D20 SRD v.3.5

What is SRD?

The System Reference Document is a comprehensive toolbox consisting of rules, races, classes, feats, skills, various systems, spells, magic items, and monsters compatible with the d20 System version of Dungeons & Dragons and various other roleplaying games from Wizards of the Coast. You may consider this material Open Game Content under the Open Game License, and may use, modify, and distribute it.

More about SRD on the Web

SRD FAQ
D20 3.0 SRD
D20 Modern SRD
Anime d20 SRD

About this File

The original files of SRD V.3.5 is downloaded from this web page. This file is converted and edited by Ris.

file version history
Version Number | Description
1.1.1031 (current version) | Add a monster list sorted by CR.
1.0.0914 | MM errata and new PHB errata.
1.0.0402 | DMG errata incorporated. Spell lists are fully linked.
0.2.1007 | draft version. PHB errata incorporated. Added some links in spell lists.
0.1.0823 | Merely convertion and minor format editing.


SRDLegal

LEGAL INFORMATION

Permission to copy, modify and distribute the files collectively known as the System Reference Document (“SRD”) is granted solely through the use of the Open Gaming License, Version 1.0a.

This material is being released using the Open Gaming License Version 1.0a and you should read and understand the terms of that license before using this material.

The text of the Open Gaming License itself is not Open Game Content. Instructions on using the License are provided within the License itself.

The following items are designated Product Identity, as defined in Section 1(e) of the Open Game License Version 1.0a, and are subject to the conditions set forth in Section 7 of the OGL, and are not Open Content: Dungeons & Dragons, D&D, Players Handbook, Dungeon Master, Monster Manual, d20 System, Wizards of the Coast, d20 (when used as a trademark), Forgotten Realms, Faerûn, proper names (including those used in the names of spells or items), places, Red Wizard of Thay, the City of Union, Heroic Domains of Ysgard, Ever-Changing Chaos of Limbo, Windswept Depths of Pandemonium, Infinite Layers of the Abyss, Tarterian Depths of Carceri, Gray Waste of Hades, Bleak Eternity of Gehenna, Nine Hells of Baator, Infernal Battlefield of Acheron, Clockwork Nirvana of Mechanus, Peaceable Kingdoms of Arcadia, Seven Mounting Heavens of Celestia, Twin Paradises of Bytopia, Blessed Fields of Elysium, Wilderness of the Beastlands, Olympian Glades of Arborea, Concordant Domain of the Outlands, Sigil, Lady of Pain, Book of Exalted Deeds, Book of Vile Darkness, beholder, gauth, carrion crawler, tanar’ri, baatezu, displacer beast, githyanki, githzerai, mind flayer, illithid, umber hulk, yuan-ti.

All of the rest of the SRD is Open Game Content as described in Section 1(d) of the License.

More information on the Open Game License can be found at www.wizards.com/d20.

The terms of the Open Gaming License Version 1.0a are as follows:

OPEN GAME LICENSE Version 1.0a

The following text is the property of Wizards of the Coast, Inc. and is Copyright 2000 Wizards of the Coast, Inc ("Wizards"). All Rights Reserved.

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15. COPYRIGHT NOTICE
Open Game License v 1.0a Copyright 2000, Wizards of the Coast, Inc.

System Reference Document Copyright 2000-2003, Wizards of the Coast, Inc.; Authors Jonathan Tweet, Monte Cook, Skip Williams, Rich Baker, Andy Collins, David Noonan, Rich Redman, Bruce R. Cordell, John D. Rateliff, Thomas Reid, James Wyatt, based on original material by E. Gary Gygax and Dave Arneson.

END OF LICENSE


The Basics, and Ability Scores

This material is Open Game Content, and is licensed for public use under the terms of the Open Game License v1.0a.

THE BASICS

The Core Mechanic: Whenever you attempt an action that has some chance of failure, you roll a twenty-sided die (d20). To determine if your character succeeds at a task you do this:
• Roll a d20.
• Add any relevant modifiers.
• Compare the result to a target number.
If the result equals or exceeds the target number, your character succeeds. If the result is lower than the target number, you fail.

DICE
Dice rolls are described with expressions such as “3d4+3,” which means “roll three four-sided dice and add 3” (resulting in a number between 6 and 15). The first number tells you how many dice to roll (adding the results together). The number immediately after the “d” tells you the type of die to use. Any number after that indicates a quantity that is added or subtracted from the result.
d%: Percentile dice work a little differently. You generate a number between 1 and 100 by rolling two different ten-sided dice. One (designated before you roll) is the tens digit. The other is the ones digit. Two 0s represent 100.

ROUNDING FRACTIONS
In general, if you wind up with a fraction, round down, even if the fraction is one-half or larger.
Exception: Certain rolls, such as damage and hit points, have a minimum of 1.

MULTIPLYING
Sometimes a rule makes you multiply a number or a die roll. As long as you’re applying a single multiplier, multiply the number normally. When two or more multipliers apply to any abstract value (such as a modifier or a die roll), however, combine them into a single multiple, with each extra multiple adding 1 less than its value to the first multiple. Thus, a double (×2) and a double (×2) applied to the same number results in a triple (×3, because 2 + 1 = 3).

When applying multipliers to real-world values (such as weight or distance), normal rules of math apply instead. A creature whose size doubles (thus multiplying its weight by 8) and then is turned to stone (which would multiply its weight by a factor of roughly 3) now weighs about 24 times normal, not 10 times normal. Similarly, a blinded creature attempting to negotiate difficult terrain would count each square as 4 squares (doubling the cost twice, for a total multiplier of ×4), rather than as 3 squares (adding 100% twice).

ABILITY SCORES

ABILITY MODIFIERS
Each ability, after changes made because of race, has a modifier ranging from –5 to +5. Table: Ability Modifiers and Bonus Spells shows the modifier for each score. It also shows bonus spells, which you’ll need to know about if your character is a spellcaster.
The modifier is the number you apply to the die roll when your character tries to do something related to
that ability. You also use the modifier with some numbers that aren’t die rolls. A positive modifier is called a bonus, and a negative modifier is called a penalty.

Table: Ability Modifiers and Bonus Spells
 |  | Bonus Spells (by Spell Level)
Score | Modifier | 0 | 1st | 2nd | 3rd | 4th | 5th | 6th | 7th | 8th | 9th
1 | –5 | Can’t cast spells tied to this ability
2–3 | –4 | Can’t cast spells tied to this ability
4–5 | –3 | Can’t cast spells tied to this ability
6–7 | –2 | Can’t cast spells tied to this ability
8–9 | –1 | Can’t cast spells tied to this ability
10–11 | 0 | — | — | — | — | — | — | — | — | — | —
12–13 | +1 | — | 1 | — | — | — | — | — | — | — | —
14–15 | +2 | — | 1 | 1 | — | — | — | — | — | — | —
16–17 | +3 | — | 1 | 1 | 1 | — | — | — | — | — | —
18–19 | +4 | — | 1 | 1 | 1 | 1 | — | — | — | — | —
20–21 | +5 | — | 2 | 1 | 1 | 1 | 1 | — | — | — | —
22–23 | +6 | — | 2 | 2 | 1 | 1 | 1 | 1 | — | — | —
24–25 | +7 | — | 2 | 2 | 2 | 1 | 1 | 1 | 1 | — | —
26–27 | +8 | — | 2 | 2 | 2 | 2 | 1 | 1 | 1 | 1 | —
28–29 | +9 | — | 3 | 2 | 2 | 2 | 2 | 1 | 1 | 1 | 1
30–31 | +10 | — | 3 | 3 | 2 | 2 | 2 | 2 | 1 | 1 | 1
32–33 | +11 | — | 3 | 3 | 3 | 2 | 2 | 2 | 2 | 1 | 1
34–35 | +12 | — | 3 | 3 | 3 | 3 | 2 | 2 | 2 | 2 | 1
36–37 | +13 | — | 4 | 3 | 3 | 3 | 3 | 2 | 2 | 2 | 2
38–39 | +14 | — | 4 | 4 | 3 | 3 | 3 | 3 | 2 | 2 | 2
40–41 | +15 | — | 4 | 4 | 4 | 3 | 3 | 3 | 3 | 2 | 2
42–43 | +16 | — | 4 | 4 | 4 | 4 | 3 | 3 | 3 | 3 | 2
44–45 | +17 | — | 5 | 4 | 4 | 4 | 4 | 3 | 3 | 3 | 3
etc. . . |  |  |  |  |  |  |  |  |  |  |

ABILITIES AND SPELLCASTERS
The ability that governs bonus spells depends on what type of spellcaster your character is: Intelligence for wizards; Wisdom for clerics, druids, paladins, and rangers; or Charisma for sorcerers and bards. In addition to having a high ability score, a spellcaster must be of high enough class level to be able to cast spells of a given spell level. (See the class descriptions for details.)

THE ABILITIES
Each ability partially describes your character and affects some of his or her actions.

STRENGTH (STR)
Strength measures your character’s muscle and physical power. This ability is especially important for fighters, barbarians, paladins, rangers, and monks because it helps them prevail in combat. Strength also limits the amount of equipment your character can carry.
You apply your character’s Strength modifier to:
• Melee attack rolls.
• Damage rolls when using a melee weapon or a thrown weapon (including a sling). (Exceptions: Off-hand attacks receive only one-half the character’s Strength bonus, while two-handed attacks receive one and a half times the Strength bonus. A Strength penalty, but not a bonus, applies to attacks made with a bow that is not a composite bow.)
• Climb, Jump, and Swim checks. These are the skills that have Strength as their key ability.
• Strength checks (for breaking down doors and the like).

DEXTERITY (DEX)
Dexterity measures hand-eye coordination, agility, reflexes, and balance. This ability is the most important one for rogues, but it’s also high on the list for characters who typically wear light or medium armor (rangers and barbarians) or no armor at all (monks, wizards, and sorcerers), and for anyone who wants to be a skilled archer.
You apply your character’s Dexterity modifier to:
• Ranged attack rolls, including those for attacks made with bows, crossbows, throwing axes, and other ranged weapons.
• Armor Class (AC), provided that the character can react to the attack.
• Reflex saving throws, for avoiding fireballs and other attacks that you can escape by moving quickly.
• Balance, Escape Artist, Hide, Move Silently, Open Lock, Ride, Sleight of Hand, Tumble, and Use Rope checks. These are the skills that have Dexterity as their key ability.

CONSTITUTION (CON)
Constitution represents your character’s health and stamina. A Constitution bonus increases a character’s hit points, so the ability is important for all classes.
You apply your character’s Constitution modifier to:
• Each roll of a Hit Die (though a penalty can never drop a result below 1—that is, a character always gains at least 1 hit point each time he or she advances in level).
• Fortitude saving throws, for resisting poison and similar threats.
• Concentration checks. Concentration is a skill, important to spellcasters, that has Constitution as its key ability.
If a character’s Constitution score changes enough to alter his or her Constitution modifier, the character’s hit points also increase or decrease accordingly.

INTELLIGENCE (INT)
Intelligence determines how well your character learns and reasons. This ability is important for wizards because it affects how many spells they can cast, how hard their spells are to resist, and how powerful their spells can be. It’s also important for any character who wants to have a wide assortment of skills.
You apply your character’s Intelligence modifier to:
• The number of languages your character knows at the start of the game.
• The number of skill points gained each level. (But your character always gets at least 1 skill point per level.)
• Appraise, Craft, Decipher Script, Disable Device, Forgery, Knowledge, Search, and Spellcraft checks. These are the skills that have Intelligence as their key ability.
A wizard gains bonus spells based on her Intelligence score. The minimum Intelligence score needed to cast a wizard spell is 10 + the spell’s level.
An animal has an Intelligence score of 1 or 2. A creature of humanlike intelligence has a score of at least 3.

WISDOM (WIS)
Wisdom describes a character’s willpower, common sense, perception, and intuition. While Intelligence represents one’s ability to analyze information, Wisdom represents being in tune with and aware of one’s surroundings. Wisdom is the most important ability for clerics and druids, and it is also important for paladins and rangers. If you want your character to have acute senses, put a high score in Wisdom. Every creature has a Wisdom score.
You apply your character’s Wisdom modifier to:
• Will saving throws (for negating the effect of charm person and other spells).
• Heal, Listen, Profession, Sense Motive, Spot, and Survival checks. These are the skills that have Wisdom as their key ability.
Clerics, druids, paladins, and rangers get bonus spells based on their Wisdom scores. The minimum Wisdom score needed to cast a cleric, druid, paladin, or ranger spell is 10 + the spell’s level.

CHARISMA (CHA)
Charisma measures a character’s force of personality, persuasiveness, personal magnetism, ability to lead, and physical attractiveness. This ability represents actual strength of personality, not merely how one is perceived by others in a social setting. Charisma is most important for paladins, sorcerers, and bards. It is also important for clerics, since it affects their ability to turn undead. Every creature has a Charisma score.
You apply your character’s Charisma modifier to:
• Bluff, Diplomacy, Disguise, Gather Information, Handle Animal, Intimidate, Perform, and Use Magic Device checks. These are the skills that have Charisma as their key ability.
• Checks that represent attempts to influence others.
• Turning checks for clerics and paladins attempting to turn zombies, vampires, and other undead.
Sorcerers and bards get bonus spells based on their Charisma scores. The minimum Charisma score needed to cast a sorcerer or bard spell is 10 + the spell’s level.

When an ability score changes, all attributes associated with that score change accordingly. A character does not retroactively get additional skill points for previous levels if she increases her intelligence.


Character Description -- Alignment and Vital Statistics

DESCRIPTION

ALIGNMENT

A creature’s general moral and personal attitudes are represented by its alignment: lawful good, neutral good, chaotic good, lawful neutral, neutral, chaotic neutral, lawful evil, neutral evil, or chaotic evil.
Alignment is a tool for developing your character’s identity. It is not a straitjacket for restricting your character. Each alignment represents a broad range of personality types or personal philosophies, so two characters of the same alignment can still be quite different from each other. In addition, few people are completely consistent.

GOOD VS. EVIL
Good characters and creatures protect innocent life. Evil characters and creatures debase or destroy innocent life, whether for fun or profit.
“Good” implies altruism, respect for life, and a concern for the dignity of sentient beings. Good characters make personal sacrifices to help others.
“Evil” implies hurting, oppressing, and killing others. Some evil creatures simply have no compassion for others and kill without qualms if doing so is convenient. Others actively pursue evil, killing for sport or out of duty to some evil deity or master.
People who are neutral with respect to good and evil have compunctions against killing the innocent but lack the commitment to make sacrifices to protect or help others. Neutral people are committed to others by personal relationships.
Being good or evil can be a conscious choice. For most people, though, being good or evil is an attitude that one recognizes but does not choose. Being neutral on the good–evil axis usually represents a lack of commitment one way or the other, but for some it represents a positive commitment to a balanced view. While acknowledging that good and evil are objective states, not just opinions, these folk maintain that a balance between the two is the proper place for people, or at least for them.
Animals and other creatures incapable of moral action are neutral rather than good or evil. Even deadly vipers and tigers that eat people are neutral because they lack the capacity for morally right or wrong behavior.

LAW VS. CHAOS
Lawful characters tell the truth, keep their word, respect authority, honor tradition, and judge those who fall short of their duties.
Chaotic characters follow their consciences, resent being told what to do, favor new ideas over tradition, and do what they promise if they feel like it.
“Law” implies honor, trustworthiness, obedience to authority, and reliability. On the downside, lawfulness can include close-mindedness, reactionary adherence to tradition, judgmentalness, and a lack of adaptability. Those who consciously promote lawfulness say that only lawful behavior creates a society in which people can depend on each other and make the right decisions in full confidence that others will act as they should.
“Chaos” implies freedom, adaptability, and flexibility. On the downside, chaos can include recklessness, resentment toward legitimate authority, arbitrary actions, and irresponsibility. Those who promote chaotic behavior say that only unfettered personal freedom allows people to express themselves fully and lets society benefit from the potential that its individuals have within them.
Someone who is neutral with respect to law and chaos has a normal respect for authority and feels neither a compulsion to obey nor a compulsion to rebel. She is honest but can be tempted into lying or deceiving others.
Devotion to law or chaos may be a conscious choice, but more often it is a personality trait that is recognized rather than being chosen. Neutrality on the lawful–chaotic axis is usually simply a middle state, a state of not feeling compelled toward one side or the other. Some few such neutrals, however, espouse neutrality as superior to law or chaos, regarding each as an extreme with its own blind spots and drawbacks.
Animals and other creatures incapable of moral action are neutral. Dogs may be obedient and cats free-spirited, but they do not have the moral capacity to be truly lawful or chaotic.

THE NINE ALIGNMENTS
Nine distinct alignments define all the possible combinations of the lawful–chaotic axis with the good–evil axis. Each alignment description below depicts a typical character of that alignment. Remember that individuals vary from this norm, and that a given character may act more or less in accord with his or her alignment from day to day. Use these descriptions as guidelines, not as scripts.
The first six alignments, lawful good through chaotic neutral, are the standard alignments for player characters. The three evil alignments are for monsters and villains.

Lawful Good, “Crusader”: A lawful good character acts as a good person is expected or required to act. She combines a commitment to oppose evil with the discipline to fight relentlessly. She tells the truth, keeps her word, helps those in need, and speaks out against injustice. A lawful good character hates to see the guilty go unpunished.
Lawful good is the best alignment you can be because it combines honor and compassion.

Neutral Good, “Benefactor”: A neutral good character does the best that a good person can do. He is devoted to helping others. He works with kings and magistrates but does not feel beholden to them..
Neutral good is the best alignment you can be because it means doing what is good without bias for or against order.

Chaotic Good, “Rebel”: A chaotic good character acts as his conscience directs him with little regard for what others expect of him. He makes his own way, but he’s kind and benevolent. He believes in goodness and right but has little use for laws and regulations. He hates it when people try to intimidate others and tell them what to do. He follows his own moral compass, which, although good, may not agree with that of society.
Chaotic good is the best alignment you can be because it combines a good heart with a free spirit.

Lawful Neutral, “Judge”: A lawful neutral character acts as law, tradition, or a personal code directs her. Order and organization are paramount to her. She may believe in personal order and live by a code or standard, or she may believe in order for all and favor a strong, organized government.
Lawful neutral is the best alignment you can be because it means you are reliable and honorable without being a zealot.

Neutral, “Undecided”: A neutral character does what seems to be a good idea. She doesn’t feel strongly one way or the other when it comes to good vs. evil or law vs. chaos. Most neutral characters exhibit a lack of conviction or bias rather than a commitment to neutrality. Such a character thinks of good as better than evil—after all, she would rather have good neighbors and rulers than evil ones. Still, she’s not personally committed to upholding good in any abstract or universal way.
Some neutral characters, on the other hand, commit themselves philosophically to neutrality. They see good, evil, law, and chaos as prejudices and dangerous extremes. They advocate the middle way of neutrality as the best, most balanced road in the long run.
Neutral is the best alignment you can be because it means you act naturally, without prejudice or compulsion.

Chaotic Neutral, “Free Spirit”: A chaotic neutral character follows his whims. He is an individualist first and last. He values his own liberty but doesn’t strive to protect others’ freedom. He avoids authority, resents restrictions, and challenges traditions. A chaotic neutral character does not intentionally disrupt organizations as part of a campaign of anarchy. To do so, he would have to be motivated either by good (and a desire to liberate others) or evil (and a desire to make those different from himself suffer). A chaotic neutral character may be unpredictable, but his behavior is not totally random. He is not as likely to jump off a bridge as to cross it.
Chaotic neutral is the best alignment you can be because it represents true freedom from both society’s restrictions and a do-gooder’s zeal.

Lawful Evil, “Dominator”: A lawful evil villain methodically takes what he wants within the limits of his code of conduct without regard for whom it hurts. He cares about tradition, loyalty, and order but not about freedom, dignity, or life. He plays by the rules but without mercy or compassion. He is comfortable in a hierarchy and would like to rule, but is willing to serve. He condemns others not according to their actions but according to race, religion, homeland, or social rank. He is loath to break laws or promises.
This reluctance comes partly from his nature and partly because he depends on order to protect himself from those who oppose him on moral grounds. Some lawful evil villains have particular taboos, such as not killing in cold blood (but having underlings do it) or not letting children come to harm (if it can be helped). They imagine that these compunctions put them above unprincipled villains.
Some lawful evil people and creatures commit themselves to evil with a zeal like that of a crusader committed to good. Beyond being willing to hurt others for their own ends, they take pleasure in spreading evil as an end unto itself. They may also see doing evil as part of a duty to an evil deity or master.
Lawful evil is sometimes called “diabolical,” because devils are the epitome of lawful evil.
Lawful evil is the most dangerous alignment because it represents methodical, intentional, and frequently successful evil.

Neutral Evil, “Malefactor”: A neutral evil villain does whatever she can get away with. She is out for herself, pure and simple. She sheds no tears for those she kills, whether for profit, sport, or convenience. She has no love of order and holds no illusion that following laws, traditions, or codes would make her any better or more noble. On the other hand, she doesn’t have the restless nature or love of conflict that a chaotic evil villain has.
Some neutral evil villains hold up evil as an ideal, committing evil for its own sake. Most often, such villains are devoted to evil deities or secret societies.
Neutral evil is the most dangerous alignment because it represents pure evil without honor and without variation.

Chaotic Evil, “Destroyer”: A chaotic evil character does whatever his greed, hatred, and lust for destruction drive him to do. He is hot-tempered, vicious, arbitrarily violent, and unpredictable. If he is simply out for whatever he can get, he is ruthless and brutal. If he is committed to the spread of evil and chaos, he is even worse. Thankfully, his plans are haphazard, and any groups he joins or forms are poorly organized. Typically, chaotic evil people can be made to work together only by force, and their leader lasts only as long as he can thwart attempts to topple or assassinate him.
Chaotic evil is sometimes called “demonic” because demons are the epitome of chaotic evil.
Chaotic evil is the most dangerous alignment because it represents the destruction not only of beauty and life but also of the order on which beauty and life depend.

VITAL STATISTICS

AGE
You can choose or randomly generate your character’s age. If you choose it, it must be at least the minimum age for the character’s race and class (see Table: Random Starting Ages). Your character’s minimum starting age is the adulthood age of his or her race plus the number of dice indicated in the entry corresponding to the character’s race and class on Table: Random Starting Ages.
Alternatively, refer to Table: Random Starting Ages and roll dice to determine how old your character is.

Table: Random Starting Ages
Race | Adulthood | Barbarian Rogue Sorcerer | Bard Fighter Paladin Ranger | Cleric Druid Monk Wizard
Human | 15 years | +1d4 | +1d6 | +2d6
Dwarf | 40 years | +3d6 | +5d6 | +7d6
Elf | 110 years | +4d6 | +6d6 | +10d6
Gnome | 40 years | +4d6 | +6d6 | +9d6
Half-elf | 20 years | +1d6 | +2d6 | +3d6
Half-orc | 14 years | +1d4 | +1d6 | +2d6
Halfling | 20 years | +2d4 | +3d6 | +4d6
With age, a character’s physical ability scores decrease and his or her mental ability scores increase (see Table: Aging Effects). The effects of each aging step are cumulative. However, none of a character’s ability scores can be reduced below 1 in this way.
When a character reaches venerable age, secretly roll his or her maximum age, which is the number from the Venerable column on Table: Aging Effects plus the result of the dice roll indicated on the Maximum Age column on that table, and records the result, which the player does not know. A character who reaches his or her maximum age dies of old age at some time during the following year.
The maximum ages are for player characters. Most people in the world at large die from pestilence, accidents, infections, or violence before getting to venerable age.

Table: Aging Effects
Race | Middle Age1 | Old2 | Venerable3 | Maximum Age
Human | 35 years | 53 years | 70 years | +2d20 years
Dwarf | 125 years | 188 years | 250 years | +2d% years
Elf | 175 years | 263 years | 350 years | +4d% years
Gnome | 100 years | 150 years | 200 years | +3d% years
Half-elf | 62 years | 93 years | 125 years | +3d20 years
Half-orc | 30 years | 45 years | 60 years | +2d10 years
Halfling | 50 years | 75 years | 100 years | +5d20 years
1 At middle age, –1 to Str, Dex, and Con; +1 to Int, Wis, and Cha.
2 At old age, –2 to Str, Dex, and Con; +1 to Int, Wis, and Cha.
3 At venerable age, –3 to Str, Dex, and Con; +1 to Int, Wis, and Cha.

HEIGHT AND WEIGHT
The dice roll given in the Height Modifier column determines the character’s extra height beyond the base height. That same number multiplied by the dice roll or quantity given in the Weight Modifier column determines the character’s extra weight beyond the base weight.

Table: Random Height and Weight
Race | Base Height | Height Modifier | Base Weight | Weight Modifier
Human, male | 4´ 10" | +2d10 | 120 lb. | × (2d4) lb.
Human, female | 4´ 5" | +2d10 | 85 lb. | × (2d4) lb.
Dwarf, male | 3´ 9" | +2d4 | 130 lb. | × (2d6) lb.
Dwarf, female | 3´ 7" | +2d4 | 100 lb. | × (2d6) lb.
Elf, male | 4´ 5" | +2d6 | 85 lb. | × (1d6) lb.
Elf, female | 4´ 5" | +2d6 | 80 lb. | × (1d6) lb.
Gnome, male | 3´ 0" | +2d4 | 40 lb. | × 1 lb.
Gnome, female | 2´ 10" | +2d4 | 35 lb. | × 1 lb.
Half-elf, male | 4´ 7" | +2d8 | 100 lb. | × (2d4) lb.
Half-elf, female | 4´ 5" | +2d8 | 80 lb. | × (2d4) lb.
Half-orc, male | 4´ 10" | +2d12 | 150 lb. | × (2d6) lb.
Half-orc, female | 4´ 5" | +2d12 | 110 lb. | × (2d6) lb.
Halfling, male | 2´ 8" | +2d4 | 30 lb. | × 1 lb.
Halfling, female | 2´ 6" | +2d4 | 25 lb. | × 1 lb.


PLANES

WHAT IS A PLANE?
The planes of existence are different realities with interwoven connections. Except for rare linking points, each plane is effectively its own universe with its own natural laws.
The planes break down into a number of general types: the Material Plane, the Transitive Planes, the Inner Planes, the Outer Planes, and the demiplanes.
Material Plane: The Material Plane tends to be the most Earthlike of all planes and operates under the same set of natural laws that our own real world does. This is the default plane for most adventures.
Transitive Planes: These three planes have one important common characteristic: Each is used to get from one place to another. The Astral Plane is a conduit to all other planes, while the Ethereal Plane and the Plane of Shadow both serve as means of transportation within the Material Plane they’re connected to. These planes have the strongest regular interaction with the Material Plane and are often accessed by using various spells. They have native inhabitants as well.
Inner Planes: These six planes are manifestations of the basic building blocks of the universe. Each is made up of a single type of energy or element that overwhelms all others. The natives of a particular Inner Plane are made of the same energy or element as the plane itself.
Outer Planes: The deities live on the Outer Planes, as do creatures such as celestials, demons, and devils. Each of the Outer Planes has an alignment, representing a particular moral or ethical outlook, and the natives of each plane tend to behave in agreement with that plane’s alignment. The Outer Planes are also the final resting place of souls from the Material Plane, whether that final rest takes the form of calm introspection or eternal damnation.
Demiplanes: This catch-all category covers all extradimensional spaces that function like planes but have measurable size and limited access. Other kinds of planes are theoretically infinite in size, but a demiplane might be only a few hundred feet across.

PLANAR TRAITS
Each plane of existence has its own properties—the natural laws of its universe.
Planar traits are broken down into a number of general areas.

All planes have the following kinds of traits.
Physical Traits: These traits determine the laws of physics and nature on the plane, including how gravity and time function.
Elemental and Energy Traits: These traits determine the dominance of particular elemental or energy forces.
Alignment Traits: Just as characters may be lawful neutral or chaotic good, many planes are tied to a particular moral or ethical outlook.
Magic Traits: Magic works differently from plane to plane, and magic traits set the boundaries for what it can and can’t do.

Physical Traits

The two most important natural laws set by physical traits are how gravity works and how time passes. Other physical traits pertain to the size and shape of a plane and how easily a plane’s nature can be altered.

Gravity: The direction of gravity’s pull may be unusual, and it might even change directions within the plane itself.
Normal Gravity: Most planes have gravity similar to that of the Material Plane. The usual rules for ability scores, carrying capacity, and encumbrance apply. Unless otherwise noted in a description, it is assumed every plane has the normal gravity trait.
Heavy Gravity: The gravity on a plane with this trait is much more intense than on the Material Plane. As a result, Balance, Climb, Jump, Ride, Swim, and Tumble checks incur a –2 circumstance penalty, as do all attack rolls. All item weights are effectively doubled, which might affect a character’s speed. Weapon ranges are halved. A character’s Strength and Dexterity scores are not affected. Characters who fall on a heavy gravity plane take 1d10 points of damage for each 10 feet fallen, to a maximum of 20d10 points of damage.
Light Gravity: The gravity on a plane with this trait is less intense than on the Material Plane. As a result, creatures find that they can lift more, but their movements tend to be ungainly. Characters on a plane with the light gravity trait take a –2 circumstance penalty on attack rolls and Balance, Ride, Swim, and Tumble checks. All items weigh half as much. Weapon ranges double, and characters gain a +2 circumstance bonus on Climb and Jump checks.
Strength and Dexterity don’t change as a result of light gravity, but what you can do with such scores does change. These advantages apply to travelers from other planes as well as natives.
Falling characters on a light gravity plane take 1d4 points of damage for each 10 feet of the fall (maximum 20d4).
No Gravity: Individuals on a plane with this trait merely float in space, unless other resources are available to provide a direction for gravity’s pull.
Objective Directional Gravity: The strength of gravity on a plane with this trait is the same as on the Material Plane, but the direction is not the traditional “down” toward the ground. It may be down toward any solid object, at an angle to the surface of the plane itself, or even upward.
In addition, objective directional gravity may change from place to place. The direction of “down” may vary.
Subjective Directional Gravity: The strength of gravity on a plane with this trait is the same as on the Material Plane, but each individual chooses the direction of gravity’s pull. Such a plane has no gravity for unattended objects and nonsentient creatures. This sort of environment can be very disorienting to the newcomer, but is common on “weightless” planes.
Characters on a plane with subjective directional gravity can move normally along a solid surface by imagining “down” near their feet. If suspended in midair, a character “flies” by merely choosing a “down” direction and “falling” that way. Under such a procedure, an individual “falls” 150 feet in the first round and 300 feet in each succeeding round. Movement is straight-line only. In order to stop, one has to slow one’s movement by changing the designated “down” direction (again, moving 150 feet in the new direction in the first round and 300 feet per round thereafter).
It takes a DC 16 Wisdom check to set a new direction of gravity as a free action; this check can be made once per round. Any character who fails this Wisdom check in successive rounds receives a +6 bonus on subsequent checks until he or she succeeds.

Time: The rate of time’s passage can vary on different planes, though it remains constant within any particular plane. Time is always subjective for the viewer. The same subjectivity applies to various planes. Travelers may discover that they’ll pick up or lose time while moving among the planes, but from their point of view, time always passes naturally.
Normal Time: This trait describes the way time passes on the Material Plane. One hour on a plane with normal time equals one hour on the Material Plane. Unless otherwise noted in a description, every plane has the normal time trait.
Timeless: On planes with this trait, time still passes, but the effects of time are diminished. How the timeless trait can affect certain activities or conditions such as hunger, thirst, aging, the effects of poison, and healing varies from plane to plane.
The danger of a timeless plane is that once one leaves such a plane for one where time flows normally, conditions such as hunger and aging do occur retroactively.
Flowing Time: On some planes, time can flow faster or slower. One may travel to another plane, spend a year there, then return to the Material Plane to find that only six seconds have elapsed. Everything on the plane returned to is only a few seconds older. But for that traveler and the items, spells, and effects working on him, that year away was entirely real.
When designating how time works on planes with flowing time, put the Material Plane’s flow of time first, followed by the same flow in the other plane.
Erratic Time: Some planes have time that slows down and speeds up, so an individual may lose or gain time as he moves between the two planes. The following is provided as an example.
d% | Time on Material Plane | Time on Erratic Time Plane
01–10 | 1 day | 1 round
11–40 | 1 day | 1 hour
41–60 | 1 day | 1 day
61–90 | 1 hour | 1 day
91–100 | 1 round | 1 day
To the denizens of such a plane, time flows naturally and the shift is unnoticed.
If a plane is timeless with respect to magic, any spell cast with a noninstantaneous duration is permanent until dispelled.

Shape and Size: Planes come in a variety of sizes and shapes. Most planes are infinite, or at least so large that they may as well be infinite.
Infinite: Planes with this trait go on forever, though they may have finite components within them. Or they may consist of ongoing expanses in two directions, like a map that stretches out infinitely.
Finite Shape: A plane with this trait has defined edges or borders. These borders may adjoin other planes or hard, finite borders such as the edge of the world or a great wall. Demiplanes are often finite.
Self-Contained Shape: On planes with this trait, the borders wrap in on themselves, depositing the traveler on the other side of the map. A spherical plane is an example of a self-contained, finite plane, but there can be cubes, toruses, and flat planes with magical edges that teleport the traveler to an opposite edge when he crosses them.
Some demiplanes are self-contained.

Morphic Traits: This trait measures how easily the basic nature of a plane can be changed. Some planes are responsive to sentient thought, while others can be manipulated only by extremely powerful creatures. And some planes respond to physical or magical efforts.
Alterable Morphic: On a plane with this trait, objects remain where they are (and what they are) unless affected by physical force or magic. You can change the immediate environment as a result of tangible effort.
Highly Morphic: On a plane with this trait, features of the plane change so frequently that it’s difficult to keep a particular area stable. Such planes may react dramatically to specific spells, sentient thought, or the force of will. Others change for no reason.
Magically Morphic: Specific spells can alter the basic material of a plane with this trait.
Divinely Morphic: Specific unique beings (deities or similar great powers) have the ability to alter objects, creatures, and the landscape on planes with this trait. Ordinary characters find these planes similar to alterable planes in that they may be affected by spells and physical effort. But the deities may cause these areas to change instantly and dramatically, creating great kingdoms for themselves.
Static: These planes are unchanging. Visitors cannot affect living residents of the plane, nor objects that the denizens possess. Any spells that would affect those on the plane have no effect unless the plane’s static trait is somehow removed or suppressed. Spells cast before entering a plane with the static trait remain in effect, however.
Even moving an unattended object within a static plane requires a DC 16 Strength check. Particularly heavy objects may be impossible to move.
Sentient: These planes are ones that respond to a single thought— that of the plane itself. Travelers would find the plane’s landscape changing as a result of what the plane thought of the travelers, either becoming more or less hospitable depending on its reaction.

Elemental and Energy Traits

Four basic elements and two types of energy together make up everything. The elements are earth, air, fire, and water. The types of energy are positive and negative.
The Material Plane reflects a balancing of those elements and energies; all are found there. Each of the Inner Planes is dominated by one element or type of energy. Other planes may show off various aspects of these elemental traits. Many planes have no elemental or energy traits; these traits are noted in a plane’s description only when they are present.
Air-Dominant: Mostly open space, planes with this trait have just a few bits of floating stone or other elements. They usually have a breathable atmosphere, though such a plane may include clouds of acidic or toxic gas. Creatures of the earth subtype are uncomfortable on air-dominant planes because they have little or no natural earth to connect with. They take no actual damage, however.
Earth-Dominant: Planes with this trait are mostly solid. Travelers who arrive run the risk of suffocation if they don’t reach a cavern or other pocket within the earth. Worse yet, individuals without the ability to burrow are entombed in the earth and must dig their way out (5 feet per turn). Creatures of the air subtype are uncomfortable on earth dominant planes because these planes are tight and claustrophobic to them. But they suffer no inconvenience beyond having difficulty moving.
Fire-Dominant: Planes with this trait are composed of flames that continually burn without consuming their fuel source. Fire-dominant planes are extremely hostile to Material Plane creatures, and those without resistance or immunity to fire are soon immolated.
Unprotected wood, paper, cloth, and other flammable materials catch fire almost immediately, and those wearing unprotected flammable clothing catch on fire. In addition, individuals take 3d10 points of fire damage every round they are on a fire-dominant plane. Creatures of the water subtype are extremely uncomfortable on fire-dominant planes. Those that are made of water take double damage each round.
Water-Dominant: Planes with this trait are mostly liquid. Visitors who can’t breathe water or reach a pocket of air will likely drown. Creatures of the fire subtype are extremely uncomfortable on water-dominant planes. Those made of fire take 1d10 points of damage each round.
Positive-Dominant: An abundance of life characterizes planes with this trait. The two kinds of positive-dominant traits are minor positive-dominant and major positive-dominant. A minor positive-dominant plane is a riotous explosion of life in all its forms. Colors are brighter, fires are hotter, noises are louder, and sensations are more intense as a result of the positive energy swirling through the plane. All individuals in a positive-dominant plane gain fast healing 2 as an extraordinary ability.
Major positive-dominant planes go even further. A creature on a major positive-dominant plane must make a DC 15 Fortitude save to avoid being blinded for 10 rounds by the brilliance of the surroundings. Simply being on the plane grants fast healing 5 as an extraordinary ability. In addition, those at full hit points gain 5 additional temporary hit points per round. These temporary hit points fade 1d20 rounds after the creature leaves the major positive- dominant plane. However, a creature must make a DC 20 Fortitude save each round that its temporary hit points exceed its normal hit point total. Failing the saving throw results in the creature exploding in a riot of energy, killing it.
Negative-Dominant: Planes with this trait are vast, empty reaches that suck the life out of travelers who cross them. They tend to be lonely, haunted planes, drained of color and filled with winds bearing the soft moans of those who died within them. As with positive-dominant planes, negative-dominant planes can be either minor or major. On minor negative-dominant planes, living creatures take 1d6 points of damage per round. At 0 hit points or lower, they crumble into ash.
Major negative-dominant planes are even more severe. Each round, those within must make a DC 25 Fortitude save or gain a negative level. A creature whose negative levels equal its current levels or Hit Dice is slain, becoming a wraith. The death ward spell protects a traveler from the damage and energy drain of a negative-dominant plane.

Alignment Traits

Some planes have a predisposition to a certain alignment. Most of the inhabitants of these planes also have the plane’s particular alignment, even powerful creatures such as deities. In addition, creatures of alignments contrary to the plane have a tougher time dealing with its natives and situations.
The alignment trait of a plane affects social interactions there. Characters who follow other alignments than most of the inhabitants do may find life more difficult.
Alignment traits have multiple components. First are the moral (good or evil) and ethical (lawful or chaotic) components; a plane can have either a moral component, an ethical component, or one of each. Second, the specific alignment trait indicates whether each moral or ethical component is mildly or strongly evident.
Good-Aligned/Evil-Aligned: These planes have chosen a side in the battle of good versus evil. No plane can be both good-aligned and evil-aligned.
Law-Aligned/Chaos-Aligned: Law versus chaos is the key struggle for these planes and their residents. No plane can be both law-aligned and chaos-aligned.

Each part of the moral/ethical alignment trait has a descriptor, either “mildly” or “strongly,” to show how powerful the influence of alignment is on the plane.
Mildly Aligned: Creatures who have an alignment opposite that of a mildly aligned plane take a –2 circumstance penalty on all Charisma-based checks.
Strongly Aligned: On planes that are strongly aligned, a –2 circumstance penalty applies on all Charisma-based checks made by all creatures not of the plane’s alignment. In addition, the –2 penalty affects all Intelligence-based and Wisdom-based checks, too.
The penalties for the moral and ethical components of the alignment trait do stack.

Neutral-Aligned: A mildly neutral-aligned plane does not apply a circumstance penalty to anyone.
The Material Plane is considered mildly neutral-aligned, though it may contain high concentrations of evil or good, law or chaos in places.
A strongly neutral-aligned plane would stand in opposition to all other moral and ethical principles: good, evil, law, and chaos. Such a plane may be more concerned with the balance of the alignments than with accommodating and accepting alternate points of view. In the same fashion as for other strongly aligned planes, strongly neutral-aligned planes apply a –2 circumstance penalty to Intelligence-, Wisdom-, or Charisma-based checks by any creature that isn’t neutral. The penalty is applied twice (once for law/chaos, and once for good/evil), so neutral good, neutral evil, lawful neutral, and chaotic neutral creatures take a –2 penalty and lawful good, chaotic good, chaotic evil, and lawful evil creatures take a –4 penalty.

Magic Traits

A plane’s magic trait describes how magic works on the plane compared to how it works on the Material Plane. Particular locations on a plane (such as those under the direct control of deities) may be pockets where a different magic trait applies.
Normal Magic: This magic trait means that all spells and supernatural abilities function as written. Unless otherwise noted in a description, every plane has the normal magic trait.
Wild Magic: On a plane with the wild magic trait spells and spell-like abilities function in radically different and sometimes dangerous ways. Any spell or spell-like ability used on a wild magic plane has a chance to go awry. The caster must make a level check (DC 15 + the level of the spell or effect) for the magic to function normally. For spell-like abilities, use the level or HD of the creature employing the ability for the caster level check and the level of the spell-like ability to set the DC for the caster level check. Failure on this check means that something strange happens; roll d% and consult the following table.

d% | Effect
01–19 | Spell rebounds on caster with normal effect. If the spell cannot affect the caster, it simply fails.
20–23 | A circular pit 15 feet wide opens under the caster’s feet; it is 10 feet deep per level of the caster.
24–27 | The spell fails, but the target or targets of the spell are pelted with a rain of small objects (anything from flowers to rotten fruit), which disappear upon striking. The barrage continues for 1 round. During this time the targets are blinded and must make Concentration checks (DC 15 + spell level) to cast spells.
28–31 | The spell affects a random target or area. Randomly choose a different target from among those in range of the spell or center the spell at a random place within range of the spell. To generate direction randomly, roll 1d8 and count clockwise around the compass, starting with south. To generate range randomly, roll 3d6. Multiply the result by 5 feet for close range spells, 20 feet for medium range spells, or 80 feet for long range spells.
32–35 | The spell functions normally, but any material components are not consumed. The spell is not expended from the caster’s mind (a spell slot or prepared spell can be used again). An item does not lose charges, and the effect does not count against an item’s or spell-like ability’s use limit.
36–39 | The spell does not function. Instead, everyone (friend or foe) within 30 feet of the caster receives the effect of a heal spell.
40–43 | The spell does not function. Instead, a deeper darkness and a silence effect cover a 30-foot radius around the caster for 2d4 rounds.
44–47 | The spell does not function. Instead, a reverse gravity effect covers a 30-foot radius around the caster for 1 round.
48–51 | The spell functions, but shimmering colors swirl around the caster for 1d4 rounds. Treat this a glitterdust effect with a save DC of 10 + the level of the spell that generated this result.
52–59 | Nothing happens. The spell does not function. Any material components are used up. The spell or spell slot is used up, and charges or uses from an item are used up.
60–71 | Nothing happens. The spell does not function. Any material components are not consumed. The spell is not expended from the caster’s mind (a spell slot or prepared spell can be used again). An item does not lose charges, and the effect does not count against an item’s or spell-like ability’s use limit.
72–98 | The spell functions normally.
99–100 | The spell functions strongly. Saving throws against the spell incur a –2 penalty. The spell has the maximum possible effect, as if it were cast with the Maximize Spell feat. If the spell is already maximized with the feat, there is no further effect.

Impeded Magic: Particular spells and spell-like abilities are more difficult to cast on planes with this trait, often because the nature of the plane interferes with the spell.
To cast an impeded spell, the caster must make a Spellcraft check (DC 20 + the level of the spell). If the check fails, the spell does not function but is still lost as a prepared spell or spell slot. If the check succeeds, the spell functions normally.
Enhanced Magic: Particular spells and spell-like abilities are easier to use or more powerful in effect on planes with this trait than they are on the Material Plane.
Natives of a plane with the enhanced magic trait are aware of which spells and spell-like abilities are enhanced, but planar travelers may have to discover this on their own.
If a spell is enhanced, certain metamagic feats can be applied to it without changing the spell slot required or the casting time. Spellcasters on the plane are considered to have that feat or feats for the purpose of applying them to that spell. Spellcasters native to the plane must gain the feat or feats normally if they want to use them on other planes as well.
Limited Magic: Planes with this trait permit only the use of spells and spell-like abilities that meet particular qualifications.
Magic can be limited to effects from certain schools or subschools, to effects with certain descriptors, or to effects of a certain level (or any combination of these qualities). Spells and spell-like abilities that don’t meet the qualifications simply don’t work.
Dead Magic: These planes have no magic at all. A plane with the dead magic trait functions in all respects like an antimagic field spell. Divination spells cannot detect subjects within a dead magic plane, nor can a spellcaster use teleport or another spell to move in or out. The only exception to the “no magic” rule is permanent planar portals, which still function normally.

HOW PLANES INTERACT
Separate Planes: Two planes that are separate do not overlap or directly connect to each other. They are like planets in different orbits. The only way to get from one separate plane to the other is to go through a third plane.
Coterminous Planes: Planes that touch at specific points are coterminous. Where they touch, a connection exists, and travelers can leave one reality behind and enter the other.
Coexistent Planes: If a link between two planes can be created at any point, the two planes are coexistent. These planes overlap each other completely. A coexistent plane can be reached from anywhere on the plane it overlaps. When moving on a coexistent plane, it is often possible to see into or interact with the plane it coexists with.

Layered Planes
Infinities may be broken into smaller infinities, and planes into smaller, related planes. These layers are effectively separate planes of existence, and each layer can have its own planar traits. Layers are connected to each other through a variety of planar gates, natural vortices, paths, and shifting borders.
Access to a layered plane from elsewhere usually happens on a specific layer: the first layer of the plane, which can be either the top layer or the bottom layer, depending on the specific plane. Most fixed access points (such as portals and natural vortices) reach this layer, which makes it the gateway for other layers of the plane. The plane shift spell also deposits the spellcaster on the first layer of the plane.

PLANE DESCRIPTIONS

THE MATERIAL PLANE
The Material Plane is the center of most cosmologies and defines what is considered normal.
The Material Plane has the following traits:
• Normal gravity.
• Normal Time
• Alterable morphic.
• No Elemental or Energy Traits (specific locations may have these traits, however)
• Mildly neutral-aligned.
• Normal magic.

THE ETHEREAL PLANE
The Ethereal Plane is coexistent with the Material Plane and often other planes as well. The Material Plane itself is visible from the Ethereal Plane, but it appears muted and indistinct, its colors blurring into each other and its edges turning fuzzy.
While it is possible to see into the Material Plane from the Ethereal Plane, the Ethereal Plane is usually invisible to those on the Material Plane. Normally, creatures on the Ethereal Plane cannot attack creatures on the Material Plane, and vice versa. A traveler on the Ethereal Plane is invisible, incorporeal, and utterly silent to someone on the Material Plane.
The Ethereal Plane is mostly empty of structures and impediments. However, the plane has its own inhabitants. Some of these are other ethereal travelers, but the ghosts found here pose a particular peril to those who walk the fog.
It has the following traits.
• No gravity.
• Alterable morphic. The plane contains little to alter, however.
• Mildly neutral-aligned.
• Normal magic. Spells function normally on the Ethereal Plane, though they do not cross into the Material Plane.
The only exceptions are spells and spell-like abilities that have the force descriptor and abjuration spells that affect ethereal beings. Spellcasters on the Material Plane must have some way to detect foes on the Ethereal Plane before targeting them with force-based spells, of course. While it’s possible to hit ethereal enemies with a force spell cast on the Material Plane, the reverse isn’t possible. No magical attacks cross from the Ethereal Plane to the Material Plane, including force attacks.

PLANE OF SHADOW
The Plane of Shadow is a dimly lit dimension that is both coterminous to and coexistent with the Material Plane. It overlaps the Material Plane much as the Ethereal Plane does, so a planar traveler can use the Plane of Shadow to cover great distances quickly.
The Plane of Shadow is also coterminous to other planes. With the right spell, a character can use the Plane of Shadow to visit other realities.
The Plane of Shadow is a world of black and white; color itself has been bleached from the environment. It is otherwise appears similar to the Material Plane.
Despite the lack of light sources, various plants, animals, and humanoids call the Plane of Shadow home.
The Plane of Shadow is magically morphic, and parts continually flow onto other planes. As a result, creating a precise map of the plane is next to impossible, despite the presence of landmarks.
The Plane of Shadow has the following traits.
• Magically morphic. Certain spells modify the base material of the Plane of Shadow. The utility and power of these spells within the Plane of Shadow make them particularly useful for explorers and natives alike.
• Mildly neutral-aligned.
• Enhanced magic. Spells with the shadow descriptor are enhanced on the Plane of Shadow. Such spells are cast as though they were prepared with the Maximize Spell feat, though they don’t require the higher spell slots.
Furthermore, specific spells become more powerful on the Plane of Shadow. Shadow conjuration and shadow evocation spells are 30% as powerful as the conjurations and evocations they mimic (as opposed to 20%). Greater shadow conjuration and greater shadow evocation are 70% as powerful (not 60%), and a shades spell conjures at 90% of the power of the original (not 80%).
• Impeded magic. Spells that use or generate light or fire may fizzle when cast on the Plane of Shadow. A spellcaster attempting a spell with the light or fire descriptor must succeed on a Spellcraft check (DC 20 + the level of the spell). Spells that produce light are less effective in general, because all light sources have their ranges halved on the Plane of Shadow.
Despite the dark nature of the Plane of Shadow, spells that produce, use, or manipulate darkness are unaffected by the plane.

THE ASTRAL PLANE
The Astral Plane is the space between the planes. When a character moves through an interplanar portal or projects her spirit to a different plane of existence, she travels through the Astral Plane. Even spells that allow instantaneous movement across a plane briefly touch the Astral Plane.
The Astral Plane is a great, endless sphere of clear silvery sky, both above and below. Occasional bits of solid matter can be found here, but most of the Astral Plane is an endless, open domain.
Both planar travelers and refugees from other planes call the Astral Plane home.
The Astral Plane has the following traits.
• Subjective directional gravity.
• Timeless. Age, hunger, thirst, poison, and natural healing don’t function in the Astral Plane, though they resume functioning when the traveler leaves the Astral Plane.
• Mildly neutral-aligned.
• Enhanced magic. All spells and spell-like abilities used within the Astral Plane may be employed as if they were improved by the Quicken Spell feat. Already quickened spells and spell-like abilities are unaffected, as are spells from magic items. Spells so quickened are still prepared and cast at their unmodified level. As with the Quicken Spell feat, only one quickened spell can be cast per round.

ELEMENTAL PLANE OF AIR
The Elemental Plane of Air is an empty plane, consisting of sky above and sky below.
The Elemental Plane of Air is the most comfortable and survivable of the Inner Planes, and it is the home of all manner of airborne creatures. Indeed, flying creatures find themselves at a great advantage on this plane. While travelers without flight can survive easily here, they are at a disadvantage.
The Elemental Plane of Air has the following traits.
• Subjective directional gravity. Inhabitants of the plane determine their own “down” direction. Objects not under the motive force of others do not move.
• Air-dominant.
• Enhanced magic. Spells and spell-like abilities that use, manipulate, or create air (including spells of the Air domain) are both empowered and enlarged (as if the Empower Spell and Enlarge Spell metamagic feats had been used on them, but the spells don’t require higher-level slots).
• Impeded magic. Spells and spell-like abilities that use or create earth (including spells of the Earth domain and spells that summon earth elementals or outsiders with the earth subtype) are impeded.

ELEMENTAL PLANE OF EARTH
The Elemental Plane of Earth is a solid place made of rock, soil, and stone. An unwary and unprepared traveler may find himself entombed within this vast solidity of material and have his life crushed into nothingness, his powdered remains a warning to any foolish enough to follow.
Despite its solid, unyielding nature, the Elemental Plane of Earth is varied in its consistency, ranging from relatively soft soil to veins of heavier and more valuable metal.
The Elemental Plane of Earth has the following traits.
• Earth-dominant.
• Enhanced magic. Spells and spell-like abilities that use, manipulate, or create earth or stone (including those of the Earth domain) are both empowered and extended (as if the Empower Spell and Extend Spell metamagic feats had been used on them, but the spells don’t require higher-level slots). Spells and spell-like abilities that are already empowered or extended are unaffected by this benefit.
• Impeded magic. Spells and spell-like abilities that use or create air (including spells of the Air domain and spells that summon air elementals or outsiders with the air subtype) are impeded.

ELEMENTAL PLANE OF FIRE
Everything is alight on the Elemental Plane of Fire. The ground is nothing more than great, evershifting plates of compressed flame. The air ripples with the heat of continual firestorms, and the most common liquid is magma, not water. The oceans are made of liquid flame, and the mountains ooze with molten lava. Fire survives here without need for fuel or air, but flammables brought onto the plane are consumed readily.
The Elemental Plane of Fire has the following traits.
• Fire-dominant.
• Enhanced magic. Spells and spell-like abilities with the fire descriptor are both maximized and enlarged (as if the Maximize Spell and Enlarge Spell had been used on them, but the spells don’t require higher-level slots). Spells and spell-like abilities that are already maximized or enlarged are unaffected by this benefit.
• Impeded magic. Spells and spell-like abilities that use or create water (including spells of the Water domain and spells that summon water elementals or outsiders with the water subtype) are impeded.

ELEMENTAL PLANE OF WATER
The Elemental Plane of Water is a sea without a floor or a surface, an entirely fluid environment lit by a diffuse glow. It is one of the more hospitable of the Inner Planes once a traveler gets past the problem of breathing the local medium.
The eternal oceans of this plane vary between ice cold and boiling hot, between saline and fresh. They are perpetually in motion, wracked by currents and tides. The plane’s permanent settlements form around bits of flotsam and jetsam suspended within this endless liquid. These settlements drift on the tides of the Elemental Plane of Water.
The Elemental Plane of Water has the following traits.
• Subjective directional gravity. The gravity here works similar to that of the Elemental Plane of Air. But sinking or rising on the Elemental Plane of Water is slower (and less dangerous) than on the Elemental Plane of Air.
• Water-dominant.
• Enhanced magic. Spells and spell-like abilities that use or create water are both extended and enlarged (as if the Extend Spell and Enlarge Spell metamagic feats had been used on them, but the spells don’t require higher-level slots). Spells and spell-like abilities that are already extended or enlarged are unaffected by this benefit.
• Impeded magic. Spells and spell-like abilities with the fire descriptor (including spells of the Fire domain) are impeded.

NEGATIVE ENERGY PLANE
To an observer, there’s little to see on the Negative Energy Plane. It is a dark, empty place, an eternal pit where a traveler can fall until the plane itself steals away all light and life. The Negative Energy Plane is the most hostile of the Inner Planes, and the most uncaring and intolerant of life. Only creatures immune to its life-draining energies can survive there.
The Negative Energy Plane has the following traits.
• Subjective directional gravity.
• Major negative-dominant. Some areas within the plane have only the minor negative-dominant trait, and these islands tend to be inhabited.
• Enhanced magic. Spells and spell-like abilities that use negative energy are maximized (as if the Maximize Spell metamagic feat had been used on them, but the spells don’t require higher-level slots). Spells and spell-like abilities that are already maximized are unaffected by this benefit. Class abilities that use negative energy, such as rebuking and controlling undead, gain a +10 bonus on the roll to determine Hit Dice affected.
• Impeded magic. Spells and spell-like abilities that use positive energy, including cure spells, are impeded. Characters on this plane take a –10 penalty on Fortitude saving throws made to remove negative levels bestowed by an energy drain attack.
Random Encounters: Because the Negative Energy Plane is virtually devoid of creatures, random encounters on the plane are exceedingly rare.

POSITIVE ENERGY PLANE
The Positive Energy Plane has no surface and is akin to the Elemental Plane of Air with its wide-open nature. However, every bit of this plane glows brightly with innate power. This power is dangerous to mortal forms, which are not made to handle it. Despite the beneficial effects of the plane, it is one of the most hostile of the Inner Planes. An unprotected character on this plane swells with power as positive energy is force-fed into her. Then, her mortal frame unable to contain that power, she immolates as if she were a small planet caught at the edge of a supernova. Visits to the Positive Energy Plane are brief, and even then travelers must be heavily protected.
The Positive Energy Plane has the following traits.
• Subjective directional gravity.
• Major positive-dominant. Some regions of the plane have the minor positive-dominant trait instead, and those islands tend to be inhabited.
• Enhanced magic. Spells and spell-like abilities that use positive energy, including cure spells, are maximized (as if the Maximize Spell metamagic feat had been used on them, but the spells don’t require higher-level slots). Spells and spell-like abilities that are already maximized are unaffected by this benefit. Class abilities that use positive energy, such as turning and destroying undead, gain a +10 bonus on the roll to determine Hit Dice affected. (Undead are almost impossible to find on this plane, however.)
• Impeded magic. Spells and spell-like abilities that use negative energy (including inflict spells) are impeded.
Random Encounters: Because the Positive Energy Plane is virtually devoid of creatures, random encounters on the plane are exceedingly rare.


EPIC CHARACTERS

Regardless of the method used to attain 21st level, once a character reaches that point he or she is considered an epic character.
Epic characters—those characters whose character level is 21st or higher—are handled slightly differently than nonepic characters. While they continue to gain most of the customary benefits of gaining levels, some benefits are replaced by alternative gains.
Despite the twenty-level limit indicated in the class descriptions a class can be advanced beyond 20th level by using these rules. A ten-level prestige class beyond can also be advanced beyond 10th level, but only if the character level of the advancing character is already 20th or higher. A class with fewer than ten levels cannot be advanced beyond the maximum described for that class, regardless of the character level of the advancing character.

Epic Save Bonus: A character’s base save bonus does not increase after his character level reaches 20th. However, he does receive a cumulative +1 epic bonus on all saving throws every even-numbered level after 20th, as shown on Table: Epic Save and Epic Attack Bonuses.
Epic Attack Bonus: A character’s base attack bonus does not increase after his character level reaches 20th. However, he does receive a cumulative +1 epic bonus on all attack rolls every odd-numbered level after 20th, as shown on Table: Epic Save and Epic Attack Bonuses. Only base attack bonus is used to calculate iterative attacks. In addition, base attack bonus never grants a creature more than four attacks with any given weapon using the full attack option, though special abilities and class features may provide additional attacks.
Class Skill Max Ranks: The maximum number of skill ranks a character can have in a class skill is equal to his or her character level +3.
Cross-Class Skill Max Ranks: For cross-class skills, the maximum ranks are one-half the maximum for a class skill.
Feats: Characters continue to gain feats based on character level as normal. Note that these feats are in addition to any bonus feats granted in the class descriptions.
Ability Increases: Characters continue to gain ability score increases based on character level as normal.

Table: Epic Save and Epic Attack Bonuses
Character Level | Epic Save Bonus | Epic Base Attack Bonus
21st | +0 | +1
22nd | +1 | +1
23rd | +1 | +2
24th | +2 | +2
25th | +2 | +3
26th | +3 | +3
27th | +3 | +4
28th | +4 | +4
29th | +4 | +5
30th | +5 | +5

For multiclass characters, feats and ability increases are gained according to overall character level, not class level.

EPIC CLASS FEATURES
Many, but not all, class features continue to accumulate after 20th level. The following guidelines describe how the epic class progressions work.
• Class-related base save bonuses and base attack bonus don’t increase after 20th level. Thus, these class tables have no columns for base save bonuses or base attack bonus. Instead, use Table: Epic Save and Epic Attack Bonuses to determine the character’s epic bonus on saving throws and attacks.
• A character continues to gain Hit Dice and skill points as normal beyond 20th level.
• Generally speaking, any class feature that uses the character’s class level as part of a mathematical formula continues to increase using the character’s class level in the formula.
• Any prestige class feature that calculates a save DC using the class level should add only half the character’s class levels above 10th.
• For spellcasters, caster level continues to increase after 20th level. However, a character’s spells per day don’t increase after 20th level.
• The powers of familiars, special mounts, and fiendish servants continue to increase as their masters gain levels, if they’re based on a formula that includes the caster’s level.
• Any class features that increase or accumulate as part of a repeated pattern also continue to increase or accumulate after 20th level at the same rate. An exception to this rule is any bonus feat progression granted as a class feature. If a character gets bonus feats as part of a class feature these do not increase with epic levels. Instead, these classes get a new bonus feat progression (described in each class summary below).
• In addition to the class features retained from lower levels, each class gains a bonus feat every two, three, four, or five levels after 20th. This benefit augments each class’s progression of class features, because not all classes otherwise improve class features after 20th level. These bonus feats are in addition to the feats that every character gets from level advancement.
• A character doesn’t gain any new class features beyond 20th level. Class features with a progression that slows or stops before 20th level and features that have a limited list of options do not improve as a character attains epic level.
Likewise, class features that are gained only at a single level do not improve.

Adding a Second Class
When an epic character with levels in only one class attains a new level, she may choose to increase the level of her current class or pick up a new class at 1st level. The standard rules for multiclassing still apply, but epic characters must keep in mind the rules for epic advancement.
An epic character gains the class skills, weapon proficiency, armor proficiency, spells, and other class features of the new class, as well as a Hit Die of the appropriate size. In addition, the character gets the usual skill points from the new class
An epic character does not gain the base attack bonuses and base save bonuses normally gained when adding a second class. Instead, the character uses the epic attack bonus and epic save bonus progression shown on Table: Epic Save and Epic Attack Bonus.

EPIC BARBARIAN
Hit Die: d12.
Skill Points at Each Additional Level: 4 + Int modifier.
Barbarian Rage: The epic barbarian gains one use of rage per day every four levels higher than 20th.
Trap Sense (Ex): The epic barbarian’s bonus increases by +1 every three levels higher than 18th.
Damage Reduction (Ex): The epic barbarian’s damage reduction increases by 1 point every three levels higher than 19th.
Bonus Feats: The epic barbarian gains a bonus feat every four levels higher than 20th.

EPIC BARD
Hit Die: d6.
Skill Points at Each Additional Level: 6 + Int modifier.
Spells: The bard’s caster level is equal to his class level. The bard’s number of spells per day does not increase after 20th level. The bard does not learn additional spells.
Bardic Music: The bard gains no new bardic music effects from his Perform ranks.
Bardic Knowledge: Add the bard’s class level + Intelligence modifier to all bardic knowledge checks, as normal.
Bonus Feats: The epic bard gains a bonus feat every three levels higher than 20th.
Inspire Courage (Su): The epic bard’s bonus when this ability is used increases by +1 every six levels higher than 20th.

EPIC CLERIC
Hit Die: d8.
Skill Points at Each Additional Level: 2 + Int modifier.
Spells: The cleric’s caster level is equal to his class level. The cleric’s number of spells per day does not increase after 20th level.
Turn or Rebuke Undead: Use the cleric’s class level to determine the most powerful undead affected by a turn or rebuke check and the turning damage, just as normal.
Bonus Feats: The epic cleric gains a bonus feat every three levels higher than 20th.

EPIC DRUID
Hit Die: d8.
Skill Points at Each Additional Level: 4 + Int modifier.
Spells: The druid’s caster level is equal to her class level. The druid’s number of spells per day does not increase after 20th level.
Animal Companion: The epic druid’s animal companion continues to increase in power. Every three levels higher than 20th the animal companion’s gains 2 bonus hit dice, +1 strength and dexterity, and an additional trick.
Wild Shape (Su): The druid can use this ability to take the form of an animal one additional time per day every four levels higher than 18th. The druid’s ability to wild shape into an elemental does not improve.
Bonus Feats: The epic druid gains a bonus feat every four levels higher than 20th.

EPIC FIGHTER
Hit Die: d10.
Skill Points at Each Additional Level: 2 + Int modifier.
Bonus Feats: The epic fighter gains a bonus feat every two levels higher than 20th (22nd, 24th, 26th, and so on).

EPIC MONK
Hit Die: d8.
Skill Points at Each Additional Level: 4 + Int modifier.
AC Bonus (Ex): The monk’s bonus to Armor Class when unarmored increases by +1 every five levels higher than 20th.
Unarmed Strike: The damage for a monk’s unarmed strike does not increase after 16th level.
Stunning Fist: If the monk has the Stunning Fist feat use the monk’s class level when determining the DC to resist this attack, as normal.
Unarmored Speed Bonus: The epic monk’s speed when wearing no armor increases by 10 feet every three levels higher than 18th.
Ki Strike (Su): The monk’s ki strike ability does not automatically increase with class level after 20th level.
Wholeness of Body (Su): The epic monk can cure up to twice her class level in hit points each day, as normal.
Abundant Step (Su): Use the monk’s class level when determining the effective caster level of this ability, as normal.
Diamond Soul (Ex): The epic monk’s spell resistance is equal to her class level +10, as normal.
Quivering Palm (Su): Use the monk’s class level when determining the DC to resist this attack, as normal.
Empty Body (Su): Use the monk’s class level when determining the duration of this effect, as normal.
Bonus Feats: The epic monk gains a bonus feat every five levels higher than 20th.

EPIC PALADIN
Hit Die: d10.
Skill Points at Each Additional Level: 2 + Int modifier.
Lay on Hands (Su): Each day the epic paladin can cure a total number of hit points equal to her Charisma bonus (if any) times her class level, as normal.
Smite Evil (Su): The epic paladin adds her class level to damage with any smite evil attack, as normal. She can smite one additional time per day for every five levels higher than 20th.
Turn Undead (Su): The paladin turns undead as a cleric of two levels lower, as normal.
Spells: The paladin’s caster level is equal to one-half her class level, as normal. The paladin’s number of spells per day does not increase after 20th level.
Special Mount: The epic paladin’s special mount continues to increase in power. Every five levels higher than 20th, the special mount gains +2 bonus Hit Dice, its natural armor increases by +2, its Strength adjustment increases by +1, and its Intelligence increases by +1. The mount’s spell resistance equals the paladin’s class level + 5.
Remove Disease (Sp): The epic paladin can use remove disease one additional time per week for every three levels higher than 18th.
Bonus Feats: The epic paladin gains a bonus feat every three levels higher than 20th.

EPIC RANGER
Hit Die: d8.
Skill Points at Each Additional Level: 6 + Int modifier.
Spells: The ranger’s caster level is equal to one-half his class level, as normal. The ranger’s number of spells per day does not increase after 20th level.
Favored Enemy (Ex): The epic ranger gains one additional favored enemy, and his bonuses against one category of favored enemies go up by +2, every five levels higher than 20th.
Animal Companion: The epic ranger’s animal companion continues to increase in power. The ranger’s effective druid level is half his ranger level.
Bonus Feats: The epic ranger gains a bonus feat every three levels higher than 20th.

EPIC ROGUE
Hit Die: d6.
Skill Points at Each Additional Level: 8 + Int modifier.
Sneak Attack: The epic rogue’s sneak attack damage increases by +1d6 at every odd-numbered level (+11d6 at 21st, +12d6 at 23rd, and so on).
Special Abilities: The rogue does not gain additional rogue special abilities after 19th level, but can choose a rogue special ability (crippling strike, defensive roll, improved evasion, opportunist, skill mastery, and slippery mind) instead of a bonus feat.
Bonus Feats: The epic rogue gains a bonus feat every four levels higher than 20th.

EPIC SORCERER
Hit Die: d4.
Skill Points at Each Additional Level: 2 + Int modifier.
Spells: The sorcerer’s caster level is equal to his class level. The sorcerer’s number of spells per day does not increase after 20th level. The sorcerer does not learn additional spells.
Familiar: The epic sorcerer’s familiar continues to increase in power. Every two levels higher than 20th the familiar’s natural armor bonus and Intelligence each increase by +1. The familiar’s spell resistance is equal to the master’s level + 5. At 21st level and again every ten levels higher than 21st, the familiar gains the benefit of the Familiar Spell epic feat for a spell of its master’s choice.
Bonus Feats: The epic sorcerer gains a bonus feat every three levels higher than 20th.

EPIC WIZARD
Hit Die: d4.
Skill Points at Each Additional Level: 2 + Int modifier.
Spells: The wizard’s caster level is equal to her class level. The wizard’s number of spells per day does not increase after 20th level. Each time the wizard attains a new level, she learns two new spells of any level or levels that she can cast (according to her new level).
Familiar: The epic wizard’s familiar continues to increase in power. Every two levels higher than 20th the familiar’s natural armor bonus and Intelligence each increase by +1. The familiar’s spell resistance is equal to the master’s level + 5. At 21st level and again every ten levels higher than 21st, the familiar gains the benefit of the Familiar Spell epic feat for a spell of its master’s choice.
Bonus Feats: The epic wizard gains a bonus feat every three levels higher than 20th.

MONSTERS AS EPIC CHARACTERS
These epic rules work for monsters with character levels, using the creature’s effective character level (ECL) instead of just its class levels.

EPIC FEATS
The following feats are available only to epic characters. Whenever an epic character gains a new feat, it can be from among the standard list of feats or one of the feats described below.

Familiar Spell [Epic]
Prerequisite: Int 25 (if your spellcasting is controlled by Intelligence) or Cha 25 (if your spellcasting is controlled by Charisma).
Benefit: Choose one spell you know of 8th level or lower. Your familiar can now cast this spell once per day as a spell-like ability as a caster of a level equal to your caster level. You cannot bestow a spell upon your familiar if the spell normally has a material component cost of more than 1 gp, or any XP cost.
Special: You can gain this feat multiple times. Each time you take the feat, you can give your familiar a new spell-like ability, or another daily use of the same spell-like ability.

Great Smiting [Epic]
Prerequisites: Cha 25, smite ability (from class feature or domain granted power).
Benefit: Whenever you make a successful smite attack, add twice the appropriate level to damage.
Special: You may select this feat multiple times. Its effects stack.
(Remember that two doublings equals a tripling, and so forth.)

Improved Elemental Wild Shape [Epic]
Prerequisites: Wis 25, ability to wild shape into an elemental.
Benefit: Your ability to wild shape into an elemental is expanded to include all elemental creatures (not just air, earth, fire, and water elementals) of any size that you can take when wild shaping into an animal. You gain all extraordinary and supernatural abilities of the elemental whose form you take.
Normal: Without this feat, you may only take the shape of a Small, Medium, or Large air, earth, fire, or water elemental.

Improved Favored Enemy [Epic]
Prerequisites: Five or more favored enemies.
Benefit: Add +1 to the bonus on Bluff, Listen, Sense Motive, Spot, and Survival checks and damage rolls against all your favored enemies.
Special: This feat may be taken multiple times. Its effects stack.

Improved Metamagic [Epic]
Prerequisites: Four metamagic feats, Spellcraft 30 ranks.
Benefit: The spell slot you must use to cast a metamagic spell is one level lower than normal (to a minimum of one level higher than normal).
This feat has no effect on a metamagic feat that requires a spell slot one level higher than normal or does not require a higher level slot.
Special: You can gain this feat multiple times. The effects stack, though you can’t lower the level of any metamagic spell’s slot to less than one level higher than normal.

Improved Sneak Attack [Epic]
Prerequisite: Sneak attack +8d6.
Benefit: Add +1d6 to your sneak attack damage.
Special: This feat may be taken multiple times. Its effects stack.

Improved Spell Capacity [Epic]
Prerequisite: Ability to cast spells of the normal maximum spell level in at least one spellcasting class.
Benefit: When you select this feat, you gain one spell slot per day of any level up to one level higher than the highest level spell you can already cast in a particular class. The character must have the requisite ability score (10 + spell level) in order to cast a spell stored in such a slot. If the character has a high enough ability modifier to gain one or more bonus spells for this spell level, she also gains those bonus spells for this spell level.
This feat can’t grant spellcasting ability to a class that doesn’t have spellcasting ability. A character must use the spell slot in a class of which she can already cast the maximum normal spell level.
Special: You can gain this feat multiple times.

Improved Stunning Fist [Epic]
Prerequisite: Dex 19, Wis 19, Improved Unarmed Strike, Stunning Fist.
Benefit: Add +2 to the DC of your stunning attack.
This feat may be taken multiple times. Its effects stack.

Lasting Inspiration [Epic]
Prerequisite: Perform (any one) 25 ranks, bardic music class feature.
Benefit: The effects of your bardic music inspiration abilities last for ten times as long as normal after you stop singing. This has no effect on inspiration abilities that have no duration after you stop singing.

Overwhelming Critical [Epic]
Choose one type of melee weapon. With that weapon, you do more damage on a critical hit.
Prerequisites: Str 23, Cleave, Great Cleave, Improved Critical (weapon to be chosen), Power Attack, Weapon Focus (weapon to be chosen).
Benefit: When using the weapon you have selected, you deal an extra 1d6 points of damage on a successful critical hit. If the weapon’s critical multiplier is x3, add an extra 2d6 points of damage instead, and if the multiplier is 4, add an extra 3d6 points of damage instead. (Creatures immune to critical hits can’t be affected by this feat.)
Special: You can gain this feat multiple times. Its effects do not stack. Each time you take the feat, it applies to a new type of weapon.

Planar Turning [Epic]
Prerequisites: Wis 25, Cha 25, ability to turn or rebuke undead.
Benefit: You can turn or rebuke outsiders as if they were undead. An outsider has effective turn resistance equal to half its spell resistance (round down).
If you can turn undead, you turn (or destroy) all evil outsiders and rebuke (or command) all nonevil outsiders. If you can rebuke undead, you rebuke (or command) all evil outsiders and rebuke
(or command) all nonevil outsiders.

Spell Knowledge [Epic]
Prerequisites: Ability to cast spells of the maximum normal spell level of an arcane spellcasting class.
Benefit: You learn two new arcane spells of any level up to the maximum level you can cast. This feat does not grant any additional spell slots.
Special: You can gain this feat multiple times.

Terrifying Rage [Epic]
Prerequisites: Intimidate 25 ranks, rage 5/day.
Benefit: While you are raging, any enemy that views you must make a Will save opposed by your Intimidate check or become panicked (if it has HD less than your character level) or shaken (if it has HD equal to or up to twice your character level) for 4d6 rounds. An enemy with Hit Dice greater than twice your character level is not affected by this feat.


Special Abilities and Conditions

SPECIAL ABILITIES & CONDITIONS

SPECIAL ABILITIES

A special ability is either extraordinary, spell-like, or supernatural in nature.

Extraordinary Abilities (Ex): Extraordinary abilities are nonmagical. They are, however, not something that just anyone can do or even learn to do without extensive training. Effects or areas that negate or disrupt magic have no effect on extraordinary abilities.
Spell-Like Abilities (Sp): Spell-like abilities, as the name implies, are spells and magical abilities that are very much like spells. Spell-like abilities are subject to spell resistance and dispel magic. They do not function in areas where magic is suppressed or negated (such as an antimagic field).
Supernatural Abilities (Su): Supernatural abilities are magical but not spell like. Supernatural abilities are not subject to spell resistance and do not function in areas where magic is suppressed or negated (such as an antimagic field). A supernatural ability’s effect cannot be dispelled and is not subject to counterspells. See the table below for a summary of the types of special abilities.

Table: Special Ability Types
 | Extraordinary | Spell-Like | Supernatural
Dispel | No | Yes | No
Spell resistance | No | Yes | No
Antimagic field | No | Yes | Yes
Attack of opportunity | No | Yes | No
Dispel: Can dispel magic and similar spells dispel the effects of abilities of that type?
Spell Resistance: Does spell resistance protect a creature from these abilities?
Antimagic Field: Does an antimagic field or similar magic suppress the ability?
Attack of Opportunity: Does using the ability provoke attacks of opportunity the way that casting a spell does?

ABILITY SCORE LOSS
Various attacks cause ability score loss, either ability damage or ability drain. Points lost to ability damage return at the rate of 1 point per day (or double that if the character gets complete bed rest) to each damaged ability, and the spells lesser restoration and restoration offset ability damage as well. Ability drain, however, is permanent, though restoration can restore even those lost ability score points.
While any loss is debilitating, losing all points in an ability score can be devastating.
• Strength 0 means that the character cannot move at all. He lies helpless on the ground.
• Dexterity 0 means that the character cannot move at all. He stands motionless, rigid, and helpless.
• Constitution 0 means that the character is dead.
• Intelligence 0 means that the character cannot think and is unconscious in a coma-like stupor, helpless.
• Wisdom 0 means that the character is withdrawn into a deep sleep filled with nightmares, helpless.
• Charisma 0 means that the character is withdrawn into a catatonic, coma-like stupor, helpless.
Keeping track of negative ability score points is never necessary. A character’s ability score can’t drop below 0.
Having a score of 0 in an ability is different from having no ability score whatsoever.
Some spells or abilities impose an effective ability score reduction, which is different from ability score loss. Any such reduction disappears at the end of the spell’s or ability’s duration, and the ability score immediately returns to its former value.
If a character’s Constitution score drops, then he loses 1 hit point per Hit Die for every point by which his Constitution modifier drops. A hit point score can’t be reduced by Constitution damage or drain to less than 1 hit point per Hit Die.
The ability that some creatures have to drain ability scores is a supernatural one, requiring some sort of attack. Such creatures do not drain abilities from enemies when the enemies strike them, even with unarmed attacks or natural weapons.

ANTIMAGIC
An antimagic field spell or effect cancels magic altogether. An antimagic effect has the following powers and characteristics.
• No supernatural ability, spell-like ability, or spell works in an area of antimagic (but extraordinary abilities still work).
• Antimagic does not dispel magic; it suppresses it. Once a magical effect is no longer affected by the antimagic (the antimagic fades, the center of the effect moves away, and so on), the magic returns. Spells that still have part of their duration left begin functioning again, magic items are once again useful, and so forth.
• Spell areas that include both an antimagic area and a normal area, but are not centered in the antimagic area, still function in the normal area. If the spell’s center is in the antimagic area, then the spell is suppressed.
• Golems and other constructs, elementals, outsiders, and corporeal undead, still function in an antimagic area (though the antimagic area suppresses their spellcasting and their supernatural and spell-like abilities normally). If such creatures are summoned or conjured, however, see below.
• Summoned or conjured creatures of any type, as well as incorporeal undead, wink out if they enter the area of an antimagic effect. They reappear in the same spot once the field goes away.
• Magic items with continuous effects do not function in the area of an antimagic effect, but their effects are not canceled (so the contents of a bag of holding are unavailable, but neither spill out nor disappear forever).
• Two antimagic areas in the same place do not cancel each other out, nor do they stack.
• Wall of force, prismatic wall, and prismatic sphere are not affected by antimagic. Break enchantment, dispel magic, and greater dispel magic spells do not dispel antimagic. Mage’s disjunction has a 1% chance per caster level of destroying an antimagic field. If the antimagic field survives the disjunction, no items within it are disjoined.

BLINDSIGHT AND BLINDSENSE
Some creatures have blindsight, the extraordinary ability to use a nonvisual sense (or a combination of such senses) to operate effectively without vision. Such sense may include sensitivity to vibrations, acute scent, keen hearing, or echolocation. This ability makes invisibility and concealment (even magical darkness) irrelevant to the creature (though it still can’t see ethereal creatures). This ability operates out to a range specified in the creature description.
• Blindsight never allows a creature to distinguish color or visual contrast. A creature cannot read with blindsight.
• Blindsight does not subject a creature to gaze attacks (even though darkvision does).
• Blinding attacks do not penalize creatures using blindsight.
• Deafening attacks thwart blindsight if it relies on hearing.
• Blindsight works underwater but not in a vacuum.
• Blindsight negates displacement and blur effects.
Blindsense: Other creatures have blindsense, a lesser ability that lets the creature notice things it cannot see, but without the precision of blindsight. The creature with blindsense usually does not need to make Spot or Listen checks to notice and locate creatures within range of its blindsense ability, provided that it has line of effect to that creature. Any opponent the creature cannot see has total concealment (50% miss chance) against the creature with blindsense, and the blindsensing creature still has the normal miss chance when attacking foes that have concealment. Visibility still affects the movement of a creature with blindsense. A creature with blindsense is still denied its Dexterity bonus to Armor Class against attacks from creatures it cannot see.

BREATH WEAPON
A creature attacking with a breath weapon is actually expelling something from its mouth (rather than conjuring it by means of a spell or some other magical effect). Most creatures with breath weapons are limited to a number of uses per day or by a minimum length of time that must pass between uses. Such creatures are usually smart enough to save their breath weapon until they really need it.
• Using a breath weapon is typically a standard action.
• No attack roll is necessary. The breath simply fills its stated area.
• Any character caught in the area must make the appropriate saving throw or suffer the breath weapon’s full effect. In many cases, a character who succeeds on his saving throw still takes half damage or some other reduced effect.
• Breath weapons are supernatural abilities except where noted.
• Creatures are immune to their own breath weapons.
• Creatures unable to breathe can still use breath weapons. (The term is something of a misnomer.)

CHARM AND COMPULSION
Many abilities and spells can cloud the minds of characters and monsters, leaving them unable to tell friend from foe—or worse yet, deceiving them into thinking that their former friends are now their worst enemies. Two general types of enchantments affect characters and creatures: charms and compulsions.
Charming another creature gives the charming character the ability to befriend and suggest courses of actions to his minion, but the servitude is not absolute or mindless. Charms of this type include the various charm spells. Essentially, a charmed character retains free will but makes choices according to a skewed view of the world.
• A charmed creature doesn’t gain any magical ability to understand his new friend’s language.
• A charmed character retains his original alignment and allegiances, generally with the exception that he now regards the charming creature as a dear friend and will give great weight to his suggestions and directions.
• A charmed character fights his former allies only if they threaten his new friend, and even then he uses the least lethal means at his disposal as long as these tactics show any possibility of success (just as he would in a fight between two actual friends).
• A charmed character is entitled to an opposed Charisma check against his master in order to resist instructions or commands that would make him do something he wouldn’t normally do even for a close friend. If he succeeds, he decides not to go along with that order but remains charmed.
• A charmed character never obeys a command that is obviously suicidal or grievously harmful to her.
• If the charming creature commands his minion to do something that the influenced character would be violently opposed to, the subject may attempt a new saving throw to break free of the influence altogether.
• A charmed character who is openly attacked by the creature who charmed him or by that creature’s apparent allies is automatically freed of the spell or effect.
Compulsion is a different matter altogether. A compulsion overrides the subject’s free will in some way or simply changes the way the subject’s mind works. A charm makes the subject a friend of the caster; a compulsion makes the subject obey the caster.
Regardless of whether a character is charmed or compelled, he won’t volunteer information or tactics that his master doesn’t ask for.

COLD IMMUNITY
A creature with cold immunity never takes cold damage. It has vulnerability to fire, which means it takes 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.

DAMAGE REDUCTION
Some magic creatures have the supernatural ability to instantly heal damage from weapons or to ignore blows altogether as though they were invulnerable.
The numerical part of a creature’s damage reduction is the amount of hit points the creature ignores from normal attacks. Usually, a certain type of weapon can overcome this reduction. This information is separated from the damage reduction number by a slash. Damage reduction may be overcome by special materials, by magic weapons (any weapon with a +1 or higher enhancement bonus, not counting the enhancement from masterwork quality), certain types of weapons (such as slashing or bludgeoning), and weapons imbued with an alignment. If a dash follows the slash then the damage reduction is effective against any attack that does not ignore damage reduction.
Ammunition fired from a projectile weapon with an enhancement bonus of +1 or higher is treated as a magic weapon for the purpose of overcoming damage reduction. Similarly, ammunition fired from a projectile weapon with an alignment gains the alignment of that projectile weapon (in addition to any alignment it may already have).
Whenever damage reduction completely negates the damage from an attack, it also negates most special effects that accompany the attack, such as injury type poison, a monk’s stunning, and injury type disease. Damage reduction does not negate touch attacks, energy damage dealt along with an attack, or energy drains. Nor does it affect poisons or diseases delivered by inhalation, ingestion, or contact.
Attacks that deal no damage because of the target’s damage reduction do not disrupt spells.
Spells, spell-like abilities, and energy attacks (even nonmagical fire) ignore damage reduction.
Sometimes damage reduction is instant healing. Sometimes damage reduction represents the creature’s tough hide or body,. In either case, characters can see that conventional attacks don’t work.
If a creature has damage reduction from more than one source, the two forms of damage reduction do not stack. Instead, the creature gets the benefit of the best damage reduction in a given situation.

DARKVISION
Darkvision is the extraordinary ability to see with no light source at all, out to a range specified for the creature. Darkvision is black and white only (colors cannot be discerned). It does not allow characters to see anything that they could not see otherwise—invisible objects are still invisible, and illusions are still visible as what they seem to be. Likewise, darkvision subjects a creature to gaze attacks normally. The presence of light does not spoil darkvision.

DEATH ATTACKS
In most cases, a death attack allows the victim a Fortitude save to avoid the affect, but if the save fails, the character dies instantly.
• Raise dead doesn’t work on someone killed by a death attack.
• Death attacks slay instantly. A victim cannot be made stable and thereby kept alive.
• In case it matters, a dead character, no matter how she died, has –10 hit points.
• The spell death ward protects a character against these attacks.

DISEASE
When a character is injured by a contaminated attack touches an item smeared with diseased matter, or consumes disease-tainted food or drink, he must make an immediate Fortitude saving throw. If he succeeds, the disease has no effect—his immune system fought off the infection. If he fails, he takes damage after an incubation period. Once per day afterward, he must make a successful Fortitude saving throw to avoid repeated damage. Two successful saving throws in a row indicate that he has fought off the disease and recovers, taking no more damage.
These Fortitude saving throws can be rolled secretly so that the player doesn’t know whether the disease has taken hold.
Disease Descriptions
Diseases have various symptoms and are spread through a number of vectors. The characteristics of several typical diseases are summarized on Table: Diseases and defined below.
Disease: Diseases whose names are printed in italic in the table are supernatural in nature. The others are extraordinary.
Infection: The disease’s method of delivery—ingested, inhaled, via injury, or contact. Keep in mind that some injury diseases may be transmitted by as small an injury as a flea bite and that most inhaled diseases can also be ingested (and vice versa).
DC: The Difficulty Class for the Fortitude saving throws to prevent infection (if the character has been infected), to prevent each instance of repeated damage, and to recover from the disease.
Incubation Period: The time before damage begins.
Damage: The ability damage the character takes after incubation and each day afterward.
Types of Diseases: Typical diseases include the following:
Blinding Sickness: Spread in tainted water.
Cackle Fever: Symptoms include high fever, disorientation, and frequent bouts of hideous laughter. Also known as “the shrieks.”
Demon Fever: Night hags spread it. Can cause permanent ability drain.
Devil Chills: Barbazu and pit fiends spread it. It takes three, not two, successful saves in a row to recover from devil chills.
Filth Fever: Dire rats and otyughs spread it. Those injured while in filthy surroundings might also catch it.
Mindfire: Feels like your brain is burning. Causes stupor.
Mummy Rot: Spread by mummies. Successful saving throws do not allow the character to recover (though they do prevent damage normally).
Red Ache: Skin turns red, bloated, and warm to the touch.
The Shakes: Causes involuntary twitches, tremors, and fits.
Slimy Doom: Victim turns into infectious goo from the inside out. Can cause permanent ability drain.
Table: Diseases
Disease | Infection DC | Incubation | Damage
Blinding sickness | Ingested 16 | 1d3 days | 1d4 Str1
Cackle fever | Inhaled 16 | 1 day | 1d6 Wis
Demon fever | Injury 18 | 1 day | 1d6 Con2
Devil chills3 | Injury 14 | 1d4 days | 1d4 Str
Filth fever | Injury 12 | 1d3 days | 1d3 Dex, 1d3 Con
Mindfire | Inhaled 12 | 1 day | 1d4 Int
Mummy rot4 | Contact 20 | 1 day | 1d6 Con
Red ache | Injury 15 | 1d3 days | 1d6 Str
Shakes | Contact 13 | 1 day | 1d8 Dex
Slimy doom | Contact 14 | 1 day | 1d4 Con2
1 Each time the victim takes 2 or more damage from the disease, he must make another Fortitude save or be permanently blinded.
2 When damaged, character must succeed on another saving throw or 1 point of damage is permanent drain instead.
3 The victim must make three successful Fortitude saving throws in a row to recover from devil chills.
4 Successful saves do not allow the character to recover. Only magical healing can save the character.
Healing a Disease
Use of the Heal skill can help a diseased character. Every time a diseased character makes a saving throw against disease effects, the healer makes a check. The diseased character can use the healer’s result in place of his saving throw if the Heal check result is higher. The diseased character must be in the healer’s care and must have spent the previous 8 hours resting.
Characters recover points lost to ability score damage at a rate of 1 per day per ability damaged, and this rule applies even while a disease is in progress. That means that a character with a minor disease might be able to withstand it without accumulating any damage.

ENERGY DRAIN AND NEGATIVE LEVELS
Some horrible creatures, especially undead monsters, possess a fearsome supernatural ability to drain levels from those they strike in combat. The creature making an energy drain attack draws a portion of its victim’s life force from her. Most energy drain attacks require a successful melee attack roll—mere physical contact is not enough. Each successful energy drain attack bestows one or more negative levels on the opponent. A creature takes the following penalties for each negative level it has gained.
–1 on all skill checks and ability checks.
–1 on attack rolls and saving throws.
–5 hit points.
–1 effective level (whenever the creature’s level is used in a die roll or calculation, reduce it by one for each negative level).
If the victim casts spells, she loses access to one spell as if she had cast her highest-level, currently available spell. (If she has more than one spell at her highest level, she chooses which she loses.) In addition, when she next prepares spells or regains spell slots, she gets one less spell slot at her highest spell level.
Negative levels remain for 24 hours or until removed with a spell, such as restoration. After 24 hours, the afflicted creature must attempt a Fortitude save (DC 10 + 1/2 attacker’s HD + attacker’s Cha modifier). (The DC is provided in the attacker’s description.) If the saving throw succeeds, the negative level goes away with no harm to the creature. The afflicted creature makes a separate saving throw for each negative level it has gained. If the save fails, the negative level goes away, but the creature’s level is also reduced by one.
A character with negative levels at least equal to her current level, or drained below 1st level, is instantly slain. Depending on the creature that killed her, she may rise the next night as a monster of that kind. If not, she rises as a wight. A creature gains 5 temporary hit points for each negative level it bestows (though not if the negative level is caused by a spell or similar effect).

ETHEREALNESS
Phase spiders and certain other creatures can exist on the Ethereal Plane. While on the Ethereal Plane, a creature is called ethereal. Unlike incorporeal creatures, ethereal creatures are not present on the Material Plane.
Ethereal creatures are invisible, inaudible, insubstantial, and scentless to creatures on the Material Plane. Even most magical attacks have no effect on them. See invisibility and true seeing reveal ethereal creatures.
An ethereal creature can see and hear into the Material Plane in a 60-foot radius, though material objects still block sight and sound. (An ethereal creature can’t see through a material wall, for instance.) An ethereal creature inside an object on the Material Plane cannot see. Things on the Material Plane, however, look gray, indistinct, and ghostly. An ethereal creature can’t affect the Material Plane, not even magically. An ethereal creature, however, interacts with other ethereal creatures and objects the way material creatures interact with material creatures and objects.
Even if a creature on the Material Plane can see an ethereal creature the ethereal creature is on another plane. Only force effects can affect the ethereal creatures. If, on the other hand, both creatures are ethereal, they can affect each other normally.
A force effect originating on the Material Plane extends onto the Ethereal Plane, so that a wall of force blocks an ethereal creature, and a magic missile can strike one (provided the spellcaster can see the ethereal target). Gaze effects and abjurations also extend from the Material Plane to the Ethereal Plane. None of these effects extend from the Ethereal Plane to the Material Plane.
Ethereal creatures move in any direction (including up or down) at will. They do not need to walk on the ground, and material objects don’t block them (though they can’t see while their eyes are within solid material).
Ghosts have a power called manifestation that allows them to appear on the Material Plane as incorporeal creatures. Still, they are on the Ethereal Plane, and another ethereal creature can interact normally with a manifesting ghost. Ethereal creatures pass through and operate in water as easily as air. Ethereal creatures do not fall or take falling damage.

EVASION AND IMPROVED EVASION
These extraordinary abilities allow the target of an area attack to leap or twist out of the way. Rogues and monks have evasion and improved evasion as class features, but certain other creatures have these abilities, too.
If subjected to an attack that allows a Reflex save for half damage, a character with evasion takes no damage on a successful save.
As with a Reflex save for any creature, a character must have room to move in order to evade. A bound character or one squeezing through an area cannot use evasion.
As with a Reflex save for any creature, evasion is a reflexive ability. The character need not know that the attack is coming to use evasion.
Rogues and monks cannot use evasion in medium or heavy armor. Some creatures with the evasion ability as an innate quality do not have this limitation.
Improved evasion is like evasion, except that even on a failed saving throw the character takes only half damage.

FAST HEALING
A creature with fast healing has the extraordinary ability to regain hit points at an exceptional rate. Except for what is noted here, fast healing is like natural healing.
At the beginning of each of the creature’s turns, it heals a certain number of hit points (defined in its description).
Unlike regeneration, fast healing does not allow a creature to regrow or reattach lost body parts.
A creature that has taken both nonlethal and lethal damage heals the nonlethal damage first.
Fast healing does not restore hit points lost from starvation, thirst, or suffocation.
Fast healing does not increase the number of hit points regained when a creature polymorphs.

FEAR
Spells, magic items, and certain monsters can affect characters with fear. In most cases, the character makes a Will saving throw to resist this effect, and a failed roll means that the character is shaken, frightened, or panicked.
Shaken: Characters who are shaken take a –2 penalty on attack rolls, saving throws, skill checks, and ability checks.
Frightened: Characters who are frightened are shaken, and in addition they flee from the source of their fear as quickly as they can. They can choose the path of their flight. Other than that stipulation, once they are out of sight (or hearing) of the source of their fear, they can act as they want. However, if the duration of their fear continues, characters can be forced to flee once more if the source of their fear presents itself again. Characters unable to flee can fight (though they are still shaken).
Panicked: Characters who are panicked are shaken, and they run away from the source of their fear as quickly as they can. Other than running away from the source, their path is random. They flee from all other dangers that confront them rather than facing those dangers. Panicked characters cower if they are prevented from fleeing.
Becoming Even More Fearful: Fear effects are cumulative. A shaken character who is made shaken again becomes frightened, and a shaken character who is made frightened becomes panicked instead. A frightened character who is made shaken or frightened becomes panicked instead.

FIRE IMMUNITY
A creature with fire immunity never takes fire damage. It has vulnerability to cold, which means it takes 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.

GASEOUS FORM
Some creatures have the supernatural or spell-like ability to take the form of a cloud of vapor or gas.
Creatures in gaseous form can’t run but can fly. A gaseous creature can move about and do the things that a cloud of gas can conceivably do, such as flow through the crack under a door. It can’t, however, pass through solid matter. Gaseous creatures can’t attack physically or cast spells with verbal, somatic, material, or focus components. They lose their supernatural abilities (except for the supernatural ability to assume gaseous form, of course).
Creatures in gaseous form have damage reduction 10/magic. Spells, spell-like abilities, and supernatural abilities affect them normally. Creatures in gaseous form lose all benefit of material armor (including natural armor), though size, Dexterity, deflection bonuses, and armor bonuses from force armor still apply.
Gaseous creatures do not need to breathe and are immune to attacks involving breathing (troglodyte stench, poison gas, and the like).
Gaseous creatures can’t enter water or other liquid. They are not ethereal or incorporeal. They are affected by winds or other forms of moving air to the extent that the wind pushes them in the direction the wind is moving. However, even the strongest wind can’t disperse or damage a creature in gaseous form.
Discerning a creature in gaseous form from natural mist requires a DC 15 Spot check. Creatures in gaseous form attempting to hide in an area with mist, smoke, or other gas gain a +20 bonus.

GAZE ATTACKS
While the medusa’s gaze is well known, gaze attacks can also charm, curse, or even kill. Gaze attacks not produced by a spell are supernatural.
Each character within range of a gaze attack must attempt a saving throw (which can be a Fortitude or Will save) each round at the beginning of his turn.
An opponent can avert his eyes from the creature’s face, looking at the creature’s body, watching its shadow, or tracking the creature in a reflective surface. Each round, the opponent has a 50% chance of not having to make a saving throw. The creature with the gaze attack gains concealment relative to the opponent. An opponent can shut his eyes, turn his back on the creature, or wear a blindfold. In these cases, the opponent does not need to make a saving throw. The creature with the gaze attack gains total concealment relative to the opponent.
A creature with a gaze attack can actively attempt to use its gaze as an attack action. The creature simply chooses a target within range, and that opponent must attempt a saving throw. If the target has chosen to defend against the gaze as discussed above, the opponent gets a chance to avoid the saving throw (either 50% chance for averting eyes or 100% chance for shutting eyes). It is possible for an opponent to save against a creature’s gaze twice during the same round, once before its own action and once during the creature’s action.
Looking at the creature’s image (such as in a mirror or as part of an illusion) does not subject the viewer to a gaze attack.
A creature is immune to its own gaze attack.
If visibility is limited (by dim lighting, a fog, or the like) so that it results in concealment, there is a percentage chance equal to the normal miss chance for that degree of concealment that a character won’t need to make a saving throw in a given round. This chance is not cumulative with the chance for averting your eyes, but is rolled separately.
Invisible creatures cannot use gaze attacks.
Characters using darkvision in complete darkness are affected by a gaze attack normally.
Unless specified otherwise, a creature with a gaze attack can control its gaze attack and “turn it off ” when so desired.

INCORPOREALITY
Spectres, wraiths, and a few other creatures lack physical bodies. Such creatures are insubstantial and can’t be touched by nonmagical matter or energy. Likewise, they cannot manipulate objects or exert physical force on objects. However, incorporeal beings have a tangible presence that sometimes seems like a physical attack against a corporeal creature.
Incorporeal creatures are present on the same plane as the characters, and characters have some chance to affect them.
Incorporeal creatures can be harmed only by other incorporeal creatures, by magic weapons, or by spells, spell-like effects, or supernatural effects. They are immune to all nonmagical attack forms. They are not burned by normal fires, affected by natural cold, or harmed by mundane acids.
Even when struck by magic or magic weapons, an incorporeal creature has a 50% chance to ignore any damage from a corporeal source—except for a force effect or damage dealt by a ghost touch weapon.
Incorporeal creatures are immune to critical hits, extra damage from being favored enemies, and from sneak attacks. They move in any direction (including up or down) at will. They do not need to walk on the ground. They can pass through solid objects at will, although they cannot see when their eyes are within solid matter.
Incorporeal creatures hiding inside solid objects get a +2 circumstance bonus on Listen checks, because solid objects carry sound well. Pinpointing an opponent from inside a solid object uses the same rules as pinpointing invisible opponents (see Invisibility, below).
Incorporeal creatures are inaudible unless they decide to make noise.
The physical attacks of incorporeal creatures ignore material armor, even magic armor, unless it is made of force (such as mage armor or bracers of armor) or has the ghost touch ability.
Incorporeal creatures pass through and operate in water as easily as they do in air.
Incorporeal creatures cannot fall or take falling damage.
Corporeal creatures cannot trip or grapple incorporeal creatures.
Incorporeal creatures have no weight and do not set off traps that are triggered by weight.
Incorporeal creatures do not leave footprints, have no scent, and make no noise unless they manifest, and even then they only make noise intentionally.

INVISIBILITY
The ability to move about unseen is not foolproof. While they can’t be seen, invisible creatures can be heard, smelled, or felt.
Invisibility makes a creature undetectable by vision, including darkvision.
Invisibility does not, by itself, make a creature immune to critical hits, but it does make the creature immune to extra damage from being a ranger’s favored enemy and from sneak attacks.
A creature can generally notice the presence of an active invisible creature within 30 feet with a DC 20 Spot check. The observer gains a hunch that “something’s there” but can’t see it or target it accurately with an attack. A creature who is holding still is very hard to notice (DC 30). An inanimate object, an unliving creature holding still, or a completely immobile creature is even harder to spot (DC 40). It’s practically impossible (+20 DC) to pinpoint an invisible creature’s location with a Spot check, and even if a character succeeds on such a check, the invisible creature still benefits from total concealment (50% miss chance).
A creature can use hearing to find an invisible creature. A character can make a Listen check for this purpose as a free action each round. A Listen check result at least equal to the invisible creature’s Move Silently check result reveals its presence. (A creature with no ranks in Move Silently makes a Move Silently check as a Dexterity check to which an armor check penalty applies.) A successful check lets a character hear an invisible creature “over there somewhere.” It’s practically impossible to pinpoint the location of an invisible creature. A Listen check that beats the DC by 20 pinpoints the invisible creature’s location.
Listen Check DCs to Detect Invisible Creatures
Invisible Creature Is . . . | DC
In combat or speaking | 0
Moving at half speed | Move Silently check result
Moving at full speed | Move Silently check result –4
Running or charging | Move Silently check result –20
Some distance away | +1 per 10 feet
Behind an obstacle (door) | +5
Behind an obstacle (stone wall) | +15
A creature can grope about to find an invisible creature. A character can make a touch attack with his hands or a weapon into two adjacent 5-foot squares using a standard action. If an invisible target is in the designated area, there is a 50% miss chance on the touch attack. If successful, the groping character deals no damage but has successfully pinpointed the invisible creature’s current location. (If the invisible creature moves, its location, obviously, is once again unknown.)
If an invisible creature strikes a character, the character struck still knows the location of the creature that struck him (until, of course, the invisible creature moves). The only exception is if the invisible creature has a reach greater than 5 feet. In this case, the struck character knows the general location of the creature but has not pinpointed the exact location.
If a character tries to attack an invisible creature whose location he has pinpointed, he attacks normally, but the invisible creature still benefits from full concealment (and thus a 50% miss chance). A particularly large and slow creature might get a smaller miss chance.
If a character tries to attack an invisible creature whose location he has not pinpointed, have the player choose the space where the character will direct the attack. If the invisible creature is there, conduct the attack normally. If the enemy’s not there, roll the miss chance as if it were there, don’t let the player see the result, and tell him that the character has missed. That way the player doesn’t know whether the attack missed because the enemy’s not there or because you successfully rolled the miss chance.
If an invisible character picks up a visible object, the object remains visible. One could coat an invisible object with flour to at least keep track of its position (until the flour fell off or blew away). An invisible creature can pick up a small visible item and hide it on his person (tucked in a pocket or behind a cloak) and render it effectively invisible.
Invisible creatures leave tracks. They can be tracked normally. Footprints in sand, mud, or other soft surfaces can give enemies clues to an invisible creature’s location.
An invisible creature in the water displaces water, revealing its location. The invisible creature, however, is still hard to see and benefits from concealment.
A creature with the scent ability can detect an invisible creature as it would a visible one.
A creature with the Blind-Fight feat has a better chance to hit an invisible creature. Roll the miss chance twice, and he misses only if both rolls indicate a miss. (Alternatively, make one 25% miss chance roll rather than two 50% miss chance rolls.)
A creature with blindsight can attack (and otherwise interact with) creatures regardless of invisibility.
An invisible burning torch still gives off light, as does an invisible object with a light spell (or similar spell) cast upon it.
Ethereal creatures are invisible. Since ethereal creatures are not materially present, Spot checks, Listen checks, Scent, Blind-Fight, and blindsight don’t help locate them. Incorporeal creatures are often invisible. Scent, Blind-Fight, and blindsight don’t help creatures find or attack invisible, incorporeal creatures, but Spot checks and possibly Listen checks can help.
Invisible creatures cannot use gaze attacks.
Invisibility does not thwart detect spells.
Since some creatures can detect or even see invisible creatures, it is helpful to be able to hide even when invisible.

LEVEL LOSS
A character who loses a level instantly loses one Hit Die. The character’s base attack bonus, base saving throw bonuses, and special class abilities are now reduced to the new, lower level. Likewise, the character loses any ability score gain, skill ranks, and any feat associated with the level (if applicable). If the exact ability score or skill ranks increased from a level now lost is unknown (or the player has forgotten), lose 1 point from the highest ability score or ranks from the highest-ranked skills. If a familiar or companion creature has abilities tied to a character who has lost a level, the creature’s abilities are adjusted to fit the character’s new level.
The victim’s experience point total is immediately set to the midpoint of the previous level.

LOW-LIGHT VISION
Characters with low-light vision have eyes that are so sensitive to light that they can see twice as far as normal in dim light. Low-light vision is color vision. A spellcaster with low-light vision can read a scroll as long as even the tiniest candle flame is next to her as a source of light.
Characters with low-light vision can see outdoors on a moonlit night as well as they can during the day.

PARALYSIS
Some monsters and spells have the supernatural or spell-like ability to paralyze their victims, immobilizing them through magical means. (Paralysis from toxins is discussed in the Poison section below.)
A paralyzed character cannot move, speak, or take any physical action. He is rooted to the spot, frozen and helpless. Not even friends can move his limbs. He may take purely mental actions, such as casting a spell with no components.
A winged creature flying in the air at the time that it becomes paralyzed cannot flap its wings and falls. A swimmer can’t swim and may drown.

POISON
When a character takes damage from an attack with a poisoned weapon, touches an item smeared with contact poison, consumes poisoned food or drink, or is otherwise poisoned, he must make a Fortitude saving throw. If he fails, he takes the poison’s initial damage (usually ability damage). Even if he succeeds, he typically faces more damage 1 minute later, which he can also avoid with a successful Fortitude saving throw.
One dose of poison smeared on a weapon or some other object affects just a single target. A poisoned weapon or object retains its venom until the weapon scores a hit or the object is touched (unless the poison is wiped off before a target comes in contact with it). Any poison smeared on an object or exposed to the elements in any way remains potent until it is touched or used.
Although supernatural and spell-like poisons are possible, poisonous effects are almost always extraordinary.
Poisons can be divided into four basic types according to the method by which their effect is delivered, as follows.
Contact: Merely touching this type of poison necessitates a saving throw. It can be actively delivered via a weapon or a touch attack. Even if a creature has sufficient damage reduction to avoid taking any damage from the attack, the poison can still affect it. A chest or other object can be smeared with contact poison as part of a trap.
Ingested: Ingested poisons are virtually impossible to utilize in a combat situation. A poisoner could administer a potion to an unconscious creature or attempt to dupe someone into drinking or eating something poisoned. Assassins and other characters tend to use ingested poisons outside of combat.
Inhaled: Inhaled poisons are usually contained in fragile vials or eggshells. They can be thrown as a ranged attack with a range increment of 10 feet. When it strikes a hard surface (or is struck hard), the container releases its poison. One dose spreads to fill the volume of a 10-foot cube. Each creature within the area must make a saving throw. (Holding one’s breath is ineffective against inhaled poisons; they affect the nasal membranes, tear ducts, and other parts of the body.)
Injury: This poison must be delivered through a wound. If a creature has sufficient damage reduction to avoid taking any damage from the attack, the poison does not affect it. Traps that cause damage from weapons, needles, and the like sometimes contain injury poisons.
The characteristics of poisons are summarized on Table: Poisons. Terms on the table are defined below.
Type: The poison’s method of delivery (contact, ingested, inhaled, or via an injury) and the Fortitude save DC to avoid the poison’s damage.
Initial Damage: The damage the character takes immediately upon failing his saving throw against this poison. Ability damage is temporary unless marked with an asterisk (*), in which case the loss is a permanent drain. Paralysis lasts for 2d6 minutes.
Secondary Damage: The amount of damage the character takes 1 minute after exposure as a result of the poisoning, if he fails a second saving throw. Unconsciousness lasts for 1d3 hours. Ability damage marked with an asterisk is permanent drain instead of temporary damage.
Price: The cost of one dose (one vial) of the poison. It is not possible to use or apply poison in any quantity smaller than one dose. The purchase and possession of poison is always illegal, and even in big cities it can be obtained only from specialized, less than reputable sources.
Perils of Using Poison
A character has a 5% chance of exposing himself to a poison whenever he applies it to a weapon or otherwise readies it for use. Additionally, a character who rolls a natural 1 on an attack roll with a poisoned weapon must make a DC 15 Reflex save or accidentally poison himself with the weapon.
Poison Immunities
Creatures with natural poison attacks are immune to their own poison. Nonliving creatures (constructs and undead) and creatures without metabolisms (such as elementals) are always immune to poison. Oozes, plants, and certain kinds of outsiders are also immune to poison, although conceivably special poisons could be concocted specifically to harm them.
Table: Poisons
Poison | Type | Initial Damage | Secondary Damage | Price
Nitharit | Contact DC 13 | 0 | 3d6 Con | 650 gp
Sassone leaf residue | Contact DC 16 | 2d12 hp | 1d6 Con | 300 gp
Malyss root paste | Contact DC 16 | 1 Dex | 2d4 Dex | 500 gp
Terinav root | Contact DC 16 | 1d6 Dex | 2d6 Dex | 750 gp
Black lotus extract | Contact DC 20 | 3d6 Con | 3d6 Con | 4,500 gp
Dragon bile | Contact DC 26 | 3d6 Str | 0 | 1,500 gp
Striped toadstool | Ingested DC 11 | 1 Wis | 2d6 Wis + 1d4 Int | 180 gp
Arsenic | Ingested DC 13 | 1 Con | 1d8 Con | 120 gp
Id moss | Ingested DC 14 | 1d4 Int | 2d6 Int | 125 gp
Oil of taggit | Ingested DC 15 | 0 | Unconsciousness | 90 gp
Lich dust | Ingested DC 17 | 2d6 Str | 1d6 Str | 250 gp
Dark reaver powder | Ingested DC 18 | 2d6 Con | 1d6 Con + 1d6 Str | 300 gp
Ungol dust | Inhaled DC 15 | 1 Cha | 1d6 Cha + 1 Cha* | 1,000 gp
Insanity mist | Inhaled DC 15 | 1d4 Wis | 2d6 Wis | 1,500 gp
Burnt othur fumes | Inhaled DC 18 | 1 Con* | 3d6 Con | 2,100 gp
Black adder venom | Injury DC 11 | 1d6 Con | 1d6 Con | 120 gp
Small centipede poison | Injury DC 11 | 1d2 Dex | 1d2 Dex | 90 gp
Bloodroot | Injury DC 12 | 0 | 1d4 Con + 1d3 Wis | 100 gp
Drow poison | Injury DC 13 | Unconsciousness | Unconsciousness for 2d4 hours | 75gp
Greenblood oil | Injury DC 13 | 1 Con | 1d2 Con | 100 gp
Blue whinnis | Injury DC 14 | 1 Con | Unconsciousness | 120 gp
Medium spider venom | Injury DC 14 | 1d4 Str | 1d4 Str | 150 gp
Shadow essence | Injury DC 17 | 1 Str* | 2d6 Str | 250 gp
Wyvern poison | Injury DC 17 | 2d6 Con | 2d6 Con | 3,000 gp
Large scorpion venom | Injury DC 18 | 1d6 Str | 1d6 Str | 200 gp
Giant wasp poison | Injury DC 18 | 1d6 Dex | 1d6 Dex | 210 gp
Deathblade | Injury DC 20 | 1d6 Con | 2d6 Con | 1,800 gp
Purple worm poison | Injury DC 24 | 1d6 Str | 2d6 Str | 700 gp
*Permanent drain, not temporary damage.

POLYMORPH
Magic can cause creatures and characters to change their shapes—sometimes against their will, but usually to gain an advantage. Polymorphed creatures retain their own minds but have new physical forms.
The polymorph spell defines the general polymorph effect.
Unless stated otherwise, creatures can polymorph into forms of the same type or into an aberration, animal, dragon, fey, giant, humanoid, magical beast, monstrous humanoid, ooze, plant, or vermin form. Most spells and abilities that grant the ability to polymorph place a cap on the Hit Dice of the form taken.
Polymorphed creatures gain the Strength, Dexterity, and Constitution of their new forms, as well as size, extraordinary special attacks, movement capabilities (to a maximum of 120 feet for flying and 60 for nonflying movement), natural armor bonus, natural weapons, racial skill bonuses, and other gross physical qualities such as appearance and number of limbs. They retain their original class and level, Intelligence, Wisdom, Charisma, hit points, base attack bonus, base save bonuses, and alignment.
Creatures who polymorph keep their worn or held equipment if the new form is capable of wearing or holding it. Otherwise, it melds with the new form and ceases to function for the duration of the polymorph.

PSIONICS
Telepathy, mental combat and psychic powers—psionics is a catchall word that describes special mental abilities possessed by various creatures. These are spell-like abilities that a creature generates from the power of its mind alone—no other outside magical force or ritual is needed. Each psionic creature’s description contains details on its psionic abilities.
Psionic attacks almost always allow Will saving throws to resist them. However, not all psionic attacks are mental attacks. Some psionic abilities allow the psionic creature to reshape its own body, heal its wounds, or teleport great distances. Some psionic creatures can see into the future, the past, and the present (in far-off locales) as well as read the minds of others.

RAYS
All ray attacks require the attacker to make a successful ranged touch attack against the target. Rays have varying ranges, which are simple maximums. A ray’s attack roll never takes a range penalty. Even if a ray hits, it usually allows the target to make a saving throw (Fortitude or Will). Rays never allow a Reflex saving throw, but if a character’s Dexterity bonus to AC is high, it might be hard to hit her with the ray in the first place.

REGENERATION
Creatures with this extraordinary ability recover from wounds quickly and can even regrow or reattach severed body parts. Damage dealt to the creature is treated as nonlethal damage, and the creature automatically cures itself of nonlethal damage at a fixed rate.
Certain attack forms, typically fire and acid, deal damage to the creature normally; that sort of damage doesn’t convert to nonlethal damage and so doesn’t go away. The creature’s description includes the details.
Creatures with regeneration can regrow lost portions of their bodies and can reattach severed limbs or body parts. Severed parts die if they are not reattached.
Regeneration does not restore hit points lost from starvation, thirst, or suffocation.
Attack forms that don’t deal hit point damage ignore regeneration.
An attack that can cause instant death only threatens the creature with death if it is delivered by weapons that deal it lethal damage.

RESISTANCE TO ENERGY
A creature with resistance to energy has the ability (usually extraordinary) to ignore some damage of a certain type each round, but it does not have total immunity.
Each resistance ability is defined by what energy type it resists and how many points of damage are resisted. It doesn’t matter whether the damage has a mundane or magical source.
When resistance completely negates the damage from an energy attack, the attack does not disrupt a spell. This resistance does not stack with the resistance that a spell might provide.

SCENT
This extraordinary ability lets a creature detect approaching enemies, sniff out hidden foes, and track by sense of smell.
A creature with the scent ability can detect opponents by sense of smell, generally within 30 feet. If the opponent is upwind, the range is 60 feet. If it is downwind, the range is 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 three times these ranges.
The creature detects another creature’s presence but not its specific location. Noting the direction of the scent is a move action. If it moves within 5 feet of the scent’s source, the creature can pinpoint that source.
A creature with the Track feat and the scent ability can follow tracks by smell, making a Wisdom check to find or follow a track. The typical DC for a fresh trail is 10. The 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 Track feat. Creatures tracking by scent ignore the effects of surface conditions and poor visibility.
Creatures with the scent ability can identify familiar odors just as humans do familiar sights.
Water, particularly running water, ruins a trail for air-breathing creatures. Water-breathing creatures that have the scent ability, however, can use it in the water easily.
False, powerful odors can easily mask other scents. The presence of such an odor completely spoils the ability to properly detect or identify creatures, and the base Survival DC to track becomes 20 rather than 10.

SPELL RESISTANCE
Spell resistance is the extraordinary ability to avoid being affected by spells. (Some spells also grant spell resistance.)
To affect a creature that has spell resistance, a spellcaster must make a caster level check (1d20 + caster level) at least equal to the creature’s spell resistance. (The defender’s spell resistance is like an Armor Class against magical attacks.) If the caster fails the check, the spell doesn’t affect the creature. The possessor does not have to do anything special to use spell resistance. The creature need not even be aware of the threat for its spell resistance to operate.
Only spells and spell-like abilities are subject to spell resistance. Extraordinary and supernatural abilities (including enhancement bonuses on magic weapons) are not. A creature can have some abilities that are subject to spell resistance and some that are not. Even some spells ignore spell resistance; see When Spell Resistance Applies, below.
A creature can voluntarily lower its spell resistance. Doing so is a standard action that does not provoke an attack of opportunity. Once a creature lowers its resistance, it remains down until the creature’s next turn. At the beginning of the creature’s next turn, the creature’s spell resistance automatically returns unless the creature intentionally keeps it down (also a standard action that does not provoke an attack of opportunity).
A creature’s spell resistance never interferes with its own spells, items, or abilities.
A creature with spell resistance cannot impart this power to others by touching them or standing in their midst. Only the rarest of creatures and a few magic items have the ability to bestow spell resistance upon another.
Spell resistance does not stack. It overlaps.
When Spell Resistance Applies
Each spell includes an entry that indicates whether spell resistance applies to the spell. In general, whether spell resistance applies depends on what the spell does:
Targeted Spells: Spell resistance applies if the spell is targeted at the creature. Some individually targeted spells can be directed at several creatures simultaneously. In such cases, a creature’s spell resistance applies only to the portion of the spell actually targeted at that creature. If several different resistant creatures are subjected to such a spell, each checks its spell resistance separately.
Area Spells: Spell resistance applies if the resistant creature is within the spell’s area. It protects the resistant creature without affecting the spell itself.
Effect Spells: Most effect spells summon or create something and are not subject to spell resistance. Sometimes, however, spell resistance applies to effect spells, usually to those that act upon a creature more or less directly, such as web.
Spell resistance can protect a creature from a spell that’s already been cast. Check spell resistance when the creature is first affected by the spell.
Check spell resistance only once for any particular casting of a spell or use of a spell-like ability. If spell resistance fails the first time, it fails each time the creature encounters that same casting of the spell. Likewise, if the spell resistance succeeds the first time, it always succeeds. If the creature has voluntarily lowered its spell resistance and is then subjected to a spell, the creature still has a single chance to resist that spell later, when its spell resistance is up.
Spell resistance has no effect unless the energy created or released by the spell actually goes to work on the resistant creature’s mind or body. If the spell acts on anything else and the creature is affected as a consequence, no roll is required. Creatures can be harmed by a spell without being directly affected.
Spell resistance does not apply if an effect fools the creature’s senses or reveals something about the creature.
Magic actually has to be working for spell resistance to apply. Spells that have instantaneous durations but lasting results aren’t subject to spell resistance unless the resistant creature is exposed to the spell the instant it is cast.
When in doubt about whether a spell’s effect is direct or indirect, consider the spell’s school:
Abjuration: The target creature must be harmed, changed, or restricted in some manner for spell resistance to apply. Perception changes aren’t subject to spell resistance.
Abjurations that block or negate attacks are not subject to an attacker’s spell resistance—it is the protected creature that is affected by the spell (becoming immune or resistant to the attack).
Conjuration: These spells are usually not subject to spell resistance unless the spell conjures some form of energy. Spells that summon creatures or produce effects that function like creatures are not subject to spell resistance.
Divination: These spells do not affect creatures directly and are not subject to spell resistance, even though what they reveal about a creature might be very damaging.
Enchantment: Since enchantment spells affect creatures’ minds, they are typically subject to spell resistance.
Evocation: If an evocation spell deals damage to the creature, it has a direct effect. If the spell damages something else, it has an indirect effect.
Illusion: These spells are almost never subject to spell resistance. Illusions that entail a direct attack are exceptions.
Necromancy: Most of these spells alter the target creature’s life force and are subject to spell resistance. Unusual necromancy spells that don’t affect other creatures directly are not subject to spell resistance.
Transmutation: These spells are subject to spell resistance if they transform the target creature. Transmutation spells are not subject to spell resistance if they are targeted on a point in space instead of on a creature. Some transmutations make objects harmful (or more harmful), such as magic stone. Even these spells are not generally subject to spell resistance because they affect the objects, not the creatures against which the objects are used. Spell resistance works against magic stone only if the creature with spell resistance is holding the stones when the cleric casts magic stone on them.
Successful Spell Resistance
Spell resistance prevents a spell or a spell-like ability from affecting or harming the resistant creature, but it never removes a magical effect from another creature or negates a spell’s effect on another creature. Spell resistance prevents a spell from disrupting another spell.
Against an ongoing spell that has already been cast, a failed check against spell resistance allows the resistant creature to ignore any effect the spell might have. The magic continues to affect others normally.

TREMORSENSE
A creature with tremorsense automatically senses the location of anything that is in contact with the ground and within range.
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.

TURN RESISTANCE
Some creatures (usually undead) are less easily affected by the turning ability of clerics or paladins.
Turn resistance is an extraordinary ability.
When resolving a turn, rebuke, command, or bolster attempt, added the appropriate bonus to the creature’s Hit Dice total.

CONDITIONS

If more than one condition affects a character, apply them all. If certain effects can’t combine, apply the most severe effect.

Ability Damaged: The character has temporarily lost 1 or more ability score points. Lost points return at a rate of 1 per day unless noted otherwise by the condition dealing the damage. A character with Strength 0 falls to the ground and is helpless. A character with Dexterity 0 is paralyzed. A character with Constitution 0 is dead. A character with Intelligence, Wisdom, or Charisma 0 is unconscious. Ability damage is different from penalties to ability scores, which go away when the conditions causing them go away.

Ability Drained: The character has permanently lost 1 or more ability score points. The character can regain these points only through magical means. A character with Strength 0 falls to the ground and is helpless. A character with Dexterity 0 is paralyzed. A character with Constitution 0 is dead. A character with Intelligence, Wisdom, or Charisma 0 is unconscious.

Blinded: The character cannot see. He takes a –2 penalty to Armor Class, loses his Dexterity bonus to AC (if any), moves at half speed, and takes a –4 penalty on Search checks and on most Strength- and Dexterity-based skill checks. All checks and activities that rely on vision (such as reading and Spot checks) automatically fail. All opponents are considered to have total concealment (50% miss chance) to the blinded character. Characters who remain blinded for a long time grow accustomed to these drawbacks and can overcome some of them.

Blown Away: Depending on its size, a creature can be blown away by winds of high velocity. A creature on the ground that is blown away is knocked down and rolls 1d4 x 10 feet, taking 1d4 points of nonlethal damage per 10 feet. A flying creature that is blown away is blown back 2d6 x 10 feet and takes 2d6 points of nonlethal damage due to battering and buffering.

Checked: Prevented from achieving forward motion by an applied force, such as wind. Checked creatures on the ground merely stop. Checked flying creatures move back a distance specified in the description of the effect.

Confused: A confused character’s actions are determined by rolling d% at the beginning of his turn: 01–10, attack caster with melee or ranged weapons (or close with caster if attacking is not possible); 11–20, act normally; 21–50, do nothing but babble incoherently; 51–70, flee away from caster at top possible speed; 71–100, attack nearest creature (for this purpose, a familiar counts as part of the subject’s self ). A confused character who can’t carry out the indicated action does nothing but babble incoherently. Attackers are not at any special advantage when attacking a confused character. Any confused character who is attacked automatically attacks its attackers on its next turn, as long as it is still confused when its turn comes. A confused character does not make attacks of opportunity against any creature that it is not already devoted to attacking (either because of its most recent action or because it has just been attacked).

Cowering: The character is frozen in fear and can take no actions. A cowering character takes a –2 penalty to Armor Class and loses her Dexterity bonus (if any).

Dazed: The creature is unable to act normally. A dazed creature can take no actions, but has no penalty to AC.
A dazed condition typically lasts 1 round.

Dazzled: The creature is unable to see well because of overstimulation of the eyes. A dazzled creature takes a –1 penalty on attack rolls, Search checks, and Spot checks.

Dead: The character’s hit points are reduced to –10, his Constitution drops to 0, or he is killed outright by a spell or effect. The character’s soul leaves his body. Dead characters cannot benefit from normal or magical healing, but they can be restored to life via magic. A dead body decays normally unless magically preserved, but magic that restores a dead character to life also restores the body either to full health or to its condition at the time of death (depending on the spell or device). Either way, resurrected characters need not worry about rigor mortis, decomposition, and other conditions that affect dead bodies.

Deafened: A deafened character cannot hear. She takes a –4 penalty on initiative checks, automatically fails Listen checks, and has a 20% chance of spell failure when casting spells with verbal components. Characters who remain deafened for a long time grow accustomed to these drawbacks and can overcome some of them.

Disabled: A character with 0 hit points, or one who has negative hit points but has become stable and conscious, is disabled. A disabled character may take a single move action or standard action each round (but not both, nor can she take full-round actions). She moves at half speed. Taking move actions doesn’t risk further injury, but performing any standard action (or any other action the DM deems strenuous, including some free actions such as casting a quickened spell) deals 1 point of damage after the completion of the act. Unless the action increased the disabled character’s hit points, she is now in negative hit points and dying.
A disabled character with negative hit points recovers hit points naturally if she is being helped. Otherwise, each day she has a 10% chance to start recovering hit points naturally (starting with that day); otherwise, she loses 1 hit point. Once an unaided character starts recovering hit points naturally, she is no longer in danger of losing hit points (even if her current hit points are negative).

Dying: A dying character is unconscious and near death. She has –1 to –9 current hit points. A dying character can take no actions and is unconscious. At the end of each round (starting with the round in which the character dropped below 0 hit points), the character rolls d% to see whether she becomes stable. She has a 10% chance to become stable. If she does not, she loses 1 hit point. If a dying character reaches –10 hit points, she is dead.

Energy Drained: The character gains one or more negative levels, which might permanently drain the character’s levels. If the subject has at least as many negative levels as Hit Dice, he dies. Each negative level gives a creature the following penalties: –1 penalty on attack rolls, saving throws, skill checks, ability checks; loss of 5 hit points; and –1 to effective level (for determining the power, duration, DC, and other details of spells or special abilities). In addition, a spellcaster loses one spell or spell slot from the highest spell level castable.

Entangled: The character is ensnared. Being entangled impedes movement, but does not entirely prevent it unless the bonds are anchored to an immobile object or tethered by an opposing force. An entangled creature moves at half speed, cannot run or charge, and takes a –2 penalty on all attack rolls and a –4 penalty to Dexterity. An entangled character who attempts to cast a spell must make a Concentration check (DC 15 + the spell’s level) or lose the spell.

Exhausted: An exhausted character moves at half speed and takes a –6 penalty to Strength and Dexterity. After 1 hour of complete rest, an exhausted character becomes fatigued. A fatigued character becomes exhausted by doing something else that would normally cause fatigue.

Fascinated: A fascinated creature is entranced by a supernatural or spell effect. The creature stands or sits quietly, taking no actions other than to pay attention to the fascinating effect, for as long as the effect lasts. It takes a –4 penalty on skill checks made as reactions, such as Listen and Spot checks. Any potential threat, such as a hostile creature approaching, allows the fascinated creature a new saving throw against the fascinating effect. Any obvious threat, such as someone drawing a weapon, casting a spell, or aiming a ranged weapon at the fascinated creature, automatically breaks the effect. A fascinated creature’s ally may shake it free of the spell as a standard action.

Fatigued: A fatigued character can neither run nor charge and takes a –2 penalty to Strength and Dexterity. Doing anything that would normally cause fatigue causes the fatigued character to become exhausted. After 8 hours of complete rest, fatigued characters are no longer fatigued.

Flat-Footed: A character who has not yet acted during a combat is flat-footed, not yet reacting normally to the situation. A flat-footed character loses his Dexterity bonus to AC (if any) and cannot make attacks of opportunity.

Frightened: A frightened creature flees from the source of its fear as best it can. If unable to flee, it may fight. A frightened creature takes a –2 penalty on all attack rolls, saving throws, skill checks, and ability checks. A frightened creature can use special abilities, including spells, to flee; indeed, the creature must use such means if they are the only way to escape.
Frightened is like shaken, except that the creature must flee if possible. Panicked is a more extreme state of fear.

Grappling: Engaged in wrestling or some other form of hand-to-hand struggle with one or more attackers. A grappling character can undertake only a limited number of actions. He does not threaten any squares, and loses his Dexterity bonus to AC (if any) against opponents he isn’t grappling.

Helpless: A helpless character is paralyzed, held, bound, sleeping, unconscious, or otherwise completely at an opponent’s mercy. A helpless target is treated as having a Dexterity of 0 (–5 modifier). Melee attacks against a helpless target get a +4 bonus (equivalent to attacking a prone target). Ranged attacks gets no special bonus against helpless targets. Rogues can sneak attack helpless targets.
As a full-round action, an enemy can use a melee weapon to deliver a coup de grace to a helpless foe. An enemy can also use a bow or crossbow, provided he is adjacent to the target. The attacker automatically hits and scores a critical hit. (A rogue also gets her sneak attack damage bonus against a helpless foe when delivering a coup de grace.) If the defender survives, he must make a Fortitude save (DC 10 + damage dealt) or die.
Delivering a coup de grace provokes attacks of opportunity.
Creatures that are immune to critical hits do not take critical damage, nor do they need to make Fortitude saves to avoid being killed by a coup de grace.

Incorporeal: Having no physical body. Incorporeal creatures are immune to all nonmagical attack forms. They can be harmed only by other incorporeal creatures, +1 or better magic weapons, spells, spell-like effects, or supernatural effects.

Invisible: Visually undetectable. An invisible creature gains a +2 bonus on attack rolls against sighted opponents, and ignores its opponents’ Dexterity bonuses to AC (if any). (See Invisibility, under Special Abilities.)

Knocked Down: Depending on their size, creatures can be knocked down by winds of high velocity. Creatures on the ground are knocked prone by the force of the wind. Flying creatures are instead blown back 1d6 x 10 feet.

Nauseated: Experiencing stomach distress. Nauseated creatures are unable to attack, cast spells, concentrate on spells, or do anything else requiring attention. The only action such a character can take is a single move action per turn.

Panicked: A panicked creature must drop anything it holds and flee at top speed from the source of its fear, as well as any other dangers it encounters, along a random path. It can’t take any other actions. In addition, the creature takes a –2 penalty on all saving throws, skill checks, and ability checks. If cornered, a panicked creature cowers and does not attack, typically using the total defense action in combat. A panicked creature can use special abilities, including spells, to flee; indeed, the creature must use such means if they are the only way to escape.
Panicked is a more extreme state of fear than shaken or frightened.

Paralyzed: A paralyzed character is frozen in place and unable to move or act. A paralyzed character has effective Dexterity and Strength scores of 0 and is helpless, but can take purely mental actions. A winged creature flying in the air at the time that it becomes paralyzed cannot flap its wings and falls. A paralyzed swimmer can’t swim and may drown. A creature can move through a space occupied by a paralyzed creature—ally or not. Each square occupied by a paralyzed creature, however, counts as 2 squares.

Petrified: A petrified character has been turned to stone and is considered unconscious. If a petrified character cracks or breaks, but the broken pieces are joined with the body as he returns to flesh, he is unharmed. If the character’s petrified body is incomplete when it returns to flesh, the body is likewise incomplete and there is some amount of permanent hit point loss and/or debilitation.

Pinned: Held immobile (but not helpless) in a grapple.

Prone: The character is on the ground. An attacker who is prone has a –4 penalty on melee attack rolls and cannot use a ranged weapon (except for a crossbow). A defender who is prone gains a +4 bonus to Armor Class against ranged attacks, but takes a –4 penalty to AC against melee attacks.
Standing up is a move-equivalent action that provokes an attack of opportunity.

Shaken: A shaken character takes a –2 penalty on attack rolls, saving throws, skill checks, and ability checks.
Shaken is a less severe state of fear than frightened or panicked.

Sickened: The character takes a –2 penalty on all attack rolls, weapon damage rolls, saving throws, skill checks, and ability checks.

Stable: A character who was dying but who has stopped losing hit points and still has negative hit points is stable. The character is no longer dying, but is still unconscious. If the character has become stable because of aid from another character (such as a Heal check or magical healing), then the character no longer loses hit points. He has a 10% chance each hour of becoming conscious and disabled (even though his hit points are still negative).
If the character became stable on his own and hasn’t had help, he is still at risk of losing hit points. Each hour, he has a 10% chance of becoming conscious and disabled. Otherwise he loses 1 hit point.

Staggered: A character whose nonlethal damage exactly equals his current hit points is staggered. A staggered character may take a single move action or standard action each round (but not both, nor can she take full-round actions).
A character whose current hit points exceed his nonlethal damage is no longer staggered; a character whose nonlethal damage exceeds his hit points becomes unconscious.

Stunned: A stunned creature drops everything held, can’t take actions, takes a –2 penalty to AC, and loses his Dexterity bonus to AC (if any).

Turned: Affected by a turn undead attempt. Turned undead flee for 10 rounds (1 minute) by the best and fastest means available to them. If they cannot flee, they cower.

Unconscious: Knocked out and helpless. Unconsciousness can result from having current hit points between –1 and –9, or from nonlethal damage in excess of current hit points.


RACES

FAVORED CLASS
A character’s favored class doesn’t count against him or her when determining experience point penalties for multiclassing.

RACE AND LANGUAGES
All characters know how to speak Common. A dwarf, elf, gnome, half-elf, half-orc, or halfling also speaks a racial language, as appropriate. A character who has an Intelligence bonus at 1st level speaks other languages as well, one extra language per point of Intelligence bonus as a starting character.
Literacy: Any character except a barbarian can read and write all the languages he or she speaks.
Class-Related Languages: Clerics, druids, and wizards can choose certain languages as bonus languages even if they’re not on the lists found in the race descriptions. These class-related languages are as follows:
Cleric: Abyssal, Celestial, Infernal.
Druid: Sylvan.
Wizard: Draconic.

SMALL CHARACTERS
A Small character gets a +1 size bonus to Armor Class, a +1 size bonus on attack rolls, and a +4 size bonus on Hide checks. A Small character’s carrying capacity is three-quarters of that of a Medium character.
A Small character generally moves about two-thirds as fast as a Medium character.
A Small character must use smaller weapons than a Medium character.

HUMANS
• Medium: As Medium creatures, humans have no special bonuses or penalties due to their size.
• Human base land speed is 30 feet.
• 1 extra feat at 1st level.
• 4 extra skill points at 1st level and 1 extra skill point at each additional level.
• Automatic Language: Common. Bonus Languages: Any (other than secret languages, such as Druidic). See the Speak Language skill.
• Favored Class: Any. When determining whether a multiclass human takes an experience point penalty, his or her highest-level class does not count.

DWARVES
• +2 Constitution, –2 Charisma.
• Medium: As Medium creatures, dwarves have no special bonuses or penalties due to their size.
• Dwarf base land speed is 20 feet. However, dwarves can move at this speed even when wearing medium or heavy armor or when carrying a medium or heavy load (unlike other creatures, whose speed is reduced in such situations).
• Darkvision: Dwarves can see in the dark up to 60 feet. Darkvision is black and white only, but it is otherwise like normal sight, and dwarves can function just fine with no light at all.
• Stonecunning: This ability grants a dwarf a +2 racial bonus on Search checks to notice unusual stonework, such as sliding walls, stonework traps, new construction (even when built to match the old), unsafe stone surfaces, shaky stone ceilings, and the like. Something that isn’t stone but that is disguised as stone also counts as unusual stonework. A dwarf who merely comes within 10 feet of unusual stonework can make a Search check as if he were actively searching, and a dwarf can use the Search skill to find stonework traps as a rogue can. A dwarf can also intuit depth, sensing his approximate depth underground as naturally as a human can sense which way is up.
• Weapon Familiarity: Dwarves may treat dwarven waraxes and dwarven urgroshes as martial weapons, rather than exotic weapons.
• Stability: A dwarf gains a +4 bonus on ability checks made to resist being bull rushed or tripped when standing on the ground (but not when climbing, flying, riding, or otherwise not standing firmly on the ground).
• +2 racial bonus on saving throws against poison.
• +2 racial bonus on saving throws against spells and spell-like effects.
• +1 racial bonus on attack rolls against orcs and goblinoids.
• +4 dodge bonus to Armor Class against monsters of the giant type. Any time a creature loses its Dexterity bonus (if any) to Armor Class, such as when it’s caught flat-footed, it loses its dodge bonus, too.
• +2 racial bonus on Appraise checks that are related to stone or metal items.
• +2 racial bonus on Craft checks that are related to stone or metal.
• Automatic Languages: Common and Dwarven. Bonus Languages: Giant, Gnome, Goblin, Orc, Terran, and Undercommon.
• Favored Class: Fighter. A multiclass dwarf ’s fighter class does not count when determining whether he takes an experience point penalty for multiclassing

ELVES
• +2 Dexterity, –2 Constitution.
• Medium: As Medium creatures, elves have no special bonuses or penalties due to their size.
• Elf base land speed is 30 feet.
• Immunity to magic sleep effects, and a +2 racial saving throw bonus against enchantment spells or effects.
• Low-Light Vision: An elf can see twice as far as a human in starlight, moonlight, torchlight, and similar conditions of poor illumination. She retains the ability to distinguish color and detail under these conditions.
• Weapon Proficiency: Elves receive the Martial Weapon Proficiency feats for the longsword, rapier, longbow (including composite longbow), and shortbow (including composite shortbow) as bonus feats.
• +2 racial bonus on Listen, Search, and Spot checks. An elf who merely passes within 5 feet of a secret or concealed door is entitled to a Search check to notice it as if she were actively looking for it.
• Automatic Languages: Common and Elven. Bonus Languages: Draconic, Gnoll, Gnome, Goblin, Orc, and Sylvan.
• Favored Class: Wizard. A multiclass elf ’s wizard class does not count when determining whether she takes an experience point penalty for multiclassing.

GNOMES
• +2 Constitution, –2 Strength.
• Small: As a Small creature, a gnome gains a +1 size bonus to Armor Class, a +1 size bonus on attack rolls, and a +4 size bonus on Hide checks, but he uses smaller weapons than humans use, and his lifting and carrying limits are three-quarters of those of a Medium character.
• Gnome base land speed is 20 feet.
• Low-Light Vision: A gnome can see twice as far as a human in starlight, moonlight, torchlight, and similar conditions of poor illumination. He retains the ability to distinguish color and detail under these conditions.
• Weapon Familiarity: Gnomes may treat gnome hooked hammers as martial weapons rather than exotic weapons.
• +2 racial bonus on saving throws against illusions.
• Add +1 to the Difficulty Class for all saving throws against illusion spells cast by gnomes. This adjustment stacks with those from similar effects.
• +1 racial bonus on attack rolls against kobolds and goblinoids.
• +4 dodge bonus to Armor Class against monsters of the giant type. Any time a creature loses its Dexterity bonus (if any) to Armor Class, such as when it’s caught flat-footed, it loses its dodge bonus, too.
• +2 racial bonus on Listen checks.
• +2 racial bonus on Craft (alchemy) checks.
• Automatic Languages: Common and Gnome. Bonus Languages: Draconic, Dwarven, Elven, Giant, Goblin, and Orc. In addition, a gnome can speak with a burrowing mammal (a badger, fox, rabbit, or the like, see below). This ability is innate to gnomes. See the speak with animals spell description.
• Spell-Like Abilities: 1/day—speak with animals (burrowing mammal only, duration 1 minute). A gnome with a Charisma score of at least 10 also has the following spell-like abilities: 1/day—dancing lights, ghost sound, prestidigitation. Caster level 1st; save DC 10 + gnome’s Cha modifier + spell level.
• Favored Class: Bard. A multiclass gnome’s bard class does not count when determining whether he takes an experience point penalty.

HALF-ELVES
• Medium: As Medium creatures, half-elves have no special bonuses or penalties due to their size.
• Half-elf base land speed is 30 feet.
• Immunity to sleep spells and similar magical effects, and a +2 racial bonus on saving throws against enchantment spells or effects.
• Low-Light Vision: A half-elf can see twice as far as a human in starlight, moonlight, torchlight, and similar conditions of poor illumination. She retains the ability to distinguish color and detail under these conditions.
• +1 racial bonus on Listen, Search, and Spot checks.
• +2 racial bonus on Diplomacy and Gather Information checks.
• Elven Blood: For all effects related to race, a half-elf is considered an elf.
• Automatic Languages: Common and Elven. Bonus Languages: Any (other than secret languages, such as Druidic).
• Favored Class: Any. When determining whether a multiclass half-elf takes an experience point penalty, her highest-level class does not count.

HALF-ORCS
• +2 Strength, –2 Intelligence, –2 Charisma.
A half-orc’s starting Intelligence score is always at least 3. If this adjustment would lower the character’s score to 1 or 2, his score is nevertheless 3.
• Medium: As Medium creatures, half-orcs have no special bonuses or penalties due to their size.
• Half-orc base land speed is 30 feet.
• Darkvision: Half-orcs (and orcs) can see in the dark up to 60 feet. Darkvision is black and white only, but it is otherwise like normal sight, and half-orcs can function just fine with no light at all.
• Orc Blood: For all effects related to race, a half-orc is considered an orc.
• Automatic Languages: Common and Orc. Bonus Languages: Draconic, Giant, Gnoll, Goblin, and Abyssal.
• Favored Class: Barbarian. A multiclass half-orc’s barbarian class does not count when determining whether he takes an experience point penalty.

HALFLINGS
• +2 Dexterity, –2 Strength.
• Small: As a Small creature, a halfling gains a +1 size bonus to Armor Class, a +1 size bonus on attack rolls, and a +4 size bonus on Hide checks, but she uses smaller weapons than humans use, and her lifting and carrying limits are three-quarters of those of a Medium character.
• Halfling base land speed is 20 feet.
• +2 racial bonus on Climb, Jump, and Move Silently checks.
• +1 racial bonus on all saving throws.
• +2 morale bonus on saving throws against fear: This bonus stacks with the halfling’s +1 bonus on saving throws in general.
• +1 racial bonus on attack rolls with thrown weapons and slings.
• +2 racial bonus on Listen checks.
• Automatic Languages: Common and Halfling. Bonus Languages: Dwarven, Elven, Gnome, Goblin, and Orc.
• Favored Class: Rogue. A multiclass halfling’s rogue class does not count when determining whether she takes an experience point penalty for multiclassing.


MONSTERS AS RACES

While every monster has the statistics that a player would need to play the creature as a character, most monsters are not suitable as PCs. Creatures who have an Intelligence score of 2 or lower, who have no way to communicate, or who are so different from other PCs that they disrupt the campaign should not be used. Some creatures have strange innate abilities or great physical power, and thus are questionable at best as characters (except in high-level campaigns).

Starting Level of a Monster PC: Monsters suitable for play have a level adjustment given in their statistics. Add a monster’s level adjustment to its Hit Dice and class levels to get the creature’s effective character level, or ECL. Effectively, monsters with a level adjustment become multiclass character when they take class levels. A creature’s “monster class” is always a favored class, and the creature never takes XP penalties for having it.

Humanoids and Class Levels: Creatures with 1 or less HD replace their monster levels with their character levels. The monster loses the attack bonus, saving throw bonuses, skills, and feats granted by its 1 monster HD and gains the attack bonus, save bonuses, skills, feats, and other class abilities of a 1st-level character of the appropriate class.
Characters with more than 1 Hit Die because of their race do not get a feat for their first class level as members of the common races do, and they do not multiply the skill points for their first class level by four. Instead, they have already received a feat for their first Hit Die because of race, and they have already multiplied their racial skill points for their first Hit Die by four.

Level Adjustment and Effective Character Level: To determine the effective character level (ECL) of a monster character, add its level adjustment to its racial Hit Dice and character class levels.
Use ECL instead of character level to determine how many experience points a monster character needs to reach its next level. Also use ECL to determine starting wealth for a monster character.
Monster characters treat skills mentioned in their monster entry as class skills.
If a monster has 1 Hit Die or less, or if it is a template creature, it must start the game with one or more class levels, like a regular character. If a monster has 2 or more Hit Dice, it can start with no class levels (though it can gain them later).
Even if the creature is of a kind that normally advances by Hit Dice rather than class levels a PC can gain class levels rather than Hit Dice.

Hit Dice: The creature’s Hit Dice equal the number of class levels it has plus its racial Hit Dice. Additional Hit Dice gained from taking levels in a character class never affect a creature’s size like additional racial Hit Dice do.

Feat Acquisition and Ability Score Increases: A monster’s total Hit Dice, not its ECL, govern its acquisition of feats and ability score increases.

Ability Scores for Monster PCs: While a monsters statistics give the ability scores for a typical creature of a certain kind, any “monster” creature that becomes an adventurer is definitely not typical. Therefore, when creating a PC from a creature, check to see if the creature’s entry has any ability scores of 10 or higher. If so, for each score, subtract 10 (if the score is even) or 11 (if the score is odd) to get the creature’s modifier for that ability based on its race or kind. Generate the character’s ability scores as normal, then add the racial ability modifiers to get their ability scores.
Note: Some monsters have base ability scores other than 10 and 11. If alternate scores were used this will be indicated in the monster entry. Also, some monsters that make good PCs have their racial ability modifiers and other traits already listed in their monster entry.

For ability scores lower than 10, the procedure is different. First, determine the character’s ability scores, and compare that number to the monster’s average ability score, using either the table below that applies to Intelligence or the table that applies to the other five ability scores.
The separate table for Intelligence ensures that no PC ends up with an Intelligence score lower than 3. This is important, because creatures with an Intelligence score lower than 3 are not playable characters. Creatures with any ability score lower than 1 are also not playable.

Monster PCs’ Intelligence Scores
Generated Score | Monster Intelligence Score
 | 3 | 4–5 | 6–7 | 8–9
18 | 10 | 12 | 14 | 16
17 | 9 | 11 | 13 | 15
16 | 8 | 10 | 12 | 14
15 | 7 | 9 | 11 | 13
14 | 6 | 8 | 10 | 12
13 | 5 | 7 | 9 | 11
12 | 4 | 6 | 8 | 10
11 | 3 | 5 | 7 | 9
10 | 3 | 5 | 7 | 9
9 | 3 | 5 | 6 | 8
8 | 3 | 4 | 6 | 8
7 | 3 | 4 | 5 | 7
6 | 3 | 4 | 5 | 6
5 | 3 | 3 | 5 | 5
4 | 3 | 3 | 4 | 4
3 | 3 | 3 | 3 | 3

Monster PCs’ Ability Scores
Generated Score | Monster Ability Score (Str, Dex, Con, Wis, Cha)
 | 1 | 2–3 | 4–5 | 6–7 | 8–9
18 | 8 | 10 | 12 | 14 | 16
17 | 7 | 9 | 11 | 13 | 15
16 | 6 | 8 | 10 | 12 | 14
15 | 5 | 7 | 9 | 11 | 13
14 | 4 | 6 | 8 | 10 | 12
13 | 3 | 5 | 7 | 9 | 11
12 | 2 | 4 | 6 | 8 | 10
11 | 1 | 3 | 5 | 7 | 9
10 | 1 | 2 | 4 | 6 | 8
9 | 1 | 2 | 4 | 6 | 7
8 | 1 | 2 | 4 | 5 | 6
7 | 1 | 1 | 3 | 5 | 5
6 | 1 | 1 | 2 | 4 | 4
5 | 1 | 1 | 1 | 3 | 3
4 | 1 | 1 | 1 | 2 | 2
3 | 1 | 1 | 1 | 1 | 1

Other Statistics for Monsters: Creatures with Hit Dice of 1 or less have normal, class-based Hit Dice and features. They get skills and feats appropriate to a 1st-level character (even if they have a level adjustment).
Those with 2 or more Hit Dice have statistics based on these Hit Dice plus Hit Dice for class levels (if any).

Experience for Monsters: A monster with Hit Dice of 1 or less, no level adjustment, and class levels uses the same tables as standard PC races when determining experience needed.
A monster with Hit Dice of 1 or less, a level adjustment, and class levels adds its class levels and level adjustment together when determining experience needed (class level + level adjustment).
A monster with more than one Hit Die, a level adjustment, and class levels adds its Hit Dice, class levels, and level adjustment together when determining experience needed (HD + level adjustment + class level).


Core Classes I -- Barbarian to Monk

CLASSES I

BARBARIAN

Alignment: Any nonlawful.
Hit Die: d12.

Class Skills
The barbarian’s class skills (and the key ability for each skill) are Climb (Str), Craft (Int), Handle Animal (Cha), Intimidate (Cha), Jump (Str), Listen (Wis), Ride (Dex), Survival (Wis), and Swim (Str).
Skill Points at 1st Level: (4 + Int modifier) x4.
Skill Points at Each Additional Level: 4 + Int modifier.

Table: The Barbarian
Level | Base Attack Bonus | Fort Save | Ref Save | Will Save | Special
1st | +1 | +2 | +0 | +0 | Fast movement, illiteracy, rage 1/day
2nd | +2 | +3 | +0 | +0 | Uncanny dodge
3rd | +3 | +3 | +1 | +1 | Trap sense +1
4th | +4 | +4 | +1 | +1 | Rage 2/day
5th | +5 | +4 | +1 | +1 | Improved uncanny dodge
6th | +6/+1 | +5 | +2 | +2 | Trap sense +2
7th | +7/+2 | +5 | +2 | +2 | Damage reduction 1/—
8th | +8/+3 | +6 | +2 | +2 | Rage 3/day
9th | +9/+4 | +6 | +3 | +3 | Trap sense +3
10th | +10/+5 | +7 | +3 | +3 | Damage reduction 2/—
11th | +11/+6/+1 | +7 | +3 | +3 | Greater rage
12th | +12/+7/+2 | +8 | +4 | +4 | Rage 4/day, trap sense +4
13th | +13/+8/+3 | +8 | +4 | +4 | Damage reduction 3/—
14th | +14/+9/+4 | +9 | +4 | +4 | Indomitable will
15th | +15/+10/+5 | +9 | +5 | +5 | Trap sense +5
16th | +16/+11/+6/+1 | +10 | +5 | +5 | Damage reduction 4/—, rage 5/day
17th | +17/+12/+7/+2 | +10 | +5 | +5 | Tireless rage
18th | +18/+13/+8/+3 | +11 | +6 | +6 | Trap sense +6
19th | +19/+14/+9/+4 | +11 | +6 | +6 | Damage reduction 5/—
20th | +20/+15/+10/+5 | +12 | +6 | +6 | Mighty rage, rage 6/day

Class Features

All of the following are class features of the barbarian.
Weapon and Armor Proficiency: A barbarian is proficient with all simple and martial weapons, light armor, medium armor, and shields (except tower shields).
Fast Movement (Ex): A barbarian’s land speed is faster than the norm for his race by +10 feet. This benefit applies only when he is wearing no armor, light armor, or medium armor and not carrying a heavy load. Apply this bonus before modifying the barbarian’s speed because of any load carried or armor worn.
Illiteracy: Barbarians are the only characters who do not automatically know how to read and write. A barbarian may spend 2 skill points to gain the ability to read and write all languages he is able to speak.
A barbarian who gains a level in any other class automatically gains literacy. Any other character who gains a barbarian level does not lose the literacy he or she already had.
Rage (Ex): A barbarian can fly into a rage a certain number of times per day. In a rage, a barbarian temporarily gains a +4 bonus to Strength, a +4 bonus to Constitution, and a +2 morale bonus on Will saves, but he takes a –2 penalty to Armor Class. The increase in Constitution increases the barbarian’s hit points by 2 points per level, but these hit points go away at the end of the rage when his Constitution score drops back to normal. (These extra hit points are not lost first the way temporary hit points are.) While raging, a barbarian cannot use any Charisma-, Dexterity-, or Intelligence-based skills (except for Balance, Escape Artist, Intimidate, and Ride), the Concentration skill, or any abilities that require patience or concentration, nor can he cast spells or activate magic items that require a command word, a spell trigger (such as a wand), or spell completion (such as a scroll) to function. He can use any feat he has except Combat Expertise, item creation feats, and metamagic feats. A fit of rage lasts for a number of rounds equal to 3 + the character’s (newly improved) Constitution modifier. A barbarian may prematurely end his rage. At the end of the rage, the barbarian loses the rage modifiers and restrictions and becomes fatigued (–2 penalty to Strength, –2 penalty to Dexterity, can’t charge or run) for the duration of the current encounter (unless he is a 17th-level barbarian, at which point this limitation no longer applies; see below).
A barbarian can fly into a rage only once per encounter. At 1st level he can use his rage ability once per day. At 4th level and every four levels thereafter, he can use it one additional time per day (to a maximum of six times per day at 20th level). Entering a rage takes no time itself, but a barbarian can do it only during his action, not in response to someone else’s action.
Uncanny Dodge (Ex): At 2nd level, a barbarian retains his Dexterity bonus to AC (if any) even if he is caught flat-footed or struck by an invisible attacker. However, he still loses his Dexterity bonus to AC if immobilized. If a barbarian already has uncanny dodge from a different class, he automatically gains improved uncanny dodge (see below) instead.
Trap Sense (Ex): Starting at 3rd level, a barbarian gains a +1 bonus on Reflex saves made to avoid traps and a +1 dodge bonus to AC against attacks made by traps. These bonuses rise by +1 every three barbarian levels thereafter (6th, 9th, 12th, 15th, and 18th level). Trap sense bonuses gained from multiple classes stack.
Improved Uncanny Dodge (Ex): At 5th level and higher, a barbarian can no longer be flanked. This defense denies a rogue the ability to sneak attack the barbarian by flanking him, unless the attacker has at least four more rogue levels than the target has barbarian levels. If a character already has uncanny dodge (see above) from a second class, the character automatically gains improved uncanny dodge instead, and the levels from the classes that grant uncanny dodge stack to determine the minimum level a rogue must be to flank the character.
Damage Reduction (Ex): At 7th level, a barbarian gains Damage Reduction. Subtract 1 from the damage the barbarian takes each time he is dealt damage from a weapon or a natural attack. At 10th level, and every three barbarian levels thereafter (13th, 16th, and 19th level), this damage reduction rises by 1 point. Damage reduction can reduce damage to 0 but not below 0.
Greater Rage (Ex): At 11th level, a barbarian’s bonuses to Strength and Constitution during his rage each increase to +6, and his morale bonus on Will saves increases to +3. The penalty to AC remains at –2.
Indomitable Will (Ex): While in a rage, a barbarian of 14th level or higher gains a +4 bonus on Will saves to resist enchantment spells. This bonus stacks with all other modifiers, including the morale bonus on Will saves he also receives during his rage.
Tireless Rage (Ex): At 17th level and higher, a barbarian no longer becomes fatigued at the end of his rage.
Mighty Rage (Ex): At 20th level, a barbarian’s bonuses to Strength and Constitution during his rage each increase to +8, and his morale bonus on Will saves increases to +4. The penalty to AC remains at –2.

Ex-Barbarians

A barbarian who becomes lawful loses the ability to rage and cannot gain more levels as a barbarian. He retains all the other benefits of the class (damage reduction, fast movement, trap sense, and uncanny dodge).

BARD

Alignment: Any nonlawful.
Hit Die: d6.

Class Skills
The bard’s class skills (and the key ability for each skill) are Appraise (Int), Balance (Dex), Bluff (Cha), Climb (Str), Concentration (Con), Craft (Int), Decipher Script (Int), Diplomacy (Cha), Disguise (Cha), Escape Artist (Dex), Gather Information (Cha), Hide (Dex), Jump (Str), Knowledge (all skills, taken individually) (Int), Listen (Wis), Move Silently (Dex), Perform (Cha), Profession (Wis), Sense Motive (Wis), Sleight of Hand (Dex), Speak Language (n/a), Spellcraft (Int), Swim (Str), Tumble (Dex), and Use Magic Device (Cha).
Skill Points at 1st Level: (6 + Int modifier) x4.
Skill Points at Each Additional Level: 6 + Int modifier.

Table: The Bard
Level | Base Attack Bonus | Fort Save | Ref Save | Will Save | Special | Spells per Day
 |  |  |  |  |  | 0 | 1st | 2nd | 3rd | 4th | 5th | 6th
1st | +0 | +0 | +2 | +2 | Bardic music, bardic knowledge, countersong, fascinate, inspire courage +1 | 2 | — | — | — | — | — | —
2nd | +1 | +0 | +3 | +3 |  | 3 | 0 | — | — | — | — | —
3rd | +2 | +1 | +3 | +3 | Inspire competence | 3 | 1 | — | — | — | — | —
4th | +3 | +1 | +4 | +4 |  | 3 | 2 | 0 | — | — | — | —
5th | +3 | +1 | +4 | +4 |  | 3 | 3 | 1 | — | — | — | —
6th | +4 | +2 | +5 | +5 | Suggestion | 3 | 3 | 2 | — | — | — | —
7th | +5 | +2 | +5 | +5 |  | 3 | 3 | 2 | 0 | — | — | —
8th | +6/+1 | +2 | +6 | +6 | Inspire courage +2 | 3 | 3 | 3 | 1 | — | — | —
9th | +6/+1 | +3 | +6 | +6 | Inspire greatness | 3 | 3 | 3 | 2 | — | — | —
10th | +7/+2 | +3 | +7 | +7 |  | 3 | 3 | 3 | 2 | 0 | — | —
11th | +8/+3 | +3 | +7 | +7 |  | 3 | 3 | 3 | 3 | 1 | — | —
12th | +9/+4 | +4 | +8 | +8 | Song of freedom | 3 | 3 | 3 | 3 | 2 | — | —
13th | +9/+4 | +4 | +8 | +8 |  | 3 | 3 | 3 | 3 | 2 | 0 | —
14th | +10/+5 | +4 | +9 | +9 | Inspire courage +3 | 4 | 3 | 3 | 3 | 3 | 1 | —
15th | +11/+6/+1 | +5 | +9 | +9 | Inspire heroics | 4 | 4 | 3 | 3 | 3 | 2 | —
16th | +12/+7/+2 | +5 | +10 | +10 |  | 4 | 4 | 4 | 3 | 3 | 2 | 0
17th | +12/+7/+2 | +5 | +10 | +10 |  | 4 | 4 | 4 | 4 | 3 | 3 | 1
18th | +13/+8/+3 | +6 | +11 | +11 | Mass suggestion | 4 | 4 | 4 | 4 | 4 | 3 | 2
19th | +14/+9/+4 | +6 | +11 | +11 |  | 4 | 4 | 4 | 4 | 4 | 4 | 3
20th | +15/+10/+5 | +6 | +12 | +12 | Inspire courage +4 | 4 | 4 | 4 | 4 | 4 | 4 | 4

Table: Bard Spells Known
 | Spells Known
Level | 0 | 1st | 2nd | 3rd | 4th | 5th | 6th
1st | 4 | — | — | — | — | — | —
2nd | 5 | 21 | — | — | — | — | —
3rd | 6 | 3 | — | — | — | — | —
4th | 6 | 3 | 21 | — | — | — | —
5th | 6 | 4 | 3 | — | — | — | —
6th | 6 | 4 | 3 | — | — | — | —
7th | 6 | 4 | 4 | 21 | — | — | —
8th | 6 | 4 | 4 | 3 | — | — | —
9th | 6 | 4 | 4 | 3 | — | — | —
10th | 6 | 4 | 4 | 4 | 21 | — | —
11th | 6 | 4 | 4 | 4 | 3 | — | —
12th | 6 | 4 | 4 | 4 | 3 | — | —
13th | 6 | 4 | 4 | 4 | 4 | 21 | —
14th | 6 | 4 | 4 | 4 | 4 | 3 | —
15th | 6 | 4 | 4 | 4 | 4 | 3 | —
16th | 6 | 5 | 4 | 4 | 4 | 4 | 21
17th | 6 | 5 | 5 | 4 | 4 | 4 | 3
18th | 6 | 5 | 5 | 5 | 4 | 4 | 3
19th | 6 | 5 | 5 | 5 | 5 | 4 | 4
20th | 6 | 5 | 5 | 5 | 5 | 5 | 4
1 Provided the bard has a high enough Charisma score to have a bonus spell of this level.

Class Features

All of the following are class features of the bard.
Weapon and Armor Proficiency: A bard is proficient with all simple weapons, plus the longsword, rapier, sap, short sword, shortbow, and whip. Bards are proficient with light armor and shields (except tower shields). A bard can cast bard spells while wearing light armor without incurring the normal arcane spell failure chance. However, like any other arcane spellcaster, a bard wearing medium or heavy armor or using a shield incurs a chance of arcane spell failure if the spell in question has a somatic component (most do). A multiclass bard still incurs the normal arcane spell failure chance for arcane spells received from other classes.
Spells: A bard casts arcane spells, which are drawn from the bard spell list. He can cast any spell he knows without preparing it ahead of time. Every bard spell has a verbal component (singing, reciting, or music). To learn or cast a spell, a bard must have a Charisma score equal to at least 10 + the spell. The Difficulty Class for a saving throw against a bard’s spell is 10 + the spell level + the bard’s Charisma modifier.
Like other spellcasters, a bard can cast only a certain number of spells of each spell level per day. His base daily spell allotment is given on Table: The Bard. In addition, he receives bonus spells per day if he has a high Charisma score. When Table: Bard Spells Known indicates that the bard gets 0 spells per day of a given spell level, he gains only the bonus spells he would be entitled to based on his Charisma score for that spell level.
The bard’s selection of spells is extremely limited. A bard begins play knowing four 0-level spells of your choice. At most new bard levels, he gains one or more new spells, as indicated on Table: Bard Spells Known. (Unlike spells per day, the number of spells a bard knows is not affected by his Charisma score; the numbers on Table: Bard Spells Known are fixed.)
Upon reaching 5th level, and at every third bard level after that (8th, 11th, and so on), a bard can choose to learn a new spell in place of one he already knows. In effect, the bard “loses” the old spell in exchange for the new one. The new spell’s level must be the same as that of the spell being exchanged, and it must be at least two levels lower than the highest-level bard spell the bard can cast. A bard may swap only a single spell at any given level, and must choose whether or not to swap the spell at the same time that he gains new spells known for the level.
As noted above, a bard need not prepare his spells in advance. He can cast any spell he knows at any time, assuming he has not yet used up his allotment of spells per day for the spell’s level.
Bardic Knowledge: A bard may make a special bardic knowledge check with a bonus equal to his bard level + his Intelligence modifier to see whether he knows some relevant information about local notable people, legendary items, or noteworthy places. (If the bard has 5 or more ranks in Knowledge (history), he gains a +2 bonus on this check.)
A successful bardic knowledge check will not reveal the powers of a magic item but may give a hint as to its general function. A bard may not take 10 or take 20 on this check; this sort of knowledge is essentially random.

DC | Type of Knowledge
10 | Common, known by at least a substantial minority drinking; common legends of the local population.
20 | Uncommon but available, known by only a few people legends.
25 | Obscure, known by few, hard to come by.
30 | Extremely obscure, known by very few, possibly forgotten by most who once knew it, possibly known only by those who don’t understand the significance of the knowledge.

Bardic Music: Once per day per bard level, a bard can use his song or poetics to produce magical effects on those around him (usually including himself, if desired). While these abilities fall under the category of bardic music and the descriptions discuss singing or playing instruments, they can all be activated by reciting poetry, chanting, singing lyrical songs, singing melodies, whistling, playing an instrument, or playing an instrument in combination with some spoken performance. Each ability requires both a minimum bard level and a minimum number of ranks in the Perform skill to qualify; if a bard does not have the required number of ranks in at least one Perform skill, he does not gain the bardic music ability until he acquires the needed ranks.
Starting a bardic music effect is a standard action. Some bardic music abilities require concentration, which means the bard must take a standard action each round to maintain the ability. Even while using bardic music that doesn’t require concentration, a bard cannot cast spells, activate magic items by spell completion (such as scrolls), or activate magic items by magic word (such as wands). Just as for casting a spell with a verbal component, a deaf bard has a 20% chance to fail when attempting to use bardic music. If he fails, the attempt still counts against his daily limit.
Countersong (Su): A bard with 3 or more ranks in a Perform skill can use his music or poetics to counter magical effects that depend on sound (but not spells that simply have verbal components). Each round of the countersong, he makes a Perform check. Any creature within 30 feet of the bard (including the bard himself ) that is affected by a sonic or language-dependent magical attack may use the bard’s Perform check result in place of its saving throw if, after the saving throw is rolled, the Perform check result proves to be higher. If a creature within range of the countersong is already under the effect of a noninstantaneous sonic or language-dependent magical attack, it gains another saving throw against the effect each round it hears the countersong, but it must use the bard’s Perform check result for the save. Countersong has no effect against effects that don’t allow saves. The bard may keep up the countersong for 10 rounds.
Fascinate (Sp): A bard with 3 or more ranks in a Perform skill can use his music or poetics to cause one or more creatures to become fascinated with him. Each creature to be fascinated must be within 90 feet, able to see and hear the bard, and able to pay attention to him. The bard must also be able to see the creature. The distraction of a nearby combat or other dangers prevents the ability from working. For every three levels a bard attains beyond 1st, he can target one additional creature with a single use of this ability.
To use the ability, a bard makes a Perform check. His check result is the DC for each affected creature’s Will save against the effect. If a creature’s saving throw succeeds, the bard cannot attempt to fascinate that creature again for 24 hours. If its saving throw fails, the creature sits quietly and listens to the song, taking no other actions, for as long as the bard continues to play and concentrate (up to a maximum of 1 round per bard level). While fascinated, a target takes a –4 penalty on skill checks made as reactions, such as Listen and Spot checks. Any potential threat requires the bard to make another Perform check and allows the creature a new saving throw against a DC equal to the new Perform check result.
Any obvious threat, such as someone drawing a weapon, casting a spell, or aiming a ranged weapon at the target, automatically breaks the effect. Fascinate is an enchantment (compulsion), mind-affecting ability.
Inspire Courage (Su): A bard with 3 or more ranks in a Perform skill can use song or poetics to inspire courage in his allies (including himself ), bolstering them against fear and improving their combat abilities. To be affected, an ally must be able to hear the bard sing. The effect lasts for as long as the ally hears the bard sing and for 5 rounds thereafter. An affected ally receives a +1 morale bonus on saving throws against charm and fear effects and a +1 morale bonus on attack and weapon damage rolls. At 8th level, and every six bard levels thereafter, this bonus increases by 1 (+2 at 8th, +3 at 14th, and +4 at 20th). Inspire courage is a mind-affecting ability.
Inspire Competence (Su): A bard of 3rd level or higher with 6 or more ranks in a Perform skill can use his music or poetics to help an ally succeed at a task. The ally must be within 30 feet and able to see and hear the bard. The bard must also be able to see the ally.
The ally gets a +2 competence bonus on skill checks with a particular skill as long as he or she continues to hear the bard’s music. Certain uses of this ability are infeasible. The effect lasts as long as the bard concentrates, up to a maximum of 2 minutes. A bard can’t inspire competence in himself. Inspire competence is a mind-affecting ability.
Suggestion (Sp): A bard of 6th level or higher with 9 or more ranks in a Perform skill can make a suggestion (as the spell) to a creature that he has already fascinated (see above). Using this ability does not break the bard’s concentration on the fascinate effect, nor does it allow a second saving throw against the fascinate effect.
Making a suggestion doesn’t count against a bard’s daily limit on bardic music performances. A Will saving throw (DC 10 + 1/2 bard’s level + bard’s Cha modifier) negates the effect. This ability affects only a single creature (but see mass suggestion, below). Suggestion is an enchantment (compulsion), mind-affecting, language dependent ability.
Inspire Greatness (Su): A bard of 9th level or higher with 12 or more ranks in a Perform skill can use music or poetics to inspire greatness in himself or a single willing ally within 30 feet, granting him or her extra fighting capability. For every three levels a bard attains beyond 9th, he can target one additional ally with a single use of this ability (two at 12th level, three at 15th, four at 18th). To inspire greatness, a bard must sing and an ally must hear him sing. The effect lasts for as long as the ally hears the bard sing and for 5 rounds thereafter. A creature inspired with greatness gains 2 bonus Hit Dice (d10s), the commensurate number of temporary hit points (apply the target’s Constitution modifier, if any, to these bonus Hit Dice), a +2 competence bonus on attack rolls, and a +1 competence bonus on Fortitude saves. The bonus Hit Dice count as regular Hit Dice for determining the effect of spells that are Hit Dice dependant. Inspire greatness is a mind-affecting ability.
Song of Freedom (Sp): A bard of 12th level or higher with 15 or more ranks in a Perform skill can use music or poetics to create an effect equivalent to the break enchantment spell (caster level equals the character’s bard level). Using this ability requires 1 minute of uninterrupted concentration and music, and it functions on a single target within 30 feet. A bard can’t use song of freedom on himself.
Inspire Heroics (Su): A bard of 15th level or higher with 18 or more ranks in a Perform skill can use music or poetics to inspire tremendous heroism in himself or a single willing ally within 30 feet. For every three bard levels the character attains beyond 15th, he can inspire heroics in one additional creature. To inspire heroics, a bard must sing and an ally must hear the bard sing for a full round. A creature so inspired gains a +4 morale bonus on saving throws and a +4 dodge bonus to AC. The effect lasts for as long as the ally hears the bard sing and for up to 5 rounds thereafter. Inspire heroics is a mind-affecting ability.
Mass Suggestion (Sp): This ability functions like suggestion, above, except that a bard of 18th level or higher with 21 or more ranks in a Perform skill can make the suggestion simultaneously to any number of creatures that he has already fascinated (see above). Mass suggestion is an enchantment (compulsion), mind-affecting, language-dependent ability.

Ex-Bards

A bard who becomes lawful in alignment cannot progress in levels as a bard, though he retains all his bard abilities.

CLERIC

Alignment: A cleric’s alignment must be within one step of his deity’s (that is, it may be one step away on either the lawful–chaotic axis or the good–evil axis, but not both). A cleric may not be neutral unless his deity’s alignment is also neutral.
Hit Die: d8.

Class Skills
The cleric’s class skills (and the key ability for each skill) are Concentration (Con), Craft (Int), Diplomacy (Cha), Heal (Wis), Knowledge (arcana) (Int), Knowledge (history) (Int), Knowledge (religion) (Int), Knowledge (the planes) (Int), Profession (Wis), and Spellcraft (Int).
Domains and Class Skills: A cleric who chooses the Animal or Plant domain adds Knowledge (nature) (Int) to the cleric class skills listed above. A cleric who chooses the Knowledge domain adds all Knowledge (Int) skills to the list. A cleric who chooses the Travel domain adds Survival (Wis) to the list. A cleric who chooses the Trickery domain adds Bluff (Cha), Disguise (Cha), and Hide (Dex) to the list. See Deity, Domains, and Domain Spells, below, for more information.
Skill Points at 1st Level: (2 + Int modifier) x4.
Skill Points at Each Additional Level: 2 + Int modifier.
Table: The Cleric
Level | Base Attack Bonus | Fort Save | Ref Save | Will Save | Special | Spells per Day1
 |  |  |  |  |  | 0 | 1st | 2nd | 3rd | 4th | 5th | 6th | 7th | 8th | 9th
1st | +0 | +2 | +0 | +2 | Turn or rebuke undead | 3 | 1+1 | — | — | — | — | — | — | — | —
2nd | +1 | +3 | +0 | +3 |  | 4 | 2+1 | — | — | — | — | — | — | — | —
3rd | +2 | +3 | +1 | +3 |  | 4 | 2+1 | 1+1 | — | — | — | — | — | — | —
4th | +3 | +4 | +1 | +4 |  | 5 | 3+1 | 2+1 | — | — | — | — | — | — | —
5th | +3 | +4 | +1 | +4 |  | 5 | 3+1 | 2+1 | 1+1 | — | — | — | — | — | —
6th | +4 | +5 | +2 | +5 |  | 5 | 3+1 | 3+1 | 2+1 | — | — | — | — | — | —
7th | +5 | +5 | +2 | +5 |  | 6 | 4+1 | 3+1 | 2+1 | 1+1 | — | — | — | — | —
8th | +6/+1 | +6 | +2 | +6 |  | 6 | 4+1 | 3+1 | 3+1 | 2+1 | — | — | — | — | —
9th | +6/+1 | +6 | +3 | +6 |  | 6 | 4+1 | 4+1 | 3+1 | 2+1 | 1+1 | — | — | — | —
10th | +7/+2 | +7 | +3 | +7 |  | 6 | 4+1 | 4+1 | 3+1 | 3+1 | 2+1 | — | — | — | —
11th | +8/+3 | +7 | +3 | +7 |  | 6 | 5+1 | 4+1 | 4+1 | 3+1 | 2+1 | 1+1 | — | — | —
12th | +9/+4 | +8 | +4 | +8 |  | 6 | 5+1 | 4+1 | 4+1 | 3+1 | 3+1 | 2+1 | — | — | —
13th | +9/+4 | +8 | +4 | +8 |  | 6 | 5+1 | 5+1 | 4+1 | 4+1 | 3+1 | 2+1 | 1+1 | — | —
14th | +10/+5 | +9 | +4 | +9 |  | 6 | 5+1 | 5+1 | 4+1 | 4+1 | 3+1 | 3+1 | 2+1 | — | —
15th | +11/+6/+1 | +9 | +5 | +9 |  | 6 | 5+1 | 5+1 | 5+1 | 4+1 | 4+1 | 3+1 | 2+1 | 1+1 | —
16th | +12/+7/+2 | +10 | +5 | +10 |  | 6 | 5+1 | 5+1 | 5+1 | 4+1 | 4+1 | 3+1 | 3+1 | 2+1 | —
17th | +12/+7/+2 | +10 | +5 | +10 |  | 6 | 5+1 | 5+1 | 5+1 | 5+1 | 4+1 | 4+1 | 3+1 | 2+1 | 1+1
18th | +13/+8/+3 | +11 | +6 | +11 |  | 6 | 5+1 | 5+1 | 5+1 | 5+1 | 4+1 | 4+1 | 3+1 | 3+1 | 2+1
19th | +14/+9/+4 | +11 | +6 | +11 |  | 6 | 5+1 | 5+1 | 5+1 | 5+1 | 5+1 | 4+1 | 4+1 | 3+1 | 3+1
20th | +15/+10/+5 | +12 | +6 | +12 |  | 6 | 5+1 | 5+1 | 5+1 | 5+1 | 5+1 | 4+1 | 4+1 | 4+1 | 4+1
1 In addition to the stated number of spells per day for 1st- through 9th-level spells, a cleric gets a domain spell for each spell level, starting at 1st. The “+1” in the entries on this table represents that spell. Domain spells are in addition to any bonus spells the cleric may receive for having a high Wisdom score.

Class Features

All of the following are class features of the cleric.
Weapon and Armor Proficiency: Clerics are proficient with all simple weapons, with all types of armor (light, medium, and heavy), and with shields (except tower shields).
A cleric who chooses the War domain receives the Weapon Focus feat related to his deity’s weapon as a bonus feat. He also receives the appropriate Martial Weapon Proficiency feat as a bonus feat, if the weapon falls into that category.
Aura (Ex): A cleric of a chaotic, evil, good, or lawful deity has a particularly powerful aura corresponding to the deity’s alignment (see the detect evil spell for details). Clerics who don’t worship a specific deity but choose the Chaotic, Evil, Good, or Lawful domain have a similarly powerful aura of the corresponding alignment.
Spells: A cleric casts divine spells, which are drawn from the cleric spell list. However, his alignment may restrict him from casting certain spells opposed to his moral or ethical beliefs; see Chaotic, Evil, Good, and Lawful Spells, below. A cleric must choose and prepare his spells in advance (see below).
To prepare or cast a spell, a cleric must have a Wisdom score equal to at least 10 + the spell level. The Difficulty Class for a saving throw against a cleric’s spell is 10 + the spell level + the cleric’s Wisdom modifier.
Like other spellcasters, a cleric can cast only a certain number of spells of each spell level per day. His base daily spell allotment is given on Table: The Cleric. In addition, he receives bonus spells per day if he has a high Wisdom score. A cleric also gets one domain spell of each spell level he can cast, starting at 1st level. When a cleric prepares a spell in a domain spell slot, it must come from one of his two domains (see Deities, Domains, and Domain Spells, below).
Clerics meditate or pray for their spells. Each cleric must choose a time at which he must spend 1 hour each day in quiet contemplation or supplication to regain his daily allotment of spells. Time spent resting has no effect on whether a cleric can prepare spells. A cleric may prepare and cast any spell on the cleric spell list, provided that he can cast spells of that level, but he must choose which spells to prepare during his daily meditation.
Deity, Domains, and Domain Spells: A cleric’s deity influences his alignment, what magic he can perform, his values, and how others see him. A cleric chooses two domains from among those belonging to his deity. A cleric can select an alignment domain (Chaos, Evil, Good, or Law) only if his alignment matches that domain.
If a cleric is not devoted to a particular deity, he still selects two domains to represent his spiritual inclinations and abilities. The restriction on alignment domains still applies.
Each domain gives the cleric access to a domain spell at each spell level he can cast, from 1st on up, as well as a granted power. The cleric gets the granted powers of both the domains selected.
With access to two domain spells at a given spell level, a cleric prepares one or the other each day in his domain spell slot. If a domain spell is not on the cleric spell list, a cleric can prepare it only in his domain spell slot.
Spontaneous Casting: A good cleric (or a neutral cleric of a good deity) can channel stored spell energy into healing spells that the cleric did not prepare ahead of time. The cleric can “lose” any prepared spell that is not a domain spell in order to cast any cure spell of the same spell level or lower (a cure spell is any spell with “cure” in its name).
An evil cleric (or a neutral cleric of an evil deity), can’t convert prepared spells to cure spells but can convert them to inflict spells (an inflict spell is one with “inflict” in its name).
A cleric who is neither good nor evil and whose deity is neither good nor evil can convert spells to either cure spells or inflict spells (player’s choice). Once the player makes this choice, it cannot be reversed. This choice also determines whether the cleric turns or commands undead (see below).
Chaotic, Evil, Good, and Lawful Spells: A cleric can’t cast spells of an alignment opposed to his own or his deity’s (if he has one). Spells associated with particular alignments are indicated by the chaos, evil, good, and law descriptors in their spell descriptions.
Turn or Rebuke Undead (Su): Any cleric, regardless of alignment, has the power to affect undead creatures by channeling the power of his faith through his holy (or unholy) symbol (see Turn or Rebuke Undead).
A good cleric (or a neutral cleric who worships a good deity) can turn or destroy undead creatures. An evil cleric (or a neutral cleric who worships an evil deity) instead rebukes or commands such creatures. A neutral cleric of a neutral deity must choose whether his turning ability functions as that of a good cleric or an evil cleric. Once this choice is made, it cannot be reversed. This decision also determines whether the cleric can cast spontaneous cure or inflict spells (see above).
A cleric may attempt to turn undead a number of times per day equal to 3 + his Charisma modifier. A cleric with 5 or more ranks in Knowledge (religion) gets a +2 bonus on turning checks against undead.
Bonus Languages: A cleric’s bonus language options include Celestial, Abyssal, and Infernal (the languages of good, chaotic evil, and lawful evil outsiders, respectively). These choices are in addition to the bonus languages available to the character because of his race.

Ex-Clerics

A cleric who grossly violates the code of conduct required by his god loses all spells and class features, except for armor and shield proficiencies and proficiency with simple weapons. He cannot thereafter gain levels as a cleric of that god until he atones (see the atonement spell description).

DRUID

Alignment: Neutral good, lawful neutral, neutral, chaotic neutral, or neutral evil.
Hit Die: d8.

Class Skills
The druid’s class skills (and the key ability for each skill) are Concentration (Con), Craft (Int), Diplomacy (Cha), Handle Animal (Cha), Heal (Wis), Knowledge (nature) (Int), Listen (Wis), Profession (Wis), Ride (Dex), Spellcraft (Int), Spot (Wis), Survival (Wis), and Swim (Str).
Skill Points at 1st Level: (4 + Int modifier) x4.
Skill Points at Each Additional Level: 4 + Int modifier.

Table: The Druid
Level | Base Attack Bonus | Fort Save | Ref Save | Will Save | Special | Spells per Day
 |  |  |  |  |  | 0 | 1st | 2nd | 3rd | 4th | 5th | 6th | 7th | 8th | 9th
1st | +0 | +2 | +0 | +2 | Animal companion, nature sense, wild empathy | 3 | 1 | — | — | — | — | — | — | — | —
2nd | +1 | +3 | +0 | +3 | Woodland stride | 4 | 2 | — | — | — | — | — | — | — | —
3rd | +2 | +3 | +1 | +3 | Trackless step | 4 | 2 | 1 | — | — | — | — | — | — | —
4th | +3 | +4 | +1 | +4 | Resist nature’s lure | 5 | 3 | 2 | — | — | — | — | — | — | —
5th | +3 | +4 | +1 | +4 | Wild shape (1/day) | 5 | 3 | 2 | 1 | — | — | — | — | — | —
6th | +4 | +5 | +2 | +5 | Wild shape (2/day) | 5 | 3 | 3 | 2 | — | — | — | — | — | —
7th | +5 | +5 | +2 | +5 | Wild shape (3/day) | 6 | 4 | 3 | 2 | 1 | — | — | — | — | —
8th | +6/+1 | +6 | +2 | +6 | Wild shape (Large) | 6 | 4 | 3 | 3 | 2 | — | — | — | — | —
9th | +6/+1 | +6 | +3 | +6 | Venom immunity | 6 | 4 | 4 | 3 | 2 | 1 | — | — | — | —
10th | +7/+2 | +7 | +3 | +7 | Wild shape (4/day) | 6 | 4 | 4 | 3 | 3 | 2 | — | — | — | —
11th | +8/+3 | +7 | +3 | +7 | Wild shape (Tiny) | 6 | 5 | 4 | 4 | 3 | 2 | 1 | — | — | —
12th | +9/+4 | +8 | +4 | +8 | Wild shape (plant) | 6 | 5 | 4 | 4 | 3 | 3 | 2 | — | — | —
13th | +9/+4 | +8 | +4 | +8 | A thousand faces | 6 | 5 | 5 | 4 | 4 | 3 | 2 | 1 | — | —
14th | +10/+5 | +9 | +4 | +9 | Wild shape (5/day) | 6 | 5 | 5 | 4 | 4 | 3 | 3 | 2 | — | —
15th | +11/+6/+1 | +9 | +5 | +9 | Timeless body, wild shape (Huge) | 6 | 5 | 5 | 5 | 4 | 4 | 3 | 2 | 1 | —
16th | +12/+7/+2 | +10 | +5 | +10 | Wild shape (elemental 1/day) | 6 | 5 | 5 | 5 | 4 | 4 | 3 | 3 | 2 | —
17th | +12/+7/+2 | +10 | +5 | +10 |  | 6 | 5 | 5 | 5 | 5 | 4 | 4 | 3 | 2 | 1
18th | +13/+8/+3 | +11 | +6 | +11 | Wild shape (6/day, elemental 2/day) | 6 | 5 | 5 | 5 | 5 | 4 | 4 | 3 | 3 | 2
19th | +14/+9/+4 | +11 | +6 | +11 |  | 6 | 5 | 5 | 5 | 5 | 5 | 4 | 4 | 3 | 3
20th | +15/+10/+5 | +12 | +6 | +12 | Wild shape (elemental 3/day, Huge elemental) | 6 | 5 | 5 | 5 | 5 | 5 | 4 | 4 | 4 | 4

Class Features

All of the following are class features of the druid.
Weapon and Armor Proficiency: Druids are proficient with the following weapons: club, dagger, dart, quarterstaff, scimitar, sickle, shortspear, sling, and spear. They are also proficient with all natural attacks (claw, bite, and so forth) of any form they assume with wild shape (see below).
Druids are proficient with light and medium armor but are prohibited from wearing metal armor; thus, they may wear only padded, leather, or hide armor. (A druid may also wear wooden armor that has been altered by the ironwood spell so that it functions as though it were steel. See the ironwood spell description) Druids are proficient with shields (except tower shields) but must use only wooden ones.
A druid who wears prohibited armor or carries a prohibited shield is unable to cast druid spells or use any of her supernatural or spell-like class abilities while doing so and for 24 hours thereafter.
Spells: A druid casts divine spells, which are drawn from the druid spell list. Her alignment may restrict her from casting certain spells opposed to her moral or ethical beliefs; see Chaotic, Evil, Good, and Lawful Spells, below. A druid must choose and prepare her spells in advance (see below).
To prepare or cast a spell, the druid must have a Wisdom score equal to at least 10 + the spell level. The Difficulty Class for a saving throw against a druid’s spell is 10 + the spell level + the druid’s Wisdom modifier.
Like other spellcasters, a druid can cast only a certain number of spells of each spell level per day. Her base daily spell allotment is given on Table: The Druid. In addition, she receives bonus spells per day if she has a high Wisdom score. She does not have access to any domain spells or granted powers, as a cleric does.
A druid prepares and casts spells the way a cleric does, though she cannot lose a prepared spell to cast a cure spell in its place (but see Spontaneous Casting, below). A druid may prepare and cast any spell on the druid spell list, provided that she can cast spells of that level, but she must choose which spells to prepare during her daily meditation.
Spontaneous Casting: A druid can channel stored spell energy into summoning spells that she hasn’t prepared ahead of time. She can “lose” a prepared spell in order to cast any summon nature’s ally spell of the same level or lower. Chaotic, Evil, Good, and Lawful Spells: A druid can’t cast spells of an alignment opposed to her own or her deity’s (if she has one). Spells associated with particular alignments are indicated by the chaos, evil, good, and law descriptors in their spell descriptions.
Bonus Languages: A druid’s bonus language options include Sylvan, the language of woodland creatures. This choice is in addition to the bonus languages available to the character because of her race.
A druid also knows Druidic, a secret language known only to druids, which she learns upon becoming a 1st-level druid. Druidic is a free language for a druid; that is, she knows it in addition to her regular allotment of languages and it doesn’t take up a language slot. Druids are forbidden to teach this language to nondruids.
Druidic has its own alphabet.
Animal Companion (Ex): A druid may begin play with an animal companion selected from the following list: badger, camel, dire rat, dog, riding dog, eagle, hawk, horse (light or heavy), owl, pony, snake (Small or Medium viper), or wolf. If the campaign takes place wholly or partly in an aquatic environment, the following creatures are also available: crocodile, porpoise, Medium shark, and squid. This animal is a loyal companion that accompanies the druid on her adventures as appropriate for its kind.
A 1st-level druid’s companion is completely typical for its kind except as noted below. As a druid advances in level, the animal’s power increases as shown on the table. If a druid releases her companion from service, she may gain a new one by performing a ceremony requiring 24 uninterrupted hours of prayer. This ceremony can also replace an animal companion that has perished.
A druid of 4th level or higher may select from alternative lists of animals (see below). Should she select an animal companion from one of these alternative lists, the creature gains abilities as if the character’s druid level were lower than it actually is. Subtract the value indicated in the appropriate list header from the character’s druid level and compare the result with the druid level entry on the table to determine the animal companion’s powers. (If this adjustment would reduce the druid’s effective level to 0 or lower, she can’t have that animal as a companion.)
Nature Sense (Ex): A druid gains a +2 bonus on Knowledge (nature) and Survival checks.
Wild Empathy (Ex): A druid can improve the attitude of an animal. This ability functions just like a Diplomacy check made to improve the attitude of a person. The druid rolls 1d20 and adds her druid level and her Charisma modifier 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, the druid and the animal must be able to study each other, which means that they must be within 30 feet of one another under normal conditions. Generally, influencing an animal in this way takes 1 minute but, as with influencing people, it might take more or less time.
A druid can also use this ability to influence a magical beast with an Intelligence score of 1 or 2, but she takes a –4 penalty on the check.
Woodland Stride (Ex): Starting at 2nd level, a druid may move through any sort of undergrowth (such as natural thorns, briars, overgrown areas, and similar terrain) at her normal speed and without taking damage or suffering any other impairment. However, thorns, briars, and overgrown areas that have been magically manipulated to impede motion still affect her.
Trackless Step (Ex): Starting at 3rd level, a druid leaves no trail in natural surroundings and cannot be tracked. She may choose to leave a trail if so desired.
Resist Nature’s Lure (Ex): Starting at 4th level, a druid gains a +4 bonus on saving throws against the spell-like abilities of fey.
Wild Shape (Su): At 5th level, a druid gains the ability to turn herself into any Small or Medium animal and back again once per day. Her options for new forms include all creatures with the animal type. This ability functions like the polymorph spell, except as noted here. The effect lasts for 1 hour per druid level, or until she changes back. Changing form (to animal or back) is a standard action and doesn’t provoke an attack of opportunity.
The form chosen must be that of an animal the druid is familiar with.
A druid loses her ability to speak while in animal form because she is limited to the sounds that a normal, untrained animal can make, but she can communicate normally with other animals of the same general grouping as her new form. (The normal sound a wild parrot makes is a squawk, so changing to this form does not permit speech.)
A druid can use this ability more times per day at 6th, 7th, 10th, 14th, and 18th level, as noted on Table: The Druid. In addition, she gains the ability to take the shape of a Large animal at 8th level, a Tiny animal at 11th level, and a Huge animal at 15th level.
The new form’s Hit Dice can’t exceed the character’s druid level.
At 12th level, a druid becomes able to use wild shape to change into a plant creature with the same size restrictions as for animal forms. (A druid can’t use this ability to take the form of a plant that isn’t a creature.)
At 16th level, a druid becomes able to use wild shape to change into a Small, Medium, or Large elemental (air, earth, fire, or water) once per day. These elemental forms are in addition to her normal wild shape usage. In addition to the normal effects of wild shape, the druid gains all the elemental’s extraordinary, supernatural, and spell-like abilities. She also gains the elemental’s feats for as long as she maintains the wild shape, but she retains her own creature type.
At 18th level, a druid becomes able to assume elemental form twice per day, and at 20th level she can do so three times per day. At 20th level, a druid may use this wild shape ability to change into a Huge elemental.
Venom Immunity (Ex): At 9th level, a druid gains immunity to all poisons.
A Thousand Faces (Su): At 13th level, a druid gains the ability to change her appearance at will, as if using the alter self spell, but only while in her normal form.
Timeless Body (Ex): After attaining 15th level, a druid no longer takes ability score penalties for aging and cannot be magically aged. Any penalties she may have already incurred, however, remain in place.
Bonuses still accrue, and the druid still dies of old age when her time is up.

Ex-Druids

A druid who ceases to revere nature, changes to a prohibited alignment, or teaches the Druidic language to a nondruid loses all spells and druid abilities (including her animal companion, but not including weapon, armor, and shield proficiencies). She cannot thereafter gain levels as a druid until she atones (see the atonement spell description).

THE DRUID’S ANIMAL COMPANION
A druid’s animal companion is superior to a normal animal of its kind and has special powers, as described below.

Class Level | Bonus HD | Natural Armor Adj. | Str/Dex Adj. | Bonus Tricks | Special
1st–2nd | +0 | +0 | +0 | 1 | Link, share spells
3rd–5th | +2 | +2 | +1 | 2 | Evasion
6th–8th | +4 | +4 | +2 | 3 | Devotion
9th–11th | +6 | +6 | +3 | 4 | Multiattack
12th–14th | +8 | +8 | +4 | 5 |
15th–17th | +10 | +10 | +5 | 6 | Improved evasion
18th–20th | +12 | +12 | +6 | 7 |
Animal Companion Basics: Use the base statistics for a creature of the companion’s kind, but make the following changes.
Class Level: The character’s druid level. The druid’s class levels stack with levels of any other classes that are entitled to an animal companion for the purpose of determining the companion’s abilities and the alternative lists available to the character.
Bonus HD: Extra eight-sided (d8) Hit Dice, each of which gains a Constitution modifier, as normal. Remember that extra Hit Dice improve the animal companion’s base attack and base save bonuses. An animal companion’s base attack bonus is the same as that of a druid of a level equal to the animal’s HD. An animal companion has good Fortitude and Reflex saves (treat it as a character whose level equals the animal’s HD). An animal companion gains additional skill points and feats for bonus HD as normal for advancing a monster’s Hit Dice.
Natural Armor Adj.: The number noted here is an improvement to the animal companion’s existing natural armor bonus.
Str/Dex Adj.: Add this value to the animal companion’s Strength and Dexterity scores.
Bonus Tricks: The value given in this column is the total number of “bonus” tricks that the animal knows in addition to any that the druid might choose to teach it (see the Handle Animal skill). These bonus tricks don’t require any training time or Handle Animal checks, and they don’t count against the normal limit of tricks known by the animal. The druid selects these bonus tricks, and once selected, they can’t be changed.
Link (Ex): A druid can handle her animal companion as a free action, or push it as a move action, even if she doesn’t have any ranks in the Handle Animal skill. The druid gains a +4 circumstance bonus on all wild empathy checks and Handle Animal checks made regarding an animal companion.
Share Spells (Ex): At the druid’s option, she may have any spell (but not any spell-like ability) she casts upon herself also affect her animal companion. The animal companion must be within 5 feet of her at the time of casting to receive the benefit. If the spell or effect has a duration other than instantaneous, it stops affecting the animal companion if the companion moves farther than 5 feet away and will not affect the animal again, even if it returns to the druid before the duration expires.
Additionally, the druid may cast a spell with a target of “You” on her animal companion (as a touch range spell) instead of on herself. A druid and her animal companion can share spells even if the spells normally do not affect creatures of the companion’s type (animal).
Evasion (Ex): If an animal companion is subjected to an attack that normally allows a Reflex saving throw for half damage, it takes no damage if it makes a successful saving throw.
Devotion (Ex): An animal companion gains a +4 morale bonus on Will saves against enchantment spells and effects.
Multiattack: An animal companion gains Multiattack as a bonus feat if it has three or more natural attacks and does not already have that feat. If it does not have the requisite three or more natural attacks, the animal companion instead gains a second attack with its primary natural weapon, albeit at a –5 penalty.
Improved Evasion (Ex): When subjected to an attack that normally allows a Reflex saving throw for half damage, an animal companion takes no damage if it makes a successful saving throw and only half damage if the saving throw fails.

ALTERNATIVE ANIMAL COMPANIONS
A druid of sufficiently high level can select her animal companion from one of the following lists, applying the indicated adjustment to the druid’s level (in parentheses) for purposes of determining the companion’s characteristics and special abilities.

4th Level or Higher (Level –3)
Ape (animal)
Bear, black (animal)
Bison (animal)
Boar (animal)
Cheetah (animal)
Crocodile (animal)1
Dire badger
Dire bat
Dire weasel
Leopard (animal)
Lizard, monitor (animal)
Shark, Large1 (animal)
Snake, constrictor (animal)
Snake, Large viper (animal)
Wolverine (animal)

7th Level or Higher (Level –6)
Bear, brown (animal)
Dire wolverine
Crocodile, giant (animal)
Deinonychus (dinosaur)
Dire ape
Dire boar
Dire wolf
Elasmosaurus1 (dinosaur)
Lion (animal)
Rhinoceros (animal)
Snake, Huge viper (animal)
Tiger (animal)

10th Level or Higher (Level –9)
Bear, polar (animal)
Dire lion
Megaraptor (dinosaur)
Shark, Huge1 (animal)
Snake, giant constrictor (animal)
Whale, orca1 (animal)

13th Level or Higher (Level –12)
Dire bear
Elephant (animal)
Octopus, giant1 (animal)

16th Level or Higher (Level –15)
Dire shark1
Dire tiger
Squid, giant1 (animal)
Triceratops (dinosaur)
Tyrannosaurus (dinosaur)

1 Available only in an aquatic environment.

FIGHTER

Alignment: Any.
Hit Die: d10.

Class Skills
The fighter’s class skills (and the key ability for each skill) are Climb (Str), Craft (Int), Handle Animal (Cha), Intimidate (Cha), Jump (Str), Ride (Dex), and Swim (Str).
Skill Points at 1st Level: (2 + Int modifier) x4.
Skill Points at Each Additional Level: 2 + Int modifier.

Table: The Fighter
Level | Base Attack Bonus | Fort Save | Ref Save | Will Save | Special
1st | +1 | +2 | +0 | +0 | Bonus feat
2nd | +2 | +3 | +0 | +0 | Bonus feat
3rd | +3 | +3 | +1 | +1 |
4th | +4 | +4 | +1 | +1 | Bonus feat
5th | +5 | +4 | +1 | +1 |
6th | +6/+1 | +5 | +2 | +2 | Bonus feat
7th | +7/+2 | +5 | +2 | +2 |
8th | +8/+3 | +6 | +2 | +2 | Bonus feat
9th | +9/+4 | +6 | +3 | +3 |
10th | +10/+5 | +7 | +3 | +3 | Bonus feat
11th | +11/+6/+1 | +7 | +3 | +3 |
12th | +12/+7/+2 | +8 | +4 | +4 | Bonus feat
13th | +13/+8/+3 | +8 | +4 | +4 |
14th | +14/+9/+4 | +9 | +4 | +4 | Bonus feat
15th | +15/+10/+5 | +9 | +5 | +5 |
16th | +16/+11/+6/+1 | +10 | +5 | +5 | Bonus feat
17th | +17/+12/+7/+2 | +10 | +5 | +5 |
18th | +18/+13/+8/+3 | +11 | +6 | +6 | Bonus feat
19th | +19/+14/+9/+4 | +11 | +6 | +6 |
20th | +20/+15/+10/+5 | +12 | +6 | +6 | Bonus feat

Class Features

All of the following are class features of the fighter.
Weapon and Armor Proficiency: A fighter is proficient with all simple and martial weapons and with all armor (heavy, medium, and light) and shields (including tower shields).
Bonus Feats: At 1st level, a fighter gets a bonus combat-oriented feat in addition to the feat that any 1st-level character gets and the bonus feat granted to a human character. The fighter gains an additional bonus feat at 2nd level and every two fighter levels thereafter (4th, 6th, 8th, 10th, 12th, 14th, 16th, 18th, and 20th). These bonus feats must be drawn from the feats noted as fighter bonus feats. A fighter must still meet all prerequisites for a bonus feat, including ability score and base attack bonus minimums.
These bonus feats are in addition to the feat that a character of any class gets from advancing levels. A fighter is not limited to the list of fighter bonus feats when choosing these feats.

MONK

Alignment: Any lawful.
Hit Die: d8.

Class Skills
The monk’s class skills (and the key ability for each skill) are Balance (Dex), Climb (Str), Concentration (Con), Craft (Int), Diplomacy (Cha), Escape Artist (Dex), Hide (Dex), Jump (Str), Knowledge (arcana) (Int), Knowledge (religion) (Int), Listen (Wis), Move Silently (Dex), Perform (Cha), Profession (Wis), Sense Motive (Wis), Spot (Wis), Swim (Str), and Tumble (Dex).
Skill Points at 1st Level: (4 + Int modifier) x4.
Skill Points at Each Additional Level: 4 + Int modifier.

Table: The Monk
Level | Base Attack Bonus | Fort Save | Ref Save | Will Save | Special | Flurry of Blows Attack Bonus | Unarmed Damage1 | AC Bonus | Unarmored Speed Bonus
1st | +0 | +2 | +2 | +2 | Bonus feat, flurry of blows, unarmed strike | –2/–2 | 1d6 | +0 | +0 ft.
2nd | +1 | +3 | +3 | +3 | Bonus feat, evasion | –1/–1 | 1d6 | +0 | +0 ft.
3rd | +2 | +3 | +3 | +3 | Still mind | +0/+0 | 1d6 | +0 | +10 ft.
4th | +3 | +4 | +4 | +4 | Ki strike (magic), slow fall 20 ft. | +1/+1 | 1d8 | +0 | +10 ft.
5th | +3 | +4 | +4 | +4 | Purity of body | +2/+2 | 1d8 | +1 | +10 ft.
6th | +4 | +5 | +5 | +5 | Bonus feat, slow fall 30 ft. | +3/+3 | 1d8 | +1 | +20 ft.
7th | +5 | +5 | +5 | +5 | Wholeness of body | +4/+4 | 1d8 | +1 | +20 ft.
8th | +6/+1 | +6 | +6 | +6 | Slow fall 40 ft. | +5/+5/+0 | 1d10 | +1 | +20 ft.
9th | +6/+1 | +6 | +6 | +6 | Improved evasion | +6/+6/+1 | 1d10 | +1 | +30 ft.
10th | +7/+2 | +7 | +7 | +7 | Ki strike (lawful), slow fall 50 ft. | +7/+7/+2 | 1d10 | +2 | +30 ft.
11th | +8/+3 | +7 | +7 | +7 | Diamond body, greater flurry | +8/+8/+8/+3 | 1d10 | +2 | +30 ft.
12th | +9/+4 | +8 | +8 | +8 | Abundant step, slow fall 60 ft. | +9/+9/+9/+4 | 2d6 | +2 | +40 ft.
13th | +9/+4 | +8 | +8 | +8 | Diamond soul | +9/+9/+9/+4 | 2d6 | +2 | +40 ft.
14th | +10/+5 | +9 | +9 | +9 | Slow fall 70 ft. | +10/+10/+10/+5 | 2d6 | +2 | +40 ft.
15th | +11/+6/+1 | +9 | +9 | +9 | Quivering palm | +11/+11/+11/+6/+1 | 2d6 | +3 | +50 ft.
16th | +12/+7/+2 | +10 | +10 | +10 | Ki strike (adamantine), slow fall 80 ft. | +12/+12/+12/+7/+2 | 2d8 | +3 | +50 ft.
17th | +12/+7/+2 | +10 | +10 | +10 | Timeless body, tongue of the sun and moon | +12/+12/+12/+7/+2 | 2d8 | +3 | +50 ft.
18th | +13/+8/+3 | +11 | +11 | +11 | Slow fall 90 ft. | +13/+13/+13/+8/+3 | 2d8 | +3 | +60 ft.
19th | +14/+9/+4 | +11 | +11 | +11 | Empty body | +14/+14/+14/+9/+4 | 2d8 | +3 | +60 ft.
20th | +15/+10/+5 | +12 | +12 | +12 | Perfect self, slow fall any distance | +15/+15/+15/+10/+5 | 2d10 | +4 | +60 ft.
1 The value shown is for Medium monks. See Table: Small or Large Monk Unarmed Damage for Small or Large monks.

Class Features

All of the following are class features of the monk.
Weapon and Armor Proficiency: Monks are proficient with club, crossbow (light or heavy), dagger, handaxe, javelin, kama, nunchaku, quarterstaff, sai, shuriken, siangham, and sling.
Monks are not proficient with any armor or shields
When wearing armor, using a shield, or carrying a medium or heavy load, a monk loses her AC bonus, as well as her fast movement and flurry of blows abilities.
AC Bonus (Ex): When unarmored and unencumbered, the monk adds her Wisdom bonus (if any) to her AC. In addition, a monk gains a +1 bonus to AC at 5th level. This bonus increases by 1 for every five monk levels thereafter (+2 at 10th, +3 at 15th, and +4 at 20th level).
These bonuses to AC apply even against touch attacks or when the monk is flat-footed. She loses these bonuses when she is immobilized or helpless, when she wears any armor, when she carries a shield, or when she carries a medium or heavy load.
Flurry of Blows (Ex): When unarmored, a monk may strike with a flurry of blows at the expense of accuracy. When doing so, she may make one extra attack in a round at her highest base attack bonus, but this attack takes a –2 penalty, as does each other attack made that round. The resulting modified base attack bonuses are shown in the Flurry of Blows Attack Bonus column on Table: The Monk. This penalty applies for 1 round, so it also affects attacks of opportunity the monk might make before her next action. When a monk reaches 5th level, the penalty lessens to –1, and at 9th level it disappears. A monk must use a full attack action to strike with a flurry of blows.
When using flurry of blows, a monk may attack only with unarmed strikes or with special monk weapons (kama, nunchaku, quarterstaff, sai, shuriken, and siangham). She may attack with unarmed strikes and special monk weapons interchangeably as desired. When using weapons as part of a flurry of blows, a monk applies her Strength bonus (not Str bonus x 1-1/2 or x1/2) to her damage rolls for all successful attacks, whether she wields a weapon in one or both hands. The monk can’t use any weapon other than a special monk weapon as part of a flurry of blows.
In the case of the quarterstaff, each end counts as a separate weapon for the purpose of using the flurry of blows ability. Even though the quarterstaff requires two hands to use, a monk may still intersperse unarmed strikes with quarterstaff strikes, assuming that she has enough attacks in her flurry of blows routine to do so.
When a monk reaches 11th level, her flurry of blows ability improves. In addition to the standard single extra attack she gets from flurry of blows, she gets a second extra attack at her full base attack bonus.
Unarmed Strike: At 1st level, a monk gains Improved Unarmed Strike as a bonus feat. A monk’s attacks may be with either fist interchangeably or even from elbows, knees, and feet. This means that a monk may even make unarmed strikes with her hands full. There is no such thing as an off-hand attack for a monk striking unarmed. A monk may thus apply her full Strength bonus on damage rolls for all her unarmed strikes.
Usually a monk’s unarmed strikes deal lethal damage, but she can choose to deal nonlethal damage instead with no penalty on her attack roll. She has the same choice to deal lethal or nonlethal damage while grappling.
A monk’s unarmed strike is treated both as a manufactured weapon and a natural weapon for the purpose of spells and effects that enhance or improve either manufactured weapons or natural weapons.
A monk also deals more damage with her unarmed strikes than a normal person would, as shown on Table: The Monk. The unarmed damage on Table: The Monk is for Medium monks. A Small monk deals less damage than the amount given there with her unarmed attacks, while a Large monk deals more damage; see Table: Small or Large Monk Unarmed Damage.

Table: Small or Large Monk Unarmed Damage
Level | Damage (Small Monk) | Damage (Large Monk)
1st–3rd | 1d4 | 1d8
4th–7th | 1d6 | 2d6
8th–11th | 1d8 | 2d8
12th–15th | 1d10 | 3d6
16th–19th | 2d6 | 3d8
20th | 2d8 | 4d8

Bonus Feat: At 1st level, a monk may select either Improved Grapple or Stunning Fist as a bonus feat. At 2nd level, she may select either Combat Reflexes or Deflect Arrows as a bonus feat. At 6th level, she may select either Improved Disarm or Improved Trip as a bonus feat. A monk need not have any of the prerequisites normally required for these feats to select them.
Evasion (Ex): At 2nd level or higher if a monk makes a successful Reflex saving throw against an attack that normally deals half damage on a successful save, she instead takes no damage. Evasion can be used only if a monk is wearing light armor or no armor. A helpless monk does not gain the benefit of evasion.
Fast Movement (Ex): At 3rd level, a monk gains an enhancement bonus to her speed, as shown on Table: The Monk. A monk in armor or carrying a medium or heavy load loses this extra speed.
Still Mind (Ex): A monk of 3rd level or higher gains a +2 bonus on saving throws against spells and effects from the school of enchantment.
Ki Strike (Su): At 4th level, a monk’s unarmed attacks are empowered with ki. Her unarmed attacks are treated as magic weapons for the purpose of dealing damage to creatures with damage reduction. Ki strike improves with the character’s monk level. At 10th level, her unarmed attacks are also treated as lawful weapons for the purpose of dealing damage to creatures with damage reduction. At 16th level, her unarmed attacks are treated as adamantine weapons for the purpose of dealing damage to creatures with damage reduction and bypassing hardness.
Slow Fall (Ex): At 4th level or higher, a monk within arm’s reach of a wall can use it to slow her descent. When first using this ability, she takes damage as if the fall were 20 feet shorter than it actually is. The monk’s ability to slow her fall (that is, to reduce the effective distance of the fall when next to a wall) improves with her monk level until at 20th level she can use a nearby wall to slow her descent and fall any distance without harm.
Purity of Body (Ex): At 5th level, a monk gains immunity to all diseases except for supernatural and magical diseases.
Wholeness of Body (Su): At 7th level or higher, a monk can heal her own wounds. She can heal a number of hit points of damage equal to twice her current monk level each day, and she can spread this healing out among several uses.
Improved Evasion (Ex): At 9th level, a monk’s evasion ability improves. She still takes no damage on a successful Reflex saving throw against attacks, but henceforth she takes only half damage on a failed save. A helpless monk does not gain the benefit of improved evasion.
Diamond Body (Su): At 11th level, a monk gains immunity to poisons of all kinds.
Abundant Step (Su): At 12th level or higher, a monk can slip magically between spaces, as if using the spell dimension door, once per day. Her caster level for this effect is one-half her monk level (rounded down).
Diamond Soul (Ex): At 13th level, a monk gains spell resistance equal to her current monk level + 10. In order to affect the monk with a spell, a spellcaster must get a result on a caster level check (1d20 + caster level) that equals or exceeds the monk’s spell resistance.
Quivering Palm (Su): Starting at 15th level, a monk can set up vibrations within the body of another creature that can thereafter be fatal if the monk so desires. She can use this quivering palm attack once a week, and she must announce her intent before making her attack roll. Constructs, oozes, plants, undead, incorporeal creatures, and creatures immune to critical hits cannot be affected. Otherwise, if the monk strikes successfully and the target takes damage from the blow, the quivering palm attack succeeds. Thereafter the monk can try to slay the victim at any later time, as long as the attempt is made within a number of days equal to her monk level. To make such an attempt, the monk merely wills the target to die (a free action), and unless the target makes a Fortitude saving throw (DC 10 + 1/2 the monk’s level + the monk’s Wis modifier), it dies. If the saving throw is successful, the target is no longer in danger from that particular quivering palm attack, but it may still be affected by another one at a later time.
Timeless Body (Ex): Upon attaining 17th level, a monk no longer takes penalties to her ability scores for aging and cannot be magically aged. Any such penalties that she has already taken, however, remain in place. Bonuses still accrue, and the monk still dies of old age when her time is up.
Tongue of the Sun and Moon (Ex): A monk of 17th level or higher can speak with any living creature.
Empty Body (Su): At 19th level, a monk gains the ability to assume an ethereal state for 1 round per monk level per day, as though using the spell etherealness. She may go ethereal on a number of different occasions during any single day, as long as the total number of rounds spent in an ethereal state does not exceed her monk level.
Perfect Self: At 20th level, a monk becomes a magical creature. She is forevermore treated as an outsider rather than as a humanoid (or whatever the monk’s creature type was) for the purpose of spells and magical effects. Additionally, the monk gains damage reduction 10/magic, which allows her to ignore the first 10 points of damage from any attack made by a nonmagical weapon or by any natural attack made by a creature that doesn’t have similar damage reduction. Unlike other outsiders, the monk can still be brought back from the dead as if she were a member of her previous creature type.

Ex-Monks

A monk who becomes nonlawful cannot gain new levels as a monk but retains all monk abilities.
Like a member of any other class, a monk may be a multiclass character, but multiclass monks face a special restriction. A monk who gains a new class or (if already multiclass) raises another class by a level may never again raise her monk level, though she retains all her monk abilities.


Core Classes II -- Paladin to Wizard, and Multiclass

CLASSES II

PALADIN

Alignment: Lawful good.
Hit Die: d10.

Class Skills
The paladin’s class skills (and the key ability for each skill) are Concentration (Con), Craft (Int), Diplomacy (Cha), Handle Animal (Cha), Heal (Wis), Knowledge (nobility and royalty) (Int), Knowledge (religion) (Int), Profession (Wis), Ride (Dex), and Sense Motive (Wis).
Skill Points at 1st Level: (2 + Int modifier) x4.
Skill Points at Each Additional Level: 2 + Int modifier.

Table: The Paladin
Level | Base Attack Bonus | Fort Save | Ref Save | Will Save | Special | Spells per Day
 |  |  |  |  |  | 1st | 2nd | 3rd | 4th
1st | +1 | +2 | +0 | +0 | Aura of good, detect evil, smite evil 1/day | — | — | — | —
2nd | +2 | +3 | +0 | +0 | Divine grace, lay on hands | — | — | — | —
3rd | +3 | +3 | +1 | +1 | Aura of courage, divine health | — | — | — | —
4th | +4 | +4 | +1 | +1 | Turn undead | 0 | — | — | —
5th | +5 | +4 | +1 | +1 | Smite evil 2/day, special mount | 0 | — | — | —
6th | +6/+1 | +5 | +2 | +2 | Remove disease 1/week | 1 | — | — | —
7th | +7/+2 | +5 | +2 | +2 |  | 1 | — | — | —
8th | +8/+3 | +6 | +2 | +2 |  | 1 | 0 | — | —
9th | +9/+4 | +6 | +3 | +3 | Remove disease 2/week | 1 | 0 | — | —
10th | +10/+5 | +7 | +3 | +3 | Smite evil 3/day | 1 | 1 | — | —
11th | +11/+6/+1 | +7 | +3 | +3 |  | 1 | 1 | 0 | —
12th | +12/+7/+2 | +8 | +4 | +4 | Remove disease 3/week | 1 | 1 | 1 | —
13th | +13/+8/+3 | +8 | +4 | +4 |  | 1 | 1 | 1 | —
14th | +14/+9/+4 | +9 | +4 | +4 |  | 2 | 1 | 1 | 0
15th | +15/+10/+5 | +9 | +5 | +5 | Remove disease 4/week, smite evil 4/day | 2 | 1 | 1 | 1
16th | +16/+11/+6/+1 | +10 | +5 | +5 |  | 2 | 2 | 1 | 1
17th | +17/+12/+7/+2 | +10 | +5 | +5 |  | 2 | 2 | 2 | 1
18th | +18/+13/+8/+3 | +11 | +6 | +6 | Remove disease 5/week | 3 | 2 | 2 | 1
19th | +19/+14/+9/+4 | +11 | +6 | +6 |  | 3 | 3 | 3 | 2
20th | +20/+15/+10/+5 | +12 | +6 | +6 | Smite evil 5/day | 3 | 3 | 3 | 3

Class Features

All of the following are class features of the paladin.
Weapon and Armor Proficiency: Paladins are proficient with all simple and martial weapons, with all types of armor (heavy, medium, and light), and with shields (except tower shields).
Aura of Good (Ex): The power of a paladin’s aura of good (see the detect good spell) is equal to her paladin level.
Detect Evil (Sp): At will, a paladin can use detect evil, as the spell.
Smite Evil (Su): Once per day, a paladin may attempt to smite evil with one normal melee attack. She adds her Charisma bonus (if any) to her attack roll and deals 1 extra point of damage per paladin level. If the paladin accidentally smites a creature that is not evil, the smite has no effect, but the ability is still used up for that day.
At 5th level, and at every five levels thereafter, the paladin may smite evil one additional time per day, as indicated on Table: The Paladin, to a maximum of five times per day at 20th level.
Divine Grace (Su): At 2nd level, a paladin gains a bonus equal to her Charisma bonus (if any) on all saving throws.
Lay on Hands (Su): Beginning at 2nd level, a paladin with a Charisma score of 12 or higher can heal wounds (her own or those of others) by touch. Each day she can heal a total number of hit points of damage equal to her paladin level x her Charisma bonus. A paladin may choose to divide her healing among multiple recipients, and she doesn’t have to use it all at once. Using lay on hands is a standard action.
Alternatively, a paladin can use any or all of this healing power to deal damage to undead creatures. Using lay on hands in this way requires a successful melee touch attack and doesn’t provoke an attack of opportunity. The paladin decides how many of her daily allotment of points to use as damage after successfully touching an undead creature.
Aura of Courage (Su): Beginning at 3rd level, a paladin is immune to fear (magical or otherwise). Each ally within 10 feet of her gains a +4 morale bonus on saving throws against fear effects.
This ability functions while the paladin is conscious, but not if she is unconscious or dead.
Divine Health (Ex): At 3rd level, a paladin gains immunity to all diseases, including supernatural and magical diseases.
Turn Undead (Su):When a paladin reaches 4th level, she gains the supernatural ability to turn undead. She may use this ability a number of times per day equal to 3 + her Charisma modifier. She turns undead as a cleric of three levels lower would.
Spells: Beginning at 4th level, a paladin gains the ability to cast a small number of divine spells, which are drawn from the paladin spell list. A paladin must choose and prepare her spells in advance.
To prepare or cast a spell, a paladin must have a Wisdom score equal to at least 10 + the spell level. The Difficulty Class for a saving throw against a paladin’s spell is 10 + the spell level + the paladin’s Wisdom modifier.
Like other spellcasters, a paladin can cast only a certain number of spells of each spell level per day. Her base daily spell allotment is given on Table: The Paladin. In addition, she receives bonus spells per day if she has a high Wisdom score. When Table: The Paladin indicates that the paladin gets 0 spells per day of a given spell level, she gains only the bonus spells she would be entitled to based on her Wisdom score for that spell level The paladin does not have access to any domain spells or granted powers, as a cleric does.
A paladin prepares and casts spells the way a cleric does, though she cannot lose a prepared spell to spontaneously cast a cure spell in its place. A paladin may prepare and cast any spell on the paladin spell list, provided that she can cast spells of that level, but she must choose which spells to prepare during her daily meditation.
Through 3rd level, a paladin has no caster level. At 4th level and higher, her caster level is one-half her paladin level.
Special Mount (Sp): Upon reaching 5th level, a paladin gains the service of an unusually intelligent, strong, and loyal steed to serve her in her crusade against evil (see below). This mount is usually a heavy warhorse (for a Medium paladin) or a warpony (for a Small paladin).
Once per day, as a full-round action, a paladin may magically call her mount from the celestial realms in which it resides. This ability is the equivalent of a spell of a level equal to one-third the paladin’s class level. The mount immediately appears adjacent to the paladin and remains for 2 hours per paladin level; it may be dismissed at any time as a free action. The mount is the same creature each time it is summoned, though the paladin may release a particular mount from service.
Each time the mount is called, it appears in full health, regardless of any damage it may have taken previously. The mount also appears wearing or carrying any gear it had when it was last dismissed. Calling a mount is a conjuration (calling) effect.
Should the paladin’s mount die, it immediately disappears, leaving behind any equipment it was carrying. The paladin may not summon another mount for thirty days or until she gains a paladin level, whichever comes first, even if the mount is somehow returned from the dead. During this thirty-day period, the paladin takes a –1 penalty on attack and weapon damage rolls.
Remove Disease (Sp): At 6th level, a paladin can produce a remove disease effect, as the spell, once per week. She can use this ability one additional time per week for every three levels after 6th (twice per week at 9th, three times at 12th, and so forth).
Code of Conduct: A paladin must be of lawful good alignment and loses all class abilities if she ever willingly commits an evil act.
Additionally, a paladin’s code requires that she respect legitimate authority, act with honor (not lying, not cheating, not using poison, and so forth), help those in need (provided they do not use the help for evil or chaotic ends), and punish those who harm or threaten innocents.
Associates: While she may adventure with characters of any good or neutral alignment, a paladin will never knowingly associate with evil characters, nor will she continue an association with someone who consistently offends her moral code. A paladin may accept only henchmen, followers, or cohorts who are lawful good.

Ex-Paladins

A paladin who ceases to be lawful good, who willfully commits an evil act, or who grossly violates the code of conduct loses all paladin spells and abilities (including the service of the paladin’s mount, but not weapon, armor, and shield proficiencies). She may not progress any farther in levels as a paladin. She regains her abilities and advancement potential if she atones for her violations (see the atonement spell description), as appropriate.
Like a member of any other class, a paladin may be a multiclass character, but multiclass paladins face a special restriction. A paladin who gains a level in any class other than paladin may never again raise her paladin level, though she retains all her paladin abilities.

THE PALADIN’S MOUNT
The paladin’s mount is superior to a normal mount of its kind and has special powers, as described below. The standard mount for a Medium paladin is a heavy warhorse, and the standard mount for a Small paladin is a warpony. Another kind of mount, such as a riding dog (for a halfling paladin) or a Large shark (for a paladin in an aquatic campaign) may be allowed as well.
A paladin’s mount is treated as a magical beast, not an animal, for the purpose of all effects that depend on its type (though it retains an animal’s HD, base attack bonus, saves, skill points, and feats).

Paladin Level | Bonus HD | Natural Armor Adj. | Str Adj. | Int | Special
5th–7th | +2 | +4 | +1 | 6 | Empathic link, improved evasion, share spells, share saving throws
8th–10th | +4 | +6 | +2 | 7 | Improved speed
11th–14th | +6 | +8 | +3 | 8 | Command creatures of its kind
15th–20th | +8 | +10 | +4 | 9 | Spell resistance

Paladin’s Mount Basics: Use the base statistics for a creature of the mount’s kind, but make changes to take into account the attributes and characteristics summarized on the table and described below.
Bonus HD: Extra eight-sided (d8) Hit Dice, each of which gains a Constitution modifier, as normal. Extra Hit Dice improve the mount’s base attack and base save bonuses. A special mount’s base attack bonus is equal to that of a cleric of a level equal to the mount’s HD. A mount has good Fortitude and Reflex saves (treat it as a character whose level equals the animal’s HD). The mount gains additional skill points or feats for bonus HD as normal for advancing a monster’s Hit Dice.
Natural Armor Adj.: The number on the table is an improvement to the mount’s existing natural armor bonus.
Str Adj.: Add this figure to the mount’s Strength score.
Int: The mount’s Intelligence score.
Empathic Link (Su): The paladin has an empathic link with her mount out to a distance of up to 1 mile. The paladin cannot see through the mount’s eyes, but they can communicate empathically.
Note that even intelligent mounts see the world differently from humans, so misunderstandings are always possible.
Because of this empathic link, the paladin has the same connection to an item or place that her mount does, just as with a master and his familiar (see Familiars).
Improved Evasion (Ex): When subjected to an attack that normally allows a Reflex saving throw for half damage, a mount takes no damage if it makes a successful saving throw and half damage if the saving throw fails.
Share Spells: At the paladin’s option, she may have any spell (but not any spell-like ability) she casts on herself also affect her mount.
The mount must be within 5 feet at the time of casting to receive the benefit. If the spell or effect has a duration other than instantaneous, it stops affecting the mount if it moves farther than 5 feet away and will not affect the mount again even if it returns to the paladin before the duration expires. Additionally, the paladin may cast a spell with a target of “You” on her mount (as a touch range spell) instead of on herself. A paladin and her mount can share spells even if the spells normally do not affect creatures of the mount’s type (magical beast).
Share Saving Throws: For each of its saving throws, the mount uses its own base save bonus or the paladin’s, whichever is higher. The mount applies its own ability modifiers to saves, and it doesn’t share any other bonuses on saves that the master might have.
Improved Speed (Ex): The mount’s speed increases by 10 feet.
Command (Sp): Once per day per two paladin levels of its master, a mount can use this ability to command other any normal animal of approximately the same kind as itself (for warhorses and warponies, this category includes donkeys, mules, and ponies), as long as the target creature has fewer Hit Dice than the mount. This ability functions like the command spell, but the mount must make a DC 21 Concentration check to succeed if it’s being ridden at the time. If the check fails, the ability does not work that time, but it still counts against the mount’s daily uses. Each target may attempt a Will save (DC 10 + 1/2 paladin’s level + paladin’s Cha modifier) to negate the effect.
Spell Resistance (Ex): A mount’s spell resistance equals its master’s paladin level + 5. To affect the mount with a spell, a spellcaster must get a result on a caster level check (1d20 + caster level) that equals or exceeds the mount’s spell resistance.

RANGER

Alignment: Any.
Hit Die: d8.

Class Skills
The ranger’s class skills (and the key ability for each skill) are Climb (Str), Concentration (Con), Craft (Int), Handle Animal (Cha), Heal (Wis), Hide (Dex), Jump (Str), Knowledge (dungeoneering) (Int), Knowledge (geography) (Int), Knowledge (nature) (Int), Listen (Wis), Move Silently (Dex), Profession (Wis), Ride (Dex), Search (Int), Spot (Wis), Survival (Wis), Swim (Str), and Use Rope (Dex).
Skill Points at 1st Level: (6 + Int modifier) x4.
Skill Points at Each Additional Level: 6 + Int modifier.

Table: The Ranger
Level | Base Attack Bonus | Fort Save | Ref Save | Will Save | Special | Spells per Day
 |  |  |  |  |  | 1st | 2nd | 3rd | 4th
1st | +1 | +2 | +2 | +0 | 1st favored enemy, Track, wild empathy | — | — | — | —
2nd | +2 | +3 | +3 | +0 | Combat style | — | — | — | —
3rd | +3 | +3 | +3 | +1 | Endurance | — | — | — | —
4th | +4 | +4 | +4 | +1 | Animal companion | 0 | — | — | —
5th | +5 | +4 | +4 | +1 | 2nd favored enemy | 0 | — | — | —
6th | +6/+1 | +5 | +5 | +2 | Improved combat style | 1 | — | — | —
7th | +7/+2 | +5 | +5 | +2 | Woodland stride | 1 | — | — | —
8th | +8/+3 | +6 | +6 | +2 | Swift tracker | 1 | 0 | — | —
9th | +9/+4 | +6 | +6 | +3 | Evasion | 1 | 0 | — | —
10th | +10/+5 | +7 | +7 | +3 | 3rd favored enemy | 1 | 1 | — | —
11th | +11/+6/+1 | +7 | +7 | +3 | Combat style mastery | 1 | 1 | 0 | —
12th | +12/+7/+2 | +8 | +8 | +4 |  | 1 | 1 | 1 | —
13th | +13/+8/+3 | +8 | +8 | +4 | Camouflage | 1 | 1 | 1 | —
14th | +14/+9/+4 | +9 | +9 | +4 |  | 2 | 1 | 1 | 0
15th | +15/+10/+5 | +9 | +9 | +5 | 4th favored enemy | 2 | 1 | 1 | 1
16th | +16/+11/+6/+1 | +10 | +10 | +5 |  | 2 | 2 | 1 | 1
17th | +17/+12/+7/+2 | +10 | +10 | +5 | Hide in plain sight | 2 | 2 | 2 | 1
18th | +18/+13/+8/+3 | +11 | +11 | +6 |  | 3 | 2 | 2 | 1
19th | +19/+14/+9/+4 | +11 | +11 | +6 |  | 3 | 3 | 3 | 2
20th | +20/+15/+10/+5 | +12 | +12 | +6 | 5th favored enemy | 3 | 3 | 3 | 3

Class Features

All of the following are class features of the ranger.
Weapon and Armor Proficiency: A ranger is proficient with all simple and martial weapons, and with light armor and shields (except tower shields).
Favored Enemy (Ex): At 1st level, a ranger may select a type of creature from among those given on Table: Ranger Favored Enemies. The ranger gains a +2 bonus on Bluff, Listen, Sense Motive, Spot, and Survival checks when using these skills against creatures of this type. Likewise, he gets a +2 bonus on weapon damage rolls against such creatures.
At 5th level and every five levels thereafter (10th, 15th, and 20th level), the ranger may select an additional favored enemy from those given on the table. In addition, at each such interval, the bonus against any one favored enemy (including the one just selected, if so desired) increases by 2.
If the ranger chooses humanoids or outsiders as a favored enemy, he must also choose an associated subtype, as indicated on the table. If a specific creature falls into more than one category of favored enemy, the ranger’s bonuses do not stack; he simply uses whichever bonus is higher.

Table: Ranger Favored Enemies
Type (Subtype) | Type (Subtype)
Aberration | Humanoid (reptilian)
Animal | Magical beast
Construct | Monstrous humanoid
Dragon | Ooze
Elemental | Outsider (air)
Fey | Outsider (chaotic)
Giant | Outsider (earth)
Humanoid (aquatic) | Outsider (evil)
Humanoid (dwarf) | Outsider (fire)
Humanoid (elf) | Outsider (good)
Humanoid (goblinoid) | Outsider (lawful)
Humanoid (gnoll) | Outsider (native)
Humanoid (gnome) | Outsider (water)
Humanoid (halfling) | Plant
Humanoid (human) | Undead
Humanoid (orc) | Vermin

Track: A ranger gains Track as a bonus feat.
Wild Empathy (Ex): A ranger can improve the attitude of an animal. This ability functions just like a Diplomacy check to improve the attitude of a person. The ranger rolls 1d20 and adds his ranger level and his Charisma bonus 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, the ranger and the animal must be able to study each other, which means that they must be within 30 feet of one another under normal visibility conditions. Generally, influencing an animal in this way takes 1 minute, but, as with influencing people, it might take more or less time.
The ranger can also use this ability to influence a magical beast with an Intelligence score of 1 or 2, but he takes a –4 penalty on the check.
Combat Style (Ex): At 2nd level, a ranger must select one of two combat styles to pursue: archery or two-weapon combat. This choice affects the character’s class features but does not restrict his selection of feats or special abilities in any way.
If the ranger selects archery, he is treated as having the Rapid Shot feat, even if he does not have the normal prerequisites for that feat.
If the ranger selects two-weapon combat, he is treated as having the Two-Weapon Fighting feat, even if he does not have the normal prerequisites for that feat.
The benefits of the ranger’s chosen style apply only when he wears light or no armor. He loses all benefits of his combat style when wearing medium or heavy armor.
Endurance: A ranger gains Endurance as a bonus feat at 3rd level.
Animal Companion (Ex): At 4th level, a ranger gains an animal companion selected from the following list: badger, camel, dire rat, dog, riding dog, eagle, hawk, horse (light or heavy), owl, pony, snake (Small or Medium viper), or wolf. If the campaign takes place wholly or partly in an aquatic environment, the following creatures may be added to the ranger’s list of options: crocodile, porpoise, Medium shark, and squid. This animal is a loyal companion that accompanies the ranger on his adventures as appropriate for its kind.
This ability functions like the druid ability of the same name, except that the ranger’s effective druid level is one-half his ranger level. A ranger may select from the alternative lists of animal companions just as a druid can, though again his effective druid level is half his ranger level. Like a druid, a ranger cannot select an alternative animal if the choice would reduce his effective druid level below 1st.
Spells: Beginning at 4th level, a ranger gains the ability to cast a small number of divine spells, which are drawn from the ranger spell list. A ranger must choose and prepare his spells in advance (see below).
To prepare or cast a spell, a ranger must have a Wisdom score equal to at least 10 + the spell level. The Difficulty Class for a saving throw against a ranger’s spell is 10 + the spell level + the ranger’s Wisdom modifier.
Like other spellcasters, a ranger can cast only a certain number of spells of each spell level per day. His base daily spell allotment is given on Table: The Ranger. In addition, he receives bonus spells per day if he has a high Wisdom score. When Table: The Ranger indicates that the ranger gets 0 spells per day of a given spell level, he gains only the bonus spells he would be entitled to based on his Wisdom score for that spell level. The ranger does not have access to any domain spells or granted powers, as a cleric does.
A ranger prepares and casts spells the way a cleric does, though he cannot lose a prepared spell to cast a cure spell in its place. A ranger may prepare and cast any spell on the ranger spell list, provided that he can cast spells of that level, but he must choose which spells to prepare during his daily meditation.
Through 3rd level, a ranger has no caster level. At 4th level and higher, his caster level is one-half his ranger level.
Improved Combat Style (Ex): At 6th level, a ranger’s aptitude in his chosen combat style (archery or two-weapon combat) improves. If he selected archery at 2nd level, he is treated as having the Manyshot feat, even if he does not have the normal prerequisites for that feat.
If the ranger selected two-weapon combat at 2nd level, he is treated as having the Improved Two-Weapon Fighting feat, even if he does not have the normal prerequisites for that feat.
As before, the benefits of the ranger’s chosen style apply only when he wears light or no armor. He loses all benefits of his combat style when wearing medium or heavy armor.
Woodland Stride (Ex): Starting at 7th level, a ranger may move through any sort of undergrowth (such as natural thorns, briars, overgrown areas, and similar terrain) at his normal speed and without taking damage or suffering any other impairment.
However, thorns, briars, and overgrown areas that are enchanted or magically manipulated to impede motion still affect him.
Swift Tracker (Ex): Beginning at 8th level, a ranger can move at his normal speed while following tracks without taking the normal –5 penalty. He takes only a –10 penalty (instead of the normal –20) when moving at up to twice normal speed while tracking.
Evasion (Ex): At 9th level, a ranger can avoid even magical and unusual attacks with great agility. If he makes a successful Reflex saving throw against an attack that normally deals half damage on a successful save, he instead takes no damage. Evasion can be used only if the ranger is wearing light armor or no armor. A helpless ranger does not gain the benefit of evasion.
Combat Style Mastery (Ex): At 11th level, a ranger’s aptitude in his chosen combat style (archery or two-weapon combat) improves again. If he selected archery at 2nd level, he is treated as having the Improved Precise Shot feat, even if he does not have the normal prerequisites for that feat.
If the ranger selected two-weapon combat at 2nd level, he is treated as having the Greater Two-Weapon Fighting feat, even if he does not have the normal prerequisites for that feat.
As before, the benefits of the ranger’s chosen style apply only when he wears light or no armor. He loses all benefits of his combat style when wearing medium or heavy armor.
Camouflage (Ex): A ranger of 13th level or higher can use the Hide skill in any sort of natural terrain, even if the terrain doesn’t grant cover or concealment.
Hide in Plain Sight (Ex): While in any sort of natural terrain, a ranger of 17th level or higher can use the Hide skill even while being observed.

ROGUE

Alignment: Any.
Hit Die: d6.

Class Skills
The rogue’s class skills (and the key ability for each skill) are Appraise (Int), Balance (Dex), Bluff (Cha), Climb (Str), Craft (Int), Decipher Script (Int), Diplomacy (Cha), Disable Device (Int), Disguise (Cha), Escape Artist (Dex), Forgery (Int), Gather Information (Cha), Hide (Dex), Intimidate (Cha), Jump (Str), Knowledge (local) (Int), Listen (Wis), Move Silently (Dex), Open Lock (Dex), Perform (Cha), Profession (Wis), Search (Int), Sense Motive (Wis), Sleight of Hand (Dex), Spot (Wis), Swim (Str), Tumble (Dex), Use Magic Device (Cha), and Use Rope (Dex).
Skill Points at 1st Level: (8 + Int modifier) x4.
Skill Points at Each Additional Level: 8 + Int modifier.

Table: The Rogue
Level | Base Attack Bonus | Fort Save | Ref Save | Will Save | Special
1st | +0 | +0 | +2 | +0 | Sneak attack +1d6, trapfinding
2nd | +1 | +0 | +3 | +0 | Evasion
3rd | +2 | +1 | +3 | +1 | Sneak attack +2d6, trap sense +1
4th | +3 | +1 | +4 | +1 | Uncanny dodge
5th | +3 | +1 | +4 | +1 | Sneak attack +3d6
6th | +4 | +2 | +5 | +2 | Trap sense +2
7th | +5 | +2 | +5 | +2 | Sneak attack +4d6
8th | +6/+1 | +2 | +6 | +2 | Improved uncanny dodge
9th | +6/+1 | +3 | +6 | +3 | Sneak attack +5d6, trap sense +3
10th | +7/+2 | +3 | +7 | +3 | Special ability
11th | +8/+3 | +3 | +7 | +3 | Sneak attack +6d6
12th | +9/+4 | +4 | +8 | +4 | Trap sense +4
13th | +9/+4 | +4 | +8 | +4 | Sneak attack +7d6, special ability
14th | +10/+5 | +4 | +9 | +4 | —
15th | +11/+6/+1 | +5 | +9 | +5 | Sneak attack +8d6, trap sense +5
16th | +12/+7/+2 | +5 | +10 | +5 | Special ability
17th | +12/+7/+2 | +5 | +10 | +5 | Sneak attack +9d6
18th | +13/+8/+3 | +6 | +11 | +6 | Trap sense +6
19th | +14/+9/+4 | +6 | +11 | +6 | Sneak attack +10d6, special ability
20th | +15/+10/+5 | +6 | +12 | +6 | —

Class Features

All of the following are class features of the rogue.
Weapon and Armor Proficiency: Rogues are proficient with all simple weapons, plus the hand crossbow, rapier, sap, shortbow, and short sword. Rogues are proficient with light armor, but not with shields.
Sneak Attack: If a rogue can catch an opponent when he is unable to defend himself effectively from her attack, she can strike a vital spot for extra damage.
The rogue’s attack deals extra damage any time her target would be denied a Dexterity bonus to AC (whether the target actually has a Dexterity bonus or not), or when the rogue flanks her target. This extra damage is 1d6 at 1st level, and it increases by 1d6 every two rogue levels thereafter. Should the rogue score a critical hit with a sneak attack, this extra damage is not multiplied.
Ranged attacks can count as sneak attacks only if the target is within 30 feet.
With a sap (blackjack) or an unarmed strike, a rogue can make a sneak attack that deals nonlethal damage instead of lethal damage. She cannot use a weapon that deals lethal damage to deal nonlethal damage in a sneak attack, not even with the usual –4 penalty.
A rogue can sneak attack only living creatures with discernible anatomies—undead, constructs, oozes, plants, and incorporeal creatures lack vital areas to attack. Any creature that is immune to critical hits is not vulnerable to sneak attacks. The rogue must be able to see the target well enough to pick out a vital spot and must be able to reach such a spot. A rogue cannot sneak attack while striking a creature with concealment or striking the limbs of a creature whose vitals are beyond reach.
Trapfinding: Rogues (and only rogues) can use the Search skill to locate traps when the task has a Difficulty Class higher than 20.
Finding a nonmagical trap has a DC of at least 20, or higher if it is well hidden. Finding a magic trap has a DC of 25 + the level of the spell used to create it.
Rogues (and only rogues) can use the Disable Device skill to disarm magic traps. A magic trap generally has a DC of 25 + the level of the spell used to create it.
A rogue who beats a trap’s DC by 10 or more with a Disable Device check can study a trap, figure out how it works, and bypass it (with her party) without disarming it.
Evasion (Ex): At 2nd level and higher, a rogue can avoid even magical and unusual attacks with great agility. If she makes a successful Reflex saving throw against an attack that normally deals half damage on a successful save, she instead takes no damage. Evasion can be used only if the rogue is wearing light armor or no armor. A helpless rogue does not gain the benefit of evasion.
Trap Sense (Ex): At 3rd level, a rogue gains an intuitive sense that alerts her to danger from traps, giving her a +1 bonus on Reflex saves made to avoid traps and a +1 dodge bonus to AC against attacks made by traps. These bonuses rise to +2 when the rogue reaches 6th level, to +3 when she reaches 9th level, to +4 when she reaches 12th level, to +5 at 15th, and to +6 at 18th level.
Trap sense bonuses gained from multiple classes stack.
Uncanny Dodge (Ex): Starting at 4th level, a rogue can react to danger before her senses would normally allow her to do so. She retains her Dexterity bonus to AC (if any) even if she is caught flat-footed or struck by an invisible attacker. However, she still loses her Dexterity bonus to AC if immobilized.
If a rogue already has uncanny dodge from a different class she automatically gains improved uncanny dodge (see below) instead.
Improved Uncanny Dodge (Ex): A rogue of 8th level or higher can no longer be flanked.
This defense denies another rogue the ability to sneak attack the character by flanking her, unless the attacker has at least four more rogue levels than the target does.
If a character already has uncanny dodge (see above) from a second class, the character automatically gains improved uncanny dodge instead, and the levels from the classes that grant uncanny dodge stack to determine the minimum rogue level required to flank the character.
Special Abilities: On attaining 10th level, and at every three levels thereafter (13th, 16th, and 19th), a rogue gains a special ability of her choice from among the following options.
Crippling Strike (Ex): A rogue with this ability can sneak attack opponents with such precision that her blows weaken and hamper them. An opponent damaged by one of her sneak attacks also takes 2 points of Strength damage. Ability points lost to damage return on their own at the rate of 1 point per day for each damaged ability.
Defensive Roll (Ex): The rogue can roll with a potentially lethal blow to take less damage from it than she otherwise would. Once per day, when she would be reduced to 0 or fewer hit points by damage in combat (from a weapon or other blow, not a spell or special ability), the rogue can attempt to roll with the damage. To use this ability, the rogue must attempt a Reflex saving throw (DC = damage dealt). If the save succeeds, she takes only half damage from the blow; if it fails, she takes full damage. She must be aware of the attack and able to react to it in order to execute her defensive roll—if she is denied her Dexterity bonus to AC, she can’t use this ability. Since this effect would not normally allow a character to make a Reflex save for half damage, the rogue’s evasion ability does not apply to the defensive roll.
Improved Evasion (Ex): This ability works like evasion, except that while the rogue still takes no damage on a successful Reflex saving throw against attacks henceforth she henceforth takes only half damage on a failed save. A helpless rogue does not gain the benefit of improved evasion.
Opportunist (Ex): Once per round, the rogue can make an attack of opportunity against an opponent who has just been struck for damage in melee by another character. This attack counts as the rogue’s attack of opportunity for that round. Even a rogue with the Combat Reflexes feat can’t use the opportunist ability more than once per round.
Skill Mastery: The rogue becomes so certain in the use of certain skills that she can use them reliably even under adverse conditions.
Upon gaining this ability, she selects a number of skills equal to 3 + her Intelligence modifier. When making a skill check with one of these skills, she may take 10 even if stress and distractions would normally prevent her from doing so. A rogue may gain this special ability multiple times, selecting additional skills for it to apply to each time.
Slippery Mind (Ex): This ability represents the rogue’s ability to wriggle free from magical effects that would otherwise control or compel her. If a rogue with slippery mind is affected by an enchantment spell or effect and fails her saving throw, she can attempt it again 1 round later at the same DC. She gets only this one extra chance to succeed on
her saving throw.
Feat: A rogue may gain a bonus feat in place of a special ability.

SORCERER

Alignment: Any.
Hit Die: d4.

Class Skills
The sorcerer’s class skills (and the key ability for each skill) are Bluff (Cha), Concentration (Con), Craft (Int), Knowledge (arcana) (Int), Profession (Wis), and Spellcraft (Int).
Skill Points at 1st Level: (2 + Int modifier) x 4.
Skill Points at Each Additional Level: 2 + Int modifier.

Table: The Sorcerer
Level | Base Attack Bonus | Fort Save | Ref Save | Will Save | Special | Spells per Day
 |  |  |  |  |  | 0 | 1st | 2nd | 3rd | 4th | 5th | 6th | 7th | 8th | 9th
1st | +0 | +0 | +0 | +2 | Summon familiar | 5 | 3 | — | — | — | — | — | — | — | —
2nd | +1 | +0 | +0 | +3 |  | 6 | 4 | — | — | — | — | — | — | — | —
3rd | +1 | +1 | +1 | +3 |  | 6 | 5 | — | — | — | — | — | — | — | —
4th | +2 | +1 | +1 | +4 |  | 6 | 6 | 3 | — | — | — | — | — | — | —
5th | +2 | +1 | +1 | +4 |  | 6 | 6 | 4 | — | — | — | — | — | — | —
6th | +3 | +2 | +2 | +5 |  | 6 | 6 | 5 | 3 | — | — | — | — | — | —
7th | +3 | +2 | +2 | +5 |  | 6 | 6 | 6 | 4 | — | — | — | — | — | —
8th | +4 | +2 | +2 | +6 |  | 6 | 6 | 6 | 5 | 3 | — | — | — | — | —
9th | +4 | +3 | +3 | +6 |  | 6 | 6 | 6 | 6 | 4 | — | — | — | — | —
10th | +5 | +3 | +3 | +7 |  | 6 | 6 | 6 | 6 | 5 | 3 | — | — | — | —
11th | +5 | +3 | +3 | +7 |  | 6 | 6 | 6 | 6 | 6 | 4 | — | — | — | —
12th | +6/+1 | +4 | +4 | +8 |  | 6 | 6 | 6 | 6 | 6 | 5 | 3 | — | — | —
13th | +6/+1 | +4 | +4 | +8 |  | 6 | 6 | 6 | 6 | 6 | 6 | 4 | — | — | —
14th | +7/+2 | +4 | +4 | +9 |  | 6 | 6 | 6 | 6 | 6 | 6 | 5 | 3 | — | —
15th | +7/+2 | +5 | +5 | +9 |  | 6 | 6 | 6 | 6 | 6 | 6 | 6 | 4 | — | —
16th | +8/+3 | +5 | +5 | +10 |  | 6 | 6 | 6 | 6 | 6 | 6 | 6 | 5 | 3 | —
17th | +8/+3 | +5 | +5 | +10 |  | 6 | 6 | 6 | 6 | 6 | 6 | 6 | 6 | 4 | —
18th | +9/+4 | +6 | +6 | +11 |  | 6 | 6 | 6 | 6 | 6 | 6 | 6 | 6 | 5 | 3
19th | +9/+4 | +6 | +6 | +11 |  | 6 | 6 | 6 | 6 | 6 | 6 | 6 | 6 | 6 | 4
20th | +10/+5 | +6 | +6 | +12 |  | 6 | 6 | 6 | 6 | 6 | 6 | 6 | 6 | 6 | 6

Table: Sorcerer Spells Known
 | Spells Known
Level | 0 | 1st | 2nd | 3rd | 4th | 5th | 6th | 7th | 8th | 9th
1st | 4 | 2 | — | — | — | — | — | — | — | —
2nd | 5 | 2 | — | — | — | — | — | — | — | —
3rd | 5 | 3 | — | — | — | — | — | — | — | —
4th | 6 | 3 | 1 | — | — | — | — | — | — | —
5th | 6 | 4 | 2 | — | — | — | — | — | — | —
6th | 7 | 4 | 2 | 1 | — | — | — | — | — | —
7th | 7 | 5 | 3 | 2 | — | — | — | — | — | —
8th | 8 | 5 | 3 | 2 | 1 | — | — | — | — | —
9th | 8 | 5 | 4 | 3 | 2 | — | — | — | — | —
10th | 9 | 5 | 4 | 3 | 2 | 1 | — | — | — | —
11th | 9 | 5 | 5 | 4 | 3 | 2 | — | — | — | —
12th | 9 | 5 | 5 | 4 | 3 | 2 | 1 | — | — | —
13th | 9 | 5 | 5 | 4 | 4 | 3 | 2 | — | — | —
14th | 9 | 5 | 5 | 4 | 4 | 3 | 2 | 1 | — | —
15th | 9 | 5 | 5 | 4 | 4 | 4 | 3 | 2 | — | —
16th | 9 | 5 | 5 | 4 | 4 | 4 | 3 | 2 | 1 | —
17th | 9 | 5 | 5 | 4 | 4 | 4 | 3 | 3 | 2 | —
18th | 9 | 5 | 5 | 4 | 4 | 4 | 3 | 3 | 2 | 1
19th | 9 | 5 | 5 | 4 | 4 | 4 | 3 | 3 | 3 | 2
20th | 9 | 5 | 5 | 4 | 4 | 4 | 3 | 3 | 3 | 3

Class Features

All of the following are class features of the sorcerer.
Weapon and Armor Proficiency: Sorcerers are proficient with all simple weapons. They are not proficient with any type of armor or shield. Armor of any type interferes with a sorcerer’s gestures, which can cause his spells with somatic components to fail.
Spells: A sorcerer casts arcane spells which are drawn primarily from the sorcerer/wizard spell list. He can cast any spell he knows without preparing it ahead of time, the way a wizard or a cleric must (see below).
To learn or cast a spell, a sorcerer must have a Charisma score equal to at least 10 + the spell level. The Difficulty Class for a saving throw against a sorcerer’s spell is 10 + the spell level + the sorcerer’s Charisma modifier.
Like other spellcasters, a sorcerer can cast only a certain number of spells of each spell level per day. His base daily spell allotment is given on Table: The Sorcerer. In addition, he receives bonus spells per day if he has a high Charisma score.
A sorcerer’s selection of spells is extremely limited. A sorcerer begins play knowing four 0-level spells and two 1st-level spells of your choice. At each new sorcerer level, he gains one or more new spells, as indicated on Table: Sorcerer Spells Known. (Unlike spells per day, the number of spells a sorcerer knows is not affected by his Charisma score; the numbers on Table: Sorcerer Spells Known are fixed.) These new spells can be common spells chosen from the sorcerer/wizard spell list, or they can be unusual spells that the sorcerer has gained some understanding of by study. The sorcerer can’t use this method of spell acquisition to learn spells at a faster rate, however.
Upon reaching 4th level, and at every even-numbered sorcerer level after that (6th, 8th, and so on), a sorcerer can choose to learn a new spell in place of one he already knows. In effect, the sorcerer “loses” the old spell in exchange for the new one. The new spell’s level must be the same as that of the spell being exchanged, and it must be at least two levels lower than the highest-level sorcerer spell the sorcerer can cast. A sorcerer may swap only a single spell at any given level, and must choose whether or not to swap the spell at the same time that he gains new spells known for the level.
Unlike a wizard or a cleric, a sorcerer need not prepare his spells in advance. He can cast any spell he knows at any time, assuming he has not yet used up his spells per day for that spell level. He does not have to decide ahead of time which spells he’ll cast.
Familiar: A sorcerer can obtain a familiar (see below). Doing so takes 24 hours and uses up magical materials that cost 100 gp. A familiar is a magical beast that resembles a small animal and is unusually tough and intelligent. The creature serves as a companion and servant.
The sorcerer chooses the kind of familiar he gets. As the sorcerer advances in level, his familiar also increases in power.
If the familiar dies or is dismissed by the sorcerer, the sorcerer must attempt a DC 15 Fortitude saving throw. Failure means he loses 200 experience points per sorcerer level; success reduces the loss to one-half that amount. However, a sorcerer’s experience point total can never go below 0 as the result of a familiar’s demise or dismissal. A slain or dismissed familiar cannot be replaced for a year and day. A slain familiar can be raised from the dead just as a character can be, and it does not lose a level or a Constitution point when this happy event occurs.
A character with more than one class that grants a familiar may have only one familiar at a time.

WIZARD

Alignment: Any.
Hit Die: d4.

Class Skills
The wizard’s class skills (and the key ability for each skill) are Concentration (Con), Craft (Int), Decipher Script (Int), Knowledge (all skills, taken individually) (Int), Profession (Wis), and Spellcraft (Int). See Chapter 4: Skills for
skill descriptions.
Skill Points at 1st Level: (2 + Int modifier) x4.
Skill Points at Each Additional Level: 2 + Int modifier.

Table: The Wizard
Level | Base Attack Bonus | Fort Save | Ref Save | Will Save | Special | Spells per Day
 |  |  |  |  |  | 0 | 1st | 2nd | 3rd | 4th | 5th | 6th | 7th | 8th | 9th
1st | +0 | +0 | +0 | +2 | Summon familiar, Scribe Scroll | 3 | 1 | — | — | — | — | — | — | — | —
2nd | +1 | +0 | +0 | +3 |  | 4 | 2 | — | — | — | — | — | — | — | —
3rd | +1 | +1 | +1 | +3 |  | 4 | 2 | 1 | — | — | — | — | — | — | —
4th | +2 | +1 | +1 | +4 |  | 4 | 3 | 2 | — | — | — | — | — | — | —
5th | +2 | +1 | +1 | +4 | Bonus feat | 4 | 3 | 2 | 1 | — | — | — | — | — | —
6th | +3 | +2 | +2 | +5 |  | 4 | 3 | 3 | 2 | — | — | — | — | — | —
7th | +3 | +2 | +2 | +5 |  | 4 | 4 | 3 | 2 | 1 | — | — | — | — | —
8th | +4 | +2 | +2 | +6 |  | 4 | 4 | 3 | 3 | 2 | — | — | — | — | —
9th | +4 | +3 | +3 | +6 |  | 4 | 4 | 4 | 3 | 2 | 1 | — | — | — | —
10th | +5 | +3 | +3 | +7 | Bonus feat | 4 | 4 | 4 | 3 | 3 | 2 | — | — | — | —
11th | +5 | +3 | +3 | +7 |  | 4 | 4 | 4 | 4 | 3 | 2 | 1 | — | — | —
12th | +6/+1 | +4 | +4 | +8 |  | 4 | 4 | 4 | 4 | 3 | 3 | 2 | — | — | —
13th | +6/+1 | +4 | +4 | +8 |  | 4 | 4 | 4 | 4 | 4 | 3 | 2 | 1 | — | —
14th | +7/+2 | +4 | +4 | +9 |  | 4 | 4 | 4 | 4 | 4 | 3 | 3 | 2 | — | —
15th | +7/+2 | +5 | +5 | +9 | Bonus feat | 4 | 4 | 4 | 4 | 4 | 4 | 3 | 2 | 1 | —
16th | +8/+3 | +5 | +5 | +10 |  | 4 | 4 | 4 | 4 | 4 | 4 | 3 | 3 | 2 | —
17th | +8/+3 | +5 | +5 | +10 |  | 4 | 4 | 4 | 4 | 4 | 4 | 4 | 3 | 2 | 1
18th | +9/+4 | +6 | +6 | +11 |  | 4 | 4 | 4 | 4 | 4 | 4 | 4 | 3 | 3 | 2
19th | +9/+4 | +6 | +6 | +11 |  | 4 | 4 | 4 | 4 | 4 | 4 | 4 | 4 | 3 | 3
20th | +10/+5 | +6 | +6 | +12 | Bonus feat | 4 | 4 | 4 | 4 | 4 | 4 | 4 | 4 | 4 | 4

Class Features

All of the following are class features of the wizard.
Weapon and Armor Proficiency: Wizards are proficient with the club, dagger, heavy crossbow, light crossbow, and quarterstaff, but not with any type of armor or shield. Armor of any type interferes with a wizard’s movements, which can cause her spells with somatic components to fail.
Spells: A wizard casts arcane spells which are drawn from the sorcerer/ wizard spell list. A wizard must choose and prepare her spells ahead of time (see below).
To learn, prepare, or cast a spell, the wizard must have an Intelligence score equal to at least 10 + the spell level. The Difficulty Class for a saving throw against a wizard’s spell is 10 + the spell level + the wizard’s Intelligence modifier.
Like other spellcasters, a wizard can cast only a certain number of spells of each spell level per day. Her base daily spell allotment is given on Table: The Wizard. In addition, she receives bonus spells per day if she has a high Intelligence score.
Unlike a bard or sorcerer, a wizard may know any number of spells. She must choose and prepare her spells ahead of time by getting a good night’s sleep and spending 1 hour studying her spellbook. While studying, the wizard decides which spells to prepare.
Bonus Languages: A wizard may substitute Draconic for one of the bonus languages available to the character because of her race.
Familiar: A wizard can obtain a familiar in exactly the same manner as a sorcerer can. See the sorcerer description and the information on Familiars below for details.
Scribe Scroll: At 1st level, a wizard gains Scribe Scroll as a bonus feat.
Bonus Feats: At 5th, 10th, 15th, and 20th level, a wizard gains a bonus feat. At each such opportunity, she can choose a metamagic feat, an item creation feat, or Spell Mastery. The wizard must still meet all prerequisites for a bonus feat, including caster level minimums.
These bonus feats are in addition to the feat that a character of any class gets from advancing levels. The wizard is not limited to the categories of item creation feats, metamagic feats, or Spell Mastery when choosing these feats.
Spellbooks: A wizard must study her spellbook each day to prepare her spells. She cannot prepare any spell not recorded in her spellbook, except for read magic, which all wizards can prepare from memory.
A wizard begins play with a spellbook containing all 0-level wizard spells (except those from her prohibited school or schools, if any; see School Specialization, below) plus three 1st-level spells of your choice. For each point of Intelligence bonus the wizard has, the spellbook holds one additional 1st-level spell of your choice. At each new wizard level, she gains two new spells of any spell level or levels that she can cast (based on her new wizard level) for her spellbook. At any time, a wizard can also add spells found in other wizards’ spellbooks to her own.

SCHOOL SPECIALIZATION
A school is one of eight groupings of spells, each defined by a common theme. If desired, a wizard may specialize in one school of magic (see below). Specialization allows a wizard to cast extra spells from her chosen school, but she then never learns to cast spells from some other schools.
A specialist wizard can prepare one additional spell of her specialty school per spell level each day. She also gains a +2 bonus on Spellcraft checks to learn the spells of her chosen school.
The wizard must choose whether to specialize and, if she does so, choose her specialty at 1st level. At this time, she must also give up two other schools of magic (unless she chooses to specialize in divination; see below), which become her prohibited schools.
A wizard can never give up divination to fulfill this requirement.
Spells of the prohibited school or schools are not available to the wizard, and she can’t even cast such spells from scrolls or fire them from wands. She may not change either her specialization or her prohibited schools later.
The eight schools of arcane magic are abjuration, conjuration, divination, enchantment, evocation, illusion, necromancy, and transmutation.
Spells that do not fall into any of these schools are called universal spells.
Abjuration: Spells that protect, block, or banish. An abjuration specialist is called an abjurer.
Conjuration: Spells that bring creatures or materials to the caster. A conjuration specialist is called a conjurer.
Divination: Spells that reveal information. A divination specialist is called a diviner. Unlike the other specialists, a diviner must give up only one other school.
Enchantment: Spells that imbue the recipient with some property or grant the caster power over another being. An enchantment specialist is called an enchanter.
Evocation: Spells that manipulate energy or create something from nothing. An evocation specialist is called an evoker.
Illusion: Spells that alter perception or create false images. An illusion specialist is called an illusionist.
Necromancy: Spells that manipulate, create, or destroy life or life force. A necromancy specialist is called a necromancer.
Transmutation: Spells that transform the recipient physically or change its properties in a more subtle way. A transmutation specialist is called a transmuter.
Universal: Not a school, but a category for spells that all wizards can learn. A wizard cannot select universal as a specialty school or as a prohibited school. Only a limited number of spells fall into this category.

FAMILIARS
A familiar is a normal animal that gains new powers and becomes a magical beast when summoned to service by a sorcerer or wizard. It retains the appearance, Hit Dice, base attack bonus, base save bonuses, skills, and feats of the normal animal it once was, but it is treated as a magical beast instead of an animal for the purpose of any effect that depends on its type. Only a normal, unmodified animal may become a familiar. An animal companion cannot also function as a familiar.
A familiar also grants special abilities to its master (a sorcerer or wizard), as given on the table below. These special abilities apply only when the master and familiar are within 1 mile of each other.
Levels of different classes that are entitled to familiars stack for the purpose of determining any familiar abilities that depend on the master’s level.

Familiar | Special
Bat | Master gains a +3 bonus on Listen checks
Cat | Master gains a +3 bonus on Move Silently checks
Hawk | Master gains a +3 bonus on Spot checks in bright light
Lizard | Master gains a +3 bonus on Climb checks
Owl | Master gains a +3 bonus on Spot checks in shadows
Rat | Master gains a +2 bonus on Fortitude saves
Raven1 | Master gains a +3 bonus on Appraise checks
Snake2 | Master gains a +3 bonus on Bluff checks
Toad | Master gains +3 hit points
Weasel | Master gains a +2 bonus on Reflex saves
1 A raven familiar can speak one language of its master’s choice as a supernatural ability.
2 Tiny viper.

Familiar Basics: Use the basic statistics for a creature of the familiar’s kind, but make the following
changes:
Hit Dice: For the purpose of effects related to number of Hit Dice, use the master’s character level or the familiar’s normal HD total, whichever is higher.
Hit Points: The familiar has one-half the master’s total hit points (not including temporary hit points), rounded down, regardless of its actual Hit Dice.
Attacks: Use the master’s base attack bonus, as calculated from all his classes. Use the familiar’s Dexterity or Strength modifier, whichever is greater, to get the familiar’s melee attack bonus with natural weapons.
Damage equals that of a normal creature of the familiar’s kind.
Saving Throws: For each saving throw, use either the familiar’s base save bonus (Fortitude +2, Reflex +2, Will +0) or the master’s (as calculated from all his classes), whichever is better. The familiar uses its own ability modifiers to saves, and it doesn’t share any of the other bonuses that the master might have on saves.
Skills: For each skill in which either the master or the familiar has ranks, use either the normal skill ranks for an animal of that type or the master’s skill ranks, whichever are better. In either case, the familiar uses its own ability modifiers. Regardless of a familiar’s total skill modifiers, some skills may remain beyond the familiar’s ability to use.
Familiar Ability Descriptions: All familiars have special abilities (or impart abilities to their masters) depending on the master’s combined level in classes that grant familiars, as shown on the table below. The abilities given on the table are cumulative.
Natural Armor Adj.: The number noted here is an improvement to the familiar’s existing natural armor bonus.
Int: The familiar’s Intelligence score.
Alertness (Ex): While a familiar is within arm’s reach, the master gains the Alertness feat.
Improved Evasion (Ex): When subjected to an attack that normally allows a Reflex saving throw for half damage, a familiar takes no damage if it makes a successful saving throw and half damage even if the saving throw fails.
Share Spells: At the master’s option, he may have any spell (but not any spell-like ability) he casts on himself also affect his familiar. The familiar must be within 5 feet at the time of casting to receive the benefit.
If the spell or effect has a duration other than instantaneous, it stops affecting the familiar if it moves farther than 5 feet away and will not affect the familiar again even if it returns to the master before the duration expires. Additionally, the master may cast a spell with a target of “You” on his familiar (as a touch range spell) instead of on himself.
A master and his familiar can share spells even if the spells normally do not affect creatures of the familiar’s type (magical beast).
Empathic Link (Su): The master has an empathic link with his familiar out to a distance of up to 1 mile. The master cannot see through the familiar’s eyes, but they can communicate empathically. Because of the limited nature of the link, only general emotional content can be communicated.
Because of this empathic link, the master has the same connection to an item or place that his familiar does.
Deliver Touch Spells (Su): If the master is 3rd level or higher, a familiar can deliver touch spells for him. If the master and the familiar are in contact at the time the master casts a touch spell, he can designate his familiar as the “toucher.” The familiar can then deliver the touch spell just as the master could. As usual, if the master casts another spell before the touch is delivered, the touch spell dissipates.
Speak with Master (Ex): If the master is 5th level or higher, a familiar and the master can communicate verbally as if they were using a common language. Other creatures do not understand the communication without magical help.
Speak with Animals of Its Kind (Ex): If the master is 7th level or higher, a familiar can communicate with animals of approximately the same kind as itself (including dire varieties): bats with bats, rats with rodents, cats with felines, hawks and owls and ravens with birds, lizards and snakes with reptiles, toads with amphibians, weasels with similar creatures (weasels, minks, polecats, ermines, skunks, wolverines, and badgers). Such communication is limited by the intelligence of the conversing creatures.
Spell Resistance (Ex): If the master is 11th level or higher, a familiar gains spell resistance equal to the master’s level + 5. To affect the familiar with a spell, another spellcaster must get a result on a caster level check (1d20 + caster level) that equals or exceeds the familiar’s spell resistance.
Scry on Familiar (Sp): If the master is 13th level or higher, he may scry on his familiar (as if casting the scrying spell) once per day.

Master Class Level | Natural Armor Adj. | Int | Special
1st–2nd | +1 | 6 | Alertness, improved evasion, share spells, empathic link
3rd–4th | +2 | 7 | Deliver touch spells
5th–6th | +3 | 8 | Speak with master
7th–8th | +4 | 9 | Speak with animals of its kind
9th–10th | +5 | 10 | —
11th–12th | +6 | 11 | Spell resistance
13th–14th | +7 | 12 | Scry on familiar
15th–16th | +8 | 13 | —
17th–18th | +9 | 14 | —
19th–20th | +10 | 15 | —

ARCANE SPELLS AND ARMOR
Wizards and sorcerers do not know how to wear armor effectively.
If desired, they can wear armor anyway (though they’ll be clumsy in it), or they can gain training in the proper use of armor (with the various Armor Proficiency feats—light, medium, and heavy—and the Shield Proficiency feat), or they can multiclass to add a class that grants them armor proficiency. Even if a wizard or sorcerer is wearing armor with which he or she is proficient, however, it might still interfere with spellcasting.
Armor restricts the complicated gestures that a wizards or sorcerer must make while casting any spell that has a somatic component (most do). The armor and shield descriptions list the arcane spell failure chance for different armors and shields.
By contrast, bards not only know how to wear light armor effectively, but they can also ignore the arcane spell failure chance for such armor. A bard wearing armor heavier than light or using any type of shield incurs the normal arcane spell failure chance, even if he becomes proficient with that armor.
If a spell doesn’t have a somatic component, an arcane spellcaster can cast it with no problem while wearing armor. Such spells can also be cast even if the caster’s hands are bound or if he or she is grappling (although Concentration checks still apply normally). Also, the metamagic feat Still Spell allows a spellcaster to prepare or cast a spell at one spell level higher than normal without the somatic component. This also provides a way to cast a spell while wearing armor without risking arcane spell failure.

MULTICLASS CHARACTERS
A character may add new classes as he or she progresses in level, thus becoming a multiclass character. The class abilities from a character’s different classes combine to determine a multiclass character’s overall abilities. Multiclassing improves a character’s versatility at the expense of focus.

CLASS AND LEVEL FEATURES
As a general rule, the abilities of a multiclass character are the sum of the abilities of each of the character’s classes.
Level: “Character level” is a character’s total number of levels. It is used to determine when feats and ability score boosts are gained.
“Class level” is a character’s level in a particular class. For a character whose levels are all in the same class, character level and class level are the same.
Hit Points: A character gains hit points from each class as his or her class level increases, adding the new hit points to the previous total.
Base Attack Bonus: Add the base attack bonuses acquired for each class to get the character’s base attack bonus. A resulting value of +6 or higher provides the character with multiple attacks.
Saving Throws: Add the base save bonuses for each class together.
Skills: If a skill is a class skill for any of a multiclass character’s classes, then character level determines a skill’s maximum rank. (The maximum rank for a class skill is 3 + character level.)
If a skill is not a class skill for any of a multiclass character’s classes, the maximum rank for that skill is one-half the maximum for a class skill.
Class Features: A multiclass character gets all the class features of all his or her classes but must also suffer the consequences of the special restrictions of all his or her classes. (Exception: A character who acquires the barbarian class does not become illiterate.)
In the special case of turning undead, both clerics and experienced paladins have the same ability. If the character’s paladin level is 4th or higher, her effective turning level is her cleric level plus her paladin level minus 3.
In the special case of uncanny dodge, both experienced barbarians and experienced rogues have the same ability. When a barbarian/rogue would gain uncanny dodge a second time (for her second class), she instead gains improved uncanny dodge, if she does not already have it. Her barbarian and rogue levels stack to determine the rogue level an attacker needs to flank her.
In the special case of obtaining a familiar, both wizards and sorcerers have the same ability. A sorcerer/wizard stacks his sorcerer and wizard levels to determine the familiar’s natural armor, Intelligence score, and special abilities.
Feats: A multiclass character gains feats based on character levels, regardless of individual class level
Ability Increases: A multiclass character gains ability score increases based on character level, regardless of individual class level.
Spells: The character gains spells from all of his or her spellcasting classes and keeps a separate spell list for each class. If a spell’s effect is based on the class level of the caster, the player must keep track of which class’s spell list the character is casting the spell from.


PRESTIGE CLASSES

Prestige classes offer a new form of multiclassing. Unlike the basic classes, characters must meet Requirements before they can take their first level of a prestige class. The rules for level advancement apply to this system, meaning the first step of advancement is always choosing a class. If a character does not meet the Requirements for a prestige class before that first step, that character cannot take the first level of that prestige class. Taking a prestige class does not incur the experience point penalties normally associated with multiclassing.

Definitions of Terms
Here are definitions of some terms used in this section.
Base Class: One of the standard eleven classes.
Caster Level: Generally equal to the number of class levels (see below) in a spellcasting class. Some prestige classes add caster levels to an existing class.
Character Level: The total level of the character, which is the sum of all class levels held by that character.
Class Level: The level of a character in a particular class. For a character with levels in only one class, class level and character level are the same.

ARCANE ARCHER

Hit Die: d8.

Requirements
To qualify to become an arcane archer, a character must fulfill all the following criteria.
Race: Elf or half-elf.
Base Attack Bonus: +6.
Feats: Point Blank Shot, Precise Shot, Weapon Focus (longbow or shortbow).
Spells: Ability to cast 1st-level arcane spells.

Class Skills
The arcane archer’s class skills (and the key ability for each skill) are Craft (Int), Hide (Dex). Listen (Wis), Move Silently (Dex), Ride (Dex), Spot (Wis), Survival (Wis), and Use Rope (Dex).
Skill Points at Each Level: 4 + Int modifier.

Table: The Arcane Archer
Level | Base Attack Bonus | Fort Save | Ref Save | Will Save | Special
1st | +1 | +2 | +2 | +0 | Enhance arrow +1
2nd | +2 | +3 | +3 | +0 | Imbue arrow
3rd | +3 | +3 | +3 | +1 | Enhance arrow +2
4th | +4 | +4 | +4 | +1 | Seeker arrow
5th | +5 | +4 | +4 | +1 | Enhance arrow +3
6th | +6 | +5 | +5 | +2 | Phase arrow
7th | +7 | +5 | +5 | +2 | Enhance arrow +4
8th | +8 | +6 | +6 | +2 | Hail of arrows
9th | +9 | +6 | +6 | +3 | Enhance arrow +5
10th | +10 | +7 | +7 | +3 | Arrow of death

Class Features

All of the following are Class Features of the arcane archer prestige class.
Weapon and Armor Proficiency: An arcane archer is proficient with all simple and martial weapons, light armor, medium armor, and shields.
Enhance Arrow (Su): At 1st level, every nonmagical arrow an arcane archer nocks and lets fly becomes magical, gaining a +1 enhancement bonus. Unlike magic weapons created by normal means, the archer need not spend experience points or gold pieces to accomplish this task. However, an archer’s magic arrows only function for her. For every two levels the character advances past 1st level in the prestige class, the magic arrows she creates gain +1 greater potency (+1 at 1st level, +2 at 3rd level, +3 at 5th level, +4 at 7th level, and +5 at 9th level).
Imbue Arrow (Sp): At 2nd level, an arcane archer gains the ability to place an area spell upon an arrow. When the arrow is fired, the spell’s area is centered on where the arrow lands, even if the spell could normally be centered only on the caster. This ability allows the archer to use the bow’s range rather than the spell’s range. It takes a standard action to cast the spell and fire the arrow. The arrow must be fired in the round the spell is cast, or the spell is wasted.
Seeker Arrow (Sp): At 4th level, an arcane archer can launch an arrow once per day at a target known to her within range, and the arrow travels to the target, even around corners. Only an unavoidable obstacle or the limit of the arrow’s range prevents the arrow’s flight. This ability negates cover and concealment modifiers, but otherwise the attack is rolled normally. Using this ability is a standard action (and shooting the arrow is part of the action).
Phase Arrow (Sp): At 6th level, an arcane archer can launch an arrow once per day at a target known to her within range, and the arrow travels to the target in a straight path, passing through any nonmagical barrier or wall in its way. (Any magical barrier stops the arrow.) This ability negates cover, concealment, and even armor modifiers, but otherwise the attack is rolled normally.
Using this ability is a standard action (and shooting the arrow is part of the action).
Hail of Arrows (Sp): In lieu of her regular attacks, once per day an arcane archer of 8th level or higher can fire an arrow at each and every target within range, to a maximum of one target for every arcane archer level she has earned. Each attack uses the archer’s primary attack bonus, and each enemy may only be targeted by a single arrow.
Arrow of Death (Sp): At 10th level, an arcane archer can create an arrow of death that forces the target, if damaged by the arrow’s attack, to make a DC 20 Fortitude save or be slain immediately. It takes one day to make an arrow of death, and the arrow only functions for the arcane archer who created it. The arrow of death lasts no longer than one year, and the archer can only have one such arrow in existence at a time.

ARCANE TRICKSTER

Hit Die: d4.

Requirements
To qualify to become an arcane trickster, a character must fulfill all of the following criteria.
Alignment: Any nonlawful.
Skills: Decipher Script 7 ranks, Disable Device 7 ranks, Escape Artist 7 ranks, Knowledge (arcana) 4 ranks.
Spells: Ability to cast mage hand and at least one arcane spell of 3rd level or higher.
Special: Sneak attack +2d6.

Class Skills
The arcane trickster’s class skills (and the key ability for each skill) are Appraise (Int), Balance (Dex), Bluff (Cha), Climb (Str), Concentration (Con), Craft (Int), Decipher Script (Int), Diplomacy (Cha), Disable Device (Int), Disguise (Cha), Escape Artist (Dex), Gather Information (Cha), Hide (Dex), Jump (Str), Knowledge (all skills taken individually) (Int), Listen (Wis), Move Silently (Dex), Open Lock (Dex), Profession (Wis), Sense Motive (Wis), Search (Int), Sleight of Hand (Dex), Speak Language (Int), Spellcraft (Int), Spot (Wis), Swim (Str), Tumble (Dex), and Use Rope (Dex).
Skill Points at Each Level: 4 + Int modifier.

Table: The Arcane Trickster
Level | Base Attack Bonus | Fort Save | Ref Save | Will Save | Special | Spells per Day
1st | +0 | +0 | +2 | +2 | Ranged legerdemain 1/day | +1 level of existing class
2nd | +1 | +0 | +3 | +3 | Sneak attack +1d6 | +1 level of existing class
3rd | +1 | +1 | +3 | +3 | Impromptu sneak attack 1/day | +1 level of existing class
4th | +2 | +1 | +4 | +4 | Sneak attack +2d6 | +1 level of existing class
5th | +2 | +1 | +4 | +4 | Ranged legerdemain 2/day | +1 level of existing class
6th | +3 | +2 | +5 | +5 | Sneak attack +3d6 | +1 level of existing class
7th | +3 | +2 | +5 | +5 | Impromptu sneak attack 2/day | +1 level of existing class
8th | +4 | +2 | +6 | +6 | Sneak attack +4d6 | +1 level of existing class
9th | +4 | +3 | +6 | +6 | Ranged legerdemain 3/day | +1 level of existing class
10th | +5 | +3 | +7 | +7 | Sneak attack +5d6 | +1 level of existing class

Class Features

All of the following are Class Features of the arcane trickster prestige class.
Weapon and Armor Proficiency: Arcane tricksters gain no proficiency with any weapon or armor.
Spells per Day: When a new arcane trickster level is gained, the character gains new spells per day as if he had also gained a level in a spellcasting class he belonged to before adding the prestige class. He does not, however, gain any other benefit a character of that class would have gained, except for an increased effective level of spellcasting. If a character had more than one spellcasting class before becoming an arcane trickster, he must decide to which class he adds the new level for purposes of determining spells per day.
Ranged Legerdemain: An arcane trickster can perform one of the following class skills at a range of 30 feet: Disable Device, Open Lock, or Sleight of Hand. Working at a distance increases the normal skill check DC by 5, and an arcane trickster cannot take 10 on this check. Any object to be manipulated must weigh 5 pounds or less.
An arcane trickster can use ranged legerdemain once per day initially, twice per day upon attaining 5th level, and three times per day at 9th level or higher. He can make only one ranged legerdemain skill check each day, and only if he has at least 1 rank in the skill being used.
Sneak Attack: This is exactly like the rogue ability of the same name. The extra damage dealt increases by +1d6 every other level (2nd, 4th, 6th, 8th, and 10th). If an arcane trickster gets a sneak attack bonus from another source the bonuses on damage stack.
Impromptu Sneak Attack: Beginning at 3rd level, once per day an arcane trickster can declare one melee or ranged attack he makes to be a sneak attack (the target can be no more than 30 feet distant if the impromptu sneak attack is a ranged attack). The target of an impromptu sneak attack loses any Dexterity bonus to AC, but only against that attack. The power can be used against any target, but creatures that are not subject to critical hits take no extra damage (though they still lose any Dexterity bonus to AC against the attack).
At 7th level, an arcane trickster can use this ability twice per day.

ARCHMAGE

Hit Die: d4.

Requirements
To qualify to become an archmage, a character must fulfill all the following criteria.
Skills: Knowledge (arcana) 15 ranks, Spellcraft 15 ranks.
Feats: Skill Focus (Spellcraft), Spell Focus in two schools of magic.
Spells: Ability to cast 7th-level arcane spells, knowledge of 5th-level or higher spells from at least five schools.

Class Skills
The archmage’s class skills (and the key ability for each skill) are Concentration (Con), Craft (alchemy) (Int), Knowledge (all skills taken individually) (Int), Profession (Wis), Search (Int), and Spellcraft (Int).
Skill Points at Each Level: 2 + Int modifier.

Table: The Archmage
Level | Base Attack Bonus | Fort Save | Ref Save | Will Save | Special | Spells per Day
1st | +0 | +0 | +0 | +2 | High arcana | +1 level of existing arcane spellcasting class
2nd | +1 | +0 | +0 | +3 | High arcana | +1 level of existing arcane spellcasting class
3rd | +1 | +1 | +1 | +3 | High arcana | +1 level of existing arcane spellcasting class
4th | +2 | +1 | +1 | +4 | High arcana | +1 level of existing arcane spellcasting class
5th | +2 | +1 | +1 | +4 | High arcana | +1 level of existing arcane spellcasting class

Class Features

All the following are Class Features of the archmage prestige class.
Weapon and Armor Proficiency: Archmages gain no proficiency with any weapon or armor.
Spells per Day/Spells Known: When a new archmage level is gained, the character gains new spells per day (and spells known, if applicable) as if he had also gained a level in whatever arcane spellcasting class in which he could cast 7th-level spells before he added the prestige class level. He does not, however, gain any other benefit a character of that class would have gained. If a character had more than one arcane spellcasting class in which he could cast 7th-level spells before he became an archmage, he must decide to which class he adds each level of archmage for the purpose of determining spells per day.
High Arcana: An archmage gains the opportunity to select a special ability from among those described below by permanently eliminating one existing spell slot (she cannot eliminate a spell slot of higher level than the highest-level spell she can cast). Each special ability has a minimum required spell slot level, as specified in its description.
An archmage may choose to eliminate a spell slot of a higher level than that required to gain a type of high arcana.
Arcane Fire (Su): The archmage gains the ability to change arcane spell energy into arcane fire, manifesting it as a bolt of raw magical energy. The bolt is a ranged touch attack with long range (400 feet + 40 feet/level of archmage) that deals 1d6 points of damage per class level of the archmage plus 1d6 points of damage per level of the spell used to create the effect. This ability costs one 9th-level spell slot.
Arcane Reach (Su): The archmage can use spells with a range of touch on a target up to 30 feet away. The archmage must make a ranged touch attack. Arcane reach can be selected a second time as a special ability, in which case the range increases to 60 feet. This ability costs one 7th-level spell slot.
Mastery of Counterspelling: When the archmage counterspells a spell, it is turned back upon the caster as if it were fully affected by a spell turning spell. If the spell cannot be affected by spell turning, then it is merely counterspelled. This ability costs one 7th-level spell slot.
Mastery of Elements: The archmage can alter an arcane spell when cast so that it utilizes a different element from the one it normally uses. This ability can only alter a spell with the acid, cold, fire, electricity, or sonic descriptor. The spell’s casting time is unaffected. The caster decides whether to alter the spell’s energy type and chooses the new energy type when he begins casting. This ability costs one 8th-level spell slot.
Mastery of Shaping: The archmage can alter area and effect spells that use one of the following shapes: burst, cone, cylinder, emanation, or spread. The alteration consists of creating spaces within the spell’s area or effect that are not subject to the spell. The minimum dimension for these spaces is a 5-foot cube. Furthermore, any shapeable spells have a minimum dimension of 5 feet instead of 10 feet. This ability costs one 6th-level spell slot.
Spell Power: This ability increases the archmage’s effective caster level by +1 (for purposes of determining level-dependent spell variables such as damage dice or range, and caster level checks only). This ability costs one 5th-level spell slot.
Spell-Like Ability: An archmage who selects this type of high arcana can use one of her arcane spell slots (other than a slot expended to learn this or any other type of high arcana) to permanently prepare one of her arcane spells as a spell-like ability that can be used twice per day. The archmage does not use any components when casting the spell, although a spell that costs XP to cast still does so and a spell with a costly material component instead costs her 10 times that amount in XP. This ability costs one 5th-level spell slot.
The spell-like ability normally uses a spell slot of the spell’s level, although the archmage can choose to make a spell modified by a metamagic feat into a spell-like ability at the appropriate spell level.
The archmage may use an available higher-level spell slot in order to use the spell-like ability more often. Using a slot three levels higher than the chosen spell allows her to use the spell-like ability four times per day, and a slot six levels higher lets her use it six times per day.
If spell-like ability is selected more than one time as a high arcana choice, this ability can apply to the same spell chosen the first time (increasing the number of times per day it can be used) or to a different spell.

ASSASSIN

Hit Die: d6.

Requirements
To qualify to become an assassin, a character must fulfill all the following criteria.
Alignment: Any evil.
Skills: Disguise 4 ranks, Hide 8 ranks, Move Silently 8 ranks.
Special: The character must kill someone for no other reason than to join the assassins.

Class Skills
The assassin’s class skills (and the key ability for each skill) are Balance (Dex), Bluff (Cha), Climb (Str), Craft (Int), Decipher Script (Int), Diplomacy (Cha), Disable Device (Int), Disguise (Cha), Escape Artist (Dex), Forgery (Int), Gather Information (Cha), Hide (Dex), Intimidate (Cha), Jump (Str), Listen (Wis), Move Silently (Dex), Open Lock (Dex), Search (Int), Sense Motive (Wis), Sleight of Hand (Dex), Spot (Wis), Swim (Str), Tumble (Dex), Use Magic Device (Cha), and Use Rope (Dex).
Skill Points at Each Level: 4 + Int modifier.

Table: The Assassin
Level | Base Attack Bonus | Fort Save | Ref Save | Will Save | Special | Spells per Day
 |  |  |  |  |  | 1st | 2nd | 3rd | 4th
1st | +0 | +0 | +2 | +0 | Sneak attack +1d6, death attack, poison use, spells | 0 | — | — | —
2nd | +1 | +0 | +3 | +0 | +1 save against poison, uncanny dodge | 1 | — | — | —
3rd | +2 | +1 | +3 | +1 | Sneak attack +2d6 | 2 | 0 | — | —
4th | +3 | +1 | +4 | +1 | +2 save against poison | 3 | 1 | — | —
5th | +3 | +1 | +4 | +1 | Improved uncanny dodge, sneak attack +3d6 | 3 | 2 | 0 | —
6th | +4 | +2 | +5 | +2 | +3 save against poison | 3 | 3 | 1 | —
7th | +5 | +2 | +5 | +2 | Sneak attack +4d6 | 3 | 3 | 2 | 0
8th | +6 | +2 | +6 | +2 | +4 save against poison, hide in plain sight | 3 | 3 | 3 | 1
9th | +6 | +3 | +6 | +3 | Sneak attack +5d6 | 3 | 3 | 3 | 2
10th | +7 | +3 | +7 | +3 | +5 save against poison | 3 | 3 | 3 | 3

Class Features

All of the following are Class Features of the assassin prestige class.
Weapon and Armor Proficiency: Assassins are proficient with the crossbow (hand, light, or heavy), dagger (any type), dart, rapier, sap, shortbow (normal and composite), and short sword. Assassins are proficient with light armor but not with shields.
Sneak Attack: This is exactly like the rogue ability of the same name. The extra damage dealt increases by +1d6 every other level (2nd, 4th, 6th, 8th, and 10th). If an assassin gets a sneak attack bonus from another source the bonuses on damage stack.
Death Attack: If an assassin studies his victim for 3 rounds and then makes a sneak attack with a melee weapon that successfully deals damage, the sneak attack has the additional effect of possibly either paralyzing or killing the target (assassin’s choice). While studying the victim, the assassin can undertake other actions so long as his attention stays focused on the target and the target does not detect the assassin or recognize the assassin as an enemy. If the victim of such an attack fails a Fortitude save (DC 10 + the assassin’s class level + the assassin’s Int modifier) against the kill effect, she dies. If the saving throw fails against the paralysis effect, the victim is rendered helpless and unable to act for 1d6 rounds plus 1 round per level of the assassin. If the victim’s saving throw succeeds, the attack is just a normal sneak attack. Once the assassin has completed the 3 rounds of study, he must make the death attack within the next 3 rounds.
If a death attack is attempted and fails (the victim makes her save) or if the assassin does not launch the attack within 3 rounds of completing the study, 3 new rounds of study are required before he can attempt another death attack.
Poison Use: Assassins are trained in the use of poison and never risk accidentally poisoning themselves when applying poison to a blade.
Spells: Beginning at 1st level, an assassin gains the ability to cast a number of arcane spells. To cast a spell, an assassin must have an Intelligence score of at least 10 + the spell’s level, so an assassin with an Intelligence of 10 or lower cannot cast these spells. Assassin bonus spells are based on Intelligence, and saving throws against these spells have a DC of 10 + spell level + the assassin’s Intelligence bonus. When the assassin gets 0 spells per day of a given spell level he gains only the bonus spells he would be entitled to based on his Intelligence score for that spell level.
The assassin’s spell list appears below. An assassin casts spells just as a bard does.
Upon reaching 6th level, at every even-numbered level after that (8th and 10th), an assassin can choose to learn a new spell in place of one he already knows. The new spell’s level must be the same as that of the spell being exchanged, and it must be at least two levels lower than the highest-level assassin spell the assassin can cast. An assassin may swap only a single spell at any given level, and must choose whether or not to swap the spell at the same time that he gains new spells known for that level.

Table: Assassin Spells Known
Level | Spells Known
 | 1st | 2nd | 3rd | 4th
1st | 21 | — | — | —
2nd | 3 | — | — | —
3rd | 3 | 21 | — | —
4th | 4 | 3 | — | —
5th | 4 | 3 | 21 | —
6th | 4 | 4 | 3 | —
7th | 4 | 4 | 3 | 21
8th | 4 | 4 | 4 | 3
9th | 4 | 4 | 4 | 3
10th | 4 | 4 | 4 | 4
1 Provided the assassin has sufficient Intelligence to have a bonus spell of this level.

Save Bonus against Poison: The assassin gains a natural saving throw bonus to all poisons gained at 2nd level that increases by +1 for every two additional levels the assassin gains.
Uncanny Dodge (Ex): Starting at 2nd level, an assassin retains his Dexterity bonus to AC (if any) regardless of being caught flat-footed or struck by an invisible attacker. (He still loses any Dexterity bonus to AC if immobilized.)
If a character gains uncanny dodge from a second class the character automatically gains improved uncanny dodge (see below).
Improved Uncanny Dodge (Ex): At 5th level, an assassin can no longer be flanked, since he can react to opponents on opposite sides of him as easily as he can react to a single attacker. This defense denies rogues the ability to use flank attacks to sneak attack the assassin. The exception to this defense is that a rogue at least four levels higher than the assassin can flank him (and thus sneak attack him).
If a character gains uncanny dodge (see above) from a second class the character automatically gains improved uncanny dodge, and the levels from those classes stack to determine the minimum rogue level required to flank the character.
Hide in Plain Sight (Su): At 8th level, an assassin can use the Hide skill even while being observed. As long as he is within 10 feet of some sort of shadow, an assassin can hide himself from view in the open without having anything to actually hide behind.
He cannot, however, hide in his own shadow.

Assassin Spell List
Assassins choose their spells from the following list:
1st Level: disguise self, detect poison, feather fall, ghost sound, jump, obscuring mist, sleep, true strike.
2nd Level: alter self, cat’s grace, darkness, fox’s cunning, illusory script, invisibility, pass without trace, spider climb, undetectable alignment.
3rd Level: deep slumber, deeper darkness, false life, magic circle against good, misdirection, nondetection.
4th Level: clairaudience/clairvoyance, dimension door, freedom of movement, glibness, greater invisibility, locate creature, modify memory, poison.

BLACKGUARD

Hit Die: d10.

Requirements
To qualify to become a blackguard, a character must fulfill all the following criteria.
Alignment: Any evil.
Base Attack Bonus: +6.
Skills: Hide 5 ranks, Knowledge (religion) 2 ranks.
Feats: Cleave, Improved Sunder, Power Attack.
Special: The character must have made peaceful contact with an evil outsider who was summoned by him or someone else.

Class Skills
The blackguard’s class skills (and the key ability for each skill) are Concentration (Con), Craft (Int), Diplomacy (Cha), Handle Animal (Cha), Heal (Wis), Hide (Dex), Intimidate (Cha), Knowledge (religion) (Int), Profession (Wis), and Ride (Dex).
Skill Points at Each Level: 2 + Int modifier.

Table: The Blackguard
Level | Base Attack Bonus | Fort Save | Ref Save | Will Save | Special | Spells per Day
 |  |  |  |  |  | 1st | 2nd | 3rd | 4th
1st | +1 | +2 | 0 | 0 | Aura of evil, detect good, poison use | 0 | — | — | —
2nd | +2 | +3 | 0 | 0 | Dark blessing, smite good 1/day | 1 | — | — | —
3rd | +3 | +3 | +1 | +1 | Command undead, aura of despair | 1 | 0 | — | —
4th | +4 | +4 | +1 | +1 | Sneak attack +1d6 | 1 | 1 | — | —
5th | +5 | +4 | +1 | +1 | Fiendish servant, smite good 2/day | 1 | 1 | 0 | —
6th | +6 | +5 | +2 | +2 |  | 1 | 1 | 1 | —
7th | +7 | +5 | +2 | +2 | Sneak attack +2d6 | 2 | 1 | 1 | 0
8th | +8 | +6 | +2 | +2 |  | 2 | 1 | 1 | 1
9th | +9 | +6 | +3 | +3 |  | 2 | 2 | 1 | 1
10th | +10 | +7 | +3 | +3 | Sneak attack +3d6, smite good 3/day | 2 | 2 | 2 | 1

Class Features

All of the following are Class Features of the blackguard prestige class.
Weapon and Armor Proficiency: Blackguards are proficient with all simple and martial weapons, with all types of armor, and with shields.
Aura of Evil (Ex): The power of a blackguard’s aura of evil (see the detect evil spell) is equal to his class level plus his cleric level, if any.
Detect Good (Sp): At will, a blackguard can use detect good as a spell-like ability, duplicating the effect of the detect good spell.
Poison Use: Blackguards are skilled in the use of poison and never risk accidentally poisoning themselves when applying poison to a blade.
Dark Blessing (Su): A blackguard applies his Charisma modifier (if positive) as a bonus on all saving throws.
Spells: A blackguard has the ability to cast a small number of divine spells. To cast a blackguard spell, a blackguard must have a Wisdom score of at least 10 + the spell’s level, so a blackguard with a Wisdom of 10 or lower cannot cast these spells.
Blackguard bonus spells are based on Wisdom, and saving throws against these spells have a DC of 10 + spell level + the blackguard’s Wisdom modifier. When the blackguard gets 0 spells per day of a given spell level he gains only the bonus spells he would be entitled to based on his Wisdom score for that spell level. The blackguard’s spell list appears below. A blackguard has access to any spell on the list and can freely choose which to prepare, just as a cleric. A blackguard prepares and casts spells just as a cleric does (though a blackguard cannot spontaneously cast cure or inflict spells).
Smite Good (Su): Once a day, a blackguard of 2nd level or higher may attempt to smite good with one normal melee attack.
He adds his Charisma modifier (if positive) to his attack roll and deals 1 extra point of damage per class level. If a blackguard accidentally smites a creature that is not good, the smite has no effect but it is still used up for that day.
At 5th level, and again at 10th level, a blackguard may smite good one additional time per day.
Aura of Despair (Su): Beginning at 3rd level, the blackguard radiates a malign aura that causes enemies within 10 feet of him to take a –2 penalty on all saving throws.
Command Undead (Su): When a blackguard reaches 3rd level, he gains the supernatural ability to command and rebuke undead. He commands undead as would a cleric of two levels lower.
Sneak Attack: This ability, gained at 4th level, is like the rogue ability of the same name. The extra damage increases by +1d6 every third level beyond 4th (7th and 10th). If a blackguard gets a sneak attack bonus from another source the bonuses on damage stack.

Blackguard Spell List
Blackguards choose their spells from the following list:
1st Level: cause fear, corrupt weapon, cure light wounds, doom, inflict light wounds, magic weapon, summon monster I*.
2nd Level: bull’s strength, cure moderate wounds, darkness, death knell, eagle’s splendor, inflict moderate wounds, shatter, summon monster II*.
3rd Level: contagion, cure serious wounds, deeper darkness, inflict serious wounds, protection from elements, summon monster III*.
4th Level: cure critical wounds, freedom of movement, inflict critical wounds, poison, summon monster IV*.
* Evil creatures only.

Corrupt Weapon
Blackguards have access to a special spell, corrupt weapon, which is the opposing counterpart of the paladin spell bless weapon. Instead of improving a weapon’s effectiveness against evil foes corrupt weapon makes a weapon more effective against good foes.

Fallen Paladins

Blackguards who have levels in the paladin class (that is to say, are now ex-paladins) gain extra abilities the more levels of paladin they have.
A fallen paladin who becomes a blackguard gains all of the following abilities that apply, according to the number of paladin levels the character has.
1–2: Smite good 1/day. (This is in addition to the ability granted to all blackguards at 2nd level.
3–4: Lay on hands. Once per day, the blackguard can use this supernatural ability to cure himself or his fiendish servant of damage equal to his Charisma bonus x his level.
5–6: Sneak attack damage increased by +1d6. Smite good 2/day.
7–8: Fiendish summoning. Once per day, the blackguard can use a summon monster I spell to call forth an evil creature. For this spell, the caster level is double the blackguard’s class level.
9–10: Undead companion. In addition to the fiendish servant, the blackguard gains (at 5th level) a Medium-size skeleton or zombie as a companion. This companion cannot be turned or rebuked and gains all special bonuses as a fiendish servant when the blackguard gains levels. Smite good 3/day.
11 or more: A fallen paladin of this stature immediately gains a blackguard level for each level of paladin he trades in.
The character level of the character does not change. With the loss of paladin levels, the character no longer gains as many extra abilities for being a fallen paladin.

The Blackguard’s Fiendish Servant

Upon or after reaching 5th level, a blackguard can call a fiendish bat, cat, dire rat, horse, pony, raven, or toad to serve him. The blackguard’s servant further gains HD and special abilities based on the blackguard’s character level (see the table below).
A blackguard may have only one fiendish servant at a time.
Should the blackguard’s servant die, he may call for another one after a year and a day. The new fiendish servant has all the accumulated abilities due a servant of the blackguard’s current level.

Character Level | Bonus HD | Natural Armor Adj. | Str Adj. | Int | Special
12th or lower | +2 | +1 | +1 | 6 | Empathic link, improved evasion, share saving throws, share spells
13th–15th | +4 | +3 | +2 | 7 | Speak with blackguard
16th–18th | +6 | +5 | +3 | 8 | Blood bond
19th–20th | +8 | +7 | +4 | 9 | Spell resistance
Character Level: The character level of the blackguard (his blackguard level plus his original class level).
Bonus HD: Extra eight-sided (d8) Hit Dice, each of which gains a Constitution modifier, as normal. Extra Hit Dice improve the servant’s base attack and base save bonuses, as normal.
Natural Armor Adj.: This is an improvement to the servant’s existing natural armor bonus.
Str Adj.: Add this figure to the servant’s Strength score.
Int: The servant’s Intelligence score. (A fiendish servant is smarter than normal animals of its kind.)

The abilities mentioned in the “Special” column of the accompanying table are described below.
Empathic Link (Su): The blackguard has an empathic link with his servant out to a distance of up to 1 mile. The blackguard cannot see through the servant’s eyes, but they can communicate empathically. Because of the limited nature of the link, only general emotional content can be communicated.
Because of the empathic link between the servant and the blackguard, the blackguard has the same connection to a place or an item that the servant does.
Improved Evasion (Ex): If the servant is subjected to an attack that normally allows a Reflex saving throw for half damage, it takes no damage on a successful saving throw and only half damage on a failed saving throw. Improved evasion is an extraordinary ability.
Share Saving Throws: For each of its saving throws, the servant uses either its own base save bonus or the blackguard’s, whichever is higher. The servant applies its own ability modifiers to saves, and it doesn’t share any other bonuses on saves that the blackguard might have.
Share Spells: At the blackguard’s option, he may have any spell (but not any spell-like ability) he casts on himself also affect his servant. The servant must be within 5 feet at the time of casting to receive the benefit. If the spell has a duration other than instantaneous, it stops affecting the servant if it moves farther than 5 feet away and will not affect the servant again even if the servant returns to the blackguard before the duration expires. Additionally, the blackguard may cast a spell with a target of “You” on his servant (as a touch range spell) instead of on himself. A blackguard and his servant can share spells even if the spells normally do not affect creatures of the servant’s type (magical beast).
Speak with Blackguard (Ex): If the blackguard’s character level is 13th or higher, the blackguard and servant can communicate verbally as if they were using a common language. Other creatures do not understand the communication without magical help.
Blood Bond (Ex): If the blackguard’s character level is 16th or higher, the servant gains a +2 bonus on all attack rolls, checks, and saves if it witnesses the blackguard being threatened or harmed.
This bonus lasts as long as the threat is immediate and apparent.
Spell Resistance (Ex): If the blackguard’s character level is 19th or higher, the servant gains spell resistance equal to the blackguard’s level + 5. To affect the servant with a spell, another spellcaster must get a result on a caster level check (1d20 + caster level) that equals or exceeds the servant’s spell resistance.

DRAGON DISCIPLE

Hit Die: d12.

Requirements
To qualify to become a dragon disciple, a character must fulfill all the following criteria.
Race: Any nondragon (cannot already be a half-dragon).
Skills: Knowledge (arcana) 8 ranks.
Languages: Draconic.
Spellcasting: Ability to cast arcane spells without preparation.
Special: The player chooses a dragon variety when taking the first level in this prestige class.

Class Skills
The dragon disciple’s class skills (and the key ability for each skill) are Concentration (Con), Craft (Int), Diplomacy (Cha), Escape Artist (Dex), Gather Information (Cha), Knowledge (all skills, taken individually) (Int) Listen (Wis), Profession (Wis), Search (Int), Speak Language (Int), Spellcraft (Int), and Spot (Wis).
Skill Points at Each Level: 2 + Int modifier.

Table: The Dragon Disciple
Level | Base Attack Bonus | Fort Save | Ref Save | Will Save | Special | Bonus Spells
1st | +0 | +2 | +0 | +2 | Natural armor increase (+1) | 1
2nd | +1 | +3 | +0 | +3 | Ability boost (Str +2), claws and bite | 1
3rd | +2 | +3 | +1 | +3 | Breath weapon (2d8) | 0
4th | +3 | +4 | +1 | +4 | Ability boost (Str +2), natural armor increase (+2) | 1
5th | +3 | +4 | +1 | +4 | Blindsense 30 ft. | 1
6th | +4 | +5 | +2 | +5 | Ability boost (Con +2) | 1
7th | +5 | +5 | +2 | +5 | Breath weapon (4d8), natural armor increase (+3) | 0
8th | +6 | +6 | +2 | +6 | Ability boost (Int +2) | 1
9th | +6 | +6 | +3 | +6 | Wings | 1
10th | +7 | +7 | +3 | +7 | Blindsense 60 ft., dragon apotheosis | 0

Class Features

All of the following are Class Features of the dragon disciple prestige class.
Weapon and Armor Proficiency: Dragon disciples gain no proficiency with any weapon or armor.
Bonus Spells: Dragon disciples gain bonus spells as they gain levels in this prestige class, as if from having a high ability score, as given on Table: The Dragon Disciple. A bonus spell can be added to any level of spells the disciple already has the ability to cast.
If a character has more than one spellcasting class, he must decide to which class he adds each bonus spell as it is gained. Once a bonus spell has been applied, it cannot be shifted.
Natural Armor Increase (Ex): At 1st, 4th, and 7th level, a gains an increase to the character’s existing natural armor (if any), as indicated on Table: The Dragon Disciple (the numbers represent the total increase gained to that point). As his skin thickens, a dragon disciple takes on more and more of his progenitor’s physical aspect.
Claws and Bite (Ex): At 2nd level, a dragon disciple gains claw and bite attacks if he does not already have them. Use the values below or the disciple’s base claw and bite damage values, whichever are greater.

Size | Bite Damage | Claw Damage
Small | 1d4 | 1d3
Medium | 1d6 | 1d4
Large | 1d8 | 1d6

A dragon disciple is considered proficient with these attacks. When making a full attack, a dragon disciple uses his full base attack bonus with his bite attack but takes a –5 penalty on claw attacks. The Multiattack feat reduces this penalty to only –2.
Ability Boost (Ex): As a dragon disciple gains levels in this prestige class, his ability scores increase as noted on Table: The Dragon Disciple.
These increases stack and are gained as if through level advancement.
Breath Weapon (Su): At 3rd level, a dragon disciple gains a minor breath weapon. The type and shape depend on the dragon variety whose heritage he enjoys (see below). Regardless of the ancestor, the breath weapon deals 2d8 points of damage of the appropriate energy type.
At 7th level, the damage increases to 4d8, and when a disciple attains dragon apotheosis at 10th level it reaches its full power at 6d8. Regardless of its strength, the breath weapon can be used only once per day. Use all the rules for dragon breath weapons except as specified here.
The DC of the breath weapon is 10 + class level + Con modifier.
A line-shaped breath weapon is 5 feet high, 5 feet wide, and 60 feet long. A cone-shaped breath weapon is 30 feet long.

Dragon Variety* | Breath Weapon
Black | Line of acid
Blue | Line of lightning
Green | Cone of corrosive gas (acid)
Red | Cone of fire
White | Cone of cold
Brass | Line of fire
Bronze | Line of lightning
Copper | Line of acid
Gold | Cone of fire
Silver | Cone of cold
* Other varieties of dragon disciple are possible, using other dragon varieties as ancestors.

Blindsense (Ex): At 5th level, the dragon disciple gains blindsense with a range of 30 feet. Using nonvisual senses the dragon disciple notices things it cannot see. He usually does not need to make Spot or Listen checks to notice and pinpoint the location of creatures within range of his blindsense ability, provided that he has line of effect to that creature.
Any opponent the dragon disciple cannot see still has total concealment against him, and the dragon disciple still has the normal miss chance when attacking foes that have concealment. Visibility still affects the movement of a creature with blindsense. A creature with blindsense is still denied its Dexterity bonus to Armor Class against attacks from creatures it cannot see. At 10th level, the range of this ability increases to 60 feet.
Wings (Ex): At 9th level, a dragon disciple grows a set of draconic wings. He may now fly at a speed equal to his normal land speed, with average maneuverability.
Dragon Apotheosis: At 10th level, a dragon disciple takes on the half-dragon template. His breath weapon reaches full strength (as noted above), and he gains +4 to Strength and +2 to Charisma. His natural armor bonus increases to +4, and he acquires low-light vision, 60-foot darkvision, immunity to sleep and paralysis effects, and immunity to the energy type used by his breath weapon (see above).

DUELIST

Hit Die: d10.

Requirements
To qualify to become a duelist, a character must fulfill all the following criteria.
Base Attack Bonus: +6.
Skills: Perform 3 ranks, Tumble 5 ranks.
Feats: Dodge, Mobility, Weapon Finesse.

Class Skills
The duelist’s class skills (and the key ability for each skill) are Balance (Dex), Bluff (Cha), Escape Artist (Dex), Jump (Str), Listen (Wis), Perform (Cha), Sense Motive (Wis), Spot (Wis), and Tumble (Dex).
Skill Points at Each Level: 4 + Int modifier.

Table: The Duelist
Level | Base Attack Bonus | Fort Save | Ref Save | Will Save | Special
1st | +1 | +0 | +2 | +0 | Canny defense
2nd | +2 | +0 | +3 | +0 | Improved reaction +2
3rd | +3 | +1 | +3 | +1 | Enhanced mobility
4th | +4 | +1 | +4 | +1 | Grace
5th | +5 | +1 | +4 | +1 | Precise strike +1d6
6th | +6 | +2 | +5 | +2 | Acrobatic charge
7th | +7 | +2 | +5 | +2 | Elaborate parry
8th | +8 | +2 | +6 | +2 | Improved reaction +4
9th | +9 | +3 | +6 | +3 | Deflect Arrows
10th | +10 | +3 | +7 | +3 | Precise strike +2d6

Class Features

Weapon and Armor Proficiency: The duelist is proficient with all simple and martial weapons, but no type of armor or shield.
Canny Defense (Ex): When not wearing armor or using a shield, a duelist adds 1 point of Intelligence bonus (if any) per duelist class level to her Dexterity bonus to modify Armor Class while wielding a melee weapon. If a duelist is caught flat-footed or otherwise denied her Dexterity bonus, she also loses this bonus.
Improved Reaction (Ex): At 2nd level, a duelist gains a +2 bonus on initiative checks.
At 8th level, the bonus increases to +4. This bonus stacks with the benefit provided by the Improved Initiative feat.
Enhanced Mobility (Ex): When wearing no armor and not using a shield, a duelist gains an additional +4 bonus to AC against attacks of opportunity caused when she moves out of a threatened square.
Grace (Ex): At 4th level, a duelist gains an additional +2 competence bonus on all Reflex saving throws. This ability functions for a duelist only when she is wearing no armor and not using a shield.
Precise Strike (Ex): At 5th level, a duelist gains the ability to strike precisely with a light or one-handed piercing weapon, gaining an extra 1d6 damage added to her normal damage roll.
When making a precise strike, a duelist cannot attack with a weapon in her other hand or use a shield. A duelist’s precise strike only works against living creatures with discernible anatomies. Any creature that is immune to critical hits is not vulnerable to a precise strike, and any item or ability that protects a creature from critical hits also protects a creature from a precise strike. At 10th level, the extra damage on a precise strike increases to +2d6.
Acrobatic Charge (Ex): At 6th level, a duelist gains the ability to charge in situations where others cannot. She may charge over difficult terrain that normally slows movement. Depending on the circumstance, she may still need to make appropriate checks to successfully move over the terrain.
Elaborate Parry (Ex): At 7th level and higher, if a duelist chooses to fight defensively or use total defense in melee combat, she gains an additional +1 dodge bonus to AC for each level of duelist she has.
Deflect Arrows: At 9th level, a duelist gains the benefit of the Deflect Arrows feat when using a light or one-handed piercing weapon.

DWARVEN DEFENDER

Hit Die: d12.

Requirements
To qualify to become a defender, a character must fulfill all the following criteria.
Race: Dwarf.
Alignment: Any lawful.
Base Attack Bonus: +7.
Feats: Dodge, Endurance, Toughness.

Class Skills
The defender’s class skills (and the key ability for each skill) are Craft (Int), Listen (Wis), Sense Motive (Wis), and Spot (Wis).
Skill Points at Each Level: 2 + Int modifier.

Table: The Dwarven Defender
Level | Base Attack Bonus | Fort Save | Ref Save | Will Save | AC Bonus | Special
1st | +1 | +2 | +0 | +2 | +1 | Defensive stance 1/day
2nd | +2 | +3 | +0 | +3 | +1 | Uncanny dodge
3rd | +3 | +3 | +1 | +3 | +1 | Defensive stance 2/day
4th | +4 | +4 | +1 | +4 | +2 | Trap sense +1
5th | +5 | +4 | +1 | +4 | +2 | Defensive stance 3/day
6th | +6 | +5 | +2 | +5 | +2 | Damage reduction 3/–, improved uncanny dodge
7th | +7 | +5 | +2 | +5 | +3 | Defensive stance 4/day
8th | +8 | +6 | +2 | +6 | +3 | Mobile defense, trap sense +2
9th | +9 | +6 | +3 | +6 | +3 | Defensive stance 5/day
10th | +10 | +7 | +3 | +7 | +4 | Damage reduction 6/–

Class Features

All of the following are Class Features of the dwarven defender prestige class.
AC Bonus (Ex): The dwarven defender receives a dodge bonus to Armor Class that starts at +1 and improves as the defender gains levels, until it reaches +4 at 10th level.
Weapon and Armor Proficiency: A dwarven defender is proficient with all simple and martial weapons, all types of armor, and shields.
Defensive Stance: When he adopts a defensive stance, a defender gains phenomenal strength and durability, but he cannot move from the spot he is defending. He gains +2 to Strength, +4 to Constitution, a +2 resistance bonus on all saves, and a +4 dodge bonus to AC. The increase in Constitution increases the defender’s hit points by 2 points per level, but these hit points go away at the end of the defensive stance when the Constitution score drops back 4 points. These extra hit points are not lost first the way temporary hit points are. While in a defensive stance, a defender cannot use skills or abilities that would require him to shift his position. A defensive stance lasts for a number of rounds equal to 3 + the character’s (newly improved) Constitution modifier. A defender may end his defensive stance voluntarily prior to this limit. At the end of the defensive stance, the defender is winded and takes a –2 penalty to Strength for the duration of that encounter. A defender can only use his defensive stance a certain number of times per day as determined by his level (see Table: The Dwarven Defender). Using the defensive stance takes no time itself, but a defender can only do so during his action.
Uncanny Dodge (Ex): Starting at 2nd level, a dwarven defender retains his Dexterity bonus to AC (if any) regardless of being caught flat-footed or struck by an invisible attacker. (He still loses any Dexterity bonus to AC if immobilized.)
If a character gains uncanny dodge from a second class, the character automatically gains improved uncanny dodge (see below).
Trap Sense (Ex): At 4th level, a dwarven defender gains a +1 bonus on Reflex saves made to avoid traps and a +1 dodge bonus to AC against attacks by traps. At 8th level, these bonuses rise to +2. These bonuses stack with trap sense bonuses gained from other classes.
Damage Reduction (Ex): At 6th level, a dwarven defender gains damage reduction. Subtract 3 points from the damage the dwarven defender takes each time he is dealt damage. At 10th level, this damage reduction rises to 6/–. Damage reduction can reduce damage to 0 but not below 0.
Improved Uncanny Dodge (Ex): At 6th level, a dwarven defender can no longer be flanked. This defense denies rogues the ability to use flank attacks to sneak attack the dwarven defender.
The exception to this defense is that a rogue at least four levels higher than the dwarven defender can flank him (and thus sneak attack him).
If a character gains uncanny dodge (see above) from a second class the character automatically gains improved uncanny dodge, and the levels from those classes stack to determine the minimum rogue level required to flank the character.
Mobile Defense (Ex): At 8th level, a dwarven defender can adjust his position while maintaining a defensive stance. While in a defensive stance, he can take one 5-foot step each round without losing the benefit of the stance.

ELDRITCH KNIGHT

Hit Die: d6.

Requirements
To qualify to become an eldritch knight, a character must fulfill all the following criteria.
Weapon Proficiency: Must be proficient with all martial weapons.
Spells: Able to cast 3rd-level arcane spells.

Class Skills
The eldritch knight’s class skills (and the key ability for each skill) are Concentration (Con), Craft (Int), Decipher Script (Int), Jump (Str), Knowledge (arcana) (Int), Knowledge (nobility and royalty) (Int), Ride (Dex), Sense Motive (Wis), Spellcraft (Int), and Swim (Str).
Skill Points at Each Level: 2 + Int modifier.

Table: The Eldritch Knight
Level | Base Attack Bonus | Fort Save | Ref Save | Will Save | Special
1st | +1 | +2 | +0 | +0 | Bonus feat
2nd | +2 | +3 | +0 | +0 | +1 level of existing arcane spellcasting class
3rd | +3 | +3 | +1 | +1 | +1 level of existing arcane spellcasting class
4th | +4 | +4 | +1 | +1 | +1 level of existing arcane spellcasting class
5th | +5 | +4 | +1 | +1 | +1 level of existing arcane spellcasting class
6th | +6 | +5 | +2 | +2 | +1 level of existing arcane spellcasting class
7th | +7 | +5 | +2 | +2 | +1 level of existing arcane spellcasting class
8th | +8 | +6 | +2 | +2 | +1 level of existing arcane spellcasting class
9th | +9 | +6 | +3 | +3 | +1 level of existing arcane spellcasting class
10th | +10 | +7 | +3 | +3 | +1 level of existing arcane spellcasting class

Class Features

All of the following are features of the eldritch knight prestige class.
Weapon and Armor Proficiency: Eldritch knights gain no proficiency with any weapon or armor.
Bonus Feat: At 1st level, an eldritch knight may choose a bonus feat from the list of feats available to fighters. This is in addition to the feats that a character of any class normally gets from advancing levels. The character must still meet any prerequisites for these bonus feats, including levels of fighter for the Weapon Specialization, Greater Weapon Focus, and Greater Weapon Specialization feats.
Spells per Day: From 2nd level on, when a new eldritch knight level is gained, the character gains new spells per day as if she had also gained a level in whatever arcane spellcasting class she belonged to before she added the prestige class. She does not, however, gain any other benefit a character of that class would have gained. This essentially means that she adds the level of eldritch knight to the level of whatever other arcane spellcasting class the character has, then determines spells per day and caster level accordingly.
If a character had more than one arcane spellcasting class before she became an eldritch knight, she must decide to which class she adds each level of eldritch knight for the purpose of determining spells per day.

HIEROPHANT

Hit Die: d8.

Requirements
To qualify to become a hierophant, a character must fulfill all the following criteria.
Skills: Knowledge (religion) 15 ranks.
Feats: Any metamagic feat.
Spells: Able to cast 7th-level divine spells.

Class Skills
The hierophant’s class skills (and the key ability for each skill) are Concentration (Con), Craft (Int), Diplomacy (Cha), Heal (Wis), Knowledge (arcana) (Int), Knowledge (religion) (Int), Profession (Wis), and Spellcraft (Int).
Skill Points at Each Level: 2 + Int modifier.

Table: The Hierophant
Level | Base Attack Bonus | Fort Save | Ref Save | Will Save | Special
1st | +0 | +2 | +0 | +2 | Special ability
2nd | +1 | +3 | +0 | +3 | Special ability
3rd | +1 | +3 | +1 | +3 | Special ability
4th | +2 | +4 | +1 | +4 | Special ability
5th | +2 | +4 | +1 | +4 | Special ability

Class Features

All the following are Class Features of the hierophant prestige class.
Weapon and Armor Proficiency: Hierophants gain no proficiency with any weapon or armor.
Spells and Caster Level: Levels in the hierophant prestige class, even though they do not advance spell progression in the character’s base class, still stack with the character’s base spellcasting levels to determine caster level.
Special Ability: Every level, a hierophant gains a special ability of his choice from among the following.
Blast Infidel (Su): A hierophant can use negative energy spells to their maximum effect on creatures with an alignment opposed to the hierophant. (See the table below for a list of which alignments are opposed to each alignment.) Any spell with a description that involves inflicting or channeling negative energy cast on a creature of the opposed alignment works as if under the effect of a Maximize Spell feat (without using a higher-level spell slot). Undead affected by this ability heal the maximized amount of damage.

Hierophant Alignment | Opposed Alignment
Lawful good | Chaotic evil
Neutral good | Neutral evil
Chaotic good | Lawful evil
Lawful neutral | Chaotic neutral
Neutral | Lawful good, chaotic good, lawful evil, chaotic evil*
Chaotic neutral | Lawful neutral
Lawful evil | Chaotic good
Neutral evil | Neutral good
Chaotic evil | Lawful good
* A neutral hierophant chooses one of these alignments to be the one that he opposes, for the purposes of this special ability.

Divine Reach (Su): A hierophant with this ability can use touch spells on targets up to 30 feet away. If the spell requires a melee touch attack, the hierophant must make a ranged touch attack instead. Divine reach can be selected a second time as a special ability, in which case the range increases to 60 feet.
Faith Healing (Su): A hierophant can use healing spells to their maximum effect on creatures of the same alignment as the hierophant (including the hierophant himself ). Any spell with the healing descriptor cast on such creatures works as if under the effects of a Maximize Spell feat (without using a higher-level spell slot).
Gift of the Divine (Su): Available only to hierophants with cleric levels, this ability allows a hierophant to transfer one or more uses of his turn undead ability to a willing creature. (Hierophants who rebuke undead transfer uses of rebuke undead instead.) The transfer lasts anywhere from 24 hours to one week (chosen at the time of transfer), and while the transfer is in effect, the number of turning attempts per day allowed to the hierophant is reduced by the number transferred. The recipient turns undead as a cleric of the hierophant’s cleric level but uses her own Charisma modifier.
Mastery of Energy (Su): Available only to hierophants with cleric levels, this ability allows a hierophant to channel positive or negative energy much more effectively, increasing his ability to affect undead. Add a +4 bonus to the hierophant’s turning checks and turning damage rolls. This ability only affects undead, even if the hierophant can turn other creatures, such as with a granted power of a domain.
Metamagic Feat: A hierophant can choose a metamagic feat in place of one of the special abilities described here if desired.
Power of Nature (Su): Available only to hierophants with druid levels, this ability allows a hierophant to temporarily transfer one or more of his druid Class Features to a willing creature. The transfer lasts anywhere from 24 hours to one week (chosen at the time of transfer), and while the transfer is in effect, the hierophant cannot use the transferred power. He can transfer any of his druid powers except spellcasting and the ability to have an animal companion.
The druid’s wild shape ability can be partially or completely transferred. The heirophant choses how many uses of wild shape per day to give to transfer and retains the rest of the uses for himself. If the hierophant can assume the form of Tiny or Huge animals, the recipient can as well.
As with the imbue with spell ability spell, the hierophant remains responsible to his deity for any use to which the recipient puts the transferred abilities.
Spell Power: This special ability increases a hierophant’s effective caster level by 1 for purposes of determining level-dependent spell variables and for caster level checks. This ability can be selected more than once, and changes to effective caster level are cumulative.
Spell-Like Ability: A hierophant who selects this special ability can use one of his divine spell slots to permanently prepare one of his divine spells as a spell-like ability that can be used twice per day. The hierophant does not use any components when casting the spell, although a spell that costs XP to cast still does so, and a spell with a costly material component instead costs him 10 times that amount in XP.
The spell normally uses a spell slot of the spell’s level (or higher, if the hierophant chooses to permanently attach a metamagic feat to the spell chosen). The hierophant can use an available higher-level spell slot to use the spell-like ability more than once per day. Allocating a slot three levels higher allows him to cast the spell four times per day, and a slot six levels higher lets him cast it six times per day. If selected more than one time as a special ability, this ability can apply to the same spell (increasing the number of times per day it can be used) or to a different spell.

HORIZON WALKER

Hit Die: d8.

Requirements
To qualify to become a horizon walker, a character must fulfill all the following criteria.
Skills: Knowledge (geography) 8 ranks.
Feats: Endurance.

Class Skills
The horizon walker’s class skills (and the key ability for each skill) are Balance (Dex), Climb (Str), Diplomacy (Cha), Handle Animal (Cha), Hide (Dex), Knowledge (geography) (Int), Listen (Wis), Move Silently (Dex), Profession (Wis), Ride (Dex), Speak Language (none), Spot (Wis), and Survival (Wis).
Skill Points at Each Level: 4 + Int modifier.

Table: The Horizon Walker
Level | Base Attack Bonus | Fort Save | Ref Save | Will Save | Special
1st | +1 | +2 | +0 | +0 | Terrain mastery
2nd | +2 | +3 | +0 | +0 | Terrain mastery
3rd | +3 | +3 | +1 | +1 | Terrain mastery
4th | +4 | +4 | +1 | +1 | Terrain mastery
5th | +5 | +4 | +1 | +1 | Terrain mastery
6th | +6 | +5 | +2 | +2 | Planar terrain mastery
7th | +7 | +5 | +2 | +2 | Planar terrain mastery
8th | +8 | +6 | +2 | +2 | Planar terrain mastery
9th | +9 | +6 | +3 | +3 | Planar terrain mastery
10th | +10 | +7 | +3 | +3 | Planar terrain mastery

Class Features

All of the following are features of the horizon walker prestige class.
Weapon and Armor Proficiency: Horizon walkers gain no proficiency with any weapon or armor.
Terrain Mastery: At each level, the Horizon Walker adds a new terrain environment to their repertoire from those given below. Terrain mastery gives a horizon walker a bonus on checks involving a skill useful in that terrain, or some other appropriate benefit. A horizon walker also knows how to fight dangerous creatures typically found in that terrain, gaining a +1 insight bonus on attack rolls and damage rolls against creatures with that terrain mentioned in the Environment entry of their descriptions. The horizon walker only gains the bonus if the creature description specifically lists the terrain type.
Horizon walkers take their terrain mastery with them wherever they go. They retain their terrain mastery bonuses on skill checks, attack rolls, and damage rolls whether they’re actually in the relevant terrain or not.
Planar Terrain Mastery: Planar terrain mastery functions just like terrain mastery, except that the horizon walker can choose one of the planar categories at each level. The horizon walker can take a non-planar terrain type instead, if she wishes.

Terrain Mastery Benefits

Aquatic: You gain a +4 competence bonus on Swim checks, or a +10-foot bonus to your swim speed if you have one. You gain a +1 insight bonus on attack and damage rolls against aquatic creatures.
Desert: You resist effects that tire you. You are immune to fatigue, and anything that would cause you to become exhausted makes you fatigued instead. You gain a +1 insight bonus on attack and damage rolls against desert creatures.
Forest: You have a +4 competence bonus on Hide checks. You gain a +1 insight bonus on attack and damage rolls against forest creatures.
Hills: You gain a +4 competence bonus on Listen checks. You gain a +1 insight bonus on attack and damage rolls against hills creatures.
Marsh: You have a +4 competence bonus on Move Silently checks. You gain a +1 insight bonus on attack and damage rolls against marsh creatures.
Mountains: You gain a +4 competence bonus on Climb checks, or a +10- foot bonus to your climb speed if you have one. You gain a +1 insight bonus on attack and damage rolls against mountain creatures.
Plains: You have a +4 competence bonus on Spot checks. You gain a +1 insight bonus on attack and damage rolls against plains creatures.
Underground: You have 60-foot darkvision, or 120-foot darkvision if you already had darkvision from another source. You gain a +1 insight bonus on attack and damage rolls against underground creatures.
Fiery (Planar): This kind of planar terrain mastery provides you with resistance to fire 20. You gain a +1 insight bonus on attack and damage rolls against outsiders and elementals with the fire subtype.
Weightless (Planar): You gain a +30-foot bonus to your fly speed on planes with no gravity or subjective gravity. You gain a +1 insight on attack and damage rolls against creatures native to the Astral Plane, the Elemental Plane of Air, and the Ethereal Plane.
Cold (Planar): This kind of planar terrain mastery provides you with resistance to cold 20. You gain a +1 insight bonus on attack and damage rolls against outsiders and elementals with the cold subtype.
Shifting (Planar): You instinctively anticipate shifts in the reality of the plane that bring you closer to your destination, giving you the spell-like ability to use dimension door (as the spell cast at your character level) once every 1d4 rounds. You gain a +1 insight bonus on attack and damage rolls against outsiders and elementals native to a shifting plane.
Aligned (Planar): You have the instinctive ability to mimic the dominant alignment of the plane. You incur none of the penalties for having an alignment at odds with that of the plane, and spells and abilities that harm those of the opposite alignment don’t affect you. You have the dominant alignment of the plane with regard to magic, but your behavior and any alignment-related Class Features you have are unaffected.
Cavernous (Planar): You gain tremorsense with a 30-foot range.
Other (Planar): If other planes are in use additional Planar Terrains can be created.

LOREMASTER

Hit Die: d4.

Requirements
To qualify to become a loremaster, a character must fulfill all the following criteria.
Skills: Knowledge (any two) 10 ranks in each.
Feats: Any three metamagic or item creation feats, plus Skill Focus (Knowledge [any individual Knowledge skill]).
Spells: Able to cast seven different divination spells, one of which must be 3rd level or higher.

Class Skills
The loremaster’s class skills (and the key ability for each skill) are Appraise (Int), Concentration (Con), Craft (alchemy) (Int), Decipher Script (Int), Gather Information (Cha), Handle Animals (Cha), Heal (Wis), Knowledge (all skills taken individually) (Int), Perform (Cha), Profession (Wis), Speak Language, Spellcraft (Int), and Use Magic Device (Cha).
Skill Points at Each Level: 4 + Int modifier.

