Wooly Manticore
Wooly Manticore CR 3
DEFENSE
OFFENSE
STATISTICS
SPECIAL ABILITIES
Posted in 3rd edition Dungeons & Dragons / d20 fantasy / Pathfinder, Creature and tagged magical beast by Adam A. Thompson with no comments yet.
Abysm’s Dread Kraken
Deep beneath the waves of the oceans of Abysm, Demogorgon’s realm in the Abyss, lurks a creature of unfathomable might. Spawned and nurtured by the Sibilant Beast, Drigular is to a squid what Demogorgon is to a monkey. Drigular will rise to the surface at his master’s bidding to whelm and destroy intruders on Demogorgon’s waters.
Drigular
Size/Type: Colossal Magical Beast (Aquatic, evil, outsider)
Initiative: +4
Hit Dice: 44d10+484 (726 hp)
Armor Class: 28 (-8 size, +26 natural), touch 2, flat-footed 28
Damage Reduction: 10 / magic
Saves: Fort +35, Ref +22, Will +18
Resistances: cold & fire 20
Spell Resistance: 30
Speed: Swim 20 ft. (4 squares)
Attack: Tentacle +42 melee (4d6+22/19-20) with 10 point power attack
Full Attack: 2 tentacles +42 melee (4d6+26/19-20) and 6 arms +37 melee (1d8+18) and bite +37 melee (4d8+18) with 10 point power attack
Base Attack/Grapple: +44/+76 (+56 if not concentrating completely on a single target)
Space/Reach: 30 ft./ 20 ft. (90 ft. with tentacle, 45 ft. with arm)
Special Attacks: Improved grab, constrict 4d6+16 or 1d8+8, swallow whole, smite good (+20 damage 1/day)
Special Qualities: Darkvision 60 ft., ink cloud, jet, darkvision, spell-like abilities
Abilities: Str 42, Dex 10, Con 33, Int 21, Wis 20, Cha 20
Skills: Concentration +58, Diplomacy +7, Hide +0, Intimidate +32, Knowledge (geography) +30, Knowledge (nature) +25, Listen +51, Search +51, Sense Motive +34, Spot +51, Survival +5 (+7 following tracks), Use Magic Device +32
Feats: Blind-Fight, Combat Expertise, Improved Critical (tentacle), Improved Initiative, Improved Trip, Iron Will, Improved Natural Armor (x7), Power Attack
Environment: Abyssal Ocean
Organization: Solitary
Challenge Rating: 20
Treasure: Triple standard
Alignment: any evil
Advancement: 21-32 HD (Gargantuan); 33-60 HD (Colossal)
Level Adjustment: —
Improved Grab (Ex)
To use this ability, the kraken must hit with an arm or tentacle attack. It can then attempt to start a grapple as a free action without provoking an attack of opportunity. If it wins the grapple check, it establishes a hold and can constrict.
Constrict (Ex)
A kraken deals automatic arm or tentacle damage with a successful grapple check.
Jet (Ex)
A kraken can jet backward once per round as a full-round action, at a speed of 280 feet. It must move in a straight line, but does not provoke attacks of opportunity while jetting.
Ink Cloud (Ex)
A kraken can emit a cloud of jet-black ink in an 80-foot spread once per minute as a free action. The cloud provides total concealment, which the kraken normally uses to escape a fight that is going badly. Creatures within the cloud are considered to be in darkness.
Spell-Like Abilities
at-will-deeper darkness, bestow curse, contagion, control weather, control winds, resist energy
3/day-dominate animal (DC 27 Will negates), insanity (DC 22 Will negates)
1/day— unholy aura (DC 23 Fort. or 1d6 strength damage when hit).
Caster level 17th. The save DC is Charisma-based.
Posted in 3rd edition Dungeons & Dragons / d20 fantasy / Pathfinder, Creature and tagged aquatic subtype, evil subtype, magical beast by Adam A. Thompson with no comments yet.
Rug Rats
Created by a mage who once sought world dominance through sales of a specially-tainted rug, rug rats are now relatively common in most lands.
