abilities
  Slow
  A stone golem can use a slow effect, as the spell, once every 2 rounds. The 
  effect has a range of 10 feet in a burst centered on the golem and a duration 
  of 7 rounds, requiring a Will save to negate.
   
  DCC
  
  162
  Constructs
    Low
    Moderate
    Advanced
    Elite
    Terrain
  Any Land
    Rarity
  Rare
    Role
  Artillery / Elite
    Organization
  Solitary
    Treasure
  None
  CR 6
  10
  14
  18
  Align / Size TN Gargantuan 
  (fire)
  TN Gargantuan 
  (fire)
  TN Colossal 
  (fire)
  TN Colossal 
  (fire)
  HD / Type Construct 6
  Construct 10
  Construct 14
  Construct 18
  Initiative +5
  +5
  +3
  +5
  Senses Perception +0 
  Darkvision 60’ 
  Low-Light Vision
  Perception +0 
  Darkvision 60’ 
  Low-Light Vision
  Perception +0 
  Darkvision 60’ 
  Low-Light Vision
  Perception +2 
  Darkvision 60’ 
  Low-Light Vision
    Defense
  AC 24
  touch 11; ff 19 
  -4 Size; +5 Dex; 
  +13 Natural
  24
  touch 11; ff 19 
  -4 Size; +5 Dex; 
  +13 Natural
  20
  touch 5; ff 17 
  -8 Size; +3 Dex; 
  +15 Natural
  24
  touch 7; ff 19 
  -8 Size; +5 Dex; 
  +17 Natural
  hp 95  (6d10)+60
  115 (10d10)+60
  155 (14d10)+80
  173 (18d10)+80
  Saves Fort 
  +2
  Ref 
  +7
  Will 
  +2
  Fort 
  +3
  Ref 
  +8
  Will 
  +3
  Fort 
  +4
  Ref 
  +7
  Will 
  +4
  Fort 
  +6
  Ref 
  +11
  Will 
  +8
  Def Abilities Fast Healing 1; Weaknesses Vulnerability to Cold;  
  Immunities Ability Damage, Ability Drain, Death Effects, Death from Massive Damage, 
  Disease, Energy Drain, Exhaustion, Fatigue, Fire, Mind-Affecting Effects, Necromancy, 
  Nonlethal Damage, Paralysis, Poison, Sleep, Stunning,
    Offense
  Movement 30’
  Attacks Ranged burning 
  brand +5 (4d4) or 
  Melee slam +9 (2H: 
  2d6+10) 
  Ranged burning 
  brand +9 (4d4) or 
  Melee slam +16 (2H: 
  2d6+15)
  Ranged burning 
  brand +9 (4d6) or 
  Melee slam +19 
  (2d8+13) 
  Ranged burning 
  brand +15 (4d8) or 
  Melee slam +26 
  (3d8+16) 
  Space / Reach
  20’ / 20’
  20’ / 20’
  30’ / 30’
  30’ / 30’
  Special Atks Burn (1d6, DC 13), Burning Brand, Grab, Wicker Cage
    Statistics
  Wickerman
   
  Pathfinder
  
  163
  Constructs
  Ability Scores Str 
  25
  Dex 20
  Con *
  Int 
  *
  Wis 10
  Cha 7
  Str 
  30
  Dex 20
  Con *
  Int 
  *
  Wis 10
  Cha 7
  Str 
  37
  Dex 16
  Con *
  Int 
  *
  Wis 10
  Cha 7
  Str 
  42
  Dex 20
  Con *
  Int 
  *
  Wis 14
  Cha 11
  Core Attack Base Atk +6
  CMB +17 
  +21 grapple
  CMD 32
  Base Atk +10
  CMB +24 
  +28 grapple
  CMD 39
  Base Atk +14
  CMB +35 
  +39 grapple
  CMD 48
  Base Atk +18
  CMB +42 
  +46 grapple
  CMD 57
  Feats
  -
  -
  -
  Ability Focus (Burn), 
  Improved Natural Attack 
  (Burning Brand, Slam)
  Skills
  Acrobatics +5, Bluff -2, 
  Climb +7, Diplomacy -2, 
  Disguise -2, Escape Artist 
  +5, Fly -1, Intimidate -2, 
  Perform (Untrained) -2, 
  Ride +5, Stealth -7, Swim 
  +7
  Acrobatics +5, Bluff -2, 
  Climb +10, Diplomacy -2, 
  Disguise -2, Escape Artist 
  +5, Fly -1, Intimidate -2, 
  Perform (Untrained) -2, 
  Ride +5, Stealth -7, Swim 
  +10
  Acrobatics +3, Bluff -2, 
  Climb +13, Diplomacy -2, 
  Disguise -2, Escape Artist 
  +3, Fly -5, Intimidate 
  -2, Perform (Untrained) 
  -2, Ride +3, Stealth -13, 
  Swim +13
  Acrobatics +5, Climb +16, 
  Escape Artist +5, Fly -3, 
  Heal +2, Perception +2, 
  Ride +5, Sense Motive +2, 
  Stealth -11, Survival +2, 
  Swim +16
  Languages
  -
  Special Constant Blaze, Darkvision, Fast Healing 1, Fire Healing, Hardness 5
    
    Special Qualities & Abilities
  Burn (Ex) You deal fire damage in addition to damage dealt on a successful 
  hit in melee. Those affected by the burn ability must also succeed on a Reflex 
  (DC 21) save or catch fire, taking 1d6 damage for an additional 1d4 rounds at 
  the start of its turn. A burning creature can attempt a new save as a full-
  round action. Dropping and rolling on the ground grants a +4 bonus on this 
  save. Creatures that hit a burning creature with natural weapons or unarmed 
  attacks take fire damage as though hit by the burning creature and must make 
  a Reflex save to avoid catching on fire.
  Burning Brand (Ex) Once per round, a wickerman can draw forth pieces of 
  its own body and throw them as a ranged attack with a range increment of 60 
  feet.
  Constant Blaze (Su) A wickerman constantly burns but is never consumed. Its 
  flames are magical. Immersion in water only suppresses the flames, and only 
  for as long as the wickerman is immersed. While its flames are suppressed, 
  the wickerman loses its burn ability, and its wicker cage ability doesn’t deal 
  fire damage or cause creatures to catch on fire.
  Fast Healing (Ex) You regain hit points at 1 hit points per round. You regain 
  hit points at 1 per round. Fast healing does not restore hit points lost from 
  starvation, thirst, or suffocation, nor does it allow a creature to regrow 
  lost body parts. Unless otherwise stated, it does not allow lost body parts 
  to be reattached. Fast healing continues to function (even at negative hit 
  points) until a creature dies, at which point the effects of fast healing end 
  immediately.
  Fire Healing (Ex) A magical attack that deals fire damage heals the 
  wickerman 1 point of damage for every 3 points of damage the attack would 
  otherwise deal.
  Hardness (Ex) The wickerman can ignore the first 5 points of damage from 
  an attack.
  Wicker Cage (Su) If a wickerman successfully grapples a creature, as a move 
  action it can shove the grabbed creature into the cage built into its chest. This 
  works like swallow whole (4d6 fire damage plus the target automatically 
  catches on fire [Core Rulebook 444], AC 17, 15 hp). The DC to put out this fire 
  is 17. If a creature cuts its way free, the wickerman can’t use this ability again 
  until it is fully healed. The save DC is Constitution-based. 
  
  164
  Constructs
    Low
    Moderate
    Advanced
    Elite
  Armor Class
  17 
  (natural armor)
  18 
  (natural armor)
  18 
  (natural armor)
  18 
  (natural armor)
  Hit Points
  95
  115
  155
  173
  Speed
  30 ft.
  Size, Type, 
  Alignment
  Gargantuan construct, 
  unaligned
  Gargantuan construct, 
  unaligned
  Gargantuan construct, 
  unaligned
  Gargantuan construct, 
  unaligned
  Ability 
  Scores / 
  Saves
  STR 
  20 (+5)
  DEX 17 (+3)
  CON 10 (+0)
  INT 
  10 (+0)
  WIS 
  8 (-1)
  CHA 5 (-3)
  STR 
  22 (+6)
  DEX 17 (+3)
  CON 10 (+0)
  INT 
  10 (+0)
  WIS 
  8 (-1)
  CHA 5 (-3)
  STR 
  26 (+8)
  DEX 14 (+2)
  CON 10 (+0)
  INT 
  10 (+0)
  WIS 
  8 (-1)
  CHA 5 (-3)
  STR 
  28 (+9)
  DEX 17 (+3)
  CON 10 (+0)
  INT 
  10 (+0)
  WIS 
  12 (+1)
  CHA 9 (-1)
  Saving 
  Throws
  -
  -
  -
  -
  Resistances
  -
  Immunities
  diseased, exhaustion, fatigued, Fire, psychic, necrotic, paralyzed, poisoned, unconscious, 
  stunned
  Vulnerabilities
  Vulnerability to Cold You take half again as much (+50%) damage as normal from Cold, regardless of 
  whether a saving throw is allowed, or if the save is a success or failure
  Senses
  Passive Perception +9, 
  Darkvision 60 ft.
  Passive Perception +9, 
  Darkvision 60 ft.
  Passive Perception +9, 
  Darkvision 60 ft.
  Passive Perception +11, 
  Darkvision 60 ft.
  Languages
  -
  Challenge
  6
  10
  14
  18
  Special 
  Abilities & 
  Qualities
  Saving Throw  
  Dexterity DC 13
  Damage 1d6
  Saving Throw  
  Dexterity DC 14
  Damage 2d6
  Saving Throw  
  Dexterity DC 15
  Damage 4d6
  Saving Throw  
  Dexterity DC 16
  Damage 6d6
  Burn You deal fire damage in addition to damage dealt on a successful hit in melee. Those affected by the 
  burn ability must also succeed on a Dexterity save or catch fire, taking 1d6 damage for an additional 1d4 
  rounds at the start of its turn. A burning creature can attempt a new save as a full-round action. Dropping 
  and rolling on the ground grants advantage on this save. Creatures that hit a burning creature with natural 
  weapons or unarmed attacks take fire damage as though hit by the burning creature and must make a 
  Dexterity save to avoid catching on fire.
    Low
    Moderate
    Advanced
    Elite
    Terrain
  Any Land
    Rarity
  Rare
    Role
  Artillery / Elite
    Organization
  Solitary
    Treasure
  None
  WickeRMan
   
  5E
  
  165
  Constructs
    Low
    Moderate
    Advanced
    Elite
  Special 
  Abilities & 
  Qualities
  Burning Brand Once per round, a wickerman can draw forth pieces of its own body and throw them as a 
  ranged attack with a range increment of 60 feet.
  Special 
  Abilities & 
  Qualities
  Constant Blaze A wickerman constantly burns but is never consumed. Its flames are magical. Immersion in 
  water only suppresses the flames, and only for as long as the wickerman is immersed. While its flames are 
  suppressed, the wickerman loses its burn ability, and its wicker cage ability doesn’t deal fire damage or cause 
  creatures to catch on fire.
  Special 
  Abilities & 
  Qualities
  Fast Healing You regain hit points at 1 per round. Fast healing does not restore hit points lost from 
  starvation, thirst, or suffocation, nor does it allow a creature to regrow lost body parts. Unless otherwise 
  stated, it does not allow lost body parts to be reattached. Fast healing continues to function (even at 
  negative hit points) until a creature dies, at which point the effects of fast healing end immediately.
  Fire Healing A magical attack that deals fire damage heals the wickerman 1 point of damage for every 3 
  points of damage the attack would otherwise deal.
  Standard 
  Actions
  Burning Brand Ranged 
  weapon attack: +5 to hit, 
  one target.  Hit 4d4 (6) 
  bludgeoning damage.
  Slam Melee weapon 
  attack: +6 to hit, reach 
  20 ft., one target.  
  Hit  2d6+10 (17) 
  bludgeoning damage.
  Burning Brand Ranged 
  weapon attack: +4 to hit, 
  one target.  Hit 4d4 (6) 
  bludgeoning damage.
  Slam Melee weapon 
  attack: +7 to hit, reach 
  20 ft., one target.  
  Hit  2d6+15 (22) 
  bludgeoning damage.
  Burning Brand Ranged 
  weapon attack: +2 to hit, 
  one target.  Hit 4d6 (8) 
  bludgeoning damage.
  Slam Melee weapon 
  attack: +8 to hit, reach 
  30 ft., one target.  
  Hit 2d8+13 (22) 
  bludgeoning damage.
  Burning Brand Ranged 
  weapon attack: +3 to hit, 
  one target.  Hit 4d8 (10) 
  bludgeoning damage.
  Slam Melee weapon 
  attack: +7 to hit, reach 
  30 ft., one target.  
  Hit 3d8+16 (30) 
  bludgeoning damage.
  Special 
  Actions
  Saving Throw DC 13
  Saving Throw DC 14
  Saving Throw DC 15
  Saving Throw DC 16
  Wicker Cage If a wickerman successfully grapples a creature, as a move action it can shove the grabbed 
  creature into the cage built into its chest. This works like swallow whole (4d6 fire damage plus the target 
  automatically catches on fire, AC 17, 15 hp).  If a creature cuts its way free, the wickerman can’t use this 
  ability again until it is fully healed. 
  Innate 
  Spellcasting
  -
  Spellcasting
  -
  Possessions
  -
  
  166
  Constructs
  Level
  CREATURE 6
  CREATURE 10
  CREATURE 14
  CREATURE 18
  Rarity
  RARE
  RARE
  RARE
  RARE
  Alignment
  TN
  TN
  TN
  TN
  Size
  GARGANTUAN
  GARGANTUAN
  GARGANTUAN
  GARGANTUAN
  Other Traits
  CONSTRUCT, FIRE
  Perception +6, darkvision, 
  low-light vision
  +10, darkvision, 
  low-light vision
  +14, darkvision, 
  low-light vision
  +22, darkvision, 
  low-light vision
  Languages -
  Skills
  Acrobatics +13, 
  Athletics +15, 
  Diplomacy +6, 
  Deception +6, 
  Intimidation +6, 
  Performance +6, 
  Stealth +13
  Acrobatics +17, 
  Athletics +22, 
  Diplomacy +10, 
  Deception +10, 
  Intimidation +10, 
  Performance +10, 
  Stealth +17
  Acrobatics +19, 
  Athletics +29, 
  Diplomacy +14, 
  Deception +14, 
  Intimidation +14, 
  Performance +14, 
  Stealth +19
  Acrobatics +25, 
  Athletics +36, 
  Medicine +22, Stealth 
  +25, Survival +22
  Ability Scores Str 
  +7
  Dex +5
  Con +0
  Int 
  +0
  Wis +0
  Cha -2
  Str 
  +10
  Dex +5
  Con +0
  Int 
  +0
  Wis +0
  Cha -2
  Str 
  +13
  Dex +3
  Con +0
  Int 
  +0
  Wis +0
  Cha -2
  Str 
  +16
  Dex +5
  Con +0
  Int 
  +0
  Wis +2
  Cha +0
  Items -
  -
  -
  -
    Defense
  AC
  24
  24
  26
  30
  Fort 
  Ref 
  Will
  +2
  +13
  +8
  +3
  +17
  +12
  +4
  +19
  +16
  +6
  +25
  +22
  hp 
  95
  115
  155
  173
  Wickerman
    Low
    Moderate
    Advanced
    Elite
    Terrain
  Any Land
    Rarity
  Rare
    Role
  Artillery / Elite
    Organization
  Solitary
    Treasure
  None
   
  P2E
  
  167
  Constructs
  Immune diseased, exhaustion, fatigued, Fire, psychic, necrotic, paralyzed, poisoned, unconscious, 
  stunned
  Vulnerable Vulnerability to Cold You take half again as much (+50%) damage as normal from 
  Cold, regardless of whether a saving throw is allowed, or if the save is a success or 
  failure
    Offense & Actions
  Speed 30 ft.
  Melee
   Ranged Burning 
  Brand +17 (grapple), 
  Damage 4d4 
  bludgeoning
   Melee Slam +19 
  (two-hand, grapple, 
  unarmed, reach 20 
  ft.), Damage  2d6+10 
  bludgeoning
   Ranged Burning 
  Brand +21 (grapple), 
  Damage 4d4 
  bludgeoning
   Melee Slam +27 
  (two-hand, grapple, 
  unarmed, reach 20 
  ft.), Damage  2d6+15 
  bludgeoning
   Ranged Burning 
  Brand +25 (grapple), 
  Damage 4d6 
  bludgeoning
   Melee Slam +36 
  (grapple, unarmed, 
  reach 30 ft.), Damage 
  2d8+13 bludgeoning
   Ranged Burning 
  Brand +34 (grapple), 
  Damage 4d8 
  bludgeoning
   Melee Slam +45 
  (grapple, unarmed, 
  reach 30 ft.), Damage 
  3d8+16 bludgeoning
  Burn
  Saving Throw 
  Reflex 12
  Damage 1d6
  Saving Throw 
  Reflex 14
  Damage 2d6
  Saving Throw 
  Reflex 16
  Damage 4d6
  Saving Throw 
  Reflex 20
  Damage 6d6
  Burn You deal fire damage in addition to damage dealt on a successful hit in melee. 
  Those affected by the burn ability must also succeed on a Reflex save or catch fire, 
  taking 1d6 damage for an additional 1d4 rounds at the start of its turn. A burning 
  creature can attempt a new save as a full-round action. Dropping and rolling on the 
  ground grants a +4 bonus on this save. Creatures that hit a burning creature with 
  natural weapons or unarmed attacks take fire damage as though hit by the burning 
  creature and must make a Reflex save to avoid catching on fire.
  Burning Brand
   Once per round, a wickerman can draw forth pieces of its own body and throw them 
  as a ranged attack with a range increment of 60 feet
  Fast Healing Fast Healing You regain hit points at 1 per round. Fast healing does not restore hit 
  points lost from starvation, thirst, or suffocation, nor does it allow a creature to 
  regrow lost body parts. Unless otherwise stated, it does not allow lost body parts to 
  be reattached. Fast healing continues to function (even at negative hit points) until a 
  creature dies, at which point the effects of fast healing end immediately.
  Fire Healing Fire Healing A magical attack that deals fire damage heals the wickerman 1 point of 
  damage for every 3 points of damage the attack would otherwise deal.
  Wicker Cage Saving Throw DC 12
  Damage 1d6
  Saving Throw DC 14
  Damage 2d6
  Saving Throw DC 16
  Damage 4d6
  Saving Throw DC 20
  Damage 6d6
  Wicker Cage If a wickerman successfully grapples a creature, as a move action it can 
  shove the grabbed creature into the cage built into its chest. This works like swallow 
  whole (4d6 fire damage plus the target automatically catches on fire, AC 17, 15 hp).  If 
  a creature cuts its way free, the wickerman can’t use this ability again until it is fully 
  healed. 
    Other Abilities
  Innate Spells
  -
  Spellcasting -
  
  168
  Constructs
  AC 
  Armor Class
  7 [12]
  6 [13]
  6 [13]
  6 [13]
  HD 
  Hit Dice
  4 + 4
  5 + 5
  7 + 7
  8 + 8
  ATT Attacks
  Burning Brand 4d4 
  or Slam 2d6
  Burning Brand 4d4 
  or Slam 2d6
  Burning Brand 
  4d6 or Slam 2d8
  Burning Brand 
  4d8 or Slam 3d8
  THACO
  16 [+3]
  15 [+4]
  13 [+6]
  12 [+7]
  MV 
  Move
  90’ (30’)
  SV 
  Saves
   
  D 
  Death
   
  W Wand
   
  P 
  Paralysis
   
  B 
  Breath
   
  S 
  Spell
   
  U 
  Unified
  10
  11
  12
  13
  14
  12
  8
  9
  10
  10
  12
  10
  8
  9
  10
  10
  12
  10
  6
  7
  8
  8
  10
  8
  ML 
  Morale
  11
  11
  11
  11
  AL 
  Alignment
  Neutral
  XP 
  Experience
  225
  450
  900
  1,100
    Special Abilities
  Burn
  You deal 1d6 fire damage in addition to damage dealt on a successful hit in melee. Those affected by the burn ability must 
  also succeed on a Breath save or catch fire, taking fire damage for an additional 1d4 rounds at the start of its turn. A burning 
  creature can attempt a new save as a full-round action. Dropping and rolling on the ground grants a +4 bonus on this save. 
  Creatures that hit a burning creature with natural weapons or unarmed attacks take fire damage as though hit by the burning 
  creature and must make a Breath save to avoid catching on fire.
  Burning Brand
  Once per round, a wickerman can draw forth pieces of its own body and throw them as a ranged attack with a range 
  increment of 60 feet.
  Constant Blaze
  A wickerman constantly burns but is never consumed. Its flames are magical. Immersion in water only suppresses the flames, 
  and only for as long as the wickerman is immersed. While its flames are suppressed, the wickerman loses its burn ability, and 
  its wicker cage ability doesn't deal fire damage or cause creatures to catch on fire.
  Fast Healing
  You regain hit points at 1 per round. Fast healing does not restore hit points lost from starvation, thirst, or suffocation, nor 
  does it allow a creature to regrow lost body parts. Unless otherwise stated, it does not allow lost body parts to be reattached. 
  Fast healing continues to function (even at negative hit points) until a creature dies, at which point the effects of fast healing 
  end immediately.
  Fire Healing
  A magical attack that deals fire damage heals the wickerman 1 point of damage for every 3 points of damage the attack would 
  otherwise deal.
  Vulnerability to Cold
  You take half again as much (+50%) damage as normal from Cold, regardless of whether a saving throw is allowed, or if the 
  save is a success or failure
  Wicker Cage
  If a wickerman successfully grapples a creature, as a move action it can shove the grabbed creature into the cage built into its 
  chest. This works like swallow whole (4d6 fire damage plus the target automatically catches on fire, AC 17, 15 hp).  If a creature 
  cuts its way free, the wickerman can't use this ability again until it is fully healed. 
  Wickerman
    Low
    Moderate
    Advanced
    Elite
    Environment
  Any Land
    Rarity
  Rare
    Role
  Artillery / Elite
    # Encountered
  Solitary
    Treasure
  None
   
  OSR
  
  169
  Constructs
  Wickerman
    Low
    Moderate
    Advanced
    Elite
    Environment
  Any Land
    Rarity
  Rare
    Role
  Artillery / Elite
    # Encountered
  Solitary
    Treasure
  None
  Init 
  Initiative
  -1
  -1
  -1
  -1
  Atk 
  Attacks
  Burning Brand 
  +5 ranged (3d4) 
  or Slam +6 melee 
  (1d6+3)
  Burning Brand 
  +4 ranged (3d4) 
  or Slam +7 melee 
  (1d6+5)
  Burning Brand 
  +2 ranged (3d6) 
  or Slam +8 melee 
  (1d8+4)
  Burning Brand 
  +3 ranged (3d8) 
  or Slam +7 melee 
  (2d8+5)
  Crit 
  Critical Hits
  20+:M/d8
  20+:M/d8
  20+:M/d10
  20+:M/d12
  AC 
  Armor Class
  12
  13
  13
  13
  HD 
  Hit Dice
  2d10 + 2
  3d10 + 3
  5d10 + 5
  6d10 + 6
  MV 
  Move
  30’
  ACT Action Dice
  1d24+1d20
  1d24+2d20
  1d24+2d20
  3d24
  SV 
  Saves
   
  Fort 
   
  Ref 
   
  Will
  +1
  +5
  +1
  +2
  +5
  +2
  +3
  +5
  +3
  +4
  +7
  +5
  AL 
  Alignment
  N
    Special Abilities
  Burn
  You deal 1d6 fire damage in addition to damage dealt on a successful hit in melee. Those affected by the burn 
  ability must also succeed on a Reflex save or catch fire, taking fire damage for an additional 1d4 rounds at the start 
  of its turn. A burning creature can attempt a new save as a full-round action. Dropping and rolling on the ground 
  grants a +4 bonus on this save. Creatures that hit a burning creature with natural weapons or unarmed attacks take 
  fire damage as though hit by the burning creature and must make a Reflex save to avoid catching on fire.
  Burning Brand
  Once per round, a wickerman can draw forth pieces of its own body and throw them as a ranged attack with a 
  range increment of 60 feet.
  Constant Blaze
  A wickerman constantly burns but is never consumed. Its flames are magical. Immersion in water only suppresses 
  the flames, and only for as long as the wickerman is immersed. While its flames are suppressed, the wickerman 
  loses its burn ability, and its wicker cage ability doesn't deal fire damage or cause creatures to catch on fire.
  Fast Healing
  You regain hit points at 1 per round. Fast healing does not restore hit points lost from starvation, thirst, or 
  suffocation, nor does it allow a creature to regrow lost body parts. Unless otherwise stated, it does not allow lost 
  body parts to be reattached. Fast healing continues to function (even at negative hit points) until a creature dies, at 
  which point the effects of fast healing end immediately.
  Fire Healing
  A magical attack that deals fire damage heals the wickerman 1 point of damage for every 3 points of damage the 
  attack would otherwise deal.
  Vulnerability to 
  Cold
  You take half again as much (+50%) damage as normal from Cold, regardless of whether a saving throw is 
  allowed, or if the save is a success or failure
  Wicker Cage
  If a wickerman successfully grapples a creature, as a move action it can shove the grabbed creature into the cage 
  built into its chest. This works like swallow whole (4d6 fire damage plus the target automatically catches on fire, 
  AC 17, 15 hp).  If a creature cuts its way free, the wickerman can't use this ability again until it is fully healed. 
   
  DCC
  
  170
  Dragons
    Low
    Moderate
    Advanced
    Elite
    Terrain
  Temperate Coastlines
    Rarity
  Rare
    Role
  Controller / Elite
  Controller / Solo
  Leader / Elite
  Leader / Solo
    Organization
  Solitary
    Treasure
  Triple
  CR 8
  12
  16
  20
  Align / Size LG Small 
  (water)
  LG Medium 
  (water)
  LG Huge 
  (water)
  LG Colossal 
  (water)
  HD / Type Dragon 8
  Dragon 12
  Dragon 16
  Dragon 20
  Initiative +3
  +3
  +0
  +0
  Senses Perception +12 
  Darkvision 120’ 
  Blindsense 60’ 
  Low-Light Vision
  Perception +22 
  Darkvision 120’ 
  Blindsense 60’ 
  Low-Light Vision
  Perception +28 
  Darkvision 120’ 
  Blindsense 60’ 
  Low-Light Vision
  Perception +35 
  Darkvision 120’ 
  Blindsense 60’ 
  Low-Light Vision
  Aura Electricity (5’, 
  1d6)
    Defense
  AC 22
  touch 14; ff 19 
  +1 Size; +3 Dex; 
  +8 Natural
  27
  touch 13; ff 24 
  +3 Dex; 
  +14 Natural
  28
  touch 8; ff 28 
  -2 Size; 
  +20 Natural
  28
  touch 2; ff 28 
  -8 Size; 
  +26 Natural
  hp 32 (8d12) 
  71 (12d12)+24 
  156 (16d12)+80 328 
  (20d12)+220 
  Saves Fort 
  +6
  Ref 
  +9
  Will 
  +9
  Fort 
  +10
  Ref 
  +11
  Will 
  +12
  Fort 
  +15
  Ref 
  +10
  Will 
  +15
  Fort 
  +23
  Ref 
  +12
  Will 
  +20
  Def Abilities Immunities 
  Electricity, Magical 
  Sleep, Paralysis
  Immunities 
  Electricity, Magical 
  Sleep, Paralysis
  DR 5/magic
  Immunities 
  Electricity, Magical 
  Sleep, Paralysis, 
  Spell Resistance 24
  DR 10/magic
  Immunities 
  Electricity, Magical 
  Sleep, Paralysis, 
  Spell Resistance 29
    Offense
  Movement 40’; Swim 60’; Fly 
  150’ (Average)
  40’; Swim 60’; Fly 
  150’ (Average); 
  Wave Mastery
  40’; Swim 60’; Fly 
  200’ (Poor); Wave 
  Mastery
  40’; Swim 60’; Fly 
  250’ (Clumsy); Wave 
  Mastery
  Dragon (Bronze, Adult)
   
  Pathfinder
  
  171
  Dragons
  Attacks Melee bite +10 (2H: 
  1d6+1) or 
  Melee claws +10/+10 
  (2H: 1d4+1) or 
  Melee wings +5/+5 
  (2H: 1d3+1)
  Melee bite +16 
  (1d10+6) or 
  Melee claws +16/+16 
  (1d6+4) or 
  Melee wings +14/+14 
  (1d4+2) or 
  Melee tail slap +14 
  (1d6+2) 
  Melee bite +22 
  (2d8+12) or 
  Melee claws +22/+22 
  (2d6+8) or 
  Melee wings 
  +20/+20 (1d8+4) or 
  Melee tail slap +20 
  (2d6+12)
  Melee bite +26 
  (8d6+21) or 
  Melee claws 
  +26/+26 (4d8+14) or 
  Melee wings 
  +24/+24 (3d6+7) or 
  Melee tail slap +24 
  (3d8+21)
  Space / Reach
  5’ / 5’
  10’ / 5’
  15’ / 10’
  30’ / 20’
  Special Atks Breath Weapon (40’ 
  Line of Lightning 
  4d6 electricity, 
  DC 14), Repulsion 
  Breath (DC 14)
  Breath Weapon (60’ 
  Line of Lightning 
  8d6 electricity, 
  DC 18), Repulsion 
  Breath (DC 18)
  Breath Weapon (100’ 
  Line of Lightning 
  12d6 electricity, DC 
  23), Crush (2d8+12, 
  DC 23), Repulsion 
  Breath (DC 23)
  Breath Weapon (140’ 
  Line of Lightning 
  16d6 electricity, DC 
  31), Crush (4d8+21, 
  DC 31), Repulsion 
  Breath (DC 31), Tail 
  Sweep (2d8+21, DC 
  31)
  Spellcasting 
  (Innate)
  speak with animals (at 
  will)
  create food and water 
  (at will); speak with 
  animals (at will)
  create food and water 
  (at will); fog cloud 
  (at will); speak with 
  animals (at will)
  create food and water 
  (at will); detect 
  thoughts (at will); fog 
  cloud (at will); speak 
  with animals (at will)
  Spellcasting
  Sorcerer (CL 8):
  Spell DC 13+SL
  0th (at will): arcane 
  mark; chameleon 
  scales; dancing lights; 
  daze; detect magic; 
  detect poison; light; 
  message; resistance
  Sorcerer (CL 12):
  Spell DC 14+SL
  1st (6x/day): alarm; 
  mage armor; obscuring 
  mist; shield; true strike
  0th (at will): arcane 
  mark; chameleon 
  scales; dancing lights; 
  daze; detect magic; 
  detect poison; light; 
  message; resistance
  Sorcerer (CL 16):
  Spell DC 15+SL
  3rd (5x/day): blink; 
  deep slumber; dispel 
  magic; slow
  2nd (7x/day): blur; 
  continual flame; 
  darkness; gust of wind; 
  mirror image
  1st (8x/day): alarm; 
  mage armor; obscuring 
  mist; shield; true strike
  0th (at will): arcane 
  mark; chameleon 
  scales; dancing lights; 
  daze; detect magic; 
  detect poison; light; 
  message; resistance
  Sorcerer (CL 20):
  Spell DC 18+SL
  5th (5x/day): 
  cloudkill; dismissal
  4th (8x/day): arcane 
  eye; ball lightning; 
  dimension door
  3rd (8x/day): blink; 
  deep slumber; dispel 
  magic; slow
  2nd (8x/day): blur; 
  continual flame; 
  darkness; gust of wind; 
  mirror image
  1st (8x/day): alarm; 
  mage armor; obscuring 
  mist; shield; true strike
  0th (at will): arcane 
  mark; chameleon 
  scales; dancing lights; 
  daze; detect magic; 
  detect poison; light; 
  message; resistance
    Statistics
  Ability Scores Str 
  13
  Dex 16
  Con 11
  Int 
  16
  Wis 17
  Cha 16
  Str 
  19
  Dex 16
  Con 15
  Int 
  18
  Wis 19
  Cha 18
  Str 
  27
  Dex 10
  Con 21
  Int 
  20
  Wis 21
  Cha 20
  Str 
  39
  Dex 10
  Con 32
  Int 
  26
  Wis 27
  Cha 26
  
  172
  Dragons
    
    Special Qualities & Abilities
  Breath Weapon (Su) 140’ Line of Lightning 16d6 electricity, DC 31, usable 
  every 1d4 rounds. Breath weapons allow a Reflex save for half damage. You 
  are immune to your own breath weapon. 
  Change Shape (Su) A young or older bronze dragon can take any animal or 
  humanoid form 3/day as if using polymorph. 
  Crush (Ex) A flying or jumping Huge or larger dragon can land on foes as 
  a standard action, using its whole body to crush them. Crush attacks are 
  effective only against opponents three or more size categories smaller than 
  the dragon. A crush attack affects as many creatures as fit in the dragon’s 
  space. Creatures in the affected area must succeed on a Reflex save (DC 31) or 
  be pinned, automatically taking bludgeoning damage during the next round 
  unless the dragon moves off them. If the dragon chooses to maintain the pin, it 
  must succeed at a combat maneuver check as normal. Pinned foes take damage 
  from the crush each round if they don’t escape. A crush attack deals 4d8+21. 
  Electricity Aura (Su) An old or older bronze dragon has an aura of electricity. 
  All creatures within 5 feet take 1d6 points of electricity damage at the start of 
  the dragon’s turn. 
  Frightful Presence (Ex) A dragon’s frightful presence has a range equal to 30 
  feet x the dragon’s age category [240’], but otherwise functions as detailed on 
  page 300. 
  Repulsion Breath (Su) Instead of a line of electricity, a bronze dragon 
  can breathe a cone of repulsion gas. Targets must make a Will save or be 
  compelled to do nothing but move away from the dragon for 1d6 rounds plus 1 
  round per age category. This is a mind-affecting compulsion effect.
  Tail Sweep (Ex) This allows a Gargantuan or larger dragon to sweep with its 
  tail as a standard action. The sweep affects a half-circle with a radius of 30 
  feet (or 40 feet for a Colossal dragon), extending from an intersection on the 
  edge of the dragon’s space in any direction. Creatures within the swept area 
  are affected if they are four or more size categories smaller than the dragon. A 
  tail sweep automatically deals 2d8+21. Affected creatures can attempt Reflex 
  saves to take half damage (DC 31). 
  Water Breathing (Ex) A bronze dragon breathes water and can use its breath 
  weapon, spells, and abilities underwater. 
  Wave Mastery (Su) For up to 80 minutes per day, a juvenile bronze dragon, 
  along with creatures or vessels within 50 feet, can move at twice its normal 
  speed in water. 
    
    Feats
  Alertness You often notice things that others might miss. You get a 
  +2 bonus on Perception and Sense Motive skill checks. If you have 
  10 or more ranks in one of these skills, the bonus increases to +4 for 
  that skill. 
  Cleave You can strike two adjacent foes with a single swing. As 
  a standard action, you can make a single attack at your full base 
  attack bonus against a foe within reach. If you hit, you deal damage 
  normally and can make an additional attack (using your full base 
  attack bonus) against a foe that is adjacent to the first and also 
  within reach. You can only make one additional attack per round 
  with this feat. When you use this feat, you take a -2 penalty to your 
  Armor Class until your next turn. 
  Flyby Attack This creature can make an attack before and after it 
  moves while flying. When flying, the creature can take a move action 
  and another standard action at any point during the move. The 
  creature cannot take a second move action during a round when it 
  makes a flyby attack. Normal: Without this feat, the creature takes a 
  standard action either before or after its move. 
  Hover This creature can hover in place with ease and can kick up 
  clouds of dust and debris. A creature with this feat can halt its 
  movement while flying, allowing it to hover without needing to 
  make a Fly skill check. If a creature of size Large or larger with this 
  feat 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 generated can snuff torches, small 
  campfires, exposed lanterns, and other small, open flames of non-
  magical origin. Clear vision within the cloud is limited to 10 feet. 
  Core Attack Base Atk +8
  CMB +8
  CMD 21 
  25 vs. trip
  Base Atk +12
  CMB +16
  CMD 29 
  33 vs. trip
  Base Atk +16
  CMB +26
  CMD 36 
  40 vs. trip
  Base Atk +20
  CMB +42
  CMD 52 
  56 vs. trip
  Feats
  Flyby Attack, Hover, 
  Power Attack, Vital Strike
  Alertness, Flyby Attack, 
  Hover, Multiattack, Power 
  Attack, Vital Strike
  Alertness, Cleave, Flyby 
  Attack, Hover, Improved 
  Vital Strike, Multiattack, 
  Power Attack, Vital Strike
  Alertness, Cleave, Flyby 
  Attack, Hover, Improved 
  Natural Attack (Bite, 
  Claws), Improved Vital 
  Strike, Multiattack, Power 
  Attack, Vital Strike
  Skills
  Acrobatics +3, Appraise 
  +3, Artistry +3, Bluff 
  +3, Climb +1, Craft 
  (Untrained) +3, 
  Diplomacy +12, Disguise 
  +3, Escape Artist +3, Fly 
  +14, Handle Animal +9, 
  Heal +3, Intimidate +12, 
  Knowledge (Arcana) +12, 
  Knowledge (Geography) 
  +12, Perception +12, 
  Perform (Untrained) +3, 
  Ride +3, Sense Motive 
  +13, Spellcraft +13, 
  Stealth +18, Survival +3, 
  Swim +20
  Acrobatics +3, Appraise 
  +4, Artistry +4, Bluff 
  +4, Climb +4, Craft 
  (Untrained) +4, 
  Diplomacy +17, Disguise 
  +4, Escape Artist +3, Fly 
  +17, Handle Animal +15, 
  Heal +4, Intimidate +17, 
  Knowledge (Arcana) +17, 
  Knowledge (Geography) 
  +18, Perception +22, 
  Perform (Untrained) +4, 
  Ride +3, Sense Motive 
  +22, Spellcraft +18, 
  Stealth +18, Survival +4, 
  Swim +27
  Appraise +5, Artistry 
  +5, Bluff +5, Climb 
  +8, Craft (Untrained) 
  +5, Diplomacy +24, 
  Disguise +5, Fly +11, 
  Handle Animal +21, 
  Heal +5, Intimidate +24, 
  Knowledge (Arcana) +24, 
  Knowledge (Geography) 
  +24, Perception +28, 
  Perform (Untrained) 
  +5, Sense Motive +28, 
  Spellcraft +24, Stealth 
  +11, Survival +5, Swim 
  +35
  Appraise +8, Artistry 
  +8, Bluff +31, Climb 
  +14, Craft (Untrained) 
  +8, Diplomacy +31, 
  Disguise +8, Fly +7, 
  Handle Animal +28, 
  Heal +8, Intimidate +31, 
  Knowledge (Arcana) +31, 
  Knowledge (Geography) 
  +31, Knowledge (History) 
  +31, Knowledge (Planes) 
  +31, Perception +35, 
  Perform (Untrained) 
  +8, Sense Motive +35, 
  Spellcraft +31, Stealth +7, 
  Survival +8, Swim +45
  Languages
  Aquan, Common, Draconic, Drow, Druidic, Dwarven, Elven, Gnome, 
  Goblin
  Special Dragon Age Category, Bite, Blindsense, Breath Weapon, Change Shape, Claw, Damage 
  Reduction, Darkvision, Dragon Senses, Dragon Traits, Electricity Aura (5 ft., 1d6), 
  Frightful Presence, Immunities, Low-Light Vision, Spell-Like Abilities, Spell Resistance, 
  Spells, Tail Slap, Water Breathing, Wave Mastery, Wing
  
  173
  Dragons
  Creatures have concealment at 15 to 20 feet (20% miss chance). At 
  25 feet or more, creatures have total concealment (50% miss chance, 
  and opponents cannot use sight to locate the creature). Normal: 
  Without this feat, a creature must make a Fly skill check to hover 
  and the creature does not create a cloud of debris while hovering. 
  Improved Vital Strike You can make a single attack that deals 
  a large amount of damage. When you use the attack action, you 
  can make one attack at your highest base attack bonus that deals 
  additional damage. Roll the weapon’s damage dice for the attack 
  three times and add the results together before adding bonuses 
  from Strength, weapon abilities (such as flaming), precision-based 
  damage, and other damage bonuses. These extra damage dice are not 
  multiplied on a critical hit, but are added to the total. 
  Multiattack This creature is particularly skilled at making attacks 
  with its natural weapons. The creature’s secondary attacks with 
  natural weapons take only a -2 penalty. Normal: Without this feat, 
  the creature’s secondary attacks with natural weapons take a -5 
  penalty. 
  Vital Strike You make a single attack that deals significantly more 
  damage than normal. When you use the attack action, you can make 
  one attack at your highest base attack bonus that deals additional 
  damage. Roll the weapon’s damage dice for the attack twice and add 
  the results together before adding bonuses from Strength, weapon 
  abilities (such as flaming), precision-based damage, and other 
  damage bonuses. These extra damage dice are not multiplied on a 
  critical hit, but are added to the total. 
  
  174
  Dragons
    Low
    Moderate
    Advanced
    Elite
    Terrain
  Temperate Coastlines
    Rarity
  Rare
    Role
  Controller / Solo
  Leader / Elite
  Leader / Solo
  Leader / Solo
    Organization
  Solitary
    Treasure
  Triple
  CR 16
  20
  24
  28
  Align / Size LG Large 
  (water)
  LG Huge 
  (water)
  LG Gargantuan 
  (water)
  LG Colossal 
  (water)
  HD / Type Dragon 16
  Dragon 20
  Dragon 24
  Dragon 28
  Initiative +6
  +5
  +3
  +4
  Senses Perception +24 
  Darkvision 120’ 
  Blindsense 60’ 
  Low-Light Vision
  Perception +31 
  Darkvision 120’ 
  Blindsense 60’ 
  Low-Light Vision
  Aura Electricity (5’, 
  1d6)
  Perception +38 
  Darkvision 120’ 
  Blindsense 60’ 
  Low-Light Vision
  Aura Electricity (10’, 
  1d6)
  Perception +45 
  Darkvision 120’ 
  Blindsense 60’ 
  Low-Light Vision
  Aura Electricity (10’, 
  2d6)
    Defense
  AC 31
  touch 11; ff 29 
  -1 Size; +2 Dex; 
  +20 Natural
  35
  touch 9; ff 34 
  -2 Size; +1 Dex; 
  +26 Natural
  37
  touch 5; ff 37 
  -4 Size; -1 Dex; 
  +32 Natural
  40
  touch 2; ff 40 
  -8 Size;  
  +38 Natural
  hp 131 (16d12)+48
  192 (20d12)+80 306 (24d12)+168 480 
  (28d12)+308 
  Saves Fort 
  +13
  Ref 
  +12
  Will 
  +15
  Fort 
  +16
  Ref 
  +13
  Will 
  +18
  Fort 
  +21
  Ref 
  +13
  Will 
  +21
  Fort 
  +27
  Ref 
  +16
  Will 
  +26
  Def Abilities DR 5/magic
  Immunities 
  Electricity, Magical 
  Sleep, Paralysis, 
  Spell Resistance 23
  DR 10/magic
  Immunities 
  Electricity, Magical 
  Sleep, Paralysis, 
  Spell Resistance 26
  DR 15/magic
  Immunities 
  Electricity, Magical 
  Sleep, Paralysis, 
  Spell Resistance 29
  DR 20/magic
  Immunities 
  Electricity, Magical 
  Sleep, Paralysis, 
  Spell Resistance 33
    Offense
  Movement 40’; Swim 60’; Fly 
  200’ (Poor); Wave 
  Mastery
  40’; Swim 60’; Fly 
  200’ (Poor); Wave 
  Mastery
  40’; Swim 60’; Fly 
  250’ (Clumsy); Wave 
  Mastery
  40’; Swim 60’; Fly 
  250’ (Clumsy); Wave 
  Mastery
  Dragon (Bronze, Ancient)
   
  Pathfinder
  
  175
  Dragons
  Attacks Melee bite +21 
  (2d6+9/19-20) or 
  Melee claws +21/+21 
  (1d10+6) or 
  Melee wings +19/+19 
  (1d6+3) or 
  Melee tail slap +19 
  (1d10+9)
  Melee bite +26 
  (4d4+12/19-20) or 
  Melee claws +26/+26 
  (2d6+8) or 
  Melee wings +24/+24 
  (1d10+4) or 
  Melee tail slap +24 
  (2d6+12) 
  Melee bite +32 
  (4d6+18/19-20) or 
  Melee claws +32/+32 
  (2d8+12) or 
  Melee wings +30/+30 
  (2d6+6) or 
  Melee tail slap +30 
  (2d8+18) 
  Melee bite +36 
  (8d6+24/19-20) or 
  Melee claws +36/+36 
  (4d8+16) or 
  Melee wings +34/+34 
  (2d8+8) or 
  Melee tail slap +34 
  (4d6+24) 
  Space / Reach
  15’ / 10’
  15’ / 10’
  20’ / 15’
  30’ / 20’
  Special Atks Breath Weapon (80’ 
  Line of Lightning 
  12d6 electricity, 
  DC 21), Repulsion 
  Breath (DC 21)
  Breath Weapon (100’ 
  Line of Lightning 
  16d6 electricity, DC 
  24), Crush (2d8+12, 
  DC 24), Repulsion 
  Breath (DC 24)
  Breath Weapon (120’ 
  Line of Lightning 
  20d6 electricity, DC 
  29), Crush (4d6+18, 
  DC 29), Repulsion 
  Breath (DC 29), Tail 
  Sweep (2d6+18, DC 
  29), Vortex
  Breath Weapon (140’ 
  Line of Lightning 
  24d6 electricity, DC 
  35), Crush (4d8+24, 
  DC 35), Repulsion 
  Breath (DC 35), Tail 
  Sweep (2d8+24, 
  DC 35), Tidal Wave, 
  Vortex
  Spellcasting 
  (Innate)
  create food and water 
  (at will); fog cloud 
  (at will); speak with 
  animals (at will)
  create food and water 
  (at will); detect 
  thoughts (at will); fog 
  cloud (at will); speak 
  with animals (at will)
  control water (at 
  will); create food and 
  water (at will); detect 
  thoughts (at will); fog 
  cloud (at will); speak 
  with animals (at will)
  control water (at 
  will); control weather 
  (at will); create food 
  and water (at will); 
  detect thoughts (at 
  will); fog cloud (at 
  will); speak with 
  animals (at will)
  Spellcasting
  Sorcerer (CL 16):
  Spell DC 15+SL
  3rd (5x/day): dispel 
  magic; heroism; slow; 
  suggestion
  2nd (7x/day): 
  blur; gust of wind; 
  invisibility; mirror 
  image; web
  1st (8x/day): alarm; 
  mage armor; obscuring 
  mist; shield; true strike
  0th (at will): arcane 
  mark; dancing 
  lights; daze; detect 
  magic; detect posion; 
  light; message; 
  prestidigitation; 
  resistance
  Sorcerer (CL 20):
  Spell DC 16+SL
  5th (5x/day): 
  dismissal; interposing 
  hand; mind fog; 
  teleport
  4th (7x/day): 
  dimension door; ice 
  storm; solid fog; 
  stoneskin
  3rd (8x/day): dispel 
  magic; heroism; slow; 
  suggestion
  2nd (9x/day): 
  blur; gust of wind; 
  invisibility; mirror 
  image; web
  1st (9x/day): alarm; 
  mage armor; obscuring 
  mist; shield; true strike
  0th (at will): arcane 
  mark; dancing 
  lights; daze; detect 
  magic; detect posion; 
  light; message; 
  prestidigitation; 
  resistance
  Sorcerer (CL 24):
  Spell DC 17+SL
  7th (5x/day): delayed 
  blast fireball; spell 
  turning; statue
  6th (7x/day): dispel 
  magic (greater); 
  mislead; suggestion 
  (mass)
  5th (7x/day): 
  dismissal; interposing 
  hand; mind fog; 
  teleport
  4th (7x/day): 
  dimension door; ice 
  storm; solid fog; 
  stoneskin
  3rd (8x/day): dispel 
  magic; heroism; slow; 
  suggestion
  2nd (9x/day): 
  blur; gust of wind; 
  invisibility; mirror 
  image; web
  1st (9x/day): alarm; 
  mage armor; obscuring 
  mist; shield; true strike
  0th (at will): arcane 
  mark; dancing 
  lights; daze; detect 
  magic; detect posion; 
  light; message; 
  prestidigitation; 
  resistance
  Sorcerer (CL 28):
  Spell DC 20+SL
  9th (5x/day): 
  dominate monster; 
  etherealness
  8th (7x/day): binding; 
  demand; dimensional 
  lock
  7th (7x/day): delayed 
  blast fireball; spell 
  turning; statue
  6th (8x/day): dispel 
  magic (greater); 
  mislead; suggestion 
  (mass)
  5th (8x/day): 
  dismissal; interposing 
  hand; mind fog; 
  teleport
  4th (8x/day): 
  dimension door; ice 
  storm; solid fog; 
  stoneskin
  3rd (8x/day): dispel 
  magic; heroism; slow; 
  suggestion
  2nd (9x/day): 
  blur; gust of wind; 
  invisibility; mirror 
  image; web
  1st (9x/day): alarm; 
  mage armor; obscuring 
  mist; shield; true strike
  0th (at will): arcane 
  mark; dancing 
  lights; daze; detect 
  magic; detect posion; 
  light; message; 
  prestidigitation; 
  resistance
  
  176
  Dragons
    Statistics
  Ability Scores Str 
  23
  Dex 14
  Con 17
  Int 
  20
  Wis 21
  Cha 20
  Str 
  27
  Dex 12
  Con 19
  Int 
  22
  Wis 23
  Cha 22
  Str 
  35
  Dex 8
  Con 25
  Int 
  24
  Wis 25
  Cha 24
  Str 
  43
  Dex 10
  Con 32
  Int 
  30
  Wis 31
  Cha 30
  Core Attack Base Atk +16
  CMB +23
  CMD 35 
  39 vs. trip
  Base Atk +20
  CMB +30
  CMD 41 
  45 vs. trip
  Base Atk +24
  CMB +40
  CMD 49 
  53 vs. trip
  Base Atk +28
  CMB +52
  CMD 62 
  66 vs. trip
  Feats
  Flyby Attack, Hover, 
  Improved Critical 
  (Bite, Claw), Improved 
  Initiative, Multiattack, 
  Power Attack, Vital Strike
  Alertness, Cleave, Flyby 
  Attack, Hover, Improved 
  Critical (Bite, Claw), 
  Improved Initiative, 
  Multiattack, Power 
  Attack, Vital Strike
  Alertness, Cleave, Flyby 
  Attack, Great Cleave, 
  Hover, Improved Critical 
  (Bite, Claw), Improved 
  Initiative, Improved Vital 
  Strike, Multiattack, Power 
  Attack, Vital Strike
  Alertness, Cleave, Flyby 
  Attack, Great Cleave, 
  Hover, Improved Critical 
  (Bite, Claw), Improved 
  Initiative, Improved 
  Natural Attack (Bite, 
  Claws), Improved Vital 
  Strike, Multiattack, Power 
  Attack, Vital Strike
  Skills
  Acrobatics +2, Appraise 
  +5, Artistry +5, Bluff 
  +5, Climb +6, Craft 
  (Untrained) +5, 
  Diplomacy +20, Disguise 
  +5, Escape Artist +2, Fly 
  +11, Handle Animal +17, 
  Heal +19, Intimidate +19, 
  Knowledge (Arcana) +24, 
  Knowledge (Geography) 
  +24, Knowledge (History) 
  +24, Perception +24, 
  Perform (Untrained) +5, 
  Ride +2, Sense Motive 
  +24, Spellcraft +24, 
  Stealth +12, Survival +5, 
  Swim +28
  Acrobatics +1, Appraise 
  +6, Artistry +6, Bluff 
  +6, Climb +8, Craft 
  (Untrained) +6, 
  Diplomacy +26, Disguise 
  +6, Escape Artist +1, Fly 
  +13, Handle Animal +23, 
  Heal +26, Intimidate +25, 
  Knowledge (Arcana) +29, 
  Knowledge (Geography) 
  +29, Knowledge (History) 
  +29, Perception +31, 
  Perform (Untrained) +6, 
  Ride +1, Sense Motive 
  +31, Spellcraft +29, 
  Stealth +16, Survival +6, 
  Swim +39
  Acrobatics -1, Appraise 
  +7, Artistry +7, Bluff 
  +7, Climb +12, Craft 
  (Untrained) +7, 
  Diplomacy +34, Disguise 
  +7, Escape Artist -1, Fly 
  +12, Handle Animal +31, 
  Heal +34, Intimidate +34, 
  Knowledge (Arcana) +34, 
  Knowledge (Geography) 
  +34, Knowledge (History) 
  +34, Perception +38, 
  Perform (Untrained) +7, 
  Ride -1, Sense Motive 
  +38, Spellcraft +34, 
  Stealth +14, Survival +7, 
  Swim +47
  Appraise +10, Artistry 
  +10, Bluff +41, Climb 
  +16, Craft (Untrained) 
  +10, Diplomacy +41, 
  Disguise +10, Fly +15, 
  Handle Animal +38, Heal 
  +41, Intimidate +41, 
  Knowledge (Arcana) +41, 
  Knowledge (Engineering) 
  +41, Knowledge 
  (Geography) +41, 
  Knowledge (History) +41, 
  Knowledge (Planes) +41, 
  Perception +45, Perform 
  (Untrained) +10, Sense 
  Motive +45, Spellcraft 
  +41, Stealth +15, Survival 
  +10, Swim +55
  Languages
  Aquan, Common, Draconic, Druidic, Dwarven, Elven, Giant, Gnoll, 
  Gnome, Halfling, Orc
  Special Dragon Age Category, Bite, Blindsense, Breath Weapon, Change Shape, Claw, Damage 
  Reduction, Darkvision, Dragon Senses, Dragon Traits, Electricity Aura (10 ft., 2d6), 
  Frightful Presence, Immunities, Low-Light Vision, Spell-Like Abilities, Spell Resistance, 
  Spells, Tail Slap, Water Breathing, Wave Mastery, Wing
    
    Special Qualities & Abilities
  Breath Weapon (Su) 140’ Line of Lightning 24d6 electricity, DC 35, usable 
  every 1d4 rounds. Breath weapons allow a Reflex save for half damage. You 
  are immune to your own breath weapon. 
  Change Shape (Su) A young or older bronze dragon can take any animal or 
  humanoid form 3/day as if using polymorph. 
  Crush (Ex) A flying or jumping Huge or larger dragon can land on foes as 
  a standard action, using its whole body to crush them. Crush attacks are 
  effective only against opponents three or more size categories smaller than 
  the dragon. A crush attack affects as many creatures as fit in the dragon’s 
  space. Creatures in the affected area must succeed on a Reflex save (DC 35) or 
  be pinned, automatically taking bludgeoning damage during the next round 
  unless the dragon moves off them. If the dragon chooses to maintain the pin, it 
  must succeed at a combat maneuver check as normal. Pinned foes take damage 
  from the crush each round if they don’t escape. A crush attack deals 4d8+24. 
  Electricity Aura (Su) An old or older bronze dragon has an aura of electricity. 
  All creatures within 10 feet take 2d6 points of electricity damage at the start 
  of the dragon’s turn. 
  Frightful Presence (Ex) A dragon’s frightful presence has a range equal to 30 
  feet x the dragon’s age category [360’], but otherwise functions as detailed on 
  page 300. 
  Repulsion Breath (Su) Instead of a line of electricity, a bronze dragon 
  can breathe a cone of repulsion gas. Targets must make a Will save or be 
  compelled to do nothing but move away from the dragon for 1d6 rounds plus 1 
  round per age category. This is a mind-affecting compulsion effect.
  
  177
  Dragons
  Tail Sweep (Ex) This allows a Gargantuan or larger dragon to sweep with its 
  tail as a standard action. The sweep affects a half-circle with a radius of 30 
  feet (or 40 feet for a Colossal dragon), extending from an intersection on the 
  edge of the dragon’s space in any direction. Creatures within the swept area 
  are affected if they are four or more size categories smaller than the dragon. A 
  tail sweep automatically deals 2d8+24. Affected creatures can attempt Reflex 
  saves to take half damage (DC 35). 
  Tidal Wave (Su) A great wyrm bronze dragon can cause the sea to rise up 
  and crush his enemies once per day as a standard action. This affects an area 
  of coastline 120 feet in length and targets all creatures within 40 feet of the 
  shore--treat the targets as if struck by an avalanche. Treat all creatures as if 
  they were in the bury zone. The save DC to halve this damage is 35. Those who 
  fail their saves take full damage and are drawn 60 feet off shore and deposited 
  20 feet under the surface on the round after the wave hits. 
  Vortex (Ex) Once per day, an ancient or older bronze dragon can create a 
  vortex as a standard action, just like an elder water elemental. A bronze 
  dragon can maintain this vortex for 12 rounds. 
  Water Breathing (Ex) A bronze dragon breathes water and can use its breath 
  weapon, spells, and abilities underwater. 
  Wave Mastery (Su) For up to 120 minutes per day, a juvenile bronze dragon, 
  along with creatures or vessels within 50 feet, can move at twice its normal 
  speed in water.  
    
    Feats
  Alertness You often notice things that others might miss. 
  You get a +2 bonus on Perception and Sense Motive skill 
  checks. If you have 10 or more ranks in one of these skills, 
  the bonus increases to +4 for that skill. 
  Cleave You can strike two adjacent foes with a single swing. 
  As a standard action, you can make a single attack at your 
  full base attack bonus against a foe within reach. If you 
  hit, you deal damage normally and can make an additional 
  attack (using your full base attack bonus) against a foe that 
  is adjacent to the first and also within reach. You can only 
  make one additional attack per round with this feat. When 
  you use this feat, you take a -2 penalty to your Armor Class 
  until your next turn. 
  Flyby Attack This creature can make an attack before and 
  after it moves while flying. When flying, the creature can 
  take a move action and another standard action at any point 
  during the move. The creature cannot take a second move 
  action during a round when it makes a flyby attack. Normal: 
  Without this feat, the creature takes a standard action either 
  before or after its move. 
  Great Cleave You can strike many adjacent foes with a single 
  blow. As a standard action, you can make a single attack at 
  your full base attack bonus against a foe within reach. If you 
  hit, you deal damage normally and can make an additional 
  attack (using your full base attack bonus) against a foe that 
  is adjacent to the previous foe and also within reach. If you 
  hit, you can continue to make attacks against foes adjacent to 
  the previous foe, so long as they are within your reach. You 
  cannot attack an individual foe more than once during this 
  attack action. When you use this feat, you take a -2 penalty 
  to your Armor Class until your next turn. 
  Hover This creature can hover in place with ease and can 
  kick up clouds of dust and debris. A creature with this feat 
  can halt its movement while flying, allowing it to hover 
  without needing to make a Fly skill check. If a creature of 
  size Large or larger with this feat 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 generated can snuff torches, small 
  campfires, exposed lanterns, and other small, open flames 
  of non-magical origin. Clear vision within the cloud is 
  limited to 10 feet. Creatures have concealment at 15 to 20 
  feet (20% miss chance). At 25 feet or more, creatures have 
  total concealment (50% miss chance, and opponents cannot 
  use sight to locate the creature). Normal: Without this feat, 
  a creature must make a Fly skill check to hover and the 
  creature does not create a cloud of debris while hovering. 
  Improved Critical (Bite, Claw) Attacks made with your 
  chosen weapon are quite deadly. When using the weapon you 
  selected, your threat range is doubled. 
  Improved Vital Strike You can make a single attack that 
  deals a large amount of damage. When you use the attack 
  action, you can make one attack at your highest base attack 
  bonus that deals additional damage. Roll the weapon’s 
  damage dice for the attack three times and add the results 
  together before adding bonuses from Strength, weapon 
  abilities (such as flaming), precision-based damage, and 
  other damage bonuses. These extra damage dice are not 
  multiplied on a critical hit, but are added to the total. 
  Multiattack This creature is particularly skilled at making 
  attacks with its natural weapons. The creature’s secondary 
  attacks with natural weapons take only a -2 penalty. Normal: 
  Without this feat, the creature’s secondary attacks with 
  natural weapons take a -5 penalty. 
  Vital Strike You make a single attack that deals significantly 
  more damage than normal. When you use the attack action, 
  you can make one attack at your highest base attack bonus 
  that deals additional damage. Roll the weapon’s damage 
  dice for the attack twice and add the results together before 
  adding bonuses from Strength, weapon abilities (such 
  as flaming), precision-based damage, and other damage 
  bonuses. These extra damage dice are not multiplied on a 
  critical hit, but are added to the total. 
  
  178
  Dragons
    Low
    Moderate
    Advanced
    Elite
    Terrain
  Temperate Coastlines
    Rarity
  Rare
    Role
  Controller / Elite
  Controller / Elite
  Leader / Elite
  Leader / Elite
    Organization
  Solitary
    Treasure
  Triple
  CR 6
  10
  14
  18
  Align / Size LG Tiny 
  (water)
  LG Large 
  (water)
  LG Huge 
  (water)
  LG Gargantuan 
  (water)
  HD / Type Dragon 6
  Dragon 10
  Dragon 14
  Dragon 18
  Initiative +4
  +1
  +2
  +1
  Senses Perception +10 
  Darkvision 120’ 
  Blindsense 60’ 
  Low-Light Vision
  Perception +20 
  Darkvision 120’ 
  Blindsense 60’ 
  Low-Light Vision
  Perception +27 
  Darkvision 120’ 
  Blindsense 60’ 
  Low-Light Vision
  Perception +32 
  Darkvision 120’ 
  Blindsense 60’ 
  Low-Light Vision
    Defense
  AC 21
  touch 16; ff 17 
  +2 Size; +4 Dex; 
  +5 Natural
  21
  touch 10; ff 20 
  -1 Size; +1 Dex; 
  +11 Natural
  27
  touch 10; ff 25 
  -2 Size; +2 Dex; 
  +17 Natural
  30
  touch 7; ff 29 
  -4 Size; +1 Dex; 
  +23 Natural
  hp 23 (6d12)-6 
  83 (10d12)+30 
  178 (14d12)+98 297 (18d12)+180 
  Saves Fort 
  +4
  Ref 
  +9
  Will 
  +7
  Fort 
  +10
  Ref 
  +8
  Will 
  +10
  Fort 
  +16
  Ref 
  +11
  Will 
  +15
  Fort 
  +21
  Ref 
  +12
  Will 
  +18
  Def Abilities Immunities 
  Electricity, Magical 
  Sleep, Paralysis
  Immunities 
  Electricity, Magical 
  Sleep, Paralysis
  DR 5/magic
  Immunities 
  Electricity, Magical 
  Sleep, Paralysis, 
  Spell Resistance 24
  DR 10/magic
  Immunities 
  Electricity, Magical 
  Sleep, Paralysis, 
  Spell Resistance 27
    Offense
  Movement 40’; Swim 60’; Fly 
  100’ (Average)
  40’; Swim 60’; Fly 
  200’ (Poor)
  40’; Swim 60’; Fly 
  200’ (Poor); Wave 
  Mastery
  40’; Swim 60’; Fly 
  250’ (Clumsy); Wave 
  Mastery
  Dragon (Bronze, Young)
   
  Pathfinder
  
  179
  Dragons
  Attacks
  Melee bite +7 (1d4-1) or 
  Melee claws +7/+7 (1d3-1) 
  Melee bite +14 (2d6+7) or 
  Melee claws +14/+14 
  (1d8+5) or 
  Melee wings +12/+12 
  (1d6+2) or 
  Melee tail slap +12 
  (1d8+7) 
  Melee bite +21 (3d8+13) 
  or 
  Melee claws +21/+21 
  (3d6+9) or 
  Melee wings +19/+19 
  (1d8+4) or 
  Melee tail slap +19 
  (2d6+13)
  Melee bite +28 (4d8+21) 
  or 
  Melee claws +28/+28 
  (4d6+14) or 
  Melee wings +26/+26 
  (2d6+7) or 
  Melee tail slap +26 
  (3d6+21)
  Space / Reach
  2.5’ / 0’
  10’ / 5’
  15’ / 10’
  20’ / 15’
  Special Atks Breath Weapon (30’ 
  Line of Lightning 
  2d6 electricity, 
  DC 12), Repulsion 
  Breath (DC 12)
  Breath Weapon (80’ 
  Line of Lightning 
  6d6 electricity, 
  DC 18), Repulsion 
  Breath (DC 18)
  Breath Weapon (100’ 
  Line of Lightning 
  10d6 electricity, DC 
  24), Crush (2d8+13, 
  DC 24), Repulsion 
  Breath (DC 24)
  Breath Weapon (120’ 
  Line of Lightning 
  14d6 electricity, DC 
  31), Crush (4d6+21, 
  DC 31), Repulsion 
  Breath (DC 29), Tail 
  Sweep (2d6+21, DC 
  29)
  Spellcasting 
  (Innate)
  -
  speak with animals (at 
  will)
  create food and water 
  (at will); speak with 
  animals (at will)
  create food and water 
  (at will); fog cloud 
  (at will); speak with 
  animals (at will)
  Spellcasting
  Sorcerer (CL 6):
  Spell DC 12+SL
  0th (at will): arcane 
  mark; dancing lights; 
  daze; detect magic; 
  light; message; 
  prestidigitation; 
  resistance
  Sorcerer (CL 10):
  Spell DC 13+SL
  1st (4x/day): alarm; 
  obscuring mist
  0th (at will): arcane 
  mark; dancing lights; 
  daze; detect magic; 
  light; message; 
  prestidigitation; 
  resistance
  Sorcerer (CL 14):
  Spell DC 16+SL
  2nd (6x/day): 
  adoration; burning 
  gaze; cat’s grace; 
  compassionate ally
  1st (8x/day): alarm; 
  delusional pride; detect 
  undead; hold portal; 
  obscuring mist
  0th (at will): arcane 
  mark; dancing lights; 
  daze; detect magic; 
  light; message; 
  prestidigitation; 
  resistance
  Sorcerer (CL 18):
  Spell DC 17+SL
  4th (5x/day): daze, 
  mass; ice storm
  3rd (8x/day): 
  countless eyes; fireball; 
  flame arrow
  2nd (8x/day): 
  adoration; burning 
  gaze; cat’s grace; 
  compassionate ally
  1st (8x/day): alarm; 
  delusional pride; detect 
  undead; hold portal; 
  obscuring mist
  0th (at will): arcane 
  mark; dancing lights; 
  daze; detect magic; 
  light; message; 
  prestidigitation; 
  resistance
    Statistics
  Ability Scores Str 
  9
  Dex 18
  Con 9
  Int 
  14
  Wis 15
  Cha 14
  Str 
  21
  Dex 12
  Con 17
  Int 
  16
  Wis 17
  Cha 16
  Str 
  29
  Dex 14
  Con 24
  Int 
  22
  Wis 23
  Cha 22
  Str 
  38
  Dex 12
  Con 30
  Int 
  24
  Wis 25
  Cha 24
  Core Attack Base Atk +6
  CMB +8
  CMD 17 
  21 vs. trip
  Base Atk +10
  CMB +16
  CMD 27 
  31 vs. trip
  Base Atk +14
  CMB +25
  CMD 37 
  41 vs. trip
  Base Atk +18
  CMB +36
  CMD 47 
  51 vs. trip
  
  180
  Dragons
  Feats
  Flyby Attack, Multiattack, 
  Power Attack
  Alertness, Flyby Attack, 
  Multiattack, Power 
  Attack, Vital Strike
  Alertness, Flyby Attack, 
  Improved Natural 
  Attack (Bite, Claws), 
  Multiattack, Power 
  Attack, Vital Strike
  Ability Focus (Breath 
  Weapon, Crush), 
  Alertness, Flyby Attack, 
  Improved Natural 
  Attack (Bite, Claws), 
  Multiattack, Power 
  Attack, Vital Strike
  Skills
  Acrobatics +4, Appraise 
  +2, Artistry +2, Bluff 
  +2, Climb +4, Craft 
  (Untrained) +2, 
  Diplomacy +10, Disguise 
  +2, Escape Artist +4, Fly 
  +16, Heal +2, Intimidate 
  +10, Knowledge (Arcana) 
  +11, Perception +10, 
  Perform (Untrained) +2, 
  Ride +4, Sense Motive 
  +10, Spellcraft +10, 
  Stealth +21, Survival +2, 
  Swim +16
  Acrobatics +1, Appraise 
  +3, Artistry +3, Bluff 
  +3, Climb +5, Craft 
  (Untrained) +3, 
  Diplomacy +16, Disguise 
  +3, Escape Artist +1, Fly 
  +8, Heal +3, Intimidate 
  +16, Knowledge (Arcana) 
  +16, Perception +20, 
  Perform (Untrained) +3, 
  Ride +1, Sense Motive 
  +20, Spellcraft +16, 
  Stealth +10, Survival +3, 
  Swim +26
  Acrobatics +2, Appraise 
  +6, Artistry +6, Bluff 
  +23, Climb +9, Craft 
  (Untrained) +6, 
  Diplomacy +23, Disguise 
  +6, Escape Artist +2, Fly 
  +11, Heal +6, Intimidate 
  +23, Knowledge (Arcana) 
  +23, Knowledge (History) 
  +23, Knowledge (Planes) 
  +23, Perception +27, 
  Perform (Untrained) +6, 
  Ride +2, Sense Motive 
  +27, Spellcraft +23, 
  Stealth +11, Survival +6, 
  Swim +34
  Acrobatics +1, Appraise 
  +7, Artistry +7, Bluff 
  +28, Climb +14, 
  Craft (Untrained) +7, 
  Diplomacy +28, Disguise 
  +7, Escape Artist +1, Fly 
  +8, Heal +7, Intimidate 
  +28, Knowledge (Arcana) 
  +28, Knowledge (History) 
  +28, Knowledge (Nature) 
  +28, Knowledge (Planes) 
  +28, Perception +32, 
  Perform (Untrained) +7, 
  Ride +1, Sense Motive 
  +32, Spellcraft +28, 
  Stealth +10, Survival +7, 
  Swim +43
  Languages
  Aquan, Common, Draconic, Druidic, Elven, Giant, Gnome, Read Lips
  Special Dragon Age Category, Bite, Blindsense, Breath Weapon, Change Shape, Claw, Damage 
  Reduction, Darkvision, Dragon Senses, Dragon Traits, Frightful Presence, Immunities, 
  Low-Light Vision, Spell-Like Abilities, Spell Resistance, Spells, Tail Slap, Water 
  Breathing, Wave Mastery, Wing
    
    Special Qualities & Abilities
  Breath Weapon (Su) 120’ Line of Lightning 14d6 electricity, DC 31, usable 
  every 1d4 rounds. Breath weapons allow a Reflex save for half damage. You 
  are immune to your own breath weapon. 
  Change Shape (Su) A young or older bronze dragon can take any animal or 
  humanoid form 3/day as if using polymorph. 
  Crush (Ex) A flying or jumping Huge or larger dragon can land on foes as 
  a standard action, using its whole body to crush them. Crush attacks are 
  effective only against opponents three or more size categories smaller than 
  the dragon. A crush attack affects as many creatures as fit in the dragon’s 
  space. Creatures in the affected area must succeed on a Reflex save (DC 31) or 
  be pinned, automatically taking bludgeoning damage during the next round 
  unless the dragon moves off them. If the dragon chooses to maintain the pin, it 
  must succeed at a combat maneuver check as normal. Pinned foes take damage 
  from the crush each round if they don’t escape. A crush attack deals 4d6+21. 
  Frightful Presence (Ex) A dragon’s frightful presence has a range equal to 30 
  feet x the dragon’s age category [210’], but otherwise functions as detailed on 
  page 300. 
  Repulsion Breath (Su) Instead of a line of electricity, a bronze dragon 
  can breathe a cone of repulsion gas. Targets must make a Will save or be 
  compelled to do nothing but move away from the dragon for 1d6 rounds plus 1 
  round per age category. This is a mind-affecting compulsion effect.
  Tail Sweep (Ex) This allows a Gargantuan or larger dragon to sweep with its 
  tail as a standard action. The sweep affects a half-circle with a radius of 30 
  feet (or 40 feet for a Colossal dragon), extending from an intersection on the 
  edge of the dragon’s space in any direction. Creatures within the swept area 
  are affected if they are four or more size categories smaller than the dragon. A 
  tail sweep automatically deals 2d6+21. Affected creatures can attempt Reflex 
  saves to take half damage (DC 29). 
  Water Breathing (Ex) A bronze dragon breathes water and can use its breath 
  weapon, spells, and abilities underwater. 
  Wave Mastery (Su) For up to 70 minutes per day, a juvenile bronze dragon, 
  along with creatures or vessels within 50 feet, can move at twice its normal 
  speed in water.  
    
    Feats
  Alertness You often notice things that others might miss. 
  You get a +2 bonus on Perception and Sense Motive skill 
  checks. If you have 10 or more ranks in one of these skills, 
  the bonus increases to +4 for that skill. 
  Flyby Attack This creature can make an attack before and 
  after it moves while flying. When flying, the creature can 
  take a move action and another standard action at any point 
  during the move. The creature cannot take a second move 
  action during a round when it makes a flyby attack. Normal: 
  Without this feat, the creature takes a standard action either 
  before or after its move. 
  Multiattack This creature is particularly skilled at making 
  attacks with its natural weapons. The creature’s secondary 
  attacks with natural weapons take only a -2 penalty. Normal: 
  Without this feat, the creature’s secondary attacks with 
  natural weapons take a -5 penalty. 
  Vital Strike You make a single attack that deals significantly 
  more damage than normal. When you use the attack action, 
  you can make one attack at your highest base attack bonus 
  that deals additional damage. Roll the weapon’s damage 
  dice for the attack twice and add the results together before 
  adding bonuses from Strength, weapon abilities (such 
  as flaming), precision-based damage, and other damage 
  bonuses. These extra damage dice are not multiplied on a 
  critical hit, but are added to the total. 
  
  181
  Dragons
    Low
    Moderate
    Advanced
    Elite
  Armor Class
  17 
  (natural armor)
  19 
  (natural armor)
  19 
  (natural armor)
  19 
  (natural armor)
  Hit Points
  32
  71
  156
  328
  Speed
  40 ft. Swim 60 ft. Fly 150 ft. (Average)
  Size, Type, 
  Alignment
  Small dragon, lawful 
  good
  Medium dragon, lawful 
  good
  Huge dragon, lawful 
  good
  Gargantuan dragon, 
  lawful good
  Ability 
  Scores / 
  Saves
  STR 
  11 (+0)
  DEX 14 (+2)
  CON 9 (-1)
  INT 
  14 (+2)
  WIS 
  15 (+2)
  CHA 14 (+2)
  STR 
  17 (+3)
  DEX 14 (+2)
  CON 13 (+1)
  INT 
  16 (+3)
  WIS 
  17 (+3)
  CHA 16 (+3)
  STR 
  20 (+5)
  DEX 8 (-1)
  CON 18 (+4)
  INT 
  17 (+3)
  WIS 
  18 (+4)
  CHA 17 (+3)
  STR 
  26 (+8)
  DEX 8 (-1)
  CON 23 (+6)
  INT 
  20 (+5)
  WIS 
  20 (+5)
  CHA 20 (+5)
  Saving 
  Throws
  -
  -
  -
  -
  Resistances
  all physical attacks except magic
  Immunities
  Electricity, Magical unconscious, paralyzed
  Vulnerabilities
  -
  Senses
  Passive Perception 
  +15, Blindsight 60 ft., 
  Darkvision 120 ft.
  Passive Perception 
  +17, Blindsight 60 ft., 
  Darkvision 120 ft.
  Passive Perception 
  +19, Blindsight 60 ft., 
  Darkvision 120 ft.
  Passive Perception 
  +21, Blindsight 60 ft., 
  Darkvision 120 ft.
  Languages
  Aquan, Common, Draconic, Drow, Druidic, Dwarven, Elvish, Gnomish, Goblin
  Challenge
  8
  12
  16
  20
  Special 
  Abilities & 
  Qualities
  Save DC 15; Dmg 10d6
  Save DC 27; Dmg 12d6
  Save DC 19; Dmg 16d6
  Save DC 22; Dmg 20d8
  Breath Weapon 140’ Line of Lightning, usable with Recharge 2. Breath weapons allow a Dexterity save for half damage. You are immune 
  to your own breath weapon.
  Repulsion Breath Instead of a line of electricity, a bronze dragon can breathe a cone of repulsion gas. Targets must make a Wisdom save 
  or be compelled to do nothing but move away from the dragon for 1d6 rounds. This is a mind-affecting compulsion effect.
  Special 
  Abilities & 
  Qualities
  Change Shape A bronze dragon can take any animal or humanoid form 3/day as if using polymorph.
  Wave Mastery For up to 120 minutes per day, a bronze dragon, along with creatures or vessels within 50 feet, can move at twice its 
  normal speed in water.
    Low
    Moderate
    Advanced
    Elite
    Terrain
  Temperate Coastlines
    Rarity
  Rare
    Role
  Controller / Elite
  Controller / Solo
  Leader / Elite
  Leader / Solo
    Organization
  Solitary
    Treasure
  Triple
  DRagon (BRonze, aDult)
   
  5E
  
  182
  Dragons
    Low
    Moderate
    Advanced
    Elite
  Special 
  Abilities & 
  Qualities
  Save Dexterity 15; Dmg 1d6
  Save Dexterity 17; Dmg 2d6
  Save Dexterity 19; Dmg 3d6
  Save Dexterity 22; Dmg 5d6
  Crush A flying or jumping dragon can land on foes as a standard action, using its whole body to crush them. Crush attacks are effective 
  only against opponents three or more size categories smaller than the dragon. A crush attack affects as many creatures as fit in the 
  dragon’s space. Creatures in the affected area must succeed on a Dexterity save or be pinned, automatically taking bludgeoning damage 
  during the next round unless the dragon moves off them. If the dragon chooses to maintain the pin, it must succeed at a grapple check. 
  Pinned foes take damage from the crush each round if they don’t escape. 
  Special 
  Abilities & 
  Qualities
  Damage 1d6
  Damage 2d6
  Damage 4d6
  Damage 5d6
  Electricity Aura A bronze dragon has an aura of electricity. All creatures within 10 feet take electricity damage at the start of the 
  dragon’s turn.
  Standard 
  Actions
  Bite Melee weapon attack: 
  -1 to hit, reach 5 ft., one 
  target.  Hit  1d6+1 (4) 
  piercing damage.
  Claws Melee weapon attack: 
  -1 to hit, reach 5 ft., one 
  target.  Hit  1d4+1 (4) 
  slashing damage.
  Wings Melee weapon 
  attack: -1 to hit, reach 5 ft., 
  one target.  Hit  1d3+1 (3) 
  bludgeoning damage.
  Bite Melee weapon attack: 
  +3 to hit, reach 5 ft., one 
  target.  Hit 1d10+6 (12) 
  piercing damage.
  Claws Melee weapon attack: 
  +3 to hit, reach 5 ft., one 
  target.  Hit 1d6+4 (8) 
  slashing damage.
  Wings Melee weapon 
  attack: +3 to hit, reach 5 ft., 
  one target.  Hit 1d4+2 (4) 
  bludgeoning damage.
  Tail Slap Melee weapon 
  attack: +3 to hit, reach 5 ft., 
  one target.  Hit 1d6+2 (6) 
  bludgeoning damage.
  Bite Melee weapon attack: 
  +4 to hit, reach 10 ft., one 
  target.  Hit 2d8+12 (21) 
  piercing damage.
  Claws Melee weapon attack: 
  +4 to hit, reach 10 ft., one 
  target.  Hit 2d6+8 (15) 
  slashing damage.
  Wings Melee weapon 
  attack: +4 to hit, reach 10 
  ft., one target.  Hit 1d8+4 
  (8) bludgeoning damage.
  Tail Slap Melee weapon 
  attack: +4 to hit, reach 10 
  ft., one target.  Hit 2d6+12 
  (19) bludgeoning damage.
  Bite Melee weapon attack: 
  +7 to hit, reach 20 ft., one 
  target.  Hit 8d6+21 (49) 
  piercing damage.
  Claws Melee weapon attack: 
  +7 to hit, reach 20 ft., one 
  target.  Hit 4d8+14 (32) 
  slashing damage.
  Wings Melee weapon attack: 
  +7 to hit, reach 20 ft., one 
  target.  Hit 3d6+7 (18) 
  bludgeoning damage.
  Tail Slap Melee weapon 
  attack: +7 to hit, reach 20 
  ft., one target.  Hit 3d8+21 
  (34) bludgeoning damage.
  Special 
  Actions
  Save Wisdom DC 15
  Save Wisdom DC 17
  Save Wisdom DC 19
  Save Wisdom DC 22
  Frightful Presence Your very presence unsettling to foes. Activating this ability is a free action that is usually part of an attack or charge. 
  Opponents within range who witness the action may become frightened or shaken. The range is 40 feet. This ability affects only 
  opponents with fewer Hit Dice or levels than the creature has. An affected opponent can resist the effects with a successful Wisdom 
  save. On a failed save, the opponent is shaken, or panicked if 4 HD or fewer. An opponent that succeeds on the saving throw is immune 
  to your frightful presence for 24 hours. Frightful presence is a mind-affecting fear effect.
  Special 
  Actions
  Save Dexterity 15; Dmg 1d6
  Save Dexterity 17; Dmg 3d6
  Save Dexterity 19; Dmg 4d6
  Save Dexterity 22; Dmg 6d6
  Tail Sweep A dragon of substantial size may sweep with its tail as a standard action. The sweep affects a half-circle with a radius of 30 
  feet, extending from an intersection on the edge of the dragon’s space in any direction. Creatures within the swept area are affected 
  if they are four or more size categories smaller than the dragon. A tail sweep automatically deals bludgeoning damage to affected 
  creatures, each of which may attempt a Dexterity save to halve the damage they receive.
  Innate 
  Spellcasting
  create food and water (at will); detect thoughts (at will); fog cloud (at will); speak with animals (at will)
  Spellcasting
  Known Sorcerer Spells 
  (CL 10th):
  Known Sorcerer Spells 
  (CL 12th):
  Known Sorcerer Spells 
  (CL 14th):
  Known Sorcerer Spells 
  (CL 18th):
  cloudkill; arcane eye; lightning bolt; dimension door; blink; sleep; dispel magic; slow; blur; continual flame; 
  darkness; gust of wind; mirror image; alarm; mage armor; shield; true strike; chameleon scales; dancing 
  lights; detect magic; detect light; message; resistance
  Possessions
  -
  
  183
  Dragons
    Low
    Moderate
    Advanced
    Elite
  Armor Class
  20 
  (natural armor)
  22 
  (natural armor)
  22 
  (natural armor)
  23 
  (natural armor)
  Hit Points
  131
  192
  306
  480
  Speed
  40 ft. Swim 60 ft. Fly 200 ft. (Poor), Wave Mastery
  Size, Type, 
  Alignment
  Large dragon, lawful 
  good
  Huge dragon, lawful good
  Gargantuan dragon, 
  lawful good
  Gargantuan dragon, 
  lawful good
  Ability 
  Scores / 
  Saves
  STR 
  18 (+4)
  DEX 12 (+1)
  CON 15 (+2)
  INT 
  17 (+3)
  WIS 
  18 (+4)
  CHA 17 (+3)
  STR 
  20 (+5)
  DEX 10 (+0)
  CON 17 (+3)
  INT 
  18 (+4)
  WIS 
  18 (+4)
  CHA 18 (+4)
  STR 
  24 (+7)
  DEX 6 (-2)
  CON 20 (+5)
  INT 
  19 (+4)
  WIS 
  20 (+5)
  CHA 19 (+4)
  STR 
  28 (+9)
  DEX 8 (-1)
  CON 23 (+6)
  INT 
  22 (+6)
  WIS 
  22 (+6)
  CHA 22 (+6)
  Saving 
  Throws
  -
  -
  -
  -
  Resistances
  all physical attacks except magic
  Immunities
  Electricity, Magical unconscious, paralyzed
  Vulnerabilities
  -
  Senses
  Passive Perception 
  +19, Blindsight 60 ft., 
  Darkvision 120 ft.
  Passive Perception 
  +20, Blindsight 60 ft., 
  Darkvision 120 ft.
  Passive Perception 
  +22, Blindsight 60 ft., 
  Darkvision 120 ft.
  Passive Perception 
  +24, Blindsight 60 ft., 
  Darkvision 120 ft.
  Languages
  Aquan, Common, Draconic, Druidic, Dwarven, Elvish, Giant, Gnoll, Gnomish, Halfling, Orc
  Challenge
  16
  20
  24
  28
  Special 
  Abilities & 
  Qualities
  Save DC 18; Dmg 12d6
  Save DC 20; Dmg 16d6
  Save DC 22; Dmg 20d6
  Save DC 24; Dmg 24d8
  Breath Weapon 140’ Line of Lightning, usable with Recharge 2. Breath weapons allow a Dexterity save for half damage. You are immune 
  to your own breath weapon.
  Repulsion Breath Instead of a line of electricity, a bronze dragon can breathe a cone of repulsion gas. Targets must make a Wisdom save 
  or be compelled to do nothing but move away from the dragon for 1d6 rounds. This is a mind-affecting compulsion effect.
  Special 
  Abilities & 
  Qualities
  Change Shape A bronze dragon can take any animal or humanoid form 3/day as if using polymorph.
  Wave Mastery For up to 120 minutes per day, a bronze dragon, along with creatures or vessels within 50 feet, can move at twice its 
  normal speed in water.
    Low
    Moderate
    Advanced
    Elite
    Terrain
  Temperate Coastlines
    Rarity
  Rare
    Role
  Controller / Solo
  Leader / Elite
  Leader / Solo
  Leader / Solo
    Organization
  Solitary
    Treasure
  Triple
  DRagon (BRonze, ancient)
   
  5E
  
  184
  Dragons
    Low
    Moderate
    Advanced
    Elite
  Special 
  Abilities & 
  Qualities
  Save Dexterity 18; Dmg 2d6
  Save Dexterity 20; Dmg 3d6
  Save Dexterity 22; Dmg 5d6
  Save Dexterity 24; Dmg 8d6
  Crush A flying or jumping dragon can land on foes as a standard action, using its whole body to crush them. Crush attacks are effective 
  only against opponents three or more size categories smaller than the dragon. A crush attack affects as many creatures as fit in the 
  dragon’s space. Creatures in the affected area must succeed on a Dexterity save or be pinned, automatically taking bludgeoning damage 
  during the next round unless the dragon moves off them. If the dragon chooses to maintain the pin, it must succeed at a grapple check. 
  Pinned foes take damage from the crush each round if they don’t escape. 
  Special 
  Abilities & 
  Qualities
  Damage 2d6
  Damage 3d6
  Damage 5d6
  Damage 7d6
  Electricity Aura A bronze dragon has an aura of electricity. All creatures within 10 feet take electricity damage at the start of the 
  dragon’s turn.
  Standard 
  Actions
  Bite Melee weapon attack: 
  +4 to hit, reach 10 ft., one 
  target.  Hit 2d6+9/19-00 
  (16) piercing damage.
  Claws Melee weapon attack: 
  +4 to hit, reach 10 ft., one 
  target.  Hit 1d10+6 (12) 
  slashing damage.
  Wings Melee weapon 
  attack: +4 to hit, reach 10 
  ft., one target.  Hit 1d6+3 
  (6) bludgeoning damage.
  Tail Slap Melee weapon 
  attack: +4 to hit, reach 10 
  ft., one target.  Hit 1d10+9 
  (14) bludgeoning damage.
  Bite Melee weapon attack: 
  +4 to hit, reach 10 ft., one 
  target.  Hit 4d4+12/19-00 
  (22) piercing damage.
  Claws Melee weapon attack: 
  +4 to hit, reach 10 ft., one 
  target.  Hit 2d6+8 (15) 
  slashing damage.
  Wings Melee weapon attack: 
  +4 to hit, reach 10 ft., one 
  target.  Hit 1d10+4 (10) 
  bludgeoning damage.
  Tail Slap Melee weapon 
  attack: +4 to hit, reach 10 ft., 
  one target.  Hit 2d6+12 (19) 
  bludgeoning damage.
  Bite Melee weapon attack: 
  +6 to hit, reach 15 ft., one 
  target.  Hit 4d6+18/19-00 
  (32) piercing damage.
  Claws Melee weapon attack: 
  +6 to hit, reach 15 ft., one 
  target.  Hit 2d8+12 (21) 
  slashing damage.
  Wings Melee weapon 
  attack: +6 to hit, reach 15 
  ft., one target.  Hit 2d6+6 
  (13) bludgeoning damage.
  Tail Slap Melee weapon 
  attack: +6 to hit, reach 15 
  ft., one target.  Hit 2d8+18 
  (27) bludgeoning damage.
  Bite Melee weapon attack: 
  +8 to hit, reach 20 ft., one 
  target.  Hit 8d6+24/19-00 
  (52) piercing damage.
  Claws Melee weapon attack: 
  +8 to hit, reach 20 ft., one 
  target.  Hit 4d8+16 (34) 
  slashing damage.
  Wings Melee weapon attack: 
  +8 to hit, reach 20 ft., one 
  target.  Hit 2d8+8 (17) 
  bludgeoning damage.
  Tail Slap Melee weapon 
  attack: +8 to hit, reach 20 
  ft., one target.  Hit 4d6+24 
  (38) bludgeoning damage.
  Special 
  Actions
  Save Wisdom DC 18
  Save Wisdom DC 20
  Save Wisdom DC 22
  Save Wisdom DC 24
  Frightful Presence Your very presence unsettling to foes. Activating this ability is a free action that is usually part of an attack or charge. 
  Opponents within range who witness the action may become frightened or shaken. The range is 40 feet. This ability affects only 
  opponents with fewer Hit Dice or levels than the creature has. An affected opponent can resist the effects with a successful Wisdom 
  save. On a failed save, the opponent is shaken, or panicked if 4 HD or fewer. An opponent that succeeds on the saving throw is immune 
  to your frightful presence for 24 hours. Frightful presence is a mind-affecting fear effect.
  Special 
  Actions
  Save Dexterity 18; Dmg 2d6
  Save Dexterity 20; Dmg 4d6
  Save Dexterity 22; Dmg 6d6
  Save Dexterity 24; Dmg 8d6
  Tail Sweep A dragon of substantial size may sweep with its tail as a standard action. The sweep affects a half-circle with a radius of 30 
  feet, extending from an intersection on the edge of the dragon’s space in any direction. Creatures within the swept area are affected 
  if they are four or more size categories smaller than the dragon. A tail sweep automatically deals bludgeoning damage to affected 
  creatures, each of which may attempt a Dexterity save to halve the damage they receive.
  Special 
  Actions
  Save Dexterity 18; Dmg 4d6
  Save Dexterity 20; Dmg 5d6
  Save Dexterity 22; Dmg 8d6
  Save Dexterity 24; Dmg 12d6
  Tidal Wave A bronze dragon can cause the sea to rise up and crush his enemies once per day as a standard action. This affects an area 
  of coastline 120 feet in length and targets all creatures within 40 feet of the shore-treat the targets as if struck by an avalanche. Treat all 
  creatures as if they were in the bury zone. Each affected creature may attempt a Dexterity save to halve the damage suffered. Those who 
  fail their saves take full damage and are drawn 60 feet off shore and deposited 20 feet under the surface on the round after the wave 
  hits.
  Special 
  Actions
  Vortex Once per day, a bronze dragon can create a vortex as a standard action, just like an elder water elemental. A bronze dragon can 
  maintain this vortex for 12 rounds.
  Innate 
  Spellcasting
  control water (at will); control weather (at will); create food and water (at will); detect thoughts (at will); fog cloud (at will); speak with 
  animals (at will)
  Spellcasting
  Known Sorcerer Spells 
  (CL 12th):
  Known Sorcerer Spells 
  (CL 14th):
  Known Sorcerer Spells 
  (CL 16th):
  Known Sorcerer Spells 
  (CL 20th):
  etherealness; command; delayed blast fireball; counterspell; stone shape; mislead; suggestion; bigby’s hand; 
  mind spike; teleport; dimension door; ice storm; fog cloud; stoneskin; dispel magic; slow; blur; gust of wind; 
  invisibility; mirror image; web; alarm; mage armor; shield; true strike; dancing lights; detect magic; light; 
  message; prestidigitation; resistance
  Possessions
  -
  