Table : The Loremaster
Level | Base Attack Bonus | Fort Save | Ref Save | Will Save | Special | Spells per Day
1st | +0 | +0 | +0 | +2 | Secret | +1 level of existing class
2nd | +1 | +0 | +0 | +3 | Lore | +1 level of existing class
3rd | +1 | +1 | +1 | +3 | Secret | +1 level of existing class
4th | +2 | +1 | +1 | +4 | Bonus language | +1 level of existing class
5th | +2 | +1 | +1 | +4 | Secret | +1 level of existing class
6th | +3 | +2 | +2 | +5 | Greater lore | +1 level of existing class
7th | +3 | +2 | +2 | +5 | Secret | +1 level of existing class
8th | +4 | +2 | +2 | +6 | Bonus language | +1 level of existing class
9th | +4 | +3 | +3 | +6 | Secret | +1 level of existing class
10th | +5 | +3 | +3 | +7 | True lore | +1 level of existing class

Class Features

All of the following are Class Features of the loremaster prestige class.
Weapon and Armor Proficiency: Loremasters gain no proficiency with any weapon or armor.
Spells per Day/Spells Known: When a new loremaster level is gained, the character gains new spells per day (and spells known, if applicable) as if she had also gained a level in a spellcasting class she belonged to before she added the prestige class. She does not, however, gain any other benefit a character of that class would have gained. This essentially means that she adds the level of loremaster to the level of some other spellcasting class the character has, then determines spells per day, spells known, and caster level accordingly.
Secret: At 1st level and every two levels higher than 1st (3rd, 5th, 7th, and 9th), the loremaster chooses one
secret from the table below. Her level plus Intelligence modifier determines the total number of secrets she can choose. She can’t choose the same secret twice.
Lore: At 2nd level, a loremaster gains the ability to know legends or information regarding various topics, just as a bard can with bardic knowledge. The loremaster adds her level and her Intelligence modifier to the lore check, which functions otherwise exactly like a bardic knowledge check.
Bonus Languages: A loremaster can choose any new language at 4th and 8th level.
Greater Lore (Ex): At 6th level, a loremaster gains the ability to understand magic items, as with the identify spell.
True Lore (Ex): At 10th level, once per day a loremaster can use her knowledge to gain the effect of a legend lore spell or an analyze dweomer spell.

Loremaster Secrets
Level + Int Modifier | Secret | Effect
1 | Instant mastery | 4 ranks of a skill in which the character has no ranks
2 | Secret health | +3 hit points
3 | Secrets of inner strength | +2 bonus on Will saves
4 | The lore of true stamina | +2 bonus on Fortitude saves
5 | Secret knowledge of avoidance | +2 bonus on Reflex saves
6 | Weapon trick | +1 bonus on attack rolls
7 | Dodge trick | +1 dodge bonus to AC
8 | Applicable knowledge | Any one feat
9 | Newfound arcana | 1 bonus 1st-level spell*
10 | More newfound arcana | 1 bonus 2nd-level spell*
* As if gained through having a high ability score.

MYSTIC THEURGE

Hit Die: d4.

Requirements
To qualify to become a mystic theurge, a character must fulfill all the following criteria.
Skills: Knowledge (arcana) 6 ranks, Knowledge (religion) 6 ranks.
Spells: Able to cast 2nd-level divine spells and 2nd-level arcane spells.

Class Skills
The mystic theurge’s class skills (and the key ability for each skill) are Concentration (Con), Craft (Int), Decipher Script (Int), Knowledge (arcana) (Int), Knowledge (religion) (Int), Profession (Wis), Sense Motive (Wis), and Spellcraft (Int).
Skill Points at Each Level: 2 + Int modifier.

Table: The Mystic Theurge
Level | Base Attack Bonus | Fort Save | Ref Save | Will Save | Spells per Day
1st | +0 | +0 | +0 | +2 | +1 level of existing arcane spellcasting class/ +1 level of existing divine spellcasting class
2nd | +1 | +0 | +0 | +3 | +1 level of existing arcane spellcasting class/ +1 level of existing divine spellcasting class
3rd | +1 | +1 | +1 | +3 | +1 level of existing arcane spellcasting class/ +1 level of existing divine spellcasting class
4th | +2 | +1 | +1 | +4 | +1 level of existing arcane spellcasting class/ +1 level of existing divine spellcasting class
5th | +2 | +1 | +1 | +4 | +1 level of existing arcane spellcasting class/ +1 level of existing divine spellcasting class
6th | +3 | +2 | +2 | +5 | +1 level of existing arcane spellcasting class/ +1 level of existing divine spellcasting class
7th | +3 | +2 | +2 | +5 | +1 level of existing arcane spellcasting class/ +1 level of existing divine spellcasting class
8th | +4 | +2 | +2 | +6 | +1 level of existing arcane spellcasting class/ +1 level of existing divine spellcasting class
9th | +4 | +3 | +3 | +6 | +1 level of existing arcane spellcasting class/ +1 level of existing divine spellcasting class
10th | +5 | +3 | +3 | +7 | +1 level of existing arcane spellcasting class/ +1 level of existing divine spellcasting class

Class Features

All of the following are features of the mystic theurge prestige class.
Weapon and Armor Proficiency: Mystic theurges gain no proficiency with any weapon or armor.
Spells per Day: When a new mystic theurge level is gained, the character gains new spells per day as if he had also gained a level in any one arcane spellcasting class he belonged to before he added the prestige class and any one divine spellcasting class he belonged to previously. He does not, however, gain any other benefit a character of that class would have gained. This essentially means that he adds the level of mystic theurge to the level of whatever other arcane spellcasting class and divine spellcasting class the character has, then determines spells per day and caster level accordingly. If a character had more than one arcane spellcasting class or more than one divine spellcasting class before he became a mystic theurge, he must decide to which class he adds each level of mystic theurge for the purpose of determining spells per day.

SHADOWDANCER

Hit Die: d8.

Requirements
To qualify to become a shadowdancer, a character must fulfill all the following criteria.
Skills: Move Silently 8 ranks, Hide 10 ranks, Perform (dance) 5 ranks.
Feats: Combat Reflexes, Dodge, Mobility.

Class Skills
The shadowdancer’s class skills (and the key ability for each skill) are Balance (Dex), Bluff (Cha), Decipher Script (Int), Diplomacy (Cha), Disguise (Cha), Escape Artist (Dex), Hide (Dex), Jump (Str), Listen (Wis), Move Silently (Dex), Perform (Cha), Profession (Wis), Search (Int), Sleight of Hand (Dex), Spot (Wis), Tumble (Dex), and Use Rope (Dex).
Skill Points at Each Level: 6 + Int modifier.

Table: The Shadowdancer
Level | Base Attack Bonus | Fort Save | Ref Save | Will Save | Special
1st | +0 | +0 | +2 | +0 | Hide in plain sight
2nd | +1 | +0 | +3 | +0 | Evasion, darkvision, uncanny dodge
3rd | +2 | +1 | +3 | +1 | Shadow illusion, summon shadow
4th | +3 | +1 | +4 | +1 | Shadow jump 20 ft.
5th | +3 | +1 | +4 | +1 | Defensive roll, improved uncanny dodge
6th | +4 | +2 | +5 | +2 | Shadow jump 40 ft., summon shadow
7th | +5 | +2 | +5 | +2 | Slippery mind
8th | +6 | +2 | +6 | +2 | Shadow jump 80 ft.
9th | +6 | +3 | +6 | +3 | Summon shadow
10th | +7 | +3 | +7 | +3 | Shadow jump 160 ft., improved evasion

Class Features

All of the following are features of the shadowdancer prestige class.
Weapon and Armor Proficiency: Shadowdancers are proficient with the club, crossbow (hand, light, or heavy), dagger (any type), dart, mace, morningstar, quarterstaff, rapier, sap, shortbow (normal and composite), and short sword. Shadowdancers are proficient with light armor but not with shields.
Hide in Plain Sight (Su): A shadowdancer can use the Hide skill even while being observed. As long as she is within 10 feet of some sort of shadow, a shadowdancer can hide herself from view in the open without anything to actually hide behind. She cannot, however, hide in her own shadow.
Evasion (Ex): At 2nd level, a shadowdancer gains evasion. If exposed to any effect that normally allows her to attempt a Reflex saving throw for half damage, she takes no damage with a successful saving throw. The evasion ability can only be used if the shadowdancer is wearing light armor or no armor.
Darkvision (Su): At 2nd level, a shadowdancer can see in the dark as though she were permanently under the effect of a darkvision spell.
Uncanny Dodge (Ex): Starting at 2nd level, a shadowdancer retains her Dexterity bonus to AC (if any) regardless of being caught flat-footed or struck by an invisible attacker. (She still loses any Dexterity bonus to AC if immobilized.)
If a character gains uncanny dodge from a second class, the character automatically gains improved uncanny dodge (see below).
Shadow Illusion (Sp): When a shadowdancer reaches 3rd level, she can create visual illusions. This ability’s effect is identical to that of the arcane spell silent image and may be employed once per day.
Summon Shadow (Su): At 3rd level, a shadowdancer can summon a shadow, an undead shade. Unlike a normal shadow, this shadow’s alignment matches that of the shadowdancer, and the creature cannot create spawn. The summoned shadow cannot be turned, rebuked, or commanded by any third party. This shadow serves as a companion to the shadowdancer and can communicate intelligibly with the shadowdancer. Every third level gained by the shadowdancer adds +2 HD (and the requisite base attack and base save bonus increases) to her shadow companion.
If a shadow companion is destroyed, or the shadowdancer chooses to dismiss it, the shadowdancer must attempt a DC 15 Fortitude save. If the saving throw fails, the shadowdancer loses 200 experience points per shadowdancer level. A successful saving throw reduces the loss by half, to 100 XP per prestige class level. The shadowdancer’s XP total can never go below 0 as the result of a shadow’s dismissal or destruction. A destroyed or dismissed shadow companion cannot be replaced for 30 days.
Shadow Jump (Su): At 4th level, a shadowdancer gains the ability to travel between shadows as if by means of a dimension door spell. The limitation is that the magical transport must begin and end in an area with at least some shadow. A shadowdancer can jump up to a total of 20 feet each day in this way; this may be a single jump of 20 feet or two jumps of 10 feet each. Every two levels higher than 4th, the distance a shadowdancer can jump each day doubles (40 feet at 6th, 80 feet at 8th, and 160 feet at 10th). This amount can be split among many jumps, but each one, no matter how small, counts as a 10-foot increment.
Defensive Roll (Ex): Starting at 5th level, once per day, when a shadowdancer would be reduced to 0 hit points or less by damage in combat (from a weapon or other blow, not a spell or special ability), she can attempt to roll with the damage. She makes a Reflex saving throw (DC = damage dealt) and, if successful, takes only half damage from the blow. She must be aware of the attack and able to react to it in order to execute her defensive roll. If she is in a situation that would deny her any Dexterity bonus to AC, she can’t attempt a defensive roll.
Improved Uncanny Dodge (Ex): At 5th level, a shadowdancer can no longer be flanked. This defense denies rogues the ability to use flank attacks to sneak attack the shadowdancer. The exception to this defense is that a rogue at least four levels higher than the shadowdancer can flank her (and thus sneak attack her).
If a character gains uncanny dodge (see above) from a second class the character automatically gains improved uncanny dodge, and the levels from those classes stack to determine the minimum rogue level required to flank the character.
Slippery Mind (Ex): At 7th level, if a shadowdancer is affected by an enchantment and fails her saving throw, 1 round later she can attempt her saving throw again. She only gets this one extra chance to succeed at her saving throw. If it fails as well, the spell’s effects occur normally.
Improved Evasion (Ex): This ability, gained at 10th level, works like evasion (see above). A shadowdancer takes no damage at all on successful saving throws against attacks that allow a Reflex saving throw for half damage. What’s more, she takes only half damage even if she fails her saving throw.

THAUMATURGIST

Hit Die: d4.

Requirements
To qualify to become a thaumaturgist, a character must fulfill all the following criteria.
Feats: Spell Focus (conjuration).
Spells: Able to cast lesser planar ally.

Class Skills
The thaumaturgist’s class skills (and the key ability for each skill) are Concentration (Con), Craft (Int), Diplomacy (Cha), Knowledge (religion) (Int), Knowledge (the planes) (Int), Profession (Wis), Sense Motive (Wis), Speak Language (none), and Spellcraft (Int).
Skill Points at Each Level: 2 + Int modifier.

Table: The Thaumaturgist
Level | Base Attack Bonus | Fort Save | Ref Save | Will Save | Special | Spells per Day
1st | +0 | +0 | +0 | +2 | Improved ally | +1 level of existing spellcasting class
2nd | +1 | +0 | +0 | +3 | Augment Summoning | +1 level of existing spellcasting class
3rd | +1 | +1 | +1 | +3 | Extended summoning | +1 level of existing spellcasting class
4th | +2 | +1 | +1 | +4 | Contingent conjuration | +1 level of existing spellcasting class
5th | +2 | +1 | +1 | +4 | Planar cohort | +1 level of existing spellcasting class

Class Features

All of the following are features of the thaumaturgist prestige class.
Weapon and Armor Proficiency: Thaumaturgists gain no proficiency with any weapon or armor.
Spells per Day: When a new thaumaturgist level is gained, the character gains new spells per day as if he had also gained a level in whatever spellcasting class he belonged to before he added the prestige class. He does not, however, gain any other benefit a character of that class would have gained. This essentially means that he adds the level of thaumaturgist to the level of whatever other spellcasting class the character has, then determines spells per day and caster level accordingly.
If a character had more than one spellcasting class before he became a thaumaturgist, he must decide to which class he adds each level of thaumaturgist for the purpose of determining spells per day.
Improved Ally: When a thaumaturgist casts a planar ally spell (including the lesser and greater versions), he makes a Diplomacy check to convince the creature to aid him for a reduced payment. If the thaumaturgist’s Diplomacy check adjusts the creature’s attitude to helpful the creature will work for 50% of the standard fee, as long as the task is one that is not against its nature.
The thaumaturgist’s improved ally class feature only works when the planar ally shares at least one aspect of alignment with the thaumaturgist.
A thaumaturgist can have only one such ally at a time, but he may bargain for tasks from other planar allies normally.
Augment Summoning: At 2nd level, a thaumaturgist gains the Augment Summoning feat.
Extended Summoning: At 3rd level and higher, all spells from the summoning subschool that the thaumaturgist casts have their durations doubled, as if the Extend Spell feat had been applied to them. The levels of the summoning spells don’t change, however. This ability stacks with the effect of the Extend Spell feat, which does change the spell’s level.
Contingent Conjuration: A 4th-level thaumaturgist can prepare a summoning or calling spell ahead of time to be triggered by some other event. This functions as described for the contingency spell, including having the thaumaturgist cast the summoning or calling spell beforehand. The spell is cast instantly when the trigger event occurs.
The conditions needed to bring the spell into effect must be clear, although they can be general. If complicated or convoluted condition as are prescribed, the contingent conjuration may fail when triggered. The conjuration spell occurs based solely on the stated conditions, regardless of whether the thaumaturgist wants it to, although most conjurations can be dismissed normally. A thaumaturgist can have only one contingent conjuration active at a time.
Planar Cohort: A 5th-level thaumaturgist can use any of the planar ally spells to call a creature to act as his cohort. The called creature serves loyally and well as long as the thaumaturgist continues to advance a cause important to the creature.
To call a planar cohort, the thaumaturgist must cast the relevant spell, paying the XP costs normally. It takes an offering of 1,000 gp x the HD of the creature to convince it to serve as a planar cohort, and the improved ally class feature can’t be used to reduce or eliminate this cost. The planar cohort can’t have more Hit Dice than the thaumaturgist has, and must have an ECL no higher than the thaumaturgist’s character level –2.
A thaumaturgist can have only one planar cohort at a time, but he can continue to make agreements with other called creatures normally. A planar cohort replaces a thaumaturgist’s existing cohort, if he has one by virtue of the Leadership feat.


NPC CLASSES

ADEPT

Hit Die: d6.

Class Skills
The adept’s class skills (and the key ability for each skill) are Concentration (Con), Craft (Int), Handle Animal (Cha), Heal (Wis), Knowledge (all skills taken individually) (Int), Profession (Wis), Spellcraft (Int), and Survival (Wis).
Skill Points at 1st Level: (2 + Int modifier) x4.
Skill Points at Each Additional Level: 2 + Int modifier.

Table: The Adept
NPC Level | Base Attack Bonus | Fort Save | Ref Save | Will Save | Special | Spells per Day
 |  |  |  |  |  | 0 | 1st | 2nd | 3rd | 4th | 5th
1st | +0 | +0 | +0 | +2 |  | 3 | 1 | — | — | — | —
2nd | +1 | +0 | +0 | +3 | Summon familiar | 3 | 1 | — | — | — | —
3rd | +1 | +1 | +1 | +3 |  | 3 | 2 | — | — | — | —
4th | +2 | +1 | +1 | +4 |  | 3 | 2 | 0 | — | — | —
5th | +2 | +1 | +1 | +4 |  | 3 | 2 | 1 | — | — | —
6th | +3 | +2 | +2 | +5 |  | 3 | 2 | 1 | — | — | —
7th | +3 | +2 | +2 | +5 |  | 3 | 3 | 2 | — | — | —
8th | +4 | +2 | +2 | +6 |  | 3 | 3 | 2 | 0 | — | —
9th | +4 | +3 | +3 | +6 |  | 3 | 3 | 2 | 1 | — | —
10th | +5 | +3 | +3 | +7 |  | 3 | 3 | 2 | 1 | — | —
11th | +5 | +3 | +3 | +7 |  | 3 | 3 | 3 | 2 | — | —
12th | +6/+1 | +4 | +4 | +8 |  | 3 | 3 | 3 | 2 | 0 | —
13th | +6/+1 | +4 | +4 | +8 |  | 3 | 3 | 3 | 2 | 1 | —
14th | +7/+2 | +4 | +4 | +9 |  | 3 | 3 | 3 | 2 | 1 | —
15th | +7/+2 | +5 | +5 | +9 |  | 3 | 3 | 3 | 3 | 2 | —
16th | +8/+3 | +5 | +5 | +10 |  | 3 | 3 | 3 | 3 | 2 | 0
17th | +8/+3 | +5 | +5 | +10 |  | 3 | 3 | 3 | 3 | 2 | 1
18th | +9/+4 | +6 | +6 | +11 |  | 3 | 3 | 3 | 3 | 2 | 1
19th | +9/+4 | +6 | +6 | +11 |  | 3 | 3 | 3 | 3 | 3 | 2
20th | +10/+5 | +6 | +6 | +12 |  | 3 | 3 | 3 | 3 | 3 | 2

Class Features

All of the following are class features of the adept NPC class.
Weapon and Armor Proficiency: Adepts are skilled with all simple weapons. Adepts are not proficient with any type of armor nor with shields.
Spells: An adept casts divine spells which are drawn from the adept spell list (see below). Like a cleric, an adept must choose and prepare her spells in advance. Unlike a cleric, an adept cannot spontaneously cast cure or inflict spells.
To prepare or cast a spell, an adept must have a Wisdom score equal to at least 10 + the spell level. The Difficulty Class for a saving throw against an adept’s spell is 10 + the spell level + the adept’s Wisdom modifier.
Adepts, unlike wizards, do not acquire their spells from books or scrolls, nor do they prepare them through study. Instead, they meditate or pray for their spells, receiving them as divine inspiration or through their own strength of faith. Each adept must choose a time each day at which she must spend an hour in quiet contemplation or supplication to regain her daily allotment of spells. Time spent resting has no effect on whether an adept can prepare spells.
Like other spellcasters, an adept can cast only a certain number of spells of each spell level per day. Her base daily spell allotment is given on Table: The Adept. In addition, she receives bonus spells per day if she has a high Wisdom score.
When Table: The Adept indicates that the adept gets 0 spells per day of a given spell level, she gains only the bonus spells she would be entitled to based on her Wisdom score for that spell level.
Each adept has a particular holy symbol (as a divine focus) depending on the adept’s magical tradition.
Summon Familiar: At 2nd level, an adept can call a familiar, just as a sorcerer or wizard can.

Adept Spell List
Adepts choose their spells from the following list.
0 Level: create water, cure minor wounds, detect magic, ghost sound, guidance, light, mending, purify food and drink, read magic, touch of fatigue.
1st Level: bless, burning hands, cause fear, command, comprehend languages, cure light wounds, detect chaos, detect evil, detect good, detect law, endure elements, obscuring mist, protection from chaos, protection from evil, protection from good, protection from law, sleep.
2nd Level: aid, animal trance, bear’s endurance, bull’s strength, cat’s grace, cure moderate wounds, darkness, delay poison, invisibility, mirror image, resist energy, scorching ray, see invisibility, web.
3rd Level: animate dead, bestow curse, contagion, continual flame, cure serious wounds, daylight, deeper darkness, lightning bolt, neutralize poison, remove curse, remove disease, tongues.
4th Level: cure critical wounds, minor creation, polymorph, restoration, stoneskin, wall of fire.
5th Level: baleful polymorph, break enchantment, commune, heal, major creation, raise dead, true seeing, wall of stone.

ARISTOCRAT

Hit Die: d8.

Class Skills
The aristocrat’s class skills (and the key ability for each skill) are Appraise (Int), Bluff (Cha), Diplomacy (Cha), Disguise (Cha), Forgery (Int), Gather Information (Cha), Handle Animal (Cha), Intimidate (Cha), Knowledge (all skills taken individually) (Int), Listen (Wis), Perform (Cha), Ride (Dex), Sense Motive (Wis), Speak Language, Spot (Wis), Swim (Str), and Survival (Wis).
Skill Points at 1st Level: (4 + Int modifier) x4.
Skill Points at Each Additional Level: 4 + Int modifier.

Table: The Aristocrat
NPC Level | Base Attack Bonus | Fort Save | Ref Save | Will Save
1st | +0 | +0 | +0 | +2
2nd | +1 | +0 | +0 | +3
3rd | +2 | +1 | +1 | +3
4th | +3 | +1 | +1 | +4
5th | +3 | +1 | +1 | +4
6th | +4 | +2 | +2 | +5
7th | +5 | +2 | +2 | +5
8th | +6/+1 | +2 | +2 | +6
9th | +6/+1 | +3 | +3 | +6
10th | +7/+2 | +3 | +3 | +7
11th | +8/+3 | +3 | +3 | +7
12th | +9/+4 | +4 | +4 | +8
13th | +9/+4 | +4 | +4 | +8
14th | +10/+5 | +4 | +4 | +9
15th | +11/+6/+1 | +5 | +5 | +9
16th | +12/+7/+2 | +5 | +5 | +10
17th | +12/+7/+2 | +5 | +5 | +10
18th | +13/+8/+3 | +6 | +6 | +11
19th | +14/+9/+4 | +6 | +6 | +11
20th | +15/+10/+5 | +6 | +6 | +12

Class Features

The following is a class feature of the aristocrat NPC class.
Weapon and Armor Proficiency: The aristocrat is proficient in the use of all simple and martial weapons and with all types of armor and shields.

COMMONER

Hit Die: d4.

Class Skills
The commoner’s class skills (and the key ability for each skill) are Climb (Str), Craft (Int), Handle Animal (Cha), Jump (Str), Listen (Wis), Profession (Wis), Ride (Dex), Spot (Wis), Swim (Str), and Use Rope (Dex).
Skill Points at 1st Level: (2 + Int modifier) x 4.
Skill Points at Each Additional Level: 2 + Int modifier.

Table: The Commoner
NPC Level | Base Attack Bonus | Fort Save | Ref Save | Will Save
1st | +0 | +0 | +0 | +0
2nd | +1 | +0 | +0 | +0
3rd | +1 | +1 | +1 | +1
4th | +2 | +1 | +1 | +1
5th | +2 | +1 | +1 | +1
6th | +3 | +2 | +2 | +2
7th | +3 | +2 | +2 | +2
8th | +4 | +2 | +2 | +2
9th | +4 | +3 | +3 | +3
10th | +5 | +3 | +3 | +3
11th | +5 | +3 | +3 | +3
12th | +6/+1 | +4 | +4 | +4
13th | +6/+1 | +4 | +4 | +4
14th | +7/+2 | +4 | +4 | +4
15th | +7/+2 | +5 | +5 | +5
16th | +8/+3 | +5 | +5 | +5
17th | +8/+3 | +5 | +5 | +5
18th | +9/+4 | +6 | +6 | +6
19th | +9/+4 | +6 | +6 | +6
20th | +10/+5 | +6 | +6 | +6

Class Features

The following is a class feature of the commoner NPC class.
Weapon and Armor Proficiency: The commoner is proficient with one simple weapon. He is not proficient with any other weapons, nor is he proficient with any type of armor or shields.

EXPERT

Hit Die: d6.

Class Skills
The expert can choose any ten skills to be class skills.
Skill Points at 1st Level: (6 + Int modifier) x4.
Skill Points at Each Additional Level: 6 + Int modifier.

Table: The Expert
NPC Level | Base Attack Bonus | Fort Save | Ref Save | Will Save
1st | +0 | +0 | +0 | +2
2nd | +1 | +0 | +0 | +3
3rd | +2 | +1 | +1 | +3
4th | +3 | +1 | +1 | +4
5th | +3 | +1 | +1 | +4
6th | +4 | +2 | +2 | +5
7th | +5 | +2 | +2 | +5
8th | +6/+1 | +2 | +2 | +6
9th | +6/+1 | +3 | +3 | +6
10th | +7/+2 | +3 | +3 | +7
11th | +8/+3 | +3 | +3 | +7
12th | +9/+4 | +4 | +4 | +8
13th | +9/+4 | +4 | +4 | +8
14th | +10/+5 | +4 | +4 | +9
15th | +11/+6/+1 | +5 | +5 | +9
16th | +12/+7/+2 | +5 | +5 | +10
17th | +12/+7/+2 | +5 | +5 | +10
18th | +13/+8/+3 | +6 | +6 | +11
19th | +14/+9/+4 | +6 | +6 | +11
20th | +15/+10/+5 | +6 | +6 | +12

Class Features

The following is a class feature of the expert NPC class.
Weapon and Armor Proficiency: The expert is proficient in the use of all simple weapons and with light armor but not shields.

WARRIOR

Hit Die: d8.

Class Skills
The warrior’s class skills (and the key ability for each skill) are Climb (Str), Handle Animal (Cha), Intimidate (Cha), Jump (Str), Ride (Dex), and Swim (Str).
Skill Points at 1st Level: (2 + Int modifier) x 4.
Skill Points at Each Additional Level: 2 + Int modifier.

Table: The Warrior
NPC Level | Base Attack Bonus | Fort Save | Ref Save | Will Save
1st | +1 | +2 | +0 | +0
2nd | +2 | +3 | +0 | +0
3rd | +3 | +3 | +1 | +1
4th | +4 | +4 | +1 | +1
5th | +5 | +4 | +1 | +1
6th | +6/+1 | +5 | +2 | +2
7th | +7/+2 | +5 | +2 | +2
8th | +8/+3 | +6 | +2 | +2
9th | +9/+4 | +6 | +3 | +3
10th | +10/+5 | +7 | +3 | +3
11th | +11/+6/+1 | +7 | +3 | +3
12th | +12/+7/+2 | +8 | +4 | +4
13th | +13/+8/+3 | +8 | +4 | +4
14th | +14/+9/+4 | +9 | +4 | +4
15th | +15/+10/+5 | +9 | +5 | +5
16th | +16/+11/+6/+1 | +10 | +5 | +5
17th | +17/+12/+7/+2 | +10 | +5 | +5
18th | +18/+13/+8/+3 | +11 | +6 | +6
19th | +19/+14/+9/+4 | +11 | +6 | +6
20th | +20/+15/+10/+5 | +12 | +6 | +6

Class Features

The following is a class feature of the warrior NPC class.
Weapon and Armor Proficiency: The warrior is proficient in the use of all simple and martial weapons and all armor and shields.


Skills I -- Skill Basics, and Skill Description (Appraise to Handle Animal)

SKILLS I

SKILLS SUMMARY

If you buy a class skill, your character gets 1 rank (equal to a +1 bonus on checks with that skill) for each skill point. If you buy other classes’ skills (cross-class skills), you get 1/2 rank per skill point.
Your maximum rank in a class skill is your character level + 3.
Your maximum rank in a cross-class skill is one-half of this number (do not round up or down).
Using Skills: To make a skill check, roll: 1d20 + skill modifier (Skill modifier = skill rank + ability modifier + miscellaneous modifiers)
This roll works just like an attack roll or a saving throw— the higher the roll, the better. Either you’re trying to match or exceed a certain Difficulty Class (DC), or you’re trying to beat another character’s check result.
Skill Ranks: A character’s number of ranks in a skill is based on how many skill points a character has invested in a skill. Many skills can be used even if the character has no ranks in them; doing this is called making an untrained skill check.
Ability Modifier: The ability modifier used in a skill check is the modifier for the skill’s key ability (the ability associated with the skill’s use). The key ability of each skill is noted in its description.
Miscellaneous Modifiers: Miscellaneous modifiers include racial bonuses, armor check penalties, and bonuses provided by feats, among others.

Each skill point you spend on a class skill gets you 1 rank in that skill. Class skills are the skills found on your character’s class skill list. Each skill point you spend on a cross-class skill gets your character 1/2 rank in that skill. Cross-class skills are skills not found on your character’s class skill list. (Half ranks do not improve your skill check, but two 1/2 ranks make 1 rank.) You can’t save skill points to spend later.
The maximum rank in a class skill is the character’s level + 3. If it’s a cross-class skill, the maximum rank is half of that number (do not round up or down).
Regardless of whether a skill is purchased as a class skill or a cross-class skill, if it is a class skill for any of your classes, your maximum rank equals your total character level + 3.

USING SKILLS

When your character uses a skill, you make a skill check to see how well he or she does. The higher the result of the skill check, the better. Based on the circumstances, your result must match or beat a particular number (a DC or the result of an opposed skill check) for the check to be successful. The harder the task, the higher the number you need to roll.
Circumstances can affect your check. A character who is free to work without distractions can make a careful attempt and avoid simple mistakes. A character who has lots of time can try over and over again, thereby assuring the best outcome. If others help, the character may succeed where otherwise he or she would fail.

SKILL CHECKS
A skill check takes into account a character’s training (skill rank), natural talent (ability modifier), and luck (the die roll). It may also take into account his or her race’s knack for doing certain things (racial bonus) or what armor he or she is wearing (armor check penalty), or a certain feat the character possesses, among other things.
To make a skill check, roll 1d20 and add your character’s skill modifier for that skill. The skill modifier incorporates the character’s ranks in that skill and the ability modifier for that skill’s key ability, plus any other miscellaneous modifiers that may apply, including racial bonuses and armor check penalties. The higher the result, the better. Unlike with attack rolls and saving throws, a natural roll of 20 on the d20 is not an automatic success, and a natural roll of 1 is not an automatic failure.

Difficulty Class
Some checks are made against a Difficulty Class (DC). The DC is a number (set using the skill rules as a guideline) that you must score as a result on your skill check in order to succeed.

Table: Difficulty Class Examples
Difficulty (DC) | Example (Skill Used)
Very easy (0) | Notice something large in plain sight (Spot)
Easy (5) | Climb a knotted rope (Climb)
Average (10) | Hear an approaching guard (Listen)
Tough (15) | Rig a wagon wheel to fall off (Disable Device)
Challenging (20) | Swim in stormy water (Swim)
Formidable (25) | Open an average lock (Open Lock)
Heroic (30) | Leap across a 30-foot chasm (Jump)
Nearly impossible (40) | Track a squad of orcs across hard ground after 24 hours of rainfall (Survival)

Opposed Checks
An opposed check is a check whose success or failure is determined by comparing the check result to another character’s check result. In an opposed check, the higher result succeeds, while the lower result fails. In case of a tie, the higher skill modifier wins. If these scores are the same, roll again to break the tie.

Table: Example Opposed Checks
Task | Skill (Key Ability) | Opposing Skill (Key Ability)
Con someone | Bluff (Cha) | Sense Motive (Wis)
Pretend to be someone else | Disguise (Cha) | Spot (Wis)
Create a false map | Forgery (Int) | Forgery (Int)
Hide from someone | Hide (Dex) | Spot (Wis)
Make a bully back down | Intimidate (Cha) | Special1
Sneak up on someone | Move Silently (Dex) | Listen (Wis)
Steal a coin pouch | Sleight of Hand (Dex) | Spot (Wis)
Tie a prisoner securely | Use Rope (Dex) | Escape Artist (Dex)
1 An Intimidate check is opposed by the target’s level check, not a skill check. See the Intimidate skill description for more information.

Trying Again
In general, you can try a skill check again if you fail, and you can keep trying indefinitely. Some skills, however, have consequences of failure that must be taken into account. A few skills are virtually useless once a check has failed on an attempt to accomplish a particular task. For most skills, when a character has succeeded once at a given task, additional successes are meaningless.

Untrained Skill Checks
Generally, if your character attempts to use a skill he or she does not possess, you make a skill check as normal. The skill modifier doesn’t have a skill rank added in because the character has no ranks in the skill. Any other applicable modifiers, such as the modifier for the skill’s key ability, are applied to the check.
Many skills can be used only by someone who is trained in them.

Favorable and Unfavorable Conditions
Some situations may make a skill easier or harder to use, resulting in a bonus or penalty to the skill modifier for a skill check or a change to the DC of the skill check.
The chance of success can be altered in four ways to take into account exceptional circumstances.
1. Give the skill user a +2 circumstance bonus to represent conditions that improve performance, such as having the perfect tool for the job, getting help from another character (see Combining Skill Attempts), or possessing unusually accurate information.
2. Give the skill user a –2 circumstance penalty to represent conditions that hamper performance, such as being forced to use improvised tools or having misleading information.
3. Reduce the DC by 2 to represent circumstances that make the task easier, such as having a friendly audience or doing work that can be subpar.
4. Increase the DC by 2 to represent circumstances that make the task harder, such as having an uncooperative audience or doing work that must be flawless.
Conditions that affect your character’s ability to perform the skill change the skill modifier. Conditions that modify how well the character has to perform the skill to succeed change the DC. A bonus to the skill modifier and a reduction in the check’s DC have the same result: They create a better chance of success. But they represent different circumstances, and sometimes that difference is important.

Time and Skill Checks
Using a skill might take a round, take no time, or take several rounds or even longer. Most skill uses are standard actions, move actions, or full-round actions. Types of actions define how long activities take to perform within the framework of a combat round (6 seconds) and how movement is treated with respect to the activity. Some skill checks are instant and represent reactions to an event, or are included as part of an action.
These skill checks are not actions. Other skill checks represent part of movement.

Checks without Rolls
A skill check represents an attempt to accomplish some goal, usually while under some sort of time pressure or distraction. Sometimes, though, a character can use a skill under more favorable conditions and eliminate the luck factor.
Taking 10: When your character is not being threatened or distracted, you may choose to take 10. Instead of rolling 1d20 for the skill check, calculate your result as if you had rolled a 10. For many routine tasks, taking 10 makes them automatically successful. Distractions or threats (such as combat) make it impossible for a character to take 10. In most cases, taking 10 is purely a safety measure —you know (or expect) that an average roll will succeed but fear that a poor roll might fail, so you elect to settle for the average roll (a 10). Taking 10 is especially useful in situations where a particularly high roll wouldn’t help.
Taking 20:When you have plenty of time (generally 2 minutes for a skill that can normally be checked in 1 round, one full-round action, or one standard action), you are faced with no threats or distractions, and the skill being attempted carries no penalties for failure, you can take 20. In other words, eventually you will get a 20 on 1d20 if you roll enough times. Instead of rolling 1d20 for the skill check, just calculate your result as if you had rolled a 20.
Taking 20 means you are trying until you get it right, and it assumes that you fail many times before succeeding. Taking 20 takes twenty times as long as making a single check would take.
Since taking 20 assumes that the character will fail many times before succeeding, if you did attempt to take 20 on a skill that carries penalties for failure, your character would automatically incur those penalties before he or she could complete the task. Common “take 20” skills include Escape Artist, Open Lock, and Search.
Ability Checks and Caster Level Checks: The normal take 10 and take 20 rules apply for ability checks. Neither rule applies to caster level checks.

COMBINING SKILL ATTEMPTS
When more than one character tries the same skill at the same time and for the same purpose, their efforts may overlap.

Individual Events
Often, several characters attempt some action and each succeeds or fails independently. The result of one character’s Climb check does not influence the results of other characters Climb check.

Aid Another
You can help another character achieve success on his or her skill check by making the same kind of skill check in a cooperative effort. If you roll a 10 or higher on your check, the character you are helping gets a +2 bonus to his or her check, as per the rule for favorable conditions. (You can’t take 10 on a skill check to aid another.) In many cases, a character’s help won’t be beneficial, or only a limited number of characters can help at once.
In cases where the skill restricts who can achieve certain results you can’t aid another to grant a bonus to a task that your character couldn’t achieve alone.

Skill Synergy
It’s possible for a character to have two skills that work well together. In general, having 5 or more ranks in one skill gives the character a +2 bonus on skill checks with each of its synergistic skills, as noted in the skill description. In some cases, this bonus applies only to specific uses of the skill in question, and not to all checks. Some skills provide benefits on other checks made by a character, such as those checks required to use certain class features.

ABILITY CHECKS
Sometimes a character tries to do something to which no specific skill really applies. In these cases, you make an ability check. An ability check is a roll of 1d20 plus the appropriate ability modifier. Essentially, you’re making an untrained skill check.
In some cases, an action is a straight test of one’s ability with no luck involved. Just as you wouldn’t make a height check to see who is taller, you don’t make a Strength check to see who is stronger.

SKILL DESCRIPTIONS

This section describes each skill, including common uses and typical modifiers. Characters can sometimes use skills for purposes other than those noted here.
Here is the format for skill descriptions.

SKILL NAME
The skill name line includes (in addition to the name of the skill) the following information.
Key Ability: The abbreviation of the ability whose modifier applies to the skill check. Exception: Speak Language has “None” as its key ability because the use of this skill does not require a check.
Trained Only: If this notation is included in the skill name line, you must have at least 1 rank in the skill to use it. If it is omitted, the skill can be used untrained (with a rank of 0). If any special notes apply to trained or untrained use, they are covered in the Untrained section (see below).
Armor Check Penalty: If this notation is included in the skill name line, an armor check penalty applies (when appropriate) to checks using this skill. If this entry is absent, an armor check penalty does not apply.

The skill name line is followed by a general description of what using the skill represents. After the description are a few other types of information:
Check: What a character (“you” in the skill description) can do with a successful skill check and the check’s DC.
Action: The type of action using the skill requires, or the amount of time required for a check.
Try Again: Any conditions that apply to successive attempts to use the skill successfully. If the skill doesn’t allow you to attempt the same task more than once, or if failure carries an inherent penalty (such as with the Climb skill), you can’t take 20. If this paragraph is omitted, the skill can be retried without any inherent penalty, other than the additional time required.
Special: Any extra facts that apply to the skill, such as special effects deriving from its use or bonuses that certain characters receive because of class, feat choices, or race.
Synergy: Some skills grant a bonus to the use of one or more other skills because of a synergistic effect. This entry, when present, indicates what bonuses this skill may grant or receive because of such synergies. See Table 4–5 for a complete list of bonuses granted by synergy between skills (or between a skill and a class feature).
Restriction: The full utility of certain skills is restricted to characters of certain classes or characters who possess certain feats. This entry indicates whether any such restrictions exist for the skill.
Untrained: This entry indicates what a character without at least 1 rank in the skill can do with it. If this entry doesn’t appear, it means that the skill functions normally for untrained characters (if it can be used untrained) or that an untrained character can’t attempt checks with this skill (for skills that are designated as “Trained Only”).

APPRAISE (INT)
Check: You can appraise common or well-known objects with a DC 12 Appraise check. Failure means that you estimate the value at 50% to 150% (2d6+3 times 10%,) of its actual value.
Appraising a rare or exotic item requires a successful check against DC 15, 20, or higher. If the check is successful, you estimate the value correctly; failure means you cannot estimate the item’s value.
A magnifying glass gives you a +2 circumstance bonus on Appraise checks involving any item that is small or highly detailed, such as a gem. A merchant’s scale gives you a +2 circumstance bonus on Appraise checks involving any items that are valued by weight, including anything made of precious metals.
These bonuses stack.
Action: Appraising an item takes 1 minute (ten consecutive full-round actions).
Try Again: No. You cannot try again on the same object, regardless of success.
Special: A dwarf gets a +2 racial bonus on Appraise checks that are related to stone or metal items because dwarves are familiar with valuable items of all kinds (especially those made of stone or metal).
The master of a raven familiar gains a +3 bonus on Appraise checks.
A character with the Diligent feat gets a +2 bonus on Appraise checks.
Synergy: If you have 5 ranks in any Craft skill, you gain a +2 bonus on Appraise checks related to items made with that Craft skill.
Untrained: For common items, failure on an untrained check means no estimate. For rare items, success means an estimate of 50% to 150% (2d6+3 times 10%).

BALANCE (DEX; ARMOR CHECK PENALTY)
Check: You can walk on a precarious surface. A successful check lets you move at half your speed along the surface for 1 round. A failure by 4 or less means you can’t move for 1 round. A failure by 5 or more means you fall. The difficulty varies with the surface, as follows:

Narrow Surface | Balance DC1 | Difficult Surface | Balance DC1
7–12 inches wide | 10 | Uneven flagstone | 102
2–6 inches wide | 15 | Hewn stone floor | 102
Less than 2 inches wide | 20 | Sloped or angled floor | 102
1 Add modifiers from Narrow Surface Modifiers, below, as appropriate.
2 Only if running or charging. Failure by 4 or less means the character can’t run or charge, but may otherwise act normally.

Narrow Surface Modifiers |
Surface | DC Modifier1
Lightly obstructed | +2
Severely obstructed | +5
Lightly slippery | +2
Severely slippery | +5
Sloped or angled | +2
1 Add the appropriate modifier to the Balance DC of a narrow surface.
These modifiers stack.

Being Attacked while Balancing: You are considered flat-footed while balancing, since you can’t move to avoid a blow, and thus you lose your Dexterity bonus to AC (if any). If you have 5 or more ranks in Balance, you aren’t considered flat-footed while balancing. If you take damage while balancing, you must make another Balance check against the same DC to remain standing.
Accelerated Movement: You can try to walk across a precarious surface more quickly than normal. If you accept a –5 penalty, you can move your full speed as a move action. (Moving twice your speed in a round requires two Balance checks, one for each move action used.) You may also accept this penalty in order to charge across a precarious surface; charging requires one Balance check for each multiple of your speed (or fraction thereof ) that you charge.
Action: None. A Balance check doesn’t require an action; it is made as part of another action or as a reaction to a situation.
Special: If you have the Agile feat, you get a +2 bonus on Balance checks.
Synergy: If you have 5 or more ranks in Tumble, you get a +2 bonus on Balance checks.

BLUFF (CHA)
Check: A Bluff check is opposed by the target’s Sense Motive check. See the accompanying table for examples of different kinds of bluffs and the modifier to the target’s Sense Motive check for each one.
Favorable and unfavorable circumstances weigh heavily on the outcome of a bluff. Two circumstances can weigh against you: The bluff is hard to believe, or the action that the target is asked to take goes against its self-interest, nature, personality, orders, or the like. If it’s important, you can distinguish between a bluff that fails because the target doesn’t believe it and one that fails because it just asks too much of the target. For instance, if the target gets a +10 bonus on its Sense Motive check because the bluff demands something risky, and the Sense Motive check succeeds by 10 or less, then the target didn’t so much see through the bluff as prove reluctant to go along with it. A target that succeeds by 11 or more has seen through the bluff.
A successful Bluff check indicates that the target reacts as you wish, at least for a short time (usually 1 round or less) or believes something that you want it to believe. Bluff, however, is not a suggestion spell.
A bluff requires interaction between you and the target. Creatures unaware of you cannot be bluffed.
Feinting in Combat: You can also use Bluff to mislead an opponent in melee combat (so that it can’t dodge your next attack effectively). To feint, make a Bluff check opposed by your target’s Sense Motive check, but in this case, the target may add its base attack bonus to the roll along with any other applicable modifiers.
If your Bluff check result exceeds this special Sense Motive check result, your target is denied its Dexterity bonus to AC (if any) for the next melee attack you make against it. This attack must be made on or before your next turn.
Feinting in this way against a nonhumanoid is difficult because it’s harder to read a strange creature’s body language; you take a –4 penalty on your Bluff check. Against a creature of animal Intelligence (1 or 2) it’s even harder; you take a –8 penalty. Against a nonintelligent creature, it’s impossible.
Feinting in combat does not provoke an attack of opportunity.
Creating a Diversion to Hide: You can use the Bluff skill to help you hide. A successful Bluff check gives you the momentary diversion you need to attempt a Hide check while people are aware of you. This usage does not provoke an attack of opportunity.
Delivering a Secret Message: You can use Bluff to get a message across to another character without others understanding it. The DC is 15 for simple messages, or 20 for complex messages, especially those that rely on getting across new information. Failure by 4 or less means you can’t get the message across. Failure by 5 or more means that some false information has been implied or inferred. Anyone listening to the exchange can make a Sense Motive check opposed by the Bluff check you made to transmit in order to intercept your message (see Sense Motive).
Action: Varies. A Bluff check made as part of general interaction always takes at least 1 round (and is at least a full-round action), but it can take much longer if you try something elaborate. A Bluff check made to feint in combat or create a diversion to hide is a standard action. A Bluff check made to deliver a secret message doesn’t take an action; it is part of normal communication.
Try Again: Varies. Generally, a failed Bluff check in social interaction makes the target too suspicious for you to try again in the same circumstances, but you may retry freely on Bluff checks made to feint in combat. Retries are also allowed when you are trying to send a message, but you may attempt such a retry only once per round.
Each retry carries the same chance of miscommunication.
Special: A ranger gains a bonus on Bluff checks when using this skill against a favored enemy.
The master of a snake familiar gains a +3 bonus on Bluff checks.
If you have the Persuasive feat, you get a +2 bonus on Bluff checks.
Synergy: If you have 5 or more ranks in Bluff, you get a +2 bonus on Diplomacy, Intimidate, and Sleight of Hand checks, as well as on Disguise checks made when you know you’re being observed and you try to act in character.

Bluff Examples
Example Circumstances | Sense Motive Modifier
The target wants to believe you. | –5
The bluff is believable and doesn’t affect the target much. | +0
The bluff is a little hard to believe or puts the target at some risk. | +5
The bluff is hard to believe or puts the target at significant risk. | +10
The bluff is way out there, almost too incredible to consider. | +20

CLIMB (STR; ARMOR CHECK PENALTY)
Check: With a successful Climb check, you can advance up, down, or across a slope, a wall, or some other steep incline (or even a ceiling with handholds) at one-quarter your normal speed. A slope is considered to be any incline at an angle measuring less than 60 degrees; a wall is any incline at an angle measuring 60 degrees or more.
A Climb check that fails by 4 or less means that you make no progress, and one that fails by 5 or more means that you fall from whatever height you have already attained.
A climber’s kit gives you a +2 circumstance bonus on Climb checks.
The DC of the check depends on the conditions of the climb. Compare the task with those on the following table to determine an appropriate DC.

Climb DC | Example Surface or Activity
0 | A slope too steep to walk up, or a knotted rope with a wall to brace against.
5 | A rope with a wall to brace against, or a knotted rope, or a rope affected by the rope trick spell.
10 | A surface with ledges to hold on to and stand on, such as a very rough wall or a ship’s rigging.
15 | Any surface with adequate handholds and footholds (natural or artificial), such as a very rough natural rock surface or a tree, or an unknotted rope, or pulling yourself up when dangling by your hands.
20 | An uneven surface with some narrow handholds and footholds, such as a typical wall in a dungeon or ruins.
25 | A rough surface, such as a natural rock wall or a brick wall.
25 | An overhang or ceiling with handholds but no footholds.
— | A perfectly smooth, flat, vertical surface cannot be climbed.

Climb DC Modifier1 | Example Surface or Activity
–10 | Climbing a chimney (artificial or natural) or other location where you can brace against two opposite walls (reduces DC by 10).
–5 | Climbing a corner where you can brace against perpendicular walls (reduces DC by 5).
+5 | Surface is slippery (increases DC by 5).
1These modifiers are cumulative; use any that apply.

You need both hands free to climb, but you may cling to a wall with one hand while you cast a spell or take some other action that requires only one hand. While climbing, you can’t move to avoid a blow, so you lose your Dexterity bonus to AC (if any). You also can’t use a shield while climbing.
Any time you take damage while climbing, make a Climb check against the DC of the slope or wall. Failure means you fall from your current height and sustain the appropriate falling damage.
Accelerated Climbing: You try to climb more quickly than normal. By accepting a –5 penalty, you can move half your speed (instead of one-quarter your speed).
Making Your Own Handholds and Footholds: You can make your own handholds and footholds by pounding pitons into a wall. Doing so takes 1 minute per piton, and one piton is needed per 3 feet of distance. As with any surface that offers handholds and footholds, a wall with pitons in it has a DC of 15. In the same way, a climber with a handaxe or similar implement can cut handholds in an ice wall.
Catching Yourself When Falling: It’s practically impossible to catch yourself on a wall while falling. Make a Climb check (DC = wall’s DC + 20) to do so. It’s much easier to catch yourself on a slope (DC = slope’s DC + 10).
Catching a Falling Character While Climbing: If someone climbing above you or adjacent to you falls, you can attempt to catch the falling character if he or she is within your reach. Doing so requires a successful melee touch attack against the falling character (though he or she can voluntarily forego any Dexterity bonus to AC if desired). If you hit, you must immediately attempt a Climb check (DC = wall’s DC + 10). Success indicates that you catch the falling character, but his or her total weight, including equipment, cannot exceed your heavy load limit or you automatically fall. If you fail your Climb check by 4 or less, you fail to stop the character’s fall but don’t lose your grip on the wall. If you fail by 5 or more, you fail to stop the character’s fall and begin falling as well.
Action: Climbing is part of movement, so it’s generally part of a move action (and may be combined with other types of movement in a move action). Each move action that includes any climbing requires a separate Climb check. Catching yourself or another falling character doesn’t take an action.
Special: You can use a rope to haul a character upward (or lower a character) through sheer strength. You can lift double your maximum load in this manner.
A halfling has a +2 racial bonus on Climb checks because halflings are agile and surefooted.
The master of a lizard familiar gains a +3 bonus on Climb checks.
If you have the Athletic feat, you get a +2 bonus on Climb checks.
A creature with a climb speed has a +8 racial bonus on all Climb checks. The creature must make a Climb check to climb any wall or slope with a DC higher than 0, but it always can choose to take 10, even if rushed or threatened while climbing. If a creature with a climb speed chooses an accelerated climb (see above), it moves at double its climb speed (or at its land speed, whichever is slower) and makes a single Climb check at a –5 penalty. Such a creature retains its Dexterity bonus to Armor Class (if any) while climbing, and opponents get no special bonus to their attacks against it. It cannot, however, use the run action while climbing.
Synergy: If you have 5 or more ranks in Use Rope, you get a +2 bonus on Climb checks made to climb a rope, a knotted rope, or a rope-and-wall combination.

CONCENTRATION (CON)
Check: You must make a Concentration check whenever you might potentially be distracted (by taking damage, by harsh weather, and so on) while engaged in some action that requires your full attention. Such actions include casting a spell, concentrating on an active spell, directing a spell, using a spell-like ability, or using a skill that would provoke an attack of opportunity. In general, if an action wouldn’t normally provoke an attack of opportunity, you need not make a Concentration check to avoid being distracted.
If the Concentration check succeeds, you may continue with the action as normal. If the check fails, the action automatically fails and is wasted. If you were in the process of casting a spell, the spell is lost. If you were concentrating on an active spell, the spell ends as if you had ceased concentrating on it. If you were directing a spell, the direction fails but the spell remains active. If you were using a spell-like ability, that use of the ability is lost. A skill use also fails, and in some cases a failed skill check may have other ramifications as well.
The table below summarizes various types of distractions that cause you to make a Concentration check. If the distraction occurs while you are trying to cast a spell, you must add the level of the spell you are trying to cast to the appropriate Concentration DC. If more than one type of distraction is present, make a check for each one; any failed Concentration check indicates that the task is not completed.

Concentration DC1 | Distraction
10 + damage dealt | Damaged during the action.2
10 + half of continuous | Taking continuous damage during the damage last dealt action.3
Distracting spell’s save DC | Distracted by nondamaging spell.4
10 | Vigorous motion (on a moving mount, taking a bouncy wagon ride, in a small boat in rough water, belowdecks in a stormtossed ship).
15 | Violent motion (on a galloping horse, taking a very rough wagon ride, in a small boat in rapids, on the deck of a storm-tossed ship).
20 | Extraordinarily violent motion (earthquake).
15 | Entangled.
20 | Grappling or pinned. (You can cast only spells without somatic components for which you have any required material component in hand.)
5 | Weather is a high wind carrying blinding rain or sleet.
10 | Weather is wind-driven hail, dust, or debris.
Distracting spell’s save DC | Weather caused by a spell, such as storm of vengeance.4
1 If you are trying to cast, concentrate on, or direct a spell when the distraction occurs, add the level of the spell to the indicated DC.
2 Such as during the casting of a spell with a casting time of 1 round or more, or the execution of an activity that takes more than a single full-round action (such as Disable Device). Also, damage stemming from an attack of opportunity or readied attack made in response to the spell being cast (for spells with a casting time of 1 action) or the action being taken (for activities requiring no more than a full-round action).
3 Such as from acid arrow.
4 If the spell allows no save, use the save DC it would have if it did allow a save.

Action: None. Making a Concentration check doesn’t take an action; it is either a free action (when attempted reactively) or part of another action (when attempted actively).
Try Again: Yes, though a success doesn’t cancel the effect of a previous failure, such as the loss of a spell you were casting or the disruption of a spell you were concentrating on.
Special: You can use Concentration to cast a spell, use a spell-like ability, or use a skill defensively, so as to avoid attacks of opportunity altogether. This doesn’t apply to other actions that might provoke attacks of opportunity.
The DC of the check is 15 (plus the spell’s level, if casting a spell or using a spell-like ability defensively). If the Concentration check succeeds, you may attempt the action normally without provoking any attacks of opportunity. A successful Concentration check still doesn’t allow you to take 10 on another check if you are in a stressful situation; you must make the check normally. If the Concentration check fails, the related action also automatically fails (with any appropriate ramifications), and the action is wasted, just as if your concentration had been disrupted by a distraction.
A character with the Combat Casting feat gets a +4 bonus on Concentration checks made to cast a spell or use a spell-like ability while on the defensive or while grappling or pinned.

CRAFT (INT)
Like Knowledge, Perform, and Profession, Craft is actually a number of separate skills. You could have several Craft skills, each with its own ranks, each purchased as a separate skill.
A Craft skill is specifically focused on creating something. If nothing is created by the endeavor, it probably falls under the heading of a Profession skill.
Check: You can practice your trade and make a decent living, earning about half your check result in gold pieces per week of dedicated work. You know how to use the tools of your trade, how to perform the craft’s daily tasks, how to supervise untrained helpers, and how to handle common problems. (Untrained laborers and assistants earn an average of 1 silver piece per day.)
The basic function of the Craft skill, however, is to allow you to make an item of the appropriate type. The DC depends on the complexity of the item to be created. The DC, your check results, and the price of the item determine how long it takes to make a particular item. The item’s finished price also determines the cost of raw materials.
In some cases, the fabricate spell can be used to achieve the results of a Craft check with no actual check involved. However, you must make an appropriate Craft check when using the spell to make articles requiring a high degree of craftsmanship.
A successful Craft check related to woodworking in conjunction with the casting of the ironwood spell enables you to make wooden items that have the strength of steel.
When casting the spell minor creation, you must succeed on an appropriate Craft check to make a complex item.
All crafts require artisan’s tools to give the best chance of success. If improvised tools are used, the check is made with a –2 circumstance penalty. On the other hand, masterwork artisan’s tools provide a +2 circumstance bonus on the check.
To determine how much time and money it takes to make an item, follow these steps.
1. Find the item’s price. Put the price in silver pieces (1 gp = 10 sp).
2. Find the DC from the table below.
3. Pay one-third of the item’s price for the cost of raw materials.
4. Make an appropriate Craft check representing one week’s work. If the check succeeds, multiply your check result by the DC. If the result × the DC equals the price of the item in sp, then you have completed the item. (If the result × the DC equals double or triple the price of the item in silver pieces, then you’ve completed the task in one-half or one-third of the time. Other multiples of the DC reduce the time in the same manner.) If the result × the DC doesn’t equal the price, then it represents the progress you’ve made this week. Record the result and make a new Craft check for the next week. Each week, you make more progress until your total reaches the price of the item in silver pieces.
If you fail a check by 4 or less, you make no progress this week.
If you fail by 5 or more, you ruin half the raw materials and have to pay half the original raw material cost again.
Progress by the Day: You can make checks by the day instead of by the week. In this case your progress (check result × DC) is in copper pieces instead of silver pieces.
Creating Masterwork Items: You can make a masterwork item—a weapon, suit of armor, shield, or tool that conveys a bonus on its use through its exceptional craftsmanship, not through being magical. To create a masterwork item, you create the masterwork component as if it were a separate item in addition to the standard item. The masterwork component has its own price (300 gp for a weapon or 150 gp for a suit of armor or a shield) and a Craft DC of 20. Once both the standard component and the masterwork component are completed, the masterwork item is finished. Note: The cost you pay for the masterwork component is one-third of the given amount, just as it is for the cost in raw materials.
Repairing Items: Generally, you can repair an item by making checks against the same DC that it took to make the item in the first place. The cost of repairing an item is one-fifth of the item’s price.

When you use the Craft skill to make a particular sort of item, the DC for checks involving the creation of that item are typically as given on the following table.

Item | Craft Skill | Craft DC
Acid | Alchemy1 | 15
Alchemist’s fire, smokestick, or tindertwig | Alchemy1 | 20
Antitoxin, sunrod, tanglefoot bag, or thunderstone | Alchemy1 | 25
Armor or shield | Armorsmithing | 10 + AC bonus
Longbow or shortbow | Bowmaking | 12
Composite longbow or composite shortbow | Bowmaking | 15
Composite longbow or composite shortbow with high strength rating | Bowmaking | 15 + (2 × rating)
Crossbow | Weaponsmithing | 15
Simple melee or thrown weapon | Weaponsmithing | 12
Martial melee or thrown weapon | Weaponsmithing | 15
Exotic melee or thrown weapon | Weaponsmithing | 18
Mechanical trap | Trapmaking | Varies2
Very simple item (wooden spoon) | Varies | 5
Typical item (iron pot) | Varies | 10
High-quality item (bell) | Varies | 15
Complex or superior item (lock) | Varies | 20
1 You must be a spellcaster to craft any of these items.
2 Traps have their own rules for construction.

Action: Does not apply. Craft checks are made by the day or week (see above).
Try Again: Yes, but each time you miss by 5 or more, you ruin half the raw materials and have to pay half the original raw material cost again.
Special: A dwarf has a +2 racial bonus on Craft checks that are related to stone or metal, because dwarves are especially capable with stonework and metalwork.
A gnome has a +2 racial bonus on Craft (alchemy) checks because gnomes have sensitive noses.
You may voluntarily add +10 to the indicated DC to craft an item. This allows you to create the item more quickly (since you’ll be multiplying this higher DC by your Craft check result to determine progress). You must decide whether to increase the DC before you make each weekly or daily check.
To make an item using Craft (alchemy), you must have alchemical equipment and be a spellcaster. If you are working in a city, you can buy what you need as part of the raw materials cost to make the item, but alchemical equipment is difficult or impossible to come by in some places. Purchasing and maintaining an alchemist’s lab grants a +2 circumstance bonus on Craft (alchemy) checks because you have the perfect tools for the job, but it does not affect the cost of any items made using the skill.
Synergy: If you have 5 ranks in a Craft skill, you get a +2 bonus on Appraise checks related to items made with that Craft skill.

DECIPHER SCRIPT (INT; TRAINED ONLY)
Check: You can decipher writing in an unfamiliar language or a message written in an incomplete or archaic form. The base DC is 20 for the simplest messages, 25 for standard texts, and 30 or higher for intricate, exotic, or very old writing.
If the check succeeds, you understand the general content of a piece of writing about one page long (or the equivalent). If the check fails, make a DC 5 Wisdom check to see if you avoid drawing a false conclusion about the text. (Success means that you do not draw a false conclusion; failure means that you do.)
Both the Decipher Script check and (if necessary) the Wisdom check are made secretly, so that you can’t tell whether the conclusion you draw is true or false.
Action: Deciphering the equivalent of a single page of script takes 1 minute (ten consecutive full-round actions).
Try Again: No.
Special: A character with the Diligent feat gets a +2 bonus on Decipher Script checks.
Synergy: If you have 5 or more ranks in Decipher Script, you get a +2 bonus on Use Magic Device checks involving scrolls.

DIPLOMACY (CHA)
Check: You can change the attitudes of others (nonplayer characters) with a successful Diplomacy check; see the Influencing NPC Attitudes sidebar, below, for basic DCs. In negotiations, participants roll opposed Diplomacy checks, and the winner gains the advantage. Opposed checks also resolve situations when two advocates or diplomats plead opposite cases in a hearing before a third party.
Action: Changing others’ attitudes with Diplomacy generally takes at least 1 full minute (10 consecutive full-round actions). In some situations, this time requirement may greatly increase. A rushed Diplomacy check can be made as a full-round action, but you take a –10 penalty on the check.
Try Again: Optional, but not recommended because retries usually do not work. Even if the initial Diplomacy check succeeds, the other character can be persuaded only so far, and a retry may do more harm than good. If the initial check fails, the other character has probably become more firmly committed to his position, and a retry is futile.
Special: A half-elf has a +2 racial bonus on Diplomacy checks.
If you have the Negotiator feat, you get a +2 bonus on Diplomacy checks.
Synergy: If you have 5 or more ranks in Bluff, Knowledge (nobility and royalty), or Sense Motive, you get a +2 bonus on Diplomacy checks.

Influencing NPC Attitudes
Use the table below to determine the effectiveness of Diplomacy checks (or Charisma checks) made to influence the attitude of a nonplayer character, or wild empathy checks made to influence the attitude of an animal or magical beast.

Initial Attitude | New Attitude (DC to achieve)
 | Hostile | Unfriendly | Indifferent | Friendly | Helpful
Hostile | Less than 20 | 20 | 25 | 35 | 50
Unfriendly | Less than 5 | 5 | 15 | 25 | 40
Indifferent | — | Less than 1 | 1 | 15 | 30
Friendly | — | — | Less than 1 | 1 | 20
Helpful | — | — | — | Less than 1 | 1

Attitude | Means | Possible Actions
Hostile | Will take risks to hurt you | Attack, interfere, berate, flee
Unfriendly | Wishes you ill | Mislead, gossip, avoid, watch suspiciously, insult
Indifferent | Doesn’t much care | Socially expected interaction
Friendly | Wishes you well | Chat, advise, offer limited help, advocate
Helpful | Will take risks to help you | Protect, back up, heal, aid

DISABLE DEVICE (INT; TRAINED ONLY)
Check: The Disable Device check is made secretly, so that you don’t necessarily know whether you’ve succeeded.
The DC depends on how tricky the device is. Disabling (or rigging or jamming) a fairly simple device has a DC of 10; more intricate and complex devices have higher DCs.
If the check succeeds, you disable the device. If it fails by 4 or less, you have failed but can try again. If you fail by 5 or more, something goes wrong. If the device is a trap, you spring it. If you’re attempting some sort of sabotage, you think the device is disabled, but it still works normally.
You also can rig simple devices such as saddles or wagon wheels to work normally for a while and then fail or fall off some time later (usually after 1d4 rounds or minutes of use).

Device | Time | Disable Device DC1 | Example
Simple | 1 round | 10 | Jam a lock
Tricky | 1d4 rounds | 15 | Sabotage a wagon wheel
Difficult | 2d4 rounds | 20 | Disarm a trap, reset a trap
Wicked | 2d4 rounds | 25 | Disarm a complex trap, cleverly sabotage a clockwork device
1If you attempt to leave behind no trace of your tampering, add 5 to the DC.

Action: The amount of time needed to make a Disable Device check depends on the task, as noted above. Disabling a simple device takes 1 round and is a full-round action. An intricate or complex device requires 1d4 or 2d4 rounds.
Try Again: Varies. You can retry if you have missed the check by 4 or less, though you must be aware that you have failed in order to try again.
Special: If you have the Nimble Fingers feat, you get a +2 bonus on Disable Device checks.
A rogue who beats a trap’s DC by 10 or more can study the trap, figure out how it works, and bypass it (along with her companions) without disarming it.
Restriction: Rogues (and other characters with the trapfinding class feature) can disarm magic traps. A magic trap generally has a DC of 25 + the spell level of the magic used to create it.
The spells fire trap, glyph of warding, symbol, and teleportation circle also create traps that a rogue can disarm with a successful Disable Device check. Spike growth and spike stones, however, create magic traps against which Disable Device checks do not succeed. See the individual spell descriptions for details.

Other Ways to Beat a Trap
It’s possible to ruin many traps without making a Disable Device check.
Ranged Attack Traps: Once a trap’s location is known, the obvious way to ruin it is to smash the mechanism—assuming the mechanism can be accessed. Failing that, it’s possible to plug up the holes from which the projectiles emerge. Doing this prevents the trap from firing unless its ammunition does enough damage to break through the plugs.
Melee Attack Traps: These devices can be thwarted by smashing the mechanism or blocking the weapons, as noted above. Alternatively, if a character studies the trap as it triggers, he might be able to time his dodges just right to avoid damage. A character who is doing nothing but studying a trap when it first goes off gains a +4 dodge bonus against its attacks if it is triggered again within the next minute.
Pits: Disabling a pit trap generally ruins only the trapdoor, making it an uncovered pit. Filling in the pit or building a makeshift bridge across it is an application of manual labor, not the Disable Device skill. Characters could neutralize any spikes at the bottom of a pit by attacking them—they break just as daggers do.
Magic Traps: Dispel magic helps here. Someone who succeeds on a caster level check against the level of the trap’s creator suppresses the trap for 1d4 rounds. This works only with a targeted dispel magic, not the area version (see the spell description).

DISGUISE (CHA)
Check: Your Disguise check result determines how good the disguise is, and it is opposed by others’ Spot check results. If you don’t draw any attention to yourself, others do not get to make Spot checks. If you come to the attention of people who are suspicious (such as a guard who is watching commoners walking through a city gate), it can be assumed that such observers are taking 10 on their Spot checks.
You get only one Disguise check per use of the skill, even if several people are making Spot checks against it. The Disguise check is made secretly, so that you can’t be sure how good the result is.
The effectiveness of your disguise depends in part on how much you’re attempting to change your appearance.

Disguise | Disguise Check Modifier
Minor details only | +5
Disguised as different gender1 | –2
Disguised as different race1 | –2
Disguised as different age category1 | –22
1These modifiers are cumulative; use any that apply.
2Per step of difference between your actual age category and your disguised age category. The steps are: young (younger than adulthood), adulthood, middle age, old, and venerable.

If you are impersonating a particular individual, those who know what that person looks like get a bonus on their Spot checks according to the table below. Furthermore, they are automatically considered to be suspicious of you, so opposed checks are always called for.

Familiarity | Viewer’s Spot Check Bonus
Recognizes on sight | +4
Friends or associates | +6
Close friends | +8
Intimate | +10

Usually, an individual makes a Spot check to see through your disguise immediately upon meeting you and each hour thereafter. If you casually meet many different creatures, each for a short time, check once per day or hour, using an average Spot modifier for the group.
Action: Creating a disguise requires 1d3×10 minutes of work.
Try Again: Yes. You may try to redo a failed disguise, but once others know that a disguise was attempted, they’ll be more suspicious.
Special: Magic that alters your form, such as alter self, disguise self, polymorph, or shapechange, grants you a +10 bonus on Disguise checks (see the individual spell descriptions). You must succeed on a Disguise check with a +10 bonus to duplicate the appearance of a specific individual using the veil spell. Divination magic that allows people to see through illusions (such as true seeing) does not penetrate a mundane disguise, but it can negate the magical component of a magically enhanced one.
You must make a Disguise check when you cast a simulacrum spell to determine how good the likeness is.
If you have the Deceitful feat, you get a +2 bonus on Disguise checks.
Synergy: If you have 5 or more ranks in Bluff, you get a +2 bonus on Disguise checks when you know that you’re being observed and you try to act in character.

ESCAPE ARTIST (DEX; ARMOR CHECK PENALTY)
Check: The table below gives the DCs to escape various forms of restraints.
Ropes: Your Escape Artist check is opposed by the binder’s Use Rope check. Since it’s easier to tie someone up than to escape from being tied up, the binder gets a +10 bonus on his or her check.
Manacles and Masterwork Manacles: The DC for manacles is set by their construction.
Tight Space: The DC noted on the table is for getting through a space where your head fits but your shoulders don’t. If the space is long you may need to make multiple checks. You can’t get through a space that your head does not fit through.
Grappler: You can make an Escape Artist check opposed by your enemy’s grapple check to get out of a grapple or out of a pinned condition (so that you’re only grappling).

Restraint | Escape Artist DC
Ropes Binder’s | Use Rope check at +10
Net, animate rope spell, command plants spell, control plants spell, or entangle spell | 20
Snare spell | 23
Manacles | 30
Tight space | 30
Masterwork manacles | 35
Grappler | Grappler’s grapple check result

Action: Making an Escape Artist check to escape from rope bindings, manacles, or other restraints (except a grappler) requires 1 minute of work. Escaping from a net or an animate rope, command plants, control plants, or entangle spell is a full-round action. Escaping from a grapple or pin is a standard action. Squeezing through a tight space takes at least 1 minute, maybe longer, depending on how long the space is.
Try Again: Varies. You can make another check after a failed check if you’re squeezing your way through a tight space, making multiple checks. If the situation permits, you can make additional checks, or even take 20, as long as you’re not being actively opposed.
Special: If you have the Agile feat, you get a +2 bonus on Escape Artist checks.
Synergy: If you have 5 or more ranks in Escape Artist, you get a +2 bonus on Use Rope checks to bind someone.
If you have 5 or more ranks in Use Rope, you get a +2 bonus on Escape Artist checks when escaping from rope bonds.

FORGERY (INT)
Check: Forgery requires writing materials appropriate to the document being forged, enough light or sufficient visual acuity to see the details of what you’re writing, wax for seals (if appropriate), and some time. To forge a document on which the handwriting is not specific to a person (military orders, a government decree, a business ledger, or the like), you need only to have seen a similar document before, and you gain a +8 bonus on your check. To forge a signature, you need an autograph of that person to copy, and you gain a +4 bonus on the check. To forge a longer document written in the hand of some particular person, a large sample of that person’s handwriting is needed.
The Forgery check is made secretly, so that you’re not sure how good your forgery is. As with Disguise, you don’t even need to make a check until someone examines the work. Your Forgery check is opposed by the Forgery check of the person who examines the document to check its authenticity. The examiner gains modifiers on his or her check if any of the conditions on the table below exist.

Condition | Reader’s Forgery Check Modifier
Type of document unknown to reader | –2
Type of document somewhat known to reader | +0
Type of document well known to reader | +2
Handwriting not known to reader | –2
Handwriting somewhat known to reader | +0
Handwriting intimately known to reader | +2
Reader only casually reviews the document | –2

A document that contradicts procedure, orders, or previous knowledge, or one that requires sacrifice on the part of the person checking the document can increase that character’s suspicion (and thus create favorable circumstances for the checker’s opposing Forgery check).
Action: Forging a very short and simple document takes about 1 minute. A longer or more complex document takes 1d4 minutes per page.
Try Again: Usually, no. A retry is never possible after a particular reader detects a particular forgery. But the document created by the forger might still fool someone else. The result of a Forgery check for a particular document must be used for every instance of a different reader examining the document. No reader can attempt to detect a particular forgery more than once; if that one opposed check goes in favor of the forger, then the reader can’t try using his own skill again, even if he’s suspicious about the document.
Special: If you have the Deceitful feat, you get a +2 bonus on Forgery checks.
Restriction: Forgery is language-dependent; thus, to forge documents and detect forgeries, you must be able to read and write the language in question. A barbarian can’t learn the Forgery skill unless he has learned to read and write.

GATHER INFORMATION (CHA)
Check: An evening’s time, a few gold pieces for buying drinks and making friends, and a DC 10 Gather Information check get you a general idea of a city’s major news items, assuming there are no obvious reasons why the information would be withheld. The higher your check result, the better the information.
If you want to find out about a specific rumor, or a specific item, or obtain a map, or do something else along those lines, the DC for the check is 15 to 25, or even higher.
Action: A typical Gather Information check takes 1d4+1 hours.
Try Again: Yes, but it takes time for each check. Furthermore, you may draw attention to yourself if you repeatedly pursue a certain type of information.
Special: A half-elf has a +2 racial bonus on Gather Information checks.
If you have the Investigator feat, you get a +2 bonus on Gather Information checks.
Synergy: If you have 5 or more ranks in Knowledge (local), you get a +2 bonus on Gather Information checks.

HANDLE ANIMAL (CHA; TRAINED ONLY)
Check: The DC depends on what you are trying to do.

Task | Handle Animal DC
Handle an animal | 10
“Push” an animal | 25
Teach an animal a trick | 15 or 201
Train an animal for a general purpose | 15 or 201
Rear a wild animal | 15 + HD of animal
1See the specific trick or purpose below.

General Purpose | DC | General Purpose | DC
Combat riding | 20 | Hunting | 20
Fighting | 20 | Performance | 15
Guarding | 20 | Riding | 15
Heavy labor | 15 |

Handle an Animal: This task involves commanding an animal to perform a task or trick that it knows. If the animal is wounded or has taken any nonlethal damage or ability score damage, the DC increases by 2. If your check succeeds, the animal performs the task or trick on its next action.
“Push” an Animal: To push an animal means to get it to perform a task or trick that it doesn’t know but is physically capable of performing. This category also covers making an animal perform a forced march or forcing it to hustle for more than 1 hour between sleep cycles. If the animal is wounded or has taken any nonlethal damage or ability score damage, the DC increases by 2. If your check succeeds, the animal performs the task or trick on its next action.
Teach an Animal a Trick: You can teach an animal a specific trick with one week of work and a successful Handle Animal check against the indicated DC. An animal with an Intelligence score of 1 can learn a maximum of three tricks, while an animal with an Intelligence score of 2 can learn a maximum of six tricks. Possible tricks (and their associated DCs) include, but are not necessarily limited to, the following.
Attack (DC 20): The animal attacks apparent enemies. You may point to a particular creature that you wish the animal to attack, and it will comply if able. Normally, an animal will attack only humanoids, monstrous humanoids, giants, or other animals. Teaching an animal to attack all creatures (including such unnatural creatures as undead and aberrations) counts as two tricks.
Come (DC 15): The animal comes to you, even if it normally would not do so.
Defend (DC 20): The animal defends you (or is ready to defend you if no threat is present), even without any command being given. Alternatively, you can command the animal to defend a specific other character.
Down (DC 15): The animal breaks off from combat or otherwise backs down. An animal that doesn’t know this trick continues to fight until it must flee (due to injury, a fear effect, or the like) or its opponent is defeated.
Fetch (DC 15): The animal goes and gets something. If you do not point out a specific item, the animal fetches some random object.
Guard (DC 20): The animal stays in place and prevents others from approaching.
Heel (DC 15): The animal follows you closely, even to places where it normally wouldn’t go.
Perform (DC 15): The animal performs a variety of simple tricks, such as sitting up, rolling over, roaring or barking, and so on.
Seek (DC 15): The animal moves into an area and looks around for anything that is obviously alive or animate.
Stay (DC 15): The animal stays in place, waiting for you to return. It does not challenge other creatures that come by,
though it still defends itself if it needs to.
Track (DC 20): The animal tracks the scent presented to it. (This requires the animal to have the scent ability)
Work (DC 15): The animal pulls or pushes a medium or heavy load.

Train an Animal for a Purpose: Rather than teaching an animal individual tricks, you can simply train it for a general purpose. Essentially, an animal’s purpose represents a preselected set of known tricks that fit into a common scheme, such as guarding or heavy labor. The animal must meet all the normal prerequisites for all tricks included in the training package. If the package includes more than three tricks, the animal must have an Intelligence score of 2.
An animal can be trained for only one general purpose, though if the creature is capable of learning additional tricks (above and beyond those included in its general purpose), it may do so. Training an animal for a purpose requires fewer checks than teaching individual tricks does, but no less time.
Combat Riding (DC 20): An animal trained to bear a rider into combat knows the tricks attack, come, defend, down, guard, and heel. Training an animal for combat riding takes six weeks. You may also “upgrade” an animal trained for riding to one trained for combat riding by spending three weeks and making a successful DC 20 Handle Animal check. The new general purpose and tricks completely replace the animal’s previous purpose and any tricks it once knew. Warhorses and riding dogs are already trained to bear riders into combat, and they don’t require any additional training for this purpose.
Fighting (DC 20): An animal trained to engage in combat knows the tricks attack, down, and stay. Training an animal for fighting takes three weeks.
Guarding (DC 20): An animal trained to guard knows the tricks attack, defend, down, and guard. Training an animal for guarding takes four weeks.
Heavy Labor (DC 15): An animal trained for heavy labor knows the tricks come and work. Training an animal for heavy labor takes two weeks.
Hunting (DC 20): An animal trained for hunting knows the tricks attack, down, fetch, heel, seek, and track. Training an animal for hunting takes six weeks.
Performance (DC 15): An animal trained for performance knows the tricks come, fetch, heel, perform, and stay. Training an animal for performance takes five weeks.
Riding (DC 15): An animal trained to bear a rider knows the tricks come, heel, and stay. Training an animal for riding takes three weeks.

Rear a Wild Animal: To rear an animal means to raise a wild creature from infancy so that it becomes domesticated. A handler can rear as many as three creatures of the same kind at once.
A successfully domesticated animal can be taught tricks at the same time it’s being raised, or it can be taught as a domesticated animal later.
Action: Varies. Handling an animal is a move action, while pushing an animal is a full-round action. (A druid or ranger can handle her animal companion as a free action or push it as a move action.) For tasks with specific time frames noted above, you must spend half this time (at the rate of 3 hours per day per animal being handled) working toward completion of the task before you attempt the Handle Animal check. If the check fails, your attempt to teach, rear, or train the animal fails and you need not complete the teaching, rearing, or training time. If the check succeeds, you must invest the remainder of the time to complete the teaching, rearing, or training. If the time is interrupted or the task is not followed through to completion, the attempt to teach, rear, or train the animal automatically fails.
Try Again: Yes, except for rearing an animal.
Special: You can use this skill on a creature with an Intelligence score of 1 or 2 that is not an animal, but the DC of any such check increases by 5. Such creatures have the same limit on tricks known as animals do.
A druid or ranger gains a +4 circumstance bonus on Handle Animal checks involving her animal companion.
In addition, a druid’s or ranger’s animal companion knows one or more bonus tricks, which don’t count against the normal limit on tricks known and don’t require any training time or Handle Animal checks to teach.
If you have the Animal Affinity feat, you get a +2 bonus on Handle Animal checks.
Synergy: If you have 5 or more ranks in Handle Animal, you get a +2 bonus on Ride checks and wild empathy checks.
Untrained: If you have no ranks in Handle Animal, you can use a Charisma check to handle and push domestic animals, but you can’t teach, rear, or train animals. A druid or ranger with no ranks in Handle Animal can use a Charisma check to handle and push her animal companion, but she can’t teach, rear, or train other nondomestic animals.


Skills II -- Skill Description (Heal to Use Rope)

SKILLS II

HEAL (WIS)
Check: The DC and effect depend on the task you attempt.

Task Heal | DC
First aid | 15
Long-term care | 15
Treat wound from caltrop, spike growth, or spike stones | 15
Treat poison | Poison’s save DC
Treat disease | Disease’s save DC

First Aid: You usually use first aid to save a dying character. If a character has negative hit points and is losing hit points (at the rate of 1 per round, 1 per hour, or 1 per day), you can make him or her stable. A stable character regains no hit points but stops losing them.
Long-Term Care: Providing long-term care means treating a wounded person for a day or more. If your Heal check is successful, the patient recovers hit points or ability score points (lost to ability damage) at twice the normal rate: 2 hit points per level for a full 8 hours of rest in a day, or 4 hit points per level for each full day of complete rest; 2 ability score points for a full 8 hours of rest in a day, or 4 ability score points for each full day of complete rest.
You can tend as many as six patients at a time. You need a few items and supplies (bandages, salves, and so on) that are easy to come by in settled lands. Giving long-term care counts as light activity for the healer. You cannot give long-term care to yourself.
Treat Wound from Caltrop, Spike Growth, or Spike Stones: A creature wounded by stepping on a caltrop moves at one-half normal speed. A successful Heal check removes this movement penalty.
A creature wounded by a spike growth or spike stones spell must succeed on a Reflex save or take injuries that reduce his speed by one-third. Another character can remove this penalty by taking 10 minutes to dress the victim’s injuries and succeeding on a Heal check against the spell’s save DC.
Treat Poison: To treat poison means to tend a single character who has been poisoned and who is going to take more damage from the poison (or suffer some other effect). Every time the poisoned character makes a saving throw against the poison, you make a Heal check. The poisoned character uses your check result or his or her saving throw, whichever is higher.
Treat Disease: To treat a disease means to tend a single diseased character. Every time he or she makes a saving throw against disease effects, you make a Heal check. The diseased character uses your check result or his or her saving throw, whichever is higher.
Action: Providing first aid, treating a wound, or treating poison is a standard action. Treating a disease or tending a creature wounded by a spike growth or spike stones spell takes 10 minutes of work. Providing long-term care requires 8 hours of light activity.
Try Again: Varies. Generally speaking, you can’t try a Heal check again without proof of the original check’s failure. You can always retry a check to provide first aid, assuming the target of the previous attempt is still alive.
Special: A character with the Self-Sufficient feat gets a +2 bonus on Heal checks.
A healer’s kit gives you a +2 circumstance bonus on Heal checks.

HIDE (DEX; ARMOR CHECK PENALTY)
Check: Your Hide check is opposed by the Spot check of anyone who might see you. You can move up to one-half your normal speed and hide at no penalty. When moving at a speed greater than one-half but less than your normal speed, you take a –5 penalty. It’s practically impossible (–20 penalty) to hide while attacking, running or charging.
A creature larger or smaller than Medium takes a size bonus or penalty on Hide checks depending on its size category: Fine +16, Diminutive +12, Tiny +8, Small +4, Large –4, Huge –8, Gargantuan –12, Colossal –16.
You need cover or concealment in order to attempt a Hide check. Total cover or total concealment usually (but not always; see Special, below) obviates the need for a Hide check, since nothing can see you anyway.
If people are observing you, even casually, you can’t hide. You can run around a corner or behind cover so that you’re out of sight and then hide, but the others then know at least where you went.
If your observers are momentarily distracted (such as by a Bluff check; see below), though, you can attempt to hide. While the others turn their attention from you, you can attempt a Hide check if you can get to a hiding place of some kind. (As a general guideline, the hiding place has to be within 1 foot per rank you have in Hide.) This check, however, is made at a –10 penalty because you have to move fast.
Sniping: If you’ve already successfully hidden at least 10 feet from your target, you can make one ranged attack, then immediately hide again. You take a –20 penalty on your Hide check to conceal yourself after the shot.
Creating a Diversion to Hide: You can use Bluff to help you hide. A successful Bluff check can give you the momentary diversion you need to attempt a Hide check while people are aware of you.
Action: Usually none. Normally, you make a Hide check as part of movement, so it doesn’t take a separate action. However, hiding immediately after a ranged attack (see Sniping, above) is a move action.
Special: If you are invisible, you gain a +40 bonus on Hide checks if you are immobile, or a +20 bonus on Hide checks if you’re moving.
If you have the Stealthy feat, you get a +2 bonus on Hide checks.
A 13th-level ranger can attempt a Hide check in any sort of natural terrain, even if it doesn’t grant cover or concealment. A 17thlevel ranger can do this even while being observed.

INTIMIDATE (CHA)
Check: You can change another’s behavior with a successful check. Your Intimidate check is opposed by the target’s modified level check (1d20 + character level or Hit Dice + target’s Wisdom bonus [if any] + target’s modifiers on saves against fear). If you beat your target’s check result, you may treat the target as friendly, but only for the purpose of actions taken while it remains intimidated. (That is, the target retains its normal attitude, but will chat, advise, offer limited help, or advocate on your behalf while intimidated. See the Diplomacy skill, above, for additional details.) The effect lasts as long as the target remains in your presence, and for 1d6×10 minutes afterward. After this time, the target’s default attitude toward you shifts to unfriendly (or, if normally unfriendly, to hostile).
If you fail the check by 5 or more, the target provides you with incorrect or useless information, or otherwise frustrates your efforts.
Demoralize Opponent: You can also use Intimidate to weaken an opponent’s resolve in combat. To do so, make an Intimidate check opposed by the target’s modified level check (see above). If you win, the target becomes shaken for 1 round. A shaken character takes a –2 penalty on attack rolls, ability checks, and saving throws. You can intimidate only an opponent that you threaten in melee combat and that can see you.
Action: Varies. Changing another’s behavior requires 1 minute of interaction. Intimidating an opponent in combat is a standard action.
Try Again: Optional, but not recommended because retries usually do not work. Even if the initial check succeeds, the other character can be intimidated only so far, and a retry doesn’t help. If the initial check fails, the other character has probably become more firmly resolved to resist the intimidator, and a retry is futile.
Special: You gain a +4 bonus on your Intimidate check for every size category that you are larger than your target. Conversely, you take a –4 penalty on your Intimidate check for every size category that you are smaller than your target.
A character immune to fear can’t be intimidated, nor can nonintelligent creatures.
If you have the Persuasive feat, you get a +2 bonus on Intimidate checks.
Synergy: If you have 5 or more ranks in Bluff, you get a +2 bonus on Intimidate checks.

JUMP (STR; ARMOR CHECK PENALTY)
Check: The DC and the distance you can cover vary according to the type of jump you are attempting (see below).
Your Jump check is modified by your speed. If your speed is 30 feet then no modifier based on speed applies to the check. If your speed is less than 30 feet, you take a –6 penalty for every 10 feet of speed less than 30 feet. If your speed is greater than 30 feet, you gain a +4 bonus for every 10 feet beyond 30 feet.
All Jump DCs given here assume that you get a running start, which requires that you move at least 20 feet in a straight line before attempting the jump. If you do not get a running start, the DC for the jump is doubled.
Distance moved by jumping is counted against your normal maximum movement in a round.
If you have ranks in Jump and you succeed on a Jump check, you land on your feet (when appropriate). If you attempt a Jump check untrained, you land prone unless you beat the DC by 5 or more.
Long Jump: A long jump is a horizontal jump, made across a gap like a chasm or stream. At the midpoint of the jump, you attain a vertical height equal to one-quarter of the horizontal distance. The DC for the jump is equal to the distance jumped (in feet).
If your check succeeds, you land on your feet at the far end. If you fail the check by less than 5, you don’t clear the distance, but you can make a DC 15 Reflex save to grab the far edge of the gap. You end your movement grasping the far edge. If that leaves you dangling over a chasm or gap, getting up requires a move action and a DC 15 Climb check.

Long Jump Distance | Jump DC1
5 feet | 5
10 feet | 10
15 feet | 15
20 feet | 20
25 feet | 25
30 feet | 30
1 Requires a 20-foot running start. Without a running start, double the DC.

High Jump: A high jump is a vertical leap made to reach a ledge high above or to grasp something overhead. The DC is equal to 4 times the distance to be cleared.
If you jumped up to grab something, a successful check indicates that you reached the desired height. If you wish to pull yourself up, you can do so with a move action and a DC 15 Climb check. If you fail the Jump check, you do not reach the height, and you land on your feet in the same spot from which you jumped. As with a long jump, the DC is doubled if you do not get a running start of at least 20 feet.

High Jump Distance1 | Jump DC2
1 foot | 4
2 feet | 8
3 feet | 12
4 feet | 16
5 feet | 20
6 feet | 24
7 feet | 28
8 feet | 32
1 Not including vertical reach; see below.
2 Requires a 20-foot running start. Without a running start, double the DC.

Obviously, the difficulty of reaching a given height varies according to the size of the character or creature. The maximum vertical reach (height the creature can reach without jumping) for an average creature of a given size is shown on the table below. (As a Medium creature, a typical human can reach 8 feet without jumping.)
Quadrupedal creatures don’t have the same vertical reach as a bipedal creature; treat them as being one size category smaller.

Creature Size | Vertical Reach
Colossal | 128 ft.
Gargantuan | 64 ft.
Huge | 32 ft.
Large | 16 ft.
Medium | 8 ft.
Small | 4 ft.
Tiny | 2 ft.
Diminutive | 1 ft.
Fine | 1/2 ft.

Hop Up: You can jump up onto an object as tall as your waist, such as a table or small boulder, with a DC 10 Jump check. Doing so counts as 10 feet of movement, so if your speed is 30 feet, you could move 20 feet, then hop up onto a counter. You do not need to get a running start to hop up, so the DC is not doubled if you do not get a running start.
Jumping Down: If you intentionally jump from a height, you take less damage than you would if you just fell. The DC to jump down from a height is 15. You do not have to get a running start to jump down, so the DC is not doubled if you do not get a running start.
If you succeed on the check, you take falling damage as if you had dropped 10 fewer feet than you actually did.
Action: None. A Jump check is included in your movement, so it is part of a move action. If you run out of movement mid-jump, your next action (either on this turn or, if necessary, on your next turn) must be a move action to complete the jump.
Special: Effects that increase your movement also increase your jumping distance, since your check is modified by your speed.
If you have the Run feat, you get a +4 bonus on Jump checks for any jumps made after a running start.
A halfling has a +2 racial bonus on Jump checks because halflings are agile and athletic.
If you have the Acrobatic feat, you get a +2 bonus on Jump checks.
Synergy: If you have 5 or more ranks in Tumble, you get a +2 bonus on Jump checks.
If you have 5 or more ranks in Jump, you get a +2 bonus on Tumble checks.

KNOWLEDGE (INT; TRAINED ONLY)
Like the Craft and Profession skills, Knowledge actually encompasses a number of unrelated skills. Knowledge represents a study of some body of lore, possibly an academic or even scientific discipline.
Below are listed typical fields of study.
• Arcana (ancient mysteries, magic traditions, arcane symbols, cryptic phrases, constructs, dragons, magical beasts)
• Architecture and engineering (buildings, aqueducts, bridges, fortifications)
• Dungeoneering (aberrations, caverns, oozes, spelunking)
• Geography (lands, terrain, climate, people)
• History (royalty, wars, colonies, migrations, founding of cities)
• Local (legends, personalities, inhabitants, laws, customs, traditions, humanoids)
• Nature (animals, fey, giants, monstrous humanoids, plants, seasons and cycles, weather, vermin)
• Nobility and royalty (lineages, heraldry, family trees, mottoes, personalities)
• Religion (gods and goddesses, mythic history, ecclesiastic tradition, holy symbols, undead)
• The planes (the Inner Planes, the Outer Planes, the Astral Plane, the Ethereal Plane, outsiders, elementals, magic related to the planes)
Check: Answering a question within your field of study has a DC of 10 (for really easy questions), 15 (for basic questions), or 20 to 30 (for really tough questions).
In many cases, you can use this skill to identify monsters and their special powers or vulnerabilities. In general, the DC of such a check equals 10 + the monster’s HD. A successful check allows you to remember a bit of useful information about that monster.
For every 5 points by which your check result exceeds the DC, you recall another piece of useful information.
Action: Usually none. In most cases, making a Knowledge check doesn’t take an action—you simply know the answer or you don’t.
Try Again: No. The check represents what you know, and thinking about a topic a second time doesn’t let you know something that you never learned in the first place.
Synergy: If you have 5 or more ranks in Knowledge (arcana), you get a +2 bonus on Spellcraft checks.
If you have 5 or more ranks in Knowledge (architecture and engineering), you get a +2 bonus on Search checks made to find secret doors or hidden compartments.
If you have 5 or more ranks in Knowledge (geography), you get a +2 bonus on Survival checks made to keep from getting lost or to avoid natural hazards.
If you have 5 or more ranks in Knowledge (history), you get a +2 bonus on bardic knowledge checks.
If you have 5 or more ranks in Knowledge (local), you get a +2 bonus on Gather Information checks.
If you have 5 or more ranks in Knowledge (nature), you get a +2 bonus on Survival checks made in aboveground natural environments (aquatic, desert, forest, hill, marsh, mountains, or plains).
If you have 5 or more ranks in Knowledge (nobility and royalty), you get a +2 bonus on Diplomacy checks.
If you have 5 or more ranks in Knowledge (religion), you get a +2 bonus on turning checks against undead.
If you have 5 or more ranks in Knowledge (the planes), you get a +2 bonus on Survival checks made while on other planes.
If you have 5 or more ranks in Knowledge (dungeoneering), you get a +2 bonus on Survival checks made while underground.
If you have 5 or more ranks in Survival, you get a +2 bonus on Knowledge (nature) checks.
Untrained: An untrained Knowledge check is simply an Intelligence check. Without actual training, you know only common knowledge (DC 10 or lower).

LISTEN (WIS)
Check: Your Listen check is either made against a DC that reflects how quiet the noise is that you might hear, or it is opposed by your target’s Move Silently check.

Listen DC | Sound
–10 | A battle
0 | People talking1
5 | A person in medium armor walking at a slow pace (10 ft./round) trying not to make any noise.
10 | An unarmored person walking at a slow pace (15 ft./round) trying not to make any noise
15 | A 1st-level rogue using Move Silently to sneak past the listener
15 | People whispering1
19 | A cat stalking
30 | An owl gliding in for a kill
1 If you beat the DC by 10 or more, you can make out what’s being said, assuming that you understand the language.

Listen DC Modifier | Condition
+5 | Through a door
+15 | Through a stone wall
+1 | Per 10 feet of distance
+5 | Listener distracted

In the case of people trying to be quiet, the DCs given on the table could be replaced by Move Silently checks, in which case the indicated DC would be their average check result.
Action: Varies. Every time you have a chance to hear something in a reactive manner (such as when someone makes a noise or you move into a new area), you can make a Listen check without using an action. Trying to hear something you failed to hear previously is a move action.
Try Again: Yes. You can try to hear something that you failed to hear previously with no penalty.
Special: When several characters are listening to the same thing, a single 1d20 roll can be used for all the individuals’ Listen checks.
A fascinated creature takes a –4 penalty on Listen checks made as reactions.
If you have the Alertness feat, you get a +2 bonus on Listen checks.
A ranger gains a bonus on Listen checks when using this skill against a favored enemy.
An elf, gnome, or halfling has a +2 racial bonus on Listen checks.
A half-elf has a +1 racial bonus on Listen checks..
A sleeping character may make Listen checks at a –10 penalty. A successful check awakens the sleeper.

MOVE SILENTLY (DEX; ARMOR CHECK PENALTY)
Check: Your Move Silently check is opposed by the Listen check of anyone who might hear you. You can move up to one-half your normal speed at no penalty. When moving at a speed greater than one-half but less than your full speed, you take a –5 penalty. It’s practically impossible (–20 penalty) to move silently while running or charging.
Noisy surfaces, such as bogs or undergrowth, are tough to move silently across. When you try to sneak across such a surface, you take a penalty on your Move Silently check as indicated below.

Surface | Check Modifier
Noisy (scree, shallow or deep bog, undergrowth, dense rubble) | –2
Very noisy (dense undergrowth, deep snow) | –5

Action:None. A Move Silently check is included in your movement or other activity, so it is part of another action.
Special: The master of a cat familiar gains a +3 bonus on Move Silently checks.
A halfling has a +2 racial bonus on Move Silently checks.
If you have the Stealthy feat, you get a +2 bonus on Move Silently checks.

OPEN LOCK (DEX; TRAINED ONLY)
Attempting an Open Lock check without a set of thieves’ tools imposes a –2 circumstance penalty on the check, even if a simple tool is employed. If you use masterwork thieves’ tools, you gain a +2 circumstance bonus on the check.
Check: The DC for opening a lock varies from 20 to 40, depending on the quality of the lock, as given on the table below.

Lock | DC | Lock | DC
Very simple lock | 20 | Good lock | 30
Average lock | 25 | Amazing lock | 40

Action: Opening a lock is a full-round action.
Special: If you have the Nimble Fingers feat, you get a +2 bonus on Open Lock checks.
Untrained: You cannot pick locks untrained, but you might successfully force them open.

PERFORM (CHA)
Like Craft, Knowledge, and Profession, Perform is actually a number of separate skills.
You could have several Perform skills, each with its own ranks, each purchased as a separate skill.
Each of the nine categories of the Perform skill includes a variety of methods, instruments, or techniques, a small list of which is provided for each category below.
• Act (comedy, drama, mime)
• Comedy (buffoonery, limericks, joke-telling)
• Dance (ballet, waltz, jig)
• Keyboard instruments (harpsichord, piano, pipe organ)
• Oratory (epic, ode, storytelling)
• Percussion instruments (bells, chimes, drums, gong)
• String instruments (fiddle, harp, lute, mandolin)
• Wind instruments (flute, pan pipes, recorder, shawm, trumpet)
• Sing (ballad, chant, melody)
Check: You can impress audiences with your talent and skill.
Perform DC | Performance
10 | Routine performance. Trying to earn money by playing in public is essentially begging. You can earn 1d10 cp/day.
15 | Enjoyable performance. In a prosperous city, you can earn 1d10 sp/day.
20 | Great performance. In a prosperous city, you can earn 3d10 sp/day. In time, you may be invited to join a professional troupe and may develop a regional reputation.
25 | Memorable performance. In a prosperous city, you can earn 1d6 gp/day. In time, you may come to the attention of noble patrons and develop a national reputation.
30 | Extraordinary performance. In a prosperous city, you can earn 3d6 gp/day. In time, you may draw attention from distant potential patrons, or even from extraplanar beings.

A masterwork musical instrument gives you a +2 circumstance bonus on Perform checks that involve its use.
Action: Varies. Trying to earn money by playing in public requires anywhere from an evening’s work to a full day’s performance. The bard’s special Perform-based abilities are described in that class’s description.
Try Again: Yes. Retries are allowed, but they don’t negate previous failures, and an audience that has been unimpressed in the past is likely to be prejudiced against future performances. (Increase the DC by 2 for each previous failure.)
Special: A bard must have at least 3 ranks in a Perform skill to inspire courage in his allies, or to use his countersong or his fascinate ability. A bard needs 6 ranks in a Perform skill to inspire competence, 9 ranks to use his suggestion ability, 12 ranks to inspire greatness, 15 ranks to use his song of freedom ability, 18 ranks to inspire heroics, and 21 ranks to use his mass suggestion ability. See Bardic Music in the bard class description.
In addition to using the Perform skill, you can entertain people with sleight of hand, tumbling, tightrope walking, and spells (especially illusions).

PROFESSION (WIS; TRAINED ONLY)
Like Craft, Knowledge, and Perform, Profession is actually a number of separate skills. You could have several Profession skills, each with its own ranks, each purchased as a separate skill. While a Craft skill represents ability in creating or making an item, a Profession skill represents an aptitude in a vocation requiring a broader range of less specific knowledge.
Check: You can practice your trade and make a decent living, earning about half your Profession check result in gold pieces per week of dedicated work. You know how to use the tools of your trade, how to perform the profession’s daily tasks, how to supervise helpers, and how to handle common problems.
Action: Not applicable. A single check generally represents a week of work.
Try Again: Varies. An attempt to use a Profession skill to earn an income cannot be retried. You are stuck with whatever weekly wage your check result brought you. Another check may be made after a week to determine a new income for the next period of time. An attempt to accomplish some specific task can usually be retried.
Untrained: Untrained laborers and assistants (that is, characters without any ranks in Profession) earn an average of 1 silver piece per day.

RIDE (DEX)
If you attempt to ride a creature that is ill suited as a mount, you take a –5 penalty on your Ride checks.
Check: Typical riding actions don’t require checks. You can saddle, mount, ride, and dismount from a mount without a problem.
The following tasks do require checks.

Task | Ride DC | Task | Ride DC
Guide with knees | 5 | Leap | 15
Stay in saddle | 5 | Spur mount | 15
Fight with warhorse | 10 | Control mount in battle | 20
Cover | 15 | Fast mount or dismount | 201
Soft fall | 15 |  |
1 Armor check penalty applies.

Guide with Knees: You can react instantly to guide your mount with your knees so that you can use both hands in combat. Make your Ride check at the start of your turn. If you fail, you can use only one hand this round because you need to use the other to control your mount.
Stay in Saddle: You can react instantly to try to avoid falling when your mount rears or bolts unexpectedly or when you take damage. This usage does not take an action.
Fight with Warhorse: If you direct your war-trained mount to attack in battle, you can still make your own attack or attacks normally. This usage is a free action.
Cover: You can react instantly to drop down and hang alongside your mount, using it as cover. You can’t attack or cast spells while using your mount as cover. If you fail your Ride check, you don’t get the cover benefit. This usage does not take an action.
Soft Fall: You can react instantly to try to take no damage when you fall off a mount—when it is killed or when it falls, for example. If you fail your Ride check, you take 1d6 points of falling damage. This usage does not take an action.
Leap: You can get your mount to leap obstacles as part of its movement. Use your Ride modifier or the mount’s Jump modifier, whichever is lower, to see how far the creature can jump. If you fail your Ride check, you fall off the mount when it leaps and take the appropriate falling damage (at least 1d6 points). This usage does not take an action, but is part of the mount’s movement.
Spur Mount: You can spur your mount to greater speed with a move action. A successful Ride check increases the mount’s speed by 10 feet for 1 round but deals 1 point of damage to the creature. You can use this ability every round, but each consecutive round of additional speed deals twice as much damage to the mount as the previous round (2 points, 4 points, 8 points, and so on).
Control Mount in Battle: As a move action, you can attempt to control a light horse, pony, heavy horse, or other mount not trained for combat riding while in battle. If you fail the Ride check, you can do nothing else in that round. You do not need to roll for warhorses or warponies.
Fast Mount or Dismount: You can attempt to mount or dismount from a mount of up to one size category larger than yourself as a free action, provided that you still have a move action available that round. If you fail the Ride check, mounting or dismounting is a move action. You can’t use fast mount or dismount on a mount more than one size category larger than yourself.
Action: Varies. Mounting or dismounting normally is a move action. Other checks are a move action, a free action, or no action at all, as noted above.
Special: If you are riding bareback, you take a –5 penalty on Ride checks.
If your mount has a military saddle you get a +2 circumstance bonus on Ride checks related to staying in the saddle.
The Ride skill is a prerequisite for the feats Mounted Archery, Mounted Combat, Ride-By Attack, Spirited Charge,
Trample.
If you have the Animal Affinity feat, you get a +2 bonus on Ride checks.
Synergy: If you have 5 or more ranks in Handle Animal, you get a +2 bonus on Ride checks.

SEARCH (INT)
Check: You generally must be within 10 feet of the object or surface to be searched. The table below gives DCs for typical tasks involving the Search skill.

Task | Search DC
Ransack a chest full of junk to find a certain item | 10
Notice a typical secret door or a simple trap | 20
Find a difficult nonmagical trap (rogue only)1 | 21 or higher
Find a magic trap (rogue only)1 | 25 + level of spell used to create trap
Notice a well-hidden secret door | 30
Find a footprint | Varies2
1 Dwarves (even if they are not rogues) can use Search to find traps built into or out of stone.
2 A successful Search check can find a footprint or similar sign of a creature’s passage, but it won’t let you find or follow a trail. See the Track feat for the appropriate DC.

Action: It takes a full-round action to search a 5-foot-by-5-foot area or a volume of goods 5 feet on a side.
Special: An elf has a +2 racial bonus on Search checks, and a half-elf has a +1 racial bonus. An elf (but not a half-elf) who simply passes within 5 feet of a secret or concealed door can make a Search check to find that door.
If you have the Investigator feat, you get a +2 bonus on Search checks.
The spells explosive runes, fire trap, glyph of warding, symbol, and teleportation circle create magic traps that a rogue can find by making a successful Search check and then can attempt to disarm by using Disable Device. Identifying the location of a snare spell has a DC of 23. Spike growth and spike stones create magic traps that can be found using Search, but against which Disable Device checks do not succeed. See the individual spell descriptions for details.
Active abjuration spells within 10 feet of each other for 24 hours or more create barely visible energy fluctuations. These fluctuations give you a +4 bonus on Search checks to locate such abjuration spells.
Synergy: If you have 5 or more ranks in Search, you get a +2 bonus on Survival checks to find or follow tracks.
If you have 5 or more ranks in Knowledge (architecture and engineering), you get a +2 bonus on Search checks to find secret doors or hidden compartments.
Restriction: While anyone can use Search to find a trap whose DC is 20 or lower, only a rogue can use Search to locate traps with higher DCs. (Exception: The spell find traps temporarily enables a cleric to use the Search skill as if he were a rogue.)
A dwarf, even one who is not a rogue, can use the Search skill to find a difficult trap (one with a DC higher than 20) if the trap is built into or out of stone. He gains a +2 racial bonus on the Search check from his stonecunning ability.

SENSE MOTIVE (WIS)
Check: A successful check lets you avoid being bluffed (see the Bluff skill). You can also use this skill to determine when “something is up” (that is, something odd is going on) or to assess someone’s trustworthiness.

Task | Sense Motive DC
Hunch | 20
Sense enchantment | 25 or 15
Discern secret message | Varies

Hunch: This use of the skill involves making a gut assessment of the social situation. You can get the feeling from another’s behavior that something is wrong, such as when you’re talking to an impostor. Alternatively, you can get the feeling that someone is trustworthy.
Sense Enchantment: You can tell that someone’s behavior is being influenced by an enchantment effect (by definition, a mind-affecting effect), even if that person isn’t aware of it. The usual DC is 25, but if the target is dominated (see dominate person), the DC is only 15 because of the limited range of the target’s activities.
Discern Secret Message: You may use Sense Motive to detect that a hidden message is being transmitted via the Bluff skill. In this case, your Sense Motive check is opposed by the Bluff check of the character transmitting the message. For each piece of information relating to the message that you are missing, you take a –2 penalty on your Sense Motive check. If you succeed by 4 or less, you know that something hidden is being communicated, but you can’t learn anything specific about its content. If you beat the DC by 5 or more, you intercept and understand the message. If you fail by 4 or less, you don’t detect any hidden communication. If you fail by 5 or more, you infer some false information.
Action: Trying to gain information with Sense Motive generally takes at least 1 minute, and you could spend a whole evening trying to get a sense of the people around you.
Try Again: No, though you may make a Sense Motive check for each Bluff check made against you.
Special: A ranger gains a bonus on Sense Motive checks when using this skill against a favored enemy.
If you have the Negotiator feat, you get a +2 bonus on Sense Motive checks.
Synergy: If you have 5 or more ranks in Sense Motive, you get a +2 bonus on Diplomacy checks.

SLEIGHT OF HAND (DEX; TRAINED ONLY; ARMOR CHECK PENALTY)
Check: A DC 10 Sleight of Hand check lets you palm a coin-sized, unattended object. Performing a minor feat of legerdemain, such as making a coin disappear, also has a DC of 10 unless an observer is determined to note where the item went.
When you use this skill under close observation, your skill check is opposed by the observer’s Spot check. The observer’s success doesn’t prevent you from performing the action, just from doing it unnoticed.
You can hide a small object (including a light weapon or an easily concealed ranged weapon, such as a dart, sling, or hand crossbow) on your body. Your Sleight of Hand check is opposed by the Spot check of anyone observing you or the Search check of anyone frisking you. In the latter case, the searcher gains a +4 bonus on the Search check, since it’s generally easier to find such an object than to hide it. A dagger is easier to hide than most light weapons, and grants you a +2 bonus on your Sleight of Hand check to conceal it. An extraordinarily small object, such as a coin, shuriken, or ring, grants you a +4 bonus on your Sleight of Hand check to conceal it, and heavy or baggy clothing (such as a cloak) grants you a +2 bonus on the check.
Drawing a hidden weapon is a standard action and doesn’t provoke an attack of opportunity.
If you try to take something from another creature, you must make a DC 20 Sleight of Hand check to obtain it. The opponent makes a Spot check to detect the attempt, opposed by the same Sleight of Hand check result you achieved when you tried to grab the item. An opponent who succeeds on this check notices the attempt, regardless of whether you got the item.
You can also use Sleight of Hand to entertain an audience as though you were using the Perform skill. In such a case, your “act” encompasses elements of legerdemain, juggling, and the like.

Sleight of Hand DC | Task
10 | Palm a coin-sized object, make a coin disappear
20 | Lift a small object from a person

Action: Any Sleight of Hand check normally is a standard action. However, you may perform a Sleight of Hand check as a free action by taking a –20 penalty on the check.
Try Again: Yes, but after an initial failure, a second Sleight of Hand attempt against the same target (or while you are being watched by the same observer who noticed your previous attempt) increases the DC for the task by 10.
Special: If you have the Deft Hands feat, you get a +2 bonus on Sleight of Hand checks.
Synergy: If you have 5 or more ranks in Bluff, you get a +2 bonus on Sleight of Hand checks.
Untrained: An untrained Sleight of Hand check is simply a Dexterity check. Without actual training, you can’t succeed on any Sleight of Hand check with a DC higher than 10, except for hiding an object on your body.

SPEAK LANGUAGE (NONE; TRAINED ONLY)
Common Languages and Their Alphabets
Language | Typical Speakers | Alphabet
Abyssal | Demons, chaotic evil outsiders | Infernal
Aquan | Water-based creatures | Elven
Auran | Air-based creatures | Draconic
Celestial | Good outsiders | Celestial
Common | Humans, halflings, half-elves, half-orcs | Common
Draconic | Kobolds, troglodytes, lizardfolk, dragons | Draconic
Druidic | Druids (only) | Druidic
Dwarven | Dwarves | Dwarven
Elven | Elves | Elven
Giant | Ogres, giants | Dwarven
Gnome | Gnomes | Dwarven
Goblin | Goblins, hobgoblins, bugbears | Dwarven
Gnoll | Gnolls | Common
Halfling | Halflings | Common
Ignan | Fire-based creatures | Draconic
Infernal | Devils, lawful evil outsiders | Infernal
Orc | Orcs | Dwarven
Sylvan | Dryads, brownies, leprechauns | Elven
Terran | Xorns and other earth-based creatures | Dwarven
Undercommon | Drow | Elven

Action: Not applicable.
Try Again: Not applicable. There are no Speak Language checks to fail.
The Speak Language skill doesn’t work like other skills. Languages work as follows.
• You start at 1st level knowing one or two languages (based on your race), plus an additional number of languages equal to your starting Intelligence bonus.
• You can purchase Speak Language just like any other skill, but instead of buying a rank in it, you choose a new language that you can speak.
• You don’t make Speak Language checks. You either know a language or you don’t.
• A literate character (anyone but a barbarian who has not spent skill points to become literate) can read and write any language she speaks. Each language has an alphabet, though sometimes several spoken languages share a single alphabet.

SPELLCRAFT (INT; TRAINED ONLY)
Use this skill to identify spells as they are cast or spells already in place.

Spellcraft DC | Task
13 | When using read magic, identify a glyph of warding. No action required.
15 + spell level | Identify a spell being cast. (You must see or hear the spell’s verbal or somatic components.) No action required. No retry.
15 + spell level | Learn a spell from a spellbook or scroll (wizard only). No retry for that spell until you gain at least 1 rank in Spellcraft (even if you find another source to try to learn the spell from). Requires 8 hours.
15 + spell level | Prepare a spell from a borrowed spellbook (wizard only). One try per day. No extra time required.
15 + spell level | When casting detect magic, determine the school of magic involved in the aura of a single item or creature you can see. (If the aura is not a spell effect, the DC is 15 + one-half caster level.) No action required.
19 | When using read magic, identify a symbol. No action required.
20 + spell level | Identify a spell that’s already in place and in effect. You must be able to see or detect the effects of the spell. No action required. No retry.
20 + spell level | Identify materials created or shaped by magic, such as noting that an iron wall is the result of a wall of iron spell. No action required. No retry.
20 + spell level | Decipher a written spell (such as a scroll) without using read magic. One try per day. Requires a full-round action.
25 + spell level | After rolling a saving throw against a spell targeted on you, determine what that spell was. No action required. No retry.
25 | Identify a potion. Requires 1 minute. No retry.
20 | Draw a diagram to allow dimensional anchor to be cast on a magic circle spell. Requires 10 minutes. No retry. This check is made secretly so you do not know the result.
30 or higher | Understand a strange or unique magical effect, such as the effects of a magic stream. Time required varies. No retry.

Check: You can identify spells and magic effects. The DCs for Spellcraft checks relating to various tasks are summarized on the table above.
Action: Varies, as noted above.
Try Again: See above.
Special: If you are a specialist wizard, you get a +2 bonus on Spellcraft checks when dealing with a spell or effect from your specialty school. You take a –5 penalty when dealing with a spell or effect from a prohibited school (and some tasks, such as learning a prohibited spell, are just impossible).
If you have the Magical Aptitude feat, you get a +2 bonus on Spellcraft checks.
Synergy: If you have 5 or more ranks in Knowledge (arcana), you get a +2 bonus on Spellcraft checks.
If you have 5 or more ranks in Use Magic Device, you get a +2 bonus on Spellcraft checks to decipher spells on scrolls.
If you have 5 or more ranks in Spellcraft, you get a +2 bonus on Use Magic Device checks related to scrolls.
Additionally, certain spells allow you to gain information about magic, provided that you make a successful Spellcraft check as detailed in the spell description.

SPOT (WIS)
Check: The Spot skill is used primarily to detect characters or creatures who are hiding. Typically, your Spot check is opposed by the Hide check of the creature trying not to be seen. Sometimes a creature isn’t intentionally hiding but is still difficult to see, so a successful Spot check is necessary to notice it.
A Spot check result higher than 20 generally lets you become aware of an invisible creature near you, though you can’t actually see it.
Spot is also used to detect someone in disguise (see the Disguise skill), and to read lips when you can’t hear or understand what someone is saying.
Spot checks may be called for to determine the distance at which an encounter begins. A penalty applies on such checks, depending on the distance between the two individuals or groups, and an additional penalty may apply if the character making the Spot check is distracted (not concentrating on being observant).

Condition | Penalty
Per 10 feet of distance | –1
Spotter distracted | –5

Read Lips: To understand what someone is saying by reading lips, you must be within 30 feet of the speaker, be able to see him or her speak, and understand the speaker’s language. (This use of the skill is language-dependent.) The base DC is 15, but it increases for complex speech or an inarticulate speaker. You must maintain a line of sight to the lips being read.
If your Spot check succeeds, you can understand the general content of a minute’s worth of speaking, but you usually still miss certain details. If the check fails by 4 or less, you can’t read the speaker’s lips. If the check fails by 5 or more, you draw some incorrect conclusion about the speech. The check is rolled secretly in this case, so that you don’t know whether you succeeded or missed by 5.
Action: Varies. Every time you have a chance to spot something in a reactive manner you can make a Spot check without using an action. Trying to spot something you failed to see previously is a move action. To read lips, you must concentrate for a full minute before making a Spot check, and you can’t perform any other action (other than moving at up to half speed) during this minute.
Try Again: Yes. You can try to spot something that you failed to see previously at no penalty. You can attempt to read lips once per minute.
Special: A fascinated creature takes a –4 penalty on Spot checks made as reactions.
If you have the Alertness feat, you get a +2 bonus on Spot checks.
A ranger gains a bonus on Spot checks when using this skill against a favored enemy.
An elf has a +2 racial bonus on Spot checks.
A half-elf has a +1 racial bonus on Spot checks.
The master of a hawk familiar gains a +3 bonus on Spot checks in daylight or other lighted areas.
The master of an owl familiar gains a +3 bonus on Spot checks in shadowy or other darkened areas.

SURVIVAL (WIS)
Check: You can keep yourself and others safe and fed in the wild. The table below gives the DCs for various tasks that require Survival checks.
Survival does not allow you to follow difficult tracks unless you are a ranger or have the Track feat (see the Restriction section below).

Survival DC | Task
10 | Get along in the wild. Move up to one-half your overland speed while hunting and foraging (no food or water supplies needed). You can provide food and water for one other person for every 2 points by which your check result exceeds 10.
15 | Gain a +2 bonus on all Fortitude saves against severe weather while moving up to one-half your overland speed, or gain a +4 bonus if you remain stationary. You may grant the same bonus to one other character for every 1 point by which your Survival check result exceeds 15.
15 | Keep from getting lost or avoid natural hazards, such as quicksand.
15 | Predict the weather up to 24 hours in advance. For every 5 points by which your Survival check result exceeds 15, you can predict the weather for one additional day in advance.
Varies | Follow tracks (see the Track feat).

Action: Varies. A single Survival check may represent activity over the course of hours or a full day. A Survival check made to find tracks is at least a full-round action, and it may take even longer.
Try Again: Varies. For getting along in the wild or for gaining the Fortitude save bonus noted in the table above, you make a Survival check once every 24 hours. The result of that check applies until the next check is made. To avoid getting lost or avoid natural hazards, you make a Survival check whenever the situation calls for one. Retries to avoid getting lost in a specific situation or to avoid a specific natural hazard are not allowed. For finding tracks, you can retry a failed check after 1 hour (outdoors) or 10 minutes(indoors) of searching.
Restriction: While anyone can use Survival to find tracks (regardless of the DC), or to follow tracks when the DC for the task is 10 or lower, only a ranger (or a character with the Track feat) can use Survival to follow tracks when the task has a higher DC.
Special: If you have 5 or more ranks in Survival, you can automatically determine where true north lies in relation to yourself.
A ranger gains a bonus on Survival checks when using this skill to find or follow the tracks of a favored enemy.
If you have the Self-Sufficient feat, you get a +2 bonus on Survival checks.
Synergy: If you have 5 or more ranks in Survival, you get a +2 bonus on Knowledge (nature) checks.
If you have 5 or more ranks in Knowledge (dungeoneering), you get a +2 bonus on Survival checks made while underground.
If you have 5 or more ranks in Knowledge (nature), you get a +2 bonus on Survival checks in aboveground natural environments (aquatic, desert, forest, hill, marsh, mountains, and plains).
If you have 5 or more ranks in Knowledge (geography), you get a +2 bonus on Survival checks made to keep from getting lost or to avoid natural hazards.
If you have 5 or more ranks in Knowledge (the planes), you get a +2 bonus on Survival checks made while on other planes.
If you have 5 or more ranks in Search, you get a +2 bonus on Survival checks to find or follow tracks.

SWIM (STR; ARMOR CHECK PENALTY)
Check: Make a Swim check once per round while you are in the water. Success means you may swim at up to one-half your speed (as a full-round action) or at one-quarter your speed (as a move action). If you fail by 4 or less, you make no progress through the water. If you fail by 5 or more, you go underwater.
If you are underwater, either because you failed a Swim check or because you are swimming underwater intentionally, you must hold your breath. You can hold your breath for a number of rounds equal to your Constitution score, but only if you do nothing other than take move actions or free actions. If you take a standard action or a full-round action (such as making an attack), the remainder of the duration for which you can hold your breath is reduced by 1 round. (Effectively, a character in combat can hold his or her breath only half as long as normal.) After that period of time, you must make a DC 10 Constitution check every round to continue holding your breath. Each round, the DC for that check increases by 1. If you fail the Constitution check, you begin to drown.
The DC for the Swim check depends on the water, as given on the table below.

Water | Swim DC
Calm water | 10
Rough water | 15
Stormy water | 201
1 You can’t take 10 on a Swim check in stormy water, even if you aren’t otherwise being threatened or distracted.

Each hour that you swim, you must make a DC 20 Swim check or take 1d6 points of nonlethal damage from fatigue.
Action: A successful Swim check allows you to swim one-quarter of your speed as a move action or one-half your speed as a full-round action.
Special: Swim checks are subject to double the normal armor check penalty and encumbrance penalty.
If you have the Athletic feat, you get a +2 bonus on Swim checks.
If you have the Endurance feat, you get a +4 bonus on Swim checks made to avoid taking nonlethal damage from fatigue.
A creature with a swim speed can move through water at its indicated speed without making Swim checks. It gains a +8 racial bonus on any Swim check to perform a special action or avoid a hazard. The creature always can choose to take 10 on a Swim check, even if distracted or endangered when swimming. Such a creature can use the run action while swimming, provided that it swims in a straight line.

TUMBLE (DEX; TRAINED ONLY; ARMOR CHECK PENALTY)
You can’t use this skill if your speed has been reduced by armor, excess equipment, or loot.
Check: You can land softly when you fall or tumble past opponents. You can also tumble to entertain an audience (as though using the Perform skill). The DCs for various tasks involving the Tumble skill are given on the table below.

Tumble DC | Task
15 | Treat a fall as if it were 10 feet shorter than it really is when determining damage.
15 | Tumble at one-half speed as part of normal movement, provoking no attacks of opportunity while doing so. Failure means you provoke attacks of opportunity normally. Check separately for each opponent you move past, in the order in which you pass them (player’s choice of order in case of a tie). Each additional enemy after the first adds +2 to the Tumble DC.
25 | Tumble at one-half speed through an area occupied by an enemy (over, under, or around the opponent) as part of normal movement, provoking no attacks of opportunity while doing so. Failure means you stop before entering the enemy-occupied area and provoke an attack of opportunity from that enemy. Check separately for each opponent. Each additional enemy after the first adds +2 to the Tumble DC.

Obstructed or otherwise treacherous surfaces, such as natural cavern floors or undergrowth, are tough to tumble through. The DC for any Tumble check made to tumble into such a square is modified as indicated below.

Surface Is . . . | DC Modifier
Lightly obstructed (scree, light rubble, shallow bog1, undergrowth) | +2
Severely obstructed (natural cavern floor, dense rubble, dense undergrowth) | +5
Lightly slippery (wet floor) | +2
Severely slippery (ice sheet) | +5
Sloped or angled | +2
1 Tumbling is impossible in a deep bog.

Accelerated Tumbling: You try to tumble past or through enemies more quickly than normal. By accepting a –10 penalty on your Tumble checks, you can move at your full speed instead of one-half your speed.
Action: Not applicable. Tumbling is part of movement, so a Tumble check is part of a move action.
Try Again: Usually no. An audience, once it has judged a tumbler as an uninteresting performer, is not receptive to repeat performances.
You can try to reduce damage from a fall as an instant reaction only once per fall.
Special: If you have 5 or more ranks in Tumble, you gain a +3 dodge bonus to AC when fighting defensively instead of the usual +2 dodge bonus to AC.
If you have 5 or more ranks in Tumble, you gain a +6 dodge bonus to AC when executing the total defense standard action instead of the usual +4 dodge bonus to AC.
If you have the Acrobatic feat, you get a +2 bonus on Tumble checks.
Synergy: If you have 5 or more ranks in Tumble, you get a +2 bonus on Balance and Jump checks.
If you have 5 or more ranks in Jump, you get a +2 bonus on Tumble checks.

USE MAGIC DEVICE (CHA; TRAINED ONLY)
Use this skill to activate magic
Check: You can use this skill to read a spell or to activate a magic item. Use Magic Device lets you use a magic item as if you had the spell ability or class features of another class, as if you were a different race, or as if you were of a different alignment.
You make a Use Magic Device check each time you activate a device such as a wand. If you are using the check to emulate an alignment or some other quality in an ongoing manner, you need to make the relevant Use Magic Device check once per hour.
You must consciously choose which requirement to emulate. That is, you must know what you are trying to emulate when you make a Use Magic Device check for that purpose. The DCs for various tasks involving Use Magic Device checks are summarized on the table below.

Task | Use Magic Device DC
Activate blindly | 25
Decipher a written spell | 25 + spell level
Use a scroll | 20 + caster level
Use a wand | 20
Emulate a class feature | 20
Emulate an ability score | See text
Emulate a race | 25
Emulate an alignment | 30

Activate Blindly: Some magic items are activated by special words, thoughts, or actions. You can activate such an item as if you were using the activation word, thought, or action, even when you’re not and even if you don’t know it. You do have to perform some equivalent activity in order to make the check. That is, you must speak, wave the item around, or otherwise attempt to get it to activate. You get a special +2 bonus on your Use Magic Device check if you’ve activated the item in question at least once before. If you fail by 9 or less, you can’t activate the device. If you fail by 10 or more, you suffer a mishap. A mishap means that magical energy gets released but it doesn’t do what you wanted it to do. The default mishaps are that the item affects the wrong target or that uncontrolled magical energy is released, dealing 2d6 points of damage to you. This mishap is in addition to the chance for a mishap that you normally run when you cast a spell from a scroll that you could not otherwise cast yourself.
Decipher a Written Spell: This usage works just like deciphering a written spell with the Spellcraft skill, except that the DC is 5 points higher. Deciphering a written spell requires 1 minute of concentration.
Emulate an Ability Score: To cast a spell from a scroll, you need a high score in the appropriate ability (Intelligence for wizard spells, Wisdom for divine spells, or Charisma for sorcerer or bard spells). Your effective ability score (appropriate to the class you’re emulating when you try to cast the spell from the scroll) is your Use Magic Device check result minus 15. If you already have a high enough score in the appropriate ability, you don’t need to make this check.
Emulate an Alignment: Some magic items have positive or negative effects based on the user’s alignment. Use Magic Device lets you use these items as if you were of an alignment of your choice. You can emulate only one alignment at a time.
Emulate a Class Feature: Sometimes you need to use a class feature to activate a magic item. In this case, your effective level in the emulated class equals your Use Magic Device check result minus 20. This skill does not let you actually use the class feature of another class. It just lets you activate items as if you had that class feature. If the class whose feature you are emulating has an alignment requirement, you must meet it, either honestly or by emulating an appropriate alignment with a separate Use Magic Device check (see above).
Emulate a Race: Some magic items work only for members of certain races, or work better for members of those races. You can use such an item as if you were a race of your choice. You can emulate only one race at a time.
Use a Scroll: If you are casting a spell from a scroll, you have to decipher it first. Normally, to cast a spell from a scroll, you must have the scroll’s spell on your class spell list. Use Magic Device allows you to use a scroll as if you had a particular spell on your class spell list. The DC is equal to 20 + the caster level of the spell you are trying to cast from the scroll. In addition, casting a spell from a scroll requires a minimum score (10 + spell level) in the appropriate ability. If you don’t have a sufficient score in that ability, you must emulate the ability score with a separate Use Magic Device check (see above).
This use of the skill also applies to other spell completion magic items.
Use a Wand: Normally, to use a wand, you must have the wand’s spell on your class spell list. This use of the skill allows you to use a wand as if you had a particular spell on your class spell list. This use of the skill also applies to other spell trigger magic items, such as staffs.
Action: None. The Use Magic Device check is made as part of the action (if any) required to activate the magic item.
Try Again: Yes, but if you ever roll a natural 1 while attempting to activate an item and you fail, then you can’t try to activate that item again for 24 hours.
Special: You cannot take 10 with this skill.
You can’t aid another on Use Magic Device checks. Only the user of the item may attempt such a check.
If you have the Magical Aptitude feat, you get a +2 bonus on Use Magic Device checks.
Synergy: If you have 5 or more ranks in Spellcraft, you get a +2 bonus on Use Magic Device checks related to scrolls.
If you have 5 or more ranks in Decipher Script, you get a +2 bonus on Use Magic Device checks related to scrolls.
If you have 5 or more ranks in Use Magic Device, you get a +2 bonus to Spellcraft checks made to decipher spells on scrolls.

USE ROPE (DEX)
Check: Most tasks with a rope are relatively simple. The DCs for various tasks utilizing this skill are summarized on the table below.

Use Rope DC | Task
10 | Tie a firm knot
101 | Secure a grappling hook
15 | Tie a special knot, such as one that slips, slides slowly, or loosens with a tug
15 | Tie a rope around yourself one-handed
15 | Splice two ropes together
Varies | Bind a character
1 Add 2 to the DC for every 10 feet the hook is thrown; see below.

Secure a Grappling Hook: Securing a grappling hook requires a Use Rope check (DC 10, +2 for every 10 feet of distance the grappling hook is thrown, to a maximum DC of 20 at 50 feet). Failure by 4 or less indicates that the hook fails to catch and falls, allowing you to try again. Failure by 5 or more indicates that the grappling hook initially holds, but comes loose after 1d4 rounds of supporting weight. This check is made secretly, so that you don’t know whether the rope will hold your weight.
Bind a Character: When you bind another character with a rope, any Escape Artist check that the bound character makes is opposed by your Use Rope check.
You get a +10 bonus on this check because it is easier to bind someone than to escape from bonds. You don’t even make your Use Rope check until someone tries to escape.
Action: Varies. Throwing a grappling hook is a standard action that provokes an attack of opportunity. Tying a knot, tying a special knot, or tying a rope around yourself one-handed is a full-round action that provokes an attack of opportunity. Splicing two ropes together takes 5 minutes. Binding a character takes 1 minute.
Special: A silk rope gives you a +2 circumstance bonus on Use Rope checks. If you cast an animate rope spell on a rope, you get a +2 circumstance bonus on any Use Rope checks you make when using that rope.
These bonuses stack.
If you have the Deft Hands feat, you get a +2 bonus on Use Rope checks.
Synergy: If you have 5 or more ranks in Use Rope, you get a +2 bonus on Climb checks made to climb a rope, a knotted rope, or a rope-and-wall combination.
If you have 5 or more ranks in Use Rope, you get a +2 bonus on Escape Artist checks when escaping from rope bonds.
If you have 5 or more ranks in Escape Artist, you get a +2 bonus on checks made to bind someone.


FEATS

PREREQUISITES

Some feats have prerequisites. Your character must have the indicated ability score, class feature, feat, skill, base attack bonus, or other quality designated in order to select or use that feat. A character can gain a feat at the same level at which he or she gains the prerequisite.
A character can’t use a feat if he or she has lost a prerequisite.

TYPES OF FEATS

Some feats are general, meaning that no special rules govern them as a group. Others are item creation feats, which allow spellcasters to create magic items of all sorts. A metamagic feat lets a spellcaster prepare and cast a spell with greater effect, albeit as if the spell were a higher spell level than it actually is.

FIGHTER BONUS FEATS
Any feat designated as a fighter feat can be selected as a fighter’s bonus feat. This designation does not restrict characters of other classes from selecting these feats, assuming that they meet any prerequisites.

ITEM CREATION FEATS
An item creation feat lets a spellcaster create a magic item of a certain type. Regardless of the type of items they involve, the various item creation feats all have certain features in common.
XP Cost: Experience that the spellcaster would normally keep is expended when making a magic item. The XP cost equals 1/25 of the cost of the item in gold pieces. A character cannot spend so much XP on an item that he or she loses a level. However, upon gaining enough XP to attain a new level, he or she can immediately expend XP on creating an item rather than keeping the XP to advance a level.
Raw Materials Cost: The cost of creating a magic item equals one-half the sale cost of the item.
Using an item creation feat also requires access to a laboratory or magical workshop, special tools, and so on. A character generally has access to what he or she needs unless unusual circumstances apply.
Time: The time to create a magic item depends on the feat and the cost of the item. The minimum time is one day.
Item Cost: Brew Potion, Craft Wand, and Scribe Scroll create items that directly reproduce spell effects, and the power of these items depends on their caster level—that is, a spell from such an item has the power it would have if cast by a spellcaster of that level. The price of these items (and thus the XP cost and the cost of the raw materials) also depends on the caster level. The caster level must be high enough that the spellcaster creating the item can cast the spell at that level. To find the final price in each case, multiply the caster level by the spell level, then multiply the result by a constant, as shown below:
Scrolls: Base price = spell level x caster level x 25 gp.
Potions: Base price = spell level x caster level x 50 gp.
Wands: Base price = spell level x caster level x 750 gp.
A 0-level spell is considered to have a spell level of 1/2 for the purpose of this calculation.
Extra Costs: Any potion, scroll, or wand that stores a spell with a costly material component or an XP cost also carries a commensurate cost. For potions and scrolls, the creator must expend the material component or pay the XP cost when creating the item.
For a wand, the creator must expend fifty copies of the material component or pay fifty times the XP cost.
Some magic items similarly incur extra costs in material components or XP, as noted in their descriptions.

METAMAGIC FEATS
As a spellcaster’s knowledge of magic grows, she can learn to cast spells in ways slightly different from the ways in which the spells were originally designed or learned. Preparing and casting a spell in such a way is harder than normal but, thanks to metamagic feats, at least it is possible. Spells modified by a metamagic feat use a spell slot higher than normal. This does not change the level of the spell, so the DC for saving throws against it does not go up.
Wizards and Divine Spellcasters: Wizards and divine spellcasters must prepare their spells in advance. During preparation, the character chooses which spells to prepare with metamagic feats (and thus which ones take up higher-level spell slots than normal).
Sorcerers and Bards: Sorcerers and bards choose spells as they cast them. They can choose when they cast their spells whether to apply their metamagic feats to improve them. As with other spellcasters, the improved spell uses up a higher-level spell slot. But because the sorcerer or bard has not prepared the spell in a metamagic form in advance, he must apply the metamagic feat on the spot. Therefore, such a character must also take more time to cast a metamagic spell (one enhanced by a metamagic feat) than he does to cast a regular spell. If the spell’s normal casting time is 1 action, casting a metamagic version is a full-round action for a sorcerer or bard. (This isn’t the same as a 1-round casting time.)
For a spell with a longer casting time, it takes an extra full-round action to cast the spell.
Spontaneous Casting and Metamagic Feats: A cleric spontaneously casting a cure or inflict spell can cast a metamagic version of it instead. Extra time is also required in this case. Casting a 1-action metamagic spell spontaneously is a full-round action, and a spell with a longer casting time takes an extra full-round action to cast.
Effects of Metamagic Feats on a Spell: In all ways, a metamagic spell operates at its original spell level, even though it is prepared and cast as a higher-level spell. Saving throw modifications are not changed unless stated otherwise in the feat description.
The modifications made by these feats only apply to spells cast directly by the feat user. A spellcaster can’t use a metamagic feat to alter a spell being cast from a wand, scroll, or other device.
Metamagic feats that eliminate components of a spell don’t eliminate the attack of opportunity provoked by casting a spell while threatened. However, casting a spell modified by Quicken Spell does not provoke an attack of opportunity.
Metamagic feats cannot be used with all spells. See the specific feat descriptions for the spells that a particular feat can’t modify.

Multiple Metamagic Feats on a Spell: A spellcaster can apply multiple metamagic feats to a single spell. Changes to its level are cumulative. You can’t apply the same metamagic feat more than once to a single spell.

Magic Items and Metamagic Spells: With the right item creation feat, you can store a metamagic version of a spell in a scroll, potion, or wand. Level limits for potions and wands apply to the spell’s higher spell level (after the application of the metamagic feat). A character doesn’t need the metamagic feat to activate an item storing a metamagic version of a spell.
Counterspelling Metamagic Spells: Whether or not a spell has been enhanced by a metamagic feat does not affect its vulnerability to counterspelling or its ability to counterspell another spell.

FEAT DESCRIPTIONS

Here is the format for feat descriptions.

FEAT NAME [TYPE OF FEAT]
Prerequisite: A minimum ability score, another feat or feats, a minimum base attack bonus, a minimum number of ranks in one or more skills, or a class level that a character must have in order to acquire this feat. This entry is absent if a feat has no prerequisite. A feat may have more than one prerequisite.
Benefit: What the feat enables the character (“you” in the feat description) to do. If a character has the same feat more than once, its benefits do not stack unless indicated otherwise in the description.
In general, having a feat twice is the same as having it once.
Normal: What a character who does not have this feat is limited to or restricted from doing. If not having the feat causes no particular drawback, this entry is absent.
Special: Additional facts about the feat that may be helpful when you decide whether to acquire the feat.

ACROBATIC [GENERAL]
Benefit: You get a +2 bonus on all Jump checks and Tumble checks.

AGILE [GENERAL]
Benefit: You get a +2 bonus on all Balance checks and Escape Artist checks.

ALERTNESS [GENERAL]
Benefit: You get a +2 bonus on all Listen checks and Spot checks.
Special: The master of a familiar gains the benefit of the Alertness feat whenever the familiar is within arm’s reach.

ANIMAL AFFINITY [GENERAL]
Benefit: You get a +2 bonus on all Handle Animal checks and Ride checks.

ARMOR PROFICIENCY (HEAVY) [GENERAL]
Prerequisites: Armor Proficiency (light), Armor Proficiency (medium).
Benefit: See Armor Proficiency (light).
Normal: See Armor Proficiency (light).
Special: Fighters, paladins, and clerics automatically have Armor Proficiency (heavy) as a bonus feat. They need not select it.

ARMOR PROFICIENCY (LIGHT) [GENERAL]
Benefit: When you wear a type of armor with which you are proficient, the armor check penalty for that armor applies only to Balance, Climb, Escape Artist, Hide, Jump, Move Silently, Sleight of Hand, and Tumble checks.
Normal: A character who is wearing armor with which she is not proficient applies its armor check penalty to attack rolls and to all skill checks that involve moving, including Ride.
Special: All characters except wizards, sorcerers, and monks automatically have Armor Proficiency (light) as a bonus feat. They need not select it.

ARMOR PROFICIENCY (MEDIUM) [GENERAL]
Prerequisite: Armor Proficiency (light).
Benefit: See Armor Proficiency (light).
Normal: See Armor Proficiency (light).
Special: Fighters, barbarians, paladins, clerics, druids, and bards automatically have Armor Proficiency (medium) as a bonus feat. They need not select it.

ATHLETIC [GENERAL]
Benefit: You get a +2 bonus on all Climb checks and Swim checks.

AUGMENT SUMMONING [GENERAL]
Prerequisite: Spell Focus (conjuration).
Benefit: Each creature you conjure with any summon spell gains a +4 enhancement bonus to Strength and Constitution for the duration of the spell that summoned it.

BLIND-FIGHT [GENERAL]
Benefit: In melee, every time you miss because of concealment, 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 take only half the usual penalty to speed for being unable to see. Darkness and poor visibility in general reduces your speed to three-quarters normal, instead of one-half.
Normal: Regular attack roll modifiers for invisible attackers trying to hit you apply, and you lose your Dexterity bonus to AC. The speed reduction for darkness and poor visibility also applies.
Special: The Blind-Fight feat is of no use against a character who is the subject of a blink spell.
A fighter may select Blind-Fight as one of his fighter bonus feats.

BREW POTION [ITEM CREATION]
Prerequisite: Caster level 3rd.
Benefit: You can create a potion of any 3rd-level or lower spell that you know and that targets one or more creatures. Brewing a potion takes one day. When you create a potion, you set the caster level, which must be sufficient to cast the spell in question and no higher than your own level. The base price of a potion is its spell level x its caster level x 50 gp. To brew a potion, you must spend 1/25 of this base price in XP and use up raw materials costing one half this base price.
When you create a potion, you make any choices that you would normally make when casting the spell. Whoever drinks the potion is the target of the spell.
Any potion that stores a spell with a costly material component or an XP cost also carries a commensurate cost. In addition to the costs derived from the base price, you must expend the material component or pay the XP when creating the potion.

CLEAVE [GENERAL]
Prerequisites: Str 13, Power Attack.
Benefit: If you deal a creature enough damage to make it drop (typically by dropping it to below 0 hit points or killing it), you get an immediate, extra melee attack against another creature within reach. You cannot take a 5-foot step before making this extra attack. The extra attack is with the same weapon and at the same bonus as the attack that dropped the previous creature. You can use this ability once per round.
Special: A fighter may select Cleave as one of his fighter bonus feats.

COMBAT CASTING [GENERAL]
Benefit: You get a +4 bonus on Concentration checks made to cast a spell or use a spell-like ability while on the defensive or while you are grappling or pinned.

COMBAT EXPERTISE [GENERAL]
Prerequisite: Int 13.
Benefit: When you use the attack action or the full attack action in melee, you can take a penalty of as much as –5 on your attack roll and add the same number (+5 or less) as a dodge bonus to your Armor Class. This number may not exceed your base attack bonus. The changes to attack rolls and Armor Class last until your next action.
Normal: A character without the Combat Expertise feat can fight defensively while using the attack or full attack action to take a –4 penalty on attack rolls and gain a +2 dodge bonus to Armor Class.
Special: A fighter may select Combat Expertise as one of his fighter bonus feats.

COMBAT REFLEXES [GENERAL]
Benefit: You may make a number of additional attacks of opportunity equal to your Dexterity bonus.
With this feat, you may also make attacks of opportunity while flat-footed.
Normal: A character without this feat can make only one attack of opportunity per round and can’t make attacks of opportunity while flat-footed.
Special: The Combat Reflexes feat does not allow a rogue to use her opportunist ability more than once per round.
A fighter may select Combat Reflexes as one of his fighter bonus feats.
A monk may select Combat Reflexes as a bonus feat at 2nd level.

CRAFT MAGIC ARMS AND ARMOR [ITEM CREATION]
Prerequisite: Caster level 5th.
Benefit: You can create any magic weapon, armor, or shield whose prerequisites you meet. Enhancing a weapon, suit of armor, or shield takes one day for each 1,000 gp in the price of its magical features. To enhance a weapon, suit of armor, or shield, you must spend 1/25 of its features’ total price in XP and use up raw materials costing one-half of this total price.
The weapon, armor, or shield to be enhanced must be a masterwork item that you provide. Its cost is not included in the above cost.
You can also mend a broken magic weapon, suit of armor, or shield if it is one that you could make. Doing so costs half the XP, half the raw materials, and half the time it would take to craft that item in the first place.

CRAFT ROD [ITEM CREATION]
Prerequisite: Caster level 9th.
Benefit: You can create any rod whose prerequisites you meet. Crafting a rod takes one day for each 1,000 gp in its base price. To craft a rod, you must spend 1/25 of its base price in XP and use up raw materials costing one-half of its base price.
Some rods incur extra costs in material components or XP, as noted in their descriptions. These costs are in addition to those derived from the rod’s base price.

CRAFT STAFF [ITEM CREATION]
Prerequisite: Caster level 12th.
Benefit: You can create any staff whose prerequisites you meet.
Crafting a staff takes one day for each 1,000 gp in its base price. To craft a staff, you must spend 1/25 of its base price in XP and use up raw materials costing one-half of its base price. A newly created staff has 50 charges.
Some staffs incur extra costs in material components or XP, as noted in their descriptions. These costs are in addition to those derived from the staff ’s base price.

CRAFT WAND [ITEM CREATION]
Prerequisite: Caster level 5th.
Benefit: You can create a wand of any 4th-level or lower spell that you know. Crafting a wand takes one day for each 1,000 gp in its base price. The base price of a wand is its caster level x the spell level x 750 gp. To craft a wand, you must spend 1/25 of this base price in XP and use up raw materials costing one-half of this base price. A newly created wand has 50 charges.
Any wand that stores a spell with a costly material component or an XP cost also carries a commensurate cost. In addition to the cost derived from the base price, you must expend fifty copies of the material component or pay fifty times the XP cost.

CRAFT WONDROUS ITEM [ITEM CREATION]
Prerequisite: Caster level 3rd.
Benefit: You can create any wondrous item whose prerequisites you meet. Enchanting a wondrous item takes one day for each 1,000 gp in its price. To enchant a wondrous item, you must spend 1/25 of the item’s price in XP and use up raw materials costing half of this price.
You can also mend a broken wondrous item if it is one that you could make. Doing so costs half the XP, half the raw materials, and half the time it would take to craft that item in the first place.
Some wondrous items incur extra costs in material components or XP, as noted in their descriptions. These costs are in addition to those derived from the item’s base price. You must pay such a cost to create an item or to mend a broken one.

DECEITFUL [GENERAL]
Benefit: You get a +2 bonus on all Disguise checks and Forgery checks.

DEFLECT ARROWS [GENERAL]
Prerequisites: Dex 13, Improved Unarmed Strike.
Benefit: You must have at least one hand free (holding nothing) to use this feat. Once per round when you would normally be hit with a ranged weapon, you may deflect it so that you take no damage from it. You must be aware of the attack and not flatfooted.
Attempting to deflect a ranged weapon doesn’t count as an action. Unusually massive ranged weapons and ranged attacks generated by spell effects can’t be deflected.
Special: A monk may select Deflect Arrows as a bonus feat at 2nd level, even if she does not meet the prerequisites.
A fighter may select Deflect Arrows as one of his fighter bonus feats.

DEFT HANDS [GENERAL]
Benefit: You get a +2 bonus on all Sleight of Hand checks and Use Rope checks.

DIEHARD [GENERAL]
Prerequisite: Endurance.
Benefit: When reduced to between –1 and –9 hit points, you automatically become stable. You don’t have to roll d% to see if you lose 1 hit point each round.
When reduced to negative hit points, you may choose to act as if you were disabled, rather than dying. You must make this decision as soon as you are reduced to negative hit points (even if it isn’t your turn). If you do not choose to act as if you were disabled, you immediately fall unconscious.
When using this feat, you can take either a single move or standard action each turn, but not both, and you cannot take a full round action. You can take a move action without further injuring yourself, but if you perform any standard action (or any other action deemed as strenuous, including some free actions, such as casting a quickened spell) you take 1 point of damage after completing the act. If you reach –10 hit points, you immediately die.
Normal: A character without this feat who is reduced to between –1 and –9 hit points is unconscious and dying.

DILIGENT [GENERAL]
Benefit: You get a +2 bonus on all Appraise checks and Decipher Script checks.

DODGE [GENERAL]
Prerequisite: Dex 13.
Benefit: During your action, you designate an opponent and receive a +1 dodge bonus to Armor Class against attacks from that opponent. You can select a new opponent on any action.
A condition that makes you lose your Dexterity bonus to Armor Class (if any) also makes you lose dodge bonuses. Also, dodge bonuses stack with each other, unlike most other types of bonuses.
Special: A fighter may select Dodge as one of his fighter bonus feats.

EMPOWER SPELL [METAMAGIC]
Benefit: All variable, numeric effects of an empowered spell are increased by one-half.
Saving throws and opposed rolls are not affected, nor are spells without random variables. An empowered spell uses up a spell slot two levels higher than the spell’s actual level.

ENDURANCE [GENERAL]
Benefit: You gain a +4 bonus on the following checks and saves: Swim checks made to resist nonlethal damage, 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. Also, you may sleep in light or medium armor without becoming fatigued.
Normal: A character without this feat who sleeps in medium or heavier armor is automatically fatigued the next day.
Special: A ranger automatically gains Endurance as a bonus feat at 3rd level. He need not select it.

ENLARGE SPELL [METAMAGIC]
Benefit: You can alter a spell with a range of close, medium, or long to increase its range by 100%. An enlarged spell with a range of close now has a range of 50 ft. + 5 ft./level, while medium-range spells have a range of 200 ft. + 20 ft./level and long-range spells have a range of 800 ft. + 80 ft./level. An enlarged spell uses up a spell slot one level higher than the spell’s actual level.
Spells whose ranges are not defined by distance, as well as spells whose ranges are not close, medium, or long, do not have increased ranges.

ESCHEW MATERIALS [GENERAL]
Benefit: You can cast any spell that has a material component costing 1 gp or less without needing that component. (The casting of the spell still provokes attacks of opportunity as normal.) If the spell requires a material component that costs more than 1 gp, you must have the material component at hand to cast the spell, just as normal.

EXOTIC WEAPON PROFICIENCY [GENERAL]
Choose a type of exotic weapon. You understand how to use that type of exotic weapon in combat.
Prerequisite: Base attack bonus +1 (plus Str 13 for bastard sword or dwarven waraxe).
Benefit: You make attack rolls with the weapon normally.
Normal: A character who uses a weapon with which he or she is not proficient takes a –4 penalty on attack rolls.
Special: You can gain Exotic Weapon Proficiency multiple times. Each time you take the feat, it applies to a new type of exotic weapon. Proficiency with the bastard sword or the dwarven waraxe has an additional prerequisite of Str 13.
A fighter may select Exotic Weapon Proficiency as one of his fighter bonus feats.

EXTEND SPELL [METAMAGIC]
Benefit: An extended spell lasts twice as long as normal. A spell with a duration of concentration, instantaneous, or permanent is not affected by this feat. An extended spell uses up a spell slot one level higher than the spell’s actual level.

EXTRA TURNING [GENERAL]
Prerequisite: Ability to turn or rebuke creatures.
Benefit: Each time you take this feat, you can use your ability to turn or rebuke creatures four more times per day than normal.
If you have the ability to turn or rebuke more than one kind of creature each of your turning or rebuking abilities gains four additional uses per day.
Normal: Without this feat, a character can typically turn or rebuke undead (or other creatures) a number of times per day equal to 3 + his or her Charisma modifier.
Special: You can gain Extra Turning multiple times. Its effects stack. Each time you take the feat, you can use each of your turning or rebuking abilities four additional times per day.

FAR SHOT [GENERAL]
Prerequisite: Point Blank Shot.
Benefit: When you use a projectile weapon, such as a bow, its range increment increases by one-half (multiply by 1-1/2). When you use a thrown weapon, its range increment is doubled.
Special: A fighter may select Far Shot as one of his fighter bonus feats.

FORGE RING [ITEM CREATION]
Prerequisite: Caster level 12th.
Benefit: You can create any ring whose prerequisites you meet. Crafting a ring takes one day for each 1,000 gp in its base price. To craft a ring, you must spend 1/25 of its base price in XP and use up raw materials costing one-half of its base price.
You can also mend a broken ring if it is one that you could make. Doing so costs half the XP, half the raw materials, and half the time it would take to forge that ring in the first place.
Some magic rings incur extra costs in material components or XP, as noted in their descriptions. You must pay such a cost to forge such a ring or to mend a broken one.

GREAT CLEAVE [GENERAL]
Prerequisites: Str 13, Cleave, Power Attack, base attack bonus +4.
Benefit: This feat works like Cleave, except that there is no limit to the number of times you can use it per round.
Special: A fighter may select Great Cleave as one of his fighter bonus feats.

GREAT FORTITUDE [GENERAL]
Benefit: You get a +2 bonus on all Fortitude saving throws.

GREATER SPELL FOCUS [GENERAL]
Choose a school of magic to which you already have applied the Spell Focus feat.
Benefit: Add +1 to the Difficulty Class for all saving throws against spells from the school of magic you select. This bonus stacks with the bonus from Spell Focus.
Special: You can gain this feat multiple times. Its effects do not stack. Each time you take the feat, it applies to a new school of magic to which you already have applied the Spell Focus feat.

GREATER SPELL PENETRATION [GENERAL]
Prerequisite: Spell Penetration.
Benefit: You get a +2 bonus on caster level checks (1d20 + caster level) made to overcome a creature’s spell resistance. This bonus stacks with the one from Spell Penetration.

GREATER TWO-WEAPON FIGHTING [GENERAL]
Prerequisites: Dex 19, Improved Two-Weapon Fighting, Two-Weapon Fighting, base attack bonus +11.
Benefit: You get a third attack with your off-hand weapon, albeit at a –10 penalty.
Special: A fighter may select Greater Two-Weapon Fighting as one of his fighter bonus feats.
An 11th-level ranger who has chosen the two-weapon combat style is treated as having Greater Two-Weapon Fighting, even if he does not have the prerequisites for it, but only when he is wearing light or no armor.

GREATER WEAPON FOCUS [GENERAL]
Choose one type of weapon for which you have already selected Weapon Focus. You can also choose unarmed strike or grapple as your weapon for purposes of this feat.
Prerequisites: Proficiency with selected weapon, Weapon Focus with selected weapon, fighter level 8th.
Benefit: You gain a +1 bonus on all attack rolls you make using the selected weapon. This bonus stacks with other bonuses on attack rolls, including the one from Weapon Focus (see below).
Special: You can gain Greater Weapon Focus multiple times. Its effects do not stack. Each time you take the feat, it applies to a new type of weapon.
A fighter must have Greater Weapon Focus with a given weapon to gain the Greater Weapon Specialization feat for that weapon.
A fighter may select Greater Weapon Focus as one of his fighter bonus feats.

GREATER WEAPON SPECIALIZATION [GENERAL]
Choose one type of weapon for which you have already selected Weapon Specialization. You can also choose unarmed strike or grapple as your weapon for purposes of this feat.
Prerequisites: Proficiency with selected weapon, Greater Weapon Focus with selected weapon, Weapon Focus with selected weapon, Weapon Specialization with selected weapon, fighter level 12th.
Benefit: You gain a +2 bonus on all damage rolls you make using the selected weapon. This bonus stacks with other bonuses on damage rolls, including the one from Weapon Specialization (see below).
Special: You can gain Greater Weapon Specialization multiple times. Its effects do not stack. Each time you take the feat, it applies to a new type of weapon.
A fighter may select Greater Weapon Specialization as one of his fighter bonus feats.

HEIGHTEN SPELL [METAMAGIC]
Benefit: A heightened spell has a higher spell level than normal (up to a maximum of 9th level). Unlike other metamagic feats, Heighten Spell actually increases the effective level of the spell that it modifies. All effects dependent on spell level (such as saving throw DCs and ability to penetrate a lesser globe of invulnerability) are calculated according to the heightened level. The heightened spell is as difficult to prepare and cast as a spell of its effective level.

IMPROVED BULL RUSH [GENERAL]
Prerequisites: Str 13, Power Attack.
Benefit: When you perform a bull rush you do not provoke an attack of opportunity from the defender. You also gain a +4 bonus on the opposed Strength check you make to push back the defender.
Special: A fighter may select Improved Bull Rush as one of his fighter bonus feats.

IMPROVED COUNTERSPELL [GENERAL]
Benefit: When counterspelling, you may use a spell of the same school that is one or more spell levels higher than the target spell.
Normal: Without this feat, you may counter a spell only with the same spell or with a spell specifically designated as countering the target spell.

IMPROVED CRITICAL [GENERAL]
Choose one type of weapon.
Prerequisite: Proficient with weapon, base attack bonus +8.
Benefit: When using the weapon you selected, your threat range is doubled.
Special: You can gain Improved Critical multiple times. The effects do not stack. Each time you take the feat, it applies to a new type of weapon.
This effect doesn’t stack with any other effect that expands the threat range of a weapon.
A fighter may select Improved Critical as one of his fighter bonus feats.

IMPROVED DISARM [GENERAL]
Prerequisites: Int 13, Combat Expertise.
Benefit: You do not provoke an attack of opportunity when you attempt to disarm an opponent, nor does the opponent have a chance to disarm you. You also gain a +4 bonus on the opposed attack roll you make to disarm your opponent.
Normal: See the normal disarm rules.
Special: A fighter may select Improved Disarm as one of his fighter bonus feats.
A monk may select Improved Disarm as a bonus feat at 6th level, even if she does not meet the prerequisites.

IMPROVED FAMILIAR [GENERAL]
This feat allows spellcasters to acquire a new familiar from a nonstandard list, but only when they could normally acquire a new familiar.
Prerequisites: Ability to acquire a new familiar, compatible alignment, sufficiently high level (see below).
Benefit: When choosing a familiar, the creatures listed below are also available to the spellcaster. The spellcaster may choose a familiar with an alignment up to one step away on each of the alignment axes (lawful through chaotic, good through evil).

Familiar | Alignment | Arcane Spellcaster Level
Shocker lizard | Neutral | 5th
Stirge | Neutral | 5th
Formian worker | Lawful neutral | 7th
Imp | Lawful evil | 7th
Pseudodragon | Neutral good | 7th
Quasit | Chaotic evil | 7th

Improved familiars otherwise use the rules for regular familiars, with two exceptions: If the creature’s type is something other than animal, its type does not change; and improved familiars do not gain the ability to speak with other creatures of their kind (although many of them already have the ability to communicate).

The list in the table above presents only a few possible improved familiars. Almost any creature of the same general size and power as those on the list makes a suitable familiar. Nor is the master’s alignment the only possible categorization. For instance, improved familiars could be assigned by the master’s creature type or subtype, as shown below.

Familiar | Type/Subtype | Arcane Spellcaster Level
Celestial hawk1 | Good | 3rd
Fiendish Tiny viper snake2 | Evil | 3rd
Air elemental, Small | Air | 5th
Earth elemental, Small | Earth | 5th
Fire elemental, Small | Fire | 5th
Shocker lizard | Electricity | 5th
Water elemental, Small | Water | 5th
Homunculus3 | Undead | 7th
Ice mephit | Cold | 7th
1 Or other celestial animal from the standard familiar list.
2 Or other fiendish animal from the standard familiar list.
3 The master must first create the homunculus, substituting ichor or another part of the master’s body for blood if necessary.

IMPROVED FEINT [GENERAL]
Prerequisites: Int 13, Combat Expertise.
Benefit: You can make a Bluff check to feint in combat as a move action.
Normal: Feinting in combat is a standard action.
A fighter may select Improved Feint as one of his fighter bonus feats.

IMPROVED GRAPPLE [GENERAL]
Prerequisites: Dex 13, Improved Unarmed Strike.
Benefit: You do not provoke an attack of opportunity when you make a touch attack to start a grapple. You also gain a +4 bonus on all grapple checks, regardless of whether you started the grapple.
Normal: Without this feat, you provoke an attack of opportunity when you make a touch attack to start a grapple.
Special: A fighter may select Improved Grapple as one of his fighter bonus feats.
A monk may select Improved Grapple as a bonus feat at 1st level, even if she does not meet the prerequisites.

IMPROVED INITIATIVE [GENERAL]
Benefit: You get a +4 bonus on initiative checks.
Special: A fighter may select Improved Initiative as one of his fighter bonus feats.

IMPROVED OVERRUN [GENERAL]
Prerequisites: Str 13, Power Attack.
Benefit: When you attempt to overrun an opponent, the target may not choose to avoid you. You also gain a +4 bonus on your Strength check to knock down your opponent.
Normal: Without this feat, the target of an overrun can choose to avoid you or to block you.
Special: A fighter may select Improved Overrun as one of his fighter bonus feats.

IMPROVED PRECISE SHOT [GENERAL]
Prerequisites: Dex 19, Point Blank Shot, Precise Shot, base attack bonus +11.
Benefit: Your ranged attacks ignore the AC bonus granted to targets by anything less than total cover, and the miss chance granted to targets by anything less than total concealment. Total cover and total concealment provide their normal benefits against your ranged attacks.
In addition, when you shoot or throw ranged weapons at a grappling opponent, you automatically strike at the opponent you have chosen.
Normal: See the normal rules on the effects of cover and concealment. Without this feat, a character who shoots or throws a ranged weapon at a target involved in a grapple must roll randomly to see which grappling combatant the attack strikes.
Special: A fighter may select Improved Precise Shot as one of his fighter bonus feats.
An 11th-level ranger who has chosen the archery combat style is treated as having Improved Precise Shot, even if he does not have the prerequisites for it, but only when he is wearing light or no armor.

IMPROVED SHIELD BASH [GENERAL]
Prerequisite: Shield Proficiency.
Benefit: When you perform a shield bash, you may still apply the shield’s shield bonus to your AC.
Normal: Without this feat, a character who performs a shield bash loses the shield’s shield bonus to AC until his or her next turn.
Special: A fighter may select Improved Shield Bash as one of his fighter bonus feats.

IMPROVED SUNDER [GENERAL]
Prerequisites: Str 13, Power Attack.
Benefit: When you strike at an object held or carried by an opponent (such as a weapon or shield), you do not provoke an attack of opportunity.
You also gain a +4 bonus on any attack roll made to attack an object held or carried by another character.
Normal: Without this feat, you provoke an attack of opportunity when you strike at an object held or carried by another character.
Special: A fighter may select Improved Sunder as one of his fighter bonus feats.

IMPROVED TRIP [GENERAL]
Prerequisites: Int 13, Combat Expertise.
Benefit: You do not provoke an attack of opportunity when you attempt to trip an opponent while you are unarmed. You also gain a +4 bonus on your Strength check to trip your opponent.
If you trip an opponent in melee combat, you immediately get a melee attack against that opponent as if you hadn’t used your attack for the trip attempt.
Normal: Without this feat, you provoke an attack of opportunity when you attempt to trip an opponent while you are unarmed.
Special: At 6th level, a monk may select Improved Trip as a bonus feat, even if she does not have the prerequisites.
A fighter may select Improved Trip as one of his fighter bonus feats.

IMPROVED TURNING [GENERAL]
Prerequisite: Ability to turn or rebuke creatures.
Benefit: You turn or rebuke creatures as if you were one level higher than you are in the class that grants you the ability.

IMPROVED TWO-WEAPON FIGHTING [GENERAL]
Prerequisites: Dex 17, Two-Weapon Fighting, base attack bonus +6.
Benefit: In addition to the standard single extra attack you get with an off-hand weapon, you get a second attack with it, albeit at a –5 penalty.
Normal: Without this feat, you can only get a single extra attack with an off-hand weapon.
Special: A fighter may select Improved Two-Weapon Fighting as one of his fighter bonus feats.
A 6th-level ranger who has chosen the two-weapon combat style is treated as having Improved Two-Weapon Fighting, even if he does not have the prerequisites for it, but only when he is wearing light or no armor.

IMPROVED UNARMED STRIKE [GENERAL]
Benefit: You are considered to be armed even when unarmed —that is, you do not provoke attacks or opportunity from armed opponents when you attack them while unarmed. However, you still get an attack of opportunity against any opponent who makes an unarmed attack on you.
In addition, your unarmed strikes can deal lethal or nonlethal damage, at your option.
Normal: Without this feat, you are considered unarmed when attacking with an unarmed strike, and you can deal only nonlethal damage with such an attack.
Special: A monk automatically gains Improved Unarmed Strike as a bonus feat at 1st level. She need not select it.
A fighter may select Improved Unarmed Strike as one of his fighter bonus feats.

INVESTIGATOR [GENERAL]
Benefit: You get a +2 bonus on all Gather Information checks and Search checks.

IRON WILL [GENERAL]
Benefit: You get a +2 bonus on all Will saving throws.

LEADERSHIP [GENERAL]
Prerequisite: Character level 6th.
Benefits: Having this feat enables the character to attract loyal companions and devoted followers, subordinates who assist her. See the table below for what sort of cohort and how many followers the character can recruit.
Leadership Modifiers: Several factors can affect a character’s Leadership score, causing it to vary from the base score (character level + Cha modifier). A character’s reputation (from the point of view of the cohort or follower he is trying to attract) raises or lowers his Leadership score:

Leader’s Reputation | Modifier
Great renown | +2
Fairness and generosity | +1
Special power | +1
Failure | –1
Aloofness | –1
Cruelty | –2

Other modifiers may apply when the character tries to attract a cohort:
The Leader . . . | Modifier
Has a familiar, special mount, or animal companion | –2
Recruits a cohort of a different alignment | –1
Caused the death of a cohort | –2*
* Cumulative per cohort killed.

Followers have different priorities from cohorts. When the character tries to attract a new follower, use any of the following modifiers that apply.
The Leader . . . | Modifier
Has a stronghold, base of operations, guildhouse, or the like | +2
Moves around a lot | –1
Caused the death of other followers | –1.

Leadership Score | Cohort Level | Number of Followers by Level
 |  | 1st | 2nd | 3rd | 4th | 5th | 6th
1 or lower | — | — | — | — | — | — | —
2 | 1st | — | — | — | — | — | —
3 | 2nd | — | — | — | — | — | —
4 | 3rd | — | — | — | — | — | —
5 | 3rd | — | — | — | — | — | —
6 | 4th | — | — | — | — | — | —
7 | 5th | — | — | — | — | — | —
8 | 5th | — | — | — | — | — | —
9 | 6th | — | — | — | — | — | —
10 | 7th | 5 | — | — | — | — | —
11 | 7th | 6 | — | — | — | — | —
12 | 8th | 8 | — | — | — | — | —
13 | 9th | 10 | 1 | — | — | — | —
14 | 10th | 15 | 1 | — | — | — | —
15 | 10th | 20 | 2 | 1 | — | — | —
16 | 11th | 25 | 2 | 1 | — | — | —
17 | 12th | 30 | 3 | 1 | 1 | — | —
18 | 12th | 35 | 3 | 1 | 1 | — | —
19 | 13th | 40 | 4 | 2 | 1 | 1 | —
20 | 14th | 50 | 5 | 3 | 2 | 1 | —
21 | 15th | 60 | 6 | 3 | 2 | 1 | 1
22 | 15th | 75 | 7 | 4 | 2 | 2 | 1
23 | 16th | 90 | 9 | 5 | 3 | 2 | 1
24 | 17th | 110 | 11 | 6 | 3 | 2 | 1
25 or higher | 17th | 135 | 13 | 7 | 4 | 2 | 2

Leadership Score: A character’s base Leadership score equals his level plus any Charisma modifier. In order to take into account negative Charisma modifiers, this table allows for very low Leadership scores, but the character must still be 6th level or higher in order to gain the Leadership feat. Outside factors can affect a character’s Leadership score, as detailed above.
Cohort Level: The character can attract a cohort of up to this level. Regardless of a character’s Leadership score, he can only recruit a cohort who is two or more levels lower than himself. The cohort should be equipped with gear appropriate for its level. A character can try to attract a cohort of a particular race, class, and alignment. The cohort’s alignment may not be opposed to the leader’s alignment on either the law-vs-chaos or good-vs-evil axis, and the leader takes a Leadership penalty if he recruits a cohort of an alignment different from his own.
Cohorts earn XP as follows:
The cohort does not count as a party member when determining the party’s XP.
Divide the cohort’s level by the level of the PC with whom he or she is associated (the character with the Leadership feat who attracted the cohort).
Multiply this result by the total XP awarded to the PC and add that number of experience points to the cohort’s total.
If a cohort gains enough XP to bring it to a level one lower than the associated PC’s character level, the cohort does not gain the new level—its new XP total is 1 less than the amount needed attain the next level.

Number of Followers by Level: The character can lead up to the indicated number of characters of each level. Followers are similar to cohorts, except they’re generally low-level NPCs. Because they’re generally five or more levels behind the character they follow, they’re rarely effective in combat.
Followers don’t earn experience and thus don’t gain levels. However, when a character with Leadership attains a new level, the player consults the table above to determine if she has acquired more followers, some of which may be higher level than the existing followers. (You don’t consult the table to see if your cohort gains levels, however, because cohorts earn experience on their own.)

LIGHTNING REFLEXES [GENERAL]
Benefit: You get a +2 bonus on all Reflex saving throws.

MAGICAL APTITUDE [GENERAL]
Benefit: You get a +2 bonus on all Spellcraft checks and Use Magic Device checks.

MANYSHOT [GENERAL]
Prerequisites: Dex 17, Point Blank Shot, Rapid Shot, base attack bonus +6
Benefit: As a standard action, you may fire two arrows at a single opponent within 30 feet. Both arrows use the same attack roll (with a –4 penalty) to determine success and deal damage normally (but see Special).
For every five points of base attack bonus you have above +6, you may add one additional arrow to this attack, to a maximum of four arrows at a base attack bonus of +16. However, each arrow after the second adds a cumulative –2 penalty on the attack roll (for a total penalty of –6 for three arrows and –8 for four).
Damage reduction and other resistances apply separately against each arrow fired.
Special: Regardless of the number of arrows you fire, you apply precision-based damage only once. If you score a critical hit, only the first arrow fired deals critical damage; all others deal regular damage.
A fighter may select Manyshot as one of his fighter bonus feats.
A 6th-level ranger who has chosen the archery combat style is treated as having Manyshot even if he does not have the prerequisites for it, but only when he is wearing light or no armor.

MARTIAL WEAPON PROFICIENCY [GENERAL]
Choose a type of martial weapon. You understand how to use that type of martial weapon in combat.
Benefit: You make attack rolls with the selected weapon normally.
Normal: When using a weapon with which you are not proficient, you take a –4 penalty on attack rolls.
Special: Barbarians, fighters, paladins, and rangers are proficient with all martial weapons. They need not select this feat.
You can gain Martial Weapon Proficiency multiple times. Each time you take the feat, it applies to a new type of weapon.
A cleric who chooses the War domain automatically gains the Martial Weapon Proficiency feat related to his deity’s favored weapon as a bonus feat, if the weapon is a martial one. He need not select it.

MAXIMIZE SPELL [METAMAGIC]
Benefit: All variable, numeric effects of a spell modified by this feat are maximized. Saving throws and opposed rolls are not affected, nor are spells without random variables. A maximized spell uses up a spell slot three levels higher than the spell’s actual level.
An empowered, maximized spell gains the separate benefits of each feat: the maximum result plus one-half the normally rolled result.

MOBILITY [GENERAL]
Prerequisites: Dex 13, Dodge.
Benefit: 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.
Special: A fighter may select Mobility as one of his fighter bonus feats.

MOUNTED ARCHERY [GENERAL]
Prerequisites: Ride 1 rank, Mounted Combat.
Benefit: The penalty you take when using a ranged weapon while mounted is halved: –2 instead of –4 if your mount is taking a double move, and –4 instead of –8 if your mount is running.
Special: A fighter may select Mounted Archery as one of his fighter bonus feats.

MOUNTED COMBAT [GENERAL]
Prerequisite: Ride 1 rank.
Benefit: Once per round when your mount is hit in combat, you may attempt a Ride check (as a reaction) to negate the hit. The hit is negated if your Ride check result is greater than the opponent’s attack roll. (Essentially, the Ride check result becomes the mount’s Armor Class if it’s higher than the mount’s regular AC.)
Special: A fighter may select Mounted Combat as one of his fighter bonus feats.

NATURAL SPELL [GENERAL]
Prerequisites: Wis 13, wild shape ability.
Benefit: You can complete the verbal and somatic components of spells while in a wild shape. You substitute various noises and gestures for the normal verbal and somatic components of a spell.
You can also use any material components or focuses you possess, even if such items are melded within your current form. This feat does not permit the use of magic items while you are in a form that could not ordinarily use them, and you do not gain the ability to speak while in a wild shape.

NEGOTIATOR [GENERAL]
Benefit: You get a +2 bonus on all Diplomacy checks and Sense Motive checks.

NIMBLE FINGERS [GENERAL]
Benefit: You get a +2 bonus on all Disable Device checks and Open Lock checks.

PERSUASIVE [GENERAL]
Benefit: You get a +2 bonus on all Bluff checks and Intimidate checks.

POINT BLANK SHOT [GENERAL]
Benefit: You get a +1 bonus on attack and damage rolls with ranged weapons at ranges of up to 30 feet.
Special: A fighter may select Point Blank Shot as one of his fighter bonus feats.

POWER ATTACK [GENERAL]
Prerequisite: Str 13.
Benefit: On your action, before making attack rolls for a round, you may choose to subtract a number from all melee attack rolls and add the same number to all melee damage rolls. This number may not exceed your base attack bonus. The penalty on attacks and bonus on damage apply until your next turn.
Special: If you attack with a two-handed weapon, or with a one-handed weapon wielded in two hands, instead add twice the number subtracted from your attack rolls. You can’t add the bonus from Power Attack to the damage dealt with a light weapon (except with unarmed strikes or natural weapon attacks), even though the penalty on attack rolls still applies. (Normally, you treat a double weapon as a one-handed weapon and a light weapon. If you choose to use a double weapon like a two-handed weapon, attacking with only one end of it in a round, you treat it as a two-handed weapon.)
A fighter may select Power Attack as one of his fighter bonus feats.

PRECISE SHOT [GENERAL]
Prerequisite: Point Blank Shot.
Benefit: You can shoot or throw ranged weapons at an opponent engaged in melee without taking the standard –4 penalty on your attack roll.
Special: A fighter may select Precise Shot as one of his fighter bonus feats.

QUICK DRAW [GENERAL]
Prerequisite: Base attack bonus +1.
Benefit: You can draw a weapon as a free action instead of as a move action. You can draw a hidden weapon (see the Sleight of Hand skill) as a move action.
A character who has selected this feat may throw weapons at his full normal rate of attacks (much like a character with a bow).
Normal: Without this feat, you may draw a weapon as a move action, or (if your base attack bonus is +1 or higher) as a free action as part of movement. Without this feat, you can draw a hidden weapon as a standard action.
Special: A fighter may select Quick Draw as one of his fighter bonus feats.

QUICKEN SPELL [METAMAGIC]
Benefit: Casting a quickened spell is a free action. You can perform another action, even casting another spell, in the same round as you cast a quickened spell. You may cast only one quickened spell per round. A spell whose casting time is more than 1 full round action cannot be quickened. A quickened spell uses up a spell slot four levels higher than the spell’s actual level. Casting a quickened spell doesn’t provoke an attack of opportunity.
Special: This feat can’t be applied to any spell cast spontaneously (including sorcerer spells, bard spells, and cleric or druid spells cast spontaneously), since applying a metamagic feat to a spontaneously cast spell automatically increases the casting time to a full-round action.

RAPID RELOAD [GENERAL]
Choose a type of crossbow (hand, light, or heavy).
Prerequisite: Weapon Proficiency (crossbow type chosen).
Benefit: The time required for you to reload your chosen type of crossbow is reduced to a free action (for a hand or light crossbow) or a move action (for a heavy crossbow). Reloading a crossbow still provokes an attack of opportunity.
If you have selected this feat for hand crossbow or light crossbow, you may fire that weapon as many times in a full attack action as you could attack if you were using a bow.
Normal: A character without this feat needs a move action to reload a hand or light crossbow, or a full-round action to reload a heavy crossbow.
Special: You can gain Rapid Reload multiple times. Each time you take the feat, it applies to a new type of crossbow.
A fighter may select Rapid Reload as one of his fighter bonus feats.

RAPID SHOT [GENERAL]
Prerequisites: Dex 13, Point Blank Shot.
Benefit: You can get one extra attack per round with a ranged weapon. The attack is at your highest base attack bonus, but each attack you make in that round (the extra one and the normal ones) takes a –2 penalty. You must use the full attack action to use this feat.
Special: A fighter may select Rapid Shot as one of his fighter bonus feats.
A 2nd-level ranger who has chosen the archery combat style is treated as having Rapid Shot, even if he does not have the prerequisites for it, but only when he is wearing light or no armor.

RIDE-BY ATTACK [GENERAL]
Prerequisites: Ride 1 rank, Mounted Combat.
Benefit: When you are mounted and use the charge action, you may move and attack as if with a standard charge and then move again (continuing the straight line of the charge). Your total movement for the round can’t exceed double your mounted speed. You and your mount do not provoke an attack of opportunity from the opponent that you attack.
Special: A fighter may select Ride-By Attack as one of his fighter bonus feats.

RUN [GENERAL]
Benefit: 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 Jump skill description), you gain a +4 bonus on your Jump check. While running, you retain your Dexterity bonus to AC.
Normal: You move four times your speed while running (if wearing medium, light, or no armor and carrying no more than a medium load) or three times your speed (if wearing heavy armor or carrying a heavy load), and you lose your Dexterity bonus to AC.

SCRIBE SCROLL [ITEM CREATION]
Prerequisite: Caster level 1st.
Benefit: You can create a scroll of any spell that you know. Scribing a scroll takes one day for each 1,000 gp in its base price. The base price of a scroll is its spell level x its caster level x 25 gp. To scribe a scroll, you must spend 1/25 of this base price in XP and use up raw materials costing one-half of this base price.
Any scroll that stores a spell with a costly material component or an XP cost also carries a commensurate cost. In addition to the costs derived from the base price, you must expend the material component or pay the XP when scribing the scroll.

SELF-SUFFICIENT [GENERAL]
Benefit: You get a +2 bonus on all Heal checks and Survival checks.

SHIELD PROFICIENCY [GENERAL]
Benefit: You can use a shield and take only the standard penalties.
Normal: When you are using a shield with which you are not proficient, you take the shield’s armor check penalty on attack rolls and on all skill checks that involve moving, including Ride checks.
Special: Barbarians, bards, clerics, druids, fighters, paladins, and rangers automatically have Shield Proficiency as a bonus feat. They need not select it.

SHOT ON THE RUN [GENERAL]
Prerequisites: Dex 13, Dodge, Mobility, Point Blank Shot, base attack bonus +4.
Benefit: When using the attack action with a ranged weapon, you can move both before and after the attack, provided that your total distance moved is not greater than your speed.
Special: A fighter may select Shot on the Run as one of his fighter bonus feats.

SILENT SPELL [METAMAGIC]
Benefit: A silent spell can be cast with no verbal components. Spells without verbal components are not affected. A silent spell uses up a spell slot one level higher than the spell’s actual level.
Special: Bard spells cannot be enhanced by this metamagic feat.

SIMPLE WEAPON PROFICIENCY [GENERAL]
Benefit: You make attack rolls with simple weapons normally.
Normal: When using a weapon with which you are not proficient, you take a –4 penalty on attack rolls.
Special: All characters except for druids, monks, and wizards are automatically proficient with all simple weapons. They need not select this feat.

SKILL FOCUS [GENERAL]
Choose a skill.
Benefit: You get a +3 bonus on all checks involving that skill.
Special: You can gain this feat multiple times. Its effects do not stack. Each time you take the feat, it applies to a new skill.

SNATCH ARROWS [GENERAL]
Prerequisites: Dex 15, Deflect Arrows, Improved Unarmed Strike.
Benefit: When using the Deflect Arrows feat you may catch the weapon instead of just deflecting it. Thrown weapons can immediately be thrown back at the original attacker (even though it isn’t your turn) or kept for later use.
You must have at least one hand free (holding nothing) to use this feat.
Special: A fighter may select Snatch Arrows as one of his fighter bonus feats.

SPELL FOCUS [GENERAL]
Choose a school of magic.
Benefit: Add +1 to the Difficulty Class for all saving throws against spells from the school of magic you select.
Special: You can gain this feat multiple times. Its effects do not stack. Each time you take the feat, it applies to a new school of magic.

SPELL MASTERY [SPECIAL]
Prerequisite: Wizard level 1st.
Benefit: Each time you take this feat, choose a number of spells equal to your Intelligence modifier that you already know. From that point on, you can prepare these spells without referring to a spellbook.
Normal: Without this feat, you must use a spellbook to prepare all your spells, except read magic.

SPELL PENETRATION [GENERAL]
Benefit: You get a +2 bonus on caster level checks (1d20 + caster level) made to overcome a creature’s spell resistance.

SPIRITED CHARGE [GENERAL]
Prerequisites: Ride 1 rank, Mounted Combat, Ride-By Attack.
Benefit: When mounted and using the charge action, you deal double damage with a melee weapon (or triple damage with a lance).
Special: A fighter may select Spirited Charge as one of his fighter bonus feats.

SPRING ATTACK [GENERAL]
Prerequisites: Dex 13, Dodge, Mobility, base attack bonus +4.
Benefit: When using the attack action with a melee weapon, you can move both before and after the attack, provided that your total distance moved is not greater than your speed. Moving in this way does not provoke an attack of opportunity from the defender you attack, though it might provoke attacks of opportunity from other creatures, if appropriate. You can’t use this feat if you are wearing heavy armor.
You must move at least 5 feet both before and after you make your attack in order to utilize the benefits of Spring Attack.
Special: A fighter may select Spring Attack as one of his fighter bonus feats.

STEALTHY [GENERAL]
Benefit: You get a +2 bonus on all Hide checks and Move Silently checks.

STILL SPELL [METAMAGIC]
Benefit: A stilled spell can be cast with no somatic components.
Spells without somatic components are not affected. A stilled spell uses up a spell slot one level higher than the spell’s actual level.

STUNNING FIST [GENERAL]
Prerequisites: Dex 13, Wis 13, Improved Unarmed Strike, base attack bonus +8.
Benefit: You must declare that you are using this feat before you make your attack roll (thus, a failed attack roll ruins the attempt). Stunning Fist forces a foe damaged by your unarmed attack to make a Fortitude saving throw (DC 10 + 1/2 your character level + your Wis modifier), in addition to dealing damage normally. A defender who fails this saving throw is stunned for 1 round (until just before your next action). A stunned character can’t act, loses any Dexterity bonus to AC, and takes a –2 penalty to AC. You may attempt a stunning attack once per day for every four levels you have attained (but see Special), and no more than once per round. Constructs, oozes, plants, undead, incorporeal creatures, and creatures immune to critical hits cannot be stunned.
Special: A monk may select Stunning Fist as a bonus feat at 1st level, even if she does not meet the prerequisites. A monk who selects this feat may attempt a stunning attack a number of times per day equal to her monk level, plus one more time per day for every four levels she has in classes other than monk.
A fighter may select Stunning Fist as one of his fighter bonus feats.

TOUGHNESS [GENERAL]
Benefit: You gain +3 hit points.
Special: A character may gain this feat multiple times. Its effects stack.

TOWER SHIELD PROFICIENCY [GENERAL]
Prerequisite: Shield Proficiency.
Benefit: You can use a tower shield and suffer only the standard penalties.
Normal: A character who is using a shield with which he or she is not proficient takes the shield’s armor check penalty on attack rolls and on all skill checks that involve moving, including Ride.
Special: Fighters automatically have Tower Shield Proficiency as a bonus feat. They need not select it.

TRACK [GENERAL]
Benefit: To find tracks or to follow them for 1 mile requires a successful Survival check. You must make another Survival check every time the tracks become difficult to follow.
You move at half your normal speed (or at your normal speed with a –5 penalty on the check, or at up to twice your normal speed with a –20 penalty on the check). The DC depends on the surface and the prevailing conditions, as given on the table below:

Surface | Survival DC | Surface | Survival DC
Very soft ground | 5 | Firm ground | 15
Soft ground | 10 | Hard ground | 20

Very Soft Ground: Any surface (fresh snow, thick dust, wet mud) that holds deep, clear impressions of footprints.
Soft Ground: Any surface soft enough to yield to pressure, but firmer than wet mud or fresh snow, in which a creature leaves frequent but shallow footprints.
Firm Ground: Most normal outdoor surfaces (such as lawns, fields, woods, and the like) or exceptionally soft or dirty indoor surfaces (thick rugs and very dirty or dusty floors). The creature might leave some traces (broken branches or tufts of hair), but it leaves only occasional or partial footprints.
Hard Ground: Any surface that doesn’t hold footprints at all, such as bare rock or an indoor floor. Most streambeds fall into this category, since any footprints left behind are obscured or washed away. The creature leaves only traces (scuff marks or displaced pebbles).
Several modifiers may apply to the Survival check, as given on the table below.

Condition | Survival DC Modifier
Every three creatures in the group being tracked | –1
Size of creature or creatures being tracked:1
Fine | +8
Diminutive | +4
Tiny | +2
Small | +1
Medium | +0
Large | –1
Huge | –2
Gargantuan | –4
Colossal | –8
Every 24 hours since the trail was made | +1
Every hour of rain since the trail was made | +1
Fresh snow cover since the trail was made | +10
Poor visibility:2
Overcast or moonless night | +6
Moonlight | +3
Fog or precipitation | +3
Tracked party hides trail (and moves at half speed) | +5
1 For a group of mixed sizes, apply only the modifier for the largest size category.
2 Apply only the largest modifier from this category.

If you fail a Survival check, you can retry after 1 hour (outdoors) or 10 minutes (indoors) of searching.
Normal: Without this feat, you can use the Survival skill to find tracks, but you can follow them only if the DC for the task is 10 or lower. Alternatively, you can use the Search skill to find a footprint or similar sign of a creature’s passage using the DCs given above, but you can’t use Search to follow tracks, even if someone else has already found them.
Special: A ranger automatically has Track as a bonus feat. He need not select it.
This feat does not allow you to find or follow the tracks made by a subject of a pass without trace spell.

TRAMPLE [GENERAL]
Prerequisites: Ride 1 rank, Mounted Combat.
Benefit: When you attempt to overrun an opponent while mounted, your target may not choose to avoid you. Your mount may make one hoof attack against any target you knock down, gaining the standard +4 bonus on attack rolls against prone targets.
Special: A fighter may select Trample as one of his fighter bonus feats.

TWO-WEAPON DEFENSE [GENERAL]
Prerequisites: Dex 15, Two-Weapon Fighting.
Benefit: When wielding a double weapon or two weapons (not including natural weapons or unarmed strikes), you gain a +1 shield bonus to your AC.
When you are fighting defensively or using the total defense action, this shield bonus increases to +2.
Special: A fighter may select Two-Weapon Defense as one of his fighter bonus feats.

TWO-WEAPON FIGHTING [GENERAL]
You can fight with a weapon in each hand. You can make one extra attack each round with the second weapon.
Prerequisite: Dex 15.
Benefit: Your penalties on attack rolls for fighting with two weapons are reduced. The penalty for your primary hand lessens by 2 and the one for your off hand lessens by 6.
Normal: If you wield a second weapon in your off hand, you can get one extra attack per round with that weapon. When fighting in this way you suffer a –6 penalty with your regular attack or attacks with your primary hand and a –10 penalty to the attack with your off hand. If your off-hand weapon is light the penalties are reduced by 2 each. (An unarmed strike is always considered light.)
Special: A 2nd-level ranger who has chosen the two-weapon combat style is treated as having Two-Weapon Fighting, even if he does not have the prerequisite for it, but only when he is wearing light or no armor.
A fighter may select Two-Weapon Fighting as one of his fighter bonus feats.

WEAPON FINESSE [GENERAL]
Prerequisite: Base attack bonus +1.
Benefit: 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: A fighter may select Weapon Finesse as one of his fighter bonus feats.
Natural weapons are always considered light weapons.

WEAPON FOCUS [GENERAL]
Choose one type of weapon. You can also choose unarmed strike or grapple (or ray, if you are a spellcaster) as your weapon for purposes of this feat.
Prerequisites: Proficiency with selected weapon, base attack bonus +1.
Benefit: You gain a +1 bonus on all attack rolls you make using the selected weapon.
Special: You can gain this feat multiple times. Its effects do not stack. Each time you take the feat, it applies to a new type of weapon.
A fighter may select Weapon Focus as one of his fighter bonus feats. He must have Weapon Focus with a weapon to gain the Weapon Specialization feat for that weapon.

WEAPON SPECIALIZATION [GENERAL]
Choose one type of weapon for which you have already selected the Weapon Focus feat. You can also choose unarmed strike or grapple as your weapon for purposes of this feat. You deal extra damage when using this weapon.
Prerequisites: Proficiency with selected weapon, Weapon Focus with selected weapon, fighter level 4th.
Benefit: You gain a +2 bonus on all damage rolls you make using the selected weapon.
Special: You can gain this feat multiple times. Its effects do not stack. Each time you take the feat, it applies to a new type of weapon.
A fighter may select Weapon Specialization as one of his fighter bonus feats.

WHIRLWIND ATTACK [GENERAL]
Prerequisites: Dex 13, Int 13, Combat Expertise, Dodge, Mobility, Spring Attack, base attack bonus +4.
Benefit: When you use the full attack action, you can give up your regular attacks and instead make one melee attack at your full base attack bonus against each opponent within reach.
When you use the Whirlwind Attack feat, you also forfeit any bonus or extra attacks granted by other feats, spells, or abilities.
Special: A fighter may select Whirlwind Attack as one of his fighter bonus feats.

WIDEN SPELL [METAMAGIC]
Benefit: You can alter a burst, emanation, line, or spread shaped spell to increase its area. Any numeric measurements of the spell’s area increase by 100%.A widened spell uses up a spell slot three levels higher than the spell’s actual level.
Spells that do not have an area of one of these four sorts are not affected by this feat.


MONSTER FEATS

These feats apply to abilities most commonly found amongst monsters or are related to monsters.

ABILITY FOCUS [GENERAL]
Choose one of the creature’s special attacks.
Prerequisite: Special attack.
Benefit: Add +2 to the DC for all saving throws against the special attack on which the creature focuses.
Special: A creature can gain this feat multiple times. Its effects do not stack. Each time the creature takes the feat it applies to a different special attack.

AWESOME BLOW [GENERAL, FIGHTER]
Prerequisites: Str 25, Power Attack, Improved Bull Rush, size Large or larger.
Benefit: As a standard action, the creature may choose to subtract 4 from its melee attack roll and deliver an awesome blow. If the creature hits a corporeal opponent smaller than itself with an awesome blow, its opponent must succeed on a Reflex save (DC = damage dealt) or be knocked flying 10 feet in a direction of the attacking creature’s choice and fall prone. The attacking creature can only push the opponent in a straight line, and the opponent can’t move closer to the attacking creature than the square it started in. If an obstacle prevents the completion of the opponent’s move, the opponent and the obstacle each take 1d6 points of damage, and the opponent stops in the space adjacent to the obstacle.

CRAFT CONSTRUCT [ITEM CREATION]
Prerequisites: Craft Magic Arms and Armor, Craft Wondrous Item.
Benefit: A creature with this feat can create any construct whose prerequisites it meets. Enchanting a construct takes one day for each 1,000 gp in its market price. To enchant a construct, a spellcaster must spend 1/25 the item’s price in XP and use up raw materials costing half of this price (see individual construct monster entries for details).
A creature with this feat can repair constructs that have taken damage. In one day of work, the creature can repair up to 20 points of damage by expending 50 gp per point of damage repaired.
A newly created construct has average hit points for its Hit Dice.

EMPOWER SPELL-LIKE ABILITY [GENERAL]
Prerequisite: Spell-like ability at caster level 6th or higher.
Benefit: Choose one of the creature’s spell-like abilities, subject to the restrictions below. The creature can use that ability as an empowered spell-like ability three times per day (or less, if the ability is normally usable only once or twice per day).
When a creature uses an empowered spell-like ability, all variable, numeric effects of the spell-like ability are increased by one half. Saving throws and opposed rolls are not affected. Spell-like abilities without random variables are not affected.
The creature can only select a spell-like ability duplicating a spell with a level less than or equal to half its caster level (round down) –2. For a summary, see the table in the description of the Quicken Spell-Like Ability feat.
Special: This feat can be taken multiple times. Each time it is taken, the creature can apply it to a different one of its spell-like abilities.

FLYBY ATTACK [GENERAL]
Prerequisite: Fly speed.
Benefit: When flying, the creature can take a move action (including a dive) 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 [GENERAL]
Prerequisite: Fly speed.
Benefit: When flying, the creature can halt its forward motion and hover in place as a move action. It can then fly in any direction, including straight down or straight up, at half speed, regardless of its maneuverability.
If a creature begins its turn hovering, it can hover in place for the turn and take a full-round action. A hovering creature cannot make wing attacks, but it can attack with all other limbs and appendages it could use in a full attack. The creature can instead use a breath weapon or cast a spell instead of making physical attacks, if it could normally do so.
If a creature of Large size or larger hovers within 20 feet of the ground in an area with lots of loose debris, the draft from its wings creates a hemispherical cloud with a radius of 60 feet. The winds so generated can snuff torches, small campfires, exposed lanterns, and other small, open flames of non-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).
Those caught in the cloud must succeed on a Concentration check (DC 10 + 1/2 creature’s HD) to cast a spell.
Normal: Without this feat, a creature must keep moving while flying unless it has perfect maneuverability.

IMPROVED NATURAL ARMOR [GENERAL]
Prerequisites: Natural armor, Con 13.
Benefit: The creature’s natural armor bonus increases by 1.
Special: A creature can gain this feat multiple times. Each time the creature takes the feat its natural armor bonus increases by another point.

IMPROVED NATURAL ATTACK [GENERAL]
Prerequisite: Natural weapon, base attack bonus +4.
Benefit: Choose one of the creature’s natural attack forms. The damage for this natural weapon increases by one step, as if the creature’s size had increased by one category: 1d2, 1d3, 1d4, 1d6, 1d8, 2d6, 3d6, 4d6, 6d6, 8d6, 12d6.
A weapon or attack that deals 1d10 points of damage increases as follows: 1d10, 2d8, 3d8, 4d8, 6d8, 8d8, 12d8.
Special: You can take this feat multiple times, but each time it applies to a different natural attack.

MULTIATTACK [GENERAL]
Prerequisite: Three or more natural attacks.
Benefit: 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.

MULTIWEAPON FIGHTING [GENERAL]
Prerequisites: Dex 13, three or more hands.
Benefit: Penalties for fighting with multiple weapons are reduced by 2 with the primary hand and reduced by 6 with off hands.
Normal: A creature without this feat takes a –6 penalty on attacks made with its primary hand and a –10 penalty on attacks made with its off hands. (It has one primary hand, and all the others are off hands.) See Two-Weapon Fighting.
Special: This feat replaces the Two-Weapon Fighting feat for creatures with more than two arms.

QUICKEN SPELL-LIKE ABILITY [GENERAL]
Prerequisite: Spell-like ability at caster level 10th or higher.
Benefit: Choose one of the creature’s spell-like abilities, subject to the restrictions described below. The creature can use that ability as a quickened spell-like ability three times per day (or less, if the ability is normally usable only once or twice per day).
Using a quickened spell-like ability is a free action that does not provoke an attack of opportunity. The creature can perform another action—including the use of another spell-like ability—in the same round that it uses a quickened spell-like ability. The creature may use only one quickened spell-like ability per round.
The creature can only select a spell-like ability duplicating a spell with a level less than or equal to half its caster level (round down) –4. For a summary, see the table below.
In addition, a spell-like ability that duplicates a spell with a casting time greater than 1 full round cannot be quickened.
Normal: Normally the use of a spell-like ability requires a standard action and provokes an attack of opportunity unless noted otherwise.
Special: This feat can be taken multiple times. Each time it is taken, the creature can apply it to a different one of its spell-like abilities.

Empower and Quicken Spell-Like Ability
Spell Level | Caster Level to Empower | Caster Level to Quicken
0 | 4th | 8th
1st | 6th | 10th
2nd | 8th | 12th
3rd | 10th | 14th
4th | 12th | 16th
5th | 14th | 18th
6th | 16th | 20th
7th | 18th | —
8th | 20th | —
9th | — | —

SNATCH [GENERAL]
Prerequisite: Size Huge or larger.
Benefits: The creature can choose to start a grapple when it hits with a claw or bite attack, as though it had the improved grab special attack. If the creature gets a hold on a creature three or more sizes smaller, it squeezes each round for automatic bite or claw damage. A snatched opponent held in the creature’s mouth is not allowed a Reflex save against the creature’s breath weapon, if it has one.
The creature can drop a creature it has snatched as a free action or use a standard action to fling it aside. A flung creature travels 1d6 x 10 feet, and takes 1d6 points of damage per 10 feet traveled. If the creature flings a snatched opponent while flying, the opponent takes this amount or falling damage, whichever is greater.

WINGOVER [GENERAL]
Prerequisite: Fly speed.
Benefits: A flying creature with this feat can change direction quickly once each round as a free action. This feat allows it to turn up to 180 degrees regardless of its maneuverability, in addition to any other turns it is normally allowed. A creature cannot gain altitude during a round when it executes a wingover, but it can dive.
The change of direction consumes 10 feet of flying movement.


Combat I -- Combat Basics, Combat Action, Injure and Healing

COMBAT I (BASICS)

HOW COMBATWORKS

Combat is cyclical; everybody acts in turn in a regular cycle of rounds. Combat follows this sequence:
1. Each combatant starts out flat-footed. Once a combatant acts, he or she is no longer flat-footed.
2. Determine which characters are aware of their opponents at the start of the battle. If some but not all of the combatants are aware of their opponents, a surprise round happens before regular rounds of combat begin. The combatants who are aware of the opponents can act in the surprise round, so they roll for initiative. In initiative order (highest to lowest), combatants who started the battle aware of their opponents each take one action (either a standard action or a move action) during the surprise round. Combatants who were unaware do not get to act in the surprise round. If no one or everyone starts the battle aware, there is no surprise round.
3. Combatants who have not yet rolled initiative do so. All combatants are now ready to begin their first regular round of combat.
4. Combatants act in initiative order (highest to lowest).
5. When everyone has had a turn, the combatant with the highest initiative acts again, and steps 4 and 5 repeat until combat ends.

COMBAT STATISTICS

This section summarizes the statistics that determine success in combat, and then details how to use

ATTACK ROLL
An attack roll represents your attempt to strike your opponent on your turn in a round. When you make an attack roll, you roll a d20 and add your attack bonus. (Other modifiers may also apply to this roll.) If your result equals or beats the target’s Armor Class, you hit and deal damage.
Automatic Misses and Hits: A natural 1 (the d20 comes up 1) on an attack roll is always a miss. A natural 20 (the d20 comes up 20) is always a hit. A natural 20 is also a threat—a possible critical hit.

ATTACK BONUS
Your attack bonus with a melee weapon is:
Base attack bonus + Strength modifier + size modifier
With a ranged weapon, your attack bonus is:
Base attack bonus + Dexterity modifier + size modifier + range penalty

Table: Size Modifiers
Size | Size Modifier | Size | Size Modifier
Colossal | –8 | Small | +1
Gargantuan | –4 | Tiny | +2
Huge | –2 | Diminutive | +4
Large | –1 | Fine | +8
Medium | +0 |  |

DAMAGE
When your attack succeeds, you deal damage. The type of weapon used determines the amount of damage you deal. Effects that modify weapon damage apply to unarmed strikes and the natural physical attack forms of creatures.
Damage reduces a target’s current hit points.
Minimum Damage: If penalties reduce the damage result to less than 1, a hit still deals 1 point of damage.
Strength Bonus: When you hit with a melee or thrown weapon, including a sling, add your Strength modifier to the damage result. A Strength penalty, but not a bonus, applies on attacks made with a bow that is not a composite bow.
Off-Hand Weapon: When you deal damage with a weapon in your off hand, you add only 1/2 your Strength bonus.
Wielding a Weapon Two-Handed: When you deal damage with a weapon that you are wielding two-handed, you add 1-1/2 times your Strength bonus. However, you don’t get this higher Strength bonus when using a light weapon with two hands.
Multiplying Damage: Sometimes you multiply damage by some factor, such as on a critical hit. Roll the damage (with all modifiers) multiple times and total the results. Note: When you multiply damage more than once, each multiplier works off the original, unmultiplied damage.
Exception: Extra damage dice over and above a weapon’s normal damage are never multiplied.
Ability Damage: Certain creatures and magical effects can cause temporary ability damage (a reduction to an ability score).

ARMOR CLASS
Your Armor Class (AC) represents how hard it is for opponents to land a solid, damaging blow on you. It’s the attack roll result that an opponent needs to achieve to hit you. Your AC is equal to the following: 10 + armor bonus + shield bonus + Dexterity modifier + size modifier

Note that armor limits your Dexterity bonus, so if you’re wearing armor, you might not be able to apply your whole Dexterity bonus to your AC.
Sometimes you can’t use your Dexterity bonus (if you have one). If you can’t react to a blow, you can’t use your Dexterity bonus to AC. (If you don’t have a Dexterity bonus, nothing happens.)

Other Modifiers: Many other factors modify your AC.
Enhancement Bonuses: Enhancement effects make your armor better.
Deflection Bonus: Magical deflection effects ward off attacks and improve your AC.
Natural Armor: Natural armor improves your AC.
Dodge Bonuses: Some other AC bonuses represent actively avoiding blows. These bonuses are called dodge bonuses. Any situation that denies you your Dexterity bonus also denies you dodge bonuses. (Wearing armor, however, does not limit these bonuses the way it limits a Dexterity bonus to AC.) Unlike most sorts of bonuses, dodge bonuses stack with each other.
Touch Attacks: Some attacks disregard armor, including shields and natural armor. In these cases, the attacker makes a touch attack roll (either ranged or melee). When you are the target of a touch attack, your AC doesn’t include any armor bonus, shield bonus, or natural armor bonus. All other modifiers, such as your size modifier, Dexterity modifier, and deflection bonus (if any) apply normally.

HIT POINTS
When your hit point total reaches 0, you’re disabled. When it reaches –1, you’re dying. When it gets to –10, you’re dead.

SPEED
Your speed tells you how far you can move in a round and still do something, such as attack or cast a spell. Your speed depends mostly on your race and what armor you’re wearing.
Dwarves, gnomes, and halflings have a speed of 20 feet (4 squares), or 15 feet (3 squares) when wearing medium or heavy armor (except for dwarves, who move 20 feet in any armor).
Humans, elves, half-elves, and half-orcs have a speed of 30 feet (6 squares), or 20 feet (4 squares) in medium or heavy armor.
If you use two move actions in a round (sometimes called a “double move” action), you can move up to double your speed. If you spend the entire round to run all out, you can move up to quadruple your speed (or triple if you are in heavy armor).

SAVING THROWS
Generally, when you are subject to an unusual or magical attack, you get a saving throw to avoid or reduce the effect. Like an attack roll, a saving throw is a d20 roll plus a bonus based on your class, level, and an ability score. Your saving throw modifier is: Base save bonus + ability modifier
Saving Throw Types: The three different kinds of saving throws are Fortitude, Reflex, and Will:
Fortitude: These saves measure your ability to stand up to physical punishment or attacks against your vitality and health. Apply your Constitution modifier to your Fortitude saving throws.
Reflex: These saves test your ability to dodge area attacks. Apply your Dexterity modifier to your Reflex saving throws.
Will: These saves reflect your resistance to mental influence as well as many magical effects. Apply your Wisdom modifier to your Will saving throws.
Saving Throw Difficulty Class: The DC for a save is determined by the attack itself.
Automatic Failures and Successes: A natural 1 (the d20 comes up 1) on a saving throw is always a failure (and may cause damage to exposed items; see Items Surviving after a Saving Throw). A natural 20 (the d20 comes up 20) is always a success.

INITIATIVE
Initiative Checks: At the start of a battle, each combatant makes an initiative check. An initiative check is a Dexterity check. Each character applies his or her Dexterity modifier to the roll. Characters act in order, counting down from highest result to lowest. In every round that follows, the characters act in the same order (unless a character takes an action that results in his or her initiative changing; see Special Initiative Actions).
If two or more combatants have the same initiative check result, the combatants who are tied act in order of total initiative modifier (highest first). If there is still a tie, the tied characters should roll again to determine which one of them goes before the other.
Flat-Footed: At the start of a battle, before you have had a chance to act (specifically, before your first regular turn in the initiative order), you are flat-footed. You can’t use your Dexterity bonus to AC (if any) while flat-footed. Barbarians and rogues have the uncanny dodge extraordinary ability, which allows them to avoid losing their Dexterity bonus to AC due to being flat-footed.
A flat-footed character can’t make attacks of opportunity.
Inaction: Even if you can’t take actions, you retain your initiative score for the duration of the encounter.

Surprise
When a combat starts, if you are not aware of your opponents and they are aware of you, you’re surprised.

Determining Awareness
Sometimes all the combatants on a side are aware of their opponents, sometimes none are, and sometimes only some of them are. Sometimes a few combatants on each side are aware and the other combatants on each side are unaware.
Determining awareness may call for Listen checks, Spot checks, or other checks.
The Surprise Round: If some but not all of the combatants are aware of their opponents, a surprise round happens before regular rounds begin. Any combatants aware of the opponents can act in the surprise round, so they roll for initiative. In initiative order (highest to lowest), combatants who started the battle aware of their opponents each take a standard action during the surprise round. You can also take free actions during the surprise round. If no one or everyone is surprised, no surprise round occurs.
Unaware Combatants: Combatants who are unaware at the start of battle don’t get to act in the surprise round. Unaware combatants are flat-footed because they have not acted yet, so they lose any Dexterity bonus to AC.

ATTACKS OF OPPORTUNITY

Sometimes a combatant in a melee lets her guard down. In this case, combatants near her can take advantage of her lapse in defense to attack her for free. These free attacks are called attacks of opportunity.
Threatened Squares: You threaten all squares into which you can make a melee attack, even when it is not your action. Generally, that means everything in all squares adjacent to your space (including diagonally). An enemy that takes certain actions while in a threatened square provokes an attack of opportunity from you. If you’re unarmed, you don’t normally threaten any squares and thus can’t make attacks of opportunity.
Reach Weapons: Most creatures of Medium or smaller size have a reach of only 5 feet. This means that they can make melee attacks only against creatures up to 5 feet (1 square) away. However, Small and Medium creatures wielding reach weapons threaten more squares than a typical creature. In addition, most creatures larger than Medium have a natural reach of 10 feet or more.
Provoking an Attack of Opportunity: Two kinds of actions can provoke attacks of opportunity: moving out of a threatened square and performing an action within a threatened square.
Moving: Moving out of a threatened square usually provokes an attack of opportunity from the threatening opponent. There are two common methods of avoiding such an attack—the 5-foot-step and the withdraw action (see below).
Performing a Distracting Act: Some actions, when performed in a threatened square, provoke attacks of opportunity as you divert your attention from the battle. Table: Actions in Combat notes many of the actions that provoke attacks of opportunity.
Remember that even actions that normally provoke attacks of opportunity may have exceptions to this rule.
Making an Attack of Opportunity: An attack of opportunity is a single melee attack, and you can only make one per round. You don’t have to make an attack of opportunity if you don’t want to.
An experienced character gets additional regular melee attacks (by using the full attack action), but at a lower attack bonus. You make your attack of opportunity, however, at your normal attack bonus—even if you’ve already attacked in the round.
An attack of opportunity “interrupts” the normal flow of actions in the round. If an attack of opportunity is provoked, immediately resolve the attack of opportunity, then continue with the next character’s turn (or complete the current turn, if the attack of opportunity was provoked in the midst of a character’s turn).
Combat Reflexes and Additional Attacks of Opportunity: If you have the Combat Reflexes feat you can add your Dexterity modifier to the number of attacks of opportunity you can make in a round. This feat does not let you make more than one attack for a given opportunity, but if the same opponent provokes two attacks of opportunity from you, you could make two separate attacks of opportunity (since each one represents a different opportunity). Moving out of more than one square threatened by the same opponent in the same round doesn’t count as more than one opportunity for that opponent. All these attacks are at your full normal attack bonus.

ACTIONS IN COMBAT

THE COMBAT ROUND
Each round represents 6 seconds in the game world. A round presents an opportunity for each character involved in a combat situation to take an action.
Each round’s activity begins with the character with the highest initiative result and then proceeds, in order, from there. Each round of a combat uses the same initiative order. When a character’s turn comes up in the initiative sequence, that character performs his entire round’s worth of actions. (For exceptions, see Attacks of Opportunity and Special Initiative Actions.)
For almost all purposes, there is no relevance to the end of a round or the beginning of a round. A round can be a segment of game time starting with the first character to act and ending with the last, but it usually means a span of time from one round to the same initiative count in the next round. Effects that last a certain number of rounds end just before the same initiative count that they began on.

ACTION TYPES
An action’s type essentially tells you how long the action takes to perform (within the framework of the 6-second combat round) and how movement is treated. There are four types of actions: standard actions, move actions, full-round actions, and free actions.
In a normal round, you can perform a standard action and a move action, or you can perform a full-round action. You can also perform one or more free actions. You can always take a move action in place of a standard action.
In some situations (such as in a surprise round), you may be limited to taking only a single move action or standard action.
Standard Action: A standard action allows you to do something, most commonly make an attack or cast a spell. See Table: Actions in Combat for other standard actions.
Move Action: A move action allows you to move your speed or perform an action that takes a similar amount of time. See Table: Actions in Combat.
You can take a move action in place of a standard action. If you move no actual distance in a round (commonly because you have swapped your move for one or more equivalent actions), you can take one 5-foot step either before, during, or after the action.
Full-Round Action: A full-round action consumes all your effort during a round. The only movement you can take during a full-round action is a 5-foot step before, during, or after the action. You can also perform free actions (see below).
Some full-round actions do not allow you to take a 5-foot step.
Some full-round actions can be taken as standard actions, but only in situations when you are limited to performing only a standard action during your round. The descriptions of specific actions, below, detail which actions allow this option.
Free Action: Free actions consume a very small amount of time and effort. You can perform one or more free actions while taking another action normally. However, there are reasonable limits on what you can really do for free.
Not an Action: Some activities are so minor that they are not even considered free actions. They literally don’t take any time at all to do and are considered an inherent part of doing something else.
Restricted Activity: In some situations, you may be unable to take a full round’s worth of actions. In such cases, you are restricted to taking only a single standard action or a single move action (plus free actions as normal). You can’t take a full-round action (though you can start or complete a full-round action by using a standard action; see below).

Table: Actions in Combat
Standard Action
Attack of Opportunity1
Attack (melee)
No
Attack (ranged)
Yes
Attack (unarmed)
Yes
Activate a magic item other than a potion or oil
No
Aid another
Maybe2
Bull rush
Yes
Cast a spell (1 standard action casting time)
Yes
Concentrate to maintain an active spell
No
Dismiss a spell
No
Draw a hidden weapon (see Sleight of Hand skill)
No
Drink a potion or apply an oil
Yes
Escape a grapple
No
Feint
No
Light a torch with a tindertwig
Yes
Lower spell resistance
No
Make a dying friend stable (see Heal skill)
Yes
Overrun
No
Read a scroll
Yes
Ready (triggers a standard action)
No
Sunder a weapon (attack)
Yes
Sunder an object (attack)
Maybe3
Total defense
No
Turn or rebuke undead
No
Use extraordinary ability
No
Use skill that takes 1 action
Usually
Use spell-like ability
Yes
Use supernatural ability
No
Move Action
Attack of Opportunity1
Move
Yes
Control a frightened mount
Yes
Direct or redirect an active spell
No
Draw a weapon4
No
Load a hand crossbow or light crossbow
Yes
Open or close a door
No
Mount a horse or dismount
No
Move a heavy object
Yes
Pick up an item
Yes
Sheathe a weapon
Yes
Stand up from prone
Yes
Ready or loose a shield4
No
Retrieve a stored item
Yes
Full-Round Action
Attack of Opportunity1
Full attack
No
Charge5
No
Deliver coup de grace
Yes
Escape from a net
Yes
Extinguish flames
No
Light a torch
Yes
Load a heavy or repeating crossbow
Yes
Lock or unlock weapon in locked gauntlet
Yes
Prepare to throw splash weapon
Yes
Run
Yes
Use skill that takes 1 round
Usually
Use touch spell on up to six friends
Yes
Withdraw5
No
Free Action
Attack of Opportunity1
Cast a quickened spell
No
Cease concentration on a spell
No
Drop an item
No
Drop to the floor
No
Prepare spell components to cast a spell6
No
Speak
No
No Action
Attack of Opportunity1
Delay
No
5-foot step
No

Action Type Varies
Disarm7
Yes
Grapple7
Yes
Trip an opponent7
Yes
Use feat8
Varies
1 Regardless of the action, if you move out of a threatened square, you usually provoke an attack of opportunity. This column indicates whether the action itself, not moving, provokes an attack of opportunity.
2 If you aid someone performing an action that would normally provoke an attack of opportunity, then the act of aiding another provokes an attack of opportunity as well.
3 If the object is being held, carried, or worn by a creature, yes. If not, no.
4 If you have a base attack bonus of +1 or higher, you can combine one of these actions with a regular move. If you have the Two- Weapon Fighting feat, you can draw two light or one-handed weapons in the time it would normally take you to draw one.
5 May be taken as a standard action if you are limited to taking only a single action in a round.
6 Unless the component is an extremely large or awkward item.
7 These attack forms substitute for a melee attack, not an action. As melee attacks, they can be used once in an attack or charge action, one or more times in a full attack action, or even as an attack of opportunity.
8 The description of a feat defines its effect.

STANDARD ACTIONS

Attack

Making an attack is a standard action.
Melee Attacks: With a normal melee weapon, you can strike any opponent within 5 feet. (Opponents within 5 feet are considered adjacent to you.) Some melee weapons have reach, as indicated in their descriptions. With a typical reach weapon, you can strike opponents 10 feet away, but you can’t strike adjacent foes (those within 5 feet).
Unarmed Attacks: Striking for damage with punches, kicks, and head butts is much like attacking with a melee weapon, except for the following:
Attacks of Opportunity: Attacking unarmed provokes an attack of opportunity from the character you attack, provided she is armed. The attack of opportunity comes before your attack. An unarmed attack does not provoke attacks of opportunity from other foes nor does it provoke an attack of opportunity from an unarmed foe.
An unarmed character can’t take attacks of opportunity (but see “Armed” Unarmed Attacks, below).
“Armed” Unarmed Attacks: Sometimes a character’s or creature’s unarmed attack counts as an armed attack. A monk, a character with the Improved Unarmed Strike feat, a spellcaster delivering a touch attack spell, and a creature with natural physical weapons all count as being armed.
Note that being armed counts for both offense and defense (the character can make attacks of opportunity)
Unarmed Strike Damage: An unarmed strike from a Medium character deals 1d3 points of damage (plus your Strength modifier, as normal). A Small character’s unarmed strike deals 1d2 points of damage, while a Large character’s unarmed strike deals 1d4 points of damage. All damage from unarmed strikes is nonlethal damage. Unarmed strikes count as light weapons (for purposes of two-weapon attack penalties and so on).
Dealing Lethal Damage: You can specify that your unarmed strike will deal lethal damage before you make your attack roll, but you take a –4 penalty on your attack roll. If you have the Improved Unarmed Strike feat, you can deal lethal damage with an unarmed strike without taking a penalty on the attack roll.
Ranged Attacks: With a ranged weapon, you can shoot or throw at any target that is within the weapon’s maximum range and in line of sight. The maximum range for a thrown weapon is five range increments. For projectile weapons, it is ten range increments. Some ranged weapons have shorter maximum ranges, as specified in their descriptions.
Attack Rolls: An attack roll represents your attempts to strike your opponent.
Your attack roll is 1d20 + your attack bonus with the weapon you’re using. If the result is at least as high as the target’s AC, you hit and deal damage.
Automatic Misses and Hits: A natural 1 (the d20 comes up 1) on the attack roll is always a miss. A natural 20 (the d20 comes up 20) is always a hit. A natural 20 is also a threat—a possible critical hit.
Damage Rolls: If the attack roll result equals or exceeds the target’s AC, the attack hits and you deal damage. Roll the appropriate damage for your weapon. Damage is deducted from the target’s current hit points.
Multiple Attacks: A character who can make more than one attack per round must use the full attack action (see Full-Round Actions, below) in order to get more than one attack.
Shooting or Throwing into a Melee: If you shoot or throw a ranged weapon at a target engaged in melee with a friendly character, you take a –4 penalty on your attack roll. Two characters are engaged in melee if they are enemies of each other and either threatens the other. (An unconscious or otherwise immobilized character is not considered engaged unless he is actually being attacked.)
If your target (or the part of your target you’re aiming at, if it’s a big target) is at least 10 feet away from the nearest friendly character, you can avoid the –4 penalty, even if the creature you’re aiming at is engaged in melee with a friendly character.
Precise Shot: If you have the Precise Shot feat you don’t take this penalty.
Fighting Defensively as a Standard Action: You can choose to fight defensively when attacking. If you do so, you take a –4 penalty on all attacks in a round to gain a +2 dodge bonus to AC for the same round.
Critical Hits: When you make an attack roll and get a natural 20 (the d20 shows 20), you hit regardless of your target’s Armor Class, and you have scored a threat. The hit might be a critical hit (or “crit”). To find out if it’s a critical hit, you immediately make a critical roll—another attack roll with all the same modifiers as the attack roll you just made. If the critical roll also results in a hit against the target’s AC, your original hit is a critical hit. (The critical roll just needs to hit to give you a crit. It doesn’t need to come up 20 again.) If the critical roll is a miss, then your hit is just a regular hit.
A critical hit means that you roll your damage more than once, with all your usual bonuses, and add the rolls together. Unless otherwise specified, the threat range for a critical hit on an attack roll is 20, and the multiplier is x2.
Exception: Extra damage over and above a weapon’s normal damage is not multiplied when you score a critical hit.
Increased Threat Range: Sometimes your threat range is greater than 20. That is, you can score a threat on a lower number. In such cases, a roll of lower than 20 is not an automatic hit. Any attack roll that doesn’t result in a hit is not a threat.
Increased Critical Multiplier: Some weapons deal better than double damage on a critical hit.
Spells and Critical Hits: A spell that requires an attack roll can score a critical hit. A spell attack that requires no attack roll cannot score a critical hit.

Cast a Spell

Most spells require 1 standard action to cast. You can cast such a spell either before or after you take a move action.
Note: You retain your Dexterity bonus to AC while casting.
Spell Components: To cast a spell with a verbal (V) component, your character must speak in a firm voice. If you’re gagged or in the area of a silence spell, you can’t cast such a spell. A spellcaster who has been deafened has a 20% chance to spoil any spell he tries to cast if that spell has a verbal component.
To cast a spell with a somatic (S) component, you must gesture freely with at least one hand. You can’t cast a spell of this type while bound, grappling, or with both your hands full or occupied.
To cast a spell with a material (M), focus (F), or divine focus (DF) component, you have to have the proper materials, as described by the spell. Unless these materials are elaborate preparing these materials is a free action. For material components and focuses whose costs are not listed, you can assume that you have them if you have your spell component pouch.
Some spells have an experience point (XP) component and entail an experience point cost to you. No spell can restore the lost XP. You cannot spend so much XP that you lose a level, so you cannot cast the spell unless you have enough XP to spare. However, you may, on gaining enough XP to achieve a new level, immediately spend the XP on casting the spell rather than keeping it to advance a level. The XP are expended when you cast the spell, whether or not the casting succeeds.
Concentration: You must concentrate to cast a spell. If you can’t concentrate you can’t cast a spell. If you start casting a spell but something interferes with your concentration you must make a Concentration check or lose the spell. The check’s DC depends on what is threatening your concentration (see the Concentration skill). If you fail, the spell fizzles with no effect. If you prepare spells, it is lost from preparation. If you cast at will, it counts against your daily limit of spells even though you did not cast it successfully.
Concentrating to Maintain a Spell: Some spells require continued concentration to keep them going. Concentrating to maintain a spell is a standard action that doesn’t provoke an attack of opportunity. Anything that could break your concentration when casting a spell can keep you from concentrating to maintain a spell. If your concentration breaks, the spell ends.
Casting Time: Most spells have a casting time of 1 standard action. A spell cast in this manner immediately takes effect.
Attacks of Opportunity: Generally, if you cast a spell, you provoke attacks of opportunity from threatening enemies. If you take damage from an attack of opportunity, you must make a Concentration check (DC 10 + points of damage taken + spell level) or lose the spell. Spells that require only a free action to cast don’t provoke attacks of opportunity.
Casting on the Defensive: Casting a spell while on the defensive does not provoke an attack of opportunity. It does, however, require a Concentration check (DC 15 + spell level) to pull off. Failure means that you lose the spell.
Touch Spells in Combat: Many spells have a range of touch. To use these spells, you cast the spell and then touch the subject, either in the same round or any time later. In the same round that you cast the spell, you may also touch (or attempt to touch) the target. You may take your move before casting the spell, after touching the target, or between casting the spell and touching the target. You can automatically touch one friend or use the spell on yourself, but to touch an opponent, you must succeed on an attack roll.
Touch Attacks: Touching an opponent with a touch spell is considered to be an armed attack and therefore does not provoke attacks of opportunity. However, the act of casting a spell does provoke an attack of opportunity. Touch attacks come in two types: melee touch attacks and ranged touch attacks. You can score critical hits with either type of attack. Your opponent’s AC against a touch attack does not include any armor bonus, shield bonus, or natural armor bonus. His size modifier, Dexterity modifier, and deflection bonus (if any) all apply normally.
Holding the Charge: If you don’t discharge the spell in the round when you cast the spell, you can hold the discharge of the spell (hold the charge) indefinitely. You can continue to make touch attacks round after round. You can touch one friend as a standard action or up to six friends as a full-round action. If you touch anything or anyone while holding a charge, even unintentionally, the spell discharges. If you cast another spell, the touch spell dissipates. Alternatively, you may make a normal unarmed attack (or an attack with a natural weapon) while holding a charge. In this case, you aren’t considered armed and you provoke attacks of opportunity as normal for the attack. (If your unarmed attack or natural weapon attack doesn’t provoke attacks of opportunity, neither does this attack.) If the attack hits, you deal normal damage for your unarmed attack or natural weapon and the spell discharges. If the attack misses, you are still holding the charge.
Dismiss a Spell: Dismissing an active spell is a standard action that doesn’t provoke attacks of opportunity.

Activate Magic Item

Many magic items don’t need to be activated. However, certain magic items need to be activated, especially potions, scrolls, wands, rods, and staffs. Activating a magic item is a standard action (unless the item description indicates otherwise).
Spell Completion Items: Activating a spell completion item is the equivalent of casting a spell. It requires concentration and provokes attacks of opportunity. You lose the spell if your concentration is broken, and you can attempt to activate the item while on the defensive, as with casting a spell.
Spell Trigger, Command Word, or Use-Activated Items: Activating any of these kinds of items does not require concentration and does not provoke attacks of opportunity.

Use Special Ability

Using a special ability is usually a standard action, but whether it is a standard action, a full-round action, or not an action at all is defined by the ability.
Spell-Like Abilities: Using a spell-like ability works like casting a spell in that it requires concentration and provokes attacks of opportunity. Spell-like abilities can be disrupted. If your concentration is broken, the attempt to use the ability fails, but the attempt counts as if you had used the ability. The casting time of a spell-like ability is 1 standard action, unless the ability description notes otherwise.
Using a Spell-Like Ability on the Defensive: You may attempt to use a spell-like ability on the defensive, just as with casting a spell. If the Concentration check (DC 15 + spell level) fails, you can’t use the ability, but the attempt counts as if you had used the ability.
Supernatural Abilities: Using a supernatural ability is usually a standard action (unless defined otherwise by the ability’s description). Its use cannot be disrupted, does not require concentration, and does not provoke attacks of opportunity.
Extraordinary Abilities: Using an extraordinary ability is usually not an action because most extraordinary abilities automatically happen in a reactive fashion. Those extraordinary abilities that are actions are usually standard actions that cannot be disrupted, do not require concentration, and do not provoke attacks of opportunity.

Total Defense

You can defend yourself as a standard action. You get a +4 dodge bonus to your AC for 1 round. Your AC improves at the start of this action. You can’t combine total defense with fighting defensively or with the benefit of the Combat Expertise feat (since both of those require you to declare an attack or full attack). You can’t make attacks of opportunity while using total defense.

Start/Complete Full-Round Action

The “start full-round action” standard action lets you start undertaking a full-round action, which you can complete in the following round by using another standard action. You can’t use this action to start or complete a full attack, charge, run, or withdraw.

MOVE ACTIONS
With the exception of specific movement-related skills, most move actions don’t require a check.

Move

The simplest move action is moving your speed. If you take this kind of move action during your turn, you can’t also take a 5-foot step.
Many nonstandard modes of movement are covered under this category, including climbing (up to one-quarter of your speed) and swimming (up to one-quarter of your speed).
Accelerated Climbing: You can climb one-half your speed as a move action by accepting a –5 penalty on your Climb check.
Crawling: You can crawl 5 feet as a move action. Crawling incurs attacks of opportunity from any attackers who threaten you at any point of your crawl.

Draw or Sheathe a Weapon

Drawing a weapon so that you can use it in combat, or putting it away so that you have a free hand, requires a move action. This action also applies to weapon-like objects carried in easy reach, such as wands. If your weapon or weapon-like object is stored in a pack or otherwise out of easy reach, treat this action as retrieving a stored item.
If you have a base attack bonus of +1 or higher, you may draw a weapon as a free action combined with a regular move. If you have the Two-Weapon Fighting feat, you can draw two light or one-handed weapons in the time it would normally take you to draw one.
Drawing ammunition for use with a ranged weapon (such as arrows, bolts, sling bullets, or shuriken) is a free action.

Ready or Loose a Shield

Strapping a shield to your arm to gain its shield bonus to your AC, or unstrapping and dropping a shield so you can use your shield hand for another purpose, requires a move action. If you have a base attack bonus of +1 or higher, you can ready or loose a shield as a free action combined with a regular move.
Dropping a carried (but not worn) shield is a free action.

Manipulate an Item

In most cases, moving or manipulating an item is a move action.
This includes retrieving or putting away a stored item, picking up an item, moving a heavy object, and opening a door. Examples of this kind of action, along with whether they incur an attack of opportunity, are given in Table: Actions in Combat.

Direct or Redirect a Spell

Some spells allow you to redirect the effect to new targets or areas after you cast the spell. Redirecting a spell requires a move action and does not provoke attacks of opportunity or require concentration.

Stand Up

Standing up from a prone position requires a move action and provokes attacks of opportunity.

Mount/Dismount a Steed

Mounting or dismounting from a steed requires a move action.
Fast Mount or Dismount: You can mount or dismount as a free action with a DC 20 Ride check (your armor check penalty, if any, applies to this check). If you fail the check, mounting or dismounting is a move action instead. (You can’t attempt a fast mount or fast dismount unless you can perform the mount or dismount as a move action in the current round.)

FULL-ROUND ACTIONS
A full-round action requires an entire round to complete. Thus, it can’t be coupled with a standard or a move action, though if it does not involve moving any distance, you can take a 5-foot step.

Full Attack

If you get more than one attack per round because your base attack bonus is high enough, because you fight with two weapons or a double weapon or for some special reason you must use a full-round action to get your additional attacks. You do not need to specify the targets of your attacks ahead of time. You can see how the earlier attacks turn out before assigning the later ones.
The only movement you can take during a full attack is a 5-foot step. You may take the step before, after, or between your attacks.
If you get multiple attacks because your base attack bonus is high enough, you must make the attacks in order from highest bonus to lowest. If you are using two weapons, you can strike with either weapon first. If you are using a double weapon, you can strike with either part of the weapon first.
Deciding between an Attack or a Full Attack: After your first attack, you can decide to take a move action instead of making your remaining attacks, depending on how the first attack turns out. If you’ve already taken a 5-foot step, you can’t use your move action to move any distance, but you could still use a different kind of move action.
Fighting Defensively as a Full-Round Action: You can choose to fight defensively when taking a full attack action. If you do so, you take a –4 penalty on all attacks in a round to gain a +2 dodge bonus to AC for the same round.
Cleave: The extra attack granted by the Cleave feat or Great Cleave feat can be taken whenever they apply. This is an exception to the normal limit to the number of attacks you can take when not using a full attack action.

Cast a Spell

A spell that takes 1 round to cast is a full-round action. It comes into effect just before the beginning of your turn in the round after you began casting the spell. You then act normally after the spell is completed.
A spell that takes 1 minute to cast comes into effect just before your turn 1 minute later (and for each of those 10 rounds, you are casting a spell as a full-round action). These actions must be consecutive and uninterrupted, or the spell automatically fails.
When you begin a spell that takes 1 round or longer to cast, you must continue the invocations, gestures, and concentration from one round to just before your turn in the next round (at least). If you lose concentration after starting the spell and before it is complete, you lose the spell.
You only provoke attacks of opportunity when you begin casting a spell, even though you might continue casting for at least one full round. While casting a spell, you don’t threaten any squares around you.
This action is otherwise identical to the cast a spell action described under Standard Actions.
Casting a Metamagic Spell: Sorcerers and bards must take more time to cast a metamagic spell (one enhanced by a metamagic feat) than a regular spell. If a spell’s normal casting time is 1 standard action, casting a metamagic version of the spell is a full-round action for a sorcerer or bard. Note that this isn’t the same as a spell with a 1-round casting time—the spell takes effect in the same round that you begin casting, and you aren’t required to continue the invocations, gestures, and concentration until your next turn. For spells with a longer casting time, it takes an extra full-round action to cast the metamagic spell.
Clerics must take more time to spontaneously cast a metamagic version of a cure or inflict spell. Spontaneously casting a metamagic version of a spell with a casting time of 1 standard action is a full-round action, and spells with longer casting times take an extra full-round action to cast.

Use Special Ability

Using a special ability is usually a standard action, but some may be full-round actions, as defined by the ability.

Withdraw

Withdrawing from melee combat is a full-round action. When you withdraw, you can move up to double your speed. The square you start out in is not considered threatened by any opponent you can see, and therefore visible enemies do not get attacks of opportunity against you when you move from that square. (Invisible enemies still get attacks of opportunity against you, and you can’t withdraw from combat if you’re blinded.) You can’t take a 5-foot step during the same round in which you withdraw.
If, during the process of withdrawing, you move out of a threatened square (other than the one you started in), enemies get attacks of opportunity as normal.
You may not withdraw using a form of movement for which you don’t have a listed speed.
Note that despite the name of this action, you don’t actually have to leave combat entirely.
Restricted Withdraw: If you are limited to taking only a standard action each round you can withdraw as a standard action. In this case, you may move up to your speed (rather than up to double your speed).

Run

You can run as a full-round action. (If you do, you do not also get a 5-foot step.) When you run, you can move up to four times your speed in a straight line (or three times your speed if you’re in heavy armor). You lose any Dexterity bonus to AC unless you have the Run feat
You can run for a number of rounds equal to your Constitution score, but after that you must make a DC 10 Constitution check to continue running. You must check again each round in which you continue to run, and the DC of this check increases by 1 for each check you have made. When you fail this check, you must stop running. A character who has run to his limit must rest for 1 minute (10 rounds) before running again. During a rest period, a character can move no faster than a normal move action.
You can’t run across difficult terrain or if you can’t see where you’re going.
A run represents a speed of about 12 miles per hour for an unencumbered human.

Move 5 Feet through Difficult Terrain

In some situations, your movement may be so hampered that you don’t have sufficient speed even to move 5 feet (a single square). In such a case, you may spend a full-round action to move 5 feet (1 square) in any direction, even diagonally. Even though this looks like a 5-foot step, it’s not, and thus it provokes attacks of opportunity normally.

FREE ACTIONS
Free actions don’t take any time at all, though there may be limits to the number of free actions you can perform in a turn. Free actions rarely incur attacks of opportunity. Some common free actions are described below.

Drop an Item

Dropping an item in your space or into an adjacent square is a free action.

Drop Prone

Dropping to a prone position in your space is a free action.

Speak

In general, speaking is a free action that you can perform even when it isn’t your turn. Speaking more than few sentences is generally beyond the limit of a free action.

Cease Concentration on Spell

You can stop concentrating on an active spell as a free action.

Cast a Quickened Spell

You can cast a quickened spell (see the Quicken Spell feat) or any spell whose casting time is designated as a free action as a free action. Only one such spell can be cast in any round, and such spells don’t count toward your normal limit of one spell per round. Casting a spell with a casting time of a free action doesn’t incur an attack of opportunity.

MISCELLANEOUS ACTIONS

Take 5-Foot Step

You can move 5 feet in any round when you don’t perform any other kind of movement. Taking this 5-foot step never provokes an attack of opportunity. You can’t take more than one 5-foot step in a round, and you can’t take a 5-foot step in the same round when you move any distance.
You can take a 5-foot step before, during, or after your other actions in the round.
You can only take a 5-foot-step if your movement isn’t hampered by difficult terrain or darkness. Any creature with a speed of 5 feet or less can’t take a 5-foot step, since moving even 5 feet requires a move action for such a slow creature.
You may not take a 5-foot step using a form of movement for which you do not have a listed speed.

Use Feat

Certain feats let you take special actions in combat. Other feats do not require actions themselves, but they give you a bonus when attempting something you can already do. Some feats are not meant to be used within the framework of combat. The individual feat descriptions tell you what you need to know about them.

Use Skill

Most skill uses are standard actions, but some might be move actions, full-round actions, free actions, or something else entirely.
The individual skill descriptions tell you what sorts of actions are required to perform skills.

INJURY AND DEATH

Your hit points measure how hard you are to kill. No matter how many hit points you lose, your character isn’t hindered in any way until your hit points drop to 0 or lower.

LOSS OF HIT POINTS
The most common way that your character gets hurt is to take lethal damage and lose hit points
What Hit Points Represent: Hit points mean two things in the game world: the ability to take physical punishment and keep going, and the ability to turn a serious blow into a less serious one.
Effects of Hit Point Damage: Damage doesn’t slow you down until your current hit points reach 0 or lower. At 0 hit points, you’re disabled.
At from –1 to –9 hit points, you’re dying.
At –10 or lower, you’re dead.
Massive Damage: If you ever sustain a single attack deals 50 points of damage or more and it doesn’t kill you outright, you must make a DC 15 Fortitude save. If this saving throw fails, you die regardless of your current hit points. If you take 50 points of damage or more from multiple attacks, no one of which dealt 50 or more points of damage itself, the massive damage rule does not apply.

DISABLED (0 HIT POINTS)
When your current hit points drop to exactly 0, you’re disabled.
You can only take a single move or standard action each turn (but not both, nor can you take full-round actions). You can take move actions without further injuring yourself, but if you perform any standard action (or any other strenuous action) you take 1 point of damage after the completing the act. Unless your activity increased your hit points, you are now at –1 hit points, and you’re dying.
Healing that raises your hit points above 0 makes you fully functional again, just as if you’d never been reduced to 0 or fewer hit points.
You can also become disabled when recovering from dying. In this case, it’s a step toward recovery, and you can have fewer than 0 hit points (see Stable Characters and Recovery, below).

DYING (–1 TO –9 HIT POINTS)
When your character’s current hit points drop to between –1 and –9 inclusive, he’s dying.
A dying character immediately falls unconscious and can take no actions.
A dying character loses 1 hit point every round. This continues until the character dies or becomes stable (see below).

DEAD (–10 HIT POINTS OR LOWER)
When your character’s current hit points drop to –10 or lower, or if he takes massive damage (see above), he’s dead. A character can also die from taking ability damage or suffering an ability drain that reduces his Constitution to 0.

STABLE CHARACTERS AND RECOVERY
On the next turn after a character is reduced to between –1 and –9 hit points and on all subsequent turns, roll d% to see whether the dying character becomes stable. He has a 10% chance of becoming stable. If he doesn’t, he loses 1 hit point. (A character who’s unconscious or dying can’t use any special action that changes the initiative count on which his action occurs.)
If the character’s hit points drop to –10 or lower, he’s dead.
You can keep a dying character from losing any more hit points and make him stable with a DC 15 Heal check.
If any sort of healing cures the dying character of even 1 point of damage, he stops losing hit points and becomes stable.
Healing that raises the dying character’s hit points to 0 makes him conscious and disabled. Healing that raises his hit points to 1 or more makes him fully functional again, just as if he’d never been reduced to 0 or lower. A spellcaster retains the spellcasting capability she had before dropping below 0 hit points.
A stable character who has been tended by a healer or who has been magically healed eventually regains consciousness and recovers hit points naturally. If the character has no one to tend him, however, his life is still in danger, and he may yet slip away.
Recovering with Help: One hour after a tended, dying character becomes stable, roll d%. He has a 10% chance of becoming conscious, at which point he is disabled (as if he had 0 hit points). If he remains unconscious, he has the same chance to revive and become disabled every hour. Even if unconscious, he recovers hit points naturally. He is back to normal when his hit points rise to 1 or higher.
Recovering without Help: A severely wounded character left alone usually dies. He has a small chance, however, of recovering on his own.
A character who becomes stable on his own (by making the 10% roll while dying) and who has no one to tend to him still loses hit points, just at a slower rate. He has a 10% chance each hour of becoming conscious. Each time he misses his hourly roll to become conscious, he loses 1 hit point. He also does not recover hit points through natural healing.
Even once he becomes conscious and is disabled, an unaided character still does not recover hit points naturally. Instead, each day he has a 10% chance to start recovering hit points naturally (starting with that day); otherwise, he loses 1 hit point.
Once an unaided character starts recovering hit points naturally, he is no longer in danger of naturally losing hit points (even if his current hit point total is negative).

HEALING
After taking damage, you can recover hit points through natural healing or through magical healing. In any case, you can’t regain hit points past your full normal hit point total.
Natural Healing: With a full night’s rest (8 hours of sleep or more), you recover 1 hit point per character level. Any significant interruption during your rest prevents you from healing that night.
If you undergo complete bed rest for an entire day and night, you recover twice your character level in hit points.
Magical Healing: Various abilities and spells can restore hit points.
Healing Limits: You can never recover more hit points than you lost. Magical healing won’t raise your current hit points higher than your full normal hit point total.
Healing Ability Damage: Ability damage is temporary, just as hit point damage is. Ability damage returns at the rate of 1 point per night of rest (8 hours) for each affected ability score. Complete bed rest restores 2 points per day (24 hours) for each affected ability score.

TEMPORARY HIT POINTS
Certain effects give a character temporary hit points. When a character gains temporary hit points, note his current hit point total. When the temporary hit points go away the character’s hit points drop to his current hit point total. If the character’s hit points are below his current hit point total at that time, all the temporary hit points have already been lost and the character’s hit point total does not drop further.
When temporary hit points are lost, they cannot be restored as real hit points can be, even by magic.
Increases in Constitution Score and Current Hit Points: An increase in a character’s Constitution score, even a temporary one, can give her more hit points (an effective hit point increase), but these are not temporary hit points. They can be restored and they are not lost first as temporary hit points are.

NONLETHAL DAMAGE
Dealing Nonlethal Damage: Certain attacks deal nonlethal damage. Other effects, such as heat or being exhausted, also deal nonlethal damage. When you take nonlethal damage, keep a running total of how much you’ve accumulated. Do not deduct the nonlethal damage number from your current hit points. It is not “real” damage. Instead, when your nonlethal damage equals your current hit points, you’re staggered, and when it exceeds your current hit points, you fall unconscious. It doesn’t matter whether the nonlethal damage equals or exceeds your current hit points because the nonlethal damage has gone up or because your current hit points have gone down.
Nonlethal Damage with a Weapon that Deals Lethal Damage: You can use a melee weapon that deals lethal damage to deal nonlethal damage instead, but you take a –4 penalty on your attack roll.
Lethal Damage with a Weapon that Deals Nonlethal Damage: You can use a weapon that deals nonlethal damage, including an unarmed strike, to deal lethal damage instead, but you take a –4 penalty on your attack roll.
Staggered and Unconscious: When your nonlethal damage equals your current hit points, you’re staggered. You can only take a standard action or a move action in each round. You cease being staggered when your current hit points once again exceed your nonlethal damage.
When your nonlethal damage exceeds your current hit points, you fall unconscious. While unconscious, you are helpless.
Spellcasters who fall unconscious retain any spellcasting ability they had before going unconscious.
Healing Nonlethal Damage: You heal nonlethal damage at the rate of 1 hit point per hour per character level.
When a spell or a magical power cures hit point damage, it also removes an equal amount of nonlethal damage.


Combat II -- Movement, Combat Modifier, and Special Combat Action

COMBAT II (MOVEMENT, MODIFIERS, SPECIAL ACTIONS)

MOVEMENT, POSITION, AND DISTANCE

Miniatures are on the 30mm scale—a miniature figure of a six-foot-tall human is approximately 30mm tall. A square on the battle grid is 1 inch across, representing a 5-foot-by-5-foot area.

TACTICAL MOVEMENT

How Far Can Your Character Move?

Your speed is determined by your race and your armor (see Table: Tactical Speed). Your speed while unarmored is your base land speed.
Encumbrance: A character encumbered by carrying a large amount of gear, treasure, or fallen comrades may move slower than normal.
Hampered Movement: Difficult terrain, obstacles, or poor visibility can hamper movement.
Movement in Combat: Generally, you can move your speed in a round and still do something (take a move action and a standard action).
If you do nothing but move (that is, if you use both of your actions in a round to move your speed), you can move double your speed.
If you spend the entire round running, you can move quadruple your speed. If you do something that requires a full round you can only take a 5-foot step.
Bonuses to Speed: A barbarian has a +10 foot bonus to his speed (unless he’s wearing heavy armor). Experienced monks also have higher speed (unless they’re wearing armor of any sort). In addition, many spells and magic items can affect a character’s speed. Always apply any modifiers to a character’s speed before adjusting the character’s speed based on armor or encumbrance, and remember that multiple bonuses of the same type to a character’s speed don’t stack.

Table: Tactical Speed |  |
Race | No Armor or Light Armor | Medium or Heavy Armor
Human, elf, half-elf, half-orc | 30 ft.(6 squares) | 20 ft.(4 squares)
Dwarf | 20 ft.(4 squares) | 20 ft.(4 squares)
Halfling, gnome | 20 ft.(4 squares) | 15 ft.(3 squares)

Measuring Distance

Diagonals: When measuring distance, the first diagonal counts as 1 square, the second counts as 2 squares, the third counts as 1, the fourth as 2, and so on.
You can’t move diagonally past a corner (even by taking a 5-foot step). You can move diagonally past a creature, even an opponent.
You can also move diagonally past other impassable obstacles, such as pits.
Closest Creature: When it’s important to determine the closest square or creature to a location, if two squares or creatures are equally close, randomly determine which one counts as closest by rolling a die.

Moving through a Square

Friend: You can move through a square occupied by a friendly character, unless you are charging. When you move through a square occupied by a friendly character, that character doesn’t provide you with cover.
Opponent: You can’t move through a square occupied by an opponent, unless the opponent is helpless. You can move through a square occupied by a helpless opponent without penalty. (Some creatures, particularly very large ones, may present an obstacle even when helpless. In such cases, each square you move through counts as 2 squares.)
Ending Your Movement: You can’t end your movement in the same square as another creature unless it is helpless.
Overrun: During your movement, you can attempt to move through a square occupied by an opponent.
Tumbling: A trained character can attempt to tumble through a square occupied by an opponent (see the Tumble skill).
Very Small Creature: A Fine, Diminutive, or Tiny creature can move into or through an occupied square. The creature provokes attacks of opportunity when doing so.
Square Occupied by Creature Three Sizes Larger or Smaller: Any creature can move through a square occupied by a creature three size categories larger than it is.
A big creature can move through a square occupied by a creature three size categories smaller than it is.
Designated Exceptions: Some creatures break the above rules. A creature that completely fills the squares it occupies cannot be moved past, even with the Tumble skill or similar special abilities.

Terrain and Obstacles

Difficult Terrain: Difficult terrain hampers movement. Each square of difficult terrain counts as 2 squares of movement. (Each diagonal move into a difficult terrain square counts as 3 squares.) You can’t run or charge across difficult terrain.
If you occupy squares with different kinds of terrain, you can move only as fast as the most difficult terrain you occupy will allow.
Flying and incorporeal creatures are not hampered by difficult terrain.
Obstacles: Like difficult terrain, obstacles can hamper movement. If an obstacle hampers movement but doesn’t completely block it each obstructed square or obstacle between squares counts as 2 squares of movement. You must pay this cost to cross the barrier, in addition to the cost to move into the square on the other side. If you don’t have sufficient movement to cross the barrier and move into the square on the other side, you can’t cross the barrier. Some obstacles may also require a skill check to cross.
On the other hand, some obstacles block movement entirely. A character can’t move through a blocking obstacle.
Flying and incorporeal creatures can avoid most obstacles
Squeezing: In some cases, you may have to squeeze into or through an area that isn’t as wide as the space you take up. You can squeeze through or into a space that is at least half as wide as your normal space. Each move into or through a narrow space counts as if it were 2 squares, and while squeezed in a narrow space you take a –4 penalty on attack rolls and a –4 penalty to AC.
When a Large creature (which normally takes up four squares) squeezes into a space that’s one square wide, the creature’s miniature figure occupies two squares, centered on the line between the two squares. For a bigger creature, center the creature likewise in the area it squeezes into.
A creature can squeeze past an opponent while moving but it can’t end its movement in an occupied square.
To squeeze through or into a space less than half your space’s width, you must use the Escape Artist skill. You can’t attack while using Escape Artist to squeeze through or into a narrow space, you take a –4 penalty to AC, and you lose any Dexterity bonus to AC.

Special Movement Rules

These rules cover special movement situations.
Accidentally Ending Movement in an Illegal Space: Sometimes a character ends its movement while moving through a space where it’s not allowed to stop. When that happens, put your miniature in the last legal position you occupied, or the closest legal position, if there’s a legal position that’s closer.
Double Movement Cost: When your movement is hampered in some way, your movement usually costs double. For example, each square of movement through difficult terrain counts as 2 squares, and each diagonal move through such terrain counts as 3 squares (just as two diagonal moves normally do).
If movement cost is doubled twice, then each square counts as 4 squares (or as 6 squares if moving diagonally). If movement cost is doubled three times, then each square counts as 8 squares (12 if diagonal) and so on. This is an exception to the general rule that two doublings are equivalent to a tripling.
Minimum Movement: Despite penalties to movement, you can take a full-round action to move 5 feet (1 square) in any direction, even diagonally. (This rule doesn’t allow you to move through impassable terrain or to move when all movement is prohibited.) Such movement provokes attacks of opportunity as normal (despite the distance covered, this move isn’t a 5-foot step).

BIG AND LITTLE CREATURES IN COMBAT

Creatures smaller than Small or larger than Medium have special rules relating to position.
Tiny, Diminutive, and Fine Creatures: Very small creatures take up less than 1 square of space. This means that more than one such creature can fit into a single square. A Tiny creature typically occupies a space only 2-1/2 feet across, so four can fit into a single square. Twenty-five Diminutive creatures or 100 Fine creatures can fit into a single square. Creatures that take up less than 1 square of space typically have a natural reach of 0 feet, meaning they can’t reach into adjacent squares. They must enter an opponent’s square to attack in melee. This provokes an attack of opportunity from the opponent. You can attack into your own square if you need to, so you can attack such creatures normally. Since they have no natural reach, they do not threaten the squares around them. You can move past them without provoking attacks of opportunity. They also can’t flank an enemy.
Large, Huge, Gargantuan, and Colossal Creatures: Very large creatures take up more than 1 square.
Creatures that take up more than 1 square typically have a natural reach of 10 feet or more, meaning that they can reach targets even if they aren’t in adjacent squares.
Unlike when someone uses a reach weapon, a creature with greater than normal natural reach (more than 5 feet) still threatens squares adjacent to it. A creature with greater than normal natural reach usually gets an attack of opportunity against you if you approach it, because you must enter and move within the range of its reach before you can attack it. (This attack of opportunity is not provoked if you take a 5-foot step.)
Large or larger creatures using reach weapons can strike up to double their natural reach but can’t strike at their natural reach or less.

Table: Creature Size and Scale
Creature Size | Space1 | Natural Reach1
Fine | 1/2 ft. | 0
Diminutive | 1 ft. | 0
Tiny | 2-1/2 ft. | 0
Small | 5 ft. | 5 ft.
Medium | 5 ft. | 5 ft.
Large (tall) | 10 ft. | 10 ft.
Large (long) | 10 ft. | 5 ft.
Huge (tall) | 15 ft. | 15 ft.
Huge (long) | 15 ft. | 10 ft.
Gargantuan (tall) | 20 ft. | 20 ft.
Gargantuan (long) | 20 ft. | 15 ft.
Colossal (tall) | 30 ft. | 30 ft.
Colossal (long) | 30 ft. | 20 ft.
1 These values are typical for creatures of the indicated size. Some exceptions exist.

COMBAT MODIFIERS

FAVORABLE AND UNFAVORABLE CONDITIONS

Table: Attack Roll Modifiers
Attacker is . . . | Melee | Ranged
Dazzled | –1 | –1
Entangled | –21 | –21
Flanking defender | +2 | —
Invisible | +22 | +22
On higher ground | +1 | +0
Prone | –4 | —3
Shaken or frightened | –2 | –2
Squeezing through a space | –4 | –4
1 An entangled character also takes a –4 penalty to Dexterity, which may affect his attack roll.
2 The defender loses any Dexterity bonus to AC. This bonus doesn’t apply if the target is blinded.
3 Most ranged weapons can’t be used while the attacker is prone, but you can use a crossbow or shuriken while prone at no penalty.

Table: Armor Class Modifiers

Defender is . . .

Melee

Ranged
Behind cover
+4
+4
Blinded
–21
–21
Concealed or invisible
See Concealment
Cowering
–21
–21
Entangled
+02
+02
Flat-footed (such as surprised, balancing, climbing)
+01
+01
Grappling (but attacker is not)
+01
+01, 3
Helpless (such as paralyzed, sleeping, or bound)
–44
+04
Kneeling or sitting
–2
+2
Pinned
–44
+04
Prone
–4
+4
Squeezing through a space
–4
–4
Stunned
–21
–21
1 The defender loses any Dexterity bonus to AC.
2 An entangled character takes a –4 penalty to Dexterity.
3 Roll randomly to see which grappling combatant you strike. That defender loses any Dexterity bonus to AC.
4 Treat the defender’s Dexterity as 0 (–5 modifier). Rogues can sneak attack helpless or pinned defenders.

COVER
To determine whether your target has cover from your ranged attack, choose a corner of your square. If any line from this corner to any corner of the target’s square passes through a square or border that blocks line of effect or provides cover, or through a square occupied by a creature, the target has cover (+4 to AC).
When making a melee attack against an adjacent target, your target has cover if any line from your square to the target’s square goes through a wall (including a low wall). When making a melee attack against a target that isn’t adjacent to you (such as with a reach weapon), use the rules for determining cover from ranged attacks.
Low Obstacles and Cover: A low obstacle (such as a wall no higher than half your height) provides cover, but only to creatures within 30 feet (6 squares) of it. The attacker can ignore the cover if he’s closer to the obstacle than his target.
Cover and Attacks of Opportunity: You can’t execute an attack of opportunity against an opponent with cover relative to you.
Cover and Reflex Saves: Cover grants you a +2 bonus on Reflex saves against attacks that originate or burst out from a point on the other side of the cover from you. Note that spread effects can extend around corners and thus negate this cover bonus.
Cover and Hide Checks: You can use cover to make a Hide check. Without cover, you usually need concealment (see below) to make a Hide check.
Soft Cover: Creatures, even your enemies, can provide you with cover against ranged attacks, giving you a +4 bonus to AC. However, such soft cover provides no bonus on Reflex saves, nor does soft cover allow you to make a Hide check.
Big Creatures and Cover: Any creature with a space larger than 5 feet (1 square) determines cover against melee attacks slightly differently than smaller creatures do. Such a creature can choose any square that it occupies to determine if an opponent has cover against its melee attacks. Similarly, when making a melee attack against such a creature, you can pick any of the squares it occupies to determine if it has cover against you.
Total Cover: If you don’t have line of effect to your target he is considered to have total cover from you. You can’t make an attack against a target that has total cover.
Varying Degrees of Cover: In some cases, cover may provide a greater bonus to AC and Reflex saves. In such situations the normal cover bonuses to AC and Reflex saves can be doubled (to +8 and +4, respectively). A creature with this improved cover effectively gains improved evasion against any attack to which the Reflex save bonus applies. Furthermore, improved cover provides a +10 bonus on Hide checks.

CONCEALMENT
To determine whether your target has concealment from your ranged attack, choose a corner of your square. If any line from this corner to any corner of the target’s square passes through a square or border that provides concealment, the target has concealment.
When making a melee attack against an adjacent target, your target has concealment if his space is entirely within an effect that grants concealment. When making a melee attack against a target that isn’t adjacent to you use the rules for determining concealment from ranged attacks.
In addition, some magical effects provide concealment against all attacks, regardless of whether any intervening concealment exists.
Concealment Miss Chance: Concealment gives the subject of a successful attack a 20% chance that the attacker missed because of the concealment. If the attacker hits, the defender must make a miss chance percentile roll to avoid being struck. Multiple concealment conditions do not stack.
Concealment and Hide Checks: You can use concealment to make a Hide check. Without concealment, you usually need cover to make a Hide check.
Total Concealment: If you have line of effect to a target but not line of sight he is considered to have total concealment from you. You can’t attack an opponent that has total concealment, though you can attack into a square that you think he occupies. A successful attack into a square occupied by an enemy with total concealment has a 50% miss chance (instead of the normal 20% miss chance for an opponent with concealment).
You can’t execute an attack of opportunity against an opponent with total concealment, even if you know what square or squares the opponent occupies.
Ignoring Concealment: Concealment isn’t always effective. A shadowy area or darkness doesn’t provide any concealment against an opponent with darkvision. Characters with low-light vision can see clearly for a greater distance with the same light source than other characters. Although invisibility provides total concealment, sighted opponents may still make Spot checks to notice the location of an invisible character. An invisible character gains a +20 bonus on Hide checks if moving, or a +40 bonus on Hide checks when not moving (even though opponents can’t see you, they might be able to figure out where you are from other visual clues).
Varying Degrees of Concealment: Certain situations may provide more or less than typical concealment, and modify the miss chance accordingly.

FLANKING
When making a melee attack, you get a +2 flanking bonus if your opponent is threatened by a character or creature friendly to you on the opponent’s opposite border or opposite corner.
When in doubt about whether two friendly characters flank an opponent in the middle, trace an imaginary line between the two friendly characters’ centers. If the line passes through opposite borders of the opponent’s space (including corners of those borders), then the opponent is flanked.
Exception: If a flanker takes up more than 1 square, it gets the flanking bonus if any square it occupies counts for flanking.
Only a creature or character that threatens the defender can help an attacker get a flanking bonus.
Creatures with a reach of 0 feet can’t flank an opponent.

HELPLESS DEFENDERS
A helpless opponent is someone who is bound, sleeping, paralyzed, unconscious, or otherwise at your mercy.
Regular Attack: A helpless character takes a –4 penalty to AC against melee attacks, but no penalty to AC against ranged attacks.
A helpless defender can’t use any Dexterity bonus to AC. In fact, his Dexterity score is treated as if it were 0 and his Dexterity modifier to AC as if it were –5 (and a rogue can sneak attack him).
Coup de Grace: As a full-round action, you can use a melee weapon to deliver a coup de grace to a helpless opponent. You can also use a bow or crossbow, provided you are adjacent to the target.
You automatically hit and score a critical hit. If the defender survives the damage, he must make a Fortitude save (DC 10 + damage dealt) or die. A rogue also gets her extra sneak attack damage against a helpless opponent when delivering a coup de grace.
Delivering a coup de grace provokes attacks of opportunity from threatening opponents.
You can’t deliver a coup de grace against a creature that is immune to critical hits. You can deliver a coup de grace against a creature with total concealment, but doing this requires two consecutive full-round actions (one to “find” the creature once you’ve determined what square it’s in, and one to deliver the coup de grace).

SPECIAL ATTACKS

Table: Special Attacks
Special Attack | Brief Description
Aid another | Grant an ally a +2 bonus on attacks or AC
Bull rush | Push an opponent back 5 feet or more
Charge | Move up to twice your speed and attack with +2 bonus
Disarm | Knock a weapon from your opponent’s hands
Feint | Negate your opponent’s Dex bonus to AC
Grapple | Wrestle with an opponent
Overrun | Plow past or over an opponent as you move
Sunder | Strike an opponent’s weapon or shield
Throw splash weapon | Throw container of dangerous liquid at target
Trip | Trip an opponent
Turn (rebuke) undead | Channel positive (or negative) energy to turn away (or awe) undead
Two-weapon fighting | Fight with a weapon in each hand

AID ANOTHER
In melee combat, you can help a friend attack or defend by distracting or interfering with an opponent. If you’re in position to make a melee attack on an opponent that is engaging a friend in melee combat, you can attempt to aid your friend as a standard action. You make an attack roll against AC 10. If you succeed, your friend gains either a +2 bonus on his next attack roll against that opponent or a +2 bonus to AC against that opponent’s next attack (your choice), as long as that attack comes before the beginning of your next turn. Multiple characters can aid the same friend, and similar bonuses stack.
You can also use this standard action to help a friend in other ways, such as when he is affected by a spell, or to assist another character’s skill check.

BULL RUSH
You can make a bull rush as a standard action (an attack) or as part of a charge (see Charge, below). When you make a bull rush, you attempt to push an opponent straight back instead of damaging him. You can only bull rush an opponent who is one size category larger than you, the same size, or smaller.
Initiating a Bull Rush: First, you move into the defender’s space. Doing this provokes an attack of opportunity from each opponent that threatens you, including the defender. (If you have the Improved Bull Rush feat, you don’t provoke an attack of opportunity from the defender.) Any attack of opportunity made by anyone other than the defender against you during a bull rush has a 25% chance of accidentally targeting the defender instead, and any attack of opportunity by anyone other than you against the defender likewise has a 25% chance of accidentally targeting you. (When someone makes an attack of opportunity, make the attack roll and then roll to see whether the attack went astray.)
Second, you and the defender make opposed Strength checks. You each add a +4 bonus for each size category you are larger than Medium or a –4 penalty for each size category you are smaller than Medium. You get a +2 bonus if you are charging. The defender gets a +4 bonus if he has more than two legs or is otherwise exceptionally stable.
Bull Rush Results: If you beat the defender’s Strength check result, you push him back 5 feet. If you wish to move with the defender, you can push him back an additional 5 feet for each 5 points by which your check result is greater than the defender’s check result. You can’t, however, exceed your normal movement limit. (Note: The defender provokes attacks of opportunity if he is moved. So do you, if you move with him. The two of you do not provoke attacks of opportunity from each other, however.)
If you fail to beat the defender’s Strength check result, you move 5 feet straight back to where you were before you moved into his space. If that space is occupied, you fall prone in that space.

CHARGE
Charging is a special full-round action that allows you to move up to twice your speed and attack during the action. However, it carries tight restrictions on how you can move.
Movement During a Charge: You must move before your attack, not after. You must move at least 10 feet (2 squares) and may move up to double your speed directly toward the designated opponent.
You must have a clear path toward the opponent, and nothing can hinder your movement (such as difficult terrain or obstacles). Here’s what it means to have a clear path. First, you must move to the closest space from which you can attack the opponent. (If this space is occupied or otherwise blocked, you can’t charge.) Second, if any line from your starting space to the ending space passes through a square that blocks movement, slows movement, or contains a creature (even an ally), you can’t charge. (Helpless creatures don’t stop a charge.)
If you don’t have line of sight to the opponent at the start of your turn, you can’t charge that opponent.
You can’t take a 5-foot step in the same round as a charge.
If you are able to take only a standard action or a move action on your turn, you can still charge, but you are only allowed to move up to your speed (instead of up to double your speed). You can’t use this option unless you are restricted to taking only a standard action or move action on your turn.
Attacking on a Charge: After moving, you may make a single melee attack. You get a +2 bonus on the attack roll. and take a –2 penalty to your AC until the start of your next turn.
A charging character gets a +2 bonus on the Strength check made to bull rush an opponent (see Bull Rush, above).
Even if you have extra attacks, such as from having a high enough base attack bonus or from using multiple weapons, you only get to make one attack during a charge.
Lances and Charge Attacks: A lance deals double damage if employed by a mounted character in a charge.
Weapons Readied against a Charge: Spears, tridents, and certain other piercing weapons deal double damage when readied (set) and used against a charging character.

DISARM
As a melee attack, you may attempt to disarm your opponent. If you do so with a weapon, you knock the opponent’s weapon out of his hands and to the ground. If you attempt the disarm while unarmed, you end up with the weapon in your hand.
If you’re attempting to disarm a melee weapon, follow the steps outlined here. If the item you are attempting to disarm isn’t a melee weapon the defender may still oppose you with an attack roll, but takes a penalty and can’t attempt to disarm you in return if your attempt fails.
Step 1: Attack of Opportunity. You provoke an attack of opportunity from the target you are trying to disarm. (If you have the Improved Disarm feat, you don’t incur an attack of opportunity for making a disarm attempt.) If the defender’s attack of opportunity deals any damage, your disarm attempt fails.
Step 2: Opposed Rolls. You and the defender make opposed attack rolls with your respective weapons. The wielder of a two-handed weapon on a disarm attempt gets a +4 bonus on this roll, and the wielder of a light weapon takes a –4 penalty. (An unarmed strike is considered a light weapon, so you always take a penalty when trying to disarm an opponent by using an unarmed strike.) If the combatants are of different sizes, the larger combatant gets a bonus on the attack roll of +4 per difference in size category. If the targeted item isn’t a melee weapon, the defender takes a –4 penalty on the roll.
Step Three: Consequences. If you beat the defender, the defender is disarmed. If you attempted the disarm action unarmed, you now have the weapon. If you were armed, the defender’s weapon is on the ground in the defender’s square.
If you fail on the disarm attempt, the defender may immediately react and attempt to disarm you with the same sort of opposed melee attack roll. His attempt does not provoke an attack of opportunity from you. If he fails his disarm attempt, you do not subsequently get a free disarm attempt against him.
Note: A defender wearing spiked gauntlets can’t be disarmed. A defender using a weapon attached to a locked gauntlet gets a +10 bonus to resist being disarmed.

Grabbing Items
You can use a disarm action to snatch an item worn by the target. If you want to have the item in your hand, the disarm must be made as an unarmed attack.
If the item is poorly secured or otherwise easy to snatch or cut away the attacker gets a +4 bonus. Unlike on a normal disarm attempt, failing the attempt doesn’t allow the defender to attempt to disarm you. This otherwise functions identically to a disarm attempt, as noted above.
You can’t snatch an item that is well secured unless you have pinned the wearer (see Grapple). Even then, the defender gains a +4 bonus on his roll to resist the attempt.

FEINT
Feinting is a standard action. To feint, make a Bluff check opposed by a Sense Motive check by your target. The target may add his base attack bonus to this Sense Motive check. If your Bluff check result exceeds your target’s Sense Motive check result, the next melee attack you make against the target does not allow him to use his Dexterity bonus to AC (if any). This attack must be made on or before your next turn.
When feinting in this way against a nonhumanoid you take a –4 penalty. Against a creature of animal Intelligence (1 or 2), you take a –8 penalty. Against a nonintelligent creature, it’s impossible.
Feinting in combat does not provoke attacks of opportunity.
Feinting as a Move Action: With the Improved Feint feat, you can attempt a feint as a move action instead of as a standard action.

GRAPPLE

Grapple Checks
Repeatedly in a grapple, you need to make opposed grapple checks against an opponent. A grapple check is like a melee attack roll. Your attack bonus on a grapple check is: Base attack bonus + Strength modifier + special size modifier
Special Size Modifier: The special size modifier for a grapple check is as follows: Colossal +16, Gargantuan +12, Huge +8, Large +4, Medium +0, Small –4, Tiny –8, Diminutive –12, Fine –16. Use this number in place of the normal size modifier you use when making an attack roll.

Starting a Grapple
To start a grapple, you need to grab and hold your target. Starting a grapple requires a successful melee attack roll. If you get multiple attacks, you can attempt to start a grapple multiple times (at successively lower base attack bonuses).
Step 1: Attack of Opportunity. You provoke an attack of opportunity from the target you are trying to grapple. If the attack of opportunity deals damage, the grapple attempt fails. (Certain monsters do not provoke attacks of opportunity when they attempt to grapple, nor do characters with the Improved Grapple feat.) If the attack of opportunity misses or fails to deal damage, proceed to Step 2.
Step 2: Grab. You make a melee touch attack to grab the target. If you fail to hit the target, the grapple attempt fails. If you succeed, proceed to Step 3.
Step 3: Hold. Make an opposed grapple check as a free action.
If you succeed, you and your target are now grappling, and you deal damage to the target as if with an unarmed strike.
If you lose, you fail to start the grapple. You automatically lose an attempt to hold if the target is two or more size categories larger than you are.
In case of a tie, the combatant with the higher grapple check modifier wins. If this is a tie, roll again to break the tie.
Step 4: Maintain Grapple. To maintain the grapple for later rounds, you must move into the target’s space. (This movement is free and doesn’t count as part of your movement in the round.)
Moving, as normal, provokes attacks of opportunity from threatening opponents, but not from your target.
If you can’t move into your target’s space, you can’t maintain the grapple and must immediately let go of the target. To grapple again, you must begin at Step 1.

Grappling Consequences
While you’re grappling, your ability to attack others and defend yourself is limited.
No Threatened Squares: You don’t threaten any squares while grappling.
No Dexterity Bonus: You lose your Dexterity bonus to AC (if you have one) against opponents you aren’t grappling. (You can still use it against opponents you are grappling.)
No Movement: You can’t move normally while grappling. You may, however, make an opposed grapple check (see below) to move while grappling.

If You’re Grappling
When you are grappling (regardless of who started the grapple), you can perform any of the following actions. Some of these actions take the place of an attack (rather than being a standard action or a move action). If your base attack bonus allows you multiple attacks, you can attempt one of these actions in place of each of your attacks, but at successively lower base attack bonuses.
Activate a Magic Item: You can activate a magic item, as long as the item doesn’t require a spell completion trigger. You don’t need to make a grapple check to activate the item.
Attack Your Opponent: You can make an attack with an unarmed strike, natural weapon, or light weapon against another character you are grappling. You take a –4 penalty on such attacks.
You can’t attack with two weapons while grappling, even if both are light weapons.
Cast a Spell: You can attempt to cast a spell while grappling or even while pinned (see below), provided its casting time is no more than 1 standard action, it has no somatic component, and you have in hand any material components or focuses you might need. Any spell that requires precise and careful action is impossible to cast while grappling or being pinned. If the spell is one that you can cast while grappling, you must make a Concentration check (DC 20 + spell level) or lose the spell. You don’t have to make a successful grapple check to cast the spell.
Damage Your Opponent: While grappling, you can deal damage to your opponent equivalent to an unarmed strike. Make an opposed grapple check in place of an attack. If you win, you deal nonlethal damage as normal for your unarmed strike (1d3 points for Medium attackers or 1d2 points for Small attackers, plus Strength modifiers). If you want to deal lethal damage, you take a –4 penalty on your grapple check.
Exception: Monks deal more damage on an unarmed strike than other characters, and the damage is lethal. However, they can choose to deal their damage as nonlethal damage when grappling without taking the usual –4 penalty for changing lethal damage to nonlethal damage.
Draw a Light Weapon: You can draw a light weapon as a move action with a successful grapple check.
Escape from Grapple: You can escape a grapple by winning an opposed grapple check in place of making an attack. You can make an Escape Artist check in place of your grapple check if you so desire, but this requires a standard action. If more than one opponent is grappling you, your grapple check result has to beat all their individual check results to escape. (Opponents don’t have to try to hold you if they don’t want to.) If you escape, you finish the action by moving into any space adjacent to your opponent(s).
Move: You can move half your speed (bringing all others engaged in the grapple with you) by winning an opposed grapple check. This requires a standard action, and you must beat all the other individual check results to move the grapple.
Note: You get a +4 bonus on your grapple check to move a pinned opponent, but only if no one else is involved in the grapple.
Retrieve a Spell Component: You can produce a spell component from your pouch while grappling by using a full-round action. Doing so does not require a successful grapple check.
Pin Your Opponent: You can hold your opponent immobile for 1 round by winning an opposed grapple check (made in place of an attack). Once you have an opponent pinned, you have a few options available to you (see below).
Break Another’s Pin: If you are grappling an opponent who has another character pinned, you can make an opposed grapple check in place of an attack. If you win, you break the hold that the opponent has over the other character. The character is still grappling, but is no longer pinned.
Use Opponent’s Weapon: If your opponent is holding a light weapon, you can use it to attack him. Make an opposed grapple check (in place of an attack). If you win, make an attack roll with the weapon with a –4 penalty (doing this doesn’t require another action).
You don’t gain possession of the weapon by performing this action.

If You’re Pinning an Opponent
You can attempt to damage your opponent with an opposed grapple check, you can attempt to use your opponent’s weapon against him, or you can attempt to move the grapple (all described above). At your option, you can prevent a pinned opponent from speaking.
You can use a disarm action to remove or grab away a well secured object worn by a pinned opponent, but he gets a +4 bonus on his roll to resist your attempt (see Disarm).
You may voluntarily release a pinned character as a free action; if you do so, you are no longer considered to be grappling that character (and vice versa).
You can’t draw or use a weapon (against the pinned character or any other character), escape another’s grapple, retrieve a spell component, pin another character, or break another’s pin while you are pinning an opponent.

If You’re Pinned by an Opponent
When an opponent has pinned you, you are held immobile (but not helpless) for 1 round. While you’re pinned, you take a –4 penalty to your AC against opponents other than the one pinning you. At your opponent’s option, you may also be unable to speak. On your turn, you can try to escape the pin by making an opposed grapple check in place of an attack. You can make an Escape Artist check in place of your grapple check if you want, but this requires a standard action. If you win, you escape the pin, but you’re still grappling.

Joining a Grapple
If your target is already grappling someone else, you can use an attack to start a grapple, as above, except that the target doesn’t get an attack of opportunity against you, and your grab automatically succeeds. You still have to make a successful opposed grapple check to become part of the grapple.
If there are multiple opponents involved in the grapple, you pick one to make the opposed grapple check against.

Multiple Grapplers
Several combatants can be in a single grapple. Up to four combatants can grapple a single opponent in a given round. Creatures that are one or more size categories smaller than you count for half, creatures that are one size category larger than you count double, and creatures two or more size categories larger count quadruple.
When you are grappling with multiple opponents, you choose one opponent to make an opposed check against. The exception is an attempt to escape from the grapple; to successfully escape, your grapple check must beat the check results of each opponent.

MOUNTED COMBAT
Horses in Combat: Warhorses and warponies can serve readily as combat steeds. Light horses, ponies, and heavy horses, however, are frightened by combat. If you don’t dismount, you must make a DC 20 Ride check each round as a move action to control such a horse. If you succeed, you can perform a standard action after the move action. If you fail, the move action becomes a full round action and you can’t do anything else until your next turn.
Your mount acts on your initiative count as you direct it. You move at its speed, but the mount uses its action to move.
A horse (not a pony) is a Large creature and thus takes up a space 10 feet (2 squares) across. For simplicity, assume that you share your mount’s space during combat.
Combat while Mounted: With a DC 5 Ride check, you can guide your mount with your knees so as to use both hands to attack or defend yourself. This is a free action.
When you attack a creature smaller than your mount that is on foot, you get the +1 bonus on melee attacks for being on higher ground. If your mount moves more than 5 feet, you can only make a single melee attack. Essentially, you have to wait until the mount gets to your enemy before attacking, so you can’t make a full attack. Even at your mount’s full speed, you don’t take any penalty on melee attacks while mounted.
If your mount charges, you also take the AC penalty associated with a charge. If you make an attack at the end of the charge, you receive the bonus gained from the charge. When charging on horseback, you deal double damage with a lance (see Charge).
You can use ranged weapons while your mount is taking a double move, but at a –4 penalty on the attack roll. You can use ranged weapons while your mount is running (quadruple speed), at a –8 penalty. In either case, you make the attack roll when your mount has completed half its movement. You can make a full attack with a ranged weapon while your mount is moving. Likewise, you can take move actions normally
Casting Spells while Mounted: You can cast a spell normally if your mount moves up to a normal move (its speed) either before or after you cast. If you have your mount move both before and after you cast a spell, then you’re casting the spell while the mount is moving, and you have to make a Concentration check due to the vigorous motion (DC 10 + spell level) or lose the spell. If the mount is running (quadruple speed), you can cast a spell when your mount has moved up to twice its speed, but your Concentration check is more difficult due to the violent motion (DC 15 + spell level).
If Your Mount Falls in Battle: If your mount falls, you have to succeed on a DC 15 Ride check to make a soft fall and take no damage. If the check fails, you take 1d6 points of damage.
If You Are Dropped: If you are knocked unconscious, you have a 50% chance to stay in the saddle (or 75% if you’re in a military saddle). Otherwise you fall and take 1d6 points of damage.
Without you to guide it, your mount avoids combat.

OVERRUN
You can attempt an overrun as a standard action taken during your move. (In general, you cannot take a standard action during a move; this is an exception.) With an overrun, you attempt to plow past or over your opponent (and move through his square) as you move. You can only overrun an opponent who is one size category larger than you, the same size, or smaller. You can make only one overrun attempt per round.
If you’re attempting to overrun an opponent, follow these steps.
Step 1: Attack of Opportunity. Since you begin the overrun by moving into the defender’s space, you provoke an attack of opportunity from the defender.
Step 2: Opponent Avoids? The defender has the option to simply avoid you. If he avoids you, he doesn’t suffer any ill effect, and you may keep moving. (You can always move through a square occupied by someone who lets you by.) In either case, the overrun attempt doesn’t count against your actions this round (except for any movement required to enter the opponent’s square). If your opponent doesn’t avoid you, move to Step 3.
Step 3: Opponent Blocks? If your opponent blocks you, make a Strength check opposed by the defender’s Dexterity or Strength check (whichever ability score has the higher modifier). A combatant gets a +4 bonus on the check for every size category he is larger than Medium or a –4 penalty for every size category he is smaller than Medium. The defender gets a +4 bonus on his check if he has more than two legs or is otherwise more stable than a normal humanoid. If you win, you knock the defender prone. If you lose, the defender may immediately react and make a Strength check opposed by your Dexterity or Strength check (including the size modifiers noted above, but no other modifiers) to try to knock you prone.
Step 4: Consequences. If you succeed in knocking your opponent prone, you can continue your movement as normal. If you fail and are knocked prone in turn, you have to move 5 feet back the way you came and fall prone, ending your movement there. If you fail but are not knocked prone, you have to move 5 feet back the way you came, ending your movement there. If that square is occupied, you fall prone in that square.
Improved Overrun: If you have the Improved Overrun feat, your target may not choose to avoid you.
Mounted Overrun (Trample): If you attempt an overrun while mounted, your mount makes the Strength check to determine the success or failure of the overrun attack (and applies its size modifier, rather than yours). If you have the Trample feat and attempt an overrun while mounted, your target may not choose to avoid you, and if you knock your opponent prone with the overrun, your mount may make one hoof attack against your opponent.

SUNDER
You can use a melee attack with a slashing or bludgeoning weapon to strike a weapon or shield that your opponent is holding. If you’re attempting to sunder a weapon or shield, follow the steps outlined here. (Attacking held objects other than weapons or shields is covered below.)

Table: Common Armor, Weapon, and Shield Hardness and Hit Points
Weapon or Shield | Hardness | HP1
Light blade | 10 | 2
One-handed blade | 10 | 5
Two-handed blade | 10 | 10
Light metal-hafted weapon | 10 | 10
One-handed metal-hafted weapon | 10 | 20
Light hafted weapon | 5 | 2
One-handed hafted weapon | 5 | 5
Two-handed hafted weapon | 5 | 10
Projectile weapon | 5 | 5
Armor | special2 | armor bonus x 5
Buckler | 10 | 5
Light wooden shield | 5 | 7
Heavy wooden shield | 5 | 15
Light steel shield | 10 | 10
Heavy steel shield | 10 | 20
Tower shield | 5 | 20
1 The hp value given is for Medium armor, weapons, and shields. Divide by 2 for each size category of the item smaller than Medium, or multiply it by 2 for each size category larger than Medium.
2 Varies by material.

Step 1: Attack of Opportunity. You provoke an attack of opportunity from the target whose weapon or shield you are trying to sunder. (If you have the Improved Sunder feat, you don’t incur an attack of opportunity for making the attempt.)
Step 2: Opposed Rolls. You and the defender make opposed attack rolls with your respective weapons. The wielder of a two-handed weapon on a sunder attempt gets a +4 bonus on this roll, and the wielder of a light weapon takes a –4 penalty. If the combatants are of different sizes, the larger combatant gets a bonus on the attack roll of +4 per difference in size category.
Step 3: Consequences. If you beat the defender, roll damage and deal it to the weapon or shield. See Table: Common Armor, Weapon, and Shield Hardness and Hit Points to determine how much damage you must deal to destroy the weapon or shield.
If you fail the sunder attempt, you don’t deal any damage.
Sundering a Carried or Worn Object: You don’t use an opposed attack roll to damage a carried or worn object. Instead, just make an attack roll against the object’s AC. A carried or worn object’s AC is equal to 10 + its size modifier + the Dexterity modifier of the carrying or wearing character. Attacking a carried or worn object provokes an attack of opportunity just as attacking a held object does. To attempt to snatch away an item worn by a defender rather than damage it, see Disarm. You can’t sunder armor worn by another character.

THROW SPLASH WEAPON
A splash weapon is a ranged weapon that breaks on impact, splashing or scattering its contents over its target and nearby creatures or objects. To attack with a splash weapon, make a ranged touch attack against the target. Thrown weapons require no weapon proficiency, so you don’t take the –4 nonproficiency penalty. A hit deals direct hit damage to the target, and splash damage to all creatures within 5 feet of the target.
You can instead target a specific grid intersection. Treat this as a ranged attack against AC 5. However, if you target a grid intersection, creatures in all adjacent squares are dealt the splash damage, and the direct hit damage is not dealt to any creature. (You can’t target a grid intersection occupied by a creature, such as a Large or larger creature; in this case, you’re aiming at the creature.)
If you miss the target (whether aiming at a creature or a grid intersection), roll 1d8. This determines the misdirection of the throw, with 1 being straight back at you and 2 through 8 counting clockwise around the grid intersection or target creature. Then, count a number of squares in the indicated direction equal to the range increment of the throw.
After you determine where the weapon landed, it deals splash damage to all creatures in adjacent squares.

TRIP
You can try to trip an opponent as an unarmed melee attack. You can only trip an opponent who is one size category larger than you, the same size, or smaller.
Making a Trip Attack: Make an unarmed melee touch attack against your target. This provokes an attack of opportunity from your target as normal for unarmed attacks.
If your attack succeeds, make a Strength check opposed by the defender’s Dexterity or Strength check (whichever ability score has the higher modifier). A combatant gets a +4 bonus for every size category he is larger than Medium or a –4 penalty for every size category he is smaller than Medium. The defender gets a +4 bonus on his check if he has more than two legs or is otherwise more stable than a normal humanoid. If you win, you trip the defender. If you lose, the defender may immediately react and make a Strength check opposed by your Dexterity or Strength check to try to trip you.
Avoiding Attacks of Opportunity: If you have the Improved Trip feat, or if you are tripping with a weapon (see below), you don’t provoke an attack of opportunity for making a trip attack.
Being Tripped (Prone): A tripped character is prone. Standing up is a move action.
Tripping a Mounted Opponent: You may make a trip attack against a mounted opponent. The defender may make a Ride check in place of his Dexterity or Strength check. If you succeed, you pull the rider from his mount.
Tripping with a Weapon: Some weapons can be used to make trip attacks. In this case, you make a melee touch attack with the weapon instead of an unarmed melee touch attack, and you don’t provoke an attack of opportunity.
If you are tripped during your own trip attempt, you can drop the weapon to avoid being tripped.

TURN OR REBUKE UNDEAD
Good clerics and paladins and some neutral clerics can channel positive energy, which can halt, drive off (rout), or destroy undead.
Evil clerics and some neutral clerics can channel negative energy, which can halt, awe (rebuke), control (command), or bolster undead.
Regardless of the effect, the general term for the activity is “turning.” When attempting to exercise their divine control over these creatures, characters make turning checks.

Turning Checks
Turning undead is a supernatural ability that a character can perform as a standard action. It does not provoke attacks of opportunity.
You must present your holy symbol to turn undead. Turning is considered an attack.
Times per Day: You may attempt to turn undead a number of times per day equal to 3 + your Charisma modifier. You can increase this number by taking the Extra Turning feat.
Range: You turn the closest turnable undead first, and you can’t turn undead that are more than 60 feet away or that have total cover relative to you. You don’t need line of sight to a target, but you do need line of effect.
Turning Check: The first thing you do is roll a turning check to see how powerful an undead creature you can turn. This is a Charisma check (1d20 + your Charisma modifier). Table: Turning Undead gives you the Hit Dice of the most powerful undead you can affect, relative to your level. On a given turning attempt, you can turn no undead creature whose Hit Dice exceed the result on this table.
Turning Damage: If your roll on Table: Turning Undead is high enough to let you turn at least some of the undead within 60 feet, roll 2d6 + your cleric level + your Charisma modifier for turning damage. That’s how many total Hit Dice of undead you can turn.
If your Charisma score is average or low, it’s possible to roll fewer Hit Dice of undead turned than indicated on Table: Turning Undead.
You may skip over already turned undead that are still within range, so that you do not waste your turning capacity on them.
Effect and Duration of Turning: Turned undead flee from you by the best and fastest means available to them. They flee for 10 rounds (1 minute). If they cannot flee, they cower (giving any attack rolls against them a +2 bonus). If you approach within 10 feet of them, however, they overcome being turned and act normally. (You can stand within 10 feet without breaking the turning effect—you just can’t approach them.) You can attack them with ranged attacks (from at least 10 feet away), and others can attack them in any fashion, without breaking the turning effect.
Destroying Undead: If you have twice as many levels (or more) as the undead have Hit Dice, you destroy any that you would normally turn.

Table: Turning Undead
Turning Check Result | Most Powerful Undead Affected (Maximum Hit Dice)
0 or lower | Cleric’s level – 4
1–3 | Cleric’s level – 3
4–6 | Cleric’s level – 2
7–9 | Cleric’s level – 1
10–12 | Cleric’s level
13–15 | Cleric’s level + 1
16–18 | Cleric’s level + 2
19–21 | Cleric’s level + 3
22 or higher | Cleric’s level + 4

Evil Clerics and Undead
Evil clerics channel negative energy to rebuke (awe) or command (control) undead rather than channeling positive energy to turn or destroy them. An evil cleric makes the equivalent of a turning check. Undead that would be turned are rebuked instead, and those that would be destroyed are commanded.
Rebuked: A rebuked undead creature cowers as if in awe (attack rolls against the creature get a +2 bonus). The effect lasts 10 rounds.
Commanded: A commanded undead creature is under the mental control of the evil cleric. The cleric must take a standard action to give mental orders to a commanded undead. At any one time, the cleric may command any number of undead whose total Hit Dice do not exceed his level. He may voluntarily relinquish command on any commanded undead creature or creatures in order to command new ones.
Dispelling Turning: An evil cleric may channel negative energy to dispel a good cleric’s turning effect. The evil cleric makes a turning check as if attempting to rebuke the undead. If the turning check result is equal to or greater than the turning check result that the good cleric scored when turning the undead, then the undead are no longer turned. The evil cleric rolls turning damage of 2d6 + cleric level + Charisma modifier to see how many Hit Dice worth of undead he can affect in this way (as if he were rebuking them).
Bolstering Undead: An evil cleric may also bolster undead creatures against turning in advance. He makes a turning check as if attempting to rebuke the undead, but the Hit Dice result on Table: Turning Undead becomes the undead creatures’ effective Hit Dice as far as turning is concerned (provided the result is higher than the creatures’ actual Hit Dice). The bolstering lasts 10 rounds. An evil undead cleric can bolster himself in this manner.

Neutral Clerics and Undead
A cleric of neutral alignment can either turn undead but not rebuke them, or rebuke undead but not turn them. See Turn or Rebuke Undead for more information.
Even if a cleric is neutral, channeling positive energy is a good act and channeling negative energy is evil.

Paladins and Undead
Beginning at 4th level, paladins can turn undead as if they were clerics of three levels lower than they actually are.

Turning Other Creatures
Some clerics have the ability to turn creatures other than undead.
The turning check result is determined as normal.

TWO-WEAPON FIGHTING
If you wield a second weapon in your off hand, you can get one extra attack per round with that weapon. You suffer a –6 penalty with your regular attack or attacks with your primary hand and a –10 penalty to the attack with your off hand when you fight this way. You can reduce these penalties in two ways:
•If your off-hand weapon is light, the penalties are reduced by 2 each. (An unarmed strike is always considered light.)
•The Two-Weapon Fighting feat lessens the primary hand penalty by 2, and the off-hand penalty by 6.
Table: Two-Weapon Fighting Penalties summarizes the interaction of all these factors.

Table: Two-Weapon Fighting Penalties
Circumstances | Primary Hand | Off Hand
Normal penalties | –6 | –10
Off-hand weapon is light | –4 | –8
Two-Weapon Fighting feat | –4 | –4
Off-hand weapon is light and Two-Weapon Fighting feat | –2 | –2

Double Weapons: You can use a double weapon to make an extra attack with the off-hand end of the weapon as if you were fighting with two weapons. The penalties apply as if the off-hand end of the weapon were a light weapon.
Thrown Weapons: The same rules apply when you throw a weapon from each hand. Treat a dart or shuriken as a light weapon when used in this manner, and treat a bolas, javelin, net, or sling as a one-handed weapon.

SPECIAL INITIATIVE ACTIONS

Here are ways to change when you act during combat by altering your place in the initiative order.

DELAY
By choosing to delay, you take no action and then act normally on whatever initiative count you decide to act. When you delay, you voluntarily reduce your own initiative result for the rest of the combat. When your new, lower initiative count comes up later in the same round, you can act normally. You can specify this new initiative result or just wait until some time later in the round and act then, thus fixing your new initiative count at that point.
You never get back the time you spend waiting to see what’s going to happen. You can’t, however, interrupt anyone else’s action (as you can with a readied action).
Initiative Consequences of Delaying: Your initiative result becomes the count on which you took the delayed action. If you come to your next action and have not yet performed an action, you don’t get to take a delayed action (though you can delay again).
If you take a delayed action in the next round, before your regular turn comes up, your initiative count rises to that new point in the order of battle, and you do not get your regular action that round.

READY
The ready action lets you prepare to take an action later, after your turn is over but before your next one has begun. Readying is a standard action. It does not provoke an attack of opportunity (though the action that you ready might do so).
Readying an Action: You can ready a standard action, a move action, or a free action. To do so, specify the action you will take and the conditions under which you will take it. Then, any time before your next action, you may take the readied action in response to that condition. The action occurs just before the action that triggers it. If the triggered action is part of another character’s activities, you interrupt the other character. Assuming he is still capable of doing so, he continues his actions once you complete your readied action. Your initiative result changes. For the rest of the encounter, your initiative result is the count on which you took the readied action, and you act immediately ahead of the character whose action triggered your readied action.
You can take a 5-foot step as part of your readied action, but only if you don’t otherwise move any distance during the round.
Initiative Consequences of Readying: Your initiative result becomes the count on which you took the readied action. If you come to your next action and have not yet performed your readied action, you don’t get to take the readied action (though you can ready the same action again). If you take your readied action in the next round, before your regular turn comes up, your initiative count rises to that new point in the order of battle, and you do not get your regular action that round.
Distracting Spellcasters: You can ready an attack against a spellcaster with the trigger “if she starts casting a spell.” If you damage the spellcaster, she may lose the spell she was trying to cast (as determined by her Concentration check result).
Readying to Counterspell: You may ready a counterspell against a spellcaster (often with the trigger “if she starts casting a spell”). In this case, when the spellcaster starts a spell, you get a chance to identify it with a Spellcraft check (DC 15 + spell level). If you do, and if you can cast that same spell (are able to cast it and have it prepared, if you prepare spells), you can cast the spell as a counterspell and automatically ruin the other spellcaster’s spell. Counterspelling works even if one spell is divine and the other arcane.
A spellcaster can use dispel magic to counterspell another spellcaster, but it doesn’t always work.
Readying a Weapon against a Charge: You can ready certain piercing weapons, setting them to receive charges. A readied weapon of this type deals double damage if you score a hit with it against a charging character.


Carrying, Movement, and Exploration

CARRYING, MOVEMENT, & EXPLORATION

CARRYING CAPACITY

Encumbrance rules determine how much a character’s armor and equipment slow him or her down. Encumbrance comes in two parts: encumbrance by armor and encumbrance by total weight.
Encumbrance by Armor: A character’s armor defines his or her maximum Dexterity bonus to AC, armor check penalty, speed, and running speed. Unless your character is weak or carrying a lot of gear, that’s all you need to know. The extra gear your character carries won’t slow him or her down any more than the armor already does.
If your character is weak or carrying a lot of gear, however, then you’ll need to calculate encumbrance by weight. Doing so is most important when your character is trying to carry some heavy object.
Weight: If you want to determine whether your character’s gear is heavy enough to slow him or her down more than the armor already does, total the weight of all the character’s items, including armor, weapons, and gear. Compare this total to the character’s Strength on Table: Carrying Capacity. Depending on how the weight compares to the character’s carrying capacity, he or she may be carrying a light, medium, or heavy load. Like armor, a character’s load affects his or her maximum Dexterity bonus to AC, carries a check penalty (which works like an armor check penalty), reduces the character’s speed, and affects how fast the character can run, as shown on Table: Carrying Loads. A medium or heavy load counts as medium or heavy armor for the purpose of abilities or skills that are restricted by armor. Carrying a light load does not encumber a character.
If your character is wearing armor, use the worse figure (from armor or from load) for each category. Do not stack the penalties.
Lifting and Dragging: A character can lift as much as his or her maximum load over his or her head.
A character can lift as much as double his or her maximum load off the ground, but he or she can only stagger around with it. While overloaded in this way, the character loses any Dexterity bonus to AC and can move only 5 feet per round (as a full-round action).
A character can generally push or drag along the ground as much as five times his or her maximum load. Favorable conditions can double these numbers, and bad circumstances can reduce them to one-half or less.
Bigger and Smaller Creatures: The figures on Table: Carrying Capacity are for Medium bipedal creatures. A larger bipedal creature can carry more weight depending on its size category, as follows: Large x2, Huge x4, Gargantuan x8, Colossal x16. A smaller creature can carry less weight depending on its size category, as follows: Small x3/4, Tiny x1/2, Diminutive x1/4, Fine x1/8.
Quadrupeds can carry heavier loads than characters can. Instead of the multipliers given above, multiply the value corresponding to the creature’s Strength score from Table: Carrying Capacity by the appropriate modifier, as follows: Fine x1/4, Diminutive x1/2, Tiny x3/4, Small x1, Medium x1-1/2, Large x3, Huge x6, Gargantuan x12, Colossal x24.
Tremendous Strength: For Strength scores not shown on Table: Carrying Capacity, find the Strength score between 20 and 29 that has the same number in the “ones” digit as the creature’s Strength score does and multiply the numbers in that for by 4 for every ten points the creature’s strength is above the score for that row.

Table: Carrying Capacity
Strength Score | Light Load | Medium Load | Heavy Load
1 | 3 lb. or less | 4–6 lb. | 7–10 lb.
2 | 6 lb. or less | 7–13 lb. | 14–20 lb.
3 | 10 lb. or less | 11–20 lb. | 21–30 lb.
4 | 13 lb. or less | 14–26 lb. | 27–40 lb.
5 | 16 lb. or less | 17–33 lb. | 34–50 lb.
6 | 20 lb. or less | 21–40 lb. | 41–60 lb.
7 | 23 lb. or less | 24–46 lb. | 47–70 lb.
8 | 26 lb. or less | 27–53 lb. | 54–80 lb.
9 | 30 lb. or less | 31–60 lb. | 61–90 lb.
10 | 33 lb. or less | 34–66 lb. | 67–100 lb.
11 | 38 lb. or less | 39–76 lb. | 77–115 lb.
12 | 43 lb. or less | 44–86 lb. | 87–130 lb.
13 | 50 lb. or less | 51–100 lb. | 101–150 lb.
14 | 58 lb. or less | 59–116 lb. | 117–175 lb.
15 | 66 lb. or less | 67–133 lb. | 134–200 lb.
16 | 76 lb. or less | 77–153 lb. | 154–230 lb.
17 | 86 lb. or less | 87–173 lb. | 174–260 lb.
18 | 100 lb. or less | 101–200 lb. | 201–300 lb.
19 | 116 lb. or less | 117–233 lb. | 234–350 lb.
20 | 133 lb. or less | 134–266 lb. | 267–400 lb.
21 | 153 lb. or less | 154–306 lb. | 307–460 lb.
22 | 173 lb. or less | 174–346 lb. | 347–520 lb.
23 | 200 lb. or less | 201–400 lb. | 401–600 lb.
24 | 233 lb. or less | 234–466 lb. | 467–700 lb.
25 | 266 lb. or less | 267–533 lb. | 534–800 lb.
26 | 306 lb. or less | 307–613 lb. | 614–920 lb.
27 | 346 lb. or less | 347–693 lb. | 694–1,040 lb.
28 | 400 lb. or less | 401–800 lb. | 801–1,200 lb.
29 | 466 lb. or less | 467–933 lb. | 934–1,400 lb.
+10 | x4 | x4 | x4

Table: Carrying Loads
 |  |  | Speed
Load | Max Dex | Check Penalty | (30 ft.) | (20 ft.) | Run
Medium | +3 | –3 | 20 ft. | 15 ft. | x4
Heavy | +1 | –6 | 20 ft. | 15 ft. | x3

Armor and Encumbrance for Other Base Speeds
The table below provides reduced speed figures for all base speeds from 20 feet to 100 feet (in 10-foot increments).
Base Speed | Reduced Speed | Base Speed | Reduced Speed
20 ft. | 15 ft. | 70 ft. | 50 ft.
30 ft. | 20 ft. | 80 ft. | 55 ft.
40 ft. | 30 ft. | 90 ft. | 60 ft.
50 ft. | 35 ft. | 100 ft. | 70 ft.
60 ft. | 40 ft. |  |

MOVEMENT

There are three movement scales, as follows.
• Tactical, for combat, measured in feet (or squares) per round.
• Local, for exploring an area, measured in feet per minute.
• Overland, for getting from place to place, measured in miles per hour or miles per day.

Modes of Movement: While moving at the different movement scales, creatures generally walk, hustle, or run.
Walk: A walk represents unhurried but purposeful movement at 3 miles per hour for an unencumbered human.
Hustle: A hustle is a jog at about 6 miles per hour for an unencumbered human. A character moving his or her speed twice in a single round, or moving that speed in the same round that he or she performs a standard action or another move action is hustling when he or she moves.
Run (x3): Moving three times speed is a running pace for a character in heavy armor. It represents about 9 miles per hour for a human in full plate.
Run (x4): Moving four times speed is a running pace for a character in light, medium, or no armor. It represents about 12 miles per hour for an unencumbered human, or 8 miles per hour for a human in chainmail.

TACTICAL MOVEMENT
Use tactical movement for combat. Characters generally don’t walk during combat—they hustle or run. A character who moves his or her speed and takes some action is hustling for about half the round and doing something else the other half.

Hampered Movement: Difficult terrain, obstacles, or poor visibility can hamper movement. When movement is hampered, each square moved into usually counts as two squares, effectively reducing the distance that a character can cover in a move.
If more than one condition applies, multiply together all additional costs that apply. (This is a specific exception to the normal rule for doubling)
In some situations, your movement may be so hampered that you don’t have sufficient speed even to move 5 feet (1 square). In such a case, you may use a full-round action to move 5 feet (1 square) in any direction, even diagonally. Even though this looks like a 5-foot step, it’s not, and thus it provokes attacks of opportunity normally. (You can’t take advantage of this rule to move through impassable terrain or to move when all movement is prohibited to you.)
You can’t run or charge through any square that would hamper your movement.

LOCAL MOVEMENT
Characters exploring an area use local movement, measured in feet per minute.
Walk: A character can walk without a problem on the local scale.
Hustle: A character can hustle without a problem on the local scale. See Overland Movement, below, for movement measured in miles per hour.
Run: A character with a Constitution score of 9 or higher can run for a minute without a problem. Generally, a character can run for a minute or two before having to rest for a minute

OVERLAND MOVEMENT
Characters covering long distances cross-country use overland movement. Overland movement is measured in miles per hour or miles per day. A day represents 8 hours of actual travel time. For rowed watercraft, a day represents 10 hours of rowing. For a sailing ship, it represents 24 hours.
Walk: A character can walk 8 hours in a day of travel without a problem. Walking for longer than that can wear him or her out (see Forced March, below).
Hustle: A character can hustle for 1 hour without a problem. Hustling for a second hour in between sleep cycles deals 1 point of nonlethal damage, and each additional hour deals twice the damage taken during the previous hour of hustling. A character who takes any nonlethal damage from hustling becomes fatigued.
A fatigued character can’t run or charge and takes a penalty of –2 to Strength and Dexterity. Eliminating the nonlethal damage also eliminates the fatigue.
Run: A character can’t run for an extended period of time.
Attempts to run and rest in cycles effectively work out to a hustle.
Terrain: The terrain through which a character travels affects how much distance he or she can cover in an hour or a day (see Table: Terrain and Overland Movement). A highway is a straight, major, paved road. A road is typically a dirt track. A trail is like a road, except that it allows only single-file travel and does not benefit a party traveling with vehicles. Trackless terrain is a wild area with no paths.
Forced March: In a day of normal walking, a character walks for 8 hours. The rest of the daylight time is spent making and breaking camp, resting, and eating.
A character can walk for more than 8 hours in a day by making a forced march. For each hour of marching beyond 8 hours, a Constitution check (DC 10, +2 per extra hour) is required. If the check fails, the character takes 1d6 points of nonlethal damage. A character who takes any nonlethal damage from a forced march becomes fatigued. Eliminating the nonlethal damage also eliminates the fatigue. It’s possible for a character to march into unconsciousness by pushing himself too hard.
Mounted Movement: A mount bearing a rider can move at a hustle. The damage it takes when doing so, however, is lethal damage, not nonlethal damage. The creature can also be ridden in a forced march, but its Constitution checks automatically fail, and, again, the damage it takes is lethal damage. Mounts also become fatigued when they take any damage from hustling or forced marches.
See Table: Mounts and Vehicles for mounted speeds and speeds for vehicles pulled by draft animals.
Waterborne Movement: See Table: Mounts and Vehicles for speeds for water vehicles.

Table: Movement and Distance
 | Speed
 | 15 feet | 20 feet | 30 feet | 40 feet
One Round (Tactical)1 |  |  |  |
Walk | 15 ft. | 20 ft. | 30 ft. | 40 ft.
Hustle | 30 ft. | 40 ft. | 60 ft. | 80 ft.
Run (x3) | 45 ft. | 60 ft. | 90 ft. | 120 ft.
Run (x4) | 60 ft. | 80 ft. | 120 ft. | 160 ft.
One Minute (Local) |  |  |  |
Walk | 150 ft. | 200 ft. | 300 ft. | 400 ft.
Hustle | 300 ft. | 400 ft. | 600 ft. | 800 ft.
Run (x3) | 450 ft. | 600 ft. | 900 ft. | 1,200 ft.
Run (x4) | 600 ft. | 800 ft. | 1,200 ft. | 1,600 ft.
One Hour (Overland) |  |  |  |
Walk | 1-1/2 miles | 2 miles | 3 miles | 4 miles
Hustle | 3 miles | 4 miles | 6 miles | 8 miles
Run | — | — | — | —
One Day (Overland) |  |  |  |
Walk | 12 miles | 16 miles | 24 miles | 32 miles
Hustle | — | — | — | —
Run | — | — | — | —
1 Tactical movement is often measured in squares on the battle grid (1 square = 5 feet) rather than feet.

Table: Hampered Movement
Condition | Additional Movement Cost
Difficult terrain | x2
Obstacle1 | x2
Poor visibility | x2
Impassable | —
1 May require a skill check

Table: Terrain and Overland Movement
Terrain | Highway | Road or Trail | Trackless
Desert, sandy | x1 | x1/2 | x1/2
Forest | x1 | x1 | x1/2
Hills | x1 | x3/4 | x1/2
Jungle | x1 | x3/4 | x1/4
Moor | x1 | x1 | x3/4
Mountains | x3/4 | x3/4 | x1/2
Plains | x1 | x1 | x3/4
Swamp | x1 | x3/4 | x1/2
Tundra, frozen | x1 | x3/4 | x3/4

Table: Mounts and Vehicles
Mount/Vehicle | Per Hour | Per Day
Mount (carrying load) |  |
Light horse or light warhorse | 6 miles | 48 miles
Light horse (151–450 lb.)1 | 4 miles | 32 miles
Light warhorse (231–690 lb.)1 | 4 miles | 32 miles
Heavy horse or heavy warhorse | 5 miles | 40 miles
Heavy horse (201–600 lb.)1 | 3-1/2 miles | 28 miles
Heavy warhorse (301–900 lb.)1 | 3-1/2 miles | 28 miles
Pony or warpony | 4 miles | 32 miles
Pony (76–225 lb.)1 | 3 miles | 24 miles
Warpony (101–300 lb.)1 | 3 miles | 24 miles
Donkey or mule | 3 miles | 24 miles
Donkey (51–150 lb.)1 | 2 miles | 16 miles
Mule (231–690 lb.)1 | 2 miles | 16 miles
Dog, riding | 4 miles | 32 miles
Dog, riding (101–300 lb.)1 | 3 miles | 24 miles
Cart or wagon | 2 miles | 16 miles
Ship |  |
Raft or barge (poled or towed)2 | 1/2 mile | 5 miles
Keelboat (rowed)2 | 1 mile | 10 miles
Rowboat (rowed)2 | 1-1/2 miles | 15 miles
Sailing ship (sailed) | 2 miles | 48 miles
Warship (sailed and rowed) | 2-1/2 miles | 60 miles
Longship (sailed and rowed) | 3 miles | 72 miles
Galley (rowed and sailed) | 4 miles | 96 miles
1 Quadrupeds, such as horses, can carry heavier loads than characters can. See Carrying Capacity, above, for more information.
2 Rafts, barges, keelboats, and rowboats are used on lakes and rivers. If going downstream, add the speed of the current (typically 3 miles per hour) to the speed of the vehicle. In addition to 10 hours of being rowed, the vehicle can also float an additional 14 hours, if someone can guide it, so add an additional 42 miles to the daily distance traveled. These vehicles can’t be rowed against any significant current, but they can be pulled upstream by draft animals on the shores.

MOVING IN THREE DIMENSIONS
Tactical Aerial Movement
Once movement becomes three-dimensional and involves turning in midair and maintaining a minimum velocity to stay aloft, it gets more complicated. Most flying creatures have to slow down at least a little to make a turn, and many are limited to fairly wide turns and must maintain a minimum forward speed. Each flying creature has a maneuverability, as shown on Table: Maneuverability. The entries on the table are defined below.
Minimum Forward Speed: If a flying creature fails to maintain its minimum forward speed, it must land at the end of its movement. If it is too high above the ground to land, it falls straight down, descending 150 feet in the first round of falling. If this distance brings it to the ground, it takes falling damage. If the fall doesn’t bring the creature to the ground, it must spend its next turn recovering from the stall. It must succeed on a DC 20 Reflex save to recover. Otherwise it falls another 300 feet. If it hits the ground, it takes falling damage. Otherwise, it has another chance to recover on its next turn.
Hover: The ability to stay in one place while airborne.
Move Backward: The ability to move backward without turning around.
Reverse: A creature with good maneuverability uses up 5 feet of its speed to start flying backward.
Turn: How much the creature can turn after covering the stated distance.
Turn in Place: A creature with good or average maneuverability can use some of its speed to turn in place.
Maximum Turn: How much the creature can turn in any one space.
Up Angle: The angle at which the creature can climb.
Up Speed: How fast the creature can climb.
Down Angle: The angle at which the creature can descend.
Down Speed: A flying creature can fly down at twice its normal flying speed.
Between Down and Up: An average, poor, or clumsy flier must fly level for a minimum distance after descending and before climbing. Any flier can begin descending after a climb without an intervening distance of level flight.

Table: Maneuverability
 | Maneuverability
 | Perfect | Good | Average | Poor | Clumsy
Minimum forward speed | None | None | Half | Half | Half
Hover | Yes | Yes | No | No | No
Move backward | Yes | Yes | No | No | No
Reverse | Free | –5 ft. | No | No | No
Turn | Any | 90º/5 ft. | 45º/5 ft. | 45º/5 ft. | 45º/10 ft.
Turn in place | Any | +90º/–5 ft. | +45º/–5 ft. | No | No
Maximum turn | Any | Any | 90º | 45º | 45º
Up angle | Any | Any | 60º | 45º | 45º
Up speed | Full | Half | Half | Half | Half
Down angle | Any | Any | Any | 45º | 45º
Down speed | Double | Double | Double | Double | Double
Between down and up | 0 | 0 | 5 ft. | 10 ft. | 20 ft.

EVASION AND PURSUIT
In round-by-round movement, simply counting off squares, it’s impossible for a slow character to get away from a determined fast character without mitigating circumstances. Likewise, it’s no problem for a fast character to get away from a slower one.
When the speeds of the two concerned characters are equal, there’s a simple way to resolve a chase: If one creature is pursuing another, both are moving at the same speed, and the chase continues for at least a few rounds, have them make opposed Dexterity checks to see who is the faster over those rounds. If the creature being chased wins, it escapes. If the pursuer wins, it catches the fleeing creature.
Sometimes a chase occurs overland and could last all day, with the two sides only occasionally getting glimpses of each other at a distance. In the case of a long chase, an opposed Constitution check made by all parties determines which can keep pace the longest. If the creature being chased rolls the highest, it gets away. If not, the chaser runs down its prey, outlasting it with stamina.

MOVING AROUND IN SQUARES
In general, when the characters aren’t engaged in round-by-round combat, they should be able to move anywhere and in any manner that you can imagine real people could. A 5-foot square, for instance, can hold several characters; they just can’t all fight effectively in that small space. The rules for movement are important for combat, but outside combat they can impose unnecessary hindrances on character activities.

EXPLORATION

VISION AND LIGHT
Dwarves and half-orcs have darkvision, but everyone else needs light to see by. See Table: Light Sources and Illumination for the radius that a light source illuminates and how long it lasts.
In an area of bright light, all characters can see clearly. A creature can’t hide in an area of bright light unless it is invisible or has cover.
In an area of shadowy illumination, a character can see dimly. Creatures within this area have concealment relative to that character. A creature in an area of shadowy illumination can make a Hide check to conceal itself.
In areas of darkness, creatures without darkvision are effectively blinded. In addition to the obvious effects, a blinded creature has a 50% miss chance in combat (all opponents have total concealment), loses any Dexterity bonus to AC, takes a –2 penalty to AC, moves at half speed, and takes a –4 penalty on Search checks and most Strength and Dexterity-based skill checks.
Characters with low-light vision (elves, gnomes, and half-elves) can see objects twice as far away as the given radius. Double the effective radius of bright light and of shadowy illumination for such characters.
Characters with darkvision (dwarves and half-orcs) can see lit areas normally as well as dark areas within 60 feet. A creature can’t hide within 60 feet of a character with darkvision unless it is invisible or has cover.

Table: Light Sources and Illumination
Object | Bright | Shadowy | Duration
Candle | n/a1 | 5 ft. | 1 hr.
Everburning torch | 20 ft. | 40 ft. | Permanent
Lamp, common | 15 ft. | 30 ft. | 6 hr./pint
Lantern, bullseye2 | 60-ft. cone | 120-ft. cone | 6 hr./pint
Lantern, hooded | 30 ft. | 60 ft. | 6 hr./pint
Sunrod | 30 ft. | 60 ft. | 6 hr.
Torch | 20 ft. | 40 ft. | 1 hr.
Spell | Bright | Shadowy | Duration
Continual flame | 20 ft. | 40 ft. | Permanent
Dancing lights (torches) | 20 ft. (each) | 40 ft. (each) | 1 min.
Daylight | 60 ft. | 120 ft. | 30 min.
Light | 20 ft. | 40 ft. | 10 min.
1 A candle does not provide bright illumination, only shadowy illumination.
2 A bullseye lantern illuminates a cone, not a radius.

BREAKING AND ENTERING
When attempting to break an object, you have two choices: smash it with a weapon or break it with sheer strength.

Smashing an Object
Smashing a weapon or shield with a slashing or bludgeoning weapon is accomplished by the sunder special attack. Smashing an object is a lot like sundering a weapon or shield, except that your attack roll is opposed by the object’s AC. Generally, you can smash an object only with a bludgeoning or slashing weapon.
Armor Class: Objects are easier to hit than creatures because they usually don’t move, but many are tough enough to shrug off some damage from each blow. An object’s Armor Class is equal to 10 + its size modifier + its Dexterity modifier. An inanimate object has not only a Dexterity of 0 (–5 penalty to AC), but also an additional –2 penalty to its AC. Furthermore, if you take a full-round action to line up a shot, you get an automatic hit with a melee weapon and a +5 bonus on attack rolls with a ranged weapon.
Hardness: Each object has hardness—a number that represents how well it resists damage. Whenever an object takes damage, subtract its hardness from the damage. Only damage in excess of its hardness is deducted from the object’s hit points (see Table: Common Armor, Weapon, and Shield Hardness and Hit Points; Table: Substance Hardness and Hit Points; and Table: Object Hardness and Hit Points).
Hit Points: An object’s hit point total depends on what it is made of and how big it is (see Table: Common Armor, Weapon, and Shield Hardness and Hit Points; Table: Substance Hardness and Hit Points; and Table: Object Hardness and Hit Points). When an object’s hit points reach 0, it’s ruined.
Very large objects have separate hit point totals for different sections.
Energy Attacks: Acid and sonic attacks deal damage to most objects just as they do to creatures; roll damage and apply it normally after a successful hit. Electricity and fire attacks deal half damage to most objects; divide the damage dealt by 2 before applying the hardness. Cold attacks deal one-quarter damage to most objects; divide the damage dealt by 4 before applying the hardness.
Ranged Weapon Damage: Objects take half damage from ranged weapons (unless the weapon is a siege engine or something similar). Divide the damage dealt by 2 before applying the object’s hardness.
Ineffective Weapons: Certain weapons just can’t effectively deal damage to certain objects.
Immunities: Objects are immune to nonlethal damage and to critical hits.
Even animated objects, which are otherwise considered creatures, have these immunities because they are constructs.
Magic Armor, Shields, and Weapons: Each +1 of enhancement bonus adds 2 to the hardness of armor, a weapon, or a shield and +10 to the item’s hit points.
Vulnerability to Certain Attacks: Certain attacks are especially successful against some objects. In such cases, attacks deal double their normal damage and may ignore the object’s hardness.
Damaged Objects: A damaged object remains fully functional until the item’s hit points are reduced to 0, at which point it is destroyed.
Damaged (but not destroyed) objects can be repaired with the Craft skill.
Saving Throws: Nonmagical, unattended items never make saving throws. They are considered to have failed their saving throws, so they always are affected by spells. An item attended by a character (being grasped, touched, or worn) makes saving throws as the character (that is, using the character’s saving throw bonus).
Magic items always get saving throws. A magic item’s Fortitude, Reflex, and Will save bonuses are equal to 2 + one-half its caster level. An attended magic item either makes saving throws as its owner or uses its own saving throw bonus, whichever is better.
Animated Objects: Animated objects count as creatures for purposes of determining their Armor Class (do not treat them as inanimate objects).

Breaking Items
When a character tries to break something with sudden force rather than by dealing damage, use a Strength check (rather than an attack roll and damage roll, as with the sunder special attack) to see whether he or she succeeds. The DC depends more on the construction of the item than on the material.
If an item has lost half or more of its hit points, the DC to break it drops by 2.
Larger and smaller creatures get size bonuses and size penalties on Strength checks to break open doors as follows: Fine –16, Diminutive –12, Tiny –8, Small –4, Large +4, Huge +8, Gargantuan +12, Colossal +16.
A crowbar or portable ram improves a character’s chance of breaking open a door.

Table: Common Armor, Weapon, and Shield Hardness and Hit Points
Weapon or Shield | Hardness | HP1
Light blade | 10 | 2
One-handed blade | 10 | 5
Two-handed blade | 10 | 10
Light metal-hafted weapon | 10 | 10
One-handed metal-hafted weapon | 10 | 20
Light hafted weapon | 5 | 2
One-handed hafted weapon | 5 | 5
Two-handed hafted weapon | 5 | 10
Projectile weapon | 5 | 5
Armor | special2 | armor bonus x 5
Buckler | 10 | 5
Light wooden shield | 5 | 7
Heavy wooden shield | 5 | 15
Light steel shield | 10 | 10
Heavy steel shield | 10 | 20
Tower shield | 5 | 20
1 The hp value given is for Medium armor, weapons, and shields. Divide by 2 for each size category of the item smaller than Medium, or multiply it by 2 for each size category larger than Medium.
2 Varies by material; see Table: Substance Hardness and Hit Points.

Table: Substance Hardness and Hit Points
Substance | Hardness | Hit Points
Paper or cloth | 0 | 2/inch of thickness
Rope | 0 | 2/inch of thickness
Glass | 1 | 1/inch of thickness
Ice | 0 | 3/inch of thickness
Leather or hide | 2 | 5/inch of thickness
Wood | 5 | 10/inch of thickness
Stone | 8 | 15/inch of thickness
Iron or steel | 10 | 30/inch of thickness
Mithral | 15 | 30/inch of thickness
Adamantine | 20 | 40/inch of thickness

Table: Size and Armor Class of Objects
Size | AC Modifier
Colossal | –8
Gargantuan | –4
Huge | –2
Large | –1
Medium | +0
Small | +1
Tiny | +2
Diminutive | +4
Fine | +8

Table: Object Hardness and Hit Points
Object | Hardness | Hit Points | Break DC
Rope (1 inch diam.) | 0 | 2 | 23
Simple wooden door | 5 | 10 | 13
Small chest | 5 | 1 | 17
Good wooden door | 5 | 15 | 18
Treasure chest | 5 | 15 | 23
Strong wooden door | 5 | 20 | 23
Masonry wall (1 ft. thick) | 8 | 90 | 35
Hewn stone (3 ft. thick) | 8 | 540 | 50
Chain | 10 | 5 | 26
Manacles | 10 | 10 | 26
Masterwork manacles | 10 | 10 | 28
Iron door (2 in. thick) | 10 | 60 | 28

Table: DCs to Break or Burst Items
Strength Check to: | DC
Break down simple door | 13
Break down good door | 18
Break down strong door | 23
Burst rope bonds | 23
Bend iron bars | 24
Break down barred door | 25
Burst chain bonds | 26
Break down iron door | 28
Condition | DC Adjustment1
Hold portal | +5
Arcane lock | +10
1 If both apply, use the larger number.


ADVENTURE ENVIRONMENT

DUNGEONS

TYPES OF DUNGEONS
The four basic dungeon types are defined by their current status. Many dungeons are variations on these basic types or combinations of more than one of them. Sometimes old dungeons are used again and again by different inhabitants for different purposes.
Ruined Structure: Once occupied, this place is now abandoned (completely or in part) by its original creator or creators, and other creatures have wandered in. Many subterranean creatures look for abandoned underground constructions in which to make their lairs. Any traps that might exist have probably been set off, but wandering beasts might very well be common.
Occupied Structure: This type of dungeon is still in use. Creatures (usually intelligent) live there, although they may not be the dungeon’s creators. An occupied structure might be a home, a fortress, a temple, an active mine, a prison, or a headquarters. This type of dungeon is less likely to have traps or wandering beasts, and more likely to have organized guards—both on watch and on patrol. Traps or wandering beasts that might be encountered are usually under the control of the occupants. Occupied structures have furnishings to suit the inhabitants, as well as decorations, supplies, and the ability for occupants to move around (doors they can open, hallways large enough for them to pass through, and so on). The inhabitants might have a communication system, and they almost certainly control an access to the outside.
Some dungeons are partially occupied and partially empty or in ruins. In such cases, the occupants are typically not the original builders but instead a group of intelligent creatures that have set up their base, lair, or fortification within an abandoned dungeon.
Safe Storage: When people want to protect something, they might bury it underground. Whether the item they want to protect is a fabulous treasure, a forbidden artifact, or the dead body of an important figure, these valuable objects are placed within a dungeon and surrounded by barriers, traps, and guardians.
The safe storage type of dungeon is the most likely to have traps but the least likely to have wandering beasts. This type of dungeon normally is built for function rather than appearance, but sometimes it has ornamentation in the form of statuary or painted walls. This is particularly true of the tombs of important people.
Sometimes, however, a vault or a crypt is constructed in such a way as to house living guardians. The problem with this strategy is that something must be done to keep the creatures alive between intrusion attempts. Magic is usually the best solution to provide food and water for these creatures. Even if there’s no way anything living can survive in a safe storage dungeon, certain monsters can still serve as guardians. Builders of vaults or tombs often place undead creatures or constructs, both of which which have no need for sustenance or rest, to guard their dungeons. Magic traps can attack intruders by summoning monsters into the dungeon. These guardians also need no sustenance, since they appear only when they’re needed and disappear when their task is done.
Natural Cavern Complex: Underground caves provide homes for all sorts of subterranean monsters. Created naturally and connected by a labyrinthine tunnel system, these caverns lack any sort of pattern, order, or decoration. With no intelligent force behind its construction, this type of dungeon is the least likely to have traps or even doors.
Fungi of all sorts thrive in caves, sometimes growing in huge forests of mushrooms and puffballs. Subterranean predators prowl these forests, looking for those feeding upon the fungi. Some varieties of fungus give off a phosphorescent glow, providing a natural cavern complex with its own limited light source. In other areas, a daylight spell or similar magical effect can provide enough light for green plants to grow.
Often, a natural cavern complex connects with another type of dungeons, the caves having been discovered when the manufactured dungeon was delved. A cavern complex can connect two otherwise unrelated dungeons, sometimes creating a strange mixed environment. A natural cavern complex joined with another dungeon often provides a route by which subterranean creatures find their way into a manufactured dungeon and populate it.

DUNGEON TERRAIN
WALLS
Sometimes, masonry walls—stones piled on top of each other (usually but not always held in place with mortar)—divide dungeons into corridors and chambers. Dungeon walls can also be hewn from solid rock, leaving them with a rough, chiseled look. Or, dungeon walls can be the smooth, unblemished stone of a naturally occurring cave. Dungeon walls are difficult to break down or through, but they’re generally easy to climb.
Table: Walls
Wall Type | Typical Thickness | Break DC | Hardness | Hit Points1 | Climb DC
Masonry | 1 ft. | 35 | 8 | 90 hp | 20
Superior masonry | 1 ft. | 35 | 8 | 90 hp | 25
Reinforced masonry | 1 ft. | 45 | 8 | 180 hp | 15
Hewn stone | 3 ft. | 50 | 8 | 540 hp | 25
Unworked stone | 5 ft. | 65 | 8 | 900 hp | 15
Iron | 3 in. | 30 | 10 | 90 hp | 25
Paper | Paper-thin | 1 | — | 1 hp | 30
Wood | 6 in. | 20 | 5 | 60 hp | 21
Magically treated2 | — | +20 | ×2 | ×23 | —
1 Per 10-foot-by-10-foot section.
2 These modifiers can be applied to any of the other wall types.
3 Or an additional 50 hit points, whichever is greater.

Masonry Walls: The most common kind of dungeon wall, masonry walls are usually at least 1 foot thick. Often these ancient walls sport cracks and crevices, and sometimes dangerous slimes or small monsters live in these areas and wait for prey. Masonry walls stop all but the loudest noises. It takes a DC 20 Climb check to travel along a masonry wall.
Superior Masonry Walls: Sometimes masonry walls are better built (smoother, with tighter-fitting stones and less cracking), and occasionally these superior walls are covered with plaster or stucco. Covered walls often bear paintings, carved reliefs, or other decoration. Superior masonry walls are no more difficult to destroy than regular masonry walls but are more difficult to climb (DC 25).
Hewn Stone Walls: Such walls usually result when a chamber or passage is tunneled out from solid rock. The rough surface of a hewn wall frequently provides minuscule ledges where fungus grows and fissures where vermin, bats, and subterranean snakes live. When such a wall has an “other side” (it separates two chambers in the dungeon), the wall is usually at least 3 feet thick; anything thinner risks collapsing from the weight of all the stone overhead. It takes a DC 25 Climb check to climb a hewn stone wall.
Unworked Stone Walls: These surfaces are uneven and rarely flat. They are smooth to the touch but filled with tiny holes, hidden alcoves, and ledges at various heights. They’re also usually wet or at least damp, since it’s water that most frequently creates natural caves. When such a wall has an “other side,” the wall is usually at least 5 feet thick. It takes a DC 15 Climb check to move along an unworked stone wall.

SPECIAL WALLS
Reinforced Walls: These are masonry walls with iron bars on one or both sides of the wall, or placed within the wall to strengthen it. The hardness of a reinforced wall remains the same, but its hit points are doubled and the Strength check DC to break through it is increased by 10.
Iron Walls: These walls are placed within dungeons around important places such as vaults.
Paper Walls: Paper walls are the opposite of iron walls, placed as screens to block line of sight but nothing more.
Wooden Walls: Wooden walls often exist as recent additions to older dungeons, used to create animal pens, storage bins, or just to make a number of smaller rooms out of a larger one.
Magically Treated Walls: These walls are stronger than average, with a greater hardness, more hit points, and a higher break DC. Magic can usually double the hardness and hit points and can add up to 20 to the break DC. A magically treated wall also gains a saving throw against spells that could affect it, with the save bonus equaling 2 + one-half the caster level of the magic reinforcing the wall. Creating a magic wall requires the Craft Wondrous Item feat and the expenditure of 1,500 gp for each 10 foot-by-10-foot wall section.
Walls with Arrow Slits: Walls with arrow slits can be made of any durable material but are most commonly masonry, hewn stone, or wood. Such a wall allows defenders to fire arrows or crossbow bolts at intruders from behind the safety of the wall. Archers behind arrow slits have improved cover that gives them a +8 bonus to Armor Class, a +4 bonus on Reflex saves, and the benefits of the improved evasion class feature.

FLOORS
As with walls, dungeon floors come in many types.
Flagstone: Like masonry walls, flagstone floors are made of fitted stones. They are usually cracked and only somewhat level. Slime and mold grows in these cracks. Sometimes water runs in rivulets between the stones or sits in stagnant puddles. Flagstone is the most common dungeon floor.
Uneven Flagstone: Over time, some floors can become so uneven that a DC 10 Balance check is required to run or charge across the surface. Failure means the character can’t move in this round. Floors as treacherous as this should be the exception, not the rule.
Hewn Stone Floors: Rough and uneven, hewn floors are usually covered with loose stones, gravel, dirt, or other debris. A DC 10 Balance check is required to run or charge across such a floor. Failure means the character can still act, but can’t run or charge in this round.
Light Rubble: Small chunks of debris litter the ground. Light rubble adds 2 to the DC of Balance and Tumble checks.
Dense Rubble: The ground is covered with debris of all sizes. It costs 2 squares of movement to enter a square with dense rubble. Dense rubble adds 5 to the DC of Balance and Tumble checks, and it adds 2 to the DC of Move Silently checks.
Smooth Stone Floors: Finished and sometimes even polished, smooth floors are found only in dungeons with capable and careful builders.
Natural Stone Floors: The floor of a natural cave is as uneven as the walls. Caves rarely have flat surfaces of any great size. Rather, their floors have many levels. Some adjacent floor surfaces might vary in elevation by only a foot, so that moving from one to the other is no more difficult than negotiating a stair step, but in other places the floor might suddenly drop off or rise up several feet or more, requiring Climb checks to get from one surface to the other. Unless a path has been worn and well marked in the floor of a natural cave, it takes 2 squares of movement to enter a square with a natural stone floor, and the DC of Balance and Tumble checks increases by 5. Running and charging are impossible, except along paths.

SPECIAL FLOORS
Slippery: Water, ice, slime, or blood can make any of the dungeon floors described in this section more treacherous. Slippery floors increase the DC of Balance and Tumble checks by 5.
Grate: A grate often covers a pit or an area lower than the main floor. Grates are usually made from iron, but large ones can also be made from iron-bound timbers. Many grates have hinges to allow access to what lies below (such grates can be locked like any door), while others are permanent and designed not to move. A typical 1-inch-thick iron grate has 25 hit points, hardness 10, and a DC of 27 for Strength checks to break through it or tear it loose.
Ledge: Ledges allow creatures to walk above some lower area. They often circle around pits, run along underground streams, form balconies around large rooms, or provide a place for archers to stand while firing upon enemies below. Narrow ledges (12 inches wide or less) require those moving along them to make Balance checks. Failure results in the moving character
falling off the ledge. Ledges sometimes have railings. In such a case, characters gain a +5 circumstance bonus on Balance checks to move along the ledge. A character who is next to a railing gains a +2 circumstance bonus on his or her opposed Strength check to avoid being bull rushed off the edge.
Ledges can also have low walls 2 to 3 feet high along their edges. Such walls provide cover against attackers within 30 feet on the other side of the wall, as long as the target is closer to the low wall than the attacker is.
Transparent Floor: Transparent floors, made of reinforced glass or magic materials (even a wall of force), allow a dangerous setting to be viewed safely from above. Transparent floors are sometimes placed over lava pools, arenas, monster dens, and torture chambers. They can be used by defenders to watch key areas for intruders.
Sliding Floors: A sliding floor is a type of trapdoor, designed to be moved and thus reveal something that lies beneath it. A typical sliding floor moves so slowly that anyone standing on one can avoid falling into the gap it creates, assuming there’s somewhere else to go. If such a floor slides quickly enough that there’s a chance of a character falling into whatever lies beneath—a spiked pit, a vat of burning oil, or a pool filled with sharks—then it’s a trap.
Trap Floors: Some floors are designed to become suddenly dangerous. With the application of just the right amount of weight, or the pull of a lever somewhere nearby, spikes protrude from the floor, gouts of steam or flame shoot up from hidden holes, or the entire floor tilts. These strange floors are sometimes found in an arena, designed to make combats more exciting and deadly. Construct these floors as you would any other trap.