Rug Rats
Size/Type: Tiny Magical Beast(Swarm)
Hit Dice: 8d8 (26 hp)
Initiative: +4
Speed: 20 ft. (4 squares), climb 20 ft.
Armor Class: 16 (+2 size, +4 Dex), touch 16, flat-footed 12
Base Attack/Grapple: +3/—
Attack: Swarm (1d6 plus disease)
Full Attack: Swarm (1d6 plus disease)
Space/Reach: 5 ft./0 ft.
Special Attacks: Disease, distraction
Special Qualities: Half damage from slashing and piercing, low-light vision, scent, swarm traits, meld with fabric
Saves: Fort +4, Ref +9, Will +6
Abilities: Str 2, Dex 18, Con 10, Int 2, Wis 16, Cha 2
Skills: Balance +16, Climb +16, Hide +16 +18, Listen +8, Move Silently +10, Spot +8, Swim +8
Feats: Alertness, Stealthy, Weapon FinesseB
Environment: Any
Organization: Pack (2–4 swarms), or infestation (7–12 swarms)
Challenge Rating: 4
Treasure: None
Alignment: Always neutral
Advancement: None
Level Adjustment: —
Combat
Rug rats seek to climb up from the rug they’re in and attack any warm-blooded prey they encounter. A rug rat swarm deals 1d6 points of damage to any creature whose space it occupies at the end of its move, 2d6 if they stand upon the rug they inhabit.
Disease (Ex): Filth fever—swarm attack, Fortitude DC 14, incubation period 1d3 days, damage 1d3 Dex and 1d3 Con. The save DC is Constitution-based.
Distraction (Ex): Any living creature that begins its turn with a rug rat swarm in its square must succeed on a DC 14 Fortitude save or be nauseated for 1 round. The save DC is Constitution-based.
Meld with Fabric (Su): A rug rat swam can meld with the rug it inhabits. This makes them unable to be attacked, though the rug can still be destroyed. If the rug is destroyed, they immediately meld back into their rat forms and scatter, at which point they are treated as normal rats.
Skills: A rug rat swarm has a +4 racial bonus on Hide and Move Silently checks, and a +8 racial bonus on Balance, Climb, and Swim checks. A rug rat swarm can always choose to take 10 on all Climb checks, even if rushed or threatened. A rug rat swarm uses its Dexterity modifier instead of its Strength modifier for Climb and Swim checks. A rug rat swarm has a +8 racial bonus on any Swim check to perform some special action or avoid a hazard.
Posted in Creature and tagged magical beast, swarm, tiny by Stephen Hilderbrand with no comments yet.
Pack Rat
Pack Rats are small rats used as pack animals. The larger the pack, the more that they carry. After centuries of use by men and their ilk, in the wild these beasts have reverted back to a feral state, hoarding treasures and junk in their subterranean lairs.
Pack Rat
Size/Type: Small Magical Beast (Extraplanar)
Hit Dice: 1d8+1 (5 hp)
Initiative: +3
Speed: 40 ft. (8 squares), climb 20 ft.
Armor Class: 15 (+1 size, +3 Dex, +1 natural), touch 14, flat-footed 12
Base Attack/Grapple: +2/-2
Attack: Bite +6 melee (1d4+2 plus disease)
Full Attack: Bite +6 melee (1d4+2 plus disease)
Space/Reach: 5 ft./5 ft.
Special Attacks: Disease, Quick draw
Special Qualities: Low-light vision, scent, darkvision 60ft., resistance to cold 5, and fire 5, spell resistance 6
Saves: Fort +3, Ref +5, Will +3
Abilities: Str 14, Dex 17, Con 12, Int 3, Wis 12, Cha 4
Skills: Climb +11, Hide +8, Listen +4, Move Silently +4, Spot +7, Swim +8
Feats: Alertness, Weapon FinesseB
Environment: Any, especially urban settings and ruins
Organization: Solitary or pack (11-20)
Challenge Rating: 1/3
Treasure: Variable
Alignment: Any neutral
Advancement: 2-3 HD (Small); 4-6 HD (Medium) 2-3 HD (Small); 4-6 HD (Medium)
Level Adjustment: —
Posted in Creature and tagged magical beast by Stephen Hilderbrand with no comments yet.