  185
  Dragons
    Low
    Moderate
    Advanced
    Elite
  Armor Class
  17 
  (natural armor)
  17 
  (natural armor)
  19 
  (natural armor)
  20 
  (natural armor)
  Hit Points
  23
  83
  178
  297
  Speed
  40 ft. Swim 60 ft. Fly 100 ft. (Average)
  Size, Type, 
  Alignment
  Tiny dragon, lawful good
  Large dragon, lawful good
  Huge dragon, lawful 
  good
  Gargantuan dragon, 
  lawful good
  Ability 
  Scores / 
  Saves
  STR 
  7 (-2)
  DEX 16 (+3)
  CON 7 (-2)
  INT 
  12 (+1)
  WIS 
  13 (+1)
  CHA 12 (+1)
  STR 
  18 (+4)
  DEX 10 (+0)
  CON 15 (+2)
  INT 
  14 (+2)
  WIS 
  15 (+2)
  CHA 14 (+2)
  STR 
  22 (+6)
  DEX 12 (+1)
  CON 19 (+4)
  INT 
  18 (+4)
  WIS 
  18 (+4)
  CHA 18 (+4)
  STR 
  26 (+8)
  DEX 10 (+0)
  CON 22 (+6)
  INT 
  19 (+4)
  WIS 
  20 (+5)
  CHA 19 (+4)
  Saving 
  Throws
  -
  -
  -
  -
  Resistances
  all physical attacks except magic
  Immunities
  Electricity, Magical unconscious, paralyzed
  Vulnerabilities
  -
  Senses
  Passive Perception 
  +11, Blindsight 60 ft., 
  Darkvision 120 ft.
  Passive Perception 
  +16, Blindsight 60 ft., 
  Darkvision 120 ft.
  Passive Perception 
  +19, Blindsight 60 ft., 
  Darkvision 120 ft.
  Passive Perception 
  +21, Blindsight 60 ft., 
  Darkvision 120 ft.
  Languages
  Aquan, Common, Draconic, Druidic, Elvish, Giant, Gnomish, Read Lips
  Challenge
  4
  8
  12
  16
  Special 
  Abilities & 
  Qualities
  Save DC 14; Dmg 6d6
  Save DC 16; Dmg 8d6
  Save DC 19; Dmg 10d6
  Save DC 22; Dmg 14d6
  Breath Weapon 120’ Line of Lightning, usable with Recharge 2. Breath weapons allow a Dexterity save for half damage. You are immune 
  to your own breath weapon.
  Repulsion Breath Instead of a line of electricity, a bronze dragon can breathe a cone of repulsion gas. Targets must make a Wisdom save 
  or be compelled to do nothing but move away from the dragon for 1d6 rounds. This is a mind-affecting compulsion effect.
  Special 
  Abilities & 
  Qualities
  Change Shape A bronze dragon can take any animal or humanoid form 3/day as if using polymorph.
  Wave Mastery For up to 120 minutes per day, a bronze dragon, along with creatures or vessels within 50 feet, can move at twice its 
  normal speed in water.
    Low
    Moderate
    Advanced
    Elite
    Terrain
  Temperate Coastlines
    Rarity
  Rare
    Role
  Controller / Elite
  Controller / Elite
  Leader / Elite
  Leader / Elite
    Organization
  Solitary
    Treasure
  Triple
  DRagon (BRonze, Young)
   
  5E
  
  186
  Dragons
    Low
    Moderate
    Advanced
    Elite
  Special 
  Abilities & 
  Qualities
  Save Dexterity 14; Dmg 1d6
  Save Dexterity 16; Dmg 2d6
  Save Dexterity 19; Dmg 3d6
  Save Dexterity 22; Dmg 4d6
  Crush A flying or jumping dragon can land on foes as a standard action, using its whole body to crush them. Crush attacks are effective 
  only against opponents three or more size categories smaller than the dragon. A crush attack affects as many creatures as fit in the 
  dragon’s space. Creatures in the affected area must succeed on a Dexterity save or be pinned, automatically taking bludgeoning damage 
  during the next round unless the dragon moves off them. If the dragon chooses to maintain the pin, it must succeed at a grapple check. 
  Pinned foes take damage from the crush each round if they don’t escape. 
  Standard 
  Actions
  Bite Melee weapon attack: 
  -3 to hit, reach 0 ft., one 
  target.  Hit 1d4+0 (2) 
  piercing damage.
  Claws Melee weapon attack: 
  -3 to hit, reach 0 ft., one 
  target.  Hit 1d3+0 (2) 
  slashing damage.
  Bite Melee weapon attack: 
  +5 to hit, reach 5 ft., one 
  target.  Hit 2d6+7 (14) 
  piercing damage.
  Claws Melee weapon attack: 
  +5 to hit, reach 5 ft., one 
  target.  Hit 1d8+5 (10) 
  slashing damage.
  Wings Melee weapon 
  attack: +5 to hit, reach 5 ft., 
  one target.  Hit 1d6+2 (6) 
  bludgeoning damage.
  Tail Slap Melee weapon 
  attack: +5 to hit, reach 5 ft., 
  one target.  Hit 1d8+7 (12) 
  bludgeoning damage.
  Bite Melee weapon attack: 
  +7 to hit, reach 10 ft., one 
  target.  Hit 3d8+13 (26) 
  piercing damage.
  Claws Melee weapon attack: 
  +7 to hit, reach 10 ft., one 
  target.  Hit 3d6+9 (20) 
  slashing damage.
  Wings Melee weapon 
  attack: +7 to hit, reach 10 
  ft., one target.  Hit 1d8+4 
  (8) bludgeoning damage.
  Tail Slap Melee weapon 
  attack: +7 to hit, reach 10 
  ft., one target.  Hit 2d6+13 
  (20) bludgeoning damage.
  Bite Melee weapon attack: 
  +7 to hit, reach 15 ft., one 
  target.  Hit 4d8+21 (39) 
  piercing damage.
  Claws Melee weapon attack: 
  +7 to hit, reach 15 ft., one 
  target.  Hit 4d6+14 (28) 
  slashing damage.
  Wings Melee weapon attack: 
  +7 to hit, reach 15 ft., one 
  target.  Hit 2d6+7 (14) 
  bludgeoning damage.
  Tail Slap Melee weapon 
  attack: +7 to hit, reach 15 
  ft., one target.  Hit 3d6+21 
  (32) bludgeoning damage.
  Special 
  Actions
  Save Wisdom DC 14
  Save Wisdom DC 16
  Save Wisdom DC 19
  Save Wisdom DC 22
  Frightful Presence Your very presence unsettling to foes. Activating this ability is a free action that is usually part of an attack or charge. 
  Opponents within range who witness the action may become frightened or shaken. The range is 40 feet. This ability affects only 
  opponents with fewer Hit Dice or levels than the creature has. An affected opponent can resist the effects with a successful Wisdom 
  save. On a failed save, the opponent is shaken, or panicked if 4 HD or fewer. An opponent that succeeds on the saving throw is immune 
  to your frightful presence for 24 hours. Frightful presence is a mind-affecting fear effect.
  Special 
  Actions
  Save Dexterity 14; Dmg 1d4
  Save Dexterity 16; Dmg 2d6
  Save Dexterity 19; Dmg 3d6
  Save Dexterity 22; Dmg 4d6
  Tail Sweep A dragon of substantial size may sweep with its tail as a standard action. The sweep affects a half-circle with a radius of 30 
  feet, extending from an intersection on the edge of the dragon’s space in any direction. Creatures within the swept area are affected 
  if they are four or more size categories smaller than the dragon. A tail sweep automatically deals bludgeoning damage to affected 
  creatures, each of which may attempt a Dexterity save to halve the damage they receive.
  Innate 
  Spellcasting
  create food and water (at will); fog cloud (at will); speak with animals (at will)
  Spellcasting
  Known Sorcerer Spells 
  (CL 10th):
  Known Sorcerer Spells 
  (CL 12th):
  Known Sorcerer Spells 
  (CL 14th):
  Known Sorcerer Spells 
  (CL 18th):
  ice storm; fireball; flame arrows; burning gaze; compassionate ally; alarm; delusional pride; arcane lock; 
  dancing lights; detect magic; light; message; prestidigitation; resistance
  Possessions
  -
  
  187
  Dragons
  Level
  CREATURE 8
  CREATURE 12
  CREATURE 16
  CREATURE 20
  Rarity
  RARE
  RARE
  RARE
  UNCOMMON
  Alignment
  LG
  LG
  LG
  LG
  Size
  SMALL
  MEDIUM
  HUGE
  GARGANTUAN
  Other Traits
  DRAGON, WATER
  Perception +17, darkvision, 
  low-light vision
  +24, darkvision, 
  low-light vision
  +29, darkvision, 
  low-light vision
  +36, darkvision, 
  low-light vision
  Languages Aquan, Common, Draconic, Drow, Druidic, Dwarven, Elvish, Gnomish, Goblin
  Skills
  Acrobatics +13, Athletics 
  +11, Crafting +13, 
  Diplomacy +13, Deception 
  +13, Medicine +13, 
  Intimidation +13, Arcana 
  +13, Performance +13, 
  Stealth +13, Survival +13
  Acrobatics +17, Athletics 
  +18, Crafting +18, 
  Diplomacy +18, Deception 
  +18, Medicine +18, 
  Intimidation +18, Arcana 
  +18, Performance +18, 
  Stealth +17, Survival +18
   Athletics +26, Crafting 
  +23, Diplomacy +23, 
  Deception +23, Medicine 
  +23, Intimidation +23, 
  Arcana +23, Performance 
  +23, Stealth +18, Survival 
  +23
   Athletics +36, Crafting 
  +30, Diplomacy +30, 
  Deception +30, Medicine 
  +30, Intimidation 
  +30, Arcana +30, Lore 
  +30, Occultism +30, 
  Performance +30, Stealth 
  +22, Survival +30
  Ability Scores Str 
  +1
  Dex +3
  Con +0
  Int 
  +3
  Wis +3
  Cha +3
  Str 
  +4
  Dex +3
  Con +2
  Int 
  +4
  Wis +4
  Cha +4
  Str 
  +8
  Dex +0
  Con +5
  Int 
  +5
  Wis +5
  Cha +5
  Str 
  +14
  Dex +0
  Con +11
  Int 
  +8
  Wis +8
  Cha +8
    Defense
  AC
  23
  27
  28
  28
  Fort 
  Ref 
  Will
  +10
  +13
  +13
  +16
  +17
  +18
  +23
  +18
  +23
  +33
  +22
  +30
  hp 
  52
  102
  184
  350
  Immune Electricity, Magical unconscious, paralyzed
  Resists all physical attacks except magic
  Dragon (Bronze, Adult)
    Low
    Moderate
    Advanced
    Elite
    Terrain
  Temperate Coastlines
    Rarity
  Rare
    Role
  Controller / Elite
  Controller / Solo
  Leader / Elite
  Leader / Solo
    Organization
  Solitary
    Treasure
  Triple
   
  P2E
  
  188
  Dragons
  Auras
  Save Will 17; Dmg 1d6
  Save Will 20; Dmg 2d6
  Save Will 23; Dmg 4d6
  Save Will 29; Dmg 5d6
  Electricity Aura A bronze dragon has an aura of electricity. All creatures within 10 feet take electricity 
  damage at the start of the dragon’s turn.  No save is allowed for this effect.
  Frightful Presence Your very presence unsettling to foes. Activating this ability is a free action that is usually 
  part of an attack or charge. Opponents within range who witness the action may become frightened or shaken. 
  The range is 40 feet. This ability affects only opponents with fewer Hit Dice or levels than the creature has. An 
  affected opponent can resist the effects with a successful Will save. On a failed save, the opponent is shaken, 
  or panicked if 4 HD or fewer. An opponent that succeeds on the saving throw is immune to your frightful 
  presence for 24 hours. Frightful presence is a mind-affecting fear effect.
    Offense & Actions
  Speed
  40 ft. Swim 60 ft. Fly 150 ft. (Average), Wave Mastery: For up to 120 minutes per day, a bronze dragon, along 
  with creatures or vessels within 50 feet, can move at twice its normal speed in water.
  Melee
   Melee Bite +13 (two-
  hand, unarmed, reach 
  5 ft.), Damage  1d6+1 
  piercing
   Melee Claws +13 (two-
  hand, unarmed, reach 
  5 ft.), Damage  1d4+1 
  slashing
   Melee Wings +13 
  (two-hand, reach 5 
  ft.), Damage  1d3+1 
  bludgeoning
   Melee Bite +24 (agile, 
  unarmed, reach 5 ft.), 
  Damage 1d10+6 piercing
   Melee Claws +24 
  (agile, unarmed, reach 
  5 ft.), Damage 1d6+4 
  slashing
   Melee Wings +24 
  (agile, reach 5 ft.), Damage 
  1d4+2 bludgeoning
   Melee Tail Slap +24 
  (agile, reach 5 ft.), Damage 
  1d6+2 bludgeoning
   Melee Bite +33 (agile, 
  unarmed, reach 10 ft.), 
  Damage 2d8+12 piercing
   Melee Claws +33 
  (agile, unarmed, reach 
  10 ft.), Damage 2d6+8 
  slashing
   Melee Wings 
  +33 (agile, reach 10 
  ft.), Damage 1d8+4 
  bludgeoning
   Melee Tail Slap 
  +33 (agile, reach 10 
  ft.), Damage 2d6+12 
  bludgeoning
   Melee Bite +45 (agile, 
  unarmed, reach 20 ft.), 
  Damage 8d6+21 piercing
   Melee Claws +45 
  (agile, unarmed, reach 
  20 ft.), Damage 4d8+14 
  slashing
   Melee Wings 
  +45 (agile, reach 20 
  ft.), Damage 3d6+7 
  bludgeoning
   Melee Tail Slap 
  +45 (agile, reach 20 
  ft.), Damage 3d8+21 
  bludgeoning
  Breath Weapon
  Save DC 17; Dmg 12d6
  Save DC 20; Dmg 14d6
  Save DC 23; Dmg 16d6
  Save DC 29; Dmg 18d8
   140’ Line of Lightning, usable every 1d4 rounds. Breath weapons allow a Reflex save for half damage. 
  You are immune to your own breath weapon.
  Repulsion Breath: 
   Instead of a line of electricity, a bronze dragon can breathe a cone of repulsion gas. 
  Targets must make a Will save or be compelled to do nothing but move away from the dragon for 1d6 rounds. 
  This is a mind-affecting compulsion effect.
  Change Shape
   A bronze dragon can take any animal or humanoid form 3/day as if using polymorph.
  Crush
  Save Reflex 17; Dmg 1d6
  Save Reflex 20; Dmg 3d6
  Save Reflex 23; Dmg 4d6
  Save Reflex 29; Dmg 6d6
   A flying or jumping dragon can land on foes, using its whole body to crush them. Crush attacks are 
  effective only against opponents three or more size categories smaller than the dragon. A crush attack affects 
  as many creatures as fit in the dragon’s space. Creatures in the affected area must succeed on a Reflex save or 
  be pinned, automatically taking bludgeoning damage during the next round unless the dragon moves off them. 
  If the dragon chooses to maintain the pin, it must succeed at a grapple check. Pinned foes take damage from 
  the crush each round if they don’t escape. 
  Tail Sweep
  Save Reflex 17; Dmg 2d6
  Save Reflex 20; Dmg 4d6
  Save Reflex 23; Dmg 5d6
  Save Reflex 29; Dmg 7d6
   A dragon of substantial size may sweep with its tail as a standard action. The sweep affects a half-
  circle with a radius of 30 feet, extending from an intersection on the edge of the dragon’s space in any 
  direction. Creatures within the swept area are affected if they are four or more size categories smaller than 
  the dragon. A tail sweep automatically deals bludgeoning damage to affected creatures, each of which may 
  attempt a Reflex save to halve the damage they receive.
    Other Abilities
  Innate Spells
  fog cloud (at will); speak with animals (at will)
  Spellcasting
  Sorcerer (CL 10th): 
  Sorcerer (CL 12th): 
  Sorcerer (CL 14th): 
  Sorcerer (CL 18th): 
  cloudkill; arcane sight; lightning bolt; dimension door; blink; sleep; dispel magic; slow; blur; continual flame; 
  darkness; gust of wind; mirror image; alarm; mage armor; obscuring mist; shield; true strike; chameleon scales; 
  dancing lights; daze; detect magic; detect light; message
  
  189
  Dragons
  Level
  CREATURE 16
  CREATURE 20
  CREATURE 24
  CREATURE 28
  Rarity
  RARE
  RARE
  RARE
  UNCOMMON
  Alignment
  LG
  LG
  LG
  LG
  Size
  LARGE
  HUGE
  GARGANTUAN
  GARGANTUAN
  Other Traits
  DRAGON, WATER
  Perception +29, darkvision, 
  low-light vision
  +34, darkvision, 
  low-light vision
  +39, darkvision, 
  low-light vision
  +46, darkvision, 
  low-light vision
  Languages Aquan, Common, Draconic, Druidic, Dwarven, Elvish, Giant, Gnoll, Gnomish, Halfling, 
  Orc
  Skills
  Acrobatics +20, 
  Athletics +24, Crafting 
  +23, Diplomacy +23, 
  Deception +23, Medicine 
  +23, Intimidation +23, 
  Arcana +23, Lore +23, 
  Performance +23, Stealth 
  +20, Survival +23
  Acrobatics +23, 
  Athletics +30, Crafting 
  +28, Diplomacy +28, 
  Deception +28, Medicine 
  +28, Intimidation +28, 
  Arcana +28, Lore +28, 
  Performance +28, Stealth 
  +23, Survival +28
  Acrobatics +25, 
  Athletics +38, Crafting 
  +33, Diplomacy +33, 
  Deception +33, Medicine 
  +33, Intimidation +33, 
  Arcana +33, Lore +33, 
  Performance +33, Stealth 
  +25, Survival +33
   Athletics +46, Crafting 
  +40, Diplomacy +40, 
  Deception +40, Medicine 
  +40, Intimidation 
  +40, Arcana +40, Lore 
  +40, Occultism +40, 
  Performance +40, Stealth 
  +30, Survival +40
  Ability Scores Str 
  +6
  Dex +2
  Con +3
  Int 
  +5
  Wis +5
  Cha +5
  Str 
  +8
  Dex +1
  Con +4
  Int 
  +6
  Wis +6
  Cha +6
  Str 
  +12
  Dex -1
  Con +7
  Int 
  +7
  Wis +7
  Cha +7
  Str 
  +16
  Dex +0
  Con +11
  Int 
  +10
  Wis +10
  Cha +10
    Defense
  AC
  31
  35
  37
  40
  Fort 
  Ref 
  Will
  +21
  +20
  +23
  +26
  +23
  +28
  +33
  +25
  +33
  +41
  +30
  +40
  hp 
  152
  210
  324
  19
  Immune Electricity, Magical unconscious, paralyzed
  Resists all physical attacks except magic
  Dragon (Bronze, Ancient)
    Low
    Moderate
    Advanced
    Elite
    Terrain
  Temperate Coastlines
    Rarity
  Rare
    Role
  Controller / Solo
  Leader / Elite
  Leader / Solo
  Leader / Solo
    Organization
  Solitary
    Treasure
  Triple
   
  P2E
  
  190
  Dragons
  Auras
  Save Will 23; Dmg 2d6
  Save Will 24; Dmg 3d6
  Save Will 25; Dmg 5d6
  Save Will 29; Dmg 6d6
  Electricity Aura A bronze dragon has an aura of electricity. All creatures within 10 feet take electricity damage at the start of 
  the dragon’s turn.  No save is allowed for this effect.
  Frightful Presence Your very presence unsettling to foes. Activating this ability is a free action that is usually part of an 
  attack or charge. Opponents within range who witness the action may become frightened or shaken. The range is 40 feet. This 
  ability affects only opponents with fewer Hit Dice or levels than the creature has. An affected opponent can resist the effects 
  with a successful Will save. On a failed save, the opponent is shaken, or panicked if 4 HD or fewer. An opponent that succeeds 
  on the saving throw is immune to your frightful presence for 24 hours. Frightful presence is a mind-affecting fear effect.
    Offense & Actions
  Speed
  40 ft. Swim 60 ft. Fly 200 ft. (Poor), Wave Mastery: For up to 120 minutes per day, a bronze dragon, along 
  with creatures or vessels within 50 feet, can move at twice its normal speed in water.
  Melee
   Melee Bite +31 (agile, 
  unarmed, reach 10 ft.), 
  Damage 2d6+9/19-00 
  piercing
   Melee Claws +31 
  (agile, unarmed, reach 
  10 ft.), Damage 1d10+6 
  slashing
   Melee Wings 
  +31 (agile, reach 10 
  ft.), Damage 1d6+3 
  bludgeoning
   Melee Tail Slap 
  +31 (agile, reach 10 
  ft.), Damage 1d10+9 
  bludgeoning
   Melee Bite +39 (agile, 
  unarmed, reach 10 ft.), 
  Damage 4d4+12/19-00 
  piercing
   Melee Claws +39 
  (agile, unarmed, reach 
  10 ft.), Damage 2d6+8 
  slashing
   Melee Wings 
  +39 (agile, reach 10 
  ft.), Damage 1d10+4 
  bludgeoning
   Melee Tail Slap 
  +39 (agile, reach 10 
  ft.), Damage 2d6+12 
  bludgeoning
   Melee Bite +49 (agile, 
  unarmed, reach 15 ft.), 
  Damage 4d6+18/19-00 
  piercing
   Melee Claws +49 
  (agile, unarmed, reach 
  15 ft.), Damage 2d8+12 
  slashing
   Melee Wings 
  +49 (agile, reach 15 
  ft.), Damage 2d6+6 
  bludgeoning
   Melee Tail Slap 
  +49 (agile, reach 15 
  ft.), Damage 2d8+18 
  bludgeoning
   Melee Bite +57 (agile, 
  unarmed, reach 20 ft.), 
  Damage 8d6+24/19-00 
  piercing
   Melee Claws +57 
  (agile, unarmed, reach 
  20 ft.), Damage 4d8+16 
  slashing
   Melee Wings 
  +57 (agile, reach 20 
  ft.), Damage 2d8+8 
  bludgeoning
   Melee Tail Slap 
  +57 (agile, reach 20 
  ft.), Damage 4d6+24 
  bludgeoning
  Breath Weapon
  Save DC 23; Dmg 14d6
  Save DC 24; Dmg 18d6
  Save DC 24; Dmg 20d6
  Save DC 29; Dmg 24d8
   140’ Line of Lightning, usable every 1d4 rounds. Breath weapons allow a Reflex save for half damage. You are 
  immune to your own breath weapon.
  Repulsion Breath: 
   Instead of a line of electricity, a bronze dragon can breathe a cone of repulsion gas. Targets must 
  make a Will save or be compelled to do nothing but move away from the dragon for 1d6 rounds. This is a mind-affecting 
  compulsion effect.
  Change Shape
   A bronze dragon can take any animal or humanoid form 3/day as if using polymorph.
  Crush
  Save Reflex 23; Dmg 2d6
  Save Reflex 24; Dmg 4d6
  Save Reflex 25; Dmg 6d6
  Save Reflex 29; Dmg 8d6
   A flying or jumping dragon can land on foes, using its whole body to crush them. Crush attacks are effective only 
  against opponents three or more size categories smaller than the dragon. A crush attack affects as many creatures as fit in the 
  dragon’s space. Creatures in the affected area must succeed on a Reflex save or be pinned, automatically taking bludgeoning 
  damage during the next round unless the dragon moves off them. If the dragon chooses to maintain the pin, it must succeed at 
  a grapple check. Pinned foes take damage from the crush each round if they don’t escape. 
  Tail Sweep
  Save Reflex 23; Dmg 3d6
  Save Reflex 24; Dmg 5d6
  Save Reflex 25; Dmg 6d6
  Save Reflex 29; Dmg 8d6
   A dragon of substantial size may sweep with its tail as a standard action. The sweep affects a half-circle with a radius 
  of 30 feet, extending from an intersection on the edge of the dragon’s space in any direction. Creatures within the swept area 
  are affected if they are four or more size categories smaller than the dragon. A tail sweep automatically deals bludgeoning 
  damage to affected creatures, each of which may attempt a Reflex save to halve the damage they receive.
  Tidal Wave
  Save Reflex 23; Dmg 6d6
  Save Reflex 24; Dmg 8d6
  Save Reflex 25; Dmg 12d6
  Save Reflex 29; Dmg 14d6
   A bronze dragon can cause the sea to rise up and crush his enemies once per day as a standard action. This affects 
  an area of coastline 120 feet in length and targets all creatures within 40 feet of the shore-treat the targets as if struck by an 
  avalanche. Treat all creatures as if they were in the bury zone. Each affected creature may attempt a Reflex save to halve the 
  damage suffered. Those who fail their saves take full damage and are drawn 60 feet off shore and deposited 20 feet under the 
  surface on the round after the wave hits.
  Vortex
   Once per day, a bronze dragon can create a vortex as a standard action, just like an elder water elemental. A bronze 
  dragon can maintain this vortex for 12 rounds.
    Other Abilities
  Innate Spells
  control water (at will); control weather (at will); fog cloud (at will); speak with animals (at will)
  Spellcasting
  Sorcerer (CL 12th): 
  Sorcerer (CL 14th): 
  Sorcerer (CL 16th): 
  Sorcerer (CL 20th): 
  ethereal jaunt; command; dimensional lock; spell turning; flesh to stone; mislead; spectral hand; teleport; 
  dimension door; cone of cold; solid fog; stoneskin; dispel magic; slow; suggestion; blur; gust of wind; 
  invisibility; mirror image; web; alarm; mage armor; obscuring mist; shield; true strike; dancing lights; daze; 
  detect magic; light; message; prestidigitation
  
  191
  Dragons
  Level
  CREATURE 6
  CREATURE 10
  CREATURE 14
  CREATURE 18
  Rarity
  RARE
  RARE
  RARE
  UNCOMMON
  Alignment
  LG
  LG
  LG
  LG
  Size
  TINY
  LARGE
  HUGE
  GARGANTUAN
  Other Traits
  DRAGON, WATER
  Perception +12, darkvision, 
  low-light vision
  +19, darkvision, 
  low-light vision
  +28, darkvision, 
  low-light vision
  +33, darkvision, 
  low-light vision
  Languages Aquan, Common, Draconic, Druidic, Elvish, Giant, Gnomish, Read Lips
  Skills
  Acrobatics +12, Athletics 
  +7, Crafting +10, 
  Diplomacy +10, Deception 
  +10, Medicine +10, 
  Intimidation +10, Arcana 
  +10, Performance +10, 
  Stealth +12, Survival +10
  Acrobatics +13, Athletics 
  +17, Crafting +15, 
  Diplomacy +15, Deception 
  +15, Medicine +15, 
  Intimidation +15, Arcana 
  +15, Performance +15, 
  Stealth +13, Survival +15
  Acrobatics +18, Athletics 
  +25, Crafting +22, 
  Diplomacy +22, Deception 
  +22, Medicine +22, 
  Intimidation +22, Arcana 
  +22, Lore +22, Occultism 
  +22, Performance +22, 
  Stealth +18, Survival +22
  Acrobatics +21, Athletics 
  +34, Crafting +27, 
  Diplomacy +27, Deception 
  +27, Medicine +27, 
  Intimidation +27, Arcana 
  +27, Lore +27, Nature 
  +27, Occultism +27, 
  Performance +27, Stealth 
  +21, Survival +27
  Ability Scores Str 
  -1
  Dex +4
  Con -1
  Int 
  +2
  Wis +2
  Cha +2
  Str 
  +5
  Dex +1
  Con +3
  Int 
  +3
  Wis +3
  Cha +3
  Str 
  +9
  Dex +2
  Con +7
  Int 
  +6
  Wis +6
  Cha +6
  Str 
  +14
  Dex +1
  Con +10
  Int 
  +7
  Wis +7
  Cha +7
    Defense
  AC
  22
  23
  27
  30
  Fort 
  Ref 
  Will
  +7
  +12
  +10
  +15
  +13
  +15
  +23
  +18
  +22
  +30
  +21
  +27
  hp 
  45
  95
  189
  297
  Immune Electricity, Magical unconscious, paralyzed
  Resists all physical attacks except magic
  Dragon (Bronze, Young)
    Low
    Moderate
    Advanced
    Elite
    Terrain
  Temperate Coastlines
    Rarity
  Rare
    Role
  Controller / Elite
  Controller / Elite
  Leader / Elite
  Leader / Elite
    Organization
  Solitary
    Treasure
  Triple
   
  P2E
  
  192
  Dragons
  Auras
  Save Will 14
  Save Will 17
  Save Will 23
  Save Will 28
  Frightful Presence Your very presence unsettling to foes. Activating this ability is a free action that is usually 
  part of an attack or charge. Opponents within range who witness the action may become frightened or shaken. 
  The range is 40 feet. This ability affects only opponents with fewer Hit Dice or levels than the creature has. An 
  affected opponent can resist the effects with a successful Will save. On a failed save, the opponent is shaken, 
  or panicked if 4 HD or fewer. An opponent that succeeds on the saving throw is immune to your frightful 
  presence for 24 hours. Frightful presence is a mind-affecting fear effect.
    Offense & Actions
  Speed
  40 ft. Swim 60 ft. Fly 100 ft. (Average), Wave Mastery: For up to 120 minutes per day, a bronze dragon, along 
  with creatures or vessels within 50 feet, can move at twice its normal speed in water.
  Melee
   Melee Bite +7 (agile, 
  unarmed, reach 0 ft.), 
  Damage 1d4+0 piercing
   Melee Claws +7 (agile, 
  unarmed, reach 0 ft.), 
  Damage 1d3+0 slashing
   Melee Bite +21 (agile, 
  unarmed, reach 5 ft.), 
  Damage 2d6+7 piercing
   Melee Claws +21 
  (agile, unarmed, reach 
  5 ft.), Damage 1d8+5 
  slashing
   Melee Wings +21 
  (agile, reach 5 ft.), Damage 
  1d6+2 bludgeoning
   Melee Tail Slap +21 
  (agile, reach 5 ft.), Damage 
  1d8+7 bludgeoning
   Melee Bite +32 (agile, 
  unarmed, reach 10 ft.), 
  Damage 3d8+13 piercing
   Melee Claws +32 
  (agile, unarmed, reach 
  10 ft.), Damage 3d6+9 
  slashing
   Melee Wings 
  +32 (agile, reach 10 
  ft.), Damage 1d8+4 
  bludgeoning
   Melee Tail Slap 
  +32 (agile, reach 10 
  ft.), Damage 2d6+13 
  bludgeoning
   Melee Bite +43 (agile, 
  unarmed, reach 15 ft.), 
  Damage 4d8+21 piercing
   Melee Claws +43 
  (agile, unarmed, reach 
  15 ft.), Damage 4d6+14 
  slashing
   Melee Wings 
  +43 (agile, reach 15 
  ft.), Damage 2d6+7 
  bludgeoning
   Melee Tail Slap 
  +43 (agile, reach 15 
  ft.), Damage 3d6+21 
  bludgeoning
  Breath Weapon
  Save DC 14; Dmg 6d6
  Save DC 17; Dmg 8d6
  Save DC 23; Dmg 12d6
  Save DC 28; Dmg 14d8
   120’ Line of Lightning, usable every 1d4 rounds. Breath weapons allow a Reflex save for half damage. 
  You are immune to your own breath weapon.
  Repulsion Breath: 
   Instead of a line of electricity, a bronze dragon can breathe a cone of repulsion gas. 
  Targets must make a Will save or be compelled to do nothing but move away from the dragon for 1d6 rounds. 
  This is a mind-affecting compulsion effect.
  Change Shape
   A bronze dragon can take any animal or humanoid form 3/day as if using polymorph.
  Crush
  Save Reflex 14; Dmg 1d6
  Save Reflex 17; Dmg 2d6
  Save Reflex 23; Dmg 3d6
  Save Reflex 28; Dmg 4d6
   A flying or jumping dragon can land on foes, using its whole body to crush them. Crush attacks are 
  effective only against opponents three or more size categories smaller than the dragon. A crush attack affects 
  as many creatures as fit in the dragon’s space. Creatures in the affected area must succeed on a Reflex save or 
  be pinned, automatically taking bludgeoning damage during the next round unless the dragon moves off them. 
  If the dragon chooses to maintain the pin, it must succeed at a grapple check. Pinned foes take damage from 
  the crush each round if they don’t escape. 
  Tail Sweep
  Save Reflex 14; Dmg 1d6
  Save Reflex 17; Dmg 2d6
  Save Reflex 23; Dmg 3d6
  Save Reflex 28; Dmg 5d6
   A dragon of substantial size may sweep with its tail as a standard action. The sweep affects a half-
  circle with a radius of 30 feet, extending from an intersection on the edge of the dragon’s space in any 
  direction. Creatures within the swept area are affected if they are four or more size categories smaller than 
  the dragon. A tail sweep automatically deals bludgeoning damage to affected creatures, each of which may 
  attempt a Reflex save to halve the damage they receive.
    Other Abilities
  Innate Spells
  fog cloud (at will); speak with animals (at will)
  Spellcasting
  Sorcerer (CL 8th): 
  Sorcerer (CL 10th): 
  Sorcerer (CL 12th): 
  Sorcerer (CL 14th): 
  cone of cold; fireball; burning hands; charm; alarm; lock; obscuring mist; dancing lights; daze; detect magic; 
  light; message; prestidigitation
  
  193
  Dragons
  AC 
  4 [15]
  2 [17]
  2 [17]
  1 [18]
  HD 
  7 + 14
  9 + 18
  10 + 20
  11 + 22
  ATT 
  Bite 2d6 or Claws 1d10 
  or Wings 1d6 or Tail 
  Slap 1d10
  Bite 4d4 or Claws 2d6 
  or Wings 1d10 or Tail 
  Slap 2d6
  Bite 4d6 or Claws 2d8 or 
  Wings 2d6 or Tail Slap 
  2d8
  Bite 8d6 or Claws 4d8 or Wings 2d8 or 
  Tail Slap 4d6
  THACO
  13 [+6]
  12 [+7]
  11 [+8]
  11 [+8]
  MV 
  120’ (40’)  Swim 180’ (60’)  Fly 600’ (200’)  (Poor), Wave Mastery
  SV 
  Saves
   
  D 
   
  W 
   
  P 
   
  B 
   
  S 
   
  U 
  6788
  10
  8
  6788
  10
  8
  456586
  234364
  ML 
  10
  10
  10
  10
  AL 
  Lawful
  XP 
  900
  1,100
  1,350
  1,500
    Special Abilities
  Breath Weapon
   140' Line of Lightning, 4d8 damage, usable every 1d4 rounds. Breath weapons allow a Breath save for half damage. You are immune to your own breath weapon.
  Change Shape
  A bronze dragon can take any animal or humanoid form 3/day as if using polymorph.
  Crush
  A flying or jumping creature can land on foes, using its whole body to crush them. Crush attacks are effective only against opponents at least two size categories smaller than the 
  creature attempting the action.  A crush attack affects as many creatures as fit in the dragon's space.  Creatures in the affected area must succeed on a Breath save or be pinned, 
  automatically taking 2d8 bludgeoning damage during the next round unless the dragon moves off them.  
  Electricity Aura
  This creature is surrounded by an aura of electricity. Creatures within 10 feet take 1d6 electricity damage at the beginning of the creature's turn.
  Frightful 
  Presence
  Your very presence unsettling to foes. Activating this ability is a free action that is usually part of an attack or charge. Opponents within range who witness the action may 
  become frightened or shaken. The range is 40 feet. This ability affects only opponents with fewer Hit Dice or levels than the creature has. An affected opponent can resist the 
  effects with a successful Death save. On a failed save, the opponent is shaken, or panicked if 4 HD or fewer. An opponent that succeeds on the saving throw is immune to your 
  frightful presence for 24 hours. Frightful presence is a mind-affecting fear effect.
  Repulsion 
  Breath
  Instead of a line of electricity, a bronze dragon can breathe a cone of repulsion gas. Targets must make a Paralysis save or be compelled to do nothing but move away from the 
  dragon for 1d6 rounds. This is a mind-affecting compulsion effect.
  Tail Sweep
  A creature of substantial size may sweep with its tail as a standard action. The sweep affects a half-circle with a radius of 30 feet, extending from an intersection on the edge of 
  the dragon's space in any direction. All creatures within the swept area are affected if they are smaller than this creature. A tail sweep automatically deals bludgeoning damage to 
  affected creatures, each of which may attempt a Breath save to halve the damage they receive.
  Tidal 
  Wave
  A bronze dragon can cause the sea to rise up and crush his enemies once per day as a standard action. This affects an area of coastline 120 feet in length and targets all 
  creatures within 40 feet of the shore-treat the targets as if struck by an avalanche, suffering 6d8 bludgeoning damage and knocking them prone and burying them underneath. 
  Treat all creatures as if they were in the bury zone. Each affected creature may attempt a Breath save to halve the damage suffered. Those who fail their saves take full damage 
  and are drawn 60 feet off shore and deposited 20 feet under the surface on the round after the wave hits.
  Vortex
  This creature can generate a whirlpool. This ability functions identically to the pushing winds spell, but the whirlpool can only form underwater and cannot leave the water. It's a 
  Breath save to avoid being caught by the  vortex. The vortex itself is 20 feet across and 120 feet deep, and deals 4d6 points of damage per round.
  Wave Mastery
  For up to 120 minutes per day, a bronze dragon, along with creatures or vessels within 50 feet, can move at twice its normal speed in water.
  Dragon (Bronze, Ancient)
    Low
    Moderate
    Advanced
    Elite
    Environment
  Temperate Coastlines
    Rarity
  Rare
    Role
  Controller / Solo
  Leader / Elite
  Leader / Solo
  Leader / Solo
    # Encountered
  Solitary
    Treasure
  Triple
   
  OSR
  
  194
  Dragons
  AC 
  Armor Class
  7 [12]
  5 [14]
  5 [14]
  5 [14]
  HD 
  Hit Dice
  5 + 10
  6 + 12
  7 + 14
  9 + 18
  ATT Attacks
  Bite 1d6 or Claws 1d4 
  or Wings 1d3
  Bite 1d10 or Claws 1d6 
  or Wings 1d4 or Tail 
  Slap 1d6
  Bite 2d8 or Claws 2d6 or 
  Wings 1d8 or Tail Slap 
  2d6
  Bite 8d6 or Claws 4d8 or 
  Wings 3d6 or Tail Slap 
  3d8
  THACO
  15 [+4]
  14 [+5]
  13 [+6]
  12 [+7]
  MV 
  Move
  120’ (40’)  Swim 180’ (60’)  Fly 450’ (150’)  (Average)
  SV 
  Saves
   
  D 
  Death
   
  W Wand
   
  P 
  Paralysis
   
  B 
  Breath
   
  S 
  Spell
   
  U 
  Unified
  10
  11
  12
  13
  14
  12
  89
  10
  10
  12
  10
  6788
  10
  8
  6788
  10
  8
  ML 
  Morale
  10
  10
  10
  10
  AL 
  Alignment
  Lawful
  XP 
  Experience
  350
  650
  900
  1,100
    Special Abilities
  Breath Weapon
   140' Line of Lightning, 4d8 damage, usable every 1d4 rounds. Breath weapons allow a Breath save for half damage. You are 
  immune to your own breath weapon.
  Change Shape
  A bronze dragon can take any animal or humanoid form 3/day as if using polymorph.
  Crush
  A flying or jumping creature can land on foes, using its whole body to crush them. Crush attacks are effective only against opponents 
  at least two size categories smaller than the creature attempting the action.  A crush attack affects as many creatures as fit in the 
  dragon's space.  Creatures in the affected area must succeed on a Breath save or be pinned, automatically taking 2d8 bludgeoning 
  damage during the next round unless the dragon moves off them.  
  Electricity 
  Aura
  This creature is surrounded by an aura of electricity. Creatures within 10 feet take 1d6 electricity damage at the beginning of the 
  creature's turn.
  Frightful 
  Presence
  Your very presence unsettling to foes. Activating this ability is a free action that is usually part of an attack or charge. Opponents 
  within range who witness the action may become frightened or shaken. The range is 40 feet. This ability affects only opponents with 
  fewer Hit Dice or levels than the creature has. An affected opponent can resist the effects with a successful Death save. On a failed 
  save, the opponent is shaken, or panicked if 4 HD or fewer. An opponent that succeeds on the saving throw is immune to your 
  frightful presence for 24 hours. Frightful presence is a mind-affecting fear effect.
  Repulsion Breath
  Instead of a line of electricity, a bronze dragon can breathe a cone of repulsion gas. Targets must make a Paralysis save or be 
  compelled to do nothing but move away from the dragon for 1d6 rounds. This is a mind-affecting compulsion effect.
  Tail Sweep
  A creature of substantial size may sweep with its tail as a standard action. The sweep affects a half-circle with a radius of 30 feet, 
  extending from an intersection on the edge of the dragon's space in any direction. All creatures within the swept area are affected if 
  they are smaller than this creature. A tail sweep automatically deals bludgeoning damage to affected creatures, each of which may 
  attempt a Breath save to halve the damage they receive.
  Wave Mastery
  For up to 120 minutes per day, a bronze dragon, along with creatures or vessels within 50 feet, can move at twice its normal speed in 
  water.
  Dragon (Bronze, Adult)
    Low
    Moderate
    Advanced
    Elite
    Environment
  Temperate Coastlines
    Rarity
  Rare
    Role
  Controller / Elite
  Controller / Solo
  Leader / Elite
  Leader / Solo
    # Encountered
  Solitary
    Treasure
  Triple
   
  OSR
  
  195
  Dragons
  AC 
  Armor Class
  7 [12]
  7 [12]
  5 [14]
  4 [15]
  HD 
  Hit Dice
  4 + 8
  5 + 10
  7 + 14
  8 + 16
  ATT Attacks
  Bite 1d6 or Claws 1d6 
  or Wings 1d4 or Tail 
  Slap 1d6
  Bite 2d6 or Claws 1d8 
  or Wings 1d6 or Tail 
  Slap 1d8
  Bite 3d8 or Claws 3d6 or 
  Wings 1d8 or Tail Slap 
  2d6
  Bite 4d8 or Claws 4d6 or 
  Wings 2d6 or Tail Slap 
  3d6
  THACO
  16 [+3]
  15 [+4]
  13 [+6]
  12 [+7]
  MV 
  Move
  120’ (40’)  Swim 180’ (60’)  Fly 300’ (100’)  (Average)
  SV 
  Saves
   
  D 
  Death
   
  W Wand
   
  P 
  Paralysis
   
  B 
  Breath
   
  S 
  Spell
   
  U 
  Unified
  10
  11
  12
  13
  14
  12
  89
  10
  10
  12
  10
  89
  10
  10
  12
  10
  6788
  10
  8
  ML 
  Morale
  10
  10
  10
  10
  AL 
  Alignment
  Lawful
  XP 
  Experience
  225
  450
  900
  1,100
    Special Abilities
  Breath 
  Weapon
   120' Line of Lightning, 4d8 damage, usable every 1d4 rounds. Breath weapons allow a Breath save for half damage. 
  You are immune to your own breath weapon.
  Change Shape
  A bronze dragon can take any animal or humanoid form 3/day as if using polymorph.
  Crush
  A flying or jumping creature can land on foes, using its whole body to crush them. Crush attacks are effective only 
  against opponents at least two size categories smaller than the creature attempting the action.  A crush attack affects 
  as many creatures as fit in the dragon's space.  Creatures in the affected area must succeed on a Breath save or be 
  pinned, automatically taking 2d8 bludgeoning damage during the next round unless the dragon moves off them.  
  Frightful 
  Presence
  Your very presence unsettling to foes. Activating this ability is a free action that is usually part of an attack or charge. 
  Opponents within range who witness the action may become frightened or shaken. The range is 40 feet. This ability 
  affects only opponents with fewer Hit Dice or levels than the creature has. An affected opponent can resist the effects 
  with a successful Death save. On a failed save, the opponent is shaken, or panicked if 4 HD or fewer. An opponent 
  that succeeds on the saving throw is immune to your frightful presence for 24 hours. Frightful presence is a mind-
  affecting fear effect.
  Repulsion 
  Breath
  Instead of a line of electricity, a bronze dragon can breathe a cone of repulsion gas. Targets must make a Paralysis save 
  or be compelled to do nothing but move away from the dragon for 1d6 rounds. This is a mind-affecting compulsion 
  effect.
  Tail Sweep
  A creature of substantial size may sweep with its tail as a standard action. The sweep affects a half-circle with a radius 
  of 30 feet, extending from an intersection on the edge of the dragon's space in any direction. All creatures within the 
  swept area are affected if they are smaller than this creature. A tail sweep automatically deals bludgeoning damage to 
  affected creatures, each of which may attempt a Breath save to halve the damage they receive.
  Wave Mastery
  For up to 120 minutes per day, a bronze dragon, along with creatures or vessels within 50 feet, can move at twice its 
  normal speed in water.
  Dragon (Bronze, Young)
    Low
    Moderate
    Advanced
    Elite
    Environment
  Temperate Coastlines
    Rarity
  Rare
    Role
  Controller / Elite
  Controller / Elite
  Leader / Elite
  Leader / Elite
    # Encountered
  Solitary
    Treasure
  Triple
   
  DCC
  
  196
  Dragons
  Dragon (Bronze, Ancient)
    Low
    Moderate
    Advanced
    Elite
    Environment
  Temperate Coastlines
    Rarity
  Rare
    Role
  Controller / Solo
  Leader / Elite
  Leader / Solo
  Leader / Solo
    # Encountered
  Solitary
    Treasure
  Triple
  Init 
  -1
  -1
  -1
  +0
  Atk 
  Bite +4 melee (1d6+9) or 
  Claws +4 melee (1d10+2) 
  or Wings +4 melee (1d6+1) 
  or Tail Slap +4 melee 
  (1d10+3)
  Bite +4 melee (3d4+12) or 
  Claws +4 melee (1d6+3) or 
  Wings +4 melee (1d10+1) or 
  Tail Slap +4 melee (1d6+4)
  Bite +6 melee (3d6+18) or 
  Claws +6 melee (1d8+4) or 
  Wings +6 melee (1d6+2) or 
  Tail Slap +6 melee (1d8+6)
  Bite +8 melee (6d6+24) or 
  Claws +8 melee (3d8+5) or 
  Wings +8 melee (1d8+3) or 
  Tail Slap +8 melee (3d6+8)
  Crit 
  19+:DR/d14
  19+:DR/d20
  19+:DR/d20
  19+:DR/d24
  AC 
  15
  17
  17
  18
  HD 
  5d12 + 10
  7d12 + 14
  8d12 + 16
  9d12 + 18
  MV 
  40’, Swim 60’, Fly 200’, (Poor), Wave Mastery
  ACT 
  2d24+1d20
  3d24
  1d30+2d24
  2d30+1d24
  SV 
  Saves
   
  Fort 
   
  Ref 
   
  Will
  +9
  +8
  +10
  +11
  +9
  +12
  +14
  +9
  +14
  +18
  +11
  +17
  AL 
  L
    Special Abilities
  Breath Weapon
   140' Line of Lightning, 4d8 damage, usable every 1d4 rounds. Breath weapons allow a Reflex for half damage. You are immune to your own breath 
  weapon.
  Change Shape
  A bronze dragon can take any animal or humanoid form 3/day as if using polymorph.
  Crush
  A flying or jumping creature can land on foes, using its whole body to crush them. Crush attacks are effective only against opponents at least two size 
  categories smaller than the creature attempting the action.  A crush attack affects as many creatures as fit in the dragon's space.  Creatures in the affected 
  area must succeed on a Reflex save or be pinned, automatically taking 2d8 bludgeoning damage during the next round unless the dragon moves off 
  them.  
  Electricity Aura
  This creature is surrounded by an aura of electricity. Creatures within 10 feet take 1d6 electricity damage at the beginning of the creature's turn.
  Frightful 
  Presence
  Your very presence unsettling to foes. Activating this ability is a free action that is usually part of an attack or charge. Opponents within range who 
  witness the action may become frightened or shaken. The range is 40 feet. This ability affects only opponents with fewer Hit Dice or levels than the 
  creature has. An affected opponent can resist the effects with a successful Will save. On a failed save, the opponent is shaken, or panicked if 4 HD or 
  fewer. An opponent that succeeds on the saving throw is immune to your frightful presence for 24 hours. Frightful presence is a mind-affecting fear 
  effect.
  Repulsion Breath
  Instead of a line of electricity, a bronze dragon can breathe a cone of repulsion gas. Targets must make a Will save or be compelled to do nothing but 
  move away from the dragon for 1d6 rounds. This is a mind-affecting compulsion effect.
  Tail Sweep
  A creature of substantial size may sweep with its tail as a standard action. The sweep affects a half-circle with a radius of 30 feet, extending from an 
  intersection on the edge of the dragon's space in any direction. All creatures within the swept area are affected if they are smaller than this creature. A tail 
  sweep automatically deals bludgeoning damage to affected creatures, each of which may attempt a Reflex save to halve the damage they receive.
  Tidal Wave
  A bronze dragon can cause the sea to rise up and crush his enemies once per day as a standard action. This affects an area of coastline 120 feet in length 
  and targets all creatures within 40 feet of the shore-treat the targets as if struck by an avalanche, suffering 6d8 bludgeoning damage and knocking them 
  prone and burying them underneath. Treat all creatures as if they were in the bury zone. Each affected creature may attempt a Reflex save to halve the 
  damage suffered. Those who fail their saves take full damage and are drawn 60 feet off shore and deposited 20 feet under the surface on the round after 
  the wave hits.
  Vortex
  This creature can generate a whirlpool. This ability functions identically to the pushing winds spell, but the whirlpool can only form underwater and 
  cannot leave the water. It's a Reflex save to avoid being caught by the  vortex. The vortex itself is 20 feet across and 120 feet deep, and deals 4d6 points of 
  damage per round.
  Wave Mastery
  For up to 120 minutes per day, a bronze dragon, along with creatures or vessels within 50 feet, can move at twice its normal speed in water.
   
  DCC
  
  197
  Dragons
  Dragon (Bronze, Adult)
    Low
    Moderate
    Advanced
    Elite
    Environment
  Temperate Coastlines
    Rarity
  Rare
    Role
  Controller / Elite
  Controller / Solo
  Leader / Elite
  Leader / Solo
    # Encountered
  Solitary
    Treasure
  Triple
  Init 
  -3
  -3
  -1
  -1
  Atk 
  Bite -1 melee (1d6) or 
  Claws -1 melee (1d4) 
  or Wings -1 melee 
  (1d3)
  Bite +3 melee (1d10+2) or 
  Claws +3 melee (1d6+1) or 
  Wings +3 melee (1d4+1) or 
  Tail Slap +3 melee (1d6+1)
  Bite +4 melee (1d8+4) or 
  Claws +4 melee (1d6+3) or 
  Wings +4 melee (1d8+1) or 
  Tail Slap +4 melee (1d6+4)
  Bite +7 melee (6d6+7) or 
  Claws +7 melee (3d8+5) or 
  Wings +7 melee (2d6+2) or 
  Tail Slap +7 melee (2d8+7)
  Crit 
  20+:DR/d10
  20+:DR/d12
  20+:DR/d14
  20+:DR/d20
  AC 
  12
  14
  14
  14
  HD 
  3d12 + 6
  4d12 + 8
  5d12 + 10
  7d12 + 14
  MV 
  40’, Swim 60’, Fly 150’, (Average)
  ACT 
  1d24+1d20
  1d24+2d20
  2d24+1d20
  3d24
  SV 
  Saves
   
  Fort 
   
  Ref 
   
  Will
  +4
  +6
  +6
  +7
  +7
  +8
  +10
  +7
  +10
  +15
  +8
  +13
  AL 
  L
    Special Abilities
  Breath Weapon
   140' Line of Lightning, 4d8 damage, usable every 1d4 rounds. Breath weapons allow a Reflex for half damage. You are immune to your own 
  breath weapon.
  Change Shape
  A bronze dragon can take any animal or humanoid form 3/day as if using polymorph.
  Crush
  A flying or jumping creature can land on foes, using its whole body to crush them. Crush attacks are effective only against opponents at least two 
  size categories smaller than the creature attempting the action.  A crush attack affects as many creatures as fit in the dragon's space.  Creatures 
  in the affected area must succeed on a Reflex save or be pinned, automatically taking 2d8 bludgeoning damage during the next round unless the 
  dragon moves off them.  
  Electricity Aura
  This creature is surrounded by an aura of electricity. Creatures within 10 feet take 1d6 electricity damage at the beginning of the creature's turn.
  Frightful 
  Presence
  Your very presence unsettling to foes. Activating this ability is a free action that is usually part of an attack or charge. Opponents within range 
  who witness the action may become frightened or shaken. The range is 40 feet. This ability affects only opponents with fewer Hit Dice or 
  levels than the creature has. An affected opponent can resist the effects with a successful Will save. On a failed save, the opponent is shaken, or 
  panicked if 4 HD or fewer. An opponent that succeeds on the saving throw is immune to your frightful presence for 24 hours. Frightful presence 
  is a mind-affecting fear effect.
  Repulsion Breath
  Instead of a line of electricity, a bronze dragon can breathe a cone of repulsion gas. Targets must make a Will save or be compelled to do nothing 
  but move away from the dragon for 1d6 rounds. This is a mind-affecting compulsion effect.
  Tail Sweep
  A creature of substantial size may sweep with its tail as a standard action. The sweep affects a half-circle with a radius of 30 feet, extending 
  from an intersection on the edge of the dragon's space in any direction. All creatures within the swept area are affected if they are smaller than 
  this creature. A tail sweep automatically deals bludgeoning damage to affected creatures, each of which may attempt a Reflex save to halve the 
  damage they receive.
  Wave Mastery
  For up to 120 minutes per day, a bronze dragon, along with creatures or vessels within 50 feet, can move at twice its normal speed in water.
   
  DCC
  
  198
  Dragons
  Dragon (Bronze, Young)
    Low
    Moderate
    Advanced
    Elite
    Environment
  Temperate Coastlines
    Rarity
  Rare
    Role
  Controller / Elite
  Controller / Elite
  Leader / Elite
  Leader / Elite
    # Encountered
  Solitary
    Treasure
  Triple
  Init 
  -2
  -2
  -2
  -1
  Atk 
  Bite -3 melee (1d4) or 
  Claws -3 melee (1d3)
  Bite +5 melee (1d6+2) or 
  Claws +5 melee (1d8+2) or 
  Wings +5 melee (1d6+1) or 
  Tail Slap +5 melee (1d8+2)
  Bite +7 melee (2d8+4) or 
  Claws +7 melee (2d6+3) or 
  Wings +7 melee (1d8+1) or 
  Tail Slap +7 melee (1d6+4)
  Bite +7 melee (3d8+7) or 
  Claws +7 melee (3d6+5) or 
  Wings +7 melee (1d6+2) or 
  Tail Slap +7 melee (2d6+7)
  Crit 
  20+:DR/d8
  20+:DR/d10
  20+:DR/d14
  20+:DR/d16
  AC 
  12
  12
  14
  15
  HD 
  2d12 + 4
  3d12 + 6
  5d12 + 10
  6d12 + 12
  MV 
  40’, Swim 60’, Fly 100’, (Average)
  ACT 
  1d24
  2d24
  2d24+1d20
  3d24
  SV 
  Saves
   
  Fort 
   
  Ref 
   
  Will
  +3
  +6
  +5
  +7
  +5
  +7
  +11
  +7
  +10
  +14
  +8
  +12
  AL 
  L
    Special Abilities
  Breath 
  Weapon
   120' Line of Lightning, 4d8 damage, usable every 1d4 rounds. Breath weapons allow a Reflex for half damage. You are 
  immune to your own breath weapon.
  Change 
  Shape
  A bronze dragon can take any animal or humanoid form 3/day as if using polymorph.
  Crush
  A flying or jumping creature can land on foes, using its whole body to crush them. Crush attacks are effective only against 
  opponents at least two size categories smaller than the creature attempting the action.  A crush attack affects as many 
  creatures as fit in the dragon's space.  Creatures in the affected area must succeed on a Reflex save or be pinned, automatically 
  taking 2d8 bludgeoning damage during the next round unless the dragon moves off them.  
  Frightful 
  Presence
  Your very presence unsettling to foes. Activating this ability is a free action that is usually part of an attack or charge. 
  Opponents within range who witness the action may become frightened or shaken. The range is 40 feet. This ability affects 
  only opponents with fewer Hit Dice or levels than the creature has. An affected opponent can resist the effects with a 
  successful Will save. On a failed save, the opponent is shaken, or panicked if 4 HD or fewer. An opponent that succeeds on 
  the saving throw is immune to your frightful presence for 24 hours. Frightful presence is a mind-affecting fear effect.
  Repulsion 
  Breath
  Instead of a line of electricity, a bronze dragon can breathe a cone of repulsion gas. Targets must make a Will save or be 
  compelled to do nothing but move away from the dragon for 1d6 rounds. This is a mind-affecting compulsion effect.
  Tail Sweep
  A creature of substantial size may sweep with its tail as a standard action. The sweep affects a half-circle with a radius of 30 
  feet, extending from an intersection on the edge of the dragon's space in any direction. All creatures within the swept area 
  are affected if they are smaller than this creature. A tail sweep automatically deals bludgeoning damage to affected creatures, 
  each of which may attempt a Reflex save to halve the damage they receive.
  Wave 
  Mastery
  For up to 120 minutes per day, a bronze dragon, along with creatures or vessels within 50 feet, can move at twice its normal 
  speed in water.
   
  DCC
  
  199
  Fey
    Low
    Moderate
    Advanced
    Elite
    Terrain
  Temperate Forests
    Rarity
  Uncommon
    Role
  Lurker / Normal
    Organization
  Solitary, Pair, or Grove (3-8x)
    Treasure
  Standard
  CR 2
  6
  10
  14
  Align / Size CG Small
  CG Medium
  CG Medium
  CG Medium
  HD / Type Fey 2
  Fey 6
  Fey 10
  Fey 14
  Initiative +6
  +4
  +4
  +4
  Senses Perception +7 
  Low-Light Vision
  Perception +11 
  Low-Light Vision
  Perception +15 
  Low-Light Vision
  Perception +19 
  Low-Light Vision
    Defense
  AC 18
  touch 17; ff 12 
  +1 Size; +6 Dex; 
  +1 Natural
  17
  touch 14; ff 13 
  +4 Dex; 
  +3 Natural
  18
  touch 15; ff 13 
  +4 Dex; 
  +3 Natural; 
  +1 Dodge; 
  Combat Expertise
  18
  touch 15; ff 13 
  +4 Dex; 
  +3 Natural; 
  +1 Dodge; 
  Combat Expertise
  hp 7 (2d6)-2 
  23 (6d6)+6 
  44 (10d6)+10
  65 (14d6)+14 
  Saves Fort 
  -1
  Ref 
  +9
  Will 
  +5
  Fort 
  +5
  Ref 
  +9
  Will 
  +7
  Fort 
  +6
  Ref 
  +11
  Will 
  +9
  Fort 
  +7
  Ref 
  +13
  Will 
  +11
  Def Abilities DR 5/cold iron; Weaknesses Tree Dependent
    Offense
  Movement 30’
  Attacks Melee dagger +6 
  (1d4-2/19-20) or 
  Ranged dagger 
  (thrown) +6 (1d4-
  2/19-20) or 
  Ranged masterwork 
  composite longbow 
  str +0 +7 (1d8/x3) 
  Melee dagger +7 
  (1d4/19-20) or 
  Ranged dagger 
  (thrown) +7 (1d4/19-
  20) or 
  Ranged masterwork 
  composite longbow 
  str +0 +8 (1d8/x3) 
  Melee dagger +9 
  (1d4/19-20) or 
  Ranged dagger 
  (thrown) +9 (1d4/19-
  20) or 
  Ranged masterwork 
  composite longbow 
  str +0 +10 (1d8/x3)
  Melee dagger +11/+6 
  (1d4+1/19-20) or 
  Ranged dagger 
  (thrown) +11/+6 
  (1d4+1/19-20) or 
  Ranged masterwork 
  composite longbow 
  str +0 +12/+7 (1d8/
  x3) 
  Space / Reach
  5’ / 5’
  5’ / 5’
  5’ / 5’
  5’ / 5’
  Dryad
   
  Pathfinder
  
  200
  Fey
  Special Atks -
  Spellcasting
  Innate:
  charm person (3x/day); deep slumber (3x/day); entangle (at will); speak with plants (at will); 
  suggestion (1x/day); tree shape (at will); tree stride (3x/day); wood shape (1 lb) (at will)
    Statistics
  Ability Scores Str 
  6
  Dex 23
  Con 9
  Int 
  14
  Wis 15
  Cha 18
  Str 
  10
  Dex 19
  Con 13
  Int 
  14
  Wis 15
  Cha 18
  Str 
  11
  Dex 19
  Con 13
  Int 
  14
  Wis 15
  Cha 18
  Str 
  12
  Dex 19
  Con 13
  Int 
  14
  Wis 15
  Cha 18
  Core Attack Base Atk +1
  CMB -2
  CMD 14
  Base Atk +3
  CMB +3
  CMD 17
  Base Atk +5
  CMB +5
  CMD 20
  Base Atk +7
  CMB +8
  CMD 23
  Feats
  Weapon Finesse
  Great Fortitude, Stealthy, 
  Weapon Finesse
  Combat Expertise, Dodge, 
  Great Fortitude, Stealthy, 
  Weapon Finesse
  Combat Expertise, Dodge, 
  Great Fortitude, Just 
  out of Reach, Mobility, 
  Stealthy, Weapon Finesse
  Skills
  Acrobatics +6, Appraise 
  +2, Artistry +2, Bluff 
  +4, Climb +3, Craft 
  (Sculptures) +7, 
  Craft (Untrained) +2, 
  Diplomacy +4, Disguise 
  +4, Escape Artist +11, Fly 
  +8, Handle Animal +6, 
  Heal +2, Intimidate +4, 
  Knowledge (Nature) +7, 
  Perception +7, Perform 
  (Untrained) +4, Ride +6, 
  Sense Motive +2, Stealth 
  +15, Survival +4, Swim -2
  Acrobatics +4, Appraise 
  +2, Artistry +2, Bluff 
  +4, Climb +9, Craft 
  (Sculptures) +11, 
  Craft (Untrained) +2, 
  Diplomacy +4, Disguise 
  +4, Escape Artist +15, Fly 
  +4, Handle Animal +10, 
  Heal +2, Intimidate +4, 
  Knowledge (Nature) +11, 
  Perception +11, Perform 
  (Untrained) +4, Ride +4, 
  Sense Motive +2, Stealth 
  +15, Survival +8
  Acrobatics +4, Appraise 
  +2, Artistry +2, Bluff 
  +4, Climb +13, Craft 
  (Sculptures) +15, 
  Craft (Untrained) +2, 
  Diplomacy +4, Disguise 
  +4, Escape Artist +21, Fly 
  +4, Handle Animal +14, 
  Heal +2, Intimidate +4, 
  Knowledge (Nature) +15, 
  Perception +15, Perform 
  (Untrained) +4, Ride +4, 
  Sense Motive +2, Stealth 
  +21, Survival +12
  Acrobatics +4, Appraise 
  +2, Artistry +2, Bluff 
  +4, Climb +18, Craft 
  (Sculptures) +19, 
  Craft (Untrained) +2, 
  Diplomacy +4, Disguise 
  +4, Escape Artist +25, Fly 
  +4, Handle Animal +18, 
  Heal +2, Intimidate +4, 
  Knowledge (Nature) +19, 
  Perception +19, Perform 
  (Untrained) +4, Ride +4, 
  Sense Motive +2, Stealth 
  +25, Survival +16, Swim 
  +1
  Languages
  Common, Elven, Sylvan, Speak with Plants
  Special Fey Traits, Low-Light Vision, Speak with Plants, Tree Dependent, Tree Meld, Wild 
  Empathy +10, Woodcraft
  Treasure Masterwork composite longbow STR+0; arrows (20x); dagger
    
    Special Qualities & Abilities
  Fey Traits (Ex) Fey breathe, eat, and sleep. 
  Speak with Plants (Sp) You can communicate with normal plants and plant 
  creatures, and can ask questions of and receive answers from them, as per 
  the spell Speak with Plants, as a constant ability. Constant spell-like abilities 
  function at all times but can be dispelled. Constant spell-like abilities can be 
  reactivated as a swift action. 
  Tree Dependent (Su) A dryad is mystically bonded to a single, enormous tree 
  and must never stray more than 300 yards from it. Most dryad trees are oak 
  trees, but other trees function as well (often having subtle influences on a 
  specific dryad’s personality and appearance). A dryad who moves 300 yards 
  beyond her bonded tree immediately becomes sickened. Every hour thereafter, 
  she must make a DC 15 Fortitude save to resist becoming nauseated for an 
  hour. A dryad that is out of range of her bonded tree for 24 hours takes 1d6 
  points of Constitution damage, and another 1d6 points of Constitution damage 
  every day that follows-- eventually, this separation kills the dryad. A dryad can 
  forge a new bond with a new tree by performing a 24-hour ritual and making 
  a successful DC 20 Will save. 
  Tree Meld (Su) A dryad can meld with any tree, similar to how the spell meld 
  into stone functions. She can remain melded with a tree as long as she wishes. 
  Wild Empathy (Ex) You can improve the attitude of an animal. This ability 
  functions just like Diplomacy check made to improve the attitude of a person. 
  You roll 1d20+10 to determine the Wild Empathy check result. The typical 
  domestic animal has a starting attitude of indifferent, while wild animals are 
  usually unfriendly. To use Wild Empathy, you and the animal must be within 
  30 feet of one another under normal circumstances. Generally, influencing 
  an animal in this way takes 1 minute, but as with influencing people, it might 
  take more or less time. You can use this ability to influence a magical beast 
  with an Intelligence score of 1 or 2, but you take a -4 penalty on the check. 
  Woodcraft (Ex) A dryad has a +6 racial bonus to Craft checks involving wood, 
  and is always treated as if she had masterwork artisan’s woodworking tools 
  when making such checks.  
    
    Feats
  Combat Expertise You can increase your defense at the 
  expense of your accuracy. You can choose to take a -2 penalty 
  
  201
  Fey
  on melee attack rolls and combat maneuver checks to gain a 
  +2 dodge bonus to your Armor Class. You can only choose to 
  use this feat when you declare that you are making an attack 
  or a full-attack action with a melee weapon. The effects of 
  this feat last until your next turn. 
  Just out of Reach The farther an attacker is from you, the 
  more easily you avoid its melee attacks. When a foe more 
  than 5 feet away from you makes a melee attack against you 
  using reach, you gain a +4 dodge bonus to your AC against 
  the attack. 
  Mobility You can easily move through a dangerous melee. 
  You get a +4 dodge bonus to Armor Class against attacks 
  of opportunity caused when you move out of or within 
  a threatened area. A condition that makes you lose your 
  Dexterity bonus to Armor Class (if any) also makes you lose 
  dodge bonuses. Dodge bonuses stack with each other, unlike 
  most types of bonuses. 
  Stealthy You are good at avoiding attention and slipping out 
  of bonds. You get a +2 bonus on all Escape Artist and Stealth 
  skill checks. If you have 10 or more ranks in one of these 
  skills, the bonus increases to +4 for that skill. 
  Weapon Finesse You are trained in using your agility in 
  melee combat, as opposed to brute strength. With a light 
  weapon, rapier, whip, or spiked chain made for a creature 
  of your size category, you may use your Dexterity modifier 
  instead of your Strength modifier on attack rolls. If you carry 
  a shield, its armor check penalty applies to your attack rolls. 
  
  202
  Fey
    Low
    Moderate
    Advanced
    Elite
  Armor Class
  16 
  (natural armor)
  16 
  (natural armor)
  16 
  (natural armor)
  16 
  (natural armor)
  Hit Points
  7
  23
  44
  65
  Speed
  30 ft.
  Size, Type, 
  Alignment
  Small fey, chaotic good
  Medium fey, chaotic good
  Medium fey, chaotic 
  good
  Medium fey, chaotic 
  good
  Ability 
  Scores / 
  Saves
  STR 
  4 (-3)
  DEX 18 (+4)
  CON 7 (-2)
  INT 
  12 (+1)
  WIS 
  13 (+1)
  CHA 16 (+3)
  STR 
  8 (-1)
  DEX 17 (+3)
  CON 11 (+0)
  INT 
  12 (+1)
  WIS 
  13 (+1)
  CHA 16 (+3)
  STR 
  9 (-1)
  DEX 17 (+3)
  CON 11 (+0)
  INT 
  12 (+1)
  WIS 
  13 (+1)
  CHA 16 (+3)
  STR 
  10 (+0)
  DEX 17 (+3)
  CON 11 (+0)
  INT 
  12 (+1)
  WIS 
  13 (+1)
  CHA 16 (+3)
  Saving 
  Throws
  -
  -
  -
  -
  Resistances
  all physical attacks except cold iron
  Immunities
  -
  Vulnerabilities
  Tree Dependent
  Senses
  Passive Perception +11, 
  Darkvision 60 ft.
  Passive Perception +14, 
  Darkvision 60 ft.
  Passive Perception +15, 
  Darkvision 60 ft.
  Passive Perception +16, 
  Darkvision 60 ft.
  Languages
  Common, Elvish, Sylvan, Speak with Plants
  Challenge
  2
  6
  10
  14
  Special 
  Abilities & 
  Qualities
  Speak with Plants You can communicate with normal plants and plant creatures, and can ask questions of and receive 
  answers from them, as per the spell Speak with Plants, as a constant ability. 
    Low
    Moderate
    Advanced
    Elite
    Terrain
  Temperate Forests
    Rarity
  Uncommon
    Role
  Lurker / Normal
    Organization
  Solitary, Pair, or Grove (3-8x)
    Treasure
  Standard
  DRYaD
   
  5E
  
  203
  Fey
    Low
    Moderate
    Advanced
    Elite
  Special 
  Abilities & 
  Qualities
  Tree Dependent A dryad is mystically bonded to a single, enormous tree and must never stray more than 300 yards from 
  it. Most dryad trees are oak trees, but other trees function as well (often having subtle influences on a specific dryad’s 
  personality and appearance). A dryad who moves 300 yards beyond her bonded tree immediately becomes sickened. 
  Every hour thereafter, she must make a Constitution save (DC 15) to resist becoming nauseated for an hour. A dryad 
  that is out of range of her bonded tree for 24 hours takes 1d6 points of Constitution damage, and another 1d6 points of 
  Constitution damage every day that follows- eventually, this separation kills the dryad. A dryad can forge a new bond with 
  a new tree by performing a 24-hour ritual and making a successful DC 15 Wisdom save.  Lost ability score damage from 
  this effect is recovered following a long rest.
  Special 
  Abilities & 
  Qualities
  Tree Meld A dryad can meld with any tree, similar to how the spell meld into stone functions. She can remain melded 
  with a tree as long as she wishes.
  Standard 
  Actions
  Dagger Melee weapon 
  attack: -4 to hit, reach 
  5 ft., one target.  Hit 
  1d4+0/19-00 (2) 
  piercing damage.
  Dagger Ranged weapon 
  attack: +7 to hit, one 
  target.  Hit 1d4+0/19-00 
  (2) piercing damage.
  Composite Longbow 
  Ranged weapon attack: 
  +7 to hit, one target.  
  Hit 1d8/x3 (8) piercing 
  damage.
  Dagger Melee weapon 
  attack: -1 to hit, reach 
  5 ft., one target.  Hit 
  1d4/19-00 (4) piercing 
  damage.
  Dagger Ranged weapon 
  attack: +5 to hit, one 
  target.  Hit 1d4/19-00 (4) 
  piercing damage.
  Composite Longbow 
  Ranged weapon attack: 
  +5 to hit, one target.  
  Hit 1d8/x3 (8) piercing 
  damage.
  Dagger Melee weapon 
  attack: -2 to hit, reach 
  5 ft., one target.  Hit 
  1d4/19-00 (4) piercing 
  damage.
  Dagger Ranged weapon 
  attack: +4 to hit, one 
  target.  Hit 1d4/19-00 
  (4) piercing damage.
  Composite Longbow 
  Ranged weapon attack: 
  +4 to hit, one target.  
  Hit 1d8/x3 (8) piercing 
  damage.
  Dagger Melee weapon 
  attack: -1 to hit, reach 
  5 ft., one target.  Hit 
  1d4/19-00 (210) 
  piercing damage.
  Dagger Ranged weapon 
  attack: +3 to hit, one 
  target.  Hit 1d4/19-00 
  (210) piercing damage.
  Composite Longbow 
  Ranged weapon attack: 
  +3 to hit, one target.  
  Hit 1d8/x3 (8) piercing 
  damage.
  Legendary 
  Actions
  -
  Innate 
  Spellcasting
  charm person (3/day); sleep (3/day); entangle (at will); speak with plants (at will); suggestion (1/day); tree 
  shape (at will); tree stride (1/day)
  Spellcasting
  -
  Possessions
  Dagger; composite longbow; arrows (20x)
  
  204
  Fey
  Level
  CREATURE 2
  CREATURE 6
  CREATURE 10
  CREATURE 14
  Rarity
  UNCOMMON
  UNCOMMON
  UNCOMMON
  UNCOMMON
  Alignment
  CG
  CG
  CG
  CG
  Size
  SMALL
  MEDIUM
  MEDIUM
  MEDIUM
  Other Traits
  FEY
  Perception +8, low-light 
  vision
  +14, low-light 
  vision
  +18, low-light 
  vision
  +22, low-light 
  vision
  Languages Common, Elvish, Sylvan, Speak with Plants
  Skills
  Acrobatics +10, 
  Athletics +3, Crafting 
  +7, Diplomacy 
  +8, Deception 
  +8, Medicine 
  +6, Intimidation 
  +8, Nature +7, 
  Performance +8, 
  Stealth +10, Survival 
  +6
  Acrobatics +12, 
  Athletics +9, Crafting 
  +10, Diplomacy 
  +12, Deception 
  +12, Medicine 
  +10, Intimidation 
  +12, Nature +10, 
  Performance +12, 
  Stealth +12, Survival 
  +8
  Acrobatics +16, 
  Athletics +12, Crafting 
  +14, Diplomacy 
  +16, Deception 
  +16, Medicine 
  +14, Intimidation 
  +16, Nature +14, 
  Performance +16, 
  Stealth +16, Survival 
  +14
  Acrobatics +20, 
  Athletics +17, Crafting 
  +18, Diplomacy 
  +20, Deception 
  +20, Medicine 
  +18, Intimidation 
  +20, Nature +18, 
  Performance +20, 
  Stealth +20, Survival 
  +18
  Ability Scores Str 
  -2
  Dex +6
  Con -1
  Int 
  +2
  Wis +2
  Cha +4
  Str 
  +0
  Dex +4
  Con +1
  Int 
  +2
  Wis +2
  Cha +4
  Str 
  +0
  Dex +4
  Con +1
  Int 
  +2
  Wis +2
  Cha +4
  Str 
  +1
  Dex +4
  Con +1
  Int 
  +2
  Wis +2
  Cha +4
  Items Dagger; composite longbow; arrows (20x)
    Defense
  AC
  21
  21
  23
  25
  Fort 
  Ref 
  Will
  +3
  +10
  +6
  +9
  +12
  +10
  +13
  +16
  +14
  +17
  +20
  +18
  Dryad
    Low
    Moderate
    Advanced
    Elite
    Terrain
  Temperate Forests
    Rarity
  Uncommon
    Role
  Lurker / Normal
    Organization
  Solitary, Pair, or Grove (3-8x)
    Treasure
  Standard
   
  P2E
  
  205
  Fey
  hp 
  15
  45
  75
  105
  Immune -
  Resists/
  Vulnerable
  all physical attacks except cold iron
  Tree Dependent A dryad is mystically bonded to a single, enormous tree and must 
  never stray more than 300 yards from it. Most dryad trees are oak trees, but other 
  trees function as well (often having subtle influences on a specific dryad’s personality 
  and appearance). A dryad who moves 300 yards beyond her bonded tree immediately 
  becomes sickened. Every hour thereafter, she must make a Fortitude save (DC 15) 
  to resist becoming nauseated for an hour. A dryad that is out of range of her bonded 
  tree for 24 hours takes 1d6 points of Constitution damage, and another 1d6 points 
  of Constitution damage every day that follows- eventually, this separation kills the 
  dryad. A dryad can forge a new bond with a new tree by performing a 24-hour ritual 
  and making a successful DC 15 Will save.  Lost ability score damage from this effect is 
  recovered following a long rest.
    Offense & Actions
  Speed 30 ft.
  Melee
   Melee Dagger 
  -1 (agile, finesse, 
  versatile, reach 5 ft.), 
  Damage 1d4+0/19-00 
  piercing
   Ranged Dagger 
  +11 (thrown, agile, 
  finesse, versatile), 
  Damage 1d4+0/19-00 
  piercing
   Ranged 
  Composite Longbow 
  +11 (deadly, 
  propulsive, volley), 
  Damage 1d8/x3 
  piercing
   Melee Dagger 
  +9 (agile, finesse, 
  versatile, reach 5 ft.), 
  Damage 1d4/19-00 
  piercing
   Ranged Dagger 
  +15 (thrown, agile, 
  finesse, versatile), 
  Damage 1d4/19-00 
  piercing
   Ranged 
  Composite Longbow 
  +15 (deadly, 
  propulsive, volley), 
  Damage 1d8/x3 
  piercing
   Melee Dagger 
  +13 (agile, finesse, 
  versatile, reach 5 ft.), 
  Damage 1d4/19-00 
  piercing
   Ranged Dagger 
  +19 (thrown, agile, 
  finesse, versatile), 
  Damage 1d4/19-00 
  piercing
   Ranged 
  Composite Longbow 
  +19 (deadly, 
  propulsive, volley), 
  Damage 1d8/x3 
  piercing
   Melee Dagger 
  +21 (agile, finesse, 
  versatile, reach 5 ft.), 
  Damage 1d4/19-00 
  piercing
   Ranged Dagger 
  +26 (thrown, agile, 
  finesse, versatile), 
  Damage 1d4/19-00 
  piercing
   Ranged 
  Composite Longbow 
  +26 (deadly, 
  propulsive, volley), 
  Damage 1d8/x3 
  piercing
  Speak with 
  Plants
  Speak with Plants You can communicate with normal plants and plant creatures, and can ask 
  questions of and receive answers from them, as per the spell Speak with Plants, as a constant 
  ability. 
  Tree Meld
   A dryad can meld with any tree, similar to how the spell meld into stone functions. She can 
  remain melded with a tree as long as she wishes.
    Other Abilities
  Innate Spells
  charm person (3/day); sleep (3/day); entangle (at will); speak with plants (at will); suggestion (1/
  day); tree shape (at will); tree stride (/day)
  Spellcasting -
  
  206
  Fey
  AC 
  Armor Class
  8 [11]
  8 [11]
  8 [11]
  8 [11]
  HD 
  Hit Dice
  1
  3
  3
  5
  ATT Attacks
  Dagger 1d4 
  or Composite 
  Longbow 1d8/x3
  Dagger 1d4+2 
  or Composite 
  Longbow 1d8/x3
  Dagger 1d6+2 
  or Composite 
  Longbow 1d10/x3
  Dagger 1d8+2 
  or Composite 
  Longbow 2d6/x3
  THACO
  19 [0]
  17 [+2]
  17 [+2]
  15 [+4]
  MV 
  Move
  90’ (30’)
  SV 
  Saves
   
  D 
  Death
   
  W Wand
   
  P 
  Paralysis
   
  B 
  Breath
   
  S 
  Spell
   
  U 
  Unified
  12
  13
  14
  15
  16
  14
  12
  13
  14
  15
  16
  14
  10
  11
  12
  13
  14
  12
  10
  11
  12
  13
  14
  12
  ML 
  Morale
  7
  7
  7
  7
  AL 
  Alignment
  Chaotic
  XP 
  Experience
  10
  30
  175
  275
    Special Abilities
  Speak with Plants
  This creature has the constant spell-like ability speak with plants, as the spell.
  Tree Dependent
  A dryad is mystically bonded to a single, enormous tree and must never stray more than 
  300 yards from it. Most dryad trees are oak trees, but other trees function as well (often 
  having subtle influences on a specific dryad's personality and appearance). A dryad who 
  moves 300 yards beyond her bonded tree immediately becomes sickened. Every hour 
  thereafter, she must make a Death save to resist becoming nauseated for an hour. A dryad 
  that is out of range of her bonded tree for 24 hours takes 1d6 points of Constitution 
  damage, and another 1d6 points of Constitution damage every day that follows- eventually, 
  this separation kills the dryad. A dryad can forge a new bond with a new tree by performing 
  a 24-hour ritual.  Lost ability score damage from this effect is recovered following a long 
  rest.
  Tree Meld
   A dryad can meld with any tree, similar to how the spell meld into stone functions. She can 
  remain melded with a tree as long as she wishes.
  Dryad
    Low
    Moderate
    Advanced
    Elite
    Environment
  Temperate Forests
    Rarity
  Uncommon
    Role
  Lurker / Normal
    # Encountered
  Solitary, Pair, or Grove (3-8x)
    Treasure
  Standard
   
  OSR
  
  207
  Fey
  Dryad
    Low
    Moderate
    Advanced
    Elite
    Environment
  Temperate Forests
    Rarity
  Uncommon
    Role
  Lurker / Normal
    # Encountered
  Solitary, Pair, or Grove (3-8x)
    Treasure
  Standard
  Init 
  Initiative
  -1
  -1
  -1
  +0
  Atk 
  Attacks
  Dagger -4 melee 
  (1d4) or Dagger 
  +7 ranged (1d4) 
  or  Composite 
  Longbow Str +7 
  ranged (1d8)
  Dagger -1 melee 
  (1d4) or Dagger 
  +5 ranged (1d4) 
  or  Composite 
  Longbow Str +5 
  ranged (1d8)
  Dagger -2 melee 
  (1d4) or Dagger 
  +4 ranged (1d4) 
  or  Composite 
  Longbow Str +4 
  ranged (1d8)
  Dagger -1 melee 
  (1d6) or Dagger 
  +3 ranged (1d6) 
  or  Composite 
  Longbow Str +3 
  ranged (1d8)
  Crit 
  Critical Hits
  19+:M/d6
  19+:M/d6
  19+:M/d8
  19+:M/d8
  AC 
  Armor Class
  11
  11
  11
  11
  HD 
  Hit Dice
  1d6
  2d6
  2d6
  3d6
  MV 
  Move
  30’
  ACT Action Dice
  1d24
  1d24
  1d24+1d20
  1d24+1d20
  SV 
  Saves
   
  Fort 
   
  Ref 
   
  Will
  -1
  +6
  +3
  +3
  +6
  +5
  +4
  +7
  +6
  +5
  +9
  +7
  AL 
  Alignment
  C
    Special Abilities
  Speak with Plants
  This creature has the constant spell-like ability speak with plants, as the spell.
  Tree Dependent
  A dryad is mystically bonded to a single, enormous tree and must never stray more than 
  300 yards from it. Most dryad trees are oak trees, but other trees function as well (often 
  having subtle influences on a specific dryad's personality and appearance). A dryad who 
  moves 300 yards beyond her bonded tree immediately becomes sickened. Every hour 
  thereafter, she must make a Fortitude save to resist becoming nauseated for an hour. A 
  dryad that is out of range of her bonded tree for 24 hours takes 1d6 points of Constitution 
  damage, and another 1d6 points of Constitution damage every day that follows- 
  eventually, this separation kills the dryad. A dryad can forge a new bond with a new tree 
  by performing a 24-hour ritual.  Lost ability score damage from this effect is recovered 
  following a long rest.
  Tree Meld
   A dryad can meld with any tree, similar to how the spell meld into stone functions. She can 
  remain melded with a tree as long as she wishes.
   
  DCC
  
  208
  Fey
    Low
    Moderate
    Advanced
    Elite
    Terrain
  Any Urban
    Rarity
  Uncommon
    Role
  Artillery / Minion
    Organization
  Solitary, Pair, Mob (3-8x), or Infestation (9-16x+)
    Treasure
  Standard
  CR 1
  6
  10
  14
  Align / Size CN Tiny
  CN Tiny
  CN Tiny
  CN Small
  HD / Type Fey 1
  Fey 6
  Fey 10
  Fey 14
  Initiative +1
  +5
  +7
  +6
  Senses Perception +4 
  Low-Light Vision
  Perception +9 
  Low-Light Vision
  Perception +15 
  Low-Light Vision
  Perception +19 
  Low-Light Vision
    Defense
  AC 12
  touch 12; ff 12 
  +2 Size
  13
  touch 13; ff 12 
  +2 Size; 
  +1 Dodge
  15
  touch 13; ff 14 
  +2 Size; 
  +2 Natural; 
  +1 Dodge
  19
  touch 14; ff 16 
  +1 Size; +2 Dex; 
  +5 Natural; 
  +1 Dodge
  hp 5 (1d6)+1
  23 (6d6)+6
  60 (10d6)+30
  115 (14d6)+70
  Saves Fort 
  +1
  Ref 
  +3
  Will 
  +2
  Fort 
  +3
  Ref 
  +6
  Will 
  +5
  Fort 
  +6
  Ref 
  +12
  Will 
  +9
  Fort 
  +9
  Ref 
  +13
  Will 
  +11
  Def Abilities DR 2/cold iron
    Offense
  Movement 15’; Climb 15’; Fly 15’ (Clumsy)
  Attacks Ranged rock +1 (1d2-
  4) or 
  Melee bite +3 (1d3-4) 
  Ranged rock +4 
  (1d2-3) or 
  Melee bite +6 (1d3-3) 
  Ranged rock +8 
  (1d2-1) or 
  Melee bite +10 (1d4-
  1) 
  Melee bite +10 
  (1d6+3) or 
  Ranged rock +6/+1 
  (1d8+2)
  Space / Reach
  2.5’ / 0’
  2.5’ / 0’
  2.5’ / 0’
  5’ / 5’
  Special Atks Putrid Vomit (DC 11)
  Putrid Vomit (DC 11)
  Putrid Vomit (DC 13)
  Putrid Vomit (DC 15)
    Statistics
  Gremlin (Grimple)
   
  Pathfinder
  
  209
  Fey
  Ability Scores Str 
  3
  Dex 13
  Con 12
  Int 
  10
  Wis 11
  Cha 6
  Str 
  4
  Dex 13
  Con 12
  Int 
  10
  Wis 11
  Cha 6
  Str 
  9
  Dex 17
  Con 16
  Int 
  14
  Wis 15
  Cha 10
  Str 
  14
  Dex 15
  Con 20
  Int 
  14
  Wis 15
  Cha 10
  Core Attack Base Atk +0
  CMB -1
  CMD 5
  Base Atk +3
  CMB +2
  CMD 10
  Base Atk +5
  CMB +6
  CMD 16
  Base Atk +7
  CMB +8
  CMD 21
  Feats
  Skill Focus (Stealth), 
  Weapon Finesse
  Dodge, Improved 
  Initiative, Skill Focus 
  (Stealth), Weapon Finesse
  Dodge, Improved 
  Initiative, Improved 
  Natural Attack (Bite), 
  Lightning Reflexes, Skill 
  Focus (Stealth), Weapon 
  Finesse
  Dodge, Improved 
  Initiative, Improved 
  Natural Attack (Bite), Just 
  out of Reach, Lightning 
  Reflexes, Mobility, Skill 
  Focus (Stealth), Weapon 
  Finesse
  Skills
  Acrobatics -5, Bluff -2, 
  Climb +12, Diplomacy -2, 
  Disguise -2, Escape Artist 
  -5, Fly -5, Intimidate -2, 
  Perception +4, Perform 
  (Untrained) -2, Ride -5, 
  Sleight of Hand -1, Stealth 
  +10, Swim -1
  Acrobatics -5, Bluff -2, 
  Climb +16, Diplomacy 
  -2, Disguise -2, Escape 
  Artist -5, Intimidate -2, 
  Perception +9, Perform 
  (Untrained) -2, Ride 
  -5, Sleight of Hand +4, 
  Stealth +15, Swim +4
  Acrobatics +10, Appraise 
  +2, Bluff +13, Climb +22, 
  Craft (Untrained) +2, 
  Escape Artist -3, Fly +6, 
  Heal +2, Perception +15, 
  Ride -3, Sense Motive 
  +2, Sleight of Hand +10, 
  Stealth +24, Survival +2, 
  Swim +10
  crobatics +16, Appraise 
  +2, Bluff +17, Climb +24, 
  Craft (Untrained) +2, 
  Escape Artist -1, Fly +10, 
  Heal +2, Perception +19, 
  Ride -1, Sense Motive 
  +2, Sleight of Hand +16, 
  Stealth +26, Survival +2, 
  Swim +16
  Languages
  Undercommon
  Special Gremlin Lice
    
    Special Qualities & Abilities
  Gremlin Lice (Ex) All grimples are infested with gremlin lice. Whenever a 
  warm-blooded creature comes in physical contact with a grimple, there is a 
  25% chance it contracts gremlin lice. 1d4 rounds later, the creature begins 
  to itch. The itch proves so distracting that for the duration of the infestation, 
  the individual takes a –1 penalty on all concentration and initiative checks. 
  Fortunately, these annoying parasites cannot live long on non-gremlins, 
  and only survive for 24 hours. Submersion in water or exposure to freezing 
  temperatures also kills a gremlin lice infestation.
  Putrid Vomit (Ex) Every 1d4 rounds, a grimple can spew a 30-foot line 
  of vomit as a standard action. Treat this as a ranged touch attack with no 
  range increment. Anyone struck must succeed at a DC 15 Fortitude save or be 
  nauseated for 1d4 rounds. 
    
    Feats
  Just out of Reach The farther an attacker is from you, the 
  more easily you avoid its melee attacks. When a foe more 
  than 5 feet away from you makes a melee attack against you 
  using reach, you gain a +4 dodge bonus to your AC against 
  the attack.
  Mobility You can easily move through a dangerous melee. 
  You get a +4 dodge bonus to Armor Class against attacks 
  of opportunity caused when you move out of or within 
  a threatened area. A condition that makes you lose your 
  Dexterity bonus to Armor Class (if any) also makes you lose 
  dodge bonuses. Dodge bonuses stack with each other, unlike 
  most types of bonuses.
  Weapon Finesse You are trained in using your agility in 
  melee combat, as opposed to brute strength. With a light 
  weapon, rapier, whip, or spiked chain made for a creature 
  of your size category, you may use your Dexterity modifier 
  instead of your Strength modifier on attack rolls. If you carry 
  a shield, its armor check penalty applies to your attack rolls.
  
