Creature Feats and design notes here.

 

Advancement stats are figured in total, so that a 10 HD Basilisk has a total bonues +2 Atk, +1 AS: Fortitude and +4 ranks of Transformation. The advancement at 8 HD is already included in these numbers.

 

 

 

Basilisk: Medium Magical Beast; Init -1 (Dex); Defense 9 (-1 size); Spd 20 ft.; Atk +6 melee (+3 dmg, bite); SV Dmg +8, Fort +5, Ref +0, Will +2; Str 15, Dex 8, Con 15, Int 2, Wis 12, Cha 11.

Skills: Hide +0, Listen +7, Spot +7.

Feats: Darkvision, Blind-fight, Talented (Listen & Spot), Great Fortitude, Improved Stability.

Powers: Natural Weaponry +1 (bite), Transformation +6 (Extra: Duration (Sustained to Continuous), Inanimate, Flaws: Only Inanimate, Limited – only to stone effigy of target), Amazing Save: Fortitude +1 (Extra: Reflex), Amazing Save: Will +1, Amazing Save: Damage +1, Super-Skill (Hide) +4 (Flaw: Only when motionless in natural settings).

[6 HD Basilisk used as base.  At 8 HD add +1 Atk, +1 AS: Fort and +2 ranks to Transformation.  At 10 HD add +2 Atk, +1 AS: Fort and +4 ranks to Transformation.]

 

Large Basilisk: Large Magical Beast; Init -2 (Dex); Defense 7 (-1 size, -2 Dex); Spd 20 ft.; Atk +12 melee (+8 dmg, bite); SV Dmg +11, Fort +7, Ref +2, Will +3; Str 20, Dex 6, Con 19, Int 2, Wis 12, Cha 11.

Skills: Hide -4, Listen +7, Spot +7.

Feats: Darkvision, Blind-fight, Talented (Listen & Spot), Great Fortitude, Unusual Size (large), Improved Stability.

Powers: Natural Weaponry +2 (bite), Transformation +12 (Extra: Duration (Sustained to Continuous), Inanimate, Flaws: Only Inanimate, Limited – only to stone effigy of target), Super-Strength +1, Amazing Save: Fortitude +3 (Extra: Reflex), Amazing Save: Will +2, Amazing Save: Damage +2, Super-Skill (Hide) +4 (Flaw: Only when motionless in natural settings).

[12 HD large Basilisk used as base.  At 18 HD add +4 Atk, +1 AS: Dmg, Fort, Ref & Will and +6 ranks of Transformation.]

 

Bulette (landshark): Huge Magical Beast; Init +2 (Dex); Defense 10 (-2 size, +2 Dex); Spd 40 ft., burrow 10 ft.; Atk +12/+6 melee (+10 dmg, bite, +6 dmg, claws); SV Dmg +19, Fort +8, Ref +5, Will +3; Str 20, Dex 15, Con 20, Int 2, Wis 13, Cha 6.

Skills: Jump +18, Listen +9, Spot +3.

Feats: Darkvision, Blind-fight, Scent, Iron Will, Track, Attack Focus (bite), Talented (Listen & Spot), Extra Limbs x2, Multi-Attack (1 Bite P, 2 Claws S), Leap Attack (can make a jump attack as a Full Attack action to strike with all four claws (Atk +9, dmg +6), but gains no bite), Extra Reach (+5 ft.), Unusual Size (huge), Improved Stability.

Powers: Natural Weaponry +2 (claws, bite), Tunneling +2, Super-Strength +3, Amazing Save: Fortitude +3 (Extra: Reflex), Amazing Save: Will +2, Amazing Save: Damage +2.

[12 HD Bulette used as base.  At 16 HD add +2 Atk and +1 AS: Fort & Ref.]

 

Monstrous Bulette (landshark): Gargantuan Magical Beast; Init +2 (Dex); Defense 8 (-4 size, +2 Dex); Spd 40 ft., burrow 10 ft.; Atk +14/+8 melee (+16 dmg, bite, +9 dmg, claws); SV Dmg +26, Fort +11, Ref +6, Will +4; Str 20, Dex 15, Con 20, Int 2, Wis 13, Cha 6.

Skills: Jump +18, Listen +9, Spot +3.

Feats: Darkvision, Blind-fight, Scent, Iron Will, Track, Attack Focus (bite), Talented (Listen & Spot), Extra Limbs x2, Multi-Attack (1 Bite P, 2 Claws S), Leap Attack (can make a jump attack as a Full Attack action to strike with all four claws (Atk +10, dmg +9), but gains no bite), Extra Reach x2 (+10 ft.), Unusual Size (gargantuan), Improved Stability.

Powers: Natural Weaponry +3 (claws), Natural Weaponry +4 (bite), Tunneling +2, Super-Strength +7, Amazing Save: Fortitude +4 (Extra: Reflex), Amazing Save: Will +3, Amazing Save: Damage +3, Super-Constitution +2.

[18 HD gargantuan Bulette used as base.  At 24 HD add +4 Atk, +1 AS: Dmg & Will and +2 AS: Fort & Ref.]

 

Chimera: Large Magical Beast; Init +1 (Dex); Defense 10 (-1 size, +1 Dex); Spd 30 ft., fly 50 ft. (poor); Atk +11/+11/+11/+9/+9 melee (+6 dmg, main bite, +5 dmg, secondary bite, +5 dmg, gore, +3 dmg, claws); SV Dmg +14, Fort +6, Ref +4, Will +5; Str 19, Dex 13, Con 17, Int 4, Wis 13, Cha 10.

Skills: Hide +1, Listen +9, Spot +9.

Feats: Darkvision, Scent, Talented (Listen & Spot), Iron Will, Extra Limbs x2, Multi-Attack (2 Bites and 1 Gore  P, 2 Claws S), Multi-limb Attack (Secondary attacks only are at –2 instead of –5 Atk, they still only use ½ Str for dmg modifier), Unusual Size (large), Improved Stability.

Powers: Natural Weaponry +1 (secondary bite, gore, claws), Natural Weaponry +2 (main bite), Flight +10 (Flaw: Limited – winged flight), Amazing Save: Fortitude +3 (Extra: Reflex), Amazing Save: Will +2, Amazing Save: Damage +2, Super-Skill (Spot, Extra: Listen) +2, Super-Skill (Hide) +4 (Flaw: only in scrubland or brush), Energy Blast +4 (Can be any one of Fire, Cold, Chemical or Electricity.  Extra: Cone (half range but transforms into a cone of equal width at the terminus as it’s length, cannot be used as a straightline single attack once this Extra is taken), Flaw: Cooldown (cannot be used for 2 rounds after use).

[12 HD Chimera used as base.]

 

Chimera: Huge Magical Beast; Init +0; Defense 8 (-2 size); Spd 30 ft., fly 50 ft. (poor); Atk +15/+15/+15/+13/+13 melee (+11 dmg, main bite, +10 dmg, secondary bite, +10 dmg, gore, +5 dmg, claws); SV Dmg +20, Fort +9, Ref +4, Will +6; Str 20, Dex 11, Con 20, Int 4, Wis 13, Cha 10.

Skills: Hide -3, Listen +9, Spot +9.

Feats: Darkvision, Scent, Talented (Listen & Spot), Iron Will, Extra Limbs x2, Multi-Attack (2 Bites and 1 Gore  P, 2 Claws S), Multi-limb Attack (Secondary attacks only are at –2 instead of –5 Atk, they still only use ½ Str for dmg modifier), Extra Reach (+5 ft.), Unusual Size (huge), Improved Stability.

Powers: Natural Weaponry +1 (claws), Natural Weaponry +2 (secondary bite, gore), Natural Weaponry +3 (main bite), Flight +10 (Flaw: Limited – winged flight), Amazing Save: Fortitude +4 (Extra: Reflex), Amazing Save: Will +3, Amazing Save: Damage +15, Super-Skill (Spot, Extra: Listen) +2, Super-Skill (Hide) +4 (Flaw: only in scrubland or brush), Energy Blast +6 (Can be any one of Fire, Cold, Chemical or Electricity.  Extra: Cone (half range but transforms into a cone of equal width at the terminus as it’s length, cannot be used as a straightline single attack once this Extra is taken), Flaw: Cooldown (cannot be used for 2 rounds after use), Super-Strength +3.

[18 HD huge Chimera used as base.  At 24 HD add +3 Atk, +2 AS: Fort & Ref and +1 AS: Dmg & Will.]

 

Cockatrice: Small Magical Beast; Init +3 (Dex); Defense 14 (+1 size, +3 Dex); Spd 20 ft., fly 60 ft. (poor); Atk +8 melee (-2 dmg, bite); SV Dmg +1, Fort +2, Ref +4, Will +2; Str 6, Dex 17, Con 11, Int 2, Wis 13, Cha 9.