Wargoyle
Wargoyle
Size/Type: Medium Monstrous Canine (Earth)
Hit Dice: 8d8+25 (64 hp)
Initiative: +3
Speed: 50 ft. (10 squares), fly 60 ft. (average)
Armor Class: 18 (+3 Dex, +5 natural), touch 13, flat-footed 15
Base Attack/Grapple: +6/+8
Attack: Claw +11 melee (1d6+7)
Full Attack: 2 claws +11 melee (1d6+7) and bite +9 melee (1d8+6) and gore +9 melee (1d8+6)
Space/Reach: 5 ft./5 ft.
Special Attacks: Trip
Special Qualities: Damage reduction 10/magic, darkvision 60 ft., freeze, low-light vision, scent
Saves: Fort +7, Ref +7, Will +5
Abilities: Str 25, Dex 16, Con 20, Int 6, Wis 11, Cha 7
Skills: Hide +9*, Listen +6, Move Silently +2, Spot +8
Feats: Multiattack, Toughness, Fly-by-attack
Environment: Any
Organization: Solitary, pair, pack, or wing (5-16)
Challenge Rating: 6
Treasure: Standard
Alignment: Usually chaotic evil
Advancement: 7-9 HD (Medium); 10-14 HD (Large)
Level Adjustment: +6
Wargoyles often appear to be quadripedal winged stone statues, for they can perch indefinitely without moving and use this disguise to surprise their foes. They require no food, water, or air, but often eat their fallen foes and their mounts out of fondness for inflicting pain.
Wargoyles speak Common and Terran, and also communicate as canines.
Combat
Wargoyles either remain still, then suddenly attack, or dive onto their prey from above, as they hunt in the night sky. When they work in pairs, packs, or wings, they often attempt to flank their opponents, taking advantage of the confusion and low light. They have also been known to scoop up their prey and drop them from high elevations.
A wargoyle’s natural weapons are treated as magic weapons for the purpose of overcoming damage reduction.
Freeze (Ex): Much like a gargoyle, a wargoyle can hold itself so still it appears to be a statue. An observer must succeed on a DC 20 Spot check to notice the wargoyle is really alive.
Trip (Ex): A wargoyle that hits with a bite attack can attempt to trip its opponent (+11 check modifier) as a free action without making a touch attack or provoking an attack of opportunity. If the attempt fails, the opponent cannot react to trip the wargoyle.
Skills
Wargoyles have a +2 racial bonus on Hide, Listen, Move Silently, and Spot checks.
*The Hide bonus increases by +8 when a wargoyle is concealed against a background of stone.
Posted in Creature and tagged magical beast by Stephen Hilderbrand with no comments yet.
Plague Dog
Plague dogs are canines that carry a plague that afflicts humanoids.
These dogs are surprising nimble for as sickly as they look, with tufts of fur stripped, visible scars, and a foamy gleam in their eyes and maws. Though their mouths don’t seem to close comfortably, there is no comfort that they will likely close around nearby flesh. Only the most aggressive breeds become proper plague dogs; their temper is only tempered by their desperation.
Size/Type: Medium Magical Beast
Alignment: Usually lawful good
Environment: Bogs, marshes, dark city alleys
Organization: Solitary or pack (10-20)
Challenge Rating: 3
Initiative: +3
Senses: Darkvision 60′, low-light vision, scent
Armor Class: 16 (+3 Dex, +3 natural), touch 13, flat-footed 13
Hit Dice: 5d10 (30hp)
Saves: Fort +5, Ref +7, Will +5
Speed: 40 ft. (8 squares)
Attack: Bite +6 melee (1d6)
Full Attack: Bite +6 melee (1d6)
Space/Reach: 5 ft./5 ft.