DOORS
Doors in dungeons are much more than mere entrances and exits. Often they can be encounters all by themselves.
Dungeon doors come in three basic types: wooden, stone, and iron.
Table: Doors
Door Type | Typical Thickness | Hardness | Hit Points | Break DC
 |  |  |  | Stuck | Locked
Simple wooden | 1 in. | 5 | 10 hp | 13 | 15
Good wooden | 1-1/2 in. | 5 | 15 hp | 16 | 18
Strong wooden | 2 in. | 5 | 20 hp | 23 | 25
Stone | 4 in. | 8 | 60 hp | 28 | 28
Iron | 2 in. | 10 | 60 hp | 28 | 28
Portcullis, wooden | 3 in | 5 | 30 hp | 251 | 251
Portcullis, iron | 2 in. | 10 | 60 hp | 251 | 251
Lock | — | 15 | 30 hp |  |
Hinge | — | 10 | 30 hp |  |
1 DC to lift. Use appropriate door figure for breaking.

Wooden Doors: Constructed of thick planks nailed together, sometimes bound with iron for strength (and to reduce swelling from dungeon dampness), wooden doors are the most common type. Wooden doors come in varying strengths: simple, good, and strong doors. Simple doors (break DC 13) are not meant to keep out motivated attackers. Good doors (break DC 16), while sturdy and long-lasting, are still not meant to take much punishment. Strong doors (break DC 23) are bound in iron and are a sturdy barrier to those attempting to get past them. Iron hinges fasten the door to its frame, and typically a circular pull-ring in the center is there to help open it. Sometimes, instead of a pull-ring, a door has an iron pull-bar on one or both sides of the door to serve as a handle. In inhabited dungeons, these doors are usually well maintained (not stuck) and unlocked, although important areas are locked up if possible.
Stone: Carved from solid blocks of stone, these heavy, unwieldy doors are often built so that they pivot when opened, although dwarves and other skilled craftsfolk are able to fashion hinges strong enough to hold up a stone door. Secret doors concealed within a stone wall are usually stone doors. Otherwise, such doors stand as tough barriers protecting something important beyond. Thus, they are often locked or barred.
Iron: Rusted but sturdy, iron doors in a dungeon are hinged like wooden doors. These doors are the toughest form of nonmagical door. They are usually locked or barred.
Locks, Bars, and Seals: Dungeon doors may be locked, trapped, reinforced, barred, magically sealed, or sometimes just stuck. All but the weakest characters can eventually knock down a door with a heavy tool such as a sledgehammer, and a number of spells and magic items give characters an easy way around a locked door.
Attempts to literally chop a door down with a slashing or bludgeoning weapon use the hardness and hit points given in Table: Doors. Often the easiest way to overcome a recalcitrant door is not by demolishing it but by breaking its lock, bar, or hinges. When assigning a DC to an attempt to knock a door down, use the following as guidelines:
DC 10 or Lower: a door just about anyone can break open.
DC 11–15: a door that a strong person could break with one try and an average person might be able to
break with one try.
DC 16–20: a door that almost anyone could break, given time.
DC 21–25: a door that only a strong or very strong person has a hope of breaking, probably not on the first try.
DC 26 or Higher: a door that only an exceptionally strong person has a hope of breaking.
For specific examples in applying these guidelines, see Table: Random Door Types.
Locks: Dungeon doors are often locked, and thus the Open Lock skill comes in very handy. Locks are usually built into the door, either on the edge opposite the hinges or right in the middle of the door. Builtin locks either control an iron bar that juts out of the door and into the wall of its frame, or else a sliding iron bar or heavy wooden bar that rests behind the entire door. By contrast, padlocks are not built-in but usually run through two rings, one on the door and the other on the wall. More complex locks, such as combination locks and puzzle locks, are usually built into the door itself. Because such keyless locks are larger and more complex, they are typically only found in sturdy doors (strong wooden, stone, or iron doors).
The Open Lock DC to pick a lock often falls into the range of 20 to 30, although locks with lower or higher DCs can exist. A door can have more than one lock, each of which must be unlocked separately. Locks are often trapped, usually with poison needles that extend out to prick a rogue’s finger.
Breaking a lock is sometimes quicker than breaking the whole door. If a PC wants to whack at a lock with a weapon, treat the typical lock as having hardness 15 and 30 hit points. A lock can only be broken if it can be attacked separately from the door, which means that a built-in lock is immune to this sort of treatment. In an occupied dungeon, every locked door should have a key somewhere.
A special door (see below for examples) might have a lock with no key, instead requiring that the right combination of nearby levers must be manipulated or the right symbols must be pressed on a keypad in the correct sequence to open the door.
Stuck Doors: Dungeons are often damp, and sometimes doors get stuck, particularly wooden doors. Assume that about 10% of wooden doors and 5% of nonwooden doors are stuck. These numbers can be doubled (to 20% and 10%, respectively) for long-abandoned or neglected dungeons.
Barred Doors: When characters try to bash down a barred door, it’s the quality of the bar that matters, not the material the door is made of. It takes a DC 25 Strength check to break through a door with a wooden bar, and a DC 30 Strength check if the bar is made of iron. Characters can attack the door and destroy it instead, leaving the bar hanging in the now-open doorway.
Magic Seals: In addition to magic traps spells such as arcane lock can discourage passage through a door. A door with an arcane lock spell on it is considered locked even if it doesn’t have a physical lock. It takes a knock spell, a dispel magic spell, or a successful Strength check to get through such a door.
Hinges: Most doors have hinges. Obviously, sliding doors do not. (They usually have tracks or grooves instead, allowing them to slide easily to one side.)
Standard Hinges: These hinges are metal, joining one edge of the door to the doorframe or wall. Remember that the door swings open toward the side with the hinges. (So, if the hinges are on the PCs’ side, the door opens toward them; otherwise it opens away from them.) Adventurers can take the hinges apart one at a time with successful Disable Device checks (assuming the hinges are on their side of the door, of course). Such a task has a DC of 20 because most hinges are rusted or stuck. Breaking a hinge is difficult. Most have hardness 10 and 30 hit points. The break DC for a hinge is the same as for breaking down the door.
Nested Hinges: These hinges are much more complex than ordinary hinges, and are found only in areas of excellent construction. These hinges are built into the wall and allow the door to swing open in either direction. PCs can’t get at the hinges to fool with them unless they break through the doorframe or wall. Nested hinges are typically found on stone doors but sometimes on wooden or iron doors as well.
Pivots: Pivots aren’t really hinges at all, but simple knobs jutting from the top and bottom of the door that fit into holes in the doorframe, allowing the door to spin. The advantages of pivots is that they can’t be dismantled like hinges and they’re simple to make. The disadvantage is that since the door pivots on its center of gravity (typically in the middle), nothing larger than half the door’s width can fit through. Doors with pivots are usually stone and are often quite wide to overcome this disadvantage. Another solution is to place the pivot toward one side and have the door be thicker at that end and thinner toward the other end so that it opens more like a normal door. Secret doors in walls often turn on pivots, since the lack of hinges makes it easier to hide the door’s presence. Pivots also allow objects such as bookcases to be used as secret doors.
Secret Doors: Disguised as a bare patch of wall (or floor, or ceiling), a bookcase, a fireplace, or a fountain, a secret door leads to a secret passage or room. Someone examining the area finds a secret door, if one exists, on a successful Search check (DC 20 for a typical secret door to DC 30 for a well-hidden secret door). Elves have a chance to detect a secret door just by casually looking at an area.
Many secret doors require a special method of opening, such as a hidden button or pressure plate. Secret doors can open like normal doors, or they may pivot, slide, sink, rise, or even lower like a drawbridge to permit access. Builders might put a secret door down low near the floor or high up in a wall, making it difficult to find or reach. Wizards and sorcerers have a spell, phase door, that allows them to create a magic secret door that only they can use.
Magic Doors: Enchanted by the original builders, a door might speak to explorers, warning them away. It might be protected from harm, increasing its hardness or giving it more hit points as well as an improved saving throw bonus against disintegrate and other similar spells. A magic door might not lead into the space revealed beyond, but instead it might be a portal to a faraway place or even another plane of existence. Other magic doors might require passwords or special keys to open them.
Portcullises: These special doors consist of iron or thick, ironbound, wooden shafts that descend from a recess in the ceiling above an archway. Sometimes a portcullis has crossbars that create a grid, sometimes not. Typically raised by means of a winch or a capstan, a portcullis can be dropped quickly, and the shafts end in spikes to discourage anyone from standing underneath (or from attempting to dive under it as it drops). Once it is dropped, a portcullis locks, unless it is so large that no normal person could lift it anyway. In any event, lifting a typical portcullis requires a DC 25 Strength check.

WALLS, DOORS, AND DETECT SPELLS
Stone walls, iron walls, and iron doors are usually thick enough to block most detect spells, such as detect thoughts. Wooden walls, wooden doors, and stone doors are usually not thick enough to do so. However, a secret stone door built into a wall and as thick as the wall itself (at least 1 foot) does block most detect spells.

ROOMS
Rooms in dungeons vary in shape and size. Although many are simple in construction and appearance, particularly interesting rooms have multiple levels joined by stairs, ramps, or ladders, as well as statuary, altars, pits, chasms, bridges, and more.
Underground chambers are prone to collapse, so many rooms— particularly large ones—have arched ceilings or pillars to support the weight of the rock overhead.
Common dungeon rooms fall into the following broad categories.
Guard Post: Intelligent, social denizens of the dungeon will generally have a series of adjacent rooms they consider “theirs,” and they’ll guard the entrances to that common area.
Living Quarters: All but the most nomadic creatures have a lair where they can rest, eat, and store their treasure. Living quarters commonly include beds (if the creature sleeps), possessions (both valuable and mundane), and some sort of food preparation area. Noncombatant creatures such as juveniles and the elderly are often found here.
Work Area: Most intelligent creatures do more than just guard, eat, and sleep, and many devote rooms to magic laboratories, workshops for weapons and armor, or studios for more esoteric tasks.
Shrine: Any creature that is particularly religious may have some place dedicated to worship, and others may venerate something of great historical or personal value. Depending on the creature’s resources and piety, a shrine can be humble or extensive. A shrine is where PCs will likely encounter NPC clerics, and it’s common for wounded monsters to flee to a shrine friendly to them when they seek healing.
Vault: Well protected, often by a locked iron door, a vault is a special room that contains treasure. There’s usually only one entrance—an appropriate place for a trap.
Crypt: Although sometimes constructed like a vault, a crypt can also be a series of individual rooms, each with its own sarcophagus, or a long hall with recesses on either side—shelves to hold coffins or bodies.
Those who are worried about undead rising from the grave take the precaution of locking and trapping a crypt from the outside— making the crypt easy to get into but difficult to leave. Those worried about tomb robbers make their crypts difficult to get into. Some builders do both, just to be on the safe side.

CORRIDORS
All dungeons have rooms, and most have corridors. While most corridors simply connect rooms, sometimes they can be encounter areas in their own right because of traps, guard patrols, and wandering monsters out on the hunt.
Corridor Traps: Because passageways in dungeons tend to be narrow, offering few movement options, dungeon builders like to place traps in them. In a cramped passageway, there’s no way for intruders to move around concealed pits, falling stones, arrow traps, tilting floors, and sliding or rolling rocks that fill the entire passage. For the same reason, magic traps such as glyphs of warding are effective in hallways as well.
Mazes: Usually, passages connect chambers in the simplest and straightest manner possible. Some dungeon builders, however, design a maze or a labyrinth within the dungeon. This sort of construction is difficult to navigate (or at least to navigate quickly) and, when filled with monsters or traps, can be an effective barrier.
A maze can be used to cut off one area of the dungeon, deflecting intruders away from a protected spot. Generally, though, the far side of a maze holds an important crypt or vault—someplace that the dungeon’s regular inhabitants rarely need to get to.

MISCELLANEOUS FEATURES
Stairs: The usual way to connect different levels of a dungeon is with stairs. Straight stairways, spiral staircases, or stairwells with multiple landings between flights of stairs are all common in dungeons, as are ramps (sometimes with an incline so slight that it can be difficult to notice; Spot DC 15). Stairs are important accessways, and are sometimes guarded or trapped. Traps on stairs often cause intruders to slide or fall down to the bottom, where a pit, spikes, a pool of acid, or some other danger awaits.
Gradual Stairs: Stairs that rise less than 5 feet for every 5 feet of horizontal distance they cover don’t affect movement, but characters who attack a foe below them gain a +1 bonus on attack rolls from being on higher ground. Most stairs in dungeons are gradual, except for spiral stairs (see below).
Steep Stairs: Characters moving up steep stairs (which rise at a 45- degree angle or steeper) must spend 2 squares of movement to enter each square of stairs. Characters running or charging down steep stairs must succeed on a DC 10 Balance check upon entering the first steep stairs square. Characters who fail stumble and must end their movement 1d2×5 feet later. Characters who fail by 5 or more take 1d6 points of damage and fall prone in the square where they end their movement. Steep stairs increase the DC of Tumble checks by 5.
Spiral Stairs: This form of steep stairs is designed to make defending a fortress easier. Characters gain cover against foes below them on spiral stairs because they can easily duck around the staircase’s central support.
Railings and Low Walls: Stairs that are open to large rooms often have railings or low walls. They function as described for ledges (see Special Floors).
Bridge: A bridge connects two higher areas separated by a lower area, stretching across a chasm, over a river, or above a pit. A simple bridge might be a single wooden plank, while an elaborate one could be made of mortared stone with iron supports and side rails.
Narrow Bridge: If a bridge is particularly narrow, such as a series of planks laid over lava fissures, treat it as a ledge (see Special Floors). It requires a Balance check (DC dependent on width) to cross such a bridge.
Rope Bridge: Constructed of wooden planks suspended from ropes, a rope bridge is convenient because it’s portable and can be easily removed. It takes two full-round actions to untie one end of a rope bridge, but a DC 15 Use Rope check reduces the time to a move action. If only one of the two supporting ropes is attached, everyone on the bridge must succeed on a DC 15 Reflex save to avoid falling off, and thereafter must make DC 15 Climb checks to move along the remnants of the bridge. Rope bridges are usually 5 feet wide. The two ropes that support them have 8 hit points each.
Drawbridge: Some bridges have mechanisms that allow them to be extended or retracted from the gap they cross. Typically, the winch mechanism exists on only one side of the bridge. It takes a move action to lower a drawbridge, but the bridge doesn’t come down until the beginning of the lowering character’s next turn. It takes a full-round action to raise a drawbridge; the drawbridge is up at the end of the action. Particularly long or wide drawbridges may take more time to raise and lower, and some may require Strength checks to rotate the winch.
Railings and Low Walls: Some bridges have railings or low walls along the sides. If a bridge does, the railing or low walls affect Balance checks and bull rush attempts as described for ledges (see Special Floors). Low walls likewise provide cover to bridge occupants.
Chutes and Chimneys: Stairs aren’t the only way to move up and down in a dungeon. Sometimes a vertical shaft connects levels of a dungeon or links a dungeon with the surface. Chutes are usually traps that dump characters into a lower area—often a place featuring some dangerous situation with which they must contend.
Pillar: A common sight in any dungeon, pillars and columns give support to ceilings. The larger the room, the more likely it has pillars. As a rule of thumb, the deeper in the dungeon a room is, the thicker the pillars need to be to support the overhead weight. Pillars tend to be polished and often have carvings, paintings, or inscriptions upon them.
Slender Pillar: These pillars are only a foot or two across, so they don’t occupy a whole square. A creature standing in the same square as a slender pillar gains a +2 cover bonus to Armor Class and a +1 cover bonus on Reflex saves (these bonuses don’t stack with cover bonuses from other sources). The presence of a slender pillar does not otherwise affect a creature’s fighting space, because it’s assumed that the creature is using the pillar to its advantage when it can. A typical slender pillar has AC 4, hardness 8, and 250 hit points.
Wide Pillar: These pillars take up an entire square and provide cover to anyone behind them. They have AC 3, hardness 8, and 900 hit points. A DC 20 Climb check is sufficient to climb most pillars; the DC increases to 25 for polished or unusually slick ones.
Stalagmite/Stalactite: These tapering natural rock columns extend from the floor (stalagmite) or the ceiling (stalactite). Stalagmites and stalactites function as slender pillars.
Statue: Most statues function as wide pillars, taking up a square and providing cover. Some statues are smaller and act as slender pillars. A DC 15 Climb check allows a character to climb a statue.
Tapestry: Elaborately embroidered patterns or scenes on cloth, tapestries hang from the walls of well-appointed dungeon rooms or corridors. Crafty builders take advantage of tapestries to place alcoves, concealed doors, or secret switches behind them.
Tapestries provide total concealment (50% miss chance) to characters behind them if they’re hanging from the ceiling, or concealment (20% miss chance) if they’re flush with the wall. Climbing a big tapestry isn’t particularly difficult, requiring a DC 15 Climb check (or DC 10 if a wall is within reach).
Pedestal: Anything important on display in a dungeon, from a fabulous treasure to a coffin, tends to rest atop a pedestal or a dais. Raising the object off the floor focuses attention on it (and, in practical terms, keeps it safe from any water or other substance that might seep onto the floor). A pedestal is often trapped to protect whatever sits atop it. It can conceal a secret trapdoor beneath itself or provide a way to reach a door in the ceiling above itself.
Only the largest pedestals take up an entire square; most provide no cover.
Pool: Pools of water collect naturally in low spots in dungeons (a dry dungeon is rare). Pools can also be wells or natural underground springs, or they can be intentionally created basins, cisterns, and fountains. In any event, water is fairly common in dungeons, harboring sightless fish and sometimes aquatic monsters. Pools provide water for dungeon denizens, and thus are as important an area for a predator to control as a watering hole aboveground in the wild.
Shallow Pool: If a square contains a shallow pool, it has roughly 1 foot of standing water. It costs 2 squares of movement to move into a square with a shallow pool, and the DC of Tumble checks in such squares increases by 2.
Deep Pool: These squares have at least 4 feet of standing water. It costs Medium or larger creatures 4 squares of movement to move into a square with a deep pool, or characters can swim if they wish. Small or smaller creatures must swim to move through a square containing a deep pool. Tumbling is impossible in a deep pool. The water in a deep pool provides cover for Medium or larger creatures. Smaller creatures gain improved cover (+8 bonus to AC, +4 bonus on Reflex saves). Medium or larger creatures can crouch as a move action to gain this improved cover. Creatures with this improved cover take a –10 penalty on attacks against creatures that aren’t also underwater.
Deep pool squares are usually clustered together and surrounded by a ring of shallow pool squares. Both shallow pools and deep pools impose a –2 circumstance penalty on Move Silently checks.
Special Pools: Through accident or design, a pool can become magically enhanced. Rarely, a pool or a fountain may be found that has the ability to bestow beneficial magic on those who drink from it. However, magic pools are just as likely to curse the drinker. Typically, water from a magic pool loses its potency if removed from the pool for more than an hour or so.
Some pools have fountains. Occasionally these are merely decorative, but they often serve as the focus of a trap or the source of a pool’s magic.
Most pools are made of water, but anything’s possible in a dungeon. Pools can hold unsavory substances such as blood, poison, oil, or magma. And even if a pool holds water, it can be holy water, saltwater, or water tainted with disease.
Elevator: In place of or in addition to stairs, an elevator (essentially an oversized dumbwaiter) can take inhabitants from one dungeon level to the next. Such an elevator may be mechanical (using gears, pulleys, and winches) or magical (such as a levitate spell cast on a movable flat surface). A mechanical elevator might be as small as a platform that holds one character at a time, or as large as an entire room that raises and lowers. A clever builder might design an elevator room that moves up or down without the occupants’ knowledge to catch them in a trap, or one that appears to have moved when it actually remained still.
A typical elevator ascends or descends 10 feet per round at the beginning of the operator’s turn (or on initiative count 0 if it functions without regard to whether creatures are on it. Elevators can be enclosed, can have railings or low walls, or may simply be treacherous floating platforms.
Ladders: Whether free-standing or rungs set into a wall, a ladder requires a DC 0 Climb check to ascend or descend.
Shifting Stone or Wall: These features can cut off access to a passage or room, trapping adventurers in a dead end or preventing escape out of the dungeon. Shifting walls can force explorers to go down a dangerous path or prevent them from entering a special area. Not all shifting walls need be traps. For example, stones controlled by pressure plates, counterweights, or a secret lever can shift out of a wall to become a staircase leading to a hidden upper room or secret ledge.
Shifting stones and walls are generally constructed as traps with triggers and Search and Disable Device DCs. However they don’t have Challenge Ratings because they’re inconveniences, not deadly in and of themselves.
Teleporters: Sometimes useful, sometimes devious, places in a dungeon rigged with a teleportation effect (such as a teleportation circle) transport characters to some other location in the dungeon or someplace far away. They can be traps, teleporting the unwary into dangerous situations, or they can be an easy mode of transport for those who built or live in the dungeon, good for bypassing barriers and traps or simply to get around more quickly. Devious dungeon designers might place a teleporter in a room that transports characters to another seemingly identical room so that they don’t even know they’ve been teleported. A detect magic spell will provide a clue to the presence of a teleporter, but direct experimentation or other research is the only way to discover where the teleporter leads.
Altars: Temples—particularly to dark gods—often exist underground. Usually taking the form of a stone block, an altar is the main fixture and central focus of such a temple. Sometimes all the other trappings of the temple are long gone, lost to theft, age, and decay, but the altar survives. Some altars have traps or powerful magic within them. Most take up one or two squares on the grid and provide cover to creatures behind them.

CAVE-INS AND COLLAPSES (CR 8)
Cave-ins and collapsing tunnels are extremely dangerous. Not only do dungeon explorers face the danger of being crushed by tons of falling rock, even if they survive they may be buried beneath a pile of rubble or cut off from the only known exit. A cave-in buries anyone in the middle of the collapsing area, and then sliding debris damages anyone in the periphery of the collapse. A typical corridor subject to a cave-in might have a bury zone with a 15-foot radius and a 10-foot-radius slide zone extending beyond the bury zone. A weakened ceiling can be spotted with a DC 20 Knowledge (architecture and engineering) or DC 20 Craft (stonemasonry) check. Remember that Craft checks can be made untrained as Intelligence checks. A dwarf can make such a check if he simply passes within 10 feet of a weakened ceiling.
A weakened ceiling may collapse when subjected to a major impact or concussion. A character can cause a cave-in by destroying half the pillars holding the ceiling up.
Characters in the bury zone of a cave-in take 8d6 points of damage, or half that amount if they make a DC 15 Reflex save. They are subsequently buried. Characters in the slide zone take 3d6 points of damage, or no damage at all if they make a DC 15 Reflex save. Characters in the slide zone who fail their saves are buried.
Characters take 1d6 points of nonlethal damage per minute while buried. If such a character falls unconscious, he must make a DC 15 Constitution check. If it fails, he takes 1d6 points of lethal damage each minute thereafter until freed or dead.
Characters who aren’t buried can dig out their friends. In 1 minute, using only her hands, a character can clear rocks and debris equal to five times her heavy load limit. The amount of loose stone that fills a 5-foot-by-5-foot area weighs one ton (2,000 pounds). Armed with an appropriate tool, such as a pick, crowbar, or shovel, a digger can clear loose stone twice as quickly as by hand. You may allow a buried character to free himself with a DC 25 Strength check.

SLIMES, MOLDS, AND FUNGI
In a dungeon’s damp, dark recesses, molds and fungi thrive. While some plants and fungi are monsters and other slime, mold, and fungus is just normal, innocuous stuff, a few varieties are dangerous dungeon encounters. For purposes of spells and other special effects, all slimes, molds, and fungi are treated as plants. Like traps, dangerous slimes and molds have CRs, and characters earn XP for encountering them.
A form of glistening organic sludge coats almost anything that remains in the damp and dark for too long. This kind of slime, though it might be repulsive, is not dangerous.
Molds and fungi flourish in dark, cool, damp places. While some are as inoffensive as the normal dungeon slime, others are quite dangerous. Mushrooms, puffballs, yeasts, mildew, and other sorts of bulbous, fibrous, or flat patches of fungi can be found throughout most dungeons. They are usually inoffensive, and some are even edible (though most are unappealing or odd-tasting).
Green Slime (CR 4): This dungeon peril is a dangerous variety of normal slime. Green slime devours flesh and organic materials on contact and is even capable of dissolving metal. Bright green, wet, and sticky, it clings to walls, floors, and ceilings in patches, reproducing as it consumes organic matter. It drops from walls and ceilings when it detects movement (and possible food) below.
A single 5-foot square of green slime deals 1d6 points of Constitution damage per round while it devours flesh. On the first round of contact, the slime can be scraped off a creature (most likely destroying the scraping device), but after that it must be frozen, burned, or cut away (dealing damage to the victim as well). Anything that deals cold or fire damage, sunlight, or a remove disease spell destroys a patch of green slime. Against wood or metal, green slime deals 2d6 points of damage per round, ignoring metal’s hardness but not that of wood. It does not harm stone.
Yellow Mold (CR 6): If disturbed, a 5-foot square of this mold bursts forth with a cloud of poisonous spores. All within 10 feet of the mold must make a DC 15 Fortitude save or take 1d6 points of Constitution damage. Another DC 15 Fortitude save is required 1 minute later—even by those who succeeded on the first save—to avoid taking 2d6 points of Constitution damage. Fire destroys yellow mold, and sunlight renders it dormant.
Brown Mold (CR 2): Brown mold feeds on warmth, drawing heat from anything around it. It normally comes in patches 5 feet in diameter, and the temperature is always cold in a 30-foot radius around it. Living creatures within 5 feet of it take 3d6 points of nonlethal cold damage. Fire brought within 5 feet of brown mold causes it to instantly double in size. Cold damage, such as from a cone of cold, instantly destroys it.
Phosphorescent Fungus (No CR): This strange underground fungus grows in clumps that look almost like stunted shrubbery. Drow elves cultivate it for food and light. It gives off a soft violet glow that illuminates underground caverns and passages as well as a candle does. Rare patches of fungus illuminate as well as a torch does.

WILDERNESS

GETTING LOST
There are many ways to get lost in the wilderness. Following an obvious road, trail, or feature such as a stream or shoreline prevents any possibility of becoming lost, but travelers striking off cross-country may become disoriented—especially in conditions of poor visibility or in difficult terrain.
Poor Visibility: Any time characters cannot see at least 60 feet in the prevailing conditions of visibility, they may become lost. Characters traveling through fog, snow, or a downpour might easily lose the ability to see any landmarks not in their immediate vicinity. Similarly, characters traveling at night may be at risk, too, depending on the quality of their light sources, the amount of moonlight, and whether they have darkvision or lowlight vision.
Difficult Terrain: Any character in forest, moor, hill, or mountain terrain may become lost if he or she moves away from a trail, road, stream, or other obvious path or track. Forests are especially dangerous because they obscure far-off landmarks and make it hard to see the sun or stars.
Chance to Get Lost: If conditions exist that make getting lost a possibility, the character leading the way must succeed on a Survival check or become lost. The difficulty of this check varies based on the terrain, the visibility conditions, and whether or not the character has a map of the area being traveled through. Refer to the table below and use the highest DC that applies.
 | Survival DC |  | Survival DC
Moor or hill, map | 6 | Poor visibility | 12
Mountain, map | 8 | Mountain, no map | 12
Moor or hill, no map | 10 | Forest | 15
A character with at least 5 ranks in Knowledge (geography) or Knowledge (local) pertaining to the area being traveled through gains a +2 bonus on this check.
Check once per hour (or portion of an hour) spent in local or overland movement to see if travelers have become lost. In the case of a party moving together, only the character leading the way makes the check.
Effects of Being Lost: If a party becomes lost, it is no longer certain of moving in the direction it intended to travel. Randomly determine the direction in which the party actually travels during each hour of local or overland movement. The characters’ movement continues to be random until they blunder into a landmark they can’t miss, or until they recognize that they are lost and make an effort to regain their bearings.
Recognizing that You’re Lost: Once per hour of random travel, each character in the party may attempt a Survival check (DC 20, –1 per hour of random travel) to recognize that they are no longer certain of their direction of travel. Some circumstances may make it obvious that the characters are lost.
Setting a New Course: A lost party is also uncertain of determining in which direction it should travel in order to reach a desired objective. Determining the correct direction of travel once a party has become lost requires a Survival check (DC 15, +2 per hour of random travel). If a character fails this check, he chooses a random direction as the “correct” direction for resuming travel.
Once the characters are traveling along their new course, correct or incorrect, they may get lost again. If the conditions still make it possible for travelers to become lost, check once per hour of travel as described in Chance to Get Lost, above, to see if the party maintains its new course or begins to move at random again.
Conflicting Directions: It’s possible that several characters may attempt to determine the right direction to proceed after becoming lost. Make a Survival check for each character in secret, then tell the players whose characters succeeded the correct direction in which to travel, and tell the players whose characters failed a random direction they think is right.
Regaining Your Bearings: There are several ways to become un-lost. First, if the characters successfully set a new course and follow it to the destination they’re trying to reach, they’re not lost anymore. Second, the characters through random movement might run into an unmistakable landmark. Third, if conditions suddenly improve—the fog lifts or the sun comes up—lost characters may attempt to set a new course, as described above, with a +4 bonus on the Survival check. Finally, magic may make their course clear.

FOREST TERRAIN
Forest terrain can be divided into three categories: sparse, medium, and dense. An immense forest could have all three categories within its borders, with more sparse terrain at the outer edge of the forest and dense forest at its heart.
The table below describes in general terms how likely it is that a given square has a terrain element in it.
Forest Terrain Features
 | Category of Forest
 | Sparse | Medium | Dense
Typical trees | 50% | 70% | 80%
Massive trees | — | 10% | 20%
Light undergrowth | 50% | 70% | 50%
Heavy undergrowth | — | 20% | 50%
Trees: The most important terrain element in a forest is the trees, obviously. A creature standing in the same square as a tree gains a +2 bonus to Armor Class and a +1 bonus on Reflex saves (these bonuses don’t stack with cover bonuses from other sources). The presence of a tree doesn’t otherwise affect a creature’s fighting space, because it’s assumed that the creature is using the tree to its advantage when it can. The trunk of a typical tree has AC 4, hardness 5, and 150 hp. A DC 15 Climb check is sufficient to climb a tree. Medium and dense forests have massive trees as well. These trees take up an entire square and provide cover to anyone behind them. They have AC 3, hardness 5, and 600 hp. Like their smaller counterparts, it takes a DC 15 Climb check to climb them.
Undergrowth: Vines, roots, and short bushes cover much of the ground in a forest. A space covered with light undergrowth costs 2 squares of movement to move into, and it provides concealment. Undergrowth increases the DC of Tumble and Move Silently checks by 2 because the leaves and branches get in the way. Heavy undergrowth costs 4 squares of movement to move into, and it provides concealment with a 30% miss chance (instead of the usual 20%). It increases the DC of Tumble and Move Silently checks by 5. Heavy undergrowth is easy to hide in, granting a +5 circumstance bonus on Hide checks. Running and charging are impossible. Squares with undergrowth are often clustered together. Undergrowth and trees aren’t mutually exclusive; it’s common for a 5-foot square to have both a tree and undergrowth.
Forest Canopy: It’s common for elves and other forest dwellers to live on raised platforms far above the surface floor. These wooden platforms generally have rope bridges between them. To get to the treehouses, characters generally ascend the trees’ branches (Climb DC 15), use rope ladders (Climb DC 0), or take pulley elevators (which can be made to rise a number of feet equal to a Strength check, made each round as a full-round action). Creatures on platforms or branches in a forest canopy are considered to have cover when fighting creatures on the ground, and in medium or dense forests they have concealment as well.
Other Forest Terrain Elements: Fallen logs generally stand about 3 feet high and provide cover just as low walls do. They cost 5 feet of movement to cross. Forest streams are generally 5 to 10 feet wide and no more than 5 feet deep. Pathways wind through most forests, allowing normal movement and providing neither cover nor concealment. These paths are less common in dense forests, but even unexplored forests will have occasional game trails.
Stealth and Detection in a Forest: In a sparse forest, the maximum distance at which a Spot check for detecting the nearby presence of others can succeed is 3d6×10 feet. In a medium forest, this distance is 2d8×10 feet, and in a dense forest it is 2d6×10 feet.
Because any square with undergrowth provides concealment, it’s usually easy for a creature to use the Hide skill in the forest. Logs and massive trees provide cover, which also makes hiding possible.
The background noise in the forest makes Listen checks more difficult, increasing the DC of the check by 2 per 10 feet, not 1 (but note that Move Silently is also more difficult in undergrowth).

Forest Fires (CR 6)
Most campfire sparks ignite nothing, but if conditions are dry, winds are strong, or the forest floor is dried out and flammable, a forest fire can result. Lightning strikes often set trees afire and start forest fires in this way. Whatever the cause of the fire, travelers can get caught in the conflagration.
A forest fire can be spotted from as far away as 2d6×100 feet by a character who makes a Spot check, treating the fire as a Colossal creature (reducing the DC by 16). If all characters fail their Spot checks, the fire moves closer to them. They automatically see it when it closes to half the original distance.
Characters who are blinded or otherwise unable to make Spot checks can feel the heat of the fire (and thus automatically “spot” it) when it is 100 feet away.
The leading edge of a fire (the downwind side) can advance faster than a human can run (assume 120 feet per round for winds of moderate strength). Once a particular portion of the forest is ablaze, it remains so for 2d4×10 minutes before dying to a smoking smolder. Characters overtaken by a forest fire may find the leading edge of the fire advancing away from them faster than they can keep up, trapping them deeper and deeper in its grasp.
Within the bounds of a forest fire, a character faces three dangers: heat damage, catching on fire, and smoke inhalation.
Heat Damage: Getting caught within a forest fire is even worse than being exposed to extreme heat (see Heat Dangers). Breathing the air causes a character to take 1d6 points of damage per round (no save). In addition, a character must make a Fortitude save every 5 rounds (DC 15, +1 per previous check) or take 1d4 points of nonlethal damage. A character who holds his breath can avoid the lethal damage, but not the nonlethal damage. Those wearing heavy clothing or any sort of armor take a –4 penalty on their saving throws. In addition, those wearing metal armor or coming into contact with very hot metal are affected as if by a heat metal spell.
Catching on Fire: Characters engulfed in a forest fire are at risk of catching on fire when the leading edge of the fire overtakes them, and are then at risk once per minute thereafter (see Catching on Fire).
Smoke Inhalation: Forest fires naturally produce a great deal of smoke. A character who breathes heavy smoke must make a Fortitude save each round (DC 15, +1 per previous check) or spend that round choking and coughing. A character who chokes for 2 consecutive rounds takes 1d6 points of nonlethal damage. Also, smoke obscures vision, providing concealment to characters within it.

MARSH TERRAIN
Two categories of marsh exist: relatively dry moors and watery swamps. Both are often bordered by lakes (described in Aquatic Terrain, below), which effectively are a third category of terrain found in marshes.
The table below describes terrain features found in marshes.
Marsh Terrain Features
 | Marsh Category
 | Moor | Swamp
Shallow bog | 20% | 40%
Deep bog | 5% | 20%
Light undergrowth | 30% | 20%
Heavy undergrowth | 10% | 20%
Bogs: If a square is part of a shallow bog, it has deep mud or standing water of about 1 foot in depth. It costs 2 squares of movement to move into a square with a shallow bog, and the DC of Tumble checks in such a square increases by 2.
A square that is part of a deep bog has roughly 4 feet of standing water. It costs Medium or larger creatures 4 squares of movement to move into a square with a deep bog, or characters can swim if they wish. Small or smaller creatures must swim to move through a deep bog. Tumbling is impossible in a deep bog.
The water in a deep bog provides cover for Medium or larger creatures. Smaller creatures gain improved cover (+8 bonus to AC, +4 bonus on Reflex saves). Medium or larger creatures can crouch as a move action to gain this improved cover. Creatures with this improved cover take a –10 penalty on attacks against creatures that aren’t underwater.
Deep bog squares are usually clustered together and surrounded by an irregular ring of shallow bog squares.
Both shallow and deep bogs increase the DC of Move Silently checks by 2.
Undergrowth: The bushes, rushes, and other tall grasses in marshes function as undergrowth does in a forest (see above). A square that is part of a bog does not also have undergrowth.
Quicksand: Patches of quicksand present a deceptively solid appearance (appearing as undergrowth or open land) that may trap careless characters. A character approaching a patch of quicksand at a normal pace is entitled to a DC 8 Survival check to spot the danger before stepping in, but charging or running characters don’t have a chance to detect a hidden bog before blundering in. A typical patch of quicksand is 20 feet in diameter; the momentum of a charging or running character carries him or her 1d2×5 feet into the quicksand.
Effects of Quicksand: Characters in quicksand must make a DC 10 Swim check every round to simply tread water in place, or a DC 15 Swim check to move 5 feet in whatever direction is desired. If a trapped character fails this check by 5 or more, he sinks below the surface and begins to drown whenever he can no longer hold his breath (see the Swim skill description).
Characters below the surface of a bog may swim back to the surface with a successful Swim check (DC 15, +1 per consecutive round of being under the surface).
Rescue: Pulling out a character trapped in quicksand can be difficult. A rescuer needs a branch, spear haft, rope, or similar tool that enables him to reach the victim with one end of it. Then he must make a DC 15 Strength check to successfully pull the victim, and the victim must make a DC 10 Strength check to hold onto the branch, pole, or rope. If the victim fails to hold on, he must make a DC 15 Swim check immediately to stay above the surface. If both checks succeed, the victim is pulled 5 feet closer to safety.
Hedgerows: Common in moors, hedgerows are tangles of stones, soil, and thorny bushes. Narrow hedgerows function as low walls, and it takes 15 feet of movement to cross them. Wide hedgerows are more than 5 feet tall and take up entire squares. They provide total cover, just as a wall does. It takes 4 squares of movement to move through a square with a wide hedgerow; creatures that succeed on a DC 10 Climb check need only 2 squares of movement to move through the square.
Other Marsh Terrain Elements: Some marshes, particularly swamps, have trees just as forests do, usually clustered in small stands. Paths lead across many marshes, winding to avoid bog areas. As in forests, paths allow normal movement and don’t provide the concealment that undergrowth does.
Stealth and Detection in a Marsh: In a moor, the maximum distance at which a Spot check for detecting the nearby presence of others can succeed is 6d6×10 feet. In a swamp, this distance is 2d8×10 feet.
Undergrowth and deep bogs provide plentiful concealment, so it’s easy to hide in a marsh.
A marsh imposes no penalties on Listen checks, and using the Move Silently skill is more difficult in both undergrowth and bogs.

HILLS TERRAIN
A hill can exist in most other types of terrain, but hills can also dominate the landscape. Hills terrain is divided into two categories: gentle hills and rugged hills. Hills terrain often serves as a transition zone between rugged terrain such as mountains and flat terrain such as plains.
Hills Terrain Features
 | Hills Category
 | Gentle Hill | Rugged Hill
Gradual slope | 75% | 40%
Steep slope | 20% | 50%
Cliff | 5% | 10%
Light undergrowth | 15% | 15%
Gradual Slope: This incline isn’t steep enough to affect movement, but characters gain a +1 bonus on melee attacks against foes downhill from them.
Steep Slope: Characters moving uphill (to an adjacent square of higher elevation) must spend 2 squares of movement to enter each square of steep slope. Characters running or charging downhill (moving to an adjacent square of lower elevation) must succeed on a DC 10 Balance check upon entering the first steep slope square. Mounted characters make a DC 10 Ride check instead. Characters who fail this check stumble and must end their movement 1d2×5 feet later. Characters who fail by 5 or more fall prone in the square where they end their movement. A steep slope increases the DC of Tumble checks by 2.
Cliff: A cliff typically requires a DC 15 Climb check to scale and is 1d4×10 feet tall, although the needs of your map may mandate a taller cliff. A cliff isn’t perfectly vertical, taking up 5-foot squares if it’s less than 30 feet tall and 10-foot squares if it’s 30 feet or taller.
Light Undergrowth: Sagebrush and other scrubby bushes grow on hills, athough they rarely cover the landscape as they do in forests and marshes. Light undergrowth provides concealment and increases the DC of Tumble and Move Silently checks by 2.
Other Hills Terrain Elements: Trees aren’t out of place in hills terrain, and valleys often have active streams (5 to 10 feet wide and no more than 5 feet deep) or dry streambeds (treat as a trench 5 to 10 feet across) in them. If you add a stream or streambed, remember that water always flows downhill.
Stealth and Detection in Hills: In gentle hills, the maximum distance at which a Spot check for detecting the nearby presence of others can succeed is 2d10×10 feet. In rugged hills, this distance is 2d6×10 feet.
Hiding in hills terrain can be difficult if there isn’t undergrowth around. A hilltop or ridge provides enough cover to hide from anyone below the hilltop or ridge.
Hills don’t affect Listen or Move Silently checks.

MOUNTAIN TERRAIN
The three mountain terrain categories are alpine meadows, rugged mountains, and forbidding mountains. As characters ascend into a mountainous area, they’re likely to face each terrain category in turn, beginning with alpine meadows, extending through rugged mountains, and reaching forbidding mountains near the summit.
Mountains have an important terrain element, the rock wall, that is marked on the border between squares rather than taking up squares itself.
Mountain Terrain Features
 | Mountain Category
 | Alpine Meadow | Rugged | Forbidding
Gradual slope | 50% | 25% | 15%
Steep slope | 40% | 55% | 55%
Cliff | 10% | 15% | 20%
Chasm | — | 5% | 10%
Light undergrowth | 20% | 10% | —
Scree | — | 20% | 30%
Dense rubble | — | 20% | 30%
Gradual and Steep Slopes: These function as described in Hills Terrain, above.
Cliff: These terrain elements also function like their hills terrain counterparts, but they’re typically 2d6×10 feet tall. Cliffs taller than 80 feet take up 20 feet of horizontal space.
Chasm: Usually formed by natural geological processes, chasms function like pits in a dungeon setting. Chasms aren’t hidden, so characters won’t fall into them by accident (although bull rushes are another story). A typical chasm is 2d4×10 feet deep, at least 20 feet long, and anywhere from 5 feet to 20 feet wide. It takes a DC 15 Climb check to climb out of a chasm. In forbidding mountain terrain, chasms are typically 2d8×10 feet deep.
Light Undergrowth: This functions as described in Forest Terrain,
above.
Scree: A field of shifting gravel, scree doesn’t affect speed, but it can be treacherous on a slope. The DC of Balance and Tumble checks increases by 2 if there’s scree on a gradual slope and by 5 if there’s scree on a steep slope. The DC of Move silently checks increases by 2 if the scree is on a slope of any kind.
Dense Rubble: The ground is covered with rocks of all sizes. It costs 2 squares of movement to enter a square with dense rubble. The DC of Balance and Tumble checks on dense rubble increases by 5, and the DC of Move Silently checks increases by +2.
Rock Wall: A vertical plane of stone, rock walls require DC 25 Climb checks to ascend. A typical rock wall is 2d4×10 feet tall in rugged mountains and 2d8×10 feet tall in forbidding mountains. Rock walls are drawn on the edges of squares, not in the squares themselves.
Cave Entrance: Found in cliff and steep slope squares and next to rock walls, cave entrances are typically between 5 and 20 feet wide and 5 feet deep. Beyond the entrance, a cave could be anything from a simple chamber to the entrance to an elaborate dungeon. Caves used as monster lairs typically have 1d3 rooms that are 1d4×10 feet across.
Other Mountain Terrain Features: Most alpine meadows begin above the tree line, so trees and other forest elements are rare in the mountains. Mountain terrain can include active streams (5 to 10 feet wide and no more than 5 feet deep) and dry streambeds (treat as a trench 5 to 10 feet across). Particularly high-altitude areas tend to be colder than the lowland areas that surround them, so they may be covered in ice sheets (described below).
Stealth and Detection in Mountains: As a guideline, the maximum distance in mountain terrain at which a Spot check for detecting the nearby presence of others can succeed is 4d10×10 feet. Certain peaks and ridgelines afford much better vantage points, of course, and twisting valleys and canyons have much shorter spotting distances. Because there’s little vegetation to obstruct line of sight, the specifics on your map are your best guide for the range at which an encounter could begin. As in hills terrain, a ridge or peak provides enough cover to hide from anyone below the high point.
It’s easier to hear faraway sounds in the mountains. The DC of Listen checks increases by 1 per 20 feet between listener and source, not per 10 feet.
Avalanches (CR 7)
The combination of high peaks and heavy snowfalls means that avalanches are a deadly peril in many mountainous areas. While avalanches of snow and ice are common, it’s also possible to have an avalanche of rock and soil.
An avalanche can be spotted from as far away as 1d10×500 feet downslope by a character who makes a DC 20 Spot check, treating the avalanche as a Colossal creature. If all characters fail their Spot checks to determine the encounter distance, the avalanche moves closer to them, and they automatically become aware of it when it closes to half the original distance. It’s possible to hear an avalanche coming even if you can’t see it. Under optimum conditions (no other loud noises occurring), a character who makes a DC 15 Listen check can hear the avalanche or landslide when it is 1d6×500 feet away. This check might have a DC of 20, 25, or higher in conditions where hearing is difficult (such as in the middle of a thunderstorm).
A landslide or avalanche consists of two distinct areas: the bury zone (in the direct path of the falling debris) and the slide zone (the area the debris spreads out to encompass). Characters in the bury zone always take damage from the avalanche; characters in the slide zone may be able to get out of the way. Characters in the bury zone take 8d6 points of damage, or half that amount if they make a DC 15 Reflex save. They are subsequently buried (see below). Characters in the slide zone take 3d6 points of damage, or no damage if they make a DC 15 Reflex save. Those who fail their saves are buried.
Buried characters take 1d6 points of nonlethal damage per minute. If a buried character falls unconscious, he or she must make a DC 15 Constitution check or take 1d6 points of lethal damage each minute thereafter until freed or dead.
The typical avalanche has a width of 1d6×100 feet, from one edge of the slide zone to the opposite edge. The bury zone in the center of the avalanche is half as wide as the avalanche’s full width.
To determine the precise location of characters in the path of an avalanche, roll 1d6×20; the result is the number of feet from the center of the path taken by the bury zone to the center of the party’s location. Avalanches of snow and ice advance at a speed of 500 feet per round, and rock avalanches travel at a speed of 250 feet per round.

Mountain Travel
High altitude can be extremely fatiguing—or sometimes deadly—to creatures that aren’t used to it. Cold becomes extreme, and the lack of oxygen in the air can wear down even the most hardy of warriors.
Acclimated Characters: Creatures accustomed to high altitude generally fare better than lowlanders. Any creature with an Environment entry that includes mountains is considered native to the area, and acclimated to the high altitude. Characters can also acclimate themselves by living at high altitude for a month. Characters who spend more than two months away from the mountains must reacclimate themselves when they return. Undead, constructs, and other creatures that do not breathe are immune to altitude effects.
Altitude Zones: In general, mountains present three possible altitude bands: low pass, low peak/high pass, and high peak.
Low Pass (lower than 5,000 feet): Most travel in low mountains takes place in low passes, a zone consisting largely of alpine meadows and forests. Travelers may find the going difficult (which is reflected in the movement modifiers for traveling through mountains), but the altitude itself has no game effect.
Low Peak or High Pass (5,000 to 15,000 feet): Ascending to the highest slopes of low mountains, or most normal travel through high mountains, falls into this category. All nonacclimated creatures labor to breathe in the thin air at this altitude. Characters must succeed on a Fortitude save each hour (DC 15, +1 per previous check) or be fatigued. The fatigue ends when the character descends to an altitude with more air. Acclimated characters do not have to attempt the Fortitude save.
High Peak (more than 15,000 feet): The highest mountains exceed 20,000 feet in height. At these elevations, creatures are subject to both high altitude fatigue (as described above) and altitude sickness, whether or not they’re acclimated to high altitudes. Altitude sickness represents long-term oxygen deprivation, and it affects mental and physical ability scores. After each 6-hour period a character spends at an altitude of over 15,000 feet, he must succeed on a Fortitude save (DC 15, +1 per previous check) or take 1 point of damage to all ability scores. Creatures acclimated to high altitude receive a +4 competence bonus on their saving throws to resist high altitude effects and altitude sickness, but eventually even seasoned mountaineers must abandon these dangerous elevations.

DESERT TERRAIN
Desert terrain exists in warm, temperate, and cold climates, but all deserts share one common trait: little rain. The three categories of desert terrain are tundra (cold deserts), rocky desert (often temperate), and sandy desert (often warm).
Tundra differs from the other desert categories in two important ways. Because snow and ice cover much of the landscape, it’s easy to find water. And during the height of summer, the permafrost thaws to a depth of a foot or so, turning the landscape into a vast field of mud. The muddy tundra affects movement and skill use as the shallow bogs described in marsh terrain, although there’s little standing water.
The table above describes terrain elements found in each of the three desert categories. The terrain elements on this table are mutually exclusive; for instance, a square of tundra may contain either light undergrowth or an ice sheet, but not both.
Desert Terrain Features
 | Desert Category
 | Tundra | Rocky | Sandy
Light undergrowth | 15% | 5% | 5%
Ice sheet | 25% | — | —
Light rubble | 5% | 30% | 10%
Dense rubble | — | 30% | 5%
Sand dunes | — | — | 50%
Light Undergrowth: Consisting of scrubby, hardy bushes and cacti, light undergrowth functions as described for other terrain types.
Ice Sheet: The ground is covered with slippery ice. It costs 2 squares of movement to enter a square covered by an ice sheet, and the DC of Balance and Tumble checks there increases by 5. A DC 10 Balance check is required to run or charge across an ice sheet.
Light Rubble: Small rocks are strewn across the ground, making nimble movement more difficult more difficult. The DC of Balance and Tumble checks increases by 2.
Dense Rubble: This terrain feature consists of more and larger stones. It costs 2 squares of movement to enter a square with dense rubble. The DC of Balance and Tumble checks increases by 5, and the DC of Move Silently checks increases by 2.
Sand Dunes: Created by the action of wind on sand, sand dunes function as hills that move. If the wind is strong and consistent, a sand dune can move several hundred feet in a week’s time. Sand dunes can cover hundreds of squares. They always have a gentle slope pointing in the direction of the prevailing wind and a steep slope on the leeward side.
Other Desert Terrain Features: Tundra is sometimes bordered by forests, and the occasional tree isn’t out of place in the cold wastes. Rocky deserts have towers and mesas consisting of flat ground surrounded on all sides by cliffs and steep slopes (described in Mountain Terrain, above). Sandy deserts sometimes have quicksand; this functions as described in Marsh Terrain, above, although desert quicksand is a waterless mixture of fine sand and dust. All desert terrain is crisscrossed with dry streambeds (treat as trenches 5 to 15 feet wide) that fill with water on the rare occasions when rain falls.
Stealth and Detection in the Desert: In general, the maximum distance in desert terrain at which a Spot check for detecting the nearby presence of others can succeed is 6d6×20 feet; beyond this distance, elevation changes and heat distortion in warm deserts makes spotting impossible. The presence of dunes in sandy deserts limits spotting distance to 6d6×10 feet.
The desert imposes neither bonuses nor penalties on Listen or Spot checks. The scarcity of undergrowth or other elements that offer concealment or cover makes hiding more difficult.

Sandstorms
A sandstorm reduces visibility to 1d10×5 feet and provides a –4 penalty on Listen, Search, and Spot checks. A sandstorm deals 1d3 points of nonlethal damage per hour to any creatures caught in the open, and leaves a thin coating of sand in its wake. Driving sand creeps in through all but the most secure seals and seams, to chafe skin and contaminate carried gear.

PLAINS TERRAIN
Plains come in three categories: farms, grasslands, and battlefields. Farms are common in settled areas, of course, while grasslands represent untamed plains. The battlefields where large armies clash are temporary places, usually reclaimed by natural vegetation or the farmer’s plow. Battlefields represent a third terrain category because adventurers tend to spend a lot of time there, not because they’re particularly prevalent.
The table below shows the proportions of terrain elements in the different categories of plains. On a farm, light undergrowth represents most mature grain crops, so farms growing vegetable crops will have less light undergrowth, as will all farms during the time between harvest and a few months after planting.
The terrain elements in the table below are mutually exclusive.
Plains Terrain Features
 | Plains Category
 | Farm | Grassland | Battlefield
Light undergrowth | 40% | 20% | 10%
Heavy undergrowth | — | 10% | —
Light rubble | — | — | 10%
Trench | 5% | — | 5%
Berm | — | — | 5%
Undergrowth: Whether they’re crops or natural vegetation, the tall grasses of the plains function like light undergrowth in a forest. Particularly thick bushes form patches of heavy undergrowth that dot the landscape in grasslands.
Light Rubble: On the battlefield, light rubble usually represents something that was destroyed: the ruins of a building or the scattered remnants of a stone wall, for example. It functions as described in the desert terrain section above.
Trench: Often dug before a battle to protect soldiers, a trench functions as a low wall, except that it provides no cover against adjacent foes. It costs 2 squares of movement to leave a trench, but it costs nothing extra to enter one. Creatures outside a trench who make a melee attack against a creature inside the trench gain a +1 bonus on melee attacks because they have higher ground. In farm terrain, trenches are generally irrigation ditches.
Berm: A common defensive structure, a berm is a low, earthen wall that slows movement and provides a measure of cover. Put a berm on the map by drawing two adjacent rows of steep slope (described in Hills Terrain, above), with the edges of the berm on the downhill side. Thus, a character crossing a two-square berm will travel uphill for 1 square, then downhill for 1 square. Two square berms provide cover as low walls for anyone standing behind them. Larger berms provide the low wall benefit for anyone standing 1 square downhill from the top of the berm.
Fences: Wooden fences are generally used to contain livestock or impede oncoming soldiers. It costs an extra square of movement to cross a wooden fence. A stone fence provides a measure of cover as well, functioning as low walls. Mounted characters can cross a fence without slowing their movement if they succeed on a DC 15 Ride check. If the check fails, the steed crosses the fence, but the rider falls out of the saddle.
Other Plains Terrain Features: Occasional trees dot the landscape in many plains, although on battlefields they’re often felled to provide raw material for siege engines (described in Urban Features). Hedgerows (described in Marsh Terrain) are found in plains as well. Streams, generally 5 to 20 feet wide and 5 to 10 feet deep, are commonplace.
Stealth and Detection in Plains: In plains terrain, the maximum distance at which a Spot check for detecting the nearby presence of others can succeed is 6d6×40 feet, although the specifics of your map may restrict line of sight. Plains terrain provides no bonuses or penalties on Listen and Spot checks. Cover and concealment are not uncommon, so a good place of refuge is often nearby, if not right at hand.

AQUATIC TERRAIN
Aquatic terrain is the least hospitable to most PCs, because they can’t breathe there. Aquatic terrain doesn’t offer the variety that land terrain does. The ocean floor holds many marvels, including undersea analogues of any of the terrain elements described earlier in this section. But if characters find themselves in the water because they were bull rushed off the deck of a pirate ship, the tall kelp beds hundreds of feet below them don’t matter. Accordingly, these rules simply divide aquatic terrain into two categories: flowing water (such as streams and rivers) and nonflowing water (such as lakes and oceans).
Flowing Water: Large, placid rivers move at only a few miles per hour, so they function as still water for most purposes. But some rivers and streams are swifter; anything floating in them moves downstream at a speed of 10 to 40 feet per round. The fastest rapids send swimmers bobbing downstream at 60 to 90 feet per round. Fast rivers are always at least rough water (Swim DC 15), and whitewater rapids are stormy water (Swim DC 20). If a character is in moving water, move her downstream the indicated distance at the end of her turn. A character trying to maintain her position relative to the riverbank can spend some or all of her turn swimming upstream.
Swept Away: Characters swept away by a river moving 60 feet per round or faster must make DC 20 Swim checks every round to avoid going under. If a character gets a check result of 5 or more over the minimum necessary, he arrests his motion by catching a rock, tree limb, or bottom snag—he is no longer being carried along by the flow of the water. Escaping the rapids by reaching the bank requires three DC 20 Swim checks in a row. Characters arrested by a rock, limb, or snag can’t escape under their own power unless they strike out into the water and attempt to swim their way clear. Other characters can rescue them as if they were trapped in quicksand (described in Marsh Terrain, above).
Nonflowing Water: Lakes and oceans simply require a swim speed or successful Swim checks to move through (DC 10 in calm water, DC 15 in rough water, DC 20 in stormy water). Characters need a way to breathe if they’re underwater; failing that, they risk drowning. When underwater, characters can move in any direction as if they were flying with perfect maneuverability.
Stealth and Detection Underwater: How far you can see underwater depends on the water’s clarity. As a guideline, creatures can see 4d8×10 feet if the water is clear, and 1d8×10 feet if it’s murky. Moving water is always murky, unless it’s in a particularly large, slow-moving river.
It’s hard to find cover or concealment to hide underwater (except along the seafloor). Listen and Move Silently checks function normally underwater.
Invisibility: An invisible creature displaces water and leaves a visible, body-shaped “bubble” where the water was displaced. The creature still has concealment (20% miss chance), but not total concealment (50% miss chance).

Underwater Combat

Land-based creatures can have considerable difficulty when fighting in water. Water affects a creature’s Armor Class, attack rolls, damage, and movement. In some cases a creature’s opponents may get a bonus on attacks. The effects are summarized in the accompanying table. They apply whenever a character is swimming, walking in chestdeep water, or walking along the bottom.
Ranged Attacks Underwater: Thrown weapons are ineffective underwater, even when launched from land. Attacks with other ranged weapons take a –2 penalty on attack rolls for every 5 feet of water they pass through, in addition to the normal penalties for range.
Attacks from Land: Characters swimming, floating, or treading water on the surface, or wading in water at least chest deep, have improved cover (+8 bonus to AC, +4 bonus on Reflex saves) from opponents on land. Landbound opponents who have freedom of movement effects ignore this cover when making melee attacks against targets in the water. A completely submerged creature has total cover against opponents on land unless those opponents have freedom of movement effects. Magical effects are unaffected except for those that require attack rolls (which are treated like any other effects) and fire effects.
Fire: Nonmagical fire (including alchemist’s fire) does not burn underwater. Spells or spell-like effects with the fire descriptor are ineffective underwater unless the caster makes a Spellcraft check (DC 20 + spell level). If the check succeeds, the spell creates a bubble of steam instead of its usual fiery effect, but otherwise the spell works as described. A supernatural fire effect is ineffective underwater unless its description states otherwise. The surface of a body of water blocks line of effect for any fire spell. If the caster has made a Spellcraft check to make the fire spell usable underwater, the surface still blocks the spell’s line of effect.
Table: Combat Adjustments Underwater
Condition | Attack/Damage |  | Movement | Off Balance?4
 | Slashing or Bludgeoning | Tail
Freedom of movement | normal/normal | normal/normal | normal | No
Has a swim speed | –2/half | normal | normal | No
Successful Swim check | –2/half1 | –2/half | quarter or half2 | No
Firm footing3 | –2/half | –2/half | half | No
None of the above | –2/half | –2/half | normal | Yes
1 A creature without a freedom of movement effects or a swim speed makes grapple checks underwater at a –2 penalty, but deals damage normally when grappling.
2 A successful Swim check lets a creature move one-quarter its speed as a move action or one-half its speed as a full-round action.
3 Creatures have firm footing when walking along the bottom, braced against a ship’s hull, or the like. A creature can only walk along the bottom if it wears or carries enough gear to weigh itself down—at least 16 pounds for Medium creatures, twice that for each size category larger than Medium, and half that for each size category smaller than Medium.
4 Creatures flailing about in the water (usually because they failed their Swim checks) have a hard time fighting effectively. An off-balance creature loses its Dexterity bonus to Armor Class, and opponents gain a +2 bonus on attacks against it.

Floods
In many wilderness areas, river floods are a common occurrence.
In spring, an enormous snowmelt can engorge the streams and rivers it feeds. Other catastrophic events such as massive rainstorms or the destruction of a dam can create floods as well.
During a flood, rivers become wider, deeper, and swifter. Assume that a river rises by 1d10+10 feet during the spring flood, and its width increases by a factor of 1d4×50%. Fords may disappear for days, bridges may be swept away, and even ferries might not be able to manage the crossing of a flooded river. A river in flood makes Swim checks one category harder (calm water becomes rough, and rough water becomes stormy). Rivers also become 50% swifter.

URBAN ADVENTURES

At first glance, a city is much like a dungeon, made up of walls, doors, rooms, and corridors. Adventures that take place in cities have two salient differences from their dungeon counterparts, however. Characters have greater access to resources, and they must contend with law enforcement.
Access to Resources: Unlike in dungeons and the wilderness, characters can buy and sell gear quickly in a city. A large city or metropolis probably has high-level NPCs and experts in obscure fields of knowledge who can provide assistance and decipher clues. And when the PCs are battered and bruised, they can retreat to the comfort of a room at the inn.
The freedom to retreat and ready access to the marketplace means that the players have a greater degree of control over the pacing of an urban adventure.
Law Enforcement: The other key distinctions between adventuring in a city and delving into a dungeon is that a dungeon is, almost by definition, a lawless place where the only law is that of the jungle: Kill or be killed. A city, on the other hand, is held together by a code of laws, many of which are explicitly designed to prevent the sort of behavior that adventurers engage in all the time: killing and looting. Even so, most cities’ laws recognize monsters as a threat to the stability the city relies on, and prohibitions about murder rarely apply to monsters such as aberrations or evil outsiders. Most evil humanoids, however, are typically protected by the same laws that protect all the citizens of the city. Having an evil alignment is not a crime (except in some severely theocratic cities, perhaps, with the magical power to back up the law); only evil deeds are against the law. Even when adventurers encounter an evildoer in the act of perpetrating some heinous evil upon the populace of the city, the law tends to frown on the sort of vigilante justice that leaves the evildoer dead or otherwise unable to testify at a trial.
Weapon And Spell Restrictions
Different cities have different laws about such issues as carrying weapons in public and restricting spellcasters.
The city’s laws may not affect all characters equally. A monk isn’t hampered at all by a law about peace-bonding weapons, but a cleric is reduced to a fraction of his power if all holy symbols are confiscated at the city’s gates.

URBAN FEATURES

Walls, doors, poor lighting, and uneven footing: In many ways a city is much like a dungeon. Some new considerations for an urban setting are covered below.

Walls and Gates

Many cities are surrounded by walls. A typical small city wall is a fortified stone wall 5 feet thick and 20 feet high. Such a wall is fairly smooth, requiring a DC 30 Climb check to scale. The walls are crenellated on one side to provide a low wall for the guards atop it, and there is just barely room for guards to walk along the top of the wall. A typical small city wall has AC 3, hardness 8, and 450 hp per 10-foot section.
A typical large city wall is 10 feet thick and 30 feet high, with crenellations on both sides for the guards on top of the wall. It is likewise smooth, requiring a DC 30 Climb check to scale. Such a wall has AC 3, hardness 8, and 720 hp per 10-foot section.
A typical metropolis wall is 15 feet thick and 40 feet tall. It has crenellations on both sides and often has a tunnel and small rooms running through its interior. Metropolis walls have AC 3, hardness 8, and 1,170 hp per 10- foot section.
Unlike smaller cities, metropolises often have interior walls as well as surrounding walls—either old walls that the city has outgrown, or walls dividing individual districts from each other. Sometimes these walls are as large and thick as the outer walls, but more often they have the characteristics of a large city’s or small city’s walls.
Watch Towers: Some city walls are adorned with watch towers set at irregular intervals. Few cities have enough guards to keep someone constantly stationed at every tower, unless the city is expecting attack from outside. The towers provide a superior view of the surrounding countryside as well as a point of defense against invaders.
Watch towers are typically 10 feet higher than the wall they adjoin, and their diameter is 5 times the thickness of the wall. Arrow slits line the outer sides of the upper stories of a tower, and the top is crenellated like the surrounding walls are. In a small tower (25 feet in diameter adjoining a 5-foot-thick wall), a simple ladder typically connect the tower’s stories and the roof. In a larger tower, stairs serve that purpose.
Heavy wooden doors, reinforced with iron and bearing good locks (Open Lock DC 30), block entry to a tower, unless the tower is in regular use. As a rule, the captain of the guard keeps the key to the tower secured on her person, and a second copy is in the city’s inner fortress or barracks.
Gates: A typical city gate is a gatehouse with two portcullises and murder holes above the space between them. In towns and some small cities, the primary entry is through iron double doors set into the city wall.
Gates are usually open during the day and locked or barred at night. Usually, one gate lets in travelers after sunset and is staffed by guards who will open it for someone who seems honest, presents proper papers, or offers a large enough bribe (depending on the city and the guards).

Guards and Soldiers

A city typically has full-time military personnel equal to 1% of its adult population, in addition to militia or conscript soldiers equal to 5% of the population. The full-time soldiers are city guards responsible for maintaining order within the city, similar to the role of modern police, and (to a lesser extent) for defending the city from outside assault. Conscript soldiers are called up to serve in case of an attack on the city.
A typical city guard force works on three eight-hour shifts, with 30% of the force on a day shift (8 AM. to 4 PM.), 35% on an evening shift (4 PM. to 12 AM.), and 35% on a night shift (12 AM. to 8 AM.). At any given time, 80% of the guards on duty are on the streets patrolling, while the remaining 20% are stationed at various posts throughout the city, where they can respond to nearby alarms. At least one such guard post is present within each neighborhood of a city (each neighborhood consisting of several districts).
The majority of a city guard force is made up of warriors, mostly 1st level. Officers include higher-level warriors, fighters, a fair number of clerics, and wizards or sorcerers, as well as multiclass fighter/spellcasters.

Siege Engines

Siege engines are large weapons, temporary structures, or pieces of equipment traditionally used in besieging a castle or fortress.
Table: Siege Engines
Item | Cost | Damage | Critical | Range Increment | Typical Crew
Catapult, heavy | 800 gp | 6d6 | — | 200 ft. (100 ft. minimum) | 4
Catapult, light | 550 gp | 4d6 | — | 150 ft. (100 ft. minimum) | 2
Ballista | 500 gp | 3d8 | 19–20 | 120 ft. | 1
Ram | 1,000 gp | 3d8* | — | — | 10
Siege tower | 2,000 gp | — | — | — | 20
* See description for special rules.

Catapult Attack Modifiers
Condition | Modifier
No line of sight to target square | –6
Successive shots (crew can see where most recent misses landed) | Cumulative +2 per previous miss (maximum +10)
Successive shots (crew can’t see where most recent misses landed, but observer is providing feedback) | Cumulative +1 per previous miss (maximum +5)

Catapult, Heavy: A heavy catapult is a massive engine capable of throwing rocks or heavy objects with great force. Because the catapult throws its payload in a high arc, it can hit squares out of its line of sight. To fire a heavy catapult, the crew chief makes a special check against DC 15 using only his base attack bonus, Intelligence modifier, range increment penalty, and the appropriate modifiers from the lower section of Table 3–26. If the check succeeds, the catapult stone hits the square the catapult was aimed at, dealing the indicated damage to any object or character in the square. Characters who succeed on a DC 15 Reflex save take half damage. Once a catapult stone hits a square, subsequent shots hit the same square unless the catapult is reaimed or the wind changes direction or speed.
If a catapult stone misses, roll 1d8 to determine where it lands. This determines the misdirection of the throw, with 1 being back toward the catapult and 2 through 8 counting clockwise around the target square. Then, count 3 squares away from the target square for every range increment of the attack.
Loading a catapult requires a series of full-round actions. It takes a DC 15 Strength check to winch the throwing arm down; most catapults have wheels to allow up to two crew members to use the aid another action, assisting the main winch operator. A DC 15 Profession (siege engineer) check latches the arm into place, and then another DC 15 Profession (siege engineer) check loads the catapult ammunition. It takes four full-round actions to reaim a heavy catapult (multiple crew members can perform these full-round actions in the same round, so it would take a crew of four only 1 round to reaim the catapult).
A heavy catapult takes up a space 15 feet across.
Catapult, Light: This is a smaller, lighter version of the heavy catapult. It functions as the heavy catapult, except that it takes a DC 10 Strength check to winch the arm into place, and only two full-round actions are required to reaim the catapult.
A light catapult takes up a space 10 feet across.
Ballista: A ballista is essentially a Huge heavy crossbow fixed in place. Its size makes it hard for most creatures to aim it. Thus, a Medium creature takes a –4 penalty on attack rolls when using a ballista, and a Small creature takes a –6 penalty. It takes a creature smaller than Large two full-round actions to reload the ballista after firing.
A ballista takes up a space 5 feet across.
Ram: This heavy pole is sometimes suspended from a movable scaffold that allows the crew to swing it back and forth against objects. As a full-round action, the character closest to the front of the ram makes an attack roll against the AC of the construction, applying the –4 penalty for lack of proficiency. (It’s not possible to be proficient with this device.) In addition to the damage given on Table: Siege Engines, up to nine other characters holding the ram can add their Strength modifier to the ram’s damage, if they devote an attack action to doing so. It takes at least one Huge or larger creature, two Large creatures, four Medium-size creatures, or eight Small creatures to swing a ram. (Tiny or smaller creatures can’t use a ram.)
A ram is typically 30 feet long. In a battle, the creatures wielding the ram stand in two adjacent columns of equal length, with the ram between them.
Siege Tower: This device is a massive wooden tower on wheels or rollers that can be rolled up against a wall to allow attackers to scale the tower and thus to get to the top of the wall with cover. The wooden walls are usually 1 foot thick.
A typical siege tower takes up a space 15 feet across. The creatures inside push it at a speed of 10 feet (and a siege tower can’t run). The eight creatures pushing on the ground floor have total cover, and those on higher floors get improved cover and can fire through arrow slits.

City Streets

Typical city streets are narrow and twisting. Most streets average 15 to 20 feet wide [(1d4+1)×5 feet)], while alleys range from 10 feet wide to only 5 feet. Cobblestones in good condition allow normal movement, but ones in poor repair and heavily rutted dirt streets are considered light rubble, increasing the DC of Balance and Tumble checks by 2.
Some cities have no larger thoroughfares, particularly cities that gradually grew from small settlements to larger cities. Cities that are planned, or perhaps have suffered a major fire that allowed authorities to construct new roads through formerly inhabited areas, might have a few larger streets through town. These main roads are 25 feet wide—offering room for wagons to pass each other—with 5-foot-wide sidewalks on either side.
Crowds: Urban streets are often full of people going about their daily lives. In most cases, it isn’t necessary to put every 1st-level commoner on the map when a fight breaks out on the city’s main thoroughfare. Instead just indicate which squares on the map contain crowds. If crowds see something obviously dangerous, they’ll move away at 30 feet per round at initiative count 0. It takes 2 squares of movement to enter a square with crowds. The crowds provide cover for anyone who does so, enabling a Hide check and providing a bonus to Armor Class and on Reflex saves.
Directing Crowds: It takes a DC 15 Diplomacy check or DC 20 Intimidate check to convince a crowd to move in a particular direction, and the crowd must be able to hear or see the character making the attempt. It takes a full-round action to make the Diplomacy check, but only a free action to make the Intimidate check.
If two or more characters are trying to direct a crowd in different directions, they make opposed Diplomacy or Intimidate checks to determine whom the crowd listens to. The crowd ignores everyone if none of the characters’ check results beat the DCs given above.

Above and beneath the Streets

Rooftops: Getting to a roof usually requires climbing a wall (see the Walls section), unless the character can reach a roof by jumping down from a higher window, balcony, or bridge. Flat roofs, common only in warm climates (accumulated snow can cause a flat roof to collapse), are easy to run across. Moving along the peak of a roof requires a DC 20 Balance check. Moving on an angled roof surface without changing altitude (moving parallel to the peak, in other words) requires a DC 15 Balance check. Moving up and down across the peak of a roof requires a DC 10 Balance check.
Eventually a character runs out of roof, requiring a long jump across to the next roof or down to the ground. The distance to the next closest roof is usually 1d3×5 feet horizontally, but the roof across the gap is equally likely to be 5 feet higher, 5 feet lower, or the same height. Use the guidelines in the Jump skill (a horizontal jump’s peak height is one-fourth of the horizontal distance) to determine whether a character can make a jump.
Sewers: To get into the sewers, most characters open a grate (a full-round action) and jump down 10 feet. Sewers are built exactly like dungeons, except that they’re much more likely to have floors that are slippery or covered with water. Sewers are also similar to dungeons in terms of creatures liable to be encountered therein. Some cities were built atop the ruins of older civilizations, so their sewers sometimes lead to treasures and dangers from a bygone age.

City Buildings

Most city buildings fall into three categories. The majority of buildings in the city are two to five stories high, built side by side to form long rows separated by secondary or main streets. These row houses usually have businesses on the ground floor, with offices or apartments above.
Inns, successful businesses, and large warehouses—as well as millers, tanners, and other businesses that require extra space— are generally large, free-standing buildings with up to five stories.
Finally, small residences, shops, warehouses, or storage sheds are simple, one-story wooden buildings, especially if they’re in poorer neighborhoods.
Most city buildings are made of a combination of stone or clay brick (on the lower one or two stories) and timbers (for the upper stories, interior walls, and floors). Roofs are a mixture of boards, thatch, and slates, sealed with pitch. A typical lower-story wall is 1 foot thick, with AC 3, hardness 8, 90 hp, and a Climb DC of 25. Upper-story walls are 6 inches thick, with AC 3, hardness 5, 60 hp, and a Climb DC of 21. Exterior doors on most buildings are good wooden doors that are usually kept locked, except on public buildings such as shops and taverns.

Buying Buildings

Characters might want to buy their own buildings or even construct
their own castle. Use the prices in Table: Buildings directly, or as a guide when for extrapolating costs for more exotic structures.
Table: Buildings
Item | Cost
Simple house | 1,000 gp
Grand house | 5,000 gp
Mansion | 100,000 gp
Tower | 50,000 gp
Keep | 150,000 gp
Castle | 500,000 gp
Huge castle | 1,000,000 gp
Moat with bridge | 50,000 gp
Simple House: This one- to three-room house is made of wood and has a thatched roof.
Grand House: This four- to ten-room house is made of wood and has a thatched roof.
Mansion: This ten- to twenty-room residence has two or three stories and is made of wood and brick. It has a slate roof.
Tower: This round or square, three-level tower is made of stone.
Keep: This fortified stone building has fifteen to twenty-five rooms.
Castle: A castle is a keep surrounded by a 15-foot stone wall with four towers. The wall is 10 feet thick.
Huge Castle: A huge castle is a particularly large keep with numerous associated buildings (stables, forge, granaries, and so on) and an elaborate 20-foot-high wall that creates bailey and courtyard areas. The wall has six towers and is 10 feet thick.
Moat with Bridge: The moat is 15 feet deep and 30 feet wide. The bridge may be a wooden drawbridge or a permanent stone structure.

City Lights

If a city has main thoroughfares, they are lined with lanterns hanging at a height of 7 feet from building awnings. These lanterns are spaced 60 feet apart, so their illumination is all but continuous. Secondary streets and alleys are not lit; it is common for citizens to hire lantern-bearers when going out after dark.
Alleys can be dark places even in daylight, thanks to the shadows of the tall buildings that surround them. A dark alley in daylight is rarely dark enough to afford true concealment, but it can lend a +2 circumstance bonus on Hide checks.

WEATHER

Sometimes weather can play an important role in an adventure.
Table: Random Weather is an appropriate weather table for general use, and can be used as a basis for a local weather tables. Terms on that table are defined as follows.
Calm: Wind speeds are light (0 to 10 mph).
Cold: Between 0° and 40° Fahrenheit during the day, 10 to 20 degrees colder at night.
Cold Snap: Lowers temperature by –10° F.
Downpour: Treat as rain (see Precipitation, below), but conceals as fog. Can create floods (see above). A downpour lasts for 2d4 hours.
Heat Wave: Raises temperature by +10° F.
Hot: Between 85° and 110° Fahrenheit during the day, 10 to 20 degrees colder at night.
Moderate: Between 40° and 60° Fahrenheit during the day, 10 to 20 degrees colder at night.
Powerful Storm (Windstorm/Blizzard/Hurricane/Tornado): Wind speeds are over 50 mph (see Table: Wind Effects). In addition, blizzards are accompanied by heavy snow (1d3 feet), and hurricanes are accompanied by downpours (see above). Windstorms last for 1d6 hours. Blizzards last for 1d3 days. Hurricanes can last for up to a week, but their major impact on characters will come in a 24-to-48-hour period when the center of the storm moves through their area. Tornadoes are very short-lived (1d6×10 minutes), typically forming as part of a thunderstorm system.
Precipitation: Roll d% to determine whether the precipitation is fog (01–30), rain/snow (31–90), or sleet/hail (91–00). Snow and sleet occur only when the temperature is 30° Fahrenheit or below. Most precipitation lasts for 2d4 hours. By contrast, hail lasts for only 1d20 minutes but usually accompanies 1d4 hours of rain.
Storm (Duststorm/Snowstorm/Thunderstorm): Wind speeds are severe (30 to 50 mph) and visibility is cut by three-quarters. Storms last for 2d4–1 hours. See Storms, below, for more details.
Warm: Between 60° and 85° Fahrenheit during the day, 10 to 20 degrees colder at night.
Windy: Wind speeds are moderate to strong (10 to 30 mph); see Table: Wind Effects on the following page.
Table: Random Weather
d% | Weather | Cold Climate | Temperate Climate1 | Desert
01–70 | Normal weather | Cold, calm | Normal for season2 | Hot, calm
71–80 | Abnormal weather | Heat wave (01–30) or cold snap (31–100) | Heat wave (01–50) or cold snap (51–100) | Hot, windy
81–90 | Inclement weather | Precipitation (snow) | Precipitation (normal for season) | Hot, windy
91–99 | Storm | Snowstorm | Thunderstorm, snowstorm3 | Duststorm
100 | Powerful storm | Blizzard | Windstorm, blizzard4, hurricane, tornado | Downpour
1 Temperate includes forest, hills, marsh, mountains, plains, and warm aquatic.
2 Winter is cold, summer is warm, spring and autumn are temperate. Marsh regions are slightly warmer in winter.

Rain, Snow, Sleet, and Hail

Bad weather frequently slows or halts travel and makes it virtually impossible to navigate from one spot to another. Torrential downpours and blizzards obscure vision as effectively as a dense fog.
Most precipitation is rain, but in cold conditions it can manifest as snow, sleet, or hail. Precipitation of any kind followed by a cold snap in which the temperature dips from above freezing to 30° F or below may produce ice. Rain: Rain reduces visibility ranges by half, resulting in a –4 penalty on Spot and Search checks. It has the same effect on flames, ranged weapon attacks, and Listen checks as severe wind.
Snow: Falling snow has the same effects on visibility, ranged weapon attacks, and skill checks as rain, and it costs 2 squares of movement to enter a snow-covered square. A day of snowfall leaves 1d6 inches of snow on the ground.
Heavy Snow: Heavy snow has the same effects as normal snowfall, but also restricts visibility as fog does (see Fog, below). A day of heavy snow leaves 1d4 feet of snow on the ground, and it costs 4 squares of movement to enter a square covered with heavy snow. Heavy snow accompanied by strong or severe winds may result in snowdrifts 1d4×5 feet deep, especially in and around objects big enough to deflect the wind—a cabin or a large tent, for instance. There is a 10% chance that a heavy snowfall is accompanied by lightning (see Thunderstorm, below). Snow has the same effect on flames as moderate wind.
Sleet: Essentially frozen rain, sleet has the same effect as rain while falling (except that its chance to extinguish protected flames is 75%) and the same effect as snow once on the ground.
Hail: Hail does not reduce visibility, but the sound of falling hail makes Listen checks more difficult (–4 penalty). Sometimes (5% chance) hail can become large enough to deal 1 point of lethal damage (per storm) to anything in the open. Once on the ground, hail has the same effect on movement as snow.

Storms

The combined effects of precipitation (or dust) and wind that accompany all storms reduce visibility ranges by three quarters, imposing a –8 penalty on Spot, Search, and Listen checks. Storms make ranged weapon attacks impossible, except for those using siege weapons, which have a –4 penalty on attack rolls. They automatically extinguish candles, torches, and similar unprotected flames. They cause protected flames, such as those of lanterns, to dance wildly and have a 50% chance to extinguish these lights. See Table: Wind Effects for possible consequences to creatures caught outside without shelter during such a storm. Storms are divided into the following three types.
Duststorm (CR 3): These desert storms differ from other storms in that they have no precipitation. Instead, a duststorm blows fine grains of sand that obscure vision, smother unprotected flames, and can even choke protected flames (50% chance). Most duststorms are accompanied by severe winds and leave behind a deposit of 1d6 inches of sand. However, there is a 10% chance for a greater duststorm to be accompanied by windstorm-magnitude winds (see Table: Wind Effects). These greater duststorms deal 1d3 points of nonlethal damage each round to anyone caught out in the open without shelter and also pose a choking hazard (see Drowning—except that a character with a scarf or similar protection across her mouth and nose does not begin to choke until after a number of rounds equal to 10 × her Constitution score). Greater duststorms leave 2d3–1 feet of fine sand in their wake.
Snowstorm: In addition to the wind and precipitation common to other storms, snowstorms leave 1d6 inches of snow on the ground afterward.
Thunderstorm: In addition to wind and precipitation (usually rain, but sometimes also hail), thunderstorms are accompanied by lightning that can pose a hazard to characters without proper shelter (especially those in metal armor). As a rule of thumb, assume one bolt per minute for a 1-hour period at the center of the storm. Each bolt causes electricity damage equal to 1d10 eight-sided dice. One in ten thunderstorms is accompanied by a tornado (see below).
Powerful Storms: Very high winds and torrential precipitation reduce visibility to zero, making Spot, Search, and Listen checks and all ranged weapon attacks impossible. Unprotected flames are automatically extinguished, and protected flames have a 75% chance of being doused. Creatures caught in the area must make a DC 20 Fortitude save or face the effects based on the size of the creature (see Table: Wind Effects). Powerful storms are divided into the
following four types.
Windstorm: While accompanied by little or no precipitation, windstorms can cause considerable damage simply through the force of their wind.
Blizzard: The combination of high winds, heavy snow (typically 1d3 feet), and bitter cold make blizzards deadly for all who are unprepared for them.
Hurricane: In addition to very high winds and heavy rain, hurricanes are accompanied by floods. Most adventuring activity is impossible under such conditions.
Tornado: One in ten thunderstorms is accompanied by a tornado.

Fog

Whether in the form of a low-lying cloud or a mist rising from the ground, fog obscures all sight, including darkvision, beyond 5 feet. Creatures 5 feet away have concealment (attacks by or against them have a 20% miss chance).

Winds

The wind can create a stinging spray of sand or dust, fan a large fire, heel over a small boat, and blow gases or vapors away. If powerful enough, it can even knock characters down (see Table: Wind Effects), interfere with ranged attacks, or impose penalties on some skill checks.
Light Wind: A gentle breeze, having little or no game effect.
Moderate Wind: A steady wind with a 50% chance of extinguishing small, unprotected flames, such as candles.
Strong Wind: Gusts that automatically extinguish unprotected flames (candles, torches, and the like). Such gusts impose a –2 penalty on ranged attack rolls and on Listen checks.
Severe Wind: In addition to automatically extinguishing any unprotected flames, winds of this magnitude cause protected flames (such as those of lanterns) to dance wildly and have a 50% chance of extinguishing these lights. Ranged weapon attacks and Listen checks are at a –4 penalty. This is the velocity of wind produced by a gust of wind spell.
Windstorm: Powerful enough to bring down branches if not whole trees, windstorms automatically extinguish unprotected flames and have a 75% chance of blowing out protected flames, such as those of lanterns. Ranged weapon attacks are impossible, and even siege weapons have a –4 penalty on attack rolls. Listen checks are at a –8 penalty due to the howling of the wind.
Hurricane-Force Wind: All flames are extinguished. Ranged attacks are impossible (except with siege weapons, which have a –8 penalty on attack rolls). Listen checks are impossible: All characters can hear is the roaring of the wind. Hurricane-force winds often fell trees.
Tornado (CR 10): All flames are extinguished. All ranged attacks are impossible (even with siege weapons), as are Listen checks. Instead of being blown away (see Table: Wind Effects), characters in close proximity to a tornado who fail their Fortitude saves are sucked toward the tornado. Those who come in contact with the actual funnel cloud are picked up and whirled around for 1d10 rounds, taking 6d6 points of damage per round, before being violently expelled (falling damage may apply). While a tornado’s rotational speed can be as great as 300 mph, the funnel itself moves forward at an average of 30 mph (roughly 250 feet per round). A tornado uproots trees, destroys buildings, and causes other similar forms of major destruction.

Table: Wind Effects
Wind Force | Wind Speed | Ranged Attacks Normal/Siege Weapons1 | Creature Size2 | Wind Effect on Creatures | Fort Save DC
Light | 0–10 mph | —/— | Any | None | —
Moderate | 11–20 mph | —/— | Any | None | —
Strong | 21–30 mph | –2/— | Tiny or smaller | Knocked down | 10
 |  |  | Small or larger | None
Severe | 31–50 mph | –4/— | Tiny | Blown away | 15
 |  |  | Small | Knocked down
 |  |  | Medium | Checked
 |  |  | Large or larger | None
Windstorm | 51–74 mph | Impossible/–4 | Small or smaller | Blown away | 18
 |  |  | Medium | Knocked down
 |  |  | Large or Huge | Checked
 |  |  | Gargantuan or Colossal | None
Hurricane | 75–174 mph | Impossible/–8 | Medium or smaller | Blown away | 20
 |  |  | Large | Knocked down
 |  |  | Huge | Checked
 |  |  | Gargantuan or Colossal | None
Tornado | 175–300 mph | Impossible/impossible | Large or smaller | Blown away | 30
 |  |  | Huge | Knocked down
 |  |  | Gargantuan or Colossal | Checked
1 The siege weapon category includes ballista and catapult attacks as well as boulders tossed by giants.
2 Flying or airborne creatures are treated as one size category smaller than their actual size, so an airborne Gargantuan dragon is treated as Huge for purposes of wind effects.
Checked: Creatures are unable to move forward against the force of the wind. Flying creatures are blown back 1d6×5 feet.
Knocked Down: Creatures are knocked prone by the force of the wind. Flying creatures are instead blown back 1d6×10 feet.
Blown Away: Creatures on the ground are knocked prone and rolled 1d4×10 feet, taking 1d4 points of nonlethal damage per 10 feet. Flying creatures are blown back 2d6×10 feet and take 2d6 points of nonlethal damage due to battering and buffeting.

THE ENVIRONMENT

Environmental hazards specific to one kind of terrain (such as an avalanche, which occurs in the mountains) are described in Wilderness, above. Environmental hazards common to more than one setting are detailed below.

ACID EFFECTS
Corrosive acids deals 1d6 points of damage per round of exposure except in the case of total immersion (such as into a vat of acid), which deals 10d6 points of damage per round. An attack with acid, such as from a hurled vial or a monster’s spittle, counts as a round of exposure.
The fumes from most acids are inhaled poisons. Those who come close enough to a large body of acid to dunk a creature in it must make a DC 13 Fortitude save or take 1 point of Constitution damage. All such characters must make a second save 1 minute later or take another 1d4 points of Constitution damage.
Creatures immune to acid’s caustic properties might still drown in it if they are totally immersed (see Drowning).

COLD DANGERS
Cold and exposure deal nonlethal damage to the victim. This nonlethal damage cannot be recovered until the character gets out of the cold and warms up again. Once a character is rendered unconscious through the accumulation of nonlethal damage, the cold and exposure begins to deal lethal damage at the same rate.
An unprotected character in cold weather (below 40° F) must make a Fortitude save each hour (DC 15, + 1 per previous check) or take 1d6 points of nonlethal damage. A character who has the Survival skill may receive a bonus on this saving throw and may be able to apply this bonus to other characters as well (see the skill Description).
In conditions of severe cold or exposure (below 0° F), an unprotected character must make a Fortitude save once every 10 minutes (DC 15, +1 per previous check), taking 1d6 points of nonlethal damage on each failed save. A character who has the Survival skill may receive a bonus on this saving throw and may be able to apply this bonus to other characters as well (see the skill description). Characters wearing winter clothing only need check once per hour for cold and exposure damage.
A character who takes any nonlethal damage from cold or exposure is beset by frostbite or hypothermia (treat her as fatigued). These penalties end when the character recovers the nonlethal damage she took from the cold and exposure.
Extreme cold (below –20° F) deals 1d6 points of lethal damage per minute (no save). In addition, a character must make a Fortitude save (DC 15, +1 per previous check) or take 1d4 points of nonlethal damage. Those wearing metal armor or coming into contact with very cold metal are affected as if by a chill metal spell.

Ice Effects
Characters walking on ice must spend 2 squares of movement to enter a square covered by ice, and the DC for Balance and Tumble checks increases by +5. Characters in prolonged contact with ice may run the risk of taking damage from severe cold (see above).

DARKNESS
Darkvision allows many characters and monsters to see perfectly well without any light at all, but characters with normal vision (or low-light vision, for that matter) can be rendered completely blind by putting out the lights. Torches or lanterns can be blown out by sudden gusts of subterranean wind, magical light sources can be dispelled or countered, or magical traps might create fields of impenetrable darkness.
In many cases, some characters or monsters might be able to see, while others are blinded. For purposes of the following points, a blinded creature is one who simply can’t see through the surrounding darkness.
—Creatures blinded by darkness lose the ability to deal extra damage due to precision (for example, a sneak attack).
—Blinded creatures are hampered in their movement, and pay 2 squares of movement per square moved into (double normal cost). Blinded creatures can’t run or charge.
—All opponents have total concealment from a blinded creature, so the blinded creature has a 50% miss chance in combat. A blinded creature must first pinpoint the location of an opponent in order to attack the right square; if the blinded creature launches an attack without pinpointing its foe, it attacks a random square within its reach. For ranged attacks or spells against a foe whose location is not pinpointed, roll to determine which adjacent square the blinded creature is facing; its attack is directed at the closest target that lies in that direction.
—A blinded creature loses its Dexterity adjustment to AC and takes a –2 penalty to AC.
—A blinded creature takes a –4 penalty on Search checks and most Strength- and Dexterity-based skill checks, including any with an armor check penalty. A creature blinded by darkness automatically fails any skill check relying on vision.
—Creatures blinded by darkness cannot use gaze attacks and are immune to gaze attacks.
A creature blinded by darkness can make a Listen check as a free action each round in order to locate foes (DC equal to opponents’ Move Silently checks). A successful check lets a blinded character hear an unseen creature “over there somewhere.” It’s almost impossible to pinpoint the location of an unseen creature. A Listen check that beats the DC by 20 reveals the unseen creature’s square (but the unseen creature still has total concealment from the blinded creature).
—A blinded creature can grope about to find unseen creatures. A character can make a touch attack with his hands or a weapon into two adjacent squares using a standard action. If an unseen target is in the designated square, there is a 50% miss chance on the touch attack. If successful, the groping character deals no damage but has pinpointed the unseen creature’s current location. (If the unseen creature moves, its location is once again unknown.)
—If a blinded creature is struck by an unseen foe, the blinded character pinpoints the location of the creature that struck him (until the unseen creature moves, of course). The only exception is if the unseen creature has a reach greater than 5 feet (in which case the blinded character knows the location of the unseen opponent, but has not pinpointed him) or uses a ranged attack (in which case, the blinded character knows the general direction of the foe, but not his location).
—A creature with the scent ability automatically pinpoints unseen creatures within 5 feet of its location.

FALLING
Falling Damage: The basic rule is simple: 1d6 points of damage per 10 feet fallen, to a maximum of 20d6.
If a character deliberately jumps instead of merely slipping or falling, the damage is the same but the first 1d6 is nonlethal damage. A DC 15 Jump check or DC 15 Tumble check allows the character to avoid any damage from the first 10 feet fallen and converts any damage from the second 10 feet to nonlethal damage. Thus, a character who slips from a ledge 30 feet up takes 3d6 damage. If the same character deliberately jumped, he takes 1d6 points of nonlethal damage and 2d6 points of lethal damage. And if the character leaps down with a successful Jump or Tumble check, he takes only 1d6 points of nonlethal damage and 1d6 points of lethal damage from the plunge.
Falls onto yielding surfaces (soft ground, mud) also convert the first 1d6 of damage to nonlethal damage. This reduction is cumulative with reduced damage due to deliberate jumps and the Jump skill.
Falling into Water: Falls into water are handled somewhat differently. If the water is at least 10 feet deep, the first 20 feet of falling do no damage. The next 20 feet do nonlethal damage (1d3 per 10-foot increment). Beyond that, falling damage is lethal damage (1d6 per additional 10-foot increment).
Characters who deliberately dive into water take no damage on a successful DC 15 Swim check or DC 15 Tumble check, so long as the water is at least 10 feet deep for every 30 feet fallen. However, the DC of the check increases by 5 for every 50 feet of the dive.

FALLING OBJECTS
Just as characters take damage when they fall more than 10 feet, so too do they take damage when they are hit by falling objects.
Objects that fall upon characters deal damage based on their weight and the distance they have fallen.
For each 200 pounds of an object’s weight, the object deals 1d6 points of damage, provided it falls at least 10 feet. Distance also comes into play, adding an additional 1d6 points of damage for every 10-foot increment it falls beyond the first (to a maximum of 20d6 points of damage).
Objects smaller than 200 pounds also deal damage when dropped, but they must fall farther to deal the same damage. Use Table: Damage from Falling Objects to see how far an object of a given weight must drop to deal 1d6 points of damage.
Table: Damage from Falling Objects
Object Weight | Falling Distance
200–101 lb. | 20 ft.
100–51 lb. | 30 ft.
50–31 lb. | 40 ft.
30–11 lb. | 50 ft.
10–6 lb. | 60 ft.
5–1 lb. | 70 ft.
For each additional increment an object falls, it deals an additional 1d6 points of damage.
Objects weighing less than 1 pound do not deal damage to those they land upon, no matter how far they have fallen.

HEAT DANGERS
Heat deals nonlethal damage that cannot be recovered until the character gets cooled off (reaches shade, survives until nightfall, gets doused in water, is targeted by endure elements, and so forth). Once rendered unconscious through the accumulation of nonlethal damage, the character begins to take lethal damage at the same rate.
A character in very hot conditions (above 90° F) must make a Fortitude saving throw each hour (DC 15, +1 for each previous check) or take 1d4 points of nonlethal damage. Characters wearing heavy clothing or armor of any sort take a –4 penalty on their saves. A character with the Survival skill may receive a bonus on this saving throw and may be able to apply this bonus to other characters as well (see the skill description). Characters reduced to unconsciousness begin taking lethal damage (1d4 points per hour).
In severe heat (above 110° F), a character must make a Fortitude save once every 10 minutes (DC 15, +1 for each previous check) or take 1d4 points of nonlethal damage. Characters wearing heavy clothing or armor of any sort take a –4 penalty on their saves. A character with the Survival skill may receive a bonus on this saving throw and may be able to apply this bonus to other characters as well. Characters reduced to unconsciousness begin taking lethal damage (1d4 points per each 10-minute period).
A character who takes any nonlethal damage from heat exposure now suffers from heatstroke and is fatigued.
These penalties end when the character recovers the nonlethal damage she took from the heat.
Extreme heat (air temperature over 140° F, fire, boiling water, lava) deals lethal damage. Breathing air in these temperatures deals 1d6 points of damage per minute (no save). In addition, a character must make a Fortitude save every 5 minutes (DC 15, +1 per previous check) or take 1d4 points of nonlethal damage. Those wearing heavy clothing or any sort of armor take a –4 penalty on their saves. In addition, those wearing metal armor or coming into contact with very hot metal are affected as if by a heat metal spell.
Boiling water deals 1d6 points of scalding damage, unless the character is fully immersed, in which case it deals 10d6 points of damage per round of exposure.

Catching on Fire
Characters exposed to burning oil, bonfires, and noninstantaneous magic fires might find their clothes, hair, or equipment on fire. Spells with an instantaneous duration don’t normally set a character on fire, since the heat and flame from these come and go in a flash.
Characters at risk of catching fire are allowed a DC 15 Reflex save to avoid this fate. If a character’s clothes or hair catch fire, he takes 1d6 points of damage immediately. In each subsequent round, the burning character must make another Reflex saving throw. Failure means he takes another 1d6 points of damage that round. Success means that the fire has gone out. (That is, once he succeeds on his saving throw, he’s no longer on fire.)
A character on fire may automatically extinguish the flames by jumping into enough water to douse himself. If no body of water is at hand, rolling on the ground or smothering the fire with cloaks or the like permits the character another save with a +4 bonus.
Those unlucky enough to have their clothes or equipment catch fire must make DC 15 Reflex saves for each item. Flammable items that fail take the same amount of damage as the character.

Lava Effects
Lava or magma deals 2d6 points of damage per round of exposure, except in the case of total immersion (such as when a character falls into the crater of an active volcano), which deals 20d6 points of damage per round.
Damage from magma continues for 1d3 rounds after exposure ceases, but this additional damage is only half of that dealt during actual contact (that is, 1d6 or 10d6 points per round).
An immunity or resistance to fire serves as an immunity to lava or magma. However, a creature immune to fire might still drown if completely immersed in lava (see Drowning, below).

SMOKE EFFECTS
A character who breathes heavy smoke must make a Fortitude save each round (DC 15, +1 per previous check) or spend that round choking and coughing. A character who chokes for 2 consecutive rounds takes 1d6 points of nonlethal damage.
Smoke obscures vision, giving concealment (20% miss chance) to characters within it.

STARVATION AND THIRST
Characters might find themselves without food or water and with no means to obtain them. In normal climates, Medium characters need at least a gallon of fluids and about a pound of decent food per day to avoid starvation. (Small characters need half as much.) In very hot climates, characters need two or three times as much water to avoid dehydration.
A character can go without water for 1 day plus a number of hours equal to his Constitution score. After this time, the character must make a Constitution check each hour (DC 10, +1 for each previous check) or take 1d6 points of nonlethal damage.
A character can go without food for 3 days, in growing discomfort. After this time, the character must make a Constitution check each day (DC 10, +1 for each previous check) or take 1d6 points of nonlethal damage.
Characters who have taken nonlethal damage from lack of food or water are fatigued. Nonlethal damage from thirst or starvation cannot be recovered until the character gets food or water, as needed—not even magic that restores hit points heals this damage.

SUFFOCATION
A character who has no air to breathe can hold her breath for 2 rounds per point of Constitution. After this period of time, the character must make a DC 10 Constitution check in order to continue holding her breath. The save must be repeated each round, with the DC increasing by +1 for each previous success.
When the character fails one of these Constitution checks, she begins to suffocate. In the first round, she falls unconscious (0 hit points). In the following round, she drops to –1 hit points and is dying. In the third round, she suffocates.
Slow Suffocation: A Medium character can breathe easily for 6 hours in a sealed chamber measuring 10 feet on a side. After that time, the character takes 1d6 points of nonlethal damage every 15 minutes. Each additional Medium character or significant fire source (a torch, for example) proportionally reduces the time the air will last. When a character falls unconscious from this nonlethal damage, she drops to –1 hit points and is dying. In the next round, she suffocates.
Small characters consume half as much air as Medium characters. A larger volume of air, of course, lasts for a longer time.

WATER DANGERS
Any character can wade in relatively calm water that isn’t over his head, no check required. Similarly, swimming in calm water only requires skill checks with a DC of 10. Trained swimmers can just take 10. (Remember, however, that armor or heavy gear makes any attempt at swimming much more difficult. See the Swim skill description.)
By contrast, fast-moving water is much more dangerous. On a successful DC 15 Swim check or a DC 15 Strength check, it deals 1d3 points of nonlethal damage per round (1d6 points of lethal damage if flowing over rocks and cascades). On a failed check, the character must make another check that round to avoid going under.
Very deep water is not only generally pitch black, posing a navigational hazard, but worse, it deals water pressure damage of 1d6 points per minute for every 100 feet the character is below the surface. A successful Fortitude save (DC 15, +1 for each previous check) means the diver takes no damage in that minute. Very cold water deals 1d6 points of nonlethal damage from hypothermia per minute of exposure.

Drowning
Any character can hold her breath for a number of rounds equal to twice her Constitution score. After this period of time, the character must make a DC 10 Constitution check every round in order to continue holding her breath. Each round, the DC increases by 1.
When the character finally fails her Constitution check, she begins to drown. In the first round, she falls unconscious (0 hp). In the following round, she drops to –1 hit points and is dying. In the third round, she drowns.
It is possible to drown in substances other than water, such as sand, quicksand, fine dust, and silos full of grain.


TRAPS

Types of Traps: A trap can be either mechanical or magic in nature. Mechanical traps include pits, arrow traps, falling blocks, water-filled rooms, whirling blades, and anything else that depends on a mechanism to operate. A mechanical trap can be constructed by a PC through successful use of the Craft (trapmaking) skill (see Designing a Trap, below, and the skill description).
Magic traps are further divided into spell traps and magic device traps. Magic device traps initiate spell effects when activated, just as wands, rods, rings, and other magic items do. Creating a magic device trap requires the Craft Wondrous Item feat (see Designing a Trap and the feat description).
Spell traps are simply spells that themselves function as traps. Creating a spell trap requires the services of a character who can cast the needed spell or spells, who is usually either the character creating the trap or an NPC spellcaster hired for the purpose.

MECHANICAL TRAPS
Dungeons are frequently equipped with deadly mechanical (nonmagical) traps. A trap typically is defined by its location and triggering conditions, how hard it is to spot before it goes off, how much damage it deals, and whether or not the heroes receive a saving throw to mitigate its effects. Traps that attack with arrows, sweeping blades, and other types of weaponry make normal attack rolls, with a specific attack bonus dictated by the trap’s design.
Creatures who succeed on a DC 20 Search check detect a simple mechanical trap before it is triggered. (A simple trap is a snare, a trap triggered by a tripwire, or a large trap such as a pit.)
A character with the trap sense class feature who succeeds on a DC 21 (or higher) Search check detects a well-hidden or complex mechanical trap before it is triggered. Complex traps are denoted by their triggering mechanisms and involve pressure plates, mechanisms linked to doors, changes in weight, disturbances in the air, vibrations, and other sorts of unusual triggers.

MAGIC TRAPS
Many spells can be used to create dangerous traps. Unless the spell or item description states otherwise, assume the following to be true.
• A successful Search check (DC 25 + spell level) made by a rogue (and only a rogue) detects a magic trap before it goes off. Other characters have no chance to find a magic trap with a Search check.
• Magic traps permit a saving throw in order to avoid the effect (DC 10 + spell level x 1.5).
• Magic traps may be disarmed by a rogue (and only a rogue) with a successful Disable Device check (DC 25 + spell level).

ELEMENTS OF A TRAP
All traps—mechanical or magic—have the following elements: trigger, reset, Search DC, Disable Device DC, attack bonus (or saving throw or onset delay), damage/effect, and Challenge Rating. Some traps may also include optional elements, such as poison or a bypass. These characteristics are described below.

Trigger

A trap’s trigger determines how it is sprung.
Location: A location trigger springs a trap when someone stands in a particular square.
Proximity: This trigger activates the trap when a creature approaches within a certain distance of it. A proximity trigger differs from a location trigger in that the creature need not be standing in a particular square. Creatures that are flying can spring a trap with a proximity trigger but not one with a location trigger. Mechanical proximity triggers are extremely sensitive to the slightest change in the air. This makes them useful only in places such as crypts, where the air is unusually still.
The proximity trigger used most often for magic device traps is the alarm spell. Unlike when the spell is cast, an alarm spell used as a trigger can have an area that’s no larger than the area the trap is meant to protect.
Some magic device traps have special proximity triggers that activate only when certain kinds of creatures approach. For example, a detect good spell can serve as a proximity trigger on an evil altar, springing the attached trap only when someone of good alignment gets close enough to it.
Sound: This trigger springs a magic trap when it detects any sound. A sound trigger functions like an ear and has a +15 bonus on Listen checks. A successful Move Silently check, magical silence, and other effects that would negate hearing defeat it. A trap with a sound trigger requires the casting of clairaudience during its construction.
Visual: This trigger for magic traps works like an actual eye, springing the trap whenever it “sees” something. A trap with a visual trigger requires the casting of arcane eye, clairvoyance, or true seeing during its construction. Sight range and the Spot bonus conferred on the trap depend on the spell chosen, as shown.
Spell | Sight Range | Spot Bonus
arcane eye | Line of sight (unlimited range) | +20
clairvoyance | One preselected location | +15
true seeing | Line of sight (up to 120 ft.) | +30
If you want the trap to “see” in the dark, you must either choose the true seeing option or add darkvision to the trap as well. (Darkvision limits the trap’s sight range in the dark to 60 feet.) If invisibility, disguises, or illusions can fool the spell being used, they can fool the visual trigger as well.
Touch: A touch trigger, which springs the trap when touched, is one of the simplest kinds of trigger to construct. This trigger may be physically attached to the part of the mechanism that deals the damage or it may not. You can make a magic touch trigger by adding alarm to the trap and reducing the area of the effect to cover only the trigger spot.
Timed: This trigger periodically springs the trap after a certain duration has passed.
Spell: All spell traps have this kind of trigger. The appropriate spell descriptions explain the trigger conditions for traps that contain spell triggers.

Reset

A reset element is the set of conditions under which a trap becomes ready to trigger again.
No Reset: Short of completely rebuilding the trap, there’s no way to trigger it more than once. Spell traps have no reset element.
Repair: To get the trap functioning again, you must repair it.
Manual: Resetting the trap requires someone to move the parts back into place. This is the kind of reset element most mechanical traps have.
Automatic: The trap resets itself, either immediately or after a timed interval.

Repairing and Resetting Mechanical Traps
Repairing a mechanical trap requires a Craft (trapmaking) check against a DC equal to the one for building it. The cost for raw materials is one-fifth of the trap’s original market price. To calculate how long it takes to fix a trap, use the same calculations you would for building it, but use the cost of the raw materials required for repair in place of the market price.
Resetting a trap usually takes only a minute or so. For a trap with a more difficult reset method, you should set the time and labor required.

Bypass (Optional Element)

If the builder of a trap wants to be able to move past the trap after it is created or placed, it’s a good idea to build in a bypass mechanism —something that temporarily disarms the trap. Bypass elements are typically used only with mechanical traps; spell traps usually have built-in allowances for the caster to bypass them.
Lock: A lock bypass requires a DC 30 Open Lock check to open.
Hidden Switch: A hidden switch requires a DC 25 Search check to locate.
Hidden Lock: A hidden lock combines the features above, requiring a DC 25 Search check to locate and a DC 30 Open Lock check to open.

Search and Disable Device DCs

The builder sets the Search and Disable Device DCs for a mechanical trap. For a magic trap, the values depend on the highest-level spell used.
Mechanical Trap: The base DC for both Search and Disable Device checks is 20. Raising or lowering either of these DCs affects the base cost (Table: Cost Modifiers for Mechanical Traps) and possibly the CR (Table: CR Modifiers for Mechanical Traps).
Magic Trap: The DC for both Search and Disable Device checks is equal to 25 + the spell level of the highest-level spell used. Only characters with the trap sense class feature can attempt a Search check or a Disable Device check involving a magic trap. These DCs do not affect the trap’s cost or CR.

Attack Bonus/Saving Throw DC

A trap usually either makes an attack roll or forces a saving throw to avoid it. Occasionally a trap uses both of these options, or neither (see Never Miss).
Pits: These are holes (covered or not) that characters can fall into and take damage. A pit needs no attack roll, but a successful Reflex save (DC set by the builder) avoids it. Other save-dependent mechanical traps also fall into this category.
Pits in dungeons come in three basic varieties: uncovered, covered, and chasms. Pits and chasms can be defeated by judicious application of the Climb skill, the Jump skill, or various magical means.
Uncovered pits serve mainly to discourage intruders from going a certain way, although they cause much grief to characters who stumble into them in the dark, and they can greatly complicate a melee taking place nearby.
Covered pits are much more dangerous. They can be detected with a DC 20 Search check, but only if the character is taking the time to carefully examine the area before walking across it. A character who fails to detect a covered pit is still entitled to a DC 20 Reflex save to avoid falling into it. However, if she was running or moving recklessly at the time, she gets no saving throw and falls automatically.
Trap coverings can be as simple as piled refuse (straw, leaves, sticks, garbage), a large rug, or an actual trapdoor concealed to appear as a normal part of the floor. Such a trapdoor usually swings open when enough weight (usually about 50 to 80 pounds) is placed upon it. Devious trap builders sometimes design trapdoors so that they spring back shut after they open. The trapdoor might lock once it’s back in place, leaving the stranded character well and truly trapped. Opening such a trapdoor is just as difficult as opening a regular door (assuming the trapped character can reach it), and a DC 13 Strength check is needed to keep a spring-loaded door open.
Pit traps often have something nastier than just a hard floor at the bottom. A trap designer may put spikes, monsters, or a pool of acid, lava, or even water at the bottom. Spikes at the bottom of a pit deal damage as daggers with a +10 attack bonus and a +1 bonus on damage for every 10 feet of the fall (to a maximum bonus on damage of +5). If the pit has multiple spikes, a falling victim is attacked by 1d4 of them. This damage is in addition to any damage from the fall itself.
Monsters sometimes live in pits. Any monster that can fit into the pit might have been placed there by the dungeon’s designer, or might simply have fallen in and not been able to climb back out.
A secondary trap, mechanical or magical, at the bottom of a pit can be particularly deadly. Activated by a falling victim, the secondary trap attacks the already injured character when she’s least ready for it.
Ranged Attack Traps: These traps fling darts, arrows, spears, or the like at whoever activated the trap. The builder sets the attack bonus. A ranged attack trap can be configured to simulate the effect of a composite bow with a high strength rating which provides the trap with a bonus on damage equal to its strength rating.
Melee Attack Traps: These traps feature such obstacles as sharp blades that emerge from walls and stone blocks that fall from ceilings. Once again, the builder sets the attack bonus.

Damage/Effect

The effect of a trap is what happens to those who spring it. Usually this takes the form of either damage or a spell effect, but some traps have special effects.
Pits: Falling into a pit deals 1d6 points of damage per 10 feet of depth.
Ranged Attack Traps: These traps deal whatever damage their ammunition normally would. If a trap is constructed with a high strength rating, it has a corresponding bonus on damage.
Melee Attack Traps: These traps deal the same damage as the melee weapons they “wield.” In the case of a falling stone block, you can assign any amount of bludgeoning damage you like, but remember that whoever resets the trap has to lift that stone back into place.
A melee attack trap can be constructed with a built-in bonus on damage rolls, just as if the trap itself had a high Strength score.
Spell Traps: Spell traps produce the spell’s effect. Like all spells, a spell trap that allows a saving throw has a save DC of 10 + spell level + caster’s relevant ability modifier.
Magic Device Traps: These traps produce the effects of any spells included in their construction, as described in the appropriate entries. If the spell in a magic device trap allows a saving throw, its save DC is 10 + spell level x 1.5. Some spells make attack rolls instead.
Special: Some traps have miscellaneous features that produce special effects, such as drowning for a water trap or ability damage for poison. Saving throws and damage depend on the poison or are set by the builder, as appropriate.

Miscellaneous Trap Features

Some traps include optional features that can make them considerably more deadly. The most common such features are discussed below.
Alchemical Item: Mechanical traps may incorporate alchemical devices or other special substances or items, such as tanglefoot bags, alchemist’s fire, thunderstones, and the like. Some such items mimic spell effects. If the item mimics a spell effect, it increases the CR as shown on Table: CR Modifiers for Mechanical Traps.
Gas: With a gas trap, the danger is in the inhaled poison it delivers. Traps employing gas usually have the never miss and onset delay features (see below).
Liquid: Any trap that involves a danger of drowning is in this category. Traps employing liquid usually have the never miss and onset delay features (see below).
Multiple Target: Traps with this feature can affect more than one character.
Never Miss: When the entire dungeon wall moves to crush you, your quick reflexes won’t help, since the wall can’t possibly miss. A trap with this feature has neither an attack bonus nor a saving throw to avoid, but it does have an onset delay (see below). Most traps involving liquid or gas are of the never miss variety.
Onset Delay: An onset delay is the amount of time between when the trap is sprung and when it deals damage. A never miss trap always has an onset delay.
Poison: Traps that employ poison are deadlier than their nonpoisonous counterparts, so they have correspondingly higher CRs. To determine the CR modifier for a given poison, consult Table: CR Modifiers for Mechanical Traps. Only injury, contact, and inhaled poisons are suitable for traps; ingested types are not. Some traps simply deal the poison’s damage. Others deal damage with ranged or melee attacks as well.
Pit Spikes: Treat spikes at the bottom of a pit as daggers, each with a +10 attack bonus. The damage bonus for each spike is +1 per 10 feet of pit depth (to a maximum of +5). Each character who falls into the pit is attacked by 1d4 spikes. Pit spikes do not add to the average damage of the trap (see Average Damage, below).
Pit Bottom: If something other than spikes waits at the bottom of a pit, it’s best to treat that as a separate trap (see Multiple Traps, below) with a location trigger that activates on any significant impact, such as a falling character.
Touch Attack: This feature applies to any trap that needs only a successful touch attack (melee or ranged) to hit.

SAMPLE TRAPS
The costs listed for mechanical traps are market prices; those for magic traps are raw material costs. Caster level and class for the spells used to produce the trap effects are provided in the entries for magic device traps and spell traps. For all other spells used (in triggers, for example), the caster level is assumed to be the minimum required.

CR 1 Traps

Basic Arrow Trap: CR 1; mechanical; proximity trigger; manual reset; Atk +10 ranged (1d6/x3, arrow); Search DC 20; Disable Device DC 20. Market Price: 2,000 gp.
Camouflaged Pit Trap: CR 1; mechanical; location trigger; manual reset; DC 20 Reflex save avoids; 10 ft. deep (1d6, fall); Search DC 24; Disable Device DC 20. Market Price: 1,800 gp.
Deeper Pit Trap: CR 1; mechanical; location trigger; manual reset; hidden switch bypass (Search DC 25); DC 15 Reflex save avoids; 20 ft. deep (2d6, fall); multiple targets (first target in each of two adjacent 5-ft. squares); Search DC 20; Disable Device DC 23. Market Price: 1,300 gp.
Fusillade of Darts: CR 1; mechanical; location trigger; manual reset; Atk +10 ranged (1d4+1, dart); multiple targets (fires 1d4 darts at each target in two adjacent 5-ft. squares); Search DC 14; Disable Device DC 20. Market Price: 500 gp.
Poison Dart Trap: CR 1; mechanical; location trigger; manual reset; Atk +8 ranged (1d4 plus poison, dart); poison (bloodroot, DC 12 Fortitude save resists, 0/1d4 Con plus 1d3 Wis); Search DC 20; Disable Device DC 18. Market Price: 700 gp.
Poison Needle Trap: CR 1; mechanical; touch trigger; manual reset; Atk +8 ranged (1 plus greenblood oil poison); Search DC 22; Disable Device DC 20. Market Price: 1,300 gp.
Portcullis Trap: CR 1; mechanical; location trigger; manual reset; Atk +10 melee (3d6); Search DC 20; Disable Device DC 20. Note: Damage applies only to those underneath the portcullis. Portcullis blocks passageway. Market Price: 1,400 gp.
Razor-Wire across Hallway: CR 1; mechanical; location trigger; no reset; Atk +10 melee (2d6, wire); multiple targets (first target in each of two adjacent 5-ft. squares); Search DC 22; Disable Device DC 15. Market Price: 400 gp.
Rolling Rock Trap: CR 1; mechanical; location trigger; manual reset; Atk +10 melee (2d6, rock); Search DC 20; Disable Device DC 22. Market Price: 1,400 gp.
Scything Blade Trap: CR 1; mechanical; location trigger; automatic reset; Atk +8 melee (1d8/x3); Search DC 21; Disable Device DC 20. Market Price: 1,700 gp.
Spear Trap: CR 1; mechanical; location trigger; manual reset; Atk +12 ranged (1d8/x3, spear); Search DC 20; Disable Device DC 20. Note: 200-ft. max range, target determined randomly from those in its path. Market Price: 1,200 gp.
Swinging Block Trap: CR 1; mechanical; touch trigger; manual reset; Atk +5 melee (4d6, stone block); Search DC 20; Disable Device DC 20. Market Price: 500 gp.
Wall Blade Trap: CR 1; mechanical; touch trigger; automatic reset; hidden switch bypass (Search DC 25); Atk +10 melee (2d4/x4, scythe); Search DC 22; Disable Device DC 22. Market Price: 2,500 gp.

CR 2 Traps

Box of Brown Mold: CR 2; mechanical; touch trigger (opening the box); automatic reset; 5-ft. cold aura (3d6, cold nonlethal); Search DC 22; Disable Device DC 16. Market Price: 3,000 gp.
Bricks from Ceiling: CR 2; mechanical; touch trigger; repair reset; Atk +12 melee (2d6, bricks); multiple targets (all targets in two adjacent 5-ft. squares); Search DC 20; Disable Device DC 20. Market Price: 2,400 gp.
Burning Hands Trap: CR 2; magic device; proximity trigger (alarm); automatic reset; spell effect (burning hands, 1st-level wizard, 1d4 fire, DC 11 Reflex save half damage); Search DC 26; Disable Device DC 26. Cost: 500 gp, 40 XP.
Camouflaged Pit Trap: CR 2; mechanical; location trigger; manual reset; DC 20 Reflex save avoids; 20 ft. deep (2d6, fall); multiple targets (first target in each of two adjacent 5-ft. squares); Search DC 24; Disable Device DC 19. Market Price: 3,400 gp.
Inflict Light Wounds Trap: CR 2; magic device; touch trigger; automatic reset; spell effect (inflict light wounds, 1st-level cleric, 1d8+1, DC 11 Will save half damage); Search DC 26; Disable Device DC 26. Cost: 500 gp, 40 XP.
Javelin Trap: CR 2; mechanical; location trigger; manual reset; Atk +16 ranged (1d6+4, javelin); Search DC 20; Disable Device DC 18. Market Price: 4,800 gp.
Large Net Trap: CR 2; mechanical; location trigger; manual reset; Atk +5 melee (see note); Search DC 20; Disable Device DC 25. Note: Characters in 10-ft. square are grappled by net (Str 18) if they fail a DC 14 Reflex save. Market Price: 3,000 gp.
Pit Trap: CR 2; mechanical, location trigger; manual reset; DC 20 Reflex save avoids; 40 ft. deep (4d6, fall); Search DC 20; Disable Device DC 20. Market Price: 2,000 gp.
Poison Needle Trap: CR 2; mechanical; touch trigger; repair reset; lock bypass (Open Lock DC 30); Atk +17 melee (1 plus poison, needle); poison (blue whinnis, DC 14 Fortitude save resists (poison only), 1 Con/unconsciousness); Search DC 22; Disable Device DC 17. Market Price: 4,720 gp.
Spiked Pit Trap: CR 2; mechanical; location trigger; automatic reset; DC 20 Reflex save avoids; 20 ft. deep (2d6, fall); multiple targets (first target in each of two adjacent 5-ft. squares); pit spikes (Atk +10 melee, 1d4 spikes per target for 1d4+2 each); Search DC 18; Disable Device DC 15. Market Price: 1,600 gp.
Tripping Chain: CR 2; mechanical; location trigger; automatic reset; multiple traps (tripping and melee attack); Atk +15 melee touch (trip), Atk +15 melee (2d4+2, spiked chain); Search DC 15; Disable Device DC 18. Market Price: 3,800 gp. Note: This trap is really one CR 1 trap that trips and a second CR 1 trap that attacks with a spiked chain. If the tripping attack succeeds, a +4 bonus applies to the spiked chain attack because the opponent is prone.
Well-Camouflaged Pit Trap: CR 2; mechanical; location trigger; repair reset; DC 20 Reflex save avoids; 10 ft. deep (1d6, fall); Search DC 27; Disable Device DC 20. Market Price: 4,400 gp.

CR 3 Traps

Burning Hands Trap: CR 3; magic device; proximity trigger (alarm); automatic reset; spell effect (burning hands, 5th-level wizard, 5d4 fire, DC 11 Reflex save half damage); Search DC 26; Disable Device DC 26. Cost: 2,500 gp, 200 XP.
Camouflaged Pit Trap: CR 3; mechanical; location trigger; manual reset; DC 20 Reflex save avoids; 30 ft. deep (3d6, fall); multiple targets (first target in each of two adjacent squares); Search DC 24; Disable Device DC 18. Market Price: 4,800 gp.
Ceiling Pendulum: CR 3; mechanical; timed trigger; automatic reset; Atk +15 melee (1d12+8/x3, greataxe); Search DC 15; Disable Device DC 27. Market Price: 14,100 gp.
Fire Trap: CR 3; spell; spell trigger; no reset; spell effect (fire trap, 3rd-level druid, 1d4+3 fire, DC 13 Reflex save half damage); Search DC 27; Disable Device DC 27. Cost: 85 gp to hire NPC spellcaster.
Extended Bane Trap: CR 3; magic device; proximity trigger (detect good); automatic reset; spell effect (extended bane, 3rd-level cleric, DC 13 Will save negates); Search DC 27; Disable Device DC 27. Cost: 3,500 gp, 280 XP.
Ghoul Touch Trap: CR 3; magic device; touch trigger; automatic reset; spell effect (ghoul touch, 3rd-level wizard, DC 13 Fortitude save negates); Search DC 27; Disable Device DC 27. Cost: 3,000 gp, 240 XP.
Hail of Needles: CR 3; mechanical; location trigger; manual reset; Atk +20 ranged (2d4); Search DC 22; Disable Device DC 22. Market Price: 5,400 gp.
Acid Arrow Trap: CR 3; magic device; proximity trigger (alarm); automatic reset; Atk +2 ranged touch; spell effect (acid arrow, 3rd-level wizard, 2d4 acid/round for 2 rounds); Search DC 27; Disable Device DC 27. Cost: 3,000 gp, 240 XP.
Pit Trap: CR 3; mechanical, location trigger; manual reset; DC 20 Reflex save avoids; 60 ft. deep (6d6, fall); Search DC 20; Disable Device DC 20. Market Price: 3,000 gp.
Poisoned Arrow Trap: CR 3; mechanical; touch trigger; manual reset; lock bypass (Open Lock DC 30); Atk +12 ranged (1d8 plus poison, arrow); poison (Large monstrous scorpion venom, DC 14 Fortitude save resists, 1d4 Con/1d4 Con); Search DC 19; Disable Device DC 15. Market Price: 2,900 gp.
Spiked Pit Trap: CR 3; mechanical; location trigger; manual reset; DC 20 Reflex save avoids; 20 ft. deep (2d6, fall); multiple targets (first target in each of two adjacent 5-ft. squares); pit spikes (Atk +10 melee, 1d4 spikes per target for 1d4+2 each); Search DC 21; Disable Device DC 20. Market Price: 3,600 gp.
Stone Blocks from Ceiling: CR 3; mechanical; location trigger; repair reset; Atk +10 melee (4d6, stone blocks); Search DC 25; Disable Device DC 20. Market Price: 5,400 gp.

CR 4 Traps

Bestow Curse Trap: CR 4; magic device; touch trigger (detect chaos); automatic reset; spell effect (bestow curse, 5th-level cleric, DC 14 Will save negates); Search DC 28; Disable Device DC 28. Cost: 8,000 gp, 640 XP.
Camouflaged Pit Trap: CR 4; mechanical; location trigger; manual reset; DC 20 Reflex save avoids; 40 ft. deep (4d6, fall); multiple targets (first target in each of two adjacent 5-ft. squares); Search DC 25; Disable Device DC 17. Market Price: 6,800 gp.
Collapsing Column: CR 4; mechanical; touch trigger (attached); no reset; Atk +15 melee (6d6, stone blocks); Search DC 20; Disable Device DC 24. Market Price: 8,800 gp.
Glyph of Warding (Blast): CR 4; spell; spell trigger; no reset; spell effect (glyph of warding [blast], 5th-level cleric, 2d8 acid, DC 14 Reflex save half damage); multiple targets (all targets within 5 ft.); Search DC 28; Disable Device DC 28. Cost: 350 gp to hire NPC spellcaster.
Lightning Bolt Trap: CR 4; magic device; proximity trigger (alarm); automatic reset; spell effect (lightning bolt, 5th-level wizard, 5d6 electricity, DC 14 Reflex save half damage); Search DC 28; Disable Device DC 28. Cost: 7,500 gp, 600 XP.
Pit Trap: CR 4; mechanical, location trigger; manual reset; DC 20 Reflex save avoids; 80 ft. deep (8d6, fall); Search DC 20; Disable Device DC 20. Market Price: 4,000 gp.
Poisoned Dart Trap: CR 4; mechanical; location trigger; manual reset; Atk +15 ranged (1d4+4 plus poison, dart); multiple targets (1 dart per target in a 10-ft.-by-10-ft. area); poison (Small monstrous centipede poison, DC 10 Fortitude save resists, 1d2 Dex/1d2 Dex); Search DC 21; Disable Device DC 22. Market Price: 12,090 gp.
Sepia Snake Sigil Trap: CR 4; spell; spell trigger; no reset; spell effect (sepia snake sigil, 5th-level wizard, DC 14 Reflex save negates); Search DC 28; Disable Device DC 28. Cost: 650 gp to hire NPC spellcaster.
Spiked Pit Trap: CR 4; mechanical; location trigger; automatic reset; DC 20 Reflex save avoids; 60 ft. deep (6d6, fall); pit spikes (Atk +10 melee, 1d4 spikes per target for 1d4+5 each); Search DC 20; Disable Device DC 20. Market Price: 4,000 gp.
Wall Scythe Trap: CR 4; mechanical; location trigger; automatic reset; Atk +20 melee (2d4+8/x4, scythe); Search DC 21; Disable Device DC 18. Market Price: 17,200 gp.
Water-Filled Room Trap: CR 4; mechanical; location trigger; automatic reset; multiple targets (all targets in a 10-ft.-by-10-ft. room); never miss; onset delay (5 rounds); liquid; Search DC 17; Disable Device DC 23. Market Price: 11,200 gp.
Wide-Mouth Spiked Pit Trap: CR 4; mechanical; location trigger; manual reset; DC 20 Reflex save avoids; 20 ft. deep (2d6, fall); multiple targets (first target in each of two adjacent 5-ft. squares); pit spikes (Atk +10 melee, 1d4 spikes per target for 1d4+2 each); Search DC 18; Disable Device DC 25. Market Price: 7,200 gp.

CR 5 Traps

Camouflaged Pit Trap: CR 5; mechanical; location trigger; manual reset; DC 20 Reflex save avoids; 50 ft. deep (5d6, fall); multiple targets (first target in each of two adjacent 5-ft. squares); Search DC 25; Disable Device DC 17. Market Price: 8,500 gp.
Doorknob Smeared with Contact Poison: CR 5; mechanical; touch trigger (attached); manual reset; poison (nitharit, DC 13 Fortitude save resists, 0/3d6 Con); Search DC 25; Disable Device DC 19. Market Price: 9,650 gp.
Falling Block Trap: CR 5; mechanical; location trigger; manual reset; Atk +15 melee (6d6); multiple targets (can strike all characters in two adjacent specified squares); Search DC 20; Disable Device DC 25. Market Price: 15,000 gp.
Fire Trap: CR 5; spell; spell trigger; no reset; spell effect (fire trap, 7th-level wizard, 1d4+7 fire, DC 16 Reflex save half damage); Search DC 29; Disable Device DC 29. Cost: 305 gp to hire NPC spellcaster.
Fireball Trap: CR 5; magic device; touch trigger; automatic reset; spell effect (fireball, 8th-level wizard, 8d6 fire, DC 14 Reflex save half damage); Search DC 28; Disable Device DC 28. Cost: 12,000 gp, 960 XP.
Flooding Room Trap: CR 5; mechanical; proximity trigger; automatic reset; no attack roll necessary (see note below); Search DC 20; Disable Device DC 25. Note: Room floods in 4 rounds. Market Price: 17,500 gp.
Fusillade of Darts: CR 5; mechanical; location trigger; manual reset; Atk +18 ranged (1d4+1, dart); multiple targets (1d8 darts per target in a 10-ft.-by-10-ft. area); Search DC 19; Disable Device DC 25. Market Price: 18,000 gp.
Moving Executioner Statue: CR 5; mechanical; location trigger; automatic reset; hidden switch bypass (Search DC 25); Atk +16 melee (1d12+8/x3, greataxe); multiple targets (both arms attack); Search DC 25; Disable Device DC 18. Market Price: 22,500 gp.
Phantasmal Killer Trap: CR 5; magic device; proximity trigger (alarm covering the entire room); automatic reset; spell effect (phantasmal killer, 7th-level wizard, DC 16 Will save for disbelief and DC 16 Fort save for partial effect); Search DC 29; Disable Device DC 29. Cost: 14,000 gp, 1,120 XP.
Pit Trap: CR 5; mechanical, location trigger; manual reset; DC 20 Reflex save avoids; 100 ft. deep (10d6, fall); Search DC 20; Disable Device DC 20. Market Price: 5,000 gp.
Poison Wall Spikes: CR 5; mechanical; location trigger; manual reset; Atk +16 melee (1d8+4 plus poison, spike); multiple targets (closest target in each of two adjacent 5-ft. squares); poison (Medium monstrous spider venom, DC 12 Fortitude save resists, 1d4 Str/1d4 Str); Search DC 17; Disable Device DC 21. Market Price: 12,650 gp.
Spiked Pit Trap: CR 5; mechanical; location trigger; manual reset; DC 25 Reflex save avoids; 40 ft. deep (4d6, fall); multiple targets (first target in each of two adjacent 5-ft. squares); pit spikes (Atk +10 melee, 1d4 spikes per target for 1d4+4 each); Search DC 21; Disable Device DC 20. Market Price: 13,500 gp.
Spiked Pit Trap (80 Ft. Deep): CR 5; mechanical; location trigger, manual reset; DC 20 Reflex save avoids; 80 ft. deep (8d6, fall), pit spikes (Atk +10 melee, 1d4 spikes for 1d4+5 each); Search DC 20; Disable Device DC 20. Market Price: 5,000 gp.
Ungol Dust Vapor Trap: CR 5; mechanical; location trigger; manual reset; gas; multiple targets (all targets in a 10-ft.-by-10-ft. room); never miss; onset delay (2 rounds); poison (ungol dust, DC 15 Fortitude save resists, 1 Cha/1d6 Cha plus 1 Cha drain); Search DC 20; Disable Device DC 16. Market Price: 9,000 gp.

CR 6 Traps

Built-to-Collapse Wall: CR 6; mechanical; proximity trigger; no reset; Atk +20 melee (8d6, stone blocks); multiple targets (all targets in a 10-ft.-by-10-ft. area); Search DC 14; Disable Device DC 16. Market Price: 15,000 gp.
Compacting Room: CR 6; mechanical; timed trigger; automatic reset; hidden switch bypass (Search DC 25); walls move together (12d6, crush); multiple targets (all targets in a 10-ft.-by- 10-ft. room); never miss; onset delay (4 rounds); Search DC 20; Disable Device DC 22. Market Price: 25,200 gp.
Flame Strike Trap: CR 6; magic device; proximity trigger (detect magic); automatic reset; spell effect (flame strike, 9th-level cleric, 9d6 fire, DC 17 Reflex save half damage); Search DC 30; Disable Device DC 30. Cost: 22,750 gp, 1,820 XP.
Fusillade of Spears: CR 6; mechanical; proximity trigger; repair reset; Atk +21 ranged (1d8, spear); multiple targets (1d6 spears per target in a 10 ft.-by-10-ft. area); Search DC 26; Disable Device DC 20. Market Price: 31,200 gp.
Glyph of Warding (Blast): CR 6; spell; spell trigger; no reset; spell effect (glyph of warding [blast], 16th-level cleric, 8d8 sonic, DC 14 Reflex save half damage); multiple targets (all targets within 5 ft.); Search DC 28; Disable Device DC 28. Cost: 680 gp to hire NPC spellcaster.
Lightning Bolt Trap: CR 6; magic device; proximity trigger (alarm); automatic reset; spell effect (lightning bolt, 10th-level wizard, 10d6 electricity, DC 14 Reflex save half damage); Search DC 28; Disable Device DC 28. Cost: 15,000 gp, 1,200 XP.
Spiked Blocks from Ceiling: CR 6; mechanical; location trigger; repair reset; Atk +20 melee (6d6, spikes); multiple targets (all targets in a 10-ft.-by-10-ft. area); Search DC 24; Disable Device DC 20. Market Price: 21,600 gp.
Spiked Pit Trap (100 Ft. Deep): CR 6; mechanical; location trigger, manual reset; DC 20 Reflex save avoids; 100 ft. deep (10d6, fall); pit spikes (Atk +10 melee, 1d4 spikes per target for 1d4+5 each); Search DC 20; Disable Device DC 20. Market Price: 6,000 gp.
Whirling Poison Blades: CR 6; mechanical; timed trigger; automatic reset; hidden lock bypass (Search DC 25, Open Lock DC 30); Atk +10 melee (1d4+4/19–20 plus poison, dagger); poison (purple worm poison, DC 24 Fortitude save resists, 1d6 Str/2d6 Str); multiple targets (one target in each of three preselected 5-ft. squares); Search DC 20; Disable Device DC 20. Market Price: 30,200 gp.
Wide-Mouth Pit Trap: CR 6; mechanical; location trigger, manual reset; DC 25 Reflex save avoids; 40 ft. deep (4d6, fall); multiple targets (all targets within a 10-ft.-by-10-ft. area); Search DC 26; Disable Device DC 25. Market Price: 28,200 gp.
Wyvern Arrow Trap: CR 6; mechanical; proximity trigger; manual reset; Atk +14 ranged (1d8 plus poison, arrow); poison (wyvern poison, DC 17 Fortitude save resists, 2d6 Con/2d6 Con); Search DC 20; Disable Device DC 16. Market Price: 17,400 gp.

CR 7 Traps

Acid Fog Trap: CR 7; magic device; proximity trigger (alarm); automatic reset; spell effect (acid fog, 11th-level wizard, 2d6/round acid for 11 rounds); Search DC 31; Disable Device DC 31. Cost: 33,000 gp, 2,640 XP.
Blade Barrier Trap: CR 7; magic device; proximity trigger (alarm); automatic reset; spell effect (blade barrier, 11th-level cleric, 11d6 slashing, DC 19 Reflex save half damage); Search DC 31; Disable Device DC 31. Cost: 33,000 gp, 2,640 XP.
Burnt Othur Vapor Trap: CR 7; mechanical; location trigger; repair reset; gas; multiple targets (all targets in a 10-ft.-by-10-ft. room); never miss; onset delay (3 rounds); poison (burnt othur fumes, DC 18 Fortitude save resists, 1 Con drain/3d6 Con); Search DC 21; Disable Device DC 21. Market Price: 17,500 gp.
Chain Lightning Trap: CR 7; magic device; proximity trigger (alarm); automatic reset; spell effect (chain lightning, 11th-level wizard, 11d6 electricity to target nearest center of trigger area plus 5d6 electricity to each of up to eleven secondary targets, DC 19 Reflex save half damage); Search DC 31; Disable Device DC 31. Cost: 33,000 gp, 2,640 XP.
Black Tentacles Trap: CR 7; magic device; proximity trigger (alarm); no reset; spell effect (black tentacles, 7th-level wizard, 1d4+7 tentacles, Atk +7 melee [1d6+4, tentacle]); multiple targets (up to six tentacles per target in each of two adjacent 5-ft. squares); Search DC 29; Disable Device DC 29. Cost: 1,400 gp, 112 XP.
Fusillade of Greenblood Oil Darts: CR 7; mechanical; location trigger; manual reset; Atk +18 ranged (1d4+1 plus poison, dart); poison (greenblood oil, DC 13 Fortitude save resists, 1 Con/ 1d2 Con); multiple targets (1d8 darts per target in a 10-ft.-by-10-ft. area); Search DC 25; Disable Device DC 25. Market Price: 33,000 gp.
Lock Covered in Dragon Bile: CR 7; mechanical; touch trigger (attached); no reset; poison (dragon bile, DC 26 Fortitude save resists, 3d6 Str/0); Search DC 27; Disable Device DC 16. Market Price: 11,300 gp.
Summon Monster VI Trap: CR 7; magic device; proximity trigger (alarm); no reset; spell effect (summon monster VI, 11th-level wizard), Search DC 31; Disable Device DC 31. Cost: 3,300 gp, 264 XP.
Water-Filled Room: CR 7; mechanical; location trigger; manual reset; multiple targets (all targets in a 10-ft.-by-10-ft. room); never miss; onset delay (3 rounds); water; Search DC 20; Disable Device DC 25. Market Price: 21,000 gp.
Well-Camouflaged Pit Trap: CR 7; mechanical; location trigger; repair reset; DC 25 Reflex save avoids; 70 ft. deep (7d6, fall); multiple targets (first target in each of two adjacent 5-ft. squares); Search DC 27; Disable Device DC 18. Market Price: 24,500 gp.

CR 8 Traps

Deathblade Wall Scythe: CR 8; mechanical; touch trigger; manual reset; Atk +16 melee (2d4+8 plus poison, scythe); poison (deathblade, DC 20 Fortitude save resists, 1d6 Con/2d6 Con); Search DC 24; Disable Device DC 19. Market Price: 31,400 gp.
Destruction Trap: CR 8; magic device; touch trigger (alarm); automatic reset; spell effect (destruction, 13th-level cleric, DC 20 Fortitude save for 10d6 damage); Search DC 32; Disable Device DC 32. Cost: 45,500 gp, 3,640 XP.
Earthquake Trap: CR 8; magic device; proximity trigger (alarm); automatic reset; spell effect (earthquake, 13th-level cleric, 65-ft. radius, DC 15 or 20 Reflex save, depending on terrain); Search DC 32; Disable Device DC 32. Cost: 45,500 gp, 3,640 XP.
Insanity Mist Vapor Trap: CR 8; mechanical; location trigger; repair reset; gas; never miss; onset delay (1 round); poison (insanity mist, DC 15 Fortitude save resists, 1d4 Wis/2d6 Wis); multiple targets (all targets in a 10-ft.-by-10-ft. room); Search DC 25; Disable Device DC 20. Market Price: 23,900 gp.
Acid Arrow Trap: CR 8; magic device; visual trigger (true seeing); automatic reset; multiple traps (two simultaneous acid arrow traps); Atk +9 ranged touch and +9 ranged touch; spell effect (acid arrow, 18th-level wizard, 2d4 acid damage for 7 rounds); Search DC 27; Disable Device DC 27. Cost: 83,500 gp, 4,680 XP. Note: This trap is really two CR 6 acid arrow traps that fire simultaneously, using the same trigger and reset.
Power Word Stun Trap: CR 8; magic device; touch trigger; no reset; spell effect (power word stun, 13th-level wizard), Search DC 32; Disable Device DC 32. Cost: 4,550 gp, 364 XP.
Prismatic Spray Trap: CR 8; magic device; proximity trigger (alarm); automatic reset; spell effect (prismatic spray, 13th-level wizard, DC 20 Reflex, Fortitude, or Will save, depending on effect); Search DC 32; Disable Device DC 32. Cost: 45,500 gp, 3,640 XP.
Reverse Gravity Trap: CR 8; magic device; proximity trigger (alarm, 10-ft. area); automatic reset; spell effect (reverse gravity, 13th-level wizard, 6d6 fall [upon hitting the ceiling of the 60-ft.- high room], then 6d6 fall [upon falling 60 ft. to the floor when the spell ends], DC 20 Reflex save avoids damage); Search DC 32; Disable Device DC 32. Cost: 45,500 gp, 3,640 XP.
Well-Camouflaged Pit Trap: CR 8; mechanical; location trigger; repair reset; DC 20 Reflex save avoids; 100 ft. deep (10d6, fall); Search DC 27; Disable Device DC 18. Market Price: 16,000 gp.
Word of Chaos Trap: CR 8; magic device; proximity trigger (detect law); automatic reset; spell effect (word of chaos, 13th-level cleric); Search DC 32; Disable Device DC 32. Cost: 46,000 gp, 3,680 XP.

CR 9 Traps

Drawer Handle Smeared with Contact Poison: CR 9; mechanical; touch trigger (attached); manual reset; poison (black lotus extract, DC 20 Fortitude save resists, 3d6 Con/3d6 Con); Search DC 18; Disable Device DC 26. Market Price: 21,600 gp.
Dropping Ceiling: CR 9; mechanical; location trigger; repair reset; ceiling moves down (12d6, crush); multiple targets (all targets in a 10-ft.-by-10-ft. room); never miss; onset delay (1 round); Search DC 20; Disable Device DC 16. Market Price: 12,600 gp.
Incendiary Cloud Trap: CR 9; magic device; proximity trigger (alarm); automatic reset; spell effect (incendiary cloud, 15th-level wizard, 4d6/round for 15 rounds, DC 22 Reflex save half damage); Search DC 33; Disable Device DC 33. Cost: 60,000 gp, 4,800 XP.
Wide-Mouth Pit Trap: CR 9; mechanical; location trigger; manual reset; DC 25 Reflex save avoids; 100 ft. deep (10d6, fall); multiple targets (all targets within a 10-ft.-by-10-ft. area); Search DC 25; Disable Device DC 25. Market Price: 40,500 gp.
Wide-Mouth Spiked Pit with Poisoned Spikes: CR 9; mechanical; location trigger; manual reset; hidden lock bypass (Search DC 25, Open Lock DC 30); DC 20 Reflex save avoids; 70 ft. deep (7d6, fall); multiple targets (all targets within a 10-ft.-by-10-ft. area); pit spikes (Atk +10 melee, 1d4 spikes per target for 1d4+5 plus poison each); poison (giant wasp poison, DC 14 Fortitude save resists, 1d6 Dex/1d6 Dex); Search DC 20; Disable Device DC 20. Market Price: 11,910 gp.

CR 10 Traps

Crushing Room: CR 10; mechanical; location trigger; automatic reset; walls move together (16d6, crush); multiple targets (all targets in a 10-ft.-by-10-ft. room); never miss; onset delay (2 rounds); Search DC 22; Disable Device DC 20. Market Price: 29,000 gp.
Crushing Wall Trap: CR 10; mechanical; location trigger; automatic reset; no attack roll required (18d6, crush); Search DC 20; Disable Device DC 25. Market Price: 25,000 gp.
Energy Drain Trap: CR 10; magic device; visual trigger (true seeing); automatic reset; Atk +8 ranged touch; spell effect (energy drain, 17th-level wizard, 2d4 negative levels for 24 hours, DC 23 Fortitude save negates); Search DC 34; Disable Device DC 34. Cost: 124,000 gp, 7,920 XP.
Forcecage and Summon Monster VII trap: CR 10; magic device; proximity trigger (alarm); automatic reset; multiple traps (one forcecage trap and one summon monster VII trap that summons a hamatula); spell effect (forcecage, 13th-level wizard), spell effect (summon monster VII, 13th-level wizard, hamatula); Search DC 32; Disable Device DC 32. Cost: 241,000 gp, 7,280 XP. Note: This trap is really one CR 8 trap that creates a forcecage and a second CR 8 trap that summons a hamatula in the same area. If both succeed, the hamatula appears inside the forcecage. These effects are independent of each other.
Poisoned Spiked Pit Trap: CR 10; mechanical; location trigger; manual reset; hidden lock bypass (Search DC 25, Open Lock DC 30); DC 20 Reflex save avoids; 50 ft. deep (5d6, fall); multiple targets (first target in each of two adjacent 5-ft. squares); pit spikes (Atk +10 melee, 1d4 spikes per target for 1d4+5 plus poison each); poison (purple worm poison, DC 24 Fortitude save resists, 1d6 Str/2d6 Str); Search DC 16; Disable Device DC 25. Market Price: 19,700 gp.
Wail of the Banshee Trap: CR 10; magic device; proximity trigger (alarm); automatic reset; spell effect (wail of the banshee, 17th-level wizard, DC 23 Fortitude save negates); multiple targets (up to 17 creatures); Search DC 34; Disable Device DC 34. Cost: 76,500 gp, 6,120 XP.

DESIGNING A TRAP
Mechanical Traps: Simply select the elements you want the trap to have and add up the adjustments to the trap’s Challenge Rating that those elements require (see Table: CR Modifiers for Mechanical Traps) to arrive at the trap’s final CR. From the CR you can derive the DC of the Craft (trapmaking) checks a character must make to construct the trap.
Magic Traps: As with mechanical traps, you don’t have to do anything other than decide what elements you want and then determine the CR of the resulting trap (see Table: CR Modifiers for Magic Traps). If a player character wants to design and construct a magic trap, he must have the Craft Wondrous Item feat. In addition, he must be able to cast the spell or spells that the trap requires—or, failing that, he must be able to hire an NPC to cast the spells for him.

Challenge Rating of a Trap

To calculate the Challenge Rating of a trap, add all the CR modifiers (see the tables below) to the base CR for the trap type.
Mechanical Trap: The base CR for a mechanical trap is 0. If your final CR is 0 or lower, add features until you get a CR of 1 or higher.
Magic Trap: For a spell trap or magic device trap, the base CR is 1. The highest-level spell used modifies the CR (see Table: CR Modifiers for Magic Traps).
Average Damage: If a trap (either mechanical or magic) does hit point damage, calculate the average damage for a successful hit and round that value to the nearest multiple of 7. Use this value to adjust the Challenge Rating of the trap, as indicated on the tables below. Damage from poisons and pit spikes does not count toward this value, but damage from a high strength rating and extra damage from multiple attacks does.
For a magic trap, only one modifier applies to the CR—either the level of the highest-level spell used in the trap, or the average damage figure, whichever is larger.
Multiple Traps: If a trap is really two or more connected traps that affect approximately the same area, determine the CR of each one separately.
Multiple Dependent Traps: If one trap depends on the success of the other (that is, you can avoid the second trap altogether by not falling victim to the first), they must be treated as separate traps.
Multiple Independent Traps: If two or more traps act independently (that is, none depends on the success of another to activate), use their CRs to determine their combined Encounter Level as though they were monsters. The resulting Encounter Level is the CR for the combined traps.

Table: CR Modifiers for Mechanical Traps
Feature |  | CR Modifier
Search DC
15 or lower |  | –1
25–29 |  | +1
30 or higher |  | +2
Disable Device DC
15 or lower |  | –1
25–29 |  | +1
30 or higher |  | +2
Reflex Save DC (Pit or Other Save-Dependent Trap)
15 or lower |  | –1
16–24 |  | —
25–29 |  | +1
30 or higher |  | +2
Attack Bonus (Melee or Ranged Attack Trap)
+0 or lower |  | –2
+1 to +5 |  | –1
+6 to +14 |  | —
+15 to +19 |  | +1
+20 to +24 |  | +2
Damage/Effect
Average damage |  | +1/7 points*
Miscellaneous Features
Alchemical device |  | Level of spell mimicked
Liquid |  | +5
Multiple target |  | +1 (or 0 if never miss)
Onset delay 1 round |  | +3
Onset delay 2 rounds |  | +2
Onset delay 3 rounds |  | +1
Onset delay 4+ rounds |  | –1
Poison |  | CR of poison (see below)
Black adder venom | +1 | Large scorpion venom | +3
Black lotus extract | +8 | Malyss root paste | +3
Bloodroot | +1 | Medium spider venom | +2
Blue whinnis | +1 | Nitharit | +4
Burnt othur fumes | +6 | Purple worm poison | +4
Deathblade | +5 | Sassone leaf residue | +3
Dragon bile | +6 | Shadow essence | +3
Giant wasp poison | +3 | Small centipede poison | +1
Greenblood oil | +1 | Terinav root | +5
Insanity mist | +4 | Ungol dust | +3
Wyvern poison | +5 |  |
Pit spikes |  | +1
Touch attack |  | +1
* Rounded to the nearest multiple of 7 (round up for an average that lies exactly between two numbers).

Table: CR Modifiers for Magic Traps
Feature | CR Modifier
Highest-level spell | + Spell level OR +1 per 7 points of average damage per round*
*See the note following Table: CR Modifiers for Mechanical Traps.

Mechanical Trap Cost

The base cost of a mechanical trap is 1,000 gp. Apply all the modifiers from Table: Cost Modifiers for Mechanical Traps for the various features you’ve added to the trap to get the modified base cost.
The final cost is equal to (modified base cost x Challenge Rating) + extra costs. The minimum cost for a mechanical trap is (CR x 100) gp.
After you’ve multiplied the modified base cost by the Challenge Rating, add the price of any alchemical items or poison you incorporated into the trap. If the trap uses one of these elements and has an automatic reset, multiply the poison or alchemical item cost by 20 to provide an adequate supply of doses.
Multiple Traps: If a trap is really two or more connected traps, determine the final cost of each separately, then add those values together. This holds for both multiple dependent and multiple independent traps (see the previous section).

Table: Cost Modifiers for Mechanical Traps
Feature | Cost Modifier
Trigger Type
Location | —
Proximity | +1,000 gp
Touch | —
Touch (attached) | –100 gp
Timed | +1,000 gp
Reset Type
No reset | –500 gp
Repair | –200 gp
Manual | —
Automatic | +500 gp (or 0 if trap has timed trigger)
Bypass Type
Lock | +100 gp (Open Lock DC 30)
Hidden switch | +200 gp (Search DC 25)
Hidden lock | +300 gp (Open Lock DC 30, Search DC 25)
Search DC
19 or lower | –100 gp x (20 – DC)
20 | —
21 or higher | +200 gp x (DC – 20)
Disable Device DC
19 or lower | –100 gp x (20 – DC)
20 | —
21 or higher | +200 gp x (DC – 20)
Reflex Save DC (Pit or Other Save-Dependent Trap)
19 or lower | –100 gp x (20 – DC)
20 | —
21 or higher | +300 gp x (DC – 20)
Attack Bonus (Melee or Ranged Attack Trap)
+9 or lower | –100 gp x (10 – bonus)
+10 | —
+11 or higher | +200 gp x (bonus – 10)
Damage Bonus
High strength rating (ranged attack trap) | +100 gp x bonus (max +4)
High Strength bonus (melee attack trap) | +100 gp x bonus (max +8)
Miscellaneous Features
Never miss | +1,000 gp
Poison | Cost of poison*
Alchemical item | Cost of item*
* Multiply cost by 20 if trap features automatic reset.

Magic Device Trap Cost

Building a magic device trap involves the expenditure of experience points as well as gold pieces, and requires the services of a spellcaster. Table: Cost Modifiers for Magic Device Traps summarizes the cost information for magic device traps. If the trap uses more than one spell (for instance, a sound or visual trigger spell in addition to the main spell effect), the builder must pay for them all (except alarm, which is free unless it must be cast by an NPC; see below).
The costs derived from Table: Cost Modifiers for Magic Device Traps assume that the builder is casting the necessary spells himself (or perhaps some other PC is providing the spells for free). If an NPC spellcaster must be hired to cast them those costs must be factored in as well.
A magic device trap takes one day to construct per 500 gp of its cost.

Table: Cost Modifiers for Magic Device Traps
Feature | Cost Modifier
Alarm spell used in trigger | —
One-Shot Trap
Each spell used in trap | +50 gp x caster level x spell level, +4 XP x caster level x spell level
Material components | + Cost of all material components
XP components | + Total of XP components x 5 gp
Automatic Reset Trap
Each spell used in trap | +500 gp x caster level x spell level, +40 XP x caster level x spell level
Material components | + Cost of all material components x 100 gp
XP components | + Total of XP components x 500 gp

Spell Trap Cost

A spell trap has a cost only if the builder must hire an NPC spellcaster to cast it.

Craft DCs for Mechanical Traps

Once you know the Challenge Rating of a trap determine the Craft (trapmaking) DC by referring to the table and the modifiers given below.
Trap CR | Base Craft (Trapmaking) DC
1–3 | 20
4–6 | 25
7–10 | 30

Additional Components | Modifier to Craft (Trapmaking) DC
Proximity trigger | +5
Automatic reset | +5

Making the Checks: To determine how much progress a character makes on building a trap each week, that character makes a Craft (trapmaking) check. See the Craft skill description for details on Craft checks and the circumstances that can affect them.


TREASURE

MONSTERS WITH TREASURE
Every monster has a treasure rating (indicating how much treasure it has, although for some creatures the rating is “None”). The tables found below are used to determine the specifics. After referencing the level and kind of treasure (coins, goods, items) found in the creature’s description, roll on the appropriate row and columns of the proper table.
When generating an encounter dealing with monsters away from their lair, remember that a creature only takes what it can easily carry with it. In the case of a creature that cannot use treasure, that generally means nothing. The monster safeguards or hides its treasure as well as it can, but it leaves it behind when outside the lair.

Using the Treasure Table
Cross-reference the level of the treasure on the left with the type of treasure. The level of the treasure is equal to the CR of the monsters in the encounter. A standard treasure (one that includes coins, goods, and items) requires three rolls, one for each category.

Table: Treasure Values per Encounter
Encounter Level | Treasure per Encounter | Encounter Level | Treasure per Encounter
1 | 300 gp | 11 | 7,500 gp
2 | 600 gp | 12 | 9,800 gp
3 | 900 gp | 13 | 13,000 gp
4 | 1,200 gp | 14 | 17,000 gp
5 | 1,600 gp | 15 | 22,000 gp
6 | 2,000 gp | 16 | 28,000 gp
7 | 2,600 gp | 17 | 36,000 gp
8 | 3,400 gp | 18 | 47,000 gp
9 | 4,500 gp | 19 | 61,000 gp
10 | 5,800 gp | 20 | 80,000 gp

On average, the PCs should earn one treasure suitable to their level for each encounter they overcome.

Table: Average Treasure Results
Type | Average Result
Gem | 275 gp
Art object | 1,100 gp
Mundane item | 350 gp
Minor magic item | 1,000 gp
Medium magic item | 10,000 gp
Major magic item | 40,000 gp

Table: Treasure
Level | d% | Coins | d% | Goods | d% | Items
1st | 01–14 | — | 01–90 | — | 01–71 | —
 | 15–29 | 1d6 x 1,000 cp | 91–95 | 1 gem | 72–95 | 1 mundane
 | 30–52 | 1d8 x 100 sp | 96–100 | 1 art | 96–100 | 1 minor
 | 53–95 | 2d8 x 10 gp |  |  |  |
 | 96–100 | 1d4 x 10 pp |  |  |  |
2nd | 01–13 | — | 01–81 | — | 01–49 | —
 | 14–23 | 1d10 x 1,000 cp | 82–95 | 1d3 gems | 50–85 | 1 mundane
 | 24–43 | 2d10 x 100 sp | 96–100 | 1d3 art | 86–100 | 1 minor
 | 44–95 | 4d10 x 10 gp |  |  |  |
 | 96–100 | 2d8 x 10 pp |  |  |  |
3rd | 01–11 | — | 01–77 | — | 01–49 | —
 | 12–21 | 2d10 x 1,000 cp | 78–95 | 1d3 gems | 50–79 | 1d3 mundane
 | 22–41 | 4d8 x 100 sp | 96–100 | 1d3 art | 80–100 | 1 minor
 | 42–95 | 1d4 x 100 gp |  |  |  |
 | 96–100 | 1d10 x 10 pp |  |  |  |
4th | 01–11 | — | 01–70 | — | 01–42 | —
 | 12–21 | 3d10 x 1,000 cp | 71–95 | 1d4 gems | 43–62 | 1d4 mundane
 | 22–41 | 4d12 x 1,000 sp | 96–100 | 1d3 art | 63–100 | 1 minor
 | 42–95 | 1d6 x 100 gp |  |  |  |
 | 96–100 | 1d8 x 10 pp |  |  |  |
5th | 01–10 | — | 01–60 | — | 01–57 | —
 | 11–19 | 1d4 x 10,000 cp | 61–95 | 1d4 gems | 58–67 | 1d4 mundane
 | 20–38 | 1d6 x 1,000 sp | 96–100 | 1d4 art | 68–100 | 1d3 minor
 | 39–95 | 1d8 x 100 gp |  |  |  |
 | 96–100 | 1d10 x 10 pp |  |  |  |
6th | 01–10 | — | 01–56 | — | 01–54 | —
 | 11–18 | 1d6 x 10,000 cp | 57–92 | 1d4 gems | 55–59 | 1d4 mundane
 | 19–37 | 1d8 x 1,000 sp | 93–100 | 1d4 art | 60–99 | 1d3 minor
 | 38–95 | 1d10 x 100 gp |  |  | 100 | 1 medium
 | 96–100 | 1d12 x 10 pp |  |  |  |
7th | 01–11 | — | 01–48 | — | 01–51 | —
 | 12–18 | 1d10 x 10,000 cp | 49–88 | 1d4 gems | 52–97 | 1d3 minor
 | 19–35 | 1d12 x 1,000 sp | 89–100 | 1d4 art | 98–100 | 1 medium
 | 36–93 | 2d6 x 100 gp |  |  |  |
 | 94–100 | 3d4 x 10 pp |  |  |  |
8th | 01–10 | — | 01–45 | — | 01–48 | —
 | 11–15 | 1d12 x 10,000 cp | 46–85 | 1d6 gems | 49–96 | 1d4 minor
 | 16–29 | 2d6 x 1,000 sp | 86–100 | 1d4 art | 97–100 | 1 medium
 | 30–87 | 2d8 x 100 gp |  |  |  |
 | 88–100 | 3d6 x 10 pp |  |  |  |
9th | 01–10 | — | 01–40 | — | 01–43 | —
 | 11–15 | 2d6 x 10,000 cp | 41–80 | 1d8 gems | 44–91 | 1d4 minor
 | 16–29 | 2d8 x 1,000 sp | 81–100 | 1d4 art | 92–100 | 1 medium
 | 30–85 | 5d4 x 100 gp |  |  |  |
 | 86–100 | 2d12 x 10 pp |  |  |  |
10th | 01–10 | — | 01–35 | — | 01–40 | —
 | 11–24 | 2d10 x 1,000 sp | 36–79 | 1d8 gems | 41–88 | 1d4 minor
 | 25–79 | 6d4 x 100 gp | 80–100 | 1d6 art | 89–99 | 1 medium
 | 80–100 | 5d6 x 10 pp |  |  | 100 | 1 major
11th | 01–08 | — | 01–24 | — | 01–31 | —
 | 09–14 | 3d10 x 1,000 sp | 25–74 | 1d10 gems | 32–84 | 1d4 minor
 | 15–75 | 4d8 x 100 gp | 75–100 | 1d6 art | 85–98 | 1 medium
 | 76–100 | 4d10 x 10 pp |  |  | 99–100 | 1 major
12th | 01–08 | — | 01–17 | — | 01–27 | —
 | 09–14 | 3d12 x 1,000 sp | 18–70 | 1d10 gems | 28–82 | 1d6 minor
 | 15–75 | 1d4 x 1,000 gp | 71–100 | 1d8 art | 83–97 | 1 medium
 | 76–100 | 1d4 x 100 pp |  |  | 98–100 | 1 major
13th | 01–08 | — | 01–11 | — | 01–19 | —
 | 09–75 | 1d4 x 1,000 gp | 12–66 | 1d12 gems | 20–73 | 1d6 minor
 | 76–100 | 1d10 x 100 pp | 67–100 | 1d10 art | 74–95 | 1 medium
 |  |  |  |  | 96–100 | 1 major
14th | 01–08 | — | 01–11 | — | 01–19 | —
 | 09–75 | 1d6 x 1,000 gp | 12–66 | 2d8 gems | 20–58 | 1d6 minor
 | 76–100 | 1d12 x 100 pp | 67–100 | 2d6 art | 59–92 | 1 medium
 |  |  |  |  | 93–100 | 1 major
15th | 01–03 | — | 01–09 | — | 01–11 | —
 | 04–74 | 1d8 x 1,000 gp | 10–65 | 2d10 gems | 12–46 | 1d10 minor
 | 75–100 | 3d4 x 100 pp | 66–100 | 2d8 art | 47–90 | 1 medium
 |  |  |  |  | 91–100 | 1 major
16th | 01–03 | — | 01–07 | — | 01–40 | —
 | 04–74 | 1d12 x 1,000 gp | 08–64 | 4d6 gems | 41–46 | 1d10 minor
 | 75–100 | 3d4 x 100 pp | 65–100 | 2d10 art | 47–90 | 1d3 medium
 |  |  |  |  | 91–100 | 1 major
17th | 01–03 | — | 01–04 | — | 01–33 | —
 | 04–68 | 3d4 x 1,000 gp | 05–63 | 4d8 gems | 34–83 | 1d3 medium
 | 69–100 | 2d10 x 100 pp | 64–100 | 3d8 art | 84–100 | 1 major
18th | 01–02 | — | 01–04 | — | 01–24 | —
 | 03–65 | 3d6 x 1,000 gp | 05–54 | 3d12 gems | 25–80 | 1d4 medium
 | 66–100 | 5d4 x 100 pp | 55–100 | 3d10 art | 81–100 | 1 major
19th | 01–02 | — | 01–03 | — | 01–04 | —
 | 03–65 | 3d8 x 1,000 gp | 04–50 | 6d6 gems | 05–70 | 1d4 medium
 | 66–100 | 3d10 x 100 pp | 51–100 | 6d6 art | 71–100 | 1 major
20th | 01–02 | — | 01–02 | — | 01–25 | —
 | 03–65 | 4d8 x 1,000 gp | 03–38 | 4d10 gems | 26–65 | 1d4 medium
 | 66–100 | 4d10 x 100 pp | 39–100 | 7d6 art | 66–100 | 1d3 major

For treasures above 20th level, use the 20th-level row and then add a number of random major items.

Level | Magic Items | Level | Magic Items | Level | Magic Items
21st | +1 | 25th | +9 | 28th | +23
22nd | +2 | 26th | +12 | 29th | +31
23rd | +4 | 27th | +17 | 30th | +42
24th | +6 |  |  |  |

Table: Gems
d% | Value | Average | Examples
01–25 | 4d4 gp | 10 gp | Banded, eye, or moss agate; azurite; blue quartz; hematite; lapis lazuli; malachite; obsidian; rhodochrosite; tiger eye turquoise; freshwater (irregular) pearl
26–50 | 2d4 x 10 gp | 50 gp | Bloodstone; carnelian; chalcedony; chrysoprase; citrine; iolite, jasper; moonstone; onyx; peridot; rock crystal (clear quartz); sard; sardonyx; rose, smoky, or star rose quartz; zircon
51–70 | 4d4 x 10 gp | 100 gp | Amber; amethyst; chrysoberyl; coral; red or brown-green garnet; jade; jet; white, golden, pink, or silver pearl; red spinel, red-brown or deep green spinel; tourmaline
71–90 | 2d4 x 100 gp | 500 gp | Alexandrite; aquamarine; violet garnet; black pearl; deep blue spinel; golden yellow topaz
91–99 | 4d4 x 100 gp | 1,000 gp | Emerald; white, black, or fire opal; blue sapphire; fiery yellow or rich purple corundum; blue or black star sapphire; star ruby
100 | 2d4 x 1,000 gp | 5,000 gp | Clearest bright green emerald; blue-white, canary, pink, brown, or blue diamond; jacinth

Table: Art Objects
d% | Value | Average | Examples
01–10 | 1d10 x 10 gp | 55 gp | Silver ewer; carved bone or ivory statuette; finely wrought small gold bracelet
11–25 | 3d6 x 10 gp | 105 gp | Cloth of gold vestments; black velvet mask with numerous citrines; silver chalice with lapis lazuli gems
26–40 | 1d6 x 100 gp | 350 gp | Large well-done wool tapestry; brass mug with jade inlays
41–50 | 1d10 x 100 gp | 550 gp | Silver comb with moonstones; silver-plated steel longsword with jet jewel in hilt
51–60 | 2d6 x 100 gp | 700 gp | Carved harp of exotic wood with ivory inlay and zircon gems; solid gold idol (10 lb.)
61–70 | 3d6 x 100 gp | 1,050 gp | Gold dragon comb with red garnet eye; gold and topaz bottle stopper cork; ceremonial electrum dagger with a star ruby in the pommel
71–80 | 4d6 x 100 gp | 1,400 gp | Eyepatch with mock eye of sapphire and moonstone; fire opal pendant on a fine gold chain; old masterpiece painting
81–85 | 5d6 x 100 gp | 1,750 gp | Embroidered silk and velvet mantle with numerous moonstones; sapphire pendant on gold chain
86–90 | 1d4 x 1,000 gp | 2,500 gp | Embroidered and bejeweled glove; jeweled anklet; gold music box
91–95 | 1d6 x 1,000 gp | 3,500 gp | Golden circlet with four aquamarines; a string of small pink pearls (necklace)
96–99 | 2d4 x 1,000 gp | 5,000 gp | Jeweled gold crown; jeweled electrum ring
100 | 2d6 x 1,000 gp | 7,000 gp | Gold and ruby ring; gold cup set with emeralds

Table: Mundane Items
d% | Mundane Item
01–17 | Alchemical item
01–12 | Alchemist’s fire (1d4 flasks, 20 gp each)
13–24 | Acid (2d4 flasks, 10 gp each)
25–36 | Smokesticks (1d4 sticks, 20 gp each)
37–48 | Holy water (1d4 flasks, 25 gp each)
49–62 | Antitoxin (1d4 doses, 50 gp each)
63–74 | Everburning torch
75–88 | Tanglefoot bags (1d4 bags, 50 gp each)
89–100 | Thunderstones (1d4 stones, 30 gp each)
18–50 | Armor (roll d%: 01–10 = Small, 11–100 = Medium)
01–12 | Chain shirt (100 gp)
13–18 | Masterwork studded leather (175 gp)
19–26 | Breastplate (200 gp)
27–34 | Banded mail (250 gp)
35–54 | Half-plate (600 gp)
55–80 | Full plate (1,500 gp)
81–90 | Darkwood
01–50 | Buckler (205 gp)
51–100 | Shield (257 gp)
91–100 | Masterwork shield
01–17 | Buckler (165 gp)
18–40 | Light wooden shield (153 gp)
41–60 | Light steel shield (159 gp)
61–83 | Heavy wooden shield (157 gp)
84–100 | Heavy steel shield (170 gp)
51–83 | Weapons
01–50 | Masterwork common melee weapon
51–70 | Masterwork uncommon weapon
71–100 | Masterwork common ranged weapon
84–100 | Tools and gear
01–03 | Backpack, empty (2 gp)
04–06 | Crowbar (2 gp)
07–11 | Lantern, bullseye (12 gp)
12–16 | Lock, simple (20 gp)
17–21 | Lock, average (40 gp)
22–28 | Lock, good (80 gp)
29–35 | Lock, superior (150 gp)
36–40 | Manacles, masterwork (50 gp)
41–43 | Mirror, small steel (10 gp)
44–46 | Rope, silk (50 ft.) (10 gp)
47–53 | Spyglass (1,000 gp)
54–58 | Artisan’s tools, masterwork (55 gp)
59–63 | Climber’s kit (80 gp)
64–68 | Disguise kit (50 gp)
69–73 | Healer’s kit (50 gp)
74–77 | Holy symbol, silver (25 gp)
78–81 | Hourglass (25 gp)
82–88 | Magnifying glass (100 gp)
89–95 | Musical instrument, masterwork (100 gp)
96–100 | Thieves’ tools, masterwork (50 gp)

Random Magic Item Generation


MAGIC OVERVIEW

A spell is a one-time magical effect. Spells come in two types: arcane (cast by bards, sorcerers, and wizards) and divine (cast by clerics, druids, and experienced paladins and rangers). Some spellcasters select their spells from a limited list of spells known, while others have access to a wide variety of options.
Most spellcasters prepare their spells in advance—whether from a spellbook or through devout prayers and meditation— while some cast spells spontaneously without preparation.
Despite these different ways that characters use to learn or prepare their spells, when it comes to casting them, the spells are very much alike.
Cutting across the categories of arcane and divine spells are the eight schools of magic. These schools represent the different ways that spells take effect.

CASTING SPELLS

Whether a spell is arcane or divine, and whether a character prepares spells in advance or chooses them on the spot, casting a spell works the same way.

CHOOSING A SPELL
First you must choose which spell to cast. If you’re a cleric, druid, experienced paladin, experienced ranger, or wizard, you select from among spells prepared earlier in the day and not yet cast (see Preparing Wizard Spells and Preparing Divine Spells).
If you’re a bard or sorcerer, you can select any spell you know, provided you are capable of casting spells of that level or higher.
To cast a spell, you must be able to speak (if the spell has a verbal component), gesture (if it has a somatic component), and manipulate the material components or focus (if any). Additionally, you must concentrate to cast a spell.
If a spell has multiple versions, you choose which version to use when you cast it. You don’t have to prepare (or learn, in the case of a bard or sorcerer) a specific version of the spell.
Once you’ve cast a prepared spell, you can’t cast it again until you prepare it again. (If you’ve prepared multiple copies of a single spell, you can cast each copy once.) If you’re a bard or sorcerer, casting a spell counts against your daily limit for spells of that spell level, but you can cast the same spell again if you haven’t reached your limit.

CONCENTRATION
To cast a spell, you must concentrate. If something interrupts your concentration while you’re casting, you must make a Concentration check or lose the spell. The more distracting the interruption and the higher the level of the spell you are trying to cast, the higher the DC is. If you fail the check, you lose the spell just as if you had cast it to no effect.
Injury: If while trying to cast a spell you take damage, you must make a Concentration check (DC 10 + points of damage taken + the level of the spell you’re casting). If you fail the check, you lose the spell without effect. The interrupting event strikes during spellcasting if it comes between when you start and when you complete a spell (for a spell with a casting time of 1 full round or more) or if it comes in response to your casting the spell (such as an attack of opportunity provoked by the spell or a contingent attack, such as a readied action).
If you are taking continuous damage half the damage is considered to take place while you are casting a spell. You must make a Concentration check (DC 10 + 1/2 the damage that the continuous source last dealt + the level of the spell you’re casting). If the last damage dealt was the last damage that the effect could deal then the damage is over, and it does not distract you.
Repeated damage does not count as continuous damage.
Spell: If you are affected by a spell while attempting to cast a spell of your own, you must make a Concentration check or lose the spell you are casting. If the spell affecting you deals damage, the DC is 10 + points of damage + the level of the spell you’re casting.
If the spell interferes with you or distracts you in some other way, the DC is the spell’s saving throw DC + the level of the spell you’re casting. For a spell with no saving throw, it’s the DC that the spell’s saving throw would have if a save were allowed.
Grappling or Pinned: The only spells you can cast while grappling or pinned are those without somatic components and whose material components (if any) you have in hand. Even so, you must make a Concentration check (DC 20 + the level of the spell you’re casting) or lose the spell.
Vigorous Motion: If you are riding on a moving mount, taking a bouncy ride in a wagon, on a small boat in rough water, below-decks in a storm-tossed ship, or simply being jostled in a similar fashion, you must make a Concentration check (DC 10 + the level of the spell you’re casting) or lose the spell.
Violent Motion: If you are on a galloping horse, taking a very rough ride in a wagon, on a small boat in rapids or in a storm, on deck in a storm-tossed ship, or being tossed roughly about in a similar fashion, you must make a Concentration check (DC 15 + the level of the spell you’re casting) or lose the spell.
Violent Weather: You must make a Concentration check if you try to cast a spell in violent weather. If you are in a high wind carrying blinding rain or sleet, the DC is 5 + the level of the spell you’re casting. If you are in wind-driven hail, dust, or debris, the DC is 10 + the level of the spell you’re casting. In either case, you lose the spell if you fail the Concentration check. If the weather is caused by a spell, use the rules in the Spell subsection above.
Casting Defensively: If you want to cast a spell without provoking any attacks of opportunity, you must make a Concentration check (DC 15 + the level of the spell you’re casting) to succeed. You lose the spell if you fail.
Entangled: If you want to cast a spell while entangled in a net or by a tanglefoot bag or while you’re affected by a spell with similar effects, you must make a DC 15 Concentration check to cast the spell. You lose the spell if you fail.

COUNTERSPELLS
It is possible to cast any spell as a counterspell. By doing so, you are using the spell’s energy to disrupt the casting of the same spell by another character. Counterspelling works even if one spell is divine and the other arcane.
How Counterspells Work: To use a counterspell, you must select an opponent as the target of the counterspell. You do this by choosing the ready action. In doing so, you elect to wait to complete your action until your opponent tries to cast a spell. (You may still move your speed, since ready is a standard action.)
If the target of your counterspell tries to cast a spell, make a Spellcraft check (DC 15 + the spell’s level). This check is a free action. If the check succeeds, you correctly identify the opponent’s spell and can attempt to counter it. If the check fails, you can’t do either of these things.
To complete the action, you must then cast the correct spell. As a general rule, a spell can only counter itself. If you are able to cast the same spell and you have it prepared (if you prepare spells), you cast it, altering it slightly to create a counterspell effect. If the target is within range, both spells automatically negate each other with no other results.
Counterspelling Metamagic Spells: Metamagic feats are not taken into account when determining whether a spell can be countered
Specific Exceptions: Some spells specifically counter each other, especially when they have diametrically opposed effects.
Dispel Magic as a Counterspell: You can use dispel magic to counterspell another spellcaster, and you don’t need to identify the spell he or she is casting. However, dispel magic doesn’t always work as a counterspell (see the spell description).

CASTER LEVEL
A spell’s power often depends on its caster level, which for most spellcasting characters is equal to your class level in the class you’re using to cast the spell.
You can cast a spell at a lower caster level than normal, but the caster level you choose must be high enough for you to cast the spell in question, and all level-dependent features must be based on the same caster level.
In the event that a class feature, domain granted power, or other special ability provides an adjustment to your caster level, that adjustment applies not only to effects based on caster level (such as range, duration, and damage dealt) but also to your caster level check to overcome your target’s spell resistance and to the caster level used in dispel checks (both the dispel check and the DC of the check).

SPELL FAILURE
If you ever try to cast a spell in conditions where the characteristics of the spell cannot be made to conform, the casting fails and the spell is wasted.
Spells also fail if your concentration is broken and might fail if you’re wearing armor while casting a spell with somatic components.

THE SPELL’S RESULT
Once you know which creatures (or objects or areas) are affected, and whether those creatures have made successful saving throws (if any were allowed), you can apply whatever results a spell entails.

SPECIAL SPELL EFFECTS
Many special spell effects are handled according to the school of the spells in question Certain other special spell features are found across spell schools.
Attacks: Some spell descriptions refer to attacking. All offensive combat actions, even those that don’t damage opponents are considered attacks. Attempts to turn or rebuke undead count as attacks. All spells that opponents resist with saving throws, that deal damage, or that otherwise harm or hamper subjects are attacks. Spells that summon monsters or other allies are not attacks because the spells themselves don’t harm anyone.
Bonus Types: Usually, a bonus has a type that indicates how the spell grants the bonus. The important aspect of bonus types is that two bonuses of the same type don’t generally stack. With the exception of dodge bonuses, most circumstance bonuses, and racial bonuses, only the better bonus works (see Combining Magical Effects, below). The same principle applies to penalties—a character taking two or more penalties of the same type applies only the worst one.
Bringing Back the Dead: Several spells have the power to restore slain characters to life.
When a living creature dies, its soul departs its body, leaves the Material Plane, travels through the Astral Plane, and goes to abide on the plane where the creature’s deity resides. If the creature did not worship a deity, its soul departs to the plane corresponding to its alignment. Bringing someone back from the dead means retrieving his or her soul and returning it to his or her body.
Level Loss: Any creature brought back to life usually loses one level of experience. The character’s new XP total is midway between the minimum needed for his or her new (reduced) level and the minimum needed for the next one. If the character was 1st level at the time of death, he or she loses 2 points of Constitution instead of losing a level.
This level loss or Constitution loss cannot be repaired by any mortal means, even wish or miracle. A revived character can regain a lost level by earning XP through further adventuring. A revived character who was 1st level at the time of death can regain lost points of Constitution by improving his or her Constitution score when he or she attains a level that allows an ability score increase.
Preventing Revivification: Enemies can take steps to make it more difficult for a character to be returned from the dead. Keeping the body prevents others from using raise dead or resurrection to restore the slain character to life. Casting trap the soul prevents any sort of revivification unless the soul is first released.
Revivification against One’s Will: A soul cannot be returned to life if it does not wish to be. A soul knows the name, alignment, and patron deity (if any) of the character attempting to revive it and may refuse to return on that basis.

COMBINING MAGICAL EFFECTS
Spells or magical effects usually work as described, no matter how many other spells or magical effects happen to be operating in the same area or on the same recipient. Except in special cases, a spell does not affect the way another spell operates. Whenever a spell has a specific effect on other spells, the spell description explains that effect. Several other general rules apply when spells or magical effects operate in the same place:
Stacking Effects: Spells that provide bonuses or penalties on attack rolls, damage rolls, saving throws, and other attributes usually do not stack with themselves. More generally, two bonuses of the same type don’t stack even if they come from different spells (or from effects other than spells; see Bonus Types, above).
Different Bonus Names: The bonuses or penalties from two different spells stack if the modifiers are of different types. A bonus that isn’t named stacks with any bonus.
Same Effect More than Once in Different Strengths: In cases when two or more identical spells are operating in the same area or on the same target, but at different strengths, only the best one applies.
Same Effect with Differing Results: The same spell can sometimes produce varying effects if applied to the same recipient more than once. Usually the last spell in the series trumps the others. None of the previous spells are actually removed or dispelled, but their effects become irrelevant while the final spell in the series lasts.
One Effect Makes Another Irrelevant: Sometimes, one spell can render a later spell irrelevant. Both spells are still active, but one has rendered the other useless in some fashion.
Multiple Mental Control Effects: Sometimes magical effects that establish mental control render each other irrelevant, such as a spell that removes the subjects ability to act. Mental controls that don’t remove the recipient’s ability to act usually do not interfere with each other. If a creature is under the mental control of two or more creatures, it tends to obey each to the best of its ability, and to the extent of the control each effect allows. If the controlled creature receives conflicting orders simultaneously, the competing controllers must make opposed Charisma checks to determine which one the creature obeys.
Spells with Opposite Effects: Spells with opposite effects apply normally, with all bonuses, penalties, or changes accruing in the order that they apply. Some spells negate or counter each other. This is a special effect that is noted in a spell’s description.
Instantaneous Effects: Two or more spells with instantaneous durations work cumulatively when they affect the same target.

SPELL DESCRIPTIONS

The description of each spell is presented in a standard format. Each category of information is explained and defined below.

NAME
The first line of every spell description gives the name by which the spell is generally known.

SCHOOL (SUBSCHOOL)
Beneath the spell name is a line giving the school of magic (and the subschool, if appropriate) that the spell belongs to.
Almost every spell belongs to one of eight schools of magic. A school of magic is a group of related spells that work in similar ways. A small number of spells (arcane mark, limited wish, permanency, prestidigitation, and wish) are universal, belonging to no school.

Abjuration
Abjurations are protective spells. They create physical or magical barriers, negate magical or physical abilities, harm trespassers, or even banish the subject of the spell to another plane of existence.
If one abjuration spell is active within 10 feet of another for 24 hours or more, the magical fields interfere with each other and create barely visible energy fluctuations. The DC to find such spells with the Search skill drops by 4.
If an abjuration creates a barrier that keeps certain types of creatures at bay, that barrier cannot be used to push away those creatures. If you force the barrier against such a creature, you feel a discernible pressure against the barrier. If you continue to apply pressure, you end the spell.

Conjuration
Each conjuration spell belongs to one of five subschools. Conjurations bring manifestations of objects, creatures, or some form of energy to you (the summoning subschool), actually transport creatures from another plane of existence to your plane (calling), heal (healing), transport creatures or objects over great distances (teleportation), or create objects or effects on the spot (creation). Creatures you conjure usually, but not always, obey your commands.
A creature or object brought into being or transported to your location by a conjuration spell cannot appear inside another creature or object, nor can it appear floating in an empty space. It must arrive in an open location on a surface capable of supporting it.
The creature or object must appear within the spell’s range, but it does not have to remain within the range.
Calling: A calling spell transports a creature from another plane to the plane you are on. The spell grants the creature the one-time ability to return to its plane of origin, although the spell may limit the circumstances under which this is possible. Creatures who are called actually die when they are killed; they do not disappear and reform, as do those brought by a summoning spell (see below). The duration of a calling spell is instantaneous, which means that the called creature can’t be dispelled.
Creation: A creation spell manipulates matter to create an object or creature in the place the spellcaster designates (subject to the limits noted above). If the spell has a duration other than instantaneous, magic holds the creation together, and when the spell ends, the conjured creature or object vanishes without a trace. If the spell has an instantaneous duration, the created object or creature is merely assembled through magic. It lasts indefinitely and does not depend on magic for its existence.
Healing: Certain divine conjurations heal creatures or even bring them back to life.
Summoning: A summoning spell instantly brings a creature or object to a place you designate. When the spell ends or is dispelled, a summoned creature is instantly sent back to where it came from, but a summoned object is not sent back unless the spell description specifically indicates this. A summoned creature also goes away if it is killed or if its hit points drop to 0 or lower. It is not really dead. It takes 24 hours for the creature to reform, during which time it can’t be summoned again.
When the spell that summoned a creature ends and the creature disappears, all the spells it has cast expire. A summoned creature cannot use any innate summoning abilities it may have, and it refuses to cast any spells that would cost it XP, or to use any spell-like abilities that would cost XP if they were spells.
Teleportation: A teleportation spell transports one or more creatures or objects a great distance. The most powerful of these spells can cross planar boundaries. Unlike summoning spells, the transportation is (unless otherwise noted) one-way and not dispellable.
Teleportation is instantaneous travel through the Astral Plane. Anything that blocks astral travel also blocks teleportation.

Divination
Divination spells enable you to learn secrets long forgotten, to predict the future, to find hidden things, and to foil deceptive spells.
Many divination spells have cone-shaped areas. These move with you and extend in the direction you look. The cone defines the area that you can sweep each round. If you study the same area for multiple rounds, you can often gain additional information, as noted in the descriptive text for the spell.
Scrying: A scrying spell creates an invisible magical sensor that sends you information. Unless noted otherwise, the sensor has the same powers of sensory acuity that you possess. This level of acuity includes any spells or effects that target you, but not spells or effects that emanate from you. However, the sensor is treated as a separate, independent sensory organ of yours, and thus it functions normally even if you have been blinded, deafened, or otherwise suffered sensory impairment.
Any creature with an Intelligence score of 12 or higher can notice the sensor by making a DC 20 Intelligence check. The sensor can be dispelled as if it were an active spell.
Lead sheeting or magical protection blocks a scrying spell, and you sense that the spell is so blocked.

Enchantment
Enchantment spells affect the minds of others, influencing or controlling their behavior.
All enchantments are mind-affecting spells. Two types of enchantment spells grant you influence over a subject creature.
Charm: A charm spell changes how the subject views you, typically making it see you as a good friend.
Compulsion: A compulsion spell forces the subject to act in some manner or changes the way her mind works. Some compulsion spells determine the subject’s actions or the effects on the subject, some compulsion spells allow you to determine the subject’s actions when you cast the spell, and others give you ongoing control over the subject.

Evocation
Evocation spells manipulate energy or tap an unseen source of power to produce a desired end. In effect, they create something out of nothing. Many of these spells produce spectacular effects, and evocation spells can deal large amounts of damage.

Illusion
Illusion spells deceive the senses or minds of others. They cause people to see things that are not there, not see things that are there, hear phantom noises, or remember things that never happened.
Figment: A figment spell creates a false sensation. Those who perceive the figment perceive the same thing, not their own slightly different versions of the figment. (It is not a personalized mental impression.) Figments cannot make something seem to be something else. A figment that includes audible effects cannot duplicate intelligible speech unless the spell description specifically says it can. If intelligible speech is possible, it must be in a language you can speak. If you try to duplicate a language you cannot speak, the image produces gibberish. Likewise, you cannot make a visual copy of something unless you know what it looks like.
Because figments and glamers (see below) are unreal, they cannot produce real effects the way that other types of illusions can. They cannot cause damage to objects or creatures, support weight, provide nutrition, or provide protection from the elements. Consequently, these spells are useful for confounding or delaying foes, but useless for attacking them directly.
A figment’s AC is equal to 10 + its size modifier.
Glamer: A glamer spell changes a subject’s sensory qualities, making it look, feel, taste, smell, or sound like something else, or even seem to disappear.
Pattern: Like a figment, a pattern spell creates an image that others can see, but a pattern also affects the minds of those who see it or are caught in it. All patterns are mind-affecting spells.
Phantasm: A phantasm spell creates a mental image that usually only the caster and the subject (or subjects) of the spell can perceive. This impression is totally in the minds of the subjects. It is a personalized mental impression. (It’s all in their heads and not a fake picture or something that they actually see.) Third parties viewing or studying the scene don’t notice the phantasm. All phantasms are mind-affecting spells.
Shadow: A shadow spell creates something that is partially real from extradimensional energy. Such illusions can have real effects. Damage dealt by a shadow illusion is real.
Saving Throws and Illusions (Disbelief ): Creatures encountering an illusion usually do not receive saving throws to recognize it as illusory until they study it carefully or interact with it in some fashion.
A successful saving throw against an illusion reveals it to be false, but a figment or phantasm remains as a translucent outline.
A failed saving throw indicates that a character fails to notice something is amiss. A character faced with proof that an illusion isn’t real needs no saving throw. If any viewer successfully disbelieves an illusion and communicates this fact to others, each such viewer gains a saving throw with a +4 bonus.

Necromancy
Necromancy spells manipulate the power of death, unlife, and the life force. Spells involving undead creatures make up a large part of this school.

Transmutation
Transmutation spells change the properties of some creature, thing, or condition.

[DESCRIPTOR]
Appearing on the same line as the school and subschool, when applicable, is a descriptor that further categorizes the spell in some way. Some spells have more than one descriptor.
The descriptors are acid, air, chaotic, cold, darkness, death, earth, electricity, evil, fear, fire, force, good, language-dependent, lawful, light, mind-affecting, sonic, and water.
Most of these descriptors have no game effect by themselves, but they govern how the spell interacts with other spells, with special abilities, with unusual creatures, with alignment, and so on.
A language-dependent spell uses intelligible language as a medium for communication. If the target cannot understand or cannot hear what the caster of a language-dependant spell says the spell fails.
A mind-affecting spell works only against creatures with an Intelligence score of 1 or higher.

LEVEL
The next line of a spell description gives the spell’s level, a number between 0 and 9 that defines the spell’s relative power. This number is preceded by an abbreviation for the class whose members can cast the spell. The Level entry also indicates whether a spell is a domain spell and, if so, what its domain and its level as a domain spell are. A spell’s level affects the DC for any save allowed against the effect.
Names of spellcasting classes are abbreviated as follows: bard Brd; cleric Clr; druid Drd; paladin Pal; ranger Rgr; sorcerer Sor; wizard Wiz.
The domains a spell can be associated with include Air, Animal, Chaos, Death, Destruction, Earth, Evil, Fire, Good, Healing, Knowledge, Law, Luck, Magic, Plant, Protection, Strength, Sun, Travel, Trickery, War, and Water.

COMPONENTS
A spell’s components are what you must do or possess to cast it. The Components entry in a spell description includes abbreviations that tell you what type of components it has. Specifics for material, focus, and XP components are given at the end of the descriptive text. Usually you don’t worry about components, but when you can’t use a component for some reason or when a material or focus component is expensive, then the components are important.
Verbal (V): A verbal component is a spoken incantation. To provide a verbal component, you must be able to speak in a strong voice. A silence spell or a gag spoils the incantation (and thus the spell). A spellcaster who has been deafened has a 20% chance to spoil any spell with a verbal component that he or she tries to cast.
Somatic (S): A somatic component is a measured and precise movement of the hand. You must have at least one hand free to provide a somatic component.
Material (M): A material component is one or more physical substances or objects that are annihilated by the spell energies in the casting process. Unless a cost is given for a material component, the cost is negligible. Don’t bother to keep track of material components with negligible cost. Assume you have all you need as long as you have your spell component pouch.
Focus (F): A focus component is a prop of some sort. Unlike a material component, a focus is not consumed when the spell is cast and can be reused. As with material components, the cost for a focus is negligible unless a price is given. Assume that focus components of negligible cost are in your spell component pouch.
Divine Focus (DF): A divine focus component is an item of spiritual significance. The divine focus for a cleric or a paladin is a holy symbol appropriate to the character’s faith.
If the Components line includes F/DF or M/DF, the arcane version of the spell has a focus component or a material component (the abbreviation before the slash) and the divine version has a divine focus component (the abbreviation after the slash).
XP Cost (XP): Some powerful spells entail an experience point cost to you. No spell can restore the XP lost in this manner. You cannot spend so much XP that you lose a level, so you cannot cast the spell unless you have enough XP to spare. However, you may, on gaining enough XP to attain a new level, use those XP for casting a spell rather than keeping them and advancing a level. The XP are treated just like a material component—expended when you cast the spell, whether or not the casting succeeds.

CASTING TIME
Most spells have a casting time of 1 standard action. Others take 1 round or more, while a few require only a free action.
A spell that takes 1 round to cast is a full-round action. It comes into effect just before the beginning of your turn in the round after you began casting the spell. You then act normally after the spell is completed.
A spell that takes 1 minute to cast comes into effect just before your turn 1 minute later (and for each of those 10 rounds, you are casting a spell as a full-round action, just as noted above for 1- round casting times). These actions must be consecutive and uninterrupted, or the spell automatically fails.
When you begin a spell that takes 1 round or longer to cast, you must continue the concentration from the current round to just before your turn in the next round (at least). If you lose concentration before the casting is complete, you lose the spell.
A spell with a casting time of 1 free action doesn’t count against your normal limit of one spell per round. However, you may cast such a spell only once per round. Casting a spell with a casting time of 1 free action doesn’t provoke attacks of opportunity.
You make all pertinent decisions about a spell (range, target, area, effect, version, and so forth) when the spell comes into effect.

RANGE
A spell’s range indicates how far from you it can reach, as defined in the Range entry of the spell description. A spell’s range is the maximum distance from you that the spell’s effect can occur, as well as the maximum distance at which you can designate the spell’s point of origin. If any portion of the spell’s area would extend beyond this range, that area is wasted. Standard ranges include the following.
Personal: The spell affects only you.
Touch: You must touch a creature or object to affect it. A touch spell that deals damage can score a critical hit just as a weapon can. A touch spell threatens a critical hit on a natural roll of 20 and deals double damage on a successful critical hit. Some touch spells allow you to touch multiple targets. You can touch as many willing targets as you can reach as part of the casting, but all targets of the spell must be touched in the same round that you finish casting the spell.
Close: The spell reaches as far as 25 feet away from you. The maximum range increases by 5 feet for every two full caster levels.
Medium: The spell reaches as far as 100 feet + 10 feet per caster level.
Long: The spell reaches as far as 400 feet + 40 feet per caster level.
Unlimited: The spell reaches anywhere on the same plane of existence.
Range Expressed in Feet: Some spells have no standard range category, just a range expressed in feet.

AIMING A SPELL
You must make some choice about whom the spell is to affect or where the effect is to originate, depending on the type of spell. The next entry in a spell description defines the spell’s target (or targets), its effect, or its area, as appropriate.
Target or Targets: Some spells have a target or targets. You cast these spells on creatures or objects, as defined by the spell itself. You must be able to see or touch the target, and you must specifically choose that target. You do not have to select your target until you finish casting the spell.
If the target of a spell is yourself (the spell description has a line that reads Target: You), you do not receive a saving throw, and spell resistance does not apply. The Saving Throw and Spell Resistance lines are omitted from such spells.
Some spells restrict you to willing targets only. Declaring yourself as a willing target is something that can be done at any time (even if you’re flat-footed or it isn’t your turn). Unconscious creatures are automatically considered willing, but a character who is conscious but immobile or helpless (such as one who is bound, cowering, grappling, paralyzed, pinned, or stunned) is not automatically willing.
Some spells allow you to redirect the effect to new targets or areas after you cast the spell. Redirecting a spell is a move action that does not provoke attacks of opportunity.
Effect: Some spells create or summon things rather than affecting things that are already present.
You must designate the location where these things are to appear, either by seeing it or defining it. Range determines how far away an effect can appear, but if the effect is mobile it can move regardless of the spell’s range.
Ray: Some effects are rays. You aim a ray as if using a ranged weapon, though typically you make a ranged touch attack rather than a normal ranged attack. As with a ranged weapon, you can fire into the dark or at an invisible creature and hope you hit something. You don’t have to see the creature you’re trying to hit, as you do with a targeted spell. Intervening creatures and obstacles, however, can block your line of sight or provide cover for the creature you’re aiming at.
If a ray spell has a duration, it’s the duration of the effect that the ray causes, not the length of time the ray itself persists.
If a ray spell deals damage, you can score a critical hit just as if it were a weapon. A ray spell threatens a critical hit on a natural roll of 20 and deals double damage on a successful critical hit.
Spread: Some effects, notably clouds and fogs, spread out from a point of origin, which must be a grid intersection. The effect can extend around corners and into areas that you can’t see. Figure distance by actual distance traveled, taking into account turns the spell effect takes. When determining distance for spread effects, count around walls, not through them. As with movement, do not trace diagonals across corners. You must designate the point of origin for such an effect, but you need not have line of effect (see below) to all portions of the effect.
Area: Some spells affect an area. Sometimes a spell description specifies a specially defined area, but usually an area falls into one of the categories defined below.
Regardless of the shape of the area, you select the point where the spell originates, but otherwise you don’t control which creatures or objects the spell affects. The point of origin of a spell is always a grid intersection. When determining whether a given creature is within the area of a spell, count out the distance from the point of origin in squares just as you do when moving a character or when determining the range for a ranged attack. The only difference is that instead of counting from the center of one square to the center of the next, you count from intersection to intersection.
You can count diagonally across a square, but remember that every second diagonal counts as 2 squares of distance. If the far edge of a square is within the spell’s area, anything within that square is within the spell’s area. If the spell’s area only touches the near edge of a square, however, anything within that square is unaffected by the spell.
Burst, Emanation, or Spread: Most spells that affect an area function as a burst, an emanation, or a spread. In each case, you select the spell’s point of origin and measure its effect from that point.
A burst spell affects whatever it catches in its area, even including creatures that you can’t see. It can’t affect creatures with total cover from its point of origin (in other words, its effects don’t extend around corners). The default shape for a burst effect is a sphere, but some burst spells are specifically described as cone-shaped. A burst’s area defines how far from the point of origin the spell’s effect extends.
An emanation spell functions like a burst spell, except that the effect continues to radiate from the point of origin for the duration of the spell. Most emanations are cones or spheres.
A spread spell spreads out like a burst but can turn corners. You select the point of origin, and the spell spreads out a given distance in all directions. Figure the area the spell effect fills by taking into account any turns the spell effect takes.
Cone, Cylinder, Line, or Sphere: Most spells that affect an area have a particular shape, such as a cone, cylinder, line, or sphere.
A cone-shaped spell shoots away from you in a quarter-circle in the direction you designate. It starts from any corner of your square and widens out as it goes. Most cones are either bursts or emanations (see above), and thus won’t go around corners.
When casting a cylinder-shaped spell, you select the spell’s point of origin. This point is the center of a horizontal circle, and the spell shoots down from the circle, filling a cylinder. A cylinder-shaped spell ignores any obstructions within its area.
A line-shaped spell shoots away from you in a line in the direction you designate. It starts from any corner of your square and extends to the limit of its range or until it strikes a barrier that blocks line of effect. A line-shaped spell affects all creatures in squares that the line passes through.
A sphere-shaped spell expands from its point of origin to fill a spherical area. Spheres may be bursts, emanations, or spreads.
Creatures: A spell with this kind of area affects creatures directly (like a targeted spell), but it affects all creatures in an area of some kind rather than individual creatures you select. The area might be a spherical burst , a cone-shaped burst, or some other shape.
Many spells affect “living creatures,” which means all creatures other than constructs and undead. Creatures in the spell’s area that are not of the appropriate type do not count against the creatures affected.
Objects: A spell with this kind of area affects objects within an area you select (as Creatures, but affecting objects instead).
Other: A spell can have a unique area, as defined in its description.
(S) Shapeable: If an Area or Effect entry ends with “(S),” you can shape the spell. A shaped effect or area can have no dimension smaller than 10 feet. Many effects or areas are given as cubes to make it easy to model irregular shapes. Three-dimensional volumes are most often needed to define aerial or underwater effects and areas.
Line of Effect: A line of effect is a straight, unblocked path that indicates what a spell can affect. A line of effect is canceled by a solid barrier. It’s like line of sight for ranged weapons, except that it’s not blocked by fog, darkness, and other factors that limit normal sight.
You must have a clear line of effect to any target that you cast a spell on or to any space in which you wish to create an effect. You must have a clear line of effect to the point of origin of any spell you cast.
A burst, cone, cylinder, or emanation spell affects only an area, creatures, or objects to which it has line of effect from its origin (a spherical burst’s center point, a cone-shaped burst’s starting point, a cylinder’s circle, or an emanation’s point of origin).
An otherwise solid barrier with a hole of at least 1 square foot through it does not block a spell’s line of effect. Such an opening means that the 5-foot length of wall containing the hole is no longer considered a barrier for purposes of a spell’s line of effect.

DURATION
A spell’s Duration entry tells you how long the magical energy of the spell lasts.
Timed Durations: Many durations are measured in rounds, minutes, hours, or some other increment. When the time is up, the magic goes away and the spell ends. If a spell’s duration is variable the duration is rolled secretly (the caster doesn’t know how long the spell will last).
Instantaneous: The spell energy comes and goes the instant the spell is cast, though the consequences might be long-lasting.
Permanent: The energy remains as long as the effect does. This means the spell is vulnerable to dispel magic.
Concentration: The spell lasts as long as you concentrate on it. Concentrating to maintain a spell is a standard action that does not provoke attacks of opportunity. Anything that could break your concentration when casting a spell can also break your concentration while you’re maintaining one, causing the spell to end.
You can’t cast a spell while concentrating on another one. Sometimes a spell lasts for a short time after you cease concentrating.
Subjects, Effects, and Areas: If the spell affects creatures directly the result travels with the subjects for the spell’s duration. If the spell creates an effect, the effect lasts for the duration. The effect might move or remain still. Such an effect can be destroyed prior to when its duration ends. If the spell affects an area then the spell stays with that area for its duration.
Creatures become subject to the spell when they enter the area and are no longer subject to it when they leave.
Touch Spells and Holding the Charge: In most cases, if you don’t discharge a touch spell on the round you cast it, you can hold the charge (postpone the discharge of the spell) indefinitely. You can make touch attacks round after round. If you cast another spell, the touch spell dissipates.
Some touch spells allow you to touch multiple targets as part of the spell. You can’t hold the charge of such a spell; you must touch all targets of the spell in the same round that you finish casting the spell.
Discharge: Occasionally a spells lasts for a set duration or until triggered or discharged.
(D) Dismissible: If the Duration line ends with “(D),” you can dismiss the spell at will. You must be within range of the spell’s effect and must speak words of dismissal, which are usually a modified form of the spell’s verbal component. If the spell has no verbal component, you can dismiss the effect with a gesture. Dismissing a spell is a standard action that does not provoke attacks of opportunity.
A spell that depends on concentration is dismissible by its very nature, and dismissing it does not take an action, since all you have to do to end the spell is to stop concentrating on your turn.

SAVING THROW
Usually a harmful spell allows a target to make a saving throw to avoid some or all of the effect. The Saving Throw entry in a spell description defines which type of saving throw the spell allows and describes how saving throws against the spell work.
Negates: The spell has no effect on a subject that makes a successful saving throw.
Partial: The spell causes an effect on its subject. A successful saving throw means that some lesser effect occurs.
Half: The spell deals damage, and a successful saving throw halves the damage taken (round down).
None: No saving throw is allowed.
Disbelief: A successful save lets the subject ignore the effect.
(object): The spell can be cast on objects, which receive saving throws only if they are magical or if they are attended (held, worn, grasped, or the like) by a creature resisting the spell, in which case the object uses the creature’s saving throw bonus unless its own bonus is greater. (This notation does not mean that a spell can be cast only on objects. Some spells of this sort can be cast on creatures or objects.) A magic item’s saving throw bonuses are each equal to 2 + one-half the item’s caster level.
(harmless): The spell is usually beneficial, not harmful, but a targeted creature can attempt a saving throw if it desires.
Saving Throw Difficulty Class: A saving throw against your spell has a DC of 10 + the level of the spell + your bonus for the relevant ability (Intelligence for a wizard, Charisma for a sorcerer or bard, or Wisdom for a cleric, druid, paladin, or ranger). A spell’s level can vary depending on your class. Always use the spell level applicable to your class.
Succeeding on a Saving Throw: A creature that successfully saves against a spell that has no obvious physical effects feels a hostile force or a tingle, but cannot deduce the exact nature of the attack. Likewise, if a creature’s saving throw succeeds against a targeted spell you sense that the spell has failed. You do not sense when creatures succeed on saves against effect and area spells.
Automatic Failures and Successes: A natural 1 (the d20 comes up 1) on a saving throw is always a failure, and the spell may cause damage to exposed items (see Items Surviving after a Saving Throw, below). A natural 20 (the d20 comes up 20) is always a success.
Voluntarily Giving up a Saving Throw: A creature can voluntarily forego a saving throw and willingly accept a spell’s result. Even a character with a special resistance to magic can suppress this quality.
Items Surviving after a Saving Throw: Unless the descriptive text for the spell specifies otherwise, all items carried or worn by a creature are assumed to survive a magical attack. If a creature rolls a natural 1 on its saving throw against the effect, however, an exposed item is harmed (if the attack can harm objects). Refer to Table: Items Affected by Magical Attacks. Determine which four objects carried or worn by the creature are most likely to be affected and roll randomly among them. The randomly determined item must make a saving throw against the attack form and take whatever damage the attack deal.
If an item is not carried or worn and is not magical, it does not get a saving throw. It simply is dealt the appropriate damage.

Table: Items Affected by Magical Attacks
Order1 | Item
1st | Shield
2nd | Armor
3rd | Magic helmet, hat, or headband
4th | Item in hand (including weapon, wand, or the like)
5th | Magic cloak
6th | Stowed or sheathed weapon
7th | Magic bracers
8th | Magic clothing
9th | Magic jewelry (including rings)
10th | Anything else
1 In order of most likely to least likely to be affected.

SPELL RESISTANCE
Spell resistance is a special defensive ability. If your spell is being resisted by a creature with spell resistance, you must make a caster level check (1d20 + caster level) at least equal to the creature’s spell resistance for the spell to affect that creature. The defender’s spell resistance is like an Armor Class against magical attacks. Include any adjustments to your caster level to this caster level check.
The Spell Resistance entry and the descriptive text of a spell description tell you whether spell resistance protects creatures from the spell. In many cases, spell resistance applies only when a resistant creature is targeted by the spell, not when a resistant creature encounters a spell that is already in place.
The terms “object” and “harmless” mean the same thing for spell resistance as they do for saving throws. A creature with spell resistance must voluntarily lower the resistance (a standard action) in order to be affected by a spell noted as harmless. In such a case, you do not need to make the caster level check described above.

DESCRIPTIVE TEXT
This portion of a spell description details what the spell does and how it works. If one of the previous entries in the description included “see text,” this is where the explanation is found.

ARCANE SPELLS

Wizards, sorcerers, and bards cast arcane spells. Compared to divine spells, arcane spells are more likely to produce dramatic results.

PREPARING WIZARD SPELLS
A wizard’s level limits the number of spells she can prepare and cast. Her high Intelligence score might allow her to prepare a few extra spells. She can prepare the same spell more than once, but each preparation counts as one spell toward her daily limit. To prepare a spell the wizard must have an Intelligence score of at least 10 + the spell’s level.
Rest: To prepare her daily spells, a wizard must first sleep for 8 hours. The wizard does not have to slumber for every minute of the time, but she must refrain from movement, combat, spellcasting, skill use, conversation, or any other fairly demanding physical or mental task during the rest period. If her rest is interrupted, each interruption adds 1 hour to the total amount of time she has to rest in order to clear her mind, and she must have at least 1 hour of uninterrupted rest immediately prior to preparing her spells. If the character does not need to sleep for some reason, she still must have 8 hours of restful calm before preparing any spells.
Recent Casting Limit/Rest Interruptions: If a wizard has cast spells recently, the drain on her resources reduces her capacity to prepare new spells. When she prepares spells for the coming day, all the spells she has cast within the last 8 hours count against her daily limit.
Preparation Environment: To prepare any spell, a wizard must have enough peace, quiet, and comfort to allow for proper concentration. The wizard’s surroundings need not be luxurious, but they must be free from overt distractions. Exposure to inclement weather prevents the necessary concentration, as does any injury or failed saving throw the character might experience while studying. Wizards also must have access to their spellbooks to study from and sufficient light to read them by. There is one major exception: A wizard can prepare a read magic spell even without a spellbook.
Spell Preparation Time: After resting, a wizard must study her spellbook to prepare any spells that day. If she wants to prepare all her spells, the process takes 1 hour. Preparing some smaller portion of her daily capacity takes a proportionally smaller amount of time, but always at least 15 minutes, the minimum time required to achieve the proper mental state.
Spell Selection and Preparation: Until she prepares spells from her spellbook, the only spells a wizard has available to cast are the ones that she already had prepared from the previous day and has not yet used. During the study period, she chooses which spells to prepare. If a wizard already has spells prepared (from the previous day) that she has not cast, she can abandon some or all of them to make room for new spells.
When preparing spells for the day, a wizard can leave some of these spell slots open. Later during that day, she can repeat the preparation process as often as she likes, time and circumstances permitting. During these extra sessions of preparation, the wizard can fill these unused spell slots. She cannot, however, abandon a previously prepared spell to replace it with another one or fill a slot that is empty because she has cast a spell in the meantime. That sort of preparation requires a mind fresh from rest. Like the first session of the day, this preparation takes at least 15 minutes, and it takes longer if the wizard prepares more than one-quarter of her spells.
Spell Slots: The various character class tables show how many spells of each level a character can cast per day. These openings for daily spells are called spell slots. A spellcaster always has the option to fill a higher-level spell slot with a lower-level spell. A spellcaster who lacks a high enough ability score to cast spells that would otherwise be his or her due still gets the slots but must fill them with spells of lower level.
Prepared Spell Retention: Once a wizard prepares a spell, it remains in her mind as a nearly cast spell until she uses the prescribed components to complete and trigger it or until she abandons it. Certain other events, such as the effects of magic items or special attacks from monsters, can wipe a prepared spell from a character’s mind.
Death and Prepared Spell Retention: If a spellcaster dies, all prepared spells stored in his or her mind are wiped away. Potent magic (such as raise dead, resurrection, or true resurrection) can recover the lost energy when it recovers the character.

ARCANE MAGICAL WRITINGS
To record an arcane spell in written form, a character uses complex notation that describes the magical forces involved in the spell. The writer uses the same system no matter what her native language or culture. However, each character uses the system in her own way. Another person’s magical writing remains incomprehensible to even the most powerful wizard until she takes time to study and decipher it.
To decipher an arcane magical writing (such as a single spell in written form in another’s spellbook or on a scroll), a character must make a Spellcraft check (DC 20 + the spell’s level). If the skill check fails, the character cannot attempt to read that particular spell again until the next day. A read magic spell automatically deciphers a magical writing without a skill check. If the person who created the magical writing is on hand to help the reader, success is also automatic.
Once a character deciphers a particular magical writing, she does not need to decipher it again. Deciphering a magical writing allows the reader to identify the spell and gives some idea of its effects (as explained in the spell description). If the magical writing was a scroll and the reader can cast arcane spells, she can attempt to use the scroll.

Wizard Spells and Borrowed Spellbooks
A wizard can use a borrowed spellbook to prepare a spell she already knows and has recorded in her own spellbook, but preparation success is not assured. First, the wizard must decipher the writing in the book (see Arcane Magical Writings, above). Once a spell from another spellcaster’s book is deciphered, the reader must make a Spellcraft check (DC 15 + spell’s level) to prepare the spell. If the check succeeds, the wizard can prepare the spell. She must repeat the check to prepare the spell again, no matter how many times she has prepared it before. If the check fails, she cannot try to prepare the spell from the same source again until the next day. (However, as explained above, she does not need to repeat a check to decipher the writing.)

Adding Spells to a Wizard’s Spellbook
Wizards can add new spells to their spellbooks through several methods. If a wizard has chosen to specialize in a school of magic, she can learn spells only from schools whose spells she can cast.
Spells Gained at a New Level: Wizards perform a certain amount of spell research between adventures. Each time a character attains a new wizard level, she gains two spells of her choice to add to her spellbook. The two free spells must be of spell levels she can cast. If she has chosen to specialize in a school of magic, one of the two free spells must be from her specialty school.
Spells Copied from Another’s Spellbook or a Scroll: A wizard can also add a spell to her book whenever she encounters one on a magic scroll or in another wizard’s spellbook. No matter what the spell’s source, the wizard must first decipher the magical writing (see Arcane Magical Writings, above). Next, she must spend a day studying the spell. At the end of the day, she must make a Spellcraft check (DC 15 + spell’s level). A wizard who has specialized in a school of spells gains a +2 bonus on the Spellcraft check if the new spell is from her specialty school. She cannot, however, learn any spells from her prohibited schools. If the check succeeds, the wizard understands the spell and can copy it into her spellbook (see Writing a New Spell into a Spellbook, below). The process leaves a spellbook that was copied from unharmed, but a spell successfully copied from a magic scroll disappears from the parchment.
If the check fails, the wizard cannot understand or copy the spell. She cannot attempt to learn or copy that spell again until she gains another rank in Spellcraft. A spell that was being copied from a scroll does not vanish from the scroll.
In most cases, wizards charge a fee for the privilege of copying spells from their spellbooks. This fee is usually equal to the spell’s level x50 gp.
Independent Research: A wizard also can research a spell independently, duplicating an existing spell or creating an entirely new one.

Writing a New Spell into a Spellbook
Once a wizard understands a new spell, she can record it into her spellbook.
Time: The process takes 24 hours, regardless of the spell’s level.
Space in the Spellbook: A spell takes up one page of the spellbook per spell level. Even a 0-level spell (cantrip) takes one page. A spellbook has one hundred pages.
Materials and Costs: Materials for writing the spell cost 100 gp per page.
Note that a wizard does not have to pay these costs in time or gold for the spells she gains for free at each new level.

Replacing and Copying Spellbooks
A wizard can use the procedure for learning a spell to reconstruct a lost spellbook. If she already has a particular spell prepared, she can write it directly into a new book at a cost of 100 gp per page (as noted in Writing a New Spell into a Spellbook, above). The process wipes the prepared spell from her mind, just as casting it would. If she does not have the spell prepared, she can prepare it from a borrowed spellbook and then write it into a new book.
Duplicating an existing spellbook uses the same procedure as replacing it, but the task is much easier. The time requirement and cost per page are halved.

Selling a Spellbook
Captured spellbooks can be sold for a gp amount equal to one-half the cost of purchasing and inscribing the spells within (that is, one-half of 100 gp per page of spells). A spellbook entirely filled with spells (that is, with one hundred pages of spells inscribed in it) is worth 5,000 gp.

SORCERERS AND BARDS
Sorcerers and bards cast arcane spells, but they do not have spellbooks and do not prepare their spells. A sorcerer’s or bard’s class level limits the number of spells he can cast (see these class descriptions). His high Charisma score might allow him to cast a few extra spells. A member of either class must have a Charisma score of at least 10 + a spell’s level to cast the spell.
Daily Readying of Spells: Each day, sorcerers and bards must focus their minds on the task of casting their spells. A sorcerer or bard needs 8 hours of rest (just like a wizard), after which he spends 15 minutes concentrating. (A bard must sing, recite, or play an instrument of some kind while concentrating.) During this period, the sorcerer or bard readies his mind to cast his daily allotment of spells. Without such a period to refresh himself, the character does not regain the spell slots he used up the day before.
Recent Casting Limit: As with wizards, any spells cast within the last 8 hours count against the sorcerer’s or bard’s daily limit.
Adding Spells to a Sorcerer’s or Bard’s Repertoire: A sorcerer or bard gains spells each time he attains a new level in his class and never gains spells any other way. When your sorcerer or bard gains a new level, consult Table: Bard Spells Known or Table: Sorcerer Spells Known to learn how many spells from the appropriate spell list he now knows. With permission, sorcerers and bards can also select the spells they gain from new and unusual spells that they have gained some understanding of.

DIVINE SPELLS

Clerics, druids, experienced paladins, and experienced rangers can cast divine spells. Unlike arcane spells, divine spells draw power from a divine source. Clerics gain spell power from deities or from divine forces. The divine force of nature powers druid and ranger spells. The divine forces of law and good power paladin spells. Divine spells tend to focus on healing and protection and are less flashy, destructive, and disruptive than arcane spells.

PREPARING DIVINE SPELLS
Divine spellcasters prepare their spells in largely the same manner as wizards do, but with a few differences. The relevant ability for divine spells is Wisdom. To prepare a divine spell, a character must have a Wisdom score of 10 + the spell’s level. Likewise, bonus spells are based on Wisdom.
Time of Day: A divine spellcaster chooses and prepares spells ahead of time, just as a wizard does. However, a divine spellcaster does not require a period of rest to prepare spells. Instead, the character chooses a particular part of the day to pray and receive spells. The time is usually associated with some daily event. If some event prevents a character from praying at the proper time, he must do so as soon as possible. If the character does not stop to pray for spells at the first opportunity, he must wait until the next day to prepare spells.
Spell Selection and Preparation: A divine spellcaster selects and prepares spells ahead of time through prayer and meditation at a particular time of day. The time required to prepare spells is the same as it is for a wizard (1 hour), as is the requirement for a relatively peaceful environment. A divine spellcaster does not have to prepare all his spells at once. However, the character’s mind is considered fresh only during his or her first daily spell preparation, so a divine spellcaster cannot fill a slot that is empty because he or she has cast a spell or abandoned a previously prepared spell.
Divine spellcasters do not require spellbooks. However, such a character’s spell selection is limited to the spells on the list for his or her class. Clerics, druids, paladins, and rangers have separate spell lists. A cleric also has access to two domains determined during his character creation. Each domain gives him access to a domain spell at each spell level from 1st to 9th, as well as a special granted power. With access to two domain spells at each spell level—one from each of his two domains—a cleric must prepare, as an extra domain spell, one or the other each day for each level of spell he can cast. If a domain spell is not on the cleric spell list, it can be prepared only in a domain spell slot.
Spell Slots: The character class tables show how many spells of each level a character can cast per day.
These openings for daily spells are called spell slots. A spellcaster always has the option to fill a higher-level spell slot with a lower level spell. A spellcaster who lacks a high enough ability score to cast spells that would otherwise be his or her due still gets the slots but must fill them with spells of lower level.
Recent Casting Limit: As with arcane spells, at the time of preparation any spells cast within the previous 8 hours count against the number of spells that can be prepared.
Spontaneous Casting of Cure and Inflict Spells: A good cleric (or a cleric of a good deity) can spontaneously cast a cure spell in place of a prepared spell of the same level or higher, but not in place of a domain spell. An evil cleric (or a cleric of an evil deity) can spontaneously cast an inflict spell in place of a prepared spell (one that is not a domain spell) of the same level or higher. Each neutral cleric of a neutral deity either spontaneously casts cure spells like a good cleric or inflict spells like an evil one, depending on which option the player chooses when creating the character. The divine energy of the spell that the cure or inflict spell substitutes for is converted into the cure or inflict spell as if that spell had been prepared all along.
Spontaneous Casting of Summon Nature’s Ally Spells: A druid can spontaneously cast a summon nature’s ally spell in place of a prepared spell of the same level or higher. The divine energy of the spell that the summon nature’s ally spell substitutes for is converted into the summon spell as if that spell had been prepared all along.

DIVINE MAGICAL WRITINGS
Divine spells can be written down and deciphered just as arcane spells can (see Arcane Magical Writings, above). Any character with the Spellcraft skill can attempt to decipher the divine magical writing and identify it. However, only characters who have the spell in question (in its divine form) on their class spell list can cast a divine spell from a scroll.

NEW DIVINE SPELLS
Divine spellcasters most frequently gain new spells in one of the following two ways.
Spells Gained at a New Level: Characters who can cast divine spells undertake a certain amount of study between adventures. Each time such a character receives a new level of divine spells, he or she learns new spells from that level automatically.
Independent Research: A divine spellcaster also can research a spell independently, much as an arcane spellcaster can. Only the creator of such a spell can prepare and cast it, unless he decides to share it with others.

SPECIAL ABILITIES

Spell-Like Abilities: Usually, a spell-like ability works just like the spell of that name. A few spell-like abilities are unique; these are explained in the text where they are described.
A spell-like ability has no verbal, somatic, or material component, nor does it require a focus or have an XP cost. The user activates it mentally. Armor never affects a spell-like ability’s use, even if the ability resembles an arcane spell with a somatic component.
A spell-like ability has a casting time of 1 standard action unless noted otherwise in the ability or spell description. In all other ways, a spell-like ability functions just like a spell.
Spell-like abilities are subject to spell resistance and to being dispelled by dispel magic. They do not function in areas where magic is suppressed or negated. Spell-like abilities cannot be used to counterspell, nor can they be counterspelled.
Some creatures are actually sorcerers of a sort. They cast arcane spells as sorcerers do, using components when required. In fact, an individual creature could have some spell-like abilities and also cast other spells as a sorcerer.
Supernatural Abilities: These abilities cannot be disrupted in combat, as spells can, and they generally do not provoke attacks of opportunity. Supernatural abilities are not subject to spell resistance, counterspells, or to being dispelled by dispel magic, and do not function in areas where magic is suppressed or negated.
Extraordinary Abilities: These abilities cannot be disrupted in combat, as spells can, and they generally do not provoke attacks of opportunity. Effects or areas that negate or disrupt magic have no effect on extraordinary abilities. They are not subject to dispelling, and they function normally in an antimagic field. Indeed, extraordinary abilities do not qualify as magical, though they may break the laws of physics.
Natural Abilities: This category includes abilities a creature has because of its physical nature. Natural abilities are those not otherwise designated as extraordinary, supernatural, or spell-like.


Spell list I -- Bard & Cleric Spells

SPELL LIST I

An M or F appearing at the end of a spell’s name in the spell lists denotes a spell with a material or focus component, respectively, that is not normally included in a spell component pouch. An X denotes a spell with an XP component paid by the caster.
Order of Presentation: In the spell lists and the spell descriptions that follow them, the spells are presented in alphabetical order by name except for those belonging to certain spell chains.
When a spell’s name begins with “lesser,” “greater,” or “mass,” the spell description is alphabetized under the second word of the spell name instead.
Hit Dice: The term “Hit Dice” is used synonymously with “character levels” for effects that affect a number of Hit Dice of creatures. Creatures with Hit Dice only from their race, not from classes, have character levels equal to their Hit Dice.
Caster Level: A spell’s power often depends on caster level, which is defined as the caster’s class level for the purpose of casting a particular spell. A creature with no classes has a caster level equal to its Hit Dice unless otherwise specified. The word “level” in the spell lists that follow always refers to caster level.
Creatures and Characters: The words “creature” and “character” are used synonymously in the spell descriptions.

BARD SPELLS

0-LEVEL BARD SPELLS (CANTRIPS)
Dancing Lights: Creates torches or other lights.
Daze: Humanoid creature of 4 HD or less loses next action.
Detect Magic: Detects spells and magic items within 60 ft.
Flare: Dazzles one creature (–1 on attack rolls).
Ghost Sound: Figment sounds.
Know Direction: You discern north.
Light: Object shines like a torch.
Lullaby: Makes subject drowsy; –5 on Spot and Listen checks, –2 on Will saves against sleep.
Mage Hand: 5-pound telekinesis.
Mending: Makes minor repairs on an object.
Message: Whispered conversation at distance.
Open/Close: Opens or closes small or light things.
Prestidigitation: Performs minor tricks.
Read Magic: Read scrolls and spellbooks.
Resistance: Subject gains +1 on saving throws.
Summon Instrument: Summons one instrument of the caster’s choice.

1ST-LEVEL BARD SPELLS
Alarm: Wards an area for 2 hours/level.
Animate Rope: Makes a rope move at your command.
Cause Fear: One creature of 5 HD or less flees for 1d4 rounds.
Charm Person: Makes one person your friend.
Comprehend Languages: You understand all spoken and written languages.
Cure Light Wounds: Cures 1d8 damage +1/level (max +5).
Detect Secret Doors: Reveals hidden doors within 60 ft.
Disguise Self: Changes your appearance.
Erase: Mundane or magical writing vanishes.
Expeditious Retreat: Your speed increases by 30 ft.
Feather Fall: Objects or creatures fall slowly.
Grease: Makes 10-ft. square or one object slippery.
Hideous Laughter: Subject loses actions for 1 round/level.
Hypnotism: Fascinates 2d4 HD of creatures.
Identify M: Determines properties of magic item.
Lesser Confusion: One creature is confused for 1 round.
Magic Mouth M: Speaks once when triggered.
Magic Aura: Alters object’s magic aura.
Obscure Object: Masks object against scrying.
Remove Fear: Suppresses fear or gives +4 on saves against fear for one subject + one per four levels.
Silent Image: Creates minor illusion of your design.
Sleep: Puts 4 HD of creatures into magical slumber.
Summon Monster I: Calls extraplanar creature to fight for you.
Undetectable Alignment: Conceals alignment for 24 hours.
Unseen Servant: Invisible force obeys your commands.
Ventriloquism: Throws voice for 1 min./level.

2ND-LEVEL BARD SPELLS
Alter Self: Assume form of a similar creature.
Animal Messenger: Sends a Tiny animal to a specific place.
Animal Trance: Fascinates 2d6 HD of animals.
Blindness/Deafness: Makes subject blind or deaf.
Blur: Attacks miss subject 20% of the time.
Calm Emotions: Calms creatures, negating emotion effects.
Cat’s Grace: Subject gains +4 to Dex for 1 min./level.
Cure Moderate Wounds: Cures 2d8 damage +1/level (max +10).
Darkness: 20-ft. radius of supernatural shadow.
Daze Monster: Living creature of 6 HD or less loses next action.
Delay Poison: Stops poison from harming subject for 1 hour/level.
Detect Thoughts: Allows “listening” to surface thoughts.
Eagle’s Splendor: Subject gains +4 to Cha for 1 min./level.
Enthrall: Captivates all within 100 ft. + 10 ft./level.
Fox’s Cunning: Subject gains +4 to Int for 1 min./level.
Glitterdust: Blinds creatures, outlines invisible creatures.
Heroism: Gives +2 on attack rolls, saves, skill checks.
Hold Person: Paralyzes one humanoid for 1 round/level.
Hypnotic Pattern: Fascinates (2d4 + level) HD of creatures.
Invisibility: Subject is invisible for 1 min./level or until it attacks.
Locate Object: Senses direction toward object (specific or type).
Minor Image: As silent image, plus some sound.
Mirror Image: Creates decoy duplicates of you (1d4 +1 per three levels, max 8).
Misdirection: Misleads divinations for one creature or object.
Pyrotechnics: Turns fire into blinding light or choking smoke.
Rage: Gives +2 to Str and Con, +1 on Will saves, –2 to AC.
Scare: Panics creatures of less than 6 HD.
Shatter: Sonic vibration damages objects or crystalline creatures.
Silence: Negates sound in 20-ft. radius.
Sound Burst: Deals 1d8 sonic damage to subjects; may stun them.
Suggestion: Compels subject to follow stated course of action.
Summon Monster II: Calls extraplanar creature to fight for you.
Summon Swarm: Summons swarm of bats, rats, or spiders.
Tongues: Speak any language.
Whispering Wind: Sends a short message 1 mile/level.

3RD-LEVEL BARD SPELLS
Blink: You randomly vanish and reappear for 1 round/level.
Charm Monster: Makes monster believe it is your ally.
Clairaudience/Clairvoyance: Hear or see at a distance for 1 min./level.
Confusion: Subjects behave oddly for 1 round/level.
Crushing Despair: Subjects take –2 on attack rolls, damage rolls, saves, and checks.
Cure Serious Wounds: Cures 3d8 damage +1/level (max +15).
Daylight: 60-ft. radius of bright light.
Deep Slumber: Puts 10 HD of creatures to sleep.
Dispel Magic: Cancels magical spells and effects.
Displacement: Attacks miss subject 50%.
Fear: Subjects within cone flee for 1 round/level.
Gaseous Form: Subject becomes insubstantial and can fly slowly.
Geas, Lesser: Commands subject of 7 HD or less.
Glibness: You gain +30 bonus on Bluff checks, and your lies can escape magical discernment.
Good Hope: Subjects gain +2 on attack rolls, damage rolls, saves, and checks.
Haste: One creature/level moves faster, +1 on attack rolls, AC, and Reflex saves.
Illusory Script M: Only intended reader can decipher.
Invisibility Sphere: Makes everyone within 10 ft. invisible.
Major Image: As silent image, plus sound, smell and thermal effects.
Phantom Steed: Magic horse appears for 1 hour/level.
Remove Curse: Frees object or person from curse.
Scrying F: Spies on subject from a distance.
Sculpt Sound: Creates new sounds or changes existing ones.
Secret Page: Changes one page to hide its real content.
See Invisibility: Reveals invisible creatures or objects.
Sepia Snake Sigil M: Creates text symbol that immobilizes reader.
Slow: One subject/level takes only one action/round, –1 to AC, reflexes saves, and attack rolls.
Speak with Animals: You can communicate with animals.
Summon Monster III: Calls extraplanar creature to fight for you.
Tiny Hut: Creates shelter for ten creatures.

4TH-LEVEL BARD SPELLS
Break Enchantment: Frees subjects from enchantments, alterations, curses, and petrification.
Cure Critical Wounds: Cures 4d8 damage +1/level (max +20).
Detect Scrying: Alerts you of magical eavesdropping.
Dimension Door: Teleports you short distance.
Dominate Person: Controls humanoid telepathically.
Freedom of Movement: Subject moves normally despite impediments.
Hallucinatory Terrain: Makes one type of terrain appear like another (field into forest, or the like).
Hold Monster: As hold person, but any creature.
Invisibility, Greater: As invisibility, but subject can attack and stay invisible.
Legend Lore M F: Lets you learn tales about a person, place, or thing.
Locate Creature: Indicates direction to familiar creature.
Modify Memory: Changes 5 minutes of subject’s memories.
Neutralize Poison: Immunizes subject against poison, detoxifies venom in or on subject.
Rainbow Pattern: Lights fascinate 24 HD of creatures.
Repel Vermin: Insects, spiders, and other vermin stay 10 ft. away.
Secure Shelter: Creates sturdy cottage.
Shadow Conjuration: Mimics conjuring below 4th level, but only 20% real.
Shout: Deafens all within cone and deals 5d6 sonic damage.
Speak with Plants: You can talk to normal plants and plant creatures.
Summon Monster IV: Calls extraplanar creature to fight for you.
Zone of Silence: Keeps eavesdroppers from overhearing conversations.

5TH-LEVEL BARD SPELLS
Cure Light Wounds, Mass: Cures 1d8 damage +1/level for many creatures.
Dispel Magic, Greater: As dispel magic, but +20 on check.
Dream: Sends message to anyone sleeping.
False Vision M: Fools scrying with an illusion.
Heroism, Greater: Gives +4 bonus on attack rolls, saves, skill checks; immunity to fear; temporary hp.
Mind Fog: Subjects in fog get –10 to Wis and Will checks.
Mirage Arcana: As hallucinatory terrain, plus structures.
Mislead: Turns you invisible and creates illusory double.
Nightmare: Sends vision dealing 1d10 damage, fatigue.
Persistent Image: As major image, but no concentration required.
Seeming: Changes appearance of one person per two levels.
Shadow Evocation: Mimics evocation of lower than 5th level, but only 20% real.
Shadow Walk: Step into shadow to travel rapidly.
Song of Discord: Forces targets to attack each other.
Suggestion, Mass: As suggestion, plus one subject/level.
Summon Monster V: Calls extraplanar creature to fight for you.

6TH-LEVEL BARD SPELLS
Analyze Dweomer F: Reveals magical aspects of subject.
Animate Objects: Objects attack your foes.
Cat’s Grace, Mass: As cat’s grace, affects one subject/level.
Charm Monster, Mass: As charm monster, but all within 30 ft.
Cure Moderate Wounds, Mass: Cures 2d8 damage +1/level for many creatures.
Eagle’s Splendor, Mass: As eagle’s splendor, affects one subject/level.
Eyebite: Target becomes panicked, sickened, and comatose.
Find the Path: Shows most direct way to a location.
Fox’s Cunning, Mass: As fox’s cunning, affects one subject/level.
Geas/Quest: As lesser geas, plus it affects any creature.
Heroes’ Feast: Food for one creature/level cures and grants combat bonuses.
Irresistible Dance: Forces subject to dance.
Permanent Image: Includes sight, sound, and smell.
Programmed Image M: As major image, plus triggered by event.
Project Image: Illusory double can talk and cast spells.
Scrying, Greater: As scrying, but faster and longer.
Shout, Greater: Devastating yell deals 10d6 sonic damage; stuns creatures, damages objects.
Summon Monster VI: Calls extraplanar creature to fight for you.
Sympathetic Vibration: Deals 2d10 damage/round to freestanding structure.
Veil: Changes appearance of group of creatures.

CLERIC SPELLS

0-LEVEL CLERIC SPELLS (ORISONS)
Create Water: Creates 2 gallons/level of pure water.
Cure Minor Wounds: Cures 1 point of damage.
Detect Magic: Detects spells and magic items within 60 ft.
Detect Poison: Detects poison in one creature or object.
Guidance: +1 on one attack roll, saving throw, or skill check.
Inflict Minor Wounds: Touch attack, 1 point of damage.
Light: Object shines like a torch.
Mending: Makes minor repairs on an object.
Purify Food and Drink: Purifies 1 cu. ft./level of food or water.
Read Magic: Read scrolls and spellbooks.
Resistance: Subject gains +1 on saving throws.
Virtue: Subject gains 1 temporary hp.

1ST-LEVEL CLERIC SPELLS
Bane: Enemies take –1 on attack rolls and saves against fear.
Bless: Allies gain +1 on attack rolls and saves against fear.
Bless Water M: Makes holy water.
Cause Fear: One creature of 5 HD or less flees for 1d4 rounds.
Command: One subject obeys selected command for 1 round.
Comprehend Languages: You understand all spoken and written languages.
Cure Light Wounds: Cures 1d8 damage +1/level (max +5).
Curse Water M: Makes unholy water.
Deathwatch: Reveals how near death subjects within 30 ft. are.
Detect Chaos/Evil/Good/Law: Reveals creatures, spells, or objects of selected alignment.
Detect Undead: Reveals undead within 60 ft.
Divine Favor: You gain +1 per three levels on attack and damage rolls.
Doom: One subject takes –2 on attack rolls, damage rolls, saves, and checks.
Endure Elements: Exist comfortably in hot or cold environments.
Entropic Shield: Ranged attacks against you have 20% miss chance.
Hide from Undead: Undead can’t perceive one subject/level.
Inflict Light Wounds: Touch deals 1d8 damage +1/level (max +5).
Magic Stone: Three stones gain +1 on attack, deal 1d6 +1 damage.
Magic Weapon: Weapon gains +1 bonus.
Obscuring Mist: Fog surrounds you.
Protection from Chaos/Evil/Good/Law: +2 to AC and saves, counter mind control, hedge out elementals and outsiders.
Remove Fear: Suppresses fear or gives +4 on saves against fear for one subject + one per four levels.
Sanctuary: Opponents can’t attack you, and you can’t attack.
Shield of Faith: Aura grants +2 or higher deflection bonus.
Summon Monster I: Calls extraplanar creature to fight for you.

2ND-LEVEL CLERIC SPELLS
Aid: +1 on attack rolls and saves against fear, 1d8 temporary hp +1/level (max +10).
Align Weapon: Weapon becomes good, evil, lawful, or chaotic.
Augury M F: Learns whether an action will be good or bad.
Bear’s Endurance: Subject gains +4 to Con for 1 min./level.
Bull’s Strength: Subject gains +4 to Str for 1 min./level.
Calm Emotions: Calms creatures, negating emotion effects.
Consecrate M: Fills area with positive energy, making undead weaker.
Cure Moderate Wounds: Cures 2d8 damage +1/level (max +10).
Darkness: 20-ft. radius of supernatural shadow.
Death Knell: Kills dying creature; you gain 1d8 temporary hp, +2 to Str, and +1 level.
Delay Poison: Stops poison from harming subject for 1 hour/level.
Desecrate M: Fills area with negative energy, making undead stronger.
Eagle’s Splendor: Subject gains +4 to Cha for 1 min./level.
Enthrall: Captivates all within 100 ft. + 10 ft./level.
Find Traps: Notice traps as a rogue does.
Gentle Repose: Preserves one corpse.
Hold Person: Paralyzes one humanoid for 1 round/level.
Inflict Moderate Wounds: Touch attack, 2d8 damage +1/level (max +10).
Make Whole: Repairs an object.
Owl’s Wisdom: Subject gains +4 to Wis for 1 min./level.
Remove Paralysis: Frees one or more creatures from paralysis or slow effect.
Resist Energy: Ignores 10 (or more) points of damage/attack from specified energy type.
Restoration, Lesser: Dispels magical ability penalty or repairs 1d4 ability damage.
Shatter: Sonic vibration damages objects or crystalline creatures.
Shield Other F: You take half of subject’s damage.
Silence: Negates sound in 20-ft. radius.
Sound Burst: Deals 1d8 sonic damage to subjects; may stun them.
Spiritual Weapon: Magic weapon attacks on its own.
Status: Monitors condition, position of allies.
Summon Monster II: Calls extraplanar creature to fight for you.
Undetectable Alignment: Conceals alignment for 24 hours.
Zone of Truth: Subjects within range cannot lie.

3RD-LEVEL CLERIC SPELLS
Animate Dead M: Creates undead skeletons and zombies.
Bestow Curse: –6 to an ability score; –4 on attack rolls, saves, and checks; or 50% chance of losing each action.
Blindness/Deafness: Makes subject blinded or deafened.
Contagion: Infects subject with chosen disease.
Continual Flame M: Makes a permanent, heatless torch.
Create Food and Water: Feeds three humans (or one horse)/level.
Cure Serious Wounds: Cures 3d8 damage +1/level (max +15).
Daylight: 60-ft. radius of bright light.
Deeper Darkness: Object sheds supernatural shadow in 60-ft. radius.
Dispel Magic: Cancels spells and magical effects.
Glyph of Warding M: Inscription harms those who pass it.
Helping Hand: Ghostly hand leads subject to you.
Inflict Serious Wounds: Touch attack, 3d8 damage +1/level (max +15).
Invisibility Purge: Dispels invisibility within 5 ft./level.
Locate Object: Senses direction toward object (specific or type).
Magic Circle against Chaos/Evil/Good/Law: As protection spells, but 10-ft. radius and 10 min./level.
Magic Vestment: Armor or shield gains +1 enhancement per four levels.
Meld into Stone: You and your gear merge with stone.
Obscure Object: Masks object against scrying.
Prayer: Allies +1 bonus on most rolls, enemies –1 penalty.
Protection from Energy: Absorb 12 points/level of damage from one kind of energy.
Remove Blindness/Deafness: Cures normal or magical conditions.
Remove Curse: Frees object or person from curse.
Remove Disease: Cures all diseases affecting subject.
Searing Light: Ray deals 1d8/two levels damage, more against undead.
Speak with Dead: Corpse answers one question/two levels.
Stone Shape: Sculpts stone into any shape.
Summon Monster III: Calls extraplanar creature to fight for you.
Water Breathing: Subjects can breathe underwater.
Water Walk: Subject treads on water as if solid.
Wind Wall: Deflects arrows, smaller creatures, and gases.

4TH-LEVEL CLERIC SPELLS
Air Walk: Subject treads on air as if solid (climb at 45-degree angle).
Control Water: Raises or lowers bodies of water.
Cure Critical Wounds: Cures 4d8 damage +1/level (max +20).
Death Ward: Grants immunity to death spells and negative energy effects.
Dimensional Anchor: Bars extradimensional movement.
Discern Lies: Reveals deliberate falsehoods.
Dismissal: Forces a creature to return to native plane.
Divination M: Provides useful advice for specific proposed actions.
Divine Power: You gain attack bonus, +6 to Str, and 1 hp/level.
Freedom of Movement: Subject moves normally despite impediments.
Giant Vermin: Turns centipedes, scorpions, or spiders into giant vermin.
Imbue with Spell Ability: Transfer spells to subject.
Inflict Critical Wounds: Touch attack, 4d8 damage +1/level (max +20).
Magic Weapon, Greater: +1 bonus/four levels (max +5).
Neutralize Poison: Immunizes subject against poison, detoxifies venom in or on subject.
Planar Ally, Lesser X: Exchange services with a 6 HD extraplanar creature.
Poison: Touch deals 1d10 Con damage, repeats in 1 min.
Repel Vermin: Insects, spiders, and other vermin stay 10 ft. away.
Restoration M: Restores level and ability score drains.
Sending: Delivers short message anywhere, instantly.
Spell Immunity: Subject is immune to one spell per four levels.
Summon Monster IV: Calls extraplanar creature to fight for you.
Tongues: Speak any language.

5TH-LEVEL CLERIC SPELLS
Atonement F X: Removes burden of misdeeds from subject.
Break Enchantment: Frees subjects from enchantments, alterations, curses, and petrification.
Command, Greater: As command, but affects one subject/level.
Commune X: Deity answers one yes-or-no question/level.
Cure Light Wounds, Mass: Cures 1d8 damage +1/level for many creatures.
Dispel Chaos/Evil/Good/Law: +4 bonus against attacks.
Disrupting Weapon: Melee weapon destroys undead.
Flame Strike: Smite foes with divine fire (1d6/level damage).
Hallow M: Designates location as holy.
Inflict Light Wounds, Mass: Deals 1d8 damage +1/level to many creatures.
Insect Plague: Locust swarms attack creatures.
Mark of Justice: Designates action that will trigger curse on subject.
Plane Shift F: As many as eight subjects travel to another plane.
Raise Dead M: Restores life to subject who died as long as one day/level ago.
Righteous Might: Your size increases, and you gain combat bonuses.
Scrying F: Spies on subject from a distance.
Slay Living: Touch attack kills subject.
Spell Resistance: Subject gains SR 12 + level.
Summon Monster V: Calls extraplanar creature to fight for you.
Symbol of Pain M: Triggered rune wracks nearby creatures with pain.
Symbol of Sleep M: Triggered rune puts nearby creatures into catatonic slumber.
True Seeing M: Lets you see all things as they really are.
Unhallow M: Designates location as unholy.
Wall of Stone: Creates a stone wall that can be shaped.

6TH-LEVEL CLERIC SPELLS
Animate Objects: Objects attack your foes.
Antilife Shell: 10-ft. field hedges out living creatures.
Banishment: Banishes 2 HD/level of extraplanar creatures.
Bear’s Endurance, Mass: As bear’s endurance, affects one subject/ level.
Blade Barrier: Wall of blades deals 1d6/level damage.
Bull’s Strength, Mass: As bull’s strength, affects one subject/level.
Create Undead: Create ghouls, ghasts, mummies, or mohrgs.
Cure Moderate Wounds, Mass: Cures 2d8 damage +1/level for many creatures.
Dispel Magic, Greater: As dispel magic, but up to +20 on check.
Eagle’s Splendor, Mass: As eagle’s splendor, affects one subject/level.
Find the Path: Shows most direct way to a location.
Forbiddance M: Blocks planar travel, damages creatures of different alignment.
Geas/Quest: As lesser geas, plus it affects any creature.
Glyph of Warding, Greater: As glyph of warding, but up to 10d8 damage or 6th-level spell.
Harm: Deals 10 points/level damage to target.
Heal: Cures 10 points/level of damage, all diseases and mental conditions.
Heroes’ Feast: Food for one creature/level cures and grants combat bonuses.
Inflict Moderate Wounds, Mass: Deals 2d8 damage +1/level to many creatures.
Owl’s Wisdom, Mass: As owl’s wisdom, affects one subject/level.
Planar Ally X: As lesser planar ally, but up to 12 HD.
Summon Monster VI: Calls extraplanar creature to fight for you.
Symbol of Fear M: Triggered rune panics nearby creatures.
Symbol of Persuasion M: Triggered rune charms nearby creatures.
Undeath to Death M: Destroys 1d4 HD/level undead (max 20d4).
Wind Walk: You and your allies turn vaporous and travel fast.
Word of Recall: Teleports you back to designated place.

7TH-LEVEL CLERIC SPELLS
Blasphemy: Kills, paralyzes, weakens, or dazes nonevil subjects.
Control Weather: Changes weather in local area.
Cure Serious Wounds, Mass: Cures 3d8 damage +1/level for many creatures.
Destruction F: Kills subject and destroys remains.
Dictum: Kills, paralyzes, slows, or deafens nonlawful subjects.
Ethereal Jaunt: You become ethereal for 1 round/level.
Holy Word: Kills, paralyzes, blinds, or deafens nongood subjects.
Inflict Serious Wounds, Mass: Deals 3d8 damage +1/level to many creatures.
Refuge M: Alters item to transport its possessor to you.
Regenerate: Subject’s severed limbs grow back, cures 4d8 damage +1/level (max +35).
Repulsion: Creatures can’t approach you.
Restoration, Greater X: As restoration, plus restores all levels and ability scores.
Resurrection M: Fully restore dead subject.
Scrying, Greater: As scrying, but faster and longer.
Summon Monster VII: Calls extraplanar creature to fight for you.
Symbol of Stunning M: Triggered rune stuns nearby creatures.
Symbol of Weakness M: Triggered rune weakens nearby creatures.
Word of Chaos: Kills, confuses, stuns, or deafens nonchaotic subjects.

8TH-LEVEL CLERIC SPELLS
Antimagic Field: Negates magic within 10 ft.
Cloak of Chaos F: +4 to AC, +4 resistance, and SR 25 against lawful spells.
Create Greater Undead M: Create shadows, wraiths, spectres, or devourers.
Cure Critical Wounds, Mass: Cures 4d8 damage +1/level for many creatures.
Dimensional Lock: Teleportation and interplanar travel blocked for one day/level.
Discern Location: Reveals exact location of creature or object.
Earthquake: Intense tremor shakes 80-ft.-radius.
Fire Storm: Deals 1d6/level fire damage.
Holy Aura F: +4 to AC, +4 resistance, and SR 25 against evil spells.
Inflict Critical Wounds, Mass: Deals 4d8 damage +1/level to many creatures.
Planar Ally, Greater X: As lesser planar ally, but up to 18 HD.
Shield of Law F: +4 to AC, +4 resistance, and SR 25 against chaotic spells.
Spell Immunity, Greater: As spell immunity, but up to 8th-level spells.
Summon Monster VIII: Calls extraplanar creature to fight for you.
Symbol of Death M: Triggered rune slays nearby creatures.
Symbol of Insanity M: Triggered rune renders nearby creatures insane.
Unholy Aura F: +4 to AC, +4 resistance, and SR 25 against good spells.

9TH-LEVEL CLERIC SPELLS
Astral Projection M: Projects you and companions onto Astral Plane.
Energy Drain: Subject gains 2d4 negative levels.
Etherealness: Travel to Ethereal Plane with companions.
Gate X: Connects two planes for travel or summoning.
Heal, Mass: As heal, but with several subjects.
Implosion: Kills one creature/round.
Miracle X: Requests a deity’s intercession.
Soul Bind F: Traps newly dead soul to prevent resurrection.
Storm of Vengeance: Storm rains acid, lightning, and hail.
Summon Monster IX: Calls extraplanar creature to fight for you.
True Resurrection M: As resurrection, plus remains aren’t needed.

CLERIC DOMAINS

AIR DOMAIN
Granted Powers: Turn or destroy earth creatures as a good cleric turns undead. Rebuke, command, or bolster air creatures as an evil cleric rebukes undead. Use these abilities a total number of times per day equal to 3 + your Charisma modifier. This granted power is a supernatural ability.
Air Domain Spells
1 Obscuring Mist: Fog surrounds you.
2 Wind Wall: Deflects arrows, smaller creatures, and gases.
3 Gaseous Form: Subject becomes insubstantial and can fly slowly.
4 Air Walk: Subject treads on air as if solid (climb at 45-degree angle).
5 Control Winds: Change wind direction and speed.
6 Chain Lightning: 1d6/level damage; 1 secondary bolt/level each deals half damage.
7 Control Weather: Changes weather in local area.
8 Whirlwind: Cyclone deals damage and can pick up creatures.
9 Elemental Swarm*: Summons multiple elementals.
*Cast as an air spell only.

ANIMAL DOMAIN
Granted Powers: You can use speak with animals once per day as a spell-like ability.
Add Knowledge (nature) to your list of cleric class skills.
Animal Domain Spells
1 Calm Animals: Calms (2d4 + level) HD of animals.
2 Hold Animal: Paralyzes one animal for 1 round/level.
3 Dominate Animal: Subject animal obeys silent mental commands.
4 Summon Nature’s Ally IV*: Calls creature to fight.
5 Commune with Nature: Learn about terrain for 1 mile/level.
6 Antilife Shell: 10-ft. field hedges out living creatures.
7 Animal Shapes: One ally/level polymorphs into chosen animal.
8 Summon Nature’s Ally VIII*: Calls creature to fight.
9 Shapechange F: Transforms you into any creature, and change forms once per round.
*Can only summon animals.

CHAOS DOMAIN
Granted Power: You cast chaos spells at +1 caster level.
Chaos Domain Spells
1 Protection from Law: +2 to AC and saves, counter mind control, hedge out elementals and outsiders.
2 Shatter: Sonic vibration damages objects or crystalline creatures.
3 Magic Circle against Law: As protection spells, but 10-ft. radius and 10 min./level.
4 Chaos Hammer: Damages and staggers lawful creatures.
5 Dispel Law: +4 bonus against attacks by lawful creatures.
6 Animate Objects: Objects attack your foes.
7 Word of Chaos: Kills, confuses, stuns, or deafens nonchaotic subjects.
8 Cloak of Chaos F: +4 to AC, +4 resistance, SR 25 against lawful spells.
9 Summon Monster IX*: Calls extraplanar creature to fight for you.
*Cast as a chaos spell only.

DEATH DOMAIN
Granted Power: You may use a death touch once per day. Your death touch is a supernatural ability that produces a death effect. You must succeed on a melee touch attack against a living creature (using the rules for touch spells). When you touch, roll 1d6 per cleric level you possess. If the total at least equals the creature’s current hit points, it dies (no save).
Death Domain Spells
1 Cause Fear: One creature of 5 HD or less flees for 1d4 rounds.
2 Death Knell: Kill dying creature and gain 1d8 temporary hp, +2 to Str, and +1 caster level.
3 Animate Dead M: Creates undead skeletons and zombies.
4 Death Ward: Grants immunity to death spells and negative energy effects.
5 Slay Living: Touch attack kills subject.
6 Create Undead M: Create ghouls, ghasts, mummies, or mohrgs.
7 Destruction F: Kills subject and destroys remains.
8 Create Greater Undead M: Create shadows, wraiths, spectres, or devourers.
9 Wail of the Banshee: Kills one creature/level.

DESTRUCTION DOMAIN
Granted Power: You gain the smite power, the supernatural ability to make a single melee attack with a +4 bonus on attack rolls and a bonus on damage rolls equal to your cleric level (if you hit). You must declare the smite before making the attack. This ability is usable once per day.
Destruction Domain Spells
1 Inflict Light Wounds: Touch attack, 1d8 damage +1/level (max +5).
2 Shatter: Sonic vibration damages objects or crystalline creatures.
3 Contagion: Infects subject with chosen disease.
4 Inflict Critical Wounds: Touch attack, 4d8 damage +1/level (max +20).
5 Inflict Light Wounds, Mass: Deals 1d8 damage +1/level to any creatures.
6 Harm: Deals 10 points/level damage to target.
7 Disintegrate: Makes one creature or object vanish.
8 Earthquake: Intense tremor shakes 80-ft.-radius.
9 Implosion: Kills one creature/round.

EARTH DOMAIN
Granted Power: Turn or destroy air creatures as a good cleric turns undead. Rebuke, command, or bolster earth creatures as an evil cleric rebukes undead. Use these abilities a total number of times per day equal to 3 + your Charisma modifier. This granted power is a supernatural ability.
Earth Domain Spells
1 Magic Stone: Three stones become +1 projectiles, 1d6+1 damage.
2 Soften Earth and Stone: Turns stone to clay or dirt to sand or mud.
3 Stone Shape: Sculpts stone into any shape.
4 Spike Stones: Creatures in area take 1d8 damage, may be slowed.
5 Wall of Stone: Creates a stone wall that can be shaped.
6 Stoneskin M: Ignore 10 points of damage per attack.
7 Earthquake: Intense tremor shakes 80-ft.-radius.
8 Iron Body: Your body becomes living iron.
9 Elemental Swarm*: Summons multiple elementals.
*Cast as an earth spell only.

EVIL DOMAIN
Granted Power: You cast evil spells at +1 caster level.
Evil Domain Spells
1 Protection from Good: +2 to AC and saves, counter mind control, hedge out elementals and outsiders.
2 Desecrate M: Fills area with negative energy, making undead stronger.
3 Magic Circle against Good: As protection spells, but 10-ft. radius and 10 min./level.
4 Unholy Blight: Damages and sickens good creatures.
5 Dispel Good: +4 bonus against attacks by good creatures.
6 Create Undead M: Create ghouls, ghasts, mummies, or mohrgs.
7 Blasphemy: Kills, paralyzes, weakens, or dazes nonevil subjects.
8 Unholy Aura F: +4 to AC, +4 resistance, SR 25 against good spells.
9 Summon Monster IX*: Calls extraplanar creature to fight for you.
*Cast as an evil spell only.

FIRE DOMAIN
Granted Power: Turn or destroy water creatures as a good cleric turns undead. Rebuke, command, or bolster fire creatures as an evil cleric rebukes undead. Use these abilities a total number of times per day equal to 3 + your Charisma modifier. This granted power is a supernatural ability.
Fire Domain Spells
1 Burning Hands: 1d4/level fire damage (max 5d4).
2 Produce Flame: 1d6 damage +1/ level, touch or thrown.
3 Resist Energy*: Ignores 10 (or more) points of damage/attack from specified energy type.
4 Wall of Fire: Deals 2d4 fire damage out to 10 ft. and 1d4 out to 20 ft. Passing through wall deals 2d6 damage +1/level.
5 Fire Shield: Creatures attacking you take fire damage; you’re protected from heat or cold.
6 Fire Seeds: Acorns and berries become grenades and bombs.
7 Fire Storm: Deals 1d6/level fire damage.
8 Incendiary Cloud: Cloud deals 4d6 fire damage/round.
9 Elemental Swarm**: Summons multiple elementals.
*Resist cold or fire only.
**Cast as a fire spell only.

GOOD DOMAIN
Granted Power: You cast good spells at +1 caster level.
Good Domain Spells
1 Protection from Evil: +2 to AC and saves, counter mind control, hedge out elementals and outsiders.
2 Aid: +1 on attack rolls, +1 on saves against fear, 1d8 temporary hp +1/level (max +10).
3 Magic Circle against Evil: As protection spells, but 10-ft. radius and 10 min./level.
4 Holy Smite: Damages and blinds evil creatures.
5 Dispel Evil: +4 bonus against attacks by evil creatures.
6 Blade Barrier: Wall of blades deals 1d6/level damage.
7 Holy Word F: Kills, paralyzes, slows, or deafens nongood subjects.
8 Holy Aura: +4 to AC, +4 resistance, and SR 25 against evil spells.
9 Summon Monster IX*: Calls extraplanar creature to fight for you.
*Cast as a good spell only.

HEALING DOMAIN
Granted Power: You cast healing spells at +1 caster level.
Healing Domain Spells
1 Cure Light Wounds: Cures 1d8 damage +1/level (max +5).
2 Cure Moderate Wounds: Cures 2d8 damage +1/level (max +10).
3 Cure Serious Wounds: Cures 3d8 damage +1/level (max +15).
4 Cure Critical Wounds: Cures 4d8 damage +1/level (max +20).
5 Cure Light Wounds, Mass: Cures 1d8 damage +1/level (max +25) for many creatures.
6 Heal: Cures 10 points/level of damage, all diseases and mental conditions.
7 Regenerate: Subject’s severed limbs grow back, cures 4d8 damage +1/level (max +35).
8 Cure Critical Wounds, Mass: Cures 4d8 damage +1/level (max +40) for many creatures.
9 Heal, Mass: As heal, but with several subjects.

KNOWLEDGE DOMAIN
Granted Power: Add all Knowledge skills to your list of cleric class skills.
You cast divination spells at +1 caster level.
Knowledge Domain Spells
1 Detect Secret Doors: Reveals hidden doors within 60 ft.
2 Detect Thoughts: Allows “listening” to surface thoughts.
3 Clairaudience/Clairvoyance: Hear or see at a distance for 1 min./level.
4 Divination M: Provides useful advice for specific proposed actions.
5 True Seeing M: Lets you see all things as they really are.
6 Find the Path: Shows most direct way to a location.
7 Legend Lore M F: Lets you learn tales about a person, place, or thing.
8 Discern Location: Reveals exact location of creature or object.
9 Foresight: “Sixth sense” warns of impending danger.

LAW DOMAIN
Granted Power: You cast law spells at +1 caster level.
Law Domain Spells
1 Protection from Chaos: +2 to AC and saves, counter mind control, hedge out elementals and outsiders.
2 Calm Emotions: Calms creatures, negating emotion effects.
3 Magic Circle against Chaos: As protection spells, but 10-ft. radius and 10 min./level.
4 Order’s Wrath: Damages and dazes chaotic creatures.
5 Dispel Chaos: +4 bonus against attacks by chaotic creatures.
6 Hold Monster: As hold person, but any creature.
7 Dictum: Kills, paralyzes, slows, or deafens nonlawful subjects.
8 Shield of Law F: +4 to AC, +4 resistance, and SR 25 against chaotic spells.
9 Summon Monster IX*: Calls extraplanar creature to fight for you.
*Cast as a law spell only.

LUCK DOMAIN
Granted Power: You gain the power of good fortune, which is usable once per day. This extraordinary ability allows you to reroll one roll that you have just made before the DM declares whether the roll results in success or failure. You must take the result of the reroll, even if it’s worse than the original roll.
Luck Domain Spells
1 Entropic Shield: Ranged attacks against you have 20% miss chance.
2 Aid: +1 on attack rolls, +1 against fear, 1d8 temporary hp +1/level (max +10).
3 Protection from Energy: Absorb 12 points/level of damage from one kind of energy.
4 Freedom of Movement: Subject moves normally despite impediments.
5 Break Enchantment: Frees subjects from enchantments, alterations, curses, and petrification.
6 Mislead: Turns you invisible and creates illusory double.
7 Spell Turning: Reflect 1d4+6 spell levels back at caster.
8 Moment of Prescience: You gain insight bonus on single attack roll, check, or save.
9 Miracle X: Requests a deity’s intercession.

MAGIC DOMAIN
Granted Power: Use scrolls, wands, and other devices with spell completion or spell trigger activation as a wizard of one-half your cleric level (at least 1st level). For the purpose of using a scroll or other magic device, if you are also a wizard, actual wizard levels and these effective wizard levels stack.
Magic Domain Spells
1 Magic Aura: Alters object’s magic aura.
2 Identify: Determines properties of magic item.
3 Dispel Magic: Cancels magical spells and effects.
4 Imbue with Spell Ability: Transfer spells to subject.
5 Spell Resistance: Subject gains SR 12 + level.
6 Antimagic Field: Negates magic within 10 ft.
7 Spell Turning: Reflect 1d4+6 spell levels back at caster.
8 Protection from Spells M F: Confers +8 resistance bonus.
9 Mage’s Disjunction: Dispels magic, disenchants magic items.

PLANT DOMAIN
Granted Powers: Rebuke or command plant creatures as an evil cleric rebukes or commands undead. Use this ability a total number of times per day equal to 3 + your Charisma modifier. This granted power is a supernatural ability.
Add Knowledge (nature) to your list of cleric class skills.
Plant Domain Spells
1 Entangle: Plants entangle everyone in 40-ft.-radius.
2 Barkskin: Grants +2 (or higher) enhancement to natural armor.
3 Plant Growth: Grows vegetation, improves crops.
4 Command Plants: Sway the actions of one or more plant creatures.
5 Wall of Thorns: Thorns damage anyone who tries to pass.
6 Repel Wood: Pushes away wooden objects.
7 Animate Plants: One or more trees animate and fight for you.
8 Control Plants: Control actions of one or more plant creatures.
9 Shambler: Summons 1d4+2 shambling mounds to fight for you.

PROTECTION DOMAIN
Granted Power: You can generate a protective ward as a supernatural ability. Grant someone you touch a resistance bonus equal to your cleric level on his or her next saving throw. Activating this power is a standard action. The protective ward is an abjuration effect with a duration of 1 hour that is usable once per day.
Protection Domain Spells
1 Sanctuary: Opponents can’t attack you, and you can’t attack.
2 Shield Other F: You take half of subject’s damage.
3 Protection from Energy: Absorb 12 points/level of damage from one kind of energy.
4 Spell Immunity: Subject is immune to one spell per four levels.
5 Spell Resistance: Subject gains SR 12 + level.
6 Antimagic Field: Negates magic within 10 ft.
7 Repulsion: Creatures can’t approach you.
8 Mind Blank: Subject is immune to mental/emotional magic and scrying.
9 Prismatic Sphere: As prismatic wall, but surrounds on all sides.

STRENGTH DOMAIN
Granted Power: You can perform a feat of strength as a supernatural ability. You gain an enhancement bonus to Strength equal to your cleric level. Activating the power is a free action, the power lasts 1 round, and it is usable once per day.
Strength Domain Spells
1 Enlarge Person: Humanoid creature doubles in size.
2 Bull’s Strength: Subject gains +4 to Str for 1 min./level.
3 Magic Vestment: Armor or shield gains +1 enhancement per four levels.
4 Spell Immunity: Subject is immune to one spell per four levels.
5 Righteous Might: Your size increases, and you gain combat bonuses.
6 Stoneskin M: Ignore 10 points of damage per attack.
7 Grasping Hand: Large hand provides cover, pushes, or grapples.
8 Clenched Fist: Large hand provides cover, pushes, or attacks your foes.
9 Crushing Hand: Large hand provides cover, pushes, or crushes your foes.

SUN DOMAIN
Granted Power: Once per day, you can perform a greater turning against undead in place of a regular turning. The greater turning is like a normal turning except that the undead creatures that would be turned are destroyed instead.
Sun Domain Spells
1 Endure Elements: Exist comfortably in hot or cold environments.
2 Heat Metal: Make metal so hot it damages those who touch it.
3 Searing Light: Ray deals 1d8/two levels, more against undead.
4 Fire Shield: Creatures attacking you take fire damage; you’re protected from heat or cold.
5 Flame Strike: Smite foes with divine fire (1d6/level damage).
6 Fire Seeds: Acorns and berries become grenades and bombs.
7 Sunbeam: Beam blinds and deals 4d6 damage.
8 Sunburst: Blinds all within 10 ft., deals 6d6 damage.
9 Prismatic Sphere: As prismatic wall, but surrounds on all sides.

TRAVEL DOMAIN
Granted Powers: For a total time per day of 1 round per cleric level you possess, you can act normally regardless of magical effects that impede movement as if you were affected by the spell freedom of movement. This effect occurs automatically as soon as it applies, lasts until it runs out or is no longer needed, and can operate multiple times per day (up to the total daily limit of rounds).
This granted power is a supernatural ability.
Add Survival to your list of cleric class skills.
Travel Domain Spells
1 Longstrider: Increases your speed.
2 Locate Object: Senses direction toward object (specific or type).
3 Fly: Subject flies at speed of 60 ft.
4 Dimension Door: Teleports you short distance.
5 Teleport: Instantly transports you as far as 100 miles/level.
6 Find the Path: Shows most direct way to a location.
7 Teleport, Greater: As teleport, but no range limit and no off-target arrival.
8 Phase Door: Creates an invisible passage through wood or stone.
9 Astral Projection M: Projects you and companions onto Astral Plane.

TRICKERY DOMAIN
Granted Power: Add Bluff, Disguise, and Hide to your list of cleric class skills.
Trickery Domain Spells
1 Disguise Self: Disguise own appearance.
2 Invisibility: Subject invisible 1 min./level or until it attacks.
3 Nondetection M: Hides subject from divination, scrying.
4 Confusion: Subjects behave oddly for 1 round/level.
5 False Vision M: Fools scrying with an illusion.
6 Mislead: Turns you invisible and creates illusory double.
7 Screen: Illusion hides area from vision, scrying.
8 Polymorph Any Object: Changes any subject into anything else.
9 Time Stop: You act freely for 1d4+1 rounds.

WAR DOMAIN
Granted Power: Free Martial Weapon Proficiency with deity’s favored weapon (if necessary) and Weapon Focus with the deity’s favored weapon.
War Domain Spells
1 Magic Weapon: Weapon gains +1 bonus.
2 Spiritual Weapon: Magical weapon attacks on its own.
3 Magic Vestment: Armor or shield gains +1 enhancement per four levels.
4 Divine Power: You gain attack bonus, +6 to Str, and 1 hp/level.
5 Flame Strike: Smite foes with divine fire (1d6/level damage).
6 Blade Barrier: Wall of blades deals 1d6/level damage.
7 Power Word Blind: Blinds creature with 200 hp or less.
8 Power Word Stun: Stuns creature with 150 hp or less.
9 Power Word Kill: Kills creature with 100 hp or less.

WATER DOMAIN
Granted Power: Turn or destroy fire creatures as a good cleric turns undead. Rebuke, command, or bolster water creatures as an evil cleric rebukes undead. Use these abilities a total number of times per day equal to 3 + your Charisma modifier. This granted power is a supernatural ability.
Water Domain Spells
1 Obscuring Mist: Fog surrounds you.
2 Fog Cloud: Fog obscures vision.
3 Water Breathing: Subjects can breathe underwater.
4 Control Water: Raises or lowers bodies of water.
5 Ice Storm: Hail deals 5d6 damage in cylinder 40 ft. across.
6 Cone of Cold: 1d6/level cold damage.
7 Acid Fog: Fog deals acid damage.
8 Horrid Wilting: Deals 1d6/level damage within 30 ft.
9 Elemental Swarm*: Summons multiple elementals.
*Cast as a water spell only.


Spell List II -- Druid, Paladin, Ranger & Wizard/Sorcerer Spells

SPELL LIST II

DRUID SPELLS

0-LEVEL DRUID SPELLS (ORISONS)
Create Water: Creates 2 gallons/level of pure water.
Cure Minor Wounds: Cures 1 point of damage.
Detect Magic: Detects spells and magic items within 60 ft.
Detect Poison: Detects poison in one creature or object.
Flare: Dazzles one creature (–1 penalty on attack rolls).
Guidance: +1 on one attack roll, saving throw, or skill check.
Know Direction: You discern north.
Light: Object shines like a torch.
Mending: Makes minor repairs on an object.
Purify Food and Drink: Purifies 1 cu. ft./level of food or water.
Read Magic: Read scrolls and spellbooks.
Resistance: Subject gains +1 bonus on saving throws.
Virtue: Subject gains 1 temporary hp.

1ST-LEVEL DRUID SPELLS
Calm Animals: Calms (2d4 + level) HD of animals.
Charm Animal: Makes one animal your friend.
Cure Light Wounds: Cures 1d8 damage +1/level (max +5).
Detect Animals or Plants: Detects kinds of animals or plants.
Detect Snares and Pits: Reveals natural or primitive traps.
Endure Elements: Exist comfortably in hot or cold environments.
Entangle: Plants entangle everyone in 40-ft.-radius.
Faerie Fire: Outlines subjects with light, canceling blur, concealment, and the like.
Goodberry: 2d4 berries each cure 1 hp (max 8 hp/24 hours).
Hide from Animals: Animals can’t perceive one subject/level.
Jump: Subject gets bonus on Jump checks.
Longstrider: Your speed increases by 10 ft.
Magic Fang: One natural weapon of subject creature gets +1 on attack and damage rolls.
Magic Stone: Three stones gain +1 on attack rolls, deal 1d6+1 damage.
Obscuring Mist: Fog surrounds you.
Pass without Trace: One subject/level leaves no tracks.
Produce Flame: 1d6 damage +1/level, touch or thrown.
Shillelagh: Cudgel or quarterstaff becomes +1 weapon (1d10 damage) for 1 min./level.
Speak with Animals: You can communicate with animals.
Summon Nature’s Ally I: Calls creature to fight.

2ND-LEVEL DRUID SPELLS
Animal Messenger: Sends a Tiny animal to a specific place.
Animal Trance: Fascinates 2d6 HD of animals.
Barkskin: Grants +2 (or higher) enhancement to natural armor.
Bear’s Endurance: Subject gains +4 to Con for 1 min./level.
Bull’s Strength: Subject gains +4 to Str for 1 min./level.
Cat’s Grace: Subject gains +4 to Dex for 1 min./level.
Chill Metal: Cold metal damages those who touch it.
Delay Poison: Stops poison from harming subject for 1 hour/level.
Fire Trap M: Opened object deals 1d4 +1/level damage.
Flame Blade: Touch attack deals 1d8 +1/two levels damage.
Flaming Sphere: Creates rolling ball of fire, 2d6 damage, lasts 1 round/level.
Fog Cloud: Fog obscures vision.
Gust of Wind: Blows away or knocks down smaller creatures.
Heat Metal: Make metal so hot it damages those who touch it.
Hold Animal: Paralyzes one animal for 1 round/level.
Owl’s Wisdom: Subject gains +4 to Wis for 1 min./level.
Reduce Animal: Shrinks one willing animal.
Resist Energy: Ignores 10 (or more) points of damage/attack from specified energy type.
Restoration, Lesser: Dispels magical ability penalty or repairs 1d4 ability damage.
Soften Earth and Stone: Turns stone to clay or dirt to sand or mud.
Spider Climb: Grants ability to walk on walls and ceilings.
Summon Nature’s Ally II: Calls creature to fight.
Summon Swarm: Summons swarm of bats, rats, or spiders.
Tree Shape: You look exactly like a tree for 1 hour/level.
Warp Wood: Bends wood (shaft, handle, door, plank).
Wood Shape: Rearranges wooden objects to suit you.

3RD-LEVEL DRUID SPELLS
Call Lightning: Calls down lightning bolts (3d6 per bolt) from sky.
Contagion: Infects subject with chosen disease.
Cure Moderate Wounds: Cures 2d8 damage +1/level (max +10).
Daylight: 60-ft. radius of bright light.
Diminish Plants: Reduces size or blights growth of normal plants.
Dominate Animal: Subject animal obeys silent mental commands.
Magic Fang, Greater: One natural weapon of subject creature gets +1/four levels on attack and damage rolls (max +5).
Meld into Stone: You and your gear merge with stone.
Neutralize Poison: Immunizes subject against poison, detoxifies venom in or on subject.
Plant Growth: Grows vegetation, improves crops.
Poison: Touch deals 1d10 Con damage, repeats in 1 min.
Protection from Energy: Absorb 12 points/level of damage from one kind of energy.
Quench: Extinguishes nonmagical fires or one magic item.
Remove Disease: Cures all diseases affecting subject.
Sleet Storm: Hampers vision and movement.
Snare: Creates a magic booby trap.
Speak with Plants: You can talk to normal plants and plant creatures.
Spike Growth: Creatures in area take 1d4 damage, may be slowed.
Stone Shape: Sculpts stone into any shape.
Summon Nature’s Ally III: Calls creature to fight.
Water Breathing: Subjects can breathe underwater.
Wind Wall: Deflects arrows, smaller creatures, and gases.

4TH-LEVEL DRUID SPELLS
Air Walk: Subject treads on air as if solid (climb at 45-degree angle).
Antiplant Shell: Keeps animated plants at bay.
Blight: Withers one plant or deals 1d6/level damage to plant creature.
Command Plants: Sway the actions of one or more plant creatures.
Control Water: Raises or lowers bodies of water.
Cure Serious Wounds: Cures 3d8 damage +1/level (max +15).
Dispel Magic: Cancels spells and magical effects.
Flame Strike: Smite foes with divine fire (1d6/level damage).
Freedom of Movement: Subject moves normally despite impediments.
Giant Vermin: Turns centipedes, scorpions, or spiders into giant vermin.
Ice Storm: Hail deals 5d6 damage in cylinder 40 ft. across.
Reincarnate: Brings dead subject back in a random body.
Repel Vermin: Insects, spiders, and other vermin stay 10 ft. away.
Rusting Grasp: Your touch corrodes iron and alloys.
Scrying F: Spies on subject from a distance.
Spike Stones: Creatures in area take 1d8 damage, may be slowed.
Summon Nature’s Ally IV: Calls creature to fight.

5TH-LEVEL DRUID SPELLS
Animal Growth: One animal/two levels doubles in size.
Atonement: Removes burden of misdeeds from subject.
Awaken X: Animal or tree gains human intellect.
Baleful Polymorph: Transforms subject into harmless animal.
Call Lightning Storm: As call lightning, but 5d6 damage per bolt.
Commune with Nature: Learn about terrain for 1 mile/level.
Control Winds: Change wind direction and speed.
Cure Critical Wounds: Cures 4d8 damage +1/level (max +20).
Death Ward: Grants immunity to all death spells and negative energy effects.
Hallow M: Designates location as holy.
Insect Plague: Locust swarms attack creatures.
Stoneskin M: Ignore 10 points of damage per attack.
Summon Nature’s Ally V: Calls creature to fight.
Transmute Mud to Rock: Transforms two 10-ft. cubes per level.
Transmute Rock to Mud: Transforms two 10-ft. cubes per level.
Tree Stride: Step from one tree to another far away.
Unhallow M: Designates location as unholy.
Wall of Fire: Deals 2d4 fire damage out to 10 ft. and 1d4 out to 20 ft. Passing through wall deals 2d6 damage +1/level.
Wall of Thorns: Thorns damage anyone who tries to pass.

6TH-LEVEL DRUID SPELLS
Antilife Shell: 10-ft.-radius field hedges out living creatures.
Bear’s Endurance, Mass: As bear’s endurance, affects one subject/level.
Bull’s Strength, Mass: As bull’s strength, affects one subject/level.
Cat’s Grace, Mass: As cat’s grace, affects one subject/level.
Cure Light Wounds, Mass: Cures 1d8 damage +1/level for many creatures.
Dispel Magic, Greater: As dispel magic, but +20 on check.
Find the Path: Shows most direct way to a location.
Fire Seeds: Acorns and berries become grenades and bombs.
Ironwood: Magic wood is strong as steel.
Liveoak: Oak becomes treant guardian.
Move Earth: Digs trenches and builds hills.
Owl’s Wisdom, Mass: As owl’s wisdom, affects one subject/level.
Repel Wood: Pushes away wooden objects.
Spellstaff: Stores one spell in wooden quarterstaff.
Stone Tell: Talk to natural or worked stone.
Summon Nature’s Ally VI: Calls creature to fight.
Transport via Plants: Move instantly from one plant to another of the same kind.
Wall of Stone: Creates a stone wall that can be shaped.

7TH-LEVEL DRUID SPELLS
Animate Plants: One or more plants animate and fight for you.
Changestaff: Your staff becomes a treant on command.
Control Weather: Changes weather in local area.
Creeping Doom: Swarms of centipedes attack at your command.
Cure Moderate Wounds, Mass: Cures 2d8 damage +1/level for many creatures.
Fire Storm: Deals 1d6/level fire damage.
Heal: Cures 10 points/level of damage, all diseases and mental conditions.
Scrying, Greater: As scrying, but faster and longer.
Summon Nature’s Ally VII: Calls creature to fight.
Sunbeam: Beam blinds and deals 4d6 damage.
Transmute Metal to Wood: Metal within 40 ft. becomes wood.
True Seeing M: Lets you see all things as they really are.
Wind Walk: You and your allies turn vaporous and travel fast.

8TH-LEVEL DRUID SPELLS
Animal Shapes: One ally/level polymorphs into chosen animal.
Control Plants: Control actions of one or more plant creatures.
Cure Serious Wounds, Mass: Cures 3d8 damage +1/level for many creatures.
Earthquake: Intense tremor shakes 80-ft.-radius.
Finger of Death: Kills one subject.
Repel Metal or Stone: Pushes away metal and stone.
Reverse Gravity: Objects and creatures fall upward.
Summon Nature’s Ally VIII: Calls creature to fight.
Sunburst: Blinds all within 10 ft., deals 6d6 damage.
Whirlwind: Cyclone deals damage and can pick up creatures.
Word of Recall: Teleports you back to designated place.

9TH-LEVEL DRUID SPELLS
Antipathy: Object or location affected by spell repels certain creatures.
Cure Critical Wounds, Mass: Cures 4d8 damage +1/level for many creatures.
Elemental Swarm: Summons multiple elementals.
Foresight: “Sixth sense” warns of impending danger.
Regenerate: Subject’s severed limbs grow back, cures 4d8 damage +1/level (max +35).
Shambler: Summons 1d4+2 shambling mounds to fight for you.
Shapechange F: Transforms you into any creature, and change forms once per round.
Storm of Vengeance: Storm rains acid, lightning, and hail.
Summon Nature’s Ally IX: Calls creature to fight.
Sympathy M: Object or location attracts certain creatures.

PALADIN SPELLS

1ST-LEVEL PALADIN SPELLS
Bless: Allies gain +1 on attack rolls and +1 on saves against fear.
Bless Water: Makes holy water.
Bless Weapon: Weapon strikes true against evil foes.
Create Water: Creates 2 gallons/level of pure water.
Cure Light Wounds: Cures 1d8 damage +1/level (max +5).
Detect Poison: Detects poison in one creature or small object.
Detect Undead: Reveals undead within 60 ft.
Divine Favor: You gain +1 per three levels on attack and damage rolls.
Endure Elements: Exist comfortably in hot or cold environments.
Magic Weapon: Weapon gains +1 bonus.
Protection from Chaos/Evil: +2 to AC and saves, counter mind control, hedge out elementals and outsiders.
Read Magic: Read scrolls and spellbooks.
Resistance: Subject gains +1 on saving throws.
Restoration, Lesser: Dispels magical ability penalty or repairs 1d4 ability damage.
Virtue: Subject gains 1 temporary hp.

2ND-LEVEL PALADIN SPELLS
Bull’s Strength: Subject gains +4 to Str for 1 min./level.
Delay Poison: Stops poison from harming subject for 1 hour/level.
Eagle’s Splendor: Subject gains +4 to Cha for 1 min./level.
Owl’s Wisdom: Subject gains +4 to Wis for 1 min./level.
Remove Paralysis: Frees one or more creatures from paralysis or slow effect.
Resist Energy: Ignores 10 (or more) points of damage/attack from specified energy type.
Shield Other F: You take half of subject’s damage.
Undetectable Alignment: Conceals alignment for 24 hours.
Zone of Truth: Subjects within range cannot lie.

3RD-LEVEL PALADIN SPELLS
Cure Moderate Wounds: Cures 2d8 damage +1/level (max +10).
Daylight: 60-ft. radius of bright light.
Discern Lies: Reveals deliberate falsehoods.
Dispel Magic: Cancels spells and magical effects.
Heal Mount: As heal on warhorse or other special mount.
Magic Circle against Chaos: As protection from chaos, but 10-ft. radius and 10 min./level.
Magic Circle against Evil: As protection from evil, but 10-ft. radius and 10 min./level.
Magic Weapon, Greater: +1 bonus/four levels (max +5).
Prayer: Allies +1 bonus on most rolls, enemies –1 penalty.
Remove Blindness/Deafness: Cures normal or magical conditions.
Remove Curse: Frees object or person from curse.

4TH-LEVEL PALADIN SPELLS
Break Enchantment: Frees subjects from enchantments, alterations, curses, and petrification.
Cure Serious Wounds: Cures 3d8 damage +1/level (max +15).
Death Ward: Grants immunity to death spells and negative energy effects.
Dispel Chaos: +4 bonus against attacks by chaotic creatures.
Dispel Evil: +4 bonus against attacks by evil creatures.
Holy Sword: Weapon becomes +5, deals +2d6 damage against evil.
Mark of Justice: Designates action that will trigger curse on subject.
Neutralize Poison: Immunizes subject against poison, detoxifies venom in or on subject.
Restoration M: Restores level and ability score drains.

RANGER SPELLS

1ST-LEVEL RANGER SPELLS
Alarm: Wards an area for 2 hours/level.
Animal Messenger: Sends a Tiny animal to a specific place.
Calm Animals: Calms (2d4 + level) HD of animals.
Charm Animal: Makes one animal your friend.
Delay Poison: Stops poison from harming subject for 1 hour/level.
Detect Animals or Plants: Detects kinds of animals or plants.
Detect Poison: Detects poison in one creature or object.
Detect Snares and Pits: Reveals natural or primitive traps.
Endure Elements: Exist comfortably in hot or cold environments.
Entangle: Plants entangle everyone in 40-ft.-radius circle.
Hide from Animals: Animals can’t perceive one subject/level.
Jump: Subject gets bonus on Jump checks.
Longstrider: Increases your speed.
Magic Fang: One natural weapon of subject creature gets +1 on attack and damage rolls.
Pass without Trace: One subject/level leaves no tracks.
Read Magic: Read scrolls and spellbooks.
Resist Energy: Ignores 10 (or more) points of damage/attack from specified energy type.
Speak with Animals: You can communicate with animals.
Summon Nature’s Ally I: Calls animal to fight for you.

2ND-LEVEL RANGER SPELLS
Barkskin: Grants +2 (or higher) enhancement to natural armor.
Bear’s Endurance: Subject gains +4 to Con for 1 min./level.
Cat’s Grace: Subject gains +4 to Dex for 1 min./level.
Cure Light Wounds: Cures 1d8 damage +1/level (max +5).
Hold Animal: Paralyzes one animal for 1 round/level.
Owl’s Wisdom: Subject gains +4 to Wis for 1 min./level.
Protection from Energy: Absorb 12 points/level of damage from one kind of energy.
Snare: Creates a magic booby trap.
Speak with Plants: You can talk to normal plants and plant creatures.
Spike Growth: Creatures in area take 1d4 damage, may be slowed.
Summon Nature’s Ally II: Calls animal to fight for you.
Wind Wall: Deflects arrows, smaller creatures, and gases.

3RD-LEVEL RANGER SPELLS
Command Plants: Sway the actions of one or more plant creatures.
Cure Moderate Wounds: Cures 2d8 damage +1/level (max +10).
Darkvision: See 60 ft. in total darkness.
Diminish Plants: Reduces size or blights growth of normal plants.
Magic Fang, Greater: One natural weapon of subject creature gets +1/four caster levels on attack and damage rolls (max +5).
Neutralize Poison: Immunizes subject against poison, detoxifies venom in or on subject.
Plant Growth: Grows vegetation, improves crops.
Reduce Animal: Shrinks one willing animal.
Remove Disease: Cures all diseases affecting subject.
Repel Vermin: Insects, spiders, and other vermin stay 10 ft. away.
Summon Nature’s Ally III: Calls animal to fight for you.
Tree Shape: You look exactly like a tree for 1 hour/level.
Water Walk: Subject treads on water as if solid.

4TH-LEVEL RANGER SPELLS
Animal Growth: One animal/two levels doubles in size.
Commune with Nature: Learn about terrain for 1 mile/level.
Cure Serious Wounds: Cures 3d8 damage +1/level (max +15).
Freedom of Movement: Subject moves normally despite impediments.
Nondetection M: Hides subject from divination, scrying.
Summon Nature’s Ally IV: Calls animal to fight for you.
Tree Stride: Step from one tree to another far away.

SORCERER/WIZARD SPELLS

0-LEVEL SORCERER/WIZARD SPELLS (CANTRIPS)
Abjur
Resistance: Subject gains +1 on saving throws.
Conj
Acid Splash: Orb deals 1d3 acid damage.
Div
Detect Poison: Detects poison in one creature or small object.
Detect Magic: Detects spells and magic items within 60 ft.
Read Magic: Read scrolls and spellbooks.
Ench
Daze: Humanoid creature of 4 HD or less loses next action.
Evoc
Dancing Lights: Creates torches or other lights.
Flare: Dazzles one creature (–1 on attack rolls).
Light: Object shines like a torch.
Ray of Frost: Ray deals 1d3 cold damage.
Illus
Ghost Sound: Figment sounds.
Necro
Disrupt Undead: Deals 1d6 damage to one undead.
Touch of Fatigue: Touch attack fatigues target.
Trans
Mage Hand: 5-pound telekinesis.
Mending: Makes minor repairs on an object.
Message: Whispered conversation at distance.
Open/Close: Opens or closes small or light things.
Univ
Arcane Mark: Inscribes a personal rune (visible or invisible).
Prestidigitation: Performs minor tricks.

1ST-LEVEL SORCERER/WIZARD SPELLS
Abjur
Alarm: Wards an area for 2 hours/level.
Endure Elements: Exist comfortably in hot or cold environments.
Hold Portal: Holds door shut.
Protection from Chaos/Evil/Good/Law: +2 to AC and saves, counter mind control, hedge out elementals and outsiders.
Shield: Invisible disc gives +4 to AC, blocks magic missiles.
Conj
Grease: Makes 10-ft. square or one object slippery.
Mage Armor: Gives subject +4 armor bonus.
Mount: Summons riding horse for 2 hours/level.
Obscuring Mist: Fog surrounds you.
Summon Monster I: Calls extraplanar creature to fight for you.
Unseen Servant: Invisible force obeys your commands.
Div
Comprehend Languages: You understand all spoken and written languages.
Detect Secret Doors: Reveals hidden doors within 60 ft.
Detect Undead: Reveals undead within 60 ft.
Identify M: Determines properties of magic item.
True Strike: +20 on your next attack roll.
Ench
Charm Person: Makes one person your friend.
Hypnotism: Fascinates 2d4 HD of creatures.
Sleep: Puts 4 HD of creatures into magical slumber.
Evoc
Burning Hands: 1d4/level fire damage (max 5d4).
Floating Disk: Creates 3-ft.-diameter horizontal disk that holds 100 lb./level.
Magic Missile: 1d4+1 damage; +1 missile per two levels above 1st (max 5).
Shocking Grasp: Touch delivers 1d6/level electricity damage (max 5d6).
Illus
Color Spray: Knocks unconscious, blinds, and/or stuns weak creatures.
Disguise Self: Changes your appearance.
Magic Aura: Alters object’s magic aura.
Silent Image: Creates minor illusion of your design.
Ventriloquism: Throws voice for 1 min./level.
Necro
Cause Fear: One creature of 5 HD or less flees for 1d4 rounds.
Chill Touch: One touch/level deals 1d6 damage and possibly 1 Str damage.
Ray of Enfeeblement: Ray deals 1d6 +1 per two levels Str damage.
Trans
Animate Rope: Makes a rope move at your command.
Enlarge Person: Humanoid creature doubles in size.
Erase: Mundane or magical writing vanishes.
Expeditious Retreat: Your speed increases by 30 ft.
Feather Fall: Objects or creatures fall slowly.
Jump: Subject gets bonus on Jump checks.
Magic Weapon: Weapon gains +1 bonus.
Reduce Person: Humanoid creature halves in size.

2ND-LEVEL SORCERER/WIZARD SPELLS
Abjur
Arcane Lock M: Magically locks a portal or chest.
Obscure Object: Masks object against scrying.
Protection from Arrows: Subject immune to most ranged attacks.
Resist Energy: Ignores first 10 (or more) points of damage/attack from specified energy type.
Conj
Acid Arrow: Ranged touch attack; 2d4 damage for 1 round +1 round/three levels.
Fog Cloud: Fog obscures vision.
Glitterdust: Blinds creatures, outlines invisible creatures.
Summon Monster II: Calls extraplanar creature to fight for you.
Summon Swarm: Summons swarm of bats, rats, or spiders.
Web: Fills 20-ft.-radius spread with sticky spiderwebs.
Div
Detect Thoughts: Allows “listening” to surface thoughts.
Locate Object: Senses direction toward object (specific or type).
See Invisibility: Reveals invisible creatures or objects.
Ench
Daze Monster: Living creature of 6 HD or less loses next action.
Hideous Laughter: Subject loses actions for 1 round/level.
Touch of Idiocy: Subject takes 1d6 points of Int, Wis, and Cha damage.
Evoc
Continual Flame M: Makes a permanent, heatless torch.
Darkness: 20-ft. radius of supernatural shadow.
Flaming Sphere: Creates rolling ball of fire, 2d6 damage, lasts 1 round/level.
Gust of Wind: Blows away or knocks down smaller creatures.
Scorching Ray: Ranged touch attack deals 4d6 fire damage, +1 ray/four levels (max 3).
Shatter: Sonic vibration damages objects or crystalline creatures.
Illus
Blur: Attacks miss subject 20% of the time.
Hypnotic Pattern: Fascinates (2d4 + level) HD of creatures.
Invisibility: Subject is invisible for 1 min./level or until it attacks.
Magic Mouth M: Speaks once when triggered.
Minor Image: As silent image, plus some sound.
Mirror Image: Creates decoy duplicates of you (1d4 +1 per three levels, max 8).
Misdirection: Misleads divinations for one creature or object.
Phantom Trap M: Makes item seem trapped.
Necro
Blindness/Deafness: Makes subject blinded or deafened.
Command Undead: Undead creature obeys your commands.
False Life: Gain 1d10 temporary hp +1/level (max +10).
Ghoul Touch: Paralyzes one subject, which exudes stench that makes those nearby sickened.
Scare: Panics creatures of less than 6 HD.
Spectral Hand: Creates disembodied glowing hand to deliver touch attacks.
Trans
Alter Self: Assume form of a similar creature.
Bear’s Endurance: Subject gains +4 to Con for 1 min./level.
Bull’s Strength: Subject gains +4 to Str for 1 min./level.
Cat’s Grace: Subject gains +4 to Dex for 1 min./level.
Darkvision: See 60 ft. in total darkness.
Eagle’s Splendor: Subject gains +4 to Cha for 1 min./level.
Fox’s Cunning: Subject gains +4 Int for 1 min./level.
Knock: Opens locked or magically sealed door.
Levitate: Subject moves up and down at your direction.
Owl’s Wisdom: Subject gains +4 to Wis for 1 min./level.
Pyrotechnics: Turns fire into blinding light or choking smoke.
Rope Trick: As many as eight creatures hide in extradimensional space.
Spider Climb: Grants ability to walk on walls and ceilings.
Whispering Wind: Sends a short message 1 mile/level.

3RD-LEVEL SORCERER/WIZARD SPELLS
Abjur
Dispel Magic: Cancels magical spells and effects.
Explosive Runes: Deals 6d6 damage when read.
Magic Circle against Chaos/Evil/Good/Law: As protection spells, but 10-ft. radius and 10 min./level.
Nondetection M: Hides subject from divination, scrying.
Protection from Energy: Absorb 12 points/level of damage from one kind of energy.
Conj
Phantom Steed: Magic horse appears for 1 hour/level.
Sepia Snake Sigil M: Creates text symbol that immobilizes reader.
Sleet Storm: Hampers vision and movement.
Stinking Cloud: Nauseating vapors, 1 round/level.
Summon Monster III: Calls extraplanar creature to fight for you.
Div
Arcane Sight: Magical auras become visible to you.
Clairaudience/Clairvoyance: Hear or see at a distance for 1 min./level.
Tongues: Speak any language.
Ench
Deep Slumber: Puts 10 HD of creatures to sleep.
Heroism: Gives +2 bonus on attack rolls, saves, skill checks.
Hold Person: Paralyzes one humanoid for 1 round/level.
Rage: Subjects gains +2 to Str and Con, +1 on Will saves, –2 to AC.
Suggestion: Compels subject to follow stated course of action.
Evoc
Daylight: 60-ft. radius of bright light.
Fireball: 1d6 damage per level, 20-ft. radius.
Lightning Bolt: Electricity deals 1d6/level damage.
Tiny Hut: Creates shelter for ten creatures.
Wind Wall: Deflects arrows, smaller creatures, and gases.
Illus
Displacement: Attacks miss subject 50%.
Illusory Script M: Only intended reader can decipher.
Invisibility Sphere: Makes everyone within 10 ft. invisible.
Major Image: As silent image, plus sound, smell and thermal effects.
Necro
Gentle Repose: Preserves one corpse.
Halt Undead: Immobilizes undead for 1 round/level.
Ray of Exhaustion: Ray makes subject exhausted.
Vampiric Touch: Touch deals 1d6/two levels damage; caster gains damage as hp.
Trans
Blink: You randomly vanish and reappear for 1 round/level.
Flame Arrow: Arrows deal +1d6 fire damage.
Fly: Subject flies at speed of 60 ft.
Gaseous Form: Subject becomes insubstantial and can fly slowly.
Haste: One creature/level moves faster, +1 on attack rolls, AC, and Reflex saves.
Keen Edge: Doubles normal weapon’s threat range.
Magic Weapon, Greater: +1/four levels (max +5).
Secret Page: Changes one page to hide its real content.
Shrink Item: Object shrinks to one-sixteenth size.
Slow: One subject/level takes only one action/round, –1 to AC, reflexes saves, and attack rolls.
Water Breathing: Subjects can breathe underwater.

4TH-LEVEL SORCERER/WIZARD SPELLS
Abjur
Dimensional Anchor: Bars extradimensional movement.
Fire Trap M: Opened object deals 1d4 damage +1/level.
Globe of Invulnerability, Lesser: Stops 1st- through 3rd-level spell effects.
Remove Curse: Frees object or person from curse.
Stoneskin M: Ignore 10 points of damage per attack.
Conj
Black Tentacles: Tentacles grapple all within 20 ft. spread.
Dimension Door: Teleports you short distance.
Minor Creation: Creates one cloth or wood object.
Secure Shelter: Creates sturdy cottage.
Solid Fog: Blocks vision and slows movement.
Summon Monster IV: Calls extraplanar creature to fight for you.
Div
Arcane Eye: Invisible floating eye moves 30 ft./round.
Detect Scrying: Alerts you of magical eavesdropping.
Locate Creature: Indicates direction to familiar creature.
Scrying F: Spies on subject from a distance.
Ench
Charm Monster:Makes monster believe it is your ally.
Confusion: Subjects behave oddly for 1 round/level.
Crushing Despair: Subjects take –2 on attack rolls, damage rolls, saves, and checks.
Geas, Lesser: Commands subject of 7 HD or less.
Evoc
Fire Shield: Creatures attacking you take fire damage; you’re protected from heat or cold.
Ice Storm: Hail deals 5d6 damage in cylinder 40 ft. across.
Resilient Sphere: Force globe protects but traps one subject.
Shout: Deafens all within cone and deals 5d6 sonic damage.
Wall of Fire: Deals 2d4 fire damage out to 10 ft. and 1d4 out to 20 ft. Passing through wall deals 2d6 damage +1/level.
Wall of Ice: Ice plane creates wall with 15 hp +1/level, or hemisphere can trap creatures inside.
Illus
Hallucinatory Terrain: Makes one type of terrain appear like another (field into forest, or the like).
Illusory Wall: Wall, floor, or ceiling looks real, but anything can pass through.
Invisibility, Greater: As invisibility, but subject can attack and stay invisible.
Phantasmal Killer: Fearsome illusion kills subject or deals 3d6 damage.
Rainbow Pattern: Lights fascinate 24 HD of creatures.
Shadow Conjuration: Mimics conjuration below 4th level, but only 20% real.
Necro
Animate Dead M: Creates undead skeletons and zombies.
Bestow Curse: –6 to an ability score; –4 on attack rolls, saves, and checks; or 50% chance of losing each action.
Contagion: Infects subject with chosen disease.
Enervation: Subject gains 1d4 negative levels.
Fear: Subjects within cone flee for 1 round/level.
Trans
Enlarge Person, Mass: Enlarges several creatures.
Mnemonic Enhancer F: Wizard only. Prepares extra spells or retains one just cast.
Polymorph: Gives one willing subject a new form.
Reduce Person, Mass: Reduces several creatures.
Stone Shape: Sculpts stone into any shape.

5TH-LEVEL SORCERER/WIZARD SPELLS
Abjur
Break Enchantment: Frees subjects from enchantments, alterations, curses, and petrification.
Dismissal: Forces a creature to return to native plane.
Mage’s Private Sanctum: Prevents anyone from viewing or scrying an area for 24 hours.
Conj
Cloudkill: Kills 3 HD or less; 4–6 HD save or die, 6+ HD take Con damage.
Mage’s Faithful Hound: Phantom dog can guard, attack.
Major Creation: As minor creation, plus stone and metal.
Planar Binding, Lesser: Traps extraplanar creature of 6 HD or less until it performs a task.
Secret Chest F: Hides expensive chest on Ethereal Plane; you retrieve it at will.
Summon Monster V: Calls extraplanar creature to fight for you.
Teleport: Instantly transports you as far as 100 miles/level.
Wall of Stone: Creates a stone wall that can be shaped.
Div
Contact Other Plane: Lets you ask question of extraplanar entity.
Prying Eyes: 1d4 +1/level floating eyes scout for you.
Telepathic Bond: Link lets allies communicate.
Ench
Dominate Person: Controls humanoid telepathically.
Feeblemind: Subject’s Int and Cha drop to 1.
Hold Monster: As hold person, but any creature.
Mind Fog: Subjects in fog get –10 to Wis and Will checks.
Symbol of Sleep M: Triggered rune puts nearby creatures into catatonic slumber.
Evoc
Cone of Cold: 1d6/level cold damage.
Interposing Hand: Hand provides cover against one opponent.
Sending: Delivers short message anywhere, instantly.
Wall of Force: Wall is immune to damage.
Illus
Dream: Sends message to anyone sleeping.
False Vision M: Fools scrying with an illusion.
Mirage Arcana: As hallucinatory terrain, plus structures.
Nightmare: Sends vision dealing 1d10 damage, fatigue.
Persistent Image: As major image, but no concentration required.
Seeming: Changes appearance of one person per two levels.
Shadow Evocation: Mimics evocation below 5th level, but only 20% real.
Necro
Blight: Withers one plant or deals 1d6/level damage to plant creature.
Magic Jar F: Enables possession of another creature.
Symbol of Pain M: Triggered rune wracks nearby creatures with pain.
Waves of Fatigue: Several targets become fatigued.
Trans
Animal Growth: One animal/two levels doubles in size.
Baleful Polymorph: Transforms subject into harmless animal.
Fabricate: Transforms raw materials into finished items.
Overland Flight: You fly at a speed of 40 ft. and can hustle over long distances.
Passwall: Creates passage through wood or stone wall.
Telekinesis: Moves object, attacks creature, or hurls object or creature.
Transmute Mud to Rock: Transforms two 10-ft. cubes per level.
Transmute Rock to Mud: Transforms two 10-ft. cubes per level.
Univ
Permanency X: Makes certain spells permanent.

6TH-LEVEL SORCERER/WIZARD SPELLS
Abjur
Antimagic Field: Negates magic within 10 ft.
Dispel Magic, Greater: As dispel magic, but +20 on check.
Globe of Invulnerability: As lesser globe of invulnerability, plus 4th-level spell effects.
Guards and Wards: Array of magic effects protect area.
Repulsion: Creatures can’t approach you.
Conj
Acid Fog: Fog deals acid damage.
Planar Binding: As lesser planar binding, but up to 12 HD.
Summon Monster VI: Calls extraplanar creature to fight for you.
Wall of Iron M: 30 hp/four levels; can topple onto foes.
Div
Analyze Dweomer F: Reveals magical aspects of subject.
Legend Lore M F: Lets you learn tales about a person, place, or thing.
True Seeing M: Lets you see all things as they really are.
Ench
Geas/Quest: As lesser geas, plus it affects any creature.
Heroism, Greater: Gives +4 bonus on attack rolls, saves, skill checks; immunity to fear; temporary hp.
Suggestion, Mass: As suggestion, plus one subject/level.
Symbol of Persuasion M: Triggered rune charms nearby creatures.
Evoc
Chain Lightning: 1d6/level damage; 1 secondary bolt/level each deals half damage.
Contingency F: Sets trigger condition for another spell.
Forceful Hand: Hand pushes creatures away.
Freezing Sphere: Freezes water or deals cold damage.
Illus
Mislead: Turns you invisible and creates illusory double.
Permanent Image: Includes sight, sound, and smell.
Programmed Image M: As major image, plus triggered by event.
Shadow Walk: Step into shadow to travel rapidly.
Veil: Changes appearance of group of creatures.
Necro
Circle of Death M: Kills 1d4/level HD of creatures.
Create Undead M: Creates ghouls, ghasts, mummies, or mohrgs.
Eyebite: Target becomes panicked, sickened, and comatose.
Symbol of Fear M: Triggered rune panics nearby creatures.
Undeath to Death M: Destroys 1d4/level HD of undead (max 20d4).
Trans
Bear’s Endurance, Mass: As bear’s endurance, affects one subject/level.
Bull’s Strength, Mass: As bull’s strength, affects one subject/level.
Cat’s Grace, Mass: As cat’s grace, affects one subject/level.
Control Water: Raises or lowers bodies of water.
Disintegrate:Makes one creature or object vanish.
Eagle’s Splendor, Mass: As eagle’s splendor, affects one subject/level.
Flesh to Stone: Turns subject creature into statue.
Fox’s Cunning, Mass: As fox’s cunning, affects one subject/ level.
Mage’s Lucubration: Wizard only. Recalls spell of 5th level or lower.
Move Earth: Digs trenches and build hills.
Owl’s Wisdom, Mass: As owl’s wisdom, affects one subject/level.
Stone to Flesh: Restores petrified creature.
Transformation M: You gain combat bonuses.

7TH-LEVEL SORCERER/WIZARD SPELLS
Abjur
Banishment: Banishes 2 HD/level of extraplanar creatures.
Sequester: Subject is invisible to sight and scrying; renders creature comatose.
Spell Turning: Reflect 1d4+6 spell levels back at caster.
Conj
Instant Summons M: Prepared object appears in your hand.
Mage’s Magnificent Mansion F: Door leads to extradimensional mansion.
Phase Door: Creates an invisible passage through wood or stone.
Plane Shift F: As many as eight subjects travel to another plane.
Summon Monster VII: Calls extraplanar creature to fight for you.
Teleport, Greater: As teleport, but no range limit and no off-target arrival.
Teleport Object: As teleport, but affects a touched object.
Div
Arcane Sight, Greater: As arcane sight, but also reveals magic effects on creatures and objects.
Scrying, Greater: As scrying, but faster and longer.
Vision M X: As legend lore, but quicker and strenuous.
Ench
Hold Person, Mass: As hold person, but all within 30 ft.
Insanity: Subject suffers continuous confusion.
Power Word Blind: Blinds creature with 200 hp or less.
Symbol of Stunning M: Triggered rune stuns nearby creatures.
Evoc
Delayed Blast Fireball: 1d6/level fire damage; you can postpone blast for 5 rounds.
Forcecage M: Cube or cage of force imprisons all inside.
Grasping Hand: Hand provides cover, pushes, or grapples.
Mage’s Sword F: Floating magic blade strikes opponents.
Prismatic Spray: Rays hit subjects with variety of effects.
Illus
Invisibility, Mass: As invisibility, but affects all in range.
Project Image: Illusory double can talk and cast spells.
Shadow Conjuration, Greater: As shadow conjuration, but up to 6th level and 60% real.
Simulacrum M X: Creates partially real double of a creature.
Necro
Control Undead: Undead don’t attack you while under your command.
Finger of Death: Kills one subject.
Symbol of Weakness M: Triggered rune weakens nearby creatures.
Waves of Exhaustion: Several targets become exhausted.
Trans
Control Weather: Changes weather in local area.
Ethereal Jaunt: You become ethereal for 1 round/level.
Reverse Gravity: Objects and creatures fall upward.
Statue: Subject can become a statue at will.
Univ
Limited Wish X: Alters reality—within spell limits.

8TH-LEVEL SORCERER/WIZARD SPELLS
Abjur
Dimensional Lock: Teleportation and interplanar travel blocked for one day/level.
Mind Blank: Subject is immune to mental/emotional magic and scrying.
Prismatic Wall:Wall’s colors have array of effects.
Protection from Spells M F: Confers +8 resistance bonus.
Conj
Incendiary Cloud: Cloud deals 4d6 fire damage/round.
Maze: Traps subject in extradimensional maze.
Planar Binding, Greater: As lesser planar binding, but up to 18 HD.
Summon Monster VIII: Calls extraplanar creature to fight for you.
Trap the Soul M F: Imprisons subject within gem.
Div
Discern Location: Reveals exact location of creature or object.
Moment of Prescience: You gain insight bonus on single attack roll, check, or save.
Prying Eyes, Greater: As prying eyes, but eyes have true seeing.
Ench
Antipathy: Object or location affected by spell repels certain creatures.
Binding M: Utilizes an array of techniques to imprison a creature.
Charm Monster, Mass: As charm monster, but all within 30 ft.
Demand: As sending, plus you can send suggestion.
Irresistible Dance: Forces subject to dance.
Power Word Stun: Stuns creature with 150 hp or less.
Symbol of Insanity M: Triggered rune renders nearby creatures insane.
Sympathy F: Object or location attracts certain creatures.
Evoc
Clenched Fist: Large hand provides cover, pushes, or attacks your foes.
Polar Ray: Ranged touch attack deals 1d6/level cold damage.
Shout, Greater: Devastating yell deals 10d6 sonic damage; stuns creatures, damages objects.
Sunburst: Blinds all within 10 ft., deals 6d6 damage.
Illus
Scintillating Pattern: Twisting colors confuse, stun, or render unconscious.
Screen: Illusion hides area from vision, scrying.
Shadow Evocation, Greater: As shadow evocation, but up to 7th level and 60% real.
Telekinetic Sphere: As resilient sphere, but you move sphere telekinetically.
Necro
Clone M F: Duplicate awakens when original dies.
Create Greater Undead M: Create shadows, wraiths, spectres, or devourers.
Horrid Wilting: Deals 1d6/level damage within 30 ft.
Symbol of Death M: Triggered rune slays nearby creatures.
Trans
Iron Body: Your body becomes living iron.
Polymorph Any Object: Changes any subject into anything else.
Temporal Stasis M: Puts subject into suspended animation.

9TH-LEVEL SORCERER/WIZARD SPELLS
Abjur
Freedom: Releases creature from imprisonment.
Imprisonment: Entombs subject beneath the earth.
Mage’s Disjunction: Dispels magic, disenchants magic items.
Prismatic Sphere: As prismatic wall, but surrounds on all sides.
Conj
Gate X: Connects two planes for travel or summoning.
Refuge M: Alters item to transport its possessor to you.
Summon Monster IX: Calls extraplanar creature to fight for you.
Teleportation Circle M: Circle teleports any creature inside to designated spot.
Div
Foresight: “Sixth sense” warns of impending danger.
Ench
Dominate Monster: As dominate person, but any creature.
Hold Monster, Mass: As hold monster, but all within 30 ft.
Power Word Kill: Kills one creature with 100 hp or less.
Evoc
Crushing Hand: Large hand provides cover, pushes, or crushes your foes.
Meteor Swarm: Four exploding spheres each deal 6d6 fire damage.
Illus
Shades: As shadow conjuration, but up to 8th level and 80% real.
Weird: As phantasmal killer, but affects all within 30 ft.
Necro
Astral Projection M: Projects you and companions onto Astral Plane.
Energy Drain: Subject gains 2d4 negative levels.
Soul Bind F: Traps newly dead soul to prevent resurrection.
Wail of the Banshee: Kills one creature/level.
Trans
Etherealness: Travel to Ethereal Plane with companions.
Shapechange F: Transforms you into any creature, and change forms once per round.
Time Stop: You act freely for 1d4+1 rounds.
Univ
Wish X: As limited wish, but with fewer limits.


Spells (A to B)

SPELLS (A-B)

Acid Arrow
Conjuration (Creation) [Acid]
Level: Sor/Wiz 2
Components: V, S, M, F
Casting Time: 1 standard action
Range: Long (400 ft. + 40 ft./level)
Effect: One arrow of acid
Duration: 1 round + 1 round per three levels
Saving Throw: None
Spell Resistance: No
A magical arrow of acid springs from your hand and speeds to its target. You must succeed on a ranged touch attack to hit your target. The arrow deals 2d4 points of acid damage with no splash damage. For every three caster levels (to a maximum of 18th), the acid, unless somehow neutralized, lasts for another round, dealing another 2d4 points of damage in that round.
Material Component: Powdered rhubarb leaf and an adder’s stomach.
Focus: A dart.

Acid Fog
Conjuration (Creation) [Acid]
Level: Sor/Wiz 6, Water 7
Components: V, S, M/DF
Casting Time: 1 standard action
Range: Medium (100 ft. + 10 ft./level)
Effect: Fog spreads in 20-ft. radius, 20 ft. high
Duration: 1 round/level
Saving Throw: None
Spell Resistance: No
Acid fog creates a billowing mass of misty vapors similar to that produced by a solid fog spell. In addition to slowing creatures down and obscuring sight, this spell’s vapors are highly acidic. Each round on your turn, starting when you cast the spell, the fog deals 2d6 points of acid damage to each creature and object within it.
Arcane Material Component: A pinch of dried, powdered peas combined with powdered animal hoof.

Acid Splash
Conjuration (Creation) [Acid]
Level: Sor/Wiz 0
Components: V, S
Casting Time: 1 standard action
Range: Close (25 ft. + 5 ft./2 levels)
Effect: One missile of acid
Duration: Instantaneous
Saving Throw: None
Spell Resistance: No
You fire a small orb of acid at the target. You must succeed on a ranged touch attack to hit your target. The orb deals 1d3 points of acid damage.

Aid
Enchantment (Compulsion) [Mind-Affecting]
Level: Clr 2, Good 2, Luck 2
Components: V, S, DF
Casting Time: 1 standard action
Range: Touch
Target: Living creature touched
Duration: 1 min./level
Saving Throw: None
Spell Resistance: Yes (harmless)
Aid grants the target a +1 morale bonus on attack rolls and saves against fear effects, plus temporary hit points equal to 1d8 + caster level (to a maximum of 1d8+10 temporary hit points at caster level 10th).

Air Walk
Transmutation [Air]
Level: Air 4, Clr 4, Drd 4
Components: V, S, DF
Casting Time: 1 standard action
Range: Touch
Target: Creature (Gargantuan or smaller) touched
Duration: 10 min./level
Saving Throw: None
Spell Resistance: Yes (harmless)
The subject can tread on air as if walking on solid ground. Moving upward is similar to walking up a hill. The maximum upward or downward angle possible is 45 degrees, at a rate equal to one-half the air walker’s normal speed.
A strong wind (21+ mph) can push the subject along or hold it back. At the end of its turn each round, the wind blows the air walker 5 feet for each 5 miles per hour of wind speed. The creature may be subject to additional penalties in exceptionally strong or turbulent winds, such as loss of control over movement or physical damage from being buffeted about.
Should the spell duration expire while the subject is still aloft, the magic fails slowly. The subject floats downward 60 feet per round for 1d6 rounds. If it reaches the ground in that amount of time, it lands safely. If not, it falls the rest of the distance, taking 1d6 points of damage per 10 feet of fall. Since dispelling a spell effectively ends it, the subject also descends in this way if the air walk spell is dispelled, but not if it is negated by an antimagic field.
You can cast air walk on a specially trained mount so it can be ridden through the air. You can train a mount to move with the aid of air walk (counts as a trick; see Handle Animal skill) with one week of work and a DC 25 Handle Animal check.

Alarm
Abjuration
Level: Brd 1, Rgr 1, Sor/Wiz 1
Components: V, S, F/DF
Casting Time: 1 standard action
Range: Close (25 ft. + 5 ft./2 levels)
Area: 20-ft.-radius emanation centered on a point in space
Duration: 2 hours/level (D)
Saving Throw: None
Spell Resistance: No
Alarm sounds a mental or audible alarm each time a creature of Tiny or larger size enters the warded area or touches it. A creature that speaks the password (determined by you at the time of casting) does not set off the alarm. You decide at the time of casting whether the alarm will be mental or audible.
Mental Alarm: A mental alarm alerts you (and only you) so long as you remain within 1 mile of the warded area. You note a single mental “ping” that awakens you from normal sleep but does not otherwise disturb concentration. A silence spell has no effect on a mental alarm.
Audible Alarm: An audible alarm produces the sound of a hand bell, and anyone within 60 feet of the warded area can hear it clearly. Reduce the distance by 10 feet for each interposing closed door and by 20 feet for each substantial interposing wall.
In quiet conditions, the ringing can be heard faintly as far as 180 feet away. The sound lasts for 1 round. Creatures within a silence spell cannot hear the ringing.
Ethereal or astral creatures do not trigger the alarm.
Alarm can be made permanent with a permanency spell.
Arcane Focus: A tiny bell and a piece of very fine silver wire.

Align Weapon
Transmutation [see text]
Level: Clr 2
Components: V, S, DF
Casting Time: 1 standard action
Range: Touch
Target: Weapon touched or fifty projectiles (all of which must be in contact with each other at the time of casting)
Duration: 1 min./level
Saving Throw: Will negates (harmless, object)
Spell Resistance: Yes (harmless, object)
Align weapon makes a weapon good, evil, lawful, or chaotic, as you choose. A weapon that is aligned can bypass the damage reduction of certain creatures. This spell has no effect on a weapon that already has an alignment.
You can’t cast this spell on a natural weapon, such as an unarmed strike.
When you make a weapon good, evil, lawful, or chaotic, align weapon is a good, evil, lawful, or chaotic spell, respectively.

Alter Self
Transmutation
Level: Brd 2, Sor/Wiz 2
Components: V, S
Casting Time: 1 standard action
Range: Personal
Target: You
Duration: 10 min./level (D)
You assume the form of a creature of the same type as your normal form. The new form must be within one size category of your normal size. The maximum HD of an assumed form is equal to your caster level, to a maximum of 5 HD at 5th level. You can change into a member of your own kind or even into yourself.
You retain your own ability scores. Your class and level, hit points, alignment, base attack bonus, and base save bonuses all remain the same. You retain all supernatural and spell-like special attacks and qualities of your normal form, except for those requiring a body part that the new form does not have (such as a mouth for a breath weapon or eyes for a gaze attack).
You keep all extraordinary special attacks and qualities derived from class levels, but you lose any from your normal form that are not derived from class levels.
If the new form is capable of speech, you can communicate normally. You retain any spellcasting ability you had in your original form, but the new form must be able to speak intelligibly (that is, speak a language) to use verbal components and must have limbs capable of fine manipulation to use somatic or material components.
You acquire the physical qualities of the new form while retaining your own mind. Physical qualities include natural size, mundane movement capabilities (such as burrowing, climbing, walking, swimming, and flight with wings, to a maximum speed of 120 feet for flying or 60 feet for nonflying movement), natural armor bonus, natural weapons (such as claws, bite, and so on), racial skill bonuses, racial bonus feats, and any gross physical qualities (presence or absence of wings, number of extremities, and so forth). A body with extra limbs does not allow you to make more attacks (or more advantageous two-weapon attacks) than normal.
You do not gain any extraordinary special attacks or special qualities not noted above under physical qualities, such as darkvision, low-light vision, blindsense, blindsight, fast healing, regeneration, scent, and so forth.
You do not gain any supernatural special attacks, special qualities, or spell-like abilities of the new form. Your creature type and subtype (if any) remain the same regardless of your new form. You cannot take the form of any creature with a template, even if that template doesn’t change the creature type or subtype.
You can freely designate the new form’s minor physical qualities (such as hair color, hair texture, and skin color) within the normal ranges for a creature of that kind. The new form’s significant physical qualities (such as height, weight, and gender) are also under your control, but they must fall within the norms for the new form’s kind. You are effectively disguised as an average member of the new form’s race. If you use this spell to create a disguise, you get a +10 bonus on your Disguise check.
When the change occurs, your equipment, if any, either remains worn or held by the new form (if it is capable of wearing or holding the item), or melds into the new form and becomes nonfunctional. When you revert to your true form, any objects previously melded into the new form reappear in the same location on your body they previously occupied and are once again functional. Any new items you wore in the assumed form and can’t wear in your normal form fall off and land at your feet; any that you could wear in either form or carry in a body part common to both forms at the time of reversion are still held in the same way. Any part of the body or piece of equipment that is separated from the whole reverts to its true form.

Analyze Dweomer
Divination
Level: Brd 6, Sor/Wiz 6
Components: V, S, F
Casting Time: 1 standard action
Range: Close (25 ft. + 5 ft./2 levels)
Targets: One object or creature per caster level
Duration: 1 round/level (D)
Saving Throw: None or Will negates; see text
Spell Resistance: No
You discern all spells and magical properties present in a number of creatures or objects. Each round, you may examine a single creature or object that you can see as a free action. In the case of a magic item, you learn its functions, how to activate its functions (if appropriate), and how many charges are left (if it uses charges). In the case of an object or creature with active spells cast upon it, you learn each spell, its effect, and its caster level.
An attended object may attempt a Will save to resist this effect if its holder so desires. If the save succeeds, you learn nothing about the object except what you can discern by looking at it. An object that makes its save cannot be affected by any other analyze dweomer spells for 24 hours.
Analyze dweomer does not function when used on an artifact.
Focus: A tiny lens of ruby or sapphire set in a small golden loop. The gemstone must be worth at least 1,500 gp.

Animal Growth
Transmutation
Level: Drd 5, Rgr 4, Sor/Wiz 5
Components: V, S
Casting Time: 1 standard action
Range: Medium (100 ft. + 10 ft./level)
Targets: Up to one animal (Gargantuan or smaller) per two levels, no two of which can be more than 30 ft. apart
Duration: 1 min./level
Saving Throw: Fortitude negates
Spell Resistance: Yes
A number of animals grow to twice their normal size and eight times their normal weight. This alteration changes each animal’s size category to the next largest, grants it a +8 size bonus to Strength and a +4 size bonus to Constitution (and thus an extra 2 hit points per HD), and imposes a –2 size penalty to Dexterity. The creature’s existing natural armor bonus increases by 2. The size change also affects the animal’s modifier to AC and attack rolls and its base damage. The animal’s space and reach change as appropriate to the new size, but its speed does not change.
The spell also grants each subject damage reduction 10/magic and a +4 resistance bonus on saving throws. If insufficient room is available for the desired growth, the creature attains the maximum possible size and may make a Strength check (using its increased Strength) to burst any enclosures in the process. If it fails, it is constrained without harm by the materials enclosing it— the spell cannot be used to crush a creature by increasing its size.
All equipment worn or carried by an animal is similarly enlarged by the spell, though this change has no effect on the magical properties of any such equipment.
Any enlarged item that leaves the enlarged creature’s possession instantly returns to its normal size.
The spell gives no means of command or influence over the enlarged animals.
Multiple magical effects that increase size do not stack.

Animal Messenger
Enchantment (Compulsion) [Mind-Affecting]
Level: Brd 2, Drd 2, Rgr 1
Components: V, S, M
Casting Time: 1 standard action
Range: Close (25 ft. + 5 ft./2 levels)
Target: One Tiny animal
Duration: One day/level
Saving Throw: None; see text
Spell Resistance: Yes
You compel a Tiny animal to go to a spot you designate. The most common use for this spell is to get an animal to carry a message to your allies. The animal cannot be one tamed or trained by someone else, including such creatures as familiars and animal companions.
Using some type of food desirable to the animal as a lure, you call the animal to you. It advances and awaits your bidding. You can mentally impress on the animal a certain place well known to you or an obvious landmark. The directions must be simple, because the animal depends on your knowledge and can’t find a destination on its own. You can attach some small item or note to the messenger. The animal then goes to the designated location and waits there until the duration of the spell expires, whereupon it resumes its normal activities.
During this period of waiting, the messenger allows others to approach it and remove any scroll or token it carries. The intended recipient gains no special ability to communicate with the animal or read any attached message (if it’s written in a language he or she doesn’t know, for example).
Material Component: A morsel of food the animal likes.

Animal Shapes
Transmutation
Level: Animal 7, Drd 8
Components: V, S, DF
Casting Time: 1 standard action
Range: Close (25 ft. + 5 ft./2 levels)
Targets: Up to one willing creature per level, all within 30 ft. of each other
Duration: 1 hour/level (D)
Saving Throw: None; see text
Spell Resistance: Yes (harmless)
As polymorph, except you polymorph up to one willing creature per caster level into an animal of your choice; the spell has no effect on unwilling creatures. All creatures must take the same kind of animal form. Recipients remain in the animal form until the spell expires or until you dismiss it for all recipients. In addition, an individual subject may choose to resume its normal form as a full-round action; doing so ends the spell for that subject alone. The maximum HD of an assumed form is equal to the subject’s HD or your caster level, whichever is lower, to a maximum of 20 HD at 20th level.

Animal Trance
Enchantment (Compulsion) [Mind-Affecting, Sonic]
Level: Brd 2, Drd 2
Components: V, S
Casting Time: 1 standard action
Range: Close (25 ft. + 5 ft./2 levels)
Targets: Animals or magical beasts with Intelligence 1 or 2
Duration: Concentration
Saving Throw: Will negates; see text
Spell Resistance: Yes
Your swaying motions and music (or singing, or chanting) compel animals and magical beasts to do nothing but watch you. Only a creature with an Intelligence score of 1 or 2 can be fascinated by this spell. Roll 2d6 to determine the total number of HD worth of creatures that you fascinate. The closest targets are selected first until no more targets within range can be affected.
A magical beast, a dire animal, or an animal trained to attack or guard is allowed a saving throw; an animal not trained to attack or guard is not.

Animate Dead
Necromancy [Evil]
Level: Clr 3, Death 3, Sor/Wiz 4
Components: V, S, M
Casting Time: 1 standard action
Range: Touch
Targets: One or more corpses touched
Duration: Instantaneous
Saving Throw: None
Spell Resistance: No
This spell turns the bones or bodies of dead creatures into undead skeletons or zombies that follow your spoken commands.
The undead can follow you, or they can remain in an area and attack any creature (or just a specific kind of creature) entering the place. They remain animated until they are destroyed. (A destroyed skeleton or zombie can’t be animated again.)
Regardless of the type of undead you create with this spell, you can’t create more HD of undead than twice your caster level with a single casting of animate dead. (The desecrate spell doubles this limit)
The undead you create remain under your control indefinitely. No matter how many times you use this spell, however, you can control only 4 HD worth of undead creatures per caster level. If you exceed this number, all the newly created creatures fall under your control, and any excess undead from previous castings become uncontrolled. (You choose which creatures are released.) If you are a cleric, any undead you might command by virtue of your power to command or rebuke undead do not count toward the limit.
Skeletons: A skeleton can be created only from a mostly intact corpse or skeleton. The corpse must have bones. If a skeleton is made from a corpse, the flesh falls off the bones.
Zombies: A zombie can be created only from a mostly intact corpse. The corpse must be that of a creature with a true anatomy.
Material Component: You must place a black onyx gem worth at least 25 gp per Hit Die of the undead into the mouth or eye socket of each corpse you intend to animate. The magic of the spell turns these gems into worthless, burned-out shells.

Animate Objects
Transmutation
Level: Brd 6, Chaos 6, Clr 6
Components: V, S
Casting Time: 1 standard action
Range: Medium (100 ft. + 10 ft./level)
Targets: One Small object per caster level; see text
Duration: 1 round/level
Saving Throw: None
Spell Resistance: No
You imbue inanimate objects with mobility and a semblance of life. Each such animated object then immediately attacks whomever or whatever you initially designate.
An animated object can be of any nonmagical material. You may animate one Small or smaller object or an equivalent number of larger objects per caster level. A Medium object counts as two Small or smaller objects, a Large object as four, a Huge object as eight, a Gargantuan object as sixteen, and a Colossal object as thirty-two. You can change the designated target or targets as a move action, as if directing an active spell.
This spell cannot animate objects carried or worn by a creature.
Animate objects can be made permanent with a permanency spell.

Animate Plants
Transmutation
Level: Drd 7, Plant 7
Components: V
Casting Time: 1 standard action
Range: Close (25 ft. + 5 ft./2 levels)
Targets: One Large plant per three caster levels or all plants within range; see text
Duration: 1 round/level or 1 hour/level; see text
Saving Throw: None
Spell Resistance: No
You imbue inanimate plants with mobility and a semblance of life. Each animated plant then immediately attacks whomever or whatever you initially designate as though it were an animated object of the appropriate size category. You may animate one Large or smaller plant, or an equivalent number of larger plants, per three caster levels. A Huge plant counts as two Large or smaller plants, a Gargantuan plant as four, and a Colossal plant as eight. You can change the designated target or targets as a move action, as if directing an active spell.
Use the statistics for animated objects, except that plants smaller than Large usually don’t have hardness.
Animate plants cannot affect plant creatures, nor does it affect nonliving vegetable material.
Entangle: Alternatively, you may imbue all plants within range with a degree of mobility, which allows them to entwine around creatures in the area. This usage of the spell duplicates the effect of an entangle spell. Spell resistance does not keep creatures from being entangled. This effect lasts 1 hour per caster level.

Animate Rope
Transmutation
Level: Brd 1, Sor/Wiz 1
Components: V, S
Casting Time: 1 standard action
Range: Medium (100 ft. + 10 ft./level)
Target: One ropelike object, length up to 50 ft. + 5 ft./level; see text
Duration: 1 round/level
Saving Throw: None
Spell Resistance: No
You can animate a nonliving ropelike object. The maximum length assumes a rope with a 1-inch diameter.
Reduce the maximum length by 50% for every additional inch of thickness, and increase it by 50% for each reduction of the rope’s diameter by half.
The possible commands are “coil” (form a neat, coiled stack), “coil and knot,” “loop,” “loop and knot,” “tie and knot,” and the opposites of all of the above (“uncoil,” and so forth). You can give one command each round as a move action, as if directing an active spell.
The rope can enwrap only a creature or an object within 1 foot of it—it does not snake outward—so it must be thrown near the intended target. Doing so requires a successful ranged touch attack roll (range increment 10 feet). A typical 1- inch-diameter hempen rope has 2 hit points, AC 10, and requires a DC 23 Strength check to burst it. The rope does not deal damage, but it can be used as a trip line or to cause a single opponent that fails a Reflex saving throw to become entangled. A creature capable of spellcasting that is bound by this spell must make a DC 15 Concentration check to cast a spell. An entangled creature can slip free with a DC 20 Escape Artist check.
The rope itself and any knots tied in it are not magical.
This spell grants a +2 bonus on any Use Rope checks you make when using the transmuted rope.
The spell cannot animate objects carried or worn by a creature.

Antilife Shell
Abjuration
Level: Animal 6, Clr 6, Drd 6
Components: V, S, DF
Casting Time: 1 round
Range: 10 ft.
Area: 10-ft.-radius emanation, centered on you
Duration: 10 min./level (D)
Saving Throw: None
Spell Resistance: Yes
You bring into being a mobile, hemispherical energy field that prevents the entrance of most types of living creatures.
The effect hedges out animals, aberrations, dragons, fey, giants, humanoids, magical beasts, monstrous humanoids, oozes, plants, and vermin, but not constructs, elementals, outsiders, or undead.
This spell may be used only defensively, not aggressively. Forcing an abjuration barrier against creatures that the spell keeps at bay collapses the barrier.