Skills: Listen +7, Spot +7.

Feats: Darkvision, Talented (Listen & Spot), Dodge, Attack Finesse, Power Immunity, Unusual Size (small).

Powers: Flight +12 (Flaw: Limited – winged flight), Transformation +6 (Extra: Trigger (on a bite attack), Duration (Sustained to Continuous), Inanimate, Flaws: Only Inanimate, Limited – only to stone effigy of target, Reduced Range – Touch, Must hit with a bite attack), Amazing Save: Fortitude +1 (Extra: Reflex), Amazing Save: Will +1, Amazing Save: Damage +1.

[6 HD Cockatrice used as base.  At 8 HD add +1 Atk, +1 AS: Fort and +2 ranks to Transformation.]

 

Big Cockatrice: Medium Magical Beast; Init +2 (Dex); Defense 12 (+2 Dex); Spd 20 ft., fly 60 ft. (poor); Atk +10 melee (+1 dmg, bite); SV Dmg +3, Fort +4, Ref +5, Will +3; Str 10, Dex 15, Con 13, Int 2, Wis 13, Cha 9.

Skills: Listen +7, Spot +7.

Feats: Darkvision, Talented (Listen & Spot), Dodge, Attack Finesse, Power Immunity.

Powers: Flight +12 (Flaw: Limited – winged flight), Transformation +6 (Extra: Trigger (on a bite attack), Duration (Sustained to Continuous), Inanimate, Flaws: Only Inanimate, Limited – only to stone effigy of target, Reduced Range – Touch, must hit with a bite attack), Amazing Save: Fortitude +3 (Extra: Reflex), Amazing Save: Will +2, Amazing Save: Damage +2, Natural Weaponry +1.

[12 HD Cockatrice used as base.]

 

Couatl: Large Extradimensional Beast; Init +7 (Dex); Defense 12 (-1 size, +3 Dex); Spd 20 ft., fly 60 ft. (good); Atk +11 melee (+4 dmg, bite); SV Dmg +11, Fort +5, Ref +6, Will +7; Str 18, Dex 16, Con 14, Int 17, Wis 19, Cha 17.

Skills: Concentration +14, Diplomacy +17, Jump +0, Knowledge (any two) +15, Listen +16, Search +15, Sense Motive +16, Spellcraft +15 (+17 scrolls), Spot +16, Survival +4 (+6 for tracking), Tumble +15, Use Magical Device +15 (+17 for scrolls).

Feats: Darkvision, Dodge, Improved Initiative, Improved Grab, Heroes Luck (Flaw: only to empower Sorcery effects), Detect (Psionics), Detect (great Evil), Detect (forces of Chaos), Unusual Size (large).

Powers: Natural Weaponry +2 (grappling coils), Flight +12 (Extras: Increased Maneuverability x2 (good), Flaw: Limited – winged flight), Amazing Save: Fortitude +3 (Extra: Reflex, Will), Amazing Save: Damage +9, Sorcery +9 (Spells: Shapeshift, Telepathy, Invisibility, Dimensional Travel), Drain: Attribute +8 (Extra: Secondary, Flaw: must hit with a bite attack, ranged touch).

[12 HD Chimera used as base.]

 

Couatl: Huge Extradimensional Beast; Init +6 (Dex); Defense 10 (-2 size, +2 Dex); Spd 20 ft., fly 60 ft. (good); Atk +15 melee (+11 dmg, bite); SV Dmg +11, Fort +5, Ref +6, Will +7; Str 20, Dex 14, Con 18, Int 17, Wis 19, Cha 17.

Skills: Concentration +14, Diplomacy +17, Jump +0, Knowledge (any two) +15, Listen +16, Search +15, Sense Motive +16, Spellcraft +15 (+17 scrolls), Spot +16, Survival +4 (+6 for tracking), Tumble +15, Use Magical Device +15 (+17 for scrolls).

Feats: Darkvision, Dodge, Improved Initiative, Improved Grab, Heroes Luck (Flaw: only to empower Sorcery effects), Detect (Psionics), Detect (great Evil), Detect (forces of Chaos), Unusual Size (huge).

Powers: Natural Weaponry +2 (grappling coils), Flight +12 (Extras: Increased Maneuverability x2 (good), Flaw: Limited – winged flight), Amazing Save: Fortitude +4 (Extra: Reflex, Will), Amazing Save: Damage +12, Sorcery +12 (Spells: Shapeshift, Telepathy, Invisibility, Dimensional Travel), Drain: Attribute +12 (Extra: Secondary, Flaw: must hit with a bite attack, ranged touch), Super-Strength +6.

[18 HD Chimera used as base.  At 24 HD add +3 Atk, +2 AS: Fort, Ref & Will, +1 AS: Dmg and +4 ranks of Sorcery.]

 

Clay Golem: Large Construct; Init -1 (Dex); Defense 8 (-1 size, -1 Dex); Spd 20 ft.; Atk +10 melee (+10 dmg, slam); SV Dmg +16, Fort +3, Ref +2, Will +3; Str 20, Dex 9, Con -, Int -, Wis 11, Cha 1.

Skills: none.

Feats: Darkvision, Extra Limb, Multi-Attack (2 Slams P), Extra Reach (+5 ft.), Heroic Surge, Unusual Size (large).

Powers: Super-Strength +2, Natural Weaponry +3 (slam, Extra: Wounding (injuries sustained from these attacks do not heal naturally, and another Superhuman Healing or Regeneration attempt must make a DC 15 + hits taken roll to succeed), Amazing Save: Fortitude +3 (Extra: Reflex, Will), Amazing Save: Damage +20, Protection +10, Deflection +12 (Extra: Automatic, Flaw: Only vs Mystical attacks), Absorbtion +6 (Healing.  Flaw: Chemical attacks only).

Weakness: Berserker.

[12 HD Clay Golem used as base.  At 18 HD add +3 to Atk, +1 AS: Dmg, Fort, Ref & Will and +6 ranks of Deflection.]

 

Big Clay Golem: Huge Construct; Init -2 (Dex); Defense 6 (-2 size, -2 Dex); Spd 20 ft.; Atk +15 melee (+16 dmg, slam); SV Dmg +21, Fort +4, Ref +2, Will +4; Str 20, Dex 7, Con -, Int -, Wis 11, Cha 1.

Skills: none.

Feats: Darkvision, Extra Limb, Multi-Attack (2 Slams P), Extra Reach x2 (+10 ft.), Heroic Surge, Unusual Size (huge).

Powers: Super-Strength +6, Natural Weaponry +5 (slam, Extra: Wounding (injuries sustained from these attacks do not heal naturally, and another Superhuman Healing or Regeneration attempt must make a DC 15 + hits taken roll to succeed), Amazing Save: Fortitude +3 (Extra: Reflex, Will), Amazing Save: Damage +21, Protection +10, Deflection +24 (Extra: Automatic, Flaw: Only vs Mystical attacks), Absorbtion +6 (Healing.  Flaw: Chemical attacks only).

Weakness: Berserker.

[24 HD Clay Golem used as base.  At 32 HD add +4 to Atk, +1 AS: Dmg, Fort, Ref & Will and +8 ranks of Deflection.]

 

Flesh Golem: Large Construct; Init -1 (Dex); Defense 8 (-1 size, -1 Dex); Spd 30 ft.; Atk +10 melee (+9 dmg, slam); SV Dmg +16, Fort +3, Ref +2, Will +3; Str 20, Dex 9, Con -, Int -, Wis 11, Cha 1.

Skills: none.

Feats: Darkvision, Extra Limb, Multi-Attack (2 Slams P), Extra Reach (+5 ft.), Unusual Size (large).

Powers: Super-Strength +2, Natural Weaponry +2 (slam), Amazing Save: Fortitude +3 (Extra: Reflex, Will), Amazing Save: Damage +10, Protection +5, Deflection +12 (Extra: Automatic, Flaw: Only vs Mystical attacks), Absorbtion +6 (Healing.  Flaw: Electrical attacks only).

Weakness: Berserker, Specific Vulnerability (any attack that deals cold or fire damage automatically causes a Slow effect at its power Rank).

[12 HD Clay Golem used as base.  At 18 HD add +3 to Atk, +1 AS: Dmg, Fort, Ref & Will and +6 ranks of Deflection.]

 

Big Flesh Golem: Huge Construct; Init -2 (Dex); Defense 6 (-2 size, -2 Dex); Spd 30 ft.; Atk +19 melee (+13 dmg, slam); SV Dmg +21, Fort +4, Ref +2, Will +4; Str 20, Dex 7, Con -, Int -, Wis 11, Cha 1.

Skills: none.

Feats: Darkvision, Extra Limb, Multi-Attack (2 Slams P), Extra Reach x2 (+10 ft.), Unusual Size (huge).