Base Attack/Grapple: +5/+5
Feats: Iron Will, Run, Track, Blind-fighting
Special Qualities: Darkvision 60 ft., plague-carrying, low-light vision, scent
Abilities: Str 12, Dex 17, Con 10, Int 10, Wis 13, Cha 11
Skills: Hide +4, Listen +6, Sense Motive +3, Spot +5, Survival +5
Treasure: None
Advancement: 5-7 HD (Medium); 8-12 HD (Large)
Level Adjustment: +2 (cohort)
Plague dogs are canines that carry a plague that afflicts humanoids.
These dogs are surprising nimble for as sickly as they look, with tufts of fur stripped, visible scars, and a foamy gleam in their eyes and maws. Though their mouths don’t seem to close comfortably, there is no comfort that they will likely close around nearby flesh. Only the most aggressive breeds become proper plague dogs; their temper is only tempered by their desperation.
Combat
Plague dogs often hunt in packs, surrounding their prey, allowing some of them to take advantage of flanking and delivering their plague through their diseased maws. However, some are loners that roam the dark alleys of cities.
Plague (Su)
Plague dogs carry plaguelets in their saliva, tiny creatures that eat through the flesh of humanoids.
Plague Offal/Dung (Su)
The dung of plague dogs also carries plaguelets. Any creature coming in contact with plague dog dung must make a Fortitude save or contract the plague.
Skills
A plague dog has a +4 racial bonus on Survival checks when tracking by scent.
Posted in Creature and tagged dog, magical beast, plague by Stephen Hilderbrand with no comments yet.
Firefox
Firefoxes resemble foxes, but have a bright red fur and breathe fire. They are fast, sleek and agile hunters. A full-grown male can stand as tall as 2-3 feet and weigh up to 150 pounds. They wander forests by day and dungeons by night, and are mostly nocturnal.
Size/Type: Medium Magical Beast
Hit Dice: 6d10+12 (50 hp)
Initiative: +4
Speed: walk 40 ft. (8 squares)
Armor Class: 19 (+4 Dex, +5 natural), touch 10, flat-footed 14
Base Attack/Grapple: +1/+2
Attack: Claw +2 melee (1d6+2)
Full Attack: 2 claws +2 melee (1d6+2) and bite +3 melee (1d8+3 + 1d6 fire)
Space/Reach: 5 ft./5 ft.
Special Attacks: Breathes fire: 15 ft cone, 2d8 points of fire damage, Reflex Save DC 14 for half.
Special Qualities: DR/5 (Cold)
Saves: Fort +4, Ref +9, Will +2
Abilities: Str 12, Dex 18, Con 14, Int 2, Wis 12, Cha 10
Skills: Listen +8, Spot +8
Feats: Alertness, Track
Environment: Temperate forests and cave entrances
Organization: Pack
Challenge Rating: 5
Treasure: None
Alignment: Always neutral
Advancement: 7-9 HD (Large); 10-12 HD (Huge)
Level Adjustment: —
Firefoxes occupy cave entrances and shallow caves, where they can take advantage of both the overland and underdark.
Combat
Firefoxes attack their prey on sight, and have a ferocious bite, though they often begin combat by breathing fire at their enemies. They slash with claws and bite with their ravenous, flame-tipped jowels.
Breathes fire (Su): 15 ft cone, 2d8 points of fire damage, Reflex Save DC 14 for half.
Posted in Creature and tagged magical beast by Stephen Hilderbrand with no comments yet.
Creature: Skylion (CR 9)
Large Magical Beast (outsider)
Hit Dice: 15d10+30 (112 hp)
Initiative: +3
Speed: 40 ft. (8 squares), Fly 80 ft. (average)
Armor Class: 15 (-1 size, +3 Dex, +3 natural), touch 12, flat-footed 12
Base Attack/Grapple: +15/+20
Attack: Claw + 20 melee (1d4+5)
Full Attack: 2 claws +18 melee (1d4+5) and bite +20 melee (1d8+2)
Space/Reach: 10 ft./5 ft.