Antimagic Field
Abjuration
Level: Clr 8, Magic 6, Protection 6, Sor/Wiz 6
Components: V, S, M/DF
Casting Time: 1 standard action
Range: 10 ft.
Area: 10-ft.-radius emanation, centered on you
Duration: 10 min./level (D)
Saving Throw: None
Spell Resistance: See text
An invisible barrier surrounds you and moves with you. The space within this barrier is impervious to most magical effects, including spells, spell-like abilities, and supernatural abilities. Likewise, it prevents the functioning of any magic items or spells within its confines.
An antimagic field suppresses any spell or magical effect used within, brought into, or cast into the area, but does not dispel it. Time spent within an antimagic field counts against the suppressed spell’s duration.
Summoned creatures of any type and incorporeal undead wink out if they enter an antimagic field. They reappear in the same spot once the field goes away. Time spent winked out counts normally against the duration of the conjuration that is maintaining the creature. If you cast antimagic field in an area occupied by a summoned creature that has spell resistance, you must make a caster level check (1d20 + caster level) against the creature’s spell resistance to make it wink out. (The effects of instantaneous conjurations are not affected by an antimagic field because the conjuration itself is no longer in effect, only its result.)
A normal creature can enter the area, as can normal missiles. Furthermore, while a magic sword does not function magically within the area, it is still a sword (and a masterwork sword at that). The spell has no effect on golems and other constructs that are imbued with magic during their creation process and are thereafter self-supporting (unless they have been summoned, in which case they are treated like any other summoned creatures). Elementals, corporeal undead, and outsiders are likewise unaffected unless summoned. These creatures’ spell-like or supernatural abilities, however, may be temporarily nullified by the field. Dispel magic does not remove the field.
Two or more antimagic fields sharing any of the same space have no effect on each other. Certain spells, such as wall of force, prismatic sphere, and prismatic wall, remain unaffected by antimagic field (see the individual spell descriptions). Artifacts and deities are unaffected by mortal magic such as this.
Should a creature be larger than the area enclosed by the barrier, any part of it that lies outside the barrier is unaffected by the field.
Arcane Material Component: A pinch of powdered iron or iron filings.

Antipathy
Enchantment (Compulsion) [Mind-Affecting]
Level: Drd 9, Sor/Wiz 8
Components: V, S, M/DF
Casting Time: 1 hour
Range: Close (25 ft. + 5 ft./2 levels)
Target: One location (up to a 10-ft. cube/level) or one object
Duration: 2 hours/level (D)
Saving Throw: Will partial
Spell Resistance: Yes
You cause an object or location to emanate magical vibrations that repel either a specific kind of intelligent creature or creatures of a particular alignment, as defined by you. The kind of creature to be affected must be named specifically. A creature subtype is not specific enough. Likewise, the specific alignment to be repelled must be named.
Creatures of the designated kind or alignment feel an overpowering urge to leave the area or to avoid the affected item.
A compulsion forces them to abandon the area or item, shunning it and never willingly returning to it while the spell is in effect. A creature that makes a successful saving throw can stay in the area or touch the item but feels uncomfortable doing so. This distracting discomfort reduces the creature’s Dexterity score by 4 points.
Antipathy counters and dispels sympathy.
Arcane Material Component: A lump of alum soaked in vinegar.

Antiplant Shell
Abjuration
Level: Drd 4
Components: V, S, DF
Casting Time: 1 standard action
Range: 10 ft.
Area: 10-ft.-radius emanation, centered on you
Duration: 10 min./level (D)
Saving Throw: None
Spell Resistance: Yes
The antiplant shell spell creates an invisible, mobile barrier that keeps all creatures within the shell protected from attacks by plant creatures or animated plants. As with many abjuration spells, forcing the barrier against creatures that the spell keeps at bay strains and collapses the field.

Arcane Eye
Divination (Scrying)
Level: Sor/Wiz 4
Components: V, S, M
Casting Time: 10 minutes
Range: Unlimited
Effect: Magical sensor
Duration: 1 min./level (D)
Saving Throw: None
Spell Resistance: No
You create an invisible magical sensor that sends you visual information. You can create the arcane eye at any point you can see, but it can then travel outside your line of sight without hindrance. An arcane eye travels at 30 feet per round (300 feet per minute) if viewing an area ahead as a human would (primarily looking at the floor) or 10 feet per round (100 feet per minute) if examining the ceiling and walls as well as the floor ahead. It sees exactly as you would see if you were there.
The eye can travel in any direction as long as the spell lasts. Solid barriers block its passage, but it can pass through a hole or space as small as 1 inch in diameter. The eye can’t enter another plane of existence, even through a gate or similar magical portal.
You must concentrate to use an arcane eye. If you do not concentrate, the eye is inert until you again concentrate.
Material Component: A bit of bat fur.

Arcane Lock
Abjuration
Level: Sor/Wiz 2
Components: V, S, M
Casting Time: 1 standard action
Range: Touch
Target: The door, chest, or portal touched, up to 30 sq. ft./level in size
Duration: Permanent
Saving Throw: None
Spell Resistance: No
An arcane lock spell cast upon a door, chest, or portal magically locks it. You can freely pass your own arcane lock without affecting it; otherwise, a door or object secured with this spell can be opened only by breaking in or with a successful dispel magic or knock spell. Add 10 to the normal DC to break open a door or portal affected by this spell. (A knock spell does not remove an arcane lock; it only suppresses the effect for 10 minutes.)
Material Component: Gold dust worth 25 gp.

Arcane Mark
Universal
Level: Sor/Wiz 0
Components: V, S
Casting Time: 1 standard action
Range: 0 ft.
Effect: One personal rune or mark, all of which must fit within 1 sq. ft.
Duration: Permanent
Saving Throw: None
Spell Resistance: No
This spell allows you to inscribe your personal rune or mark, which can consist of no more than six characters. The writing can be visible or invisible. An arcane mark spell enables you to etch the rune upon any substance without harm to the material upon which it is placed. If an invisible mark is made, a detect magic spell causes it to glow and be visible, though not necessarily understandable.
See invisibility, true seeing, a gem of seeing, or a robe of eyes likewise allows the user to see an invisible arcane mark. A read magic spell reveals the words, if any. The mark cannot be dispelled, but it can be removed by the caster or by an erase spell.
If an arcane mark is placed on a living being, normal wear gradually causes the effect to fade in about a month.
Arcane mark must be cast on an object prior to casting instant summons on the same object (see that spell description for details).

Arcane Sight
Divination
Level: Sor/Wiz 3
Components: V, S
Casting Time: 1 standard action
Range: Personal
Target: You
Duration: 1 min./level (D)
This spell makes your eyes glow blue and allows you to see magical auras within 120 feet of you. The effect is similar to that of a detect magic spell, but arcane sight does not require concentration and discerns aura location and power more quickly.
You know the location and power of all magical auras within your sight. An aura’s power depends on a spell’s functioning level or an item’s caster level, as noted in the description of the detect magic spell. If the items or creatures bearing the auras are in line of sight, you can make Spellcraft skill checks to determine the school of magic involved in each. (Make one check per aura; DC 15 + spell level, or 15 + one-half caster level for a nonspell effect.)
If you concentrate on a specific creature within 120 feet of you as a standard action, you can determine whether it has any spellcasting or spell-like abilities, whether these are arcane or divine (spell-like abilities register as arcane), and the strength of the most powerful spell or spell-like ability the creature currently has available for use.
Arcane sight can be made permanent with a permanency spell.

Arcane Sight, Greater
Divination
Level: Sor/Wiz 7
This spell functions like arcane sight, except that you automatically know which spells or magical effects are active upon any individual or object you see.
Greater arcane sight doesn’t let you identify magic items.
Unlike arcane sight, this spell cannot be made permanent with a permanency spell.

Astral Projection
Necromancy
Level: Clr 9, Sor/Wiz 9, Travel 9
Components: V, S, M
Casting Time: 30 minutes
Range: Touch
Targets: You plus one additional willing creature touched per two caster levels
Duration: See text
Saving Throw: None
Spell Resistance: Yes
By freeing your spirit from your physical body, this spell allows you to project an astral body onto another plane altogether.
You can bring the astral forms of other willing creatures with you, provided that these subjects are linked in a circle with you at the time of the casting. These fellow travelers are dependent upon you and must accompany you at all times. If something happens to you during the journey, your companions are stranded wherever you left them.
You project your astral self onto the Astral Plane, leaving your physical body behind on the Material Plane in a state of suspended animation. The spell projects an astral copy of you and all you wear or carry onto the Astral Plane. Since the Astral Plane touches upon other planes, you can travel astrally to any of these other planes as you will. To enter one, you leave the Astral Plane, forming a new physical body (and equipment) on the plane of existence you have chosen to enter.
While you are on the Astral Plane, your astral body is connected at all times to your physical body by a silvery cord. If the cord is broken, you are killed, astrally and physically. Luckily, very few things can destroy a silver cord. When a second body is formed on a different plane, the incorporeal silvery cord remains invisibly attached to the new body. If the second body or the astral form is slain, the cord simply returns to your body where it rests on the Material Plane, thereby reviving it from its state of suspended animation. Although astral projections are able to function on the Astral Plane, their actions affect only creatures existing on the Astral Plane; a physical body must be materialized on other planes.
You and your companions may travel through the Astral Plane indefinitely. Your bodies simply wait behind in a state of suspended animation until you choose to return your spirits to them. The spell lasts until you desire to end it, or until it is terminated by some outside means, such as dispel magic cast upon either the physical body or the astral form, the breaking of the silver cord, or the destruction of your body back on the Material Plane (which kills you).
Material Component: A jacinth worth at least 1,000 gp, plus a silver bar worth 5 gp for each person to be affected.

Atonement
Abjuration
Level: Clr 5, Drd 5
Components: V, S, M, F, DF, XP
Casting Time: 1 hour
Range: Touch
Target: Living creature touched
Duration: Instantaneous
Saving Throw: None
Spell Resistance: Yes
This spell removes the burden of evil acts or misdeeds from the subject. The creature seeking atonement must be truly repentant and desirous of setting right its misdeeds. If the atoning creature committed the evil act unwittingly or under some form of compulsion, atonement operates normally at no cost to you. However, in the case of a creature atoning for deliberate misdeeds and acts of a knowing and willful nature, you must intercede with your deity (requiring you to expend 500 XP) in order to expunge the subject’s burden. Many casters first assign a subject of this sort a quest (see geas/quest) or similar penance to determine whether the creature is truly contrite before casting the atonement spell on its behalf.
Atonement may be cast for one of several purposes, depending on the version selected.
Reverse Magical Alignment Change: If a creature has had its alignment magically changed, atonement returns its alignment to its original status at no cost in experience points.
Restore Class: A paladin who has lost her class features due to committing an evil act may have her paladinhood restored to her by this spell.
Restore Cleric or Druid Spell Powers: A cleric or druid who has lost the ability to cast spells by incurring the anger of his or her deity may regain that ability by seeking atonement from another cleric of the same deity or another druid. If the transgression was intentional, the casting cleric loses 500 XP for his intercession. If the transgression was unintentional, he does not lose XP.
Redemption or Temptation: You may cast this spell upon a creature of an opposing alignment in order to offer it a chance to change its alignment to match yours. The prospective subject must be present for the entire casting process. Upon completion of the spell, the subject freely chooses whether it retains its original alignment or acquiesces to your offer and changes to your alignment. No duress, compulsion, or magical influence can force the subject to take advantage of the opportunity offered if it is unwilling to abandon its old alignment. This use of the spell does not work on outsiders or any creature incapable of changing its alignment naturally.
Though the spell description refers to evil acts, atonement can also be used on any creature that has performed acts against its alignment, whether those acts are evil, good, chaotic, or lawful.
Note: Normally, changing alignment is up to the player. This use of atonement simply offers a believable way for a character to change his or her alignment drastically, suddenly, and definitively.
Material Component: Burning incense.
Focus: In addition to your holy symbol or normal divine focus, you need a set of prayer beads (or other prayer device, such as a prayer wheel or prayer book) worth at least 500 gp.
XP Cost: When cast for the benefit of a creature whose guilt was the result of deliberate acts, the cost to you is 500 XP per casting (see above).

Augury
Divination
Level: Clr 2
Components: V, S, M, F
Casting Time: 1 minute
Range: Personal
Target: You
Duration: Instantaneous
An augury can tell you whether a particular action will bring good or bad results for you in the immediate future.
The base chance for receiving a meaningful reply is 70% + 1% per caster level, to a maximum of 90%; this roll is made secretly. A question may be so straightforward that a successful result is automatic, or so vague as to have no chance of success. If the augury succeeds, you get one of four results:
• Weal (if the action will probably bring good results).
• Woe (for bad results).
• Weal and woe (for both).
• Nothing (for actions that don’t have especially good or bad results).
If the spell fails, you get the “nothing” result. A cleric who gets the “nothing” result has no way to tell whether it was the consequence of a failed or successful augury.
The augury can see into the future only about half an hour, so anything that might happen after that does not affect the result. Thus, the result might not take into account the long-term consequences of a contemplated action. All auguries cast by the same person about the same topic use the same dice result as the first casting.
Material Component: Incense worth at least 25 gp.
Focus: A set of marked sticks, bones, or similar tokens of at least 25 gp value.

Awaken
Transmutation
Level: Drd 5
Components: V, S, DF, XP
Casting Time: 24 hours
Range: Touch
Target: Animal or tree touched
Duration: Instantaneous
Saving Throw: Will negates
Spell Resistance: Yes
You awaken a tree or animal to humanlike sentience. To succeed, you must make a Will save (DC 10 + the animal’s current HD, or the HD the tree will have once awakened).
The awakened animal or tree is friendly toward you. You have no special empathy or connection with a creature you awaken, although it serves you in specific tasks or endeavors if you communicate your desires to it.
An awakened tree has characteristics as if it were an animated object, except that it gains the plant type and its Intelligence, Wisdom, and Charisma scores are each 3d6. An awakened plant gains the ability to move its limbs, roots, vines, creepers, and so forth, and it has senses similar to a human’s.
An awakened animal gets 3d6 Intelligence, +1d3 Charisma, and +2 HD. Its type becomes magical beast (augmented animal). An awakened animal can’t serve as an animal companion, familiar, or special mount.
An awakened tree or animal can speak one language that you know, plus one additional language that you know per point of Intelligence bonus (if any).
XP Cost: 250 XP.

Baleful Polymorph
Transmutation
Level: Drd 5, Sor/Wiz 5
Components: V, S
Casting Time: 1 standard action
Range: Close (25 ft. + 5 ft./2 levels)
Target: One creature
Duration: Permanent
Saving Throw: Fortitude negates, Will partial; see text
Spell Resistance: Yes
As polymorph, except that you change the subject into a Small or smaller animal of no more than 1 HD. If the new form would prove fatal to the creature the subject gets a +4 bonus on the save.
If the spell succeeds, the subject must also make a Will save. If this second save fails, the creature loses its extraordinary, supernatural, and spell-like abilities, loses its ability to cast spells (if it had the ability), and gains the alignment, special abilities, and Intelligence, Wisdom, and Charisma scores of its new form in place of its own. It still retains its class and level (or HD), as well as all benefits deriving therefrom (such as base attack bonus, base save bonuses, and hit points). It retains any class features (other than spellcasting) that aren’t extraordinary, supernatural, or spell-like abilities.
Incorporeal or gaseous creatures are immune to being polymorphed, and a creature with the shapechanger subtype can revert to its natural form as a standard action.

Bane
Enchantment (Compulsion) [Fear, Mind-Affecting]
Level: Clr 1
Components: V, S, DF
Casting Time: 1 standard action
Range: 50 ft.
Area: All enemies within 50 ft.
Duration: 1 min./level
Saving Throw:Will negates
Spell Resistance: Yes
Bane fills your enemies with fear and doubt. Each affected creature takes a –1 penalty on attack rolls and a –1 penalty on saving throws against fear effects.
Bane counters and dispels bless.

Banishment
Abjuration
Level: Clr 6, Sor/Wiz 7
Components: V, S, F
Casting Time: 1 standard action
Range: Close (25 ft. + 5 ft./2 levels)
Targets: One or more extraplanar creatures, no two of which can be more than 30 ft. apart
Duration: Instantaneous
Saving Throw: Will negates
Spell Resistance: Yes
A banishment spell is a more powerful version of the dismissal spell. It enables you to force extraplanar creatures out of your home plane. As many as 2 Hit Dice of creatures per caster level can be banished.
You can improve the spell’s chance of success by presenting at least one object or substance that the target hates, fears, or otherwise opposes. For each such object or substance, you gain a +1 bonus on your caster level check to overcome the target’s spell resistance (if any), the saving throw DC increases by 2.
Certain rare items might work twice as well as a normal item for the purpose of the bonuses (each providing a +2 bonus on the caster level check against spell resistance and increasing the save DC by 4).
Arcane Focus: Any item that is distasteful to the subject (optional, see above).

Barkskin
Transmutation
Level: Drd 2, Rgr 2, Plant 2
Components: V, S, DF
Casting Time: 1 standard action
Range: Touch
Target: Living creature touched
Duration: 10 min./level
Saving Throw: None
Spell Resistance: Yes (harmless)
Barkskin toughens a creature’s skin. The effect grants a +2 enhancement bonus to the creature’s existing natural armor bonus. This enhancement bonus increases by 1 for every three caster levels above 3rd, to a maximum of +5 at caster level 12th.
The enhancement bonus provided by barkskin stacks with the target’s natural armor bonus, but not with other enhancement bonuses to natural armor. A creature without natural armor has an effective natural armor bonus of +0.

Bear’s Endurance
Transmutation
Level: Clr 2, Drd 2, Rgr 2, Sor/Wiz 2
Components: V, S, DF
Casting Time: 1 standard action
Range: Touch
Target: Creature touched
Duration: 1 min./level
Saving Throw:Will negates (harmless)
Spell Resistance: Yes
The affected creature gains greater vitality and stamina. The spell grants the subject a +4 enhancement bonus to Constitution, which adds the usual benefits to hit points, Fortitude saves, Constitution checks, and so forth.
Hit points gained by a temporary increase in Constitution score are not temporary hit points. They go away when the subject’s Constitution drops back to normal. They are not lost first as temporary hit points are.

Bear’s Endurance, Mass
Transmutation
Level: Clr 6, Drd 6, Sor/Wiz 6
Range: Close (25 ft. + 5 ft./2 levels)
Targets: One creature/level, no two of which can be more than 30 ft. apart
Mass bear ’s endurance works like bear ’s endurance, except that it affects multiple creatures.

Bestow Curse
Necromancy
Level: Clr 3, Sor/Wiz 4
Components: V, S
Casting Time: 1 standard action
Range: Touch
Target: Creature touched
Duration: Permanent
Saving Throw: Will negates
Spell Resistance: Yes
You place a curse on the subject. Choose one of the following three effects.
• –6 decrease to an ability score (minimum 1).
• –4 penalty on attack rolls, saves, ability checks, and skill checks.
• Each turn, the target has a 50% chance to act normally; otherwise, it takes no action.
You may also invent your own curse, but it should be no more powerful than those described above.
The curse bestowed by this spell cannot be dispelled, but it can be removed with a break enchantment, limited wish, miracle, remove curse, or wish spell.
Bestow curse counters remove curse.

Binding
Enchantment (Compulsion) [Mind-Affecting]
Level: Sor/Wiz 8
Components: V, S, M
Casting Time: One minute
Range: Close (25 ft. + 5 ft./2 levels)
Target: One living creature
Duration: See text (D)
Saving Throw: Will negates; see text
Spell Resistance: Yes
A binding spell creates a magical restraint to hold a creature. The target gets an initial saving throw only if its Hit Dice equal at least one-half your caster level.
You may have as many as six assistants help you with the spell. For each assistant who casts suggestion, your caster level for this casting of binding increases by 1. For each assistant who casts dominate animal, dominate person, or dominate monster, your caster level for this casting of binding increases by a number equal to one-third of that assistant’s level, provided that the spell’s target is appropriate for a binding spell. Since the assistants’ spells are cast simply to improve your caster level for the purpose of the binding spell, saving throws and spell resistance against the assistants’ spells are irrelevant. Your caster level determines whether the target gets an initial Will saving throw and how long the binding lasts. All binding spells are dismissible.
Regardless of the version of binding you cast, you can specify triggering conditions that end the spell and release the creature whenever they occur. These triggers can be as simple or elaborate as you desire, but the condition must be reasonable and have a likelihood of coming to pass. The conditions can be based on a creature’s name, identity, or alignment but otherwise must be based on observable actions or qualities. Intangibles such as level, class, Hit Dice, or hit points don’t qualify. Once the spell is cast, its triggering conditions cannot be changed. Setting a release condition increases the save DC (assuming a saving throw is allowed) by 2.
If you are casting any of the first three versions of binding (those with limited durations), you may cast additional binding spells to prolong the effect, since the durations overlap. If you do so, the target gets a saving throw at the end of the first spell’s duration, even if your caster level was high enough to disallow an initial saving throw. If the creature succeeds on this save, all the binding spells it has received are broken.
The binding spell has six versions. Choose one of the following versions when you cast the spell.
Chaining: The subject is confined by restraints that generate an antipathy spell affecting all creatures who approach the subject, except you. The duration is one year per caster level. The subject of this form of binding is confined to the spot it occupied when it received the spell.
Slumber: This version causes the subject to become comatose for as long as one year per caster level. The subject does not need to eat or drink while slumbering, nor does it age. This form of binding is more difficult to cast than chaining, making it slightly easier to resist. Reduce the spell’s save DC by 1.
Bound Slumber: This combination of chaining and slumber lasts for as long as one month per caster level. Reduce the save DC by 2.
Hedged Prison: The subject is transported to or otherwise brought within a confined area from which it cannot wander by any means. The effect is permanent. Reduce the save DC by 3.
Metamorphosis: The subject assumes gaseous form, except for its head or face. It is held harmless in a jar or other container, which may be transparent if you so choose. The creature remains aware of its surroundings and can speak, but it cannot leave the container, attack, or use any of its powers or abilities. The binding is permanent. The subject does not need to breathe, eat, or drink while metamorphosed, nor does it age. Reduce the save DC by 4.
Minimus Containment: The subject is shrunk to a height of 1 inch or even less and held within some gem, jar, or similar object. The binding is permanent. The subject does not need to breathe, eat, or drink while contained, nor does it age. Reduce the save DC by 4.
You can’t dispel a binding spell with dispel magic or a similar effect, though an antimagic field or Mage’s disjunction affects it normally. A bound extraplanar creature cannot be sent back to its home plane due to dismissal, banishment, or a similar effect.
Components: The components for a binding spell vary according to the version of the spell, but they always include a continuous chanting utterance read from the scroll or spellbook page containing the spell, somatic gestures, and materials appropriate to the form of binding used. These components can include such items as miniature chains of special metals, soporific herbs of the rarest sort (for slumber bindings), a bell jar of the finest crystal, and the like.
In addition to the specially made props suited to the specific type of binding (cost 500 gp), the spell requires opals worth at least 500 gp for each HD of the target and a vellum depiction or carved statuette of the subject to be captured.

Black Tentacles
Conjuration (Creation)
Level: Sor/Wiz 4
Components: V, S, M
Casting Time: 1 standard action
Range: Medium (100 ft. + 10 ft./level)
Area: 20-ft.-radius spread
Duration: 1 round/level (D)
Saving Throw: None
Spell Resistance: No
This spell conjures a field of rubbery black tentacles, each 10 feet long. These waving members seem to spring forth from the earth, floor, or whatever surface is underfoot—including water. They grasp and entwine around creatures that enter the area, holding them fast and crushing them with great strength.
Every creature within the area of the spell must make a grapple check, opposed by the grapple check of the tentacles. Treat the tentacles attacking a particular target as a Large creature with a base attack bonus equal to your caster level and a Strength score of 19. Thus, its grapple check modifier is equal to your caster level +8. The tentacles are immune to all types of damage.
Once the tentacles grapple an opponent, they may make a grapple check each round on your turn to deal 1d6+4 points of bludgeoning damage. The tentacles continue to crush the opponent until the spell ends or the opponent escapes.
Any creature that enters the area of the spell is immediately attacked by the tentacles. Even creatures who aren’t grappling with the tentacles may move through the area at only half normal speed.
Material Component: A piece of tentacle from a giant octopus or a giant squid.

Blade Barrier
Evocation [Force]
Level: Clr 6, Good 6, War 6
Components: V, S
Casting Time: 1 standard action
Range: Medium (100 ft. + 10 ft./level)
Effect: Wall of whirling blades up to 20 ft. long/ level, or a ringed wall of whirling blades with a radius of up to 5 ft. per two levels; either form 20 ft. high
Duration: 1 min./level (D)
Saving Throw: Reflex half or Reflex negates; see text
Spell Resistance: Yes
An immobile, vertical curtain of whirling blades shaped of pure force springs into existence. Any creature passing through the wall takes 1d6 points of damage per caster level (maximum 15d6), with a Reflex save for half damage.
If you evoke the barrier so that it appears where creatures are, each creature takes damage as if passing through the wall. Each such creature can avoid the wall (ending up on the side of its choice) and thus take no damage by making a successful Reflex save.
A blade barrier provides cover (+4 bonus to AC, +2 bonus on Reflex saves) against attacks made through it.

Blasphemy
Evocation [Evil, Sonic]
Level: Clr 7, Evil 7
Components: V
Casting Time: 1 standard action
Range: 40 ft.
Area: Nonevil creatures in a 40-ft.-radius spread centered on you
Duration: Instantaneous
Saving Throw: None or Will negates; see text
Spell Resistance: Yes
Any nonevil creature within the area of a blasphemy spell suffers the following ill effects.
HD | Effect
Equal to caster level | Dazed
Up to caster level –1 | Weakened, dazed
Up to caster level –5 | Paralyzed, weakened, dazed
Up to caster level –10 | Killed, paralyzed, weakened, dazed
The effects are cumulative and concurrent.
No saving throw is allowed against these effects.
Dazed: The creature can take no actions for 1 round, though it defends itself normally.
Weakened: The creature’s Strength score decreases by 2d6 points for 2d4 rounds.
Paralyzed: The creature is paralyzed and helpless for 1d10 minutes.
Killed: Living creatures die. Undead creatures are destroyed.
Furthermore, if you are on your home plane when you cast this spell, nonevil extraplanar creatures within the area are instantly banished back to their home planes. Creatures so banished cannot return for at least 24 hours. This effect takes place regardless of whether the creatures hear the blasphemy. The banishment effect allows a Will save (at a –4 penalty) to negate.
Creatures whose Hit Dice exceed your caster level are unaffected by blasphemy.

Bless
Enchantment (Compulsion) [Mind-Affecting]
Level: Clr 1, Pal 1
Components: V, S, DF
Casting Time: 1 standard action
Range: 50 ft.
Area: The caster and all allies within a 50-ft. burst, centered on the caster
Duration: 1 min./level
Saving Throw: None
Spell Resistance: Yes (harmless)
Bless fills your allies with courage. Each ally gains a +1 morale bonus on attack rolls and on saving throws against fear effects.
Bless counters and dispels bane.

Bless Water
Transmutation [Good]
Level: Clr 1, Pal 1
Components: V, S, M
Casting Time: 1 minute
Range: Touch
Target: Flask of water touched
Duration: Instantaneous
Saving Throw: Will negates (object)
Spell Resistance: Yes (object)
This transmutation imbues a flask (1 pint) of water with positive energy, turning it into holy water.
Material Component: 5 pounds of powdered silver (worth 25 gp).

Bless Weapon
Transmutation
Level: Pal 1
Components: V, S
Casting Time: 1 standard action
Range: Touch
Target: Weapon touched
Duration: 1 min./level
Saving Throw: None
Spell Resistance: No
This transmutation makes a weapon strike true against evil foes. The weapon is treated as having a +1 enhancement bonus for the purpose of bypassing the damage reduction of evil creatures or striking evil incorporeal creatures (though the spell doesn’t grant an actual enhancement bonus). The weapon also becomes good, which means it can bypass the damage reduction of certain creatures. (This effect overrides and suppresses any other alignment the weapon might have.) Individual arrows or bolts can be transmuted, but affected projectile weapons (such as bows) don’t confer the benefit to the projectiles they shoot.
In addition, all critical hit rolls against evil foes are automatically successful, so every threat is a critical hit. This last effect does not apply to any weapon that already has a magical effect related to critical hits, such as a keen weapon or a vorpal sword.

Blight
Necromancy
Level: Drd 4, Sor/Wiz 5
Components: V, S, DF
Casting Time: 1 standard action
Range: Touch
Duration: Instantaneous
Saving Throw: Fortitude half; see text
Spell Resistance: Yes
This spell withers a single plant of any size. An affected plant creature takes 1d6 points of damage per level (maximum 15d6) and may attempt a Fortitude saving throw for half damage. A plant that isn’t a creature doesn’t receive a save and immediately withers and dies.
This spell has no effect on the soil or surrounding plant life.

Blindness/Deafness
Necromancy
Level: Brd 2, Clr 3, Sor/Wiz 2
Components: V
Casting Time: 1 standard action
Range: Medium (100 ft. + 10 ft./level)
Target: One living creature
Duration: Permanent (D)
Saving Throw: Fortitude negates
Spell Resistance: Yes
You call upon the powers of unlife to render the subject blinded or deafened, as you choose.

Blink
Transmutation
Level: Brd 3, Sor/Wiz 3
Components: V, S
Casting Time: 1 standard action
Range: Personal
Target: You
Duration: 1 round/level (D)
You “blink” back and forth between the Material Plane and the Ethereal Plane. You look as though you’re winking in and out of reality very quickly and at random.
Blinking has several effects, as follows.
Physical attacks against you have a 50% miss chance, and the Blind-Fight feat doesn’t help opponents, since you’re ethereal and not merely invisible. If the attack is capable of striking ethereal creatures, the miss chance is only 20% (for concealment).
If the attacker can see invisible creatures, the miss chance is also only 20%. (For an attacker who can both see and strike ethereal creatures, there is no miss chance.) Likewise, your own attacks have a 20% miss chance, since you sometimes go ethereal just as you are about to strike.
Any individually targeted spell has a 50% chance to fail against you while you’re blinking unless your attacker can target invisible, ethereal creatures. Your own spells have a 20% chance to activate just as you go ethereal, in which case they typically do not affect the Material Plane.
While blinking, you take only half damage from area attacks (but full damage from those that extend onto the Ethereal Plane). You strike as an invisible creature (with a +2 bonus on attack rolls), denying your target any Dexterity bonus to AC.
You take only half damage from falling, since you fall only while you are material.
While blinking, you can step through (but not see through) solid objects. For each 5 feet of solid material you walk through, there is a 50% chance that you become material. If this occurs, you are shunted off to the nearest open space and take 1d6 points of damage per 5 feet so traveled. You can move at only three-quarters speed (because movement on the Ethereal Plane is at half speed, and you spend about half your time there and half your time material.)
Since you spend about half your time on the Ethereal Plane, you can see and even attack ethereal creatures. You interact with ethereal creatures roughly the same way you interact with material ones.
An ethereal creature is invisible, incorporeal, and capable of moving in any direction, even up or down. As an incorporeal creature, you can move through solid objects, including living creatures.
An ethereal creature can see and hear the Material Plane, but everything looks gray and insubstantial. Sight and hearing on the Material Plane are limited to 60 feet.
Force effects and abjurations affect you normally. Their effects extend onto the Ethereal Plane from the Material Plane, but not vice versa. An ethereal creature can’t attack material creatures, and spells you cast while ethereal affect only other ethereal things. Certain material creatures or objects have attacks or effects that work on the Ethereal Plane. Treat other ethereal creatures and objects as material.

Blur
Illusion (Glamer)
Level: Brd 2,Sor/Wiz 2
Components: V
Casting Time: 1 standard action
Range: Touch
Target: Creature touched
Duration: 1 min./level (D)
Saving Throw: Will negates (harmless)
Spell Resistance: Yes (harmless)
The subject’s outline appears blurred, shifting and wavering. This distortion grants the subject concealment (20% miss chance).
A see invisibility spell does not counteract the blur effect, but a true seeing spell does.
Opponents that cannot see the subject ignore the spell’s effect (though fighting an unseen opponent carries penalties of its own).

Break Enchantment
Abjuration
Level: Brd 4, Clr 5, Luck 5, Pal 4, Sor/Wiz 5
Components: V, S
Casting Time: 1 minute
Range: Close (25 ft. + 5 ft./2 levels)
Targets: Up to one creature per level, all within 30 ft. of each other
Duration: Instantaneous
Saving Throw: See text
Spell Resistance: No
This spell frees victims from enchantments, transmutations, and curses. Break enchantment can reverse even an instantaneous effect. For each such effect, you make a caster level check (1d20 + caster level, maximum +15) against a DC of 11 + caster level of the effect. Success means that the creature is free of the spell, curse, or effect. For a cursed magic item, the DC is 25.
If the spell is one that cannot be dispelled by dispel magic, break enchantment works only if that spell is 5th level or lower.
If the effect comes from some permanent magic item break enchantment does not remove the curse from the item, but it does frees the victim from the item’s effects.

Bull’s Strength
Transmutation
Level: Clr 2, Drd 2, Pal 2, Sor/Wiz 2, Strength 2
Components: V, S, M/DF
Casting Time: 1 standard action
Range: Touch
Target: Creature touched
Duration: 1 min./level
Saving Throw:Will negates (harmless)
Spell Resistance: Yes (harmless)
The subject becomes stronger. The spell grants a +4 enhancement bonus to Strength, adding the usual benefits to melee attack rolls, melee damage rolls, and other uses of the Strength modifier.
Arcane Material Component: A few hairs, or a pinch of dung, from a bull.

Bull’s Strength, Mass
Transmutation
Level: Clr 6, Drd 6, Sor/Wiz 6
Range: Close (25 ft. + 5 ft./2 levels)
Targets: One creature/level, no two of which can be more than 30 ft. apart
This spell functions like bull’s strength, except that it affects multiple creatures.

Burning Hands
Evocation [Fire]
Level: Fire 1, Sor/Wiz 1
Components: V, S
Casting Time: 1 standard action
Range: 15 ft.
Area: Cone-shaped burst
Duration: Instantaneous
Saving Throw: Reflex half
Spell Resistance: Yes
A cone of searing flame shoots from your fingertips. Any creature in the area of the flames takes 1d4 points of fire damage per caster level (maximum 5d4). Flammable materials burn if the flames touch them. A character can extinguish burning items as a full-round action.


SPELLS (C)

Call Lightning
Evocation [Electricity]
Level: Drd 3
Components: V, S
Casting Time: 1 round
Range: Medium (100 ft. + 10 ft./level)
Effect: One or more 30-ft.-long vertical lines of lightning
Duration: 1 min./level
Saving Throw: Reflex half
Spell Resistance: Yes
Immediately upon completion of the spell, and once per round thereafter, you may call down a 5-foot-wide, 30-foot-long, vertical bolt of lightning that deals 3d6 points of electricity damage. The bolt of lightning flashes down in a vertical stroke at whatever target point you choose within the spell’s range (measured from your position at the time). Any creature in the target square or in the path of the bolt is affected.
You need not call a bolt of lightning immediately; other actions, even spellcasting, can be performed. However, each round after the first you may use a standard action (concentrating on the spell) to call a bolt. You may call a total number of bolts equal to your caster level (maximum 10 bolts).
If you are outdoors and in a stormy area—a rain shower, clouds and wind, hot and cloudy conditions, or even a tornado (including a whirlwind formed by a djinni or an air elemental of at least Large size)—each bolt deals 3d10 points of electricity damage instead of 3d6.
This spell functions indoors or underground but not underwater.

Call Lightning Storm
Evocation [Electricity]
Level: Drd 5
Range: Long (400 ft. + 40 ft./level)
This spell functions like call lightning, except that each bolt deals 5d6 points of electricity damage (or 5d10 if created outdoors in a stormy area), and you may call a maximum of 15 bolts.

Calm Animals
Enchantment (Compulsion) [Mind-Affecting]
Level: Animal 1, Drd 1, Rgr 1
Components: V, S
Casting Time: 1 standard action
Range: Close (25 ft. + 5 ft./2 levels)
Targets: Animals within 30 ft. of each other
Duration: 1 min./level
Saving Throw: Will negates; see text
Spell Resistance: Yes
This spell soothes and quiets animals, rendering them docile and harmless. Only ordinary animals (those with Intelligence scores of 1 or 2) can be affected by this spell. All the subjects must be of the same kind, and no two may be more than 30 feet apart. The maximum number of Hit Dice of animals you can affect is equal to 2d4 + caster level. A dire animal or an animal trained to attack or guard is allowed a saving throw; other animals are not.
The affected creatures remain where they are and do not attack or flee. They are not helpless and defend themselves normally if attacked. Any threat breaks the spell on the threatened creatures.

Calm Emotions
Enchantment (Compulsion) [Mind-Affecting]
Level: Brd 2, Clr 2, Law 2
Components: V, S, DF
Casting Time: 1 standard action
Range: Medium (100 ft. + 10 ft./level)
Area: Creatures in a 20-ft.-radius spread
Duration: Concentration, up to 1 round/level (D)
Saving Throw: Will negates
Spell Resistance: Yes
This spell calms agitated creatures. You have no control over the affected creatures, but calm emotions can stop raging creatures from fighting or joyous ones from reveling. Creatures so affected cannot take violent actions (although they can defend themselves) or do anything destructive. Any aggressive action against or damage dealt to a calmed creature immediately breaks the spell on all calmed creatures.
This spell automatically suppresses (but does not dispel) any morale bonuses granted by spells such as bless, good hope, and rage, as well as negating a bard’s ability to inspire courage or a barbarian’s rage ability. It also suppresses any fear effects and removes the confused condition from all targets. While the spell lasts, a suppressed spell or effect has no effect. When the calm emotions spell ends, the original spell or effect takes hold of the creature again, provided that its duration has not expired in the meantime.

Cat’s Grace
Transmutation
Level: Brd 2, Drd 2, Rgr 2, Sor/Wiz 2
Components: V, S, M
Casting Time: 1 standard action
Range: Touch
Target: Creature touched
Duration: 1 min./level
Saving Throw: Will negates (harmless)
Spell Resistance: Yes
The transmuted creature becomes more graceful, agile, and coordinated. The spell grants a +4 enhancement bonus to Dexterity, adding the usual benefits to AC, Reflex saves, and other uses of the Dexterity modifier.
Material Component: A pinch of cat fur.

Cat’s Grace, Mass
Transmutation
Level: Brd 6, Drd 6, Sor/Wiz 6
Range: Close (25 ft. + 5 ft./2 levels)
Targets: One creature/level, no two of which can be more than 30 ft. apart
This spell functions like cat’s grace, except that it affects multiple creatures.

Cause Fear
Necromancy [Fear, Mind-Affecting]
Level: Brd 1, Clr 1, Death 1, Sor/Wiz 1
Components: V, S
Casting Time: 1 standard action
Range: Close (25 ft. + 5 ft./2 levels)
Target: One living creature with 5 or fewer HD
Duration: 1d4 rounds or 1 round; see text
Saving Throw: Will partial
Spell Resistance: Yes
The affected creature becomes frightened. If the subject succeeds on a Will save, it is shaken for 1 round. Creatures with 6 or more Hit Dice are immune to this effect.
Cause fear counters and dispels remove fear.

Chain Lightning
Evocation [Electricity]
Level: Air 6, Sor/Wiz 6
Components: V, S, F
Casting Time: 1 standard action
Range: Long (400 ft. + 40 ft./level)
Targets: One primary target, plus one secondary target/level (each of which must be within 30 ft. of the primary target)
Duration: Instantaneous
Saving Throw: Reflex half
Spell Resistance: Yes
This spell creates an electrical discharge that begins as a single stroke commencing from your fingertips. Unlike lightning bolt, chain lightning strikes one object or creature initially, then arcs to other targets.
The bolt deals 1d6 points of electricity damage per caster level (maximum 20d6) to the primary target. After it strikes, lightning can arc to a number of secondary targets equal to your caster level (maximum 20). The secondary bolts each strike one target and deal half as much damage as the primary one did (rounded down).
Each target can attempt a Reflex saving throw for half damage. You choose secondary targets as you like, but they must all be within 30 feet of the primary target, and no target can be struck more than once. You can choose to affect fewer secondary targets than the maximum.
Focus: A bit of fur; a piece of amber, glass, or a crystal rod; plus one silver pin for each of your caster levels.

Changestaff
Transmutation
Level: Drd 7
Components: V, S, F
Casting Time: 1 round
Range: Touch
Target: Your touched staff
Duration: 1 hour/level (D)
Saving Throw: None
Spell Resistance: No
You change a specially prepared quarterstaff into a Huge treantlike creature, about 24 feet tall. When you plant the end of the staff in the ground and speak a special command to conclude the casting of the spell, your staff turns into a creature that looks and fights just like a treant. The staff-treant defends you and obeys any spoken commands. However, it is by no means a true treant; it cannot converse with actual treants or control trees. If the staff-treant is reduced to 0 or fewer hit points, it crumbles to powder and the staff is destroyed. Otherwise, the staff returns to its normal form when the spell duration expires (or when the spell is dismissed), and it can be used as the focus for another casting of the spell. The staff-treant is always at full strength when created, despite any wounds it may have incurred the last time it appeared.
Focus: The quarterstaff, which must be specially prepared. The staff must be a sound limb cut from an ash, oak, or yew, then cured, shaped, carved, and polished (a process requiring twenty-eight days).
You cannot adventure or engage in other strenuous activity during the shaping and carving of the staff.

Chaos Hammer
Evocation [Chaotic]
Level: Chaos 4
Components: V, S
Casting Time: 1 standard action
Range: Medium (100 ft. + 10 ft./level)
Area: 20-ft.-radius burst
Duration: Instantaneous (1d6 rounds); see text
Saving Throw: Will partial; see text
Spell Resistance: Yes
You unleash chaotic power to smite your enemies. The power takes the form of a multicolored explosion of leaping, ricocheting energy. Only lawful and neutral (not chaotic) creatures are harmed by the spell.
The spell deals 1d8 points of damage per two caster levels (maximum 5d8) to lawful creatures (or 1d6 points of damage per caster level, maximum 10d6, to lawful outsiders) and slows them for 1d6 rounds (see the slow spell). A successful Will save reduces the damage by half and negates the slow effect.
The spell deals only half damage against creatures who are neither lawful nor chaotic, and they are not slowed. Such a creature can reduce the damage by half again (down to one-quarter) with a successful Will save.

Charm Animal
Enchantment (Charm) [Mind-Affecting]
Level: Drd 1, Rgr 1
Target: One animal
This spell functions like charm person, except that it affects a creature of the animal type.

Charm Monster
Enchantment (Charm) [Mind-Affecting]
Level: Brd 3, Sor/Wiz 4
Target: One living creature
Duration: One day/level
This spell functions like charm person, except that the effect is not restricted by creature type or size.

Charm Monster, Mass
Enchantment (Charm) [Mind-Affecting]
Level: Brd 6, Sor/Wiz 8
Components: V
Targets: One or more creatures, no two of which can be more than 30 ft. apart
Duration: One day/level
This spell functions like charm monster, except that mass charm monster affects a number of creatures whose combined HD do not exceed twice your level, or at least one creature regardless of HD. If there are more potential targets than you can affect, you choose them one at a time until you choose a creature with too many HD.

Charm Person
Enchantment (Charm) [Mind-Affecting]
Level: Brd 1, Sor/Wiz 1
Components: V, S
Casting Time: 1 standard action
Range: Close (25 ft. + 5 ft./2 levels)
Target: One humanoid creature
Duration: 1 hour/level
Saving Throw: Will negates
Spell Resistance: Yes
This charm makes a humanoid creature regard you as its trusted friend and ally (treat the target’s attitude as friendly). If the creature is currently being threatened or attacked by you or your allies, however, it receives a +5 bonus on its saving throw.
The spell does not enable you to control the charmed person as if it were an automaton, but it perceives your words and actions in the most favorable way. You can try to give the subject orders, but you must win an opposed Charisma check to convince it to do anything it wouldn’t ordinarily do. (Retries are not allowed.) An affected creature never obeys suicidal or obviously harmful orders, but it might be convinced that something very dangerous is worth doing. Any act by you or your apparent allies that threatens the charmed person breaks the spell. You must speak the person’s language to communicate your commands, or else be good at pantomiming.

Chill Metal
Transmutation [Cold]
Level: Drd 2
Components: V, S, DF
Casting Time: 1 standard action
Range: Close (25 ft. + 5 ft./2 levels)
Target: Metal equipment of one creature per two levels, no two of which can be more than 30 ft. apart; or 25 lb. of metal/level, none of which can be more than 30 ft. away from any of the rest
Duration: 7 rounds
Saving Throw: Will negates (object)
Spell Resistance: Yes (object)
Chill metal makes metal extremely cold. Unattended, nonmagical metal gets no saving throw. Magical metal is allowed a saving throw against the spell. An item in a creature’s possession uses the creature’s saving throw bonus unless its own is higher.
A creature takes cold damage if its equipment is chilled. It takes full damage if its armor is affected or if it is holding, touching, wearing, or carrying metal weighing one-fifth of its weight. The creature takes minimum damage (1 point or 2 points; see the table) if it’s not wearing metal armor and the metal that it’s carrying weighs less than one-fifth of its weight.
On the first round of the spell, the metal becomes chilly and uncomfortable to touch but deals no damage. The same effect also occurs on the last round of the spell’s duration. During the second (and also the next-to-last) round, icy coldness causes pain and damage. In the third, fourth, and fifth rounds, the metal is freezing cold, causing more damage, as shown on the table below.
Round | Metal Temperature | Damage
1 | Cold | None
2 | Icy | 1d4 points
3–5 | Freezing | 2d4 points
6 | Icy | 1d4 points
7 | Cold | None
Any heat intense enough to damage the creature negates cold damage from the spell (and vice versa) on a point-for-point basis. Underwater, chill metal deals no damage, but ice immediately forms around the affected metal, making it more buoyant.
Chill metal counters and dispels heat metal.

Chill Touch
Necromancy
Level: Sor/Wiz 1
Components: V, S
Casting Time: 1 standard action
Range: Touch
Targets: Creature or creatures touched (up to one/level)
Duration: Instantaneous
Saving Throw: Fortitude partial or Will negates; see text
Spell Resistance: Yes
A touch from your hand, which glows with blue energy, disrupts the life force of living creatures. Each touch channels negative energy that deals 1d6 points of damage. The touched creature also takes 1 point of Strength damage unless it makes a successful Fortitude saving throw. You can use this melee touch attack up to one time per level.
An undead creature you touch takes no damage of either sort, but it must make a successful Will saving throw or flee as if panicked for 1d4 rounds +1 round per caster level.

Circle of Death
Necromancy [Death]
Level: Sor/Wiz 6
Components: V, S, M
Casting Time: 1 standard action
Range: Medium (100 ft. + 10 ft./level)
Area: Several living creatures within a 40-ft.-radius burst
Duration: Instantaneous
Saving Throw: Fortitude negates
Spell Resistance: Yes
A circle of death snuffs out the life force of living creatures, killing them instantly.
The spell slays 1d4 HD worth of living creatures per caster level (maximum 20d4). Creatures with the fewest HD are affected first; among creatures with equal HD, those who are closest to the burst’s point of origin are affected first. No creature of 9 or more HD can be affected, and Hit Dice that are not sufficient to affect a creature are wasted.
Material Component: The powder of a crushed black pearl with a minimum value of 500 gp.

Clairaudience/Clairvoyance
Divination (Scrying)
Level: Brd 3, Knowledge 3, Sor/Wiz 3
Components: V, S, F/DF
Casting Time: 10 minutes
Range: Long (400 ft. + 40 ft./level)
Effect: Magical sensor
Duration: 1 min./level (D)
Saving Throw: None
Spell Resistance: No
Clairaudience/clairvoyance creates an invisible magical sensor at a specific location that enables you to hear or see (your choice) almost as if you were there. You don’t need line of sight or line of effect, but the locale must be known—a place familiar to you or an obvious one. Once you have selected the locale, the sensor doesn’t move, but you can rotate it in all directions to view the area as desired. Unlike other scrying spells, this spell does not allow magically or supernaturally enhanced senses to work through it. If the chosen locale is magically dark, you see nothing. If it is naturally pitch black, you can see in a 10- foot radius around the center of the spell’s effect. Clairaudience/clairvoyance functions only on the plane of existence you are currently occupying.
Arcane Focus: A small horn (for hearing) or a glass eye (for seeing).

Clenched Fist
Evocation [Force]
Level: Sor/Wiz 8, Strength 8
Components: V, S, F/DF
This spell functions like interposing hand, except that the hand can interpose itself, push, or strike one opponent that you select. The floating hand can move as far as 60 feet and can attack in the same round. Since this hand is directed by you, its ability to notice or attack invisible or concealed creatures is no better than yours.
The hand attacks once per round, and its attack bonus equals your caster level + your Intelligence, Wisdom, or Charisma modifier (for a wizard, cleric, or sorcerer, respectively), +11 for the hand’s Strength score (33), –1 for being Large. The hand deals 1d8+11 points of damage on each attack, and any creature struck must make a Fortitude save (against this spell’s save DC) or be stunned for 1 round. Directing the spell to a new target is a move action.
The clenched fist can also interpose itself as interposing hand does, or it can bull rush an opponent as forceful hand does, but at a +15 bonus on the Strength check.
Clerics who cast this spell name it for their deities.
Arcane Focus: A leather glove.

Cloak of Chaos
Abjuration [Chaotic]
Level: Chaos 8, Clr 8
Components: V, S, F
Casting Time: 1 standard action
Range: 20 ft.
Targets: One creature/level in a 20-ft.-radius burst centered on you
Duration: 1 round/level (D)
Saving Throw: See text
Spell Resistance: Yes (harmless)
A random pattern of color surrounds the subjects, protecting them from attacks, granting them resistance to spells cast by lawful creatures, and causing lawful creatures that strike the subjects to become confused. This abjuration has four effects.
First, each warded creature gains a +4 deflection bonus to AC and a +4 resistance bonus on saves. Unlike protection from law, the benefit of this spell applies against all attacks, not just against attacks by lawful creatures.
Second, each warded creature gains spell resistance 25 against lawful spells and spells cast by lawful creatures.
Third, the abjuration blocks possession and mental influence, just as protection from law does.
Finally, if a lawful creature succeeds on a melee attack against a warded creature, the offending attacker is confused for 1 round (Will save negates, as with the confusion spell, but against the save DC of cloak of chaos).
Focus: A tiny reliquary containing some sacred relic, such as a scrap of parchment from a chaotic text. The reliquary costs at least 500 gp.

Clone
Necromancy
Level: Sor/Wiz 8
Components: V, S, M, F
Casting Time: 10 minutes
Range: 0 ft.
Effect: One clone
Duration: Instantaneous
Saving Throw: None
Spell Resistance: No
This spell makes an inert duplicate of a creature. If the original individual has been slain, its soul immediately transfers to the clone, creating a replacement (provided that the soul is free and willing to return). The original’s physical remains, should they still exist, become inert and cannot thereafter be restored to life. If the original creature has reached the end of its natural life span (that is, it has died of natural causes), any cloning attempt fails.
To create the duplicate, you must have a piece of flesh (not hair, nails, scales, or the like) with a volume of at least 1 cubic inch that was taken from the original creature’s living body. The piece of flesh need not be fresh, but it must be kept from rotting. Once the spell is cast, the duplicate must be grown in a laboratory for 2d4 months.
When the clone is completed, the original’s soul enters it immediately, if that creature is already dead. The clone is physically identical with the original and possesses the same personality and memories as the original. In other respects, treat the clone as if it were the original character raised from the dead, including the loss of one level or 2 points of Constitution (if the original was a 1st-level character). If this Constitution adjustment would give the clone a Constitution score of 0, the spell fails. If the original creature has lost levels since the flesh sample was taken and died at a lower level than the clone would otherwise be, the clone is one level below the level at which the original died.
The spell duplicates only the original’s body and mind, not its equipment.
A duplicate can be grown while the original still lives, or when the original soul is unavailable, but the resulting body is merely a soulless bit of inert flesh, which rots if not preserved.
Material Component: The piece of flesh and various laboratory supplies (cost 1,000 gp).
Focus: Special laboratory equipment (cost 500 gp).

Cloudkill
Conjuration (Creation)
Level: Sor/Wiz 5
Components: V, S
Casting Time: 1 standard action
Range: Medium (100 ft. + 10 ft./level)
Effect: Cloud spreads in 20-ft. radius, 20 ft. high
Duration: 1 min./level
Saving Throw: Fortitude partial; see text
Spell Resistance: No
This spell generates a bank of fog, similar to a fog cloud, except that its vapors are yellowish green and poisonous. These vapors automatically kill any living creature with 3 or fewer HD (no save). A living creature with 4 to 6 HD is slain unless it succeeds on a Fortitude save (in which case it takes 1d4 points of Constitution damage on your turn each round while in the cloud).
A living creature with 6 or more HD takes 1d4 points of Constitution damage on your turn each round while in the cloud (a successful Fortitude save halves this damage). Holding one’s breath doesn’t help, but creatures immune to poison are unaffected by the spell.
Unlike a fog cloud, the cloudkill moves away from you at 10 feet per round, rolling along the surface of the ground.
Figure out the cloud’s new spread each round based on its new point of origin, which is 10 feet farther away from the point of origin where you cast the spell.
Because the vapors are heavier than air, they sink to the lowest level of the land, even pouring down den or sinkhole openings. It cannot penetrate liquids, nor can it be cast underwater.

Color Spray
Illusion (Pattern) [Mind-Affecting]
Level: Sor/Wiz 1
Components: V, S, M
Casting Time: 1 standard action
Range: 15 ft.
Area: Cone-shaped burst
Duration: Instantaneous; see text
Saving Throw: Will negates
Spell Resistance: Yes
A vivid cone of clashing colors springs forth from your hand, causing creatures to become stunned, perhaps also blinded, and possibly knocking them unconscious.
Each creature within the cone is affected according to its Hit Dice.
2 HD or less: The creature is unconscious, blinded, and stunned for 2d4 rounds, then blinded and stunned for 1d4 rounds, and then stunned for 1 round. (Only living creatures are knocked unconscious.)
3 or 4 HD: The creature is blinded and stunned for 1d4 rounds, then stunned for 1 round.
5 or more HD: The creature is stunned for 1 round.
Sightless creatures are not affected by color spray.
Material Component: A pinch each of powder or sand that is colored red, yellow, and blue.

Command
Enchantment (Compulsion) [Language-Dependent, Mind-Affecting]
Level: Clr 1
Components: V
Casting Time: 1 standard action
Range: Close (25 ft. + 5 ft./2 levels)
Target: One living creature
Duration: 1 round
Saving Throw: Will negates
Spell Resistance: Yes
You give the subject a single command, which it obeys to the best of its ability at its earliest opportunity. You may select from the following options.
Approach: On its turn, the subject moves toward you as quickly and directly as possible for 1 round. The creature may do nothing but move during its turn, and it provokes attacks of opportunity for this movement as normal.
Drop: On its turn, the subject drops whatever it is holding. It can’t pick up any dropped item until its next turn.
Fall: On its turn, the subject falls to the ground and remains prone for 1 round. It may act normally while prone but takes any appropriate penalties.
Flee: On its turn, the subject moves away from you as quickly as possible for 1 round. It may do nothing but move during its turn, and it provokes attacks of opportunity for this movement as normal.
Halt: The subject stands in place for 1 round. It may not take any actions but is not considered helpless.
If the subject can’t carry out your command on its next turn, the spell automatically fails.

Command, Greater
Enchantment (Compulsion) [Language-Dependent, Mind-Affecting]
Level: Clr 5
Targets: One creature/level, no two of which can be more than 30 ft. apart
Duration: 1 round/level
This spell functions like command, except that up to one creature per level may be affected, and the activities continue beyond 1 round. At the start of each commanded creature’s action after the first, it gets another Will save to attempt to break free from the spell. Each creature must receive the same command.

Command Plants
Transmutation
Level: Drd 4, Plant 4, Rgr 3
Components: V
Casting Time: 1 standard action
Range: Close (25 ft. + 5 ft./2 levels)
Targets: Up to 2 HD/level of plant creatures, no two of which can be more than 30 ft. apart
Duration: One day/level
Saving Throw: Will negates
Spell Resistance: Yes
This spell allows you some degree of control over one or more plant creatures. Affected plant creatures can understand you, and they perceive your words and actions in the most favorable way (treat their attitude as friendly). They will not attack you while the spell lasts. You can try to give a subject orders, but you must win an opposed Charisma check to convince it to do anything it wouldn’t ordinarily do. (Retries are not allowed.) A commanded plant never obeys suicidal or obviously harmful orders, but it might be convinced that something very dangerous is worth doing.
You can affect a number of plant creatures whose combined level or HD do not exceed twice your level.

Command Undead
Necromancy
Level: Sor/Wiz 2
Components: V, S, M
Casting Time: 1 standard action
Range: Close (25 ft. + 5 ft./2 levels)
Targets: One undead creature
Duration: One day/level
Saving Throw: Will negates; see text
Spell Resistance: Yes
This spell allows you some degree of control over an undead creature. Assuming the subject is intelligent, it perceives your words and actions in the most favorable way (treat its attitude as friendly). It will not attack you while the spell lasts. You can try to give the subject orders, but you must win an opposed Charisma check to convince it to do anything it wouldn’t ordinarily do. (Retries are not allowed.) An intelligent commanded undead never obeys suicidal or obviously harmful orders, but it might be convinced that something very dangerous is worth doing.
A nonintelligent undead creature gets no saving throw against this spell. When you control a mindless being, you can communicate only basic commands, such as “come here,” “go there,” “fight,” “stand still,” and so on. Nonintelligent undead won’t resist suicidal or obviously harmful orders.
Any act by you or your apparent allies that threatens the commanded undead (regardless of its Intelligence) breaks the spell.
Your commands are not telepathic. The undead creature must be able to hear you.
Material Component: A shred of raw meat and a splinter of bone.

Commune
Divination
Level: Clr 5
Components: V, S, M, DF, XP
Casting Time: 10 minutes
Range: Personal
Target: You
Duration: 1 round/level
You contact your deity—or agents thereof —and ask questions that can be answered by a simple yes or no. (A cleric of no particular deity contacts a philosophically allied deity.) You are allowed one such question per caster level. The answers given are correct within the limits of the entity’s knowledge. “Unclear” is a legitimate answer, because powerful beings of the Outer Planes are not necessarily omniscient. In cases where a one-word answer would be misleading or contrary to the deity’s interests, a short phrase (five words or less) may be given as an answer instead.
The spell, at best, provides information to aid character decisions. The entities contacted structure their answers to further their own purposes. If you lag, discuss the answers, or go off to do anything else, the spell ends.
Material Component: Holy (or unholy) water and incense.
XP Cost: 100 XP.

Commune with Nature
Divination
Level: Animal 5, Drd 5, Rgr 4
Components: V, S
Casting Time: 10 minutes
Range: Personal
Target: You
Duration: Instantaneous
You become one with nature, attaining knowledge of the surrounding territory. You instantly gain knowledge of as many as three facts from among the following subjects: the ground or terrain, plants, minerals, bodies of water, people, general animal population, presence of woodland creatures, presence of powerful unnatural creatures, or even the general state of the natural setting.
In outdoor settings, the spell operates in a radius of 1 mile per caster level. In natural underground settings—caves, caverns, and the like—the radius is limited to 100 feet per caster level. The spell does not function where nature has been replaced by construction or settlement, such as in dungeons and towns.

Comprehend Languages
Divination
Level: Brd 1, Clr 1, Sor/Wiz 1
Components: V, S, M/DF
Casting Time: 1 standard action
Range: Personal
Target: You
Duration: 10 min./level
You can understand the spoken words of creatures or read otherwise incomprehensible written messages. In either case, you must touch the creature or the writing. The ability to read does not necessarily impart insight into the material, merely its literal meaning. The spell enables you to understand or read an unknown language, not speak or write it.
Written material can be read at the rate of one page (250 words) per minute. Magical writing cannot be read, though the spell reveals that it is magical. This spell can be foiled by certain warding magic (such as the secret page and illusory script spells). It does not decipher codes or reveal messages concealed in otherwise normal text.
Comprehend languages can be made permanent with a permanency spell.
Arcane Material Component: A pinch of soot and a few grains of salt.

Cone of Cold
Evocation [Cold]
Level: Sor/Wiz 5, Water 6
Components: V, S, M/DF
Casting Time: 1 standard action
Range: 60 ft.
Area: Cone-shaped burst
Duration: Instantaneous
Saving Throw: Reflex half
Spell Resistance: Yes
Cone of cold creates an area of extreme cold, originating at your hand and extending outward in a cone. It drains heat, dealing 1d6 points of cold damage per caster level (maximum 15d6).
Arcane Material Component: A very small crystal or glass cone.

Confusion
Enchantment (Compulsion) [Mind-Affecting]
Level: Brd 3, Sor/Wiz 4, Trickery 4
Components: V, S, M/DF
Casting Time: 1 standard action
Range: Medium (100 ft. + 10 ft./level)
Targets: All creatures in a 15-ft. radius burst
Duration: 1 round/level
Saving Throw: Will negates
Spell Resistance: Yes
This spell causes the targets to become confused, making them unable to independently determine what they will do.
Roll on the following table at the beginning of each subject’s turn each round to see what the subject does in that round.
d% | Behavior
01–10 | Attack caster with melee or ranged weapons (or close with caster if attack is not possible).
11–20 | Act normally.
21–50 | Do nothing but babble incoherently.
51–70 | Flee away from caster at top possible speed.
71–100 | Attack nearest creature (for this purpose, a familiar counts as part of the subject’s self).
A confused character who can’t carry out the indicated action does nothing but babble incoherently. Attackers are not at any special advantage when attacking a confused character. Any confused character who is attacked automatically attacks its attackers on its next turn, as long as it is still confused when its turn comes. Note that a confused character will not make attacks of opportunity against any creature that it is not already devoted to attacking (either because of its most recent action or because it has just been attacked).
Arcane Material Component: A set of three nut shells.

Confusion, Lesser
Enchantment (Compulsion) [Mind-Affecting]
Level: Brd 1
Components: V, S, DF
Range: Close (25 ft. + 5 ft./2 levels)
Target: One living creature
Duration: 1 round
This spell causes a single creature to become confused for 1 round. See the confusion spell, above, to determine the exact effect on the subject.

Consecrate
Evocation [Good]
Level: Clr 2
Components: V, S, M, DF
Casting Time: 1 standard action
Range: Close (25 ft. + 5 ft./2 levels)
Area: 20-ft.-radius emanation
Duration: 2 hours/level
Saving Throw: None
Spell Resistance: No
This spell blesses an area with positive energy. Each Charisma check made to turn undead within this area gains a +3 sacred bonus. Every undead creature entering a consecrated area suffers minor disruption, giving it a –1 penalty on attack rolls, damage rolls, and saves. Undead cannot be created within or summoned into a consecrated area.
If the consecrated area contains an altar, shrine, or other permanent fixture dedicated to your deity, pantheon, or aligned higher power, the modifiers given above are doubled (+6 sacred bonus on turning checks, –2 penalties for undead in the area). You cannot consecrate an area with a similar fixture of a deity other than your own patron.
If the area does contain an altar, shrine, or other permanent fixture of a deity, pantheon, or higher power other than your patron, the consecrate spell instead curses the area, cutting off its connection with the associated deity or power. This secondary function, if used, does not also grant the bonuses and penalties relating to undead, as given above.
Consecrate counters and dispels desecrate.
Material Component: A vial of holy water and 25 gp worth (5 pounds) of silver dust, all of which must be sprinkled around the area.

Contact Other Plane
Divination
Level: Sor/Wiz 5
Components: V
Casting Time: 10 minutes
Range: Personal
Target: You
Duration: Concentration
You send your mind to another plane of existence (an Elemental Plane or some plane farther removed) in order to receive advice and information from powers there. (See the accompanying table for possible consequences and results of the attempt.) The powers reply in a language you understand, but they resent such contact and give only brief answers to your questions. (All questions are answered with “yes,” “no,” “maybe,” “never,” “irrelevant,” or some other one-word answer.)
You must concentrate on maintaining the spell (a standard action) in order to ask questions at the rate of one per round. A question is answered by the power during the same round. For every two caster levels, you may ask one question.
Contact with minds far removed from your home plane increases the probability that you will incur a decrease to Intelligence and Charisma, but the chance of the power knowing the answer, as well as the probability of the entity answering correctly, are likewise increased by moving to distant planes.
Once the Outer Planes are reached, the power of the deity contacted determines the effects. (Random results obtained from the table are subject to the personalities of individual deities.)
On rare occasions, this divination may be blocked by an act of certain deities or forces.
Plane Contacted | Avoid Int/Cha Decrease | True Answer | Don’t Know | Lie | Random Answer
Elemental Plane | DC 7/1 week | 01–34 | 35–62 | 63–83 | 84–100
(appropriate) | (DC 7/1 week) | (01–68) | (69–75) | (76–98) | (99–100)
Positive/Negative Energy Plane | DC 8/1 week | 01–39 | 40–65 | 66–86 | 87–100
Astral Plane | DC 9/1 week | 01–44 | 45–67 | 68–88 | 89–100
Outer Plane, demideity | DC 10/2 weeks | 01–49 | 50–70 | 71–91 | 92–100
Outer Plane, lesser deity | DC 12/3 weeks | 01–60 | 61–75 | 76–95 | 96–100
Outer Plane, intermediate deity | DC 14/4 weeks | 01–73 | 74–81 | 82–98 | 99–100
Outer Plane, greater deity | DC 16/5 weeks | 01–88 | 89–90 | 91–99 | 100
Avoid Int/Cha Decrease: You must succeed on an Intelligence check against this DC to avoid a decrease in Intelligence and Charisma. If the check fails, your Intelligence and Charisma scores each fall to 8 for the stated duration, and you become unable to cast arcane spells. If you lose Intelligence and Charisma, the effect strikes as soon as the first question is asked, and no answer is received. (The entries in parentheses are for questions that pertain to the appropriate Elemental Plane.)
Results of a Successful Contact: d% is rolled for the result shown on the table:
True Answer: You get a true, one-word answer. Questions that cannot be answered in this way are answered randomly.
Don’t Know: The entity tells you that it doesn’t know.
Lie: The entity intentionally lies to you.
Random Answer: The entity tries to lie but doesn’t know the answer, so it makes one up.

Contagion
Necromancy [Evil]
Level: Clr 3, Destruction 3, Drd 3, Sor/Wiz 4
Components: V, S
Casting Time: 1 standard action
Range: Touch
Target: Living creature touched
Duration: Instantaneous
Saving Throw: Fortitude negates
Spell Resistance: Yes
The subject contracts a disease selected from the table below, which strikes immediately (no incubation period). The DC noted is for the subsequent saves (use contagion’s normal save DC for the initial saving throw).
Disease | DC | Damage
Blinding sickness | 16 | 1d4 Str1
Cackle fever | 16 | 1d6 Wis
Filth fever | 12 | 1d3 Dex and 1d3 Con
Mindfire | 12 | 1d4 Int
Red ache | 15 | 1d6 Str
Shakes | 13 | 1d8 Dex
Slimy doom | 14 | 1d4 Con
1 Each time a victim takes 2 or more points of Strength damage from blinding sickness, he or she must make another Fortitude save (using the disease’s save DC) or be permanently blinded.

Contingency
Evocation
Level: Sor/Wiz 6
Components: V, S, M, F
Casting Time: At least 10 minutes; see text
Range: Personal
Target: You
Duration: One day/level (D) or until discharged
You can place another spell upon your person so that it comes into effect under some condition you dictate when casting contingency. The contingency spell and the companion spell are cast at the same time. The 10-minute casting time is the minimum total for both castings; if the companion spell has a casting time longer than 10 minutes, use that instead.
The spell to be brought into effect by the contingency must be one that affects your person and be of a spell level no higher than one-third your caster level (rounded down, maximum 6th level).
The conditions needed to bring the spell into effect must be clear, although they can be general. In all cases, the contingency immediately brings into effect the companion spell, the latter being “cast” instantaneously when the prescribed circumstances occur. If complicated or convoluted conditions are prescribed, the whole spell combination (contingency and the companion magic) may fail when called on. The companion spell occurs based solely on the stated conditions, regardless of whether you want it to.
You can use only one contingency spell at a time; if a second is cast, the first one (if still active) is dispelled.
Material Component: That of the companion spell, plus quicksilver and an eyelash of an ogre mage, rakshasa, or similar spell-using creature.
Focus: A statuette of you carved from elephant ivory and decorated with gems (worth at least 1,500 gp). You must carry the focus for the contingency to work.

Continual Flame
Evocation [Light]
Level: Clr 3, Sor/Wiz 2
Components: V, S, M
Casting Time: 1 standard action
Range: Touch
Target: Object touched
Effect: Magical, heatless flame
Duration: Permanent
Saving Throw: None
Spell Resistance: No
A flame, equivalent in brightness to a torch, springs forth from an object that you touch. The effect looks like a regular flame, but it creates no heat and doesn’t use oxygen. A continual flame can be covered and hidden but not smothered or quenched.
Light spells counter and dispel darkness spells of an equal or lower level.
Material Component: You sprinkle ruby dust (worth 50 gp) on the item that is to carry the flame.

Control Plants
Transmutation
Level: Drd 8, Plant 8
Components: V, S, DF
Casting Time: 1 standard action
Range: Close (25 ft. + 5 ft./2 levels)
Targets: Up to 2 HD/level of plant creatures, no two of which can be more than 30 ft. apart
Duration: 1 min./level
Saving Throw: Will negates
Spell Resistance: No
This spell enables you to control the actions of one or more plant creatures for a short period of time. You command the creatures by voice and they understand you, no matter what language you speak. Even if vocal communication is impossible the controlled plants do not attack you. At the end of the spell, the subjects revert to their normal behavior.
Suicidal or self-destructive commands are simply ignored.

Control Undead
Necromancy
Level: Sor/Wiz 7
Components: V, S, M
Casting Time: 1 standard action
Range: Close (25 ft. + 5 ft./2 levels)
Targets: Up to 2 HD/level of undead creatures, no two of which can be more than 30 ft. apart
Duration: 1 min./level
Saving Throw: Will negates
Spell Resistance: Yes
This spell enables you to command undead creatures for a short period of time. You command them by voice and they understand you, no matter what language you speak. Even if vocal communication is impossible the controlled undead do not attack you. At the end of the spell, the subjects revert to their normal behavior.
Intelligent undead creatures remember that you controlled them.
Material Component: A small piece of bone and a small piece of raw meat.

Control Water
Transmutation [Water]
Level: Clr 4, Drd 4, Sor/Wiz 6, Water 4
Components: V, S, M/DF
Casting Time: 1 standard action
Range: Long (400 ft. + 40 ft./level)
Area: Water in a volume of 10 ft./level by 10 ft./level by 2 ft./level (S)
Duration: 10 min./level (D)
Saving Throw: None; see text
Spell Resistance: No
Depending on the version you choose, the control water spell raises or lowers water.
Lower Water: This causes water or similar liquid to reduce its depth by as much as 2 feet per caster level (to a minimum depth of 1 inch). The water is lowered within a squarish depression whose sides are up to caster level x 10 feet long. In extremely large and deep bodies of water, such as a deep ocean, the spell creates a whirlpool that sweeps ships and similar craft downward, putting them at risk and rendering them unable to leave by normal movement for the duration of the spell. When cast on water elementals and other water-based creatures, this spell acts as a slow spell (Will negates). The spell has no effect on other creatures.
Raise Water: This causes water or similar liquid to rise in height, just as the lower water version causes it to lower. Boats raised in this way slide down the sides of the hump that the spell creates. If the area affected by the spell includes riverbanks, a beach, or other land nearby, the water can spill over onto dry land.
With either version, you may reduce one horizontal dimension by half and double the other horizontal dimension.
Arcane Material Component: A drop of water (for raise water) or a pinch of dust (for lower water).

Control Weather
Transmutation
Level: Air 7, Clr 7, Drd 7, Sor/Wiz 7
Components: V, S
Casting Time: 10 minutes; see text
Range: 2 miles
Area: 2-mile-radius circle, centered on you; see text
Duration: 4d12 hours; see text
Saving Throw: None
Spell Resistance: No
You change the weather in the local area. It takes 10 minutes to cast the spell and an additional 10 minutes for the effects to manifest. You can call forth weather appropriate to the climate and season of the area you are in.
Season | Possible Weather
Spring | Tornado, thunderstorm, sleet storm, or hot weather
Summer | Torrential rain, heat wave, or hailstorm
Autumn | Hot or cold weather, fog, or sleet
Winter | Frigid cold, blizzard, or thaw
Late winter | Hurricane-force winds or early spring (coastal area)
You control the general tendencies of the weather, such as the direction and intensity of the wind. You cannot control specific applications of the weather—where lightning strikes, for example, or the exact path of a tornado. When you select a certain weather condition to occur, the weather assumes that condition 10 minutes later (changing gradually, not abruptly). The weather continues as you left it for the duration, or until you use a standard action to designate a new kind of weather (which fully manifests itself 10 minutes later). Contradictory conditions are not possible simultaneously.
Control weather can do away with atmospheric phenomena (naturally occurring or otherwise) as well as create them.
A druid casting this spell doubles the duration and affects a circle with a 3-mile radius.

Control Winds
Transmutation [Air]
Level: Air 5, Drd 5
Components: V, S
Casting Time: 1 standard action
Range: 40 ft./level
Area: 40 ft./level radius cylinder 40 ft. high
Duration: 10 min./level
Saving Throw: Fortitude negates
Spell Resistance: No
You alter wind force in the area surrounding you. You can make the wind blow in a certain direction or manner, increase its strength, or decrease its strength. The new wind direction and strength persist until the spell ends or until you choose to alter your handiwork, which requires concentration. You may create an “eye” of calm air up to 80 feet in diameter at the center of the area if you so desire, and you may choose to limit the area to any cylindrical area less than your full limit.
Wind Direction: You may choose one of four basic wind patterns to function over the spell’s area.
• A downdraft blows from the center outward in equal strength in all directions.
• An updraft blows from the outer edges in toward the center in equal strength from all directions, veering upward before impinging on the eye in the center.
• A rotation causes the winds to circle the center in clockwise or counterclockwise fashion.
• A blast simply causes the winds to blow in one direction across the entire area from one side to the other.
Wind Strength: For every three caster levels, you can increase or decrease wind strength by one level. Each round on your turn, a creature in the wind must make a Fortitude save or suffer the effect of being in the windy area.
Strong winds (21+ mph) make sailing difficult.
A severe wind (31+ mph) causes minor ship and building damage.
A windstorm (51+ mph) drives most flying creatures from the skies, uproots small trees, knocks down light wooden structures, tears off roofs, and endangers ships.
Hurricane force winds (75+ mph) destroy wooden buildings, sometimes uproot even large trees, and cause most ships to founder.
A tornado (175+ mph) destroys all nonfortified buildings and often uproots large trees.

Create Food and Water
Conjuration (Creation)
Level: Clr 3
Components: V, S
Casting Time: 10 minutes
Range: Close (25 ft. + 5 ft./2 levels)
Effect: Food and water to sustain three humans or one horse/level for 24 hours
Duration: 24 hours; see text
Saving Throw: None
Spell Resistance: No
The food that this spell creates is simple fare of your choice—highly nourishing, if rather bland. Food so created decays and becomes inedible within 24 hours, although it can be kept fresh for another 24 hours by casting a purify food and water spell on it. The water created by this spell is just like clean rain water, and it doesn’t go bad as the food does.

Create Greater Undead
Necromancy [Evil]
Level: Clr 8, Death 8, Sor/Wiz 8
This spell functions like create undead, except that you can create more powerful and intelligent sorts of undead: shadows, wraiths, spectres, and devourers. The type or types of undead you can create is based on your caster level, as shown on the table below.
Caster Level | Undead Created
15th or lower | Shadow
16th–17th | Wraith
18th–19th | Spectre
20th or higher | Devourer

Create Undead
Necromancy [Evil]
Level: Clr 6, Death 6, Evil 6, Sor/Wiz 6
Components: V, S, M
Casting Time: 1 hour
Range: Close (25 ft. + 5 ft./2 levels)
Target: One corpse
Duration: Instantaneous
Saving Throw: None
Spell Resistance: No
A much more potent spell than animate dead, this evil spell allows you to create more powerful sorts of undead: ghouls, ghasts, mummies, and mohrgs. The type or types of undead you can create is based on your caster level, as shown on the table below.
Caster Level | Undead Created
11th or lower | Ghoul
12th–14th | Ghast
15th–17th | Mummy
18th or higher | Mohrg
You may create less powerful undead than your level would allow if you choose. Created undead are not automatically under the control of their animator. If you are capable of commanding undead, you may attempt to command the undead creature as it forms.
This spell must be cast at night.
Material Component: A clay pot filled with grave dirt and another filled with brackish water. The spell must be cast on a dead body. You must place a black onyx gem worth at least 50 gp per HD of the undead to be created into the mouth or eye socket of each corpse. The magic of the spell turns these gems into worthless shells.

Create Water
Conjuration (Creation) [Water]
Level: Clr 0, Drd 0, Pal 1
Components: V, S
Casting Time: 1 standard action
Range: Close (25 ft. + 5 ft./2 levels)
Effect: Up to 2 gallons of water/level
Duration: Instantaneous
Saving Throw: None
Spell Resistance: No
This spell generates wholesome, drinkable water, just like clean rain water. Water can be created in an area as small as will actually contain the liquid, or in an area three times as large—possibly creating a downpour or filling many small receptacles.
Note: Conjuration spells can’t create substances or objects within a creature. Water weighs about 8 pounds per gallon. One cubic foot of water contains roughly 8 gallons and weighs about 60 pounds.

Creeping Doom
Conjuration (Summoning)
Level: Drd 7
Components: V, S
Casting Time: 1 round
Range: Close (25 ft. + 5 ft./2 levels)/ 100 ft.; see text
Effect: One swarm of centipedes per two levels
Duration: 1 min./level
Saving Throw: None
Spell Resistance: No
When you utter the spell of creeping doom, you call forth a mass of centipede swarms (one per two caster levels, to a maximum of ten swarms at 20th level), which need not appear adjacent to one another.
You may summon the centipede swarms so that they share the area of other creatures. The swarms remain stationary, attacking any creatures in their area, unless you command the creeping doom to move (a standard action). As a standard action, you can command any number of the swarms to move toward any prey within 100 feet of you. You cannot command any swarm to move more than 100 feet away from you, and if you move more than 100 feet from any swarm, that swarm remains stationary, attacking any creatures in its area (but it can be commanded again if you move within 100 feet).

Crushing Despair
Enchantment (Compulsion) [Mind-Affecting]
Level: Brd 3, Sor/Wiz 4
Components: V, S, M
Casting Time: 1 standard action
Range: 30 ft.
Area: Cone-shaped burst
Duration: 1 min./level
Saving Throw: Will negates
Spell Resistance: Yes
An invisible cone of despair causes great sadness in the subjects. Each affected creature takes a –2 penalty on attack rolls, saving throws, ability checks, skill checks, and weapon damage rolls.
Crushing despair counters and dispels good hope.
Material Component: A vial of tears.

Crushing Hand
Evocation [Force]
Level: Sor/Wiz 9, Strength 9
Components: V, S, M, F/DF
This spell functions like interposing hand, except that the hand can interpose itself, push, or crush one opponent that you select.
The crushing hand can grapple an opponent like grasping hand does. Its grapple bonus equals your caster level + your Intelligence, Wisdom, or Charisma modifier (for a wizard, cleric, or sorcerer, respectively), +12 for the hand’s Strength score (35), +4 for being Large. The hand deals 2d6+12 points of damage (lethal, not nonlethal) on each successful grapple check against an opponent.
The crushing hand can also interpose itself as interposing hand does, or it can bull rush an opponent as forceful hand does, but at a +18 bonus.
Directing the spell to a new target is a move action.
Clerics who cast this spell name it for their deities.
Arcane Material Component: The shell of an egg.
Arcane Focus: A glove of snakeskin.

Cure Critical Wounds
Conjuration (Healing)
Level: Brd 4, Clr 4, Drd 5, Healing 4
This spell functions like cure light wounds, except that it cures 4d8 points of damage +1 point per caster level (maximum +20).

Cure Critical Wounds, Mass
Conjuration (Healing)
Level: Clr 8, Drd 9, Healing 8
This spell functions like mass cure light wounds, except that it cures 4d8 points of damage +1 point per caster level (maximum +40).

Cure Light Wounds
Conjuration (Healing)
Level: Brd 1, Clr 1, Drd 1, Healing 1, Pal 1, Rgr 2
Components: V, S
Casting Time: 1 standard action
Range: Touch
Target: Creature touched
Duration: Instantaneous
Saving Throw: Will half (harmless); see text
Spell Resistance: Yes (harmless); see text
When laying your hand upon a living creature, you channel positive energy that cures 1d8 points of damage +1 point per caster level (maximum +5).
Since undead are powered by negative energy, this spell deals damage to them instead of curing their wounds. An undead creature can apply spell resistance, and can attempt a Will save to take half damage.

Cure Light Wounds, Mass
Conjuration (Healing)
Level: Brd 5, Clr 5, Drd 6, Healing 5
Components: V, S
Casting Time: 1 standard action
Range: Close (25 ft. + 5 ft./2 levels)
Target: One creature/level, no two of which can be more than 30 ft. apart
Duration: Instantaneous
Saving Throw: Will half (harmless) or Will half; see text
Spell Resistance: Yes (harmless) or Yes; see text
You channel positive energy to cure 1d8 points of damage +1 point per caster level (maximum +25) in each selected creature.
Like other cure spells, mass cure light wounds deals damage to undead in its area rather than curing them. Each affected undead may attempt a Will save for half damage.

Cure Minor Wounds
Conjuration (Healing)
Level: Clr 0, Drd 0
This spell functions like cure light wounds, except that it cures only 1 point of damage.

Cure Moderate Wounds
Conjuration (Healing)
Level: Brd 2, Clr 2, Drd 3, Healing 2, Pal 3, Rgr 3
This spell functions like cure light wounds, except that it cures 2d8 points of damage +1 point per caster level (maximum +10).

Cure Moderate Wounds, Mass
Conjuration (Healing)
Level: Brd 6, Clr 6, Drd 7
This spell functions like mass cure light wounds, except that it cures 2d8 points of damage +1 point per caster level (maximum +30).

Cure Serious Wounds
Conjuration (Healing)
Level: Brd 3, Clr 3, Drd 4, Pal 4, Rgr 4, Healing 3
This spell functions like cure light wounds, except that it cures 3d8 points of damage +1 point per caster level (maximum +15).

Cure Serious Wounds, Mass
Conjuration (Healing)
Level: Clr 7, Drd 8
This spell functions like mass cure light wounds, except that it cures 3d8 points of damage +1 point per caster level (maximum +35).

Curse Water
Necromancy [Evil]
Level: Clr 1
Components: V, S, M
Casting Time: 1 minute
Range: Touch
Target: Flask of water touched
Duration: Instantaneous
Saving Throw: Will negates (object)
Spell Resistance: Yes (object)
This spell imbues a flask (1 pint) of water with negative energy, turning it into unholy water. Unholy water damages good outsiders the way holy water damages undead and evil outsiders.
Material Component: 5 pounds of powdered silver (worth 25 gp).


Spells (D to E)

SPELLS (D-E)

Dancing Lights
Evocation [Light]
Level: Brd 0, Sor/Wiz 0
Components: V, S
Casting Time: 1 standard action
Range: Medium (100 ft. + 10 ft./level)
Effect: Up to four lights, all within a 10- ft.-radius area
Duration: 1 minute (D)
Saving Throw: None
Spell Resistance: No
Depending on the version selected, you create up to four lights that resemble lanterns or torches (and cast that amount of light), or up to four glowing spheres of light (which look like will-o’-wisps), or one faintly glowing, vaguely humanoid shape. The dancing lights must stay within a 10-foot-radius area in relation to each other but otherwise move as you desire (no concentration required): forward or back, up or down, straight or turning corners, or the like. The lights can move up to 100 feet per round. A light winks out if the distance between you and it exceeds the spell’s range.
Dancing lights can be made permanent with a permanency spell.

Darkness
Evocation [Darkness]
Level: Brd 2, Clr 2, Sor/Wiz 2
Components: V, M/DF
Casting Time: 1 standard action
Range: Touch
Target: Object touched
Duration: 10 min./level (D)
Saving Throw: None
Spell Resistance: No
This spell causes an object to radiate shadowy illumination out to a 20-foot radius. All creatures in the area gain concealment (20% miss chance). Even creatures that can normally see in such conditions (such as with darkvision or low-light vision) have the miss chance in an area shrouded in magical darkness.
Normal lights (torches, candles, lanterns, and so forth) are incapable of brightening the area, as are light spells of lower level. Higher level light spells are not affected by darkness.
If darkness is cast on a small object that is then placed inside or under a lightproof covering, the spell’s effect is blocked until the covering is removed.
Darkness counters or dispels any light spell of equal or lower spell level.
Arcane Material Component: A bit of bat fur and either a drop of pitch or a piece of coal.

Darkvision
Transmutation
Level: Rgr 3, Sor/Wiz 2
Components: V, S, M
Casting Time: 1 standard action
Range: Touch
Target: Creature touched
Duration: 1 hour/level
Saving Throw: Will negates (harmless)
Spell Resistance: Yes (harmless)
The subject gains the ability to see 60 feet even in total darkness. Darkvision is black and white only but otherwise like normal sight. Darkvision does not grant one the ability to see in magical darkness.
Darkvision can be made permanent with a permanency spell.
Material Component: Either a pinch of dried carrot or an agate.

Daylight
Evocation [Light]
Level: Brd 3, Clr 3, Drd 3, Pal 3, Sor/Wiz 3
Components: V, S
Casting Time: 1 standard action
Range: Touch
Target: Object touched
Duration: 10 min./level (D)
Saving Throw: None
Spell Resistance: No
The object touched sheds light as bright as full daylight in a 60-foot radius, and dim light for an additional 60 feet beyond that. Creatures that take penalties in bright light also take them while within the radius of this magical light. Despite its name, this spell is not the equivalent of daylight for the purposes of creatures that are damaged or destroyed by bright light.
If daylight is cast on a small object that is then placed inside or under a light- proof covering, the spell’s effects are blocked until the covering is removed.
Daylight brought into an area of magical darkness (or vice versa) is temporarily negated, so that the otherwise prevailing light conditions exist in the overlapping areas of effect.
Daylight counters or dispels any darkness spell of equal or lower level, such as darkness.

Daze
Enchantment (Compulsion) [Mind-Affecting]
Level: Brd 0, Sor/Wiz 0
Components: V, S, M
Casting Time: 1 standard action
Range: Close (25 ft. + 5 ft./2 levels)
Target: One humanoid creature of 4 HD or less
Duration: 1 round
Saving Throw: Will negates
Spell Resistance: Yes
This enchantment clouds the mind of a humanoid creature with 4 or fewer Hit Dice so that it takes no actions. Humanoids of 5 or more HD are not affected. A dazed subject is not stunned, so attackers get no special advantage against it.
Material Component: A pinch of wool or similar substance.

Daze Monster
Enchantment (Compulsion) [Mind-Affecting]
Level: Brd 2, Sor/Wiz 2
Range: Medium (100 ft. + 10 ft./level)
Target: One living creature of 6 HD or less
This spell functions like daze, but daze monster can affect any one living creature of any type. Creatures of 7 or more HD are not affected.

Death Knell
Necromancy [Death, Evil]
Level: Clr 2, Death 2
Components: V, S
Casting Time: 1 standard action
Range: Touch
Target: Living creature touched
Duration: Instantaneous/10 minutes per HD of subject; see text
Saving Throw: Will negates
Spell Resistance: Yes
You draw forth the ebbing life force of a creature and use it to fuel your own power. Upon casting this spell, you touch a living creature that has –1 or fewer hit points. If the subject fails its saving throw, it dies, and you gain 1d8 temporary hit points and a +2 bonus to Strength. Additionally, your effective caster level goes up by +1, improving spell effects dependent on caster level. (This increase in effective caster level does not grant you access to more spells.) These effects last for 10 minutes per HD of the subject creature.

Death Ward
Necromancy
Level: Clr 4, Death 4, Drd 5, Pal 4
Components: V, S, DF
Casting Time: 1 standard action
Range: Touch
Target: Living creature touched
Duration: 1 min./level
Saving Throw: Will negates (harmless)
Spell Resistance: Yes (harmless)
The subject is immune to all death spells, magical death effects, energy drain, and any negative energy effects.
This spell doesn’t remove negative levels that the subject has already gained, nor does it affect the saving throw necessary 24 hours after gaining a negative level.
Death ward does not protect against other sorts of attacks even if those attacks might be lethal.

Deathwatch
Necromancy [Evil]
Level: Clr 1
Components: V, S
Casting Time: 1 standard action
Range: 30 ft.
Area: Cone-shaped emanation
Duration: 10 min./level
Saving Throw: None
Spell Resistance: No
Using the foul sight granted by the powers of unlife, you can determine the condition of creatures near death within the spell’s range. You instantly know whether each creature within the area is dead, fragile (alive and wounded, with 3 or fewer hit points left), fighting off death (alive with 4 or more hit points), undead, or neither alive nor dead (such as a construct).
Deathwatch sees through any spell or ability that allows creatures to feign death.

Deep Slumber
Enchantment (Compulsion) [Mind-Affecting]
Level: Brd 3, Sor/Wiz 3
Range: Close (25 ft. + 5 ft./2 levels)
This spell functions like sleep, except that it affects 10 HD of creatures.

Deeper Darkness
Evocation [Darkness]
Level: Clr 3
Duration: One day/level (D)
This spell functions like darkness, except that the object radiates shadowy illumination in a 60-foot radius and the darkness lasts longer.
Daylight brought into an area of deeper darkness (or vice versa) is temporarily negated, so that the otherwise prevailing light conditions exist in the overlapping areas of effect.
Deeper darkness counters and dispels any light spell of equal or lower level, including daylight and light.

Delay Poison
Conjuration (Healing)
Level: Brd 2, Clr 2, Drd 2, Pal 2, Rgr 1
Components: V, S, DF
Casting Time: 1 standard action
Range: Touch
Target: Creature touched
Duration: 1 hour/level
Saving Throw: Fortitude negates (harmless)
Spell Resistance: Yes (harmless)
The subject becomes temporarily immune to poison. Any poison in its system or any poison to which it is exposed during the spell’s duration does not affect the subject until the spell’s duration has expired. Delay poison does not cure any damage that poison may have already done.

Delayed Blast Fireball
Evocation [Fire]
Level: Sor/Wiz 7
Duration: 5 rounds or less; see text
This spell functions like fireball, except that it is more powerful and can detonate up to 5 rounds after the spell is cast. The burst of flame deals 1d6 points of fire damage per caster level (maximum 20d6).
The glowing bead created by delayed blast fireball can detonate immediately if you desire, or you can choose to delay the burst for as many as 5 rounds. You select the amount of delay upon completing the spell, and that time cannot change once it has been set unless someone touches the bead (see below). If you choose a delay, the glowing bead sits at its destination until it detonates. A creature can pick up and hurl the bead as a thrown weapon (range increment 10 feet). If a creature handles and moves the bead within 1 round of its detonation, there is a 25% chance that the bead detonates while being handled.

Demand
Enchantment (Compulsion) [Mind-Affecting]
Level: Sor/Wiz 8
Saving Throw: Will partial
Spell Resistance: Yes
This spell functions like sending, but the message can also contain a suggestion (see the suggestion spell), which the subject does its best to carry out. A successful Will save negates the suggestion effect but not the contact itself. The demand, if received, is understood even if the subject’s Intelligence score is as low as 1. If the message is impossible or meaningless according to the circumstances that exist for the subject at the time the demand is issued, the message is understood but the suggestion is ineffective.
The demand’s message to the creature must be twenty-five words or less, including the suggestion. The creature can also give a short reply immediately.
Material Component: A short piece of copper wire and some small part of the subject—a hair, a bit of nail, or the like.

Desecrate
Evocation [Evil]
Level: Clr 2, Evil 2
Components: V, S, M, DF
Casting Time: 1 standard action
Range: Close (25 ft. + 5 ft./2 levels)
Area: 20-ft.-radius emanation
Duration: 2 hours/level
Saving Throw: None
Spell Resistance: Yes
This spell imbues an area with negative energy. Each Charisma check made to turn undead within this area takes a –3 profane penalty, and every undead creature entering a desecrated area gains a +1 profane bonus on attack rolls, damage rolls, and saving throws. An undead creature created within or summoned into such an area gains +1 hit points per HD.
If the desecrated area contains an altar, shrine, or other permanent fixture dedicated to your deity or aligned higher power, the modifiers given above are doubled (–6 profane penalty on turning checks, +2 profane bonus and +2 hit points per HD for undead in the area).
Furthermore, anyone who casts animate dead within this area may create as many as double the normal amount of undead (that is, 4 HD per caster level rather than 2 HD per caster level).
If the area contains an altar, shrine, or other permanent fixture of a deity, pantheon, or higher power other than your patron, the desecrate spell instead curses the area, cutting off its connection with the associated deity or power. This secondary function, if used, does not also grant the bonuses and penalties relating to undead, as given above.
Desecrate counters and dispels consecrate.
Material Component: A vial of unholy water and 25 gp worth (5 pounds) of silver dust, all of which must be sprinkled around the area.

Destruction
Necromancy [Death]
Level: Clr 7, Death 7
Components: V, S, F
Casting Time: 1 standard action
Range: Close (25 ft. + 5 ft./2 levels)
Target: One creature
Duration: Instantaneous
Saving Throw: Fortitude partial
Spell Resistance: Yes
This spell instantly slays the subject and consumes its remains (but not its equipment and possessions) utterly. If the target’s Fortitude saving throw succeeds, it instead takes 10d6 points of damage. The only way to restore life to a character who has failed to save against this spell is to use true resurrection, a carefully worded wish spell followed by resurrection, or miracle.
Focus: A special holy (or unholy) symbol of silver marked with verses of anathema (cost 500 gp).

Detect Animals or Plants
Divination
Level: Drd 1, Rgr 1
Components: V, S
Casting Time: 1 standard action
Range: Long (400 ft. + 40 ft./level)
Area: Cone-shaped emanation
Duration: Concentration, up to 10 min./level (D)
Saving Throw: None
Spell Resistance: No
You can detect a particular kind of animal or plant in a cone emanating out from you in whatever direction you face. You must think of a kind of animal or plant when using the spell, but you can change the animal or plant kind each round. The amount of information revealed depends on how long you search a particular area or focus on a specific kind of animal or plant.
1st Round: Presence or absence of that kind of animal or plant in the area.
2nd Round: Number of individuals of the specified kind in the area, and the condition of the healthiest specimen.
3rd Round: The condition (see below) and location of each individual present. If an animal or plant is outside your line of sight, then you discern its direction but not its exact location.
Conditions: For purposes of this spell, the categories of condition are as follows:
Normal: Has at least 90% of full normal hit points, free of disease.
Fair: 30% to 90% of full normal hit points remaining.
Poor: Less than 30% of full normal hit points remaining, afflicted with a disease, or suffering from a debilitating injury.
Weak: 0 or fewer hit points remaining, afflicted with a disease in the terminal stage, or crippled.
If a creature falls into more than one category, the spell indicates the weaker of the two.
Each round you can turn to detect a kind of animal or plant in a new area. The spell can penetrate barriers, but 1 foot of stone, 1 inch of common metal, a thin sheet of lead, or 3 feet of wood or dirt blocks it.

Detect Chaos
Divination
Level: Clr 1
This spell functions like detect evil, except that it detects the auras of chaotic creatures, clerics of chaotic deities, chaotic spells, and chaotic magic items, and you are vulnerable to an overwhelming chaotic aura if you are lawful.

Detect Evil
Divination
Level: Clr 1
Components: V, S, DF
Casting Time: 1 standard action
Range: 60 ft.
Area: Cone-shaped emanation
Duration: Concentration, up to 10 min./ level (D)
Saving Throw: None
Spell Resistance: No
You can sense the presence of evil. The amount of information revealed depends on how long you study a particular area or subject.
1st Round: Presence or absence of evil.
2nd Round: Number of evil auras (creatures, objects, or spells) in the area and the power of the most potent evil aura present.
If you are of good alignment, and the strongest evil aura’s power is overwhelming (see below), and the HD or level of the aura’s source is at least twice your character level, you are stunned for 1 round and the spell ends.
3rd Round: The power and location of each aura. If an aura is outside your line of sight, then you discern its direction but not its exact location.
Aura Power: An evil aura’s power depends on the type of evil creature or object that you’re detecting and its HD, caster level, or (in the case of a cleric) class level; see the accompanying table. If an aura falls into more than one strength category, the spell indicates the stronger of the two.
Creature/Object | Aura Power
 | Faint | Moderate | Strong | Overwhelming
Evil creature1 (HD) | 10 or lower | 11–25 | 26–50 | 51 or higher
Undead (HD) | 2 or lower | 3–8 | 9–20 | 21 or higher
Evil outsider (HD) | 1 or lower | 2–4 | 5–10 | 11 or higher
Cleric of an evil deity 2 (class levels) | 1 | 2–4 | 5–10 | 11 or higher
Evil magic item or spell (caster level) | 2nd or lower | 3rd–8th | 9th–20th | 21st or higher
1 Except for undead and outsiders, which have their own entries on the table.
2 Some characters who are not clerics may radiate an aura of equivalent power. The class description will indicate whether this applies.
Lingering Aura: An evil aura lingers after its original source dissipates (in the case of a spell) or is destroyed (in the case of a creature or magic item). If detect evil is cast and directed at such a location, the spell indicates an aura strength of dim (even weaker than a faint aura). How long the aura lingers at this dim level depends on its original power:
Original Strength | Duration of Lingering Aura
Faint | 1d6 rounds
Moderate | 1d6 minutes
Strong | 1d6x10 minutes
Overwhelming | 1d6 days
Animals, traps, poisons, and other potential perils are not evil, and as such this spell does not detect them.
Each round, you can turn to detect evil in a new area. The spell can penetrate barriers, but 1 foot of stone, 1 inch of common metal, a thin sheet of lead, or 3 feet of wood or dirt blocks it.

Detect Good
Divination
Level: Clr 1
This spell functions like detect evil, except that it detects the auras of good creatures, clerics or paladins of good deities, good spells, and good magic items, and you are vulnerable to an overwhelming good aura if you are evil. Healing potions, antidotes, and similar beneficial items are not good.

Detect Law
Divination
Level: Clr 1
This spell functions like detect evil, except that it detects the auras of lawful creatures, clerics of lawful deities, lawful spells, and lawful magic items, and you are vulnerable to an overwhelming lawful aura if you are chaotic.

Detect Magic
Divination
Level: Brd 0, Clr 0, Drd 0, Sor/Wiz 0
Components: V, S
Casting Time: 1 standard action
Range: 60 ft.
Area: Cone-shaped emanation
Duration: Concentration, up to 1 min./level (D)
Saving Throw: None
Spell Resistance: No
You detect magical auras. The amount of information revealed depends on how long you study a particular area or subject.
1st Round: Presence or absence of magical auras.
2nd Round: Number of different magical auras and the power of the most potent aura.
3rd Round: The strength and location of each aura. If the items or creatures bearing the auras are in line of sight, you can make Spellcraft skill checks to determine the school of magic involved in each. (Make one check per aura; DC 15 + spell level, or 15 + half caster level for a nonspell effect.)
Magical areas, multiple types of magic, or strong local magical emanations may distort or conceal weaker auras.
Aura Strength: An aura’s power depends on a spell’s functioning spell level or an item’s caster level. If an aura falls into more than one category, detect magic indicates the stronger of the two.
Spell or Object | Aura Power
 | Faint | Moderate | Strong | Overwhelming
Functioning spell (spell level) | 3rd or lower | 4th–6th | 7th–9th | 10th+ (deity-level)
Magic item (caster level) | 5th or lower | 6th–11th | 12th–20th | 21st+ (artifact)
Lingering Aura: A magical aura lingers after its original source dissipates (in the case of a spell) or is destroyed (in the case of a magic item). If detect magic is cast and directed at such a location, the spell indicates an aura strength of dim (even weaker than a faint aura). How long the aura lingers at this dim level depends on its original power:
Original Strength | Duration of Lingering Aura
Faint | 1d6 rounds
Moderate | 1d6 minutes
Strong | 1d6x10 minutes
Overwhelming | 1d6 days
Outsiders and elementals are not magical in themselves, but if they are summoned, the conjuration spell registers.
Each round, you can turn to detect magic in a new area. The spell can penetrate barriers, but 1 foot of stone, 1 inch of common metal, a thin sheet of lead, or 3 feet of wood or dirt blocks it.
Detect magic can be made permanent with a permanency spell.

Detect Poison
Divination
Level: Clr 0, Drd 0, Pal 1, Rgr 1, Sor/Wiz 0
Components: V, S
Casting Time: 1 standard action
Range: Close (25 ft. + 5 ft./2 levels)
Target or Area: One creature, one object, or a 5-ft. cube
Duration: Instantaneous
Saving Throw: None
Spell Resistance: No
You determine whether a creature, object, or area has been poisoned or is poisonous. You can determine the exact type of poison with a DC 20 Wisdom check. A character with the Craft (alchemy) skill may try a DC 20 Craft (alchemy) check if the Wisdom check fails, or may try the Craft (alchemy) check prior to the Wisdom check.
The spell can penetrate barriers, but 1 foot of stone, 1 inch of common metal, a thin sheet of lead, or 3 feet of wood or dirt blocks it.

Detect Scrying
Divination
Level: Brd 4, Sor/Wiz 4
Components: V, S, M
Casting Time: 1 standard action
Range: 40 ft.
Area: 40-ft.-radius emanation centered on you
Duration: 24 hours
Saving Throw: None
Spell Resistance: No
You immediately become aware of any attempt to observe you by means of a divination (scrying) spell or effect. The spell’s area radiates from you and moves as you move. You know the location of every magical sensor within the spell’s area.
If the scrying attempt originates within the area, you also know its location; otherwise, you and the scrier immediately make opposed caster level checks (1d20 + caster level). If you at least match the scrier’s result, you get a visual image of the scrier and an accurate sense of his or her direction and distance from you.
Material Component: A small piece of mirror and a miniature brass hearing trumpet.

Detect Secret Doors
Divination
Level: Brd 1, Knowledge 1, Sor/Wiz 1
Components: V, S
Casting Time: 1 standard action
Range: 60 ft.
Area: Cone-shaped emanation
Duration: Concentration, up to 1 min./level (D)
Saving Throw: None
Spell Resistance: No
You can detect secret doors, compartments, caches, and so forth. Only passages, doors, or openings that have been specifically constructed to escape detection are detected by this spell. The amount of information revealed depends on how long you study a particular area or subject.
1st Round: Presence or absence of secret doors.
2nd Round: Number of secret doors and the location of each. If an aura is outside your line of sight, then you discern its direction but not its exact location.
Each Additional Round: The mechanism or trigger for one particular secret portal closely examined by you. Each round, you can turn to detect secret doors in a new area. The spell can penetrate barriers, but 1 foot of stone, 1 inch of common metal, a thin sheet of lead, or 3 feet of wood or dirt blocks it.

Detect Snares and Pits
Divination
Level: Drd 1, Rgr 1
Components: V, S
Casting Time: 1 standard action
Range: 60 ft.
Area: Cone-shaped emanation
Duration: Concentration, up to 10 min./level (D)
Saving Throw: None
Spell Resistance: No
You can detect simple pits, deadfalls, and snares as well as mechanical traps constructed of natural materials. The spell does not detect complex traps, including trapdoor traps.
Detect snares and pits does detect certain natural hazards—quicksand (a snare), a sinkhole (a pit), or unsafe walls of natural rock (a deadfall). However, it does not reveal other potentially dangerous conditions. The spell does not detect magic traps (except those that operate by pit, deadfall, or snaring; see the spell snare), nor mechanically complex ones, nor those that have been rendered safe or inactive.
The amount of information revealed depends on how long you study a particular area.
1st Round: Presence or absence of hazards.
2nd Round: Number of hazards and the location of each. If a hazard is outside your line of sight, then you discern its direction but not its exact location.
Each Additional Round: The general type and trigger for one particular hazard closely examined by you.
Each round, you can turn to detect snares and pits in a new area. The spell can penetrate barriers, but 1 foot of stone, 1 inch of common metal, a thin sheet of lead, or 3 feet of wood or dirt blocks it.

Detect Thoughts
Divination [Mind-Affecting]
Level: Brd 2, Knowledge 2, Sor/Wiz 2
Components: V, S, F/DF
Casting Time: 1 standard action
Range: 60 ft.
Area: Cone-shaped emanation
Duration: Concentration, up to 1 min./level (D)
Saving Throw: Will negates; see text
Spell Resistance: No
You detect surface thoughts. The amount of information revealed depends on how long you study a particular area or subject.
1st Round: Presence or absence of thoughts (from conscious creatures with Intelligence scores of 1 or higher).
2nd Round: Number of thinking minds and the Intelligence score of each. If the highest Intelligence is 26 or higher (and at least 10 points higher than your own Intelligence score), you are stunned for 1 round and the spell ends. This spell does not let you determine the location of the thinking minds if you can’t see the creatures whose thoughts you are detecting.
3rd Round: Surface thoughts of any mind in the area. A target’s Will save prevents you from reading its thoughts, and you must cast detect thoughts again to have another chance. Creatures of animal intelligence (Int 1 or 2) have simple, instinctual thoughts that you can pick up.
Each round, you can turn to detect thoughts in a new area. The spell can penetrate barriers, but 1 foot of stone, 1 inch of common metal, a thin sheet of lead, or 3 feet of wood or dirt blocks it.
Arcane Focus: A copper piece.

Detect Undead
Divination
Level: Clr 1, Pal 1, Sor/Wiz 1
Components: V, S, M/DF
Casting Time: 1 standard action
Range: 60 ft.
Area: Cone-shaped emanation
Duration: Concentration, up to 1 minute/ level (D)
Saving Throw: None
Spell Resistance: No
You can detect the aura that surrounds undead creatures. The amount of information revealed depends on how long you study a particular area.
1st Round: Presence or absence of undead auras.
2nd Round: Number of undead auras in the area and the strength of the strongest undead aura present. If you are of good alignment, and the strongest undead aura’s strength is overwhelming (see below), and the creature has HD of at least twice your character level, you are stunned for 1 round and the spell ends.
3rd Round: The strength and location of each undead aura. If an aura is outside your line of sight, then you discern its direction but not its exact location.
Aura Strength: The strength of an undead aura is determined by the HD of the undead creature, as given on the following table:
HD | Strength
1 or lower | Faint
2–4 | Moderate
5–10 | Strong
11 or higher | Overwhelming
Lingering Aura: An undead aura lingers after its original source is destroyed. If detect undead is cast and directed at such a location, the spell indicates an aura strength of dim (even weaker than a faint aura). How long the aura lingers at this dim level depends on its original power:
Original Strength | Duration of Lingering Aura
Faint | 1d6 rounds
Moderate | 1d6 minutes
Strong | 1d6x10 minutes
Overwhelming | 1d6 days
Each round, you can turn to detect undead in a new area. The spell can penetrate barriers, but 1 foot of stone, 1 inch of common metal, a thin sheet of lead, or 3 feet of wood or dirt blocks it.
Arcane Material Component: A bit of earth from a grave.

Dictum
Evocation [Lawful, Sonic]
Level: Clr 7, Law 7
Components: V
Casting Time: 1 standard action
Range: 40 ft.
Area: Nonlawful creatures in a 40-ft.-radius spread centered on you
Duration: Instantaneous
Saving Throw: None or Will negates; see text
Spell Resistance: Yes
Any nonlawful creature within the area of a dictum spell suffers the following ill effects.
HD | Effect
Equal to caster level | Deafened
Up to caster level –1 | Slowed, deafened
Up to caster level –5 | Paralyzed, slowed, deafened
Up to caster level –10 | Killed, paralyzed, slowed, deafened
The effects are cumulative and concurrent. No saving throw is allowed against these effects.
Deafened: The creature is deafened for 1d4 rounds.
Slowed: The creature is slowed, as by the slow spell, for 2d4 rounds.
Paralyzed: The creature is paralyzed and helpless for 1d10 minutes.
Killed: Living creatures die. Undead creatures are destroyed.
Furthermore, if you are on your home plane when you cast this spell, nonlawful extraplanar creatures within the area are instantly banished back to their home planes. Creatures so banished cannot return for at least 24 hours. This effect takes place regardless of whether the creatures hear the dictum. The banishment effect allows a Will save (at a –4 penalty) to negate.
Creatures whose HD exceed your caster level are unaffected by dictum.

Dimension Door
Conjuration (Teleportation)
Level: Brd 4, Sor/Wiz 4, Travel 4
Components: V
Casting Time: 1 standard action
Range: Long (400 ft. + 40 ft./level)
Target: You and touched objects or other touched willing creatures
Duration: Instantaneous
Saving Throw: None and Will negates (object)
Spell Resistance: No and Yes (object)
You instantly transfer yourself from your current location to any other spot within range. You always arrive at exactly the spot desired—whether by simply visualizing the area or by stating direction. After using this spell, you can’t take any other actions until your next turn. You can bring along objects as long as their weight doesn’t exceed your maximum load. You may also bring one additional willing Medium or smaller creature (carrying gear or objects up to its maximum load) or its equivalent per three caster levels. A Large creature counts as two Medium creatures, a Huge creature counts as two Large creatures, and so forth. All creatures to be transported must be in contact with one another, and at least one of those creatures must be in contact with you.
If you arrive in a place that is already occupied by a solid body, you and each creature traveling with you take 1d6 points of damage and are shunted to a random open space on a suitable surface within 100 feet of the intended location.
If there is no free space within 100 feet, you and each creature traveling with you take an additional 2d6 points of damage and are shunted to a free space within 1,000 feet. If there is no free space within 1,000 feet, you and each creature travelling with you take an additional 4d6 points of damage and the spell simply fails.

Dimensional Anchor
Abjuration
Level: Clr 4, Sor/Wiz 4
Components: V, S
Casting Time: 1 standard action
Range: Medium (100 ft. + 10 ft./level)
Effect: Ray
Duration: 1 min./level
Saving Throw: None
Spell Resistance: Yes (object)
A green ray springs from your outstretched hand. You must make a ranged touch attack to hit the target. Any creature or object struck by the ray is covered with a shimmering emerald field that completely blocks extradimensional travel. Forms of movement barred by a dimensional anchor include astral projection, blink, dimension door, ethereal jaunt, etherealness, gate, maze, plane shift, shadow walk, teleport, and similar spell-like or psionic abilities. The spell also prevents the use of a gate or teleportation circle for the duration of the spell.
A dimensional anchor does not interfere with the movement of creatures already in ethereal or astral form when the spell is cast, nor does it block extradimensional perception or attack forms. Also, dimensional anchor does not prevent summoned creatures from disappearing at the end of a summoning spell.

Dimensional Lock
Abjuration
Level: Clr 8, Sor/Wiz 8
Components: V, S
Casting Time: 1 standard action
Range: Medium (100 ft. + 10 ft./level)
Area: 20-ft.-radius emanation centered on a point in space
Duration: One day/level
Saving Throw: None
Spell Resistance: Yes
You create a shimmering emerald barrier that completely blocks extradimensional travel. Forms of movement barred include astral projection, blink, dimension door, ethereal jaunt, etherealness, gate, maze, plane shift, shadow walk, teleport, and similar spell-like or psionic abilities. Once dimensional lock is in place, extradimensional travel into or out of the area is not possible.
A dimensional lock does not interfere with the movement of creatures already in ethereal or astral form when the spell is cast, nor does it block extradimensional perception or attack forms. Also, the spell does not prevent summoned creatures from disappearing at the end of a summoning spell.

Diminish Plants
Transmutation
Level: Drd 3, Rgr 3
Components: V, S, DF
Casting Time: 1 standard action
Range: See text
Target or Area: See text
Duration: Instantaneous
Saving Throw: None
Spell Resistance: No
This spell has two versions.
Prune Growth: This version causes normal vegetation within long range (400 feet + 40 feet per level) to shrink to about one-third of their normal size, becoming untangled and less bushy. The affected vegetation appears to have been carefully pruned and trimmed.
At your option, the area can be a 100- foot-radius circle, a 150-foot-radius semicircle, or a 200-foot-radius quarter-circle.
You may also designate portions of the area that are not affected.
Stunt Growth: This version targets normal plants within a range of 1/2 mile, reducing their potential productivity over the course of the following year to one third below normal.
Diminish plants counters plant growth.
This spell has no effect on plant creatures.

Discern Lies
Divination
Level: Clr 4, Pal 3
Components: V, S, DF
Casting Time: 1 standard action
Range: Close (25 ft. + 5 ft./2 levels)
Targets: One creature/level, no two of which can be more than 30 ft. apart
Duration: Concentration, up to 1 round/level
Saving Throw: Will negates
Spell Resistance: No
Each round, you concentrate on one subject, who must be within range. You know if the subject deliberately and knowingly speaks a lie by discerning disturbances in its aura caused by lying. The spell does not reveal the truth, uncover unintentional inaccuracies, or necessarily reveal evasions.
Each round, you may concentrate on a different subject.

Discern Location
Divination
Level: Clr 8, Knowledge 8, Sor/Wiz 8
Components: V, S, DF
Casting Time: 10 minutes
Range: Unlimited
Target: One creature or object
Duration: Instantaneous
Saving Throw: None
Spell Resistance: No
A discern location spell is among the most powerful means of locating creatures or objects. Nothing short of a mind blank spell or the direct intervention of a deity keeps you from learning the exact location of a single individual or object. Discern location circumvents normal means of protection from scrying or location. The spell reveals the name of the creature or object’s location (place, name, business name, building name, or the like), community, county (or similar political division), country, continent, and the plane of existence where the target lies.
To find a creature with the spell, you must have seen the creature or have some item that once belonged to it. To find an object, you must have touched it at least once.

Disguise Self
Illusion (Glamer)
Level: Brd 1, Sor/Wiz 1, Trickery 1
Components: V, S
Casting Time: 1 standard action
Range: Personal
Target: You
Duration: 10 min./level (D)
You make yourself—including clothing, armor, weapons, and equipment—look different. You can seem 1 foot shorter or taller, thin, fat, or in between. You cannot change your body type. Otherwise, the extent of the apparent change is up to you. You could add or obscure a minor feature or look like an entirely different person.
The spell does not provide the abilities or mannerisms of the chosen form, nor does it alter the perceived tactile (touch) or audible (sound) properties of you or your equipment.
If you use this spell to create a disguise, you get a +10 bonus on the Disguise check.
A creature that interacts with the glamer gets a Will save to recognize it as an illusion.

Disintegrate
Transmutation
Level: Destruction 7, Sor/Wiz 6
Components: V, S, M/DF
Casting Time: 1 standard action
Range: Medium (100 ft. + 10 ft./level)
Effect: Ray
Duration: Instantaneous
Saving Throw: Fortitude partial (object)
Spell Resistance: Yes
A thin, green ray springs from your pointing finger. You must make a successful ranged touch attack to hit. Any creature struck by the ray takes 2d6 points of damage per caster level (to a maximum of 40d6). Any creature reduced to 0 or fewer hit points by this spell is entirely disintegrated, leaving behind only a trace of fine dust. A disintegrated creature’s equipment is unaffected.
When used against an object, the ray simply disintegrates as much as one 10- foot cube of nonliving matter. Thus, the spell disintegrates only part of any very large object or structure targeted. The ray affects even objects constructed entirely of force, such as forceful hand or a wall of force, but not magical effects such as a globe of invulnerability or an antimagic field.
A creature or object that makes a successful Fortitude save is partially affected, taking only 5d6 points of damage. If this damage reduces the creature or object to 0 or fewer hit points, it is entirely disintegrated.
Only the first creature or object struck can be affected; that is, the ray affects only one target per casting.
Arcane Material Component: A lodestone and a pinch of dust.

Dismissal
Abjuration
Level: Clr 4, Sor/Wiz 5
Components: V, S, DF
Casting Time: 1 standard action
Range: Close (25 ft. + 5 ft./2 levels)
Target: One extraplanar creature
Duration: Instantaneous
Saving Throw: Will negates; see text
Spell Resistance: Yes
This spell forces an extraplanar creature back to its proper plane if it fails a special Will save (DC = spell’s save DC – creature’s HD + your caster level). If the spell is successful, the creature is instantly whisked away, but there is a 20% chance of actually sending the subject to a plane other than its own.

Dispel Chaos
Abjuration [Lawful]
Level: Clr 5, Law 5, Pal 4
This spell functions like dispel evil, except that you are surrounded by constant, blue, lawful energy, and the spell affects chaotic creatures and spells rather than evil ones.

Dispel Evil
Abjuration [Good]
Level: Clr 5, Good 5, Pal 4
Components: V, S, DF
Casting Time: 1 standard action
Range: Touch
Target or Targets: You and a touched evil creature from another plane; or you and an enchantment or evil spell on a touched creature or object
Duration: 1 round/level or until discharged, whichever comes first
Saving Throw: See text
Spell Resistance: See text
Shimmering, white, holy energy surrounds you. This power has three effects.
First, you gain a +4 deflection bonus to AC against attacks by evil creatures.
Second, on making a successful melee touch attack against an evil creature from another plane, you can choose to drive that creature back to its home plane. The creature can negate the effects with a successful Will save (spell resistance applies). This use discharges and ends the spell.
Third, with a touch you can automatically dispel any one enchantment spell cast by an evil creature or any one evil spell. Exception: Spells that can’t be dispelled by dispel magic also can’t be dispelled by dispel evil. Saving throws and spell resistance do not apply to this effect. This use discharges and ends the spell.

Dispel Good
Abjuration [Evil]
Level: Clr 5, Evil 5
This spell functions like dispel evil, except that you are surrounded by dark, wavering, unholy energy, and the spell affects good creatures and spells rather than evil ones.

Dispel Law
Abjuration [Chaotic]
Level: Chaos 5, Clr 5
This spell functions like dispel evil, except that you are surrounded by flickering, yellow, chaotic energy, and the spell affects lawful creatures and spells rather than evil ones.

Dispel Magic
Abjuration
Level: Brd 3, Clr 3, Drd 4, Magic 3, Pal 3, Sor/Wiz 3
Components: V, S
Casting Time: 1 standard action
Range: Medium (100 ft. + 10 ft./level)
Target or Area: One spellcaster, creature, or object; or 20-ft.-radius burst
Duration: Instantaneous
Saving Throw: None
Spell Resistance: No
You can use dispel magic to end ongoing spells that have been cast on a creature or object, to temporarily suppress the magical abilities of a magic item, to end ongoing spells (or at least their effects) within an area, or to counter another spellcaster’s spell. A dispelled spell ends as if its duration had expired. Some spells, as detailed in their descriptions, can’t be defeated by dispel magic. Dispel magic can dispel (but not counter) spell-like effects just as it does spells.
Note: The effect of a spell with an instantaneous duration can’t be dispelled, because the magical effect is already over before the dispel magic can take effect.
You choose to use dispel magic in one of three ways: a targeted dispel, an area dispel, or a counterspell:
Targeted Dispel: One object, creature, or spell is the target of the dispel magic spell. You make a dispel check (1d20 + your caster level, maximum +10) against the spell or against each ongoing spell currently in effect on the object or creature. The DC for this dispel check is 11 + the spell’s caster level. If you succeed on a particular check, that spell is dispelled; if you fail, that spell remains in effect.
If you target an object or creature that is the effect of an ongoing spell (such as a monster summoned by monster summoning), you make a dispel check to end the spell that conjured the object or creature.
If the object that you target is a magic item, you make a dispel check against the item’s caster level. If you succeed, all the item’s magical properties are suppressed for 1d4 rounds, after which the item recovers on its own. A suppressed item becomes nonmagical for the duration of the effect. An interdimensional interface (such as a bag of holding) is temporarily closed. A magic item’s physical properties are unchanged: A suppressed magic sword is still a sword (a masterwork sword, in fact). Artifacts and deities are unaffected by mortal magic such as this.
You automatically succeed on your dispel check against any spell that you cast yourself.
Area Dispel: When dispel magic is used in this way, the spell affects everything within a 20-foot radius.
For each creature within the area that is the subject of one or more spells, you make a dispel check against the spell with the highest caster level. If that check fails, you make dispel checks against progressively weaker spells until you dispel one spell (which discharges the dispel magic spell so far as that target is concerned) or until you fail all your checks. The creature’s magic items are not affected.
For each object within the area that is the target of one or more spells, you make dispel checks as with creatures. Magic items are not affected by an area dispel.
For each ongoing area or effect spell whose point of origin is within the area of the dispel magic spell, you can make a dispel check to dispel the spell.
For each ongoing spell whose area overlaps that of the dispel magic spell, you can make a dispel check to end the effect, but only within the overlapping area.
If an object or creature that is the effect of an ongoing spell (such as a monster summoned by monster summoning) is in the area, you can make a dispel check to end the spell that conjured that object or creature (returning it whence it came) in addition to attempting to dispel spells targeting the creature or object.
You may choose to automatically succeed on dispel checks against any spell that you have cast.
Counterspell: When dispel magic is used in this way, the spell targets a spellcaster and is cast as a counterspell. Unlike a true counterspell, however, dispel magic may not work; you must make a dispel check to counter the other spellcaster’s spell.

Dispel Magic, Greater
Abjuration
Level: Brd 5, Clr 6, Drd 6, Sor/Wiz 6
This spell functions like dispel magic, except that the maximum caster level on your dispel check is +20 instead of +10.
Additionally, greater dispel magic has a chance to dispel any effect that remove curse can remove, even if dispel magic can’t dispel that effect.

Displacement
Illusion (Glamer)
Level: Brd 3, Sor/Wiz 3
Components: V, M
Casting Time: 1 standard action
Range: Touch
Target: Creature touched
Duration: 1 round/level (D)
Saving Throw: Will negates (harmless)
Spell Resistance: Yes (harmless)
The subject of this spell appears to be about 2 feet away from its true location. The creature benefits from a 50% miss chance as if it had total concealment. However, unlike actual total concealment, displacement does not prevent enemies from targeting the creature normally. True seeing reveals its true location.
Material Component: A small strip of leather twisted into a loop.

Disrupt Undead
Necromancy
Level: Sor/Wiz 0
Components: V, S
Casting Time: 1 standard action
Range: Close (25 ft. + 5 ft./2 levels)
Effect: Ray
Duration: Instantaneous
Saving Throw: None
Spell Resistance: Yes
You direct a ray of positive energy. You must make a ranged touch attack to hit, and if the ray hits an undead creature, it deals 1d6 points of damage to it.

Disrupting Weapon
Transmutation
Level: Clr 5
Components: V, S
Casting Time: 1 standard action
Range: Touch
Targets: One melee weapon
Duration: 1 round/level
Saving Throw: Will negates (harmless, object); see text
Spell Resistance: Yes (harmless, object)
This spell makes a melee weapon deadly to undead. Any undead creature with HD equal to or less than your caster level must succeed on a Will save or be destroyed utterly if struck in combat with this weapon. Spell resistance does not apply against the destruction effect.

Divination
Divination
Level: Clr 4, Knowledge 4
Components: V, S, M
Casting Time: 10 minutes
Range: Personal
Target: You
Duration: Instantaneous
Similar to augury but more powerful, a divination spell can provide you with a useful piece of advice in reply to a question concerning a specific goal, event, or activity that is to occur within one week. The advice can be as simple as a short phrase, or it might take the form of a cryptic rhyme or omen. If your party doesn’t act on the information, the conditions may change so that the information is no longer useful. The base chance for a correct divination is 70% + 1% per caster level, to a maximum of 90%. If the dice roll fails, you know the spell failed, unless specific magic yielding false information is at work.
As with augury, multiple divinations about the same topic by the same caster use the same dice result as the first divination spell and yield the same answer each time.
Material Component: Incense and a sacrificial offering appropriate to your religion, together worth at least 25 gp.

Divine Favor
Evocation
Level: Clr 1, Pal 1
Components: V, S, DF
Casting Time: 1 standard action
Range: Personal
Target: You
Duration: 1 minute
Calling upon the strength and wisdom of a deity, you gain a +1 luck bonus on attack and weapon damage rolls for every three caster levels you have (at least +1, maximum +3). The bonus doesn’t apply to spell damage.

Divine Power
Evocation
Level: Clr 4, War 4
Components: V, S, DF
Casting Time: 1 standard action
Range: Personal
Target: You
Duration: 1 round/level
Calling upon the divine power of your patron, you imbue yourself with strength and skill in combat. Your base attack bonus becomes equal to your character level (which may give you additional attacks), you gain a +6 enhancement bonus to Strength, and you gain 1 temporary hit point per caster level.

Dominate Animal
Enchantment (Compulsion) [Mind-Affecting]
Level: Animal 3, Drd 3
Components: V, S
Casting Time: 1 round
Range: Close (25 ft. + 5 ft./2 levels)
Target: One animal
Duration: 1 round/level
Saving Throw: Will negates
Spell Resistance: Yes
You can enchant an animal and direct it with simple commands such as “Attack,” “Run,” and “Fetch.” Suicidal or self-destructive commands (including an order to attack a creature two or more size categories larger than the dominated animal) are simply ignored.
Dominate animal establishes a mental link between you and the subject creature. The animal can be directed by silent mental command as long as it remains in range. You need not see the creature to control it. You do not receive direct sensory input from the creature, but you know what it is experiencing. Because you are directing the animal with your own intelligence, it may be able to undertake actions normally beyond its own comprehension. You need not concentrate exclusively on controlling the creature unless you are trying to direct it to do something it normally couldn’t do. Changing your instructions or giving a dominated creature a new command is the equivalent of redirecting a spell, so it is a move action.

Dominate Monster
Enchantment (Compulsion) [Mind-Affecting]
Level: Sor/Wiz 9
Target: One creature
This spell functions like dominate person, except that the spell is not restricted by creature type.

Dominate Person
Enchantment (Compulsion) [Mind-Affecting]
Level: Brd 4, Sor/Wiz 5
Components: V, S
Casting Time: 1 round
Range: Close (25 ft. + 5 ft./2 levels)
Target: One humanoid
Duration: One day/level
Saving Throw: Will negates
Spell Resistance: Yes
You can control the actions of any humanoid creature through a telepathic link that you establish with the subject’s mind.
If you and the subject have a common language, you can generally force the subject to perform as you desire, within the limits of its abilities. If no common language exists, you can communicate only basic commands, such as “Come here,” “Go there,” “Fight,” and “Stand still.” You know what the subject is experiencing, but you do not receive direct sensory input from it, nor can it communicate with you telepathically.
Once you have given a dominated creature a command, it continues to attempt to carry out that command to the exclusion of all other activities except those necessary for day-to-day survival (such as sleeping, eating, and so forth). Because of this limited range of activity, a Sense Motive check against DC 15 (rather than DC 25) can determine that the subject’s behavior is being influenced by an enchantment effect (see the Sense Motive skill description).
Changing your instructions or giving a dominated creature a new command is the equivalent of redirecting a spell, so it is a move action.
By concentrating fully on the spell (a standard action), you can receive full sensory input as interpreted by the mind of the subject, though it still can’t communicate with you. You can’t actually see through the subject’s eyes, so it’s not as good as being there yourself, but you still get a good idea of what’s going on.
Subjects resist this control, and any subject forced to take actions against its nature receives a new saving throw with a +2 bonus. Obviously self-destructive orders are not carried out. Once control is established, the range at which it can be exercised is unlimited, as long as you and the subject are on the same plane. You need not see the subject to control it.
If you don’t spend at least 1 round concentrating on the spell each day, the subject receives a new saving throw to throw off the domination.
Protection from evil or a similar spell can prevent you from exercising control or using the telepathic link while the subject is so warded, but such an effect neither prevents the establishment of domination nor dispels it.

Doom
Necromancy [Fear, Mind-Affecting]
Level: Clr 1
Components: V, S, DF
Casting Time: 1 standard action
Range: Medium (100 ft. + 10 ft./level)
Target: One living creature
Duration: 1 min./level
Saving Throw: Will negates
Spell Resistance: Yes
This spell fills a single subject with a feeling of horrible dread that causes it to become shaken.

Dream
Illusion (Phantasm) [Mind-Affecting]
Level: Brd 5, Sor/Wiz 5
Components: V, S
Casting Time: 1 minute
Range: Unlimited
Target: One living creature touched
Duration: See text
Saving Throw: None
Spell Resistance: Yes
You, or a messenger touched by you, sends a phantasmal message to others in the form of a dream. At the beginning of the spell, you must name the recipient or identify him or her by some title that leaves no doubt as to identity. The messenger then enters a trance, appears in the intended recipient’s dream, and delivers the message. The message can be of any length, and the recipient remembers it perfectly upon waking. The communication is one-way. The recipient cannot ask questions or offer information, nor can the messenger gain any information by observing the dreams of the recipient.
Once the message is delivered, the messenger’s mind returns instantly to its body. The duration of the spell is the time required for the messenger to enter the recipient’s dream and deliver the message.
If the recipient is awake when the spell begins, the messenger can choose to wake up (ending the spell) or remain in the trance. The messenger can remain in the trance until the recipient goes to sleep, then enter the recipient’s dream and deliver the message as normal. A messenger that is disturbed during the trance comes awake, ending the spell.
Creatures who don’t sleep (such as elves, but not half-elves) or don’t dream cannot be contacted by this spell.
The messenger is unaware of its own surroundings or of the activities around it while in the trance. It is defenseless both physically and mentally (always fails any saving throw) while in the trance.

Eagle’s Splendor
Transmutation
Level: Brd 2, Clr 2, Pal 2, Sor/Wiz 2
Components: V, S, M/DF
Casting Time: 1 standard action
Range: Touch
Target: Creature touched
Duration: 1 min./level
Saving Throw: Will negates (harmless)
Spell Resistance: Yes
The transmuted creature becomes more poised, articulate, and personally forceful. The spell grants a +4 enhancement bonus to Charisma, adding the usual benefits to Charisma-based skill checks and other uses of the Charisma modifier. Sorcerers and bards (and other spellcasters who rely on Charisma) affected by this spell do not gain any additional bonus spells for the increased Charisma, but the save DCs for spells they cast while under this spell’s effect do increase.
Arcane Material Component: A few feathers or a pinch of droppings from an eagle.

Eagle’s Splendor, Mass
Transmutation
Level: Brd 6, Clr 6, Sor/Wiz 6
Range: Close (25 ft. + 5 ft./2 levels)
Target: One creature/level, no two of which can be more than 30 ft. apart
This spell functions like eagle’s splendor, except that it affects multiple creatures.

Earthquake
Evocation [Earth]
Level: Clr 8, Destruction 8, Drd 8, Earth 7
Components: V, S, DF
Casting Time: 1 standard action
Range: Long (400 ft. + 40 ft./level)
Area: 80-ft.-radius spread (S)
Duration: 1 round
Saving Throw: See text
Spell Resistance: No
When you cast earthquake, an intense but highly localized tremor rips the ground. The shock knocks creatures down, collapses structures, opens cracks in the ground, and more. The effect lasts for 1 round, during which time creatures on the ground can’t move or attack. A spellcaster on the ground must make a Concentration check (DC 20 + spell level) or lose any spell he or she tries to cast. The earthquake affects all terrain, vegetation, structures, and creatures in the area. The specific effect of an earthquake spell depends on the nature of the terrain where it is cast.
Cave, Cavern, or Tunnel: The spell collapses the roof, dealing 8d6 points of bludgeoning damage to any creature caught under the cave-in (Reflex DC 15 half ) and pinning that creature beneath the rubble (see below). An earthquake cast on the roof of a very large cavern could also endanger those outside the actual area but below the falling debris.
Cliffs: Earthquake causes a cliff to crumble, creating a landslide that travels horizontally as far as it fell vertically. Any creature in the path takes 8d6 points of bludgeoning damage (Reflex DC 15 half ) and is pinned beneath the rubble (see below).
Open Ground: Each creature standing in the area must make a DC 15 Reflex save or fall down. Fissures open in the earth, and every creature on the ground has a 25% chance to fall into one (Reflex DC 20 to avoid a fissure). At the end of the spell, all fissures grind shut, killing any creatures still trapped within.
Structure: Any structure standing on open ground takes 100 points of damage, enough to collapse a typical wooden or masonry building, but not a structure built of stone or reinforced masonry. Hardness does not reduce this damage, nor is it halved as damage dealt to objects normally is. Any creature caught inside a collapsing structure takes 8d6 points of bludgeoning damage (Reflex DC 15 half ) and is pinned beneath the rubble (see below).
River, Lake, or Marsh: Fissures open underneath the water, draining away the water from that area and forming muddy ground. Soggy marsh or swampland becomes quicksand for the duration of the spell, sucking down creatures and structures. Each creature in the area must make a DC 15 Reflex save or sink down in the mud and quicksand. At the end of the spell, the rest of the body of water rushes in to replace the drained water, possibly drowning those caught in the mud.
Pinned beneath Rubble: Any creature pinned beneath rubble takes 1d6 points of nonlethal damage per minute while pinned. If a pinned character falls unconscious, he or she must make a DC 15 Constitution check or take 1d6 points of lethal damage each minute thereafter until freed or dead.

Elemental Swarm
Conjuration (Summoning) [see text]
Level: Air 9, Drd 9, Earth 9, Fire 9, Water 9
Components: V, S
Casting Time: 10 minutes
Range: Medium (100 ft. + 10 ft./level)
Effect: Two or more summoned creatures, no two of which can be more than 30 ft. apart
Duration: 10 min./level (D)
Saving Throw: None
Spell Resistance: No
This spell opens a portal to an Elemental Plane and summons elementals from it. A druid can choose the plane (Air, Earth, Fire, or Water); a cleric opens a portal to the plane matching his domain.
When the spell is complete, 2d4 Large elementals appear. Ten minutes later, 1d4 Huge elementals appear. Ten minutes after that, one greater elemental appears. Each elemental has maximum hit points per HD. Once these creatures appear, they serve you for the duration of the spell.
The elementals obey you explicitly and never attack you, even if someone else manages to gain control over them. You do not need to concentrate to maintain control over the elementals. You can dismiss them singly or in groups at any time.
When you use a summoning spell to summon an air, earth, fire, or water creature, it is a spell of that type.

Endure Elements
Abjuration
Level: Clr 1, Drd 1, Pal 1, Rgr 1, Sor/Wiz 1, Sun 1
Components: V, S
Casting Time: 1 standard action
Range: Touch
Target: Creature touched
Duration: 24 hours
Saving Throw: Will negates (harmless)
Spell Resistance: Yes (harmless)
A creature protected by endure elements suffers no harm from being in a hot or cold environment. It can exist comfortably in conditions between –50 and 140 degrees Fahrenheit without having to make Fortitude saves. The creature’s equipment is likewise protected.
Endure elements doesn’t provide any protection from fire or cold damage, nor does it protect against other environmental hazards such as smoke, lack of air, and so forth.

Energy Drain
Necromancy
Level: Clr 9, Sor/Wiz 9
Saving Throw: Fortitude partial; see text for enervation
This spell functions like enervation, except that the creature struck gains 2d4 negative levels, and the negative levels last longer.
There is no saving throw to avoid gaining the negative levels, but 24 hours after gaining them, the subject must make a Fortitude saving throw (DC = energy drain spell’s save DC) for each negative level. If the save succeeds, that negative level is removed. If it fails, the negative level also goes away, but one of the subject’s character levels is permanently drained.
An undead creature struck by the ray gains 2d4x5 temporary hit points for 1 hour.

Enervation
Necromancy
Level: Sor/Wiz 4
Components: V, S
Casting Time: 1 standard action
Range: Close (25 ft. + 5 ft./2 levels)
Effect: Ray of negative energy
Duration: Instantaneous
Saving Throw: None
Spell Resistance: Yes
You point your finger and utter the incantation, releasing a black ray of crackling negative energy that suppresses the life force of any living creature it strikes. You must make a ranged touch attack to hit. If the attack succeeds, the subject gains 1d4 negative levels.
If the subject has at least as many negative levels as HD, it dies. Each negative level gives a creature a –1 penalty on attack rolls, saving throws, skill checks, ability checks, and effective level (for determining the power, duration, DC, and other details of spells or special abilities).
Additionally, a spellcaster loses one spell or spell slot from his or her highest available level. Negative levels stack.
Assuming the subject survives, it regains lost levels after a number of hours equal to your caster level (maximum 15 hours). Usually, negative levels have a chance of permanently draining the victim’s levels, but the negative levels from enervation don’t last long enough to do so.
An undead creature struck by the ray gains 1d4x5 temporary hit points for 1 hour.

Enlarge Person
Transmutation
Level: Sor/Wiz 1, Strength 1
Components: V, S, M
Casting Time: 1 round
Range: Close (25 ft. + 5 ft./2 levels)
Target: One humanoid creature
Duration: 1 min./level (D)
Saving Throw: Fortitude negates
Spell Resistance: Yes
This spell causes instant growth of a humanoid creature, doubling its height and multiplying its weight by 8. This increase changes the creature’s size category to the next larger one. The target gains a +2 size bonus to Strength, a –2 size penalty to Dexterity (to a minimum of 1), and a –1 penalty on attack rolls and AC due to its increased size.
A humanoid creature whose size increases to Large has a space of 10 feet and a natural reach of 10 feet. This spell does not change the target’s speed.
If insufficient room is available for the desired growth, the creature attains the maximum possible size and may make a Strength check (using its increased Strength) to burst any enclosures in the process. If it fails, it is constrained without harm by the materials enclosing it— the spell cannot be used to crush a creature by increasing its size.
All equipment worn or carried by a creature is similarly enlarged by the spell. Melee and projectile weapons affected by this spell deal more damage. Other magical properties are not affected by this spell. Any enlarged item that leaves an enlarged creature’s possession (including a projectile or thrown weapon) instantly returns to its normal size. This means that thrown weapons deal their normal damage, and projectiles deal damage based on the size of the weapon that fired them. Magical properties of enlarged items are not increased by this spell.
Multiple magical effects that increase size do not stack,.
Enlarge person counters and dispels reduce person.
Enlarge person can be made permanent with a permanency spell.
Material Component: A pinch of powdered iron.

Enlarge Person, Mass
Transmutation
Level: Sor/Wiz 4
Target: One humanoid creature/level, no two of which can be more than 30 ft. apart
This spell functions like enlarge person, except that it affects multiple creatures.

Entangle
Transmutation
Level: Drd 1, Plant 1, Rgr 1
Components: V, S, DF
Casting Time: 1 standard action
Range: Long (400 ft. + 40 ft./level)
Area: Plants in a 40-ft.-radius spread
Duration: 1 min./level (D)
Saving Throw: Reflex partial; see text
Spell Resistance: No
Grasses, weeds, bushes, and even trees wrap, twist, and entwine about creatures in the area or those that enter the area, holding them fast and causing them to become entangled. The creature can break free and move half its normal speed by using a full-round action to make a DC 20 Strength check or a DC 20 Escape Artist check. A creature that succeeds on a Reflex save is not entangled but can still move at only half speed through the area. Each round on your turn, the plants once again attempt to entangle all creatures that have avoided or escaped entanglement.
Note: The effects of the spell may be altered somewhat, based on the nature of the entangling plants.

Enthrall
Enchantment (Charm) [Language Dependent, Mind-Affecting, Sonic]
Level: Brd 2, Clr 2
Components: V, S
Casting Time: 1 round
Range: Medium (100 ft. + 10 ft./level)
Targets: Any number of creatures
Duration: 1 hour or less
Saving Throw: Will negates; see text
Spell Resistance: Yes
If you have the attention of a group of creatures, you can use this spell to hold them spellbound. To cast the spell, you must speak or sing without interruption for 1 full round. Thereafter, those affected give you their undivided attention, ignoring their surroundings. They are considered to have an attitude of friendly while under the effect of the spell. Any potentially affected creature of a race or religion unfriendly to yours gets a +4 bonus on the saving throw.
A creature with 4 or more HD or with a Wisdom score of 16 or higher remains aware of its surroundings and has an attitude of indifferent. It gains a new saving throw if it witnesses actions that it opposes.
The effect lasts as long as you speak or sing, to a maximum of 1 hour. Those enthralled by your words take no action while you speak or sing and for 1d3 rounds thereafter while they discuss the topic or performance. Those entering the area during the performance must also successfully save or become enthralled. The speech ends (but the 1d3-round delay still applies) if you lose concentration or do anything other than speak or sing.
If those not enthralled have unfriendly or hostile attitudes toward you, they can collectively make a Charisma check to try to end the spell by jeering and heckling. For this check, use the Charisma bonus of the creature with the highest Charisma in the group; others may make Charisma checks to assist. The heckling ends the spell if this check result beats your Charisma check result. Only one such challenge is allowed per use of the spell.
If any member of the audience is attacked or subjected to some other overtly hostile act, the spell ends and the previously enthralled members become immediately unfriendly toward you. Each creature with 4 or more HD or with a Wisdom score of 16 or higher becomes hostile.

Entropic Shield
Abjuration
Level: Clr 1, Luck 1
Components: V, S
Casting Time: 1 standard action
Range: Personal
Target: You
Duration: 1 min./level (D)
A magical field appears around you, glowing with a chaotic blast of multicolored hues. This field deflects incoming arrows, rays, and other ranged attacks. Each ranged attack directed at you for which the attacker must make an attack roll has a 20% miss chance (similar to the effects of concealment). Other attacks that simply work at a distance are not affected.

Erase
Transmutation
Level: Brd 1, Sor/Wiz 1
Components: V, S
Casting Time: 1 standard action
Range: Close (25 ft. + 5 ft./2 levels)
Target: One scroll or two pages
Duration: Instantaneous
Saving Throw: See text
Spell Resistance: No
Erase removes writings of either magical or mundane nature from a scroll or from one or two pages of paper, parchment, or similar surfaces. With this spell, you can remove explosive runes, a glyph of warding, a sepia snake sigil, or an arcane mark, but not illusory script or a symbol spell. Nonmagical writing is automatically erased if you touch it and no one else is holding it. Otherwise, the chance of erasing nonmagical writing is 90%.
Magic writing must be touched to be erased, and you also must succeed on a caster level check (1d20 + caster level) against DC 15. (A natural 1 or 2 is always a failure on this check.) If you fail to erase explosive runes, a glyph of warding, or a sepia snake sigil, you accidentally activate that writing instead.

Ethereal Jaunt
Transmutation
Level: Clr 7, Sor/Wiz 7
Components: V, S
Casting Time: 1 standard action
Range: Personal
Target: You
Duration: 1 round/level (D)
You become ethereal, along with your equipment. For the duration of the spell, you are in a place called the Ethereal Plane, which overlaps the normal, physical, Material Plane. When the spell expires, you return to material existence.
An ethereal creature is invisible, insubstantial, and capable of moving in any direction, even up or down, albeit at half normal speed. As an insubstantial creature, you can move through solid objects, including living creatures. An ethereal creature can see and hear on the Material Plane, but everything looks gray and ephemeral. Sight and hearing onto the Material Plane are limited to 60 feet.
Force effects and abjurations affect an ethereal creature normally. Their effects extend onto the Ethereal Plane from the Material Plane, but not vice versa. An ethereal creature can’t attack material creatures, and spells you cast while ethereal affect only other ethereal things. Certain material creatures or objects have attacks or effects that work on the Ethereal Plane.
Treat other ethereal creatures and ethereal objects as if they were material.
If you end the spell and become material while inside a material object (such as a solid wall), you are shunted off to the nearest open space and take 1d6 points of damage per 5 feet that you so travel.

Etherealness
Transmutation
Level: Clr 9, Sor/Wiz 9
Range: Touch; see text
Targets: You and one other touched creature per three levels
Duration: 1 min./level (D)
Spell Resistance: Yes
This spell functions like ethereal jaunt, except that you and other willing creatures joined by linked hands (along with their equipment) become ethereal. Besides yourself, you can bring one creature per three caster levels to the Ethereal Plane. Once ethereal, the subjects need not stay together.
When the spell expires, all affected creatures on the Ethereal Plane return to material existence.

Expeditious Retreat
Transmutation
Level: Brd 1, Sor/Wiz 1
Components: V, S
Casting Time: 1 standard action
Range: Personal
Target: You
Duration: 1 min./level (D)
This spell increases your base land speed by 30 feet. (This adjustment is treated as an enhancement bonus.) There is no effect on other modes of movement, such as burrow, climb, fly, or swim. As with any effect that increases your speed, this spell affects your jumping distance (see the Jump skill).

Explosive Runes
Abjuration [Force]
Level: Sor/Wiz 3
Components: V, S
Casting Time: 1 standard action
Range: Touch
Target: One touched object weighing no more than 10 lb.
Duration: Permanent until discharged (D)
Saving Throw: See text
Spell Resistance: Yes
You trace these mystic runes upon a book, map, scroll, or similar object bearing written information. The runes detonate when read, dealing 6d6 points of force damage. Anyone next to the runes (close enough to read them) takes the full damage with no saving throw; any other creature within 10 feet of the runes is entitled to a Reflex save for half damage. The object on which the runes were written also takes full damage (no saving throw).
You and any characters you specifically instruct can read the protected writing without triggering the runes. Likewise, you can remove the runes whenever desired. Another creature can remove them with a successful dispel magic or erase spell, but attempting to dispel or erase the runes and failing to do so triggers the explosion.
Note: Magic traps such as explosive runes are hard to detect and disable. A rogue (only) can use the Search skill to find the runes and Disable Device to thwart them. The DC in each case is 25 + spell level, or 28 for explosive runes.

Eyebite
Necromancy [Evil]
Level: Brd 6, Sor/Wiz 6
Components: V, S
Casting Time: 1 standard action
Range: Close (25 ft. + 5 ft./2 levels)
Target: One living creature
Duration: 1 round per three levels; see text
Saving Throw: Fortitude negates
Spell Resistance: Yes
Each round, you may target a single living creature, striking it with waves of evil power. Depending on the target’s HD, this attack has as many as three effects.
HD | Effect
10 or more | Sickened
5–9 | Panicked, sickened
4 or less | Comatose, panicked, sickened
The effects are cumulative and concurrent.
Sickened: Sudden pain and fever sweeps over the subject’s body. A sickened creature takes a –2 penalty on attack rolls, weapon damage rolls, saving throws, skill checks, and ability checks. A creature affected by this spell remains sickened for 10 minutes per caster level. The effects cannot be negated by a remove disease or heal spell, but a remove curse is effective.
Panicked: The subject becomes panicked for 1d4 rounds. Even after the panic ends, the creature remains shaken for 10 minutes per caster level, and it automatically becomes panicked again if it comes within sight of you during that time. This is a fear effect.
Comatose: The subject falls into a catatonic coma for 10 minutes per caster level. During this time, it cannot be awakened by any means short of dispelling the effect. This is not a sleep effect, and thus elves are not immune to it.
The spell lasts for 1 round per three caster levels. You must spend a move action each round after the first to target a foe.


Spells (F to G)

SPELLS (F-G)

Fabricate
Transmutation
Level: Sor/Wiz 5
Components: V, S, M
Casting Time: See text
Range: Close (25 ft. + 5 ft./2 levels)
Target: Up to 10 cu. ft./level; see text
Duration: Instantaneous
Saving Throw: None
Spell Resistance: No
You convert material of one sort into a product that is of the same material. Creatures or magic items cannot be created or transmuted by the fabricate spell. The quality of items made by this spell is commensurate with the quality of material used as the basis for the new fabrication. If you work with a mineral, the target is reduced to 1 cubic foot per level instead of 10 cubic feet.
You must make an appropriate Craft check to fabricate articles requiring a high degree of craftsmanship.
Casting requires 1 round per 10 cubic feet (or 1 cubic foot) of material to be affected by the spell.
Material Component: The original material, which costs the same amount as the raw materials required to craft the item to be created.

Faerie Fire
Evocation [Light]
Level: Drd 1
Components: V, S, DF
Casting Time: 1 standard action
Range: Long (400 ft. + 40 ft./level)
Area: Creatures and objects within a 5-ft.-radius burst
Duration: 1 min./level (D)
Saving Throw: None
Spell Resistance: Yes
A pale glow surrounds and outlines the subjects. Outlined subjects shed light as candles. Outlined creatures do not benefit from the concealment normally provided by darkness (though a 2nd-level or higher magical darkness effect functions normally), blur, displacement, invisibility, or similar effects. The light is too dim to have any special effect on undead or dark-dwelling creatures vulnerable to light. The faerie fire can be blue, green, or violet, according to your choice at the time of casting. The faerie fire does not cause any harm to the objects or creatures thus outlined.

False Life
Necromancy
Level: Sor/Wiz 2
Components: V, S, M
Casting Time: 1 standard action
Range: Personal
Target: You
Duration: 1 hour/level or until discharged; see text
You harness the power of unlife to grant yourself a limited ability to avoid death. While this spell is in effect, you gain temporary hit points equal to 1d10 +1 per caster level (maximum +10).
Material Component: A small amount of alcohol or distilled spirits, which you use to trace certain sigils on your body during casting. These sigils cannot be seen once the alcohol or spirits evaporate.

False Vision
Illusion (Glamer)
Level: Brd 5, Sor/Wiz 5, Trickery 5
Components: V, S, M
Casting Time: 1 standard action
Range: Touch
Area: 40-ft.-radius emanation
Duration: 1 hour/level (D)
Saving Throw: None
Spell Resistance: No
Any divination (scrying) spell used to view anything within the area of this spell instead receives a false image (as the major image spell), as defined by you at the time of casting. As long as the duration lasts, you can concentrate to change the image as desired. While you aren’t concentrating, the image remains static.
Arcane Material Component: The ground dust of a piece of jade worth at least 250 gp, which is sprinkled into the air when the spell is cast.

Fear
Necromancy [Fear, Mind-Affecting]
Level: Brd 3, Sor/Wiz 4
Components: V, S, M
Casting Time: 1 standard action
Range: 30 ft.
Area: Cone-shaped burst
Duration: 1 round/level or 1 round; see text
Saving Throw: Will partial
Spell Resistance: Yes
An invisible cone of terror causes each living creature in the area to become panicked unless it succeeds on a Will save. If cornered, a panicked creature begins cowering. If the Will save succeeds, the creature is shaken for 1 round.
Material Component: Either the heart of a hen or a white feather.

Feather Fall
Transmutation
Level: Brd 1, Sor/Wiz 1
Components: V
Casting Time: 1 free action
Range: Close (25 ft. + 5 ft./2 levels)
Targets: One Medium or smaller freefalling object or creature/level, no two of which may be more than 20 ft. apart
Duration: Until landing or 1 round/level
Saving Throw: Will negates (harmless) or Will negates (object)
Spell Resistance: Yes (object)
The affected creatures or objects fall slowly. Feather fall instantly changes the rate at which the targets fall to a mere 60 feet per round (equivalent to the end of a fall from a few feet), and the subjects take no damage upon landing while the spell is in effect. However, when the spell duration expires, a normal rate of falling resumes.
The spell affects one or more Medium or smaller creatures (including gear and carried objects up to each creature’s maximum load) or objects, or the equivalent in larger creatures: A Large creature or object counts as two Medium creatures or objects, a Huge creature or object counts as two Large creatures or objects, and so forth.
You can cast this spell with an instant utterance, quickly enough to save yourself if you unexpectedly fall. Casting the spell is a free action, like casting a quickened spell, and it counts toward the normal limit of one quickened spell per round. You may even cast this spell when it isn’t your turn.
This spell has no special effect on ranged weapons unless they are falling quite a distance. If the spell is cast on a falling item the object does half normal damage based on its weight, with no bonus for the height of the drop.
Feather fall works only upon free-falling objects. It does not affect a sword blow or a charging or flying creature.

Feeblemind
Enchantment (Compulsion) [Mind-Affecting]
Level: Sor/Wiz 5
Components: V, S, M
Casting Time: 1 standard action
Range: Medium (100 ft. + 10 ft./level)
Target: One creature
Duration: Instantaneous
Saving Throw: Will negates; see text
Spell Resistance: Yes
If the target creature fails a Will saving throw, its Intelligence and Charisma scores each drop to 1. The affected creature is unable to use Intelligence- or Charisma-based skills, cast spells, understand language, or communicate coherently. Still, it knows who its friends are and can follow them and even protect them. The subject remains in this state until a heal, limited wish, miracle, or wish spell is used to cancel the effect of the feeblemind. A creature that can cast arcane spells, such as a sorcerer or a wizard, takes a –4 penalty on its saving throw.
Material Component: A handful of clay, crystal, glass, or mineral spheres.

Find the Path
Divination
Level: Brd 6, Clr 6, Drd 6, Knowledge 6, Travel 6
Components: V, S, F
Casting Time: 3 rounds
Range: Personal or touch
Target: You or creature touched
Duration: 10 min./level
Saving Throw: None or Will negates (harmless)
Spell Resistance: No or Yes (harmless)
The recipient of this spell can find the shortest, most direct physical route to a specified destination, be it the way into or out of a locale. The locale can be outdoors, underground, or even inside a maze spell. Find the path works with respect to locations, not objects or creatures at a locale. The location must be on the same plane as you are at the time of casting.
The spell enables the subject to sense the correct direction that will eventually lead it to its destination, indicating at appropriate times the exact path to follow or physical actions to take. For example, the spell enables the subject to sense trip wires or the proper word to bypass a glyph of warding. The spell ends when the destination is reached or the duration expires, whichever comes first. Find the path can be used to remove the subject and its companions from the effect of a maze spell in a single round.
This divination is keyed to the recipient, not its companions, and its effect does not predict or allow for the actions of creatures (including guardians).
Focus: A set of divination counters of the sort you favor.

Find Traps
Divination
Level: Clr 2
Components: V, S
Casting Time: 1 standard action
Range: Personal
Target: You
Duration: 1 min./level
You gain intuitive insight into the workings of traps. You can use the Search skill to detect traps just as a rogue can. In addition, you gain an insight bonus equal to one-half your caster level (maximum +10) on Search checks made to find traps while the spell is in effect.
Note that find traps grants no ability to disable the traps that you may find.

Finger of Death
Necromancy [Death]
Level: Drd 8, Sor/Wiz 7
Components: V, S
Casting Time: 1 standard action
Range: Close (25 ft. + 5 ft./2 levels)
Target: One living creature
Duration: Instantaneous
Saving Throw: Fortitude partial
Spell Resistance: Yes
You can slay any one living creature within range. The target is entitled to a Fortitude saving throw to survive the attack. If the save is successful, the creature instead takes 3d6 points of damage +1 point per caster level (maximum +25).
The subject might die from damage even if it succeeds on its saving throw.

Fire Seeds
Conjuration (Creation) [Fire]
Level: Drd 6, Fire 6, Sun 6
Components: V, S, M
Casting Time: 1 standard action
Range: Touch
Targets: Up to four touched acorns or up to eight touched holly berries
Duration: 10 min./level or until used
Saving Throw: None or Reflex half; see text
Spell Resistance: No
Depending on the version of fire seeds you choose, you turn acorns into splash weapons that you or another character can throw, or you turn holly berries into bombs that you can detonate on command.
Acorn Grenades: As many as four acorns turn into special splash weapons that can be hurled as far as 100 feet. A ranged touch attack roll is required to strike the intended target. Together, the acorns are capable of dealing 1d6 points of fire damage per caster level (maximum 20d6), divided up among the acorns as you wish.
Each acorn explodes upon striking any hard surface. In addition to its regular fire damage, it deals 1 point of splash damage per die, and it ignites any combustible materials within 10 feet. A creature within this area that makes a successful Reflex saving throw takes only half damage; a creature struck directly is not allowed a saving throw.
Holly Berry Bombs: You turn as many as eight holly berries into special bombs. The holly berries are usually placed by hand, since they are too light to make effective thrown weapons (they can be tossed only 5 feet). If you are within 200 feet and speak a word of command, each berry instantly bursts into flame, causing 1d8 points of fire damage +1 point per caster level to every creature in a 5-foot radius burst and igniting any combustible materials within 5 feet. A creature in the area that makes a successful Reflex saving throw takes only half damage.
Material Component: The acorns or holly berries.

Fire Shield
Evocation [Fire or Cold]
Level: Fire 5, Sor/Wiz 4, Sun 4
Components: V, S, M/DF
Casting Time: 1 standard action
Range: Personal
Target: You
Duration: 1 round/level (D)
This spell wreathes you in flame and causes damage to each creature that attacks you in melee. The flames also protect you from either cold-based or fire-based attacks (your choice).
Any creature striking you with its body or a handheld weapon deals normal damage, but at the same time the attacker takes 1d6 points of damage +1 point per caster level (maximum +15). This damage is either cold damage (if the shield protects against fire-based attacks) or fire damage (if the shield protects against cold-based attacks). If the attacker has spell resistance, it applies to this effect. Creatures wielding weapons with exceptional reach are not subject to this damage if they attack you.
When casting this spell, you appear to immolate yourself, but the flames are thin and wispy, giving off light equal to only half the illumination of a normal torch (10 feet). The color of the flames is determined randomly (50% chance of either color)—blue or green if the chill shield is cast, violet or blue if the warm shield is employed. The special powers of each version are as follows.
Warm Shield: The flames are warm to the touch. You take only half damage from cold-based attacks. If such an attack allows a Reflex save for half damage, you take no damage on a successful save.
Chill Shield: The flames are cool to the touch. You take only half damage from fire-based attacks. If such an attack allows a Reflex save for half damage, you take no damage on a successful save.
Arcane Material Component: A bit of phosphorus for the warm shield; a live firefly or glowworm or the tail portions of four dead ones for the chill shield.

Fire Storm
Evocation [Fire]
Level: Clr 8, Drd 7, Fire 7
Components: V, S
Casting Time: 1 round
Range: Medium (100 ft. + 10 ft./level)
Area: Two 10-ft. cubes per level (S)
Duration: Instantaneous
Saving Throw: Reflex half
Spell Resistance: Yes
When a fire storm spell is cast, the whole area is shot through with sheets of roaring flame. The raging flames do not harm natural vegetation, ground cover, and any plant creatures in the area that you wish to exclude from damage. Any other creature within the area takes 1d6 points of fire damage per caster level (maximum 20d6).

Fire Trap
Abjuration [Fire]
Level: Drd 2, Sor/Wiz 4
Components: V, S, M
Casting Time: 10 minutes
Range: Touch
Target: Object touched
Duration: Permanent until discharged (D)
Saving Throw: Reflex half; see text
Spell Resistance: Yes
Fire trap creates a fiery explosion when an intruder opens the item that the trap protects. A fire trap can ward any object that can be opened and closed.
When casting fire trap, you select a point on the object as the spell’s center. When someone other than you opens the object, a fiery explosion fills the area within a 5-foot radius around the spell’s center. The flames deal 1d4 points of fire damage +1 point per caster level (maximum +20). The item protected by the trap is not harmed by this explosion.
A fire trapped item cannot have a second closure or warding spell placed on it.
A knock spell does not bypass a fire trap. An unsuccessful dispel magic spell does not detonate the spell.
Underwater, this ward deals half damage and creates a large cloud of steam.
You can use the fire trapped object without discharging it, as can any individual to whom the object was specifically attuned when cast. Attuning a fire trapped object to an individual usually involves setting a password that you can share with friends.
Note: Magic traps such as fire trap are hard to detect and disable. A rogue (only) can use the Search skill to find a fire trap and Disable Device to thwart it. The DC in each case is 25 + spell level (DC 27 for a druid’s fire trap or DC 29 for the arcane version).
Material Component: A half-pound of gold dust (cost 25 gp) sprinkled on the warded object.

Fireball
Evocation [Fire]
Level: Sor/Wiz 3
Components: V, S, M
Casting Time: 1 standard action
Range: Long (400 ft. + 40 ft./level)
Area: 20-ft.-radius spread
Duration: Instantaneous
Saving Throw: Reflex half
Spell Resistance: Yes
A fireball spell is an explosion of flame that detonates with a low roar and deals 1d6 points of fire damage per caster level (maximum 10d6) to every creature within the area. Unattended objects also take this damage. The explosion creates almost no pressure.
You point your finger and determine the range (distance and height) at which the fireball is to burst. A glowing, pea-sized bead streaks from the pointing digit and, unless it impacts upon a material body or solid barrier prior to attaining the prescribed range, blossoms into the fireball at that point. (An early impact results in an early detonation.) If you attempt to send the bead through a narrow passage, such as through an arrow slit, you must “hit” the opening with a ranged touch attack, or else the bead strikes the barrier and detonates prematurely.
The fireball sets fire to combustibles and damages objects in the area. It can melt metals with low melting points, such as lead, gold, copper, silver, and bronze. If the damage caused to an interposing barrier shatters or breaks through it, the fireball may continue beyond the barrier if the area permits; otherwise it stops at the barrier just as any other spell effect does.
Material Component: A tiny ball of bat guano and sulfur.

Flame Arrow
Transmutation [Fire]
Level: Sor/Wiz 3
Components: V, S, M
Casting Time: 1 standard action
Range: Close (25 ft. + 5 ft./2 levels)
Target: Fifty projectiles, all of which must be in contact with each other at the time of casting
Duration: 10 min./level
Saving Throw: None
Spell Resistance: No
You turn ammunition (such as arrows, bolts, shuriken, and stones) into fiery projectiles. Each piece of ammunition deals an extra 1d6 points of fire damage to any target it hits. A flaming projectile can easily ignite a flammable object or structure, but it won’t ignite a creature it strikes.
Material Component: A drop of oil and a small piece of flint.

Flame Blade
Evocation [Fire]
Level: Drd 2
Components: V, S, DF
Casting Time: 1 standard action
Range: 0 ft.
Effect: Sword-like beam
Duration: 1 min./level (D)
Saving Throw: None
Spell Resistance: Yes
A 3-foot-long, blazing beam of red-hot fire springs forth from your hand. You wield this bladelike beam as if it were a scimitar. Attacks with the flame blade are melee touch attacks. The blade deals 1d8 points of fire damage +1 point per two caster levels (maximum +10). Since the blade is immaterial, your Strength modifier does not apply to the damage. A flame blade can ignite combustible materials such as parchment, straw, dry sticks, and cloth.
The spell does not function underwater.

Flame Strike
Evocation [Fire]
Level: Clr 5, Drd 4, Sun 5, War 5
Components: V, S, DF
Casting Time: 1 standard action
Range: Medium (100 ft. + 10 ft./level)
Area: Cylinder (10-ft. radius, 40 ft. high)
Duration: Instantaneous
Saving Throw: Reflex half
Spell Resistance: Yes
A flame strike produces a vertical column of divine fire roaring downward. The spell deals 1d6 points of damage per caster level (maximum 15d6). Half the damage is fire damage, but the other half results directly from divine power and is therefore not subject to being reduced by resistance to fire-based attacks.

Flaming Sphere
Evocation [Fire]
Level: Drd 2, Sor/Wiz 2
Components: V, S, M/DF
Casting Time: 1 standard action
Range: Medium (100 ft. + 10 ft./level)
Effect: 5-ft.-diameter sphere
Duration: 1 round/level
Saving Throw: Reflex negates
Spell Resistance: Yes
A burning globe of fire rolls in whichever direction you point and burns those it strikes. It moves 30 feet per round. As part of this movement, it can ascend or jump up to 30 feet to strike a target. If it enters a space with a creature, it stops moving for the round and deals 2d6 points of fire damage to that creature, though a successful Reflex save negates that damage. A flaming sphere rolls over barriers less than 4 feet tall. It ignites flammable substances it touches and illuminates the same area as a torch would.
The sphere moves as long as you actively direct it (a move action for you); otherwise, it merely stays at rest and burns. It can be extinguished by any means that would put out a normal fire of its size. The surface of the sphere has a spongy, yielding consistency and so does not cause damage except by its flame. It cannot push aside unwilling creatures or batter down large obstacles. A flaming sphere winks out if it exceeds the spell’s range.
Arcane Material Component: A bit of tallow, a pinch of brimstone, and a dusting of powdered iron.

Flare
Evocation [Light]
Level: Brd 0, Drd 0, Sor/Wiz 0
Components: V
Casting Time: 1 standard action
Range: Close (25 ft. + 5 ft./2 levels)
Effect: Burst of light
Duration: Instantaneous
Saving Throw: Fortitude negates
Spell Resistance: Yes
This cantrip creates a burst of light. If you cause the light to burst directly in front of a single creature, that creature is dazzled for 1 minute unless it makes a successful Fortitude save. Sightless creatures, as well as creatures already dazzled, are not affected by flare.

Flesh to Stone
Transmutation
Level: Sor/Wiz 6
Components: V, S, M
Casting Time: 1 standard action
Range: Medium (100 ft. + 10 ft./level)
Target: One creature
Duration: Instantaneous
Saving Throw: Fortitude negates
Spell Resistance: Yes
The subject, along with all its carried gear, turns into a mindless, inert statue. If the statue resulting from this spell is broken or damaged, the subject (if ever returned to its original state) has similar damage or deformities. The creature is not dead, but it does not seem to be alive either when viewed with spells such as deathwatch.
Only creatures made of flesh are affected by this spell.
Material Component: Lime, water, and earth.

Fly
Transmutation
Level: Sor/Wiz 3, Travel 3
Components: V, S, F/DF
Casting Time: 1 standard action
Range: Touch
Target: Creature touched
Duration: 1 min./level
Saving Throw: Will negates (harmless)
Spell Resistance: Yes (harmless)
The subject can fly at a speed of 60 feet (or 40 feet if it wears medium or heavy armor, or if it carries a medium or heavy load). It can ascend at half speed and descend at double speed, and its maneuverability is good. Using a fly spell requires only as much concentration as walking, so the subject can attack or cast spells normally. The subject of a fly spell can charge but not run, and it cannot carry aloft more weight than its maximum load, plus any armor it wears.
Should the spell duration expire while the subject is still aloft, the magic fails slowly. The subject floats downward 60 feet per round for 1d6 rounds. If it reaches the ground in that amount of time, it lands safely. If not, it falls the rest of the distance, taking 1d6 points of damage per 10 feet of fall. Since dispelling a spell effectively ends it, the subject also descends in this way if the fly spell is dispelled, but not if it is negated by an antimagic field.
Arcane Focus: A wing feather from any bird.

Floating Disk
Evocation [Force]
Level: Sor/Wiz 1
Components: V, S, M
Casting Time: 1 standard action
Range: Close (25 ft. + 5 ft./2 levels)
Effect: 3-ft.-diameter disk of force
Duration: 1 hour/level
Saving Throw: None
Spell Resistance: No
You create a slightly concave, circular plane of force that follows you about and carries loads for you. The disk is 3 feet in diameter and 1 inch deep at its center. It can hold 100 pounds of weight per caster level. (If used to transport a liquid, its capacity is 2 gallons.) The disk floats approximately 3 feet above the ground at all times and remains level. It floats along horizontally within spell range and will accompany you at a rate of no more than your normal speed each round. If not otherwise directed, it maintains a constant interval of 5 feet between itself and you. The disk winks out of existence when the spell duration expires. The disk also winks out if you move beyond range or try to take the disk more than 3 feet away from the surface beneath it. When the disk winks out, whatever it was supporting falls to the surface beneath it.
Material Component: A drop of mercury.

Fog Cloud
Conjuration (Creation)
Level: Drd 2, Sor/Wiz 2, Water 2
Components: V, S
Casting Time: 1 standard action
Range: Medium (100 ft. + 10 ft. level)
Effect: Fog spreads in 20-ft. radius, 20 ft. high
Duration: 10 min./level
Saving Throw: None
Spell Resistance: No
A bank of fog billows out from the point you designate. The fog obscures all sight, including darkvision, beyond 5 feet. A creature within 5 feet has concealment (attacks have a 20% miss chance). Creatures farther away have total concealment (50% miss chance, and the attacker can’t use sight to locate the target).
A moderate wind (11+ mph) disperses the fog in 4 rounds; a strong wind (21+ mph) disperses the fog in 1 round.
The spell does not function underwater.

Forbiddance
Abjuration
Level: Clr 6
Components: V, S, M, DF
Casting Time: 6 rounds
Range: Medium (100 ft. + 10 ft./level)
Area: 60-ft. cube/level (S)
Duration: Permanent
Saving Throw: See text
Spell Resistance: Yes
Forbiddance seals an area against all planar travel into or within it. This includes all teleportation spells (such as dimension door and teleport), plane shifting, astral travel, ethereal travel, and all summoning spells. Such effects simply fail automatically.
In addition, it damages entering creatures whose alignments are different from yours. The effect on those attempting to enter the warded area is based on their alignment relative to yours (see below). A creature inside the area when the spell is cast takes no damage unless it exits the area and attempts to reenter, at which time it is affected as normal.
Alignments identical: No effect. The creature may enter the area freely (although not by planar travel).
Alignments different with respect to either law/chaos or good/evil: The creature takes 6d6 points of damage. A successful Will save halves the damage, and spell resistance applies.
Alignments different with respect to both law/chaos and good/evil: The creature takes 12d6 points of damage. A successful Will save halves the damage, and spell resistance applies.
At your option, the abjuration can include a password, in which case creatures of alignments different from yours can avoid the damage by speaking the password as they enter the area. You must select this option (and the password) at the time of casting.
Dispel magic does not dispel a forbiddance effect unless the dispeller’s level is at least as high as your caster level.
You can’t have multiple overlapping forbiddance effects. In such a case, the more recent effect stops at the boundary of the older effect.
Material Component: A sprinkling of holy water and rare incenses worth at least 1,500 gp, plus 1,500 gp per 60-foot cube. If a password is desired, this requires the burning of additional rare incenses worth at least 1,000 gp, plus 1,000 gp per 60-foot cube.

Forcecage
Evocation [Force]
Level: Sor/Wiz 7
Components: V, S, M
Casting Time: 1 standard action
Range: Close (25 ft. + 5 ft./2 levels)
Area: Barred cage (20-ft. cube) or windowless cell (10-ft. cube)
Duration: 2 hours/level (D)
Saving Throw: None
Spell Resistance: No
This powerful spell brings into being an immobile, invisible cubical prison composed of either bars of force or solid walls of force (your choice).
Creatures within the area are caught and contained unless they are too big to fit inside, in which case the spell automatically fails. Teleportation and other forms of astral travel provide a means of escape, but the force walls or bars extend into the Ethereal Plane, blocking ethereal travel.
Like a wall of force spell, a forcecage resists dispel magic, but it is vulnerable to a disintegrate spell, and it can be destroyed by a sphere of annihilation or a rod of cancellation.
Barred Cage: This version of the spell produces a 20-foot cube made of bands of force (similar to a wall of force spell) for bars. The bands are a half-inch wide, with half-inch gaps between them. Any creature capable of passing through such a small space can escape; others are confined. You can’t attack a creature in a barred cage with a weapon unless the weapon can fit between the gaps. Even against such weapons (including arrows and similar ranged attacks), a creature in the barred cage has cover. All spells and breath weapons can pass through the gaps in the bars.
Windowless Cell: This version of the spell produces a 10-foot cube with no way in and no way out. Solid walls of force form its six sides.
Material Component: Ruby dust worth 1,500 gp, which is tossed into the air and disappears when you cast the spell.

Forceful Hand
Evocation [Force]
Level: Sor/Wiz 6
Components: V, S, F
This spell functions like interposing hand, except that the forceful hand pursues and pushes away the opponent that you designate. Treat this attack as a bull rush with a +14 bonus on the Strength check (+8 for Strength 27, +4 for being Large, and a +2 bonus for charging, which it always gets). The hand always moves with the opponent to push that target back the full distance allowed, and it has no speed limit. Directing the spell to a new target is a move action.
A very strong creature could not push the hand out of its way because the latter would instantly reposition itself between the creature and you, but an opponent could push the hand up against you by successfully bull rushing it.
Focus: A sturdy glove made of leather or heavy cloth.

Foresight
Divination
Level: Drd 9, Knowledge 9, Sor/Wiz 9
Components: V, S, M/DF
Casting Time: 1 standard action
Range: Personal or touch
Target: See text
Duration: 10 min./level
Saving Throw: None or Will negates (harmless)
Spell Resistance: No or Yes (harmless)
This spell grants you a powerful sixth sense in relation to yourself or another. Once foresight is cast, you receive instantaneous warnings of impending danger or harm to the subject of the spell. You are never surprised or flat-footed. In addition, the spell gives you a general idea of what action you might take to best protect yourself and gives you a +2 insight bonus to AC and Reflex saves. This insight bonus is lost whenever you would lose a Dexterity bonus to AC.
When another creature is the subject of the spell, you receive warnings about that creature. You must communicate what you learn to the other creature for the warning to be useful, and the creature can be caught unprepared in the absence of such a warning. Shouting a warning, yanking a person back, and even telepathically communicating (via an appropriate spell) can all be accomplished before some danger befalls the subject, provided you act on the warning without delay. The subject, however, does not gain the insight bonus to AC and Reflex saves.
Arcane Material Component: A hummingbird’s feather.

Fox’s Cunning
Transmutation
Level: Brd 2, Sor/Wiz 2
Components: V, S, M/DF
Casting Time: 1 standard action
Range: Touch
Target: Creature touched
Duration: 1 min./level
Saving Throw: Will negates (harmless)
Spell Resistance: Yes
The transmuted creature becomes smarter. The spell grants a +4 enhancement bonus to Intelligence, adding the usual benefits to Intelligence-based skill checks and other uses of the Intelligence modifier. Wizards (and other spellcasters who rely on Intelligence) affected by this spell do not gain any additional bonus spells for the increased Intelligence, but the save DCs for spells they cast while under this spell’s effect do increase. This spell doesn’t grant extra skill points.
Arcane Material Component: A few hairs, or a pinch of dung, from a fox.

Fox’s Cunning, Mass
Transmutation
Level: Brd 6, Sor/Wiz 6
Range: Close (25 ft. + 5 ft./2 levels)
Target: One creature/level, no two of which can be more than 30 ft. apart
This spell functions like fox’s cunning, except that it affects multiple creatures.

Freedom
Abjuration
Level: Sor/Wiz 9
Components: V, S
Casting Time: 1 standard action
Range: Close (25 ft. + 5 ft./2 levels) or see text
Target: One creature
Duration: Instantaneous
Saving Throw: Will negates (harmless)
Spell Resistance: Yes
The subject is freed from spells and effects that restrict its movement, including binding, entangle, grappling, imprisonment, maze, paralysis, petrification, pinning, sleep, slow, stunning, temporal stasis, and web. To free a creature from imprisonment or maze, you must know its name and background, and you must cast this spell at the spot where it was entombed or banished into the maze.

Freedom of Movement
Abjuration
Level: Brd 4, Clr 4, Drd 4, Luck 4, Rgr 4
Components: V, S, M, DF
Casting Time: 1 standard action
Range: Personal or touch
Target: You or creature touched
Duration: 10 min./level
Saving Throw: Will negates (harmless)
Spell Resistance: Yes (harmless)
This spell enables you or a creature you touch to move and attack normally for the duration of the spell, even under the influence of magic that usually impedes movement, such as paralysis, solid fog, slow, and web. The subject automatically succeeds on any grapple check made to resist a grapple attempt, as well as on grapple checks or Escape Artist checks made to escape a grapple or a pin.
The spell also allows the subject to move and attack normally while underwater, even with slashing weapons such as axes and swords or with bludgeoning weapons such as flails, hammers, and maces, provided that the weapon is wielded in the hand rather than hurled. The freedom of movement spell does not, however, allow water breathing.
Material Component: A leather thong, bound around the arm or a similar appendage.

Freezing Sphere
Evocation [Cold]
Level: Sor/Wiz 6
Components: V, S, F
Casting Time: 1 standard action
Range: Long (400 ft. + 40 ft./level)
Target, Effect, or Area: See text
Duration: Instantaneous or 1 round/level; see text
Saving Throw: Reflex half; see text
Spell Resistance: Yes
Freezing sphere creates a frigid globe of cold energy that streaks from your fingertips to the location you select, where it explodes in a 10-foot-radius burst, dealing 1d6 points of cold damage per caster level (maximum 15d6) to each creature in the area. An elemental (water) creature instead takes 1d8 points of cold damage per caster level (maximum 15d8).
If the freezing sphere strikes a body of water or a liquid that is principally water (not including water-based creatures), it freezes the liquid to a depth of 6 inches over an area equal to 100 square feet (a 10- foot square) per caster level (maximum 1,500 square feet). This ice lasts for 1 round per caster level. Creatures that were swimming on the surface of frozen water become trapped in the ice. Attempting to break free is a full-round action. A trapped creature must make a DC 25 Strength check or a DC 25 Escape Artist check to do so.
You can refrain from firing the globe after completing the spell, if you wish. Treat this as a touch spell for which you are holding the charge. You can hold the charge for as long as 1 round per level, at the end of which time the freezing sphere bursts centered on you (and you receive no saving throw to resist its effect). Firing the globe in a later round is a standard action.
Focus: A small crystal sphere.

Gaseous Form
Transmutation
Level: Air 3, Brd 3, Sor/Wiz 3
Components: S, M/DF
Casting Time: 1 standard action
Range: Touch
Target: Willing corporeal creature touched
Duration: 2 min./level (D)
Saving Throw: None
Spell Resistance: No
The subject and all its gear become insubstantial, misty, and translucent. Its material armor (including natural armor) becomes worthless, though its size, Dexterity, deflection bonuses, and armor bonuses from force effects still apply. The subject gains damage reduction 10/magic and becomes immune to poison and critical hits. It can’t attack or cast spells with verbal, somatic, material, or focus components while in gaseous form. (This does not rule out the use of certain spells that the subject may have prepared using the feats Silent Spell, Still Spell, and Eschew Materials.) The subject also loses supernatural abilities while in gaseous form. If it has a touch spell ready to use, that spell is discharged harmlessly when the gaseous form spell takes effect.
A gaseous creature can’t run, but it can fly at a speed of 10 feet (maneuverability perfect). It can pass through small holes or narrow openings, even mere cracks, with all it was wearing or holding in its hands, as long as the spell persists. The creature is subject to the effects of wind, and it can’t enter water or other liquid. It also can’t manipulate objects or activate items, even those carried along with its gaseous form. Continuously active items remain active, though in some cases their effects may be moot.
Arcane Material Component: A bit of gauze and a wisp of smoke.

Gate
Conjuration (Creation or Calling)
Level: Clr 9, Sor/Wiz 9
Components: V, S, XP; see text
Casting Time: 1 standard action
Range: Medium (100 ft. + 10 ft./level)
Effect: See text
Duration: Instantaneous or concentration (up to 1 round/level); see text
Saving Throw: None
Spell Resistance: No
Casting a gate spell has two effects. First, it creates an interdimensional connection between your plane of existence and a plane you specify, allowing travel between those two planes in either direction.
Second, you may then call a particular individual or kind of being through the gate.
The gate itself is a circular hoop or disk from 5 to 20 feet in diameter (caster’s choice), oriented in the direction you desire when it comes into existence (typically vertical and facing you). It is a two-dimensional window looking into the plane you specified when casting the spell, and anyone or anything that moves through is shunted instantly to the other side.
A gate has a front and a back. Creatures moving through the gate from the front are transported to the other plane; creatures moving through it from the back are not.
Planar Travel: As a mode of planar travel, a gate spell functions much like a plane shift spell, except that the gate opens precisely at the point you desire (a creation effect). Deities and other beings who rule a planar realm can prevent a gate from opening in their presence or personal demesnes if they so desire. Travelers need not join hands with you—anyone who chooses to step through the portal is transported. A gate cannot be opened to another point on the same plane; the spell works only for interplanar travel.
You may hold the gate open only for a brief time (no more than 1 round per caster level), and you must concentrate on doing so, or else the interplanar connection is severed.
Calling Creatures: The second effect of the gate spell is to call an extraplanar creature to your aid (a calling effect). By naming a particular being or kind of being as you cast the spell, you cause the gate to open in the immediate vicinity of the desired creature and pull the subject through, willing or unwilling. Deities and unique beings are under no compulsion to come through the gate, although they may choose to do so of their own accord. This use of the spell creates a gate that remains open just long enough to transport the called creatures. This use of the spell has an XP cost (see below).
If you choose to call a kind of creature instead of a known individual you may call either a single creature (of any HD) or several creatures. You can call and control several creatures as long as their HD total does not exceed your caster level. In the case of a single creature, you can control it if its HD do not exceed twice your caster level. A single creature with more HD than twice your caster level can’t be controlled. Deities and unique beings cannot be controlled in any event. An uncontrolled being acts as it pleases, making the calling of such creatures rather dangerous. An uncontrolled being may return to its home plane at any time.
A controlled creature can be commanded to perform a service for you. Such services fall into two categories: immediate tasks and contractual service. Fighting for you in a single battle or taking any other actions that can be accomplished within 1 round per caster level counts as an immediate task; you need not make any agreement or pay any reward for the creature’s help. The creature departs at the end of the spell.
If you choose to exact a longer or more involved form of service from a called creature, you must offer some fair trade in return for that service. The service exacted must be reasonable with respect to the promised favor or reward; see the lesser planar ally spell for appropriate rewards. (Some creatures may want their payment in “livestock” rather than in coin, which could involve complications.) Immediately upon completion of the service, the being is transported to your vicinity, and you must then and there turn over the promised reward. After this is done, the creature is instantly freed to return to its own plane.
Failure to fulfill the promise to the letter results in your being subjected to service by the creature or by its liege and master, at the very least. At worst, the creature or its kin may attack you.
Note: When you use a calling spell such as gate to call an air, chaotic, earth, evil, fire, good, lawful, or water creature, it becomes a spell of that type.
XP Cost: 1,000 XP (only for the calling creatures function).

Geas/Quest
Enchantment (Compulsion) [Language-Dependent, Mind-Affecting]
Level: Brd 6, Clr 6, Sor/Wiz 6
Casting Time: 10 minutes
Target: One living creature
Saving Throw: None
This spell functions similarly to lesser geas, except that it affects a creature of any HD and allows no saving throw.
Instead of taking penalties to ability scores (as with lesser geas), the subject takes 3d6 points of damage each day it does not attempt to follow the geas/quest. Additionally, each day it must make a Fortitude saving throw or become sickened. These effects end 24 hours after the creature attempts to resume the geas/ quest.
A remove curse spell ends a geas/quest spell only if its caster level is at least two higher than your caster level. Break enchantment does not end a geas/quest, but limited wish, miracle, and wish do.
Bards, sorcerers, and wizards usually refer to this spell as geas, while clerics call the same spell quest.

Geas, Lesser
Enchantment (Compulsion) [Language-Dependent, Mind-Affecting]
Level: Brd 3, Sor/Wiz 4
Components: V
Casting Time: 1 round
Range: Close (25 ft. + 5 ft./2 levels)
Target: One living creature with 7 HD or less
Duration: One day/level or until discharged (D)
Saving Throw: Will negates
Spell Resistance: Yes
A lesser geas places a magical command on a creature to carry out some service or to refrain from some action or course of activity, as desired by you. The creature must have 7 or fewer Hit Dice and be able to understand you. While a geas cannot compel a creature to kill itself or perform acts that would result in certain death, it can cause almost any other course of activity.
The geased creature must follow the given instructions until the geas is completed, no matter how long it takes.
If the instructions involve some open-ended task that the recipient cannot complete through his own actions the spell remains in effect for a maximum of one day per caster level. A clever recipient can subvert some instructions:
If the subject is prevented from obeying the lesser geas for 24 hours, it takes a –2 penalty to each of its ability scores. Each day, another –2 penalty accumulates, up to a total of –8. No ability score can be reduced to less than 1 by this effect. The ability score penalties are removed 24 hours after the subject resumes obeying the lesser geas.
A lesser geas (and all ability score penalties) can be ended by break enchantment, limited wish, remove curse, miracle, or wish. Dispel magic does not affect a lesser geas.

Gentle Repose
Necromancy
Level: Clr 2, Sor/Wiz 3
Components: V, S, M/DF
Casting Time: 1 standard action
Range: Touch
Target: Corpse touched
Duration: One day/level
Saving Throw: Will negates (object)
Spell Resistance: Yes (object)
You preserve the remains of a dead creature so that they do not decay. Doing so effectively extends the time limit on raising that creature from the dead (see raise dead). Days spent under the influence of this spell don’t count against the time limit. Additionally, this spell makes transporting a fallen comrade more pleasant.
The spell also works on severed body parts and the like.
Arcane Material Component: A pinch of salt, and a copper piece for each eye the corpse has (or had).

Ghost Sound
Illusion (Figment)
Level: Brd 0, Sor/Wiz 0
Components: V, S, M
Casting Time: 1 standard action
Range: Close (25 ft. + 5 ft./2 levels)
Effect: Illusory sounds
Duration: 1 round/level (D)
Saving Throw: Will disbelief (if interacted with)
Spell Resistance: No
Ghost sound allows you to create a volume of sound that rises, recedes, approaches, or remains at a fixed place. You choose what type of sound ghost sound creates when casting it and cannot thereafter change the sound’s basic character.
The volume of sound created depends on your level. You can produce as much noise as four normal humans per caster level (maximum twenty humans). Thus, talking, singing, shouting, walking, marching, or running sounds can be created. The noise a ghost sound spell produces can be virtually any type of sound within the volume limit. A horde of rats running and squeaking is about the same volume as eight humans running and shouting. A roaring lion is equal to the noise from sixteen humans, while a roaring dire tiger is equal to the noise from twenty humans.
Ghost sound can enhance the effectiveness of a silent image spell.
Ghost sound can be made permanent with a permanency spell.
Material Component: A bit of wool or a small lump of wax.

Ghoul Touch
Necromancy
Level: Sor/Wiz 2
Components: V, S, M
Casting Time: 1 standard action
Range: Touch
Target: Living humanoid touched
Duration: 1d6+2 rounds
Saving Throw: Fortitude negates
Spell Resistance: Yes
Imbuing you with negative energy, this spell allows you to paralyze a single living humanoid for the duration of the spell with a successful melee touch attack.
Additionally, the paralyzed subject exudes a carrion stench that causes all living creatures (except you) in a 10-foot-radius spread to become sickened (Fortitude negates). A neutralize poison spell removes the effect from a sickened creature, and creatures immune to poison are unaffected by the stench.
Material Component: A small scrap of cloth taken from clothing worn by a ghoul, or a pinch of earth from a ghoul’s lair.

Giant Vermin
Transmutation
Level: Clr 4, Drd 4
Components: V, S, DF
Casting Time: 1 standard action
Range: Close (25 ft. + 5 ft./2 levels)
Targets: Up to three vermin, no two of which can be more than 30 ft. apart
Duration: 1 min./level
Saving Throw: None
Spell Resistance: Yes
You turn three normal-sized centipedes, two normal-sized spiders, or a single normal-sized scorpion into larger forms. Only one type of vermin can be transmuted (so a single casting cannot affect both a centipede and a spider), and all must be grown to the same size. The size to which the vermin can be grown depends on your level; see the table below.
Any giant vermin created by this spell do not attempt to harm you, but your control of such creatures is limited to simple commands (“Attack,” “Defend,” “Stop,” and so forth). Orders to attack a certain creature when it appears or guard against a particular occurrence are too complex for the vermin to understand. Unless commanded to do otherwise, the giant vermin attack whoever or whatever is near them.
Caster Level | Vermin Size
9th or lower | Medium
10th–13th | Large
14th–17th | Huge
18th–19th | Gargantuan
20th or higher | Colossal

Glibness
Transmutation
Level: Brd 3
Components: S
Casting Time: 1 standard action
Range: Personal
Target: You
Duration: 10 min./level (D)
Your speech becomes fluent and more believable. You gain a +30 bonus on Bluff checks made to convince another of the truth of your words. (This bonus doesn’t apply to other uses of the Bluff skill, such as feinting in combat, creating a diversion to hide, or communicating a hidden message via innuendo.)
If a magical effect is used against you that would detect your lies or force you to speak the truth, the user of the effect must succeed on a caster level check (1d20 + caster level) against a DC of 15 + your caster level to succeed. Failure means the effect does not detect your lies or force you to speak only the truth.

Glitterdust
Conjuration (Creation)
Level: Brd 2, Sor/Wiz 2
Components: V, S, M
Casting Time: 1 standard action
Range: Medium (100 ft. + 10 ft./level)
Area: Creatures and objects within 10-ft.-radius spread
Duration: 1 round/level
Saving Throw: Will negates (blinding only)
Spell Resistance: No
A cloud of golden particles covers everyone and everything in the area, causing creatures to become blinded and visibly outlining invisible things for the duration of the spell. All within the area are covered by the dust, which cannot be removed and continues to sparkle until it fades.
Any creature covered by the dust takes a –40 penalty on Hide checks.
Material Component: Ground mica.

Globe of Invulnerability
Abjuration
Level: Sor/Wiz 6
This spell functions like lesser globe of invulnerability, except that it also excludes 4th-level spells and spell-like effects.

Globe of Invulnerability, Lesser
Abjuration
Level: Sor/Wiz 4
Components: V, S, M
Casting Time: 1 standard action
Range: 10 ft.
Area: 10-ft.-radius spherical emanation, centered on you
Duration: 1 round/level (D)
Saving Throw: None
Spell Resistance: No
An immobile, faintly shimmering magical sphere surrounds you and excludes all spell effects of 3rd level or lower. The area or effect of any such spells does not include the area of the lesser globe of invulnerability. Such spells fail to affect any target located within the globe. Excluded effects include spell-like abilities and spells or spell-like effects from items. However, any type of spell can be cast through or out of the magical globe. Spells of 4th level and higher are not affected by the globe, nor are spells already in effect when the globe is cast. The globe can be brought down by a targeted dispel magic spell, but not by an area dispel magic. You can leave and return to the globe without penalty.
Note that spell effects are not disrupted unless their effects enter the globe, and even then they are merely suppressed, not dispelled.
If a given spell has more than one level depending on which character class is casting it, use the level appropriate to the caster to determine whether lesser globe of invulnerability stops it.
Material Component: A glass or crystal bead that shatters at the expiration of the spell.

Glyph of Warding
Abjuration
Level: Clr 3
Components: V, S, M
Casting Time: 10 minutes
Range: Touch
Target or Area: Object touched or up to 5 sq. ft./level
Duration: Permanent until discharged (D)
Saving Throw: See text
Spell Resistance: No (object) and Yes; see text
This powerful inscription harms those who enter, pass, or open the warded area or object. A glyph of warding can guard a bridge or passage, ward a portal, trap a chest or box, and so on.
You set the conditions of the ward. Typically, any creature entering the warded area or opening the warded object without speaking a password (which you set when casting the spell) is subject to the magic it stores. Alternatively or in addition to a password trigger, glyphs can be set according to physical characteristics (such as height or weight) or creature type, subtype, or kind. Glyphs can also be set with respect to good, evil, law, or chaos, or to pass those of your religion. They cannot be set according to class, Hit Dice, or level. Glyphs respond to invisible creatures normally but are not triggered by those who travel past them ethereally. Multiple glyphs cannot be cast on the same area. However, if a cabinet has three drawers, each can be separately warded.
When casting the spell, you weave a tracery of faintly glowing lines around the warding sigil. A glyph can be placed to conform to any shape up to the limitations of your total square footage. When the spell is completed, the glyph and tracery become nearly invisible.
Glyphs cannot be affected or bypassed by such means as physical or magical probing, though they can be dispelled. Mislead, polymorph, and nondetection (and similar magical effects) can fool a glyph, though nonmagical disguises and the like can’t. Read magic allows you to identify a glyph of warding with a DC 13 Spellcraft check. Identifying the glyph does not discharge it and allows you to know the basic nature of the glyph (version, type of damage caused, what spell is stored).
Note: Magic traps such as glyph of warding are hard to detect and disable. A rogue (only) can use the Search skill to find the glyph and Disable Device to thwart it. The DC in each case is 25 + spell level, or 28 for glyph of warding.
Depending on the version selected, a glyph either blasts the intruder or activates a spell.
Blast Glyph: A blast glyph deals 1d8 points of damage per two caster levels (maximum 5d8) to the intruder and to all within 5 feet of him or her. This damage is acid, cold, fire, electricity, or sonic (caster’s choice, made at time of casting). Each creature affected can attempt a Reflex save to take half damage. Spell resistance applies against this effect.
Spell Glyph: You can store any harmful spell of 3rd level or lower that you know. All level-dependent features of the spell are based on your caster level at the time of casting the glyph. If the spell has a target, it targets the intruder. If the spell has an area or an amorphous effect the area or effect is centered on the intruder. If the spell summons creatures, they appear as close as possible to the intruder and attack. Saving throws and spell resistance operate as normal, except that the DC is based on the level of the spell stored in the glyph.
Material Component: You trace the glyph with incense, which must first be sprinkled with powdered diamond worth at least 200 gp.

Glyph of Warding, Greater
Abjuration
Level: Clr 6
This spell functions like glyph of warding, except that a greater blast glyph deals up to 10d8 points of damage, and a greater spell glyph can store a spell of 6th level or lower.
Material Component: You trace the glyph with incense, which must first be sprinkled with powdered diamond worth at least 400 gp.

Goodberry
Transmutation
Level: Drd 1
Components: V, S, DF
Casting Time: 1 standard action
Range: Touch
Targets: 2d4 fresh berries touched
Duration: One day/level
Saving Throw: None
Spell Resistance: Yes
Casting goodberry upon a handful of freshly picked berries makes 2d4 of them magical. You (as well as any other druid of 3rd or higher level) can immediately discern which berries are affected. Each transmuted berry provides nourishment as if it were a normal meal for a Medium creature. The berry also cures 1 point of damage when eaten, subject to a maximum of 8 points of such curing in any 24-hour period.

Good Hope
Enchantment (Compulsion) [Mind-Affecting]
Level: Brd 3
Components: V, S
Casting Time: 1 standard action
Range: Medium (100 ft. + 10 ft./level)
Targets: One living creature/level, no two of which may be more than 30 ft. apart
Duration: 1 min./level
Saving Throw: Will negates (harmless)
Spell Resistance: Yes (harmless)
This spell instills powerful hope in the subjects. Each affected creature gains a +2 morale bonus on saving throws, attack rolls, ability checks, skill checks, and weapon damage rolls.
Good hope counters and dispels crushing despair.

Grasping Hand
Evocation [Force]
Level: Sor/Wiz 7, Strength 7
Components: V, S, F/DF
This spell functions like interposing hand, except the hand can also grapple one opponent that you select. The grasping hand gets one grapple attack per round.
Its attack bonus to make contact equals your caster level + your Intelligence, Wisdom, or Charisma modifier (for wizards, clerics, and sorcerers, respectively), +10 for the hand’s Strength score (31), –1 for being Large. Its grapple bonus is this same figure, except with a +4 modifier for being Large instead of –1. The hand holds but does not harm creatures it grapples.
Directing the spell to a new target is a move action.
The grasping hand can also bull rush an opponent as forceful hand does, but at a +16 bonus on the Strength check (+10 for Strength 35, +4 for being Large, and a +2 bonus for charging, which it always gets), or interpose itself as interposing hand does.
Clerics who cast this spell name it for their deities.
Arcane Focus: A leather glove.

Grease
Conjuration (Creation)
Level: Brd 1, Sor/Wiz 1
Components: V, S, M
Casting Time: 1 standard action
Range: Close (25 ft. + 5 ft./2 levels)
Target or Area: One object or a 10-ft. square
Duration: 1 round/level (D)
Saving Throw: See text
Spell Resistance: No
A grease spell covers a solid surface with a layer of slippery grease. Any creature in the area when the spell is cast must make a successful Reflex save or fall. This save is repeated on your turn each round that the creature remains within the area. A creature can walk within or through the area of grease at half normal speed with a DC 10 Balance check. Failure means it can’t move that round (and must then make a Reflex save or fall), while failure by 5 or more means it falls (see the Balance skill for details).
The spell can also be used to create a greasy coating on an item. Material objects not in use are always affected by this spell, while an object wielded or employed by a creature receives a Reflex saving throw to avoid the effect. If the initial saving throw fails, the creature immediately drops the item. A saving throw must be made in each round that the creature attempts to pick up or use the greased item. A creature wearing greased armor or clothing gains a +10 circumstance bonus on Escape Artist checks and on grapple checks made to resist or escape a grapple or to escape a pin.
Material Component: A bit of pork rind or butter.

Greater (Spell Name)
Any spell whose name begins with greater is alphabetized in this chapter according to the second word of the spell name. Thus, the description of a greater spell appears near the description of the spell on which it is based. Spell chains that have greater spells in them include those based on the spells arcane sight, command, dispel magic, glyph of warding, invisibility, magic fang, magic weapon, planar ally, planar binding, prying eyes, restoration, scrying, shadow conjuration, shadow evocation, shout, and teleport.

Guards and Wards
Abjuration
Level: Sor/Wiz 6
Components: V, S, M, F
Casting Time: 30 minutes
Range: Anywhere within the area to be warded
Area: Up to 200 sq. ft./level (S)
Duration: 2 hours/level (D)
Saving Throw: See text
Spell Resistance: See text
This powerful spell is primarily used to defend your stronghold. The ward protects 200 square feet per caster level. The warded area can be as much as 20 feet high, and shaped as you desire. You can ward several stories of a stronghold by dividing the area among them; you must be somewhere within the area to be warded to cast the spell. The spell creates the following magical effects within the warded area.
Fog: Fog fills all corridors, obscuring all sight, including darkvision, beyond 5 feet. A creature within 5 feet has concealment (attacks have a 20% miss chance). Creatures farther away have total concealment (50% miss chance, and the attacker cannot use sight to locate the target). Saving Throw: None. Spell Resistance: No.
Arcane Locks: All doors in the warded area are arcane locked. Saving Throw: None. Spell Resistance: No.
Webs: Webs fill all stairs from top to bottom. These strands are identical with those created by the web spell, except that they regrow in 10 minutes if they are burned or torn away while the guards and wards spell lasts. Saving Throw: Reflex negates; see text for web. Spell Resistance: No.
Confusion: Where there are choices in direction—such as a corridor intersection or side passage—a minor confusion-type effect functions so as to make it 50% probable that intruders believe they are going in the opposite direction from the one they actually chose. This is an enchantment, mind-affecting effect. Saving Throw: None. Spell Resistance: Yes.
Lost Doors: One door per caster level is covered by a silent image to appear as if it were a plain wall. Saving Throw: Will disbelief (if interacted with). Spell Resistance: No.
In addition, you can place your choice of one of the following five magical effects.
1. Dancing lights in four corridors. You can designate a simple program that causes the lights to repeat as long as the guards and wards spell lasts. Saving Throw: None. Spell Resistance: No.
2. A magic mouth in two places. Saving Throw: None. Spell Resistance: No.
3. A stinking cloud in two places. The vapors appear in the places you designate; they return within 10 minutes if dispersed by wind while the guards and wards spell lasts. Saving Throw: Fortitude negates; see text for stinking cloud. Spell Resistance: No.
4. A gust of wind in one corridor or room. Saving Throw: Fortitude negates. Spell Resistance: Yes.
5. A suggestion in one place. You select an area of up to 5 feet square, and any creature who enters or passes through the area receives the suggestion mentally. Saving Throw: Will negates. Spell Resistance: Yes.
The whole warded area radiates strong magic of the abjuration school. A dispel magic cast on a specific effect, if successful, removes only that effect. A successful Mage’s disjunction destroys the entire guards and wards effect.
Material Component: Burning incense, a small measure of brimstone and oil, a knotted string, and a small amount of blood.
Focus: A small silver rod.

Guidance
Divination
Level: Clr 0, Drd 0
Components: V, S
Casting Time: 1 standard action
Range: Touch
Target: Creature touched
Duration: 1 minute or until discharged
Saving Throw: Will negates (harmless)
Spell Resistance: Yes
This spell imbues the subject with a touch of divine guidance. The creature gets a +1 competence bonus on a single attack roll, saving throw, or skill check. It must choose to use the bonus before making the roll to which it applies.

Gust of Wind
Evocation [Air]
Level: Drd 2, Sor/Wiz 2
Components: V, S
Casting Time: 1 standard action
Range: 60 ft.
Effect: Line-shaped gust of severe wind emanating out from you to the extreme of the range
Duration: 1 round
Saving Throw: Fortitude negates
Spell Resistance: Yes
This spell creates a severe blast of air (approximately 50 mph) that originates from you, affecting all creatures in its path.
A Tiny or smaller creature on the ground is knocked down and rolled 1d4x10 feet, taking 1d4 points of nonlethal damage per 10 feet. If flying, a Tiny or smaller creature is blown back 2d6x10 feet and takes 2d6 points of nonlethal damage due to battering and buffeting.
Small creatures are knocked prone by the force of the wind, or if flying are blown back 1d6x10 feet.
Medium creatures are unable to move forward against the force of the wind, or if flying are blown back 1d6x5 feet.
Large or larger creatures may move normally within a gust of wind effect.
A gust of wind can’t move a creature beyond the limit of its range.
Any creature, regardless of size, takes a –4 penalty on ranged attacks and Listen checks in the area of a gust of wind.
The force of the gust automatically extinguishes candles, torches, and similar unprotected flames. It causes protected flames, such as those of lanterns, to dance wildly and has a 50% chance to extinguish those lights.
In addition to the effects noted, a gust of wind can do anything that a sudden blast of wind would be expected to do. It can create a stinging spray of sand or dust, fan a large fire, overturn delicate awnings or hangings, heel over a small boat, and blow gases or vapors to the edge of its range.
Gust of wind can be made permanent with a permanency spell.


Spells (H to L)

SPELLS (H-L)

Hallow
Evocation [Good]
Level: Clr 5, Drd 5
Components: V, S, M, DF
Casting Time: 24 hours
Range: Touch
Area: 40-ft. radius emanating from the touched point
Duration: Instantaneous
Saving Throw: See text
Spell Resistance: See text
Hallow makes a particular site, building, or structure a holy site. This has four major effects.
First, the site or structure is guarded by a magic circle against evil effect.
Second, all Charisma checks made to turn undead gain a +4 sacred bonus, and Charisma checks to command undead take a –4 penalty. Spell resistance does not apply to this effect. (This provision does not apply to the druid version of the spell.)
Third, any dead body interred in a hallowed site cannot be turned into an undead creature.
Finally, you may choose to fix a single spell effect to the hallowed site. The spell effect lasts for one year and functions throughout the entire site, regardless of the normal duration and area or effect. You may designate whether the effect applies to all creatures, creatures who share your faith or alignment, or creatures who adhere to another faith or alignment. At the end of the year, the chosen effect lapses, but it can be renewed or replaced simply by casting hallow again.
Spell effects that may be tied to a hallowed site include aid, bane, bless, cause fear, darkness, daylight, death ward, deeper darkness, detect evil, detect magic, dimensional anchor, discern lies, dispel magic, endure elements, freedom of movement, invisibility purge, protection from energy, remove fear, resist energy, silence, tongues, and zone of truth. Saving throws and spell resistance might apply to these spells’ effects. (See the individual spell descriptions for details.)
An area can receive only one hallow spell (and its associated spell effect) at a time. Hallow counters but does not dispel unhallow.
Material Component: Herbs, oils, and incense worth at least 1,000 gp, plus 1,000 gp per level of the spell to be included in the hallowed area.

Hallucinatory Terrain
Illusion (Glamer)
Level: Brd 4, Sor/Wiz 4
Components: V, S, M
Casting Time: 10 minutes
Range: Long (400 ft. + 40 ft./level)
Area: One 30-ft. cube/level (S)
Duration: 2 hours/level (D)
Saving Throw: Will disbelief (if interacted with)
Spell Resistance: No
You make natural terrain look, sound, and smell like some other sort of natural terrain. Structures, equipment, and creatures within the area are not hidden or changed in appearance.
Material Component: A stone, a twig, and a bit of green plant.

Halt Undead
Necromancy
Level: Sor/Wiz 3
Components: V, S, M
Casting Time: 1 standard action
Range: Medium (100 ft. + 10 ft./level)
Targets: Up to three undead creatures, no two of which can be more than 30 ft. apart
Duration: 1 round/level
Saving Throw: Will negates (see text)
Spell Resistance: Yes
This spell renders as many as three undead creatures immobile. A nonintelligent undead creature gets no saving throw; an intelligent undead creature does. If the spell is successful, it renders the undead creature immobile for the duration of the spell (similar to the effect of hold person on a living creature). The effect is broken if the halted creatures are attacked or take damage.
Material Component: A pinch of sulfur and powdered garlic.

Harm
Necromancy
Level: Clr 6, Destruction 6
Components: V, S
Casting Time: 1 standard action
Range: Touch
Target: Creature touched
Duration: Instantaneous
Saving Throw: Will half; see text
Spell Resistance: Yes
Harm charges a subject with negative energy that deals 10 points of damage per caster level (to a maximum of 150 points at 15th level). If the creature successfully saves, harm deals half this amount, but it cannot reduce the target’s hit points to less than 1.
If used on an undead creature, harm acts like heal.

Haste
Transmutation
Level: Brd 3, Sor/Wiz 3
Components: V, S, M
Casting Time: 1 standard action
Range: Close (25 ft. + 5 ft./2 levels)
Targets: One creature/level, no two of which can be more than 30 ft. apart
Duration: 1 round/level
Saving Throw: Fortitude negates (harmless)
Spell Resistance: Yes (harmless)
The transmuted creatures move and act more quickly than normal. This extra speed has several effects.
When making a full attack action, a hasted creature may make one extra attack with any weapon he is holding. The attack is made using the creature’s full base attack bonus, plus any modifiers appropriate to the situation. (This effect is not cumulative with similar effects, such as that provided by a weapon of speed, nor does it actually grant an extra action, so you can’t use it to cast a second spell or otherwise take an extra action in the round.)
A hasted creature gains a +1 bonus on attack rolls and a +1 dodge bonus to AC and Reflex saves. Any condition that makes you lose your Dexterity bonus to Armor Class (if any) also makes you lose dodge bonuses.
All of the hasted creature’s modes of movement (including land movement, burrow, climb, fly, and swim) increase by 30 feet, to a maximum of twice the subject’s normal speed using that form of movement. This increase counts as an enhancement bonus, and it affects the creature’s jumping distance as normal for increased speed.
Multiple haste effects don’t stack. Haste dispels and counters slow.
Material Component: A shaving of licorice root.

Heal
Conjuration (Healing)
Level: Clr 6, Drd 7, Healing 6
Components: V, S
Casting Time: 1 standard action
Range: Touch
Target: Creature touched
Duration: Instantaneous
Saving Throw: Will negates (harmless)
Spell Resistance: Yes (harmless)
Heal enables you to channel positive energy into a creature to wipe away injury and afflictions. It immediately ends any and all of the following adverse conditions affecting the Target: ability damage, blinded, confused, dazed, dazzled, deafened, diseased, exhausted, fatigued, feebleminded, insanity, nauseated, sickened, stunned, and poisoned. It also cures 10 hit points of damage per level of the caster, to a maximum of 150 points at 15th level.
Heal does not remove negative levels, restore permanently drained levels, or restore permanently drained ability score points.
If used against an undead creature, heal instead acts like harm.

Heal, Mass
Conjuration (Healing)
Level: Clr 9, Healing 9
Range: Close (25 ft. + 5 ft./2 levels)
Targets: One or more creatures, no two of which can be more than 30 ft. apart
This spell functions like heal, except as noted above. The maximum number of hit points restored to each creature is 250.

Heal Mount
Conjuration (Healing)
Level: Pal 3
Components: V, S
Casting Time: 1 standard action
Range: Touch
Target: Your mount touched
Duration: Instantaneous
Saving Throw: Will negates (harmless)
Spell Resistance: Yes (harmless)
This spell functions like heal, but it affects only the paladin’s special mount (typically a warhorse).

Heat Metal
Transmutation [Fire]
Level: Drd 2, Sun 2
Components: V, S, DF
Casting Time: 1 standard action
Range: Close (25 ft. + 5 ft./2 levels)
Target: Metal equipment of one creature per two levels, no two of which can be more than 30 ft. apart; or 25 lb. of metal/level, all of which must be within a 30-ft. circle
Duration: 7 rounds
Saving Throw: Will negates (object)
Spell Resistance: Yes (object)
Heat metal makes metal extremely warm. Unattended, nonmagical metal gets no saving throw. Magical metal is allowed a saving throw against the spell. An item in a creature’s possession uses the creature’s saving throw bonus unless its own is higher.
A creature takes fire damage if its equipment is heated. It takes full damage if its armor is affected or if it is holding, touching, wearing, or carrying metal weighing one-fifth of its weight. The creature takes minimum damage (1 point or 2 points; see the table) if it’s not wearing metal armor and the metal that it’s carrying weighs less than one-fifth of its weight.
On the first round of the spell, the metal becomes warm and uncomfortable to touch but deals no damage. The same effect also occurs on the last round of the spell’s duration. During the second (and also the next-to-last) round, intense heat causes pain and damage. In the third, fourth, and fifth rounds, the metal is searing hot, causing more damage, as shown on the table below.
Round | Metal Temperature | Damage
1 | Warm | None
2 | Hot | 1d4 points
3–5 | Searing | 2d4 points
6 | Hot | 1d4 points
7 | Warm | None
Any cold intense enough to damage the creature negates fire damage from the spell (and vice versa) on a point-for-point basis. If cast underwater, heat metal deals half damage and boils the surrounding water.
Heat metal counters and dispels chill metal.

Helping Hand
Evocation
Level: Clr 3
Components: V, S, DF
Casting Time: 1 standard action
Range: 5 miles
Effect: Ghostly hand
Duration: 1 hour/level
Saving Throw: None
Spell Resistance: No
You create the ghostly image of a hand, which you can send to find a creature within 5 miles. The hand then beckons to that creature and leads it to you if the creature is willing to follow.
When the spell is cast, the hand appears in front of you. You then specify a person (or any creature) by physical description, which can include race, gender, and appearance but not ambiguous factors such as level, alignment, or class. When the description is complete, the hand streaks off in search of a subject that fits the description. The amount of time it takes to find the subject depends on how far away she is.
Distance | Time to Locate
100 ft. or less | 1 round
1,000 ft. | 1 minute
1 mile | 10 minutes
2 miles | 1 hour
3 miles | 2 hours
4 miles | 3 hours
5 miles | 4 hours
Once the hand locates the subject, it beckons the creature to follow it. If the subject does so, the hand points in your direction, indicating the most direct feasible route. The hand hovers 10 feet in front of the subject, moving before it at a speed of as much as 240 feet per round. Once the hand leads the subject back to you, it disappears.
The subject is not compelled to follow the hand or act in any particular way toward you. If the subject chooses not to follow, the hand continues to beckon for the duration of the spell, then disappears. If the spell expires while the subject is en route to you, the hand disappears; the subject must then rely on her own devices to locate you.
If more than one subject in a 5-mile radius meets the description, the hand locates the closest creature. If that creature refuses to follow the hand, the hand does not seek out a second subject.
If, at the end of 4 hours of searching, the hand has found no subject that matches the description within 5 miles, it returns to you, displays an outstretched palm (indicating that no such creature was found), and disappears.
The ghostly hand has no physical form. It is invisible to anyone except you and a potential subject. It cannot engage in combat or execute any other task aside from locating a subject and leading it back to you. The hand can’t pass through solid objects but can ooze through small cracks and slits. The hand cannot travel more than 5 miles from the spot it appeared when you cast the spell.

Heroes’ Feast
Conjuration [Creation]
Level: Brd 6, Clr 6
Components: V, S, DF
Casting Time: 10 minutes
Range: Close (25 ft. + 5 ft./2 levels)
Effect: Feast for one creature/level
Duration: 1 hour plus 12 hours; see text
Saving Throw: None
Spell Resistance: No
You bring forth a great feast, including a magnificent table, chairs, service, and food and drink. The feast takes 1 hour to consume, and the beneficial effects do not set in until this hour is over. Every creature partaking of the feast is cured of all diseases, sickness, and nausea; becomes immune to poison for 12 hours; and gains 1d8 temporary hit points +1 point per two caster levels (maximum +10) after imbibing the nectar-like beverage that is part of the feast. The ambrosial food that is consumed grants each creature that partakes a +1 morale bonus on attack rolls and Will saves and immunity to fear effects for 12 hours.
If the feast is interrupted for any reason, the spell is ruined and all effects of the spell are negated.

Heroism
Enchantment (Compulsion) [Mind-Affecting]
Level: Brd 2, Sor/Wiz 3
Components: V, S
Casting Time: 1 standard action
Range: Touch
Target: Creature touched
Duration: 10 min./level
Saving Throw: Will negates (harmless)
Spell Resistance: Yes (harmless)
This spell imbues a single creature with great bravery and morale in battle. The target gains a +2 morale bonus on attack rolls, saves, and skill checks.

Heroism, Greater
Enchantment (Compulsion) [Mind-Affecting]
Level: Brd 5, Sor/Wiz 6
Duration: 1 min./level
This spell functions like heroism, except the creature gains a +4 morale bonus on attack rolls, saves, and skill checks, immunity to fear effects, and temporary hit points equal to your caster level (maximum 20).

Hide from Animals
Abjuration
Level: Drd 1, Rgr 1
Components: S, DF
Casting Time: 1 standard action
Range: Touch
Targets: One creature touched/level
Duration: 10 min./level (D)
Saving Throw: Will negates (harmless)
Spell Resistance: Yes
Animals cannot see, hear, or smell the warded creatures. Even extraordinary or supernatural sensory capabilities, such as blindsense, blindsight, scent, and tremorsense, cannot detect or locate warded creatures. Animals simply act as though the warded creatures are not there. If a warded character touches an animal or attacks any creature, even with a spell, the spell ends for all recipients.

Hide from Undead
Abjuration
Level: Clr 1
Components: V, S, DF
Casting Time: 1 standard action
Range: Touch
Targets: One touched creature/level
Duration: 10 min./level (D)
Saving Throw: Will negates (harmless); see text
Spell Resistance: Yes
Undead cannot see, hear, or smell the warded creatures. Even extraordinary or supernatural sensory capabilities, such as blindsense, blindsight, scent, and tremorsense, cannot detect or locate warded creatures. Nonintelligent undead creatures are automatically affected and act as though the warded creatures are not there. An intelligent undead creature gets a single Will saving throw. If it fails, the subject can’t see any of the warded creatures. However, if it has reason to believe unseen opponents are present, it can attempt to find or strike them. If a warded creature attempts to turn or command undead, touches an undead creature, or attacks any creature (even with a spell), the spell ends for all recipients.

Hideous Laughter
Enchantment (Compulsion) [Mind-Affecting]
Level: Brd 1, Sor/Wiz 2
Components: V, S, M
Casting Time: 1 standard action
Range: Close (25 ft. + 5 ft./2 levels)
Target: One creature; see text
Duration: 1 round/level
Saving Throw: Will negates
Spell Resistance: Yes
This spell afflicts the subject with uncontrollable laughter. It collapses into gales of manic laughter, falling prone. The subject can take no actions while laughing, but is not considered helpless. After the spell ends, it can act normally.
A creature with an Intelligence score of 2 or lower is not affected. A creature whose type is different from the caster’s receives a +4 bonus on its saving throw, because humor doesn’t “translate” well.
Material Component: Tiny tarts that are thrown at the target and a feather that is waved in the air.

Hold Animal
Enchantment (Compulsion) [Mind-Affecting]
Level: Animal 2, Drd 2, Rgr 2
Components: V, S
Target: One animal
This spell functions like hold person, except that it affects an animal instead of a humanoid.

Hold Monster
Enchantment (Compulsion) [Mind-Affecting]
Level: Brd 4, Law 6, Sor/Wiz 5
Components: V, S, M/DF
Target: One living creature
This spell functions like hold person, except that it affects any living creature that fails its Will save.
Arcane Material Component: One hard metal bar or rod, which can be as small as a three-penny nail.

Hold Monster, Mass
Enchantment (Compulsion) [Mind-Affecting]
Level: Sor/Wiz 9
Targets: One or more creatures, no two of which can be more than 30 ft. apart
This spell functions like hold person, except that it affects multiple creatures and holds any living creature that fails its Will save.

Hold Person
Enchantment (Compulsion) [Mind-Affecting]
Level: Brd 2, Clr 2, Sor/Wiz 3
Components: V, S, F/DF
Casting Time: 1 standard action
Range: Medium (100 ft. + 10 ft./level)
Target: One humanoid creature
Duration: 1 round/level (D); see text
Saving Throw: Will negates; see text
Spell Resistance: Yes
The subject becomes paralyzed and freezes in place. It is aware and breathes normally but cannot take any actions, even speech. Each round on its turn, the subject may attempt a new saving throw to end the effect. (This is a full-round action that does not provoke attacks of opportunity.)
A winged creature who is paralyzed cannot flap its wings and falls. A swimmer can’t swim and may drown.
Arcane Focus: A small, straight piece of iron.

Hold Person, Mass
Enchantment (Compulsion) [Mind-Affecting]
Level: Sor/Wiz 7
Targets: One or more humanoid creatures, no two of which can be more than 30 ft. apart
This spell functions like hold person, except as noted above.

Hold Portal
Abjuration
Level: Sor/Wiz 1
Component: V
Casting Time: 1 standard action
Range: Medium (100 ft. + 10 ft./level)
Target: One portal, up to 20 sq. ft./level
Duration: 1 min./level (D)
Saving Throw: None
Spell Resistance: No
This spell magically holds shut a door, gate, window, or shutter of wood, metal, or stone. The magic affects the portal just as if it were securely closed and normally locked. A knock spell or a successful dispel magic spell can negate a hold portal spell.
For a portal affected by this spell, add 5 to the normal DC for forcing open the portal.

Holy Aura
Abjuration [Good]
Level: Clr 8, Good 8
Components: V, S, F
Casting Time: 1 standard action
Range: 20 ft.
Targets: One creature/level in a 20-ft.-radius burst centered on you
Duration: 1 round/level (D)
Saving Throw: See text
Spell Resistance: Yes (harmless)
A brilliant divine radiance surrounds the subjects, protecting them from attacks, granting them resistance to spells cast by evil creatures, and causing evil creatures to become blinded when they strike the subjects. This abjuration has four effects.
First, each warded creature gains a +4 deflection bonus to AC and a +4 resistance bonus on saves. Unlike protection from evil, this benefit applies against all attacks, not just against attacks by evil creatures.
Second, each warded creature gains spell resistance 25 against evil spells and spells cast by evil creatures.
Third, the abjuration blocks possession and mental influence, just as protection from evil does.
Finally, if an evil creature succeeds on a melee attack against a warded creature, the offending attacker is blinded (Fortitude save negates, as blindness/deafness, but against holy aura’s save DC).
Focus: A tiny reliquary containing some sacred relic. The reliquary costs at least 500 gp.

Holy Smite
Evocation [Good]
Level: Good 4
Components: V, S
Casting Time: 1 standard action
Range: Medium (100 ft. + 10 ft./level)
Area: 20-ft.-radius burst
Duration: Instantaneous (1 round); see text
Saving Throw: Will partial; see text
Spell Resistance: Yes
You draw down holy power to smite your enemies. Only evil and neutral creatures are harmed by the spell; good creatures are unaffected.
The spell deals 1d8 points of damage per two caster levels (maximum 5d8) to each evil creature in the area (or 1d6 points of damage per caster level, maximum 10d6, to an evil outsider) and causes it to become blinded for 1 round. A successful Will saving throw reduces damage to half and negates the blinded effect.
The spell deals only half damage to creatures who are neither good nor evil, and they are not blinded. Such a creature can reduce that damage by half (down to one-quarter of the roll) with a successful Will save.

Holy Sword
Evocation [Good]
Level: Pal 4
Components: V, S
Casting Time: 1 standard action
Range: Touch
Target: Melee weapon touched
Duration: 1 round/level
Saving Throw: None
Spell Resistance: No
This spell allows you to channel holy power into your sword, or any other melee weapon you choose. The weapon acts as a +5 holy weapon (+5 enhancement bonus on attack and damage rolls, extra 2d6 damage against evil opponents). It also emits a magic circle against evil effect (as the spell). If the magic circle ends, the sword creates a new one on your turn as a free action. The spell is automatically canceled 1 round after the weapon leaves your hand. You cannot have more than one holy sword at a time.
If this spell is cast on a magic weapon, the powers of the spell supersede any that the weapon normally has, rendering the normal enhancement bonus and powers of the weapon inoperative for the duration of the spell. This spell is not cumulative with bless weapon or any other spell that might modify the weapon in any way.
This spell does not work on artifacts.
Note: A masterwork weapon’s bonus to attack does not stack with an enhancement bonus to attack.

Holy Word
Evocation [Good, Sonic]
Level: Clr 7, Good 7
Components: V
Casting Time: 1 standard action
Range: 40 ft.
Area: Nongood creatures in a 40-ft.-radius spread centered on you
Duration: Instantaneous
Saving Throw: None or Will negates; see text
Spell Resistance: Yes
Any nongood creature within the area that hears the holy word suffers the following ill effects.
HD | Effect
Equal to caster level | Deafened
Up to caster level –1 | Blinded, deafened
Up to caster level –5 | Paralyzed, blinded, deafened
Up to caster level –10 | Killed, paralyzed, blinded, deafened
The effects are cumulative and concurrent. No saving throw is allowed against these effects.
Deafened: The creature is deafened for 1d4 rounds.
Blinded: The creature is blinded for 2d4 rounds.
Paralyzed: The creature is paralyzed and helpless for 1d10 minutes.
Killed: Living creatures die. Undead creatures are destroyed.
Furthermore, if you are on your home plane when you cast this spell, nongood extraplanar creatures within the area are instantly banished back to their home planes. Creatures so banished cannot return for at least 24 hours. This effect takes place regardless of whether the creatures hear the holy word. The banishment effect allows a Will save (at a –4 penalty) to negate.
Creatures whose HD exceed your caster level are unaffected by holy word.

Horrid Wilting
Necromancy
Level: Sor/Wiz 8, Water 8
Components: V, S, M/DF
Casting Time: 1 standard action
Range: Long (400 ft. + 40 ft./level)
Targets: Living creatures, no two of which can be more than 60 ft. apart
Duration: Instantaneous
Saving Throw: Fortitude half
Spell Resistance: Yes
This spell evaporates moisture from the body of each subject living creature, dealing 1d6 points of damage per caster level (maximum 20d6). This spell is especially devastating to water elementals and plant creatures, which instead take 1d8 points of damage per caster level (maximum 20d8).
Arcane Material Component: A bit of sponge.

Hypnotic Pattern
Illusion (Pattern) [Mind-Affecting]
Level: Brd 2, Sor/Wiz 2
Components: V (Brd only), S, M; see text
Casting Time: 1 standard action
Range: Medium (100 ft. + 10 ft./level)
Effect: Colorful lights in a 10-ft.-radius spread
Duration: Concentration + 2 rounds
Saving Throw: Will negates
Spell Resistance: Yes
A twisting pattern of subtle, shifting colors weaves through the air, fascinating creatures within it. Roll 2d4 and add your caster level (maximum 10) to determine the total number of Hit Dice of creatures affected. Creatures with the fewest HD are affected first; and, among creatures with equal HD, those who are closest to the spell’s point of origin are affected first. Hit Dice that are not sufficient to affect a creature are wasted. Affected creatures become fascinated by the pattern of colors. Sightless creatures are not affected.
A wizard or sorcerer need not utter a sound to cast this spell, but a bard must sing, play music, or recite a rhyme as a verbal component.
Material Component: A glowing stick of incense or a crystal rod filled with phosphorescent material.

Hypnotism
Enchantment (Compulsion) [Mind-Affecting]
Level: Brd 1, Sor/Wiz 1
Components: V, S
Casting Time: 1 round
Range: Close (25 ft. + 5 ft./2 levels)
Area: Several living creatures, no two of which may be more than 30 ft. apart
Duration: 2d4 rounds (D)
Saving Throw: Will negates
Spell Resistance: Yes
Your gestures and droning incantation fascinate nearby creatures, causing them to stop and stare blankly at you. In addition, you can use their rapt attention to make your suggestions and requests seem more plausible. Roll 2d4 to see how many total Hit Dice of creatures you affect. Creatures with fewer HD are affected before creatures with more HD. Only creatures that can see or hear you are affected, but they do not need to understand you to be fascinated.
If you use this spell in combat, each target gains a +2 bonus on its saving throw. If the spell affects only a single creature not in combat at the time, the saving throw has a penalty of –2.
While the subject is fascinated by this spell, it reacts as though it were two steps more friendly in attitude. This allows you to make a single request of the affected creature (provided you can communicate with it). The request must be brief and reasonable. Even after the spell ends, the creature retains its new attitude toward you, but only with respect to that particular request.
A creature that fails its saving throw does not remember that you enspelled it.

Ice Storm
Evocation [Cold]
Level: Drd 4, Sor/Wiz 4, Water 5
Components: V, S, M/DF
Casting Time: 1 standard action
Range: Long (400 ft. + 40 ft./level)
Area: Cylinder (20-ft. radius, 40 ft. high)
Duration: 1 full round
Saving Throw: None
Spell Resistance: Yes
Great magical hailstones pound down for 1 full round, dealing 3d6 points of bludgeoning damage and 2d6 points of cold damage to every creature in the area. A –4 penalty applies to each Listen check made within the ice storm’s effect, and all land movement within its area is at half speed. At the end of the duration, the hail disappears, leaving no aftereffects (other than the damage dealt).
Arcane Material Component: A pinch of dust and a few drops of water.

Identify
Divination
Level: Brd 1, Magic 2, Sor/Wiz 1
Components: V, S, M/DF
Casting Time: 1 hour
Range: Touch
Targets: One touched object
Duration: Instantaneous
Saving Throw: None
Spell Resistance: No
The spell determines all magic properties of a single magic item, including how to activate those functions (if appropriate), and how many charges are left (if any).
Identify does not function when used on an artifact.
Arcane Material Component: A pearl of at least 100 gp value, crushed and stirred into wine with an owl feather; the infusion must be drunk prior to spellcasting.

Illusory Script
Illusion (Phantasm) [Mind-Affecting]
Level: Brd 3, Sor/Wiz 3
Components: V, S, M
Casting Time: 1 minute or longer; see text
Range: Touch
Target: One touched object weighing no more than 10 lb.
Duration: One day/level (D)
Saving Throw: Will negates; see text
Spell Resistance: Yes
You write instructions or other information on parchment, paper, or any suitable writing material. The illusory script appears to be some form of foreign or magical writing. Only the person (or people) designated by you at the time of the casting are able to read the writing; it’s unintelligible to any other character, although an illusionist recognizes it as illusory script.
Any unauthorized creature attempting to read the script triggers a potent illusory effect and must make a saving throw. A successful saving throw means the creature can look away with only a mild sense of disorientation. Failure means the creature is subject to a suggestion implanted in the script by you at the time the illusory script spell was cast. The suggestion lasts only 30 minutes. Typical suggestions include “Close the book and leave,” “Forget the existence of the book,” and so forth. If successfully dispelled by dispel magic, the illusory script and its secret message disappear. The hidden message can be read by a combination of the true seeing spell with the read magic or comprehend languages spell.
The casting time depends on how long a message you wish to write, but it is always at least 1 minute.
Material Component: A lead-based ink (cost of not less than 50 gp).

Illusory Wall
Illusion (Figment)
Level: Sor/Wiz 4
Components: V, S
Casting Time: 1 standard action
Range: Close (25 ft. + 5 ft./2 levels)
Effect: Image 1 ft. by 10 ft. by 10 ft.
Duration: Permanent
Saving Throw: Will disbelief (if interacted with)
Spell Resistance: No
This spell creates the illusion of a wall, floor, ceiling, or similar surface. It appears absolutely real when viewed, but physical objects can pass through it without difficulty. When the spell is used to hide pits, traps, or normal doors, any detection abilities that do not require sight work normally. Touch or a probing search reveals the true nature of the surface, though such measures do not cause the illusion to disappear.

Imbue with Spell Ability
Evocation
Level: Clr 4, Magic 4
Components: V, S, DF
Casting Time: 10 minutes
Range: Touch
Target: Creature touched; see text
Duration: Permanent until discharged (D)
Saving Throw: Will negates (harmless)
Spell Resistance: Yes (harmless)
You transfer some of your currently prepared spells, and the ability to cast them, to another creature. Only a creature with an Intelligence score of at least 5 and a Wisdom score of at least 9 can receive this bestowal. Only cleric spells from the schools of abjuration, divination, and conjuration (healing) can be transferred. The number and level of spells that the subject can be granted depends on its Hit Dice; even multiple castings of imbue with spell ability can’t exceed this limit.
HD of Recipient | Spells Imbued
2 or lower | One 1st-level spell
3–4 | One or two 1st-level spells
5 or higher | One or two 1st-level spells and one 2nd-level spell
The transferred spell’s variable characteristics (range, duration, area, and the like) function according to your level, not the level of the recipient.
Once you cast imbue with spell ability, you cannot prepare a new 4th-level spell to replace it until the recipient uses the imbued spells or is slain, or until you dismiss the imbue with spell ability spell. In the meantime, you remain responsible to your deity or your principles for the use to which the spell is put. If the number of 4th-level spells you can cast decreases, and that number drops below your current number of active imbue with spell ability spells, the more recently cast imbued spells are dispelled.
To cast a spell with a verbal component, the subject must be able to speak. To cast a spell with a somatic component, it must have humanlike hands. To cast a spell with a material component or focus, it must have the materials or focus.

Implosion
Evocation
Level: Clr 9, Destruction 9
Components: V, S
Casting Time: 1 standard action
Range: Close (25 ft. + 5 ft./2 levels)
Targets: One corporeal creature/round
Duration: Concentration (up to 4 rounds)
Saving Throw: Fortitude negates
Spell Resistance: Yes
You create a destructive resonance in a corporeal creature’s body. For each round you concentrate, you cause one creature to collapse in on itself, killing it. (This effect, being instantaneous, cannot be dispelled.)
You can target a particular creature only once with each casting of the spell.
Implosion has no effect on creatures in gaseous form or on incorporeal creatures.

Imprisonment
Abjuration
Level: Sor/Wiz 9
Components: V, S
Casting Time: 1 standard action
Range: Touch
Target: Creature touched
Duration: Instantaneous
Saving Throw: Will negates; see text
Spell Resistance: Yes
When you cast imprisonment and touch a creature, it is entombed in a state of suspended animation (see the temporal stasis spell) in a small sphere far beneath the surface of the earth. The subject remains there unless a freedom spell is cast at the locale where the imprisonment took place. Magical search by a crystal ball, a locate object spell, or some other similar divination does not reveal the fact that a creature is imprisoned, but discern location does. A wish or miracle spell will not free the recipient, but will reveal where it is entombed. If you know the target’s name and some facts about its life, the target takes a –4 penalty on its save.

Incendiary Cloud
Conjuration (Creation) [Fire]
Level: Fire 8, Sor/Wiz 8
Components: V, S
Casting Time: 1 standard action
Range: Medium (100 ft. + 10 ft./level)
Effect: Cloud spreads in 20-ft. radius, 20 ft. high
Duration: 1 round/level
Saving Throw: Reflex half; see text
Spell Resistance: No
An incendiary cloud spell creates a cloud of roiling smoke shot through with white-hot embers. The smoke obscures all sight as a fog cloud does. In addition, the white-hot embers within the cloud deal 4d6 points of fire damage to everything within the cloud on your turn each round. All targets can make Reflex saves each round to take half damage.
As with a cloudkill spell, the smoke moves away from you at 10 feet per round. Figure out the smoke’s new spread each round based on its new point of origin, which is 10 feet farther away from where you were when you cast the spell. By concentrating, you can make the cloud (actually its point of origin) move as much as 60 feet each round. Any portion of the cloud that would extend beyond your maximum range dissipates harmlessly, reducing the remainder’s spread thereafter.
As with fog cloud, wind disperses the smoke, and the spell can’t be cast underwater.

Inflict Critical Wounds
Necromancy
Level: Clr 4, Destruction 4
This spell functions like inflict light wounds, except that you deal 4d8 points of damage +1 point per caster level (maximum +20).

Inflict Critical Wounds, Mass
Necromancy
Level: Clr 8
This spell functions like mass inflict light wounds, except that it deals 4d8 points of damage +1 point per caster level (maximum +40).

Inflict Light Wounds
Necromancy
Level: Clr 1, Destruction 1
Components: V, S
Casting Time: 1 standard action
Range: Touch
Target: Creature touched
Duration: Instantaneous
Saving Throw: Will half
Spell Resistance: Yes
When laying your hand upon a creature, you channel negative energy that deals 1d8 points of damage +1 point per caster level (maximum +5).
Since undead are powered by negative energy, this spell cures such a creature of a like amount of damage, rather than harming it.

Inflict Light Wounds, Mass
Necromancy
Level: Clr 5, Destruction 5
Components: V, S
Casting Time: 1 standard action
Range: Close (25 ft. + 5 ft./2 levels)
Target: One creature/level, no two of which can be more than 30 ft. apart
Duration: Instantaneous
Saving Throw: Will half
Spell Resistance: Yes
Negative energy spreads out in all directions from the point of origin, dealing 1d8 points of damage +1 point per caster level (maximum +25) to nearby living enemies.
Like other inflict spells, mass inflict light wounds cures undead in its area rather than damaging them. A cleric capable of spontaneously casting inflict spells can also spontaneously cast mass inflict spells.

Inflict Minor Wounds
Necromancy
Level: Clr 0
Saving Throw: Will negates
This spell functions like inflict light wounds, except that you deal 1 point of damage and a Will save negates the damage instead of halving it.

Inflict Moderate Wounds
Necromancy
Level: Clr 2
This spell functions like inflict light wounds, except that you deal 2d8 points of damage +1 point per caster level (maximum +10).

Inflict Moderate Wounds, Mass
Necromancy
Level: Clr 6
This spell functions like mass inflict light wounds, except that it deals 2d8 points of damage +1 point per caster level (maximum +30).

Inflict Serious Wounds
Necromancy
Level: Clr 3
This spell functions like inflict light wounds, except that you deal 3d8 points of damage +1 point per caster level (maximum +15).

Inflict Serious Wounds, Mass
Necromancy
Level: Clr 7
This spell functions like mass inflict light wounds, except that it deals 3d8 points of damage +1 point per caster level (maximum +35).

Insanity
Enchantment (Compulsion) [Mind-Affecting]
Level: Sor/Wiz 7
Components: V, S
Casting Time: 1 standard action
Range: Medium (100 ft. + 10 ft./level)
Target: One living creature
Duration: Instantaneous
Saving Throw: Will negates
Spell Resistance: Yes
The affected creature suffers from a continuous confusion effect, as the spell.
Remove curse does not remove insanity. Greater restoration, heal, limited wish, miracle, or wish can restore the creature.

Insect Plague
Conjuration (Summoning)
Level: Clr 5, Drd 5
Components: V, S, DF
Casting Time: 1 round
Range: Long (400 ft. + 40 ft./level)
Effect: One swarm of locusts per three levels, each of which must be adjacent to at least one other swarm
Duration: 1 min./level
Saving Throw: None
Spell Resistance: No
You summon a number of swarms of locusts (one per three levels, to a maximum of six swarms at 18th level). The swarms must be summoned so that each one is adjacent to at least one other swarm (that is, the swarms must fill one contiguous area). You may summon the locust swarms so that they share the area of other creatures. Each swarm attacks any creatures occupying its area. The swarms are stationary after being summoned, and won’t pursue creatures that flee.

Instant Summons
Conjuration (Summoning)
Level: Sor/Wiz 7
Components: V, S, M
Casting Time: 1 standard action
Range: See text
Target: One object weighing 10 lb. or less whose longest dimension is 6 ft. or less
Duration: Permanent until discharged
Saving Throw: None
Spell Resistance: No
You call some nonliving item from virtually any location directly to your hand.
First, you must place your arcane mark on the item. Then you cast this spell, which magically and invisibly inscribes the name of the item on a sapphire worth at least 1,000 gp. Thereafter, you can summon the item by speaking a special word (set by you when the spell is cast) and crushing the gem. The item appears instantly in your hand. Only you can use the gem in this way.
If the item is in the possession of another creature, the spell does not work, but you know who the possessor is and roughly where that creature is located when the summons occurs.
The inscription on the gem is invisible. It is also unreadable, except by means of a read magic spell, to anyone but you.
The item can be summoned from another plane, but only if no other creature has claimed ownership of it.
Material Component: A sapphire worth at least 1,000 gp.

Interposing Hand
Evocation [Force]
Level: Sor/Wiz 5
Components: V, S, F
Casting Time: 1 standard action
Range: Medium (100 ft. + 10 ft./level)
Effect: 10-ft. hand
Duration: 1 round/level (D)
Saving Throw: None
Spell Resistance: Yes
Interposing hand creates a Large magic hand that appears between you and one opponent. This floating, disembodied hand then moves to remain between the two of you, regardless of where you move or how the opponent tries to get around it, providing cover (+4 AC) for you against that opponent. Nothing can fool the hand—it sticks with the selected opponent in spite of darkness, invisibility, polymorphing, or any other attempt at hiding or disguise. The hand does not pursue an opponent, however.
An interposing hand is 10 feet long and about that wide with its fingers outstretched. It has as many hit points as you do when you’re undamaged, and its AC is 20 (–1 size, +11 natural). It takes damage as a normal creature, but most magical effects that don’t cause damage do not affect it.
The hand never provokes attacks of opportunity from opponents. It cannot push through a wall of force or enter an antimagic field, but it suffers the full effect of a prismatic wall or prismatic sphere. The hand makes saving throws as its caster.
Disintegrate or a successful dispel magic destroys it.
Any creature weighing 2,000 pounds or less that tries to push past the hand is slowed to half its normal speed. The hand cannot reduce the speed of a creature weighing more than 2,000 pounds, but it still affects the creature’s attacks.
Directing the spell to a new target is a move action.
Focus: A soft glove.

Invisibility
Illusion (Glamer)
Level: Brd 2, Sor/Wiz 2, Trickery 2
Components: V, S, M/DF
Casting Time: 1 standard action
Range: Personal or touch
Target: You or a creature or object weighing no more than 100 lb./level
Duration: 1 min./level (D)
Saving Throw: Will negates (harmless) or Will negates (harmless, object)
Spell Resistance: Yes (harmless) or Yes (harmless, object)
The creature or object touched becomes invisible, vanishing from sight, even from darkvision. If the recipient is a creature carrying gear, that vanishes, too. If you cast the spell on someone else, neither you nor your allies can see the subject, unless you can normally see invisible things or you employ magic to do so.
Items dropped or put down by an invisible creature become visible; items picked up disappear if tucked into the clothing or pouches worn by the creature. Light, however, never becomes invisible, although a source of light can become so (thus, the effect is that of a light with no visible source). Any part of an item that the subject carries but that extends more than 10 feet from it becomes visible.
Of course, the subject is not magically silenced, and certain other conditions can render the recipient detectable (such as stepping in a puddle). The spell ends if the subject attacks any creature. For purposes of this spell, an attack includes any spell targeting a foe or whose area or effect includes a foe. (Exactly who is a foe depends on the invisible character’s perceptions.) Actions directed at unattended objects do not break the spell. Causing harm indirectly is not an attack. Thus, an invisible being can open doors, talk, eat, climb stairs, summon monsters and have them attack, cut the ropes holding a rope bridge while enemies are on the bridge, remotely trigger traps, open a portcullis to release attack dogs, and so forth. If the subject attacks directly, however, it immediately becomes visible along with all its gear. Spells such as bless that specifically affect allies but not foes are not attacks for this purpose, even when they include foes in their area.
Invisibility can be made permanent (on objects only) with a permanency spell.
Arcane Material Component: An eyelash encased in a bit of gum arabic.

Invisibility, Greater
Illusion (Glamer)
Level: Brd 4, Sor/Wiz 4
Components: V, S
Target: You or creature touched
Duration: 1 round/level (D)
Saving Throw: Will negates (harmless)
This spell functions like invisibility, except that it doesn’t end if the subject attacks.

Invisibility, Mass
Illusion (Glamer)
Level: Sor/Wiz 7
Components: V, S, M
Range: Long (400 ft. + 40 ft./level)
Targets: Any number of creatures, no two of which can be more than 180 ft. apart
This spell functions like invisibility, except that the effect is mobile with the group and is broken when anyone in the group attacks. Individuals in the group cannot see each other. The spell is broken for any individual who moves more than 180 feet from the nearest member of the group. (If only two individuals are affected, the one moving away from the other one loses its invisibility. If both are moving away from each other, they both become visible when the distance between them exceeds 180 feet.)
Material Component: An eyelash encased in a bit of gum arabic.

Invisibility Purge
Evocation
Level: Clr 3
Components: V, S
Casting Time: 1 standard action
Range: Personal
Target: You
Duration: 1 min./level (D)
You surround yourself with a sphere of power with a radius of 5 feet per caster level that negates all forms of invisibility.
Anything invisible becomes visible while in the area.

Invisibility Sphere
Illusion (Glamer)
Level: Brd 3, Sor/Wiz 3
Components: V, S, M
Area: 10-ft.-radius emanation around the creature or object touched
This spell functions like invisibility, except that this spell confers invisibility upon all creatures within 10 feet of the recipient. The center of the effect is mobile with the recipient.
Those affected by this spell can see each other and themselves as if unaffected by the spell. Any affected creature moving out of the area becomes visible, but creatures moving into the area after the spell is cast do not become invisible. Affected creatures (other than the recipient) who attack negate the invisibility only for themselves. If the spell recipient attacks, the invisibility sphere ends.

Iron Body
Transmutation
Level: Earth 8, Sor/Wiz 8
Components: V, S, M/DF
Casting Time: 1 standard action
Range: Personal
Target: You
Duration: 1 min./level (D)
This spell transforms your body into living iron, which grants you several powerful resistances and abilities.
You gain damage reduction 15/adamantine. You are immune to blindness, critical hits, ability score damage, deafness, disease, drowning, electricity, poison, stunning, and all spells or attacks that affect your physiology or respiration, because you have no physiology or respiration while this spell is in effect. You take only half damage from acid and fire of all kinds. However, you also become vulnerable to all special attacks that affect iron golems.
You gain a +6 enhancement bonus to your Strength score, but you take a –6 penalty to Dexterity as well (to a minimum Dexterity score of 1), and your speed is reduced to half normal. You have an arcane spell failure chance of 50% and a –8 armor check penalty, just as if you were clad in full plate armor. You cannot drink (and thus can’t use potions) or play wind instruments.
Your unarmed attacks deal damage equal to a club sized for you (1d4 for Small characters or 1d6 for Medium characters), and you are considered armed when making unarmed attacks.
Your weight increases by a factor of ten, causing you to sink in water like a stone. However, you could survive the crushing pressure and lack of air at the bottom of the ocean—at least until the spell duration expires.
Arcane Material Component: A small piece of iron that was once part of either an iron golem, a hero’s armor, or a war machine.

Ironwood
Transmutation
Level: Drd 6
Components: V, S, M
Casting Time: 1 minute/lb. created
Range: 0 ft.
Effect: An ironwood object weighing up to 5 lb./level
Duration: One day/level (D)
Saving Throw: None
Spell Resistance: No
Ironwood is a magical substance created by druids from normal wood. While remaining natural wood in almost every way, ironwood is as strong, heavy, and resistant to fire as steel. Spells that affect metal or iron do not function on ironwood. Spells that affect wood do affect ironwood, although ironwood does not burn. Using this spell with wood shape or a wood-related Craft check, you can fashion wooden items that function as steel items. Thus, wooden plate armor and wooden swords can be created that are as durable as their normal steel counterparts. These items are freely usable by druids.
Further, if you make only half as much ironwood as the spell would normally allow, any weapon, shield, or suit of armor so created is treated as a magic item with a +1 enhancement bonus.
Material Component: Wood shaped into the form of the intended ironwood object.

Irresistible Dance
Enchantment (Compulsion) [Mind-Affecting]
Level: Brd 6, Sor/Wiz 8
Components: V
Casting Time: 1 standard action
Range: Touch
Target: Living creature touched
Duration: 1d4+1 rounds
Saving Throw: None
Spell Resistance: Yes
The subject feels an undeniable urge to dance and begins doing so, complete with foot shuffling and tapping. The spell effect makes it impossible for the subject to do anything other than caper and prance in place. The effect imposes a –4 penalty to Armor Class and a –10 penalty on Reflex saves, and it negates any AC bonus granted by a shield the target holds. The dancing subject provokes attacks of opportunity each round on its turn.

Jump
Transmutation
Level: Drd 1, Rgr 1, Sor/Wiz 1
Components: V, S, M
Casting Time: 1 standard action
Range: Touch
Target: Creature touched
Duration: 1 min./level (D)
Saving Throw: Will negates (harmless)
Spell Resistance: Yes
The subject gets a +10 enhancement bonus on Jump checks. The enhancement bonus increases to +20 at caster level 5th, and to +30 (the maximum) at caster level 9th.
Material Component: A grasshopper’s hind leg, which you break when the spell is cast.

Keen Edge
Transmutation
Level: Sor/Wiz 3
Components: V, S
Casting Time: 1 standard action
Range: Close (25 ft. + 5 ft./2 levels)
Targets: One weapon or fifty projectiles, all of which must be in contact with each other at the time of casting
Duration: 10 min./level
Saving Throw: Will negates (harmless, object)
Spell Resistance: Yes (harmless, object)
This spell makes a weapon magically keen, improving its ability to deal telling blows. This transmutation doubles the threat range of the weapon. A threat range of 20 becomes 19–20, a threat range of 19–20 becomes 17–20, and a threat range of 18–20 becomes 15–20. The spell can be cast only on piercing or slashing weapons. If cast on arrows or crossbow bolts, the keen edge on a particular projectile ends after one use, whether or not the missile strikes its intended target. (Treat shuriken as arrows, rather than as thrown weapons, for the purpose of this spell.)
Multiple effects that increase a weapon’s threat range (such as the keen edge spell and the Improved Critical feat) don’t stack. You can’t cast this spell on a natural weapon, such as a claw.

Knock
Transmutation
Level: Sor/Wiz 2
Components: V
Casting Time: 1 standard action
Range: Medium (100 ft. + 10 ft./level)
Target: One door, box, or chest with an area of up to 10 sq. ft./level
Duration: Instantaneous; see text
Saving Throw: None
Spell Resistance: No
The knock spell opens stuck, barred, locked, held, or arcane locked doors. It opens secret doors, as well as locked or trick-opening boxes or chests. It also loosens welds, shackles, or chains (provided they serve to hold closures shut). If used to open a arcane locked door, the spell does not remove the arcane lock but simply suspends its functioning for 10 minutes. In all other cases, the door does not relock itself or become stuck again on its own. Knock does not raise barred gates or similar impediments (such as a portcullis), nor does it affect ropes, vines, and the like. The effect is limited by the area. Each spell can undo as many as two means of preventing egress.

Know Direction
Divination
Level: Brd 0, Drd 0
Components: V, S
Casting Time: 1 standard action
Range: Personal
Target: You
Duration: Instantaneous
You instantly know the direction of north from your current position. The spell is effective in any environment in which “north” exists, but it may not work in extraplanar settings. Your knowledge of north is correct at the moment of casting, but you can get lost again within moments if you don’t find some external reference point to help you keep track of direction.

Legend Lore
Divination
Level: Brd 4, Knowledge 7, Sor/Wiz 6
Components: V, S, M, F
Casting Time: See text
Range: Personal
Target: You
Duration: See text
Legend lore brings to your mind legends about an important person, place, or thing. If the person or thing is at hand, or if you are in the place in question, the casting time is only 1d4x10 minutes. If you have only detailed information on the person, place, or thing, the casting time is 1d10 days, and the resulting lore is less complete and specific (though it often provides enough information to help you find the person, place, or thing, thus allowing a better legend lore result next time). If you know only rumors, the casting time is 2d6 weeks, and the resulting lore is vague and incomplete (though it often directs you to more detailed information, thus allowing a better legend lore result next time).
During the casting, you cannot engage in other than routine activities: eating, sleeping, and so forth. When completed, the divination brings legends (if any) about the person, place, or things to your mind. These may be legends that are still current, legends that have been forgotten, or even information that has never been generally known. If the person, place, or thing is not of legendary importance, you gain no information. As a rule of thumb, characters who are 11th level and higher are “legendary,” as are the sorts of creatures they contend with, the major magic items they wield, and the places where they perform their key deeds.
Material Component: Incense worth at least 250 gp.
Focus: Four strips of ivory (worth 50 gp each) formed into a rectangle.

Lesser (Spell Name)
Any spell whose name begins with lesser is alphabetized in this chapter according to the second word of the spell name. Thus, the description of a lesser spell appears near the description of the spell on which it is based. Spell chains that have lesser spells in them include those based on the spells confusion, geas, globe of invulnerability, planar ally, planar binding, and restoration.

Levitate
Transmutation
Level: Sor/Wiz 2
Components: V, S, F
Casting Time: 1 standard action
Range: Personal or close (25 ft. + 5 ft./2 levels)
Target: You or one willing creature or one object (total weight up to 100 lb./level)
Duration: 1 min./level (D)
Saving Throw: None
Spell Resistance: No
Levitate allows you to move yourself, another creature, or an object up and down as you wish. A creature must be willing to be levitated, and an object must be unattended or possessed by a willing creature. You can mentally direct the recipient to move up or down as much as 20 feet each round; doing so is a move action. You cannot move the recipient horizontally, but the recipient could clamber along the face of a cliff, for example, or push against a ceiling to move laterally (generally at half its base land speed).
A levitating creature that attacks with a melee or ranged weapon finds itself increasingly unstable; the first attack has a –1 penalty on attack rolls, the second –2, and so on, to a maximum penalty of –5. A full round spent stabilizing allows the creature to begin again at –1.
Focus: Either a small leather loop or a piece of golden wire bent into a cup shape with a long shank on one end.

Light
Evocation [Light]
Level: Brd 0, Clr 0, Drd 0, Sor/Wiz 0
Components: V, M/DF
Casting Time: 1 standard action
Range: Touch
Target: Object touched
Duration: 10 min./level (D)
Saving Throw: None
Spell Resistance: No
This spell causes an object to glow like a torch, shedding bright light in a 20-foot radius (and dim light for an additional 20 feet) from the point you touch. The effect is immobile, but it can be cast on a movable object. Light taken into an area of magical darkness does not function.
A light spell (one with the light descriptor) counters and dispels a darkness spell (one with the darkness descriptor) of an equal or lower level.
Arcane Material Component: A firefly or a piece of phosphorescent moss.

Lightning Bolt
Evocation [Electricity]
Level: Sor/Wiz 3
Components: V, S, M
Casting Time: 1 standard action
Range: 120 ft.
Area: 120-ft. line
Duration: Instantaneous
Saving Throw: Reflex half
Spell Resistance: Yes
You release a powerful stroke of electrical energy that deals 1d6 points of electricity damage per caster level (maximum 10d6) to each creature within its area. The bolt begins at your fingertips.
The lightning bolt sets fire to combustibles and damages objects in its path. It can melt metals with a low melting point, such as lead, gold, copper, silver, or bronze. If the damage caused to an interposing barrier shatters or breaks through it, the bolt may continue beyond the barrier if the spell’s range permits; otherwise, it stops at the barrier just as any other spell effect does.
Material Component: A bit of fur and an amber, crystal, or glass rod.

Limited Wish
Universal
Level: Sor/Wiz 7
Components: V, S, XP
Casting Time: 1 standard action
Range: See text
Target, Effect, or Area: See text
Duration: See text
Saving Throw: None; see text
Spell Resistance: Yes
A limited wish lets you create nearly any type of effect. For example, a limited wish can do any of the following things.
• Duplicate any sorcerer/wizard spell of 6th level or lower, provided the spell is not of a school prohibited to you.
• Duplicate any other spell of 5th level or lower, provided the spell is not of a school prohibited to you.
• Duplicate any sorcerer/wizard spell of 5th level or lower, even if it’s of a prohibited school.
• Duplicate any other spell of 4th level or lower, even if it’s of a prohibited school.
• Undo the harmful effects of many spells, such as geas/quest or insanity.
• Produce any other effect whose power level is in line with the above effects, such as a single creature automatically hitting on its next attack or taking a –7 penalty on its next saving throw.
A duplicated spell allows saving throws and spell resistance as normal (but the save DC is for a 7th-level spell). When a limited wish duplicates a spell that has an XP cost, you must pay that cost or 300 XP, whichever is more. When a limited wish spell duplicates a spell with a material component that costs more than 1,000 gp, you must provide that component.
XP Cost: 300 XP or more (see above).

Liveoak
Transmutation
Level: Drd 6
Components: V, S
Casting Time: 10 minutes
Range: Touch
Target: Tree touched
Duration: One day/level (D)
Saving Throw: None
Spell Resistance: No
This spell turns an oak tree into a protector or guardian. The spell can be cast on only a single tree at a time; while liveoak is in effect, you can’t cast it again on another tree. The tree on which the spell is cast must be within 10 feet of your dwelling place, within a place sacred to you, or within 300 feet of something that you wish to guard or protect.
Liveoak must be cast on a healthy, Huge oak. A triggering phrase of up to one word per caster level is placed on the targeted oak. The liveoak spell triggers the tree into animating as a treant.
If liveoak is dispelled, the tree takes root immediately, wherever it happens to be. If released by you, the tree tries to return to its original location before taking root.

Locate Creature
Divination
Level: Brd 4, Sor/Wiz 4
Components: V, S, M
Duration: 10 min./level
This spell functions like locate object, except this spell locates a known or familiar creature.
You slowly turn and sense when you are facing in the direction of the creature to be located, provided it is within range. You also know in which direction the creature is moving, if any.
The spell can locate a creature of a specific kind or a specific creature known to you. It cannot find a creature of a certain type. To find a kind of creature, you must have seen such a creature up close (within 30 feet) at least once.
Running water blocks the spell. It cannot detect objects. It can be fooled by mislead, nondetection, and polymorph spells.
Material Component: A bit of fur from a bloodhound.

Locate Object
Divination
Level: Brd 2, Clr 3, Sor/Wiz 2, Travel 2
Components: V, S, F/DF
Casting Time: 1 standard action
Range: Long (400 ft. + 40 ft./level)
Area: Circle, centered on you, with a radius of 400 ft. + 40 ft./level
Duration: 1 min./level
Saving Throw: None
Spell Resistance: No
You sense the direction of a well-known or clearly visualized object. You can search for general items, in which case you locate the nearest one of its kind if more than one is within range. Attempting to find a certain item requires a specific and accurate mental image; if the image is not close enough to the actual object, the spell fails. You cannot specify a unique item unless you have observed that particular item firsthand (not through divination).
The spell is blocked by even a thin sheet of lead. Creatures cannot be found by this spell. Polymorph any object fools it.
Arcane Focus: A forked twig.

Longstrider
Transmutation
Level: Drd 1, Rgr 1, Travel 1
Components: V, S, M
Casting Time: 1 standard action
Range: Personal
Target: You
Duration: 1 hour/level (D)
This spell increases your base land speed by 10 feet. (This adjustment counts as an enhancement bonus.) It has no effect on other modes of movement, such as burrow, climb, fly, or swim.
Material Component: A pinch of dirt.

Lullaby
Enchantment (Compulsion) [Mind-Affecting]
Level: Brd 0
Components: V, S
Casting Time: 1 standard action
Range: Medium (100 ft. + 10 ft./level)
Area: Living creatures within a 10-ft.-radius burst
Duration: Concentration + 1 round/level (D)
Saving Throw: Will negates
Spell Resistance: Yes
Any creature within the area that fails a Will save becomes drowsy and inattentive, taking a –5 penalty on Listen and Spot checks and a –2 penalty on Will saves against sleep effects while the lullaby is in effect. Lullaby lasts for as long as the caster concentrates, plus up to 1 round per caster level thereafter.


Spells (M to O)

SPELLS (M-O)

Mage Armor
Conjuration (Creation) [Force]
Level: Sor/Wiz 1
Components: V, S, F
Casting Time: 1 standard action
Range: Touch
Target: Creature touched
Duration: 1 hour/level (D)
Saving Throw: Will negates (harmless)
Spell Resistance: No
An invisible but tangible field of force surrounds the subject of a mage armor spell, providing a +4 armor bonus to AC.
Unlike mundane armor, mage armor entails no armor check penalty, arcane spell failure chance, or speed reduction. Since mage armor is made of force, incorporeal creatures can’t bypass it the way they do normal armor.
Focus: A piece of cured leather.

Mage Hand
Transmutation
Level: Brd 0, Sor/Wiz 0
Components: V, S
Casting Time: 1 standard action
Range: Close (25 ft. + 5 ft./2 levels)
Target: One nonmagical, unattended object weighing up to 5 lb.
Duration: Concentration
Saving Throw: None
Spell Resistance: No
You point your finger at an object and can lift it and move it at will from a distance. As a move action, you can propel the object as far as 15 feet in any direction, though the spell ends if the distance between you and the object ever exceeds the spell’s range.

Mage’s Disjunction
Abjuration
Level: Magic 9, Sor/Wiz 9
Components: V
Casting Time: 1 standard action
Range: Close (25 ft. + 5 ft./2 levels)
Area: All magical effects and magic items within a 40-ft.-radius burst
Duration: Instantaneous
Saving Throw: Will negates (object)
Spell Resistance: No
All magical effects and magic items within the radius of the spell, except for those that you carry or touch, are disjoined. That is, spells and spell-like effects are separated into their individual components (ending the effect as a dispel magic spell does), and each permanent magic item must make a successful Will save or be turned into a normal item. An item in a creature’s possession uses its own Will save bonus or its possessor’s Will save bonus, whichever is higher.
You also have a 1% chance per caster level of destroying an antimagic field. If the antimagic field survives the disjunction, no items within it are disjoined.
Even artifacts are subject to disjunction, though there is only a 1% chance per caster level of actually affecting such powerful items. Additionally, if an artifact is destroyed, you must make a DC 25 Will save or permanently lose all spellcasting abilities. (These abilities cannot be recovered by mortal magic, not even miracle or wish.)
Note: Destroying artifacts is a dangerous business, and it is 95% likely to attract the attention of some powerful being who has an interest in or connection with the device.

Mage’s Faithful Hound
Conjuration (Creation)
Level: Sor/Wiz 5
Components: V, S, M
Casting Time: 1 standard action
Range: Close (25 ft. + 5 ft./2 levels)
Effect: Phantom watchdog
Duration: 1 hour/caster level or until discharged, then 1 round/caster level; see text
Saving Throw: None
Spell Resistance: No
You conjure up a phantom watchdog that is invisible to everyone but yourself. It then guards the area where it was conjured (it does not move). The hound immediately starts barking loudly if any Small or larger creature approaches within 30 feet of it. (Those within 30 feet of the hound when it is conjured may move about in the area, but if they leave and return, they activate the barking.) The hound sees invisible and ethereal creatures. It does not react to figments, but it does react to shadow illusions.
If an intruder approaches to within 5 feet of the hound, the dog stops barking and delivers a vicious bite (+10 attack bonus, 2d6+3 points of piercing damage) once per round. The dog also gets the bonuses appropriate to an invisible creature.
The dog is considered ready to bite intruders, so it delivers its first bite on the intruder’s turn. Its bite is the equivalent of a magic weapon for the purpose of damage reduction. The hound cannot be attacked, but it can be dispelled.
The spell lasts for 1 hour per caster level, but once the hound begins barking, it lasts only 1 round per caster level. If you are ever more than 100 feet distant from the hound, the spell ends.
Material Component: A tiny silver whistle, a piece of bone, and a thread.

Mage’s Lucubration
Transmutation
Level: Wiz 6
Components: V, S
Casting Time: 1 standard action
Range: Personal
Target: You
Duration: Instantaneous
You instantly recall any one spell of 5th level or lower that you have used during the past 24 hours. The spell must have been actually cast during that period. The recalled spell is stored in your mind as through prepared in the normal fashion.
If the recalled spell requires material components, you must provide them. The recovered spell is not usable until the material components are available.

Mage’s Magnificent Mansion
Conjuration (Creation)
Level: Sor/Wiz 7
Components: V, S, F
Casting Time: 1 standard action
Range: Close (25 ft. + 5 ft./2 levels)
Effect: Extradimensional mansion, up to three 10-ft. cubes/level (S)
Duration: 2 hours/level (D)
Saving Throw: None
Spell Resistance: No
You conjure up an extradimensional dwelling that has a single entrance on the plane from which the spell was cast. The entry point looks like a faint shimmering in the air that is 4 feet wide and 8 feet high. Only those you designate may enter the mansion, and the portal is shut and made invisible behind you when you enter. You may open it again from your own side at will. Once observers have passed beyond the entrance, they are in a magnificent foyer with numerous chambers beyond. The atmosphere is clean, fresh, and warm.
You can create any floor plan you desire to the limit of the spell’s effect. The place is furnished and contains sufficient foodstuffs to serve a nine-course banquet to a dozen people per caster level. A staff of near-transparent servants (as many as two per caster level), liveried and obedient, wait upon all who enter. The servants function as unseen servant spells except that they are visible and can go anywhere in the mansion.
Since the place can be entered only through its special portal, outside conditions do not affect the mansion, nor do conditions inside it pass to the plane beyond.
Focus: A miniature portal carved from ivory, a small piece of polished marble, and a tiny silver spoon (each item worth 5 gp).

Mage’s Private Sanctum
Abjuration
Level: Sor/Wiz 5
Components: V, S, M
Casting Time: 10 minutes
Range: Close (25 ft. + 5 ft./2 levels)
Area: 30-ft. cube/level (S)
Duration: 24 hours (D)
Saving Throw: None
Spell Resistance: No
This spell ensures privacy. Anyone looking into the area from outside sees only a dark, foggy mass. Darkvision cannot penetrate it. No sounds, no matter how loud, can escape the area, so nobody can eavesdrop from outside. Those inside can see out normally.
Divination (scrying) spells cannot perceive anything within the area, and those within are immune to detect thoughts. The ward prevents speech between those inside and those outside (because it blocks sound), but it does not prevent other communication, such as a sending or message spell, or telepathic communication, such as that between a wizard and her familiar.
The spell does not prevent creatures or objects from moving into and out of the area.
Mage’s private sanctum can be made permanent with a permanency spell.
Material Component: A thin sheet of lead, a piece of opaque glass, a wad of cotton or cloth, and powdered chrysolite.

Mage’s Sword
Evocation [Force]
Level: Sor/Wiz 7
Components: V, S, F
Casting Time: 1 standard action
Range: Close (25 ft. + 5 ft./2 levels)
Effect: One sword
Duration: 1 round/level (D)
Saving Throw: None
Spell Resistance: Yes
This spell brings into being a shimmering, swordlike plane of force. The sword strikes at any opponent within its range, as you desire, starting in the round that you cast the spell. The sword attacks its designated target once each round on your turn. Its attack bonus is equal to your caster level + your Int bonus or your Cha bonus (for wizards or sorcerers, respectively) with an additional +3 enhancement bonus. As a force effect, it can strike ethereal and incorporeal creatures. It deals 4d6+3 points of force damage, with a threat range of 19–20 and a critical multiplier of x2.
The sword always strikes from your direction. It does not get a bonus for flanking or help a combatant get one. If the sword goes beyond the spell range from you, if it goes out of your sight, or if you are not directing it, the sword returns to you and hovers.
Each round after the first, you can use a standard action to switch the sword to a new target. If you do not, the sword continues to attack the previous round’s target.
The sword cannot be attacked or harmed by physical attacks, but dispel magic, disintegrate, a sphere of annihilation, or a rod of cancellation affects it. The sword’s AC is 13 (10, +0 size bonus for Medium object, +3 deflection bonus).
If an attacked creature has spell resistance, the resistance is checked the first time Mage’s sword strikes it. If the sword is successfully resisted, the spell is dispelled. If not, the sword has its normal full effect on that creature for the duration of the spell.
Focus: A miniature platinum sword with a grip and pommel of copper and zinc. It costs 250 gp to construct.

Magic Aura
Illusion (Glamer)
Level: Brd 1, Magic 1, Sor/Wiz 1
Components: V, S, F
Casting Time: 1 standard action
Range: Touch
Target: One touched object weighing up
to 5 lb./level
Duration: One day/level (D)
Saving Throw: None; see text
Spell Resistance: No
You alter an item’s aura so that it registers to detect spells (and spells with similar capabilities) as though it were nonmagical, or a magic item of a kind you specify, or the subject of a spell you specify.
If the object bearing magic aura has identify cast on it or is similarly examined, the examiner recognizes that the aura is false and detects the object’s actual qualities if he succeeds on a Will save. Otherwise, he believes the aura and no amount of testing reveals what the true magic is.
If the targeted item’s own aura is exceptionally powerful (if it is an artifact, for instance), magic aura doesn’t work.
Note: A magic weapon, shield, or suit of armor must be a masterwork item, so a sword of average make, for example, looks suspicious if it has a magical aura.
Focus: A small square of silk that must be passed over the object that receives the aura.

Magic Circle against Chaos
Abjuration [Lawful]
Level: Clr 3, Law 3, Pal 3, Sor/Wiz 3
This spell functions like magic circle against evil, except that it is similar to protection from chaos instead of protection from evil, and it can imprison a nonlawful called creature.

Magic Circle against Evil
Abjuration [Good]
Level: Clr 3, Good 3, Pal 3, Sor/Wiz 3
Components: V, S, M/DF
Casting Time: 1 standard action
Range: Touch
Area: 10-ft.-radius emanation from touched creature
Duration: 10 min./level
Saving Throw: Will negates (harmless)
Spell Resistance: No; see text
All creatures within the area gain the effects of a protection from evil spell, and no nongood summoned creatures can enter the area either. You must overcome a creature’s spell resistance in order to keep it at bay (as in the third function of protection from evil), but the deflection and resistance bonuses and the protection from mental control apply regardless of enemies’ spell resistance.
This spell has an alternative version that you may choose when casting it. A magic circle against evil can be focused inward rather than outward. When focused inward, the spell binds a nongood called creature (such as those called by the lesser planar binding, planar binding, and greater planar binding spells) for a maximum of 24 hours per caster level, provided that you cast the spell that calls the creature within 1 round of casting the magic circle. The creature cannot cross the circle’s boundaries. If a creature too large to fit into the spell’s area is the subject of the spell, the spell acts as a normal protection from evil spell for that creature only.
A magic circle leaves much to be desired as a trap. If the circle of powdered silver laid down in the process of spellcasting is broken, the effect immediately ends. The trapped creature can do nothing that disturbs the circle, directly or indirectly, but other creatures can. If the called creature has spell resistance, it can test the trap once a day. If you fail to overcome its spell resistance, the creature breaks free, destroying the circle. A creature capable of any form of dimensional travel (astral projection, blink, dimension door, etherealness, gate, plane shift, shadow walk, teleport, and similar abilities) can simply leave the circle through that means. You can prevent the creature’s extradimensional escape by casting a dimensional anchor spell on it, but you must cast the spell before the creature acts. If you are successful, the anchor effect lasts as long as the magic circle does. The creature cannot reach across the magic circle, but its ranged attacks (ranged weapons, spells, magical abilities, and the like) can. The creature can attack any target it can reach with its ranged attacks except for the circle itself.
You can add a special diagram (a two-dimensional bounded figure with no gaps along its circumference, augmented with various magical sigils) to make the magic circle more secure. Drawing the diagram by hand takes 10 minutes and requires a DC 20 Spellcraft check. You do not know the result of this check. If the check fails, the diagram is ineffective. You can take 10 when drawing the diagram if you are under no particular time pressure to complete the task. This task also takes 10 full minutes. If time is no factor at all, and you devote 3 hours and 20 minutes to the task, you can take 20.
A successful diagram allows you to cast a dimensional anchor spell on the magic circle during the round before casting any summoning spell. The anchor holds any called creatures in the magic circle for 24 hours per caster level. A creature cannot use its spell resistance against a magic circle prepared with a diagram, and none of its abilities or attacks can cross the diagram. If the creature tries a Charisma check to break free of the trap (see the lesser planar binding spell), the DC increases by 5. The creature is immediately released if anything disturbs the diagram—even a straw laid across it. However, the creature itself cannot disturb the diagram either directly or indirectly, as noted above.
This spell is not cumulative with protection from evil and vice versa.
Arcane Material Component: A little powdered silver with which you trace a 3-footdiameter circle on the floor (or ground) around the creature to be warded.

Magic Circle against Good
Abjuration [Evil]
Level: Clr 3, Evil 3, Sor/Wiz 3
This spell functions like magic circle against evil, except that it is similar to protection from good instead of protection from evil, and it can imprison a nonevil called creature.

Magic Circle against Law
Abjuration [Chaotic]
Level: Chaos 3, Clr 3, Sor/Wiz 3
This spell functions like magic circle against evil, except that it is similar to protection from law instead of protection from evil, and it can imprison a nonchaotic called creature.

Magic Fang
Transmutation
Level: Drd 1, Rgr 1
Components: V, S, DF
Casting Time: 1 standard action
Range: Touch
Target: Living creature touched
Duration: 1 min./level
Saving Throw: Will negates (harmless)
Spell Resistance: Yes (harmless)
Magic fang gives one natural weapon of the subject a +1 enhancement bonus on attack and damage rolls. The spell can affect a slam attack, fist, bite, or other natural weapon. (The spell does not change an unarmed strike’s damage from nonlethal damage to lethal damage.)
Magic fang can be made permanent with a permanency spell.

Magic Fang, Greater
Transmutation
Level: Drd 3, Rgr 3
Range: Close (25 ft. + 5 ft./2 levels)
Target: One living creature
Duration: 1 hour/level
This spell functions like magic fang, except that the enhancement bonus on attack and damage rolls is +1 per four caster levels (maximum +5).
Alternatively, you may imbue all of the creature’s natural weapons with a +1 enhancement bonus (regardless of your caster level).
Greater magic fang can be made permanent with a permanency spell.

Magic Jar
Necromancy
Level: Sor/Wiz 5
Components: V, S, F
Casting Time: 1 standard action
Range: Medium (100 ft. + 10 ft./level)
Target: One creature
Duration: 1 hour/level or until you return to your body
Saving Throw: Will negates; see text
Spell Resistance: Yes
By casting magic jar, you place your soul in a gem or large crystal (known as the magic jar), leaving your body lifeless. Then you can attempt to take control of a nearby body, forcing its soul into the magic jar. You may move back to the jar (thereby returning the trapped soul to its body) and attempt to possess another body. The spell ends when you send your soul back to your own body, leaving the receptacle empty.
To cast the spell, the magic jar must be within spell range and you must know where it is, though you do not need line of sight or line of effect to it. When you transfer your soul upon casting, your body is, as near as anyone can tell, dead.
While in the magic jar, you can sense and attack any life force within 10 feet per caster level (and on the same plane of existence). You do need line of effect from the jar to the creatures. You cannot determine the exact creature types or positions of these creatures. In a group of life forces, you can sense a difference of 4 or more Hit Dice between one creature and another and can determine whether a life force is powered by positive or negative energy. (Undead creatures are powered by negative energy. Only sentient undead creatures have, or are, souls.)
You could choose to take over either a stronger or a weaker creature, but which particular stronger or weaker creature you attempt to possess is determined randomly.
Attempting to possess a body is a full-round action. It is blocked by protection from evil or a similar ward. You possess the body and force the creature’s soul into the magic jar unless the subject succeeds on a Will save. Failure to take over the host leaves your life force in the magic jar, and the target automatically succeeds on further saving throws if you attempt to possess its body again.
If you are successful, your life force occupies the host body, and the host’s life force is imprisoned in the magic jar. You keep your Intelligence, Wisdom, Charisma, level, class, base attack bonus, base save bonuses, alignment, and mental abilities. The body retains its Strength, Dexterity, Constitution, hit points, natural abilities, and automatic abilities. A body with extra limbs does not allow you to make more attacks (or more advantageous two-weapon attacks) than normal. You can’t choose to activate the body’s extraordinary or supernatural abilities. The creature’s spells and spell-like abilities do not stay with the body.
As a standard action, you can shift freely from a host to the magic jar if within range, sending the trapped soul back to its body. The spell ends when you shift from the jar to your own body.
If the host body is slain, you return to the magic jar, if within range, and the life force of the host departs (it is dead). If the host body is slain beyond the range of the spell, both you and the host die. Any life force with nowhere to go is treated as slain.
If the spell ends while you are in the magic jar, you return to your body (or die if your body is out of range or destroyed). If the spell ends while you are in a host, you return to your body (or die, if it is out of range of your current position), and the soul in the magic jar returns to its body (or dies if it is out of range). Destroying the receptacle ends the spell, and the spell can be dispelled at either the magic jar or at the host’s location.
Focus: A gem or crystal worth at least 100 gp.

Magic Missile
Evocation [Force]
Level: Sor/Wiz 1
Components: V, S
Casting Time: 1 standard action
Range: Medium (100 ft. + 10 ft./level)
Targets: Up to five creatures, no two of which can be more than 15 ft. apart
Duration: Instantaneous
Saving Throw: None
Spell Resistance: Yes
A missile of magical energy darts forth from your fingertip and strikes its target, dealing 1d4+1 points of force damage.
The missile strikes unerringly, even if the target is in melee combat or has less than total cover or total concealment. Specific parts of a creature can’t be singled out. Inanimate objects are not damaged by the spell.
For every two caster levels beyond 1st, you gain an additional missile—two at 3rd level, three at 5th, four at 7th, and the maximum of five missiles at 9th level or higher. If you shoot multiple missiles, you can have them strike a single creature or several creatures. A single missile can strike only one creature. You must designate targets before you check for spell resistance or roll damage.

Magic Mouth
Illusion (Glamer)
Level: Brd 1, Sor/Wiz 2
Components: V, S, M
Casting Time: 1 standard action
Range: Close (25 ft. + 5 ft./2 levels)
Target: One creature or object
Duration: Permanent until discharged
Saving Throw: Will negates (object)
Spell Resistance: Yes (object)
This spell imbues the chosen object or creature with an enchanted mouth that suddenly appears and speaks its message the next time a specified event occurs. The message, which must be twenty-five or fewer words long, can be in any language known by you and can be delivered over a period of 10 minutes. The mouth cannot utter verbal components, use command words, or activate magical effects. It does, however, move according to the words articulated; if it were placed upon a statue, the mouth of the statue would move and appear to speak. Of course, magic mouth can be placed upon a tree, rock, or any other object or creature.
The spell functions when specific conditions are fulfilled according to your command as set in the spell. Commands can be as general or as detailed as desired, although only visual and audible triggers can be used. Triggers react to what appears to be the case. Disguises and illusions can fool them. Normal darkness does not defeat a visual trigger, but magical darkness or invisibility does. Silent movement or magical silence defeats audible triggers. Audible triggers can be keyed to general types of noises or to a specific noise or spoken word. Actions can serve as triggers if they are visible or audible. A magic mouth cannot distinguish alignment, level, Hit Dice, or class except by external garb.
The range limit of a trigger is 15 feet per caster level, so a 6th-level caster can command a magic mouth to respond to triggers as far as 90 feet away. Regardless of range, the mouth can respond only to visible or audible triggers and actions in line of sight or within hearing distance.
Magic mouth can be made permanent with a permanency spell.
Material Component: A small bit of honeycomb and jade dust worth 10 gp.

Magic Stone
Transmutation
Level: Clr 1, Drd 1, Earth 1
Components: V, S, DF
Casting Time: 1 standard action
Range: Touch
Targets: Up to three pebbles touched
Duration: 30 minutes or until discharged
Saving Throw: Will negates (harmless, object)
Spell Resistance: Yes (harmless, object)
You transmute as many as three pebbles, which can be no larger than sling bullets, so that they strike with great force when thrown or slung. If hurled, they have a range increment of 20 feet. If slung, treat them as sling bullets (range increment 50 feet). The spell gives them a +1 enhancement bonus on attack and damage rolls. The user of the stones makes a normal ranged attack. Each stone that hits deals 1d6+1 points of damage (including the spell’s enhancement bonus), or 2d6+2 points against undead.

Magic Vestment
Transmutation
Level: Clr 3, Strength 3, War 3
Components: V, S, DF
Casting Time: 1 standard action
Range: Touch
Target: Armor or shield touched
Duration: 1 hour/level
Saving Throw: Will negates (harmless, object)
Spell Resistance: Yes (harmless, object)
You imbue a suit of armor or a shield with an enhancement bonus of +1 per four caster levels (maximum +5 at 20th level).
An outfit of regular clothing counts as armor that grants no AC bonus for the purpose of this spell.

Magic Weapon
Transmutation
Level: Clr 1, Pal 1, Sor/Wiz 1, War 1
Components: V, S, DF
Casting Time: 1 standard action
Range: Touch
Target: Weapon touched
Duration: 1 min./level
Saving Throw: Will negates (harmless, object)
Spell Resistance: Yes (harmless, object)
Magic weapon gives a weapon a +1 enhancement bonus on attack and damage rolls. (An enhancement bonus does not stack with a masterwork weapon’s +1 bonus on attack rolls.)
You can’t cast this spell on a natural weapon, such as an unarmed strike (instead, see magic fang). A monk’s unarmed strike is considered a weapon, and thus it can be enhanced by this spell.

Magic Weapon, Greater
Transmutation
Level: Clr 4, Pal 3, Sor/Wiz 3
Components: V, S, M/DF
Casting Time: 1 standard action
Range: Close (25 ft. + 5 ft./2 levels)
Target: One weapon or fifty projectiles (all of which must be in contact with each other at the time of casting)
Duration: 1 hour/level
Saving Throw: Will negates (harmless, object)
Spell Resistance: Yes (harmless, object)
This spell functions like magic weapon, except that it gives a weapon an enhancement bonus on attack and damage rolls of +1 per four caster levels (maximum +5).
Alternatively, you can affect as many as fifty arrows, bolts, or bullets. The projectiles must be of the same kind, and they have to be together (in the same quiver or other container). Projectiles, but not thrown weapons, lose their transmutation when used. (Treat shuriken as projectiles, rather than as thrown weapons, for the purpose of this spell.)
Arcane Material Component: Powdered lime and carbon.

Major Creation
Conjuration (Creation)
Level: Sor/Wiz 5
Casting Time: 10 minutes
Range: Close (25 ft. + 5 ft./2 levels)
Duration: See text
This spell functions like minor creation, except that you can also create an object of mineral nature: stone, crystal, metal, or the like. The duration of the created item varies with its relative hardness and rarity, as indicated on the following table.
Hardness and Rarity Examples | Duration
Vegetable matter | 2 hr./level
Stone, crystal, base metals | 1 hr./level
Precious metals | 20 min./level
Gems | 10 min./level
Rare metal1 | 1 round/level
1 Includes adamantine, alchemical silver, and mithral. You can’t use major creation to create a cold iron item.

Major Image
Illusion (Figment)
Level: Brd 3, Sor/Wiz 3
Duration: Concentration + 3 rounds
This spell functions like silent image, except that sound, smell, and thermal illusions are included in the spell effect. While concentrating, you can move the image within the range.
The image disappears when struck by an opponent unless you cause the illusion to react appropriately.

Make Whole
Transmutation
Level: Clr 2
Casting Time: 1 standard action
Range: Close (25 ft. + 5 ft./2 levels)
Target: One object of up to 10 cu. ft./ level
This spell functions like mending, except that make whole completely repairs an object made of any substance, even one with multiple breaks, to be as strong as new. The spell does not restore the magical abilities of a broken magic item made whole, and it cannot mend broken magic rods, staffs, or wands. The spell does not repair items that have been warped, burned, disintegrated, ground to powder, melted, or vaporized, nor does it affect creatures (including constructs).

Mark of Justice
Necromancy
Level: Clr 5, Pal 4
Components: V, S, DF
Casting Time: 10 minutes
Range: Touch
Target: Creature touched
Duration: Permanent; see text
Saving Throw: None
Spell Resistance: Yes
You draw an indelible mark on the subject and state some behavior on the part of the subject that will activate the mark. When activated, the mark curses the subject. Typically, you designate some sort of criminal behavior that activates the mark, but you can pick any act you please. The effect of the mark is identical with the effect of bestow curse.
Since this spell takes 10 minutes to cast and involves writing on the target, you can cast it only on a creature that is willing or restrained.
Like the effect of bestow curse, a mark of justice cannot be dispelled, but it can be removed with a break enchantment, limited wish, miracle, remove curse, or wish spell. Remove curse works only if its caster level is equal to or higher than your mark of justice caster level. These restrictions apply regardless of whether the mark has activated.

Mass (Spell Name)
Any spell whose name begins with mass is alphabetized in this chapter according to the second word of the spell name. Thus, the description of a mass spell appears near the description of the spell on which it is based. Spell chains that have mass spells in them include those based on the spells bear’s endurance, bull’s strength, cat’s grace, charm monster, cure critical wounds, cure light wounds, cure moderate wounds, cure serious wounds, eagle’s splendor, enlarge person, fox’s cunning, heal, hold monster, hold person, inflict critical wounds, inflict light wounds, inflict moderate wounds, inflict serious wounds, invisibility, owl’s wisdom, reduce person, and suggestion.

Maze
Conjuration (Teleportation)
Level: Sor/Wiz 8
Components: V, S
Casting Time: 1 standard action
Range: Close (25 ft. + 5 ft./2 levels)
Target: One creature
Duration: See text
Saving Throw: None
Spell Resistance: Yes
You banish the subject into an extradimensional labyrinth of force planes. Each round on its turn, it may attempt a DC 20 Intelligence check to escape the labyrinth as a full-round action. If the subject doesn’t escape, the maze disappears after 10 minutes, forcing the subject to leave.
On escaping or leaving the maze, the subject reappears where it had been when the maze spell was cast. If this location is filled with a solid object, the subject appears in the nearest open space. Spells and abilities that move a creature within a plane, such as teleport and dimension door, do not help a creature escape a maze spell, although a plane shift spell allows it to exit to whatever plane is designated in that spell. Minotaurs are not affected by this spell.

Meld into Stone
Transmutation [Earth]
Level: Clr 3, Drd 3
Components: V, S, DF
Casting Time: 1 standard action
Range: Personal
Target: You
Duration: 10 min./level
Meld into stone enables you to meld your body and possessions into a single block of stone. The stone must be large enough to accommodate your body in all three dimensions. When the casting is complete, you and not more than 100 pounds of nonliving gear merge with the stone. If either condition is violated, the spell fails and is wasted.
While in the stone, you remain in contact, however tenuous, with the face of the stone through which you melded. You remain aware of the passage of time and can cast spells on yourself while hiding in the stone. Nothing that goes on outside the stone can be seen, but you can still hear what happens around you. Minor physical damage to the stone does not harm you, but its partial destruction (to the extent that you no longer fit within it) expels you and deals you 5d6 points of damage. The stone’s complete destruction expels you and slays you instantly unless you make a DC 18 Fortitude save.
Any time before the duration expires, you can step out of the stone through the surface that you entered. If the spell’s duration expires or the effect is dispelled before you voluntarily exit the stone, you are violently expelled and take 5d6 points of damage.
The following spells harm you if cast upon the stone that you are occupying: Stone to flesh expels you and deals you 5d6 points of damage. Stone shape deals you 3d6 points of damage but does not expel you. Transmute rock to mud expels you and then slays you instantly unless you make a DC 18 Fortitude save, in which case you are merely expelled. Finally, passwall expels you without damage.

Mending
Transmutation
Level: Brd 0, Clr 0, Drd 0, Sor/Wiz 0
Components: V, S
Casting Time: 1 standard action
Range: 10 ft.
Target: One object of up to 1 lb.
Duration: Instantaneous
Saving Throw: Will negates (harmless, object)
Spell Resistance: Yes (harmless, object)
Mending repairs small breaks or tears in objects (but not warps, such as might be caused by a warp wood spell). It will weld broken metallic objects such as a ring, a chain link, a medallion, or a slender dagger, providing but one break exists.
Ceramic or wooden objects with multiple breaks can be invisibly rejoined to be as strong as new. A hole in a leather sack or a wineskin is completely healed over by mending. The spell can repair a magic item, but the item’s magical abilities are not restored. The spell cannot mend broken magic rods, staffs, or wands, nor does it affect creatures (including constructs).

Message
Transmutation [Language-Dependent]
Level: Brd 0, Sor/Wiz 0
Components: V, S, F
Casting Time: 1 standard action
Range: Medium (100 ft. + 10 ft./level)
Targets: One creature/level
Duration: 10 min./level
Saving Throw: None
Spell Resistance: No
You can whisper messages and receive whispered replies with little chance of being overheard. You point your finger at each creature you want to receive the message. When you whisper, the whispered message is audible to all targeted creatures within range. Magical silence, 1 foot of stone, 1 inch of common metal (or a thin sheet of lead), or 3 feet of wood or dirt blocks the spell. The message does not have to travel in a straight line. It can circumvent a barrier if there is an open path between you and the subject, and the path’s entire length lies within the spell’s range. The creatures that receive the message can whisper a reply that you hear. The spell transmits sound, not meaning. It doesn’t transcend language barriers.
Note: To speak a message, you must mouth the words and whisper, possibly allowing observers the opportunity to read your lips.
Focus: A short piece of copper wire.

Meteor Swarm
Evocation [Fire]
Level: Sor/Wiz 9
Components: V, S
Casting Time: 1 standard action
Range: Long (400 ft. + 40 ft./level)
Area: Four 40-ft.-radius spreads; see text
Duration: Instantaneous
Saving Throw: None or Reflex half; see text
Spell Resistance: Yes
Meteor swarm is a very powerful and spectacular spell that is similar to fireball in many aspects. When you cast it, four 2- foot-diameter spheres spring from your outstretched hand and streak in straight lines to the spots you select. The meteor spheres leave a fiery trail of sparks.
If you aim a sphere at a specific creature, you may make a ranged touch attack to strike the target with the meteor. Any creature struck by one of these spheres takes 2d6 points of bludgeoning damage (no save) and receives no saving throw against the sphere’s fire damage (see below). If a targeted sphere misses its target, it simply explodes at the nearest corner of the target’s space. You may aim more than one meteor at the same target.
Once a sphere reaches its destination, it explodes in a 40-foot-radius spread, dealing 6d6 points of fire damage to each creature in the area. If a creature is within the area of more than one sphere, it must save separately against each. (Fire resistance applies to each sphere’s damage individually.)

Mind Blank
Abjuration
Level: Protection 8, Sor/Wiz 8
Components: V, S
Casting Time: 1 standard action
Range: Close (25 ft. + 5 ft./2 levels)
Target: One creature
Duration: 24 hours
Saving Throw: Will negates (harmless)
Spell Resistance: Yes (harmless)
The subject is protected from all devices and spells that detect, influence, or read emotions or thoughts. This spell protects against all mind-affecting spells and effects as well as information gathering by divination spells or effects. Mind blank even foils limited wish, miracle, and wish spells when they are used in such a way as to affect the subject’s mind or to gain information about it. In the case of scrying that scans an area the creature is in, such as arcane eye, the spell works but the creature simply isn’t detected. Scrying attempts that are targeted specifically at the subject do not work at all.

Mind Fog
Enchantment (Compulsion) [Mind-Affecting]
Level: Brd 5, Sor/Wiz 5
Components: V, S
Casting Time: 1 standard action
Range: Medium (100 ft. + 10 ft./level)
Effect: Fog spreads in 20-ft. radius, 20 ft. high
Duration: 30 minutes and 2d6 rounds; see text
Saving Throw: Will negates
Spell Resistance: Yes
Mind fog produces a bank of thin mist that weakens the mental resistance of those caught in it. Creatures in the mind fog take a –10 competence penalty on Wisdom checks and Will saves. (A creature that successfully saves against the fog is not affected and need not make further saves even if it remains in the fog.) Affected creatures take the penalty as long as they remain in the fog and for 2d6 rounds thereafter. The fog is stationary and lasts for 30 minutes (or until dispersed by wind).
A moderate wind (11+ mph) disperses the fog in four rounds; a strong wind (21+ mph) disperses the fog in 1 round.
The fog is thin and does not significantly hamper vision.

Minor Creation
Conjuration (Creation)
Level: Sor/Wiz 4
Components: V, S, M
Casting Time: 1 minute
Range: 0 ft.
Effect: Unattended, nonmagical object of nonliving plant matter, up to 1 cu. ft./level
Duration: 1 hour/level (D)
Saving Throw: None
Spell Resistance: No
You create a nonmagical, unattended object of nonliving, vegetable matter. The volume of the item created cannot exceed 1 cubic foot per caster level. You must succeed on an appropriate skill check to make a complex item.
Attempting to use any created object as a material component causes the spell to fail.
Material Component: A tiny piece of matter of the same sort of item you plan to create with minor creation.

Minor Image
Illusion (Figment)
Level: Brd 2, Sor/Wiz 2
Duration: Concentration +2 rounds
This spell functions like silent image, except that minor image includes some minor sounds but not understandable speech.

Miracle
Evocation
Level: Clr 9, Luck 9
Components: V, S, XP; see text
Casting Time: 1 standard action
Range: See text
Target, Effect, or Area: See text
Duration: See text
Saving Throw: See text
Spell Resistance: Yes
You don’t so much cast a miracle as request one. You state what you would like to have happen and request that your deity (or the power you pray to for spells) intercede.
A miracle can do any of the following things.
• Duplicate any cleric spell of 8th level or lower (including spells to which you have access because of your domains).
• Duplicate any other spell of 7th level or lower.
• Undo the harmful effects of certain spells, such as feeblemind or insanity.
• Have any effect whose power level is in line with the above effects.
If the miracle has any of the above effects, casting it has no experience point cost.
Alternatively, a cleric can make a very powerful request. Casting such a miracle costs the cleric 5,000 XP because of the powerful divine energies involved. Examples of especially powerful miracles of this sort could include the following.
• Swinging the tide of a battle in your favor by raising fallen allies to continue fighting.
• Moving you and your allies, with all your and their gear, from one plane to another through planar barriers to a specific locale with no chance of error.
• Protecting a city from an earthquake, volcanic eruption, flood, or other major natural disaster.
In any event, a request that is out of line with the deity’s (or alignment’s) nature is refused.
A duplicated spell allows saving throws and spell resistance as normal, but the save DCs are as for a 9th-level spell. When a miracle duplicates a spell that has an XP cost, you must pay that cost. When a miracle spell duplicates a spell with a material component that costs more than 100 gp, you must provide that component.
XP Cost: 5,000 XP (for some uses of the miracle spell; see above).

Mirage Arcana
Illusion (Glamer)
Level: Brd 5, Sor/Wiz 5
Components: V, S
Casting Time: 1 standard action
Area: One 20-ft. cube/level (S)
Duration: Concentration +1 hour/ level (D)
This spell functions like hallucinatory terrain, except that it enables you to make any area appear to be something other than it is. The illusion includes audible, visual, tactile, and olfactory elements. Unlike hallucinatory terrain, the spell can alter the appearance of structures (or add them where none are present). Still, it can’t disguise, conceal, or add creatures (though creatures within the area might hide themselves within the illusion just as they can hide themselves within a real location).

Mirror Image
Illusion (Figment)
Level: Brd 2, Sor/Wiz 2
Components: V, S
Casting Time: 1 standard action
Range: Personal; see text
Target: You
Duration: 1 min./level (D)
Several illusory duplicates of you pop into being, making it difficult for enemies to know which target to attack. The figments stay near you and disappear when struck.
Mirror image creates 1d4 images plus one image per three caster levels (maximum eight images total). These figments separate from you and remain in a cluster, each within 5 feet of at least one other figment or you. You can move into and through a mirror image. When you and the mirror image separate, observers can’t use vision or hearing to tell which one is you and which the image. The figments may also move through each other. The figments mimic your actions, pretending to cast spells when you cast a spell, drink potions when you drink a potion, levitate when you levitate, and so on.
Enemies attempting to attack you or cast spells at you must select from among indistinguishable targets. Generally, roll randomly to see whether the selected target is real or a figment. Any successful attack against an image destroys it. An image’s AC is 10 + your size modifier + your Dex modifier. Figments seem to react normally to area spells (such as looking like they’re burned or dead after being hit by a fireball).
While moving, you can merge with and split off from figments so that enemies who have learned which image is real are again confounded.
An attacker must be able to see the images to be fooled. If you are invisible or an attacker shuts his or her eyes, the spell has no effect. (Being unable to see carries the same penalties as being blinded.)

Misdirection
Illusion (Glamer)
Level: Brd 2, Sor/Wiz 2
Components: V, S
Casting Time: 1 standard action
Range: Close (25 ft. + 5 ft./2 levels)
Target: One creature or object, up to a 10-ft. cube in size
Duration: 1 hour/level
Saving Throw: None or Will negates; see text
Spell Resistance: No
By means of this spell, you misdirect the information from divination spells that reveal auras (detect evil, detect magic, discern lies, and the like). On casting the spell, you choose another object within range. For the duration of the spell, the subject of misdirection is detected as if it were the other object. (Neither the subject nor the other object gets a saving throw against this effect.) Detection spells provide information based on the second object rather than on the actual target of the detection unless the caster of the detection succeeds on a Will save. For instance, you could make yourself detect as a tree if one were within range at casting: not evil, not lying, not magical, neutral in alignment, and so forth. This spell does not affect other types of divination magic (augury, detect thoughts, clairaudience/clairvoyance, and the like).

Mislead
Illusion (Figment, Glamer)
Level: Brd 5, Luck 6, Sor/Wiz 6, Trickery 6
Components: S
Casting Time: 1 standard action
Range: Close (25 ft. + 5 ft./2 levels)
Target/Effect: You/one illusory double
Duration: 1 round/level (D) and concentration + 3 rounds; see text
Saving Throw: None or Will disbelief (if interacted with); see text
Spell Resistance: No
You become invisible (as improved invisibility, a glamer), and at the same time, an illusory double of you (as major image, a figment) appears. You are then free to go elsewhere while your double moves away. The double appears within range but thereafter moves as you direct it (which requires concentration beginning on the first round after the casting). You can make the figment appear superimposed perfectly over your own body so that observers don’t notice an image appearing and you turning invisible. You and the figment can then move in different directions. The double moves at your speed and can talk and gesture as if it were real, but it cannot attack or cast spells, though it can pretend to do so.
The illusory double lasts as long as you concentrate upon it, plus 3 additional rounds. After you cease concentration, the illusory double continues to carry out the same activity until the duration expires. The improved invisibility lasts for 1 round per level, regardless of concentration.

Mnemonic Enhancer
Transmutation
Level: Wiz 4
Components: V, S, M, F
Casting Time: 10 minutes
Range: Personal
Target: You
Duration: Instantaneous
Casting this spell allows you to prepare additional spells or retain spells recently cast. Pick one of these two versions when the spell is cast.
Prepare: You prepare up to three additional levels of spells. A cantrip counts as 1/2 level for this purpose. You prepare and cast these spells normally.
Retain: You retain any spell of 3rd level or lower that you had cast up to 1 round before you started casting the mnemonic enhancer. This restores the previously cast spell to your mind.
In either event, the spell or spells prepared or retained fade after 24 hours (if not cast).
Material Component: A piece of string, and ink consisting of squid secretion with black dragon’s blood.
Focus: An ivory plaque of at least 50 gp value.

Modify Memory
Enchantment (Compulsion) [Mind-Affecting]
Level: Brd 4
Components: V, S
Casting Time: 1 round; see text
Range: Close (25 ft. + 5 ft./2 levels)
Target: One living creature
Duration: Permanent
Saving Throw: Will negates
Spell Resistance: Yes
You reach into the subject’s mind and modify as many as 5 minutes of its memories in one of the following ways.
• Eliminate all memory of an event the subject actually experienced. This spell cannot negate charm, geas/quest, suggestion, or similar spells.
• Allow the subject to recall with perfect clarity an event it actually experienced.
• Change the details of an event the subject actually experienced.
• Implant a memory of an event the subject never experienced.
Casting the spell takes 1 round. If the subject fails to save, you proceed with the spell by spending as much as 5 minutes (a period of time equal to the amount of memory time you want to modify) visualizing the memory you wish to modify in the subject. If your concentration is disturbed before the visualization is complete, or if the subject is ever beyond the spell’s range during this time, the spell is lost.
A modified memory does not necessarily affect the subject’s actions, particularly if it contradicts the creature’s natural inclinations. An illogical modified memory is dismissed by the creature as a bad dream or a memory muddied by too much wine.

Moment of Prescience
Divination
Level: Luck 8, Sor/Wiz 8
Components: V, S
Casting Time: 1 standard action
Range: Personal
Target: You
Duration: 1 hour/level or until discharged
This spell grants you a powerful sixth sense in relation to yourself. Once during the spell’s duration, you may choose to use its effect. This spell grants you an insight bonus equal to your caster level (maximum +25) on any single attack roll, opposed ability or skill check, or saving throw. Alternatively, you can apply the insight bonus to your AC against a single attack (even if flatfooted). Activating the effect doesn’t take an action; you can even activate it on another character’s turn if needed. You must choose to use the moment of prescience before you make the roll it is to modify. Once used, the spell ends.
You can’t have more than one moment of prescience active on you at the same time.

Mount
Conjuration (Summoning)
Level: Sor/Wiz 1
Components: V, S, M
Casting Time: 1 round
Range: Close (25 ft. + 5 ft./2 levels)
Effect: One mount
Duration: 2 hours/level (D)
Saving Throw: None
Spell Resistance: No
You summon a light horse or a pony (your choice) to serve you as a mount. The steed serves willingly and well. The mount comes with a bit and bridle and a riding saddle.
Material Component: A bit of horse hair.

Move Earth
Transmutation [Earth]
Level: Drd 6, Sor/Wiz 6
Components: V, S, M
Casting Time: See text
Range: Long (400 ft. + 40 ft./level)
Area: Dirt in an area up to 750 ft. square and up to 10 ft. deep (S)
Duration: Instantaneous
Saving Throw: None
Spell Resistance: No
Move earth moves dirt (clay, loam, sand), possibly collapsing embankments, moving hillocks, shifting dunes, and so forth.
However, in no event can rock formations be collapsed or moved. The area to be affected determines the casting time. For every 150-foot square (up to 10 feet deep), casting takes 10 minutes. The maximum area, 750 feet by 750 feet, takes 4 hours and 10 minutes to move.
This spell does not violently break the surface of the ground. Instead, it creates wavelike crests and troughs, with the earth reacting with glacierlike fluidity until the desired result is achieved. Trees, structures, rock formations, and such are mostly unaffected except for changes in elevation and relative topography.
The spell cannot be used for tunneling and is generally too slow to trap or bury creatures. Its primary use is for digging or filling moats or for adjusting terrain contours before a battle.
This spell has no effect on earth creatures.
Material Component: A mixture of soils (clay, loam, and sand) in a small bag, and an iron blade.

Neutralize Poison
Conjuration (Healing)
Level: Brd 4, Clr 4, Drd 3, Pal 4, Rgr 3
Components: V, S, M/DF
Casting Time: 1 standard action
Range: Touch
Target: Creature or object of up to 1 cu. ft./level touched
Duration: 10 min./level
Saving Throw: Will negates (harmless, object)
Spell Resistance: Yes (harmless, object)
You detoxify any sort of venom in the creature or object touched. A poisoned creature suffers no additional effects from the poison, and any temporary effects are ended, but the spell does not reverse instantaneous effects, such as hit point damage, temporary ability damage, or effects that don’t go away on their own.
The creature is immune to any poison it is exposed to during the duration of the spell. Unlike with delay poison, such effects aren’t postponed until after the duration —the creature need not make any saves against poison effects applied to it during the length of the spell.
This spell can instead neutralize the poison in a poisonous creature or object for the duration of the spell, at the caster’s option.
Arcane Material Component: A bit of charcoal.

Nightmare
Illusion (Phantasm) [Mind-Affecting, Evil]
Level: Brd 5, Sor/Wiz 5
Components: V, S
Casting Time: 10 minutes
Range: Unlimited
Target: One living creature
Duration: Instantaneous
Saving Throw: Will negates; see text
Spell Resistance: Yes
You send a hideous and unsettling phantasmal vision to a specific creature that you name or otherwise specifically designate.
The nightmare prevents restful sleep and causes 1d10 points of damage. The nightmare leaves the subject fatigued and unable to regain arcane spells for the next 24 hours.
The difficulty of the save depends on how well you know the subject and what sort of physical connection (if any) you have to that creature.
Knowledge | Will Save Modifier
None1 | +10
Secondhand (you have heard of the subject) | +5
Firsthand (you have met the subject) | +0
Familiar (you know the subject well) | –5
1 You must have some sort of connection to a creature you have no knowledge of.

Connection | Will Save Modifier
Likeness or picture | –2
Possession or garment | –4
Body part, lock of hair, bit of nail, etc. | –10
Dispel evil cast on the subject while you are casting the spell dispels the nightmare and causes you to be stunned for 10 minutes per caster level of the dispel evil.
If the recipient is awake when the spell begins, you can choose to cease casting (ending the spell) or to enter a trance until the recipient goes to sleep, whereupon you become alert again and complete the casting. If you are disturbed during the trance, you must succeed on a Concentration check as if you were in the midst of casting a spell or the spell ends.
If you choose to enter a trance, you are not aware of your surroundings or the activities around you while in the trance.
You are defenseless, both physically and mentally, while in the trance. (You always fail any saving throw, for example.)
Creatures who don’t sleep (such as elves, but not half-elves) or dream are immune to this spell.

Nondetection
Abjuration
Level: Rgr 4, Sor/Wiz 3, Trickery 3
Components: V, S, M
Casting Time: 1 standard action
Range: Touch
Target: Creature or object touched
Duration: 1 hour/level
Saving Throw: Will negates (harmless, object)
Spell Resistance: Yes (harmless, object)
The warded creature or object becomes difficult to detect by divination spells such as clairaudience/clairvoyance, locate object, and detect spells. Nondetection also prevents location by such magic items as crystal balls. If a divination is attempted against the warded creature or item, the caster of the divination must succeed on a caster level check (1d20 + caster level) against a DC of 11 + the caster level of the spellcaster who cast nondetection. If you cast nondetection on yourself or on an item currently in your possession, the DC is 15 + your caster level.
If cast on a creature, nondetection wards the creature’s gear as well as the creature itself.
Material Component: A pinch of diamond dust worth 50 gp.

Obscure Object
Abjuration
Level: Brd 1, Clr 3, Sor/Wiz 2
Components: V, S, M/DF
Casting Time: 1 standard action
Range: Touch
Target: One object touched of up to 100 lb./level
Duration: 8 hours (D)
Saving Throw: Will negates (object)
Spell Resistance: Yes (object)
This spell hides an object from location by divination (scrying) effects, such as the scrying spell or a crystal ball. Such an attempt automatically fails (if the divination is targeted on the object) or fails to perceive the object (if the divination is targeted on a nearby location, object, or person).
Arcane Material Component: A piece of chameleon skin.

Obscuring Mist
Conjuration (Creation)
Level: Air 1, Clr 1, Drd 1, Sor/Wiz 1, Water 1
Components: V, S
Casting Time: 1 standard action
Range: 20 ft.
Effect: Cloud spreads in 20-ft. radius from you, 20 ft. high
Duration: 1 min./level
Saving Throw: None
Spell Resistance: No
A misty vapor arises around you. It is stationary once created. The vapor obscures all sight, including darkvision, beyond 5 feet. A creature 5 feet away has concealment (attacks have a 20% miss chance). Creatures farther away have total concealment (50% miss chance, and the attacker cannot use sight to locate the target).
A moderate wind (11+ mph), such as from a gust of wind spell, disperses the fog in 4 rounds. A strong wind (21+ mph) disperses the fog in 1 round. A fireball, flame strike, or similar spell burns away the fog in the explosive or fiery spell’s area. A wall of fire burns away the fog in the area into which it deals damage.
This spell does not function underwater.

Open/Close
Transmutation
Level: Brd 0, Sor/Wiz 0
Components: V, S, F
Casting Time: 1 standard action
Range: Close (25 ft. + 5 ft./2 levels)
Target: Object weighing up to 30 lb. or portal that can be opened or closed
Duration: Instantaneous
Saving Throw: Will negates (object)
Spell Resistance: Yes (object)
You can open or close (your choice) a door, chest, box, window, bag, pouch, bottle, barrel, or other container. If anything resists this activity (such as a bar on a door or a lock on a chest), the spell fails. In addition, the spell can only open and close things weighing 30 pounds or less. Thus, doors, chests, and similar objects sized for enormous creatures may be beyond this spell’s ability to affect.
Focus: A brass key.

Order’s Wrath
Evocation [Lawful]
Level: Law 4
Components: V, S
Casting Time: 1 standard action
Range: Medium (100 ft. + 10 ft./level)
Area: Nonlawful creatures within a burst that fills a 30-ft. cube
Duration: Instantaneous (1 round); see text
Saving Throw: Will partial; see text
Spell Resistance: Yes
You channel lawful power to smite enemies. The power takes the form of a three-dimensional grid of energy. Only chaotic and neutral (not lawful) creatures are harmed by the spell.
The spell deals 1d8 points of damage per two caster levels (maximum 5d8) to chaotic creatures (or 1d6 points of damage per caster level, maximum 10d6, to chaotic outsiders) and causes them to be dazed for 1 round. A successful Will save reduces the damage to half and negates the daze effect.
The spell deals only half damage to creatures who are neither chaotic nor lawful, and they are not dazed. They can reduce the damage in half again (down to one-quarter of the roll) with a successful Will save.

Overland Flight
Transmutation
Level: Sor/Wiz 5
Components: V, S
Range: Personal
Target: You
Duration: 1 hour/level
This spell functions like a fly spell, except you can fly at a speed of 40 feet (30 feet if wearing medium or heavy armor, or if carrying a medium or heavy load) with average maneuverability. When using this spell for long-distance movement, you can hustle without taking nonlethal damage (a forced march still requires Constitution checks). This means you can cover 64 miles in an eight-hour period of flight (or 48 miles at a speed of 30 feet).

Owl’s Wisdom
Transmutation
Level: Clr 2, Drd 2, Pal 2, Rgr 2, Sor/Wiz 2
Components: V, S, M/DF
Casting Time: 1 standard action
Range: Touch
Target: Creature touched
Duration: 1 min./level
Saving Throw: Will negates (harmless)
Spell Resistance: Yes
The transmuted creature becomes wiser. The spell grants a +4 enhancement bonus to Wisdom, adding the usual benefit to Wisdom-related skills. Clerics, druids, paladins, and rangers (and other Wisdom-based spellcasters) who receive owl’s wisdom do not gain any additional bonus spells for the increased Wisdom, but the save DCs for their spells increase.
Arcane Material Component: A few feathers, or a pinch of droppings, from an owl.

Owl’s Wisdom, Mass
Transmutation
Level: Clr 6, Drd 6, Sor/Wiz 6
Range: Close (25 ft. + 5 ft./2 levels)
Target: One creature/level, no two of which can be more than 30 ft. apart
This spell functions like owl’s wisdom, except that it affects multiple creatures.


Spells (P to R)

SPELLS (P-R)

Passwall
Transmutation
Level: Sor/Wiz 5
Components: V, S, M
Casting Time: 1 standard action
Range: Touch
Effect: 5 ft. by 8 ft. opening, 10 ft. deep plus 5 ft. deep per three additional levels
Duration: 1 hour/level (D)
Saving Throw: None
Spell Resistance: No
You create a passage through wooden, plaster, or stone walls, but not through metal or other harder materials. The passage is 10 feet deep plus an additional 5 feet deep per three caster levels above 9th (15 feet at 12th, 20 feet at 15th, and a maximum of 25 feet deep at 18th level). If the wall’s thickness is more than the depth of the passage created, then a single passwall simply makes a niche or short tunnel. Several passwall spells can then form a continuing passage to breach very thick walls. When passwall ends, creatures within the passage are ejected out the nearest exit. If someone dispels the passwall or you dismiss it, creatures in the passage are ejected out the far exit, if there is one, or out the sole exit if there is only one.
Material Component: A pinch of sesame seeds.

Pass without Trace
Transmutation
Level: Drd 1, Rgr 1
Components: V, S, DF
Casting Time: 1 standard action
Range: Touch
Targets: One creature/level touched
Duration: 1 hour/level (D)
Saving Throw: Will negates (harmless)
Spell Resistance: Yes (harmless)
The subject or subjects can move through any type of terrain and leave neither footprints nor scent. Tracking the subjects is impossible by nonmagical means.

Permanency
Universal
Level: Sor/Wiz 5
Components: V, S, XP
Casting Time: 2 rounds
Range: See text
Target, Effect, or Area: See text
Duration: Permanent; see text
Saving Throw: None
Spell Resistance: No
This spell makes certain other spells permanent.
Depending on the spell, you must be of a minimum caster level and must expend a number of XP.
You can make the following spells permanent in regard to yourself.
Spell | Minimum Caster Level | XP Cost
Arcane sight | 11th | 1,500 XP
Comprehend languages | 9th | 500 XP
Darkvision | 10th | 1,000 XP
Detect magic | 9th | 500 XP
Read magic | 9th | 500 XP
See invisibility | 10th | 1,000 XP
Tongues | 11th | 1,500 XP
You cast the desired spell and then follow it with the permanency spell. You cannot cast these spells on other creatures. This application of permanency can be dispelled only by a caster of higher level than you were when you cast the spell.
In addition to personal use, permanency can be used to make the following spells permanent on yourself, another creature, or an object (as appropriate).
Spell | Minimum Caster Level | XP Cost
Enlarge person | 9th | 500 XP
Magic fang | 9th | 500 XP
Magic fang, greater | 11th | 1,500 XP
Reduce person | 9th | 500 XP
Resistance | 9th | 500 XP
Telepathic bond1 | 13th | 2,500 XP
1 Only bonds two creatures per casting of permanency.
Additionally, the following spells can be cast upon objects or areas only and rendered permanent.
Spell | Minimum Caster Level | XP Cost
Alarm | 9th | 500 XP
Animate objects | 14th | 3,000 XP
Dancing lights | 9th | 500 XP
Ghost sound | 9th | 500 XP
Gust of wind | 11th | 1,500 XP
Invisibility | 10th | 1,000 XP
Mage’s private sanctum | 13th | 2,500 XP
Magic mouth | 10th | 1,000 XP
Phase door | 15th | 3,500 XP
Prismatic sphere | 17th | 4,500 XP
Prismatic wall | 16th | 4,000 XP
Shrink item | 11th | 1,500 XP
Solid fog | 12th | 2,000 XP
Stinking cloud | 11th | 1,500 XP
Symbol of death | 16th | 4,000 XP
Symbol of fear | 14th | 3,000 XP
Symbol of insanity | 16th | 4,000 XP
Symbol of pain | 13th | 2,500 XP
Symbol of persuasion | 14th | 3,000 XP
Symbol of sleep | 16th | 4,000 XP
Symbol of stunning | 15th | 3,500 XP
Symbol of weakness | 15th | 3,500 XP
Teleportation circle | 17th | 4,500 XP
Wall of fire | 12th | 2,000 XP
Wall of force | 13th | 2,500 XP
Web | 10th | 1,000 XP
Spells cast on other creatures, objects, or locations (not on you) are vulnerable to dispel magic as normal.
XP Cost: See tables above.

Permanent Image
Illusion (Figment)
Level: Brd 6, Sor/Wiz 6
Effect: Figment that cannot extend beyond a 20-ft. cube + one 10-ft. cube/level (S)
Duration: Permanent (D)
This spell functions like silent image, except that the figment includes visual, auditory, olfactory, and thermal elements, and the spell is permanent. By concentrating, you can move the image within the limits of the range, but it is static while you are not concentrating.
Material Component: A bit of fleece plus powdered jade worth 100 gp.

Persistent Image
Illusion (Figment)
Level: Brd 5, Sor/Wiz 5
Duration: 1 min./level (D)
This spell functions like silent image, except that the figment includes visual, auditory, olfactory, and thermal components, and the figment follows a script determined by you. The figment follows that script without your having to concentrate on it. The illusion can include intelligible speech if you wish.
Material Component: A bit of fleece and several grains of sand.

Phantasmal Killer
Illusion (Phantasm) [Fear, Mind-Affecting]
Level: Sor/Wiz 4
Components: V, S
Casting Time: 1 standard action
Range: Medium (100 ft. + 10 ft./level)
Target: One living creature
Duration: Instantaneous
Saving Throw: Will disbelief (if interacted with), then Fortitude partial; see text
Spell Resistance: Yes
You create a phantasmal image of the most fearsome creature imaginable to the subject simply by forming the fears of the subject’s subconscious mind into something that its conscious mind can visualize: this most horrible beast. Only the spell’s subject can see the phantasmal killer. You see only a vague shape. The target first gets a Will save to recognize the image as unreal. If that save fails, the phantasm touches the subject, and the subject must succeed on a Fortitude save or die from fear. Even if the Fortitude save is successful, the subject takes 3d6 points of damage.
If the subject of a phantasmal killer attack succeeds in disbelieving and is wearing a helm of telepathy, the beast can be turned upon you. You must then disbelieve it or become subject to its deadly fear attack.

Phantom Steed
Conjuration (Creation)
Level: Brd 3, Sor/Wiz 3
Components: V, S
Casting Time: 10 minutes
Range: 0 ft.
Effect: One quasi-real, horselike creature
Duration: 1 hour/level (D)
Saving Throw: None
Spell Resistance: No
You conjure a Large, quasi-real, horselike creature. The steed can be ridden only by you or by the one person for whom you specifically created the mount. A phantom steed has a black head and body, gray mane and tail, and smoke-colored, insubstantial hooves that make no sound. It has what seems to be a saddle, bit, and bridle. It does not fight, but animals shun it and refuse to attack it.
The mount has an AC of 18 (–1 size, +4 natural armor, +5 Dex) and 7 hit points +1 hit point per caster level. If it loses all its hit points, the phantom steed disappears. A phantom steed has a speed of 20 feet per caster level, to a maximum of 240 feet. It can bear its rider’s weight plus up to 10 pounds per caster level.
These mounts gain certain powers according to caster level. A mount’s abilities include those of mounts of lower caster levels.
8th Level: The mount can ride over sandy, muddy, or even swampy ground without difficulty or decrease in speed.
10th Level: The mount can use water walk at will (as the spell, no action required to activate this ability).
12th Level: The mount can use air walk at will (as the spell, no action required to activate this ability) for up to 1 round at a time, after which it falls to the ground.
14th Level: The mount can fly at its speed (average maneuverability).

Phantom Trap
Illusion (Glamer)
Level: Sor/Wiz 2
Components: V, S, M
Casting Time: 1 standard action
Range: Touch
Target: Object touched
Duration: Permanent (D)
Saving Throw: None
Spell Resistance: No
This spell makes a lock or other small mechanism seem to be trapped to anyone who can detect traps. You place the spell upon any small mechanism or device, such as a lock, hinge, hasp, cork, cap, or ratchet. Any character able to detect traps, or who uses any spell or device enabling trap detection, is 100% certain a real trap exists. Of course, the effect is illusory and nothing happens if the trap is “sprung”; its primary purpose is to frighten away thieves or make them waste precious time.
If another phantom trap is active within 50 feet when the spell is cast, the casting fails.
Material Component: A piece of iron pyrite touched to the object to be trapped while the object is sprinkled with a special dust requiring 50 gp to prepare.

Phase Door
Conjuration (Creation)
Level: Sor/Wiz 7, Travel 8
Components: V
Casting Time: 1 standard action
Range: 0 ft.
Effect: Ethereal 5 ft. by 8 ft. opening, 10 ft. deep + 5 ft. deep per three levels
Duration: One usage per two levels
Saving Throw: None
Spell Resistance: No
This spell creates an ethereal passage through wooden, plaster, or stone walls, but not other materials. The phase door is invisible and inaccessible to all creatures except you, and only you can use the passage. You disappear when you enter the phase door and appear when you exit. If you desire, you can take one other creature (Medium or smaller) through the door. This counts as two uses of the door. The door does not allow light, sound, or spell effects through it, nor can you see through it without using it. Thus, the spell can provide an escape route, though certain creatures, such as phase spiders, can follow with ease. A gem of true seeing or similar magic reveals the presence of a phase door but does not allow its use.
A phase door is subject to dispel magic. If anyone is within the passage when it is dispelled, he is harmlessly ejected just as if he were inside a passwall effect.
You can allow other creatures to use the phase door by setting some triggering condition for the door. Such conditions can be as simple or elaborate as you desire. They can be based on a creature’s name, identity, or alignment, but otherwise must be based on observable actions or qualities. Intangibles such as level, class, Hit Dice, and hit points don’t qualify.
Phase door can be made permanent with a permanency spell.

Planar Ally
Conjuration (Calling) [see text for lesser planar ally]
Level: Clr 6
Effect: One or two called elementals or outsiders, totaling no more than 12 HD, which cannot be more than 30 ft. apart when they appear
This spell functions like lesser planar ally, except you may call a single creature of 12 HD or less, or two creatures of the same kind whose Hit Dice total no more than 12. The creatures agree to help you and request your return payment together.
XP Cost: 250 XP.

Planar Ally, Greater
Conjuration (Calling) [see text for lesser planar ally]
Level: Clr 8
Effect: Up to three called elementals or outsiders, totaling no more than 18 HD, no two of which can be more than 30 ft. apart when they appear.
This spell functions like lesser planar ally, except that you may call a single creature of 18 HD or less, or up to three creatures of the same kind whose Hit Dice total no more than 18. The creatures agree to help you and request your return payment together.
XP Cost: 500 XP.

Planar Ally, Lesser
Conjuration (Calling) [see text]
Level: Clr 4
Components: V, S, DF, XP
Casting Time: 10 minutes
Range: Close (25 ft. + 5 ft./2 levels)
Effect: One called elemental or outsider of 6 HD or less
Duration: Instantaneous
Saving Throw: None
Spell Resistance: No
By casting this spell, you request your deity to send you an elemental or outsider (of 6 HD or less) of the deity’s choice. If you serve no particular deity, the spell is a general plea answered by a creature sharing your philosophical alignment. If you know an individual creature’s name, you may request that individual by speaking the name during the spell (though you might get a different creature anyway).
You may ask the creature to perform one task in exchange for a payment from you. Tasks might range from the simple to the complex. You must be able to communicate with the creature called in order to bargain for its services.
The creature called requires a payment for its services. This payment can take a variety of forms, from donating gold or magic items to an allied temple, to a gift given directly to the creature, to some other action on your part that matches the creature’s alignment and goals. Regardless, this payment must be made before the creature agrees to perform any services. The bargaining takes at least 1 round, so any actions by the creature begin in the round after it arrives.
A task taking up to 1 minute per caster level requires a payment of 100 gp per HD of the creature called. For a task taking up to 1 hour per caster level, the creature requires a payment of 500 gp per HD. A long-term task, one requiring up to one day per caster level, requires a payment of 1,000 gp per HD.
A nonhazardous task requires only half the indicated payment, while an especially hazardous task might require a greater gift. Few if any creatures will accept a task that seems suicidal (remember, a called creature actually dies when it is killed, unlike a summoned creature). However, if the task is strongly aligned with the creature’s ethos, it may halve or even waive the payment.
At the end of its task, or when the duration bargained for expires, the creature returns to its home plane (after reporting back to you, if appropriate and possible).
Note: When you use a calling spell that calls an air, chaotic, earth, evil, fire, good, lawful, or water creature, it is a spell of that type.
XP Cost: 100 XP.

Planar Binding
Conjuration (Calling) [see text for lesser planar binding]
Level: Sor/Wiz 6
Components: V, S
Targets: Up to three elementals or outsiders, totaling no more than 12 HD, no two of which can be more than 30 ft. apart when they appear
This spell functions like lesser planar binding, except that you may call a single creature of 12 HD or less, or up to three creatures of the same kind whose Hit Dice total no more than 12. Each creature gets a save, makes an independent attempt to escape, and must be individually persuaded to aid you.

Planar Binding, Greater
Conjuration (Calling) [see text for lesser planar binding]
Level: Sor/Wiz 8
Components: V, S
Targets: Up to three elementals or outsiders, totaling no more than 18 HD, no two of which can be more than 30 ft. apart when they appear.
This spell functions like lesser planar binding, except that you may call a single creature of 18 HD or less, or up to three creatures of the same kind whose Hit Dice total no more than 18. Each creature gets a saving throw, makes independent attempts to escape, and must be persuaded to aid you individually.

Planar Binding, Lesser
Conjuration (Calling) [see text]
Level: Sor/Wiz 5
Components: V, S
Casting Time: 10 minutes
Range: Close (25 ft. + 5 ft./2 levels); see text
Target: One elemental or outsider with 6 HD or less
Duration: Instantaneous
Saving Throw: Will negates
Spell Resistance: No and Yes; see text
Casting this spell attempts a dangerous act: to lure a creature from another plane to a specifically prepared trap, which must lie within the spell’s range. The called creature is held in the trap until it agrees to perform one service in return for its freedom.
To create the trap, you must use a magic circle spell, focused inward. The kind of creature to be bound must be known and stated. If you wish to call a specific individual, you must use that individual’s proper name in casting the spell.
The target creature is allowed a Will saving throw. If the saving throw succeeds, the creature resists the spell. If the saving throw fails, the creature is immediately drawn to the trap (spell resistance does not keep it from being called). The creature can escape from the trap with by successfully pitting its spell resistance against your caster level check, by dimensional travel, or with a successful Charisma check (DC 15 + 1/2 your caster level + your Cha modifier). It can try each method once per day. If it breaks loose, it can flee or attack you. A dimensional anchor cast on the creature prevents its escape via dimensional travel. You can also employ a calling diagram (see magic circle against evil) to make the trap more secure.
If the creature does not break free of the trap, you can keep it bound for as long as you dare. You can attempt to compel the creature to perform a service by describing the service and perhaps offering some sort of reward. You make a Charisma check opposed by the creature’s Charisma check. The check is assigned a bonus of +0 to +6 based on the nature of the service and the reward. If the creature wins the opposed check, it refuses service. New offers, bribes, and the like can be made or the old ones reoffered every 24 hours. This process can be repeated until the creature promises to serve, until it breaks free, or until you decide to get rid of it by means of some other spell. Impossible demands or unreasonable commands are never agreed to. If you roll a 1 on the Charisma check, the creature breaks free of the binding and can escape or attack you.
Once the requested service is completed, the creature need only so inform you to be instantly sent back whence it came. The creature might later seek revenge. If you assign some open-ended task that the creature cannot complete though its own actions the spell remains in effect for a maximum of one day per caster level, and the creature gains an immediate chance to break free. Note that a clever recipient can subvert some instructions.
When you use a calling spell to call an air, chaotic, earth, evil, fire, good, lawful, or water creature, it is a spell of that type.

Plane Shift
Conjuration (Teleportation)
Level: Clr 5, Sor/Wiz 7
Components: V, S, F
Casting Time: 1 standard action
Range: Touch
Target: Creature touched, or up to eight willing creatures joining hands
Duration: Instantaneous
Saving Throw: Will negates
Spell Resistance: Yes
You move yourself or some other creature to another plane of existence or alternate dimension. If several willing persons link hands in a circle, as many as eight can be affected by the plane shift at the same time. Precise accuracy as to a particular arrival location on the intended plane is nigh impossible. From the Material Plane, you can reach any other plane, though you appear 5 to 500 miles (5d%) from your intended destination.
Note: Plane shift transports creatures instantaneously and then ends. The creatures need to find other means if they are to travel back.
Focus: A small, forked metal rod. The size and metal type dictates to which plane of existence or alternate dimension the spell sends the affected creatures.