Powers: Super-Strength +4, Natural Weaponry +4 (slam), Amazing Save: Fortitude +3 (Extra: Reflex, Will), Amazing Save: Damage +21, Protection +5, Deflection +24 (Extra: Automatic, Flaw: Only vs Mystical attacks), Absorbtion +6 (Healing.  Flaw: Electrical attacks only).

Weakness: Berserker, Specific Vulnerability (any attack that deals cold or fire damage automatically causes a Slow effect at its power Rank).

[24 HD Clay Golem used as base.]

 

Griffon: Large Magical Beast; Init +2 (Dex); Defense 11 (-1 size, +2 Dex); Spd 30 ft., fly 80 ft. (average); Atk +9/+3 melee (+6 dmg, bite, +2 dmg, claws); SV Dmg +10, Fort +4, Ref +4, Will +4; Str 18, Dex 15, Con 16, Int 5, Wis 13, Cha 8.

Skills: Jump +8, Listen +6, Spot +10.

Feats: Darkvision, Iron Will, Attack Focus (bite), Multi-limb Attack (Secondary attacks are only –2 instead of -5), Scent, Extra Limb x2, Multi-Attack (1 Bite P, 2 Claws S), Pounce (can make a Full Attack after a Charge action), Follow-up Attack (if a Griffon charges a foe, it can also make 2 Secondary rear claw attacks at +3 Atk and +3 dmg), Unusual Size (large), Improved Stability.

Powers: Natural Weaponry +2 (bite), Natural Weaponry +1 (rear claws), Amazing Save: Fortitude +2 (Extra: Reflex), Amazing Save: Damage +7, Amazing Save: Will +1, Super-Skill (Jump, Extra: Spot) +4.

[8 HD Clay Golem used as base.  At 10 HD add +1 to Atk.]

 

Big Griffon: Huge Magical Beast; Init +1 (Dex); Defense 6 (-2 size, -2 Dex); Spd 30 ft., fly 80 ft. (average); Atk +12/+6 melee (+11 dmg, bite, +5 dmg, claws); SV Dmg +16, Fort +8, Ref +4, Will +4; Str 20, Dex 13, Con 20, Int 5, Wis 13, Cha 8.

Skills: Jump +8, Listen +6, Spot +10.

Feats: Darkvision, Iron Will, Attack Focus (bite), Multi-limb Attack (Secondary attacks are only –2 instead of –5), Extra Limb x2, Multi-Attack (2 Slams P), Extra Reach (+5 ft.), Pounce (can make a Full Attack after a Charge action), Follow-up Attack (if a Griffon charges a foe, it can also make 2 Secondary rear claw attacks at +3 Atk and +3 dmg), Unusual Size (huge), Improved Stability.

Powers: Super-Strength +3, Natural Weaponry +3 (bite), Natural Weaponry +1 (claws), Amazing Save: Fortitude +3 (Extra: Reflex), Amazing Save: Damage +11, Amazing Save: Will +2, Super-Skill (Jump, Extra: Spot) +4.

[12 HD huge Griffon used as base.  At 18 HD add +4 Atk and +1 AS: Dmg, Fort, Ref & Will.  At 20 HD add +5 Atk, +2 AS: Fort & Ref and +1 AS: Dmg & Will.]

 

Homonculus: Tiny Construct; Init +2 (Dex); Defense 14 (+2 size, +2 Dex); Spd 20 ft., fly 50 ft. (good); Atk +3 melee (-1 dmg, bite); SV Dmg +0, Fort +0, Ref +4, Will +1; Str 8, Dex 15, Con -, Int 10, Wis 12, Cha 7.

Skills: Hide +14, Listen +4, Spot +4.

Feats: Darkvision, Lightning Reflexes, Unusual Size (tiny).

Powers: Flight +10 (Extra: Increased Maneuverability x2 (good), Flaw: Limited – Winged flight), Paralysis +4 (Extra: Triggered (bite attack), Flaw: must succeed on a Bite attack (does not have to do damage))

[4 HD Homonculus used as base.  At 6 HD add +1 to Atk and +2 ranks to Paralysis.]

 

Six-Headed Hydra: Huge Magical Beast; Init +1 (Dex); Defense 9 (-2 size, +1 Dex); Spd 20 ft., swim 20 ft.; Atk +6/+6/+6/+6/+6/+6 melee (+4 dmg, bite); SV Dmg +15, Fort +6, Ref +2, Will +3; Str 17, Dex 12, Con 20, Int 2, Wis 10, Cha 9.

Skills: Listen +6, Spot +7, Swim +11.

Feats: Darkvision, Iron Will, Toughness, Attack Focus (bite), Extra Limb x5, Multi-Attack (6 Bites P), Extra Reach (+5 ft.), Unusual Size (huge), Improved Stability.

Powers: Swimming +4, Natural Weaponry +1 (bite), Amazing Save: Fortitude +1 (Extra: Reflex), Amazing Save: Damage +8, Amazing Save: Will +1, Super-Skill (Listen, Extra: Spot) +2, Super-Skill (Swim) +8, Regeneration +6 (Flaw: does not Regenerate Fire damage).

Weakness: Vulnerable (a single Lethal Hit specifically targeting a single head will disable it for 1 hour.)

[6 HD Six-headed Hydra used as base.   Lernean Hydrae have the Regrowth Extra to their Regeneration, and get a roll to regenerate a disabled head.   Pyro or Cryohydrae have Energy Blast: Fire or Cold +3 (Flaw: Cooldown (a single head cannot use for 2 rounds after a breath)) and either Immunity (Fire) or (Cold).  A Lernean Pyrohydra does not Regenerate Cold damage instead of Fire damage.]

 

Nine-Headed Hydra: Huge Magical Beast; Init +1 (Dex); Defense 9 (-2 size, +1 Dex); Spd 20 ft., swim 20 ft.; Atk +10/+10/+10/+10/+10/+10/+10/+10/+10 melee (+6 dmg, bite); SV Dmg +18, Fort +7, Ref +3, Will +4; Str 20, Dex 12, Con 20, Int 2, Wis 10, Cha 9.

Skills: Listen +8, Spot +8, Swim +13.

Feats: Darkvision, Iron Will, Toughness, Attack Focus (bite), Extra Limb x8, Multi-Attack (9 Bites P), Extra Reach (+5 ft.), Blindfighting, Unusual Size (huge), Improved Stability.

Powers: Swimming +4, Natural Weaponry +1 (bite), Amazing Save: Fortitude +2 (Extra: Reflex), Amazing Save: Damage +11, Amazing Save: Will +1, Super-Skill (Listen, Extra: Spot) +2, Super-Skill (Swim) +8, Regeneration +9 (Flaw: does not Regenerate Fire damage).

Weakness: Vulnerable (a single Lethal Hit specifically targeting a single head will disable it for 1 hour.)

[9 HD Nine-headed Hydra used as base.   Lernean Hydrae have the Regrowth Extra to their Regeneration, and get a roll to regenerate a disabled head.  Pyro or Cryohydrae have Energy Blast: Fire or Cold +3 (Flaw: Cooldown (a single head cannot use for 2 rounds after a breath)) and either Immunity (Fire) or (Cold).  A Lernean Pyrohydra does not Regenerate Cold damage instead of Fire damage.]

 

Twelve-Headed Hydra: Huge Magical Beast; Init +1 (Dex); Defense 9 (-2 size, +1 Dex); Spd 20 ft., swim 20 ft.; Atk +12/+12/+12/+12/+12/+12/+12/+12/+12/+12/+12/+12 melee (+8 dmg, bite); SV Dmg +22, Fort +8, Ref +4, Will +5; Str 20, Dex 12, Con 20, Int 2, Wis 10, Cha 9.

Skills: Listen +9, Spot +10, Swim +14.

Feats: Darkvision, Iron Will, Toughness, Attack Focus (bite), Extra Limb x11, Multi-Attack (9 Bites P), Extra Reach (+5 ft.), Blindfighting, Unusual Size (huge), Improved Stability.

Powers: Super-Strength +1, Swimming +4, Natural Weaponry +2 (bite), Amazing Save: Fortitude +3 (Extra: Reflex), Amazing Save: Damage +15, Amazing Save: Will +2, Super-Skill (Listen, Extra: Spot) +2, Super-Skill (Swim) +8, Regeneration +12 (Flaw: does not Regenerate Fire damage).

Weakness: Vulnerable (a single Lethal Hit specifically targeting a single head will disable it for 1 hour.)

[12 HD Twelve-headed Hydra used as base.   Lernean Hydrae have the Regrowth Extra to their Regeneration, and get a roll to regenerate a disabled head.  Pyro or Cryohydrae have Energy Blast: Fire or Cold +3 (Flaw: Cooldown (a single head cannot use for 2 rounds after a breath)) and either Immunity (Fire) or (Cold).  A Lernean Pyrohydra does not Regenerate Cold damage instead of Fire damage.]