  210
  Fey
    Low
    Moderate
    Advanced
    Elite
  Armor Class
  14 
  (natural armor)
  14 
  (natural armor)
  15 
  (natural armor)
  16 
  (natural armor)
  Hit Points
  5
  23
  60
  115
  Speed
  15 ft. Climb 15 ft. Fly 15 ft. (Clumsy)
  Size, Type, 
  Alignment
  Tiny fey, chaotic neutral
  Tiny fey, chaotic neutral
  Tiny fey, chaotic neutral
  Small fey, chaotic neutral
  Ability 
  Scores / 
  Saves
  STR 
  1 (-5)
  DEX 11 (+0)
  CON 10 (+0)
  INT 
  8 (-1)
  WIS 
  9 (-1)
  CHA 4 (-3)
  STR 
  2 (-4)
  DEX 11 (+0)
  CON 10 (+0)
  INT 
  8 (-1)
  WIS 
  9 (-1)
  CHA 4 (-3)
  STR 
  7 (-2)
  DEX 15 (+2)
  CON 14 (+2)
  INT 
  12 (+1)
  WIS 
  13 (+1)
  CHA 8 (-1)
  STR 
  12 (+1)
  DEX 13 (+1)
  CON 17 (+3)
  INT 
  12 (+1)
  WIS 
  13 (+1)
  CHA 8 (-1)
  Saving 
  Throws
  -
  -
  -
  -
  Resistances
  all physical attacks except cold iron
  Immunities
  -
  Vulnerabilities
  -
  Senses
  Passive Perception +9, 
  Darkvision 60 ft.
  Passive Perception +9, 
  Darkvision 60 ft.
  Passive Perception +15, 
  Darkvision 60 ft.
  Passive Perception +16, 
  Darkvision 60 ft.
  Languages
  Undercommon
  Challenge
  1
  6
  10
  14
  Special 
  Abilities & 
  Qualities
  Gremlin Lice All grimples are infested with gremlin lice. Whenever a warm-blooded creature comes in physical contact 
  with a grimple, there is a 25% chance it contracts gremlin lice. 1d4 rounds later, the creature begins to itch. The itch 
  proves so distracting that for the duration of the infestation, the individual suffers disadvantage on all concentration and 
  initiative checks. Fortunately, these annoying parasites cannot live long on non-gremlins, and only survive for 24 hours. 
  Submersion in water or exposure to freezing temperatures also kills a gremlin lice infestation.
  Special 
  Abilities & 
  Qualities
  Saving Throw  
  Constitution DC 12
  Saving Throw  
  Constitution DC 13
  Saving Throw  
  Constitution DC 16
  Saving Throw  
  Constitution DC 18
  Putrid Vomit With Recharge 2, a grimple can spew a 30-foot line of vomit as a standard action. Treat this 
  as a ranged touch attack with no range increment. Anyone struck must succeed at a Constitution save or be 
  nauseated for 1d4 rounds.
    Low
    Moderate
    Advanced
    Elite
    Terrain
  Any Urban
    Rarity
  Uncommon
    Role
  Artillery / Minion
    Organization
  Solitary, Pair, Mob (3-8x), or Infestation (9-16x+)
    Treasure
  Standard
  gReMlin (gRiMple)
   
  5E
  
  211
  Fey
    Low
    Moderate
    Advanced
    Elite
  Standard 
  Actions
  Rock Ranged weapon 
  attack: +1 to hit, one 
  target.  Hit 1d2+0 (2) 
  bludgeoning damage.
  Bite Melee weapon 
  attack: -5 to hit, reach 0 
  ft., one target.  Hit 1d3+0 
  (2) piercing damage.
  Rock Ranged weapon 
  attack: +0 to hit, one 
  target.  Hit 1d2+0 (2) 
  bludgeoning damage.
  Bite Melee weapon 
  attack: -6 to hit, reach 0 
  ft., one target.  Hit 1d3+0 
  (2) piercing damage.
  Rock Ranged weapon 
  attack: +3 to hit, one 
  target.  Hit 1d2+0 (2) 
  bludgeoning damage.
  Bite Melee weapon 
  attack: -3 to hit, reach 
  0 ft., one target.  Hit 
  1d4+0 (2) piercing 
  damage.
  Bite Melee weapon 
  attack: +1 to hit, reach 5 
  ft., one target.  Hit 1d6+3 
  (6) piercing damage.
  Rock Ranged weapon 
  attack: +1 to hit, one 
  target.  Hit 1d8+2 (6) 
  bludgeoning damage.
  Legendary 
  Actions
  -
  Innate 
  Spellcasting
  grease (3/day); mage hand (3/day); prestidigitation (at will)
  Spellcasting
  -
  Possessions
  -
  
  212
  Fey
  Level
  CREATURE 1
  CREATURE 6
  CREATURE 10
  CREATURE 14
  Rarity
  UNCOMMON
  UNCOMMON
  UNCOMMON
  UNCOMMON
  Alignment
  CN
  CN
  CN
  CN
  Size
  TINY
  TINY
  TINY
  SMALL
  Other Traits
  FEY, GREMLIN
  Perception +3, low-light 
  vision
  +10, low-light 
  vision
  +18, low-light 
  vision
  +22, low-light 
  vision
  Languages Undercommon
  Skills
  Acrobatics +4, 
  Athletics +0, 
  Diplomacy +0, 
  Deception +0, 
  Intimidation +0, 
  Performance +0, 
  Thievery +4, Stealth 
  +4
  Acrobatics +9, 
  Athletics +5, 
  Diplomacy +6, 
  Deception +6, 
  Intimidation +6, 
  Performance +6, 
  Thievery +9, Stealth 
  +9
  Acrobatics +15, 
  Athletics +11, Crafting 
  +14, Medicine +14, 
  Thievery +15, Stealth 
  +15, Survival +14
  Acrobatics +18, 
  Athletics +18, Crafting 
  +18, Medicine +18, 
  Thievery +18, Stealth 
  +18, Survival +18
  Ability Scores Str 
  -4
  Dex +1
  Con +1
  Int 
  +0
  Wis +0
  Cha -2
  Str 
  -3
  Dex +1
  Con +1
  Int 
  +0
  Wis +0
  Cha -2
  Str 
  -1
  Dex +3
  Con +3
  Int 
  +2
  Wis +2
  Cha +0
  Str 
  +2
  Dex +2
  Con +5
  Int 
  +2
  Wis +2
  Cha +0
  Items -
  -
  -
  -
    Defense
  AC
  14
  16
  20
  23
  Fort 
  Ref 
  Will
  +4
  +4
  +3
  +9
  +9
  +8
  +15
  +15
  +14
  +21
  +18
  +18
  hp 
  8
  45
  95
  161
  Gremlin (Grimple)
    Low
    Moderate
    Advanced
    Elite
    Terrain
  Any Urban
    Rarity
  Uncommon
    Role
  Artillery / Minion
    Organization
  Solitary, Pair, Mob (3-8x), or Infestation (9-16x+)
    Treasure
  Standard
   
  P2E
  
  213
  Fey
  Immune -
  Resists/
  Vulnerable
  all physical attacks except cold iron
    Offense & Actions
  Speed 15 ft. Climb 15 ft. Fly 15 ft. (Clumsy)
  Melee
   Ranged Rock 
  +2, Damage 1d2+0 
  bludgeoning
   Melee Bite -5 
  (unarmed, reach 0 
  ft.), Damage 1d3+0 
  piercing
   Ranged Rock 
  +11, Damage 1d2+0 
  bludgeoning
   Melee Bite +5 
  (unarmed, reach 0 
  ft.), Damage 1d3+0 
  piercing
   Ranged Rock 
  +17, Damage 1d2+0 
  bludgeoning
   Melee Bite +11 
  (unarmed, reach 0 
  ft.), Damage 1d4+0 
  piercing
   Melee Bite +23 
  (unarmed, reach 5 
  ft.), Damage 1d6+3 
  piercing
   Ranged Rock 
  +23, Damage 1d8+2 
  bludgeoning
  Gremlin Lice
  Gremlin Lice All grimples are infested with gremlin lice. Whenever a warm-blooded creature 
  comes in physical contact with a grimple, there is a 25% chance it contracts gremlin lice. 1d4 
  rounds later, the creature begins to itch. The itch proves so distracting that for the duration of 
  the infestation, the individual suffers a -1 penalty on all concentration and initiative checks. 
  Fortunately, these annoying parasites cannot live long on non-gremlins, and only survive for 
  24 hours. Submersion in water or exposure to freezing temperatures also kills a gremlin lice 
  infestation.
  Putrid Vomit
  Saving Throw 
  Fortitude 13
  Saving Throw 
  Fortitude 13
  Saving Throw 
  Fortitude 17
  Saving Throw 
  Fortitude 21
   Every 1d4 rounds, a grimple can spew a 30-foot line of vomit as a standard action. Treat 
  this as a ranged touch attack with no range increment. Anyone struck must succeed at a Fortitude 
  save or be nauseated for 1d4 rounds.
    Other Abilities
  Innate Spells
  grease (3/day); mage hand (3/day); prestidigitation (at will)
  Spellcasting -
  
  214
  Fey
  AC 
  Armor Class
  9 [10]
  9 [10]
  9 [10]
  8 [11]
  HD 
  Hit Dice
  1
  3
  3
  5
  ATT Attacks
  Rock 1d2 or Bite 
  1d3
  Rock 1d3 or Bite 
  1d4
  Rock 1d4 or Bite 
  1d6
  Rock 1d4 or Bite 
  1d8
  THACO
  19 [0]
  17 [+2]
  17 [+2]
  15 [+4]
  MV 
  Move
  45’ (15’)  Climb 45’ (15’)  Fly 45’ (15’)  (Clumsy)
  SV 
  Saves
   
  D 
  Death
   
  W Wand
   
  P 
  Paralysis
   
  B 
  Breath
   
  S 
  Spell
   
  U 
  Unified
  12
  13
  14
  15
  16
  14
  12
  13
  14
  15
  16
  14
  10
  11
  12
  13
  14
  12
  10
  11
  12
  13
  14
  12
  ML 
  Morale
  7
  7
  7
  7
  AL 
  Alignment
  Chaotic
  XP 
  Experience
  10
  30
  175
  275
    Special Abilities
  Gremlin Lice
  All grimples are infested with gremlin lice. Whenever a warm-blooded creature 
  comes in physical contact with a grimple, there is a 25% chance it contracts gremlin 
  lice. 1d4 rounds later, the creature begins to itch. The itch proves so distracting 
  that for the duration of the infestation, the individual suffers dis+4 bonus on all 
  concentration and initiative checks. Fortunately, these annoying parasites cannot 
  live long on non-gremlins, and only survive for 24 hours. Submersion in water or 
  exposure to freezing temperatures also kills a gremlin lice infestation.
  Putrid Vomit
  Every 1d4 rounds, a grimple can spew a 30-foot line of vomit as a standard action. 
  Treat this as a ranged touch attack with no range increment. Anyone struck must 
  succeed at a Death save or be nauseated for 1d4 rounds.
  Gremlin (Grimple)
    Low
    Moderate
    Advanced
    Elite
    Environment
  Any Urban
    Rarity
  Uncommon
    Role
  Artillery / Minion
    # Encountered
  Solitary, Pair, Mob (3-8x), or Infestation (9-16x+)
    Treasure
  Standard
   
  OSR
  
  215
  Fey
  Gremlin (Grimple)
    Low
    Moderate
    Advanced
    Elite
    Environment
  Any Urban
    Rarity
  Uncommon
    Role
  Artillery / Minion
    # Encountered
  Solitary, Pair, Mob (3-8x), or Infestation (9-16x+)
    Treasure
  Standard
  Init 
  Initiative
  -2
  -1
  +0
  +0
  Atk 
  Attacks
  Rock +1 ranged 
  (1d2)
   or Bite -5 melee 
  (1d3)
  Rock  ranged 
  (1d2)
   or Bite -6 melee 
  (1d3)
  Rock +3 ranged 
  (1d2)
   or Bite -3 melee 
  (1d4)
  Bite +1 melee 
  (1d6+1)
   or Rock +1 
  ranged (1d8+1)
  Crit 
  Critical Hits
  20+:M/d6
  20+:M/d6
  20+:M/d8
  20+:M/d8
  AC 
  Armor Class
  10
  10
  10
  11
  HD 
  Hit Dice
  1d6
  1d6
  2d6
  3d6
  MV 
  Move
  15’, Climb 15’, Fly 15’, (Clumsy)
  ACT Action Dice
  1d20
  1d24
  1d24+1d20
  1d24+1d20
  SV 
  Saves
   
  Fort 
   
  Ref 
   
  Will
  +1
  +2
  +1
  +2
  +4
  +3
  +4
  +8
  +6
  +6
  +9
  +7
  AL 
  Alignment
  C
    Special Abilities
  Gremlin Lice
  All grimples are infested with gremlin lice. Whenever a warm-blooded 
  creature comes in physical contact with a grimple, there is a 25% chance it 
  contracts gremlin lice. 1d4 rounds later, the creature begins to itch. The itch 
  proves so distracting that for the duration of the infestation, the individual 
  suffers dis+4 bonus on all concentration and initiative checks. Fortunately, 
  these annoying parasites cannot live long on non-gremlins, and only survive 
  for 24 hours. Submersion in water or exposure to freezing temperatures also 
  kills a gremlin lice infestation.
  Putrid Vomit
  Every 1d4 rounds, a grimple can spew a 30-foot line of vomit as a standard 
  action. Treat this as a ranged touch attack with no range increment. Anyone 
  struck must succeed at a Fortitude save or be nauseated for 1d4 rounds.
   
  DCC
  
  216
  Fey
    Low
    Moderate
    Advanced
    Elite
    Terrain
  Temperate Forest
    Rarity
  Uncommon
    Role
  Skirmisher / Normal
    Organization
  Solitary
    Treasure
  Standard
  CR 4
  8
  12
  16
  Align / Size CG Small
  CG Medium
  CG Medium
  CG Large
  HD / Type Fey 4
  Fey 8
  Fey 12
  Fey 16
  Initiative +6
  +5
  +8
  +7
  Senses Perception +10 
  Low-Light Vision
  Aura Blinding 
  Beauty (30, DC 19)
  Perception +14 
  Low-Light Vision
  Aura Blinding 
  Beauty (30, DC 21)
  Perception +20 
  Low-Light Vision
  Aura Blinding 
  Beauty (30, DC 25)
  Perception +24 
  Low-Light Vision
  Aura Blinding 
  Beauty (30, DC 28)
    Defense
  AC 25
  touch 25; ff 18 
  +1 Size; +6 Dex; 
  +1 Dodge; 
  +7 Deflection
  23
  touch 23; ff 17 
  +5 Dex; 
  +1 Dodge; 
  +7 Deflection
  30
  touch 28; ff 21 
  +8 Dex; 
  +2 Natural; 
  +1 Dodge; 
  +9 Deflection
  32
  touch 27; ff 24 
  -1 Size; +7 Dex; 
  +5 Natural; 
  +1 Dodge; 
  +10 Deflection
  hp 25 (4d6)+8
  61 (8d6)+32
  116 (12d6)+72
  185 (16d6)+128
  Saves Fort 
  +10
  Ref 
  +17
  Will 
  +14
  Fort 
  +13
  Ref 
  +18
  Will 
  +16
  Fort 
  +19
  Ref 
  +25
  Will 
  +22
  Fort 
  +23
  Ref 
  +27
  Will 
  +25
  Def Abilities DR 10/cold iron
    Offense
  Movement 30’; Swim 20’
  Attacks Melee masterwork 
  dagger +8 (1d4-2/19-
  20) or 
  Ranged masterwork 
  dagger (thrown) +8 
  (1d4-2/19-20) 
  Melee masterwork 
  dagger +10 (1d4/19-
  20) or 
  Ranged masterwork 
  dagger (thrown) +10 
  (1d4/19-20) 
  Melee masterwork 
  dagger +15/+10 
  (1d4+2/19-20) or 
  Ranged masterwork 
  dagger (thrown) 
  +15/+10 (1d4+2/19-
  20) 
  Melee masterwork 
  dagger +20/+15 (2H: 
  1d4+6/19-20) or 
  Ranged masterwork 
  dagger (thrown) 
  +15/+10 (1d4+4/19-
  20) 
  Space / Reach
  5’ / 5’
  5’ / 5’
  5’ / 5’
  10’ / 10’
  Nymph
   
  Pathfinder
  
  217
  Fey
  Special Atks Stunning Glance 
  (30’, DC 19)
  Stunning Glance 
  (30’, DC 21)
  Stunning Glance 
  (30’, DC 27)
  Stunning Glance 
  (30’, DC 30)
  Spellcasting
  Innate: dimension door (1x/day)
  Spellcasting
  Druid (CL 4):
  Spell DC 13+SL
  4th: summon nature’s 
  ally iv
  3rd: call lightning; 
  cure moderate wounds; 
  water breathing
  2nd: barkskin; flame 
  blade; resist energy; 
  tree shape
  1st: charm animal; 
  endure elements; 
  entangle; obscuring 
  mist; produce flame
  0th: detect magic; 
  guidance; light; 
  stabilize
  Druid (CL 8):
  Spell DC 13+SL
  4th: summon nature’s 
  ally iv
  3rd: call lightning; 
  cure moderate wounds; 
  water breathing
  2nd: barkskin; flame 
  blade; resist energy; 
  tree shape
  1st: charm animal; 
  endure elements; 
  entangle; obscuring 
  mist; produce flame
  0th: detect magic; 
  guidance; light; 
  stabilize
  Druid (CL 12):
  Spell DC 15+SL
  4th: summon nature’s 
  ally iv
  3rd: call lightning; 
  cure moderate wounds; 
  water breathing
  2nd: barkskin; flame 
  blade; resist energy; 
  tree shape
  1st: charm animal; 
  endure elements; 
  entangle; obscuring 
  mist; produce flame
  0th: detect magic; 
  guidance; light; 
  stabilize
  Druid (CL 16):
  Spell DC 15+SL
  4th: summon nature’s 
  ally iv
  3rd: call lightning; 
  cure moderate wounds; 
  water breathing
  2nd: barkskin; flame 
  blade; resist energy; 
  tree shape
  1st: charm animal; 
  endure elements; 
  entangle; obscuring 
  mist; produce flame
  0th: detect magic; 
  guidance; light; 
  stabilize
    Statistics
  Ability Scores Str 
  6
  Dex 22
  Con 14
  Int 
  16
  Wis 17
  Cha 25
  Str 
  10
  Dex 21
  Con 18
  Int 
  16
  Wis 17
  Cha 25
  Str 
  14
  Dex 26
  Con 22
  Int 
  20
  Wis 21
  Cha 29
  Str 
  18
  Dex 24
  Con 26
  Int 
  20
  Wis 21
  Cha 30
  Core Attack Base Atk +2
  CMB -1
  CMD 23
  Base Atk +4
  CMB +9
  CMD 27
  Base Atk +6
  CMB +14
  CMD 36
  Base Atk +8
  CMB +16
  CMD 41
  Feats
   Dodge, Weapon Finesse
  Agile Maneuvers, Combat 
  Casting, Dodge, Weapon 
  Finesse
  Ability Focus (Stunning 
  Glance), Agile Maneuvers, 
  Combat Casting, Dodge, 
  Persuasive, Weapon 
  Finesse
  Ability Focus (Stunning 
  Glance), Agile Maneuvers, 
  Combat Casting, Dodge, 
  Just out of Reach, 
  Mobility, Persuasive, 
  Weapon Finesse
  Skills
  Acrobatics +6, Appraise 
  +3, Artistry +3, Bluff 
  +7, Climb -2, Craft 
  (Untrained) +3, 
  Diplomacy +14, Disguise 
  +7, Escape Artist +13, Fly 
  +8, Handle Animal +11, 
  Heal +7, Intimidate +7, 
  Knowledge (Nature) +10, 
  Perception +10, Perform 
  (Untrained) +7, Ride +6, 
  Sense Motive +10, Stealth 
  +17, Survival +3, Swim 
  +13
  Acrobatics +5, Appraise 
  +3, Artistry +3, Bluff +7, 
  Craft (Untrained) +3, 
  Diplomacy +18, Disguise 
  +7, Escape Artist +16, Fly 
  +5, Handle Animal +15, 
  Heal +11, Intimidate +7, 
  Knowledge (Nature) +14, 
  Perception +14, Perform 
  (Untrained) +7, Ride +5, 
  Sense Motive +14, Stealth 
  +16, Survival +3, Swim 
  +19
  Acrobatics +8, Appraise 
  +5, Artistry +5, Bluff 
  +24, Climb +2, Craft 
  (Untrained) +5, 
  Diplomacy +28, Disguise 
  +9, Escape Artist +23, Fly 
  +8, Handle Animal +21, 
  Heal +17, Intimidate +11, 
  Knowledge (Nature) +20, 
  Perception +20, Perform 
  (Untrained) +9, Ride +8, 
  Sense Motive +20, Sleight 
  of Hand +23, Stealth +23, 
  Survival +5, Swim +25
  Acrobatics +7, Appraise 
  +5, Artistry +5, Bluff 
  +29, Climb +4, Craft 
  (Untrained) +5, 
  Diplomacy +33, Disguise 
  +10, Escape Artist +26, 
  Fly +5, Handle Animal 
  +26, Heal +21, Intimidate 
  +12, Knowledge (Nature) 
  +24, Perception +24, 
  Perform (Untrained) +10, 
  Ride +7, Sense Motive 
  +24, Sleight of Hand +26, 
  Stealth +22, Survival +5, 
  Swim +31
  Languages
  Common, Druidic, Sylvan
  
  218
  Fey
    
    Special Qualities & Abilities
  Blinding Beauty (Su) This ability affects all humanoids within 30 feet of a 
  nymph. Those who look directly at a nymph must succeed on a DC 20 Fortitude 
  save or be blinded permanently. A nymph can suppress or resume this ability 
  as a free action. The save DC is Charisma-based.
  Inspirations (Su) A nymph can choose an intelligent creature to inspire and 
  serve as a muse by giving that creature some token of her affection (typically 
  a lock of her hair). As long as the nymph retains her favor for this creature 
  and as long as the creature carries the nymph’s token, the creature gains a +4 
  insight bonus on all Will saving throws, Craft checks, and Perform checks. A 
  bard who has a nymph for a muse in this way can use his bardic performance 
  for an additional 8 rounds per day. The nymph retains a link to her token and 
  its carrier as if she had cast a status spell on the carrier. The nymph can end 
  this effect at any time as a free action. A single nymph may only inspire one 
  creature at a time in this manner.
  Stunning Glance (Su) As a standard action, a nymph can stun a creature 
  within 30 feet with a look. The target must succeed on a DC 30 Fortitude save 
  or be stunned for 2d4 rounds. The save DC is Charisma-based.
  Unearthly Grace (Su) A nymph adds her Charisma modifier as a racial bonus 
  on all her saving throws, and as a deflection bonus to her Armor Class.
  Wild Empathy (Ex) You can improve the attitude of an animal. This ability 
  functions just like Diplomacy check made to improve the attitude of a person. 
  You roll 1d20+32 to determine the Wild Empathy check result. The typical 
  domestic animal has a starting attitude of indifferent, while wild animals are 
  usually unfriendly. To use Wild Empathy, you and the animal must be within 
  30 feet of one another under normal circumstances. Generally, influencing 
  an animal in this way takes 1 minute, but as with influencing people, it might 
  take more or less time. You can use this ability to influence a magical beast 
  with an Intelligence score of 1 or 2, but you take a -4 penalty on the check. 
    
    Feats
  Agile Maneuvers You learned to use your quickness in place 
  of brute force when performing combat maneuvers. You add 
  your Dexterity bonus to your base attack bonus and size 
  bonus when determining your Combat Maneuver Bonus (see 
  Chapter 8) instead of your Strength bonus.
  Combat Casting You are adept at spellcasting when 
  threatened or distracted. You get a +4 bonus on 
  concentration checks made to cast a spell or use a spell-like 
  ability when casting on the defensive or while grappled.
  Just out of Reach The farther an attacker is from you, the 
  more easily you avoid its melee attacks. When a foe more 
  than 5 feet away from you makes a melee attack against you 
  using reach, you gain a +4 dodge bonus to your AC against 
  the attack.
  Mobility You can easily move through a dangerous melee. 
  You get a +4 dodge bonus to Armor Class against attacks 
  of opportunity caused when you move out of or within 
  a threatened area. A condition that makes you lose your 
  Dexterity bonus to Armor Class (if any) also makes you lose 
  dodge bonuses. Dodge bonuses stack with each other, unlike 
  most types of bonuses.
  Persuasive You are skilled at swaying attitudes and 
  intimidating others into your way of thinking. You get a +2 
  bonus on Diplomacy and Intimidate skill checks. If you have 
  10 or more ranks in one of these skills, the bonus increases 
  to +4 for that skill.
  Weapon Finesse You are trained in using your agility in 
  melee combat, as opposed to brute strength. With a light 
  weapon, rapier, whip, or spiked chain made for a creature 
  of your size category, you may use your Dexterity modifier 
  instead of your Strength modifier on attack rolls. If you carry 
  a shield, its armor check penalty applies to your attack rolls.
  Special Blinding Beauty 
  (30 ft., permanent 
  blindness, DC 
  19), Fey Traits, 
  Inspirations, 
  Low-Light Vision, 
  Unearthly Grace, 
  Wild Empathy +17
  Blinding Beauty 
  (30 ft., permanent 
  blindness, DC 
  21), Fey Traits, 
  Inspirations, 
  Low-Light Vision, 
  Unearthly Grace, 
  Wild Empathy +21
  Blinding Beauty 
  (30 ft., permanent 
  blindness, DC 
  25), Fey Traits, 
  Inspirations, 
  Low-Light Vision, 
  Unearthly Grace, 
  Wild Empathy +27
  Blinding Beauty 
  (30 ft., permanent 
  blindness, DC 
  28), Fey Traits, 
  Inspirations, 
  Low-Light Vision, 
  Unearthly Grace, 
  Wild Empathy +32
  Treasure Masterwork dagger (4x)
  
  219
  Fey
    Low
    Moderate
    Advanced
    Elite
  Armor Class
  18 
  (natural armor)
  18 
  (natural armor)
  20 
  (natural armor)
  21 
  (natural armor)
  Hit Points
  25
  61
  116
  185
  Speed
  30 ft. Swim 20 ft.
  Size, Type, 
  Alignment
  Small fey, chaotic good
  Medium fey, chaotic good
  Medium fey, chaotic 
  good
  Large fey, chaotic good
  Ability 
  Scores / 
  Saves
  STR 
  4 (-3)
  DEX 18 (+4)
  CON 12 (+1)
  INT 
  14 (+2)
  WIS 
  15 (+2)
  CHA 20 (+5)
  STR 
  8 (-1)
  DEX 18 (+4)
  CON 16 (+3)
  INT 
  14 (+2)
  WIS 
  15 (+2)
  CHA 20 (+5)
  STR 
  12 (+1)
  DEX 20 (+5)
  CON 18 (+4)
  INT 
  17 (+3)
  WIS 
  18 (+4)
  CHA 22 (+6)
  STR 
  16 (+3)
  DEX 19 (+4)
  CON 20 (+5)
  INT 
  17 (+3)
  WIS 
  18 (+4)
  CHA 22 (+6)
  Saving Throws
  -
  -
  -
  -
  Resistances
  -
  Immunities
  -
  Vulnerabilities
  -
  Senses
  Passive Perception +12, 
  Darkvision 60 ft.
  Passive Perception +15, 
  Darkvision 60 ft.
  Passive Perception +18, 
  Darkvision 60 ft.
  Passive Perception +19, 
  Darkvision 60 ft.
  Languages
  Common, Druidic, Sylvan
  Challenge
  4
  8
  12
  16
  Special 
  Abilities & 
  Qualities
  Saving Throw  
  Constitution DC 17
  Saving Throw  
  Constitution DC 18
  Saving Throw  
  Constitution DC 20
  Saving Throw  
  Constitution DC 21
  Blinding Beauty This ability affects all humanoids within 30 feet of a nymph. Those who look directly at a 
  nymph must succeed on Constitution save or be blinded permanently. A nymph can suppress or resume this 
  ability as a free action. 
  Special 
  Abilities & 
  Qualities
  Inspirations A nymph can choose an intelligent creature to inspire and serve as a muse by giving that 
  creature some token of her affection (typically a lock of her hair). As long as the nymph retains her favor 
  for this creature and as long as the creature carries the nymph’s token, the creature gains advantage on all 
  Wisdom saving throws, and checks to craft or perform. A bard who has a nymph for a muse in this way can 
  use his bardic performance for an additional 8 rounds per day. The nymph retains a link to her token and 
  its carrier as if she had cast a status spell on the carrier. The nymph can end this effect at any time as a free 
  action. A single nymph may only inspire one creature at a time in this manner.
    Low
    Moderate
    Advanced
    Elite
    Terrain
  Temperate Forest
    Rarity
  Uncommon
    Role
  Skirmisher / Normal
    Organization
  Solitary
    Treasure
  Standard
  nYMpH
   
  5E
  
  220
  Fey
    Low
    Moderate
    Advanced
    Elite
  Special 
  Abilities & 
  Qualities
  Saving Throw  
  Constitution DC 17
  Saving Throw  
  Constitution DC 18
  Saving Throw  
  Constitution DC 20
  Saving Throw  
  Constitution DC 21
  Stunning Glance As a standard action, a nymph can stun a creature within 30 feet with a look. The target 
  must succeed on a Constitution save or be stunned for 2d4 rounds. 
  Standard 
  Actions
  Dagger Melee weapon 
  attack: -5 to hit, reach 
  5 ft., one target.  Hit 
  1d4+0/19-00 (2) 
  piercing damage.
  Dagger Ranged weapon 
  attack: +5 to hit, one 
  target.  Hit 1d4+0/19-00 
  (2) piercing damage.
  Dagger Melee weapon 
  attack: -3 to hit, reach 
  5 ft., one target.  Hit 
  1d4/19-00 (4) piercing 
  damage.
  Dagger Ranged weapon 
  attack: +5 to hit, one 
  target.  Hit 1d4/19-00 (4) 
  piercing damage.
  Dagger Melee weapon 
  attack: +0 to hit, reach 
  5 ft., one target.  Hit 
  1d4/19-00 (3) piercing 
  damage.
  Dagger Ranged weapon 
  attack: +5 to hit, one 
  target.  Hit 1d4/19-00 
  (3) piercing damage.
  Dagger Melee weapon 
  attack: +3 to hit, reach 
  10 ft., one target.  Hit  
  1d8/19-00 (8) piercing 
  damage.
  Dagger Ranged weapon 
  attack: +4 to hit, one 
  target.  Hit 1d4/19-00 
  (3) piercing damage.
  Legendary 
  Actions
  -
  Innate 
  Spellcasting
  dimension door (3/day)
  Spellcasting
  Druid (CL 6)
  Druid (CL 8)
  Druid (CL 12)
  Druid (CL 16)
  call lightning; cure wounds; water breathingbarkskin; flame blade; protection from energy; tree shapecharm 
  animal; entangle; produce flamedetect magic; guidance; light
  Possessions
  Dagger
  Illustration 4: Nymph
  
  221
  Fey
  Level
  CREATURE 4
  CREATURE 8
  CREATURE 12
  CREATURE 16
  Rarity
  UNCOMMON
  UNCOMMON
  UNCOMMON
  UNCOMMON
  Alignment
  CG
  CG
  CG
  CG
  Size
  SMALL
  MEDIUM
  MEDIUM
  LARGE
  Other Traits
  FEY, NYMPH
  Perception +11, low-light 
  vision
  +17, low-light 
  vision
  +23, low-light 
  vision
  +29, low-light 
  vision
  Languages Common, Druidic, Sylvan
  Skills
  Acrobatics +12, 
  Athletics +4, Crafting 
  +9, Diplomacy 
  +13, Deception 
  +13, Medicine 
  +9, Intimidation 
  +13, Nature +9, 
  Performance +13, 
  Stealth +12, Survival 
  +9
  Acrobatics +15, 
  Crafting +13, 
  Diplomacy +17, 
  Deception +17, 
  Medicine +13, 
  Intimidation 
  +17, Nature +13, 
  Performance +17, 
  Stealth +15, Survival 
  +13
  Acrobatics +22, 
  Athletics +16, Crafting 
  +19, Diplomacy 
  +23, Deception 
  +23, Medicine 
  +19, Intimidation 
  +23, Nature +19, 
  Performance +23, 
  Thievery +22, Stealth 
  +22, Survival +19
  Acrobatics +25, 
  Athletics +22, Crafting 
  +23, Diplomacy 
  +28, Deception 
  +28, Medicine 
  +23, Intimidation 
  +28, Nature +23, 
  Performance +28, 
  Thievery +25, Stealth 
  +25, Survival +23
  Ability Scores Str 
  -2
  Dex +6
  Con +2
  Int 
  +3
  Wis +3
  Cha +7
  Str 
  +0
  Dex +5
  Con +4
  Int 
  +3
  Wis +3
  Cha +7
  Str 
  +2
  Dex +8
  Con +6
  Int 
  +5
  Wis +5
  Cha +9
  Str 
  +4
  Dex +7
  Con +8
  Int 
  +5
  Wis +5
  Cha +10
  Items Dagger
    Defense
  AC
  25
  25
  32
  33
  Fort 
  Ref 
  Will
  +10
  +17
  +14
  +14
  +18
  +16
  +20
  +25
  +22
  +26
  +27
  +25
  hp 
  34
  84
  150
  232
  Nymph
    Low
    Moderate
    Advanced
    Elite
    Terrain
  Temperate Forest
    Rarity
  Uncommon
    Role
  Skirmisher / Normal
    Organization
  Solitary
    Treasure
  Standard
   
  P2E
  
  222
  Fey
  Immune -
  Resists all physical attacks except cold iron
  Aura Saving Throw 
  Fortitude 19
  Saving Throw 
  Fortitude 21
  Saving Throw 
  Fortitude 25
  Saving Throw 
  Fortitude 28
  Blinding Beauty This ability affects all humanoids within 30 feet of a nymph. Those 
  who look directly at a nymph must succeed on Fortitude save or be blinded permanently. 
  A nymph can suppress or resume this ability as a free action. 
    Offense & Actions
  Speed 30 ft. Swim 20 ft.
  Melee
   Melee Dagger 
  +1 (agile, finesse, 
  versatile, reach 5 ft.), 
  Damage 1d4+0/19-00 
  piercing
   Ranged Dagger 
  +13 (thrown, agile, 
  finesse, versatile), 
  Damage 1d4+0/19-00 
  piercing
   Melee Dagger 
  +11 (agile, finesse, 
  versatile, reach 5 ft.), 
  Damage 1d4/19-00 
  piercing
   Ranged Dagger 
  +19 (thrown, agile, 
  finesse, versatile), 
  Damage 1d4/19-00 
  piercing
   Melee Dagger 
  +21 (agile, finesse, 
  versatile, reach 5 ft.), 
  Damage 1d4/19-00 
  piercing
   Ranged Dagger 
  +29 (thrown, agile, 
  finesse, versatile), 
  Damage 1d4/19-00 
  piercing
   Melee Dagger 
  +28 (two-hand, agile, 
  finesse, versatile, 
  reach 10 ft.), Damage  
  1d8/19-00 piercing
   Ranged Dagger 
  +32 (thrown, agile, 
  finesse, versatile), 
  Damage 1d4/19-00 
  piercing
  Inspirations Inspirations A nymph can choose an intelligent creature to inspire and serve as a muse 
  by giving that creature some token of her affection (typically a lock of her hair). As long 
  as the nymph retains her favor for this creature and as long as the creature carries the 
  nymph’s token, the creature gains advantage on all Wisdom saving throws, and checks 
  to craft or perform. A bard who has a nymph for a muse in this way can use his bardic 
  performance for an additional 8 rounds per day. The nymph retains a link to her token 
  and its carrier as if she had cast a status spell on the carrier. The nymph can end this 
  effect at any time as a free action. A single nymph may only inspire one creature at a 
  time in this manner.
  Stunning Glance
  Saving Throw 
  Fortitude 19
  Saving Throw 
  Fortitude 21
  Saving Throw 
  Fortitude 25
  Saving Throw 
  Fortitude 28
   A nymph can stun a creature within 30 feet with a look. The target must succeed 
  on a Constitution save or be stunned for 2d4 rounds. 
    Other Abilities
  Innate Spells
  dimension door (3/day)
  Spellcasting Druid (CL 4)
  Druid (CL 8)
  Druid (CL 12)
  Druid (CL 16)
  summon animal/plant/fungus; lightning bolt; heal; water breathing; barkskin; flame 
  blade; resist energy; tree shape; charm animal; endure elements; entangle; obscuring 
  mist; produce flame; detect magic; guidance; light; stabilize
  
  223
  Fey
  AC 
  Armor Class
  6 [13]
  6 [13]
  4 [15]
  3 [16]
  HD 
  Hit Dice
  2
  3
  4
  5
  ATT Attacks
  Dagger 1d4
  Dagger 1d6
  Dagger 1d8
  Dagger 1d10
  THACO
  18 [+1]
  17 [+2]
  16 [+3]
  15 [+4]
  MV 
  Move
  90’ (30’)  Swim 60’ (20’)
  SV 
  Saves
   
  D 
  Death
   
  W Wand
   
  P 
  Paralysis
   
  B 
  Breath
   
  S 
  Spell
   
  U 
  Unified
  12
  13
  14
  15
  16
  14
  10
  11
  12
  13
  14
  12
  10
  11
  12
  13
  14
  12
  8
  9
  10
  10
  12
  10
  ML 
  Morale
  7
  7
  7
  7
  AL 
  Alignment
  Chaotic
  XP 
  Experience
  30
  75
  175
  450
    Special Abilities
  Blinding Beauty
  This ability affects all humanoids within 30 feet of a nymph. Those who look directly 
  at a nymph must succeed on Spell save or be blinded permanently. A nymph can 
  suppress or resume this ability as a free action. 
  Inspirations
  A nymph can choose an intelligent creature to inspire and serve as a muse by giving 
  that creature some token of her affection (typically a lock of her hair). As long as 
  the nymph retains her favor for this creature and as long as the creature carries 
  the nymph's token, the creature gains +4 bonus on all Wisdom saving throws, and 
  checks to craft or perform. A bard who has a nymph for a muse in this way can use 
  his bardic performance for an additional 8 rounds per day. The nymph retains a link 
  to her token and its carrier as if she had cast a status spell on the carrier. The nymph 
  can end this effect at any time as a free action. A single nymph may only inspire one 
  creature at a time in this manner.
  Stunning Glance
  A nymph can stun a creature within 30 feet with a look. The target must succeed on 
  a Spell save or be stunned for 2d4 rounds. 
  Nymph
    Low
    Moderate
    Advanced
    Elite
    Environment
  Temperate Forest
    Rarity
  Uncommon
    Role
  Skirmisher / Normal
    # Encountered
  Solitary
    Treasure
  Standard
   
  OSR
  
  224
  Fey
  Nymph
    Low
    Moderate
    Advanced
    Elite
    Environment
  Temperate Forest
    Rarity
  Uncommon
    Role
  Skirmisher / Normal
    # Encountered
  Solitary
    Treasure
  Standard
  Init 
  Initiative
  -1
  +0
  +0
  +0
  Atk 
  Attacks
  Dagger -5 melee 
  (1d4)
   or  Dagger +5 
  ranged (1d4)
  Dagger -3 melee 
  (1d4)
   or  Dagger +5 
  ranged (1d4)
  Dagger  melee 
  (1d6)
   or  Dagger +5 
  ranged (1d6)
  Dagger +3 melee 
  (1d8)
   or  Dagger +4 
  ranged (1d8)
  Crit 
  Critical Hits
  19+:M/d6
  19+:M/d8
  19+:M/d8
  19+:M/d8
  AC 
  Armor Class
  13
  13
  15
  16
  HD 
  Hit Dice
  1d6
  2d6
  3d6
  3d6
  MV 
  Move
  30’, Swim 20’
  ACT Action Dice
  1d24
  1d24+1d20
  2d24
  2d24
  SV 
  Saves
   
  Fort 
   
  Ref 
   
  Will
  +7
  +11
  +9
  +9
  +12
  +11
  +13
  +17
  +15
  +15
  +18
  +17
  AL 
  Alignment
  C
    Special Abilities
  Blinding Beauty
  This ability affects all humanoids within 30 feet of a nymph. Those who look 
  directly at a nymph must succeed on Fortitude save or be blinded permanently. A 
  nymph can suppress or resume this ability as a free action. 
  Inspirations
  A nymph can choose an intelligent creature to inspire and serve as a muse by 
  giving that creature some token of her affection (typically a lock of her hair). As 
  long as the nymph retains her favor for this creature and as long as the creature 
  carries the nymph's token, the creature gains +4 bonus on all Intelligence saving 
  throws, and checks to craft or perform. A bard who has a nymph for a muse in this 
  way can use his bardic performance for an additional 8 rounds per day. The nymph 
  retains a link to her token and its carrier as if she had cast a status spell on the 
  carrier. The nymph can end this effect at any time as a free action. A single nymph 
  may only inspire one creature at a time in this manner.
  Stunning 
  Glance
  A nymph can stun a creature within 30 feet with a look. The target must succeed on 
  a Fortitude save or be stunned for 2d4 rounds. 
   
  DCC
  
  225
  Humanoids
    Low
    Moderate
    Advanced
    Elite
    Terrain
  Temperate Mountains
    Rarity
  Common
    Role
  Brute / Normal
    Organization
  Solitary, Pair, Gang (3-6x), or Warband (7-12x plus others)
    Treasure
  Incidental
  CR 3
  7
  11
  15
  Align / Size CE Medium 
  (goblinoid)
  CE Medium 
  (goblinoid)
  CE Medium 
  (goblinoid)
  CE Large 
  (goblinoid)
  HD / Type Humanoid 3
  Humanoid 7
  Humanoid 11
  Humanoid 15
  Initiative +1
  +2
  +8
  +7
  Senses Perception +8 
  Darkvision 60’ 
  Scent
  Perception +12 
  Darkvision 60’ 
  Scent
  Perception +22 
  Darkvision 60’ 
  Scent
  Perception +26 
  Darkvision 60’ 
  Scent
    Defense
  AC 16
  touch 11; ff 15 
  +1 Dex; +3 Natural; 
  +2 Armor
  18
  touch 13; ff 15 
  +2 Dex; +3 Natural; 
  +2 Armor; 
  +1 Dodge
  22
  touch 15; ff 17 
  +4 Dex; +5 Natural; 
  +2 Armor; 
  +1 Dodge
  23
  touch 13; ff 19 
  -1 Size; +3 Dex;  
  +8 Natural; 
  +2 Armor; 
  +1 Dodge
  hp 23 (3d8)+3 
  40 (7d8)+7 
  93 (11d8)+44 
  156 (15d8)+90 
  Saves Fort 
  +2
  Ref 
  +4
  Will 
  +1
  Fort 
  +3
  Ref 
  +7
  Will 
  +2
  Fort 
  +7
  Ref 
  +11
  Will 
  +5
  Fort 
  +11
  Ref 
  +112
  Will 
  +7
    Offense
  Movement 30’
  Attacks Ranged javelin +3 
  (1d6+3) or 
  Melee morningstar 
  +5 (1d8+3) or 
  Melee shield, light 
  wooden +1 (1d3+3)
  Ranged javelin +7 
  (1d6+3) or 
  Melee morningstar 
  +8 (1d8+3) or 
  Melee shield, light 
  wooden +4 (1d3+3) 
  Ranged javelin 
  +12/+7 (1d6+5) or 
  Melee morningstar 
  +13/+8 (1d8+5) or 
  Melee shield, light 
  wooden +9/+4 
  (1d3+5)
  Ranged javelin 
  (large) +13/+8/+3 
  (1d8+7) or 
  Melee morningstar 
  (large) +17 (2d6+3) 
  or 
  Melee shield, light 
  wooden (large) 
  +13/+8/+3 (1d4+7) 
  Space / Reach
  5’ / 5’
  5’ / 5’
  5’ / 5’
  10’ / 10’
  Bugbear
   
  Pathfinder
  
  226
  Humanoids
    Statistics
  Ability Scores Str 
  16
  Dex 13
  Con 13
  Int 
  10
  Wis 10
  Cha 9
  Str 
  16
  Dex 14
  Con 13
  Int 
  10
  Wis 10
  Cha 9
  Str 
  20
  Dex 18
  Con 18
  Int 
  14
  Wis 14
  Cha 13
  Str 
  25
  Dex 16
  Con 22
  Int 
  14
  Wis 14
  Cha 13
  Core Attack Base Atk +2
  CMB +5
  CMD 16
  Base Atk +5
  CMB +8
  CMD 21
  Base Atk +8
  CMB +13 
  +15 overrun
  CMD 28 
  30 vs. overrun
  Base Atk +11
  CMB +13 
  +23 overrun
  CMD 33 
  35 vs. overrun
  Feats
  Intimidating Prowess, 
  Skill Focus (Perception)
  Dodge, Intimidating 
  Prowess, Power Attack, 
  Skill Focus (Perception)
  Dodge, Improved 
  Initiative, Improved 
  Overrun, Intimidating 
  Prowess, Power Attack, 
  Skill Focus (Perception)
  Charge Through, Dodge, 
  Greater Overrun, 
  Improved Initiative, 
  Improved Overrun, 
  Intimidating Prowess, 
  Power Attack, Skill Focus 
  (Perception)
  Skills
  Acrobatics +1, Bluff -1, 
  Climb +3, Diplomacy -1, 
  Disguise -1, Escape Artist 
  +1, Fly +1, Intimidate +7, 
  Perception +8, Perform 
  (Untrained) -1, Ride +1, 
  Stealth +11, Swim +3
  Acrobatics +2, Bluff -1, 
  Climb +3, Diplomacy -1, 
  Disguise -1, Escape Artist 
  +2, Fly +2, Intimidate +7, 
  Perception +12, Perform 
  (Untrained) -1, Ride +2, 
  Stealth +16, Swim +3
  Acrobatics +4, Appraise 
  +2, Artistry +2, Bluff 
  +1, Climb +18, Craft 
  (Untrained) +2, 
  Diplomacy +1, Disguise 
  +1, Escape Artist +4, Fly 
  +4, Handle Animal +15, 
  Heal +2, Intimidate +11, 
  Perception +22, Perform 
  (Untrained) +1, Ride +4, 
  Sense Motive +2, Stealth 
  +22, Survival +2, Swim 
  +5
  Acrobatics +3, Appraise 
  +2, Artistry +2, Bluff 
  +1, Climb +24, Craft 
  (Untrained) +2, 
  Diplomacy +1, Disguise 
  +1, Escape Artist +3, Fly 
  +1, Handle Animal +19, 
  Heal +2, Intimidate +13, 
  Perception +26, Perform 
  (Untrained) +1, Ride +3, 
  Sense Motive +2, Stealth 
  +21, Survival +2, Swim 
  +7
  Languages
  Common, Goblin
  Special Darkvision, Scent, Stalker
  Treasure Javelin (3x);
  leather armor;
  morningstar;
  light wooden shield
  Javelin (3x);
  leather armor;
  morningstar;
  light wooden shield
  Javelin (3x);
  leather armor;
  morningstar;
  light wooden shield
  Javelin (large, 3x);
  leather armor 
  (large);
  morningstar (large);
  light wooden shield 
  (large)
    
    Special Qualities & Abilities
  Scent (Ex) You can detect approaching enemies, sniff out hidden foes, and 
  track by sense of smell. You can identify familiar odors just as humans do 
  familiar sights. You 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, such as smoke or rotting garbage, can be detected at 
  twice the ranges noted above. Overpowering scents, such as skunk musk or 
  troglodyte stench, can be detected at triple normal range. When you detect 
  a scent, the exact location of the source is not revealed--only its presence 
  somewhere within range. You can take a move action to note the direction of 
  the scent. When you are within 5 feet of the source, you pinpoint the source’s 
  location. You can follow tracks by smell, making a Wisdom (or Survival) check 
  to find or follow a track. The typical DC for a fresh trail is 10 (no matter what 
  kind of surface holds the scent). This DC increases or decreases depending on 
  how strong the quarry’s odor is, the number of creatures, and the age of the 
  trail. For each hour that the trail is cold, the DC increases by 2. The ability 
  otherwise follows the rules for the Survival skill. When tracking by scent you 
  ignore the effects of surface conditions and poor visibility. 
  Stalker (Ex) Perception and Stealth are always class skills for bugbears.  
    
    Feats
  Charge Through You can overrun enemies when charging. 
  When making a charge, you can attempt to overrun one 
  creature in the path of the charge as a free action. If you 
  successfully overrun that creature, you can complete the 
  charge. If the overrun is unsuccessful, the charge ends in the 
  space directly in front of that creature. 
  Dodge Your training and reflexes allow you to react swiftly 
  to avoid an opponent’s attack. You gain a +1 dodge bonus to 
  your AC. A condition that makes you lose your Dex bonus to 
  
  227
  Humanoids
  AC also makes you lose the benefits of this feat. 
  Greater Overrun Enemies must dive to avoid your dangerous 
  move. You receive a +2 bonus on checks made to overrun a 
  foe. This bonus stacks with the bonus granted by Improved 
  Overrun. Whenever you overrun opponents, they provoke 
  attacks of opportunity if they are knocked prone by your 
  overrun. 
  Improved Initiative Your quick reflexes allow you to react 
  quickly to danger. You get a +4 bonus on initiative checks. 
  Improved Overrun You are skilled at running down your 
  foes. You do not provoke an attack of opportunity when 
  performing an overrun combat maneuver. In addition, you 
  receive a +2 bonus on checks made to overrrun a foe. You 
  also receive a +2 bonus to your Combat Maneuver Defense 
  whenever an opponent tries to overrun you. Targets of your 
  overrun attempt may not chose to avoid you. 
  Intimidating Prowess Your physical might is intimidating to 
  others. Add your Strength modifier to Intimidate skill checks 
  in addition to your Charisma modifier. 
  Power Attack You can make exceptionally deadly melee 
  attacks by sacrificing accuracy for strength. You can choose 
  to take a -3 penalty on all melee attack rolls and combat 
  maneuver checks to gain a +6 bonus on all melee damage 
  rolls. This bonus to damage is increased by half (+50%) 
  if you are making an attack with a two-handed weapon, a 
  one handed weapon using two hands, or a primary natural 
  weapon that adds 1-1/2 times your Strength modifier on 
  damage rolls. This bonus to damage is halved (-50%) if you 
  are making an attack with an off-hand weapon or secondary 
  natural weapon. You must choose to use this feat before 
  making an attack roll, and its effects last until your next 
  turn. The bonus damage does not apply to touch attacks or 
  effects that do not deal hit point damage. 
  Skill Focus (Perception) You are particularly adept at your 
  chosen skill. You get a +3 bonus on all checks involving the 
  chosen skill. If you have 10 or more ranks in that skill, this 
  bonus increases to +6. 
  
  228
  Humanoids
    Low
    Moderate
    Advanced
    Elite
  Armor Class
  15 
  (natural armor)
  16 
  (natural armor)
  17 
  (natural armor)
  18 
  (natural armor)
  Hit Points
  23
  40
  93
  156
  Speed
  30 ft.
  Size, Type, 
  Alignment
  Medium humanoid, 
  chaotic evil
  Medium humanoid, 
  chaotic evil
  Medium humanoid, 
  chaotic evil
  Large humanoid, chaotic 
  evil
  Ability 
  Scores / 
  Saves
  STR 
  14 (+2)
  DEX 11 (+0)
  CON 11 (+0)
  INT 
  8 (-1)
  WIS 
  8 (-1)
  CHA 7 (-2)
  STR 
  14 (+2)
  DEX 12 (+1)
  CON 11 (+0)
  INT 
  8 (-1)
  WIS 
  8 (-1)
  CHA 7 (-2)
  STR 
  17 (+3)
  DEX 16 (+3)
  CON 16 (+3)
  INT 
  12 (+1)
  WIS 
  12 (+1)
  CHA 11 (+0)
  STR 
  20 (+5)
  DEX 14 (+2)
  CON 18 (+4)
  INT 
  12 (+1)
  WIS 
  12 (+1)
  CHA 11 (+0)
  Saving 
  Throws
  -
  -
  -
  -
  Resistances
  -
  Immunities
  -
  Vulnerabilities
  -
  Senses
  Passive Perception +9, 
  Darkvision 60 ft.
  Passive Perception +12, 
  Darkvision 60 ft.
  Passive Perception +15, 
  Darkvision 60 ft.
  Passive Perception +16, 
  Darkvision 60 ft.
  Languages
  Common, Goblin
  Challenge
  3
  7
  11
  15
    Low
    Moderate
    Advanced
    Elite
    Terrain
  Temperate Mountains
    Rarity
  Common
    Role
  Brute / Normal
    Organization
  Solitary, Pair, Gang (3-6x), or Warband (7-12x plus others)
    Treasure
  Incidental
  Bugbear
   
  5E
  
  229
  Humanoids
    Low
    Moderate
    Advanced
    Elite
  Standard 
  Actions
  Javelin Ranged weapon 
  attack: +0 to hit, one 
  target.  Hit 1d6+3 (6) 
  bludgeoning damage.
  Morningstar Melee 
  weapon attack: +3 to hit, 
  reach 5 ft., one target.  
  Hit 1d8+3 (8) piercing, 
  bludgeoning damage.
  Shielden Melee weapon 
  attack: +3 to hit, reach 5 
  ft., one target.  Hit 1d3+3 
  (5) bludgeoning damage.
  Javelin Ranged weapon 
  attack: +1 to hit, one 
  target.  Hit 1d6+3 (6) 
  bludgeoning damage.
  Morningstar Melee 
  weapon attack: +2 to hit, 
  reach 5 ft., one target.  
  Hit 1d8+3 (8) piercing, 
  bludgeoning damage.
  Shielden Melee weapon 
  attack: +2 to hit, reach 5 
  ft., one target.  Hit 1d3+3 
  (5) bludgeoning damage.
  Javelin Ranged weapon 
  attack: +4 to hit, one 
  target.  Hit 1d6+5 (8) 
  bludgeoning damage.
  Morningstar Melee 
  weapon attack: +4 to hit, 
  reach 5 ft., one target.  
  Hit 1d8+5 (10) piercing, 
  bludgeoning damage.
  Shielden Melee weapon 
  attack: +4 to hit, reach 
  5 ft., one target.  Hit 
  1d3+5 (7) bludgeoning 
  damage.
  Javelin Ranged weapon 
  attack: +2 to hit, one 
  target.  Hit 1d8+7 (12) 
  bludgeoning damage.
  Morningstar Melee 
  weapon attack: +4 to hit, 
  reach 10 ft., one target.  
  Hit 2d6+3 (10) piercing, 
  bludgeoning damage.
  Shielden Melee weapon 
  attack: +4 to hit, reach 
  10 ft., one target.  Hit 
  1d4+7 (10) bludgeoning 
  damage.
  Spellcasting
  -
  Possessions
  Javelin (3x); leather armor; morningstar; shield
  Illustration 5: Bugbear
  
  230
  Humanoids
  Level
  CREATURE 3
  CREATURE 7
  CREATURE 11
  CREATURE 15
  Rarity
  COMMON
  COMMON
  COMMON
  COMMON
  Alignment
  CE
  CE
  CE
  CE
  Size
  MEDIUM
  MEDIUM
  MEDIUM
  LARGE
  Other Traits
  HUMANOID
  Perception +7, darkvision
  +13, darkvision
  +21, darkvision
  +25, darkvision
  Languages Common, Goblin
  Skills
  Acrobatics +6, 
  Athletics +8, 
  Diplomacy +4, 
  Deception +4, 
  Intimidation +6, 
  Performance +4, 
  Stealth +6
  Acrobatics +11, 
  Athletics +12, 
  Diplomacy +8, 
  Deception +8, 
  Intimidation +7, 
  Performance +8, 
  Stealth +11
  Acrobatics +17, 
  Athletics +18, Crafting 
  +15, Diplomacy 
  +14, Deception 
  +14, Medicine +15, 
  Intimidation +14, 
  Performance +14, 
  Stealth +17, Survival 
  +15
  Acrobatics +20, 
  Athletics +24, Crafting 
  +19, Diplomacy 
  +18, Deception 
  +18, Medicine +19, 
  Intimidation +18, 
  Performance +18, 
  Stealth +20, Survival 
  +19
  Ability Scores Str 
  +3
  Dex +1
  Con +1
  Int 
  +0
  Wis +0
  Cha -1
  Str 
  +3
  Dex +2
  Con +1
  Int 
  +0
  Wis +0
  Cha -1
  Str 
  +5
  Dex +4
  Con +4
  Int 
  +2
  Wis +2
  Cha +1
  Str 
  +7
  Dex +3
  Con +6
  Int 
  +2
  Wis +2
  Cha +1
  Items Javelin (3x); leather armor; morningstar; shield
    Defense
  AC
  16
  20
  26
  26
  Fort 
  Ref 
  Will
  +6
  +6
  +5
  +10
  +11
  +9
  +17
  +17
  +15
  +23
  +20
  +19
  hp 
  23
  52
  116
  188
  Bugbear
    Low
    Moderate
    Advanced
    Elite
    Terrain
  Temperate Mountains
    Rarity
  Common
    Role
  Brute / Normal
    Organization
  Solitary, Pair, Gang (3-6x), or Warband (7-12x plus others)
    Treasure
  Incidental
   
  P2E
  
  231
  Humanoids
    Offense & Actions
  Speed 30 ft.
  Melee
   Ranged Javelin 
  +4, Damage 1d6+3 
  bludgeoning
   Melee 
  Morningstar +8 
  (versatile, reach 5 
  ft.), Damage 1d8+3 
  piercing, bludgeoning
   Melee Shield 
  +8 (agile, reach 5 
  ft.), Damage 1d3+3 
  bludgeoning
   Ranged Javelin 
  +13, Damage 1d6+3 
  bludgeoning
   Melee 
  Morningstar +14 
  (versatile, reach 5 
  ft.), Damage 1d8+3 
  piercing, bludgeoning
   Melee Shield 
  +14 (agile, reach 5 
  ft.), Damage 1d3+3 
  bludgeoning
   Ranged Javelin 
  +23, Damage 1d6+5 
  bludgeoning
   Melee 
  Morningstar +24 
  (versatile, reach 5 
  ft.), Damage 1d8+5 
  piercing, bludgeoning
   Melee Shield 
  +24 (agile, reach 5 
  ft.), Damage 1d3+5 
  bludgeoning
   Ranged Javelin 
  +26, Damage 1d8+7 
  bludgeoning
   Melee 
  Morningstar +31 
  (versatile, reach 10 
  ft.), Damage 2d6+3 
  piercing, bludgeoning
   Melee Shield 
  +31 (agile, reach 10 
  ft.), Damage 1d4+7 
  bludgeoning
  
  232
  Humanoids
  AC 
  Armor Class
  9 [10]
  8 [11]
  7 [12]
  6 [13]
  HD 
  Hit Dice
  3
  4
  6
  7
  ATT Attacks
  Javelin 1d6 or 
  Morningstar 1d8
  Javelin 1d6+2 or 
  Morningstar 1d8+2
  Javelin 1d8+2 
  or Morningstar 
  1d10+2
  Javelin 1d10+2 or 
  Morningstar 2d6+2
  THACO
  17 [+2]
  16 [+3]
  14 [+5]
  13 [+6]
  MV 
  Move
  90’ (30’)
  SV 
  Saves
   
  D 
  Death
   
  W Wand
   
  P 
  Paralysis
   
  B 
  Breath
   
  S 
  Spell
   
  U 
  Unified
  10
  11
  12
  13
  14
  12
  10
  11
  12
  13
  14
  12
  8
  9
  10
  10
  12
  10
  6
  7
  8
  8
  10
  8
  ML 
  Morale
  7
  7
  7
  7
  AL 
  Alignment
  Chaotic
  XP 
  Experience
  75
  275
  650
  900
    Special Abilities
  -
  -
  Bugbear
    Low
    Moderate
    Advanced
    Elite
    Environment
  Temperate Mountains
    Rarity
  Common
    Role
  Brute / Normal
    # Encountered
  Solitary, Pair, Gang (3-6x), or Warband (7-12x plus others)
    Treasure
  Incidental
   
  OSR
  
  233
  Humanoids
  Bugbear
    Low
    Moderate
    Advanced
    Elite
    Environment
  Temperate Mountains
    Rarity
  Common
    Role
  Brute / Normal
    # Encountered
  Solitary, Pair, Gang (3-6x), or Warband (7-12x plus others)
    Treasure
  Incidental
  Init 
  Initiative
  -2
  -2
  +0
  +0
  Atk 
  Attacks
  Javelin +1 ranged 
  (1d6+1)
   or Morningstar 
  +3 melee (1d8+1)
  Javelin +2 ranged 
  (1d6+3)
   or Morningstar 
  +4 melee (1d8+3)
  Javelin +4 
  ranged (1d8+3)
   or Morningstar 
  +5 melee 
  (1d10+3)
  Javelin +5 ranged 
  (1d10+3)
   or Morningstar 
  +7 melee (2d6+3)
  Crit 
  Critical Hits
  20+:III/d8
  20+:III/d8
  20+:III/d10
  20+:III/d10
  AC 
  Armor Class
  10
  11
  12
  13
  HD 
  Hit Dice
  2d8 + 2
  2d8 + 2
  4d8 + 4
  5d8 + 5
  MV 
  Move
  30’
  ACT Action Dice
  1d20
  1d24
  2d24
  1d24+2d20
  SV 
  Saves
   
  Fort 
   
  Ref 
   
  Will
  +1
  +3
  +1
  +2
  +5
  +1
  +5
  +7
  +3
  +7
  +8
  +5
  AL 
  Alignment
  C
    Special Abilities
  -
  -
   
  DCC
  
  234
  Humanoids
    Low
    Moderate
    Advanced
    Elite
    Terrain
  Any Temperate or Tropical
    Rarity
  Uncommon
    Role
  Brute / Normal
    Organization
  Solitary, Conclave (2-6x), or Tribe (7-18x)
    Treasure
  Standard
  CR 6
  10
  14
  18
  Align / Size NE Medium 
  (giant)
  NE Large 
  (giant)
  NE Large 
  (giant)
  NE Huge 
  (giant)
  HD / Type Humanoid 6
  Humanoid 10
  Humanoid 14
  Humanoid 18
  Initiative +1
  -1
  -1
  -2
  Senses Perception +13
  Perception +15
  Perception +135
  Perception +17
    Defense
  AC 20
  touch 11; ff 19 
  +1 Dex; +5 Natural; 
  +4 Armor
  19
  touch 8; ff 19 
  -1 Size; -1 Dex;  
  +7 Natural; 
  +4 Armor
  19
  touch 8; ff 19 
  -1 Size; -1 Dex;  
  +7 Natural; 
  +4 Armor
  20
  touch 6; ff 20 
  -2 Size; -2 Dex;  
  +10 Natural; 
  +4 Armor
  hp 32 (6d8) 
  75 (10d8)+20 
  15 (14d8)+42 
  188 (18d8)+90 
  Saves Fort 
  +5
  Ref 
  +3
  Will 
  +3
  Fort 
  +9
  Ref 
  +2
  Will 
  +4
  Fort 
  +12
  Ref 
  +3
  Will 
  +5
  Fort 
  +16
  Ref 
  +4
  Will 
  +7
  Def Abilities Ferocity
    Offense
  Movement 30’
  Attacks Ranged heavy 
  crossbow +5 
  (1d10/19-20) or 
  Melee greataxe +7 
  (2H: 1d12+4/x3)
  Ranged crossbow, 
  heavy (large) +5/+0 
  (2d8/19-20) or 
  Melee greataxe 
  (large) +11/+6 (2H: 
  3d6+7/x3) 
  Ranged crossbow, 
  heavy (large) +8/+3 
  (2d8/19-20) or 
  Melee greataxe 
  (large) +14/+9 (2H: 
  3d6+7/x3)
  Ranged crossbow, 
  heavy (huge) 
  +9/+4/-1 (3d8/19-
  20) or 
  Melee greataxe 
  (huge) +19/+14/+9 
  (2H: 4d6+12/x3)
  Space / Reach
  5’ / 5’
  10’ / 10’
  10’ / 10’
  15’ / 15’
    Statistics
  Cyclops
   
  Pathfinder
  
  235
  Humanoids
  Ability Scores Str 
  17
  Dex 12
  Con 11
  Int 
  10
  Wis 13
  Cha 8
  Str 
  21
  Dex 8
  Con 15
  Int 
  10
  Wis 13
  Cha 8
  Str 
  21
  Dex 8
  Con 16
  Int 
  10
  Wis 13
  Cha 8
  Str 
  26
  Dex 6
  Con 20
  Int 
  10
  Wis 13
  Cha 8
  Core Attack Base Atk +4
  CMB +7
  CMD 18
  Base Atk +7
  CMB +13 
  +15 bullrush
  CMD 22 
  24 vs. bullrush
  Base Atk +10
  CMB +16 
  +18 bullrush
  CMD 25 
  27 vs. bullrush
  Base Atk +13
  CMB +23 
  +25 bullrush
  CMD 31 
  33 vs. bullrush
  Feats
  Cleave, Great Cleave, 
  Power Attack
  Alertness, Cleave, Great 
  Cleave, Improved Bull 
  Rush, Power Attack
  Alertness, Cleave, Critical 
  Focus, Furious Focus, 
  Great Cleave, Improved 
  Bull Rush, Power Attack
  Alertness, Cleave, 
  Cleaving Finish, Critical 
  Focus, Furious Focus, 
  Great Cleave, Improved 
  Bull Rush, Improved 
  Cleaving Finish, Power 
  Attack
  Skills
  Acrobatics -2, Bluff -1, 
  Climb +6, Diplomacy 
  -1, Disguise -1, Escape 
  Artist -2, Fly -2, Heal +1, 
  Intimidate +5, Perception 
  +13, Perform (Untrained) 
  -1, Ride -2, Sense Motive 
  +3, Stealth -2, Survival 
  +7
  Acrobatics -1, Bluff -1, 
  Climb +11, Diplomacy 
  -1, Disguise -1, Escape 
  Artist -1, Fly -3, Heal +1, 
  Intimidate +9, Perception 
  +15, Perform (Untrained) 
  -1, Ride -1, Sense Motive 
  +5, Stealth -5, Survival 
  +11, Swim +5
  Acrobatics -1, Bluff -1, 
  Climb +11, Diplomacy 
  -1, Disguise -1, Escape 
  Artist -1, Fly -3, Heal 
  +1, Intimidate +13, 
  Perception +15, Perform 
  (Untrained) -1, Ride -1, 
  Sense Motive +5, Stealth 
  -5, Survival +15, Swim +5
  Acrobatics -5, Bluff -1, 
  Climb +13, Diplomacy 
  -1, Disguise -1, Escape 
  Artist -5, Fly -9, Heal 
  +1, Intimidate +15, 
  Perception +17, Perform 
  (Untrained) -1, Ride -5, 
  Sense Motive +5, Stealth 
  -13, Survival +17, Swim 
  +5
  Languages
  Common, Cyclops, Giant
  Special Flash of Insight
  Treasure Hide armor;
  greataxe;
  heavy crossbow; 
  crossbow bolts 
  (20x)
  Hide armor (large);
  greataxe (large);
  heavy crossbow; 
  (large);
  crossbow bolts 
  (20x)
  Hide armor (large);
  greataxe (large);
  heavy crossbow; 
  (large);
  crossbow bolts 
  (20x)
  Hide armor (huge);
  greataxe (huge);
  heavy crossbow; 
  (huge) 
  crossbow bolts 
  (20x)
    
    Special Qualities & Abilities
  Ferocity (Ex) You remain conscious and can continue fighting even if your hit 
  point total is below 0. You are still staggered and loose 1 hit point each round. 
  You still die when your hit point total reach -20. 
  Flash of Insight (Su) Once per day as an immediate action, a cyclops can 
  peer into an occluded visual spectrum of possible futures, gaining insight that 
  allows it to select the exact result of one die roll before the roll is made. This 
  effect can alter an action taken by the cyclops only, and cannot be applied to 
  the rolls of others.  
    
    Feats
  Alertness You often notice things that others might miss. 
  You get a +2 bonus on Perception and Sense Motive skill 
  checks. If you have 10 or more ranks in one of these skills, 
  the bonus increases to +4 for that skill. 
  Cleave You can strike two adjacent foes with a single swing. 
  As a standard action, you can make a single attack at your 
  full base attack bonus against a foe within reach. If you 
  hit, you deal damage normally and can make an additional 
  attack (using your full base attack bonus) against a foe that 
  is adjacent to the first and also within reach. You can only 
  make one additional attack per round with this feat. When 
  you use this feat, you take a -2 penalty to your Armor Class 
  until your next turn. 
  Cleaving Finish When you strike down an opponent, you 
  can continue your swing into another target. If you make a 
  melee attack, and your target drops to 0 or fewer hit points 
  as a result of your attack, you can make another melee 
  attack using your highest base attack bonus against another 
  opponent within reach. You can make only one extra attack 
  per round with this feat. 
  Critical Focus You are trained in the arts of causing pain. 
  
  236
  Humanoids
  You receive a +4 circumstance bonus on attack rolls made to 
  confirm critical hits. 
  Furious Focus Even in the midst of fierce and furious blows, 
  you can find focus in the carnage and your seemingly wild 
  blows strike home. When you are wielding a two-handed 
  weapon or a one-handed weapon with two hands, and using 
  the Power Attack feat, you do not suffer Power Attack’s 
  penalty on melee attack rolls on the first attack you make 
  each turn. You still suffer the penalty on any additional 
  attacks, including attacks of opportunity. 
  Great Cleave You can strike many adjacent foes with a single 
  blow. As a standard action, you can make a single attack at 
  your full base attack bonus against a foe within reach. If you 
  hit, you deal damage normally and can make an additional 
  attack (using your full base attack bonus) against a foe that 
  is adjacent to the previous foe and also within reach. If you 
  hit, you can continue to make attacks against foes adjacent to 
  the previous foe, so long as they are within your reach. You 
  cannot attack an individual foe more than once during this 
  attack action. When you use this feat, you take a -2 penalty 
  to your Armor Class until your next turn. 
  Improved Bull Rush You are skilled at pushing your foes 
  around. You do not provoke an attack of opportunity when 
  performing a bull rush combat maneuver. In addition, you 
  receive a +2 bonus on checks made to bull rush a foe. You 
  also receive a +2 bonus to your Combat Maneuver Defense 
  whenever an opponent tries to bull rush you. 
  Improved Cleaving Finish You can cut down many 
  opponents in a single strike. You can use Cleaving Finish any 
  number of times per round. 
  Power Attack You can make exceptionally deadly melee 
  attacks by sacrificing accuracy for strength. You can choose 
  to take a -4 penalty on all melee attack rolls and combat 
  maneuver checks to gain a +8 bonus on all melee damage 
  rolls. This bonus to damage is increased by half (+50%) 
  if you are making an attack with a two-handed weapon, a 
  one handed weapon using two hands, or a primary natural 
  weapon that adds 1-1/2 times your Strength modifier on 
  damage rolls. This bonus to damage is halved (-50%) if you 
  are making an attack with an off-hand weapon or secondary 
  natural weapon. You must choose to use this feat before 
  making an attack roll, and its effects last until your next 
  turn. The bonus damage does not apply to touch attacks or 
  effects that do not deal hit point damage. 
  
  237
  Humanoids
    Low
    Moderate
    Advanced
    Elite
  Armor Class
  16 
  (natural armor)
  16 
  (natural armor)
  17 
  (natural armor)
  17 
  (natural armor)
  Hit Points
  32
  75
  115
  188
  Speed
  30 ft.
  Size, Type, 
  Alignment
  Medium humanoid, 
  neutral evil
  Large humanoid, neutral 
  evil
  Large humanoid, neutral 
  evil
  Huge humanoid, neutral 
  evil
  Ability 
  Scores / 
  Saves
  STR 
  15 (+2)
  DEX 10 (+0)
  CON 9 (-1)
  INT 
  8 (-1)
  WIS 
  11 (+0)
  CHA 6 (-2)
  STR 
  18 (+4)
  DEX 6 (-2)
  CON 13 (+1)
  INT 
  8 (-1)
  WIS 
  11 (+0)
  CHA 6 (-2)
  STR 
  18 (+4)
  DEX 6 (-2)
  CON 14 (+2)
  INT 
  8 (-1)
  WIS 
  11 (+0)
  CHA 6 (-2)
  STR 
  20 (+5)
  DEX 4 (-3)
  CON 17 (+3)
  INT 
  8 (-1)
  WIS 
  11 (+0)
  CHA 6 (-2)
  Saving 
  Throws
  -
  -
  -
  -
  Resistances
  -
  Immunities
  -
  Vulnerabilities
  -
  Senses
  Passive Perception +13
  Passive Perception +14
  Passive Perception +15
  Passive Perception +16
  Languages
  Common, Cyclops, Giant
  Challenge
  6
  10
  14
  18
  Special 
  Abilities & 
  Qualities
  Flash of Insight Once per day, a cyclops can peer into an occluded visual spectrum of possible futures, gaining insight that allows it to 
  select the exact result of one die roll before the roll is made. This effect can alter an action taken by the cyclops only, and cannot be 
  applied to the rolls of others.
    Low
    Moderate
    Advanced
    Elite
    Terrain
  Any Temperate or Tropical
    Rarity
  Uncommon
    Role
  Brute / Normal
    Organization
  Solitary, Conclave (2-6x), or Tribe (7-18x)
    Treasure
  Standard
  cYclops
   
  5E
  
  238
  Humanoids
    Low
    Moderate
    Advanced
    Elite
  Standard 
  Actions
  Heavy Crossbow Ranged 
  weapon attack: +0 to hit, 
  one target.  Hit 1d10/19-
  20 (10) piercing damage.
  Greataxe Melee weapon 
  attack: +3 to hit, reach 
  5 ft., one target.  Hit  
  1d12x3 (1) slashing 
  damage.
  Crossbow, Heavy Ranged 
  weapon attack: -3 to hit, 
  one target.  Hit 2d8/19-
  20 (9) piercing damage.
  Greataxe Melee weapon 
  attack: +5 to hit, reach 
  10 ft., one target.  Hit  
  3d6+7/x3 (18) slashing 
  damage.
  Crossbow, Heavy Ranged 
  weapon attack: -3 to hit, 
  one target.  Hit 2d8/19-
  20 (9) piercing damage.
  Greataxe Melee weapon 
  attack: +5 to hit, reach 
  10 ft., one target.  Hit  
  3d6+7/x3 (18) slashing 
  damage.
  Crossbow, Heavy Ranged 
  weapon attack: -3 to hit, 
  one target.  Hit 3d8/19-
  20 (10) piercing damage.
  Greataxe Melee weapon 
  attack: +5 to hit, reach 
  15 ft., one target.  Hit  
  4d6+12/x3 (26) slashing 
  damage.
  Legendary 
  Actions
  -
  Innate 
  Spellcasting
  -
  Spellcasting
  -
  Possessions
  -
  
  239
  Humanoids
  Level
  CREATURE 6
  CREATURE 10
  CREATURE 14
  CREATURE 18
  Rarity
  UNCOMMON
  UNCOMMON
  UNCOMMON
  UNCOMMON
  Alignment
  NE
  NE
  NE
  NE
  Size
  MEDIUM
  LARGE
  LARGE
  HUGE
  Other Traits
  HUMANOID
  Perception +13
  +17
  +21
  +25
  Languages Common, Cyclops, Giant
  Skills
  Acrobatics +9, 
  Athletics +11, 
  Diplomacy +7, 
  Deception +7, 
  Medicine +9, 
  Intimidation +5, 
  Performance +7, 
  Stealth +9, Survival +7
  Acrobatics +11, 
  Athletics +17, 
  Diplomacy +11, 
  Deception +11, 
  Medicine +13, 
  Intimidation +9, 
  Performance +11, 
  Stealth +11, Survival 
  +13
  Acrobatics +15, 
  Athletics +21, 
  Diplomacy +15, 
  Deception +15, 
  Medicine +17, 
  Intimidation +15, 
  Performance +15, 
  Stealth +15, Survival 
  +17
  Acrobatics +18, 
  Athletics +28, 
  Diplomacy +19, 
  Deception +19, 
  Medicine +21, 
  Intimidation +19, 
  Performance +19, 
  Stealth +18, Survival 
  +21
  Ability Scores Str 
  +3
  Dex +1
  Con +0
  Int 
  +0
  Wis +1
  Cha -1
  Str 
  +5
  Dex -1
  Con +2
  Int 
  +0
  Wis +1
  Cha -1
  Str 
  +5
  Dex -1
  Con +3
  Int 
  +0
  Wis +1
  Cha -1
  Str 
  +8
  Dex -2
  Con +5
  Int 
  +0
  Wis +1
  Cha -1
  Items -
  -
  -
  -
    Defense
  AC
  19
  20
  20
  21
  Fort 
  Ref 
  Will
  +8
  +9
  +9
  +14
  +11
  +13
  +19
  +15
  +17
  +25
  +18
  +21
  hp 
  39
  85
  133
  207
  Cyclops
    Low
    Moderate
    Advanced
    Elite
    Terrain
  Any Temperate or Tropical
    Rarity
  Uncommon
    Role
  Brute / Normal
    Organization
  Solitary, Conclave (2-6x), or Tribe (7-18x)
    Treasure
  Standard
   
  P2E
  
  240
  Humanoids
  Immune -
  Resists/
  Vulnerable
  -
    Offense & Actions
  Speed 30 ft.
  Melee
   Ranged Heavy 
  Crossbow +11, 
  Damage 1d10/19-20 
  piercing
   Melee Greataxe 
  +13 (two-hand, 
  sweep, reach 5 ft.), 
  Damage  1d12x3 
  slashing
   Ranged Crossbow, 
  Heavy +11, Damage 
  2d8/19-20 piercing
   Melee Greataxe 
  +21 (two-hand, 
  sweep, reach 10 ft.), 
  Damage  3d6+7/x3 
  slashing
   Ranged Crossbow, 
  Heavy +19, Damage 
  2d8/19-20 piercing
   Melee Greataxe 
  +27 (two-hand, 
  sweep, reach 10 ft.), 
  Damage  3d6+7/x3 
  slashing
   Ranged Crossbow, 
  Heavy +24, Damage 
  3d8/19-20 piercing
   Melee Greataxe 
  +37 (two-hand, 
  sweep, reach 15 ft.), 
  Damage  4d6+12/x3 
  slashing
  Flash of Insight
  Flash of Insight Once per day, a cyclops can peer into an occluded visual spectrum of possible 
  futures, gaining insight that allows it to select the exact result of one die roll before the roll is 
  made. This effect can alter an action taken by the cyclops only, and cannot be applied to the rolls 
  of others.
    Other Abilities
  Innate Spells
  -
  Spellcasting -
  
  241
  Humanoids
  AC 
  Armor Class
  8 [11]
  8 [11]
  7 [12]
  7 [12]
  HD 
  Hit Dice
  4
  5
  7
  8
  ATT Attacks
  Heavy Crossbow 
  1d10 or Greataxe 
  1d12x3
  Crossbow, Heavy 
  2d8 or Greataxe 
  3d6/x3
  Crossbow, Heavy 
  2d8 or Greataxe 
  3d6/x3
  Crossbow, Heavy 
  3d8 or Greataxe 
  4d6/x3
  THACO
  16 [+3]
  15 [+4]
  13 [+6]
  12 [+7]
  MV 
  Move
  90’ (30’)
  SV 
  Saves
   
  D 
  Death
   
  W Wand
   
  P 
  Paralysis
   
  B 
  Breath
   
  S 
  Spell
   
  U 
  Unified
  10
  11
  12
  13
  14
  12
  8
  9
  10
  10
  12
  10
  8
  9
  10
  10
  12
  10
  6
  7
  8
  8
  10
  8
  ML 
  Morale
  7
  7
  7
  7
  AL 
  Alignment
  Neutral
  XP 
  Experience
  175
  450
  900
  1,100
    Special Abilities
  Flash of Insight
  Once per day, a cyclops can peer into an occluded visual spectrum of possible 
  futures, gaining insight that allows it to select the exact result of one die roll before 
  the roll is made. This effect can alter an action taken by the cyclops only, and cannot 
  be applied to the rolls of others.
  Cyclops
    Low
    Moderate
    Advanced
    Elite
    Environment
  Any Temperate or Tropical
    Rarity
  Uncommon
    Role
  Brute / Normal
    # Encountered
  Solitary, Conclave (2-6x), or Tribe (7-18x)
    Treasure
  Standard
   
  OSR
  
  242
  Humanoids
  Cyclops
    Low
    Moderate
    Advanced
    Elite
    Environment
  Any Temperate or Tropical
    Rarity
  Uncommon
    Role
  Brute / Normal
    # Encountered
  Solitary, Conclave (2-6x), or Tribe (7-18x)
    Treasure
  Standard
  Init 
  Initiative
  -3
  -3
  -3
  -2
  Atk 
  Attacks
  Heavy Crossbow  
  +1 ranged (1d10)
   or Greataxe +3 
  melee (1d12)
  Crossbow, 
  Heavy +3 ranged 
  (1d10+2)
   or Greataxe +5 
  melee (2d6+7)
  Crossbow, 
  Heavy -+5 
  ranged (2d6+1)
   or Greataxe +5 
  melee (2d6+7)
  Crossbow, 
  Heavy +5 ranged 
  (2d8+2)
   or Greataxe +5 
  melee (3d6+12)
  Crit 
  Critical Hits
  19+:M/d8
  19+:M/d8
  19+:G/d4
  19+:G/d4
  AC 
  Armor Class
  11
  11
  12
  12
  HD 
  Hit Dice
  2d8 + 2
  3d8 + 3
  5d8 + 5
  6d8 + 6
  MV 
  Move
  30’
  ACT Action Dice
  1d24
  1d24+1d20
  2d24
  1d24+2d20
  SV 
  Saves
   
  Fort 
   
  Ref 
   
  Will
  +3
  +2
  +2
  +6
  +1
  +3
  +8
  +2
  +3
  +11
  +3
  +5
  AL 
  Alignment
  N
    Special Abilities
  Flash of Insight
  Once per day, a cyclops can peer into an occluded visual spectrum of 
  possible futures, gaining insight that allows it to select the exact result of one 
  die roll before the roll is made. This effect can alter an action taken by the 
  cyclops only, and cannot be applied to the rolls of others.
   
  DCC
  
  243
  Humanoids
    Low
    Moderate
    Advanced
    Elite
    Terrain
  Cold Mountains
    Rarity
  Rare
    Role
  Brute / Elite
    Organization
  Solitary, Gang (3-5x), Band (6-12x+), Raiding Party (6-12x+), or Tribe (21-30x+)
    Treasure
  Standard
  CR 6
  10
  14
  18
  Align / Size CE Medium 
  (cold, giant)
  CE Medium 
  (cold, giant)
  CE Large 
  (cold, giant)
  CE Huge 
  (cold, giant)
  HD / Type Humanoid 6
  Humanoid 10
  Humanoid 14
  Humanoid 18
  Initiative +1
  +1
  -1
  +0
  Senses Perception +8
  Perception +10
  Perception +11
  Perception +21
    Defense
  AC 22
  touch 11; ff 21 
  +1 Dex; 
  +7 Natural; 
  +4 Armor
  22
  touch 11; ff 21 
  +1 Dex; 
  +7 Natural; 
  +4 Armor
  21
  touch 8; ff 21 
  -1 Size; +1 Dex; 
  +9 Natural; 
  +4 Armor
  26
  touch 8; ff 26 
  -2 Size;  
  +14 Natural; 
  +4 Armor
  hp 44 (6d8)+18 
  74 (10d8)+30 
  136 (14d8)+70 
  253 (18d8)+162 
  Saves Fort 
  +8
  Ref 
  +3
  Will 
  +4
  Fort 
  +10
  Ref 
  +4
  Will 
  +5
  Fort 
  +14
  Ref 
  +3
  Will 
  +6
  Fort 
  +20
  Ref 
  +6
  Will 
  +10
  Def Abilities Rock Catching; Immunities Cold; Weaknesses Vulnerability to Fire
    Offense
  Movement 40’
  Attacks Melee greataxe +11 
  (2H: 1d12+10/x3) or 
  Melee slam +11/+11 
  (2H: 1d6+10) or 
  Ranged rock (small) 
  +4 (1d8+10)
  Melee greataxe 
  +14/+9 (2H: 
  1d12+10/x3) or 
  Melee slam +14/+14 
  (2H: 1d6+10) or 
  Ranged rock (small) 
  +7/+2 (1d8+10)
  Melee greataxe 
  (large) +18/+13 (2H: 
  3d6+13/x3) or 
  Ranged rock (small) 
  +9/+4 (1d8+13) or 
  Melee slam +18/+18 
  (1d8+9)
  Melee greataxe 
  (large) +25/+20/+15 
  (3d6+14/x3) or 
  Ranged rock (small) 
  +12/+7/+2 (1d8+21) 
  or 
  Melee slam +25/+25 
  (3d6+14) 
  Space / Reach
  5’ / 5’
  5’ / 5’
  10’ / 10’
  15’ / 15’
  Special Atks Rock Throwing (120 ft.)
  Giant (Frost)
   
  Pathfinder
  
  244
  Humanoids
    Statistics
  Ability Scores Str 
  25
  Dex 13
  Con 17
  Int 
  10
  Wis 14
  Cha 11
  Str 
  25
  Dex 13
  Con 17
  Int 
  10
  Wis 14
  Cha 11
  Str 
  29
  Dex 9
  Con 21
  Int 
  10
  Wis 14
  Cha 11
  Str 
  38
  Dex 11
  Con 29
  Int 
  14
  Wis 18
  Cha 15
  Core Attack Base Atk +4
  CMB +11
  CMD 22
  Base Atk +7
  CMB +14 
  +16 overrun
  CMD 25 
  27 vs. overrun
  Base Atk +10
  CMB +20 
  +22 overrun or 
  sunder
  CMD 29 
  31 vs. overrun or 
  sunder
  Base Atk +13
  CMB +29 
  +31 overrun or 
  sunder
  CMD 39 
  41 vs. overrun or 
  sunder
  Feats
  Martial Weapon 
  Proficiency (Greataxe), 
  Power Attack, Skill Focus 
  (Stealth)
  Cleave, Improved 
  Overrun, Martial Weapon 
  Proficiency (Greataxe), 
  Power Attack, Skill Focus 
  (Stealth)
  Cleave, Great Cleave, 
  Improved Overrun, 
  Improved Sunder, Martial 
  Weapon Proficiency 
  (Greataxe), Power Attack, 
  Skill Focus (Stealth)
  Cleave, Devastating 
  Assault, Great Cleave, 
  Improved Natural 
  Attack (Slam), Improved 
  Overrun, Improved 
  Sunder, Martial Weapon 
  Proficiency (Greataxe), 
  Power Attack, Skill Focus 
  (Stealth)
  Skills
  Acrobatics -1, Climb +11, 
  Escape Artist -1, Fly -1, 
  Heal +2, Intimidate +6, 
  Perception +8, Ride -1, 
  Sense Motive +2, Stealth 
  +5, Survival +2, Swim +5
  Acrobatics -1, Climb 
  +11, Craft (Leather) +7, 
  Escape Artist -1, Fly -1, 
  Heal +2, Intimidate +7, 
  Perception +10, Ride -1, 
  Sense Motive +2, Stealth 
  +6, Survival +2, Swim +5
  Acrobatics -1, Climb 
  +17, Craft (Leather) +8, 
  Escape Artist -1, Fly -3, 
  Heal +2, Intimidate +9, 
  Perception +11, Ride -1, 
  Sense Motive +2, Stealth 
  +4, Survival +2, Swim +9
  Appraise +2, Artistry 
  +2, Bluff +2, Climb 
  +35, Craft (Leather) 
  +11, Craft (Ships) +10, 
  Craft (Siege Engine) 
  +10, Craft (Untrained) 
  +2, Diplomacy +2, 
  Disguise +2, Fly -4, Heal 
  +4, Intimidate +23, 
  Perception +21, Perform 
  (Untrained) +2, Sense 
  Motive +4, Stealth +1, 
  Survival +4, Swim +14
  Languages
  Common, Giant
  Special +4 racial bonus to Stealth skill in snow
  Treasure Greataxe;
  chain shirt
  Greataxe;
  chain shirt
  Greataxe (large);
  chain shirt (large)
  Greataxe (large);
  chain shirt (huge)
    
    Special Qualities & Abilities
  Rock Catching (Ex) You can catch Small, Medium, or Large rocks (or 
  projectiles of similar shape). Once per round, if you would normally be hit by 
  a rock, you can make a Reflex save to catch it as a free action. The DC is 15 for 
  a Small rock, 20 for a Medium one, and 25 for a Large one. (If the projectile 
  provides a magical bonus on attack rolls, the DC increases by that amount.) 
  You must be aware of the attack in order to make a rock catching attempt. 
  Rock Throwing (Ex) You are an accomplished rock thrower and have a +1 
  racial bonus on attack rolls with thrown rocks. A creature can hurl rocks up to 
  two categories smaller than its size. A “rock” is any large, bulky, and relatively 
  regularly shaped object made of any material with a hardness of at least 5. The 
  creature can hurl the rock up to five range increments. Damage from a thrown 
  rock is generally twice your base slam damage plus 1-1/2 your Strength bonus.  
    
    Feats
  Cleave You can strike two adjacent foes with a single swing. 
  As a standard action, you can make a single attack at your 
  full base attack bonus against a foe within reach. If you 
  hit, you deal damage normally and can make an additional 
  attack (using your full base attack bonus) against a foe that 
  is adjacent to the first and also within reach. You can only 
  make one additional attack per round with this feat. When 
  you use this feat, you take a -2 penalty to your Armor Class 
  until your next turn. 
  Devastating Assault You can hammer at a foe to smash 
  
  245
  Humanoids
  through its defenses. As a full-round action, you can bat 
  aside all of your foe’s defenses to ensure you make a single, 
  especially effective melee attack. You make a single melee 
  attack using an appropriate weapon against a single target, 
  but make as many attack rolls as you could in a full-attack 
  action using that weapon. You make the attack rolls in 
  order from highest bonus to lowest, as if you were making 
  a full attack. If any of the attack rolls hit the target, your 
  single attack is considered to have hit and you roll damage 
  normally. If one or more rolls are critical threats, you 
  confirm the critical hit only once using your highest base 
  attack bonus. If you hit with two or more attacks, the target 
  must succeed at a Fortitude save (DC = 10 + 1/2 your base 
  attack bonus + your Strength modifier) or suffer a condition 
  for 1d4 rounds. If at least two attacks hit, you can choose 
  from deafened, entangled, or shaken. If at least three attacks 
  hit, you can also choose from blinded or staggered. If at least 
  four attacks hit, you can also choose the dazed condition. 
  Once you have forced a foe to attempt a saving throw to 
  avoid suffering a condition via this feat, you cannot attempt 
  to inf lict that condition on it again with Devastating Assault 
  for 24 hours. 
  Great Cleave You can strike many adjacent foes with a single 
  blow. As a standard action, you can make a single attack at 
  your full base attack bonus against a foe within reach. If you 
  hit, you deal damage normally and can make an additional 
  attack (using your full base attack bonus) against a foe that 
  is adjacent to the previous foe and also within reach. If you 
  hit, you can continue to make attacks against foes adjacent to 
  the previous foe, so long as they are within your reach. You 
  cannot attack an individual foe more than once during this 
  attack action. When you use this feat, you take a -2 penalty 
  to your Armor Class until your next turn. 
  Improved Overrun You are skilled at running down your 
  foes. You do not provoke an attack of opportunity when 
  performing an overrun combat maneuver. In addition, you 
  receive a +2 bonus on checks made to overrrun a foe. You 
  also receive a +2 bonus to your Combat Maneuver Defense 
  whenever an opponent tries to overrun you. Targets of your 
  overrun attempt may not chose to avoid you. 
  Improved Sunder You are skilled at damaging your foes’ 
  weapons and armor. You do not provoke an attack of 
  opportunity when performing a sunder combat maneuver. 
  In addition, you receive a +2 bonus on checks made to 
  sunder an item. You also receive a +2 bonus to your Combat 
  Maneuver Defense whenever an opponent tries to sunder 
  your gear. 
  Skill Focus (Stealth) You are particularly adept at your 
  chosen skill. You get a +3 bonus on all checks involving the 
  chosen skill. If you have 10 or more ranks in that skill, this 
  bonus increases to +6. 
  