Plant Growth
Transmutation
Level: Drd 3, Plant 3, Rgr 3
Components: V, S, DF
Casting Time: 1 standard action
Range: See text
Target or Area: See text
Duration: Instantaneous
Saving Throw: None
Spell Resistance: No
Plant growth has different effects depending on the version chosen.
Overgrowth: This effect causes normal vegetation (grasses, briars, bushes, creepers, thistles, trees, vines) within long range (400 feet + 40 feet per caster level) to become thick and overgrown. The plants entwine to form a thicket or jungle that creatures must hack or force a way through. Speed drops to 5 feet, or 10 feet for Large or larger creatures. The area must have brush and trees in it for this spell to take effect.
At your option, the area can be a 100-foot-radius circle, a 150-foot-radius semicircle, or a 200-foot-radius quarter circle.
You may designate places within the area that are not affected.
Enrichment: This effect targets plants within a range of one-half mile, raising their potential productivity over the course of the next year to one-third above normal.
Plant growth counters diminish plants.
This spell has no effect on plant creatures.

Poison
Necromancy
Level: Clr 4, Drd 3
Components: V, S, DF
Casting Time: 1 standard action
Range: Touch
Target: Living creature touched
Duration: Instantaneous; see text
Saving Throw: Fortitude negates; see text
Spell Resistance: Yes
Calling upon the venomous powers of natural predators, you infect the subject with a horrible poison by making a successful melee touch attack. The poison deals 1d10 points of temporary Constitution damage immediately and another 1d10 points of temporary Constitution damage 1 minute later. Each instance of damage can be negated by a Fortitude save (DC 10 + 1/2 your caster level + your Wis modifier).

Polar Ray
Evocation [Cold]
Level: Sor/Wiz 8
Components: V, S, F
Casting Time: 1 standard action
Range: Close (25 ft. + 5 ft./2 levels)
Effect: Ray
Duration: Instantaneous
Saving Throw: None
Spell Resistance: Yes
A blue-white ray of freezing air and ice springs from your hand. You must succeed on a ranged touch attack with the ray to deal damage to a target. The ray deals 1d6 points of cold damage per caster level (maximum 25d6).
Focus: A small, white ceramic cone or prism.

Polymorph
Transmutation
Level: Sor/Wiz 4
Components: V, S, M
Casting Time: 1 standard action
Range: Touch
Target: Willing living creature touched
Duration: 1 min./level (D)
Saving Throw: None
Spell Resistance: No
This spell functions like alter self, except that you change the willing subject into another form of living creature. The new form may be of the same type as the subject or any of the following types: aberration, animal, dragon, fey, giant, humanoid, magical beast, monstrous humanoid, ooze, plant, or vermin. The assumed form can’t have more Hit Dice than your caster level (or the subject’s HD, whichever is lower), to a maximum of 15 HD at 15th level. You can’t cause a subject to assume a form smaller than Fine, nor can you cause a subject to assume an incorporeal or gaseous form. The subject’s creature type and subtype (if any) change to match the new form.
Upon changing, the subject regains lost hit points as if it had rested for a night (though this healing does not restore temporary ability damage and provide other benefits of resting; and changing back does not heal the subject further). If slain, the subject reverts to its original form, though it remains dead.
The subject gains the Strength, Dexterity, and Constitution scores of the new form but retains its own Intelligence, Wisdom, and Charisma scores. It also gains all extraordinary special attacks possessed by the form but does not gain the extraordinary special qualities possessed by the new form or any supernatural or spell-like abilities.
Incorporeal or gaseous creatures are immune to being polymorphed, and a creature with the shapechanger subtype can revert to its natural form as a standard action.
Material Component: An empty cocoon.

Polymorph Any Object
Transmutation
Level: Sor/Wiz 8, Trickery 8
Components: V, S, M/DF
Casting Time: 1 standard action
Range: Close (25 ft. + 5 ft./2 levels)
Target: One creature, or one nonmagical object of up to 100 cu. ft./level
Duration: See text
Saving Throw: Fortitude negates (object); see text
Spell Resistance: Yes (object)
This spell functions like polymorph, except that it changes one object or creature into another. The duration of the spell depends on how radical a change is made from the original state to its enchanted state. The duration is determined by using the following guidelines.
Changed Subject Is: | Increase to Duration Factor1
Same kingdom (animal, vegetable, mineral) | +5
Same class (mammals, fungi, metals, etc.) | +2
Same size | +2
Related (twig is to tree, wolf fur is to wolf, etc.) | +2
Same or lower Intelligence | +2
1 Add all that apply. Look up the total on the next table.

Duration Factor | Duration | Example
0 | 20 minutes | Pebble to human
2 | 1 hour | Marionette to human
4 | 3 hours | Human to marionette
5 | 12 hours | Lizard to manticore
6 | 2 days | Sheep to wool coat
7 | 1 week | Shrew to manticore
9+ | Permanent | Manticore to shrew
Unlike polymorph, polymorph any object does grant the creature the Intelligence score of its new form. If the original form didn’t have a Wisdom or Charisma score, it gains those scores as appropriate for the new form.
Damage taken by the new form can result in the injury or death of the polymorphed creature. In general, damage occurs when the new form is changed through physical force.
A nonmagical object cannot be made into a magic item with this spell. Magic items aren’t affected by this spell.
This spell cannot create material of great intrinsic value, such as copper, silver, gems, silk, gold, platinum, mithral, or adamantine. It also cannot reproduce the special properties of cold iron in order to overcome the damage reduction of certain creatures.
This spell can also be used to duplicate the effects of baleful polymorph, polymorph, flesh to stone, stone to flesh, transmute mud to rock, transmute metal to wood, or transmute rock to mud.
Arcane Material Component: Mercury, gum arabic, and smoke.

Power Word Blind
Enchantment (Compulsion) [Mind-Affecting]
Level: Sor/Wiz 7, War 7
Components: V
Casting Time: 1 standard action
Range: Close (25 ft. + 5 ft./2 levels)
Target: One creature with 200 hp or less
Duration: See text
Saving Throw: None
Spell Resistance: Yes
You utter a single word of power that causes one creature of your choice to become blinded, whether the creature can hear the word or not. The duration of the spell depends on the target’s current hit point total. Any creature that currently has 201 or more hit points is unaffected by power word blind.
Hit Points | Duration
50 or less | Permanent
51–100 | 1d4+1 minutes
101–200 | 1d4+1 rounds

Power Word Kill
Enchantment (Compulsion) [Death, Mind-Affecting]
Level: Sor/Wiz 9, War 9
Components: V
Casting Time: 1 standard action
Range: Close (25 ft. + 5 ft./2 levels)
Target: One living creature with 100 hp or less
Duration: Instantaneous
Saving Throw: None
Spell Resistance: Yes
You utter a single word of power that instantly kills one creature of your choice, whether the creature can hear the word or not. Any creature that currently has 101 or more hit points is unaffected by power word kill.

Power Word Stun
Enchantment (Compulsion) [Mind-Affecting]
Level: Sor/Wiz 8, War 8
Components: V
Casting Time: 1 standard action
Range: Close (25 ft. + 5 ft./2 levels)
Target: One creature with 150 hp or less
Duration: See text
Saving Throw: None
Spell Resistance: Yes
You utter a single word of power that instantly causes one creature of your choice to become stunned, whether the creature can hear the word or not. The duration of the spell depends on the target’s current hit point total. Any creature that currently has 151 or more hit points is unaffected by power word stun.
Hit Points | Duration
50 or less | 4d4 rounds
51–100 | 2d4 rounds
101–150 | 1d4 rounds

Prayer
Enchantment (Compulsion) [Mind-Affecting]
Level: Clr 3, Pal 3
Components: V, S, DF
Casting Time: 1 standard action
Range: 40 ft.
Area: All allies and foes within a 40-ft.-radius burst centered on you
Duration: 1 round/level
Saving Throw: None
Spell Resistance: Yes
You bring special favor upon yourself and your allies while bringing disfavor to your enemies. You and your each of your allies gain a +1 luck bonus on attack rolls, weapon damage rolls, saves, and skill checks, while each of your foes takes a –1 penalty on such rolls.

Prestidigitation
Universal
Level: Brd 0, Sor/Wiz 0
Components: V, S
Casting Time: 1 standard action
Range: 10 ft.
Target, Effect, or Area: See text
Duration: 1 hour
Saving Throw: See text
Spell Resistance: No
Prestidigitations are minor tricks that novice spellcasters use for practice. Once cast, a prestidigitation spell enables you to perform simple magical effects for 1 hour. The effects are minor and have severe limitations. A prestidigitation can slowly lift 1 pound of material. It can color, clean, or soil items in a 1-foot cube each round. It can chill, warm, or flavor 1 pound of nonliving material. It cannot deal damage or affect the concentration of spellcasters. Prestidigitation can create small objects, but they look crude and artificial. The materials created by a prestidigitation spell are extremely fragile, and they cannot be used as tools, weapons, or spell components. Finally, a prestidigitation lacks the power to duplicate any other spell effects. Any actual change to an object (beyond just moving, cleaning, or soiling it) persists only 1 hour.

Prismatic Sphere
Abjuration
Level: Protection 9, Sor/Wiz 9, Sun 9
Components: V
Range: 10 ft.
Effect: 10-ft.-radius sphere centered on you
This spell functions like prismatic wall, except you conjure up an immobile, opaque globe of shimmering, multicolored light that surrounds you and protects you from all forms of attack. The sphere flashes in all colors of the visible spectrum.
The sphere’s blindness effect on creatures with less than 8 HD lasts 2d4x10 minutes.
You can pass into and out of the prismatic sphere and remain near it without harm. However, when you’re inside it, the sphere blocks any attempt to project something through the sphere (including spells). Other creatures that attempt to attack you or pass through suffer the effects of each color, one at a time.
Typically, only the upper hemisphere of the globe will exist, since you are at the center of the sphere, so the lower half is usually excluded by the floor surface you are standing on.
The colors of the sphere have the same effects as the colors of a prismatic wall.
Prismatic sphere can be made permanent with a permanency spell.

Prismatic Spray
Evocation
Level: Sor/Wiz 7
Components: V, S
Casting Time: 1 standard action
Range: 60 ft.
Area: Cone-shaped burst
Duration: Instantaneous
Saving Throw: See text
Spell Resistance: Yes
This spell causes seven shimmering, intertwined, multicolored beams of light to spray from your hand. Each beam has a different power. Creatures in the area of the spell with 8 HD or less are automatically blinded for 2d4 rounds. Every creature in the area is randomly struck by one or more beams, which have additional effects.
1d8 | Color of Beam | Effect
1 | Red | 20 points fire damage (Reflex half)
2 | Orange | 40 points acid damage (Reflex half)
3 | Yellow | 80 points electricity damage (Reflex half)
4 | Green | Poison (Kills; Fortitude partial, take 1d6 points of Con damage instead)
5 | Blue | Turned to stone (Fortitude negates)
6 | Indigo | Insane, as insanity spell (Will negates)
7 | Violet | Sent to another plane (Will negates)
8 | Struck by two rays; roll twice more, ignoring any “8” results.

Prismatic Wall
Abjuration
Level: Sor/Wiz 8
Components: V, S
Casting Time: 1 standard action
Range: Close (25 ft. + 5 ft./2 levels)
Effect:Wall 4 ft./level wide, 2 ft./level high
Duration: 10 min./level (D)
Saving Throw: See text
Spell Resistance: See text
Prismatic wall creates a vertical, opaque wall—a shimmering, multicolored plane of light that protects you from all forms of attack. The wall flashes with seven colors, each of which has a distinct power and purpose. The wall is immobile, and you can pass through and remain near the wall without harm. However, any other creature with less than 8 HD that is within 20 feet of the wall is blinded for 2d4 rounds by the colors if it looks at the wall.
The wall’s maximum proportions are 4 feet wide per caster level and 2 feet high per caster level. A prismatic wall spell cast to materialize in a space occupied by a creature is disrupted, and the spell is wasted.
Each color in the wall has a special effect. The accompanying table shows the seven colors of the wall, the order in which they appear, their effects on creatures trying to attack you or pass through the wall, and the magic needed to negate each color.
The wall can be destroyed, color by color, in consecutive order, by various magical effects; however, the first color must be brought down before the second can be affected, and so on. A rod of cancellation or a mage’s disjunction spell destroys a prismatic wall, but an antimagic field fails to penetrate it. Dispel magic and greater dispel magic cannot dispel the wall or anything beyond it. Spell resistance is effective against a prismatic wall, but the caster level check must be repeated for each color present.
Prismatic wall can be made permanent with a permanency spell.
Color | Order | Effect of Color | Negated By
Red | 1st | Stops nonmagical ranged weapons. Deals 20 points of fire damage (Reflex half). | Cone of cold
Orange | 2nd | Stops magical ranged weapons. Deals 40 points of acid damage (Reflex half). | Gust of wind
Yellow | 3rd | Stops poisons, gases, and petrification. Deals 80 points of electricity damage (Reflex half). | Disintegrate
Green | 4th | Stops breath weapons. Poison (Kills; Fortitude partial for 1d6 points of Con damage instead). | Passwall
Blue | 5th | Stops divination and mental attacks. Turned to stone (Fortitude negates). | Magic missile
Indigo | 6th | Stops all spells. Will save or become insane (as insanity spell). | Daylight
Violet | 7th | Energy field destroys all objects and effects.1 Creatures sent to another plane (Will negates). | Dispel magic
1 The violet effect makes the special effects of the other six colors redundant, but these six effects are included here because certain magic items can create prismatic effects one color at a time, and spell resistance might render some colors ineffective (see above).

Produce Flame
Evocation [Fire]
Level: Drd 1, Fire 2
Components: V, S
Casting Time: 1 standard action
Range: 0 ft.
Effect: Flame in your palm
Duration: 1 min./level (D)
Saving Throw: None
Spell Resistance: Yes
Flames as bright as a torch appear in your open hand. The flames harm neither you nor your equipment.
In addition to providing illumination, the flames can be hurled or used to touch enemies. You can strike an opponent with a melee touch attack, dealing fire damage equal to 1d6 +1 point per caster level (maximum +5). Alternatively, you can hurl the flames up to 120 feet as a thrown weapon. When doing so, you attack with a ranged touch attack (with no range penalty) and deal the same damage as with the melee attack. No sooner do you hurl the flames than a new set appears in your hand. Each attack you make reduces the remaining duration by 1 minute. If an attack reduces the remaining duration to 0 minutes or less, the spell ends after the attack resolves.
This spell does not function underwater.

Programmed Image
Illusion (Figment)
Level: Brd 6, Sor/Wiz 6
Effect: Visual figment that cannot extend beyond a 20-ft. cube + one 10-ft. cube/level (S)
Duration: Permanent until triggered, then 1 round/level
This spell functions like silent image, except that this spell’s figment activates when a specific condition occurs. The figment includes visual, auditory, olfactory, and thermal elements, including intelligible speech.
You set the triggering condition (which may be a special word) when casting the spell. The event that triggers the illusion can be as general or as specific and detailed as desired but must be based on an audible, tactile, olfactory, or visual trigger. The trigger cannot be based on some quality not normally obvious to the senses, such as alignment. (See magic mouth for more details about such triggers.)
Material Component: A bit of fleece and jade dust worth 25 gp.

Project Image
Illusion (Shadow)
Level: Brd 6, Sor/Wiz 7
Components: V, S, M
Casting Time: 1 standard action
Range: Medium (100 ft. + 10 ft./level)
Effect: One shadow duplicate
Duration: 1 round/level (D)
Saving Throw: Will disbelief (if interacted with)
Spell Resistance: No
You tap energy from the Plane of Shadow to create a quasi-real, illusory version of yourself. The projected image looks, sounds, and smells like you but is intangible. The projected image mimics your actions (including speech) unless you direct it to act differently (which is a move action).
You can see through its eyes and hear through its ears as if you were standing where it is, and during your turn you can switch from using its senses to using your own, or back again, as a free action. While you are using its senses, your body is considered blinded and deafened.
If you desire, any spell you cast whose range is touch or greater can originate from the projected image instead of from you. The projected image can’t cast any spells on itself except for illusion spells. The spells affect other targets normally, despite originating from the projected image.
Objects are affected by the projected image as if they had succeeded on their Will save.
You must maintain line of effect to the projected image at all times. If your line of effect is obstructed, the spell ends. If you use dimension door, teleport, plane shift, or a similar spell that breaks your line of effect, even momentarily, the spell ends.
Material Component: A small replica of you (a doll), which costs 5 gp to create.

Protection from Arrows
Abjuration
Level: Sor/Wiz 2
Components: V, S, F
Casting Time: 1 standard action
Range: Touch
Target: Creature touched
Duration: 1 hour/level or until discharged
Saving Throw: Will negates (harmless)
Spell Resistance: Yes (harmless)
The warded creature gains resistance to ranged weapons. The subject gains damage reduction 10/magic against ranged weapons. (This spell doesn’t grant you the ability to damage creatures with similar damage reduction.) Once the spell has prevented a total of 10 points of damage per caster level (maximum 100 points), it is discharged.
Focus: A piece of shell from a tortoise or a turtle.

Protection from Chaos
Abjuration [Lawful]
Level: Clr 1, Law 1, Pal 1, Sor/Wiz 1
This spell functions like protection from evil, except that the deflection and resistance bonuses apply to attacks from chaotic creatures, and chaotic summoned creatures cannot touch the subject.

Protection from Energy
Abjuration
Level: Clr 3, Drd 3, Luck 3, Protection 3, Rgr 2, Sor/Wiz 3
Components: V, S, DF
Casting Time: 1 standard action
Range: Touch
Target: Creature touched
Duration: 10 min./level or until discharged
Saving Throw: Fortitude negates (harmless)
Spell Resistance: Yes (harmless)
Protection from energy grants temporary immunity to the type of energy you specify when you cast it (acid, cold, electricity, fire, or sonic). When the spell absorbs 12 points per caster level of energy damage (to a maximum of 120 points at 10th level), it is discharged.
Note: Protection from energy overlaps (and does not stack with) resist energy. If a character is warded by protection from energy and resist energy, the protection spell absorbs damage until its power is exhausted.

Protection from Evil
Abjuration [Good]
Level: Clr 1, Good 1, Pal 1, Sor/Wiz 1
Components: V, S, M/DF
Casting Time: 1 standard action
Range: Touch
Target: Creature touched
Duration: 1 min./level (D)
Saving Throw: Will negates (harmless)
Spell Resistance: No; see text
This spell wards a creature from attacks by evil creatures, from mental control, and from summoned creatures. It creates a magical barrier around the subject at a distance of 1 foot. The barrier moves with the subject and has three major effects.
First, the subject gains a +2 deflection bonus to AC and a +2 resistance bonus on saves. Both these bonuses apply against attacks made or effects created by evil creatures.
Second, the barrier blocks any attempt to possess the warded creature (by a magic jar attack, for example) or to exercise mental control over the creature (including enchantment (charm) effects and enchantment (compulsion) effects that grant the caster ongoing control over the subject, such as dominate person). The protection does not prevent such effects from targeting the protected creature, but it suppresses the effect for the duration of the protection from evil effect. If the protection from evil effect ends before the effect granting mental control does, the would-be controller would then be able to mentally command the controlled creature. Likewise, the barrier keeps out a possessing life force but does not expel one if it is in place before the spell is cast. This second effect works regardless of alignment.
Third, the spell prevents bodily contact by summoned creatures. This causes the natural weapon attacks of such creatures to fail and the creatures to recoil if such attacks require touching the warded creature. Good summoned creatures are immune to this effect. The protection against contact by summoned creatures ends if the warded creature makes an attack against or tries to force the barrier against the blocked creature. Spell resistance can allow a creature to overcome this protection and touch the warded creature.
Arcane Material Component: A little powdered silver with which you trace a 3-foot -diameter circle on the floor (or ground) around the creature to be warded.

Protection from Good
Abjuration [Evil]
Level: Clr 1, Evil 1, Sor/Wiz 1
This spell functions like protection from evil, except that the deflection and resistance bonuses apply to attacks from good creatures, and good summoned creatures cannot touch the subject.

Protection from Law
Abjuration [Chaotic]
Level: Chaos 1, Clr 1, Sor/Wiz 1
This spell functions like protection from evil, except that the deflection and resistance bonuses apply to attacks from lawful creatures, and lawful summoned creatures cannot touch the subject.

Protection from Spells
Abjuration
Level: Magic 8, Sor/Wiz 8
Components: V, S, M, F
Casting Time: 1 standard action
Range: Touch
Targets: Up to one creature touched per four levels
Duration: 10 min./level
Saving Throw: Will negates (harmless)
Spell Resistance: Yes (harmless)
The subject gains a +8 resistance bonus on saving throws against spells and spell-like abilities (but not against supernatural and extraordinary abilities).
Material Component: A diamond of at least 500 gp value, which must be crushed and sprinkled over the targets.
Focus: One 1,000 gp diamond per creature to be granted the protection. Each subject must carry one such gem for the duration of the spell. If a subject loses the gem, the spell ceases to affect him.

Prying Eyes
Divination
Level: Sor/Wiz 5
Components: V, S, M
Casting Time: 1 minute
Range: One mile
Effect: Ten or more levitating eyes
Duration: 1 hour/level; see text (D)
Saving Throw: None
Spell Resistance: No
You create a number of semitangible, visible magical orbs (called “eyes”) equal to 1d4 + your caster level. These eyes move out, scout around, and return as you direct them when casting the spell. Each eye can see 120 feet (normal vision only) in all directions.
While the individual eyes are quite fragile, they’re small and difficult to spot. Each eye is a Fine construct, about the size of a small apple, that has 1 hit point, AC 18 (+8 bonus for its size), flies at a speed of 30 feet with perfect maneuverability, and has a +16 Hide modifier. It has a Spot modifier equal to your caster level (maximum +15) and is subject to illusions, darkness, fog, and any other factors that would affect your ability to receive visual information about your surroundings. An eye traveling through darkness must find its way by touch.
When you create the eyes, you specify instructions you want them to follow in a command of no more than twenty-five words. Any knowledge you possess is known by the eyes as well.
In order to report their findings, the eyes must return to your hand. Each replays in your mind all it has seen during its existence. It takes an eye 1 round to replay 1 hour of recorded images. After relaying its findings, an eye disappears.
If an eye ever gets more than 1 mile away from you, it instantly ceases to exist. However, your link with the eye is such that you won’t know if the eye was destroyed because it wandered out of range or because of some other event.
The eyes exist for up to 1 hour per caster level or until they return to you. Dispel magic can destroy eyes. Roll separately for each eye caught in an area dispel. Of course, if an eye is sent into darkness, it could hit a wall or similar obstacle and destroy itself.
Material Component: A handful of crystal marbles.

Prying Eyes, Greater
Divination
Level: Sor/Wiz 8
This spell functions like prying eyes, except that the eyes can see all things as they actually are, just as if they had true seeing with a range of 120 feet. Thus, they can navigate darkened areas at full normal speed. Also, a greater prying eye’s maximum Spot modifier is +25 instead of +15.

Purify Food and Drink
Transmutation
Level: Clr 0, Drd 0
Components: V, S
Casting Time: 1 standard action
Range: 10 ft.
Target: 1 cu. ft./level of contaminated food and water
Duration: Instantaneous
Saving Throw: Will negates (object)
Spell Resistance: Yes (object)
This spell makes spoiled, rotten, poisonous, or otherwise contaminated food and water pure and suitable for eating and drinking. This spell does not prevent subsequent natural decay or spoilage. Unholy water and similar food and drink of significance is spoiled by purify food and drink, but the spell has no effect on creatures of any type nor upon magic potions.
Note: Water weighs about 8 pounds per gallon. One cubic foot of water contains roughly 8 gallons and weighs about 60 pounds.

Pyrotechnics
Transmutation
Level: Brd 2, Sor/Wiz 2
Components: V, S, M
Casting Time: 1 standard action
Range: Long (400 ft. + 40 ft./level)
Target: One fire source, up to a 20-ft. cube
Duration: 1d4+1 rounds, or 1d4+1 rounds after creatures leave the smoke cloud; see text
Saving Throw: Will negates or Fortitude negates; see text
Spell Resistance: Yes or No; see text
Pyrotechnics turns a fire into either a burst of blinding fireworks or a thick cloud of choking smoke, depending on the version you choose.
Fireworks: The fireworks are a flashing, fiery, momentary burst of glowing, colored aerial lights. This effect causes creatures within 120 feet of the fire source to become blinded for 1d4+1 rounds (Will negates). These creatures must have line of sight to the fire to be affected. Spell resistance can prevent blindness.
Smoke Cloud: A writhing stream of smoke billows out from the source, forming a choking cloud. The cloud spreads 20 feet in all directions and lasts for 1 round per caster level. All sight, even darkvision, is ineffective in or through the cloud. All within the cloud take –4 penalties to Strength and Dexterity (Fortitude negates). These effects last for 1d4+1 rounds after the cloud dissipates or after the creature leaves the area of the cloud. Spell resistance does not apply.
Material Component: The spell uses one fire source, which is immediately extinguished. A fire so large that it exceeds a 20-foot cube is only partly extinguished. Magical fires are not extinguished, although a fire-based creature used as a source takes 1 point of damage per caster level.

Quench
Transmutation
Level: Drd 3
Components: V, S, DF
Casting Time: 1 standard action
Range: Medium (100 ft. + 10 ft./level)
Area or Target: One 20-ft. cube/level (S) or one fire-based magic item
Duration: Instantaneous
Saving Throw: None or Will negates (object)
Spell Resistance: No or Yes (object)
Quench is often used to put out forest fires and other conflagrations. It extinguishes all nonmagical fires in its area. The spell also dispels any fire spells in its area, though you must succeed on a dispel check (1d20 +1 per caster level, maximum +15) against each spell to dispel it. The DC to dispel such spells is 11 + the caster level of the fire spell.
Each elemental (fire) creature within the area of a quench spell takes 1d6 points of damage per caster level (maximum 15d6, no save allowed).
Alternatively, you can target the spell on a single magic item that creates or controls flame. The item loses all its fire-based magical abilities for 1d4 hours unless it succeeds on a Will save. (Artifacts are immune to this effect.)

Rage
Enchantment (Compulsion) [Mind-Affecting]
Level: Brd 2, Sor/Wiz 3
Components: V, S
Casting Time: 1 standard action
Range: Medium (100 ft. + 10 ft./level)
Targets: One willing living creature per three levels, no two of which may be more than 30 ft. apart
Duration: Concentration + 1 round/level (D)
Saving Throw: None
Spell Resistance: Yes
Each affected creature gains a +2 morale bonus to Strength and Constitution, a +1 morale bonus on Will saves, and a –2 penalty to AC. The effect is otherwise identical with a barbarian’s rage except that the subjects aren’t fatigued at the end of the rage.

Rainbow Pattern
Illusion (Pattern) [Mind-Affecting]
Level: Brd 4, Sor/Wiz 4
Components: V (Brd only), S, M, F; see text
Casting Time: 1 standard action
Range: Medium (100 ft. + 10 ft./level)
Effect: Colorful lights with a 20-ft.-radius spread
Duration: Concentration +1 round/ level (D)
Saving Throw: Will negates
Spell Resistance: Yes
A glowing, rainbow-hued pattern of interweaving colors fascinates those within it. Rainbow pattern fascinates a maximum of 24 Hit Dice of creatures. Creatures with the fewest HD are affected first. Among creatures with equal HD, those who are closest to the spell’s point of origin are affected first. An affected creature that fails its saves is fascinated by the pattern.
With a simple gesture (a free action), you can make the rainbow pattern move up to 30 feet per round (moving its effective point of origin). All fascinated creatures follow the moving rainbow of light, trying to get or remain within the effect. Fascinated creatures who are restrained and removed from the pattern still try to follow it. If the pattern leads its subjects into a dangerous area each fascinated creature gets a second save. If the view of the lights is completely blocked creatures who can’t see them are no longer affected.
The spell does not affect sightless creatures.
Verbal Component: A wizard or sorcerer need not utter a sound to cast this spell, but a bard must sing, play music, or recite a rhyme as a verbal component.
Material Component: A piece of phosphor.
Focus: A crystal prism.

Raise Dead
Conjuration (Healing)
Level: Clr 5
Components: V, S, M, DF
Casting Time: 1 minute
Range: Touch
Target: Dead creature touched
Duration: Instantaneous
Saving Throw: None; see text
Spell Resistance: Yes (harmless)
You restore life to a deceased creature. You can raise a creature that has been dead for no longer than one day per caster level. In addition, the subject’s soul must be free and willing to return. If the subject’s soul is not willing to return, the spell does not work; therefore, a subject that wants to return receives no saving throw.
Coming back from the dead is an ordeal. The subject of the spell loses one level (or 1 Hit Die) when it is raised, just as if it had lost a level or a Hit Die to an energy-draining creature. If the subject is 1st level, it loses 2 points of Constitution instead (if this would reduce its Con to 0 or less, it can’t be raised). This level/HD loss or Constitution loss cannot be repaired by any means. A character who died with spells prepared has a 50% chance of losing any given spell upon being raised, in addition to losing spells for losing a level. A spellcasting creature that doesn’t prepare spells (such as a sorcerer) has a 50% chance of losing any given unused spell slot as if it had been used to cast a spell, in addition to losing spell slots for losing a level.
A raised creature has a number of hit points equal to its current Hit Dice. Any ability scores damaged to 0 are raised to 1. Normal poison and normal disease are cured in the process of raising the subject, but magical diseases and curses are not undone. While the spell closes mortal wounds and repairs lethal damage of most kinds, the body of the creature to be raised must be whole. Otherwise, missing parts are still missing when the creature is brought back to life. None of the dead creature’s equipment or possessions are affected in any way by this spell.
A creature who has been turned into an undead creature or killed by a death effect can’t be raised by this spell. Constructs, elementals, outsiders, and undead creatures can’t be raised. The spell cannot bring back a creature that has died of old age.
Material Component: Diamonds worth a total of least 5,000 gp.

Ray of Enfeeblement
Necromancy
Level: Sor/Wiz 1
Components: V, S
Casting Time: 1 standard action
Range: Close (25 ft. + 5 ft./2 levels)
Effect: Ray
Duration: 1 min./level
Saving Throw: None
Spell Resistance: Yes
A coruscating ray springs from your hand. You must succeed on a ranged touch attack to strike a target. The subject takes a penalty to Strength equal to 1d6+1 per two caster levels (maximum 1d6+5). The subject’s Strength score cannot drop below 1.

Ray of Exhaustion
Necromancy
Level: Sor/Wiz 3
Components: V, S, M
Casting Time: 1 standard action
Range: Close (25 ft. + 5 ft./2 levels)
Effect: Ray
Duration: 1 min./level
Saving Throw: Fortitude partial; see text
Spell Resistance: Yes
A black ray projects from your pointing finger. You must succeed on a ranged touch attack with the ray to strike a target.
The subject is immediately exhausted for the spell’s duration. A successful Fortitude save means the creature is only fatigued.
A character that is already fatigued instead becomes exhausted.
This spell has no effect on a creature that is already exhausted. Unlike normal exhaustion or fatigue, the effect ends as soon as the spell’s duration expires.
Material Component: A drop of sweat.

Ray of Frost
Evocation [Cold]
Level: Sor/Wiz 0
Components: V, S
Casting Time: 1 standard action
Range: Close (25 ft. + 5 ft./2 levels)
Effect: Ray
Duration: Instantaneous
Saving Throw: None
Spell Resistance: Yes
A ray of freezing air and ice projects from your pointing finger. You must succeed on a ranged touch attack with the ray to deal damage to a target. The ray deals 1d3 points of cold damage.

Read Magic
Divination
Level: Brd 0, Clr 0, Drd 0, Pal 1, Rgr 1, Sor/Wiz 0
Components: V, S, F
Casting Time: 1 standard action
Range: Personal
Target: You
Duration: 10 min./level
By means of read magic, you can decipher magical inscriptions on objects—books, scrolls, weapons, and the like—that would otherwise be unintelligible. This deciphering does not normally invoke the magic contained in the writing, although it may do so in the case of a cursed scroll. Furthermore, once the spell is cast and you have read the magical inscription, you are thereafter able to read that particular writing without recourse to the use of read magic. You can read at the rate of one page (250 words) per minute. The spell allows you to identify a glyph of warding with a DC 13 Spellcraft check, a greater glyph of warding with a DC 16 Spellcraft check, or any symbol spell with a Spellcraft check (DC 10 + spell level).
Read magic can be made permanent with a permanency spell.
Focus: A clear crystal or mineral prism.

Reduce Animal
Transmutation
Level: Drd 2, Rgr 3
Components: V, S
Casting Time: 1 standard action
Range: Touch
Target: One willing animal of Small, Medium, Large, or Huge size
Duration: 1 hour/level (D)
Saving Throw: None
Spell Resistance: No
This spell functions like reduce person, except that it affects a single willing animal. Reduce the damage dealt by the animal’s natural attacks as appropriate for its new size.

Reduce Person
Transmutation
Level: Sor/Wiz 1
Components: V, S, M
Casting Time: 1 round
Range: Close (25 ft. + 5 ft./2 levels)
Target: One humanoid creature
Duration: 1 min./level (D)
Saving Throw: Fortitude negates
Spell Resistance: Yes
This spell causes instant diminution of a humanoid creature, halving its height, length, and width and dividing its weight by 8. This decrease changes the creature’s size category to the next smaller one. The target gains a +2 size bonus to Dexterity, a –2 size penalty to Strength (to a minimum of 1), and a +1 bonus on attack rolls and AC due to its reduced size.
A Small humanoid creature whose size decreases to Tiny has a space of 2-1/2 feet and a natural reach of 0 feet (meaning that it must enter an opponent’s square to attack). A Large humanoid creature whose size decreases to Medium has a space of 5 feet and a natural reach of 5 feet. This spell doesn’t change the target’s speed.
All equipment worn or carried by a creature is similarly reduced by the spell.
Melee and projectile weapons deal less damage. Other magical properties are not affected by this spell. Any reduced item that leaves the reduced creature’s possession (including a projectile or thrown weapon) instantly returns to its normal size. This means that thrown weapons deal their normal damage (projectiles deal damage based on the size of the weapon that fired them).
Multiple magical effects that reduce size do not stack.
Reduce person counters and dispels enlarge person.
Reduce person can be made permanent with a permanency spell.
Material Component: A pinch of powdered iron.

Reduce Person, Mass
Transmutation
Level: Sor/Wiz 4
Target: One humanoid creature/level, no two of which can be more than 30 ft. apart
This spell functions like reduce person, except that it affects multiple creatures.

Refuge
Conjuration (Teleportation)
Level: Clr 7, Sor/Wiz 9
Components: V, S, M
Casting Time: 1 standard action
Range: Touch
Target: Object touched
Duration: Permanent until discharged
Saving Throw: None
Spell Resistance: No
You create powerful magic in some specially prepared object. This object contains the power to instantly transport its possessor across any distance within the same plane to your abode. Once the item is transmuted, you must give it willingly to a creature and at the same time inform it of a command word to be spoken when the item is used. To make use of the item, the subject speaks the command word at the same time that it rends or breaks the item (a standard action). When this is done, the individual and all objects it is wearing and carrying (to a maximum of the character’s heavy load) are instantly transported to your abode. No other creatures are affected (aside from a familiar that is touching the subject).
You can alter the spell when casting it so that it transports you to within 10 feet of the possessor of the item when it is broken and the command word spoken. You will have a general idea of the location and situation of the item possessor at the time the refuge spell is discharged, but once you decide to alter the spell in this fashion, you have no choice whether or not to be transported.
Material Component: The specially prepared object, whose construction requires gems worth 1,500 gp.

Regenerate
Conjuration (Healing)
Level: Clr 7, Drd 9, Healing 7
Components: V, S, DF
Casting Time: 3 full rounds
Range: Touch
Target: Living creature touched
Duration: Instantaneous
Saving Throw: Fortitude negates (harmless)
Spell Resistance: Yes (harmless)
The subject’s severed body members (fingers, toes, hands, feet, arms, legs, tails, or even heads of multiheaded creatures), broken bones, and ruined organs grow back. After the spell is cast, the physical regeneration is complete in 1 round if the severed members are present and touching the creature. It takes 2d10 rounds otherwise.
Regenerate also cures 4d8 points of damage +1 point per caster level (maximum +35), rids the subject of exhaustion and/or fatigue, and eliminates all nonlethal damage the subject has taken. It has no effect on nonliving creatures (including undead).

Reincarnate
Transmutation
Level: Drd 4
Components: V, S, M, DF
Casting Time: 10 minutes
Range: Touch
Target: Dead creature touched
Duration: Instantaneous
Saving Throw: None; see text
Spell Resistance: Yes (harmless)
With this spell, you bring back a dead creature in another body, provided that its death occurred no more than one week before the casting of the spell and the subject’s soul is free and willing to return. If the subject’s soul is not willing to return, the spell does not work; therefore, a subject that wants to return receives no saving throw.
Since the dead creature is returning in a new body, all physical ills and afflictions are repaired. The condition of the remains is not a factor. So long as some small portion of the creature’s body still exists, it can be reincarnated, but the portion receiving the spell must have been part of the creature’s body at the time of death. The magic of the spell creates an entirely new young adult body for the soul to inhabit from the natural elements at hand. This process takes 1 hour to complete. When the body is ready, the subject is reincarnated.
A reincarnated creature recalls the majority of its former life and form. It retains any class abilities, feats, or skill ranks it formerly possessed. Its class, base attack bonus, base save bonuses, and hit points are unchanged. Strength, Dexterity, and Constitution scores depend partly on the new body. First eliminate the subject’s racial adjustments (since it is no longer of his previous race) and then apply the adjustments found below to its remaining ability scores. The subject’s level (or Hit Dice) is reduced by 1. If the subject was 1st level, its new Constitution score is reduced by 2. (If this reduction would put its Con at 0 or lower, it can’t be reincarnated). This level/HD loss or Constitution loss cannot be repaired by any means.
It’s possible for the change in the subject’s ability scores to make it difficult for it to pursue its previous character class. If this is the case, the subject is well advised to become a multiclass character.
For a humanoid creature, the new incarnation is determined using the following table. For nonhumanoid creatures, a similar table of creatures of the same type should be created.
A creature that has been turned into an undead creature or killed by a death effect can’t be returned to life by this spell. Constructs, elementals, outsiders, and undead creatures can’t be reincarnated. The spell cannot bring back a creature who has died of old age.
d% | Incarnation | Str | Dex | Con
01 | Bugbear | +4 | +2 | +2
02–13 | Dwarf | +0 | +0 | +2
14–25 | Elf | +0 | +2 | –2
26 | Gnoll | +4 | +0 | +2
27–38 | Gnome | –2 | +0 | +2
39–42 | Goblin | –2 | +2 | +0
43–52 | Half-elf | +0 | +0 | +0
53–62 | Half-orc | +2 | +0 | +0
63–74 | Halfling | –2 | +2 | +0
75–89 | Human | +0 | +0 | +0
90–93 | Kobold | –4 | +2 | –2
94 | Lizardfolk | +2 | +0 | +2
95–98 | Orc | +4 | +0 | +0
99 | Troglodyte | +0 | –2 | +4
100 | Other | ? | ? | ?
The reincarnated creature gains all abilities associated with its new form, including forms of movement and speeds, natural armor, natural attacks, extraordinary abilities, and the like, but it doesn’t automatically speak the language of the new form.
A wish or a miracle spell can restore a reincarnated character to his or her original form.
Material Component: Rare oils and unguents worth a total of least 1,000 gp, spread over the remains.

Remove Blindness/Deafness
Conjuration (Healing)
Level: Clr 3, Pal 3
Components: V, S
Casting Time: 1 standard action
Range: Touch
Target: Creature touched
Duration: Instantaneous
Saving Throw: Fortitude negates (harmless)
Spell Resistance: Yes (harmless)
Remove blindness/deafness cures blindness or deafness (your choice), whether the effect is normal or magical in nature. The spell does not restore ears or eyes that have been lost, but it repairs them if they are damaged.
Remove blindness/deafness counters and dispels blindness/deafness.

Remove Curse
Abjuration
Level: Brd 3, Clr 3, Pal 3, Sor/Wiz 4
Components: V, S
Casting Time: 1 standard action
Range: Touch
Target: Creature or item touched
Duration: Instantaneous
Saving Throw: Will negates (harmless)
Spell Resistance: Yes (harmless)
Remove curse instantaneously removes all curses on an object or a creature. Remove curse does not remove the curse from a cursed shield, weapon, or suit of armor, although the spell typically enables the creature afflicted with any such cursed item to remove and get rid of it. Certain special curses may not be countered by this spell or may be countered only by a caster of a certain level or higher.
Remove curse counters and dispels bestow curse.

Remove Disease
Conjuration (Healing)
Level: Clr 3, Drd 3, Rgr 3
Components: V, S
Casting Time: 1 standard action
Range: Touch
Target: Creature touched
Duration: Instantaneous
Saving Throw: Fortitude negates (harmless)
Spell Resistance: Yes (harmless)
Remove disease cures all diseases that the subject is suffering from. The spell also kills parasites, including green slime and others. Certain special diseases may not be countered by this spell or may be countered only by a caster of a certain level or higher.
Note: Since the spell’s duration is instantaneous, it does not prevent reinfection after a new exposure to the same disease at a later date.

Remove Fear
Abjuration
Level: Brd 1, Clr 1
Components: V, S
Casting Time: 1 standard action
Range: Close (25 ft. + 5 ft./2 levels)
Targets: One creature plus one additional creature per four levels, no two of which can be more than 30 ft. apart
Duration: 10 minutes; see text
Saving Throw: Will negates (harmless)
Spell Resistance: Yes (harmless)
You instill courage in the subject, granting it a +4 morale bonus against fear effects for 10 minutes. If the subject is under the influence of a fear effect when receiving the spell, that effect is suppressed for the duration of the spell.
Remove fear counters and dispels cause fear.

Remove Paralysis
Conjuration (Healing)
Level: Clr 2, Pal 2
Components: V, S
Casting Time: 1 standard action
Range: Close (25 ft. + 5 ft./2 levels)
Targets: Up to four creatures, no two of which can be more than 30 ft. apart
Duration: Instantaneous
Saving Throw: Will negates (harmless)
Spell Resistance: Yes (harmless)
You can free one or more creatures from the effects of any temporary paralysis or related magic, including a ghoul’s touch or a slow spell. If the spell is cast on one creature, the paralysis is negated. If cast on two creatures, each receives another save with a +4 resistance bonus against the effect that afflicts it. If cast on three or four creatures, each receives another save with a +2 resistance bonus.
The spell does not restore ability scores reduced by penalties, damage, or drain.

Repel Metal or Stone
Abjuration [Earth]
Level: Drd 8
Components: V, S
Casting Time: 1 standard action
Range: 60 ft.
Area: 60-ft. line from you
Duration: 1 round/level (D)
Saving Throw: None
Spell Resistance: No
Like repel wood, this spell creates waves of invisible and intangible energy that roll forth from you. All metal or stone objects in the path of the spell are pushed away from you to the limit of the range. Fixed metal or stone objects larger than 3 inches in diameter and loose objects weighing more than 500 pounds are not affected. Anything else, including animated objects, small boulders, and creatures in metal armor, moves back. Fixed objects 3 inches in diameter or smaller bend or break, and the pieces move with the wave of energy. Objects affected by the spell are repelled at the rate of 40 feet per round.
Objects such as metal armor, swords, and the like are pushed back, dragging their bearers with them. Even magic items with metal components are repelled, although an antimagic field blocks the effects.
The waves of energy continue to sweep down the set path for the spell’s duration. After you cast the spell, the path is set, and you can then do other things or go elsewhere without affecting the spell’s power.

Repel Vermin
Abjuration
Level: Brd 4, Clr 4, Drd 4, Rgr 3
Components: V, S, DF
Casting Time: 1 standard action
Range: 10 ft.
Area: 10-ft.-radius emanation centered on you
Duration: 10 min./level (D)
Saving Throw: None or Will negates; see text
Spell Resistance: Yes
An invisible barrier holds back vermin. A vermin with Hit Dice of less than one-third your level cannot penetrate the barrier.
A vermin with Hit Dice of one-third your level or more can penetrate the barrier if it succeeds on a Will save. Even so, crossing the barrier deals the vermin 2d6 points of damage, and pressing against the barrier causes pain, which deters most vermin.

Repel Wood
Transmutation
Level: Drd 6, Plant 6
Components: V, S
Casting Time: 1 standard action
Range: 60 ft.
Area: 60-ft. line-shaped emanation from you
Duration: 1 min./level (D)
Saving Throw: None
Spell Resistance: No
Waves of energy roll forth from you, moving in the direction that you determine, causing all wooden objects in the path of the spell to be pushed away from you to the limit of the range. Wooden objects larger than 3 inches in diameter that are fixed firmly are not affected, but loose objects are. Objects 3 inches in diameter or smaller that are fixed in place splinter and break, and the pieces move with the wave of energy. Objects affected by the spell are repelled at the rate of 40 feet per round.
Objects such as wooden shields, spears, wooden weapon shafts and hafts, and arrows and bolts are pushed back, dragging those carrying them along. (A creature being dragged by an item it is carrying can let go. A creature being dragged by a shield can loose it as a move action and drop it as a free action.) If a spear is planted (set) to prevent this forced movement, it splinters. Even magic items with wooden sections are repelled, although an antimagic field blocks the effects.
The waves of energy continue to sweep down the set path for the spell’s duration. After you cast the spell, the path is set, and you can then do other things or go elsewhere without affecting the spell’s power.

Repulsion
Abjuration
Level: Clr 7, Protection 7, Sor/Wiz 6
Components: V, S, F/DF
Casting Time: 1 standard action
Range: Up to 10 ft./level
Area: Up to 10-ft.-radius/level emanation centered on you
Duration: 1 round/level (D)
Saving Throw: Will negates
Spell Resistance: Yes
An invisible, mobile field surrounds you and prevents creatures from approaching you. You decide how big the field is at the time of casting (to the limit your level allows). Any creature within or entering the field must attempt a save. If it fails, it becomes unable to move toward you for the duration of the spell. Repelled creatures’ actions are not otherwise restricted.
They can fight other creatures and can cast spells and attack you with ranged weapons. If you move closer to an affected creature, nothing happens. (The creature is not forced back.) The creature is free to make melee attacks against you if you come within reach. If a repelled creature moves away from you and then tries to turn back toward you, it cannot move any closer if it is still within the spell’s area.
Arcane Focus: A pair of small iron bars attached to two small canine statuettes, one black and one white, the whole array worth 50 gp.

Resilient Sphere
Evocation [Force]
Level: Sor/Wiz 4
Components: V, S, M
Casting Time: 1 standard action
Range: Close (25 ft. + 5 ft./2 levels)
Effect: 1-ft.-diameter/level sphere, centered around a creature
Duration: 1 min./level (D)
Saving Throw: Reflex negates
Spell Resistance: Yes
A globe of shimmering force encloses a creature, provided the creature is small enough to fit within the diameter of the sphere. The sphere contains its subject for the spell’s duration. The sphere is not subject to damage of any sort except from a rod of cancellation, a rod of negation, a disintegrate spell, or a targeted dispel magic spell. These effects destroy the sphere without harm to the subject. Nothing can pass through the sphere, inside or out, though the subject can breathe normally.
The subject may struggle, but the sphere cannot be physically moved either by people outside it or by the struggles of those within.
Material Component: A hemispherical piece of clear crystal and a matching hemispherical piece of gum arabic.

Resistance
Abjuration
Level: Brd 0, Clr 0, Drd 0, Pal 1, Sor/Wiz 0
Components: V, S, M/DF
Casting Time: 1 standard action
Range: Touch
Target: Creature touched
Duration: 1 minute
Saving Throw: Will negates (harmless)
Spell Resistance: Yes (harmless)
You imbue the subject with magical energy that protects it from harm, granting it a +1 resistance bonus on saves.
Resistance can be made permanent with a permanency spell.
Arcane Material Component: A miniature cloak.

Resist Energy
Abjuration
Level: Clr 2, Drd 2, Fire 3, Pal 2, Rgr 1, Sor/Wiz 2
Components: V, S, DF
Casting Time: 1 standard action
Range: Touch
Target: Creature touched
Duration: 10 min./level
Saving Throw: Fortitude negates (harmless)
Spell Resistance: Yes (harmless)
This abjuration grants a creature limited protection from damage of whichever one of five energy types you select: acid, cold, electricity, fire, or sonic. The subject gains energy resistance 10 against the energy type chosen, meaning that each time the creature is subjected to such damage (whether from a natural or magical source), that damage is reduced by 10 points before being applied to the creature’s hit points. The value of the energy resistance granted increases to 20 points at 7th level and to a maximum of 30 points at 11th level. The spell protects the recipient’s equipment as well.
Resist energy absorbs only damage. The subject could still suffer unfortunate side effects.
Note: Resist energy overlaps (and does not stack with) protection from energy. If a character is warded by protection from energy and resist energy, the protection spell absorbs damage until its power is exhausted.

Restoration
Conjuration (Healing)
Level: Clr 4, Pal 4
Components: V, S, M
This spell functions like lesser restoration, except that it also dispels negative levels and restores one experience level to a creature who has had a level drained. The drained level is restored only if the time since the creature lost the level is equal to or less than one day per caster level. A character who has a level restored by restoration has exactly the minimum number of experience points necessary to restore him or her to his or her previous level.
Restoration cures all temporary ability damage, and it restores all points permanently drained from a single ability score (your choice if more than one is drained). It also eliminates any fatigue or exhaustion suffered by the target.
Restoration does not restore levels or Constitution points lost due to death.
Material Component: Diamond dust worth 100 gp that is sprinkled over the target.

Restoration, Greater
Conjuration (Healing)
Level: Clr 7
Components: V, S, XP
Casting Time: 10 minutes
This spell functions like lesser restoration, except that it dispels all negative levels afflicting the healed creature. This effect also reverses level drains by a force or creature, restoring the creature to the highest level it had previously attained. The drained levels are restored only if the time since the creature lost the level is no more than one week per caster level.
Greater restoration also dispels all magical effects penalizing the creature’s abilities, cures all temporary ability damage, and restores all points permanently drained from all ability scores. It also eliminates fatigue and exhaustion, and removes all forms of insanity, confusion, and similar mental effects. Greater restoration does not restore levels or Constitution points lost due to death.
XP Cost: 500 XP.

Restoration, Lesser
Conjuration (Healing)
Level: Clr 2, Drd 2, Pal 1
Components: V, S
Casting Time: 3 rounds
Range: Touch
Target: Creature touched
Duration: Instantaneous
Saving Throw: Will negates (harmless)
Spell Resistance: Yes (harmless)
Lesser restoration dispels any magical effects reducing one of the subject’s ability scores or cures 1d4 points of temporary ability damage to one of the subject’s ability scores. It also eliminates any fatigue suffered by the character, and improves an exhausted condition to fatigued. It does not restore permanent ability drain.

Resurrection
Conjuration (Healing)
Level: Clr 7
Casting Time: 10 minutes
This spell functions like raise dead, except that you are able to restore life and complete strength to any deceased creature.
The condition of the remains is not a factor. So long as some small portion of the creature’s body still exists, it can be resurrected, but the portion receiving the spell must have been part of the creature’s body at the time of death. (The remains of a creature hit by a disintegrate spell count as a small portion of its body.) The creature can have been dead no longer than 10 years per caster level.
Upon completion of the spell, the creature is immediately restored to full hit points, vigor, and health, with no loss of prepared spells. However, the subject loses one level, or 2 points of Constitution if the subject was 1st level. (If this reduction would bring its Con to 0 or lower, it can’t be resurrected). This level loss or Constitution loss cannot be repaired by any means.
You can resurrect someone killed by a death effect or someone who has been turned into an undead creature and then destroyed. You cannot resurrect someone who has died of old age. Constructs, elementals, outsiders, and undead creatures can’t be resurrected.
Material Component: A sprinkle of holy water and diamonds worth a total of at least 10,000 gp.

Reverse Gravity
Transmutation
Level: Drd 8, Sor/Wiz 7
Components: V, S, M/DF
Casting Time: 1 standard action
Range: Medium (100 ft. + 10 ft./level)
Area: Up to one 10-ft. cube per two levels (S)
Duration: 1 round/level (D)
Saving Throw: None; see text
Spell Resistance: No
This spell reverses gravity in an area, causing all unattached objects and creatures within that area to fall upward and reach the top of the area in 1 round. If some solid object (such as a ceiling) is encountered in this fall, falling objects and creatures strike it in the same manner as they would during a normal downward fall. If an object or creature reaches the top of the area without striking anything, it remains there, oscillating slightly, until the spell ends. At the end of the spell duration, affected objects and creatures fall downward.
Provided it has something to hold onto, a creature caught in the area can attempt a Reflex save to secure itself when the spell strikes. Creatures who can fly or levitate can keep themselves from falling.
Arcane Material Component: A lodestone and iron filings.

Righteous Might
Transmutation
Level: Clr 5, Strength 5
Components: V, S, DF
Casting Time: 1 standard action
Range: Personal
Target: You
Duration: 1 round/level (D)
This spell causes yout to grow, doubling your height and multiplying your weight by 8. This increase changes your size category to the next larger one, and you gain a +4 size bonus to Strength and a +2 size bonus to Constitution. You gain a +2 enhancement bonus to your natural armor. You gain damage reduction 3/evil (if you normally channel positive energy) or damage reduction 3/good (if you normally channel negative energy). At 12th level this damage reduction becomes 6/evil or 6/good, and at 15th level it becomes 9/evil or 9/good (the maximum). Your size modifier for AC and attacks changes as appropriate to your new size category. This spell doesn’t change your speed. Determine space and reach as appropriate to your new size.
If insufficient room is available for the desired growth, you attain the maximum possible size and may make a Strength check (using your increased Strength) to burst any enclosures in the process. If you fail, you are constrained without harm by the materials enclosing you— the spell cannot crush you by increasing your size.
All equipment you wear or carry is similarly enlarged by the spell. Melee and projectile weapons deal more damage. Other magical properties are not affected by this spell. Any enlarged item that leaves your possession (including a projectile or thrown weapon) instantly returns to its normal size. This means that thrown weapons deal their normal damage (projectiles deal damage based on the size of the weapon that fired them).
Multiple magical effects that increase size do not stack.

Rope Trick
Transmutation
Level: Sor/Wiz 2
Components: V, S, M
Casting Time: 1 standard action
Range: Touch
Target: One touched piece of rope from 5 ft. to 30 ft. long
Duration: 1 hour/level (D)
Saving Throw: None
Spell Resistance: No
When this spell is cast upon a piece of rope from 5 to 30 feet long, one end of the rope rises into the air until the whole rope hangs perpendicular to the ground, as if affixed at the upper end. The upper end is, in fact, fastened to an extradimensional space that is outside the multiverse of extradimensional spaces (“planes”). Creatures in the extradimensional space are hidden, beyond the reach of spells (including divinations), unless those spells work across planes. The space holds as many as eight creatures (of any size). Creatures in the space can pull the rope up into the space, making the rope “disappear.” In that case, the rope counts as one of the eight creatures that can fit in the space. The rope can support up to 16,000 pounds. A weight greater than that can pull the rope free.
Spells cannot be cast across the extradimensional interface, nor can area effects cross it. Those in the extradimensional space can see out of it as if a 3-foot-by- 5-foot window were centered on the rope. The window is present on the Material Plane, but it’s invisible, and even creatures that can see the window can’t see through it. Anything inside the extradimensional space drops out when the spell ends. The rope can be climbed by only one person at a time. The rope trick spell enables climbers to reach a normal place if they do not climb all the way to the extradimensional space.
Note: It is hazardous to create an extradimensional space within an existing extradimensional space or to take an extradimensional space into an existing one.
Material Component: Powdered corn extract and a twisted loop of parchment.

Rusting Grasp
Transmutation
Level: Drd 4
Components: V, S, DF
Casting Time: 1 standard action
Range: Touch
Target: One nonmagical ferrous object (or the volume of the object within 3 ft. of the touched point) or one ferrous creature
Duration: See text
Saving Throw: None
Spell Resistance: No
Any iron or iron alloy item you touch becomes instantaneously rusted, pitted, and worthless, effectively destroyed. If the item is so large that it cannot fit within a 3-foot radius a 3-foot-radius volume of the metal is rusted and destroyed. Magic items made of metal are immune to this spell.
You may employ rusting grasp in combat with a successful melee touch attack. Rusting grasp used in this way instantaneously destroys 1d6 points of Armor Class gained from metal armor (to the maximum amount of protection the armor offered) through corrosion.
Weapons in use by an opponent targeted by the spell are more difficult to grasp. You must succeed on a melee touch attack against the weapon. A metal weapon that is hit is destroyed.
Note: Striking at an opponent’s weapon provokes an attack of opportunity. Also, you must touch the weapon and not the other way around.
Against a ferrous creature, rusting grasp instantaneously deals 3d6 points of damage +1 per caster level (maximum +15) per successful attack. The spell lasts for 1 round per level, and you can make one melee touch attack per round.


SPELLS (S)

Sanctuary
Abjuration
Level: Clr 1, Protection 1
Components: V, S, DF
Casting Time: 1 standard action
Range: Touch
Target: Creature touched
Duration: 1 round/level
Saving Throw: Will negates
Spell Resistance: No
Any opponent attempting to strike or otherwise directly attack the warded creature, even with a targeted spell, must attempt a Will save. If the save succeeds, the opponent can attack normally and is unaffected by that casting of the spell. If the save fails, the opponent can’t follow through with the attack, that part of its action is lost, and it can’t directly attack the warded creature for the duration of the spell. Those not attempting to attack the subject remain unaffected. This spell does not prevent the warded creature from being attacked or affected by area or effect spells. The subject cannot attack without breaking the spell but may use nonattack spells or otherwise act.

Scare
Necromancy [Fear, Mind-Affecting]
Level: Brd 2, Sor/Wiz 2
Components: V, S, M
Casting Time: 1 standard action
Range: Medium (100 ft. + 10 ft./level)
Targets: One living creature per three levels, no two of which can be more than 30 ft. apart
Duration: 1 round/level or 1 round; see text for cause fear
Saving Throw: Will partial
Spell Resistance: Yes
This spell functions like cause fear, except that it causes all targeted creatures of less than 6 HD to become frightened.
Material Component: A bit of bone from an undead skeleton, zombie, ghoul, ghast, or mummy.

Scintillating Pattern
Illusion (Pattern) [Mind-Affecting]
Level: Sor/Wiz 8
Components: V, S, M
Casting Time: 1 standard action
Range: Close (25 ft. + 5 ft./2 levels)
Effect: Colorful lights in a 20-ft.-radius spread
Duration: Concentration + 2 rounds
Saving Throw: None
Spell Resistance: Yes
A twisting pattern of discordant, coruscating colors weaves through the air, affecting creatures within it. The spell affects a total number of Hit Dice of creatures equal to your caster level (maximum 20). Creatures with the fewest HD are affected first; and, among creatures with equal HD, those who are closest to the spell’s point of origin are affected first. Hit Dice that are not sufficient to affect a creature are wasted. The spell affects each subject according to its Hit Dice.
6 or less: Unconscious for 1d4 rounds, then stunned for 1d4 rounds, and then confused for 1d4 rounds. (Treat an unconscious result as stunned for nonliving creatures.)
7 to 12: Stunned for 1d4 rounds, then confused for 1d4 rounds.
13 or more: Confused for 1d4 rounds.
Sightless creatures are not affected by scintillating pattern.
Material Component: A small crystal prism.

Scorching Ray
Evocation [Fire]
Level: Sor/Wiz 2
Components: V, S
Casting Time: 1 standard action
Range: Close (25 ft. + 5 ft./2 levels)
Effect: One or more rays
Duration: Instantaneous
Saving Throw: None
Spell Resistance: Yes
You blast your enemies with fiery rays. You may fire one ray, plus one additional ray for every four levels beyond 3rd (to a maximum of three rays at 11th level). Each ray requires a ranged touch attack to hit and deals 4d6 points of fire damage.
The rays may be fired at the same or different targets, but all bolts must be aimed at targets within 30 feet of each other and fired simultaneously.

Screen
Illusion (Glamer)
Level: Sor/Wiz 8, Trickery 7
Components: V, S
Casting Time: 10 minutes
Range: Close (25 ft. + 5 ft./2 levels)
Area: 30-ft. cube/level (S)
Duration: 24 hours
Saving Throw: None or Will disbelief (if interacted with); see text
Spell Resistance: No
This spell combines several elements to create a powerful protection from scrying and direct observation. When casting the spell, you dictate what will and will not be observed in the spell’s area. The illusion created must be stated in general terms. Once the conditions are set, they cannot be changed.
Attempts to scry the area automatically detect the image stated by you with no save allowed. Sight and sound are appropriate to the illusion created.
Direct observation may allow a save (as per a normal illusion), if there is cause to disbelieve what is seen. Even entering the area does not cancel the illusion or necessarily allow a save, assuming that hidden beings take care to stay out of the way of those affected by the illusion.

Scrying
Divination (Scrying)
Level: Brd 3, Clr 5, Drd 4, Sor/Wiz 4
Components: V, S, M/DF, F
Casting Time: 1 hour
Range: See text
Effect Magical sensor
Duration: 1 min./level
Saving Throw: Will negates
Spell Resistance: Yes
You can see and hear some creature, which may be at any distance. If the subject succeeds on a Will save, the scrying attempt simply fails. The difficulty of the save depends on how well you know the subject and what sort of physical connection (if any) you have to that creature. Furthermore, if the subject is on another plane, it gets a +5 bonus on its Will save.
Knowledge | Will Save Modifier
None1 | +10
Secondhand (you have heard of the subject) | +5
Firsthand (you have met the subject) | +0
Familiar (you know the subject well) | –5
1 You must have some sort of connection to a creature you have no knowledge of.
Connection | Will Save Modifier
Likeness or picture | –2
Possession or garment | –4
Body part, lock of hair, bit of nail, etc. | –10
If the save fails, you can see and hear the subject and the subject’s immediate surroundings (approximately 10 feet in all directions of the subject). If the subject moves, the sensor follows at a speed of up to 150 feet.
As with all divination (scrying) spells, the sensor has your full visual acuity, including any magical effects. In addition, the following spells have a 5% chance per caster level of operating through the sensor: detect chaos, detect evil, detect good, detect law, detect magic, and message.
If the save succeeds, you can’t attempt to scry on that subject again for at least 24 hours.
Arcane Material Component: The eye of a hawk, an eagle, or a roc, plus nitric acid, copper, and zinc.
Wizard, Sorcerer, or Bard Focus: A mirror of finely wrought and highly polished silver costing not less than 1,000 gp. The mirror must be at least 2 feet by 4 feet.
Cleric Focus: A holy water font costing not less than 100 gp.
Druid Focus: A natural pool of water.

Scrying, Greater
Divination (Scrying)
Level: Brd 6, Clr 7, Drd 7, Sor/Wiz 7
Components: V, S
Casting Time: 1 standard action
Duration: 1 hour/level
This spell functions like scrying, except as noted above. Additionally, all of the following spells function reliably through the sensor: detect chaos, detect evil, detect good, detect law, detect magic, message, read magic, and tongues.

Sculpt Sound
Transmutation
Level: Brd 3
Components: V, S
Casting Time: 1 standard action
Range: Close (25 ft. + 5 ft./2 levels)
Targets: One creature or object/level, no two of which can be more than 30 ft. apart
Duration: 1 hour/level (D)
Saving Throw: Will negates (object)
Spell Resistance: Yes (object)
You change the sounds that creatures or objects make. You can create sounds where none exist, deaden sounds, or transform sounds into other sounds. All affected creatures or objects must be transmuted in the same way. Once the transmutation is made, you cannot change it.
You can change the qualities of sounds but cannot create words with which you are unfamiliar yourself.
A spellcaster whose voice is changed dramatically is unable to cast spells with verbal components.

Searing Light
Evocation
Level: Clr 3, Sun 3
Components: V, S
Casting Time: 1 standard action
Range: Medium (100 ft. + 10 ft./level)
Effect: Ray
Duration: Instantaneous
Saving Throw: None
Spell Resistance: Yes
Focusing divine power like a ray of the sun, you project a blast of light from your open palm. You must succeed on a ranged touch attack to strike your target. A creature struck by this ray of light takes 1d8 points of damage per two caster levels (maximum 5d8). An undead creature takes 1d6 points of damage per caster level (maximum 10d6), and an undead creature particularly vulnerable to bright light takes 1d8 points of damage per caster level (maximum 10d8). A construct or inanimate object takes only 1d6 points of damage per two caster levels (maximum 5d6).

Secret Chest
Conjuration (Summoning)
Level: Sor/Wiz 5
Components: V, S, F
Casting Time: 10 minutes
Range: See text
Target: One chest and up to 1 cu. ft. of goods/caster level
Duration: Sixty days or until discharged
Saving Throw: None
Spell Resistance: No
You hide a chest on the Ethereal Plane for as long as sixty days and can retrieve it at will. The chest can contain up to 1 cubic foot of material per caster level (regardless of the chest’s actual size, which is about 3 feet by 2 feet by 2 feet). If any living creatures are in the chest, there is a 75% chance that the spell simply fails. Once the chest is hidden, you can retrieve it by concentrating (a standard action), and it appears next to you.
The chest must be exceptionally well crafted and expensive, constructed for you by master crafters. The cost of such a chest is never less than 5,000 gp. Once it is constructed, you must make a tiny replica (of the same materials and perfect in every detail), so that the miniature of the chest appears to be a perfect copy. (The replica costs 50 gp.) You can have but one pair of these chests at any given time—even a wish spell does not allow more. The chests are nonmagical and can be fitted with locks, wards, and so on, just as any normal chest can be.
To hide the chest, you cast the spell while touching both the chest and the replica. The chest vanishes into the Ethereal Plane. You need the replica to recall the chest. After sixty days, there is a cumulative chance of 5% per day that the chest is irretrievably lost. If the miniature of the chest is lost or destroyed, there is no way, not even with a wish spell, that the large chest can be summoned back, although an extraplanar expedition might be mounted to find it.
Living things in the chest eat, sleep, and age normally, and they die if they run out of food, air, water, or whatever they need to survive.
Focus: The chest and its replica.

Secret Page
Transmutation
Level: Brd 3, Sor/Wiz 3
Components: V, S, M
Casting Time: 10 minutes
Range: Touch
Target: Page touched, up to 3 sq. ft. in size
Duration: Permanent
Saving Throw: None
Spell Resistance: No
Secret page alters the contents of a page so that they appear to be something entirely different. The text of a spell can be changed to show even another spell. Explosive runes or sepia snake sigil can be cast upon the secret page.
A comprehend languages spell alone cannot reveal a secret page’s contents. You are able to reveal the original contents by speaking a special word. You can then peruse the actual page, and return it to its secret page form at will. You can also remove the spell by double repetition of the special word. A detect magic spell reveals dim magic on the page in question but does not reveal its true contents. True seeing reveals the presence of the hidden material but does not reveal the contents unless cast in combination with comprehend languages. A secret page spell can be dispelled, and the hidden writings can be destroyed by means of an erase spell.
Material Component: Powdered herring scales and will-o’-wisp essence.

Secure Shelter
Conjuration (Creation)
Level: Brd 4, Sor/Wiz 4
Components: V, S, M, F; see text
Casting Time: 10 minutes
Range: Close (25 ft. + 5 ft./2 levels)
Effect: 20-ft.-square structure
Duration: 2 hours/level (D)
Saving Throw: None
Spell Resistance: No
You conjure a sturdy cottage or lodge made of material that is common in the area where the spell is cast. The floor is level, clean, and dry. In all respects the lodging resembles a normal cottage, with a sturdy door, two shuttered windows, and a small fireplace.
The shelter has no heating or cooling source (other than natural insulation qualities). Therefore, it must be heated as a normal dwelling, and extreme heat adversely affects it and its occupants. The dwelling does, however, provide considerable security otherwise—it is as strong as a normal stone building, regardless of its material composition. The dwelling resists flames and fire as if it were stone. It is impervious to normal missiles (but not the sort cast by siege engines or giants).
The door, shutters, and even chimney are secure against intrusion, the former two being arcane locked and the latter secured by an iron grate at the top and a narrow flue. In addition, these three areas are protected by an alarm spell. Finally, an unseen servant is conjured to provide service to you for the duration of the shelter.
The secure shelter contains rude furnishings —eight bunks, a trestle table, eight stools, and a writing desk.
Material Component: A square chip of stone, crushed lime, a few grains of sand, a sprinkling of water, and several splinters of wood. These must be augmented by the components of the unseen servant spell (string and a bit of wood) if this benefit is to be included.
Focus: The focus of the alarm spell (silver wire and a tiny bell) if this benefit is to be included.

See Invisibility
Divination
Level: Brd 3, Sor/Wiz 2
Components: V, S, M
Casting Time: 1 standard action
Range: Personal
Target: You
Duration: 10 min./level (D)
You can see any objects or beings that are invisible within your range of vision, as well as any that are ethereal, as if they were normally visible. Such creatures are visible to you as translucent shapes, allowing you easily to discern the difference between visible, invisible, and ethereal creatures.
The spell does not reveal the method used to obtain invisibility. It does not reveal illusions or enable you to see through opaque objects. It does not reveal creatures who are simply hiding, concealed, or otherwise hard to see.
See invisibility can be made permanent with a permanency spell.
Material Component: A pinch of talc and a small sprinkling of powdered silver.

Seeming
Illusion (Glamer)
Level: Brd 5, Sor/Wiz 5
Components: V, S
Casting Time: 1 standard action
Range: Close (25 ft. + 5 ft./2 levels)
Targets: One creature per two levels, no two of which can be more than 30 ft. apart
Duration: 12 hours (D)
Saving Throw: Will negates or Will disbelief (if interacted with)
Spell Resistance: Yes or No; see text
This spell functions like disguise self, except that you can change the appearance of other people as well. Affected creatures resume their normal appearances if slain.
Unwilling targets can negate the spell’s effect on them by making Will saves or with spell resistance.

Sending
Evocation
Level: Clr 4, Sor/Wiz 5
Components: V, S, M/DF
Casting Time: 10 minutes
Range: See text
Target: One creature
Duration: 1 round; see text
Saving Throw: None
Spell Resistance: No
You contact a particular creature with which you are familiar and send a short message of twenty-five words or less to the subject. The subject recognizes you if it knows you. It can answer in like manner immediately. A creature with an Intelligence score as low as 1 can understand the sending, though the subject’s ability to react is limited as normal by its Intelligence score. Even if the sending is received, the subject is not obligated to act upon it in any manner.
If the creature in question is not on the same plane of existence as you are, there is a 5% chance that the sending does not arrive. (Local conditions on other planes may worsen this chance considerably.)
Arcane Material Component: A short piece of fine copper wire.

Sepia Snake Sigil
Conjuration (Creation) [Force]
Level: Brd 3, Sor/Wiz 3
Components: V, S, M
Casting Time: 10 minutes
Range: Touch
Target: One touched book or written work
Duration: Permanent or until discharged; until released or 1d4 days + one day/level; see text
Saving Throw: Reflex negates
Spell Resistance: No
When you cast sepia snake sigil, a small symbol appears in the text of one written work such as a book, scroll, or map. The text containing the symbol must be at least twenty-five words long. When anyone reads the text containing the symbol, the sepia snake springs into being and strikes the reader, provided there is line of effect between the symbol and the reader.
Simply seeing the enspelled text is not sufficient to trigger the spell; the subject must deliberately read it. The target is entitled to a save to evade the snake’s strike. If it succeeds, the sepia snake dissipates in a flash of brown light accompanied by a puff of dun-colored smoke and a loud noise. If the target fails its save, it is engulfed in a shimmering amber field of force and immobilized until released, either at your command or when 1d4 days + one day per caster level have elapsed.
While trapped in the amber field of force, the subject does not age, breathe, grow hungry, sleep, or regain spells. It is preserved in a state of suspended animation, unaware of its surroundings. It can be damaged by outside forces (and perhaps even killed), since the field provides no protection against physical injury. However, a dying subject does not lose hit points or become stable until the spell ends.
The hidden sigil cannot be detected by normal observation, and detect magic reveals only that the entire text is magical.
A dispel magic can remove the sigil. An erase spell destroys the entire page of text.
Sepia snake sigil can be cast in combination with other spells that hide or garble text, such as secret page.
Material Component: 500 gp worth of powdered amber, a scale from any snake, and a pinch of mushroom spores.

Sequester
Abjuration
Level: Sor/Wiz 7
Components: V, S, M
Casting Time: 1 standard action
Range: Touch
Target: One willing creature or object (up to a 2-ft. cube/level) touched
Duration: One day/level (D)
Saving Throw: None or Will negates (object)
Spell Resistance: No or Yes (object)
When cast, this spell not only prevents divination spells from working to detect or locate the creature or object affected by sequester, it also renders the affected creature or object invisible to any form of sight or seeing (as the invisibility spell). The spell does not prevent the subject from being discovered through tactile means or through the use of devices. Creatures affected by sequester become comatose and are effectively in a state of suspended animation until the spell wears off or is dispelled.
Note: The Will save prevents an attended or magical object from being sequestered. There is no save to see the sequestered creature or object or to detect it with a divination spell.
Material Component: A basilisk eyelash, gum arabic, and a dram of whitewash.

Shades
Illusion (Shadow)
Level: Sor/Wiz 9
This spell functions like shadow conjuration, except that it mimics sorcerer and wizard conjuration spells of 8th level or lower. The illusory conjurations created deal four-fifths (80%) damage to nonbelievers, and nondamaging effects are 80% likely to work against nonbelievers.

Shadow Conjuration
Illusion (Shadow)
Level: Brd 4, Sor/Wiz 4
Components: V, S
Casting Time: 1 standard action
Range: See text
Effect: See text
Duration: See text
Saving Throw: Will disbelief (if interacted with); varies; see text
Spell Resistance: Yes; see text
You use material from the Plane of Shadow to shape quasi-real illusions of one or more creatures, objects, or forces. Shadow conjuration can mimic any sorcerer or wizard conjuration (summoning) or conjuration (creation) spell of 3rd level or lower.
Shadow conjurations are actually one-fifth (20%) as strong as the real things, though creatures who believe the shadow conjurations to be real are affected by them at full strength.
Any creature that interacts with the conjured object, force, or creature can make a Will save to recognize its true nature.
Spells that deal damage have normal effects unless the affected creature succeeds on a Will save. Each disbelieving creature takes only one-fifth (20%) damage from the attack. If the disbelieved attack has a special effect other than damage, that effect is only 20% likely to occur. Regardless of the result of the save to disbelieve, an affected creature is also allowed any save that the spell being simulated allows, but the save DC is set according to shadow conjuration’s level (4th) rather than the spell’s normal level. In addition, any effect created by shadow conjuration allows spell resistance, even if the spell it is simulating does not. Shadow objects or substances have normal effects except against those who disbelieve them.
Against disbelievers, they are 20% likely to work.
A shadow creature has one-fifth the hit points of a normal creature of its kind (regardless of whether it’s recognized as shadowy). It deals normal damage and has all normal abilities and weaknesses. Against a creature that recognizes it as a shadow creature, however, the shadow creature’s damage is one-fifth (20%) normal, and all special abilities that do not deal lethal damage are only 20% likely to work. (Roll for each use and each affected character separately.) Furthermore, the shadow creature’s AC bonuses are one-fifth as large.
A creature that succeeds on its save sees the shadow conjurations as transparent images superimposed on vague, shadowy forms.
Objects automatically succeed on their Will saves against this spell.

Shadow Conjuration, Greater
Illusion (Shadow)
Level: Sor/Wiz 7
This spell functions like shadow conjuration, except that it can duplicate any sorcerer or wizard conjuration (summoning) or conjuration (creation) spell of 6th level or lower. The illusory conjurations created deal three-fifths (60%) damage to nonbelievers, and nondamaging effects are 60% likely to work against nonbelievers.

Shadow Evocation
Illusion (Shadow)
Level: Brd 5, Sor/Wiz 5
Components: V, S
Casting Time: 1 standard action
Range: See text
Effect: See text
Duration: See text
Saving Throw: Will disbelief (if interacted with)
Spell Resistance: Yes
You tap energy from the Plane of Shadow to cast a quasi-real, illusory version of a sorcerer or wizard evocation spell of 4th level or lower. (For a spell with more than one level, use the best one applicable to you.)
Spells that deal damage have normal effects unless an affected creature succeeds on a Will save. Each disbelieving creature takes only one-fifth damage from the attack. If the disbelieved attack has a special effect other than damage, that effect is one-fifth as strong (if applicable) or only 20% likely to occur. If recognized as a shadow evocation, a damaging spell deals only one-fifth (20%) damage. Regardless of the result of the save to disbelieve, an affected creature is also allowed any save (or spell resistance) that the spell being simulated allows, but the save DC is set according to shadow evocation’s level (5th) rather than the spell’s normal level.
Nondamaging effects have normal effects except against those who disbelieve them. Against disbelievers, they have no effect.
Objects automatically succeed on their Will saves against this spell.

Shadow Evocation, Greater
Illusion (Shadow)
Level: Sor/Wiz 8
This spell functions like shadow evocation, except that it enables you to create partially real, illusory versions of sorcerer or wizard evocation spells of 7th level or lower. If recognized as a greater shadow evocation, a damaging spell deals only three-fifths (60%) damage.

Shadow Walk
Illusion (Shadow)
Level: Brd 5, Sor/Wiz 6
Components: V, S
Casting Time: 1 standard action
Range: Touch
Targets: Up to one touched creature/ level
Duration: 1 hour/level (D)
Saving Throw: Will negates
Spell Resistance: Yes
To use the shadow walk spell, you must be in an area of shadowy illumination. You and any creature you touch are then transported along a coiling path of shadowstuff to the edge of the Material Plane where it borders the Plane of Shadow. The effect is largely illusory, but the path is quasi-real. You can take more than one creature along with you (subject to your level limit), but all must be touching each other.
In the region of shadow, you move at a rate of 50 miles per hour, moving normally on the borders of the Plane of Shadow but much more rapidly relative to the Material Plane. Thus, you can use this spell to travel rapidly by stepping onto the Plane of Shadow, moving the desired distance, and then stepping back onto the Material Plane.
Because of the blurring of reality between the Plane of Shadow and the Material Plane, you can’t make out details of the terrain or areas you pass over during transit, nor can you predict perfectly where your travel will end. It’s impossible to judge distances accurately, making the spell virtually useless for scouting or spying. Furthermore, when the spell effect ends, you are shunted 1d10x100 feet in a random horizontal direction from your desired endpoint. If this would place you within a solid object, you are shunted 1d10x1,000 feet in the same direction. If this would still place you within a solid object, you (and any creatures with you) are shunted to the nearest empty space available, but the strain of this activity renders each creature fatigued (no save).
Shadow walk can also be used to travel to other planes that border on the Plane of Shadow, but this usage requires the transit of the Plane of Shadow to arrive at a border with another plane of reality. The transit of the Plane of Shadow requires 1d4 hours.
Any creatures touched by you when shadow walk is cast also make the transition to the borders of the Plane of Shadow.
They may opt to follow you, wander off through the plane, or stumble back into the Material Plane (50% chance for either of the latter results if they are lost or abandoned by you). Creatures unwilling to accompany you into the Plane of Shadow receive a Will saving throw, negating the effect if successful.

Shambler
Conjuration (Creation)
Level: Drd 9, Plant 9
Components: V, S
Casting Time: 1 standard action
Range: Medium (100 ft. + 10 ft./level)
Effect: Three or more shambling mounds, no two of which can be more than 30 ft. apart; see text
Duration: Seven days or seven months (D); see text
Saving Throw: None
Spell Resistance: No
The shambler spell creates 1d4+2 shambling mounds with 11 HD each. The creatures willingly aid you in combat or battle, perform a specific mission, or serve as bodyguards. The creatures remain with you for seven days unless you dismiss them. If the shamblers are created only for guard duty, however, the duration of the spell is seven months. In this case, the shamblers can only be ordered to guard a specific site or location. Shamblers summoned to guard duty cannot move outside the spell’s range, which is measured from the point where each first appeared.
The shamblers have resistance to fire as normal shambling mounds do only if the terrain is rainy, marshy, or damp.

Shapechange
Transmutation
Level: Animal 9, Drd 9, Sor/Wiz 9
Components: V, S, F
Casting Time: 1 standard action
Range: Personal
Target: You
Duration: 10 min./level (D)
This spell functions like polymorph, except that it enables you to assume the form of any single nonunique creature (of any type) from Fine to Colossal size. The assumed form cannot have more than your caster level in Hit Dice (to a maximum of 25 HD). Unlike polymorph, this spell allows incorporeal or gaseous forms to be assumed.
You gain all extraordinary and supernatural abilities (both attacks and qualities) of the assumed form, but you lose your own supernatural abilities. You also gain the type of the new form in place of your own. The new form does not disorient you. Parts of your body or pieces of equipment that are separated from you do not revert to their original forms.
You can become just about anything you are familiar with. You can change form once each round as a free action. The change takes place either immediately before your regular action or immediately after it, but not during the action. If you use this spell to create a disguise, you get a +10 bonus on your Disguise check.
Focus: A jade circlet worth no less than 1,500 gp, which you must place on your head when casting the spell. (The focus melds into your new form when you change shape.)

Shatter
Evocation [Sonic]
Level: Brd 2, Chaos 2, Clr 2, Destruction 2, Sor/Wiz 2
Components: V, S, M/DF
Casting Time: 1 standard action
Range: Close (25 ft. + 5 ft./2 levels)
Area or Target: 5-ft.-radius spread; or one solid object or one crystalline creature
Duration: Instantaneous
Saving Throw: Will negates (object); Will negates (object) or Fortitude half; see text
Spell Resistance: Yes (object)
Shatter creates a loud, ringing noise that breaks brittle, nonmagical objects; sunders a single solid, nonmagical object; or damages a crystalline creature.
Used as an area attack, shatter destroys nonmagical objects of crystal, glass, ceramic, or porcelain. All such objects within a 5-foot radius of the point of origin are smashed into dozens of pieces by the spell. Objects weighing more than 1 pound per your level are not affected, but all other objects of the appropriate composition are shattered.
Alternatively, you can target shatter against a single solid object, regardless of composition, weighing up to 10 pounds per caster level. Targeted against a crystalline creature (of any weight), shatter deals 1d6 points of sonic damage per caster level (maximum 10d6), with a Fortitude save for half damage.
Arcane Material Component: A chip of mica.

Shield
Abjuration [Force]
Level: Sor/Wiz 1
Components: V, S
Casting Time: 1 standard action
Range: Personal
Target: You
Duration: 1 min./level (D)
Shield creates an invisible, tower shield-sized mobile disk of force that hovers in front of you. It negates magic missile attacks directed at you. The disk also provides a +4 shield bonus to AC. This bonus applies against incorporeal touch attacks, since it is a force effect. The shield has no armor check penalty or arcane spell failure chance. Unlike with a normal tower shield, you can’t use the shield spell for cover.

Shield of Faith
Abjuration
Level: Clr 1
Components: V, S, M
Casting Time: 1 standard action
Range: Touch
Target: Creature touched
Duration: 1 min./level
Saving Throw: Will negates (harmless)
Spell Resistance: Yes (harmless)
This spell creates a shimmering, magical field around the touched creature that averts attacks. The spell grants the subject a +2 deflection bonus to AC, with an additional +1 to the bonus for every six levels you have (maximum +5 deflection bonus at 18th level).
Material Component: A small parchment with a bit of holy text written upon it.

Shield of Law
Abjuration [Lawful]
Level: Clr 8, Law 8
Components: V, S, F
Casting Time: 1 standard action
Range: 20 ft.
Targets: One creature/level in a 20-ft.-radius burst centered on you
Duration: 1 round/level (D)
Saving Throw: See text
Spell Resistance: Yes (harmless)
A dim, blue glow surrounds the subjects, protecting them from attacks, granting them resistance to spells cast by chaotic creatures, and slowing chaotic creatures when they strike the subjects. This abjuration has four effects.
First, each warded creature gains a +4 deflection bonus to AC and a +4 resistance bonus on saves. Unlike protection from chaos, this benefit applies against all attacks, not just against attacks by chaotic creatures.
Second, a warded creature gains spell resistance 25 against chaotic spells and spells cast by chaotic creatures.
Third, the abjuration blocks possession and mental influence, just as protection from chaos does.
Finally, if a chaotic creature succeeds on a melee attack against a warded creature, the attacker is slowed (Will save negates, as the slow spell, but against shield of law’s save DC).
Focus: A tiny reliquary containing some sacred relic, such as a scrap of parchment from a lawful text. The reliquary costs at least 500 gp.

Shield Other
Abjuration
Level: Clr 2, Pal 2, Protection 2
Components: V, S, F
Casting Time: 1 standard action
Range: Close (25 ft. + 5 ft./2 levels)
Target: One creature
Duration: 1 hour/level (D)
Saving Throw: Will negates (harmless)
Spell Resistance: Yes (harmless)
This spell wards the subject and creates a mystic connection between you and the subject so that some of its wounds are transferred to you. The subject gains a +1 deflection bonus to AC and a +1 resistance bonus on saves. Additionally, the subject takes only half damage from all wounds and attacks (including that dealt by special abilities) that deal hit point damage. The amount of damage not taken by the warded creature is taken by you. Forms of harm that do not involve hit points, such as charm effects, temporary ability damage, level draining, and death effects, are not affected. If the subject suffers a reduction of hit points from a lowered Constitution score, the reduction is not split with you because it is not hit point damage. When the spell ends, subsequent damage is no longer divided between the subject and you, but damage already split is not reassigned to the subject.
If you and the subject of the spell move out of range of each other, the spell ends.
Focus: A pair of platinum rings (worth at least 50 gp each) worn by both you and the warded creature.

Shillelagh
Transmutation
Level: Drd 1
Components: V, S, DF
Casting Time: 1 standard action
Range: Touch
Target: One touched nonmagical oak club or quarterstaff
Duration: 1 min./level
Saving Throw: Will negates (object)
Spell Resistance: Yes (object)
Your own nonmagical club or quarterstaff becomes a weapon with a +1 enhancement bonus on attack and damage rolls. (A quarterstaff gains this enhancement for both ends of the weapon.) It deals damage as if it were two size categories larger (a Small club or quarterstaff so transmuted deals 1d8 points of damage, a Medium 2d6, and a Large 3d6), +1 for its enhancement bonus. These effects only occur when the weapon is wielded by you. If you do not wield it, the weapon behaves as if unaffected by this spell.

Shocking Grasp
Evocation [Electricity]
Level: Sor/Wiz 1
Components: V, S
Casting Time: 1 standard action
Range: Touch
Target: Creature or object touched
Duration: Instantaneous
Saving Throw: None
Spell Resistance: Yes
Your successful melee touch attack deals 1d6 points of electricity damage per caster level (maximum 5d6). When delivering the jolt, you gain a +3 bonus on attack rolls if the opponent is wearing metal armor (or made out of metal, carrying a lot of metal, or the like).

Shout
Evocation [Sonic]
Level: Brd 4, Sor/Wiz 4
Components: V
Casting Time: 1 standard action
Range: 30 ft.
Area: Cone-shaped burst
Duration: Instantaneous
Saving Throw: Fortitude partial or Reflex negates (object); see text
Spell Resistance: Yes (object)
You emit an ear-splitting yell that deafens and damages creatures in its path. Any creature within the area is deafened for 2d6 rounds and takes 5d6 points of sonic damage. A successful save negates the deafness and reduces the damage by half. Any exposed brittle or crystalline object or crystalline creature takes 1d6 points of sonic damage per caster level (maximum 15d6). An affected creature is allowed a Fortitude save to reduce the damage by half, and a creature holding fragile objects can negate damage to them with a successful Reflex save.
A shout spell cannot penetrate a silence spell.

Shout, Greater
Evocation [Sonic]
Level: Brd 6, Sor/Wiz 8
Components: V, S, F
Range: 60 ft.
Saving Throw: Fortitude partial or Reflex negates (object); see text
This spell functions like shout, except that the cone deals 10d6 points of sonic damage (or 1d6 points of sonic damage per caster level, maximum 20d6, against exposed brittle or crystalline objects or crystalline creatures). It also causes creatures to be stunned for 1 round and deafened for 4d6 rounds. A creature in the area of the cone can negate the stunning and halve both the damage and the duration of the deafness with a successful Fortitude save. A creature holding vulnerable objects can attempt a Reflex save to negate the damage to those objects.
Arcane Focus: A small metal or ivory horn.

Shrink Item
Transmutation
Level: Sor/Wiz 3
Components: V, S
Casting Time: 1 standard action
Range: Touch
Target: One touched object of up to 2 cu. ft./level
Duration: One day/level; see text
Saving Throw: Will negates (object)
Spell Resistance: Yes (object)
You are able to shrink one nonmagical item (if it is within the size limit) to 1/16 of its normal size in each dimension (to about 1/4,000 the original volume and mass). This change effectively reduces the object’s size by four categories. Optionally, you can also change its now shrunken composition to a clothlike one. Objects changed by a shrink item spell can be returned to normal composition and size merely by tossing them onto any solid surface or by a word of command from the original caster. Even a burning fire and its fuel can be shrunk by this spell. Restoring the shrunken object to its normal size and composition ends the spell.
Shrink item can be made permanent with a permanency spell, in which case the affected object can be shrunk and expanded an indefinite number of times, but only by the original caster.

Silence
Illusion (Glamer)
Level: Brd 2, Clr 2
Components: V, S
Casting Time: 1 standard action
Range: Long (400 ft. + 40 ft./level)
Area: 20-ft.-radius emanation centered on a creature, object, or point in space
Duration: 1 min./level (D)
Saving Throw: Will negates; see text or none (object)
Spell Resistance: Yes; see text or no (object)
Upon the casting of this spell, complete silence prevails in the affected area. All sound is stopped: Conversation is impossible, spells with verbal components cannot be cast, and no noise whatsoever issues from, enters, or passes through the area. The spell can be cast on a point in space, but the effect is stationary unless cast on a mobile object. The spell can be centered on a creature, and the effect then radiates from the creature and moves as it moves. An unwilling creature can attempt a Will save to negate the spell and can use spell resistance, if any. Items in a creature’s possession or magic items that emit sound receive the benefits of saves and spell resistance, but unattended objects and points in space do not. This spell provides a defense against sonic or language-based attacks.

Silent Image
Illusion (Figment)
Level: Brd 1, Sor/Wiz 1
Components: V, S, F
Casting Time: 1 standard action
Range: Long (400 ft. + 40 ft./level)
Effect: Visual figment that cannot extend beyond four 10-ft. cubes + one 10-ft. cube/level (S)
Duration: Concentration
Saving Throw: Will disbelief (if interacted with)
Spell Resistance: No
This spell creates the visual illusion of an object, creature, or force, as visualized by you. The illusion does not create sound, smell, texture, or temperature. You can move the image within the limits of the size of the effect.
Focus: A bit of fleece.

Simulacrum
Illusion (Shadow)
Level: Sor/Wiz 7
Components: V, S, M, XP
Casting Time: 12 hours
Range: 0 ft.
Effect: One duplicate creature
Duration: Instantaneous
Saving Throw: None
Spell Resistance: No
Simulacrum creates an illusory duplicate of any creature. The duplicate creature is partially real and formed from ice or snow. It appears to be the same as the original, but it has only one-half of the real creature’s levels or Hit Dice (and the appropriate hit points, feats, skill ranks, and special abilities for a creature of that level or HD). You can’t create a simulacrum of a creature whose Hit Dice or levels exceed twice your caster level. You must make a Disguise check when you cast the spell to determine how good the likeness is. A creature familiar with the original might detect the ruse with a successful Spot check (opposed by the caster’s Disguise check) or a DC 20 Sense Motive check.
At all times the simulacrum remains under your absolute command. No special telepathic link exists, so command must be exercised in some other manner. A simulacrum has no ability to become more powerful. It cannot increase its level or abilities. If reduced to 0 hit points or otherwise destroyed, it reverts to snow and melts instantly into nothingness. A complex process requiring at least 24 hours, 100 gp per hit point, and a fully equipped magical laboratory can repair damage to a simulacrum.
Material Component: The spell is cast over the rough snow or ice form, and some piece of the creature to be duplicated (hair, nail, or the like) must be placed inside the snow or ice. Additionally, the spell requires powdered ruby worth 100 gp per HD of the simulacrum to be created.
XP Cost: 100 XP per HD of the simulacrum to be created (minimum 1,000 XP).

Slay Living
Necromancy [Death]
Level: Clr 5, Death 5
Components: V, S
Casting Time: 1 standard action
Range: Touch
Target: Living creature touched
Duration: Instantaneous
Saving Throw: Fortitude partial
Spell Resistance: Yes
You can slay any one living creature. You must succeed on a melee touch attack to touch the subject, and it can avoid death with a successful Fortitude save. If it succeeds, it instead takes 3d6 points of damage +1 point per caster level.

Sleep
Enchantment (Compulsion) [Mind-Affecting]
Level: Brd 1, Sor/Wiz 1
Components: V, S, M
Casting Time: 1 round
Range: Medium (100 ft. + 10 ft./level)
Area: One or more living creatures within a 10-ft.-radius burst
Duration: 1 min./level
Saving Throw: Will negates
Spell Resistance: Yes
A sleep spell causes a magical slumber to come upon 4 Hit Dice of creatures. Creatures with the fewest HD are affected first.
Among creatures with equal HD, those who are closest to the spell’s point of origin are affected first. Hit Dice that are not sufficient to affect a creature are wasted.
Sleeping creatures are helpless. Slapping or wounding awakens an affected creature, but normal noise does not. Awakening a creature is a standard action (an application of the aid another action).
Sleep does not target unconscious creatures, constructs, or undead creatures.
Material Component: A pinch of fine sand, rose petals, or a live cricket.

Sleet Storm
Conjuration (Creation) [Cold]
Level: Drd 3, Sor/Wiz 3
Components: V, S, M/DF
Casting Time: 1 standard action
Range: Long (400 ft. + 40 ft./level)
Area: Cylinder (40-ft. radius, 20 ft. high)
Duration: 1 round/level
Saving Throw: None
Spell Resistance: No
Driving sleet blocks all sight (even darkvision) within it and causes the ground in the area to be icy. A creature can walk within or through the area of sleet at half normal speed with a DC 10 Balance check. Failure means it can’t move in that round, while failure by 5 or more means it falls (see the Balance skill for details).
The sleet extinguishes torches and small fires.
Arcane Material Component: A pinch of dust and a few drops of water.

Slow
Transmutation
Level: Brd 3, Sor/Wiz 3
Components: V, S, M
Casting Time: 1 standard action
Range: Close (25 ft. + 5 ft./2 levels)
Targets: One creature/level, no two of which can be more than 30 ft. apart
Duration: 1 round/level
Saving Throw: Will negates
Spell Resistance: Yes
An affected creature moves and attacks at a drastically slowed rate. A slowed creature can take only a single move action or standard action each turn, but not both (nor may it take full-round actions). Additionally, it takes a –1 penalty on attack rolls, AC, and Reflex saves. A slowed creature moves at half its normal speed (round down to the next 5-foot increment), which affects the creature’s jumping distance as normal for decreased speed.
Multiple slow effects don’t stack. Slow counters and dispels haste.
Material Component: A drop of molasses.

Snare
Transmutation
Level: Rgr 2, Drd 3
Components: V, S, DF
Casting Time: 3 rounds
Range: Touch
Target: Touched nonmagical circle of vine, rope, or thong with a 2 ft. diameter + 2 ft./level
Duration: Until triggered or broken
Saving Throw: None
Spell Resistance: No
This spell enables you to make a snare that functions as a magic trap. The snare can be made from any supple vine, a thong, or a rope. When you cast snare upon it, the cordlike object blends with its surroundings (Search DC 23 for a character with the trapfinding ability to locate). One end of the snare is tied in a loop that contracts around one or more of the limbs of any creature stepping inside the circle.
If a strong and supple tree is nearby, the snare can be fastened to it. The spell causes the tree to bend and then straighten when the loop is triggered, dealing 1d6 points of damage to the creature trapped and lifting it off the ground by the trapped limb or limbs. If no such tree is available, the cordlike object tightens around the creature, dealing no damage but causing it to be entangled.
The snare is magical. To escape, a trapped creature must make a DC 23 Escape Artist check or a DC 23 Strength check that is a full-round action. The snare has AC 7 and 5 hit points. A successful escape from the snare breaks the loop and ends the spell.

Soften Earth and Stone
Transmutation [Earth]
Level: Drd 2, Earth 2
Components: V, S, DF
Casting Time: 1 standard action
Range: Close (25 ft. + 5 ft./2 levels)
Area: 10-ft. square/level; see text
Duration: Instantaneous
Saving Throw: None
Spell Resistance: No
When this spell is cast, all natural, undressed earth or stone in the spell’s area is softened. Wet earth becomes thick mud, dry earth becomes loose sand or dirt, and stone becomes soft clay that is easily molded or chopped. You affect a 10-footsquare area to a depth of 1 to 4 feet, depending on the toughness or resilience of the ground at that spot. Magical, enchanted, dressed, or worked stone cannot be affected. Earth or stone creatures are not affected.
A creature in mud must succeed on a Reflex save or be caught for 1d2 rounds and unable to move, attack, or cast spells. A creature that succeeds on its save can move through the mud at half speed, and it can’t run or charge.
Loose dirt is not as troublesome as mud, but all creatures in the area can move at only half their normal speed and can’t run or charge over the surface.
Stone softened into clay does not hinder movement, but it does allow characters to cut, shape, or excavate areas they may not have been able to affect before.
While soften earth and stone does not affect dressed or worked stone, cavern ceilings or vertical surfaces such as cliff faces can be affected. Usually, this causes a moderate collapse or landslide as the loosened material peels away from the face of the wall or roof and falls.
A moderate amount of structural damage can be dealt to a manufactured structure by softening the ground beneath it, causing it to settle. However, most well-built structures will only be damaged by this spell, not destroyed.

Solid Fog
Conjuration (Creation)
Level: Sor/Wiz 4
Components: V, S, M
Duration: 1 min./level
Spell Resistance: No
This spell functions like fog cloud, but in addition to obscuring sight, the solid fog is so thick that any creature attempting to move through it progresses at a speed of 5 feet, regardless of its normal speed, and it takes a –2 penalty on all melee attack and melee damage rolls. The vapors prevent effective ranged weapon attacks (except for magic rays and the like). A creature or object that falls into solid fog is slowed, so that each 10 feet of vapor that it passes through reduces falling damage by 1d6. A creature can’t take a 5-foot step while in solid fog.
However, unlike normal fog, only a severe wind (31+ mph) disperses these vapors, and it does so in 1 round.
Solid fog can be made permanent with a permanency spell. A permanent solid fog dispersed by wind reforms in 10 minutes.
Material Component: A pinch of dried, powdered peas combined with powdered animal hoof.

Song of Discord
Enchantment (Compulsion) [Mind-Affecting, Sonic]
Level: Brd 5
Components: V, S
Casting Time: 1 standard action
Range: Medium (100 ft. + 10 ft./level)
Area: Creatures within a 20-ft.-radius spread
Duration: 1 round/level
Saving Throw: Will negates
Spell Resistance: Yes
This spell causes those within the area to turn on each other rather than attack their foes. Each affected creature has a 50% chance to attack the nearest target each round. (Roll to determine each creature’s behavior every round at the beginning of its turn.) A creature that does not attack its nearest neighbor is free to act normally for that round.
Creatures forced by a song of discord to attack their fellows employ all methods at their disposal, choosing their deadliest spells and most advantageous combat tactics. They do not, however, harm targets that have fallen unconscious.

Soul Bind
Necromancy
Level: Clr 9, Sor/Wiz 9
Components: V, S, F
Casting Time: 1 standard action
Range: Close (25 ft. + 5 ft./2 levels)
Target: Corpse
Duration: Permanent
Saving Throw: Will negates
Spell Resistance: No
You draw the soul from a newly dead body and imprison it in a black sapphire gem. The subject must have been dead no more than 1 round per caster level. The soul, once trapped in the gem, cannot be returned through clone, raise dead, reincarnation, resurrection, true resurrection, or even a miracle or a wish. Only by destroying the gem or dispelling the spell on the gem can one free the soul (which is then still dead).
Focus: A black sapphire of at least 1,000 gp value for every Hit Die possessed by the creature whose soul is to be bound. If the gem is not valuable enough, it shatters when the binding is attempted. (While creatures have no concept of level or Hit Dice as such, the value of the gem needed to trap an individual can be researched. Remember that this value can change over time as creatures gain more Hit Dice.)

Sound Burst
Evocation [Sonic]
Level: Brd 2, Clr 2
Components: V, S, F/DF
Casting Time: 1 standard action
Range: Close (25 ft. + 5 ft./2 levels)
Area: 10-ft.-radius spread
Duration: Instantaneous
Saving Throw: Fortitude partial
Spell Resistance: Yes
You blast an area with a tremendous cacophony. Every creature in the area takes 1d8 points of sonic damage and must succeed on a Fortitude save to avoid being stunned for 1 round.
Creatures that cannot hear are not stunned but are still damaged.
Arcane Focus: A musical instrument.

Speak with Animals
Divination
Level: Brd 3, Drd 1, Rgr 1
Components: V, S
Casting Time: 1 standard action
Range: Personal
Target: You
Duration: 1 min./level
You can comprehend and communicate with animals. You are able to ask questions of and receive answers from animals, although the spell doesn’t make them any more friendly or cooperative than normal. Furthermore, wary and cunning animals are likely to be terse and evasive, while the more stupid ones make inane comments. If an animal is friendly toward you, it may do some favor or service for you.

Speak with Dead
Necromancy [Language-Dependent]
Level: Clr 3
Components: V, S, DF
Casting Time: 10 minutes
Range: 10 ft.
Target: One dead creature
Duration: 1 min./level
Saving Throw: Will negates; see text
Spell Resistance: No
You grant the semblance of life and intellect to a corpse, allowing it to answer several questions that you put to it. You may ask one question per two caster levels. Unasked questions are wasted if the duration expires. The corpse’s knowledge is limited to what the creature knew during life, including the languages it spoke (if any). Answers are usually brief, cryptic, or repetitive. If the creature’s alignment was different from yours, the corpse gets a Will save to resist the spell as if it were alive.
If the corpse has been subject to speak with dead within the past week, the new spell fails. You can cast this spell on a corpse that has been deceased for any amount of time, but the body must be mostly intact to be able to respond. A damaged corpse may be able to give partial answers or partially correct answers, but it must at least have a mouth in order to speak at all.
This spell does not let you actually speak to the person (whose soul has departed). It instead draws on the imprinted knowledge stored in the corpse. The partially animated body retains the imprint of the soul that once inhabited it, and thus it can speak with all the knowledge that the creature had while alive. The corpse, however, cannot learn new information.
Indeed, it can’t even remember being questioned.
This spell does not affect a corpse that has been turned into an undead creature.

Speak with Plants
Divination
Level: Brd 4, Drd 3, Rgr 2
Components: V, S
Casting Time: 1 standard action
Range: Personal
Target: You
Duration: 1 min./level
You can comprehend and communicate with plants, including both normal plants and plant creatures. You are able to ask questions of and receive answers from plants. A regular plant’s sense of its surroundings is limited, so it won’t be able to give (or recognize) detailed descriptions of creatures or answer questions about events outside its immediate vicinity.
The spell doesn’t make plant creatures any more friendly or cooperative than normal. Furthermore, wary and cunning plant creatures are likely to be terse and evasive, while the more stupid ones may make inane comments. If a plant creature is friendly toward you, it may do some favor or service for you.

Spectral Hand
Necromancy
Level: Sor/Wiz 2
Components: V, S
Casting Time: 1 standard action
Range: Medium (100 ft. + 10 ft./level)
Effect: One spectral hand
Duration: 1 min./level (D)
Saving Throw: None
Spell Resistance: No
A ghostly, glowing hand shaped from your life force materializes and moves as you desire, allowing you to deliver low-level, touch range spells at a distance. On casting the spell, you lose 1d4 hit points that return when the spell ends (even if it is dispelled), but not if the hand is destroyed. (The hit points can be healed as normal.) For as long as the spell lasts, any touch range spell of 4th level or lower that you cast can be delivered by the spectral hand. The spell gives you a +2 bonus on your melee touch attack roll, and attacking with the hand counts normally as an attack. The hand always strikes from your direction. The hand cannot flank targets like a creature can. After it delivers a spell, or if the hand goes beyond the spell range, goes out of your sight, the hand returns to you and hovers.
The hand is incorporeal and thus cannot be harmed by normal weapons. It has improved evasion (half damage on a failed Reflex save and no damage on a successful save), your save bonuses, and an AC of at least 22. Your Intelligence modifier applies to the hand’s AC as if it were the hand’s Dexterity modifier. The hand has 1 to 4 hit points, the same number that you lost in creating it.

Spell Immunity
Abjuration
Level: Clr 4, Protection 4, Strength 4
Components: V, S, DF
Casting Time: 1 standard action
Range: Touch
Target: Creature touched
Duration: 10 min./level
Saving Throw: Will negates (harmless)
Spell Resistance: Yes (harmless)
The warded creature is immune to the effects of one specified spell for every four levels you have. The spells must be of 4th level or lower. The warded creature effectively has unbeatable spell resistance regarding the specified spell or spells. Naturally, that immunity doesn’t protect a creature from spells for which spell resistance doesn’t apply. Spell immunity protects against spells, spell-like effects of magic items, and innate spell-like abilities of creatures. It does not protect against supernatural or extraordinary abilities, such as breath weapons or gaze attacks.
Only a particular spell can be protected against, not a certain domain or school of spells or a group of spells that are similar in effect.
A creature can have only one spell immunity or greater spell immunity spell in effect on it at a time.

Spell Immunity, Greater
Abjuration
Level: Clr 8
This spell functions like spell immunity, except the immunity applies to spells of 8th level or lower.
A creature can have only one spell immunity or greater spell immunity spell in effect on it at a time.

Spell Resistance
Abjuration
Level: Clr 5, Magic 5, Protection 5
Components: V, S, DF
Casting Time: 1 standard action
Range: Touch
Target: Creature touched
Duration: 1 min./level
Saving Throw: Will negates (harmless)
Spell Resistance: Yes (harmless)
The creature gains spell resistance equal to 12 + your caster level.

Spellstaff
Transmutation
Level: Drd 6
Components: V, S, F
Casting Time: 10 minutes
Range: Touch
Target: Wooden quarterstaff touched
Duration: Permanent until discharged (D)
Saving Throw: Will negates (object)
Spell Resistance: Yes (object)
You store one spell that you can normally cast in a wooden quarterstaff. Only one such spell can be stored in a staff at a given time, and you cannot have more than one spellstaff at any given time. You can cast a spell stored within a staff just as though it were among those you had prepared, but it does not count against your normal allotment for a given day. You use up any applicable material components required to cast the spell when you store it in the spellstaff.
Focus: The staff that stores the spell.

Spell Turning
Abjuration
Level: Luck 7, Magic 7, Sor/Wiz 7
Components: V, S, M/DF
Casting Time: 1 standard action
Range: Personal
Target: You
Duration: Until expended or 10 min./level
Spells and spell-like effects targeted on you are turned back upon the original caster. The abjuration turns only spells that have you as a target. Effect and area spells are not affected. Spell turning also fails to stop touch range spells.
From seven to ten (1d4+6) spell levels are affected by the turning. The exact number is rolled secretly.
When you are targeted by a spell of higher level than the amount of spell turning you have left, that spell is partially turned. The subtract the amount of spell turning left from the spell level of the incoming spell, then divide the result by the spell level of the incoming spell to see what fraction of the effect gets through. For damaging spells, you and the caster each take a fraction of the damage. For nondamaging spells, each of you has a proportional chance to be affected.
If you and a spellcasting attacker are both warded by spell turning effects in operation, a resonating field is created.
Roll randomly to determine the result.
d% | Effect
01–70 | Spell drains away without effect.
71–80 | Spell affects both of you equally at full effect.
81–97 | Both turning effects are rendered nonfunctional for 1d4 minutes.
98–100 | Both of you go through a rift into another plane.
Arcane Material Component: A small silver mirror.

Spider Climb
Transmutation
Level: Drd 2, Sor/Wiz 2
Components: V, S, M
Casting Time: 1 standard action
Range: Touch
Target: Creature touched
Duration: 10 min./level
Saving Throw: Will negates (harmless)
Spell Resistance: Yes (harmless)
The subject can climb and travel on vertical surfaces or even traverse ceilings as well as a spider does. The affected creature must have its hands free to climb in this manner. The subject gains a climb speed of 20 feet; furthermore, it need not make Climb checks to traverse a vertical or horizontal surface (even upside down). A spider climbing creature retains its Dexterity bonus to Armor Class (if any) while climbing, and opponents get no special bonus to their attacks against it. It cannot, however, use the run action while climbing.
Material Component: A drop of bitumen and a live spider, both of which must be eaten by the subject.

Spike Growth
Transmutation
Level: Drd 3, Rgr 2
Components: V, S, DF
Casting Time: 1 standard action
Range: Medium (100 ft. + 10 ft./level)
Area: One 20-ft. square/level
Duration: 1 hour/level (D)
Saving Throw: Reflex partial
Spell Resistance: Yes
Any ground-covering vegetation in the spell’s area becomes very hard and sharply pointed without changing its appearance.
In areas of bare earth, roots and rootlets act in the same way. Typically, spike growth can be cast in any outdoor setting except open water, ice, heavy snow, sandy desert, or bare stone. Any creature moving on foot into or through the spell’s area takes 1d4 points of piercing damage for each 5 feet of movement through the spiked area.
Any creature that takes damage from this spell must also succeed on a Reflex save or suffer injuries to its feet and legs that slow its land speed by one-half. This speed penalty lasts for 24 hours or until the injured creature receives a cure spell (which also restores lost hit points). Another character can remove the penalty by taking 10 minutes to dress the injuries and succeeding on a Heal check against the spell’s save DC.
Spike growth can’t be disabled with the Disable Device skill.
Note: Magic traps such as spike growth are hard to detect. A rogue (only) can use the Search skill to find a spike growth. The DC is 25 + spell level, or DC 28 for spike growth (or DC 27 for spike growth cast by a ranger).

Spike Stones
Transmutation [Earth]
Level: Drd 4, Earth 4
Components: V, S, DF
Casting Time: 1 standard action
Range: Medium (100 ft. + 10 ft./level)
Area: One 20-ft. square/level
Duration: 1 hour/level (D)
Saving Throw: Reflex partial
Spell Resistance: Yes
Rocky ground, stone floors, and similar surfaces shape themselves into long, sharp points that blend into the background.
Spike stones impede progress through an area and deal damage. Any creature moving on foot into or through the spell’s area moves at half speed.
In addition, each creature moving through the area takes 1d8 points of piercing damage for each 5 feet of movement through the spiked area.
Any creature that takes damage from this spell must also succeed on a Reflex save to avoid injuries to its feet and legs. A failed save causes the creature’s speed to be reduced to half normal for 24 hours or until the injured creature receives a cure spell (which also restores lost hit points). Another character can remove the penalty by taking 10 minutes to dress the injuries and succeeding on a Heal check against the spell’s save DC.
Spike stones is a magic trap that can’t be disabled with the Disable Device skill.
Note: Magic traps such as spike stones are hard to detect. A rogue (only) can use the Search skill to find spike stones. The DC is 25 + spell level, or DC 29 for spike stones.

Spiritual Weapon
Evocation [Force]
Level: Clr 2, War 2
Components: V, S, DF
Casting Time: 1 standard action
Range: Medium (100 ft. + 10 ft./level)
Effect: Magic weapon of force
Duration: 1 round/level (D)
Saving Throw: None
Spell Resistance: Yes
A weapon made of pure force springs into existence and attacks opponents at a distance, as you direct it, dealing 1d8 force damage per hit, +1 point per three caster levels (maximum +5 at 15th level). The weapon takes the shape of a weapon favored by your deity or a weapon with some spiritual significance or symbolism to you (see below) and has the same threat range and critical multipliers as a real weapon of its form. It strikes the opponent you designate, starting with one attack in the round the spell is cast and continuing each round thereafter on your turn. It uses your base attack bonus (possibly allowing it multiple attacks per round in subsequent rounds) plus your Wisdom modifier as its attack bonus. It strikes as a spell, not as a weapon, so, for example, it can damage creatures that have damage reduction. As a force effect, it can strike incorporeal creatures without the normal miss chance associated with incorporeality. The weapon always strikes from your direction. It does not get a flanking bonus or help a combatant get one. Your feats or combat actions do not affect the weapon. If the weapon goes beyond the spell range, if it goes out of your sight, or if you are not directing it, the weapon returns to you and hovers.
Each round after the first, you can use a move action to redirect the weapon to a new target. If you do not, the weapon continues to attack the previous round’s target. On any round that the weapon switches targets, it gets one attack. Subsequent rounds of attacking that target allow the weapon to make multiple attacks if your base attack bonus would allow it to. Even if the spiritual weapon is a ranged weapon, use the spell’s range, not the weapon’s normal range increment, and switching targets still is a move action.
A spiritual weapon cannot be attacked or harmed by physical attacks, but dispel magic, disintegrate, a sphere of annihilation, or a rod of cancellation affects it. A spiritual weapon’s AC against touch attacks is 12 (10 + size bonus for Tiny object).
If an attacked creature has spell resistance, you make a caster level check (1d20 + caster level) against that spell resistance the first time the spiritual weapon strikes it. If the weapon is successfully resisted, the spell is dispelled. If not, the weapon has its normal full effect on that creature for the duration of the spell.
The weapon that you get is often a force replica of your deity’s own personal weapon. A cleric without a deity gets a weapon based on his alignment. A neutral cleric without a deity can create a spiritual weapon of any alignment, provided he is acting at least generally in accord with that alignment at the time. The weapons associated with each alignment are as follows.
Chaos: Battleaxe
Evil: Light flail
Good: Warhammer
Law: Longsword

Statue
Transmutation
Level: Sor/Wiz 7
Components: V, S, M
Casting Time: 1 round
Range: Touch
Target: Creature touched
Duration: 1 hour/level (D)
Saving Throw: Will negates (harmless)
Spell Resistance: Yes (harmless)
A statue spell turns the subject to solid stone, along with any garments and equipment worn or carried. In statue form, the subject gains hardness 8. The subject retains its own hit points.
The subject can see, hear, and smell normally, but it does not need to eat or breathe. Feeling is limited to those sensations that can affect the granite-hard substance of the individual’s body. Chipping is equal to a mere scratch, but breaking off one of the statue’s arms constitutes serious damage.
The subject of a statue spell can return to its normal state, act, and then return instantly to the statue state (a free action) if it so desires, as long as the spell duration is in effect.
Material Component: Lime, sand, and a drop of water stirred by an iron bar, such as a nail or spike.

Status
Divination
Level: Clr 2
Components: V, S
Casting Time: 1 standard action
Range: Touch
Targets: One living creature touched per three levels
Duration: 1 hour/level
Saving Throw: Will negates (harmless)
Spell Resistance: Yes (harmless)
When you need to keep track of comrades who may get separated, status allows you to mentally monitor their relative positions and general condition. You are aware of direction and distance to the creatures and any conditions affecting them: unharmed, wounded, disabled, staggered, unconscious, dying, nauseated, panicked, stunned, poisoned, diseased, confused, or the like. Once the spell has been cast upon the subjects, the distance between them and the caster does not affect the spell as long as they are on the same plane of existence. If a subject leaves the plane, or if it dies, the spell ceases to function for it.

Stinking Cloud
Conjuration (Creation)
Level: Sor/Wiz 3
Components: V, S, M
Casting Time: 1 standard action
Range: Medium (100 ft. + 10 ft./level)
Effect: Cloud spreads in 20-ft. radius, 20 ft. high
Duration: 1 round/level
Saving Throw: Fortitude negates; see text
Spell Resistance: No
Stinking cloud creates a bank of fog like that created by fog cloud, except that the vapors are nauseating. Living creatures in the cloud become nauseated. This condition lasts as long as the creature is in the cloud and for 1d4+1 rounds after it leaves. (Roll separately for each nauseated character.) Any creature that succeeds on its save but remains in the cloud must continue to save each round on your turn.
Stinking cloud can be made permanent with a permanency spell. A permanent stinking cloud dispersed by wind reforms in 10 minutes.
Material Component: A rotten egg or several skunk cabbage leaves.

Stone Shape
Transmutation [Earth]
Level: Clr 3, Drd 3, Earth 3, Sor/Wiz 4
Components: V, S, M/DF
Casting Time: 1 standard action
Range: Touch
Target: Stone or stone object touched, up to 10 cu. ft. + 1 cu. ft./level
Duration: Instantaneous
Saving Throw: None
Spell Resistance: No
You can form an existing piece of stone into any shape that suits your purpose. While it’s possible to make crude coffers, doors, and so forth with stone shape, fine detail isn’t possible. There is a 30% chance that any shape including moving parts simply doesn’t work.
Arcane Material Component: Soft clay, which must be worked into roughly the desired shape of the stone object and then touched to the stone while the verbal component is uttered.

Stoneskin
Abjuration
Level: Drd 5, Earth 6, Sor/Wiz 4, Strength 6
Components: V, S, M
Casting Time: 1 standard action
Range: Touch
Target: Creature touched
Duration: 10 min./level or until discharged
Saving Throw: Will negates (harmless)
Spell Resistance: Yes (harmless)
The warded creature gains resistance to blows, cuts, stabs, and slashes. The subject gains damage reduction 10/adamantine. (It ignores the first 10 points of damage each time it takes damage from a weapon, though an adamantine weapon bypasses the reduction.) Once the spell has prevented a total of 10 points of damage per caster level (maximum 150 points), it is discharged.
Material Component: Granite and 250 gp worth of diamond dust sprinkled on the target’s skin.

Stone Tell
Divination
Level: Drd 6
Components: V, S, DF
Casting Time: 10 minutes
Range: Personal
Target: You
Duration: 1 min./level
You gain the ability to speak with stones, which relate to you who or what has touched them as well as revealing what is covered or concealed behind or under them. The stones relate complete descriptions if asked. A stone’s perspective, perception, and knowledge may prevent the stone from providing the details you are looking for.
You can speak with natural or worked stone.

Stone to Flesh
Transmutation
Level: Sor/Wiz 6
Components: V, S, M
Casting Time: 1 standard action
Range: Medium (100 ft. + 10 ft./level)
Target: One petrified creature or a cylinder of stone from 1 ft. to 3 ft. in diameter and up to 10 ft. long
Duration: Instantaneous
Saving Throw: Fortitude negates (object); see text
Spell Resistance: Yes
This spell restores a petrified creature to its normal state, restoring life and goods. The creature must make a DC 15 Fortitude save to survive the process. Any petrified creature, regardless of size, can be restored.
The spell also can convert a mass of stone into a fleshy substance. Such flesh is inert and lacking a vital life force unless a life force or magical energy is available. (For example, this spell would turn a stone golem into a flesh golem, but an ordinary statue would become a corpse.) You can affect an object that fits within a cylinder from 1 foot to 3 feet in diameter and up to 10 feet long or a cylinder of up to those dimensions in a larger mass of stone.
Material Component: A pinch of earth and a drop of blood.

 Storm of Vengeance
Conjuration (Summoning)
Level: Drd 9, Clr 9
Components: V, S
Casting Time: 1 round
Range: Long (400 ft. + 40 ft./level)
Effect: 360-ft.-radius storm cloud
Duration: Concentration (maximum 10 rounds) (D)
Saving Throw: See text
Spell Resistance: Yes
This spell creates an enormous black storm cloud. Lightning and crashing claps of thunder appear within the storm. Each creature beneath the cloud must succeed on a Fortitude save or be deafened for 1d4x10 minutes.
If you do not maintain concentration on the spell after casting it, the spell ends. If you continue to concentrate, the spell generates additional effects in each following round, as noted below. Each effect occurs during your turn.
2nd Round: Acid rains down in the area, dealing 1d6 points of acid damage (no save).
3rd Round: You call six bolts of lightning down from the cloud. You decide where the bolts strike. No two bolts may be directed at the same target. Each bolt deals 10d6 points of electricity damage. A creature struck can attempt a Reflex save for half damage.
4th Round: Hailstones rain down in the area, dealing 5d6 points of bludgeoning damage (no save).
5th through 10th Rounds: Violent rain and wind gusts reduce visibility. The rain obscures all sight, including darkvision, beyond 5 feet. A creature 5 feet away has concealment (attacks have a 20% miss chance). Creatures farther away have total concealment (50% miss chance, and the attacker cannot use sight to locate the target). Speed is reduced by three-quarters.
Ranged attacks within the area of the storm are impossible. Spells cast within the area are disrupted unless the caster succeeds on a Concentration check against a DC equal to the storm of vengeance’s save DC + the level of the spell the caster is trying to cast.

Suggestion
Enchantment (Compulsion) [Language-Dependent, Mind-Affecting]
Level: Brd 2, Sor/Wiz 3
Components: V, M
Casting Time: 1 standard action
Range: Close (25 ft. + 5 ft./2 levels)
Target: One living creature
Duration: 1 hour/level or until completed
Saving Throw: Will negates
Spell Resistance: Yes
You influence the actions of the target creature by suggesting a course of activity (limited to a sentence or two). The suggestion must be worded in such a manner as to make the activity sound reasonable. Asking the creature to do some obviously harmful act automatically negates the effect of the spell.
The suggested course of activity can continue for the entire duration. If the suggested activity can be completed in a shorter time, the spell ends when the subject finishes what it was asked to do. You can instead specify conditions that will trigger a special activity during the duration. If the condition is not met before the spell duration expires, the activity is not performed.
A very reasonable suggestion causes the save to be made with a penalty (such as –1 or –2).
Material Component: A snake’s tongue and either a bit of honeycomb or a drop of sweet oil.

Suggestion, Mass
Enchantment (Compulsion) [Language-Dependent, Mind-Affecting]
Level: Brd 5, Sor/Wiz 6
Range: Medium (100 ft. + 10 ft./level)
Targets: One creature/level, no two of which can be more than 30 ft. apart
This spell functions like suggestion, except that it can affect more creatures. The same suggestion applies to all these creatures.

Summon Instrument
Conjuration (Summoning)
Level: Brd 0
Components: V, S
Casting Time: 1 round
Range: 0 ft.
Effect: One summoned handheld musical instrument
Duration: 1 min./level (D)
Saving Throw: None
Spell Resistance: No
This spell summons one handheld musical instrument of your choice. This instrument appears in your hands or at your feet (your choice). The instrument is typical for its type. Only one instrument appears per casting, and it will play only for you. You can’t summon an instrument too large to be held in two hands.

Summon Monster I
Conjuration (Summoning) [see text]
Level: Brd 1, Clr 1, Sor/Wiz 1
Components: V, S, F/DF
Casting Time: 1 round
Range: Close (25 ft. + 5 ft./2 levels)
Effect: One summoned creature
Duration: 1 round/level (D)
Saving Throw: None
Spell Resistance: No
This spell summons an extraplanar creature (typically an outsider, elemental, or magical beast native to another plane). It appears where you designate and acts immediately, on your turn. It attacks your opponents to the best of its ability. If you can communicate with the creature, you can direct it not to attack, to attack particular enemies, or to perform other actions.
The spell conjures one of the creatures from the 1st-level list on the accompanying Summon Monster table. You choose which kind of creature to summon, and you can change that choice each time you cast the spell.
A summoned monster cannot summon or otherwise conjure another creature, nor can it use any teleportation or planar travel abilities. Creatures cannot be summoned into an environment that cannot support them.
When you use a summoning spell to summon an air, chaotic, earth, evil, fire, good, lawful, or water creature, it is a spell of that type.
Arcane Focus: A tiny bag and a small (not necessarily lit) candle.

Summon Monster II
Conjuration (Summoning) [see text for summon monster I]
Level: Brd 2, Clr 2, Sor/Wiz 2
Effect: One or more summoned creatures, no two of which can be more than 30 ft. apart
This spell functions like summon monster I, except that you can summon one creature from the 2nd-level list or 1d3 creatures of the same kind from the 1st-level list.

Summon Monster III
Conjuration (Summoning) [see text for summon monster I]
Level: Brd 3, Clr 3, Sor/Wiz 3
Effect: One or more summoned creatures, no two of which can be more than 30 ft. apart
This spell functions like summon monster I, except that you can summon one creature from the 3rd-level list, 1d3 creatures of the same kind from the 2nd-level list, or 1d4+1 creatures of the same kind from the 1st-level list.

Summon Monster IV
Conjuration (Summoning) [see text for summon monster I]
Level: Brd 4, Clr 4, Sor/Wiz 4
Effect: One or more summoned creatures, no two of which can be more than 30 ft. apart
This spell functions like summon monster I, except that you can summon one creature from the 4th-level list, 1d3 creatures of the same kind from the 3rd-level list, or 1d4+1 creatures of the same kind from a lower-level list.

Summon Monster V
Conjuration (Summoning) [see text for summon monster I]
Level: Brd 5, Clr 5, Sor/Wiz 5
Effect: One or more summoned creatures, no two of which can be more than 30 ft. apart
This spell functions like summon monster I, except that you can summon one creature from the 5th-level list, 1d3 creatures of the same kind from the 4th-level list, or 1d4+1 creatures of the same kind from a lower-level list.

Summon Monster VI
Conjuration (Summoning) [see text for summon monster I]
Level: Brd 6, Clr 6, Sor/Wiz 6
Effect: One or more summoned creatures, no two of which can be more than 30 ft. apart
This spell functions like summon monster I, except you can summon one creature from the 6th-level list, 1d3 creatures of the same kind from the 5th-level list, or 1d4+1 creatures of the same kind from a lower-level list.

Summon Monster VII
Conjuration (Summoning) [see text for summon monster I]
Level: Clr 7, Sor/Wiz 7
This spell functions like summon monster I, except that you can summon one creature from the 7th-level list, 1d3 creatures of the same kind from the 6th-level list, or 1d4+1 creatures of the same kind from a lower-level list.

Summon Monster VIII
Conjuration (Summoning) [see text for summon monster I]
Level: Clr 8, Sor/Wiz 8
This spell functions like summon monster I, except that you can summon one creature from the 8th-level list, 1d3 creatures of the same kind from the 7th-level list, or 1d4+1 creatures of the same kind from a lower-level list.

Summon Monster IX
Conjuration (Summoning) [see text for summon monster I]
Level: Chaos 9, Clr 9, Evil 9, Good 9, Law 9, Sor/Wiz 9
This spell functions like summon monster I, except that you can summon one creature from the 9th-level list, 1d3 creatures of the same kind from the 8th-level list, or 1d4+1 creatures of the same kind from a lower-level list.

Summon Monster
1st Level
Celestial dog | LG
Celestial owl | LG
Celestial giant fire beetle | NG
Celestial porpoise1 | NG
Celestial badger | CG
Celestial monkey | CG
Fiendish dire rat | LE
Fiendish raven | LE
Fiendish monstrous centipede, Medium | NE
Fiendish monstrous scorpion, Small | NE
Fiendish hawk | CE
Fiendish monstrous spider, Small | CE
Fiendish octopus1 | CE
Fiendish snake, Small viper | CE
2nd Level
Celestial giant bee | LG
Celestial giant bombardier beetle | NG
Celestial riding dog | NG
Celestial eagle | CG
Lemure (devil) | LE
Fiendish squid1 | LE
Fiendish wolf | LE
Fiendish monstrous centipede, Large | NE
Fiendish monstrous scorpion, Medium | NE
Fiendish shark, Medium1 | NE
Fiendish monstrous spider, Medium | CE
Fiendish snake, Medium viper | CE
3rd Level
Celestial black bear | LG
Celestial bison | NG
Celestial dire badger | CG
Celestial hippogriff | CG
Elemental, Small (any) | N
Fiendish ape | LE
Fiendish dire weasel | LE
Hell hound | LE
Fiendish snake, constrictor | LE
Fiendish boar | NE
Fiendish dire bat | NE
Fiendish monstrous centipede, Huge | NE
Fiendish crocodile | CE
Dretch (demon) | CE
Fiendish snake, Large viper | CE
Fiendish wolverine | CE
4th Level
Archon, lantern | LG
Celestial giant owl | LG
Celestial giant eagle | CG
Celestial lion | CG
Mephit (any) | N
Fiendish dire wolf | LE
Fiendish giant wasp | LE
Fiendish giant praying mantis | NE
Fiendish shark, Large1 | NE
Yeth hound | NE
Fiendish monstrous spider, Large | CE
Fiendish snake, Huge viper | CE
Howler | CE
5th Level
Archon, hound | LG
Celestial brown bear | LG
Celestial giant stag beetle | NG
Celestial sea cat1 | NG
Celestial griffon | CG
Elemental, Medium (any) | N
Achaierai | LE
Devil, bearded | LE
Fiendish deinonychus | LE
Fiendish dire ape | LE
Fiendish dire boar | NE
Fiendish shark, Huge | NE
Fiendish monstrous scorpion, Large | NE
Shadow mastiff | NE
Fiendish dire wolverine | CE
Fiendish giant crocodile | CE
Fiendish tiger | CE
6th Level
Celestial polar bear | LG
Celestial orca whale1 | NG
Bralani (eladrin) | CG
Celestial dire lion | CG
Elemental, Large (any) | N
Janni (genie) | N
Chaos beast | CN
Devil, chain | LE
Xill | LE
Fiendish monstrous centipede, Gargantuan | NE
Fiendish rhinoceros | NE
Fiendish elasmosaurus1 | CE
Fiendish monstrous spider, Huge | CE
Fiendish snake, giant constrictor | CE
7th Level
Celestial elephant | LG
Avoral (guardinal) | NG
Celestial baleen whale1 | NG
Djinni (genie) | CG
Elemental, Huge (any) | N
Invisible stalker | N
Devil, bone | LE
Fiendish megaraptor | LE
Fiendish monstrous scorpion, Huge | NE
Babau (demon) | CE
Fiendish giant octopus1 | CE
Fiendish girallon | CE
8th Level
Celestial dire bear | LG
Celestial cachalot whale1 | NG
Celestial triceratops | NG
Lillend | CG
Elemental, greater (any) | N
Fiendish giant squid1 | LE
Hellcat | LE
Fiendish monstrous centipede, Colossal | NE
Fiendish dire tiger | CE
Fiendish monstrous spider, Gargantuan | CE
Fiendish tyrannosaurus | CE
Vrock (demon) | CE
9th Level
Couatl | LG
Leonal (guardinal) | NG
Celestial roc | CG
Elemental, elder (any) | N
Devil, barbed | LE
Fiendish dire shark1 | NE
Fiendish monstrous scorpion, Gargantuan | NE
Night hag | NE
Bebilith (demon) | CE
Fiendish monstrous spider, Colossal | CE
Hezrou (demon) | CE
1 May be summoned only into an aquatic or watery environment.

Summon Nature’s Ally I
Conjuration (Summoning)
Level: Drd 1, Rgr 1
Components: V, S, DF
Casting Time: 1 round
Range: Close (25 ft. + 5 ft./2 levels)
Effect: One summoned creature
Duration: 1 round/level (D)
Saving Throw: None
Spell Resistance: No
This spell summons a natural creature. It appears where you designate and acts immediately, on your turn. It attacks your opponents to the best of its ability. If you can communicate with the creature, you can direct it not to attack, to attack particular enemies, or to perform other actions.
A summoned monster cannot summon or otherwise conjure another creature, nor can it use any teleportation or planar travel abilities. Creatures cannot be summoned into an environment that cannot support them.
The spell conjures one of the creatures from the 1st-level list on the accompanying Summon Nature’s Ally table. You choose which kind of creature to summon, and you can change that choice each time you cast the spell. All the creatures on the table are neutral unless otherwise noted.

Summon Nature’s Ally II
Conjuration (Summoning)
Level: Drd 2, Rgr 2
Effect: One or more creatures, no two of which can be more than 30 ft. apart
This spell functions like summon nature’s ally I, except that you can summon one 2nd-level creature or 1d3 1st-level creatures of the same kind.

Summon Nature’s Ally III
Conjuration (Summoning) [see text]
Level: Drd 3, Rgr 3
Effect: One or more creatures, no two of which can be more than 30 ft. apart
This spell functions like summon nature’s ally I, except that you can summon one 3rd-level creature, 1d3 2nd-level creatures of the same kind, or 1d4+1 1st-level creatures of the same kind.
When you use a summoning spell to summon an air, chaotic, earth, evil, fire, good, lawful, or water creature, it is a spell of that type.

Summon Nature’s Ally IV
Conjuration (Summoning) [see text]
Level: Animal 4, Drd 4, Rgr 4
Effect: One or more creatures, no two of which can be more than 30 ft. apart
This spell functions like summon nature’s ally I, except that you can summon one 4th-level creature, 1d3 3rd-level creatures of the same kind, or 1d4+1 lower-level creatures of the same kind.
When you use a summoning spell to summon an air, chaotic, earth, evil, fire, good, lawful, or water creature, it is a spell of that type.

Summon Nature’s Ally V
Conjuration (Summoning) [see text]
Level: Drd 5
Effect: One or more creatures, no two of which can be more than 30 ft. apart
This spell functions like summon nature’s ally I, except that you can summon one 5th-level creature, 1d3 4th-level creatures of the same kind, or 1d4+1 lower-level creatures of the same kind.
When you use a summoning spell to summon an air, chaotic, earth, evil, fire, good, lawful, or water creature, it is a spell of that type.

Summon Nature’s Ally VI
Conjuration (Summoning) [see text]
Level: Drd 6
Effect: One or more creatures, no two of which can be more than 30 ft. apart
This spell functions like summon nature’s ally I, except that you can summon one 6th-level creature, 1d3 5th-level creatures of the same kind, or 1d4+1 lower-level creatures of the same kind.
When you use a summoning spell to summon an air, chaotic, earth, evil, fire, good, lawful, or water creature, it is a spell of that type.

Summon Nature’s Ally VII
Conjuration (Summoning) [see text]
Level: Drd 7
Effect: One or more creatures, no two of which can be more than 30 ft. apart
This spell functions like summon nature’s ally I, except that you can summon one 7th-level creature, 1d3 6th-level creatures of the same kind, or 1d4+1 lower-level creatures of the same kind.
When you use a summoning spell to summon an air, chaotic, earth, evil, fire, good, lawful, or water creature, it is a spell of that type.

Summon Nature’s Ally VIII
Conjuration (Summoning) [see text]
Level: Animal 8, Drd 8
Effect: One or more creatures, no two of which can be more than 30 ft. apart
This spell functions like summon nature’s ally I, except that you can summon one 8th-level creature, 1d3 7th-level creatures of the same kind, or 1d4+1 lower-level creatures of the same kind.
When you use a summoning spell to summon an air, chaotic, earth, evil, fire, good, lawful, or water creature, it is a spell of that type.

Summon Nature’s Ally IX
Conjuration (Summoning) [see text]
Level: Drd 9
Effect: One or more creatures, no two of which can be more than 30 ft. apart
This spell functions like summon nature’s ally I, except that you can summon one 9th-level creature, 1d3 8th-level creatures of the same kind, or 1d4+1 lower-level creatures of the same kind.
When you use a summoning spell to summon an air, chaotic, earth, evil, fire, good, lawful, or water creature, it is a spell of that type.

Summon Nature’s Ally
1st Level
Dire rat
Eagle (animal)
Monkey (animal)
Octopus1 (animal)
Owl (animal)
Porpoise1 (animal)
Snake, Small viper (animal)
Wolf (animal)

2nd Level
Bear, black (animal)
Crocodile (animal)
Dire badger
Dire bat
Elemental, Small (any)
Hippogriff
Shark, Medium1 (animal)
Snake, Medium viper (animal)
Squid1 (animal)
Wolverine (animal)

3rd Level
Ape (animal)
Dire weasel
Dire wolf
Eagle, giant [NG]
Lion
Owl, giant [NG]
Satyr [CN; without pipes]
Shark, Large1 (animal)
Snake, constrictor (animal)
Snake, Large viper (animal)
Thoqqua

4th Level
Arrowhawk, juvenile
Bear, brown (animal)
Crocodile, giant (animal)
Deinonychus (dinosaur)
Dire ape
Dire boar
Dire wolverine
Elemental, Medium (any)
Salamander, flamebrother [NE]
Sea cat1
Shark, Huge1 (animal)
Snake, Huge viper (animal)
Tiger (animal)
Tojanida, juvenile1
Unicorn [CG]
Xorn, minor

5th Level
Arrowhawk, adult
Bear, polar (animal)
Dire lion
Elasmosaurus1 (dinosaur)
Elemental, Large (any)
Griffon
Janni (genie)
Rhinoceros (animal)
Satyr [CN; with pipes]
Snake, giant constrictor (animal)
Nixie (sprite)
Tojanida, adult1
Whale, orca1 (animal)

6th Level
Dire bear
Elemental, Huge (any)
Elephant (animal)
Girallon
Megaraptor (dinosaur)
Octopus, giant1 (animal)
Pixie* (sprite) [NG; no special arrows]
Salamander, average [NE]
Whale, baleen1
Xorn, average
*Can’t cast irresistible dance

7th Level
Arrowhawk, elder
Dire tiger
Elemental, greater (any)
Djinni (genie) [NG]
Invisible stalker
Pixie* (sprite) [NG; with sleep arrows]
Squid, giant1 (animal)
Triceratops (dinosaur)
Tyrannosaurus (dinosaur)
Whale, cachalot1 (animal)
Xorn, elder
*Can’t cast irresistible dance

8th Level
Dire shark1
Roc
Salamander, noble [NE]
Tojanida, elder

9th Level
Elemental, elder
Grig [NG; with fiddle] (sprite)
Pixie* (sprite) [NG; with sleep and memory loss arrows]
Unicorn, celestial charger
*Can cast irresistible dance
1 May be summoned only into an aquatic or watery environment.

Summon Swarm
Conjuration (Summoning)
Level: Brd 2, Drd 2, Sor/Wiz 2
Components: V, S, M/DF
Casting Time: 1 round
Range: Close (25 ft. + 5 ft./2 levels)
Effect: One swarm of bats, rats, or spiders
Duration: Concentration + 2 rounds
Saving Throw: None
Spell Resistance: No
You summon a swarm of bats, rats, or spiders (your choice), which attacks all other creatures within its area. (You may summon the swarm so that it shares the area of other creatures.) If no living creatures are within its area, the swarm attacks or pursues the nearest creature as best it can. The caster has no control over its target or direction of travel.
Arcane Material Component: A square of red cloth.

Sunbeam
Evocation [Light]
Level: Drd 7, Sun 7
Components: V, S, DF
Casting Time: 1 standard action
Range: 60 ft.
Area: Line from your hand
Duration: 1 round/level or until all beams are exhausted
Saving Throw: Reflex negates and Reflex half; see text
Spell Resistance: Yes
For the duration of this spell, you can use a standard action to evoke a dazzling beam of intense light each round. You can call forth one beam per three caster levels (maximum six beams at 18th level). The spell ends when its duration runs out or your allotment of beams is exhausted.
Each creature in the beam is blinded and takes 4d6 points of damage. Any creatures to which sunlight is harmful or unnatural take double damage. A successful Reflex save negates the blindness and reduces the damage by half.
An undead creature caught within the beam takes 1d6 points of damage per caster level (maximum 20d6), or half damage if a Reflex save is successful. In addition, the beam results in the destruction of any undead creature specifically harmed by bright light if it fails its save.
The ultraviolet light generated by the spell deals damage to fungi, mold, oozes, and slimes just as if they were undead creatures.

Sunburst
Evocation [Light]
Level: Drd 8, Sor/Wiz 8, Sun 8
Components: V, S, M/DF
Casting Time: 1 standard action
Range: Long (400 ft. + 40 ft./level)
Area: 80-ft.-radius burst
Duration: Instantaneous
Saving Throw: Reflex partial; see text
Spell Resistance: Yes
Sunburst causes a globe of searing radiance to explode silently from a point you select. All creatures in the globe are blinded and take 6d6 points of damage. A creature to which sunlight is harmful or unnatural takes double damage. A successful Reflex save negates the blindness and reduces the damage by half.
An undead creature caught within the globe takes 1d6 points of damage per caster level (maximum 25d6), or half damage if a Reflex save is successful. In addition, the burst results in the destruction of any undead creature specifically harmed by bright light if it fail its save.
The ultraviolet light generated by the spell deals damage to fungi, mold, oozes, and slimes just as if they were undead creatures.
Sunburst dispels any darkness spells of lower than 9th level within its area.
Arcane Material Component: A piece of sunstone and a naked flame.

Symbol of Death
Necromancy [Death]
Level: Clr 8, Sor/Wiz 8
Components: V, S, M
Casting Time: 10 minutes
Range: 0 ft.; see text
Effect: One symbol
Duration: See text
Saving Throw: Fortitude negates
Spell Resistance: Yes
This spell allows you to scribe a potent rune of power upon a surface. When triggered, a symbol of death slays one or more creatures within 60 feet of the symbol (treat as a burst) whose combined total current hit points do not exceed 150. The symbol of death affects the closest creatures first, skipping creatures with too many hit points to affect. Once triggered, the symbol becomes active and glows, lasting for 10 minutes per caster level or until it has affected 150 hit points’ worth of creatures, whichever comes first. Any creature that enters the area while the symbol of death is active is subject to its effect, whether or not that creature was in the area when it was triggered. A creature need save against the symbol only once as long as it remains within the area, though if it leaves the area and returns while the symbol is still active, it must save again.
Until it is triggered, the symbol of death is inactive (though visible and legible at a distance of 60 feet). To be effective, a symbol of death must always be placed in plain sight and in a prominent location. Covering or hiding the rune renders the symbol of death ineffective, unless a creature removes the covering, in which case the symbol of death works normally.
As a default, a symbol of death is triggered whenever a creature does one or more of the following, as you select: looks at the rune; reads the rune; touches the rune; passes over the rune; or passes through a portal bearing the rune. Regardless of the trigger method or methods chosen, a creature more than 60 feet from a symbol of death can’t trigger it (even if it meets one or more of the triggering conditions, such as reading the rune). Once the spell is cast, a symbol of death’s triggering conditions cannot be changed.
In this case, “reading” the rune means any attempt to study it, identify it, or fathom its meaning. Throwing a cover over a symbol of death to render it inoperative triggers it if the symbol reacts to touch. You can’t use a symbol of death offensively; for instance, a touch-triggered symbol of death remains untriggered if an item bearing the symbol of death is used to touch a creature. Likewise, a symbol of death cannot be placed on a weapon and set to activate when the weapon strikes a foe.
You can also set special triggering limitations of your own. These can be as simple or elaborate as you desire. Special conditions for triggering a symbol of death can be based on a creature’s name, identity, or alignment, but otherwise must be based on observable actions or qualities. Intangibles such as level, class, Hit Dice, and hit points don’t qualify.
When scribing a symbol of death, you can specify a password or phrase that prevents a creature using it from triggering the effect. Anyone using the password remains immune to that particular rune’s effects so long as the creature remains within 60 feet of the rune. If the creature leaves the radius and returns later, it must use the password again.
You also can attune any number of creatures to the symbol of death, but doing this can extend the casting time. Attuning one or two creatures takes negligible time, and attuning a small group (as many as ten creatures) extends the casting time to 1 hour. Attuning a large group (as many as twenty-five creatures) takes 24 hours. Attuning larger groups takes proportionately longer. Any creature attuned to a symbol of death cannot trigger it and is immune to its effects, even if within its radius when triggered. You are automatically considered attuned to your own symbols of death, and thus always ignore the effects and cannot inadvertently trigger them.
Read magic allows you to identify a symbol of death with a DC 19 Spellcraft check. Of course, if the symbol of death is set to be triggered by reading it, this will trigger the symbol.
A symbol of death can be removed by a successful dispel magic targeted solely on the rune. An erase spell has no effect on a symbol of death. Destruction of the surface where a symbol of death is inscribed destroys the symbol but also triggers it.
Symbol of death can be made permanent with a permanency spell. A permanent symbol of death that is disabled or that has affected its maximum number of hit points becomes inactive for 10 minutes, then can be triggered again as normal.
Note: Magic traps such as symbol of death are hard to detect and disable. A rogue (only) can use the Search skill to find a symbol of death and Disable Device to thwart it. The DC in each case is 25 + spell level, or 33 for symbol of death.
Material Component: Mercury and phosphorus, plus powdered diamond and opal with a total value of at least 5,000 gp each.

Symbol of Fear
Necromancy [Fear, Mind-Affecting]
Level: Clr 6, Sor/Wiz 6
Saving Throw: Will negates
This spell functions like symbol of death, except that all creatures within 60 feet of the symbol of fear instead become panicked for 1 round per caster level.
Note: Magic traps such as symbol of fear are hard to detect and disable. A rogue (only) can use the Search skill to find a symbol of fear and Disable Device to thwart it. The DC in each case is 25 + spell level, or 31 for symbol of fear.
Material Component: Mercury and phosphorus, plus powdered diamond and opal with a total value of at least 1,000 gp.

Symbol of Insanity
Enchantment (Compulsion) [Mind-Affecting]
Level: Clr 8, Sor/Wiz 8
Saving Throw: Will negates
This spell functions like symbol of death, except that all creatures within the radius of the symbol of insanity instead become permanently insane (as the insanity spell).
Unlike symbol of death, symbol of insanity has no hit point limit; once triggered, a symbol of insanity simply remains active for 10 minutes per caster level.
Note: Magic traps such as symbol of insanity are hard to detect and disable. A rogue (only) can use the Search skill to find a symbol of insanity and Disable Device to thwart it. The DC in each case is 25 + spell level, or 33 for symbol of insanity.
Material Component: Mercury and phosphorus, plus powdered diamond and opal with a total value of at least 5,000 gp.

Symbol of Pain
Necromancy [Evil]
Level: Clr 5, Sor/Wiz 5
This spell functions like symbol of death, except that each creature within the radius of a symbol of pain instead suffers wracking pains that impose a –4 penalty on attack rolls, skill checks, and ability checks. These effects last for 1 hour after the creature moves farther than 60 feet from the symbol.
Unlike symbol of death, symbol of pain has no hit point limit; once triggered, a symbol of pain simply remains active for 10 minutes per caster level.
Note: Magic traps such as symbol of pain are hard to detect and disable. A rogue (only) can use the Search skill to find a symbol of pain and Disable Device to thwart it. The DC in each case is 25 + spell level, or 30 for symbol of pain.
Material Component: Mercury and phosphorus, plus powdered diamond and opal with a total value of at least 1,000 gp.

Symbol of Persuasion
Enchantment (Charm) [Mind-Affecting]
Level: Clr 6, Sor/Wiz 6
Saving Throw: Will negates
This spell functions like symbol of death, except that all creatures within the radius of a symbol of persuasion instead become charmed by the caster (as the charm monster spell) for 1 hour per caster level.
Unlike symbol of death, symbol of persuasion has no hit point limit; once triggered, a symbol of persuasion simply remains active for 10 minutes per caster level.
Note: Magic traps such as symbol of persuasion are hard to detect and disable. A rogue (only) can use the Search skill to find a symbol of persuasion and Disable Device to thwart it. The DC in each case is 25 + spell level, or 31 for symbol of persuasion.
Material Component: Mercury and phosphorus, plus powdered diamond and opal with a total value of at least 5,000 gp.

Symbol of Sleep
Enchantment (Compulsion) [Mind-Affecting]
Level: Clr 5, Sor/Wiz 5
Saving Throw: Will negates
This spell functions like symbol of death, except that all creatures of 10 HD or less within 60 feet of the symbol of sleep instead fall into a catatonic slumber for 3d6x10 minutes. Unlike with the sleep spell, sleeping creatures cannot be awakened by nonmagical means before this time expires.
Unlike symbol of death, symbol of sleep has no hit point limit; once triggered, a symbol of sleep simply remains active for 10 minutes per caster level.
Note: Magic traps such as symbol of sleep are hard to detect and disable. A rogue (only) can use the Search skill to find a symbol of sleep and Disable Device to thwart it. The DC in each case is 25 + spell level, or 30 for symbol of sleep.
Material Component: Mercury and phosphorus, plus powdered diamond and opal with a total value of at least 1,000 gp.

Symbol of Stunning
Enchantment (Compulsion) [Mind-Affecting]
Level: Clr 7, Sor/Wiz 7
Saving Throw: Will negates
This spell functions like symbol of death, except that all creatures within 60 feet of a symbol of stunning instead become stunned for 1d6 rounds.
Note: Magic traps such as symbol of stunning are hard to detect and disable. A rogue (only) can use the Search skill to find a symbol of stunning and Disable Device to thwart it. The DC in each case is 25 + spell level, or 32 for symbol of stunning.
Material Component: Mercury and phosphorus, plus powdered diamond and opal with a total value of at least 5,000 gp.

Symbol of Weakness
Necromancy
Level: Clr 7, Sor/Wiz 7
This spell functions like symbol of death, except that every creature within 60 feet of a symbol of weakness instead suffers crippling weakness that deals 3d6 points of Strength damage.
Unlike symbol of death, symbol of weakness has no hit point limit; once triggered, a symbol of weakness simply remains active for 10 minutes per caster level.
Note: Magic traps such as symbol of weakness are hard to detect and disable. A rogue (only) can use the Search skill to find a symbol of weakness and Disable Device to thwart it. The DC in each case is 25 + spell level, or 32 for symbol of weakness.
Material Component: Mercury and phosphorus, plus powdered diamond and opal with a total value of at least 5,000 gp.

Sympathetic Vibration
Evocation [Sonic]
Level: Brd 6
Components: V, S, F
Casting Time: 10 minutes
Range: Touch
Target: One freestanding structure
Duration: Up to 1 round/level
Saving Throw: None; see text
Spell Resistance: Yes
By attuning yourself to a freestanding structure such you can create a damaging vibration within it. Once it begins, the vibration deals 2d10 points of damage per round to the target structure. (Hardness has no effect on the spell’s damage.) You can choose at the time of casting to limit the duration of the spell; otherwise it lasts for 1 round/ level. If the spell is cast upon a target that is not freestanding the surrounding stone dissipates the effect and no damage occurs.
Sympathetic vibration cannot affect creatures (including constructs). Since a structure is an unattended object, it gets no saving throw to resist the effect.
Focus: A tuning fork.

Sympathy
Enchantment (Compulsion) [Mind-Affecting]
Level: Drd 9, Sor/Wiz 8
Components: V, S, M
Casting Time: 1 hour
Range: Close (25 ft. + 5 ft./2 levels)
Target: One location (up to a 10-ft. cube/level) or one object
Duration: 2 hours/level (D)
Saving Throw: Will negates; see text
Spell Resistance: Yes
You cause an object or location to emanate magical vibrations that attract either a specific kind of intelligent creature or creatures of a particular alignment, as defined by you. The particular kind of creature to be affected must be named specifically. A creature subtype is not specific enough. Likewise, the specific alignment must be named.
Creatures of the specified kind or alignment feel elated and pleased to be in the area or desire to touch or to possess the object. The compulsion to stay in the area or touch the object is overpowering. If the save is successful, the creature is released from the enchantment, but a subsequent save must be made 1d6x10 minutes later. If this save fails, the affected creature attempts to return to the area or object.
Sympathy counters and dispels antipathy.
Material Component: 1,500 gp worth of crushed pearls and a drop of honey.


Spells (T to Z)

SPELLS (T-Z)

Telekinesis
Transmutation
Level: Sor/Wiz 5
Components: V, S
Casting Time: 1 standard action
Range: Long (400 ft. + 40 ft./level)
Target or Targets: See text
Duration: Concentration (up to 1 round/ level) or instantaneous; see text
Saving Throw: Will negates (object) or None; see text
Spell Resistance: Yes (object); see text
You move objects or creatures by concentrating on them. Depending on the version selected, the spell can provide a gentle, sustained force, perform a variety of combat maneuvers, or exert a single short, violent thrust.
Sustained Force: A sustained force moves an object weighing no more than 25 pounds per caster level (maximum 375 pounds at 15th level) up to 20 feet per round. A creature can negate the effect on an object it possesses with a successful Will save or with spell resistance.
This version of the spell can last 1 round per caster level, but it ends if you cease concentration. The weight can be moved vertically, horizontally, or in both directions. An object cannot be moved beyond your range. The spell ends if the object is forced beyond the range. If you cease concentration for any reason, the object falls or stops.
An object can be telekinetically manipulated as if with one hand. For example, a lever or rope can be pulled, a key can be turned, an object rotated, and so on, if the force required is within the weight limitation. You might even be able to untie simple knots, though delicate activities such as these require Intelligence checks.
Combat Maneuver: Alternatively, once per round, you can use telekinesis to perform a bull rush, disarm, grapple (including pin), or trip. Resolve these attempts as normal, except that they don’t provoke attacks of opportunity, you use your caster level in place of your base attack bonus (for disarm and grapple), you use your Intelligence modifier (if a wizard) or Charisma modifier (if a sorcerer) in place of your Strength or Dexterity modifier, and a failed attempt doesn’t allow a reactive attempt by the target (such as for disarm or trip). No save is allowed against these attempts, but spell resistance applies normally. This version of the spell can last 1 round per caster level, but it ends if you cease concentration.
Violent Thrust: Alternatively, the spell energy can be spent in a single round. You can hurl one object or creature per caster level (maximum 15) that are within range and all within 10 feet of each other toward any target within 10 feet per level of all the objects. You can hurl up to a total weight of 25 pounds per caster level (maximum 375 pounds at 15th level).
You must succeed on attack rolls (one per creature or object thrown) to hit the target with the items, using your base attack bonus + your Intelligence modifier (if a wizard) or Charisma modifier (if a sorcerer). Weapons cause standard damage (with no Strength bonus; note that arrows or bolts deal damage as daggers of their size when used in this manner). Other objects cause damage ranging from 1 point per 25 pounds (for less dangerous objects) to 1d6 points of damage per 25 pounds (for hard, dense objects).
Creatures who fall within the weight capacity of the spell can be hurled, but they are allowed Will saves (and spell resistance) to negate the effect, as are those whose held possessions are targeted by the spell. If a telekinesed creature is hurled against a solid surface, it takes damage as if it had fallen 10 feet (1d6 points).

Telekinetic Sphere
Evocation [Force]
Level: Sor/Wiz 8
Components: V, S, M
Casting Time: 1 standard action
Range: Close (25 ft. + 5 ft./2 levels)
Effect: 1-ft.-diameter/level sphere, centered around creatures or objects
Duration: 1 min./level (D)
Saving Throw: Reflex negates (object)
Spell Resistance: Yes (object)
This spell functions like resilient sphere, with the addition that the creatures or objects inside the globe are nearly weightless. Anything contained within an telekinetic sphere weighs only one-sixteenth of its normal weight. You can telekinetically lift anything in the sphere that normally weighs 5,000 pounds or less. The telekinetic control extends from you out to medium range (100 feet + 10 feet per caster level) after the sphere has succeeded in encapsulating its contents.
You can move objects or creatures in the sphere that weigh a total of 5,000 pounds or less by concentrating on the sphere. You can begin moving a sphere in the round after casting the spell. If you concentrate on doing so (a standard action), you can move the sphere as much as 30 feet in a round. If you cease concentrating, the sphere does not move in that round (if on a level surface) or descends at its falling rate (if aloft) until it reaches a level surface, or the spell’s duration expires, or you begin concentrating again. If you cease concentrating (voluntarily or due to failing a Concentration check), you can resume concentrating on your next turn or any later turn during the spell’s duration.
The sphere falls at a rate of only 60 feet per round, which is not fast enough to cause damage to the contents of the sphere.
You can move the sphere telekinetically even if you are in it.
Material Component: A hemispherical piece of clear crystal, a matching hemispherical piece of gum arabic, and a pair of small bar magnets.

Telepathic Bond
Divination
Level: Sor/Wiz 5
Components: V, S, M
Casting Time: 1 standard action
Range: Close (25 ft. + 5 ft./2 levels)
Targets: You plus one willing creature per three levels, no two of which can be more than 30 ft. apart
Duration: 10 min./level (D)
Saving Throw: None
Spell Resistance: No
You forge a telepathic bond among yourself and a number of willing creatures, each of which must have an Intelligence score of 3 or higher. Each creature included in the link is linked to all the others. The creatures can communicate telepathically through the bond regardless of language. No special power or influence is established as a result of the bond. Once the bond is formed, it works over any distance (although not from one plane to another).
If desired, you may leave yourself out of the telepathic bond forged. This decision must be made at the time of casting.
Telepathic bond can be made permanent with a permanency spell, though it only bonds two creatures per casting of permanency.
Material Component: Pieces of eggshell from two different kinds of creatures.

Teleport
Conjuration (Teleportation)
Level: Sor/Wiz 5, Travel 5
Components: V
Casting Time: 1 standard action
Range: Personal and touch
Target: You and touched objects or other touched willing creatures
Duration: Instantaneous
Saving Throw: None and Will negates (object)
Spell Resistance: No and Yes (object)
This spell instantly transports you to a designated destination, which may be as distant as 100 miles per caster level. Interplanar travel is not possible. You can bring along objects as long as their weight doesn’t exceed your maximum load. You may also bring one additional willing Medium or smaller creature (carrying gear or objects up to its maximum load) or its equivalent (see below) per three caster levels. A Large creature counts as two Medium creatures, a Huge creature counts as two Large creatures, and so forth. All creatures to be transported must be in contact with one another, and at least one of those creatures must be in contact with you. As with all spells where the range is personal and the target is you, you need not make a saving throw, nor is spell resistance applicable to you. Only objects held or in use (attended) by another person receive saving throws and spell resistance.
You must have some clear idea of the location and layout of the destination. The clearer your mental image, the more likely the teleportation works. Areas of strong physical or magical energy may make teleportation more hazardous or even impossible.
To see how well the teleportation works, roll d% and consult the Teleport table. Refer to the following information for definitions of the terms on the table.
Familiarity: “Very familiar” is a place where you have been very often and where you feel at home. “Studied carefully” is a place you know well, either because you can currently see it, you’ve been there often, or you have used other means (such as scrying) to study the place for at least one hour. “Seen casually” is a place that you have seen more than once but with which you are not very familiar. “Viewed once” is a place that you have seen once, possibly using magic.
“False destination” is a place that does not truly exist or if you are teleporting to an otherwise familiar location that no longer exists as such or has been so completely altered as to no longer be familiar to you. When traveling to a false destination, roll 1d20+80 to obtain results on the table, rather than rolling d%, since there is no real destination for you to hope to arrive at or even be off target from.
On Target: You appear where you want to be.
Off Target: You appear safely a random distance away from the destination in a random direction. Distance off target is 1d10x1d10% of the distance that was to be traveled. The direction off target is determined randomly
Similar Area: You wind up in an area that’s visually or thematically similar to the target area.
Generally, you appear in the closest similar place within range. If no such area exists within the spell’s range, the spell simply fails instead.
Mishap: You and anyone else teleporting with you have gotten “scrambled.” You each take 1d10 points of damage, and you reroll on the chart to see where you wind up. For these rerolls, roll 1d20+80. Each time “Mishap” comes up, the characters take more damage and must reroll.
Familiarity | On Target | Off Target | Similar Area | Mishap
Very familiar | 01–97 | 98–99 | 100 | —
Studied carefully | 01–94 | 95–97 | 98–99 | 100
Seen casually | 01–88 | 89–94 | 95–98 | 99–100
Viewed once | 01–76 | 77–88 | 89–96 | 97–100
False destination (1d20+80) | — | — | 81–92 | 93–100

Teleport Object
Conjuration (Teleportation)
Level: Sor/Wiz 7
Range: Touch
Target: One touched object of up to 50 lb./level and 3 cu. ft./level
Saving Throw: Will negates (object)
Spell Resistance: Yes (object)
This spell functions like teleport, except that it teleports an object, not you. Creatures and magical forces cannot be teleported.
If desired, the target object can be sent to a distant location on the Ethereal Plane. In this case, the point from which the object was teleported remains faintly magical until the item is retrieved. A successful targeted dispel magic spell cast on that point brings the vanished item back from the Ethereal Plane.

Teleport, Greater
Conjuration (Teleportation)
Level: Sor/Wiz 7, Travel 7
This spell functions like teleport, except that there is no range limit and there is no chance you arrive off target. In addition, you need not have seen the destination, but in that case you must have at least a reliable description of the place to which you are teleporting. If you attempt to teleport with insufficient information (or with misleading information), you disappear and simply reappear in your original location. Interplanar travel is not possible.

Teleportation Circle
Conjuration (Teleportation)
Level: Sor/Wiz 9
Components: V, M
Casting Time: 10 minutes
Range: 0 ft.
Effect: 5-ft.-radius circle that teleports those who activate it
Duration: 10 min./level (D)
Saving Throw: None
Spell Resistance: Yes
You create a circle on the floor or other horizontal surface that teleports, as greater teleport, any creature who stands on it to a designated spot. Once you designate the destination for the circle, you can’t change it. The spell fails if you attempt to set the circle to teleport creatures into a solid object, to a place with which you are not familiar and have no clear description, or to another plane.
The circle itself is subtle and nearly impossible to notice. If you intend to keep creatures from activating it accidentally, you need to mark the circle in some way.
Teleportation circle can be made permanent with a permanency spell. A permanent teleportation circle that is disabled becomes inactive for 10 minutes, then can be triggered again as normal.
Note: Magic traps such as teleportation circle are hard to detect and disable. A rogue (only) can use the Search skill to find the circle and Disable Device to thwart it. The DC in each case is 25 + spell level, or 34 in the case of teleportation circle.
Material Component: Amber dust to cover the area of the circle (cost 1,000 gp).

Temporal Stasis
Transmutation
Level: Sor/Wiz 8
Components: V, S, M
Casting Time: 1 standard action
Range: Touch
Target: Creature touched
Duration: Permanent
Saving Throw: Fortitude negates
Spell Resistance: Yes
You must succeed on a melee touch attack. You place the subject into a state of suspended animation. For the creature, time ceases to flow and its condition becomes fixed. The creature does not grow older. Its body functions virtually cease, and no force or effect can harm it. This state persists until the magic is removed (such as by a successful dispel magic spell or a freedom spell).
Material Component: A powder composed of diamond, emerald, ruby, and sapphire dust with a total value of at least 5,000 gp.

Time Stop
Transmutation
Level: Sor/Wiz 9, Trickery 9
Components: V
Casting Time: 1 standard action
Range: Personal
Target: You
Duration: 1d4+1 rounds (apparent time); see text
This spell seems to make time cease to flow for everyone but you. In fact, you speed up so greatly that all other creatures seem frozen, though they are actually still moving at their normal speeds. You are free to act for 1d4+1 rounds of apparent time. Normal and magical fire, cold, gas, and the like can still harm you. While the time stop is in effect, other creatures are invulnerable to your attacks and spells; you cannot target such creatures with any attack or spell. A spell that affects an area and has a duration longer than the remaining duration of the time stop have their normal effects on other creatures once the time stop ends. Most spellcasters use the additional time to improve their defenses, summon allies, or flee from combat.
You cannot move or harm items held, carried, or worn by a creature stuck in normal time, but you can affect any item that is not in another creature’s possession.
You are undetectable while time stop lasts. You cannot enter an area protected by an antimagic field while under the effect of time stop.

Tiny Hut
Evocation [Force]
Level: Brd 3, Sor/Wiz 3
Components: V, S, M
Casting Time: 1 standard action
Range: 20 ft.
Effect: 20-ft.-radius sphere centered on your location
Duration: 2 hours/level (D)
Saving Throw: None
Spell Resistance: No
You create an unmoving, opaque sphere of force of any color you desire around yourself. Half the sphere projects above the ground, and the lower hemisphere passes through the ground. As many as nine other Medium creatures can fit into the field with you; they can freely pass into and out of the hut without harming it. However, if you remove yourself from the hut, the spell ends.
The temperature inside the hut is 70° F if the exterior temperature is between 0° and 100° F. An exterior temperature below 0° or above 100° lowers or raises the interior temperature on a 1-degree-for-1 basis. The hut also provides protection against the elements, such as rain, dust, and sandstorms. The hut withstands any wind of less than hurricane force, but a hurricane (75+ mph wind speed) or greater force destroys it.
The interior of the hut is a hemisphere. You can illuminate it dimly upon command or extinguish the light as desired. Although the force field is opaque from the outside, it is transparent from within. Missiles, weapons, and most spell effects can pass through the hut without affecting it, although the occupants cannot be seen from outside the hut (they have total concealment).
Material Component: A small crystal bead that shatters when the spell duration expires or the hut is dispelled.

Tongues
Divination
Level: Brd 2, Clr 4, Sor/Wiz 3
Components: V, M/DF
Casting Time: 1 standard action
Range: Touch
Target: Creature touched
Duration: 10 min./level
Saving Throw: Will negates (harmless)
Spell Resistance: No
This spell grants the creature touched the ability to speak and understand the language of any intelligent creature, whether it is a racial tongue or a regional dialect. The subject can speak only one language at a time, although it may be able to understand several languages. Tongues does not enable the subject to speak with creatures who don’t speak. The subject can make itself understood as far as its voice carries. This spell does not predispose any creature addressed toward the subject in any way.
Tongues can be made permanent with a permanency spell.
Arcane Material Component: A small clay model of a ziggurat, which shatters when the verbal component is pronounced.

Touch of Fatigue
Necromancy
Level: Sor/Wiz 0
Components: V, S, M
Casting Time: 1 standard action
Range: Touch
Target: Creature touched
Duration: 1 round/level
Saving Throw: Fortitude negates
Spell Resistance: Yes
You channel negative energy through your touch, fatiguing the target. You must succeed on a touch attack to strike a target.
The subject is immediately fatigued for the spell’s duration.
This spell has no effect on a creature that is already fatigued. Unlike with normal fatigue, the effect ends as soon as the spell’s duration expires.
Material Component: A drop of sweat.

Touch of Idiocy
Enchantment (Compulsion) [Mind-Affecting]
Level: Sor/Wiz 2
Components: V, S
Casting Time: 1 standard action
Range: Touch
Target: Living creature touched
Duration: 10 min./level
Saving Throw: No
Spell Resistance: Yes
With a touch, you reduce the target’s mental faculties. Your successful melee touch attack applies a 1d6 penalty to the target’s Intelligence, Wisdom, and Charisma scores. This penalty can’t reduce any of these scores below 1.
This spell’s effect may make it impossible for the target to cast some or all of its spells, if the requisite ability score drops below the minimum required to cast spells of that level.

Transformation
Transmutation
Level: Sor/Wiz 6
Components: V, S, M
Casting Time: 1 standard action
Range: Personal
Target: You
Duration: 1 round/level
You become a virtual fighting machine— stronger, tougher, faster, and more skilled in combat. Your mind-set changes so that you relish combat and you can’t cast spells, even from magic items.
You gain a +4 enhancement bonus to Strength, Dexterity, and Constitution, a +4 natural armor bonus to AC, a +5 competence bonus on Fortitude saves, and proficiency with all simple and martial weapons. Your base attack bonus equals your character level (which may give you multiple attacks).
You lose your spellcasting ability, including your ability to use spell activation or spell completion magic items, just as if the spells were no longer on your class list.
Material Component: A potion of bull’s strength, which you drink (and whose effects are subsumed by the spell effects).

Transmute Metal to Wood
Transmutation
Level: Drd 7
Components: V, S, DF
Casting Time: 1 standard action
Range: Long (400 ft. + 40 ft./level)
Area: All metal objects within a 40-ft.-radius burst
Duration: Instantaneous
Saving Throw: None
Spell Resistance: Yes (object; see text)
This spell enables you to change all metal objects within its area to wood. Weapons, armor, and other metal objects carried by creatures are affected as well. A magic object made of metal effectively has spell resistance equal to 20 + its caster level against this spell. Artifacts cannot be transmuted. Weapons converted from metal to wood take a –2 penalty on attack and damage rolls. The armor bonus of any armor converted from metal to wood is reduced by 2. Weapons changed by this spell splinter and break on any natural attack roll of 1 or 2, and armor changed by this spell loses an additional point of armor bonus every time it is struck with a natural attack roll of 19 or 20.
Only limited wish, miracle, wish, or similar magic can restore a transmuted object to its metallic state.

Transmute Mud to Rock
Transmutation [Earth]
Level: Drd 5, Sor/Wiz 5
Components: V, S, M/DF
Casting Time: 1 standard action
Range: Medium (100 ft. + 10 ft./level)
Area: Up to two 10-ft. cubes/level (S)
Duration: Permanent
Saving Throw: See text
Spell Resistance: No
This spell transforms normal mud or quicksand of any depth into soft stone (sandstone or a similar mineral) permanently.
Any creature in the mud is allowed a Reflex save to escape before the area is hardened to stone.
Transmute mud to rock counters and dispels transmute rock to mud.
Arcane Material Component: Sand, lime, and water.

Transmute Rock to Mud
Transmutation [Earth]
Level: Drd 5, Sor/Wiz 5
Components: V, S, M/DF
Casting Time: 1 standard action
Range: Medium (100 ft. + 10 ft./level)
Area: Up to two 10-ft. cubes/level (S)
Duration: Permanent; see text
Saving Throw: See text
Spell Resistance: No
This spell turns natural, uncut or unworked rock of any sort into an equal volume of mud. Magical stone is not affected by the spell. The depth of the mud created cannot exceed 10 feet. A creature unable to levitate, fly, or otherwise free itself from the mud sinks until hip- or chest-deep, reducing its speed to 5 feet and causing a –2 penalty on attack rolls and AC. Brush thrown atop the mud can support creatures able to climb on top of it. Creatures large enough to walk on the bottom can wade through the area at a speed of 5 feet.
If transmute rock to mud is cast upon the ceiling of a cavern or tunnel, the mud falls to the floor and spreads out in a pool at a depth of 5 feet. The falling mud and the ensuing cave-in deal 8d6 points of bludgeoning damage to anyone caught directly beneath the area, or half damage to those who succeed on Reflex saves.
Castles and large stone buildings are generally immune to the effect of the spell, since transmute rock to mud can’t affect worked stone and doesn’t reach deep enough to undermine such buildings’ foundations. However, small buildings or structures often rest upon foundations shallow enough to be damaged or even partially toppled by this spell.
The mud remains until a successful dispel magic or transmute mud to rock spell restores its substance—but not necessarily its form. Evaporation turns the mud to normal dirt over a period of days. The exact time depends on exposure to the sun, wind, and normal drainage.
Arcane Material Component: Clay and water.

Transport via Plants
Conjuration (Teleportation)
Level: Drd 6
Components: V, S
Casting Time: 1 standard action
Range: Unlimited
Target: You and touched objects or other touched willing creatures
Duration: 1 round
Saving Throw: None
Spell Resistance: No
You can enter any normal plant (Medium or larger) and pass any distance to a plant of the same kind in a single round, regardless of the distance separating the two. The entry plant must be alive. The destination plant need not be familiar to you, but it also must be alive. If you are uncertain of the location of a particular kind of destination plant, you need merely designate direction and distance and the transport via plants spell moves you as close as possible to the desired location. If a particular destination plant is desired but the plant is not living, the spell fails and you are ejected from the entry plant.
You can bring along objects as long as their weight doesn’t exceed your maximum load. You may also bring one additional willing Medium or smaller creature (carrying gear or objects up to its maximum load) or its equivalent per three caster levels. Use the following equivalents to determine the maximum number of larger creatures you can bring along: A Large creature counts as two Medium creatures, a Huge creature counts as two Large creatures, and so forth. All creatures to be transported must be in contact with one another, and at least one of those creatures must be in contact with you.
You can’t use this spell to travel through plant creatures.
The destruction of an occupied plant slays you and any creatures you have brought along, and ejects the bodies and all carried objects from the tree.

Trap the Soul
Conjuration (Summoning)
Level: Sor/Wiz 8
Components: V, S, M, (F); see text
Casting Time: 1 standard action or see text
Range: Close (25 ft. + 5 ft./2 levels)
Target: One creature
Duration: Permanent; see text
Saving Throw: See text
Spell Resistance: Yes; see text
Trap the soul forces a creature’s life force (and its material body) into a gem. The gem holds the trapped entity indefinitely or until the gem is broken and the life force is released, which allows the material body to reform. If the trapped creature is a powerful creature from another plane it can be required to perform a service immediately upon being freed. Otherwise, the creature can go free once the gem imprisoning it is broken.
Depending on the version selected, the spell can be triggered in one of two ways.
Spell Completion: First, the spell can be completed by speaking its final word as a standard action as if you were casting a regular spell at the subject. This allows spell resistance (if any) and a Will save to avoid the effect. If the creature’s name is spoken as well, any spell resistance is ignored and the save DC increases by 2. If the save or spell resistance is successful, the gem shatters.
Trigger Object: The second method is far more insidious, for it tricks the subject into accepting a trigger object inscribed with the final spell word, automatically placing the creature’s soul in the trap. To use this method, both the creature’s name and the trigger word must be inscribed on the trigger object when the gem is enspelled. A sympathy spell can also be placed on the trigger object. As soon as the subject picks up or accepts the trigger object, its life force is automatically transferred to the gem without the benefit of spell resistance or a save.
Material Component: Before the actual casting of trap the soul, you must procure a gem of at least 1,000 gp value for every Hit Die possessed by the creature to be trapped. If the gem is not valuable enough, it shatters when the entrapment is attempted. (While creatures have no concept of level or Hit Dice as such, the value of the gem needed to trap an individual can be researched. Remember that this value can change over time as creatures gain more Hit Dice.)
Focus (Trigger Object Only): If the trigger object method is used, a special trigger object, prepared as described above, is needed.

Tree Shape
Transmutation
Level: Drd 2, Rgr 3
Components: V, S, DF
Casting Time: 1 standard action
Range: Personal
Target: You
Duration: 1 hour/level (D)
By means of this spell, you are able to assume the form of a Large living tree or shrub or a Large dead tree trunk with a small number of limbs. The closest inspection cannot reveal that the tree in question is actually a magically concealed creature. To all normal tests you are, in fact, a tree or shrub, although a detect magic spell reveals a faint transmutation on the tree. While in tree form, you can observe all that transpires around you just as if you were in your normal form, and your hit points and save bonuses remain unaffected. You gain a +10 natural armor bonus to AC but have an effective Dexterity score of 0 and a speed of 0 feet. You are immune to critical hits while in tree form. All clothing and gear carried or worn changes with you.
You can dismiss tree shape as a free action (instead of as a standard action).

Tree Stride
Conjuration (Teleportation)
Level: Drd 5, Rgr 4
Components: V, S, DF
Casting Time: 1 standard action
Range: Personal
Target: You
Duration: 1 hour/level or until expended; see text
You gain the ability to enter trees and move from inside one tree to inside another tree. The first tree you enter and all others you enter must be of the same kind, must be living, and must have girth at least equal to yours. By moving into an oak tree (for example), you instantly know the location of all other oak trees within transport range (see below) and may choose whether you want to pass into one or simply step back out of the tree you moved into. You may choose to pass to any tree of the appropriate kind within the transport range as shown on the following table.
Type of Tree | Transport Range
Oak, ash, yew | 3,000 feet
Elm, linden | 2,000 feet
Other deciduous | 1,500 feet
Any coniferous | 1,000 feet
All other trees | 500 feet
You may move into a tree up to one time per caster level (passing from one tree to another counts only as moving into one tree). The spell lasts until the duration expires or you exit a tree. Each transport is a full-round action.
You can, at your option, remain within a tree without transporting yourself, but you are forced out when the spell ends. If the tree in which you are concealed is chopped down or burned, you are slain if you do not exit before the process is complete.

True Resurrection
Conjuration (Healing)
Level: Clr 9
Casting Time: 10 minutes
This spell functions like raise dead, except that you can resurrect a creature that has been dead for as long as 10 years per caster level. This spell can even bring back creatures whose bodies have been destroyed, provided that you unambiguously identify the deceased in some fashion (reciting the deceased’s time and place of birth or death is the most common method).
Upon completion of the spell, the creature is immediately restored to full hit points, vigor, and health, with no loss of level (or Constitution points) or prepared spells.
You can revive someone killed by a death effect or someone who has been turned into an undead creature and then destroyed. This spell can also resurrect elementals or outsiders, but it can’t resurrect constructs or undead creatures.
Even true resurrection can’t restore to life a creature who has died of old age.
Material Component: A sprinkle of holy water and diamonds worth a total of at least 25,000 gp.

True Seeing
Divination
Level: Clr 5, Drd 7, Knowledge 5, Sor/Wiz 6
Components: V, S, M
Casting Time: 1 standard action
Range: Touch
Target: Creature touched
Duration: 1 min./level
Saving Throw: Will negates (harmless)
Spell Resistance: Yes (harmless)
You confer on the subject the ability to see all things as they actually are. The subject sees through normal and magical darkness, notices secret doors hidden by magic, sees the exact locations of creatures or objects under blur or displacement effects, sees invisible creatures or objects normally, sees through illusions, and sees the true form of polymorphed, changed, or transmuted things. Further, the subject can focus its vision to see into the Ethereal Plane (but not into extradimensional spaces). The range of true seeing conferred is 120 feet.
True seeing, however, does not penetrate solid objects. It in no way confers X-ray vision or its equivalent. It does not negate concealment, including that caused by fog and the like. True seeing does not help the viewer see through mundane disguises, spot creatures who are simply hiding, or notice secret doors hidden by mundane means. In addition, the spell effects cannot be further enhanced with known magic, so one cannot use true seeing through a crystal ball or in conjunction with clairaudience/clairvoyance.
Material Component: An ointment for the eyes that costs 250 gp and is made from mushroom powder, saffron, and fat.

True Strike
Divination
Level: Sor/Wiz 1
Components: V, F
Casting Time: 1 standard action
Range: Personal
Target: You
Duration: See text
You gain temporary, intuitive insight into the immediate future during your next attack. Your next single attack roll (if it is made before the end of the next round) gains a +20 insight bonus. Additionally, you are not affected by the miss chance that applies to attackers trying to strike a concealed target.
Focus: A small wooden replica of an archery target.

Undeath to Death
Necromancy
Level: Clr 6, Sor/Wiz 6
Components: V, S, M/DF
Area: Several undead creatures within a 40-ft.-radius burst
Saving Throw: Will negates
This spell functions like circle of death, except that it destroys undead creatures as noted above.
Material Component: The powder of a crushed diamond worth at least 500 gp.

Undetectable Alignment
Abjuration
Level: Brd 1, Clr 2, Pal 2
Components: V, S
Casting Time: 1 standard action
Range: Close (25 ft. + 5 ft./2 levels)
Target: One creature or object
Duration: 24 hours
Saving Throw: Will negates (object)
Spell Resistance: Yes (object)
An undetectable alignment spell conceals the alignment of an object or a creature from all forms of divination.

Unhallow
Evocation [Evil]
Level: Clr 5, Drd 5
Components: V, S, M
Casting Time: 24 hours
Range: Touch
Area: 40-ft. radius emanating from the touched point
Duration: Instantaneous
Saving Throw: See text
Spell Resistance: See text
Unhallow makes a particular site, building, or structure an unholy site. This has three major effects.
First, the site or structure is guarded by a magic circle against good effect.
Second, all turning checks made to turn undead take a –4 penalty, and turning checks to rebuke undead gain a +4 profane bonus. Spell resistance does not apply to this effect. (This provision does not apply to the druid version of the spell.)
Finally, you may choose to fix a single spell effect to the unhallowed site. The spell effect lasts for one year and functions throughout the entire site, regardless of its normal duration and area or effect. You may designate whether the effect applies to all creatures, creatures that share your faith or alignment, or creatures that adhere to another faith or alignment. At the end of the year, the chosen effect lapses, but it can be renewed or replaced simply by casting unhallow again.
Spell effects that may be tied to an unhallowed site include aid, bane, bless, cause fear, darkness, daylight, death ward, deeper darkness, detect magic, detect good, dimensional anchor, discern lies, dispel magic, endure elements, freedom of movement, invisibility purge, protection from energy, remove fear, resist energy, silence, tongues, and zone of truth.
Saving throws and spell resistance might apply to these spells’ effects. (See the individual spell descriptions for details.)
An area can receive only one unhallow spell (and its associated spell effect) at a time.
Unhallow counters but does not dispel hallow.
Material Component: Herbs, oils, and incense worth at least 1,000 gp, plus 1,000 gp per level of the spell to be tied to the unhallowed area.

Unholy Aura
Abjuration [Evil]
Level: Clr 8, Evil 8
Components: V, S, F
Casting Time: 1 standard action
Range: 20 ft.
Targets: One creature/level in a 20-ft.-radius burst centered on you
Duration: 1 round/level (D)
Saving Throw: See text
Spell Resistance: Yes (harmless)
A malevolent darkness surrounds the subjects, protecting them from attacks, granting them resistance to spells cast by good creatures, and weakening good creatures when they strike the subjects. This abjuration has four effects.
First, each warded creature gains a +4 deflection bonus to AC and a +4 resistance bonus on saves. Unlike the effect of protection from good, this benefit applies against all attacks, not just against attacks by good creatures.
Second, a warded creature gains spell resistance 25 against good spells and spells cast by good creatures.
Third, the abjuration blocks possession and mental influence, just as protection from good does.
Finally, if a good creature succeeds on a melee attack against a warded creature, the offending attacker takes 1d6 points of temporary Strength damage (Fortitude negates).
Focus: A tiny reliquary containing some sacred relic, such as a piece of parchment from an unholy text. The reliquary costs at least 500 gp.

Unholy Blight
Evocation [Evil]
Level: Evil 4
Components: V, S
Casting Time: 1 standard action
Range: Medium (100 ft. + 10 ft./level)
Area: 20-ft.-radius spread
Duration: Instantaneous (1d4 rounds); see text
Saving Throw: Will partial
Spell Resistance: Yes
You call up unholy power to smite your enemies. The power takes the form of a cold, cloying miasma of greasy darkness.
Only good and neutral (not evil) creatures are harmed by the spell.
The spell deals 1d8 points of damage per two caster levels (maximum 5d8) to a good creature (or 1d6 per caster level, maximum 10d6, to a good outsider) and causes it to be sickened for 1d4 rounds. A successful Will save reduces damage to half and negates the sickened effect. The effects cannot be negated by remove disease or heal, but remove curse is effective.
The spell deals only half damage to creatures who are neither evil nor good, and they are not sickened. Such a creature can reduce the damage in half again (down to one-quarter) with a successful Will save.

Unseen Servant
Conjuration (Creation)
Level: Brd 1, Sor/Wiz 1
Components: V, S, M
Casting Time: 1 standard action
Range: Close (25 ft. + 5 ft./2 levels)
Effect: One invisible, mindless, shapeless servant
Duration: 1 hour/level
Saving Throw: None
Spell Resistance: No
An unseen servant is an invisible, mindless, shapeless force that performs simple tasks at your command. It can run and fetch things, open unstuck doors, and hold chairs, as well as clean and mend. The servant can perform only one activity at a time, but it repeats the same activity over and over again if told to do so as long as you remain within range. It can open only normal doors, drawers, lids, and the like. It has an effective Strength score of 2 (so it can lift 20 pounds or drag 100 pounds). It can trigger traps and such, but it can exert only 20 pounds of force, which is not enough to activate certain pressure plates and other devices. It can’t perform any task that requires a skill check with a DC higher than 10 or that requires a check using a skill that can’t be used untrained. Its speed is 15 feet.
The servant cannot attack in any way; it is never allowed an attack roll. It cannot be killed, but it dissipates if it takes 6 points of damage from area attacks. (It gets no saves against attacks.) If you attempt to send it beyond the spell’s range (measured from your current position), the servant ceases to exist.
Material Component: A piece of string and a bit of wood.

Vampiric Touch
Necromancy
Level: Sor/Wiz 3
Components: V, S
Casting Time: 1 standard action
Range: Touch
Target: Living creature touched
Duration: Instantaneous/1 hour; see text
Saving Throw: None
Spell Resistance: Yes
You must succeed on a melee touch attack. Your touch deals 1d6 points of damage per two caster levels (maximum 10d6). You gain temporary hit points equal to the damage you deal. However, you can’t gain more than the subject’s current hit points +10, which is enough to kill the subject. The temporary hit points disappear 1 hour later.

Veil
Illusion (Glamer)
Level: Brd 6, Sor/Wiz 6
Components: V, S
Casting Time: 1 standard action
Range: Long (400 ft. + 40 ft./level)
Targets: One or more creatures, no two of which can be more than 30 ft. apart
Duration: Concentration + 1 hour/level (D)
Saving Throw: Will negates; see text
Spell Resistance: Yes; see text
You instantly change the appearance of the subjects and then maintain that appearance for the spell’s duration. You can make the subjects appear to be anything you wish. The subjects look, feel, and smell just like the creatures the spell makes them resemble. Affected creatures resume their normal appearances if slain. You must succeed on a Disguise check to duplicate the appearance of a specific individual. This spell gives you a +10 bonus on the check.
Unwilling targets can negate the spell’s effect on them by making Will saves or with spell resistance. Those who interact with the subjects can attempt Will disbelief saves to see through the glamer, but spell resistance doesn’t help.

Ventriloquism
Illusion (Figment)
Level: Brd 1, Sor/Wiz 1
Components: V, F
Casting Time: 1 standard action
Range: Close (25 ft. + 5 ft./2 levels)
Effect: Intelligible sound, usually speech
Duration: 1 min./level (D)
Saving Throw: Will disbelief (if interacted with)
Spell Resistance: No
You can make your voice (or any sound that you can normally make vocally) seem to issue from someplace else. You can speak in any language you know. With respect to such voices and sounds, anyone who hears the sound and rolls a successful save recognizes it as illusory (but still hears it).
Focus: A parchment rolled up into a small cone.

Virtue
Transmutation
Level: Clr 0, Drd 0, Pal 1
Components: V, S, DF
Casting Time: 1 standard action
Range: Touch
Target: Creature touched
Duration: 1 min.
Saving Throw: Fortitude negates (harmless)
Spell Resistance: Yes (harmless)
The subject gains 1 temporary hit point.

Vision
Divination
Level: Sor/Wiz 7
Components: V, S, M, XP
Casting Time: 1 standard action
This spell functions like legend lore, except that it works more quickly but produces some strain on you. You pose a question about some person, place, or object, then cast the spell. If the person or object is at hand or if you are in the place in question, you receive a vision about it by succeeding on a caster level check (1d20 +1 per caster level; maximum +25) against DC 20. If only detailed information on the person, place, or object is known, the DC is 25, and the information gained is incomplete. If only rumors are known, the DC is 30, and the information gained is vague.
XP Cost: 100 XP.

Wail of the Banshee
Necromancy [Death, Sonic]
Level: Death 9, Sor/Wiz 9
Components: V
Casting Time: 1 standard action
Range: Close (25 ft. + 5 ft./2 levels)
Area: One living creature/level within a 40-ft.-radius spread
Duration: Instantaneous
Saving Throw: Fortitude negates
Spell Resistance: Yes
You emit a terrible scream that kills creatures that hear it (except for yourself ). Creatures closest to the point of origin are affected first.

Wall of Fire
Evocation [Fire]
Level: Drd 5, Fire 4, Sor/Wiz 4
Components: V, S, M/DF
Casting Time: 1 standard action
Range: Medium (100 ft. + 10 ft./level)
Effect: Opaque sheet of flame up to 20 ft. long/level or a ring of fire with a radius of up to 5 ft. per two levels; either form 20 ft. high
Duration: Concentration + 1 round/level
Saving Throw: None
Spell Resistance: Yes
An immobile, blazing curtain of shimmering violet fire springs into existence. One side of the wall, selected by you, sends forth waves of heat, dealing 2d4 points of fire damage to creatures within 10 feet and 1d4 points of fire damage to those past 10 feet but within 20 feet. The wall deals this damage when it appears and on your turn each round to all creatures in the area. In addition, the wall deals 2d6 points of fire damage +1 point of fire damage per caster level (maximum +20) to any creature passing through it. The wall deals double damage to undead creatures.
If you evoke the wall so that it appears where creatures are, each creature takes damage as if passing through the wall. If any 5-foot length of wall takes 20 points of cold damage or more in 1 round, that length goes out. (Do not divide cold damage by 4, as normal for objects.)
Wall of fire can be made permanent with a permanency spell. A permanent wall of fire that is extinguished by cold damage becomes inactive for 10 minutes, then reforms at normal strength.
Arcane Material Component: A small piece of phosphorus.

Wall of Force
Evocation [Force]
Level: Sor/Wiz 5
Components: V, S, M
Casting Time: 1 standard action
Range: Close (25 ft. + 5 ft./2 levels)
Effect: Wall whose area is up to one 10-ft. square/level
Duration: 1 round /level (D)
Saving Throw: None
Spell Resistance: No
A wall of force spell creates an invisible wall of force. The wall cannot move, it is immune to damage of all kinds, and it is unaffected by most spells, including dispel magic. However, disintegrate immediately destroys it, as does a rod of cancellation, a sphere of annihilation, or a mage’s disjunction spell. Breath weapons and spells cannot pass through the wall in either direction, although dimension door, teleport, and similar effects can bypass the barrier. It blocks ethereal creatures as well as material ones (though ethereal creatures can usually get around the wall by floating under or over it through material floors and ceilings). Gaze attacks can operate through a wall of force.
The caster can form the wall into a flat, vertical plane whose area is up to one 10- foot square per level. The wall must be continuous and unbroken when formed. If its surface is broken by any object or creature, the spell fails.
Wall of force can be made permanent with a permanency spell.
Material Component: A pinch of powder made from a clear gem.

Wall of Ice
Evocation [Cold]
Level: Sor/Wiz 4
Components: V, S, M
Casting Time: 1 standard action
Range: Medium (100 ft. + 10 ft./level)
Effect: Anchored plane of ice, up to one 10-ft. square/level, or hemisphere of ice with a radius of up to 3 ft. + 1 ft./level
Duration: 1 min./level
Saving Throw: Reflex negates; see text
Spell Resistance: Yes
This spell creates an anchored plane of ice or a hemisphere of ice, depending on the version selected. A wall of ice cannot form in an area occupied by physical objects or creatures. Its surface must be smooth and unbroken when created. Any creature adjacent to the wall when it is created may attempt a Reflex save to disrupt the wall as it is being formed. A successful save indicates that the spell automatically fails. Fire can melt a wall of ice, and it deals full damage to the wall (instead of the normal half damage taken by objects). Suddenly melting a wall of ice creates a great cloud of steamy fog that lasts for 10 minutes.
Ice Plane: A sheet of strong, hard ice appears. The wall is 1 inch thick per caster level. It covers up to a 10-foot-square area per caster level (so a 10th-level wizard can create a wall of ice 100 feet long and 10 feet high, a wall 50 feet long and 20 feet high, or some other combination of length and height that does not exceed 1,000 square feet). The plane can be oriented in any fashion as long as it is anchored. A vertical wall need only be anchored on the floor, while a horizontal or slanting wall must be anchored on two opposite sides.
Each 10-foot square of wall has 3 hit points per inch of thickness. Creatures can hit the wall automatically. A section of wall whose hit points drop to 0 is breached. If a creature tries to break through the wall with a single attack, the DC for the Strength check is 15 + caster level.
Even when the ice has been broken through, a sheet of frigid air remains. Any creature stepping through it (including the one who broke through the wall) takes 1d6 points of cold damage +1 point per caster level (no save).
Hemisphere: The wall takes the form of a hemisphere whose maximum radius is 3 feet + 1 foot per caster level. The hemisphere is as hard to break through as the ice plane form, but it does not deal damage to those who go through a breach.
Material Component: A small piece of quartz or similar rock crystal.

Wall of Iron
Conjuration (Creation)
Level: Sor/Wiz 6
Components: V, S, M
Casting Time: 1 standard action
Range: Medium (100 ft. + 10 ft./level)
Effect: Iron wall whose area is up to one 5-ft. square/level; see text
Duration: Instantaneous
Saving Throw: See text
Spell Resistance: No
You cause a flat, vertical iron wall to spring into being. The wall inserts itself into any surrounding nonliving material if its area is sufficient to do so. The wall cannot be conjured so that it occupies the same space as a creature or another object. It must always be a flat plane, though you can shape its edges to fit the available space.
A wall of iron is 1 inch thick per four caster levels. You can double the wall’s area by halving its thickness. Each 5- foot square of the wall has 30 hit points per inch of thickness and hardness 10. A section of wall whose hit points drop to 0 is breached. If a creature tries to break through the wall with a single attack, the DC for the Strength check is 25 + 2 per inch of thickness.
If you desire, the wall can be created vertically resting on a flat surface but not attached to the surface, so that it can be tipped over to fall on and crush creatures beneath it. The wall is 50% likely to tip in either direction if left unpushed. Creatures can push the wall in one direction rather than letting it fall randomly. A creature must make a DC 40 Strength check to push the wall over. Creatures with room to flee the falling wall may do so by making successful Reflex saves. Any Large or smaller creature that fails takes 10d6 points of damage. The wall cannot crush Huge and larger creatures.
Like any iron wall, this wall is subject to rust, perforation, and other natural phenomena.
Material Component: A small piece of sheet iron plus gold dust worth 50 gp (1 pound of gold dust).

Wall of Stone
Conjuration (Creation) [Earth]
Level: Clr 5, Drd 6, Earth 5, Sor/Wiz 5
Components: V, S, M/DF
Casting Time: 1 standard action
Range: Medium (100 ft. + 10 ft./level)
Effect: Stone wall whose area is up to one 5-ft. square/level (S)
Duration: Instantaneous
Saving Throw: See text
Spell Resistance: No
This spell creates a wall of rock that merges into adjoining rock surfaces. A wall of stone is 1 inch thick per four caster levels and composed of up to one 5-foot square per level. You can double the wall’s area by halving its thickness. The wall cannot be conjured so that it occupies the same space as a creature or another object.
Unlike a wall of iron, you can create a wall of stone in almost any shape you desire. The wall created need not be vertical, nor rest upon any firm foundation; however, it must merge with and be solidly supported by existing stone. It can be used to bridge a chasm, for instance, or as a ramp. For this use, if the span is more than 20 feet, the wall must be arched and buttressed. This requirement reduces the spell’s area by half. The wall can be crudely shaped to allow crenellations, battlements, and so forth by likewise reducing the area.
Like any other stone wall, this one can be destroyed by a disintegrate spell or by normal means such as breaking and chipping. Each 5-foot square of the wall has 15 hit points per inch of thickness and hardness 8. A section of wall whose hit points drop to 0 is breached. If a creature tries to break through the wall with a single attack, the DC for the Strength check is 20 + 2 per inch of thickness.
It is possible, but difficult, to trap mobile opponents within or under a wall of stone, provided the wall is shaped so it can hold the creatures. Creatures can avoid entrapment with successful Reflex saves.
Arcane Material Component: A small block of granite.

Wall of Thorns
Conjuration (Creation)
Level: Drd 5, Plant 5
Components: V, S
Casting Time: 1 standard action
Range: Medium (100 ft. + 10 ft./level)
Effect: Wall of thorny brush, up to one 10-ft. cube/level (S)
Duration: 10 min./level (D)
Saving Throw: None
Spell Resistance: No
A wall of thorns spell creates a barrier of very tough, pliable, tangled brush bearing needle-sharp thorns as long as a human’s finger. Any creature forced into or attempting to move through a wall of thorns takes slashing damage per round of movement equal to 25 minus the creature’s AC. Dexterity and dodge bonuses to AC do not count for this calculation. (Creatures with an Armor Class of 25 or higher, without considering Dexterity and dodge bonuses, take no damage from contact with the wall.)
You can make the wall as thin as 5 feet thick, which allows you to shape the wall as a number of 10-by-10-by-5-foot blocks equal to twice your caster level. This has no effect on the damage dealt by the thorns, but any creature attempting to break through takes that much less time to force its way through the barrier.
Creatures can force their way slowly through the wall by making a Strength check as a full-round action. For every 5 points by which the check exceeds 20, a creature moves 5 feet (up to a maximum distance equal to its normal land speed). Of course, moving or attempting to move through the thorns incurs damage as described above. A creature trapped in the thorns can choose to remain motionless in order to avoid taking any more damage.
Any creature within the area of the spell when it is cast takes damage as if it had moved into the wall and is caught inside. In order to escape, it must attempt to push its way free, or it can wait until the spell ends. Creatures with the ability to pass through overgrown areas unhindered can pass through a wall of thorns at normal speed without taking damage.
A wall of thorns can be breached by slow work with edged weapons. Chopping away at the wall creates a safe passage 1 foot deep for every 10 minutes of work. Normal fire cannot harm the barrier, but magical fire burns it away in 10 minutes.
Despite its appearance, a wall of thorns is not actually a living plant, and thus is unaffected by spells that affect plants.

Warp Wood
Transmutation
Level: Drd 2
Components: V, S
Casting Time: 1 standard action
Range: Close (25 ft. + 5 ft./2 levels)
Target: 1 Small wooden object/level, all within a 20-ft. radius
Duration: Instantaneous
Saving Throw: Will negates (object)
Spell Resistance: Yes (object)
You cause wood to bend and warp, permanently destroying its straightness, form, and strength. A warped door springs open (or becomes stuck, requiring a Strength check to open, at your option). A boat or ship springs a leak. Warped ranged weapons are useless. A warped melee weapon causes a –4 penalty on attack rolls.
You may warp one Small or smaller object or its equivalent per caster level. A Medium object counts as two Small objects, a Large object as four, a Huge object as eight, a Gargantuan object as sixteen, and a Colossal object as thirty-two.
Alternatively, you can unwarp wood (effectively warping it back to normal) with this spell, straightening wood that has been warped by this spell or by other means. Make whole, on the other hand, does no good in repairing a warped item.
You can combine multiple consecutive warp wood spells to warp (or unwarp) an object that is too large for you to warp with a single spell.
Until the object is completely warped, it suffers no ill effects.

Water Breathing
Transmutation
Level: Clr 3, Drd 3, Sor/Wiz 3, Water 3
Components: V, S, M/DF
Casting Time: 1 standard action
Range: Touch
Target: Living creatures touched
Duration: 2 hours/level; see text
Saving Throw: Will negates (harmless)
Spell Resistance: Yes (harmless)
The transmuted creatures can breathe water freely. Divide the duration evenly among all the creatures you touch.
The spell does not make creatures unable to breathe air.
Arcane Material Component: A short reed or piece of straw.

Water Walk
Transmutation [Water]
Level: Clr 3, Rgr 3
Components: V, S, DF
Casting Time: 1 standard action
Range: Touch
Targets: One touched creature/level
Duration: 10 min./level (D)
Saving Throw: Will negates (harmless)
Spell Resistance: Yes (harmless)
The transmuted creatures can tread on any liquid as if it were firm ground. Mud, oil, snow, quicksand, running water, ice, and even lava can be traversed easily, since the subjects’ feet hover an inch or two above the surface. (Creatures crossing molten lava still take damage from the heat because they are near it.) The subjects can walk, run, charge, or otherwise move across the surface as if it were normal ground.
If the spell is cast underwater (or while the subjects are partially or wholly submerged in whatever liquid they are in), the subjects are borne toward the surface at 60 feet per round until they can stand on it.

Waves of Exhaustion
Necromancy
Level: Sor/Wiz 7
Components: V, S
Casting Time: 1 standard action
Range: 60 ft.
Area: Cone-shaped burst
Duration: Instantaneous
Saving Throw: No
Spell Resistance: Yes
Waves of negative energy cause all living creatures in the spell’s area to become exhausted. This spell has no effect on a creature that is already exhausted.

Waves of Fatigue
Necromancy
Level: Sor/Wiz 5
Components: V, S
Casting Time: 1 standard action
Range: 30 ft.
Area: Cone-shaped burst
Duration: Instantaneous
Saving Throw: No
Spell Resistance: Yes
Waves of negative energy render all living creatures in the spell’s area fatigued. This spell has no effect on a creature that is already fatigued.

Web
Conjuration (Creation)
Level: Sor/Wiz 2
Components: V, S, M
Casting Time: 1 standard action
Range: Medium (100 ft. + 10 ft./level)
Effect: Webs in a 20-ft.-radius spread
Duration: 10 min./level (D)
Saving Throw: Reflex negates; see text
Spell Resistance: No
Web creates a many-layered mass of strong, sticky strands. These strands trap those caught in them. The strands are similar to spider webs but far larger and tougher. These masses must be anchored to two or more solid and diametrically opposed points or else the web collapses upon itself and disappears. Creatures caught within a web become entangled among the gluey fibers. Attacking a creature in a web won’t cause you to become entangled.
Anyone in the effect’s area when the spell is cast must make a Reflex save. If this save succeeds, the creature is entangled, but not prevented from moving, though moving is more difficult than normal for being entangled (see below). If the save fails, the creature is entangled and can’t move from its space, but can break loose by spending 1 round and making a DC 20 Strength check or a DC 25 Escape Artist check. Once loose (either by making the initial Reflex save or a later Strength check or Escape Artist check), a creature remains entangled, but may move through the web very slowly. Each round devoted to moving allows the creature to make a new Strength check or Escape Artist check. The creature moves 5 feet for each full 5 points by which the check result exceeds 10.
If you have at least 5 feet of web between you and an opponent, it provides cover. If you have at least 20 feet of web between you, it provides total cover.
The strands of a web spell are flammable. A magic flaming sword can slash them away as easily as a hand brushes away cobwebs. Any fire can set the webs alight and burn away 5 square feet in 1 round. All creatures within flaming webs take 2d4 points of fire damage from the flames.
Web can be made permanent with a permanency spell. A permanent web that is damaged (but not destroyed) regrows in 10 minutes.
Material Component: A bit of spider web.

Weird
Illusion (Phantasm) [Fear, Mind-Affecting]
Level: Sor/Wiz 9
Targets: Any number of creatures, no two of which can be more than 30 ft. apart
This spell functions like phantasmal killer, except it can affect more than one creature. Only the affected creatures see the phantasmal creatures attacking them, though you see the attackers as shadowy shapes.
If a subject’s Fortitude save succeeds, it still takes 3d6 points of damage and is stunned for 1 round. The subject also takes 1d4 points of temporary Strength damage.

Whirlwind
Evocation [Air]
Level: Air 8, Drd 8
Components: V, S, DF
Casting Time: 1 standard action
Range: Long (400 ft. + 40 ft./level)
Effect: Cyclone 10 ft. wide at base, 30 ft. wide at top, and 30 ft. tall
Duration: 1 round/level (D)
Saving Throw: Reflex negates; see text
Spell Resistance: Yes
This spell creates a powerful cyclone of raging wind that moves through the air, along the ground, or over water at a speed of 60 feet per round. You can concentrate on controlling the cyclone’s every movement or specify a simple program. Directing the cyclone’s movement or changing its programmed movement is a standard action for you. The cyclone always moves during your turn. If the cyclone exceeds the spell’s range, it moves in a random, uncontrolled fashion for 1d3 rounds and then dissipates. (You can’t regain control of the cyclone, even if comes back within range.)
Any Large or smaller creature that comes in contact with the spell effect must succeed on a Reflex save or take 3d6 points of damage. A Medium or smaller creature that fails its first save must succeed on a second one or be picked up bodily by the cyclone and held suspended in its powerful winds, taking 1d8 points of damage each round on your turn with no save allowed. You may direct the cyclone to eject any carried creatures whenever you wish, depositing the hapless souls wherever the cyclone happens to be when they are released.

Whispering Wind
Transmutation [Air]
Level: Brd 2, Sor/Wiz 2
Components: V, S
Casting Time: 1 standard action
Range: 1 mile/level
Area: 10-ft.-radius spread
Duration: No more than 1 hour/level or until discharged (destination is reached)
Saving Throw: None
Spell Resistance: No
You send a message or sound on the wind to a designated spot. The whispering wind travels to a specific location within range that is familiar to you, provided that it can find a way to the location. A whispering wind is as gentle and unnoticed as a zephyr until it reaches the location. It then delivers its whisper-quiet message or other sound. Note that the message is delivered regardless of whether anyone is present to hear it. The wind then dissipates.
You can prepare the spell to bear a message of no more than twenty-five words, cause the spell to deliver other sounds for 1 round, or merely have the whispering wind seem to be a faint stirring of the air. You can likewise cause the whispering wind to move as slowly as 1 mile per hour or as quickly as 1 mile per 10 minutes.
When the spell reaches its objective, it swirls and remains in place until the message is delivered. As with magic mouth, whispering wind cannot speak verbal components, use command words, or activate magical effects.

Wind Walk
Transmutation [Air]
Level: Clr 6, Drd 7
Components: V, S, DF
Casting Time: 1 standard action
Range: Touch
Targets: You and one touched creature per three levels
Duration: 1 hour/level (D); see text
Saving Throw: No and Will negates (harmless)
Spell Resistance: No and Yes (harmless)
You alter the substance of your body to a cloudlike vapor (as the gaseous form spell) and move through the air, possibly at great speed. You can take other creatures with you, each of which acts independently.
Normally, a wind walker flies at a speed of 10 feet with perfect maneuverability. If desired by the subject, a magical wind wafts a wind walker along at up to 600 feet per round (60 mph) with poor maneuverability. Wind walkers are not invisible but rather appear misty and translucent. If fully clothed in white, they are 80% likely to be mistaken for clouds, fog, vapors, or the like.
A wind walker can regain its physical form as desired and later resume the cloud form. Each change to and from vaporous form takes 5 rounds, which counts toward the duration of the spell (as does any time spent in physical form). As noted above, you can dismiss the spell, and you can even dismiss it for individual wind walkers and not others.
For the last minute of the spell’s duration, a wind walker in cloud form automatically descends 60 feet per round (for a total of 600 feet), though it may descend faster if it wishes. This descent serves as a warning that the spell is about to end.

Wind Wall
Evocation [Air]
Level: Air 2, Clr 3, Drd 3, Rgr 2, Sor/Wiz 3
Components: V, S, M/DF
Casting Time: 1 standard action
Range: Medium (100 ft. + 10 ft./level)
Effect: Wall up to 10 ft./level long and 5 ft./level high (S)
Duration: 1 round/level
Saving Throw: None; see text
Spell Resistance: Yes
An invisible vertical curtain of wind appears. It is 2 feet thick and of considerable strength. It is a roaring blast sufficient to blow away any bird smaller than an eagle, or tear papers and similar materials from unsuspecting hands. (A Reflex save allows a creature to maintain its grasp on an object.) Tiny and Small flying creatures cannot pass through the barrier. Loose materials and cloth garments fly upward when caught in a wind wall. Arrows and bolts are deflected upward and miss, while any other normal ranged weapon passing through the wall has a 30% miss chance. (A giant-thrown boulder, a siege engine projectile, and other massive ranged weapons are not affected.) Gases, most gaseous breath weapons, and creatures in gaseous form cannot pass through the wall (although it is no barrier to incorporeal creatures).
While the wall must be vertical, you can shape it in any continuous path along the ground that you like. It is possible to create cylindrical or square wind walls to enclose specific points.
Arcane Material Component: A tiny fan and a feather of exotic origin.

Wish
Universal
Level: Sor/Wiz 9
Components: V, XP
Casting Time: 1 standard action
Range: See text
Target, Effect, or Area: See text
Duration: See text
Saving Throw: See text
Spell Resistance: Yes
Wish is the mightiest spell a wizard or sorcerer can cast. By simply speaking aloud, you can alter reality to better suit you.
Even wish, however, has its limits.
A wish can produce any one of the following effects.
• Duplicate any wizard or sorcerer spell of 8th level or lower, provided the spell is not of a school prohibited to you.
• Duplicate any other spell of 6th level or lower, provided the spell is not of a school prohibited to you.
• Duplicate any wizard or sorcerer spell of 7th level or lower even if it’s of a prohibited school.
• Duplicate any other spell of 5th level or lower even if it’s of a prohibited school.
• Undo the harmful effects of many other spells, such as geas/quest or insanity.
• Create a nonmagical item of up to 25,000 gp in value.
• Create a magic item, or add to the powers of an existing magic item.
• Grant a creature a +1 inherent bonus to an ability score. Two to five wish spells cast in immediate succession can grant a creature a +2 to +5 inherent bonus to an ability score (two wishes for a +2 inherent bonus, three for a +3 inherent bonus, and so on). Inherent bonuses are instantaneous, so they cannot be dispelled. Note: An inherent bonus may not exceed +5 for a single ability score, and inherent bonuses to a particular ability score do not stack, so only the best one applies.
• Remove injuries and afflictions. A single wish can aid one creature per caster level, and all subjects are cured of the same kind of affliction. For example, you could heal all the damage you and your companions have taken, or remove all poison effects from everyone in the party, but not do both with the same wish. A wish can never restore the experience point loss from casting a spell or the level or Constitution loss from being raised from the dead.
• Revive the dead. A wish can bring a dead creature back to life by duplicating a resurrection spell. A wish can revive a dead creature whose body has been destroyed, but the task takes two wishes, one to recreate the body and another to infuse the body with life again. A wish cannot prevent a character who was brought back to life from losing an experience level.
• Transport travelers. A wish can lift one creature per caster level from anywhere on any plane and place those creatures anywhere else on any plane regardless of local conditions. An unwilling target gets a Will save to negate the effect, and spell resistance (if any) applies.
• Undo misfortune. A wish can undo a single recent event. The wish forces a reroll of any roll made within the last round (including your last turn). Reality reshapes itself to accommodate the new result. For example, a wish could undo an opponent’s successful save, a foe’s successful critical hit (either the attack roll or the critical roll), a friend’s failed save, and so on. The reroll, however, may be as bad as or worse than the original roll. An unwilling target gets a Will save to negate the effect, and spell resistance (if any) applies.
You may try to use a wish to produce greater effects than these, but doing so is dangerous. (The wish may pervert your intent into a literal but undesirable fulfillment or only a partial fulfillment.)
Duplicated spells allow saves and spell resistance as normal (but save DCs are for 9th-level spells).
Material Component: When a wish duplicates a spell with a material component that costs more than 10,000 gp, you must provide that component.
XP Cost: The minimum XP cost for casting wish is 5,000 XP. When a wish duplicates a spell that has an XP cost, you must pay 5,000 XP or that cost, whichever is more. When a wish creates or improves a magic item, you must pay twice the normal XP cost for crafting or improving the item, plus an additional 5,000 XP.

Wood Shape
Transmutation
Level: Drd 2
Components: V, S, DF
Casting Time: 1 standard action
Range: Touch
Target: One touched piece of wood no larger than 10 cu. ft. + 1 cu. ft./level
Duration: Instantaneous
Saving Throw: Will negates (object)
Spell Resistance: Yes (object)
Wood shape enables you to form one existing piece of wood into any shape that suits your purpose. While it is possible to make crude coffers, doors, and so forth, fine detail isn’t possible. There is a 30% chance that any shape that includes moving parts simply doesn’t work.

Word of Chaos
Evocation [Chaotic, Sonic]
Level: Chaos 7, Clr 7
Components: V
Casting Time: 1 standard action
Range: 40 ft.
Area: Nonchaotic creatures in a 40-ft.- radius spread centered on you
Duration: Instantaneous
Saving Throw: None or Will negates; see text
Spell Resistance: Yes
Any nonchaotic creature within the area who hears the word of chaos suffers the following ill effects.
The effects are cumulative and concurrent. No saving throw is allowed against these effects.
Deafened: The creature is deafened for 1d4 rounds.
Stunned: The creature is stunned for 1 round.
Confused: The creature is confused, as by the confusion spell, for 1d10 minutes. This is a mind-affecting enchantment effect.
Killed: Living creatures die. Undead creatures are destroyed.
HD | Effect
Equal to caster level | Deafened
Up to caster level –1 | Stunned, deafened
Up to caster level –5 | Confused, stunned, deafened
Up to caster level –10 | Killed, confused, stunned, deafened
Furthermore, if you are on your home plane when you cast this spell, nonchaotic extraplanar creatures within the area are instantly banished back to their home planes. Creatures so banished cannot return for at least 24 hours. This effect takes place regardless of whether the creatures hear the word of chaos. The banishment effect allows a Will save (at a –4 penalty) to negate.
Creatures whose HD exceed your caster level are unaffected by word of chaos.

Word of Recall
Conjuration (Teleportation)
Level: Clr 6, Drd 8
Components: V
Casting Time: 1 standard action
Range: Unlimited
Target: You and touched objects or other willing creatures
Duration: Instantaneous
Saving Throw: None or Will negates (harmless, object)
Spell Resistance: No or Yes (harmless, object)
Word of recall teleports you instantly back to your sanctuary when the word is uttered. You must designate the sanctuary when you prepare the spell, and it must be a very familiar place. The actual point of arrival is a designated area no larger than 10 feet by 10 feet. You can be transported any distance within a plane but cannot travel between planes. You can transport, in addition to yourself, any objects you carry, as long as their weight doesn’t exceed your maximum load. You may also bring one additional willing Medium or smaller creature (carrying gear or objects up to its maximum load) or its equivalent per three caster levels. A Large creature counts as two Medium creatures, a Huge creature counts as two Large creatures, and so forth. All creatures to be transported must be in contact with one another, and at least one of those creatures must be in contact with you. Exceeding this limit causes the spell to fail.
An unwilling creature can’t be teleported by word of recall. Likewise, a creature’s Will save (or spell resistance) prevents items in its possession from being teleported. Unattended, nonmagical objects receive no saving throw.

Zone of Silence
Illusion (Glamer)
Level: Brd 4
Components: V, S
Casting Time: 1 round
Range: Personal
Area: 5-ft.-radius emanation centered on you
Duration: 1 hour/level (D)
By casting zone of silence, you manipulate sound waves in your immediate vicinity so that you and those within the spell’s area can converse normally, yet no one outside can hear your voices or any other noises from within, including language-dependent or sonic spell effects. This effect is centered on you and moves with you. Anyone who enters the zone immediately becomes subject to its effects, but those who leave are no longer affected. Note, however, that a successful Spot check to read lips can still reveal what’s said inside a zone of silence.

Zone of Truth
Enchantment (Compulsion) [Mind-Affecting]
Level: Clr 2, Pal 2
Components: V, S, DF
Casting Time: 1 standard action
Range: Close (25 ft. + 5 ft./2 levels)
Area: 20-ft.-radius emanation
Duration: 1 min./level
Saving Throw: Will negates
Spell Resistance: Yes
Creatures within the emanation area (or those who enter it) can’t speak any deliberate and intentional lies. Each potentially affected creature is allowed a save to avoid the effects when the spell is cast or when the creature first enters the emanation area. Affected creatures are aware of this enchantment. Therefore, they may avoid answering questions to which they would normally respond with a lie, or they may be evasive as long as they remain within the boundaries of the truth. Creatures who leave the area are free to speak as they choose.


EQUIPMENT

Assume a character owns at least one outfit of normal clothes. Pick any one of the following clothing outfits: artisan’s outfit, entertainer’s outfit, explorer’s outfit, monk’s outfit, peasant’s outfit, scholar’s outfit, or traveler’s outfit.

WEALTH AND MONEY

COINS
The most common coin is the gold piece (gp). A gold piece is worth 10 silver pieces. Each silver piece is worth 10 copper pieces (cp). In addition to copper, silver, and gold coins, there are also platinum pieces (pp), which are each worth 10 gp.
The standard coin weighs about a third of an ounce (fifty to the pound).

Table: Coins
 | Exchange Value
 | CP | SP | GP | PP
Copper piece (cp) | 1 | 1/10 | 1/100 | 1/1,000
Silver piece (sp) | 10 | 1 | 1/10 | 1/100
Gold piece (gp) | 100 | 10 | 1 | 1/10
Platinum piece (pp) | 1,000 | 100 | 10 | 1

WEALTH OTHER THAN COINS
Merchants commonly exchange trade goods without using currency. As a means of comparison, some trade goods are detailed below.

Table: Trade Goods
Cost | Item
1 cp | One pound of wheat
2 cp | One pound of flour, or one chicken
1 sp | One pound of iron
5 sp | One pound of tobacco or copper
1 gp | One pound of cinnamon, or one goat
2 gp | One pound of ginger or pepper, or one sheep
3 gp | One pig
4 gp | One square yard of linen
5 gp | One pound of salt or silver
10 gp | One square yard of silk, or one cow
15 gp | One pound of saffron or cloves, or one ox
50 gp | One pound of gold
500 gp | One pound of platinum

SELLING LOOT
In general, a character can sell something for half its listed price.
Trade goods are the exception to the half-price rule. A trade good, in this sense, is a valuable good that can be easily exchanged almost as if it were cash itself.

WEAPONS

WEAPON CATEGORIES
Weapons are grouped into several interlocking sets of categories.
These categories pertain to what training is needed to become proficient in a weapon’s use (simple, martial, or exotic), the weapon’s usefulness either in close combat (melee) or at a distance (ranged, which includes both thrown and projectile weapons), its relative encumbrance (light, one-handed, or two-handed), and its size (Small, Medium, or Large).

Simple, Martial, and Exotic Weapons: Anybody but a druid, monk, rogue, or wizard is proficient with all simple weapons. Barbarians, fighters, paladins, and rangers are proficient with all simple and all martial weapons. Characters of other classes are proficient with an assortment of mainly simple weapons and possibly also some martial or even exotic weapons. A character who uses a weapon with which he or she is not proficient takes a –4 penalty on attack rolls.

Melee and Ranged Weapons: Melee weapons are used for making melee attacks, though some of them can be thrown as well. Ranged weapons are thrown weapons or projectile weapons that are not effective in melee.
Reach Weapons: Glaives, guisarmes, lances, longspears, ranseurs, spiked chains, and whips are reach weapons. A reach weapon is a melee weapon that allows its wielder to strike at targets that aren’t adjacent to him or her. Most reach double the wielder’s natural reach, meaning that a typical Small or Medium wielder of such a weapon can attack a creature 10 feet away, but not a creature in an adjacent square. A typical Large character wielding a reach weapon of the appropriate size can attack a creature 15 or 20 feet away, but not adjacent creatures or creatures up to 10 feet away.
Double Weapons: Dire flails, dwarven urgroshes, gnome hooked hammers, orc double axes, quarterstaffs, and two-bladed swords are double weapons. A character can fight with both ends of a double weapon as if fighting with two weapons, but he or she incurs all the normal attack penalties associated with two-weapon combat, just as though the character were wielding a one-handed weapon and a light weapon.
The character can also choose to use a double weapon two handed, attacking with only one end of it. A creature wielding a double weapon in one hand can’t use it as a double weapon—only one end of the weapon can be used in any given round.
Thrown Weapons: Daggers, clubs, shortspears, spears, darts, javelins, throwing axes, light hammers, tridents, shuriken, and nets are thrown weapons. The wielder applies his or her Strength modifier to damage dealt by thrown weapons (except for splash weapons). It is possible to throw a weapon that isn’t designed to be thrown (that is, a melee weapon that doesn’t have a numeric entry in the Range Increment column on Table: Weapons), but a character who does so takes a –4 penalty on the attack roll. Throwing a light or one-handed weapon is a standard action, while throwing a two-handed weapon is a full-round action. Regardless of the type of weapon, such an attack scores a threat only on a natural roll of 20 and deals double damage on a critical hit. Such a weapon has a range increment of 10 feet.
Projectile Weapons: Light crossbows, slings, heavy crossbows, shortbows, composite shortbows, longbows, composite longbows, hand crossbows, and repeating crossbows are projectile weapons. Most projectile weapons require two hands to use (see specific weapon descriptions). A character gets no Strength bonus on damage rolls with a projectile weapon unless it’s a specially built composite shortbow, specially built composite longbow, or sling. If the character has a penalty for low Strength, apply it to damage rolls when he or she uses a bow or a sling.
Ammunition: Projectile weapons use ammunition: arrows (for bows), bolts (for crossbows), or sling bullets (for slings). When using a bow, a character can draw ammunition as a free action; crossbows and slings require an action for reloading. Generally speaking, ammunition that hits its target is destroyed or rendered useless, while normal ammunition that misses has a 50% chance of being destroyed or lost.
Although they are thrown weapons, shuriken are treated as ammunition for the purposes of drawing them, crafting masterwork or otherwise special versions of them (see Masterwork Weapons), and what happens to them after they are thrown.

Light, One-Handed, and Two-Handed Melee Weapons: This designation is a measure of how much effort it takes to wield a weapon in combat. It indicates whether a melee weapon, when wielded by a character of the weapon’s size category, is considered a light weapon, a one-handed weapon, or a two-handed weapon.
Light: A light weapon is easier to use in one’s off hand than a one-handed weapon is, and it can be used while grappling. A light weapon is used in one hand. Add the wielder’s Strength bonus (if any) to damage rolls for melee attacks with a light weapon if it’s used in the primary hand, or one-half the wielder’s Strength bonus if it’s used in the off hand. Using two hands to wield a light weapon gives no advantage on damage; the Strength bonus applies as though the weapon were held in the wielder’s primary hand only.
An unarmed strike is always considered a light weapon.
One-Handed: A one-handed weapon can be used in either the primary hand or the off hand. Add the wielder’s Strength bonus to damage rolls for melee attacks with a one-handed weapon if it’s used in the primary hand, or 1/2 his or her Strength bonus if it’s used in the off hand. If a one-handed weapon is wielded with two hands during melee combat, add 1-1/2 times the character’s Strength bonus to damage rolls.
Two-Handed: Two hands are required to use a two-handed melee weapon effectively. Apply 1-1/2 times the character’s Strength bonus to damage rolls for melee attacks with such a weapon.

Weapon Size: Every weapon has a size category. This designation indicates the size of the creature for which the weapon was designed.
A weapon’s size category isn’t the same as its size as an object. Instead, a weapon’s size category is keyed to the size of the intended wielder. In general, a light weapon is an object two size categories smaller than the wielder, a one-handed weapon is an object one size category smaller than the wielder, and a two-handed weapon is an object of the same size category as the wielder.
Inappropriately Sized Weapons: A creature can’t make optimum use of a weapon that isn’t properly sized for it. A cumulative –2 penalty applies on attack rolls for each size category of difference between the size of its intended wielder and the size of its actual wielder. If the creature isn’t proficient with the weapon a –4 nonproficiency penalty also applies.
The measure of how much effort it takes to use a weapon (whether the weapon is designated as a light, one-handed, or two-handed weapon for a particular wielder) is altered by one step for each size category of difference between the wielder’s size and the size of the creature for which the weapon was designed. If a weapon’s designation would be changed to something other than light, one-handed, or two-handed by this alteration, the creature can’t wield the weapon at all.

Improvised Weapons: Sometimes objects not crafted to be weapons nonetheless see use in combat. Because such objects are not designed for this use, any creature that uses one in combat is considered to be nonproficient with it and takes a –4 penalty on attack rolls made with that object. To determine the size category and appropriate damage for an improvised weapon, compare its relative size and damage potential to the weapon list to find a reasonable match. An improvised weapon scores a threat on a natural roll of 20 and deals double damage on a critical hit. An improvised thrown weapon has a range increment of 10 feet.

WEAPON QUALITIES
Here is the format for weapon entries (given as column headings on Table: Weapons, below).
Cost: This value is the weapon’s cost in gold pieces (gp) or silver pieces (sp). The cost includes miscellaneous gear that goes with the weapon.
This cost is the same for a Small or Medium version of the weapon. A Large version costs twice the listed price.
Damage: The Damage columns give the damage dealt by the weapon on a successful hit. The column labeled “Dmg (S)” is for Small weapons. The column labeled “Dmg (M)” is for Medium weapons. If two damage ranges are given then the weapon is a double weapon. Use the second damage figure given for the double weapon’s extra attack. Table: Tiny and Large Weapon Damage gives weapon damage values for weapons of those sizes.

Table: Tiny and Large Weapon Damage
Medium Weapon Damage | Tiny Weapon Damage | Large Weapon Damage
1d2 | — | 1d3
1d3 | 1 | 1d4
1d4 | 1d2 | 1d6
1d6 | 1d3 | 1d8
1d8 | 1d4 | 2d6
1d10 | 1d6 | 2d8
1d12 | 1d8 | 3d6
2d4 | 1d4 | 2d6
2d6 | 1d8 | 3d6
2d8 | 1d10 | 3d8
2d10 | 2d6 | 4d8

Critical: The entry in this column notes how the weapon is used with the rules for critical hits. When your character scores a critical hit, roll the damage two, three, or four times, as indicated by its critical multiplier (using all applicable modifiers on each roll), and add all the results together.
Exception: Extra damage over and above a weapon’s normal damage is not multiplied when you score a critical hit.
x2: The weapon deals double damage on a critical hit.
x3: The weapon deals triple damage on a critical hit.
x3/x4: One head of this double weapon deals triple damage on a critical hit. The other head deals quadruple damage on a critical hit.
x4: The weapon deals quadruple damage on a critical hit.
19–20/x2: The weapon scores a threat on a natural roll of 19 or 20 (instead of just 20) and deals double damage on a critical hit. (The weapon has a threat range of 19–20.)
18–20/x2: The weapon scores a threat on a natural roll of 18, 19, or 20 (instead of just 20) and deals double damage on a critical hit. (The weapon has a threat range of 18–20.)
Range Increment: Any attack at less than this distance is not penalized for range. However, each full range increment imposes a cumulative –2 penalty on the attack roll. A thrown weapon has a maximum range of five range increments. A projectile weapon can shoot out to ten range increments.
Weight: This column gives the weight of a Medium version of the weapon. Halve this number for Small weapons and double it for Large weapons.
Type: Weapons are classified according to the type of damage they deal: bludgeoning, piercing, or slashing. Some monsters may be resistant or immune to attacks from certain types of weapons.
Some weapons deal damage of multiple types. If a weapon is of two types, the damage it deals is not half one type and half another; all of it is both types. Therefore, a creature would have to be immune to both types of damage to ignore any of the damage from such a weapon.
In other cases, a weapon can deal either of two types of damage. In a situation when the damage type is significant, the wielder can choose which type of damage to deal with such a weapon.
Special: Some weapons have special features. See the weapon descriptions for details.

WEAPON DESCRIPTIONS
Table: Weapons
Simple Weapons | Cost | Dmg (S) | Dmg (M) | Critical |  | Range Increment | Weight1 | Type2
Unarmed Attacks
Gauntlet | 2 gp | 1d2 | 1d3 | x2 |  | — | 1 lb. | Bludgeoning
Unarmed strike | — | 1d23 | 1d33 | x2 |  | — | — | Bludgeoning
Light Melee Weapons
Dagger | 2 gp | 1d3 | 1d4 | 19–20/x2 |  | 10 ft. | 1 lb. | Piercing or slashing
Dagger, punching | 2 gp | 1d3 | 1d4 | x3 |  | — | 1 lb. | Piercing
Gauntlet, spiked | 5 gp | 1d3 | 1d4 | x2 |  | — | 1 lb. | Piercing
Mace, light | 5 gp | 1d4 | 1d6 | x2 |  | — | 4 lb. | Bludgeoning
Sickle | 6 gp | 1d4 | 1d6 | x2 |  | — | 2 lb. | Slashing
One-Handed Melee Weapons
Club | — | 1d4 | 1d6 | x2 |  | 10 ft. | 3 lb. | Bludgeoning
Mace, heavy | 12 gp | 1d6 | 1d8 | x2 |  | — | 8 lb. | Bludgeoning
Morningstar | 8 gp | 1d6 | 1d8 | x2 |  | — | 6 lb. | Bludgeoning and piercing
Shortspear | 1 gp | 1d4 | 1d6 | x2 |  | 20 ft. | 3 lb. | Piercing
Two-Handed Melee Weapons
Longspear4 | 5 gp | 1d6 | 1d8 | x3 |  | — | 9 lb. | Piercing
Quarterstaff5 | — | 1d4/1d4 | 1d6/1d6 | x2 |  | — | 4 lb. | Bludgeoning
Spear | 2 gp | 1d6 | 1d8 | x3 |  | 20 ft. | 6 lb. | Piercing
Ranged Weapons
Crossbow, heavy | 50 gp | 1d8 | 1d10 | 19–20/x2 |  | 120 ft. | 8 lb. | Piercing
Bolts, crossbow (10) | 1 gp | — | — | — |  | — | 1 lb. | —
Crossbow, light | 35 gp | 1d6 | 1d8 | 19–20/x2 |  | 80 ft. | 4 lb. | Piercing
Bolts, crossbow (10) | 1 gp | — | — | — |  | — | 1 lb. | —
Dart | 5 sp | 1d3 | 1d4 | x2 |  | 20 ft. | 1/2 lb. | Piercing
Javelin | 1 gp | 1d4 | 1d6 | x2 |  | 30 ft. | 2 lb. | Piercing
Sling | — | 1d3 | 1d4 | x2 |  | 50 ft. | 0 lb. | Bludgeoning
Bullets, sling (10) | 1 sp | — | — | — |  | — | 5 lb. | —
Martial Weapons | Cost | Dmg (S) | Dmg (M) | Critical |  | Range Increment | Weight1 | Type2
Light Melee Weapons
Axe, throwing | 8 gp | 1d4 | 1d6 | x2 |  | 10 ft. | 2 lb. | Slashing
Hammer, light | 1 gp | 1d3 | 1d4 | x2 |  | 20 ft. | 2 lb. | Bludgeoning
Handaxe | 6 gp | 1d4 | 1d6 | x3 |  | — | 3 lb. | Slashing
Kukri | 8 gp | 1d3 | 1d4 | 18–20/x2 |  | — | 2 lb. | Slashing
Pick, light | 4 gp | 1d3 | 1d4 | x4 |  | — | 3 lb. | Piercing
Sap | 1 gp | 1d43 | 1d63 | x2 |  | — | 2 lb. | Bludgeoning
Shield, light | special | 1d2 | 1d3 | x2 |  | — | special | Bludgeoning
Spiked armor | special | 1d4 | 1d6 | x2 |  | — | special | Piercing
Spiked shield, light | special | 1d3 | 1d4 | x2 |  | — | special | Piercing
Sword, short | 10 gp | 1d4 | 1d6 | 19–20/x2 |  | — | 2 lb. | Piercing
One-Handed Melee Weapons
Battleaxe | 10 gp | 1d6 | 1d8 | x3 |  | — | 6 lb. | Slashing
Flail | 8 gp | 1d6 | 1d8 | x2 |  | — | 5 lb. | Bludgeoning
Longsword | 15 gp | 1d6 | 1d8 | 19–20/x2 |  | — | 4 lb. | Slashing
Pick, heavy | 8 gp | 1d4 | 1d6 | x4 |  | — | 6 lb. | Piercing
Rapier | 20 gp | 1d4 | 1d6 | 18–20/x2 |  | — | 2 lb. | Piercing
Scimitar | 15 gp | 1d4 | 1d6 | 18–20/x2 |  | — | 4 lb. | Slashing
Shield, heavy | special | 1d3 | 1d4 | x2 |  | — | special | Bludgeoning
Spiked shield, heavy | special | 1d4 | 1d6 | x2 |  | — | special | Piercing
Trident | 15 gp | 1d6 | 1d8 | x2 |  | 10 ft. | 4 lb. | Piercing
Warhammer | 12 gp | 1d6 | 1d8 | x3 |  | — | 5 lb. | Bludgeoning
Two-Handed Melee Weapons
Falchion | 75 gp | 1d6 | 2d4 | 18–20/x2 |  | — | 8 lb. | Slashing
Glaive4 | 8 gp | 1d8 | 1d10 | x3 |  | — | 10 lb. | Slashing
Greataxe | 20 gp | 1d10 | 1d12 | x3 |  | — | 12 lb. | Slashing
Greatclub | 5 gp | 1d8 | 1d10 | x2 |  | — | 8 lb. | Bludgeoning
Flail, heavy | 15 gp | 1d8 | 1d10 | 19–20/x2 |  | — | 10 lb. | Bludgeoning
Greatsword | 50 gp | 1d10 | 2d6 | 19–20/x2 |  | — | 8 lb. | Slashing
Guisarme4 | 9 gp | 1d6 | 2d4 | x3 |  | — | 12 lb. | Slashing
Halberd | 10 gp | 1d8 | 1d10 | x3 |  | — | 12 lb. | Piercing or slashing
Lance4 | 10 gp | 1d6 | 1d8 | x3 |  | — | 10 lb. | Piercing
Ranseur4 | 10 gp | 1d6 | 2d4 | x3 |  | — | 12 lb. | Piercing
Scythe | 18 gp | 1d6 | 2d4 | x4 |  | — | 10 lb. | Piercing or slashing
Ranged Weapons
Longbow | 75 gp | 1d6 | 1d8 |  | x3 | 100 ft. | 3 lb. | Piercing
Arrows (20) | 1 gp | — | — |  | — | — | 3 lb. | —
Longbow, composite | 100 gp | 1d6 | 1d8 |  | x3 | 110 ft. | 3 lb. | Piercing
Arrows (20) | 1 gp | — | — |  | — | — | 3 lb. | —
Shortbow | 30 gp | 1d4 | 1d6 |  | x3 | 60 ft. | 2 lb. | Piercing
Arrows (20) | 1 gp | — | — |  | — | — | 3 lb. | —
Shortbow, composite | 75 gp | 1d4 | 1d6 |  | x3 | 70 ft. | 2 lb. | Piercing
Arrows (20) | 1 gp | — | — |  | — | — | 3 lb. | —
Exotic Weapons | Cost | Dmg (S) | Dmg (M) |  | Critical | Range Increment | Weight1 | Type2
Light Melee Weapons
Kama | 2 gp | 1d4 | 1d6 | x2 |  | — | 2 lb. | Slashing
Nunchaku | 2 gp | 1d4 | 1d6 | x2 |  | — | 2 lb. | Bludgeoning
Sai | 1 gp | 1d3 | 1d4 | x2 |  | 10 ft. | 1 lb. | Bludgeoning
Siangham | 3 gp | 1d4 | 1d6 | x2 |  | — | 1 lb. | Piercing
One-Handed Melee Weapons
Sword, bastard | 35 gp | 1d8 | 1d10 | 19–20/x2 |  | — | 6 lb. | Slashing
Waraxe, dwarven | 30 gp | 1d8 | 1d10 | x3 |  | — | 8 lb. | Slashing
Whip4 | 1 gp | 1d23 | 1d33 | x2 |  |  | 2 lb. | Slashing
Two-Handed Melee Weapons
Axe, orc double5 | 60 gp | 1d6/1d6 | 1d8/1d8 | x3 |  | — | 15 lb. | Slashing
Chain, spiked4 | 25 gp | 1d6 | 2d4 | x2 |  | — | 10 lb. | Piercing
Flail, dire5 | 90 gp | 1d6/1d6 | 1d8/1d8 | x2 |  | — | 10 lb. | Bludgeoning
Hammer, gnome hooked5 | 20 gp | 1d6/1d4 | 1d8/1d6 | x3/x4 |  | — | 6 lb. | Bludgeoning and piercing
Sword, two-bladed5 | 100 gp | 1d6/1d6 | 1d8/1d8 | 19–20/x2 |  | — | 10 lb. | Slashing
Urgrosh, dwarven5 | 50 gp | 1d6/1d4 | 1d8/1d6 | x3 |  | — | 12 lb. | Slashing or piercing
Ranged Weapons
Bolas | 5 gp | 1d33 | 1d43 | x2 |  | 10 ft. | 2 lb. | Bludgeoning
Crossbow, hand | 100 gp | 1d3 | 1d4 | 19–20/x2 |  | 30 ft. | 2 lb. | Piercing
Bolts (10) | 1 gp | — | — | — |  | — | 1 lb. | —
Crossbow, repeating heavy | 400 gp | 1d8 | 1d10 | 19–20/x2 |  | 120 ft. | 12 lb. | Piercing
Bolts (5) | 1 gp | — | — | — |  | 1 lb. | — |
Crossbow, repeating light | 250 gp | 1d6 | 1d8 | 19–20/x2 |  | 80 ft. | 6 lb. | Piercing
Bolts (5) | 1 gp | — | — | — |  | 1 lb. | — |
Net | 20 gp | — | — | 10 ft. |  | 6 lb. | — |
Shuriken (5) | 1 gp | 1 | 1d2 | x2 |  | 10 ft. | 1/2 lb. | Piercing
1 Weight figures are for Medium weapons. A Small weapon weighs half as much, and a Large weapon weighs twice as much.
2 When two types are given, the weapon is both types if the entry specifies “and,” or either type (player’s choice at time of attack) if the entry specifies “or.”
3 The weapon deals nonlethal damage rather than lethal damage.
4 Reach weapon.
5 Double weapon.

Weapons found on Table: Weapons that have special options for the wielder (“you”) are described below. Splash weapons are described under Special Substances and Items.
Arrows: An arrow used as a melee weapon is treated as a light improvised weapon (–4 penalty on attack rolls) and deals damage as a dagger of its size (critical multiplier x2). Arrows come in a leather quiver that holds 20 arrows. An arrow that hits its target is destroyed; one that misses has a 50% chance of being destroyed or lost.
Axe, Orc Double: An orc double axe is a double weapon. You can fight with it as if fighting with two weapons, but if you do, you incur all the normal attack penalties associated with fighting with two weapons, just as if you were using a one-handed weapon and a light weapon.
A creature wielding an orc double axe in one hand can’t use it as a double weapon—only one end of the weapon can be used in any given round.
Bolas: You can use this weapon to make a ranged trip attack against an opponent. You can’t be tripped during your own trip attempt when using a set of bolas.
Bolts: A crossbow bolt used as a melee weapon is treated as a light improvised weapon (–4 penalty on attack rolls) and deals damage as a dagger of its size (crit x2). Bolts come in a wooden case that holds 10 bolts (or 5, for a repeating crossbow). A bolt that hits its target is destroyed; one that misses has a 50% chance of being destroyed or lost.
Bullets, Sling: Bullets come in a leather pouch that holds 10 bullets. A bullet that hits its target is destroyed; one that misses has a 50% chance of being destroyed or lost.
Chain, Spiked: A spiked chain has reach, so you can strike opponents 10 feet away with it. In addition, unlike most other weapons with reach, it can be used against an adjacent foe.
You can make trip attacks with the chain. If you are tripped during your own trip attempt, you can drop the chain to avoid being tripped.
When using a spiked chain, you get a +2 bonus on opposed attack rolls made to disarm an opponent (including the roll to avoid being disarmed if such an attempt fails).
You can use the Weapon Finesse feat to apply your Dexterity modifier instead of your Strength modifier to attack rolls with a spiked chain sized for you, even though it isn’t a light weapon for you.
Crossbow, Hand: You can draw a hand crossbow back by hand. Loading a hand crossbow is a move action that provokes attacks of opportunity.
You can shoot, but not load, a hand crossbow with one hand at no penalty. You can shoot a hand crossbow with each hand, but you take a penalty on attack rolls as if attacking with two light weapons.
Crossbow, Heavy: You draw a heavy crossbow back by turning a small winch. Loading a heavy crossbow is a full-round action that provokes attacks of opportunity.
Normally, operating a heavy crossbow requires two hands. However, you can shoot, but not load, a heavy crossbow with one hand at a –4 penalty on attack rolls. You can shoot a heavy crossbow with each hand, but you take a penalty on attack rolls as if attacking with two one-handed weapons. This penalty is cumulative with the penalty for one-handed firing.
Crossbow, Light: You draw a light crossbow back by pulling a lever. Loading a light crossbow is a move action that provokes attacks of opportunity.
Normally, operating a light crossbow requires two hands. However, you can shoot, but not load, a light crossbow with one hand at a –2 penalty on attack rolls. You can shoot a light crossbow with each hand, but you take a penalty on attack rolls as if attacking with two light weapons. This penalty is cumulative with the penalty for one-handed firing.
Crossbow, Repeating: The repeating crossbow (whether heavy or light) holds 5 crossbow bolts. As long as it holds bolts, you can reload it by pulling the reloading lever (a free action). Loading a new case of 5 bolts is a full-round action that provokes attacks of opportunity.
You can fire a repeating crossbow with one hand or fire a repeating crossbow in each hand in the same manner as you would a normal crossbow of the same size. However, you must fire the weapon with two hands in order to use the reloading lever, and you must use two hands to load a new case of bolts.
Dagger: You get a +2 bonus on Sleight of Hand checks made to conceal a dagger on your body (see the Sleight of Hand skill).
Flail, Dire: A dire flail is a double weapon. You can fight with it as if fighting with two weapons, but if you do, you incur all the normal attack penalties associated with fighting with two weapons, just as if you were using a one-handed weapon and a light weapon. A creature wielding a dire flail in one hand can’t use it as a double weapon— only one end of the weapon can be used in any given round.
When using a dire flail, you get a +2 bonus on opposed attack rolls made to disarm an enemy (including the opposed attack roll to avoid being disarmed if such an attempt fails).
You can also use this weapon to make trip attacks. If you are tripped during your own trip attempt, you can drop the dire flail to avoid being tripped.
Flail or Heavy Flail: With a flail, you get a +2 bonus on opposed attack rolls made to disarm an enemy (including the roll to avoid being disarmed if such an attempt fails).
You can also use this weapon to make trip attacks. If you are tripped during your own trip attempt, you can drop the flail to avoid being tripped.
Gauntlet: This metal glove lets you deal lethal damage rather than nonlethal damage with unarmed strikes. A strike with a gauntlet is otherwise considered an unarmed attack. The cost and weight given are for a single gauntlet. Medium and heavy armors (except breastplate) come with gauntlets.
Gauntlet, Spiked: Your opponent cannot use a disarm action to disarm you of spiked gauntlets. The cost and weight given are for a single gauntlet. An attack with a spiked gauntlet is considered an armed attack.
Glaive: A glaive has reach. You can strike opponents 10 feet away with it, but you can’t use it against an adjacent foe.
Guisarme: A guisarme has reach. You can strike opponents 10 feet away with it, but you can’t use it against an adjacent foe.
You can also use it to make trip attacks. If you are tripped during your own trip attempt, you can drop the guisarme to avoid being tripped.
Halberd: If you use a ready action to set a halberd against a charge, you deal double damage on a successful hit against a charging character.
You can use a halberd to make trip attacks. If you are tripped during your own trip attempt, you can drop the halberd to avoid being tripped.
Hammer, Gnome Hooked: A gnome hooked hammer is a double weapon. You can fight with it as if fighting with two weapons, but if you do, you incur all the normal attack penalties associated with fighting with two weapons, just as if you were using a one-handed weapon and a light weapon. The hammer’s blunt head is a bludgeoning weapon that deals 1d6 points of damage (crit x3). Its hook is a piercing weapon that deals 1d4 points of damage (crit x4). You can use either head as the primary weapon. The other head is the offhand weapon. A creature wielding a gnome hooked hammer in one hand can’t use it as a double weapon—only one end of the weapon can be used in any given round.
You can use a gnome hooked hammer to make trip attacks. If you are tripped during your own trip attempt, you can drop the gnome hooked hammer to avoid being tripped.
Gnomes treat gnome hooked hammers as martial weapons.
Javelin: Since it is not designed for melee, you are treated as nonproficient with it and take a –4 penalty on attack rolls if you use a javelin as a melee weapon.
Kama: The kama is a special monk weapon. This designation gives a monk wielding a kama special options.
You can use a kama to make trip attacks. If you are tripped during your own trip attempt, you can drop the kama to avoid being tripped.
Lance: A lance deals double damage when used from the back of a charging mount. It has reach, so you can strike opponents 10 feet away with it, but you can’t use it against an adjacent foe.
While mounted, you can wield a lance with one hand.
Longbow: You need at least two hands to use a bow, regardless of its size. A longbow is too unwieldy to use while you are mounted. If you have a penalty for low Strength, apply it to damage rolls when you use a longbow. If you have a bonus for high Strength, you can apply it to damage rolls when you use a composite longbow (see below) but not a regular longbow.
Longbow, Composite: You need at least two hands to use a bow, regardless of its size. You can use a composite longbow while mounted. All composite bows are made with a particular strength rating (that is, each requires a minimum Strength modifier to use with proficiency). If your Strength bonus is less than the strength rating of the composite bow, you can’t effectively use it, so you take a –2 penalty on attacks with it. The default composite longbow requires a Strength modifier of +0 or higher to use with proficiency. A composite longbow can be made with a high strength rating to take advantage of an above-average Strength score; this feature allows you to add your Strength bonus to damage, up to the maximum bonus indicated for the bow. Each point of Strength bonus granted by the bow adds 100 gp to its cost.
For purposes of weapon proficiency and similar feats, a composite longbow is treated as if it were a longbow.
Longspear: A longspear has reach. You can strike opponents 10 feet away with it, but you can’t use it against an adjacent foe. If you use a ready action to set a longspear against a charge, you deal double damage on a successful hit against a charging character.
Net: A net is used to entangle enemies. When you throw a net, you make a ranged touch attack against your target. A net’s maximum range is 10 feet. If you hit, the target is entangled. An entangled creature takes a –2 penalty on attack rolls and a –4 penalty on Dexterity, can move at only half speed, and cannot charge or run. If you control the trailing rope by succeeding on an opposed Strength check while holding it, the entangled creature can move only within the limits that the rope allows. If the entangled creature attempts to cast a spell, it must make a DC 15 Concentration check or be unable to cast the spell.
An entangled creature can escape with a DC 20 Escape Artist check (a full-round action). The net has 5 hit points and can be burst with a DC 25 Strength check (also a full-round action).
A net is useful only against creatures within one size category of you.
A net must be folded to be thrown effectively. The first time you throw your net in a fight, you make a normal ranged touch attack roll. After the net is unfolded, you take a –4 penalty on attack rolls with it. It takes 2 rounds for a proficient user to fold a net and twice that long for a nonproficient one to do so.
Nunchaku: The nunchaku is a special monk weapon. This designation gives a monk wielding a nunchaku special options. With a nunchaku, you get a +2 bonus on opposed attack rolls made to disarm an enemy (including the roll to avoid being disarmed if such an attempt fails).
Quarterstaff: A quarterstaff is a double weapon. You can fight with it as if fighting with two weapons, but if you do, you incur all the normal attack penalties associated with fighting with two weapons, just as if you were using a one-handed weapon and a light weapon. A creature wielding a quarterstaff in one hand can’t use it as a double weapon—only one end of the weapon can be used in any given round.
The quarterstaff is a special monk weapon. This designation gives a monk wielding a quarterstaff special options.
Ranseur: A ranseur has reach. You can strike opponents 10 feet away with it, but you can’t use it against an adjacent foe.
With a ranseur, you get a +2 bonus on opposed attack rolls made to disarm an opponent (including the roll to avoid being disarmed if such an attempt fails).
Rapier: You can use the Weapon Finesse feat to apply your Dexterity modifier instead of your Strength modifier to attack rolls with a rapier sized for you, even though it isn’t a light weapon for you. You can’t wield a rapier in two hands in order to apply 1-1/2 times your Strength bonus to damage.
Sai: With a sai, you get a +4 bonus on opposed attack rolls made to disarm an enemy (including the roll to avoid being disarmed if such an attempt fails).
The sai is a special monk weapon. This designation gives a monk wielding a sai special options.
Scythe: A scythe can be used to make trip attacks. If you are tripped during your own trip attempt, you can drop the scythe to avoid being tripped.
Shield, Heavy or Light: You can bash with a shield instead of using it for defense. See Armor for details.
Shortbow: You need at least two hands to use a bow, regardless of its size. You can use a shortbow while mounted. If you have a penalty for low Strength, apply it to damage rolls when you use a shortbow. If you have a bonus for high Strength, you can apply it to damage rolls when you use a composite shortbow (see below) but not a regular shortbow.
Shortbow, Composite: You need at least two hands to use a bow, regardless of its size. You can use a composite shortbow while mounted. All composite bows are made with a particular strength rating (that is, each requires a minimum Strength modifier to use with proficiency). If your Strength bonus is lower than the strength rating of the composite bow, you can’t effectively use it, so you take a –2 penalty on attacks with it. The default composite shortbow requires a Strength modifier of +0 or higher to use with proficiency. A composite shortbow can be made with a high strength rating to take advantage of an above-average Strength score; this feature allows you to add your Strength bonus to damage, up to the maximum bonus indicated for the bow. Each point of Strength bonus granted by the bow adds 75 gp to its cost.
For purposes of weapon proficiency and similar feats, a composite shortbow is treated as if it were a shortbow.
Shortspear: A shortspear is small enough to wield one-handed. It may also be thrown.
Shuriken: A shuriken is a special monk weapon. This designation gives a monk wielding shuriken special options. A shuriken can’t be used as a melee weapon.
Although they are thrown weapons, shuriken are treated as ammunition for the purposes of drawing them, crafting masterwork or otherwise special versions of them and what happens to them after they are thrown.
Siangham: The siangham is a special monk weapon. This designation gives a monk wielding a siangham special options.
Sickle: A sickle can be used to make trip attacks. If you are tripped during your own trip attempt, you can drop the sickle to avoid being tripped.
Sling: Your Strength modifier applies to damage rolls when you use a sling, just as it does for thrown weapons. You can fire, but not load, a sling with one hand. Loading a sling is a move action that requires two hands and provokes attacks of opportunity.
You can hurl ordinary stones with a sling, but stones are not as dense or as round as bullets. Thus, such an attack deals damage as if the weapon were designed for a creature one size category smaller than you and you take a –1 penalty on attack rolls.
Spear: A spear can be thrown. If you use a ready action to set a spear against a charge, you deal double damage on a successful hit against a charging character.
Spiked Armor: You can outfit your armor with spikes, which can deal damage in a grapple or as a separate attack. See Armor for details.
Spiked Shield, Heavy or Light: You can bash with a spiked shield instead of using it for defense. See Armor for details.
Strike, Unarmed: A Medium character deals 1d3 points of nonlethal damage with an unarmed strike. A Small character deals 1d2 points of nonlethal damage. A monk or any character with the Improved Unarmed Strike feat can deal lethal or nonlethal damage with unarmed strikes, at her option. The damage from an unarmed strike is considered weapon damage for the purposes of effects that give you a bonus on weapon damage rolls.
An unarmed strike is always considered a light weapon. Therefore, you can use the Weapon Finesse feat to apply your Dexterity modifier instead of your Strength modifier to attack rolls with an unarmed strike.
Sword, Bastard: A bastard sword is too large to use in one hand without special training; thus, it is an exotic weapon. A character can use a bastard sword two-handed as a martial weapon.
Sword, Two-Bladed: A two-bladed sword is a double weapon. You can fight with it as if fighting with two weapons, but if you do, you incur all the normal attack penalties associated with fighting with two weapons, just as if you were using a one-handed weapon and a light weapon. A creature wielding a two-bladed sword in one hand can’t use it as a double weapon—only one end of the weapon can be used in any given round.
Trident: This weapon can be thrown. If you use a ready action to set a trident against a charge, you deal double damage on a successful hit against a charging character.
Urgrosh, Dwarven: A dwarven urgrosh is a double weapon. You can fight with it as if fighting with two weapons, but if you do, you incur all the normal attack penalties associated with fighting with two weapons, just as if you were using a one-handed weapon and a light weapon. The urgrosh’s axe head is a slashing weapon that deals 1d8 points of damage. Its spear head is a piercing weapon that deals 1d6 points of damage. You can use either head as the primary weapon. The other is the off-hand weapon. A creature wielding a dwarven urgrosh in one hand can’t use it as a double weapon—only one end of the weapon can be used in any given round.
If you use a ready action to set an urgrosh against a charge, you deal double damage if you score a hit against a charging character. If you use an urgrosh against a charging character, the spear head is the part of the weapon that deals damage.
Dwarves treat dwarven urgroshes as martial weapons.
Waraxe, Dwarven: A dwarven waraxe is too large to use in one hand without special training; thus, it is an exotic weapon. A Medium character can use a dwarven waraxe two-handed as a martial weapon, or a Large creature can use it one-handed in the same way. A dwarf treats a dwarven waraxe as a martial weapon even when using it in one hand.
Whip: A whip deals nonlethal damage. It deals no damage to any creature with an armor bonus of +1 or higher or a natural armor bonus of +3 or higher. The whip is treated as a melee weapon with 15-foot reach, though you don’t threaten the area into which you can make an attack. In addition, unlike most other weapons with reach, you can use it against foes anywhere within your reach (including adjacent foes).
Using a whip provokes an attack of opportunity, just as if you had used a ranged weapon.
You can make trip attacks with a whip. If you are tripped during your own trip attempt, you can drop the whip to avoid being tripped.
When using a whip, you get a +2 bonus on opposed attack rolls made to disarm an opponent (including the roll to keep from being disarmed if the attack fails).
You can use the Weapon Finesse feat to apply your Dexterity modifier instead of your Strength modifier to attack rolls with a whip sized for you, even though it isn’t a light weapon for you.

MASTERWORK WEAPONS
A masterwork weapon is a finely crafted version of a normal weapon. Wielding it provides a +1 enhancement bonus on attack rolls.
You can’t add the masterwork quality to a weapon after it is created; it must be crafted as a masterwork weapon (see the Craft skill). The masterwork quality adds 300 gp to the cost of a normal weapon (or 6 gp to the cost of a single unit of ammunition). Adding the masterwork quality to a double weapon costs twice the normal increase (+600 gp).
Masterwork ammunition is damaged (effectively destroyed) when used. The enhancement bonus of masterwork ammunition does not stack with any enhancement bonus of the projectile weapon firing it.
All magic weapons are automatically considered to be of masterwork quality. The enhancement bonus granted by the masterwork quality doesn’t stack with the enhancement bonus provided by the weapon’s magic.
Even though some types of armor and shields can be used as weapons, you can’t create a masterwork version of such an item that confers an enhancement bonus on attack rolls. Instead, masterwork armor and shields have lessened armor check penalties.

ARMOR

ARMOR QUALITIES
To wear heavier armor effectively, a character can select the Armor Proficiency feats, but most classes are automatically proficient with the armors that work best for them.
Armor and shields can take damage from some types of attacks.
Here is the format for armor entries (given as column headings on Table: Armor and Shields, below).
Cost: The cost of the armor for Small or Medium humanoid creatures. See Armor for Unusual Creatures, below, for armor prices for other creatures.
Armor/Shield Bonus: Each armor grants an armor bonus to AC, while shields grant a shield bonus to AC. The armor bonus from a suit of armor doesn’t stack with other effects or items that grant an armor bonus. Similarly, the shield bonus from a shield doesn’t stack with other effects that grant a shield bonus.
Maximum Dex Bonus: This number is the maximum Dexterity bonus to AC that this type of armor allows. Heavier armors limit mobility, reducing the wearer’s ability to dodge blows. This restriction doesn’t affect any other Dexterity-related abilities.
Even if a character’s Dexterity bonus to AC drops to 0 because of armor, this situation does not count as losing a Dexterity bonus to AC.
Your character’s encumbrance (the amount of gear he or she carries) may also restrict the maximum Dexterity bonus that can be applied to his or her Armor Class.
Shields: Shields do not affect a character’s maximum Dexterity bonus.
Armor Check Penalty: Any armor heavier than leather hurts a character’s ability to use some skills. An armor check penalty number is the penalty that applies to Balance, Climb, Escape Artist, Hide, Jump, Move Silently, Sleight of Hand, and Tumble checks by a character wearing a certain kind of armor. Double the normal armor check penalty is applied to Swim checks. A character’s encumbrance (the amount of gear carried, including armor) may also apply an armor check penalty.
Shields: If a character is wearing armor and using a shield, both armor check penalties apply.
Nonproficient with Armor Worn: A character who wears armor and/or uses a shield with which he or she is not proficient takes the armor’s (and/or shield’s) armor check penalty on attack rolls and on all Strength-based and Dexterity-based ability and skill checks. The penalty for nonproficiency with armor stacks with the penalty for nonproficiency with shields.
Sleeping in Armor: A character who sleeps in medium or heavy armor is automatically fatigued the next day. He or she takes a –2 penalty on Strength and Dexterity and can’t charge or run. Sleeping in light armor does not cause fatigue.
Arcane Spell Failure: Armor interferes with the gestures that a spellcaster must make to cast an arcane spell that has a somatic component. Arcane spellcasters face the possibility of arcane spell failure if they’re wearing armor. Bards can wear light armor without incurring any arcane spell failure chance for their bard spells.
Casting an Arcane Spell in Armor: A character who casts an arcane spell while wearing armor must usually make an arcane spell failure roll. The number in the Arcane Spell Failure Chance column on Table: Armor and Shields is the chance that the spell fails and is ruined. If the spell lacks a somatic component, however, it can be cast with no chance of arcane spell failure.
Shields: If a character is wearing armor and using a shield, add the two numbers together to get a single arcane spell failure chance.
Speed: Medium or heavy armor slows the wearer down. The number on Table: Armor and Shields is the character’s speed while wearing the armor. Humans, elves, half-elves, and half-orcs have an unencumbered speed of 30 feet.
They use the first column. Dwarves, gnomes, and halflings have an unencumbered speed of 20 feet. They use the second column. Remember, however, that a dwarf ’s land speed remains 20 feet even in medium or heavy armor or when carrying a medium or heavy load.
Shields: Shields do not affect a character’s speed.
Weight: This column gives the weight of the armor sized for a Medium wearer. Armor fitted for Small characters weighs half as much, and armor for Large characters weighs twice as much.

Table: Armor and Shields
Armor | Cost | Armor/Shield Bonus | Maximum Dex Bonus | Armor Check Penalty | Arcane Spell Failure Chance | Speed |  | Weight1
 |  |  |  |  |  | (30 ft.) | (20 ft.)
Light armor
Padded | 5 gp | +1 | +8 | 0 | 5% | 30 ft. | 20 ft. | 10 lb.
Leather | 10 gp | +2 | +6 | 0 | 10% | 30 ft. | 20 ft. | 15 lb.
Studded leather | 25 gp | +3 | +5 | –1 | 15% | 30 ft. | 20 ft. | 20 lb.
Chain shirt | 100 gp | +4 | +4 | –2 | 20% | 30 ft. | 20 ft. | 25 lb.
Medium armor
Hide | 15 gp | +3 | +4 | –3 | 20% | 20 ft. | 15 ft. | 25 lb.
Scale mail | 50 gp | +4 | +3 | –4 | 25% | 20 ft. | 15 ft. | 30 lb.
Chainmail | 150 gp | +5 | +2 | –5 | 30% | 20 ft. | 15 ft. | 40 lb.
Breastplate | 200 gp | +5 | +3 | –4 | 25% | 20 ft. | 15 ft. | 30 lb.
Heavy armor
Splint mail | 200 gp | +6 | +0 | –7 | 40% | 20 ft.2 | 15 ft.2 | 45 lb.
Banded mail | 250 gp | +6 | +1 | –6 | 35% | 20 ft.2 | 15 ft.2 | 35 lb.
Half-plate | 600 gp | +7 | +0 | –7 | 40% | 20 ft.2 | 15 ft.2 | 50 lb.
Full plate | 1,500 gp | +8 | +1 | –6 | 35% | 20 ft.2 | 15 ft.2 | 50 lb.
Shields
Buckler | 15 gp | +1 | — | –1 | 5% | — | — | 5 lb.
Shield, light wooden | 3 gp | +1 | — | –1 | 5% | — | — | 5 lb.
Shield, light steel | 9 gp | +1 | — | –1 | 5% | — | — | 6 lb.
Shield, heavy wooden | 7 gp | +2 | — | –2 | 15% | — | — | 10 lb.
Shield, heavy steel | 20 gp | +2 | — | –2 | 15% | — | — | 15 lb.
Shield, tower | 30 gp | +43 | +2 | –10 | 50% | — | — | 45 lb.
Extras
Armor spikes | +50 gp | — | — | — | — | — | — | +10 lb.
Gauntlet, locked | 8 gp | — | — | Special | 4 | — | — | +5 lb.
Shield spikes | +10 gp | — | — | — | — | — | — | +5 lb.
1 Weight figures are for armor sized to fit Medium characters. Armor fitted for Small characters weighs half as much, and armor fitted for Large characters weighs twice as much.
2 When running in heavy armor, you move only triple your speed, not quadruple.
3 A tower shield can instead grant you cover. See the description.
4 Hand not free to cast spells.

ARMOR DESCRIPTIONS
Any special benefits or accessories to the types of armor found on Table: Armor and Shields are described below.
Armor Spikes: You can have spikes added to your armor, which allow you to deal extra piercing damage (see Table: Weapons) on a successful grapple attack. The spikes count as a martial weapon. If you are not proficient with them, you take a –4 penalty on grapple checks when you try to use them. You can also make a regular melee attack (or off-hand attack) with the spikes, and they count as a light weapon in this case. (You can’t also make an attack with armor spikes if you have already made an attack with another off-hand weapon, and vice versa.)
An enhancement bonus to a suit of armor does not improve the spikes’ effectiveness, but the spikes can be made into magic weapons in their own right.
Banded Mail: The suit includes gauntlets.
Breastplate: It comes with a helmet and greaves.
Buckler: This small metal shield is worn strapped to your forearm. You can use a bow or crossbow without penalty while carrying it. You can also use your shield arm to wield a weapon (whether you are using an off-hand weapon or using your off hand to help wield a two-handed weapon), but you take a –1 penalty on attack rolls while doing so. This penalty stacks with those that may apply for fighting with your off hand and for fighting with two weapons. In any case, if you use a weapon in your off hand, you don’t get the buckler’s AC bonus for the rest of the round.
You can’t bash someone with a buckler.
Chain Shirt: A chain shirt comes with a steel cap.
Chainmail: The suit includes gauntlets.
Full Plate: The suit includes gauntlets, heavy leather boots, a visored helmet, and a thick layer of padding that is worn underneath the armor. Each suit of full plate must be individually fitted to its owner by a master armorsmith, although a captured suit can be resized to fit a new owner at a cost of 200 to 800 (2d4x100) gold pieces.
Gauntlet, Locked: This armored gauntlet has small chains and braces that allow the wearer to attach a weapon to the gauntlet so that it cannot be dropped easily. It provides a +10 bonus on any roll made to keep from being disarmed in combat. Removing a weapon from a locked gauntlet or attaching a weapon to a locked gauntlet is a full-round action that provokes attacks of opportunity.
The price given is for a single locked gauntlet. The weight given applies only if you’re wearing a breastplate, light armor, or no armor. Otherwise, the locked gauntlet replaces a gauntlet you already have as part of the armor.
While the gauntlet is locked, you can’t use the hand wearing it for casting spells or employing skills. (You can still cast spells with somatic components, provided that your other hand is free.)
Like a normal gauntlet, a locked gauntlet lets you deal lethal damage rather than nonlethal damage with an unarmed strike.
Half-Plate: The suit includes gauntlets.
Scale Mail: The suit includes gauntlets.
Shield, Heavy, Wooden or Steel: You strap a shield to your forearm and grip it with your hand. A heavy shield is so heavy that you can’t use your shield hand for anything else.
Wooden or Steel: Wooden and steel shields offer the same basic protection, though they respond differently to special attacks.
Shield Bash Attacks: You can bash an opponent with a heavy shield, using it as an off-hand weapon. See Table: Weapons for the damage dealt by a shield bash. Used this way, a heavy shield is a martial bludgeoning weapon. For the purpose of penalties on attack rolls, treat a heavy shield as a one-handed weapon. If you use your shield as a weapon, you lose its AC bonus until your next action (usually until the next round). An enhancement bonus on a shield does not improve the effectiveness of a shield bash made with it, but the shield can be made into a magic weapon in its own right.
Shield, Light, Wooden or Steel: You strap a shield to your forearm and grip it with your hand. A light shield’s weight lets you carry other items in that hand, although you cannot use weapons with it.
Wooden or Steel: Wooden and steel shields offer the same basic protection, though they respond differently to special attacks.
Shield Bash Attacks: You can bash an opponent with a light shield, using it as an off-hand weapon. See Table: Weapons for the damage dealt by a shield bash. Used this way, a light shield is a martial bludgeoning weapon. For the purpose of penalties on attack rolls, treat a light shield as a light weapon. If you use your shield as a weapon, you lose its AC bonus until your next action (usually until the next round). An enhancement bonus on a shield does not improve the effectiveness of a shield bash made with it, but the shield can be made into a magic weapon in its own right.
Shield, Tower: This massive wooden shield is nearly as tall as you are. In most situations, it provides the indicated shield bonus to your AC. However, you can instead use it as total cover, though you must give up your attacks to do so. The shield does not, however, provide cover against targeted spells; a spellcaster can cast a spell on you by targeting the shield you are holding. You cannot bash with a tower shield, nor can you use your shield hand for anything else.
When employing a tower shield in combat, you take a –2 penalty on attack rolls because of the shield’s encumbrance.
Shield Spikes: When added to your shield, these spikes turn it into a martial piercing weapon that increases the damage dealt by a shield bash as if the shield were designed for a creature one size category larger than you. You can’t put spikes on a buckler or a tower shield. Otherwise, attacking with a spiked shield is like making a shield bash attack (see above).
An enhancement bonus on a spiked shield does not improve the effectiveness of a shield bash made with it, but a spiked shield can be made into a magic weapon in its own right.
Splint Mail: The suit includes gauntlets.

MASTERWORK ARMOR
Just as with weapons, you can purchase or craft masterwork versions of armor or shields. Such a well-made item functions like the normal version, except that its armor check penalty is lessened by 1.
A masterwork suit of armor or shield costs an extra 150 gp over and above the normal cost for that type of armor or shield.
The masterwork quality of a suit of armor or shield never provides a bonus on attack or damage rolls, even if the armor or shield is used as a weapon.
All magic armors and shields are automatically considered to be of masterwork quality.
You can’t add the masterwork quality to armor or a shield after it is created; it must be crafted as a masterwork item.

ARMOR FOR UNUSUAL CREATURES
Armor and shields for unusually big creatures, unusually little creatures, and nonhumanoid creatures have different costs and weights from those given on Table: Armor and Shields. Refer to the appropriate line on the table below and apply the multipliers to cost and weight for the armor type in question.
 | Humanoid |  | Nonhumanoid
Size | Cost | Weight | Cost | Weight
Tiny or smaller1 | x1/2 | x1/10 | x1 | x1/10
Small | x1 | x1/2 | x2 | x1/2
Medium | x1 | x1 | x2 | x1
Large | x2 | x2 | x4 | x2
Huge | x4 | x5 | x8 | x5
Gargantuan | x8 | x8 | x16 | x8
Colossal | x16 | x12 | x32 | x12
1 Divide armor bonus by 2.

GETTING INTO AND OUT OF ARMOR
The time required to don armor depends on its type; see Table: Donning Armor.
Don: This column tells how long it takes a character to put the armor on. (One minute is 10 rounds.) Readying (strapping on) a shield is only a move action.
Don Hastily: This column tells how long it takes to put the armor on in a hurry. The armor check penalty and armor bonus for hastily donned armor are each 1 point worse than normal.
Remove: This column tells how long it takes to get the armor off. Loosing a shield (removing it from the arm and dropping it) is only a move action.
Table: Donning Armor
Armor Type | Don | Don Hastily | Remove
Shield (any) | 1 move action | n/a | 1 move action
Padded, leather, hide, studded leather, or chain shirt | 1 minute | 5 rounds | 1 minute1
Breastplate, scale mail, chainmail, banded mail, or splint mail | 4 minutes1 | 1 minute | 1 minute1
Half-plate or full plate | 4 minutes2 | 4 minutes1 | 1d4+1 minutes1
1 If the character has some help, cut this time in half. A single character doing nothing else can help one or two adjacent characters. Two characters can’t help each other don armor at the same time.
2 The wearer must have help to don this armor. Without help, it can be donned only hastily.

GOODS AND SERVICES

Table: Goods and Services
Adventuring Gear
Item | Cost | Weight
Backpack (empty) | 2 gp | 2 lb.1
Barrel (empty) | 2 gp | 30 lb.
Basket (empty) | 4 sp | 1 lb.
Bedroll | 1 sp | 5 lb.1
Bell | 1 gp | —
Blanket, winter | 5 sp | 3 lb.1
Block and tackle | 5 gp | 5 lb.
Bottle, wine, glass | 2 gp | —
Bucket (empty) | 5 sp | 2 lb.
Caltrops | 1 gp | 2 lb.
Candle | 1 cp | —
Canvas (sq. yd.) | 1 sp | 1 lb.
Case, map or scroll | 1 gp | 1/2 lb.
Chain (10 ft.) | 30 gp | 2 lb.
Chalk, 1 piece | 1 cp | —
Chest (empty) | 2 gp | 25 lb.
Crowbar | 2 gp | 5 lb.
Firewood (per day) | 1 cp | 20 lb.
Fishhook | 1 sp | —
Fishing net, 25 sq. ft. | 4 gp | 5 lb.
Flask (empty) | 3 cp | 1-1/2 lb.
Flint and steel | 1 gp | —
Grappling hook | 1 gp | 4 lb.
Hammer | 5 sp | 2 lb.
Ink (1 oz. vial) | 8 gp | —
Inkpen | 1 sp | —
Jug, clay | 3 cp | 9 lb.
Ladder, 10-foot | 5 cp | 20 lb.
Lamp, common | 1 sp | 1 lb.
Lantern, bullseye | 12 gp | 3 lb.
Lantern, hooded | 7 gp | 2 lb.
Lock |  | 1 lb.
Very simple | 20 gp | 1 lb.
Average | 40 gp | 1 lb.
Good | 80 gp | 1 lb.
Amazing | 150 gp | 1 lb.
Manacles | 15 gp | 2 lb.
Manacles, masterwork | 50 gp | 2 lb.
Mirror, small steel | 10 gp | 1/2 lb.
Mug/Tankard, clay | 2 cp | 1 lb.
Oil (1-pint flask) | 1 sp | 1 lb.
Paper (sheet) | 4 sp | —
Parchment (sheet) | 2 sp | —
Pick, miner’s | 3 gp | 10 lb.
Pitcher, clay | 2 cp | 5 lb.
Piton | 1 sp | 1/2 lb.
Pole, 10-foot | 2 sp | 8 lb.
Pot, iron | 5 sp | 10 lb.
Pouch, belt (empty) | 1 gp | 1/2 lb.1
Ram, portable | 10 gp | 20 lb.
Rations, trail (per day) | 5 sp | 1 lb.1
Rope, hempen (50 ft.) | 1 gp | 10 lb.
Rope, silk (50 ft.) | 10 gp | 5 lb.
Sack (empty) | 1 sp | 1/2 lb.1
Sealing wax | 1 gp | 1 lb.
Sewing needle | 5 sp | —
Signal whistle | 8 sp | —
Signet ring | 5 gp | —
Sledge | 1 gp | 10 lb.
Soap (per lb.) | 5 sp | 1 lb.
Spade or shovel | 2 gp | 8 lb.
Spyglass | 1,000 gp | 1 lb.
Tent | 10 gp | 20 lb.1
Torch | 1 cp | 1 lb.
Vial, ink or potion | 1 gp | 1/10 lb.
Waterskin | 1 gp | 4 lb.1
Whetstone | 2 cp | 1 lb.
Special Substances and Items
Item | Cost | Weight
Acid (flask) | 10 gp | 1 lb.
Alchemist’s fire (flask) | 20 gp | 1 lb.
Antitoxin (vial) | 50 gp | —
Everburning torch | 110 gp | 1 lb.
Holy water (flask) | 25 gp | 1 lb.
Smokestick | 20 gp | 1/2 lb.
Sunrod | 2 gp | 1 lb.
Tanglefoot bag | 50 gp | 4 lb.
Thunderstone | 30 gp | 1 lb.
Tindertwig | 1 gp | —
Tools and Skill Kits
Item | Cost | Weight
Alchemist’s lab | 500 gp | 40 lb.
Artisan’s tools | 5 gp | 5 lb.
Artisan’s tools, masterwork | 55 gp | 5 lb.
Climber’s kit | 80 gp | 5 lb.1
Disguise kit | 50 gp | 8 lb.1
Healer’s kit | 50 gp | 1 lb.
Holly and mistletoe | — | —
Holy symbol, wooden | 1 gp | —
Holy symbol, silver | 25 gp | 1 lb.
Hourglass | 25 gp | 1 lb.
Magnifying glass | 100 gp | —
Musical instrument, common | 5 gp | 3 lb.1
Musical instrument, masterwork | 100 gp | 3 lb.1
Scale, merchant’s | 2 gp | 1 lb.
Spell component pouch | 5 gp | 2 lb.
Spellbook, wizard’s (blank) | 15 gp | 3 lb.
Thieves’ tools | 30 gp | 1 lb.
Thieves’ tools, masterwork | 100 gp | 2 lb.
Tool, masterwork | 50 gp | 1 lb.
Water clock | 1,000 gp | 200 lb.
Clothing
Item | Cost | Weight
Artisan’s outfit | 1 gp | 4 lb.1
Cleric’s vestments | 5 gp | 6 lb.1
Cold weather outfit | 8 gp | 7 lb.1
Courtier’s outfit | 30 gp | 6 lb.1
Entertainer’s outfit | 3 gp | 4 lb.1
Explorer’s outfit | 10 gp | 8 lb.1
Monk’s outfit | 5 gp | 2 lb.1
Noble’s outfit | 75 gp | 10 lb.1
Peasant’s outfit | 1 sp | 2 lb.1
Royal outfit | 200 gp | 15 lb.1
Scholar’s outfit | 5 gp | 6 lb.1
Traveler’s outfit | 1 gp | 5 lb.1
Food, Drink, and Lodging
Item | Cost | Weight
Ale
Gallon | 2 sp | 8 lb.
Mug | 4 cp | 1 lb.
Banquet (per person) | 10 gp | —
Bread, per loaf | 2 cp | 1/2 lb.
Cheese, hunk of | 1 sp | 1/2 lb.
Inn stay (per day)
Good | 2 gp | —
Common | 5 sp | —
Poor | 2 sp | —
Meals (per day)
Good | 5 sp | —
Common | 3 sp | —
Poor | 1 sp | —
Meat, chunk of | 3 sp | 1/2 lb.
Wine
Common (pitcher) | 2 sp | 6 lb.
Fine (bottle) | 10 gp | 1-1/2 lb.
Mounts and Related Gear
Item | Cost | Weight
Barding
Medium creature | x2 | x1
Large creature | x4 | x2
Bit and bridle | 2 gp | 1 lb.
Dog, guard | 25 gp | —
Dog, riding | 150 gp | —
Donkey or mule | 8 gp | —
Feed (per day) | 5 cp | 10 lb.
Horse
Horse, heavy | 200 gp | —
Horse, light | 75 gp | —
Pony | 30 gp | —
Warhorse, heavy | 400 gp | —
Warhorse, light | 150 gp | —
Warpony | 100 gp | —
Saddle
Military | 20 gp | 30 lb.
Pack | 5 gp | 15 lb.
Riding | 10 gp | 25 lb.
Saddle, Exotic
Military | 60 gp | 40 lb.
Pack | 15 gp | 20 lb.
Riding | 30 gp | 30 lb.
Saddlebags | 4 gp | 8 lb.
Stabling (per day) | 5 sp | —
Transport
Item | Cost | Weight
Carriage | 100 gp | 600 lb.
Cart | 15 gp | 200 lb.
Galley | 30,000 gp | —
Keelboat | 3,000 gp | —
Longship | 10,000 gp | —
Rowboat | 50 gp | 100 lb.
Oar | 2 gp | 10 lb.
Sailing ship | 10,000 gp | —
Sled | 20 gp | 300 lb.
Wagon | 35 gp | 400 lb.
Warship | 25,000 gp | —
Spellcasting and Services
Service | Cost
Coach cab | 3 cp per mile
Hireling, trained | 3 sp per day
Hireling, untrained | 1 sp per day
Messenger | 2 cp per mile
Road or gate toll | 1 cp
Ship’s passage | 1 sp per mile
Spell, 0-level | Caster level x5 gp2
Spell, 1st-level | Caster level x10 gp2
Spell, 2nd-level | Caster level x20 gp2
Spell, 3rd-level | Caster level x30 gp2
Spell, 4th-level | Caster level x40 gp2
Spell, 5th-level | Caster level x50 gp2
Spell, 6th-level | Caster level x60 gp2
Spell, 7th-level | Caster level x70 gp2
Spell, 8th-level | Caster level x80 gp2
Spell, 9th-level | Caster level x90 gp2
— No weight, or no weight worth noting.
1 These items weigh one-quarter this amount when made for Small characters. Containers for Small characters also carry one-quarter the normal amount.
2 See spell description for additional costs. If the additional costs put the spell’s total cost above 3,000 gp, that spell is not generally available.

ADVENTURING GEAR
few of the pieces of adventuring gear found on Table: Goods and Services are described below, along with any special benefits they confer on the user (“you”).
Caltrops: A caltrop is a four-pronged iron spike crafted so that one prong faces up no matter how the caltrop comes to rest. You scatter caltrops on the ground in the hope that your enemies step on them or are at least forced to slow down to avoid them. One 2- pound bag of caltrops covers an area 5 feet square.
Each time a creature moves into an area covered by caltrops (or spends a round fighting while standing in such an area), it might step on one. The caltrops make an attack roll (base attack bonus +0) against the creature. For this attack, the creature’s shield, armor, and deflection bonuses do not count. If the creature is wearing shoes or other footwear, it gets a +2 armor bonus to AC. If the caltrops succeed on the attack, the creature has stepped on one. The caltrop deals 1 point of damage, and the creature’s speed is reduced by one-half because its foot is wounded. This movement penalty lasts for 24 hours, or until the creature is successfully treated with a DC 15 Heal check, or until it receives at least 1 point of magical curing. A charging or running creature must immediately stop if it steps on a caltrop. Any creature moving at half speed or slower can pick its way through a bed of caltrops with no trouble.
Caltrops may not be effective against unusual opponents.
Candle: A candle dimly illuminates a 5-foot radius and burns for 1 hour.
Chain: Chain has hardness 10 and 5 hit points. It can be burst with a DC 26 Strength check.
Crowbar: A crowbar it grants a +2 circumstance bonus on Strength checks made for such purposes. If used in combat, treat a crowbar as a one-handed improvised weapon that deals bludgeoning damage equal to that of a club of its size.
Flint and Steel: Lighting a torch with flint and steel is a full-round action, and lighting any other fire with them takes at least that long.
Grappling Hook: Throwing a grappling hook successfully requires a Use Rope check (DC 10, +2 per 10 feet of distance thrown).
Hammer: If a hammer is used in combat, treat it as a one-handed improvised weapon that deals bludgeoning damage equal to that of a spiked gauntlet of its size.
Ink: This is black ink. You can buy ink in other colors, but it costs twice as much.
Jug, Clay: This basic ceramic jug is fitted with a stopper and holds 1 gallon of liquid.
Lamp, Common: A lamp clearly illuminates a 15-foot radius, provides shadowy illumination out to a 30-foot radius, and burns for 6 hours on a pint of oil. You can carry a lamp in one hand.
Lantern, Bullseye: A bullseye lantern provides clear illumination in a 60-foot cone and shadowy illumination in a 120-foot cone. It burns for 6 hours on a pint of oil. You can carry a bullseye lantern in one hand.
Lantern, Hooded: A hooded lantern clearly illuminates a 30-foot radius and provides shadowy illumination in a 60-foot radius. It burns for 6 hours on a pint of oil. You can carry a hooded lantern in one hand.
Lock: The DC to open a lock with the Open Lock skill depends on the lock’s quality: simple (DC 20), average (DC 25), good (DC 30), or superior (DC 40).
Manacles and Manacles, Masterwork: Manacles can bind a Medium creature. A manacled creature can use the Escape Artist skill to slip free (DC 30, or DC 35 for masterwork manacles). Breaking the manacles requires a Strength check (DC 26, or DC 28 for masterwork manacles). Manacles have hardness 10 and 10 hit points.
Most manacles have locks; add the cost of the lock you want to the cost of the manacles.
For the same cost, you can buy manacles for a Small creature.
For a Large creature, manacles cost ten times the indicated amount, and for a Huge creature, one hundred times this amount. Gargantuan, Colossal, Tiny, Diminutive, and Fine creatures can be held only by specially made manacles.
Oil: A pint of oil burns for 6 hours in a lantern. You can use a flask of oil as a splash weapon. Use the rules for alchemist’s fire, except that it takes a full round action to prepare a flask with a fuse. Once it is thrown, there is a 50% chance of the flask igniting successfully.
You can pour a pint of oil on the ground to cover an area 5 feet square, provided that the surface is smooth. If lit, the oil burns for 2 rounds and deals 1d3 points of fire damage to each creature in the area.
Ram, Portable: This iron-shod wooden beam gives you a +2 circumstance bonus on Strength checks made to break open a door and it allows a second person to help you without having to roll, increasing your bonus by 2.
Rope, Hempen: This rope has 2 hit points and can be burst with a DC 23 Strength check.
Rope, Silk: This rope has 4 hit points and can be burst with a DC 24 Strength check. It is so supple that it provides a +2 circumstance bonus on Use Rope checks.
Spyglass: Objects viewed through a spyglass are magnified to twice their size.
Torch: A torch burns for 1 hour, clearly illuminating a 20-foot radius and providing shadowy illumination out to a 40- foot radius. If a torch is used in combat, treat it as a one-handed improvised weapon that deals bludgeoning damage equal to that of a gauntlet of its size, plus 1 point of fire damage.
Vial: A vial holds 1 ounce of liquid. The stoppered container usually is no more than 1 inch wide and 3 inches high.

SPECIAL SUBSTANCES AND ITEMS
Any of these substances except for the everburning torch and holy water can be made by a character with the Craft (alchemy) skill.
Acid: You can throw a flask of acid as a splash weapon. Treat this attack as a ranged touch attack with a range increment of 10 feet. A direct hit deals 1d6 points of acid damage. Every creature within 5 feet of the point where the acid hits takes 1 point of acid damage from the splash.
Alchemist’s Fire: You can throw a flask of alchemist’s fire as a splash weapon. Treat this attack as a ranged touch attack with a range increment of 10 feet.
A direct hit deals 1d6 points of fire damage. Every creature within 5 feet of the point where the flask hits takes 1 point of fire damage from the splash. On the round following a direct hit, the target takes an additional 1d6 points of damage. If desired, the target can use a full-round action to attempt to extinguish the flames before taking this additional damage. Extinguishing the flames requires a DC 15 Reflex save. Rolling on the ground provides the target a +2 bonus on the save. Leaping into a lake or magically extinguishing the flames automatically smothers the fire.
Antitoxin: If you drink antitoxin, you get a +5 alchemical bonus on Fortitude saving throws against poison for 1 hour.
Everburning Torch: This otherwise normal torch has a continual flame spell cast upon it. An everburning torch clearly illuminates a 20-foot radius and provides shadowy illumination out to a 40-foot radius.
Holy Water: Holy water damages undead creatures and evil outsiders almost as if it were acid. A flask of holy water can be thrown as a splash weapon.
Treat this attack as a ranged touch attack with a range increment of 10 feet. A flask breaks if thrown against the body of a corporeal creature, but to use it against an incorporeal creature, you must open the flask and pour the holy water out onto the target. Thus, you can douse an incorporeal creature with holy water only if you are adjacent to it. Doing so is a ranged touch attack that does not provoke attacks of opportunity.
A direct hit by a flask of holy water deals 2d4 points of damage to an undead creature or an evil outsider. Each such creature within 5 feet of the point where the flask hits takes 1 point of damage from the splash.
Temples to good deities sell holy water at cost (making no profit).
Smokestick: This alchemically treated wooden stick instantly creates thick, opaque smoke when ignited. The smoke fills a 10- foot cube (treat the effect as a fog cloud spell, except that a moderate or stronger wind dissipates the smoke in 1 round). The stick is consumed after 1 round, and the smoke dissipates naturally.
Sunrod: This 1-foot-long, gold-tipped, iron rod glows brightly when struck. It clearly illuminates a 30-foot radius and provides shadowy illumination in a 60-foot radius. It glows for 6 hours, after which the gold tip is burned out and worthless.
Tanglefoot Bag: When you throw a tanglefoot bag at a creature (as a ranged touch attack with a range increment of 10 feet), the bag comes apart and the goo bursts out, entangling the target and then becoming tough and resilient upon exposure to air. An entangled creature takes a –2 penalty on attack rolls and a –4 penalty to Dexterity and must make a DC 15 Reflex save or be glued to the floor, unable to move. Even on a successful save, it can move only at half speed. Huge or larger creatures are unaffected by a tanglefoot bag. A flying creature is not stuck to the floor, but it must make a DC 15 Reflex save or be unable to fly (assuming it uses its wings to fly) and fall to the ground. A tanglefoot bag does not function underwater.
A creature that is glued to the floor (or unable to fly) can break free by making a DC 17 Strength check or by dealing 15 points of damage to the goo with a slashing weapon. A creature trying to scrape goo off itself, or another creature assisting, does not need to make an attack roll; hitting the goo is automatic, after which the creature that hit makes a damage roll to see how much of the goo was scraped off. Once free, the creature can move (including flying) at half speed. A character capable of spellcasting who is bound by the goo must make a DC 15 Concentration check to cast a spell. The goo becomes brittle and fragile after 2d4 rounds, cracking apart and losing its effectiveness. An application of universal solvent to a stuck creature dissolves the alchemical goo immediately.
Thunderstone: You can throw this stone as a ranged attack with a range increment of 20 feet. When it strikes a hard surface (or is struck hard), it creates a deafening bang that is treated as a sonic attack. Each creature within a 10-foot-radius spread must make a DC 15 Fortitude save or be deafened for 1 hour. A deafened creature, in addition to the obvious effects, takes a –4 penalty on initiative and has a 20% chance to miscast and lose any spell with a verbal component that it tries to cast.
Since you don’t need to hit a specific target, you can simply aim at a particular 5-foot square. Treat the target square as AC 5.
Tindertwig: The alchemical substance on the end of this small, wooden stick ignites when struck against a rough surface. Creating a flame with a tindertwig is much faster than creating a flame with flint and steel (or a magnifying glass) and tinder. Lighting a torch with a tindertwig is a standard action (rather than a full-round action), and lighting any other fire with one is at least a standard action.

TOOLS AND SKILL KITS
Alchemist’s Lab: An alchemist’s lab always has the perfect tool for making alchemical items, so it provides a +2 circumstance bonus on Craft (alchemy) checks. It has no bearing on the costs related to the Craft (alchemy) skill. Without this lab, a character with the Craft (alchemy) skill is assumed to have enough tools to use the skill but not enough to get the +2 bonus that the lab provides.
Artisan’s Tools: These special tools include the items needed to pursue any craft. Without them, you have to use improvised tools (–2 penalty on Craft checks), if you can do the job at all.
Artisan’s Tools, Masterwork: These tools serve the same purpose as artisan’s tools (above), but masterwork artisan’s tools are the perfect tools for the job, so you get a +2 circumstance bonus on Craft checks made with them.
Climber’s Kit: This is the perfect tool for climbing and gives you a +2 circumstance bonus on Climb checks.
Disguise Kit: The kit is the perfect tool for disguise and provides a +2 circumstance bonus on Disguise checks. A disguise kit is exhausted after ten uses.
Healer’s Kit: It is the perfect tool for healing and provides a +2 circumstance bonus on Heal checks. A healer’s kit is exhausted after ten uses.
Holy Symbol, Silver or Wooden: A holy symbol focuses positive energy. A cleric or paladin uses it as the focus for his spells and as a tool for turning undead. Each religion has its own holy symbol.
Unholy Symbols: An unholy symbol is like a holy symbol except that it focuses negative energy and is used by evil clerics (or by neutral clerics who want to cast evil spells or command undead).
Magnifying Glass: This simple lens allows a closer look at small objects. It is also useful as a substitute for flint and steel when starting fires. Lighting a fire with a magnifying glass requires light as bright as sunlight to focus, tinder to ignite, and at least a full-round action. A magnifying glass grants a +2 circumstance bonus on Appraise checks
involving any item that is small or highly detailed.
Musical Instrument, Common or Masterwork: A masterwork instrument grants a +2 circumstance bonus on Perform checks involving its use.
Scale, Merchant’s: A scale grants a +2 circumstance bonus on Appraise checks involving items that are valued by weight, including anything made of precious metals.
Spell Component Pouch: A spellcaster with a spell component pouch is assumed to have all the material components and focuses needed for spellcasting, except for those components that have a specific cost, divine focuses, and focuses that wouldn’t fit in a pouch.
Spellbook, Wizard’s (Blank): A spellbook has 100 pages of parchment, and each spell takes up one page per spell level (one page each for 0-level spells).
Thieves’ Tools: This kit contains the tools you need to use the Disable Device and Open Lock skills. Without these tools, you must improvise tools, and you take a –2 circumstance penalty on Disable Device and Open Locks checks.
Thieves’ Tools, Masterwork: This kit contains extra tools and tools of better make, which grant a +2 circumstance bonus on Disable Device and Open Lock checks.
Tool, Masterwork: This well-made item is the perfect tool for the job. It grants a +2 circumstance bonus on a related skill check (if any). Bonuses provided by multiple masterwork items used toward the same skill check do not stack.
Water Clock: This large, bulky contrivance gives the time accurate to within half an hour per day since it was last set. It requires a source of water, and it must be kept still because it marks time by the regulated flow of droplets of water.

CLOTHING
Artisan’s Outfit: This outfit includes a shirt with buttons, a skirt or pants with a drawstring, shoes, and perhaps a cap or hat. It may also include a belt or a leather or cloth apron for carrying tools.
Cleric’s Vestments: These ecclesiastical clothes are for performing priestly functions, not for adventuring.
Cold Weather Outfit: A cold weather outfit includes a wool coat, linen shirt, wool cap, heavy cloak, thick pants or skirt, and
boots. This outfit grants a +5 circumstance bonus on Fortitude saving throws against exposure to cold weather.
Courtier’s Outfit: This outfit includes fancy, tailored clothes in whatever fashion happens to be the current style in the courts of the nobles. Anyone trying to influence nobles or courtiers while wearing street dress will have a hard time of it (–2 penalty on Charisma-based skill checks to influence such individuals). If you wear this outfit without jewelry (costing an additional 50 gp), you look like an out-of-place commoner.
Entertainer’s Outfit: This set of flashy, perhaps even gaudy, clothes is for entertaining. While the outfit looks whimsical, its practical design lets you tumble, dance, walk a tightrope, or just run (if the audience turns ugly).
Explorer’s Outfit: This is a full set of clothes for someone who never knows what to expect. It includes sturdy boots, leather breeches or a skirt, a belt, a shirt (perhaps with a vest or jacket), gloves, and a cloak. Rather than a leather skirt, a leather overtunic may be worn over a cloth skirt. The clothes have plenty of pockets (especially the cloak). The outfit also includes any extra items you might need, such as a scarf or a wide-brimmed hat.
Monk’s Outfit: This simple outfit includes sandals, loose breeches, and a loose shirt, and is all bound together with sashes. The outfit is designed to give you maximum mobility, and it’s made of high-quality fabric. You can hide small weapons in pockets hidden in the folds, and the sashes are strong enough to serve as short ropes.
Noble’s Outfit: This set of clothes is designed specifically to be expensive and to show it. Precious metals and gems are worked into the clothing. To fit into the noble crowd, every would-be noble also needs a signet ring (see Adventuring Gear, above) and jewelry (worth at least 100 gp).
Peasant’s Outfit: This set of clothes consists of a loose shirt and baggy breeches, or a loose shirt and skirt or overdress. Cloth wrappings are used for shoes.
Royal Outfit: This is just the clothing, not the royal scepter, crown, ring, and other accoutrements. Royal clothes are ostentatious, with gems, gold, silk, and fur in abundance.
Scholar’s Outfit: Perfect for a scholar, this outfit includes a robe, a belt, a cap, soft shoes, and possibly a cloak.
Traveler’s Outfit: This set of clothes consists of boots, a wool skirt or breeches, a sturdy belt, a shirt (perhaps with a vest or jacket), and an ample cloak with a hood.

FOOD, DRINK, AND LODGING
Inn: Poor accommodations at an inn amount to a place on the floor near the hearth. Common accommodations consist of a place on a raised, heated floor, the use of a blanket and a pillow. Good accommodations consist of a small, private room with one bed, some amenities, and a covered chamber pot in the corner.
Meals: Poor meals might be composed of bread, baked turnips, onions, and water. Common meals might consist of bread, chicken stew, carrots, and watered-down ale or wine. Good meals might be composed of bread and pastries, beef, peas, and ale or wine.

MOUNTS AND RELATED GEAR
Barding, Medium Creature and Large Creature: Barding is a type of armor that covers the head, neck, chest, body, and possibly legs of a horse or other mount. Barding made of medium or heavy armor provides better protection than light barding, but at the expense of speed. Barding can be made of any of the armor types found on Table: Armor and Shields.
Armor for a horse (a Large nonhumanoid creature) costs four times as much as armor for a human (a Medium humanoid creature) and also weighs twice as much as the armor found on Table: Armor and Shields (see Armor for Unusual Creatures). If the barding is for a pony or other Medium mount, the cost is only double, and the weight is the same as for Medium armor worn by a humanoid. Medium or heavy barding slows a mount that wears it, as shown on the table below.

 | Base Speed
Barding | (40 ft.) | (50 ft.) | (60 ft.)
Medium | 30 ft. | 35 ft. | 40 ft.
Heavy | 30 ft.1 | 35 ft.1 | 40 ft.1
1 A mount wearing heavy armor moves at only triple its normal speed when running instead of quadruple.

Flying mounts can’t fly in medium or heavy barding.
Removing and fitting barding takes five times as long as the figures given on Table: Donning Armor. A barded animal cannot be used to carry any load other than the rider and normal saddlebags.
Dog, Riding: This Medium dog is specially trained to carry a Small humanoid rider. It is brave in combat like a warhorse. You take no damage when you fall from a riding dog.
Donkey or Mule: Donkeys and mules are stolid in the face of danger, hardy, surefooted, and capable of carrying heavy loads over vast distances. Unlike a horse, a donkey or a mule is willing (though not eager) to enter dungeons and other strange or threatening places.
Feed: Horses, donkeys, mules, and ponies can graze to sustain themselves, but providing feed for them is much better. If you have a riding dog, you have to feed it at least some meat.
Horse: A horse (other than a pony) is suitable as a mount for a human, dwarf, elf, half-elf, or half-orc. A pony is smaller than a horse and is a suitable mount for a gnome or halfling.
Warhorses and warponies can be ridden easily into combat. Light horses, ponies, and heavy horses are hard to control in combat.
Saddle, Exotic: An exotic saddle is like a normal saddle of the same sort except that it is designed for an unusual mount. Exotic saddles come in military, pack, and riding styles.
Saddle, Military: A military saddle braces the rider, providing a +2 circumstance bonus on Ride checks related to staying in the saddle. If you’re knocked unconscious while in a military saddle, you have a 75% chance to stay in the saddle (compared to 50% for a riding saddle).
Saddle, Pack: A pack saddle holds gear and supplies, but not a rider. It holds as much gear as the mount can carry.
Saddle, Riding: The standard riding saddle supports a rider.

TRANSPORT
Carriage: This four-wheeled vehicle can transport as many as four people within an enclosed cab, plus two drivers. In general, two horses (or other beasts of burden) draw it. A carriage comes with the harness needed to pull it.
Cart: This two-wheeled vehicle can be drawn by a single horse (or other beast of burden). It comes with a harness.
Galley: This three-masted ship has seventy oars on either side and requires a total crew of 200. A galley is 130 feet long and 20 feet wide, and it can carry 150 tons of cargo or 250 soldiers. For 8,000 gp more, it can be fitted with a ram and castles with firing platforms fore, aft, and amidships. This ship cannot make sea voyages and sticks to the coast. It moves about 4 miles per hour when being rowed or under sail.
Keelboat: This 50- to 75-foot-long ship is 15 to 20 feet wide and has a few oars to supplement its single mast with a square sail. It has a crew of eight to fifteen and can carry 40 to 50 tons of cargo or 100 soldiers. It can make sea voyages, as well as sail down rivers (thanks to its flat bottom). It moves about 1 mile per hour.
Longship: This 75-foot-long ship with forty oars requires a total crew of 50. It has a single mast and a square sail, and it can carry 50 tons of cargo or 120 soldiers. A longship can make sea voyages. It moves about 3 miles per hour when being rowed or under sail.
Rowboat: This 8- to 12-foot-long boat holds two or three Medium passengers. It moves about 1-1/2 miles per hour.
Sailing Ship: This larger, seaworthy ship is 75 to 90 feet long and 20 feet wide and has a crew of 20. It can carry 150 tons of cargo. It has square sails on its two masts and can make sea voyages. It moves about 2 miles per hour.
Sled: This is a wagon on runners for moving through snow and over ice. In general, two horses (or other beasts of burden) draw it. A sled comes with the harness needed to pull it.
Wagon: This is a four-wheeled, open vehicle for transporting heavy loads. In general, two horses (or other beasts of burden) draw it. A wagon comes with the harness needed to pull it.
Warship: This 100-foot-long ship has a single mast, although oars can also propel it. It has a crew of 60 to 80 rowers. This ship can carry 160 soldiers, but not for long distances, since there isn’t room for supplies to support that many people. The warship cannot make sea voyages and sticks to the coast. It is not used for cargo. It moves about 2-1/2 miles per hour when being rowed or under sail.

SPELLCASTING AND SERVICES
Sometimes the best solution for a problem is to hire someone else to take care of it.
Coach Cab: The price given is for a ride in a coach that transports people (and light cargo) between towns. For a ride in a cab that transports passengers within a city, 1 copper piece usually takes you anywhere you need to go.
Hireling, Trained: The amount given is the typical daily wage for mercenary warriors, masons, craftsmen, scribes, teamsters, and other trained hirelings. This value represents a minimum wage; many such hirelings require significantly higher pay.
Hireling, Untrained: The amount shown is the typical daily wage for laborers, porters, cooks, maids, and other menial workers.
Messenger: This entry includes horse-riding messengers and runners. Those willing to carry a message to a place they were going anyway may ask for only half the indicated amount.
Road or Gate Toll: A toll is sometimes charged to cross a well-trodden, well-kept, and well-guarded road to pay for patrols on it and for its upkeep. Occasionally, a large walled city charges a toll to enter or exit (or sometimes just to enter).
Ship’s Passage: Most ships do not specialize in passengers, but many have the capability to take a few along when transporting cargo. Double the given cost for creatures larger than Medium or creatures that are otherwise difficult to bring aboard a ship.
Spell: The indicated amount is how much it costs to get a spellcaster to cast a spell for you. This cost assumes that you can go to the spellcaster and have the spell cast at his or her convenience (generally at least 24 hours later, so that the spellcaster has time to prepare the spell in question). If you want to bring the spellcaster somewhere to cast a spell you need to negotiate with him or her, and the default answer is no.
The cost given is for a spell with no cost for a material component or focus component and no XP cost. If the spell includes a material component, add the cost of that component to the cost of the spell.
If the spell has a focus component (other than a divine focus), add 1/10 the cost of that focus to the cost of the spell. If the spell has an XP cost, add 5 gp per XP lost.
Furthermore, if a spell has dangerous consequences, the spellcaster will certainly require proof that you can and will pay for dealing with any such consequences (that is, assuming that the spellcaster even agrees to cast such a spell, which isn’t certain). In the case of spells that transport the caster and characters over a distance, you will likely have to pay for two castings of the spell, even if you aren’t returning with the caster.
In addition, not every town or village has a spellcaster of sufficient level to cast any spell. In general, you must travel to a small town (or larger settlement) to be reasonably assured of finding a spellcaster capable of casting 1st-level spells, a large town for 2nd-level spells, a small city for 3rd- or 4th-level spells, a large city for 5th- or 6th-level spells, and a metropolis for 7th- or 8th-level spells. Even a metropolis isn’t guaranteed to have a local spellcaster able to cast 9th-level spells.


SPECIAL MATERIALS

In addition to magic items created with spells, some substances have innate special properties.
If you make a suit of armor or weapon out of more than one special material, you get the benefit of only the most prevalent material. However, you can build a double weapon with each head made of a different special material.

SPECIAL WEAPONS MATERIALS
Each of the special materials described below has a definite game effect. Some creatures have damage reduction based on their creature type or core concept. Some are resistant to all but a special type of damage, such as that dealt by evil-aligned weapons or bludgeoning weapons. Others are vulnerable to weapons of a particular material. Characters may choose to carry several different types of weapons, depending upon the campaign and types of creatures they most commonly encounter.

Adamantine: This ultrahard metal adds to the quality of a weapon or suit of armor. Weapons fashioned from adamantine have a natural ability to bypass hardness when sundering weapons or attacking objects, ignoring hardness less than 20. Armor made from adamantine grants its wearer damage reduction of 1/– if it’s light armor, 2/– if it’s medium armor, and 3/– if it’s heavy armor. Adamantine is so costly that weapons and armor made from it are always of masterwork quality; the masterwork cost is included in the prices given below. Thus, adamantine weapons and ammunition have a +1 enhancement bonus on attack rolls, and the armor check penalty of adamantine armor is lessened by 1 compared to ordinary armor of its type. Items without metal parts cannot be made from adamantine. An arrow could be made of adamantine, but a quarterstaff could not.
Only weapons, armor, and shields normally made of metal can be fashioned from adamantine. Weapons, armor and shields normally made of steel that are made of adamantine have one-third more hit points than normal. Adamantine has 40 hit points per inch of thickness and hardness 20.
Type of Adamantine Item | Item Cost Modifier
Ammunition | +60 gp
Light armor | +5,000 gp
Medium armor | +10,000 gp
Heavy armor | +15,000 gp
Weapon | +3,000 gp

Darkwood: This rare magic wood is as hard as normal wood but very light. Any wooden or mostly wooden item (such as a bow, an arrow, or a spear) made from darkwood is considered a masterwork item and weighs only half as much as a normal wooden item of that type. Items not normally made of wood or only partially of wood (such as a battleaxe or a mace) either cannot be made from darkwood or do not gain any special benefit from being made of darkwood. The armor check penalty of a darkwood shield is lessened by 2 compared to an ordinary shield of its type. To determine the price of a darkwood item, use the original weight but add 10 gp per pound to the price of a masterwork version of that item.
Darkwood has 10 hit points per inch of thickness and hardness 5.

Dragonhide: Armorsmiths can work with the hides of dragons to produce armor or shields of masterwork quality. One dragon produces enough hide for a single suit of masterwork hide armor for a creature one size category smaller than the dragon. By selecting only choice scales and bits of hide, an armorsmith can produce one suit of masterwork banded mail for a creature two sizes smaller, one suit of masterwork half-plate for a creature three sizes smaller, or one masterwork breastplate or suit of full plate for a creature four sizes smaller. In each case, enough hide is available to produce a small or large masterwork shield in addition to the armor, provided that the dragon is Large or larger.
Because dragonhide armor isn’t made of metal, druids can wear it without penalty.
Dragonhide armor costs double what masterwork armor of that type ordinarily costs, but it takes no longer to make than ordinary armor of that type.
Dragonhide has 10 hit points per inch of thickness and hardness 10.

Iron, Cold: This iron, mined deep underground, known for its effectiveness against fey creatures, is forged at a lower temperature to preserve its delicate properties. Weapons made of cold iron cost twice as much to make as their normal counterparts. Also, any magical enhancements cost an additional 2,000 gp.
Items without metal parts cannot be made from cold iron. An arrow could be made of cold iron, but a quarterstaff could not.
A double weapon that has only half of it made of cold iron increases its cost by 50%.
Cold iron has 30 hit points per inch of thickness and hardness 10.

Mithral: Mithral is a very rare silvery, glistening metal that is lighter than iron but just as hard. When worked like steel, it becomes a wonderful material from which to create armor and is occasionally used for other items as well. Most mithral armors are one category lighter than normal for purposes of movement and other limitations. Heavy armors are treated as medium, and medium armors are treated as light, but light armors are still treated as light. Spell failure chances for armors and shields made from mithral are decreased by 10%, maximum Dexterity bonus is increased by 2, and armor check penalties are lessened by 3 (to a minimum of 0).
An item made from mithral weighs half as much as the same item made from other metals. In the case of weapons, this lighter weight does not change a weapon’s size category or the ease with which it can be wielded (whether it is light, one-handed, or two-handed). Items not primarily of metal are not meaningfully affected by being partially made of mithral. (A longsword can be a mithral weapon, while a scythe cannot be.)
Weapons or armors fashioned from mithral are always masterwork items as well; the masterwork cost is included in the prices given below.
Mithral has 30 hit points per inch of thickness and hardness 15.
Type of Mithral Item | Item Cost Modifier
Light armor | +1,000 gp
Medium armor | +4,000 gp
Heavy armor | +9,000 gp
Shield | +1,000 gp
Other items | +500 gp/lb.

Silver, Alchemical: A complex process involving metallurgy and alchemy can bond silver to a weapon made of steel so that it bypasses the damage reduction of creatures such as lycanthropes.
On a successful attack with a silvered weapon, the wielder takes a –1 penalty on the damage roll (with the usual minimum of 1 point of damage). The alchemical silvering process can’t be applied to nonmetal items, and it doesn’t work on rare metals such as adamantine, cold iron, and mithral.
Alchemical silver has 10 hit points per inch of thickness and hardness 8.
Type of Alchemical Silver Item | Item Cost Modifier
Ammunition | +2 gp
Light weapon | +20 gp
One-handed weapon, or one head of a double weapon | +90 gp
Two-handed weapon, or both heads of a double weapon | +180 gp


Magic Items Basics, and Creating Magic Item

MAGIC ITEMS I (BASICS & CREATION)

Magic items are divided into categories: armor, weapons, potions, rings, rods, scrolls, staffs, wands, and wondrous items. In addition, some magic items are cursed or intelligent. Finally, a few magic items are of such rarity and power that they are considered to belong to a category of their own: artifacts. Artifacts are classified in turn as minor (extremely rare but not one-of-a-kind items) or major (each one unique and extremely potent).
Armor and Shields: Magic armor (including shields) offers improved, magical protection to the wearer. Some of these items confer abilities beyond a benefit to Armor Class.
Weapons: Magic weapons are created with a variety of combat powers and almost always improve the attack and damage rolls of the wielder as well.
Potions: A potion is an elixir concocted with a spell-like effect that affects only the drinker.
Rings: A ring is a circular metal band worn on the finger (no more than two rings per wearer) that has a spell-like power (often a constant effect that affects the wearer).
Rods: A rod is a scepter-like item with a special power unlike that of any known spell.
Scrolls: A scroll is a spell magically inscribed onto paper or parchment so that it can be used later.
Staffs: A staff has a number of different (but often related) spell effects. A newly created staff has 50 charges, and each use of the staff depletes one or more of those charges.
Wands: A wand is a short stick imbued with the power to cast a specific spell. A newly created wand has 50 charges, and each use of the wand depletes one of those charges.
Wondrous Items: These objects include magic jewelry, tools, books, clothing, and much more.

Magic Items and Detect Magic
When detect magic identifies a magic item’s school of magic, this information refers to the school of the spell placed within the potion, scroll, or wand, or the prerequisite given for the item. The description of each item provides its aura strength and the school it belongs to.
If more than one spell is given as a prerequisite, use the highest-level spell. If no spells are included in the prerequisites, use the following default guidelines.
Item Nature | School
Armor and protection items | Abjuration
Weapons or offensive items | Evocation
Bonus to ability score, on skill check, etc. | Transmutation

USING ITEMS
To use a magic item, it must be activated, although sometimes activation simply means putting a ring on your finger. Some items, once donned, function constantly. In most cases, using an item requires a standard action that does not provoke attacks of opportunity. By contrast, spell completion items are treated like spells in combat and do provoke attacks of opportunity.
Activating a magic item is a standard action unless the item description indicates otherwise. However, the casting time of a spell is the time required to activate the same power in an item, regardless of the type of magic item, unless the item description specifically states otherwise.
The four ways to activate magic items are described below.
Spell Completion: This is the activation method for scrolls. A scroll is a spell that is mostly finished. The preparation is done for the caster, so no preparation time is needed beforehand as with normal spellcasting. All that’s left to do is perform the finishing parts of the spellcasting (the final gestures, words, and so on). To use a spell completion item safely, a character must be of high enough level in the right class to cast the spell already. If he can’t already cast the spell, there’s a chance he’ll make a mistake. Activating a spell completion item is a standard action and provokes attacks of opportunity exactly as casting a spell does.
Spell Trigger: Spell trigger activation is similar to spell completion, but it’s even simpler. No gestures or spell finishing is needed, just a special knowledge of spellcasting that an appropriate character would know, and a single word that must be spoken. Anyone with a spell on his or her spell list knows how to use a spell trigger item that stores that spell. (This is the case even for a character who can’t actually cast spells, such as a 3rd-level paladin.) The user must still determine what spell is stored in the item before she can activate it. Activating a spell trigger item is a standard action and does not provoke attacks of opportunity.
Command Word: If no activation method is suggested either in the magic item description or by the nature of the item, assume that a command word is needed to activate it. Command word activation means that a character speaks the word and the item activates. No other special knowledge is needed.
A command word can be a real word, but when this is the case, the holder of the item runs the risk of activating the item accidentally by speaking the word in normal conversation. More often, the command word is some seemingly nonsensical word, or a word or phrase from an ancient language no longer in common use. Activating a command word magic item is a standard action and does not provoke attacks of opportunity.
Sometimes the command word to activate an item is written right on the item. Occasionally, it might be hidden within a pattern or design engraved on, carved into, or built into the item, or the item might bear a clue to the command word.
The Knowledge (arcana) and Knowledge (history) skills might be useful in helping to identify command words or deciphering clues regarding them. A successful check against DC 30 is needed to come up with the word itself. If that check is failed, succeeding on a second check (DC 25) might provide some insight into a clue.
The spells identify and analyze dweomer both reveal command words.
Use Activated: This type of item simply has to be used in order to activate it. A character has to drink a potion, swing a sword, interpose a shield to deflect a blow in combat, look through a lens, sprinkle dust, wear a ring, or don a hat. Use activation is generally straightforward and self-explanatory.
Many use-activated items are objects that a character wears. Continually functioning items are practically always items that one wears. A few must simply be in the character’s possession (on his person). However, some items made for wearing must still be activated. Although this activation sometimes requires a command word (see above), usually it means mentally willing the activation to happen. The description of an item states whether a command word is needed in such a case.
Unless stated otherwise, activating a use-activated magic item is either a standard action or not an action at all and does not provoke attacks of opportunity, unless the use involves performing an action that provokes an attack of opportunity in itself. If the use of the item takes time before a magical effect occurs, then use activation is a standard action. If the item’s activation is subsumed in its use and takes no extra time use activation is not an action at all.
Use activation doesn’t mean that if you use an item, you automatically know what it can do. You must know (or at least guess) what the item can do and then use the item in order to activate it, unless the benefit of the item comes automatically, such from drinking a potion or swinging a sword.

SIZE AND MAGIC ITEMS
When an article of magic clothing or jewelry is discovered, most of the time size shouldn’t be an issue. Many magic garments are made to be easily adjustable, or they adjust themselves magically to the wearer. Size should not keep characters of various kinds from using magic items.
There may be rare exceptions, especially with racial specific items.
Armor and Weapon Sizes: Armor and weapons that are found at random have a 30% chance of being Small (01–30), a 60% chance of being Medium (31–90), and a 10% chance of being any other size (91–100).

MAGIC ITEMS ON THE BODY
Many magic items need to be donned by a character who wants to employ them or benefit from their abilities. It’s possible for a creature with a humanoid-shaped body to wear as many as twelve magic items at the same time. However, each of those items must be worn on (or over) a particular part of the body.
A humanoid-shaped body can be decked out in magic gear consisting of one item from each of the following groups, keyed to which place on the body the item is worn.
• One headband, hat, helmet, or phylactery on the head
• One pair of eye lenses or goggles on or over the eyes
• One amulet, brooch, medallion, necklace, periapt, or scarab around the neck
• One vest, vestment, or shirt on the torso
• One robe or suit of armor on the body (over a vest, vestment, or shirt)
• One belt around the waist (over a robe or suit of armor)
• One cloak, cape, or mantle around the shoulders (over a robe or suit of armor)
• One pair of bracers or bracelets on the arms or wrists
• One glove, pair of gloves, or pair of gauntlets on the hands
• One ring on each hand (or two rings on one hand)
• One pair of boots or shoes on the feet
Of course, a character may carry or possess as many items of the same type as he wishes. However, additional items beyond those listed above have no effect.
Some items can be worn or carried without taking up space on a character’s body. The description of an item indicates when an item has this property.

SAVING THROWS AGAINST MAGIC ITEM POWERS
Magic items produce spells or spell-like effects. For a saving throw against a spell or spell-like effect from a magic item, the DC is 10 + the level of the spell or effect + the ability modifier of the minimum ability score needed to cast that level of spell.
Staffs are an exception to the rule. Treat the saving throw as if the wielder cast the spell, including caster level and all modifiers to save DC.
Most item descriptions give saving throw DCs for various effects, particularly when the effect has no exact spell equivalent (making its level otherwise difficult to determine quickly).

DAMAGING MAGIC ITEMS
A magic item doesn’t need to make a saving throw unless it is unattended, it is specifically targeted by the effect, or its wielder rolls a natural 1 on his save. Magic items should always get a saving throw against spells that might deal damage to them— even against attacks from which a nonmagical item would normally get no chance to save. Magic items use the same saving throw bonus for all saves, no matter what the type (Fortitude, Reflex, or Will). A magic item’s saving throw bonus equals 2 + one-half its caster level (round down). The only exceptions to this are intelligent magic items, which make Will saves based on their own Wisdom scores.
Magic items, unless otherwise noted, take damage as nonmagical items of the same sort. A damaged magic item continues to function, but if it is destroyed, all its magical power is lost.

REPAIRING MAGIC ITEMS
Some magic items take damage over the course of an adventure. It costs no more to repair a magic item with the Craft skill than it does to repair its nonmagical counterpart. The make whole spell also repairs a damaged—but not completely broken—magic item.

INTELLIGENT ITEMS
Some magic items, particularly weapons, have an intelligence all their own. Only permanent magic items (as opposed to those with a single use or those with charges) can be intelligent. (This means that potions, scrolls, and wands, among other items, are never intelligent.)
In general, less than 1% of magic items have intelligence.

CURSED ITEMS
Some items are cursed—incorrectly made, or corrupted by outside forces. Cursed items might be particularly dangerous to the user, or they might be normal items with a minor flaw, an inconvenient requirement, or an unpredictable nature. Randomly generated items are cursed 5% of the time.

CHARGES, DOSES, AND MULTIPLE USES
Many items, particularly wands and staffs, are limited in power by the number of charges they hold. Normally, charged items have 50 charges at most. If such an item is found as a random part of a treasure, roll d% and divide by 2 to determine the number of charges left (round down, minimum 1). If the item has a maximum number of charges other than 50, roll randomly to determine how many charges are left.
Prices listed are always for fully charged items. (When an item is created, it is fully charged.) For an item that’s worthless when its charges run out (which is the case for almost all charged items), the value of the partially used item is proportional to the number of charges left. For an item that has usefulness in addition to its charges, only part of the item’s value is based on the number of charges left.

MAGIC ITEM DESCRIPTIONS
Each general type of magic item gets an overall description, followed by descriptions of specific items.
General descriptions include notes on activation, random generation, and other material. The AC, hardness, hit points, and break DC are given for typical examples of some magic items. The AC assumes that the item is unattended and includes a –5 penalty for the item’s effective Dexterity of 0. If a creature holds the item, use the creature’s Dexterity modifier in place of the –5 penalty.
Some individual items, notably those that simply store spells and nothing else, don’t get full-blown descriptions. Reference the spell’s description for details, modified by the form of the item (potion, scroll, wand, and so on). Assume that the spell is cast at the minimum level required to cast it
Items with full descriptions have their powers detailed, and each of the following topics is covered in notational form at the end of the description.
• Aura: Most of the time, a detect magic spell will reveal the school of magic associated with a magic item and the strength of the aura an item emits. This information (when applicable) is given at the beginning of the item’s notational entry. See the detect magic spell description for details.
• Caster Level: The next item in a notational entry gives the caster level of the item, indicating its relative power. The caster level determines the item’s saving throw bonus, as well as range or other level-dependent aspects of the powers of the item (if variable). It also determines the level that must be contended with should the item come under the effect of a dispel magic spell or similar situation. This information is given in the form “CL x,” where “CL” is an abbreviation for caster level and “x” is an ordinal number representing the caster level itself.
For potions, scrolls, and wands, the creator can set the caster level of an item at any number high enough to cast the stored spell and not higher than her own caster level. For other magic items, the caster level is determined by the creator. The minimum caster level is that which is needed to meet the prerequisites given.
• Prerequisites: Certain requirements must be met in order for a character to create a magic item. These include feats, spells, and miscellaneous requirements such as level, alignment, and race or kind. The prerequisites for creation of an item are given immediately following the item’s caster level.
A spell prerequisite may be provided by a character who has prepared the spell (or who knows the spell, in the case of a sorcerer or bard), or through the use of a spell completion or spell trigger magic item or a spell-like ability that produces the desired spell effect. For each day that passes in the creation process, the creator must expend one spell completion item or one charge from a spell trigger item if either of those objects is used to supply a prerequisite.
It is possible for more than one character to cooperate in the creation of an item, with each participant providing one or more of the prerequisites. In some cases, cooperation may even be necessary.
If two or more characters cooperate to create an item, they must agree among themselves who will be considered the creator for the purpose of determinations where the creator’s level must be known. The character designated as the creator pays the XP required to make the item.
Typically, a list of prerequisites includes one feat and one or more spells (or some other requirement in addition to the feat).
When two spells at the end of a list are separated by “or,” one of those spells is required in addition to every other spell mentioned prior to the last two.
• Market Price: This gold piece value, given following the word “Price,” represents the price someone should expect to pay to buy the item. The market price for an item that can be constructed with an item creation feat is usually equal to the base price plus the price for any components (material or XP).
• Cost to Create: The next part of a notational entry is the cost in gp and XP to create the item, given following the word
“Cost.” This information appears only for items with components (material or XP), which make their market prices higher than their base prices. The cost to create includes the costs derived from the base cost plus the costs of the components.
Items without components do not have a “Cost” entry. For them, the market price and the base price are the same. The cost in gp is 1/2 the market price, and the cost in XP is 1/25 the market price.
• Weight: The notational entry for many wondrous items ends with a value for the item’s weight. When a weight figure is not given, the item has no weight worth noting (for purposes of determining how much of a load a character can carry).

Table: Random Magic Item Generation
Minor | Medium | Major | Item
01–04 | 01–10 | 01–10 | Armor and shields
05–09 | 11–20 | 11–20 | Weapons
10–44 | 21–30 | 21–25 | Potions
45–46 | 31–40 | 26–35 | Rings
— | 41–50 | 36–45 | Rods
47–81 | 51–65 | 46–55 | Scrolls
— | 66–68 | 56–75 | Staffs
82–91 | 69–83 | 76–80 | Wands
92–100 | 84–100 | 81–100 | Wondrous items

CREATING MAGIC ITEMS

To create magic items, spellcasters use special feats. They invest time, money, and their own personal energy (in the form of experience points) in an item’s creation.
Note that all items have prerequisites in their descriptions. These prerequisites must be met for the item to be created. Most of the time, they take the form of spells that must be known by the item’s creator (although access through another magic item or spellcaster is allowed).
While item creation costs are handled in detail below, note that normally the two primary factors are the caster level of the creator and the level of the spell or spells put into the item. A creator can create an item at a lower caster level than her own, but never lower than the minimum level needed to cast the needed spell. Using metamagic feats, a caster can place spells in items at a higher level than normal.
Magic supplies for items are always half of the base price in gp and 1/25 of the base price in XP. For many items, the market price equals the base price.
Armor, shields, weapons, and items with a value independent of their magically enhanced properties add their item cost to the market price. The item cost does not influence the base price (which determines the cost of magic supplies and the experience point cost), but it does increase the final market price.
In addition, some items cast or replicate spells with costly material components or with XP components. For these items, the market price equals the base price plus an extra price for the spell component costs. Each XP in the component costs adds 5 gp to the market price. The cost to create these items is the magic supplies cost and the base XP cost (both determined by the base price) plus the costs for the components. Descriptions of these items include an entry that gives the total cost of creating the item.
The creator also needs a fairly quiet, comfortable, and well-lit place in which to work. Any place suitable for preparing spells is suitable for making items. Creating an item requires one day per 1,000 gp in the item’s base price, with a minimum of at least one day. Potions are an exception to this rule; they always take just one day to brew. The character must spend the gold and XP at the beginning of the construction process.
The caster works for 8 hours each day. He cannot rush the process by working longer each day. But the days need not be consecutive, and the caster can use the rest of his time as he sees fit.
A character can work on only one item at a time. If a character starts work on a new item, all materials used and XP spent on the under-construction item are wasted.
The secrets of creating artifacts are long lost.

Table: Summary of Magic Item Creation Costs
Magic Item | Feat | Item Cost | Spell Component Costs |  | Magic Supplies Cost | Base Price4
 |  |  | Material2 | XP3
Armor | Craft Magic Arms and Armor | Masterwork armor | Cost x 50 (usually none) | x 50 (usually none) x 5 gp | 1/2 the value on Table: Armor and Shields | Value on Table: Armor and Shields
Shield | Craft Magic Arms and Armor | Masterwork shield | x 50 (usually none) | x 50 (usually none) x 5 gp | 1/2 the value on Table: Armor and Shields | Value on Table: Armor and Shields
Weapon | Craft Magic Arms and Armor | Masterwork weapon | x 50 (usually none) | x 50 (usually none) x 5 gp | 1/2 the value on Table: Weapons | Value on Table: Weapons
Potion | Brew Potion | — | Cost (usually none) | Cost (usually none) | 1/2 x 25 x level of spell x level of caster | 25 x level of spell x level of caster
Ring | Forge Ring | — | x 50 | x 50 x 5 gp | Special, see Table: Estimating Magic Item Gold Price Values, below | Special, see Table: Estimating Magic Item Gold Price Values, below
Rod | Craft Rod | 1 | x 50 (often none) | x 50 (often none) | Special, see Table: Estimating Magic Item Gold Price Values, below | Special, see Table: Estimating Magic Item Gold Price Values, below
Scroll | Scribe Scroll | — | Cost (usually none) | Cost (usually none) | 1/2 x 12.5 x level of spell x level of caster | 12.5 x level of spell x level of caster
Staff | Craft Staff | Masterwork quarterstaff (300 gp) | x 50 / (# of charges used to activate spell) | x 50 x 5 gp / (# of charges used to activate spell) | See Creating Staffs, below | See Creating Staffs, below
Wand | Craft Wand | — | x 50 | x 50 x 5 gp | 1/2 x 375 x level of spell x level of caster  | 375 x level of spell x level of caster
Wondrous Item | Craft Wondrous Item | 5 | x 50 (usually none) | x 50 (usually none) x 5 gp | Special, see Table: Estimating Magic Item Gold Price Values, below | Special, see Table: Estimating Magic Item Gold Price Values, below
1 Rods usable as weapons must include the masterwork weapon cost.
2 This cost is only for spells activated by the item that have material or XP components. Having a spell with a costly component as a prerequisite does not automatically incur this cost if the item doesn’t actually cast the spell.
3 If purchasing a staff, the buyer pays 5 x the XP value in gold pieces.
4 A character creating an item pays 1/25 the base price in experience points.
5 Some items have additional value from a masterwork item component.
An item’s market price is the sum of the item cost, spell component costs, and the base price.