 

Kraken: Gargantuan Magical Beast; Init +4 (Imp. Initiative); Defense 6 (-4 size); Spd swim 20 ft.; Atk +17/+17/+12/+12/+12/+12/+12/+12/+12 melee (+14 dmg, primary tentacles, +7 dmg, secondary tentacles, +10 dmg, bite); SV Dmg +27, Fort +15, Ref +6, Will +11; Str 20, Dex 10, Con 20, Int 20, Wis 20, Cha 20.

Skills: Concentration +21, Dilpomacy +7, Hide +0, Intimidate +16, Knowledge (geography) +17, Knowledge (nature) +16, Listen +30, Search +28, Sense Motive +17, Spot +30, Survival +5 (+7 to track), Swim +20, Use Magic Device +16.

Feats: Aquatic, Darkvision, Iron Will, Extra Limb x8, Multi-Attack (2 primary tentacles P, 6 secondary tentacles S, 1 Bite S), Extra Reach x2 (+10 ft.), Extra Reach x5 (+25 ft. with secondary tentacles only), Extra Reach x11 (+55 ft. with 2 primary tentacles only), Blindfighting, Improved Initiative, Improved Critical (2 main tentacles), Talented (Listen & Spot), Improved Trip, Improved Grab (can attempt a Grapple check as a Free Action if it hits with a primary or secondary tentacle), Improved Grapple (can constrict as a Free Action if it establishes a Grapple, Atk automatic, dmg +14 primary, dmg +7 secondary), Super-Swimming x2 (counts as having 2 ranks of Swimming for speed calculation), Unusual size (gargantuan).

Powers: Super-Strength +7, Super-Constitution +4, Natural Weaponry +4 (bite), Natural Weaponry +2 (2 main tentacles), Natural Weaponry +1 (6 secondary tentacles), Amazing Save: Fortitude +6 (Extra: Reflex), Amazing Save: Damage +18, Amazing Save: Will +4, Super-Skill (Swim) +8, Mind Control +12 (Extra: Area, Flaw: Only marine life), Weather Control +12, Obscure +16.

Weakness: Vulnerability (a tentacle can be disabled by a targeted shot that inflicts at least 4 lethal hits of damage.  A disabled tentacle remains unusable for 1 week).

[24 HD Kraken used as base.  At 32 HD add +4 Atk, +2 AS: Fort & Ref, +1 AS: Dmg & Will and +4 ranks of Mind Control & Weather Control.  Some may have ranks of Sorcery equal to 1/3 HD instead of Mind and Weather Control.]

 

Kraken: Colossal Magical Beast; Init +4 (Imp. Initiative); Defense 2 (-8 size); Spd swim 20 ft.; Atk +21/+21/+16/+16/+16/+16/+16/+16/+16 melee (+20 dmg, primary tentacles, +9 dmg, secondary tentacles, +14 dmg, bite); SV Dmg +36, Fort +20, Ref +9, Will +13; Str 20, Dex 10, Con 20, Int 20, Wis 20, Cha 20.

Skills: Concentration +21, Dilpomacy +7, Hide -4, Intimidate +16, Knowledge (geography) +17, Knowledge (nature) +16, Listen +30, Search +28, Sense Motive +17, Spot +30, Survival +5 (+7 to track), Swim +20, Use Magic Device +16.

Feats: Aquatic, Darkvision, Iron Will, Extra Limb x8, Multi-Attack (2 primary tentacles P, 6 secondary tentacles S, 1 Bite S), Extra Reach x3 (+15 ft.), Extra Reach x9 (+45 ft. with secondary tentacles only), Extra Reach x14 (+70 ft. with 2 primary tentacles only), Blindfighting, Improved Initiative, Improved Critical (2 main tentacles), Talented (Listen & Spot), Improved Trip, Improved Grab (can attempt a Grapple check as a Free Action if it hits with a primary or secondary tentacle), Improved Grapple (can constrict as a Free Action if it establishes a Grapple, Atk automatic, dmg +20 primary, dmg +9 secondary), Super-Swimming x2 (counts as having 2 ranks of Swimming for speed calculation), Unusual Size (colossal).

Powers: Super-Strength +11, Super-Constitution +6, Natural Weaponry +6 (bite), Natural Weaponry +4 (2 main tentacles), Natural Weaponry +1 (6 secondary tentacles), Amazing Save: Fortitude +9 (Extra: Reflex), Amazing Save: Damage +25, Amazing Save: Will +6, Super-Skill (Swim) +8, Mind Control +18 (Extra: Area, Flaw: Only marine life), Weather Control +18, Obscure +24.

Weakness: Vulnerability (a tentacle can be disabled by a targeted shot that inflicts at least 4 lethal hits of damage.  A disabled tentacle remains unusable for 1 week).

[36 HD Kraken used as base.  At 48 HD add +8 Atk, +3 AS: Fort & Ref, +2 AS: Dmg & Will and +6 ranks of Mind Control & Weather Control.  At 60 HD add +16 Atk, +6 AS: Fort & Ref, +4 AS: Dmg & Will and +12 ranks of Mind Control & Weather Control.  Some may have ranks of Sorcery equal to 1/3 HD instead of Mind & Weather Control.]

 

Non-magical Kraken: Gargantuan Magical Beast; Init +0; Defense 6 (-4 size); Spd swim 20 ft.; Atk +17/+17/+12/+12/+12/+12/+12/+12/+12 melee (+14 dmg, primary tentacles, +7 dmg, secondary tentacles, +10 dmg, bite); SV Dmg +27, Fort +15, Ref +6, Will +7; Str 20, Dex 10, Con 20, Int 1, Wis 12, Cha 2.

Skills: Hide +0, Listen +10, Spot +10, Swim +20.

Feats: Aquatic, Darkvision, Iron Will, Extra Limb x8, Multi-Attack (2 primary tentacles P, 6 secondary tentacles S, 1 Bite S), Extra Reach x2 (+10 ft.), Extra Reach x5 (+25 ft. with secondary tentacles only), Extra Reach x11 (+55 ft. with 2 primary tentacles only), Blindfighting, Talented (Listen & Spot), Improved Grab (can attempt a Grapple check as a Free Action if it hits with a primary or secondary tentacle), Improved Grapple (can constrict as a Free Action if it establishes a Grapple, Atk automatic, dmg +14 primary, dmg +7 secondary), Super-Swimming x2 (counts as having 2 ranks of Swimming for speed calculation), Unusual Size (gargantuan).

Powers: Super-Strength +7, Super-Constitution +4, Natural Weaponry +4 (bite), Natural Weaponry +2 (2 main tentacles), Natural Weaponry +1 (6 secondary tentacles), Amazing Save: Fortitude +6 (Extra: Reflex), Amazing Save: Damage +18, Amazing Save: Will +4, Super-Skill (Swim) +8, Obscure +16.

Weakness: Vulnerability (a tentacle can be disabled by a targeted shot that inflicts at least 4 lethal hits of damage.  A disabled tentacle remains unusable for 1 week).

[24 HD Kraken used as base.  At 32 HD add +4 Atk, +2 AS: Fort & Ref and +1 AS: Dmg & Will SVs.]

 

Non-magical great Kraken: Colossal Magical Beast; Init +0; Defense 2 (-8 size); Spd swim 20 ft.; Atk +21/+21/+16/+16/+16/+16/+16/+16/+16 melee (+20 dmg, primary tentacles, +9 dmg, secondary tentacles, +14 dmg, bite); SV Dmg +36, Fort +20, Ref +9, Will +13; Str 20, Dex 10, Con 20, Int 1, Wis 12, Cha 2.

Skills: Hide -4, Listen +10, Spot +10, Swim +20.

Feats: Aquatic, Darkvision, Iron Will, Extra Limb x8, Multi-Attack (2 primary tentacles P, 6 secondary tentacles S, 1 Bite S), Extra Reach x3 (+15 ft.), Extra Reach x9 (+45 ft. with secondary tentacles only), Extra Reach x14 (+70 ft. with 2 primary tentacles only), Blindfighting, Talented (Listen & Spot), Improved Grab (can attempt a Grapple check as a Free Action if it hits with a primary or secondary tentacle), Improved Grapple (can constrict as a Free Action if it establishes a Grapple, Atk automatic, dmg +20 primary, dmg +9 secondary), Super-Swimming x2 (counts as having 2 ranks of Swimming for speed calculation), Unusual Size (colossal).

Powers: Super-Strength +11, Super-Constitution +6, Natural Weaponry +6 (bite), Natural Weaponry +4 (2 main tentacles), Natural Weaponry +1 (6 secondary tentacles), Amazing Save: Fortitude +9 (Extra: Reflex), Amazing Save: Damage +25, Amazing Save: Will +6, Super-Skill (Swim) +8, Obscure +24.