Special Attacks: Pounce, improved grab, rake 1d4+2
Special Qualities: Low-light vision, scent
Saves: Fort +11, Ref +12, Will +6
Abilities: Str 21, Dex 17, Con 15, Int 5, Wis 13, Cha 10
Skills: Balance +7, Hide +3*, Listen +5, Move Silently +11, Spot +5
Feats: Alertness, Run, Improved Grab, Power Attack, Iron Will, Multiattack, Flyby Attack
Environment: Outer Planes (elemental air?, concordiant domains?)
Organization: Solitary, pair, or pride (6-10)
Challenge Rating: 9
Treasure: Standard
Alignment: usually neutral, some lawful tendencies
Advancement: 16-20 HD (Huge)
Level Adjustment: –
This creature, most often seen serving as a noble and beautiful steed to powerful conjurers, originates from snow caped, wind swept peaks on the outer planes. They are strongly empathic and magical creatures, making them excellent steeds, espically if cared for properly. Their form is that of a large white lion, with colored mane and wings (typically sky blue), and are 6 to 9 feet long and weighs 330 to 550 pounds. Females are slightly smaller and lack a mane but use the same statistics.
Combat
Pounce (Ex): If a skylion charges a foe, it can make a full attack, including two rake attacks.
Improved Grab (Ex): To use this ability, a skylion must hit with its bite attack. It can then attempt to start a grapple as a free action without provoking an attack of opportunity. If it wins the grapple check, it establishes a hold and can rake.
Rake (Ex): Attack bonus +18 melee, damage 1d4+2.
Immunities (Ex): Skylions have cold and electricity resistance 10.
Skills: Skylions have a +4 racial bonus on Balance, Hide, and Move Silently checks. *In the sky (when viewed from below) or snow, the Hide bonus improves to +12.
In addition, because of their empathic nature, riders can recieve a +5 on their ride checks if the Sky Lion wishes to confer it (usually dependent on their treatment by their rider).
Posted in Creature and tagged air subtype, extraplanar subtype, magical beast, native subtype by Adam A. Thompson with no comments yet.
Falconfox
The younger, smaller cousins of eaglewolves, falconfoxes have the head and wings of a falcon and the bodies, legs and tail of a fox. They are sleek and agile hunters in both the sky and in the forest.
A falconfox’s coat ranges in color from a dark to a ruddy brown with occasional flecks of white; its beak is a light tan color. A full-grown male can stand as tall as 4 feet and weigh up to 300 pounds, with a wingspan of 8 feet. They fly through the sky, hunting small prey, and also have the ability to hunt on the ground as foxes, tucking their wings up against their bodies.
Size/Type: Medium Magical Beast
Hit Dice: 3d10+5 (25 hp)
Initiative: +4
Speed: walk 30 ft. (6 squares), fly 60 ft. (12 squares)
Armor Class: 19 (+4 Dex, +5 natural), touch 10, flat-footed 14
Base Attack/Grapple: +1/+2
Attack: Claw +2 melee (1d6+2)
Full Attack: 2 claws +2 melee (1d6+2) and bite +3 melee (1d6+3)
Space/Reach: 5 ft./5 ft.
Special Attacks: Fly-by-attack
Special Qualities: Vision
Saves: Fort +4, Ref +9, Will +2
Abilities: Str 12, Dex 18, Con 14, Int 2, Wis 12, Cha 10
Skills: Listen +8, Spot +8
Feats: Alertness, Track
Environment: Temperate forests
Organization: Solitary or pair
Challenge Rating: 2
Treasure: None
Alignment: Always neutral
Advancement: 4-5 HD (Large); 6-8 HD (Huge)
Level Adjustment: —
Falconfoxes build nests at the tops of tall trees, where they live in pairs and raise chicks/pups. Some of their young are born as an falcon or a fox, and are fed to the others of the litter who retain both traits.
Combat
Falconfoxes attack prey smaller than themselves, and often present little danger to humans. But if they hunger, they will occasionally hunt halflings and gnomes. In combat, falconfoxes are ferocious, often fighting to the death, though they have been known to flee to the skies to escape the field of battle. They slash with claws and bite with their beaks, nipping at their prey until they reach a vital artery.
Posted in Creature and tagged magical beast by Stephen Hilderbrand with no comments yet.