Table: Estimating Magic Item Gold Piece Values
Effect | Base Price | Example
Ability bonus (enhancement) | Bonus squared x 1,000 gp | Gloves of Dexterity +2
Armor bonus (enhancement) | Bonus squared x 1,000 gp | +1 chainmail
Bonus spell | Spell level squared x 1,000 gp | Pearl of power
AC bonus (deflection) | Bonus squared x 2,000 gp | Ring of protection +3
AC bonus (other)1 | Bonus squared x 2,500 gp | Ioun stone, dusty rose prism
Natural armor bonus (enhancement) | Bonus squared x 2,000 gp | Amulet of natural armor +1
Save bonus (resistance) | Bonus squared x 1,000 gp | Cloak of resistance +5
Save bonus (other)1 | Bonus squared x 2,000 gp | Stone of good luck
Skill bonus (competence) | Bonus squared x 100 gp | Cloak of elvenkind
Spell resistance | 10,000 gp per point over SR 12; SR 13 minimum | Mantle of spell resistance
Weapon bonus (enhancement) | Bonus squared x 2,000 gp | +1 longsword
Spell Effect | Base Price | Example
Single use, spell completion | Spell level x caster level x 25 gp | Scroll of haste
Single use, use-activated | Spell level x caster level x 50 gp | Potion of cure light wounds
50 charges, spell trigger | Spell level x caster level x 750 gp | Wand of fireball
Command word | Spell level x caster level x 1,800 gp | Cape of the mountebank
Use-activated or continuous | Spell level x caster level x 2,000 gp2 | Lantern of revealing
Special | Base Price Adjustment | Example
Charges per day | Divide by (5 divided by charges per day) | Boots of teleportation
Uncustomary space limitation3 | Multiply entire cost by 1.5 | Helm of teleportation
No space limitation4 | Multiply entire cost by 2 | Ioun stone
Multiple different abilities | Multiply higher item cost by 1.5 | Helm of brilliance
Charged (50 charges) | 1/2 unlimited use base price | Ring of the ram
Component | Extra Cost | Example
Armor, shield, or weapon | Add cost of masterwork item | +1 composite longbow
Spell has material component cost | Add directly into price of item per charge5 | Wand of stoneskin
Spell has XP cost | Add 5 gp per 1 XP per charge5 | Ring of three wishes
Spell Level: A 0-level spell is half the value of a 1st-level spell for determining price.
1 Such as a luck, insight, sacred, or profane bonus.
2 If a continuous item has an effect based on a spell with a duration measured in rounds, multiply the cost by 4. If the duration of the spell is 1 minute/level, multiply the cost by 2, and if the duration is 10 minutes/level, multiply the cost by 1.5. If the spell has a 24-hour duration or greater, divide the cost in half.
3 See Body Slot Affinities, below.
4 An item that does not take up one of the spaces on a body costs double.
5 If item is continuous or unlimited, not charged, determine cost as if it had 100 charges. If it has some daily limit, determine as if it had 50 charges.

MAGIC ITEM GOLD PIECE VALUES
Many factors must be considered when determining the price of new magic items. The easiest way to come up with a price is to match the new item to an item that is already priced that price as a guide. Otherwise, use the guidelines summarized on Table: Estimating Magic Item Gold Piece Values.
Multiple Similar Abilities: For items with multiple similar abilities that don’t take up space on a character’s body use the following formula: Calculate the price of the single most costly ability, then add 75% of the value of the next most costly ability, plus one-half the value of any other abilities.
Multiple Different Abilities: Abilities such as an attack roll bonus or saving throw bonus and a spell-like function are not similar, and their values are simply added together to determine the cost. For items that do take up a space on a character’s body each additional power not only has no discount but instead has a 50% increase in price.
0-Level Spells: When multiplying spell levels to determine value, 0- level spells should be treated as 1/2 level.
Other Considerations: Once you have a final cost figure, reduce that number if either of the following conditions applies:
—Item Requires Skill to Use: Some items require a specific skill to get them to function. This factor should reduce the cost about 10%.
—Item Requires Specific Class or Alignment to Use: Even more restrictive than requiring a skill, this limitation cuts the cost by 30%.
Prices presented in the magic item descriptions (the gold piece value following the item’s caster level) are the market value, which is generally twice what it costs the creator to make the item.
Since different classes get access to certain spells at different levels, the prices for two characters to make the same item might actually be different. An item is only worth two times what the caster of lowest possible level can make it for. Calculate the market price based on the lowest possible level caster, no matter who makes the item.
Not all items adhere to these formulas directly. The reasons for this are several. First and foremost, these few formulas aren’t enough to truly gauge the exact differences between items. The price of a magic item may be modified based on its actual worth. The formulas only provide a starting point. The pricing of scrolls assumes that, whenever possible, a wizard or cleric created it. Potions and wands follow the formulas exactly. Staffs follow the formulas closely, and other items require at least some judgment calls.

MASTERWORK ITEMS
Masterwork items are extraordinarily well-made items. They are more expensive, but they benefit the user with improved quality. They are not magical in any way. However, only masterwork items may be enhanced to become magic armor and weapons. (Items that are not weapons or armor may or may not be masterwork items.)

CREATING MAGIC ARMOR
To create magic armor, a character needs a heat source and some iron, wood, or leatherworking tools. He also needs a supply of materials, the most obvious being the armor or the pieces of the armor to be assembled. Armor to be made into magic armor must be masterwork armor, and the masterwork cost is added to the base price to determine final market value. Additional magic supplies costs for the materials are subsumed in the cost for creating the magic armor—half the base price of the item.
Creating magic armor has a special prerequisite: The creator’s caster level must be at least three times the enhancement bonus of the armor. If an item has both an enhancement bonus and a special ability, the higher of the two caster level requirements must be met.
Magic armor or a magic shield must have at least a +1 enhancement bonus to have any of the abilities listed on Table: Armor Special Abilities and Table: Shield Special Abilities.
If spells are involved in the prerequisites for making the armor, the creator must have prepared the spells to be cast (or must know the spells, in the case of a sorcerer or bard), must provide any material components or focuses the spells require, and must pay any XP costs required for the spells. The act of working on the armor triggers the prepared spells, making them unavailable for casting during each day of the armor’s creation. (That is, those spell slots are expended from his currently prepared spells, just as if they had been cast.)
Creating some armor may entail other prerequisites beyond or other than spellcasting. See the individual descriptions for details.
Crafting magic armor requires one day for each 1,000 gp value of the base price.
Item Creation Feat Required: Craft Magic Arms and Armor.

CREATING MAGIC WEAPONS
To create a magic weapon, a character needs a heat source and some iron, wood, or leatherworking tools. She also needs a supply of materials, the most obvious being the weapon or the pieces of the weapon to be assembled. Only a masterwork weapon can become a magic weapon, and the masterwork cost is added to the total cost to determine final market value. Additional magic supplies costs for the materials are subsumed in the cost for creating the magic weapon—half the base price given on Table: Weapons, according to the weapon’s total effective bonus.
Creating a magic weapon has a special prerequisite: The creator’s caster level must be at least three times the enhancement bonus of the weapon. If an item has both an enhancement bonus and a special ability the higher of the two caster level requirements must be met.
A magic weapon must have at least a +1 enhancement bonus to have any of the abilities listed on Table: Melee Weapon Special Abilities or Table Ranged Weapon Special Abilities.
If spells are involved in the prerequisites for making the weapon, the creator must have prepared the spells to be cast (or must know the spells, in the case of a sorcerer or bard) but need not provide any material components or focuses the spells require, nor are any XP costs inherent in a prerequisite spell incurred in the creation of the item. The act of working on the weapon triggers the prepared spells, making them unavailable for casting during each day of the weapon’s creation. (That is, those spell slots are expended from his currently prepared spells, just as if they had been cast.)
At the time of creation, the creator must decide if the weapon glows or not as a side-effect of the magic imbued within it. This decision does not affect the price or the creation time, but once the item is finished, the decision is binding.
Creating magic double-headed weapons is treated as creating two weapons when determining cost, time, XP, and special abilities.
Creating some weapons may entail other prerequisites beyond or other than spellcasting. See the individual descriptions for details.
Crafting a magic weapon requires one day for each 1,000 gp value of the base price.
Item Creation Feat Required: Craft Magic Arms and Armor.

CREATING POTIONS
The creator of a potion needs a level working surface and at least a few containers in which to mix liquids, as well as a source of heat to boil the brew. In addition, he needs ingredients. The costs for materials and ingredients are subsumed in the cost for brewing the potion—25 gp x the level of the spell x the level of the caster.
All ingredients and materials used to brew a potion must be fresh and unused. The character must pay the full cost for brewing each potion. (Economies of scale do not apply.)
The imbiber of the potion is both the caster and the target. Spells with a range of personal cannot be made into potions.
The creator must have prepared the spell to be placed in the potion (or must know the spell, in the case of a sorcerer or bard) and must provide any material component or focus the spell requires.
If casting the spell would reduce the caster’s XP total, he pays the XP cost upon beginning the brew in addition to the XP cost for making the potion itself. Material components are consumed when he begins working, but a focus is not. (A focus used in brewing a potion can be reused.) The act of brewing triggers the prepared spell, making it unavailable for casting until the character has rested and regained spells. (That is, that spell slot is expended from his currently prepared spells, just as if it had been cast.) Brewing a potion requires one day.
Item Creation Feat Required: Brew Potion.
Potion Base Prices (By Brewer’s Class)
Spell Level | Clr, Drd, Wiz | Sor | Brd | Pal, Rgr*
0 | 25 gp | 25 gp | 25 gp | —
1st | 50 gp | 50 gp | 100 gp | 100 gp
2nd | 300 gp | 400 gp | 400 gp | 400 gp
3rd | 750 gp | 900 gp | 1,050 gp | 750 gp
* Caster level is half class level.
Prices assume that the potion was made at the minimum caster level.

Base Cost to Brew a Potion (By Brewer’s Class)
Spell Level | Clr, Drd, Wiz | Sor | Brd | Pal, Rgr*
0 | 12 gp 5 sp +1 XP | 12 gp 5 sp +1 XP | 12 gp 5 sp +1 XP | —
1st | 25 gp +2 XP | 25 gp +2 XP | 50 gp +4 XP | 50 gp +4 XP
2nd | 150 gp +12 XP | 200 gp +16 XP | 200 gp +16 XP | 200 gp +16 XP
3rd | 375 gp +30 XP | 450 gp +36 XP | 525 gp +42 XP | 375 gp +30 XP
* Caster level is half class level.
Costs assume that the creator makes the potion at the minimum caster level.

CREATING RINGS
To create a magic ring, a character needs a heat source. He also needs a supply of materials, the most obvious being a ring or the pieces of the ring to be assembled. The cost for the materials is subsumed in the cost for creating the ring. Ring costs are difficult to formularize. Refer to Table: Estimating Magic Item Gold Piece Values and use the ring prices in the ring descriptions as a guideline. Creating a ring generally costs half the ring’s market price.
Rings that duplicate spells with costly material or XP components add in the value of 50 x the spell’s component cost. Having a spell with a costly component as a prerequisite does not automatically incur this cost. The act of working on the ring triggers the prepared spells, making them unavailable for casting during each day of the ring’s creation. (That is, those spell slots are expended from his currently prepared spells, just as if they had been cast.)
Creating some rings may entail other prerequisites beyond or other than spellcasting. See the individual descriptions for details.
Forging a ring requires one day for each 1,000 gp of the base price.
Item Creation Feat Required: Forge Ring.

CREATING RODS
To create a magic rod, a character needs a supply of materials, the most obvious being a rod or the pieces of the rod to be assembled. The cost for the materials is subsumed in the cost for creating the rod. Rod costs are difficult to formularize. Refer to Table: Estimating Magic Item Gold Piece Values and use the rod prices in the rod descriptions as a guideline. Creating a rod costs half the market value listed.
If spells are involved in the prerequisites for making the rod, the creator must have prepared the spells to be cast (or must know the spells, in the case of a sorcerer or bard) but need not provide any material components or focuses the spells require, nor are any XP costs inherent in a prerequisite spell incurred in the creation of the item. The act of working on the rod triggers the prepared spells, making them unavailable for casting during each day of the rod’s creation. (That is, those spell slots are expended from his currently prepared spells, just as if they had been cast.)
Creating some rods may entail other prerequisites beyond or other than spellcasting. See the individual descriptions for details.
Crafting a rod requires one day for each 1,000 gp of the base price.
Item Creation Feat Required: Craft Rod.

CREATING SCROLLS
To create a scroll, a character needs a supply of choice writing materials, the cost of which is subsumed in the cost for scribing the scroll—12.5 gp x the level of the spell x the level of the caster.
All writing implements and materials used to scribe a scroll must be fresh and unused. A character must pay the full cost for scribing each spell scroll no matter how many times she previously has scribed the same spell.
The creator must have prepared the spell to be scribed (or must know the spell, in the case of a sorcerer or bard) and must provide any material component or focus the spell requires. If casting the spell would reduce the caster’s XP total, she pays the cost upon beginning the scroll in addition to the XP cost for making the scroll itself. Likewise, a material component is consumed when she begins writing, but a focus is not. (A focus used in scribing a scroll can be reused.) The act of writing triggers the prepared spell, making it unavailable for casting until the character has rested and regained spells. (That is, that spell slot is expended from her currently prepared spells, just as if it had been cast.)
Scribing a scroll requires one day per each 1,000 gp of the base price.
Item Creation Feat Required: Scribe Scroll.
Scroll Base Prices (By Scriber’s Class)
Spell Level | Clr, Drd, Wiz | Sor | Brd | Pal, Rgr*
0 | 12 gp 5 sp | 12 gp 5 sp | 12 gp 5 sp | —
1st | 25 gp | 25 gp | 50 gp | 50 gp
2nd | 150 gp | 200 gp | 200 gp | 200 gp
3rd | 375 gp | 450 gp | 525 gp | 375 gp
4th | 700 gp | 800 gp | 1,000 gp | 700 gp
5th | 1,125 gp | 1,250 gp | 1,625 gp | —
6th | 1,650 gp | 1,800 gp | 2,400 gp | —
7th | 2,275 gp | 2,450 gp | — | —
8th | 3,000 gp | 3,200 gp | — | —
9th | 3,825 gp | 4,050 gp | — | —
* Caster level is half class level.
Prices assume that the scroll was made at the minimum caster level.

Base Magic Supplies and XP Cost to Scribe a Scroll (By Scriber’s Class)
Spell Level | Clr, Drd, Wiz | Sor | Brd | Pal, Rgr*
0 | 6 gp 2 sp 5 cp +1 XP | 6 gp 2 sp 5 cp +1 XP | 6 gp 2 sp 5 cp +1 XP | —
1st | 12 gp 5 sp +1 XP | 12 gp 5 sp +1 XP | 25 gp +1 XP | 25 gp +2 XP
2nd | 75 gp +6 XP | 100 gp +8 XP | 100 gp +8 XP | 100 gp +8 XP
3rd | 187 gp 5 sp +15 XP | 225 gp +18 XP | 262 gp 5 sp +21 XP | 187 gp 5 sp +15 XP
4th | 350 gp +28 XP | 400 gp +32 XP | 500 gp +40 XP | 350 gp +28 XP
5th | 562 gp 5 sp +45 XP | 625 gp +50 XP | 812 gp 5 sp +65 XP | —
6th | 826 gp +66 XP | 900 gp +72 XP | 1,200 gp +96 XP | —
7th | 1,135 gp 5 sp +91 XP | 1,225 gp +98 XP | — | —
8th | 1,500 gp +120 XP | 1,600 gp +128 XP | — | —
9th | 1,912 gp 5 sp +153 XP | 2, 025 gp +162 XP | — | —
* Caster level is half class level.
Costs assume that the creator makes the scroll at the minimum caster level.

CREATING STAFFS
To create a magic staff, a character needs a supply of materials, the most obvious being a staff or the pieces of the staff to be assembled.
The cost for the materials is subsumed in the cost for creating the staff—375 gp x the level of the highest-level spell x the level of the caster, plus 75% of the value of the next most costly ability (281.25 gp x the level of the spell x the level of the caster), plus one-half of the value of any other abilities (187.5 gp x the level of the spell x the level of the caster). Staffs are always fully charged (50 charges) when created.
If desired, a spell can be placed into the staff at only half the normal cost, but then activating that particular spell costs 2 charges from the staff. The caster level of all spells in a staff must be the same, and no staff can have a caster level of less than 8th, even if all the spells in the staff are low-level spells.
The creator must have prepared the spells to be stored (or must know the spell, in the case of a sorcerer or bard) and must provide any focus the spells require as well as material and XP component costs sufficient to activate the spell a maximum number of times (50 divided by the number of charges one use of the spell expends). This is in addition to the XP cost for making the staff itself. Material components are consumed when he begins working, but focuses are not. (A focus used in creating a staff can be reused.) The act of working on the staff triggers the prepared spells, making them unavailable for casting during each day of the staff ’s creation. (That is, those spell slots are expended from his currently prepared spells, just as if they had been cast.)
Creating a few staffs may entail other prerequisites beyond spellcasting. See the individual descriptions for details.
Crafting a staff requires one day for each 1,000 gp of the base price.
Item Creation Feat Required: Craft Staff.

CREATING WANDS
To create a magic wand, a character needs a small supply of materials, the most obvious being a baton or the pieces of the wand to be assembled. The cost for the materials is subsumed in the cost for creating the wand—375 gp x the level of the spell x the level of the caster. Wands are always fully charged (50 charges) when created.
The creator must have prepared the spell to be stored (or must know the spell, in the case of a sorcerer or bard) and must provide any focuses the spell requires. Fifty of each needed material component are required, one for each charge. If casting the spell would reduce the caster’s XP total, she pays the cost (multiplied by 50) upon beginning the wand in addition to the XP cost for making the wand itself. Likewise, material components are consumed when she begins working, but focuses are not. (A focus used in creating a wand can be reused.) The act of working on the wand triggers the prepared spell, making it unavailable for casting during each day devoted to the wand’s creation. (That is, that spell slot is expended from her currently prepared spells, just as if it had been cast.)
Crafting a wand requires one day per each 1,000 gp of the base price.
Item Creation Feat Required: Craft Wand.

Wand Base Prices (By Crafter’s Class)
Spell Level | Clr, Drd, Wiz | Sor | Brd | Pal, Rgr*
0 | 375 gp | 375 gp | 375 gp | —
1st | 750 gp | 750 gp | 1,500 gp | 1,500 gp
2nd | 4,500 gp | 6,000 gp | 6,000 gp | 6,000 gp
3rd | 11,250 gp | 13,500 gp | 15,750 gp | 11,250 gp
4th | 21,000 gp | 24,000 gp | 30,000 gp | 21,000 gp
* Caster level is half class level.
Prices assume that the wand was made at the minimum caster level.

Base Magic Supplies and XP Cost to Craft a Wand (By Crafter’s Class)
Spell Level | Clr, Drd, Wiz | Sor | Brd | Pal, Rgr*
0 | 187 gp 5 sp +15 XP | 187 gp 5 sp +15 XP | 187 gp 5 sp +15 XP | —
1st | 375 gp +30 XP | 375 gp +30 XP | 750 gp +60 XP | 750 gp +60 XP
2nd | 2,250 gp +180 XP | 3,000 gp +240 XP | 3,000 gp +240 XP | 3,000 gp +240 XP
3rd | 5,625 gp +450 XP | 6,750 gp +540 XP | 7,875 gp +630 XP | 5,625 gp +450 XP
4th | 10,500 gp +840 XP | 12,000 gp +960 XP | 15,000 gp +1200 XP | 10,500 gp +840 XP
* Caster level is half class level.
Costs assume that the creator makes the wand at the minimum caster level.

CREATING WONDROUS ITEMS
To create a wondrous item, a character usually needs some sort of equipment or tools to work on the item. She also needs a supply of materials, the most obvious being the item itself or the pieces of the item to be assembled. The cost for the materials is subsumed in the cost for creating the item. Wondrous item costs are difficult to formularize. Refer to Table: Estimating Magic Item Gold Piece Values and use the item prices in the item descriptions as a guideline. Creating an item costs half the market value listed.
If spells are involved in the prerequisites for making the item, the creator must have prepared the spells to be cast (or must know the spells, in the case of a sorcerer or bard) but need not provide any material components or focuses the spells require, nor are any XP costs inherent in a prerequisite spell incurred in the creation of the item. The act of working on the item triggers the prepared spells, making them unavailable for casting during each day of the item’s creation. (That is, those spell slots are expended from his currently prepared spells, just as if they had been cast.)
Creating some items may entail other prerequisites beyond or other than spellcasting. See the individual descriptions for details.
Crafting a wondrous item requires one day for each 1,000 gp of the base price.
Item Creation Feat Required: Craft Wondrous Item.

INTELLIGENT ITEM CREATION
To create an intelligent item, a character must have a caster level of 15th or higher. Time and creation cost are based on the normal item creation rules, with the market price values on Table: Item Intelligence, Wisdom, Charisma, and Capabilities treated as additions to time, gp cost, and XP cost. The item’s alignment is the same as its creator’s. Determine other features randomly, following the guidelines in the relevant section.

ADDING NEW ABILITIES
A creator can add new magical abilities to a magic item with no restrictions. The cost to do this is the same as if the item was not magical. Thus, a +1 longsword can be made into a +2 vorpal longsword, with the cost to create it being equal to that of a +2 vorpal sword minus the cost of a +1 sword.
If the item is one that occupies a specific place on a character’s body the cost of adding any additional ability to that item increases by 50%. For example, if a character adds the power to confer invisibility to her ring of protection +2, the cost of adding this ability is the same as for creating a ring of invisibility multiplied by 1.5.

BODY SLOT AFFINITIES
Each location on the body, or body slot, has one or more affinities: a word or phrase that describes the general function or nature of magic items designed for that body slot. Body slot affinities are deliberately broad, abstract categorizations, because a hard-and-fast rule can’t cover the great variety among wondrous items.
You can use the affinities in the list below to guide your decisions on which magic items should be allowed in which body slots. And when you design your own magic items, the affinities give you some guidance for what form a particular item should take.
Some body slots have different affinities for different specific items.
Body Slot | Affinity
Headband, helmet | Mental improvement, ranged attacks
Hat | Interaction
Phylactery | Morale, alignment
Eye lenses, goggles | Vision
Cloak, cape, mantle | Transformation, protection
Amulet, brooch, medallion, necklace, periapt, scarab | Protection, discernment
Robe | Multiple effects
Shirt | Physical improvement
Vest, vestment | Class ability improvement
Bracers | Combat
Bracelets | Allies
Gloves | Quickness
Gauntlets | Destructive power
Belt | Physical improvement
Boots | Movement
Wondrous items that don’t match the affinity for a particular body slot should cost 50% more than wondrous items that match the affinity.


Magic Weapons and Magic Armors

MAGIC ITEMS II (ARMOR & WEAPONS)

ARMOR
In general, magic armor protects the wearer to a greater extent than nonmagical armor. Magic armor bonuses are enhancement bonuses, never rise above +5, and stack with regular armor bonuses (and with shield and magic shield enhancement bonuses). All magic armor is also masterwork armor, reducing armor check penalties by 1.
In addition to an enhancement bonus, armor may have special abilities. Special abilities usually count as additional bonuses for determining the market value of an item, but do not improve AC. A suit of armor cannot have an effective bonus (enhancement plus special ability bonus equivalents) higher than +10. A suit of armor with a special ability must have at least a +1 enhancement bonus.
A suit of armor or a shield may be made of an unusual material. Roll d%: 01–95 indicates that the item is of a standard sort, and 96–100 indicates that it is made of a special material.
Armor is always created so that even if the type of armor comes with boots or gauntlets, these pieces can be switched for other magic boots or gauntlets.

Table: Armor and Shields
Minor | Medium | Major | Item | Base Price
01–60 | 01–05 | — | +1 shield | 1,000 gp
61–80 | 06–10 | - | +1 armor | 1,000 gp
81–85 | 11–20 | — | +2 shield | 4,000 gp
86–87 | 21–30 | — | +2 armor | 4,000 gp
— | 31–40 | 01–08 | +3 shield | 9,000 gp
— | 41–50 | 09–16 | +3 armor | 9,000 gp
— | 51–55 | 17–27 | +4 shield | 16,000 gp
— | 56–57 | 28–38 | +4 armor | 16,000 gp
— | — | 39–49 | +5 shield | 25,000 gp
— | — | 50–57 | +5 armor | 25,000 gp
— | — | — | +6 armor/shield1 | 36,000 gp
— | — | — | +7 armor/shield1 | 49,000 gp
— | — | — | +8 armor/shield1 | 64,000 gp
— | — | — | +9 armor/shield1 | 81,000 gp
— | — | — | +10 armor/shield1 | 100,000 gp
88–89 | 58–60 | 58–60 | Specific armor2 | —
90–91 | 61–63 | 61–63 | Specific shield3 | —
92–100 | 64–100 | 64–100 | Special ability and roll again4 | —
1 Armor and shields can’t actually have bonuses this high. Use these lines to determine price when special abilities are added in.
2 Roll on Table: Specific Armors.
3 Roll on Table: Specific Shields.
4 Roll on Table: Armor Special Abilities or Table: Shield Special Abilities.

Table: Random Armor Type
d% | Armor | Armor Cost1
01 | Padded | +155 gp
02 | Leather | +160 gp
03–17 | Studded leather | +175 gp
18–32 | Chain shirt | +250 gp
33–42 | Hide | +165 gp
43 | Scale mail | +200 gp
44 | Chainmail | +300 gp
45–57 | Breastplate | +350 gp
58 | Splint mail | +350 gp
59 | Banded mail | +400 gp
60 | Half-plate | +750 gp
61–100 | Full plate | +1,650 gp
1 Add to enhancement bonus on Table: Armor and Shields to determine total market price.
All magic armor is masterwork armor (with an armor check penalty 1 less than normal).

Table: Random Shield Type
d% | Shield | Shield Cost1
01–10 | Buckler | +165 gp
11–15 | Shield, light, wooden | +153 gp
16–20 | Shield, light, steel | +159 gp
21–30 | Shield, heavy, wooden | +157 gp
31–95 | Shield, heavy, steel | +170 gp
96–100 | Shield, tower | +180 gp
1 Add to enhancement bonus on Table: Armor and Shields to determine total market price.
All magic shields are masterwork shields (with an armor check penalty 1 less than normal).

Caster Level for Armor and Shields: The caster level of a magic shield or magic armor with a special ability is given in the item description. For an item with only an enhancement bonus, the caster level is three times the enhancement bonus. If an item has both an enhancement bonus and a special ability, the higher of the two caster level requirements must be met.
Shields: Shield enhancement bonuses stack with armor enhancement bonuses. Shield enhancement bonuses do not act as attack or damage bonuses when the shield is used in a bash. The bashing special ability, however, does grant a +1 bonus on attack and damage rolls (see the special ability description).
A shield could be built that also acted as a magic weapon, but the cost of the enhancement bonus on attack rolls would need to be added into the cost of the shield and its enhancement bonus to AC.
As with armor, special abilities built into the shield add to the market value in the form of additions to the bonus of the shield, although they do not improve AC. A shield cannot have an effective bonus (enhancement plus special ability bonus equivalents) higher than +10. A shield with a special ability must have at least a +1 enhancement bonus.
Shield Hardness and Hit Points: Each +1 of enhancement bonus adds 2 to a shield’s hardness and +10 to its hit points.
Activation: Usually a character benefits from magic armor and shields in exactly the way a character benefits from nonmagical armor and shields—by wearing them. If armor or a shield has a special ability that the user needs to activate then the user usually needs to utter the command word (a standard action).
Armor for Unusual Creatures: The cost of armor for nonhumanoid creatures, as well as for creatures who are neither Small nor Medium, varies. The cost of the masterwork quality and any magical enhancement remains the same.

Magic Armor and Shield Special Ability Descriptions
Most magic armor and shields only have enhancement bonuses. Such items can also have one or more of the special abilities detailed below. Armor or a shield with a special ability must have at least a +1 enhancement bonus.

Table: Armor Special Abilities
Minor | Medium | Major | Special Ability | Base Price Modifier
01–25 | 01–05 | 01–03 | Glamered | +2,700 gp
26–32 | 06–08 | 04 | Fortification, light | +1 bonus1
33–52 | 09–11 | — | Slick | +3,750 gp
53–72 | 12–14 | — | Shadow | +3,750 gp
73–92 | 15–17 | — | Silent moves | +3,750 gp
93–96 | 18–19 | — | Spell resistance (13) | +2 bonus1
97 | 20–29 | 05–07 | Slick, improved | +15,000 gp
98 | 30–39 | 08–10 | Shadow, improved | +15,000 gp
99 | 40–49 | 11–13 | Silent moves, improved | +15,000 gp
— | 50–54 | 14–16 | Acid resistance | +18,000 gp
— | 55–59 | 17–19 | Cold resistance | +18,000 gp
— | 60–64 | 20–22 | Electricity resistance | +18,000 gp
— | 65–69 | 23–25 | Fire resistance | +18,000 gp
— | 70–74 | 26–28 | Sonic resistance | +18,000 gp
— | 75–79 | 29–33 | Ghost touch | +3 bonus1
— | 80–84 | 34–35 | Invulnerability | +3 bonus1
— | 85–89 | 36–40 | Fortification, moderate | +3 bonus1
— | 90–94 | 41–42 | Spell resistance (15) | +3 bonus1
— | 95–99 | 43 | Wild | +3 bonus1
— | — | 44–48 | Slick, greater | +33,750 gp
— | — | 49–53 | Shadow, greater | +33,750 gp
— | — | 54–58 | Silent moves, greater | +33,750 gp
— | — | 59–63 | Acid resistance, improved | +42,000 gp
— | — | 64–68 | Cold resistance, improved | +42,000 gp
— | — | 69–73 | Electricity resistance, improved | +42,000 gp
— | — | 74–78 | Fire resistance, improved | +42,000 gp
— | — | 79–83 | Sonic resistance, improved | +42,000 gp
— | — | 84–88 | Spell resistance (17) | +4 bonus1
— | — | 89 | Etherealness | +49,000 gp
— | — | 90 | Undead controlling | +49,000 gp
— | — | 91–92 | Fortification, heavy | +5 bonus1
— | — | 93–94 | Spell resistance (19) | +5 bonus1
— | — | 95 | Acid resistance, greater | +66,000 gp
— | — | 96 | Cold resistance, greater | +66,000 gp
— | — | 97 | Electricity resistance, greater | +66,000 gp
— | — | 98 | Fire resistance, greater | +66,000 gp
— | — | 99 | Sonic resistance, greater | +66,000 gp
100 | 100 | 100 | Roll twice again2 | —
1 Add to enhancement bonus on Table: Armor and Shields to determine total market price.
2 If you roll a special ability twice, only one counts. If you roll two versions of the same special ability, use the better.

Table: Shield Special Abilities
Minor | Medium | Major | Special Ability | Base Price Modifier
01–20 | 01–10 | 01–05 | Arrow catching | +1 bonus1
21–40 | 11–20 | 06–08 | Bashing | +1 bonus1
41–50 | 21–25 | 09–10 | Blinding | +1 bonus1
51–75 | 26–40 | 11–15 | Fortification, light | +1 bonus1
76–92 | 41–50 | 16–20 | Arrow deflection | +2 bonus1
93–97 | 51–57 | 21–25 | Animated | +2 bonus1
98–99 | 58–59 | — | Spell resistance (13) | +2 bonus1
— | 60–63 | 26–28 | Acid resistance | +18,000 gp
— | 64–67 | 29–31 | Cold resistance | +18,000 gp
— | 68–71 | 32–34 | Electricity resistance | +18,000 gp
— | 72–75 | 35–37 | Fire resistance | +18,000 gp
— | 76–79 | 38–40 | Sonic resistance | +18,000 gp
— | 80–85 | 41–46 | Ghost touch | +3 bonus1
— | 86–95 | 47–56 | Fortification, moderate | +3 bonus1
— | 96–98 | 57–58 | Spell resistance (15) | +3 bonus1
— | 99 | 59 | Wild | +3 bonus1
— | — | 60–64 | Acid resistance, improved | +42,000 gp
— | — | 65–69 | Cold resistance, improved | +42,000 gp
— | — | 70–74 | Electricity resistance, improved | +42,000 gp
— | — | 75–79 | Fire resistance, improved | +42,000 gp
— | — | 80–84 | Sonic resistance, improved | +42,000 gp
— | — | 85–86 | Spell resistance (17) | +4 bonus1
— | — | 87 | Undead controlling | +49,000 gp
— | — | 88–91 | Fortification, heavy | +5 bonus1
— | — | 92–93 | Reflecting | +5 bonus1
— | — | 94 | Spell resistance (19) | +5 bonus1
— | — | 95 | Acid resistance, greater | +66,000 gp
— | — | 96 | Cold resistance, greater | +66,000 gp
— | — | 97 | Electricity resistance, greater | +66,000 gp
— | — | 98 | Fire resistance, greater | +66,000 gp
— | — | 99 | Sonic resistance, greater | +66,000 gp
100 | 100 | 100 | Roll twice again2 | —
1 Add to enhancement bonus on Table: Armor and Shields to determine total market price.
2 If you roll a special ability twice, only one counts. If you roll two versions of the same special ability, use the better.

Acid Resistance: A suit of armor or a shield with this property normally has a dull gray appearance. The armor absorbs the first 10 points of acid damage per attack that the wearer would normally take (similar to the resist energy spell).
Faint abjuration; CL 3rd; Craft Magic Arms and Armor, resist energy; Price +18,000 gp.
Acid Resistance, Improved: As acid resistance, except it absorbs the first 20 points of acid damage per attack.
Moderate abjuration; CL 7th; Craft Magic Arms and Armor, resist energy; Price +42,000 gp.
Acid Resistance, Greater: As acid resistance, except it absorbs the first 30 points of acid damage per attack.
Moderate abjuration; CL 11th; Craft Magic Arms and Armor, resist energy; Price +66,000 gp.
Animated: Upon command, an animated shield floats within 2 feet of the wielder, protecting her as if she were using it herself but freeing up both her hands. Only one shield can protect a character at a time. A character with an animated shield still takes any penalties associated with shield use, such as armor check penalty, arcane spell failure chance, and nonproficiency.
Strong transmutation; CL 12th; Craft Magic Arms and Armor, animate objects; Price +2 bonus.
Arrow Catching: A shield with this ability attracts ranged weapons to it. It has a deflection bonus of +1 against ranged weapons because projectiles and thrown weapons veer toward it. Additionally, any projectile or thrown weapon aimed at a target within 5 feet of the shield’s wearer diverts from its original target and targets the shield’s bearer instead. (If the wielder has total cover relative to the attacker, the projectile or thrown weapon is not diverted.) Additionally, those attacking the wearer with ranged weapons ignore any miss chances that would normally apply. Projectiles and thrown weapons that have an enhancement bonus higher than the shield’s base AC bonus are not diverted to the wearer (but the shield’s increased AC bonus still applies against these weapons). The wielder can activate or deactivate this ability with a command word.
Moderate abjuration; CL 8th; Craft Magic Arms and Armor, entropic shield; Price +1 bonus.
Arrow Deflection: A shield with this ability protects the wielder from ranged attacks. Once per round when he would normally be struck by a ranged weapon, he can make a DC 20 Reflex save. If the ranged weapon has an enhancement bonus, the DC increases by that amount. If he succeeds, the shield deflects the weapon. He must be aware of the attack and not flat-footed. Attempting to deflect a ranged weapon doesn’t count as an action. Exceptional ranged weapons, such as boulders hurled by giants or acid arrows, can’t be deflected.
Faint abjuration; CL 5th; Craft Magic Arms and Armor, shield; Price +2 bonus.
Bashing: A shield with this special ability is designed to perform a shield bash. A bashing shield deals damage as if it were a weapon of two size categories larger (a Medium light shield thus deals 1d6 points of damage and a Medium heavy shield deals 1d8 points of damage). The shield acts as a +1 weapon when used to bash. (Only light and heavy shields can have this ability.)
Moderate transmutation; CL 8th; Craft Magic Arms and Armor, bull’s strength; Price +1 bonus.
Blinding: A shield with this ability flashes with a brilliant light up to twice per day upon command of the wielder. Anyone within 20 feet except the wielder must make a DC 14 Reflex save or be blinded for 1d4 rounds.
Moderate evocation; CL 7th; Craft Magic Arms and Armor, searing light; Price +1 bonus.
Cold Resistance: A suit of armor or a shield with this property normally has a bluish, icy hue or is adorned with furs and shaggy pelts. The armor absorbs the first 10 points of cold damage per attack that the wearer would normally take (similar to the resist energy spell).
Faint abjuration; CL 3rd; Craft Magic Arms and Armor, resist energy; Price +18,000 gp.
Cold Resistance, Improved: As cold resistance, except it absorbs the first 20 points of cold damage per attack.
Moderate abjuration; CL 7th; Craft Magic Arms and Armor, resist energy; Price +42,000 gp.
Cold Resistance, Greater: As cold resistance, except it absorbs the first 30 points of cold damage per attack.
Moderate abjuration; CL 11th; Craft Magic Arms and Armor, resist energy; Price +66,000 gp.
Electricity Resistance: A suit of armor or a shield with this property normally has a bluish hue and often bears a storm or lightning motif. The armor absorbs the first 10 points of electricity damage per attack that the wearer would normally take (similar to the resist energy spell).
Faint abjuration; CL 3rd; Craft Magic Arms and Armor, resist energy; Price +18,000 gp.
Electricity Resistance, Improved: As electricity resistance, except it absorbs the first 20 points of electricity damage per attack.
Moderate abjuration; CL 7th; Craft Magic Arms and Armor, resist energy; Price +42,000 gp.
Electricity Resistance, Greater: As electricity resistance, except it absorbs the first 30 points of electricity damage per attack.
Moderate abjuration; CL 11th; Craft Magic Arms and Armor, resist energy; Price +66,000 gp.
Etherealness: On command, this ability allows the wearer of the armor to become ethereal (as the ethereal jaunt spell) once per day. The character can remain ethereal for as long as desired, but once he returns to normal, he cannot become ethereal again that day.
Strong transmutation; CL 13th; Craft Magic Arms and Armor, ethereal jaunt; Price +49,000 gp.
Fire Resistance: A suit of armor with this ability normally has a reddish hue and often is decorated with a draconic motif. The armor absorbs the first 10 points of fire damage per attack that the wearer would normally take (similar to the resist energy spell).
Faint abjuration; CL 3rd; Craft Magic Arms and Armor, resist energy; Price +18,000 gp.
Fire Resistance, Improved: As fire resistance, except it absorbs the first 20 points of fire damage per attack.
Moderate abjuration; CL 7th; Craft Magic Arms and Armor, resist energy; Price +42,000 gp.
Fire Resistance, Greater: As fire resistance, except it absorbs the first 30 points of fire damage per attack.
Moderate abjuration; CL 11th; Craft Magic Arms and Armor, resist energy; Price +66,000 gp.
Fortification: This suit of armor or shield produces a magical force that protects vital areas of the wearer more effectively. When a critical hit or sneak attack is scored on the wearer, there is a chance that the critical hit or sneak attack is negated and damage is instead rolled normally.
Fortification Type | Chance for Normal Damage | Base Price Modifier
Light | 25% | +1 bonus
Moderate | 75% | +3 bonus
Heavy | 100% | +5 bonus
Strong abjuration; CL 13th; Craft Magic Arms and Armor, limited wish or miracle; Price varies (see above).
Ghost Touch: This armor or shield seems almost translucent. Both its enhancement bonus and its armor bonus count against the attacks of incorporeal creatures. It can be picked up, moved, and worn by incorporeal creatures at any time. Incorporeal creatures gain the armor or shield’s enhancement bonus against both corporeal and incorporeal attacks, and they can still pass freely through solid objects.
Strong transmutation; CL 15th; Craft Magic Arms and Armor, etherealness; Price +3 bonus.
Glamered: A suit of armor with this ability appears normal. Upon command, the armor changes shape and form to assume the appearance of a normal set of clothing. The armor retains all its properties (including weight) when glamered. Only a true seeing spell or similar magic reveals the true nature of the armor when disguised.
Moderate illusion; CL 10th; Craft Magic Arms and Armor, disguise self; Price +2,700 gp.
Invulnerability: This suit of armor grants the wearer damage reduction of 5/magic.
Strong abjuration and perhaps evocation (if miracle is used); CL 18th; Craft Magic Arms and Armor, stoneskin, wish or miracle; Price +3 bonus.
Reflecting: This shield seems like a mirror. Its surface is completely reflective. Once per day, it can be called on to reflect a spell back at its caster exactly like the spell turning spell.
Strong abjuration; CL 14th; Craft Magic Arms and Armor, spell turning; Price +5 bonus.
Shadow: This armor is jet black and blurs the wearer whenever she tries to hide, granting a +5 competence bonus on Hide checks. (The armor’s armor check penalty still applies normally.)
Faint illusion; CL 5th; Craft Magic Arms and Armor, invisibility; Price +3,750 gp.
Shadow, Improved: As shadow, except it grants a +10 competence bonus on Hide checks.
Moderate illusion; CL 10th; Craft Magic Arms and Armor, invisibility; Price +15,000 gp.
Shadow, Greater: As shadow, except it grants a +15 competence bonus on Hide checks.
Moderate illusion; CL 15th; Craft Magic Arms and Armor, invisibility; Price +33,750 gp.
Silent Moves: This armor is well oiled and magically constructed so that it not only makes little sound, but it dampens sound around it. It provides a +5 competence bonus on its wearer’s Move Silently checks. (The armor’s armor check penalty still applies normally.)
Faint illusion; CL 5th; Craft Magic Arms and Armor, silence; Price +3,750 gp.
Silent Moves, Improved: As silent moves, except it grants a +10 competence bonus on Move Silently checks.
Moderate illusion; CL 10th; Craft Magic Arms and Armor, silence; Price +15,000 gp.
Silent Moves, Greater: As silent moves, except it grants a +15 competence bonus on Move Silently checks.
Moderate illusion; CL 15th; Craft Magic Arms and Armor, silence; Price +33,750 gp.
Slick: Slick armor seems coated at all times with a slightly greasy oil. It provides a +5 competence bonus on its wearer’s Escape Artist checks. (The armor’s armor check penalty still applies normally.)
Faint conjuration; CL 4th; Craft Magic Arms and Armor, grease; Price +3,750 gp.
Slick, Improved: As slick, except it grants a +10 competence bonus on Escape Artist checks.
Moderate conjuration; CL 10th; Craft Magic Arms and Armor, grease; Price +15,000 gp.
Slick, Greater: As slick, except it grants a +15 competence bonus on Escape Artist checks.
Moderate conjuration; CL 15th; Craft Magic Arms and Armor, grease; Price +33,750 gp.
Sonic Resistance: A suit of armor or a shield with this property normally has a glistening appearance. The armor absorbs the first 10 points of sonic damage per attack that the wearer would normally take (similar to the resist energy spell).
Faint abjuration; CL 3rd; Craft Magic Arms and Armor, resist energy; Price +18,000 gp.
Sonic Resistance, Improved: As sonic resistance, except it absorbs the first 20 points of sonic damage per attack.
Moderate abjuration; CL 7th; Craft Magic Arms and Armor, resist energy; Price +42,000 gp.
Sonic Resistance, Greater: As sonic resistance, except it absorbs the first 30 points of sonic damage per attack.
Moderate abjuration; CL 11th; Craft Magic Arms and Armor, resist energy; Price +66,000 gp.
Spell Resistance: This property grants the armor’s wearer spell resistance while the armor is worn. The spell resistance can be 13, 15, 17, or 19, depending on the armor.
Strong abjuration; CL 15th; Craft Magic Arms and Armor, spell resistance; Price +2 bonus (SR 13), +3 bonus (SR 15), +4 bonus (SR 17), or +5 bonus (SR 19).
Undead Controlling: The wearer of a suit of armor or a shield with this property may control up to 26 HD of undead per day, as the control undead spell. At dawn each day, the wearer loses control of any undead still under his sway. Armor or a shield with this ability appears to be made of bone; this feature is entirely decorative and has no other effect on the armor.
Strong necromancy; CL 13th; Craft Magic Arms and Armor, control undead; Price +49,000 gp.
Wild: The wearer of a suit of armor or a shield with this ability preserves his armor bonus (and any enhancement bonus) while in a wild shape. Armor and shields with this ability usually appear to be made covered in leaf patterns. While the wearer is in a wild shape, the armor cannot be seen.
Moderate transmutation; CL 9th; Craft Magic Arms and Armor, baleful polymorph; Price +3 bonus.

Table: Specific Armors
Minor | Medium | Major | Specific Armor | Market Price
01–50 | 01–25 | — | Mithral shirt | 1,100 gp
51–80 | 26–45 | — | Dragonhide plate | 3,300 gp
81–100 | 46–57 | — | Elven chain | 4,150 gp
— | 58–67 | — | Rhino hide | 5,165 gp
— | 68–82 | 01–10 | Adamantine breastplate | 10,200 gp
— | 83–97 | 11–20 | Dwarven plate | 16,500 gp
— | 98–100 | 21–32 | Banded mail of luck | 18,900 gp
— | — | 33–50 | Celestial armor | 22,400 gp
— | — | 51–60 | Plate armor of the deep | 24,650 gp
— | — | 61–75 | Breastplate of command | 25,400 gp
— | — | 76–90 | Mithral full plate of speed | 26,500 gp
— | — | 91–100 | Demon armor | 52,260 gp

Specific Armors
The following specific suits of armor usually are preconstructed with exactly the qualities described here.
Adamantine Breastplate: This nonmagical breastplate is made of adamantine, giving its wearer damage reduction of 2/–.
No aura (nonmagical); Price 10,200 gp.
Banded Mail of Luck: Ten 100-gp gems adorn this +3 banded mail. Once per week, the armor allows its wearer to require that an attack roll made against him be rerolled. He must take whatever consequences come from the second roll. The wearer’s player must decide whether to have the attack roll rerolled before damage is rolled.
Strong enchantment; CL 12th; Craft Magic Arms and Armor, bless; Price 18,900 gp; Cost 10,150 gp + 700 XP.
Breastplate of Command: This finely crafted +2 breastplate radiates a powerful aura of magic. When worn, the armor bestows a dignified and commanding aura upon its owner. The wearer gains a +2 competence bonus on all Charisma checks, including turning checks and Charisma-based skill checks. The wearer also gains a +2 competence bonus to his Leadership score. Friendly troops within 360 feet of the user become braver than normal. Since the effect arises in great part from the distinctiveness of the armor, the wearer cannot hide or conceal herself in any way and still have the effect function.
Strong enchantment; CL 15th; Craft Magic Arms and Armor, mass charm monster; Price 25,400 gp; Cost 10,975 gp + 850 XP.
Celestial Armor: This bright silver or gold +3 chainmail is so fine and light that it can be worn under normal clothing without betraying its presence. It has a maximum Dexterity bonus of +8, an armor check penalty of –2, and an arcane spell failure chance of 15%. It is considered light armor, weighs 20 pounds, and it allows the wearer to use fly on command (as the spell) once per day.
Faint transmutation [good]; CL 5th; Craft Magic Arms and Armor, creator must be good, fly; Price 22,400 gp; Cost 12,550 gp + 1,004 XP.
Demon Armor: This plate armor is fashioned to make the wearer appear to be a demon. The helmet is shaped to look like a horned demon head, and its wearer looks out of the open, tooth-filled mouth. This +4 full plate allows the wearer to make claw attacks that deal 1d10 points of damage, strike as +1 weapons, and afflict the target as if she had been struck by a contagion spell (Fortitude DC 14 negates). Use of contagion requires a normal melee attack with the claws. The “claws” are built into the armor’s vambraces and gauntlets.
The armor bestows one negative level on any nonevil creature wearing it. This negative level persists as long as the armor is worn and disappears when the armor is removed. The negative level never results in actual level loss, but it cannot be overcome in any way (including restoration spells) while the armor is worn.
Strong necromancy [evil]; CL 13th; Craft Magic Arms and Armor, contagion; Price 52,260 gp; Cost 26,130 gp + 2,090 XP.
Dragonhide Plate: This suit of full plate is made of dragonhide, rather than metal, so druids can wear it. It is otherwise identical to masterwork full plate.
No aura (nonmagical); Price 3,300 gp.
Dwarven Plate: This full plate is made of adamantine, giving its wearer damage reduction of 3/–.
No aura (nonmagical); Price 16,500 gp.
Elven Chain: This extremely light chainmail is made of very fine mithral links. Speed while wearing elven chain is 30 feet for Medium creatures, or 20 feet for Small. The armor has an arcane spell failure chance of 20%, a maximum Dexterity bonus of +4, and an armor check penalty of –2. It is considered light armor and weighs 20 pounds.
No aura (nonmagical); Price 4,150 gp.
Mithral Full Plate of Speed: As a free action, the wearer of this fine set of +1 mithral full plate can activate it, enabling her to act as though affected by a haste spell for up to 10 rounds each day. The duration of the haste effect need not be consecutive rounds.
Speed while wearing a suit of mithral full plate is 20 feet for Medium creatures, or 15 feet for Small. The armor has an arcane spell failure chance of 25%, a maximum Dexterity bonus of +3, and an armor check penalty of –3. It is considered medium armor and weighs 25 pounds.
Faint transmutation; CL 5th; Craft Magic Arms and Armor, haste; Price 26,500 gp.
Mithral Shirt: This extremely light chain shirt is made of very fine mithral links. Speed while wearing a mithral shirt is 30 feet for Medium creatures, or 20 feet for Small. The armor has an arcane spell failure chance of 10%, a maximum Dexterity bonus of +6, and no armor check penalty. It is considered light armor and weighs 10 pounds.
No aura (nonmagical); Price 1,100 gp.
Plate Armor of the Deep: This +1 full plate is decorated with a wave and fish motif. The wearer of plate armor of the deep is treated as unarmored for purposes of Swim checks. The wearer can breathe underwater and can converse with any creature with a language that breathes water.
Moderate abjuration; CL 11th; Craft Magic Arms and Armor, freedom of movement, water breathing, tongues; Price 24,650 gp; Cost 17,150 gp + 600 XP.
Rhino Hide: This +2 hide armor is made from rhinoceros hide. In addition to granting a +2 enhancement bonus to AC, it has a –1 armor check penalty and deals an additional 2d6 points of damage on any successful charge attack made by the wearer, including a mounted charge.
Moderate transmutation; CL 9th; Craft Magic Arms and Armor, bull’s strength; Price 5,165 gp; Cost 2,665 gp + 200 XP.

Table: Specific Shields
Minor | Medium | Major | Specific Shield | Market Price
01–30 | 01–20 | — | Darkwood buckler | 205 gp
31–80 | 21–45 | — | Darkwood shield | 257 gp
81–95 | 46–70 | — | Mithral heavy shield | 1,020 gp
96–100 | 71–85 | 01–20 | Caster’s shield | 3,153 gp
— | 86–90 | 21–40 | Spined shield | 5,580 gp
— | 91–95 | 41–60 | Lion’s shield | 9,170 gp
— | 96–100 | 61–90 | Winged shield | 17,257 gp
— | — | 91–100 | Absorbing shield | 50,170 gp

Specific Shields
The following specific shields usually are preconstructed with exactly the qualities described here.
Absorbing Shield: This +1 heavy steel shield is flat black and seems to absorb light. Once every two days, on command, it can disintegrate an object that it touches, as the spell but requiring a melee touch attack.
Strong transmutation; CL 17th; Craft Magic Arms and Armor, disintegrate; Price 50,170 gp; Cost 25,170 gp + 2,000 XP.
Caster’s Shield: This +1 light wooden shield has a small leather strip on the back on which a spellcaster can scribe a single spell as on a scroll. A spell so scribed has only half the base raw material cost. Experience point and component costs remain the same. The strip cannot accommodate spells of higher than 3rd level. The strip is reusable.
A random caster ’s shield has a 50% chance of having a single medium scroll spell on it. The spell is divine (01–80 on d%) or arcane (81–100).
A caster’s shield has a 5% arcane spell failure chance.
Moderate abjuration; CL 6th; Craft Magic Arms and Armor, Scribe Scroll, creator must be at least 6th level; Price 3,153 gp (plus the value of the scroll spell if one is currently scribed); Cost 1,653 gp + 120 XP.
Darkwood Buckler: This nonmagical light wooden shield is made out of darkwood. It has no enhancement bonus, but its construction material makes it lighter than a normal wooden shield. It weighs 2-1/2 pounds and has no armor check penalty.
No aura (nonmagical); Price 205 gp.
Darkwood Shield: This nonmagical heavy wooden shield is made out of darkwood. It has no enhancement bonus, but its construction material makes it lighter than a normal wooden shield.
It weighs 5 pounds and has no armor check penalty.
No aura (nonmagical); Price 257 gp.
Lion’s Shield: This +2 heavy steel shield is fashioned to appear to be a roaring lion’s head. Three times per day as a free action, the lion’s head can be commanded to attack (independently of the shield wearer), biting with the wielder’s base attack bonus (including multiple attacks, if the wielder has them) and dealing 2d6 points of damage. This attack is in addition to any actions performed by the wielder.
Moderate conjuration; CL 10th; Craft Magic Arms and Armor, summon nature’s ally IV; Price 9,170 gp; Cost 4,670 gp + 360 XP.
Mithral Heavy Shield: This heavy shield is made of mithral and thus is much lighter than a standard steel shield. It has a 5% arcane spell failure chance and no armor check penalty. It weighs 5 pounds.
No aura (nonmagical); Price 1,020 gp.
Spined Shield: This +1 heavy steel shield is covered in spines. It acts as a normal spiked shield. On command up to three times per day, the shield’s wearer can fire one of the shield’s spines. A fired spine has a +1 enhancement bonus, a range increment of 120 feet, and deals 1d10 points of damage (19–20/x2). Fired spines regenerate each day.
Moderate evocation; CL 6th; Craft Magic Arms and Armor, magic missile; Price 5,580 gp; Cost 2,740 gp + 223 XP.
Winged Shield: This round heavy wooden shield has a +3 enhancement bonus. Small, feathered wings encircle the shield.
Once per day it can be commanded to fly (as the spell), carrying the wielder. The shield can carry up to 133 pounds and move at 60 feet per round, or up to 266 pounds and move at 40 feet per round.
Faint transmutation; CL 5th; Craft Magic Arms and Armor, fly; Price 17,257 gp; Cost 8,628 gp and 5 sp + 690 XP.

WEAPONS
Magic weapons have enhancement bonuses ranging from +1 to +5. They apply these bonuses to both attack and damage rolls when used in combat. All magic weapons are also masterwork weapons, but their masterwork bonus on attack rolls does not stack with their enhancement bonus on attack rolls.
Weapons come in two basic categories: melee and ranged. Some of the weapons listed as melee weapons can also be used as ranged weapons. In this case, their enhancement bonus applies to either type of attack.
In addition to an enhancement bonus, weapons may have special abilities. Special abilities count as additional bonuses for determining the market value of the item, but do not modify attack or damage bonuses (except where specifically noted). A single weapon cannot have a modified bonus (enhancement bonus plus special ability bonus equivalents) higher than +10. A weapon with a special ability must have at least a +1 enhancement bonus.
A weapon or a kind of ammunition may be made of an unusual material. Roll d%: 01–95 indicates that the item is of a standard sort, and 96–100 indicates that it is made of a special material.
Caster Level for Weapons: The caster level of a weapon with a special ability is given in the item description. For an item with only an enhancement bonus and no other abilities, the caster level is three times the enhancement bonus. If an item has both an enhancement bonus and a special ability, the higher of the two caster level requirements must be met.
Additional Damage Dice: Some magic weapons deal additional dice of damage. Unlike other modifiers to damage, additional dice of damage are not multiplied when the attacker scores a critical hit.
Ranged Weapons and Ammunition: The enhancement bonus from a ranged weapon does not stack with the enhancement bonus from ammunition. Only the higher of the two enhancement bonuses applies.
Ammunition fired from a projectile weapon with an enhancement bonus of +1 or higher is treated as a magic weapon for the purpose of overcoming damage reduction. Similarly, ammunition fired from a projectile weapon with an alignment gains the alignment of that projectile weapon (in addition to any alignment it may already have).
Magic Ammunition and Breakage: When a magic arrow, crossbow bolt, or sling bullet misses its target, there is a 50% chance it breaks or otherwise is rendered useless. A magic arrow, bolt, or bullet that hits is destroyed.
Light Generation: Fully 30% of magic weapons shed light equivalent to a light spell (bright light in a 20-foot radius, shadowy light in a 40-foot radius). These glowing weapons are quite obviously magical. Such a weapon can’t be concealed when drawn, nor can its light be shut off. Some of the specific weapons detailed below always or never glow, as defined in their descriptions.
Hardness and Hit Points: Each +1 of enhancement bonus also adds 2 to the weapon’s or shield’s hardness and +10 to its hit points.
Activation: Usually a character benefits from a magic weapon in the same way a character benefits from a mundane weapon—by attacking with it. If a weapon has a special ability that the user needs to activate then the user usually needs to utter a command word (a standard action).
Magic Weapons and Critical Hits: Some weapon qualities and some specific weapons have an extra effect on a critical hit. This special effect functions against creatures not subject to critical hits, such as undead, elementals, and constructs. When fighting against such creatures, roll for critical hits as you would against humanoids or any other creature subject to critical hits. On a successful critical roll, apply the special effect, but do not multiply the weapon’s regular damage.

Table: Weapons
Minor | Medium | Major | Weapon Bonus | Base Price1
01–70 | 01–10 | — | +1 | 2,000 gp
71–85 | 11–29 | — | +2 | 8,000 gp
— | 30–58 | 01–20 | +3 | 18,000 gp
— | 59–62 | 21–38 | +4 | 32,000 gp
— | — | 39–49 | +5 | 50,000 gp
— | — | — | +62 | 72,000 gp
— | — | — | +72 | 98,000 gp
— | — | — | +82 | 128,000 gp
— | — | — | +92 | 162,000 gp
— | — | — | +102 | 200,000 gp
86–90 | 63–68 | 50–63 | Specific weapon3 | —
91–100 | 69–100 | 64–100 | Special ability and roll again4 | —
1 This price is for 50 arrows, crossbow bolts, or sling bullets.
2 A weapon can’t actually have a bonus higher than +5. Use these lines to determine price when special abilities are added in.
3 See Table: Specific Weapons.
4 See Table: Melee Weapon Special Abilities for melee weapons or Table: Ranged Weapon Special Abilities for ranged weapons.

Table: Weapon Type Determination
d% | Weapon Type
01–70 | Common melee weapon
71–80 | Uncommon weapon
81–100 | Common ranged weapon

Table: Common Melee Weapons
d% | Weapon | Weapon Cost1
01–04 | Dagger | +302 gp
05–14 | Greataxe | +320 gp
15–24 | Greatsword | +350 gp
25–28 | Kama | +302 gp
29–41 | Longsword | +315 gp
42–45 | Mace, light | +305 gp
46–50 | Mace, heavy | +312 gp
51–54 | Nunchaku | +302 gp
55–57 | Quarterstaff2 | +600 gp
58–61 | Rapier | +320 gp
62–66 | Scimitar | +315 gp
67–70 | Shortspear | +302 gp
71–74 | Siangham | +303 gp
75–84 | Sword, bastard | +335 gp
85–89 | Sword, short | +310 gp
90–100 | Waraxe, dwarven | +330 gp
1 Add to enhancement bonus on Table: Weapons to determine total market price.
2 Masterwork double weapons incur double the masterwork cost to account for each head (+300 gp masterwork cost per head for a total of +600 gp). Double weapons have separate magical bonuses for their different heads. If randomly determined, the second head of a double weapon has the same enhancement bonus as the main head (01–50 on d%), doubling the cost of the bonus, or its enhancement bonus is one less (51–100 on d%) and it has no special abilities. All magic weapons are masterwork weapons.

Table: Uncommon Weapons
d% | Weapon | Weapon Cost1
01–03 | Axe, orc double2 | +660 gp
04–07 | Battleaxe | +310 gp
08–10 | Chain, spiked | +325 gp
11–12 | Club | +300 gp
13–16 | Crossbow, hand | +400 gp
17–19 | Crossbow, repeating | +550 gp
20–21 | Dagger, punching | +302 gp
22–23 | Falchion | +375 gp
24–26 | Flail, dire2 | +690 gp
27–31 | Flail, heavy | +315 gp
32–35 | Flail, light | +308 gp
36–37 | Gauntlet | +302 gp
38–39 | Gauntlet, spiked | +305 gp
40–41 | Glaive | +308 gp
42–43 | Greatclub | +305 gp
44–45 | Guisarme | +309 gp
46–48 | Halberd | +310 gp
49–51 | Spear | +301 gp
52–54 | Hammer, gnome hooked2 | +620 gp
55–56 | Hammer, light | +301 gp
57–58 | Handaxe | +306 gp
59–61 | Kukri | +308 gp
62–64 | Lance | +310 gp
65–67 | Longspear | +305 gp
68–70 | Morningstar | +308 gp
71–72 | Net | +320 gp
73–74 | Pick, heavy | +308 gp
75–76 | Pick, light | +304 gp
77–78 | Ranseur | +310 gp
79–80 | Sap | +301 gp
81–82 | Scythe | +318 gp
83–84 | Shuriken | +301 gp
85–86 | Sickle | +306 gp
87–89 | Sword, two-bladed2 | +700 gp
90–91 | Trident | +315 gp
92–94 | Urgrosh, dwarven2 | +650 gp
95–97 | Warhammer | +312 gp
98–100 | Whip | +301 gp
1 Add to enhancement bonus on Table: Weapons to determine total market price.
2 Masterwork double weapons incur double the masterwork cost to account for each head (+300 gp masterwork cost per head for a total of +600 gp). Double weapons have separate magical bonuses for their different heads. If randomly determined, the second head of a double weapon has the same enhancement bonus as the main head (01–50 on d%), doubling the cost of the bonus, or its enhancement bonus is one less (51–100) and it has no special abilities. All magic weapons are masterwork weapons.

Table: Common Ranged Weapons
d% | Weapon |  | Weapon Cost1
01–10 | Ammunition (roll again): |  |
 | 01–50 | Arrows (50) | +350 gp
 | 51–80 | Bolts, crossbow (50) | +350 gp
 | 81–100 | Bullets, sling (50) | +350 gp
11–15 | Axe, throwing |  | +308 gp
16–25 | Crossbow, heavy |  | +350 gp
26–35 | Crossbow, light |  | +335 gp
36–39 | Dart |  | +300 gp 5 sp
40–41 | Javelin |  | +301 gp
42–46 | Shortbow |  | +330 gp
47–51 | Shortbow, composite (+0 Str bonus) |  | +375 gp
52–56 | Shortbow, composite (+1 Str bonus) |  | +450 gp
57–61 | Shortbow, composite (+2 Str bonus) |  | +525 gp
62–65 | Sling |  | +300 gp
66–75 | Longbow |  | +375 gp
76–80 | Longbow, composite |  | +400 gp
81–85 | Longbow, composite (+1 Str bonus) |  | +500 gp
86–90 | Longbow, composite (+2 Str bonus) |  | +600 gp
91–95 | Longbow, composite (+3 Str bonus) |  | +700 gp
96–100 | Longbow, composite (+4 Str bonus) |  | +800 gp
1 Add to enhancement bonus on Table: Weapons to determine total market price.
All magic weapons are masterwork weapons.

Table: Melee Weapon Special Abilities
Minor | Medium | Major | Special Ability | Base Price Modifier1
01–10 | 01–06 | 01–03 | Bane | +1 bonus
11–17 | 07–12 | — | Defending | +1 bonus
18–27 | 13–19 | 04–06 | Flaming | +1 bonus
28–37 | 20–26 | 07–09 | Frost | +1 bonus
38–47 | 27–33 | 10–12 | Shock | +1 bonus
48–56 | 34–38 | 13–15 | Ghost touch | +1 bonus
57–67 | 39–44 | — | Keen2 | +1 bonus
68–71 | 45–48 | 16–19 | Ki Focus | +1 bonus
72–75 | 49–50 | — | Merciful | +1 bonus
76–82 | 51–54 | 20–21 | Mighty cleaving | +1 bonus
83–87 | 55–59 | 22–24 | Spell storing | +1 bonus
88–91 | 60–63 | 25–28 | Throwing | +1 bonus
92–95 | 64–65 | 29–32 | Thundering | +1 bonus
96–99 | 66–69 | 33–36 | Vicious | +1 bonus
— | 70–72 | 37–41 | Anarchic | +2 bonus
— | 73–75 | 42–46 | Axiomatic | +2 bonus
— | 76–78 | 47–49 | Disruption3 | +2 bonus
— | 79–81 | 50–54 | Flaming burst | +2 bonus
— | 82–84 | 55–59 | Icy burst | +2 bonus
— | 85–87 | 60–64 | Holy | +2 bonus
— | 88–90 | 65–69 | Shocking burst | +2 bonus
— | 91–93 | 70–74 | Unholy | +2 bonus
— | 94–95 | 75–78 | Wounding | +2 bonus
— | — | 79–83 | Speed | +3 bonus
— | — | 84–86 | Brilliant energy | +4 bonus
— | — | 87–88 | Dancing | +4 bonus
— | — | 89–90 | Vorpal4 | +5 bonus
100 | 96–100 | 91–100 | Roll again twice5 | —
1 Add to enhancement bonus on Table: Weapons to determine total market price.
2 Piercing or slashing weapons only. Reroll if randomly generated for a bludgeoning weapon.
3 Bludgeoning weapons only. Reroll if randomly generated for a piercing or slashing weapon.
4 Slashing weapons only. Reroll if randomly generated for a piercing or bludgeoning weapon.
5 Reroll if you get a duplicate special ability, an ability incompatible with an ability that you’ve already rolled, or if the extra ability puts you over the +10 limit. A weapon’s enhancement bonus and special ability bonus equivalents can’t total more than +10.

Table: Ranged Weapon Special Abilities
Minor | Medium | Major | Special Ability | Base Price Modifier1
01–12 | 01–08 | 01–04 | Bane | +1 bonus
13–25 | 09–16 | 05–08 | Distance | +1 bonus
26–40 | 17–28 | 09–12 | Flaming | +1 bonus
41–55 | 29–40 | 13–16 | Frost | +1 bonus
56–60 | 41–42 | — | Merciful | +1 bonus
61–68 | 43–47 | 17–21 | Returning | +1 bonus
69–83 | 48–59 | 22–25 | Shock | +1 bonus
84–93 | 60–64 | 26–27 | Seeking | +1 bonus
94–99 | 65–68 | 28–29 | Thundering | +1 bonus
— | 69–71 | 30–34 | Anarchic | +2 bonus
— | 72–74 | 35–39 | Axiomatic | +2 bonus
— | 75–79 | 40–49 | Flaming burst | +2 bonus
— | 80–82 | 50–54 | Holy | +2 bonus
— | 83–87 | 55–64 | Icy burst | +2 bonus
— | 88–92 | 65–74 | Shocking burst | +2 bonus
— | 93–95 | 75–79 | Unholy | +2 bonus
— | — | 80–84 | Speed | +3 bonus
— | — | 85–90 | Brilliant energy | +4 bonus
100 | 96–100 | 91–100 | Roll again twice2 | —
1 Add to enhancement bonus on Table: Weapons to determine total market price.
2 Reroll if you get a duplicate special ability, an ability incompatible with an ability that you’ve already rolled, or if the extra ability puts you over the +10 limit. A weapon’s enhancement bonus and special ability bonus equivalents can’t total more than +10.

Weapons for Unusually Sized Creatures: The cost of weapons for creatures who are neither Small nor Medium varies. The cost of the masterwork quality and any magical enhancement remains the same.
Special Qualities: Roll d%. If the item is a melee weapon, a 01–30 result indicates that the item sheds light, 31–45 indicates that something (a design, inscription, or the like) provides a clue to the weapon’s function, and 46–100 indicates no special qualities.
If the item is a ranged weapon, a 01–15 result indicates that something (a design, inscription, or the like) provides a clue to the weapon’s function, and 16–100 indicates no special qualities.

Magic Weapon Special Ability Descriptions
In addition to enhancement bonuses, weapons can have one or more of the special abilities detailed below. A weapon with a special ability must have at least a +1 enhancement bonus.
Anarchic: An anarchic weapon is chaotically aligned and infused with the power of chaos. It makes the weapon chaos-aligned and thus bypasses the corresponding damage reduction. It deals an extra 2d6 points of damage against all of lawful alignment. It bestows one negative level on any lawful creature attempting to wield it. The negative level remains as long as the weapon is in hand and disappears when the weapon is no longer wielded. This negative level never results in actual level loss, but it cannot be overcome in any way (including restoration spells) while the weapon is wielded. Bows, crossbows, and slings so crafted bestow the chaotic power upon their ammunition.
Moderate evocation [chaotic]; CL 7th; Craft Magic Arms and Armor, chaos hammer, creator must be chaotic; Price +2 bonus.
Axiomatic: An axiomatic weapon is lawfully aligned and infused with the power of law. It makes the weapon law-aligned and thus bypasses the corresponding damage reduction. It deals an extra 2d6 points of damage against all of chaotic alignment. It bestows one negative level on any chaotic creature attempting to wield it. The negative level remains as long as the weapon is in hand and disappears when the weapon is no longer wielded. This negative level never results in actual level loss, but it cannot be overcome in any way (including restoration spells) while the weapon is wielded. Bows, crossbows, and slings so crafted bestow the lawful power upon their ammunition.
Moderate evocation [lawful]; CL 7th; Craft Magic Arms and Armor, order’s wrath, creator must be lawful; Price +2 bonus.
Bane: A bane weapon excels at attacking one type or subtype of creature. Against its designated foe, its effective enhancement bonus is +2 better than its normal enhancement bonus. It deals an extra 2d6 points of damage against the foe. Bows, crossbows, and slings so crafted bestow the bane quality upon their ammunition. To randomly determine a weapon’s designated foe, roll on the following table.
d% | Designated Foe
01–05 | Aberrations
06–09 | Animals
10–16 | Constructs
17–22 | Dragons
23–27 | Elementals
28–32 | Fey
33–39 | Giants
40 | Humanoids, aquatic
41–42 | Humanoids, dwarf
43–44 | Humanoids, elf
45 | Humanoids, gnoll
46 | Humanoids, gnome
47–49 | Humanoids, goblinoid
50 | Humanoids, halfling
51–54 | Humanoids, human
55–57 | Humanoids, reptilian
58–60 | Humanoids, orc
61–65 | Magical beasts
66–70 | Monstrous humanoids
71–72 | Oozes
73 | Outsiders, air
74–76 | Outsiders, chaotic
77 | Outsiders, earth
78–80 | Outsiders, evil
81 | Outsiders, fire
82–84 | Outsiders, good
85–87 | Outsiders, lawful
88 | Outsiders, water
89–90 | Plants
91–98 | Undead
99–100 | Vermin
Moderate conjuration; CL 8th; Craft Magic Arms and Armor, summon monster I; Price +1 bonus.
Brilliant Energy: A brilliant energy weapon has its significant portion transformed into light, although this does not modify the item’s weight. It always gives off light as a torch (20-foot radius). A brilliant energy weapon ignores nonliving matter. Armor and shield bonuses to AC (including any enhancement bonuses to that armor) do not count against it because the weapon passes through armor. (Dexterity, deflection, dodge, natural armor, and other such bonuses still apply.) A brilliant energy weapon cannot harm undead, constructs, and objects. This property can only be applied to melee weapons, thrown weapons, and ammunition.
Strong transmutation; CL 16th; Craft Magic Arms and Armor, gaseous form, continual flame; Price +4 bonus.
Dancing: As a standard action, a dancing weapon can be loosed to attack on its own. It fights for 4 rounds using the base attack bonus of the one who loosed it and then drops. While dancing, it cannot make attacks of opportunity, and the person who activated it is not considered armed with the weapon. In all other respects, it is considered wielded or attended by the creature for all maneuvers and effects that target items. While dancing, it takes up the same space as the activating character and can attack adjacent foes (weapons with reach can attack opponents up to 10 feet away). The dancing weapon accompanies the person who activated it everywhere, whether she moves by physical or magical means. If the wielder who loosed it has an unoccupied hand, she can grasp it while it is attacking on its own as a free action; when so retrieved the weapon can’t dance (attack on its own) again for 4 rounds.
Strong transmutation; CL 15th; Craft Magic Arms and Armor, animate objects; Price +4 bonus.
Defending: A defending weapon allows the wielder to transfer some or all of the sword’s enhancement bonus to his AC as a bonus that stacks with all others. As a free action, the wielder chooses how to allocate the weapon’s enhancement bonus at the start of his turn before using the weapon, and the effect to AC lasts until his next turn.
Moderate abjuration; CL 8th; Craft Magic Arms and Armor, shield or shield of faith; Price +1 bonus.
Disruption: A weapon of disruption is the bane of all undead. Any undead creature struck in combat must succeed on a DC 14 Will save or be destroyed. A weapon of disruption must be a bludgeoning weapon. (If you roll this property randomly for a piercing or slashing weapon, reroll.)
Strong conjuration; CL 14th; Craft Magic Arms and Armor, heal; Price +2 bonus.
Distance: This property can only be placed on a ranged weapon. A weapon of distance has double the range increment of other weapons of its kind.
Moderate divination; CL 6th; Craft Magic Arms and Armor, clairaudience/clairvoyance; Price +1 bonus.
Flaming: Upon command, a flaming weapon is sheathed in fire. The fire does not harm the wielder. The effect remains until another command is given. A flaming weapon deals an extra 1d6 points of fire damage on a successful hit. Bows, crossbows, and slings so crafted bestow the fire energy upon their ammunition.
Moderate evocation; CL 10th; Craft Magic Arms and Armor and flame blade, flame strike, or fireball; Price +1 bonus.
Flaming Burst: A flaming burst weapon functions as a flaming weapon that also explodes with flame upon striking a successful critical hit. The fire does not harm the wielder. In addition to the extra fire damage from the flaming ability (see above), a flaming burst weapon deals an extra 1d10 points of fire damage on a successful critical hit. If the weapon’s critical multiplier is x3, add an extra 2d10 points of fire damage instead, and if the multiplier is x4, add an extra 3d10 points of fire damage. Bows, crossbows, and slings so crafted bestow the fire energy upon their ammunition.
Even if the flaming ability is not active, the weapon still deals its extra fire damage on a successful critical hit.
Strong evocation; CL 12th; Craft Magic Arms and Armor and flame blade, flame strike, or fireball; Price +2 bonus.
Frost: Upon command, a frost weapon is sheathed in icy cold. The cold does not harm the wielder. The effect remains until another command is given. A frost weapon deals an extra 1d6 points of cold damage on a successful hit. Bows, crossbows, and slings so crafted bestow the cold energy upon their ammunition.
Moderate evocation; CL 8th; Craft Magic Arms and Armor, chill metal or ice storm; Price +1 bonus.
Ghost Touch: A ghost touch weapon deals damage normally against incorporeal creatures, regardless of its bonus. (An incorporeal creature’s 50% chance to avoid damage does not apply to attacks with ghost touch weapons.) The weapon can be picked up and moved by an incorporeal creature at any time. A manifesting ghost can wield the weapon against corporeal foes. Essentially, a ghost touch weapon counts as either corporeal or incorporeal at any given time, whichever is more beneficial to the wielder.
Moderate conjuration; CL 9th; Craft Magic Arms and Armor, plane shift; Price +1 bonus.
Holy: A holy weapon is imbued with holy power. This power makes the weapon good-aligned and thus bypasses the corresponding damage reduction. It deals an extra 2d6 points of damage against all of evil alignment. It bestows one negative level on any evil creature attempting to wield it. The negative level remains as long as the weapon is in hand and disappears when the weapon is no longer wielded. This negative level never results in actual level loss, but it cannot be overcome in any way (including restoration spells) while the weapon is wielded. Bows, crossbows, and slings so crafted bestow the holy power upon their ammunition.
Moderate evocation [good]; CL 7th; Craft Magic Arms and Armor, holy smite, creator must be good; Price +2 bonus.
Icy Burst: An icy burst weapon functions as a frost weapon that also explodes with frost upon striking a successful critical hit. The frost does not harm the wielder. In addition to the extra damage from the frost ability, an icy burst weapon deals an extra 1d10 points of cold damage on a successful critical hit. If the weapon’s critical multiplier is x3, add an extra 2d10 points of cold damage instead, and if the multiplier is x4, add an extra 3d10 points. Bows, crossbows, and slings so crafted bestow the cold energy upon their ammunition.
Even if the frost ability is not active, the weapon still deals its extra cold damage on a successful critical hit.
Moderate evocation; CL 10th; Craft Magic Arms and Armor, chill metal or ice storm; Price +2 bonus.
Keen: This ability doubles the threat range of a weapon. Only piercing or slashing weapons can be keen. (If you roll this property randomly for an inappropriate weapon, reroll.) This benefit doesn’t stack with any other effect that expands the threat range of a weapon (such as the keen edge spell or the Improved Critical feat).
Moderate transmutation; CL 10th; Craft Magic Arms and Armor, keen edge; Price +1 bonus.
Ki Focus: The magic weapon serves as a channel for the wielder’s ki, allowing her to use her special ki attacks through the weapon as if they were unarmed attacks. These attacks include the monk’s stunning attack, ki strike, and quivering palm, as well as the Stunning Fist feat. Only melee weapons can have the ki focus ability.
Moderate transmutation; CL 8th; Craft Magic Arms and Armor, creator must be a monk; Price +1 bonus.
Merciful: The weapon deals an extra 1d6 points of damage, and all damage it deals is nonlethal damage. On command, the weapon suppresses this ability until commanded to resume it. Bows, crossbows, and slings so crafted bestow the merciful effect upon their ammunition.
Faint conjuration; CL 5th; Craft Magic Arms and Armor, cure light wounds; Price +1 bonus.
Mighty Cleaving: A mighty cleaving weapon allows a wielder with the Cleave feat to make one additional cleave attempt in a round.
Moderate evocation; CL 8th; Craft Magic Arms and Armor, divine power; Price +1 bonus.
Returning: This special ability can only be placed on a weapon that can be thrown. A returning weapon flies through the air back to the creature that threw it. It returns to the thrower just before the creature’s next turn (and is therefore ready to use again in that turn).
Catching a returning weapon when it comes back is a free action. If the character can’t catch it, or if the character has moved since throwing it, the weapon drops to the ground in the square from which it was thrown.
Moderate transmutation; CL 7th; Craft Magic Arms and Armor, telekinesis; Price +1 bonus.
Seeking: Only ranged weapons can have the seeking ability. The weapon veers toward its target, negating any miss chances that would otherwise apply, such as from concealment. (The wielder still has to aim the weapon at the right square. Arrows mistakenly shot into an empty space, for example, do not veer and hit invisible enemies, even if they are nearby.)
Strong divination; CL 12th; Craft Magic Arms and Armor, true seeing; Price +1 bonus.
Shock: Upon command, a shock weapon is sheathed in crackling electricity. The electricity does not harm the wielder. The effect remains until another command is given. A shock weapon deals an extra 1d6 points of electricity damage on a successful hit. Bows, crossbows, and slings so crafted bestow the electricity energy upon their ammunition.
Moderate evocation; CL 8th; Craft Magic Arms and Armor, call lightning or lightning bolt; Price +1 bonus.
Shocking Burst: A shocking burst weapon functions as a shock weapon that also explodes with electricity upon striking a successful critical hit. The electricity does not harm the wielder. In addition to the extra electricity damage from the shock ability, a shocking burst weapon deals an extra 1d10 points of electricity damage on a successful critical hit. If the weapon’s critical multiplier is x3, add an extra 2d10 points of electricity damage instead, and if the multiplier is x4, add an extra 3d10 points. Bows, crossbows, and slings so crafted bestow the electricity energy upon their ammunition.
Even if the shock ability is not active, the weapon still deals its extra electricity damage on a successful critical hit.
Moderate evocation; CL 10th; Craft Magic Arms and Armor, call lightning or lightning bolt; Price +2 bonus.
Speed: When making a full attack action, the wielder of a speed weapon may make one extra attack with it. The attack uses the wielder’s full base attack bonus, plus any modifiers appropriate to the situation. (This benefit is not cumulative with similar effects, such as a haste spell.)
Moderate transmutation; CL 7th; Craft Magic Arms and Armor, haste; Price +3 bonus.
Spell Storing: A spell storing weapon allows a spellcaster to store a single targeted spell of up to 3rd level in the weapon. (The spell must have a casting time of 1 standard action.) Any time the weapon strikes a creature and the creature takes damage from it, the weapon can immediately cast the spell on that creature as a free action if the wielder desires. (This special ability is an exception to the general rule that casting a spell from an item takes at least as long as casting that spell normally.) Once the spell has been cast from the weapon, a spellcaster can cast any other targeted spell of up to 3rd level into it. The weapon magically imparts to the wielder the name of the spell currently stored within it. A randomly rolled spell storing weapon has a 50% chance to have a spell stored in it already.
Strong evocation (plus aura of stored spell); CL 12th; Craft Magic Arms and Armor, creator must be a caster of at least 12th level; Price +1 bonus.
Thundering: A thundering weapon creates a cacophonous roar like thunder upon striking a successful critical hit. The sonic energy does not harm the wielder. A thundering weapon deals an extra 1d8 points of sonic damage on a successful critical hit. If the weapon’s critical multiplier is x3, add an extra 2d8 points of sonic damage instead, and if the multiplier is x4, add an extra 3d8 points of sonic damage. Bows, crossbows, and slings so crafted bestow the sonic energy upon their ammunition. Subjects dealt a critical hit by a thundering weapon must make a DC 14 Fortitude save or be deafened permanently.
Faint necromancy; CL 5th; Craft Magic Arms and Armor, blindness/deafness; Price +1 bonus.
Throwing: This ability can only be placed on a melee weapon. A melee weapon crafted with this ability gains a range increment of 10 feet and can be thrown by a wielder proficient in its normal use.
Faint transmutation; CL 5th; Craft Magic Arms and Armor, magic stone; Price +1 bonus.
Unholy: An unholy weapon is imbued with unholy power. This power makes the weapon evil-aligned and thus bypasses the corresponding damage reduction. It deals an extra 2d6 points of damage against all of good alignment. It bestows one negative level on any good creature attempting to wield it. The negative level remains as long as the weapon is in hand and disappears when the weapon is no longer wielded. This negative level never results in actual level loss, but it cannot be overcome in any way (including restoration spells) while the weapon is wielded. Bows, crossbows, and slings so crafted bestow the unholy power upon their ammunition.
Moderate evocation [evil]; CL 7th; Craft Magic Arms and Armor, unholy blight, creator must be evil; Price +2 bonus.
Vicious: When a vicious weapon strikes an opponent, it creates a flash of disruptive energy that resonates between the opponent and the wielder. This energy deals an extra 2d6 points of damage to the opponent and 1d6 points of damage to the wielder. Only melee weapons can be vicious.
Moderate necromancy; CL 9th; Craft Magic Arms and Armor, enervation; Price +1 bonus.
Vorpal: This potent and feared ability allows the weapon to sever the heads of those it strikes. Upon a roll of natural 20 (followed by a successful roll to confirm the critical hit), the weapon severs the opponent’s head (if it has one) from its body. Some creatures, such as many aberrations and all oozes, have no heads. Others, such as golems and undead creatures other than vampires, are not affected by the loss of their heads. Most other creatures, however, die when their heads are cut off. A vorpal weapon must be a slashing weapon. (If you roll this property randomly for an inappropriate weapon, reroll.)
Strong necromancy and transmutation; CL 18th; Craft Magic Arms and Armor, circle of death, keen edge; Price +5 bonus.
Wounding: A wounding weapon deals 1 point of Constitution damage from blood loss when it hits a creature. A critical hit does not multiply the Constitution damage. Creatures immune to critical hits (such as plants and constructs) are immune to the Constitution damage dealt by this weapon.
Moderate evocation; CL 10th; Craft Magic Arms and Armor, mage’s sword; Price +2 bonus.

Table: Specific Weapons
Minor | Medium | Major | Specific Weapon | Market Price
01–15 | — | — | Sleep arrow | 132 gp
16–25 | — | — | Screaming bolt | 267 gp
26–45 | — | — | Silver dagger, masterwork | 322 gp
46–65 | — | — | Cold iron longsword, masterwork | 330 gp
66–75 | 01–09 | — | Javelin of lightning | 1,500 gp
76–80 | 10–15 | — | Slaying arrow | 2,282 gp
81–90 | 16–24 | — | Adamantine dagger | 3,002 gp
91–100 | 25–33 | — | Adamantine battleaxe | 3,010 gp
— | 34–37 | — | Slaying arrow (greater) | 4,057 gp
— | 38–40 | — | Shatterspike | 4,315 gp
— | 41–46 | — | Dagger of venom | 8,302 gp
— | 47–51 | — | Trident of warning | 10,115 gp
— | 52–57 | 01–04 | Assassin’s dagger | 10,302 gp
— | 58–62 | 05–07 | Shifter’s sorrow | 12,780 gp
— | 63–66 | 08–09 | Trident of fish command | 18,650 gp
— | 67–74 | 10–13 | Flame tongue | 20,715 gp
— | 75–79 | 14–17 | Luck blade (0 wishes) | 22,060 gp
— | 80–86 | 18–24 | Sword of subtlety | 22,310 gp
— | 87–91 | 25–31 | Sword of the planes | 22,315 gp
— | 92–95 | 32–37 | Nine lives stealer | 23,057 gp
— | 96–98 | 38–42 | Sword of life stealing | 25,715 gp
— | 99–100 | 43–46 | Oathbow | 25,600 gp
— | — | 47–51 | Mace of terror | 38,552 gp
— | — | 52–57 | Life-drinker | 40,320 gp
— | — | 58–62 | Sylvan scimitar | 47,315 gp
— | — | 63–67 | Rapier of puncturing | 50,320 gp
— | — | 68–73 | Sun blade | 50,335 gp
— | — | 74–79 | Frost brand | 54,475 gp
— | — | 80–84 | Dwarven thrower | 60,312 gp
— | — | 85–91 | Luck blade (1 wish) | 62,360 gp
— | — | 92–95 | Mace of smiting | 75,312 gp
— | — | 96–97 | Luck blade (2 wishes) | 102,660 gp
— | — | 98–99 | Holy avenger | 120,630 gp
— | — | 100 | Luck blade (3 wishes) | 142,960 gp

Specific Weapons
The following specific weapons usually are preconstructed with exactly the qualities described here.
Adamantine Battleaxe: This nonmagical axe is made out of adamantine. As a masterwork weapon, it has a +1 enhancement bonus on attack rolls.
No aura (nonmagical); Price 3,010 gp.
Adamantine Dagger: This nonmagical dagger is made out of adamantine. As a masterwork weapon, it has a +1 enhancement bonus on attack rolls.
No aura (nonmagical); Price 3,002 gp.
Assassin’s Dagger: This wicked-looking, curved +2 dagger provides a +1 bonus to the DC of a Fortitude save forced by the death attack of an assassin.
Moderate necromancy; CL 9th; Craft Magic Arms and Armor, slay living; Price 18,302 gp; Cost 9,302 gp + 720 XP.
Dagger of Venom: This black +1 dagger has a serrated edge. It allows the wielder to use a poison effect (as the spell, save DC 14) upon a creature struck by the blade once per day. The wielder can decide to use the power after he has struck. Doing so is a free action, but the poison effect must be invoked in the same round that the dagger strikes.
Faint necromancy; CL 5th; Craft Magic Arms and Armor, poison; Price 8,302 gp; Cost 4,302 gp + 320 XP.
Dwarven Thrower: This weapon commonly functions as a +2 warhammer. In the hands of a dwarf, the warhammer gains an additional +1 enhancement bonus (for a total enhancement bonus of +3) and gains the returning special ability. It can be hurled with a 30-foot range increment. When hurled, it deals an extra 2d8 points of damage against giants or an extra 1d8 points of damage against any other target.
Moderate evocation; CL 10th; Craft Magic Arms and Armor, creator must be a dwarf of at least 10th level; Price 60,312 gp; Cost 30,312 gp + 2,400 XP.
Flame Tongue: This is a +1 flaming burst longsword. Once per day, the sword can blast forth a fiery ray at any target within 30 feet as a ranged touch attack. The ray deals 4d6 points of fire damage on a successful hit.
Moderate evocation; CL 12th; Craft Magic Arms and Armor, scorching ray, and flame blade, flame strike, or fireball; Price 20,715 gp; Cost 10,515 gp + 816 XP.
Frost Brand: This +3 frost greatsword sheds light as a torch when the temperature drops below 0°F. At such times it cannot be concealed when drawn, nor can its light be shut off. Its wielder is protected from fire; the sword absorbs the first 10 points of fire damage each round that the wielder would otherwise take.
A frost brand extinguishes all nonmagical fires in its area. As a standard action, it can also dispel lasting fire spells, but not instantaneous effects, though you must succeed on a dispel check (1d20 +14) against each spell to dispel it. The DC to dispel such spells is 11 + the caster level of the fire spell.
Strong evocation; CL 14th; Craft Magic Arms and Armor, ice storm, dispel magic, protection from energy; Price 54,475 gp; Cost 27,375 gp and 5 sp + 2179 XP.
Holy Avenger: This +2 cold iron longsword becomes a +5 holy cold iron longsword in the hands of a paladin.
It provides spell resistance of 5 + the paladin’s level to the wielder and anyone adjacent to her. It also enables the wielder to use greater dispel magic (once per round as a standard action) at the class level of the paladin. (Only the area dispel is possible, not the targeted dispel or counterspell versions of greater dispel magic.)
Strong abjuration; CL 18th; Craft Magic Arms and Armor, holy aura, creator must be good; Price 120,630 gp; Cost 60,630 gp + 4,800 XP.
Javelin of Lightning: This javelin becomes a 5d6 lightning bolt when thrown (Reflex DC 14 half ). It is consumed in the attack.
Faint evocation; CL 5th; Craft Magic Arms and Armor, lightning bolt; Price 1,500 gp; Cost 750 gp + 30 XP.
Life-Drinker: This +1 greataxe is favored by undead and constructs, who do not suffer its drawback. A life-drinker bestows two negative levels on its target whenever it deals damage, just as if its target had been struck by an undead creature. One day after being struck, subjects must make a DC 16 Fortitude save for each negative level or lose a character level.
Each time a life-drinker deals damage to a foe, it also bestows one negative level on the wielder. Any negative level gained by the wielder in this fashion lasts for 1 hour.
Strong necromancy; CL 13th; Craft Magic Arms and Armor, enervation; Price 40,320 gp; Cost 20,320 gp + 1,600 XP.
Luck Blade: This +2 short sword gives its possessor a +1 luck bonus on all saving throws. Its possessor also gains the power of good fortune, usable once per day. This extraordinary ability allows its possessor to reroll one roll that she just made. She must take the result of the reroll, even if it’s worse than the original roll. In addition, a luck blade may contain up to three wishes (when randomly rolled, a luck blade holds 1d4–1 wishes, minimum 0). When the last wish is used, the sword remains a +2 short sword, still grants the +1 luck bonus, and still grants its reroll power.
Strong evocation; CL 17th; Craft Magic Arms and Armor, wish or miracle; Price 22,060 gp (0 wishes), 62,360 gp (1 wish), 102,660 gp (2 wishes), 142,960 gp (3 wishes); Cost 11,030 gp + 882 XP (0 wishes), 31,180 gp + 2,494 XP (1 wish); 51,330 gp + 4,106 XP (2 wishes), 71,480 gp + 5,718 XP (3 wishes).
Mace of Smiting: This +3 adamantine heavy mace has a +5 enhancement bonus against constructs, and any critical hit dealt to a construct completely destroys it (no saving throw). A critical hit dealt to an outsider deals x4 damage rather than x2.
Moderate transmutation; CL 11th; Craft Magic Arms and Armor, disintegrate; Price 75,312 gp; Cost 39,312 gp + 2,880 XP.
Mace of Terror: On command, this +2 heavy mace causes the wielder’s clothes and appearance to transform into an illusion of darkest horror such that living creatures in a 30-foot cone become panicked as if by a fear spell (Will DC 16 partial). They take a –2 morale penalty on saving throws, and they flee from the wielder. The wielder may use this ability up to three times per day.
Strong necromancy; CL 13th; Craft Magic Arms and Armor, fear; Price 38,552 gp; Cost 19,276 gp + 1,542 XP.
Masterwork Cold Iron Longsword: This nonmagical longsword is crafted out of cold iron. As a masterwork weapon, it has a +1 enhancement bonus on attack rolls.
No aura (nonmagical); Price 330 gp.
Nine Lives Stealer: This longsword always performs as a +2 longsword, but it also has the power to draw the life force from an opponent. It can do this nine times before the ability is lost. At that point, the sword becomes a simple +2 longsword (with a hint of evil about it). A critical hit must be dealt for the sword’s death-dealing ability to function, and this weapon has no effect on creatures not subject to critical hits. The victim is entitled to a DC 20 Fortitude save to avoid death. If the save is successful, the sword’s death-dealing ability does not function, no use of the ability is expended, and normal critical damage is determined. This sword is evil, and any good character attempting to wield it gains two negative levels. These negative levels remain as long as the sword is in hand and disappear when the sword is no longer wielded. These negative levels never result in actual level loss, but they cannot be overcome in any way (including restoration spells) while the sword is wielded.
Strong necromancy [evil]; CL 13th; Craft Magic Arms and Armor, finger of death; Price 23,057 gp; Cost 11,528 gp 5 sp + 922 XP.
Oathbow: Of elven make, this white +2 composite longbow (+2 Str bonus) whispers “Swift defeat to my enemies” in Elven when nocked and pulled. Once per day, if the firer swears aloud to slay her target (a free action), the bow’s whisper becomes the low shout “Swift death to those who have wronged me.” Against such a sworn enemy, the bow has a +5 enhancement bonus, and arrows launched from it deal an additional 2d6 points of damage (and x4 on a critical hit instead of the normal x3). However, the bow is treated as only a masterwork weapon against all foes other than the sworn enemy, and the wielder takes a –1 penalty on attack rolls with any weapon other than the oathbow. These bonuses and penalties last for seven days or until the sworn enemy is slain or destroyed by the wielder of the oathbow, whichever comes first.
The oathbow may only have one sworn enemy at a time. Once the wielder swears to slay a target, he cannot make a new oath until he has slain that target or seven days have passed. Even if the wielder slays the sworn enemy on the same day that he makes the oath, he cannot activate the oathbow’s special power again until 24 hours have passed from the time he made the oath.
Strong evocation; CL 15th; Craft Magic Arms and Armor, creator must be an elf; Price 25,600 gp; Cost 13,100 gp + 1,000 XP.
Rapier of Puncturing: Three times per day, this +2 wounding rapier allows the wielder to make a touch attack with the weapon that deals 1d6 points of Constitution damage by draining blood. Creatures immune to critical hits are immune to the Constitution damage dealt by this weapon.
Strong necromancy; CL 13th; Craft Magic Arms and Armor, harm; Price 50,320 gp; Cost 25,320 gp + 2,000 XP.
Screaming Bolt: One of these +2 bolts screams when fired, forcing all enemies of the wielder within 20 feet of the path of the bolt to succeed on a DC 14 Will save or become shaken. This is a mind-affecting fear effect.
Faint enchantment; CL 5th; Craft Magic Arms and Armor, doom; Price 267gp; Cost 128 gp and 5 sp + 10 XP.
Shatterspike: Wielders without the Improved Sunder feat use Shatterspike as a +1 longsword only; wielders with the Improved Sunder feat add a +4 bonus (including the sword’s +1 enhancement bonus) to the opposed roll when attempting to strike a foe’s weapon. If successful, Shatterspike deals 1d8+4 points of damage plus the wielder’s Strength modifier to the target weapon (the target weapon’s hardness must still be overcome with each hit). Shatterspike can damage weapons with an enhancement bonus of +4 or lower.
Strong evocation; CL 13th; Str 13, Craft Arms and Armor, Power Attack, Improved Sunder, shatter; Price 4,315 gp; Cost 2,315 gp + 160 XP; Weight 4 lb.
Shifter’s Sorrow: This +1/+1 two-bladed sword has blades of alchemical silver. The weapon deals an extra 2d6 points of damage against any creature with the shapechanger subtype. When a shapechanger or a creature in an alternate form (such as a druid using wild shape) is struck by the weapon, it must make a DC 15 Will save or return to its natural form.
Strong transmutation; CL 15th; Craft Arms and Armor, baleful polymorph; Price 12,780 gp; Cost 6,780 gp + 480 XP; Weight 10 lb.
Silver Dagger, Masterwork: This masterwork alchemical silver dagger is nonmagical. As a masterwork weapon, it has a +1 enhancement bonus on attack rolls.
No aura (nonmagical); Price 322 gp.
Slaying Arrow: This +1 arrow is keyed to a particular type or subtype of creature. If it strikes such a creature, the target must make a DC 20 Fortitude save or die (or, in the case of unliving targets, be destroyed) instantly. Note that even creatures normally exempt from Fortitude saves (undead and constructs) are subject to this attack. When keyed to a living creature, this is a death effect (and thus death ward protects a target). To determine the type or subtype of creature the arrow is keyed to, roll on the table below.
A greater slaying arrow functions just like a normal slaying arrow, but the DC to avoid the death effect is 23.
Strong necromancy; CL 13th; Craft Magic Arms and Armor, finger of death (slaying arrow) or heightened finger of death (greater slaying arrow); Price 2,282 gp (slaying arrow) or 4,057 gp (greater slaying arrow); Cost 1,144 gp 5 sp + 91 XP (slaying arrow) or 2,032 gp + 162 XP (greater slaying arrow).
d% | Designated Type or Subtype
01–05 | Aberrations
06–09 | Animals
10–16 | Constructs
17–22 | Dragons
23–27 | Elementals
28–32 | Fey
33–39 | Giants
40 | Humanoids, aquatic
41–42 | Humanoids, dwarf
43–44 | Humanoids, elf
45 | Humanoids, gnoll
46 | Humanoids, gnome
47–49 | Humanoids, goblinoid
50 | Humanoids, halfling
51–54 | Humanoids, human
55–57 | Humanoids, reptilian
58–60 | Humanoids, orc
61–65 | Magical beasts
66–70 | Monstrous humanoids
71–72 | Oozes
73 | Outsiders, air
74–76 | Outsiders, chaotic
77 | Outsiders, earth
78–80 | Outsiders, evil
81 | Outsiders, fire
82–84 | Outsiders, good
85–87 | Outsiders, lawful
88 | Outsiders, water
89–90 | Plants
91–98 | Undead
99–100 | Vermin
Sleep Arrow: This +1 arrow is painted white and has white fletching. If it strikes a foe so that it would normally deal damage, it instead bursts into magical energy that deals nonlethal damage (in the same amount as would be lethal damage) and forces the target to make a DC 11 Will save or fall asleep.
Faint enchantment; CL 5th; Craft Magic Arms and Armor, sleep; Price 132 gp; Cost 69 gp 5 sp + 5 XP.
Sun Blade: This sword is the size of a bastard sword. However, a sun blade is wielded as if it were a short sword with respect to weight and ease of use. (In other words, the weapon appears to all viewers to be a bastard sword, and deals bastard sword damage, but the wielder feels and reacts as if the weapon were a short sword.) Any individual able to use either a bastard sword or a short sword with proficiency is proficient in the use of a sun blade. Likewise, Weapon Focus and Weapon Specialization in short sword and bastard sword apply equally, but the benefits of those feats do not stack.
In normal combat, the glowing golden blade of the weapon is equal to a +2 bastard sword. Against evil creatures, its enhancement bonus is +4. Against Negative Energy Plane creatures or undead creatures, the sword deals double damage (and x3 on a critical hit instead of the usual x2).
The blade also has a special sunlight power. Once per day, the wielder can swing the blade vigorously above her head while speaking a command word. The sunblade then sheds a bright yellow radiance that is like full daylight. The radiance begins shining in a 10-foot radius around the sword wielder and extends outward at 5 feet per round for 10 rounds thereafter, to create a globe of light with a 60-foot radius. When the wielder stops swinging, the radiance fades to a dim glow that persists for another minute before disappearing entirely. All sun blades are of good alignment, and any evil creature attempting to wield one gains one negative level. The negative level remains as long as the sword is in hand and disappears when the sword is no longer wielded. This negative level never results in actual level loss, but it cannot be overcome in any way (including restoration spells) while the sword is wielded.
Moderate evocation; CL 10th; Craft Magic Arms and Armor, daylight, creator must be good; Price 50,335 gp; Cost 25,335 gp + 2,000 XP.
Sword of Life Stealing: This black iron +2 longsword bestows a negative level when it deals a critical hit. The sword wielder gains 1d6 temporary hit points each time a negative level is bestowed on another. These temporary hit points last for 24 hours. One day after being struck, subjects must make a DC 16 Fortitude save for each negative level or lose a character level.
Strong necromancy; CL 17th; Craft Magic Arms and Armor, enervation; Price 25,715 gp; Cost 12,857 gp and 5 sp + 1,029 XP.
Sword of the Planes: This longsword has an enhancement bonus of +1 on the Material Plane, but on any Elemental Plane its enhancement bonus increases to +2. (The +2 enhancement bonus also applies on the Material Plane when the weapon is used against elementals.) It operates as a +3 longsword on the Astral Plane or the Ethereal Plane or when used against opponents native to either of those planes. On any other plane, or against any outsider, it functions as a +4 longsword.
Strong evocation; CL 15th; Craft Magic Arms and Armor, plane shift; Price 22,315 gp; Cost 11,157 gp and 5 sp + 893 XP.
Sword of Subtlety: A +1 short sword with a thin, dull gray blade, this weapon provides a +4 bonus on its wielder’s attack and damage rolls when he is making a sneak attack with it.
Moderate illusion; CL 7th; Craft Magic Arms and Armor, blur; Price 22,310 gp; Cost 11,155 gp + 892 XP.
Sylvan Scimitar: This +3 scimitar, when used outdoors in a temperate climate, grants its wielder the use of the Cleave feat and deals an extra 1d6 points of damage.
Moderate evocation; CL 11th; Craft Magic Arms and Armor, divine power or creator must be a 7th-level druid; Price 47,315gp; Cost 23,657 gp and 5 sp + 1,893 XP.
Trident of Fish Command: The magical properties of this +1 trident with a 6-foot-long haft enable its wielder to charm up to 14 HD of aquatic animals (Will DC 16 negates, animals get a +5 bonus if currently under attack by the wielder or his allies), no two of which can be more than 30 feet apart. The wielder can use this effect up to three times per day. The wielder can communicate with the animals as if using a speak with animals spell. Animals making their saving throw are free of control, but they will not approach within 10 feet of the trident. The trident can be used up to three times per day.
Moderate enchantment; CL 7th; Craft Magic Arms and Armor, speak with animals; Price 18,650 gp; Cost 9,325 gp + 746 XP.
Trident of Warning: A weapon of this type enables its wielder to determine the location, depth, kind, and number of aquatic predators within 680 feet. A trident of warning must be grasped and pointed in order for the character using it to gain such information, and it requires 1 round to scan a hemisphere with a radius of 680 feet. The weapon is otherwise a +2 trident.
Moderate divination; CL 7th; Craft Magic Arms and Armor, locate creature; Price 10,115 gp; Cost 5,057 gp and 5 sp + 405 XP.


Potions, Rings, and Rods

MAGIC ITEMS III (POTIONS, RINGS, & RODS)

POTIONS AND OILS
A potion is a magic liquid that produces its effect when imbibed. Magic oils are similar to potions, except that oils are applied externally rather than imbibed. A potion or oil can be used only once. It can duplicate the effect of a spell of up to 3rd level that has a casting time of less than 1 minute.
Potions are like spells cast upon the imbiber. The character taking the potion doesn’t get to make any decisions about the effect —the caster who brewed the potion has already done so. The drinker of a potion is both the effective target and the caster of the effect (though the potion indicates the caster level, the drinker still controls the effect).
The person applying an oil is the effective caster, but the object is the target.
Physical Description: A typical potion or oil consists of 1 ounce of liquid held in a ceramic or glass vial fitted with a tight stopper. The stoppered container is usually no more than 1 inch wide and 2 inches high. The vial has AC 13, 1 hit point, hardness 1, and a break DC of 12. Vials hold 1 ounce of liquid.
Identifying Potions: In addition to the standard methods of identification, PCs can sample from each container they find to attempt to determine the nature of the liquid inside. An experienced character learns to identify potions by memory
—for example, the last time she tasted a liquid that reminded her of almonds, it turned out to be a potion of cure moderate wounds.
Activation: Drinking a potion or applying an oil requires no special skill. The user merely removes the stopper and swallows the potion or smears on the oil. The following rules govern potion and oil use.
Drinking a potion or using an oil on an item of gear is a standard action. The potion or oil takes effect immediately. Using a potion or oil provokes attacks of opportunity. A successful attack (including grappling attacks) against the character forces a Concentration check (as for casting a spell). If the character fails this check, she cannot drink the potion. An enemy may direct an attack of opportunity against the potion or oil container rather than against the character. A successful attack of this sort can destroy the container.
A creature must be able to swallow a potion or smear on an oil. Because of this, incorporeal creatures cannot use potions or oils.
Any corporeal creature can imbibe a potion. The potion must be swallowed. Any corporeal creature can use an oil.
A character can carefully administer a potion to an unconscious creature as a full-round action, trickling the liquid down the creature’s throat. Likewise, it takes a full-round action to apply an oil to an unconscious creature.

Potion Descriptions
The caster level for a standard potion is the minimum caster level needed to cast the spell (unless otherwise specified).
Table: Potions and Oils
Minor | Medium | Major | Potion or Oil | Market Price
01–10 | — | — | Cure light wounds (potion) | 50 gp
11–13 | — | — | Endure elements (potion) | 50 gp
14–15 | — | — | Hide from animals (potion) | 50 gp
16–17 | — | — | Hide from undead (potion) | 50 gp
18–19 | — | — | Jump (potion) | 50 gp
20–22 | — | — | Mage armor (potion) | 50 gp
23–25 | — | — | Magic fang (potion) | 50 gp
26 | — | — | Magic stone (oil) | 50 gp
27–29 | — | — | Magic weapon (oil) | 50 gp
30 | — | — | Pass without trace (potion) | 50 gp
31–32 | — | — | Protection from (alignment) (potion) | 50 gp
33–34 | — | — | Remove fear (potion) | 50 gp
35 | — | — | Sanctuary (potion) | 50 gp
36–38 | — | — | Shield of faith +2 (potion) | 50 gp
39 | — | — | Shillelagh (oil) | 50 gp
40–41 | 01–02 | — | Bless weapon (oil) | 100 gp
42–44 | 03–04 | — | Enlarge person (potion) | 250 gp
45 | 05 | — | Reduce person (potion) | 250 gp
46–47 | 06 | — | Aid (potion) | 300 gp
48–50 | 07 | — | Barkskin +2 (potion) | 300 gp
51–53 | 08–10 | — | Bear’s endurance (potion) | 300 gp
54–56 | 11–13 | 01–02 | Blur (potion) | 300 gp
57–59 | 14–16 | — | Bull’s strength (potion) | 300 gp
60–62 | 17–19 | — | Cat’s grace (potion) | 300 gp
63–67 | 20–27 | 03–07 | Cure moderate wounds (potion) | 300 gp
68 | 28 | — | Darkness (oil) | 300 gp
69–71 | 29–30 | 08–09 | Darkvision (potion) | 300 gp
72–74 | 31 | — | Delay poison (potion) | 300 gp
75–76 | 32–33 | — | Eagle’s splendor (potion) | 300 gp
77–78 | 34–35 | — | Fox’s cunning (potion) | 300 gp
79–81 | 36–37 | 10–11 | Invisibility (potion or oil) | 300 gp
82–84 | 38 | 12 | Lesser restoration (potion) | 300 gp
85–86 | 39 | — | Levitate (potion or oil) | 300 gp
87 | 40 | — | Misdirection (potion) | 300 gp
88–89 | 41–42 | — | Owl’s wisdom (potion) | 300 gp
90–91 | 43 | — | Protection from arrows 10/magic (potion) | 300 gp
92–93 | 44 | 13 | Remove paralysis (potion) | 300 gp
94–96 | 45–46 | — | Resist energy (type) 10 (potion) | 300 gp
97 | 47–48 | 14 | Shield of faith +3 (potion) | 300 gp
98–99 | 49 | — | Spider climb (potion) | 300 gp
100 | 50 | 15 | Undetectable alignment (potion) | 300 gp
— | 51 | 16 | Barkskin +3 (potion) | 600 gp
— | 52 | 17–18 | Shield of faith +4 (potion) | 600 gp
— | 53–55 | 19–20 | Resist energy (type) 20 (potion) | 700 gp
— | 56–60 | 21–28 | Cure serious wounds (potion) | 750 gp
— | 61 | 29 | Daylight (oil) | 750 gp
— | 62–64 | 30–32 | Displacement (potion) | 750 gp
— | 65 | 33 | Flame arrow (oil) | 750 gp
— | 66–68 | 34–38 | Fly (potion) | 750 gp
— | 69 | 39 | Gaseous form (potion) | 750 gp
— | 70–71 | — | Greater magic fang +1 (potion) | 750 gp
— | 72–73 | — | Greater magic weapon +1 (oil) | 750 gp
— | 74–75 | 40–41 | Haste (potion) | 750 gp
— | 76–78 | 42–44 | Heroism (potion) | 750 gp
— | 79–80 | 45–46 | Keen edge (oil) | 750 gp
— | 81 | 47 | Magic circle against (alignment) (potion) | 750 gp
— | 82–83 | — | Magic vestment +1 (oil) | 750 gp
— | 84–86 | 48–50 | Neutralize poison (potion) | 750 gp
— | 87–88 | 51–52 | Nondetection (potion) | 750 gp
— | 89–91 | 53–54 | Protection from energy (type) (potion) | 750 gp
— | 92–93 | 55 | Rage (potion) | 750 gp
— | 94 | 56 | Remove blindness/deafness (potion) | 750 gp
— | 95 | 57 | Remove curse (potion) | 750 gp
— | 96 | 58 | Remove disease (potion) | 750 gp
— | 97 | 59 | Tongues (potion) | 750 gp
— | 98–99 | 60 | Water breathing (potion) | 750 gp
— | 100 | 61 | Water walk (potion) | 750 gp
— | — | 62–63 | Barkskin +4 (potion) | 900 gp
— | — | 64 | Shield of faith +5 (potion) | 900 gp
— | — | 65 | Good hope (potion) | 1,050 gp
— | — | 66–68 | Resist energy (type) 30 (potion) | 1,100 gp
— | — | 69 | Barkskin +5 (potion) | 1,200 gp
— | — | 70–73 | Greater magic fang +2 (potion) | 1,200 gp
— | — | 74–77 | Greater magic weapon +2 (oil) | 1,200 gp
— | — | 78–81 | Magic vestment +2 (oil) | 1,200 gp
— | — | 82 | Protection from arrows 15/magic (potion) | 1,500 gp
— | — | 83–85 | Greater magic fang +3 (potion) | 1,800 gp
— | — | 86–88 | Greater magic weapon +3 (oil) | 1,800 gp
— | — | 89–91 | Magic vestment +3 (oil) | 1,800 gp
— | — | 92–93 | Greater magic fang +4 (potion) | 2,400 gp
— | — | 94–95 | Greater magic weapon +4 (oil) | 2,400 gp
— | — | 96–97 | Magic vestment +4 (oil) | 2,400 gp
— | — | 98 | Greater magic fang +5 (potion) | 3,000 gp
— | — | 99 | Greater magic weapon +5 (oil) | 3,000 gp
— | — | 100 | Magic vestment +5 (oil) | 3,000 gp

RINGS
Rings bestow magical powers upon their wearers. Only a rare few have charges. Anyone can use a ring.
A character can only effectively wear two magic rings. A third magic ring doesn’t work if the wearer is already wearing two magic rings.
Physical Description: Rings have no appreciable weight. Although exceptions exist that are crafted from glass or bone, the vast majority of rings are forged from metal—usually precious metals such as gold, silver, and platinum. A ring has AC 13, 2 hit points, hardness 10, and a break DC of 25.
Activation: Usually, a ring’s ability is activated by a command word (a standard action that does not provoke attacks of opportunity) or it works continually. Some rings have exceptional activation methods, according to their descriptions.
Special Qualities: Roll d%. A result of 01 indicates the ring is intelligent, 02–31 indicates that something (a design, inscription, or the like) provides a clue to its function, and 32–100 indicates no special qualities. Intelligent items have extra abilities and sometimes extraordinary powers and special purposes. Rings with charges can never be intelligent.

Table: Rings
Minor | Medium | Major | Ring | Market Price
01–18 | — | — | Protection +1 | 2,000 gp
19–28 | — | — | Feather falling | 2,200 gp
29–36 | — | — | Sustenance | 2,500 gp
37–44 | — | — | Climbing | 2,500 gp
45–52 | — | — | Jumping | 2,500 gp
53–60 | — | — | Swimming | 2,500 gp
61–70 | 01–05 | — | Counterspells | 4,000 gp
71–75 | 06–08 | — | Mind shielding | 8,000 gp
76–80 | 09–18 | — | Protection +2 | 8,000 gp
81–85 | 19–23 | — | Force shield | 8,500 gp
86–90 | 24–28 | — | Ram | 8,600 gp
— | 29–34 | — | Climbing, improved | 10,000 gp
— | 35–40 | — | Jumping, improved | 10,000 gp
— | 41–46 | — | Swimming, improved | 10,000 gp
91–93 | 47–51 | — | Animal friendship | 10,800 gp
94–96 | 50–56 | 01–02 | Energy resistance, minor | 12,000 gp
97–98 | 57–61 | — | Chameleon power | 12,700 gp
99–100 | 62–66 | — | Water walking | 15,000 gp
— | 67–71 | 03–07 | Protection +3 | 18,000 gp
— | 72–76 | 08–10 | Spell storing, minor | 18,000 gp
— | 77–81 | 11–15 | Invisibility | 20,000 gp
— | 82–85 | 16–19 | Wizardry (I) | 20,000 gp
— | 86–90 | 20–25 | Evasion | 25,000 gp
— | 91–93 | 26–28 | X-ray vision | 25,000 gp
— | 94–97 | 29–32 | Blinking | 27,000 gp
— | 98–100 | 33–39 | Energy resistance, major | 28,000 gp
— | — | 40–49 | Protection +4 | 32,000 gp
— | — | 50–55 | Wizardry (II) | 40,000 gp
— | — | 56–60 | Freedom of movement | 40,000 gp
— | — | 61–63 | Energy resistance, greater | 44,000 gp
— | — | 64–65 | Friend shield (pair) | 50,000 gp
— | — | 66–70 | Protection +5 | 50,000 gp
— | — | 71–74 | Shooting stars | 50,000 gp
— | — | 75–79 | Spell storing | 50,000 gp
— | — | 80–83 | Wizardry (III) | 70,000 gp
— | — | 84–86 | Telekinesis | 75,000 gp
— | — | 87–88 | Regeneration | 90,000 gp
— | — | 89 | Three wishes | 97,950 gp
— | — | 90–92 | Spell turning | 98,280 gp
— | — | 93–94 | Wizardry (IV) | 100,000 gp
— | — | 95 | Djinni calling | 125,000 gp
— | — | 96 | Elemental command (air) | 200,000 gp
— | — | 97 | Elemental command (earth) | 200,000 gp
— | — | 98 | Elemental command (fire) | 200,000 gp
— | — | 99 | Elemental command (water) | 200,000 gp
— | — | 100 | Spell storing, major | 200,000 gp

Ring Descriptions
Standard rings are described below.
Animal Friendship: On command, this ring affects an animal as if the wearer had cast charm animal.
Faint enchantment; CL 3rd; Forge Ring, charm animal; Price 10,800 gp.
Blinking: On command, this ring makes the wearer blink, as with the blink spell.
Moderate transmutation; CL 7th; Forge Ring, blink; Price 27,000 gp.
Chameleon Power: As a free action, the wearer of this ring can gain the ability to magically blend in with the surroundings. This provides a +10 competence bonus on her Hide checks. As a standard action, she can also command the ring to utilize the spell disguise self as often as she wants.
Faint illusion; CL 3rd; Forge Ring, disguise self, invisibility; Price 12,700 gp.
Climbing: This ring is actually a magic leather cord that ties around a finger. It continually grants the wearer a +5 competence bonus on Climb checks.
Faint transmutatation; CL 5th; Forge Ring, creator must have 5 ranks in the Climb skill; Price 2,500 gp.
Climbing, Improved: As climbing, except it grants a +10 competence bonus on its wearer’s Climb checks.
Faint transmutation; CL 5th; Forge Ring, creator must have 10 ranks in the Climb skill; Price 10,000 gp.
Counterspells: This ring might seem to be a ring of spell storing upon first examination. However, while it allows a single spell of 1st through 6th level to be cast into it, that spell cannot be cast out of the ring again. Instead, should that spell ever be cast upon the wearer, the spell is immediately countered, as a counterspell action, requiring no action (or even knowledge) on the wearer’s part. Once so used, the spell cast within the ring is gone. A new spell (or the same one as before) may be placed in it again.
Moderate evocation; CL 11th; Forge Ring, imbue with spell ability; Price 4,000 gp.
Djinni Calling: One of the many rings of fable, this “genie” ring is most useful indeed. It serves as a special gate by means of which a specific djinni can be called from the Elemental Plane of Air. When the ring is rubbed (a standard action), the call goes out, and the djinni appears on the next round. The djinni faithfully obeys and serves the wearer of the ring, but never for more than 1 hour per day. If the djinni of the ring is ever killed, the ring becomes nonmagical and worthless.
Strong conjuration; CL 17th; Forge Ring, gate; Price 125,000 gp.
Elemental Command: All four kinds of elemental command rings are very powerful. Each appears to be nothing more than a lesser magic ring until fully activated (by meeting a special condition, such as single-handedly slaying an elemental of the appropriate type or exposure to a sacred material of the appropriate element), but each has certain other powers as well as the following common properties.
Elementals of the plane to which the ring is attuned can’t attack the wearer, or even approach within 5 feet of him. If the wearer desires, he may forego this protection and instead attempt to charm the elemental (as charm monster, Will DC 17 negates). If the charm attempt fails, however, absolute protection is lost and no further attempt at charming can be made.
Creatures from the plane to which the ring is attuned who attack the wearer take a –1 penalty on their attack rolls. The ring wearer makes applicable saving throws from the extraplanar creature’s attacks with a +2 resistance bonus. He gains a +4 morale bonus on all attack rolls against such creatures. Any weapon he uses bypasses the damage reduction of such creatures, regardless of any qualities the weapon may or may not have.
The wearer of the ring is able to converse with creatures from the plane to which his ring is attuned. These creatures recognize that he wears the ring. They show a healthy respect for the wearer if alignments are similar. If alignments are opposed, creatures fear the wearer if he is strong. If he is weak, they hate and desire to slay him.
The possessor of a ring of elemental command takes a saving throw penalty as follows:
Element | Saving Throw Penalty
Air | –2 against earth-based effects
Earth | –2 against air- or electricity-based effects
Fire | –2 against water- or cold-based effects
Water | –2 against fire-based effects
In addition to the powers described above, each specific ring gives its wearer the following abilities according to its kind.
Ring of Elemental Command (Air)
• Feather fall (unlimited use, wearer only)
• Resist energy (electricity) (unlimited use, wearer only)
• Gust of wind (twice per day)
• Wind wall (unlimited use)
• Air walk (once per day, wearer only)
• Chain lightning (once per week)
The ring appears to be a ring of feather falling until a certain condition is met to activate its full potential. It must be reactivated each time a new wearer acquires it.
Ring of Elemental Command (Earth)
• Meld into stone (unlimited use, wearer only)
• Soften earth or stone (unlimited use)
• Stone shape (twice per day)
• Stoneskin (once per week, wearer only)
• Passwall (twice per week)
• Wall of stone (once per day)
The ring appears to be a ring of meld into stone until the established condition is met.
Ring of Elemental Command (Fire)
• Resist energy (fire) (as a major ring of energy resistance [fire])
• Burning hands (unlimited use)
• Flaming sphere (twice per day)
• Pyrotechnics (twice per day)
• Wall of fire (once per day)
• Flame strike (twice per week)
The ring appears to be a major ring of energy resistance (fire) until the established condition is met.
Ring of Elemental Command (Water)
• Water walk (unlimited use)
• Create water (unlimited use)
• Water breathing (unlimited use)
• Wall of ice (once per day)
• Ice storm (twice per week)
• Control water (twice per week)
The ring appears to be a ring of water walking until the established condition is met.
Strong conjuration; CL 15th; Forge Ring, summon monster VI, all appropriate spells; Price 200,000 gp.
Energy Resistance: This reddish iron ring continually protects the wearer from damage from one type of energy—acid, cold, electricity, fire, or sonic (chosen by the creator of the item; determine randomly if found as part of a treasure hoard). Each time the wearer would normally take such damage, subtract the ring’s resistance value from the damage dealt.
A minor ring of energy resistance grants 10 points of resistance. A major ring of energy resistance grants 20 points of resistance. A greater ring of energy resistance grants 30 points of resistance.
Faint (minor or major) or moderate (greater) abjuration; CL 3rd (minor), 7th (major), or 11th (greater); Forge Ring, resist energy; Price 12,000 gp (minor), 28,000 gp (major), 44,000 gp (greater).
Evasion: This ring continually grants the wearer the ability to avoid damage as if she had evasion. Whenever she makes a Reflex saving throw to determine whether she takes half damage, a successful save results in no damage.
Moderate transmutation; CL 7th; Forge Ring, jump; Price 25,000 gp.
Feather Falling: This ring is crafted with a feather pattern all around its edge. It acts exactly like a feather fall spell, activated immediately if the wearer falls more than 5 feet.
Faint transmutation; CL 1st; Forge Ring, feather fall; Price 2,200 gp.
Force Shield: An iron band, this simple ring generates a shield-sized (and shield-shaped) wall of force that stays with the ring and can be wielded by the wearer as if it were a heavy shield (+2 AC). This special creation has no armor check penalty or arcane spell failure chance since it is weightless and encumbrance-free. It can be activated and deactivated at will as a free action.
Moderate evocation; CL 9th; Forge Ring, wall of force; Price 8,500 gp.
Freedom of Movement: This gold ring allows the wearer to act as if continually under the effect of a freedom of movement spell.
Moderate abjuration; CL 7th; Forge Ring, freedom of movement; Price 40,000 gp.
Friend Shield: These curious rings always come in pairs. A friend shield ring without its mate is useless. Either wearer of one of a pair of the rings can, at any time, command his or her ring to cast a shield other spell with the wearer of the mated ring as the recipient. This effect has no range limitation.
Moderate abjuration; CL 10th; Forge Ring, shield other; Price 50,000 gp (for a pair).
Invisibility: By activating this simple silver ring, the wearer can benefit from invisibility, as the spell.
Faint illusion; CL 3rd; Forge Ring, invisibility; Price 20,000 gp.
Jumping: This ring continually allows the wearer to leap about, providing a +5 competence bonus on all his Jump checks.
Faint transmutation; CL 2nd; Forge Ring, creator must have 5 ranks in the Jump skill; Price 2,500 gp.
Jumping, Improved: As jumping, except it grants a +10 competence bonus on its wearer’s Jump check.
Moderate transmutation; CL 7th; Forge Ring, creator must have 10 ranks in the Jump skill; Price 10,000 gp.
Mind Shielding: This ring is usually of fine workmanship and wrought from heavy gold. The wearer is continually immune to detect thoughts, discern lies, and any attempt to magically discern her alignment.
Faint aburation; CL 3rd; Forge Ring, nondetection; Price 8,000 gp.
Protection: This ring offers continual magical protection in the form of a deflection bonus of +1 to +5 to AC.
Faint abjuration; CL 5th; Forge Ring, shield of faith, caster must be of a level at least three times greater than the bonus of the ring; Price 2,000 gp (ring +1); 8,000 gp (ring +2); 18,000 gp (ring +3); 32,000 gp (ring +4); 50,000 gp (ring +5).
Ram: The ring of the ram is an ornate ring forged of hard metal, usually iron or an iron alloy. It has the head of a ram as its device.
The wearer can command the ring to give forth a ramlike force, manifested by a vaguely discernible shape that resembles the head of a ram or a goat. This force strikes a single target, dealing 1d6 points of damage if 1 charge is expended, 2d6 points if 2 charges are used, or 3d6 points if 3 charges (the maximum) are used. Treat this as a ranged attack with a 50-foot maximum range and no penalties for distance.
The force of the blow is considerable, and those struck by the ring are subject to a bull rush if within 30 feet of the ring-wearer. (The ram has Strength 25 and is Large.) The ram gains a +1 bonus on the bull rush attempt if 2 charges are expended, or +2 if 3 charges are expended.
In addition to its attack mode, the ring of the ram also has the power to open doors as if it were a character with Strength 25. If 2 charges are expended, the effect is equivalent to a character with Strength 27. If 3 charges are expended, the effect is that of a character with Strength 29.
A newly created ring has 50 charges. When all the charges are expended, the ring becomes a nonmagical item.
Moderate transmutation; CL 9th; Forge Ring, bull’s strength, telekinesis; Price 8,600 gp.
Regeneration: This white gold ring continually allows a living wearer to heal 1 point of damage per level every hour rather than every day. (This ability cannot be aided by the Heal skill.) Nonlethal damage heals at a rate of 1 point of damage per level every 5 minutes. If the wearer loses a limb, an organ, or any other body part while wearing this ring, the ring regenerates it as the spell. In either case, only damage taken while wearing the ring is regenerated.
Strong conjuration; CL 15th; Forge Ring, regenerate; Price 90,000 gp.
Shooting Stars: This ring has two modes of operation, one for being in shadowy darkness or outdoors at night and a second one when the wearer is underground or indoors at night.
During the night under the open sky or in areas of shadow or darkness, the ring of shooting stars can perform the following functions on command.
• Dancing lights (once per hour)
• Light (twice per night)
• Ball lightning (special, once per night)
• Shooting stars (special, three per week)
The first special function, ball lightning, releases one to four balls of lightning (ring wearer’s choice). These glowing globes resemble dancing lights, and the ring wearer controls them in the same fashion (see the dancing lights spell description). The spheres have a 120-foot range and a duration of 4 rounds. They can be moved at 120 feet per round. Each sphere is about 3 feet in diameter, and any creature who comes within 5 feet of one causes its charge to dissipate, taking electricity damage in the process according to the number of balls created.
Number of Balls | Damage per Ball
4 lightning balls | 1d6 points of damage each
3 lightning balls | 2d6 points of damage each
2 lightning balls | 3d6 points of damage each
1 lightning ball | 4d6 points of damage
Once the ball lightning function is activated, the balls can be released at any time before the sun rises. (Multiple balls can be released in the same round.)
The second special function produces three shooting stars that can be released from the ring each week, simultaneously or one at a time. They impact for 12 points of damage and spread (as a fireball) in a 5-foot-radius sphere for 24 points of fire damage.
Any creature struck by a shooting star takes full damage from impact plus full fire damage from the spread unless it makes a DC 13 Reflex save. Creatures not struck but within the spread ignore the impact damage and take only half damage from the fire spread on a successful DC 13 Reflex save. Range is 70 feet, at the end of which the shooting star explodes, unless it strikes a creature or object before that. A shooting star always follows a straight line, and any creature in its path must make a save or be hit by the projectile.
Indoors at night, or underground, the ring of shooting stars has the following properties.
• Faerie fire (twice per day)
• Spark shower (special, once per day)
The spark shower is a flying cloud of sizzling purple sparks that fan out from the ring for a distance of 20 feet in an arc 10 feet wide. Creatures within this area take 2d8 points of damage each if not wearing metal armor or carrying a metal weapon. Those wearing metal armor and/or carrying a metal weapon take 4d8 points of damage.
Strong evocation; CL 12th; Forge Ring, light, faerie fire, fireball, lightning bolt; Price 50,000 gp.
Spell Storing, Minor: A minor ring of spell storing contains up to three levels of spells that the wearer can cast. Each spell has a caster level equal to the minimum level needed to cast that spell. The user need not provide any material components or focus, or pay an XP cost to cast the spell, and there is no arcane spell failure chance for wearing armor (because the ring wearer need not gesture). The activation time for the ring is same as the casting time for the relevant spell, with a minimum of 1 standard action.
For a randomly generated ring, treat it as a scroll to determine what spells are stored in it. If you roll a spell that would put the ring over the three-level limit, ignore that roll; the ring has no more spells in it. (Not every newly discovered ring need be fully charged.)
A spellcaster can cast any spells into the ring, so long as the total spell levels do not add up to more than three. Metamagic versions of spells take up storage space equal to their spell level modified by the metamagic feat. A spellcaster can use a scroll to put a spell into the minor ring of spell storing.
The ring magically imparts to the wearer the names of all spells currently stored within it.
Faint evocation; CL 5th; Forge Ring, imbue with spell ability; Price 18,000 gp.
Spell Storing: As the minor ring of spell storing, except it holds up to five levels of spells.
Moderate evocation; CL 9th; Forge Ring, imbue with spell ability; Price 50,000 gp.
Spell Storing, Major: As the minor ring of spell storing, except it holds up to ten levels of spells.
Strong evocation; CL 17th; Forge Ring, imbue with spell ability; Price 200,000 gp.
Spell Turning: Up to three times per day on command, this simple platinum band automatically reflects the next nine levels of spells cast at the wearer, exactly as if spell turning had been cast upon the wearer.
Strong abjuration; CL 13th; Forge Ring, spell turning; Price 98,280 gp.
Sustenance: This ring continually provides its wearer with life-sustaining nourishment. The ring also refreshes the body and mind, so that its wearer needs only sleep 2 hours per day to gain the benefit of 8 hours of sleep. The ring must be worn for a full week before it begins to work. If it is removed, the owner must wear it for another week to reattune it to himself.
Faint conjuration; CL 5th; Forge Ring, create food and water; Price 2,500 gp.
Swimming: This silver ring has a wave pattern etched into the band. It continually grants the wearer a +5 competence bonus on Swim checks.
Faint transmutation; CL 2nd; Forge Ring, creator must have 5 ranks in the Swim skill; Price 2,500 gp.
Swimming, Improved: As swimming, except it grants a +10 competence bonus on its wearer’s Swim checks.
Moderate transmutation; CL 7th; Forge Ring, creator must have 10 ranks in the Swim skill; Price 10,000 gp.
Telekinesis: This ring allows the caster to use the spell telekinesis on command.
Moderate transmutation; CL 9th; Forge Ring, telekinesis; Price 75,000 gp.
Three Wishes: This ring is set with three rubies. Each ruby stores a wish spell, activated by the ring. When a wish is used, that ruby disappears. For a randomly generated ring, roll 1d3 to determine the remaining number of rubies. When all the wishes are used, the ring becomes a nonmagical item.
Strong evocation (if miracle is used); CL 20th; Forge Ring, wish or miracle; Price 97,950 gp; Cost 11,475 gp + 15,918 XP.
Water Walking: This ring, set with an opal, allows the wearer to continually utilize the effects of the spell water walk.
Moderate transmutation; CL 9th; Forge Ring, water walk; Price 15,000 gp.
Wizardry: This special ring comes in four kinds (ring of wizardry I, ring of wizardry II, ring of wizardry III, and ring of wizardry IV), all of them useful only to arcane spellcasters. The wearer’s arcane spells per day are doubled for one specific spell level. A ring of wizardry I doubles 1st-level spells, a ring of wizardry II doubles 2nd-level spells, a ring of wizardry III doubles 3rd-level spells, and a ring of wizardry IV doubles 4th-level spells. Bonus spells from high ability scores or school specialization are not doubled.
Moderate (wizardry I) or strong (wizardry II–IV) (no school); CL 11th (I), 14th (II), 17th (III), 20th (IV); Forge Ring, limited wish; Price 20,000 gp (I), 40,000 gp (II), 70,000 gp (III), 100,000 gp (IV).
X-Ray Vision: On command, this ring gives its possessor the ability to see into and through solid matter. Vision range is 20 feet, with the viewer seeing as if he were looking at something in normal light even if there is no illumination. X-ray vision can penetrate 1 foot of stone, 1 inch of common metal, or up to 3 feet of wood or dirt. Thicker substances or a thin sheet of lead blocks the vision.
Using the ring is physically exhausting, causing the wearer 1 point of Constitution damage per minute after the first 10 minutes of use in a single day.
Moderate divination; CL 6th; Forge Ring, true seeing; Price 25,000 gp.

RODS
Rods are scepterlike devices that have unique magical powers and do not usually have charges. Anyone can use a rod.
Physical Description: Rods weigh approximately 5 pounds.
They range from 2 feet to 3 feet long and are usually made of iron or some other metal. (Many, as noted in their descriptions, can function as light maces or clubs due to their sturdy construction.)
These sturdy items have AC 9, 10 hit points, hardness 10, and a break DC of 27.
Activation: Details relating to rod use vary from item to item. See the individual descriptions for specifics.
Special Qualities: Roll d%. A 01 result indicates the rod is intelligent, 02–31 indicates that something (a design, inscription, or the like) provides a clue to its function, and 32–100 indicates no special qualities. Intelligent items have extra abilities and sometimes extraordinary powers and special purposes.
Rods with charges can never be intelligent.
Table: Rods
Medium | Major | Rod | Market Price
01–07 | — | Metamagic, Enlarge, lesser | 3,000 gp
08–14 | — | Metamagic, Extend, lesser | 3,000 gp
15–21 | — | Metamagic, Silent, lesser | 3,000 gp
22–28 | — | Immovable | 5,000 gp
29–35 | — | Metamagic, Empower, lesser | 9,000 gp
36–42 | — | Metal and mineral detection | 10,500 gp
43–53 | 01–04 | Cancellation | 11,000 gp
54–57 | 05–06 | Metamagic, Enlarge | 11,000 gp
58–61 | 07–08 | Metamagic, Extend | 11,000 gp
62–65 | 09–10 | Metamagic, Silent | 11,000 gp
66–71 | 11–14 | Wonder | 12,000 gp
72–79 | 15–18 | Python | 13,000 gp
80–83 | — | Metamagic, Maximize, lesser | 14,000 gp
84–89 | 19–21 | Flame extinguishing | 15,000 gp
90–97 | 22–25 | Viper | 19,000 gp
— | 26–30 | Enemy detection | 23,500 gp
— | 31–36 | Metamagic, Enlarge, greater | 24,500 gp
— | 37–42 | Metamagic, Extend, greater | 24,500 gp
— | 43–48 | Metamagic, Silent, greater | 24,500 gp
— | 49–53 | Splendor | 25,000 gp
— | 54–58 | Withering | 25,000 gp
98–99 | 59–64 | Metamagic, Empower | 32,500 gp
— | 65–69 | Thunder and lightning | 33,000 gp
100 | 70–73 | Metamagic, Quicken, lesser | 35,000 gp
— | 74–77 | Negation | 37,000 gp
— | 78–80 | Absorption | 50,000 gp
— | 81–84 | Flailing | 50,000 gp
— | 85–86 | Metamagic, Maximize | 54,000 gp
— | 87–88 | Rulership | 60,000 gp
— | 89–90 | Security | 61,000 gp
— | 91–92 | Lordly might | 70,000 gp
— | 93–94 | Metamagic, Empower, greater | 73,000 gp
— | 95–96 | Metamagic, Quicken | 75,500 gp
— | 97–98 | Alertness | 85,000 gp
— | 99 | Metamagic, Maximize, greater | 121,500 gp
— | 100 | Metamagic, Quicken, greater | 170,000 gp

Rod Descriptions
Although all rods are generally scepterlike, their configurations and abilities run the magical gamut. Standard rods are described below.
Absorption: This rod acts as a magnet, drawing spells or spell-like abilities into itself. The magic absorbed must be a single-target spell or a ray directed at either the character possessing the rod or her gear. The rod then nullifies the spell’s effect and stores its potential until the wielder releases this energy in the form of spells of her own. She can instantly detect a spell’s level as the rod absorbs that spell’s energy. Absorption requires no action on the part of the user if the rod is in hand at the time.
A running total of absorbed (and used) spell levels should be kept. The wielder of the rod can use captured spell energy to cast any spell she has prepared, without expending the preparation itself. The only restrictions are that the levels of spell energy stored in the rod must be equal to or greater than the level of the spell the wielder wants to cast, that any material components required for the spell be present, and that the rod be in hand when casting. For casters such as bards or sorcerers who do not prepare spells, the rod’s energy can be used to cast any spell of the appropriate level or levels that they know.
A rod of absorption absorbs a maximum of fifty spell levels and can thereafter only discharge any remaining potential it might have. The rod cannot be recharged. The wielder knows the rod’s remaining absorbing potential and current amount of stored energy.
To determine the absorption potential remaining in a newly found rod, roll d% and divide the result by 2. Then roll d% again: On a result of 71–100, half the levels already absorbed by the rod are still stored within.
Strong abjuration; CL 15th;Craft Rod, spell turning; Price 50,000 gp.
Alertness: This rod is indistinguishable from a +1 light mace. It has eight flanges on its macelike head. The rod bestows a +1 insight bonus on initiative checks. If grasped firmly, the rod enables the holder to use detect evil, detect good, detect chaos, detect law, detect magic, discern lies, light, or see invisibility. Each different use is a standard action.
If the head of a rod of alertness is planted in the ground, and the possessor wills it to alertness (a standard action), the rod senses any creature within 120 feet who intends to harm the possessor. At the same time, the rod creates the effect of a prayer spell upon all creatures friendly to the possessor in a 20-foot radius. Immediately thereafter, the rod sends forth a mental alert to these friendly creatures, warning them of possible danger from the unfriendly creature or creatures within the 120-foot radius. These effects last for 10 minutes, and the rod can perform this function once per day. Last, the rod can be used to simulate the casting of an animate objects spell, utilizing any eleven (or fewer) Small objects located roughly around the perimeter of a 5-foot-radius circle centered on the rod when planted in the ground. Objects remain animated for 11 rounds. The rod can perform this function once per day.
Moderate abjuration, divination, enchantment, and evocation; CL 11th; Craft Rod, alarm, detect chaos, detect evil, detect good, detect law, detect magic, discern lies, light, see invisibility, prayer, animate objects; Price 85,000 gp.
Cancellation: This dreaded rod is a bane to magic items, for its touch drains an item of all magical properties. The item touched must make a DC 23 Will save to prevent the rod from draining it. If a creature is holding it at the time, then the item can use the holder’s Will save bonus in place of its own if the holder’s is better. In such cases, contact is made by making a melee touch attack roll. Upon draining an item, the rod itself becomes brittle and cannot be used again. Drained items are only restorable by wish or miracle. (If a sphere of annihilation and a rod of cancellation negate each other, nothing can restore either of them.)
Strong abjuration; CL 17th; Craft Rod, mage’s disjunction; Price 11,000 gp.
Enemy Detection: This device pulses in the wielder’s hand and points in the direction of any creature or creatures hostile to the bearer of the device (nearest ones first). These creatures can be invisible, ethereal, hidden, disguised, or in plain sight. Detection range is 60 feet. If the bearer of the rod concentrates for a full round, the rod pinpoints the location of the nearest enemy and indicates how many enemies are within range. The rod can be used three times each day, each use lasting up to 10 minutes. Activating the rod is a standard action.
Moderate divination; CL 10th; Craft Rod, true seeing; Price 23,500 gp.
Flailing: Upon the command of its possessor, the rod activates, changing from a normal-seeming rod to a +3 dire flail. The dire flail is a double weapon, which means that each of the weapon’s heads can be used to attack. The wielder can gain an extra attack (with the second head) at the cost of making all attacks at a –2 penalty (as if she had the Two-Weapon Fighting feat).
Once per day the wielder can use a free action to cause the rod to grant her a +4 deflection bonus to Armor Class and a +4 resistance bonus on saving throws for 10 minutes. The rod need not be in weapon form to grant this benefit.
Transforming it into a weapon or back into a rod is a move action.
Moderate enchantment; CL 9th; Craft Rod, Craft Magic Arms and Armor, bless; Price 50,000 gp.
Flame Extinguishing: This rod can extinguish Medium or smaller nonmagical fires with simply a touch (a standard action). For the rod to be effective against other sorts of fires, the wielder must expend 1 or more of the rod’s charges.
Extinguishing a Large or larger nonmagical fire, or a magic fire of Medium or smaller (such as that of a flaming weapon or a burning hands spell), expends 1 charge. Continual magic flames, such as those of a weapon or a fire creature, are suppressed for 6 rounds and flare up again after that time. To extinguish an instantaneous fire spell, the rod must be within the area of the effect and the wielder must have used a ready action, effectively countering the entire spell.
When applied to Large or larger magic fires, such as those caused by fireball, flame strike, or wall of fire, extinguishing the flames expends 2 charges from the rod.
If the device is used upon a fire creature (a melee touch attack), it deals 6d6 points of damage to the creature. This use requires 3 charges.
A rod of flame extinguishing has 10 charges when found. Spent charges are renewed every day, so that a wielder can expend up to 10 charges in any 24-hour period.
Strong transmutation; CL 12th; Craft Rod, pyrotechnics; Price 15,000 gp.
Immovable Rod: This rod is a flat iron bar with a small button on one end. When the button is pushed (a move action), the rod does not move from where it is, even if staying in place defies gravity. Thus, the owner can lift or place the rod wherever he wishes, push the button, and let go. Several immovable rods can even make a ladder when used together (although only two are needed). An immovable rod can support up to 8,000 pounds before falling to the ground. If a creature pushes against an immovable rod, it must make a DC 30 Strength check to move the rod up to 10 feet in a single round.
Moderate transmutation; CL 10th; Craft Rod, levitate; Price 5,000 gp.
Lordly Might: This rod has functions that are spell-like, and it can also be used as a magic weapon of various sorts. It also has several more mundane uses. The rod of lordly might is metal, thicker than other rods, with a flanged ball at one end and six studlike buttons along its length. (Pushing any of the rod’s buttons is equivalent to drawing a weapon.) It weighs 10 pounds.
The following spell-like functions of the rod can each be used once per day.
• Hold person upon touch, if the wielder so commands (Will DC 14 negates). The wielder must choose to use this power and then succeed on a melee touch attack to activate the power. If the attack fails, the effect is lost.
• Fear upon all enemies viewing it, if the wielder so desires (10-foot maximum range, Will DC 16 partial). Invoking this power is a standard action.
• Deal 2d4 hit points of damage to an opponent on a successful touch attack (Will DC 17 half ) and cure the wielder of a like amount of damage. The wielder must choose to use this power before attacking, as with hold person.
The following weapon functions of the rod have no limit on the number of times they can be employed.
• In its normal form, the rod can be used as a +2 light mace.
• When button 1 is pushed, the rod becomes a +1 flaming longsword. A blade springs from the ball, with the ball itself becoming the sword’s hilt. The weapon lengthens to an overall length of 4 feet.
• When button 2 is pushed, the rod becomes a +4 battleaxe. A wide blade springs forth at the ball, and the whole lengthens to 4 feet.
• When button 3 is pushed, the rod becomes a +3 shortspear or +3 longspear. The spear blade springs forth, and the handle can be lengthened up to 12 feet (wielder’s choice), for an overall length of from 6 feet to 15 feet. At its 15-foot length, the rod is suitable for use as a lance.
The following other functions of the rod also have no limit on the number of times they can be employed.
• Climbing pole/ladder. When button 4 is pushed, a spike that can anchor in granite is extruded from the ball, while the other end sprouts three sharp hooks. The rod lengthens to anywhere between 5 and 50 feet in a single round, stopping when button 4 is pushed again. Horizontal bars three inches long fold out from the sides, 1 foot apart, in staggered progression. The rod is firmly held by the spike and hooks and can bear up to 4,000 pounds. The wielder can retract the pole by pushing button 5.
• The ladder function can be used to force open doors. The wielder plants the rod’s base 30 feet or less from the portal to be forced and in line with it, then pushes button 4. The force exerted has a Strength modifier of +12.
• When button 6 is pushed, the rod indicates magnetic north and gives the wielder a knowledge of his approximate depth beneath the surface or height above it.
Strong enchantment, evocation, necromancy, and transmutation; CL 19th; Craft Rod, Craft Magic Arms and Armor, inflict light wounds, bull’s strength, flame blade, hold person, fear; Price 70,000 gp.
Metal and Mineral Detection: This rod pulses in the wielder’s hand and points to the largest mass of metal within 30 feet. However, the wielder can concentrate on a specific metal or mineral. If the specific mineral is within 30 feet, the rod points to any places it is located, and the rod wielder knows the approximate quantity as well. If more than one deposit of the specified metal or mineral is within range, the rod points to the largest cache first. Each operation requires a full-round action.
Moderate divination; CL 9th; Craft Rod, locate object; Price 10,500 gp.
Metamagic Rods: Metamagic rods hold the essence of a metamagic feat but do not change the spell slot of the altered spell. All the rods described here are use-activated (but casting spells in a threatened area still draws an attack of opportunity). A caster may only use one metamagic rod on any given spell, but it is permissible to combine a rod with metamagic feats possessed by the rod’s wielder. In this case, only the feats possessed by the wielder adjust the spell slot of the spell being cast.
Possession of a metamagic rod does not confer the associated feat on the owner, only the ability to use the given feat a specified number of times per day. A sorcerer still must take a full-round action when using a metamagic rod, just as if using a metamagic feat he possesses.
Lesser and Greater Metamagic Rods: Normal metamagic rods can be used with spells of 6th level or lower. Lesser rods can be used with spells of 3rd level or lower, while greater rods can be used with spells of 9th level or lower.
Metamagic, Empower: The wielder can cast up to three spells per day that are empowered as though using the Empower Spell feat.
Strong (no school); CL 17th; Craft Rod, Empower Spell; Price 9,000 gp (lesser), 32,500 gp (normal), 73,000 gp (greater).
Metamagic, Enlarge: The wielder can cast up to three spells per day that are enlarged as though using the Enlarge Spell feat.
Strong (no school); CL 17th; Craft Rod, Enlarge Spell; Price 3,000 gp (lesser), 11,000 gp (normal), 24,500 gp (greater).
Metamagic, Extend: The wielder can cast up to three spells per day that are extended as though using the Extend Spell feat.
Strong (no school); CL 17th; Craft Rod, Extend Spell; Price 3,000 gp (lesser), 11,000 gp (normal), 24,500 gp (greater).
Metamagic, Maximize: The wielder can cast up to three spells per day that are maximized as though using the Maximize Spell feat.
Strong (no school); CL 17th; Craft Rod, Maximize Spell feat; Price 14,000 gp (lesser), 54,000 gp (normal), 121,500 gp (greater).
Metamagic, Quicken: The wielder can cast up to three spells per day that are quickened as though using the Quicken Spell feat.
Strong (no school); CL 17th; Craft Rod, Quicken Spell; Price 35,000 gp (lesser), 75,500 gp (normal), 170,000 gp (greater).
Metamagic, Silent: The wielder can cast up to three spells per day without verbal components as though using the Silent Spell feat.
Strong (no school); CL 17th; Craft Rod, Silent Spell; Price 3,000 gp (lesser), 11,000 gp (normal), 24,500 gp (greater).
Negation: This device negates the spell or spell-like function or functions of magic items. The wielder points the rod at the magic item, and a pale gray beam shoots forth to touch the target device, attacking as a ray (a ranged touch attack). The ray functions as a greater dispel magic spell, except it only affects magic items. To negate instantaneous effects from an item, the rod wielder needs to have used a ready action. The dispel check uses the rod’s caster level (15th). The target item gets no saving throw, although the rod can’t negate artifacts (even minor artifacts). The rod can function three times per day.
Strong varied; CL 15th; Craft Rod, dispel magic, and limited wish or miracle; Price 37,000 gp.
Python: This rod is longer than normal rods. It is about 4 feet long and weighs 10 pounds. It strikes as a +1/+1 quarterstaff. If the user throws the rod to the ground (a standard action), it grows to become a giant constrictor snake by the end of the round. The python obeys all commands of the owner. (In animal form, it retains the +1 enhancement bonus on attacks and damage possessed by the rod form.) The serpent returns to rod form (a full-round action) whenever the wielder desires, or whenever it moves farther than 100 feet from the owner. If the snake form is slain, it returns to rod form and cannot be activated again for three days. A python rod only functions if the possessor is good.
Moderate transmutation; CL 10th; Craft Rod, Craft Magic Arms and Armor, baleful polymorph, creator must be good; Price 13,000 gp.
Rulership: This rod looks like a royal scepter worth at least 5,000 gp in materials and workmanship alone. The wielder can command the obedience and fealty of creatures within 120 feet when she activates the device (a standard action). Creatures totaling 300 Hit Dice can be ruled, but creatures with Intelligence scores of 12 or higher are entitled to a DC 16 Will save to negate the effect. Ruled creatures obey the wielder as if she were their absolute sovereign. Still, if the wielder gives a command that is contrary to the nature of the creatures commanded, the magic is broken. The rod can be used for 500 total minutes before crumbling to dust. This duration need not be continuous.
Strong enchantment; CL 20th; Craft Rod, mass charm monster; Price 60,000 gp; Cost 27,500 gp + 2,200 XP.
Security: This item creates a nondimensional space, a pocket paradise. There the rod’s possessor and as many as 199 other creatures can stay in complete safety for a period of time, up to 200 days divided by the number of creatures affected. All fractions are rounded down.
In this pocket paradise, creatures don’t age, and natural healing take place at twice the normal rate. Fresh water and food (fruits and vegetables only) are in abundance. The climate is comfortable for all creatures involved.
Activating the rod (a standard action) causes the wielder and all creatures touching the rod to be transported instantaneously to the paradise. Members of large groups can hold hands or otherwise maintain physical contact, allowing all connected creatures in a circle or a chain to be affected by the rod. Unwilling creatures get a DC 17 Will save to negate the effect. If such a creature succeeds on its save, other creatures beyond that point in a chain can still be affected by the rod.
When the rod’s effect expires or is dispelled, all the affected creatures instantly reappear in the location they occupied when the rod was activated. If something else occupies the space that a traveler would be returning to, then his body is displaced a sufficient distance to provide the space required for reentry. The rod’s possessor can dismiss the effect whenever he wishes before the maximum time period expires, but the rod can only be activated once per week.
Strong conjuuration; CL 20th; Craft Rod, gate; Price 61,000 gp.
Splendor: The possessor of this rod gains a +4 enhancement bonus to her Charisma score for as long as she holds or carries the item. Once per day, the rod creates and garbs her in clothing of the finest fabrics, plus adornments of furs and jewels.
Apparel created by the magic of the rod remains in existence for 12 hours. However, if the possessor attempts to sell or give away any part of it, to use it for a spell component, or the like, all the apparel immediately disappears. The same applies if any of it is forcibly taken from her.
The value of noble garb created by the rod ranges from 7,000 to 10,000 gp (1d4+6 x1,000 gp)—1,000 gp for the fabric alone, 5,000 gp for the furs, and the rest for the jewel trim (maximum of twenty gems, maximum value 200 gp each).
In addition, the rod has a second special power, usable once per week. Upon command, it creates a palatial tent—a huge pavilion of silk 60 feet across. Inside the tent are temporary furnishings and food suitable to the splendor of the pavilion and sufficient to entertain as many as one hundred persons. The tent and its trappings last for one day. At the end of that time, the tent and all objects associated with it (including any items that were taken out of the tent) disappear.
Strong conjuration and transmutation; CL 12th; Craft Rod, eagle’s splendor, fabricate, major creation; Price 25,000 gp.
Thunder and Lightning: Constructed of iron set with silver rivets, this rod has the properties of a +2 light mace. Its other magical powers are as follows.
• Thunder: Once per day, the rod can strike as a +3 light mace, and the opponent struck is stunned from the noise of the rod’s impact (Fortitude DC 16 negates). Activating this power counts as a free action, and it works if the wielder strikes an opponent within 1 round.
• Lightning: Once per day, when the wielder desires, a short spark of electricity can leap forth when the rod strikes an opponent to deal the normal damage for a +2 light mace (1d6+2) and an extra 2d6 points of electricity damage. Even when the rod might not score a normal hit in combat, if the roll was good enough to count as a successful melee touch attack hit, then the 2d6 points of electricity damage still applies. The wielder activates this power as a free action, and it works if he strikes an opponent within 1 round.
• Thunderclap: Once per day as a standard action, the wielder can cause the rod to give out a deafening noise, just as a shout spell (Fortitude DC 16 partial, 2d6 points of sonic damage, target deafened for 2d6 rounds).
• Lightning Stroke: Once per day as a standard action, the wielder can cause the rod to shoot out a 5-foot-wide lightning bolt (9d6 points of electricity damage, Reflex DC 16 half ) to a range of 200 feet.
• Thunder and Lightning: Once per week as a standard action, the wielder of the rod can combine the thunderclap described above with a lightning bolt, as in the lightning stroke. The thunderclap affects all within 10 feet of the bolt. The lightning stroke deals 9d6 points of electricity damage (count rolls of 1 or 2 as rolls of 3, for a range of 27 to 54 points), and the thunderclap deals 2d6 points of sonic damage. A single DC 16 Reflex save applies for both effects.
Moderate evocation; CL 9th; Craft Rod, Craft Magic Arms and Armor, lightning bolt, shout; Price 33,000 gp.
Viper: This rod strikes as a +2 heavy mace. Once per day, upon command, the head of the rod becomes that of an actual serpent for 10 minutes. During this period, any successful strike with the rod deals its usual damage and also poisons the creature hit. The poison deals 1d10 points of Constitution damage immediately (Fortitude DC 14 negates) and another 1d10 points of Constitution damage 1 minute later (Fortitude DC 14 negates). The rod only functions if its possessor is evil.
Moderate necromancy; CL 10th; Craft Rod, Craft Magic Arms and Armor, poison, creator must be evil; Price 19,000 gp.
Withering: A rod of withering acts as a +1 light mace that deals no hit point damage. Instead, the wielder deals 1d4 points of Strength damage and 1d4 points of Constitution damage to any creature she touches with the rod (by making a melee touch attack). If she scores a critical hit, the damage from that hit is permanent ability drain. In either case, the defender negates the effect with a DC 17 Fortitude save.
Strong necromancy; CL 13th; Craft Rod, Craft Magic Arms and Armor, contagion; Price 25,000 gp.
Wonder: A rod of wonder is a strange and unpredictable device that randomly generates any number of weird effects each time it is used. (Activating the rod is a standard action.) Typical powers of the rod include the following.
d% | Wondrous Effect
01–05 | Slow creature pointed at for 10 rounds (Will DC 15 negates).
06–10 | Faerie fire surrounds the target.
11–15 | Deludes wielder for 1 round into believing the rod functions as indicated by a second die roll (no save).
16–20 | Gust of wind, but at windstorm force (Fortitude DC 14 negates).
21–25 | Wielder learns target’s surface thoughts (as with detect thoughts) for 1d4 rounds (no save).
26–30 | Stinking cloud at 30-ft. range (Fortitude DC 15 negates).
31–33 | Heavy rain falls for 1 round in 60-ft. radius centered on rod wielder.
34–36 | Summon an animal—a rhino (01–25 on d%), elephant (26–50), or mouse (51–100).
37–46 | Lightning bolt (70 ft. long, 5 ft. wide), 6d6 damage (Reflex DC 15 half).
47–49 | Stream of 600 large butterflies pours forth and flutters around for 2 rounds, blinding everyone (including wielder) within 25 ft. (Reflex DC 14 negates).
50–53 | Enlarge person if within 60 ft. of rod (Fortitude DC 13 negates).
54–58 | Darkness, 30-ft.-diameter hemisphere, centered 30 ft. away from rod.
59–62 | Grass grows in 160-sq.-ft. area before the rod, or grass existing there grows to ten times normal size.
63–65 | Turn ethereal any nonliving object of up to 1,000 lb. mass and up to 30 cu. ft. in size.
66–69 | Reduce wielder to 1/12 height (no save).
70–79 | Fireball at target or 100 ft. straight ahead, 6d6 damage (Reflex DC 15 half).
80–84 | Invisibility covers rod wielder.
85–87 | Leaves grow from target if within 60 ft. of rod. These last 24 hours.
88–90 | 10–40 gems, value 1 gp each, shoot forth in a 30-ft.-long stream. Each gem deals 1 point of damage to any creature in its path: Roll 5d4 for the number of hits and divide them among the available targets.
91–95 | Shimmering colors dance and play over a 40-ft.-by-30-ft. area in front of rod. Creatures therein are blinded for 1d6 rounds (Fortitude DC 15 negates).
96–97 | Wielder (50% chance) or target (50% chance) turns permanently blue, green, or purple (no save).
98–100 | Flesh to stone (or stone to flesh if target is stone already) if target is within 60 ft. (Fortitude DC 18 negates).
Moderate enchantment; CL 10th; Craft Rod, confusion, creator must be chaotic; Price 12,000 gp.


Scrolls, Staffs, and Wands

MAGIC ITEMS IV (SCROLLS, STAFFS, & WANDS)

SCROLLS
A scroll is a spell (or collection of spells) that has been stored in written form. A spell on a scroll can be used only once. The writing vanishes from the scroll when the spell is activated. Using a scroll is basically like casting a spell.
Physical Description: A scroll is a heavy sheet of fine vellum or high-quality paper. An area about 8 1/2 inches wide and 11 inches long is sufficient to hold one spell. The sheet is reinforced at the top and bottom with strips of leather slightly longer than the sheet is wide. A scroll holding more than one spell has the same width (about 8 1/2 inches) but is an extra foot or so long for each extra spell. Scrolls that hold three or more spells are usually fitted with reinforcing rods at each end rather than simple strips of leather. A scroll has AC 9, 1 hit point, hardness 0, and a break DC of 8.
To protect it from wrinkling or tearing, a scroll is rolled up from both ends to form a double cylinder. (This also helps the user unroll the scroll quickly.) The scroll is placed in a tube of ivory, jade, leather, metal, or wood. Most scroll cases are inscribed with magic symbols which often identify the owner or the spells stored on the scrolls inside. The symbols often hide magic traps.
Activation: To activate a scroll, a spellcaster must read the spell written on it. Doing so involves several steps and conditions.
Decipher the Writing: The writing on a scroll must be deciphered before a character can use it or know exactly what spell it contains. This requires a read magic spell or a successful Spellcraft check (DC 20 + spell level).
Deciphering a scroll to determine its contents does not activate its magic unless it is a specially prepared cursed scroll. A character can decipher the writing on a scroll in advance so that he or she can proceed directly to the next step when the time comes to use the scroll.
Activate the Spell: Activating a scroll requires reading the spell from the scroll. The character must be able to see and read the writing on the scroll. Activating a scroll spell requires no material components or focus. (The creator of the scroll provided these when scribing the scroll.) Note that some spells are effective only when cast on an item or items. In such a case, the scroll user must provide the item when activating the spell. Activating a scroll spell is subject to disruption just as casting a normally prepared spell would be. Using a scroll is like casting a spell for purposes of arcane spell failure chance.
To have any chance of activating a scroll spell, the scroll user must meet the following requirements.
• The spell must be of the correct type (arcane or divine). Arcane spellcasters (wizards, sorcerers, and bards) can only use scrolls containing arcane spells, and divine spellcasters (clerics, druids, paladins, and rangers) can only use scrolls containing divine spells. (The type of scroll a character creates is also determined by his or her class.)
• The user must have the spell on his or her class list.
• The user must have the requisite ability score.
If the user meets all the requirements noted above, and her caster level is at least equal to the spell’s caster level, she can automatically activate the spell without a check. If she meets all three requirements but her own caster level is lower than the scroll spell’s caster level, then she has to make a caster level check (DC = scroll’s caster level + 1) to cast the spell successfully. If she fails, she must make a DC 5 Wisdom check to avoid a mishap (see Scroll Mishaps, below). A natural roll of 1 always fails, whatever the modifiers.
Determine Effect: A spell successfully activated from a scroll works exactly like a spell prepared and cast the normal way. Assume the scroll spell’s caster level is always the minimum level required to cast the spell for the character who scribed the scroll (usually twice the spell’s level, minus 1), unless the caster specifically desires otherwise.
The writing for an activated spell disappears from the scroll.
Scroll Mishaps: When a mishap occurs, the spell on the scroll has a reversed or harmful effect. Possible mishaps are given below.
• A surge of uncontrolled magical energy deals 1d6 points of damage per spell level to the scroll user.
• Spell strikes the scroll user or an ally instead of the intended target, or a random target nearby if the scroll user was the intended recipient.
• Spell takes effect at some random location within spell range.
• Spell’s effect on the target is contrary to the spell’s normal effect.
• The scroll user suffers some minor but bizarre effect related to the spell in some way. Most such effects should last only as long as the original spell’s duration, or 2d10 minutes for instantaneous spells.
• Some innocuous item or items appear in the spell’s area.
• Spell has delayed effect. Sometime within the next 1d12 hours, the spell activates. If the scroll user was the intended recipient, the spell takes effect normally. If the user was not the intended recipient, the spell goes off in the general direction of the original recipient or target, up to the spell’s maximum range, if the target has moved away.
Several arcane spells are different in level for sorcerers and wizards than they are for bards. Such spells appear on the table at the level appropriate to a sorcerer or wizard (considered the default because bards typically don’t involve themselves
in scribing scrolls).
Likewise, some divine spells are different in level for clerics and druids than they are for paladins and rangers. Such spells appear at the level appropriate to a cleric or druid (considered the default because paladins and rangers typically don’t involve themselves in scribing scrolls).
If a divine spell is cast at different levels by clerics and druids, it appears at the level appropriate to a cleric (considered the default choice between clerics and druids).
Many spells are either arcane or divine, depending on the class of the caster. Such spells appear on both lists at the level appropriate to the class of the arcane or divine caster.

Table: Scroll Types
d% roll | Type
01–70 | Arcane
71–100 | Divine

Table: Number of Spells on a Scroll
Scroll Type | Number of Spells
Minor scroll | 1d3 spells
Medium scroll | 1d4 spells
Major scroll | 1d6 spells

Table: Scroll Spell Levels
Minor | Medium | Major | Spell Level | Spell’s Caster Level1
01–05 | — | — | 0 | 1st
06–50 | — | — | 1st | 1st
51–95 | 01–05 | — | 2nd | 3rd
96–100 | 06–65 | — | 3rd | 5th
— | 66–95 | 01–05 | 4th | 7th
— | 96–100 | 06–50 | 5th | 9th
— | — | 51–70 | 6th | 11th
— | — | 71–85 | 7th | 13th
— | — | 86–95 | 8th | 15th
— | — | 95–100 | 9th | 17th
1 These numbers assume that the creator is a cleric, druid, or wizard.

Table: Arcane Spell Scrolls
0-Level Arcane Spells
d% | Spell | Market Price
01–04 | acid splash | 12 gp 5 sp
05–08 | arcane mark | 12 gp 5 sp
09–13 | dancing lights | 12 gp 5 sp
14–17 | daze | 12 gp 5 sp
18–24 | detect magic | 12 gp 5 sp
25–28 | detect poison | 12 gp 5 sp
29–32 | disrupt undead | 12 gp 5 sp
33–37 | flare | 12 gp 5 sp
38–42 | ghost sound | 12 gp 5 sp
43–44 | know direction | 12 gp 5 sp
45–50 | light | 12 gp 5 sp
51–52 | lullaby | 12 gp 5 sp
53–57 | mage hand | 12 gp 5 sp
58–62 | mending | 12 gp 5 sp
63–67 | message | 12 gp 5 sp
68–72 | open/close | 12 gp 5 sp
73–77 | prestidigitation | 12 gp 5 sp
78–81 | ray of frost | 12 gp 5 sp
82–87 | read magic | 12 gp 5 sp
88–94 | resistance | 12 gp 5 sp
95–96 | summon instrument | 12 gp 5 sp
97–100 | touch of fatigue | 12 gp 5 sp
1st-Level Arcane Spells
d% | Spell | Market Price
01–03 | alarm | 25 gp
04–05 | animate rope | 25 gp
06–07 | burning hands | 25 gp
08–09 | cause fear | 25 gp
10–12 | charm person | 25 gp
13–14 | chill touch | 25 gp
15–16 | color spray | 25 gp
17–19 | comprehend languages | 25 gp
20 | confusion, lesser | 50 gp
21 | cure light wounds | 50 gp
22–24 | detect secret doors | 25 gp
25–26 | detect undead | 25 gp
27–29 | disguise self | 25 gp
30–32 | endure elements | 25 gp
33–35 | enlarge person | 25 gp
36–37 | erase | 25 gp
38–40 | expeditious retreat | 25 gp
41 | feather fall | 25 gp
42–43 | grease | 25 gp
44–45 | hold portal | 25 gp
46–47 | hypnotism | 25 gp
48–49 | identify | 125 gp
50–51 | jump | 25 gp
52–54 | mage armor | 25 gp
55–56 | magic missile | 25 gp
57–59 | magic weapon | 25 gp
60–62 | mount | 25 gp
63–64 | magic aura | 25 gp
65–66 | obscuring mist | 25 gp
67–74 | protection from chaos/evil/good/law | 25 gp
75–76 | ray of enfeeblement | 25 gp
77–78 | reduce person | 25 gp
79–80 | remove fear | 50 gp
81–82 | shield | 25 gp
83–84 | shocking grasp | 25 gp
85–86 | silent image | 25 gp
87–88 | sleep | 25 gp
89–90 | summon monster I | 25 gp
91–93 | floating disk | 25 gp
94–95 | true strike | 25 gp
96 | undetectable alignment | 50 gp
97–98 | unseen servant | 25 gp
99–100 | ventriloquism | 25 gp
2nd-Level Arcane Spells
d% | Spell | Market Price
01 | animal messenger | 200 gp
02 | animal trance | 200 gp
03 | arcane lock | 175 gp
04–06 | bear’s endurance | 150 gp
07–08 | blindness/deafness | 150 gp
09–10 | blur | 150 gp
11–13 | bull’s strength | 150 gp
14 | calm emotions | 200 gp
15–17 | cat’s grace | 150 gp
18–19 | command undead | 150 gp
20 | continual flame | 200 gp
21 | cure moderate wounds | 200 gp
22 | darkness | 150 gp
23–25 | darkvision | 150 gp
26 | daze monster | 150 gp
27 | delay poison | 200 gp
28–29 | detect thoughts | 150 gp
30–31 | disguise self | 150 gp
32–34 | eagle’s splendor | 150 gp
35 | enthrall | 200 gp
36–37 | false life | 150 gp
38–39 | flaming sphere | 150 gp
40 | fog cloud | 150 gp
41–43 | fox’s cunning | 150 gp
44 | ghoul touch | 150 gp
45–46 | glitterdust | 150 gp
47 | gust of wind | 150 gp
48–49 | hypnotic pattern | 150 gp
50–52 | invisibility | 150 gp
53–55 | knock | 150 gp
56 | phantom trap | 200 gp
57–58 | levitate | 150 gp
59 | locate object | 150 gp
60 | magic mouth | 160 gp
61–62 | acid arrow | 150 gp
63 | minor image | 150 gp
64–65 | mirror image | 150 gp
66 | misdirection | 150 gp
67 | obscure object | 150 gp
68–70 | owl’s wisdom | 150 gp
71–73 | protection from arrows | 150 gp
74–75 | pyrotechnics | 150 gp
76–78 | resist energy | 150 gp
79 | rope trick | 150 gp
80 | scare | 150 gp
81–82 | scorching ray | 150 gp
83–85 | see invisibility | 150 gp
86 | shatter | 150 gp
87 | silence | 200 gp
88 | sound burst | 200 gp
89 | spectral hand | 150 gp
90–91 | spider climb | 150 gp
92–93 | summon monster II | 150 gp
94–95 | summon swarm | 150 gp
96 | hideous laughter | 150 gp
97 | touch of idiocy | 150 gp
98–99 | web | 150 gp
100 | whispering wind | 150 gp
3rd-Level Arcane Spells
d% | Spell | Market Price
01–02 | arcane sight | 375 gp
03–04 | blink | 375 gp
05–06 | clairaudience/clairvoyance | 375 gp
07 | cure serious wounds | 525 gp
08–10 | daylight | 525 gp
11–12 | deep slumber | 375 gp
13–15 | dispel magic | 375 gp
16–17 | displacement | 375 gp
18 | explosive runes | 375 gp
19–20 | fireball | 375 gp
21–22 | flame arrow | 375 gp
23–25 | fly | 375 gp
26–27 | gaseous form | 375 gp
28–29 | gentle repose | 375 gp
30 | glibness | 525 gp
31 | good hope | 525 gp
32–33 | halt undead | 375 gp
34–36 | haste | 375 gp
37–38 | heroism | 375 gp
39–40 | hold person | 375 gp
41 | illusory script | 425 gp
42–44 | invisibility sphere | 375 gp
45–47 | keen edge | 375 gp
48–49 | tiny hut | 375 gp
50–51 | lightning bolt | 375 gp
52–59 | magic circle against chaos/evil/good/law | 375 gp
60–62 | magic weapon, greater | 375 gp
63–64 | major image | 375 gp
65–66 | nondetection | 425 gp
67–68 | phantom steed | 375 gp
69–71 | protection from energy | 375 gp
72–73 | rage | 375 gp
74–75 | ray of exhaustion | 375 gp
76 | sculpt sound | 525 gp
77 | secret page | 375 gp
78 | sepia snake sigil | 875 gp
79 | shrink item | 375 gp
80–81 | sleet storm | 375 gp
82–83 | slow | 375 gp
84 | speak with animals | 525 gp
85–86 | stinking cloud | 375 gp
87–88 | suggestion | 375 gp
89–90 | summon monster III | 375 gp
91–93 | tongues | 375 gp
94–95 | vampiric touch | 375 gp
96–98 | water breathing | 375 gp
99–100 | wind wall | 375 gp
4th-Level Arcane Spells
d% | Spell | Market Price
01–02 | animate dead | 1,050 gp
03–05 | arcane eye | 700 gp
06–07 | bestow curse | 700 gp
08–10 | charm monster | 700 gp
11–13 | confusion | 700 gp
14–15 | contagion | 700 gp
16–17 | crushing despair | 700 gp
18 | cure critical wounds | 1,000 gp
19 | detect scrying | 700 gp
20–23 | dimension door | 700 gp
24–26 | dimensional anchor | 700 gp
27–28 | enervation | 700 gp
29–30 | enlarge person, mass | 700 gp
31–32 | black tentacles | 700 gp
33–34 | fear | 700 gp
35–37 | fire shield | 700 gp
38–39 | fire trap | 725 gp
40–42 | freedom of movement | 1,000 gp
43 | geas, lesser | 700 gp
44–46 | globe of invulnerability, lesser | 700 gp
47–48 | hallucinatory terrain | 700 gp
49–50 | ice storm | 700 gp
51–52 | illusory wall | 700 gp
53–55 | invisibility, greater | 700 gp
56–57 | secure shelter | 700 gp
58 | locate creature | 700 gp
59–60 | minor creation | 700 gp
61 | modify memory | 1,000 gp
62 | neutralize poison | 1,000 gp
63–64 | resilient sphere | 700 gp
65–66 | phantasmal killer | 700 gp
67–68 | polymorph | 700 gp
69–70 | rainbow pattern | 700 gp
71 | mnemonic enhancer | 700 gp
72–73 | reduce person, mass | 700 gp
74–76 | remove curse | 700 gp
77 | repel vermin | 1,000 gp
78–79 | scrying | 700 gp
80–81 | shadow conjuration | 700 gp
82–83 | shout | 700 gp
84–85 | solid fog | 700 gp
86 | speak with plants | 1,000 gp
87–88 | stone shape | 700 gp
89–91 | stoneskin | 950 gp
92–93 | summon monster IV | 700 gp
94–96 | wall of fire | 700 gp
97–99 | wall of ice | 700 gp
100 | zone of silence | 1,000 gp
5th-Level Arcane Spells
d% | Spell | Market Price
01–02 | animal growth | 1,125 gp
03–05 | baleful polymorph | 1,125 gp
06–07 | interposing hand | 1,125 gp
08–09 | blight | 1,125 gp
10–12 | break enchantment | 1,125 gp
13–14 | cloudkill | 1,125 gp
15–17 | cone of cold | 1,125 gp
18–19 | contact other plane | 1,125 gp
20 | cure light wounds, mass | 1,625 gp
21–23 | dismissal | 1,125 gp
24–26 | dispel magic, greater | 1,625 gp
27–28 | dominate person | 1,125 gp
29 | dream | 1,125 gp
30–31 | fabricate | 1,125 gp
32–33 | false vision | 1,375 gp
34–35 | feeblemind | 1,125 gp
36–39 | hold monster | 1,125 gp
40 | secret chest | 1,125 gp
41 | magic jar | 1,125 gp
42–43 | major creation | 1,125 gp
44–45 | mind fog | 1,125 gp
46–47 | mirage arcana | 1,125 gp
48–49 | mage’s faithful hound | 1,125 gp
50–51 | mage’s private sanctum | 1,125 gp
52–53 | nightmare | 1,125 gp
54–57 | overland flight | 1,125 gp
58–60 | passwall | 1,125 gp
61 | permanency | 10,125 gp1
62–63 | persistent image | 1,125 gp
64–65 | planar binding, lesser | 1,125 gp
66–67 | prying eyes | 1,125 gp
68–69 | telepathic bond | 1,125 gp
70–71 | seeming | 1,125 gp
72–74 | sending | 1,125 gp
75–76 | shadow evocation | 1,125 gp
77 | song of discord | 1,625 gp
78–79 | summon monster V | 1,125 gp
80 | symbol of pain | 2,125 gp
81 | symbol of sleep | 2,125 gp
82–83 | telekinesis | 1,125 gp
84–88 | teleport | 1,125 gp
89–90 | transmute mud to rock | 1,125 gp
91–92 | transmute rock to mud | 1,125 gp
93–95 | wall of force | 1,125 gp
96–98 | wall of stone | 1,125 gp
99–100 | waves of fatigue | 1,125 gp
1 Includes experience point cost up to 2,000 XP.
6th-Level Arcane Spells
d% | Spell | Market Price
01–02 | acid fog | 1,650 gp
03–05 | analyze dweomer | 1,650 gp
06 | animate objects | 2,400 gp
07–09 | antimagic field | 1,650 gp
10–12 | bear’s endurance, mass | 1,650 gp
13–14 | forceful hand | 1,650 gp
15–17 | bull’s strength, mass | 1,650 gp
18–20 | cat’s grace, mass | 1,650 gp
21–23 | chain lightning | 1,650 gp
24–25 | circle of death | 2,150 gp
26 | contingency | 1,650 gp
27–28 | control water | 1,650 gp
29 | create undead | 2,350 gp
30 | cure moderate wounds, mass | 2,400 gp
31–33 | disintegrate | 1,650 gp
34–37 | dispel magic, greater | 1,650 gp
38–40 | eagle’s splendor, mass | 1,650 gp
41–42 | eyebite | 1,650 gp
43 | find the path | 2,400 gp
44–45 | flesh to stone | 1,650 gp
46–48 | fox’s cunning, mass | 1,650 gp
49 | geas/quest | 1,650 gp
50–52 | globe of invulnerability | 1,650 gp
53 | guards and wards | 1,650 gp
54 | heroes’ feast | 2,400 gp
55–56 | heroism, greater | 1,650 gp
57 | legend lore | 1,900 gp
58–59 | mislead | 1,650 gp
60 | mage’s lucubration | 1,650 gp
61–62 | move earth | 1,650 gp
63–64 | freezing sphere | 1,650 gp
65–67 | owl’s wisdom, mass | 1,650 gp
68–69 | permanent image | 1,650 gp
70–71 | planar binding | 1,650 gp
72–73 | programmed image | 1,675 gp
74–75 | repulsion | 1,650 gp
76–78 | shadow walk | 1,650 gp
79–81 | stone to flesh | 1,650 gp
82–83 | suggestion, mass | 1,650 gp
84–85 | summon monster VI | 1,650 gp
86 | symbol of fear | 2,650 gp
87 | symbol of persuasion | 6,650 gp
88 | sympathetic vibration | 2,400 gp
89–90 | transformation | 1,950 gp
91–93 | true seeing | 1,900 gp
94–95 | undeath to death | 2,150 gp
96–97 | veil | 1,650 gp
98–100 | wall of iron | 1,700 gp
7th-Level Arcane Spells
d% | Spell | Market Price
01–03 | arcane sight, greater | 2,275 gp
04–07 | banishment | 2,275 gp
08–10 | grasping hand | 2,275 gp
11–13 | control undead | 2,275 gp
14–16 | control weather | 2,275 gp
17–19 | delayed blast fireball | 2,275 gp
20–21 | instant summons | 3,275 gp
22–25 | ethereal jaunt | 2,275 gp
26–28 | finger of death | 2,275 gp
29–31 | forcecage | 23775 gp
32–35 | hold person, mass | 2,275 gp
36–38 | insanity | 2,275 gp
39–42 | invisibility, mass | 2,275 gp
43 | limited wish | 3,775 gp1
44–45 | mage’s magnificent mansion | 2,275 gp
46–48 | mage’s sword | 2,275 gp
49–51 | phase door | 2,275 gp
52–54 | plane shift | 2,275 gp
55–57 | power word blind | 2,275 gp
58–61 | prismatic spray | 2,275 gp
62–64 | project image | 2,280 gp
65–67 | reverse gravity | 2,275 gp
68–70 | scrying, greater | 2,275 gp
71–73 | sequester | 2,275 gp
74–76 | shadow conjuration, greater | 2,275 gp
77 | simulacrum | 7,275 gp2
78–80 | spell turning | 2,275 gp
81–82 | statue | 2,275 gp
83–85 | summon monster VII | 2,275 gp
86 | symbol of stunning | 7,275 gp
87 | symbol of weakness | 7,275 gp
88–90 | teleport object | 2,275 gp
91–95 | teleport, greater | 2,275 gp
96–97 | vision | 2,775 gp
98–100 | waves of exhaustion | 2,275 gp
1 Assumes no material component in excess of 1,000 gp and no XP cost in excess of 300 XP.
2 Assumes no XP cost in excess of 1,000 gp.
8th-Level Arcane Spells
d% | Spell | Market Price
01–02 | antipathy | 3,000 gp
03–05 | clenched fist | 3,000 gp
06–08 | binding | 8,500 gp1
09–12 | charm monster, mass | 3,000 gp
13 | clone | 4,000 gp
14–16 | create greater undead | 3,000 gp
17–19 | demand | 3,600 gp
20–22 | dimensional lock | 3,000 gp
23–26 | discern location | 3,000 gp
27–29 | horrid wilting | 3,000 gp
30–32 | incendiary cloud | 3,000 gp
33–35 | iron body | 3,000 gp
36–38 | maze | 3,000 gp
39–41 | mind blank | 3,000 gp
42–44 | moment of prescience | 3,000 gp
45–48 | telekinetic sphere | 3,000 gp
49–51 | irresistible dance | 3,000 gp
52–54 | planar binding, greater | 3,000 gp
55–57 | polar ray | 3,000 gp
58–60 | polymorph any object | 3,000 gp
61–63 | power word stun | 3,000 gp
64–66 | prismatic wall | 3,000 gp
67–70 | protection from spells | 3,500 gp
71–73 | prying eyes, greater | 3,000 gp
74–76 | scintillating pattern | 3,000 gp
77–78 | screen | 3,000 gp
79–81 | shadow evocation, greater | 3,000 gp
82–84 | shout, greater | 3,000 gp
85–87 | summon monster VIII | 3,000 gp
88–90 | sunburst | 3,000 gp
91 | symbol of death | 8,000 gp
92 | symbol of insanity | 8,000 gp
93–94 | sympathy | 4,500 gp
95–98 | temporal stasis | 3,500 gp
99–100 | trap the soul | 13,000 gp1
1 Assumes a creature of 10 HD or less.
9th-Level Arcane Spells
d% | Spell | Market Price
01–03 | astral projection | 4,870 gp
04–07 | crushing hand | 3,825 gp
08–12 | dominate monster | 3,825 gp
13–16 | energy drain | 3,825 gp
17–21 | etherealness | 3,825 gp
22–25 | foresight | 3,825 gp
26–31 | freedom | 3,825 gp
32–36 | gate | 8,825 gp
37–40 | hold monster, mass | 3,825 gp
41–44 | imprisonment | 3,825 gp
45–49 | meteor swarm | 3,825 gp
50–53 | mage’s disjunction | 3,825 gp
54–58 | power word kill | 3,825 gp
59–62 | prismatic sphere | 3,825 gp
63–66 | refuge | 3,825 gp
67–70 | shades | 3,825 gp
71–76 | shapechange | 3,825 gp
77–79 | soul bind | 3,825 gp
80–83 | summon monster IX | 3,825 gp
84–86 | teleportation circle | 4,825 gp
87–91 | time stop | 3,825 gp
92–95 | wail of the banshee | 3,825 gp
96–99 | weird | 3,825 gp
100 | wish | 28,825 gp1
1 Assumes no material component cost in excess of 10,000 gp and no XP cost in excess of 5,000 XP.

Table: Divine Spell Scrolls
0-Level Divine Spells
d% | Spell | Market Price
01–07 | create water | 12 gp 5 sp
08–14 | cure minor wounds | 12 gp 5 sp
15–22 | detect magic | 12 gp 5 sp
23–29 | detect poison | 12 gp 5 sp
30–36 | flare | 12 gp 5 sp
37–43 | guidance | 12 gp 5 sp
44–50 | inflict minor wounds | 12 gp 5 sp
51–57 | know direction | 12 gp 5 sp
58–65 | light | 12 gp 5 sp
66–72 | mending | 12 gp 5 sp
73–79 | purify food and drink | 12 gp 5 sp
80–86 | read magic | 12 gp 5 sp
87–93 | resistance | 12 gp 5 sp
94–100 | virtue | 12 gp 5 sp
1st-Level Divine Spells
d% | Spell | Market Price
01 | alarm | 100 gp
02–03 | bane | 25 gp
04–06 | bless | 25 gp
07–09 | bless water | 50 gp
10 | bless weapon | 100 gp
11–12 | calm animals | 25 gp
13–14 | cause fear | 25 gp
15–16 | charm animal | 25 gp
17–19 | command | 25 gp
20–21 | comprehend languages | 25 gp
22–26 | cure light wounds | 25 gp
27–28 | curse water | 50 gp
29–30 | deathwatch | 25 gp
31–32 | detect animals or plants | 25 gp
33–35 | detect chaos/evil/good/law | 25 gp
36–37 | detect snares and pits | 25 gp
38–39 | detect undead | 25 gp
40–41 | divine favor | 25 gp
42–43 | doom | 25 gp
44–48 | endure elements | 25 gp
49–50 | entangle | 25 gp
51–52 | entropic shield | 25 gp
53–54 | faerie fire | 25 gp
55–56 | goodberry | 25 gp
57–58 | hide from animals | 25 gp
59–60 | hide from undead | 25 gp
61–62 | inflict light wounds | 25 gp
63–64 | jump | 25 gp
65–66 | longstrider | 25 gp
67–68 | magic fang | 25 gp
69–72 | magic stone | 25 gp
73–74 | magic weapon | 25 gp
75–78 | obscuring mist | 25 gp
79–80 | pass without trace | 25 gp
81–82 | produce flame | 25 gp
83–86 | protection from chaos/evil/good/law | 25 gp
87–88 | remove fear | 25 gp
89–90 | sanctuary | 25 gp
91–92 | shield of faith | 25 gp
93–94 | shillelagh | 25 gp
95–96 | speak with animals | 25 gp
97–98 | summon monster I | 25 gp
99–100 | summon nature’s ally I | 25 gp
2nd-Level Divine Spells
d% | Spell | Market Price
01 | animal messenger | 150 gp
02 | animal trance | 150 gp
03–04 | augury | 175 gp
05–06 | barkskin | 150 gp
07–09 | bear’s endurance | 150 gp
10–12 | bull’s strength | 150 gp
13–14 | calm emotions | 150 gp
15–17 | cat’s grace | 150 gp
18 | chill metal | 150 gp
19–20 | consecrate | 200 gp
21–24 | cure moderate wounds | 150 gp
25–26 | darkness | 150 gp
27 | death knell | 150 gp
28–30 | delay poison | 150 gp
31–32 | desecrate | 200 gp
33–35 | eagle’s splendor | 150 gp
36–37 | enthrall | 150 gp
38–39 | find traps | 150 gp
40 | fire trap | 175 gp
41–42 | flame blade | 150 gp
43–44 | flaming sphere | 150 gp
45–46 | fog cloud | 150 gp
47 | gentle repose | 150 gp
48 | gust of wind | 150 gp
49 | heat metal | 150 gp
50–51 | hold animal | 150 gp
52–54 | hold person | 150 gp
55–56 | inflict moderate wounds | 150 gp
57–58 | make whole | 150 gp
59–61 | owl’s wisdom | 150 gp
62 | reduce animal | 150 gp
63–64 | remove paralysis | 150 gp
65–67 | resist energy | 150 gp
68–70 | restoration, lesser | 150 gp
71–72 | shatter | 150 gp
73–74 | shield other | 150 gp
75–76 | silence | 150 gp
77 | snare | 150 gp
78 | soften earth and stone | 150 gp
79–80 | sound burst | 150 gp
81 | speak with plants | 150 gp
82–83 | spider climb | 150 gp
84–85 | spiritual weapon | 150 gp
86 | status | 150 gp
87–88 | summon monster II | 150 gp
89–90 | summon nature’s ally II | 150 gp
91–92 | summon swarm | 150 gp
93 | tree shape | 150 gp
94–95 | undetectable alignment | 150 gp
96–97 | warp wood | 150 gp
98 | wood shape | 150 gp
99–100 | zone of truth | 150 gp
3rd-Level Divine Spells
d% | Spell | Market Price
01–02 | animate dead | 625 gp
03–04 | bestow curse | 375 gp
05–06 | blindness/deafness | 375 gp
07–08 | call lightning | 375 gp
09–10 | contagion | 375 gp
11–12 | continual flame | 425 gp
13–14 | create food and water | 375 gp
15–18 | cure serious wounds | 375 gp
19 | darkvision | 375 gp
20–21 | daylight | 375 gp
22–23 | deeper darkness | 375 gp
24–25 | diminish plants | 375 gp
26–27 | dispel magic | 375 gp
28–29 | dominate animal | 375 gp
30–31 | glyph of warding | 575 gp
32 | heal mount | 375 gp
33–34 | helping hand | 375 gp
35–36 | inflict serious wounds | 375 gp
37–38 | invisibility purge | 375 gp
39-40 | locate object | 375 gp
41–46 | magic circle against chaos/evil/good/law | 375 gp
47–48 | magic fang, greater | 375 gp
49–50 | magic vestment | 375 gp
51–52 | meld into stone | 375 gp
53–55 | neutralize poison | 375 gp
56–57 | obscure object | 375 gp
58–59 | plant growth | 375 gp
60–62 | prayer | 375 gp
63–64 | protection from energy | 375 gp
65–66 | quench | 375 gp
67–69 | remove blindness/deafness | 375 gp
70–71 | remove curse | 375 gp
72–73 | remove disease | 375 gp
74–76 | searing light | 375 gp
77–78 | sleet storm | 375 gp
79–80 | snare | 375 gp
81–83 | speak with dead | 375 gp
84–85 | speak with plants | 375 gp
86–87 | spike growth | 375 gp
88–89 | stone shape | 375 gp
90–91 | summon monster III | 375 gp
92–93 | summon nature’s ally III | 375 gp
94–96 | water breathing | 375 gp
97–98 | water walk | 375 gp
99–100 | wind wall | 375 gp
4th-Level Divine Spells
d% | Spell | Market Price
01–05 | air walk | 700 gp
06–07 | antiplant shell | 700 gp
08–09 | blight | 700 gp
10–11 | break enchantment | 700 gp
12–13 | command plants | 700 gp
14–15 | control water | 700 gp
16–21 | cure critical wounds | 700 gp
22–26 | death ward | 700 gp
27–31 | dimensional anchor | 700 gp
32–34 | discern lies | 700 gp
35–37 | dismissal | 700 gp
38–39 | divination | 725 gp
40–42 | divine power | 700 gp
43–47 | freedom of movement | 700 gp
48–49 | giant vermin | 700 gp
50–51 | holy sword | 700 gp
52–54 | imbue with spell ability | 700 gp
55–57 | inflict critical wounds | 700 gp
58–60 | magic weapon, greater | 700 gp
61–62 | nondetection | 750 gp
63–64 | planar ally, lesser | 1,200 gp
65–67 | poison | 700 gp
68–69 | reincarnate | 700 gp
70–71 | repel vermin | 700 gp
72–76 | restoration | 800 gp
77–78 | rusting grasp | 700 gp
79–81 | sending | 700 gp
82–85 | spell immunity | 700 gp
86–87 | spike stones | 700 gp
88–90 | summon monster IV | 700 gp
91–93 | summon nature’s ally IV | 700 gp
94–98 | tongues | 700 gp
99–100 | tree stride | 700 gp
5th-Level Divine Spells
d% | Spell | Market Price
01–03 | animal growth | 1,125 gp
04–05 | atonement | 3,625 gp
06 | awaken | 2,375 gp
07–09 | baleful polymorph | 1,125 gp
10–13 | break enchantment | 1,125 gp
14–16 | call lightning storm | 1,125 gp
17–20 | command, greater | 1,125 gp
21 | commune | 1,625 gp
22 | commune with nature | 1,125 gp
23–24 | control winds | 1,125 gp
25–30 | cure light wounds, mass | 1,125 gp
31–34 | dispel chaos/evil/good/law | 1,125 gp
35–38 | disrupting weapon | 1,125 gp
39–41 | flame strike | 1,125 gp
42–43 | hallow | 6,125 gp1
44–46 | ice storm | 1,125 gp
47–49 | inflict light wounds, mass | 1,125 gp
50–52 | insect plague | 1,125 gp
53 | mark of justice | 1,125 gp
54–56 | plane shift | 1,125 gp
57–58 | raise dead | 6,125 gp
59–61 | righteous might | 1,125 gp
62–63 | scrying | 1,125 gp
64–66 | slay living | 1,125 gp
67–69 | spell resistance | 1,125 gp
70–71 | stoneskin | 1,375 gp
72–74 | summon monster V | 1,125 gp
75–77 | summon nature’s ally V | 1,125 gp
78 | symbol of pain | 2,125 gp
79 | symbol of sleep | 2,125 gp
80–82 | transmute mud to rock | 1,125 gp
83–85 | transmute rock to mud | 1,125 gp
86–89 | true seeing | 1,375 gp
90–91 | unhallow | 6,125 gp1
92–94 | wall of fire | 1,125 gp
95–97 | wall of stone | 1,125 gp
98–100 | wall of thorns | 1,125 gp
1 Allows for a spell of up to 4th level to be tied to the hallowed or unhallowed area.
6th-Level Divine Spells
d% | Spell | Market Price
01–03 | animate objects | 1,650 gp
04–06 | antilife shell | 1,650 gp
07–09 | banishment | 1,650 gp
10–13 | bear’s endurance, mass | 1,650 gp
14–16 | blade barrier | 1,650 gp
17–20 | bull’s strength, mass | 1,650 gp
21–24 | cat’s grace, mass | 1,650 gp
25 | create undead | 1,650 gp
26–29 | cure moderate wounds, mass | 1,650 gp
30–33 | dispel magic, greater | 1,650 gp
34–37 | eagle’s splendor, mass | 1,650 gp
38–40 | find the path | 1,650 gp
41–43 | fire seeds | 1,650 gp
44 | forbiddance | 4,650 gp1
45 | geas/quest | 1,650 gp
46 | glyph of warding, greater | 1,650 gp
47–49 | harm | 1,650 gp
50–52 | heal | 1,650 gp
53–55 | heroes’ feast | 1,650 gp
56–58 | inflict moderate wounds, mass | 1,650 gp
59–61 | ironwood | 1,650 gp
62 | liveoak | 1,650 gp
63–65 | move earth | 1,650 gp
66–69 | owl’s wisdom, mass | 1,650 gp
70–71 | planar ally | 2,400 gp
72–74 | repel wood | 1,650 gp
75–77 | spellstaff | 1,650 gp
78–80 | stone tell | 1,650 gp
81–83 | summon monster VI | 1,650 gp
84–86 | summon nature’s ally VI | 1,650 gp
87 | symbol of fear | 2,650 gp
88 | symbol of persuasion | 6,650 gp
89–91 | transport via plants | 1,650 gp
92–94 | undeath to death | 2,150 gp
95–97 | wind walk | 1,650 gp
98–100 | word of recall | 1,650 gp
1 Assumes an area equivalent to one 60-foot cube.
7th-Level Divine Spells
d% | Spell | Market Price
01–05 | animate plants | 2,275 gp
06–09 | blasphemy | 2,275 gp
10–14 | changestaff | 2,275 gp
15–16 | control weather | 2,275 gp
17–21 | creeping doom | 2,275 gp
22–27 | cure serious wounds, mass | 2,275 gp
28–32 | destruction | 2,275 gp
33–36 | dictum | 2,275 gp
37–41 | ethereal jaunt | 2,275 gp
42–45 | holy word | 2,275 gp
46–50 | inflict serious wounds, mass | 2,275 gp
51–55 | refuge | 3,775 gp
56–60 | regenerate | 2,275 gp
61–65 | repulsion | 2,275 gp
66–69 | restoration, greater | 4,775 gp
70–71 | resurrection | 12,275 gp
72–76 | scrying, greater | 2,275 gp
77–81 | summon monster VII | 2,275 gp
82–85 | summon nature’s ally VII | 2,275 gp
86–90 | sunbeam | 2,275 gp
91 | symbol of stunning | 7,275 gp
92 | symbol of weakness | 7,275 gp
93–97 | transmute metal to wood | 2,275 gp
98–100 | word of chaos | 2,275 gp
8th-Level Divine Spells
d% | Spell | Market Price
01–04 | animal shapes | 3,000 gp
05–10 | antimagic field | 3,000 gp
11–13 | cloak of chaos | 3,000 gp
14–17 | control plants | 3,000 gp
18–20 | create greater undead | 3,600 gp
21–27 | cure critical wounds, mass | 3,000 gp
28–32 | dimensional lock | 3,000 gp
33–36 | discern location | 3,000 gp
37–41 | earthquake | 3,000 gp
42–45 | finger of death | 3,000 gp
46–49 | fire storm | 3,000 gp
50–52 | holy aura | 3,000 gp
53–56 | inflict critical wounds, mass | 3,000 gp
57–60 | planar ally, greater | 5,500 gp
61–65 | repel metal or stone | 3,000 gp
66–69 | reverse gravity | 3,000 gp
70–72 | shield of law | 3,000 gp
73–76 | spell immunity, greater | 3,000 gp
77–80 | summon monster VIII | 3,000 gp
81–84 | summon nature’s ally VIII | 3,000 gp
85–89 | sunburst | 3,000 gp
90–91 | symbol of death | 8,000 gp
92–93 | symbol of insanity | 8,000 gp
94–96 | unholy aura | 3,000 gp
97–100 | whirlwind | 3,000 gp
9th-Level Divine Spells
d% | Spell | Market Price
01–04 | antipathy | 3,825 gp
05–07 | astral projection | 4,870 gp
08–13 | elemental swarm | 3,825 gp
14–19 | energy drain | 3,825 gp
20–25 | etherealness | 3,825 gp
26–31 | foresight | 3,825 gp
32–37 | gate | 8,825 gp
38–46 | heal, mass | 3,825 gp
47–53 | implosion | 3,825 gp
54–55 | miracle | 28,825 gp1
56–61 | regenerate | 3,825 gp
62–66 | shambler | 3,825 gp
67–72 | shapechange | 3,825 gp
73–77 | soul bind | 3,825 gp
78–83 | storm of vengeance | 3,825 gp
84–89 | summon monster IX | 3,825 gp
90–95 | summon nature’s ally IX | 3,825 gp
96–99 | sympathy | 5,325 gp
100 | true resurrection | 28,825 gp
1 Assumes powerful request but no expensive material components in excess of 100 gp and no additional XP cost.

STAFFS
A staff is a long shaft of wood that stores several spells. Unlike wands, which can contain a wide variety of spells, each staff is of a certain kind and holds specific spells. A staff has 50 charges when created.
Physical Description: A typical staff is 4 feet to 7 feet long and 2 inches to 3 inches thick, weighing about 5 pounds. Most staffs are wood, but a rare few are bone, metal, or even glass. (These are extremely exotic.) Staffs often have a gem or some device at their tip or are shod in metal at one or both ends. Staffs are often decorated with carvings or runes. A typical staff is like a walking stick, quarterstaff, or cudgel. It has AC 7, 10 hit points, hardness 5, and a break DC of 24.
Activation: Staffs use the spell trigger activation method, so casting a spell from a staff is usually a standard action that doesn’t provoke attacks of opportunity. (If the spell being cast, however, has a longer casting time than 1 standard action, it takes that long to cast the spell from a staff.) To activate a staff, a character must hold it forth in at least one hand (or whatever passes for a hand, for nonhumanoid creatures).
Special Qualities: Roll d%. A 01–30 result indicates that something (a design, inscription, or the like) provides some clue to the staff ’s function, and 31–100 indicates no special qualities.
Table: Staffs
Medium | Major | Staff | Market Price
01–15 | 01–03 | Charming | 16,500 gp
16–30 | 04–09 | Fire | 17,750 gp
31–40 | 10–11 | Swarming insects | 24,750 gp
41–60 | 12–17 | Healing | 27,750 gp
61–75 | 18–19 | Size alteration | 29,000 gp
76–90 | 20–24 | Illumination | 48,250 gp
91–95 | 25–31 | Frost | 56,250 gp
96–100 | 32–38 | Defense | 58,250 gp
— | 39–43 | Abjuration | 65,000 gp
— | 44–48 | Conjuration | 65,000 gp
— | 49–53 | Enchantment | 65,000 gp
— | 54–58 | Evocation | 65,000 gp
— | 59–63 | Illusion | 65,000 gp
— | 64–68 | Necromancy | 65,000 gp
— | 69–73 | Transmutation | 65,000 gp
— | 74–77 | Divination | 73,500 gp
— | 78–82 | Earth and stone | 80,500 gp
— | 83–87 | Woodlands | 101,250 gp
— | 88–92 | Life | 155,750 gp
— | 93–97 | Passage | 170,500 gp
— | 98–100 | Power | 211,000 gp

Staff Descriptions
Staffs use the wielder’s ability score and relevant feats to set the DC for saves against their spells. Unlike with other sorts of magic items, the wielder can use his caster level when activating the power of a staff if it’s higher than the caster level of the staff.
This means that staffs are far more potent in the hands of a powerful spellcaster. Because they use the wielder’s ability score to set the save DC for the spell, spells from a staff are often harder to resist than ones from other magic items, which use the minimum ability score required to cast the spell. Not only are aspects of the spell dependant on caster level (range, duration, and so on) potentially higher, but spells from a staff are harder to dispel and have a better chance of overcoming a target’s spell resistance.
Furthermore, a staff can hold a spell of any level, unlike a wand, which is limited to spells of 4th level or lower. The minimum caster level of a staff is 8th. Standard staffs are described below.
Abjuration: Usually carved from the heartwood of an ancient oak or other large tree, this staff allows use of the following spells:
• Shield (1 charge)
• Resist energy (1 charge)
• Dispel magic (1 charge)
• Lesser globe of invulnerability (2 charges)
• Dismissal (2 charges)
• Repulsion (3 charges)
Strong abjuration; CL 13th; Craft Staff, dismissal, dispel magic, lesser globe of invulnerability, resist energy, repulsion, shield; Price 65,000 gp.
Charming: Made of twisting wood ornately shaped and carved, this staff allows use of the following spells:
• Charm person (1 charge)
• Charm monster (2 charges)
Moderate enchantment; CL 8th; Craft Staff, charm person, charm monster; Price 16,500 gp.
Conjuration: This staff is usually made of ash or walnut and bears ornate carvings of many different kinds of creatures. It allows use of the following spells:
• Unseen servant (1 charge)
• Summon swarm (1 charge)
• Stinking cloud (1 charge)
• Minor creation (2 charges)
• Cloudkill (2 charges)
• Summon monster VI (3 charges)
Strong conjuration; CL 13th; Craft Staff, cloudkill, stinking cloud, summon monster VI, summon swarm, unseen servant; Price 65,000 gp.
Defense: The staff of defense is a simple-looking staff that throbs with power when held defensively. It allows use of the following spells:
• Shield (1 charge)
• Shield of faith (1 charge)
• Shield other (1 charge)
• Shield of law (3 charges)
Strong abjuration; CL 15th; Craft Staff, shield, shield of faith, shield of law, shield other, creator must be lawful; Price 58,250 gp.
Divination: Made from a supple length of willow, often with a forked tip, this staff allows use of the following spells:
• Detect secret doors (1 charge)
• Locate object (1 charge)
• Tongues (1 charge)
• Locate creature (2 charges)
• Prying eyes (2 charges)
• True seeing (3 charges)
Strong divination; CL 13th; Craft Staff, detect secret doors, locate creature, locate object, prying eyes, tongues, true seeing; Price 73,500 gp.
Earth and Stone: This staff is topped with a fist-sized emerald that gleams with smoldering power. It allows the use of the following spells:
• Passwall (1 charge)
• Move earth (1 charge)
Moderate transmutation; CL 11th; Craft Staff, move earth, passwall; Price 80,500 gp.
Enchantment: Often made from applewood and topped with a clear crystal, this staff allows use of the following spells:
• Sleep (1 charge)
• Hideous laughter (1 charge)
• Suggestion (1 charge)
• Crushing despair (2 charges)
• Mind fog (2 charges)
• Suggestion, mass (3 charges)
Strong enchantment; CL 13th; Craft Staff, crushing despair, mass suggestion, mind fog, sleep, suggestion, hideous laughter; Price 65,000 gp.
Evocation: Usually very smooth and carved from hickory, willow, or yew, this staff allows use of the following spells:
• Magic missile (1 charge)
• Shatter (1 charge)
• Fireball (1 charge)
• Ice storm (2 charges)
• Wall of force (2 charges)
• Chain lightning (3 charges)
Strong evocation; CL 13th; Craft Staff, chain lightning, fireball, ice storm, magic missile, shatter, wall of force; Price 65,000 gp.
Fire: Crafted from bronzewood with brass bindings, this staff allows use of the following spells:
• Burning hands (1 charge)
• Fireball (1 charge)
• Wall of fire (2 charges)
Moderate evocation; CL 8th; Craft Staff, burning hands, fireball, wall of fire; Price 17,750 gp.
Frost: Tipped on either end with a glistening diamond, this rune-covered staff allows use of the following spells:
• Ice storm (1 charge)
• Wall of ice (1 charge)
• Cone of cold (2 charge)
Moderate evocation; CL 10th; Craft Staff, cone of cold, ice storm, wall of ice; Price 56,250 gp.
Healing: This white ash staff, with inlaid silver runes, allows use of the following spells:
• Lesser restoration (1 charge)
• Cure serious wounds (1 charge)
• Remove blindness/deafness (2 charges)
• Remove disease (3 charges)
Moderate conjuration; CL 8th; Craft Staff, cure serious wounds, lesser restoration, remove blindness/deafness, remove disease; Price 27,750 gp.
Illusion: This staff is made from ebony or other dark wood and carved into an intricately twisted, fluted, or spiral shape. It allows use of the following spells:
• Disguise self (1 charge)
• Mirror image (1 charge)
• Major image (1 charge)
• Rainbow pattern (2 charges)
• Persistent image (2 charges)
• Mislead (3 charges)
Strong illusion; CL 13th; Craft Staff, disguise self, major image, mirror image, persistent image, project image, rainbow pattern; Price 65,000 gp.
Illumination: This staff is usually sheathed in silver and decorated with sunbursts. It allows use of the following spells:
• Dancing lights (1 charge)
• Flare (1 charge)
• Daylight (2 charges)
• Sunburst (3 charges)
Strong evocation; CL 15th; Craft Staff, dancing lights, daylight, flare, sunburst; Price 48,250 gp.
Life: Made of thick oak shod in gold, this staff allows use of the following spells:
• Heal (1 charge)
• Resurrection (5 charges)
Moderate conjuration; CL 13th; Craft Staff, heal, resurrection; Price 155,750 gp.
Necromancy: This staff is made from ebony or other dark wood and carved with the images of bones and skulls. It allows use of the following spells:
• Cause fear (1 charge)
• Ghoul touch (1 charge)
• Halt undead (1 charge)
• Enervation (2 charges)
• Waves of fatigue (2 charges)
• Circle of death (3 charges)
Strong necromancy; CL 13th; Craft Staff, cause fear, circle of death, enervation, ghoul touch, halt undead, waves of fatigue; Price 65,000 gp.
Passage: This potent item allows use of the following spells:
• Dimension door (1 charge)
• Passwall (1 charge)
• Phase door (2 charges)
• Greater teleport (2 charges)
• Astral projection (2 charges)
Strong varied; CL 17th; Craft Staff, astral projection, dimension door, greater teleport, passwall, phase door; Price 170,500 gp.
Power: The staff of power is a very potent magic item, with offensive and defensive abilities. It is usually topped with a glistening gem, its shaft straight and smooth. It has the following powers:
• Magic missile (1 charge)
• Ray of enfeeblement (heightened to 5th level) (1 charge)
• Continual flame (1 charge)
• Levitate (1 charge)
• Lightning bolt (heightened to 5th level) (1 charge)
• Fireball (heightened to 5th level) (1 charge)
• Cone of cold (2 charges)
• Hold monster (2 charges)
• Wall of force (in a 10-ft.-diameter hemisphere around the caster only) (2 charges)
• Globe of invulnerability (2 charges)
The wielder of a staff of power gains a +2 luck bonus to AC and saving throws. The staff is also a +2 quarterstaff, and its wielder may use it to smite opponents. If 1 charge is expended (as a free action), the staff causes double damage (x3 on a critical hit) for 1 round.
A staff of power can be used for a retributive strike, requiring it to be broken by its wielder. (If this breaking of the staff is purposeful and declared by the wielder, it can be performed as a standard action that does not require the wielder to make a Strength check.) All charges currently in the staff are instantly released in a 30-foot radius. All within 2 squares of the broken staff take points of damage equal to 8 x the number of charges in the staff, those 3 or 4 squares away take 6 x the number of charges in damage, and those 5 or 6 squares distant take 4 x the number of charges in damage. All those affected can make DC 17 Reflex saves to reduce the damage by half.
The character breaking the staff has a 50% chance of traveling to another plane of existence, but if he does not, the explosive release of spell energy destroys him. Only certain items, including the staff of the magi and the staff of power, are capable of being used for a retributive strike.
After all charges are used up from the staff, it remains a +2 quarterstaff. (Once empty of charges, it cannot be used for a retributive strike.)
Strong varied; CL 15th; Craft Staff, Craft Magic Arms and Armor, magic missile, heightened ray of enfeeblement, continual flame, levitate, heightened fireball, heightened lightning bolt, cone of cold, hold monster, wall of force, globe of invulnerability; Price 211,000 gp.
Size Alteration: Stout and sturdy, this staff of dark wood allows use of the following spells:
• Enlarge person (1 charge)
• Reduce person (1 charge)
• Shrink item (1 charge)
• Enlarge person, mass (1 charge)
• Reduce person, mass (1 charge)
Faint conjuration; CL 8th; Craft Staff, enlarge person, mass enlarge person, reduce person, mass reduce person, shrink item; Price 29,000 gp.
Swarming Insects: Made of twisted dark wood with dark spots resembling crawling insects (which occasionally seem to move), this staff allows use of the following spells:
• Summon swarm (1 charge)
• Insect plague (3 charges)
Moderate conjuration; CL 9th; Craft Staff, insect plague, summon swarm; Price 24,750 gp.
Transmutation: This staff is generally carved from or decorated with petrified wood and allows use of the following spells:
• Expeditious retreat (1 charge)
• Alter self (1 charge)
• Blink (1 charge)
• Polymorph (2 charges)
• Baleful polymorph (2 charges)
• Disintegrate (3 charges)
Strong transmutation; CL 13th; Craft Staff, alter self, baleful polymorph, blink, disintegrate, expeditious retreat, polymorph; Price 65,000 gp.
Woodlands: Appearing to have grown naturally into its shape, this oak, ash, or yew staff allows use of the following spells:
• Charm animal (1 charge)
• Speak with animals (1 charge)
• Barkskin (2 charges)
• Wall of thorns (3 charges)
• Summon nature’s ally VI (3 charges)
• Animate plants (4 charges)
The staff may be used as a weapon, functioning as a +2 quarterstaff. The staff of the woodlands also allows its wielder to pass without trace at will, with no charge cost. These two attributes continue to function after all the charges are expended.
Moderate varied; CL 13th; Craft Staff, Craft Magic Arms and Armor, animate plants, barkskin, charm animal, pass without trace, speak with animals, summon nature’s ally VI, wall of thorns; Price 101,250 gp.

WANDS
A wand is a thin baton that contains a single spell of 4th level or lower. Each wand has 50 charges when created, and each charge expended allows the user to use the wand’s spell one time. A wand that runs out of charges is just a stick.
Physical Description: A typical wand is 6 inches to 12 inches long and about 1/4 inch thick, and often weighs no more than 1 ounce. Most wands are wood, but some are bone. A rare few are metal, glass, or even ceramic, but these are quite exotic. Occasionally, a wand has a gem or some device at its tip, and most are decorated with carvings or runes. A typical wand has AC 7, 5 hit points, hardness 5, and a break DC of 16.
Activation: Wands use the spell trigger activation method, so casting a spell from a wand is usually a standard action that doesn’t provoke attacks of opportunity. (If the spell being cast, however, has a longer casting time than 1 action, it takes that long to cast the spell from a wand.) To activate a wand, a character must hold it in hand (or whatever passes for a hand, for nonhumanoid creatures) and point it in the general direction of the target or area. A wand may be used while grappling or while swallowed whole.
Special Qualities: Roll d%. A 01–30 result indicates that something (a design, inscription, or the like) provides some clue to the wand’s function, and 31–100 indicates no special qualities.

Table: Wands
Minor | Medium | Major | Wand | Market Price
01–02 | — | — | Detect magic | 375 gp
03–04 | — | — | Light | 375 gp
05–07 | — | — | Burning hands | 750 gp
08–10 | — | — | Charm animal | 750 gp
11–13 | — | — | Charm person | 750 gp
14–16 | — | — | Color spray | 750 gp
17–19 | — | — | Cure light wounds | 750 gp
20-22 | — | — | Detect secret doors | 750 gp
23–25 | — | — | Enlarge person | 750 gp
26–28 | — | — | Magic missile (1st) | 750 gp
29–31 | — | — | Shocking grasp | 750 gp
32–34 | — | — | Summon monster I | 750 gp
35–36 | — | — | Magic missile (3rd) | 2,250 gp
37 | 01–03 | — | Magic missile (5th) | 3,750 gp
38–40 | 04–07 | — | Bear’s endurance | 4,500 gp
41–43 | 08–11 | — | Bull’s strength | 4,500 gp
44–46 | 12–15 | — | Cat’s grace | 4,500 gp
47–49 | 16–20 | — | Cure moderate wounds | 4,500 gp
50–51 | 21–22 | — | Darkness | 4,500 gp
52–54 | 23–24 | — | Daylight | 4,500 gp
55–57 | 25–27 | — | Delay poison | 4,500 gp
58–60 | 28–31 | — | Eagle’s splendor | 4,500 gp
61–63 | 32–33 | — | False life | 4,500 gp
64–66 | 34–37 | — | Fox’s cunning | 4,500 gp
67–68 | 38 | — | Ghoul touch | 4,500 gp
69–71 | 39 | — | Hold person | 4,500 gp
72–74 | 40–42 | — | Invisibility | 4,500 gp
75–77 | 43–44 | — | Knock | 4,500 gp
78–80 | 45 | — | Levitate | 4,500 gp
81–83 | 46–47 | — | Acid arrow | 4,500 gp
84–86 | 48–49 | — | Mirror image | 4,500 gp
87–89 | 50–53 | — | Owl’s wisdom | 4,500 gp
90–91 | 54 | — | Shatter | 4,500 gp
92–94 | 55–56 | — | Silence | 4,500 gp
95–97 | 57 | — | Summon monster II | 4,500 gp
98–100 | 58–59 | — | Web | 4,500 gp
— | 60–62 | 01–02 | Magic missile (7th) | 5,250 gp
— | 63–64 | 03–05 | Magic missile (9th) | 6,750 gp
— | 65–67 | 06–07 | Call lightning (5th) | 11,250 gp
— | 68 | 08 | Charm person, heightened (3rd-level spell) | 11,250 gp
— | 69–70 | 09–10 | Contagion | 11,250 gp
— | 71–74 | 11–13 | Cure serious wounds | 11,250 gp
— | 75–77 | 14–15 | Dispel magic | 11,250 gp
— | 78–81 | 16–17 | Fireball (5th) | 11,250 gp
— | 82–83 | 18–19 | Keen edge | 11,250 gp
— | 84–87 | 20–21 | Lightning bolt (5th) | 11,250 gp
— | 88–89 | 22–23 | Major image | 11,250 gp
— | 90–91 | 24–25 | Slow | 11,250 gp
— | 92–94 | 26–27 | Suggestion | 11,250 gp
— | 95–97 | 28–29 | Summon monster III | 11,250 gp
— | 98 | 30–31 | Fireball (6th) | 13,500 gp
— | 99 | 32–33 | Lightning bolt (6th) | 13,500 gp
— | 100 | 34–35 | Searing light (6th) | 13,500 gp
— | — | 36–37 | Call lightning (8th) | 18,000 gp
— | — | 38–39 | Fireball (8th) | 18,000 gp
— | — | 40–41 | Lightning bolt (8th) | 18,000 gp
— | — | 42–45 | Charm monster | 21,000 gp
— | — | 46–50 | Cure critical wounds | 21,000 gp
— | — | 51–52 | Dimensional anchor | 21,000 gp
— | — | 53–55 | Fear | 21,000 gp
— | — | 56–59 | Greater invisibility | 21,000 gp
— | — | 60 | Hold person, heightened (4th level) | 21,000 gp
— | — | 61–65 | Ice storm | 21,000 gp
— | — | 66–68 | Inflict critical wounds | 21,000 gp
— | — | 69–72 | Neutralize poison | 21,000 gp
— | — | 73–74 | Poison | 21,000 gp
— | — | 75–77 | Polymorph | 21,000 gp
— | — | 78 | Ray of enfeeblement, heightened (4th level) | 21,000 gp
— | — | 79 | Suggestion, heightened (4th level) | 21,000 gp
— | — | 80–82 | Summon monster IV | 21,000 gp
— | — | 83–86 | Wall of fire | 21,000 gp
— | — | 87–90 | Wall of ice | 21,000 gp
— | — | 91 | Dispel magic (10th) | 22,500 gp
— | — | 92 | Fireball (10th) | 22,500 gp
— | — | 93 | Lightning bolt (10th) | 22,500 gp
— | — | 94 | Chaos hammer (8th) | 24,000 gp
— | — | 95 | Holy smite (8th) | 24,000 gp
— | — | 96 | Order’s wrath (8th) | 24,000 gp
— | — | 97 | Unholy blight (8th) | 24,000 gp
— | — | 98–99 | Restoration1 | 26,000 gp
— | — | 100 | Stoneskin2 | 33,500 gp
1 The cost to create a wand of restoration is 10,500 gp, 840 XP, plus 5,000 gp for the material components.
2 The cost to create a wand of stoneskin is 10,500 gp, 840 XP, plus 12,500 gp for the material components.

Wand Descriptions
All wands are simply storage devices for spells and thus have no special descriptions. Refer to the spell descriptions for all pertinent details.


WONDROUS ITEMS

MAGIC ITEMS V (WONDROUS ITEMS)

WONDROUS ITEMS
This is a catch-all category for anything that doesn’t fall into the other groups. Anyone can use a wondrous item (unless specified otherwise in the description).
Physical Description: Varies.
Activation: Usually use activated or command word, but details vary from item to item.
Special Qualities: Roll d%. An 01 result indicates the wondrous item is intelligent, 02–31 indicates that something (a design, inscription, or the like) provides a clue to its function, and 32–100 indicates no special qualities. Intelligent items have extra abilities and sometimes extraordinary powers and special purposes.
Wondrous items with charges can never be intelligent.

Table: Minor Wondrous Items
d% | Item | Market Price
01 | Feather token, anchor | 50 gp
02 | Universal solvent | 50 gp
03 | Elixir of love | 150 gp
04 | Unguent of timelessness | 150 gp
05 | Feather token, fan | 200 gp
06 | Dust of tracelessness | 250 gp
07 | Elixir of hiding | 250 gp
08 | Elixir of sneaking | 250 gp
09 | Elixir of swimming | 250 gp
10 | Elixir of vision | 250 gp
11 | Silversheen | 250 gp
12 | Feather token, bird | 300 gp
13 | Feather token, tree | 400 gp
14 | Feather token, swan boat | 450 gp
15 | Elixir of truth | 500 gp
16 | Feather token, whip | 500 gp
17 | Dust of dryness | 850 gp
18 | Bag of tricks, gray | 900 gp
19 | Hand of the mage | 900 gp
20 | Bracers of armor +1 | 1,000 gp
21 | Cloak of resistance +1 | 1,000 gp
22 | Pearl of power, 1st-level spell | 1,000 gp
23 | Phylactery of faithfulness | 1,000 gp
24 | Salve of slipperiness | 1,000 gp
25 | Elixir of fire breath | 1,100 gp
26 | Pipes of the sewers | 1,150 gp
27 | Dust of illusion | 1,200 gp
28 | Goggles of minute seeing | 1,250 gp
29 | Brooch of shielding | 1,500 gp
30 | Necklace of fireballs type I | 1,650 gp
31 | Dust of appearance | 1,800 gp
32 | Hat of disguise | 1,800 gp
33 | Pipes of sounding | 1,800 gp
34 | Efficient quiver | 1,800 gp
35 | Amulet of natural armor +1 | 2,000 gp
36 | Handy haversack | 2,000 gp
37 | Horn of fog | 2,000 gp
38 | Elemental gem | 2,250 gp
39 | Robe of bones | 2,400 gp
40 | Sovereign glue | 2,400 gp
41 | Bag of holding type I | 2,500 gp
42 | Boots of elvenkind | 2,500 gp
43 | Boots of the winterlands | 2,500 gp
44 | Candle of truth | 2,500 gp
45 | Cloak of elvenkind | 2,500 gp
46 | Eyes of the eagle | 2,500 gp
47 | Scarab, golembane | 2,500 gp
48 | Necklace of fireballs type II | 2,700 gp
49 | Stone of alarm | 2,700 gp
50 | Bag of tricks, rust | 3,000 gp
51 | Bead of force | 3,000 gp
52 | Chime of opening | 3,000 gp
53 | Horseshoes of speed | 3,000 gp
54 | Rope of climbing | 3,000 gp
55 | Dust of disappearance | 3,500 gp
56 | Lens of detection | 3,500 gp
57 | Vestment, druid’s | 3,750 gp
58 | Figurine of wondrous power, silver raven | 3,800 gp
59 | Amulet of health +2 | 4,000 gp
60 | Bracers of armor +2 | 4,000 gp
61 | Cloak of Charisma +2 | 4,000 gp
62 | Cloak of resistance +2 | 4,000 gp
63 | Gauntlets of ogre power | 4,000 gp
64 | Gloves of arrow snaring | 4,000 gp
65 | Gloves of Dexterity +2 | 4,000 gp
66 | Headband of intellect +2 | 4,000 gp
67 | Ioun stone, clear spindle | 4,000 gp
68 | Restorative ointment | 4,000 gp
69 | Marvelous pigments | 4,000 gp
70 | Pearl of power, 2nd-level spell | 4,000 gp
71 | Periapt of Wisdom +2 | 4,000 gp
72 | Stone salve | 4,000 gp
73 | Necklace of fireballs type III | 4,350 gp
74 | Circlet of persuasion | 4,500 gp
75 | Slippers of spider climbing | 4,800 gp
76 | Incense of meditation | 4,900 gp
77 | Bag of holding type II | 5,000 gp
78 | Bracers of archery, lesser | 5,000 gp
79 | Ioun stone, dusty rose prism | 5,000 gp
80 | Helm of comprehend languages and read magic | 5,200 gp
81 | Vest of escape | 5,200 gp
82 | Eversmoking bottle | 5,400 gp
83 | Sustaining spoon | 5,400 gp
84 | Necklace of fireballs type IV | 5,400 gp
85 | Boots of striding and springing | 5,500 gp
86 | Wind fan | 5,500 gp
87 | Amulet of mighty fists +1 | 6,000 gp
88 | Horseshoes of a zephyr | 6,000 gp
89 | Pipes of haunting | 6,000 gp
90 | Necklace of fireballs type V | 5,850 gp
91 | Gloves of swimming and climbing | 6,250 gp
92 | Bag of tricks, tan | 6,300 gp
93 | Circlet of blasting, minor | 6,480 gp
94 | Horn of goodness/evil | 6,500 gp
95 | Robe of useful items | 7,000 gp
96 | Boat, folding | 7,200 gp
97 | Cloak of the manta ray | 7,200 gp
98 | Bottle of air | 7,250 gp
99 | Bag of holding type III | 7,400 gp
100 | Periapt of health | 7,400 gp

Table: Medium Wondrous Items
d% | Item | Market Price
01 | Boots of levitation | 7,500 gp
02 | Harp of charming | 7,500 gp
03 | Amulet of natural armor +2 | 8,000 gp
04 | Golem manual, flesh | 8,000 gp
05 | Hand of glory | 8,000 gp
06 | Ioun stone, deep red sphere | 8,000 gp
07 | Ioun stone, incandescent blue sphere | 8,000 gp
08 | Ioun stone, pale blue rhomboid | 8,000 gp
09 | Ioun stone, pink and green sphere | 8,000 gp
10 | Ioun stone, pink rhomboid | 8,000 gp
11 | Ioun stone, scarlet and blue sphere | 8,000 gp
12 | Deck of illusions | 8,100 gp
13 | Necklace of fireballs type VI | 8,100 gp
14 | Candle of invocation | 8,400 gp
15 | Bracers of armor +3 | 9,000 gp
16 | Cloak of resistance +3 | 9,000 gp
17 | Decanter of endless water | 9,000 gp
18 | Necklace of adaptation | 9,000 gp
19 | Pearl of power, 3rd-level spell | 9,000 gp
20 | Reroll | –
21 | Figurine of wondrous power, serpentine owl | 9,100 gp
22 | Necklace of fireballs type VII | 8,700 gp
23 | Strand of prayer beads, lesser | 9,600 gp
24 | Bag of holding type IV | 10,000 gp
25 | Figurine of wondrous power, bronze griffon | 10,000 gp
26 | Figurine of wondrous power, ebony fly | 10,000 gp
27 | Glove of storing | 10,000 gp
28 | Ioun stone, dark blue rhomboid | 10,000 gp
29 | Stone horse, courser | 10,000 gp
30 | Cape of the mountebank | 10,080 gp
31 | Phylactery of undead turning | 11,000 gp
32 | Gauntlet of rust | 11,500 gp
33 | Boots of speed | 12,000 gp
34 | Goggles of night | 12,000 gp
35 | Golem manual, clay | 12,000 gp
36 | Medallion of thoughts | 12,000 gp
37 | Pipes of pain | 12,000 gp
38 | Blessed book | 12,500 gp
39 | Belt, monk’s | 13,000 gp
40 | Gem of brightness | 13,000 gp
41 | Lyre of building | 13,000 gp
42 | Cloak of arachnida | 14,000 gp
43 | Stone horse, destrier | 14,800 gp
44 | Belt of dwarvenkind | 14,900 gp
45 | Periapt of wound closure | 15,000 gp
46 | Horn of the tritons | 15,100 gp
47 | Pearl of the sirines | 15,300 gp
48 | Figurine of wondrous power, onyx dog | 15,500 gp
49 | Amulet of health +4 | 16,000 gp
50 | Belt of giant Strength +4 | 16,000 gp
51 | Boots, winged | 16,000 gp
52 | Bracers of armor +4 | 16,000 gp
53 | Cloak of Charisma +4 | 16,000 gp
54 | Cloak of resistance +4 | 16,000 gp
55 | Gloves of Dexterity +4 | 16,000 gp
56 | Headband of intellect +4 | 16,000 gp
57 | Pearl of power, 4th-level spell | 16,000 gp
58 | Periapt of Wisdom +4 | 16,000 gp
59 | Scabbard of keen edges | 16,000 gp
60 | Figurine of wondrous power, golden lions | 16,500 gp
61 | Chime of interruption | 16,800 gp
62 | Broom of flying | 17,000 gp
63 | Figurine of wondrous power, marble elephant | 17,000 gp
64 | Amulet of natural armor +3 | 18,000 gp
65 | Ioun stone, iridescent spindle | 18,000 gp
66 | Bracelet of friends | 19,000 gp
67 | Carpet of flying, 5 ft. by 5 ft. | 20,000 gp
68 | Horn of blasting | 20,000 gp
69 | Ioun stone, pale lavender ellipsoid | 20,000 gp
70 | Ioun stone, pearly white spindle | 20,000 gp
71 | Portable hole | 20,000 gp
72 | Stone of good luck (luckstone) | 20,000 gp
73 | Figurine of wondrous power, ivory goats | 21,000 gp
74 | Rope of entanglement | 21,000 gp
75 | Golem manual, stone | 22,000 gp
76 | Mask of the skull | 22,000 gp
77 | Mattock of the titans | 23,348 gp
78 | Circlet of blasting, major | 23,760 gp
79 | Amulet of mighty fists +2 | 24,000 gp
80 | Cloak of displacement, minor | 24,000 gp
81 | Helm of underwater action | 24,000 gp
82 | Bracers of archery, greater | 25,000 gp
83 | Bracers of armor +5 | 25,000 gp
84 | Cloak of resistance +5 | 25,000 gp
85 | Eyes of doom | 25,000 gp
86 | Pearl of power, 5th-level spell | 25,000 gp
87 | Maul of the titans | 25,305 gp
88 | Strand of prayer beads | 25,800 gp
89 | Cloak of the bat | 26,000 gp
90 | Iron bands of binding | 26,000 gp
91 | Cube of frost resistance | 27,000 gp
92 | Helm of telepathy | 27,000 gp
93 | Periapt of proof against poison | 27,000 gp
94 | Robe of scintillating colors | 27,000 gp
95 | Manual of bodily health +1 | 27,500 gp
96 | Manual of gainful exercise +1 | 27,500 gp
97 | Manual of quickness in action +1 | 27,500 gp
98 | Tome of clear thought +1 | 27,500 gp
99 | Tome of leadership and influence +1 | 27,500 gp
100 | Tome of understanding +1 | 27,500 gp

Table: Major Wondrous Items
d% | Item | Market Price
01 | Dimensional shackles | 28,000 gp
02 | Figurine of wondrous power, obsidian steed | 28,500 gp
03 | Drums of panic | 30,000 gp
04 | Ioun stone, orange | 30,000 gp
05 | Ioun stone, pale green prism | 30,000 gp
06 | Lantern of revealing | 30,000 gp
07 | Robe of blending | 30,000 gp
08 | Amulet of natural armor +4 | 32,000 gp
09 | Amulet of proof against detection and location | 35,000 gp
10 | Carpet of flying, 5 ft. by 10 ft. | 35,000 gp
11 | Golem manual, iron | 35,000 gp
12 | Amulet of health +6 | 36,000 gp
13 | Belt of giant Strength +6 | 36,000 gp
14 | Bracers of armor +6 | 36,000 gp
15 | Cloak of Charisma +6 | 36,000 gp
16 | Gloves of Dexterity +6 | 36,000 gp
17 | Headband of intellect +6 | 36,000 gp
18 | Ioun stone, vibrant purple prism | 36,000 gp
19 | Pearl of power, 6th-level spell | 36,000 gp
20 | Periapt of Wisdom +6 | 36,000 gp
21 | Scarab of protection | 38,000 gp
22 | Ioun stone, lavender and green ellipsoid | 40,000 gp
23 | Ring gates | 40,000 gp
24 | Crystal ball | 42,000 gp
25 | Golem manual, greater stone | 44,000 gp
26 | Orb of storms | 48,000 gp
27 | Boots of teleportation | 49,000 gp
28 | Bracers of armor +7 | 49,000 gp
29 | Pearl of power, 7th-level spell | 49,000 gp
30 | Amulet of natural armor +5 | 50,000 gp
31 | Cloak of displacement, major | 50,000 gp
32 | Crystal ball with see invisibility | 50,000 gp
33 | Horn of Valhalla | 50,000 gp
34 | Crystal ball with detect thoughts | 51,000 gp
35 | Carpet of flying, 6 ft. by 9 ft. | 53,000 gp
36 | Amulet of mighty fists +3 | 54,000 gp
37 | Wings of flying | 54,000 gp
38 | Cloak of etherealness | 55,000 gp
39 | Instant fortress | 55,000 gp
40 | Manual of bodily health +2 | 55,000 gp
41 | Manual of gainful exercise +2 | 55,000 gp
42 | Manual of quickness in action +2 | 55,000 gp
43 | Tome of clear thought +2 | 55,000 gp
44 | Tome of leadership and influence +2 | 55,000 gp
45 | Tome of understanding +2 | 55,000 gp
46 | Eyes of charming | 56,000 gp
47 | Robe of stars | 58,000 gp
48 | Carpet of flying, 10 ft. by 10 ft. | 60,000 gp
49 | Darkskull | 60,000 gp
50 | Cube of force | 62,000 gp
51 | Bracers of armor +8 | 64,000 gp
52 | Pearl of power, 8th-level spell | 64,000 gp
53 | Crystal ball with telepathy | 70,000 gp
54 | Horn of blasting, greater | 70,000 gp
55 | Pearl of power, two spells | 70,000 gp
56 | Helm of teleportation | 73,500 gp
57 | Gem of seeing | 75,000 gp
58 | Robe of the archmagi | 75,000 gp
59 | Mantle of faith | 76,000 gp
60 | Crystal ball with true seeing | 80,000 gp
61 | Pearl of power, 9th-level spell | 81,000 gp
62 | Well of many worlds | 82,000 gp
63 | Manual of bodily health +3 | 82,500 gp
64 | Manual of gainful exercise +3 | 82,500 gp
65 | Manual of quickness in action +3 | 82,500 gp
66 | Tome of clear thought +3 | 82,500 gp
67 | Tome of leadership and influence +3 | 82,500 gp
68 | Tome of understanding +3 | 82,500 gp
69 | Apparatus of the crab | 90,000 gp
70 | Mantle of spell resistance | 90,000 gp
71 | Mirror of opposition | 92,000 gp
72 | Strand of prayer beads, greater | 95,800 gp
73 | Amulet of mighty fists +4 | 96,000 gp
74 | Eyes of petrification | 98,000 gp
75 | Bowl of commanding water elementals | 100,000 gp
76 | Brazier of commanding fire elementals | 100,000 gp
77 | Censer of controlling air elementals | 100,000 gp
78 | Stone of controlling earth elementals | 100,000 gp
79 | Manual of bodily health +4 | 110,000 gp
80 | Manual of gainful exercise +4 | 110,000 gp
81 | Manual of quickness in action +4 | 110,000 gp
82 | Tome of clear thought +4 | 110,000 gp
83 | Tome of leadership and influence +4 | 110,000 gp
84 | Tome of understanding +4 | 110,000 gp
85 | Amulet of the planes | 120,000 gp
86 | Robe of eyes | 120,000 gp
87 | Helm of brilliance | 125,000 gp
88 | Manual of bodily health +5 | 137,500 gp
89 | Manual of gainful exercise +5 | 137,500 gp
90 | Manual of quickness in action +5 | 137,500 gp
91 | Tome of clear thought +5 | 137,500 gp
92 | Tome of leadership and influence +5 | 137,500 gp
93 | Tome of understanding +5 | 137,500 gp
94 | Efreeti bottle | 145,000 gp
95 | Amulet of mighty fists +5 | 150,000 gp
96 | Chaos diamond | 160,000 gp
97 | Cubic gate | 164,000 gp
98 | Iron flask | 170,000 gp
99 | Mirror of mental prowess | 175,000 gp
100 | Mirror of life trapping | 200,000 gp

Wondrous Item Descriptions
Standard wondrous items are described below.
Amulet of Health: This amulet is a golden disk on a chain. It usually bears the image of a lion or other powerful animal. The amulet grants the wearer an enhancement bonus to Constitution of +2, +4, or +6.
Moderate transmutation; CL 8th; Craft Wondrous Item, bear’s endurance; Price 4,000 gp (+2), 16,000 gp (+4), 36,000 gp (+6).
Amulet of Mighty Fists: This amulet grants an enhancement bonus of +1 to +5 on attack and damage rolls with unarmed attacks and natural weapons.
Faint evocation; CL 5th; Craft Wondrous Item, greater magic fang, creator’s caster level must be at least three times the amulet’s bonus; Price 6,000 gp (+1), 24,000 gp (+2), 54,000 gp (+3), 96,000 gp (+4), 150,000 gp (+5).
Amulet of Natural Armor: This amulet, usually crafted from bone or beast scales, toughens the wearer’s body and flesh, giving him an enhancement bonus to his natural armor bonus of from +1 to +5, depending on the kind of amulet.
Faint transmutation; CL 5th; Craft Wondrous Item, barkskin, creator’s caster level must be at least three times the amulet’s bonus; Price 2,000 gp (+1), 8,000 gp (+2), 18,000 gp (+3), 32,000 gp (+4), or 50,000 gp (+5).
Amulet of the Planes: This device usually appears to be a black circular amulet, although any character looking closely at it sees a dark, moving swirl of color. The amulet allows its wearer to utilize plane shift. However, this is a difficult item to master. The user must make a DC 15 Intelligence check in order to get the amulet to take her to the plane (and the specific location on that plane) that she wants. If she fails, the amulet transports her and all those traveling with her to a random location on that plane (01–60 on d%) or to a random plane (61–100).
Strong conjuration; CL 15th; Craft Wondrous Item, plane shift; Price 120,000 gp.
Amulet of Proof against Detection and Location: This silver amulet protects the wearer from scrying and magical location just as a nondetection spell does. If a divination spell is attempted against the wearer, the caster of the divination must succeed on a caster level check (1d20 + caster level) against a DC of 19 (as if the caster had cast nondetection on herself ).
Moderate abjuration; CL 8th; Craft Wondrous Item, nondetection; Price 35,000 gp.
Apparatus of the Crab: This item appears to be a large, sealed iron barrel, but it has a secret catch (Search DC 20 to locate) that opens a hatch in one end. Anyone who crawls inside finds ten (unlabeled) levers: The device has the following characteristics: hp 200; hardness 15; Spd 20 ft., swim 20 ft.; AC 20 (–1 size, +11 natural); Atk +12 melee (2d8, 2 pincers).
Lever (1d10) | Lever Function
1 | Extend/retract legs and tail
2 | Uncover/cover forward porthole
3 | Uncover/cover side portholes
4 | Extend/retract pincers and feelers
5 | Snap pincers
6 | Move forward/backward
7 | Turn left/right
8 | Open “eyes” with continual flame inside/close “eyes”
9 | Rise/sink in water
10 | Open/close hatch

Operating a lever is a full-round action, and no lever may be operated more than once per round. However, since two Medium characters can fit inside, the apparatus can move and attack in the same round. The device can function in water up to 900 feet deep. It holds enough air for a crew of two to survive 1d4+1 hours (twice as long for a single occupant). When activated, the apparatus looks something like a giant lobster.
Strong evocation and transmutation; CL 19th; Craft Wondrous Item, animate objects, continual flame, creator must have 8 ranks in the Knowledge (architecture and engineering) skill; Price 90,000 gp;Weight 500 lb.
Bag of Holding: This appears to be a common cloth sack about 2 feet by 4 feet in size. The bag of holding opens into a nondimensional space: Its inside is larger than its outside dimensions. Regardless of what is put into the bag, it weighs a fixed amount. This weight, and the limits in weight and volume of the bag’s contents, depend on the bag’s type, as shown on the table below.
Bag | Bag Weight | Contents Weight Limit | Contents Volume Limit | Market Price
Type I | 15 lb. | 250 lb. | 30 cu. ft. | 2,500 gp
Type II | 25 lb. | 500 lb. | 70 cu. ft. | 5,000 gp
Type III | 35 lb. | 1,000 lb. | 150 cu. ft. | 7,400 gp
Type IV | 60 lb. | 1,500 lb. | 250 cu. ft. | 10,000 gp
If the bag is overloaded, or if sharp objects pierce it (from inside or outside), the bag ruptures and is ruined. All contents are lost forever. If a bag of holding is turned inside out, its contents spill out, unharmed, but the bag must be put right before it can be used again. If living creatures are placed within the bag, they can survive for up to 10 minutes, after which time they suffocate. Retrieving a specific item from a bag of holding is a move action—unless the bag contains more than an ordinary backpack would hold, in which case retrieving a specific item is a full-round action.
If a bag of holding is placed within a portable hole a rift to the Astral Plane is torn in the space: Bag and hole alike are sucked into the void and forever lost. If a portable hole is placed within a bag of holding, it opens a gate to the Astral Plane: The hole, the bag, and any creatures within a 10-foot radius are drawn there, destroying the portable hole and bag of holding in the process.
Moderate conjuration; CL 9th; Craft Wondrous Item, secret chest.
Bag of Tricks: This small sack appears normal and empty. However, anyone reaching into the bag feels a small, fuzzy ball. If the ball is removed and tossed up to 20 feet away, it turns into an animal. The animal serves the character who drew it from the bag for 10 minutes (or until slain or ordered back into the bag), at which point it disappears. It can follow any of the commands described in the Handle Animal skill. Each of the three kinds of a bag of tricks produces a different set of animals. Use the following tables to determine what animals can be drawn out of each.
The heavy warhorse appears with harness and tack and accepts the character who drew it from the bag as a rider.
Animals produced are always random, and only one may exist at a time. Up to ten animals can be drawn from the bag each week.
Faint or moderate conjuration; CL 3rd (gray), 5th (rust), 9th (tan); Craft Wondrous Item, summon nature’s ally II (gray), summon nature’s ally III (rust), or summon nature’s ally V (tan); Price 900 gp (gray); 3,000 gp (rust); 6,300 gp (tan).
Gray |  | Rust |  | Tan
d% | Animal | d% | Animal | d% | Animal
01–30 | Bat | 01–30 | Wolverine | 01–30 | Brown bear
31–60 | Rat | 31–60 | Wolf | 31–60 | Lion
61–75 | Cat | 61–85 | Boar | 61–80 | Heavy warhorse
76–90 | Weasel | 86–100 | Black bear | 81–90 | Tiger
91–100 | Badger |  |  | 91–100 | Rhinoceros
Bead of Force: This small black sphere appears to be a lusterless pearl. You can throw it up to 60 feet with no range penalties. Upon sharp impact, the bead explodes, sending forth a burst that deals 5d6 points of force damage to all creatures within a 10-foot radius.
It functions like a resilient sphere spell (Reflex DC 16 negates) with a radius of 10 feet and a duration of 10 minutes. A globe of shimmering force encloses a creature, provided the latter is small enough to fit within the diameter of the sphere. The sphere contains its subject for the spell’s duration. The sphere is not subject to damage of any sort except from a rod of cancellation, a rod of negation, disintegrate, or a targeted dispel magic spell. These effects destroy the sphere without harm to the subject. Nothing can pass through the sphere, inside or out, though the subject can breathe normally. The subject may struggle, but the globe cannot be physically moved either by people outside it or by the struggles of those within.
The explosion completely consumes the bead, making this a one-use item.
Moderate evocation; CL 10th; Craft Wondrous Item, resilient sphere; Price 3,000 gp.
Belt, Monk’s: This simple rope belt, when wrapped around a character’s waist, confers great ability in unarmed combat. The wearer’s AC and unarmed damage is treated as a monk of five levels higher. If donned by a character with the Stunning Fist feat, the belt lets her make one additional stunning attack per day. If the character is not a monk, she gains the AC and unarmed damage of a 5th-level monk. This AC bonus functions just like the monk’s AC bonus.
Moderate transmutation; CL 10th; Craft Wondrous Item, righteous might or transformation; Price 13,000 gp; Weight 1 lb.
Belt of Dwarvenkind: This belt gives the wearer a +4 competence bonus on Charisma checks and Charisma-based skill checks as they relate to dealing with dwarves, a +2 competence bonus on similar checks when dealing with gnomes and halflings, and a –2 competence penalty on similar checks when dealing with anyone else. The wearer can understand, speak, and read Dwarven. If the wearer is not a dwarf, he gains 60-foot darkvision, dwarven stonecunning, a +2 enhancement bonus to Constitution, and a +2 resistance bonus on saves against poison, spells, or spell-like effects.
Moderate divination; CL 12th; Craft Wondrous Item, tongues, creator must be a dwarf; Price 14,900 gp;Weight 1 lb.
Belt of Giant Strength: This wide belt is made of thick leather and studded with iron. The belt adds to the wearer’s Strength score in the form of an enhancement bonus of +4 or +6.
Moderate transmutation; CL 10th; Craft Wondrous Item, bull’s strength; Price 16,000 gp (+4), 36,000 gp (+6);Weight 1 lb.
Blessed Book: This well-made tome is always of small size, typically no more than 12 inches tall, 8 inches wide, and 1 inch thick. All such books are durable, waterproof, bound with iron overlaid with silver, and locked.
A wizard can fill the 1,000 pages of a blessed book with spells without paying the 100 gp per page material cost. This book is never found as randomly generated treasure with spells already inscribed in it.
Moderate transmutation; CL 7th; Craft Wondrous Item, secret page; Price 12,500 gp;Weight 1 lb.
Boat, Folding: A folding boat looks like a small wooden box—about 12 inches long, 6 inches wide, and 6 inches deep. It can be used to store items like any other box. If a command word is given, however, the box unfolds itself to form a boat 10 feet long, 4 feet wide, and 2 feet in depth. A second command word causes it to unfold to a ship 24 feet long, 8 feet wide, and 6 feet deep. Any objects formerly stored in the box now rest inside the boat or ship.
In its smaller form, the boat has one pair of oars, an anchor, a mast, and a lateen sail. In its larger form, the boat has a deck, single rowing seats, five sets of oars, a steering oar, an anchor, a deck cabin, and a mast with a square sail. The boat can hold four people comfortably, while the ship carries fifteen with ease.
A third word of command causes the boat or ship to fold itself into a box once again.
Faint transmutation; CL 6th; Craft Wondrous Item, fabricate, creator must have 2 ranks in the Craft (shipmaking) skill; Price 7,200 gp;Weight 4 lb.
Boots of Elvenkind: These soft boots enable the wearer to move quietly in virtually any surroundings, granting a +5 competence bonus on Move Silently checks.
Faint transmutation; CL 5th; Craft Wondrous Item, creator must be an elf; Price 2,500 gp;Weight 1 lb.
Boots of Levitation: On command, these leather boots allow the wearer to levitate as if she had cast levitate on herself.
Faint transmutation; CL 3rd; Craft Wondrous Item, levitate; Price 7,500 gp;Weight 1 lb.
Boots of Speed: As a free action, the wearer can click her boot heels together, enabling her to act as though affected by a haste spell for up to 10 rounds each day. The duration of the haste effect need not be consecutive rounds.
Moderate transmutation; CL 10th; Craft Wondrous Item, haste; Price 12,000 gp;Weight 1 lb.
Boots of Striding and Springing: These boots increase the wearer’s base land speed by 10 feet. In addition to this striding ability (considered an enhancement bonus), these boots allow the wearer to make great leaps. She can jump with a +5 competence bonus on Jump checks.
Faint transmutation; CL 3rd; Craft Wondrous Item, longstrider, creator must have 5 ranks in the Jump skill; Price 5,500 gp; Weight 1 lb.
Boots of Teleportation: Any character wearing this footwear may teleport three times per day, exactly as if he had cast the spell of the same name.
Moderate conjuration; CL 9th; Craft Wondrous Item, teleport; Price 49,000 gp;Weight 3 lb.
Boots of the Winterlands: This footgear bestows many powers upon the wearer. First, he is able to travel across snow at his normal speed, leaving no tracks. The boots also enable him to travel at normal speed across the most slippery ice (horizontal surfaces only, not vertical or sharply slanted ones) without falling or slipping. Finally, boots of the winterlands warm the wearer, as if he were affected by an endure elements spell.
Faint abjuration and transmutation; CL 5th; Craft Wondrous Item, cat’s grace, endure elements, pass without trace; Price 2,500 gp; Weight 1 lb.
Boots, Winged: These boots appear to be ordinary footgear. On command, the boots sprout wings at the heel and let the wearer fly, without having to maintain concentration, as if affected by a fly spell. He can fly three times day for up to 5 minutes per flight.
Faint transmutation; CL 5th; Craft Wondrous Item, fly; Price 16,000 gp;Weight 1 lb.
Bottle of Air: This item appears to be a normal glass bottle with a cork. When taken to any airless environment it retains air within it at all times, continually renewing its contents. This means that a character can draw air out of the bottle to breathe. The bottle can even be shared by multiple characters who pass it around. Breathing out of the bottle is a standard action, but a character so doing can then act for as long as she can hold her breath.
Moderate transmutation; CL 7th; Craft Wondrous Item, water breathing; Price 7,250 gp;Weight 2 lb.
Bowl of Commanding Water Elementals: This large container is usually fashioned from blue or green semiprecious stone. It is about 1 foot in diameter, half that deep, and relatively fragile. When the bowl is filled with fresh water, and certain words are spoken, a Large water elemental appears. The summoning words require 1 full round to speak. In all ways the bowl functions as the summon monster VI spell. Only one elemental can be called at a time. A new elemental requires the bowl to be filled with new water, which cannot happen until after the first elemental disappears (is dispelled, dismissed, or slain).
If salt water is used, the elemental is Huge rather than Large (as if summon monster VII had been cast).
Strong conjuration; CL 13th; Craft Wondrous Item, summon monster VI, summon monster VII; Price 100,000 gp; Weight 3 lb.
Bracelet of Friends: This silver charm bracelet has four charms upon it when created. The owner may designate one person known to him to be keyed to one charm. (This designation takes a standard action, but once done it lasts forever or until changed.) When a charm is grasped and the name of the keyed individual is spoken, that person is called to the spot (a standard action) along with his or her gear, as long as the owner and the called person are on the same plane. The keyed individual knows who is calling, and the bracelet of friends only functions on willing travelers. Once a charm is activated, it disappears. Charms separated from the bracelet are worthless. A bracelet found with fewer than four charms is worth 25% less for each missing charm.
Strong conjuration; CL 15th; Craft Wondrous Item, refuge; Price 19,000 gp.
Bracers of Archery, Greater: These wristbands look like normal protective wear. The bracers empower the wearer to use any bow (not including crossbows) as if she were proficient in its use. If she already has proficiency with any type of bow, she gains a +2 competence bonus on attack rolls and a +1 competence bonus on damage rolls whenever using that type of bow. Both bracers must be worn for the magic to be effective.
Moderate transmutation; CL 8th; Craft Wondrous Item, Craft Magic Arms and Armor; Price 25,000 gp;Weight 1 lb.
Bracers of Archery, Lesser: These wristbands function as greater bracers of archery, except that they grant a +1 competence bonus on attack rolls and no bonus on damage rolls.
Faint transmutation; CL 4th; Craft Wondrous Item, Craft Magic Arms and Armor; Price 5,000 gp;Weight 1 lb.
Bracers of Armor: These items appear to be wrist or arm guards. They surround the wearer with an invisible but tangible field of force, granting him an armor bonus of +1 to +8, just as though he were wearing armor. Both bracers must be worn for the magic to be effective.
Moderate conjuration; CL 7th; Craft Wondrous Item, mage armor, creator’s caster level must be at least two times that of the bonus placed in the bracers; Price 1,000 gp (+1), 4,000 gp (+2), 9,000 gp (+3), 16,000 gp (+4), 25,000 gp (+5), 36,000 gp (+6), 49,000 gp (+7), 64,000 gp (+8);Weight 1 lb.
Brazier of Commanding Fire Elementals: This device appears to be a normal container for holding burning coals. When a fire is lit in the brazier and the proper summoning words are spoken, a Large fire elemental appears. The summoning words require 1 full round to speak. In all ways the brazier functions as the summon monster VI spell. If brimstone is added, the elemental is Huge instead of Large, and the brazier works as a summon monster VII spell. Only one elemental can be summoned at a time. A new elemental requires a new fire, which cannot be lit until after the first elemental disappears (is dispelled, dismissed, or slain).
Strong conjuration; CL 13th; Craft Wondrous Item, summon monster VI, summon monster VII; Price 100,000 gp; Weight 5 lb.
Brooch of Shielding: This appears to be a piece of silver or gold jewelry used to fasten a cloak or cape. In addition to this mundane task, it can absorb magic missiles of the sort generated by spell or spell-like ability. A brooch can absorb up to 101 points of damage from magic missiles before it melts and becomes useless.
Faint abjuration; CL 1st; Craft Wondrous Item, shield; Price 1,500 gp.
Broom of Flying: This broom is able to fly through the air as if affected by an overland flight spell (average maneuverability) for up to 9 hours per day (split up as its owner desires). The broom can carry 200 pounds and fly at a speed of 40 feet, or up to 400 pounds at a speed at 30 feet. In addition, the broom can travel alone to any destination named by the owner as long as she has a good idea of the location and layout of that destination. It comes to its owner from as far away as 300 yards when she speaks the command word. The broom of flying has a speed of 40 feet when it has no rider.
Moderate transmutation; CL 9th; Craft Wondrous Item, overland flight, permanency; Price 17,000 gp;Weight 3 lb.
Candle of Invocation: Each of these special tapers is dedicated to one of the nine alignments. Simply burning the candle generates a favorable aura for the individual so doing if the candle’s alignment matches that of the character. Characters of the same alignment as the burning candle add a +2 morale bonus on attack rolls, saving throws, and skill checks while within 30 feet of the flame.
A cleric whose alignment matches the candle’s operates as if two levels higher for purposes of determining spells per day if he burns the candle during or just prior to his spell preparation time. He can even cast spells normally unavailable to him, as if he were of that higher level, but only so long as the candle continues to burn. Except in special cases (see below), a candle burns for 4 hours.
In addition, burning a candle also allows the owner to cast a gate spell, the respondent being of the same alignment as the candle, but the taper is immediately consumed in the process. It is possible to extinguish the candle simply by blowing it out, so users often place it in a lantern to protect it from drafts and the like. Doing this doesn’t interfere with its magical properties.
Strong conjuration; CL 17th; Craft Wondrous Item, gate, creator must be same alignment as candle created; Price 8,400 gp;Weight 1/2 lb.
Candle of Truth: This white tallow candle, when burned, calls into place a zone of truth spell (Will DC 13 negates) in a 5-foot radius centered on the candle. The zone lasts for 1 hour, as the candle burns. If the candle is snuffed before that time, the effect is canceled and the candle ruined.
Faint enchantment; CL 3rd; Craft Wondrous Item, zone of truth; Price 2,500 gp;Weight 1/2 lb.
Cape of the Mountebank: On command, this bright red and gold cape allows the wearer to use the magic of the dimension door spell once per day. When he disappears, he leaves behind a cloud of smoke, appearing in a similar fashion at his destination.
Moderate conjuration; CL 9th; Craft Wondrous Item, dimension door; Price 10,080 gp;Weight 1 lb.
Carpet of Flying: This rug is able to fly through the air as if affected by an overland flight spell of unlimited duration. The size, carrying capacity, and speed of the different carpets of flying are shown on the table below. Beautifully and intricately made, each carpet has its own command word to activate it—if the device is within voice range, the command word activates it, whether the speaker is on the rug or not. The carpet is then controlled by spoken directions.
Size | Capacity | Speed | Weight | Market Price
5 ft. by 5 ft. | 200 lb. | 40 ft. | 8 lb. | 20,000 gp
5 ft. by 10 ft. | 400 lb. | 40 ft. | 15 lb. | 35,000 gp
10 ft. by 10 ft. | 800 lb. | 40 ft. | 10 lb. | 60,000 gp
A carpet of flying can carry up to double its capacity, but doing so reduces its speed to 30 feet. It has average maneuverability, but a carpet of flying can still hover.
Moderate transmutation; CL 10th; Craft Wondrous Item, overland flight, permanency.
Censer of Controlling Air Elementals: This 6-inch-wide, 1-inch-high perforated golden vessel resembles a thurible found in a place of worship. If it is filled with incense and lit, summoning words spoken over it summon forth a Large air elemental. The summoning words require 1 full round to speak. In all ways the censer functions as the summon monster VI spell. If incense of meditation is burned within the censer, the air elemental is an elder air elemental instead (as if summon monster IX had just been cast). Only one elemental can be summoned at a time. A new elemental requires a new piece of incense, which cannot be lit until after the first elemental disappears (is dispelled, dismissed, or slain).
Strong conjuration; CL 17th; Craft Wondrous Item, summon monster VI, summon monster IX; Price 100,000 gp; Weight 1 lb.
Chaos Diamond: This lustrous gemstone is uncut and about the size of a human fist. The gem grants its possessor the following powers:
• Confusion, lesser
• Magic circle against law
• Word of chaos
• Cloak of chaos
Each power is usable 1d4 times per day. This is rolled for each power individually and the character does not know the exact numbers of charges.
A nonchaotic character who possesses a chaos diamond gains one negative level. Although this level never results in actual level loss, it remains as long as the diamond is in the character’s possession and cannot be overcome in any way (including restoration spells).
Strong varied; CL 19th; Craft Wondrous Item, cloak of chaos, magic circle against law, random action, word of chaos, creator must be chaotic; Price 160,000 gp;Weight 1 lb.
Chime of Interruption: This instrument can be struck once every 10 minutes, and its resonant tone lasts for 3 full minutes.
While the chime is resonating, no spell requiring a verbal component can be cast within a 30-foot radius of it unless the caster can make a Concentration check (DC 15 + the spell’s level).
Moderate evocation; CL 7th; Craft Wondrous Item, shout; Price 16,800 gp;Weight 1 lb.
Chime of Opening: A chime of opening is a hollow mithral tube about 1 foot long. When struck, it sends forth magical vibrations that cause locks, lids, doors, valves, and portals to open. The device functions against normal bars, shackles, chains, bolts, and so on. A chime of opening also automatically dispels a hold portal spell or even an arcane lock cast by a wizard of lower than 15th level.
The chime must be pointed at the item or gate to be loosed or opened (which must be visible and known to the user). The chime is then struck, a clear tone rings forth, and in 1 round the target lock is unlocked, the shackle is loosed, the secret door is opened, or the lid of the chest is lifted. Each sounding only opens one form of locking, so if a chest is chained, padlocked, locked, and arcane locked, it takes four uses of a chime of opening to get it open. A silence spell negates the power of the device. A brand-new chime can be used a total of ten times before it cracks and becomes useless.
Moderate transmutation; CL 11th; Craft Wondrous Item, knock; Price 3,000 gp; Weight 1 lb.
Circlet of Blasting, Minor: On command, this simple golden headband projects a blast of searing light (3d8 points of damage) once per day.
Faint evocation; CL 6th; Craft Wondrous Item, searing light; Price 6,480 gp.
Circlet of Blasting, Major: On command, this elaborate golden headband projects a blast of searing light (5d8 maximized for 40 points of damage) once per day.
Strong evocation; CL 17th; Craft Wondrous Item, Maximize Spell, searing light; Price 23,760 gp.
Circlet of Persuasion: This silver headband grants a +3 competence bonus on the wearer’s Charisma-based checks.
Faint transmutation; CL 5th; Craft Wondrous Item, eagle’s splendor; Price 4,500 gp.
Cloak of Arachnida: This black garment, embroidered with a weblike pattern in silk, gives the wearer the ability to climb as if a spider climb spell had been placed upon her. In addition, the cloak grants her immunity to entrapment by web spells or webs of any sort—she can actually move in webs at half her normal speed. Once per day, the wearer of this cloak can cast web. She also gains a +2 luck bonus on all Fortitude saves against poison from spiders.
Faint conjuration and transmutation; CL 6th; Craft Wondrous Item, spider climb, web; Price 14,000 gp;Weight 1 lb.
Cloak of the Bat: Fashioned of dark brown or black cloth, this cloak bestows a +5 competence bonus on Hide checks. The wearer is also able to hang upside down from the ceiling, like a bat.
By holding the edges of the garment, the wearer is able to fly as per the spell. If he desires, the wearer can actually polymorph himself into an ordinary bat and fly accordingly. (All possessions worn or carried are part of the transformation.) Flying, either with the cloak or in bat form, can be accomplished only in darkness (either under the night sky or in a lightless or near-lightless environment underground). Either of the flying powers is usable for up to 7 minutes at a time, but after a flight of any duration the cloak cannot bestow any flying power for a like period of time.
Moderate transmutation; CL 7th; Craft Wondrous Item, fly, polymorph; Price 26,000 gp;Weight 1 lb.
Cloak of Charisma: This lightweight and fashionable cloak has a highly decorative silver trim. When in a character’s possession, it adds a +2, +4, or +6 enhancement bonus to her Charisma score.
Moderate transmutation; CL 8th; Craft Wondrous Item, eagle’s splendor; Price 4,000 gp (+2), 16,000 gp (+4), 36,000 gp (+6); Weight 2 lb.
Cloak of Displacement, Minor: This item appears to be a normal cloak, but when worn by a character its magical properties distort and warp light waves. This displacement works similar to the displacement spell except that it only grants a 20% miss chance on attacks against the wearer. It functions continually.
Faint illusion; CL 3rd; Craft Wondrous Item, displacement; Price 24,000 gp;Weight 1 lb.
Cloak of Displacement, Major: This item appears to be a normal cloak, but on command its magical properties distort and warp light waves. This displacement works just like the displacement spell and lasts for a total of 15 rounds per day, which the wearer can divide up as she sees fit.
Moderate illusion; CL 7th; Craft Wondrous Item, Extend Spell, displacement; Price 50,000 gp;Weight 1 lb.
Cloak of Elvenkind: This cloak of neutral gray cloth is indistinguishable from an ordinary cloak of the same color. However, when worn with the hood drawn up around the head, it gives the wearer a +5 competence bonus on Hide checks.
Faint illusion; CL 3rd; Craft Wondrous Item, invisibility, creator must be an elf; Price 2,500 gp; Weight 1 lb.
Cloak of Etherealness: This silvery-gray cloak seems to absorb light rather than be illuminated by it. On command, the cloak makes its wearer ethereal (as the ethereal jaunt spell). The effect is dismissible. The cloak works for a total of up to 10 minutes per day. This duration need not be continuous.
Strong transmutation; CL 15th; Craft Wondrous Item, ethereal jaunt; Price 55,000 gp;Weight 1 lb.
Cloak of the Manta Ray: This cloak appears to be made of leather until the wearer enters salt water. At that time the cloak of the manta ray adheres to the individual, and he appears nearly identical to a manta ray (as the polymorph spell, except that it allows only manta ray form). He gains a +3 natural armor bonus, the ability to breathe underwater, and a swim speed of 60 feet, like a real manta ray.
Although the cloak does not enable the wearer to bite opponents as a manta ray does, it does have a tail spine that can be used to strike at opponents behind the wearer, dealing 1d6 points of damage. This attack can be used in addition to any other attack the character has, using his highest melee attack bonus. The wearer can release his arms from the cloak without sacrificing underwater movement if so desired.
Moderate transmutation; CL 9th; Craft Wondrous Item, polymorph, water breathing; Price 7,200 gp;Weight 1 lb.
Cloak of Resistance: These garments offer magic protection in the form of a +1 to +5 resistance bonus on all saving throws (Fortitude, Reflex, and Will).
Faint abjuration; CL 5th; Craft Wondrous Item, resistance, creator’s caster level must be at least three times the cloak’s bonus; Price 1,000 gp (+1), 4,000 gp (+2), 9,000 gp (+3), 16,000 gp (+4), 25,000 gp (+5);Weight 1 lb.
Crystal Ball: This is the most common form of scrying device, a crystal sphere about 6 inches in diameter. A character can use the device to see over virtually any distance or into other planes of existence, as with the spell scrying (Will DC 16 negates).
Certain crystal balls have additional powers that can be used through the crystal ball on the target viewed.
Crystal Ball Type | Market Price
Crystal ball | 42,000 gp
Crystal ball with see invisibility | 50,000 gp
Crystal ball with detect thoughts (Will DC 13 negates) | 51,000 gp
Crystal ball with telepathy* | 70,000 gp
Crystal ball with true seeing | 80,000 gp
* The viewer is able to send and receive silent mental messages with the person appearing in the crystal ball. Once per day the character may attempt to implant a suggestion (as the spell, Will DC 14 negates) as well.
Moderate divination; CL 10th; Craft Wondrous Item, scrying (plus any additional spells put into item); Weight 7 lb.
Cube of Force: This device is about 3/4 inch across and can be made of ivory, bone, or any hard mineral. It enables its possessor to put up a special wall of force 10 feet on a side around her person. This cubic screen moves with the character and is impervious to the attack forms mentioned on the table below. The cube has 36 charges, which are renewed each day. The possessor presses one face of the cube to activate a particular type of screen or to deactivate the device. Each effect costs a certain number of charges to maintain for every minute (or portion of a minute) it is in operation. Also, when an effect is active, the possessor’s speed is limited to the maximum value given on the table.
When the cube of force is active, attacks dealing more than 30 points of damage drain 1 charge for every 10 points of damage beyond 30 that they deal. Spells that affect the integrity of the screen also drain extra charges. These spells (given in the list below) cannot be cast into or out of the cube:
Cube Face | Charge Cost per Minute | Maximum Speed | Effect
1 | 1 | 30 ft. | Keeps out gases, wind, etc.
2 | 2 | 20 ft. | Keeps out nonliving matter
3 | 3 | 15 ft. | Keeps out living matter
4 | 4 | 10 ft. | Keeps out magic
5 | 6 | 10 ft. | Keeps out all things
6 | 0 | As normal | Deactivates

Attack Form | Extra Charges
Horn of blasting | 6
Wall of fire | 2
Passwall | 3
Disintegrate | 6
Phase door | 5
Prismatic spray | 7
Moderate evocation; CL 10th; Craft Wondrous Item, wall of force; Price 62,000 gp.
Cube of Frost Resistance: This cube is activated or deactivated by pressing one side. When activated, it creates a cube-shaped area 10 feet on a side centered on the possessor (or on the cube itself, if the item is later placed on a surface). The temperature within this area is always at least 65°F. The field absorbs all cold-based attacks. However, if the field is subjected to more than 50 points of cold damage in 1 round (from one or multiple attacks), it collapses into its portable form and cannot be reactivated for 1 hour. If the field absorbs more than 100 points of cold damage in a 10-round period, the cube is destroyed.
Faint abjuration; CL 5th; Craft Wondrous Item, protection from energy; Price 27,000 gp.
Cubic Gate: This item is fashioned from carnelian. Each of the six sides of the cube is keyed to a plane, one of which is the Material Plane. The character creating the item should choose the planes to which the other five sides are keyed.
If a side of the cubic gate is pressed once, it opens a gate to a random point on the plane keyed to that side. There is a 10% chance per minute that an outsider from that plane (determine randomly) comes through it looking for food, fun, or trouble. Pressing the side a second time closes the gate. It is impossible to open more than one gate at a time.
If a side is pressed twice in quick succession, the character so doing is transported to a random point on the other plane, along with all creatures in adjacent squares. (The other creatures may avoid this fate by succeeding on DC 23 Will saves).
Strong conjuration; CL 13th; Craft Wondrous Item, plane shift; Price 164,000 gp.
Darkskull: This skull, carved from ebony, is wholly evil. Wherever the skull goes, the area around it is treated as though an unhallow spell had been cast with the skull as the touched point of origin (except that no additional spell effect is tied or fixed to the darkskull).
Moderate evocation [evil]; CL 9th; Craft Wondrous Item, unhallow, creator must be evil; Price 60,000 gp;Weight 5 lb.
Decanter of Endless Water: If the stopper is removed from this ordinary-looking flask and a command word spoken, an amount of fresh or salt water pours out. Separate command words determine the type as well as the volume and velocity.
• “Stream” pours out 1 gallon per round.
• “Fountain” produces a 5-foot-long stream at 5 gallons per round.
• “Geyser” produces a 20-foot-long, 1-foot-wide stream at 30 gallons per round.
The geyser effect causes considerable back pressure, requiring the holder to make a DC 12 Strength check to avoid being knocked down. The force of the geyser deals 1d4 points of damage but can only affect one target per round. The command word must be spoken to stop it.
Moderate transmutation; CL 9th; Craft Wondrous Item, control water; Price 9,000 gp;Weight 2 lb.
Deck of Illusions: This set of parchment cards is usually found in an ivory, leather, or wooden box. A full deck consists of thirty-four cards. When a card is drawn at random and thrown to the ground, a major image of a creature is formed. The figment lasts until dispelled. The illusory creature cannot move more than 30 feet away from where the card landed, but otherwise moves and acts as if it were real. At all times it obeys the desires of the character who drew the card. When the illusion is dispelled, the card becomes blank and cannot be used again. If the card is picked up, the illusion is automatically and instantly dispelled. The cards in a deck and the illusions they bring forth are summarized on the following table. (Use one of the first two columns to simulate the contents of a full deck using either ordinary playing cards or tarot cards.)
Playing Card | Tarot Card | Creature
Ace of hearts | IV. The Emperor | Red dragon
King of hearts | Knight of swords | Male human fighter and four guards
Queen of hearts | Queen of staves | Female human wizard
Jack of hearts | King of staves | Male human druid
Ten of hearts | VII. The Chariot | Cloud giant
Nine of hearts | Page of staves | Ettin
Eight of hearts | Ace of cups | Bugbear
Two of hearts | Five of staves | Goblin
Playing Card | Tarot Card | Creature
Ace of diamonds | III. The Empress | Glabrezu (demon)
King of diamonds | Two of cups | Male elf wizard and female apprentice
Queen of diamonds | Queen of swords | Half-elf ranger (female)
Jack of diamonds | XIV. Temperance | Harpy
Ten of diamonds | Seven of staves | Male half-orc barbarian
Nine of diamonds | Four of pentacles | Ogre mage
Eight of diamonds | Ace of pentacles | Gnoll
Two of diamonds | Six of pentacles | Kobold
Playing Card | Tarot Card | Creature
Ace of spades | II. The High Priestess | Lich
King of spades | Three of staves | Three male human clerics
Queen of spades | Four of cups | Medusa
Jack of spades | Knight of pentacles | Male dwarf paladin
Ten of spades | Seven of swords | Frost giant
Nine of spades | Three of swords | Troll
Eight of spades | Ace of swords | Hobgoblin
Two of spades | Five of cups | Goblin
Playing Card | Tarot Card | Creature
Ace of clubs | VIII. Strength | Iron golem
King of clubs | Page of pentacles | Three male halfling rogues
Queen of clubs | Ten of cups | Pixies
Jack of clubs | Nine of pentacles | Female half-elf bard
Ten of clubs | Nine of staves | Hill giant
Nine of clubs | King of swords | Ogre
Eight of clubs | Ace of staves | Orc
Two of clubs | Five of cups | Kobold
Playing Card | Tarot Card | Creature
Joker | Two of pentacles | Illusion of deck’s owner
Joker | Two of staves | Illusion of deck’s owner (sex reversed)
A randomly generated deck is usually complete (11–100 on d%), but may be discovered (01–10) with 1d20 of its cards missing. If cards are missing, reduce the price by a corresponding amount.
Faint illusion; CL 6th; Craft Wondrous Item, major image; Price 8,100 gp;Weight 1/2 lb.
Dimensional Shackles: These shackles have golden runes traced across their cold iron surface. Any creature bound within them is affected as if a dimensional anchor spell were cast upon her (no save). They fit any Small to Large creature. The DC to break or slip out of the shackles is 30.
Moderate abjuration; CL 11th; Craft Wondrous Item, dimensional anchor; Price 28,000 gp;Weight 5 lb.
Drums of Panic: These drums are kettle drums (hemispheres about 1-1/2 feet in diameter on stands). They come in pairs and are unremarkable in appearance. If both of the pair are sounded, all creatures within 120 feet (with the exception of those within a 20-foot-radius safe zone around the drums) are affected as by a fear spell (Will DC 16 partial). Drums of panic can be used once per day.
Moderate necromancy; CL 7th; Craft Wondrous Item, fear; Price 30,000 gp;Weight 10 lb. for the pair.
Dust of Appearance: This fine powder appears to be a very fine, very light metallic dust. A single handful of this substance flung into the air coats objects within a 10-foot radius, making them visible even if they are invisible. It likewise negates the effects of blur and displacement. (In this, it works just like the faerie fire spell). The dust also reveals figments, mirror images, and projected images for what they are. A creature coated with the dust takes a –30 penalty on its Hide checks. The dust’s effect lasts for 5 minutes.
Dust of appearance is typically stored in small silk packets or hollow bone tubes.
Faint conjuration; CL 5th; Craft Wondrous Item, glitterdust; Price 1,800 gp.
Dust of Disappearance: This dust looks just like dust of appearance and is typically stored in the same manner. A creature or object touched by it becomes invisible (as greater invisibility). Normal vision can’t see dusted creatures or objects, nor can they be detected by magical means, including see invisibility or invisibility purge. Dust of appearance, however, does reveal people and objects made invisible by dust of disappearance. Other factors, such as sound and smell, also allow possible detection.
The greater invisibility bestowed by the dust lasts for 2d6 rounds.The invisible creature doesn’t know when the duration will end.
Moderate illusion; CL 7th; Craft Wondrous Item, greater invisibility; Price 3,500 gp.
Dust of Dryness: This special dust has many uses. If it is thrown into water, a volume of as much as 100 gallons is instantly transformed to nothingness, and the dust becomes a marble-sized pellet, floating or resting where it was thrown. If this pellet is hurled down, it breaks and releases the same volume of water. The dust affects only water (fresh, salt, alkaline), not other liquids.
If the dust is employed against an elemental with the water subtype, the creature must make a DC 18 Fortitude save or be destroyed. The dust deals 5d6 points of damage to the creature even if its saving throw succeeds.
Moderate transmutation; CL 11th; Craft Wondrous Item, control water; Price 850 gp.
Dust of Illusion: This unremarkable powder resembles chalk dust or powdered graphite. Stare at it, however, and the dust changes color and form. Put dust of illusion on a creature, and that creature is affected as if by a disguise self glamer, with the individual who sprinkles the dust envisioning the illusion desired. An unwilling target is allowed a DC 11 Reflex save to avoid the dust. The glamer lasts for 2 hours.
Faint illusion; CL 6th; Craft Wondrous Item, disguise self; Price 1,200 gp.
Dust of Tracelessness: This normal-seeming dust is actually a magic powder that can conceal the passage of its possessor and his companions. Tossing a handful of this dust into the air causes a chamber of up to 100 square feet of floor space to become as dusty, dirty, and cobweb-laden as if it had been abandoned and disused for a decade.
A handful of dust sprinkled along a trail causes evidence of the passage of as many as a dozen men and horses to be obliterated for 250 feet back into the distance. The results of the dust are instantaneous, and no magical aura lingers afterward from this use of the dust. Survival checks made to track a quarry across an area affected by this dust have a DC 20 higher than normal.
Faint transmutation; CL 3rd; Craft Wondrous Item, pass without trace; Price 250 gp.
Efficient Quiver: This appears to be a typical arrow container capable of holding about twenty arrows. It has three distinct portions, each with a nondimensional space allowing it to store far more than would normally be possible. The first and smallest one can contain up to sixty objects of the same general size and shape as an arrow. The second slightly longer compartment holds up to eighteen objects of the same general size and shape as a javelin. The third and longest portion of the case contains as many as six objects of the same general size and shape as a bow (spears, staffs, or the like). Once the owner has filled it, the quiver can produce any item she wishes, as if from a regular quiver or scabbard. The efficient quiver weighs the same no matter what’s placed inside it.
Moderate conjuration; CL 9th; Craft Wondrous Item, secret chest; Price 1,800 gp;Weight 2 lb.
Efreeti Bottle: This item is typically fashioned of brass or bronze, with a lead stopper bearing special seals. A thin stream of smoke is often seen issuing from it. The bottle can be opened once per day. When opened, the efreeti imprisoned within issues from the bottle instantly. There is a 10% chance (01–10 on d%) that the efreeti is insane and attacks immediately upon being released. There is also a 10% chance (91–100) that the efreeti of the bottle grants three wishes. In either case, the efreeti afterward disappears forever. The other 80% of the time (11–90), the inhabitant of the bottle loyally serves the character for up to 10 minutes per day (or until the efreeti’s death), doing as she commands. Roll each day the bottle is opened for that day’s effect.
Strong conjuration; CL 14th; Craft Wondrous Item, summon monster VII; Price 145,000 gp;Weight 1 lb.
Elemental Gem: This gem contains a conjuration spell attuned to a specific Elemental Plane (Air, Earth, Fire, or Water).
When the gem is crushed, smashed, or broken (a standard action), a Large elemental appears as if summoned by a summon nature’s ally spell. The elemental is under the control of the creature that broke the gem.
The coloration of the gem varies with the type of elemental it summons. Air elemental gems are transparent, earth elemental gems are light brown, fire elemental gems are reddish orange, and water elemental gems are blue-green.
Moderate conjuration; CL 11th; Craft Wondrous Item, summon nature’s ally V; Price 2,250 gp.
Elixir of Fire Breath: This strange elixir bestows upon the drinker the ability to spit gouts of flame. He can breathe fire up to three times, each time dealing 4d6 points of fire damage to a single target up to 25 feet away. The victim can attempt a DC 13 Reflex save for half damage. Unused blasts dissipate 1 hour after the liquid is consumed.
Moderate evocation; CL 11th; Craft Wondrous Item, scorching ray; Price 1,100 gp.
Elixir of Hiding: A character drinking this liquid gains an intuitive ability to hide (+10 competence bonus on Hide checks for 1 hour).
Faint illusion; CL 5th; Craft Wondrous Item, invisibility; Price 250 gp.
Elixir of Love: This sweet-tasting liquid causes the character drinking it to become charmed with the first creature she sees after consuming the draft (as charm person—the drinker must be a humanoid of Medium or smaller size, Will DC 14 negates). The charm effects wear off in 1d3 hours.
Faint transmutation; CL 4th; Craft Wondrous Item, charm person; Price 150 gp.
Elixir of Sneaking: This draught of liquid grants the drinker the ability to walk softly and dampens sound around her slightly, granting a +10 competence bonus on Move Silently checks for 1 hour.
Faint illusion; CL 5th; Craft Wondrous Item, silence; Price 250 gp.
Elixir of Swimming: This elixir bestows swimming ability. An almost imperceptible magic sheath surrounds the drinker, allowing him to glide through the water easily (+10 competence bonus on Swim checks for 1 hour).
Faint illusion; CL 2nd; Craft Wondrous Item, creator must have 5 ranks in the Swim skill; Price 250 gp.
Elixir of Truth: This elixir forces the individual drinking it to say nothing but the truth for 10 minutes (Will DC 13 negates).
She is compelled to answer any questions put to her in that time, but with each question she is free to make a separate DC 13 Will save. If one of these secondary saves is successful, she doesn’t break free of the truth-compelling enchantment but also doesn’t have to answer that particular question. No more than one question can be asked each round. This is a mind-affecting compulsion enchantment.
Faint enchantment; CL 5th; Craft Wondrous Item, zone of truth; Price 500 gp.
Elixir of Vision: Drinking this elixir grants the imbiber the ability to notice acute details with great accuracy (+10 competence bonus on Search checks for 1 hour).
Faint divination; CL 2nd; Craft Wondrous Item, true seeing; Price 250 gp.
Eversmoking Bottle: This metal urn is identical in appearance to an efreeti bottle, except that it does nothing but smoke. The amount of smoke is great if the stopper is pulled out, pouring from the bottle and totally obscuring vision across a 50-foot spread in 1 round. If the bottle is left unstoppered, the smoke billows out another 10 feet per round until it has covered a 100-foot radius. This area remains smoke-filled until the eversmoking bottle is stoppered.
The bottle must be resealed by a command word, after which the smoke dissipates normally. A moderate wind (11+ mph) disperses the smoke in 4 rounds; a strong wind (21+ mph) disperses the smoke in 1 round.
Faint transmutation; CL 3rd; Craft Wondrous Item, pyrotechnics; Price 5,400 gp;Weight 1 lb.
Eyes of Charming: These two crystal lenses fit over the user’s eyes. The wearer is able to use charm person (one target per round) merely by meeting a target’s gaze. Those failing a DC 16 Will save are charmed as per the spell. If the wearer has only one lens, the DC of the saving throw is reduced to 10.
Moderate enchantment; CL 7th; Craft Wondrous Item, Heighten Spell, charm person; Price 56,000 gp for a pair.
Eyes of Doom: These crystal lenses fit over the user’s eyes, enabling him to cast doom upon those around him (one target per round) as a gaze attack, except that the wearer must take a standard action, and those merely looking at the wearer are not affected. Those failing a DC 11 Will save are affected as by the doom spell. If the wearer has only one lens, the DC of the saving throw is reduced to 10. However, if the wearer has both lenses, he gains the additional power of a continual deathwatch effect and can use fear (Will DC 16 partial) as a normal gaze attack once per week.
Moderate necromancy; CL 11th; Craft Wondrous Item, doom, deathwatch, fear; Price 25,000 gp.
Eyes of the Eagle: These items are made of special crystal and fit over the eyes of the wearer. These lenses grant a +5 competence bonus on Spot checks. Wearing only one of the pair causes a character to become dizzy and, in effect, stunned for 1 round. Thereafter, the wearer can use the single lens without being stunned so long as she covers her other eye. Of course, she can remove the single lens and see normally at any time, or wear both lenses to end or avoid the dizziness.
Faint divination; CL 3rd; Craft Wondrous Item, clairaudience/clairvoyance; Price 2,500 gp.
Eyes of Petrification: These items are made of special crystal and fit over the eyes of the wearer. They allow her to use a petrification gaze attack (Fortitude DC 19 negates) for 10 rounds per day. Both lenses must be worn for the magic to be effective.
Moderate transmutation; CL 11th; Craft Wondrous Item, flesh to stone; Price 98,000 gp.
Figurines of Wondrous Power: Each of the several kinds of figurines of wondrous power appears to be a miniature statuette of a creature an inch or so high (with one exception). When the figurine is tossed down and the correct command word spoken, it becomes a living creature of normal size (except when noted otherwise below). The creature obeys and serves its owner. Unless stated otherwise, the creature understands Common but does not speak.
If a figurine of wondrous power is broken or destroyed in its statuette form, it is forever ruined. All magic is lost, its power departed. If slain in animal form, the figurine simply reverts to a statuette that can be used again at a later time.
Bronze Griffon: When animated, a bronze griffon acts in all ways like a normal griffon under the command of its possessor. The item can be used twice per week for up to 6 hours per use. When 6 hours have passed or when the command word is spoken, the bronze griffon once again becomes a tiny statuette.
Moderate transmutation; CL 11th; Craft Wondrous Item, animate objects; Price 10,000 gp.
Ebony Fly: When animated, an ebony fly is the size of a pony and has all the statistics of a hippogriff but can make no attacks. The item can be used three times per week for up to 12 hours per use. When 12 hours have passed or when the command word is spoken, the ebony fly again becomes a tiny statuette.
Moderate transmutation; CL 11th; Craft Wondrous Item, animate objects; Price 10,000 gp.
Golden Lions: These figurines come in pairs. They become normal adult male lions. If slain in combat, the lions cannot be brought back from statuette form for one full week. Otherwise, they can be used once per day for up to 1 hour. They enlarge and shrink upon speaking the command word.
Moderate transmutation; CL 11th; Craft Wondrous Item, animate objects; Price 16,500 gp.
Ivory Goats: These figurines come in threes. Each goat of this trio looks slightly different from the others, and each has a different function:
• The Goat of Traveling: This statuette provides a speedy and enduring mount equal to that of a heavy horse in every way except appearance. The goat can travel for a maximum of one day each week—continuously or in any combination of periods totaling 24 hours. At this point, or when the command word is uttered, it returns to its statuette form for not less than one day before it can again be used.
• The Goat of Travail: This statuette becomes an enormous creature, larger than a bull, with the statistics of a nightmare except for the addition of a pair of wicked horns of exceptional size (damage 1d8+4 for each horn). If it is charging to attack, it may only use its horns (but add 6 points of damage to each successful attack in that round). It can be called to life just once per month for up to 12 hours at a time.
• The Goat of Terror: When called upon with the proper command word, this statuette becomes a destrier-like mount, with the statistics of a light warhorse. However, its rider can employ the goat’s horns as weapons (one horn as a +3 heavy lance, the other as a +5 longsword). When ridden in an attack against an opponent, the goat of terror radiates fear as the spell in a 30-foot radius (Will DC 16 partial). It can be used once every two weeks for up to 3 hours per use.
Moderate transmutation; CL 11th; Craft Wondrous Item, animate objects; Price 21,000 gp.
Marble Elephant: This is the largest of the figurines, the statuette being about the size of a human hand. Upon utterance of the command word, a marble elephant grows to the size and specifications of a true elephant. The animal created from the statuette is fully obedient to the figurine’s owner, serving as a beast of burden, a mount, or a combatant. The statuette can be used four times per month for up to 24 hours at a time.
Moderate transmutation; CL 11th; Craft Wondrous Item, animate objects; Price 17,000 gp.
Obsidian Steed: This figurine appears to be a small, shapeless lump of black stone. Only careful inspection reveals that it vaguely resembles some form of quadruped. On command, the near-formless piece of obsidian becomes a fantastic mount. Treat it as a heavy warhorse with the following additional powers usable once per round at will: overland flight, plane shift, and ethereal jaunt. The steed allows itself to be ridden, but if the rider is of good alignment, the steed is 10% likely per use to carry him to the lower planes and then return to its statuette form. The statuette can be used once per week for one continuous period of up to 24 hours. Note that when an obsidian steed becomes ethereal or plane shifts, its rider and his gear follow suit.
Thus, the user can travel to other planes via this means.
Strong conjuration and transmutation; CL 15th; Craft Wondrous Item, animate objects, etherealness, fly, plane shift; Price 28,500 gp.
Onyx Dog: When commanded, this statuette changes into a creature with the same properties as a riding dog except that it is endowed with an Intelligence of 8, can communicate in Common, and has exceptional olfactory and visual abilities. (It has the scent ability and adds +4 to its Spot and Search checks.) It has 60-foot darkvision, and it can see invisibility. An onyx dog can be used once per week for up to 6 hours. It obeys only its owner.
Moderate transmutation; CL 11th; Craft Wondrous Item, animate objects; Price 15,500 gp.
Serpentine Owl: This figurine becomes either a normal-sized horned owl or a giant owl according to the command word used. The transformation can take place once per day, with a maximum duration of 8 continuous hours. However, after three transformations into giant owl form, the statuette loses all its magical properties. The owl communicates with its owner by telepathic means, informing her of all it sees and hears. (Remember the limitations of its Intelligence.)
Moderate transmutation; CL 11th; Craft Wondrous Item, animate objects; Price 9,100 gp.
Silver Raven: This silver figurine turns into a raven on command (but it retains its metallic consistency, which gives it hardness 10). Another command sends it off into the air, bearing a message just like a creature affected by an animal messenger spell. If not commanded to carry a message, the raven obeys the commands of its owner, although it has no special powers or telepathic abilities. It can maintain its nonfigurine status for only 24 hours per week, but the duration need not be continuous.
Faint enchantment and transmutation; CL 6th; Craft Wondrous Item, animal messenger, animate objects; Price 3,800 gp.
Feather Token: Each of these items is a small feather that has a power to suit a special need. The kinds of tokens are described below. Each token is usable once.
Anchor: A token useful to moor a craft in water so as to render it immobile for up to one day.
Bird: A token that can be used to deliver a small written message unerringly to a designated target as would a carrier pigeon. The token lasts as long as it takes to carry the message.
Fan: A token that forms a huge flapping fan, causing a breeze of sufficient strength to propel one ship (about 25 mph). This wind is not cumulative with existing wind speed. The token can, however, be used to lessen existing winds, creating an area of relative calm or lighter winds (but wave size in a storm is not affected). The fan can be used for up to 8 hours. It does not function on land.
Swan Boat: A token that forms a swanlike boat capable of moving on water at a speed of 60 feet. It can carry eight horses and gear or thirty-two Medium characters or any equivalent combination. The boat lasts for one day.
Tree: A token that causes a great oak to spring into being (5-foot diameter trunk, 60-foot height, 40-foot top diameter). This is an instantaneous effect.
Whip: A token that forms into a huge leather whip and wields itself against any opponent desired just like a dancing weapon. The weapon has a +10 base attack bonus, does 1d6+1 points of damage, has a +1 enhancement bonus on attack and damage rolls, and a makes a free grapple attack (with a +15 attack bonus) if it hits. The whip lasts no longer than 1 hour.
Moderate conjuration; CL 12th; Craft Wondrous Item, major creation; Price 50 gp (anchor), 300 gp (bird), 200 gp (fan), 450 gp (swan boat), 400 gp (tree), 500 gp (whip).
Gauntlets of Ogre Power: These gauntlets are made of tough leather with iron studs running across the back of the hands and fingers. They grant the wearer great strength, adding a +2 enhancement bonus to his Strength score. Both gauntlets must be worn for the magic to be effective.
Faint transmutation; CL 6th; Craft Wondrous Item, bull’s strength; Price 4,000 gp;Weight 4 lb.
Gauntlet of Rust: This single metal gauntlet looks rusted and pitted but is actually quite powerful. Once per day, it can affect an object as with the rusting grasp spell. It also completely protects the wearer and her gear from rust (magical or otherwise), including the attack of a rust monster.
Moderate transmutation; CL 7th; Craft Wondrous Item, rusting grasp; Price 11,500 gp;Weight 2 lb.
Gem of Brightness: This crystal appears to be a long, rough prism. Upon utterance of a command word, the crystal emits bright light of one of three sorts.
• One command word causes the gem to shed light as a hooded lantern. This use of the gem does not expend any charges.
• Another command word causes the gem of brightness to send out a bright ray 1 foot in diameter and 50 feet long. This strikes as a ranged touch attack, and any creature struck by this beam is blinded for 1d4 rounds unless it makes a DC 14 Fortitude save. This use of the gem expends 1 charge.
• The third command word causes the gem to flare in a blinding flash of light that fills a 30-foot cone. Although this glare lasts but a moment, any creature within the cone must make a DC 14 Fortitude save or be blinded for 1d4 rounds. This use expends 5 charges.
A newly created gem of brightness has 50 charges. When all its charges are expended, the gem becomes nonmagical.
Faint evocation; CL 6th; Craft Wondrous Item, daylight; Price 13,000 gp.
Gem of Seeing: This finely cut and polished stone is indistinguishable from an ordinary jewel in appearance. When it is gazed through, a gem of seeing enables the user to see as though she were affected by the true seeing spell. A gem of seeing can be used for as much as 30 minutes a day, divided up into periods of minutes or rounds as the user sees fit.
Moderate divination; CL 10th; Craft Wondrous Item, true seeing; Price 75,000 gp.
Gloves of Arrow Snaring: Once snugly worn, these gloves seem to meld with the hands, becoming almost invisible. Twice per day, the wearer can act as if he had the Snatch Arrows feat, even if he does not meet the prerequisites for it. Both gloves must be worn for the magic to be effective. At least one hand must be free to take advantage of the magic.
Faint abjuration; CL 3rd; Craft Wondrous Item, shield; Price 4,000 gp.
Gloves of Dexterity: These thin leather gloves are very flexible and allow for delicate manipulation. They add to the wearer’s Dexterity score in the form of an enhancement bonus of +2, +4, or +6. Both gloves must be worn for the magic to be effective.
Moderate transmutation; CL 8th; Craft Wondrous Item, cat’s grace; Price 4,000 gp (+2), 16,000 gp (+4), 36,000 gp (+6).
Glove of Storing: This device is a simple leather glove. On command, one item held in the hand wearing the glove disappears. The item can weigh no more than 20 pounds and must be able to be held in one hand. While stored, the item has negligible weight. With a snap of the fingers wearing the glove, the item reappears. A glove can only store one item at a time. Storing or retrieving the item is a free action. The item is held in stasis and shrunk down so small within the palm of the glove that it cannot be seen. Spell durations are not suppressed, but continue to expire. If an effect is suppressed or dispelled, the stored item appears instantly.
Faint transmutation; CL 6th; Craft Wondrous Item, shrink item; Price 10,000 gp (one glove).
Gloves of Swimming and Climbing: These apparently normal lightweight gloves grant a +5 competence bonus on Swim checks and Climb checks. Both gloves must be worn for the magic to be effective.
Faint transmutation; CL 5th; Craft Wondrous Item, bull’s strength, cat’s grace; Price 6,250 gp.
Goggles of Minute Seeing: The lenses of this item are made of special crystal. When placed over the eyes of the wearer, the lenses enable her to see much better than normal at distances of 1 foot or less, granting her a +5 competence bonus on Search checks to find secret doors, traps, and similar concealed objects. Both lenses must be worn for the magic to be effective.
Faint divination; CL 3rd; Craft Wondrous Item, true seeing; Price 1,250 gp.
Goggles of Night: The lenses of this item are made of dark crystal. Even though the lenses are opaque, when placed over the eyes of the wearer they enable him to see normally and also grant him 60-foot darkvision. Both lenses must be worn for the magic to be effective.
Faint transmutation; CL 3rd; Craft Wondrous Item, darkvision; Price 12,000 gp.
Golem Manual: A golem manual contains information, incantations and magical power that help a character to craft a golem. The instructions therein grant a +5 competence bonus on skill checks made to craft the golem’s body. Each manual also holds the prerequisite spells needed for a specific golem, effectively grants the builder use of the Craft Construct feat during the construction of the golem, and grants the character an increase to her caster level for the purpose of crafting a golem. Any golem built using a golem manual does not cost the creator any XP, since the requisite XP are “contained” in the book and “expended” by the book during the creation process.
The spells included in a golem manual require a spell trigger activation and can be activated only to assist in the construction of a golem. The cost of the book does not include the cost of constructing the golem’s body. Once the golem is finished, the writing in the manual fades and the book is consumed in flames. When the book’s ashes are sprinkled upon the golem, it becomes fully animated.
Clay Golem Manual: The book contains animate objects, bless, commune, and resurrection. The reader may treat her caster level as two levels higher than normal for the purpose of crafting a clay golem. The book supplies 1,540 XP for the creation of a clay golem.
Moderate conjuration, divination, enchantment, and transmutation; CL 11th; Craft Construct, creator must be caster level 11th, animate objects, bless, commune, resurrection; Price 12,000 gp; Cost 2,150 gp + 1,712 XP; Weight 5 lb.
Flesh Golem Manual: The book contains animate dead, bull’s strength, geas/quest, and limited wish. The reader may treat her caster level as one level higher than normal for the purpose of crafting a flesh golem. The book supplies 780 XP for the creation of a flesh golem.
Moderate enchantment, necromancy [evil], and transmutation; CL 8th; Craft Construct, creator must be caster level 8th, animate dead, bull’s strength, geas/quest, limited wish; Price 8,000 gp; Cost 2,050 gp + 944 XP; Weight 5 lb.
Iron Golem Manual: The book contains cloudkill, geas/quest, limited wish, and polymorph any object. The reader may treat her caster level as four levels higher than normal for the purpose of crafting a iron golem. The book supplies 5,600 XP for the creation of a iron golem.
Strong conjuration, enchantment and transmutation; CL 16th; Craft Construct, creator must be caster level 16th, cloudkill, geas/quest, limited wish, polymorph any object; Price 35,000 gp; Cost 3,500 gp + 5,880 XP; Weight 5 lb.
Stone Golem Manual: The book contains geas/quest, limited wish, polymorph any object, and slow. The reader may treat her caster level as three levels higher than normal for the purpose of crafting a stone golem. The book supplies 3,400 XP for the creation of a stone golem.
Strong abjuration and enchantment; CL 14th; Craft Construct, creator must be caster level 14th, antimagic field, geas/quest, symbol of stunning, slow; Price 22,000 gp; Cost 2,500 gp + 3,600 XP; Weight 5 lb.
Stone Golem Manual, Greater: The book contains geas/quest, limited wish, polymorph any object, and slow. The reader may treat her caster level as three levels higher than normal for the purpose of crafting a stone golem. The book supplies 7,640 XP for the creation of a greater stone golem.
Strong abjuration and enchantment; CL 16th; Craft Construct, creator must be caster level 16th, antimagic field, geas/quest, symbol of stunning, slow; Price 44,000 gp; Cost 2,900 gp + 7,872 XP; Weight 5 lb.
Hand of Glory: This mummified human hand hangs by a leather cord around a character’s neck (taking up space as a magic necklace would). If a magic ring is placed on one of the fingers of the hand, the wearer benefits from the ring as if wearing it herself, and it does not count against her two-ring limit. The hand can wear only one ring at a time. Even without a ring, the hand itself allows its wearer to use daylight and see invisibility each once per day.
Faint varied; CL 5th; Craft Wondrous Item, animate dead, daylight, detect invisibility; Price 8,000 gp;Weight 2 lb.
Hand of the Mage: This mummified elf hand hangs by a golden chain around a character’s neck (taking up space as a magic necklace would). It allows the wearer to utilize the spell mage hand at will.
Faint transmutation; CL 2nd; Craft Wondrous Item, mage hand; Price 900 gp;Weight 2 lb.
Handy Haversack: A backpack of this sort appears to be well made, well used, and quite ordinary. It is constructed of finely tanned leather, and the straps have brass hardware and buckles. It has two side pouches, each of which appears large enough to hold about a quart of material. In fact, each is like a bag of holding and can actually hold material of as much as 2 cubic feet in volume or 20 pounds in weight. The large central portion of the pack can contain up to 8 cubic feet or 80 pounds of material. Even when so filled, the backpack always weighs only 5 pounds.
While such storage is useful enough, the pack has an even greater power in addition. When the wearer reaches into it for a specific item, that item is always on top. Thus, no digging around and fumbling is ever necessary to find what a haversack contains. Retrieving any specific item from a haversack is a move action, but it does not provoke the attacks of opportunity that retrieving a stored item usually does.
Moderate conjuration; CL 9th; Craft Wondrous Item, secret chest; Price 2,000 gp;Weight 5 lb.
Harp of Charming: This instrument is a golden, intricately carved harp. When played, it enables the performer to work one suggestion (as the spell, Will DC 14 negates) into the music for each 10 minutes of playing if he can succeed on a DC 14 Perform (string instruments) check. If the check fails, the audience cannot be affected by any further performances from the harpist for 24 hours.
Faint enchantment; CL 5th; Craft Wondrous Item, suggestion; Price 7,500 gp;Weight 5 lb.
Hat of Disguise: This apparently normal hat allows its wearer to alter her appearance as with a disguise self spell. As part of the disguise, the hat can be changed to appear as a comb, ribbon, headband, cap, coif, hood, helmet, and so on.
Faint illusion; CL 1st; Craft Wondrous Item, disguise self; Price 1,800 gp.
Headband of Intellect: This device is a light cord with a small gem set so that it rests upon the forehead of the wearer. The headband adds to the wearer’s Intelligence score in the form of an enhancement bonus of +2, +4, or +6. This enhancement bonus does not earn the wearer extra skill points when a new level is attained; use the unenhanced Intelligence bonus to determine skill points.
Moderate transmutation; CL 8th; Craft Wondrous Item, fox’s cunning; Price 4,000 gp (+2), 16,000 gp (+4), 36,000 gp (+6).
Helm of Brilliance: This normal-looking helm takes its true form and manifests its powers when the user dons it and speaks the command word. Made of brilliant silver and polished steel, a newly created helm is set with large magic gems: ten diamonds, twenty rubies, thirty fire opals, and forty opals. When struck by bright light, the helm scintillates and sends forth reflective rays in all directions from its crownlike, gem-tipped spikes. The jewels’ functions are as follows:
• Diamond: Prismatic spray (save DC 20)
• Ruby: Wall of fire
• Fire opal: Fireball (10d6, Reflex DC 20 half )
• Opal: Daylight
The helm may be used once per round, but each gem can perform its spell-like power just once. Until all its jewels are depleted, a helm of brilliance also has the following magical properties when activated.
• It emanates a bluish light when undead are within 30 feet. This light causes 1d6 points of damage per round to all such creatures within that range.
• The wearer may command any weapon he wields to become a flaming weapon. This is in addition to whatever abilities the weapon may already have (unless the weapon already is a flaming weapon). The command takes 1 round to take effect.
• The helm provides resistance to fire 30. This protection does not stack with similar protection from other sources.
Once all its jewels have lost their magic, the helm loses its powers and the gems turn to worthless powder. Removing a jewel destroys it.
If a creature wearing the helm is damaged by magical fire (after the fire protection is taken into account) and fails an additional DC 15 Will save, the remaining gems on the helm overload and detonate. Remaining diamonds become prismatic sprays that each randomly target a creature within range (possibly the wearer), rubies become straight-line walls of fire extending outward in a random direction from the helm wearer, and fire opals become fireballs centered on the helm wearer. The opals and the helm itself are destroyed.
Strong varied; CL 13th; Craft Wondrous Item, detect undead, fireball, flame blade, light, prismatic spray, protection from energy, wall of fire; Price 125,000 gp;Weight 3 lb.
Helm of Comprehend Languages and Read Magic: Appearing as a normal helmet, a helm of comprehend languages and read magic grants its wearer the ability to understand the spoken words of any creature and to read text in any language and any magical writing. The wearer gains a +5 competence bonus on Decipher Script checks to understand messages written in incomplete, archaic, or exotic forms. Note that understanding a magical text does not necessarily imply spell use.
Faint divination; CL 4th; Craft Wondrous Item, comprehend languages, read magic; Price 5,200 gp; Weight 3 lb.
Helm of Telepathy: The wearer can use detect thoughts at will. Furthermore, he can send a telepathic message to anyone whose surface thoughts he is reading (allowing two-way communication). Once per day, the wearer of the helm can implant a suggestion (as the spell, Will DC 14 negates) along with his telepathic message.
Faint divination and enchantment; CL 5th; Craft Wondrous Item, detect thoughts, suggestion; Price 27,000 gp;Weight 3 lb.
Helm of Teleportation: A character wearing this device may teleport three times per day, exactly as if he had cast the spell of the same name.
Moderate conjuration; CL 9th; Craft Wondrous Item, teleport; Price 73,500 gp;Weight 3 lb.
Helm of Underwater Action: The wearer of this helmet can see underwater. Drawing the small lenses in compartments on either side into position before the wearer’s eyes activates the visual properties of the helm, allowing her to see five times farther than water and light conditions would allow for normal human vision. (Weeds, obstructions, and the like block vision in the usual manner.) If the command word is spoken, the helm of underwater action creates a globe of air around the wearer’s head and maintains it until the command word is spoken again, enabling her to breathe freely.
Faint transmutation; CL 5th; Craft Wondrous Item, water breathing; Price 57,000 gp;Weight 3 lb.
Horn of Blasting: This horn appears to be a normal trumpet. It can be sounded as a normal horn, but if the command word is spoken and the instrument is then played, it deals 5d6 points of sonic damage to creatures within a 40-foot cone and causes them to be deafened for 2d6 rounds (a DC 16 Fortitude save reduces the damage by half and negates the deafening). Crystalline objects and creatures take 7d6 points of sonic damage, with no save unless they’re held, worn, or carried by creatures (Will DC 16 negates).
If a horn of blasting is used magically more than once in a given day, there is a 20% cumulative chance with each extra use that it explodes and deals 10d6 points of damage to the person sounding it.
Moderate evocation; CL 7th; Craft Wondrous Item, shout; Price 20,000 gp; Weight 1 lb.
Horn of Blasting, Greater: This horn functions as a horn of blasting, except that it deals 10d6 points of sonic damage, stuns creatures for 1 round, and deafens them for 4d6 rounds (a DC 19 Fortitude reduces the damage by half and negates the stunning and deafening). Crystalline objects take 16d6 points of sonic damage as described for the horn of blasting. A greater horn of blasting also has a 20% cumulative chance of exploding.
Strong evocation; CL 16th; Craft Wondrous Item, greater shout; Price 70,000 gp;Weight 1 lb.
Horn of Fog: This small bugle allows its possessor to blow forth a thick cloud of heavy fog similar to that of an obscuring mist spell. The fog covers a 10-foot square next to the horn blower each round that the user continues to blow the horn; fog clouds travel 10 feet each round in a straight line from the emanation point unless blocked by something substantial such as a wall. The device makes a deep, foghorn-like noise, with the note dropping abruptly to a lower register at the end of each blast. The fog dissipates after 3 minutes. A moderate wind (11+ mph) disperses the fog in 4 rounds; a strong wind (21+ mph) disperses the fog in 1 round.
Faint conjuration; CL 3rd; Craft Wondrous Item, obscuring mist; Price 2,000 gp;Weight 1 lb.
Horn of Goodness/Evil: This trumpet adapts itself to its owner, so it produces either a good or an evil effect depending on the owner’s alignment. If the owner is neither good nor evil, the horn has no power whatsoever. If he is good, then blowing the horn has the effect of a magic circle against evil. If he is evil, then blowing the horn has the effect of a magic circle against good. In either case, this ward lasts for 1 hour. The horn can be blown once per day.
Faint abjuration; CL 6th; Craft Wondrous Item, magic circle against good, magic circle against evil; Price 6,500 gp; Weight 1 lb.
Horn of the Tritons: This device is a conch shell that can be blown once per day except by a triton which can sound it three times per day. A horn of the tritons can perform any one of the following functions when blown.
• Calm rough waters in a 1-mile radius. This effect dispels a summoned water elemental if it fails a DC 16 Will save.
• Attract 5d4 Large sharks (01–30 on d%), 5d6 Medium sharks (31–80), or 1d10 sea lions (81–100) if the character is in a body of water in which such creatures dwell. The creatures are friendly and obey, to the best of their ability, the one who sounded the horn.
• Causes aquatic creatures with Intelligence scores of 1 or 2 within 500 feet to become panicked as if they had been targeted by a fear spell (Will DC 16 partial). Those who successfully save are shaken for 3d6 rounds.
Any sounding of a horn of the tritons can be heard by all tritons within a 3-mile radius.
Moderate conjuration and transmutation; CL 8th; Craft Wondrous Item, fear, summon monster V, control water, creator must be a triton or get construction aid from a triton; Price 15,100 gp; Weight 2 lb.
Horn of Valhalla: This magic instrument comes in four varieties. Each appears to be normal until someone speaks its command word and blows the horn. Then the horn summons a number of human barbarians to fight for the character who summoned them. Each horn can be blown just once every seven days. Roll d% and refer to the table below to see what type of horn is found. The horn’s type determines what barbarians are summoned and what prerequisite is needed to use the horn. Any character who uses a horn of Valhalla but doesn’t have the prerequisite is attacked by the barbarians she herself summoned.
d% | Type of Horn | Barbarians Summoned | Prerequisite
01–40 | Silver | 2d4+2, 2nd level | None
41–75 | Brass | 2d4+1, 3rd level | Spellcaster level 1st
76–90 | Bronze | 2d4, 4th level | Proficiency with all martial weapons or bardic music ability
91–100 | Iron | 1d4+1, 5th level | Proficiency with all martial weapons or bardic music ability
Summoned barbarians are constructs, not actual people (though they seem to be); they arrive with the starting equipment for barbarians. They attack anyone the possessor of the horn commands them to fight until they or their opponents are slain or until 1 hour has elapsed, whichever comes first.
Strong conjuration; CL 13th; Craft Wondrous Item, summon monster VI; Price 50,000 gp;Weight 2 lb.
Horseshoes of Speed: These iron shoes come in sets of four like ordinary horseshoes. When affixed to an animal’s hooves, they increase the animal’s base land speed by 30 feet; this counts as an enhancement bonus. As with other effects that increase speed, jumping distances increase proportionally. All four shoes must be worn by the same animal for the magic to be effective.
Faint transmutation; CL 3rd; Craft Wondrous Item, haste; Price 3,000 gp;Weight 12 lb. (for four).
Horseshoes of a Zephyr: These four iron shoes are affixed like normal horseshoes. They allow a horse to travel without actually touching the ground. The horse must still run above (always around 4 inches above) a roughly horizontal surface. This means that nonsolid or unstable surfaces can be crossed, and that movement is possible without leaving tracks on any sort of ground. The horse moves at its normal base land speed. All four shoes must be worn by the same animal for the magic to be effective.
Faint transmutation; CL 3rd; Craft Wondrous Item, levitate; Price 6,000 gp;Weight 4 lb. (for four).
Incense of Meditation: This small rectangular block of sweet smelling incense is visually indistinguishable from nonmagical incense until lit. When it is burning, the special fragrance and pearly-hued smoke of this special incense are recognizable by anyone making a DC 15 Spellcraft check.
When a divine spellcaster lights a block of incense of meditation and then spends 8 hours praying and meditating nearby, the incense enables him to prepare all his spells as though affected by the Maximize Spell feat. However, all the spells prepared in this way are at their normal level, not at three levels higher (as with the regular metamagic feat).
Each block of incense burns for 8 hours, and the effects persist for 24 hours.
Moderate enchantment; CL 7th; Craft Wondrous Item, Maximize Spell, bless; Price 4,900 gp;Weight 1 lb.
Instant Fortress: This metal cube is small, but when activated by speaking a command word it grows to form a tower 20 feet square and 30 feet high, with arrow slits on all sides and a crenellated battlement atop it. The metal walls extend 10 feet into the ground, rooting it to the spot and preventing it from being tipped over. The fortress has a small door that opens only at the command of the owner of the fortress—even knock spells can’t open the door.
The adamantine walls of instant fortress have 100 hit points and hardness 20. The fortress cannot be repaired except by a wish or a miracle, which restores 50 points of damage taken.
The fortress springs up in just 1 round, with the door facing the device’s owner. The door opens and closes instantly at his command. People and creatures nearby (except the owner) must be careful not to be caught by the fortress’s sudden growth. Anyone so caught takes 10d10 points of damage (Reflex DC 19 half ).
The fortress is deactivated by speaking a command word (different from the one used to activate it). It cannot be deactivated unless it is empty.
Strong conjuration; CL 13th; Craft Wondrous Item, mage’s magnificent mansion; Price 55,000 gp.
Ioun Stones: These crystalline stones always float in the air and must be within 3 feet of their owner to be of any use. When a character first acquires a stone, she must hold it and then release it, whereupon it takes up a circling orbit 1d3 feet from her head. Thereafter, a stone must be grasped or netted to separate it from its owner. The owner may voluntarily seize and stow a stone (to keep it safe while she is sleeping, for example), but she loses the benefits of the stone during that time. Ioun stones have AC 24, 10 hit points, and hardness 5.
Color | Shape | Effect | Market Price
Clear | Spindle | Sustains creature without food or water | 4,000 gp
Dusty rose | Prism | +1 insight bonus to AC | 5,000 gp
Deep red | Sphere | +2 enhancement bonus to Dexterity | 8,000 gp
Incandescent blue | Sphere | +2 enhancement bonus to Wisdom | 8,000 gp
Pale blue | Rhomboid | +2 enhancement bonus to Strength | 8,000 gp
Pink | Rhomboid | +2 enhancement bonus to Constitution | 8,000 gp
Pink and green | Sphere | +2 enhancement bonus to Charisma | 8,000 gp
Scarlet and blue | Sphere | +2 enhancement bonus to Intelligence | 8,000 gp
Dark blue | Rhomboid | Alertness (as the feat) | 10,000 gp
Vibrant purple | Prism | Stores three levels of spells, as a ring of spell storing | 36,000 gp
Iridescent | Spindle | Sustains creature without air | 18,000 gp
Pale lavender | Ellipsoid | Absorbs spells of 4th level or lower1 | 20,000 gp
Pearly white | Spindle | Regenerate 1 point of damage per hour | 20,000 gp
Pale green | Prism | +1 competence bonus on attack rolls, saves, skill checks, and ability checks | 30,000 gp
Orange | Prism | +1 caster level | 30,000 gp
Lavender and green | Ellipsoid | Absorbs spells of 8th level or lower2 | 40,000 gp
1 After absorbing twenty spell levels, the stone burns out and turns to dull gray, forever useless.
2 After absorbing fifty spell levels, the stone burns out and turns dull gray, forever useless.
Regeneration from the pearly white ioun stone works like a ring of regeneration. (It only cures damage taken while the character is using the stone.) The pale lavender and lavender and green stones work like a rod of absorption, but absorbing a spell requires a readied action, and these stones cannot be used to empower spells. Stored spells in the vibrant purple stone must be placed by a spellcaster but can be used by anyone (see ring of minor spell storing).
Moderate varied; CL 12th; Craft Wondrous Item, creator must be 12th level.
Iron Bands of Binding: When initially discovered, this very potent item appears to be a 3-inch-diameter rusty iron sphere with bandings on the globe.
When the proper command word is spoken and the spherical iron device is hurled at an opponent, the bands expand and then contract to bind the target creature on a successful ranged touch attack. A single Large or smaller creature can be captured thus and held immobile until the command word is spoken to bring the bands into spherical form again. The creature can break (and ruin) the bands with a DC 30 Strength check or escape them with a DC 30 Escape Artist check. Iron bands of binding are usable once per day.
Strong evocation; CL 13th; Craft Wondrous Item, grasping hand; Price 26,000 gp;Weight 1 lb.
Iron Flask: These special containers are typically inlaid with runes of silver and stoppered by a brass plug bearing a seal engraved with sigils, glyphs, and special symbols. When the user speaks the command word, he can force any creature from another plane into the container, provided that creature fails a DC 19 Will save. The range of this effect is 60 feet. Only one creature at a time can be so contained. Loosing the stopper frees the captured creature.
The command word can be given only once per day.
If the individual freeing the captured creature speaks the command word, the creature can be forced to serve for 1 hour. If freed without the command word, the creature acts according to its natural inclinations. (It usually attacks the user, unless it perceives a good reason not to.) Any attempt to force the same creature into the flask a second time provides it a +2 bonus on its saving throw and makes it hostile. A newly discovered bottle might contain any of the following:
d% | Contents | d% | Contents
01–50 | Empty | 89 | Demon (glabrezu)
51–54 | Large air elemental | 90 | Demon (succubus)
55–58 | Arrowhawk | 91 | Devil (osyluth)
59–62 | Large earth elemental | 92 | Devil (barbazu)
63–66 | Xorn | 93 | Devil (erinyes)
67–70 | Large fire elemental | 94 | Devil (cornugon)
71–74 | Salamander | 95 | Celestial (avoral)
75–78 | Large water elemental | 96 | Celestial (ghaele)
79–82 | Adult tojanida | 97 | Formian myrmarch
83–84 | Chaos Beast | 98 | Arrowhawk, elder
85–86 | Formian taskmaster | 99 | Rakshasa
87 | Demon (vrock) | 100 | Demon (balor) or devil (pit fiend)—equal chance for either
88 | Demon (hezrou)
Strong conjuration; CL 20th; Craft Wondrous Item, trap the soul; Price 170,000 gp (empty);Weight 1 lb.
Lantern of Revealing: This lantern operates as a normal hooded lantern. While it is lit, it also reveals all invisible creatures and objects within 25 feet of it, just like the spell invisibility purge.
Faint evocation; CL 5th; Craft Wondrous Item, invisibility purge; Price 30,000 gp;Weight 2 lb.
Lens of Detection: This circular prism enables its user to detect minute details, granting a +5 bonus on Search checks.
It also aids in following tracks, adding a +5 bonus on Survival checks when tracking. The lens is about 6 inches in diameter and set in a frame with a handle.
Moderate divination; CL 9th; Craft Wondrous Item, true seeing; Price 3,500 gp; Weight 1 lb.
Lyre of Building: If the proper chords are struck, a single use of this lyre negates any attacks made against all inanimate construction (walls, roof, floor, and so on) within 300 feet. This includes the effects of a horn of blasting, a disintegrate spell, or an attack from a ram or similar siege weapon. The lyre can be used in this way once per day, with the protection lasting for 30 minutes.
The lyre is also useful with respect to building. Once a week its strings can be strummed so as to produce chords that magically construct buildings, mines, tunnels, ditches, or whatever. The effect produced in but 30 minutes of playing is equal to the work of 100 humans laboring for three days. Each hour after the first, a character playing the lyre must make a DC 18 Perform (string instruments) check. If it fails, she must stop and cannot play the lyre again for this purpose until a week has passed.
Faint transmutation; CL 6th; Craft Wondrous Item, fabricate; Price 13,000 gp;Weight 5 lb.
Mantle of Faith: This holy garment, worn over normal clothing, grants damage reduction 5/evil to the character wearing it.
Strong abjuration [good]; CL 20th; Craft Wondrous Item, stoneskin; Price 76,000 gp.
Mantle of Spell Resistance: This garment, worn over normal clothing or armor, grants the wearer spell resistance 21.
Moderate abjuration; CL 9th; Craft Wondrous Item, spell resistance; Price 90,000 gp.
Manual of Bodily Health: This thick tome contains tips on health and fitness, but entwined within the words is a powerful magical effect. If anyone reads this book, which takes a total of 48 hours over a minimum of six days, he gains an inherent bonus of from +1 to +5 (depending on the type of manual) to his Constitution score. Once the book is read, the magic disappears from the pages and it becomes a normal book.
Strong evocation (if miracle is used); CL 17th; Craft Wondrous Item, wish or miracle; Price 27,500 gp (+1), 55,000 gp (+2), 82,500 gp (+3), 110,000 gp (+4), 137,500 gp (+5); Cost 1,250 gp + 5,100 XP (+1), 2,500 gp + 10,200 XP (+2), 3,750 gp + 15,300 XP (+3), 5,000 gp + 20,400 XP (+4), 6,250 gp + 25,500 XP (+5); Weight 5 lb.
Manual of Gainful Exercise: This thick tome contains exercise descriptions and diet suggestions, but entwined within the words is a powerful magical effect. If anyone reads this book, which takes a total of 48 hours over a minimum of six days, she gains an inherent bonus of from +1 to +5 (depending on the type of manual) to her Strength score. Once the book is read, the magic disappears from the pages and it becomes a normal book.
Strong evocation (if miracle is used); CL 17th; Craft Wondrous Item, wish or miracle; Price 27,500 gp (+1), 55,000 gp (+2), 82,500 gp (+3), 110,000 gp (+4), 137,500 gp (+5); Cost 1,250 gp + 5,100 XP (+1), 2,500 gp + 10,200 XP (+2), 3,750 gp + 15,300 XP (+3), 5,000 gp + 20,400 XP (+4), 6,250 gp + 25,500 XP (+5); Weight 5 lb.
Manual of Quickness of Action: This thick tome contains tips on coordination exercises and balance, but entwined within the words is a powerful magical effect. If anyone reads this book, which takes a total of 48 hours over a minimum of six days, he gains an inherent bonus of from +1 to +5 (depending on the type of manual) to his Dexterity score. Once the book is read, the magic disappears from the pages and it becomes a normal book.
Strong evocation (if miracle is used); CL 17th; Craft Wondrous Item, wish or miracle; Price 27,500 gp (+1), 55,000 gp (+2), 82,500 gp (+3), 110,000 gp (+4), 137,500 gp (+5); Cost 1,250 gp + 5,100 XP (+1), 2,500 gp + 10,200 XP (+2), 3,750 gp + 15,300 XP (+3), 5,000 gp + 20,400 XP (+4), 6,250 gp + 25,500 XP (+5); Weight 5 lb.
Marvelous Pigments: These magic emulsions enable their possessor to create actual, permanent objects simply by depicting their form in two dimensions. The pigments are applied by a stick tipped with bristles, hair, or fur. The emulsion flows from the application to form the desired object as the artist concentrates on the desired image. One pot of marvelous pigments is sufficient to create a 1,000-cubic-foot object by depicting it two-dimensionally over a 100-square-foot surface.
Only normal, inanimate objects can be created. Creatures can’t be created. The pigments must be applied to a surface. It takes 10 minutes and a DC 15 Craft (painting) check to depict an object with the pigments. Marvelous pigments cannot create magic items. Objects of value depicted by the pigments —precious metals, gems, jewelry, ivory, and so on— appear to be valuable but are really made of tin, lead, paste, brass, bone, and other such inexpensive materials. The user can create normal weapons, armor, and any other mundane item (including foodstuffs) whose value does not exceed 2,000 gp.
Items created are not magical; the effect is instantaneous.
Strong conjuration; CL 15th; Craft Wondrous Item, major creation; Price 4,000 gp.
Mask of the Skull: This ivory mask has been fashioned into the likeness of a human skull. Once per day, after it has been worn for at least 1 hour, the mask can be loosed to fly from the wearer’s face. It travels up to 50 feet away from the wearer and attacks a target assigned to it. The grinning skull mask makes a touch attack against the target based on the wearer’s base attack bonus. If the attack succeeds, the target must make a DC 20 Fortitude save or be struck dead, as if affected by a finger of death spell. If the target succeeds on his saving throw, he nevertheless takes 3d6+13 points of damage. After attacking (whether successful or not), the mask flies back to its user. The mask has AC 16, 10 hit points, and hardness 6.
Strong necromancy and transmutation; CL 13th; Craft Wondrous Item, animate objects, finger of death, fly; Price 22,000 gp; Weight 3 lb.
Mattock of the Titans: This digging tool is 10 feet long. Any creature of at least Huge size can use it to loosen or tumble earth or earthen ramparts (a 10-foot cube every 10 minutes). It also smashes rock (a 10-foot cube per hour). If used as a weapon, it is the equivalent of a Gargantuan +3 adamantine warhammer, dealing 4d6 points of base damage.
Strong transmutation; CL 16th; Craft Wondrous Item, Craft Magic Arms and Armor, move earth; Price 23,348 gp; Cost 13,348 gp + 800 XP; Weight 120 lb.
Maul of the Titans: This mallet is 8 feet long. If used as a weapon, it is the equivalent of a +3 greatclub and deals triple damage against inanimate objects. However, the wielder must have a Strength of at least 18 to wield it properly. Otherwise, she takes a –4 penalty on attack rolls.
Strong evocation; CL 15th; Craft Wondrous Item, Craft Magic Arms and Armor, clenched fist; Price 25,305 gp; Cost 12,305 gp + 480 XP; Weight 160 lb.
Medallion of Thoughts: This appears to be a normal pendant disk hung from a neck chain. Usually fashioned from bronze, copper, or nickel-silver, the medallion allows the wearer to read the thoughts of others, as with the spell detect thoughts.
Faint divination; CL 5th; Craft Wondrous Item, detect thoughts; Price 12,000 gp.
Mirror of Life Trapping: This crystal device is usually about 4 feet square and framed in metal or wood. It can be hung or placed on a surface and then activated by giving a command word. The same command word deactivates the mirror. A mirror of life trapping has fifteen nonspatial extradimensional compartments within it. Any creature coming within 30 feet of the device and looking at its own reflection must make a DC 23 Will save or be trapped within the mirror in one of the cells. A creature not aware of the nature of the device always sees its own reflection. The probability of a creature seeing its reflection, and thus needing to make the saving throw, drops to 50% if the creature is aware that the mirror traps life and seeks to avoid looking at it (treat as a gaze attack).
When a creature is trapped, it is taken bodily into the mirror. Size is not a factor, but constructs and undead are not trapped, nor are inanimate objects and other nonliving matter. A victim’s equipment (including clothing and anything being carried) remains behind. If the mirror’s owner knows the right command word, he can call the reflection of any creature trapped within to its surface and engage his powerless prisoner in conversation. Another command word frees the trapped creature. Each pair of command words is specific to each prisoner.
If the mirror’s capacity is exceeded, one victim (determined randomly) is set free in order to accommodate the latest one. If the mirror is broken, all victims currently trapped in it are freed.
Strong abjuration; CL 17th; Craft Wondrous Item, imprisonment; Price 200,000 gp;Weight 50 lb.
Mirror of Mental Prowess: This mirror resembles an ordinary looking glass 5 feet tall by 2 feet wide. The possessor who knows the proper commands can cause it to perform as follows.
• Read the thoughts of any creature reflected therein, as long as the owner is within 25 feet of the mirror, even if those thoughts are in an unknown language.
• View other places as if with clairvoyance, but vision extends even onto other planes if the viewer is sufficiently familiar with them.
• Use it as a portal to visit other places. The user first views the place with the clairvoyance function, then steps through the mirror to the place pictured. Others can follow her through the mirror if they like. An invisible portal remains on the other side where she arrives, and she can return through that portal. Once she returns, the portal closes. The portal closes on its own after 24 hours (trapping the user if she’s still in the other place), and the user can also close it with a command word. Creatures with Intelligence of 12 or higher might notice the portal just as they might notice a magical sensor from a scrying spell. Any creature who steps through the portal appears in front of the mirror.
• Once per week the mirror accurately answers one short question regarding a creature whose image is shown on its surface (giving answers similar to those from the legend lore spell).
Strong conjuration and divination; CL 17th; Craft Wondrous Item, detect thoughts, clairaudience/clairvoyance, gate, legend lore; Price 175,000 gp; Weight 40 lb.
Mirror of Opposition: This item resembles a normal mirror about 4 feet long and 3 feet wide. It can be hung or placed on a surface and then activated by speaking a command word. The same command word deactivates the mirror. If a creature sees its reflection in the mirror’s surface, an exact duplicate of that creature comes into being. This opposite immediately attacks the original. The duplicate has all the possessions and powers of its original (including magic). Upon the defeat or destruction of either the duplicate or the original, the duplicate and her items disappear completely. The mirror functions up to four times per day.
Strong necromancy; CL 15th; Craft Wondrous Item, clone; Price 92,000 gp;Weight 45 lb.
Necklace of Adaptation: This necklace is a heavy chain with a platinum medallion. The magic of the necklace wraps the wearer in a shell of fresh air, making him immune to all harmful vapors and gases (such as cloudkill and stinking cloud effects, as well as inhaled poisons) and allowing him to breathe, even underwater or in a vacuum.
Moderate transmutation; CL 7th; Craft Wondrous Item, alter self; Price 9,000 gp.
Necklace of Fireballs: This device appears to be nothing but beads on a string, sometimes with the ends tied together to form a necklace. (It does not count as an item worn around the neck for the purpose of determining which of a character’s worn magic items is effective.) If a character holds it, however, all can see the strand as it really is—a golden chain from which hang a number of golden spheres. The spheres are detachable by the wearer (and only by the wearer), who can easily hurl one of them up to 70 feet. When a sphere arrives at the end of its trajectory, it detonates as a fireball spell (Reflex DC 14 half ).
Spheres come in different strengths, ranging from those that deal 2d6 points of fire damage to those that deal 10d6. The market price of a sphere is 150 gp for each die of damage it deals.
Each necklace of fireballs contains a combination of spheres of various strengths. Some traditional combinations, designated types I through VII, are detailed below.
Necklace | 10d6 | 9d6 | 8d6 | 7d6 | 6d6 | 5d6 | 4d6 | 3d6 | 2d6 | Market Price
Type I | — | — | — | — | — | 1 | — | 2 | — | 1,650 gp
Type II | — | — | — | — | 1 | — | 2 | — | 2 | 2,700 gp
Type III | — | — | — | 1 | — | 2 | — | 4 | — | 4,350 gp
Type IV | — | — | 1 | — | 2 | — | 2 | — | 4 | 5,400 gp
Type V | — | 1 | — | 2 | — | 2 | — | 2 | — | 5,850 gp
Type VI | 1 | — | 2 | — | 2 | — | 4 | — | — | 8,100 gp
Type VII | 1 | 2 | — | 2 | — | 2 | — | 2 | — | 8,700 gp
If the necklace is being worn or carried by a character who fails her saving throw against a magical fire attack, the item must make a saving throw as well (with a save bonus of +7). If the necklace fails to save, all its remaining spheres detonate simultaneously, often with regrettable consequences for the wearer.
Moderate evocation; CL 10th; Craft Wondrous Item, fireball.
Orb of Storms: This glass sphere is 8 inches in diameter. The possessor can call forth all manner of weather, even supernaturally destructive storms. Once per day she can call upon the orb to use a control weather spell, Once per month, she can conjure a storm of vengeance. The possessor of the orb is continually protected by an endure elements effect.
Strong varied; CL 18th; Craft Wondrous Item, control weather, endure elements, storm of vengeance; Price 48,000 gp;Weight 6 lb.
Pearl of Power: This seemingly normal pearl of average size and luster is a potent aid to all spellcasters who prepare spells (clerics, druids, rangers, paladins, and wizards). Once per day on command, a pearl of power enables the possessor to recall any one spell that she had prepared and then cast. The spell is then prepared again, just as if it had not been cast. The spell must be of a particular level, depending on the pearl. Different pearls exist for recalling one spell per day of each level from 1st through 9th and for the recall of two spells per day (each of a different level, 6th or lower).
Strong transmutation; CL 17th; Craft Wondrous Item, creator must be able to cast spells of the spell level to be recalled; Price 1,000 gp (1st), 4,000 gp (2nd), 9,000 gp (3rd), 16,000 gp (4th), 25,000 gp (5th), 36,000 gp (6th), 49,000 gp (7th), 64,000 gp (8th), 81,000 gp (9th), or 70,000 gp (two spells).
Pearl of the Sirines: This normal-seeming pearl is beautiful and worth at least 1,000 gp on that basis alone. If it is clasped firmly in hand or held to the breast while the possessor attempts actions related to the pearl’s powers, she understands and is able to employ the item.
The pearl enables its possessor to breathe in water as if she were in clean, fresh air. Her swim speed is 60 feet, and she can cast spells and act underwater without hindrance.
Moderate abjuration and transmutation; CL 8th; Craft Wondrous Item, freedom of movement, water breathing; Price 15,300 gp.
Periapt of Health: The wearer of this blue gem on a silver chain is immune to disease, including supernatural diseases.
Faint conjuration; CL 5th; Craft Wondrous Item, remove disease; Price 7,500 gp.
Periapt of Proof against Poison: This item is a brilliant-cut black gem on a delicate silver chain. The wearer is immune to poison, although poisons still active when the periapt is first donned still run their course.
Faint conjuration; CL 5th; Craft Wondrous Item, neutralize poison; Price 27,000 gp.
Periapt of Wisdom: Although it appears to be a normal pearl on a light chain, a periapt of wisdom actually increases the possessor’s Wisdom score in the form of an enhancement bonus of +2, +4, or +6 (depending on the individual item).
Moderate transmutation; CL 8th; Craft Wondrous Item, owl’s wisdom; Price 4,000 gp (+2), 16,000 gp (+4), 36,000 gp (+6).
Periapt of Wound Closure: This stone is bright red and dangles on a gold chain. The wearer of this periapt automatically becomes stable if his hit points drop to between –1 and –9 inclusive. The periapt doubles the wearer’s normal rate of healing or allows normal healing of wounds that would not do so normally. Hit point damage that involves bleeding is negated for the wearer of the periapt, but he is still susceptible to damage from bleeding that causes Constitution loss, such as that dealt by a wounding weapon.
Moderate conjuration; CL 10th; Craft Wondrous Item, heal; Price 15,000 gp.
Phylactery of Faithfulness: This item is a small box containing religious scripture affixed to a leather cord and tied around the forehead. There is no mundane way to determine what function this religious item performs until it is worn. The wearer of a phylactery of faithfulness is aware of any action or item that could adversely affect his alignment and his standing with his deity, including magical effects. He acquires this information prior to performing such an action or becoming associated with such an item if he takes a moment to contemplate the act.
Faint divination; CL 1st; Craft Wondrous Item, detect chaos, detect evil, detect good, detect law; Price 1,000 gp.
Phylactery of Undead Turning: This item is a boon to any character able to turn undead, allowing him to do so as if his class level were four levels higher than it actually is.
Moderate necromancy [good]; CL 10th; Craft Wondrous Item, 10th-level cleric; Price 11,000 gp.
Pipes of Haunting: This magic item appears to be a small set of pan pipes. When played by a person who succeeds on a DC 15 Perform (wind instruments) check, the pipes create an eerie, spellbinding tune. Those within 30 feet who hear the tune must succeed on a DC 13 Will save or become frightened for 4 rounds. Creatures with 6 or more Hit Dice are unaffected. Pipes of haunting can be sounded twice a day.
Faint necromancy; CL 4th; Craft Wondrous Item, scare; Price 6,000 gp;Weight 3 lb.
Pipes of Pain: These appear to be like any other standard set of pipes with nothing to reveal their true nature. When played by someone who succeeds on a DC 15 Perform (wind instruments) check, the pipes create a wondrous melody. All within 30 feet must make a DC 14 Will save or be fascinated by the sound. (This is a mind-affecting sonic compulsion.)
As soon as the piping stops, all those affected are stricken by intense pain at even the slightest noise. Unless a character is in a totally silent area, she takes 1d4 points of damage per round for 2d4 rounds. During this time, damage from sonic attacks is doubled. Thereafter, the least noise causes an affected character to become shaken (except when she is in a totally silent area). This hypersensitivity is a curse and therefore hard to remove (see the bestow curse spell).
Faint enchantment and evocation; CL 6th; Craft Wondrous Item, creator must have the bardic music class feature, sound burst; Price 12,000 gp;Weight 3 lb.
Pipes of the Sewers: These wooden pipes appear ordinary, but if the possessor learns the proper tune, he can attract 1d3 rat swarms if rats are within 400 feet. For each 50-foot distance the rats have to travel, there is a 1-round delay. The piper must continue playing until the rats appear, and when they do so, the piper must make a DC 10 Perform (wind instruments) check. Success means that they obey the piper’s telepathic commands so long as he continues to play. Failure indicates that they turn on the piper. If for any reason the piper ceases playing, the rats leave immediately. If they are called again within a day, the Perform check DC is 15.
If the rats are under the control of another creature, add the HD of the controller to the Perform check DC. Once control is assumed, another check is required each round to maintain it if the other creature is actively seeking to reassert its control.
Faint conjuration; CL 2nd; Craft Wondrous Item, charm animal, summon nature’s ally I, wild empathy ability; Price 1,150 gp;Weight 3 lb.
Pipes of Sounding: When played by a character who has the Perform (wind instruments) skill, these pipes create a variety of sounds. The figment sounds are the equivalent of ghost sound (caster level 2nd).
Faint illusion; CL 2nd; Craft Wondrous Item, ghost sound; Price 1,800 gp;Weight 3 lb.
Portable Hole: A portable hole is a circle of cloth spun from the webs of a phase spider interwoven with strands of ether and beams of starlight. When opened fully, a portable hole is 6 feet in diameter, but it can be folded up to be as small as a pocket handkerchief. When spread upon any surface, it causes an extradimensional space 10 feet deep to come into being. This hole can be picked up from inside or out by simply taking hold of the edges of the cloth and folding it up. Either way, the entrance disappears, but anything inside the hole remains.
The only air in the hole is that which enters when the hole is opened. It contains enough air to supply one Medium creature or two Small creatures for 10 minutes. The cloth does not accumulate weight even if its hole is filled. Each portable hole opens on its own particular nondimensional space. If a bag of holding is placed within a portable hole, a rift to the Astral Plane is torn in that place. Both the bag and the cloth are sucked into the void and forever lost. If a portable hole is placed within a bag of holding, it opens a gate to the Astral Plane. The hole, the bag, and any creatures within a 10-foot radius are drawn there, the portable hole and bag of holding being destroyed in the process.
Moderate conjuration; CL 12th; Craft Wondrous Item, plane shift; Price 20,000 gp.
Restorative Ointment: A jar of this unguent is 3 inches in diameter and 1 inch deep and contains five applications. Placed upon a poisoned wound or swallowed, the ointment detoxifies any poison (as neutralize poison). Applied to a diseased area, it removes disease (as remove disease). Rubbed on a wound, the ointment cures 1d8+5 points of damage (as cure light wounds).
Faint conjuration; CL 5th;Craft Wondrous Item, cure light wounds, neutralize poison, remove disease; Price 4,000 gp;Weight 1/2 lb.
Ring Gates: These always come in pairs—two iron rings, each about 18 inches in diameter. The rings must be on the same plane of existence and within 100 miles of each other to function. Whatever is put through one ring comes out the other, and up to 100 pounds of material can be transferred each day. (Objects only partially pushed through and then retracted do not count.) This useful device allows for instantaneous transport of items or messages, and even attacks. A character can reach through to grab things near the other ring, or even stab a weapon through if so desired. Alternatively, a character could stick his head through to look around. A spellcaster could even cast a spell through a ring gate. A Small character can make a DC 13 Escape Artist check to slip through. Creatures of Tiny, Diminutive, or Fine size can pass through easily. Each ring has a “entry side” and an “exit side,” both marked with appropriate symbols.
Strong conjuration; CL 17th; Craft Wondrous Item, gate; Price 40,000 gp;Weight 1 lb. each.
Robe of the Archmagi: This normal-appearing garment can be white (01–45 on d%, good alignment), gray (46–75, neither good nor evil alignment), or black (76–100, evil alignment). Its wearer, if an arcane spellcaster, gains the following powers.
• +5 armor bonus to AC.
• Spell resistance 18.
• +4 resistance bonus on all saving throws.
• +2 enhancement bonus on caster level checks made to overcome spell resistance.
If a white robe is donned by an evil character, she immediately gains three negative levels. The reverse is true with respect to a black robe donned by a good character. An evil or good character who puts on a gray robe, or a neutral character who dons either a white or black robe, gains two negative levels. While these negative levels never result in lost levels, they remain as long as the garment is worn and cannot be overcome in any way (including restoration spells).
Strong varied; CL 14th; Craft Wondrous Item, antimagic field, mage armor or shield of faith, creator must be of same alignment as robe; Price 75,000 gp;Weight 1 lb.
Robe of Blending: When this robe is put on, the wearer intuitively knows that the garment has very special properties. A robe of blending enables its wearer to appear to be part of his surroundings. This allows him a +10 competence bonus on Hide checks. The wearer can adopt the appearance of another creature, as with the disguise self spell, at will. All creatures acquainted with and friendly to the wearer see him normally.
Moderate illusion; CL 10th; Craft Wondrous Item, disguise self; Price 30,000 gp;Weight 1 lb.
Robe of Bones: This handy item functions much like a robe of useful items for the serious necromancer. It appears to be an unremarkable robe, but a character who dons it notes that it is adorned with small embroidered figures representing undead creatures. Only the wearer of the robe can see the embroidery and recognize them for the creatures they become, and detach them. One figure can be detached each round. Detaching a figure causes it to become an actual undead creature (see the list below). The skeleton or zombie is not under the control of the wearer of the robe, but may be subsequently commanded, rebuked, turned, or destroyed. A newly created robe of bones always has two embroidered figures of each of the following undead:
• Small goblin skeleton
• Medium human commoner skeleton
• Medium wolf skeleton
• Small goblin zombie
• Medium human commoner zombie
• Medium wolf zombie
Moderate necromancy [evil]; CL 6th; Craft Wondrous Item, animate dead; Price 2,400 gp; Weight 1 lb.
Robe of Eyes: This valuable garment appears to be a normal robe until it is put on. Its wearer is able to see in all directions at the same moment due to scores of visible, magical eyelike patterns that adorn the robe. She also gains 120-foot darkvision.
The robe of eyes sees all forms of invisible or ethereal things within 120 feet.
The wearer of a robe of eyes gains a +10 competence bonus on Search checks and Spot checks. She retains her Dexterity bonus to AC even when flat-footed, and she can’t be flanked. However, she is not able to avert her eyes or close her eyes when confronted by a creature with a gaze attack.
A light or continual flame spell cast directly on a robe of eyes causes it to be blinded for 1d3 minutes. A daylight spell blinds it for 2d4 minutes.
Moderate divination; CL 11th; Craft Wondrous Item, true seeing; Price 120,000 gp;Weight 1 lb.
Robe of Scintillating Colors: The wearer of this robe can cause the garment to display a shifting pattern of incredible hues, color after color cascading from the upper part of the robe to the hem in sparkling rainbows of dazzling light. The colors daze those near the wearer, conceal the wearer, and illuminate the surroundings. It takes 1 full round after the wearer speaks the command word for the colors to start flowing on the robe. The colors create the equivalent of a gaze attack with a 30-foot range. Those who look at the wearer are dazed for 1d4+1 rounds (Will DC 16 negates). This is a mind-affecting pattern effect.
Every round of continuous scintillation of the robe gives the wearer better concealment. The miss chance on attacks against the wearer starts at 10% and increases by 10% each round until it reaches 50% (total concealment).
The robe illuminates a 30-foot radius continuously.
The effect can be used no more than a total of 10 rounds per day.
Moderate illusion; CL 11th; Craft Wondrous Item, blur, rainbow pattern; Price 27,000 gp;Weight 1 lb.
Robe of Stars: This garment is typically black or dark blue and embroidered with small white or silver stars. The robe has three magical powers.
• It enables its wearer to travel physically to the Astral Plane, along with all that she is wearing or carrying.
• It gives its wearer a +1 luck bonus on all saving throws.
• Its wearer can use up to six of the embroidered stars on the chest portion of the robe as +5 shuriken. The robe grants its wearer proficiency with such weapons. Each shuriken disappears after it is used.
Strong varied; CL 15th; Craft Wondrous Item, magic missile, astral projection or plane shift; Price 58,000 gp; Weight 1 lb.
Robe of Useful Items: This appears to be an unremarkable robe, but a character who dons it notes that it is adorned with small cloth patches of various shapes. Only the wearer of the robe can see these patches, recognize them for what items they become, and detach them. One patch can be detached each round. Detaching a patch causes it to become an actual item, as indicated below. A newly created robe of useful items always has two each of the following patches:
• Dagger
• Bullseye lantern (filled and lit)
• Mirror (a highly polished 2-foot-by-4-foot steel mirror)
• Pole (10-foot length)
• Hempen rope (50-foot coil)
• Sack
In addition, the robe has several other patches. Roll 4d4 for the number of other patches and then roll for each patch on the table below to determine its nature.
d% | Result
01–08 | Bag of 100 gold pieces
09–15 | Coffer, silver (6 in. by 6 in. by 1 ft.), 500 gp value
16–22 | Door, iron (up to 10 ft. wide and 10 ft. high and barred on one side—must be placed upright, attaches and hinges itself)
23–30 | Gems, 10 (100 gp value each)
31–44 | Ladder, wooden (24 ft. long)
45–51 | Mule (with saddle bags)
52–59 | Pit, open (10 ft. by 10 ft. by 10 ft.)
60–68 | Potion of cure serious wounds
69–75 | Rowboat (12 ft. long)
76–83 | Minor scroll of one randomly determined spell
84–90 | War dogs, pair (treat as riding dogs)
91–96 | Window (2 ft. by 4 ft., up to 2 ft. deep)
97–100 | Portable ram
Multiple items of the same kind are permissible. Once removed, a patch cannot be replaced.
Moderate transmutation; CL 9th; Craft Wondrous Item, fabricate; Price 7,000 gp;Weight 1 lb.
Rope of Climbing: A 60-foot-long rope of climbing is no thicker than a wand, but it is strong enough to support 3,000 pounds. Upon command, the rope snakes forward, upward, downward, or in any other direction at 10 feet per round, attaching itself securely wherever its owner desires. It can unfasten itself and return in the same manner.
A rope of climbing can be commanded to knot or unknot itself. This causes large knots to appear at 1-foot intervals along the rope. Knotting shortens the rope to a 50-foot length until the knots are untied but lowers the DC of Climb checks while using it by 10. A creature must hold one end of the rope when its magic is invoked.
Faint transmutation; CL 3rd; Craft Wondrous Item, animate rope; Price 3,000 gp;Weight 3 lb.
Rope of Entanglement: A rope of entanglement looks just like any other hempen rope about 30 feet long. Upon command, the rope lashes forward 20 feet or upward 10 feet to entangle a victim. An entangled creature can break free with a DC 20 Strength check or a DC 20 Escape Artist check.
The rope has AC 22, 12 hit points, and hardness 10, and it has damage reduction 5/slashing as well. The rope repairs damage to itself at a rate of 1 point per 5 minutes, but if a rope of entanglement is severed (all 12 hit points lost to damage), it is destroyed.
Moderate transmutation; CL 12th; Craft Wondrous Item, animate objects, animate rope, entangle; Price 21,000 gp; Weight 5 lb.
Salve of Slipperiness: This substance provides a +20 competence bonus on all Escape Artist checks, meaning that it is almost impossible to grapple such a character or to tie or chain him up. In addition, such obstructions as webs (magical or otherwise) do not affect an anointed individual. Magic ropes and the like do not avail against this salve. If it is smeared on a floor or on steps, the area should be treated as a long-lasting grease spell. The salve requires 8 hours to wear off normally, or it can be wiped off with an alcohol solution (even wine).
Salve of slipperiness is needed to coat the inside of a container that is meant to hold sovereign glue (see below).
Faint conjuration; CL 6th; Craft Wondrous Item, grease; Price 1,000 gp.
Scabbard of Keen Edges: This scabbard is fashioned from cured leather and fine silver. It can shrink or enlarge to accommodate any knife, dagger, sword, or similar weapon up to and including a greatsword. Up to three times per day on command, the scabbard casts keen edge on any blade placed within it.
Faint transmutation; CL 5th; Craft Wondrous Item, keen edge; Price 16,000 gp;Weight 1 lb.
Scarab of Protection: This device appears to be a silver medallion in the shape of a beetle. If it is held for 1 round, an inscription appears on its surface letting the holder know that it is a protective device.
The scarab’s possessor gains spell resistance 20. The scarab can also absorb energy-draining attacks, death effects, and negative energy effects. Upon absorbing twelve such attacks, the scarab turns to powder and is destroyed.
Strong abjuration and necromancy; CL 18th; Craft Wondrous Item, death ward, spell resistance; Price 38,000 gp.
Scarab, Golembane: This beetle-shaped pin enables its wearer to detect any golem within 60 feet, although he must concentrate (a standard action) in order for the detection to take place. A scarab enables its possessor to combat golems with weapons, unarmed attacks, or natural weapons as if those golems had no damage reduction.
Moderate divination; CL 8th; Craft Wondrous Item, detect magic, creator must be at least 10th level; Price 2,500 gp.
Shrouds of Disintegration: These burial wrappings look to be made of fine, embroidered materials. When a body is placed inside, a command word will turn it to dust. The magic of the shrouds is usable only once, after which the wrappings become ordinary, fine cloth.
Strong transmutation; CL 15th; Craft Wondrous Item, disintegrate; Price 6,600 gp; Weight 10 lb.
Silversheen: This substance can be applied to a weapon as a standard action. It will give the weapon the properties of alchemical silver for 1 hour, replacing the properties of any other special material it might have. One vial will coat a single melee weapon or 20 units of ammunition.
Faint transmutation; CL 5th; Craft Wondrous Item; Price 250 gp.
Slippers of Spider Climbing: When worn, a pair of these slippers enable movement on vertical surfaces or even upside down along ceilings, leaving the wearer’s hands free. Her speed is 20 feet. Severely slippery surfaces—icy, oiled, or greased surfaces— make these slippers useless. The slippers can be used for 10 minutes per day, split up as the wearer chooses.
Faint transmutation; CL 4th; Craft Wondrous Item, spider climb; Price 4,800 gp;Weight 1/2 lb.
Sovereign Glue: This pale amber substance is thick and viscous. Because of its particular powers, it can be contained only in a flask whose inside has been coated with 1 ounce of salve of slipperiness, and each time any of the bonding agent is poured from the flask, a new application of the salve of slipperiness must be put in the flask within 1 round to prevent the remaining glue from adhering to the side of the container. A flask of sovereign glue, when found, holds anywhere from 1 to 7 ounces of the stuff (1d8–1, minimum 1), with the other ounce of the flask’s capacity taken up by the salve of slipperiness. One ounce of this adhesive covers 1 square foot of surface, bonding virtually any two substances together in a permanent union. The glue takes 1 round to set. If the objects are pulled apart (a move action) before that time has elapsed, that application of the glue loses its stickiness and is worthless. If the glue is allowed to set, then attempting to separate the two bonded objects has no effect, except when universal solvent is applied to the bond. (Sovereign glue is dissolved by universal solvent.)
Strong transmutation; CL 20th; Craft Wondrous Item, make whole; Price 2,400 gp (per ounce).
Stone of Alarm: This stone cube, when given the command word, affixes itself to any object. If that object is touched thereafter by anyone who does not first speak that same command word, the stone emits a piercing screech for 1 hour that can be heard up to a quarter-mile away (assuming no intervening barriers).
Faint abjuration; CL 3rd; Craft Wondrous Item, alarm; Price 2,700 gp;Weight 2 lb.
Stone of Controlling Earth Elementals: A stone of this nature is typically an oddly shaped bit of roughly polished rock.
The possessor of such a stone need but utter a few words of summoning, and a Huge earth elemental comes to the summoner. The summoning words require 1 full round to speak, and in all ways the stone functions as the summon monster VII spell. (If sand or rough, unhewn stone is the summoning medium, the elemental that comes is Large instead, and the stone functions as the summon monster VI spell.) The elemental appears in 1d4 rounds. Only one elemental can be summoned at a time. A new elemental requires a new patch of earth or stone, which cannot be accessed until after the first elemental disappears (is dispelled, dismissed, or slain).
Strong conjuration; CL 13th; Craft Wondrous Item, summon monster VI, summon monster VII; Price 100,000 gp;Weight 5 lb.
Stone of Good Luck (Luckstone): This stone is typically a bit of rough polished agate or some similar mineral. Its possessor gains a +1 luck bonus on saving throws, ability checks, and skill checks.
Faint evocation; CL 5th; Craft Wondrous Item, divine favor; Price 20,000 gp.
Stone Horse: Each item of this nature appears to be a fullsized, roughly hewn statue of a horse, carved from some type of hard stone. A command word brings the steed to life, enabling it to carry a burden and even to attack as if it were a real horse of the appropriate kind.
A stone horse can carry 1,000 pounds tirelessly and never needs to rest or feed. Damage dealt to it can be repaired by first using a stone to flesh spell, thus causing the stone horse to become a normal horse that can be healed normally. When fully healed, it automatically reverts to its stone form. While in its stone form, it can be fed gems, healing 1 point of damage for each 50 gp worth of mineral it is given.
There are two sorts of stone horses.
Courser: This item has the statistics of a heavy horse as well as having hardness 10.
Destrier: This item has the statistics of a heavy warhorse as well as having hardness 10.
Strong transmutation; CL 14th; Craft Wondrous Item, flesh to stone, animate objects; Price 10,000 gp (courser) or 14,800 gp (destrier);Weight 6,000 lb.
Stone Salve: This ointment has two uses. If an ounce of it is applied to the flesh of a petrified creature, it returns the creature to flesh as the stone to flesh spell. If an ounce of it is applied to the flesh of a nonpetrified creature, it protects the creature as a stoneskin spell.
Strong abjuration and transmutation; CL 13th; Craft Wondrous Item, flesh to stone, stoneskin; Price 4,000 gp per ounce.
Strand of Prayer Beads: This item appears to be a normal string of prayer beads until the owner casts a divine spell. Once that occurs, the owner instantly knows the powers of the prayer beads and how to activate them. Each strand includes two or more special beads, each with a different magic power.
Special Bead Type | Special Bead Ability
Bead of blessing | Wearer can cast bless.
Bead of healing | Wearer can cast his choice of cure serious wounds, remove blindness/deafness, or remove disease.
Bead of karma | Wearer casts his spells at +4 caster level. Effect lasts 10 minutes.
Bead of smiting | Wearer can cast chaos hammer, holy smite, order’s wrath, or unholy blight (Will DC 17 partial).
Bead of summons | Summons a powerful creature of appropriate alignment from the Outer Planes (an angel, devil, etc.) to aid the wearer for one day. (If the wearer uses the bead of summons to summon a deity’s emissary frivolously, the deity takes that character’s items and places a geas upon him as punishment in the very least.)
Bead of wind walking | Wearer can cast wind walk.
A lesser strand of prayer beads has a bead of blessing and a bead of healing. A strand of prayer beads has a bead of healing, a bead of karma, and a bead of smiting. A greater strand of prayer beads has a bead of healing, a bead of karma, a bead of summons, and a bead of wind walking.
Each special bead can be used once per day, except for the bead of summons, which works only once and then becomes nonmagical. The beads of blessing, smiting, and wind walking function as spell trigger items; the beads of karma and summons can be activated by any character capable of casting divine spells. The owner need not hold or wear the strand of prayer beads in any specific location, as long as he carries it somewhere on his person.
The power of a special bead is lost if it is removed from the strand. Reduce the price of a strand of prayer beads that is missing one or more beads by the following amounts: bead of blessing –600 gp, bead of healing –9,000 gp, bead of karma –20,000 gp, bead of smiting –16,800 gp, bead of summons –20,000 gp, bead of wind walking –46,800 gp.
Faint, moderate or strong (many schools); CL 1st (blessing), 5th (healing), 7th (smiting), 9th (karma), 11th (wind walking), 17th (summons); Craft Wondrous Items and one of the following spells per bead, as appropriate: bless (blessing); cure serious wounds, remove blindness/ deafness, or remove disease (healing); righteous might (karma); gate (summons); chaos hammer, holy smite, order’s wrath, or unholy blight (smiting), wind walk (wind walking); Price 9,600 gp (lesser), 25,800 gp (standard), 95,800 gp (greater).
Sustaining Spoon: This unremarkable eating utensil is typically fashioned from horn. If the spoon is placed in an empty container the vessel fills with a thick, pasty gruel. Although this substance has a flavor similar to that of warm, wet cardboard, it is highly nourishing and contains everything necessary to sustain any herbivorous, omnivorous, or carnivorous creature. The spoon can produce sufficient gruel each day to feed up to four humans.
Faint conjuration; CL 5th; Craft Wondrous Item, create food and water; Price 5,400 gp.
Tome of Clear Thought: This heavy book contains instruction on improving memory and logic, but entwined within the words is a powerful magical effect. If anyone reads this book, which takes a total of 48 hours over a minimum of six days, she gains an inherent bonus of from +1 to +5 (depending on the type of tome) to her Intelligence score. Once the book is read, the magic disappears from the pages and it becomes a normal book. Because the tome of clear thought provides an inherent bonus, the reader will earn extra skill points when she attains a new level.
Strong evocation (if miracle is used); CL 17th; Craft Wondrous Item, miracle or wish; Price 27,500 gp (+1), 55,000 gp (+2), 82,500 gp (+3), 110,000 gp (+4), 137,500 gp (+5); Cost 1,250 gp + 5,100 XP (+1), 2,500 gp + 10,200 XP (+2), 3,750 gp + 15,300 XP (+3), 5,000 gp + 20,400 XP (+4), 6,250 gp + 25,500 XP (+5); Weight 5 lb.
Tome of Leadership and Influence: This ponderous book details suggestions for persuading and inspiring others, but entwined within the words is a powerful magical effect. If anyone reads this book, which takes a total of 48 hours over a minimum of six days, he gains an inherent bonus of from +1 to +5 (depending on the type of tome) to his Charisma score. Once the book is read, the magic disappears from the pages and it becomes a normal book.
Strong evocation (if miracle is used); CL 17th; Craft Wondrous Item, miracle or wish; Price 27,500 gp (+1), 55,000 gp (+2), 82,500 gp (+3), 110,000 gp (+4), 137,500 gp (+5); Cost 1,250 gp + 5,100 XP (+1), 2,500 gp + 10,200 XP (+2), 3,750 gp + 15,300 XP (+3), 5,000 gp + 20,400 XP (+4), 6,250 gp + 25,500 XP (+5); Weight 5 lb.
Tome of Understanding: This thick book contains tips for improving instinct and perception, but entwined within the words is a powerful magical effect. If anyone reads this book, which takes a total of 48 hours over a minimum of six days, she gains an inherent bonus of from +1 to +5 (depending on the type of tome) to her Wisdom score. Once the book is read, the magic disappears from the pages and it becomes a normal book.
Strong evocation (if miracle is used); CL 17th; Craft Wondrous Item, miracle or wish; Price 27,500 gp (+1), 55,000 gp (+2), 82,500 gp (+3), 110,000 gp (+4), 137,500 gp (+5); Cost 1,250 gp + 5,100 XP (+1), 2,500 gp + 10,200 XP (+2), 3,750 gp + 15,300 XP (+3), 5,000 gp + 20,400 XP (+4), 6,250 gp + 25,500 XP (+5); Weight 5 lb.
Unguent of Timelessness: When applied to any matter that was once alive this ointment allows that substance to resist the passage of time. Each year of actual time affects the substance as if only a day had passed. The coated object gains a +1 resistance bonus on all saving throws. The unguent never wears off, although it can be magically removed (by dispelling the effect, for instance). One flask contains enough material to coat eight Medium or smaller objects. A Large object counts as two Medium objects, and a Huge object counts as two Large objects.
Faint transmutation; CL 3rd; Prerequisite: Craft Wondrous Item; Price 150 gp.
Universal Solvent: This substance has the unique property of being able to dissolve sovereign glue and tanglefoot bags. Applying the solvent is a standard action.
Strong transmutation; CL 20th; Craft Wondrous Item, disintegrate; Price 50 gp.
Vest of Escape: Hidden within secret pockets of this simple silk vest are lockpicks that provide a +4 competence bonus on Open Lock checks. The vest also grants its wearer a +6 competence bonus on Escape Artist checks.
Faint conjuration and transmutation; CL 4th; Craft Wondrous Item, knock, grease; Price 5,200 gp.
Vestment, Druid’s: This light garment is worn over normal clothing or armor. Most such vestments are green, embroidered with plant or animal motifs. When this item is worn by a character with the wild shape ability, the character can use that ability one additional time each day.
Moderate transmutation; CL 10th; Craft Wondrous Item, polymorph or wild shape ability; Price 10,000 gp.
Well of Many Worlds: This strange, interdimensional device looks just like a portable hole. Anything placed within it is immediately cast to another world—a parallel world, another planet, or a different plane (chosen randomly). If the well is moved, the random factor again comes into play. It can be picked up, folded, or rolled, just as a portable hole can be. Objects from the world the well touches can come through the opening just as easily as from the initiating place. (It is a two-way portal.)
Strong conjuration; CL 17th; Craft Wondrous Item, gate; Price 82,000 gp.
Wind Fan: A wind fan appears to be nothing more than a wood and papyrus or cloth instrument with which to create a cooling breeze. By uttering the command word, its possessor causes the fan to generate air movement duplicating a gust of wind spell. The fan can be used once per day with no risk. If it is used more frequently, there is a 20% cumulative chance per usage during that day that the device tears into useless, nonmagical tatters.
Faint evocation; CL 5th; Craft Wondrous Item, gust of wind; Price 5,500 gp.
Wings of Flying: A pair of these wings might appear to be nothing more than a plain cloak of old, black cloth, or they could be as elegant as a long cape of blue feathers. When the wearer speaks the command word, the cloak turns into a pair of bat or bird wings that empower her to fly with a speed of 60 feet (good maneuverability).
Moderate transmutation; CL 10th; Craft Wondrous Item, fly; Price 54,000 gp;Weight 2 lb.