Weakness: Vulnerability (a tentacle can be disabled by a targeted shot that inflicts at least 4 lethal hits of damage.  A disabled tentacle remains unusable for 1 week).

[36 HD Kraken used as base.  At 48 HD add +8 Atk, +3 AS: Fort & Ref and +2 AS: Dmg & Will.  At 60 HD add +16 Atk, +6 AS: Fort & Ref and +4 AS: Dmg & Will.]

 

Lamia: Large Magical Beast; Init +2 (Dex); Defense 11 (-1 size, +2 Dex); Spd 60 ft.; Atk +10/+5/+5 (+4 dmg, punch, +2 dmg, claws); SV Dmg +9, Fort +3, Ref +5, Will +6; Str 18, Dex 15, Con 11, Int 13, Wis 15, Cha 11.

Skills: Bluff +14, Concentration +10, Diplomacy +3, Disguise +1 (+3 acting), Hide +11, Intimidate +3, Spot +11.

Feats: Darkvision, Dodge, Move-by Attack, Iron Will, Extra Limbs x2, Multi-Attack (1 main attack (weapon or punch / touch) P and 2 Claws S), Unusual Size (large), Improved Stability.

Powers: Running +6, Amazing Save: Fortitude +3 (Extra: Reflex), Amazing Save: Will +2, Amazing Save: Damage +9, Super-Skill (Bluff, Extra: Hide) +4, Drain: Attribute +3 (Extra: Triggered (on a touch attack or punch), Flaw: Limited – one attribute (Wis)), Sorcery +4 (Spells: Shapeshifting, Illusion, Mind Control, Stun).

[12 HD Lamia used as base.]

 

Lamia: Huge Magical Beast; Init +1 (Dex); Defense 9 (-2 size, +1 Dex); Spd 60 ft.; Atk +15/+10/+10 (+8 dmg, punch, +5 dmg, claws); SV Dmg +15, Fort +6, Ref +5, Will +7; Str 20, Dex 13, Con 15, Int 13, Wis 15, Cha 11.

Skills: Bluff +14, Concentration +10, Diplomacy +3, Disguise +1 (+3 acting), Hide +7, Intimidate +3, Spot +11.

Feats: Darkvision, Dodge, Move-by Attack, Iron Will, Extra Limbs x2, Multi-Attack (1 main attack (weapon or punch / touch) P and 2 Claws S), Unusual Size (huge), Improved Stability.

Powers: Super-Strength +3, Natural Weaponry +2 (claws), Running +6, Amazing Save: Fortitude +4 (Extra: Reflex), Amazing Save: Will +3, Amazing Save: Damage +13, Super-Skill (Bluff, Extra: Hide) +4, Drain: Attribute +4 (Extra: Triggered (on a touch attack or punch), Flaw: Limited – one attribute (Wis)), Sorcery +6 (Spells: Shapeshifting, Illusion, Mind Control, Stun).

[18 HD huge Lamia used as base.  At 24 HD add +4 Atk, +2 AS: Fort & Ref, +1 AS: Dmg & Will and +2 ranks of Sorcery.]

 

Manticore: Large Magical Beast; Init +2 (Dex); Defense 11 (-1 size, +2 Dex); Spd 30 ft., fly 50 ft. (clumsy); Atk +12/+7/+7 or +11 (+6 dmg, claws, +3 dmg, bite, +6 dmg, spikes

(single-target), +3 dmg, spikes (area)); SV Dmg +12, Fort +7, Ref +5, Will +3; Str 20, Dex 15, Con 19, Int 7, Wis 12, Cha 9.

Skills: Listen +5, Spot +9, Survival +1.

Feats: Darkvision, Scent, Move-by Attack, Track, Extra Limbs x2, Multi-Attack (2 Claws P and 1 Bite S), Attack Focus (spikes), Unusual Size (large), Improved Stability.

Powers: Flight +10 (Flaw: Limited – winged flight), Amazing Save: Fortitude +3 (Extra: Reflex), Amazing Save: Will +2, Amazing Save: Damage +8, Super-Skill (Spot) +4, Natural Weaponry +1 (bite, claws), Natural Weapon (ranged) +1 (Extra: Doubled Range x4 (to 160 ft.), Area x2 (to 20 ft. radius), Mighty Ranged, Flaw: Uses x2 (4 volleys per day), Limited - Half Str bonus Damage (round down) when used as an Area affect).

[12 HD Manticore used as base.  At 16 HD add +1 Atk and +1 AS: Fort & Ref.]

 

Manticore: Huge Magical Beast; Init +1 (Dex); Defense 9 (-2 size, +1 Dex); Spd 30 ft., fly 50 ft. (clumsy); Atk +15/+10/+10 or +10 (+11 dmg, claws, +6 dmg, bite, +11 dmg, spikes (single-target), +6 dmg, spikes (area)); SV Dmg +9, Fort +10, Ref +5, Will +4; Str 20, Dex 13, Con 20, Int 7, Wis 12, Cha 9.

Skills: Listen +5, Spot +9, Survival +1.

Feats: Darkvision, Scent, Move-by Attack, Track, Extra Limbs x2, Multi-Attack (2 Claws P and 1 Bite S), Attack Focus (spikes), Extra Reach (+5 ft.), Unusual Size (huge), Improved Stability.

Powers: Super-Strength +4, Super-Constitution +1, Flight +10 (Flaw: Limited – winged flight), Amazing Save: Fortitude +4 (Extra: Reflex), Amazing Save: Will +3, Amazing Save: Damage +12, Super-Skill (Spot) +4, Natural Weaponry +2 (claws, bite), Natural Weapon (ranged) +2 (Extra: Doubled Range x3 (to 160 ft.), Area (to 20 ft. radius), Mighty Ranged, Flaw: Uses x2 (4 volleys per day), Limited - Half Str bonus Damage (round down) when used as an Area affect).

[18 HD huge Manticore used as base.]

 

Medusa: Medium Monstrous Humanoid; Init +2 (Dex); Defense 12 (+2 Dex); Spd 30 ft.; Atk +6 melee (+0 dmg, snakebite), +6 ranged (+1 damage, bow); SV Dmg +4, Fort +2, Ref +3, Will +2; Str 10, Dex 15, Con 12, Int 12, Wis 13, Cha 15.

Skills: Bluff +9, Diplomacy +4, Disguise +9 (+11 acting), Intimidate +4, Move Silently +8, Spot +8.

Feats: Darkvision,  Attack Finesse, Power Immunity, Point Blank Shot, Precise Shot.

Powers: Transformation +6 (Extra: Duration (Sustained to Continuous), Inanimate, Flaws: Only Inanimate, Limited – only to stone effigy of target), Amazing Save: Reflex +1 (Extra: Will), Amazing Save: Fortitude +1, Amazing Save: Damage +3, Weapon (ranged, shortbow) +1 (Extra: Doubled Range x3 (to 80 ft.)), Drain +8 (Extra: Triggered (on bite attack or bow attack), Flaw: One Attribute (Str)).

[6 HD Medusa used as base.  To simulate one of Medusas ‘immortal’ sisters, add Regeneration +12 with the Resurrection Extra.]

 

Nightmare: Large Extradimensional Beast; Init +6 (+2 Dex, +4 Improved Initiative); Defense 11 (-1 size, +2 Dex); Spd 40 ft., fly 90 ft. (good); Atk +8/+8/+3 melee (+5 dmg, hooves (+1 Fire), +3 dmg, bite); SV Dmg +16, Fort +4, Ref +3, Will +2; Str 18, Dex 15, Con 16, Int 13, Wis 13, Cha 12.

Skills: Concentration +12, Diplomacy +3, Intimidate +10, Knowledge (other dimensions) +10, Listen +12, Move Silently +11, Search +10, Sense Motive +10, Spot +12, Survival +10 (+12 in other dimensions and tracking).

Feats: Darkvision, Improved Initiative, Talented (Listen & Spot), Extra Limbs x2, Multi-Attack (2 Hooves P and 1 Bite S), Power Immunity, Unusual Size (large), Improved Stability.

Powers: Flight +18 (Extras: Increased Maneuverability x2 (good)), Amazing Save: Fortitude +1 (Extras: Reflex, Will), Amazing Save: Damage +13, Super-Skill (Spot) +4, Natural Weaponry +1 (hooves, bite), Energy Field +1 (Fire, Lethal, Flaw: only on hooves), Dimensional Travel +6, Obscure (vision, choking clouds of smoke) +6 (Extra: Trigger – activates automatically when the creature is in combat.  Flaw: Range reduced to around self / Touch).

[6 HD Nightmare used as base.  At 8 HD add +1 Atk, +1 AS: Fort, Ref & Will and 2 ranks of Dimensional Travel and Obscure.  At 10 HD add +2 Atk, +1 AS: Fort, Ref & Will and 4 ranks of Dimensional Travel and Obscure.]