  246
  Humanoids
    Low
    Moderate
    Advanced
    Elite
  Armor Class
  17 
  (natural armor)
  17 
  (natural armor)
  17 
  (natural armor)
  19 
  (natural armor)
  Hit Points
  44
  74
  136
  253
  Speed
  40 ft.
  Size, Type, 
  Alignment
  Medium humanoid, 
  chaotic evil
  Medium humanoid, 
  chaotic evil
  Large humanoid, chaotic 
  evil
  Huge humanoid, chaotic 
  evil
  Ability 
  Scores / 
  Saves
  STR 
  20 (+5)
  DEX 11 (+0)
  CON 15 (+2)
  INT 
  8 (-1)
  WIS 
  12 (+1)
  CHA 9 (-1)
  STR 
  20 (+5)
  DEX 11 (+0)
  CON 15 (+2)
  INT 
  8 (-1)
  WIS 
  12 (+1)
  CHA 9 (-1)
  STR 
  22 (+6)
  DEX 7 (-2)
  CON 18 (+4)
  INT 
  8 (-1)
  WIS 
  12 (+1)
  CHA 9 (-1)
  STR 
  26 (+8)
  DEX 9 (-1)
  CON 22 (+6)
  INT 
  12 (+1)
  WIS 
  16 (+3)
  CHA 13 (+1)
  Saving 
  Throws
  -
  -
  -
  -
  Resistances
  -
  Immunities
  Cold
  Vulnerabilities
  Vulnerability to Fire
  Senses
  Passive Perception +11
  Passive Perception +11
  Passive Perception +16
  Passive Perception +19
  Languages
  Common, Giant
  Challenge
  6
  10
  14
  18
  Special 
  Abilities & 
  Qualities
  Vulnerability to Fire You take half again as much (+50%) damage as normal from Fire, regardless of whether a saving 
  throw is allowed, or if the save is a success or failure
  Special 
  Abilities & 
  Qualities
  Rock Catching You can catch rocks of at least one size category smaller than yourself (or projectiles of similar shape). 
  Once per round, if you would normally be hit by a rock, you can make a Dexterity save to catch it as a free action. The DC 
  is 15 for a Small rock, 20 for a Medium one, and 25 for a Large one. (If the projectile provides a magical bonus on attack 
  rolls, the DC increases by that amount.) You must be aware of the attack in order to make a rock catching attempt.
  Special 
  Abilities & 
  Qualities
  Rock Throwing You are an accomplished rock thrower and have advantage on attack rolls with thrown rocks. A creature 
  can hurl rocks up to two categories smaller than its size. A “rock” is any large, bulky, and relatively regularly shaped 
  object made of any material with a hardness of at least 5. The creature can hurl the rock up to five range increments. 
  Damage from a thrown rock is generally twice your base slam damage plus 1-1/2 your Strength bonus.
    Low
    Moderate
    Advanced
    Elite
    Terrain
  Cold Mountains
    Rarity
  Rare
    Role
  Brute / Elite
    Organization
  Solitary, Gang (3-5x), Band (6-12x+), Raiding Party (6-12x+), or Tribe (21-30x+)
    Treasure
  Standard
  giant (FRost)
   
  5E
  
  247
  Humanoids
    Low
    Moderate
    Advanced
    Elite
  Standard 
  Actions
  Greataxe Melee weapon 
  attack: +6 to hit, reach 
  5 ft., one target.  Hit  
  1d12+10/x3 (16) 
  slashing damage.
  Slam Melee weapon 
  attack: +6 to hit, 
  reach 5 ft., one target.  
  Hit  1d6+10 (14) 
  bludgeoning damage.
  Rock Ranged weapon 
  attack: +0 to hit, one 
  target.  Hit 1d8+10 (14) 
  bludgeoning damage.
  Greataxe Melee weapon 
  attack: +5 to hit, reach 
  5 ft., one target.  Hit  
  1d12+10/x3 (16) 
  slashing damage.
  Slam Melee weapon 
  attack: +5 to hit, 
  reach 5 ft., one target.  
  Hit  1d6+10 (14) 
  bludgeoning damage.
  Rock Ranged weapon 
  attack: -1 to hit, one 
  target.  Hit 1d8+10 (14) 
  bludgeoning damage.
  Greataxe Melee weapon 
  attack: +7 to hit, reach 
  10 ft., one target.  Hit  
  3d6+13/x3 (24) slashing 
  damage.
  Rock Ranged weapon 
  attack: -3 to hit, one 
  target.  Hit 1d8+13 (18) 
  bludgeoning damage.
  Slam Melee weapon 
  attack: +7 to hit, reach 
  10 ft., one target.  Hit 
  1d8+9 (14) bludgeoning 
  damage.
  Greataxe Melee weapon 
  attack: +7 to hit, reach 
  15 ft., one target.  Hit 
  3d6+14/x3 (24) slashing 
  damage.
  Rock Ranged weapon 
  attack: -1 to hit, one 
  target.  Hit 1d8+21 (26) 
  bludgeoning damage.
  Slam Melee weapon 
  attack: +7 to hit, reach 
  15 ft., one target.  
  Hit 3d6+14 (24) 
  bludgeoning damage.
  Legendary 
  Actions
  -
  Innate 
  Spellcasting
  -
  Spellcasting
  -
  Possessions
  Greataxe
  
  248
  Humanoids
  Level
  CREATURE 6
  CREATURE 10
  CREATURE 14
  CREATURE 18
  Rarity
  RARE
  RARE
  RARE
  UNCOMMON
  Alignment
  CE
  CE
  CE
  CE
  Size
  MEDIUM
  MEDIUM
  LARGE
  HUGE
  Other Traits
  HUMANOID
  Perception +12
  +16
  +22
  +30
  Languages Common, Giant
  Skills
  Acrobatics +9, 
  Athletics +15, Medicine 
  +10, Intimidation +6, 
  Stealth +9, Survival 
  +10
  Acrobatics +13, 
  Athletics +19, Crafting 
  +12, Medicine +14, 
  Intimidation +12, 
  Stealth +13, Survival 
  +14
  Acrobatics +15, 
  Athletics +25, Crafting 
  +16, Medicine +18, 
  Intimidation +16, 
  Stealth +15, Survival 
  +18
   Athletics +34, Crafting 
  +22, Diplomacy 
  +22, Deception 
  +22, Medicine +24, 
  Intimidation +22, 
  Performance +22, 
  Stealth +20, Survival 
  +24
  Ability Scores Str 
  +7
  Dex +1
  Con +3
  Int 
  +0
  Wis +2
  Cha +0
  Str 
  +7
  Dex +1
  Con +3
  Int 
  +0
  Wis +2
  Cha +0
  Str 
  +9
  Dex -1
  Con +5
  Int 
  +0
  Wis +2
  Cha +0
  Str 
  +14
  Dex +0
  Con +9
  Int 
  +2
  Wis +4
  Cha +2
  Items Greataxe
    Defense
  AC
  22
  22
  22
  27
  Fort 
  Ref 
  Will
  +11
  +9
  +10
  +15
  +13
  +14
  +21
  +15
  +18
  +29
  +20
  +24
  hp 
  57
  95
  161
  279
  Giant (Frost)
    Low
    Moderate
    Advanced
    Elite
    Terrain
  Cold Mountains
    Rarity
  Rare
    Role
  Brute / Elite
    Organization
  Solitary, Gang (3-5x), Band (6-12x+), Raiding Party (6-12x+), or Tribe (21-30x+)
    Treasure
  Standard
   
  P2E
  
  249
  Humanoids
  Immune Cold
  Vulnerable Vulnerability to Fire You take half again as much (+50%) damage as normal from Fire, 
  regardless of whether a saving throw is allowed, or if the save is a success or failure
    Offense & Actions
  Speed 40 ft.
  Melee
   Melee Greataxe 
  +19 (two-hand, 
  sweep, reach 5 ft.), 
  Damage  1d12+10/x3 
  slashing
   Melee Slam +19 
  (two-hand, unarmed, 
  reach 5 ft.), Damage  
  1d6+10 bludgeoning
   Ranged Rock 
  +11, Damage 1d8+10 
  bludgeoning
   Melee Greataxe 
  +23 (two-hand, 
  sweep, reach 5 ft.), 
  Damage  1d12+10/x3 
  slashing
   Melee Slam +23 
  (two-hand, unarmed, 
  reach 5 ft.), Damage  
  1d6+10 bludgeoning
   Ranged Rock 
  +15, Damage 1d8+10 
  bludgeoning
   Melee Greataxe 
  +32 (two-hand, 
  sweep, reach 10 ft.), 
  Damage  3d6+13/x3 
  slashing
   Ranged Rock 
  +19, Damage 1d8+13 
  bludgeoning
   Melee Slam +32 
  (unarmed, reach 10 
  ft.), Damage 1d8+9 
  bludgeoning
   Melee Greataxe 
  +43 (sweep, reach 15 
  ft.), Damage 3d6+14/
  x3 slashing
   Ranged Rock 
  +27, Damage 1d8+21 
  bludgeoning
   Melee Slam +43 
  (unarmed, reach 15 
  ft.), Damage 3d6+14 
  bludgeoning
  Rock Catching
  Rock Catching You can catch rocks of at least one size category smaller than yourself (or 
  projectiles of similar shape). Once per round, if you would normally be hit by a rock, you can 
  make a Reflex save to catch it as a free action. The DC is 15 for a Small rock, 20 for a Medium one, 
  and 25 for a Large one. (If the projectile provides a magical bonus on attack rolls, the DC increases 
  by that amount.) You must be aware of the attack in order to make a rock catching attempt.
  Rock Throwing
   You are an accomplished rock thrower and have advantage on attack rolls with thrown 
  rocks. A creature can hurl rocks up to two categories smaller than its size. A “rock” is any large, 
  bulky, and relatively regularly shaped object made of any material with a hardness of at least 
  5. The creature can hurl the rock up to five range increments. Damage from a thrown rock is 
  generally twice your base slam damage plus 1-1/2 your Strength bonus.
    Other Abilities
  Innate Spells
  -
  Spellcasting -
  
  250
  Humanoids
  AC 
  Armor Class
  7 [12]
  7 [12]
  7 [12]
  5 [14]
  HD 
  Hit Dice
  4
  5
  7
  8
  ATT Attacks
  Greataxe 1d12/
  x3 or Slam 1d6 or 
  Rock 1d8
  Greataxe 1d12/
  x3 or Slam 1d6 or 
  Rock 1d8
  Greataxe 3d6/x3 
  or Rock 1d8 or 
  Slam 1d8
  Greataxe 3d6/x3 
  or Rock 1d8 or 
  Slam 3d6
  THACO
  16 [+3]
  15 [+4]
  13 [+6]
  12 [+7]
  MV 
  Move
  120’ (40’)
  SV 
  Saves
   
  D 
  Death
   
  W Wand
   
  P 
  Paralysis
   
  B 
  Breath
   
  S 
  Spell
   
  U 
  Unified
  10
  11
  12
  13
  14
  12
  8
  9
  10
  10
  12
  10
  8
  9
  10
  10
  12
  10
  6
  7
  8
  8
  10
  8
  ML 
  Morale
  7
  7
  7
  7
  AL 
  Alignment
  Chaotic
  XP 
  Experience
  175
  450
  900
  1,100
    Special Abilities
  Rock Catching
  You can catch rocks of at least one size category smaller than yourself (or projectiles 
  of similar shape). Once per round, if you would normally be hit by a rock, you can 
  make a Breath save to catch it as a free action. You must be aware of the attack in 
  order to make a rock catching attempt.
  Rock Throwing
  You are an accomplished rock thrower and have a +4 bonus on attack rolls with 
  thrown rocks. A creature can hurl rocks up to two categories smaller than its size. 
  A "rock" is any large, bulky, and relatively regularly shaped object made of any 
  material with a hardness of at least 5. The creature can hurl the rock up to five range 
  increments. Damage from a thrown rock is generally twice your base slam damage.
  Vulnerability to 
  Fire
  You take half again as much (+50%) damage as normal from Fire, regardless of 
  whether a saving throw is allowed, or if the save is a success or failure
  Giant (Frost)
    Low
    Moderate
    Advanced
    Elite
    Environment
  Cold Mountains
    Rarity
  Rare
    Role
  Brute / Elite
    # Encountered
  Solitary, Gang (3-5x), Band (6-12x+), Raiding Party (6-12x+), or Tribe (21-30x+)
    Treasure
  Standard
   
  OSR
  
  251
  Humanoids
  Giant (Frost)
    Low
    Moderate
    Advanced
    Elite
    Environment
  Cold Mountains
    Rarity
  Rare
    Role
  Brute / Elite
    # Encountered
  Solitary, Gang (3-5x), Band (6-12x+), Raiding Party (6-12x+), or Tribe (21-30x+)
    Treasure
  Standard
  Init 
  Initiative
  -3
  -3
  -2
  -2
  Atk 
  Attacks
  Greataxe +6 melee 
  (1d12+10)
   or Slam +6 melee 
  (1d6+3)
   or Rock  ranged 
  (1d8+3)
  Greataxe +5 melee 
  (1d12+10)
   or Slam +5 melee 
  (1d6+3)
   or Rock -1 ranged 
  (1d8+3)
  Greataxe +7 
  melee (2d6+13)
   or Rock -3 
  ranged (1d8+4)
   or Slam +7 
  melee (1d8+3)
  Greataxe +7 
  melee (2d6+14)
   or Rock -1 
  ranged (1d8+7)
   or Slam +7 melee 
  (2d6+5)
  Crit 
  Critical Hits
  20+:M/d8
  20+:M/d8
  20+:G/d4
  20+:G/d4
  AC 
  Armor Class
  12
  12
  12
  14
  HD 
  Hit Dice
  2d8 + 2
  3d8 + 3
  5d8 + 5
  6d8 + 6
  MV 
  Move
  40’
  ACT Action Dice
  1d24+1d20
  2d24
  1d24+2d20
  2d24+1d20
  SV 
  Saves
   
  Fort 
   
  Ref 
   
  Will
  +5
  +2
  +3
  +7
  +3
  +3
  +9
  +2
  +4
  +13
  +4
  +7
  AL 
  Alignment
  C
    Special Abilities
  Rock Catching
  You can catch rocks of at least one size category smaller than yourself (or projectiles 
  of similar shape). Once per round, if you would normally be hit by a rock, you can 
  make a Reflex save to catch it as a free action. You must be aware of the attack in 
  order to make a rock catching attempt.
  Rock Throwing
  You are an accomplished rock thrower and have a +4 bonus on attack rolls with 
  thrown rocks. A creature can hurl rocks up to two categories smaller than its size. 
  A "rock" is any large, bulky, and relatively regularly shaped object made of any 
  material with a hardness of at least 5. The creature can hurl the rock up to five 
  range increments. Damage from a thrown rock is generally twice your base slam 
  damage.
  Vulnerability to 
  Fire
  You take half again as much (+50%) damage as normal from Fire, regardless of 
  whether a saving throw is allowed, or if the save is a success or failure
   
  DCC
  
  252
  Magical Beasts
    Low
    Moderate
    Advanced
    Elite
    Terrain
  Temperate or Warm Plains
    Rarity
  Common
    Role
  Brute / Normal
    Organization
  Solitary, Pair, or Nest (3-6x)
    Treasure
  Incidental
  CR 3
  7
  11
  15
  Align / Size TN Large
  TN Large
  TN Large
  TN Huge
  HD / Type Magical Beast 3
  Magical Beast 7
  Magical Beast 11
  Magical Beast 15
  Initiative +0
  +0
  +6
  +5
  Senses Perception +8 
  Darkvision 60’ 
  Low-Light Vision 
  Tremorsense 60’
  Perception +10 
  Darkvision 60’ 
  Low-Light Vision 
  Tremorsense 60’
  Perception +14 
  Darkvision 60’ 
  Low-Light Vision 
  Tremorsense 60’
  Perception +16 
  Darkvision 60’ 
  Low-Light Vision 
  Tremorsense 60’
    Defense
  AC 16
  touch 9; ff 16 
  -1 Size; +7 Natural
  17
  touch 9; ff 17 
  -1 Size; +8 Natural
  21
  touch 11; ff 19 
  -1 Size; +2 Dex; 
  +10 Natural
  22
  touch 9; ff 21 
  -2 Size; +1 Dex; 
  +13 Natural
  hp 24 (3d10)+12 
  59 (7d10)+28 
  117 (11d10)+66 
  194 (15d10)+120 
  Saves Fort 
  +6
  Ref 
  +3
  Will 
  +2
  Fort 
  +8
  Ref 
  +5
  Will 
  +3
  Fort 
  +12
  Ref 
  +9
  Will 
  +6
  Fort 
  +16
  Ref 
  +10
  Will 
  +8
    Offense
  Movement 30’; Burrow 20’
  35’; Burrow 20’
  Attacks Melee bite +5 
  (1d8+4)
  Melee bite +9 
  (2d6+4) 
  Melee bite +16 
  (2d6+9) 
  Melee bite +22 
  (3d6+12)
  Space / Reach
  10’ / 10’
  10’ / 10’
  10’ / 10’
  15’ / 10’
  Special Atks Acid Bite (1d4), 
  Grab, Spit Acid (4d4, 
  DC 14)
  Acid Bite (1d4), 
  Grab, Spit Acid (4d4, 
  DC 16)
  Acid Bite (1d4), 
  Grab, Spit Acid (4d4, 
  DC 20)
  Acid Bite (1d4), 
  Grab, Spit Acid (4d4, 
  DC 24)
    Statistics
  Ankheg
   
  Pathfinder
  
  253
  Magical Beasts
  Ability Scores Str 
  16
  Dex 10
  Con 17
  Int 
  1
  Wis 13
  Cha 6
  Str 
  17
  Dex 10
  Con 17
  Int 
  1
  Wis 13
  Cha 6
  Str 
  22
  Dex 14
  Con 21
  Int 
  1
  Wis 17
  Cha 10
  Str 
  27
  Dex 12
  Con 25
  Int 
  1
  Wis 17
  Cha 10
  Core Attack Base Atk +3
  CMB +7 
  +11 grapple
  CMD 17 
  25 vs. trip
  Base Atk +7
  CMB +11 
  +15 grapple
  CMD 21 
  29 vs. trip
  Base Atk +11
  CMB +18 
  +22 grapple
  CMD 30 
  38 vs. trip
  Base Atk +15
  CMB +25 
  +29 grapple
  CMD 36 
  44 vs. trip
  Feats
  Skill Focus (Perception), 
  Toughness
  Improved Natural Armor, 
  Improved Natural 
  Attack (Bite), Skill Focus 
  (Perception), Toughness
  Fleet, Improved Initiative, 
  Improved Natural Armor, 
  Improved Natural 
  Attack (Bite), Skill Focus 
  (Perception), Toughness
  Critical Focus, Fleet, 
  Improved Initiative, 
  Improved Natural Armor, 
  Improved Natural 
  Attack (Bite), Skill Focus 
  (Perception), Toughness, 
  Weapon Focus (Bite)
  Skills
  Appraise -5, Bluff 
  -2, Climb +8, Craft 
  (Untrained) -5, 
  Diplomacy -2, Disguise 
  -2, Fly -2, Heal +1, 
  Intimidate -2, Perception 
  +8, Perform (Untrained) 
  -2, Sense Motive +1, 
  Stealth -4, Survival +1, 
  Swim +3
  Appraise -5, Bluff 
  -2, Climb +10, Craft 
  (Untrained) -5, 
  Diplomacy -2, Disguise -2, 
  Fly -2, Heal +1, Intimidate 
  -2, Perception +10, 
  Perform (Untrained) -2, 
  Sense Motive +1, Stealth 
  -4, Survival +1, Swim +3
  Acrobatics +2, Appraise 
  -5, Climb +15, Craft 
  (Untrained) -5, Escape 
  Artist +2, Heal +3, 
  Perception +14, Ride +2, 
  Sense Motive +3, Stealth 
  -2, Survival +3, Swim +6
  Acrobatics +1, Appraise 
  -5, Climb +19, Craft 
  (Untrained) -5, Escape 
  Artist +1, Fly -3, Heal +3, 
  Perception +16, Ride +1, 
  Sense Motive +3, Stealth 
  -7, Survival +3, Swim +8
  Languages
  -
    
    Special Qualities & Abilities
  Acid Bite (Ex) An Ankheg’s bite does an additional 1d4 acid damage unless it 
  has recently used it’s spit acid ability. 
  Grab (Ex) If you hit with the indicated attack (usually a claw or bite attack), 
  you deal normal damage and can attempt to start a grapple as a free action 
  without provoking an attack of opportunity. You have the option to conduct 
  the grapple normally, or simply use the part of your body you used in the grab 
  to hold the opponent. If you choose to do the latter, you takes a -20 penalty 
  on your CMB check to make and maintain the grapple, but do not gain the 
  grappled condition itself. A successful hold does not deal any extra damage 
  unless you also have the constrict special attack. If you do not constrict, each 
  successful grapple check you make during successive rounds automatically 
  deals the damage indicated for the attack that established the hold. Otherwise, 
  you deal constriction damage as well. You receive a +4 bonus on combat 
  maneuver checks made to start and maintain a grapple. Unless otherwise 
  noted, grab can only be used on creatures of a size equal to or smaller than 
  you. 
  Spit Acid (Ex) Once every 6 hours, an ankheg can spit a 30-foot line of acid. 
  Creatures struck by this acid take 4d4 points of acid damage (Reflex DC 24 
  halves). Once an ankheg uses this attack, it must wait 6 hours before using it 
  again. Additionally, during this time period, its bite attack does not inflict any 
  additional acid damage. As a result, an ankheg does not use this ability unless 
  it is desperate or frustrated, most often spitting acid when reduced to fewer 
  than half its full normal hit points or when it cannot not successfully grab an 
  opponent. 
  Tremorsense (Ex) Range 60 ft.; A creature with tremorsense automatically 
  senses the location of anything that is in contact with the ground and within 
  range. Aquatic creatures with tremorsense can also sense the location of 
  creatures moving through water. If no straight path exists through the 
  ground from the creature to those that it’s sensing, then the range defines the 
  maximum distance of the shortest indirect path. It must itself be in contact 
  with the ground, and the creatures must be moving. As long as the other 
  creatures are taking physical actions, including casting spells with somatic 
  components, they’re considered moving; they don’t have to move from place to 
  place for a creature with tremorsense to detect them.  
    
    Feats
  Critical Focus You are trained in the arts of causing pain. 
  You receive a +4 circumstance bonus on attack rolls made to 
  confirm critical hits. 
  Fleet You are faster than most. While you are wearing light 
  or no armor, your base speed increases by 5 feet. You lose the 
  benefits of this feat if you carry a medium or heavy load. 
  Improved Initiative Your quick reflexes allow you to react 
  quickly to danger. You get a +4 bonus on initiative checks. 
  Skill Focus (Perception) You are particularly adept at your 
  chosen skill. You get a +3 bonus on all checks involving the 
  chosen skill. If you have 10 or more ranks in that skill, this 
  bonus increases to +6. 
  Toughness You have enhanced physical stamina. You gain 
  +15 hit points. You gain +1 hit points whenever you gain a 
  Hit Die (such as when you gain a level). 
  
  254
  Magical Beasts
    Low
    Moderate
    Advanced
    Elite
  Armor Class
  15 
  (natural armor)
  16 
  (natural armor)
  17 
  (natural armor)
  17 
  (natural armor)
  Hit Points
  24
  59
  117
  194
  Speed
  30 ft. Burrow 20 ft.
  Size, Type, 
  Alignment
  Large monstrosity, 
  unaligned
  Large monstrosity, 
  unaligned
  Large monstrosity, 
  unaligned
  Huge monstrosity, 
  unaligned
  Ability 
  Scores / 
  Saves
  STR 
  14 (+2)
  DEX 8 (-1)
  CON 15 (+2)
  INT 
  1 (-5)
  WIS 
  11 (+0)
  CHA 4 (-3)
  STR 
  15 (+2)
  DEX 8 (-1)
  CON 15 (+2)
  INT 
  1 (-5)
  WIS 
  11 (+0)
  CHA 4 (-3)
  STR 
  18 (+4)
  DEX 12 (+1)
  CON 18 (+4)
  INT 
  3 (-4)
  WIS 
  15 (+2)
  CHA 8 (-1)
  STR 
  20 (+5)
  DEX 10 (+0)
  CON 20 (+5)
  INT 
  3 (-4)
  WIS 
  15 (+2)
  CHA 8 (-1)
  Saving 
  Throws
  -
  -
  -
  -
  Resistances
  -
  Immunities
  -
  Vulnerabilities
  -
  Senses
  Passive Perception 
  +10, Darkvision 60 ft., 
  Tremorsense 60 ft.
  Passive Perception 
  +10, Darkvision 60 ft., 
  Tremorsense 60 ft.
  Passive Perception 
  +16, Darkvision 60 ft., 
  Tremorsense 60 ft.
  Passive Perception 
  +17, Darkvision 60 ft., 
  Tremorsense 60 ft.
  Languages
  -
  Challenge
  3
  8
  12
  16
  Special 
  Abilities & 
  Qualities
  Saving Throw  
  Dexterity DC 14
  Damage 2d6
  Saving Throw  
  Dexterity DC 15
  Damage 3d6
  Saving Throw  
  Dexterity DC 18
  Damage 4d6
  Saving Throw  
  Dexterity DC 20
  Damage 5d6
  Spit Acid Recharge 6.  The ankheg spits acid in a line that is 30’ long and 5’ wide, provided that it has no creature grappled.  Each creature in that line must 
  make a Dexterity saving throw, taking acid damage on a failed save, or half as much damage on a successful save.
  Special 
  Abilities & 
  Qualities
  Damage 1d4
  Damage 1d6
  Damage 2d4
  Damage 2d6
  Acid Bite An Ankheg’s bite does additional acid damage.
    Low
    Moderate
    Advanced
    Elite
    Terrain
  Temperate or Warm Plains
    Rarity
  Common
    Role
  Brute / Normal
    Organization
  Solitary, Pair, or Nest (3-6x)
    Treasure
  Incidental
  Ankheg
  
  255
  Magical Beasts
    Low
    Moderate
    Advanced
    Elite
  Standard 
  Actions
  Bite Melee weapon 
  attack: +3 to hit, reach 5 
  ft., one target.  Hit 1d8+4 
  (8) piercing damage.
  Bite Melee weapon 
  attack: +2 to hit, reach 5 
  ft., one target.  Hit 2d6+4 
  (11) piercing damage.
  Bite Melee weapon 
  attack: +5 to hit, reach 
  5 ft., one target.  Hit 
  2d6+9 (16) piercing 
  damage.
  Bite Melee weapon 
  attack: +4 to hit, reach 
  10 ft., one target.  Hit 
  3d6+12 (22) piercing 
  damage.
  Illustration 6: Ankheg
  
  256
  Magical Beasts
  Level
  CREATURE 3
  CREATURE 8
  CREATURE 12
  CREATURE 16
  Rarity
  UNCOMMON
  UNCOMMON
  UNCOMMON
  COMMON
  Alignment
  TN
  TN
  TN
  TN
  Size
  LARGE
  LARGE
  LARGE
  HUGE
  Other Traits
  BEAST
  Perception +8, darkvision, 
  low-light vision, 
  tremorsense 
  (imprecise) 60 
  feet
  +12, darkvision, 
  low-light vision, 
  tremorsense 
  (imprecise) 60 
  feet
  +20, darkvision, 
  low-light vision, 
  tremorsense 
  (imprecise) 60 
  feet
  +24, darkvision, 
  low-light vision, 
  tremorsense 
  (imprecise) 60 
  feet
  Languages
  Skills
   Athletics +8, Crafting 
  +0, Diplomacy 
  +3, Deception 
  +3, Medicine +6, 
  Intimidation +3, 
  Performance +3, 
  Stealth +5, Survival +6
   Athletics +12, Crafting 
  +4, Diplomacy 
  +7, Deception +7, 
  Medicine +10, 
  Intimidation +7, 
  Performance +7, 
  Stealth +9, Survival 
  +10
  Acrobatics +15, 
  Athletics +19, Crafting 
  +10, Medicine +16, 
  Stealth +15, Survival 
  +16
  Acrobatics +18, 
  Athletics +25, Crafting 
  +14, Medicine +20, 
  Stealth +18, Survival 
  +20
  Ability Scores Str 
  +3
  Dex +0
  Con +3
  Int 
  -5
  Wis +1
  Cha -2
  Str 
  +3
  Dex +0
  Con +3
  Int 
  -5
  Wis +1
  Cha -2
  Str 
  +6
  Dex +2
  Con +5
  Int 
  -3
  Wis +3
  Cha +0
  Str 
  +8
  Dex +1
  Con +7
  Int 
  -3
  Wis +3
  Cha +0
    Defense
  AC
  16
  18
  24
  24
  Fort 
  Ref 
  Will
  +8
  +5
  +6
  +12
  +9
  +10
  +18
  +15
  +16
  +24
  +18
  +20
  Ankheg
    Low
    Moderate
    Advanced
    Elite
    Terrain
  Temperate or Warm Plains
    Rarity
  Common
    Role
  Brute / Normal
    Organization
  Solitary, Pair, or Nest (3-6x)
    Treasure
  Incidental
   
  P2E
  
  257
  Magical Beasts
  hp 
  28
  66
  126
  202
    Offense & Actions
  Speed 30 ft. Burrow 20 ft.
  35 ft. Burrow 20 ft.
  Melee
   Melee Bite +8 
  (grapple, unarmed, 
  reach 5 ft.), Damage 
  1d8+4 piercing
   Melee Bite +14 
  (grapple, unarmed, 
  reach 5 ft.), Damage 
  2d6+4 piercing
   Melee Bite +26 
  (grapple, unarmed, 
  reach 5 ft.), Damage 
  2d6+9 piercing
   Melee Bite +32 
  (grapple, unarmed, 
  reach 10 ft.), Damage 
  3d6+12 piercing
  Acid Bite Damage 1d4
  Damage 1d6
  Damage 2d6
  Damage 2d8
  Acid Bite An Ankheg’s bite does additional acid damage.
  Spit Acid Saving Throw 
  Reflex 15
  Damage 2d4
  Saving Throw 
  Reflex 17
  Damage 2d6
  Saving Throw 
  Reflex 21
  Damage 2d8
  Saving Throw 
  Reflex 25
  Damage 4d6
  Spit Acid Once every 6 hours, an ankheg can spit a 30-foot line of acid. Creatures struck by this 
  acid take acid damage (Reflex save halves). Once an ankheg uses this attack, it must wait 6 hours 
  before using it again.
  
  258
  Magical Beasts
  AC 
  Armor Class
  9 [10]
  8 [11]
  7 [12]
  7 [12]
  HD 
  Hit Dice
  3 + 3
  4 + 4
  6 + 6
  7 + 7
  ATT Attacks
  Bite 1d8
  Bite 2d6
  Bite 2d6
  Bite 3d6
  THACO
  17 [+2]
  16 [+3]
  14 [+5]
  13 [+6]
  MV 
  Move
  90’ (30’)
  SV 
  Saves
   
  D 
  Death
   
  W Wand
   
  P 
  Paralysis
   
  B 
  Breath
   
  S 
  Spell
   
  U 
  Unified
  10
  11
  12
  13
  14
  12
  10
  11
  12
  13
  14
  12
  8
  9
  10
  10
  12
  10
  8
  9
  10
  10
  12
  10
  ML 
  Morale
  8
  8
  8
  8
  AL 
  Alignment
  Neutral
  XP 
  Experience
  125
  350
  650
  900
    Special Abilities
  Acid Bite
  An Ankheg's bite does an additional 1d4 acid damage.
  Spit Acid
  Line of acid, 30' long.  Targets must save vs. Breath or suffer 3d6 acid damage 
  (halved with a successful save).
  Ankheg
    Low
    Moderate
    Advanced
    Elite
    Environment
  Temperate or Warm Plains
    Rarity
  Common
    Role
  Brute / Normal
    # Encountered
  Solitary, Pair, or Nest (3-6x)
    Treasure
  Incidental
   
  OSR
  
  259
  Magical Beasts
  Ankheg
    Low
    Moderate
    Advanced
    Elite
    Environment
  Temperate or Warm Plains
    Rarity
  Common
    Role
  Brute / Normal
    # Encountered
  Solitary, Pair, or Nest (3-6x)
    Treasure
  Incidental
  Init 
  Initiative
  -3
  -3
  -1
  +0
  Atk 
  Attacks
  Bite +2 melee 
  (1d6+1)
  Bite +3 melee 
  (1d8+1)
  Bite +5 melee 
  (1d8+3)
  Bite +4 melee 
  (2d6+4)
  Crit 
  Critical Hits
  20+:M/d8
  20+:M/d8
  20+:M/d10
  20+:M/d10
  AC 
  Armor Class
  10
  11
  12
  12
  HD 
  Hit Dice
  2d10 + 2
  2d10 + 2
  4d10 + 4
  5d10 + 5
  MV 
  Move
  30’, Burrow 20’
  ACT Action Dice
  1d20
  1d24+1d20
  1d24+1d20
  2d24+1d20
  SV 
  Saves
   
  Fort 
   
  Ref 
   
  Will
  +4
  +2
  +1
  +5
  +3
  +2
  +8
  +6
  +4
  +11
  +7
  +5
  AL 
  Alignment
  N
    Special Abilities
  Acid Bite
  An Ankheg's bite does an additional 1d4 acid damage.
  Spit Acid
  Line of acid, 30' long.  Targets must save vs. Fortitude or suffer 3d6 acid 
  damage (halved with a successful save).
   
  DCC
  
  260
  Magical Beasts
    Low
    Moderate
    Advanced
    Elite
    Terrain
  Any
    Rarity
  Rare
    Role
  Lurker / Normal
    Organization
  Solitary, Pair, or Colony (3-6x)
    Treasure
  Incidental
  CR 3
  7
  11
  15
  Align / Size TN Small
  TN Medium
  TN Medium
  TN Large
  HD / Type Magical Beast 3
  Magical Beast 7
  Magical Beast 11
  Magical Beast 15
  Initiative +1
  -1
  +1
  +4
  Senses Perception +6 
  Darkvision 60 
  Low-Light Vision
  Perception +10 
  Darkvision 60 
  Low-Light Vision
  Perception +13 
  Darkvision 60 
  Low-Light Vision
  Perception +14 
  Darkvision 60 
  Low-Light Vision
    Defense
  AC 18
  touch 12; ff 17 
  +1 Size; +1 Dex; 
  +6 Natural
  17
  touch 9; ff 17 
  -1 Dex; 
  +8 Natural
  22
  touch 11; ff 21 
  +1 Dex; 
  +11 Natural
  23
  touch 9; ff 23 
  -1 Size; +14 Natural
  hp 12 (3d10) 
  49 (7d10)+14  
  95 (11d10)+44 
  178 (15d10)+105 
  Saves Fort 
  +5
  Ref 
  +4
  Will 
  +4
  Fort 
  +9
  Ref 
  +4
  Will 
  +5
  Fort 
  +13
  Ref 
  +8
  Will 
  +8
  Fort 
  +18
  Ref 
  +9
  Will 
  +10
    Offense
  Movement 20’
  20’
  20’
  25’
  Attacks Melee bite +5 
  (1d4+1)
  Melee bite +10 
  (1d6+4)
  Melee bite +16 
  (1d8+7)
  Melee bite +21 
  (2d6+10) 
  Space / Reach
  5’ / 5’
  5’ / 5’
  5’ / 5’
  10’ / 10’
  Special Atks Gaze (DC 11)
  Gaze (DC 15)
  Gaze (DC 19)
  Gaze (DC 24)
    Statistics
  Basilisk
   
  Pathfinder
  
  261
  Magical Beasts
  Ability Scores Str 
  12
  Dex 12
  Con 11
  Int 
  2
  Wis 13
  Cha 11
  Str 
  16
  Dex 8
  Con 15
  Int 
  2
  Wis 13
  Cha 11
  Str 
  21
  Dex 12
  Con 19
  Int 
  2
  Wis 17
  Cha 15
  Str 
  25
  Dex 10
  Con 24
  Int 
  2
  Wis 17
  Cha 15
  Core Attack Base Atk +3
  CMB +3
  CMD 14 
  26 vs. trip
  Base Atk +7
  CMB +10
  CMD 19 
  31 vs. trip
  Base Atk +11
  CMB +16
  CMD 27 
  39 vs. trip
  Base Atk +15
  CMB +23
  CMD 33 
  45 vs. trip
  Feats
  Great Fortitude, Iron Will
  Blind-Fight, Great 
  Fortitude, Iron Will, Skill 
  Focus (Perception)
  Blind-Fight, Great 
  Fortitude, Improved 
  Natural Armor, Improved 
  Natural Attack (Bite), 
  Iron Will, Skill Focus 
  (Perception)
  Blind-Fight, Fleet, Great 
  Fortitude, Improved 
  Initiative, Improved 
  Natural Armor, Improved 
  Natural Attack (Bite), 
  Iron Will, Skill Focus 
  (Perception)
  Skills
  Acrobatics +1, Appraise 
  -4, Climb +1, Craft 
  (Untrained) -4, Escape 
  Artist +1, Fly +3, Heal +1, 
  Perception +6, Ride +1, 
  Sense Motive +1, Stealth 
  +13, Survival +1, Swim +1
  Acrobatics -1, Appraise 
  -4, Climb +3, Craft 
  (Untrained) -4, Escape 
  Artist -1, Fly -1, Heal +1, 
  Perception +10, Ride -1, 
  Sense Motive +1, Stealth 
  +10, Survival +1, Swim 
  +3
  Acrobatics +1, Appraise 
  -4, Bluff +2, Climb +5, 
  Craft (Untrained) -4, 
  Diplomacy +2, Disguise 
  +2, Escape Artist +1, Fly 
  +1, Heal +3, Intimidate 
  +2, Perception +13, 
  Perform (Untrained) +2, 
  Ride +1, Sense Motive +3, 
  Stealth +15, Survival +3, 
  Swim +5
  Appraise -4, Bluff 
  +2, Climb +7, Craft 
  (Untrained) -4, 
  Diplomacy +2, Disguise 
  +2, Fly -2, Heal +3, 
  Intimidate +2, Perception 
  +14, Perform (Untrained) 
  +2, Sense Motive +3, 
  Stealth +13, Survival +3, 
  Swim +7
    
    Special Qualities & Abilities
  Gaze (Ex) Turn to stone permanently (as flesh to stone), range 30 feet, 
  Fortitude DC 24 negates. A creature petrified in this matter that is then coated 
  (not just splashed) with fresh basilisk blood (taken from a basilisk no more 
  than 1 hour dead) is instantly restored to flesh. A single basilisk contains 
  enough blood to coat 1d3 Medium creatures in this manner.  
  
  262
  Magical Beasts
    Low
    Moderate
    Advanced
    Elite
  Armor Class
  16 
  (natural armor)
  16 
  (natural armor)
  17 
  (natural armor)
  18 
  (natural armor)
  Hit Points
  12
  49
  95
  178
  Speed
  20 ft.
  Size, Type, 
  Alignment
  Small monstrosity, 
  unaligned
  Medium monstrosity, 
  unaligned
  Medium monstrosity, 
  unaligned
  Large monstrosity, 
  unaligned
  Ability 
  Scores / 
  Saves
  STR 
  10 (+0)
  DEX 10 (+0)
  CON 9 (-1)
  INT 
  1 (-5)
  WIS 
  11 (+0)
  CHA 9 (-1)
  STR 
  14 (+2)
  DEX 6 (-2)
  CON 13 (+1)
  INT 
  1 (-5)
  WIS 
  11 (+0)
  CHA 9 (-1)
  STR 
  18 (+4)
  DEX 10 (+0)
  CON 17 (+3)
  INT 
  1 (-5)
  WIS 
  15 (+2)
  CHA 13 (+1)
  STR 
  20 (+5)
  DEX 8 (-1)
  CON 19 (+4)
  INT 
  1 (-5)
  WIS 
  15 (+2)
  CHA 13 (+1)
  Saving 
  Throws
  -
  -
  -
  -
  Resistances
  -
  Immunities
  -
  Vulnerabilities
  -
  Senses
  Passive Perception +10, 
  Darkvision 60 ft.
  Passive Perception +10, 
  Darkvision 60 ft.
  Passive Perception +16, 
  Darkvision 60 ft.
  Passive Perception +17, 
  Darkvision 60 ft.
  Languages
  -
  Challenge
  3
  7
  11
  15
  Special 
  Abilities & 
  Qualities
  Saving Throw  
  Constitution DC 11
  Saving Throw  
  Constitution DC 14
  Saving Throw  
  Constitution DC 17
  Saving Throw  
  Constitution DC 19
  Gaze Turn to stone permanently, range 30 feet, Consitution save negates. A creature petrified in this matter that is then coated (not just splashed) with 
  fresh basilisk blood (taken from a basilisk no more than 1 hour dead) is instantly restored to flesh. A single basilisk contains enough blood to coat 1d3 
  Medium creatures in this manner.
  Standard 
  Actions
  Bite Melee weapon 
  attack: +0 to hit, reach 5 
  ft., one target.  Hit 1d4+1 
  (4) piercing damage.
  Bite Melee weapon 
  attack: +2 to hit, reach 5 
  ft., one target.  Hit 1d6+4 
  (8) piercing damage.
  Bite Melee weapon 
  attack: +5 to hit, reach 
  5 ft., one target.  Hit 
  1d8+7 (12) piercing 
  damage.
  Bite Melee weapon 
  attack: +4 to hit, reach 
  5 ft., one target.  Hit 
  2d6+10 (17) piercing 
  damage.
    Low
    Moderate
    Advanced
    Elite
    Terrain
  Any
    Rarity
  Rare
    Role
  Lurker / Normal
    Organization
  Solitary, Pair, or Colony (3-6x)
    Treasure
  Incidental
  Basilisk
  
  263
  Magical Beasts
    Low
    Moderate
    Advanced
    Elite
  Legendary 
  Actions
  -
  Innate 
  Spellcasting
  -
  Spellcasting
  -
  Possessions
  -
  Illustration 7: Basilisk
  
  264
  Magical Beasts
  Level
  CREATURE 3
  CREATURE 7
  CREATURE 11
  CREATURE 15
  Rarity
  RARE
  RARE
  RARE
  UNCOMMON
  Alignment
  TN
  TN
  TN
  TN
  Size
  SMALL
  MEDIUM
  MEDIUM
  LARGE
  Other Traits
  BEAST
  Perception +8, darkvision, 
  low-light vision
  +12, darkvision, 
  low-light vision
  +20, darkvision, 
  low-light vision
  +24, darkvision, 
  low-light vision
  Languages -
  Skills
  Acrobatics +6, 
  Athletics +6, Crafting 
  +0, Medicine +6, 
  Stealth +6, Survival +6
  Acrobatics +8, 
  Athletics +12, Crafting 
  +5, Medicine +10, 
  Stealth +8, Survival 
  +10
  Acrobatics +14, 
  Athletics +18, Crafting 
  +9, Diplomacy 
  +15, Deception 
  +15, Medicine +16, 
  Intimidation +15, 
  Performance +15, 
  Stealth +14, Survival 
  +16
   Athletics +24, Crafting 
  +13, Diplomacy 
  +19, Deception 
  +19, Medicine +20, 
  Intimidation +19, 
  Performance +19, 
  Stealth +17, Survival 
  +20
  Ability Scores Str 
  +1
  Dex +1
  Con +0
  Int 
  -4
  Wis +1
  Cha +0
  Str 
  +3
  Dex -1
  Con +2
  Int 
  -4
  Wis +1
  Cha +0
  Str 
  +5
  Dex +1
  Con +4
  Int 
  -4
  Wis +3
  Cha +2
  Str 
  +7
  Dex +0
  Con +7
  Int 
  -4
  Wis +3
  Cha +2
    Defense
  AC
  17
  18
  22
  24
  Fort 
  Ref 
  Will
  +5
  +6
  +6
  +11
  +8
  +10
  +17
  +14
  +16
  +24
  +17
  +20
  hp 
  20
  60
  116
  202
  Basilisk
    Low
    Moderate
    Advanced
    Elite
    Terrain
  Any
    Rarity
  Rare
    Role
  Lurker / Normal
    Organization
  Solitary, Pair, or Colony (3-6x)
    Treasure
  Incidental
   
  P2E
  
  265
  Magical Beasts
    Offense & Actions
  Speed 20 ft.
  Melee
   Melee Bite +4 
  (unarmed, reach 5 
  ft.), Damage 1d4+1 
  piercing
   Melee Bite +14 
  (unarmed, reach 5 
  ft.), Damage 1d6+4 
  piercing
   Melee Bite +24 
  (unarmed, reach 5 
  ft.), Damage 1d8+7 
  piercing
   Melee Bite +31 
  (unarmed, reach 5 
  ft.), Damage 2d6+10 
  piercing
  Gaze Saving Throw 
  Fortitude 13
  Saving Throw 
  Fortitude 16
  Saving Throw 
  Fortitude 20
  Saving Throw 
  Fortitude 25
   Turn to stone permanently, range 30 feet, Consitution save negates. A creature 
  petrified in this matter that is then coated (not just splashed) with fresh basilisk blood 
  (taken from a basilisk no more than 1 hour dead) is instantly restored to flesh. A single 
  basilisk contains enough blood to coat 1d3 Medium creatures in this manner.
  
  266
  Magical Beasts
  AC 
  Armor Class
  8 [11]
  8 [11]
  7 [12]
  6 [13]
  HD 
  Hit Dice
  3 + 3
  4 + 4
  6 + 6
  7 + 7
  ATT Attacks
  Bite 1d4
  Bite 1d6
  Bite 1d8
  Bite 2d6
  THACO
  17 [+2]
  16 [+3]
  14 [+5]
  13 [+6]
  MV 
  Move
  60’ (20’)
  SV 
  Saves
   
  D 
  Death
   
  W Wand
   
  P 
  Paralysis
   
  B 
  Breath
   
  S 
  Spell
   
  U 
  Unified
  10
  11
  12
  13
  14
  12
  10
  11
  12
  13
  14
  12
  8
  9
  10
  10
  12
  10
  6
  7
  8
  8
  10
  8
  ML 
  Morale
  8
  8
  8
  8
  AL 
  Alignment
  Neutral
  XP 
  Experience
  125
  350
  650
  900
    Special Abilities
  Gaze
  Turn to stone permanently, range 30 feet, Paralysis save negates. A creature 
  petrified in this matter that is then coated (not just splashed) with fresh basilisk blood 
  (taken from a basilisk no more than 1 hour dead) is instantly restored to flesh. A 
  single basilisk contains enough blood to coat 1d3 Medium creatures in this manner.
  Basilisk
    Low
    Moderate
    Advanced
    Elite
    Environment
  Any
    Rarity
  Rare
    Role
  Lurker / Normal
    # Encountered
  Solitary, Pair, or Colony (3-6x)
    Treasure
  Incidental
   
  OSR
  
  267
  Magical Beasts
  Basilisk
    Low
    Moderate
    Advanced
    Elite
    Environment
  Any
    Rarity
  Rare
    Role
  Lurker / Normal
    # Encountered
  Solitary, Pair, or Colony (3-6x)
    Treasure
  Incidental
  Init 
  Initiative
  -3
  -2
  -2
  -1
  Atk 
  Attacks
  Bite +0 melee 
  (1d4)
  Bite +2 melee 
  (1d6+1)
  Bite +5 melee 
  (1d8+2)
  Bite +4 melee 
  (1d6+3)
  Crit 
  Critical Hits
  20+:M/d8
  20+:M/d8
  20+:M/d10
  20+:M/d10
  AC 
  Armor Class
  11
  11
  12
  13
  HD 
  Hit Dice
  2d10 + 2
  2d10 + 2
  4d10 + 4
  5d10 + 5
  MV 
  Move
  20’
  ACT Action Dice
  1d20
  1d24+1d20
  1d24+2d20
  2d24+1d20
  SV 
  Saves
   
  Fort 
   
  Ref 
   
  Will
  +3
  +3
  +3
  +6
  +3
  +3
  +9
  +5
  +5
  +12
  +6
  +7
  AL 
  Alignment
  N
    Special Abilities
  Gaze
  Turn to stone permanently, range 30 feet, Fortitude save negates. A creature 
  petrified in this matter that is then coated (not just splashed) with fresh 
  basilisk blood (taken from a basilisk no more than 1 hour dead) is instantly 
  restored to flesh. A single basilisk contains enough blood to coat 1d3 
  Medium creatures in this manner.
   
  DCC
  
  268
  Magical Beasts
    Low
    Moderate
    Advanced
    Elite
    Terrain
  Temperate Hills
    Rarity
  Common
    Role
  Brute / Solo
    Organization
  Solitary or Pair
    Treasure
  None
  CR 8
  12
  15
  18
  Align / Size TN Huge
  TN Huge
  TN Huge
  TN Gargantuan
  HD / Type Magical Beast 8
  Magical Beast 12
  Magical Beast 15
  Magical Beast 18
  Initiative +6
  +6
  +8
  +8
  Senses Perception +11 
  Darkvision 60’ 
  Tremorsense 60’ 
  Scent 
  Low-Light Vision
  Perception +13 
  Darkvision 60’ 
  Tremorsense 60’ 
  Scent 
  Low-Light Vision
  Perception +16 
  Darkvision 60’ 
  Tremorsense 60’ 
  Scent 
  Low-Light Vision
  Perception +18 
  Darkvision 60’ 
  Tremorsense 60’ 
  Scent 
  Low-Light Vision
    Defense
  AC 22
  touch 10; ff 20 
  -2 Size; +2 Dex;  
  +12 Natural
  22
  touch 10; ff 20 
  -2 Size; +2 Dex;  
  +12 Natural
  26
  touch 12; ff 22 
  -2 Size; +4 Dex;  
  +14 Natural
  27
  touch 10; ff 23 
  -4 Size; +4 Dex;  
  +17 Natural
  hp 83 (8d10)+40 
  128 (12d10)+60 184 (15d10)+105 265 (18d10)+162 
  Saves Fort 
  +11
  Ref 
  +8
  Will 
  +5
  Fort 
  +13
  Ref 
  +10
  Will 
  +7
  Fort 
  +16
  Ref 
  +13
  Will 
  +10
  Fort 
  +20
  Ref 
  +15
  Will 
  +11
    Offense
  Movement 40’; Burrow 20’
  Attacks Melee bite +13 
  (2d6+9/19-20) or 
  Melee claw +12/+12 
  (1d8+6)
  Melee bite +18 
  (3d6+10/19-20) or 
  Melee claw +17/+17 
  (1d8+7)
  Melee bite +23 
  (3d6+13/19-20) or 
  Melee claw +22/+22 
  (2d6+9)
  Melee bite +26 
  (4d6+16/19-20) or 
  Melee claw +25/+25 
  (3d6+11)
  Space / Reach
  15’ / 15’
  15’ / 15’
  15’ / 15’
  20’ / 20’
  Special Atks Leap, Savage Bite
    Statistics
  Bulette
   
  Pathfinder
  
  269
  Magical Beasts
  Ability Scores Str 
  23
  Dex 15
  Con 20
  Int 
  2
  Wis 13
  Cha 6
  Str 
  24
  Dex 15
  Con 20
  Int 
  2
  Wis 13
  Cha 6 
  Str 
  28
  Dex 19
  Con 24
  Int 
  2
  Wis 17
  Cha 6 10
  Str 
  32
  Dex 18
  Con 28
  Int 
  2
  Wis 17
  Cha 6 10
  Core Attack Base Atk +8
  CMB +16
  CMD 28 
  32 vs. trip
  Base Atk +12
  CMB +21
  CMD 33 
  37 vs. trip
  Base Atk +15
  CMB +26
  CMD 40 
  44 vs. trip
  Base Atk +18
  CMB +33
  CMD 47 
  51 vs. trip
  Feats
  Improved Initiative, 
  Iron Will, Skill Focus 
  (Perception), Weapon 
  Focus (Bite)
  Improved Initiative, 
  Improved Natural Attack 
  (Bite), Iron Will, Power 
  Attack, Skill Focus 
  (Perception), Weapon 
  Focus (Bite)
  Critical Focus, Improved 
  Initiative, Improved 
  Natural Attack (Bite, 
  Claw), Iron Will, Power 
  Attack, Skill Focus 
  (Perception), Weapon 
  Focus (Bite)
  Bloody Assault, Critical 
  Focus, Improved 
  Initiative, Improved 
  Natural Attack (Bite, 
  Claw), Iron Will, Power 
  Attack, Skill Focus 
  (Perception), Weapon 
  Focus (Bite)
  Skills
  Acrobatics +9, 
  Appraise -4, Artistry 
  -4, Bluff -2, Climb +6, 
  Craft (Untrained) -4, 
  Diplomacy -2, Disguise 
  -2, Escape Artist +2, Fly 
  -2, Heal +1, Intimidate -2, 
  Perception +11, Perform 
  (Untrained) -2, Ride +2, 
  Sense Motive +1, Stealth 
  -6, Survival +1, Swim +6
  Acrobatics +11, 
  Appraise -4, Artistry 
  -4, Bluff -2, Climb +7, 
  Craft (Untrained) -4, 
  Diplomacy -2, Disguise 
  -2, Escape Artist +2, Fly 
  -2, Heal +1, Intimidate -2, 
  Perception +13, Perform 
  (Untrained) -2, Ride +2, 
  Sense Motive +1, Stealth 
  -6, Survival +1, Swim +7
  Acrobatics +15, Appraise 
  -4, Artistry -4, Climb 
  +9, Craft (Untrained) -4, 
  Escape Artist +4, Heal +3, 
  Perception +16, Ride +4, 
  Sense Motive +3, Stealth 
  -4, Survival +3, Swim +9
  Acrobatics +16, Appraise 
  -4, Artistry -4, Climb 
  +11, Craft (Untrained) -4, 
  Escape Artist +4, Fly -2, 
  Heal +3, Perception +18, 
  Ride +4, Sense Motive +3, 
  Stealth -8, Survival +3, 
  Swim +11
    
    Special Qualities & Abilities
  Leap (Ex) A bulette can perform a special kind of pounce attack by jumping 
  into combat. When a bulette charges, it can make a DC 20 Acrobatics check 
  to jump into the air and land next to its enemies. If it makes the Acrobatics 
  check, it can follow up with four claw attacks against foes in reach, but cannot 
  make a bite attack. 
  Savage Bite (Ex) A bulette’s bite is particularly dangerous. It applies 1-1/2 
  times its Strength modifier to damage inflicted with its bite attack, and 
  threatens a critical hit on a 19-20. 
  Tremorsense (Ex) Range 60 ft.; A creature with tremorsense automatically 
  senses the location of anything that is in contact with the ground and within 
  range. Aquatic creatures with tremorsense can also sense the location of 
  creatures moving through water. If no straight path exists through the 
  ground from the creature to those that it’s sensing, then the range defines the 
  maximum distance of the shortest indirect path. It must itself be in contact 
  with the ground, and the creatures must be moving. As long as the other 
  creatures are taking physical actions, including casting spells with somatic 
  components, they’re considered moving; they don’t have to move from place to 
  place for a creature with tremorsense to detect them.  
    
    Feats
  Bloody Assault Sacrificing accuracy, you can inflict bloody 
  wounds that are slow to heal. You can choose to take a -5 
  penalty on all melee attack rolls and combat maneuver 
  checks to inflict 1d4 points of bleed damage with your 
  weapon melee attacks, in addition to the normal damage 
  dealt by the weapon. A creature continues to take bleed 
  damage every round at the start of its turn. Bleed damage 
  can be stopped by a DC 15 Heal check or through any magical 
  healing. Bleed damage from this feat does not stack with 
  itself. You must choose to use this feat before making the 
  attack roll, and its effects last until your next turn (although 
  the bleeding lasts until healed, as normal). 
  Critical Focus You are trained in the arts of causing pain. 
  You receive a +4 circumstance bonus on attack rolls made to 
  confirm critical hits. 
  Power Attack You can make exceptionally deadly melee 
  attacks by sacrificing accuracy for strength. You can choose 
  to take a -5 penalty on all melee attack rolls and combat 
  maneuver checks to gain a +10 bonus on all melee damage 
  rolls. This bonus to damage is increased by half (+50%) 
  if you are making an attack with a two-handed weapon, a 
  one handed weapon using two hands, or a primary natural 
  weapon that adds 1-1/2 times your Strength modifier on 
  damage rolls. This bonus to damage is halved (-50%) if you 
  are making an attack with an off-hand weapon or secondary 
  natural weapon. You must choose to use this feat before 
  making an attack roll, and its effects last until your next 
  turn. The bonus damage does not apply to touch attacks or 
  effects that do not deal hit point damage. 
  
  270
  Magical Beasts
    Low
    Moderate
    Advanced
    Elite
  Armor Class
  17 
  (natural armor)
  17 
  (natural armor)
  19 
  (natural armor)
  19 
  (natural armor)
  Hit Points
  83
  128
  184
  265
  Speed
  40 ft. Burrow 20 ft.
  Size, Type, 
  Alignment
  Huge monstrosity, 
  unaligned
  Huge monstrosity, 
  unaligned
  Huge monstrosity, 
  unaligned
  Gargantuan monstrosity, 
  unaligned
  Ability 
  Scores / 
  Saves
  STR 
  18 (+4)
  DEX 13 (+1)
  CON 17 (+3)
  INT 
  1 (-5)
  WIS 
  11 (+0)
  CHA 4 (-3)
  STR 
  19 (+4)
  DEX 13 (+1)
  CON 17 (+3)
  INT 
  1 (-5)
  WIS 
  11 (+0)
  CHA 4 (-3)
  STR 
  21 (+5)
  DEX 17 (+3)
  CON 19 (+4)
  INT 
  1 (-5)
  WIS 
  15 (+2)
  CHA 8 (-1)
  STR 
  23 (+6)
  DEX 16 (+3)
  CON 21 (+5)
  INT 
  1 (-5)
  WIS 
  15 (+2)
  CHA 8 (-1)
  Saving 
  Throws
  -
  -
  -
  -
  Resistances
  -
  Immunities
  -
  Vulnerabilities
  -
  Senses
  Passive Perception 
  +13, Darkvision 60 ft., 
  Tremorsense 60 ft.
  Passive Perception 
  +14, Darkvision 60 ft., 
  Tremorsense 60 ft.
  Passive Perception 
  +17, Darkvision 60 ft., 
  Tremorsense 60 ft.
  Passive Perception 
  +18, Darkvision 60 ft., 
  Tremorsense 60 ft.
  Languages
  -
  Challenge
  8
  12
  15
  18
    Low
    Moderate
    Advanced
    Elite
    Terrain
  Temperate Hills
    Rarity
  Common
    Role
  Brute / Solo
    Organization
  Solitary or Pair
    Treasure
  None
  Bulette
   
  5E
  
  271
  Magical Beasts
    Low
    Moderate
    Advanced
    Elite
  Standard 
  Actions
  Bite Melee weapon 
  attack: +5 to hit, reach 
  15 ft., one target.  Hit 
  2d6+9/19-20 (16) 
  piercing damage.
  Claw Melee weapon 
  attack: +5 to hit, reach 
  15 ft., one target.  Hit 
  1d8+6 (10) slashing 
  damage.
  Bite Melee weapon 
  attack: +5 to hit, reach 
  15 ft., one target.  Hit 
  3d6+10/19-20 (20) 
  piercing damage.
  Claw Melee weapon 
  attack: +5 to hit, reach 15 
  ft., one target.  Hit 1d8+7 
  (12) slashing damage.
  Bite Melee weapon 
  attack: +6 to hit, reach 
  15 ft., one target.  Hit 
  3d6+13/19-20 (24) 
  piercing damage.
  Claw Melee weapon 
  attack: +6 to hit, reach 
  15 ft., one target.  Hit 
  2d6+9 (16) slashing 
  damage.
  Bite Melee weapon 
  attack: +6 to hit, reach 
  15 ft., one target.  Hit 
  4d6+16/19-20 (30) 
  piercing damage.
  Claw Melee weapon 
  attack: +6 to hit, reach 
  15 ft., one target.  Hit 
  3d6+11 (22) slashing 
  damage.
  Illustration 8: Bulette
  
  272
  Magical Beasts
  Level
  CREATURE 8
  CREATURE 12
  CREATURE 15
  CREATURE 18
  Rarity
  COMMON
  COMMON
  COMMON
  COMMON
  Alignment
  TN
  TN
  TN
  TN
  Size
  HUGE
  HUGE
  HUGE
  GARGANTUAN
  Other Traits
  BEAST
  Perception +15, darkvision, 
  low-light vision, 
  tremorsense 
  (imprecise) 60 
  feet
  +19, darkvision, 
  low-light vision, 
  tremorsense 
  (imprecise) 60 
  feet
  +24, darkvision, 
  low-light vision, 
  tremorsense 
  (imprecise) 60 
  feet
  +27, darkvision, 
  low-light vision, 
  tremorsense 
  (imprecise) 60 
  feet
  Languages -
  Skills
  Acrobatics +9, 
  Athletics +16, Crafting 
  +6, Diplomacy 
  +8, Deception 
  +8, Medicine +11, 
  Intimidation +8, 
  Performance +8, 
  Stealth +12, Survival 
  +11
  Acrobatics +16, 
  Athletics +21, Crafting 
  +10, Diplomacy 
  +12, Deception 
  +12, Medicine +15, 
  Intimidation +12, 
  Performance +12, 
  Stealth +16, Survival 
  +15
  Acrobatics +21, 
  Athletics +26, Crafting 
  +13, Medicine +20, 
  Stealth +21, Survival 
  +20
  Acrobatics +24, 
  Athletics +31, Crafting 
  +16, Medicine +23, 
  Stealth +24, Survival 
  +23
  Ability Scores Str 
  +6
  Dex +2
  Con +5
  Int 
  -4
  Wis +1
  Cha -2
  Str 
  +7
  Dex +2
  Con +5
  Int 
  -4
  Wis +1
  Cha -2
  Str 
  +9
  Dex +4
  Con +7
  Int 
  -4
  Wis +3
  Cha +0
  Str 
  +11
  Dex +4
  Con +9
  Int 
  -4
  Wis +3
  Cha +0
  Items -
  -
  -
  -
    Defense
  AC
  22
  24
  30
  31
  Bulette
    Low
    Moderate
    Advanced
    Elite
    Terrain
  Temperate Hills
    Rarity
  Common
    Role
  Brute / Solo
    Organization
  Solitary or Pair
    Treasure
  None
   
  P2E
  
  273
  Magical Beasts
  Fort 
  Ref 
  Will
  +15
  +12
  +11
  +19
  +16
  +15
  +24
  +21
  +20
  +29
  +24
  +23
  hp 
  92
  138
  202
  279
    Offense & Actions
  Speed 40 ft. Burrow 20 ft.
  Melee
   Melee Bite +20 
  (unarmed, reach 
  15 ft.), Damage 
  2d6+9/19-20 
  piercing
   Melee Claw +20 
  (unarmed, reach 15 
  ft.), Damage 1d8+6 
  slashing
   Melee Bite +28 
  (unarmed, reach 
  15 ft.), Damage 
  3d6+10/19-20 
  piercing
   Melee Claw +28 
  (unarmed, reach 15 
  ft.), Damage 1d8+7 
  slashing
   Melee Bite +33 
  (unarmed, reach 
  15 ft.), Damage 
  3d6+13/19-20 
  piercing
   Melee Claw +33 
  (unarmed, reach 15 
  ft.), Damage 2d6+9 
  slashing
   Melee Bite +40 
  (unarmed, reach 
  15 ft.), Damage 
  4d6+16/19-20 
  piercing
   Melee Claw +40 
  (unarmed, reach 15 
  ft.), Damage 3d6+11 
  slashing
  
  274
  Magical Beasts
  AC 
  Armor Class
  7 [12]
  7 [12]
  5 [14]
  5 [14]
  HD 
  Hit Dice
  5 + 5
  6 + 6
  7 + 7
  8 + 8
  ATT Attacks
  Bite 2d6 or Claw 
  1d8
  Bite 3d6 or Claw 
  1d8
  Bite 3d6 or Claw 
  2d6
  Bite 4d6 or Claw 
  3d6
  THACO
  15 [+4]
  14 [+5]
  13 [+6]
  12 [+7]
  MV 
  Move
  120’ (40’)  Burrow 60’ (20’)
  SV 
  Saves
   
  D 
  Death
   
  W Wand
   
  P 
  Paralysis
   
  B 
  Breath
   
  S 
  Spell
   
  U 
  Unified
  10
  11
  12
  13
  14
  12
  8
  9
  10
  10
  12
  10
  6
  7
  8
  8
  10
  8
  6
  7
  8
  8
  10
  8
  ML 
  Morale
  8
  8
  8
  8
  AL 
  Alignment
  Neutral
  XP 
  Experience
  350
  650
  900
  1,100
    Special Abilities
  -
  -
  Bulette
    Low
    Moderate
    Advanced
    Elite
    Environment
  Temperate Hills
    Rarity
  Common
    Role
  Brute / Solo
    # Encountered
  Solitary or Pair
    Treasure
  None
   
  OSR
  
  275
  Magical Beasts
  Bulette
    Low
    Moderate
    Advanced
    Elite
    Environment
  Temperate Hills
    Rarity
  Common
    Role
  Brute / Solo
    # Encountered
  Solitary or Pair
    Treasure
  None
  Init 
  Initiative
  +0
  +0
  +0
  +0
  Atk 
  Attacks
  Bite +5 melee 
  (1d6+9)
   or Claw +5 melee 
  (1d8+2)
  Bite +5 melee 
  (2d6+10)
   or Claw +5 melee 
  (1d8+2)
  Bite +6 melee 
  (2d6+13)
   or Claw +6 
  melee (1d6+3)
  Bite +6 melee 
  (3d6+16)
   or Claw +6 
  melee (2d6+4)
  Crit 
  Critical Hits
  19+:M/d8
  19+:M/d10
  19+:M/d10
  19+:M/d12
  AC 
  Armor Class
  12
  12
  14
  14
  HD 
  Hit Dice
  3d10 + 3
  4d10 + 4
  5d10 + 5
  6d10 + 6
  MV 
  Move
  40’, Burrow 20’
  ACT Action Dice
  2d24
  1d24+2d20
  2d24+1d20
  3d24
  SV 
  Saves
   
  Fort 
   
  Ref 
   
  Will
  +7
  +5
  +3
  +9
  +7
  +5
  +11
  +9
  +7
  +13
  +10
  +7
  AL 
  Alignment
  N
    Special Abilities
  -
  -
   
  DCC
  
  276
  Magical Beasts
    Low
    Moderate
    Advanced
    Elite
    Terrain
  Temperate Marshes
    Rarity
  Rare
    Role
  Controller / Normal
    Organization
  Solitary
    Treasure
  Standard
  CR 5
  9
  13
  17
  Align / Size TN Huge
  TN Huge
  TN Huge
  TN Gargantuan
  HD / Type Magical Beast 5
  Magical Beast 9
  Magical Beast 13
  Magical Beast 17
  Initiative +1
  +1
  +3
  +2
  Senses Perception +10 
  Darkvision 60’ 
  Low-Light Vision 
  Scent
  Perception +14 
  Darkvision 60’ 
  Low-Light Vision 
  Scent
  Perception +20 
  Darkvision 60’ 
  Low-Light Vision 
  Scent
  Perception +24 
  Darkvision 60’ 
  Low-Light Vision 
  Scent
    Defense
  AC 15
  touch 9; ff 14 
  -2 Size; +1 Dex; 
  +6 Natural
  19
  touch 9; ff 18 
  -2 Size; +1 Dex; 
  +10 Natural
  27
  touch 11; ff 24 
  -2 Size; +3 Dex; 
  +16 Natural
  31
  touch 8; ff 29 
  -4 Size; +2 Dex; 
  +23 Natural
  hp 43 (5d10)+20
  83 (9d10)+36
  144 (13d10)+78
  226 (17d10)+136
  Saves Fort 
  +8
  Ref 
  +7
  Will 
  +3
  Fort 
  +10
  Ref 
  +9
  Will 
  +5
  Fort 
  +14
  Ref 
  +13
  Will 
  +8
  Fort 
  +18
  Ref 
  +14
  Will 
  +9
  Def Abilities Fast Healing 5
  Fast Healing 9
  Fast Healing 13
  Fast Healing 17
    Offense
  Movement 20’; Swim 20’
  Attacks Melee bite +6x5 
  (1d8+3) 
  Melee bite +11x9 
  (2d6+4) 
  Melee bite +17x13 
  (2d6+6) 
  Melee bite +22x17 
  (3d6+9) 
  Space / Reach
  15’ / 15’
  15’ / 15’
  15’ / 15’
  20’ / 20’
  Special Atks Pounce
    Statistics
  Hydra
   
  Pathfinder
  
  277
  Magical Beasts
  Ability Scores Str 
  17
  Dex 
  12
  Con 
  18
  Int 
  2
  Wis 
  11
  Cha 
  9
  Str 
  18
  Dex 
  12
  Con 
  18
  Int 
  2
  Wis 
  11
  Cha 
  9
  Str 
  23
  Dex 
  16
  Con 
  22
  Int 
  2
  Wis 
  15
  Cha 
  13
  Str 
  28
  Dex 
  14
  Con 
  26
  Int 
  2
  Wis 
  15
  Cha 
  13
  Core Attack Base Atk +5
  CMB +10
  CMD 21 
  can’t be tripped
  Base Atk +9
  CMB +15
  CMD 26 
  can’t be tripped
  Base Atk +13
  CMB +21
  CMD 34 
  can’t be tripped
  Base Atk +17
  CMB +30
  CMD 42 
  can’t be tripped
  Feats
  Combat Reflexes, Iron 
  Will, Lightning Reflexes
  Combat Reflexes, 
  Improved Natural 
  Attack (Bite), Iron Will, 
  Lightning Reflexes, Power 
  Attack
  Combat Reflexes, Critical 
  Focus, Improved Natural 
  Attack (Bite), Iron Will, 
  Lightning Reflexes, Power 
  Attack, Vital Strike
  Combat Reflexes, Critical 
  Focus, Devastating 
  Strike, Improved Natural 
  Attack (Bite), Improved 
  Vital Strike, Iron Will, 
  Lightning Reflexes, Power 
  Attack, Vital Strike
  Skills
  Acrobatics +1, Appraise 
  -4, Artistry -4, Bluff 
  -1, Climb +3, Craft 
  (Untrained) -4, 
  Diplomacy -1, Disguise -1, 
  Escape Artist +1, Fly -3, 
  Intimidate -1, Perception 
  +10, Perform (Untrained) 
  -1, Ride +1, Stealth -7, 
  Swim +11
  Acrobatics +1, Appraise 
  -4, Artistry -4, Bluff 
  -1, Climb +4, Craft 
  (Untrained) -4, 
  Diplomacy -1, Disguise -1, 
  Escape Artist +1, Fly -3, 
  Intimidate -1, Perception 
  +14, Perform (Untrained) 
  -1, Ride +1, Stealth -7, 
  Swim +12
  Acrobatics +3, Appraise 
  -4, Artistry -4, Bluff 
  +1, Climb +6, Craft 
  (Untrained) -4, 
  Diplomacy +1, Disguise 
  +1, Escape Artist +3, Fly 
  -1, Heal +2, Intimidate +1, 
  Perception +20, Perform 
  (Untrained) +1, Ride +3, 
  Sense Motive +2, Stealth 
  -5, Survival +2, Swim +14
  Acrobatics +2, Appraise 
  -4, Artistry -4, Bluff 
  +1, Climb +9, Craft 
  (Untrained) -4, 
  Diplomacy +1, Disguise 
  +1, Escape Artist +2, Fly 
  -4, Heal +2, Intimidate 
  +1, Perception +24, 
  Perform (Untrained) +1, 
  Ride +2, Sense Motive +2, 
  Stealth -10, Survival +2, 
  Swim +17
  Languages
  -
  Special Fast Healing 5, Fast Healing 5, Hydra Traits (5 heads), Low-Light Vision, Magical Beast 
  Traits, Regenerate Head
    
    Special Qualities & Abilities
  Fast Healing (Ex) A hydra’s fast healing ability is equal to its current number 
  of heads (minimum fast healing 5). This fast healing applies only to damage 
  inflicted on the hydra’s body. A hydra regains hit points at 17 per round. Fast 
  healing does not restore hit points lost from starvation, thirst, or suffocation, 
  nor does it allow a creature to regrow lost body parts. Unless otherwise stated, 
  it does not allow lost body parts to be reattached. Fast healing continues to 
  function (even at negative hit points) until a creature dies, at which point the 
  effects of fast healing end immediately.
  Hydra Traits (Ex) A hydra can be killed by severing all of its heads or 
  slaying its body. Any attack that is not an attempt to sever a head affects the 
  body, including area attacks or attacks that cause piercing or bludgeoning 
  damage. To sever a head, an opponent must make a sunder attempt with a 
  slashing weapon targeting a head. A head is considered a separate weapon 
  with hardness 0 and hit points equal to the hydra’s HD. To sever a head, an 
  opponent must inflict enough damage to reduce the head’s hit points to 0 or 
  less. Severing a head deals damage to the hydra’s body equal to the hydra’s 
  current HD. A hydra can’t attack with a severed head, but takes no other 
  penalties.
  Pounce (Ex) When you make a charge, you can make a full attack (including 
  rake attacks if you also have the rake ability).
  Regenerate Head (Ex) When a hydra’s head is destroyed, two heads regrow 
  in 1d4 rounds. A hydra cannot have more than twice its original number of 
  heads at any one time. To prevent new heads from growing, at least 5 points 
  of acid or fire damage must be dealt to the stump (a touch attack to hit) before 
  they appear. Acid or fire damage from area attacks can affect stumps and the 
  body simultaneously. A Multiple angry snake-like heads rise from the sleek, 
  serpentine body of this terrifying monster. hydra doesn’t die from losing its 
  heads until all are cut off and the stumps seared by acid or fire. 
    
    Feats
  Combat Reflexes You can make additional attacks of opportunity. 
  You may make 2 additional attacks of opportunity per round. With 
  this feat, you may also make attacks of opportunity while flat-
  footed.
  Critical Focus You are trained in the arts of causing pain. You 
  receive a +4 circumstance bonus on attack rolls made to confirm 
  critical hits.
  Devastating Strike Pitting all of your strength and resolve against 
  your enemy, you deliver a strike that is impossible to ignore. 
  Whenever you use Vital Strike, Improved Vital Strike, or Greater 
  Vital Strike, you gain a +2 bonus on each extra weapon damage 
  dice roll those feats grant (+6 maximum). This bonus damage is 
  multiplied on a critical hit.
  Improved Vital Strike You can make a single attack that deals 
  a large amount of damage. When you use the attack action, you 
  can make one attack at your highest base attack bonus that deals 
  additional damage. Roll the weapon’s damage dice for the attack 
  three times and add the results together before adding bonuses 
  from Strength, weapon abilities (such as flaming), precision-based 
  damage, and other damage bonuses. These extra damage dice are not 
  multiplied on a critical hit, but are added to the total.
  Vital Strike You make a single attack that deals significantly more 
  damage than normal. When you use the attack action, you can make 
  one attack at your highest base attack bonus that deals additional 
  damage. Roll the weapon’s damage dice for the attack twice and add 
  the results together before adding bonuses from Strength, weapon 
  abilities (such as flaming), precision-based damage, and other 
  damage b
  
  278
  Magical Beasts
    Low
    Moderate
    Advanced
    Elite
  Armor Class
  15 
  (natural armor)
  16 
  (natural armor)
  19 
  (natural armor)
  20 
  (natural armor)
  Hit Points
  43
  83
  144
  226
  Speed
  20 ft. Swim 20 ft.
  Size, Type, 
  Alignment
  Huge monstrosity, 
  unaligned
  Huge monstrosity, 
  unaligned
  Huge monstrosity, 
  unaligned
  Gargantuan monstrosity, 
  unaligned
  Ability 
  Scores / 
  Saves
  STR 
  15 (+2)
  DEX 10 (+0)
  CON 16 (+3)
  INT 
  1 (-5)
  WIS 
  9 (-1)
  CHA 7 (-2)
  STR 
  16 (+3)
  DEX 10 (+0)
  CON 16 (+3)
  INT 
  1 (-5)
  WIS 
  9 (-1)
  CHA 7 (-2)
  STR 
  18 (+4)
  DEX 14 (+2)
  CON 18 (+4)
  INT 
  1 (-5)
  WIS 
  13 (+1)
  CHA 11 (+0)
  STR 
  21 (+5)
  DEX 12 (+1)
  CON 20 (+5)
  INT 
  1 (-5)
  WIS 
  13 (+1)
  CHA 11 (+0)
  Saving 
  Throws
  -
  -
  -
  -
  Resistances
  -
  Immunities
  -
  Vulnerabilities
  -
  Senses
  Passive Perception +9, 
  Darkvision 60 ft.
  Passive Perception +13, 
  Darkvision 60 ft.
  Passive Perception +16, 
  Darkvision 60 ft.
  Passive Perception +17, 
  Darkvision 60 ft.
  Languages
  -
  Challenge
  5
  9
  13
  16
  Special 
  Abilities & 
  Qualities
  Fast Healing A hydra’s fast healing ability is equal to its current number of heads (minimum fast healing 5). This fast 
  healing applies only to damage inflicted on the hydra’s body. A hydra regains hit points per round. Fast healing does not 
  restore hit points lost from starvation, thirst, or suffocation, nor does it allow a creature to regrow lost body parts. Unless 
  otherwise stated, it does not allow lost body parts to be reattached. Fast healing continues to function (even at negative 
  hit points) until a creature dies, at which point the effects of fast healing end immediately.
  Special 
  Abilities & 
  Qualities
  Hydra Traits A hydra can be killed by severing all of its heads or slaying its body. Any attack that is not an attempt to 
  sever a head affects the body, including area attacks or attacks that cause piercing or bludgeoning damage. To sever 
  a head, an opponent must make an attack with a slashing weapon targeting a head. A head is considered a separate 
  creature with the same AC and hit points equal to the hydra’s HD. To sever a head, an opponent must inflict enough 
  damage to reduce the head’s hit points to 0 or less. Severing a head deals damage to the hydra’s body equal to the 
  hydra’s current HD. A hydra can’t attack with a severed head, but takes no other penalties.
    Low
    Moderate
    Advanced
    Elite
    Terrain
  Temperate Marshes
    Rarity
  Rare
    Role
  Controller / Normal
    Organization
  Solitary
    Treasure
  Standard
  HYDRa
   
  5E
  
  279
  Magical Beasts
    Low
    Moderate
    Advanced
    Elite
  Special 
  Abilities & 
  Qualities
  Regenerate Head When a hydra’s head is destroyed, two heads regrow in 1d4 rounds. A hydra cannot have more than 
  twice its original number of heads at any one time. To prevent new heads from growing, at least 5 points of acid or fire 
  damage must be dealt to the stump (a touch attack to hit) before they appear. Acid or fire damage from area attacks can 
  affect stumps and the body simultaneously. A Hydra doesn’t die from losing its heads until all are cut off and the stumps 
  seared by acid or fire.
  Standard 
  Actions
  Bite Melee weapon 
  attack: +4 to hit, reach 
  15 ft., one target.  Hit 
  1d8+3 (8) piercing 
  damage.
  Bite Melee weapon 
  attack: +4 to hit, reach 15 
  ft., one target.  Hit 2d6+4 
  (11) piercing damage.
  Bite Melee weapon 
  attack: +6 to hit, reach 
  15 ft., one target.  Hit 
  2d6+6 (13) piercing 
  damage.
  Bite Melee weapon 
  attack: +6 to hit, reach 
  20 ft., one target.  Hit 
  3d6+9 (20) piercing 
  damage.
  Legendary 
  Actions
  -
  Innate 
  Spellcasting
  -
  Spellcasting
  -
  Possessions
  -
  
  280
  Magical Beasts
  Level
  CREATURE 5
  CREATURE 9
  CREATURE 13
  CREATURE 17
  Rarity
  RARE
  RARE
  RARE
  UNCOMMON
  Alignment
  TN
  TN
  TN
  TN
  Size
  HUGE
  HUGE
  HUGE
  GARGANTUAN
  Other Traits
  BEAST
  Perception +9, darkvision, 
  low-light vision
  +15, darkvision, 
  low-light vision
  +21, darkvision, 
  low-light vision
  +27, darkvision, 
  low-light vision
  Languages -
  Skills
  Acrobatics +8, 
  Athletics +10, Crafting 
  +3, Diplomacy 
  +6, Deception +6, 
  Intimidation +6, 
  Performance +6, 
  Stealth +8
  Acrobatics +12, 
  Athletics +15, Crafting 
  +7, Diplomacy +10, 
  Deception +10, 
  Intimidation +10, 
  Performance +10, 
  Stealth +12
  Acrobatics +18, 
  Athletics +21, Crafting 
  +11, Diplomacy 
  +16, Deception 
  +16, Medicine +17, 
  Intimidation +16, 
  Performance +16, 
  Stealth +18, Survival 
  +17
  Acrobatics +21, 
  Athletics +28, Crafting 
  +15, Diplomacy 
  +20, Deception 
  +20, Medicine +21, 
  Intimidation +20, 
  Performance +20, 
  Stealth +21, Survival 
  +21
  Ability Scores Str 
  +3
  Dex +1
  Con +4
  Int 
  -4
  Wis +0
  Cha -1
  Str 
  +4
  Dex +1
  Con +4
  Int 
  -4
  Wis +0
  Cha -1
  Str 
  +6
  Dex +3
  Con +6
  Int 
  -4
  Wis +2
  Cha +1
  Str 
  +9
  Dex +2
  Con +8
  Int 
  -4
  Wis +2
  Cha +1
    Defense
  AC
  16
  20
  28
  31
  Fort 
  Ref 
  Will
  +11
  +8
  +7
  +15
  +12
  +11
  +21
  +18
  +17
  +27
  +21
  +21
  hp 
  52
  94
  162
  246
  Immune -
  Hydra
    Low
    Moderate
    Advanced
    Elite
    Terrain
  Temperate Marshes
    Rarity
  Rare
    Role
  Controller / Normal
    Organization
  Solitary
    Treasure
  Standard
   
  P2E
  
  281
  Magical Beasts
  Resists/
  Vulnerable
  -
    Offense & Actions
  Speed 20 ft. Swim 20 ft.
  Melee
   Melee Bite +12 
  (unarmed, reach 15 
  ft.), Damage 1d8+3 
  piercing
   Melee Bite +18 
  (unarmed, reach 15 
  ft.), Damage 2d6+4 
  piercing
   Melee Bite +28 
  (unarmed, reach 15 
  ft.), Damage 2d6+6 
  piercing
   Melee Bite +37 
  (unarmed, reach 20 
  ft.), Damage 3d6+9 
  piercing
  Fast Healing
  Fast Healing A hydra’s fast healing ability is equal to its current number of heads (minimum fast 
  healing 5). This fast healing applies only to damage inflicted on the hydra’s body. A hydra regains 
  hit points per round. Fast healing does not restore hit points lost from starvation, thirst, or 
  suffocation, nor does it allow a creature to regrow lost body parts. Unless otherwise stated, it does 
  not allow lost body parts to be reattached. Fast healing continues to function (even at negative hit 
  points) until a creature dies, at which point the effects of fast healing end immediately.
  Hydra Traits
  Hydra Traits A hydra can be killed by severing all of its heads or slaying its body. Any attack 
  that is not an attempt to sever a head affects the body, including area attacks or attacks that 
  cause piercing or bludgeoning damage. To sever a head, an opponent must make an attack with a 
  slashing weapon targeting a head. A head is considered a separate creature with the same AC and 
  hit points equal to the hydra’s HD. To sever a head, an opponent must inflict enough damage to 
  reduce the head’s hit points to 0 or less. Severing a head deals damage to the hydra’s body equal to 
  the hydra’s current HD. A hydra can’t attack with a severed head, but takes no other penalties.
  Regenerate 
  Head
  Regenerate Head When a hydra’s head is destroyed, two heads regrow in 1d4 rounds. A hydra 
  cannot have more than twice its original number of heads at any one time. To prevent new heads 
  from growing, at least 5 points of acid or fire damage must be dealt to the stump (a touch attack 
  to hit) before they appear. Acid or fire damage from area attacks can affect stumps and the body 
  simultaneously. A Hydra doesn’t die from losing its heads until all are cut off and the stumps 
  seared by acid or fire.
    Other Abilities
  Innate Spells
  -
  Spellcasting -
  
  282
  Magical Beasts
  AC 
  Armor Class
  9 [10]
  8 [11]
  5 [14]
  4 [15]
  HD 
  Hit Dice
  4 + 4
  5 + 5
  6 + 6
  8 + 8
  ATT Attacks
  Bite 1d8
  Bite 2d6
  Bite 2d6
  Bite 3d6
  THACO
  16 [+3]
  15 [+4]
  14 [+5]
  12 [+7]
  MV 
  Move
  60’ (20’)  Swim 60’ (20’)
  SV 
  Saves
   
  D 
  Death
   
  W Wand
   
  P 
  Paralysis
   
  B 
  Breath
   
  S 
  Spell
   
  U 
  Unified
  10
  11
  12
  13
  14
  12
  10
  11
  12
  13
  14
  12
  8
  9
  10
  10
  12
  10
  6
  7
  8
  8
  10
  8
  ML 
  Morale
  8
  8
  8
  8
  AL 
  Alignment
  Neutral
  XP 
  Experience
  125
  350
  650
  900
    Special Abilities
  Fast Healing
  A hydra's fast healing ability is equal to its current number of heads (minimum fast healing 5). This 
  fast healing applies only to damage inflicted on the hydra's body. A hydra regains hit points per 
  round. Fast healing does not restore hit points lost from starvation, thirst, or suffocation, nor does it 
  allow a creature to regrow lost body parts. Unless otherwise stated, it does not allow lost body parts to 
  be reattached. Fast healing continues to function (even at negative hit points) until a creature dies, at 
  which point the effects of fast healing end immediately.
  Hydra Traits
  A hydra can be killed by severing all of its heads or slaying its body. Any attack that is not an attempt 
  to sever a head affects the body, including area attacks or attacks that cause piercing or bludgeoning 
  damage. To sever a head, an opponent must make an attack with a slashing weapon targeting a 
  head. A head is considered a separate creature with the same AC and hit points equal to the hydra's 
  HD. To sever a head, an opponent must inflict enough damage to reduce the head's hit points to 0 or 
  less. Severing a head deals damage to the hydra's body equal to the hydra's current HD. A hydra can't 
  attack with a severed head, but takes no other penalties.
  Regenerate 
  Head
  When a hydra's head is destroyed, two heads regrow in 1d4 rounds. A hydra cannot have more than 
  twice its original number of heads at any one time. To prevent new heads from growing, at least 5 
  points of acid or fire damage must be dealt to the stump (a touch attack to hit) before they appear. 
  Acid or fire damage from area attacks can affect stumps and the body simultaneously. A Hydra 
  doesn't die from losing its heads until all are cut off and the stumps seared by acid or fire.
  Hydra
    Low
    Moderate
    Advanced
    Elite
    Environment
  Temperate Marshes
    Rarity
  Rare
    Role
  Controller / Normal
    # Encountered
  Solitary
    Treasure
  Standard
   
  OSR
  
  283
  Magical Beasts
  Hydra
    Low
    Moderate
    Advanced
    Elite
    Environment
  Temperate Marshes
    Rarity
  Rare
    Role
  Controller / Normal
    # Encountered
  Solitary
    Treasure
  Standard
  Init 
  Initiative
  -2
  -2
  -2
  -1
  Atk 
  Attacks
  Bite +4 melee 
  (1d8+1)
  Bite +4 melee 
  (1d10+1)
  Bite +6 melee 
  (2d6+2)
  Bite +6 melee 
  (2d8+3)
  Crit 
  Critical Hits
  20+:M/d8
  20+:M/d8
  20+:M/d10
  20+:M/d12
  AC 
  Armor Class
  10
  11
  14
  15
  HD 
  Hit Dice
  2d10 + 2
  3d10 + 3
  4d10 + 4
  6d10 + 6
  MV 
  Move
  20’, Swim 20’
  ACT Action Dice
  1d24
  1d24+1d20
  1d24+2d20
  2d24+1d20
  SV 
  Saves
   
  Fort 
   
  Ref 
   
  Will
  +5
  +5
  +2
  +7
  +6
  +3
  +9
  +9
  +5
  +12
  +9
  +6
  AL 
  Alignment
  N
    Special Abilities
  Fast Healing
  A hydra's fast healing ability is equal to its current number of heads (minimum fast healing 
  5). This fast healing applies only to damage inflicted on the hydra's body. A hydra regains 
  hit points per round. Fast healing does not restore hit points lost from starvation, thirst, or 
  suffocation, nor does it allow a creature to regrow lost body parts. Unless otherwise stated, 
  it does not allow lost body parts to be reattached. Fast healing continues to function (even 
  at negative hit points) until a creature dies, at which point the effects of fast healing end 
  immediately.
  Hydra Traits
  A hydra can be killed by severing all of its heads or slaying its body. Any attack that is not 
  an attempt to sever a head affects the body, including area attacks or attacks that cause 
  piercing or bludgeoning damage. To sever a head, an opponent must make an attack with 
  a slashing weapon targeting a head. A head is considered a separate creature with the 
  same AC and hit points equal to the hydra's HD. To sever a head, an opponent must inflict 
  enough damage to reduce the head's hit points to 0 or less. Severing a head deals damage to 
  the hydra's body equal to the hydra's current HD. A hydra can't attack with a severed head, 
  but takes no other penalties.
  Regenerate 
  Head
  When a hydra's head is destroyed, two heads regrow in 1d4 rounds. A hydra cannot have 
  more than twice its original number of heads at any one time. To prevent new heads from 
  growing, at least 5 points of acid or fire damage must be dealt to the stump (a touch attack 
  to hit) before they appear. Acid or fire damage from area attacks can affect stumps and the 
  body simultaneously. A Hydra doesn't die from losing its heads until all are cut off and the 
  stumps seared by acid or fire.
   
  DCC
  
  284
  Monstrous Humanoids
    Low
    Moderate
    Advanced
    Elite
    Terrain
  Temperate Forests and Plains
    Rarity
  Common
    Role
  Soldier / Normal
    Organization
  Solitary, Pair, Band (3-10x), Tribe (11-30x plus others)
    Treasure
  Standard
  CR 4
  8
  12
  16
  Align / Size TN Large
  TN Large
  TN Large
  TN Huge
  HD / Type Monstrous 
  Humanoid 4
  Monstrous 
  Humanoid 8
  Monstrous 
  Humanoid 12
  Monstrous 
  Humanoid 16
  Initiative +6
  +6
  +8
  +7
  Senses Perception +7 
  Darkvision 60’
  Perception +13 
  Darkvision 60’
  Perception +19 
  Darkvision 60’
  Perception +23 
  Darkvision 60’
    Defense
  AC 18
  touch 11; ff 16 
  -1 Size; +2 Dex; 
  +1 Natural;  
  +6 Armor
  19
  touch 12; ff 16 
  -1 Size; +2 Dex; 
  +1 Natural;  
  +6 Armor; 
  +1 Dodge
  22
  touch 13; ff 18 
  -1 Size; +3 Dex; 
  +3 Natural;  
  +6 Armor; 
  +1 Dodge
  24
  touch 12; ff 20 
  -2 Size; +3 Dex; 
  +6 Natural;  
  +6 Armor; 
  +1 Dodge
  hp 35 (4d10)+8 
  69 (8d10)+16 
  135 (12d10)+60 203 (16d10)+112 
  Saves Fort 
  +3
  Ref 
  +6
  Will 
  +6
  Fort 
  +4
  Ref 
  +8
  Will 
  +8
  Fort 
  +9
  Ref 
  +12
  Will 
  +12
  Fort 
  +12
  Ref 
  +13
  Will 
  +14
    Offense
  Movement 35’
  Attacks Melee longsword +5 
  (1d8+2/19-20) or 
  Melee shield, heavy 
  steel (large) +5 (1d6+2) 
  or 
  Melee spear +5 (2H: 
  1d8+3/x3) or 
  Ranged spear (thrown) 
  +5 (1d8+2/x3) or 
  Melee hoof +0/+0 
  (1d6+1)
  Melee longsword 
  +10/+5 (1d8+3/19-20) 
  or 
  Melee shield, heavy 
  steel (large) +10/+5 
  (1d6+3) or 
  Melee spear +10/+5 
  (2H: 1d8+4/x3) or 
  Ranged spear (thrown) 
  +9/+4 (1d8+3/x3) or 
  Melee hoof +5/+5 
  (1d6+2) 
  Melee longsword 
  +16/+11/+6 (1d8+5/19-
  20) or 
  Melee shield, heavy 
  steel (large) +16/+11/+6 
  (1d6+5) or 
  Melee spear +16/+11/+6 
  (2H: 1d8+7/x3) or 
  Ranged spear (thrown) 
  +15/+10/+5 (1d8+5/x3) or 
  Melee hoof +11/+11 
  (1d6+3) 
  Melee longsword 
  +21/+16/+11/+6 
  (1d8+7/19-20) or 
  Melee shield, heavy steel 
  (large) +21/+16/+11/+6 
  (1d6+7) or 
  Melee spear 
  +21/+16/+11/+6 (1d8+7/
  x3) or 
  Ranged spear (thrown) 
  +17/+12/+7/+2 (1d8+7/
  x3) or 
  Melee hoof +16/+16 
  (1d8+4) 
  Centaur
   
  Pathfinder
  
  285
  Monstrous Humanoids
  Space / Reach
  10’ / 10’
  10’ / 10’
  10’ / 10’
  15’ / 10’
    Statistics
  Ability Scores Str 
  15
  Dex 14
  Con 15
  Int 
  11
  Wis 14
  Cha 12
  Str 
  16
  Dex 14
  Con 15
  Int 
  11
  Wis 14
  Cha 12
  Str 
  20
  Dex 18
  Con 20
  Int 
  15
  Wis 18
  Cha 16
  Str 
  24
  Dex 27
  Con 24
  Int 
  15
  Wis 18
  Cha 16
  Core Attack Base Atk +4
  CMB +7
  CMD 19 
  23 vs. trip
  Base Atk +8
  CMB +12
  CMD 25 
  29 vs. trip
  Base Atk +12
  CMB +18 
  +22 overrun
  CMD 33 
  35 vs. overrun 
  37 vs. trip
  Base Atk +16
  CMB +25 
  +29 overrun
  CMD 39 
  41 vs. overrun 
  43 vs. trip
  Feats
   Improved Initiative, Run
  Dodge, Improved 
  Initiative, Power Attack, 
  Run
  Dodge, Greater Overrun, 
  Improved Initiative, 
  Improved Overrun, Power 
  Attack, Run
  Charge Through, Cleave, 
  Dodge, Greater Overrun, 
  Improved Initiative, 
  Improved Overrun, Power 
  Attack, Run
  Skills
  Acrobatics +2, Bluff +1, Climb 
  +2, Diplomacy +5, Disguise 
  +1, Escape Artist +2, Heal +2, 
  Intimidate +6, Knowledge 
  (Nature) +4, Perception +7, 
  Perform (Untrained) +1, Ride 
  +2, Sense Motive +2, Stealth 
  -2, Survival +9, Swim +2
  Acrobatics +2, Bluff +1, Climb 
  +3, Diplomacy +5, Disguise 
  +1, Escape Artist +2, Heal +2, 
  Intimidate +12, Knowledge 
  (Nature) +4, Perception +13, 
  Perform (Untrained) +1, Ride 
  +2, Sense Motive +2, Stealth 
  -2, Survival +13, Swim +3
  Acrobatics +4, Appraise +2, 
  Artistry +2, Bluff +3, Climb 
  +12, Craft (Untrained) +2, 
  Diplomacy +7, Disguise +3, 
  Escape Artist +4, Fly +2, 
  Heal +4, Intimidate +18, 
  Knowledge (Nature) +6, 
  Perception +19, Perform 
  (Untrained) +3, Ride +4, 
  Sense Motive +4, Stealth +15, 
  Survival +19, Swim +20
  Acrobatics +3, Appraise +2, 
  Artistry +2, Bluff +3, Climb 
  +18, Craft (Untrained) +2, 
  Diplomacy +7, Disguise +3, 
  Escape Artist +3, Fly -1, 
  Heal +4, Intimidate +22, 
  Knowledge (Nature) +6, 
  Perception +23, Perform 
  (Untrained) +3, Ride +3, 
  Sense Motive +4, Stealth +14, 
  Survival +23, Swim +26
  Languages
  Common, Elven, Sylvan
  Special Darkvision, Monstrous Humanoid Traits, Undersized Weapons
  Treasure Breastplate (large); longsword; heavy steel shield (large); spear
    
    Special Qualities & Abilities
  Undersized Weapons (Ex) Although a centaur is Large, its upper torso is the same 
  size as that of a Medium humanoid. As a result, they wield weapons as if they were 
  one size category smaller than their actual size (Medium for most centaurs).  
    