Intelligent Items, Cursed Items, and Artifacts

MAGIC ITEMS VI (INTELLIGENT, CURSED, & ARTIFACTS)

INTELLIGENT ITEMS

Magic items sometimes have intelligence of their own. Magically imbued with sentience, these items think and feel the same way characters do and should be treated as NPCs. Intelligent items have extra abilities and sometimes extraordinary powers and special purposes. Only permanent magic items (as opposed to single-use items or those with charges) can be intelligent. (This means that potions, scrolls, and wands, among other items, are never intelligent.) In general, less than 1% of magic items have intelligence.
Intelligent items can actually be considered creatures because they have Intelligence, Wisdom, and Charisma scores. Treat them as constructs. Intelligent items often have the ability to illuminate their surroundings at will (as magic weapons do); many cannot see otherwise.
Unlike most magic items, intelligent items can activate their own powers without waiting for a command word from their owner. Intelligent items act during their owner’s turn in the initiative order.

INTELLIGENT ITEM ALIGNMENT
Any item with intelligence has an alignment. Note that intelligent weapons already have alignments, either stated or by implication. If you’re generating a random intelligent weapon, that weapon’s alignment must fit with any alignment-oriented special abilities it has.
Any character whose alignment does not correspond to that of the item (except as noted by the asterisks on the table) gains one negative level if he or she so much as picks up the item. Although this negative level never results in actual level loss, it remains as long as the item is in hand and cannot be overcome in any way (including restoration spells). This negative level is cumulative with any other penalties the item might already place on inappropriate wielders. Items with Ego scores (see below) of 20 to 29 bestow two negative levels. Items with Ego scores of 30 or higher bestow three negative levels.
Intelligent Item Alignment
d% | Alignment of Item
01–05 | Chaotic good
06–15 | Chaotic neutral*
16–20 | Chaotic evil
21–25 | Neutral evil*
26–30 | Lawful evil
31–55 | Lawful good
56–60 | Lawful neutral*
61–80 | Neutral good*
81–100 | Neutral
* The item can also be used by any character whose alignment corresponds to the nonneutral portion of the item’s alignment.

LANGUAGES SPOKEN BY ITEM
Like a character, an intelligent item speaks Common plus one additional language per point of Intelligence bonus. Choose appropriate languages, taking into account the item’s origin and purposes.

Table: Item Intelligence, Wisdom, Charisma, and Capabilities
d% | Mental Ability Scores | Communication | Capabilities | Senses | Base Price Modifier
01–34 | Two at 12, one at 10 | Empathy1 | One lesser power | 30 ft. vision and hearing | +1,000 gp
35–59 | Two at 13, one at 10 | Empathy1 | Two lesser powers | 60 ft. vision and hearing | +2,000 gp
60–79 | Two at 14, one at 10 | Speech2 | Two lesser powers | 120 ft. vision and hearing | +4,000 gp
80–91 | Two at 15, one at 10 | Speech2 | Three lesser powers | 60 ft. darkvision and hearing | +5,000 gp
92–97 | Two at 16, one at 10 | Speech2 3 | Three lesser powers | 60 ft. darkvision and hearing | +6,000 gp
98 | Two at 17, one at 10 | Speech, telepathy 3 4 | Three lesser powers and one greater power6 | 120 ft. darkvision and hearing | +9,000 gp
99 | Two at 18, one at 10 | Speech, telepathy 4 5 | Three lesser powers and two greater powers6 | 120 ft. darkvision, blindsense, and hearing | +12,000 gp
100 | Two at 19, one at 10 | Speech, telepathy 4 5 | Four lesser powers and three greater powers6 | 120 ft. darkvision, blindsense, and hearing | +15,000 gp
1 The possessor feels urges and sometimes emotions from the item that encourage or discourage certain courses of action.
2 Like a character, an intelligent item speaks Common plus one language per point of Intelligence bonus. It can communicate telepathically withthe wielder.
3 The item can also read any languages it can speak.
4 The item can use either communication mode at will, with language use as any speaking item. It can communicate telepathically with the wielder.
5 The item can read all languages as well as use read magic.
6 The intelligent item can have a special purpose (and corresponding dedicated power) rather than a greater power, if appropriate.

INTELLIGENT ITEM POWERS
The table above determines how many lesser and greater powers an intelligent item has. To find the item’s specific powers, choose or roll on the appropriate tables below.
Intelligent Item Lesser Powers
d% | Lesser Power | Base Price Modifier
01–05 | Item can bless its allies 3/day | +1,000 gp
06–10 | Item can use faerie fire 3/day | +1,100 gp
11–13 | Item can cast minor image 1/day | +2,200 gp
14–20 | Item has deathwatch continually active | +2,700 gp
21–25 | Item can use detect magic at will | +3,600 gp
26–31 | Item has 10 ranks in Intimidate | +5,000 gp
32–33 | Item has 10 ranks in Decipher Script | +5,000 gp
34–36 | Item has 10 ranks in Knowledge (choose category) | +5,000 gp
37–40 | Item has 10 ranks in Search | +5,000 gp
41–45 | Item has 10 ranks in Spot | +5,000 gp
46–50 | Item has 10 ranks in Listen | +5,000 gp
51–54 | Item has 10 ranks in Spellcraft | +5,000 gp
55–60 | Item has 10 ranks in Sense Motive | +5,000 gp
61–66 | Item has 10 ranks in Bluff | +5,000 gp
67–72 | Item has 10 ranks in Diplomacy | +5,000 gp
73–77 | Item can cast major image 1/day | +5,400 gp
78–80 | Item can cast darkness 3/day | +6,500 gp
81–83 | Item can use hold person on an enemy 3/day | +6,500 gp
84–86 | Item can activate zone of truth 3/day | +6,500 gp
87–89 | Item can use daze monster 3/day | +6,500 gp
90–95 | Item can use locate object 3/day | +6,500 gp
96–100 | Item can use cure moderate wounds (2d8+3) on wielder 3/day | +6,500 gp
All powers function at the direction of the item, although intelligent items generally follow the wishes of their owner. Activating a power or concentrating on an active one is a standard action the item takes.

Intelligent Item Greater Powers
d% | Greater Power | Base Price Modifier
01–06 | Item can detect opposing alignment at will | +7,200 gp
07–10 | Item can detect undead at will | +7,200 gp
11–13 | Item can cause fear in an enemy at will | +7,200 gp
14–18 | Item can use dimensional anchor on a foe 1/day | +10,000 gp
19–23 | Item can use dismissal on a foe 1/day | +10,000 gp
24–28 | Item can use lesser globe of invulnerability 1/day | +10,000 gp
29–33 | Item can use arcane eye 1/day | +10,000 gp
34–37 | Item has continuous detect scrying effect | +10,000 gp
38–41 | Item creates wall of fire in a ring with the wielder at the center 1/day | +10,000 gp
42–45 | Item can use quench on fires 3/day | +16,000 gp
46–50 | Item has status effect, usable at will | +11,000 gp
51–54 | Item can use gust of wind 3/day | +11,000 gp
55–59 | Item can use clairvoyance 3/day | +16,000 gp
60–64 | Item can create magic circle against opposing alignment at will | +16,000 gp
65–68 | Item can use haste on its owner 3/day | +16,000 gp
69–73 | Item can create daylight 3/day | +16,000 gp
74–76 | Item can create deeper darkness 3/day | +16,000 gp
77–80 | Item can use invisibility purge (30 ft. range) 3/day | +16,000 gp
81–85 | Item can use slow on its enemies 3/day | +16,000 gp
86–91 | Item can locate creature 3/day | +30,000 gp
91–97 | Item can use fear against foes 3/day | +30,000 gp
98–100 | Item can use detect thoughts at will | +44,000 gp
If the same power is rolled twice, roll again.

SPECIAL PURPOSE ITEMS
Intelligent Item Purpose
d% | Purpose
01–20 | Defeat/slay diametrically opposed alignment*
21–30 | Defeat/slay arcane spellcasters (including spellcasting monsters and those that use spell-like abilities)
31–40 | Defeat/slay divine spellcasters (including divine entities and servitors)
41–50 | Defeat/slay nonspellcasters
51–55 | Defeat/slay a particular creature type (see the bane special ability for choices)
56–60 | Defeat/slay a particular race or kind of creature
61–70 | Defend a particular race or kind of creature
71–80 | Defeat/slay the servants of a specific deity
81–90 | Defend the servants and interests of a specific deity
91–95 | Defeat/slay all (other than the item and the wielder)
96–100 | Choose one
* The purpose of the neutral (N) version of this item is to preserve the balance by defeating/slaying powerful beings of the extreme alignments (LG, LE, CG, CE).

Purpose
An item’s purpose must suit the type and alignment of the item and should always be treated reasonably. A purpose of “defeat/slay arcane spellcasters” doesn’t mean that the sword forces the wielder to kill every wizard she sees. Nor does it mean that the sword believes it is possible to kill every wizard, sorcerer, and bard in the world. It does mean that the item hates arcane spellcasters and wants to bring the local wizard’s cabal to ruin, as well as end the rule of a sorceress-queen in a nearby land. Likewise, a purpose of “defend elves” doesn’t mean that if the wielder is an elf, he only wants to help himself. It means that the item wants to be used in furthering the cause of elves, stamping out their enemies and aiding their leaders. A purpose of “defeat/slay all” isn’t just a matter of self-preservation. It means that the item won’t rest (or let its wielder rest) until it places itself above all others.

DEDICATED POWER
A dedicated power operates only when an intelligent item is in pursuit of its special purpose. This determination is always made by the item. It should always be easy and straightforward to see how the ends justify the means. Unlike its other powers, an intelligent item can refuse to use its dedicated power even if the owner is dominant (see Items against Characters, below).

Special Purpose Item Dedicated Powers
d% | Dedicated Power | Base Price Modifier
01–06 | Item can use ice storm | +50,000 gp
07–12 | Item can use confusion | +50,000 gp
13–17 | Item can use phantasmal killer | +50,000 gp
18–24 | Item can use crushing despair | +50,000 gp
25–31 | Item can use dimension door on itself and wielder | +50,000 gp
32–36 | Item can use contagion (heightened to 4th level) as touch attack | +56,000 gp
37–43 | Item can use poison (heightened to 4th level) as touch attack | +56,000 gp
44–50 | Item can use rusting grasp as touch attack | +56,000 gp
51–56 | Item can cast 10d6 lightning bolt | +60,000 gp
57–62 | Item can cast 10d6 fireball | +60,000 gp
63–68 | Wielder gets +2 luck bonus on attacks, saves, and checks | +80,000 gp
69–74 | Item can use mass inflict light wounds | +81,000 gp
75–81 | Item can use song of discord | +81,000 gp
82–87 | Item can use prying eyes | +81,000 gp
88–92 | Item can cast 15d6 greater shout 3/day | +130,000 gp
93–98 | Item can use waves of exhaustion | +164,000 gp
99–100 | Item can use true resurrection on wielder, once per month | +200,000 gp

ITEM EGO
Ego is a measure of the total power and force of personality that an item possesses. Only after all aspects of an item have been generated can its Ego score be calculated. An item’s Ego score helps determine whether the item or the character is dominant in their relationship, as detailed below.

Item Ego
Attribute of Item | Ego Points
Each +1 of item’s enhancement bonus | 1
Each +1 of bonus for special abilities | 1
Each lesser power | 1
Each greater power | 2
Special purpose (and dedicated power) | 4
Telepathic ability | 1
Read languages ability | 1
Read magic ability | 1
Each +1 of Intelligence bonus | 1
Each +1 of Wisdom bonus | 1
Each +1 of Charisma bonus | 1

ITEMS AGAINST CHARACTERS
When an item has an Ego of its own, it has a will of its own. The item is, of course, absolutely true to its alignment. If the character who possesses the item is not true to that alignment’s goals or the item’s special purpose, personality conflict—item against character—results. Similarly, any item with an Ego score of 20 or higher always considers itself superior to any character, and a personality conflict results if the possessor does not always agree with the item.
When a personality conflict occurs, the possessor must make a Will saving throw (DC = item’s Ego). If the possessor succeeds, she is dominant. If she fails, the item is dominant. Dominance lasts for one day or until a critical situation occurs (such as a major battle, a serious threat to either the item or the character, and so on). Should an item gain dominance, it resists the character’s desires and demands concessions such as any of the following.
• Removal of associates or items whose alignment or personality is distasteful to the item.
• The character divesting herself of all other magic items or items of a certain type.
• Obedience from the character so the item can direct where they go for its own purposes.
• Immediate seeking out and slaying of creatures hateful to the item.
• Magical protections and devices to protect the item from molestation when it is not in use.
• That the character carry the item with her on all occasions.
• That the character relinquish the item in favor of a more suitable possessor due to alignment differences or conduct.
In extreme circumstances, the item can resort to even harsher measures, such as the following acts:
• Force its possessor into combat.
• Refuse to strike opponents.
• Strike at its wielder or her associates.
• Force its possessor to surrender to an opponent.
• Cause itself to drop from the character’s grasp.

Naturally, such actions are unlikely when harmony reigns between the character’s and item’s alignments or when their purposes and personalities are well matched. Even so, an item might wish to have a lesser character possess it in order to easily establish and maintain dominance over him, or a higher-level possessor so as to better accomplish its goals.
All magic items with personalities desire to play an important role in whatever activity is under way, particularly combat. Such items are rivals of each other, even if they are of the same alignment. No intelligent item wants to share its wielder with others. An intelligent item is aware of the presence of any other intelligent item within 60 feet, and most intelligent items try their best to mislead or distract their host so that she ignores or destroys the rival. Of course, alignment might change this sort of behavior.
Items with personalities are never totally controlled or silenced by the characters who possess them, even though they may never successfully control their possessors. They may be powerless to force their demands but remain undaunted and continue to air their wishes and demands.

CURSED ITEMS

Cursed items are magic items with some sort of potentially negative impact. Sometimes they’re directly bad for the user; sometimes they’re just inconvenient. Occasionally they mix bad with good, forcing characters to make difficult choices.
Cursed Item Common Curses
d% | Curse
01–15 | Delusion
16–35 | Opposite effect or target
36–45 | Intermittent functioning
46–60 | Requirement
61–75 | Drawback
76–90 | Completely different effect
91–100 | Substitute specific cursed item
Delusion: The user believes the item is what it appears to be, yet it actually has no magical power other than to deceive. The user is mentally fooled into thinking the item is functioning and cannot be convinced otherwise without the help of a remove curse spell.
Opposite Effect or Target: These cursed items malfunction, so that either they do the opposite of what the creator intended, or they target the user instead of someone else. The interesting point to keep in mind here is that these items aren’t always bad to have. Opposite-effect items include weapons that impose penalties on attack and damage rolls rather than bonuses. Just as a character shouldn’t necessarily immediately know what the enhancement bonus of a noncursed magic item is, she shouldn’t immediately know that a weapon is cursed. Once she knows, however, the item can be discarded unless some sort of compulsion is placed upon it that compels the wielder to keep and use it. In such cases, a remove curse spell is generally needed to get rid of the item.
Intermittent Functioning: The three varieties of intermittent functioning items all function perfectly as described—at least some of the time. The three varieties are unreliable, dependent, and uncontrolled items.
Unreliable: Each time the item is activated, there is a 5% chance (01–05 on d%) that it does not function.
Dependent: The item only functions in certain situations. To determine what the situation is, either select a situation or roll on the following table.
d% | Situation
01–03 | Temperature below freezing
04–05 | Temperature above freezing
06–10 | During the day
11–15 | During the night
16–20 | In direct sunlight
21–25 | Out of direct sunlight
26–34 | Underwater
35–37 | Out of water
38–45 | Underground
46–55 | Aboveground
56–60 | Within 10 feet of a random creature type
61–64 | Within 10 feet of a random race or kind of creature
65–72 | Within 10 feet of an arcane spellcaster
73–80 | Within 10 feet of a divine spellcaster
81–85 | In the hands of a nonspellcaster
86–90 | In the hands of a spellcaster
91–95 | In the hands of a creature of a particular alignment
96 | In the hands of a creature of particular gender
97–99 | On nonholy days or during particular astrological events
100 | More than 100 miles from a particular site
Uncontrolled: An uncontrolled item occasionally activates at random times. Roll d% every day. On a result of 01–05 the item activates at some random point during that day.
Requirement: In a sense, a command word is a requirement. Nevertheless, some items have much more stringent requirements that must be met for them to be usable. To keep an item with this kind of curse functioning, one or more of the following conditions must be met.
• Character must eat twice as much as normal.
• Character must sleep twice as much as normal.
• Character must undergo a specific quest (one time only, and then item functions normally thereafter).
• Character must sacrifice (destroy) 100 gp worth of valuables per day.
• Character must sacrifice (destroy) 2,000 gp worth of magic items each week.
• Character must swear fealty to a particular noble or his family.
• Character must discard all other magic items.
• Character must worship a particular deity.
• Character must change her name to a specific name. (The item only works for characters of that name.)
• Character must add a specific class at the next opportunity if not of that class already.
• Character must have a minimum number of ranks in a particular skill.
• Character must sacrifice some part of her life energy (2 points of Constitution) one time. If the character gets the Constitution points back (such as from a restoration spell), the item ceases functioning. (The item does not cease functioning if the character receives a Constitution increase caused by level gain, a wish, or the use of a magic item.)
• Item must be cleansed with holy water each day.
• Item must be used to kill a living creature each day.
• Item must be bathed in volcanic lava once per month.
• Item must be used at least once a day, or it won’t function again for its current possessor.
• Item must draw blood when wielded (weapons only). It can’t be put away or exchanged for another weapon until it has scored a hit.
• Item must have a particular spell cast upon it each day (such as bless, atonement, or animate objects).
Requirements are so dependent upon suitability to the item that they should never be determined randomly. An item with a requirement that is also intelligent often imposes its requirement through its personality. If the requirement is not met, the item ceases to function. If it is met, usually the item functions for one day before the requirement must be met again (although some requirements are one time only, others monthly, and still others continuous).
Drawback: Items with drawbacks are usually still beneficial to the possessor but they also carry some negative aspect. Although sometimes drawbacks occur only when the item is used (or held, in the case of some items such as weapons), usually the drawback remains with the character for as long as she has the item.
Roll on the table below to generate a drawback that (unless otherwise indicated) remains in effect as long as the item is in the character’s possession.
d% | Drawback
01–04 | Character’s hair grows 1 inch longer. Only happens once.
05–09 | Character either shrinks 1/2 inch (01–50 on d%) or grows that much taller (51–100). Only happens once.
10–13 | Temperature around item is 10°F cooler than normal.
14–17 | Temperature around item is 10°F warmer than normal.
18–21 | Character’s hair color changes.
22–25 | Character’s skin color changes.
26–29 | Character now bears some identifying mark (tattoo, weird glow, or the like).
30–32 | Character’s gender changes.
33–34 | Character’s race or kind changes.
35 | Character is afflicted with a random disease that cannot be cured.
36–39 | Item continually emits a disturbing sound (moaning, weeping, screaming, cursing, insults).
40 | Item looks ridiculous (garishly colored, silly shape, glows bright pink, . . .).
41–45 | Character becomes selfishly possessive about the item.
46–49 | Character becomes paranoid about losing the item and afraid of damage occurring to it.
50–51 | Character’s alignment changes.
52–54 | Character must attack nearest creature (5% chance [01–05 on d%] each day).
55–57 | Character is stunned for 1d4 rounds once item function is finished (or randomly, 1/day).
58–60 | Character’s vision is blurry (–2 penalty on attack rolls, saves, and skill checks requiring vision).
61–64 | Character gains one negative level.
65 | Character gains two negative levels.
66–70 | Character must make a Will save each day or take 1 point of Intelligence damage.
71–75 | Character must make a Will save each day or take 1 point of Wisdom damage.
76–80 | Character must make a Will save each day or take 1 point of Charisma damage.
81–85 | Character must make a Fortitude save each day or take 1 point of Constitution damage.
86–90 | Character must make a Fortitude save each day or take 1 point of Strength damage.
91–95 | Character must make a Fortitude save each day or take 1 point of Dexterity damage.
96 | Character is polymorphed into a specific creature (5% chance [01–05 on d%] each day).
97 | Character cannot cast arcane spells.
98 | Character cannot cast divine spells.
99 | Character cannot cast any spells.
100 | Either pick one of the above that’s appropriate or create a drawback specifically for that item.

SPECIFIC CURSED ITEMS
Specific Cursed Items are provided as examples of cursed items. They are given creation prerequisites, should someone want to intentionally create them (although that does not need to be the origin of the item). Note, however, two exceptions: The crystal hypnosis ball and the bag of devouring cannot be created by any known means.
A simple detect magic spell yields a misleading aura and strength, often indicating that the item is a noncursed item of similar sort. An identify spell only has a 1% chance per caster level to reveal a cursed item’s true properties, including the cursed aspect. Analyze dweomer reveals the true nature of a cursed item.
Table: Specific Cursed Items
d% | Item | Market Price
01–05 | Incense of obsession | 200 gp
06–15 | Ring of clumsiness | 500 gp
16–20 | Amulet of inescapable location | 1,000 gp
21–25 | Stone of weight | 1,000 gp
26–30 | Bracers of defenselessness | 1,200 gp
31–35 | Gauntlets of fumbling | 1,300 gp
36–40 | –2 sword, cursed | 1,500 gp
41–43 | Armor of rage | 1,600 gp
44–46 | Medallion of thought projection | 1,800 gp
47–52 | Flask of curses | 2,100 gp
53–54 | Dust of sneezing and choking | 2,400 gp
55 | Helm of opposite alignment | 4,000 gp
56–60 | Potion of poison | 5,000 gp
61 | Broom of animated attack | 5,200 gp
62–63 | Robe of powerlessness | 5,500 gp
64 | Vacuous grimoire | 6,000 gp
65–68 | Spear, cursed backbiter | 7,500 gp
69–70 | Armor of arrow attraction | 9,000 gp
71–72 | Net of snaring | 10,000 gp
73–75 | Bag of devouring | —
76–80 | Mace of blood | 16,000 gp
81–85 | Robe of vermin | 16,500 gp
86–88 | Periapt of foul rotting | 17,000 gp
89–92 | Sword, berserking | 17,500 gp
93–96 | Boots of dancing | 30,000 gp
97 | Crystal hypnosis ball | —
98 | Necklace of strangulation | 60,000 gp
99 | Cloak of poisonousness | 62,000 gp
100 | Scarab of death | 80,000 gp

Amulet of Inescapable Location: This device is typically worn on a chain or as a brooch. It appears, to magical analysis, to prevent location, scrying or detection or influence by detect thoughts or telepathy. It seems to be an amulet of proof against detection and location. Actually, the amulet gives the wearer a –10 penalty on all saves against divination spells.
Moderate abjuration; CL 10th; Create Wondrous Item, bestow curse; Price 1,000 gp.
Armor of Arrow Attraction: Magical analysis indicates that this armor is a normal suit of +3 full plate. However, the armor is cursed. It works normally with regard to melee attacks but actually serves to attract ranged weapons. The wearer takes a –15 penalty to AC against any attack by a ranged weapon. The true nature of the armor does not reveal itself until the character is fired upon in earnest.
Strong abjuration; CL 16th; Craft Magic Arms and Armor, bestow curse; Price 9,000 gp.
Armor of Rage: This armor is similar in appearance to armor of command and functions as a suit of +1 full plate. However, when it is worn, the armor causes the character to take a –4 penalty to Charisma. All unfriendly characters within 300 feet have a +1 morale bonus on attack rolls against her. The effect is not noticeable to the wearer or those affected. (In other words, the wearer does not immediately notice that donning the armor is the cause of her problems, nor do foes understand the reason for the depth of their enmity.)
Strong necromancy; CL 16th; Craft Magic Arms and Armor, bestow curse; Price 1,600 gp.
Bag of Devouring: This bag appears to be an ordinary sack. Detection for magical properties makes it seem as if it were a bag of holding. The sack is, however, a lure used by an extradimensional creature—in fact, one of its feeding orifices.
Any substance of animal or vegetable nature is subject to “swallowing’’ if thrust within the bag. The bag of devouring is 90% likely to ignore any initial intrusion, but any time thereafter that it senses living flesh within (such as if someone reaches into the bag to pull something out), it is 60% likely to close around the offending member and attempt to draw the whole victim in. The bag has a +8 bonus on grapple checks made to pull someone in.
The bag can hold up to 30 cubic feet of matter. It acts as a bag of holding type I, but each hour it has a 5% cumulative chance of swallowing the contents and then spitting the stuff out in some nonspace or on some other plane. Creatures drawn within are consumed in 1 round. The bag destroys the victim’s body and prevents any form of raising or resurrection that requires part of the corpse. There is a 50% chance that a wish, miracle, or true resurrection spell can restore a devoured victim to life. Check once for each destroyed creature. If the check fails, the creature cannot be brought back to life by mortal magic.
Moderate conjuration; CL 17th; In effect, this is a creature and cannot be created; Price n/a.
Boots of Dancing: These boots initially appear and function as one of the other kinds of magic boots. But when the wearer is in (or fleeing from) melee combat, boots of dancing impede movement, making him behave as if irresistible dance had been cast upon him. Only a remove curse spell enables the wearer to be rid of the boots once their true nature is revealed.
Strong enchantment; CL 16th; Create Wondrous Item, irresistible dance; Price 30,000 gp.
Bracers of Defenselessness: These appear to be bracers of armor +5 and actually serve as such until the wearer is attacked in anger by an enemy with a Challenge Rating equal to or greater than her level. At that moment and thereafter, the bracers cause a –5 penalty to AC. Once their curse is activated, bracers of defenselessness can be removed only by means of a remove curse spell.
Moderate conjuration; CL 16th; Create Wondrous Item, mage armor, bestow curse; Price 1,200 gp.
Broom of Animated Attack: This item is indistinguishable in appearance from a normal broom. It is identical to a broom of flying by all tests short of attempted use.
If a command is spoken, the broom does a loop-the-loop with its hopeful rider, dumping him on his head from 1d4+5 feet off the ground (no falling damage, since the fall is less than 10 feet). The broom then attacks the victim, swatting the face with the straw or twig end and beating him with the handle end.
The broom gets two attacks per round with each end (two swats with the straw and two with the handle, for a total of four attacks per round). It attacks with a +5 bonus on each attack roll. The straw end causes a victim to be blinded for 1 round when it hits. The handle deals 1d6 points of damage when it hits. The broom has AC 13, 18 hit points, and hardness 4.
Moderate transmutation; CL 10th; Create Wondrous Item, fly, animate objects; Price 5,200 gp.
Cloak of Poisonousness: This cloak is usually made of a woolen material, although it can be made of leather. A detect poison spell can reveal the presence of poison impregnated in the cloak’s fabric. The garment can be handled without harm, but as soon as it is actually donned the wearer is killed instantly unless she succeeds on a DC 28 Fortitude save.
Once donned, a cloak of poisonousness can be removed only with a remove curse spell; doing this destroys the magical property of the cloak. If a neutralize poison spell is then used, it is possible to revive the victim with a raise dead or resurrection spell, but not before.
Strong abjuration; CL 15th; Create Wondrous Item, poison, and limited wish or miracle; Price 62,000 gp.
Crystal Hypnosis Ball: This cursed item is indistinguishable from a normal crystal ball. However, anyone attempting to use the scrying device becomes fascinated for 1d6 minutes, and a telepathic suggestion is implanted in his mind (Will DC 19 negates).
The user of the device believes that the desired creature or scene was viewed, but actually he came under the influence of a powerful wizard, lich, or even some power or being from another plane. Each further use brings the crystal hypnosis ball gazer deeper under the influence of the controller, either as a servant or a tool. Note that throughout this time, the user remains unaware of his subjugation.
Moderate divination; CL 17th; In effect, this is a minor artifact and cannot be created; Price n/a.
Dust of Sneezing and Choking: This fine dust appears to be dust of appearance. If cast into the air, it causes those within a 20- foot spread to fall into fits of sneezing and coughing. Those failing a DC 15 Fortitude save take 2d6 points of Constitution damage immediately. In addition, those failing a second DC 15 Fortitude save 1 minute later are dealt 1d6 points of Constitution damage. Those who succeed on either saving throw are nonetheless disabled by choking (treat as stunned) for 5d4 rounds.
Faint conjuration; CL 7th; Create Wondrous Item, poison; Price 2,400 gp.
Flask of Curses: This item looks like an ordinary beaker, bottle, container, decanter, flask, or jug. It may contain a liquid, or it may emit smoke. When the flask is first unstoppered, all within 30 feet must make a DC 17 Will save or be cursed, taking a –2 penalty on attack rolls, saving throws, and skill checks until a remove curse spell is cast upon them.
Moderate conjuration; CL 7th; Create Wondrous Item, bestow curse; Price 2,100 gp.
Gauntlets of Fumbling: These gauntlets may be of supple leather or heavy protective material suitable for use with armor. In the former instance, they appear to be gloves of Dexterity. In the latter case, they appear to be gauntlets of ogre power. The gauntlets perform according to every test as if they were gloves of Dexterity or gauntlets of ogre power until the wearer finds herself under attack or in a life-and-death situation. At that time, the curse is activated. The wearer becomes fumble-fingered, with a 50% chance each round of dropping anything held in either hand. The gauntlets also lower Dexterity by 2 points. Once the curse is activated, the gloves can be removed only by means of a remove curse spell, a wish, or a miracle.
Moderate transmutation; CL 7th; Create Wondrous Item, bestow curse; Price 1,300 gp.
Helm of Opposite Alignment: This metal hat looks like a typical helmet. When placed upon the head, however, its curse immediately takes effect (Will DC 15 negates). On a failed save, the alignment of the wearer is radically altered to an alignment as different as possible from the former alignment—good to evil, chaotic to lawful, neutral to some extreme commitment (LE, LG, CE, or CG). Alteration in alignment is mental as well as moral, and the individual changed by the magic thoroughly enjoys his new outlook. A character who succeeds on his save can continue to wear the helmet without suffering the effect of the curse, but if he takes it off and later puts it on again, another save is required. The curse only works once; that is, a character whose alignment has been changed cannot change it again by donning the helmet a second time.
Only a wish or a miracle can restore former alignment, and the affected individual does not make any attempt to return to the former alignment. (In fact, he views the prospect with horror and avoids it in any way possible.) If a character of a class with an alignment requirement is affected, an atonement spell is needed as well if the curse is to be obliterated. When a helm of opposite alignment has functioned once, it loses its magical properties.
Strong transmutation; CL 12th; Create Wondrous Item, creator must be 12th level; Price 4,000 gp;Weight 3 lb.
Incense of Obsession: These blocks of incense appear to be incense of meditation. If meditation and prayer are conducted while incense of obsession is burning nearby, its odor and smoke cause the user to become totally confident that her spell ability is superior, due to the magic incense. The user is determined to use her spells at every opportunity, even when not needed or when useless. The user remains obsessed with her abilities and spells until all have been used or cast, or until 24 hours have elapsed.
Moderate enchantment; CL 6th; Create Wondrous Item, bestow curse; Price 200 gp.
Mace of Blood: This +3 heavy mace must be coated in blood every day, or its bonus fades away (until the mace is coated again). The character using this mace must make a DC 13 Will save every day it is within his possession or become chaotic evil.
Moderate abjuration; CL 8th; Craft Magic Arms and Armor, creator must be at least 9th level and chaotic evil; Price 16,000 gp.
Medallion of Thought Projection: This device seems like a medallion of thoughts, even down to the range at which it functions, except that the thoughts overheard are muffled and distorted, requiring a DC 15 Will save to sort out. However, while the user thinks she is picking up the thoughts of others, all she is really hearing are figments created by the medallion itself. These illusory thoughts always seem plausible and thus can seriously mislead any who rely upon them. What’s worse, unknown to her, the cursed medallion actually broadcasts her thoughts to creatures in the path of the beam, thus alerting them to her presence.
Faint divination; CL 7th; Create Wondrous Item, detect thoughts, ghost sound; Price 1,800 gp.
Necklace of Strangulation: A necklace of strangulation appears to be a rare and wondrous piece of valuable jewelry and, short of the use of something as powerful as a miracle or a wish, can only be identified as a cursed item when placed around a character’s neck. The necklace immediately constricts, dealing 6 points of damage per round. It cannot be removed by any means short of a limited wish, wish, or miracle and remains clasped around the victim’s throat even after his death. Only when he has decayed to a dry skeleton (after approximately one month) does the necklace loosen, ready for another victim.
Strong conjuration; CL 18th; Create Wondrous Item, slay living; Price 60,000 gp.
Net of Snaring: This net provides a +3 bonus on attack rolls but can only be used underwater, thus making it a somewhat useful item rather than what most would really call a cursed item. Underwater, it can be commanded to shoot forth up to 30 feet to trap a creature.
Moderate evocation; CL 8th; Craft Magic Arms and Armor, freedom of movement; Price 10,000 gp.
Periapt of Foul Rotting: This engraved gem appears to be of little value. If any character keeps the periapt in her possession for more than 24 hours, she contracts a terrible rotting affliction that permanently drains 1 point of Dexterity, Constitution, and Charisma every week. The periapt (and the affliction) can be removed only by application of a remove curse spell followed by a cure disease and then a heal, miracle, limited wish, or wish spell. The rotting can also be countered by crushing a periapt of health and sprinkling its dust upon the afflicted character (a full-round action), whereupon the periapt of foul rotting likewise crumbles to dust.
Faint abjuration; CL 10th; Create Wondrous Item, contagion; Price 17,000 gp.
Potion of Poison: This potion has lost its once beneficial magical abilities and has become a potent poison. The imbiber must make a DC 16 Fortitude save or take 1d10 points of Constitution damage. A minute later he must save again (DC 16) or take 1d10 points of Constitution damage.
Moderate conjuration; CL 12th; Craft Wondrous Item, poison; Price 5,000 gp.
Robe of Powerlessness: A robe of powerlessness appears to be a magic robe of another sort. As soon as a character dons this garment, she takes a –10 penalty to Strength and Intelligence, forgetting spells and magic knowledge accordingly. The robe can be removed easily, but in order to restore mind and body, the character must receive a remove curse spell followed by heal.
Moderate transmutation; CL 13th; Create Wondrous Item, bestow curse, permanency; Price 5,500 gp.
Robe of Vermin: The wearer notices nothing unusual when the robe is donned, other than that it offers great magical defense (as a cloak of protection +4). However, as soon as he is in a situation requiring concentration and action against hostile opponents, the true nature of the garment is revealed: The wearer immediately suffers a multitude of bites from the insects that magically infest the garment. He must cease all other activities in order to scratch, shift the robe, and generally show signs of the extreme discomfort caused by the bites and movement of these pests.
The wearer takes a –5 penalty on initiative checks and a –2 penalty on all attack rolls, saves, and skill checks. If he tries to cast a spell, he must make a Concentration check (DC 20 + spell level) or lose the spell.
Moderate abjuration; CL 13th; Create Wondrous Item, summon swarm, creator must be at least 13th level; Price 16,500 gp.
Ring of Clumsiness: This ring operates exactly like a ring of feather falling. However, it also makes the wearer clumsy. She takes a –4 penalty to Dexterity and has a 20% chance of spell failure when trying to cast any arcane spell that has a somatic component. (This chance of spell failure stacks with other arcane spell failure chances.)
Strong transmutation; CL 15th; Forge Ring, feather fall, bestow curse; Price 500 gp.
Scarab of Death: This small pin appears to be any one of the various beneficial amulets, brooches, or scarabs. However, if it is held for more than 1 round or carried by a living creature for 1 minute, it changes into a horrible burrowing beetlelike creature. The thing tears through any leather or cloth, burrows into flesh, and reaches the victim’s heart in 1 round, causing death. A DC 25 Reflex save allows the wearer to tear the scarab away before it burrows out of sight, but he still takes 3d6 points of damage. The beetle then returns to its scarab form. Placing the scarab in a container of wood, ceramic, bone, ivory, or metal prevents the monster from coming to life and allows for long-term storage of the item.
Strong abjuration; CL 19th; Create Wondrous Item, slay living; Price 80,000 gp.
Spear, Cursed Backbiter: This is a +2 shortspear, but each time it is used in melee against a foe and the attack roll is a natural 1, it damages its wielder instead of her intended target. When the curse takes effect, the spear curls around to strike its wielder in the back, automatically dealing the damage to the wielder. The curse even functions when the spear is hurled, and in such a case the damage to the hurler is doubled.
Moderate evocation; CL 10th; Craft Magic Arms and Armor, bestow curse; Price 7,500 gp.
Stone of Weight (Loadstone): This stone appears to be a dark, smoothly polished stone. It reduces the possessor’s base land speed to one-half of normal. Once picked up, the stone cannot be disposed of by any nonmagical means—if it is thrown away or smashed, it reappears somewhere on his person. If a remove curse spell is cast upon a loadstone, the item may be discarded normally and no longer haunts the individual.
Faint transmutation; CL 5th; Create Wondrous Item, slow; Price 1,000 gp.
–2 Sword, Cursed: This longsword performs well against targets in practice, but when used against an opponent in combat, it causes its wielder to take a –2 penalty on attack rolls.
All damage dealt is also reduced by 2 points, but never below a minimum of 1 point of damage on any successful hit. After one week in a character’s possession, the sword always forces that character to employ it rather than another weapon. The sword’s owner automatically draws it and fights with it even when she meant to draw or ready some other weapon. The sword can be gotten rid of only by means of limited wish, wish, or miracle.
Strong evocation; CL 15th; Craft Magic Arms and Armor, bestow curse, and limited wish or miracle; Price 1,500 gp.
Sword, Berserking: This item appears to have the characteristics of a +2 greatsword. However, whenever the sword is used in battle, its wielder goes berserk (gaining all the benefits and drawbacks of the barbarian’s rage ability). He attacks the nearest creature and continues to fight until unconscious or dead or until no living thing remains within 30 feet. Although many see this sword as a cursed object, others see it as a boon.
Moderate evocation; CL 8th; Craft Magic Arms and Armor, rage, bestow curse; Price 17,500 gp.
Vacuous Grimoire: A book of this sort looks like a normal one on some mildly interesting topic. Any character who opens the work and reads so much as a single word therein must make two DC 15 Will saves. The first is to determine if the reader takes 1 point of permanent Intelligence drain. The second is to find out if the reader takes 2 points of permanent Wisdom drain. To destroy the book, a character must burn it while casting remove curse. If the grimoire is placed with other books, its appearance instantly alters to conform to the look of those other works.
Strong enchantment; CL 20th; Create Wondrous Item, feeblemind; Price 6,000 gp.

ARTIFACTS

Artifacts are extremely powerful. Rather than merely another form of magic equipment, they are the sorts of legendary relics that whole campaigns can be based on. Each could be the center of a whole set of adventures—a quest to recover it, a fight against a opponent wielding it, a mission to cause its destruction, and so on.
No table has been included to randomly generate specific artifacts, since these items should only enter a campaign through deliberate choice on your part.

MINOR ARTIFACTS
Minor artifacts are not necessarily unique items. Even so, they are magic items that no longer can be created, at least by common mortal means.

Minor Artifact Descriptions
Described below is a selection of the most well-known (not necessarily the most numerous) minor artifacts.

Book of Infinite Spells: This work bestows upon any character of any class the ability to use the spells within its pages. However, any character not already able to use spells gains one negative level for as long as the book is in her possession or while she uses its power. A book of infinite spells contains 1d8+22 pages. The nature of each page is determined by a dice roll: 01–50, arcane spell; 51–100, divine spell.
Determine the exact spell by using the tables for determining major scroll spells.
Once a page is turned, it can never be flipped back—paging through a book of infinite spells is a one-way trip. If the book is closed, it always opens again to the page it was on before the book was closed. When the last page is turned, the book vanishes.
Once per day the owner of the book can cast the spell to which the book is opened. If that spell happens to be one that is on the character’s class spell list, she can cast it up to four times per day. The pages cannot be ripped out without destroying the book. Similarly, the spells cannot be cast as scroll spells, nor can they be copied into a spellbook—their magic is bound up permanently within the book itself.
The owner of the book need not have the book on her person in order to use its power. The book can be stored in a place of safety while the owner is adventuring and still allow its owner to cast spells by means of its power.
Each time a spell is cast, there is a chance that the energy connected with its use causes the page to magically turn despite all precautions. The owner knows this and may even benefit from the turning by gaining access to a new spell. The chance of a page turning depends on the spell the page contains and what sort of spellcaster the owner is.
Condition | Chance of Page Turning
Caster employing a spell usable by own class and level | 10%
Caster employing a spell not usable by own class and level | 20%
Nonspellcaster employing divine spell | 25%
Nonspellcaster employing arcane spell | 30%
Treat each spell use as if a scroll were being employed, for purposes of determining casting time, spell failure, and so on.
Strong (all schools); CL 18th;Weight 3 lb.

Deck of Many Things: A deck of many things (both beneficial and baneful) is usually found in a box or leather pouch. Each deck contains a number of cards or plaques made of ivory or vellum. Each is engraved with glyphs, characters, and sigils. As soon as one of these cards is drawn from the pack, its magic is bestowed upon the person who drew it, for better or worse.
The character with a deck of many things who wishes to draw a card must announce how many cards she will draw before she begins. Cards must be drawn within 1 hour of each other, and a character can never again draw from this deck any more cards than she has announced. If the character does not willingly draw her allotted number (or if she is somehow prevented from doing so), the cards flip out of the deck on their own. Exception: If the jester is drawn, the possessor of the deck may elect to draw two additional cards.
Each time a card is taken from the deck, it is replaced (making it possible to draw the same card twice) unless the draw is the jester or the fool, in which case the card is discarded from the pack. A deck of many things contains 22 cards. To simulate the magic cards, you may want to use tarot cards, as indicated in the second column of the accompanying table. If no tarot deck is available, substitute ordinary playing cards instead, as indicated in the third column. The effects of each card, summarized on the table, are fully described below.

Deck of Many Things
Plaque | Tarot Card | Playing Card | Summary of Effect
Balance | XI. Justice | Two of spades | Change alignment instantly.
Comet | Two of swords | Two of diamonds | Defeat the next monster you meet to gain one level.
Donjon | Four of swords | Ace of spades | You are imprisoned.
Euryale | Ten of swords | Queen of spades | –1 penalty on all saving throws henceforth.
The Fates | Three of cups | Ace of hearts | Avoid any situation you choose . . . once.
Flames | XV. The Devil | Queen of clubs | Enmity between you and an outsider.
Fool | 0. The Fool | Joker (with trademark) | Lose 10,000 experience points and you must draw again.
Gem | Seven of cups | Two of hearts | Gain your choice of twenty-five pieces of jewelry or fifty gems.
Idiot | Two of pentacles | Two of clubs | Lose Intelligence (permanent drain). You may draw again.
Jester | XII. The Hanged Man | Joker (without trademark) | Gain 10,000 XP or two more draws from the deck.
Key | V. The Hierophant | Queen of hearts | Gain a major magic weapon.
Knight | Page of swords | Jack of hearts | Gain the service of a 4th-level fighter.
Moon | XVIII. The Moon | Queen of diamonds | You are granted 1d4 wishes.
Rogue | Five of swords | Jack of spades | One of your friends turns against you.
Ruin | XVI. The Tower | King of spades | Immediately lose all wealth and real property.
Skull | XIII. Death | Jack of clubs | Defeat dread wraith or be forever destroyed.
Star | XVII. The Star | Jack of diamonds | Immediately gain a +2 inherent bonus to one ability score.
Sun | XIX. The Sun | King of diamonds | Gain beneficial medium wondrous item and 50,000 XP.
Talons | Queen of pentacles | Ace of clubs | All magic items you possess disappear permanently.
Throne | Four of staves | King of hearts | Gain a +6 bonus on Diplomacy checks plus a small keep.
Vizier | IX. The Hermit | Ace of diamonds | Know the answer to your next dilemma.
The Void | Eight of swords | King of clubs | Body functions, but soul is trapped elsewhere.

Balance: The character must change to a radically different alignment. If the character fails to act according to the new alignment, she gains a negative level.
Comet: The character must single-handedly defeat the next hostile monster or monsters encountered, or the benefit is lost. If successful, the character gains enough XP to attain the next experience level.
Donjon: This card signifies imprisonment— either by the imprisonment spell or by some powerful being. All gear and spells are stripped from the victim in any case. Draw no more cards.
Euryale: The medusalike visage of this card brings a curse that only the fates card or a deity can remove. The –1 penalty on all saving throws is otherwise permanent.
Fates: This card enables the character to avoid even an instantaneous occurrence if so desired, for the fabric of reality is unraveled and respun. Note that it does not enable something to happen. It can only stop something from happening or reverse a past occurrence. The reversal is only for the character who drew the card; other party members may have to endure the situation.
Flames: Hot anger, jealousy, and envy are but a few of the possible motivational forces for the enmity. The enmity of the outsider can’t be ended until one of the parties has been slain. Determine the outsider randomly, and assume that it attacks the character (or plagues her life in some way) within 1d20 days.
Fool: The payment of XP and the redraw are mandatory. This card is always discarded when drawn, unlike all others except the jester.
Gem: This card indicates wealth. The jewelry is all gold set with gems, each piece worth 2,000 gp, the gems 1,000 gp value each.
Idiot: This card causes the drain of 1d4+1 points of Intelligence immediately. The additional draw is optional.
Jester: This card is always discarded when drawn, unlike all others except the fool. The redraws are optional.
Key: The magic weapon granted must be one usable by the character. It suddenly appears out of nowhere in the character’s hand.
Knight: The fighter appears out of nowhere and serves loyally until death. He or she is of the same race (or kind) and gender as the character.
Moon: This card sometimes bears the image of a moonstone gem with the appropriate number of wishes shown as gleams therein; sometimes it depicts a moon with its phase indicating the number of wishes (full = four; gibbous = three; half = two; quarter = one). These wishes are the same as those granted by the 9th-level wizard spell and must be used within a number of minutes equal to the number received.
Rogue: When this card is drawn, one of the character’s NPC friends (preferably a cohort) is totally alienated and forever after
hostile. If the character has no cohorts, the enmity of some powerful personage (or community, or religious order) can be substituted. The hatred is secret until the time is ripe for it to be revealed with devastating effect.
Ruin: As implied by its name, when this card is drawn, all nonmagical possessions of the drawer are lost.
Skull: A dread wraith appears. Treat this creature as an unturnable undead. The character must fight it alone—if others help, they get dread wraiths to fight as well. If the character is slain, she is slain forever and cannot be revived, even with a wish or a miracle.
Star: The 2 points are added to any ability the character chooses. They cannot be divided among two abilities.
Sun: Roll for a medium wondrous item until a useful item is indicated.
Talons: When this card is drawn, every magic item owned or possessed by the character is instantly and irrevocably gone.
Throne: The character becomes a true leader in people’s eyes. The castle gained appears in any open area she wishes (but the decision where to place it must be made within 1 hour).
Vizier: This card empowers the character drawing it with the one-time ability to call upon a source of wisdom to solve any
single problem or answer fully any question upon her request. The query or request must be made within one year. Whether the information gained can be successfully acted upon is another question entirely.
The Void: This black card spells instant disaster. The character’s body continues to function, as though comatose, but her psyche is trapped in a prison somewhere—in an object on a far plane or planet, possibly in the possession of an outsider. A wish or a miracle does not bring the character back, instead merely revealing the plane of entrapment. Draw no more cards.
Strong (all schools); CL 20th.

Hammer of Thunderbolts: This +3 Large returning warhammer deals 4d6 points of damage on any hit. Further, if the wielder wears a belt of giant Strength and gauntlets of ogre power and he knows that the hammer is a hammer of thunderbolts (not just a +3 warhammer), the weapon can be used to full effect: It gains a total +5 enhancement bonus, allows all belt and gauntlet bonuses to stack (only when using this weapon), and strikes dead any giant upon whom it scores a hit (Fortitude DC 20 negates the death effect but not the damage).
When hurled, on a successful attack the hammer emits a great noise, like a clap of thunder, causing all creatures within 90 feet to be stunned for 1 round (Fortitude DC 15 negates). The hammer’s range increment is 30 feet.
Strong evocation, necromancy, and transmutation; CL 20th; Weight 15 lb.

Philosopher’s Stone: This rare substance appears to be an ordinary, sooty piece of blackish rock. If the stone is broken open (break DC 20), a cavity is revealed at the stone’s heart. This cavity is lined with a magical type of quicksilver that enables any arcane spellcaster to transmute base metals (iron and lead) into silver and gold. A single philosopher’s stone can turn from up to 5,000 pounds of iron into silver, or up to 1,000 pounds of lead into gold. However, the quicksilver becomes unstable once the stone is opened and loses its potency within 24 hours, so all transmutations must take place within that period.
The quicksilver found in the center of the stone may also be put to another use. If mixed with any cure potion while the substance is still potent, it creates a special oil of life that acts as a true resurrection spell for any dead body it is sprinkled upon.
Strong transmutation; CL 20th;Weight 3 lb.

Sphere of Annihilation: A sphere of annihilation is a globe of absolute blackness, a ball of nothingness 2 feet in diameter. The object is actually a hole in the continuity of the multiverse. Any matter that comes in contact with a sphere is instantly sucked into the void, gone, and utterly destroyed. Only the direct intervention of a deity can restore an annihilated character.
A sphere of annihilation is static, resting in some spot as if it were a normal hole. It can be caused to move, however, by mental effort (think of this as a mundane form of telekinesis, too weak to move actual objects but a force to which the sphere, being weightless, is sensitive). A character’s ability to gain control of a sphere of annihilation (or to keep controlling one) is based on the result of a control check against DC 30 (a move action). A control check is 1d20 + character level + character Int modifier. If the check succeeds, the character can move the sphere (perhaps to bring it into contact with an enemy) as a free action.
Control of a sphere can be established from as far away as 40 feet (the character need not approach too closely). Once control is established, it must be maintained by continuing to make control checks (all DC 30) each round. For as long as a character maintains control (does not fail a check) in subsequent rounds, he can control the sphere from a distance of 40 feet + 10 feet per character level. The sphere’s speed in a round is 10 feet +5 feet for every 5 points by which the character’s control check result in that round exceeded 30.
If a control check fails, the sphere slides 10 feet in the direction of the character attempting to move it.
If two or more creatures vie for control of a sphere of annihilation, the rolls are opposed. If none are successful, the sphere slips toward the one who rolled lowest.
Should a gate spell be cast upon a sphere of annihilation, there is a 50% chance (01–50 on d%) that the spell destroys it, a 35% chance (51–85) that the spell does nothing, and a 15% chance (86–100) that a gap is torn in the spatial fabric, catapulting everything within a 180-foot radius into another plane. If a rod of cancellation touches a sphere of annihilation,
they negate each other in a tremendous explosion. Everything within a 60-foot radius takes 2d6x10 points of damage. Dispel magic and mage’s disjunction have no effect on a sphere.
See also talisman of the sphere (below).
Strong transmutation; CL 20th.

Staff of the Magi: A long wooden staff, shod in iron and inscribed with sigils and runes of all types, this potent artifact contains many spell powers and other functions. Some of its powers use charges, while others don’t. The following powers do not use charges:
• Detect magic
• Enlarge person (Fortitude DC 15 negates)
• Hold portal
• Light
• Mage armor
• Mage hand
The following powers drain 1 charge per usage:
• Dispel magic
• Fireball (10d6 damage, Reflex DC 17 half )
• Ice storm
• Invisibility
• Knock
• Lightning bolt (10d6 damage, Reflex DC 17 half )
• Passwall
• Pyrotechnics (Will or Fortitude DC 16 negates)
• Wall of fire
• Web
These powers drain 2 charges per usage:
• Monster summoning IX
• Plane shift (Will DC 21 negates)
• Telekinesis (400 lb. maximum weight; Will DC 19 negates)
A staff of the magi gives the wielder spell resistance 23. If this is willingly lowered, however, the staff can also be used to absorb arcane spell energy directed at its wielder, as a rod of absorption does. Unlike the rod, this staff converts spell levels into charges rather than retaining them as spell energy usable by a spellcaster. If the staff absorbs enough spell levels to exceed its limit of 50 charges, it explodes as if a retributive strike had been performed (see below). The wielder has no idea how many spell levels are cast at her, for the staff does not communicate this knowledge as a rod of absorption does. (Thus, absorbing spells can be risky.)
Retributive Strike: A staff of the magi can be broken for a retributive strike. Such an act must be purposeful and declared by the wielder. All charges in the staff are released in a 30-foot spread. All within 10 feet of the broken staff take hit points of damage equal to 8 times the number of charges in the staff, those between 11 feet and 20 feet away take points equal to 6 times the number of charges, and those 21 feet to 30 feet distant take 4 times the number of charges. A DC 17 Reflex save reduces damage by half.
The character breaking the staff has a 50% chance (01–50 on d%) of traveling to another plane of existence, but if she does not (51–100), the explosive release of spell energy destroys her. Only specific items, including the staff of the magi and the staff of power are capable of a retributive strike.
Strong (all schools); CL 20th;Weight 5 lb.

Talisman of Pure Good: A good (LG, NG, CG) divine spellcaster who possesses this item can cause a flaming crack to open at the feet of an evil (LE, NE, CE) divine spellcaster who is up to 100 feet away. The intended victim is swallowed up forever and sent hurtling to the center of the earth. The wielder of the talisman must be good, and if he is not exceptionally pure in thought and deed the evil character gains a DC 19 Reflex saving throw to leap away from the crack. Obviously, the target must be standing on solid ground for this item to function.
A talisman of pure good has 6 charges. If a neutral (LN, N, CN) divine spellcaster touches one of these stones, he takes 6d6 points of damage. If an evil divine spellcaster touches one, he takes 8d6 points of damage. All other characters are unaffected by the device.
Strong evocation [good]; CL 18th.

Talisman of the Sphere: This small adamantine loop and handle are useless to those unable to cast arcane spells. Characters who cannot cast arcane spells take 5d6 points of damage merely from picking up and holding a talisman of this sort. However, when held by an arcane spellcaster who is concentrating on control of a sphere of annihilation, a talisman of the sphere doubles the character’s modifier on his control check (doubling both his Intelligence bonus and his character level for this purpose).
If the wielder of a talisman establishes control, he need check for maintaining control only every other round thereafter. If control is not established, the sphere moves toward him. Note that while many spells and effects of cancellation have no effect upon a sphere of annihilation, the talisman’s power of control can be suppressed or canceled.
Strong transmutation; CL 16th;Weight 1 lb.

Talisman of Reluctant Wishes: A talisman of this sort appears the same as a stone of controlling earth elementals. Its powers are quite different, however, and dependent on the Charisma of the individual holding the talisman. Whenever a character touches a talisman of reluctant wishes, he must make a DC 15 Charisma check.
If he fails, the device acts as a stone of weight. Discarding or destroying it results in 5d6 points of damage to the character and the disappearance of the talisman.
If he succeeds, the talisman remains with the character for 5d6 hours, or until a wish is made with it, whichever comes first. It then disappears.
If he rolls a natural 20, the character finds it impossible to be rid of the talisman for as many months as he has points of Charisma. In addition, the artifact grants him one wish for every 6 points of the character’s Charisma. It also grows warm and throbs whenever its possessor comes within 20 feet of a mechanical or magic trap. (If the talisman is not held, its warning heat and pulses are of no avail.)
Regardless of which reaction results, a talisman of reluctant wishes disappears when its time period expires, leaving behind a 10,000 gp diamond in its stead.
Strong conjuration; CL 20th;Weight 1 lb.

Talisman of Ultimate Evil: An evil (LE, NE, CE) divine spellcaster who possesses this item can cause a flaming crack to open at the feet of a good (LG, NG, CG) divine spellcaster who is up to 100 feet away. The intended victim is swallowed up forever and sent hurtling to the center of the earth. The wielder of the talisman must be evil, and if she is not exceptionally foul and perverse in the sights of her evil deity the good character gains a DC 19 Reflex save to leap away from the crack. Obviously, the target must be standing on solid ground for this item to function.
A talisman of ultimate evil has 6 charges. If a neutral (LN, N, CN) divine spellcaster touches one of these stones, she takes 6d6 points of damage. If a good divine spellcaster touches one, she takes 8d6 points of damage. All other characters are unaffected by the device.
Strong evocation [evil]; CL 18th.

MAJOR ARTIFACTS
Major artifacts are unique items—only one of each such item exists. These are the most potent of magic items, capable of altering the balance of a campaign.
Unlike all other magic items, major artifacts are not easily destroyed. Each should have only a single, specific means of destruction.

Major Artifact Descriptions

The Moaning Diamond: The Moaning Diamond appears to be an uncut diamond the size of a human fist. At all times, it gives forth a baleful moaning sound, as if in pain. Despite the noise, the Moaning Diamond is not evil. The wielder of the stone can, three times per day, call upon it to reshape earth and stone as if by the spell stone shape, affecting 5,000 cubic feet of material. The Moaning Diamond can summon an elder earth elemental with maximum hit points that serves the caster until it is slain. Only one such elemental can be summoned at a time; if it is slain, a new creature cannot be summoned for 24 hours.

The Orbs of Dragonkind: Each of these fabled orbs contains the essence and personality of an ancient dragon of a different variety (one for each of the major ten different chromatic and metallic dragons). The bearer of an Orb can dominate dragons of its particular variety within 500 feet (as dominate monster), the dragon being forced to make a DC 25 Will save to resist. (Spell resistance is not useful against this effect.) Each Orb of Dragonkind bestows upon the wielder the AC and saving throw bonuses of the dragon within. These values replace whatever values the character would otherwise have, whether they are better or worse. These values cannot be modified by any means short of ridding the character of the Orb. A character possessing an Orb of Dragonkind is immune to the breath weapon—but only the breath weapon—of the dragon variety keyed to the Orb. Finally, a character possessing an Orb can herself use the breath weapon of the dragon in the Orb three times per day.
All Orbs of Dragonkind can be used to communicate verbally and visually with the possessors of the other Orbs. The owner of an Orb knows whether there are dragons within 10 miles at all times. For dragons of the Orb’s particular variety, the range is 100 miles. If within 1 mile of a dragon of the Orb’s variety, the wielder can determine the exact location and age of the creature. The bearer of one of these Orbs earns the enmity forever of all dragonkind for profiting by the enslavement of one of their kin, even if she later loses the item.
Each Orb also has an individual power that can be invoked once per round at 10th caster level.
• Black Dragon Orb: Fly (Will DC 17 negates).
• Blue Dragon Orb: Haste (Fortitude DC 17 negates).
• Brass Dragon Orb: Teleport (Will DC 19 negates).
• Bronze Dragon Orb: Scrying (Will DC 18 negates).
• Copper Dragon Orb: Suggestion (Will DC 17 negates).
• Gold Dragon Orb: The owner of the gold Orb can call upon any power possessed by one of the other Orbs—including the dominate and breath weapon abilities but not AC, save bonuses, or breath weapon immunity—but can only use an individual power once per day. She can use dominate on any other possessor of an Orb within 1 mile (Will DC 23 negates).
• Green Dragon Orb: Spectral hand.
• Red Dragon Orb: Wall of fire.
• Silver Dragon Orb: Cure critical wounds (Will DC 18 half ).
• White Dragon Orb: Protection from energy (cold) (Fortitude DC 17 negates).

The Saint’s Mace: This relic appears to be a simple, well-used cudgel, but its simple appearance hides great power. The saint’s mace has a +5 enhancement bonus and functions as a heavy mace with the holy, lawful, and disruption special abilities. The wielder can project searing light from the mace at will, at caster level 20th.

The Shadowstaff: This artifact was crafted centuries ago, weaving together the wispy strands of shadow itself into a twisted black staff. The Shadowstaff makes the wielder slightly shadowy and incorporeal, granting him a +4 bonus to AC and Reflex saves (which stacks with any other bonuses). However, in bright light (such as that of the sun, but not a torch) or in absolute darkness, the wielder takes a –2 penalty on all attack rolls, saves, and checks.
The Shadowstaff also has these powers.
• Summon Shadows: Three times per day the staff may summon 2d4 shadows. Immune to turning, they serve the wielder as if called by a summon monster V spell cast at 20th level.
• Summon Nightshade: Once per month, the staff can summon a nightcrawler nightshade that serves the wielder as if called by a summon monster IX spell cast at 20th level.
• Shadow Form: Three times per day the wielder can become a living shadow, with all the movement powers granted by the
gaseous form spell.
• Shadow Bolt: Three times per day the staff can project a ray attack that deals 10d6 points of cold damage to a single target. The shadow bolt has a range of 100 feet.

The Shield of the Sun: This +5 large shield, emblazoned with the symbol of the sun, allows the wielder to cast spells as if she were a 20th-level paladin with a Wisdom score of 20. The spells gained are cumulative with any existing spells per day that the character might have, even if she’s already a paladin. The Shield of the Sun also grants spell resistance 15 to its wielder. It absorbs the first 10 points of damage from any energy attack (fire, cold, acid, electricity, or sonic). In return for all this, once per year the shield’s owner must undertake a quest (no saving throw to avoid) at the behest of a lawful good deity.
A character who is evil or chaotic (LE, NE, CE, CN, CG) gains four negative levels if she attempts to use this artifact. Although these negative levels never results in actual level loss, they remain as long as the shield is in hand and cannot be overcome in any way (including restoration spells). The negative levels disappear when the shield is stowed or leaves the wearer’s possession.


Monster Types and Subtypes, and Monster Special Ability Summury

TYPES, SUBTYPES, & SPECIAL ABILITIES

Aberration Type: An aberration has a bizarre anatomy, strange abilities, an alien mindset, or any combination of the three.
Features: An aberration has the following features.
—d8 Hit Dice.
—Base attack bonus equal to 3/4 total Hit Dice (as cleric).
—Good Will saves.
—Skill points equal to (2 + Int modifier, minimum 1) per Hit Die, with quadruple skill points for the first Hit Die.
Traits: An aberration possesses the following traits (unless otherwise noted in a creature’s entry).
—Darkvision out to 60 feet.
—Proficient with its natural weapons. If generally humanoid in form, proficient with all simple weapons and any weapon it is described as using.
—Proficient with whatever type of armor (light, medium, or heavy) it is described as wearing, as well as all lighter types. Aberrations not indicated as wearing armor are not proficient with armor. Aberrations are proficient with shields if they are proficient with any form of armor.
—Aberrations eat, sleep, and breathe.

Ability Score Loss (Su): Some attacks reduce the opponent’s score in one or more abilities. This loss can be temporary (ability damage) or permanent (ability drain).
Ability Damage: This attack damages an opponent’s ability score. The creature’s descriptive text gives the ability and the amount of damage. If an attack that causes ability damage scores a critical hit, it deals twice the indicated amount of damage (if the damage is expressed as a die range, roll two dice). Ability damage returns at the rate of 1 point per day for each affected ability.
Ability Drain: This effect permanently reduces a living opponent’s ability score when the creature hits with a melee attack. The creature’s descriptive text gives the ability and the amount drained. If an attack that causes ability drain scores a critical hit, it drains twice the indicated amount (if the damage is expressed as a die range, roll two dice). Unless otherwise specified in the creature’s description, a draining creature gains 5 temporary hit points (10 on a critical hit) whenever it drains an ability score no matter how many points it drains. Temporary hit points gained in this fashion last for a maximum of 1 hour.
Some ability drain attacks allow a Fortitude save (DC 10 + 1/2 draining creature’s racial HD + draining creature’s Cha modifier; the exact DC is given in the creature’s descriptive text). If no saving throw is mentioned, none is allowed.

Alternate Form (Su): A creature with this special quality has the ability to assume one or more specific alternate forms. This ability works much like the polymorph spell, except that the creature is limited to the forms specified, and does not regain any hit points for changing its form. Assuming an alternate form results in the following changes to the creature:
—The creature retains the type and subtype of its original form. It gains the size of its new form.
—The creature loses the natural weapons, natural armor, movement modes, and extraordinary special attacks of its original form.
—The creature gains the natural weapons, natural armor, movement modes, and extraordinary special attacks of its new form.
—The creature retains the special qualities of its original form. It does not gain any special qualities of its new form.
—The creature retains the spell-like abilities and supernatural attacks of its old form (except for breath weapons and gaze attacks). It does not gain the spell-like abilities or supernatural attacks of its new form.
—The creature gains the physical ability scores (Str, Dex, Con) of its new form. It retains the mental ability scores (Int, Wis, Cha) of its original form.
—The creature retains its hit points and save bonuses, although its save modifiers may change due to a change in ability scores.
—The creature retains any spellcasting ability it had in its original form, although it must be able to speak intelligibly to cast spells with verbal components and it must have humanlike hands to cast spells with somatic components.
—The creature is effectively camouflaged as a creature of its new form, and it gains a +10 bonus on Disguise checks if it uses this ability to create a disguise.

Air Subtype: This subtype usually is used for elementals and outsiders with a connection to the Elemental Plane Air. Air creatures always have fly speeds and usually have perfect maneuverability.

Angel Subtype: Angels are a race of celestials, or good outsiders, native to the good-aligned Outer Planes.
Traits: An angel possesses the following traits (unless otherwise noted in a creature’s entry).
—Darkvision out to 60 feet and low-light vision.
—Immunity to acid, cold, and petrification.
—Resistance to electricity 10 and fire 10.
— +4 racial bonus on saves against poison.
—Protective Aura (Su): Against attacks made or effects created by evil creatures, this ability provides a +4 deflection bonus to AC and a +4 resistance bonus on saving throws to anyone within 20 feet of the angel. Otherwise, it functions as a magic circle against evil effect and a lesser globe of invulnerability, both with a radius of 20 feet (caster level equals angel’s HD). (The defensive benefits from the circle are not included in an angel’s statistics block.)
—Tongues (Su): All angels can speak with any creature that has a language, as though using a tongues spell (caster level equal to angel’s Hit Dice). This ability is always active.

Animal Type: An animal is a living, nonhuman creature, usually a vertebrate with no magical abilities and no innate capacity for language or culture.
Features: An animal has the following features (unless otherwise noted in a creature’s entry).
—d8 Hit Dice.
—Base attack bonus equal to 3/4 total Hit Dice (as cleric).
—Good Fortitude and Reflex saves (certain animals have different good saves).
—Skill points equal to (2 + Int modifier, minimum 1) per Hit Die, with quadruple skill points for the first Hit Die.
Traits: An animal possesses the following traits (unless otherwise noted in a creature’s entry).
—Intelligence score of 1 or 2 (no creature with an Intelligence score of 3 or higher can be an animal).
—Low-light vision.
—Alignment: Always neutral.
—Treasure: None.
—Proficient with its natural weapons only. A noncombative herbivore uses its natural weapons as a secondary attack. Such attacks are made with a –5 penalty on the creature’s attack rolls, and the animal receives only 1/2 its Strength modifier as a damage adjustment.
—Proficient with no armor unless trained for war.
—Animals eat, sleep, and breathe.

Aquatic Subtype: These creatures always have swim speeds and thus can move in water without making Swim checks. An aquatic creature can breathe underwater. It cannot also breathe air unless it has the amphibious special quality.

Archon Subtype: Archons are a race of celestials, or good outsiders, native to lawful good-aligned Outer Planes.
Traits: An archon possesses the following traits (unless otherwise noted in a creature’s entry).
—Darkvision out to 60 feet and low-light vision.
—Aura of Menace (Su): A righteous aura surrounds archons that fight or get angry. Any hostile creature within a 20-foot radius of an archon must succeed on a Will save to resist its effects. The save DC varies with the type of archon, is Charisma-based, and includes a +2 racial bonus. Those who fail take a –2 penalty on attacks, AC, and saves for 24 hours or until they successfully hit the archon that generated the aura. A creature that has resisted or broken the effect cannot be affected again by the same archon’s aura for 24 hours.
—Immunity to electricity and petrification.
— +4 racial bonus on saves against poison.
—Magic Circle against Evil (Su): A magic circle against evil effect always surrounds an archon (caster level equals the archon’s Hit Dice). (The defensive benefits from the circle are not included in an archon’s statistics block.)
—Teleport (Su): Archons can use greater teleport at will, as the spell (caster level 14th), except that the creature can transport only itself and up to 50 pounds of objects.
—Tongues (Su): All archons can speak with any creature that has a language, as though using a tongues spell (caster level 14th). This ability is always active.

Augmented Subtype: A creature receives this subtype whenever something happens to change its original type. Some creatures (those with an inherited template) are born with this subtype; others acquire it when they take on an acquired template. The augmented subtype is always paired with the creature’s original type. A creature with the augmented subtype usually has the traits of its current type, but the features of its original type.

Blindsense (Ex): Using nonvisual senses, such as acute smell or hearing, a creature with blindsense notices things it cannot see. The creature usually does not need to make Spot or Listen checks to pinpoint the location of a creature within range of its blindsense ability, provided that it has line of effect to that creature. Any opponent the creature cannot see still has total concealment against the creature with blindsense, and the creature still has the normal miss chance when attacking foes that have concealment. Visibility still affects the movement of a creature with blindsense. A creature with blindsense is still denied its Dexterity bonus to Armor Class against attacks from creatures it cannot see.

Blindsight (Ex): This ability is similar to blindsense, but is far more discerning. Using nonvisual senses, such as sensitivity to vibrations, keen smell, acute hearing, or echolocation, a creature with blindsight maneuvers and fights as well as a sighted creature. Invisibility, darkness, and most kinds of concealment are irrelevant, though the creature must have line of effect to a creature or object to discern that creature or object. The ability’s range is specified in the creature’s descriptive text. The creature usually does not need to make Spot or Listen checks to notice creatures within range of its blindsight ability. Unless noted otherwise, blindsight is continuous, and the creature need do nothing to use it. Some forms of blindsight, however, must be triggered as a free action. If so, this is noted in the creature’s description. If a creature must trigger its blindsight ability, the creature gains the benefits of blindsight only during its turn.

Breath Weapon (Su): A breath weapon attack usually deals damage and is often based on some type of energy.
Such breath weapons allow a Reflex save for half damage (DC 10 + 1/2 breathing creature’s racial HD + breathing creature’s Con modifier; the exact DC is given in the creature’s descriptive text). A creature is immune to its own breath weapon unless otherwise noted. Some breath weapons allow a Fortitude save or a Will save instead of a Reflex save.

Change Shape (Su): A creature with this special quality has the ability to assume the appearance of a specific creature or type of creature (usually a humanoid), but retains most of its own physical qualities. A creature cannot change shape to a form more than one size category smaller or larger than its original form. Changing shape results in the following changes to the creature:
—The creature retains the type and subtype of its original form. It gains the size of its new form.
—The creature loses the natural weapons, movement modes, and extraordinary special attacks of its original form.
—The creature gains the natural weapons, movement modes, and extraordinary special attacks of its new form.
—The creature retains all other special attacks and qualities of its original form, except for breath weapons and gaze attacks.
—The creature retains the ability scores of its original form.
—The creature retains its hit points and saves.
—The creature retains any spellcasting ability it had in its original form, although it must be able to speak intelligibly to cast spells with verbal components and it must have humanlike hands to cast spells with somatic components.
—The creature is effectively camouflaged as a creature of its new form, and gains a +10 bonus on Disguise checks if it uses this ability to create a disguise.

Chaotic Subtype: A subtype usually applied only to outsiders native to the chaotic-aligned Outer Planes. Most creatures that have this subtype also have chaotic alignments; however, if their alignments change they still retain the subtype. Any effect that depends on alignment affects a creature with this subtype as if the creature has a chaotic alignment, no matter what its alignment actually is. The creature also suffers effects according to its actual alignment. A creature with the chaotic subtype overcomes damage reduction as if its natural weapons and any weapons it wields were chaotic-aligned (see Damage Reduction, below).

Cold Subtype: A creature with the cold subtype has immunity to cold. It has vulnerability to fire, which means it takes 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.

Constrict (Ex): A creature with this special attack can crush an opponent, dealing bludgeoning damage, after making a successful grapple check. The amount of damage is given in the creature’s entry. If the creature also has the improved grab ability it deals constriction damage in addition to damage dealt by the weapon used to grab.

Construct Type: A construct is an animated object or artificially constructed creature.
Features: A construct has the following features.
—10-sided Hit Dice.
—Base attack bonus equal to 3/4 total Hit Dice (as cleric).
—No good saving throws.
—Skill points equal to (2 + Int modifier, minimum 1) per Hit Die, with quadruple skill points for the first Hit Die, if the construct has an Intelligence score. However, most constructs are mindless and gain no skill points or feats.
Traits: A construct possesses the following traits (unless otherwise noted in a creature’s entry).
—No Constitution score.
—Low-light vision.
—Darkvision out to 60 feet.
—Immunity to all mind-affecting effects (charms, compulsions, phantasms, patterns, and morale effects).
—Immunity to poison, sleep effects, paralysis, stunning, disease , death effects, and necromancy effects.
—Cannot heal damage on their own, but often can be repaired by exposing them to a certain kind of effect (see the creature’s description for details) or through the use of the Craft Construct feat. A construct with the fast healing special quality still benefits from that quality.
—Not subject to critical hits, nonlethal damage, ability damage, ability drain, fatigue, exhaustion, or energy drain.
—Immunity to any effect that requires a Fortitude save (unless the effect also works on objects, or is harmless).
—Not at risk of death from massive damage. Immediately destroyed when reduced to 0 hit points or less.
—Since it was never alive, a construct cannot be raised or resurrected.
—Because its body is a mass of unliving matter, a construct is hard to destroy. It gains bonus hit points based on size, as shown on the following table.
Construct Size | Bonus Hit Points | Construct Size | Bonus Hit Points
Fine | — | Large | 30
Diminutive | — | Huge | 40
Tiny | — | Gargantuan | 60
Small | 10 | Colossal | 80
Medium | 20 |  |
—Proficient with its natural weapons only, unless generally humanoid in form, in which case proficient with any weapon mentioned in its entry.
—Proficient with no armor.
—Constructs do not eat, sleep, or breathe.

Damage Reduction (Ex or Su): A creature with this special quality ignores damage from most weapons and natural attacks. Wounds heal immediately, or the weapon bounces off harmlessly (in either case, the opponent knows the attack was ineffective). The creature takes normal damage from energy attacks (even nonmagical ones), spells, spell-like abilities, and supernatural abilities. A certain kind of weapon can sometimes damage the creature normally, as noted below.
The entry indicates the amount of damage ignored (usually 5 to 15 points) and the type of weapon that negates the ability.
Some monsters are vulnerable to piercing, bludgeoning, or slashing damage. (normally Ex)
Some monsters are vulnerable to certain materials, such as alchemical silver, adamantine, or cold-forged iron. Attacks from weapons that are not made of the correct material have their damage reduced, even if the weapon has an enhancement bonus. (normally Ex (adamantine) or Su (silver or cold iron))
Some monsters are vulnerable to magic weapons. Any weapon with at least a +1 magical enhancement bonus on attack and damage rolls overcomes the damage reduction of these monsters. Such creatures’ natural weapons (but not their attacks with weapons) are treated as magic weapons for the purpose of overcoming damage reduction. (normally Su)
A few very powerful monsters are vulnerable only to epic weapons; that is, magic weapons with at least a +6 enhancement bonus. Such creatures’ natural weapons are also treated as epic weapons for the purpose of overcoming damage reduction. (normally Su)
Some monsters are vulnerable to chaotic-, evil-, good-, or lawful-aligned weapons. When a cleric casts align weapon, affected weapons might gain one or more of these properties, and certain magic weapons have these properties as well. A creature with an alignment subtype (chaotic, evil, good, or lawful) can overcome this type of damage reduction with its natural weapons and weapons it wields as if the weapons or natural weapons had an alignment (or alignments) that match the subtype(s) of the creature. (normally Su)
When a damage reduction entry has a dash (–) after the slash, no weapon negates the damage reduction. (normally Ex)
A few creatures are harmed by more than one kind of weapon. A weapon of either type overcomes this damage reduction.
A few other creatures require combinations of different types of attacks to overcome their damage reduction. A weapon must be both types to overcome this damage reduction. A weapon that is only one type is still subject to damage reduction.

Dragon Type: A dragon is a reptilelike creature, usually winged, with magical or unusual abilities.
Features: A dragon has the following features.
—12-sided Hit Dice.
—Base attack bonus equal to total Hit Dice (as fighter).
—Good Fortitude, Reflex, and Will saves.
—Skill points equal to (6 + Int modifier, minimum 1) per Hit Die, with quadruple skill points for the first Hit Die.
Traits: A dragon possesses the following traits (unless otherwise noted in the description of a particular kind).
—Darkvision out to 60 feet and low-light vision.
—Immunity to magic sleep effects and paralysis effects.
—Proficient with its natural weapons only unless humanoid in form (or capable of assuming humanoid form), in which case proficient with all simple weapons and any weapons mentioned in its entry.
—Proficient with no armor.
—Dragons eat, sleep, and breathe.

Earth Subtype: This subtype usually is used for elementals and outsiders with a connection to the Elemental Plane of Earth. Earth creatures usually have burrow speeds, and most earth creatures can burrow through solid rock.

Elemental Type: An elemental is a being composed of one of the four classical elements: air, earth, fire, or water.
Features: An elemental has the following features.
—8-sided Hit Dice.
—Base attack bonus equal to 3/4 total Hit Dice (as cleric).
—Good saves depend on the element: Fortitude (earth, water) or Reflex (air, fire).
—Skill points equal to (2 + Int modifier, minimum 1) per Hit Die, with quadruple skill points for the first Hit Die.
Traits: An elemental possesses the following traits (unless otherwise noted in a creature’s entry).
—Darkvision out to 60 feet.
—Immunity to poison, sleep effects, paralysis, and stunning.
—Not subject to critical hits or flanking.
—Unlike most other living creatures, an elemental does not have a dual nature—its soul and body form one unit. When an elemental is slain, no soul is set loose. Spells that restore souls to their bodies, such as raise dead, reincarnate, and resurrection, don’t work on an elemental. It takes a different magical effect, such as limited wish, wish, miracle, or true resurrection, to restore it to life.
—Proficient with natural weapons only, unless generally humanoid in form, in which case proficient with all simple weapons and any weapons mentioned in its entry.
—Proficient with whatever type of armor (light, medium, or heavy) that it is described as wearing, as well as all lighter types. Elementals not indicated as wearing armor are not proficient with armor. Elementals are proficient with shields if they are proficient with any form of armor.
—Elementals do not eat, sleep, or breathe.

Energy Drain (Su): This attack saps a living opponent’s vital energy and happens automatically when a melee or ranged attack hits. Each successful energy drain bestows one or more negative levels (the creature’s description specifies how many). If an attack that includes an energy drain scores a critical hit, it drains twice the given amount. Unless otherwise specified in the creature’s description, a draining creature gains 5 temporary hit points (10 on a critical hit) for each negative level it bestows on an opponent. These temporary hit points last for a maximum of 1 hour. An affected opponent takes a –1 penalty on all skill checks and ability checks, attack rolls, and saving throws, and loses one effective level or Hit Die (whenever level is used in a die roll or calculation) for each negative level. A spellcaster loses one spell slot of the highest level of spells she can cast and (if applicable) one prepared spell of that level; this loss persists until the negative level is removed. Negative levels remain until 24 hours have passed or until they are removed with a spell, such as restoration. If a negative level is not removed before 24 hours have passed, the affected creature must attempt a Fortitude save (DC 10 + 1/2 draining creature’s racial HD + draining creature’s Cha modifier; the exact DC is given in the creature’s descriptive text). On a success, the negative level goes away with no harm to the creature. On a failure, the negative level goes away, but the creature’s level is also reduced by one. A separate saving throw is required for each negative level.

Evil Subtype: A subtype usually applied only to outsiders native to the evil-aligned Outer Planes. Evil outsiders are also called fiends. Most creatures that have this subtype also have evil alignments; however, if their alignments change, they still retain the subtype. Any effect that depends on alignment affects a creature with this subtype as if the creature has an evil alignment, no matter what its alignment actually is. The creature also suffers effects according to its actual alignment. A creature with the evil subtype overcomes damage reduction as if its natural weapons and any weapons it wields were evil-aligned (see Damage Reduction, above).

Extraplanar Subtype: A subtype applied to any creature when it is on a plane other than its native plane. A creature that travels the planes can gain or lose this subtype as it goes from plane to plane. Monster entries assume that encounters with creatures take place on the Material Plane, and every creature whose native plane is not the Material Plane has the extraplanar subtype (but would not have when on its home plane). Every extraplanar creature in this book has a home plane mentioned in its description. Creatures not labeled as extraplanar are natives of the Material Plane, and they gain the extraplanar subtype if they leave the Material Plane. No creature has the extraplanar subtype when it is on a transitive plane, such as the Astral Plane, the Ethereal Plane, and the Plane of Shadow.

Fast Healing (Ex): A creature with the fast healing special quality regains hit points at an exceptionally fast rate, usually 1 or more hit points per round, as given in the creature’s entry. Except where noted here, fast healing is just like natural healing. Fast healing does not restore hit points lost from starvation, thirst, or suffocation, and it does not allow a creature to regrow lost body parts. Unless otherwise stated, it does not allow lost body parts to be reattached.

Fear (Su or Sp): Fear attacks can have various effects.
Fear Aura (Su): The use of this ability is a free action. The aura can freeze an opponent (such as a mummy’s despair) or function like the fear spell. Other effects are possible. A fear aura is an area effect. The descriptive text gives the size and kind of area.
Fear Cones (Sp) and Rays (Su): These effects usually work like the fear spell.
If a fear effect allows a saving throw, it is a Will save (DC 10 + 1/2 fearsome creature’s racial HD + creature’s Cha modifier; the exact DC is given in the creature’s descriptive text). All fear attacks are mind-affecting fear effects.

Fey Type: A fey is a creature with supernatural abilities and connections to nature or to some other force or place. Fey are usually human-shaped.
Features: A fey has the following features.
—6-sided Hit Dice.
—Base attack bonus equal to 1/2 total Hit Dice (as wizard).
—Good Reflex and Will saves.
—Skill points equal to (6 + Int modifier, minimum 1) per Hit Die, with quadruple skill points for the first Hit Die.
Traits: A fey possesses the following traits (unless otherwise noted in a creature’s entry).
—Low-light vision.
—Proficient with all simple weapons and any weapons mentioned in its entry.
—Proficient with whatever type of armor (light, medium, or heavy) that it is described as wearing, as well as all lighter types. Fey not indicated as wearing armor are not proficient with armor. Fey are proficient with shields if they are proficient with any form of armor.
—Fey eat, sleep, and breathe.

Fire Subtype: A creature with the fire subtype has immunity to fire. It has vulnerability to cold, which means it takes 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.

Flight (Ex or Su): A creature with this ability can cease or resume flight as a free action. If the ability is supernatural, it becomes ineffective in an antimagic field, and the creature loses its ability to fly for as long as the antimagic effect persists.

Frightful Presence (Ex): This special quality makes a creature’s very presence unsettling to foes. It takes effect automatically when the creature performs some sort of dramatic action (such as charging, attacking, or snarling). Opponents within range who witness the action may become frightened or shaken. Actions required to trigger the ability are given in the creature’s descriptive text. The range is usually 30 feet, and the duration is usually 5d6 rounds. 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 (DC 10 + 1/2 frightful creature’s racial HD + frightful creature’s Cha modifier; the exact DC is given in the creature’s descriptive text). An opponent that succeeds on the saving throw is immune to that same creature’s frightful presence for 24 hours. Frightful presence is a mind-affecting fear effect.

Gaze (Su): A gaze special attack takes effect when opponents look at the creature’s eyes. The attack can have almost any sort of effect: petrification, death, charm, and so on. The typical range is 30 feet, but check the creature’s entry for details. The type of saving throw for a gaze attack varies, but it is usually a Will or Fortitude save (DC 10 + 1/2 gazing creature’s racial HD + gazing creature’s Cha modifier; the exact DC is given in the creature’s descriptive text). A successful saving throw negates the effect. A monster’s gaze attack is described in abbreviated form in its description. Each opponent within range of a gaze attack must attempt a saving throw each round at the beginning of his or her turn in the initiative order. Only looking directly at a creature with a gaze attack leaves an opponent vulnerable. Opponents can avoid the need to make the saving throw by not looking at the creature, in one of two ways.
Averting Eyes: The opponent avoids looking at the creature’s face, instead looking at its body, watching its shadow, tracking it in a reflective surface, and so on. Each round, the opponent has a 50% chance to not need to make a saving throw against the gaze attack. The creature with the gaze attack, however, gains concealment against that opponent.
Wearing a Blindfold: The opponent cannot see the creature at all (also possible to achieve by turning one’s back on the creature or shutting one’s eyes). The creature with the gaze attack gains total concealment against the opponent.
A creature with a gaze attack can actively gaze as an attack action by choosing a target within range. That opponent must attempt a saving throw but can try to avoid this as described above. Thus, it is possible for an opponent to save against a creature’s gaze twice during the same round, once before the opponent’s action and once during the creature’s turn.
Gaze attacks can affect ethereal opponents. A creature is immune to gaze attacks of others of its kind unless otherwise noted.
Allies of a creature with a gaze attack might be affected. All the creature’s allies are considered to be averting their eyes from the creature with the gaze attack, and have a 50% chance to not need to make a saving throw against the gaze attack each round. The creature also can veil its eyes, thus negating its gaze ability.

Giant Type: A giant is a humanoid-shaped creature of great strength, usually of at least Large size.
Features: A giant has the following features.
—8-sided Hit Dice.
—Base attack bonus equal to 3/4 total Hit Dice (as cleric).
—Good Fortitude saves.
—Skill points equal to (2 + Int modifier, minimum 1) per Hit Die, with quadruple skill points for the first Hit Die.
Traits: A giant possesses the following traits (unless otherwise noted in a creature’s entry).
—Low-light vision.
—Proficient with all simple and martial weapons, as well as any natural weapons.
—Proficient with whatever type of armor (light, medium or heavy) it is described as wearing, as well as all lighter types. Giants not described as wearing armor are not proficient with armor. Giants are proficient with shields if they are proficient with any form of armor.
—Giants eat, sleep, and breathe.

Goblinoid Subtype: Goblinoids are stealthy humanoids who live by hunting and raiding and who all speak Goblin.

Good Subtype: A subtype usually applied only to outsiders native to the good-aligned Outer Planes. Most creatures that have this subtype also have good alignments; however, if their alignments change, they still retain the subtype. Any effect that depends on alignment affects a creature with this subtype as if the creature has a good alignment, no matter what its alignment actually is. The creature also suffers effects according to its actual alignment. A creature with the good subtype overcomes damage reduction as if its natural weapons and any weapons it wields were good-aligned (see Damage Reduction, above).

Humanoid Type: A humanoid usually has two arms, two legs, and one head, or a humanlike torso, arms, and a head. Humanoids have few or no supernatural or extraordinary abilities, but most can speak and usually have well-developed societies. They usually are Small or Medium. Every humanoid creature also has a subtype.
Humanoids with 1 Hit Die exchange the features of their humanoid Hit Die for the class features of a PC or NPC class. Humanoids of this sort are presented as 1st-level warriors, which means that they have average combat ability and poor saving throws.
Humanoids with more than 1 Hit Die are the only humanoids who make use of the features of the humanoid type.
Features: A humanoid has the following features (unless otherwise noted in a creature’s entry).
—8-sided Hit Dice, or by character class.
—Base attack bonus equal to 3/4 total Hit Dice (as cleric).
—Good Reflex saves (usually; a humanoid’s good save varies).
—Skill points equal to (2 + Int modifier, minimum 1) per Hit Die, with quadruple skill points for the first Hit Die, or by character class.
Traits: A humanoid possesses the following traits (unless otherwise noted in a creature’s entry).
—Proficient with all simple weapons, or by character class.
—Proficient with whatever type of armor (light, medium, or heavy) it is described as wearing, or by character class. If a humanoid does not have a class and wears armor, it is proficient with that type of armor and all lighter types. Humanoids not indicated as wearing armor are not proficient with armor. Humanoids are proficient with shields if they are proficient with any form of armor.
—Humanoids breathe, eat, and sleep.

Improved Grab (Ex): If a creature with this special attack hits with a melee weapon (usually a claw or bite attack), it deals normal damage and attempts to start a grapple as a free action without provoking an attack of opportunity. No initial touch attack is required. Unless otherwise noted, improved grab works only against opponents at least one size category smaller than the creature. The creature has the option to conduct the grapple normally, or simply use the part of its body it used in the improved grab to hold the opponent. If it chooses to do the latter, it takes a –20 penalty on grapple checks, but is not considered grappled itself; the creature does not lose its Dexterity bonus to AC, still threatens an area, and can use its remaining attacks against other opponents. A successful hold does not deal any extra damage unless the creature also has the constrict special attack. If the creature does not constrict, each successful grapple check it makes during successive rounds automatically deals the damage indicated for the attack that established the hold. Otherwise, it deals constriction damage as well (the amount is given in the creature’s descriptive text). When a creature gets a hold after an improved grab attack, it pulls the opponent into its space. This act does not provoke attacks of opportunity. It can even move (possibly carrying away the opponent), provided it can drag the opponent’s weight.

Incorporeal Subtype: An incorporeal creature has no physical body. It 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. It is immune to all nonmagical attack forms. Even when hit by spells or magic weapons, it has a 50% chance to ignore any damage from a corporeal source (except for positive energy, negative energy, force effects such as magic missile, or attacks made with ghost touch weapons). Although it is not a magical attack, holy water can affect incorporeal undead, but a hit with holy water has a 50% chance of not affecting an incorporeal creature.
An incorporeal creature has no natural armor bonus but has a deflection bonus equal to its Charisma bonus (always at least +1, even if the creature’s Charisma score does not normally provide a bonus).
An incorporeal creature can enter or pass through solid objects, but must remain adjacent to the object’s exterior, and so cannot pass entirely through an object whose space is larger than its own. It can sense the presence of creatures or objects within a square adjacent to its current location, but enemies have total concealment (50% miss chance) from an incorporeal creature that is inside an object. In order to see farther from the object it is in and attack normally, the incorporeal creature must emerge. An incorporeal creature inside an object has total cover, but when it attacks a creature outside the object it only has cover, so a creature outside with a readied action could strike at it as it attacks. An incorporeal creature cannot pass through a force effect.
An incorporeal creature’s attacks pass through (ignore) natural armor, armor, and shields, although deflection bonuses and force effects (such as mage armor) work normally against it. Incorporeal creatures pass through and operate in water as easily as they do in air. Incorporeal creatures cannot fall or take falling damage. Incorporeal creatures cannot make trip or grapple attacks, nor can they be tripped or grappled. In fact, they cannot take any physical action that would move or manipulate an opponent or its equipment, nor are they subject to such actions. Incorporeal creatures have no weight and do not set off traps that are triggered by weight.
An incorporeal creature moves silently and cannot be heard with Listen checks if it doesn’t wish to be. It has no Strength score, so its Dexterity modifier applies to both its melee attacks and its ranged attacks. Nonvisual senses, such as scent and blindsight, are either ineffective or only partly effective with regard to incorporeal creatures. Incorporeal creatures have an innate sense of direction and can move at full speed even when they cannot see.

Lawful: A subtype usually applied only to outsiders native to the lawful-aligned Outer Planes. Most creatures that have this subtype also have lawful alignments; however, if their alignments change, they still retain the subtype. Any effect that depends on alignment affects a creature with this subtype as if the creature has a lawful alignment, no matter what its alignment actually is. The creature also suffers effects according to its actual alignment. A creature with the lawful subtype overcomes damage reduction as if its natural weapons and any weapons it wields were lawful-aligned (see Damage Reduction, above).

Low-Light Vision (Ex): A creature with low-light vision can see twice as far as a human in starlight, moonlight, torchlight, and similar conditions of shadowy illumination. It retains the ability to distinguish color and detail under these conditions.

Magical Beast Type: Magical beasts are similar to animals but can have Intelligence scores higher than 2. Magical beasts usually have supernatural or extraordinary abilities, but sometimes are merely bizarre in appearance or habits.
Features: A magical beast has the following features.
—10-sided Hit Dice.
—Base attack bonus equal to total Hit Dice (as fighter).
—Good Fortitude and Reflex saves.
—Skill points equal to (2 + Int modifier, minimum 1) per Hit Die, with quadruple skill points for the first Hit Die.
Traits: A magical beast possesses the following traits (unless otherwise noted in a creature’s entry).
—Darkvision out to 60 feet and low-light vision.
—Proficient with its natural weapons only.
—Proficient with no armor.
—Magical beasts eat, sleep, and breathe.

Manufactured Weapons: Some monsters employ manufactured weapons when they attack. Creatures that use swords, bows, spears, and the like follow the same rules as characters, including those for additional attacks from a high base attack bonus and two-weapon fighting penalties. This category also includes “found items,” such as rocks and logs, that a creature wields in combat— in essence, any weapon that is not intrinsic to the creature.
Some creatures combine attacks with natural and manufactured weapons when they make a full attack. When they do so, the manufactured weapon attack is considered the primary attack unless the creature’s description indicates otherwise and any natural weapons the creature also uses are considered secondary natural attacks. These secondary attacks do not interfere with the primary attack as attacking with an off-hand weapon does, but they take the usual –5 penalty (or –2 with the Multiattack feat) for such attacks, even if the natural weapon used is normally the creature’s primary natural weapon.

Monstrous Humanoid Type: Monstrous humanoids are similar to humanoids, but with monstrous or animalistic features. They often have magical abilities as well.
Features: A monstrous humanoid has the following features.
—8-sided Hit Dice.
—Base attack bonus equal to total Hit Dice (as fighter).
—Good Reflex and Will saves.
—Skill points equal to (2 + Int modifier, minimum 1) per Hit Die, with quadruple skill points for the first Hit Die.
Traits: A monstrous humanoid possesses the following traits (unless otherwise noted in a creature’s entry).
—Darkvision out to 60 feet.
—Proficient with all simple weapons and any weapons mentioned in its entry.
—Proficient with whatever type of armor (light, medium, or heavy) it is described as wearing, as well as all lighter types. Monstrous humanoids not indicated as wearing armor are not proficient with armor. Monstrous humanoids are proficient with shields if they are proficient with any form of armor.
—Monstrous humanoids eat, sleep, and breathe.

Movement Modes: Creatures may have modes of movement other than walking and running. These are natural, not magical, unless specifically noted in a monster description.
Burrow: A creature with a burrow speed can tunnel through dirt, but not through rock unless the descriptive text says otherwise. Creatures cannot charge or run while burrowing. Most burrowing creatures do not leave behind tunnels other creatures can use (either because the material they tunnel through fills in behind them or because they do not actually dislocate any material when burrowing); see the individual creature descriptions for details.
Climb: A creature with a climb speed has a +8 racial bonus on all Climb checks. The creature must make a Climb check to climb any wall or slope with a DC of more than 0, but it always can choose to take 10 even if rushed or threatened while climbing. The creature climbs at the given speed while climbing. If it chooses an accelerated climb it moves at double the given climb speed (or its base land speed, whichever is lower) and makes a single Climb check at a –5 penalty. Creatures cannot run while climbing. A creature retains its Dexterity bonus to Armor Class (if any) while climbing, and opponents get no special bonus on their attacks against a climbing creature.
Fly: A creature with a fly speed can move through the air at the indicated speed if carrying no more than a light load. (Note that medium armor does not necessarily constitute a medium load.) All fly speeds include a parenthetical note indicating maneuverability, as follows:
—Perfect: The creature can perform almost any aerial maneuver it wishes. It moves through the air as well as a human moves over smooth ground.
—Good: The creature is very agile in the air (like a housefly or a hummingbird), but cannot change direction as readily as those with perfect maneuverability.
—Average: The creature can fly as adroitly as a small bird.
—Poor: The creature flies as well as a very large bird.
—Clumsy: The creature can barely maneuver at all.
A creature that flies can make dive attacks. A dive attack works just like a charge, but the diving creature must move a minimum of 30 feet and descend at least 10 feet. It can make only claw or talon attacks, but these deal double damage. A creature can use the run action while flying, provided it flies in a straight line.
Swim: A creature with a swim speed can move through water at its swim speed without making Swim checks. It has a +8 racial bonus on any Swim check to perform some special action or avoid a hazard. The creature can always can choose to take 10 on a Swim check, even if distracted or endangered. The creature can use the run action while swimming, provided it swims in a straight line.

Native Subtype: A subtype applied only to outsiders. These creatures have mortal ancestors or a strong connection to the Material Plane and can be raised, reincarnated, or resurrected just as other living creatures can be. Creatures with this subtype are native to the Material Plane (hence the subtype’s name). Unlike true outsiders, native outsiders need to eat and sleep.

Natural Weapons: Natural weapons are weapons that are physically a part of a creature. A creature making a melee attack with a natural weapon is considered armed and does not provoke attacks of opportunity. Likewise, it threatens any space it can reach. Creatures do not receive additional attacks from a high base attack bonus when using natural weapons. The number of attacks a creature can make with its natural weapons depends on the type of the attack—generally, a creature can make one bite attack, one attack per claw or tentacle, one gore attack, one sting attack, or one slam attack (although Large creatures with arms or arm-like limbs can make a slam attack with each arm). Refer to the individual monster descriptions.
Unless otherwise noted, a natural weapon threatens a critical hit on a natural attack roll of 20.
When a creature has more than one natural weapon, one of them (or sometimes a pair or set of them) is the primary weapon. All the creature’s remaining natural weapons are secondary.
The primary weapon is given in the creature’s Attack entry, and the primary weapon or weapons is given first in the creature’s Full Attack entry. A creature’s primary natural weapon is its most effective natural attack, usually by virtue of the creature’s physiology, training, or innate talent with the weapon. An attack with a primary natural weapon uses the creature’s full attack bonus. Attacks with secondary natural weapons are less effective and are made with a –5 penalty on the attack roll, no matter how many there are. (Creatures with the Multiattack feat take only a –2 penalty on secondary attacks.) This penalty applies even when the creature makes a single attack with the secondary weapon as part of the attack action or as an attack of opportunity.
Natural weapons have types just as other weapons do. The most common are summarized below.
Bite: The creature attacks with its mouth, dealing piercing, slashing, and bludgeoning damage.
Claw or Talon: The creature rips with a sharp appendage, dealing piercing and slashing damage.
Gore: The creature spears the opponent with an antler, horn, or similar appendage, dealing piercing damage.
Slap or Slam: The creature batters opponents with an appendage, dealing bludgeoning damage.
Sting: The creature stabs with a stinger, dealing piercing damage. Sting attacks usually deal damage from poison in addition to hit point damage.
Tentacle: The creature flails at opponents with a powerful tentacle, dealing bludgeoning (and sometimes slashing) damage.

Nonabilities: Some creatures lack certain ability scores. These creatures do not have an ability score of 0—they lack the ability altogether. The modifier for a nonability is +0. Other effects of nonabilities are detailed below.
Strength: Any creature that can physically manipulate other objects has at least 1 point of Strength. A creature with no Strength score can’t exert force, usually because it has no physical body or because it doesn’t move. The creature automatically fails Strength checks. If the creature can attack, it applies its Dexterity modifier to its base attack bonus instead of a Strength modifier.
Dexterity: Any creature that can move has at least 1 point of Dexterity. A creature with no Dexterity score can’t move. If it can perform actions (such as casting spells), it applies its Intelligence modifier to initiative checks instead of a Dexterity modifier. The creature automatically fails Reflex saves and Dexterity checks.
Constitution: Any living creature has at least 1 point of Constitution. A creature with no Constitution has no body or no metabolism. It is immune to any effect that requires a Fortitude save unless the effect works on objects or is harmless. The creature is also immune to ability damage, ability drain, and energy drain, and automatically fails Constitution checks. A creature with no Constitution cannot tire and thus can run indefinitely without tiring (unless the creature’s description says it cannot run).
Intelligence: Any creature that can think, learn, or remember has at least 1 point of Intelligence. A creature with no Intelligence score is mindless, an automaton operating on simple instincts or programmed instructions. It has immunity to mind-affecting effects (charms, compulsions, phantasms, patterns, and morale effects) and automatically fails Intelligence checks.
Mindless creatures do not gain feats or skills, although they may have bonus feats or racial skill bonuses.
Wisdom: Any creature that can perceive its environment in any fashion has at least 1 point of Wisdom. Anything with no Wisdom score is an object, not a creature. Anything without a Wisdom score also has no Charisma score.
Charisma: Any creature capable of telling the difference between itself and things that are not itself has at least 1 point of Charisma. Anything with no Charisma score is an object, not a creature. Anything without a Charisma score also has no Wisdom score.

Ooze Type: An ooze is an amorphous or mutable creature, usually mindless.
Features: An ooze has the following features.
—10-sided Hit Dice.
—Base attack bonus equal to 3/4 total Hit Dice (as cleric).
—No good saving throws.
—Skill points equal to (2 + Int modifier, minimum 1) per Hit Die, with quadruple skill points for the first Hit Die, if the ooze has an Intelligence score. However, most oozes are mindless and gain no skill points or feats.
Traits: An ooze possesses the following traits (unless otherwise noted in a creature’s entry).
—Mindless: No Intelligence score, and immunity to all mind-affecting effects (charms, compulsions, phantasms, patterns, and morale effects).
—Blind (but have the blindsight special quality), with immunity to gaze attacks, visual effects, illusions, and other attack forms that rely on sight.
—Immunity to poison, sleep effects, paralysis, polymorph, and stunning.
—Some oozes have the ability to deal acid damage to objects. In such a case, the amount of damage is equal to 10 + 1/2 ooze’s HD + ooze’s Con modifier per full round of contact.
—Not subject to critical hits or flanking.
—Proficient with its natural weapons only.
—Proficient with no armor.
—Oozes eat and breathe, but do not sleep.

Outsider Type: An outsider is at least partially composed of the essence (but not necessarily the material) of some plane other than the Material Plane. Some creatures start out as some other type and become outsiders when they attain a higher (or lower) state of spiritual existence.
Features: An outsider has the following features.
—8-sided Hit Dice.
—Base attack bonus equal to total Hit Dice (as fighter).
—Good Fortitude, Reflex, and Will saves.
—Skill points equal to (8 + Int modifier, minimum 1) per Hit Die, with quadruple skill points for the first Hit Die.
Traits: An outsider possesses the following traits (unless otherwise noted in a creature’s entry).
—Darkvision out to 60 feet.
—Unlike most other living creatures, an outsider does not have a dual nature—its soul and body form one unit. When an outsider is slain, no soul is set loose. Spells that restore souls to their bodies, such as raise dead, reincarnate, and resurrection, don’t work on an outsider. It takes a different magical effect, such as limited wish, wish, miracle, or true resurrection to restore it to life. An outsider with the native subtype can be raised, reincarnated, or resurrected just as other living creatures can be.
—Proficient with all simple and martial weapons and any weapons mentioned in its entry.
—Proficient with whatever type of armor (light, medium, or heavy) it is described as wearing, as well as all lighter types. Outsiders not indicated as wearing armor are not proficient with armor. Outsiders are proficient with shields if they are proficient with any form of armor.
—Outsiders breathe, but do not need to eat or sleep (although they can do so if they wish). Native outsiders breathe, eat, and sleep.

Paralysis (Ex or 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 usually resist it with a Fortitude saving throw (the DC is given in the creature’s description). Unlike hold person and similar effects, a paralysis effect does not allow a new save each round. A winged creature flying in the air at the time that it is paralyzed cannot flap its wings and falls. A swimmer can’t swim and may drown.

Plant Type: This type comprises vegetable creatures. Note that regular plants, such as one finds growing in gardens and fields, lack Wisdom and Charisma scores (see Nonabilities, above) and are not creatures, but objects, even though they are alive.
Features: A plant creature has the following features.
—8-sided Hit Dice.
—Base attack bonus equal to 3/4 total Hit Dice (as cleric).
—Good Fortitude saves.
—Skill points equal to (2 + Int modifier, minimum 1) per Hit Die, with quadruple skill points for the first Hit Die, if the plant creature has an Intelligence score. However, some plant creatures are mindless and gain no skill points or feats.
Traits: A plant creature possesses the following traits (unless otherwise noted in a creature’s entry).
—Low-light vision.
—Immunity to all mind-affecting effects (charms, compulsions, phantasms, patterns, and morale effects).
—Immunity to poison, sleep effects, paralysis, polymorph, and stunning.
—Not subject to critical hits.
—Proficient with its natural weapons only.
—Proficient with no armor.
—Plants breathe and eat, but do not sleep.

Poison (Ex): Poison attacks deal initial damage, such as ability damage (see page 305) or some other effect, to the opponent on a failed Fortitude save. Unless otherwise noted, another saving throw is required 1 minute later (regardless of the first save’s result) to avoid secondary damage. A creature’s descriptive text provides the details.
A creature with a poison attack is immune to its own poison and the poison of others of its kind.
The Fortitude save DC against a poison attack is equal to 10 + 1/2 poisoning creature’s racial HD + poisoning creature’s Con modifier (the exact DC is given in the creature’s descriptive text).
A successful save avoids (negates) the damage.

Pounce (Ex): When a creature with this special attack makes a charge, it can follow with a full attack—including rake attacks if the creature also has the rake ability.

Powerful Charge (Ex): When a creature with this special attack makes a charge, its attack deals extra damage in addition to the normal benefits and hazards of a charge. The amount of damage from the attack is given in the creature’s description.

Psionics (Sp): These are spell-like abilities that a creature generates with the power of its mind. Psionic abilities are usually usable at will.

Rake (Ex): A creature with this special attack gains extra natural attacks when it grapples its foe. Normally, a monster can attack with only one of its natural weapons while grappling, but a monster with the rake ability usually gains two additional claw attacks that it can use only against a grappled foe. Rake attacks are not subject to the usual –4 penalty for attacking with a natural weapon in a grapple.
A monster with the rake ability must begin its turn grappling to use its rake—it can’t begin a grapple and rake in the same turn.

Ray (Su or Sp): This form of special attack works like a ranged attack. Hitting with a ray attack requires a successful ranged touch attack roll, ignoring armor, natural armor, and shield and using the creature’s ranged attack bonus. Ray attacks have no range increment. The creature’s descriptive text specifies the maximum range, effects, and any applicable saving throw.

Regeneration (Ex): A creature with this ability is difficult to kill. Damage dealt to the creature is treated as nonlethal damage. The creature automatically heals nonlethal damage at a fixed rate per round, as given in the entry. Certain attack forms, typically fire and acid, deal lethal damage to the creature, which doesn’t go away. The creature’s descriptive text describes the details. A regenerating creature that has been rendered unconscious through nonlethal damage can be killed with a coup de grace. The attack cannot be of a type that automatically converts to nonlethal damage.
Attack forms that don’t deal hit point damage ignore regeneration. Regeneration also does not restore hit points lost from starvation, thirst, or suffocation. Regenerating creatures can regrow lost portions of their bodies and can reattach severed limbs or body parts; details are in the creature’s descriptive text. Severed parts that are not reattached wither and die normally.
A creature must have a Constitution score to have the regeneration ability.

Reptilian Subtype: These creatures are scaly and usually coldblooded. The reptilian subtype is only used to describe a set of humanoid races, not all animals and monsters that are truly reptiles.

Resistance to Energy (Ex): A creature with this special quality ignores some damage of the indicated type each time it takes damage of that kind (commonly acid, cold, fire, or electricity). The entry indicates the amount and type of damage ignored.

Scent (Ex): This special quality allows a creature to detect approaching enemies, sniff out hidden foes, and track by sense of smell. Creatures with the scent ability can identify familiar odors just as humans do familiar sights.
The creature can detect opponents within 30 feet by sense of smell. If the opponent is upwind, the range increases to 60 feet; if downwind, it drops to 15 feet. Strong scents, 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 a creature detects a scent, the exact location of the source is not revealed—only its presence somewhere within range. The creature can take a move action to note the direction of the scent.
Whenever the creature comes within 5 feet of the source, the creature pinpoints the source’s location.
A creature with the Track feat and the scent ability 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 Track feat. Creatures tracking by scent ignore the effects of surface conditions and poor visibility.

Shapechanger Subtype: A shapechanger has the supernatural ability to assume one or more alternate forms. Many magical effects allow some kind of shape shifting, and not every creature that can change shapes has the shapechanger subtype.
Traits: A shapechanger possesses the following traits (unless otherwise noted in a creature’s entry).
—Proficient with its natural weapons, with simple weapons, and with any weapons mentioned in the creature’s description.
—Proficient with any armor mentioned in the creature’s description, as well as all lighter forms. If no form of armor is mentioned, the shapechanger is not proficient with armor. A shapechanger is proficient with shields if it is proficient with any type of armor.

Sonic Attacks (Su): Unless otherwise noted, a sonic attack follows the rules for spreads. The range of the spread is measured from the creature using the sonic attack. Once a sonic attack has taken effect, deafening the subject or stopping its ears does not end the effect. Stopping one’s ears ahead of time allows opponents to avoid having to make saving throws against mind-affecting sonic attacks, but not other kinds of sonic attacks (such as those that deal damage). Stopping one’s ears is a full-round action and requires wax or other soundproof material to stuff into the ears.

Special Abilities: A special ability is either extraordinary (Ex), spell-like (Sp), or supernatural (Su).
Extraordinary: Extraordinary abilities are nonmagical, don’t become ineffective in an antimagic field, and are not subject to any effect that disrupts magic. Using an extraordinary ability is a free action unless otherwise noted.
Spell-Like: Spell-like abilities are magical and work just like spells (though they are not spells and so have no verbal, somatic, material, focus, or XP components). They go away in an antimagic field and are subject to spell resistance if the spell the ability resembles or duplicates would be subject to spell resistance.
A spell-like ability usually has a limit on how often it can be used. A spell-like ability that can be used at will has no use limit. Using a spell-like ability is a standard action unless noted otherwise, and doing so while threatened provokes attacks of opportunity. It is possible to make a Concentration check to use a spell-like ability defensively and avoid provoking an attack of opportunity, just as when casting a spell. A spell-like ability can be disrupted just as a spell can be. Spell-like abilities cannot be used to counterspell, nor can they be counterspelled.
For creatures with spell-like abilities, a designated caster level defines how difficult it is to dispel their spell-like effects and to define any level-dependent variables (such as range and duration) the abilities might have. The creature’s caster level never affects which spell-like abilities the creature has; sometimes the given caster level is lower than the level a spellcasting character would need to cast the spell of the same name. If no caster level is specified, the caster level is equal to the creature’s Hit Dice. The saving throw (if any) against a spell-like ability is 10 + the level of the spell the ability resembles or duplicates + the creature’s Cha modifier.
Some spell-like abilities duplicate spells that work differently when cast by characters of different classes. A monster’s spell-like abilities are presumed to be the sorcerer/wizard versions. If the spell in question is not a sorcerer/wizard spell, then default to cleric, druid, bard, paladin, and ranger, in that order.
Supernatural: Supernatural abilities are magical and go away in an antimagic field but are not subject to spell resistance. Supernatural abilities cannot be dispelled. Using a supernatural ability is a standard action unless noted otherwise. Supernatural abilities may have a use limit or be usable at will, just like spell-like abilities. However, supernatural abilities do not provoke attacks of opportunity and never require Concentration checks. Unless otherwise noted, a supernatural ability has an effective caster level equal to the creature’s Hit Dice. The saving throw (if any) against a supernatural ability is 10 + 1/2 the creature’s HD + the creature’s ability modifier (usually Charisma).

Spell Immunity (Ex): A creature with spell immunity avoids the effects of spells and spell-like abilities that directly affect it. This works exactly like spell resistance, except that it cannot be overcome. Sometimes spell immunity is conditional or applies to only spells of a certain kind or level. Spells that do not allow spell resistance are not affected by spell immunity.

Spell Resistance (Ex): A creature with spell resistance can avoid the effects of spells and spell-like abilities that directly affect it.To determine if a spell or spell-like ability works against a creature with spell resistance, the caster must make a caster level check (1d20 + caster level). If the result equals or exceeds the creature’s spell resistance, the spell works normally, although the creature is still allowed a saving throw.

Spells: Sometimes a creature can cast arcane or divine spells just as a member of a spellcasting class can (and can activate magic items accordingly). Such creatures are subject to the same spellcasting rules that characters are, except as follows.
A spellcasting creature that lacks hands or arms can provide any somatic component a spell might require by moving its body. Such a creature also does need material components for its spells. The creature can cast the spell by either touching the required component (but not if the component is in another creature’s possession) or having the required component on its person. Sometimes spellcasting creatures utilize the Eschew Materials feat to avoid fussing with noncostly components.
A spellcasting creature is not actually a member of a class unless its entry says so, and it does not gain any class abilities. A creature with access to cleric spells must prepare them in the normal manner and receives domain spells if noted, but it does not receive domain granted powers unless it has at least one level in the cleric class.

Summon (Sp): A creature with the summon ability can summon specific other creatures of its kind much as though casting a summon monster spell, but it usually has only a limited chance of success (as specified in the creature’s entry). Roll d%: On a failure, no creature answers the summons. Summoned creatures automatically return whence they came after 1 hour. A creature that has just been summoned cannot use its own summon ability for 1 hour. Most creatures with the ability to summon do not use it lightly, since it leaves them beholden to the summoned creature. In general, they use it only when necessary to save their own lives. An appropriate spell level is given for each summoning ability for purposes of Concentration checks and attempts to dispel the summoned creature. No experience points are awarded for summoned monsters.

Swallow Whole (Ex): If a creature with this special attack begins its turn with an opponent held in its mouth (see Improved Grab), it can attempt a new grapple check (as though attempting to pin the opponent). If it succeeds, it swallows its prey, and the opponent takes bite damage. Unless otherwise noted, the opponent can be up to one size category smaller than the swallowing creature. Being swallowed has various consequences, depending on the creature doing the swallowing. A swallowed creature is considered to be grappled, while the creature that did the swallowing is not. A swallowed creature can try to cut its way free with any light slashing or piercing weapon (the amount of cutting damage required to get free is noted in the creature description), or it can just try to escape the grapple. The Armor Class of the interior of a creature that swallows whole is normally 10 + 1/2 its natural armor bonus, with no modifiers for size or Dexterity. If the swallowed creature escapes the grapple, success puts it back in the attacker’s mouth, where it may be bitten or swallowed again.

Swarm Subtype: A swarm is a collection of Fine, Diminutive, or Tiny creatures that acts as a single creature. A swarm has the characteristics of its type, except as noted here. A swarm has a single pool of Hit Dice and hit points, a single initiative modifier, a single speed, and a single Armor Class. A swarm makes saving throws as a single creature. A single swarm occupies a square (if it is made up of nonflying creatures) or a cube (of flying creatures) 10 feet on a side, but its reach is 0 feet, like its component creatures. In order to attack, it moves into an opponent’s space, which provokes an attack of opportunity. It can occupy the same space as a creature of any size, since it crawls all over its prey. A swarm can move through squares occupied by enemies and vice versa without impediment, although the swarm provokes an attack of opportunity if it does so. A swarm can move through cracks or holes large enough for its component creatures.
A swarm of Tiny creatures consists of 300 nonflying creatures or 1,000 flying creatures. A swarm of Diminutive creatures consists of 1,500 nonflying creatures or 5,000 flying creatures. A swarm of Fine creatures consists of 10,000 creatures, whether they are flying or not. Swarms of nonflying creatures include many more creatures than could normally fit in a 10-foot square based on their normal space, because creatures in a swarm are packed tightly together and generally crawl over each other and their prey when moving or attacking. Larger swarms are represented by multiples of single swarms. The area occupied by a large swarm is completely shapeable, though the swarm usually remains in contiguous squares.
Traits: A swarm has no clear front or back and no discernable anatomy, so it is not subject to critical hits or flanking. A swarm made up of Tiny creatures takes half damage from slashing and piercing weapons. A swarm composed of Fine or Diminutive creatures is immune to all weapon damage. Reducing a swarm to 0 hit points or lower causes it to break up, though damage taken until that point does not degrade its ability to attack or resist attack. Swarms are never staggered or reduced to a dying state by damage. Also, they cannot be tripped, grappled, or bull rushed, and they cannot grapple an opponent.
A swarm is immune to any spell or effect that targets a specific number of creatures (including single-target spells such as disintegrate), with the exception of mind-affecting effects (charms, compulsions, phantasms, patterns, and morale effects) if the swarm has an Intelligence score and a hive mind. A swarm takes half again as much damage (+50%) from spells or effects that affect an area, such as splash weapons and many evocation spells.
Swarms made up of Diminutive or Fine creatures are susceptible to high winds such as that created by a gust of wind spell. For purposes of determining the effects of wind on a swarm, treat the swarm as a creature of the same size as its constituent creatures. A swarm rendered unconscious by means of nonlethal damage becomes disorganized and dispersed, and does not reform until its hit points exceed its nonlethal damage.
Swarm Attack: Creatures with the swarm subtype don’t make standard melee attacks. Instead, they deal automatic damage to any creature whose space they occupy at the end of their move, with no attack roll needed. Swarm attacks are not subject to a miss chance for concealment or cover. A swarm’s statistics block has “swarm” in the Attack and Full Attack entries, with no attack bonus given. The amount of damage a swarm deals is based on its Hit Dice, as shown below.
Swarm HD | Swarm Base Damage
1–5 | 1d6
6–10 | 2d6
11–15 | 3d6
16–20 | 4d6
21 or more | 5d6
A swarm’s attacks are nonmagical, unless the swarm’s description states otherwise. Damage reduction sufficient to reduce a swarm attack’s damage to 0, being incorporeal, and other special abilities usually give a creature immunity (or at least resistance) to damage from a swarm. Some swarms also have acid, poison, blood drain, or other special attacks in addition to normal damage.
Swarms do not threaten creatures in their square, and do not make attacks of opportunity with their swarm attack. However, they distract foes whose squares they occupy, as described below.
Distraction (Ex): Any living creature vulnerable to a swarm’s damage that begins its turn with a swarm in its square is nauseated for 1 round; a Fortitude save (DC 10 + 1/2 swarm’s HD + swarm’s Con modifier; the exact DC is given in a swarm’s description) negates the effect. Spellcasting or concentrating on spells within the area of a swarm requires a Concentration check (DC 20 + spell level). Using skills that involve patience and concentration requires a DC 20 Concentration check.

Telepathy (Su): A creature with this ability can communicate telepathically with any other creature within a certain range (specified in the creature’s entry, usually 100 feet) that has a language. It is possible to address multiple creatures at once telepathically, although maintaining a telepathic conversation with more than one creature at a time is just as difficult as simultaneously speaking and listening to multiple people at the same time.
Some creatures have a limited form of telepathy, while others have a more powerful form of the ability.

Trample (Ex): As a full-round action, a creature with this special attack can move up to twice its speed and literally run over any opponents at least one size category smaller than itself. The creature merely has to move over the opponents in its path; any creature whose space is completely covered by the trampling creature’s space is subject to the trample attack. If a target’s space is larger than 5 feet, it is only considered trampled if the trampling creature moves over all the squares it occupies. If the trampling creature moves over only some of a target’s space, the target can make an attack of opportunity against the trampling creature at a –4 penalty. A trampling creature that accidentally ends its movement in an illegal space returns to the last legal position it occupied, or the closest legal position, if there’s a legal position that’s closer.
A trample attack deals bludgeoning damage (the creature’s slam damage + 1-1/2 times its Str modifier). The creature’s descriptive text gives the exact amount.
Trampled opponents can attempt attacks of opportunity, but these take a –4 penalty. If they do not make attacks of opportunity, trampled opponents can attempt Reflex saves to take half damage.
The save DC against a creature’s trample attack is 10 + 1/2 creature’s HD + creature’s Str modifier (the exact DC is given in the creature’s descriptive text). A trampling creature can only deal trampling damage to each target once per round, no matter how many times its movement takes it over a target creature.

Tremorsense (Ex): A creature with tremorsense is sensitive to vibrations in the ground and can automatically pinpoint the location of anything that is in contact with the ground. Aquatic creatures with tremorsense can also sense the location of creatures moving through water. The ability’s range is specified in the creature’s descriptive text.

Treasure: This entry in a monster description describes how much wealth a creature owns. In most cases, a creature keeps valuables in its home or lair and has no treasure with it when it travels. Intelligent creatures that own useful, portable treasure (such as magic items) tend to carry and use these, leaving bulky items at home. Treasure can include coins, goods, and items. Creatures can have varying amounts of each, as follows.
Standard: Refer to the treasure tables and roll d% once for each type of treasure (Coins, Goods, Items) on the Level section of the table that corresponds to the creature’s Challenge Rating (for groups of creatures, use the Encounter Level for the encounter instead). Some creatures have double, triple, or even quadruple standard treasure; in these cases, roll for each type of treasure two, three, or four times.
None: The creature collects no treasure of its own.
Nonstandard: Some creatures have quirks or habits that affect the types of treasure they collect. These creatures use the same
treasure tables, but with special adjustments.
Fractional Coins: Roll on the Coins column in the section corresponding to the creature’s Challenge Rating, but divide the result as indicated.
% Goods or Items: The creature has goods or items only some of the time. Before checking for goods or items, roll d% against the given percentage. On a success, make a normal roll on the appropriate Goods or Items column (which may still result in no goods or items).
Double Goods or Items: Roll twice on the appropriate Goods or Items column.
Parenthetical Notes: Some entries for goods or items include notes that limit the types of treasure a creature collects.
When a note includes the word “no,” it means the creature does not collect or cannot keep that thing. If a random roll generates such a result, treat the result as “none” instead.
When a note includes the word “only,” the creature goes out of its way to collect treasure of the indicated type. Treat all results from that column as the indicated type of treasure.
It’s sometimes necessary to reroll until the right sort of item appears.

Turn Resistance (Ex): A creature with this special quality (usually an undead) is less easily affected by clerics or paladins. When resolving a turn, rebuke, command, or bolster attempt, add the indicated number to the creature’s Hit Dice total.

Undead Type: Undead are once-living creatures animated by spiritual or supernatural forces.
Features: An undead creature has the following features.
—12-sided Hit Dice.
—Base attack bonus equal to 1/2 total Hit Dice (as wizard).
—Good Will saves.
—Skill points equal to (4 + Int modifier, minimum 1) per Hit Die, with quadruple skill points for the first Hit Die, if the undead creature has an Intelligence score. However, many undead are mindless and gain no skill points or feats.
Traits: An undead creature possesses the following traits (unless otherwise noted in a creature’s entry).
—No Constitution score.
—Darkvision out to 60 feet.
—Immunity to all mind-affecting effects (charms, compulsions, phantasms, patterns, and morale effects).
—Immunity to poison, sleep effects, paralysis, stunning, disease, and death effects.
—Not subject to critical hits, nonlethal damage, ability drain, or energy drain. Immune to damage to its physical ability scores (Strength, Dexterity, and Constitution), as well as to fatigue and exhaustion effects.
—Cannot heal damage on its own if it has no Intelligence score, although it can be healed. Negative energy (such as an inflict spell) can heal undead creatures. The fast healing special quality works regardless of the creature’s Intelligence score.
—Immunity to any effect that requires a Fortitude save (unless the effect also works on objects or is harmless).
—Uses its Charisma modifier for Concentration checks.
—Not at risk of death from massive damage, but when reduced to 0 hit points or less, it is immediately destroyed.
—Not affected by raise dead and reincarnate spells or abilities. Resurrection and true resurrection can affect undead creatures. These spells turn undead creatures back into the living creatures they were before becoming undead.
—Proficient with its natural weapons, all simple weapons, and any weapons mentioned in its entry.
—Proficient with whatever type of armor (light, medium, or heavy) it is described as wearing, as well as all lighter types. Undead not indicated as wearing armor are not proficient with armor. Undead are proficient with shields if they are proficient with any form of armor.
—Undead do not breathe, eat, or sleep.

Vermin Type: This type includes insects, arachnids, other arthropods, worms, and similar invertebrates.
Features: Vermin have the following features.
—8-sided Hit Dice.
—Base attack bonus equal to 3/4 total Hit Dice (as cleric).
—Good Fortitude saves.
—Skill points equal to (2 + Int modifier, minimum 1) per Hit Die, with quadruple skill points for the first Hit Die, if the vermin has an Intelligence score. However, most vermin are mindless and gain no skill points or feats.
Traits: Vermin possess the following traits (unless otherwise noted in a creature’s entry).
—Mindless: No Intelligence score, and immunity to all mind-affecting effects (charms, compulsions, phantasms, patterns, and morale effects).
—Darkvision out to 60 feet.
—Proficient with their natural weapons only.
—Proficient with no armor.
—Vermin breathe, eat, and sleep.

Vulnerability to Energy: Some creatures have vulnerability to a certain kind of energy effect (typically either cold or fire). Such a creature takes half again as much (+50%) damage as normal from the effect, regardless of whether a saving throw is allowed, or if the save is a success or failure.

Water Subtype: This subtype usually is used for elementals and outsiders with a connection to the Elemental Plane of Water. Creatures with the water subtype always have swim speeds and can move in water without making Swim checks. A water creature can breathe underwater and usually can breathe air as well.


IMPROVING MONSTERS

Each of the monster entries describes a typical creature of its kind. However, there are several methods by which extraordinary or unique monsters can be created using a typical creature as the foundation: by adding character classes, increasing a monster’s Hit Dice, or by adding a template to a monster. These methods are not mutually exclusive—it’s possible for a monster with a template to be improved by both increasing its Hit Dice and adding character class levels.
Class Levels: Intelligent creatures that are reasonably humanoid in shape most commonly advance by adding class levels. Creatures that fall into this category have an entry of “By character class” in their Advancement line. When a monster adds a class level, that level usually represents an increase in experience and learned skills and capabilities.
Increased Hit Dice: Intelligent creatures that are not humanoid in shape, and nonintelligent monsters, can advance by increasing their Hit Dice. Creatures with increased Hit Dice are usually superior specimens of their race, bigger and more powerful than their run-of-the-mill fellows.
Templates: Both intelligent and nonintelligent creatures with an unusual heritage or an inflicted change in their essential nature may be modified with a template. Templates usually result in tougher monsters with capabilities that differ from those of their common kin.
Each of these three methods for improving monsters is discussed in more detail below.

ABILITY SCORE ARRAYS

Monsters are assumed to have completely average (or standard) ability scores—a 10 or an 11 in each ability, as modified by their racial bonuses. However, improved monsters are individuals and often have better than normal ability scores, and usually make use of either the elite array or the nonelite array of ability scores. Monsters who improve by adding a template, and monsters who improve by increasing their Hit Dice, may use any of the three arrays (standard, nonelite, or elite). Any monster unique enough to be improved could easily be considered elite.
Elite Array: The elite array is 15, 14, 13, 12, 10, 8. While the monster has one weakness compared to a typical member of its race, it is significantly better overall. The elite array is most appropriate for monsters who add levels in a player character class.
Nonelite Array: The nonelite array is 13, 12, 11, 10, 9, 8. The nonelite array does not necessarily make a monster better than normal, but it does customize the monster as an individual with strengths and weaknesses compared to a typical member of its race. The nonelite array is most appropriate for monsters who add class levels in a NPC class.
Ability Score Improvement: Treat monster Hit Dice the same as character level for determining ability score increases. This only applies to Hit Dice increases, monsters do not gain ability score increases for levels they “already reached” with their racial Hit Dice, since these adjustments are included in their basic ability scores.

MONSTERS AND CLASS LEVELS

If a creature acquires a character class, it follows the rules for multiclass characters.
The creature’s Hit Dice equal the number of class levels it has plus its racial Hit Dice. A creature’s “monster class” is always a favored class, and the creature never takes XP penalties for having it. Additional Hit Dice gained from taking levels in a character class never affect a creature’s size.
Humanoids and Class Levels: Creatures with 1 or less HD replace their monster levels with their character levels. The monster loses the attack bonus, saving throw bonuses, skills, and feats granted by its 1 monster HD and gains the attack bonus, save bonuses, skills, feats, and other class abilities of a 1st-level character of the appropriate class.
Level Adjustment and Effective Character Level: To determine the effective character level (ECL) of a monster character, add its level adjustment to its racial Hit Dice and character class levels. The monster is considered to have experience points equal to the minimum needed to be a character of its ECL.
If you choose to equip a monster with gear, use its ECL as its character level for purposes of determining how much equipment it can purchase. Generally, only monsters with an Advancement entry of “By character class” receive NPC gear; other creatures adding character levels should be treated as monsters of the appropriate CR and assigned treasure, not equipment.
Feat Acquisition and Ability Score Increases: A monster’s total Hit Dice, not its ECL, govern its acquisition of feats and ability score increases.

INCREASING HIT DICE

As its Hit Dice increase, a creature’s attack bonuses and saving throw modifiers might improve. It gains more feats and skills, depending on its type, as shown on Table: Creature Improvement by Type.
Note that if a creature acquires a character class, it improves according to its class, not its type.

Table: Creature Improvement by Type
 | Hit Die | Attack Bonus | Good Saving Throws | Skill Points*
Aberration | d8 | HD x3/4 (as cleric) | Will | 2 + Int mod per HD
Animal | d8 | HD x3/4 (as cleric) | Fort, Ref (and sometimes Will) | 2 + Int mod per HD
Construct | d10 | HD x3/4 (as cleric) | — | 2 + Int mod per HD**
Dragon | d12 | HD (as fighter) | Fort, Ref, Will | 6 + Int mod per HD
Elemental | d8 | HD x3/4 (as cleric) | Ref (Air, Fire), or Fort (Earth, Water) | 2 + Int mod per HD
Fey | d6 | HD x1/2 (as wizard) | Ref, Will | 6 + Int mod per HD
Giant | d8 | HD x3/4 (as cleric) | Fort | 2 + Int mod per HD
Humanoid | d8 | HD x3/4 (as cleric) | Varies (any one) | 2 + Int mod per HD
Magical beast | d10 | HD (as fighter) | Fort, Ref | 2 + Int mod per HD
Monstrous humanoid | d8 | HD (as fighter) | Ref, Will | 2 + Int mod per HD
Ooze | d10 | HD x3/4 (as cleric) | — | 2 + Int mod per HD**
Outsider | d8 | HD (as fighter) | Fort, Ref, Will | 8 + Int mod per HD
Plant | d8 | HD x3/4 (as cleric) | Fort | 2 + Int mod per HD**
Undead | d12 | HD x1/2 (as wizard) | Will | 4 + Int mod per HD**
Vermin | d8 | HD x3/4 (as cleric) | Fort | 2 + Int mod per HD**
All types have a number of feats equal to 1 + 1 per 3 Hit Dice.
* As long as a creature has an Intelligence of at least 1, it gains a minimum of 1 skill point per Hit Die.
** Creatures with an Intelligence score of “—” gain no skill points or feats.

SIZE INCREASES
A creature may become larger when its Hit Dice are increased (the new size is noted parenthetically in the monster’s Advancement entry).
A size increase affects any special ability the creature has that is affected by size. Increased size also affects a creature’s ability scores, AC, attack bonuses, and damage values as indicated on the tables below.

Table: Changes to Statistics by Size
Old Size* | New Size | Str | Dex | Con | Natural Armor | AC/ Attack
Fine | Diminutive | Same | –2 | Same | Same | –4
Diminutive | Tiny | +2 | –2 | Same | Same | –2
Tiny | Small | +4 | –2 | Same | Same | –1
Small | Medium | +4 | –2 | +2 | Same | –1
Medium | Large | +8 | –2 | +4 | +2 | –1
Large | Huge | +8 | –2 | +4 | +3 | –1
Huge | Gargantuan | +8 | Same | +4 | +4 | –2
Gargantuan | Colossal | +8 | Same | +4 | +5 | –4
*Repeat the adjustment if the creature moves up more than one size.

Table: Increased Damage By Size
Old Damage (Each)* | New Damage
1d2 | 1d3
1d3 | 1d4
1d4 | 1d6
1d6 | 1d8
1d8 | 2d6
1d10 | 2d8
2d6 | 3d6
2d8 | 3d8
* Repeat the adjustment if the creature moves up more than one size category.

TEMPLATES

Certain creatures are created by adding a template to an existing creature. A templated creature can represent a freak of nature, the individual creation of a single experimenter, or the first generation of offspring from parents of different species.

ACQUIRED AND INHERITED TEMPLATES
Some templates can be added to creatures anytime. Templates such as these are referred to as acquired templates, indicating that the creature did not always have the attributes of the template.
Other templates, known as inherited templates, are part of a creature from the beginning of its existence. Creatures are born with these templates.
It’s possible for a certain kind of template to be of either type.

READING A TEMPLATE
A template’s description provides a set of instructions for altering an existing creature, known as the base creature. The changes that a template might cause to each line of a creature ’s statistics block are discussed below. Generally, if a template does not cause a change to a certain statistic, that entry is missing from the template description. For clarity, the entry for a statistic or attribute that is not changed is sometimes given as “Same as the base creature.”
Size and Type: Templates often change a creature’s type, and may change the creature’s size.
If a template changes the base creature’s type, the creature also acquires the augmented subtype unless the template description indicates otherwise. The augmented subtype is always paired with the creature’s original type. Unless a template indicates otherwise, the new creature has the traits of the new type but the features of the original type.
If a template changes a creature’s size, use Table: Changes to Statistics by Size to calculate changes to natural armor, Armor Class, attack rolls, and grapple bonus.
Hit Dice and Hit Points: Most templates do not change the number of Hit Dice a monster has, but some do. Some templates change the size of a creature’s Hit Dice (usually by changing the creature type). A few templates change previously acquired Hit Dice, and continue to change Hit Dice gained with class levels, but most templates that change Hit Dice change only the creature’s original HD and leave class Hit Dice unchanged.
If the Hit Dice entry in a template description is missing, Hit Dice and hit points do not change unless the creature’s Constitution modifier changes.
Initiative: If a template changes the monster’s Dexterity, or if it adds or removes the Improved Initiative feat, this entry changes.
Speed: If a template modifies a creature’s speed, the template states how that happens. More commonly, a template adds a new movement mode.
Armor Class: If a template changes the creature’s size, see Table: Changes to Statistics by Size to determine its new Armor Class and to see whether its natural armor changes. In some cases the method of determining Armor Class changes radically; the template description explains how to adjust the creature’s AC.
Base Attack/Grapple: Templates usually do not change a creature’s base attack bonus. If a template modifies a creature’s base attack bonus, the template description states how that happens. Changes to a creature’s Strength score can change a creature’s grapple bonus, as can changes to its size.
Attack and Full Attack: Most templates do not change a creature’s attack bonus or modes of attack, even when the creature’s type changes (the creature’s base attack bonus is the same as a creature of the original type). Of course, any change in ability scores may affect attack bonuses. If Strength or Dexterity changes, use the new modifier to determine attack bonuses. A change in a monster’s size also changes its attack bonus; see Table: Changes to Statistics by Size.
Damage: Damage changes with Strength. If the creature uses a two-handed weapon or has a single natural weapon, it adds 1-1/2 times its Strength bonus to the damage. If it has more than a single attack then it adds its Strength bonus to damage rolls for the primary attack and 1/2 its Strength bonus to all secondary attacks.
Space/Reach: A template may change this entry if it changes the monster’s size. Note that this table does not take into account special situations such as exceptional reach.
Special Attacks: A template may add or remove special attacks. The template description gives the details of any special attacks a template provides, including how to determine saving throw DCs, if applicable.
Special Qualities: A template may add or remove special qualities. The template description gives the details of any special qualities a template provides, including how to determine saving throw DCs, if applicable. Even if the special qualities entry is missing from a template description, the creature still gains any qualities associated with its new type.
Base Saves: As with attacks, changing a monster’s type does not always change its base saving throw bonuses. You only need to adjust them for new modifiers for Constitution, Dexterity, or Wisdom. A template may, however, state that a monster has a different “good” saving throw.
Abilities: If a template changes one or more ability scores, these changes are noted here.
Skills: As with attacks, changing a monster’s type does not always change its skill points. Most templates don’t change the number of Hit Dice a creature has, so you don’t need to adjust skills in that case unless the key abilities for those skills have changed, or the template gives a bonus on one or more skills, or unless the template gives a feat that provides a bonus on a skill check.
Some templates change how skill points are determined, but this change usually only affects skill points gained after the template is applied. Treat skills listed in the base creature’s description as class skills, as well as any new skills provided by the template.
Feats: Since most templates do not change the number of Hit Dice a creature has, a template will not change the number of feats the creature has. Some templates grant one or more bonus feats.
Environment: Usually the same as the base creature.
Organization: Usually the same as the base creature.
Challenge Rating: Most templates increase the creature’s Challenge Rating. A template might provide a modifier to be added to the base creature’s CR, or it might specify a range of modifiers depending on the base creature’s original Hit Dice or CR.
Treasure: Usually the same as the base creature.
Alignment: Usually the same as the base creature, unless the template is associated with a certain alignment.
Advancement: Usually the same as the base creature.
Level Adjustment: This entry is a modifier to the base creature’s level adjustment. Any level adjustment is meaningless unless the creature retains a high enough Intelligence (minimum 3) to gain class levels after applying the template.

Adding More Than One Template
In theory, there’s no limit to the number of templates you can add to a creature. To add more than one template, just apply each template one at a time. Always apply inherited templates before applying acquired templates. Whenever you add multiple templates, pay attention to the creature’s type—you may add a template that makes the creature ineligible for other templates you might want to add.

ADVANCED MONSTER CHALLENGE RATING

When adding class levels to a creature with 1 or less HD, you advance the creature like a character. Otherwise, use the following guidelines.

ADDING CLASS LEVELS
If you are advancing a monster by adding player character class levels, decide if the class levels directly improve the monster’s existing capabilities.
When adding class levels to a creature, you should give it typical ability scores appropriate for that class. Most creatures are built using the standard array of ability scores: 11, 11, 11, 10, 10, 10, adjusted by racial modifiers. If you give a creature a PC class use the elite array of ability scores before racial adjustments: 15, 14, 13, 12, 10, 8. Creatures with NPC classes use the nonelite array of 13, 12, 11, 10, 9, 8. T

Associated Class Levels
Class levels that increase a monster’s existing strengths are known as associated class levels. Each associated class level a monster has increases its CR by 1.
Barbarian, fighter, paladin, and ranger are associated classes for a creature that relies on its fighting ability.
Rogue and ranger are associated classes for a creature that relies on stealth to surprise its foes, or on skill use to give itself an advantage.
A spellcasting class is an associated class for a creature that already has the ability to cast spells as a character of the class in question, since the monster’s levels in the spellcasting class stack with its innate spellcasting ability.

Nonassociated Class Levels
If you add a class level that doesn’t directly play to a creature’s strength the class level is considered nonassociated, and things get a little more complicated. Adding a nonassociated class level to a monster increases its CR by 1/2 per level until one of its nonassociated class levels equals its original Hit Dice. At that point, each additional level of the same class or a similar one is considered associated and increases the monster’s CR by 1.
Levels in NPC classes are always treated as nonassociated.

ADDING HIT DICE
When you improve a monster by adding Hit Dice, use Table: Improved Monster CR Increase to determine the effect on the creature’s CR. Keep in mind that many monsters that advance by adding Hit Dice also increase in size. Do not stack this CR increase with any increase from class levels. In general, once you’ve doubled a creature’s CR, you should closely watch any additional increases in its abilities. Adding Hit Dice to a creature improves several of its abilities, and radical increases might not follow this progression indefinitely. Compare the monster’s improved attack bonus, saving throw bonuses, and any DCs of its special abilities from the HD increase to typical characters of the appropriate level and adjust the CR accordingly.
Table: Improved Monster CR Increase
Creature’s Original Type | CR Increase
Aberration, construct, elemental, fey, giant, humanoid, ooze, plant, undead, vermin | +1 per 4 HD added
Animal, magical beast, monstrous humanoid | +1 per 3 HD added
Dragon, outsider, nonassociated class levels | +1 per 2 HD or 2 levels added
Directly associated class levels | +1 per level added
Other Modifiers:
Size increased to Large or larger | +1 to CR
Monster’s ability scores based on elite array* | +1 to CR
Monster possesses special attacks or qualities that significantly improve combat effectiveness | +2 to CR
Monster possesses special attacks or qualities that improve combat effectiveness in a minor way | +1 to CR
Template added | + template CR modifier
* Do not apply this increase if you advance a monster by class levels. (Monsters advanced by class levels are assumed to use the elite array.)

INCREASING SIZE
Generally, increasing a monster’s size increases its combat effectiveness. Large creatures gain increased Strength, reach, and other benefits. Apply this modifier if you increase a creature beyond Medium and in conjunction with any other increases.
Be careful, though. Monsters that benefit from a smaller size may actually lose effectiveness because of a size increase. Monsters that don’t benefit from size increases don’t advance in that manner for this reason.

ADDING SPECIAL ABILITIES
You can add any sort of spell-like, supernatural, or extraordinary ability to a creature. As with a class level, you should determine how much, or how little, this ability adds to the creature’s existing repertoire. A suite of abilities that work together should be treated as a single modifier for this purpose. If the ability (or combination of abilities) significantly increases the monster’s combat effectiveness, increase its CR by 2. Minor abilities increase the creature’s CR by 1, and truly trivial abilities may not increase CR at all. If the special abilities a monster gains are not tied to a class or Hit Die increase, this CR increase stacks.
A significant special attack is one that stands a good chance of incapacitating or crippling a character in one round. A significant special quality is one that seriously diminishes the monster’s vulnerability to common attacks. Do not add this factor twice if a monster has both special attacks and special qualities.
Make sure to “scale” your evaluation of these abilities by the monster’s current CR.


Monster List, sorted by CR and environment

CR less than 1

Monster | CR | Environment | Monster | CR | Environment
Bat | 1/10 | Temperate deserts | Toad | 1/10 | Temperate marshes
Rat | 1/8 | Any | Monstrous centipede, Tiny | 1/8 | Underground
Donkey | 1/6 | Temperate deserts | Lizard | 1/6 | Warm forests
Raven | 1/6 | Temperate forests | Monkey | 1/6 | Warm forests
Cat | 1/4 | Temperate plains | Kobold | 1/4 | Temperate forests
Pony | 1/4 | Temperate plains | Monstrous spider, Tiny | 1/4 | Temperate forests
Monstrous scorpion, Tiny | 1/4 | Warm deserts | Owl | 1/4 | Temperate forests
Monstrous centipede, Small | 1/4 | Underground | Weasel | 1/4 | Temperate hills
Dire rat | 1/3 | Any | Dog | 1/3 | Temperate plains
Giant fire beetle | 1/3 | Warm plains | Goblin | 1/3 | Temperate plains
Hawk | 1/3 | Temperate forests | Snake, Tiny viper | 1/3 | Temperate marshes
Elf (any but drow) | 1/2 | Temperate forests (Aquatic: Temperate aquatic) (Gray: Temperate mountains) (Wild: Warm forests) | Halfling (any) | 1/2 | Warm plains (Deep: Warm hills) (Tallfellow: Temperate forests)
Gnome (any but svirfneblin) | 1/2 | Temperate hills (Forest: Temperate forests) | Dwarf (any but duergar) | 1/2 | Temperate mountains (Deep: Underground)
Animated object, Tiny | 1/2 | Any | Merfolk | 1/2 | Temperate aquatic
Aasimar (planetouched) | 1/2 | Temperate plains | Porpoise | 1/2 | Temperate aquatic
Tiefling (planetouched) | 1/2 | Temperate plains | Locathah | 1/2 | Warm aquatic
Pony, war | 1/2 | Temperate plains | Stirge | 1/2 | Warm marshes
Badger | 1/2 | Temperate forests | Hobgoblin | 1/2 | Warm hills
Monstrous spider, Small | 1/2 | Temperate forests | Baboon | 1/2 | Warm plains
Snake, Small viper | 1/2 | Temperate marshes | Monstrous scorpion, Small | 1/2 | Warm deserts
Orc | 1/2 | Temperate hills | Monstrous centipede, Medium | 1/2 | Underground
Eagle | 1/2 | Temperate mountains | Formian worker | 1/2 | A lawful-aligned plane

CR 1

Monster | CR | Environment | Monster | CR | Environment
Animated object, Small | 1 | Any | Darkmantle | 1 | Underground
Homunculus | 1 | Any | Shrieker (fungus) | 1 | Underground
Ghoul | 1 | Any (Lacedon: Any aquatic) | Monstrous centipede, Large | 1 | Underground
Horse, heavy | 1 | Temperate plains | Dwarf, duergar | 1 | Underground
Horse, light | 1 | Temperate plains | Gnome, svirfneblin | 1 | Underground
Horse, light war | 1 | Temperate plains | Elf, drow | 1 | Underground
Dog, riding | 1 | Temperate plains | Troglodyte | 1 | Underground
Giant ant, worker | 1 | Temperate plains | Grimlock | 1 | Underground
Giant bee | 1 | Temperate plains | Nixie (sprite) | 1 | Temperate aquatic
Grig (sprite) | 1 | Temperate forests | Squid | 1 | Temperate aquatic
Pseudodragon | 1 | Temperate forests | Octopus | 1 | Warm aquatic
Krenshar | 1 | Temperate forests | Manta ray | 1 | Warm aquatic
Monstrous spider, Medium | 1 | Temperate forests | Shark, Medium | 1 | Cold aquatic
Wolf | 1 | Temperate forests | Gnoll | 1 | Warm plains
Spider swarm | 1 | Warm forests | Mule | 1 | Warm plains
Hyena | 1 | Warm deserts | Lizardfolk | 1 | Temperate marshes
Camel | 1 | Warm deserts | Snake, Medium viper | 1 | Temperate marshes
Monstrous scorpion, Medium | 1 | Warm deserts | Lemure (devil) | 1 | A lawful evil-aligned plane
Air elemental, Small | 1 | Elemental Plane of Air | Earth elemental, Small | 1 | Elemental Plane of Earth
Fire elemental, Small | 1 | Elemental Plane of Fire | Water elemental, Small | 1 | Elemental Plane of Water

CR 2

Monster | CR | Environment | Monster | CR | Environment
Animated object, Medium | 2 | Any | Monstrous centipede, Huge | 2 | Underground
Rat swarm | 2 | Any | Choker | 2 | Underground
Wererat (lycanthrope) | 2 | Any | Skum | 2 | Underground
Bison | 2 | Temperate plains | Cheetah | 2 | Warm plains
Horse, heavy war | 2 | Temperate plains | Ape | 2 | Warm forests
Blink dog | 2 | Temperate plains | Leopard | 2 | Warm forests
Worg | 2 | Temperate plains | Lizard, monitor | 2 | Warm forests
Giant ant, soldier | 2 | Temperate plains | Snake, constrictor | 2 | Warm forests
Giant ant, queen | 2 | Temperate plains | Giant bombardier beetle | 2 | Warm forests
Dire badger | 2 | Temperate forests | Wolverine | 2 | Cold forests
Bear, black | 2 | Temperate forests | Dire weasel | 2 | Temperate hills
Boar | 2 | Temperate forests | Hippogriff | 2 | Temperate hills
Monstrous spider, Large | 2 | Temperate forests | Dire bat | 2 | Temperate deserts
Satyr | 2 | Temperate forests | Bat swarm | 2 | Temperate deserts
Snake, Large viper | 2 | Temperate marshes | Triton | 2 | Temperate aquatic
Crocodile | 2 | Warm marshes | Sahuagin | 2 | Warm aquatic
Shocker lizard | 2 | Warm marshes | Shark, Large | 2 | Cold aquatic
Archon, lantern | 2 | A lawful good-aligned plane | Bugbear | 2 | Temperate mountains
Imp (devil) | 2 | A lawful evil-aligned plane | Vargouille | 2 | An evil-aligned plane
Dretch (demon) | 2 | A chaotic evil-aligned plane | Azer | 2 | Elemental Plane of Fire
Quasit (demon) | 2 | A chaotic evil-aligned plane | Thoqqua | 2 | Elemental Plane of Fire

CR 3

Monster | CR | Environment | Monster | CR | Environment
Animated object, Large | 3 | Any | Derro | 3 | Underground
Doppelganger | 3 | Any | Ethereal filcher | 3 | Underground
Allip | 3 | Any | Grick | 3 | Underground
Ghast | 3 | Any | Rust monster | 3 | Underground
Shadow | 3 | Any | Phantom fungus | 3 | Underground
Wight | 3 | Any | Violet fungus | 3 | Underground
Centaur | 3 | Temperate forests | Gelatinous cube | 3 | Underground
Dryad | 3 | Temperate forests | Cockatrice | 3 | Temperate plains
Werewolf (lycanthrope) | 3 | Temperate forests | Locust swarm | 3 | Temperate plains
Assassin vine | 3 | Temperate forests | Ankheg | 3 | Warm plains
Dire wolf | 3 | Temperate forests | Lion | 3 | Warm plains
Giant wasp | 3 | Temperate forests | Monstrous scorpion, Large | 3 | Warm deserts
Giant praying mantis | 3 | Temperate forests | Deinonychus (dinosaur) | 3 | Warm forests
Pegasus | 3 | Temperate forests | Dire ape | 3 | Warm forests
Unicorn | 3 | Temperate forests | Ettercap | 3 | Warm forests
Owl, giant | 3 | Temperate forests | Snake, Huge viper | 3 | Temperate marshes
Eagle, giant | 3 | Temperate mountains | Ogre | 3 | Temperate hills (Merrow: Temperate Aquatic)
Ethereal marauder | 3 | Ethereal Plane
Howler | 3 | A chaotic-aligned plane | Formian, warrior | 3 | A lawful-aligned plane
Yeth hound | 3 | An evil-aligned plane | Mephit (any) | 3 | Elemental Planes
Hell hound | 3 | A lawful evil-aligned plane | Fire elemental, Medium | 3 | Elemental Plane of Fire
Air elemental, Medium | 3 | Elemental Plane of Air | Magmin | 3 | Elemental Plane of Fire
Arrowhawk, juvenile | 3 | Elemental Plane of Air | Salamander, flamebrother | 3 | Elemental Plane of Fire
Earth elemental, Medium | 3 | Elemental Plane of Earth | Water elemental, Medium | 3 | Elemental Plane of Water
Xorn, minor | 3 | Elemental Plane of Earth | Tojanida, juvenile | 3 | Elemental Plane of Water

CR 4

Monster | CR | Environment | Monster | CR | Environment
Gargoyle | 4 | Any | Centipede swarm | 4 | Underground
Vampire spawn | 4 | Any | Mimic | 4 | Underground
Giant stag beetle | 4 | Temperate forests | Otyugh | 4 | Underground
Dire boar | 4 | Temperate forests | Minotaur | 4 | Underground
Areanea | 4 | Temperate forests | Griffon | 4 | Temperate hills
Owlbear | 4 | Temperate forests | Harpy | 4 | Temperate marshes
Wereboar (lycanthrope) | 4 | Temperate forests | Hydra, five-headed | 4 | Temperate marshes
Pixie (sprite) | 4 | Temperate forests | Gray ooze | 4 | Cold marshes
Bear, brown | 4 | Cold forests | Crocodile, giant | 4 | Warm marshes
Dire wolverine | 4 | Cold forests | Sea cat | 4 | Temperate aquatic
Tiger | 4 | Warm forests | Sea hag | 4 | Temperate aquatic
Rhinoceros | 4 | Warm plains | Shark, Huge | 4 | Cold aquatic
Janni (genie) | 4 | Warm deserts | Bear, polar | 4 | Cold plains
Archon, hound | 4 | A lawful good-aligned plane | Barghest | 4 | An evil-aligned plane

CR 5

Monster | CR | Environment | Monster | CR | Environment
Animated object, Huge | 5 | Any | Cloaker | 5 | Underground
Mummy | 5 | Any | Gibbering mouther | 5 | Underground
Wraith | 5 | Any | Green hag | 5 | Temperate marshes
Phase spider | 5 | Warm hills | Hydra, six-headed | 5 | Temperate marshes
Weretiger (lycanthrope) | 5 | Warm forests | Ochre jelly | 5 | Temperate marshes
Giant constrictor snake | 5 | Warm forests | Manticore | 5 | Warm marshes
Werebear (lycanthrope) | 5 | Cold forests | Dire lion | 5 | Warm plains
Winter wolf | 5 | Cold forests | Basilisk | 5 | Warm deserts
Spider eater | 5 | Temperate forests | Hieracosphinx | 5 | Warm deserts
Monstrous spider, Huge | 5 | Temperate forests | Orca | 5 | Cold aquatic
Pixie (with Irresistible Dance) (sprite) | 5 | Temperate forests | Troll | 5 | Cold mountains (Scrag: Cold aquatic)
Bearded devil (Barbazu) | 5 | A lawful evil-aligned plane | Shadow mastiff | 5 | Plane of Shadow
Barghest, greater | 5 | An evil-aligned plane | Achaierai | 5 | A lawful-aligned plane
Nightmare | 5 | An evil-aligned plane | Ravid | 5 | Positive Energy Plane
Air elemental, Large | 5 | Elemental Plane of Air | Fire elemental, Large | 5 | Elemental Plane of Fire
Arrowhawk, adult | 5 | Elemental Plane of Air | Rast | 5 | Elemental Plane of Fire
Djinni (genie) | 5 | Elemental Plane of Air | Water elemental, Large | 5 | Elemental Plane of Water
Earth elemental, Large | 5 | Elemental Plane of Earth | Tojanida, adult | 5 | Elemental Plane of Water

CR 6

Monster | CR | Environment | Monster | CR | Environment
Tendriculos | 6 | Temperate forests | Lamia | 6 | Temperate deserts
Digester | 6 | Warm forests | Shambling mound | 6 | Temperate marshes
Girallon | 6 | Warm forests | Will-o'-wisp | 6 | Temperate marshes
Megaraptor (dinosaur) | 6 | Warm forests | Hydra, seven-headed | 6 | Temperate marshes
Ettin | 6 | Cold hills | Hydra, five-headed pyro- | 6 | Warm marshes
Wyvern | 6 | Warm hills | Hydra, five-headed cryo- | 6 | Cold marshes
Baleen whale | 6 | Warm aquatic | Annis (hag) | 6 | Cold marshes
Monstrous centipede, Gargantuan | 6 | Underground | Xill | 6 | Ethereal Plane
Bralani | 6 | A chaotic good-aligned plane | Belker | 6 | Elemental Plane of Air
Babau (demon) | 6 | A chaotic evil-aligned plane | Xorn, average | 6 | Elemental Plane of Earth
Chain devil (kyton) | 6 | A lawful evil-aligned plane | Salamander, average | 6 | Elemental Plane of Fire

CR 7

Monster | CR | Environment | Monster | CR | Environment
Animated object, Gargantuan | 7 | Any | Aboleth | 7 | Underground
Golem, flesh | 7 | Any | Drider | 7 | Underground
Spectre | 7 | Any | Phasm | 7 | Underground
Bulette | 7 | Temperate hills | Black pudding (ooze) | 7 | Underground
Chimera | 7 | Temperate hills | Nymph | 7 | Temperate forests
Giant, hill | 7 | Temperate hills | Dire bear | 7 | Cold forests
Ogre barbarian* | 7 | Temperate hills | Remorhaz | 7 | Cold deserts
Chuul | 7 | Temperate marshes | Criosphinx | 7 | Warm deserts
Medusa | 7 | Temperate marshes | Monstrous scorpion, Huge | 7 | Warm deserts
Hydra, eight-headed | 7 | Temperate marshes | Dragonne | 7 | Temperate deserts
Hydra, six-headed cryo- | 7 | Cold marshes | Naga, water | 7 | Temperate aquatic
Hydra, six-headed pyro- | 7 | Warm marshes | Cachalot whale | 7 | Temperate aquatic
Elephant | 7 | Warm plains | Elasmosaurus (dinosaur) | 7 | Warm aquatic
Formian, taskmaster | 7 | A lawful-aligned plane | Air elemental, Huge | 7 | Elemental Plane of Air
Lillend | 7 | A chaotic-aligned plane | Invisible stalker | 7 | Elemental Plane of Air
Chaos beast | 7 | A chaotic-aligned plane | Earth elemental, Huge | 7 | Elemental Plane of Earth
Succubus (demon) | 7 | A chaotic evil-aligned plane | Fire elemental, Huge | 7 | Elemental Plane of Fire
Hellcat (devil) | 7 | A lawful evil-aligned plane | Water elemental, Huge | 7 | Elemental Plane of Water
* Specific advanced creature.

CR 8

Monster | CR | Environment | Monster | CR | Environment
Mohrg | 8 | Any | Destrachan | 8 | Underground
Shadow, greater* | 8 | Any | Giant octopus | 8 | Warm aquatic
Shield guardian | 8 | Any | Dire tiger | 8 | Warm forests
Treant | 8 | Temperate forests | Tyrannosaurus (dinosaur) | 8 | Warm plains
Monstrous spider, Gargantuan | 8 | Temperate forests | Gynosphinx | 8 | Warm deserts
Gorgon | 8 | Temperate plains | Behir | 8 | Warm hills
Lammasu | 8 | Temperate deserts | Ogre mage | 8 | Cold hills
Gray render | 8 | Temperate marshes | Athach | 8 | Temperate hills
Hydra, nine-headed | 8 | Temperate marshes | Naga, dark | 8 | Temperate hills
Hydra, seven-headed pyro- | 8 | Warm marshes | Giant, stone | 8 | Temperate mountains
Hydra, seven-headed cryo- | 8 | Cold marshes | Arrowhawk, elder | 8 | Elemental Plane of Air
Hellwasp swarm | 8 | An evil-aligned plane | Djinni noble (genie) | 8 | Elemental Plane of Air
Erinyes (devil) | 8 | A lawful evil-aligned plane | Efreeti (genie) | 8 | Elemental Plane of Fire
Bodak | 8 | A chaotic evil-aligned plane | Xorn, elder | 8 | Elemental Plane of Earth
* Specific advanced creature.

CR 9

Monster | CR | Environment | Monster | CR | Environment
Androsphinx | 9 | Warm deserts | Naga, spirit | 9 | Temperate marshes
Triceratops (dinosaur) | 9 | Temperate plains | Hydra, ten-headed | 9 | Temperate marshes
Dragon turtle | 9 | Temperate aquatic | Hydra, eight-headed pyro- | 9 | Warm marshes
Squid, giant | 9 | Temperate aquatic | Hydra, eight-headed cryo- | 9 | Cold marshes
Dire shark | 9 | Cold aquatic | Giant, frost | 9 | Cold mountains
Delver | 9 | Underground | Roc | 9 | Warm mountains
Monstrous centipede, Colossal | 9 | Underground | Giant, elder stone | 9 | Temperate mountains
Avoral | 9 | A good-aligned plane | Yrthak | 9 | Temperate mountains
Zelekhut (inevitable) | 9 | A lawful-aligned plane | Air elemental, greater | 9 | Elemental Plane of Air
Night hag | 9 | An evil-aligned plane | Earth elemental, greater | 9 | Elemental Plane of Earth
Nessian warhound (hell hound)* | 9 | A lawful evil-aligned plane | Fire elemental, greater | 9 | Elemental Plane of Fire
Bone devil (osyluth) | 9 | A lawful evil-aligned plane | Water elemental, greater | 9 | Elemental Plane of Water
Vrock (demon) | 9 | A chaotic evil-aligned plane | Tojanida, elder | 9 | Elemental Plane of Water
* Specific advanced creature.

CR 10–11

Monster | CR | Environment | Monster | CR | Environment
Animated object, Colossal | 10 | Any | Hydra, eleven-headed | 10 | Temperate marshes
Golem, clay | 10 | Any | Hydra, nine-headed cryo- | 10 | Cold marshes
Naga, guardian | 10 | Temperate plains | Hydra, nine-headed pyro- | 10 | Warm marshes
Couatl | 10 | Warm forests | Rakshasa | 10 | Warm marshes
Giant, fire | 10 | Warm mountains |  |  |
Formian, myrmarch | 10 | A lawful-aligned plane | Monstrous scorpion, Gargantuan | 10 | Warm deserts
Bebilith (demon) | 10 | A chaotic evil-aligned plane | Salamander, noble | 10 | Elemental Plane of Fire
Golem, stone | 11 | Any | Harpy archer* | 11 | Temperate marshes
Devourer | 11 | Any | Hydra, twelve-headed | 11 | Temperate marshes
Wraith, dread | 11 | Any | Hydra, ten-headed pyro- | 11 | Warm marshes
Giant, cloud | 11 | Temperate mountains | Hydra, ten-headed cryo- | 11 | Cold marshes
 |  |  | Troll hunter* | 11 | Cold mountains
Hill giant dire wereboar (lycanthrope) | 11 | Temperate hills | Monstrous spider, Colossal | 11 | Temperate forests
Cauchemar (nightmare)* | 11 | An evil-aligned plane | Air elemental, elder | 11 | Elemental Plane of Air
Barbed devil (hamatula) | 11 | A lawful evil-aligned plane | Earth elemental, elder | 11 | Elemental Plane of Earth
Hezrou (demon) | 11 | A chaotic evil-aligned plane | Fire elemental, elder | 11 | Elemental Plane of Fire
Retriever (demon) | 11 | A chaotic evil-aligned plane | Water elemental, elder | 11 | Elemental Plane of Water
* Specific advanced creature.

CR 12–13

Monster | CR | Environment | Monster | CR | Environment
Hydra, eleven-headed pyro- | 12 | Warm marshes | Purple worm | 12 | Underground
 |  |  | Roper | 12 | Underground
Hydra, eleven-headed cryo- | 12 | Cold marshes | Black pudding, elder (ooze)* | 12 | Underground
Frost worm | 12 | Cold plains | Kraken | 12 | Temperate aquatic
Basilisk, Abyssal greater* | 12 | A chaotic evil-aligned plane | Monstrous scorpion, Colossal | 12 | Warm deserts
Leonal | 12 | A good-aligned plane | Kolyarut (inevitable) | 12 | A lawful-aligned plane
Golem, iron | 13 | Any | Hydra, twelve-headed cryo- | 13 | Cold marshes
Mummy lord* | 13 | Any
Giant, storm | 13 | Warm mountains | Hydra, twelve-headed pyro- | 13 | Warm marshes
Ice devil (gelugon) | 13 | A lawful evil-aligned plane | Celestial charger (unicorn)* | 13 | A chaotic good-aligned plane
Glabrezu (demon) | 13 | A chaotic evil-aligned plane | Ghaele | 13 | A chaotic good-aligned plane
* Specific advanced creature.

CR 14+

Monster | CR | Environment | Monster | CR | Environment
Astral deva (angel) | 14 | Any good-aligned plane | Werewolf lord (lycanthrope)* | 14 | Temperate forests
Archon, trumpet | 14 | A lawful good-aligned plane | Nalfeshnee (demon) | 14 | A chaotic evil-aligned plane
Nightwing (nightshade) | 14 | Plane of Shadow |  |  |
Marut (inevitable) | 15 | A lawful-aligned plane |  |  |
Golem, greater stone* | 16 | Any | Archon, hound hero* | 16 | A lawful good-aligned plane
Nightwalker (nightshade) | 16 | Plane of Shadow
Horned devil (cornugon) | 16 | A lawful evil-aligned plane | Planetar (angel) | 16 | Any good-aligned plane
Aboleth mage* | 17 | Underground | Giant, frost jarl* | 17 | Cold mountains
Formian, queen | 17 | A lawful-aligned plane | Marilith (demon) | 17 | A chaotic evil-aligned plane
Nightcrawler (nightshade) | 18 | Plane of Shadow |  |  |
Tarrasque | 20 | Any |  |  |
Balor (demon) | 20 | A chaotic evil-aligned plane | Pit fiend (devil) | 20 | A lawful evil-aligned plane
Titan | 21 | A chaotic good-aligned plane |  |  |
Solar (angel) | 23 | Any good-aligned plane |  |  |
* Specific advanced creature.

Dragon CRs by age and color

Age | White | Black | Brass | Green | Blue | Copper | Bronze | Red | Silver | Gold
Wyrmling | 2 | 3 | 3 | 3 | 3 | 3 | 3 | 4 | 4 | 5
Very young | 3 | 4 | 4 | 4 | 4 | 5 | 5 | 5 | 5 | 7
Young | 4 | 5 | 6 | 5 | 6 | 7 | 7 | 7 | 7 | 9
Juvenile | 6 | 7 | 8 | 8 | 8 | 9 | 9 | 10 | 10 | 10
Young adult | 8 | 9 | 10 | 11 | 11 | 11 | 12 | 13 | 13 | 14
Adult | 10 | 11 | 12 | 13 | 14 | 14 | 15 | 15 | 15 | 16
Mature Adult | 12 | 14 | 15 | 16 | 16 | 16 | 17 | 18 | 18 | 19
Old | 15 | 16 | 17 | 18 | 18 | 19 | 19 | 20 | 20 | 21
Very Old | 17 | 18 | 19 | 19 | 19 | 20 | 20 | 21 | 21 | 22
Ancient | 18 | 19 | 20 | 21 | 21 | 22 | 22 | 23 | 23 | 24
Wyrm | 19 | 20 | 21 | 22 | 23 | 23 | 23 | 24 | 24 | 25
Great Wyrm | 21 | 22 | 23 | 24 | 25 | 25 | 25 | 26 | 26 | 27
Environment | C.Mt. | W.Ms. | W.Ds. | T.Fr. | T.Ds. | W.Hl. | T.Hl. | W.Mt. | T.Mt. | W.Pl.
T=Temperate, W=Warm, C=Cold; Mt=Mountains, Ms=Marshes, Ds=Deserts, Fr=Forests, Hl=Hills, Pl=Plains.


Monster Entry Format, and Monsters (A)

MONSTERS (INTRO-A)

READING THE ENTRIES

Each monster description is organized in the same general format, as outlined below.

STATISTICS BLOCK
This portion of a monster description contains basic game information on the creature.

Name
This is the name by which the creature is generally known. The descriptive text may provide other names.

Size and Type
This line describes the creature’s size. A size modifier applies to the creature’s Armor Class (AC) and attack bonus, as well as to certain skills. A creature’s size also determines how far it can reach to make a melee attack and how much space it occupies in a fight (see Space/Reach, below).
The size and type line continues with the creature’s type. Type determines how magic affects a creature. Type determines certain features, such as Hit Dice size, base attack bonus, base saving throw bonuses, and skill points.

Hit Dice
This line gives the creature’s number and type of Hit Dice, and lists any bonus hit points. A parenthetical note gives the average hit points for a creature of the indicated number of Hit Dice. A creature’s Hit Dice total is also treated as its level for determining how spells affect the creature, its rate of natural healing, and its maximum ranks in a skill.

Initiative
This line gives the creature’s modifier on initiative checks.

Speed
This line gives the creature’s tactical speed on land (the amount of distance it can cover in one move action). If the creature wears armor that reduces its speed, the creature’s base land speed follows.
If the creature has other modes of movement, these are given after (or in place of) the land speed. Unless noted otherwise, modes of movement are natural (not magical).

Armor Class
The Armor Class line gives the creature’s AC for normal combat and includes a parenthetical mention of the modifiers contributing to it (usually size, Dexterity, and natural armor). The creature’s touch and flat-footed ACs follow the combat-ready AC.
A creature’s armor proficiencies (if it has any) depend on its type, but in general a creature is automatically proficient with any kind of armor it is described as wearing (light, medium, or heavy), and with all lighter kinds of armor.

Base Attack/Grapple
The number before the slash on this line is the creature’s base attack bonus (before any modifiers are applied). This number won’t often be used, but it can be handy sometimes, especially if the creature has the Power Attack or Combat Expertise feats.
The number after the slash is the creature’s grapple bonus, which is used when the creature makes a grapple attack or when someone tries to grapple the creature. The grapple bonus includes all modifiers that apply to the creature’s grapple checks (base attack bonus, Strength modifier, special size modifier, and any other applicable modifier, such as a racial bonus on grapple checks).

Attack
This line shows the single attack the creature makes with an attack action. In most cases, this is also the attack the creature uses when making an attack of opportunity as well. The attack line provides the weapon used (natural or manufactured), attack bonus, and form of attack (melee or ranged). The attack bonus given includes modifications for size and Strength (for melee attacks) or Dexterity (for ranged attacks). A creature with the Weapon Finesse feat can use its Dexterity modifier on melee attacks. If the creature uses natural attacks, the natural weapon given here is the creature’s primary natural weapon. If the creature has several different weapons at its disposal, the alternatives are shown, with each different attack separated by the word “or.” A creature can use one of its secondary natural weapons when making an attack action, but if it does it takes an attack penalty, as noted in the Full Attack section below. The damage that each attack deals is noted parenthetically. Damage from an attack is always at least 1 point, even if a subtraction from a die roll reduces the result to 0 or lower.

Full Attack
This line shows all the physical attacks the creature makes when it uses a full-round action to make a full attack. It gives the number of attacks along with the weapon, attack bonus, and form of attack (melee or ranged). The first entry is for the creature’s primary weapon, with an attack bonus including modifications for size and Strength (for melee attacks) or Dexterity (for ranged attacks). A creature with the Weapon Finesse feat can use its Dexterity modifier on melee attacks. The remaining weapons are secondary, and attacks with them are made with a –5 penalty to the attack roll, no matter how many there are. Creatures with the Multiattack feat take only a –2 penalty on secondary attacks. The damage that each attack deals is noted parenthetically. Damage from an attack is always at least 1 point, even if a subtraction from a die roll reduces the result to 0 or lower.
A creature’s primary attack damage includes its full Strength modifier (1-1/2 times its Strength bonus if the attack is with the creature’s sole natural weapon) and is given first. Secondary attacks add only 1/2 the creature’s Strength bonus and are given second in the parentheses.
If any attacks also have some special effect other than damage, that information is given here.
Unless noted otherwise, creatures using natural weapons deal double damage on critical hits.
Manufactured Weapons: Creatures that use swords, bows, spears, and the like follow the same rules as characters do. The bonus for attacks with two-handed weapons is 1-1/2 times the creature’s Strength modifier (if it is a bonus), and is given first. Offhand weapons add only 1/2 the Strength bonus and are given second in the parentheses.

Space/Reach
This line describes how much space the creature takes up on the battle grid and thereby needs to fight effectively, as well as how close it has to be to threaten an opponent. The number before the slash is the creature’s space, or how many feet one side of the creature occupies. The number after the slash is the creature’s natural reach. If the creature has exceptional reach due to a weapon, tentacle, or the like, the extended reach and its source are noted in parentheses at the end of the line.

Special Attacks and Special Qualities
Many creatures have unusual abilities. A monster entry breaks these abilities into special attacks and special qualities. The latter category includes defenses, vulnerabilities, and other special abilities that are not modes of attack. A special ability is either extraordinary (Ex), spell-like (Sp), or supernatural (Su). Additional information (when needed) is provided in the creature’s descriptive text.
When a special ability allows a saving throw, the kind of save and the save DC is noted in the descriptive text. Most saving throws against special abilities have DCs calculated as follows: 10 + 1/2 the attacker’s racial Hit Dice + the relevant ability modifier.
The save DC is given in the creature’s description along with the ability on which the DC is based.

Saves
This line gives the creature’s Fortitude, Reflex, and Will save modifiers.

Abilities
This line lists the creature’s ability scores, in the customary order: Str, Dex, Con, Int, Wis, Cha. Except where noted otherwise, each creature is assumed to have the standard array of ability scores before racial adjustments (all 11s and 10s). To determine any creature’s racial ability adjustments, subtract 10 from any even-numbered ability score and subtract 11 from any odd-numbered score. (Exceptions are noted in the Combat section of a creature’s descriptive text.)
Strength: Quadrupeds can carry heavier loads than bipeds can. Any creature with four or more motive limbs can carry a load as a quadruped, even if it does not necessarily use all the limbs at once.
Intelligence: A creature can speak all the languages mentioned in its description, plus one additional language per point of Intelligence bonus. Any creature with an Intelligence score of 3 or higher understands at least one language (Common, unless noted otherwise).
Nonabilities: Some creatures lack certain ability scores. These creatures do not have an ability score of 0—they lack the ability altogether. The modifier for a nonability is +0.

Skills
This line gives the creature’s skills, along with each skill’s modifier (including adjustments for ability scores, armor check penalties, and any bonuses from feats or racial traits). All listed skills are class skills, unless the creature has a character class (noted in the entry). A creature’s type and Intelligence score determine the number of skill points it has.
The Skills section of the creature’s description recaps racial bonuses and other adjustments to skill modifiers for the sake of clarity; these bonuses should not be added to the listed skill modifiers.
An asterisk (*) beside the relevant score and in the Skills section of the descriptive text indicates a conditional adjustment, one that applies only in certain situations.
Natural Tendencies: Some creatures simply aren’t made for certain types of physical activity. If it seems clear that a particular creature simply is not made for a particular physical activity, that creature takes a –8 penalty on skill checks that defy its natural tendencies.
In extreme circumstances the creature fails the check automatically.

Feats
The line gives the creature’s feats. A monster gains feats just as a character does. Sometimes a creature has one or more bonus feats, marked with a superscript B (B). Creatures often do not have the prerequisites for a bonus feat. If this is so, the creature can still use the feat. If you wish to customize the creature with new feats, you can reassign its other feats, but not its bonus feats. A creature cannot have a feat that is not a bonus feat unless it has the feat’s prerequisites.

Environment
This line gives a type of climate and terrain where the creature is typically found. This describes a tendency, but is not exclusionary.

Organization
This line describes the kinds of groups the creature might form. A range of numbers in parentheses indicates how many combat-ready adults are in each type of group. Many groups also have a number of noncombatants, expressed as a percentage of the fighting population. Noncombatants can include young, the infirm, slaves, or other individuals who are not inclined to fight. If the organization line contains the term “domesticated,” the creature is generally found only in the company of other creatures, whom it serves in some capacity.

Challenge Rating
This shows the average level of a party of adventurers for which one creature would make an encounter of moderate difficulty.

Treasure
This line reflects how much wealth the creature owns. In most cases, a creature keeps valuables in its home or lair and has no treasure with it when it travels. Intelligent creatures that own useful, portable treasure (such as magic items) tend to carry and use these, leaving bulky items at home.

Alignment
This line gives the alignment that the creature is most likely to have. Every entry includes a qualifier that indicates how broadly that alignment applies to the species as a whole.

Advancement
The monster entry usually describes only the most commonly encountered version of a creature. The advancement line shows how tough a creature can get, in terms of extra Hit Dice. (This is not an absolute limit, but exceptions are extremely rare.) Often, intelligent creatures advance by gaining a level in a character class instead of just gaining a new Hit Die.

Level Adjustment
This line is included in the entries of creatures suitable for use as player characters or as cohorts (usually creatures with Intelligence scores of at least 3 and possessing opposable thumbs). Add this number to the creature’s total Hit Dice, including class levels, to get the creature’s effective character level (ECL). A character’s ECL affects the experience the character earns, the amount of experience the character must have before gaining a new level, and the character’s starting equipment.

ABOLETH
 | Aboleth | Aboleth Mage, 10th-Level Wizard
 | Huge Aberration (Aquatic) | Huge Aberration (Aquatic)
Hit Dice: | 8d8+40 (76 hp) | 8d8+56 plus 10d4+70 (177 hp)
Initiative: | +1 | +7
Speed: | 10 ft. (2 squares), swim 60 ft. | 10 ft. (2 squares), swim 60 ft.
Armor Class: | 16 (–2 size, +1 Dex, +7 natural), touch 9, flat-footed 15 | 18 (–2 size, +3 Dex, +7 natural), touch 11, flat-footed 15
Base Attack/Grapple: | +6/+22 | +11/+28
Attack: | Tentacle +12 melee (1d6+8 plus slime) | Tentacle +18 melee (1d6+9 plus slime)
Full Attack: | 4 tentacles +12 melee (1d6+8 plus slime) | 4 tentacles +18 melee (1d6+9 plus slime)
Space/Reach: | 15 ft./10 ft. | 15 ft./10 ft.
Special Attacks: | Enslave, psionics, slime | Enslave, psionics, slime, spells
Special Qualities: | Aquatic subtype, darkvision 60 ft., mucus cloud | Aquatic subtype, darkvision 60 ft., mucus cloud, summon familiar
Saves: | Fort +7, Ref +3, Will +11 | Fort +15, Ref +10, Will +15
Abilities: | Str 26, Dex 12, Con 20, Int 15, Wis 17, Cha 17 | Str 28, Dex 16, Con 24, Int 20, Wis 16, Cha 14
Skills: | Concentration +16, Knowledge (any one) +13, Listen +16, Spot +16, Swim +8 | Bluff +13, Concentration +25, Decipher Script +15, Diplomacy +6, Disguise +2 (+4 acting), Intimidate +4, Knowledge (arcana) +15, Knowledge (dungeoneering) +25, Knowledge (history) +15, Knowledge (the planes) +15, Listen +15, Search +10, Sense Motive +15, Spellcraft +20, Spot +17, Survival +3 (+5 following tracks, on other planes, and underground), Swim +8
Feats: | Alertness, Combat Casting, Iron Will | Combat Casting, Empower Spell, Eschew Materials, Great Fortitude, Improved Initiative, Lightning Reflexes, Scribe Scroll, Spell Focus (illusion), Spell Focus (enchantment), Spell Penetration
Environment | Underground | Underground
Organization: | Solitary, brood (2–4),or slaver brood (1d3+1 plus 7–12 skum) | Solitary
Challenge Rating: | 7 | 17
Treasure: | Double standard | Double standard
Alignment: | Usually lawful evil | Usually lawful evil
Advancement: | 9–16 HD (Huge); 17–24 HD (Gargantuan) | By character class
Level Adjustment: | — | —
The aboleth is a revolting fishlike amphibian found primarily in subterranean lakes and rivers. An aboleth has a pink belly. Four pulsating blueblack orifices line the bottom of its body and secrete gray slime that smells like rancid grease. It uses its tail for propulsion in the water and drags itself along with its tentacles on land. An aboleth weighs about 6,500 pounds.
Aboleths speak their own language, as well as Undercommon and Aquan.
COMBAT
An aboleth attacks by flailing with its long, slimy tentacles, though it prefers to fight from a distance using its illusion powers.
Enslave (Su): Three times per day, an aboleth can attempt to enslave any one living creature within 30 feet. The target must succeed on a DC 17 Will save or be affected as though by a dominate person spell (caster level 16th). An enslaved creature obeys the aboleth’s telepathic commands until freed by remove curse, and can attempt a new Will save every 24 hours to break free. The control is also broken if the aboleth dies or travels more than 1 mile from its slave. The save DC is Charisma-based.
Psionics (Sp): At will—hypnotic pattern (DC 15), illusory wall (DC 17), mirage arcana (DC 18), persistent image (DC 18), programmed image (DC 19), project image (DC 20), veil (DC 19). Effective caster level 16th. The save DCs are Charisma-based.
Slime (Ex): A blow from an aboleth’s tentacle can cause a terrible affliction. A creature hit by a tentacle must succeed on a DC 19 Fortitude save or begin to transform over the next 1d4+1 minutes, the skin gradually becoming a clear, slimy membrane. An afflicted creature must remain moistened with cool, fresh water or take 1d12 points of damage every 10 minutes. The slime reduces the creature’s natural armor bonus by 1 (but never to less than 0). The save DC is Constitution-based.
A remove disease spell cast before the transformation is complete will restore an afflicted creature to normal. Afterward, however, only a heal or mass heal spell can reverse the affliction.
Mucus Cloud (Ex): An aboleth underwater surrounds itself with a viscous cloud of mucus roughly 1 foot thick. Any creature coming into contact with and inhaling this substance must succeed on a DC 19 Fortitude save or lose the ability to breathe air for the next 3 hours. An affected creature suffocates in 2d6 minutes if removed from the water. Renewed contact with the mucus cloud and failing another Fortitude save continues the effect for another 3 hours. The save DC is Constitution-based.
Skills: An aboleth has a +8 racial bonus on any Swim check to perform some special action or avoid a hazard. It can always choose to take 10 on a Swim check, even if distracted or endangered. It can use the run action while swimming, provided it swims in a straight line.

ABOLETH MAGE
COMBAT
The save DC for the aboleth mage’s transformation tentacle attack (DC 21) and its mucus cloud (DC 21) are adjusted for its higher Constitution score. The save DC for its enslave ability (DC 16) is adjusted for its lower Charisma score, as are the save DCs for its psionic abilities: Hypnotic pattern (DC 14), illusory wall (DC 16), mirage arcana (DC 17), persistent image (DC 17), programmed image (DC 18), project image (DC 19), veil (DC 18). Effective caster level 16th.
The aboleth mage uses a number of spells, such as displacement, greater invisibility, and wall of force, to protect itself while seizing control of its foes with spells and innate abilities.
Typical Wizard Spells Prepared (4/6/5/4/4/3; save DC 15 + spell level): 0—daze, detect magic (2), resistance; 1st—alarm, charm person, color spray, mage armor, magic missile (2); 2nd—blur, bull’s strength, darkness, fox’s cunning, see invisibilty; 3rd—dispel magic, displacement, fly, lightning bolt; 4th—greater invisibility, phantasmal killer, scrying, stoneskin; 5th—hold monster, empowered lightning bolt, wall of force.

ACHAIERAI
 | Large Outsider (Evil, Extraplanar, Lawful)
Hit Dice: | 6d8+12 (39 hp)
Initiative: | +1
Speed: | 50 ft. (10 squares)
Armor Class: | 20 (–1 size, +1 Dex, +10 natural), touch 10, flat-footed 19
Base Attack/Grapple: | +6/+14
Attack: | Claw +9 melee (2d6+4)
Full Attack: | 2 claws +9 melee (2d6+4) and bite +4 melee (4d6+2)
Space/Reach: | 10 ft./10 ft.
Special Attacks: | Black cloud
Special Qualities: | Darkvision 60 ft., spell resistance 19
Saves: | Fort +7, Ref +6, Will +7
Abilities: | Str 19, Dex 13, Con 14, Int 11, Wis 14, Cha 16
Skills: | Balance +10, Climb +13, Diplomacy +5, Hide +6, Jump +21, Listen +11, Move Silently +10, Sense Motive +11, Spot +11
Feats: | Dodge, Mobility, Spring Attack
Environment: | A lawful-aligned plane
Organization: | Solitary or flock (5–8)
Challenge Rating: | 5
Treasure: | Double standard
Alignment: | Always lawful evil
Advancement: | 7–12 HD (Large); 13–18 HD (Huge)
Level Adjustment: | —
Achaierais are massive, 15-foot-tall flightless birds that inhabit lawful planes of battle and are only occasionally encountered elsewhere.
Achaierais speak Infernal. They weigh about 750 pounds.
COMBAT
In close combat, an achaierai lashes out with two of its four legs and snaps with its powerful beak. It makes frequent use of its Spring Attack feat to strike quickly and then retreat out of range before an enemy can counterattack.
An achaierai’s natural weapons, as well as any weapons it wields, are treated as evil-aligned and lawfulaligned for the purpose of overcoming damage reduction.
Black Cloud (Ex): Up to three times per day an achaierai can release a choking, toxic black cloud.
Those other than achaierai within 10 feet instantly take 2d6 points of damage. They must also succeed on a DC 15 Fortitude save or be affected for 3 hours as though by an insanity spell (caster level 16th). The save DC is Constitution-based.

ALLIP
 | Medium Undead (Incorporeal)
Hit Dice: | 4d12 (26 hp)
Initiative: | +5
Speed: | Fly 30 ft. (perfect) (6 squares)
Armor Class: | 15 (+1 Dex, +4 deflection), touch 15, flat-footed 14
Base Attack/Grapple: | +2/—
Attack: | Incorporeal touch +3 melee (1d4 Wisdom drain)
Full Attack: | Incorporeal touch +3 melee (1d4 Wisdom drain)
Space/Reach: | 5 ft./5 ft.
Special Attacks: | Babble, madness, Wisdom drain
Special Qualities: | Darkvision 60 ft., incorporeal traits, +2 turn resistance, undead traits
Saves: | Fort +1, Ref +4, Will +4
Abilities: | Str —, Dex 12, Con —, Int 11, Wis 11, Cha 18
Skills: | Hide +8, Intimidate +7, Listen +7, Search +4, Spot +7, Survival +0 (+2 following tracks)
Feats: | Improved Initiative, Lightning Reflexes
Environment: | Any
Organization: | Solitary
Challenge Rating: | 3
Treasure: | None
Alignment: | Always neutral evil
Advancement: | 5–12 HD (Medium)
Level Adjustment: | —
An allip is the spectral remains of someone driven to suicide by a madness that afflicted it in life. It craves only revenge and unrelentingly pursues those who tormented it in life and pushed it over the brink.
An allip cannot speak intelligibly.
COMBAT
An allip is unable to cause physical harm, although it doesn’t appear to know that. It keeps flailing away at enemies, yet it inflicts no wounds.
Babble (Su): An allip constantly mutters and whines to itself, creating a hypnotic effect. All sane creatures within 60 feet of the allip must succeed on a DC 16 Will save or be affected as though by a hypnotism spell for 2d4 rounds. This is a sonic mind-affecting compulsion effect.
Creatures that successfully save cannot be affected by the same allip’s babble for 24 hours. The save DC is Charisma-based.
Madness (Su): Anyone targeting an allip with a thought detection, mind control, or telepathic ability makes direct contact with its tortured mind and takes 1d4 points of Wisdom damage.
Wisdom Drain (Su): An allip causes 1d4 points of Wisdom drain each time it hits with its incorporeal touch attack. On each such successful attack, it gains 5 temporary hit points.

ANGEL
Angels are a race of celestials, beings who live on the good-aligned Outer Planes.
Angels can be of any good alignment. Regardless of their alignment, angels never lie, cheat, or steal. They are impeccably honorable in all their dealings and often prove the most trustworthy and diplomatic of all the celestials.
All angels are blessed with comely looks, though their actual appearances vary widely.
Angels speak Celestial, Infernal, and Draconic, though they can speak with almost any creature because of their tongues ability.
COMBAT
In combat, most angels make full use of their mobility and their ability to attack at a distance.
Angel Traits: An angel possesses the following traits (unless otherwise noted in a creature’s entry).
—Darkvision out to 60 feet and low-light vision.
—Immunity to acid, cold, and petrification.
—Resistance to electricity 10 and fire 10.
— +4 racial bonus on saves against poison.
—Protective Aura (Su): Against attacks made or effects created by evil creatures, this ability provides a +4 deflection bonus to AC and a +4 resistance bonus on saving throws to anyone within 20 feet of the angel. Otherwise, it functions as a magic circle against evil effect and a lesser globe of invulnerability, both with a radius of 20 feet (caster level equals angel’s HD). This aura can be dispelled, but the angel can create it again as a free action on its next turn. (The defensive benefits from the circle are not included in an angel’s statistics block.)
—Tongues (Su): All angels can speak with any creature that has a language, as though using a tongues spell (caster level equal to angel’s Hit Dice). This ability is always active.

ANGEL, ASTRAL DEVA
 | Medium Outsider (Angel, Extraplanar, Good)
Hit Dice: | 12d8+48 (102 hp)
Initiative: | +8
Speed: | 50 ft. (10 squares), fly 100 ft. (good)
Armor Class: | 29 (+4 Dex, +15 natural), touch 14, flat-footed 25
Base Attack/Grapple: | +12/+18
Attack: | +3 heavy mace of disruption +21 melee (1d8+12 plus stun) or slam +18 melee (1d8+9)
Full Attack: | +3 heavy mace of disruption +21/+16/+11 melee (1d8+12 plus stun) or slam +18 melee (1d8+9)
Space/Reach: | 5 ft./5 ft.
Special Attacks: | Spell-like abilities, stun
Special Qualities: | Damage reduction 10/evil, darkvision 60 ft., low-light vision, immunity to acid, cold, and petrification, protective aura, resistance to electricity 10 and fire 10, spell resistance 30, tongues, uncanny dodge
Saves: | Fort +14 (+18 against poison), Ref +12, Will +12
Abilities: | Str 22, Dex 18, Con 18, Int 18, Wis 18, Cha 20
Skills: | Concentration +19, Craft or Knowledge (any three) +19, Diplomacy +22, Escape Artist +19, Hide +19, Intimidate +20, Listen +23, Move Silently +19, Sense Motive +19, Spot +23, Use Rope +4 (+6 with bindings)
Feats: | Alertness, Cleave, Great Fortitude, Improved Initiative, Power Attack
Environment: | Any good-aligned plane
Organization: | Solitary, pair, or squad (3–5)
Challenge Rating: | 14
Treasure: | No coins; double goods; standard items
Alignment: | Always good (any)
Advancement: | 13–18 HD (Medium); 19–36 HD (Large)
Level Adjustment: | +8
An astral deva is about 7-1/2 feet tall and weighs about 250 pounds.
COMBAT
An astral deva is not afraid to enter melee combat. It takes a fierce joy in bashing evil foes with its powerful +3 heavy mace of disruption.
An astral deva’s natural weapons, as well as any weapons it wields, are treated as good-aligned for the purpose of overcoming damage reduction.
Spell-Like Abilities: At will—aid, continual flame, detect evil, discern lies (DC 19), dispel evil (DC 20), dispel magic, holy aura (DC 23), holy smite (DC 19), holy word (DC 22), invisibility (self only), plane shift (DC 22), polymorph (self only), remove curse (DC 18), remove disease (DC 18), remove fear (DC 16); 7/day—cure light wounds (DC 16), see invisibility; 1/day—blade barrier (DC 21), heal (DC 21). Caster level 12th. The save DCs are Charisma-based.
Stun (Su): If an astral deva strikes an opponent twice in one round with its mace, that creature must succeed on a DC 22 Fortitude save or be stunned for 1d6 rounds. The save DC is Strength-based.
Uncanny Dodge (Ex): An astral deva retains its Dexterity bonus to AC when flat-footed, and it cannot be flanked except by a rogue of at least 16th level. It can flank characters with the uncanny dodge ability as if it were a 12th-level rogue.

ANGEL, PLANETAR
 | Large Outsider (Angel, Extraplanar, Good)
Hit Dice: | 14d8+70 (133 hp)
Initiative: | +8
Speed: | 30 ft. (6 squares), fly 90 ft. (good)
Armor Class: | 32 (–1 size, +4 Dex, +19 natural), touch 13, flat-footed 28
Base Attack/Grapple: | +14/+25
Attack: | +3 greatsword +23 melee (3d6+13/19–20) or slam +20 melee (2d8+10)
Full Attack: | +3 greatsword +23/+18/+13 melee (3d6+13/19–20) or slam +20 melee (2d8+10)
Space/Reach: | 10 ft./10 ft.
Special Attacks: | Spell-like abilities, spells
Special Qualities: | Damage reduction 10/evil, darkvision 60 ft., low-light vision, immunity to acid, cold, and petrification, protective aura, regeneration 10, resistance to electricity 10 and fire 10, spell resistance 30, tongues
Saves: | Fort +14 (+18 against poison), Ref +13, Will +15
Abilities: | Str 25, Dex 19, Con 20, Int 22, Wis 23, Cha 22
Skills: | Concentration +22, Craft or Knowledge (any four) +23, Diplomacy +25, Escape Artist +21, Hide +17, Intimidate +23, Listen +23, Move Silently +21, Sense Motive +23, Search +23, Spot +23, Use Rope +4 (+6 with bindings)
Feats: | Blind-Fight, Cleave, Improved Initiative, Improved Sunder, Power Attack
Environment: | Any good-aligned plane
Organization: | Solitary or pair
Challenge Rating: | 16
Treasure: | No coins; double goods; standard items
Alignment: | Always good (any)
Advancement: | 15–21 HD (Large); 22–42 HD (Huge)
Level Adjustment: | —
A planetar is nearly 9 feet tall and weighs about 500 pounds.
COMBAT
Despite their vast array of magical powers, planetars are likely to wade into melee with their +3 greatswords. They particularly enjoy fighting fiends.
A planetar’s natural weapons, as well as any weapons it wields, are treated as good-aligned for the purpose of overcoming damage reduction.
Regeneration: A planetar takes damage from evil-aligned weapons and from spells and effects with the evil descriptor.
Spell-Like Abilities: At will—continual flame, dispel magic, holy smite (DC 20), invisibility (self only), lesser restoration (DC 18), remove curse (DC 19), remove disease (DC 19), remove fear (DC 17), speak with dead (DC 19); 3/day—blade barrier (DC 22), flame strike (DC 21), polymorph (self only), power word stun, raise dead, waves of fatigue; 1/day—earthquake (DC 24), greater restoration (DC 23), mass charm monster (DC 24), waves of exhaustion. Caster level 17th. The save DCs are Charisma-based.
The following abilities are always active on the planetar’s person, as the spells (caster level 17th): detect evil, detect snares and pits, discern lies (DC 20), see invisibility, and true seeing. They can be dispelled, but the planetar can reactivate them as a free action.
Spells: Planetars can cast divine spells as 17th-level clerics. A planetar has access to two of the following domains: Air, Destruction, Good, Law, or War (plus any others from its deity). The save DCs are Wisdom-based.
Typical Cleric Spells Prepared (6/8/8/7/7/6/6/4/3/2; save DC 16 + spell level): 0—create water, detect magic, guidance, resistance (2), virtue; 1st—bless (2), cause fear, divine favor (2), entropic shield, inflict light wounds*, shield of faith; 2nd—aid*, align weapon, bear ’s endurance, bull’s strength (2), consecrate, eagle’s splendor, hold person; 3rd—contagion*, daylight, invisibility purge, prayer (2), summon monster III, wind wall; 4th— death ward, dismissal, inflict critical wounds*, neutralize poison (2), summon monster IV; 5th— break enchantment, circle of doom*, dispel evil, mark of justice, plane shift, righteous might; 6th—banishment, greater dispel magic, harm*, heal, heroes’ feast, mass cure moderate wounds; 7th— dictum, disintegrate*, holy word, regenerate; 8th—holy aura*, mass cure critical wounds, shield of law; 9th—implosion, summon monster IX (good)*.
*Domain spell. Domains: Destruction and Good.

ANGEL, SOLAR
 | Large Outsider (Angel, Extraplanar, Good)
Hit Dice: | 22d8+110 (209 hp)
Initiative: | +9
Speed: | 50 ft. (10 squares), fly 150 ft. (good)
Armor Class: | 35 (–1 size, +5 Dex, +21 natural), touch 14, flat-footed 30
Base Attack/Grapple: | +22/+35
Attack: | +5 dancing greatsword +35 melee (3d6+18/19–20) or +2 composite longbow (+5 Str bonus) +28 ranged (2d6+7/x3 plus slaying) or slam +30 melee (2d8+13)
Full Attack: | +5 dancing greatsword +35/+30/+25/+20 melee (3d6+18/19–20) or +2 composite longbow (+5 Str bonus) +28/+23/+18/+13 ranged (2d6+7/x3 plus slaying) or slam +30 melee (2d8+13)
Space/Reach: | 10 ft./10 ft.
Special Attacks: | Spell-like abilities, spells
Special Qualities: | Damage reduction 15/epic and evil, darkvision 60 ft., low-light vision, immunity to acid, cold, and petrification, protective aura, regeneration 15, resistance to electricity 10 and fire 10, spell resistance 32, tongues
Saves: | Fort +18 (+22 against poison), Ref +18, Will +20
Abilities: | Str 28, Dex 20, Con 20, Int 23, Wis 25, Cha 25
Skills: | Concentration +30, Craft or Knowledge (any five) +33, Diplomacy +34, Escape Artist +30, Hide +26, Listen +32, Move Silently +30, Search +31, Sense Motive +32, Spellcraft +31, Spot +32, Survival +7 (+9 following tracks), Use Rope +5 (+7 with bindings)
Feats: | Cleave, Dodge, Great Cleave, Improved Initiative, Improved Sunder, Mobility, Power Attack, Track
Environment: | Any good-aligned plane
Organization: | Solitary or pair
Challenge Rating: | 23
Treasure: | No coins; double goods; standard items
Alignment: | Always good (any)
Advancement: | 23–33 HD (Large); 34–66 HD (Huge)
Level Adjustment: | —
A solar has a deep and commanding voice, and stands about 9 feet tall. It weighs about 500 pounds.
COMBAT
Solars are puissant champions of good. Only the most powerful fiends approach their power.
Even more fearsome than their +5 dancing greatswords are their +2 composite longbows that create any sort of slaying arrow when drawn.
A solar’s natural weapons, as well as any weapons it wields, are treated as good-aligned and epic for the purpose of overcoming damage reduction.
Regeneration (Ex): A solar takes normal damage from epic evil-aligned weapons, and from spells or effects with the evil descriptor.
Spell-Like Abilities: At will—aid, animate objects, commune, continual flame, dimensional anchor, greater dispel magic, holy smite (DC 21), imprisonment (DC 26), invisibility (self only), lesser restoration (DC 19), polymorph (self only) remove curse (DC 20), remove disease (DC 20), remove fear (DC 18), resist energy, summon monster VII, speak with dead (DC 20), waves of fatigue; 3/day—blade barrier (DC 23), earthquake (DC 25), heal (DC 23), mass charm monster (DC 25), permanency, resurrection, waves of exhaustion; 1/day—greater restoration (DC 24), power word blind, power word kill, power word stun, prismatic spray (DC 24), wish. Caster level 20th. The save DCs are Charisma-based.
The following abilities are always active on a solar’s person, as the spells (caster level 20th): detect evil, detect snares and pits, discern lies (DC 21), see invisibility, true seeing. They can be dispelled, but the solar can reactivate them as a free action.
Spells: Solars can cast divine spells as 20th-level clerics. A solar has access to two of the following domains: Air, Destruction, Good, Law, or War (plus any others from its deity). The save DCs are Wisdom-based.
Typical Cleric Spells Prepared (6/8/8/8/7/7/6/6/5/5; save DC 17 + spell level): 0—create water, detect magic, guidance (2), resistance (2); 1st—bless (2), cause fear, divine favor (2), entropic shield, obscuring mist*, shield of faith; 2nd—align weapon, bear’s endurance (2), bull’s strength (2), consecrate, eagle’s splendor, spiritual weapon*; 3rd—daylight, invisibility purge, magic circle against evil, magic vestment*, prayer (2), protection from energy, wind wall; 4th—death ward (2), dismissal (2), divine power*, neutralize poison (2); 5th—break enchantment, control winds*, dispel evil, plane shift, righteous might (2), symbol of pain; 6th—banishment, chain lightning*, heroes’ feast, mass cure moderate wounds, undeath to death, word of recall; 7th—control weather*, destruction, dictum, ethereal jaunt, holy word, regenerate; 8th—fire storm, holy aura, mass cure critical wounds (2), whirlwind*; 9th— etherealness, elemental swarm (air)*, mass heal, miracle, storm of vengeance.
*Domain spell. Domains: Air and War.

ANIMATED OBJECT
 | Animated Object, Tiny | Animated Object, Small | Animated Object, Medium
 | Tiny Construct | Small Construct | Medium Construct
Hit Dice: | 1/2 d10 (2 hp) | 1d10+10 (15 hp) | 2d10+20 (31 hp)
Initiative: | +2 | +1 | +0
Speed: | 40 ft. (8 squares); 50 ft. legs, 60 ft. multiple legs; 80 ft. wheels | 30 ft. (6 squares); 40 ft. legs, 50 ft. multiple legs, 70 ft. wheels | 30 ft. (6 squares); 40 ft. legs, 50 ft. multiple legs, 70 ft. wheels
Armor Class: | 14 (+2 size, +2 Dex), touch 14, flat-footed 12 | 14 (+1 size, +1 Dex, +2 natural), touch 12, flat-footed 13 | 14 (+4 natural), touch 10, flat-footed 14
Base Attack/Grapple: | +0/–9 | +0/–4 | +1/+2
Attack: | Slam +1 melee (1d3–1) | Slam +1 melee (1d4) | Slam +2 melee (1d6+1)
Full Attack: | Slam +1 melee (1d3–1) | Slam +1 melee (1d4) | Slam +2 melee (1d6+1)
Space/Reach: | 2-1/2 ft./0 ft. | 5 ft./5 ft. | 5 ft./5 ft.
Special Attacks: | See text | See text | See text
Special Qualities: | Construct traits, darkvision 60 ft., low-light vision; also see text | Construct traits, darkvision 60 ft., low-light vision; also see text | Construct traits, darkvision 60 ft., low-light vision; also see text
Saves: | Fort +0, Ref +2, Will –5 | Fort +0, Ref +1, Will –5 | Fort +0, Ref +0, Will –5
Abilities: | Str 8, Dex 14, Con —, Int —, Wis 1, Cha 1 | Str 10, Dex 12, Con —, Int —, Wis 1, Cha 1 | Str 12, Dex 10, Con —, Int —, Wis 1, Cha 1
Skills: | — | — | —
Feats: | — | — | —
Environment: | Any | Any | Any
Organization: | Group (4) | Pair | Solitary
Challenge Rating: | 1/2 | 1 | 2
Treasure: | None | None | None
Alignment: | Always neutral | Always neutral | Always neutral
Advancement: | — | — | —
Level Adjustment: | — | — | —

 | Animated Object, Large | Animated Object, Huge | Animated Object, Gargantuan
 | Large Construct | Huge Construct | Gargantuan Construct
Hit Dice: | 4d10+30 (52 hp) | 8d10+40 (84 hp) | 16d10+60 (148 hp)
Initiative: | +0 | –1 | –2
Speed: | 20 ft. (4 squares); 30 ft. legs, 40 ft. multiple legs, 60 ft. wheels | 20 ft. (4 squares); 30 ft. legs, 40 ft. multiple legs, 60 ft. wheels | 10 ft. (2 squares); 20 ft. legs, 30 ft. multiple legs, 50 ft. wheels
Armor Class: | 14 (–1 size, +5 natural), touch 9, flat-footed 14 | 13 (–2 size, –1 Dex, +6 natural), touch 7, flat-footed 13 | 12 (–4 size, –2 Dex, +8 natural), touch 4, flat-footed 12
Base Attack/Grapple: | +3/+10 | +6/+19 | +12/+31
Attack: | Slam +5 melee (1d8+4) | Slam +9 melee (2d6+7) | Slam +15 melee (2d8+10)
Full Attack: | Slam +5 melee (1d8+4) | Slam +9 melee (2d6+7) | Slam +15 melee (2d8+10)
Space/Reach: | 10 ft./5 ft. (long) 10 ft./10 ft. (tall) | 15 ft./10 ft. (long) 15 ft./15 ft. (tall) | 20 ft./15 ft. (long) 20 ft./20 ft. (tall)
Special Attacks: | See text | See text | See text
Special Qualities: | Construct traits, darkvision 60 ft., low-light vision; also see text | Construct traits, darkvision 60 ft., low-light vision; also see text | Construct traits, darkvision 60 ft., low-light vision; also see text
Saves: | Fort +1, Ref +1, Will –4 | Fort +2, Ref +1, Will –3 | Fort +5, Ref +3, Will +0
Abilities: | Str 16, Dex 10, Con —, Int —, Wis 1, Cha 1 | Str 20, Dex 8, Con —, Int —, Wis 1, Cha 1 | Str 24, Dex 6, Con —, Int —, Wis 1, Cha 1
Skills: | — | — | —
Feats: | — | — | —
Environment: | Any | Any | Any
Organization: | Solitary | Solitary | Solitary
Challenge Rating: | 3 | 5 | 7
Treasure: | None | None | None
Alignment: | Always neutral | Always neutral | Always neutral
Advancement: | — | — | —
Level Adjustment: | — | — | —

 | Animated Object, Colossal
 | Colossal Construct
Hit Dice: | 32d10+80 (256 hp)
Initiative: | –3
Speed: | 10 ft. (2 squares); 20 ft. legs, 30 ft. multiple legs, 50 ft. wheels
Armor Class: | 11 (–8 size, –3 Dex, +12 natural), touch –1, flat-footed 11
Base Attack/Grapple: | +24/+49
Attack: | Slam +25 melee (4d6+13)
Full Attack: | Slam +25 melee (4d6+13)
Space/Reach: | 30 ft./20 ft. (long) 30 ft./30 ft. (tall)
Special Attacks: | See text
Special Qualities: | Construct traits, darkvision 60 ft., low-light vision; also see text
Saves: | Fort +10, Ref +7, Will +5
Abilities: | Str 28, Dex 4, Con —, Int —, Wis 1, Cha 1
Skills: | —
Feats: | —
Environment: | Any
Organization: | Solitary
Challenge Rating: | 10
Treasure: | None
Alignment: | Always neutral
Advancement: | —
Level Adjustment: | —
Animated objects come in all sizes, shapes, and colors. They owe their existence as creatures to spells such as animate objects or similar supernatural abilities.
COMBAT
Animated objects fight only as directed by the animator. They follow orders without question and to the best of their abilities. Since they do not need to breathe and never tire, they can be extremely capable minions.
An animated object can have one or more of the following special abilities, depending on its form.
Blind (Ex): A sheetlike animated object such as a carpet or tapestry can grapple an opponent up to three sizes larger than itself. The object makes a normal grapple check. If it wins, it wraps itself around the opponent’s head, causing that creature to be blinded until removed.
Constrict (Ex): A flexible animated object such as a rope, vine, or rug deals damage equal to its slam damage value plus 1- 1/2 times its Strength bonus with a successful grapple check against a creature up to one size larger than itself.
An object of at least Large size can make constriction attacks against multiple creatures at once, if they all are at least two sizes smaller than the object and can fit under it.
Hardness (Ex): An animated object has the same hardness it had before it was animated.
Improved Speed (Ex): The base land speed given in the statistics block assume that an animated object lurches, rocks, or slithers along.
Objects with two legs (statues, ladders) or a similar shape that allows faster movement have a +10 foot bonus to speed. Objects with multiple legs (tables, chairs) have a +20 foot bonus to speed. Wheeled objects have a +40 foot bonus to speed.
Objects might have additional modes of movement. A wooden object can float and has a swim speed equal to half its land speed. A rope or similar sinuous object has a climb speed equal to half its land speed. A sheetlike object can fly (clumsy maneuverability) at half its normal speed.
Trample (Ex): An animated object of at least Large size and with a hardness of at least 10 can trample creatures two or more sizes smaller than itself, dealing damage equal to the object’s slam damage + 1-1/2 times its Strength bonus. Opponents who do not make attacks of opportunity against the object can attempt Reflex saves (DC 10 + 1/2 object’s HD + object’s Str modifier) to halve the damage.

ANKHEG
 | Large Magical Beast
Hit Dice: | 3d10+12 (28 hp)
Initiative: | +0
Speed: | 30 ft. (6 squares), burrow 20 ft.
Armor Class: | 18 (–1 size, +9 natural), touch 9, flat-footed 18
Base Attack/Grapple: | +3/+12
Attack: | Bite +7 melee (2d6+7 plus 1d4 acid)
Full Attack: | Bite +7 melee (2d6+7 plus 1d4 acid)
Space/Reach: | 10 ft./5 ft.
Special Attacks: | Improved grab, spit acid
Special Qualities: | Darkvision 60 ft., low-light vision, tremorsense 60 ft.
Saves: | Fort +6, Ref +3, Will +2
Abilities: | Str 21, Dex 10, Con 17, Int 1, Wis 13, Cha 6
Skills: | Climb +8, Listen +6, Spot +3
Feats: | Alertness, Toughness
Environment: | Warm plains
Organization: | Solitary or cluster (2–4)
Challenge Rating: | 3
Treasure: | None
Alignment: | Always neutral
Advancement: | 4 HD (Large); 5–9 HD (Huge)
Level Adjustment: | —
The ankheg is a burrowing monster with a taste for fresh meat. An ankheg has six legs, and some specimens are yellow rather than brown. It is about 10 feet long and weighs about 800 pounds.
An ankheg burrows with legs and mandibles. A burrowing ankheg usually does not make a usable tunnel, but can construct a tunnel; it burrows at half speed when it does so. It often digs a winding tunnel up to 40 feet below the surface in the rich soil of forests or farmlands. The tunnel is 5 feet tall and wide, and from 60 to 150 feet long ([1d10 + 5] x10).
COMBAT
An ankheg usually lies 5 to 10 feet below the surface until its antennae detect the approach of prey. It then burrows up to attack. (Treat this as a charge, even though the ankheg does not need to move 10 feet before attacking.)
Clusters of ankhegs share the same territory but do not cooperate.
Improved Grab (Ex): To use this ability, an ankheg 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 the ankheg is damaged after grabbing its prey, it retreats backward down its tunnel at its land speed (not its burrow speed), dragging the victim with it.
Spit Acid (Ex): 30-ft. line, once every 6 hours; damage 4d4 acid, Reflex DC 14 half. One such attack depletes the ankheg’s acid supply for 6 hours. It cannot spit acid or deal acid damage during this time. The save DC is Constitution-based.
An ankheg does not use this ability unless it is desperate or frustrated. It most often spits acid when reduced to fewer than half its full normal hit points or when it has not successfully grabbed an opponent.

ARANEA
 | Medium Magical Beast (Shapechanger)
Hit Dice: | 3d10+6 (22 hp)
Initiative: | +6
Speed: | 50 ft. (10 squares), climb 25 ft.
Armor Class: | 13 (+2 Dex, +1 natural), touch 12, flat-footed 11
Base Attack/Grapple: | +3/+3
Attack: | Bite +5 melee (1d6 plus poison) or web +5 ranged
Full Attack: | Bite +5 melee (1d6 plus poison) or web +5 ranged
Space/Reach: | 5 ft./5 ft.
Special Attacks: | Poison, spells, web
Special Qualities: | Change shape, darkvision 60 ft., low-light vision
Saves: | Fort +5, Ref +5, Will +4
Abilities: | Str 11, Dex 15, Con 14, Int 14, Wis 13, Cha 14
Skills: | Climb +14, Concentration +8, Escape Artist +5, Jump +13, Listen +6, Spot +6
Feats: | Improved Initiative, Iron WillB, Weapon Finesse
Environment: | Temperate forests
Organization: | Solitary or colony (3–6)
Challenge Rating: | 4
Treasure: | Standard coins; double goods; standard items
Alignment: | Usually neutral
Advancement: | By character class
Level Adjustment: | +4
An aranea is an intelligent, shapechanging spider with sorcerous powers. In its natural form, an aranea resembles a big spider, with a humpbacked body a little bigger than a human torso. It has fanged mandibles like a normal spider. Two small arms, each about 2 feet long, lie below the mandibles. Each arm has a hand with four many-jointed fingers and a double-jointed thumb.
An aranea weighs about 150 pounds. The hump on its back houses its brain.
Araneas speak Common and Sylvan.
COMBAT
An aranea avoids physical combat and uses its webs and spells when it can. In a battle, it tries to immobilize or distract the most aggressive opponents first. Araneas often subdue opponents for ransom.
Poison (Ex): Injury, Fortitude DC 13, initial damage 1d6 Str, secondary damage 2d6 Str. The save DC is Constitution-based.
Spells: An aranea casts spells as a 3rd-level sorcerer. It prefers illusions and enchantments and avoids fire spells.
Typical Sorcerer Spells Known (6/6; save DC 12 + spell level): 0— daze, detect magic, ghost sound, light, resistance; 1st—mage armor, silent image, sleep.
Web (Ex): In spider or hybrid form (see below), an aranea can throw a web up to six times per day. This is similar to an attack with a net but has a maximum range of 50 feet, with a range increment of 10 feet, and is effective against targets of up to Large size. The web anchors the target in place, allowing no movement.
An entangled creature can escape with a DC 13 Escape Artist check or burst the web with a DC 17 Strength check. The check DCs are Constitution-based, and the Strength check DC includes a +4 racial bonus. The web has 6 hit points, hardness 0, and takes double damage from fire.
Change Shape (Su): An aranea’s natural form is that of a Medium monstrous spider. It can assume two other forms. The first is a unique Small or Medium humanoid; an aranea in its humanoid form always assumes the same appearance and traits, much as a lycanthrope would. In humanoid form, an aranea cannot use its bite attack, webs, or poison.
The second form is a Medium spider–humanoid hybrid. In hybrid form, an aranea looks like a Medium humanoid at first glance, but a DC 18 Spot check reveals the creature’s fangs and spinnerets. The aranea retains its bite attack, webs, and poison in this form, and can also wield weapons or wear armor. When in hybrid form, an aranea’s speed is 30 feet (6 squares).
An aranea remains in one form until it chooses to assume a new one. A change in form cannot be dispelled, nor does an aranea revert to its natural form when killed. A true seeing spell, however, reveals its natural form if it is in humanoid or hybrid form.
Skills: Araneas have a +2 racial bonus on Jump, Listen, and Spot checks. They have a +8 racial bonus on Climb checks and can always choose to take 10 on Climb checks even if rushed or threatened.

ARCHON
Archons are celestials from a lawful good-aligned plane.
Archons speak Celestial, Infernal, and Draconic, but can speak with almost any creature because of their tongues ability.
COMBAT
Archons generally prefer to meet a foe head-on if it is prudent to do so, but if outmatched, they do what they can to even the odds (usually by employing hit-and run tactics or standing off and engaging a foe with magic before moving into melee).
Archon Traits: An archon possesses the following traits (unless otherwise noted in a creature’s entry).
—Darkvision out to 60 feet and low-light vision.
—Aura of Menace (Su): A righteous aura surrounds archons that fight or get angry. Any hostile creature within a 20-foot radius of an archon must succeed on a Will save to resist its effects. The save DC varies with the type of archon, is Charisma-based, and includes a +2 racial bonus. Those who fail take a –2 penalty on attacks, AC, and saves for 24 hours or until they successfully hit the archon that generated the aura. A creature that has resisted or broken the effect cannot be affected again by the same archon’s aura for 24 hours.
—Immunity to electricity and petrification.
— +4 racial bonus on saves against poison.
—Magic Circle against Evil (Su): A magic circle against evil effect always surrounds an archon (caster level equals the archon’s Hit Dice). (The defensive benefits from the circle are not included in an archon’s statistics block.)
—Teleport (Su): Archons can use greater teleport at will, as the spell (caster level 14th), except that the creature can transport only itself and up to 50 pounds of objects.
—Tongues (Su): All archons can speak with any creature that has a language, as though using a tongues spell (caster level 14th). This ability is always active.

LANTERN ARCHON
 | Small Outsider (Archon, Extraplanar, Good, Lawful)
Hit Dice : | 1d8 (4 hp)
Initiative : | +4
Speed : | Fly 60 ft. (perfect) (12 squares)
Armor Class : | 15 (+1 size, +4 natural), touch 11, flat-footed 15
Base Attack/Grapple : | +1/–8
Attack : | Light ray +2 ranged touch (1d6)
Full Attack : | 2 light rays +2 ranged touch (1d6)
Space/Reach : | 5 ft./5 ft.
Special Attacks : | Spell-like abilities
Special Qualities : | Aura of menace, damage reduction 10/evil and magic, darkvision 60 ft., immunity to electricity and petrification, magic circle against evil, teleport, tongues
Saves : | Fort +2 (+6 against poison), Ref +2, Will +2
Abilities : | Str 1, Dex 11, Con 10, Int 6, Wis 11, Cha 10
Skills : | Concentration +4, Diplomacy +4, Knowledge (the planes) +2, Listen +4, Sense Motive +4, Spot +4
Feats : | Improved Initiative
Environment : | A lawful good-aligned plane
Organization : | Solitary, pair, or squad (3–5)
Challenge Rating : | 2
Treasure : | None
Alignment : | Always lawful good
Advancement : | 2–4 HD (Small)
Level Adjustment: | —
Lantern archons appear as floating balls of light that glow about as brightly as a torch. Only their destruction can extinguish the glow, though they can try to hide it.
COMBAT
A lantern archon has little reason to get within melee range. It usually hovers just close enough to bring the enemy within its aura of menace, then blasts away with its light rays. Lantern archons prefer to concentrate on a single opponent, seeking to reduce enemy numbers quickly.
Aura of Menace (Su): Will DC 12 negates.
Light Ray (Ex): A lantern archon’s light rays have a range of 30 feet. This attack overcomes damage reduction of any type.
Spell-Like Abilities: At will—aid, detect evil, continual flame. Caster level 3rd.

HOUND ARCHON
 | Hound Archon | Hound Archon Hero, 11th-Level Paladin
 | Medium Outsider (Archon, Extraplanar, Good, Lawful) | Medium Outsider (Archon, Extraplanar, Good, Lawful)
Hit Dice: | 6d8+6 (33 hp) | 6d8+18 plus 11d10+33 (143 hp)
Initiative: | +4 | +4
Speed: | 40 ft. (8 squares) | 30 ft. in full plate armor (6 squares), base speed 40 ft.
Armor Class: | 19 (+9 natural), touch 10, flat-footed 19 | 30 (+9 natural, +11 +3 full plate armor), touch 10, flat-footed 30
Base Attack/Grapple: | +6/+8 | +17/+22
Attack: | Bite +8 melee (1d8+2) or greatsword +8 melee (2d6+3/19–20) | +2 cold iron greatsword +25 melee (2d6+9/19–20) or bite +22 melee (1d8+5)
Full Attack: | Bite +8 melee (1d8+2) and slam +3 melee (1d4+1); or greatsword +8/+3 melee (2d6+3/19–20) and bite +3 melee (1d8+1) | +2 cold iron greatsword +25/+20/+15/+10 melee (2d6+9/19–20) and bite +17 melee (1d8+2); or bite +22 melee (1d8+5) and slam +17 melee (1d4+2)
Space/Reach: | 5 ft./5 ft. | 5 ft./5 ft.
Special Attacks: | Spell-like abilities | Smite evil, spells, spell-like abilities, turn undead 6/day
Special Qualities: | Aura of menace, change shape, damage reduction 10/evil, darkvision 60 ft., immunity to electricity and petrification, magic circle against evil, scent, spell resistance 16, teleport, tongues | Aura of menace, change shape, damage reduction 10/evil, darkvision 60 ft., immunity to electricity and petrification, magic circle against evil, paladin abilities, scent, spell resistance 27, teleport, tongues
Saves: | Fort +6 (+10 against poison), Ref +5, Will +6 | Fort +18 (+22 against poison), Ref +11, Will +13
Abilities: | Str 15, Dex 10, Con 13, Int 10, Wis 13, Cha 12 | Str 21, Dex 10, Con 16, Int 8, Wis 14, Cha 16
Skills: | Concentration +10, Diplomacy +3, Hide +9*, Jump +15, Listen +10, Move Silently +9, Sense Motive +10, Spot +10, Survival +10* (+12 following tracks) | Concentration +20, Diplomacy +19, Hide +2*, Jump +0, Listen +10, Ride +14, Sense Motive +19, Spot +10, Survival +2*
Feats: | Improved Initiative, Power Attack, Track | Improved Initiative, Leadership, Mounted Combat, Ride-By Attack, Track, Weapon Focus (greatsword)
Environment | A lawful good-aligned plane | A lawful good-aligned plane
Organization: | Solitary, pair, or squad (3–5) | Solitary or with juvenile bronze dragon
Challenge Rating: | 4 | 16
Treasure: | No coins; double goods; standard items | Standard
Alignment: | Always lawful good | Always lawful good
Advancement: | 7–9 HD (Medium); 10–18 HD (Large) | By character class
Level Adjustment: | +5 | +5
Hound archons look like well-muscled humans with canine heads.
COMBAT
Hound archons prefer to attack with their natural weapons but occasionally use greatswords.
A hound archon’s natural weapons, as well as any weapons it wields, are treated as good-aligned and lawful-aligned for the purpose of overcoming damage reduction.
Spell-Like Abilities: At will—aid, continual flame, detect evil, message. Caster level 6th.
Aura of Menace (Su): Will DC 16 negates.
Change Shape (Su): A hound archon can assume any canine form of Small to Large size. While in canine form, the hound archon loses its bite, slam, and greatsword attacks, but gains the bite attack of the form it chooses. For the purposes of this ability, canines include any doglike or wolflike animal of the animal type.
Skills: *While in canine form, a hound archon gains a +4 circumstance bonus on Hide and Survival checks.

HOUND ARCHON HERO
The hound archon hero is a mighty champion of justice, devoted to the pursuit and destruction of evil in all its forms.
COMBAT
Hound archon heroes have over time developed a love for their weapons. They prefer to use their holy greatswords over their bite and slam attacks.
Spell-Like Abilities: At will—aid, continual flame, detect evil, message. Caster level 6th.
Aura of Menace (Su): The save DC for the hound archon hero’s aura of menace (DC 18) is adjusted for its higher Charisma score.
Smite Evil (Su): Three times per day a hound archon hero can make a normal melee attack with a +3 bonus that deals an extra 11 points of damage against an evil foe.
Change Shape (Su): A hound archon hero can assume any canine form of Small to Large size. While in canine form, the hound archon loses its bite, slam, and greatsword attacks, but gains the bite attack of the form it chooses. For the purposes of this ability, canines include any doglike or wolflike animal of the animal type.
Skills: *While in canine form, a hound archon hero gains a +4 circumstance bonus on Hide and Survival checks.
Paladin Abilities: Aura of courage, aura of good, detect evil, divine grace, divine health, lay on hands (33 points/day), remove disease 2/week, special mount (juvenile bronze dragon).
Typical Paladin Spells Prepared (2/2; save DC 12 + spell level): 1st— divine favor, protection from evil; 2nd—bull’s strength, eagle’s splendor.
Possessions: +3 full plate armor, +2 cold iron greatsword.

HOUND ARCHON HERO MOUNTS
In the course of their adventures, many hound archon heroes befriend bronze dragons, which may come to serve as their mounts. The relationship between these mounts and their celestial riders goes beyond even the special bond between paladin and mount. The dragon and the archon are naturally allies and friends, as can be expected of two powerful servants of cosmic justice. The juvenile bronze dragon mount gains 2 additional HD, 4 points of Strength, an additional 4 points of natural armor, improved evasion, and +10 feet to speed in all its movement forms. The dragon cannot, however, command other creatures of its type as other kinds of paladin mounts can.

HOUND ARCHONS AS CHARACTERS
Hound archon characters possess the following racial traits.
— +4 Strength, +2 Constitution, +2 Wisdom, +2 Charisma.
—Medium size.
—A hound archon’s base land speed is 40 feet.
—Racial Hit Dice: A hound archon begins with six levels of outsider, which provide 6d8 Hit Dice, a base attack bonus of +6, and base saving throw bonuses of Fort +5, Ref +5, and Will +5.
—Racial Skills: A hound archon’s outsider levels give it skill points equal to 9 x (8 + Int modifier). Its class skills are Concentration, Hide, Jump, Listen, Move Silently, Sense Motive, Spot, and Survival.
—Racial Feats: A hound archon’s outsider levels give it three feats.
— +9 natural armor bonus.
—Natural Weapons: Bite (1d8) and slam (1d4).
—Archon Traits (see page 16): Darkvision 60 ft., low-light vision, aura of menace (Will DC 15 + character’s Cha modifier), immunity to electricity and petrification, +4 racial bonus on saves against poison, magic circle against evil, teleport, tongues.
—Special Attacks: Spell-like abilities.
—Special Qualities: Change shape, damage reduction 10/evil, scent, spell resistance equal to 16 + class levels.
—Automatic Languages: Celestial. Bonus Languages: Common, Draconic, Infernal.
—Favored class: Ranger.
—Level adjustment +5.

TRUMPET ARCHON
 | Medium Outsider (Archon, Extraplanar, Good, Lawful)
Hit Dice: | 12d8+72 (126 hp)
Initiative: | +7
Speed: | 40 ft. (8 squares), fly 90 ft. (good)
Armor Class: | 27 (+3 Dex, +14 natural), touch 13, flat-footed 24
Base Attack/Grapple: | +12/+17
Attack: | +4 greatsword +21 melee (2d6+11/19–20)
Full Attack: | +4 greatsword +21/+16/+11 melee (2d6+11/19–20)
Space/Reach: | 5 ft./5 ft.
Special Attacks: | Spell-like abilities, spells, trumpet
Special Qualities: | Aura of menace, damage reduction 10/evil, darkvision 60 ft., immunity to electricity and petrification, magic circle against evil, spell resistance 29, teleport, tongues
Saves: | Fort +14 (+18 against poison), Ref +11, Will +11
Abilities: | Str 20, Dex 17, Con 23, Int 16, Wis 16, Cha 16
Skills: | Concentration +21, Diplomacy +20, Escape Artist +18, Handle Animal +18, Knowledge (any one) +18, Listen +18, Move Silently +18, Perform (wind instruments) +18, Ride +20, Sense Motive +18, Spot +18, Use Rope +3 (+5 with bindings)
Feats: | Blind-Fight, Cleave, Combat Reflexes, Improved Initiative, Power Attack
Environment: | A lawful good-aligned plane
Organization: | Solitary, pair, or squad (3–5)
Challenge Rating: | 14
Treasure: | No coins; double goods; standard items
Alignment: | Always lawful good
Advancement: | 13–18 HD (Medium); 19–36 HD (Large)
Level Adjustment: | +8
Each Trumpet Archon carries a gleaming silver trumpet about 6 feet long.
Combat
A trumpet archon usually disdains physical combat, preferring to obliterate foes with spells quickly and return to its duties. If forced into an extended battle, it sounds its trumpet and attacks with a vengeance.
A trumpet archon’s natural weapons, as well as any weapons it wields, are treated as good-aligned and lawful-aligned for the purpose of overcoming damage reduction.
Spell-Like Abilities: At will—detect evil, continual flame, message. Caster level 12th.
Aura of Menace (Su): Will DC 21 negates.
Spells: Trumpet archons can cast divine spells as 14th-level clerics. A trumpet archon has access to two of the following domains: Air, Destruction, Good, Law, or War (plus any others from its deity). The save DCs are Wisdom-based.
Typical Cleric Spells Prepared (6/7/7/6/5/4/4/3; DC 13 + spell level): 0—detect magic, light, purify food and drink, read magic, resistance (2); 1st—bless (2), divine favor (2), protection from chaos*, sanctuary, shield of faith; 2nd—aid*, bull’s strength (2), consecrate, lesser restoration, owl’s wisdom (2); 3rd—daylight, invisibility purge, magic circle against chaos*, magic vestment, protection from energy (2); 4th— dismissal, divine power, holy smite*, neutralize poison, spell immunity; 5th—dispel evil*, mass cure light wounds, plane shift, raise dead; 6th— blade barrier*, banishment, heal, undeath to death; 7th—dictum*, holy word, mass cure serious wounds.
*Domain spell. Domains: Good and Law.
Trumpet (Su): An archon’s trumpet produces music of utter clarity, piercing beauty, and, if the trumpet archon wills it, paralyzing awe. All creatures except archons within 100 feet of the blast must succeed on a DC 19 Fortitude save or be paralyzed for 1d4 rounds. The save DC is Charisma-based. The archon can also command its trumpet to become a +4 greatsword as a free action.
If a trumpet is ever stolen, it becomes a chunk of useless metal until the owner can recover it. Woe betide any thief caught with one.

ARROWHAWK
 | Juvenile Arrowhawk | Adult Arrowhawk | Elder Arrowhawk
 | Small Outsider (Air, Extraplanar) | Medium Outsider (Air, Extraplanar) | Large Outsider (Air, Extraplanar)
Hit Dice: | 3d8+3 (16 hp) | 7d8+7 (38 hp) | 15d8+45 (112 hp)
Initiative: | +5 | +5 | +5
Speed: | Fly 60 ft. (perfect) (12 squares) | Fly 60 ft. (perfect) (12 squares) | Fly 60 ft. (perfect) (12 squares)
Armor Class: | 20 (+1 size, +5 Dex, +4 natural), touch 16, flat-footed 15 | 21 (+5 Dex, +6 natural), touch 15, flat-footed 16 | 22 (–1 size, +5 Dex, +8 natural), touch 14, flat-footed 17
Base Attack/Grapple: | +3/+0 | +7/+9 | +15/+25
Attack: | Electricity ray +9 ranged touch (2d6) or bite +9 melee (1d6+1) | Electricity ray +12 ranged touch (2d8) or bite +12 melee (1d8+3) | Electricity ray +19 ranged touch (2d8) or bite +21 melee (2d6+9)
Full Attack: | Electricity ray +9 ranged touch (2d6) or bite +9 melee (1d6+1) | Electricity ray +12 ranged touch (2d8) or bite +12 melee (1d8+3) | Electricity ray +19 ranged touch (2d8) or bite +20 melee (2d6+9)
Space/Reach: | 5 ft./5 ft. | 5 ft./5 ft. | 10 ft./5 ft.
Special Attacks: | Electricity ray | Electricity ray | Electricity ray
Special Qualities: | Darkvision 60 ft., immunity to acid, electricity, and poison, resistance to cold 10 and fire 10 | Darkvision 60 ft., immunity to acid, electricity, and poison, resistance to cold 10 and fire 10 | Darkvision 60 ft., immunity to acid, electricity, and poison, resistance to cold 10 and fire 10
Saves: | Fort +4, Ref +8, Will +4 | Fort +6, Ref +10, Will +6 | Fort +12, Ref +14, Will +10
Abilities: | Str 12, Dex 21, Con 12, Int 10, Wis 13, Cha 13 | Str 14, Dex 21, Con 12, Int 10, Wis 13, Cha 13 | Str 22, Dex 21, Con 16, Int 10, Wis 13, Cha 13
Skills: | Diplomacy +3, Escape Artist +11, Knowledge (the planes) +6, Listen +7, Move Silently +11, Search +6, Sense Motive +7, Spot +7, Survival +7 (+9 following tracks, +9 Plane of Air), Use Rope +5 (+7 with bindings) | Diplomacy +3, Escape Artist +15, Knowledge (the planes) +10, Listen +11, Move Silently +15, Search +10, Sense Motive +11, Spot +11, Survival +11 (+13 following tracks, +13 Plane of Air), Use Rope +5 (+7 with bindings) | Diplomacy +3, Escape Artist +23, Knowledge (the planes) +18, Listen +21, Move Silently +23, Search +18, Sense Motive +19, Spot +21, Survival +19 (+21 following tracks, +21 Plane of Air), Use Rope +5 (+7 involving bindings)
Feats: | Dodge, Weapon Finesse | Dodge, Flyby Attack, Weapon Finesse | Alertness, Blind-Fight, Combat Reflexes, Dodge, Flyby Attack, Weapon Finesse, Weapon Focus (bite)B
Environment | Elemental Plane of Air | Elemental Plane of Air | Elemental Plane of Air
Organization: | Solitary or clutch (2–4) | Solitary or clutch (2–4) | Solitary or clutch (2–4)
Challenge Rating: | 3 | 5 | 8
Treasure: | None | None | None
Alignment: | Always neutral | Always neutral | Always neutral
Advancement: | 4–6 HD (Small) | 8–14 HD (Medium) | 16–24 HD (Large); 25–32 HD (Gargantuan)
Level Adjustment: | — | — | —
An arrowhawk is a predator and scavenger from the Elemental Plane of Air. By twisting its body and varying the cadence of its wingbeats, an arrowhawk can fly at top speed in any direction. A juvenile arrowhawk (1 to 10 years old) is about 5 feet long from beak to tail, with the body accounting for about one-third of that length. Its wingspan is about 7 feet, and it weighs about 20 pounds. An adult (11 to 40 years old) is about 10 feet long from beak to tail, with a wingspan of about 15 feet and a weight of about 100 pounds. An elder arrowhawk (41 to 75 years old) is about 20 feet long with a wingspan of 30 feet and a weight of about 800 pounds.
Arrowhawks speak Auran, but they are not usually talkative creatures.
COMBAT
Arrowhawks are extremely territorial and always hungry. They attack almost any other creature they meet, seeking a meal or trying to drive away a rival. The primary mode of attack is an electricity ray, fired from the tail. The creature also bites, but it prefers to stay out of reach.
Electricity Ray (Su): An arrowhawk can fire this ray once per round, with a range of 50 feet.

ASSASSIN VINE
 | Large Plant
Hit Dice: | 4d8+12 (30 hp)
Initiative: | +0
Speed: | 5 ft. (1 square)
Armor Class: | 15 (–1 size, +6 natural), touch 9, flat-footed 15
Base Attack/Grapple: | +3/+12
Attack: | Slam +7 melee (1d6+7)
Full Attack: | Slam +7 melee (1d6+7)
Space/Reach: | 10 ft./10 ft. (20 ft. with vine)
Special Attacks: | Constrict 1d6+7, entangle, improved grab
Special Qualities: | Blindsight 30 ft., camouflage, immunity to electricity, low-light vision, plant traits, resistance to cold 10 and fire 10
Saves: | Fort +7, Ref +1, Will +2
Abilities: | Str 20, Dex 10, Con 16, Int —, Wis 13, Cha 9
Environment: | Temperate forests
Organization: | Solitary or patch (2–4)
Challenge Rating: | 3
Treasure: | 1/10th coins; 50% goods; 50% items
Alignment: | Always neutral
Advancement: | 5–16 HD (Huge); 17–32 HD (Gargantuan); 33+ HD (Colossal)
Level Adjustment: | —
The assassin vine is a semi-mobile plant that collects its own grisly fertilizer by grabbing and crushing animals and depositing the carcasses near its roots.
A mature plant consists of a main vine, about 20 feet long. Smaller vines up to 5 feet long branch off from the main vine about every 6 inches. These small vines bear clusters of leaves, and in late summer they produce bunches of small fruits that resemble wild grapes. The fruit is tough and has a hearty but bitter flavor. Assassin vine berries make a heady wine.
An assassin vine can move about, albeit very slowly, but usually stays put unless it needs to seek prey in a new vicinity.
A subterranean version of the assassin vine grows near hot springs, volcanic vents, and other sources of thermal energy. These plants have thin, wiry stems and gray leaves shot through with silver, brown, and white veins so that they resemble mineral deposits. An assassin vine growing underground usually generates enough offal to support a thriving colony of mushrooms and other fungi, which spring up around the plant and help conceal it.
COMBAT
An assassin vine uses simple tactics:
It lies still until prey comes within reach, then attacks. It uses its entangle ability both to catch prey and to deter counterattacks.
Constrict (Ex): An assassin vine deals 1d6+7 points of damage with a successful grapple check.
Entangle (Su): An assassin vine can animate plants within 30 feet of itself as a free action (Ref DC 13 partial).
The effect lasts until the vine dies or decides to end it (also a free action). The save DC is Wisdom-based. The ability is otherwise similar to entangle (caster level 4th).
Improved Grab (Ex): To use this ability, an assassin vine must hit with its slam 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.
Blindsight (Ex): Assassin vines have no visual organs but can ascertain all foes within 30 feet using sound, scent, and vibration.
Camouflage (Ex): Since an assassin vine looks like a normal plant when at rest, it takes a DC 20 Spot check to notice it before it attacks.
Anyone with ranks in Survival or Knowledge (nature) can use one of those skills instead of Spot to notice the plant. Dwarves can use stonecunning to notice the subterranean version.

ATHACH
 | Huge Aberration
Hit Dice: | 14d8+70 (133 hp)
Initiative: | +1
Speed: | 35 ft. in hide armor (7 squares); base speed 50 ft.
Armor Class: | 20 (–2 size, +1 Dex, +3 hide armor, +8 natural), touch 9, flat-footed 19
Base Attack/Grapple: | +10/+26 Attack:Morningstar +16 melee (3d6+8) or rock +9 ranged (2d6+8)
Full Attack: | Morningstar +12/+7 melee (3d6+8), and 2 morningstars +12 melee (3d6+4), and bite +12 melee (2d8+4 plus poison); or rock +5 ranged (2d6+8), and 2 rocks +5 ranged (2d6+4)
Space/Reach: | 15 ft./15 ft.
Special Attacks: | Poison
Special Qualities: | Darkvision 60 ft.
Saves: | Fort +9, Ref +5, Will +10
Abilities: | Str 26, Dex 13, Con 21, Int 7, Wis 12, Cha 6
Skills: | Climb +9, Jump +18, Listen +7, Spot +7
Feats: | Alertness, Cleave, Multiweapon Fighting, Power Attack, Weapon Focus (bite)
Environment: | Temperate hills
Organization: | Solitary, gang (2–4), or tribe (7–12)
Challenge Rating: | 8
Treasure: | 1/2 coins; double goods; standard items
Alignment: | Often chaotic evil
Advancement: | 15–28 HD (Huge)
Level Adjustment: | +5
The athach is a hulking, misshapen biped. An adult stands some 18 feet tall and weighs about 4,500 pounds. Athachs speak a crude dialect of Giant.
COMBAT
Athachs charge into melee combat unless their opponents are out of reach, in which case they throw rocks. They sometimes try to overrun armored opponents to reach unarmored opponents in back ranks. With its first few melee attacks, an athach tends to flail about indiscriminately. After a few rounds, it concentrates on foes that have been hitting it most often and uses its bite on whoever has dealt it the most damage.
Poison (Ex): Injury, Fortitude DC 22, initial damage 1d6 Str, secondary damage 2d6 Str. The save DC is Constitution-based.

AVORAL
 | Medium Outsider (Extraplanar, Good)
Hit Dice: | 7d8+35 (66 hp)
Initiative: | +6
Speed: | 40 ft. (8 squares), fly 90 ft. (good)
Armor Class: | 24 (+6 Dex, +8 natural), touch 16, flat-footed 18
Base Attack/Grapple: | +7/+9
Attack: | Claw +13 melee (2d6+2) or wing +13 melee (2d8+2)
Full Attack: | 2 claws +13 melee (2d6+2) or 2 wings +13 melee (2d8+2)
Space/Reach: | 5 ft./5 ft.
Special Attacks: | Spell-like abilities, fear aura
Special Qualities: | Damage reduction 10/evil or silver, darkvision 60 ft., immunity to electricity and petrification, lay on hands, low-light vision, resistance to cold 10 and sonic 10, speak with animals, spell resistance 25, true seeing
Saves: | Fort +10 (+14 against poison), Ref +11, Will +8
Abilities: | Str 15, Dex 23, Con 20, Int 15, Wis 16, Cha 16
Skills: | Bluff +13, Concentration +15, Diplomacy +7, Disguise +3 (+5 acting), Handle Animal +13, Hide +16, Intimidate +5, Knowledge (any one) +12, Listen +13, Move Silently +16, Ride +8, Sense Motive +13, Spellcraft +12, Spot +21
Feats: | Empower Spell-Like Ability (magic missile), Flyby Attack, Weapon Finesse
Environment: | A good-aligned plane.
Organization: | Solitary, pair, or squad (3–5)
Challenge Rating: | 9
Treasure: | No coins; double goods; standard items
Alignment: | Always neutral good
Advancement: | 8–14 HD (Medium); 15–21 HD (Large)
Level Adjustment: | —
An avoral’s bones are strong but hollow, so even the largest specimens weigh no more than 120 pounds. An avoral is about 7 feet tall. Each of an avoral’s wings has a small hand at the midpoint. When the wings are folded, these appendages are about where human hands would be and can do nearly anything hands can do.
An avoral’s visual acuity is virtually unmatched: It can see detail on objects up to 10 miles away and is said to be able to discern the color of a creature’s eyes at 200 paces.
Avorals speak Celestial, Infernal, and Draconic, but can speak with almost any creature, thanks to their tongues ability.

Combat
On the ground, an avoral can lash out with its wings to deliver punishing blows. However, it prefers to meet its foes in the air, where it can employ its talons and make full use of its aerial speed and agility. It can’t make wing attacks while flying, however.
An avoral’s natural weapons, as well as any weapons it wields, are treated as good-aligned for the purpose of overcoming damage reduction.
Spell-Like Abilities: At will—aid, blur (self only), command (DC 14), detect magic, dimension door, dispel magic, gust of wind (DC 15), hold person (DC 16), light, magic circle against evil (self only), magic missile, see invisibility; 3/day—lightning bolt (DC 16). Caster level 8th. The save DCs are Charisma-based.
Fear Aura (Su): Once per day an avoral can create an aura of fear in a 20-foot radius. It is otherwise identical with fear from an 8th-level caster (save DC 17). The save DC is Charisma-based.
Lay on Hands (Su): As the paladin class feature, except that each day, an avoral can heal an amount of damage equal to its full normal hit points.
Speak with Animals (Su): This ability works like speak with animals (caster level 8th) but is a free action and does not require sound.
True Seeing (Su): This ability is identical with true seeing (caster level 14th), except that it has personal range and the avoral must concentrate for 1 full round before it takes effect. Thereafter the ability remains in effect as long as the avoral concentrates on it.
Skills: An avoral’s sharp eyes give it a +8 racial bonus on Spot checks.

AZER
 | Medium Outsider (Extraplanar, Fire)
Hit Dice: | 2d8+2 (11 hp)
Initiative: | +1
Speed: | 20 ft. in scale mail (4 squares); base speed 30 ft.
Armor Class: | 23 (+1 Dex, +6 natural, +4 scale mail, +2 heavy
shield), touch 11, flat-footed 22 |
Base Attack/Grapple: | +2/+3
Attack: | Warhammer +3 melee (1d8+1/x3 plus 1 fire) or shortspear +3 ranged (1d6+1 plus 1 fire)
Full Attack: | Warhammer +3 melee (1d8+1/x3 plus 1 fire) or shortspear +3 ranged (1d6+1 plus 1 fire)
Space/Reach: | 5 ft./5 ft.
Special Attacks: | Heat
Special Qualities: | Darkvision 60 ft., immunity to fire, spell resistance 13, vulnerability to cold
Saves: | Fort +4, Ref +4, Will +4
Abilities: | Str 13, Dex 13, Con 13, Int 12, Wis 12, Cha 9
Skills: | Appraise +6, Climb +0, Craft (any two) +6, Hide +0, Jump –6, Listen +6, Search +6, Spot +6
Feats: | Power Attack
Environment: | Elemental Plane of Fire
Organization: | Solitary, pair, team (3–4), squad (11–20 plus 2 3rd-level sergeants and 1 leader of 3rd–6th level), or clan (30–100 plus 50% noncombatants plus 1 3rd-level sergeant per 20 adults, 5 5th-level lieutenants, and 3 7th-level captains)
Challenge Rating: | 2
Treasure: | Standard coins; double goods (nonflammables only); standard items (nonflammables only)
Alignment: | Always lawful neutral
Advancement: | By character class
Level Adjustment: | +4
Azers are dwarflike beings native to the Elemental Plane of Fire. They wear kilts of brass, bronze, or copper, and speak Ignan and Common.
COMBAT
Azers use broad-headed spears or well-crafted hammers in combat. When unarmed, they attempt to grapple foes.
Although unfriendly and taciturn, azers rarely provoke a fight except to relieve a foe of gems, which they love. If threatened, they fight to the death, but they see the value of taking prisoners themselves.
Heat (Ex): An azer’s body is intensely hot, so its unarmed attacks deal extra fire damage. Its metallic weapons also conduct this heat.
AZERS AS CHARACTERS
Azer characters possess the following racial traits.
— +2 Strength, +2 Dexterity, +2 Constitution, +2 Intelligence, +2 Wisdom, –2 Charisma.
—Medium size.
—An azer’s base land speed is 30 feet.
—Darkvision: Azers can see in the dark up to 60 feet.
—Racial Hit Dice: An azer begins with two levels of outsider, which provide 2d8 Hit Dice, a base attack bonus of +2, and base saving throw bonuses of Fort +3, Ref +3, and Will +3.
—Racial Skills: An azer’s outsider levels give it skill points equal to 5 x (8 + Int modifier). Its class skills are Appraise, Climb, Craft, Hide, Jump, Listen, Search, and Spot.
—Racial Feats: An azer’s outsider levels give it one feat.
— +6 natural armor bonus.
—Special Attacks (see above): Heat.
—Special Qualities (see above): Immunity to fire, spell resistance equal to 13 + class levels, vulnerability to cold.
—Automatic Languages: Common, Ignan. Bonus Languages: Abyssal, Aquan, Auran, Celestial, Infernal, Terran.
—Favored Class: Fighter.
—Level adjustment +4.


Monsters (B to C)

MONSTERS (B-C)

BARGHEST
 | Barghest | Greater Barghest
 | Medium Outsider (Evil, Extraplanar, Lawful, Shapechanger) | Large Outsider (Evil, Extraplanar, Lawful, Shapechanger)
Hit Dice: | 6d8+6 (33 hp) | 9d8+27 (67 hp)
Initiative: | +6 | +6
Speed: | 30 ft. (6 squares) | 40 ft. (8 squares)
Armor Class: | 18 (+2 Dex, +6 natural), touch 12, flat-footed 16 | 20 (–1 size, +2 Dex, +9 natural), touch 11, flat-footed 18
Base Attack/Grapple: | +6/+9 | +9/+18
Attack: | Bite +9 melee (1d6+3)) | Bite +13 melee (1d8+5
Full Attack: | Bite +9 melee (1d6+3) and 2 claws +4 melee (1d4+1) | Bite +13 melee (1d8+5) and 2 claws +8 melee (1d6+2)
Space/Reach: | 5 ft./5 ft. | 10 ft./5 ft.
Special Attacks: | Spell-like abilities, feed | Spell-like abilities, feed
Special Qualities: | Change shape, damage reduction 5/magic, darkvision 60 ft., scent | Change shape, damage reduction 10/magic, darkvision 60 ft., scent
Saves: | Fort +6, Ref +7, Will +7 | Fort +9, Ref +8, Will +10
Abilities: | Str 17, Dex 15, Con 13, Int 14, Wis 14, Cha 14 | Str 20, Dex 15, Con 16, Int 18, Wis 18, Cha 18
Skills: | Bluff +11, Diplomacy +6, Disguise +2 (+4 acting), Hide +11*, Intimidate +13, Jump +12, Listen +11, Move Silently +10, Search +11, Sense Motive +11, Spot +11, Survival +11 (+13 following tracks) | Bluff +16, Climb +17, Concentration +15, Diplomacy +8, Disguise +4 (+6 acting), Hide +10*, Intimidate +18, Jump +21, Listen +16, Move Silently +14, Sense Motive +16, Spot +16 Survival +16 (+18 following tracks), Tumble +16
Feats: | Combat Reflexes, Improved Initiative, Track | Combat Casting, Combat Reflexes, Improved Initiative, Track
Environment | An evil-aligned plane | An evil-aligned plane
Organization: | Solitary or pack (3–6) | Solitary or pack (3–6)
Challenge Rating: | 4 | 5
Treasure: | Double standard | Double standard
Alignment: | Always lawful evil | Always lawful evil
Advancement: | Special (see below) | Special (see below)
Level Adjustment: | — | —
A barghest is a lupine fiend that can take the shape of a wolf or a goblin. In its natural form, it resembles a goblin–wolf hybrid with terrible jaws and sharp claws. As whelps, barghests are nearly indistinguishable from wolves, except for their size and claws. As they grow larger and stronger, their skin darkens to bluishred and eventually becomes blue altogether.
A full-grown barghest is about 6 feet long and weighs 180 pounds. A barghest’s eyes glow orange when the creature becomes excited.
Barghests speak Goblin, Worg, and Infernal.
COMBAT
Barghests can claw and bite, no matter what their form, and usually disdain weapons. Though they love killing, they have little stomach for direct combat and attack from ambush whenever possible. Barghests start a combat by using crushing despair and charm monster to keep opponents off balance. They try to stay away from the enemy’s main strength.
A barghest’s natural weapons, as well as any weapons it wields, are treated as evil-aligned and lawful-aligned for the purpose of overcoming damage reduction. Its natural weapons are treated as magic weapons for the purpose of overcoming damage reduction.
Spell-Like Abilities: At will—blink, levitate, misdirection (DC 14), rage (DC 15); 1/day—charm monster (DC 16), crushing despair (DC 16), dimension door. Caster level equals the barghest’s HD.
The save DCs are Charisma-based.
Feed (Su): When a barghest slays a humanoid opponent, it can feed on the corpse, devouring both flesh and life force, as a full-round action. Feeding destroys the victim’s body and prevents any form of raising or resurrection that requires part of the corpse. There is a 50% chance that a wish, miracle, or true resurrection spell can restore a devoured victim to life. Check once for each destroyed creature. If the check fails, the creature cannot be brought back to life by mortal magic.
A barghest advances in Hit Dice by consuming corpses in this fashion. For every three suitable corpses a barghest devours, it gains 1 Hit Die, and its Strength, Constitution, and natural armor increase by +1. Its attack bonus and saves improve as normal for an outsider of its Hit Dice, and it gains skill points, feats, and ability score improvements normally.
The barghest only advances by consuming the corpses of creatures whose Hit Dice or levels are equal to or greater than its own current total. A barghest that reaches 9 Hit Dice through feeding immediately becomes a greater barghest upon completion of the act.
Change Shape (Su): A barghest can assume the shape of a goblin or a wolf as a standard action. In goblin form, a barghest cannot use its natural weapons but can wield weapons and wear armor. In wolf form, a barghest loses its claw attacks but retains its bite attack.
Pass Without Trace (Ex): A barghest in wolf form can use pass without trace (as the spell) as a free action.
Skills: *A barghest in wolf form gains a +4 circumstance bonus on Hide checks.

GREATER BARGHEST
A barghest that reaches 9 Hit Dice through feeding becomes a greater barghest. These creatures can change shape into a goblinlike creature of Large size (about 8 feet tall and 400 pounds) or a dire wolf. In goblin form, a greater barghest cannot use its natural weapons but can wield weapons and wear armor. In dire wolf form, a greater barghest loses its claw attacks but retains its bite attack.
A greater barghest can reach a maximum of 18 Hit Dice through feeding.
Spell-Like Abilities: In addition to the spelllike abilities all barghests possess, a greater barghest gains the following abilities. At will—invisibility sphere; 1/day—mass bull’s strength, mass enlarge. Caster level equals the greater barghest’s HD.
Combat
Occasionally, a greater barghest uses a magic two-handed weapon in combat instead of its claws, giving it multiple attacks (attack bonus +13/+8). It can also make one bite attack (attack bonus +8) each round. The save DC against a greater barghest’s spell-like abilities is 14 + spell level.

BASILISK
 | Basilisk | Abyssal Greater Basilisk
 | Medium Magical Beast | Large Outsider (Augmented Magical Beast, Extraplanar)
Hit Dice: | 6d10+12 (45 hp) | 18d10+90 (189 hp)
Initiative: | –1 | –1
Speed: | 20 ft. (4 squares) | 20 ft. (4 squares)
Armor Class: | 16 (–1 Dex, +7 natural), touch 9, flat-footed 16 | 17 (–1 Dex, –1 size, +9 natural), touch 8, flat-footed 17
Base Attack /Grapple: | +6/+8 | +18/+29
Attack: | Bite +8 melee (1d8+3) | Bite +25 melee (2d8+10)
Full Attack: | Bite +8 melee (1d8+3) | Bite +25 melee (2d8+10)
Space/Reach: | 5 ft./5 ft. | 10 ft./5 ft.
Special Attacks: | Petrifying gaze | Petrifying gaze, smite good
Special Qualities: | Darkvision 60 ft., low-light vision | Resistance to cold 10 and fire 10, damage reduction 10/magic, darkvision 60 ft., low-light vision, spell resistance 23
Saves: | Fort +9, Ref +4, Will +3 | Fort +18, Ref +12, Will +8
Abilities: | Str 15, Dex 8, Con 15, Int 2, Wis 12, Cha 11 | Str 24, Dex 8, Con 21, Int 3, Wis 10, Cha 15
Skills: | Hide +0*, Listen +7, Spot +7 | Hide +0*, Listen +10, Spot +10
Feats: | Alertness, Blind-Fight, Great Fortitude | Alertness, Blind-Fight, Great Fortitude, Iron Will, Improved Natural Attack (bite), Lightning Reflexes, Weapon Focus (bite)
Environment: | Warm deserts | A chaotic evil plane
Organization: | Solitary or colony (3–6) | Solitary or colony (3–6)
Challenge Rating: | 5 | 12
Treasure: | None | Standard
Alignment: | Always neutral | Always chaotic evil
Advancement: | 7–10 HD (Medium); 11–18 HD (Large) | –
Level Adjustment: | — | —
A basilisk is a reptilian monster that petrifies living creatures with a mere gaze. A basilisk usually has a dull brown body with a yellowish underbelly. Some specimens sport a short, curved horn atop the nose. An adult basilisk’s body grows to about 6 feet long, not including its tail, which can reach an additional length of 5 to 7 feet. The creature weighs about 300 pounds.
COMBAT
A basilisk relies on its gaze attack, biting only when opponents come within reach. Though it has eight legs, its slow metabolism renders it relatively sluggish, so it does not expend energy unnecessarily. Intruders who flee a basilisk rather than fight can expect, at best, a halfhearted pursuit. These creatures tend to spend most of their time lying in wait for prey, which includes small mammals, birds, reptiles, and similar creatures.
Petrifying Gaze (Su): Turn to stone permanently, range 30 feet; Fortitude DC 13 negates. The save DC is Charisma-based.
Skills: *The basilisk’s dull coloration and its ability to remain motionless for long periods of time grant it a +4 racial bonus on Hide checks in natural settings.

ABYSSAL GREATER BASILISK
COMBAT
The save DC for the abyssal greater basilisk’s petrifying gaze (DC 21) is adjusted for its greater Hit Dice and higher Charisma score.
An abyssal greater basilisk’s natural weapons are treated as magic weapons for the purpose of overcoming damage reduction.
Smite Good (Su): Once per day an abyssal greater basilisk can make a normal melee attack to deal an extra 18 points of damage against a good foe.

BEHIR
 | Huge Magical Beast
Hit Dice: | 9d10+45 (94 hp)
Initiative: | +1
Speed: | 40 ft. (8 squares), climb 15 ft.
Armor Class: | 20 (–2 size, +1 Dex, +11 natural), touch 9, flat-footed 19
Base Attack/Grapple: | +9/+25
Attack: | Bite +15 melee (2d4+12)
Full Attack: | Bite +15 melee (2d4+12)
Space/Reach: | 15 ft./10 ft.
Special Attacks: | Breath weapon, constrict 2d8+8, improved grab, rake 1d4+4, swallow whole
Special Qualities: | Can’t be tripped, darkvision 60 ft., immunity to electricity, low-light vision, scent
Saves: | Fort +11, Ref +7, Will +5
Abilities: | Str 26, Dex 13, Con 21, Int 7, Wis 14, Cha 12
Skills: | Climb +16, Hide +5, Listen +4, Spot +4, Survival +2
Feats: | Alertness, Cleave, Power Attack, Track
Environment: | Warm hills
Organization: | Solitary or pair
Challenge Rating: | 8
Treasure: | Standard
Alignment: | Often neutral
Advancement: | 10–13 HD (Huge); 14–27 HD (Gargantuan)
Level Adjustment: | —
The behir is a serpentine monster that can slither like a snake or use its dozen legs to move with considerable speed. A behir is about 40 feet long and weighs about 4,000 pounds. It can fold its limbs close to its long, narrow body and slither in snake fashion if it desires. The coloration of behirs ranges from ultramarine to deep blue with bands of gray-brown. The belly is pale blue. The two large horns curving back over the head look dangerous but are actually used for preening the creature’s scales, not for fighting.
Behirs speak Common.
COMBAT
A behir usually bites and grabs its prey first, then either swallows or constricts the opponent. It can employ its claws only against foes caught in its coils. If beset by a large number of foes, it uses its breath weapon.
Breath Weapon (Su): 20-foot line, once every 10 rounds, damage 7d6 electricity, Reflex DC 19 half. The save DC is Constitution-based.
Constrict (Ex): A behir deals 2d8+8 points of damage with a successful grapple check. It can make six rake attacks against a grappled foe as well.
Improved Grab (Ex): To use this ability, a behir must hit a creature of any size 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 it establishes a hold and can attempt to constrict the opponent or swallow the opponent in the following round.
Rake (Ex): Six claws, attack bonus +15 melee, damage 1d4+4.
Swallow Whole (Ex): A behir can try to swallow a grabbed Medium or smaller opponent by making a successful grapple check.
A behir that swallows an opponent can use its Cleave feat to bite and grab another opponent.
A swallowed creature takes 2d8+8 points of bludgeoning damage and 8 points of acid damage per round from the behir’s gizzard. A swallowed creature can cut its way out by using a light slashing or piercing weapon to deal 25 points of damage to the gizzard (AC 15). Once the creature exits, muscular action closes the hole; another swallowed opponent must cut its own way out.
A behir’s gizzard can hold 2 Medium, 8 Small, 32 Tiny, or 128 Diminutive or smaller opponents.
Skills: Behirs have a +8 racial bonus on Climb checks and can always choose to take 10 on Climb checks, even if rushed or threatened.

BELKER
 | Large Elemental (Air, Extraplanar)
Hit Dice: | 7d8+7 (38 hp)
Initiative: | +5
Speed: | 30 ft. (6 squares), fly 50 ft. (perfect)
Armor Class: | 22 (–1 size, +5 Dex, +8 natural), touch 14, flat-footed 17
Base Attack/Grapple: | +5/+11
Attack: | Wing +9 melee (1d6+2)
Full Attack: | 2 wings +9 melee (1d6+2) and bite +4 melee (1d4+1) and 2 claws +4 melee (1d3+1)
Space/Reach: | 10 ft./10 ft.
Special Attacks: | Smoke claws
Special Qualities: | Darkvision 60 ft., elemental traits, smoke form
Saves: | Fort +3, Ref +10, Will +2
Abilities: | Str 14, Dex 21, Con 13, Int 6, Wis 11, Cha 11
Skills: | Listen +7, Move Silently +9, Spot +7
Feats: | Alertness, Multiattack, Weapon Finesse
Environment: | Elemental Plane of Air
Organization: | Solitary, pair, or clutch (3–4)
Challenge Rating: | 6
Treasure: | None
Alignment: | Usually neutral evil
Advancement: | 8–10 HD (Large); 11–21 HD (Huge)
Level Adjustment: | —
Belkers are creatures from the Plane of Air. They are composed primarily of smoke. Although undeniably evil, they are very reclusive and usually have no interest in the affairs of others. A belker’s winged shape makes it look distinctly demonic. It is about 7 feet long and weighs about 8 pounds.
Belkers speak Auran.
COMBAT
In most cases, a belker fights with its nasty claws and painful bite.
Smoke Claws (Ex): A belker in smoke form (see below) can engulf opponents by moving on top of them. It fills the air around one Medium or smaller opponent without provoking an attack of opportunity. The target must succeed on a DC 14 Fortitude save or inhale part of the creature. The save DC is Constitution-based. Smoke inside the victim solidifies into a claw and begins to rip at the surrounding organs, dealing 3d4 points of damage per round. An affected creature can attempt another Fortitude save each subsequent round to cough out the semivaporous menace.
Smoke Form (Su): Most of the time a belker is more or less solid, but at will it can assume smoke form. It can switch forms once per round as a free action and can spend up to 20 rounds per day in smoke form. A belker in smoke form can fly at a speed of 50 feet (perfect). The ability is otherwise similar to a gaseous form spell (caster level 7th).
Skills: Belkers have a +4 racial bonus on Move Silently checks.

BLINK DOG
 | Medium Magical Beast
Hit Dice: | 4d10 (22 hp)
Initiative: | +3
Speed: | 40 ft. (8 squares)
Armor Class: | 16 (+3 Dex, +3 natural), touch 13, flat-footed 13
Base Attack/Grapple: | +4/+4
Attack: | Bite +4 melee (1d6)
Full Attack: | Bite +4 melee (1d6)
Space/Reach: | 5 ft./5 ft.
Special Attacks: | —
Special Qualities: | Blink, darkvision 60 ft., dimension door, low-light vision, scent
Saves: | Fort +4, Ref +7, Will +4
Abilities: | Str 10, Dex 17, Con 10, Int 10, Wis 13, Cha 11
Skills: | Hide +3, Listen +5, Sense Motive +3, Spot +5, Survival +4
Feats: | Iron Will, Run, TrackB
Environment: | Temperate plains
Organization: | Solitary, pair, or pack (7–16)
Challenge Rating: | 2
Treasure: | None
Alignment: | Usually lawful good
Advancement: | 5–7 HD (Medium); 8–12 HD (Large)
Level Adjustment: | +2 (cohort)
The blink dog is an intelligent canine that has a limited teleportation ability.
Blink dogs have their own language, a mixture of barks, yaps, whines, and growls that can transmit complex information.
COMBAT
Blink dogs hunt in packs, teleporting in a seemingly random fashion until they surround their prey, allowing some of them to take advantage of flanking.
Blink (Su): A blink dog can use blink as the spell (caster level 8th), and can evoke or end the effect as a free action.
Dimension Door (Su): A blink dog can teleport, as dimension door (caster level 8th), once per round as a free action. The ability affects only the blink dog, which never appears within a solid object and can act immediately after teleporting.

BODAK
 | Medium Undead (Extraplanar)
Hit Dice: | 9d12 (58 hp)
Initiative: | +6
Speed: | 20 ft. (4 squares)
Armor Class: | 20 (+2 Dex, +8 natural), touch 12, flat-footed 18
Base Attack/Grapple: | +4/+5
Attack: | Slam +6 melee (1d8+1)
Full Attack: | Slam +6 melee (1d8+1)
Space/Reach: | 5 ft./5 ft.
Special Attacks: | Death gaze
Special Qualities: | Damage reduction 10/cold iron, darkvision 60 ft., immunity to electricity, resistance to acid 10 and fire 10, undead traits, vulnerability to sunlight
Saves: | Fort +3, Ref +5, Will +7
Abilities: | Str 13, Dex 15, Con —, Int 6, Wis 12, Cha 12
Skills: | Listen +11, Move Silently +10, Spot +11
Feats: | Alertness, Dodge, Improved Initiative, Weapon Focus (slam)
Environment: | A chaotic evil-aligned plane
Organization: | Solitary or gang (2–4)
Challenge Rating: | 8
Treasure: | None
Alignment: | Always chaotic evil
Advancement: | 10–13 HD (Medium); 14–27 HD (Large)
Level Adjustment: | —
Bodaks are the undead remnants of humanoids who have been destroyed by the touch of absolute evil.
A bodak retains fleeting memories of its past life and can speak Common (or some other humanoid language).
COMBAT
Death Gaze (Su): Death, range 30 feet, Fortitude DC 15 negates. Humanoids who die from this attack are transformed into bodaks 24 hours later. The save DC is Charisma-based.
Vulnerability to Sunlight (Ex): Bodaks loathe sunlight, for its merest touch burns their impure flesh. Each round of exposure to the direct rays of the sun deals 1 point of damage to the creature.

BRALANI
 | Medium Outsider (Chaotic, Extraplanar, Good)
Hit Dice: | 6d8+18 (45 hp)
Initiative: | +8
Speed: | 40 ft. (8 squares), fly 100 ft. (perfect)
Armor Class: | 20 (+4 Dex, +6 natural), touch 14, flat-footed 16
Base Attack/Grapple: | +6/+10
Attack: | +1 holy scimitar +11 melee (1d6+4/18–20) or +1 holy composite longbow (+4 Str bonus) +11 ranged (1d8+5/x3) or slam +10 melee (1d6+4)
Full Attack: | +1 holy scimitar +11/+6 melee (1d6+4/18–20) or +1 holy composite longbow (+4 Str bonus) +11/+6 ranged (1d8+5/x3) or slam +10 melee (1d6+4)
Space/Reach: | 5 ft./5 ft.
Special Attacks: | Spell-like abilities, whirlwind blast
Special Qualities: | Alternate form, damage reduction 10/cold iron or evil, darkvision 60 ft., immunity to electricity and petrification, low-light vision, resistance to cold 10 and fire 10, spell resistance 17, tongues
Saves: | Fort +8, Ref +9, Will +7
Abilities: | Str 18, Dex 18, Con 17, Int 13, Wis 14, Cha 14
Skills: | Concentration +12, Diplomacy +4, Escape Artist +13, Handle Animal +11, Hide +13, Jump +10, Listen +13, Move Silently +13, Ride +6, Sense Motive +11, Spot +13, Tumble +13, Use Rope +4 (+6 with bindings)
Feats: | Alertness, Blind-Fight, Improved Initiative
Environment: | A chaotic good-aligned plane
Organization: | Solitary, pair, or squad (3–5)
Challenge Rating: | 6
Treasure: | No coins; double goods; standard items
Alignment: | Always chaotic good
Advancement: | 7–12 HD (Medium); 13–18 HD (Large)
Level Adjustment: | +5
In addition to their natural form, bralanis can assume the shape of a whirlwind or zephyr of dust, snow, or sand.
Bralanis speak Celestial, Infernal, and Draconic, but can communicate with almost any creature, thanks to their tongues ability.
Combat
Bralanis prefer the scimitar and bow, the weapons of the desert nomads they most closely resemble.
A bralani’s natural weapons, as well as any weapons it wields, are treated as chaotic-aligned and good-aligned for the purpose of overcoming damage reduction.
Spell-Like Abilities: At will— blur, charm person (DC 13), gust of wind (DC 14), mirror image, wind wall; 2/day—lightning bolt (DC 15), cure serious wounds (DC 15). Caster level 6th. The save DCs are Charisma-based.
Whirlwind Blast (Su): When in whirlwind form, a bralani can attack with a scouring blast of wind, dealing 3d6 points of damage in a 20-foot line (Reflex DC 16 half ). The save DC is Constitution-based.
Alternate Form (Su): A bralani can shift between its humanoid and whirlwind forms as a standard action. In humanoid form, it cannot fly or use its whirlwind blast, but it can use its spell-like abilities and its weapons. In whirlwind form, it can fly, make slam attacks and whirlwind blast attacks, and use spell-like abilities.
A bralani remains in one form until it chooses to assume a new one. A change in form cannot be dispelled, nor does the bralani revert to any particular form when killed. A true seeing spell, however, reveals both forms simultaneously.
Tongues (Su): Bralanis can speak with any creature that has a language, as though using a tongues spell (caster level 14th). This ability is always active.

BUGBEAR
 | Medium Humanoid (Goblinoid)
Hit Dice: | 3d8+3 (16 hp)
Initiative: | +1
Speed: | 30 ft. (6 squares)
Armor Class: | 17 (+1 Dex, +3 natural, +2 leather armor, +1 light wooden shield), touch 11, flat-footed 16
Base Attack/Grapple: | +2/+4
Attack: | Morningstar +5 melee (1d8+2) or javelin +3 ranged (1d6+2)
Full Attack: | Morningstar +5 melee (1d8+2) or javelin +3 ranged (1d6+2)
Space/Reach: | 5 ft./5 ft.
Special Attacks: | —
Special Qualities: | Darkvision 60 ft., scent
Saves: | Fort +2, Ref +4, Will +1
Abilities: | Str 15, Dex 12, Con 13, Int 10, Wis 10, Cha 9
Skills: | Climb +3, Hide +4, Listen +4, Move Silently +6, Spot +4
Feats: | Alertness, Weapon Focus (morningstar)
Environment: | Temperate mountains
Organization: | Solitary, gang (2–4), or band (11–20 plus 150% noncombatants plus 2 2nd-level sergeants and 1 leader of 2nd–5th level)
Challenge Rating: | 2
Treasure: | Standard
Alignment: | Usually chaotic evil
Advancement: | By character class
Level Adjustment: | +1
Bugbears speak Goblin and Common.
COMBAT
Bugbears prefer to ambush opponents whenever possible. When hunting, they normally send scouts ahead of the main group that, if they spy prey, return to report and bring up reinforcements.
Bugbear attacks are coordinated, and their tactics are sound if not brilliant.
Skills: Bugbears have a +4 racial bonus on Move Silently checks.
BUGBEARS AS CHARACTERS
Bugbear characters possess the following racial traits.
— +4 Strength, +2 Dexterity, +2 Constitution, –2 Charisma.
—Medium size.
—A bugbear’s base land speed is 30 feet.
—Darkvision out to 60 feet.
—Racial Hit Dice: A bugbear begins with three levels of humanoid, which provide 3d8 Hit Dice, a base attack bonus of +2, and base saving throw bonuses of Fort +1, Ref +3, and Will +1.
—Racial Skills: A bugbear’s humanoid levels give it skill points equal to 6 x (2 + Int modifier). Its class skills are Climb, Hide, Listen, Move Silently, Search, and Spot.
—Racial Feats: A bugbear’s humanoid levels give it two feats.
— +3 natural armor bonus.
— +4 racial bonus on Move Silently checks.
—Automatic Languages: Common, Goblin. Bonus Languages: Draconic, Elven, Giant, Gnoll, Orc.
—Favored Class: Rogue.
—Level adjustment +1.

BULETTE
 | Huge Magical Beast
Hit Dice: | 9d10+45 (94 hp)
Initiative: | +2
Speed: | 40 ft. (8 squares), burrow 10 ft.
Armor Class: | 22 (–2 size, +2 Dex, +12 natural), touch 10, flat-footed 20
Base Attack/Grapple: | +9/+25
Attack: | Bite +16 melee (2d8+8)
Full Attack: | Bite +16 melee (2d8+8) and 2 claws +10 melee (2d6+4)
Space/Reach: | 15 ft./10 ft.
Special Attacks: | Leap
Special Qualities: | Darkvision 60 ft., lowlight vision, scent, tremorsense 60 ft.
Saves: | Fort +11, Ref +8, Will +6
Abilities: | Str 27, Dex 15, Con 20, Int 2, Wis 13, Cha 6
Skills: | Jump +18, Listen +9, Spot +3
Feats: | Alertness, Iron Will, Track, Weapon Focus (bite)
Environment: | Temperate hills
Organization: | Solitary or pair
Challenge Rating: | 7
Treasure: | None
Alignment: | Always neutral
Advancement: | 10–16 HD (Huge); 17–27 HD (Gargantuan)
Level Adjustment: | —
Also known as the landshark, the bulette is a terrifying predator that lives only to eat.
COMBAT
A bulette attacks anything it regards as edible, choosing the easiest or closest prey first. The only creatures it refuses to eat are elves (and it dislikes the taste of dwarves). When burrowing underground, a landshark relies on its tremorsense ability to detect prey.
When it senses something edible (that is, senses movement), it breaks to the surface, crest first, and begins its attack.
Leap (Ex): A bulette can jump into the air during combat. This allows it to make four claw attacks instead of two, each with a +15 attack bonus, but it cannot bite.

CELESTIAL CREATURE

Celestial creatures dwell on the upper planes, the realms of good, although they resemble beings found on the Material Plane. They are more regal and more beautiful than their earthly counterparts.
Celestial creatures often come in metallic colors (usually silver, gold, or platinum). They can be mistaken for half-celestials, more powerful creatures that are created when a celestial mates with a non-celestial creature.
CREATING A CELESTIAL CREATURE
“Celestial” is an inherited template that can be added to any corporeal animal, aberration, animal, dragon, fey, giant, humanoid, magical beast, monstrous humanoid, plant, or vermin of good or neutral alignment (referred to hereafter as the base creature).
A celestial creature uses all the base creature’s statistics and abilities except as noted here. Do not recalculate the creature’s Hit Dice, base attack bonus, saves, or skill points if its type changes.
Size and Type: Animals or vermin with this template become magical beasts, but otherwise the creature type is unchanged. Size is unchanged. Celestial creatures encountered on the Material Plane have the extraplanar subtype.
Special Attacks: A celestial creature retains all the special attacks of the base creature and also gains the following attack.
Smite Evil (Su): Once per day a celestial creature can make a normal melee attack to deal extra damage equal to its HD (maximum of +20) against an evil foe.
Special Qualities: A celestial creature retains all the special qualities of the base creature and also gains the following qualities.
—Darkvision out to 60 feet.
—Damage reduction (see the table below).
—Resistance to acid, cold, and electricity (see the table below).
—Spell resistance equal to HD + 5 (maximum 25).

Hit Dice | Resistance to Acid, Cold, Electricity | Damage Reduction
1–3 | 5 | —
4–7 | 5 | 5/magic
8–11 | 10 | 5/magic
12 or more | 10 | 10/magic
If the base creature already has one or more of these special qualities, use the better value.
If a celestial creature gains damage reduction, its natural weapons are treated as magic weapons for the purpose of overcoming damage reduction.
Abilities: Same as the base creature, but Intelligence is at least 3.
Environment: Any good-aligned plane.
Challenge Rating: HD 3 or less, as base creature; HD 4 to 7, as base creature +1; HD 8 or more, as base creature +2.
Alignment: Always good (any).
Level Adjustment: Same as the base creature +2.

CENTAUR
 | Large Monstrous Humanoid
Hit Dice: | 4d8+8 (26 hp)
Initiative: | +2
Speed: | 50 ft. (10 squares)
Armor Class: | 14 (–1 size, +2 Dex, +3 natural), touch 11, flat-footed 12
Base Attack/Grapple: | +4/+12
Attack: | Longsword +7 melee (2d6+6/19–20) or composite longbow (+4 Str bonus) +5 ranged (2d6+4/x3)
Full Attack: | Longsword +7 melee (2d6+6/19–20) and 2 hooves +3 melee (1d6+2); or composite longbow (+4 Str bonus) +5 ranged (2d6+4/x3)
Space/Reach: | 10 ft./5 ft.
Special Attacks: | —
Special Qualities: | Darkvision 60 ft.
Saves: | Fort +3, Ref +6, Will +5
Abilities: | Str 18, Dex 14, Con 15, Int 8, Wis 13, Cha 11
Skills: | Listen +3, Move Silently +4, Spot +3, Survival +2
Feats: | Dodge, Weapon Focus (hoof )
Environment: | Temperate forests
Organization: | Solitary, company (5–8), troop (8–18 plus 1 leader of 2nd–5th level), or tribe (20–150 plus 30% noncombatants plus 10 3rd-level sergeants, 5 5th-level lieutenants, and 1 leader of 5th–9th level)
Challenge Rating: | 3
Treasure: | Standard
Alignment: | Usually neutral good
Advancement: | By character class
Level Adjustment: | +2
A centaur is as big as a heavy horse, but much taller and slightly heavier. A centaur is about 7 feet tall and weighs about 2,100 pounds.
Centaurs speak Sylvan and Elven.
COMBAT
A centaur employing a lance deals double damage when it charges, just as a rider on a mount does.
CENTAURS AS CHARACTERS
A centaur druid is usually a tribe’s designated leader and speaker. Centaur characters possess the following racial traits.
— +8 Strength, +4 Dexterity, +4 Constitution, –2 Intelligence, +2 Wisdom.
—Large size. –1 penalty to Armor Class, –1 penalty on attack rolls, –4 penalty on Hide checks, +4 bonus on grapple checks, lifting and carrying limits double those of Medium characters.
—Space/Reach: 10 feet/5 feet.
—A centaur’s base land speed is 50 feet.
—Darkvision out to 60 feet.
—Racial Hit Dice: A centaur begins with four levels of monstrous humanoid, which provide 4d8 Hit Dice, a base attack bonus of +4, and base saving throw bonuses of Fort +1, Ref +4, and Will +4.
—Racial Skills: A centaur’s monstrous humanoid levels give it skill points equal to 7 x (2 + Int modifier). Its class skills are Listen, Move Silently, Spot, and Survival.
—Racial Feats: A centaur’s monstrous humanoid levels give it two feats.
— +3 natural armor bonus.
— Automatic Languages: Sylvan, Elven. Bonus Languages: Common, Gnome, Halfling.
—Favored Class: Ranger.
—Level adjustment +2.

CHAOS BEAST
 | Medium Outsider (Chaotic, Extraplanar)
Hit Dice: | 8d8+8 (44 hp)
Initiative: | +5
Speed: | 20 ft. (4 squares)
Armor Class: | 16 (+1 Dex, +5 natural), touch 11, flat-footed 15
Base Attack/Grapple: | +8/+10
Attack: | Claw +10 melee (1d3+2 plus corporeal instability)
Full Attack: | 2 claws +10 melee (1d3+2 plus corporeal instability)
Space/Reach: | 5 ft./5 ft.
Special Attacks: | Corporeal instability
Special Qualities: | Darkvision 60 ft., immunity to critical hits and transformation, spell resistance 15
Saves: | Fort +7, Ref +7, Will +6
Abilities: | Str 14, Dex 13, Con 13, Int 10, Wis 10, Cha 10
Skills: | Climb +13, Escape Artist +12, Hide +12, Jump +9, Listen +11, Search +11, Spot +11, Survival +0 (+2 following tracks), Tumble +14, Use Rope +1 (+3 with bindings)
Feats: | Dodge, Improved Initiative, Mobility
Environment: | Ever-Changing Chaos of Limbo
Organization: | Solitary
Challenge Rating: | 7
Treasure: | None
Alignment: | Always chaotic neutral
Advancement: | 9–12 HD (Medium); 13–24 HD (Large)
Level Adjustment: | —
The horrific creatures known as chaos beasts have mutable, ever-changing forms. A chaos beast’s dimensions vary, but it always weighs about 200 pounds.
Chaos beasts do not speak.
COMBAT
For all its fearsome appearances, whether it has claws, fangs, pincers, tentacles, or spines, a chaos beast does little physical harm. Regardless of form, the creature seems unable to manage more than two attacks per round. Its continual transmutations prevent the coordination needed to do more.
A chaos beast’s claw attacks, as well as any weapons it wields, are treated as chaotic-aligned for the purpose of overcoming damage reduction.
Corporeal Instability (Su): A blow from a chaos beast against a living creature can cause a terrible transformation. The creature must succeed on a DC 15 Fortitude save or become a spongy, amorphous mass. Unless the victim manages to control the effect (see below), its shape melts, flows, writhes, and boils. The save DC is Constitution-based.
An affected creature is unable to hold or use any item. Clothing, armor, rings, and helmets become useless. Large items worn or carried—armor, backpacks, even shirts—hamper more than help, reducing the victim’s Dexterity score by 4. Soft or misshapen feet and legs reduce speed to 10 feet or one-quarter normal, whichever is less. Searing pain courses along the nerves, so strong that the victim cannot act coherently. The victim cannot cast spells or use magic items, and it attacks blindly, unable to distinguish friend from foe (–4 penalty on attack rolls and a 50% miss chance, regardless of the attack roll).
Each round the victim spends in an amorphous state causes 1 point of Wisdom drain from mental shock. If the victim’s Wisdom score falls to 0, it becomes a chaos beast.
A victim can regain its own shape by taking a standard action to attempt a DC 15 Charisma check (this check DC does not vary for a chaos beast with different Hit Dice or ability scores). A success reestablishes the creature’s normal form for 1 minute. On a failure, the victim can still repeat this check each round until successful.
Corporeal instability is not a disease or a curse and so is hard to remove. A shapechange or stoneskin spell does not cure an afflicted creature but fixes its form for the duration of the spell. A restoration, heal, or greater restoration spell removes the affliction (a separate restoration is necessary to restore any drained points of Wisdom).
Immunity to Transformation (Ex): No mortal magic can permanently affect or fix a chaos beast’s form. Effects such as polymorphing or petrification force the creature into a new shape, but at the start of its next turn it immediately returns to its mutable form as a free action.

CHIMERA
 | Large Magical Beast
Hit Dice: | 9d10+27 (76 hp)
Initiative: | +1
Speed: | 30 ft. (6 squares), fly 50 ft. (poor)
Armor Class: | 19 (–1 size, +1 Dex, +9 natural), touch 10, flat-footed 18
Base Attack/Grapple: | +9/+17
Attack: | Bite +12 melee (2d6+4)
Full Attack: | Bite +12 melee (2d6+4) and bite +12 melee (1d8+4) and gore +12 melee (1d8+4) and 2 claws +10 melee (1d6+2)
Space/Reach: | 10 ft./5 ft.
Special Attacks: | Breath weapon
Special Qualities: | Darkvision 60 ft., low-light vision, scent
Saves: | Fort +9, Ref +7, Will +6
Abilities: | Str 19, Dex 13, Con 17, Int 4, Wis 13, Cha 10
Skills: | Hide +1*, Listen +9, Spot +9
Feats: | Alertness, Hover, Iron Will, Multiattack
Environment: | Temperate hills
Organization: | Solitary, pride (3–5), or flight (6–13)
Challenge Rating: | 7
Treasure: | Standard
Alignment: | Usually chaotic evil
Advancement: | 10–13 HD (Large); 14–27 HD (Huge)
Level Adjustment: | +2 (cohort)
A chimera is about 5 feet tall at the shoulder, nearly 10 feet long, and weighs about 4,000 pounds. A chimera’s dragon head might be black, blue, green, red, or white.
Chimeras can speak Draconic but seldom bother to do so, except when toadying to more powerful creatures.
COMBAT
The chimera prefers to surprise prey. It often swoops down from the sky or lies concealed until it charges. The dragon head can loose a breath weapon instead of biting. Several chimeras attack in concert.
Breath Weapon (Su): A chimera’s breath weapon depends on the color of its dragon head, as summarized on the table below. Regardless of its type, a chimera’s breath weapon is usable once every 1d4 rounds, deals 3d8 points of damage, and allows a DC 17 Reflex save for half damage. The save DC is Constitution-based.
To determine a chimera’s head color and breath weapon randomly, roll 1d10 and consult the table below.
1d10 | Head Color | Breath Weapon
1–2 | Black | 40-foot line of acid
3–4 | Blue | 40-foot line of lightning
5–6 | Green | 20-foot cone of gas (acid)
7–8 | Red | 20-foot cone of fire
9–10 | White | 20-foot cone of cold
Skills: A chimera’s three heads give it a +2 racial bonus on Spot and Listen checks.
*In areas of scrubland or brush, a chimera gains a +4 racial bonus on Hide checks.
Carrying Capacity: A light load for a chimera is up to 348 pounds; a medium load, 349–699 pounds, and a heavy load, 700–1,050 pounds.

CHOKER
 | Small Aberration
Hit Dice: | 3d8+3 (16 hp)
Initiative: | +6
Speed: | 20 ft. (4 squares), climb 10 ft.
Armor Class: | 17 (+1 size, +2 Dex, +4 natural), touch 13, flat-footed 15
Base Attack/Grapple: | +2/+5
Attack: | Tentacle +6 melee (1d3+3)
Full Attack: | 2 tentacles +6 melee (1d3+3)
Space/Reach: | 5 ft./10 ft.
Special Attacks: | Improved grab, constrict 1d3+3
Special Qualities: | Darkvision 60 ft., quickness
Saves: | Fort +2, Ref +5, Will +4
Abilities: | Str 16, Dex 14, Con 13, Int 4, Wis 13, Cha 7
Skills: | Climb +13, Hide +10, Move Silently +6
Feats: | Improved InitiativeB, Lightning Reflexes, Stealthy
Environment: | Underground
Organization: | Solitary
Challenge Rating: | 2
Treasure: | 1/10 coins; 50% goods; 50% items
Alignment: | Usually chaotic evil
Advancement: | 4–6 HD (Small); 7–12 HD (Medium)
Level Adjustment: | —
These vicious little predators lurk underground, grabbing whatever prey happens by. Its hands and feet have spiny pads that help the choker grip almost any surface. The creature weighs about 35 pounds.
Chokers speak Undercommon.
COMBAT
A choker likes to perch near the ceiling, often at intersections, archways, wells, or staircases, and reach down to attack its prey. A choker attacks creatures of almost any size, but prefers lone prey of its size or larger. If one is very hungry, it may attack a group, but it waits to grab the last creature in line.
Constrict (Ex): A choker deals 1d3+3 points of damage with a successful grapple check against a Large or smaller creature. Because it seizes its victim by the neck, a creature in the choker’s grasp cannot speak or cast spells with verbal components.
Improved Grab (Ex): To use this ability, a choker must hit a Large or smaller opponent with a 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. Chokers receive a +4 racial bonus on grapple checks, which is already included in the statistics block.
Quickness (Su): Although not particularly dexterous, a choker is supernaturally quick. It can take an extra standard action or move action during its turn each round.
Skills: A chokers has a +8 racial bonus on Climb checks and can always choose to take 10 on Climb checks, even if rushed or threatened.

CHUUL
 | Large Aberration (Aquatic)
Hit Dice: | 11d8+44 (93 hp)
Initiative: | +7
Speed: | 30 ft. (6 squares), swim 20 ft.
Armor Class: | 22 (–1 size, +3 Dex, +10 natural), touch 12, flat-footed 19
Base Attack/Grapple: | +8/+17
Attack: | Claw +12 melee (2d6+5)
Full Attack: | 2 claws +12 melee (2d6+5)
Space/Reach: | 10 ft./5 ft.
Special Attacks: | Constrict 3d6+5, improved grab, paralytic tentacles
Special Qualities: | Amphibious, darkvision 60 ft., immunity to poison
Saves: | Fort +7, Ref +6, Will +9
Abilities: | Str 20, Dex 16, Con 18, Int 10, Wis 14, Cha 5
Skills: | Hide +13, Listen +11, Spot +11, Swim +13
Feats: | Alertness, Blind-Fight,Combat Reflexes, Improved Initiative
Environment: | Temperate marshes
Organization: | Solitary, pair, or pack (3–5)
Challenge Rating: | 7
Treasure: | 1/10th coins; 50% goods; standard items
Alignment: | Usually chaotic evil
Advancement: | 12–16 HD (Large); 17–33 HD (Huge)
Level Adjustment: | —
A horrible mix of crustacean, insect, and serpent, the chuul is an abomination that lurks submerged or partially submerged, awaiting intelligent prey to devour. Although amphibious, chuuls are not good swimmers and actually prefer to be on land or in very shallow water when they attack. A chuul is about 8 feet long and weighs 650 pounds.
Chuuls speak Common (or Undercommon, for the underground variety).
COMBAT
A chuul prefers to wait by the shore, submerged in murky water, until it hears nearby prey (in or out of the water) that it can attack with surprise. A chuul grabs with its claws and constricts its foe, then passes the opponent to its paralytic tentacles. It tries to always have one claw free, so if it faces a large number of opponents, it drops a paralyzed or dead victim and continues attempting to grab, constrict, and paralyze the rest.
Constrict (Ex): On a successful grapple check, a chuul deals 3d6+5 points of damage.
Improved Grab (Ex): To use this ability, a chuul must hit with a claw 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 or on its next turn transfer a grabbed opponent to its tentacles.
Paralytic Tentacles (Ex): A chuul can transfer grabbed victims from a claw to its ten- tacles as a move action. The tentacles grapple with the same strength as the claw but deal no damage. However, they exude a paralytic secretion. Anyone held in the tentacles must succeed on a DC 19 Fortitude save each round on the chuul’s turn or be paralyzed for 6 rounds. The save DC is Constitution-based. While held in the tentacles, paralyzed or not, a victim automatically takes 1d8+2 points of damage each round from the creature’s mandibles.
Amphibious (Ex): Although chuuls are aquatic, they can survive indefinitely on land.
Skills: A chuul has a +8 racial bonus on any Swim check to perform some special action or avoid a hazard. It can always choose to take 10 on a Swim check, even if distracted or endangered. It can use the run action while swimming, provided it swims in a straight line.

CLOAKER
 | Large Aberration
Hit Dice: | 6d8+18 (45 hp)
Initiative: | +7
Speed: | 10 ft. (2 squares), fly 40 ft. (average)
Armor Class: | 19 (–1 size, +3 Dex, +7 natural), touch 12, flat-footed 16
Base Attack/Grapple: | +4/+13
Attack: | Tail slap +8 melee (1d6+5)
Full Attack: | Tail slap +8 melee (1d6+5) and bite +3 melee (1d4+2)
Space/Reach: | 10 ft./10 ft. (5 ft. with bite)
Special Attacks: | Moan, engulf
Special Qualities: | Darkvision 60 ft., shadow shift
Saves: | Fort +5, Ref +5, Will +7
Abilities: | Str 21, Dex 16, Con 17, Int 14, Wis 15, Cha 15
Skills: | Hide +8, Listen +13, Move Silently +12, Spot +13
Feats: | Alertness, Combat Reflexes, Improved Initiative
Environment: | Underground
Organization: | Solitary, mob (3–6), or flock (7–12)
Challenge Rating: | 5
Treasure: | Standard
Alignment: | Usually chaotic neutral
Advancement: | 7–9 HD (Large); 10–18 HD (Huge)
Level Adjustment: | —
When resting or lying in wait, these creatures are almost impossible to distinguish from common black cloaks (the cloaker’s ivory claws look very much like bone clasps). Only when it unfurls does the horrific nature of the creature become apparent.
A cloaker has a wingspan of about 8 feet. It weighs about 100 pounds.
Cloakers speak Undercommon.
COMBAT
Cloakers usually lie still, watching and listening for prey. If facing a single opponent, a cloaker uses its engulf attack. Against multiple foes, it lashes with its tail in concert with its moan and shadow shift abilities to reduce the opposition’s numbers, then engulfs a survivor. Multiple cloakers usually split up, leaving one or two behind to use special abilities while the rest make melee attacks.
Moan (Ex): A cloaker can emit a dangerous subsonic moan as a standard action. By changing the frequency, the cloaker can cause one of four effects. Cloakers are immune to these sonic, mindaffecting attacks. Unless otherwise specified, a creature that successfully saves against one of these effects cannot be affected by the same moan effect from the same cloaker for 24 hours. All save DCs for moan effects are Charisma-based.
Unnerve: Anyone within a 60-foot spread automatically takes a –2 penalty on attack and damage rolls. Those forced to hear the moan for more than 6 consecutive rounds must succeed on a DC 15 Will save or enter a trance, unable to attack or defend themselves until the moaning stops.
Fear: Anyone within a 30-foot spread must succeed on a DC 15 Will save or become panicked for 2 rounds.
Nausea: Anyone in a 30-foot cone must succeed on a DC 15 Fortitude save or be overcome by nausea and weakness.
Affected characters fall prone and become nauseated for 1d4+1 rounds.
Stupor: A single creature within 30 feet of the cloaker must succeed on a DC 15 Fortitude save or be affected as though by a hold monster spell for 5 rounds. Even after a successful save, the creature must repeat the save if the cloaker uses this effect again.
Engulf (Ex): A cloaker can try to wrap a Medium or smaller creature in its body as a standard action. The cloaker attempts a grapple that does not provoke an attack of opportunity. If it wins the grapple check, it establishes a hold and bites the engulfed victim with a +4 bonus on its attack roll. It can still use its whiplike tail to strike at other targets.
Attacks that hit an engulfing cloaker deal half their damage to the monster and half to the trapped victim.
Shadow Shift (Su): A cloaker can manipulate shadows. This ability is effective only in shadowy areas and has three possible effects.
Obscure Vision: The cloaker gains concealment (20% miss chance) for 1d4 rounds.
Dancing Images: This effect duplicates a mirror image spell (caster level 6th).
Silent Image: This effect duplicates a silent image spell (DC 15, caster level 6th). The save DC is Charisma-based.

COCKATRICE
 | Small Magical Beast
Hit Dice: | 5d10 (27 hp)
Initiative: | +3
Speed: | 20 ft. (4 squares), fly 60 ft. (poor)
Armor Class: | 14 (+1 size, +3 Dex), touch 14, flat-footed 11
Base Attack/Grapple: | +5/–1
Attack: | Bite +9 melee (1d4–2 plus petrification)
Full Attack: | Bite +9 melee (1d4–2 plus petrification)
Space/Reach: | 5 ft./5 ft.
Special Attacks: | Petrification
Special Qualities: | Darkvision 60 ft., low-light vision
Saves: | Fort +4, Ref +7, Will +2
Abilities: | Str 6, Dex 17, Con 11, Int 2, Wis 13, Cha 9
Skills: | Listen +7, Spot +7
Feats: | Alertness, Dodge, Weapon FinesseB
Environment: | Temperate plains
Organization: | Solitary, pair, flight (3–5), or flock (6–13)
Challenge Rating: | 3
Treasure: | None
Alignment: | Always neutral
Advancement: | 6–8 HD (Small); 9–15 HD (Medium)
Level Adjustment: | —
A male cockatrice has wattles and a comb, just like a rooster. Females, much rarer than males, differ only in that they have no wattles or comb. A cockatrice weighs about 25 pounds.
COMBAT
A cockatrice fiercely attacks anything that it deems a threat to itself or its lair. Flocks of cockatrices do their utmost to overwhelm and confuse their foes, and sometimes fly directly into their opponents’ faces.
Petrification (Su): Creatures hit by a cockatrice’s bite attack must succeed on a DC 12 Fortitude save or instantly turn to stone. The save DC is Constitution-based. Cockatrices have immunity to the petrification ability of other cockatrices, but other petrification attacks affect them normally.