 

Big Nightmare: Huge Extradimensional Beast; Init +5 (+1 Dex, +4 Improved Initiative); Defense 9 (-2 size, +1 Dex); Spd 40 ft., fly 90 ft. (good); Atk +11/+11/+6 melee (+10 dmg, hooves (+1 Fire), +6 dmg, bite); SV Dmg +16, Fort +4, Ref +3, Will +2; Str 20, Dex 14, Con 20, Int 13, Wis 13, Cha 12.

Skills: Concentration +12, Diplomacy +3, Intimidate +10, Knowledge (other dimensions) +10, Listen +12, Move Silently +11, Search +10, Sense Motive +10, Spot +12, Survival +10 (+12 in other dimensions and tracking).

Feats: Darkvision, Improved Initiative, Talented (Listen & Spot), Extra Limbs x2, Multi-Attack (2 Hooves P and 1 Bite S), Power Immunity, Unusual Size (huge), Improved Stability.

Powers: Super-Strength +3, Flight +18 (Extras: Increased Maneuverability x2 (good)), Amazing Save: Fortitude +3 (Extras: Reflex, Will), Amazing Save: Damage +16, Super-Skill (Spot) +4, Natural Weaponry +2 (hooves, bite), Energy Field +1 (Fire, Lethal, Flaw: only on hooves), Dimensional Travel +12, Obscure (vision, choking clouds of smoke) +12 (Extra: Trigger – activates automatically when the creature is in combat.  Flaw: Range reduced to around self / Touch).

[12 HD huge Nightmare used as base.  At 18 HD add +4 Atk, +1 AS: Fort, Ref & Will and 6 ranks of Dimensional Travel and Obscure.]

 

Black Pudding: Huge Ooze; Init -5 (-5 Dex); Defense 3 (-2 size, -5 Dex); Spd 20 ft., climb 20 ft.; Atk +7 melee (+5 dmg, slam (+2 Chemical)); SV Dmg +6, Fort +8, Ref -3, Will -3; Str 17, Dex 1, Con 20, Int -, Wis 1, Cha 1.

Skills: Climb +11.

Feats: Blindsight, Improved Grab (can make a Grapple check as a Free Action if slam hits), Improved Grapple (deals automatic slam (and Energy Field) damage each round that a Grapple is maintained), Unusual Size (huge), Improved Stability.

Powers: Super-Constitution +1, Amazing Save: Fortitude +2 (Extras: Reflex, Will), Natural Weaponry +2 (slam), Energy Field +2 (Chemical, Lethal), Duplication +12 (Extra: Trigger – when hit, Protection, Flaw: Limited – only vs Piercing and Slashing attacks), Super-Skill +8 (Climb).

[12 HD huge Black Pudding used as base.]

 

Black Pudding: Gargantuan Ooze; Init -5 (-5 Dex); Defense 1 (-4 size, -5 Dex); Spd 20 ft., climb 20 ft.; Atk +10 melee (+12 dmg, slam (+3 Chemical)); SV Dmg +13, Fort +13, Ref -2, Will -2; Str 20, Dex 1, Con 20, Int -, Wis 1, Cha 1.

Skills: Climb +11.

Feats: Blindsight, Improved Grab (can make a Grapple check as a Free Action if slam hits), Improved Grapple (deals automatic slam (and Energy Field) damage each round that a Grapple is maintained), Unusual Size (gargantuan), Improved Stability.

Powers: Super-Strength +4, Super-Constitution +5, Amazing Save: Damage +4, Amazing Save: Fortitude +3 (Extras: Reflex, Will), Natural Weaponry +3 (slam), Energy Field +3 (Chemical, Lethal), Duplication +18 (Extra: Trigger – when hit, Protection, Flaw: Limited – only vs Piercing and Slashing attacks), Super-Skill +8 (Climb).

[18 HD gargantuan Black Pudding used as base.  At 30 HD add +6 Atk, +2 AS: Fort, Ref & Will and 12 ranks of Duplication/Protection vs Piercing/Slashing.]

 

Gelatinous Cube: Huge Ooze; Init -5 (-5 Dex); Defense 3 (-2 size, -5 Dex); Spd 15 ft.; Atk +1 melee (+1 dmg, slam (+1 Chemical)); SV Dmg +6, Fort +8, Ref -3, Will -3; Str 10, Dex 1, Con 20, Int -, Wis 1, Cha 1.

Skills: none.

Feats: Blindsight, Improved Grab (can make a Grapple check as a Free Action if slam hits), Improved Grapple (deals automatic slam (and Energy Field) damage each round that a Grapple is maintained), Immunity (Electricity), Unusual Size (huge), Improved Stability.

Powers: Super-Constitution +3, Amazing Save: Fortitude +1 (Extras: Reflex, Will), Natural Weaponry +1 (slam), Energy Field +1 (Chemical, Lethal), Blending +5, Paralysis +6 (Extra: Trigger - on contact).

[6 HD huge Gelatinous Cube used as base.  At 12 HD add +3 to Atk, +1 AS: Fort, Ref & Will and 6 ranks of Paralysis.]

 

Gigantic Gelatinous Cube: Gargantuan Ooze; Init -5 (-5 Dex); Defense 1 (-4 size, -5 Dex); Spd 15 ft.; Atk +9 melee (+5 dmg, slam (+1 Chemical)); SV Dmg +13, Fort +8, Ref -2, Will -2; Str 18, Dex 1, Con 20, Int -, Wis 1, Cha 1.

Skills: none.

Feats: Blindsight, Improved Grab (can make a Grapple check as a Free Action if slam hits), Improved Grapple (deals automatic slam (and Energy Field) damage each round that a Grapple is maintained), Immunity (Electricity), Unusual Size (gargantuan), Improved Stability.

Powers: Super-Constitution +5, Amazing Save: Damage +4, Amazing Save: Fortitude +3 (Extras: Reflex, Will), Natural Weaponry +1 (slam), Energy Field +1 (Chemical, Lethal), Blending +5, Paralysis +18 (Extra: Trigger - on contact).

[18 HD gargantuan Gelatinous Cube used as base.  At 24 HD add +3 to Atk, +1 AS: Fort, Ref & Will and 6 ranks of Paralysis.]

 

Gray Ooze: Medium Ooze; Init -5 (-5 Dex); Defense 5 (-5 Dex); Spd 10 ft.; Atk +4 melee (+2 dmg, slam (+1 Chemical)); SV Dmg +5, Fort +6, Ref -4, Will -4; Str 12, Dex 1, Con 20, Int -, Wis 1, Cha 1.

Skills: none.

Feats: Blindsight, Improved Grab (can make a Grapple check as a Free Action if slam hits), Improved Grapple (deals automatic slam (and Energy Field) damage each round that a Grapple is maintained), Immunity (Cold, Fire), Improved Stability.

Powers: Amazing Save: Fortitude +1 (Extras: Reflex, Will), Natural Weaponry +1 (slam), Energy Field +1 (Chemical, Lethal), Blending +5.

[6 HD Gray Ooze used as base.]

 

Large Gray Ooze: Large Ooze; Init -5 (-5 Dex); Defense 4 (-1 size, -5 Dex); Spd 10 ft.; Atk +9 melee (+5 dmg, slam (+1 Chemical)); SV Dmg +10, Fort +8, Ref -4, Will -4; Str 20, Dex 1, Con 20, Int -, Wis 1, Cha 1.

Skills: none.

Feats: Blindsight, Improved Grab (can make a Grapple check as a Free Action if slam hits), Improved Grapple (deals automatic slam (and Energy Field) damage each round that a Grapple is maintained), Immunity (Electricity), Unusual Size (large), Improved Stability.

Powers: Super-Constitution +2, Amazing Save: Damage +3, Amazing Save: Fortitude +3 (Extras: Reflex, Will), Natural Weaponry +1 (slam), Energy Field +1 (Chemical, Lethal), Blending +5.

[8 HD large Gray Ooze used as base.]

 

 

Ochre Jelly: Large Ooze; Init -5 (-5 Dex); Defense 4 (-1 size, -5 Dex); Spd 10 ft., climb 10 ft.; Atk +5 melee (+3 dmg, slam (+1 Chemical)); SV Dmg +6, Fort +7, Ref -4, Will -4; Str 15, Dex 1, Con 20, Int -, Wis 1, Cha 1.

Skills: Climb +10.

Feats: Blindsight, Improved Grab (can make a Grapple check as a Free Action if slam hits), Improved Grapple (deals automatic slam (and Energy Field) damage each round that a Grapple is maintained), Immunity (Electricity), Unusual Size (large), Improved Stability.