    Feats
  Charge Through You can overrun enemies when charging. When making 
  a charge, you can attempt to overrun one creature in the path of the 
  charge as a free action. If you successfully overrun that creature, you 
  can complete the charge. If the overrun is unsuccessful, the charge ends 
  in the space directly in front of that creature. 
  Cleave You can strike two adjacent foes with a single swing. As a 
  standard action, you can make a single attack at your full base attack 
  bonus against a foe within reach. If you hit, you deal damage normally 
  and can make an additional attack (using your full base attack bonus) 
  against a foe that is adjacent to the first and also within reach. You can 
  only make one additional attack per round with this feat. When you use 
  this feat, you take a -2 penalty to your Armor Class until your next turn. 
  Greater Overrun Enemies must dive to avoid your dangerous move. You 
  receive a +2 bonus on checks made to overrun a foe. This bonus stacks 
  with the bonus granted by Improved Overrun. Whenever you overrun 
  opponents, they provoke attacks of opportunity if they are knocked 
  prone by your overrun. 
  Improved Overrun You are skilled at running down your foes. You do not 
  provoke an attack of opportunity when performing an overrun combat 
  maneuver. In addition, you receive a +2 bonus on checks made to overrrun 
  a foe. You also receive a +2 bonus to your Combat Maneuver Defense 
  whenever an opponent tries to overrun you. Targets of your overrun 
  attempt may not chose to avoid you. 
  Power Attack You can make exceptionally deadly melee attacks by 
  sacrificing accuracy for strength. You can choose to take a -5 penalty on 
  all melee attack rolls and combat maneuver checks to gain a +10 bonus 
  on all melee damage rolls. This bonus to damage is increased by half 
  (+50%) if you are making an attack with a two-handed weapon, a one 
  handed weapon using two hands, or a primary natural weapon that adds 
  1-1/2 times your Strength modifier on damage rolls. This bonus to damage 
  is halved (-50%) if you are making an attack with an off-hand weapon 
  or secondary natural weapon. You must choose to use this feat before 
  making an attack roll, and its effects last until your next turn. The bonus 
  damage does not apply to touch attacks or effects that do not deal hit point 
  damage. 
  Run You are swift of foot. When running, you move five times your normal 
  speed (if wearing medium, light, or no armor and carrying no more 
  than a medium load) or four times your speed (if wearing heavy armor 
  or carrying a heavy load). If you make a jump after a running start (see 
  the Acrobatics skill description), you gain a +4 bonus on your Acrobatics 
  check. While running, you retain your Dexterity bonus to your Armor 
  Class.  
  
  286
  Monstrous Humanoids
    Low
    Moderate
    Advanced
    Elite
  Armor Class
  16 
  (natural armor)
  16 
  (natural armor)
  17 
  (natural armor)
  18 
  (natural armor)
  Hit Points
  35
  69
  135
  203
  Speed
  35 ft.
  Size, Type, 
  Alignment
  Large monstrosity, 
  unaligned
  Large monstrosity, 
  unaligned
  Large monstrosity, 
  unaligned
  Huge monstrosity, 
  unaligned
  Ability 
  Scores / 
  Saves
  STR 
  13 (+1)
  DEX 12 (+1)
  CON 13 (+1)
  INT 
  9 (-1)
  WIS 
  12 (+1)
  CHA 10 (+0)
  STR 
  14 (+2)
  DEX 12 (+1)
  CON 13 (+1)
  INT 
  9 (-1)
  WIS 
  12 (+1)
  CHA 10 (+0)
  STR 
  17 (+3)
  DEX 16 (+3)
  CON 17 (+3)
  INT 
  13 (+1)
  WIS 
  16 (+3)
  CHA 14 (+2)
  STR 
  19 (+4)
  DEX 15 (+2)
  CON 19 (+4)
  INT 
  13 (+1)
  WIS 
  16 (+3)
  CHA 14 (+2)
  Saving 
  Throws
  -
  -
  -
  -
  Resistances
  -
  Immunities
  -
  Vulnerabilities
  -
  Senses
  Passive Perception +11, 
  Darkvision 60 ft.
  Passive Perception +14, 
  Darkvision 60 ft.
  Passive Perception +17, 
  Darkvision 60 ft.
  Passive Perception +18, 
  Darkvision 60 ft.
  Languages
  Common, Elvish, Sylvan
  Challenge
  4
  8
  12
  16
    Low
    Moderate
    Advanced
    Elite
    Terrain
  Temperate Forests and Plains
    Rarity
  Common
    Role
  Soldier / Normal
    Organization
  Solitary, Pair, Band (3-10x), Tribe (11-30x plus others)
    Treasure
  Standard
  Centaur
   
  5E
  
  287
  Monstrous Humanoids
    Low
    Moderate
    Advanced
    Elite
  Standard 
  Actions
  Longsword Melee 
  weapon attack: +1 to hit, 
  reach 10 ft., one target.  
  Hit 1d819-20 (410) 
  slashing damage.
  Shield Melee weapon 
  attack: +1 to hit, reach 
  10 ft., one target.  Hit 
  1d6+2 (6) bludgeoning 
  damage.
  Spear Melee weapon 
  attack: +1 to hit, reach 
  10 ft., one target.  Hit  
  1d8x3 (1) piercing 
  damage.
  Spear Ranged weapon 
  attack: +1 to hit, one 
  target.  Hit 1d8x3 (1) 
  piercing damage.
  Hoof Melee weapon 
  attack: +1 to hit, reach 
  10 ft., one target.  Hit 
  1d6+1 (4) bludgeoning 
  damage.
  Longsword Melee weapon 
  attack: +2 to hit, reach 
  10 ft., one target.  Hit 
  1d819-20 (410) slashing 
  damage.
  Shield Melee weapon 
  attack: +2 to hit, reach 10 
  ft., one target.  Hit 1d6+3 
  (6) bludgeoning damage.
  Spear Melee weapon 
  attack: +2 to hit, reach 10 
  ft., one target.  Hit  1d8x3 
  (1) piercing damage.
  Spear Ranged weapon 
  attack: +1 to hit, one 
  target.  Hit 1d8x3 (1) 
  piercing damage.
  Hoof Melee weapon 
  attack: +2 to hit, reach 10 
  ft., one target.  Hit 1d6+2 
  (6) bludgeoning damage.
  Longsword Melee 
  weapon attack: +3 to hit, 
  reach 10 ft., one target.  
  Hit 1d819-20 (410) 
  slashing damage.
  Shield Melee weapon 
  attack: +3 to hit, reach 
  10 ft., one target.  Hit 
  1d6+5 (8) bludgeoning 
  damage.
  Spear Melee weapon 
  attack: +3 to hit, reach 
  10 ft., one target.  Hit  
  1d8+7/x3 (12) piercing 
  damage.
  Spear Ranged weapon 
  attack: +3 to hit, one 
  target.  Hit 1d8x3 (1) 
  piercing damage.
  Hoof Melee weapon 
  attack: +3 to hit, reach 
  10 ft., one target.  Hit 
  1d6+3 (6) bludgeoning 
  damage.
  Longsword Melee 
  weapon attack: +4 to hit, 
  reach 10 ft., one target.  
  Hit 1d8+7/19-20 (12) 
  slashing damage.
  Shield Melee weapon 
  attack: +4 to hit, reach 
  10 ft., one target.  Hit 
  1d6+7 (10) bludgeoning 
  damage.
  Spear Melee weapon 
  attack: +4 to hit, reach 
  10 ft., one target.  Hit 
  1d8+7/x3 (12) piercing 
  damage.
  Spear Ranged weapon 
  attack: +1 to hit, one 
  target.  Hit 1d8+7/x3 
  (12) piercing damage.
  Hoof Melee weapon 
  attack: +4 to hit, reach 
  10 ft., one target.  Hit 
  1d8+4 (8) bludgeoning 
  damage.
  Spellcasting
  -
  Possessions
  Longsword, shield, spear (3x)
  Illustration 9: Centaur
  
  288
  Monstrous Humanoids
  Level
  CREATURE 4
  CREATURE 8
  CREATURE 12
  CREATURE 16
  Rarity
  COMMON
  COMMON
  COMMON
  COMMON
  Alignment
  TN
  TN
  TN
  TN
  Size
  LARGE
  LARGE
  LARGE
  HUGE
  Other Traits
  HUMANOID
  Perception +10, darkvision
  +16, darkvision
  +22, darkvision
  +28, darkvision
  Languages Common, Elvish, Sylvan
  Skills
  Acrobatics +8, 
  Athletics +8, 
  Diplomacy +7, 
  Deception +7, 
  Medicine +8, 
  Intimidation 
  +6, Nature +6, 
  Performance +7, 
  Stealth +8, Survival +9
  Acrobatics +12, 
  Athletics +13, 
  Diplomacy +11, 
  Deception +11, 
  Medicine +12, 
  Intimidation 
  +11, Nature +10, 
  Performance +11, 
  Stealth +12, Survival 
  +12
  Acrobatics +18, 
  Athletics +19, Crafting 
  +16, Diplomacy 
  +17, Deception 
  +17, Medicine 
  +18, Intimidation 
  +17, Nature +16, 
  Performance +17, 
  Stealth +18, Survival 
  +18
  Acrobatics +21, 
  Athletics +25, Crafting 
  +20, Diplomacy 
  +21, Deception 
  +21, Medicine 
  +22, Intimidation 
  +21, Nature +20, 
  Performance +21, 
  Stealth +21, Survival 
  +22
  Ability Scores Str 
  +2
  Dex +2
  Con +2
  Int 
  +0
  Wis +2
  Cha +1
  Str 
  +3
  Dex +2
  Con +2
  Int 
  +0
  Wis +2
  Cha +1
  Str 
  +5
  Dex +4
  Con +5
  Int 
  +2
  Wis +4
  Cha +3
  Str 
  +7
  Dex +3
  Con +7
  Int 
  +2
  Wis +4
  Cha +3
  Items Longsword, shield, spear (3x)
    Defense
  AC
  18
  20
  26
  27
  Fort 
  Ref 
  Will
  +8
  +8
  +8
  +12
  +12
  +12
  +19
  +18
  +18
  +25
  +21
  +22
  hp 
  35
  69
  138
  216
  Immune -
  Centaur
    Low
    Moderate
    Advanced
    Elite
    Terrain
  Temperate Forests and Plains
    Rarity
  Common
    Role
  Soldier / Normal
    Organization
  Solitary, Pair, Band (3-10x), Tribe (11-30x plus others)
    Treasure
  Standard
   
  P2E
  
  289
  Monstrous Humanoids
    Offense & Actions
  Speed 35 ft.
  Melee
   Melee Longsword 
  +7 (versatile, reach 
  10 ft.), Damage 
  1d819-20 slashing
   Melee Shield 
  +7 (reach 10 ft.), 
  Damage 1d6+2 
  bludgeoning
   Melee Spear +7 
  (two-hand, reach 10 
  ft.), Damage  1d8x3 
  piercing
   Ranged Spear +7 
  (thrown), Damage 
  1d8x3 piercing
   Melee Hoof 
  +7 (reach 10 ft.), 
  Damage 1d6+1 
  bludgeoning
   Melee Longsword 
  +15 (versatile, reach 
  10 ft.), Damage 
  1d819-20 slashing
   Melee Shield 
  +15 (reach 10 ft.), 
  Damage 1d6+3 
  bludgeoning
   Melee Spear +15 
  (two-hand, reach 10 
  ft.), Damage  1d8x3 
  piercing
   Ranged Spear +14 
  (thrown), Damage 
  1d8x3 piercing
   Melee Hoof 
  +15 (reach 10 ft.), 
  Damage 1d6+2 
  bludgeoning
   Melee Longsword 
  +25 (versatile, reach 
  10 ft.), Damage 
  1d819-20 slashing
   Melee Shield 
  +25 (reach 10 ft.), 
  Damage 1d6+5 
  bludgeoning
   Melee Spear +25 
  (two-hand, reach 10 
  ft.), Damage  1d8+7/
  x3 piercing
   Ranged Spear +24 
  (thrown), Damage 
  1d8x3 piercing
   Melee Hoof 
  +25 (reach 10 ft.), 
  Damage 1d6+3 
  bludgeoning
   Melee Longsword 
  +32 (versatile, reach 
  10 ft.), Damage 
  1d8+7/19-20 slashing
   Melee Shield 
  +32 (reach 10 ft.), 
  Damage 1d6+7 
  bludgeoning
   Melee Spear 
  +32 (reach 10 ft.), 
  Damage 1d8+7/x3 
  piercing
   Ranged Spear +27 
  (thrown), Damage 
  1d8+7/x3 piercing
   Melee Hoof 
  +32 (reach 10 ft.), 
  Damage 1d8+4 
  bludgeoning
  
  290
  Monstrous Humanoids
  AC 
  Armor Class
  8 [11]
  8 [11]
  7 [12]
  6 [13]
  HD 
  Hit Dice
  3 + 3
  5 + 5
  6 + 6
  7 + 7
  ATT Attacks
  Longsword 1d8 
  or Spear 1d8x3 or 
  Hoof 1d6
  Longsword 1d8+3 
  or Spear 1d8+2x3 
  or Hoof 1d8
  Longsword 
  1d10+4 or Spear 
  1d10+2x3 or Hoof 
  1d10
  Longsword 2d6+4 
  or Spear 2d6+2x3 
  or Hoof 2d6
  THACO
  17 [+2]
  15 [+4]
  14 [+5]
  13 [+6]
  MV 
  Move
  105’ (35’)
  SV 
  Saves
   
  D 
  Death
   
  W Wand
   
  P 
  Paralysis
   
  B 
  Breath
   
  S 
  Spell
   
  U 
  Unified
  10
  11
  12
  13
  14
  12
  10
  11
  12
  13
  14
  12
  8
  9
  10
  10
  12
  10
  6
  7
  8
  8
  10
  8
  ML 
  Morale
  8
  8
  8
  8
  AL 
  Alignment
  Neutral
  XP 
  Experience
  125
  350
  650
  900
    Special Abilities
  -
  -
  Centaur
    Low
    Moderate
    Advanced
    Elite
    Environment
  Temperate Forests and Plains
    Rarity
  Common
    Role
  Soldier / Normal
    # Encountered
  Solitary, Pair, Band (3-10x), Tribe (11-30x plus others)
    Treasure
  Standard
   
  OSR
  
  291
  Monstrous Humanoids
  Centaur
    Low
    Moderate
    Advanced
    Elite
    Environment
  Temperate Forests and Plains
    Rarity
  Common
    Role
  Soldier / Normal
    # Encountered
  Solitary, Pair, Band (3-10x), Tribe (11-30x plus others)
    Treasure
  Standard
  Init 
  Initiative
  +0
  +0
  +0
  +0
  Atk 
  Attacks
  Longsword +1 
  melee (1d8) or 
  Spear +1 melee 
  (1d8) or Spear +1 
  ranged (1d8) or 
  Hoof +1 melee 
  (1d6)
  Longsword +2 
  melee (1d10) or 
  Spear +2 melee 
  (1d10) or Spear 
  +2 ranged (1d10) 
  or Hoof +2 melee 
  (1d8)
  Longsword +3 
  melee (2d6) or 
  Spear +3 melee 
  (2d6) or Spear +3 
  ranged (2d6) or 
  Hoof +3 melee 
  (1d10)
  Longsword +4 
  melee (3d6) or 
  Spear +4 melee 
  (3d6) or Spear +4 
  ranged (3d6) or 
  Hoof +4 melee 
  (2d6)
  Crit 
  Critical Hits
  19+:M/d8
  19+:M/d8
  19+:M/d10
  19+:M/d10
  AC 
  Armor Class
  11
  11
  12
  13
  HD 
  Hit Dice
  2d10 + 2
  3d10 + 3
  4d10 + 4
  5d10 + 5
  MV 
  Move
  35’
  ACT Action Dice
  1d20
  1d24+1d20
  1d24+2d20
  2d24+1d20
  SV 
  Saves
   
  Fort 
   
  Ref 
   
  Will
  +2
  +4
  +4
  +3
  +5
  +5
  +6
  +8
  +8
  +8
  +9
  +9
  AL 
  Alignment
  N
    Special Abilities
  -
  -
   
  DCC
  
  292
  Monstrous Humanoids
    Low
    Moderate
    Advanced
    Elite
    Terrain
  Temperate Marshes or Underground
    Rarity
  Rare
    Role
  Lurker / Normal
    Organization
  Solitary
    Treasure
  Double
  CR 4
  8
  12
  16
  Align / Size LE Small
  LE Medium
  LE Medium
  LE Large
  HD / Type Monstrous 
  Humanoid 4
  Monstrous 
  Humanoid 8
  Monstrous 
  Humanoid 12
  Monstrous 
  Humanoid 16
  Initiative +8
  +6
  +8
  +7
  Senses Perception +12 
  Darkvision 60’ 
  All-Around Vision
  Perception +16 
  Darkvision 60’ 
  All-Around Vision
  Perception +22 
  Darkvision 60’ 
  All-Around Vision
  Perception +26 
  Darkvision 60’ 
  All-Around Vision
    Defense
  AC 16
  touch 15; ff 12 
  +1 Size; +4 Dex; 
  +1 Natural
  15
  touch 12; ff 13 
  +2 Dex; 
  +3 Natural
  19
  touch 14; ff 15 
  +4 Dex; 
  +5 Natural
  21
  touch 13; ff 17 
  -1 Size; +3 Dex; 
  +8 Natural; 
  +1 Dodge
  hp 36 (4d10)+8
  73 (8d10)+32
  138 (12d10)+72
  223 (16d10)+128
  Saves Fort 
  +3
  Ref 
  +8
  Will 
  +5
  Fort 
  +6
  Ref 
  +8
  Will 
  +7
  Fort 
  +10
  Ref 
  +12
  Will 
  +11
  Fort 
  +13
  Ref 
  +13
  Will 
  +13
    Offense
  Movement 30’
  Attacks Melee dagger +7 
  (1d4-2/19-20) or 
  Ranged dagger 
  (thrown) +7 (1d4-
  2/19-20) or 
  Ranged masterwork 
  longbow +8 (1d8-2/
  x3) or 
  Melee snake bite +4 
  (2H: 1d3-1)
  Melee dagger +10/+5 
  (1d4/19-20) or 
  Ranged dagger 
  (thrown) +10/+5 
  (1d4+1/19-20), 
  within 30 ft. +11/+6 
  (1d4+1) or 
  Ranged masterwork 
  longbow +11/+6 
  (1d8/x3), within 30 
  ft. +12/+7 (1d8+1) or 
  Melee snake bite +5 
  (1d4)
  Melee dagger 
  +16/+11/+6 (1d4+2/19-
  20) or 
  Ranged dagger 
  (thrown) +16/+11/+6 
  (1d4+3/19-20), within 
  30 ft. +17/+12/+7 
  (1d4+3) or 
  Ranged masterwork 
  longbow +17/+12/+7 
  (1d8/x3), within 30 ft. 
  +18/+13/+8 (1d8+1) or 
  Melee snake bite +11 
  (1d6+1) 
  Melee dagger +18/+13/+8 
  (2H: 1d4+3/19-20) or 
  Ranged dagger (thrown) 
  +18/+13/+8/+3 
  (1d4+6/19-20), within 
  30 ft. +19/+14/+9/+4 
  (1d4+6) or 
  Ranged masterwork 
  longbow +19/+14/+9/+4 
  (1d8/x3), within 30 ft. 
  +20/+15/+10/+5 (1d8+1) 
  or 
  Melee snake bite +15 
  (1d8+2) 
  Medusa
   
  Pathfinder
  
  293
  Monstrous Humanoids
  Space / Reach
  5’ / 5’
  5’ / 5’
  5’ / 5’
  10’ / 10’
  Special Atks Petrifying Gaze (DC 
  14), Poison (DC 14)
  Petrifying Gaze (DC 
  16), Poison (DC 18)
  Petrifying Gaze (DC 
  22), Poison (DC 24)
  Petrifying Gaze (DC 
  24), Poison (DC 28)
    Statistics
  Ability Scores Str 
  6
  Dex 19
  Con 14
  Int 
  12
  Wis 13
  Cha 15
  Str 
  10
  Dex 15
  Con 18
  Int 
  12
  Wis 13
  Cha 15
  Str 
  15
  Dex 19
  Con 22
  Int 
  16
  Wis 17
  Cha 19
  Str 
  20
  Dex 17
  Con 26
  Int 
  16
  Wis 17
  Cha 19
  Core Attack Base Atk +4
  CMB +1
  CMD 15
  Base Atk +8
  CMB +8
  CMD 20
  Base Atk +12
  CMB +14
  CMD 28
  Base Atk +16
  CMB +22
  CMD 36
  Feats
  Improved Initiative, 
  Weapon Finesse
  Improved Initiative, 
  Point-Blank Shot, Precise 
  Shot, Weapon Finesse
  Ability Focus (Petrifying 
  Gaze, Poison), Improved 
  Initiative, Improved 
  Natural Attack (Snake 
  Bite), Point-Blank Shot, 
  Precise Shot, Weapon 
  Finesse
  Ability Focus (Petrifying 
  Gaze, Poison), Dodge, 
  Improved Initiative, 
  Improved Natural Attack 
  (Snake Bite), Mobility, 
  Point-Blank Shot, Precise 
  Shot, Weapon Finesse
  Skills
  Acrobatics +4, Appraise 
  +1, Artistry +1, Bluff 
  +6, Climb -2, Craft 
  (Untrained) +1, 
  Diplomacy +2, Disguise 
  +6, Escape Artist +4, Fly 
  +6, Heal +1, Intimidate 
  +9, Perception +12, 
  Perform (Untrained) +2, 
  Ride +4, Sense Motive +1, 
  Stealth +15, Survival +1, 
  Swim -2
  Acrobatics +2, Appraise 
  +1, Artistry +1, Bluff +10, 
  Craft (Untrained) +1, 
  Diplomacy +2, Disguise 
  +10, Escape Artist +2, Fly 
  +2, Heal +1, Intimidate 
  +13, Perception +16, 
  Perform (Untrained) +2, 
  Ride +2, Sense Motive +1, 
  Stealth +13, Survival +1
  Acrobatics +4, Appraise 
  +3, Artistry +3, Bluff 
  +16, Climb +17, Craft 
  (Untrained) +3, 
  Diplomacy +4, Disguise 
  +16, Escape Artist +4, Fly 
  +4, Heal +3, Intimidate 
  +19, Perception +22, 
  Perform (Untrained) +4, 
  Ride +4, Sense Motive +3, 
  Stealth +19, Survival +3, 
  Swim +17
  Acrobatics +3, Appraise 
  +3, Artistry +3, Bluff 
  +20, Climb +24, 
  Craft (Untrained) +3, 
  Diplomacy +4, Disguise 
  +20, Escape Artist +3, Fly 
  +1, Heal +3, Intimidate 
  +23, Perception +26, 
  Perform (Untrained) +4, 
  Ride +3, Sense Motive +3, 
  Stealth +18, Survival +3, 
  Swim +24
  Languages
  Common
  Special -
  Treasure Masterwork longbow; arrows (20x); dagger
    
    Special Qualities & Abilities
  Petrifying Gaze (Su) Turn to stone permanently, 30 feet, Fortitude DC 24 
  negates.
  Poison (Ex) Bite-injury; save Fort DC 28; frequency 1/round for 6 rounds; 
  effect 1d3 Str; cure 2 consecutive saves. The save DC is Constitution-based. 
    
    Feats
  Mobility You can easily move through a dangerous melee. 
  You get a +4 dodge bonus to Armor Class against attacks 
  of opportunity caused when you move out of or within 
  a threatened area. A condition that makes you lose your 
  Dexterity bonus to Armor Class (if any) also makes you lose 
  dodge bonuses. Dodge bonuses stack with each other, unlike 
  most types of bonuses.
  Point-Blank Shot You are especially accurate when making 
  ranged attacks against close target. You get a +1 bonus on 
  attack and damage rolls with ranged weapons at ranges of up 
  to 30 feet.
  Precise Shot You are adept at firing ranged attacks into 
  melee. You can shoot or throw ranged weapons at an 
  opponent engaged in melee without taking the standard -4 
  penalty on your attack roll.
  Weapon Finesse You are trained in using your agility in 
  melee combat, as opposed to brute strength. With a light 
  weapon, rapier, whip, or spiked chain made for a creature 
  of your size category, you may use your Dexterity modifier 
  instead of your Strength modifier on attack rolls. If you carry 
  a shield, its armor check penalty applies to your attack rolls.
  
  294
  Monstrous Humanoids
    Low
    Moderate
    Advanced
    Elite
  Armor Class
  15 
  (natural armor)
  15 
  (natural armor)
  16 
  (natural armor)
  17 
  (natural armor)
  Hit Points
  36
  73
  138
  223
  Speed
  30 ft.
  Size, Type, 
  Alignment
  Small monstrosity, lawful 
  evil
  Medium monstrosity, 
  lawful evil
  Medium monstrosity, 
  lawful evil
  Large monstrosity, lawful 
  evil
  Ability 
  Scores / 
  Saves
  STR 
  4 (-3)
  DEX 17 (+3)
  CON 12 (+1)
  INT 
  10 (+0)
  WIS 
  11 (+0)
  CHA 13 (+1)
  STR 
  8 (-1)
  DEX 13 (+1)
  CON 16 (+3)
  INT 
  10 (+0)
  WIS 
  11 (+0)
  CHA 13 (+1)
  STR 
  13 (+1)
  DEX 17 (+3)
  CON 18 (+4)
  INT 
  14 (+2)
  WIS 
  15 (+2)
  CHA 17 (+3)
  STR 
  17 (+3)
  DEX 15 (+2)
  CON 20 (+5)
  INT 
  14 (+2)
  WIS 
  15 (+2)
  CHA 17 (+3)
  Saving 
  Throws
  -
  -
  -
  -
  Resistances
  -
  Immunities
  -
  Vulnerabilities
  -
  Senses
  Passive Perception +12, 
  Darkvision 60 ft.
  Passive Perception +13, 
  Darkvision 60 ft.
  Passive Perception +16, 
  Darkvision 60 ft.
  Passive Perception +17, 
  Darkvision 60 ft.
  Languages
  Common
  Challenge
  4
  8
  12
  16
  Special 
  Abilities & 
  Qualities
  Saving Throw  
  Constitution DC 13
  Saving Throw  
  Constitution DC 16
  Saving Throw  
  Constitution DC 18
  Saving Throw  
  Constitution DC 20
  Petrifying Gaze Turn to stone permanently, range 30 feet, one target, Constitution save negates.
  Special 
  Abilities & 
  Qualities
  Saving Throw  
  Constitution DC 13
  Saving Throw  
  Constitution DC 16
  Saving Throw  
  Constitution DC 18
  Saving Throw  
  Constitution DC 20
  Poison Bite-injury; save Constitution; frequency 1/round for 6 rounds; effect 1d3 Strength damage; cure 2 
  consecutive saves. Ability damage suffered from this effect may be restored following a long rest.
    Low
    Moderate
    Advanced
    Elite
    Terrain
  Temperate Marshes or Underground
    Rarity
  Rare
    Role
  Lurker / Normal
    Organization
  Solitary
    Treasure
  Double
  MeDusa
   
  5E
  
  295
  Monstrous Humanoids
    Low
    Moderate
    Advanced
    Elite
  Standard 
  Actions
  Dagger Melee weapon 
  attack: -5 to hit, reach 
  5 ft., one target.  Hit 
  1d4+0/19+00 (2) 
  piercing damage.
  Dagger Ranged 
  weapon attack: +4 to 
  hit, one target.  Hit 
  1d4+0/19+00 (2) 
  piercing damage.
  Longbow Ranged 
  weapon attack: +4 to hit, 
  one target.  Hit 1d8+0/
  x3 (4) piercing damage.
  Snake Bite Melee weapon 
  attack: -5 to hit, reach 
  5 ft., one target.  Hit  
  1d3+0 (2) piercing 
  damage.
  Dagger Melee weapon 
  attack: -3 to hit, reach 
  5 ft., one target.  Hit 
  1d4/19+00 (4) piercing 
  damage.
  Dagger Ranged weapon 
  attack: +1 to hit, one 
  target.  Hit 1d4/19+00 
  (3) piercing damage.
  Longbow Ranged weapon 
  attack: +1 to hit, one 
  target.  Hit 1d8/x3 (8) 
  piercing damage.
  Snake Bite Melee weapon 
  attack: -3 to hit, reach 5 
  ft., one target.  Hit 1d4 
  (4) piercing damage.
  Dagger Melee weapon 
  attack: +0 to hit, reach 
  5 ft., one target.  Hit 
  1d4/19+00 (3) piercing 
  damage.
  Dagger Ranged weapon 
  attack: +3 to hit, one 
  target.  Hit 1d4/19+00 
  (3) piercing damage.
  Longbow Ranged 
  weapon attack: +3 to hit, 
  one target.  Hit 1d8/x3 
  (8) piercing damage.
  Snake Bite Melee 
  weapon attack: +0 to hit, 
  reach 5 ft., one target.  
  Hit 1d6+1 (4) piercing 
  damage.
  Dagger Melee weapon 
  attack: +3 to hit, reach 
  10 ft., one target.  Hit  
  1d8/19+00 (8) piercing 
  damage.
  Dagger Ranged 
  weapon attack: +1 to 
  hit, one target.  Hit 
  1d4+6/19+00 (8) 
  piercing damage.
  Longbow Ranged weapon 
  attack: +1 to hit, one 
  target.  Hit 1d8/x3 (8) 
  piercing damage.
  Snake Bite Melee weapon 
  attack: +3 to hit, reach 
  10 ft., one target.  Hit 
  1d8+2 (6) piercing 
  damage.
  Legendary 
  Actions
  -
  Innate 
  Spellcasting
  -
  Spellcasting
  -
  Possessions
  Longbow; arrows (20x); dagger
  
  296
  Monstrous Humanoids
  Level
  CREATURE 4
  CREATURE 8
  CREATURE 12
  CREATURE 16
  Rarity
  RARE
  RARE
  RARE
  UNCOMMON
  Alignment
  LE
  LE
  LE
  LE
  Size
  SMALL
  MEDIUM
  MEDIUM
  LARGE
  Other Traits
  HUMANOID
  Perception +11, darkvision
  +15, darkvision
  +23, darkvision
  +27, darkvision
  Languages Common
  Skills
  Acrobatics +10, 
  Athletics +4, Crafting 
  +7, Diplomacy 
  +8, Deception 
  +8, Medicine +7, 
  Intimidation +9, 
  Performance +8, 
  Stealth +10, Survival 
  +7
  Acrobatics +12, 
  Crafting +11, 
  Diplomacy +12, 
  Deception +12, 
  Medicine +11, 
  Intimidation +12, 
  Performance +12, 
  Stealth +12, Survival 
  +11
  Acrobatics +18, 
  Athletics +16, Crafting 
  +17, Diplomacy 
  +18, Deception 
  +18, Medicine +17, 
  Intimidation +18, 
  Performance +18, 
  Stealth +18, Survival 
  +17
  Acrobatics +21, 
  Athletics +23, Crafting 
  +21, Diplomacy 
  +22, Deception 
  +22, Medicine +21, 
  Intimidation +22, 
  Performance +22, 
  Stealth +21, Survival 
  +21
  Ability Scores Str 
  -2
  Dex +4
  Con +2
  Int 
  +1
  Wis +1
  Cha +2
  Str 
  +0
  Dex +2
  Con +4
  Int 
  +1
  Wis +1
  Cha +2
  Str 
  +2
  Dex +4
  Con +6
  Int 
  +3
  Wis +3
  Cha +4
  Str 
  +5
  Dex +3
  Con +8
  Int 
  +3
  Wis +3
  Cha +4
  Items Longbow; arrows (20x); dagger
    Defense
  AC
  18
  20
  24
  27
  Fort 
  Ref 
  Will
  +8
  +10
  +7
  +14
  +12
  +11
  +20
  +18
  +17
  +26
  +21
  +21
  hp 
  36
  84
  150
  232
  Medusa
    Low
    Moderate
    Advanced
    Elite
    Terrain
  Temperate Marshes or Underground
    Rarity
  Rare
    Role
  Lurker / Normal
    Organization
  Solitary
    Treasure
  Double
   
  P2E
  
  297
  Monstrous Humanoids
  Immune -
  Resists/
  Vulnerable
  -
    Offense & Actions
  Speed 30 ft.
  Melee
   Melee Dagger 
  +1 (agile, finesse, 
  versatile, reach 
  5 ft.), Damage 
  1d4+0/19+00 
  piercing
   Ranged Dagger 
  +10 (thrown, 
  agile, finesse, 
  versatile), Damage 
  1d4+0/19+00 
  piercing
   Ranged Longbow 
  +10 (deadly, volley), 
  Damage 1d8+0/x3 
  piercing
   Melee Snake 
  Bite +1 (two-hand, 
  unarmed, reach 5 
  ft.), Damage  1d3+0 
  piercing
   Melee Dagger 
  +11 (agile, finesse, 
  versatile, reach 5 ft.), 
  Damage 1d4/19+00 
  piercing
   Ranged Dagger 
  +14 (thrown, agile, 
  finesse, versatile), 
  Damage 1d419+00 
  piercing
   Ranged Longbow 
  +14 (deadly, volley), 
  Damage 1d8/x3 
  piercing
   Melee Snake Bite 
  +11 (unarmed, reach 
  5 ft.), Damage 1d4 
  piercing
   Melee Dagger 
  +21 (agile, finesse, 
  versatile, reach 5 ft.), 
  Damage 1d419+00 
  piercing
   Ranged Dagger 
  +24 (thrown, agile, 
  finesse, versatile), 
  Damage 1d419+00 
  piercing
   Ranged Longbow 
  +24 (deadly, volley), 
  Damage 1d8/x3 
  piercing
   Melee Snake Bite 
  +21 (unarmed, reach 
  5 ft.), Damage 1d6+1 
  piercing
   Melee Dagger 
  +29 (two-hand, agile, 
  finesse, versatile, 
  reach 10 ft.), Damage  
  1d8/19+00 piercing
   Ranged Dagger 
  +27 (thrown, 
  agile, finesse, 
  versatile), Damage 
  1d4+6/19+00 
  piercing
   Ranged Longbow 
  +27 (deadly, volley), 
  Damage 1d8/x3 
  piercing
   Melee Snake 
  Bite +29 (unarmed, 
  reach 10 ft.), Damage 
  1d8+2 piercing
  Petrifying Gaze
  Saving Throw 
  Fortitude 14
  Saving Throw 
  Fortitude 18
  Saving Throw 
  Fortitude 22
  Saving Throw 
  Fortitude 26
   Turn to stone permanently, range 30 feet, one target, Fortitude save negates.
  Poison Saving Throw 
  Fortitude 14
  Saving Throw 
  Fortitude 18
  Saving Throw 
  Fortitude 22
  Saving Throw 
  Fortitude 26
  Poison Bite-injury; save Fortitude; frequency 1/round for 6 rounds; effect +1 increment 
  of Enfeebled condition; cure 2 consecutive saves. 
    Other Abilities
  Innate Spells
  -
  Spellcasting -
  
  298
  Monstrous Humanoids
  AC 
  Armor Class
  9 [10]
  9 [10]
  8 [11]
  7 [12]
  HD 
  Hit Dice
  3 + 3
  5 + 5
  6 + 6
  7 + 7
  ATT Attacks
  Dagger 1d4 or 
  Longbow 1d8/x3 
  or Snake Bite 1d3
  Dagger 1d4 or 
  Longbow 1d8/x3 
  or Snake Bite 1d4
  Dagger 1d6 or 
  Longbow 1d10/x3 
  or Snake Bite 1d6
  Dagger 1d8 or 
  Longbow 2d6/x3 
  or Snake Bite 1d8
  THACO
  17 [+2]
  15 [+4]
  14 [+5]
  13 [+6]
  MV 
  Move
  90’ (30’)
  SV 
  Saves
   
  D 
  Death
   
  W Wand
   
  P 
  Paralysis
   
  B 
  Breath
   
  S 
  Spell
   
  U 
  Unified
  10
  11
  12
  13
  14
  12
  10
  11
  12
  13
  14
  12
  8
  9
  10
  10
  12
  10
  6
  7
  8
  8
  10
  8
  ML 
  Morale
  8
  8
  8
  8
  AL 
  Alignment
  Lawful
  XP 
  Experience
  125
  350
  650
  900
    Special Abilities
  Petrifying Gaze
  Turn to stone permanently, range 30 feet, one target, Paralysis save negates.
  Poison
  Bite-injury; save Death; frequency 1/round for 6 rounds; effect 1d3 Strength 
  damage; cure 2 consecutive saves. 
  Medusa
    Low
    Moderate
    Advanced
    Elite
    Environment
  Temperate Marshes or Underground
    Rarity
  Rare
    Role
  Lurker / Normal
    # Encountered
  Solitary
    Treasure
  Double
   
  OSR
  
  299
  Monstrous Humanoids
  Medusa
    Low
    Moderate
    Advanced
    Elite
    Environment
  Temperate Marshes or Underground
    Rarity
  Rare
    Role
  Lurker / Normal
    # Encountered
  Solitary
    Treasure
  Double
  Init 
  Initiative
  +0
  +0
  +0
  +0
  Atk 
  Attacks
  Dagger -5 melee 
  (1d4)
   or Dagger +4 
  ranged (1d4)
   or  Longbow +4 
  ranged (1d8)
   or Snake Bite -5 
  melee (1d3)
  Dagger -3 melee 
  (1d4)
   or Dagger +1 
  ranged (1d4)
   or  Longbow +1 
  ranged (1d8)
   or Snake Bite -3 
  melee (1d6)
  Dagger  melee 
  (1d4)
   or Dagger +3 
  ranged (1d4)
   or  Longbow +3 
  ranged (1d8)
   or Snake Bite  
  melee (1d6)
  Dagger +3 melee 
  (1d8)
   or Dagger +1 
  ranged (1d4+6)
   or  Longbow +1 
  ranged (1d8)
   or Snake Bite +3 
  melee (1d8+1)
  Crit 
  Critical Hits
  19+:M/d8
  19+:M/d8
  19+:M/d10
  19+:M/d10
  AC 
  Armor Class
  10
  10
  11
  12
  HD 
  Hit Dice
  2d10 + 2
  3d10 + 3
  4d10 + 4
  5d10 + 5
  MV 
  Move
  30’
  ACT Action Dice
  1d24
  1d24+1d20
  1d24+2d20
  1d24+2d20
  SV 
  Saves
   
  Fort 
   
  Ref 
   
  Will
  +2
  +5
  +3
  +4
  +5
  +5
  +7
  +8
  +7
  +9
  +9
  +9
  AL 
  Alignment
  L
    Special Abilities
  Petrifying Gaze
  Turn to stone permanently, range 30 feet, one target, Fortitude save negates.
  Poison
  Bite-injury; save Fortitude; frequency 1/round for 6 rounds; effect 1d3 
  Strength damage; cure 2 consecutive saves. 
   
  DCC
  
  300
  Monstrous Humanoids
    Low
    Moderate
    Advanced
    Elite
    Terrain
  Temperate or Cold Hills
    Rarity
  Uncommon
    Role
  Brute / Normal
    Organization
  Solitary, Pair, Gang (3-4x), or Family (5-16x)
    Treasure
  Standard
  CR 4
  8
  12
  16
  Align / Size CE Large 
  (giant)
  CE Large 
  (giant)
  CE Large 
  (giant)
  CE Huge 
  (giant)
  HD / Type Humanoid 4
  Humanoid 8
  Humanoid 12
  Humanoid 16
  Initiative -1
  -1
  +1
  +0
  Senses Perception +5 
  Darkvision 60’ 
  Low-Light Vision
  Perception +8 
  Darkvision 60’ 
  Low-Light Vision
  Perception +17 
  Darkvision 60’ 
  Low-Light Vision
  Perception +21 
  Darkvision 60’ 
  Low-Light Vision
    Defense
  AC 17
  touch 8; ff 17 
  -1 Size; -1 Dex; 
  +5 Natural; 
  +4 Armor
  19
  touch 8; ff 19 
  -1 Size; -1 Dex; 
  +5 Natural; 
  +6 Armor
  25
  touch 10; ff 24 
  -1 Size; +1 Dex; 
  +9 Natural; 
  +6 Armor
  30
  touch 8; ff 30 
  -2 Size; 
  +14 Natural; 
  +8 Armor
  hp 32 (4d8)+12
  66 (8d8)+24
  127 (12d8)+60
  202 (16d8)+112
  Saves Fort 
  +6
  Ref 
  +0
  Will 
  +3
  Fort 
  +8
  Ref 
  +1
  Will 
  +4
  Fort 
  +12
  Ref 
  +5
  Will 
  +8
  Fort 
  +16
  Ref 
  +5
  Will 
  +9
    Offense
  Movement 30’
  Attacks Melee greatclub 
  (large) +7 (2H: 
  2d8+7) or 
  Ranged javelin 
  (large) +1 (1d8+5) 
  Melee greatclub 
  (large) +11/+6 (2H: 
  2d8+9) or 
  Ranged javelin 
  (large) +4/-1 (1d8+6)
  Melee +1 greatclub 
  (large) +17/+12 (2H: 
  2d8+13) or 
  Ranged javelin 
  (large) +9/+4 
  (1d8+8)
  Melee +2 advancing 
  greatclub (huge) 
  +23/+18/+13 (2H: 
  3d8+18) or 
  Ranged javelin 
  (huge) +10/+5/+0 
  (2d6+11) 
  Space / Reach
  10’ / 10’
  10’ / 10’
  10’ / 10’
  15’ / 15’
    Statistics
  Ogre
   
  Pathfinder
  
  301
  Monstrous Humanoids
  Ability Scores Str 
  21
  Dex 8
  Con 15
  Int 
  6
  Wis 10
  Cha 7
  Str 
  22
  Dex 8
  Con 15
  Int 
  6
  Wis 10
  Cha 7
  Str 
  27
  Dex 12
  Con 19
  Int 
  10
  Wis 14
  Cha 11
  Str 
  32
  Dex 10
  Con 23
  Int 
  10
  Wis 14
  Cha 11
  Core Attack Base Atk +3
  CMB +9
  CMD 18
  Base Atk +6
  CMB +13
  CMD 22
  Base Atk +9
  CMB +18
  CMD 29
  Base Atk +12
  CMB +25
  CMD 35
  Feats
  Iron Will, Toughness
  Cleave, Iron Will, Power 
  Attack, Toughness
  Cleave, Improved Natural 
  Armor (2x), Iron Will, 
  Power Attack, Toughness
  Cleave, Improved Natural 
  Armor (4x), Iron Will, 
  Power Attack, Toughness
  Skills
  Acrobatics -4, Appraise 
  -2, Bluff -2, Climb +7, 
  Craft (Untrained) -2, 
  Diplomacy -2, Disguise -2, 
  Escape Artist -4, Fly -6, 
  Intimidate -2, Perception 
  +5, Perform (Untrained) 
  -2, Ride -4, Stealth -8, 
  Swim +2
  Acrobatics -6, Appraise 
  -2, Bluff -2, Climb +7, 
  Craft (Untrained) -2, 
  Diplomacy -2, Disguise -2, 
  Escape Artist -6, Fly -8, 
  Intimidate -2, Perception 
  +8, Perform (Untrained) 
  -2, Ride -6, Stealth -10, 
  Swim +1
  Acrobatics -2, Climb +20, 
  Escape Artist -2, Fly -4, 
  Heal +2, Intimidate +6, 
  Perception +17, Ride -2, 
  Sense Motive +2, Stealth 
  -6, Survival +2, Swim +5
  Acrobatics -3, Climb +27, 
  Escape Artist -3, Fly -7, 
  Heal +2, Intimidate +6, 
  Perception +21, Ride -3, 
  Sense Motive +2, Stealth 
  -11, Survival +2, Swim +8
  Languages
  Giant
  Special -
  Treasure Greatclub (large); 
  hide armor (large); 
  javelin (large, 4x)
  Greatclub (large); 
  chainmail (large); 
  javelin (large, 4x)
  +1 greatclub (large); 
  masterwork agile 
  breastplate (large); 
  javelin (huge, 4x)
  +2 advancing 
  greatclub (huge); 
  +2 impervious agile 
  breastplate (huge); 
  javelin (huge, 4x)
    
    Feats
  Cleave You can strike two adjacent foes with a single swing. 
  As a standard action, you can make a single attack at your 
  full base attack bonus against a foe within reach. If you 
  hit, you deal damage normally and can make an additional 
  attack (using your full base attack bonus) against a foe that 
  is adjacent to the first and also within reach. You can only 
  make one additional attack per round with this feat. When 
  you use this feat, you take a -2 penalty to your Armor Class 
  until your next turn.
  Toughness You have enhanced physical stamina. You gain 
  +16 hit points. You gain +1 hit points whenever you gain a 
  Hit Die (such as when you gain a level).
  
  302
  Monstrous Humanoids
    Low
    Moderate
    Advanced
    Elite
  Armor Class
  16 
  (natural armor)
  16 
  (natural armor)
  18 
  (natural armor)
  20 
  (natural armor)
  Hit Points
  32
  66
  127
  202
  Speed
  30 ft.
  Size, Type, 
  Alignment
  Large humanoid, chaotic 
  evil
  Large humanoid, chaotic 
  evil
  Large humanoid, chaotic 
  evil
  Huge humanoid, chaotic 
  evil
  Ability 
  Scores / 
  Saves
  STR 
  18 (+4)
  DEX 6 (-2)
  CON 13 (+1)
  INT 
  4 (-3)
  WIS 
  8 (-1)
  CHA 5 (-3)
  STR 
  18 (+4)
  DEX 6 (-2)
  CON 13 (+1)
  INT 
  4 (-3)
  WIS 
  8 (-1)
  CHA 5 (-3)
  STR 
  20 (+5)
  DEX 10 (+0)
  CON 17 (+3)
  INT 
  8 (-1)
  WIS 
  12 (+1)
  CHA 9 (-1)
  STR 
  23 (+6)
  DEX 8 (-1)
  CON 18 (+4)
  INT 
  8 (-1)
  WIS 
  12 (+1)
  CHA 9 (-1)
  Saving 
  Throws
  -
  -
  -
  -
  Resistances
  -
  Immunities
  -
  Vulnerabilities
  -
  Senses
  Passive Perception +9, 
  Darkvision 60 ft.
  Passive Perception +9, 
  Darkvision 60 ft.
  Passive Perception +15, 
  Darkvision 60 ft.
  Passive Perception +16, 
  Darkvision 60 ft.
  Languages
  Giant
  Challenge
  4
  8
  12
  16
  Standard 
  Actions
  Greatclub Melee weapon 
  attack: +5 to hit, reach 
  10 ft., one target.  Hit  
  2d8+7 (16) bludgeoning 
  damage.
  Javelin Ranged weapon 
  attack: -3 to hit, one 
  target.  Hit 1d8+5 (10) 
  bludgeoning damage.
  Greatclub Melee weapon 
  attack: +5 to hit, reach 
  10 ft., one target.  Hit  
  2d8+9 (18) bludgeoning 
  damage.
  Javelin Ranged weapon 
  attack: -4 to hit, one 
  target.  Hit 1d8+6 (10) 
  bludgeoning damage.
  Greatclub Melee 
  weapon attack: +5 to 
  hit, reach 10 ft., one 
  target.  Hit  2d8+13 (22) 
  bludgeoning damage.
  Javelin Ranged weapon 
  attack: -1 to hit, one 
  target.  Hit 1d8+8 (12) 
  bludgeoning damage.
  Greatclub Melee 
  weapon attack: +5 to 
  hit, reach 15 ft., one 
  target.  Hit  3d8+18 (32) 
  bludgeoning damage.
  Javelin Ranged weapon 
  attack: -2 to hit, one 
  target.  Hit 2d6+11 (18) 
  bludgeoning damage.
    Low
    Moderate
    Advanced
    Elite
    Terrain
  Temperate or Cold Hills
    Rarity
  Uncommon
    Role
  Brute / Normal
    Organization
  Solitary, Pair, Gang (3-4x), or Family (5-16x)
    Treasure
  Standard
  ogRe
   
  5E
  
  303
  Monstrous Humanoids
    Low
    Moderate
    Advanced
    Elite
  Legendary 
  Actions
  -
  Innate 
  Spellcasting
  -
  Spellcasting
  -
  Possessions
  Greatclub; javelin (6x)
  
  304
  Monstrous Humanoids
  Level
  CREATURE 4
  CREATURE 8
  CREATURE 12
  CREATURE 16
  Rarity
  UNCOMMON
  UNCOMMON
  UNCOMMON
  UNCOMMON
  Alignment
  CE
  CE
  CE
  CE
  Size
  LARGE
  LARGE
  LARGE
  HUGE
  Other Traits
  HUMANOID
  Perception +6, darkvision, 
  low-light vision
  +12, darkvision, 
  low-light vision
  +20, darkvision, 
  low-light vision
  +26, darkvision, 
  low-light vision
  Languages Giant
  Skills
  Acrobatics +5, 
  Athletics +11, Crafting 
  +4, Diplomacy 
  +4, Deception +4, 
  Intimidation +4, 
  Performance +4, 
  Stealth +5
  Acrobatics +9, 
  Athletics +16, Crafting 
  +8, Diplomacy 
  +8, Deception +8, 
  Intimidation +8, 
  Performance +8, 
  Stealth +9
  Acrobatics +15, 
  Athletics +22, 
  Medicine +16, 
  Intimidation +14, 
  Stealth +15, Survival 
  +16
  Acrobatics +18, 
  Athletics +29, 
  Medicine +20, 
  Intimidation +18, 
  Stealth +18, Survival 
  +20
  Ability Scores Str 
  +5
  Dex -1
  Con +2
  Int 
  -2
  Wis +0
  Cha -2
  Str 
  +6
  Dex -1
  Con +2
  Int 
  -2
  Wis +0
  Cha -2
  Str 
  +8
  Dex +1
  Con +4
  Int 
  +0
  Wis +2
  Cha +0
  Str 
  +11
  Dex +0
  Con +6
  Int 
  +0
  Wis +2
  Cha +0
  Items Greatclub; javelin (6x)
    Defense
  AC
  17
  19
  25
  30
  Fort 
  Ref 
  Will
  +8
  +5
  +6
  +12
  +9
  +10
  +18
  +15
  +16
  +24
  +18
  +20
  hp 
  34
  68
  127
  202
  Ogre
    Low
    Moderate
    Advanced
    Elite
    Terrain
  Temperate or Cold Hills
    Rarity
  Uncommon
    Role
  Brute / Normal
    Organization
  Solitary, Pair, Gang (3-4x), or Family (5-16x)
    Treasure
  Standard
   
  P2E
  
  305
  Monstrous Humanoids
  Immune -
  Resists/
  Vulnerable
  -
    Offense & Actions
  Speed 30 ft.
  Melee
   Melee Greatclub 
  +11 (two-hand, 
  backswing, shove, 
  reach 10 ft.), Damage  
  2d8+7 bludgeoning
   Ranged Javelin 
  +3, Damage 1d8+5 
  bludgeoning
   Melee Greatclub 
  +20 (two-hand, 
  backswing, shove, 
  reach 10 ft.), Damage  
  2d8+9 bludgeoning
   Ranged Javelin 
  +9, Damage 1d8+6 
  bludgeoning
   Melee  +29 (two-
  hand, backswing, 
  shove, reach 10 ft.), 
  Damage  2d8+13 
  bludgeoning
   Ranged Javelin 
  +19, Damage 1d8+8 
  bludgeoning
   Melee  +36 (two-
  hand, backswing, 
  shove, reach 15 ft.), 
  Damage  3d8+18 
  bludgeoning
   Ranged Javelin 
  +22, Damage 2d6+11 
  bludgeoning
    Other Abilities
  Innate Spells
  -
  Spellcasting -
  
  306
  Monstrous Humanoids
  AC 
  Armor Class
  8 [11]
  8 [11]
  6 [13]
  4 [15]
  HD 
  Hit Dice
  3
  5
  6
  7
  ATT Attacks
  Greatclub 2d8 or 
  Javelin 1d8
  Greatclub 2d8 or 
  Javelin 1d8
  Greatclub 2d10 or 
  Javelin 1d10
  Greatclub 3d10 or 
  Javelin 2d6
  THACO
  17 [+2]
  15 [+4]
  14 [+5]
  13 [+6]
  MV 
  Move
  90’ (30’)
  SV 
  Saves
   
  D 
  Death
   
  W Wand
   
  P 
  Paralysis
   
  B 
  Breath
   
  S 
  Spell
   
  U 
  Unified
  10
  11
  12
  13
  14
  12
  10
  11
  12
  13
  14
  12
  8
  9
  10
  10
  12
  10
  6
  7
  8
  8
  10
  8
  ML 
  Morale
  7
  7
  7
  7
  AL 
  Alignment
  Chaotic
  XP 
  Experience
  75
  275
  650
  900
    Special Abilities
  -
  -
  Ogre
    Low
    Moderate
    Advanced
    Elite
    Environment
  Temperate or Cold Hills
    Rarity
  Uncommon
    Role
  Brute / Normal
    # Encountered
  Solitary, Pair, Gang (3-4x), or Family (5-16x)
    Treasure
  Standard
   
  OSR
  
  307
  Monstrous Humanoids
  Ogre
    Low
    Moderate
    Advanced
    Elite
    Environment
  Temperate or Cold Hills
    Rarity
  Uncommon
    Role
  Brute / Normal
    # Encountered
  Solitary, Pair, Gang (3-4x), or Family (5-16x)
    Treasure
  Standard
  Great
  Init 
  Initiative
  -3
  -3
  -3
  -2
  Atk 
  Attacks
  Greatclub +5 
  melee (1d8+2)
   or Javelin +0 
  ranged (1d8+2)
  Greatclub +5 
  melee (2d6+3)
   or Javelin +1 
  ranged (1d8+2)
  Greatclub +5 
  melee (2d8+4)
   or Javelin -1 
  ranged (1d8+3)
  Greatclub +6 
  melee (2d8+6)
   or Javelin -2 
  ranged (2d6+4)
  Crit 
  Critical Hits
  20+:M/d8
  20+:M/d8
  20+:G/d4
  20+:G/d4
  AC 
  Armor Class
  11
  11
  13
  15
  HD 
  Hit Dice
  2d8 + 2
  3d8 + 3
  4d8 + 4
  5d8 + 5
  MV 
  Move
  30’
  ACT Action Dice
  1d24
  1d24+1d20
  1d24+1d20
  1d24+1d20
  SV 
  Saves
   
  Fort 
   
  Ref 
   
  Will
  +4
  +0
  +2
  +5
  +1
  +3
  +8
  +3
  +5
  +11
  +3
  +6
  AL 
  Alignment
  C
    Special Abilities
  -
  -
   
  DCC
  
  308
  Oozes
    Low
    Moderate
    Advanced
    Elite
    Terrain
  Any Underground
    Rarity
  Uncommon
    Role
  Lurker / Normal
    Organization
  Solitary
    Treasure
  None
  CR 6
  10
  14
  18
  Align / Size TN Large
  TN Huge
  TN Huge
  TN Gargantuan
  HD / Type Ooze 6
  Ooze 10
  Ooze 14
  Ooze 18
  Initiative -3
  -5
  -3
  -4
  Senses Perception -5 
  Blindsight 60’ 
  Blind
  Perception -5 
  Blindsight 60’ 
  Blind
  Perception -3 
  Blindsight 60’ 
  Blind
  Perception -3 
  Blindsight 60’ 
  Blind
    Defense
  AC 6
  touch 6; ff 6 
  -1 Size; -3 Dex
  3
  touch 3; ff 3 
  -2 Size; -5 Dex
  7
  touch 5; ff 7 
  -2 Size; -3 Dex; 
  +2 Natural
  7
  touch 2; ff 7 
  -4 Size; -4 Dex; 
  +5 Natural
  hp 55 (6d8)+24 
  104 (10d8)+60
  180 (14d8)+112 264 (18d8)+180 
  Saves Fort 
  +6
  Ref 
  -1
  Will 
  -3
  Fort 
  +9
  Ref 
  -2
  Will 
  -2
  Fort 
  +12
  Ref 
  +1
  Will 
  +1
  Fort 
  +16
  Ref 
  +2
  Will 
  +3
  Def Abilities Split; Immunities Critical Hits, Flanking, Mind-Affecting Effects, Paralysis, Poison, 
  Polymorph, Sleep, Sneak Attacks, Stunning
    Offense
  Movement 20’; Climb 20’; Suction
  Attacks Melee slam +4 
  (1d6+1)
  Melee slam +8 
  (1d8+4) 
  Melee slam +13 
  (1d8+7)
  Melee slam +16 
  (2d6+10) 
  Space / Reach
  10’ / 1’
  15’ / 15’
  15’ / 15’
  20’ / 20’
  Special Atks Constrict (2d6+1), 
  Corrosion
  Constrict (2d6+4), 
  Corrosion
  Constrict (2d6+7), 
  Corrosion
  Constrict (2d6+10), 
  Corrosion
    Statistics
  Black Pudding
   
  Pathfinder
  
  309
  Oozes
  Ability Scores Str 
  12
  Dex 5
  Con 18
  Int 
  *
  Wis 1
  Cha 1
  Str 
  16
  Dex 1
  Con 22
  Int 
  *
  Wis 1
  Cha 1
  Str 
  21
  Dex 5
  Con 26
  Int 
  *
  Wis 5
  Cha 5
  Str 
  25
  Dex 3
  Con 31
  Int 
  *
  Wis 5
  Cha 5
  Core Attack Base Atk +4
  CMB +6 
  +10 grapple
  CMD 13 
  23 vs. bullrush 
  can’t be tripped
  Base Atk +7
  CMB +12 
  +16 grapple
  CMD 17 
  27 vs. bullrush 
  can’t be tripped
  Base Atk +10
  CMB +17 
  +21 grapple
  CMD 24 
  34 vs. bullrush 
  can’t be tripped
  Base Atk +13
  CMB +24 
  +28 grapple
  CMD 30 
  40 vs. bullrush 
  can’t be tripped
  Feats
  -
  -
  -
  -
  Skills
  Acrobatics -3, Bluff -5, 
  Climb +9, Diplomacy 
  -5, Disguise -5, Escape 
  Artist -3, Fly -5, Heal -5, 
  Intimidate -5, Perception 
  -5, Perform (Untrained) 
  -5, Ride -3, Sense Motive 
  -5, Stealth -7, Survival -5, 
  Swim +1
  Acrobatics -5, Bluff -5, 
  Climb +11, Diplomacy 
  -5, Disguise -5, Escape 
  Artist -5, Fly -9, Heal -5, 
  Intimidate -5, Perception 
  -5, Perform (Untrained) 
  -5, Ride -5, Sense Motive 
  -5, Stealth -13, Survival 
  -5, Swim +3
  Acrobatics -3, Bluff -3, 
  Climb +13, Diplomacy 
  -3, Disguise -3, Escape 
  Artist -3, Fly -7, Heal -3, 
  Intimidate -3, Perception 
  -3, Perform (Untrained) 
  -3, Ride -3, Sense Motive 
  -3, Stealth -11, Survival 
  -3, Swim +5
  Acrobatics -4, Bluff -3, 
  Climb +15, Diplomacy 
  -3, Disguise -3, Escape 
  Artist -4, Fly -10, Heal -3, 
  Intimidate -3, Perception 
  -3, Perform (Untrained) 
  -3, Ride -4, Sense Motive 
  -3, Stealth -16, Survival 
  -3, Swim +7
  Languages
  -
  Special Acid (DC 17), 
  Blindsight, Can’t Be 
  Tripped, Ooze Traits, 
  Suction
  Acid (DC 21), 
  Blindsight, Can’t Be 
  Tripped, Ooze Traits, 
  Suction
  Acid (DC 25), 
  Blindsight, Can’t Be 
  Tripped, Ooze Traits, 
  Suction
  Acid (DC 29), 
  Blindsight, Can’t Be 
  Tripped, Ooze Traits, 
  Suction
    
    Special Qualities & Abilities
  Acid (Ex) A black pudding secretes a digestive acid that dissolves organic 
  material and metal quickly, but does not affect stone. Each time a creature 
  suffers damage from a black pudding’s acid, its clothing and armor take the 
  same amount of damage from the acid. A DC 21 Reflex save prevents damage 
  to clothing and armor. A metal or wooden weapon that strikes a black pudding 
  takes 2d6 acid damage unless the weapon’s wielder succeeds on a DC 29 Reflex 
  save. If a black pudding remains in contact with a wooden or metal object for 1 
  full round, it inflicts 21 points of acid damage (no save) to the object. 
  Constrict (Ex) You can crush an opponent, dealing 2d6+10 bludgeoning 
  damage, when you make a successful grapple check (in addition to any other 
  effects caused by a successful check, including additional damage). 
  Corrosion (Ex) An opponent that is being constricted by a black pudding 
  suffers a -4 penalty on Reflex saves made to resist acid damage applying to 
  clothing and armor. 
  Split (Ex) Slashing and piercing weapons deal no damage to a black pudding. 
  Instead, the creature splits into two identical puddings, each with half of the 
  original’s current hit points (round down). A pudding with 10 hit points or less 
  cannot be further split and dies if reduced to 0 hit points. 
  Suction (Ex) The black pudding can create powerful suction against any 
  surface as it climbs, allowing it to cling to inverted surfaces with ease. A black 
  pudding can establish or release suction as a swift action, and as long as it is 
  using suction, it moves at half speed. Because of the suction, a black pudding’s 
  CMD score gets a +10 circumstance bonus to resist bull rush, awesome blows, 
  and other attacks and effects that attempt to physically move it from its 
  location.  
  
  310
  Oozes
    Low
    Moderate
    Advanced
    Elite
  Armor Class
  11 
  (natural armor)
  12 
  (natural armor)
  12 
  (natural armor)
  12 
  (natural armor)
  Hit Points
  55
  104
  180
  264
  Speed
  20 ft. Climb 20 ft., Suction
  Size, Type, 
  Alignment
  Large ooze, unaligned
  Huge ooze, unaligned
  Huge ooze, unaligned
  Gargantuan ooze, 
  unaligned
  Ability 
  Scores / 
  Saves
  STR 
  10 (+0)
  DEX 3 (-4)
  CON 16 (+3)
  INT 
  10 (+0)
  WIS 
  1 (-5)
  CHA 1 (-5)
  STR 
  14 (+2)
  DEX 1 (-5)
  CON 18 (+4)
  INT 
  10 (+0)
  WIS 
  1 (-5)
  CHA 1 (-5)
  STR 
  18 (+4)
  DEX 3 (-4)
  CON 20 (+5)
  INT 
  10 (+0)
  WIS 
  3 (-4)
  CHA 3 (-4)
  STR 
  20 (+5)
  DEX 1 (-5)
  CON 22 (+6)
  INT 
  10 (+0)
  WIS 
  3 (-4)
  CHA 3 (-4)
  Saving 
  Throws
  -
  -
  -
  -
  Resistances
  -
  Immunities
  Critical Hits, Flanking, psychic, paralyzed, poisoned, Polymorph, unconscious, Sneak 
  Attacks, stunned
  Vulnerabilities
  -
  Senses
  Passive Perception +5, 
  Blindsight 60 ft.
  Passive Perception +5, 
  Blindsight 60 ft.
  Passive Perception +6, 
  Blindsight 60 ft.
  Passive Perception +6, 
  Blindsight 60 ft.
  Languages
  -
  Challenge
  6
  10
  14
  18
  Special 
  Abilities & 
  Qualities
  Saving Throw  
  Dexterity  DC 16
  Acid Damage 1d6
  Saving Throw  
  Dexterity  DC 18
  Acid Damage 2d6
  Saving Throw  
  Dexterity  DC 20
  Acid Damage 3d6
  Saving Throw  
  Dexterity  DC 22
  Acid Damage 4d6
  Acid A black pudding secretes a digestive acid that dissolves organic material and metal quickly, but does not affect stone. Each time a 
  creature suffers damage from a black pudding’s acid, its clothing and armor take the same amount of damage from the acid. A Dexterity 
  save prevents damage to clothing and armor. A metal or wooden weapon that strikes a black pudding takes acid damage unless the 
  weapon’s wielder succeeds on a Dexterity save. If a black pudding remains in contact with a wooden or metal object for 1 full round, it 
  inflicts 21 points of acid damage (no save) to the object.
    Low
    Moderate
    Advanced
    Elite
    Terrain
  Any Underground
    Rarity
  Uncommon
    Role
  Lurker / Normal
    Organization
  Solitary
    Treasure
  None
  Black Pudding
   
  5E
  
  311
  Oozes
    Low
    Moderate
    Advanced
    Elite
  Special 
  Abilities & 
  Qualities
  Damage 1d6
  Damage 2d6
  Damage 3d6
  Damage 4d6
  Constrict You can crush an opponent, dealing bludgeoning damage, when you make a successful grapple check (in addition to any other 
  effects caused by a successful check, including additional damage).
  Special 
  Abilities & 
  Qualities
  Split Slashing and piercing weapons deal no damage to a black pudding. Instead, the creature splits into two identical puddings, each 
  with half of the original’s current hit points (round down). A pudding with 10 hit points or less cannot be further split and dies if 
  reduced to 0 hit points.
  Suction The black pudding can create powerful suction against any surface as it climbs, allowing it to cling to inverted surfaces with 
  ease. A black pudding can establish or release suction as a swift action, and as long as it is using suction, it moves at half speed. 
  Because of the suction, all attempts to shift a black pudding from its position are made at disadvantage.
  Standard 
  Actions
  Slam Melee weapon 
  attack: +0 to hit, reach 
  10 ft., one target.  Hit 
  1d6+1 (4) bludgeoning 
  damage.
  Slam Melee weapon 
  attack: +3 to hit, reach 15 
  ft., one target.  Hit 1d8+4 
  (8) bludgeoning damage.
  Slam Melee weapon 
  attack: +5 to hit, reach 
  15 ft., one target.  Hit 
  1d8+7 (12) bludgeoning 
  damage.
  Slam Melee weapon 
  attack: +5 to hit, reach 
  20 ft., one target.  
  Hit 2d6+10 (17) 
  bludgeoning damage.
  Legendary 
  Actions
  -
  Innate 
  Spellcasting
  -
  Spellcasting
  -
  Possessions
  -
  
  312
  Oozes
  Level
  CREATURE 6
  CREATURE 10
  CREATURE 14
  CREATURE 18
  Rarity
  RARE
  RARE
  RARE
  UNCOMMON
  Alignment
  TN
  TN
  TN
  TN
  Size
  LARGE
  HUGE
  HUGE
  GARGANTUAN
  Other Traits
  OOZE
  Perception +1
  +5
  +11
  +15
  Languages -
  Skills
  Acrobatics +5, 
  Athletics +9, 
  Diplomacy +3, 
  Deception +3, 
  Medicine +3, 
  Intimidation +3, 
  Performance +3, 
  Stealth +5, Survival +3
  Acrobatics +7, 
  Athletics +15, 
  Diplomacy +7, 
  Deception +7, 
  Medicine +7, 
  Intimidation +7, 
  Performance +7, 
  Stealth +7, Survival +7
  Acrobatics +13, 
  Athletics +21, 
  Diplomacy +13, 
  Deception +13, 
  Medicine +13, 
  Intimidation +13, 
  Performance +13, 
  Stealth +13, Survival 
  +13
  Acrobatics +16, 
  Athletics +27, 
  Diplomacy +17, 
  Deception +17, 
  Medicine +17, 
  Intimidation +17, 
  Performance +17, 
  Stealth +16, Survival 
  +17
  Ability Scores Str 
  +1
  Dex -3
  Con +4
  Int 
  +0
  Wis -5
  Cha -5
  Str 
  +3
  Dex -5
  Con +6
  Int 
  +0
  Wis -5
  Cha -5
  Str 
  +5
  Dex -3
  Con +8
  Int 
  +0
  Wis -3
  Cha -3
  Str 
  +7
  Dex -4
  Con +10
  Int 
  +0
  Wis -3
  Cha -3
  Items -
  -
  -
  -
    Defense
  AC
  10
  10
  14
  15
  Fort 
  Ref 
  Will
  +12
  +5
  +3
  +18
  +7
  +7
  +24
  +13
  +13
  +30
  +16
  +17
  hp 
  63
  125
  203
  297
  Black Pudding
    Low
    Moderate
    Advanced
    Elite
    Terrain
  Any Underground
    Rarity
  Uncommon
    Role
  Lurker / Normal
    Organization
  Solitary
    Treasure
  None
   
  P2E
  
  313
  Oozes
  Immune Critical Hits, Flanking, psychic, paralyzed, poisoned, Polymorph, unconscious, Sneak 
  Attacks, stunned
  Resists -
  Aura -
  Defenses
  -
    Offense & Actions
  Speed 20 ft. Climb 20 ft., Suction
  Melee
   Melee Slam +11 
  (unarmed, reach 10 
  ft.), Damage 1d6+1 
  bludgeoning
   Melee Slam +17 
  (unarmed, reach 15 
  ft.), Damage 1d8+4 
  bludgeoning
   Melee Slam +27 
  (unarmed, reach 15 
  ft.), Damage 1d8+7 
  bludgeoning
   Melee Slam +36 
  (unarmed, reach 20 
  ft.), Damage 2d6+10 
  bludgeoning
  Acid
  Saving Throw 
  Reflex 16
  Acid Damage 1d6
  Saving Throw 
  Reflex 20
  Acid Damage 2d6
  Saving Throw 
  Reflex 24
  Acid Damage 4d6
  Saving Throw 
  Reflex 28
  Acid Damage 6d6
  Acid A black pudding secretes a digestive acid that dissolves organic material and metal quickly, 
  but does not affect stone. Each time a creature suffers damage from a black pudding’s acid, 
  its clothing and armor take the same amount of damage from the acid. A Reflex save prevents 
  damage to clothing and armor. A metal or wooden weapon that strikes a black pudding takes 
  acid damage unless the weapon’s wielder succeeds on a Reflex save. If a black pudding remains 
  in contact with a wooden or metal object for 1 full round, it inflicts 21 points of acid damage (no 
  save) to the object.
  Constrict
  Damage 2d6
  Damage 4d6
  Damage 6d6
  Damage 7d6
   You can crush an opponent, dealing bludgeoning damage, when you make a successful grapple 
  check (in addition to any other effects caused by a successful check, including additional damage).
  Split
  Split Slashing and piercing weapons deal no damage to a black pudding. Instead, the creature 
  splits into two identical puddings, each with half of the original’s current hit points (round down). 
  A pudding with 10 hit points or less cannot be further split and dies if reduced to 0 hit points.
  Suction The black pudding can create powerful suction against any surface as it climbs, allowing 
  it to cling to inverted surfaces with ease. A black pudding can establish or release 
  suction as a swift action, and as long as it is using suction, it moves at half speed. 
  Because of the suction, attempts to move the black pudding from its position suffer a -10 
  penalty.
    Other Abilities
  Innate Spells
  -
  Spellcasting -
  
  314
  Oozes
  AC 
  Armor Class
  9 [10]
  9 [10]
  9 [10]
  9 [10]
  HD 
  Hit Dice
  4
  5
  7
  8
  ATT Attacks
  Slam 1d6
  Slam 1d8
  Slam 1d10
  Slam 2d6
  THACO
  16 [+3]
  15 [+4]
  13 [+6]
  12 [+7]
  MV 
  Move
  60’ (20’)  Climb 60’ (20’) , Suction
  SV 
  Saves
   
  D 
  Death
   
  W Wand
   
  P 
  Paralysis
   
  B 
  Breath
   
  S 
  Spell
   
  U 
  Unified
  10
  11
  12
  13
  14
  12
  8
  9
  10
  10
  12
  10
  8
  9
  10
  10
  12
  10
  6
  7
  8
  8
  10
  8
  ML 
  Morale
  9
  9
  9
  9
  AL 
  Alignment
  Neutral
  XP 
  Experience
  175
  450
  900
  1,100
    Special Abilities
  Acid
  A black pudding secretes a digestive acid that dissolves organic material and metal quickly, but does not affect 
  stone. Each time a creature suffers damage from a black pudding's acid, its clothing and armor take the same 
  amount of damage from the acid. A Spell save prevents damage to clothing and armor. A metal or wooden 
  weapon that strikes a black pudding takes acid damage unless the weapon's wielder succeeds on a Spell save. If 
  a black pudding remains in contact with a wooden or metal object for 1 full round, it inflicts an amount of acid 
  damage equal to its Constitution score (no save) to the object.
  Constrict
  You can crush an opponent, dealing additional bludgeoning damage (equal to your normal melee attack 
  damage, or 1d6, whichever is greater), when you make a successful attack roll while grappling an enemy in 
  melee (in addition to any other effects caused by a successful check, including additional damage).
  Split
  Slashing and piercing weapons deal no damage to this creature. Instead, the creature splits into two identical 
  creatures, each with half of the original's current hit points (round down). A version of this creature with 10 hit 
  points or less cannot be further split and dies if reduced to 0 hit points.
  Suction
  The black pudding can create powerful suction against any surface as it climbs, allowing it to cling to inverted 
  surfaces with ease. A black pudding can establish or release suction as a swift action, and as long as it is using 
  suction, it moves at half speed. Because of the suction, attempts to move the black pudding from its position 
  suffer a -10 penalty.
  Black Pudding
    Low
    Moderate
    Advanced
    Elite
    Environment
  Any Underground
    Rarity
  Uncommon
    Role
  Lurker / Normal
    # Encountered
  Solitary
    Treasure
  None
   
  OSR
  
  315
  Oozes
  Black Pudding
    Low
    Moderate
    Advanced
    Elite
    Environment
  Any Underground
    Rarity
  Uncommon
    Role
  Lurker / Normal
    # Encountered
  Solitary
    Treasure
  None
  Init 
  Initiative
  -4
  -4
  -4
  -4
  Atk 
  Attacks
  Slam +1 melee 
  (1d6)
  Slam +3 melee 
  (1d8+1)
  Slam +5 melee 
  (1d10+2)
  Slam +5 melee 
  (2d6+4)
  Crit 
  Critical Hits
  20+:M/d8
  20+:M/d8
  20+:M/d10
  20+:M/d12
  AC 
  Armor Class
  10
  10
  10
  10
  HD 
  Hit Dice
  2d8 + 2
  3d8 + 3
  5d8 + 5
  6d8 + 6
  MV 
  Move
  20’, Climb 20’, Suction
  ACT Action Dice
  1d20
  1d24
  2d24
  1d24+2d20
  SV 
  Saves
   
  Fort 
   
  Ref 
   
  Will
  +4
  -1
  -2
  +6
  -1
  -1
  +8
  +1
  +1
  +11
  +1
  +2
  AL 
  Alignment
  N
    Special Abilities
  Acid
  A black pudding secretes a digestive acid that dissolves organic material and metal quickly, but does 
  not affect stone. Each time a creature suffers damage from a black pudding's acid, its clothing and 
  armor take the same amount of damage from the acid. A Reflex save prevents damage to clothing 
  and armor. A metal or wooden weapon that strikes a black pudding takes acid damage unless the 
  weapon's wielder succeeds on a Fortitude save. If a black pudding remains in contact with a wooden 
  or metal object for 1 full round, it inflicts an amount of acid damage equal to its Constitution score (no 
  save) to the object.
  Constrict
  You can crush an opponent, dealing additional bludgeoning damage (equal to your normal melee 
  attack damage, or 1d6, whichever is greater), when you make a successful attack roll while grappling 
  an enemy in melee (in addition to any other effects caused by a successful check, including additional 
  damage).
  Split
  Slashing and piercing weapons deal no damage to this creature. Instead, the creature splits into two 
  identical creatures, each with half of the original's current hit points (round down). A version of this 
  creature with 10 hit points or less cannot be further split and dies if reduced to 0 hit points.
  Suction
  The black pudding can create powerful suction against any surface as it climbs, allowing it to cling to 
  inverted surfaces with ease. A black pudding can establish or release suction as a swift action, and as 
  long as it is using suction, it moves at half speed. Because of the suction, attempts to move the black 
  pudding from its position suffer a -10 penalty.
   
  DCC
  
  316
  Oozes
    Low
    Moderate
    Advanced
    Elite
    Terrain
  Any Underground
    Rarity
  Rare
    Role
  Lurker / Normal
    Organization
  Solitary
    Treasure
  Incidental
  CR 4
  8
  12
  16
  Align / Size TN Large
  TN Large
  TN Large
  TN Huge
  HD / Type Ooze 4
  Ooze 8
  Ooze 12
  Ooze 16
  Initiative -5
  -5
  -3
  -4
  Senses Perception -5 
  Blindsight 60’ 
  Blind
  Perception -5 
  Blindsight 60’ 
  Blind
  Perception -3 
  Blindsight 60’ 
  Blind
  Perception -3 
  Blindsight 60’ 
  Blind
    Defense
  AC 4
  touch 4; ff 4 
  -1 Size; -5 Dex
  4
  touch 4; ff 4 
  -1 Size; -5 Dex
  8
  touch 6; ff 8 
  -1 Size; -3 Dex; 
  +2 Natural
  9
  touch 4; ff 9 
  -2 Size; -4 Dex; 
  +5 Natural
  hp 55 (4d8)+32 
  105 (8d8)+64 
  174 (12d8)+120 
  263 (16d8)+192 
  Saves Fort 
  +9
  Ref 
  -4
  Will 
  -4
  Fort 
  +10
  Ref 
  -3
  Will 
  -3
  Fort 
  +14
  Ref 
  +1
  Will 
  +1
  Fort 
  +17
  Ref 
  +1
  Will 
  +2
  Def Abilities Immunities Critical Hits, Electricity, Flanking, Mind-Affecting Effects, Paralysis, Poison, 
  Polymorph, Sleep, Sneak Attacks, Stunning
    Offense
  Movement 15’
  Attacks Melee slam +2 (1d6)
  Melee slam +5 (1d6)
  Melee slam +11 
  (1d6+3) 
  Melee slam +15 
  (1d8+5) 
  Space / Reach
  10’ / 10’
  10’ / 10’
  10’ / 10’
  15’ / 15’
  Special Atks Acid (1d6), Engulf 
  (DC 12), Paralysis 
  (DC 20)
  Acid (1d6), Engulf 
  (DC 14), Paralysis 
  (DC 20)
  Acid (1d6), Engulf 
  (DC 19), Paralysis 
  (DC 20)
  Acid (1d6), Engulf 
  (DC 23), Paralysis 
  (DC 20)
    Statistics
  Gelatinous Cube
   
  Pathfinder
  
  317
  Oozes
  Ability Scores Str 
  10
  Dex 1
  Con 26
  Int 
  *
  Wis 1
  Cha 1
  Str 
  11
  Dex 1
  Con 26
  Int 
  *
  Wis 1
  Cha 1
  Str 
  16
  Dex 5
  Con 30
  Int 
  *
  Wis 5
  Cha 5
  Str 
  21
  Dex 3
  Con 34
  Int 
  *
  Wis 5
  Cha 5
  Core Attack Base Atk +3
  CMB +4
  CMD 9 
  can’t be tripped
  Base Atk +6
  CMB +7
  CMD 12 
  can’t be tripped
  Base Atk +9
  CMB +13
  CMD 20 
  can’t be tripped
  Base Atk +12
  CMB +19
  CMD 25 
  can’t be tripped
  Feats
  -
  -
  -
  -
  Skills
  Acrobatics -5, Bluff -5, 
  Diplomacy -5, Disguise 
  -5, Escape Artist -5, Fly 
  -7, Heal -5, Intimidate -5, 
  Perception -5, Perform 
  (Untrained) -5, Ride -5, 
  Sense Motive -5, Stealth 
  -9, Survival -5
  Acrobatics -5, Bluff -5, 
  Diplomacy -5, Disguise 
  -5, Escape Artist -5, Fly 
  -7, Heal -5, Intimidate -5, 
  Perception -5, Perform 
  (Untrained) -5, Ride -5, 
  Sense Motive -5, Stealth 
  -9, Survival -5
  Acrobatics -3, Bluff -3, 
  Climb +3, Diplomacy 
  -3, Disguise -3, Escape 
  Artist -3, Fly -5, Heal -3, 
  Intimidate -3, Perception 
  -3, Perform (Untrained) 
  -3, Ride -3, Sense Motive 
  -3, Stealth -7, Survival -3, 
  Swim +3
  Acrobatics -4, Bluff -3, 
  Climb +5, Diplomacy 
  -3, Disguise -3, Escape 
  Artist -4, Fly -8, Heal -3, 
  Intimidate -3, Perception 
  -3, Perform (Untrained) 
  -3, Ride -4, Sense Motive 
  -3, Stealth -12, Survival 
  -3, Swim +5
  Languages
  -
  Special Blindsight, Can’t Be Tripped, Ooze Traits, Transparent
    
    Special Qualities & Abilities
  Acid (Ex) A gelatinous cube’s acid does not harm metal or stone. 
  Engulf (Ex) Although it moves slowly, a gelatinous cube can simply engulf 
  Large or smaller creatures in its path as a standard action. It cannot make a 
  slam attack during a round in which it engulfs. The gelatinous cube merely has 
  to move over the opponents, affecting as many as it can cover. Opponents can 
  make attacks of opportunity against the cube, but if they do so they are not 
  entitled to a saving throw. Those who do not attempt attacks of opportunity 
  can attempt a DC 23 Reflex save to avoid being engulfed--on a success, they 
  are pushed back or aside (opponent’s choice) as the cube moves forward. 
  Engulfed creatures are subject to the cube’s paralysis and acid, gain the pinned 
  condition, are in danger of suffocating, and are trapped within its body until 
  they are no longer pinned. 
  Paralysis (Ex) A gelatinous cube secretes an anesthetizing slime. A target hit 
  by a cube’s melee or engulf attack must succeed on a DC 20 Fortitude save or 
  be paralyzed for 3d6 rounds. The cube can automatically engulf a paralyzed 
  opponent. 
  Transparent (Ex) Due to its lack of coloration, a gelatinous cube is difficult to 
  discern. A DC 15 Perception check is required to notice a motionless gelatinous 
  cube. Any creature that fails to notice a gelatinous cube and walks into it is 
  automatically engulfed. 
  
  318
  Oozes
    Low
    Moderate
    Advanced
    Elite
  Armor Class
  11 
  (natural armor)
  11 
  (natural armor)
  13 
  (natural armor)
  13 
  (natural armor)
  Hit Points
  55
  105
  174
  263
  Speed
  15 ft.
  Size, Type, 
  Alignment
  Large ooze, unaligned
  Large ooze, unaligned
  Large ooze, unaligned
  Huge ooze, unaligned
  Ability 
  Scores / 
  Saves
  STR 
  8 (-1)
  DEX 1 (-5)
  CON 20 (+5)
  INT 
  10 (+0)
  WIS 
  1 (-5)
  CHA 1 (-5)
  STR 
  9 (-1)
  DEX 1 (-5)
  CON 20 (+5)
  INT 
  10 (+0)
  WIS 
  1 (-5)
  CHA 1 (-5)
  STR 
  14 (+2)
  DEX 3 (-4)
  CON 22 (+6)
  INT 
  10 (+0)
  WIS 
  3 (-4)
  CHA 3 (-4)
  STR 
  18 (+4)
  DEX 1 (-5)
  CON 24 (+7)
  INT 
  10 (+0)
  WIS 
  3 (-4)
  CHA 3 (-4)
  Saving 
  Throws
  -
  -
  -
  -
  Resistances
  -
  Immunities
  Critical Hits, Electricity, Flanking, psychic, paralyzed, poisoned, Polymorph, unconscious, 
  Sneak Attacks, stunned
  Vulnerabilities
  -
  Senses
  Passive Perception +5, 
  Blindsight 60 ft.
  Passive Perception +5, 
  Blindsight 60 ft.
  Passive Perception +6, 
  Blindsight 60 ft.
  Passive Perception +6, 
  Blindsight 60 ft.
  Languages
  -
  Challenge
  4
  8
  12
  16
  Special 
  Abilities & 
  Qualities
  Damage 1d4
  Damage 1d6
  Damage 2d4
  Damage 2d6
  Acid This creature’s slam attack inflicts additional acid damage when it causes damage.  A gelatinous cube’s acid does 
  not harm metal or stone.
    Low
    Moderate
    Advanced
    Elite
    Terrain
  Any Underground
    Rarity
  Rare
    Role
  Lurker / Normal
    Organization
  Solitary
    Treasure
  Incidental
  gelatinous cuBe
   
  5E
  
  319
  Oozes
    Low
    Moderate
    Advanced
    Elite
  Special 
  Abilities & 
  Qualities
  Saving Throw  
  Dexterity DC 17
  Saving Throw  
  Dexterity DC 18
  Saving Throw  
  Dexterity DC 20
  Saving Throw  
  Dexterity DC 22
  Engulf Although it moves slowly, a gelatinous cube can simply engulf any creatures at least one size category 
  smaller than itself in its path as a standard action. It cannot make a slam attack during a round in which it 
  engulfs. The gelatinous cube merely has to move over the opponents, affecting as many as it can cover. 
  Opponents can make attacks of opportunity against the cube, but if they do so they are not entitled to a 
  saving throw. Those who do not attempt attacks of opportunity can attempt a Dexterity save to avoid being 
  engulfed-on a success, they are pushed back or aside (opponent’s choice) as the cube moves forward. 
  Engulfed creatures are subject to the cube’s paralysis and acid, gain the pinned condition, are in danger of 
  suffocating, and are trapped within its body until they are no longer pinned.
  Special 
  Abilities & 
  Qualities
  Saving Throw  
  Constitution DC 17
  Saving Throw  
  Constitution DC 18
  Saving Throw  
  Constitution DC 20
  Saving Throw  
  Constitution DC 22
  Paralysis A gelatinous cube secretes an anesthetizing slime. A target hit by a cube’s melee or engulf attack must succeed 
  on a Constitution save or be paralyzed for 3d6 rounds. The cube can automatically engulf a paralyzed opponent.
  Special 
  Abilities & 
  Qualities
  Transparent Due to its lack of coloration, a gelatinous cube is difficult to discern.  A DC 15 Perception check 
  is required to notice a motionless gelatinous cube. Any creature that fails to notice a gelatinous cube and 
  walks into it is automatically engulfed.
  Standard 
  Actions
  Slam Melee weapon 
  attack: -2 to hit, reach 10 
  ft., one target.  Hit 1d6 
  (6) bludgeoning damage.
  Slam Melee weapon 
  attack: -3 to hit, reach 10 
  ft., one target.  Hit 1d6 
  (6) bludgeoning damage.
  Slam Melee weapon 
  attack: +1 to hit, reach 
  10 ft., one target.  Hit 
  1d6+3 (6) bludgeoning 
  damage.
  Slam Melee weapon 
  attack: +4 to hit, reach 
  15 ft., one target.  Hit 
  1d8+5 (10) bludgeoning 
  damage.
  Legendary 
  Actions
  -
  Innate 
  Spellcasting
  -
  Spellcasting
  -
  Possessions
  -
  
  320
  Oozes
  Level
  CREATURE 4
  CREATURE 8
  CREATURE 12
  CREATURE 16
  Rarity
  RARE
  RARE
  RARE
  UNCOMMON
  Alignment
  TN
  TN
  TN
  TN
  Size
  LARGE
  LARGE
  LARGE
  HUGE
  Other Traits
  OOZE
  Perception -1
  +3
  +9
  +13
  Languages -
  Skills
  Acrobatics +0, 
  Diplomacy +0, 
  Deception +0, 
  Medicine +0, 
  Intimidation +0, 
  Performance +0, 
  Stealth +0, Survival 
  +0
  Acrobatics +5, 
  Diplomacy +5, 
  Deception +5, 
  Medicine +5, 
  Intimidation +5, 
  Performance +5, 
  Stealth +5, Survival +5
  Acrobatics +11, 
  Athletics +17, 
  Diplomacy +11, 
  Deception +11, 
  Medicine +11, 
  Intimidation +11, 
  Performance +11, 
  Stealth +11, Survival 
  +11
  Acrobatics +14, 
  Athletics +23, 
  Diplomacy +15, 
  Deception +15, 
  Medicine +15, 
  Intimidation +15, 
  Performance +15, 
  Stealth +14, Survival 
  +15
  Ability Scores Str 
  +0
  Dex -5
  Con +8
  Int 
  +0
  Wis -5
  Cha -5
  Str 
  +0
  Dex -5
  Con +8
  Int 
  +0
  Wis -5
  Cha -5
  Str 
  +3
  Dex -3
  Con +10
  Int 
  +0
  Wis -3
  Cha -3
  Str 
  +5
  Dex -4
  Con +12
  Int 
  +0
  Wis -3
  Cha -3
  Items -
  -
  -
  -
    Defense
  AC
  7
  9
  13
  14
  Fort 
  Ref 
  Will
  +14
  +1
  +1
  +18
  +5
  +5
  +24
  +11
  +11
  +30
  +14
  +15
  hp 
  58
  116
  198
  296
  Gelatinous Cube
    Low
    Moderate
    Advanced
    Elite
    Terrain
  Any Underground
    Rarity
  Rare
    Role
  Lurker / Normal
    Organization
  Solitary
    Treasure
  Incidental
   
  P2E
  
  321
  Oozes
  Immune Critical Hits, Electricity, Flanking, psychic, paralyzed, poisoned, Polymorph, 
  unconscious, Sneak Attacks, stunned
  Resists -
    Offense & Actions
  Speed 15 ft.
  Melee
   Melee Slam +4 
  (unarmed, reach 
  10 ft.), Damage 1d6 
  bludgeoning
   Melee Slam +11 
  (unarmed, reach 
  10 ft.), Damage 1d6 
  bludgeoning
   Melee Slam +23 
  (unarmed, reach 10 
  ft.), Damage 1d6+3 
  bludgeoning
   Melee Slam +29 
  (unarmed, reach 15 
  ft.), Damage 1d8+5 
  bludgeoning
  Acid
  Damage 1d4
  Damage 1d6
  Damage 2d4
  Damage 2d6
  Acid This creature’s slam attack inflicts additional acid damage when it causes damage.  A 
  gelatinous cube’s acid does not harm metal or stone.
  Engulf
  Saving Throw 
  Reflex 20
  Saving Throw 
  Reflex 22
  Saving Throw 
  Reflex 26
  Saving Throw 
  Reflex 30
   Although it moves slowly, a gelatinous cube can simply engulf any creatures at least one size 
  category smaller than itself in its path as a standard action. It cannot make a slam attack during 
  a round in which it engulfs. The gelatinous cube merely has to move over the opponents, affecting 
  as many as it can cover. Opponents can make attacks of opportunity against the cube, but if they 
  do so they are not entitled to a saving throw. Those who do not attempt attacks of opportunity 
  can attempt a Reflex save to avoid being engulfed-on a success, they are pushed back or aside 
  (opponent’s choice) as the cube moves forward. Engulfed creatures are subject to the cube’s 
  paralysis and acid, gain the pinned condition, are in danger of suffocating, and are trapped within 
  its body until they are no longer pinned.
  Transparent
  Transparent Due to its lack of coloration, a gelatinous cube is difficult to discern.  A DC 15 
  Perception check is required to notice a motionless gelatinous cube. Any creature that fails to 
  notice a gelatinous cube and walks into it is automatically engulfed.
    Other Abilities
  Innate Spells
  -
  Spellcasting -
  
  322
  Oozes
  AC 
  Armor Class
  9 [10]
  9 [10]
  9 [10]
  9 [10]
  HD 
  Hit Dice
  3
  5
  6
  7
  ATT Attacks
  Slam 1d6
  Slam 1d8
  Slam 1d10
  Slam 2d6
  THACO
  17 [+2]
  15 [+4]
  14 [+5]
  13 [+6]
  MV 
  Move
  45’ (15’)
  SV 
  Saves
   
  D 
  Death
   
  W Wand
   
  P 
  Paralysis
   
  B 
  Breath
   
  S 
  Spell
   
  U 
  Unified
  10
  11
  12
  13
  14
  12
  10
  11
  12
  13
  14
  12
  8
  9
  10
  10
  12
  10
  6
  7
  8
  8
  10
  8
  ML 
  Morale
  9
  9
  9
  9
  AL 
  Alignment
  Neutral
  XP 
  Experience
  75
  275
  650
  900
    Special Abilities
  Acid
  This creature's slam attack inflicts additional 1d6 acid damage when it causes 
  damage.  A gelatinous cube's acid does not harm metal or stone.
  Engulf
  The creature can engulf creatures in its path as part of a standard action. It cannot 
  make other attacks during a round in which it engulfs. The creature merely has to 
  move over its opponents, affecting as many as it can cover. Each victim may attempt 
  a Breath save to avoid being engulfed - on a success, they are pushed back or aside 
  (target's choice) as the creature moves forward. Engulfed opponents cannot move, 
  are in danger of suffocating, are trapped within the creature's body until they are no 
  longer pinned, and may be subject to other special attacks from the creature.
  Paralysis
  A gelatinous cube secretes an anesthetizing slime. A target hit by a cube's melee or 
  engulf attack must succeed on a Paralysis save or be paralyzed for 3d6 rounds. The 
  cube can automatically engulf a paralyzed opponent.
  Transparent
  Due to its lack of coloration, a gelatinous cube is difficult to discern.  Any creature 
  that fails to notice a gelatinous cube and walks into it is automatically engulfed.
  Gelatinous Cube
    Low
    Moderate
    Advanced
    Elite
    Environment
  Any Underground
    Rarity
  Rare
    Role
  Lurker / Normal
    # Encountered
  Solitary
    Treasure
  Incidental
   
  OSR
  
  323
  Oozes
  Gelatinous Cube
    Low
    Moderate
    Advanced
    Elite
    Environment
  Any Underground
    Rarity
  Rare
    Role
  Lurker / Normal
    # Encountered
  Solitary
    Treasure
  Incidental
  Init 
  Initiative
  -4
  -4
  -4
  -4
  Atk 
  Attacks
  Slam -2 melee 
  (1d6)
  Slam -3 melee 
  (1d6)
  Slam +1 melee 
  (1d6+1)
  Slam +4 melee 
  (1d8+2)
  Crit 
  Critical Hits
  20+:M/d8
  20+:M/d8
  20+:M/d10
  20+:M/d10
  AC 
  Armor Class
  10
  10
  10
  10
  HD 
  Hit Dice
  2d8 + 2
  3d8 + 3
  4d8 + 4
  5d8 + 5
  MV 
  Move
  15’
  ACT Action Dice
  1d20
  1d20
  1d24+1d20
  2d24
  SV 
  Saves
   
  Fort 
   
  Ref 
   
  Will
  +6
  -3
  -3
  +7
  -2
  -2
  +9
  +1
  +1
  +11
  +1
  +1
  AL 
  Alignment
  N
    Special Abilities
  Acid
  This creature's slam attack inflicts additional 1d6 acid damage when it causes 
  damage.  A gelatinous cube's acid does not harm metal or stone.
  Engulf
  The creature can engulf creatures in its path as part of a standard action. It cannot 
  make other attacks during a round in which it engulfs. The creature merely has 
  to move over its opponents, affecting as many as it can cover. Each victim may 
  attempt a Reflex save to avoid being engulfed - on a success, they are pushed 
  back or aside (target's choice) as the creature moves forward. Engulfed opponents 
  cannot move, are in danger of suffocating, are trapped within the creature's body 
  until they are no longer pinned, and may be subject to other special attacks from 
  the creature.
  Paralysis
  A gelatinous cube secretes an anesthetizing slime. A target hit by a cube's melee or 
  engulf attack must succeed on a Fortitude save or be paralyzed for 3d6 rounds. The 
  cube can automatically engulf a paralyzed opponent.
  Transparent
  Due to its lack of coloration, a gelatinous cube is difficult to discern.  Any creature 
  that fails to notice a gelatinous cube and walks into it is automatically engulfed.
   