Powers: Super-Constitution +1, Amazing Save: Fortitude +1 (Extras: Reflex, Will), Natural Weaponry +1 (slam), Energy Field +1 (Chemical, Lethal), Duplication +8 (Extras: Protection, Trigger (when hit), Flaw: Limited – only when struck by Slashing or Piercing weapons, or by Electrical attacks).

[8 HD Ochre Jelly used as base.]

 

Big Ochre Jelly: Huge Ooze; Init -5 (-5 Dex); Defense 3 (-2 size, -5 Dex); Spd 10 ft., climb 10 ft.; Atk +9 melee (+8 dmg, slam (+1 Chemical)); SV Dmg +11, Fort +10, Ref -3, Will -3; Str 20, Dex 1, Con 20, Int -, Wis 1, Cha 1.

Skills: Climb +10.

Feats: Blindsight, Improved Grab (can make a Grapple check as a Free Action if slam hits), Improved Grapple (deals automatic slam (and Energy Field) damage each round that a Grapple is maintained), Immunity (Electricity), Unusual Size (huge), Improved Stability.

Powers: Super-Strength +1, Super-Constitution +3, Amazing Save: Damage +3, Amazing Save: Fortitude +2 (Extras: Reflex, Will), Natural Weaponry +2 (slam), Energy Field +1 (Chemical, Lethal), Duplication +12 (Extras: Protection, Trigger (when hit), Flaw: Limited – only when struck by Slashing or Piercing weapons, or by Electrical attacks).

[12 HD Ochre Jelly used as base.  At 18 HD add +3 Atk, +1 AS: Fort, Ref & Will and +6 ranks of Duplication.]

 

Pegasus: Large Magical Beast; Init +2 (+2 Dex); Defense 11 (-1 size, +2 Dex); Spd 60 ft., fly 120 ft. (average); Atk +7/+7/+2 melee (+5 dmg, hooves, +2 dmg, bite); SV Dmg +7, Fort +5, Ref +4, Will +4; Str 18, Dex 15, Con 16, Int 10, Wis 13, Cha 13.

Skills: Diplomacy +3, Listen +8, Sense Motive +9, Spot +8.

Feats: Darkvision, Scent, Move-by Attack, Iron Will, Extra Limbs x2, Multi-Attack (2 Hooves P, 1 Bite S), Detect (Evil), Unusual Size (large).

Powers: Running +6, Flight +24 (Extra: Increased Maneuverability (average), Flaw: Limited – winged flight), Amazing Save: Fortitude +2 (Extras: Reflex), Amazing Save: Will +1, Amazing Save: Damage +4, Natural Weaponry +1 (hooves), Super-Skill (Listen, Extra: Spot) +4.

[8 HD Pegasus used as base.]

 

Rakshasa: Medium Extradimensional Beast; Init +2 (+2 Dex); Defense 12 (+2 Dex); Spd 40 ft.; Atk +4/+4/-1 melee (+1 dmg, claws, +1 dmg, bite); SV Dmg +13, Fort +4, Ref +3, Will +3; Str 12, Dex 14, Con 16, Int 13, Wis 13, Cha 17.

Skills: Bluff +17, Diplomacy +7, Disguise +17 (+19 acting), Intimidate +5, Listen +13, Move Silently +13, Perform (oratory) +13, Sense Motive +11, Spellcraft +11, Spot +11.

Feats: Darkvision, Talented (Listen & Spot), Dodge, Extra Limbs x2, Multi-Attack (2 Claws P, 1 Bite S).

Powers: Running +2, Amazing Save: Fortitude +1 (Extras: Reflex, Will), Amazing Save: Damage +9, Natural Weaponry +1 (bite), Super-Skill (Bluff, Extra: Disguise) +4, Sorcery +3 (Spells: Telepathy, Shapeshifting), Protection +15.

[7 HD Rakshasa used as base.]

 

Roc: Gargantuan Animal; Init +2 (+2 Dex); Defense 8 (-4 size, +2 Dex); Spd 20 ft., fly 80 ft. (average); Atk +10/+10/+8 melee (+14 dmg, claws, +8 dmg, bite); SV Dmg +16, Fort +11, Ref +6, Will +6; Str 20, Dex 15, Con 20, Int 2, Wis 13, Cha 11. Skills: Hide –3, Listen +10, Spot +14.

Feats: Talented (Listen & Spot), Move-by Attack, Iron Will, Extra Limbs x2, Multi-Attack (2 Hooves P, 1 Bite S), Detect (Evil), Multi-limb attack, Power Attack, Wingover, Snatch, Unusual Size (gargantuan).

Powers: Super-Strength +7, Super-Constitution +2, Flight +16 (Extra: Increased Maneuverability (average), Flaw: Limited – winged flight), Amazing Save: Fortitude +4 (Extras: Reflex), Amazing Save: Will +3, Amazing Save: Damage +9, Natural Weaponry +2 (claws, bite), Super-Skill (Spot) +4.

[18 HD Roc used as base.  At 24 HD add +3 Atk, +2 AS: Fort & Ref and +1 AS: Will.  At 32 HD add +7 Atk, +4 AS: Fort & Ref and +2 AS: Will.]

 

Humongous Roc: Colossal Animal; Init +2 (+2 Dex); Defense 4 (-8 size, +2 Dex); Spd 20 ft., fly 80 ft. (average); Atk +15/+15/+13 melee (+19 dmg, claws, +12 dmg, bite); SV Dmg +23, Fort +18, Ref +11, Will +9; Str 20, Dex 15, Con 20, Int 2, Wis 13, Cha 11.

Skills: Hide –7, Listen +10, Spot +14.

Feats: Talented (Listen & Spot), Move-by Attack, Iron Will, Extra Limbs x2, Multi-Attack (2 Hooves P, 1 Bite S), Detect (Evil), Multi-limb attack, Power Attack, Wingover, Snatch, Unusual Size (colossal).

Powers: Super-Strength +11, Super-Constitution +4, Flight +16 (Extra: Increased Maneuverability (average), Flaw: Limited – winged flight), Amazing Save: Fortitude +9 (Extras: Reflex), Amazing Save: Will +6, Amazing Save: Damage +14, Natural Weaponry +3 (claws), Natural Weaponry +4 (bite), Super-Skill (Spot) +4.

[36 HD Roc used as base.  At 48 HD add +6 Atk, +3 AS: Fort & Ref and +2 AS: Will SV.  At 54 HD add +9 Atk, +4 AS: Fort & Ref and +3 AS: Will.]

 

Shambling Mound: Large Plant; Init +0; Defense 9 (-1 size); Spd 20 ft., swim 20 ft.; Atk +10/+10 melee (+7 dmg, slam); SV Dmg +14, Fort +6, Ref +2, Will +4; Str 20, Dex 10, Con 17, Int 7, Wis 10, Cha 9.

Skills: Hide +3, Listen +8, Move Silently +8.

Feats: Darkvision, Extra Limb, Multi-Attack (2 Slams P, Immunity (Electricity, Fire), Iron Will, Power Attack, Attack Focus (slam attacks), Improved Grab (free Grapple attempt if it hits with both slam attacks), Improved Grapple (constrict for +7 dmg on a successful Grapple, no attack roll needed), Unusual Size (large).

Powers: Swimming +4, Protection +10 (Flaw: only vs Fire and Electricity),

Amazing Save: Fortitude +3, Amazing Save: Reflex  +2 (Extra: Will), Amazing Save: Damage +11, Natural Weaponry +2 (slams), Super-Skill (Listen, Extra: Hide, Move Silently) +4, Super-Skill (Hide, Flaw: only in swampy or forested areas) +8, Boost +3 (Physical, Trigger: when struck, Flaws: only when struck by electricity, Limited – One Attribute (Con)).

[12 HD Shambling Mound used as base.]

 

Big Shambling Mound: Huge Plant; Init +0; Defense 7 (-2 size, -1 Dex); Spd 20 ft., swim 20 ft.; Atk +12/+12 melee (+12 dmg, slam); SV Dmg +19, Fort +9, Ref +2, Will +5; Str 20, Dex 8, Con 20, Int 7, Wis 10, Cha 9.

Skills: Hide -1, Listen +8, Move Silently +8.

Feats: Darkvision, Extra Limb, Multi-Attack (2 Slams P, Immunity (Electricity, Fire), Iron Will, Power Attack, Attack Focus (slam attacks), Improved Grab (free Grapple attempt if it hits with both slam attacks), Improved Grapple (constrict for +7 dmg on a successful Grapple, no attack roll needed), Unusual Size (huge).

Powers: Super-Strength +4, Swimming +4, Protection +10 (Flaw: only vs Fire and Electricity), Amazing Save: Fortitude +4, Amazing Save: Reflex  +3 (Extra: Will), Amazing Save: Damage +14, Natural Weaponry +3 (slams), Super-Skill (Listen, Extra: Hide, Move Silently) +4, Super-Skill (Hide, Flaw: only in swampy or forested areas) +8, Boost +4 (Physical, Trigger: when struck, Flaws: only when struck by electricity, Limited – One Attribute (Con)).