  DCC
  
  324
  Outsiders
    Low
    Moderate
    Advanced
    Elite
    Terrain
  Any (Plane of Fire)
    Rarity
  Rare
    Role
  Brute / Normal
    Organization
  Solitary, Pair, Team (3-6x), Squad (11-20x plus others), or Clan (30-100x 
  plus others)
    Treasure
  Standard
   
   
  CR 2
  6
  10
  14
  Align / Size LN Medium 
  (extraplanar, 
  fire)
  LN Medium 
  (extraplanar, 
  fire)
  LN Medium 
  (extraplanar, 
  fire)
  LN Large 
  (extraplanar, 
  fire)
  HD / Type Outsider 2
  Outsider 6
  Outsider 10
  Outsider 14
  Initiative +1
  +1
  +3
  +2
  Senses Perception +6 
  Darkvision 60’
  Perception +10 
  Darkvision 60’
  Perception +16 
  Darkvision 60’
  Perception +20 
  Darkvision 60’
    Defense
  AC 18
  touch 11; ff 17 
  +1 Dex; +2 Natural; 
  +5 Armor
  18
  touch 11; ff 17 
  +1 Dex; +2 Natural; 
  +5 Armor
  22
  touch 13; ff 19 
  +3 Dex; +4 Natural; 
  +5 Armor
  23
  touch 11; ff 21 
  -1 Size; +2 Dex;  
  +7 Natural; 
  +5 Armor
  hp 11 (2d10)+4 
  49 (6d10)+12 
  95 (10d10)+40 
  185 (14d10)+98 
  Saves Fort 
  +5
  Ref 
  +1
  Will 
  +4
  Fort 
  +7
  Ref 
  +3
  Will 
  +6
  Fort 
  +11
  Ref 
  +6
  Will 
  +12
  Fort 
  +16
  Ref 
  +8
  Will 
  +14
  Def Abilities Spell Resistance 13; Weaknesses Vulnerability to Cold
    Offense
  Movement 20’
  Attacks Melee light hammer 
  +3 (1d4+1) or 
  Ranged light 
  hammer (thrown) +3 
  (1d4+1) or 
  Melee masterwork 
  warhammer +4 
  (1d8+1/x3) 
  Melee light hammer 
  +7/+2 (1d4+1) or 
  Ranged light 
  hammer (thrown) 
  +7/+2 (1d4+1) or 
  Melee masterwork 
  warhammer +8/+3 
  (1d8+1/x3)
  Melee light hammer 
  +14/+9 (1d4+4) or 
  Ranged light 
  hammer (thrown) 
  +13/+8 (1d4+4) or 
  Melee masterwork 
  warhammer +15/+10 
  (1d8+4/x3) 
  Melee light hammer 
  N/A (2H: N/A) or 
  Ranged light hammer 
  (thrown) +15/+10/+5 
  (1d4+6) or 
  Melee masterwork 
  warhammer 
  +20/+15/+10 (1d8+6/
  x3) 
  Azer
   
  Pathfinder
  
  325
  Outsiders
  Space / Reach
  5’ / 5’
  5’ / 5’
  5’ / 5’
  10’ / 10’
  Special Atks Heat (1d6 fire)
    Statistics
  Ability Scores Str 
  13
  Dex 12
  Con 15
  Int 
  12
  Wis 12
  Cha 9
  Str 
  13
  Dex 12
  Con 15
  Int 
  12
  Wis 12
  Cha 9
  Str 
  18
  Dex 16
  Con 19
  Int 
  16
  Wis 16
  Cha 14
  Str 
  22
  Dex 14
  Con 24
  Int 
  16
  Wis 16
  Cha 14
  Core Attack Base Atk +2
  CMB +3
  CMD 14
  Base Atk +6
  CMB +7 
  +9 bullrush or 
  overrun
  CMD 18 
  20 vs. bullrush or 
  overrun
  Base Atk +10
  CMB +14 
  +16 bullrush or 
  overrun
  CMD 27 
  29 vs. bullrush or 
  overrun
  Base Atk +14
  CMB +21 
  +23 bullrush or 
  overrun
  CMD 33 
  35 vs. bullrush or 
  overrun
  Feats
  Martial Weapon 
  Proficiency, Power 
  Attack, Simple Weapon 
  Proficiency
  Improved Bull Rush, 
  Improved Overrun, 
  Martial Weapon 
  Proficiency, Power 
  Attack, Simple Weapon 
  Proficiency
  Cleave, Improved Bull 
  Rush, Improved Overrun, 
  Iron Will, Martial Weapon 
  Proficiency, Power 
  Attack, Simple Weapon 
  Proficiency
  Cleave, Combat Reflexes, 
  Improved Bull Rush, 
  Improved Overrun, 
  Iron Will, Lightning 
  Reflexes, Martial Weapon 
  Proficiency, Power 
  Attack, Simple Weapon 
  Proficiency
  Skills
  Acrobatics +3, Appraise 
  +6, Artistry +1, Bluff -1, 
  Climb +6, Craft (Armor) 
  +6, Craft (Clothing) +6, 
  Craft (Untrained) +1, 
  Diplomacy -1, Disguise -1, 
  Escape Artist +1, Fly +1, 
  Heal +1, Intimidate -1, 
  Knowledge (Nobility) +6, 
  Perception +6, Perform 
  (Untrained) -1, Ride +1, 
  Sense Motive +1, Stealth 
  +1, Survival +1, Swim +1
  Acrobatics +3, Appraise 
  +10, Artistry +1, Bluff +7, 
  Climb +10, Craft (Armor) 
  +10, Craft (Clothing) 
  +10, Craft (Untrained) 
  +1, Escape Artist +1, Fly 
  +1, Heal +1, Knowledge 
  (Nobility) +10, Perception 
  +10, Ride +1, Sense 
  Motive +1, Stealth +1, 
  Survival +1, Swim +1
  Acrobatics +5, Appraise 
  +16, Artistry +3, 
  Bluff +15, Climb +17, 
  Craft (Armor) +16, 
  Craft (Clothing) +16, 
  Craft (Untrained) +3, 
  Diplomacy +2, Disguise 
  +2, Escape Artist +3, Fly 
  +3, Heal +3, Intimidate 
  +2, Knowledge (Nobility) 
  +16, Perception +16, 
  Perform (Untrained) +2, 
  Ride +3, Sense Motive 
  +16, Stealth +14, Survival 
  +3, Swim +4
  Acrobatics +4, Appraise 
  +20, Artistry +3, 
  Bluff +19, Climb +23, 
  Craft (Armor) +20, 
  Craft (Clothing) +20, 
  Craft (Untrained) +3, 
  Diplomacy +2, Disguise 
  +2, Escape Artist +2, 
  Heal +3, Intimidate +2, 
  Knowledge (Nobility) 
  +20, Perception +20, 
  Perform (Untrained) +2, 
  Ride +2, Sense Motive 
  +20, Stealth +13, Survival 
  +3, Swim +6
  Languages
  Common, Ignan
  Special Darkvision, Outsider Traits, Vulnerability to Cold
  Treasure Light hammer (4x); masterwork scale mail; masterwork warhammer
    
    Special Qualities & Abilities
  Heat (Su) The creature generates so much heat that its mere touch deals 
  additional fire damage. The creature’s metallic melee weapons also conduct 
  this heat. 
  Vulnerability to Cold (Ex) You take half again as much (+50%) damage as 
  normal from Cold, regardless of whether a saving throw is allowed, or if the 
  save is a success or failure  
    
    Feats
  Cleave You can strike two adjacent foes with a single swing. 
  As a standard action, you can make a single attack at your 
  full base attack bonus against a foe within reach. If you 
  hit, you deal damage normally and can make an additional 
  attack (using your full base attack bonus) against a foe that 
  is adjacent to the first and also within reach. You can only 
  make one additional attack per round with this feat. When 
  you use this feat, you take a -2 penalty to your Armor Class 
  until your next turn. 
  Combat Reflexes You can make additional attacks of 
  opportunity. You may make 2 additional attacks of 
  
  326
  Outsiders
  opportunity per round. With this feat, you may also make 
  attacks of opportunity while flat-footed. 
  Improved Bull Rush You are skilled at pushing your foes 
  around. You do not provoke an attack of opportunity when 
  performing a bull rush combat maneuver. In addition, you 
  receive a +2 bonus on checks made to bull rush a foe. You 
  also receive a +2 bonus to your Combat Maneuver Defense 
  whenever an opponent tries to bull rush you. 
  Improved Overrun You are skilled at running down your 
  foes. You do not provoke an attack of opportunity when 
  performing an overrun combat maneuver. In addition, you 
  receive a +2 bonus on checks made to overrrun a foe. You 
  also receive a +2 bonus to your Combat Maneuver Defense 
  whenever an opponent tries to overrun you. Targets of 
  your overrun attempt may not chose to avoid you. 
  Iron Will You are more resistant to mental effects. You 
  get a +2 bonus on all Will saving throws. 
  Lightning Reflexes You have faster reflexes than normal. 
  You get a +2 bonus on all Reflex saving throws. 
  Power Attack You can make exceptionally deadly melee 
  attacks by sacrificing accuracy for strength. You can 
  choose to take a -4 penalty on all melee attack rolls 
  and combat maneuver checks to gain a +8 bonus on all 
  melee damage rolls. This bonus to damage is increased 
  by half (+50%) if you are making an attack with a two-
  handed weapon, a one handed weapon using two hands, 
  or a primary natural weapon that adds 1-1/2 times your 
  Strength modifier on damage rolls. This bonus to damage 
  is halved (-50%) if you are making an attack with an 
  off-hand weapon or secondary natural weapon. You must 
  choose to use this feat before making an attack roll, and 
  its effects last until your next turn. The bonus damage 
  does not apply to touch attacks or effects that do not deal 
  hit point damage. 
  
  327
  Outsiders
    Low
    Moderate
    Advanced
    Elite
  Armor Class
  16 
  (natural armor)
  16 
  (natural armor)
  17 
  (natural armor)
  18 
  (natural armor)
  Hit Points
  11
  49
  95
  185
  Speed
  20 ft.
  Size, Type, 
  Alignment
  Medium monstrosity, 
  lawful neutral
  Medium monstrosity, 
  lawful neutral
  Medium monstrosity, 
  lawful neutral
  Large monstrosity, lawful 
  neutral
  Ability 
  Scores / 
  Saves
  STR 
  11 (+0)
  DEX 10 (+0)
  CON 13 (+1)
  INT 
  10 (+0)
  WIS 
  10 (+0)
  CHA 7 (-2)
  STR 
  11 (+0)
  DEX 10 (+0)
  CON 13 (+1)
  INT 
  10 (+0)
  WIS 
  10 (+0)
  CHA 8 (-1)
  STR 
  16 (+3)
  DEX 14 (+2)
  CON 17 (+3)
  INT 
  14 (+2)
  WIS 
  14 (+2)
  CHA 12 (+1)
  STR 
  18 (+4)
  DEX 12 (+1)
  CON 19 (+4)
  INT 
  14 (+2)
  WIS 
  14 (+2)
  CHA 12 (+1)
  Saving 
  Throws
  -
  -
  -
  -
  Resistances
  -
  Immunities
  Fire
  Vulnerabilities
  Vulnerability to Cold
  Senses
  Passive Perception +10, 
  Darkvision 60 ft.
  Passive Perception +10, 
  Darkvision 60 ft.
  Passive Perception +16, 
  Darkvision 60 ft.
  Passive Perception +17, 
  Darkvision 60 ft.
  Languages
  -
  Challenge
  2
  6
  10
  14
  Special 
  Abilities & 
  Qualities
  Damage 1d4
  Damage 1d6
  Damage 2d4
  Damage 2d6
  Heated Body A creature that touches the azer or hits it with a melee attack while within 5’ of it takes additional fire damage.
  Special 
  Abilities & 
  Qualities
  Damage 1d4
  Damage 1d6
  Damage 2d4
  Damage 2d6
  Heated Weapons When the azer hits with a metal melee weapon, it deals extra fire damage.
    Low
    Moderate
    Advanced
    Elite
    Terrain
  Any (Plane of Fire)
    Rarity
  Rare
    Role
  Brute / Normal
    Organization
  Solitary, Pair, Team (3-6x), Squad (11-20x plus others), or Clan (30-100x plus others)
    Treasure
  Standard
  Azer
   
  5E
  
  328
  Outsiders
    Low
    Moderate
    Advanced
    Elite
  Standard 
  Actions
  Light Hammer Melee 
  weapon attack: +1 to 
  hit, reach 5 ft., one 
  target.  Hit 1d4+1 (4) 
  bludgeoning damage.
  Light Hammer Ranged 
  weapon attack: +1 to hit, 
  one target.  Hit 1d4+1 
  (4) bludgeoning damage.
  Warhammer Melee 
  weapon attack: +1 to 
  hit, reach 5 ft., one 
  target.  Hit 1d8x3 (1) 
  bludgeoning damage.
  Light Hammer Melee 
  weapon attack: +0 to hit, 
  reach 5 ft., one target.  Hit 
  1d4+1 (4) bludgeoning 
  damage.
  Light Hammer Ranged 
  weapon attack: +0 to hit, 
  one target.  Hit 1d4+1 (4) 
  bludgeoning damage.
  Warhammer Melee 
  weapon attack: +0 to hit, 
  reach 5 ft., one target.  Hit 
  1d8x3 (1) bludgeoning 
  damage.
  Light Hammer Melee 
  weapon attack: +4 to 
  hit, reach 5 ft., one 
  target.  Hit 1d4+4 (6) 
  bludgeoning damage.
  Light Hammer Ranged 
  weapon attack: +3 to hit, 
  one target.  Hit 1d4+4 
  (6) bludgeoning damage.
  Warhammer Melee 
  weapon attack: +4 to 
  hit, reach 5 ft., one 
  target.  Hit 1d8x3 (1) 
  bludgeoning damage.
  Light Hammer Melee 
  weapon attack: +5 to hit, 
  reach 10 ft., one target.  
  Hit  +X (0) bludgeoning 
  damage.
  Light Hammer Ranged 
  weapon attack: +1 to hit, 
  one target.  Hit 1d4+6 
  (8) bludgeoning damage.
  Warhammer Melee 
  weapon attack: +5 to hit, 
  reach 10 ft., one target.  
  Hit 1d8+6/x3 (10) 
  bludgeoning damage.
  Illustration 10: Azer
  
  329
  Outsiders
  Level
  CREATURE 2
  CREATURE 6
  CREATURE 10
  CREATURE 14
  Rarity
  RARE
  RARE
  RARE
  UNCOMMON
  Alignment
  LN
  LN
  LN
  LN
  Size
  MEDIUM
  MEDIUM
  MEDIUM
  LARGE
  Other Traits
  FIRE
  Perception +7, darkvision
  +11, darkvision
  +19, darkvision
  +23, darkvision
  Languages Common, Ignan
  Skills
  Acrobatics +5, 
  Athletics +6, Crafting 
  +6, Diplomacy 
  +3, Deception 
  +3, Medicine 
  +5, Intimidation 
  +3, Society +6, 
  Performance +3, 
  Stealth +5, Survival +5
  Acrobatics +9, 
  Athletics +9, Crafting 
  +9, Medicine +9, 
  Society +9, Stealth +9, 
  Survival +9
  Acrobatics +15, 
  Athletics +16, Crafting 
  +15, Diplomacy 
  +14, Deception 
  +14, Medicine 
  +15, Intimidation 
  +14, Society +15, 
  Performance +14, 
  Stealth +15, Survival 
  +15
  Acrobatics +18, 
  Athletics +22, Crafting 
  +19, Diplomacy 
  +18, Deception 
  +18, Medicine 
  +19, Intimidation 
  +18, Society +19, 
  Performance +18, 
  Stealth +18, Survival 
  +19
  Ability Scores Str 
  +1
  Dex +1
  Con +2
  Int 
  +1
  Wis +1
  Cha -1
  Str 
  +1
  Dex +1
  Con +2
  Int 
  +1
  Wis +1
  Cha +0
  Str 
  +4
  Dex +3
  Con +4
  Int 
  +3
  Wis +3
  Cha +2
  Str 
  +6
  Dex +2
  Con +7
  Int 
  +3
  Wis +3
  Cha +2
    Defense
  AC
  18
  18
  24
  25
  Fort 
  Ref 
  Will
  +6
  +5
  +5
  +10
  +9
  +9
  +16
  +15
  +15
  +23
  +18
  +19
  hp 
  17
  51
  105
  189
  Immune Fire
  Azer
    Low
    Moderate
    Advanced
    Elite
    Terrain
  Any (Plane of Fire)
    Rarity
  Rare
    Role
  Brute / Normal
    Organization
  Solitary, Pair, Team (3-6x), Squad (11-20x plus others), or Clan (30-100x 
  plus others)
    Treasure
  Standard
   
  P2E
  
  330
  Outsiders
    Offense & Actions
  Speed 20 ft.
  Melee
   Melee Light 
  Hammer +3 (agile, 
  shove, reach 5 ft.), 
  Damage 1d4+1 
  bludgeoning
   Ranged Light 
  Hammer +3 (thrown, 
  agile, shove), Damage 
  1d4+1 bludgeoning
   Melee  
  Warhammer +3 
  (shove, reach 5 
  ft.), Damage 1d8x3 
  bludgeoning
   Melee Light 
  Hammer +11 (agile, 
  shove, reach 5 ft.), 
  Damage 1d4+1 
  bludgeoning
   Ranged Light 
  Hammer +11 
  (thrown, agile, 
  shove), Damage 
  1d4+1 bludgeoning
   Melee  
  Warhammer +11 
  (shove, reach 5 
  ft.), Damage 1d8x3 
  bludgeoning
   Melee Light 
  Hammer +19 (agile, 
  shove, reach 5 ft.), 
  Damage 1d4+4 
  bludgeoning
   Ranged Light 
  Hammer +17 
  (thrown, agile, 
  shove), Damage 
  1d4+4 bludgeoning
   Melee  
  Warhammer +19 
  (shove, reach 5 
  ft.), Damage 1d8x3 
  bludgeoning
   Melee Light 
  Hammer +29 (two-
  hand, agile, shove, 
  reach 10 ft.), Damage  
  +1 bludgeoning
   Ranged Light 
  Hammer +23 
  (thrown, agile, 
  shove), Damage 
  1d4+6 bludgeoning
   Melee  
  Warhammer +29 
  (shove, reach 10 ft.), 
  Damage 1d8+6/x3 
  bludgeoning
  Heated Body Damage 1d6
  Damage 2d6
  Damage 3d6
  Damage 4d6
  Heated Body A creature that touches the azer or hits it with a melee attack while within 
  5’ of it takes additional fire damage.
  Heated Weapons Damage 1d6
  Damage 2d6
  Damage 4d6
  Damage 6d6
  Heated Weapons When the azer hits with a metal melee weapon, it deals extra fire damage.
  
  331
  Outsiders
  AC 
  Armor Class
  8 [11]
  8 [11]
  7 [12]
  6 [13]
  HD 
  Hit Dice
  1
  3
  3
  5
  ATT Attacks
  Light Hammer 1d4 
  or Warhammer 
  1d8x3
  Light Hammer 1d6 
  or Warhammer 
  1d10x3
  Light Hammer 
  1d8 or 
  Warhammer 
  2d6x3
  Light Hammer 
  1d10 or 
  Warhammer 3d6x3
  THACO
  19 [0]
  17 [+2]
  17 [+2]
  15 [+4]
  MV 
  Move
  60’ (20’)
  SV 
  Saves
   
  D 
  Death
   
  W Wand
   
  P 
  Paralysis
   
  B 
  Breath
   
  S 
  Spell
   
  U 
  Unified
  12
  13
  14
  15
  16
  14
  12
  13
  14
  15
  16
  14
  10
  11
  12
  13
  14
  12
  10
  11
  12
  13
  14
  12
  ML 
  Morale
  8
  8
  8
  8
  AL 
  Alignment
  Lawful
  XP 
  Experience
  10
  30
  175
  275
    Special Abilities
  Heat
  The creature generates so much heat that its mere touch deals 1d6 additional fire 
  damage. The creature's metallic melee weapons also conduct this heat.
  Azer
    Low
    Moderate
    Advanced
    Elite
    Environment
  Any (Plane of Fire)
    Rarity
  Rare
    Role
  Brute / Normal
    # Encountered
  Solitary, Pair, Team (3-6x), Squad (11-20x plus others), or Clan (30-100x plus others)
    Treasure
  Standard
   
  OSR
  
  332
  Outsiders
  Azer
    Low
    Moderate
    Advanced
    Elite
    Environment
  Any (Plane of Fire)
    Rarity
  Rare
    Role
  Brute / Normal
    # Encountered
  Solitary, Pair, Team (3-6x), Squad (11-20x plus others), or Clan (30-100x plus others)
    Treasure
  Standard
  Init 
  Initiative
  +2
  +2
  +2
  +1
  Atk 
  Attacks
  Light Hammer +1 
  melee (1d4)
   or Light Hammer 
  +1 ranged (1d4)
   or  Warhammer 
  +1 melee (1d8)
  Light Hammer  
  melee (1d4)
   or Light Hammer  
  ranged (1d4)
   or  Warhammer  
  melee (1d8)
  Light Hammer 
  +4 melee (1d4+1)
   or Light 
  Hammer +3 
  ranged (1d4+1)
   or  Warhammer 
  +4 melee (1d8)
  Light Hammer 
  +5 melee (+X)
   or Light 
  Hammer +1 
  ranged (1d4+2)
   or  Warhammer 
  +5 melee (1d8+6)
  Crit 
  Critical Hits
  20+:M/d6
  20+:M/d6
  20+:M/d8
  20+:M/d8
  AC 
  Armor Class
  11
  11
  12
  13
  HD 
  Hit Dice
  1d8
  1d8
  2d8
  3d8
  MV 
  Move
  20’
  ACT Action Dice
  1d20
  1d24
  2d24
  1d24+2d20
  SV 
  Saves
   
  Fort 
   
  Ref 
   
  Will
  +3
  +1
  +3
  +5
  +2
  +4
  +7
  +4
  +8
  +11
  +5
  +9
  AL 
  Alignment
  L
    Special Abilities
  Heat
  The creature generates so much heat that its mere touch deals 1d6 additional 
  fire damage. The creature's metallic melee weapons also conduct this heat.
   
  DCC
  
  333
  Outsiders
    Low
    Moderate
    Advanced
    Elite
    Terrain
  Any
    Rarity
  Rare
    Role
  Brute / Normal
    Organization
  Solitary or Cult (1 plus others)
    Treasure
  Standard
  CR 6
  10
  14
  18
  Align / Size LE Medium 
  (evil, extraplanar, 
  lawful, 
  shapechanger)
  LE Medium 
  (evil, extraplanar, 
  lawful, 
  shapechanger)
  LE Medium 
  (evil, extraplanar, 
  lawful, 
  shapechanger)
  LE Large 
  (evil, extraplanar, 
  lawful, 
  shapechanger)
  HD / Type Outsider 6
  Outsider 10
  Outsider 14
  Outsider 18
  Initiative +6
  +6
  +8
  +7
  Senses Perception +11 
  Darkvision 60’ 
  Scent
  Perception +15 
  Darkvision 60’ 
  Scent
  Perception +21 
  Darkvision 60’ 
  Scent
  Perception +25 
  Darkvision 60’ 
  Scent
    Defense
  AC 17
  touch 12; ff 15 
  +2 Dex; +5 Natural
  17
  touch 12; ff 15 
  +2 Dex; +5 Natural
  22
  touch 14; ff 18 
  +4 Dex; +8 Natural
  23
  touch 12; ff 20 
  -1 Size; +3 Dex;  
  +11 Natural
  hp 48 (6d10)+12 
  83 (10d10)+20
  142 (14d10)+56
  226 (18d10)+108 
  Saves Fort 
  +6
  Ref 
  +7
  Will 
  +7
  Fort 
  +7
  Ref 
  +9
  Will 
  +9
  Fort 
  +10
  Ref 
  +13
  Will 
  +13
  Fort 
  +14
  Ref 
  +14
  Will 
  +15
  Def Abilities DR 5/magic
    Offense
  Movement 30’
  30’
  35’
  35’
  Attacks Melee bite +10 
  (1d6+4) or 
  Melee claw +10/+10 
  (1d4+4) 
  Melee bite +15 
  (1d8+5) or 
  Melee claw +15/+15 
  (1d6+5) 
  Melee bite +21 
  (1d8+7) or 
  Melee claw +21/+21 
  (1d6+7) 
  Melee bite +28 
  (2d6+10) or 
  Melee claw +28/+28 
  (1d8+10)
  Space / Reach
  5’ / 5’
  5’ / 5’
  5’ / 5’
  10’ / 5’
  Special Atks Feed
  Barghest
   
  Pathfinder
  
  334
  Outsiders
  Spellcasting
  Innate:
  blink  (at will); charm monster (1x/day); crushing depsair (1x/day); dimension door (1x/day); 
  levitate (at will); misdirection (at will)
    Statistics
  Ability Scores Str 
  19
  Dex 
  15
  Con 
  15
  Int 
  14
  Wis 
  14
  Cha 
  14
  Str 
  20
  Dex 
  15
  Con 
  15
  Int 
  14
  Wis 
  14
  Cha 
  14
  Str 
  25
  Dex 
  19
  Con 
  19
  Int 
  18
  Wis 
  18
  Cha 
  18
  Str 
  30
  Dex 
  17
  Con 
  23
  Int 
  18
  Wis 
  18
  Cha 
  18
  Core Attack Base Atk +6
  CMB +10
  CMD 22 
  26 vs. trip
  Base Atk +10
  CMB +15
  CMD 27 
  31 vs. trip
  Base Atk +14
  CMB +21
  CMD 35 
  39 vs. trip
  Base Atk +18
  CMB +29
  CMD 42 
  46 vs. trip
  Feats
  Combat Reflexes, Great 
  Fortitude, Improved 
  Initiative, Martial 
  Weapon Proficiency, 
  Simple Weapon 
  Proficiency
  Combat Reflexes, Great 
  Fortitude, Improved 
  Initiative, Improved 
  Natural Attack (Bite, 
  Claw), Martial Weapon 
  Proficiency, Simple 
  Weapon Proficiency
  Combat Reflexes, Fleet, 
  Great Fortitude, Improved 
  Initiative, Improved 
  Natural Armor, Improved 
  Natural Attack (Bite, 
  Claw), Martial Weapon 
  Proficiency, Simple 
  Weapon Proficiency
  Combat Reflexes, Fleet, 
  Great Fortitude, Improved 
  Initiative, Improved 
  Natural Armor, Improved 
  Natural Attack (Bite, 
  Claw), Martial Weapon 
  Proficiency, Simple 
  Weapon Proficiency, 
  Weapon Focus (Bite, 
  Claw)
  Skills
  Acrobatics +11, Appraise 
  +2, Bluff +11, Climb +4, 
  Craft (Untrained) +2, 
  Diplomacy +11, Disguise 
  +2, Escape Artist +2, Fly 
  +2, Heal +2, Intimidate 
  +11, Perception +11, 
  Perform (Untrained) +2, 
  Ride +2, Sense Motive 
  +11, Stealth +11, Survival 
  +11, Swim +4,
  Acrobatics +15, Appraise 
  +2, Bluff +15, Climb +5, 
  Craft (Untrained) +2, 
  Diplomacy +15, Disguise 
  +2, Escape Artist +2, Fly 
  +2, Heal +2, Intimidate 
  +15, Perception +15, 
  Perform (Untrained) +2, 
  Ride +2, Sense Motive 
  +15, Stealth +15, Survival 
  +15, Swim +5
  Acrobatics +21, Appraise 
  +4, Bluff +21, Climb +7, 
  Craft (Untrained) +4, 
  Diplomacy +21, Disguise 
  +4, Escape Artist +4, Fly 
  +4, Heal +4, Intimidate 
  +21, Knowledge (Planes) 
  +19, Perception +21, 
  Perform (Untrained) +4, 
  Ride +4, Sense Motive 
  +21, Stealth +21, Survival 
  +21, Swim +7
  Acrobatics +24, Appraise 
  +4, Bluff +25, Climb +10, 
  Craft (Untrained) +4, 
  Diplomacy +25, Disguise 
  +4, Escape Artist +3, Fly 
  +1, Heal +4, Intimidate 
  +25, Knowledge (Planes) 
  +25, Perception +25, 
  Perform (Untrained) +4, 
  Ride +3, Sense Motive 
  +25, Stealth +20, Survival 
  +25, Swim +10
  Languages
  Goblin, Infernal, Worg
  Special Aligned (Evil, Lawful), Change Shape (goblin or wolf, polymorph), Darkvision, Scent
    
    Special Qualities & Abilities
  Aligned (Evil, Lawful) Your natural weapons, as well as any weapons you 
  wield, are treated as Evil and Lawful for the purpose of resolving damage 
  reduction. 
  Change Shape (Su) A Barghest has the ability to assume the appearance of 
  a goblin or wolf, but retains most of its own physical qualities. This ability 
  functions as a polymorph spell, but the Barghest does not adjust its ability 
  scores (although it gains any other abilities of the creature it mimics). 
  Feed (Su) Once per month, a barghest can devour a nonevil humanoid’s corpse 
  as a full-round action to gain a growth point. It gains a bonus equal to its 
  growth point total on attack rolls, CMB rolls, saving throws, and skill checks. 
  Its maximum hit points increase by 5 for each growth point it gains. For every 
  2 growth points, a barghest’s caster level for its spell-like abilities and its CR 
  increase by +1. When a barghest reaches 4 growth points, it sheds its skin and 
  becomes a greater barghest, losing all of its growth points (and bonuses) but 
  gaining the stats presented on this page for a greater barghest. 
  Scent (Ex) You can detect approaching enemies, sniff out hidden foes, and 
  track by sense of smell. You can identify familiar odors just as humans do 
  familiar sights. You 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, such as smoke or rotting garbage, can be detected at 
  twice the ranges noted above. Overpowering scents, such as skunk musk or 
  troglodyte stench, can be detected at triple normal range. When you detect 
  a scent, the exact location of the source is not revealed--only its presence 
  somewhere within range. You can take a move action to note the direction of 
  the scent. When you are within 5 feet of the source, you pinpoint the source’s 
  location. You can follow tracks by smell, making a Wisdom (or Survival) check 
  to find or follow a track. The typical DC for a fresh trail is 10 (no matter what 
  kind of surface holds the scent). This DC increases or decreases depending on 
  how strong the quarry’s odor is, the number of creatures, and the age of the 
  trail. For each hour that the trail is cold, the DC increases by 2. The ability 
  otherwise follows the rules for the Survival skill. When tracking by scent you 
  ignore the effects of surface conditions and poor visibility.  
    
    Feats
  Combat Reflexes You can make additional attacks of opportunity. 
  You may make 3 additional attacks of opportunity per round. With 
  this feat, you may also make attacks of opportunity while flat-
  footed. 
  Fleet You are faster than most. While you are wearing light or no 
  armor, your base speed increases by 5 feet. You lose the benefits of 
  this feat if you carry a medium or heavy load. 
  
  335
  Outsiders
    Low
    Moderate
    Advanced
    Elite
  Armor Class
  16 
  (natural armor)
  16 
  (natural armor)
  17 
  (natural armor)
  18 
  (natural armor)
  Hit Points
  48
  83
  142
  226
  Speed
  30 ft.
  30 ft.
  30 ft.
  35 ft.
  Size, Type, 
  Alignment
  Medium fiend, lawful evil
  Medium fiend, lawful evil
  Medium fiend, lawful evil
  Large fiend, lawful evil
  Ability 
  Scores / 
  Saves
  STR 
  17 (+3)
  DEX 13 (+1)
  CON 13 (+1)
  INT 
  12 (+1)
  WIS 
  12 (+1)
  CHA 12 (+1)
  STR 
  17 (+3)
  DEX 13 (+1)
  CON 13 (+1)
  INT 
  12 (+1)
  WIS 
  12 (+1)
  CHA 12 (+1)
  STR 
  20 (+5)
  DEX 17 (+3)
  CON 17 (+3)
  INT 
  16 (+3)
  WIS 
  16 (+3)
  CHA 16 (+3)
  STR 
  22 (+6)
  DEX 15 (+2)
  CON 18 (+4)
  INT 
  16 (+3)
  WIS 
  16 (+3)
  CHA 16 (+3)
  Saving 
  Throws
  -
  -
  -
  -
  Resistances
  all physical attacks except magic
  Immunities
  -
  Vulnerabilities
  -
  Senses
  Passive Perception +14, 
  Darkvision 60 ft.
  Passive Perception +15, 
  Darkvision 60 ft.
  Passive Perception +18, 
  Darkvision 60 ft.
  Passive Perception +19, 
  Darkvision 60 ft.
  Languages
  Goblin, Infernal, Worg
  Challenge
  6
  10
  14
  18
  Special 
  Abilities & 
  Qualities
  Change Shape A Barghest has the ability to assume the appearance of a goblin or wolf, but retains most of its own physical qualities. This ability functions 
  as a polymorph spell, but the Barghest does not adjust its ability scores (although it gains any other abilities of the creature it mimics).
  Special 
  Abilities & 
  Qualities
  Feed Once per month, a barghest can devour a nonevil humanoid’s corpse as a full-round action to gain a growth point. It gains 
  a bonus equal to its growth point total on attack rolls, saving throws, and skill checks. Its maximum hit points increase by 5 for 
  each growth point it gains. When a barghest reaches 4 growth points, it sheds its skin and becomes a greater barghest, losing 
  all of its growth points (and bonuses) but gaining the stats presented on this page for a greater barghest.
    Low
    Moderate
    Advanced
    Elite
    Terrain
  Any
    Rarity
  Rare
    Role
  Brute / Normal
    Organization
  Solitary or Cult (1 plus others)
    Treasure
  Standard
  Barghest
   
  5E
  
  336
  Outsiders
    Low
    Moderate
    Advanced
    Elite
  Standard 
  Actions
  Bite Melee weapon 
  attack: +5 to hit, reach 5 
  ft., one target.  Hit 1d6+4 
  (8) piercing damage.
  Claw Melee weapon 
  attack: +5 to hit, reach 5 
  ft., one target.  Hit 1d4+4 
  (6) slashing damage.
  Bite Melee weapon 
  attack: +4 to hit, reach 5 
  ft., one target.  Hit 1d8+5 
  (10) piercing damage.
  Claw Melee weapon 
  attack: +4 to hit, reach 5 
  ft., one target.  Hit 1d6+5 
  (8) slashing damage.
  Bite Melee weapon 
  attack: +5 to hit, reach 
  5 ft., one target.  Hit 
  1d8+7 (12) piercing 
  damage.
  Claw Melee weapon 
  attack: +5 to hit, reach 
  5 ft., one target.  Hit 
  1d6+7 (10) slashing 
  damage.
  Bite Melee weapon 
  attack: +6 to hit, reach 
  5 ft., one target.  Hit 
  2d6+10 (17) piercing 
  damage.
  Claw Melee weapon 
  attack: +6 to hit, reach 
  5 ft., one target.  Hit 
  1d8+10 (14) slashing 
  damage.
  Legendary 
  Actions
  -
  Innate 
  Spellcasting
  blink (3/day); charm 
  monster (1/day); 
  dimension door (1/day); 
  levitate (3/day)
  blink (5/day); charm 
  monster (1/day); 
  dimension door (2/day); 
  levitate (5/day)
  blink (at will); charm 
  monster (1/day); 
  dimension door (3/day); 
  levitate (at will)
  blink (at will); charm 
  monster (3/day); 
  dimension door (5/day); 
  levitate (at will)
  Illustration 11: Barghest
  
  337
  Outsiders
  Level
  CREATURE 6
  CREATURE 10
  CREATURE 14
  CREATURE 18
  Rarity
  RARE
  RARE
  RARE
  UNCOMMON
  Alignment
  LE
  LE
  LE
  LE
  Size
  MEDIUM
  MEDIUM
  MEDIUM
  LARGE
  Other Traits
  EVIL, LAWFUL
  Perception +14, darkvision
  +18, darkvision
  +26, darkvision
  +30, darkvision
  Languages Goblin, Infernal, Worg
  Skills
  Acrobatics +10, 
  Athletics +12, Crafting 
  +10, Diplomacy 
  +10, Deception 
  +10, Medicine +10, 
  Intimidation +10, 
  Performance +10, 
  Stealth +10, Survival 
  +10
  Acrobatics +14, 
  Athletics +17, Crafting 
  +14, Diplomacy 
  +14, Deception 
  +14, Medicine +14, 
  Intimidation +14, 
  Performance +14, 
  Stealth +14, Survival 
  +14
  Acrobatics +20, 
  Athletics +23, Crafting 
  +20, Diplomacy 
  +20, Deception 
  +20, Medicine +20, 
  Intimidation +20, 
  Occultism +20, 
  Performance +20, 
  Stealth +20, Survival 
  +20
  Acrobatics +23, 
  Athletics +30, Crafting 
  +24, Diplomacy 
  +24, Deception 
  +24, Medicine +24, 
  Intimidation +24, 
  Occultism +24, 
  Performance +24, 
  Stealth +23, Survival 
  +24
  Ability Scores Str 
  +4
  Dex +2
  Con +2
  Int 
  +2
  Wis +2
  Cha +2
  Str 
  +5
  Dex +2
  Con +2
  Int 
  +2
  Wis +2
  Cha +2
  Str 
  +7
  Dex +4
  Con +4
  Int 
  +4
  Wis +4
  Cha +4
  Str 
  +10
  Dex +3
  Con +6
  Int 
  +4
  Wis +4
  Cha +4
    Defense
  AC
  19
  21
  27
  28
  Fort 
  Ref 
  Will
  +10
  +10
  +10
  +14
  +14
  +14
  +20
  +20
  +20
  +26
  +23
  +24
  hp 
  51
  85
  147
  226
  Immune -
  Barghest
    Low
    Moderate
    Advanced
    Elite
    Terrain
  Any
    Rarity
  Rare
    Role
  Brute / Normal
    Organization
  Solitary or Cult (1 plus others)
    Treasure
  Standard
   
  P2E
  
  338
  Outsiders
  Resists all physical attacks except magic
    Offense & Actions
  Speed 30 ft.
  Melee
   Melee Bite +15 
  (unarmed, reach 5 
  ft.), Damage 1d6+4 
  piercing
   Melee Claw +15 
  (unarmed, reach 5 
  ft.), Damage 1d4+4 
  slashing
   Melee Bite +21 
  (unarmed, reach 5 
  ft.), Damage 1d8+5 
  piercing
   Melee Claw +21 
  (unarmed, reach 5 
  ft.), Damage 1d6+5 
  slashing
   Melee Bite +30 
  (unarmed, reach 5 
  ft.), Damage 1d8+7 
  piercing
   Melee Claw +30 
  (unarmed, reach 5 
  ft.), Damage 1d6+7 
  slashing
   Melee Bite +39 
  (unarmed, reach 5 
  ft.), Damage 2d6+10 
  piercing
   Melee Claw +39 
  (unarmed, reach 5 
  ft.), Damage 1d8+10 
  slashing
  Change Shape
   A Barghest has the ability to assume the appearance of a goblin or wolf, but 
  retains most of its own physical qualities. This ability functions as a polymorph spell, 
  but the Barghest does not adjust its ability scores (although it gains any other abilities 
  of the creature it mimics).
  Feed
  Feed Once per month, a barghest can devour a nonevil humanoid’s corpse as a full-round action to 
  gain a growth point. It gains a bonus equal to its growth point total on attack rolls, saving throws, 
  and skill checks. Its maximum hit points increase by 5 for each growth point it gains. When a 
  barghest reaches 4 growth points, it sheds its skin and becomes a greater barghest, losing all of its 
  growth points (and bonuses) but gaining the stats presented on this page for a greater barghest.
    Other Abilities
  Innate Spells
  blink (3/day); crushing 
  despair (1/day); 
  dimension door (1/
  day); levitate (3/day); 
  misdirection (3/day)
  blink (5/day); crushing 
  despair (1/day); 
  dimension door (2/
  day); levitate (5/day); 
  misdirection (5/day)
  blink (at will); 
  crushing despair (1/
  day); dimension door 
  (3/day); levitate (at 
  will); misdirection (at 
  will)
  blink (at will); 
  crushing despair (3/
  day); dimension door 
  (5/day); levitate (at 
  will); misdirection (at 
  will)
  
  339
  Outsiders
  AC 
  Armor Class
  8 [11]
  8 [11]
  7 [12]
  6 [13]
  HD 
  Hit Dice
  3
  3
  5
  5
  ATT Attacks
  Bite 1d6 or Claw 
  1d4
  Bite 1d8 or Claw 
  1d6
  Bite 1d10 or Claw 
  1d8
  Bite 2d6 or Claw 
  1d10
  THACO
  17 [+2]
  17 [+2]
  15 [+4]
  15 [+4]
  MV 
  Move
  90’ (30’)
  SV 
  Saves
   
  D 
  Death
   
  W Wand
   
  P 
  Paralysis
   
  B 
  Breath
   
  S 
  Spell
   
  U 
  Unified
  12
  13
  14
  15
  16
  14
  10
  11
  12
  13
  14
  12
  10
  11
  12
  13
  14
  12
  8
  9
  10
  10
  12
  10
  ML 
  Morale
  8
  8
  8
  8
  AL 
  Alignment
  Lawful
  XP 
  Experience
  30
  175
  275
  450
    Special Abilities
  Change Shape
  A Barghest has the ability to assume the appearance of a goblin or wolf, but retains 
  most of its own physical qualities. This ability functions as a polymorph spell, but the 
  Barghest does not adjust its ability scores (although it gains any other abilities of the 
  creature it mimics).
  Feed
  Once per month, a barghest can devour a nonevil humanoid's corpse as a full-round 
  action to gain a growth point. It gains a bonus equal to its growth point total on 
  attack rolls, saving throws, and skill checks. Its maximum hit points increase by 5 
  for each growth point it gains. When a barghest reaches 4 growth points, it sheds its 
  skin and becomes a greater barghest, losing all of its growth points (and bonuses) 
  but gaining the stats presented on this page for a greater barghest.
  Barghest
    Low
    Moderate
    Advanced
    Elite
    Environment
  Any
    Rarity
  Rare
    Role
  Brute / Normal
    # Encountered
  Solitary or Cult (1 plus others)
    Treasure
  Standard
   
  OSR
  
  340
  Outsiders
  Barghest
    Low
    Moderate
    Advanced
    Elite
    Environment
  Any
    Rarity
  Rare
    Role
  Brute / Normal
    # Encountered
  Solitary or Cult (1 plus others)
    Treasure
  Standard
  Init 
  Initiative
  +0
  +0
  +0
  +0
  Atk 
  Attacks
  Bite +5 melee 
  (1d6+1)
   or Claw +5 melee 
  (1d4+1)
  Bite +4 melee 
  (1d8+2)
   or Claw +4 melee 
  (1d6+2)
  Bite +5 melee 
  (1d8+2)
   or Claw +5 
  melee (1d6+2)
  Bite +6 melee 
  (1d6+3)
   or Claw +6 
  melee (1d8+3)
  Crit 
  Critical Hits
  20+:M/d6
  20+:M/d8
  20+:M/d8
  20+:M/d10
  AC 
  Armor Class
  11
  11
  12
  13
  HD 
  Hit Dice
  1d8
  2d8
  3d8
  4d8
  MV 
  Move
  30’
  ACT Action Dice
  1d24+1d20
  2d24
  2d24+1d20
  3d24
  SV 
  Saves
   
  Fort 
   
  Ref 
   
  Will
  +4
  +5
  +5
  +5
  +6
  +6
  +7
  +9
  +9
  +9
  +9
  +10
  AL 
  Alignment
  L
    Special Abilities
  Change Shape
  A Barghest has the ability to assume the appearance of a goblin or wolf, 
  but retains most of its own physical qualities. This ability functions as a 
  polymorph spell, but the Barghest does not adjust its ability scores (although 
  it gains any other abilities of the creature it mimics).
  Feed
  Once per month, a barghest can devour a nonevil humanoid's corpse as a 
  full-round action to gain a growth point. It gains a bonus equal to its growth 
  point total on attack rolls, saving throws, and skill checks. Its maximum hit 
  points increase by 5 for each growth point it gains. When a barghest reaches 
  4 growth points, it sheds its skin and becomes a greater barghest, losing all 
  of its growth points (and bonuses) but gaining the stats presented on this 
  page for a greater barghest.
   
  DCC
  
  341
  Outsiders
    Low
    Moderate
    Advanced
    Elite
    Terrain
  Any (Plane of Fire)
    Rarity
  Rare
    Role
  Soldier / Solo
    Organization
  Solitary, Pair, or Gang (3-8x)
    Treasure
  None
  CR 8
  12
  16
  20
  Align / Size TN Large 
  (elemental, 
  extraplanar, fire)
  TN Large 
  (elemental, 
  extraplanar, fire)
  TN Huge 
  (elemental, 
  extraplanar, fire)
  TN Gargantuan 
  (elemental, 
  extraplanar, fire)
  HD / Type Outsider 8
  Outsider 12
  Outsider 16
  Outsider 20
  Initiative +13
  +13
  +13
  +15
  Senses Perception +11 
  Darkvision 60’
  Perception +15 
  Darkvision 60’
  Perception +19 
  Darkvision 60’
  Perception +25 
  Darkvision 60’
    Defense
  AC 25
  touch 19; ff 15 
  -1 Size; +9 Dex; 
  +6 Natural; 
  +1 Dodge
  25
  touch 19; ff 15 
  -1 Size; +9 Dex; 
  +6 Natural; 
  +1 Dodge
  26
  touch 18; ff 16 
  -2 Size; +9 Dex; 
  +8 Natural; 
  +1 Dodge
  31
  touch 18; ff 19 
  -4 Size; +11 Dex; 
  +13 Natural; 
  +1 Dodge
  hp 49 (8d10)+16 
  76 (12d10)+24 
  137 (16d10)+64 
  256(20d10)+160 
  Saves Fort 
  +8
  Ref 
  +15
  Will 
  +4
  Fort 
  +10
  Ref 
  +17
  Will 
  +6
  Fort 
  +14
  Ref 
  +19
  Will 
  +7
  Fort 
  +20
  Ref 
  +23
  Will 
  +10
  Def Abilities DR 10/-; Immunities Critical Hits, Fire, Flanking, Paralysis, Poison, Sleep, Sneak 
  Attacks, Stunning; Weaknesses Vulnerability to Cold
    Offense
  Movement 60’
  Attacks Melee slam +16/+16 
  (2H: 2d6+9) 
  Melee slam +20/+20 
  (2H: 2d6+9)
  Melee slam +23/+23 
  (2d8+8) 
  Melee slam +28/+28 
  (4d8+12) 
  Space / Reach
  10’ / 10’
  10’ / 10’
  15’ / 15’
  20’ / 20’
  Special Atks Burn (2d10, DC 16)
  Burn (2d10, DC 18)
  Burn (2d10, DC 22)
  Burn (2d10, DC 30)
    Statistics
  Elemental (Fire/Elder)
   
  Pathfinder
  
  342
  Outsiders
  Ability Scores Str 
  22
  Dex 28
  Con 14
  Int 
  10
  Wis 11
  Cha 11
  Str 
  22
  Dex 28
  Con 14
  Int 
  10
  Wis 11
  Cha 11
  Str 
  26
  Dex 29
  Con 18
  Int 
  10
  Wis 11
  Cha 11
  Str 
  34
  Dex 32
  Con 26
  Int 
  14
  Wis 15
  Cha 15
  Core Attack Base Atk +8
  CMB +15
  CMD 35
  Base Atk +12
  CMB +19
  CMD 39
  Base Atk +16
  CMB +26
  CMD 46
  Base Atk +20
  CMB +36
  CMD 58
  Feats
  Blind-Fight, Combat 
  Reflexes, Dodge, 
  Improved Initiative, Iron 
  Will, Martial Weapon 
  Proficiency, Simple 
  Weapon Proficiency, 
  Weapon Finesse
  Blind-Fight, Combat 
  Reflexes, Dodge, 
  Improved Initiative, 
  Iron Will, Martial 
  Weapon Proficiency, 
  Mobility, Simple Weapon 
  Proficiency, Weapon 
  Finesse, Wind Stance
  Blind-Fight, Combat 
  Reflexes, Dodge, 
  Improved Initiative, 
  Iron Will, Lightning 
  Stance, Martial Weapon 
  Proficiency, Mobility, 
  Simple Weapon 
  Proficiency, Spring 
  Attack, Weapon Finesse, 
  Wind Stance
  Ability Focus (Burn), 
  Blind-Fight, Combat 
  Reflexes, Dodge, 
  Improved Initiative, 
  Improved Natural 
  Attack (Slam), Iron Will, 
  Lightning Stance, Martial 
  Weapon Proficiency, 
  Mobility, Simple Weapon 
  Proficiency, Spring 
  Attack, Weapon Finesse, 
  Wind Stance
  Skills
  Acrobatics +20, Climb 
  +17, Escape Artist +20, 
  Fly +7, Intimidate +11, 
  Knowledge (Planes) +11, 
  Perception +11, Ride +9, 
  Stealth +5, Swim +6
  Acrobatics +24, Climb 
  +21, Escape Artist +24, 
  Fly +7, Intimidate +15, 
  Knowledge (Planes) +15, 
  Perception +15, Ride +9, 
  Stealth +5, Swim +6
  Acrobatics +28, Climb 
  +27, Escape Artist +28, 
  Fly +5, Intimidate +19, 
  Knowledge (Planes) +19, 
  Perception +19, Ride +9, 
  Stealth +1, Swim +8
  Acrobatics +34, Appraise 
  +2, Artistry +2, Bluff +25, 
  Climb +35, Craft (Untrained) 
  +2, Diplomacy +2, Disguise 
  +2, Escape Artist +34, Fly 
  +5, Heal +2, Intimidate +25, 
  Knowledge (Planes) +25, 
  Perception +25, Perform 
  (Untrained) +2, Ride +11, 
  Sense Motive +25, Stealth -1, 
  Survival +2, Swim +12
  Languages
  Ignan
    
    Special Qualities & Abilities
  Burn (Ex) You deal fire damage in addition to damage dealt on a successful 
  hit in melee. Those affected by the burn ability must also succeed on a Reflex 
  (DC 30) save or catch fire, taking 2d10 damage for an additional 1d4 rounds 
  at the start of its turn. A burning creature can attempt a new save as a full-
  round action. Dropping and rolling on the ground grants a +4 bonus on this 
  save. Creatures that hit a burning creature with natural weapons or unarmed 
  attacks take fire damage as though hit by the burning creature and must make 
  a Reflex save to avoid catching on fire.  
    
    Feats
  Blind-Fight You are skillled at attacking opponents that you 
  cannot clearly perceive. In melee, every time you miss because 
  of concealment (see Chapter 8), you can reroll your miss chance 
  percentile roll one time to see if you actually hit. An invisible 
  attacker gets no advantages related to hitting you in melee. That is, 
  you don’t lose your Dexterity bonus to Armor Class, and the attacker 
  doesn’t get the usual +2 bonus for being invisible. The invisible 
  attacker’s bonuses do still apply for ranged attacks, however. You do 
  not need to make Acrobatics skill checks to move at full speed while 
  blinded. 
  Combat Reflexes You can make additional attacks of opportunity. 
  You may make 11 additional attacks of opportunity per round. With 
  this feat, you may also make attacks of opportunity while flat-
  footed. 
  Lightning Stance The speed at which you move makes it nearly 
  impossible for opponents to strike you. If you take two actions to 
  move or a withdraw action in a turn, you gain 50% concealment for 
  1 round. 
  Mobility You can easily move through a dangerous melee. You get 
  a +4 dodge bonus to Armor Class against attacks of opportunity 
  caused when you move out of or within a threatened area. A 
  condition that makes you lose your Dexterity bonus to Armor Class 
  (if any) also makes you lose dodge bonuses. Dodge bonuses stack 
  with each other, unlike most types of bonuses. 
  Spring Attack You can deftly move up to a foe, strike, and withdraw 
  before he can react. As a full round action, you can move up to your 
  speed and make a single melee attack without provoking any attacks 
  of opportunity from the target of your attack. You can move both 
  before and after the attack, but you must move at least 10 feet before 
  the attack and the total distance that you move cannot be greater 
  than your speed. You cannot use this ability to attack a foe that is 
  adjacent to you at the start of your turn. 
  Weapon Finesse You are trained in using your agility in melee 
  combat, as opposed to brute strength. With a light weapon, rapier, 
  whip, or spiked chain made for a creature of your size category, you 
  may use your Dexterity modifier instead of your Strength modifier 
  on attack rolls. If you carry a shield, its armor check penalty applies 
  to your attack rolls. 
  Wind Stance Your erratic movements make it difficult for enemies to 
  pinpoint your location. If you move more than 5 feet this turn, you 
  gain 20% concealment for 1 round against ranged attacks. 
  
  343
  Outsiders
    Low
    Moderate
    Advanced
    Elite
  Armor Class
  18 
  (natural armor)
  18 
  (natural armor)
  19 
  (natural armor)
  20 
  (natural armor)
  Hit Points
  49
  76
  137
  256
  Speed
  60 ft.
  Size, Type, 
  Alignment
  Large elemental, 
  unaligned
  Large elemental, 
  unaligned
  Huge elemental, 
  unaligned
  Gargantuan elemental, 
  unaligned
  Ability 
  Scores / 
  Saves
  STR 
  18 (+4)
  DEX 21 (+5)
  CON 12 (+1)
  INT 
  8 (-1)
  WIS 
  9 (-1)
  CHA 9 (-1)
  STR 
  18 (+4)
  DEX 21 (+5)
  CON 12 (+1)
  INT 
  8 (-1)
  WIS 
  9 (-1)
  CHA 9 (-1)
  STR 
  20 (+5)
  DEX 22 (+6)
  CON 16 (+3)
  INT 
  8 (-1)
  WIS 
  9 (-1)
  CHA 9 (-1)
  STR 
  24 (+7)
  DEX 23 (+6)
  CON 20 (+5)
  INT 
  12 (+1)
  WIS 
  13 (+1)
  CHA 13 (+1)
  Saving 
  Throws
  -
  -
  -
  -
  Resistances
  all physical attacks
  Immunities
  Critical Hits, Fire, Flanking, paralyzed, poisoned, unconscious, Sneak Attacks, stunned
  Vulnerabilities
  Vulnerability to Cold
  Senses
  Passive Perception +12, 
  Darkvision 60 ft.
  Passive Perception +13, 
  Darkvision 60 ft.
  Passive Perception +14, 
  Darkvision 60 ft.
  Passive Perception +17, 
  Darkvision 60 ft.
  Languages
  Ignan
  Challenge
  8
  12
  16
  20
  Special 
  Abilities & 
  Qualities
  Saving Throw  
  Dexterity DC 14
  Damage 2d8
  Saving Throw  
  Dexterity DC 15
  Damage 2d10
  Saving Throw  
  Dexterity DC 18
  Damage 2d12
  Saving Throw  
  Dexterity DC 21
  Damage 3d10
  Burn You deal fire damage in addition to damage dealt on a successful hit in melee. Those affected by the burn ability 
  must also succeed on a Dexterity save or catch fire, taking fire damage for an additional 1d4 rounds at the start of 
  its turn. A burning creature can attempt a new save as a full-round action. Dropping and rolling on the ground grants 
  advantage on this save. Creatures that hit a burning creature with natural weapons or unarmed attacks take fire damage 
  as though hit by the burning creature and must make a Dexterity save to avoid catching on fire.
    Low
    Moderate
    Advanced
    Elite
    Terrain
  Any (Plane of Fire)
    Rarity
  Rare
    Role
  Soldier / Solo
    Organization
  Solitary, Pair, or Gang (3-8x)
    Treasure
  None
  eleMental (FiRe, elDeR)
   
  5E
  
  344
  Outsiders
    Low
    Moderate
    Advanced
    Elite
  Special 
  Abilities & 
  Qualities
  Vulnerability to Cold You take half again as much (+50%) damage as normal from Cold, regardless of whether a saving 
  throw is allowed, or if the save is a success or failure
  Standard 
  Actions
  Slam Melee weapon 
  attack: +5 to hit, reach 
  10 ft., one target.  Hit  
  2d6+9 (16) bludgeoning 
  damage.
  Slam Melee weapon 
  attack: +5 to hit, reach 
  10 ft., one target.  Hit  
  2d6+9 (16) bludgeoning 
  damage.
  Slam Melee weapon 
  attack: +4 to hit, reach 
  15 ft., one target.  Hit 
  2d8+8 (17) bludgeoning 
  damage.
  Slam Melee weapon 
  attack: +5 to hit, reach 
  20 ft., one target.  
  Hit 4d8+12 (30) 
  bludgeoning damage.
  Legendary 
  Actions
  -
  Innate 
  Spellcasting
  -
  Spellcasting
  -
  Possessions
  -
  
  345
  Outsiders
  Level
  CREATURE 8
  CREATURE 12
  CREATURE 16
  CREATURE 20
  Rarity
  RARE
  RARE
  RARE
  UNCOMMON
  Alignment
  TN
  TN
  TN
  TN
  Size
  LARGE
  LARGE
  HUGE
  GARGANTUAN
  Other Traits
  FIRE
  Perception +14, darkvision
  +18, darkvision
  +22, darkvision
  +30, darkvision
  Languages Ignan
  Skills
  Acrobatics +19, 
  Athletics +16, 
  Intimidation +10, 
  Occultism +10, Stealth 
  +19
  Acrobatics +23, 
  Athletics +20, 
  Intimidation +14, 
  Occultism +14, Stealth 
  +23
  Acrobatics +27, 
  Athletics +26, 
  Intimidation +18, 
  Occultism +18, Stealth 
  +27
  Acrobatics +33, 
  Athletics +34, Crafting 
  +24, Diplomacy 
  +24, Deception 
  +24, Medicine +24, 
  Intimidation +24, 
  Occultism +24, 
  Performance +24, 
  Stealth +33, Survival 
  +24
  Ability Scores Str 
  +6
  Dex +9
  Con +2
  Int 
  +0
  Wis +0
  Cha +0
  Str 
  +6
  Dex +9
  Con +2
  Int 
  +0
  Wis +0
  Cha +0
  Str 
  +8
  Dex +9
  Con +4
  Int 
  +0
  Wis +0
  Cha +0
  Str 
  +12
  Dex +11
  Con +8
  Int 
  +2
  Wis +2
  Cha +2
  Items -
  -
  -
  -
    Defense
  AC
  29
  31
  35
  39
  Fort 
  Ref 
  Will
  +12
  +19
  +10
  +16
  +23
  +14
  +22
  +27
  +18
  +30
  +33
  +24
  Elemental (Fire, Elder)
    Low
    Moderate
    Advanced
    Elite
    Terrain
  Any (Plane of Fire)
    Rarity
  Rare
    Role
  Soldier / Solo
    Organization
  Solitary, Pair, or Gang (3-8x)
    Treasure
  None
   
  P2E
  
  346
  Outsiders
  hp 
  68
  102
  16
  19
  Immune Critical Hits, Fire, Flanking, paralyzed, poisoned, unconscious, Sneak Attacks, stunned
  Resists/
  Vulnerable
  all physical attacks
  Vulnerability to Cold You take half again as much (+50%) damage as normal from 
  Cold, regardless of whether a saving throw is allowed, or if the save is a success or 
  failure
    Offense & Actions
  Speed 60 ft.
  Melee
   Melee Slam +20 
  (two-hand, unarmed, 
  reach 10 ft.), Damage  
  2d6+9 bludgeoning
   Melee Slam +27 
  (two-hand, unarmed, 
  reach 10 ft.), Damage  
  2d6+9 bludgeoning
   Melee Slam +33 
  (unarmed, reach 15 
  ft.), Damage 2d8+8 
  bludgeoning
   Melee Slam +43 
  (unarmed, reach 20 
  ft.), Damage 4d8+12 
  bludgeoning
  Burn
  Saving Throw 
  Reflex 16
  Damage 2d8
  Saving Throw 
  Reflex 18
  Damage 2d10
  Saving Throw 
  Reflex 22
  Damage 2d12
  Saving Throw 
  Reflex 26
  Damage 3d10
  Burn You deal fire damage in addition to damage dealt on a successful hit in melee. Those affected 
  by the burn ability must also succeed on a Reflex save or catch fire, taking fire damage for an 
  additional 1d4 rounds at the start of its turn. A burning creature can attempt a new save as a full-
  round action. Dropping and rolling on the ground grants a +4 bonus on this save. Creatures that 
  hit a burning creature with natural weapons or unarmed attacks take fire damage as though hit by 
  the burning creature and must make a Reflex save to avoid catching on fire.
    Other Abilities
  Innate Spells
  -
  Spellcasting -
  
  347
  Outsiders
  AC 
  Armor Class
  6 [13]
  6 [13]
  5 [14]
  4 [15]
  HD 
  Hit Dice
  3
  4
  5
  6
  ATT Attacks
  Slam 2d6
  Slam 2d6
  Slam 2d8
  Slam 4d8
  THACO
  17 [+2]
  16 [+3]
  15 [+4]
  14 [+5]
  MV 
  Move
  180’ (60’)
  SV 
  Saves
   
  D 
  Death
   
  W Wand
   
  P 
  Paralysis
   
  B 
  Breath
   
  S 
  Spell
   
  U 
  Unified
  10
  11
  12
  13
  14
  12
  10
  11
  12
  13
  14
  12
  8
  9
  10
  10
  12
  10
  8
  9
  10
  10
  12
  10
  ML 
  Morale
  8
  8
  8
  8
  AL 
  Alignment
  Neutral
  XP 
  Experience
  275
  650
  1,100
  1,350
    Special Abilities
  Burn
  You deal 1d6 fire damage in addition to damage dealt on a successful hit in melee. 
  Those affected by the burn ability must also succeed on a Breath save or catch fire, 
  taking fire damage for an additional 1d4 rounds at the start of its turn. A burning 
  creature can attempt a new save as a full-round action. Dropping and rolling on the 
  ground grants a +4 bonus on this save. Creatures that hit a burning creature with 
  natural weapons or unarmed attacks take fire damage as though hit by the burning 
  creature and must make a save to avoid catching on fire.
  Vulnerability to 
  Cold
  You take half again as much (+50%) damage as normal from Cold, regardless of 
  whether a saving throw is allowed, or if the save is a success or failure
  Elemental (Fire, Elder)
    Low
    Moderate
    Advanced
    Elite
    Environment
  Any (Plane of Fire)
    Rarity
  Rare
    Role
  Soldier / Solo
    # Encountered
  Solitary, Pair, or Gang (3-8x)
    Treasure
  None
   
  OSR
  
  348
  Outsiders
  Elemental (Fire, Elder)
    Low
    Moderate
    Advanced
    Elite
    Environment
  Any (Plane of Fire)
    Rarity
  Rare
    Role
  Soldier / Solo
    # Encountered
  Solitary, Pair, or Gang (3-8x)
    Treasure
  None
  Init 
  Initiative
  +3
  +3
  +3
  +3
  Atk 
  Attacks
  Slam +5 melee 
  (1d6+3)
  Slam +5 melee 
  (1d6+3)
  Slam +4 melee 
  (1d8+3)
  Slam +5 melee 
  (3d8+4)
  Crit 
  Critical Hits
  20+:M/d8
  20+:M/d8
  20+:M/d8
  20+:M/d10
  AC 
  Armor Class
  13
  13
  14
  15
  HD 
  Hit Dice
  2d8
  3d8
  3d8
  5d8
  MV 
  Move
  60’
  ACT Action Dice
  1d24+2d20
  1d24+2d20
  2d24+1d20
  3d24
  SV 
  Saves
   
  Fort 
   
  Ref 
   
  Will
  +5
  +10
  +3
  +7
  +11
  +4
  +9
  +13
  +5
  +13
  +15
  +7
  AL 
  Alignment
  N
    Special Abilities
  Burn
  You deal 1d6 fire damage in addition to damage dealt on a successful hit 
  in melee. Those affected by the burn ability must also succeed on a Reflex 
  save or catch fire, taking fire damage for an additional 1d4 rounds at the 
  start of its turn. A burning creature can attempt a new save as a full-round 
  action. Dropping and rolling on the ground grants a +4 bonus on this save. 
  Creatures that hit a burning creature with natural weapons or unarmed 
  attacks take fire damage as though hit by the burning creature and must 
  make a save to avoid catching on fire.
  Vulnerability to 
  Cold
  You take half again as much (+50%) damage as normal from Cold, 
  regardless of whether a saving throw is allowed, or if the save is a success or 
  failure
   
  DCC
  
  349
  Outsiders
    Low
    Moderate
    Advanced
    Elite
    Terrain
  Any (Plane of Fire)
    Rarity
  Rare
    Role
  Soldier / Normal
    Organization
  Solitary, Pair, or Gang (3-8x)
    Treasure
  None
  CR 6
  10
  14
  18
  Align / Size TN Large 
  (elemental, 
  extraplanar, fire)
  TN Huge 
  (elemental, 
  extraplanar, fire)
  TN Huge 
  (elemental, 
  extraplanar, fire)
  TN Gargantuan 
  (elemental, 
  extraplanar, fire)
  HD / Type Outsider 6
  Outsider 10
  Outsider 14
  Outsider 18
  Initiative +13
  +11
  +14
  +13
  Senses Perception +7 
  Darkvision 60’
  Perception +13 
  Darkvision 60’
  Perception +19 
  Darkvision 60’
  Perception +23 
  Darkvision 60’
    Defense
  AC 22
  touch 19; ff 12 
  -1 Size; +9 Dex; 
  +3 Natural; 
  +1 Dodge
  21
  touch 16; ff 13 
  -2 Size; +7 Dex; 
  +5 Natural; 
  +1 Dodge
  26
  touch 19; ff 15 
  -2 Size; +10 Dex; 
  +7 Natural; 
  +1 Dodge
  26
  touch 16; ff 16 
  -4 Size; +9 Dex; 
  +10 Natural; 
  +1 Dodge
  hp 30 (6d10)+6 
  67 (10d10)+30 
  122 (14d10)+70 203 (18d10)+126 
  Saves Fort 
  +6
  Ref 
  +14
  Will 
  +4
  Fort 
  +10
  Ref 
  +14
  Will 
  +5
  Fort 
  +14
  Ref 
  +19
  Will 
  +8
  Fort 
  +18
  Ref 
  +20
  Will 
  +10
  Def Abilities DR 5/-; Immunities Critical Hits, Fire, Flanking, Paralysis, Poison, Sleep, Sneak Attacks, 
  Stunning; Weaknesses Vulnerability to Cold
    Offense
  Movement 60’
  Attacks Melee slam +14/+14 
  (2H: 1d10+3)
  Melee slam +15/+15 
  (2d6+4) 
  Melee slam +22/+22 
  (3d6+6) 
  Melee slam +23/+23 
  (4d6+8) 
  Space / Reach
  10’ / 10’
  15’ / 15’
  15’ / 15’
  20’ / 20’
  Special Atks Burn (2d6, DC 14)
  Burn (2d6, DC 18)
  Burn (2d6, DC 24)
  Burn (2d6, DC 28)
    Statistics
  Elemental (Fire/Huge)
   
  Pathfinder
  
  350
  Outsiders
  Ability Scores Str 
  14
  Dex 29
  Con 12
  Int 
  6
  Wis 11
  Cha 11
  Str 
  18
  Dex 25
  Con 16
  Int 
  6
  Wis 11
  Cha 11
  Str 
  22
  Dex 30
  Con 20
  Int 
  10
  Wis 15
  Cha 15
  Str 
  27
  Dex 28
  Con 24
  Int 
  10
  Wis 15
  Cha 15
  Core Attack Base Atk +6
  CMB +9
  CMD 29
  Base Atk +10
  CMB +16
  CMD 34
  Base Atk +14
  CMB +22
  CMD 43
  Base Atk +18
  CMB +30
  CMD 50
  Feats
  Dodge, Improved 
  Initiative, Iron Will, 
  Martial Weapon 
  Proficiency, Simple 
  Weapon Proficiency, 
  Spring Attack, Weapon 
  Finesse
  Combat Reflexes, Dodge, 
  Improved Initiative, 
  Iron Will, Martial 
  Weapon Proficiency, 
  Mobility, Simple Weapon 
  Proficiency, Spring 
  Attack, Weapon Finesse
  Ability Focus (Burn), 
  Combat Reflexes, Dodge, 
  Improved Initiative, 
  Improved Natural Attack 
  (Slam), Iron Will, Martial 
  Weapon Proficiency, 
  Mobility, Simple Weapon 
  Proficiency, Spring 
  Attack, Weapon Finesse
  Ability Focus (Burn), 
  Combat Reflexes, 
  Devastating Assault, 
  Dodge, Improved 
  Initiative, Improved 
  Natural Attack (Slam), 
  Iron Will, Martial 
  Weapon Proficiency, 
  Mobility, Simple Weapon 
  Proficiency, Spring 
  Attack, Vital Strike, 
  Weapon Finesse
  Skills
  Acrobatics +16, Appraise 
  -2, Artistry -2, Climb +9, 
  Craft (Untrained) -2, 
  Escape Artist +16, Fly +7, 
  Intimidate +7, Knowledge 
  (Planes) +5, Perception 
  +7, Ride +9, Stealth +5, 
  Swim +2
  Acrobatics +16, Appraise 
  -2, Artistry -2, Climb +13, 
  Craft (Untrained) -2, 
  Escape Artist +16, Fly +3, 
  Intimidate +9, Knowledge 
  (Planes) +7, Perception 
  +13, Ride +7, Stealth -1, 
  Swim +4
  Acrobatics +23, Bluff +2, 
  Climb +19, Diplomacy 
  +2, Disguise +2, Escape 
  Artist +23, Fly +6, Heal 
  +2, Intimidate +19, 
  Knowledge (Arcana) +6, 
  Knowledge (Planes) +17, 
  Perception +19, Perform 
  (Untrained) +2, Ride +10, 
  Sense Motive +2, Sleight 
  of Hand +16, Stealth +2, 
  Survival +2, Swim +6
  Acrobatics +26, Bluff +2, 
  Climb +25, Diplomacy 
  +2, Disguise +2, Escape 
  Artist +26, Fly +3, Heal +2, 
  Intimidate +23, Knowledge 
  (Arcana) +6, Knowledge 
  (Planes) +21, Perception +23, 
  Perform (Untrained) +2, Ride 
  +9, Sense Motive +2, Sleight 
  of Hand +15, Stealth -3, 
  Survival +2, Swim +8
  Languages
  Ignan
    
    Special Qualities & Abilities
  Burn (Ex) You deal fire damage in addition to damage dealt on a successful 
  hit in melee. Those affected by the burn ability must also succeed on a Reflex 
  (DC 30) save or catch fire, taking 2d10 damage for an additional 1d4 rounds 
  at the start of its turn. A burning creature can attempt a new save as a full-
  round action. Dropping and rolling on the ground grants a +4 bonus on this 
  save. Creatures that hit a burning creature with natural weapons or unarmed 
  attacks take fire damage as though hit by the burning creature and must make 
  a Reflex save to avoid catching on fire.  
    
    Feats
  Combat Reflexes You can make additional attacks of 
  opportunity. You may make 9 additional attacks of 
  opportunity per round. With this feat, you may also make 
  attacks of opportunity while flat-footed. 
  Devastating Assault You can hammer at a foe to smash 
  through its defenses. As a full-round action, you can bat 
  aside all of your foe’s defenses to ensure you make a single, 
  especially effective melee attack. You make a single melee 
  attack using an appropriate weapon against a single target, 
  but make as many attack rolls as you could in a full-attack 
  action using that weapon. You make the attack rolls in 
  order from highest bonus to lowest, as if you were making 
  a full attack. If any of the attack rolls hit the target, your 
  single attack is considered to have hit and you roll damage 
  normally. If one or more rolls are critical threats, you 
  confirm the critical hit only once using your highest base 
  attack bonus. If you hit with two or more attacks, the target 
  must succeed at a Fortitude save (DC = 10 + 1/2 your base 
  attack bonus + your Strength modifier) or suffer a condition 
  for 1d4 rounds. If at least two attacks hit, you can choose 
  from deafened, entangled, or shaken. If at least three attacks 
  hit, you can also choose from blinded or staggered. If at least 
  four attacks hit, you can also choose the dazed condition. 
  Once you have forced a foe to attempt a saving throw to 
  avoid suffering a condition via this feat, you cannot attempt 
  to inf lict that condition on it again with Devastating Assault 
  for 24 hours. 
  Mobility You can easily move through a dangerous melee. 
  You get a +4 dodge bonus to Armor Class against attacks 
  of opportunity caused when you move out of or within 
  a threatened area. A condition that makes you lose your 
  
  351
  Outsiders
  Dexterity bonus to Armor Class (if any) also makes you lose 
  dodge bonuses. Dodge bonuses stack with each other, unlike 
  most types of bonuses. 
  Spring Attack You can deftly move up to a foe, strike, and 
  withdraw before he can react. As a full round action, you 
  can move up to your speed and make a single melee attack 
  without provoking any attacks of opportunity from the 
  target of your attack. You can move both before and after the 
  attack, but you must move at least 10 feet before the attack 
  and the total distance that you move cannot be greater than 
  your speed. You cannot use this ability to attack a foe that is 
  adjacent to you at the start of your turn. 
  Vital Strike You make a single attack that deals significantly 
  more damage than normal. When you use the attack action, 
  you can make one attack at your highest base attack bonus 
  that deals additional damage. Roll the weapon’s damage 
  dice for the attack twice and add the results together before 
  adding bonuses from Strength, weapon abilities (such 
  as flaming), precision-based damage, and other damage 
  bonuses. These extra damage dice are not multiplied on a 
  critical hit, but are added to the total. 
  Weapon Finesse You are trained in using your agility in 
  melee combat, as opposed to brute strength. With a light 
  weapon, rapier, whip, or spiked chain made for a creature 
  of your size category, you may use your Dexterity modifier 
  instead of your Strength modifier on attack rolls. If you carry 
  a shield, its armor check penalty applies to your attack rolls. 
  
  352
  Outsiders
    Low
    Moderate
    Advanced
    Elite
  Armor Class
  17 
  (natural armor)
  17 
  (natural armor)
  19 
  (natural armor)
  19 
  (natural armor)
  Hit Points
  30
  67
  122
  203
  Speed
  60 ft.
  Size, Type, 
  Alignment
  Large elemental, 
  unaligned
  Huge elemental, 
  unaligned
  Huge elemental, 
  unaligned
  Gargantuan elemental, 
  unaligned
  Ability 
  Scores / 
  Saves
  STR 
  12 (+1)
  DEX 22 (+6)
  CON 10 (+0)
  INT 
  4 (-3)
  WIS 
  9 (-1)
  CHA 9 (-1)
  STR 
  16 (+3)
  DEX 20 (+5)
  CON 14 (+2)
  INT 
  4 (-3)
  WIS 
  9 (-1)
  CHA 9 (-1)
  STR 
  18 (+4)
  DEX 22 (+6)
  CON 17 (+3)
  INT 
  8 (-1)
  WIS 
  13 (+1)
  CHA 13 (+1)
  STR 
  20 (+5)
  DEX 21 (+5)
  CON 19 (+4)
  INT 
  8 (-1)
  WIS 
  13 (+1)
  CHA 13 (+1)
  Saving 
  Throws
  -
  -
  -
  -
  Resistances
  all physical attacks
  Immunities
  Critical Hits, Fire, Flanking, paralyzed, poisoned, unconscious, Sneak Attacks, stunned
  Vulnerabilities
  Vulnerability to Cold
  Senses
  Passive Perception +9, 
  Darkvision 60 ft.
  Passive Perception +13, 
  Darkvision 60 ft.
  Passive Perception +16, 
  Darkvision 60 ft.
  Passive Perception +17, 
  Darkvision 60 ft.
  Languages
  Ignan
  Challenge
  6
  10
  14
  18
  Special 
  Abilities & 
  Qualities
  Saving Throw  
  Dexterity DC 13
  Damage 2d4
  Saving Throw  
  Dexterity DC 16
  Damage 2d6
  Saving Throw  
  Dexterity DC 18
  Damage 2d8
  Saving Throw  
  Dexterity DC 20
  Damage 2d10
  Burn You deal fire damage in addition to damage dealt on a successful hit in melee. Those affected by the burn ability 
  must also succeed on a Dexterity save or catch fire, taking fire damage for an additional 1d4 rounds at the start of 
  its turn. A burning creature can attempt a new save as a full-round action. Dropping and rolling on the ground grants 
  advantage on this save. Creatures that hit a burning creature with natural weapons or unarmed attacks take fire damage 
  as though hit by the burning creature and must make a Dexterity save to avoid catching on fire.
    Low
    Moderate
    Advanced
    Elite
    Terrain
  Any (Plane of Fire)
    Rarity
  Rare
    Role
  Soldier / Normal
    Organization
  Solitary, Pair, or Gang (3-8x)
    Treasure
  None
  eleMental (FiRe, Huge)
   
  5E
  
  353
  Outsiders
    Low
    Moderate
    Advanced
    Elite
  Special 
  Abilities & 
  Qualities
  Vulnerability to Cold You take half again as much (+50%) damage as normal from Cold, regardless of whether a saving 
  throw is allowed, or if the save is a success or failure
  Standard 
  Actions
  Slam Melee weapon 
  attack: +1 to hit, reach 
  10 ft., one target.  Hit  
  1d10+3 (8) bludgeoning 
  damage.
  Slam Melee weapon 
  attack: +4 to hit, reach 
  15 ft., one target.  Hit 
  2d6+4 (11) bludgeoning 
  damage.
  Slam Melee weapon 
  attack: +5 to hit, reach 
  15 ft., one target.  Hit 
  3d6+6 (16) bludgeoning 
  damage.
  Slam Melee weapon 
  attack: +5 to hit, reach 
  20 ft., one target.  Hit 
  4d6+8 (22) bludgeoning 
  damage.
  Legendary 
  Actions
  -
  Innate 
  Spellcasting
  -
  Spellcasting
  -
  Possessions
  -
  
  354
  Outsiders
  Level
  CREATURE 6
  CREATURE 10
  CREATURE 14
  CREATURE 18
  Rarity
  RARE
  RARE
  RARE
  UNCOMMON
  Alignment
  TN
  TN
  TN
  TN
  Size
  LARGE
  HUGE
  HUGE
  GARGANTUAN
  Other Traits
  FIRE
  Perception +10, darkvision
  +16, darkvision
  +22, darkvision
  +28, darkvision
  Languages Ignan
  Skills
  Acrobatics +17, 
  Athletics +9, Crafting 
  +6, Intimidation +7, 
  Occultism +8, Stealth 
  +17
  Acrobatics +19, 
  Athletics +16, Crafting 
  +10, Intimidation +9, 
  Occultism +12, Stealth 
  +19
  Acrobatics +26, 
  Athletics +22, 
  Diplomacy +18, 
  Deception +18, 
  Medicine +18, 
  Intimidation +18, 
  Arcana +16, Occultism 
  +18, Performance +18, 
  Thievery +26, Stealth 
  +26, Survival +18
  Acrobatics +29, 
  Athletics +28, 
  Diplomacy +22, 
  Deception +22, 
  Medicine +22, 
  Intimidation +22, 
  Arcana +20, Occultism 
  +22, Performance +22, 
  Thievery +29, Stealth 
  +29, Survival +22
  Ability Scores Str 
  +2
  Dex +9
  Con +1
  Int 
  -2
  Wis +0
  Cha +0
  Str 
  +4
  Dex +7
  Con +3
  Int 
  -2
  Wis +0
  Cha +0
  Str 
  +6
  Dex +10
  Con +5
  Int 
  +0
  Wis +2
  Cha +2
  Str 
  +8
  Dex +9
  Con +7
  Int 
  +0
  Wis +2
  Cha +2
  Items -
  -
  -
  -
    Defense
  AC
  28
  28
  35
  36
  Fort 
  Ref 
  Will
  +9
  +17
  +8
  +15
  +19
  +12
  +21
  +26
  +18
  +27
  +29
  +22
  Elemental (Fire, Huge)
    Low
    Moderate
    Advanced
    Elite
    Terrain
  Any (Plane of Fire)
    Rarity
  Rare
    Role
  Soldier / Normal
    Organization
  Solitary, Pair, or Gang (3-8x)
    Treasure
  None
   
  P2E
  
  355
  Outsiders
  hp 
  45
  95
  161
  243
  Immune Critical Hits, Fire, Flanking, paralyzed, poisoned, unconscious, Sneak Attacks, stunned
  Resists/
  Vulnerable
  all physical attacks
  Vulnerability to Cold You take half again as much (+50%) damage as normal from 
  Cold, regardless of whether a saving throw is allowed, or if the save is a success or 
  failure
    Offense & Actions
  Speed 60 ft.
  Melee
   Melee Slam +12 
  (two-hand, unarmed, 
  reach 10 ft.), Damage  
  1d10+3 bludgeoning
   Melee Slam +19 
  (unarmed, reach 15 
  ft.), Damage 2d6+4 
  bludgeoning
   Melee Slam +29 
  (unarmed, reach 15 
  ft.), Damage 3d6+6 
  bludgeoning
   Melee Slam +37 
  (unarmed, reach 20 
  ft.), Damage 4d6+8 
  bludgeoning
  Burn
  Saving Throw 
  Reflex 13
  Damage 2d4
  Saving Throw 
  Reflex 17
  Damage 2d6
  Saving Throw 
  Reflex 21
  Damage 2d8
  Saving Throw 
  Reflex 25
  Damage 2d10
  Burn You deal fire damage in addition to damage dealt on a successful hit in melee. Those affected 
  by the burn ability must also succeed on a Reflex save or catch fire, taking fire damage for an 
  additional 1d4 rounds at the start of its turn. A burning creature can attempt a new save as a full-
  round action. Dropping and rolling on the ground grants a +4 bonus on this save. Creatures that 
  hit a burning creature with natural weapons or unarmed attacks take fire damage as though hit by 
  the burning creature and must make a Reflex save to avoid catching on fire.
    Other Abilities
  Innate Spells
  -
  Spellcasting -
  
  356
  Outsiders
  AC 
  Armor Class
  7 [12]
  7 [12]
  5 [14]
  5 [14]
  HD 
  Hit Dice
  3
  3
  5
  5
  ATT Attacks
  Slam 1d10
  Slam 2d6
  Slam 3d6
  Slam 4d6
  THACO
  17 [+2]
  17 [+2]
  15 [+4]
  15 [+4]
  MV 
  Move
  180’ (60’)
  SV 
  Saves
   
  D 
  Death
   
  W Wand
   
  P 
  Paralysis
   
  B 
  Breath
   
  S 
  Spell
   
  U 
  Unified
  12
  13
  14
  15
  16
  14
  10
  11
  12
  13
  14
  12
  10
  11
  12
  13
  14
  12
  8
  9
  10
  10
  12
  10
  ML 
  Morale
  8
  8
  8
  8
  AL 
  Alignment
  Neutral
  XP 
  Experience
  125
  350
  550
  650
    Special Abilities
  Burn
  You deal 1d6 fire damage in addition to damage dealt on a successful hit in melee. 
  Those affected by the burn ability must also succeed on a Breath save or catch fire, 
  taking fire damage for an additional 1d4 rounds at the start of its turn. A burning 
  creature can attempt a new save as a full-round action. Dropping and rolling on the 
  ground grants a +4 bonus on this save. Creatures that hit a burning creature with 
  natural weapons or unarmed attacks take fire damage as though hit by the burning 
  creature and must make a save to avoid catching on fire.
  Vulnerability to 
  Cold
  You take half again as much (+50%) damage as normal from Cold, regardless of 
  whether a saving throw is allowed, or if the save is a success or failure
  Elemental (Fire, Huge)
    Low
    Moderate
    Advanced
    Elite
    Environment
  Any (Plane of Fire)
    Rarity
  Rare
    Role
  Soldier / Normal
    # Encountered
  Solitary, Pair, or Gang (3-8x)
    Treasure
  None
   
  OSR
  
  357
  Outsiders
  Elemental (Fire, Huge)
    Low
    Moderate
    Advanced
    Elite
    Environment
  Any (Plane of Fire)
    Rarity
  Rare
    Role
  Soldier / Normal
    # Encountered
  Solitary, Pair, or Gang (3-8x)
    Treasure
  None
  Init 
  Initiative
  +2
  +3
  +3
  +3
  Atk 
  Attacks
  Slam +1 melee 
  (1d10+1)
  Slam +4 melee 
  (2d6+1)
  Slam +5 melee 
  (2d6+2)
  Slam +5 melee 
  (3d6+3)
  Crit 
  Critical Hits
  20+:M/d6
  20+:M/d8
  20+:M/d8
  20+:M/d10
  AC 
  Armor Class
  12
  12
  14
  14
  HD 
  Hit Dice
  1d8
  2d8
  3d8
  4d8
  MV 
  Move
  60’
  ACT Action Dice
  2d24
  2d24
  2d24+1d20
  2d24+1d20
  SV 
  Saves
   
  Fort 
   
  Ref 
   
  Will
  +4
  +9
  +3
  +7
  +9
  +3
  +9
  +13
  +5
  +12
  +13
  +7
  AL 
  Alignment
  N
    Special Abilities
  Burn
  You deal 1d6 fire damage in addition to damage dealt on a successful hit 
  in melee. Those affected by the burn ability must also succeed on a Reflex 
  save or catch fire, taking fire damage for an additional 1d4 rounds at the 
  start of its turn. A burning creature can attempt a new save as a full-round 
  action. Dropping and rolling on the ground grants a +4 bonus on this save. 
  Creatures that hit a burning creature with natural weapons or unarmed 
  attacks take fire damage as though hit by the burning creature and must 
  make a save to avoid catching on fire.
  Vulnerability to 
  Cold
  You take half again as much (+50%) damage as normal from Cold, 
  regardless of whether a saving throw is allowed, or if the save is a success or 
  failure
   
  DCC
  
  358
  Outsiders
    Low
    Moderate
    Advanced
    Elite
    Terrain
  Any (Plane of Fire)
    Rarity
  Rare
    Role
  Soldier / Normal
    Organization
  Solitary, Pair, or Gang (3-8x)
    Treasure
  None
  CR 4
  8
  12
  16
  Align / Size TN Medium 
  (elemental, 
  extraplanar, fire)
  TN Medium 
  (elemental, 
  extraplanar, fire)
  TN Medium 
  (elemental, 
  extraplanar, fire)
  TN Large 
  (elemental, 
  extraplanar, fire)
  HD / Type Outsider 4
  Outsider 18
  Outsider 12
  Outsider 16
  Initiative +7
  +8
  +10
  +10
  Senses Perception +7 
  Darkvision 60’
  Perception +11 
  Darkvision 60’
  Perception +17 
  Darkvision 60’
  Perception +21 
  Darkvision 60’
    Defense
  AC 17
  touch 14; ff 13 
  +3 Dex; 
  +3 Natural; 
  +1 Dodge
  18
  touch 15; ff 13 
  +4 Dex; 
  +3 Natural; 
  +1 Dodge
  22
  touch 17; ff 15 
  +6 Dex; 
  +5 Natural; 
  +1 Dodge
  24
  touch 16; ff 17 
  -1 Size; +6 Dex; 
  +8 Natural; 
  +1 Dodge
  hp 23 (4d10)+8 
  54 (8d10)+16 
  107 (12d10)+48 186 (16d10)+96 
  Saves Fort 
  +6
  Ref 
  +7
  Will 
  +1
  Fort 
  +8
  Ref 
  +10
  Will 
  +2
  Fort 
  +12
  Ref 
  +14
  Will 
  +6
  Fort 
  +16
  Ref 
  +16
  Will 
  +7
  Def Abilities Immunities Critical Hits, Fire, Flanking, Paralysis, Poison, Sleep, Sneak Attacks, 
  Stunning; Weaknesses Vulnerability to Cold
    Offense
  Movement 50’
  Attacks Melee slam +7 
  (1d6+1)
  Melee slam +12 
  (1d8+1)
  Melee slam +18 
  (1d8+4) 
  Melee slam +21 
  (2d6+7)
  Space / Reach
  5’ / 5’
  5’ / 5’
  5’ / 5’
  10’ / 10’
  Special Atks Burn (1d6, DC 14)
  Burn (1d6, DC 18)
  Burn (1d6, DC 22)
  Burn (1d6, DC 26)
    Statistics
  Elemental (Fire/Medium)
   
  Pathfinder
  
  359
  Outsiders
  Ability Scores Str 
  12
  Dex 17
  Con 14
  Int 
  4
  Wis 11
  Cha 11
  Str 
  12
  Dex 18
  Con 14
  Int 
  4
  Wis 11
  Cha 11
  Str 
  16
  Dex 23
  Con 18
  Int 
  8
  Wis 15
  Cha 15
  Str 
  20
  Dex 22
  Con 22
  Int 
  8
  Wis 15
  Cha 15
  Core Attack Base Atk +4
  CMB +5
  CMD 19
  Base Atk +8
  CMB +9
  CMD 24
  Base Atk +12
  CMB +15
  CMD 32
  Base Atk +16
  CMB +22
  CMD 39
  Feats
  Dodge, Improved 
  Initiative, Martial 
  Weapon Proficiency, 
  Mobility, Simple Weapon 
  Proficiency, Weapon 
  Finesse
  Ability Focus (Burn), 
  Dodge, Improved 
  Initiative, Improved 
  Natural Attack (Slam), 
  Martial Weapon 
  Proficiency, Mobility, 
  Simple Weapon 
  Proficiency, Weapon 
  Finesse
  Ability Focus (Burn), 
  Dodge, Improved 
  Initiative, Improved 
  Natural Attack (Slam), 
  Martial Weapon 
  Proficiency, Mobility, 
  Power Attack, Simple 
  Weapon Proficiency, Vital 
  Strike, Weapon Finesse
  Ability Focus (Burn), 
  Crippling Critical, 
  Critical Focus, Dodge, 
  Improved Initiative, 
  Improved Natural Attack 
  (Slam), Martial Weapon 
  Proficiency, Mobility, 
  Power Attack, Simple 
  Weapon Proficiency, Vital 
  Strike, Weapon Finesse
  Skills
  Acrobatics +8, Appraise 
  -3, Artistry -3, Climb +5, 
  Craft (Untrained) -3, 
  Escape Artist +8, Fly +3, 
  Intimidate +5, Knowledge 
  (Planes) +1, Perception 
  +7, Ride +3, Stealth +3, 
  Swim +1
  Acrobatics +13, Appraise 
  -3, Artistry -3, Climb +5, 
  Craft (Untrained) -3, 
  Escape Artist +13, Fly +4, 
  Intimidate +5, Knowledge 
  (Planes) +1, Perception 
  +11, Ride +4, Stealth +4, 
  Swim +1
  Acrobatics +21, Appraise -1, 
  Artistry -1, Bluff +6, Climb 
  +18, Craft (Untrained) -1, 
  Diplomacy +2, Disguise +2, 
  Escape Artist +19, Fly +6, 
  Heal +2, Intimidate +15, 
  Knowledge (Planes) +4, 
  Perception +17, Perform 
  (Untrained) +2, Ride +6, 
  Sense Motive +2, Stealth +6, 
  Survival +2, Swim +3
  Acrobatics +25, Appraise -1, 
  Artistry -1, Bluff +6, Climb 
  +24, Craft (Untrained) -1, 
  Diplomacy +2, Disguise +2, 
  Escape Artist +23, Fly +4, 
  Heal +2, Intimidate +19, 
  Knowledge (Planes) +4, 
  Perception +21, Perform 
  (Untrained) +2, Ride +6, 
  Sense Motive +2, Stealth +2, 
  Survival +2, Swim +5
  Languages
  Ignan
    
    Special Qualities & Abilities
  Burn (Ex) You deal fire damage in addition to damage dealt on a successful 
  hit in melee. Those affected by the burn ability must also succeed on a Reflex 
  (DC 30) save or catch fire, taking 2d10 damage for an additional 1d4 rounds 
  at the start of its turn. A burning creature can attempt a new save as a full-
  round action. Dropping and rolling on the ground grants a +4 bonus on this 
  save. Creatures that hit a burning creature with natural weapons or unarmed 
  attacks take fire damage as though hit by the burning creature and must make 
  a Reflex save to avoid catching on fire.  
    
    Feats
  Crippling Critical You are able to maim a target and hinder 
  its movement. Whenever you score a critical hit against 
  an opponent, its speed is halved for 1 minute. A successful 
  Fortitude save reduces this duration to 1d4 rounds. The DC 
  of this save is equal to 10 + your base attack bonus. Against 
  creatures with multiple types of movement, you must choose 
  which movement type to affect. A flying creature hit by this 
  attack must make a DC 10 Fly check to remain airborne, and 
  has its maneuverability reduced by one step. 
  Critical Focus You are trained in the arts of causing pain. 
  You receive a +4 circumstance bonus on attack rolls made to 
  confirm critical hits. 
  Mobility You can easily move through a dangerous melee. 
  You get a +4 dodge bonus to Armor Class against attacks 
  of opportunity caused when you move out of or within 
  a threatened area. A condition that makes you lose your 
  Dexterity bonus to Armor Class (if any) also makes you lose 
  dodge bonuses. Dodge bonuses stack with each other, unlike 
  most types of bonuses. 
  Vital Strike You make a single attack that deals significantly 
  more damage than normal. When you use the attack action, 
  you can make one attack at your highest base attack bonus 
  that deals additional damage. Roll the weapon’s damage 
  dice for the attack twice and add the results together before 
  adding bonuses from Strength, weapon abilities (such 
  as flaming), precision-based damage, and other damage 
  bonuses. These extra damage dice are not multiplied on a 
  critical hit, but are added to the total. 
  Weapon Finesse You are trained in using your agility in 
  melee combat, as opposed to brute strength. With a light 
  weapon, rapier, whip, or spiked chain made for a creature 
  of your size category, you may use your Dexterity modifier 
  instead of your Strength modifier on attack rolls. If you carry 
  a shield, its armor check penalty applies to your attack rolls.  
  
  360
  Outsiders
    Low
    Moderate
    Advanced
    Elite
  Armor Class
  16 
  (natural armor)
  16 
  (natural armor)
  17 
  (natural armor)
  18 
  (natural armor)
  Hit Points
  23
  54
  107
  186
  Speed
  50 ft.
  Size, Type, 
  Alignment
  Medium elemental, 
  unaligned
  Medium elemental, 
  unaligned
  Medium elemental, 
  unaligned
  Large elemental, 
  unaligned
  Ability 
  Scores / 
  Saves
  STR 
  10 (+0)
  DEX 15 (+2)
  CON 12 (+1)
  INT 
  2 (-4)
  WIS 
  9 (-1)
  CHA 9 (-1)
  STR 
  10 (+0)
  DEX 16 (+3)
  CON 12 (+1)
  INT 
  2 (-4)
  WIS 
  9 (-1)
  CHA 9 (-1)
  STR 
  14 (+2)
  DEX 18 (+4)
  CON 16 (+3)
  INT 
  6 (-2)
  WIS 
  13 (+1)
  CHA 13 (+1)
  STR 
  17 (+3)
  DEX 18 (+4)
  CON 18 (+4)
  INT 
  6 (-2)
  WIS 
  13 (+1)
  CHA 13 (+1)
  Saving 
  Throws
  -
  -
  -
  -
  Resistances
  all physical attacks
  Immunities
  Critical Hits, Fire, Flanking, paralyzed, poisoned, unconscious, Sneak Attacks, stunned
  Vulnerabilities
  Vulnerability to Cold
  Senses
  Passive Perception +9, 
  Darkvision 60 ft.
  Passive Perception +12, 
  Darkvision 60 ft.
  Passive Perception +15, 
  Darkvision 60 ft.
  Passive Perception +16, 
  Darkvision 60 ft.
  Languages
  Ignan
  Challenge
  4
  8
  12
  16
  Special 
  Abilities & 
  Qualities
  Saving Throw  
  Dexterity DC 13
  Damage 1d4
  Saving Throw  
  Dexterity DC 14
  Damage 1d6
  Saving Throw  
  Dexterity DC 17
  Damage 2d4
  Saving Throw  
  Dexterity DC 19
  Damage 2d6
  Burn You deal fire damage in addition to damage dealt on a successful hit in melee. Those affected by the burn ability 
  must also succeed on a Dexterity save or catch fire, taking fire damage for an additional 1d4 rounds at the start of 
  its turn. A burning creature can attempt a new save as a full-round action. Dropping and rolling on the ground grants 
  advantage on this save. Creatures that hit a burning creature with natural weapons or unarmed attacks take fire damage 
  as though hit by the burning creature and must make a Dexterity save to avoid catching on fire.
    Low
    Moderate
    Advanced
    Elite
    Terrain
  Any (Plane of Fire)
    Rarity
  Rare
    Role
  Soldier / Normal
    Organization
  Solitary, Pair, or Gang (3-8x)
    Treasure
  None
  eleMental (FiRe, MeDiuM)
   
  5E
  
  361
  Outsiders
    Low
    Moderate
    Advanced
    Elite
  Special 
  Abilities & 
  Qualities
  Vulnerability to Cold You take half again as much (+50%) damage as normal from Cold, regardless of whether a saving 
  throw is allowed, or if the save is a success or failure
  Standard 
  Actions
  Slam Melee weapon 
  attack: -1 to hit, reach 5 
  ft., one target.  Hit 1d6+1 
  (4) bludgeoning damage.
  Slam Melee weapon 
  attack: -1 to hit, reach 5 
  ft., one target.  Hit 1d8+1 
  (6) bludgeoning damage.
  Slam Melee weapon 
  attack: +1 to hit, reach 
  5 ft., one target.  Hit 
  1d8+4 (8) bludgeoning 
  damage.
  Slam Melee weapon 
  attack: +3 to hit, reach 
  10 ft., one target.  Hit 
  2d6+7 (14) bludgeoning 
  damage.
  Legendary 
  Actions
  -
  Innate 
  Spellcasting
  -
  Spellcasting
  -
  Possessions
  -
  
  362
  Outsiders
  Level
  CREATURE 4
  CREATURE 8
  CREATURE 12
  CREATURE 16
  Rarity
  RARE
  RARE
  RARE
  UNCOMMON
  Alignment
  TN
  TN
  TN
  TN
  Size
  MEDIUM
  MEDIUM
  MEDIUM
  LARGE
  Other Traits
  FIRE
  Perception +8, darkvision
  +14, darkvision
  +20, darkvision
  +26, darkvision
  Languages Ignan
  Skills
  Acrobatics +8, 
  Athletics +7, Crafting 
  +3, Intimidation +5, 
  Occultism +6, Stealth 
  +9
  Acrobatics +14, 
  Athletics +11, Crafting 
  +7, Intimidation +10, 
  Occultism +10, Stealth 
  +14
  Acrobatics +20, 
  Athletics +17, Crafting 
  +13, Diplomacy 
  +16, Deception 
  +16, Medicine +16, 
  Intimidation +16, 
  Occultism +16, 
  Performance +16, 
  Stealth +20, Survival 
  +16
  Acrobatics +24, 
  Athletics +23, Crafting 
  +17, Diplomacy 
  +20, Deception 
  +20, Medicine +20, 
  Intimidation +20, 
  Occultism +20, 
  Performance +20, 
  Stealth +24, Survival 
  +20
  Ability Scores Str 
  +1
  Dex +3
  Con +2
  Int 
  -3
  Wis +0
  Cha +0
  Str 
  +1
  Dex +4
  Con +2
  Int 
  -3
  Wis +0
  Cha +0
  Str 
  +3
  Dex +6
  Con +4
  Int 
  -1
  Wis +2
  Cha +2
  Str 
  +5
  Dex +6
  Con +6
  Int 
  -1
  Wis +2
  Cha +2
  Items -
  -
  -
  -
    Defense
  AC
  19
  22
  28
  30
  Fort 
  Ref 
  Will
  +8
  +9
  +6
  +12
  +14
  +10
  +18
  +20
  +16
  +24
  +24
  +20
  Elemental (Fire, Medium)
    Low
    Moderate
    Advanced
    Elite
    Terrain
  Any (Plane of Fire)
    Rarity
  Rare
    Role
  Soldier / Normal
    Organization
  Solitary, Pair, or Gang (3-8x)
    Treasure
  None
   
  P2E
  
  363
  Outsiders
  hp 
  34
  68
  126
  200
  Immune Critical Hits, Fire, Flanking, paralyzed, poisoned, unconscious, Sneak Attacks, stunned
  Resists/
  Vulnerable
  all physical attacks
  Vulnerability to Cold You take half again as much (+50%) damage as normal from 
  Cold, regardless of whether a saving throw is allowed, or if the save is a success or 
  failure
    Offense & Actions
  Speed 50 ft.
  Melee
   Melee Slam +5 
  (unarmed, reach 5 
  ft.), Damage 1d6+1 
  bludgeoning
   Melee Slam +13 
  (unarmed, reach 5 
  ft.), Damage 1d8+1 
  bludgeoning
   Melee Slam +23 
  (unarmed, reach 5 
  ft.), Damage 1d8+4 
  bludgeoning
   Melee Slam +29 
  (unarmed, reach 10 
  ft.), Damage 2d6+7 
  bludgeoning
  Burn
  Saving Throw 
  Reflex 14
  Damage 1d4
  Saving Throw 
  Reflex 16
  Damage 1d6
  Saving Throw 
  Reflex 20
  Damage 2d4
  Saving Throw 
  Reflex 24
  Damage 2d6
  Burn You deal fire damage in addition to damage dealt on a successful hit in melee. Those affected 
  by the burn ability must also succeed on a Reflex save or catch fire, taking fire damage for an 
  additional 1d4 rounds at the start of its turn. A burning creature can attempt a new save as a full-
  round action. Dropping and rolling on the ground grants a +4 bonus on this save. Creatures that 
  hit a burning creature with natural weapons or unarmed attacks take fire damage as though hit by 
  the burning creature and must make a Reflex save to avoid catching on fire.
    Other Abilities
  Innate Spells
  -
  Spellcasting -
  
  364
  Outsiders
  AC 
  Armor Class
  8 [11]
  8 [11]
  7 [12]
  6 [13]
  HD 
  Hit Dice
  2
  3
  4
  5
  ATT Attacks
  Slam 1d6
  Slam 1d8
  Slam 1d10
  Slam 2d6
  THACO
  18 [+1]
  17 [+2]
  16 [+3]
  15 [+4]
  MV 
  Move
  150’ (50’)
  SV 
  Saves
   
  D 
  Death
   
  W Wand
   
  P 
  Paralysis
   
  B 
  Breath
   
  S 
  Spell
   
  U 
  Unified
  12
  13
  14
  15
  16
  14
  10
  11
  12
  13
  14
  12
  10
  11
  12
  13
  14
  12
  8
  9
  10
  10
  12
  10
  ML 
  Morale
  8
  8
  8
  8
  AL 
  Alignment
  Neutral
  XP 
  Experience
  30
  75
  175
  275
    Special Abilities
  Burn
  You deal 1d6 fire damage in addition to damage dealt on a successful hit in melee. 
  Those affected by the burn ability must also succeed on a Breath save or catch fire, 
  taking fire damage for an additional 1d4 rounds at the start of its turn. A burning 
  creature can attempt a new save as a full-round action. Dropping and rolling on the 
  ground grants a +4 bonus on this save. Creatures that hit a burning creature with 
  natural weapons or unarmed attacks take fire damage as though hit by the burning 
  creature and must make a save to avoid catching on fire.
  Vulnerability to 
  Cold
  You take half again as much (+50%) damage as normal from Cold, regardless of 
  whether a saving throw is allowed, or if the save is a success or failure
  Elemental (Fire, Medium)
    Low
    Moderate
    Advanced
    Elite
    Environment
  Any (Plane of Fire)
    Rarity
  Rare
    Role
  Soldier / Normal
    # Encountered
  Solitary, Pair, or Gang (3-8x)
    Treasure
  None
   
  OSR
  
  365
  Outsiders
  Elemental (Fire, Medium)
    Low
    Moderate
    Advanced
    Elite
    Environment
  Any (Plane of Fire)
    Rarity
  Rare
    Role
  Soldier / Normal
    # Encountered
  Solitary, Pair, or Gang (3-8x)
    Treasure
  None
  Init 
  Initiative
  +0
  +0
  +1
  +1
  Atk 
  Attacks
  Slam -1 melee 
  (1d6)
  Slam -1 melee 
  (1d8)
  Slam +1 melee 
  (1d8+1)
  Slam +3 melee 
  (2d6+2)
  Crit 
  Critical Hits
  20+:M/d6
  20+:M/d8
  20+:M/d8
  20+:M/d8
  AC 
  Armor Class
  11
  11
  12
  13
  HD 
  Hit Dice
  1d8
  2d8
  3d8
  3d8
  MV 
  Move
  50’
  ACT Action Dice
  1d24
  1d24+1d20
  1d24+2d20
  2d24+1d20
  SV 
  Saves
   
  Fort 
   
  Ref 
   
  Will
  +4
  +5
  +1
  +5
  +7
  +1
  +8
  +9
  +4
  +11
  +11
  +5
  AL 
  Alignment
  N
    Special Abilities
  Burn
  You deal 1d6 fire damage in addition to damage dealt on a successful hit 
  in melee. Those affected by the burn ability must also succeed on a Reflex 
  save or catch fire, taking fire damage for an additional 1d4 rounds at the 
  start of its turn. A burning creature can attempt a new save as a full-round 
  action. Dropping and rolling on the ground grants a +4 bonus on this save. 
  Creatures that hit a burning creature with natural weapons or unarmed 
  attacks take fire damage as though hit by the burning creature and must 
  make a save to avoid catching on fire.
  Vulnerability to 
  Cold
  You take half again as much (+50%) damage as normal from Cold, 
  regardless of whether a saving throw is allowed, or if the save is a success or 
  failure
   
  DCC
  
  366
  Plants
    Low
    Moderate
    Advanced
    Elite
    Terrain
  Temperate Swamps
    Rarity
  Uncommon
    Role
  Lurker / Elite
    Organization
  Solitary, Pair, or Grove (3-6x)
    Treasure
  Incidental
  CR 9
  13
  17
  21
  Align / Size TN Large
  TN Huge
  TN Huge
  TN Gargantuan
  HD / Type Plant 9
  Plant 13
  Plant 17
  Plant 21
  Initiative +10
  +8
  +10
  +9
  Senses Perception +8 
  Tremorsense 60’ 
  Low-Light Vision
  Perception +10 
  Tremorsense 60’ 
  Low-Light Vision
  Perception +16 
  Tremorsense 60’ 
  Low-Light Vision
  Perception +16 
  Tremorsense 60’ 
  Low-Light Vision
    Defense
  AC 23
  touch 15; ff 17 
  -1 Size; +6 Dex; 
  +8 Natural
  22
  touch 12; ff 18 
  -2 Size; +4 Dex; 
  +10 Natural
  26
  touch 14; ff 20 
  -2 Size; +6 Dex; 
  +12 Natural
  26
  touch 11; ff 21 
  -4 Size; +5 Dex; 
  +15 Natural
  hp 76 (9d8)+45 
  144 (13d8)+91 
  228 (17d8)+153 328 (21d8)+231 
  Saves Fort 
  +11
  Ref 
  +9
  Will 
  +4
  Fort 
  +17
  Ref 
  +8
  Will 
  +5
  Fort 
  +21
  Ref 
  +11
  Will 
  +8
  Fort 
  +25
  Ref 
  +12
  Will 
  +10
  Def Abilities Immunities Mind-Affecting Effects, Paralysis, Poison, Polymorph, Sleep, Stunning;  
  Resistances Acid 20
    Offense
  Movement 10’
  Attacks Melee bite 
  +11/+11/+11/+11 (2H: 
  1d6+7)
  Melee bite 
  +15/+15/+15/+15 
  (1d8+7) 
  Melee bite 
  +21/+21/+21/+21 
  (2d6+10)
  Melee bite 
  +24/+24/+24/+24 
  (3d6+12) 
  Space / Reach
  10’ / 10’
  15’ / 15’
  15’ / 15’
  20’ / 20’
  Special Atks Engulf, Grab
    Statistics
  Flytrap (Giant)
   
  Pathfinder
  
  367
  Plants
  Ability Scores Str 
  21
  Dex 22
  Con 21
  Int 
  1
  Wis 12
  Cha 6
  Str 
  25
  Dex 18
  Con 25
  Int 
  1
  Wis 12
  Cha 6
  Str 
  30
  Dex 22
  Con 29
  Int 
  1
  Wis 16
  Cha 10
  Str 
  35
  Dex 20
  Con 33
  Int 
  1
  Wis 16
  Cha 10
  Core Attack Base Atk +6
  CMB +12 
  +16 grapple
  CMD 28 
  can’t be tripped
  Base Atk +9
  CMB +18 
  +22 grapple
  CMD 32 
  can’t be tripped
  Base Atk +12
  CMB +24 
  +28 grapple
  CMD 40 
  can’t be tripped
  Base Atk +15
  CMB +31 
  +35 grapple
  CMD 46 
  can’t be tripped
  Feats
  Cleave, Improved 
  Initiative, Power Attack, 
  Skill Focus (Stealth), 
  Weapon Focus (Bite)
  Cleave, Great Fortitude, 
  Improved Initiative, 
  Power Attack, Skill Focus 
  (Stealth), Vital Strike, 
  Weapon Focus (Bite)
  Cleave, Critical Focus, 
  Great Fortitude, Improved 
  Initiative, Improved 
  Natural Attack (Bite), 
  Power Attack, Skill Focus 
  (Stealth), Vital Strike, 
  Weapon Focus (Bite)
  Cleave, Critical Focus, 
  Devastating Strike, Great 
  Fortitude, Improved 
  Initiative, Improved 
  Natural Attack (Bite), 
  Improved Vital Strike, 
  Power Attack, Skill Focus 
  (Stealth), Vital Strike, 
  Weapon Focus (Bite)
  Skills
  Acrobatics +6, 
  Appraise -5, Artistry 
  -5, Bluff -2, Climb +5, 
  Craft (Untrained) -5, 
  Diplomacy -2, Disguise -2, 
  Escape Artist +6, Fly +4, 
  Heal +1, Intimidate -2, 
  Perception +8, Perform 
  (Untrained) -2, Ride +6, 
  Sense Motive +1, Stealth 
  +13, Survival +1, Swim +5
  Acrobatics +4, 
  Appraise -5, Artistry 
  -5, Bluff -2, Climb +7, 
  Craft (Untrained) -5, 
  Diplomacy -2, Disguise -2, 
  Escape Artist +4, Heal +1, 
  Intimidate -2, Perception 
  +10, Perform (Untrained) 
  -2, Ride +4, Sense Motive 
  +1, Stealth +9, Survival 
  +1, Swim +7
  Acrobatics +6, Appraise 
  -5, Artistry -5, Climb +10, 
  Craft (Untrained) -5, 
  Escape Artist +6, Fly +2, 
  Heal +3, Perception +16, 
  Ride +6, Sense Motive +3, 
  Stealth +11, Survival +3, 
  Swim +10
  Acrobatics +5, Appraise 
  -5, Artistry -5, Climb +12, 
  Craft (Untrained) -5, 
  Escape Artist +5, Fly -1, 
  Heal +3, Perception +16, 
  Ride +5, Sense Motive +3, 
  Stealth +13, Survival +3, 
  Swim +12
    
    Special Qualities & Abilities
  Engulf (Ex) If a giant flytrap begins its turn with an opponent at least two 
  size categories smaller than itself grappled in one of its mouths, it can close 
  its jaws completely around the foe by making a new combat maneuver check 
  (as though attempting to pin the foe). If it succeeds, it engulfs the prey and 
  inflicts 1d8+7 points of damage and 2d6 acid damage as the cavity floods with 
  digestive enzymes. The seal formed is airtight, so an engulfed creature risks 
  suffocation. Engulf is a special form of pinning, and an engulfed creature can 
  escape in the same way as he can from being pinned, but since an engulfed 
  creature is contained wholly inside the plant’s jaws, the flytrap’s victim cannot 
  be targeted by effects or attacks that require line of sight or line of effect. A 
  giant flytrap that is grappling or pinning a foe cannot attack other targets with 
  that bite, but is not otherwise hindered. 
    
    Feats
  Cleave You can strike two adjacent foes with a single swing. 
  As a standard action, you can make a single attack at your 
  full base attack bonus against a foe within reach. If you 
  hit, you deal damage normally and can make an additional 
  attack (using your full base attack bonus) against a foe that 
  is adjacent to the first and also within reach. You can only 
  make one additional attack per round with this feat. When 
  you use this feat, you take a -2 penalty to your Armor Class 
  until your next turn. 
  Critical Focus You are trained in the arts of causing pain. 
  You receive a +4 circumstance bonus on attack rolls made to 
  confirm critical hits. 
  Devastating Strike Pitting all of your strength and resolve 
  against your enemy, you deliver a strike that is impossible to 
  ignore. Whenever you use Vital Strike, Improved Vital Strike, 
  or Greater Vital Strike, you gain a +2 bonus on each extra 
  weapon damage dice roll those feats grant (+6 maximum). 
  This bonus damage is multiplied on a critical hit. 
  Improved Vital Strike You can make a single attack that 
  deals a large amount of damage. When you use the attack 
  action, you can make one attack at your highest base attack 
  bonus that deals additional damage. Roll the weapon’s 
  damage dice for the attack three times and add the results 
  together before adding bonuses from Strength, weapon 
  abilities (such as flaming), precision-based damage, and 
  other damage bonuses. These extra damage dice are not 
  multiplied on a critical hit, but are added to the total. 
  Vital Strike You make a single attack that deals significantly 
  more damage than normal. When you use the attack action, 
  you can make one attack at your highest base attack bonus 
  that deals additional damage. Roll the weapon’s damage 
  dice for the attack twice and add the results together before 
  adding bonuses from Strength, weapon abilities (such 
  as flaming), precision-based damage, and other damage 
  bonuses. These extra damage dice are not multiplied on a 
  critical hit, but are added to the total. 
  
  368
  Plants
    Low
    Moderate
    Advanced
    Elite
  Armor Class
  17 
  (natural armor)
  18 
  (natural armor)
  19 
  (natural armor)
  19 
  (natural armor)
  Hit Points
  76
  144
  228
  328
  Speed
  10 ft.
  Size, Type, 
  Alignment
  Large plant, unaligned
  Huge plant, unaligned
  Huge plant, unaligned
  Gargantuan plant, 
  unaligned
  Ability 
  Scores / 
  Saves
  STR 
  18 (+4)
  DEX 18 (+4)
  CON 18 (+4)
  INT 
  1 (-5)
  WIS 
  10 (+0)
  CHA 4 (-3)
  STR 
  22 (+6)
  DEX 18 (+4)
  CON 22 (+6)
  INT 
  1 (-5)
  WIS 
  14 (+2)
  CHA 8 (-1)
  STR 
  24 (+7)
  DEX 17 (+3)
  CON 24 (+7)
  INT 
  1 (-5)
  WIS 
  14 (+2)
  CHA 8 (-1)
  Acid
  Saving 
  Throws
  -
  -
  -
  -
  Resistances
  Acid
  Immunities
  psychic, paralyzed, poisoned, Polymorph, unconscious, stunned
  Vulnerabilities
  -
  Senses
  Passive Perception 
  +10, Darkvision 60 ft., 
  Tremorsense 60 ft.
  Passive Perception 
  +10, Darkvision 60 ft., 
  Tremorsense 60 ft.
  Passive Perception 
  +18, Darkvision 60 ft., 
  Tremorsense 60 ft.
  Passive Perception 
  +19, Darkvision 60 ft., 
  Tremorsense 60 ft.
  Languages
  -
  Challenge
  9
  13
  17
  21
  Special 
  Abilities & 
  Qualities
  Damage 2d6 bludgeoning + 
  1d6 acid
  Damage 3d6 bludgeoning + 
  2d4 acid
  Damage 4d6 bludgeoning + 
  2d6 acid
  Damage 5d6 bludgeoning + 
  3d6 acid
  Engulf If a giant flytrap begins its turn with an opponent at least two size categories smaller than itself grappled in one of 
  its mouths, it can close its jaws completely around the foe by making a new grapple check. If it succeeds, it engulfs the 
  prey and inflicts bludgeoning and acid damage as the cavity floods with digestive enzymes. The seal formed is airtight, 
  so an engulfed creature risks suffocation. Engulf is a special form of pinning, and an engulfed creature can escape in the 
  same way as he can from being pinned, but since an engulfed creature is contained wholly inside the plant’s jaws, the 
  flytrap’s victim cannot be targeted by effects or attacks that require line of sight or line of effect. A giant flytrap that is 
  grappling or pinning a foe cannot attack other targets with that bite, but is not otherwise hindered.
    Low
    Moderate
    Advanced
    Elite
    Terrain
  Temperate Swamps
    Rarity
  Uncommon
    Role
  Lurker / Elite
    Organization
  Solitary, Pair, or Grove (3-6x)
    Treasure
  Incidental
  FlYtRap (giant)
   
  5E
  
  369
  Plants
    Low
    Moderate
    Advanced
    Elite
  Standard 
  Actions
  Bite Melee weapon 
  attack: +6 to hit, reach 
  10 ft., one target.  Hit  
  1d6+7 (10) piercing 
  damage.
  Bite Melee weapon 
  attack: +6 to hit, reach 15 
  ft., one target.  Hit 1d8+7 
  (12) piercing damage.
  Bite Melee weapon 
  attack: +6 to hit, reach 
  15 ft., one target.  Hit 
  2d6+10 (17) piercing 
  damage.
  Bite Melee weapon 
  attack: +6 to hit, reach 
  20 ft., one target.  Hit 
  3d6+12 (22) piercing 
  damage.
  Legendary 
  Actions
  -
  Innate 
  Spellcasting
  -
  Spellcasting
  -
  Possessions
  -
  
  370
  Plants
  Level
  CREATURE 9
  CREATURE 13
  CREATURE 17
  CREATURE 21
  Rarity
  RARE
  RARE
  RARE
  UNCOMMON
  Alignment
  TN
  TN
  TN
  TN
  Size
  LARGE
  HUGE
  HUGE
  GARGANTUAN
  Other Traits
  PLANT
  Perception +14, low-
  light vision, 
  tremorsense 
  (imprecise) 60 
  feet
  +18, low-
  light vision, 
  tremorsense 
  (imprecise) 60 
  feet
  +26, low-
  light vision, 
  tremorsense 
  (imprecise) 60 
  feet
  +30, low-
  light vision, 
  tremorsense 
  (imprecise) 60 
  feet
  Languages -
  Skills
  Acrobatics +17, 
  Athletics +16, Crafting 
  +6, Diplomacy 
  +9, Deception +9, 
  Medicine +12, 
  Intimidation +9, 
  Performance +9, 
  Stealth +17, Survival 
  +12
  Acrobatics +19, 
  Athletics +22, Crafting 
  +10, Diplomacy 
  +13, Deception 
  +13, Medicine +16, 
  Intimidation +13, 
  Performance +13, 
  Stealth +19, Survival 
  +16
  Acrobatics +25, 
  Athletics +29, Crafting 
  +14, Medicine +22, 
  Stealth +25, Survival 
  +22
  Acrobatics +28, 
  Athletics +35, Crafting 
  +18, Medicine +26, 
  Stealth +28, Survival 
  +26
  Ability Scores Str 
  +5
  Dex +6
  Con +5
  Int 
  -5
  Wis +1
  Cha -2
  Str 
  +7
  Dex +4
  Con +7
  Int 
  -5
  Wis +1
  Cha -2
  Str 
  +10
  Dex +6
  Con +9
  Int 
  -5
  Wis +3
  Cha +0
  Str 
  +12
  Dex +5
  Con +11
  Int 
  -5
  Wis +3
  Cha +0
  Items -
  -
  -
  -
    Defense
  AC
  26
  26
  32
  34
  Flytrap (Giant)
    Low
    Moderate
    Advanced
    Elite
    Terrain
  Temperate Swamps
    Rarity
  Uncommon
    Role
  Lurker / Elite
    Organization
  Solitary, Pair, or Grove (3-6x)
    Treasure
  Incidental
   
  P2E
  
  371
  Plants
  Fort 
  Ref 
  Will
  +16
  +17
  +12
  +22
  +19
  +16
  +28
  +25
  +22
  +34
  +28
  +26
  hp 
  104
  176
  264
  368
  Immune psychic, paralyzed, poisoned, Polymorph, unconscious, stunned
  Resists Acid
    Offense & Actions
  Speed 10 ft.
  Melee
   Melee Bite +20 
  (two-hand, grapple, 
  unarmed, reach 10 
  ft.), Damage  1d6+7 
  piercing
   Melee Bite +29 
  (grapple, unarmed, 
  reach 15 ft.), Damage 
  1d8+7 piercing
   Melee Bite +38 
  (grapple, unarmed, 
  reach 15 ft.), Damage 
  2d6+10 piercing
   Melee Bite +46 
  (grapple, unarmed, 
  reach 20 ft.), Damage 
  3d6+12 piercing
  Engulf
  Damage 2d6 + 
  1d6 acid
  Damage 3d6 + 
  2d6 acid
  Damage 5d6 + 
  3d6 acid
  Damage 8d6 + 
  4d6 acid
   If a giant flytrap begins its turn with an opponent at least two size categories smaller than 
  itself grappled in one of its mouths, it can close its jaws completely around the foe by making a 
  new grapple check. If it succeeds, it engulfs the prey and inflicts bludgeoning and acid damage as 
  the cavity floods with digestive enzymes. The seal formed is airtight, so an engulfed creature risks 
  suffocation. Engulf is a special form of pinning, and an engulfed creature can escape in the same 
  way as he can from being pinned, but since an engulfed creature is contained wholly inside the 
  plant’s jaws, the flytrap’s victim cannot be targeted by effects or attacks that require line of sight 
  or line of effect. A giant flytrap that is grappling or pinning a foe cannot attack other targets with 
  that bite, but is not otherwise hindered.
    Other Abilities
  Innate Spells
  -
  Spellcasting -
  
  372
  Plants
  AC 
  Armor Class
  7 [12]
  6 [13]
  5 [14]
  5 [14]
  HD 
  Hit Dice
  5
  6
  8
  9
  ATT Attacks
  Bite 1d6
  Bite 1d8
  Bite 2d6
  Bite 3d6
  THACO
  15 [+4]
  14 [+5]
  12 [+7]
  12 [+7]
  MV 
  Move
  30’ (10’)
  SV 
  Saves
   
  D 
  Death
   
  W Wand
   
  P 
  Paralysis
   
  B 
  Breath
   
  S 
  Spell
   
  U 
  Unified
  10
  11
  12
  13
  14
  12
  8
  9
  10
  10
  12
  10
  6
  7
  8
  8
  10
  8
  6
  7
  8
  8
  10
  8
  ML 
  Morale
  6
  6
  6
  6
  AL 
  Alignment
  Neutral
  XP 
  Experience
  275
  650
  900
  1,100
    Special Abilities
  Engulf
  The creature can engulf creatures in its path as part of a standard action. It cannot 
  make other attacks during a round in which it engulfs. The creature merely has to 
  move over its opponents, affecting as many as it can cover. Each victim may attempt 
  a Breath save to avoid being engulfed - on a success, they are pushed back or aside 
  (target's choice) as the creature moves forward. Engulfed opponents cannot move, 
  are in danger of suffocating, are trapped within the creature's body until they are no 
  longer pinned, and may be subject to other special attacks from the creature.
  Flytrap (Giant)
    Low
    Moderate
    Advanced
    Elite
    Environment
  Temperate Swamps
    Rarity
  Uncommon
    Role
  Lurker / Elite
    # Encountered
  Solitary, Pair, or Grove (3-6x)
    Treasure
  Incidental
   
  OSR
  
  373
  Plants
  Flytrap (Giant)
    Low
    Moderate
    Advanced
    Elite
    Environment
  Temperate Swamps
    Rarity
  Uncommon
    Role
  Lurker / Elite
    # Encountered
  Solitary, Pair, or Grove (3-6x)
    Treasure
  Incidental
  Init 
  Initiative
  +0
  +1
  +1
  +1
  Atk 
  Attacks
  Bite +6 melee 
  (1d6+2)
  Bite +6 melee 
  (1d8+2)
  Bite +6 melee 
  (2d6+3)
  Bite +6 melee 
  (2d6+4)
  Crit 
  Critical Hits
  20+:M/d8
  20+:M/d10
  20+:M/d12
  20+:M/d12
  AC 
  Armor Class
  12
  13
  14
  14
  HD 
  Hit Dice
  3d8 + 3
  4d8 + 4
  6d8 + 6
  7d8 + 7
  MV 
  Move
  10’
  ACT Action Dice
  1d24+1d20
  2d24
  2d24+1d20
  2d24+1d20
  SV 
  Saves
   
  Fort 
   
  Ref 
   
  Will
  +7
  +6
  +3
  +11
  +5
  +3
  +14
  +7
  +5
  +17
  +8
  +7
  AL 
  Alignment
  N
    Special Abilities
  Engulf
  The creature can engulf creatures in its path as part of a standard action. It 
  cannot make other attacks during a round in which it engulfs. The creature 
  merely has to move over its opponents, affecting as many as it can cover. 
  Each victim may attempt a Reflex save to avoid being engulfed - on a 
  success, they are pushed back or aside (target's choice) as the creature moves 
  forward. Engulfed opponents cannot move, are in danger of suffocating, are 
  trapped within the creature's body until they are no longer pinned, and may 
  be subject to other special attacks from the creature.
   
  DCC
  
  374
  Plants
    Low
    Moderate
    Advanced
    Elite
    Terrain
  Any Underground
    Rarity
  Uncommon
    Role
  Lurker / Normal
    Organization
  Solitary, Pair, or Swarm (3-12x)
    Treasure
  None
  CR 4
  8
  12
  17
  Align / Size TN Small
  TN Small
  TN Small
  TN Small
  HD / Type Aberration 4
  Aberration 8
  Aberration 12
  Aberration 17
  Initiative +9
  +9
  +9
  +9
  Senses Perception +6 
  Darkvision 60’
  Perception +9 
  Darkvision 60’
  Perception +12 
  Darkvision 60’
  Perception +16 
  Darkvision 60’
    Defense
  AC 16
  touch 16; ff 11 
  +1 Size; 
  +5 Dex
  16
  touch 16; ff 11 
  +1 Size; 
  +5 Dex
  16
  touch 16; ff 11 
  +1 Size; 
  +5 Dex
  16
  touch 16; ff 11 
  +1 Size; 
  +5 Dex
  hp 29 (4d8)+8 
  58 (8d8)+16 
  86 (1d10)
  125 (17d8)+34 
  Saves Fort 
  +3
  Ref 
  +6
  Will 
  +5
  Fort 
  +4
  Ref 
  +7
  Will 
  +7
  Fort 
  +6
  Ref 
  +9
  Will 
  +9
  Fort 
  +9
  Ref 
  +12
  Will 
  +11
  Def Abilities Defensive Abilities Plant Defenses; Immunities Mind-Affecting Effects, Paralysis, 
  Poison, Polymorph, Sleep, Stunning
    Offense
  Movement 20’; Climb 40’
  Attacks Melee bite +6 
  (1d6+2) or 
  Melee claw +6/+6 
  (1d4+2) 
  Melee bite +9 
  (1d8+2) or 
  Melee claw +9/+9 
  (1d6+2) 
  Melee bite +14 
  (1d8+3) or 
  Melee claw +14/+14 
  (1d6+3) 
  Melee bite +17 
  (1d8+3) or 
  Melee claw +17/+17 
  (1d6+3) 
  Space / Reach
  5’ / 5’
  5’ / 5’
  5’ / 5’
  5’ / 5’
  Special Atks Leap, Poison  
  (bite, DC 14)
  Leap, Poison  
  (bite, DC 16)
  Leap, Poison  
  (bite, DC 18)
  Leap, Poison  
  (bite, DC 20)
    Statistics
  Fungal Crawler
   
  Pathfinder
  
  375
  Plants
  Ability Scores Str 
  14
  Dex 20
  Con 15
  Int 
  2
  Wis 13
  Cha 7
  Str 
  15
  Dex 20
  Con 15
  Int 
  2
  Wis 13
  Cha 7
  Str 
  16
  Dex 20
  Con 15
  Int 
  2
  Wis 13
  Cha 7
  Str 
  17
  Dex 20
  Con 15
  Int 
  2
  Wis 13
  Cha 7
  Core Attack Base Atk +3
  CMB +4
  CMD 19 
  23 vs. trip
  Base Atk +6
  CMB +7
  CMD 22 
  26 vs. trip
  Base Atk +9
  CMB +11
  CMD 26 
  30 vs. trip
  Base Atk +12
  CMB +14
  CMD 29 
  33 vs. trip
  Feats
  Improved Initiative, Step 
  Up
  Improved Initiative, 
  Improved Natural Attack 
  (Bite, Claw), Step Up
  Improved Initiative, 
  Improved Natural Attack 
  (Bite, Claw), Step Up, 
  Weapon Focus (Bite, 
  Claw)
  Combat Reflexes, Great 
  Fortitude, Improved 
  Initiative, Improved 
  Natural Attack (Bite, 
  Claw), Lightning Reflexes, 
  Step Up, Weapon Focus 
  (Bite, Claw)
  Skills
  Acrobatics +10, 
  Appraise -4, Artistry 
  -4, Bluff -2, Climb +10, 
  Craft (Untrained) -4, 
  Diplomacy -2, Disguise -2, 
  Escape Artist +5, Fly +7, 
  Heal +1, Intimidate -2, 
  Perception +6, Perform 
  (Untrained) -2, Ride +5, 
  Sense Motive +1, Stealth 
  +9, Survival +1, Swim +2
  Acrobatics +11, 
  Appraise -4, Artistry 
  -4, Bluff -2, Climb +10, 
  Craft (Untrained) -4, 
  Diplomacy -2, Disguise -2, 
  Escape Artist +5, Fly +7, 
  Heal +1, Intimidate -2, 
  Perception +9, Perform 
  (Untrained) -2, Ride +5, 
  Sense Motive +1, Stealth 
  +9, Survival +1, Swim +2
  Acrobatics +12, 
  Appraise -4, Artistry 
  -4, Bluff -2, Climb +11, 
  Craft (Untrained) -4, 
  Diplomacy -2, Disguise -2, 
  Escape Artist +5, Fly +7, 
  Heal +1, Intimidate -2, 
  Perception +12, Perform 
  (Untrained) -2, Ride +5, 
  Sense Motive +1, Stealth 
  +9, Survival +1, Swim +3
  Acrobatics +13, 
  Appraise -4, Artistry 
  -4, Bluff -2, Climb +11, 
  Craft (Untrained) -4, 
  Diplomacy -2, Disguise -2, 
  Escape Artist +5, Fly +7, 
  Heal +1, Intimidate -2, 
  Perception +16, Perform 
  (Untrained) -2, Ride +5, 
  Sense Motive +1, Stealth 
  +9, Survival +1, Swim +3
    
    Special Qualities & Abilities
  Leap (Ex) A fungal crawler can perform a special kind of pounce attack by 
  jumping into combat. When a fungal crawler charges, it can make a DC 20 
  Acrobatics check to jump into the air and land next to its enemies. If it makes 
  the Acrobatics check, it can follow up with four claw attacks against foes in 
  reach, but it cannot make a bite attack. 
  Plant Defenses (Ex) A fungal crawler is part plant and shares many of the 
  immunities that plant creatures possess. A fungal crawler is immune to mind-
  affecting effects, paralysis, poison, polymorph, sleep, and stunning. 
  Poison (Ex) Bite - injury; save Fort DC 20; frequency 1/round for 4 rounds; 
  effect 1d2 Str and 1d2 Con; cure 1 save.  
  
  376
  Plants
    Low
    Moderate
    Advanced
    Elite
  Armor Class
  15 
  (natural armor)
  15 
  (natural armor)
  15 
  (natural armor)
  15 
  (natural armor)
  Hit Points
  29
  58
  86
  125
  Speed
  20 ft. Climb 40 ft.
  Size, Type, 
  Alignment
  Small aberration, 
  unaligned
  Small aberration, 
  unaligned
  Small aberration, 
  unaligned
  Small aberration, 
  unaligned
  Ability 
  Scores / 
  Saves
  STR 
  12 (+1)
  DEX 17 (+3)
  CON 13 (+1)
  INT 
  1 (-5)
  WIS 
  11 (+0)
  CHA 5 (-3)
  STR 
  13 (+1)
  DEX 17 (+3)
  CON 13 (+1)
  INT 
  1 (-5)
  WIS 
  11 (+0)
  CHA 5 (-3)
  STR 
  14 (+2)
  DEX 17 (+3)
  CON 13 (+1)
  INT 
  1 (-5)
  WIS 
  11 (+0)
  CHA 5 (-3)
  STR 
  15 (+2)
  DEX 17 (+3)
  CON 13 (+1)
  INT 
  1 (-5)
  WIS 
  11 (+0)
  CHA 5 (-3)
  Saving 
  Throws
  -
  -
  -
  -
  Resistances
  -
  Immunities
  psychic, paralyzed, poisoned, Polymorph, unconscious, stunned
  Vulnerabilities
  -
  Senses
  Passive Perception +10, 
  Darkvision 60 ft.
  Passive Perception +10, 
  Darkvision 60 ft.
  Passive Perception +14, 
  Darkvision 60 ft.
  Passive Perception +16, 
  Darkvision 60 ft.
  Languages
  -
  Challenge
  4
  8
  12
  16
  Special 
  Abilities & 
  Qualities
  Saving Throw  
  Constitution DC 13
  Saving Throw  
  Constitution DC 14
  Saving Throw  
  Constitution DC 15
  Saving Throw  
  Constitution DC 17
  Poison Bite - injury; save Constitution; frequency 1/round for 4 rounds; effect 1d2 Strength and 1d2 Constitution 
  damage; cure 1 save.  Ability damage suffered from this effect may be restored with a long rest or any magical healing.
    Low
    Moderate
    Advanced
    Elite
    Terrain
  Any Underground
    Rarity
  Uncommon
    Role
  Lurker / Normal
    Organization
  Solitary, Pair, or Swarm (3-12x)
    Treasure
  None
  Fungal cRaWleR
   
  5E
  
  377
  Plants
    Low
    Moderate
    Advanced
    Elite
  Standard 
  Actions
  Bite Melee weapon 
  attack: +1 to hit, reach 5 
  ft., one target.  Hit 1d6+2 
  (6) piercing damage.
  Claw Melee weapon 
  attack: +1 to hit, reach 5 
  ft., one target.  Hit 1d4+2 
  (4) slashing damage.
  Bite Melee weapon 
  attack: +1 to hit, reach 5 
  ft., one target.  Hit 1d8+2 
  (6) piercing damage.
  Claw Melee weapon 
  attack: +1 to hit, reach 5 
  ft., one target.  Hit 1d6+2 
  (6) slashing damage.
  Bite Melee weapon 
  attack: +1 to hit, reach 
  5 ft., one target.  Hit 
  1d8+3 (8) piercing 
  damage.
  Claw Melee weapon 
  attack: +1 to hit, reach 
  5 ft., one target.  Hit 
  1d6+3 (6) slashing 
  damage.
  Bite Melee weapon 
  attack: +2 to hit, reach 5 
  ft., one target.  Hit 1d8+3 
  (8) piercing damage.
  Claw Melee weapon 
  attack: +2 to hit, reach 5 
  ft., one target.  Hit 1d6+3 
  (6) slashing damage.
  Legendary 
  Actions
  -
  Innate 
  Spellcasting
  -
  Spellcasting
  -
  Possessions
  -
  
  378
  Plants
  Level
  CREATURE 4
  CREATURE 8
  CREATURE 12
  CREATURE 16
  Rarity
  UNCOMMON
  UNCOMMON
  UNCOMMON
  UNCOMMON
  Alignment
  TN
  TN
  TN
  TN
  Size
  SMALL
  SMALL
  SMALL
  SMALL
  Other Traits
  ABERRATION
  Perception +9, darkvision
  +13, darkvision
  +19, darkvision
  +24, darkvision
  Languages -
  Skills
  Acrobatics +11, 
  Athletics +8, Crafting 
  +2, Diplomacy 
  +4, Deception 
  +4, Medicine +7, 
  Intimidation +4, 
  Performance +4, 
  Stealth +11, Survival 
  +7
  Acrobatics +15, 
  Athletics +12, Crafting 
  +6, Diplomacy 
  +8, Deception 
  +8, Medicine +11, 
  Intimidation +8, 
  Performance +8, 
  Stealth +15, Survival 
  +11
  Acrobatics +19, 
  Athletics +17, Crafting 
  +10, Diplomacy 
  +12, Deception 
  +12, Medicine +15, 
  Intimidation +12, 
  Performance +12, 
  Stealth +19, Survival 
  +15
  Acrobatics +24, 
  Athletics +22, Crafting 
  +15, Diplomacy 
  +17, Deception 
  +17, Medicine +20, 
  Intimidation +17, 
  Performance +17, 
  Stealth +24, Survival 
  +20
  Ability Scores Str 
  +2
  Dex +5
  Con +2
  Int 
  -4
  Wis +1
  Cha -2
  Str 
  +2
  Dex +5
  Con +2
  Int 
  -4
  Wis +1
  Cha -2
  Str 
  +3
  Dex +5
  Con +2
  Int 
  -4
  Wis +1
  Cha -2
  Str 
  +3
  Dex +5
  Con +2
  Int 
  -4
  Wis +1
  Cha -2
  Items -
  -
  -
  -
    Defense
  AC
  21
  23
  25
  28
  Fort 
  Ref 
  Will
  +8
  +11
  +7
  +12
  +15
  +11
  +16
  +19
  +15
  +21
  +24
  +20
  hp 
  34
  68
  102
  144
  Fungal Crawler
    Low
    Moderate
    Advanced
    Elite
    Terrain
  Any Underground
    Rarity
  Uncommon
    Role
  Lurker / Normal
    Organization
  Solitary, Pair, or Swarm (3-12x)
    Treasure
  None
   
  P2E
  
  379
  Plants
  Immune psychic, paralyzed, poisoned, Polymorph, unconscious, stunned
  Resists -
    Offense & Actions
  Speed 20 ft. Climb 40 ft.
  Melee
   Melee Bite +7 
  (unarmed, reach 5 
  ft.), Damage 1d6+2 
  piercing
   Melee Claw +7 
  (unarmed, reach 5 
  ft.), Damage 1d4+2 
  slashing
   Melee Bite +14 
  (unarmed, reach 5 
  ft.), Damage 1d8+2 
  piercing
   Melee Claw +14 
  (unarmed, reach 5 
  ft.), Damage 1d6+2 
  slashing
   Melee Bite +23 
  (unarmed, reach 5 
  ft.), Damage 1d8+3 
  piercing
   Melee Claw +23 
  (unarmed, reach 5 
  ft.), Damage 1d6+3 
  slashing
   Melee Bite +30 
  (unarmed, reach 5 
  ft.), Damage 1d8+3 
  piercing
   Melee Claw +30 
  (unarmed, reach 5 
  ft.), Damage 1d6+3 
  slashing
  Poison
  Saving Throw 
  Fortitude 14
  Saving Throw 
  Fortitude 16
  Saving Throw 
  Fortitude 18
  Saving Throw 
  Fortitude 20
  Poison Bite - injury; save Fortitude; frequency 1/round for 4 rounds; effect 50% chance of +1 
  level of Enfeebled condition and 50% chance of +1 level of Drained condition; cure 1 save.  
    Other Abilities
  Innate Spells
  -
  Spellcasting -
  
  380
  Plants
  AC 
  Armor Class
  9 [10]
  9 [10]
  9 [10]
  9 [10]
  HD 
  Hit Dice
  3
  5
  6
  8
  ATT Attacks
  Bite 1d6 or Claw 
  1d4
  Bite 1d8 or Claw 
  1d6
  Bite 1d10 or Claw 
  1d6
  Bite 2d6 or Claw 
  1d8
  THACO
  17 [+2]
  15 [+4]
  14 [+5]
  12 [+7]
  MV 
  Move
  60’ (20’)  Climb 120’ (40’)
  SV 
  Saves
   
  D 
  Death
   
  W Wand
   
  P 
  Paralysis
   
  B 
  Breath
   
  S 
  Spell
   
  U 
  Unified
  10
  11
  12
  13
  14
  12
  10
  11
  12
  13
  14
  12
  8
  9
  10
  10
  12
  10
  6
  7
  8
  8
  10
  8
  ML 
  Morale
  8
  8
  8
  8
  AL 
  Alignment
  Neutral
  XP 
  Experience
  75
  275
  650
  900
    Special Abilities
  Poison
  Bite - injury; save Death; frequency 1/round for 4 rounds; effect 1d2 Strength and 
  1d2 Constitution damage; cure 1 save.  
  Fungal Crawler
    Low
    Moderate
    Advanced
    Elite
    Environment
  Any Underground
    Rarity
  Uncommon
    Role
  Lurker / Normal
    # Encountered
  Solitary, Pair, or Swarm (3-12x)
    Treasure
  None
   
  OSR
  
  381
  Plants
  Fungal Crawler
    Low
    Moderate
    Advanced
    Elite
    Environment
  Any Underground
    Rarity
  Uncommon
    Role
  Lurker / Normal
    # Encountered
  Solitary, Pair, or Swarm (3-12x)
    Treasure
  None
  Init 
  Initiative
  +1
  +1
  +1
  +1
  Atk 
  Attacks
  Bite +1 melee 
  (1d6+1)
   or Claw +1 melee 
  (1d4+1)
  Bite +1 melee 
  (1d8+1)
   or Claw +1 melee 
  (1d6+1)
  Bite +1 melee 
  (1d10+1)
   or Claw +1 
  melee (1d6+1)
  Bite +2 melee 
  (2d6+1)
   or Claw +2 
  melee (1d8+1)
  Crit 
  Critical Hits
  20+:M/d8
  20+:M/d8
  20+:M/d10
  20+:M/d12
  AC 
  Armor Class
  10
  10
  10
  10
  HD 
  Hit Dice
  2d8 + 2
  3d8 + 3
  4d8 + 4
  6d8 + 6
  MV 
  Move
  20’, Climb 40’
  ACT Action Dice
  1d24
  1d24+1d20
  2d24
  1d24+2d20
  SV 
  Saves
   
  Fort 
   
  Ref 
   
  Will
  +2
  +4
  +3
  +3
  +5
  +5
  +4
  +6
  +6
  +6
  +8
  +7
  AL 
  Alignment
  N
    Special Abilities
  Poison
  Bite - injury; save Fortitude; frequency 1/round for 4 rounds; effect 1d2 
  Strength and 1d2 Constitution damage; cure 1 save.  
   
  DCC
  
  382
  Plants
    Low
    Moderate
    Advanced
    Elite
    Terrain
  Any Forest
    Rarity
  Rare
    Role
  Brute / Elite
    Organization
  Solitary or Grove (2-7x)
    Treasure
  Standard
  CR 8
  12
  16
  20
  Align / Size NG Large
  NG Huge
  NG Huge
  NG Gargantuan
  HD / Type Plant 8
  Plant 12
  Plant 16
  Plant 20
  Initiative +1
  -1
  +1
  +0
  Senses Perception +13 
  Low-Light Vision
  Perception +13 
  Low-Light Vision
  Perception +26 
  Low-Light Vision
  Perception +27 
  Low-Light Vision
    Defense
  AC 22
  touch 10; ff 21 
  -1 Size; +1 Dex; 
  +12 Natural
  21
  touch 7; ff 21 
  -2 Size; -1 Dex; 
  +14 Natural
  25
  touch 9; ff 24 
  -2 Size; +1 Dex; 
  +16 Natural
  25
  touch 6; ff 25 
  -4 Size; 
  +19 Natural
  hp 59 (8d8)+24
  123  (12d8)+60
  204 (16d8)+128 293  (20d8)+200
  Saves Fort 
  +9
  Ref 
  +3
  Will 
  +7
  Fort 
  +13
  Ref 
  +4
  Will 
  +9
  Fort 
  +18
  Ref 
  +6
  Will 
  +12
  Fort 
  +22
  Ref 
  +6
  Will 
  +13
  Def Abilities DR 10/slashing; Immunities Mind-Affecting Effects, Paralysis, Poison, Polymorph, 
  Sleep,; Stunning; Weaknesses Vulnerability to Fire
    Offense
  Movement 30’
  Attacks Ranged rock +5/+0 
  (2d6+10) or 
  Melee slam +13/+13 
  (2H: 1d10+10)
  Ranged rock +7/+2 
  (2d6+13) or 
  Melee slam +17/+17 
  (2d6+9/19-20) 
  Ranged rock 
  (medium) +12/+7/+2 
  (2d6+16) or 
  Melee slam +22/+22 
  (3d6+11/19-20)
  Ranged rock 
  (medium) +12/+7/+2 
  (2d6+21) or 
  Melee slam +26/+26 
  (4d6+14/19-20) 
  Space / Reach
  10’ / 10’
  15’ / 15’
  15’ / 15’
  20’ / 20’
  Special Atks Rock Throwing 
  (180 ft.), Trample 
  (2d6+10, DC 21)
  Rock Throwing 
  (180 ft.), Trample 
  (2d6+13, DC 25)
  Rock Throwing 
  (180 ft.), Trample 
  (2d6+16, DC 31)
  Rock Throwing 
  (180 ft.), Trample 
  (2d6+21, DC 36)
    Statistics
  Treant
   
  Pathfinder
  
  383
  Plants
  Ability Scores Str 
  24
  Dex 12
  Con 17
  Int 
  12
  Wis 16
  Cha 13
  Str 
  29
  Dex 8
  Con 21
  Int 
  12
  Wis 16
  Cha 13
  Str 
  33
  Dex 12
  Con 26
  Int 
  16
  Wis 20
  Cha 17
  Str 
  38
  Dex 10
  Con 30
  Int 
  16
  Wis 20
  Cha 17
  Core Attack Base Atk +6
  CMB +14
  CMD 25
  Base Atk +9
  CMB +20 
  +22 sunder
  CMD 29 
  31 vs. sunder
  Base Atk +12
  CMB +25 
  +27 sunder
  CMD 36 
  38 vs. sunder
  Base Atk +15
  CMB +33 
  +35 sunder
  CMD 43 
  45 vs. sunder
  Feats
  Alertness, Iron Will, 
  Power Attack, Weapon 
  Focus (Slam)
  Alertness, Improved 
  Critical (Slam), Improved 
  Sunder, Iron Will, Power 
  Attack, Weapon Focus 
  (Slam)
  Ability Focus (Trample), 
  Alertness, Improved 
  Critical (Slam), Improved 
  Natural Attack (Slam), 
  Improved Sunder, Iron 
  Will, Power Attack, 
  Weapon Focus (Slam)
  Ability Focus (Trample), 
  Alertness, Crippling 
  Critical, Critical Focus, 
  Improved Critical (Slam), 
  Improved Natural Attack 
  (Slam), Improved Sunder, 
  Iron Will, Power Attack, 
  Weapon Focus (Slam)
  Skills
  Acrobatics +1, Appraise 
  +1, Artistry +1, Bluff 
  +1, Climb +7, Craft 
  (Untrained) +1, 
  Diplomacy +5, Disguise 
  +1, Escape Artist +1, Fly 
  -1, Heal +3, Intimidate 
  +6, Knowledge (Nature) 
  +6, Perception +13, 
  Perform (Untrained) +1, 
  Ride +1, Sense Motive 
  +10, Stealth -3, Survival 
  +3, Swim +7
  Acrobatics -1, Appraise 
  +1, Artistry +1, Bluff 
  +1, Climb +9, Craft 
  (Untrained) +1, 
  Diplomacy +9, Disguise 
  +1, Escape Artist -1, Fly 
  -5, Heal +3, Intimidate 
  +9, Knowledge (Nature) 
  +9, Perception +13, 
  Perform (Untrained) +1, 
  Ride -1, Sense Motive +12, 
  Stealth -9, Survival +3, 
  Swim +9
  Acrobatics +1, Appraise 
  +3, Artistry +3, Bluff 
  +10, Climb +11, Craft 
  (Untrained) +3, 
  Diplomacy +15, Disguise 
  +3, Escape Artist +6, Fly 
  -3, Heal +5, Intimidate 
  +17, Knowledge (Nature) 
  +17, Perception +26, 
  Perform (Untrained) +3, 
  Ride +1, Sense Motive 
  +23, Stealth -7, Survival 
  +5, Swim +11
  Appraise +3, Artistry +3, 
  Bluff +16, Climb +14, 
  Craft (Untrained) +3, 
  Diplomacy +17, Disguise 
  +3, Escape Artist +14, Fly 
  -6, Heal +5, Intimidate 
  +17, Knowledge (Nature) 
  +18, Perception +27, 
  Perform (Untrained) +3, 
  Sense Motive +24, Stealth 
  -12, Survival +5, Swim 
  +14
  Languages
  Common, Sylvan, Treant
    
    Special Qualities & Abilities
  Rock Throwing (Ex) You are an accomplished rock thrower and have a +1 
  racial bonus on attack rolls with thrown rocks. A creature can hurl rocks up to 
  two categories smaller than its size. A “rock” is any large, bulky, and relatively 
  regularly shaped object made of any material with a hardness of at least 5. The 
  creature can hurl the rock up to five range increments. Damage from a thrown 
  rock is generally twice your base slam damage plus 1-1/2 your Strength bonus.
  Trample (Ex) As a full-round action, you can attempt to overrun any creature 
  that is at least one size category smaller than yourself. This works just like the 
  overrun combat maneuver, but the trampling creature does not need to make 
  a check, it merely has to move over opponents in its path. Targets of a trample 
  take 2d6+21 points of damage. Targets of a trample can make an attack of 
  opportunity, but at a -4 penalty. If targets forgo an attack of opportunity, they 
  can attempt to avoid the trampling creature and receive a Reflex (DC 36) save 
  to take half damage. You can only deal trampling damage to each target once 
  per round, no matter how many times its movement takes it over a target 
  creature. 
    
    Feats
  Alertness You often notice things that others might miss. You get a 
  +2 bonus on Perception and Sense Motive skill checks. If you have 
  10 or more ranks in one of these skills, the bonus increases to +4 for 
  that skill.
  Crippling Critical You are able to maim a target and hinder its 
  movement. Whenever you score a critical hit against an opponent, 
  its speed is halved for 1 minute. A successful Fortitude save reduces 
  this duration to 1d4 rounds. The DC of this save is equal to 10 + 
  your base attack bonus. Against creatures with multiple types of 
  movement, you must choose which movement type to affect. A flying 
  creature hit by this attack must make a DC 10 Fly check to remain 
  airborne, and has its maneuverability reduced by one step.
  Critical Focus You are trained in the arts of causing pain. You 
  receive a +4 circumstance bonus on attack rolls made to confirm 
  critical hits.
  Improved Critical (Slam) Attacks made with your chosen weapon 
  are quite deadly. When using the weapon you selected, your threat 
  range is doubled.
  Improved Sunder You are skilled at damaging your foes’ weapons 
  and armor. You do not provoke an attack of opportunity when 
  performing a sunder combat maneuver. In addition, you receive a 
  +2 bonus on checks made to sunder an item. You also receive a +2 
  bonus to your Combat Maneuver Defense whenever an opponent 
  tries to sunder your gear.
  Weapon Focus (Slam) You are especially good at using your chosen 
  weapon. You gain a +1 bonus on all attack rolls you make using the 
  selected weapon.
  
  384
  Plants
    Low
    Moderate
    Advanced
    Elite
  Armor Class
  17 
  (natural armor)
  17 
  (natural armor)
  18 
  (natural armor)
  18 
  (natural armor)
  Hit Points
  59
  123
  204
  293
  Speed
  30 ft.
  Size, Type, 
  Alignment
  Large plant, neutral good
  Huge plant, neutral good
  Huge plant, neutral good
  Gargantuan plant, neutral 
  good
  Ability 
  Scores / 
  Saves
  STR 
  19 (+4)
  DEX 10 (+0)
  CON 15 (+2)
  INT 
  10 (+0)
  WIS 
  14 (+2)
  CHA 11 (+0)
  STR 
  22 (+6)
  DEX 6 (-2)
  CON 18 (+4)
  INT 
  10 (+0)
  WIS 
  14 (+2)
  CHA 11 (+0)
  STR 
  24 (+7)
  DEX 10 (+0)
  CON 20 (+5)
  INT 
  14 (+2)
  WIS 
  17 (+3)
  CHA 15 (+2)
  STR 
  26 (+8)
  DEX 8 (-1)
  CON 22 (+6)
  INT 
  14 (+2)
  WIS 
  17 (+3)
  CHA 15 (+2)
  Saving Throws
  -
  -
  -
  -
  Resistances
  all physical attacks except slashing
  Immunities
  psychic, paralyzed, poisoned, Polymorph, unconscious, stunned
  Vulnerabilities
  Vulnerability to Fire
  Senses
  Passive Perception +15, 
  Darkvision 60 ft.
  Passive Perception +16, 
  Darkvision 60 ft.
  Passive Perception +18, 
  Darkvision 60 ft.
  Passive Perception +19, 
  Darkvision 60 ft.
  Languages
  Common, Sylvan, Treant
  Challenge
  8
  12
  16
  20
  Special 
  Abilities & 
  Qualities
  Saving Throw  
  Dexterity DC 15
  Damage 2d6
  Saving Throw  
  Dexterity DC 18
  Damage 3d6
  Saving Throw  
  Dexterity DC 20
  Damage 4d6
  Saving Throw  
  Dexterity DC 22
  Damage 6d6
  Trample As a full-round action, you can attempt to overrun any creature that is at least one size category 
  smaller than yourself. This works just like the overrun combat maneuver, but the trampling creature does not 
  need to make a check, it merely has to move over opponents in its path. Targets of a trample take 1d6+6 
  points of damage. Targets of a trample can make an attack of opportunity, but at disadvantage. If targets 
  forgo an attack of opportunity, they can attempt to avoid the trampling creature and receive a Dexterity save 
  to take half damage. You can only deal trampling damage to each target once per round, no matter how many 
  times its movement takes it over a target creature.
    Low
    Moderate
    Advanced
    Elite
    Terrain
  Any Forest
    Rarity
  Rare
    Role
  Brute / Elite
    Organization
  Solitary or Grove (2-7x)
    Treasure
  Standard
  tReant
   
  5E
  
  385
  Plants
    Low
    Moderate
    Advanced
    Elite
  Special 
  Abilities & 
  Qualities
  Vulnerability to Fire You take half again as much (+50%) damage as normal from Fire, regardless of whether 
  a saving throw is allowed, or if the save is a success or failure
  Standard 
  Actions
  Rock Ranged weapon 
  attack: -1 to hit, one 
  target.  Hit 2d6+10 (17) 
  bludgeoning damage.
  Slam Melee weapon 
  attack: +5 to hit, reach 
  10 ft., one target.  
  Hit  1d10+10 (16) 
  bludgeoning damage.
  Rock Ranged weapon 
  attack: -4 to hit, one 
  target.  Hit 2d6+13 (20) 
  bludgeoning damage.
  Slam Melee weapon 
  attack: +6 to hit, reach 
  15 ft., one target.  Hit 
  2d6+9/19-00 (16) 
  bludgeoning damage.
  Rock Ranged weapon 
  attack: -1 to hit, one 
  target.  Hit 2d6+16 (23) 
  bludgeoning damage.
  Slam Melee weapon 
  attack: +5 to hit, reach 
  15 ft., one target.  Hit 
  3d6+11/19-00 (22) 
  bludgeoning damage.
  Rock Ranged weapon 
  attack: -1 to hit, one 
  target.  Hit 2d6+21 (28) 
  bludgeoning damage.
  Slam Melee weapon 
  attack: +7 to hit, reach 
  20 ft., one target.  Hit 
  4d6+14/19-00 (28) 
  bludgeoning damage.
  Illustration 12: Treant
  
  386
  Plants
  AC 
  Armor Class
  7 [12]
  7 [12]
  6 [13]
  6 [13]
  HD 
  Hit Dice
  5
  6
  7
  9
  ATT Attacks
  Rock 2d6 or Slam 
  1d10
  Rock 2d6 or Slam 
  2d6
  Rock 2d6 or Slam 
  3d6
  Rock 2d6 or Slam 
  4d6
  THACO
  15 [+4]
  14 [+5]
  13 [+6]
  12 [+7]
  MV 
  Move
  90’ (30’)
  SV 
  Saves
   
  D 
  Death
   
  W Wand
   
  P 
  Paralysis
   
  B 
  Breath
   
  S 
  Spell
   
  U 
  Unified
  10
  11
  12
  13
  14
  12
  8
  9
  10
  10
  12
  10
  6
  7
  8
  8
  10
  8
  6
  7
  8
  8
  10
  8
  ML 
  Morale
  6
  6
  6
  6
  AL 
  Alignment
  Neutral
  XP 
  Experience
  275
  650
  900
  1,100
    Special Abilities
  Trample
  You can attempt to overrun any creature that is smaller than yourself.  Targets of a 
  trample take bludgeoning damage equal to two times a typical melee attack from 
  this creature. Victims may attempt to avoid the trampling creature and receive a 
  Breath save to take half damage. You can only deal trampling damage to each target 
  once per round, no matter how many times its movement takes it over a target 
  creature.
  Vulnerability to 
  Fire
  You take half again as much (+50%) damage as normal from Fire, regardless of 
  whether a saving throw is allowed, or if the save is a success or failure
  Treant
    Low
    Moderate
    Advanced
    Elite
    Environment
  Any Forest
    Rarity
  Rare
    Role
  Brute / Elite
    # Encountered
  Solitary or Grove (2-7x)
    Treasure
  Standard
   
  OSR
  
  387
  Plants
  Treant
    Low
    Moderate
    Advanced
    Elite
    Environment
  Any Forest
    Rarity
  Rare
    Role
  Brute / Elite
    # Encountered
  Solitary or Grove (2-7x)
    Treasure
  Standard
  Init 
  Initiative
  -3
  -3
  -2
  -2
  Atk 
  Attacks
  Rock -1 ranged 
  (2d6+3)
   or Slam +5 melee 
  (1d10+3)
  Rock -4 ranged 
  (2d6+4)
   or Slam +6 melee 
  (1d6+9)
  Rock -1 ranged 
  (2d6+5)
   or Slam +5 
  melee (2d6+11)
  Rock -1 ranged 
  (2d6+7)
   or Slam +7 melee 
  (3d6+14)
  Crit 
  Critical Hits
  20+:M/d8
  19+:M/d10
  19+:M/d10
  19+:M/d12
  AC 
  Armor Class
  12
  12
  13
  13
  HD 
  Hit Dice
  3d8 + 3
  4d8 + 4
  5d8 + 5
  7d8 + 7
  MV 
  Move
  30’
  ACT Action Dice
  2d24
  1d24+2d20
  2d24+1d20
  3d24
  SV 
  Saves
   
  Fort 
   
  Ref 
   
  Will
  +6
  +2
  +5
  +9
  +2
  +6
  +12
  +4
  +8
  +15
  +4
  +9
  AL 
  Alignment
  N
    Special Abilities
  Trample
  You can attempt to overrun any creature that is smaller than yourself.  
  Targets of a trample take bludgeoning damage equal to two times a typical 
  melee attack from this creature. Victims may attempt to avoid the trampling 
  creature and receive a Reflex save to take half damage. You can only deal 
  trampling damage to each target once per round, no matter how many times 
  its movement takes it over a target creature.
  Vulnerability to 
  Fire
  You take half again as much (+50%) damage as normal from Fire, regardless 
  of whether a saving throw is allowed, or if the save is a success or failure
   
  DCC
  
  388
  Undead
    Low
    Moderate
    Advanced
    Elite
    Terrain
  Any Land
    Rarity
  Uncommon
    Role
  Lurker / Minion
    Organization
  Solitary, Gang (2-4x), or Pack (7-12x)
    Treasure
  Standard
  CR 2
  6
  10
  14
  Align / Size CE Medium
  CE Medium
  CE Medium
  CE Medium
  HD / Type Undead 2
  Undead 6
  Undead 10
  Undead 14
  Initiative +2
  +2
  +2
  +2
  Senses Perception +7 
  Darkvision 60’
  Perception +11 
  Darkvision 60’
  Perception +19 
  Darkvision 60’
  Perception +23 
  Darkvision 60’
    Defense
  AC 14
  touch 12; ff 12 
  +2 Dex; 
  +2 Natural
  14
  touch 12; ff 12 
  +2 Dex; 
  +2 Natural
  15
  touch 13; ff 12 
  +2 Dex; 
  +2 Natural; 
  +1 Dodge
  15
  touch 13; ff 12 
  +2 Dex; 
  +2 Natural; 
  +1 Dodge
  hp 7 (2d8)+4 
  21 (6d8)+12 
  46 (10d8)+20 
  75 (14d8)+28 
  Saves Fort 
  +2
  Ref 
  +2
  Will 
  +5
  Fort 
  +4
  Ref 
  +4
  Will 
  +7
  Fort 
  +5
  Ref 
  +5
  Will 
  +9
  Fort 
  +6
  Ref 
  +6
  Will 
  +11
  Def Abilities Channel Resistance +2; Immunities Ability Drain, Death Effects, Death from Massive 
  Damage, Disease, Energy Drain, Exhaustion, Fatigue, Mind-Affecting Effects, Nonlethal 
  Damage, Paralysis, Poison, Sleep, Stunning
    Offense
  Movement 30’
  Attacks Melee bite +3 
  (1d6+1) or 
  Melee claw +3/+3 
  (1d6+1) 
  Melee bite +6 
  (1d8+2) or 
  Melee claw +6/+6 
  (1d8+2)
  Melee bite +9 
  (1d8+2) or 
  Melee claw +9/+9 
  (1d8+2)
  Melee bite +14 
  (1d8+3) or 
  Melee claw +14/+14 
  (1d8+3)
  Space / Reach
  5’ / 5’
  5’ / 5’
  5’ / 5’
  5’ / 5’
  Special Atks Disease (DC 13), 
  Paralysis (DC 13)
  Disease (DC 15), 
  Paralysis (DC 15)
  Disease (DC 17), 
  Paralysis (DC 17)
  Disease (DC 19), 
  Paralysis (DC 19)
    Statistics
  Ghoul
   
  Pathfinder
  
  389
  Undead
  Ability Scores Str 
  13
  Dex 15
  Con *
  Int 
  13
  Wis 14
  Cha 14
  Str 
  14
  Dex 15
  Con *
  Int 
  13
  Wis 14
  Cha 14
  Str 
  15
  Dex 15
  Con *
  Int 
  13
  Wis 14
  Cha 14
  Str 
  16
  Dex 15
  Con *
  Int 
  13
  Wis 14
  Cha 14
  Core Attack Base Atk +1
  CMB +2
  CMD 14
  Base Atk +4
  CMB +6
  CMD 18
  Base Atk +7
  CMB +9
  CMD 22
  Base Atk +10
  CMB +13
  CMD 26
  Feats
  Weapon Finesse
  Improved Natural Attack 
  (Bite, Claw), Weapon 
  Finesse
  Alertness, Dodge, 
  Improved Natural Attack 
  (Bite, Claw), Weapon 
  Finesse
  Alertness, Dodge, 
  Improved Natural Attack 
  (Bite, Claw), Weapon 
  Finesse, Weapon Focus 
  (Bite, Claw)
  Skills
  Acrobatics +4, Appraise 
  +1, Bluff +2, Climb +6, 
  Craft (Untrained) +1, 
  Diplomacy +2, Disguise 
  +2, Escape Artist +2, Fly 
  +2, Heal +2, Intimidate 
  +2, Perception +7, 
  Perform (Untrained) +2, 
  Ride +2, Sense Motive +2, 
  Stealth +7, Survival +2, 
  Swim +3
  Acrobatics +8, Appraise 
  +1, Bluff +2, Climb +9, 
  Craft (Untrained) +1, 
  Diplomacy +2, Disguise 
  +2, Escape Artist +2, Fly 
  +2, Heal +2, Intimidate 
  +11, Perception +11, 
  Perform (Untrained) +2, 
  Ride +2, Sense Motive +2, 
  Stealth +11, Survival +2, 
  Swim +4
  Acrobatics +12, Appraise 
  +1, Bluff +2, Climb +13, 
  Craft (Untrained) +1, 
  Diplomacy +2, Disguise 
  +2, Escape Artist +2, Fly 
  +2, Heal +2, Intimidate 
  +15, Perception +19, 
  Perform (Untrained) +2, 
  Ride +2, Sense Motive +4, 
  Stealth +15, Survival +2, 
  Swim +4
  Acrobatics +16, Appraise 
  +1, Bluff +2, Climb +18, 
  Craft (Untrained) +1, 
  Diplomacy +2, Disguise 
  +2, Escape Artist +2, Fly 
  +2, Heal +2, Intimidate 
  +19, Perception +23, 
  Perform (Untrained) +2, 
  Ride +2, Sense Motive +4, 
  Stealth +19, Survival +2, 
  Swim +5
  Languages
  Common
    
    Special Qualities & Abilities
  Channel Resistance (Ex) You are less easily affected by clerics or paladins. 
  You add +2 to saves made to resist the effects of channel energy, including 
  effects that rely on the use of channel energy. 
  Disease (Su) Ghoul Fever: Bite--injury; save Fort DC 19; onset 1 day; 
  frequency 1 day; effect 1d3 Con and 1d3 Dex damage; cure 2 consecutive saves. 
  A humanoid who dies of ghoul fever rises as a ghoul at the next midnight. A 
  humanoid who becomes a ghoul in this way retains none of the abilities it 
  possessed in life. It is not under the control of any other ghouls, but it hungers 
  for the flesh of the living and behaves like a normal ghoul in all respects. A 
  humanoid of 4 Hit Dice or more rises as a ghast. 
  Paralysis (Su) This special attack renders the victim immobile. Paralyzed 
  creatures cannot move, speak, or take any physical actions. The creature is 
  rooted to the spot, frozen and helpless. Paralysis works on the body, and a 
  character can resist it with a Fortitude saving throw DC 19. Unlike hold person 
  and similar effects, a paralysis effect does not allow a new save each round.  
    
    Feats
  Alertness You often notice things that others might miss. 
  You get a +2 bonus on Perception and Sense Motive skill 
  checks. If you have 10 or more ranks in one of these skills, 
  the bonus increases to +4 for that skill. 
  Weapon Finesse You are trained in using your agility in 
  melee combat, as opposed to brute strength. With a light 
  weapon, rapier, whip, or spiked chain made for a creature 
  of your size category, you may use your Dexterity modifier 
  instead of your Strength modifier on attack rolls. If you carry 
  a shield, its armor check penalty applies to your attack rolls. 
  Weapon Focus (Bite, Claw) You are especially good at using 
  your chosen weapon. You gain a +1 bonus on all attack rolls 
  you make using the selected weapon. 
  
  390
  Undead
    Low
    Moderate
    Advanced
    Elite
  Armor Class
  15 
  (natural armor)
  15 
  (natural armor)
  15 
  (natural armor)
  15 
  (natural armor)
  Hit Points
  7
  21
  46
  75
  Speed
  30 ft.
  Size, Type, 
  Alignment
  Medium undead, chaotic 
  evil
  Medium undead, chaotic 
  evil
  Medium undead, chaotic 
  evil
  Medium undead, chaotic 
  evil
  Ability 
  Scores / 
  Saves
  STR 
  11 (+0)
  DEX 13 (+1)
  CON 10 (+0)
  INT 
  11 (+0)
  WIS 
  12 (+1)
  CHA 12 (+1)
  STR 
  12 (+1)
  DEX 13 (+1)
  CON 10 (+0)
  INT 
  11 (+0)
  WIS 
  12 (+1)
  CHA 12 (+1)
  STR 
  13 (+1)
  DEX 13 (+1)
  CON 10 (+0)
  INT 
  11 (+0)
  WIS 
  12 (+1)
  CHA 12 (+1)
  STR 
  14 (+2)
  DEX 13 (+1)
  CON 10 (+0)
  INT 
  11 (+0)
  WIS 
  12 (+1)
  CHA 12 (+1)
  Saving 
  Throws
  -
  -
  -
  -
  Resistances
  -
  Immunities
  diseased, exhaustion, fatigued, psychic, paralyzed, poisoned, unconscious, stunned
  Vulnerabilities
  -
  Senses
  Passive Perception +11, 
  Darkvision 60 ft.
  Passive Perception +14, 
  Darkvision 60 ft.
  Passive Perception +15, 
  Darkvision 60 ft.
  Passive Perception +16, 
  Darkvision 60 ft.
  Languages
  Common
  Challenge
  2
  6
  10
  14
  Special 
  Abilities & 
  Qualities
  Channel Resistance You are less easily affected by clerics or paladins. You gain advantange on saves made to resist the 
  effects of channel energy, including effects that rely on the use of channel energy.
    Low
    Moderate
    Advanced
    Elite
    Terrain
  Any Land
    Rarity
  Uncommon
    Role
  Lurker / Minion
    Organization
  Solitary, Gang (2-4x), or Pack (7-12x)
    Treasure
  Standard
  gHoul
   
  5E
  
  391
  Undead
    Low
    Moderate
    Advanced
    Elite
  Special 
  Abilities & 
  Qualities
  Saving Throw  
  Constitution DC 13
  Saving Throw  
  Constitution DC 14
  Saving Throw  
  Constitution DC 15
  Saving Throw  
  Constitution DC 16
  Disease Ghoul Fever: Bite-injury; save Constitution; onset 1 day; frequency 1 day; effect 1d3 Constitution 
  damage and 1d3 Dexterity damage; cure 2 consecutive saves. A humanoid who dies of ghoul fever rises 
  as a ghoul at the next midnight. A humanoid who becomes a ghoul in this way retains none of the abilities 
  it possessed in life. It is not under the control of any other ghouls, but it hungers for the flesh of the living 
  and behaves like a normal ghoul in all respects. A humanoid of 4 Hit Dice or more rises as a ghast.  Ability 
  damage suffered from this condition may only be restored via a restoration spell or more powerful healing 
  magic.
  Special 
  Abilities & 
  Qualities
  Saving Throw  
  Constitution DC 13
  Saving Throw  
  Constitution DC 14
  Saving Throw  
  Constitution DC 15
  Saving Throw  
  Constitution DC 16
  Paralysis This special attack renders the victim immobile. Paralyzed creatures cannot move, speak, or take any physical 
  actions. The creature is rooted to the spot, frozen and helpless. Paralysis works on the body, and a character can resist it 
  with a Constitution saving throw. Unlike hold person and similar effects, a paralysis effect does not allow a new save each 
  round.
  Standard 
  Actions
  Bite Melee weapon 
  attack: +1 to hit, reach 5 
  ft., one target.  Hit 1d6+1 
  (4) piercing damage.
  Claw Melee weapon 
  attack: +1 to hit, reach 5 
  ft., one target.  Hit 1d6+1 
  (4) slashing damage.
  Bite Melee weapon 
  attack: +1 to hit, reach 5 
  ft., one target.  Hit 1d8+2 
  (6) piercing damage.
  Claw Melee weapon 
  attack: +1 to hit, reach 5 
  ft., one target.  Hit 1d8+2 
  (6) slashing damage.
  Bite Melee weapon 
  attack: +1 to hit, reach 
  5 ft., one target.  Hit 
  1d8+2 (6) piercing 
  damage.
  Claw Melee weapon 
  attack: +1 to hit, reach 
  5 ft., one target.  Hit 
  1d8+2 (6) slashing 
  damage.
  Bite Melee weapon 
  attack: +2 to hit, reach 5 
  ft., one target.  Hit 1d8+3 
  (8) piercing damage.
  Claw Melee weapon 
  attack: +2 to hit, reach 5 
  ft., one target.  Hit 1d8+3 
  (8) slashing damage.
  Legendary 
  Actions
  -
  Innate 
  Spellcasting
  -
  Spellcasting
  -
  Possessions
  -
  
  392
  Undead
  Level
  CREATURE 2
  CREATURE 6
  CREATURE 10
  CREATURE 14
  Rarity
  UNCOMMON
  UNCOMMON
  UNCOMMON
  COMMON
  Alignment
  CE
  CE
  CE
  CE
  Size
  MEDIUM
  MEDIUM
  MEDIUM
  MEDIUM
  Other Traits
  UNDEAD, GHOUL
  Perception +8, darkvision
  +14, darkvision
  +18, darkvision
  +24, darkvision
  Languages Common
  Skills
  Acrobatics +6, 
  Athletics +6, Crafting 
  +5, Diplomacy 
  +6, Deception 
  +6, Medicine +6, 
  Intimidation +6, 
  Performance +6, 
  Stealth +7, Survival +6
  Acrobatics +8, 
  Athletics +9, Crafting 
  +9, Diplomacy 
  +10, Deception 
  +10, Medicine +10, 
  Intimidation +10, 
  Performance +10, 
  Stealth +10, Survival 
  +10
  Acrobatics +14, 
  Athletics +14, Crafting 
  +13, Diplomacy 
  +14, Deception 
  +14, Medicine +14, 
  Intimidation +14, 
  Performance +14, 
  Stealth +14, Survival 
  +14
  Acrobatics +18, 
  Athletics +19, Crafting 
  +17, Diplomacy 
  +18, Deception 
  +18, Medicine +18, 
  Intimidation +18, 
  Performance +18, 
  Stealth +18, Survival 
  +18
  Ability Scores Str 
  +1
  Dex +2
  Con +0
  Int 
  +1
  Wis +2
  Cha +2
  Str 
  +2
  Dex +2
  Con +0
  Int 
  +1
  Wis +2
  Cha +2
  Str 
  +2
  Dex +2
  Con +0
  Int 
  +1
  Wis +2
  Cha +2
  Str 
  +3
  Dex +2
  Con +0
  Int 
  +1
  Wis +2
  Cha +2
  Items -
  -
  -
  -
    Defense
  AC
  15
  17
  19
  21
  Fort 
  Ref 
  Will
  +2
  +6
  +6
  +4
  +10
  +10
  +5
  +14
  +14
  +6
  +18
  +18
  hp 
  13
  21
  46
  75
  Ghoul
    Low
    Moderate
    Advanced
    Elite
    Terrain
  Any Land
    Rarity
  Uncommon
    Role
  Lurker / Minion
    Organization
  Solitary, Gang (2-4x), or Pack (7-12x)
    Treasure
  Standard
   
  P2E
  
  393
  Undead
  Immune diseased, exhaustion, fatigued, psychic, paralyzed, poisoned, unconscious, stunned
  Resists/
  Vulnerable
  -
    Offense & Actions
  Speed 30 ft.
  Melee
   Melee Bite +3 
  (unarmed, reach 5 
  ft.), Damage 1d6+1 
  piercing
   Melee Claw +3 
  (unarmed, reach 5 
  ft.), Damage 1d6+1 
  slashing
   Melee Bite +12 
  (unarmed, reach 5 
  ft.), Damage 1d8+2 
  piercing
   Melee Claw +12 
  (unarmed, reach 5 
  ft.), Damage 1d8+2 
  slashing
   Melee Bite +16 
  (unarmed, reach 5 
  ft.), Damage 1d8+2 
  piercing
   Melee Claw +16 
  (unarmed, reach 5 
  ft.), Damage 1d8+2 
  slashing
   Melee Bite +25 
  (unarmed, reach 5 
  ft.), Damage 1d8+3 
  piercing
   Melee Claw +25 
  (unarmed, reach 5 
  ft.), Damage 1d8+3 
  slashing
  Channel 
  Resistance
  Channel Resistance You are less easily affected by clerics or paladins. You add +2 to saves made 
  to resist the effects of channel energy, including effects that rely on the use of channel energy.
  Disease
  Saving Throw 
  Fortitude 14
  Saving Throw 
  Fortitude 14
  Saving Throw 
  Fortitude 16
  Saving Throw 
  Fortitude 18
  Disease Ghoul Fever: Bite-injury; save Fortitude; onset 1 day; frequency 1 day; effect +1 level of 
  Drained condition and +1 level of Sluggish condition; cure 2 consecutive saves. A humanoid who 
  dies of ghoul fever rises as a ghoul at the next midnight. A humanoid who becomes a ghoul in 
  this way retains none of the abilities it possessed in life. It is not under the control of any other 
  ghouls, but it hungers for the flesh of the living and behaves like a normal ghoul in all respects. A 
  humanoid of 4 Hit Dice or more rises as a ghast.  
  Paralysis
  Saving Throw 
  Fortitude 14
  Saving Throw 
  Fortitude 14
  Saving Throw 
  Fortitude 16
  Saving Throw 
  Fortitude 18
   This special attack renders the victim immobile. Paralyzed creatures cannot move, speak, 
  or take any physical actions. The creature is rooted to the spot, frozen and helpless. Paralysis 
  works on the body, and a character can resist it with a Constitution saving throw. Unlike hold 
  person and similar effects, a paralysis effect does not allow a new save each round.
    Other Abilities
  Innate Spells
  -
  Spellcasting -
  
  394
  Undead
  AC 
  Armor Class
  9 [10]
  9 [10]
  9 [10]
  9 [10]
  HD 
  Hit Dice
  2
  4
  5
  7
  ATT Attacks
  Bite 1d6 or Claw 
  1d6
  Bite 1d8 or Claw 
  1d8
  Bite 1d8 or Claw 
  1d8
  Bite 1d8 or Claw 
  1d8
  THACO
  18 [+1]
  16 [+3]
  15 [+4]
  13 [+6]
  MV 
  Move
  90’ (30’)
  SV 
  Saves
   
  D 
  Death
   
  W Wand
   
  P 
  Paralysis
   
  B 
  Breath
   
  S 
  Spell
   
  U 
  Unified
  12
  13
  14
  15
  16
  14
  10
  11
  12
  13
  14
  12
  8
  9
  10
  10
  12
  10
  8
  9
  10
  10
  12
  10
  ML 
  Morale
  9
  9
  9
  9
  AL 
  Alignment
  Chaotic
  XP 
  Experience
  20
  175
  450
  900
    Special Abilities
  Channel 
  Resistance
  You are less easily affected by clerics or paladins. You gain a +r bonus on saves made to 
  resist the effects of channel energy, including effects that rely on the use of channel energy.
  Disease
  Ghoul Fever: Bite-injury; save Death; onset 1 day; frequency 1 day; effect 1d3 Constitution 
  damage and 1d3 Dexterity damage; cure 2 consecutive saves. A humanoid who dies of 
  ghoul fever rises as a ghoul at the next midnight. A humanoid who becomes a ghoul in 
  this way retains none of the abilities it possessed in life. It is not under the control of any 
  other ghouls, but it hungers for the flesh of the living and behaves like a normal ghoul in all 
  respects. A humanoid of 4 Hit Dice or more rises as a ghast. 
  Paralysis
  This special attack renders the victim immobile. Paralyzed creatures cannot move, speak, or 
  take any physical actions. The creature is rooted to the spot, frozen and helpless. Paralysis 
  works on the body, and a character can resist it with a Paralysis saving throw. Unlike hold 
  person and similar effects, a paralysis effect does not allow a new save each round.
  Ghoul
    Low
    Moderate
    Advanced
    Elite
    Environment
  Any Land
    Rarity
  Uncommon
    Role
  Lurker / Minion
    # Encountered
  Solitary, Gang (2-4x), or Pack (7-12x)
    Treasure
  Standard
   
  OSR
  
  395
  Undead
  Ghoul
    Low
    Moderate
    Advanced
    Elite
    Environment
  Any Land
    Rarity
  Uncommon
    Role
  Lurker / Minion
    # Encountered
  Solitary, Gang (2-4x), or Pack (7-12x)
    Treasure
  Standard
  Init 
  Initiative
  -2
  -2
  -2
  -2
  Atk 
  Attacks
  Bite +1 melee 
  (1d6)
   or Claw +1 melee 
  (1d6)
  Bite +1 melee 
  (1d8+1)
   or Claw +1 melee 
  (1d8+1)
  Bite +1 melee 
  (1d8+1)
   or Claw +1 
  melee (1d8+1)
  Bite +2 melee 
  (1d8+1)
   or Claw +2 
  melee (1d8+1)
  Crit 
  Critical Hits
  20+:U/d6
  20+:U/d6
  20+:U/d8
  20+:U/d10
  AC 
  Armor Class
  10
  10
  10
  10
  HD 
  Hit Dice
  2d8 + 2
  2d8 + 2
  3d8 + 3
  5d8 + 5
  MV 
  Move
  30’
  ACT Action Dice
  1d20
  1d24
  1d24+1d20
  2d24
  SV 
  Saves
   
  Fort 
   
  Ref 
   
  Will
  +1
  +1
  +3
  +3
  +3
  +5
  +3
  +3
  +6
  +4
  +4
  +7
  AL 
  Alignment
  C
    Special Abilities
  Channel 
  Resistance
  You are less easily affected by clerics or paladins. You gain a +r bonus on saves 
  made to resist the effects of channel energy, including effects that rely on the use of 
  channel energy.
  Disease
  Ghoul Fever: Bite-injury; save Fortitude; onset 1 day; frequency 1 day; effect 
  1d3 Constitution damage and 1d3 Agility damage; cure 2 consecutive saves. 
  A humanoid who dies of ghoul fever rises as a ghoul at the next midnight. 
  A humanoid who becomes a ghoul in this way retains none of the abilities it 
  possessed in life. It is not under the control of any other ghouls, but it hungers for 
  the flesh of the living and behaves like a normal ghoul in all respects. A humanoid 
  of 4 Hit Dice or more rises as a ghast. 
  Paralysis
  This special attack renders the victim immobile. Paralyzed creatures cannot move, 
  speak, or take any physical actions. The creature is rooted to the spot, frozen and 
  helpless. Paralysis works on the body, and a character can resist it with a Will 
  saving throw. Unlike hold person and similar effects, a paralysis effect does not 
  allow a new save each round.
   
  DCC
  
  396
  Undead
    Low
    Moderate
    Advanced
    Elite
    Terrain
  Any
    Rarity
  Rare
    Role
  Lurker / Elite
    Organization
  Solitary, Warden Squad (2-6x), or Guardian Detail (7-12x)
    Treasure
  Standard
  CR 8
  12
  16
  20
  Align / Size LE Medium
  LE Medium
  LE Medium
  LE Large
  HD / Type Undead 8
  Undead 12
  Undead 16
  Undead 20
  Initiative +0
  +0
  +2
  +1
  Senses Perception +16 
  Darkvision 60’
  Aura Despair (30’, 
  Will DC 16)
  Perception +23 
  Darkvision 60’
  Aura Despair (30’, 
  Will DC 20)
  Perception +29 
  Darkvision 60’
  Aura Despair (30’, 
  Will DC 24)
  Perception +33 
  Darkvision 60’
  Aura Despair (30’, 
  Will DC 26)
    Defense
  AC 20
  touch 19; ff 20 
  +10 Natural
  20
  touch 19; ff 20 
  +10 Natural
  24
  touch 12; ff 22 
  +2 Dex; 
  +12 Natural
  25
  touch 10; ff 24 
  -1 Size; +1 Dex; 
  +15 Natural
  hp 59 (8d8)+24
  87 (12d8)+36
  155 (16d8)+80
  196 (20d8)+100
  Saves Fort 
  +4
  Ref 
  +2
  Will 
  +8
  Fort 
  +6
  Ref 
  +4
  Will 
  +10
  Fort 
  +9
  Ref 
  +7
  Will 
  +14
  Fort 
  +10
  Ref 
  +7
  Will 
  +16
  Def Abilities DR 5/-; Immunities Ability Drain, Death Effects, Death from Massive Damage, Disease, 
  Energy Drain, Exhaustion, Fatigue, Mind-Affecting Effects, Nonlethal Damage, Paralysis, 
  Poison, Sleep, Stunning; Weaknesses Vulnerability to Fire
    Offense
  Movement 20’
  Attacks Melee slam +14 
  (1d8+10)
  Melee slam +17 
  (2d6+10) 
  Melee slam +23 
  (2d6+15)
  Melee slam +27 
  (3d6+18)
  Space / Reach
  5’ / 5’
  5’ / 5’
  5’ / 5’
  10’ / 10’
  Special Atks Despair (DC 16), 
  Mummy Rot (DC 16)
  Despair (DC 20), 
  Mummy Rot (DC 20)
  Despair (DC 24), 
  Mummy Rot (DC 24)
  Despair (DC 26), 
  Mummy Rot (DC 26)
    Statistics
  Mummy
   
  Pathfinder
  
  397
  Undead
  Ability Scores Str 
  24
  Dex 10
  Con *
  Int 
  6
  Wis 15
  Cha 15
  Str 
  25
  Dex 10
  Con *
  Int 
  6
  Wis 15
  Cha 15
  Str 
  30
  Dex 14
  Con *
  Int 
  10
  Wis 19
  Cha 19
  Str 
  35
  Dex 12
  Con *
  Int 
  10
  Wis 19
  Cha 19
  Core Attack Base Atk +6
  CMB +13
  CMD 23
  Base Atk +9
  CMB +16
  CMD 26
  Base Atk +12
  CMB +22
  CMD 34
  Base Atk +15
  CMB +28
  CMD 39
  Feats
  Power Attack, Skill Focus 
  (Perception), Toughness, 
  Weapon Focus (Slam)
  Ability Focus (Despair, 
  Mummy Rot), Improved 
  Natural Attack (Slam), 
  Power Attack, Skill Focus 
  (Perception), Toughness, 
  Weapon Focus (Slam)
  Ability Focus (Despair, 
  Mummy Rot), Dazing 
  Assault, Furious Focus, 
  Improved Natural Attack 
  (Slam), Power Attack, 
  Skill Focus (Perception), 
  Toughness, Weapon Focus 
  (Slam)
  Ability Focus (Despair, 
  Mummy Rot), Bloody 
  Assault, Dazing Assault, 
  Devastating Assault, 
  Furious Focus, Improved 
  Natural Attack (Slam), 
  Power Attack, Skill Focus 
  (Perception), Toughness, 
  Weapon Focus (Slam)
  Skills
   Appraise -2, Artistry 
  -2, Bluff +2, Climb +7, 
  Craft (Untrained) -2, 
  Diplomacy +2, Disguise 
  +2, Heal +2, Intimidate 
  +2, Perception +16, 
  Perform (Untrained) +2, 
  Sense Motive +2, Stealth 
  +11, Survival +2, Swim +7
  Appraise -2, Artistry 
  -2, Bluff +2, Climb +7, 
  Craft (Untrained) -2, 
  Diplomacy +2, Disguise 
  +2, Heal +2, Intimidate 
  +2, Perception +23, 
  Perform (Untrained) +2, 
  Sense Motive +2, Stealth 
  +15, Survival +2, Swim 
  +7
  Acrobatics +2, Bluff +4, 
  Climb +10, Diplomacy 
  +4, Disguise +4, Escape 
  Artist +2, Fly +2, Heal 
  +4, Intimidate +23, 
  Perception +29, Perform 
  (Untrained) +4, Ride +2, 
  Sense Motive +23, Stealth 
  +21, Survival +4, Swim 
  +10
  Acrobatics +1, Bluff +4, 
  Climb +12, Diplomacy 
  +4, Disguise +4, Escape 
  Artist +1, Fly -1, Heal 
  +4, Intimidate +27, 
  Perception +33, Perform 
  (Untrained) +4, Ride +1, 
  Sense Motive +27, Stealth 
  +20, Survival +4, Swim 
  +12
  Languages
  Common
    
    Special Qualities & Abilities
  Despair (Su) All creatures within a 30-foot radius that see you must make 
  a DC 26 Will save or be paralyzed by fear for 1d4 rounds. Whether or not 
  the save is successful, that creature cannot be affected again by the same 
  mummy’s despair ability for 24 hours. This is a paralysis and a mind-affecting 
  fear affect. The save DC is Charisma-based.
  Mummy Rot (Su) Curse and disease, make fortitude save (DC 26) every day 
  or lose 1d6 constitution and charisma. Make successful remove curse (DC 0) 
  and magical heal (DC 20). Mummy rot is both a curse and disease and can 
  only be cured if the curse is first removed, at which point the disease can be 
  magically removed. Even after the curse element of mummy rot is lifted, a 
  creature suffering from it cannot recover naturally over time. Anyone casting 
  a conjuration (healing) spell on the afflicted creature must succeed on a DC 
  26 caster level check, or the spell is wasted and the healing has no effect. 
  Anyone who dies from mummy rot turns to dust and cannot be raised without 
  a resurrection or greater magic. The save DC is Charisma-based. 
    