[18 HD Shambling Mound used as base.  At 24 HD add +6 Atk, +2 AS: Fort and +1 AS: Ref & Will.]

 

Gynosphinx: Large Magical Beast; Init +5 (+1 Dex, +4 Improved Initiative); Defense 10 (-1 size, +1 Dex); Spd 40 ft., fly 60 ft. (poor); Atk +7/+7 melee (+5 dmg, claws); SV Dmg +13, Fort +3, Ref +3, Will +7; Str 19, Dex 12, Con 13, Int 18, Wis 19, Cha 19.

Skills: Bluff +15, Concentration +12, Diplomacy +8, Disguise +4 (+6 acting), Intimidate +13, Listen +17, Sense Motive +15, Spot +17.

Feats: Darkvision, Extra Limb, Multi-Attack (2 claws), Iron Will, Improved Initiative, Pounce (can make a Full Attack action after a charge), Follow-up Attack (can make 2 rear claw attacks on a Pounce attack, +7 atk, +3 dmg), See Invisible, Unusual Size (large), Improved Stability.

Powers: Running +2, Flight +12 (Flaw: Limited - Winged), Amazing Save: Fortitude +2 (Extra: Reflex), Amazing Save: Will +1, Amazing Save: Damage +12, Natural Weaponry +1 (claws), Sorcery +4 (Spells: ESP, Stun, Mind Control, Extra Spell: Comprehend).

[8 HD Gynosphinx used as base.  At 12 HD add +2 Atk, +1 AS: Fort, Ref & Will and +2 ranks of Sorcery.]

 

Gynosphinx: Huge Magical Beast; Init +4 (+4 Improved Initiative); Defense 8 (-2 size); Spd 40 ft., fly 60 ft. (poor); Atk +11/+11 melee (+9 dmg, claws); SV Dmg +19, Fort +7, Ref +4, Will +8; Str 20, Dex 10, Con 17, Int 18, Wis 19, Cha 19.

Skills: Bluff +15, Concentration +12, Diplomacy +8, Disguise +4 (+6 acting), Intimidate +13, Listen +17, Sense Motive +15, Spot +17.

Feats: Darkvision, Extra Limb, Multi-Attack (2 claws), Iron Will, Improved Initiative, Pounce (can make a Full Attack action after a charge), Follow-up Attack (can make 2 rear claw attacks on a Pounce attack, +11 atk, +5 dmg), See Invisible, Unusual Size (huge), Improved Stability.

Powers: Super-Strength +3, Running +2, Flight +12 (Flaw: Limited - Winged), Amazing Save: Fortitude +4 (Extra: Reflex), Amazing Save: Will +2, Amazing Save: Damage +16, Natural Weaponry +1 (claws), Sorcery +8 (Spells: ESP, Stun, Mind Control, Extra Spell: Comprehend).

[16 HD Gynosphinx used as base.  At 24 HD add +4 Atk, +2 AS: Fort, Ref & Will and +4 ranks of Sorcery.]

 

Tarrasque: Colossal Magical Beast; Init +7 (+3 Dex, +4 Improved Initiative); Defense 5 (-8 size, +3 Dex); Spd 20 ft.; Atk +21/+16/+16/+16/+16 melee (+23 dmg, bite, +9 dmg, horns, +10 dmg, claws, +11 dmg, tail); SV Dmg +62, Fort +24, Ref +15, Will +12; Str 20, Dex 16, Con 20, Int 3, Wis 14, Cha 14.

Skills: Listen +17, Search +9, Spot +17, Survival +14 (+16 following tracks).

Feats: Darkvision, Extra Limb x5, Multi-Attack (1 Bite P, 2 horns S, 2 claws S, 1 tail S), Iron Will, Improved Initiative, Talented (Listen & Spot), Blindfighting, Takedown Attack, Rapid Takedown, Dodge, Improved Bull Rush, Power Attack, Toughness x6, Extra Reach x3 (+15 ft.), Improved Critical (bite), Immunity (Fire, Poison, Disease), Scent, Improved Grab (can attempt a Grapple as a Free Action on a successful Bite attack), Super-Running (treat as having a single rank of Running), Unusual Size (colossal), Improved Stability.

Powers: Super-Strength +12, Super-Constitution +7, Protection +15, Amazing Save: Fortitude +12 (Extra: Reflex), Amazing Save: Will +8, Amazing Save: Damage +38, Natural Weaponry +5 (bite), Natural Weaponry +3 (tail), Natural Weaponry +2 (claws), Natural Weaponry +1 (horns), Deflection +16 (Extra: Automatic, Reflection, Flaw: Only vs Mystical Attacks), Regeneration +20 (Extras: Resurrection, Regrowth), Super-Charisma +8 (Extra: Intimidating Presence, Trigger – when charging.  Flaw: Super-Charisma not usable for other purposes, only to Intimidate), Super-Skill (Listen, Extra: Spot) +8.

[48 HD Tarrasque used as base.]

 

Treant: Huge Plant; Init –1 (Dex); Defense 7 (-2 size, -1 Dex); Spd 30 ft.; Atk +9/+9 melee (+11 dmg, slam (+20 dmg vs objects)); SV Dmg +18, Fort +8, Ref +1, Will +7; Str 20, Dex 8, Con 20, Int 12, Wis 16, Cha 12.

Skills: Diplomacy +3, Hide –9, Intimidate +6, Knowledge (nature) +6, Listen +8, Sense Motive +8, Spot +8, Survival +8 (+10 aboveground).

Feats:  Extra Limb, Multi-Attack (2 Slams P, Immunity (Electricity, Fire), Iron Will, Power Attack, Unusual Size (huge), Improved Stability.

Powers: Super-Strength +4, Protection +10, Amazing Save: Fortitude +3, Amazing Save: Reflex  +2 (Extra: Will), Amazing Save: Damage +13, Natural Weaponry +2 (slams), Super-Skill +16 (Hide, Flaw: only in forested areas), Plant Control +12 (Extra: Animation), Strike +9 (Flaw: only vs inanimate objects or structures).

Weakness: Vulnerable (Fire)

[12 HD Treant used as base.  At 16 HD add +2 Atk, +1 AS: Fort and +4 ranks of Plant Control.]

 

Treant: Gargantuan Plant; Init –1 (Dex); Defense 5 (-4 size, -1 Dex); Spd 30 ft.; Atk +10/+10 melee (+16 dmg, slam (+29 dmg vs objects); SV Dmg +24, Fort +11, Ref +2, Will +8; Str 20, Dex 8, Con 20, Int 12, Wis 16, Cha 12.

Skills: Diplomacy +3, Hide –13, Intimidate +6, Knowledge (nature) +6, Listen +8, Sense Motive +8, Spot +8, Survival +8 (+10 aboveground).

Feats:  Extra Limb, Multi-Attack (2 Slams P, Immunity (Electricity, Fire), Iron Will, Power Attack, Unusual Size (gargantuan), Improved Stability.

Powers: Super-Strength +8, Super-Constitution +2, Protection +10, Amazing Save: Fortitude +4, Amazing Save: Reflex  +3 (Extra: Will), Amazing Save: Damage +17, Natural Weaponry +3 (slams), Super-Skill +16 (Hide, Flaw: only in forested areas), Plant Control +18 (Extra: Animation), Strike +13 (Flaw: only vs inanimate objects or structures).

Weakness: Vulnerable (Fire)

[18 HD gargantuan Treant used as base.  At 20 HD add +1 Atk, +1 AS: Fort and +2 ranks of Plant Control.]

 

Unicorn: Large Magical Beast; Init +3 (+3 Dex); Defense 12 (-1 size, +3 Dex); Spd 60 ft.; Atk +9/+3/+3 melee (+9 dmg, horn, +2 dmg, hooves); SV Dmg +16, Fort +4, Ref +3, Will +2; Str 20, Dex 17, Con 20, Int 10, Wis 20, Cha 14.

Skills: Jump +21, Listen +11, Move Silently +11, Spot +11, Survival +8.

Feats: Darkvision, Talented (Listen & Spot), Skill Focus (Survival), Extra Limbs x2, Multi-Attack (1 Horn P and 2 Hooves S), Immunity (poison), Scent, Animal Empathy, Detect (great Evil), Attack Focus (horn), Unusual Size (large), Improved Stability.

Powers: Mental Protection +8, Running +6, Amazing Save: Fortitude +2 (Extra: Reflex), Amazing Save: Will +1, Amazing Save: Damage +6, Super-Skill (Move Silently) +4, Super-Skill (Survival, Flaw: only within their specific forest) +3, Natural Weaponry +4 (horn), Healing +4.

[8 HD Unicorn used as base.]