    Feats
  Bloody Assault Sacrificing accuracy, you can inflict bloody wounds that are 
  slow to heal. You can choose to take a -5 penalty on all melee attack rolls 
  and combat maneuver checks to inflict 1d4 points of bleed damage with your 
  weapon melee attacks, in addition to the normal damage dealt by the weapon. 
  A creature continues to take bleed damage every round at the start of its turn. 
  Bleed damage can be stopped by a DC 15 Heal check or through any magical 
  healing. Bleed damage from this feat does not stack with itself. You must 
  choose to use this feat before making the attack roll, and its effects last until 
  your next turn (although the bleeding lasts until healed, as normal).
  Dazing Assault You can daze foes with wild attacks. You can choose to take 
  a -5 penalty on all melee attack rolls and combat maneuver checks to daze 
  opponents you hit with your melee attacks for 1 round, in addition to the 
  normal damage dealt by the attack. A successful Fortitude save negates the 
  effect. The DC of this save is 10 + your base attack bonus. You must choose to 
  use this feat before making the attack roll, and its effects last until your next 
  turn.
  Devastating Assault You can hammer at a foe to smash through its defenses. 
  As a full-round action, you can bat aside all of your foe’s defenses to ensure 
  you make a single, especially effective melee attack. You make a single melee 
  attack using an appropriate weapon against a single target, but make as many 
  attack rolls as you could in a full-attack action using that weapon. You make 
  the attack rolls in order from highest bonus to lowest, as if you were making 
  a full attack. If any of the attack rolls hit the target, your single attack is 
  considered to have hit and you roll damage normally. If one or more rolls are 
  critical threats, you confirm the critical hit only once using your highest base 
  attack bonus. If you hit with two or more attacks, the target must succeed 
  at a Fortitude save (DC = 10 + 1/2 your base attack bonus + your Strength 
  modifier) or suffer a condition for 1d4 rounds. If at least two attacks hit, you 
  can choose from deafened, entangled, or shaken. If at least three attacks hit, 
  you can also choose from blinded or staggered. If at least four attacks hit, you 
  can also choose the dazed condition. Once you have forced a foe to attempt a 
  saving throw to avoid suffering a condition via this feat, you cannot attempt to 
  inf lict that condition on it again with Devastating Assault for 24 hours.
  Furious Focus Even in the midst of fierce and furious blows, you can find 
  focus in the carnage and your seemingly wild blows strike home. When you 
  are wielding a two-handed weapon or a one-handed weapon with two hands, 
  and using the Power Attack feat, you do not suffer Power Attack’s penalty on 
  melee attack rolls on the first attack you make each turn. You still suffer the 
  penalty on any additional attacks, including attacks of opportunity.
  Toughness You have enhanced physical stamina. You gain +20 hit points. You 
  gain +1 hit points whenever you gain a Hit Die (such as when you gain a level).
  
  398
  Undead
    Low
    Moderate
    Advanced
    Elite
  Armor Class
  17 
  (natural armor)
  17 
  (natural armor)
  18 
  (natural armor)
  18 
  (natural armor)
  Hit Points
  59
  87
  155
  196
  Speed
  20 ft.
  Size, Type, 
  Alignment
  Medium undead, lawful 
  evil
  Medium undead, lawful 
  evil
  Medium undead, lawful 
  evil
  Large undead, lawful evil
  Ability 
  Scores / 
  Saves
  STR 
  19 (+4)
  DEX 8 (-1)
  CON 10 (+0)
  INT 
  4 (-3)
  WIS 
  13 (+1)
  CHA 13 (+1)
  STR 
  20 (+5)
  DEX 8 (-1)
  CON 10 (+0)
  INT 
  4 (-3)
  WIS 
  13 (+1)
  CHA 13 (+1)
  STR 
  22 (+6)
  DEX 12 (+1)
  CON 10 (+0)
  INT 
  8 (-1)
  WIS 
  17 (+3)
  CHA 17 (+3)
  STR 
  24 (+7)
  DEX 10 (+0)
  CON 10 (+0)
  INT 
  8 (-1)
  WIS 
  17 (+3)
  CHA 17 (+3)
  Saving 
  Throws
  -
  -
  -
  -
  Resistances
  all physical attacks
  Immunities
  diseased, exhaustion, fatigued, psychic, paralyzed, poisoned, unconscious, stunned
  Vulnerabilities
  Vulnerability to Fire You take half again as much (+50%) damage as normal from Fire, 
  regardless of whether a saving throw is allowed, or if the save is a success or failure
  Senses
  Passive Perception +14, 
  Darkvision 60 ft.
  Passive Perception +15, 
  Darkvision 60 ft.
  Passive Perception +18, 
  Darkvision 60 ft.
  Passive Perception +19, 
  Darkvision 60 ft.
  Languages
  Common
  Challenge
  8
  12
  16
  20
  Special 
  Abilities & 
  Qualities
  Saving Throw  
  Wisdom DC 14
  Saving Throw  
  Wisdom DC 15
  Saving Throw  
  Wisdom DC 18
  Saving Throw  
  Wisdom DC 19
  Despair Aura All creatures within a 30-foot radius that see you must make a Wisdom save or be paralyzed 
  by fear for 1d4 rounds. Whether or not the save is successful, that creature cannot be affected again by the 
  same mummy’s despair ability for 24 hours. This is a paralysis and a mind-affecting fear affect.
    Low
    Moderate
    Advanced
    Elite
    Terrain
  Any
    Rarity
  Rare
    Role
  Lurker / Elite
    Organization
  Solitary, Warden Squad (2-6x), or Guardian Detail (7-12x)
    Treasure
  Standard
  MuMMY
   
  5E
  
  399
  Undead
    Low
    Moderate
    Advanced
    Elite
  Special 
  Abilities & 
  Qualities
  Saving Throw  
  Constitution DC 14
  Saving Throw  
  Constitution DC 15
  Saving Throw  
  Constitution DC 18
  Saving Throw  
  Constitution DC 19
  Mummy Rot Curse and disease.  Afflited creatures must make a Constitution save every day or suffer 1d6 
  Constitution and Charisma damage.  To remove, target must receive a successful remove curse and magical 
  healing for the disease.  Mummy rot is both a curse and disease and can only be cured if the curse is first 
  removed, at which point the disease can be magically removed. Even after the curse element of mummy 
  rot is lifted, a creature suffering from it cannot recover naturally over time.  Anyone casting a conjuration 
  (healing) spell on the afflicted creature must succeed on a DC 26 caster level check, or the spell is wasted 
  and the healing has no effect.  Anyone who dies from mummy rot turns to dust and cannot be raised without 
  a resurrection or greater magic. 
  Standard 
  Actions
  Slam Melee weapon 
  attack: +5 to hit, 
  reach 5 ft., one target.  
  Hit 1d8+10 (14) 
  bludgeoning damage.
  Slam Melee weapon 
  attack: +5 to hit, 
  reach 5 ft., one target.  
  Hit 2d6+10 (17) 
  bludgeoning damage.
  Slam Melee weapon 
  attack: +5 to hit, 
  reach 5 ft., one target.  
  Hit 2d6+15 (22) 
  bludgeoning damage.
  Slam Melee weapon 
  attack: +5 to hit, reach 
  10 ft., one target.  
  Hit 3d6+18 (28) 
  bludgeoning damage.
  Legendary 
  Actions
  -
  Innate 
  Spellcasting
  -
  Spellcasting
  -
  Possessions
  -
  
  400
  Undead
  Level
  CREATURE 8
  CREATURE 12
  CREATURE 16
  CREATURE 20
  Rarity
  RARE
  RARE
  RARE
  UNCOMMON
  Alignment
  LE
  LE
  LE
  LE
  Size
  MEDIUM
  MEDIUM
  MEDIUM
  LARGE
  Other Traits
  UNDEAD, MUMMY
  Perception +16, darkvision
  +22, darkvision
  +28, darkvision
  +32, darkvision
  Languages Common
  Skills
   Athletics +17, Crafting 
  +8, Diplomacy 
  +12, Deception 
  +12, Medicine +12, 
  Intimidation +12, 
  Performance +12, 
  Stealth +10, Survival 
  +12
   Athletics +21, Crafting 
  +12, Diplomacy 
  +16, Deception 
  +16, Medicine +16, 
  Intimidation +16, 
  Performance +16, 
  Stealth +14, Survival 
  +16
  Acrobatics +20, 
  Athletics +28, 
  Diplomacy +22, 
  Deception +22, 
  Medicine +22, 
  Intimidation +22, 
  Performance +22, 
  Stealth +20, Survival 
  +22
  Acrobatics +23, 
  Athletics +34, 
  Diplomacy +26, 
  Deception +26, 
  Medicine +26, 
  Intimidation +26, 
  Performance +26, 
  Stealth +23, Survival 
  +26
  Ability Scores Str 
  +7
  Dex +0
  Con +0
  Int 
  -2
  Wis +2
  Cha +2
  Str 
  +7
  Dex +0
  Con +0
  Int 
  -2
  Wis +2
  Cha +2
  Str 
  +10
  Dex +2
  Con +0
  Int 
  +0
  Wis +4
  Cha +4
  Str 
  +12
  Dex +1
  Con +0
  Int 
  +0
  Wis +4
  Cha +4
  Items -
  -
  -
  -
    Defense
  AC
  20
  20
  26
  27
  Fort 
  Ref 
  Will
  +4
  +10
  +12
  +6
  +14
  +16
  +9
  +20
  +22
  +10
  +23
  +26
  hp 
  59
  87
  155
  196
  Mummy
    Low
    Moderate
    Advanced
    Elite
    Terrain
  Any
    Rarity
  Rare
    Role
  Lurker / Elite
    Organization
  Solitary, Warden Squad (2-6x), or Guardian Detail (7-12x)
    Treasure
  Standard
   
  P2E
  
  401
  Undead
  Immune diseased, exhaustion, fatigued, psychic, paralyzed, poisoned, unconscious, stunned
  Resists/
  Vulnerable
  all physical attacks
  Vulnerable to Fire You take half again as much (+50%) damage as normal from Fire, 
  regardless of whether a saving throw is allowed, or if the save is a success or failure
  Aura Saving Throw 
  Will 16
  Saving Throw 
  Will 18
  Saving Throw 
  Will 22
  Saving Throw 
  Will 22
  Despair All creatures within a 30-foot radius that see you must make a Will save or be 
  paralyzed by fear for 1d4 rounds. Whether or not the save is successful, that creature 
  cannot be affected again by the same mummy’s despair ability for 24 hours. This is a 
  paralysis and a mind-affecting fear affect.
    Offense & Actions
  Speed 20 ft.
  Melee
   Melee Slam +21 
  (unarmed, reach 5 
  ft.), Damage 1d8+10 
  bludgeoning
   Melee Slam +28 
  (unarmed, reach 5 
  ft.), Damage 2d6+10 
  bludgeoning
   Melee Slam +35 
  (unarmed, reach 5 
  ft.), Damage 2d6+15 
  bludgeoning
   Melee Slam +43 
  (unarmed, reach 10 
  ft.), Damage 3d6+18 
  bludgeoning
  Mummy Rot Saving Throw 
  Fortitude 16
  Saving Throw 
  Fortitude 18
  Saving Throw 
  Fortitude 22
  Saving Throw 
  Fortitude 22
  Curse and Disease.  Afflicted creatures must make a Fortitude save every day or 
  suffer +1d2 increments of the Drained condition.  To remove, target must receive a 
  successful remove curse and magical healing for the disease.  Mummy rot is both a 
  curse and disease and can only be cured if the curse is first removed, at which point 
  the disease can be magically removed. Even after the curse element of mummy rot is 
  lifted, a creature suffering from it cannot recover naturally over time.  Anyone casting 
  a conjuration (healing) spell on the afflicted creature must succeed on a DC 26 caster 
  level check, or the spell is wasted and the healing has no effect.  Anyone who dies from 
  mummy rot turns to dust and cannot be raised without a resurrection or greater magic. 
    Other Abilities
  Innate Spells
  -
  Spellcasting -
  
  402
  Undead
  AC 
  Armor Class
  7 [12]
  7 [12]
  6 [13]
  6 [13]
  HD 
  Hit Dice
  5
  6
  7
  9
  ATT Attacks
  Slam 1d8
  Slam 2d6
  Slam 2d6
  Slam 3d6
  THACO
  15 [+4]
  14 [+5]
  13 [+6]
  12 [+7]
  MV 
  Move
  60’ (20’)
  SV 
  Saves
   
  D 
  Death
   
  W Wand
   
  P 
  Paralysis
   
  B 
  Breath
   
  S 
  Spell
   
  U 
  Unified
  10
  11
  12
  13
  14
  12
  8
  9
  10
  10
  12
  10
  6
  7
  8
  8
  10
  8
  6
  7
  8
  8
  10
  8
  ML 
  Morale
  9
  9
  9
  9
  AL 
  Alignment
  Lawful
  XP 
  Experience
  275
  650
  900
  1,100
    Special Abilities
  Despair
  All creatures within a 30-foot radius that see you must make a Death save or be 
  paralyzed by fear for 1d4 rounds. Whether or not the save is successful, that creature 
  cannot be affected again by the same mummy's despair ability for 24 hours. This is a 
  paralysis and a mind-affecting fear affect.
  Mummy Rot
  Curse and disease, make Death save every day or suffer 1d6 Constitution damage 
  which cannot be removed while the creature suffers from Mummy Rot.  Make 
  successful remove curse and magical heal to remove.  Mummy rot is both a curse 
  and disease and can only be cured if the curse is first removed, at which point the 
  disease can be magically removed. Even after the curse element of mummy rot is 
  lifted, a creature suffering from it cannot recover naturally over time.  Anyone who 
  dies from mummy rot turns to dust and cannot be raised without a resurrection or 
  greater magic. 
  Vulnerable to 
  Fire
  You take half again as much (+50%) damage as normal from Fire, regardless of 
  whether a saving throw is allowed, or if the save is a success or failure
  Mummy
    Low
    Moderate
    Advanced
    Elite
    Environment
  Any
    Rarity
  Rare
    Role
  Lurker / Elite
    # Encountered
  Solitary, Warden Squad (2-6x), or Guardian Detail (7-12x)
    Treasure
  Standard
   
  OSR
  
  403
  Undead
  Mummy
    Low
    Moderate
    Advanced
    Elite
    Environment
  Any
    Rarity
  Rare
    Role
  Lurker / Elite
    # Encountered
  Solitary, Warden Squad (2-6x), or Guardian Detail (7-12x)
    Treasure
  Standard
  Init 
  Initiative
  -3
  -3
  -2
  -2
  Atk 
  Attacks
  Slam +5 melee 
  (1d8+3)
  Slam +5 melee 
  (2d6+3)
  Slam +5 melee 
  (2d6+5)
  Slam +5 melee 
  (2d6+6)
  Crit 
  Critical Hits
  20+:U/d8
  20+:U/d8
  20+:U/d10
  20+:U/d12
  AC 
  Armor Class
  12
  12
  13
  13
  HD 
  Hit Dice
  3d8 + 3
  4d8 + 4
  5d8 + 5
  7d8 + 7
  MV 
  Move
  20’
  ACT Action Dice
  2d24
  1d24+2d20
  2d24+1d20
  3d24
  SV 
  Saves
   
  Fort 
   
  Ref 
   
  Will
  +3
  +1
  +5
  +4
  +3
  +7
  +6
  +5
  +9
  +7
  +5
  +11
  AL 
  Alignment
  L
    Special Abilities
  Despair
  All creatures within a 30-foot radius that see you must make a Will save or 
  be paralyzed by fear for 1d4 rounds. Whether or not the save is successful, 
  that creature cannot be affected again by the same mummy's despair ability 
  for 24 hours. This is a paralysis and a mind-affecting fear affect.
  Mummy Rot
  Curse and disease, make Fortitude save every day or suffer 1d6 Stamina 
  damage which cannot be removed while the creature suffers from Mummy 
  Rot.  Make successful remove curse and magical heal to remove.  Mummy 
  rot is both a curse and disease and can only be cured if the curse is first 
  removed, at which point the disease can be magically removed. Even after 
  the curse element of mummy rot is lifted, a creature suffering from it cannot 
  recover naturally over time.  Anyone who dies from mummy rot turns to 
  dust and cannot be raised without a resurrection or greater magic. 
  Vulnerable to 
  Fire
  You take half again as much (+50%) damage as normal from Fire, regardless 
  of whether a saving throw is allowed, or if the save is a success or failure
   
  DCC
  
  404
  Undead
    Low
    Moderate
    Advanced
    Elite
    Terrain
  Any
    Rarity
  Rare
    Role
  Lurker / Elite
    Organization
  Solitary, Pair, Gang (3-6x), or Pack (7-12x)
    Treasure
  None
  CR 5
  9
  13
  17
  Align / Size LE Medium 
  (incorporeal)
  LE Medium 
  (incorporeal)
  LE Medium 
  (incorporeal)
  LE Medium 
  (incorporeal)
  HD / Type Undead 5
  Undead 9
  Undead 13
  Undead 17
  Initiative +7
  +7
  +9
  +9
  Senses Perception +10 
  Darkvision 60’ 
  Lifesense 60’
  Aura Unnatural 30’
  Perception +14 
  Darkvision 60’ 
  Lifesense 60’
  Aura Unnatural 30’
  Perception +20 
  Darkvision 60’ 
  Lifesense 60’
  Aura Unnatural 30’
  Perception +24 
  Darkvision 60’ 
  Lifesense 60’
  Aura Unnatural 30’
    Defense
  AC 18
  touch 18; ff 15 
  +3 Dex; 
  +5 Deflection
  18
  touch 18; ff 15 
  +3 Dex; 
  +5 Deflection
  25
  touch 23; ff 19 
  +5 Dex; 
  +7 Deflection; 
  +2 Natural; 
  +1 Dodge
  25
  touch 23; ff 19 
  +5 Dex; 
  +7 Deflection; 
  +2 Natural; 
  +1 Dodge
  hp 48 (5d8)+25
  90 (9d8)+45
  145 (13d8)+91
  195 (17d8)+119
  Saves Fort 
  +6
  Ref 
  +4
  Will 
  +6
  Fort 
  +8
  Ref 
  +6
  Will 
  +8
  Fort 
  +11
  Ref 
  +9
  Will 
  +12
  Fort 
  +12
  Ref 
  +12
  Will 
  +16
  Def Abilities Channel Resistance +2, Incorporeal, 
  Immunities Ability Drain, Death Effects, Death from Massive Damage, Disease, Energy 
  Drain, Exhaustion, Fatigue, Mind-Affecting Effects, Nonlethal Damage, Paralysis, Poison, 
  Sleep, Stunning, 
  Weaknesses Sunlight Powerlessness
    Offense
  Movement Fly 60’ (Good)
  Attacks Melee incorporeal 
  touch +6 (1d6) 
  Melee incorporeal 
  touch +9 (1d8) 
  Melee incorporeal 
  touch +14 (1d8) 
  Melee incorporeal 
  touch +17 (1d8) 
  Space / Reach
  5’ / 5’
  5’ / 5’
  5’ / 5’
  5’ / 5’
  Wraith
   
  Pathfinder
  
  405
  Undead
  Special Atks Constitution Drain 
  (1d6, DC 17), Create 
  Spawn
  Constitution Drain 
  (1d6, DC 21), Create 
  Spawn
  Constitution Drain 
  (1d6, DC 25), Create 
  Spawn
  Constitution Drain 
  (1d6, DC 27), Create 
  Spawn
    Statistics
  Ability Scores Str 
  *
  Dex 16
  Con *
  Int 
  14
  Wis 14
  Cha 21
  Str 
  *
  Dex 16
  Con *
  Int 
  14
  Wis 14
  Cha 21
  Str 
  *
  Dex 20
  Con *
  Int 
  18
  Wis 18
  Cha 25
  Str 
  *
  Dex 21
  Con *
  Int 
  18
  Wis 18
  Cha 25
  Core Attack Base Atk +3
  CMB +6
  CMD 21
  Base Atk +6
  CMB +9
  CMD 24
  Base Atk +9
  CMB +14
  CMD 32
  Base Atk +12
  CMB +17
  CMD 35
  Feats
  Blind-Fight, Combat 
  Reflexes, Improved 
  Initiative
  Ability Focus 
  (Constitution Drain), 
  Blind-Fight, Combat 
  Reflexes, Improved 
  Initiative, Improved 
  Natural Attack 
  (Incorporeal Touch)
  Ability Focus 
  (Constitution Drain), 
  Blind-Fight, Combat 
  Reflexes, Dodge, Fleet, 
  Improved Initiative, 
  Improved Natural Attack 
  (Incorporeal Touch)
  Ability Focus 
  (Constitution Drain), 
  Blind-Fight, Combat 
  Reflexes, Dodge, Fleet, 
  Improved Initiative, 
  Improved Natural Attack 
  (Incorporeal Touch), Iron 
  Will, Lightning Reflexes
  Skills
  Acrobatics +3, Appraise 
  +2, Artistry +2, Bluff +5, 
  Craft (Untrained) +2, 
  Diplomacy +10, Disguise 
  +5, Escape Artist +3, Fly 
  +7, Heal +2, Intimidate 
  +13, Knowledge (Planes) 
  +7, Perception +10, 
  Perform (Untrained) +5, 
  Ride +3, Sense Motive 
  +10, Stealth +11, Survival 
  +2
  Acrobatics +3, Appraise 
  +2, Artistry +2, Bluff +5, 
  Craft (Untrained) +2, 
  Diplomacy +14, Disguise 
  +5, Escape Artist +3, Fly 
  +7, Heal +2, Intimidate 
  +17, Knowledge (Planes) 
  +11, Perception +14, 
  Perform (Untrained) +5, 
  Ride +3, Sense Motive 
  +14, Stealth +15, Survival 
  +2
  Acrobatics +5, Appraise 
  +4, Artistry +4, Bluff 
  +20, Craft (Untrained) 
  +4, Diplomacy +20, 
  Disguise +23, Escape 
  Artist +5, Fly +9, Heal 
  +4, Intimidate +23, 
  Knowledge (Planes) +17, 
  Perception +20, Perform 
  (Untrained) +7, Ride +5, 
  Sense Motive +20, Stealth 
  +21, Survival +4
  Acrobatics +5, Appraise 
  +4, Artistry +4, Bluff 
  +24, Craft (Untrained) 
  +4, Diplomacy +24, 
  Disguise +27, Escape 
  Artist +5, Fly +9, Heal 
  +4, Intimidate +27, 
  Knowledge (Planes) +21, 
  Perception +24, Perform 
  (Untrained) +7, Ride +5, 
  Sense Motive +24, Stealth 
  +25, Survival +4
  Languages
  Common, Infernal
    
    Special Qualities & Abilities
  Channel Resistance (Ex) You are less easily affected by clerics or paladins. 
  You add +2 to saves made to resist the effects of channel energy, including 
  effects that rely on the use of channel energy.
  Constitution Drain (Su) Creatures hit by a wraith’s touch attack must succeed 
  on a DC 27 Fortitude save or take 1d6 points of Constitution drain. On each 
  successful attack, the wraith gains 5 temporary hit points.
  Create Spawn (Su) A humanoid slain by a wraith becomes a wraith in 1d4 
  rounds. These spawn are less powerful than typical wraiths, and suffer a 
  -2 penalty on all d20 rolls and checks, receive -2 hp per HD, and only drain 
  1d2 points of Constitution on a touch. Spawn are under the command of the 
  wraith that created them until its death, at which point they lose their spawn 
  penalties and become free-willed wraiths. They do not possess any of the 
  abilities they had in life.
  Incorporeal Traits (Ex) Can be harmed only by other incorporeal 
  creatures/+1 or better weapons/magic. 50% chance to ignore any damage 
  from a corporeal source. Can pass through solid objects at will. Attacks pass 
  through armor. Always moves silently.
  Lifesense (Su) A wraith notices and locates living creatures within 60 feet, 
  just as if it possessed the blindsight ability.
  Sunlight Powerlessness (Ex) A wraith caught in sunlight cannot attack and 
  is staggered. 
    
    Feats
  Blind-Fight You are skillled at attacking opponents that 
  you cannot clearly perceive. In melee, every time you miss 
  because of concealment (see Chapter 8), you can reroll your 
  miss chance percentile roll one time to see if you actually hit. 
  An invisible attacker gets no advantages related to hitting 
  you in melee. That is, you don’t lose your Dexterity bonus to 
  Armor Class, and the attacker doesn’t get the usual +2 bonus 
  for being invisible. The invisible attacker’s bonuses do still 
  apply for ranged attacks, however. You do not need to make 
  Acrobatics skill checks to move at full speed while blinded.
  Combat Reflexes You can make additional attacks of 
  opportunity. You may make 5 additional attacks of 
  opportunity per round. With this feat, you may also make 
  attacks of opportunity while flat-footed.
  
  406
  Undead
    Low
    Moderate
    Advanced
    Elite
  Armor Class
  16 
  (natural armor)
  16 
  (natural armor)
  18 
  (natural armor)
  18 
  (natural armor)
  Hit Points
  48
  90
  145
  195
  Speed
  Fly 60 ft. (Good)
  Size, Type, 
  Alignment
  Medium undead, lawful 
  evil
  Medium undead, lawful 
  evil
  Medium undead, lawful 
  evil
  Medium undead, lawful 
  evil
  Ability 
  Scores / 
  Saves
  STR 
  10 (+0)
  DEX 14 (+2)
  CON 10 (+0)
  INT 
  12 (+1)
  WIS 
  12 (+1)
  CHA 18 (+4)
  STR 
  10 (+0)
  DEX 14 (+2)
  CON 10 (+0)
  INT 
  12 (+1)
  WIS 
  12 (+1)
  CHA 18 (+4)
  STR 
  10 (+0)
  DEX 17 (+3)
  CON 10 (+0)
  INT 
  16 (+3)
  WIS 
  16 (+3)
  CHA 20 (+5)
  STR 
  10 (+0)
  DEX 18 (+4)
  CON 10 (+0)
  INT 
  16 (+3)
  WIS 
  16 (+3)
  CHA 20 (+5)
  Saving 
  Throws
  -
  -
  -
  -
  Resistances
  -
  Immunities
  diseased, exhaustion, fatigued, psychic, paralyzed, poisoned, unconscious, stunned
  Vulnerabilities
  Sunlight Powerlessness A wraith caught in sunlight cannot attack and is staggered.
  Senses
  Passive Perception +11, 
  Darkvision 60 ft.
  Passive Perception +15, 
  Darkvision 60 ft.
  Passive Perception +18, 
  Darkvision 60 ft.
  Passive Perception +19, 
  Darkvision 60 ft.
  Languages
  Common, Infernal
  Challenge
  5
  9
  13
  17
  Special 
  Abilities & 
  Qualities
  Channel Resistance You are less easily affected by clerics or paladins. You gain advantange on saves made to 
  resist the effects of channel energy, including effects that rely on the use of channel energy.
  Lifesense A wraith notices and locates living creatures within 60 feet, just as if it possessed the blindsight 
  ability.
  Special 
  Abilities & 
  Qualities
  Saving Throw  
  Constitution DC 17
  Saving Throw  
  Constitution DC 18
  Saving Throw  
  Constitution DC 20
  Saving Throw  
  Constitution DC 21
  Constitution Drain Creatures hit by a wraith’s touch attack must succeed on a Constitution save or take 1d6 
  points of Constitution drain. On each successful attack, the wraith gains 5 temporary hit points.  Ability 
  damage suffered to this effect can only be recovered via restoration or more potent healing magic.
    Low
    Moderate
    Advanced
    Elite
    Terrain
  Any
    Rarity
  Rare
    Role
  Lurker / Elite
    Organization
  Solitary, Pair, Gang (3-6x), or Pack (7-12x)
    Treasure
  None
  WRaitH
   
  5E
  
  407
  Undead
    Low
    Moderate
    Advanced
    Elite
  Special 
  Abilities & 
  Qualities
  Create Spawn A humanoid slain by a wraith becomes a wraith in 1d4 rounds. These spawn are less powerful 
  than typical wraiths, and suffer a disadvantage on all d20 rolls and checks, receive -2 hp per HD, and only 
  drain 1d2 points of Constitution on a touch. Spawn are under the command of the wraith that created them 
  until its death, at which point they lose their spawn penalties and become free-willed wraiths. They do not 
  possess any of the abilities they had in life.
  Special 
  Abilities & 
  Qualities
  Incorporeal You have no physical body. You can be harmed only by other incorporeal creatures, magic 
  weapons or creatures that strike as magic weapons, and spells, spell-like abilities, or supernatural abilities. 
  You have no physical body. You can be harmed only by other incorporeal creatures, magic weapons or 
  creatures that strike as magic weapons, and spells, spell-like abilities, or supernatural abilities. You are 
  immune to all nonmagical attack forms. Even when hit by spells or magic weapons, you take only half 
  damage from a corporeal source except for channel energy. Although it is not a magical attack, holy water 
  can affect incorporeal undead. Corporeal spells and effects that do not cause damage only have a 50% 
  chance of affecting you. Force spells and effects, such as from a magic missile, affect you normally.
  Standard 
  Actions
  Incorporeal Touch Melee 
  weapon attack: +0 to hit, 
  reach 5 ft., one target.  
  Hit 1d6 (6) bludgeoning 
  damage.
  Incorporeal Touch Melee 
  weapon attack: +0 to hit, 
  reach 5 ft., one target.  
  Hit 1d8 (8) bludgeoning 
  damage.
  Incorporeal Touch Melee 
  weapon attack: +0 to hit, 
  reach 5 ft., one target.  
  Hit 1d8 (8) bludgeoning 
  damage.
  Incorporeal Touch Melee 
  weapon attack: +0 to hit, 
  reach 5 ft., one target.  
  Hit 1d8 (8) bludgeoning 
  damage.
  Special 
  Actions
  Unnatural Aura Animals do not willingly approach within 30 feet of a wraith, unless a master makes a DC 25 
  Handle Animal, Ride, or wild empathy check.
  Legendary 
  Actions
  -
  Innate 
  Spellcasting
  -
  Spellcasting
  -
  Possessions
  -
  
  408
  Undead
  Level
  CREATURE 5
  CREATURE 9
  CREATURE 13
  CREATURE 17
  Rarity
  RARE
  RARE
  RARE
  UNCOMMON
  Alignment
  LE
  LE
  LE
  LE
  Size
  MEDIUM
  MEDIUM
  MEDIUM
  MEDIUM
  Other Traits
  UNDEAD, INCORPOREAL, WRAITH
  Perception +11, darkvision
  +17, darkvision
  +23, darkvision
  +29, darkvision
  Languages Common, Infernal
  Skills
  Acrobatics +10, 
  Crafting +9, Diplomacy 
  +12, Deception 
  +12, Medicine +9, 
  Intimidation +12, 
  Occultism +7, 
  Performance +12, 
  Stealth +10, Survival 
  +9
  Acrobatics +14, 
  Crafting +13, 
  Diplomacy +16, 
  Deception +16, 
  Medicine +13, 
  Intimidation +16, 
  Occultism +13, 
  Performance +16, 
  Stealth +14, Survival 
  +13
  Acrobatics +20, 
  Crafting +19, 
  Diplomacy +22, 
  Deception +22, 
  Medicine +19, 
  Intimidation +22, 
  Occultism +19, 
  Performance +22, 
  Stealth +20, Survival 
  +19
  Acrobatics +24, 
  Crafting +23, 
  Diplomacy +26, 
  Deception +26, 
  Medicine +23, 
  Intimidation +26, 
  Occultism +23, 
  Performance +26, 
  Stealth +24, Survival 
  +23
  Ability Scores Str 
  +0
  Dex +3
  Con +0
  Int 
  +2
  Wis +2
  Cha +5
  Str 
  +0
  Dex +3
  Con +0
  Int 
  +2
  Wis +2
  Cha +5
  Str 
  +0
  Dex +5
  Con +0
  Int 
  +4
  Wis +4
  Cha +7
  Str 
  +0
  Dex +5
  Con +0
  Int 
  +4
  Wis +4
  Cha +7
  Items -
  -
  -
  -
    Defense
  AC
  20
  22
  28
  30
  Fort 
  Ref 
  Will
  +6
  +10
  +9
  +8
  +14
  +13
  +11
  +20
  +19
  +12
  +24
  +23
  Wraith
    Low
    Moderate
    Advanced
    Elite
    Terrain
  Any
    Rarity
  Rare
    Role
  Lurker / Elite
    Organization
  Solitary, Pair, Gang (3-6x), or Pack (7-12x)
    Treasure
  None
   
  P2E
  
  409
  Undead
  hp 
  48
  90
  145
  19
  Immune diseased, exhaustion, fatigued, psychic, paralyzed, poisoned, unconscious, stunned
  Vulnerable Sunlight Powerlessness A wraith caught in sunlight cannot attack and is staggered.
  Aura Unnatural Aura Animals do not willingly approach within 30 feet of a wraith, unless a 
  master makes a DC 25 Handle Animal, Ride, or wild empathy check.
    Offense & Actions
  Speed Fly 60 ft. (Good)
  Melee
   Melee Incorporeal 
  Touch +8 (reach 5 
  ft.), Damage 1d6 
  bludgeoning
   Melee Incorporeal 
  Touch +12 (reach 
  5 ft.), Damage 1d8 
  bludgeoning
   Melee Incorporeal 
  Touch +19 (reach 
  5 ft.), Damage 1d8 
  bludgeoning
   Melee Incorporeal 
  Touch +26 (reach 
  5 ft.), Damage 1d8 
  bludgeoning
  Channel 
  Resistance
  Channel Resistance You are less easily affected by clerics or paladins. You add +2 to 
  saves made to resist the effects of channel energy, including effects that rely on the use 
  of channel energy.
  Constitution 
  Drain
  Saving Throw 
  Fortitude 17
  Saving Throw 
  Fortitude 19
  Saving Throw 
  Fortitude 23
  Saving Throw 
  Fortitude 25
  Constitution Drain Creatures hit by a wraith’s touch attack must succeed on a Fortitude 
  save or take suffer +1 increment of the Drained condition. On each successful attack, the 
  wraith gains 5 temporary hit points.
  Create Spawn
  Create Spawn A humanoid slain by a wraith becomes a wraith in 1d4 rounds. These 
  spawn are less powerful than typical wraiths, and suffer a a -2 penalty on all d20 rolls 
  and checks, receive -2 hp per HD, and only have a 75% chance of inflicting the Drained 
  condition on a touch. Spawn are under the command of the wraith that created them 
  until its death, at which point they lose their spawn penalties and become free-willed 
  wraiths. They do not possess any of the abilities they had in life.
  Incorporeal Incorporeal You have no physical body. You can be harmed only by other incorporeal 
  creatures, magic weapons or creatures that strike as magic weapons, and spells, spell-
  like abilities, or supernatural abilities. You have no physical body. You can be harmed 
  only by other incorporeal creatures, magic weapons or creatures that strike as magic 
  weapons, and spells, spell-like abilities, or supernatural abilities. You are immune to all 
  nonmagical attack forms. Even when hit by spells or magic weapons, you take only half 
  damage from a corporeal source except for channel energy. Although it is not a magical 
  attack, holy water can affect incorporeal undead. Corporeal spells and effects that do 
  not cause damage only have a 50% chance of affecting you. Force spells and effects, 
  such as from a magic missile, affect you normally.
  Lifesense
  Lifesense A wraith notices and locates living creatures within 60 feet, just as if it 
  possessed the blindsight ability.
  Innate Spells
  -
  Spellcasting -
  
  410
  Undead
  AC 
  Armor Class
  8 [11]
  8 [11]
  6 [13]
  6 [13]
  HD 
  Hit Dice
  4
  5
  6
  8
  ATT Attacks
  Incorporeal Touch 
  1d6
  Incorporeal Touch 
  1d8
  Incorporeal Touch 
  1d8
  Incorporeal Touch 
  2d6
  THACO
  16 [+3]
  15 [+4]
  14 [+5]
  12 [+7]
  MV 
  Move
  Fly 180’ (60’)  (Good)
  SV 
  Saves
   
  D 
  Death
   
  W Wand
   
  P 
  Paralysis
   
  B 
  Breath
   
  S 
  Spell
   
  U 
  Unified
  10
  11
  12
  13
  14
  12
  10
  11
  12
  13
  14
  12
  8
  9
  10
  10
  12
  10
  6
  7
  8
  8
  10
  8
  ML 
  Morale
  9
  9
  9
  9
  AL 
  Alignment
  Lawful
  XP 
  Experience
  75
  275
  650
  900
    Special Abilities
  Channel Resistance
  You are less easily affected by clerics or paladins. You add +2 to saves made to resist the effects of 
  channel energy, including effects that rely on the use of channel energy.
  Constitution Drain
  Creatures hit by a wraith's touch attack must succeed on a Death save or take suffer 1d4 points of 
  Constitution damage. On each successful attack, the wraith gains 5 hit points.
  Create Spawn
  A humanoid slain by a wraith becomes a wraith in 1d4 rounds. These spawn are less powerful than 
  typical wraiths, and suffer a a -2 penalty on all d20 rolls and checks, receive -2 hp per HD, and only 
  have a 75% chance of inflicting the Drained condition on a touch. Spawn are under the command 
  of the wraith that created them until its death, at which point they lose their spawn penalties and 
  become free-willed wraiths. They do not possess any of the abilities they had in life.
  Incorporeal
  You have no physical body. You can be harmed only by other incorporeal creatures, magic weapons, 
  and spells, spell-like abilites, or supernatural abilities.. You are immune to all nonmagical attack 
  forms. Corporeal spells and effects that do not cause damage only have a 50% chance of affecting 
  you. Force spells and effects, such as from a magic missile, affect you normally.
  Lifesense
  A wraith notices and locates living creatures within 60 feet, just as if it possessed the blindsight ability.
  Sunlight Powerlessness
  A wraith caught in sunlight cannot attack and is staggered.
  Unnatural Aura
  Animals do not willingly approach within 30 feet of a wraith.
  Wraith
    Low
    Moderate
    Advanced
    Elite
    Environment
  Any
    Rarity
  Rare
    Role
  Lurker / Elite
    # Encountered
  Solitary, Pair, Gang (3-6x), or Pack (7-12x)
    Treasure
  None
   
  OSR
  
  411
  Undead
  Wraith
    Low
    Moderate
    Advanced
    Elite
    Environment
  Any
    Rarity
  Rare
    Role
  Lurker / Elite
    # Encountered
  Solitary, Pair, Gang (3-6x), or Pack (7-12x)
    Treasure
  None
  Init 
  Initiative
  +0
  +0
  +1
  +1
  Atk 
  Attacks
  Incorporeal Touch 
  +1 melee (1d6)
  Incorporeal Touch 
  +3 melee (1d8)
  Incorporeal 
  Touch +5 melee 
  (1d8)
  Incorporeal 
  Touch +6 melee 
  (2d6)
  Crit 
  Critical Hits
  20+:U/d6
  20+:U/d8
  20+:U/d8
  20+:U/d10
  AC 
  Armor Class
  11
  11
  13
  13
  HD 
  Hit Dice
  2d8 + 2
  3d8 + 3
  4d8 + 4
  6d8 + 6
  MV 
  Move
  Fly 60’, (Good)
  ACT Action Dice
  1d24
  1d24+1d20
  2d24
  1d24+2d20
  SV 
  Saves
   
  Fort 
   
  Ref 
   
  Will
  +4
  +3
  +4
  +5
  +4
  +5
  +7
  +6
  +8
  +8
  +8
  +11
  AL 
  Alignment
  L
    Special Abilities
  Channel Resistance
  You are less easily affected by clerics or paladins. You add +2 to saves made to resist the effects of 
  channel energy, including effects that rely on the use of channel energy.
  Stamina Drain
  Creatures hit by a wraith's touch attack must succeed on a Fortitude save or take suffer 1d4 points of 
  Stamina damage. On each successful attack, the wraith gains 5 hit points.
  Create Spawn
  A humanoid slain by a wraith becomes a wraith in 1d4 rounds. These spawn are less powerful than 
  typical wraiths, and suffer a a -2 penalty on all d20 rolls and checks, receive -2 hp per HD, and only 
  have a 75% chance of inflicting the Drained condition on a touch. Spawn are under the command 
  of the wraith that created them until its death, at which point they lose their spawn penalties and 
  become free-willed wraiths. They do not possess any of the abilities they had in life.
  Incorporeal
  You have no physical body. You can be harmed only by other incorporeal creatures, magic weapons, 
  and spells, spell-like abilites, or supernatural abilities.. You are immune to all nonmagical attack 
  forms. Corporeal spells and effects that do not cause damage only have a 50% chance of affecting you. 
  Force spells and effects, such as from a magic missile, affect you normally.
  Lifesense
  A wraith notices and locates living creatures within 60 feet, just as if it possessed the blindsight ability.
  Sunlight Powerlessness
  A wraith caught in sunlight cannot attack and is staggered.
  Unnatural Aura
  Animals do not willingly approach within 30 feet of a wraith.
   
  DCC
  
  412
  Vermin
    Low
    Moderate
    Advanced
    Elite
    Terrain
  Temperate Forests
    Rarity
  Common
    Role
  Soldier / Normal
    Organization
  Solitary, Pair, or Cluster (3-6x)
    Treasure
  None
  CR 7
  11
  15
  18
  Align / Size TN Large
  TN Large
  TN Large
  TN Huge
  HD / Type Vermin 7
  Vermin 11
  Vermin 15
  Vermin 18
  Initiative +0
  +0
  +2
  +1
  Senses Perception +0 
  Darkvision 60’
  Perception +0 
  Darkvision 60’
  Perception +2 
  Darkvision 60’
  Perception +2 
  Darkvision 60’
    Defense
  AC 17
  touch 9; ff 17 
  -1 Size; +8 Natural
  17
  touch 9; ff 17 
  -1 Size; +8 Natural
  21
  touch 11; ff 19 
  -1 Size; +2 Dex; 
  +10 Natural
  22
  touch 9; ff 21 
  -2 Size; +1 Dex; 
  +13 Natural
  hp 49 (7d8)+14 
  72 (11d8)+22 
  143 (15d8)+75 
  211 (18d8)+126 
  Saves Fort 
  +7
  Ref 
  +2
  Will 
  +2
  Fort 
  +9
  Ref 
  +3
  Will 
  +3
  Fort 
  +14
  Ref 
  +7
  Will 
  +7
  Fort 
  +18
  Ref 
  +7
  Will 
  +8
  Def Abilities Immunities Mind-Affecting Effects
    Offense
  Movement 20’; Fly 20’ (Poor)
  Attacks Melee bite +8 
  (1d8+6)
  Melee bite +12 
  (1d8+7)
  Melee bite +17 
  (1d8+10)
  Melee bite +20 
  (2d6+13)
  Space / Reach
  10’ / 10’
  10’ / 10’
  10’ / 10’
  15’ / 10’
  Special Atks Trample (1d6+6, DC 
  17)
  Trample (1d6+7, DC 
  20)
  Trample (1d6+10, 
  DC 24)
  Trample (1d6+13, 
  DC 28)
    Statistics
  Beetle (Giant Stag)
   
  Pathfinder
  
  413
  Vermin
  Ability Scores Str 
  19
  Dex 10
  Con 15
  Int 
  *
  Wis 10
  Cha 9
  Str 
  20
  Dex 10
  Con 15
  Int 
  *
  Wis 10
  Cha 9
  Str 
  24
  Dex 14
  Con 20
  Int 
  *
  Wis 14
  Cha 13
  Str 
  29
  Dex 12
  Con 24
  Int 
  *
  Wis 14
  Cha 13
  Core Attack Base Atk +5
  CMB +10
  CMD 20 
  28 vs. trip
  Base Atk +8
  CMB +14
  CMD 24 
  32 vs. trip
  Base Atk +11
  CMB +19
  CMD 31 
  39 vs. trip
  Base Atk +13
  CMB +24
  CMD 35 
  43 vs. trip
  Feats
  -
  -
  -
  -
  Skills
  Bluff -1, Climb +4, 
  Diplomacy -1, Disguise 
  -1, Fly -6, Intimidate -1, 
  Perform (Untrained) -1, 
  Stealth -4, Swim +4
  Bluff -1, Climb +5, 
  Diplomacy -1, Disguise 
  -1, Fly -6, Intimidate -1, 
  Perform (Untrained) -1, 
  Stealth -4, Swim +5
  Acrobatics +2, Bluff +1, 
  Climb +7, Diplomacy 
  +1, Disguise +1, Escape 
  Artist +2, Fly -4, Heal +2, 
  Intimidate +1, Perception 
  +2, Perform (Untrained) 
  +1, Ride +2, Sense Motive 
  +2, Stealth -2, Survival 
  +2, Swim +7
  Acrobatics +1, Bluff +1, 
  Climb +9, Diplomacy 
  +1, Disguise +1, Escape 
  Artist +1, Fly -7, Heal +2, 
  Intimidate +1, Perception 
  +2, Perform (Untrained) 
  +1, Ride +1, Sense Motive 
  +2, Stealth -7, Survival 
  +2, Swim +9
    
    Special Qualities & Abilities
  Trample (Ex) As a full-round action, you can attempt to overrun any creature 
  that is at least one size category smaller than yourself. This works just like the 
  overrun combat maneuver, but the trampling creature does not need to make 
  a check, it merely has to move over opponents in its path. Targets of a trample 
  take 1d6+13 points of damage. Targets of a trample can make an attack of 
  opportunity, but at a -4 penalty. If targets forgo an attack of opportunity, they 
  can attempt to avoid the trampling creature and receive a Reflex (DC 28) save 
  to take half damage. You can only deal trampling damage to each target once 
  per round, no matter how many times its movement takes it over a target 
  creature. 
  
  414
  Vermin
    Low
    Moderate
    Advanced
    Elite
  Armor Class
  16 
  (natural armor)
  16 
  (natural armor)
  17 
  (natural armor)
  17 
  (natural armor)
  Hit Points
  49
  72
  143
  211
  Speed
  20 ft. Fly 20 ft. (Poor)
  Size, Type, 
  Alignment
  Large vermin, unaligned
  Large vermin, unaligned
  Large vermin, unaligned
  Huge vermin, unaligned
  Ability 
  Scores / 
  Saves
  STR 
  17 (+3)
  DEX 8 (-1)
  CON 13 (+1)
  INT 
  10 (+0)
  WIS 
  8 (-1)
  CHA 7 (-2)
  STR 
  17 (+3)
  DEX 8 (-1)
  CON 13 (+1)
  INT 
  10 (+0)
  WIS 
  8 (-1)
  CHA 7 (-2)
  STR 
  19 (+4)
  DEX 12 (+1)
  CON 17 (+3)
  INT 
  10 (+0)
  WIS 
  12 (+1)
  CHA 11 (+0)
  STR 
  22 (+6)
  DEX 10 (+0)
  CON 19 (+4)
  INT 
  10 (+0)
  WIS 
  12 (+1)
  CHA 11 (+0)
  Saving 
  Throws
  -
  -
  -
  -
  Resistances
  -
  Immunities
  psychic
  Vulnerabilities
  -
  Senses
  Passive Perception +9, 
  Darkvision 60 ft.
  Passive Perception +9, 
  Darkvision 60 ft.
  Passive Perception +11, 
  Darkvision 60 ft.
  Passive Perception +11, 
  Darkvision 60 ft.
  Languages
  -
  Challenge
  7
  11
  15
  18
  Special 
  Abilities & 
  Qualities
  Saving Throw  
  Dexterity DC 14
  Damage 1d6
  Saving Throw  
  Dexterity DC 15
  Damage 2d6
  Saving Throw  
  Dexterity DC 18
  Damage 3d6
  Saving Throw  
  Dexterity DC 20
  Damage 4d6
  Trample As a full-round action, you can attempt to overrun any creature that is at least one size category smaller than yourself. This works just like the 
  overrun combat maneuver, but the trampling creature does not need to make a check, it merely has to move over opponents in its path. Targets of a 
  trample take bludgeoning damage. Targets of a trample can make an attack of opportunity, but at disadvantage. If targets forgo an attack of opportunity, 
  they can attempt to avoid the trampling creature and receive a Dexterity save to take half damage. You can only deal trampling damage to each target once 
  per round, no matter how many times its movement takes it over a target creature.
    Low
    Moderate
    Advanced
    Elite
    Terrain
  Temperate Forests
    Rarity
  Common
    Role
  Soldier / Normal
    Organization
  Solitary, Pair, or Cluster (3-6x)
    Treasure
  None
  Beetle (Giant Stag)
   
  5E
  
  415
  Vermin
    Low
    Moderate
    Advanced
    Elite
  Standard 
  Actions
  Bite Melee weapon 
  attack: +4 to hit, reach 
  10 ft., one target.  Hit 
  1d8+6 (10) piercing 
  damage.
  Bite Melee weapon 
  attack: +4 to hit, reach 10 
  ft., one target.  Hit 1d8+7 
  (12) piercing damage.
  Bite Melee weapon 
  attack: +4 to hit, reach 
  10 ft., one target.  Hit 
  1d8+10 (14) piercing 
  damage.
  Bite Melee weapon 
  attack: +6 to hit, reach 
  10 ft., one target.  Hit 
  2d6+13 (20) piercing 
  damage.
  Legendary 
  Actions
  -
  Innate 
  Spellcasting
  -
  Spellcasting
  -
  Possessions
  -
  
  416
  Vermin
  Level
  CREATURE 7
  CREATURE 11
  CREATURE 15
  CREATURE 18
  Rarity
  COMMON
  COMMON
  COMMON
  COMMON
  Alignment
  TN
  TN
  TN
  TN
  Size
  LARGE
  LARGE
  LARGE
  HUGE
  Other Traits
  -
  Perception +7, darkvision
  +11, darkvision
  +19, darkvision
  +22, darkvision
  Languages -
  Skills
   Athletics +13, 
  Diplomacy +8, 
  Deception +8, 
  Intimidation +8, 
  Performance +8, 
  Stealth +9
   Athletics +18, 
  Diplomacy +12, 
  Deception +12, 
  Intimidation +12, 
  Performance +12, 
  Stealth +13
  Acrobatics +19, 
  Athletics +24, 
  Diplomacy +18, 
  Deception +18, 
  Medicine +19, 
  Intimidation +18, 
  Performance +18, 
  Stealth +19, Survival 
  +19
  Acrobatics +21, 
  Athletics +29, 
  Diplomacy +21, 
  Deception +21, 
  Medicine +22, 
  Intimidation +21, 
  Performance +21, 
  Stealth +21, Survival 
  +22
  Ability Scores Str 
  +4
  Dex +0
  Con +2
  Int 
  +0
  Wis +0
  Cha -1
  Str 
  +5
  Dex +0
  Con +2
  Int 
  +0
  Wis +0
  Cha -1
  Str 
  +7
  Dex +2
  Con +5
  Int 
  +0
  Wis +2
  Cha +1
  Str 
  +9
  Dex +1
  Con +7
  Int 
  +0
  Wis +2
  Cha +1
  Items -
  -
  -
  -
    Defense
  AC
  18
  20
  26
  26
  Fort 
  Ref 
  Will
  +11
  +9
  +9
  +15
  +13
  +13
  +22
  +19
  +19
  +27
  +21
  +22
  hp 
  60
  94
  172
  243
  Beetle (Giant Stag)
    Low
    Moderate
    Advanced
    Elite
    Terrain
  Temperate Forests
    Rarity
  Common
    Role
  Soldier / Normal
    Organization
  Solitary, Pair, or Cluster (3-6x)
    Treasure
  None
   
  P2E
  
  417
  Vermin
  Immune psychic
  Resists/
  Vulnerable
  -
  Aura -
  Defenses
  -
    Offense & Actions
  Speed 20 ft. Fly 20 ft. (Poor)
  Melee
   Melee Bite +16 
  (unarmed, reach 10 
  ft.), Damage 1d8+6 
  piercing
   Melee Bite +24 
  (unarmed, reach 10 
  ft.), Damage 1d8+7 
  piercing
   Melee Bite +31 
  (unarmed, reach 10 
  ft.), Damage 1d8+10 
  piercing
   Melee Bite +38 
  (unarmed, reach 10 
  ft.), Damage 2d6+13 
  piercing
  Trample Saving Throw 
  Reflex 16
  Damage 1d6
  Saving Throw 
  Reflex 18
  Damage 2d6
  Saving Throw 
  Reflex 23
  Damage 4d6
  Saving Throw 
  Reflex 25
  Damage 6d6
   You can attempt to overrun any creature that is at least one size category smaller 
  than yourself. This works just like the overrun combat maneuver, but the trampling 
  creature does not need to make a check, it merely has to move over opponents in its 
  path. Targets of a trample take bludgeoning damage. Targets of a trample can make 
  an attack of opportunity, but at a -4 penalty. If targets forgo an attack of opportunity, 
  they can attempt to avoid the trampling creature and receive a Reflex save to take half 
  damage. You can only deal trampling damage to each target once per round, no matter 
  how many times its movement takes it over a target creature.
    Other Abilities
  Innate Spells
  -
  Spellcasting -
  
  418
  Vermin
  AC 
  Armor Class
  8 [11]
  8 [11]
  7 [12]
  7 [12]
  HD 
  Hit Dice
  4
  6
  7
  8
  ATT Attacks
  Bite 1d8
  Bite 1d10
  Bite 2d6
  Bite 2d8
  THACO
  16 [+3]
  14 [+5]
  13 [+6]
  12 [+7]
  MV 
  Move
  60’ (20’)  Fly 60’ (20’)  (Poor)
  SV 
  Saves
   
  D 
  Death
   
  W Wand
   
  P 
  Paralysis
   
  B 
  Breath
   
  S 
  Spell
   
  U 
  Unified
  10
  11
  12
  13
  14
  12
  8
  9
  10
  10
  12
  10
  6
  7
  8
  8
  10
  8
  6
  7
  8
  8
  10
  8
  ML 
  Morale
  6
  6
  6
  6
  AL 
  Alignment
  Neutral
  XP 
  Experience
  275
  650
  900
  1,100
    Special Abilities
  Trample
  You can attempt to overrun any creature that is smaller than yourself.  Targets of a 
  trample take bludgeoning damage equal to two times a typical melee attack from 
  this creature. Victims may attempt to avoid the trampling creature and receive a 
  Breath save to take half damage. You can only deal trampling damage to each target 
  once per round, no matter how many times its movement takes it over a target 
  creature.
  Beetle (Giant Stag)
    Low
    Moderate
    Advanced
    Elite
    Environment
  Temperate Forests
    Rarity
  Common
    Role
  Soldier / Normal
    # Encountered
  Solitary, Pair, or Cluster (3-6x)
    Treasure
  None
   
  OSR
  
  419
  Vermin
  Beetle (Giant Stag)
    Low
    Moderate
    Advanced
    Elite
    Environment
  Temperate Forests
    Rarity
  Common
    Role
  Soldier / Normal
    # Encountered
  Solitary, Pair, or Cluster (3-6x)
    Treasure
  None
  Init 
  Initiative
  -3
  -3
  -2
  -2
  Atk 
  Attacks
  Bite +4 melee 
  (1d8+2)
  Bite +4 melee 
  (1d10+2)
  Bite +4 melee 
  (2d6+3)
  Bite +6 melee 
  (2d8+4)
  Crit 
  Critical Hits
  20+:M/d8
  20+:M/d10
  20+:M/d10
  20+:M/d12
  AC 
  Armor Class
  11
  11
  12
  12
  HD 
  Hit Dice
  2d8 + 2
  4d8 + 4
  5d8 + 5
  6d8 + 6
  MV 
  Move
  20’, Fly 20’, (Poor)
  ACT Action Dice
  1d24
  1d24+1d20
  1d24+2d20
  1d24+2d20
  SV 
  Saves
   
  Fort 
   
  Ref 
   
  Will
  +5
  +1
  +1
  +6
  +2
  +2
  +9
  +5
  +5
  +12
  +5
  +5
  AL 
  Alignment
  N
    Special Abilities
  Trample
  You can attempt to overrun any creature that is smaller than yourself.  
  Targets of a trample take bludgeoning damage equal to two times a typical 
  melee attack from this creature. Victims may attempt to avoid the trampling 
  creature and receive a Reflex save to take half damage. You can only deal 
  trampling damage to each target once per round, no matter how many times 
  its movement takes it over a target creature.
   
  DCC
  
  420
  Vermin
    Low
    Moderate
    Advanced
    Elite
    Terrain
  Any Aquatic
    Rarity
  Rare
    Role
  Soldier / Minion
    Organization
  Solitary or Cast (2-12x)
    Treasure
  None
  CR 3
  7
  11
  15
  Align / Size TN Medium 
  (aquatic)
  TN Medium 
  (aquatic)
  TN Medium 
  (aquatic)
  TN Large 
  (aquatic)
  HD / Type Vermin 3
  Vermin 7
  Vermin 11
  Vermin 15
  Initiative +1
  +1
  +4
  +3
  Senses Perception +4 
  Darkvision 60’
  Perception +4 
  Darkvision 60’
  Perception +6 
  Darkvision 60’
  Perception +6 
  Darkvision 60’
    Defense
  AC 16
  touch 11; ff 15 
  +1 Dex; +5 Natural
  16
  touch 11; ff 15 
  +1 Dex; +5 Natural
  21
  touch 14; ff 17 
  +4 Dex; +7 Natural
  22
  touch 12; ff 19 
  -1 Size; +3 Dex;  
  +10 Natural
  hp 24 (3d8)+6 
  54 (7d8)+14 
  96 (11d8)+44 
  159  (15d8)+90 
  Saves Fort 
  +5
  Ref 
  +2
  Will 
  +1
  Fort 
  +7
  Ref 
  +3
  Will 
  +2
  Fort 
  +11
  Ref 
  +7
  Will 
  +5
  Fort 
  +15
  Ref 
  +8
  Will 
  +7
  Def Abilities Immunities Mind-Affecting Effects
    Offense
  Movement 30’; Swim 20’
  Attacks Melee claw +4/+4 
  (1d4+2)
  Melee claw +8/+8 
  (1d6+3) 
  Melee claw +13/+13 
  (1d6+5) 
  Melee claw +17/+17 
  (1d8+7) 
  Space / Reach
  5’ / 5’
  5’ / 5’
  5’ / 5’
  10’ / 5’
  Special Atks Constrict (1d4+2), 
  Grab
  Constrict (1d4+3), 
  Grab
  Constrict (1d4+5), 
  Grab
  Constrict (1d4+7), 
  Grab
    Statistics
  Crab (Giant)
   
  Pathfinder
  
  421
  Vermin
  Ability Scores Str 
  15
  Dex 13
  Con 14
  Int 
  *
  Wis 10
  Cha 2
  Str 
  15
  Dex 13
  Con 14
  Int 
  *
  Wis 10
  Cha 6
  Str 
  20
  Dex 18
  Con 18
  Int 
  *
  Wis 14
  Cha 6
  Str 
  25
  Dex 16
  Con 22
  Int 
  *
  Wis 14
  Cha 6
  Core Attack Base Atk +2
  CMB +4 
  +8 grapple
  CMD 15 
  27 vs. trip
  Base Atk +5
  CMB +8 
  +12 grapple
  CMD 19 
  31 vs. trip
  Base Atk +8
  CMB +13 
  +17 grapple
  CMD 27 
  39 vs. trip
  Base Atk +11
  CMB +19 
  +23 grapple
  CMD 32 
  44 vs. trip
  Feats
  -
  Improved Natural Attack 
  (Claw)
  Improved Natural Attack 
  (Claw)
  Improved Natural Attack 
  (Claw)
  Skills
  Acrobatics +1, Bluff -4, 
  Climb +2, Diplomacy -4, 
  Disguise -4, Escape Artist 
  +1, Fly +1, Intimidate -4, 
  Perception +4, Perform 
  (Untrained) -4, Ride +1, 
  Stealth +1, Swim +10
  Acrobatics +1, Bluff -4, 
  Climb +3, Diplomacy -4, 
  Disguise -4, Escape Artist 
  +1, Fly +1, Intimidate -4, 
  Perception +4, Perform 
  (Untrained) -4, Ride +1, 
  Stealth +1, Swim +11
  Acrobatics +4, Bluff -2, 
  Climb +5, Diplomacy -2, 
  Disguise -2, Escape Artist 
  +4, Fly +4, Heal +2, 
  Intimidate -2, Perception 
  +6, Perform (Untrained) 
  -2, Ride +4, Sense Motive 
  +2, Stealth +4, Survival 
  +2, Swim +13
  Acrobatics +3, Bluff -2, 
  Climb +7, Diplomacy 
  -2, Disguise -2, Escape 
  Artist +3, Fly +1, Heal +2, 
  Intimidate -2, Perception 
  +6, Perform (Untrained) 
  -2, Ride +3, Sense Motive 
  +2, Stealth -1, Survival 
  +2, Swim +15
  Languages
  -
  Special Darkvision, Vermin Traits, Water Dependency
    
    Special Qualities & Abilities
  Constrict (Ex) You can crush an opponent, dealing 1d4+7 bludgeoning 
  damage, when you make a successful grapple check (in addition to any other 
  effects caused by a successful check, including additional damage). 
  Grab (Ex) If you hit with the indicated attack (usually a claw or bite attack), 
  you deal normal damage and can attempt to start a grapple as a free action 
  without provoking an attack of opportunity. You have the option to conduct 
  the grapple normally, or simply use the part of your body you used in the grab 
  to hold the opponent. If you choose to do the latter, you takes a -20 penalty 
  on your CMB check to make and maintain the grapple, but do not gain the 
  grappled condition itself. A successful hold does not deal any extra damage 
  unless you also have the constrict special attack. If you do not constrict, each 
  successful grapple check you make during successive rounds automatically 
  deals the damage indicated for the attack that established the hold. Otherwise, 
  you deal constriction damage as well. You receive a +4 bonus on combat 
  maneuver checks made to start and maintain a grapple. Unless otherwise 
  noted, grab can only be used on creatures of a size equal to or smaller than 
  you. 
  Water Dependency (Ex) Giant crabs can survive out of the water for 1 hour 
  per point of Constitution. Beyond this limit, a giant crab runs the risk of 
  suffocation, as if it were drowning.  
  
  422
  Vermin
    Low
    Moderate
    Advanced
    Elite
  Armor Class
  15 
  (natural armor)
  15 
  (natural armor)
  17 
  (natural armor)
  17 
  (natural armor)
  Hit Points
  24
  54
  96
  159
  Speed
  30 ft. Swim 20 ft.
  Size, Type, 
  Alignment
  Medium vermin, 
  unaligned
  Medium vermin, 
  unaligned
  Medium vermin, 
  unaligned
  Large vermin, unaligned
  Ability 
  Scores / 
  Saves
  STR 
  13 (+1)
  DEX 11 (+0)
  CON 12 (+1)
  INT 
  10 (+0)
  WIS 
  8 (-1)
  CHA 1 (-5)
  STR 
  14 (+2)
  DEX 11 (+0)
  CON 12 (+1)
  INT 
  10 (+0)
  WIS 
  8 (-1)
  CHA 1 (-5)
  STR 
  17 (+3)
  DEX 16 (+3)
  CON 16 (+3)
  INT 
  10 (+0)
  WIS 
  12 (+1)
  CHA 4 (-3)
  STR 
  20 (+5)
  DEX 14 (+2)
  CON 18 (+4)
  INT 
  10 (+0)
  WIS 
  12 (+1)
  CHA 4 (-3)
  Saving 
  Throws
  -
  -
  -
  -
  Resistances
  -
  Immunities
  psychic
  Vulnerabilities
  -
  Senses
  Passive Perception +9, 
  Darkvision 60 ft.
  Passive Perception +9, 
  Darkvision 60 ft.
  Passive Perception +11, 
  Darkvision 60 ft.
  Passive Perception +11, 
  Darkvision 60 ft.
  Languages
  -
  Challenge
  3
  7
  11
  15
  Special 
  Abilities & 
  Qualities
  Damage 1d4
  Damage 1d6
  Damage 1d8
  Damage 2d4
  Constrict You can crush an opponent, dealing bludgeoning damage, when you make a successful grapple check (in addition to any other 
  effects caused by a successful check, including additional damage).
  Special 
  Abilities & 
  Qualities
  Water Dependency Giant crabs can survive out of the water for 1 hour per point of Constitution. Beyond this limit, a giant crab runs the 
  risk of suffocation, as if it were drowning.
    Low
    Moderate
    Advanced
    Elite
    Terrain
  Any Aquatic
    Rarity
  Rare
    Role
  Soldier / Minion
    Organization
  Solitary or Cast (2-12x)
    Treasure
  None
  cRaB (giant)
   
  5E
  
  423
  Vermin
    Low
    Moderate
    Advanced
    Elite
  Standard 
  Actions
  Claw Melee weapon 
  attack: +2 to hit, reach 5 
  ft., one target.  Hit 1d4+2 
  (4) slashing damage.
  Claw Melee weapon 
  attack: +2 to hit, reach 5 
  ft., one target.  Hit 1d6+3 
  (6) slashing damage.
  Claw Melee weapon 
  attack: +4 to hit, reach 
  5 ft., one target.  Hit 
  1d6+5 (8) slashing 
  damage.
  Claw Melee weapon 
  attack: +4 to hit, reach 5 
  ft., one target.  Hit 1d8+7 
  (12) slashing damage.
  Legendary 
  Actions
  -
  Innate 
  Spellcasting
  -
  Spellcasting
  -
  Possessions
  -
  
  424
  Vermin
  Level
  CREATURE 3
  CREATURE 7
  CREATURE 11
  CREATURE 15
  Rarity
  RARE
  RARE
  RARE
  UNCOMMON
  Alignment
  TN
  TN
  TN
  TN
  Size
  MEDIUM
  MEDIUM
  MEDIUM
  LARGE
  Other Traits
  AQUATIC
  Perception +5, darkvision
  +9, darkvision
  +17, darkvision
  +21, darkvision
  Languages -
  Skills
  Acrobatics +6, 
  Athletics +7, 
  Diplomacy +0, 
  Deception +0, 
  Intimidation +0, 
  Performance +0, 
  Stealth +6
  Acrobatics +10, 
  Athletics +12, 
  Diplomacy +5, 
  Deception +5, 
  Intimidation +5, 
  Performance +5, 
  Stealth +10
  Acrobatics +17, 
  Athletics +18, 
  Diplomacy +11, 
  Deception +11, 
  Medicine +15, 
  Intimidation +11, 
  Performance +11, 
  Stealth +17, Survival 
  +15
  Acrobatics +20, 
  Athletics +24, 
  Diplomacy +15, 
  Deception +15, 
  Medicine +19, 
  Intimidation +15, 
  Performance +15, 
  Stealth +20, Survival 
  +19
  Ability Scores Str 
  +2
  Dex +1
  Con +2
  Int 
  +0
  Wis +0
  Cha -4
  Str 
  +3
  Dex +1
  Con +2
  Int 
  +0
  Wis +0
  Cha -4
  Str 
  +5
  Dex +4
  Con +4
  Int 
  +0
  Wis +2
  Cha -2
  Str 
  +7
  Dex +3
  Con +6
  Int 
  +0
  Wis +2
  Cha -2
  Items -
  -
  -
  -
    Defense
  AC
  16
  18
  26
  26
  Fort 
  Ref 
  Will
  +7
  +6
  +5
  +11
  +10
  +9
  +17
  +17
  +15
  +23
  +20
  +19
  hp 
  26
  60
  116
  188
  Crab (Giant)
    Low
    Moderate
    Advanced
    Elite
    Terrain
  Any Aquatic
    Rarity
  Rare
    Role
  Soldier / Minion
    Organization
  Solitary or Cast (2-12x)
    Treasure
  None
   
  P2E
  
  425
  Vermin
  Immune psychic
  Resists/
  Vulnerable
  Water Dependency
    Offense & Actions
  Speed 30 ft. Swim 20 ft.
  Melee
   Melee Claw +6 
  (grapple, unarmed, 
  reach 5 ft.), Damage 
  1d4+2 slashing
   Melee Claw +14 
  (grapple, unarmed, 
  reach 5 ft.), Damage 
  1d6+3 slashing
   Melee Claw +24 
  (grapple, unarmed, 
  reach 5 ft.), Damage 
  1d6+5 slashing
   Melee Claw +31 
  (grapple, unarmed, 
  reach 5 ft.), Damage 
  1d8+7 slashing
  Constrict
  Damage 1d4
  Damage 1d6
  Damage 2d4
  Damage 2d6
   You can crush an opponent, dealing bludgeoning damage, when you make a successful grapple 
  check (in addition to any other effects caused by a successful check, including additional damage).
  Water 
  Dependency
  Water Dependency Giant crabs can survive out of the water for 1 hour per point of Constitution. 
  Beyond this limit, a giant crab runs the risk of suffocation, as if it were drowning.
    Other Abilities
  Innate Spells
  -
  Spellcasting -
  
  426
  Vermin
  AC 
  Armor Class
  9 [10]
  9 [10]
  7 [12]
  7 [12]
  HD 
  Hit Dice
  3
  4
  6
  7
  ATT Attacks
  Claw 1d4
  Claw 1d6
  Claw 1d8
  Claw 1d10
  THACO
  17 [+2]
  16 [+3]
  14 [+5]
  13 [+6]
  MV 
  Move
  90’ (30’)  Swim 60’ (20’)
  SV 
  Saves
   
  D 
  Death
   
  W Wand
   
  P 
  Paralysis
   
  B 
  Breath
   
  S 
  Spell
   
  U 
  Unified
  10
  11
  12
  13
  14
  12
  10
  11
  12
  13
  14
  12
  8
  9
  10
  10
  12
  10
  6
  7
  8
  8
  10
  8
  ML 
  Morale
  6
  6
  6
  6
  AL 
  Alignment
  Neutral
  XP 
  Experience
  75
  275
  650
  900
    Special Abilities
  -
  -
  Crab (Giant)
    Low
    Moderate
    Advanced
    Elite
    Environment
  Any Aquatic
    Rarity
  Rare
    Role
  Soldier / Minion
    # Encountered
  Solitary or Cast (2-12x)
    Treasure
  None
   
  OSR
  
  427
  Vermin
  Crab (Giant)
    Low
    Moderate
    Advanced
    Elite
    Environment
  Any Aquatic
    Rarity
  Rare
    Role
  Soldier / Minion
    # Encountered
  Solitary or Cast (2-12x)
    Treasure
  None
  Init 
  Initiative
  -2
  -2
  -1
  -1
  Atk 
  Attacks
  Claw +2 melee 
  (1d4+1)
  Claw +2 melee 
  (1d6+1)
  Claw +4 melee 
  (1d6+2)
  Claw +4 melee 
  (1d8+2)
  Crit 
  Critical Hits
  20+:M/d8
  20+:M/d8
  20+:M/d10
  20+:M/d10
  AC 
  Armor Class
  10
  10
  12
  12
  HD 
  Hit Dice
  2d8 + 2
  2d8 + 2
  4d8 + 4
  5d8 + 5
  MV 
  Move
  30’, Swim 20’
  ACT Action Dice
  1d20
  1d24
  2d24
  1d24+2d20
  SV 
  Saves
   
  Fort 
   
  Ref 
   
  Will
  +3
  +1
  +1
  +5
  +2
  +1
  +7
  +5
  +3
  +10
  +5
  +5
  AL 
  Alignment
  N
    Special Abilities
  -
  -
   
  DCC
  
  428
  Vermin
    Low
    Moderate
    Advanced
    Elite
    Terrain
  Temperate or Warm Plains
    Rarity
  Uncommon
    Role
  Soldier / Normal
    Organization
  Solitary or Colony (1 plus others)
    Treasure
  Incidental
  CR 7
  11
  15
  19
  Align / Size TN Large
  TN Large
  TN Large
  TN Huge
  HD / Type Vermin 7
  Vermin 11
  Vermin 15
  Vermin 19
  Initiative +0
  +0
  +2
  +2
  Senses Perception +1 
  Darkvision 60’
  Perception +1 
  Darkvision 60’
  Perception +3 
  Darkvision 60’
  Perception +3 
  Darkvision 60’
    Defense
  AC 17
  touch 9; ff 17 
  -1 Size; +8 Natural
  17
  touch 9; ff 17 
  -1 Size; +8 Natural
  21
  touch 11; ff 19 
  -1 Size; +2 Dex; 
  +10 Natural
  23
  touch 10; ff 21 
  -2 Size; +2 Dex; 
  +13 Natural
  hp 57 (7d8)+28 
  93 (11d8)+44 
  157 (15d8)+90 
  238 (19d8)+152 
  Saves Fort 
  +9
  Ref 
  +2
  Will 
  +3
  Fort 
  +11
  Ref 
  +3
  Will 
  +4
  Fort 
  +15
  Ref 
  +7
  Will 
  +8
  Fort 
  +19
  Ref 
  +8
  Will 
  +9
  Def Abilities Immunities Mind-Affecting Effects; Weaknesses Vulnerable to Smoke
    Offense
  Movement 20’; Fly 60’ (Good)
  Attacks Melee sting +8 
  (1d8+6)
  Melee sting +12 
  (2d6+7) 
  Melee sting +17 
  (2d6+10) 
  Melee sting +21 
  (3d6+13)
  Space / Reach
  10’ / 10’
  10’ / 10’
  10’ / 10’
  15’ / 15’
  Special Atks Poison (sting)
    Statistics
  Bee (Giant Queen)
   
  Pathfinder
  
  429
  Vermin
  Ability Scores Str 
  19
  Dex 11
  Con 18
  Int 
  *
  Wis 12
  Cha 13
  Str 
  20
  Dex 11
  Con 18
  Int 
  *
  Wis 12
  Cha 13
  Str 
  25
  Dex 15
  Con 22
  Int 
  *
  Wis 16
  Cha 17
  Str 
  29
  Dex 14
  Con 26
  Int 
  *
  Wis 16
  Cha 17
  Core Attack Base Atk +5
  CMB +10
  CMD 20 
  28 vs. trip
  Base Atk +8
  CMB +14
  CMD 24 
  32 vs. trip
  Base Atk +11
  CMB +19
  CMD 31 
  39 vs. trip
  Base Atk +14
  CMB +25
  CMD 37 
  45 vs. trip
  Feats
  -
  Ability Focus (Poison), 
  Improved Natural Attack 
  (Sting)
  Ability Focus (Poison), 
  Improved Natural Attack 
  (Sting)
  Ability Focus (Poison), 
  Improved Natural Attack 
  (Sting)
  Skills
  Bluff +1, Climb +4, 
  Diplomacy +1, Disguise 
  +1, Fly +2, Heal +1, 
  Intimidate +1, Perception 
  +1, Perform (Untrained) 
  +1, Sense Motive +1, 
  Stealth -4, Survival +1, 
  Swim +4
  Bluff +1, Climb +5, 
  Diplomacy +1, Disguise 
  +1, Fly +2, Heal +1, 
  Intimidate +1, Perception 
  +1, Perform (Untrained) 
  +1, Sense Motive +1, 
  Stealth -4, Survival +1, 
  Swim +5
  Acrobatics +2, Bluff +3, 
  Climb +7, Diplomacy 
  +3, Disguise +3, Escape 
  Artist +2, Fly +4, Heal +3, 
  Intimidate +3, Perception 
  +3, Perform (Untrained) 
  +3, Ride +2, Sense Motive 
  +3, Stealth -2, Survival 
  +3, Swim +7
  Acrobatics +2, Bluff +3, 
  Climb +9, Diplomacy 
  +3, Disguise +3, Escape 
  Artist +2, Fly +2, Heal +3, 
  Intimidate +3, Perception 
  +3, Perform (Untrained) 
  +3, Ride +2, Sense Motive 
  +3, Stealth -6, Survival 
  +3, Swim +9
  Treasure Royal jelly (8x)
    
    Special Qualities & Abilities
  Poison (Ex) Sting - injury; save Fort DC 27; frequency 1/round for 4 rounds; 
  effect 1d2 Con; cure 1 save. 
  Vulnerable to Smoke (Ex) Smoke from particularly smoky fires or effects 
  (such as that created by a pyrotechnics spell) causes a giant bee to become 
  nauseated if it fails a DC 14 Fortitude save. This condition persists as long as 
  the giant bee remains in the smoke, plus 1d4 rounds.  
  
  430
  Vermin
    Low
    Moderate
    Advanced
    Elite
  Armor Class
  16 
  (natural armor)
  16 
  (natural armor)
  17 
  (natural armor)
  18 
  (natural armor)
  Hit Points
  57
  93
  157
  238
  Speed
  20 ft. Fly 60 ft. (Good)
  Size, Type, 
  Alignment
  Large vermin, unaligned
  Large vermin, unaligned
  Large vermin, unaligned
  Huge vermin, unaligned
  Ability 
  Scores / 
  Saves
  STR 
  17 (+3)
  DEX 9 (-1)
  CON 16 (+3)
  INT 
  10 (+0)
  WIS 
  10 (+0)
  CHA 11 (+0)
  STR 
  17 (+3)
  DEX 9 (-1)
  CON 16 (+3)
  INT 
  10 (+0)
  WIS 
  10 (+0)
  CHA 11 (+0)
  STR 
  20 (+5)
  DEX 13 (+1)
  CON 18 (+4)
  INT 
  10 (+0)
  WIS 
  14 (+2)
  CHA 15 (+2)
  STR 
  22 (+6)
  DEX 12 (+1)
  CON 20 (+5)
  INT 
  10 (+0)
  WIS 
  14 (+2)
  CHA 15 (+2)
  Saving 
  Throws
  -
  -
  -
  -
  Resistances
  -
  Immunities
  psychic
  Vulnerabilities
  Vulnerable to Smoke
  Senses
  Passive Perception +10, 
  Darkvision 60 ft.
  Passive Perception +10, 
  Darkvision 60 ft.
  Passive Perception +12, 
  Darkvision 60 ft.
  Passive Perception +12, 
  Darkvision 60 ft.
  Languages
  -
  Challenge
  7
  11
  15
  19
  Special 
  Abilities & 
  Qualities
  Saving Throw  
  Constitution DC 16
  Saving Throw  
  Constitution DC 17
  Saving Throw  
  Constitution DC 19
  Saving Throw  
  Constitution DC 21
  Poison Sting - injury; save Constitution; frequency 1/round for 4 rounds; effect 1d2 Constitution damage and is Poisoned; cure 1 save.  Ability score 
  damage is healed in full upon a long rest or with any magical healing
  Special 
  Abilities & 
  Qualities
  Vulnerable to Smoke Smoke from particularly smoky fires or effects (such as that created by a pyrotechnics 
  spell) causes a giant bee to become nauseated if it fails a DC 14 Constitution save. This condition persists as 
  long as the giant bee remains in the smoke, plus 1d4 rounds.
    Low
    Moderate
    Advanced
    Elite
    Terrain
  Temperate or Warm Plains
    Rarity
  Uncommon
    Role
  Soldier / Normal
    Organization
  Solitary or Colony (1 plus others)
    Treasure
  Incidental
  Bee (Giant Queen)
   
  5E
  
  431
  Vermin
    Low
    Moderate
    Advanced
    Elite
  Standard 
  Actions
  Sting Melee weapon 
  attack: +4 to hit, reach 
  10 ft., one target.  Hit 
  1d8+6 (10) piercing 
  damage.
  Sting Melee weapon 
  attack: +4 to hit, reach 10 
  ft., one target.  Hit 2d6+7 
  (14) piercing damage.
  Sting Melee weapon 
  attack: +4 to hit, reach 
  10 ft., one target.  Hit 
  2d6+10 (17) piercing 
  damage.
  Sting Melee weapon 
  attack: +6 to hit, reach 
  15 ft., one target.  Hit 
  3d6+13 (24) piercing 
  damage.
  Legendary 
  Actions
  -
  Innate 
  Spellcasting
  -
  Spellcasting
  -
  Possessions
  -
  
  432
  Vermin
  Level
  CREATURE 7
  CREATURE 11
  CREATURE 15
  CREATURE 19
  Rarity
  UNCOMMON
  UNCOMMON
  UNCOMMON
  UNCOMMON
  Alignment
  TN
  TN
  TN
  TN
  Size
  LARGE
  LARGE
  LARGE
  HUGE
  Other Traits
  ANIMAL
  Perception +10, darkvision
  +14, darkvision
  +20, darkvision
  +24, darkvision
  Languages -
  Skills
   Athletics +13, 
  Diplomacy +10, 
  Deception +10, 
  Medicine +10, 
  Intimidation +10, 
  Performance +10, 
  Stealth +9, Survival 
  +10
   Athletics +18, 
  Diplomacy +14, 
  Deception +14, 
  Medicine +14, 
  Intimidation +14, 
  Performance +14, 
  Stealth +13, Survival 
  +14
  Acrobatics +19, 
  Athletics +24, 
  Diplomacy +20, 
  Deception +20, 
  Medicine +20, 
  Intimidation +20, 
  Performance +20, 
  Stealth +19, Survival 
  +20
  Acrobatics +23, 
  Athletics +30, 
  Diplomacy +24, 
  Deception +24, 
  Medicine +24, 
  Intimidation +24, 
  Performance +24, 
  Stealth +23, Survival 
  +24
  Ability Scores Str 
  +4
  Dex +0
  Con +4
  Int 
  +0
  Wis +1
  Cha +1
  Str 
  +5
  Dex +0
  Con +4
  Int 
  +0
  Wis +1
  Cha +1
  Str 
  +7
  Dex +2
  Con +6
  Int 
  +0
  Wis +3
  Cha +3
  Str 
  +9
  Dex +2
  Con +8
  Int 
  +0
  Wis +3
  Cha +3
  Items -
  -
  -
  -
    Defense
  AC
  18
  20
  26
  28
  Fort 
  Ref 
  Will
  +13
  +9
  +10
  +17
  +13
  +14
  +23
  +19
  +20
  +29
  +23
  +24
  hp 
  74
  116
  188
  276
  Bee (Giant Queen)
    Low
    Moderate
    Advanced
    Elite
    Terrain
  Temperate or Warm Plains
    Rarity
  Uncommon
    Role
  Soldier / Normal
    Organization
  Solitary or Colony (1 plus others)
    Treasure
  Incidental
   
  P2E
  
  433
  Vermin
  Immune psychic
  Resists/
  Vulnerable
  -
  Aura -
  Defenses
  -
    Offense & Actions
  Speed 20 ft. Fly 60 ft. (Good)
  Melee
   Melee Sting 
  +16 (reach 10 ft.), 
  Damage 1d8+6 
  piercing
   Melee Sting 
  +24 (reach 10 ft.), 
  Damage 2d6+7 
  piercing
   Melee Sting 
  +31 (reach 10 ft.), 
  Damage 2d6+10 
  piercing
   Melee Sting 
  +39 (reach 15 ft.), 
  Damage 3d6+13 
  piercing
  Poison Saving Throw 
  Fortitude 18
  Saving Throw 
  Fortitude 20
  Saving Throw 
  Fortitude 24
  Saving Throw 
  Fortitude 26
  Poison Sting - injury; save Fortitude; Onset immediate; Maximum Duration 4 rounds; 
  Stage 1 Drained 1 (1 minute) and 1d6 Poison damage; Stage 2 2d6 poison damage and 
  Drained 2 (1 minute); Stage 3 4d6 poison damage and Drained 3 (1 minute).
  Vulnerable to 
  Smoke
  Vulnerable to Smoke Smoke from particularly smoky fires or effects (such as that created by a 
  pyrotechnics spell) causes a giant bee to become nauseated if it fails a DC 14 Fortitude save. This 
  condition persists as long as the giant bee remains in the smoke, plus 1d4 rounds.
    Other Abilities
  Innate Spells
  -
  Spellcasting -
  
  434
  Vermin
  AC 
  Armor Class
  8 [11]
  8 [11]
  7 [12]
  6 [13]
  HD 
  Hit Dice
  4
  6
  7
  8
  ATT Attacks
  Sting 1d8
  Sting 2d6
  Sting 2d6
  Sting 3d6
  THACO
  16 [+3]
  14 [+5]
  13 [+6]
  12 [+7]
  MV 
  Move
  60’ (20’)  Fly 180’ (60’)  (Good)
  SV 
  Saves
   
  D 
  Death
   
  W Wand
   
  P 
  Paralysis
   
  B 
  Breath
   
  S 
  Spell
   
  U 
  Unified
  10
  11
  12
  13
  14
  12
  8
  9
  10
  10
  12
  10
  6
  7
  8
  8
  10
  8
  6
  7
  8
  8
  10
  8
  ML 
  Morale
  6
  6
  6
  6
  AL 
  Alignment
  Neutral
  XP 
  Experience
  275
  650
  900
  1,100
    Special Abilities
  Poison
  Sting - injury; save Death; frequency 1/round for 4 rounds; effect 1d2 Constitution 
  damage and 1d8 Poison damage; cure 1 save.  
  Vulnerable to 
  Smoke
  Smoke from particularly smoky fires or effects (such as that created by a 
  pyrotechnics spell) causes a giant bee to become nauseated if it fails a Paralysissave. 
  This condition persists as long as the giant bee remains in the smoke, plus 1d4 
  rounds.
  Bee (Giant Queen)
    Low
    Moderate
    Advanced
    Elite
    Environment
  Temperate or Warm Plains
    Rarity
  Uncommon
    Role
  Soldier / Normal
    # Encountered
  Solitary or Colony (1 plus others)
    Treasure
  Incidental
   
  OSR
  
  435
  Vermin
  Bee (Giant Queen)
    Low
    Moderate
    Advanced
    Elite
    Environment
  Temperate or Warm Plains
    Rarity
  Uncommon
    Role
  Soldier / Normal
    # Encountered
  Solitary or Colony (1 plus others)
    Treasure
  Incidental
  Init 
  Initiative
  -3
  -3
  -2
  -2
  Atk 
  Attacks
  Sting +4 melee 
  (1d8+2)
  Sting +4 melee 
  (1d6+2)
  Sting +4 melee 
  (1d6+3)
  Sting +6 melee 
  (2d6+4)
  Crit 
  Critical Hits
  20+:M/d8
  20+:M/d10
  20+:M/d10
  20+:M/d12
  AC 
  Armor Class
  11
  11
  12
  13
  HD 
  Hit Dice
  2d8 + 2
  4d8 + 4
  5d8 + 5
  6d8 + 6
  MV 
  Move
  20’, Fly 60’, (Good)
  ACT Action Dice
  1d24
  1d24+1d20
  1d24+2d20
  2d24+1d20
  SV 
  Saves
   
  Fort 
   
  Ref 
   
  Will
  +6
  +1
  +2
  +7
  +2
  +3
  +10
  +5
  +5
  +13
  +5
  +6
  AL 
  Alignment
  N
    Special Abilities
  Poison
  Sting - injury; save Fortitude; frequency 1/round for 4 rounds; effect 1d2 
  Constitution damage and 1d8 Poison damage; cure 1 save.  
  Vulnerable to 
  Smoke
  Smoke from particularly smoky fires or effects (such as that created by 
  a pyrotechnics spell) causes a giant bee to become nauseated if it fails a 
  Fortitude. This condition persists as long as the giant bee remains in the 
  smoke, plus 1d4 rounds.
   
  DCC
  
  436
  Appendices
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  Pathfinder Roleplaying Game Reference Document. © 2011, Paizo Publishing, LLC; 
  Author: Paizo Publishing, LLC.
  Pathfinder Roleplaying Game Core Rulebook. © 2009, Paizo Publishing, LLC; Author: 
  Jason Bulmahn, based on material by Jonathan Tweet, Monte Cook, and Skip Williams.
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  Bulmahn, based on material by Jonathan Tweet, Monte Cook, and Skip Williams.
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  McCreary, Erik Mona, Jason Nelson, Patrick Renie, Sean K Reynolds, F. Wesley Schneider, 
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  by Jonathan Tweet, Monte Cook, and Skip Williams.
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  Teeuwynn Woodruff.
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  Hitchcock, Tracy Hurley, Jonathan H. Keith, Will McCardell, Dale C. McCoy, Jr., Tom Phillips, 
  Stephen Radney-MacFarland, Thomas M. Reid, Sean K Reynolds, Tork Shaw, Owen K.C. 
  Stephens, and Russ Taylor.
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  Author: Jason Bulmahn
  Pathfinder Roleplaying Game Advanced Race Guide. © 2012, Paizo Publishing, LLC; 
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  Groves, Tim Hitchcock, Hal MacLean, Jason Nelson, Stephen Radney-MacFarland, Owen K.C. 
  Stephens, Todd Stewart, and Russ Taylor.
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  Ben Bruck, Jim Groves, Tim Hitchcock, Tracy Hurley, Jonathan Keith, Jason Nelson, Tom 
  Phillips, Ryan Macklin, F. Wesley Schneider, Amber Scott, Tork Shaw, Russ Taylor, and Ray 
  Vallese.
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  Benner, Jason Bulmahn, Adam Daigle, Alex Greenshields, Rob McCreary, Mark Moreland, 
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  Pathfinder Roleplaying Game Occult Adventures. © 2015, Paizo Inc.; Authors: John 
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  Mona, Jason Nelson, Tom Phillips, Stephen Radney-MacFarland, Thomas M. Reid, Alex Riggs, 
  Robert Schwalb, Mark Seifter, Russ Taylor, and Steve Townshend.
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  Hitchcock, James Jacobs, Ryan Macklin, Colin McComb, Jason Nelson, Richard Pett, Stephen 
  Radney-MacFarland, Patrick Renie, Sean K Reynolds, F. Wesley Schneider, James L. Sutter, 
  Russ Taylor, and Stephen Townshend.
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  Tim Hitchcock, Richard A. Hunt, Colin McComb, Jason Nelson, Tom Phillips, Patrick Renie, 
  Sean K Reynolds, and Russ Taylor.
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  Authors: Dennis Baker, Jesse Benner, Benjamin Bruck, Ross Byers, Brian J. Cortijo, Ryan 
  Costello, Mike Ferguson, Matt Goetz, Jim Groves, Tracy Hurley, Matt James, Jonathan H. 
  Keith, Michael Kenway, Hal MacLean, Jason Nelson, Tork Shaw, Owen KC Stephens, and Russ 
  Taylor. 
  
SOURCE: textdata/thevault/Miscellaneous Rules; Add-On Systems; Curios/Infinium Content Conversion Guide/Infinium Content Conversion Guide [v01].pdf