COUATL
 | Large Outsider (Native)
Hit Dice: | 9d8+18 (58 hp)
Initiative: | +7
Speed: | 20 ft. (4 squares), fly 60 ft. (good)
Armor Class: | 21 (–1 size, +3 Dex, +9 natural), touch 12, flat-footed 18
Base Attack/Grapple: | +9/+17
Attack: | Bite +12 melee (1d3+6 plus poison)
Full Attack: | Bite +12 melee (1d3+6 plus poison)
Space/Reach: | 10 ft./5 ft.
Special Attacks: | Constrict 2d8+6, improved grab, poison, psionics, spells
Special Qualities: | Darkvision 60 ft., ethereal jaunt, telepathy 90 ft.
Saves: | Fort +8, Ref +9, Will +10
Abilities: | 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 following tracks), Tumble +15, Use Magic Device +15 (+17 scrolls)
Feats: | Dodge, Empower Spell, Eschew MaterialsB, Hover, Improved Initiative
Environment: | Warm forests
Organization: | Solitary, pair, or flight (3–6)
Challenge Rating: | 10
Treasure: | Standard
Alignment: | Always lawful good
Advancement: | 10–13 HD (Large); 14–27 HD (Huge)
Level Adjustment: | +7
A couatl is about 12 feet long, with a wingspan of about 15 feet. It weighs about 1,800 pounds.
Couatls speak Celestial, Common, and Draconic, and also have the power of telepathy (see below).
COMBAT
A couatl uses its detect thoughts ability on any creature that arouses its suspicions. Since it is highly intelligent, a couatl usually casts spells from a distance before closing. If more than one couatl is involved, they discuss their strategy before a battle.
Constrict (Ex): A couatl deals 2d8+6 points of damage with a successful grapple check.
Improved Grab (Ex): To use this ability, a couatl must hit a creature of up to two size categories larger 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 constrict.
Poison (Ex): Injury, Fortitude DC 16, initial damage 2d4 Str, secondary damage 4d4 Str.
The save DC is Constitution-based.
Psionics (Sp): At will—detect chaos, detect evil, detect good, detect law, detect thoughts (DC 15), invisibility, plane shift (DC 20), polymorph (self only). Effective caster level 9th. The save DCs are Charisma-based.
Spells: A couatl casts spells as a 9th-level sorcerer.
It can choose its spells known from the sorcerer list, the cleric list, and from the lists for the Air, Good, and Law domains. The cleric spells and domain spells are considered arcane spells for a couatl, meaning that the creature does not need a divine focus to cast them.
Typical Spells Known (6/7/7/7/4; save DC 13 + spell level): 0—cure minor wounds, daze, disrupt undead, light, obscuring mist, ray of frost, read magic, resistance; 1st—endure elements, mage armor, protection from chaos, true strike, wind wall; 2nd—cure moderate wounds, eagle’s splendor, scorching ray, silence; 3rd—gaseous form, magic circle against evil, summon monster III; 4th— charm monster, freedom of movement.
Ethereal Jaunt (Su): This ability works like the ethereal jaunt spell (caster level 16th).
Telepathy (Su): A couatl can communicate telepathically with any creature within 90 feet that has an Intelligence score. The creature can respond to the couatl if it wishes—no common language is needed.


Monsters (D to De)

MONSTERS (D-De)

DARKMANTLE
 | Small Magical Beast
Hit Dice: | 1d10+1 (6 hp)
Initiative: | +4
Speed: | 20 ft. (4 squares), fly 30 ft. (poor)
Armor Class: | 17 (+1 size, +6 natural), touch 11, flat-footed 17
Base Attack/Grapple: | +1/+0
Attack: | Slam +5 melee (1d4+4)
Full Attack: | Slam +5 melee (1d4+4)
Space/Reach: | 5 ft./5 ft.
Special Attacks: | Darkness, improved grab, constrict 1d4+4
Special Qualities: | Blindsight 90 ft.
Saves: | Fort +3, Ref +2, Will +0
Abilities: | Str 16, Dex 10, Con 13, Int 2, Wis 10, Cha 10
Skills: | Hide +10, Listen +5*, Spot +5*
Feats: | Improved Initiative
Environment: | Underground
Organization: | Solitary, pair, clutch (3–9), or swarm (6–15)
Challenge Rating: | 1
Treasure: | None
Alignment: | Always neutral
Advancement: | 2–3 HD (Small)
Level Adjustment: | —
The darkmantle hangs from a ceiling by a muscular “foot” at the top of its body. It can look like a stalactite, by holding its tentacles stiffly under itself, or like a lump of rock, spreading its tentacles so the membrane between them covers its body. Its shell and skin usually resemble limestone, but a darkmantle can change its color to match almost any type of stony background.
A darkmantle is about 4 feet long from the tips of its tentacles to the top of its head. It weighs about 30 pounds.
COMBAT
A darkmantle attacks by dropping onto its prey and wrapping its tentacles around the opponent’s head. Once attached, it squeezes and tries to suffocate the foe. A darkmantle that misses its initial attack often flies up and tries to drop on the opponent again.
Darkness (Su): Once per day a darkmantle can cause darkness as the darkness spell (caster level 5th). It most often uses this ability just before attacking.
Improved Grab (Ex): To use this ability, a darkmantle must hit a Large or smaller creature with its slam attack. It can then attempt to start a grapple as a free action without provoking an attack of opportunity.
If it wins the grapple check, it attaches to the opponent’s head and can constrict.
Constrict (Ex): A darkmantle deals 1d4+4 points of damage with a successful grapple check.
Blindsight (Ex): A darkmantle can “see” by emitting high-frequency sounds, inaudible to most other creatures, that allows it to ascertain objects and creatures within 90 feet. A silence spell negates this ability and effectively blinds the darkmantle.
Skills: A darkmantle has a +4 racial bonus on Listen and Spot checks.
These bonuses are lost if its blindsight is negated. The creature’s variable coloration gives it a +4 racial bonus on Hide checks.

DELVER
 | Huge Aberration
Hit Dice: | 15d8+78 (145 hp)
Initiative: | +5
Speed: | 30 ft. (6 squares), burrow 10 ft.
Armor Class: | 24 (–2 size, +1 Dex, +15 natural), touch 9, flat-footed 23
Base Attack/Grapple: | +11/+27
Attack: | Slam +17 melee (1d6+8 plus 2d6 acid)
Full Attack: | 2 slams +17 melee (1d6+8 plus 2d6 acid)
Space/Reach: | 15 ft./10 ft.
Special Attacks: | Corrosive slime
Special Qualities: | Darkvision 60 ft., immunity to acid, stone shape, tremorsense 60 ft.
Saves: | Fort +12, Ref +6, Will +11
Abilities: | Str 27, Dex 13, Con 21, Int 14, Wis 14, Cha 12
Skills: | Knowledge (dungeoneering) +14, Knowledge (nature) +4, Listen +20, Move Silently +17, Spot +20, Survival +14 (+16 underground)
Feats: | Alertness, Blind-Fight, Great Fortitude, Improved Initiative, Power Attack, Toughness
Environment: | Underground
Organization: | Solitary
Challenge Rating: | 9
Treasure: | None
Alignment: | Usually neutral
Advancement: | 16–30 HD (Huge); 31–45 HD (Gargantuan)
Level Adjustment: | —
A delver is about 15 feet long and 10 feet wide. It weighs about 6,000 pounds.
Delvers speak Terran and Undercommon.
COMBAT
A delver prefers to fight from its tunnel, which it uses to protect its flanks while lashing out with its flippers.
A delver expecting trouble may honeycomb an area with tunnels, leaving most closed with layers of stone 1 or 2 inches thick.
The delver can quickly dissolve the stone cover and pop up to attack unexpectedly.
Corrosive Slime (Ex): A delver produces a mucuslike slime that contains a highly corrosive substance. The slime is particularly effective against stone. A delver’s mere touch deals 2d6 points of acid damage to organic creatures or objects. Against metallic creatures or objects, a delver’s slime deals 4d8 points of damage, and against stony creatures (including earth elementals) or objects it deals 8d10 points of damage. A slam attack by a delver leaves a patch of slime that deals 2d6 points of damage on contact and another 2d6 points of damage in each of the next 2 rounds. A large quantity (at least a quart) of water or weak acid, such as vinegar, washes off the slime. An opponent’s armor and clothing dissolve and become useless immediately unless the wearer succeeds on a DC 22 Reflex save. Weapons that strike a delver also dissolve immediately unless the wielder succeeds on a DC 22 Reflex save. A creature attacking a delver with natural weapons takes damage from its slime each time an attack hits unless the creature succeeds on a DC 22 Reflex save. These save DCs are Constitution-based.
Stone Shape (Ex): A delver can alter its slime to temporarily soften stone instead of dissolving it. Once every 10 minutes, a delver can soften and shape up to 25 cubic feet of stone, as a stone shape spell (caster level 15th).

DEMON
Demons are a race of creatures native to chaotic evil-aligned planes. They are ferocity personified and will attack any creature just for the sheer fun of it—even other demons.
Demon Traits: Most demons possess the following traits (unless otherwise noted in a creature’s entry).
—Immunity to electricity and poison.
—Resistance to acid 10, cold 10, and fire 10.
—Summon (Sp): Many demons share the ability to summon others of their kind (the success chance and type of demon summoned are noted in each monster description). Demons are often reluctant to use this power until in obvious peril or extreme circumstances.
—Telepathy.
Except where otherwise noted, demons speak Abyssal, Celestial, and Draconic.

BABAU
 | Medium Outsider (Chaotic, Extraplanar, Evil)
Hit Dice: | 7d8+35 (66 hp)
Initiative: | +1
Speed: | 30 ft. (6 squares)
Armor Class: | 19 (+1 Dex, +8 natural), touch 11, flat-footed 18
Base Attack/Grapple: | +7/+12
Attack: | Claw +12 melee (1d6+5)
Full Attack: | 2 claws +12 melee (1d6+5) and bite +7 melee (1d6+2)
Space/Reach: | 5 ft./5 ft.
Special Attacks: | Sneak attack +2d6, spell-like abilities, summon demon
Special Qualities: | Damage reduction 10/cold iron or good, darkvision 60 ft., immunity to electricity and poison, protective slime, resistance to acid 10, cold 10, and fire 10, spell resistance 14, telepathy 100 ft.
Saves: | Fort +10, Ref +6, Will +6
Abilities: | Str 21, Dex 12, Con 20, Int 14, Wis 13, Cha 16
Skills: | Climb +15, Disable Device +12, Disguise +13, Escape Artist +11, Hide +19, Listen +19, Move Silently +19, Open Lock +11, Search +20, Sleight of Hand +11, Survival +1 (+3 following tracks), Use Rope +1 (+3 with bindings)
Feats: | Cleave, Multiattack, Power Attack
Environment: | A chaotic evil-aligned plane
Organization: | Solitary or gang (3–6)
Challenge Rating: | 6
Treasure: | Standard
Alignment: | Always chaotic evil
Advancement: | 8–14 HD (Large); 15–21 HD (Huge)
Level Adjustment: | —
A babau is about 6 feet tall and weighs about 140 pounds.
Combat
Babaus are sneaky and sly. They attack the most powerful foe first, hoping to eliminate the true threats quickly and then toy with the rest. When ambushing their opponents, they make excellent use of the combination of multiple attacks and sneak attacks.
A babau’s natural weapons, as well as any weapons it wields, are treated as chaotic-aligned and evil-aligned for the purpose of overcoming damage reduction.
Sneak Attack (Ex): A babau can make a sneak attack like a rogue, dealing an extra 2d6 points of damage whenever a foe is denied his or her Dexterity bonus, or when the babau is flanking.
Spell-Like Abilities: At will—darkness, dispel magic, see invisibility, greater teleport (self plus 50 pounds of objects only). Caster level 7th.
Protective Slime (Su): A slimy red jelly coats the babau’s skin. Any weapon that touches it takes 1d8 points of acid damage from the corrosive goo, and the weapon’s hardness does not reduce this damage. A magic weapon may attempt a DC 18 Reflex save to avoid taking this damage. A creature who strikes the babau with an unarmed attack, unarmed strike, touch spell, or natural weapon takes this damage as well but can negate the damage with a DC 18 Reflex save. The save DCs are Constitution-based.
Summon Demon (Sp):Once per day a babau can attempt to summon 1 babau with a 40% chance of success. This ability is the equivalent of a 3rd-level spell.
Skills: Babaus have a +8 racial bonus on Hide, Listen, Move Silently, and Search checks.

BALOR
 | Large Outsider (Chaotic, Extraplanar, Evil)
Hit Dice: | 20d8+200 (290 hp)
Initiative: | +11
Speed: | 40 ft. (8 squares), fly 90 ft. (good)
Armor Class: | 35 (–1 size, +7 Dex, +19 natural), touch 16, flat-footed 28
Base Attack/Grapple: | +20/+36
Attack: | +1 vorpal longsword +33 melee (2d6+8/19–20)
Full Attack: | +1 vorpal longsword +31/+26/+21/+16 melee (2d6+8/19–20) and +1 flaming whip +30/+25 melee (1d4+4 plus 1d6 fire plus entangle); or 2 slams +31 melee (1d10+7)
Space/Reach: | 10 ft./10 ft. (20 ft. with +1 flaming whip)
Special Attacks: | Death throes, entangle, spell-like abilities, summon demon, vorpal sword
Special Qualities: | Damage reduction 15/cold iron and good, darkvision 60 ft., flaming body, immunity to electricity, fire, and poison, resistance to acid 10 and cold 10, spell resistance 28, telepathy 100 ft., true seeing
Saves: | Fort +22, Ref +19, Will +19
Abilities: | Str 35, Dex 25, Con 31, Int 24, Wis 24, Cha 26
Skills: | Bluff +31, Concentration +33, Diplomacy +35, Disguise +8 (+10 acting), Hide +26, Intimidate +33, Knowledge (any two) +30, Listen +38, Move Silently +30, Search +30, Sense Motive +30, Spellcraft +30 (+32 scrolls), Spot +38, Survival +7 (+9 following tracks), Use Magic Device +31 (+33 scrolls)
Feats: | Cleave, Improved Initiative, Improved Two-Weapon Fighting, Power Attack, Quicken Spell-Like Ability (telekinesis), Two-Weapon Fighting, Weapon Focus (longsword)
Environment: | A chaotic evil-aligned plane
Organization: | Solitary or troupe (1 balor, 1 marilith, and 2–5 hezrous)
Challenge Rating: | 20
Treasure: | Standard coins; double goods; standard items, plus +1 vorpal greatsword and +1 flaming whip
Alignment: | Always chaotic evil
Advancement: | 21–30 HD (Large); 31–60 HD (Huge)
Level Adjustment: | —
A balor stands about 12 feet tall. Its skin is usually dark red. It weighs about 4,500 pounds.
Combat
Balors love to join battle armed with their swords and whips. If they face stiff resistance, they may teleport away to loose a few spell-like effects at the foe.
A balor’s +1 flaming whip is a long, flexible weapon with many tails tipped with hooks, spikes, and balls. The weapon deals bludgeoning and slashing damage, in addition to fire damage.
A balor’s natural weapons, as well as any weapons it wields, are treated as chaotic-aligned and evil-aligned for the purpose of overcoming damage reduction.
Death Throes (Ex):When killed, a balor explodes in a blinding flash of light that deals 100 points of damage to anything within 100 feet (Reflex DC 30 half ). This explosion automatically destroys any weapons the balor is holding. The save DC is Constitution-based.
Entangle (Ex): A balor’s +1 flaming whip entangles foes much like an attack with a net. The whip has 20 hit points. The whip needs no folding. If it hits, the target and the balor immediately make opposed Strength checks; if the balor wins, it drags the target against its flaming body (see below). The target remains anchored against the balor’s body until it escapes the whip.
Spell-Like Abilities: At will— blasphemy (DC 25), dominate monster (DC 27), greater dispel magic, greater teleport (self plus 50 pounds of objects only), insanity (DC 25), power word stun, telekinesis (DC 23), unholy aura (DC 26); 1/day—fire storm (DC 26), implosion (DC 27). Caster level 20th. The save DCs are Charisma-based.
Vorpal Sword (Su): Every balor carries a +1 vorpal longsword that looks like a flame or a bolt of lightning.
Summon Demon (Sp): Once per day a balor can automatically summon 4d10 dretches, 1d4 hezrous, or one nalfeshnee, glabrezu, marilith, or balor. This ability is the equivalent of a 9th-level spell.
Flaming Body (Su): The body of a balor is wreathed in flame.
Anyone grappling a balor takes 6d6 points of fire damage each round.
True Seeing (Su): Balors have a continuous true seeing ability, as the spell (caster level 20th).
Skills: Balors have a +8 racial bonus on Listen and Spot checks.
Tactics Round-by-Round
The balor is most effective as a ranged combatant, using its spell-like abilities to attack from a distance.
Prior to combat: Unholy aura.
Round 1: Fire storm or implosion and quickened telekinesis, or summon additional demons. If the balor does not deem itself seriously threatened, it conserves abilities usable only once per day and uses blasphemy instead.
Round 2: Insanity or power word stun.
Round 3: Full melee attack with weapons, including entangle with whip.
Round 4: Teleport or fly away with entangled foe to reestablish range; repeat round 1 and continue.
A balor who wants to drive off or neutralize a party without slaying its foes avoids lethal attacks.
Prior to combat: Unholy aura.
Round 1: Dominate monster.
Round 2: Power word stun.
Round 3: Insanity or telekinesis to incapacitate or repel a dangerous opponent.
Round 4: Teleport or fly away to reestablish range; repeat round 1 and continue.

BEBILITH
 | Huge Outsider (Chaotic, Extraplanar, Evil)
Hit Dice: | 12d8+96 (150 hp)
Initiative: | +5
Speed: | 40 ft. (8 squares), climb 20 ft.
Armor Class: | 22 (–2 size, +1 Dex, +13 natural), touch 9, flat-footed 21
Base Attack/Grapple: | +12/+29
Attack: | Bite +19 melee (2d6+9 plus poison) or web +11 ranged
Full Attack: | Bite +19 melee (2d6+9 plus poison) and 2 claws +14 melee (2d4+4); or web +11 ranged
Space/Reach: | 15 ft./10 ft.
Special Attacks: | Poison, rend armor, web
Special Qualities: | Damage reduction 10/good, darkvision 60 ft., plane shift, scent, telepathy 100 ft.
Saves: | Fort +16, Ref +9, Will +9
Abilities: | Str 28, Dex 12, Con 26, Int 11, Wis 13, Cha 13
Skills: | Climb +24, Diplomacy +3, Hide +16, Jump +28, Listen +16, Move Silently +16, Search +15, Sense Motive +16, Spot +16, Survival +1 (+3 following tracks)
Feats: | Cleave, Improved Initiative, Improved Grapple, Power Attack, Track
Environment: | A chaotic evil-aligned plane
Organization: | Solitary
Challenge Rating: | 10
Treasure: | None
Alignment: | Always chaotic evil
Advancement: | 13–18 HD (Huge); 19–36 HD (Gargantuan)
Level Adjustment: | —
Bebiliths are enormous, predatory, arachnid demons that hunt other demons. A bebilith has a body the size of a plow horse, with legs spanning more than 14 feet. It weighs more than two tons.
Bebiliths understand but do not speak Abyssal. Their telepathy allows them to communicate silently with one another.
COMBAT
A bebilith attacks any creature it sees. It usually picks one target and concentrates its attacks on that opponent, using its webs to isolate the target from its comrades. Should the bebilith become overwhelmed by tougher opponents, it often attempts to bite one or more of its victims and retreats, allowing its poison to do its work.
A bebilith’s natural weapons, as well as any weapons it wields, are treated as chaotic-aligned and evil-aligned for the purpose of overcoming damage reduction.
Poison (Ex): Injury, Fortitude DC 24, initial damage 1d6 Con, secondary damage 2d6 Con. Bebilith venom is highly perishable, losing its potency and becoming inert, foul-smelling goo almost as soon as it comes into contact with air. The save DC is Constitution-based.
Rend Armor (Ex): If a bebilith hits with both claw attacks, it pulls apart any armor worn by its foe. This attack deals 4d6+18 points of damage to the opponent’s armor. Creatures not wearing armor are unaffected by this special attack. Armor reduced to 0 hit points is destroyed. Damaged armor may be repaired with a successful Craft (armorsmithing) check.
Web (Ex): A bebilith can throw a web up to four times per day. This is similar to an attack with a net but has a maximum range of 30 feet, with a range increment of 10 feet. This attack is effective against targets of up to Gargantuan size. The web anchors the target in place, allowing no movement.
An entangled creature can escape with a DC 24 Escape Artist check or burst the web with a DC 24 Strength check. The check DCs are Constitution-based. The web has 14 hit points and hardness 0. There is a 75% chance that the webbing will not burn if any sort of fire is applied to it (check each round).
Plane Shift (Su): This ability affects only the bebilith. It is otherwise similar to the spell (caster level 12th).
Skills: A bebilith has mottled coloration that gives it a +8 racial bonus on Hide checks.

DRETCH
 | Small Outsider (Chaotic, Extraplanar, Evil)
Hit Dice: | 2d8+4 (13 hp)
Initiative: | +0
Speed: | 20 ft. (4 squares)
Armor Class: | 16 (+1 size, +5 natural), touch 11, flat-footed 16
Base Attack/Grapple: | +2/–1
Attack: | Claw +4 melee (1d6+1)
Full Attack: | 2 claws +4 melee (1d6+1) and bite +2 melee (1d4)
Space/Reach: | 5 ft./5 ft.
Special Attacks: | Spell-like abilities, summon demon
Special Qualities: | Damage reduction 5/cold iron or good, darkvision 60 ft., immunity to electricity and poison, resistance to acid 10, cold 10, and fire 10, telepathy 100 ft.
Saves: | Fort +5, Ref +3, Will +3
Abilities: | Str 12, Dex 10, Con 14, Int 5, Wis 11, Cha 11
Skills: | Hide +9, Listen +5, Move Silently +5, Spot +5, Search +2, Survival +0 (+2 following tracks)
Feats: | Multiattack
Environment: | A chaotic evil-aligned plane
Organization: | Solitary, pair, gang (3–5), crowd (6–15), or mob (10–40)
Challenge Rating: | 2
Treasure: | None
Alignment: | Always chaotic evil
Advancement: | 3–6 HD (Small)
Level Adjustment: | +2
A dretch is about 4 feet tall and weighs about 60 pounds.
Dretches cannot speak but can communicate telepathically.
Combat
Dretches are slow, stupid, and not very effective combatants. In one-on-one combat, they rely on their damage reduction to keep them alive. In groups, they depend on sheer numbers to overcome foes and immediately summon other dretches to improve the odds in battle. They flee at the first sign of adversity unless more powerful demons are present to intimidate them into fighting. Dretches’ fear of their greater kin is stronger then even their fear of death.
A dretch’s natural weapons, as well as any weapons it wields, are treated as chaotic-aligned and evil-aligned for the purpose of overcoming damage reduction.
Spell-Like Abilities: 1/day—scare (DC 12), stinking cloud (DC 13). Caster level 2nd. The save DCs are Charisma-based.
Summon Demon (Sp): Once per day a dretch can attempt to summon another dretch with a 35% chance of success. This ability is the equivalent of a 1st-level spell.
Telepathy (Su): Dretches can communicate telepathically with creatures within 100 feet that speak Abyssal.

GLABREZU
 | Huge Outsider (Chaotic, Extraplanar, Evil)
Hit Dice: | 12d8+120 (174 hp)
Initiative: | +0
Speed: | 40 ft. (8 squares)
Armor Class: | 27 (–2 size, +19 natural) touch 8, flat-footed 27
Base Attack/Grapple: | +12/+30
Attack: | Pincers +20 melee (2d8+10)
Full Attack: | 2 pincers +20 melee (2d8+10) and 2 claws +18 melee (1d6+5) and bite +18 melee (1d8+5)
Space/Reach: | 15 ft./15 ft.
Special Attacks: | Improved grab, spell-like abilities, summon demon
Special Qualities: | Damage reduction 10/good, darkvision 60 ft., immunity to electricity and poison, resistance to acid 10, cold 10, and fire 10, spell resistance 21, telepathy 100 ft., true seeing
Saves: | Fort +18, Ref +8, Will +11
Abilities: | Str 31, Dex 10, Con 31, Int 16, Wis 16, Cha 20
Skills: | Bluff +22, Concentration +25, Diplomacy +9, Disguise +5 (+7 acting), Intimidate +24, Knowledge (any two) +18, Listen +26, Move Silently +18, Search +18, Sense Motive +18, Spellcraft +18, Spot +26, Survival +3 (+5 following tracks)
Feats: | Cleave, Great Cleave, Multiattack, Persuasive, Power Attack
Environment: | A chaotic evil-aligned plane
Organization: | Solitary or troupe (1 glabrezu, 1 succubus, and 2–5 vrocks)
Challenge Rating: | 13
Treasure: | Standard coins; double goods; standard items
Alignment: | Always chaotic evil
Advancement: | 13–18 HD (Huge); 19–36 HD (Gargantuan)
Level Adjustment: | —
Like succubi, glabrezu tempt victims into ruin, but they lure their prey with power or wealth rather than passion.
Glabrezu have penetrating violet eyes, and their skin color ranges from deep russet to pitch black. A glabrezu stands about 15 feet tall and weighs about 5,500 pounds.
Combat
Glabrezu prefer subterfuge to combat. However, if their attempts to entice or deceive fail, these enormous demons attack with a vengeance. They follow a confusion attack with melee attacks, hoping to finish off wounded foes with chaos hammer or unholy blight.
A glabrezu’s natural weapons, as well as any weapons it wields, are treated as chaotic-aligned and evil-aligned for the purpose of overcoming damage reduction.
Improved Grab (Ex): To use this ability, a glabrezu must hit a Medium or smaller opponent with a pincer attack. It can then attempt to start a grapple as a free action without provoking an attack of opportunity.
Spell-Like Abilities: At will—chaos hammer (DC 19), confusion (DC 19), dispel magic, mirror image, reverse gravity (DC 22), greater teleport (self plus 50 pounds of objects only), unholy blight (DC 19); 1/day—power word stun. Caster level 14th. The save DCs are Charisma-based.
Once per month, a glabrezu can fulfill a wish for a mortal humanoid. The demon can use this ability to offer a mortal whatever he or she desires—but unless the wish is used to create pain and suffering in the world, the glabrezu demands either terrible evil acts or great sacrifice as compensation.
Summon Demon (Sp): Once per day a glabrezu can attempt to summon 4d10 dretches or 1d2 vrocks with a 50% chance of success, or another glabrezu with a 20% chance of success. This ability is the equivalent of a 4th-level spell.
True Seeing (Su): Glabrezu continuously use true seeing as the spell (caster level 14th).
Skills: Glabrezu have a +8 racial bonus on Listen and Spot checks.

HEZROU
 | Large Outsider (Chaotic, Extraplanar, Evil)
Hit Dice: | 10d8+93 (138 hp)
Initiative: | +0
Speed: | 30 ft. (6 squares)
Armor Class: | 23 (–1 size, +14 natural) touch 9, flat-footed 23
Base Attack/Grapple: | +10/+19
Attack: | Bite +14 melee (4d4+5)
Full Attack: | Bite +14 melee (4d4+5) and 2 claws +9 melee (1d8+2)
Space/Reach: | 10 ft./10 ft.
Special Attacks: | Spell-like abilities, stench, improved grab, summon demon
Special Qualities: | Damage reduction 10/good, darkvision 60 ft., immunity to electricity and poison, resistance to acid 10, cold 10, and fire 10, spell resistance 19, telepathy 100 ft.
Saves: | Fort +16, Ref +7, Will +9
Abilities: | Str 21, Dex 10, Con 29, Int 14, Wis 14, Cha 18
Skills: | Climb +18, Concentration +22, Hide +13, Escape Artist +13, Intimidate +17, Listen +23, Move Silently +13, Search +15, Spellcraft +15, Spot +23, Survival +2 (+4 following tracks), Use Rope +0 (+2 with bindings)
Feats: | Blind-Fight, Cleave, Power Attack, Toughness
Environment: | A chaotic evil-aligned plane
Organization: | Solitary or gang (2–4)
Challenge Rating: | 11
Treasure: | Standard
Alignment: | Always chaotic evil
Advancement: | 11–15 HD (Large); 16–30 HD (Huge)
Level Adjustment: | +9
A hezrou can walk both upright and on all fours, but it always fights standing up
A hezrou is about 8 feet tall and weighs about 750 pounds.
Combat
Hezrous enjoy melee combat even more than vrocks do. They eagerly press an attack deep into the heart of enemy forces, so their stench can take effect as quickly as possible. They enter most battles by using blasphemy, and follow it with an occasional chaos hammer or unholy blight, depending on the alignment of their opponents.
A hezrou’s natural weapons, as well as any weapons it wields, are treated as chaotic-aligned and evil-aligned for the purpose of overcoming damage reduction.
Improved Grab (Ex): To use this ability, a hezrou must hit with both claw attacks. It can then attempt to start a grapple as a free action without provoking an attack of opportunity.
Spell-Like Abilities: At will—chaos hammer (DC 18), greater teleport (self plus 50 pounds of objects only), unholy blight (DC 18); 3/day—blasphemy (DC 21), gaseous form. Caster level 13th. The save DCs are Charisma-based.
Stench (Ex): A hezrou’s skin produces a foul-smelling, toxic liquid whenever it fights. Any living creature (except other demons) within 10 feet must succeed on a DC 24 Fortitude save or be nauseated for as long as it remains within the affected area and for 1d4 rounds afterward. Creatures that successfully save are sickened for as long as they remain in the area. A creature that successfully saves cannot be affected again by the same hezrou’s stench for 24 hours. A delay poison or neutralize poison spell removes either condition from one creature. Creatures that have immunity to poison are unaffected, and creatures resistant to poison receive their normal bonus on their saving throws.. The save DC is Constitution-based.
Summon Demon (Sp): Once per day a hezrou can attempt to summon 4d10 dretches or another hezrou with a 35% chance of success. This ability is the equivalent of a 4th-level spell.
Skills: Hezrous have a +8 racial bonus on Listen and Spot checks.

MARILITH
 | Large Outsider (Chaotic, Extraplanar, Evil)
Hit Dice: | 16d8+144 (216 hp)
Initiative: | +4
Speed: | 40 ft. (8 squares)
Armor Class: | 29 (–1 size, +4 Dex, +16 natural), touch 13, flat-footed 25
Base Attack/Grapple: | +16/+29
Attack: | Longsword +25 melee (2d6+9/19–20) or slam +24 melee (1d8+9) or tail slap +24 melee (4d6+9)
Full Attack: | Primary longsword +25/+20/+15/+10 melee (2d6+9/19–20) and 5 longswords +25 melee (2d6+4/19–20) and tail slap +22 melee (4d6+4); or 6 slams +24 melee (1d8+9) and tail slap +22 melee (4d6+4)
Space/Reach: | 10 ft./10 ft.
Special Attacks: | Constrict 4d6+13, improved grab, spell-like abilities, summon demon
Special Qualities: | Damage reduction 10/good and cold iron, darkvision 60 ft., immunity to electricity and poison, resistance to acid 10, cold 10, and fire 10, spell resistance 25, telepathy 100 ft.
Saves: | Fort +19, Ref +14, Will +14
Abilities: | Str 29, Dex 19, Con 29, Int 18, Wis 18, Cha 24
Skills: | Bluff +26, Concentration +28, Diplomacy +30, Disguise +7 (+9 acting), Hide +19, Intimidate +28, Listen +31, Move Silently +23, Search 23, Sense Motive +23, Spellcraft +23 (+25 scrolls), Spot +31, Survival +4 (+6 following tracks), Use Magic Device +26 (+28 scrolls)
Feats: | Combat Expertise, Combat Reflexes, Multiattack, Multiweapon Fighting, Power Attack, Weapon Focus (longsword)
Environment: | A chaotic evil-aligned plane
Organization: | Solitary or pair
Challenge Rating: | 17
Treasure: | Standard coins; double goods; standard items, plus 1d4 magic weapons
Alignment: | Always chaotic evil
Advancement: | 17–20 HD (Large); 21–48 HD (Huge)
Level Adjustment: | —
A marilith usually holds a longsword in each of its six hands and wears many bangles and jewels.
A marilith stands about 9 feet tall and measures about 20 feet from head to tip of tail. It weighs about 4,000 pounds.
Combat
Though mariliths thrive on grand strategy and army-level tactics, they love physical combat and never pass up an opportunity to fight. Each of a marilith’s six arms can wield a weapon, and the creature gets an additional three weapon attacks with its primary arm. Mariliths seldom rush headlong into battle, however, preferring to hang back and size up the situation first. They always seek to gain the best possible advantage from the local terrain, obstacles, and any vulnerability or weakness in their opponents.
A marilith’s natural weapons, as well as any weapons it wields, are treated as chaotic-aligned and evil-aligned for the purpose of overcoming damage reduction.
Constrict (Ex): A marilith deals 4d6+13 points of damage with a successful grapple check. The constricted creature must succeed on a DC 27 Fortitude save or lose consciousness for as long as it remains in the coils and for 2d4 rounds thereafter. The save DC is Strength-based.
Improved Grab (Ex): To use this ability, a marilith must hit with its tail slap attack. It can then attempt to start a grapple as a free action without provoking an attack of opportunity. If it succeeds on the grapple check, it can constrict.
Spell-Like Abilities: At will—align weapon, blade barrier (DC 23), magic weapon, project image (DC 23), polymorph, see invisibility, telekinesis (DC 22), greater teleport (self plus 50 pounds of objects only), unholy aura (DC 25). Caster level 16th. The save DCs are Charisma-based.
Summon Demon (Sp): Once per day a marilith can attempt to summon 4d10 dretches, 1d4 hezrou, or one nalfeshnee with a 50% chance of success, or one glabrezu or another marilith with a 20% chance of success. This ability is the equivalent of a 5th-level spell.
True Seeing (Su): Mariliths continuously use this ability, as the spell (caster level 16th).
Skills: Mariliths have a +8 racial bonus on Listen and Spot checks.
Feats: In combination with its natural abilities, a marilith’s Multiweapon Fighting feat allows it to attack with all its arms at no penalty.

NALFESHNEE
 | Huge Outsider (Chaotic, Extraplanar, Evil)
Hit Dice: | 14d8+112 (175 hp)
Initiative: | +1
Speed: | 30 ft. (6 squares), fly 40 ft. (poor)
Armor Class: | 27 (–2 size, +1 Dex, +18 natural) touch 9, flat-footed 26
Base Attack/Grapple: | +14/+29
Attack: | Bite +20 melee (2d8+7)
Full Attack: | Bite +20 melee (2d8+7) and 2 claws +17 melee (1d8+3)
Space/Reach: | 15 ft./15 ft.
Special Attacks: | Smite, spell-like abilities, summon demon
Special Qualities: | Damage reduction 10/good, darkvision 60 ft., immunity to electricity and poison, resistance to acid 10, cold 10, and fire 10, spell resistance 22, telepathy 100 ft., true seeing
Saves: | Fort +17, Ref +10, Will +15
Abilities: | Str 25, Dex 13, Con 27, Int 22, Wis 22, Cha 20
Skills: | Bluff +22, Concentration +25, Diplomacy +26, Disguise +5 (+7 acting), Hide +10, Intimidate +22, Knowledge (arcana) +23, Listen +31, Move Silently +18, Search +23, Sense Motive +23, Spellcraft +25 (+27 scrolls), Spot +31, Survival +6 (+8 following tracks), Use Magic Device +22 (+24 scrolls)
Feats: | Cleave, Improved Bull Rush, Multiattack, Power Attack, Weapon Focus (bite)
Environment: | A chaotic evil-aligned plane
Organization: | Solitary or troupe (1 nalfeshnee, 1 hezrou, and 2–5 vrocks)
Challenge Rating: | 14
Treasure: | Standard coins; double goods; standard items
Alignment: | Always chaotic evil
Advancement: | 15–20 HD (Huge); 21–42 HD (Gargantuan)
Level Adjustment: | —
A nalfeshnee can fly despite its small wings.
A nalfeshnee is more than 20 feet tall and weighs 8,000 pounds.
Combat
When fulfilling their duties in the underworld, nalfeshnees usually disdain combat as being beneath them. Given the opportunity, they succumb to blood lust and do battle. They disable opponents with their smite ability and slaughter them while they can’t fight back.
A nalfeshnee’s natural weapons, as well as any weapons it wields, are treated as chaotic-aligned and evil-aligned for the purpose of overcoming damage reduction.
Smite (Su): Three times per day a nalfeshnee can create a nimbus of unholy light. When the demon triggers the ability, rainbow-colored beams play around its body. One round later they burst in a 60-foot radius. Any creature within this area must succeed on a DC 22 Will save or be dazed for 1d10 rounds as visions of its worst fears hound it. The creature receives its full Dexterity and shield bonuses to AC if attacked but can take no actions. Other demons are immune to this effect. The save DC is Charisma-based.
Spell-Like Abilities: At will—call lightning (DC 18), feeblemind (DC 20), greater dispel magic, slow (DC 18), greater teleport (self plus 50 pounds of objects only), unholy aura (DC 23). Caster level 12th. The save DCs are Charisma-based.
Summon Demon (Sp): Twice per day a nalfeshnee can attempt to summon 1d4 vrocks, 1d4 hezrous, or one glabrezu with a 50% chance of success, or another nalfeshnee with a 20% chance of success. This ability is the equivalent of a 5th-level spell.
True Seeing (Su): Nalfeshnees continuously use true seeing, as the spell (caster level 14th).
Skills: Nalfeshnees have a +8 racial bonus on Listen and Spot checks.

QUASIT
 | Tiny Outsider (Chaotic, Extraplanar, Evil)
Hit Dice: | 3d8 (13 hp)
Initiative: | +7
Speed: | 20 ft. (4 squares), fly 50 ft. (perfect)
Armor Class: | 18 (+2 size, +3 Dex, +3 natural), touch 15, flat-footed 15
Base Attack/Grapple: | +3/–6
Attack: | Claw +8 melee (1d3–1 plus poison)
Full Attack: | 2 claws +8 melee (1d3–1 plus poison) and bite +3 melee (1d4–1)
Space/Reach: | 2-1/2 ft./0 ft.
Special Attacks: | Poison, spell-like abilities
Special Qualities: | Alternate form, damage reduction 5/cold iron or good, darkvision 60 ft., fast healing 2, immunity to poison, resistance to fire 10
Saves: | Fort +3, Ref +6, Will +4
Abilities: | Str 8, Dex 17, Con 10, Int 10, Wis 12, Cha 10
Skills: | Bluff +6, Diplomacy +2, Disguise +0 (+2 acting), Hide +17, Intimidate +2, Knowledge (any one) +6, Listen +7, Move Silently +9, Search +6, Spellcraft +6, Spot +6
Feats: | Improved Initiative, Weapon Finesse
Environment: | A chaotic evil-aligned plane
Organization: | Solitary
Challenge Rating: | 2
Treasure: | None
Alignment: | Always chaotic evil
Advancement: | 4–6 HD (Tiny)
Level Adjustment: | — (Improved Familiar)
In its natural form, a quasit stands about 1-1/2 feet tall and weighs about 8 pounds.
Quasits speak Common and Abyssal.
Combat
Although quasits thirst for victory and power as other demons do, they are cowards at heart. They typically attack from ambush, using their alternate form ability and invisibility to get within reach, then try to scuttle away. When retreating, they use their cause fear ability to deter pursuit.
A quasit’s natural weapons, as well as any weapons it wields, are treated as chaotic-aligned and evil-aligned for the purpose of overcoming damage reduction.
Poison (Ex): Injury, Fortitude DC 13, initial damage 1d4 Dex, secondary damage 2d4 Dex. The save DC is Constitution-based and includes a +2 racial bonus.
Spell-Like Abilities: At will—detect good, detect magic, and invisibility (self only); 1/day—cause fear (as the spell, except that its area is a 30-foot radius from the quasit, save DC 11). Caster level 6th.
The save DCs are Charisma-based.
Once per week a quasit can use commune to ask six questions. The ability otherwise works as the spell (caster level 12th).
Alternate Form (Su): A quasit can assume other forms at will as a standard action. This ability functions as a polymorph spell cast on itself (caster level 12th), except that a quasit does not regain hit points for changing form, and any individual quasit can assume only one or two forms no larger than Medium. Common forms include bat, monstrous centipede, toad, and wolf. A quasit in alternate form loses its poison attack.

RETRIEVER
 | Huge Construct (Extraplanar)
Hit Dice: | 10d10+80 (135 hp)
Initiative: | +3
Speed: | 50 ft. (10 squares)
Armor Class: | 21 (–2 size, +3 Dex, +10 natural), touch 11, flat-footed 18
Base Attack/Grapple: | +7/+25
Attack: | Claw +15 melee (2d6+10) and eye ray +8 ranged touch
Full Attack: | 4 claws +15 melee (2d6+10) and bite +10 melee (1d8+5) and eye ray +8 ranged touch
Space/Reach: | 15 ft./10 ft.
Special Attacks: | Eye rays, find target, improved grab
Special Qualities: | Construct traits, darkvision 60 ft., fast healing 5, low-light vision
Saves: | Fort +3, Ref +6, Will +3
Abilities: | Str 31, Dex 17, Con —, Int —, Wis 11, Cha 1
Skills: | —
Feats: | —
Environment: | A chaotic evil-aligned plane
Organization: | Solitary
Challenge Rating: | 11
Treasure: | None
Alignment: | Always chaotic evil
Advancement: | 11–15 HD (Huge); 16–30 HD (Gargantuan)
Level Adjustment: | —
A retriever specializes in recovering lost or desired objects, runaway slaves, and enemies and bringing them back to its master. A retriever has a body the size of an ox, with legs spanning more than 14 feet. It weighs about 6,500 pounds.
Combat
Retrievers attack with four claws, but their eye rays are far more deadly.
Eye Rays (Su): A retriever’s eyes can produce four different magical rays with a range of 100 feet. Each round, it can fire one ray as a free action. A particular ray is usable only once every 4 rounds. A retriever can fire an eye ray in the same round that it makes physical attacks. The save DC for all rays is 18. The save DC is Dexterity-based.
The four eye effects are:
Fire: Deals 12d6 points of fire damage to the target (Reflex half ).
Cold: Deals 12d6 points of cold damage to the target (Reflex half ).
Electricity: Deals 12d6 points of electricity damage to the target (Reflex half ).
Petrification: The target must succeed on a Fortitude save or turn to stone permanently.
Find Target (Sp): When ordered to find an item or a creature, a retriever does so unerringly, as though guided by discern location.
The being giving the order must have seen (or must have an item belonging to) the creature to be found, or must have touched the object to be located. This ability is the equivalent of an 8th-level spell.
Improved Grab (Ex): To use this ability, a retriever 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 grips the opponent fast in its mouth. This is the method by which it usually “retrieves” things.

SUCCUBUS
 | Medium Outsider (Chaotic, Extraplanar, Evil)
Hit Dice: | 6d8+6 (33 hp)
Initiative: | +1
Speed: | 30 ft. (6 squares), fly 50 ft. (average)
Armor Class: | 20 (+1 Dex, +9 natural), touch 11, flat-footed 19
Base Attack/Grapple: | +6/+7
Attack: | Claw +7 melee (1d6+1)
Full Attack: | 2 claws +7 melee (1d6+1)
Space/Reach: | 5 ft./5 ft.
Special Attacks: | Energy drain, spell-like abilities, summon demon
Special Qualities: | Damage reduction 10/cold iron or good, darkvision 60 ft., immunity to electricity and poison, resistance to acid 10, cold 10, and fire 10, spell resistance 18, telepathy 100 ft., tongues
Saves: | Fort +6, Ref +6, Will +7
Abilities: | Str 13, Dex 13, Con 13, Int 16, Wis 14, Cha 26
Skills: | Bluff +19, Concentration +10, Diplomacy +12, Disguise +17* (+19 acting), Escape Artist +10, Hide +10, Intimidate +19, Knowledge (any one) +12, Listen +19, Move Silently +10, Search +12, Spot +19, Survival +2 (+4 following tracks), Use Rope +1 (+3 with bindings)
Feats: | Dodge, Mobility, Persuasive
Environment: | A chaotic evil-aligned plane
Organization: | Solitary
Challenge Rating: | 7
Treasure: | Standard
Alignment: | Always chaotic evil
Advancement: | 7–12 HD (Medium)
Level Adjustment: | +6
A succubus is 6 feet tall in its natural form and weighs about 125 pounds.
Combat
Succubi are not warriors. They flee combat whenever they can. If forced to fight, they can attack with their claws, but they prefer to turn foes against one another. Succubi use their polymorph ability to assume humanoid guise, and can maintain this deception indefinitely. Their preferred tactic when dealing with heroes is to feign friendship and create an opportunity to be alone with one of them, whereupon the succubus applies her life-draining kiss. Succubi are not above taking on the role of a damsel in distress when encountered within a dungeon.
A succubus’s natural weapons, as well as any weapons it wields, are treated as chaotic-aligned and evil-aligned for the purpose of overcoming damage reduction.
Energy Drain (Su): A succubus drains energy from a mortal it lures into some act of passion, or by simply planting a kiss on the victim. If the target is not willing to be kissed, the succubus must start a grapple, which provokes an attack of opportunity. The succubus’s kiss or embrace bestows one negative level. The kiss also has the effect of a suggestion spell, asking the victim to accept another kiss from the succubus. The victim must succeed on a DC 21 Will save to negate the effect of the suggestion. The DC is 21 for the Fortitude save to remove a negative level. These save DCs are Charisma-based.
Spell-Like Abilities: At will—charm monster (DC 22), detect good, detect thoughts (DC 20), ethereal jaunt (self plus 50 pounds of objects only), polymorph (humanoid form only, no limit on duration), suggestion (DC 21), greater teleport (self plus 50 pounds of objects only). Caster level 12th. The save DCs are Charisma-based.
Summon Demon (Sp): Once per day a succubus can attempt to summon 1 vrock with a 30% chance of success. This ability is the equivalent of a 3rd-level spell.
Tongues (Su): A succubus has a permanent tongues ability (as the spell, caster level 12th). Succubi usually use verbal communication with mortals.
Skills: Succubi have a +8 racial bonus on Listen and Spot checks.
*While using her polymorph ability, a succubus gains a +10 circumstance bonus on Disguise checks.

VROCK
 | Large Outsider (Chaotic, Extraplanar, Evil)
Hit Dice: | 10d8+70 (115 hp)
Initiative: | +2
Speed: | 30 ft. (6 squares), fly 50 ft. (average)
Armor Class: | 22 (–1 size, +2 Dex, +11 natural), touch 11, flat-footed 20
Base Attack/Grapple: | +10/+20
Attack: | Claw +15 melee (2d6+6)
Full Attack: | 2 claws +15 melee (2d6+6) and bite +13 melee (1d8+3) and 2 talons +13 melee (1d6+3)
Space/Reach: | 10 ft./10 ft.
Special Attacks: | Dance of ruin, spell-like abilities, spores, stunning screech, summon demon
Special Qualities: | Damage reduction 10/good, darkvision 60 ft., immunity to electricity and poison, resistance to acid 10, cold 10, and fire 10, spell resistance 17, telepathy 100 ft.
Saves: | Fort +14, Ref +9, Will +10
Abilities: | Str 23, Dex 15, Con 25, Int 14, Wis 16, Cha 16
Skills: | Concentration +20, Diplomacy +5, Hide +11, Intimidate +16, Knowledge (any one) +15, Listen +24, Move Silently +15, Search +15, Sense Motive +16, Spellcraft +15, Spot +24, Survival +3 (+5 following tracks)
Feats: | Cleave, Combat Reflexes, Multiattack, Power Attack
Environment: | A chaotic evil-aligned plane
Organization: | Solitary, pair, gang (3–5), or squad (6–10)
Challenge Rating: | 9
Treasure: | Standard
Alignment: | Always chaotic evil
Advancement: | 11–14 HD (Large); 15–30 HD (Huge)
Level Adjustment: | +8
A vrock is about 8 feet tall and weighs about 500 pounds.
Combat
Vrocks are vicious fighters who like to fly down into the enemy and cause as much damage as possible. They prance about in battle, taking briefly to the air and bringing their clawed feet into play. Despite their advantage in mobility, the vrocks’ deep love of battle frequently leads them into melee combats against heavy odds.
A vrock’s natural weapons, as well as any weapons it wields, are treated as chaotic-aligned and evil-aligned for the purpose of overcoming damage reduction.
Dance of Ruin (Su): To use this ability, a group of at least three vrocks must join hands in a circle, dancing wildly and chanting.
At the end of 3 rounds of dancing, a wave of crackling energy flashes outward in a 100-foot radius. All creatures except for demons within the radius take 20d6 points of damage (Reflex DC 18 half ). Stunning, paralyzing, or slaying one of the vrocks stops the dance. The save DC is Charisma-based.
Spell-Like Abilities: At will—mirror image, telekinesis (DC 18), greater teleport (self plus 50 pounds of objects only); 1/day—heroism. Caster level 12th. The save DCs are Charisma-based.
Spores (Ex): A vrock can release masses of spores from its body once every 3 rounds as a free action. The spores automatically deal 1d8 points of damage to all creatures adjacent to the vrock. They then penetrate the skin and grow, dealing an additional 1d4 points of damage each round for 10 rounds. At the end of this time, the victim is covered with a tangle of viny growths. (The vines are harmless and wither away in 1d4 days.) A delay poison spell stops the spores’ growth for its duration. Bless, neutralize poison, or remove disease kills the spores, as does sprinkling the victim with a vial of holy water.
Stunning Screech (Su): Once per hour a vrock can emit a piercing screech. All creatures except for demons within a 30-foot radius must succeed on a DC 22 Fortitude save or be stunned for 1 round. The save DC is Constitution-based.
Summon Demon (Sp): Once per day a vrock can attempt to summon 2d10 dretches or another vrock with a 35% chance of success. This ability is the equivalent of a 3rd-level spell.
Skills: Vrocks have a +8 racial bonus on Listen and Spot checks.

DERRO
 | Small Monstrous Humanoid
Hit Dice: | 3d8+3 (16 hp)
Initiative: | +6
Speed: | 20 ft. (4 squares)
Armor Class: | 19 (+1 size, +2 Dex, +2 natural, +3 studded leather armor, +1 buckler), touch 13, flat-footed 17
Base Attack/Grapple: | +3/–1
Attack: | Short sword +4 melee (1d4/19–20) or repeating light crossbow +6 ranged (1d6/19–20 plus poison)
Full Attack: | Short sword +4 melee (1d4/19–20) or repeating light crossbow +6 ranged (1d6/19–20 plus poison)
Space/Reach: | 5 ft./5 ft.
Special Attacks: | Poison use, spell-like abilities, sneak attack +1d6
Special Qualities: | Madness, spell resistance 15 vulnerability to sunlight
Saves: | Fort +2, Ref +5, Will +6
Abilities: | Str 11, Dex 14, Con 13, Int 10, Wis 5*, Cha 16*
Skills: | Bluff +5, Hide +10, Listen +1, Move Silently +8
Feats: | Blind-Fight, Improved Initiative
Environment: | Underground
Organization: | Team (2–4), squad (5–8 plus 1 3rd-level sorcerer), or band (11–20 plus 30% noncombatants plus 3 3rd-level sorcerers and 1 sorcerer of 5th–8th level)
Challenge Rating: | 3
Treasure: | Standard coins; double goods; standard items
Alignment: | Usually chaotic evil
Advancement: | By character class
Level Adjustment: | — (+2 if sane)
Derro are afflicted by a form of racial madness, which most often manifests as delusions of grandeur coupled with an overpowering urge to inflict torment on other creatures. Derro are capable of holding their murderous impulses in check for short periods of time in order to cooperate with creatures of other races, but such arrangements rarely last more than a few weeks. Of course, no derro is capable of recognizing that he is out of his mind.
COMBAT
Derro are stealthy and bloodthirsty. They like to carefully arrange cruel traps and deadly ambushes, and strike savagely from hiding. They delight in taking captives who can be tortured to death later, and favor traps and poisons that disable without killing.
Madness (Ex): Derro use their Charisma modifier on Will saves instead of their Wisdom modifier, and have immunity to confusion and insanity effects. A derro cannot be restored to sanity by any means short of a miracle or wish spell.
*The racial madness of the derro provides a +6 bonus to their Charisma scores and a –6 penalty to their Wisdom scores. A derro restored to sanity gains 6 points of Wisdom and loses 6 points of Charisma.
Poison Use (Ex): Derro typically carry 2d4 doses of greenblood oil or Medium monstrous spider venom, applying it to their crossbow bolts. Derro are not at risk of poisoning themselves when handling poison.
Sneak Attack (Ex): Any time a derro’s opponent is denied his Dexterity bonus to AC, or if a derro flanks his opponent, he deals an extra 1d6 points of damage. This ability is just like the rogue’s sneak attack and subject to the same limitations.
Spell-Like Abilities: At will—darkness, ghost sound; 1/day— daze (DC 13), sound burst (DC 15). Caster level 3rd. The save DCs are Charisma-based.
Vulnerability to Sunlight (Ex): A derro takes 1 point of Constitution damage for every hour it is exposed to sunlight, and it dies if its Constitution score reaches 0. Lost Constitution points are recovered at the rate of 1 per every 24-hour period spent underground or otherwise sheltered from the sun.
Skills: Derro have a +4 racial bonus on Hide and Move Silently checks.

DESTRACHAN
 | Large Aberration
Hit Dice: | 8d8+24 (60 hp)
Initiative: | +5
Speed: | 30 ft. (6 squares)
Armor Class: | 18 (–1 size, +1 Dex, +8 natural), touch 10, flat-footed 17
Base Attack/Grapple: | +6/+14
Attack: | Claw +9 melee (1d6+4)
Full Attack: | 2 claws +9 melee (1d6+4)
Space/Reach: | 10 ft./5 ft.
Special Attacks: | Destructive harmonics
Special Qualities: | Blindsight 100 ft., immunities, protection from sonics
Saves: | Fort +5, Ref +5, Will +10
Abilities: | Str 18, Dex 12, Con 16, Int 12, Wis 18, Cha 12
Skills: | Hide +8, Listen +25, Move Silently +7, Survival +9
Feats: | Dodge, Improved Initiative, Lightning Reflexes
Environment: | Underground
Organization: | Solitary or pack (3–5)
Challenge Rating: | 8
Treasure: | None
Alignment: | Usually neutral evil
Advancement: | 9–16 HD (Large); 17–24 HD (Huge)
Level Adjustment: | —
The dungeon-dwelling destrachan looks like some bizarre, nonintelligent beast, but it’s an incredibly evil and crafty sadist. A destrachan has a pair of complex, three-part ears that it can adjust to be more or less sensitive to various sounds. It is blind, yet hunts with a sense of hearing more precise than most creatures’ sight.
From its tubular mouth a destrachan emits carefully focused harmonics, producing sonic energy so powerful it can shatter a stone wall. So skilled is a destrachan at controlling the sounds it emits that it can choose what type of material to affect with its attack.
A destrachan is about 10 feet long from its mouth to the tip of the tail and weighs about 4,000 pounds.
A destrachan speaks no language but understands Common. If a destrachan must communicate, it does so through action.
COMBAT
A destrachan uses its claws only as a last resort or to finish off foes weakened by its sonic attacks. It often enters battle with surprise if possible. It first focuses on destroying metal armor and weapons and then changes to harmonics that disrupt flesh.
Destructive Harmonics (Su): A destrachan can blast sonic energy in a cone up to 80 feet long. It can also use this attack to affect any creatures or objects within a 30-foot radius. It can tune the harmonics of this destructive power to affect different types of targets. All save DCs are Charisma-based.
Flesh: Disrupting tissue and rending bone, this attack deals 4d6 points of damage to all within the area (Reflex DC 15 half ).
Nerves: A destrachan can focus its harmonics to knock out foes rather than slay them. This attack deals 6d6 points of nonlethal damage to all within the area (Reflex DC 15 half ).
Material: When using this form of harmonics, a destrachan chooses wood, stone, metal, or glass. All objects made of that material within the area must succeed on a DC 15 Fortitude save or shatter. Objects (or portions of objects) that have up to 30 hit points are potentially affected by this attack.
Blindsight (Ex): A destrachan can use hearing to ascertain all foes within 100 feet as a sighted creature would.
Immunities: Destrachans have immunity to gaze attacks, visual effects, illusions, and other attack forms that rely on sight.
Protection from Sonics (Ex): While they can be affected by loud noises and sonic spells (such as ghost sound or silence), destrachans are less vulnerable to sonic attacks (+4 circumstance bonus on all saves) because they can protect their ears. A destrachan whose sense of hearing is impaired is effectively blinded, and all targets are treated as having total concealment.
Skills: A destrachan has a +10 racial bonus on Listen checks.

DEVIL
Devils are fiends from lawful evil-aligned planes.
Many devils are surrounded by a fear aura, which they use to break up powerful groups and defeat opponents piecemeal. Devils with spell-like abilities use their illusion abilities to delude and confuse foes as much as possible. A favorite trick is to create illusory reinforcements; enemies can never be entirely sure if a threat is only a figment or real summoned devils joining the fray.
Devil Traits: Most devils possesses the following traits (unless otherwise noted in a creature’s entry).
—Immunity to fire and poison.
—Resistance to acid 10 and cold 10.
—See in Darkness (Su): Some devils can see perfectly in darkness of any kind, even that created by a deeper darkness spell.
—Summon (Sp): Some devils share the ability to summon others of their kind (the success chance and type of devils summoned are noted in each monster description).
—Telepathy.
Except when otherwise noted, devils speak Infernal, Celestial, and Draconic.

BARBED DEVIL (HAMATULA)
 | Medium Outsider (Evil, Extraplanar, Lawful)
Hit Dice: | 12d8+72 (126 hp)
Initiative: | +6
Speed: | 30 ft. (6 squares)
Armor Class: | 29 (+6 Dex, +13 natural) touch 16, flat-footed 23
Base Attack/Grapple: | +12/+22
Attack: | Claw +18 melee (2d8+6 plus fear)
Full Attack: | 2 claws +18 melee (2d8+6 plus fear)
Space/Reach: | 5 ft./5 ft.
Special Attacks: | Fear, improved grab, impale 3d8+9, summon devil
Special Qualities: | Barbed defense, damage reduction 10/good, darkvision 60 ft., immunity to fire and poison, resistance to acid 10 and cold 10, see in darkness, spell resistance 23, spell-like abilities, telepathy 100 ft.
Saves: | Fort +14, Ref +14, Will +12
Abilities: | Str 23, Dex 23, Con 23, Int 12, Wis 14, Cha 18
Skills: | Concentration +21, Diplomacy +6, Hide +21, Intimidate +19, Knowledge (any one) +16, Listen +19, Move Silently +21, Search +16, Sense Motive +17, Spot +19, Survival +2 (+4 following tracks)
Feats: | Alertness, Cleave, Improved Grapple, Iron Will, Power Attack
Environment: | A lawful evil-aligned plane
Organization: | Solitary, pair, team (3–5), or squad (6–10)
Challenge Rating: | 11
Treasure: | Standard
Alignment: | Always lawful evil
Advancement: | 13–24 (Medium); 25–36 HD (Large)
Level Adjustment: | —
A barbed devil is about 7 feet tall and weighs about 300 pounds.
Combat
Barbed devils eagerly fight with their claws, trying to impale their opponents. They use hold person to immobilize those who avoid their hug attacks.
A barbed devil’s natural weapons, as well as any weapons it wields, are treated as evil-aligned and lawful-aligned for the purpose of overcoming damage reduction.
Fear (Su): A creature hit by a barbed devil must succeed on a DC 20 Will save or be affected as though by fear (caster level 9th).
Whether or not the save is successful, that creature cannot be affected by that same barbed devil’s fear ability for 24 hours. The save DC is Charisma-based.
Impale (Ex): A barbed devil deals 3d8+9 points of piercing damage to a grabbed opponent with a successful grapple check.
Improved Grab (Ex): To use this ability, a barbed devil must hit with a claw 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 impale the opponent on its barbed body.
Summon Devil (Sp): Once per day a barbed devil can attempt to summon 1d6 bearded devils or another barbed devil with a 35% chance of success. This ability is the equivalent of a 4th-level spell.
Barbed Defense (Su): Any creature striking a barbed devil with handheld weapons or natural weapons takes 1d8+6 points of piercing and slashing damage from the devil’s barbs. Note that weapons with exceptional reach, such as longspears, do not endanger their users in this way.
Spell-Like Abilities: At will—greater teleport (self plus 50 pounds of objects only), hold person (DC 16), major image (DC 17), scorching ray (2 rays only). 1/day—order’s wrath (DC 18), unholy blight (DC 18). Caster level 12th. The save DCs are Charisma-based.

BEARDED DEVIL (BARBAZU)
 | Medium Outsider (Evil, Extraplanar, Lawful)
Hit Dice: | 6d8+18 (45 hp)
Initiative: | +6
Speed: | 40 ft. (8 squares)
Armor Class: | 19 (+2 Dex, +7 natural) touch 12, flat-footed 17
Base Attack/Grapple: | +6/+8
Attack: | Glaive +9 melee (1d10+3 plus infernal wound) or claw +8 melee (1d6+2)
Full Attack: | Glaive +9/+4 melee (1d10+3 plus infernal wound) or 2 claws +8 melee (1d6+2)
Space/Reach: | 5 ft./5 ft. (10 ft. with glaive)
Special Attacks: | Infernal wound, beard, battle frenzy, summon devil
Special Qualities: | Damage reduction 5/silver or good, darkvision 60 ft., immunity to fire and poison, resistance to acid 10 and cold 10, see in darkness, spell resistance 17, telepathy 100 ft.
Saves: | Fort +8, Ref +7, Will +5
Abilities: | Str 15, Dex 15, Con 17, Int 6, Wis 10, Cha 10
Skills: | Climb +11, Diplomacy +2, Hide +11, Listen +9, Move Silently +9, Sense Motive +9, Spot +9
Feats: | Improved Initiative, Power Attack, Weapon Focus (glaive)
Environment: | A lawful evil-aligned plane
Organization: | Solitary, pair, team (3–5), or squad (6–10)
Challenge Rating: | 5
Treasure: | Standard
Alignment: | Always lawful evil
Advancement: | 7–9 HD (Medium); 10–18 HD (Large)
Level Adjustment: | +6
Every bearded devil carries a sawtoothed glaive.
A bearded devil stands 6 feet tall and weighs about 225 pounds.
Combat
Bearded devils are aggressive and love to fight. They revel in their battle frenzy, spreading mayhem among their foes.
A bearded devil’s natural weapons, as well as any weapons it wields, are treated as evil-aligned and lawful-aligned for the purpose of overcoming damage reduction.
Spell-Like Abilities: At will— greater teleport (self plus 50 pounds of objects only). Caster level 12th.
Infernal Wound (Su): The damage a bearded devil deals with its glaive causes a persistent wound. An injured creature loses 2 additional hit points each round. The wound does not heal naturally and resists healing spells. The continuing hit point loss can be stopped by a DC 16 Heal check, a cure spell, or a heal spell. However, a character attempting to cast a cure spell or a heal spell on a creature damaged by a bearded devil’s glaive must succeed on a DC 16 caster level check, or the spell has no effect on the injured character.
A successful Heal check automatically stops the continuing hit point loss as well as restoring hit points. The infernal wound is a supernatural ability of the bearded devil, not of the weapon. The check DC is Constitution-based.
Beard (Ex): If a bearded devil hits a single opponent with both claw attacks, it automatically hits with its beard. The affected creature takes 1d8+2 points of damage and must succeed on a DC 16 Fortitude save or be infected with a vile disease known as devil chills (incubation period 1d4 days, damage 1d4 Str). Damage is dealt each day until the afflicted creature succeeds on three consecutive Fortitude saves, the disease is cured magically, or the creature dies. The save DC is Constitution-based.
Battle Frenzy (Ex): Twice per day, a bearded devil can work itself into a battle frenzy similar to the barbarian’s rage (+4 Strength, +4 Constitution, +2 morale bonus on Will saves, –2 AC penalty). The frenzy lasts for 6 rounds, and the bearded devil suffers no ill effects afterward.
Summon Devil (Sp): Once per day a bearded devil can attempt to summon 2d10 lemures with a 50% chance of success, or another bearded devil with a 35% chance of success. This ability is the equivalent of a 3rd-level spell.

BONE DEVIL (OSYLUTH)
 | Large Outsider (Evil, Extraplanar, Lawful)
Hit Dice: | 10d8+50 (95 hp)
Initiative: | +9
Speed: | 40 ft. (8 squares)
Armor Class: | 25 (–1 size, +5 Dex, +11 natural) touch 14, flat-footed 20
Base Attack/Grapple: | +10/+19
Attack: | Bite +14 melee (1d8+5)
Full Attack: | Bite +14 melee (1d8+5) and 2 claws +12 melee (1d4+2) and sting +12 melee (3d4+2 plus poison)
Space/Reach: | 10 ft./10 ft.
Special Attacks: | Spell-like abilities, fear aura, poison, summon devil
Special Qualities: | Damage reduction 10/good, darkvision 60 ft., immunity to fire and poison, resistance to acid 10 and cold 10, see in darkness, spell resistance 21, telepathy 100 ft.
Saves: | Fort +12, Ref +12, Will +11
Abilities: | Str 21, Dex 21, Con 21, Int 14, Wis 14, Cha 14
Skills: | Bluff +15, Concentration +18, Diplomacy +6, Disguise +2 (+4 acting), Hide +14, Intimidate +17, Knowledge (any one) +15, Listen +17, Move Silently +18, Search +15, Sense Motive +15, Spot +17, Survival +2 (+4 following tracks)
Feats: | Alertness, Improved Initiative, Iron Will, Multiattack
Environment: | A lawful evil-aligned plane
Organization: | Solitary, team (2–4), or squad (6–10)
Challenge Rating: | 9
Treasure: | Standard
Alignment: | Always lawful evil
Advancement: | 11–20 HD (Large); 21–30 HD (Huge)
Level Adjustment: | —
Bone devils stand about 9 feet tall and weigh about 500 pounds.
Combat
Bone devils hate all other creatures and attack ruthlessly. They freely use wall of ice to keep the enemy divided.
A bone devil’s natural weapons, as well as any weapons it wields, are treated as evil-aligned and lawful-aligned for the purpose of overcoming damage reduction.
Fear Aura (Su): Bone devils can radiate a 5-foot-radius fear aura as a free action. Affected creatures must succeed on a DC 17 Will save or be affected as though by a fear spell (caster level 7th). A creature that successfully saves cannot be affected again by the same bone devil’s aura for 24 hours. Other devils are immune to the aura. The save DC is Charisma-based.
Poison (Ex): Injury, Fortitude DC 20, initial damage 1d6 Str, secondary damage 2d6 Str. The save DC
is Constitution-based.
Spell-Like Abilities: At will—greater teleport (self plus 50 pounds of objects only), dimensional anchor, fly, invisibility (self only), major image (DC 15), wall of ice. Caster level 12th. The save DC is Charisma-based.
Summon Devil (Sp): Once per day a bone devil can attempt to summon 2d10 lemures with a 50% chance of success, or another bone devil with a 35% chance of success. This ability is the equivalent of a 4th-level spell.

CHAIN DEVIL (KYTON)
 | Medium Outsider (Evil, Extraplanar, Lawful)
Hit Dice: | 8d8+16 (52 hp)
Initiative: | +6
Speed: | 30 ft. (6 squares)
Armor Class: | 20 (+2 Dex, +8 natural), touch 12, flat-footed 18
Base Attack/Grapple: | +8/+10
Attack: | Chain +10 melee (2d4+2/19–20)
Full Attack: | 2 chains +10 melee (2d4+2/19–20)
Space/Reach: | 5 ft./5 ft. (10 ft. with chains)
Special Attacks: | Dancing chains, unnerving gaze
Special Qualities: | Damage reduction 5/silver or good, darkvision 60 ft., immunity to cold, regeneration 2, spell resistance 18
Saves: | Fort +8, Ref +8, Will +6
Abilities: | Str 15, Dex 15, Con 15, Int 6, Wis 10, Cha 12
Skills: | Climb +13, Craft (blacksmithing) +17, Escape Artist +13, Intimidate +12, Listen +13, Spot +13, Use Rope +2 (+4 with bindings)
Feats: | Alertness, Improved Critical (chain), Improved Initiative
Environment: | A lawful evil-aligned plane
Organization: | Solitary, gang (2–4), band (6–10), or mob (11–20)
Challenge Rating: | 6
Treasure: | Standard
Alignment: | Always lawful evil
Advancement: | 9–16 HD (Medium)
Level Adjustment: | +6
Kytons are humanlike devils, wrapped in chains instead of clothing. A chain devil is 6 feet tall and weighs about 300 pounds, chains included.
Chain devils speak Infernal and Common.
Combat
A chain devil attacks by flailing away with the spiked chains that serve as its clothing, armor, and weapons.
A chain devil’s natural weapons, as well as any weapons it wields, are treated as evil-aligned and lawful-aligned
for the purpose of overcoming damage reduction.
Dancing Chains (Su): A chain devil’s most awesome attack is its ability to control up to four chains within 20 feet as a standard action, making the chains dance or move as it wishes. In addition, a chain devil can increase these chains’ length by up to 15 feet and cause them to sprout razor-edged barbs. These chains attack as effectively as the devil itself. If a chain is in another creature’s possession, the creature can attempt a DC 15 Will save to break the chain devil’s power over that chain. If the save is successful, the kyton cannot attempt to control that particular chain again for 24 hours or until the chain leaves the creature’s possession. The save DC is Charisma-based.
A chain devil can climb chains it controls at its normal speed without making Climb checks.
Unnerving Gaze (Su): Range 30 ft., Will DC 15 negates. A chain devil can make its face resemble one of an opponent’s departed loved ones or bitter enemies. Those who fail their saves take a –2 penalty on attack rolls for 1d3 rounds. The save DC is Charisma-based.
Regeneration (Ex): Chain devils take normal damage from silvered weapons, good-aligned weapons, and spells or effects with the good descriptor. A chain devil that loses a piece of its body regrows it in 2d6x10 minutes. Holding the severed member against the stump enables it to reattach instantly.
Skills: Chain devils have a +8 racial bonus on Craft checks involving metalwork.

ERINYES
 | Medium Outsider (Evil, Extraplanar, Lawful)
Hit Dice: | 9d8+45 (85 hp)
Initiative: | +5
Speed: | 30 ft. (6 squares), fly 50 ft. (good)
Armor Class: | 23 (+5 Dex, +8 natural) touch 15, flat-footed 18
Base Attack/Grapple: | +9/+14
Attack: | Longsword +14 melee (1d8+5/19–20) or +1 flaming composite longbow (+5 Str bonus) +15 ranged (1d8+6/x3 plus 1d6 fire) or rope +14 ranged (entangle)
Full Attack: | Longsword +14/+9 melee (1d8+5/19–20) or +1 flaming composite longbow (+5 Str bonus) +15/+10 ranged (1d8+6/x3 plus 1d6 fire) or rope +14 ranged (entangle)
Space/Reach: | 5 ft./5 ft.
Special Attacks: | Entangle, spell-like abilities, summon devil
Special Qualities: | Damage reduction 5/good, darkvision 60 ft., immunity to fire and poison, resistance to acid 10 and cold 10, see in darkness, spell resistance 20, telepathy 100 ft., true seeing
Saves: | Fort +11, Ref +11, Will +10
Abilities: | Str 21, Dex 21, Con 21, Int 14, Wis 18, Cha 20
Skills: | Concentration +17, Diplomacy +7, Escape Artist +17, Hide +17, Knowledge (any two) +14, Listen +16, Move Silently +17, Search +14, Sense Motive +16, Spot +16, Survival +4 (+6 following tracks), Use Rope +5 (+7 with bindings)
Feats: | DodgeB, MobilityB, Point Blank Shot, Precise Shot, Rapid Shot, Shot on the Run
Environment: | A lawful evil-aligned plane
Organization: | Solitary
Challenge Rating: | 8
Treasure: | Standard, plus rope and +1 flaming composite longbow (+5 Str bonus)
Alignment: | Always lawful evil
Advancement: | 10–18 HD (Medium)
Level Adjustment: | +7
Unlike other devils, erinyes appear attractive to humans, resembling very comely women or men. An erinyes stands about 6 feet tall and weighs about 150 pounds.
Erinyes speak Infernal, Celestial, and Draconic.
Combat
Erinyes prefer to engage in combat from a distance. They use charm monster to distract or disorganize their opponents, then rain down fiery arrows from above.
An erinyes’s natural weapons, as well as any weapons it wields, are treated as evil-aligned and lawful-aligned for the purpose of overcoming damage reduction.
Entangle (Ex): Each erinyes carries a stout rope some 50 feet long that entangles opponents of any size as an animate rope spell (caster level 16th). An erinyes can hurl its rope 30 feet with no range penalty. Typically, an erinyes entangles a foe, lifts it into the air, and drops it from a great height.
Spell-Like Abilities: At will—greater teleport (self plus 50 pounds of objects only), charm monster (DC 19), minor image (DC 17), unholy blight (DC 19). Caster level 12th. The save DCs are Charisma-based.
Summon Devil (Sp): Once per day an erinyes can attempt to summon 2d10 lemures or 1d4 bearded devils with a 50% chance of success. This ability is the equivalent of a 3rd-level spell.
True Seeing (Su): Erinyes continuously use true seeing, as the spell (caster level 14th).

HELLCAT (BEZEKIRA)
 | Large Outsider (Evil, Extraplanar, Lawful)
Hit Dice: | 8d8+24 (60 hp)
Initiative: | +9
Speed: | 40 ft. (8 squares)
Armor Class: | 21 (–1 size, +5 Dex, +7 natural), touch 14, flat-footed 16
Base Attack/Grapple: | +8/+18
Attack: | Claw +13 melee (1d8+6)
Full Attack: | 2 claws +13 melee (1d8+6) and bite +8 melee (2d8+3)
Space/Reach: | 10 ft./5 ft.
Special Attacks: | Improved grab, pounce, rake 1d8+3
Special Qualities: | Damage reduction 5/good, darkvision 60 ft., invisible in light, resistance to fire 10, scent, spell resistance 19, telepathy 100 ft.
Saves: | Fort +9, Ref +11, Will +8
Abilities: | Str 23, Dex 21, Con 17, Int 10, Wis 14, Cha 10
Skills: | Balance +16, Climb +17, Hide +13, Jump +21, Listen +17, Move Silently +20, Spot +13, Swim +17
Feats: | Dodge, Improved Initiative, Track
Environment: | A lawful evil-aligned plane
Organization: | Solitary, pair, or pride (6–10)
Challenge Rating: | 7
Treasure: | None
Alignment: | Always lawful evil
Advancement: | 9–10 HD (Large); 11–24 HD (Huge)
Level Adjustment: | —
While its appearance suggests it is incorporeal, a hellcats has a corporeal body and can be harmed by physical attacks.
Hellcats use a natural telepathy to communicate with one another and those they encounter. A hellcat measures about 9 feet long and weighs about 900 pounds.
Combat
A hellcat can hold its own in combat thanks to sharp claws and wicked fangs. It prefers to leap upon opponents, just as a lion does.
A hellcat’s natural weapons, as well as any weapons it wields, are treated as evil-aligned and lawful-aligned for the purpose of overcoming damage reduction.
Improved Grab (Ex): To use this ability, a hellcat 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.
Pounce (Ex): If a hellcat charges, it can make a full attack, including two rake attacks.
Rake (Ex): Attack bonus +13 melee, damage 1d8+3.
Invisible in Light (Ex): A hellcat is invisible in any area lit well enough for a human to see. In a darkened area, it shows up as a faintly glowing outline visible up to 30 feet away (60 feet if the viewer has low-light vision). Magical darkness smothers the glow and conceals the outline.
Skills: Hellcats have a +4 racial bonus on Listen and Move Silently checks.

HORNED DEVIL (CORNUGON)
 | Large Outsider (Evil, Extraplanar, Lawful)
Hit Dice: | 15d8+105 (172 hp)
Initiative: | +7
Speed: | 20 ft. (4 squares), fly 50 ft. (average)
Armor Class: | 35 (–1 size, +7 Dex, +19 natural) touch 16, flat-footed 28
Base Attack/Grapple: | +15/+29
Attack: | Spiked chain +25 melee (2d6+15 plus stun) or claw +24 melee (2d6+10) or tail +24 melee (2d6+10 plus infernal wound)
Full Attack: | Spiked chain +25/+20/+15 melee (2d6+15 plus stun) and bite +22 melee (2d8+5) and tail +22 melee (2d6+5 plus infernal wound); or 2 claws +24 melee (2d6+10) and bite + 22 melee (2d8+5) and tail +22 melee (2d6+5 plus infernal wound)
Space/Reach: | 10 ft./10 ft. (20 ft. with spiked chain)
Special Attacks: | Fear aura, infernal wound, spell-like abilities, stun, summon devil
Special Qualities: | Damage reduction 10/good and silver, darkvision 60 ft., immunity to fire and poison, resistance to acid 10 and cold 10, regeneration 5, see in darkness, spell resistance 28, telepathy 100 ft.
Saves: | Fort +16, Ref +16, Will +15
Abilities: | Str 31, Dex 25, Con 25, Int 14, Wis 18, Cha 22
Skills: | Bluff +24, Climb +28, Concentration +24, Diplomacy +10, Disguise +6 (+8 acting), Hide +21, Intimidate +26, Listen +22, Move Silently +23, Search +20, Sense Motive +22, Spot +22, Survival +4 (+6 following tracks)
Feats: | Cleave, Improved Sunder, Iron Will, Multiattack, Power Attack, Weapon Focus (spiked chain)
Environment: | A lawful evil-aligned plane
Organization: | Solitary, team (2–4), or squad (6–10)
Challenge Rating: | 16
Treasure: | Standard coins; double goods; standard items
Alignment: | Always lawful evil
Advancement: | 16–20 HD (Large); 21–45 HD (Huge)
Level Adjustment: | —
A horned devil is 9 feet tall and weighs about 600 pounds.
Combat
Horned devils are bold fighters. They rarely retreat, even against overwhelming odds. They love to fight with their spiked chains, usually singling out the most powerful foes to stun and eliminate quickly.
A horned devil’s natural weapons, as well as any weapons it wields, are treated as evil-aligned and lawful-aligned for the purpose of overcoming damage reduction.
Spell-Like Abilities: At will—dispel chaos (DC 21), dispel good (DC 21), magic circle against good, greater teleport (self plus 50 pounds of objects only); persistent image (DC 21) 3/day—fireball (DC 19), lightning bolt (DC 19). Caster level 15th. The save DCs are Charisma-based.
Fear Aura (Su): A horned devil can radiate a 5-foot-radius fear aura as a free action. A creature in the area must succeed on a DC 23 Will save or be affected as though by a fear spell (caster level 15th). A creature that successfully saves cannot be affected again by the same horned devil’s aura for 24 hours. Other devils are immune to the aura. The save DC is Charisma-based.
Stun (Su): Whenever a horned devil hits with a spiked chain attack, the opponent must succeed on a DC 27 Fortitude save or be stunned for 1d4 rounds. The save DC is Strength-based. This ability is a function of the horned devil, not of the spiked chain.
Infernal Wound (Su): The damage a horned devil deals with its tail attack causes a persistent wound. An injured creature loses 2 additional hit points each round. The wound does not heal naturally and resists healing spells. The continuing hit point loss can be stopped by a DC 24 Heal check, a cure spell, or a heal spell. However, a character attempting to cast a cure spell or a heal spell on a creature damaged by a horned devil’s tail must succeed on a DC 24 caster level check, or the spell has no effect on the injured character. A successful Heal check automatically stops the continuing hit point loss as well as restoring hit points. The check DC is Constitution-based.
Summon Devil (Sp): Once per day a horned devil can attempt to summon 2d10 lemures or 1d6 bearded devils with a 50% chance of success, 1d6 barbed devils with a 35% chance of success, or another horned devil with a 20% chance of success. This ability is the equivalent of a 6th-level spell.
Regeneration (Ex): A horned devil takes normal damage from good-aligned silvered weapons, and from spells or effects with the good descriptor.

ICE DEVIL (GELUGON)
 | Large Outsider (Evil, Extraplanar, Lawful)
Hit Dice: | 14d8+84 (147 hp)
Initiative: | +5
Speed: | 40 ft. (8 squares)
Armor Class: | 32 (–1 size, +5 Dex, +18 natural) touch 14, flat-footed 27
Base Attack/Grapple: | +14/+24
Attack: | Spear +20 melee (2d6+9/x3 plus slow) or claw +19 melee (1d10+6)
Full Attack: | Spear +20/+15/+10 melee (2d6+9/x3 plus slow) and bite +14 melee (2d6+3) and tail +14 melee (3d6+3 plus slow); or 2 claws +19 melee (1d10+6) and bite +14 melee (2d6+3) and tail +14 melee (3d6+3 plus slow)
Space/Reach: | 10 ft./10 ft.
Special Attacks: | Fear aura, slow, spell-like abilities, summon devil
Special Qualities: | Damage reduction 10/good, darkvision 60 ft., immunity to fire and poison, resistance to acid 10 and cold 10, regeneration 5, see in darkness, spell resistance 25, telepathy 100 ft.
Saves: | Fort +15, Ref +14, Will +15
Abilities: | Str 23, Dex 21, Con 23, Int 22, Wis 22, Cha 20
Skills: | Bluff +22, Climb +23, Concentration +23, Diplomacy +9, Disguise +5 (+7 acting), Intimidate +24, Jump +27, Knowledge (any three) +23, Listen +25, Move Silently +22, Search +23, Sense Motive +23, Spellcraft +23, Spot +25, Survival +6 (+8 following tracks)
Feats: | Alertness, Cleave, Combat Reflexes, Power Attack, Weapon Focus (spear)
Environment: | A lawful evil-aligned plane
Organization: | Solitary, team (2–4), squad (6–10), or troupe (1–2 ice devils, 7–12 bearded devils, and 1–4 bone devils)
Challenge Rating: | 13
Treasure: | Standard coins; double goods; standard items
Alignment: | Always lawful evil
Advancement: | 15–28 HD (Large); 29–42 HD (Huge)
Level Adjustment: | —
An ice devil is about 12 feet tall and weighs about 700 pounds.
Combat
An ice devil prefers to fight only when doing so serves its mission, but it never hesitates to attack when it deems a battle necessary—or likely to end in its victory.
An ice devil’s natural weapons, as well as any weapons it wields, are treated as evil-aligned and lawful-aligned for the purpose of overcoming damage reduction.
Fear Aura (Su): An ice devil can radiate a 10-foot-radius fear aura as a free action. A creature in the area must succeed on a DC 22 Will save or be affected as though by a fear spell (caster level 13th). A creature that successfully saves cannot be affected again by the same ice devil’s aura for 24 hours. Other devils are immune to the aura. The save DC is Charisma-based.
Slow (Su): A hit from an ice devil’s tail or spear induces numbing cold. The opponent must succeed on a DC 23 Fortitude save or be affected as though by a slow spell for 1d6 rounds. The save DC is Constitution-based.
Spell-Like Abilities: At will—cone of cold (DC 20), fly, ice storm (DC 19), greater teleport (self plus 50 pounds of objects only), persistent image (DC 20), unholy aura (DC 23), wall of ice (DC 19). Caster level 13th. The save DCs are Charisma-based.
Summon Devil (Sp): Once per day an ice devil can attempt to summon 2d10 lemures or 1d6 bearded devils, 2d4 bone devils with a 50% chance of success, or another ice devil with a 20% chance of success. This ability is the equivalent of a 4th-level spell.
Regeneration (Ex): An ice devil takes normal damage from good-aligned weapons and from spells or effects with the good descriptor.

IMP
 | Tiny Outsider (Evil, Extraplanar, Lawful)
Hit Dice: | 3d8 (13 hp)
Initiative: | +3
Speed: | 20 ft. (4 squares), fly 50 ft. (perfect)
Armor Class: | 20 (+2 size, +3 Dex, +5 natural), touch 15, flat-footed 17
Base Attack/Grapple: | +3/–5
Attack: | Sting +8 melee (1d4 plus poison)
Full Attack: | Sting +8 melee (1d4 plus poison)
Space/Reach: | 2-1/2 ft./0 ft.
Special Attacks: | Poison, spell-like abilities
Special Qualities: | Alternate form, damage reduction 5/good or silver, darkvision 60 ft., fast healing 2, immunity to poison, resistance to fire 5
Saves: | Fort +3, Ref +6, Will +4
Abilities: | Str 10, Dex 17, Con 10, Int 10, Wis 12, Cha 14
Skills: | Diplomacy +8, Hide +17, Knowledge (any one) +6, Listen +7, Move Silently +9, Search +6, Spellcraft +6, Spot +7, Survival +1 (+3 following tracks)
Feats: | Dodge, Weapon Finesse
Environment: | A lawful evil-aligned plane
Organization: | Solitary
Challenge Rating: | 2
Treasure: | None
Alignment: | Always lawful evil
Advancement: | 4–6 HD (Tiny)
Level Adjustment: | — (Improved Familiar)
In its natural form, an imp stands almost 2 feet tall and weighs about 8 pounds.
Combat
Imps are craven, but not so timid as to pass up an opportunity for a surprise attack using their invisibility and alternate form ability. In its natural form, an imp attacks with the wicked stinger on its tail. It quickly flies out of reach if a foe manages to strike back effectively.
An imp’s natural weapons, as well as any weapons it wields, are treated as evil-aligned and lawful-aligned for the purpose of overcoming damage reduction.
Poison (Ex): Injury, Fortitude DC 13, initial damage 1d4 Dex, secondary damage 2d4 Dex. The save DC is Constitution-based and includes a +2 racial bonus.
Spell-Like Abilities: At will—detect good, detect magic, invisibility (self only); 1/day—suggestion (DC 15). Caster level 6th. The save DC is Charisma-based.
Once per week an imp can use commune to ask six questions. The ability otherwise works as the spell (caster level 12th).
Alternate Form (Su): An imp can assume other forms at will as a standard action. This ability functions as a polymorph spell cast on itself (caster level 12th), except that an imp does not regain hit points for changing form, and an individual imp can assume only one or two forms no larger than Medium. Common forms include monstrous spider, raven, rat, and boar.

LEMURE
 | Medium Outsider (Evil, Extraplanar, Lawful)
Hit Dice: | 2d8 (9 hp)
Initiative: | +0
Speed: | 20 ft. (4 squares)
Armor Class: | 14 (+4 natural) touch 10, flat-footed 14
Base Attack/Grapple: | +2/+2
Attack: | Claw +2 melee (1d4)
Full Attack: | 2 claws +2 melee (1d4)
Space/Reach: | 5 ft./5 ft.
Special Attacks: | —
Special Qualities: | Damage reduction 5/good or silver, darkvision 60 ft., immunity to fire and poison, mindless, resistance to acid 10 and cold 10, mindless, see in darkness
Saves: | Fort +3, Ref +3, Will +3
Abilities: | Str 10, Dex 10, Con 10, Int —, Wis 11, Cha 5
Environment: | A lawful evil-aligned plane
Organization: | Solitary, pair, gang (3–5), swarm (6–15), or mob (10–40)
Challenge Rating: | 1
Treasure: | None
Alignment: | Always lawful evil
Advancement: | 3–6 HD (Medium)
Level Adjustment: | —
A lemure is about 5 feet tall and weighs about 100 pounds.
Lemures are mindless and cannot communicate, but they are sensitive to telepathic messages from other devils, typically obeying a devil’s mental commands.
Combat
Lemures surge toward anything they meet and try to claw it apart. Only a telepathic command from other devils or the complete destruction of the lemures can make them stop.
A lemure’s natural weapons, as well as any weapons it wields, are treated as evil-aligned and lawful-aligned for the purpose of overcoming damage reduction.
Mindless (Ex): Immunity to mind-affecting effects (charms, compulsions, phantasms, patterns, and morale effects).

PIT FIEND
 | Large Outsider (Evil, Extraplanar, Lawful)
Hit Dice: | 18d8+144 (225 hp)
Initiative: | +12
Speed: | 40 ft. (8 squares), fly 60 ft. (average)
AC: | 40 (–1 size, +8 Dex, +23 natural) touch 17, flat-footed 32
Base Attack/Grapple: | +18/+35
Attack: | Claw +30 melee (2d8+13)
Full Attack: | 2 claws +30 melee (2d8+13) and 2 wings +28 melee (2d6+6) and bite +28 melee (4d6+6 plus poison plus disease) and tail slap +28 melee (2d8+6)
Space/Reach: | 10 ft./10 ft.
Special Attacks: | Constrict 2d8+26, fear aura, improved grab, spell-like abilities, summon devil
Special Qualities: | Damage reduction 15/good and silver, darkvision 60 ft., immunity to fire and poison, resistance to acid 10 and cold 10, regeneration 5, see in darkness, spell resistance 32, telepathy 100 ft.
Saves: | Fort +19, Ref +19, Will +21
Abilities: | Str 37, Dex 27, Con 27, Int 26, Wis 26, Cha 26
Skills: | Balance +10, Bluff +29, Climb +34, Concentration +29, Diplomacy +10, Disguise +29 (+31 acting), Hide +25, Intimidate +31, Jump +40, Knowledge (arcana) +29, Knowledge (nature) +10, Knowledge (the planes) +29, Knowledge (religion) +29, Listen +29, Move Silently +29, Search +29, Spellcraft +31, Spot +29, Survival +8 (+10 on other planes, +10 when tracking), Tumble +31
Feats: | Cleave, Great Cleave, Improved Initiative, Iron Will, Multiattack, Power Attack, Quicken Spell-Like Ability (fireball)
Environment: | A lawful evil-aligned plane
Organization: | Solitary, pair, team (3–4), or troupe (1–2 pit fiends, 2–5 horned devils, and 2–5 barbed devils)
Challenge Rating: | 20
Treasure: | Standard coins; double goods; standard items
Alignment: | Always lawful evil
Advancement: | 19–36 HD (Large); 37–54 HD (Huge)
Level Adjustment: | —
A pit fiend often wraps its wings around itself like a grotesque cloak, and appears wreathed in flames.
A pit fiend is 12 feet tall and weighs 800 pounds.
Combat
Pit fiends are wily and resourceful fighters, using invisibility to gain the upper hand and biting at foes seemingly able to see them. They don’t hesitate to blanket an area with fireballs, and can call down the wrath of an inferno with meteor swarm.
A pit fiend’s natural weapons, as well as any weapons it wields, are treated as evil-aligned and lawful-aligned for the purpose of overcoming damage reduction.
Constrict (Ex): A pit fiend deals 2d8+26 points of damage with a successful grapple check.
Disease (Su): A creature struck by a pit fiend’s bite attack must succeed on a DC 27 Fortitude save or be infected with a vile disease known as devil chills (incubation period 1d4 days, damage 1d4 Str). The save DC is Constitution-based.
Fear Aura (Su): A pit fiend can radiate a 20-foot-radius fear aura as a free action. A creature in the area must succeed on a DC 27 Will save or be affected as though by a fear spell (caster level 18th). A creature that successfully saves cannot be affected again by the same pit fiend’s aura for 24 hours. Other devils are immune to the aura. The save DC is Charisma-based.
Improved Grab (Ex): To use this ability, a pit fiend must hit with its tail slap 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.
Poison (Ex): Injury, Fortitude DC 27, initial damage 1d6 Con, secondary damage death. The save DC is Constitution-based.
Spell-Like Abilities: At will—blasphemy (DC 25), create undead, fireball (DC 21), greater dispel magic, greater teleport (self plus 50 pounds of objects only), invisibility, magic circle against good, mass hold monster (DC 27), persistent image (DC 23), power word stun, unholy aura (DC 26); 1/day—meteor swarm (DC 27). Caster level 18th. The save DCs are Charisma-based.
Once per year a pit fiend can use wish as the spell (caster level 20th).
Summon Devil (Sp): Twice per day a pit fiend can automatically summon 2 lemures, bone devils, or bearded devils, or 1 erinyes, horned devil, or ice devil. This ability is the equivalent of an 8th-level spell.
Regeneration (Ex): A pit fiend takes normal damage from good-aligned silvered weapons, and from spells or effects with the good descriptor.
Tactics Round-by-Round
A pit fiend typically opens combat by using its spell-like abilities, attempting to neutralize dangerous opponents before entering melee.
Prior to combat: Unholy aura; activate fear aura, summon devil.
Round 1: Quickened fireball and mass hold monster if facing three or more visible, active opponents; otherwise power word stun against unarmored opponent (preferably a spellcaster).
Round 2: Meteor swarm against as many foes as possible, approach worst-injured enemy.
Round 3: Full attack against injured enemy.
Round 4: Continue melee against injured enemy, or power word stun against annoying spellcaster.
Round 5: Repeat from round 1, or greater teleport to safety if endangered.

DEVOURER
 | Large Undead (Extraplanar)
Hit Dice: | 12d12 (78 hp)
Initiative: | +4
Speed: | 30 ft. (6 squares)
Armor Class: | 24 (–1 size, +15 natural), touch 9, flat-footed 24
Base Attack/Grapple: | +6/+19
Attack: | Claw +15 melee (1d6+9)
Full Attack: | 2 claws +15 melee (1d6+9)
Space/Reach: | 10 ft./10 ft.
Special Attacks: | Energy drain, trap essence, spell-like abilities
Special Qualities: | Darkvision 60 ft., spell deflection, spell resistance 21, undead traits
Saves: | Fort +4, Ref +4, Will +11
Abilities: | Str 28, Dex 10, Con —, Int 16, Wis 16, Cha 17
Skills: | Climb +24, Concentration +18, Diplomacy +5, Jump +24, Listen +18, Move Silently +15, Search +10, Sense Motive +11, Spot +18, Survival +3 (+5 following tracks)
Feats: | Blind-Fight, Combat Casting, Combat Expertise, Improved Initiative, Weapon Focus (claw)
Environment: | Any
Organization: | Solitary
Challenge Rating: | 11
Treasure: | None
Alignment: | Always neutral evil
Advancement: | 13–24 HD (Large); 25–36 HD (Huge)
Level Adjustment: | —
Devourers lurk on the Ethereal Plane and the Astral Plane, stalking both natives and travelers with equal sadistic glee.
A devourer is about 9 feet tall and weighs 500 pounds.
Devourers speak Common.
COMBAT
Even if it had no special abilities, a devourer would be a terrible opponent, for its bony claws can flay enemies alive.
Energy Drain (Su): Living creatures hit by a devourer’s claw attack or spectral hand ability gain one negative level. The DC is 19 for the Fortitude save to remove a negative level. The save DC is Charisma-based.
Trap Essence (Su): The devourer is named for its ability to consume an enemy’s life essence. To do so, it must forgo its normal melee attacks and make a trap essence attack. This requires a normal attack roll but deals no damage. The he save DC is Charisma-based. A slain creature’s essence is trapped within the devourer’s ribs, and the tiny figure takes on that victim’s features. The trapped essence cannot be raised or resurrected, but a limited wish, miracle, or wish spell frees it, as does destroying the devourer. A devourer can hold only one essence at a time.
The trapped essence provides a devourer with enough power to use five spell-like abilities for each Hit Die or level of the trapped creature. As this energy is expended, the twisted soul fades away until it evaporates completely. The trapped essence gains one negative level for every five times the devourer uses one of its spell-like abilities. When the essence’s number of negative levels equals the creature’s total Hit Dice or level, the essence is destroyed. If an essence is freed, the restored creature must succeed on a DC 19 Fortitude save for each negative level or lose that level permanently.
Spell-Like Abilities: At the start of any encounter, the trapped essence within a devourer is assumed to have 3d4+3 levels (enough fuel for thirty to seventy-five uses). Once per round, a devourer can use one of the following abilities: confusion (DC 17), control undead (DC 20), ghoul touch (DC 15), lesser planar ally, ray of enfeeblement (DC 14), spectral hand, suggestion (DC 16), true seeing. Caster level 18th. The save DCs are Charisma-based.
Spell Deflection (Su): The trapped essence provides a measure of magical protection. If any of the following spells are cast at the devourer and overcome its spell resistance, they affect the imprisoned essence instead: banishment, chaos hammer, confusion, crushing despair, detect thoughts, dispel evil, dominate person, fear, geas/quest, holy word, hypnosis, imprisonment, magic jar, maze, suggestion, trap the soul, or any form of charm or compulsion. In many cases, this deflection effectively neutralizes the spell. Some of these effects might eliminate the trapped essence, depriving the devourer of its spell-like abilities until it can consume another victim.


Monsters (Di to Do)

MONSTERS (Di-Do)

DIGESTER
 | Medium Magical Beast
Hit Dice: | 8d10+24 (68 hp)
Initiative: | +6
Speed: | 60 ft. (12 squares)
Armor Class: | 17 (+2 Dex, +5 natural), touch 12, flat-footed 15
Base Attack/Grapple: | +8/+11
Attack: | Claw +11 melee (1d8+4)
Full Attack: | Claw +11 melee (1d8+4)
Space/Reach: | 5 ft./5 ft.
Special Attacks: | Acid spray
Special Qualities: | Darkvision 60 ft., immunity to acid, low-light vision, scent
Saves: | Fort +9, Ref +10, Will +3
Abilities: | Str 17, Dex 15, Con 17, Int 2, Wis 12, Cha 10
Skills: | Hide +9, Listen +6, Jump +21, Spot +6
Feats: | Alertness, Improved Initiative, Lightning Reflexes
Environment: | Warm forests
Organization: | Solitary or pack (3–6)
Challenge Rating: | 6
Treasure: | None
Alignment: | Always neutral
Advancement: | 9–12 HD (Medium); 13–24 HD (Large)
Level Adjustment: | —
A digester stands about 5 feet tall and is 7 feet long from snout to tail. It weighs about 350 pounds,
COMBAT
A digester is a hunting and eating machine. When it is not hungry (which is rarely), it lies low and avoids most other creatures. When hunting, it looks about for a likely target, then charges forth and delivers a gout of acid. If the initial attack is insufficient to kill the prey, the digester attacks with its hind feet until it can spray acid again.
Acid Spray (Ex): A digester can spray acid in a 20-foot cone, dealing 4d8 points of damage to everything in the area. Once a digester uses this ability, it can’t use it again until 1d4 rounds later.
The creature can also produce a concentrated stream of acid that deals 8d8 points of damage to a single target within 5 feet. In either case, a DC 17 Reflex save halves the damage. The save DC is Constitution-based.
Skills: A digester’s coloration gives it a +4 racial bonus on Hide checks. It also has a +4 racial bonus on Jump checks.

DINOSAUR
Dinosaurs come in many sizes and shapes. Bigger varieties have drab coloration, while smaller dinosaurs have more colorful markings. Most dinosaurs have a pebbly skin texture.
COMBAT
Dinosaurs take full advantage of their size and speed. The swift carnivores stalk prey, staying hidden in cover until they can get into charge range and rush to the attack. Herbivores frequently overrun and trample their opponents.
DEINONYCHUS
 | Medium Animal
Hit Dice: | 4d8+16 (34 hp)
Initiative: | +2
Speed: | 60 ft. (12 squares)
Armor Class: | 17 (+2 Dex, +5 natural), touch 12, flat-footed 15
Base Attack/Grapple: | +3/+7
Attack: | Talons +7 melee (1d8+4)
Full Attack: | Talons +7 melee (1d8+4) and 2 foreclaws +2 melee (1d3+2) and bite +2 melee (2d4+2)
Space/Reach: | 5 ft./5 ft.
Special Attacks: | Pounce
Special Qualities: | Low-light vision, scent
Saves: | Fort +8, Ref +6, Will +2
Abilities: | Str 19, Dex 15, Con 19, Int 2, Wis 12, Cha 10
Skills: | Hide +12, Jump +26, Listen +10, Spot +10, Survival +10
Feats: | Run, Track
Environment: | Warm forests
Organization: | Solitary, pair, or pack (3–6)
Challenge Rating: | 3
Treasure: | None
Alignment: | Always neutral
Advancement: | 5–8 HD (Medium)
Level Adjustment: | —
A deinonychus is bright green along its back and flanks, with a much lighter shade of the same color on its underside. The body has darker spots or stripes. Its tail extends straight out behind itself, held aloft by an intricate structure of bony supports, thus allowing its weight to be carried entirely by the back legs. It weighs about 600 pounds.
Combat
A deinonychus uses a combination of speed, grasping forearms, large teeth, and hind legs with ripping talons. It hunts by running at prey, leaping, and ripping with its rear talons as it claws and bites. The talons count as one attack. A deinonychus has a relatively large brain for a dinosaur, and its pack hunts with cunning tactics.
Pounce (Ex): If a deinonychus charges, it can make a full attack.
Skills: A deinonychus has a +8 racial bonus on Hide, Jump, Listen, Spot, and Survival checks.

ELASMOSAURUS
 | Huge Animal
Hit Dice: | 10d8+66 (111 hp)
Initiative: | +2
Speed: | 20 ft. (4 squares), swim 50 ft.
Armor Class: | 13 (–2 size, +2 Dex, +3 natural), touch 10, flat-footed 11
Base Attack/Grapple: | +7/+23
Attack: | Bite +13 melee (2d8+12)
Full Attack: | Bite +13 melee (2d8+12)
Space/Reach: | 15 ft./10 ft.
Special Attacks: | —
Special Qualities: | Low-light vision, scent
Saves: | Fort +15, Ref +9, Will +4
Abilities: | Str 26, Dex 14, Con 22, Int 2, Wis 13, Cha 9
Skills: | Hide –4*, Listen +4, Spot +9, Swim +16
Feats: | Dodge, Great Fortitude, Toughness (2)
Environment: | Warm aquatic
Organization: | Solitary, pair, or herd (5–8)
Challenge Rating: | 7
Treasure: | None
Alignment: | Always neutral
Advancement: | 11–20 HD (Huge); 21–30 HD (Gargantuan)
Level Adjustment: | —
Though it resides primarily in the water, an elasmosaurus only breathes air. An elasmosaurus has a total length of some 30 feet, including a tail half as long as its entire body, and weighs about 5,000 pounds. Observers who see only its head or tail might easily mistake it for a massive snake.
Combat
An elasmosaurus is aggressive and attacks anything it notices. The creature is strong, fast, and highly maneuverable, able to turn quickly and lunge at prey. When hunting, it travels with its head out of the water, snapping down quickly to seize prey.
Skills: *An elasmosaurus has a +8 racial bonus on Hide checks in water.

MEGARAPTOR
 | Large Animal
Hit Dice: | 8d8+43 (79 hp)
Initiative: | +2
Speed: | 60 ft. (12 squares)
Armor Class: | 17 (–1 size, +2 Dex, +6 natural), touch 11, flat-footed 15
Base Attack/Grapple: | +6/+15
Attack: | Talons +10 melee (2d6+5)
Full Attack: | Talons +10 melee (2d6+5) and 2 foreclaws +5 melee (1d4+2) and bite +5 melee (1d8+2)
Space/Reach: | 10 ft./5 ft.
Special Attacks: | Pounce
Special Qualities: | Low-light vision, scent
Saves: | Fort +10, Ref +8, Will +4
Abilities: | Str 21, Dex 15, Con 21, Int 2, Wis 15, Cha 10
Skills: | Hide +9, Jump +27, Listen +12, Spot +12, Survival +12
Feats: | Run, Toughness, Track
Environment: | Warm forests
Organization: | Solitary, pair, or pack (3–6)
Challenge Rating: | 6
Treasure: | None
Alignment: | Always neutral
Advancement: | 9–16 HD (Large); 17–24 HD (Huge)
Level Adjustment: | —
This creature is a larger version of the deinonychus, standing about 12 feet tall with a total length of 24 feet. It has the same appearance, habits, and abilities of the smaller version.
Pounce (Ex): If a megaraptor charges, it can make a full attack.
Skills: A megaraptor has a +8 racial bonus on Hide, Jump, Listen, Spot, and Survival checks.

TRICERATOPS
 | Huge Animal
Hit Dice: | 16d8+124 (196 hp)
Initiative: | –1
Speed: | 30 ft. (6 squares)
Armor Class: | 18 (–2 size, –1 Dex, +11 natural), touch 7, flat-footed 18
Base Attack/Grapple: | +12/+30
Attack: | Gore +20 melee (2d8+15)
Full Attack: | Gore +20 melee (2d8+15)
Space/Reach: | 15 ft./10 ft.
Special Attacks: | Powerful charge, trample 2d12+15
Special Qualities: | Low-light vision, scent
Saves: | Fort +19, Ref +9, Will +6
Abilities: | Str 30, Dex 9, Con 25, Int 1, Wis 12, Cha 7
Skills: | Listen +13, Spot +12
Feats: | Alertness, Great Fortitude, Toughness (4)
Environment: | Temperate plains
Organization: | Solitary, pair, or herd (5–8)
Challenge Rating: | 9
Treasure: | None
Alignment: | Always neutral
Advancement: | 17–32 HD (Huge); 33–48 HD (Gargantuan)
Level Adjustment: | —
A triceratops has a body about 25 feet long and weighs about 20,000 pounds.
Combat
These creatures are likely to charge and skewer any creature of at least Large size that infringes on their territory. A triceratops uses its trample attack on smaller opponents.
Powerful Charge (Ex): When a triceratops charges, its gore attack deals 4d8+20 points of damage.
Trample (Ex): Reflex half DC 28. The save DC is Strength-based.

TYRANNOSAURUS
 | Huge Animal
Hit Dice: | 18d8+99 (180 hp)
Initiative: | +1
Speed: | 40 ft. (8 squares)
Armor Class: | 14 (–2 size, +1 Dex, +5 natural) touch 9, flat-footed 13
Base Attack/Grapple: | +13/+30
Attack: | Bite +20 melee (3d6+13)
Full Attack: | Bite +20 melee (3d6+13)
Space/Reach: | 15 ft./10 ft.
Special Attacks: | Improved grab, swallow whole
Special Qualities: | Low-light vision, scent
Saves: | Fort +16, Ref +12, Will +8
Abilities: | Str 28, Dex 12, Con 21, Int 2, Wis 15, Cha 10
Skills: | Hide –2, Listen +14, Spot +14
Feats: | Alertness, Improved Natural Attack (bite), Run, Toughness (3), Track
Environment: | Warm plains
Organization: | Solitary or pair
Challenge Rating: | 8
Treasure: | None
Alignment: | Always neutral
Advancement: | 19–36 HD (Huge); 37–54 HD (Gargantuan)
Level Adjustment: | —
Despite its enormous size and 6-ton weight, a tyrannosaurus is a swift runner. Its head is nearly 6 feet long, and its teeth are from 3 to 6 inches in length. It is slightly more than 30 feet long from nose to tail.
Combat
A tyrannosaurus pursues and eats just about anything it sees. Its tactics are simple—charge in and bite.
Improved Grab (Ex): To use this ability, a tyrannosaurus must hit an opponent of up to one size smaller 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 try to swallow the foe the following round.
Swallow Whole (Ex): A tyrannosaurus can try to swallow a grabbed opponent of up to two sizes smaller by making a successful grapple check. The swallowed creature takes 2d8+8 points of bludgeoning damage and 8 points of acid damage per round from the tyrannosaurus’s gizzard. A swallowed creature can cut its way out by using a light slashing or piercing weapon to deal 25 points of damage to the gizzard (AC 12). Once the creature exits, muscular action closes the hole; another swallowed opponent must cut its own way out.
A Huge tyrannosaurus’s gizzard can hold 2 Medium, 8 Small, 32 Tiny, or 128 Diminutive or smaller opponents.
Skills: A tyrannosaurus has a +2 racial bonus on Listen and Spot checks.

DIRE ANIMAL
Dire animals are larger, tougher, meaner versions of ordinary animals. Each kind tends to have a feral, prehistoric, or even demonic appearance.

DIRE APE
 | Large Animal
Hit Dice: | 5d8+13 (35 hp)
Initiative: | +2
Speed: | 30 ft. (6 squares), climb 15 ft.
Armor Class: | 15 (–1 size, +2 Dex, +4 natural), touch 11, flat-footed 13
Base Attack/Grapple: | +3/+13
Attack: | Claw +8 melee (1d6+6)
Full Attack: | 2 claws +8 melee (1d6+6) and bite +3 melee (1d8+3)
Space/Reach: | 10 ft./10 ft.
Special Attacks: | Rend 2d6+9
Special Qualities: | Low-light vision, scent
Saves: | Fort +6, Ref +6, Will +5
Abilities: | Str 22, Dex 15, Con 14, Int 2, Wis 12, Cha 7
Skills: | Climb +14, Listen +5, Move Silently +4, Spot +6
Feats: | Alertness, Toughness
Environment: | Warm forests
Organization: | Solitary or company (5–8)
Challenge Rating: | 3
Treasure: | None
Alignment: | Always neutral
Advancement: | 6–15 HD (Large)
Level Adjustment: | —
A dire ape stands about 9 feet tall and weighs from 800 to 1,200 pounds.
Combat
Dire apes attack anything that enters their territory, even other dire apes. If an opponent’s armor foils a dire ape’s attacks, the creature will attempt to grapple and pin, then rend the prone opponent.
Rend (Ex): A dire ape that hits with both claw attacks latches onto the opponent’s body and tears the flesh. This attack automatically deals an extra 2d6+12 points of damage.
Skills: Dire apes have a +8 racial bonus on Climb checks and can always choose to take 10 on Climb checks, even if rushed or threatened.

DIRE BADGER
 | Medium Animal
Hit Dice: | 3d8+15 (28 hp)
Initiative: | +3
Speed: | 30 ft. (6 squares), burrow 10 ft.
Armor Class: | 16 (+3 Dex, +3 natural), touch 13, flat-footed 13
Base Attack/Grapple: | +2/+4
Attack: | Claw +4 melee (1d4+2)
Full Attack: | 2 claws +4 melee (1d4+2) and bite –1 melee (1d6+1)
Space/Reach: | 5 ft./5 ft.
Special Attacks: | Rage
Special Qualities: | Low-light vision, scent
Saves: | Fort +7, Ref +6, Will +4
Abilities: | Str 14, Dex 17, Con 19, Int 2, Wis 12, Cha 10
Skills: | Listen +6, Spot +6
Feats: | Alertness, Toughness, TrackB
Environment: | Temperate forests
Organization: | Solitary or cete (2–5)
Challenge Rating: | 2
Treasure: | None
Alignment: | Always neutral
Advancement: | 4–9 HD (Large)
Level Adjustment: | —
These vicious creatures tolerate no intrusions. They cannot burrow into solid rock, but can move through just about any material softer than that. A dire badger usually leaves behind a usable tunnel 5 feet in diameter when burrowing unless the material it’s moving through is very loose.
A dire badger is from 5 to 7 feet in length and can weigh up to 500 pounds.
Combat
Dire badgers attack with their sharp claws and teeth.
Rage (Ex): A dire badger that takes damage in combat flies into a berserk rage on its next turn, clawing and biting madly until either it or its opponent is dead. It gains +4 Strength, +4 Constitution, and –2 AC. The creature cannot end its rage voluntarily.

DIRE BAT
 | Large Animal
Hit Dice: | 4d8+12 (30 hp)
Initiative: | +6
Speed: | 20 ft. (4 squares), fly 40 ft. (good)
Armor Class: | 20 (–1 size, +6 Dex, +5 natural), touch 15, flat-footed 14
Base Attack/Grapple: | +3/+10
Attack: | Bite +5 melee (1d8+4)
Full Attack: | Bite +5 melee (1d8+4)
Space/Reach: | 10 ft./5 ft.
Special Attacks: | —
Special Qualities: | Blindsense 40 ft.
Saves: | Fort +7, Ref +10, Will +6
Abilities: | Str 17, Dex 22, Con 17, Int 2, Wis 14, Cha 6
Skills: | Hide +4, Listen +12*, Move Silently +11, Spot +8*
Feats: | Alertness, Stealthy
Environment: | Temperate deserts
Organization: | Solitary or colony (5–8)
Challenge Rating: | 2
Treasure: | None
Alignment: | Always neutral
Advancement: | 5–12 HD (Large)
Level Adjustment: | —
A dire bat has a wingspan of 15 feet and weighs about 200 pounds.
Combat
Dire bats swoop down upon unsuspecting prey from above.
Blindsense (Ex): A dire bat uses echolocation to pinpoint creatures within 40 feet. Opponents still have total concealment against the bat unless it can actually see them.
Skills: Dire bats have a +4 racial bonus on Spot and Listen checks. These bonuses are lost if its blindsense is negated.

DIRE BEAR
 | Large Animal
Hit Dice: | 12d8+51 (105 hp)
Initiative: | +1
Speed: | 40 ft. (8 squares)
Armor Class: | 17 (–1 size, +1 Dex, +7 natural), touch 10, flat-footed 16
Base Attack/Grapple: | +9/+23
Attack: | Claw +19 melee (2d4+10)
Full Attack: | 2 claws +19 melee (2d4+10) and bite +13 melee (2d8+5)
Space/Reach: | 10 ft./5 ft.
Special Attacks: | Improved grab
Special Qualities: | Low-light vision, scent
Saves: | Fort +12, Ref +9, Will +9
Abilities: | Str 31, Dex 13, Con 19, Int 2, Wis 12, Cha 10
Skills: | Listen +10, Spot +10, Swim +13
Feats: | Alertness, Endurance, Run, Toughness, Weapon Focus (claw)
Environment: | Cold forests
Organization: | Solitary or pair
Challenge Rating: | 7
Treasure: | None
Alignment: | Always neutral
Advancement: | 13–16 HD (Large); 17–36 HD (Huge)
Level Adjustment: | —
The omnivorous dire bear usually does not bother creatures that try to avoid it, but will aggressively defend a kill or other source of food. It will not hesitate to rip apart anything that might contain something edible.
A typical dire bear is 12 feet long and weighs as much as 8,000 pounds.
Combat
A dire bear attacks by tearing at opponents with its claws.
Improved Grab (Ex): To use this ability, a dire bear must hit with a claw attack. It can then attempt to start a grapple as a free action without provoking an attack of opportunity.

DIRE BOAR
 | Large Animal
Hit Dice: | 7d8+21 (52 hp)
Initiative: | +0
Speed: | 40 ft. (8 squares)
Armor Class: | 15 (–1 size, +6 natural), touch 9, flat-footed 15
Base Attack/Grapple: | +5/+17
Attack: | Gore +12 melee (1d8+12)
Full Attack: | Gore +12 melee (1d8+12)
Space/Reach: | 10 ft./5 ft.
Special Attacks: | Ferocity
Special Qualities: | Low-light vision, scent
Saves: | Fort +8, Ref +5, Will +8
Abilities: | Str 27, Dex 10, Con 17, Int 2, Wis 13, Cha 8
Skills: | Listen +8, Spot +8
Feats: | Alertness, Endurance, Iron Will
Environment: | Temperate forests
Organization: | Solitary or herd (5–8)
Challenge Rating: | 4
Treasure: | None
Alignment: | Always neutral
Advancement: | 8–16 HD (Large); 17–21 HD (Huge)
Level Adjustment: | —
Dire boars are omnivorous and spend most of their time rooting around, much as ordinary pigs do. They viciously attack anything that approaches them, however.
Dire boars grow up to 12 feet long and weigh as much as 2,000 pounds.
Combat
A dire boar charges its opponent, trying to rip the target open with its tusks.
Ferocity (Ex): A dire boar is such a tenacious combatant that it continues to fight without penalty even while disabled or dying.

DIRE LION
 | Large Animal
Hit Dice: | 8d8+24 (60 hp)
Initiative: | +2
Speed: | 40 ft. (8 squares)
Armor Class: | 15 (–1 size, +2 Dex, +4 natural), touch 11, flat-footed 13
Base Attack/Grapple: | +6/+17
Attack: | Claw +13 melee (1d6+7)
Full Attack: | 2 claws +13 melee (1d6+7) and bite +7 melee (1d8+3)
Space/Reach: | 10 ft./5 ft.
Special Attacks: | Improved grab, pounce, rake 1d6+3
Special Qualities: | Low-light vision, scent
Saves: | Fort +9, Ref +8, Will +7
Abilities: | Str 25, Dex 15, Con 17, Int 2, Wis 12, Cha 10
Skills: | Hide +2*, Listen +7, Move Silently +5, Spot +7
Feats: | Alertness, Run, Weapon Focus (claw)
Environment: | Warm plains
Organization: | Solitary, pair, or pride (6–10)
Challenge Rating: | 5
Treasure: | None
Alignment: | Always neutral
Advancement: | 9–16 HD (Large); 17–24 HD (Huge)
Level Adjustment: | —
Dire lions are patient hunters, just like their smaller cousins, but apt to take on bigger prey.
Dire lions grow to be up to 15 feet long and weigh up to 3,500 pounds.
Combat
A dire lion attacks by running at prey, leaping, and clawing and biting as it rakes with its rear claws. It often jumps onto a creature larger than itself.
Improved Grab (Ex): To use this ability, a dire lion 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.
Pounce (Ex): If a dire lion charges, it can make a full attack, including two rake attacks.
Rake (Ex): Attack bonus +12 melee, damage 1d6+3.
Skills: Dire lions have a +4 racial bonus on Hide and Move Silently checks.
*In areas of tall grass or heavy undergrowth, the Hide bonus improves to +8.

DIRE RAT
 | Small Animal
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: | +0/–4
Attack: | Bite +4 melee (1d4 plus disease)
Full Attack: | Bite +4 melee (1d4 plus disease)
Space/Reach: | 5 ft./5 ft.
Special Attacks: | Disease
Special Qualities: | Low-light vision, scent
Saves: | Fort +3, Ref +5, Will +3
Abilities: | Str 10, Dex 17, Con 12, Int 1, Wis 12, Cha 4
Skills: | Climb +11, Hide +8, Listen +4, Move Silently +4, Spot +4, Swim +11
Feats: | Alertness, Weapon FinesseB
Environment: | Any
Organization: | Solitary or pack (11–20)
Challenge Rating: | 1/3
Treasure: | None
Alignment: | Always neutral
Advancement: | 2–3 HD (Small); 4–6 HD (Medium)
Level Adjustment: | —
Dire rats are omnivorous scavengers, but will attack to defend their nests and territories.
A dire rat can grow to be up to 4 feet long and weigh over 50 pounds.
Combat
Dire rat packs attack fearlessly, biting and chewing with their sharp incisors.
Disease (Ex): Filth fever—bite, Fortitude DC 11, incubation period 1d3 days, damage 1d3 Dex and 1d3 Con. The save DC is Constitution-based.
Skills: Dire rats have a +8 racial bonus on Swim checks. Dire rats have a +8 racial bonus on Climb checks and can always choose to take 10 on Climb checks, even if rushed or threatened.
Dire rats use their Dexterity modifier for Climb and Swim checks.

DIRE SHARK
 | Huge Animal (Aquatic)
Hit Dice: | 18d8+66 (147 hp)
Initiative: | +2
Speed: | Swim 60 ft. (12 squares)
Armor Class: | 17 (–2 size, +2 Dex, +7 natural), touch 10, flat-footed 15
Base Attack/Grapple: | +13/+27
Attack: | Bite +18 melee (2d8+9)
Full Attack: | Bite +18 melee (2d8+9)
Space/Reach: | 15 ft./10 ft.
Special Attacks: | Improved grab, swallow whole
Special Qualities: | Keen scent
Saves: | Fort +14, Ref +13, Will +12
Abilities: | Str 23, Dex 15, Con 17, Int 1, Wis 12, Cha 10
Skills: | Listen +12, Spot +11, Swim +14
Feats: | Improved Natural Attack (bite), Toughness (4), Weapon Focus (bite)
Environment: | Cold aquatic
Organization: | Solitary or school (2–5)
Challenge Rating: | 9
Treasure: | None
Alignment: | Always neutral
Advancement: | 19–32 (Huge); 33–54 (Gargantuan)
Level Adjustment: | —
Dire sharks attack anything they perceive to be edible, even larger creatures.
This monstrous fish can grow to a length of 25 feet and weigh more than 20,000 pounds.
Combat
Dire sharks bite with their powerful jaws, swallowing smaller creatures in one gulp.
Improved Grab (Ex): To use this ability, a dire shark 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 try to swallow the foe in the following round.
Swallow Whole (Ex): A dire shark can try to swallow a grabbed opponent of up to one size smaller by making a successful grapple check. Once inside, the opponent takes 2d6+6 points of bludgeoning damage plus 1d8+4 points of acid damage per round from the shark’s digestive juices. A swallowed creature can cut its way out using a light slashing or piercing weapon by dealing 25 points of damage to the shark’s digestive tract (AC 13). Once the creature exits, muscular action closes the hole; another swallowed opponent must cut its own way out.
A Huge dire shark’s gullet can hold 2 Large, 8 Medium or Small, 32 Tiny, 128 Diminutive, or 512 Fine or smaller opponents.
Keen Scent (Ex): A dire shark can notice creatures by scent in a 180-foot radius and can detect blood in the water at a range of up to 1 mile.
Skills: A dire shark has a +8 racial bonus on any Swim check to perform some special action or avoid a hazard. It can always choose to take 10 on a Swim check, even if distracted or endangered.
It can use the run action while swimming, provided it swims in a straight line.

DIRE TIGER
 | Large Animal
Hit Dice: | 16d8+48 (120 hp)
Initiative: | +2
Speed: | 40 ft. (8 squares)
Armor Class: | 17 (–1 size, +2 Dex, +6 natural), touch 11, flat-footed 15
Base Attack/Grapple: | +12/+24
Attack: | Claw +20 melee (2d4+8)
Full Attack: | 2 claws +20 melee (2d4+8) and bite +14 melee (2d6+4)
Space/Reach: | 10 ft./5 ft.
Special Attacks: | Improved grab, pounce, rake 2d4+4
Special Qualities: | Low-light vision, scent
Saves: | Fort +13, Ref +12, Will +11
Abilities: | Str 27, Dex 15, Con 17, Int 2, Wis 12, Cha 10
Skills: | Hide +7*, Jump +14, Listen +6, Move Silently +11, Spot +7, Swim +10
Feats: | Alertness, Improved Natural Attack (claw), Improved Natural Attack (bite), Run, Stealthy, Weapon Focus (claw)
Environment: | Warm forests
Organization: | Solitary or pair
Challenge Rating: | 8
Treasure: | None
Alignment: | Always neutral
Advancement: | 17–32 HD (Large); 33–48 (Huge)
Level Adjustment: | —
Dire tigers prey on just about anything that moves. They will patiently stalk a potential meal, striking whenever the creature lets down its guard.
Dire tigers grow to be over 12 feet long and can weigh up to 6,000 pounds.
Combat
A dire tiger attacks by running at prey, leaping, and clawing and biting as it rakes with its rear claws.
Improved Grab (Ex): To use this ability, a dire tiger 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.
Pounce (Ex): If a dire tiger charges, it can make a full attack, including two rake attacks.
Rake (Ex): Attack bonus +18 melee, damage 2d4+4.
Skills: Dire tigers have a +4 racial bonus on Hide and Move Silently checks. *In areas of tall grass or heavy undergrowth, the Hide bonus improves to +8.

DIRE WEASEL
 | Medium Animal
Hit Dice: | 3d8 (13 hp)
Initiative: | +4
Speed: | 40 ft. (8 squares)
Armor Class: | 16 (+4 Dex, +2 natural), touch 14, flat-footed 12
Base Attack/Grapple: | +2/+4
Attack: | Bite +6 melee (1d6+3)
Full Attack: | Bite +6 melee (1d6+3)
Space/Reach: | 5 ft./5 ft.
Special Attacks: | Attach, blood drain
Special Qualities: | Low-light vision, scent
Saves: | Fort +3, Ref +7, Will +4
Abilities: | Str 14, Dex 19, Con 10, Int 2, Wis 12, Cha 11
Skills: | Hide +8, Listen +3, Move Silently +8, Spot +5
Feats: | Alertness, Stealthy , Weapon FinesseB
Environment: | Temperate hills
Organization: | Solitary or pair
Challenge Rating: | 2
Treasure: | None
Alignment: | Always neutral
Advancement: | 4–6 HD (Medium); 7–9 HD (Large)
Level Adjustment: | —
Dire weasels grow to be up to 10 feet long and can reach a weight of 700 pounds.
Combat
Dire weasels stalk their prey in the dark and then leap on it, biting and clawing.
Attach (Ex): A dire weasel that hits with its bite attack latches onto the opponent’s body with its powerful jaws. An attached dire weasel loses its Dexterity bonus to AC and thus has an AC of 12. An attached dire weasel can be struck with a weapon or grappled itself. To remove an attached dire weasel through grappling, the opponent must achieve a pin against the creature.
Blood Drain (Ex): A dire weasel drains blood for 1d4 points of Constitution damage each round it remains attached.

DIRE WOLF
 | Large Animal
Hit Dice: | 6d8+18 (45 hp)
Initiative: | +2
Speed: | 50 ft. (10 squares)
Armor Class: | 14 (–1 size, +2 Dex, +3 natural), touch 11, flat-footed 12
Base Attack/Grapple: | +4/+15
Attack: | Bite +11 melee (1d8+10)
Full Attack: | Bite +11 melee (1d8+10)
Space/Reach: | 10 ft./5 ft.
Special Attacks: | Trip
Special Qualities: | Low-light vision, scent
Saves: | Fort +8, Ref +7, Will +6
Abilities: | Str 25, Dex 15, Con 17, Int 2, Wis 12, Cha 10
Skills: | Hide +0, Listen +7, Move Silently +4, Spot +7, Survival +2*
Feats: | Alertness, Run, TrackB, Weapon Focus (bite)
Environment: | Temperate forests
Organization: | Solitary or pack (5–8)
Challenge Rating: | 3
Treasure: | None
Alignment: | Always neutral
Advancement: | 7–18 HD (Large)
Level Adjustment: | —
Dire wolves are efficient pack hunters that will kill anything they can catch.
Dire wolves are mottled gray or black, about 9 feet long and weighing some 800 pounds.
Combat
Dire wolves prefer to attack in packs, surrounding and flanking a foe when they can.
Trip (Ex): A dire wolf 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 dire wolf.
Skills: A dire wolf has a +2 racial bonus on Hide, Listen, Move Silently, and Spot checks.
*It also has a +4 racial bonus on Survival checks when tracking by scent.

DIRE WOLVERINE
 | Large Animal
Hit Dice: | 5d8+23 (45 hp)
Initiative: | +3
Speed: | 30 ft. (6 squares), climb 10 ft.
Armor Class: | 16 (–1 size, +3 Dex, +4 natural), touch 12, flat-footed 13
Base Attack/Grapple: | +3/+13
Attack: | Claw +8 melee (1d6+6)
Full Attack: | 2 claws +8 melee (1d6+6) and bite +3 melee (1d8+3)
Space/Reach: | 10 ft./5 ft.
Special Attacks: | Rage
Special Qualities: | Low-light vision, scent
Saves: | Fort +8, Ref +7, Will +5
Abilities: | Str 22, Dex 17, Con 19, Int 2, Wis 12, Cha 10
Skills: | Climb +14, Listen +7, Spot +7
Feats: | Alertness, Toughness, TrackB
Environment: | Cold forests
Organization: | Solitary or pair
Challenge Rating: | 4
Treasure: | None
Alignment: | Always neutral
Advancement: | 6–15 HD (Large)
Level Adjustment: | —
Dire wolverines grow to about 12 feet in length and can weigh as much as 2,000 pounds.
Combat
Dire wolverines attack opponents wantonly, fearing no other creatures.
Rage (Ex): A dire wolverine that takes damage in combat flies into a berserk rage on its next turn, clawing and biting madly until either it or its opponent is dead. An enraged dire wolverine gains +4 Strength, +4 Constitution, and –2 AC. The creature cannot end its rage voluntarily.
Skills: A dire wolverine has a +8 racial bonus on Climb checks and can always choose to take 10 on Climb checks, even if rushed or threatened.

DOPPELGANGER
 | Medium Monstrous Humanoid (Shapechanger)
Hit Dice: | 4d8+4 (22 hp)
Initiative: | +1
Speed: | 30 ft. (6 squares)
Armor Class: | 15 (+1 Dex, +4 natural), touch 11, flat-footed 14
Base Attack/Grapple: | +4/+5
Attack: | Slam +5 melee (1d6+1)
Full Attack: | Slam +5 melee (1d6+1)
Space/Reach: | 5 ft./5 ft.
Special Attacks: | Detect thoughts
Special Qualities: | Change shape, immunity to sleep and charm effects
Saves: | Fort +4, Ref +5, Will +6
Abilities: | Str 12, Dex 13, Con 12, Int 13, Wis 14, Cha 13
Skills: | Bluff +10*, Diplomacy +3, Disguise +9* (+11 acting), Intimidate +3, Listen +6, Sense Motive +6, Spot +6
Feats: | Dodge, Great Fortitude
Environment: | Any
Organization: | Solitary, pair, or gang (3–6)
Challenge Rating: | 3
Treasure: | Double standard
Alignment: | Usually neutral
Advancement: | By character class
Level Adjustment: | +4
Doppelgangers are strange beings that are able to take on the shapes of those they encounter. In its natural form, the creature looks more or less humanoid, but slender and frail, with gangly limbs and half-formed features. The flesh is pale and hairless. Its large, bulging eyes are yellow with slitted pupils. A doppelganger’s appearance is deceiving even when it’s in its true form. A doppelganger is hardy, with a natural agility not in keeping with its frail appearance.
Doppelgangers make excellent use of their natural mimicry to stage ambushes, bait traps, and infiltrate humanoid society. Although not usually evil, they are interested only in themselves and regard all others as playthings to be manipulated and deceived.
It is natural form a doppelganger is about 5-1/2 feet tall and weighs about 150 pounds.
COMBAT
When in its natural form, a doppelganger strikes with its powerful fists. In the shape of a warrior or some other armed person, it attacks with whatever weapon is appropriate. In such cases, it uses its detect thoughts ability to employ the same tactics and strategies as the person it is impersonating.
Detect Thoughts (Su): A doppelganger can continuously use detect thoughts as the spell (caster level 18th; Will DC 13 negates). It can suppress or resume this ability as a free action. The save DC is Charisma-based.
Change Shape (Su): A doppelganger can assume the shape of any Small or Medium humanoid. In humanoid form, the doppelganger loses its natural attacks. A doppelganger can remain in its humanoid form until it chooses to assume a new one. A change in form cannot be dispelled, but a doppelganger reverts to its natural form when killed. A true seeing spell or ability reveals its natural form.
Skills: A doppelganger has a +4 racial bonus on Bluff and Disguise checks.
*When using its change shape ability, a doppelganger gets an additional +10 circumstance bonus on Disguise checks. If it can read an opponent’s mind, it gets a further +4 circumstance bonus on Bluff and Disguise checks.
DOPPELGANGERS AS CHARACTERS
Doppelganger characters possess the following racial traits.
— +2 Strength, +2, Dexterity, +2 Constitution, +2 Intelligence, +4 Wisdom, +2 Charisma.
—Medium size.
—A doppelganger’s base land speed is 30 feet.
—Darkvision: Doppelgangers can see in the dark up to 60 feet.
—Racial Hit Dice: A doppelganger begins with four levels of monstrous humanoid, which provide 4d8 Hit Dice, a base attack bonus of +4, and base saving throw bonuses of Fort +1, Ref +4, and Will +4.
—Racial Skills: A doppelganger’s monstrous humanoid levels give it skill points equal to 7 x (2 + Int modifier). Its class skills are Bluff, Diplomacy, Disguise, Intimidate, Listen, Sense Motive, and Spot.
—Racial Feats: A doppelganger’s monstrous humanoid levels give it two feats.
— +4 natural armor bonus.
— +4 racial bonus on Bluff and Disguise checks. When using its change shape ability, a doppelganger gets an additional +10 circumstance bonus on Disguise checks. If it can read an opponent’s mind, it gets a further +4 circumstance bonus on Bluff and Disguise checks.
—Special Attacks (see above): Detect thoughts.
—Special Qualities (see above): Change shape, immunity to sleep and charm effects.
—Automatic Languages: Common. Bonus Languages: Auran, Dwarven, Elven, Gnome, Halfling, Giant, Terran.
—Favored Class: Rogue.
—Level adjustment +4.


Monsters (Dr to Dw)

MONSTERS (Dr-Dw)

DRAGON, TRUE
The known varieties of true dragons (as opposed to other creatures that have the dragon type) fall into two broad categories: chromatic and metallic. The chromatic dragons are black, blue, green, red, and white; they are all evil and extremely fierce. The metallic dragons are brass, bronze, copper, gold, and silver; they are all good, usually noble, and highly respected by the wise.
All true dragons gain more abilities and greater power as they age. (Other creatures that have the dragon type do not.) They range in length from several feet upon hatching to more than 100 feet after attaining the status of great wyrm. The size of a particular dragon varies according to age and variety.
A dragon’s metabolism operates like a highly efficient furnace and can metabolize even inorganic material. Some dragons have developed a taste for such fare.
Although goals and ideals vary among varieties, all dragons are covetous. They like to hoard wealth, collecting mounds of coins and gathering as many gems, jewels, and magic items as possible. Those with large hoards are loath to leave them for long, venturing out of their lairs only to patrol the immediate area or to get food. For dragons, there is no such thing as enough treasure. It’s pleasing to look at, and they bask in its radiance. Dragons like to make beds of their hoards, shaping nooks and mounds to fit their bodies. By the time a dragon matures to the age of great wyrm, hundreds of gems and coins may be imbedded in its hide.
All dragons speak Draconic.
COMBAT
A dragon attacks with its powerful claws and bite, and can also use a breath weapon and special physical attacks, depending on its size. It prefers to fight on the wing, staying out of reach until it has worn down the enemy with ranged attacks. Older, more intelligent dragons are adept at sizing up the opposition and eliminating the most dangerous foes first (or avoiding them while picking off weaker enemies).
The table below provides space and reach statistics for dragons of various sizes, plus the natural weapons a dragon of a certain size can employ and the damage those attacks deal.
Bite: Bite attacks deal the indicated damage plus the dragon’s Strength bonus. A dragon also can use its bite to snatch opponents if it has the Snatch feat.
Claw: Claw attacks deal the indicated damage plus 1/2 the dragon’s Strength bonus (round down). The dragon also can use its claws to snatch opponents if it has the Snatch feat. Claw attacks are secondary attacks, requiring a –5 penalty on the attack roll. (Many dragons choose the Multiattack feat to lessen this penalty to –2).
Wing: The dragon can slam opponents with its wings, even when flying. Wing attacks deal the indicated damage plus 1/2 the dragon’s Strength bonus (round down) and are treated as secondary attacks.
Tail Slap: The dragon can slap one opponent each round with its tail. A tail slap deals the indicated damage plus 1-1/2 times the dragon’s Strength bonus (round down) and is treated as a secondary attack.
Crush (Ex): This special attack allows a flying or jumping dragon of at least Huge size to land on opponents 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 (though it can attempt normal overrun or grapple attacks against larger opponents).
A crush attack affects as many creatures as can fit under the dragon’s body. Creatures in the affected area must succeed on a Reflex save (DC equal to that of the dragon’s breath weapon) 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, treat it as a normal grapple attack. Pinned opponents take damage from the crush each round if they don’t escape.
A crush attack deals the indicated damage plus 1-1/2 times the dragon’s Strength bonus (round down).
Tail Sweep (Ex): This special attack allows a dragon of at least Gargantuan size 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 the indicated damage plus 1-1/2 times the dragon’s Strength bonus (round down). Affected creatures can attempt Reflex saves to take half damage (DC equal to that of the dragon’s breath weapon).
Grappling: Dragons do not favor grapple attacks, though their crush attack (and Snatch feat, if they know it) use normal grapple rules. A dragon can always use its breath weapon while grappling, as well as its spells and spell-like or supernatural abilities, provided it succeeds on Concentration checks.
Breath Weapon (Su): Using a breath weapon is a standard action. Once a dragon breathes, it can’t breathe again until 1d4 rounds later. If a dragon has more than one type of breath weapon, it still can breathe only once every 1d4 rounds. A blast from a breath weapon always starts at any intersection adjacent to the dragon and extends in a direction of the dragon’s choice, with an area as noted on the table below. If the breath weapon deals damage, creatures caught in the area can attempt Reflex saves to take half damage; the DC depends on the dragon’s age and variety, and is given in each individual entry. Saves against nondamaging breath weapons use the same DC; the kind of saving throw is noted in the variety descriptions. The save DC against a breath weapon is 10 + 1/2 dragon’s HD + dragon’s Con modifier.
Breath weapons come in two basic shapes, line and cone, whose areas vary with the dragon’s size.
Dragon Breath Weapons
Dragon Size | Line* (Length) | Cone** (Length)
Tiny | 30 ft. | 15 ft.
Small | 40 ft. | 20 ft.
Medium | 60 ft. | 30 ft.
Large | 80 ft. | 40 ft.
Huge | 100 ft. | 50 ft.
Gargantuan | 120 ft. | 60 ft.
Colossal | 140 ft. | 70 ft.
*A line is always 5 feet high and 5 feet wide.
**A cone is as high and wide as its length.
Frightful Presence (Ex): A young adult or older dragon can unsettle foes with its mere presence. The ability takes effect automatically whenever the dragon attacks, charges, or flies overhead. Creatures within a radius of 30 feet x the dragon’s age category are subject to the effect if they have fewer HD than the dragon. A potentially affected creature that succeeds on a Will save (DC 10 + 1/2 dragon’s HD + dragon’s Cha modifier) remains immune to that dragon’s frightful presence for 24 hours. On a failure, creatures with 4 or less HD become panicked for 4d6 rounds and those with 5 or more HD become shaken for 4d6 rounds. Dragons ignore the frightful presence of other dragons.
Spells: A dragon knows and casts arcane spells as a sorcerer of the level indicated in its variety description, gaining bonus spells for a high Charisma score. Some dragons can also cast spells from the cleric list or cleric domain lists as arcane spells.
Spell-Like Abilities: A dragon’s spell-like abilities depend on its age and variety. It gains the abilities indicated for its age plus all previous ones. Its age category or its sorcerer caster level, whichever is higher, is the caster level for these abilities. The save DC is 10 + dragon’s Cha modifier + spell level. All spell-like abilities are usable once per day unless otherwise noted.
Damage Reduction: Young adult and older dragons have damage reduction. Their natural weapons are treated as magic weapons for the purpose of overcoming damage reduction.
Immunities (Ex): All dragons have immunity to sleep and paralysis effects. Each variety of dragon has immunity to one or two additional forms of attack no matter what its age, as given in its description.
Spell Resistance (Ex): As dragons age, they become more resistant to spells and spell-like abilities, as indicated in the variety descriptions.
Blindsense (Ex): Dragons can pinpoint creatures within a distance of 60 feet. Opponents the dragon can’t actually see still have total concealment against the dragon.
Keen Senses (Ex): A dragon sees four times as well a human in shadowy illumination and twice as well in normal light. It also has darkvision out to 120 feet.
Skills: All dragons have skill points equal to (6 + Int modifier, minimum 1) x (Hit Dice + 3). Most dragons purchase the following skills at the maximum ranks possible: Listen, Search, and Spot. The remaining skill points are generally spent on Concentration, Diplomacy, Escape Artist, Intimidate, Knowledge (any), Sense Motive, and Use Magic Device at a cost of 1 skill point per rank. All these skills are considered class skills for dragons. (Each dragon has other class skills as well, as noted in the variety descriptions.)
Feats: All dragons have one feat, plus additional feats based on Hit Dice just like any other creature. Dragons favor Alertness, Blind-Fight, Cleave, Flyby Attack, Hover, Improved Initiative, Improved Sunder, Power Attack, Snatch, Weapon Focus (claw or bite), Wingover, and any metamagic feat that is available and useful to sorcerers.

Dragon Age Categories
Category | Age (Years)
1 Wyrmling | 0–5
2 Very young | 6–15
3 Young | 16–25
4 Juvenile | 26–50
5 Young adult | 51–100
6 Adult | 101–200
7 Mature adult | 201–400
8 Old | 401–600
9 Very old | 601–800
10 Ancient | 801–1,000
11 Wyrm | 1,001–1,200
12 Great wyrm | 1,201 or more

Dragon Space/Reach, Attacks, and Damage
Size | Space/Reach* | 1 Bite | 2 Claws | 2 Wings | 1 Tail Slap | 1Crush | 1 Tail Sweep
Tiny | 2-1/2 ft./0 ft. (5 ft. with bite) | 1d4 | 1d3 | — | — | — | —
Small | 5 ft./5 ft. | 1d6 | 1d4 | — | — | — | —
Medium | 5 ft./5 ft. | 1d8 | 1d6 | 1d4 | — | — | —
Large | 10 ft./5 ft. (10 ft. with bite) | 2d6 | 1d8 | 1d6 | 1d8 | — | —
Huge | 15 ft./10 ft. (15 ft. with bite) | 2d8 | 2d6 | 1d8 | 2d6 | 2d8 | —
Gargantuan | 20 ft./15 ft. (20 ft. with bite) | 4d6 | 2d8 | 2d6 | 2d8 | 4d6 | 2d6
Colossal | 30 ft./20 ft. (30 ft. with bite) | 4d8 | 4d6 | 2d8 | 4d6 | 4d8 | 2d8
*A dragon’s bite attack has reach as if the creature were one size category larger. All other attacks are made with the standard reach for the dragon’s size.

Dragon Overland Movement
Chromatic and metallic dragons are exceedingly strong flyers and can cover vast distances quickly. A dragon’s overland flying speed is a function of its tactical fly speed, as shown on the table below.
Dragon Overland Flying Speeds
 | Dragon’s Fly Speed
 | 100 feet | 150 feet | 200 feet | 250 feet
One Hour
Normal | 15 miles | 20 miles | 30 miles | 40 miles
Hustle | 24 miles | 40 miles | 60 miles | 80 miles
One Day
Normal | 120 miles | 160 miles | 240 miles | 320 miles
Dragons do not tire as quickly as other creatures when moving overland on the ground. If a dragon attempts a hustle or a forced march, check for nonlethal damage once every 2 hours instead of every hour.
DRAGONHIDE
Armorsmiths can work with the hides of dragons to produce armor or shields of masterwork quality.

CHROMATIC DRAGONS
Chromatic dragons form the evil branch of dragonkind. They are aggressive, greedy, vain, and nasty.

BLACK DRAGON
Dragon (Water)
Environment: Warm marshes
Organization: Wyrmling, very young, young, juvenile, and young adult: solitary or clutch (2–5); adult, mature adult, old, very old, ancient, wyrm, or great wyrm: solitary, pair, or family (1–2 and 2–5 offspring)
Challenge Rating: Wyrmling 3; very young 4; young 5; juvenile 7; young adult 9; adult 11; mature adult 14; old 16; very old 18; ancient 19; wyrm 20; great wyrm 22
Treasure: Triple standard
Alignment: Always chaotic evil
Advancement: Wyrmling 5–6 HD; very young 8–9 HD; young 11–12 HD; juvenile 14–15 HD; young adult 17–18 HD; adult 20–21 HD; mature adult 23–24 HD; old 26–27 HD; very old 29–30 HD; ancient 32–33 HD; wyrm 35–36 HD; great wyrm 38+ HD
Level Adjustment: Wyrmling +3; very young +3; young +3; juvenile +4; others —

Black Dragons by Age
Age | Size | Hit Dice (hp) | Str | Dex | Con | Int | Wis | Cha | Base Attack/ Grapple | Attack | Fort Save | Ref Save | Will Save | Breath Weapon (DC) | Frightful Presence DC
Wyrmling | T | 4d12+4 (30) | 11 | 10 | 13 | 8 | 11 | 8 | +4/–4 | +6 | +5 | +4 | +4 | 2d4 (13) | —
Very young | S | 7d12+7 (52) | 13 | 10 | 13 | 8 | 11 | 8 | +7/+4 | +9 | +6 | +5 | +5 | 4d4 (14) | —
Young | M | 10d12+20 (85) | 15 | 10 | 15 | 10 | 11 | 10 | +10/+12 | +12 | +9 | +7 | +7 | 6d4 (17) | —
Juvenile | M | 13d12+26 (110) | 17 | 10 | 15 | 10 | 11 | 10 | +13/+16 | +16 | +10 | +8 | +8 | 8d4 (18) | —
Young adult | L | 16d12+48 (152) | 19 | 10 | 17 | 12 | 13 | 12 | +16/+24 | +19 | +13 | +10 | +11 | 10d4 (21) | 19
Adult | L | 19d12+76 (199) | 23 | 10 | 19 | 12 | 13 | 12 | +19/+29 | +24 | +15 | +11 | +12 | 12d4 (23) | 20
Mature adult | H | 22d12+110 (253) | 27 | 10 | 21 | 14 | 15 | 14 | +22/+38 | +28 | +18 | +13 | +15 | 14d4 (26) | 23
Old | H | 25d12+125 (287) | 29 | 10 | 21 | 14 | 15 | 14 | +25/+42 | +32 | +19 | +14 | +16 | 16d4 (27) | 24
Very old | H | 28d12+168 (350) | 31 | 10 | 23 | 16 | 17 | 16 | +28/+46 | +36 | +22 | +16 | +19 | 18d4 (30) | 27
Ancient | H | 31d12+186 (387) | 33 | 10 | 23 | 16 | 17 | 16 | +31/+50 | +40 | +23 | +17 | +20 | 20d4 (31) | 28
Wyrm | G | 34d12+238 (459) | 35 | 10 | 25 | 18 | 19 | 18 | +34/+58 | +42 | +26 | +19 | +23 | 22d4 (34) | 31
Great wyrm | G | 37d12+296 (536) | 37 | 10 | 27 | 20 | 21 | 20 | +37/+62 | +46 | +28 | +20 | +25 | 24d4 (36) | 33

Black Dragon Abilities by Age
Age | Speed | Initiative | AC | Special Abilities | Caster Level | SR
Wyrmling | 60 ft., fly 100 ft. (average), swim 60 ft. | +0 | 15 (+2 size,+3 natural), touch 12, flat-footed 15 | Immunity to acid, water breathing | — | —
Very young | 60 ft., fly 100 ft. (average), swim 60 ft. | +0 | 17 (+1 size,+6 natural), touch 11, flat-footed 17 |  | — | —
Young | 60 ft., fly 150 ft. (poor), swim 60 ft. | +0 | 19 (+9 natural), touch 10, flat-footed 19 |  | — | —
Juvenile | 60 ft., fly 150 ft. (poor), swim 60 ft. | +0 | 22 (+12 natural), touch 10, flat-footed 22 | Darkness | — | —
Young adult | 60 ft., fly 150 ft. (poor), swim 60 ft. | +0 | 24 (–1 size,+15 natural), touch 9, flat-footed 24 | DR 5/magic | 1st | 17
Adult | 60 ft., fly 150 ft. (poor), swim 60 ft. | +0 | 27 (–1 size,+18 natural), touch 9, flat-footed 27 | Corrupt water | 3rd | 18
Mature adult | 60 ft., fly 150 ft. (poor), swim 60 ft. | +0 | 29 (–2 size,+21 natural), touch 8, flat-footed 29 | DR 10/magic | 5th | 21
Old | 60 ft., fly 150 ft. (poor), swim 60 ft. | +0 | 32 (–2 size,+24 natural), touch 8, flat-footed 32 | Plant growth | 7th | 22
Very old | 60 ft., fly 150 ft. (poor), swim 60 ft. | +0 | 35 (–2 size,+27 natural), touch 8, flat-footed 35 | DR 15/magic | 9th | 23
Ancient | 60 ft., fly 150 ft. (poor), swim 60 ft. | +0 | 38 (–2 size,+30 natural), touch 8, flat-footed 38 | Insect plague | 11th | 25
Wyrm | 60 ft., fly 200 ft. (clumsy), swim 60 ft. | +0 | 39 (–4 size,+33 natural), touch 6, flat-footed 39 | DR 20/magic | 13th | 26
Great wyrm | 60 ft., fly 200 ft. (clumsy), swim 60 ft. | +0 | 42 (–4 size,+36 natural), touch 6, flat-footed 42 | Charm reptiles | 15th | 28
Black dragon are sometimes known as skull dragons because of their skeletal faces. Adding to the skeletal impression is the gradual deterioration of the hide around the base of the horn and the cheekbones. This deterioration increases with age and does not harm the dragon. On hatching, a black dragon’s scales are thin, small, and glossy. As the dragon ages, they become larger, thicker, and duller, helping it camouflage itself in swamps and marshes.
Black dragons are especially fond of coins. Older dragons sometimes capture and question humanoids about stockpiles of gold, silver, and platinum coins before killing them.
Combat
Black dragons prefer to ambush their targets, using their surroundings as cover. When fighting in heavily forested swamps and marshes, they try to stay in the water or on the ground; trees and leafy canopies limit their aerial maneuverability. When outmatched, a black dragon attempts to fly out of sight, so as not to leave tracks, and hide in a deep pond or bog.
Breath Weapon (Su): A black dragon has one type of breath weapon, a line of acid.
Water Breathing (Ex): A black dragon can breathe underwater indefinitely and can freely use its breath weapon, spells, and other abilities while submerged.
Corrupt Water (Sp): Once per day an adult or older black dragon can stagnate 10 cubic feet of water, making it become still, foul, and unable to support animal life. The ability spoils liquids containing water. Magic items (such as potions) and items in a creature’s possession must succeed on a Will save (DC equal to that of the dragon’s frightful presence) or become fouled. This ability is the equivalent of a 1st-level spell. Its range is equal to that of the dragon’s frightful presence.
Charm Reptiles (Sp): A great wyrm black dragon can use this ability three times per day. It works as a mass charm spell that affects only reptilian animals. The dragon can communicate with any charmed reptiles as though casting a speak with animals spell. This ability is the equivalent of a 1st-level spell.
Other Spell-Like Abilities: 3/day—darkness (juvenile or older; radius 10 feet per age category), insect plague (ancient or older); 1/day—plant growth (old or older).
Skills: Hide, Move Silently, and Swim are considered class skills for black dragons.

BLUE DRAGON
Dragon (Earth)
Environment: Temperate deserts
Organization: Wyrmling, very young, young, juvenile, and young adult: solitary or clutch (2–5); adult, mature adult, old, very old, ancient, wyrm, or great wyrm: solitary, pair, or family (1–2 and 2–5 offspring)
Challenge Ratings: Wyrmling 3; very young 4; young 6; juvenile 8; young adult 11; adult 14; mature adult 16; old 18; very old 19; ancient 21; wyrm 23; great wyrm 25
Treasure: Triple standard
Alignment: Always lawful evil
Advancement: Wyrmling 7–8 HD; very young 10–11 HD; young 13–14 HD; juvenile 16–17 HD; young adult 19–20 HD; adult 22–23 HD; mature adult 25–26 HD; old 28–29 HD; very old 31–32 HD; ancient 34–35 HD; wyrm 37–38 HD; great wyrm 40+ HD
Level Adjustment: Wyrmling +4; very young +4; young +5; others —

Blue Dragons by Age
Age | Size | Hit Dice (hp) | Str | Dex | Con | Int | Wis | Cha | Base Attack/ Grapple | Attack | Fort Save | Ref Save | Will Save | Breath Weapon (DC) | Frightful Presence DC
Wyrmling | S | 6d12+6 (45) | 13 | 10 | 13 | 10 | 11 | 10 | +6/+3 | +8 | +6 | +5 | +5 | 2d8 (14) | —
Very young | M | 9d12+18 (76) | 15 | 10 | 15 | 10 | 11 | 10 | +9/+11 | +11 | +8 | +6 | +6 | 4d8 (16) | —
Young | M | 12d12+24 (102) | 17 | 10 | 15 | 12 | 13 | 12 | +12/+15 | +15 | +10 | +8 | +9 | 6d8 (18) | —
Juvenile | L | 15d12+45 (142) | 19 | 10 | 17 | 14 | 15 | 14 | +15/+23 | +18 | +12 | +9 | +11 | 8d8 (20) | —
Young adult | L | 18d12+72 (189) | 23 | 10 | 19 | 14 | 15 | 14 | +18/+28 | +23 | +15 | +11 | +13 | 10d8 (23) | 21
Adult | H | 21d12+105 (241) | 27 | 10 | 21 | 16 | 17 | 16 | +21/+37 | +27 | +17 | +12 | +15 | 12d8 (25) | 23
Mature adult | H | 24d12+120 (276) | 29 | 10 | 21 | 16 | 17 | 16 | +24/+41 | +31 | +19 | +14 | +17 | 14d8 (27) | 25
Old | H | 27d12+162 (337) | 31 | 10 | 23 | 18 | 19 | 18 | +27/+45 | +35 | +21 | +15 | +19 | 16d8 (29) | 27
Very old | H | 30d12+180 (375) | 33 | 10 | 23 | 18 | 19 | 18 | +30/+49 | +39 | +23 | +17 | +21 | 18d8 (31) | 29
Ancient | G | 33d12+231 (445) | 35 | 10 | 25 | 20 | 21 | 20 | +33/+57 | +41 | +25 | +18 | +23 | 20d8 (33) | 31
Wyrm | G | 36d12+288 (522) | 37 | 10 | 27 | 20 | 21 | 20 | +36/+61 | +45 | +28 | +20 | +25 | 22d8 (36) | 33
Great wyrm | G | 39d12+312 (565) | 39 | 10 | 27 | 22 | 23 | 22 | +39/+65 | +49 | +29 | +21 | +27 | 24d8 (37) | 35

Blue Dragon Abilities by Age
Age | Speed | Initiative | AC | Special Abilities | Caster Level | SR
Wyrmling | 40 ft., burrow 20 ft., fly 100 ft. (average) | +0 | 16 (+1 size, +5 natural), touch 11, flat-footed 16 | Immunity to electricity, create/destroy water | — | —
Very young | 40 ft., burrow 20 ft., fly 150 ft. (poor) | +0 | 18 (+8 natural), touch 10, flat-footed 18 |  | — | —
Young | 40 ft., burrow 20 ft., fly 150 ft. (poor) | +0 | 21 (+11 natural), touch 10, flat-footed 21 |  | — | —
Juvenile | 40 ft., burrow 20 ft., fly 150 ft. (poor) | +0 | 23 (–1 size, +14 natural), touch 9, flat-footed 23 | Sound imitation | 1st | —
Young adult | 40 ft., burrow 20 ft., fly 150 ft. (poor) | +0 | 26 (–1 size, +17 natural), touch 9, flat-footed 26 | DR 5/magic | 3rd | 19
Adult | 40 ft., burrow 20 ft., fly 150 ft. (poor) | +0 | 28 (–2 size, +20 natural), touch 8, flat-footed 28 | Ventriloquism | 5th | 21
Mature adult | 40 ft., burrow 20 ft., fly 150 ft. (poor) | +0 | 31 (–2 size, +23 natural), touch 8, flat-footed 31 | DR 10/magic | 7th | 22
Old | 40 ft., burrow 20 ft., fly 150 ft. (poor) | +0 | 34 (–2 size, +26 natural), touch 8, flat-footed 34 | Hallucinatory terrain | 9th | 24
Very old | 40 ft., burrow 20 ft., fly 150 ft. (poor) | +0 | 37 (–2 size, +29 natural), touch 8, flat-footed 37 | DR 15/magic | 11th | 25
Ancient | 40 ft., burrow 20 ft., fly 200 ft. (clumsy) | +0 | 38 (–4 size, +32 natural), touch 6, flat-footed 38 | Veil | 13th | 27
Wyrm | 40 ft., burrow 20 ft., fly 200 ft. (clumsy) | +0 | 41 (–4 size, +35 natural), touch 6, flat-footed 41 | DR 20/magic | 15th | 29
Great wyrm | 40 ft., burrow 20 ft., fly 200 ft. (clumsy) | +0 | 44 (–4 size, +38 natural), touch 6, flat-footed 44 | Mirage arcana | 17th | 31
*Can also cast cleric spells and those from the Air, Evil, and Law domains as arcane spells.
A blue dragon’s scales vary in color from an iridescent azure to a deep indigo, polished to a glossy finish by blowing desert sands. The size of its scales increases little as the dragon ages, although they do become thicker and harder. Its hide tends to hum and crackle faintly with built-up static electricity. These effects intensify when the dragon is angry or about to attack, giving off an odor of ozone and sand. Their vibrant color makes blue dragons easy to spot in barren desert surroundings. However, they often burrow into the sand so only part of their heads are exposed.
Blue dragons love to soar in the hot desert air, usually flying in the daytime when temperatures are highest. Some nearly match the color of the desert sky and use this coloration to their advantage.
Blue dragons lair in vast underground caverns, where they also store their treasure. Although they collect anything that looks valuable, they are most fond of gems—especially sapphires.
Combat
Typically, blue dragons attack from above or burrow beneath the sands until opponents come within 100 feet. Older dragons use their special abilities, such as hallucinatory terrain, in concert with these tactics to mask the land and improve their chances to surprise the target. Blue dragons run from a fight only if they are severely damaged, since they view retreat as cowardly.
Breath Weapon (Su): A blue dragon has one type of breath weapon, a line of lightning.
Create/Destroy Water (Sp): A blue dragon of any age can use this ability three times per day. It works like the create water spell, except that the dragon can decide to destroy water instead of creating it, which automatically spoils unattended liquids containing water. Magic items (such as potions) and items in a creature’s possession must succeed on a Will save (DC equal to that of the dragon’s frightful presence) or be ruined. This ability is the equivalent of a 1st-level spell.
Sound Imitation (Ex): A juvenile or older blue dragon can mimic any voice or sound it has heard, anytime it likes. Listeners must succeed on a Will save (DC equal to that of the dragon’s frightful presence) to detect the ruse.
Other Spell-Like Abilities: 3/day—ventriloquism (adult or older); 1/day—hallucinatory terrain (old or older), veil (ancient or older), mirage arcana (great wyrm).
Skills: Bluff, Hide, and Spellcraft are considered class skills for blue dragons.

GREEN DRAGON
Dragon (Air)
Environment: Temperate forests
Organization: Wyrmling, very young, young, juvenile, and young adult: solitary or clutch (2–5); adult, mature adult, old, very old, ancient, wyrm, or great wyrm: solitary, pair, or family (1–2 and 2–5 offspring)
Challenge Ratings: Wyrmling 3; very young 4; young 5; juvenile 8; young adult 11; adult 13; mature adult 16; old 18; very old 19; ancient 21; wyrm 22; great wyrm 24
Treasure: Triple standard
Alignment: Always lawful evil
Advancement: Wyrmling 6–7 HD; very young 9–10 HD; young 12–13 HD; juvenile 15–16 HD; young adult 18–19 HD; adult 21–22 HD; mature adult 24–25 HD; old 27–28 HD; very old 30–31 HD; ancient 33–34 HD; wyrm 36–37 HD; great wyrm 39+ HD
Level Adjustment: Wyrmling +5; very young +5; young +5; juvenile +6; others —

Green Dragons by Age
Age | Size | Hit Dice (hp) | Str | Dex | Con | Int | Wis | Cha | Base Attack/ Grapple | Attack | Fort Save | Ref Save | Will Save | Breath Weapon (DC) | Frightful Presence DC
Wyrmling | S | 5d12+5 (37) | 13 | 10 | 13 | 10 | 11 | 10 | +5/+2 | +7 | +5 | +4 | +4 | 2d6 (13) | —
Very young | M | 8d12+16 (68) | 15 | 10 | 15 | 10 | 11 | 10 | +8/+10 | +10 | +8 | +6 | +6 | 4d6 (16) | —
Young | M | 11d12+22 (93) | 17 | 10 | 15 | 12 | 13 | 12 | +11/+14 | +14 | +9 | +7 | +8 | 6d6 (17) | —
Juvenile | L | 14d12+42 (133) | 19 | 10 | 17 | 14 | 15 | 14 | +14/+22 | +17 | +12 | +9 | +11 | 8d6 (20) | —
Young adult | L | 17d12+68 (178) | 23 | 10 | 19 | 14 | 15 | 14 | +17/+27 | +22 | +14 | +10 | +12 | 10d6 (22) | 20
Adult | H | 20d12+100 (230) | 27 | 10 | 21 | 16 | 17 | 16 | +20/+36 | +26 | +17 | +12 | +15 | 12d6 (25) | 23
Mature adult | H | 23d12+115 (264) | 29 | 10 | 21 | 16 | 17 | 16 | +23/+40 | +30 | +18 | +13 | +16 | 14d6 (26) | 24
Old | H | 26d12+156 (325) | 31 | 10 | 23 | 18 | 19 | 18 | +26/+44 | +34 | +21 | +15 | +19 | 16d6 (29) | 27
Very old | H | 29d12+174 (362) | 33 | 10 | 23 | 18 | 19 | 18 | +29/+48 | +38 | +22 | +16 | +20 | 18d6 (30) | 28
Ancient | G | 32d12+224 (432) | 35 | 10 | 25 | 20 | 21 | 20 | +32/+56 | +40 | +25 | +18 | +23 | 20d6 (33) | 31
Wyrm | G | 35d12+280 (507) | 37 | 10 | 27 | 20 | 21 | 20 | +35/+60 | +44 | +27 | +19 | +24 | 22d6 (35) | 32
Great wyrm | G | 38d12+304 (551) | 39 | 10 | 27 | 22 | 23 | 22 | +38/+64 | +48 | +29 | +21 | +27 | 24d6 (37) | 35

Green Dragon Abilities by Age
Age | Speed | Initiative | AC | Special Abilities | Caster Level | SR
Wyrmling | 40 ft., fly 100 ft. (average), swim 40 ft | +0 | 15 (+1 size, +4 natural), touch 11, flat-footed 15 | Immunity to acid, water breathing | — | —
Very young | 40 ft., fly 150 ft. (poor), swim 40 ft | +0 | 17 (+7 natural), touch 10, flat-footed 17 |  | — | —
Young | 40 ft., fly 150 ft. (poor), swim 40 ft | +0 | 20 (+10 natural), touch 10, flat-footed 20 |  | — | —
Juvenile | 40 ft., fly 150 ft. (poor), swim 40 ft | +0 | 22 (–1 size, +13 natural), touch 9, flat-footed 22 |  | 1st | —
Young adult | 40 ft., fly 150 ft. (poor), swim 40 ft | +0 | 25 (–1 size, +16 natural), touch 9, flat-footed 25 | DR 5/magic | 3rd | 19
Adult | 40 ft., fly 150 ft. (poor), swim 40 ft | +0 | 27 (–2 size, +19 natural), touch 8, flat-footed 27 | Suggestion | 5th | 21
Mature adult | 40 ft., fly 150 ft. (poor), swim 40 ft | +0 | 30 (–2 size, +22 natural), touch 8, flat-footed 30 | DR 10/magic | 7th | 22
Old | 40 ft., fly 150 ft. (poor), swim 40 ft | +0 | 33 (–2 size, +25 natural), touch 8, flat-footed 33 | Plant growth | 9th | 24
Very old | 40 ft., fly 150 ft. (poor), swim 40 ft | +0 | 36 (–2 size, +28 natural), touch 8, flat-footed 36 | DR 15/magic | 11th | 25
Ancient | 40 ft., fly 200 ft. (clumsy), swim 40 ft | +0 | 37 (–4 size, +31 natural), touch 6, flat-footed 37 | Dominate person | 13th | 27
Wyrm | 40 ft., fly 200 ft. (clumsy), swim 40 ft | +0 | 40 (–4 size, +34 natural), touch 6, flat-footed 40 | DR 20/magic | 15th | 28
Great wyrm | 40 ft., fly 200 ft. (clumsy), swim 40 ft | +0 | 43 (–4 size, +37 natural), touch 6, flat-footed 43 | Command plants | 17th | 30
A wyrmling green dragon’s scales are thin, very small, and a deep shade of green that appears nearly black. As the dragon ages, the scales grow larger and lighter, turning shades of forest, emerald, and olive green, which helps it blend in with its wooded surroundings.
Combat
Green dragons initiate fights with little or no provocation, picking on creatures of any size. If the target is intriguing or seems formidable, the dragon stalks the creature to determine the best time to strike and the most appropriate tactics to use. If the target appears weak, the dragon makes its presence known quickly—it enjoys
evoking terror. Sometimes the dragon elects to control a humanoid creature through intimidation and suggestion. Green dragons especially like to question adventurers to learn more about their society and abilities, what is going on in the countryside, and if there is treasure nearby.
Breath Weapon (Su): A green dragon has one type of breath weapon, a cone of corrosive (acid) gas.
Water Breathing (Ex): A green dragon can breathe underwater indefinitely and can freely use its breath weapon, spells, and other abilities while submerged.
Spell-Like Abilities: 3/day—suggestion (adult or older), dominate person (ancient or older); 1/day— plant growth (old or older), command plants (great wyrm).
Skills: Bluff, Hide, and Move Silently are considered class skills for green dragons.

RED DRAGON
Dragon (Fire)
Environment: Warm mountains
Organization: Wyrmling, very young, young, juvenile, and young adult: solitary or clutch (2–5); adult, mature adult, old, very old, ancient, wyrm, or great wyrm: solitary, pair, or family (1–2 and 2–5 offspring)
Challenge Ratings: Wyrmling 4; very young 5; young 7; juvenile 10; young adult 13; adult 15; mature adult 18; old 20; very old 21; ancient 23; wyrm 24; great wyrm 26
Treasure: Triple standard
Alignment: Always chaotic evil
Advancement: Wyrmling 8–9 HD; very young 11–12 HD; young 14–15 HD; juvenile 17–18 HD; young adult 20–21 HD; adult 23–24 HD; mature adult 26–27 HD; old 29–30 HD; very old 32–33 HD; ancient 35–36 HD; wyrm 38–39 HD; great wyrm 41+ HD
Level Adjustment: Wyrmling +4; very young +5; young +6; others —

Red Dragons by Age
Age | Size | Hit Dice (hp) | Str | Dex | Con | Int | Wis | Cha | Base Attack/ Grapple | Attack | Fort Save | Ref Save | Will Save | Breath Weapon (DC) | Frightful Presence DC
Wyrmling | M | 7d12+14 (59) | 17 | 10 | 15 | 10 | 11 | 10 | +7/+10 | +10 | +7 | +5 | +5 | 2d10 (15) | —
Very young | L | 10d12+30 (95) | 21 | 10 | 17 | 12 | 13 | 12 | +10/+19 | +14 | +10 | +7 | +8 | 4d10 (18) | —
Young | L | 13d12+39 (123) | 25 | 10 | 17 | 12 | 13 | 12 | +13/+24 | +19 | +11 | +8 | +9 | 6d10 (19) | —
Juvenile | L | 16d12+64 (168) | 29 | 10 | 19 | 14 | 15 | 14 | +16/+29 | +24 | +14 | +10 | +12 | 8d10 (22) | —
Young adult | H | 19d12+95 (218) | 31 | 10 | 21 | 14 | 15 | 14 | +19/+37 | +27 | +16 | +11 | +13 | 10d10 (24) | 21
Adult | H | 22d12+110 (253) | 33 | 10 | 21 | 16 | 19 | 16 | +22/+41 | +31 | +18 | +13 | +17 | 12d10 (26) | 24
Mature adult | H | 25d12+150 (312) | 33 | 10 | 23 | 18 | 19 | 18 | +25/+44 | +34 | +20 | +14 | +18 | 14d10 (28) | 26
Old | G | 28d12+196 (378) | 35 | 10 | 25 | 20 | 21 | 20 | +28/+52 | +36 | +23 | +16 | +21 | 16d10 (31) | 29
Very old | G | 31d12+248 (449) | 37 | 10 | 27 | 22 | 23 | 22 | +31/+56 | +40 | +25 | +17 | +23 | 18d10 (33) | 31
Ancient | G | 34d12+306 (527) | 39 | 10 | 29 | 24 | 25 | 24 | +34/+60 | +44 | +28 | +19 | +26 | 20d10 (36) | 34
Wyrm | G | 37d12+370 (610) | 41 | 10 | 31 | 24 | 25 | 24 | +37/+64 | +48 | +30 | +20 | +27 | 22d10 (38) | 35
Great wyrm | C | 40d12+400 (660) | 45 | 10 | 31 | 26 | 27 | 26 | +40/+73 | +49 | +32 | +22 | +30 | 24d10 (40) | 38

Red Dragon Abilities by Age
Age | Speed | Initiative | AC | Special Abilities | Caster Level | SR
Wyrmling | 40 ft., fly 150 ft. (poor) | +0 | 16 (+6 natural), touch 10, flat-footed 16 | Immunity to fire, vulnerability to cold | — | —
Very young | 40 ft., fly 150 ft. (poor) | +0 | 18 (–1 size, +9 natural), touch 9, flat-footed 18 |  | — | —
Young | 40 ft., fly 150 ft. (poor) | +0 | 21 (–1 size, +12 natural), touch 9, flat-footed 21 |  | 1st | —
Juvenile | 40 ft., fly 150 ft. (poor) | +0 | 24 (–1 size, +15 natural), touch 9, flat-footed 24 | Locate object | 3rd | —
Young adult | 40 ft., fly 150 ft. (poor) | +0 | 26 (–2 size, +18 natural), touch 8, flat-footed 26 | DR 5/magic | 5th | 19
Adult | 40 ft., fly 150 ft. (poor) | +0 | 29 (–2 size, +21 natural), touch 8, flat-footed 29 |  | 7th | 21
Mature adult | 40 ft., fly 150 ft. (poor) | +0 | 32 (–2 size, +24 natural), touch 8, flat-footed 32 | DR 10/magic | 9th | 23
Old | 40 ft., fly 200 ft. (clumsy) | +0 | 33 (–4 size, +27 natural), touch 6, flat-footed 33 | Suggestion | 11th | 24
Very old | 40 ft., fly 200 ft. (clumsy) | +0 | 36 (–4 size, +30 natural), touch 6, flat-footed 36 | DR 15/magic | 13th | 26
Ancient | 40 ft., fly 200 ft. (clumsy) | +0 | 39 (–4 size, +33 natural), touch 6, flat-footed 39 | Find the path | 15th | 28
Wyrm | 40 ft., fly 200 ft. (clumsy) | +0 | 42 (–4 size, +36 natural), touch 6, flat-footed 42 | DR 20/magic | 17th | 30
Great wyrm | 40 ft., fly 200 ft. (clumsy) | +0 | 41 (–8 size, +39 natural), touch 2, flat-footed 41 | Discern location | 19th | 32
*Can also cast cleric spells and those from the Chaos, Evil, and Fire domains as arcane spells.
The small scales of a wyrmling red dragon are a bright glossy scarlet, making the dragon easily spotted by predators and hunters, so it stays underground and does not venture outside until it is more able to take care of itself. Toward the end of young age, the scales turn a deeper red, and the glossy texture is replaced by a smooth, dull finish. As the dragon grows older, the scales become large, thick, and as strong as metal. The neck frill and wings are an ash blue or purple-gray toward the edges, becoming darker with age. The pupils of a red dragon fade as it ages; the oldest red dragons have eyes that resemble molten lava orbs.
Combat
Because red dragons are so confident, they seldom pause to appraise an adversary. On spotting a target, they make a snap decision whether to attack, using one of many strategies worked out ahead of time. A red dragon lands to attack small, weak creatures with its claws and bite rather than obliterating them with its breath weapon, so as not to destroy any treasure they might be carrying.
Breath Weapon (Su): A red dragon has one type of breath weapon, a cone of fire.
Locate Object (Sp): A juvenile or older red dragon can use this ability as the spell of the same name, once per day per age category.
Other Spell-Like Abilities: 3/day—suggestion (old or older); 1/day—find the path (ancient or older), discern location (great wyrm).
Skills: Appraise, Bluff, and Jump are considered class skills for red dragons.

WHITE DRAGON
Dragon (Cold)
Environment: Cold mountains
Organization: Wyrmling, very young, young, juvenile, and young adult: solitary or clutch (2–5); adult, mature adult, old, very old, ancient, wyrm, or great wyrm: solitary, pair, or family (1–2 and 2–5 offspring)
Challenge Ratings: Wyrmling 2; very young 3; young 4; juvenile 6; young adult 8; adult 10; mature adult 12; old 15; very old 17; ancient 18; wyrm 19; great wyrm 21
Treasure: Triple standard
Alignment: Always chaotic evil
Advancement: Wyrmling 4–5 HD; very young 7–8 HD; young 10–11 HD; juvenile 13–14 HD; young adult 16–17 HD; adult 19–20 HD; mature adult 22–23 HD; old 25–26 HD; very old 28–29 HD; ancient 31–32 HD; wyrm 34–35 HD; great wyrm 37+ HD
Level Adjustment: Wyrmling +2; very young +3; young +3; juvenile +5; others —

White Dragons by Age
Age | Size | Hit Dice (hp) | Str | Dex | Con | Int | Wis | Cha | Base Attack/ Grapple | Attack | Fort Save | Ref Save | Will Save | Breath Weapon (DC) | Frightful Presence DC
Wyrmling | T | 3d12+3 (22) | 11 | 10 | 13 | 6 | 11 | 6 | +3/–5 | +5 | +4 | +3 | +3 | 1d6 (12) | —
Very young | S | 6d12+6 (45) | 13 | 10 | 13 | 6 | 11 | 6 | +6/+3 | +8 | +6 | +5 | +5 | 2d6 (14) | —
Young | M | 9d12+18 (76) | 15 | 10 | 15 | 6 | 11 | 6 | +9/+11 | +11 | +8 | +6 | +6 | 3d6 (16) | —
Juvenile | M | 12d12+24 (102) | 17 | 10 | 15 | 8 | 11 | 8 | +12/+15 | +15 | +10 | +8 | +8 | 4d6 (18) | —
Young adult | L | 15d12+45 (142) | 19 | 10 | 17 | 8 | 11 | 10 | +15/+23 | +18 | +12 | +9 | +9 | 5d6 (20) | 17
Adult | L | 18d12+72 (189) | 23 | 10 | 19 | 10 | 11 | 12 | +18/+28 | +23 | +15 | +11 | +11 | 6d6 (23) | 20
Mature adult | H | 21d12+105 (241) | 27 | 10 | 21 | 12 | 13 | 12 | +21/+37 | +27 | +17 | +12 | +13 | 7d6 (25) | 21
Old | H | 24d12+120 (276) | 29 | 10 | 21 | 12 | 13 | 12 | +24/+41 | +31 | +19 | +14 | +15 | 8d6 (27) | 23
Very old | H | 27d12+162 (337) | 31 | 10 | 23 | 14 | 15 | 14 | +27/+45 | +35 | +21 | +15 | +17 | 9d6 (29) | 25
Ancient | H | 30d12+180 (375) | 33 | 10 | 23 | 14 | 15 | 14 | +30/+49 | +39 | +23 | +17 | +19 | 10d6 (31) | 27
Wyrm | G | 33d12+231 (445) | 35 | 10 | 25 | 14 | 15 | 16 | +33/+57 | +41 | +25 | +18 | +20 | 11d6 (33) | 29
Great wyrm | G | 36d12+288 (522) | 37 | 10 | 27 | 18 | 19 | 18 | +36/+61 | +45 | +28 | +20 | +24 | 12d6 (36) | 32

White Dragon Abilities by Age
Age | Speed | Initiative | AC | Special Abilities | Caster Level | SR
Wyrmling | 60 ft., burrow 30 ft., fly 150 ft. (average), swim 60 ft. | +0 | 14 (+2 size, +2 natural), touch 12, flat-footed 14 | Icewalking, immunity to cold, vulnerability to fire | — | —
Very young | 60 ft., burrow 30 ft., fly 150 ft. (average), swim 60 ft. | +0 | 16 (+1 size, +5 natural), touch 11, flat-footed 16 |  | — | —
Young | 60 ft., burrow 30 ft., fly 200 ft. (poor), swim 60 ft. | +0 | 18 (+8 natural), touch 10, flat-footed 18 |  | — | —
Juvenile | 60 ft., burrow 30 ft., fly 200 ft. (poor), swim 60 ft. | +0 | 21 (+11 natural), touch 10, flat-footed 21 | Fog cloud | — | —
Young adult | 60 ft., burrow 30 ft., fly 200 ft. (poor), swim 60 ft. | +0 | 23 (–1 size, +14 natural), touch 9, flat-footed 23 | DR 5/magic | — | 16
Adult | 60 ft., burrow 30 ft., fly 200 ft. (poor), swim 60 ft. | +0 | 26 (–1 size, +17 natural), touch 9, flat-footed 26 | Gust of wind | 1st | 18
Mature adult | 60 ft., burrow 30 ft., fly 200 ft. (poor), swim 60 ft. | +0 | 28 (–2 size, +20 natural), touch 8, flat-footed 28 | DR 10/magic | 3rd | 20
Old | 60 ft., burrow 30 ft., fly 200 ft. (poor), swim 60 ft. | +0 | 31 (–2 size, +23 natural), touch 8, flat-footed 31 | Freezing fog | 5th | 21
Very old | 60 ft., burrow 30 ft., fly 200 ft. (poor), swim 60 ft. | +0 | 34 (–2 size, +26 natural), touch 8, flat-footed 34 | DR 15/magic | 7th | 23
Ancient | 60 ft., burrow 30 ft., fly 200 ft. (poor), swim 60 ft. | +0 | 37 (–2 size, +29 natural), touch 8, flat-footed 37 | Wall of ice | 9th | 24
Wyrm | 60 ft., burrow 30 ft., fly 250 ft. (clumsy), swim 60 ft. | +0 | 38 (–4 size, +32 natural), touch 6, flat-footed 38 | DR 20/magic | 11th | 25
Great wyrm | 60 ft., burrow 30 ft., fly 250 ft. (clumsy), swim 60 ft. | +0 | 41 (–4 size, +35 natural), touch 6, flat-footed 41 | Control weather | 13th | 27
The scales of a wyrmling white dragon glisten like mirrors. As the dragon ages, the sheen disappears, and by very old age, scales of pale blue and light gray are mixed in with the white.
Combat
White dragons prefer sudden assaults, swooping down from aloft or bursting from beneath water, snow, or ice. They loose their breath weapon, then try to knock out a single opponent with a follow-up attack.
Breath Weapon (Su): A white dragon has one type of breath weapon, a cone of cold.
Icewalking (Ex): This ability works like the spider climb spell, but the surfaces the dragon climbs must be icy. It is always in effect.
Freezing Fog (Sp): An old or older white dragon can use this ability three times per day. It is similar to a solid fog spell but also causes a rime of slippery ice to form on any surface the fog touches, creating the effect of a grease spell. The dragon is immune to the grease effect because of its icewalking ability. This ability is the equivalent of a 5th-level spell.
Other Spell-Like Abilities: 3/day—fog cloud (juvenile or older), gust of wind (adult or older), wall of ice (ancient or older); 1/day—control weather (great wyrm).
Skills: Hide, Move Silently, and Swim are considered class skills for white dragons.

METALLIC DRAGONS
Metallic dragons make up the good branch of dragonkind, but they are every bit as aggressive as their evil cousins when threatened or challenged. They also tend to be covetous and proud.

BRASS DRAGON
Dragon (Fire)
Environment: Warm deserts
Organization: Wyrmling, very young, young, juvenile, and young adult: solitary or clutch (2–5); adult, mature adult, old, very old, ancient, wyrm, or great wyrm: solitary, pair, or family (1–2 and 2–5 offspring)
Challenge Ratings: Wyrmling 3; very young 4; young 6; juvenile 8; young adult 10; adult 12; mature adult 15; old 17; very old 19; ancient 20; wyrm 21; great wyrm 23
Treasure: Triple standard
Alignment: Always chaotic good
Advancement: Wyrmling 5–6 HD; very young 8–9 HD; young 11–12 HD; juvenile 14–15 HD; young adult 17–18 HD; adult 20–21 HD; mature adult 23–24 HD; old 26–27 HD; very old 29–30 HD; ancient 32–33 HD; wyrm 35–36 HD; great wyrm 38+ HD
Level Adjustment: Wyrmling +2; very young +3; young +4; juvenile +4; others —

Brass Dragons by Age
Age | Size | Hit Dice (hp) | Str | Dex | Con | Int | Wis | Cha | Base Attack/ Grapple | Attack | Fort Save | Ref Save | Will Save | Breath Weapon (DC) | Frightful Presence DC
Wyrmling | T | 4d12+4 (30) | 11 | 10 | 13 | 10 | 11 | 10 | +4/–4 | +6 | +5 | +4 | +4 | 1d6 (13) | —
Very young | S | 7d12+7 (52) | 13 | 10 | 13 | 10 | 11 | 10 | +7/+4 | +9 | +6 | +5 | +5 | 2d6 (14) | —
Young | M | 10d12+20 (85) | 15 | 10 | 15 | 12 | 13 | 12 | +10/+12 | +12 | +9 | +7 | +8 | 3d6 (17) | —
Juvenile | M | 13d12+26 (110) | 17 | 10 | 15 | 12 | 13 | 12 | +13/+16 | +16 | +10 | +8 | +9 | 4d6 (18) | —
Young adult | L | 16d12+48 (152) | 19 | 10 | 17 | 14 | 15 | 14 | +16/+24 | +19 | +13 | +10 | +12 | 5d6 (21) | 20
Adult | L | 19d12+76 (199) | 23 | 10 | 19 | 14 | 15 | 14 | +19/+29 | +24 | +15 | +11 | +13 | 6d6 (23) | 21
Mature adult | H | 22d12+110 (253) | 27 | 10 | 21 | 16 | 17 | 16 | +22/+38 | +28 | +18 | +13 | +16 | 7d6 (26) | 24
Old | H | 25d12+125 (287) | 29 | 10 | 21 | 16 | 17 | 16 | +25/+42 | +32 | +19 | +14 | +17 | 8d6 (27) | 25
Very old | H | 28d12+168 (350) | 31 | 10 | 23 | 18 | 19 | 18 | +28/+46 | +36 | +22 | +16 | +20 | 9d6 (30) | 28
Ancient | H | 31d12+186 (387) | 33 | 10 | 23 | 18 | 19 | 18 | +31/+50 | +40 | +23 | +17 | +21 | 10d6 (31) | 29
Wyrm | G | 34d12+238 (459) | 35 | 10 | 25 | 20 | 21 | 20 | +34/+58 | +42 | +26 | +19 | +24 | 11d6 (34) | 32
Great wyrm | G | 37d12+296 (536) | 37 | 10 | 27 | 20 | 21 | 20 | +37/+62 | +46 | +28 | +20 | +25 | 12d6 (36) | 33

Brass Dragon Abilities by Age
Age | Speed | Initiative | AC | Special Abilities | Caster Level | SR
Wyrmling | 60 ft., burrow 30 ft., fly 150 ft. (average) | +0 | 15 (+2 size, +3 natural), touch 12, flat-footed 15 | Immunity to fire, speak with animals, vulnerability to cold | — | —
Very young | 60 ft., burrow 30 ft., fly 150 ft. (average) | +0 | 17 (+1 size, +6 natural), touch 11, flat-footed 17 |  | — | —
Young | 60 ft., burrow 30 ft., fly 200 ft. (poor) | +0 | 19 (+9 natural), touch 10, flat-footed 19 |  | 1st | —
Juvenile | 60 ft., burrow 30 ft., fly 200 ft. (poor) | +0 | 22 (+12 natural), touch 10, flat-footed 22 | Endure elements | 3rd | —
Young adult | 60 ft., burrow 30 ft., fly 200 ft. (poor) | +0 | 24 (–1 size, +15 natural), touch 9, flat-footed 24 | DR 5/magic | 5th | 18
Adult | 60 ft., burrow 30 ft., fly 200 ft. (poor) | +0 | 27 (–1 size, +18 natural), touch 9, flat-footed 27 | Suggestion | 7th | 20
Mature adult | 60 ft., burrow 30 ft., fly 200 ft. (poor) | +0 | 29 (–2 size, +21 natural), touch 8, flat-footed 29 | DR 10/magic | 9th | 22
Old | 60 ft., burrow 30 ft., fly 200 ft. (poor) | +0 | 32 (–2 size, +24 natural), touch 8, flat-footed 32 | Control winds | 11th | 24
Very old | 60 ft., burrow 30 ft., fly 200 ft. (poor) | +0 | 35 (–2 size, +27 natural), touch 8, flat-footed 35 DR | 15/magic | 13th | 25
Ancient | 60 ft., burrow 30 ft., fly 200 ft. (poor) | +0 | 38 (–2 size, +30 natural), touch 8, flat-footed 38 | Control weather | 15th | 27
Wyrm | 60 ft., burrow 30 ft., fly 250 ft. (clumsy) | +0 | 39 (–4 size, +33 natural), touch 6, flat-footed 39 | DR 20/magic | 17th | 28
Great wyrm | 60 ft., burrow 30 ft., fly 250 ft. (clumsy) | +0 | 42 (–4 size, +36 natural), touch 6, flat-footed 42 | Summon djinni | 19th | 30
*Can also cast cleric spells and those from the Chaos and Knowledge domains as arcane spells.

At birth, a brass dragon’s scales are a dull, mottled brown. As the dragon gets older, the scales become more brassy until they reach a warm, burnished appearance. The grand head-plates of a brass dragon are smooth and metallic, and it sports bladed chin horns that grow sharper with age. Wings and frills are mottled green toward the edges, darkening with age. As the dragon grows older, its pupils fade until the eyes resemble molten metal orbs.
Combat
Brass dragons would rather talk than fight. If an intelligent creature tries to leave without engaging in conversation, the dragon might force compliance in a fit of pique, using suggestion or a dose of sleep gas. A creature put to sleep may wake to find itself pinned or buried to the neck in the sand until the dragon’s thirst for small talk is slaked. When faced with real danger, younger brass dragons fly out of sight, then hide by burrowing into the sand. Older dragons spurn this ploy but still prefer to have the advantage in combat.
Breath Weapon (Su): A brass dragon has two types of breath weapon, a line of fire and a cone of sleep. Creatures within the cone must succeed on a Will save or fall asleep, regardless of HD, for 1d6 rounds plus 1 round per age category of the dragon.
Spell-Like Abilities: At will—speak with animals; 3/day—endure elements (juvenile or older; radius 10 ft. x dragon’s age category); 1/day—suggestion (adult or older), control winds (old or older), control weather (ancient or older).
Summon Djinni (Sp): This ability, usable by a great wyrm brass dragon, works like a summon monster spell, except that it summons one djinni. This ability is the equivalent of a 7th-level spell.
Skills: Bluff, Gather Information, and Survival are considered class skills for brass dragons.

BRONZE DRAGON
Dragon (Water)
Environment: Temperate hills
Organization: Wyrmling, very young, young, juvenile, and young adult: solitary or clutch (2–5); adult, mature adult, old, very old, ancient, wyrm, or great wyrm: solitary, pair, or family (1–2 and 2–5 offspring)
Challenge Ratings: Wyrmling 3; very young 5; young 7; juvenile 9; young adult 12; adult 15; mature adult 17; old 19; very old 20; ancient 22; wyrm 23; great wyrm 25
Treasure: Triple standard
Alignment: Always lawful good
Advancement: Wyrmling 7–8 HD; very young 10–11 HD; young 13–14 HD; juvenile 16–17 HD; young adult 19–20 HD; adult 22–23 HD; mature adult 25–26 HD; old 28–29 HD; very old 31–32 HD; ancient 34–35 HD; wyrm 37–38 HD; great wyrm 40+ HD
Level Adjustment: Wyrmling +4; very young +4; young +6; others —

Bronze Dragons by Age
Age | Size | Hit Dice (hp) | Str | Dex | Con | Int | Wis | Cha | Base Attack/ Grapple | Attack | Fort Save | Ref Save | Will Save | Breath Weapon (DC) | Frightful Presence DC
Wyrmling | S | 6d12+6 (45) | 13 | 10 | 13 | 14 | 15 | 14 | +6/+3 | +8 | +6 | +5 | +7 | 2d6 (14) | —
Very young | M | 9d12+18 (76) | 15 | 10 | 15 | 14 | 15 | 14 | +9/+11 | +11 | +8 | +6 | +8 | 4d6 (16) | —
Young | M | 12d12+24 (102) | 17 | 10 | 15 | 16 | 17 | 16 | +12/+15 | +15 | +10 | +8 | +11 | 6d6 (18) | —
Juvenile | L | 15d12+45 (142) | 19 | 10 | 17 | 18 | 19 | 18 | +15/+23 | +18 | +12 | +9 | +13 | 8d6 (20) | —
Young adult | L | 18d12+72 (189) | 23 | 10 | 19 | 18 | 19 | 18 | +18/+28 | +23 | +15 | +11 | +15 | 10d6 (23) | 23
Adult | H | 21d12+105 (241) | 27 | 10 | 21 | 20 | 21 | 20 | +21/+37 | +27 | +17 | +12 | +17 | 12d6 (25) | 25
Mature adult | H | 24d12+120 (276) | 29 | 10 | 21 | 20 | 21 | 20 | +24/+41 | +31 | +19 | +14 | +19 | 14d6 (27) | 27
Old | H | 27d12+162 (337) | 31 | 10 | 23 | 22 | 23 | 22 | +27/+45 | +35 | +21 | +15 | +21 | 16d6 (29) | 29
Very old | H | 30d12+180 (375) | 33 | 10 | 23 | 22 | 23 | 22 | +30/+49 | +39 | +23 | +17 | +23 | 18d6 (31) | 31
Ancient | G | 33d12+231 (445) | 35 | 10 | 25 | 24 | 25 | 24 | +33/+57 | +41 | +25 | +18 | +25 | 20d6 (33) | 33
Wyrm | G | 36d12+288 (522) | 37 | 10 | 27 | 26 | 27 | 26 | +36/+61 | +45 | +28 | +20 | +28 | 22d6 (36) | 36
Great wyrm | G | 39d12+312 (565) | 39 | 10 | 27 | 26 | 27 | 26 | +39/+65 | +49 | +29 | +21 | +29 | 24d6 (37) | 37

Bronze Dragon Abilities by Age
Age | Speed | Initiative | AC | Special Abilities | Caster Level | SR
Wyrmling | 40 ft., fly 100 ft. (average), swim 60 ft. | +0 | 16 (+1 size, +5 natural), touch 11, flat-footed 16 | Immunity to electricity, water breathing, speak with animals | — | —
Very young | 40 ft., fly 150 ft. (poor), swim 60 ft. | +0 | 18 (+8 natural), touch 10, flat-footed 18 |  | — | —
Young | 40 ft., fly 150 ft. (poor), swim 60 ft. | +0 | 21 (+11 natural), touch 10, flat-footed 21 | Alternate form | 1st | —
Juvenile | 40 ft., fly 150 ft. (poor), swim 60 ft. | +0 | 23 (–1 size, +14 natural), touch 9, flat-footed 23 |  | 3rd | —
Young adult | 40 ft., fly 150 ft. (poor), swim 60 ft. | +0 | 26 (–1 size, +17 natural), touch 9, flat-footed 26 | DR 5/magic | 5th | 20
Adult | 40 ft., fly 150 ft. (poor), swim 60 ft. | +0 | 28 (–2 size, +20 natural), touch 8, flat-footed 28 | Create food and water, fog cloud | 7th | 22
Mature adult | 40 ft., fly 150 ft. (poor), swim 60 ft. | +0 | 31 (–2 size, +23 natural), touch 8, flat-footed 31 | DR 10/magic | 9th | 23
Old | 40 ft., fly 150 ft. (poor), swim 60 ft. | +0 | 34 (–2 size, +26 natural), touch 8, flat-footed 34 | Detect thoughts | 11th | 25
Very old | 40 ft., fly 150 ft. (poor), swim 60 ft. | +0 | 37 (–2 size, +29 natural), touch 8, flat-footed 37 | DR 15/magic | 13th | 26
Ancient | 40 ft., fly 200 ft. (clumsy), swim 60 ft. | +0 | 38 (–4 size, +32 natural), touch 6, flat-footed 38 | Control water | 15th | 28
Wyrm | 40 ft., fly 200 ft. (clumsy), swim 60 ft. | +0 | 41 (–4 size, +35 natural), touch 6, flat-footed 41 | DR 20/magic | 17th | 29
Great wyrm | 40 ft., fly 200 ft. (clumsy), swim 60 ft. | +0 | 44 (–4 size, +38 natural), touch 6, flat-footed 44 | Control weather | 19th | 31
*Can also cast cleric spells and those from the Animal, Law, and Water domains as arcane spells.
A bronze wyrmling’s scales are yellow tinged with green, showing only a hint of bronze. As the dragon approaches adulthood, its color deepens slowly to a darker, rich bronze tone. Very old dragons develop a blue-black tint to the edges of their scales. Powerful swimmers, they have webbed feet and smooth, flat scales. The pupils of its eyes fade as a dragon ages, until in the oldest the eyes resemble glowing green orbs.
Combat
Bronze dragons dislike killing animals and would rather bribe them (perhaps with food) or force them away magically. They use detect thoughts to learn intelligent creatures’ intentions.
When attacking they blind their opponents with fog cloud and then charge or, if flying, snatch them up. Against seafaring opponents they conjure up a storm or use their tails to smash the vessels’ hulls. If a dragon is inclined to be lenient, ships might be merely becalmed, fogbound, or broken-masted.
Breath Weapon (Su): Bronze dragons have two types of breath weapon, a line of lightning and a cone of repulsion gas. Creatures within the cone must succeed on a Will save or be compelled to do nothing but move away from the dragon for 1d6 rounds plus 1 round per age category of the dragon. This is a mind-affecting compulsion enchantment effect.
Water Breathing (Ex): A bronze dragon can breathe underwater indefinitely and can freely use its breath weapon, spells, and other abilities while submerged.
Alternate Form (Su): A young or older bronze dragon can assume any animal or humanoid form of Medium size or smaller as a standard action three times per day. This ability functions as a polymorph spell cast on itself at its caster level, except that the dragon does not regain hit points for changing form and can only assume the form of an animal or humanoid. The dragon can remain in its animal or humanoid form until it chooses to assume a new one or return to its natural form.
Spell-Like Abilities: At will—speak with animals; 3/day—create food and water (adult or older), fog cloud (adult or older), detect thoughts (old or older), control water (ancient or older); 1/day—control weather (great wyrm).
Skills: Disguise, Swim, and Survival are considered class skills for bronze dragons.

COPPER DRAGON
Dragon (Earth)
Environment: Warm hills
Organization: Wyrmling, very young, young, juvenile, and young adult: solitary or clutch (2–5); adult, mature adult, old, very old, ancient, wyrm, or great wyrm: solitary, pair, or family (1–2 and 2–5 offspring)
Challenge Ratings: Wyrmling 3; very young 5; young 7; juvenile 9; young adult 11; adult 14; mature adult 16; old 19; very old 20; ancient 22; wyrm 23; great wyrm 25
Treasure: Triple standard
Alignment: Always chaotic good
Advancement: Wyrmling 6–7 HD; very young 9–10 HD; young 12–13 HD; juvenile 15–16 HD; young adult 18–19 HD; adult 21–22 HD; mature adult 24–25 HD; old 27–28 HD; very old 30–31 HD; ancient 33–34 HD; wyrm 36–37 HD; great wyrm 39+ HD
Level Adjustment: Wyrmling +2; very young +3; young +4; juvenile +4; others —

Copper Dragons by Age
Age | Size | Hit Dice (hp) | Str | Dex | Con | Int | Wis | Cha | Base Attack/ Grapple | Attack | Fort Save | Ref Save | Will Save | Breath Weapon (DC) | Frightful Presence DC
Wyrmling | T | 5d12+5 (37) | 11 | 10 | 13 | 12 | 13 | 12 | +5/–3 | +7 | +5 | +4 | +5 | 2d4 (13) | —
Very young | S | 8d12+8 (60) | 13 | 10 | 13 | 12 | 13 | 12 | +8/+5 | +10 | +7 | +6 | +7 | 4d4 (15) | —
Young | M | 11d12+22 (93) | 15 | 10 | 15 | 14 | 15 | 14 | +11/+13 | +13 | +9 | +7 | +9 | 6d4 (17) | —
Juvenile | M | 14d12+28 (119) | 17 | 10 | 15 | 14 | 15 | 14 | +14/+17 | +17 | +11 | +9 | +11 | 8d4 (19) | —
Young adult | L | 17d12+51 (161) | 19 | 10 | 17 | 16 | 17 | 16 | +17/+25 | +20 | +13 | +10 | +13 | 10d4 (21) | 21
Adult | L | 20d12+80 (210) | 23 | 10 | 19 | 16 | 17 | 16 | +20/+30 | +25 | +16 | +12 | +15 | 12d4 (24) | 23
Mature adult | H | 23d12+115 (264) | 27 | 10 | 21 | 18 | 19 | 18 | +23/+39 | +29 | +18 | +13 | +17 | 14d4 (26) | 25
Old | H | 26d12+130 (299) | 29 | 10 | 21 | 18 | 19 | 18 | +26/+43 | +33 | +20 | +15 | +19 | 16d4 (28) | 27
Very old | H | 29d12+174 (362) | 31 | 10 | 23 | 20 | 21 | 20 | +29/+47 | +37 | +22 | +16 | +21 | 18d4 (30) | 29
Ancient | H | 32d12+192 (400) | 33 | 10 | 23 | 20 | 21 | 20 | +32/+51 | +41 | +24 | +18 | +23 | 20d4 (32) | 31
Wyrm | G | 35d12+245 (472) | 35 | 10 | 25 | 22 | 23 | 22 | +35/+59 | +43 | +26 | +19 | +25 | 22d4 (34) | 33
Great wyrm | G | 38d12+304 (551) | 37 | 10 | 27 | 22 | 23 | 22 | +38/+63 | +47 | +29 | +21 | +27 | 24d4 (37) | 35

Copper Dragon Abilities by Age
Age | Speed | Initiative | AC | Special Abilities | Caster Level | SR
Wyrmling | 40 ft., fly 100 ft. (average) | +0 | 16 (+2 size, +4 natural), touch 12, flat-footed 16 | Immunity to acid, spider climb | — | —
Very young | 40 ft., fly 100 ft. (average) | +0 | 18 (+1 size, +7 natural), touch 11, flat-footed 18 |  | — | —
Young | 40 ft., fly 150 ft. (poor) | +0 | 20 (+10 natural), touch 10, flat-footed 20 |  | 1st | —
Juvenile | 40 ft., fly 150 ft. (poor) | +0 | 23 (+13 natural), touch 10, flat-footed 23 |  | 3rd | —
Young adult | 40 ft., fly 150 ft. (poor) | +0 | 25 (–1 size, +16 natural), touch 9, flat-footed 25 | DR 5/magic | 5th | 19
Adult | 40 ft., fly 150 ft. (poor) | +0 | 28 (–1 size, +19 natural), touch 9, flat-footed 28 | Stone shape | 7th | 21
Mature adult | 40 ft., fly 150 ft. (poor) | +0 | 30 (–2 size, +22 natural), touch 8, flat-footed 30 | DR 10/magic | 9th | 23
Old | 40 ft., fly 150 ft. (poor) | +0 | 33 (–2 size, +25 natural), touch 8, flat-footed 33 | Transmute rock to mud/mud to rock | 11th | 25
Very old | 40 ft., fly 150 ft. (poor) | +0 | 36 (–2 size, +28 natural), touch 8, flat-footed 36 | DR 15/magic | 13th | 26
Ancient | 40 ft., fly 150 ft. (poor) | +0 | 39 (–2 size, +31 natural), touch 8, flat-footed 39 | Wall of stone | 15th | 28
Wyrm | 40 ft., fly 200 ft. (clumsy) | +0 | 40 (–4 size, +34 natural), touch 6, flat-footed 40 | DR 20/magic | 17th | 29
Great wyrm | 40 ft., fly 200 ft. (clumsy) | +0 | 43 (–4 size, +37 natural), touch 6, flat-footed 43 | Move earth | 19th | 31
*Can also cast cleric spells and those from the Chaos, Earth, and Trickery domains as arcane spells.
At birth, a copper dragon’s scales have a ruddy brown color with a metallic tint. As the dragon gets older, the scales become finer and more coppery, assuming a soft, warm gloss by young adult age. Very old dragons’ scales pick up a green tint. A copper dragon’s pupils fade with age, and the eyes of great wyrms resemble glowing turquoise orbs.
Combat
A copper dragon appreciates wit and usually doesn’t harm creatures that can relate a joke, humorous story, or riddle the dragon has not heard before. It quickly gets annoyed with anyone who doesn’t laugh at its jokes or accept its tricks with good humor. It likes to taunt and annoy opponents into giving up or acting foolishly.
An angry copper dragon prefers to mire foes using transmute rock to mud. The dragon pushes trapped opponents into the mud or snatches and carries them aloft. A copper dragon tries to draw airborne enemies into narrow, stony gorges where it can use its spider climb ability and maneuver them into colliding with the walls.
Breath Weapon (Su): A copper dragon has two types of breath weapon, a line of acid and a cone of slow gas. Creatures within the cone must succeed on a Fortitude save or be slowed for 1d6 rounds plus 1 round per age category of the dragon.
Spider Climb (Ex): A copper dragon can climb on stone surfaces as though using the spider climb spell.
Spell-Like Abilities: 2/day—stone shape (adult or older); 1/day—transmute rock to mud or mud to rock (old or older), wall of stone (ancient or older), move earth (great wyrm).
Skills: Bluff, Hide, and Jump are considered class skills for copper dragons.

GOLD DRAGON
Dragon (Fire)
Environment: Warm plains
Organization: Wyrmling, very young, young, juvenile, and young adult: solitary or clutch (2–5); adult, mature adult, old, very old, ancient, wyrm, or great wyrm: solitary, pair, or family (1–2 and 2–5 offspring)
Challenge Ratings: Wyrmling 5; very young 7; young 9; juvenile 11; young adult 14; adult 16; mature adult 19; old 21; very old 22; ancient 24; wyrm 25; great wyrm 27
Treasure: Triple standard
Alignment: Always lawful good
Advancement: Wyrmling 9–10 HD; very young 12–13 HD; young 15–16 HD; juvenile 18–19 HD; young adult 21–22 HD; adult 24–25 HD; mature adult 27–28 HD; old 30–31 HD; very old 33–34 HD; ancient 36–37 HD; wyrm 39–40 HD; great wyrm 42+ HD
Level Adjustment: Wyrmling +4; very young +5; young +6; others —

Gold Dragons by Age
Age | Size | Hit Dice (hp) | Str | Dex | Con | Int | Wis | Cha | Base Attack/ Grapple | Attack | Fort Save | Ref Save | Will Save | Breath Weapon (DC) | Frightful Presence DC
Wyrmling | M | 8d12+16 (68) | 17 | 10 | 15 | 14 | 15 | 14 | +8/+11 | +11 | +8 | +6 | +8 | 2d10 (16) | —
Very young | L | 11d12+33 (104) | 21 | 10 | 17 | 16 | 17 | 16 | +11/+20 | +15 | +10 | +7 | +10 | 4d10 (18) | —
Young | L | 14d12+42 (133) | 25 | 10 | 17 | 16 | 17 | 16 | +14/+25 | +20 | +12 | +9 | +12 | 6d10 (20) | —
Juvenile | L | 17d12+68 (178) | 29 | 10 | 19 | 18 | 19 | 18 | +17/+30 | +25 | +14 | +10 | +14 | 8d10 (22) | —
Young adult | H | 20d12+100 (230) | 31 | 10 | 21 | 18 | 19 | 18 | +20/+38 | +28 | +17 | +12 | +16 | 10d10 (25) | 24
Adult | H | 23d12+115 (264) | 33 | 10 | 21 | 20 | 21 | 20 | +23/+42 | +32 | +18 | +13 | +18 | 12d10 (26) | 26
Mature adult | H | 26d12+156 (325) | 35 | 10 | 23 | 20 | 21 | 20 | +26/+46 | +36 | +21 | +15 | +20 | 14d10 (29) | 28
Old | G | 29d12+203 (391) | 39 | 10 | 25 | 24 | 25 | 24 | +29/+55 | +39 | +23 | +16 | +23 | 16d10 (31) | 31
Very old | G | 32d12+256 (464) | 41 | 10 | 27 | 26 | 27 | 26 | +32/+59 | +43 | +26 | +18 | +26 | 18d10 (34) | 34
Ancient | G | 35d12+315 (542) | 43 | 10 | 29 | 28 | 29 | 28 | +35/+63 | +47 | +28 | +19 | +28 | 20d10 (36) | 36
Wyrm | C | 38d12+380 (627) | 45 | 10 | 31 | 30 | 31 | 30 | +38/+71 | +47 | +31 | +21 | +31 | 22d10 (39) | 39
Great wyrm | C | 41d12+451 (717) | 47 | 10 | 33 | 32 | 33 | 32 | +41/+75 | +51 | +33 | +22 | +33 | 24d10 (41) | 41

Gold Dragon Abilities by Age
Age | Speed | Initiative | AC | Special Abilities | Caster Level | SR
Wyrmling | 60 ft., fly 200 ft. (poor), swim 60 ft. | +0 | 17 (+7 natural), touch 10, flat-footed 17 | Alternate form, immunity to fire, vulnerability to cold, water breathing | — | —
Very young | 60 ft., fly 200 ft. (poor), swim 60 ft. | +0 | 19 (–1 size, +10 natural), touch 9, flat-footed 19 |  | — | —
Young | 60 ft., fly 200 ft. (poor), swim 60 ft. | +0 | 22 (–1 size, +13 natural), touch 9, flat-footed 22 |  | 1st | —
Juvenile | 60 ft., fly 200 ft. (poor), swim 60 ft. | +0 | 25 (–1 size, +16 natural), touch 9, flat-footed 25 | Bless | 3rd | —
Young adult | 60 ft., fly 200 ft. (poor), swim 60 ft. | +0 | 27 (–2 size, +19 natural), touch 8, flat-footed 27 | DR 5/magic | 5th | 21
Adult | 60 ft., fly 200 ft. (poor), swim 60 ft. | +0 | 30 (–2 size, +22 natural), touch 8, flat-footed 30 | Luck bonus | 7th | 23
Mature adult | 60 ft., fly 200 ft. (poor), swim 60 ft. | +0 | 33 (–2 size, +25 natural), touch 8, flat-footed 33 | DR 10/magic | 9th | 25
Old | 60 ft., fly 250 ft. (clumsy), swim 60 ft. | +0 | 34 (–4 size, +28 natural), touch 6, flat-footed 34 | Geas/quest, detect gems | 11th | 27
Very old | 60 ft., fly 250 ft. (clumsy), swim 60 ft. | +0 | 37 (–4 size, +31 natural), touch 6, flat-footed 37 | DR 15/magic | 13th | 28
Ancient | 60 ft., fly 250 ft. (clumsy), swim 60 ft. | +0 | 40 (–4 size, +34 natural), touch 6, flat-footed 40 | Sunburst | 15th | 30
Wyrm | 60 ft., fly 250 ft. (clumsy), swim 60 ft. | +0 | 39 (–8 size, +37 natural), touch 2, flat-footed 39 | DR 20/magic | 17th | 31
Great wyrm | 60 ft., fly 250 ft. (clumsy), swim 60 ft. | +0 | 42 (–8 size, +40 natural), touch 2, flat-footed 42 | Foresight | 19th | 33
*Can also cast cleric spells and those from the Law, Luck, and Good domains as arcane spells.
On hatching, a gold dragon’s scales are dark yellow with golden metallic flecks.
The flecks get larger as the dragon matures until, at the adult stage, the scales are completely golden. Gold dragons’ faces are bewhiskered and sagacious; as they age, their pupils fade until the eyes resemble pools of molten gold.
Combat
Gold dragons usually parley before fighting. When conversing with intelligent creatures, they use Intimidate and Sense Motive to gain the upper hand. In combat, they employ bless and their luck bonus; older dragons use their luck bonus at the start of each day. They make heavy use of spells in combat. Among their favorites are cloudkill, delayed blast fireball, fire shield, globe of invulnerability, maze, sleep, slow, and stinking cloud.
Breath Weapon (Su): A gold dragon has two types of breath weapon, a cone of fire and a cone of weakening gas. Creatures within a cone of weakening gas must succeed on a Fortitude save or take 1 point of Strength damage per age category of the dragon.
Alternate Form (Su): A gold dragon can assume any animal or humanoid form of Medium size or smaller as a standard action three times per day. This ability functions as a polymorph spell cast on itself at its caster level, except that the dragon does not regain hit points for changing form and can only assume the form of an animal or humanoid. The dragon can remain in its animal or humanoid form until it chooses to assume a new one or return to its natural form.
Water Breathing (Ex): A gold dragon can breathe underwater indefinitely and can freely use its breath weapon, spells, and other abilities while submerged (the cone of fire becomes a cone of superheated steam underwater).
Luck Bonus (Sp): Once per day an adult or older gold dragon can touch a gem, usually one embedded in the dragon’s hide, and enspell it to bring good luck. As long as the dragon carries the gem, it and every good creature in a 10-foot radius per age category of the dragon receives a +1 luck bonus on all saving throws and similar rolls, as for a stone of good luck. If the dragon gives an enspelled gem to another creature, only that bearer gets the bonus. The effect lasts 1d3 hours plus 3 hours per age category of the dragon but ends if the gem is destroyed. This ability is the equivalent of a 2nd-level spell.
Detect Gems (Sp): An old or older gold dragon can use this ability three times per day. This is a divination effect similar to a detect magic spell, except that it finds only gems. The dragon can scan a 60-degree arc each round: By concentrating for 1 round it knows if there are any gems within the arc; 2 rounds of concentration reveal the exact number of gems; and 3 rounds reveal their exact location, type, and value. This ability is the equivalent of a 2ndlevel spell.
Other Spell-Like Abilities: 3/day—bless (juvenile or older); 1/day—geas/quest (old or older), sunburst (ancient or older), foresight (great wyrm).
Skills: Disguise, Heal, and Swim are considered class skills for gold dragons.

SILVER DRAGON
Dragon (Cold)
Environment: Temperate mountains
Organization: Wyrmling, very young, young, juvenile, and young adult: solitary or clutch (2–5); adult, mature adult, old, very old, ancient, wyrm, or great wyrm: solitary, pair, or family (1–2 and 2–5 offspring)
Challenge Ratings: Wyrmling 4; very young 5; young 7; juvenile 10; young adult 13; adult 15; mature adult 18; old 20; very old 21; ancient 23; wyrm 24; great wyrm 26
Treasure: Triple standard
Alignment: Always lawful good
Advancement: Wyrmling 8–9 HD; very young 11–12 HD; young 14–15 HD; juvenile 17–18 HD; young adult 20–21 HD; adult 23–24 HD; mature adult 26–27 HD; old 29–30 HD; very old 32–33 HD; ancient 35–36 HD; wyrm 38–39 HD; great wyrm 41+ HD
Level Adjustment: Wyrmling +4; very young +4; young +5; others —

Silver Dragons by Age
Age | Size | Hit Dice (hp) | Str | Dex | Con | Int | Wis | Cha | Base Attack/ Grapple | Attack | Fort Save | Ref Save | Will Save | Breath Weapon (DC) | Frightful Presence DC
Wyrmling | S | 7d12+7 (52) | 13 | 10 | 13 | 14 | 15 | 14 | +7/+4 | +9 | +6 | +5 | +7 | 2d8 (14) | —
Very young | M | 10d12+20 (85) | 15 | 10 | 15 | 14 | 15 | 14 | +10/+12 | +12 | +9 | +7 | +9 | 4d8 (17) | —
Young | M | 13d12+26 (110) | 17 | 10 | 15 | 16 | 17 | 16 | +13/+16 | +16 | +10 | +8 | +11 | 6d8 (18) | —
Juvenile | L | 16d12+48 (152) | 19 | 10 | 17 | 18 | 19 | 18 | +16/+24 | +19 | +13 | +10 | +14 | 8d8 (21) | —
Young adult | L | 19d12+76 (199) | 23 | 10 | 19 | 18 | 19 | 18 | +19/+29 | +24 | +15 | +11 | +15 | 10d8 (23) | 23
Adult | H | 22d12+110 (253) | 27 | 10 | 21 | 20 | 21 | 20 | +22/+38 | +28 | +18 | +13 | +18 | 12d8 (26) | 26
Mature adult | H | 25d12+125 (287) | 29 | 10 | 21 | 20 | 21 | 20 | +25/+42 | +32 | +19 | +14 | +19 | 14d8 (27) | 27
Old | H | 28d12+168 (350) | 31 | 10 | 23 | 22 | 23 | 22 | +28/+46 | +36 | +22 | +16 | +22 | 16d8 (30) | 30
Very old | H | 31d12+186 (387) | 33 | 10 | 23 | 24 | 25 | 24 | +31/+50 | +40 | +23 | +17 | +24 | 18d8 (31) | 32
Ancient | G | 34d12+238 (459) | 35 | 10 | 25 | 26 | 27 | 26 | +34/+58 | +42 | +26 | +19 | +27 | 20d8 (34) | 35
Wyrm | G | 37d12+333 (573) | 39 | 10 | 29 | 28 | 29 | 28 | +37/+63 | +47 | +29 | +20 | +29 | 22d8 (37) | 37
Great wyrm | C | 40d12+400 (660) | 43 | 10 | 31 | 30 | 31 | 30 | +40/+72 | +48 | +32 | +22 | +32 | 24d8 (40) | 40

Silver Dragon Abilities by Age
Age | Speed | Initiative | AC | Special Abilities | Caster Level | SR
Wyrmling | 40 ft., fly 100 ft. (average) | +0 | 17 (+1 size, +6 natural), touch 11, flat-footed 17 | Alternate form, immunity to acid and cold, cloudwalking, vulnerability to fire | — | —
Very young | 40 ft., fly 150 ft. (poor) | +0 | 19 (+9 natural), touch 10, flat-footed 19 |  | — | —
Young | 40 ft., fly 150 ft. (poor) | +0 | 22 (+12 natural), touch 10, flat-footed 22 |  | 1st | —
Juvenile | 40 ft., fly 150 ft. (poor) | +0 | 24 (–1 size, +15 natural), touch 9, flat-footed 24 | Feather fall | 3rd | —
Young adult | 40 ft., fly 150 ft. (poor) | +0 | 27 (–1 size, +18 natural), touch 9, flat-footed 27 | DR 5/magic | 5th | 20
Adult | 40 ft., fly 150 ft. (poor) | +0 | 29 (–2 size, +21 natural), touch 8, flat-footed 29 | Fog cloud | 7th | 22
Mature adult | 40 ft., fly 150 ft. (poor) | +0 | 32 (–2 size, +24 natural), touch 8, flat-footed 32 | DR 10/magic | 9th | 24
Old | 40 ft., fly 150 ft. (poor) | +0 | 35 (–2 size, +27 natural), touch 8, flat-footed 35 | Control winds | 11th | 26
Very old | 40 ft., fly 150 ft. (poor) | +0 | 38 (–2 size, +30 natural), touch 8, flat-footed 38 | DR 15/magic | 13th | 27
Ancient | 40 ft., fly 200 ft. (clumsy) | +0 | 39 (–4 size, +33 natural), touch 6, flat-footed 39 | Control weather | 15th | 29
Wyrm | 40 ft., fly 200 ft. (clumsy) | +0 | 42 (–4 size, +36 natural), touch 6, flat-footed 42 | DR 20/magic | 17th | 30
Great wyrm | 40 ft., fly 200 ft. (clumsy) | +0 | 41 (–8 size, +39 natural), touch 2, flat-footed 41 | Reverse gravity | 19th | 32
*Can also cast cleric spells and those from the Air, Good, Law, and Sun domains as arcane spells.
A silver wyrmling’s scales are blue-gray with silver highlights. As the dragon approaches adulthood, its color gradually brightens until the individual scales are scarcely visible.
Combat
Silver dragons are not violent and avoid combat except when faced with highly evil or aggressive foes. If necessary, they use fog cloud or control weather to blind or confuse opponents before attacking. When angry, they use reverse gravity to fling enemies helplessly into the air, where they can be snatched. Against flying opponents, a silver dragon hides in clouds (creating some with control weather on clear days), then jumps to the attack when it has the advantage.
Breath Weapon (Su): A silver dragon has two types of breath weapon, a cone of cold and a cone of paralyzing gas. Creatures within a cone of paralyzing gas must succeed on a Fortitude save or be paralyzed for 1d6 rounds plus 1 round per age category of the dragon.
Alternate Form (Su): A silver dragon can assume any animal or humanoid form of Medium size or smaller as a standard action three times per day. This ability functions as a polymorph spell cast on itself at its caster level, except that the dragon does not regain hit points for changing form and can only assume the form of an anirmal or humanoid. The dragon can remain in its animal or humanoid form until it chooses to assume a new one or return to its natural form.
Cloudwalking (Su): A silver dragon can tread on clouds or fog as though on solid ground. The ability functions continuously but can be negated or resumed at will.
Spell-Like Abilities: 3/day—fog cloud (adult or older), control winds (old or older); 2/day—feather fall (juvenile or older); 1/day— control weather (ancient or older), reverse gravity (great wyrm).
Skills: Bluff, Disguise, and Jump are considered class skills for silver dragons.

DRAGON TURTLE
 | Huge Dragon (Aquatic)
Hit Dice: | 12d12+60 (138 hp)
Initiative: | +0
Speed: | 20 ft. (4 squares), swim 30 ft.
Armor Class: | 25 (–2 size, +17 natural), touch 8, flat-footed 25
Base Attack/Grapple: | +12/+28
Attack: | Bite +18 melee (4d6+8)
Full Attack: | Bite +18 melee (4d6+8) and 2 claws +13 melee (2d8+4)
Space/Reach: | 15 ft./10 ft.
Special Attacks: | Breath weapon, snatch, capsize
Special Qualities: | Darkvision 60 ft., immunity to fire, sleep, and paralysis, low-light vision, scent
Saves: | Fort +13, Ref +8, Will +9
Abilities: | Str 27, Dex 10, Con 21, Int 12, Wis 13, Cha 12
Skills: | Diplomacy +3, Hide +7*, Intimidate +16, Listen +16, Search +16, Sense Motive +16, Spot +16, Survival +16 (+18 following tracks), Swim +21
Feats: | Blind-Fight, Cleave, Improved Bull Rush, Power Attack, Snatch
Environment: | Temperate aquatic
Organization: | Solitary
Challenge Rating: | 9
Treasure: | Triple standard
Alignment: | Usually neutral
Advancement: | 13–24 HD (Huge); 25–36 HD (Gargantuan)
Level Adjustment: | —
Its rough, deep green shell is much the same color as the deep water the monster favors, and the silver highlights that line the shell resemble light dancing on open water. The turtle’s legs, tail, and head are a lighter green, flecked with golden highlights. An adult dragon turtle can measure from 20 to 30 feet from snout to tail, with a shell from 15 to 25 feet in diameter, and can weigh 8,000 to 32,000 pounds.
Dragon turtles speak Aquan, Draconic, and Common.
COMBAT
Dragon turtles are fierce fighters and generally attack any creature that threatens their territory or looks like a potential meal.
Breath Weapon (Su): Cloud of superheated steam 20 feet high, 25 feet wide, and 50 feet long, once every 1d4 rounds, damage 12d6 fire, Reflex DC 21 half; effective both on the surface and underwater. The save DC is Constitution-based.
Capsize (Ex): A submerged dragon turtle that surfaces under a boat or ship less than 20 feet long capsizes the vessel 95% of the time. It has a 50% chance to capsize a vessel from 20 to 60 feet long and a 20% chance to capsize one over 60 feet long.
Skills: A dragon turtle has a +8 racial bonus on any Swim check to perform some special action or avoid a hazard. It can always choose to take 10 on a Swim check, even if distracted or endangered.
It can use the run action while swimming, provided it swims in a straight line.
*Dragon turtles have a +8 racial bonus on Hide checks when submerged.

DRAGONNE
 | Large Magical Beast
Hit Dice: | 9d10+27 (76 hp)
Initiative: | +6
Speed: | 40 ft. (8 squares), fly 30 ft. (poor)
Armor Class: | 18 (–1 size, +2 Dex, +7 natural), touch 11, flat-footed 16
Base Attack/Grapple: | +9/+17
Attack: | Bite +12 melee (2d6+4)
Full Attack: | Bite +12 melee (2d6+4) and 2 claws +7 melee (2d4+2)
Space/Reach: | 10 ft./5 ft.
Special Attacks: | Pounce, roar
Special Qualities: | Darkvision 60 ft., low-light vision, scent
Saves: | Fort +9, Ref +8, Will +4
Abilities: | Str 19, Dex 15, Con 17, Int 6, Wis 12, Cha 12
Skills: | Listen +11, Spot +11
Feats: | Blind-Fight, Combat Reflexes, Improved Initiative, Track
Environment: | Temperate deserts
Organization: | Solitary, pair, or pride (5–10)
Challenge Rating: | 7
Treasure: | Double standard
Alignment: | Usually neutral
Advancement: | 10–12 HD (Large); 13–27 HD (Huge)
Level Adjustment: | +4 (cohort)
A dragonne possesses huge claws and fangs, and large eyes, usually the color of its scales. A dragonne is about 12 feet long and weighs about 700 pounds.
Dragonnes speak Draconic.
COMBAT
A dragonne’s wings are useful only for short flights, carrying the creature for 10 to 30 minutes at a time. Nevertheless, it uses its wings effectively in battle. If opponents attempt to charge or encircle it, the dragonne simply takes to the air and finds a more defensible position.
Pounce (Ex): If a dragonne charges, it can make a full attack in the same round.
Roar (Su): A dragonne can loose a devastating roar every 1d4 rounds. All creatures except dragonnes within 120 feet must succeed on a DC 15 Will save or become fatigued. Those within 30 feet who fail their saves become exhausted. The save DC is Charisma-based.
Skills: Dragonnes have a +4 racial bonus on Listen and Spot checks.
Carrying Capacity: A light load for a dragonne is up to 348 pounds; a medium load, 349–699 pounds, and a heavy load, 700–1,050 pounds.

DRIDER
 | Large Aberration
Hit Dice: | 6d8+18 (45 hp)
Initiative: | +2
Speed: | 30 ft. (6 squares), climb 15 ft.
Armor Class: | 17 (–1 size, +2 Dex, +6 natural), touch 11, flat-footed 15
Base Attack/Grapple: | +4/+10
Attack: | Dagger +5 melee (1d6+2/19–20) or bite +6 melee (1d4+1 plus poison) or shortbow +5 ranged (1d8/x3)
Full Attack: | 2 daggers +3 melee (1d6+2/19–20, 1d6+1/19–20) and bite +1 melee (1d4+1 plus poison); or shortbow +5 ranged (1d8/x3)
Space/Reach: | 10 ft./5 ft.
Special Attacks: | Spells, spell-like abilities, poison
Special Qualities: | Darkvision 60 ft., spell resistance 17
Saves: | Fort +5, Ref +4, Will +8
Abilities: | Str 15, Dex 15, Con 16, Int 15, Wis 16, Cha 16
Skills: | Climb +14, Concentration +9, Hide +10, Listen +9, Move Silently +12, Spot +9
Feats: | Combat Casting, Two-Weapon Fighting, Weapon Focus (bite)
Environment: | Underground
Organization: | Solitary, pair, or troupe (1–2 plus 7–12 Medium monstrous spiders)
Challenge Rating: | 7
Treasure: | Double standard
Alignment: | Always chaotic evil
Advancement: | By character class
Level Adjustment: | +4
Driders speak Elven, Common, and Undercommon.
COMBAT
Driders seldom pass up an opportunity to attack other creatures, especially from ambush. They usually begin with a spell assault and often levitate out of the enemy’s reach.
Poison (Ex): Injury, Fortitude DC 16, initial and secondary damage 1d6 Str. The save DC is Constitution based.
Spell-Like Abilities: 1/day—dancing lights (DC 13), clairaudience/clairvoyance, darkness, detect good, detect law, detect magic, dispel magic, faerie fire, levitate, suggestion (DC 16). Caster level 6th. The save DCs are Charisma-based.
Spells: Driders cast spells as 6th-level clerics, wizards, or sorcerers. Drider clerics can choose from the following domains: Chaos, Destruction, Evil, and Trickery. The typical spells prepared shown here are for a drider sorcerer.
Typical Sorcerer Spells Known (6/7/6/4, base save DC 13 + spell level): 0—daze, detect magic, ghost sound, mage hand, ray of frost, read magic, resistance; 1st—mage armor, magic missile, ray of enfeeblement, silent image; 2nd— invisibility, web; 3rd—lightning bolt.
Skills: A drider has a +4 racial bonus on Hide and Move Silently checks. It has a +8 racial bonus on Climb checks and can always choose to take 10 on a Climb check, even if rushed or threatened.

DRYAD
 | Medium Fey
Hit Dice: | 4d6 (14 hp)
Initiative: | +4
Speed: | 30 ft. (6 squares)
Armor Class: | 17 (+4 Dex, +3 natural), touch 14, flat-footed 13
Base Attack/Grapple: | +2/+2
Attack: | Dagger +6 melee (1d4/19–20) or masterwork longbow +7 ranged (1d8/x3)
Full Attack: | Dagger +6 melee (1d4/19–20) or masterwork longbow +7 ranged (1d8/x3)
Space/Reach: | 5 ft./5 ft.
Special Attacks: | Spell-like abilities
Special Qualities: | Damage reduction 5/cold iron, tree dependent, wild empathy
Saves: | Fort +3, Ref +8, Will +6
Abilities: | Str 10, Dex 19, Con 11, Int 14, Wis 15, Cha 18
Skills: | Escape Artist +11, Handle Animal +11, Hide +11, Knowledge (nature) +11, Listen +9, Move Silently +11, Ride +6, Spot +9, Survival +9, Use Rope +4 (+6 with bindings)
Feats: | Great Fortitude, Weapon Finesse
Environment: | Temperate forests
Organization: | Solitary or grove (4–7)
Challenge Rating: | 3
Treasure: | Standard
Alignment: | Usually chaotic good
Advancement: | By character class
Level Adjustment: | —
A dryad’s delicate features are much like a female elf ’s, though her flesh is like bark or fine wood, and her hair is like a canopy of leaves that changes color with the seasons.
Although they are generally solitary, up to seven dryads have been encountered in one place on rare occasions.
Dryads speak Common, Elven, and Sylvan.
COMBAT
Shy, intelligent, and resolute, dryads are as elusive as they are alluring—they avoid physical combat and are rarely seen unless they wish to be. If threatened, or in need of an ally, a dryad uses charm person or suggestion, attempting to gain control of the attacker(s) who could help the most against the rest. Any attack on her tree, however, provokes the dryad into a frenzied defense.
Spell-Like Abilities: At will—entangle (DC 13), speak with plants, tree shape; 3/day— charm person (DC 13), deep slumber (DC 15), tree stride; 1/day—suggestion (DC 15). Caster level 6th. The save DCs are Wisdom-based.
Tree Dependent (Su): Each dryad is mystically bound to a single, enormous oak tree and must never stray more than 300 yards from it. Any who do become ill and die within 4d6 hours. A dryad’s oak does not radiate magic.
Wild Empathy (Ex): This power works like the druid’s wild empathy class feature, except that the dryad has a +6 racial bonus on the check.

DWARF
 | Dwarf, 1st-Level Warrior | Duergar, 1st-Level Warrior
 | Medium Humanoid (Dwarf) | Medium Humanoid (Dwarf)
Hit Dice: | 1d8+2 (6 hp) | 1d8+5 (9 hp)
Initiative: | +0 | +0
Speed: | 20 ft. in scale mail (4 squares); base speed 20 ft. | 20 ft. in chainmail (4 squares); base speed 20 ft.
Armor Class: | 16 (+4 scale mail, +2 heavy shield), touch 10, flat-footed 16 | 17 (+5 chainmail, +2 heavy shield), touch 10, flat-footed 17
Base Attack/Grapple: | +1/+2 | +1/+2
Attack: | Dwarven waraxe +3 melee (1d10+1/x3) or shortbow +1 ranged (1d6/x3) | Warhammer +2 melee (1d8+1/x3) or light crossbow +1 ranged (1d8/19–20)
Full Attack: | Dwarven waraxe +3 melee (1d10+1/x3) or shortbow +1 ranged (1d6/x3) | Warhammer +2 melee (1d8+1/x3) or light crossbow +1 ranged (1d8/19–20)
Space/Reach: | 5 ft./5 ft. | 5 ft./5 ft.
Special Attacks: | Dwarf traits | Duergar traits, spell-like abilities
Special Qualities: | Darkvision 60 ft., dwarf traits | Darkvision 60 ft., duergar traits
Saves: | Fort +4*, Ref +0*, Will –1* | Fort +4*, Ref +0*, Will –1*
Abilities: | Str 13, Dex 11, Con 14, Int 10, Wis 9, Cha 6 | Str 13, Dex 11, Con 14, Int 10, Wis 9, Cha 4
Skills: | Appraise +2, Craft (blacksmithing) +2, Craft (stonemasonry) +2, Listen +2, Spot +2 | Appraise +2, Craft (blacksmithing) +2, Craft (stonemasonry) +2, Listen +3, Move Silently –4, Spot +2
Feats: | Weapon Focus (dwarven waraxe) | Toughness
Environment: | Temperate mountains (Deep: Underground) | Underground
Organization: | Team (2–4), squad (11–20 plus 2 3rd-level sergeants and 1 leader of 3rd–6th level), or clan (30–100 plus 30% noncombatants plus 1 3rd-level sergeant per 10 adults, 5 5th-level lieutenants, and 3 7th-level captains) | Team (2–4), squad (9–16 plus 3 3rd-level sergeants and 1 leader of 3rd–8th level) or clan (20–80 plus 25% noncombatants plus 1 3rd-level sergeant per 5 adults, 3–6 6th-level lieutenants, and 1–4 9th-level captains)
Challenge Rating: | ½ | 1
Treasure: | Standard coins; double goods; standard items | Standard coins, double goods, standard items
Alignment: | Often lawful good (Deep: Usually lawful neutral or neutral) | Often lawful evil
Advancement: | By character class | By character class
Level Adjustment: | +0 | +1
Dwarves favor earth tones in their clothing and prefer simple and functional garb. The skin can be very dark, but it is always some shade of tan or brown. Hair color can be black, gray, or brown. Dwarves average 4 feet tall and weigh as much as adult humans.
Dwarves speak Dwarven. Most who travel outside dwarven lands (as traders, mercenaries, or adventurers) know the Common tongue, while warriors in the dwarven cities usually learn Goblin to better interrogate and spy on those evil denizens of the deep caves.
Most dwarves encountered outside their home are warriors.
COMBAT
Dwarves are experts in combat, effectively using their environment and executing well-planned group attacks. They rarely use magic in fights, since they have few wizards or sorcerers (but dwarven clerics throw themselves into battle as heartily as their fellow warriors). If they have time to prepare, they may build deadfalls or other traps involving stone. In addition to the dwarven waraxe and thrown hammer, dwarves also use warhammers, picks, shortbows, heavy crossbows, and maces.
Dwarf Traits (Ex): Dwarves possess the following racial traits.
— +2 Constitution, –2 Charisma.
—Medium size.
—A dwarf ’s base land speed is 20 feet. However, dwarves can move at this speed even when wearing medium or heavy armor or when carrying a medium or heavy load.
—Darkvision out to to 60 feet.
—Stonecunning: This ability grants a dwarf a +2 racial bonus on Search checks to notice unusual stonework, such as sliding walls, stonework traps, new construction (even when built to match the old), unsafe stone surfaces, shaky stone ceilings, and the like. Something that isn’t stone but that is disguised as stone also counts as unusual stonework. A dwarf who merely comes within 10 feet of unusual stonework can make a Search check as if he were actively searching, and a dwarf can use the Search skill to find stonework traps as a rogue can. A dwarf can also intuit depth, sensing his approximate depth underground as naturally as a human can sense which way is up. Dwarves have a sixth sense about stonework, an innate ability that they get plenty of opportunity to practice and hone in their underground homes.
—Weapon Familiarity: Dwarves treat dwarven waraxes and dwarven urgroshes as martial weapons, rather than exotic weapons.
—Stability: Dwarves are exceptionally stable on their feet. A dwarf has a +4 bonus on ability checks made to resist being bull rushed or tripped when standing on the ground (but not when climbing, flying, riding, or otherwise not standing firmly on the ground).
— +2 racial bonus on saving throws against poison. *Not reflected in the saving throw numbers given here.
— +2 racial bonus on saving throws against spells and spell-like effects. *Not reflected in the saving throw numbers given here.
— +1 racial bonus on attack rolls against orcs (including halforcs) and goblinoids (including goblins, hobgoblins, and bugbears).
— +4 dodge bonus to Armor Class against creatures of the giant type (such as ogres, trolls, and hill giants).
— +2 racial bonus on Appraise checks that are related to stone or metal items.
— +2 racial bonus on Craft checks that are related to stone or metal.
—Automatic Languages: Common, Dwarven. Bonus Languages: Giant, Gnome, Goblin, Orc, Terran, Undercommon.
—Favored Class: Fighter.
The dwarf warrior presented here had the following ability scores before racial adjustments: Str 13, Dex 11, Con 12, Int 10, Wis 9, Cha 8.
SUBRACES
The information above is for hill dwarves, the most common variety.
There are three other major dwarven subraces, which differ from hill dwarves as follows.
Deep Dwarf
These dwarves live far underground and tend to be more standoffish with non-dwarves.
Deep dwarves are the same height as other dwarves, but leaner. Their skin sometimes has a reddish tinge, and their large eyes lack the brightness of those of their kindred, being a washed-out blue. Their hair color ranges from bright red to straw blond. They have little contact with surface dwellers, relying on hill dwarves or mountain dwarves to trade goods for them.
Deep dwarves speak Dwarven and Goblin, and occasionally Draconic or Undercommon.
Deep Dwarf Traits (Ex): These traits are in addition to the hill dwarf traits, except where noted.
—Racial bonus on saves against spells and spell-like abilities increases to +3.
—Racial bonus on Fortitude saves against poisons increases to +3.
—Darkvision out to 90 feet.
—Light Sensitivity: Deep dwarves are dazzled in bright sunlight or within the radius of a daylight spell.
Duergar
Sometimes called gray dwarves, these evil beings dwell in the underground.
Most duergar are bald (even the females), and they dress in drab clothing that is designed to blend into stone. In their lairs they may wear jewelry, but it is always kept dull. They war with other dwarves, even allying with other underground creatures from time to time.
Duergar speak Dwarven and Undercommon.
Duergar Traits (Ex): These traits are in addition to the hill dwarf traits, except where noted.
— –4 Charisma instead of –2.
—Darkvision out to 120 feet.
—Immunity to paralysis, phantasms, and poison. This trait replaces the hill dwarf ’s +2 racial bonus on saving throws against poison.
— +2 racial bonus on saves against spells and spell-like abilities.
—Spell-Like Abilities: 1/day—enlarge person and invisibility as a wizard of twice the duergar’s class level (minimum caster level 3rd); these abilities affect only the duergar and whatever it carries.
—Light Sensitivity: Duergar are dazzled in bright sunlight or within the radius of a daylight spell.
— +4 racial bonus on Move Silently checks.
— +1 racial bonus on Listen and Spot checks.
—Automatic Languages: Common, Dwarven, Undercommon.
Bonus Languages: Draconic, Giant, Goblin, Orc, Terran. This trait replaces the hill dwarf ’s automatic and bonus languages.
—Favored Class: Fighter.
—Level adjustment +1
—Unlike other dwarves, duergar do not have weapon familiarity with the dwarven waraxe and dwarven urgrosh.
The duergar warrior presented here had the following ability scores before racial adjustments: Str 13, Dex 11, Con 12, Int 10, Wis 9, Cha 8.
Challenge Rating: Duergar with levels in NPC classes have a CR equal to their character level. Duergar with levels in PC classes have a CR equal to their character level +1.
Mountain Dwarf
Mountain dwarves live deeper under the mountains than hill dwarves but generally not as far underground as deep dwarves. They average about 4-1/2 feet tall and have lighter skin and hair than hill dwarves, but the same general appearance.


Monsters (E to F)

MONSTERS (E-F)

EAGLE, GIANT
 | Large Magical Beast
Hit Dice: | 4d10+4 (26 hp)
Initiative: | +3
Speed: | 10 ft. (2 squares), fly 80 ft. (average)
Armor Class: | 15 (–1 size, +3 Dex, +3 natural), touch 12, flat-footed 12
Base Attack/Grapple: | +4/+12
Attack: | Claw +7 melee (1d6+4)
Full Attack: | 2 claws +7 melee (1d6+4) and bite +2 melee (1d8+2)
Space/Reach: | 10 ft./5 ft.
Special Attacks: | —
Special Qualities: | Low-light vision, evasion
Saves: | Fort +5, Ref +7, Will +3
Abilities: | Str 18, Dex 17, Con 12, Int 10, Wis 14, Cha 10
Skills: | Knowledge (nature) +2, Listen +6, Sense Motive +4, Spot +15, Survival +3
Feats: | Alertness, Flyby Attack
Environment: | Temperate mountains
Organization: | Solitary, pair, or eyrie (5–12)
Challenge Rating: | 3
Treasure: | None
Alignment: | Usually neutral good
Advancement: | 5–8 HD (Large); 9–12 HD (Huge)
Level Adjustment: | +2 (cohort)
A typical giant eagle stands about 10 feet tall, has a wingspan of up to 20 feet, and resembles its smaller cousins in nearly every way except size. It weighs about 500 pounds.
Giant eagles speak Common and Auran.
COMBAT
A giant eagle typically attacks from a great height, diving earthward at tremendous speed. When it cannot dive, it uses its powerful talons and slashing beak to strike at its target’s head and eyes.
A solitary giant eagle is typically hunting or patrolling in the vicinity of its nest and generally ignores creatures that do not appear threatening. A mated pair attacks in concert, making repeated diving attacks to drive away intruders, and fights to the death to defend their nest or hatchlings.
Evasion (Ex): With a successful Reflex save against an attack that allows a Reflex save for half damage, a giant eagle takes no damage.
Skills: Giant eagles have a +4 racial bonus on Spot checks.
TRAINING A GIANT EAGLE
Although intelligent, a giant eagle requires training before it can bear a rider in combat. To be trained, a giant eagle must have a friendly attitude toward the trainer (this can be achieved through a successful Diplomacy check). Training a friendly giant eagle requires six weeks of work and a DC 25 Handle Animal check.
Riding a giant eagle requires an exotic saddle. A giant eagle can fight while carrying a rider, but the rider cannot also attack unless he or she succeeds on a Ride check.
Giant eagle eggs are worth 2,500 gp apiece on the open market, while chicks are worth 4,000 gp each. Professional trainers charge 1,000 gp to rear or train a giant eagle.
Carrying Capacity: A light load for a giant eagle is up to 300 pounds; a medium load, 301–600 pounds; and a heavy load, 601–900 pounds.

ELEMENTAL
Elementals are incarnations of the elements that compose existence.
COMBAT
Elementals have varied combat abilities and tactics, but all have the same elemental qualities.
AIR ELEMENTAL
 | Air Elemental, Small | Air Elemental, Medium | Air Elemental, Large
 | Small Elemental (Air, Extraplanar) | Medium Elemental (Air, Extraplanar) | Large Elemental (Air, Extraplanar)
Hit Dice: | 2d8 (9 hp) | 4d8+8 (26 hp) | 8d8+24 (60 hp)
Initiative: | +7 | +9 | +11
Speed: | Fly 100 ft. (perfect) (20 squares) | Fly 100 ft. (perfect) (20 squares) | Fly 100 ft. (perfect) (20 squares)
Armor Class: | 17 (+1 size, +3 Dex, +3 natural), touch 14, flat-footed 14 | 18 (+5 Dex, +3 natural), touch 15, flat-footed 13 | 20 (–1 size, +7 Dex, +4 natural), touch 16, flat-footed 13
Base Attack/Grapple: | +1/–3 | +3/+4 | +6/+12
Attack: | Slam +5 melee (1d4) | Slam +8 melee (1d6+1) | Slam +12 melee (2d6+2)
Full Attack: | Slam +5 melee (1d4) | Slam +8 melee (1d6+1) | 2 slams +12 melee (2d6+2)
Space/Reach: | 5 ft./5 ft. | 5 ft./5 ft. | 10 ft./10 ft.
Special Attacks: | Air mastery, whirlwind | Air mastery, whirlwind | Air mastery, whirlwind
Special Qualities: | Darkvision 60 ft., elemental traits | Darkvision 60 ft., elemental traits | Damage reduction 5/–, darkvision 60 ft., elemental traits
Saves: | Fort +0, Ref +6, Will +0 | Fort +3, Ref +9, Will +1 | Fort +5, Ref +13, Will +2
Abilities: | Str 10, Dex 17, Con 10, Int 4, Wis 11, Cha 11 | Str 12, Dex 21, Con 14, Int 4, Wis 11, Cha 11 | Str 14, Dex 25, Con 16, Int 6, Wis 11, Cha 11
Skills: | Listen +2, Spot +3 | Listen +3, Spot +4 | Listen +5, Spot +6
Feats: | Flyby Attack, Improved InitiativeB, Weapon Finesse B | Dodge, Flyby Attack, Improved Initiative B, Weapon FinesseB | Combat Reflexes, Dodge, Flyby Attack, Improved InitiativeB, Weapon FinesseB
Environment: | Elemental Plane of Air | Elemental Plane of Air | Elemental Plane of Air
Organization: | Solitary | Solitary | Solitary
Challenge Rating: | 1 | 3 | 5
Treasure: | None | None | None
Alignment: | Usually neutral | Usually neutral | Usually neutral
Advancement: | 3 HD (Small) | 5–7 HD (Medium) | 9–15 HD (Large)
Level Adjustment: | — | — | —

 | Air Elemental, Huge | Air Elemental, Greater | Air Elemental, Elder
 | Huge Elemental (Air, Extraplanar) | Huge Elemental (Air, Extraplanar) | Huge Elemental (Air, Extraplanar)
Hit Dice: | 16d8+64 (136 hp) | 21d8+84 (178 hp) | 24d8+96 (204 hp)
Initiative: | +13 | +14 | +15
Speed: | Fly 100 ft. (perfect) (20 squares) | Fly 100 ft. (perfect) (20 squares) | Fly 100 ft. (perfect) (20 squares)
Armor Class: | 21 (–2 size, +9 Dex, +4 natural), touch 17, flat-footed 12 | 26 (–2 size, +10 Dex, +8 natural), touch 18, flat-footed 16 | 27 (–2 size, +11 Dex, +8 natural), touch 19, flat-footed 16
Base Attack/Grapple: | +12/+24 | +15/+28 | +18/+32
Attack: | Slam +19 melee (2d8+4) | Slam +23 melee (2d8+5) | Slam +27 melee (2d8+6)
Full Attack: | 2 slams +19 melee (2d8+4) | 2 slams +23 melee (2d8+5) | 2 slams +27 melee (2d8+6)
Space/Reach: | 15 ft./15 ft. | 15 ft./15 ft. | 15 ft./15 ft.
Special Attacks: | Air mastery, whirlwind | Air mastery, whirlwind | Air mastery, whirlwind
Special Qualities: | Damage reduction 5/–, darkvision 60 ft., elemental traits | Damage reduction 10/–, darkvision 60 ft., elemental traits | Damage reduction 10/–, darkvision 60 ft., elemental traits
Saves: | Fort +9, Ref +19, Will +5 | Fort +11, Ref +22, Will +9 | Fort +12, Ref +25, Will +10
Abilities: | Str 18, Dex 29, Con 18, Int 6, Wis 11, Cha 11 | Str 20, Dex 31, Con 18, Int 8, Wis 11, Cha 11 | Str 22, Dex 33, Con 18, Int 10, Wis 11, Cha 11
Skills: | Listen +11, Spot +12 | Listen +14, Spot +14 | Listen +29, Spot +29
Feats: | Alertness, Combat Reflexes, Dodge, Flyby Attack, Improved Initiative B, Mobility, Spring Attack, Weapon FinesseB | Alertness, Blind-fight, Combat Reflexes, Flyby Attack, Improved Initiative B, Iron Will, Mobility, Power Attack, Spring Attack, Weapon FinesseB | Alertness, Blind-fight, Cleave, Combat Reflexes, Flyby Attack, Improved Initiative B, Iron Will, Mobility, Power Attack, Spring Attack, Weapon FinesseB
Environment: | Elemental Plane of Air | Elemental Plane of Air | Elemental Plane of Air
Organization: | Solitary | Solitary | Solitary
Challenge Rating: | 7 | 9 | 11
Treasure: | None | None | None
Alignment: | Usually neutral | Usually neutral | Usually neutral
Advancement: | 17–20 HD (Huge) | 22–23 HD (Huge) | 25–48 HD (Huge)
Level Adjustment: | — | — | —

Air elementals speak Auran, though they rarely choose to do so.
Combat
Their rapid speed makes air elementals useful on vast battlefields or in extended aerial combat.
Air Mastery (Ex): Airborne creatures take a –1 penalty on attack and damage rolls against an air elemental.
Whirlwind (Su): The elemental can transform itself into a whirlwind once every 10 minutes and remain in that form for up to 1 round for every 2 HD it has. In this form, the elemental can move through the air or along a surface at its fly speed.
The whirlwind is 5 feet wide at the base, up to 30 feet wide at the top, and up to 50 feet tall, depending on the elemental’s size. The elemental controls the exact height, but it must be at least 10 feet.
The elemental’s movement while in whirlwind form does not provoke attacks of opportunity, even if the elemental enters the space another creature occupies. Another creature might be caught in the whirlwind if it touches or enters the whirlwind, or if the elemental moves into or through the creature’s space.
Creatures one or more size categories smaller than the elemental might take damage when caught in the whirlwind (see the table below for details) and may be lifted into the air. An affected creature must succeed on a Reflex save when it comes into contact with the whirlwind or take the indicated damage. It must also succeed on a second Reflex save or be picked up bodily and held suspended in the powerful winds, automatically taking the indicated damage each round. A creature that can fly is allowed a Reflex save each round to escape the whirlwind. The creature still takes damage but can leave if the save is successful. The DC for saves against the whirlwind’s effects varies with the elemental’s size (see the table). The save DC is Strength based.
Creatures trapped in the whirlwind cannot move except to go where the elemental carries them or to escape the whirlwind.
Creatures caught in the whirlwind can otherwise act normally, but must succeed on a Concentration check (DC 15 + spell level) to cast a spell. Creatures caught in the whirlwind take a –4 penalty to Dexterity and a –2 penalty on attack rolls. The elemental can have only as many creatures trapped inside the whirlwind at one time as will fit inside the whirlwind’s volume.
The elemental can eject any carried creatures whenever it wishes, depositing them wherever the whirlwind happens to be. A summoned elemental always ejects trapped creatures before returning to its home plane.
If the whirlwind’s base touches the ground, it creates a swirling cloud of debris. This cloud is centered on the elemental and has a diameter equal to half the whirlwind’s height. The cloud obscures all vision, including darkvision, beyond 5 feet. Creatures 5 feet away have concealment, while those farther away have total concealment.
Those caught in the cloud must succeed on a Concentration check (DC 15 + spell level) to cast a spell.
An elemental in whirlwind form cannot make slam attacks and does not threaten the area around it.
Air Elemental Sizes |  |  | Whirlwind
Elemental | Height | Weight | Save DC | Damage | Height
Small | 4 ft. | 1 lb. | 11 | 1d4 | 10–20 ft.
Medium | 8 ft. | 2 lb. | 13 | 1d6 | 10–30 ft.
Large | 16 ft. | 4 lb. | 16 | 2d6 | 10–40 ft.
Huge | 32 ft. | 8 lb. | 22 | 2d8 | 10–50 ft.
Greater | 36 ft. | 10 lb. | 25 | 2d8 | 10–60 ft.
Elder | 40 ft. | 12 lb. | 28 | 2d8 | 10–60 ft.

EARTH ELEMENTAL

Earth Elemental, Small
Earth Elemental, Medium
Earth Elemental, Large

Small Elemental (Earth, Extraplanar)
Medium Elemental (Earth, Extraplanar)
Large Elemental (Earth, Extraplanar)
Hit Dice:
2d8+2 (11 hp)
4d8+12 (30 hp)
8d8+32 (68 hp)
Initiative:
–1
–1
–1
Speed:
20 ft. (4 squares)
20 ft. (4 squares)
20 ft. (4 squares)
Armor Class:
17 (+1 size, –1 Dex, +7 natural), touch 10, flat-footed 17
18 (–1 Dex, +9 natural), touch 9, flat-footed 18
18 (–1 size, –1 Dex, +10 natural), touch 8, flat-footed 18
Base Attack/Grapple:
+1/+0
+3/+8
+6/+17
Attack:
Slam +5 melee (1d6+4)
Slam +8 melee (1d8+7)
Slam +12 melee (2d8+7)
Full Attack:
Slam +5 melee (1d6+4)
Slam +8 melee (1d8+7)
2 slams +12 melee (2d8+7)
Space/Reach:
5 ft./5 ft.
5 ft./5 ft.
10 ft./10 ft.
Special Attacks:
Earth mastery, push
Earth mastery, push
Earth mastery, push
Special Qualities:
Darkvision 60 ft., earth glide, elemental traits
Darkvision 60 ft., earth glide, elemental traits
Damage reduction 5/–, earth glide, darkvision 60 ft., elemental traits
Saves:
Fort +4, Ref –1, Will +0
Fort +7, Ref +0, Will +1
Fort +10, Ref +1, Will +2
Abilities:
Str 17, Dex 8, Con 13, Int 4, Wis 11, Cha 11
Str 21, Dex 8, Con 17, Int 4, Wis 11, Cha 11
Str 25, Dex 8, Con 19, Int 6, Wis 11, Cha 11
Skills:
Listen +3, Spot +2
Listen +4, Spot +3
Listen +6, Spot +5
Feats:
Power Attack
Cleave, Power Attack
Cleave, Great Cleave, Power Attack
Environment:
Elemental Plane of Earth
Elemental Plane of Earth
Elemental Plane of Earth
Organization:
Solitary
Solitary
Solitary
Challenge Rating:
1
3
5
Treasure:
None
None
None
Alignment:
Usually neutral
Usually neutral
Usually neutral
Advancement:
3 HD (Small)
5–7 HD (Medium)
9–15 HD (Large)
Level Adjustment:
—
—
—

 | Earth Elemental, Huge | Earth Elemental, Greater | Earth Elemental, Elder
 | Huge Elemental (Earth, Extraplanar) | Huge Elemental (Earth, Extraplanar) | Huge Elemental (Earth, Extraplanar)
Hit Dice: | 16d8+80 (152 hp) | 21d8+105 (199 hp) | 24d8+120 (228 hp)
Initiative: | –1 | –1 | –1
Speed: | 30 ft. (6 squares) | 30 ft. (6 squares) | 30 ft. (6 squares)
Armor Class: | 18 (–2 size, –1 Dex, +11 natural), touch 7, flat-footed 18 | 20 (–2 size, –1 Dex, +13 natural), touch 7, flat-footed 20 | 22 (–2 size, –1 Dex, +15 natural), touch 7, flat-footed 22
Base Attack/Grapple: | +12/+29 | +15/+33 | +18/+37
Attack: | Slam +19 melee (2d10+9) | Slam +23 melee (2d10+10) | Slam +27 melee (2d10+11/19–20)
Full Attack: | 2 slams +19 melee (2d10+9) | 2 slams +23 melee (2d10+10) 2 | slams +27 melee (2d10+11/19–20)
Space/Reach: | 15 ft./15 ft. | 15 ft./15 ft. | 15 ft./15 ft.
Special Attacks: | Earth mastery, push | Earth mastery, push | Earth mastery, push
Special Qualities: | Damage reduction 5/–, earth glide, darkvision 60 ft., elemental traits | Damage reduction 10/–, earth glide, darkvision 60 ft., elemental traits | Damage reduction 10/–, earth glide, darkvision 60 ft., elemental traits
Saves: | Fort +15, Ref +4, Will +7 | Fort +17, Ref +6, Will +9 | Fort +19, Ref +7, Will +10
Abilities: | Str 29, Dex 8, Con 21, Int 6, Wis 11, Cha 11 | Str 31, Dex 8, Con 21, Int 8, Wis 11, Cha 11 | Str 33, Dex 8, Con 21, Int 10, Wis 11, Cha 11
Skills: | Listen +10, Spot +9 | Listen +14, Spot +14 | Listen +29, Spot +29
Feats: | Awesome Blow, Cleave, Great Cleave, Improved Bull Rush, Iron Will, Power Attack | Alertness, Awesome Blow, Cleave, Great Cleave, Improved Bull Rush, Improved Sunder, Iron Will, Power Attack | Alertness, Awesome Blow, Cleave, Great Cleave, Improved Bull Rush, Improved Critical (slam), Improved Sunder, Iron Will, Power Attack
Environment: | Elemental Plane of Earth | Elemental Plane of Earth | Elemental Plane of Earth
Organization: | Solitary | Solitary | Solitary
Challenge Rating: | 7 | 9 | 11
Treasure: | None | None | None
Alignment: | Usually neutral | Usually neutral | Usually neutral
Advancement: | 17–20 HD (Huge) | 22–23 HD (Huge) | 25–48 HD (Huge)
Level Adjustment: | — | — | —

When summoned to the Material Plane, an earth elemental consists of whatever types of dirt, stones, precious metals, and gems it was conjured from.
Earth elementals speak Terran but rarely choose to do so.
Combat
Though an earth elemental moves slowly, it is a relentless opponent. It can travel though solid ground or stone as easily as humans walk on the earth’s surface. It cannot swim, however, and must either walk around a body of water or go through the ground under it. An earth elemental can move along the bottom of a body of water but prefers not to.
Earth Mastery (Ex): An earth elemental gains a +1 bonus on attack and damage rolls if both it and its foe are touching the ground. If an opponent is airborne or waterborne, the elemental takes a –4 penalty on attack and damage rolls. (These modifiers are not included in the statistics block.)
Push (Ex): An earth elemental can start a bull rush maneuver without provoking an attack of opportunity. The combat modifiers given in Earth Mastery, above, also apply to the elemental’s opposed Strength checks.
Earth Glide (Ex): An earth elemental can glide through stone, dirt, or almost any other sort of earth except metal as easily as a fish swims through water. Its burrowing leaves behind no tunnel or hole, nor does it create any ripple or other signs of its presence. A move earth spell cast on an area containing a burrowing earth elemental flings the elemental back 30 feet, stunning the creature for 1 round unless it succeeds on a DC 15 Fortitude save.
Earth Elemental Sizes
Elemental | Height | Weight | Elemental | Height | Weight
Small | 4 ft. | 80 lb. | Huge | 32 ft. | 48,000 lb.
Medium | 8 ft. | 750 lb. | Greater | 36 ft. | 54,000 lb.
Large | 16 ft. | 6,000 lb. | Elder | 40 ft. | 60,000 lb.

FIRE ELEMENTAL
 | Fire Elemental, Small | Fire Elemental, Medium | Fire Elemental, Large
 | Small Elemental (Fire, Extraplanar) | Medium Elemental (Fire, Extraplanar) | Large Elemental (Fire, Extraplanar)
Hit Dice: | 2d8 (9 hp) | 4d8+8 (26 hp) | 8d8+24 (60 hp)
Initiative: | +5 | +7 | +9
Speed: | 50 ft. (10 squares) | 50 ft. (10 squares) | 50 ft. (10 squares)
Armor Class: | 15 (+1 size, +1 Dex, +3 natural), touch 12, flat-footed 14 | 16 (+3 Dex, +3 natural), touch 13, flat-footed 13 | 18 (–1 size, +5 Dex, +4 natural), touch 14, flat-footed 13
Base Attack/Grapple: | +1/–3 | +3/+4 | +6/+12
Attack: | Slam +3 melee (1d4 plus 1d4 fire) | Slam +6 melee (1d6+1 plus 1d6 fire) | Slam +10 melee (2d6+2 plus 2d6 fire)
Full Attack: | Slam +3 melee (1d4 plus 1d4 fire) | Slam +6 melee (1d6+1 plus 1d6 fire) | 2 slams +10 melee (2d6+2 plus 2d6 fire)
Space/Reach: | 5 ft./5 ft. | 5 ft./5 ft. | 10 ft./10 ft.
Special Attacks: | Burn | Burn | Burn
Special Qualities: | Darkvision 60 ft., elemental traits, immunity to fire, vulnerability to cold | Darkvision 60 ft., elemental traits, immunity to fire, vulnerability to cold | Damage reduction 5/–, darkvision 60 ft., elemental traits, immunity to fire, vulnerability to cold
Saves: | Fort +0, Ref +4, Will +0 | Fort +3, Ref +7, Will +1 | Fort +5, Ref +11, Will +2
Abilities: | Str 10, Dex 13, Con 10, Int 4, Wis 11, Cha 11 | Str 12, Dex 17, Con 14, Int 4, Wis 11, Cha 11 | Str 14, Dex 21, Con 16, Int 6, Wis 11, Cha 11
Skills: | Listen +2, Spot +3 | Listen +3, Spot +4 | Listen +5, Spot +6
Feats: | Dodge, Improved InitiativeB, Weapon FinesseB | Dodge, Improved InitiativeB, Mobility, Weapon FinesseB | Dodge, Improved Initiative B, Mobility, Spring Attack, Weapon FinesseB
Environment: | Elemental Plane of Fire | Elemental Plane of Fire | Elemental Plane of Fire
Organization: | Solitary | Solitary | Solitary
Challenge Rating: | 1 | 3 | 5
Treasure: | None | None | None
Alignment: | Usually neutral | Usually neutral | Usually neutral
Advancement: | 3 HD (Small) | 5–7 HD (Medium) | 9–15 HD (Large)
Level Adjustment: | — | — | —

 | Fire Elemental, Huge | Fire Elemental, Greater | Fire Elemental, Elder
 | Huge Elemental (Fire, Extraplanar) | Huge Elemental (Fire, Extraplanar) | Huge Elemental (Fire, Extraplanar)
Hit Dice: | 16d8+64 (136 hp) | 21d8+84 (178 hp) | 24d8+96 (204 hp)
Initiative: | +11 | +12 | +13
Speed: | 60 ft. (12 squares) | 60 ft. (12 squares) | 60 ft. (12 squares)
Armor Class: | 19 (–2 size, +7 Dex, +4 natural), touch 15, flat-footed 12 | 24 (–2 size, +8 Dex, +8 natural), touch 16, flat-footed 16 | 25 (–2 size, +9 Dex, +8 natural), touch 17, flat-footed 16
Base Attack/Grapple: | +12/+24 | +15/+28 | +18/+32
Attack: | Slam +17 melee (2d8+4 plus 2d8 fire) | Slam +22 melee (2d8+5 plus 2d8 fire) | Slam +26 melee (2d8+6 plus 2d8 fire)
Full Attack: | 2 slams +17 melee (2d8+4 plus 2d8 fire) | 2 slams +22 melee (2d8+5 plus 2d8 fire) | 2 slams +26 melee (2d8+6 plus 2d8 fire)
Space/Reach: | 15 ft./15 ft. | 15 ft./15 ft. | 15 ft./15 ft.
Special Attacks: | Burn | Burn | Burn
Special Qualities: | Damage reduction 5/–, darkvision 60 ft., elemental traits, immunity to fire, vulnerability to cold | Damage reduction 10/–, darkvision 60 ft., elemental traits, immunity to fire, vulnerability to cold | Damage reduction 10/–, darkvision 60 ft., elemental traits, immunity to fire, vulnerability to cold
Saves: | Fort +9, Ref +17, Will +7 | Fort +11, Ref +20, Will +9 | Fort +14, Ref +23, Will +10
Abilities: | Str 18, Dex 25, Con 18, Int 6, Wis 11, Cha 11 | Str 20, Dex 27, Con 18, Int 6, Wis 11, Cha 11 | Str 22, Dex 29, Con 18, Int 6, Wis 11, Cha 11
Skills: | Listen +11, Spot +12 | Listen +14, Spot +14 | Listen +28, Spot +29
Feats: | Alertness, Combat Reflexes, Dodge, Improved Initiative B, Iron Will, Mobility, Spring Attack, Weapon FinesseB | Alertness, Blind-Fight, Combat Reflexes, Dodge, Improved Initiative B, Iron Will, Mobility, Spring Attack, Weapon FinesseB, Weapon Focus (slam) | Alertness, Blind-Fight, Combat Reflexes, Dodge, Improved Initiative B, Great Fortitude, Iron Will, Mobility, Spring Attack, Weapon FinesseB, Weapon Focus (slam)
Environment: | Elemental Plane of Fire | Elemental Plane of Fire | Elemental Plane of Fire
Organization: | Solitary | Solitary | Solitary
Challenge Rating: | 7 | 9 | 11
Treasure: | None | None | None
Alignment: | Usually neutral | Usually neutral | Usually neutral
Advancement: | 17–20 HD (Huge) | 22–23 HD (Huge) | 25–48 HD (Huge)
Level Adjustment: | — | — | —

A fire elemental cannot enter water or any other nonflammable liquid. A body of water is an impassible barrier unless the fire elemental can step or jump over it.
Fire elementals speak Ignan, though they rarely choose to do so.
Combat
A fire elemental is a fierce opponent that attacks its enemies directly and savagely. It takes joy in burning the creatures and objects of the Material Plane to ashes.
Burn (Ex): A fire elemental’s slam attack deals bludgeoning damage plus fire damage from the elemental’s flaming body. Those hit by a fire elemental‘s slam attack also must succeed on a Reflex save or catch on fire. The flame burns for 1d4 rounds. The save DC varies with the elemental’s size (see the table below). A burning creature can take a move action to put out the flame. The save DC is Constitution- based.
Creatures hitting a fire elemental with natural weapons or unarmed attacks take fire damage as though hit by the elemental’s attack, and also catch on fire unless they succeed on a Reflex save.
Fire Elemental Sizes |  |  | Burn Save DC
Elemental | Height | Weight
Small | 4 ft. | 1 lb. | 11
Medium | 8 ft. | 2 lb. | 14
Large | 16 ft. | 4 lb. | 17
Huge | 32 ft. | 8 lb. | 22
Greater | 36 ft. | 10 lb. | 24
Elder | 40 ft. | 12 lb. | 26

WATER ELEMENTAL
 | Water Elemental, Small | Water Elemental, Medium | Water Elemental, Large
 | Small Elemental (Water, Extraplanar) | Medium Elemental (Water, Extraplanar) | Large Elemental (Water, Extraplanar)
Hit Dice: | 2d8+2 (11 hp) | 4d8+12 (30 hp) | 8d8+32 (68 hp)
Initiative: | +0 | +1 | +2
Speed: | 20 ft. (4 squares), swim 90 ft. | 20 ft. (4 squares), swim 90 ft. | 20 ft. (4 squares), swim 90 ft.
Armor Class: | 17 (+1 size, +6 natural), touch 11, flat-footed 17 | 19 (+1 Dex, +8 natural), touch 11, flat-footed 18 | 20 (–1 size, +2 Dex, +9 natural), touch 11, flat-footed 18
Base Attack/Grapple: | +1/–1 | +3/+6 | +6/+15
Attack: | Slam +4 melee (1d6+3) | Slam +6 melee (1d8+4) | Slam +10 melee (2d8+5)
Full Attack: | Slam +4 melee (1d6+3) | Slam +6 melee (1d8+4) | 2 slams +10 melee (2d8+5)
Space/Reach: | 5 ft./5 ft. | 5 ft./5 ft. | 10 ft./10 ft.
Special Attacks: | Water mastery, drench, vortex | Water mastery, drench, vortex | Water mastery, drench, vortex
Special Qualities: | Darkvision 60 ft., elemental traits | Darkvision 60 ft., elemental traits | Damage reduction 5/–, darkvision 60 ft., elemental traits
Saves: | Fort +4, Ref +0, Will +0 | Fort +7, Ref +2, Will +1 | Fort +10, Ref +4, Will +2
Abilities: | Str 14, Dex 10, Con 13, Int 4, Wis 11, Cha 11 | Str 16, Dex 12, Con 17, Int 4, Wis 11, Cha 11 | Str 20, Dex 14, Con 19, Int 6, Wis 11, Cha 11
Skills: | Listen +2, Spot +3 | Listen +3, Spot +4 | Listen +5, Spot +6
Feats: | Power Attack | Cleave, Power Attack | Cleave, Great Cleave, Power Attack
Environment: | Elemental Plane of Water | Elemental Plane of Water | Elemental Plane of Water
Organization: | Solitary | Solitary | Solitary
Challenge Rating: | 1 | 3 | 5
Treasure: | None | None | None
Alignment: | Usually neutral | Usually neutral | Usually neutral
Advancement: | 3 HD (Small) | 5–7 HD (Medium) | 9–15 HD (Large)
Level Adjustment: | — | — | —

 | Water Elemental, Huge | Water Elemental, Greater | Water Elemental, Elder
 | Huge Elemental (Water, Extraplanar) | Huge Elemental (Water, Extraplanar) | Huge Elemental (Water, Extraplanar)
Hit Dice: | 16d8+80 (152 hp) | 21d8+105 (199 hp) | 24d8+120 (228 hp)
Initiative: | +4 | +5 | +6
Speed: | 30 ft. (6 squares), swim 120 ft. | 30 ft. (6 squares), swim 120 ft. | 30 ft. (6 squares), swim 120 ft.
Armor Class: | 21 (–2 size, +4 Dex, +9 natural), touch 12, flat-footed 17 | 22 (–2 size, +5 Dex, +9 natural), touch 13, flat-footed 17 | 23 (–2 size, +6 Dex, +9 natural), touch 14, flat-footed 17
Base Attack/Grapple: | +12/+27 | +15/+31 | +18/+35
Attack: | Slam +17 melee (2d10+7) | Slam +21 melee (2d10+8) | Slam +25 melee (2d10+9/19–20)
Full Attack: | 2 slams +17 melee (2d10+7) | 2 slams +21 melee (2d10+8) | 2 slams +25 melee (2d10+9/19–20)
Space/Reach: | 15 ft./15 ft. | 15 ft./15 ft. | 15 ft./15 ft.
Special Attacks: | Water mastery, drench, vortex | Water mastery, drench, vortex | Water mastery, drench, vortex
Special Qualities: | Damage reduction 5/–, darkvision 60 ft., elemental traits | Damage reduction 10/–, darkvision 60 ft., elemental traits | Damage reduction 10/–, darkvision 60 ft., elemental traits
Saves: | Fort +15, Ref +9, Will +7 | Fort +17, Ref +14, Will +9 | Fort +19, Ref +16, Will +10
Abilities: | Str 24, Dex 18, Con 21, Int 6, Wis 11, Cha 11 | Str 26, Dex 20, Con 21, Int 8, Wis 11, Cha 11 | Str 28, Dex 22, Con 21, Int 10, Wis 11, Cha 11
Skills: | Listen +11, Spot +12 | Listen +14, Spot +14 | Listen +29, Spot +29
Feats: | Alertness, Cleave, Great Cleave, Power Attack, Improved Bull Rush, Iron Will | Alertness, Cleave, Great Cleave, Improved Bull Rush, Improved Sunder, Iron Will, Lightning Reflexes, Power Attack | Alertness, Cleave, Great Cleave, Improved Critical (slam), Improved Bull Rush, Improved Sunder, Iron Will, Lightning Reflexes, Power Attack
Environment: | Elemental Plane of Water | Elemental Plane of Water | Elemental Plane of Water
Organization: | Solitary | Solitary | Solitary
Challenge Rating: | 7 | 9 | 11
Treasure: | None | None | None
Alignment: | Usually neutral | Usually neutral | Usually neutral
Advancement: | 17–20 HD (Huge) | 22–23 HD (Huge) | 25–48 HD (Huge)
Level Adjustment: | — | — | —

A water elemental can’t venture more than 180 feet from the body of water from which it was conjured.
Water elementals speak Aquan but rarely choose to do so.
Combat
A water elemental prefers to fight in a large body of water where it can disappear beneath the waves and suddenly swell up behind its opponents.
Water Mastery (Ex): A water elemental gains a +1 bonus on attack and damage rolls if both it and its opponent are touching water. If the opponent or the elemental is touching the ground, the elemental takes a –4 penalty on attack and damage rolls. (These modifiers are not included in the statistics block.)
A water elemental can be a serious threat to a ship that crosses its path. An elemental can easily overturn small craft (5 feet of length per Hit Die of the elemental) and stop larger vessels (10 feet long per HD). Even large ships (20 feet long per HD) can be slowed to half speed.
Drench (Ex): The elemental’s touch puts out torches, campfires, exposed lanterns, and other open flames of nonmagical origin if these are of Large size or smaller. The creature can dispel magical fire it touches as dispel magic (caster level equals elemental’s HD).
Vortex (Su): The elemental can transform itself into a whirlpool once every 10 minutes, provided it is underwater, and remain in that form for up to 1 round for every 2 HD it has. In vortex form, the elemental can move through the water or along the bottom at its swim speed. The vortex is 5 feet wide at the base, up to 30 feet wide at the top, and 10 feet or more tall, depending on the elemental’s size. The elemental controls the exact height, but it must be at least 10 feet.
The elemental’s movement while in vortex form does not provoke attacks of opportunity, even if the elemental enters the space another creature occupies. Another creature might be caught in the vortex if it touches or enters the vortex, or if the elemental moves into or through the creature’s space.
Creatures one or more size categories smaller than the elemental might take damage when caught in the vortex (see the table below for details) and may be swept up by it. An affected creature must succeed on a Reflex save when it comes into contact with the vortex or take the indicated damage. It must also succeed on a second Reflex save or be picked up bodily and held suspended in the powerful currents, automatically taking damage each round. An affected creature is allowed a Reflex save each round to escape the vortex. The creature still takes damage, but can leave if the save is successful. The DC for saves against the vortex’s effects varies with the elemental’s size. The save DC is Strength-based.
Creatures trapped in the vortex cannot move except to go where the elemental carries them or to escape the whirlwind. Creatures caught in the whirlwind can otherwise act normally, but must make a Concentration check (DC 10 + spell level) to cast a spell. Creatures caught in the whirlwind take a –4 penalty to Dexterity and a –2 penalty on attack rolls. The elemental can have only as many creatures trapped inside the vortex at one time as will fit inside the vortex’s volume.
The elemental can eject any carried creatures whenever it wishes, depositing them wherever the vortex happens to be. A summoned elemental always ejects trapped creatures before returning to its home plane.
If the vortex’s base touches the bottom, it creates a swirling cloud of debris. This cloud is centered on the elemental and has a diameter equal to half the vortex’s height. The cloud obscures all vision, including darkvision, beyond 5 feet. Creatures 5 feet away have concealment, while those farther away have total concealment.
Those caught in the cloud must make a Concentration check (DC 15 + spell level) to cast a spell.
An elemental in vortex form cannot make slam attacks and does not threaten the area around it.
Skills: A water elemental has a +8 racial bonus on any Swim check to perform some special action or avoid a hazard. It can always choose to take 10 on a Swim check, even if distracted or endangered. It can use the run action while swimming, provided it swims in a straight line.
Water Elemental Sizes |  |  | Vortex
Elemental | Height | Weight | Save DC | Damage | Height
Small | 4 ft. | 34 lb. | 13 | 1d4 | 10–20 ft.
Medium | 8 ft. | 280 lb. | 15 | 1d6 | 10–30 ft.
Large | 16 ft. | 2,250 lb. | 19 | 2d6 | 10–40 ft.
Huge | 32 ft. | 18,000 lb. | 25 | 2d8 | 10–50 ft.
Greater | 36 ft. | 21,000 lb. | 28 | 2d8 | 10–60 ft.
Elder | 40 ft. | 24,000 lb. | 31 | 2d8 | 10–60 ft.

ELF

 | Elf, 1st-Level Warrior | Drow, 1st-Level Warrior
 | Medium Humanoid (Elf ) | Medium Humanoid (Elf )
Hit Dice: | 1d8 (4 hp) | 1d8 (4 hp)
Initiative: | +1 | +1
Speed: | 30 ft. (6 squares) | 30 ft. (6 squares)
Armor Class: | 15 (+1 Dex, +3 studded leather, +1 light shield), touch 11, flat-footed 14 | 16 (+1 Dex, +4 chain shirt, +1 light shield) touch 11, flat-footed 15
Base Attack/Grapple: | +1/+2 | +1/+2
Attack: | Longsword +2 melee (1d8+1/19–20) or longbow +3 ranged (1d8/x3) | Rapier +3 melee (1d6+1/18–20) or hand crossbow +2 ranged (1d4/19–20)
Full Attack: | Longsword +2 melee(1d8+1/19–20) or longbow +3 ranged (1d8/x3) | Rapier +3 melee (1d6+1/18–20) or hand crossbow +2 ranged (1d4/19–20)
Space/Reach: | 5 ft./5 ft. | 5 ft./5 ft.
Special Attacks: | None | Poison, spell-like abilities
Special Qualities: | Elven traits | Drow traits, spell resistance 12
Saves: | Fort +2, Ref +1, Will –1* | Fort +2, Ref +1, Will –1*
Abilities: | Str 13, Dex 13, Con 10, Int 10, Wis 9, Cha 8 | Str 13, Dex 13, Con 10, Int 12, Wis 9, Cha 10
Skills: | Hide +1, Listen +2, Search +3, Spot +2 | Hide +0, Listen +2, Search +4, Spot +3
Feats: | Weapon Focus (longbow) | Weapon Focus (rapier)
Environment: | Temperate forest (Half-elf: Temperate forests) (Aquatic: Temperate aquatic) (Gray: Temperate mountains) (Wild: Warm forests) (Wood: Temperate forests) | Underground
Organization: | Squad (2–4), company (11–20 plus 2 3rd-level sergeants and 1 leader of 3rd–6th level), or band (30–100 plus 20% noncombatants plus 1 3rd-level sergeant per 10 adults, 5 5th-level lieutenants, and 3 7th-level captains) | Squad (2–4), patrol (5–8 plus 2 2nd-level sergeants and 1 leader of 3rd–6th level), or band (20–50 plus 10% noncombatants plus 1 2nd-level sergeant per 5 adults, 2d4 6th-level lieutenants, and 1d4 9th-level captains)
Challenge Rating: | 1/2 | 1 (see text)
Treasure: | Standard | Standard
Alignment: | Usually chaotic good (Wood: Usually neutral) | Usually neutral evil
Advancement: | By character class | By character class
Level Adjustment: | +0 | +2
Elves average 5 feet tall and typically weigh just over 100 pounds. They live on fruits and grains, though they occasionally hunt for fresh meat. Elves prefer colorful clothes, usually with a green-and-gray cloak that blends well with the colors of the forest.
Elves speak Elven, and most also know Common and Sylvan.
Most elves encountered outside their homes are warriors; the information presented here is for one of 1st level.
COMBAT
Elves are cautious warriors and take time to analyze their opponents and the location of the fight if at all possible, maximizing their advantage by using ambushes, snipers, and camouflage. They prefer to fire from cover and retreat before they are found, repeating this maneuver until all of their enemies are dead.
They prefer longbows, shortbows, rapiers, and longswords. In melee, elves are graceful and deadly, using complex maneuvers that are beautiful to observe. Their wizards often use sleep spells during combat because these won’t affect other elves.
Elf Traits (Ex): Elves possess the following racial traits.
— +2 Dexterity, –2 Constitution.
—Medium size.
—An elf ’s base land speed is 30 feet.
—Immunity to sleep spells and effects, and a +2 racial saving throw bonus against enchantment spells or effects.
(Not reflected in the saving throw modifiers given here.)
—Low-light vision.
—Weapon Proficiency: Elves are automatically proficient with the longsword, rapier, longbow, composite longbow, shortbow, and composite shortbow.
— +2 racial bonus on Listen, Search, and Spot checks. An elf who merely passes within 5 feet of a secret or concealed door is entitled to a Search check to notice it as if she were actively looking for it.
—Automatic Languages: Common, Elven. Bonus Languages: Draconic, Gnoll, Gnome, Goblin, Orc, Sylvan.
—Favored Class: Wizard.
The elf warrior presented here had the following ability scores before racial adjustments: Str 13, Dex 11, Con 12, Int 10, Wis 9, Cha 8.
SUBRACES
The above information describes the high elf, the most common variety. There are five other major subraces of elf, in addition to half-elves, who share enough elven characteristics to be included here.

Half-Elf
Half-elves are not truly an elf subrace, but they are often mistaken for elves. Half-elves usually inherit a good blend of their parents’ physical characteristics.
Half-Elf Traits (Ex): Half-elves possess the following racial traits.
—Medium size.
—A half-elf ’s base land speed is 30 feet.
—Immunity to sleep spells and similar magical effects, and a +2 racial bonus on saving throws against enchantment spells or effects.
—Low-light vision.
— +1 racial bonus on Listen, Search, and Spot checks. A half-elf does not have the elf ’s ability to notice secret doors simply by passing near them.
— +2 racial bonus on Diplomacy and Gather Information checks: Half-elves get along naturally with all people. This bonus may not apply in situations or settings where half-elves are viewed with distrust.
—Elven Blood: For all effects related to race, a half-elf is considered an elf. Half-elves, for example, are just as vulnerable to special effects that affect elves as their elf ancestors are, and they can use magic items that are only usable by elves.
—Automatic Languages: Common, Elven. Bonus Languages: Any (other than secret languages, such as Druidic).
—Favored Class: Any. When determining whether a multiclass half-elf takes an experience point penalty for multiclassing, her highest-level class does not count.

Aquatic Elf
Also called sea elves, these creatures are waterbreathing cousins to land-dwelling elves.
Aquatic elves fight underwater with tridents, spears, and nets.
Aquatic Elf Traits (Ex): These traits are in addition to the high elf traits, except where noted.
— +2 Dexterity, –2 Intelligence. These adjustments replace the high elf ’s ability score adjustments.
—An aquatic elf has the aquatic subtype.
—An aquatic elf has a swim speed of 40 feet.
—Gills: Aquatic elves can survive out of the water for 1 hour per point of Constitution (after that, refer to the suffocation rules).
—Superior Low-Light Vision: Aquatic elves can see four times as far as a human in starlight, moonlight, torchlight, and similar conditions of low illumination. This trait replaces the high elf ’s low-light vision.
—Favored Class: Fighter. This trait replaces the high elf ’s favored class.

Drow
Also known as dark elves, drow are a depraved and evil subterranean offshoot.
White is the most common hair color among drow, but almost any pale shade is possible. Drow tend to be smaller and thinner than other sorts of elves, and their eyes are often a vivid red.
Drow usually coat their arrows with a potent venom.
Poison (Ex): An opponent hit by a drow’s poisoned weapon must succeed on a DC 13 Fortitude save or fall unconscious. After 1 minute, the subject must succeed on another DC 13 Fortitude save or remain unconscious for 2d4 hours. A typical drow carries 1d4–1 doses of drow knockout poison. Drow typically coat arrows and crossbow bolts with this poison, but it can also be applied to a melee weapon. Note that drow have no special ability to apply poison without risking being poisoned themselves. Since this poison is not a magical effect, drow and other elves are susceptible to it.
Drow Traits (Ex): These traits are in addition to the high elf traits, except where noted.
— +2 Intelligence, +2 Charisma.
—Darkvision out to 120 feet. This trait replaces the high elf ’s low-light vision.
—Spell resistance equal to 11 + class levels.
— +2 racial bonus on Will saves against spells and spell-like abilities.
—Spell-Like Abilities: Drow can use the following spell-like abilities once per day: dancing lights, darkness, faerie fire. Caster level equals the drow’s class levels.
—Weapon Proficiency: A drow is automatically proficient with the hand crossbow, the rapier, and the short sword. This trait replaces the high elf ’s weapon proficiency.
—Automatic Languages: Common, Elven, Undercommon. Bonus Languages: Abyssal, Aquan, Draconic, Drow Sign Language, Gnome, Goblin. This trait replaces the high elf ’s automatic and bonus languages.
—Light Blindness: Abrupt exposure to bright light (such as sunlight or a daylight spell) blinds drow for 1 round. On subsequent rounds, they are dazzled as long as they remain in the affected area.
—Favored Class: Wizard (male) or cleric (female). This trait replaces the high elf ’s favored class.
—Level adjustment +2.
The drow warrior presented here had the following ability scores before racial adjustments: Str 13, Dex 11, Con 12, Int 10, Wis 9, Cha 8.
Challenge Rating: Drow with levels in NPC classes have a CR equal to their character level. Drow with levels in PC classes have a CR equal to their character level +1.

Gray Elf
Taller and grander in physical appearance than others of their race, gray elves have a reputation for being aloof and arrogant (even by elven standards). They have either silver hair and amber eyes or pale golden hair and violet eyes. They prefer clothing of white, silver, yellow, or gold, with cloaks of deep blue or purple.
Gray Elf Traits (Ex): These traits are in addition to the high elf traits.
— +2 Intelligence, –2 Strength.

Wild Elf
Wild elves are barbaric and tribal. Wild elves’ hair color ranges from black to light brown, lightening to silvery white with age. They dress in simple clothing of animal skins and basic plant weaves.
Wild Elf Traits (Ex): These traits are in addition to the high elf traits, except where noted.
— +2 Dexterity, –2 Intelligence. These adjustments replace the high elf ’s ability score adjustments.
—Favored Class: Sorcerer. This trait replaces the high elf ’s favored class.

Wood Elf
Their hair color ranges from yellow to a coppery red, and they are more muscular than other elves. Their clothing is in dark shades of green and earth tones to better blend in with their natural surroundings.
Wood Elf Traits (Ex): These traits are in addition to the high elf traits, except where noted.
— +2 Strength, –2 Intelligence.
—Favored Class: Ranger. This trait replaces the high elf ’s favored class.

ETHEREAL FILCHER
 | Medium Aberration
Hit Dice: | 5d8 (22 hp)
Initiative: | +8
Speed: | 40 ft. (8 squares)
Armor Class: | 17 (+4 Dex, +3 natural), touch 14, flat-footed 13
Base Attack/Grapple: | +3/+3
Attack: | Bite +3 melee (1d4)
Full Attack: | Bite +3 melee (1d4)
Space/Reach: | 5 ft./5 ft.
Special Attacks: | —
Special Qualities: | Darkvision 60 ft., detect magic, ethereal jaunt
Saves: | Fort +1, Ref +5, Will +5
Abilities: | Str 10, Dex 18, Con 11, Int 7, Wis 12, Cha 10
Skills: | Listen +9, Sleight of Hand +12, Spot +9
Feats: | Dodge, Improved Initiative
Environment: | Underground
Organization: | Solitary
Challenge Rating: | 3
Treasure: | No coins; standard goods; double items
Alignment: | Usually neutral
Advancement: | 6–7 HD (Medium); 8–15 HD (Large)
Level Adjustment: | —
Ethereal filchers are bizarre-looking creatures with a penchant for snatching trinkets from passersby. Their ability to move quickly between the Ethereal Plane and the Material Plane makes them spectacular pickpockets.
Ethereal filchers do not speak.
COMBAT
An ethereal filcher prowls about, using its ethereal jaunt ability to move about unseen (and often through solid objects). Upon locating a likely mark, it shifts to the Material Plane, attempting to catch its victim unaware. The creature attempts to seize an item, then retreats quickly back to the Ethereal Plane. It is not above delivering a bite to distract its target. Once it secures a trinket, it scurries back to its lair to admire its prize. When badly wounded, a filcher escapes rather than continuing the fight.
Any number of simple ruses can blunt a filcher’s attack.
Detect Magic (Su): Ethereal filchers can detect magic as the spell (caster level 5th) at will.
Ethereal Jaunt (Su): An ethereal filcher can shift from the Ethereal Plane to the Material Plane as part of any move action, and shift back again as a free action. It can remain on the Ethereal Plane for 1 round before returning to the Material Plane. The ability is otherwise identical with the ethereal jaunt spell (caster level 15th).
Skills: Ethereal filchers have a +8 racial bonus on Sleight of Hand checks, and a +4 racial bonus on Listen and Spot checks.

ETHEREAL MARAUDER
 | Medium Magical Beast (Extraplanar)
Hit Dice: | 2d10 (11 hp)
Initiative: | +5
Speed: | 40 ft. (8 squares)
Armor Class: | 14 (+1 Dex, +3 natural), touch 11, flat-footed 13
Base Attack/Grapple: | +2/+4
Attack: | Bite +4 melee (1d6+3)
Full Attack: | Bite +4 melee (1d6+3)
Space/Reach: | 5 ft./5 ft.
Special Attacks:— |
Special Qualities: | Darkvision 60 ft., ethereal jaunt
Saves: | Fort +3, Ref +4, Will +1
Abilities: | Str 14, Dex 12, Con 11, Int 7, Wis 12, Cha 10
Skills: | Listen +5, Move Silently +5, Spot +4
Feats: | Improved Initiative
Environment: | Ethereal Plane
Organization: | Solitary
Challenge Rating: | 3
Treasure: | None
Alignment: | Always neutral
Advancement: | 3–4 HD (Medium); 5–6 HD (Large)
Level Adjustment: | —
Ethereal marauders live and hunt on the Ethereal Plane. Ethereal marauders’ coloration ranges from bright blue to deep violet. An ethereal marauder stands about 4 feet tall, but its overall length is about 7 feet. It weighs about 200 pounds.
Ethereal marauders speak no known languages. Survivors of their attacks on the Material Plane claim that they emit an eerie, high whine that varies in pitch depending on the creature’s speed and health.
COMBAT
Once a marauder locates prey, it shifts to the Material Plane to attack, attempting to catch its victim flat-footed. The creature bites its victim, then retreats quickly back to the Ethereal Plane. When badly hurt or wounded, a marauder escapes to its home plane rather than continuing the fight.
Ethereal Jaunt (Su): An ethereal marauder can shift from the Ethereal Plane to the Material Plane as a free action, and shift back again as a move action. The ability is otherwise identical with the ethereal jaunt spell (caster level 15th).
Skills: Ethereal marauders have a +2 racial bonus on Listen, Move Silently, and Spot checks.

ETTERCAP
 | Medium Aberration
Hit Dice: | 5d8+5 (27 hp)
Initiative: | +3
Speed: | 30 ft. (6 squares), climb 30 ft.
Armor Class: | 14 (+3 Dex, +1 natural), touch 13, flat-footed 11
Base Attack/Grapple: | +3/+5
Attack: | Bite +5 melee (1d8+2 plus poison)
Attack: | Bite +5 melee (1d8+2 plus poison) and 2 claws +3 melee (1d3+1)
Space/Reach: | 5 ft./5 ft.
Special Attacks: | Poison, web
Special Qualities: | Low-light vision
Saves: | Fort +4, Ref +4, Will +6
Abilities: | Str 14, Dex 17, Con 13, Int 6, Wis 15, Cha 8
Skills: | Climb +10, Craft (trapmaking) +4, Hide +9, Listen +4, Spot +8
Feats: | Great Fortitude, Multiattack
Environment: | Warm forests
Organization: | Solitary, pair, or troupe (1–2 plus 2–4 Medium monstrous spiders)
Challenge Rating: | 3
Treasure: | Standard
Alignment: | Usually neutral evil
Advancement: | 6–7 HD (Medium); 8–15 HD (Large)
Level Adjustment: | +4
An ettercap is about 6 feet tall and weighs about 200 pounds.
Ettercaps speak Common.
COMBAT
Ettercaps are not brave creatures, but their cunning traps often ensure that the enemy never draws a weapon. When an ettercap does engage its enemies, it attacks with its keen-edged claws and venomous bite. It usually will not come within melee reach of any foe that is still able to move.
Poison (Ex): Injury, Fortitude DC 15, initial damage 1d6 Dex, secondary damage 2d6 Dex. The save DC is Constitution based and includes a +2 racial bonus.
Web (Ex): An ettercap can throw a web eight times per day. This is similar to an attack with a net but has a maximum range of 50 feet, with a range increment of 10 feet, and is effective against targets of up to Medium size. The web anchors the target in place, allowing no movement.
An entangled creature can escape with a DC 13 Escape Artist check or burst the web with a DC 17 Strength check. The check DCs are Constitution-based, and the Strength check DC includes a +4 racial bonus. The web has 6 hit points, hardness 0, and takes double damage from fire.
Ettercaps can also create sheets of sticky webbing from 5 to 60 feet square. They usually position these to snare flying creatures but can also try to trap prey on the ground. Approaching creatures must succeed on a DC 20 Spot check to notice a web, or they stumble into it and become trapped as though by a successful web attack. Attempts to escape or burst the webbing receive a +5 bonus if the trapped creature has something to walk on or grab while pulling free. Each 5-foot-square section has 6 hit points, hardness 0, and takes double damage from fire.
An ettercap can move across its own sheet web at its climb speed and can determine the exact location of any creature touching the web.
Skills: Ettercaps have a +4 racial bonus on Craft (trapmaking), Hide, and Spot checks. They have a +8 racial bonus on Climb checks and can always choose to take 10 on Climb checks, even if rushed or threatened.

ETTIN
 | Large Giant
Hit Dice: | 10d8+20 (65 hp)
Initiative: | +3
Speed: | 30 ft. in hide armor (6 squares); base speed 40 ft.
Armor Class: | 18 (–1 size, –1 Dex, +7 natural, +3 hide), touch 8, flat-footed 18
Base Attack/Grapple: | +7/+17
Attack: | Morningstar +12 melee (2d6+6) or javelin +5 ranged (1d8+6)
Full Attack: | 2 morningstars +12/+7 melee (2d6+6) or 2 javelins +5 ranged (1d8+6)
Space/Reach: | 10 ft./10 ft.
Special Attacks: | —
Special Qualities: | Low-light vision, superior two-weapon fighting
Saves: | Fort +9, Ref +2, Will +5
Abilities: | Str 23, Dex 8, Con 15, Int 6, Wis 10, Cha 11
Skills: | Listen +10, Search +1, Spot +10
Feats: | Alertness, Improved Initiative, Iron Will, Power Attack
Environment: | Cold hills
Organization: | Solitary, gang (2–4), troupe (1–2 plus 1–2 brown bears), band (3–5 plus 1–2 brown bears), or colony (3–5 plus 1–2 brown bears and 7–12 orcs or 9–16 goblins)
Challenge Rating: | 6
Treasure: | Standard
Alignment: | Usually chaotic evil
Advancement: | By character class
Level Adjustment: | +5
Ettins, or two-headed giants, are vicious and unpredictable hunters that stalk the night.
An ettin never bathes if it can help it, which usually leaves it so grimy and dirty its skin resembles thick, gray hide. Adult ettins are about 13 feet tall and weigh 5,200 pounds. They live about 75 years.
Ettins have no language of their own but speak a pidgin of Orc, Goblin, and Giant. Creatures that can speak any of these languages must succeed on a DC 15 Intelligence check to communicate with an ettin. Check once for each bit of information: If the other creature speaks two of these languages, the DC is 10, and for someone who speaks all three, the DC is 5.
COMBAT
Though ettins aren’t very intelligent, they are cunning fighters.
They prefer to ambush their victims rather than charge into a straight fight, but once the battle has started, an ettin usually fights furiously until all enemies are dead.
Superior Two-Weapon Fighting (Ex): An ettin fights with a morningstar or javelin in each hand. Because each of its two heads controls an arm, the ettin does not take a penalty on attack or damage rolls for attacking with two weapons.
Skills: An ettin’s two heads give it a +2 racial bonus on Listen, Spot, and Search checks.

FIENDISH CREATURE

Fiendish creatures dwell on the lower planes, the realms of evil, although they resemble beings found on the Material Plane. They are more fearsome in appearance than their earthly counterparts.

CREATING A FIENDISH CREATURE
“Fiendish” is an inherited template that can be added to any corporeal aberration, animal, dragon, fey, giant, humanoid, magical beast, monstrous humanoid, ooze, plant, or vermin of nongood alignment (referred to
hereafter as the base creature).
A fiendish creature uses all the base creature’s statistics and abilities except as noted here. Do not recalculate the creature’s Hit Dice, base attack bonus, saves, or skill points if its type changes.
Size and Type: Animals or vermin with this template become magical beasts, but otherwise the creature type is unchanged. Size is unchanged. Fiendish creatures encountered on the Material Plane have the extraplanar subtype.
Special Attacks: A fiendish creature retains all the special attacks of the base creature and also gains the following special attack.
Smite Good (Su): Once per day the creature can make a normal melee attack to deal extra damage equal to its HD total (maximum of +20) against a good foe.
Special Qualities: A fiendish creature retains all the special qualities of the base creature and also gains the following.
—Darkvision out to 60 feet.
—Damage reduction (see the table below).
—Resistance to cold and fire (see the table below).
—Spell resistance equal to the creature’s HD + 5 (maximum 25).
If the base creature already has one or more of these special qualities, use the better value.
If a fiendish creature gains damage reduction, its natural weapons are treated as magic weapons for the purpose of overcoming damage reduction.
Abilities: Same as the base creature, but Intelligence is at least 3.
Environment: Any evil-aligned plane.
Challenge Rating: HD 3 or less, as base creature; HD 4 to 7, as
base creature +1; HD 8 or more, as base creature +2.
Alignment: Always evil (any).
Level Adjustment: Same as the base creature +2.
Hit Dice | Resistance to Cold and Fire | Damage Reduction
1–3 | 5 | —
4–7 | 5 | 5/magic
8–11 | 10 | 5/magic
12 or more | 10 | 10/magic

FORMIAN
 | Formian Worker | Formian Warrior | Formian Taskmaster
 | Small Outsider (Lawful, Extraplanar) | Medium Outsider (Lawful, Extraplanar) | Medium Outsider (Lawful, Extraplanar)
Hit Dice: | 1d8+1 (5 hp) | 4d8+8 (26 hp) | 6d8+12 (39 hp)
Initiative: | +2 | +3 | +7
Speed: | 40 ft. (8 squares) | 40 ft. (8 squares) | 40 ft. (8 squares)
Armor Class: | 17 (+1 size, +2 Dex, +4 natural), touch 13, flat-footed 15 | 18 (+3 Dex, +5 natural), touch 13, flat-footed 15 | 19 (+3 Dex, +6 natural), touch 13, flat-footed 16
Base Attack/Grapple: | +1/–2 | +4/+7 | +6/+10
Attack: | Bite +3 melee (1d4+1) | Sting +7 melee (2d4+3 plus poison) | Sting +10 melee (2d4+4 plus poison)
Full Attack: | Bite +3 melee (1d4+1) | Sting +7 melee (2d4+3 plus poison) and 2 claws +5 melee (1d6+1) and bite +5 melee (1d4+1) | Sting +10 melee (2d4+4 plus poison) and 2 claws +8 melee (1d6+2)
Space/Reach: | 5 ft./5 ft. | 5 ft./5 ft. | 5 ft./5 ft.
Special Attacks: | — | Poison | Dominate monster, dominated creature, poison
Special Qualities: | Cure serious wounds, hive mind, immunity to poison, petrification, and cold, make whole, resistance to electricity 10, fire 10, and sonic 10 | Hive mind, immunity to poison, petrification, and cold, resistance to electricity 10, fire 10, and sonic 10, spell resistance 18 | Hive mind, immunity to poison, petrification, and cold, resistance to electricity 10, fire 10, and sonic 10, spell resistance 21, telepathy 100 ft.
Saves: | Fort +3, Ref +4, Will +2 | Fort +6, Ref +7, Will +5 | Fort +7, Ref +8, Will +8
Abilities: | Str 13, Dex 14, Con 13, Int 6, Wis 10, Cha 9 | Str 17, Dex 16, Con 14, Int 10, Wis 12, Cha 11 | Str 18, Dex 16, Con 14, Int 11, Wis 16, Cha 19
Skills: | Climb +10, Craft (any one) +5, Hide +6, Listen +4, Search +2, Spot +4 | Climb +10, Hide +10, Jump +14, Listen +8, Move Silently +10, (+3 following tracks), Tumble +12 | Climb +13, Diplomacy +6, Hide +12, Intimidate +13, Listen +12, Search +7, Spot +8, Survival +1 Move Silently +12, Search +9, Sense Motive +12, Spot +12, Survival +3 (+5 following tracks)
Feats: | Skill Focus (Craft [selected skill]) | Dodge, Multiattack | Dodge, Improved Initiative, Multiattack
Environment: | A lawful-aligned plane | A lawful-aligned plane | A lawful-aligned plane
Organization: | Team (2–4) or crew (7–18) | Solitary, team (2–4), or troop (6–11) | Solitary (1 plus 1 dominated creature) or conscription team (2–4 plus 1 dominated creature per team member)
Challenge Rating: | 1/2 | 3 | 7
Treasure: | None | None | Standard
Alignment: | Always lawful neutral | Always lawful neutral | Always lawful neutral
Advancement: | 2–3 HD (Medium) | 5–8 HD (Medium); 9–12 HD (Large) | 7–9 HD (Medium); 10–12 HD (Large)
Level Adjustment: | — | — | —

 | Formian Myrmarch | Formian Queen
 | Large Outsider (Lawful, Extraplanar) | Large Outsider (Lawful, Extraplanar)
Hit Dice: | 12d8+48 (102 hp) | 20d8+100 (190 hp)
Initiative: | +8 | –5
Speed: | 50 ft. (10 squares) | 0 ft.
Armor Class: | 28 (–1 size, +4 Dex, +15 natural), touch 13, flat-footed 24 | 23 (–1 size, +14 natural), touch 9, flat-footed 23
Base Attack/Grapple: | +12/+20 | +20/+24
Attack: | Sting +15 melee (2d4+4 plus poison) or javelin +15 ranged (1d6+4) | —
Full Attack: | Sting +15 melee (2d4+4 plus poison) and bite +13 melee (2d6+2); or javelin +15/+10 ranged (1d6+4) | —
Space/Reach: | 10 ft./5 ft. | 10 ft./5 ft.
Special Attacks: | Poison, spell-like abilities | Spell-like abilities, spells
Special Qualities: | Fast healing 2, hive mind, immunity to poison, petrification, and cold, resistance to electricity 10, fire 10, and sonic 10, spell resistance 25 | Fast healing 2, hive mind, immunity to poison, petrification, and cold, resistance to electricity 10, fire 10, and sonic 10, spell resistance 30, telepathy
Saves: | Fort +12, Ref +12, Will +11 | Fort +19, Ref —, Will +19
Abilities: | Str 19, Dex 18, Con 18, Int 16, Wis 16, Cha 17 | Str —, Dex —, Con 20, Int 20, Wis 20, Cha 21
Skills: | Climb +19, Concentration +18, Diplomacy +20, Hide +15, Knowledge (any one) +18, Listen +18, Move Silently +19, Search +18, Sense Motive +18, Spot +18, Survival +3 (+5 following tracks) | Appraise +28, Bluff +28, Concentration +28, Diplomacy +32, Disguise +5 (+7 acting), Intimidate +30, Knowledge (any three) +28, Listen +30, Sense Motive +28, Spellcraft +28 (+30 scrolls), Spot +30, Use Magic Device +28 (+30 scrolls)
Feats: | Dodge, Improved Initiative, Mobility, Multiattack, Spring Attack | Alertness, Eschew MaterialsB, Great Fortitude, Improved Counterspell, Iron Will, item creation feat (any one), Maximize Spell, Spell Focus (enchantment)
Environment: | A lawful-aligned plane | A lawful-aligned plane
Organization: | Solitary, team (2–4), or platoon (1 plus 7–18 workers and 6–11 warriors) | Hive (1 plus 100–400 workers, 11–40 warriors, 4–7 taskmasters with 1 dominated creature each, and 5–8 myrmarchs)
Challenge Rating: | 10 | 17
Treasure: | Standard | Double standard
Alignment: | Always lawful neutral | Always lawful neutral
Advancement: | 13–18 HD (Large); 19–24 HD (Huge) | 21–30 HD (Huge); 31–40 HD (Gargantuan)
Level Adjustment: | — | —

A formian resembles a cross between an ant and a centaur. All formians are covered in a brownish-red carapace; size and appearance differs for each variety.
COMBAT
Formians are generally aggressive, seeking to subdue all they encounter. If they perceive even the slightest threat to their hive-city or to their queen, they attack immediately and fight to the death. Any formian also attacks immediately if ordered to do so by a superior.
Hive Mind (Ex): All formians within 50 miles of their queen are in constant communication. If one is aware of a particular danger, they all are. If one in a group is not flatfooted, none of them are. No formian in a group is considered flanked unless all of them are.
WORKER
While workers cannot speak, they can convey simple concepts (such as danger) by body movements. Through the hive mind, however, they can communicate just fine—although their intelligence still limits the concepts that they can grasp.
A worker is about 3 feet long and about 2-1/2 feet high at the front. It weighs about 60 pounds. Its hands are suitable only for manual labor.
Combat
Formian workers fight only to defend their hive-cities, using their mandibled bite.
A formian worker’s natural weapons, as well as any weapons it wields, are treated as lawful-aligned for the purpose of overcoming damage reduction.
Cure Serious Wounds (Sp): Eight workers together can heal a creature’s wounds as though using the cure serious wounds spell (caster level 7th). This is a full-round action for all eight workers.
Make Whole (Sp): Three workers together can repair an object as though using the make whole spell (caster level 7th). This is a fullround action for all three workers.
WARRIOR
Warriors communicate through the hive mind to convey battle plans and make reports to their commanders. They cannot speak otherwise.
A warrior is about is about 5 feet long and about 4-1/2 feet high at the front. It weighs about 180 pounds.
Combat
Warriors are wicked combatants, using claws, bite, and a poisonous sting all at once. Through the hive mind, they attack with coordinated and extremely efficient tactics.
A formian warrior’s natural weapons, as well as any weapons it wields, are treated as lawful-aligned for the purpose of overcoming damage reduction.
Poison (Ex): Injury, Fortitude DC 14, initial and secondary damage 1d6 Str. The save DC is Constitution-based.
TASKMASTER
These formians communicate only telepathically and derive sustenance from the mental energies of those they dominate.
A taskmaster is about the same size as a warrior.
Combat
Taskmasters rely on their dominated slaves to fight for them if at all possible. If necessary, though, they can defend themselves with claws and a poison sting.
A formian taskmaster’s natural weapons, as well as any weapons it wields, are treated as lawful-aligned for the purpose of overcoming damage reduction.
Dominate Monster (Su): A taskmaster can use a dominate monster ability as the spell from a 10th-level caster (Will DC 17 negates), although the subject may be of any kind and may be up to Large size. Creatures that successfully save cannot be affected by the same taskmaster’s dominate monster ability for 24 hours. A single taskmaster can dominate up to four subjects at a time. The save DC is Charisma-based.
Dominated Creature (Ex): A taskmaster is never encountered alone. One dominated nonformian creature always accompanies it (choose or determine randomly any creature of CR 4).
Poison (Ex): Injury, Fortitude DC 15, initial and secondary damage 1d6 Str. The save DC is Constitution-based.
MYRMARCH
Myrmarchs are the elite of formian society. Much more than those beneath them, these creatures are individuals, with goals, desires, and creative thought.
A myrmarch is about is about 7 feet long and about 5-1/2 feet high at the front. It weighs about 1,500 pounds. Its claws are capable of fine manipulation, like human hands. Each myrmarch wears a bronze helm to signify its position (the more elaborate the helm, the more prestigious the position).
Myrmarchs speak Formian and Common.
Combat
Myrmarchs’ claws are like hands and thus serve no combat purpose.
Myrmarchs occasionally employ javelins for ranged attacks, coated with poison from their own stingers.
They fight intelligently, aiding those under them (if any such are present) and commanding them through the hive mind. If chaotic creatures are present, however, a myrmarch is singleminded in its quest to destroy them.
A formian myrmarch’s natural weapons, as well as any weapons it wields, are treated as lawful-aligned for the purpose of overcoming damage reduction.
Poison (Ex): Injury, Fortitude DC 20, initial and secondary damage 2d6 Dex. The save DC is Constitution-based.
Spell-Like Abilities: At will—charm monster (DC 17), clairaudience/ clairvoyance, detect chaos, detect thoughts (DC 15), magic circle against chaos, greater teleport; 1/day—dictum (DC 20), order’s wrath (DC 17). Caster level 12th. The save DCs are Charisma-based.
QUEEN
The formian queen cannot move. With her telepathic abilities, though, she can send instructions to and get reports from any formian within her range.
She is about 10 feet long, perhaps 4 feet high, and weighs about 3,500 pounds.
The queen speaks Formian and Common, although she can communicate with any creature telepathically.
Combat
The queen does not fight. She has no ability to move. If necessary, a team of workers and myrmarchs (or dominated slaves) haul her enormous bulk to where she needs to go. This sort of occurrence is very rare, however, and most of the time the queen remains within her well-defended chambers.
Despite her utter lack of physical activity, the queen can cast spells and use spell-like abilities to great effect in her own defense as well as the defense of the hive-city.
Spells: The queen casts arcane spells as a 17th-level sorcerer.
Typical Sorcerer Spells Known (6/8/7/7/7/7/6/6/4, base save DC 15 + spell level): 0—acid splash, arcane mark, daze, detect magic, light, mage hand, read magic, resistance, touch of fatigue; 1st—comprehend languages, identify, mage armor, magic missile, shield; 2nd— hypnotic pattern, invisibility, protection from arrows, resist energy, scorching ray; 3rd—dispel magic, heroism, nondetection, slow; 4th— confusion, detect scrying, black tentacles, scrying; 5th—cone of cold, dismissal, teleport, wall of force; 6th—analyze dweomer, geas/quest, repulsion; 7th—summon monster VII, vision, waves of exhaustion; 8th—prismatic wall, temporal stasis.
Spell-Like Abilities: At will—calm emotions (DC 17), charm monster (DC 19), clairaudience/clairvoyance, detect chaos, detect thoughts, dictum (DC 22), divination, hold monster (DC 20), magic circle against chaos, order’s wrath (DC 19), shield of law (DC 23), true seeing. Caster level 17th. The save DCs are Charisma-based.
Telepathy (Su): The queen can communicate telepathically with any intelligent creature within 50 miles whose presence she is aware of.

FROST WORM
 | Huge Magical Beast (Cold)
Hit Dice: | 14d10+70 (147 hp)
Initiative: | +4
Speed: | 30 ft. (6 squares), burrow 10 ft.
Armor Class: | 18 (–2 size, +10 natural), touch 8, flat-footed 18
Base Attack/Grapple: | +14/+30
Attack: | Bite +21 melee (2d8+12 plus 1d8 cold)
Full Attack: | Bite +21 melee (2d8+12 plus 1d8 cold)
Space/Reach: | 15 ft./10 ft.
Special Attacks: | Trill, cold, breath weapon
Special Qualities: | Darkvision 60 ft., death throes, immunity to cold, low-light vision, vulnerability to fire
Saves: | Fort +14, Ref +9, Will +6
Abilities: | Str 26, Dex 10, Con 20, Int 2, Wis 11, Cha 11
Skills: | Hide +3*, Listen +5, Spot +5
Feats: | Alertness, Improved Initiative, Improved Natural Attack (bite), Iron Will, Weapon Focus (bite)
Environment: | Cold plains
Organization: | Solitary
Challenge Rating: | 12
Treasure: | None
Alignment: | Usually neutral
Advancement: | 15–21 HD (Huge); 22–42 HD (Gargantuan)
Level Adjustment: | —
A frost worn cannot burrow through stone, but can manage ice and frozen earth. When moving through such hard materials it leaves behind a usable tunnel about 5 feet in diameter.
A frost worm is about 40 feet long, 5 feet in diameter, and weighs about 8,000 pounds.
COMBAT
Frost worms lurk under the snow, waiting for prey to come near.
They begin an attack with a trill and then set upon helpless prey with their bite.
Trill (Su): A frost worm can emit a noise that forces its prey to stand motionless. This sonic mind-affecting compulsion affects all creatures other than frost worms within a 100-foot radius. Creatures must succeed on a DC 17 Will save or be stunned for as long as the worm trills and for 1d4 rounds thereafter, even if they are attacked. However, if attacked or violently shaken (a full-round action), a victim is allowed another saving throw. Once a creature has resisted or broken the effect, it cannot be affected again by that same frost worm’s trill for 24 hours. The effect’s caster level is 14th. The save DC is Charisma-based.
Cold (Ex): A frost worm’s body generates intense cold, causing opponents to take an extra 1d8 points of cold damage every time the creature succeeds on a bite attack. Creatures attacking a frost worm unarmed or with natural weapons take this same cold damage each time one of their attacks hits.
Breath Weapon (Su): 30-foot cone, once per hour, damage 15d6 cold, Reflex DC 22 half. Opponents held motionless by the frost worm’s trill get no saving throw. The save DC is Constitution-based.
Death Throes (Ex): When killed, a frost worm turns to ice and shatters in an explosion that deals 12d6 points of cold damage and 8d6 points of piercing damage to everything within 100 feet (Reflex half DC 22). The save DC is Constitution-based.
Skills: *A frost worm, due to its coloration and its affinity for burying itself in the snow, has a +10 racial bonus on Hide checks in its native environment.

FUNGUS
 | Shrieker | Violet Fungus
 | Medium Plant | Medium Plant
Hit Dice: | 2d8+2 (11 hp) | 2d8+6 (15 hp)
Initiative: | –5 | –1
Speed: | 0 ft. | 10 ft. (2 squares)
Armor Class: | 8 (–5 Dex, +3 natural), touch 5, flat-footed 8 | 13 (–1 Dex, +4 natural), touch 9, flat-footed 13
Base Attack/Grapple: | +1/–4 | +1/+3
Attack: | — | Tentacle +3 melee (1d6+2 plus poison)
Full Attack: | — | 4 tentacles +3 melee (1d6+2 plus poison)
Space/Reach: | 5 ft./0 ft. | 5 ft./10 ft.
Special Attacks: | Shriek | Poison
Special Qualities: | Low-light vision, plant traits | Low-light vision, plant traits
Saves: | Fort +4, Ref —, Will –4 | Fort +6, Ref –1, Will +0
Abilities: | Str —, Dex —, Con 13, Int —, Wis 2, Cha 1 | Str 14, Dex 8, Con 16, Int —, Wis 11, Cha 9
Skills: | — | —
Feats: | — | —
Environment: | Underground | Underground
Organization: | Solitary or patch (3–5) | Solitary, patch (2–4), or mixed patch (2–4 violet fungi and 3–5 shriekers)
Challenge Rating: | 1 | 3
Treasure: | None | None
Alignment: | Always neutral | Always neutral
Advancement: | 3 HD (Medium) | 3–6 HD (Medium)
Level Adjustment: | — | —
COMBAT
Shriekers and violet fungi often work together to attract and kill prey. When the shriekers’ hellish racket attracts a curious creature, the violet fungus tries to kill it. Both creatures enjoy the fruits of a successful hunt.
SHRIEKER
A shrieker is a stationary fungus that emits a loud noise to attract prey or when disturbed. Shriekers live in dark, subterranean places, often in the company of violet fungi, whose poison they are immune to.
Shriekers come in of shades of purple.
Combat
A shrieker has no means of attack. Instead, it lures prey to its vicinity by emitting a loud noise.
Shriek (Ex): Movement or a light source within 10 feet of a shrieker causes the fungus to emit a piercing sound that lasts for 1d3 rounds. The sound attracts nearby creatures that are disposed to investigate it. Some creatures that live near shriekers come to learn that the fungus’s noise means there is food nearby.
VIOLET FUNGUS
Violet fungi resemble shriekers and are often found growing among them.
A violet fungi’s coloration ranges from purple overall to dull gray or violet covered with purple spots.
Combat
A violet fungus flails about with its tentacles at living creatures that come within its reach.
Poison (Ex): Injury, Fortitude DC 14, initial and secondary damage 1d4 Str and 1d4 Con. The save DC is Constitution-based.


MONSTERS (G)

GARGOYLE
 | Medium Monstrous Humanoid (Earth)
Hit Dice: | 4d8+19 (37 hp)
Initiative: | +2
Speed: | 40 ft. (8 squares), fly 60 ft. (average)
Armor Class: | 16 (+2 Dex, +4 natural), touch 12, flat-footed 14
Base Attack/Grapple: | +4/+6
Attack: | Claw +6 melee (1d4+2)
Full Attack: | 2 claws +6 melee (1d4+2) and bite +4 melee (1d6+1) and gore +4 melee (1d6+1)
Space/Reach: | 5 ft./5 ft.
Special Attacks: | —
Special Qualities: | Damage reduction 10/magic, darkvision 60 ft., freeze
Saves: | Fort +5, Ref +6, Will +4
Abilities: | Str 15, Dex 14, Con 18, Int 6, Wis 11, Cha 7
Skills: | Hide +7*, Listen +4, Spot +4
Feats: | Multiattack, Toughness
Environment: | Any
Organization: | Solitary, pair, or wing (5–16)
Challenge Rating: | 4
Treasure: | Standard
Alignment: | Usually chaotic evil
Advancement: | 5–6 HD (Medium); 7–12 HD (Large)
Level Adjustment: | +5
Gargoyles often appear to be 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 out of fondness for inflicting pain.
Gargoyles speak Common and Terran.
COMBAT
Gargoyles either remain still, then suddenly attack, or dive onto their prey.
A gargoyle’s natural weapons are treated as magic weapons for the purpose of overcoming damage reduction.
Freeze (Ex): A gargoyle can hold itself so still it appears to be a statue. An observer must succeed on a DC 20 Spot check to notice the gargoyle is really alive.
Skills: Gargoyles have a +2 racial bonus on Hide, Listen, and Spot checks. *The Hide bonus increases by +8 when a gargoyle is concealed against a background of stone.
KAPOACINTH
These cousins of the gargoyle have the aquatic subtype. They have a base land speed of 40 feet and a swim speed of 60 feet (no fly speed) and are found only in aquatic environments.
GARGOYLES AS CHARACTERS
Gargoyle characters possess the following racial traits.
— +4 Strength, +4 Dexterity, +8 Constitution, –4 Intelligence, –4 Charisma.
—Medium size.
—A gargoyle’s base land speed is 40 feet. It also has a fly speed of 60 feet (average).
—Darkvision out to 60 feet.
—Racial Hit Dice: A gargoyle begins with four levels of monstrous humanoid, which provide 4d8 Hit Dice, a base attack bonus of +4, and base saving throw bonuses of Fort +1, Ref +4, and Will +4.
—Racial Skills: A gargoyle’s monstrous humanoid levels give it skill points equal to 7 x (2 + Int modifier). Its class skills are Hide, Listen, and Spot. A gargoyle has a +2 racial bonus on Hide, Listen, and Spot checks, and an additional +8 bonus on Hide checks when it is concealed against a background of stone.
—Racial Feats: A gargoyle’s monstrous humanoid levels give it two feats.
— +4 natural armor bonus.
—Special Qualities (see above): Damage reduction 10/magic, freeze.
—Automatic Languages: Common. Bonus Languages: Auran, Dwarven, Elven, Gnome, Halfling, Giant, Terran.
—Favored Class: Fighter.
—Level adjustment +5.

GENIE
Genies are humanlike beings who dwell on the elemental planes. They are famous for their strength, guile, and skill with illusion magic.
COMBAT
Genies prefer to outmaneuver and outthink their foes. They are not too proud to flee if it means they’ll live to fight another day. If trapped, they bargain, offering treasure or favors in return for their lives and freedom.
Plane Shift (Sp): A genie can enter any of the elemental planes, the Astral Plane, or the Material Plane. This ability transports the genie and up to eight other creatures, provided they all link hands with the genie. It is otherwise similar to the spell of the same name (caster level 13th).
DJINNI
 | Large Outsider (Air, Extraplanar)
Hit Dice: | 7d8+14 (45 hp)
Initiative: | +8
Speed: | 20 ft. (4 squares), fly 60 ft. (perfect)
Armor Class: | 16 (–1 size, +4 Dex, +3 natural), touch 13, flat-footed 12
Base Attack/Grapple: | +7/+15
Attack: | Slam +10 melee (1d8+4)
Full Attack: | 2 slams +10 melee (1d8+4)
Space/Reach: | 10 ft./10 ft.
Special Attacks: | Air mastery, spell-like abilities, whirlwind
Special Qualities: | Darkvision 60 ft., immunity to acid, plane shift, telepathy 100 ft.
Saves: | Fort +7, Ref +9, Will +7
Abilities: | Str 18, Dex 19, Con 14, Int 14, Wis 15, Cha 15
Skills: | Appraise +12, Concentration +12, Craft (any one) +12, Diplomacy +4, Escape Artist +14, Knowledge (any one) +12, Listen +12, Move Silently +14, Sense Motive +12, Spellcraft +12, Spot +12, Use Rope +4 (+6 with bindings)
Feats: | Combat Casting, Combat Reflexes, Dodge, Improved InitiativeB
Environment: | Elemental Plane of Air
Organization: | Solitary, company (2–4), or band (6–15)
Challenge Rating: | 5 (noble 8)
Treasure: | Standard
Alignment: | Always chaotic good
Advancement: | 8–10 HD (Large); 11–21 (Huge)
Level Adjustment: | +6
The djinn (singular djinni) are genies from the Elemental Plane of Air.
A djinni is about 10-1/2 feet tall and weighs about 1,000 pounds.
Djinn speak Auran, Celestial, Common, and Ignan.
Combat
Djinn disdain physical combat, preferring to use their magical powers and aerial abilities against foes. A djinni overmatched in combat usually takes flight and becomes a whirlwind to harass those who follow.
Air Mastery (Ex): Airborne creatures take a –1 penalty on attack and damage rolls against a djinni.
Spell-Like Abilities: At will—invisibility (self only); 1/day— create food and water, create wine (as create water, but wine instead), major creation (created vegetable matter is permanent), persistent image (DC 17), wind walk. Once per day, a djinni can assume gaseous form (as the spell) for up to 1 hour. Caster level 20th. The save DCs are Charisma-based.
Whirlwind (Su): A djinni can transform itself into a whirlwind once every 10 minutes and remain in that form for up to 7 rounds. In this form, it can move through the air or along a surface at its fly speed.
The whirlwind is 5 feet wide at the base, up to 30 feet wide at the top and up to 50 feet tall. The djinni controls the exact height, but it must be at least 10 feet.
A djinni’s movement while in whirlwind form does not provoke attacks of opportunity, even if the djinni enters the space another creature occupies. Another creature might be caught in the whirlwind if it touches or enters the whirlwind, or if the djinni moves into or through the creature’s space.
Creatures one or more size categories smaller than the djinni might take damage when caught in the whirlwind and be lifted into the air. An affected creature must succeed on a DC 20 Reflex save when it comes into contact with the whirlwind or take 3d6 points of damage. It must also succeed on a second DC 20 Reflex save or be picked up bodily and held suspended in the powerful winds, automatically taking 1d8 points of damage each round. A creature with a fly speed is allowed a DC 20 Reflex save each round to escape the whirlwind. The creature still takes damage but can leave if the save is successful. The save DC is Strength-based and includes a +3 racial adjustment.
Creatures trapped in the whirlwind cannot move except to go where the djinni carries them or to escape the whirlwind. Creatures caught in the whirlwind can otherwise act normally, but must make a Concentration check (DC 15 + spell level) to cast a spell. Creatures caught in the whirlwind take a –4 penalty to Dexterity and a –2 penalty on attack rolls. The djinni can have only as many trapped inside a whirlwind at one time as will fit inside the whirlwind’s volume.
The djinni can eject any carried creatures whenever it wishes, depositing them wherever the whirlwind happens to be.
If the whirlwind’s base touches the ground, it creates a swirling cloud of debris. This cloud is centered on the djinni and has a diameter equal to half the whirlwind’s height. The cloud obscures all vision, including darkvision, beyond 5 feet. Creatures 5 feet away have concealment, while those farther away have total concealment.
Those caught in the cloud must succeed on a Concentration check (DC 15 + spell level) to cast a spell.
A djinni in whirlwind form cannot make melee attacks and does not threaten the area around it.

Noble Djinn
Some djinn (1% of the total population) are noble. A noble djinni can grant three wishes to any being (nongenies only) who captures it. Noble djinn perform no other services and, upon granting the third wish, are free of their servitude. Noble djinn are as strong as efreet (see below), with 10 Hit Dice.

EFREETI
 | Large Outsider (Extraplanar, Fire)
Hit Dice: | 10d8+20 (65 hp)
Initiative: | +7
Speed: | 20 ft. (4 squares), fly 40 ft. (perfect)
Armor Class: | 18 (–1 size, +3 Dex, +6 natural), touch 12, flat-footed 15
Base Attack/Grapple: | +10/+20
Attack: | Slam +15 melee (1d8+6 plus 1d6 fire)
Full Attack: | 2 slams +15 melee (1d8+6 plus 1d6 fire)
Space/Reach: | 10 ft./ 10 ft.
Special Attacks: | Change size, heat, spell-like abilities
Special Qualities: | Darkvision 60 ft., immunity to fire, plane shift, telepathy 100 ft., vulnerability to cold
Saves: | Fort +9, Ref +10, Will +9
Abilities: | Str 23, Dex 17, Con 14, Int 12, Wis 15, Cha 15
Skills: | Bluff +15, Craft (any one) +14, Concentration +15, Diplomacy +6, Disguise +2 (+4 acting), Intimidate +17, Listen +15, Move Silently +16, Sense Motive +15, Spellcraft +14, Spot +15
Feats: | Combat Casting, Combat Reflexes, Dodge, Improved InitiativeB, Quicken Spell-Like Ability (scorching ray)
Environment: | Elemental Plane of Fire
Organization: | Solitary, company (2–4), or band (6–15)
Challenge Rating: | 8
Treasure: | Standard coins; double goods; standard items
Alignment: | Always lawful evil
Advancement: | 11–15 HD (Large); 16–30 HD (Huge)
Level Adjustment: | —
The efreet (singular efreeti) are genies from the Elemental Plane of Fire.
An efreeti stands about 12 feet tall and weighs about 2,000 pounds.
Efreet speak Auran, Common, Ignan, and Infernal.
Combat
Efreet love to mislead, befuddle, and confuse their foes. They do so for enjoyment as well as a battle tactic.
Change Size (Sp): Twice per day, an efreeti can magically change a creature’s size. This works just like an enlarge person or reduce person spell (the efreeti chooses when using the ability), except that the ability can work on the efreeti. A DC 13 Fortitude save negates the effect. The save DC is Charisma-based. This is the equivalent of a 2nd-level spell.
Heat (Ex): An efreeti’s red-hot body deals 1d6 points of extra fire damage whenever it hits in melee, or in each round it maintains a hold when grappling.
Spell-Like Abilities: At will—detect magic, produce flame, pyrotechnics (DC 14), scorching ray (1 ray only); 3/day—invisibility, wall of fire (DC 16); 1/day—grant up to three wishes (to nongenies only), gaseous form, permanent image (DC 18), polymorph (self only). Caster level 12th. The save DCs are Charisma-based.
JANNI
 | Medium Outsider (Native)
Hit Dice: | 6d8+6 (33 hp)
Initiative: | +6
Speed: | 20 ft. (4 squares), fly 15 ft. (perfect) in chainmail; base land speed 30 ft., base fly speed 20 ft. (perfect)
Armor Class: | 18 (+2 Dex, +1 natural, +5 chainmail), touch 12, flat-footed 16
Base Attack/Grapple: | +6/+9
Attack: | Scimitar +9 melee (1d6+4/18–20) or longbow +8 ranged (1d8/x3)
Full Attack: | Scimitar +9/+4 melee (1d6+4/18–20) or longbow +8/+3 ranged (1d8/x3)
Space/Reach: | 5 ft./5 ft.
Special Attacks: | Change size, spell-like abilities
Special Qualities: | Darkvision 60 ft., elemental endurance, plane shift, resistance to fire 10, telepathy 100 ft.
Saves: | Fort +6, Ref +7, Will +7
Abilities: | Str 16, Dex 15, Con 12, Int 14, Wis 15, Cha 13
Skills: | Appraise +11, Concentration +10, Craft (any two) +11, Diplomacy +3, Escape Artist +6, Listen +11, Move Silently +6, Ride +11, Sense Motive +11, Spot +11, Use Rope +2 (+4 with bindings)
Feats: | Combat Reflexes, Dodge, Improved InitiativeB, Mobility
Environment: | Warm deserts
Organization: | Solitary, company (2–4), or band (6–15)
Challenge Rating: | 4
Treasure: | Standard
Alignment: | Usually neutral
Advancement: | 7–9 HD (Medium); 10–18 HD (Large)
Level Adjustment: | +5
The jann (singular janni) are the weakest of the genies. Jann are formed out of all four elements and must therefore spend most of their time on the Material Plane.
Jann speak Common, one elemental language (Aquan, Auran, Ignan, or Terran) and one alignment language (Abyssal, Celestial, or Infernal).
Combat
Jann are physically strong and courageous, and do not take kindly to insult or injury. If they meet a foe they cannot defeat in a standup fight, they use flight and invisibility to regroup and maneuver to a more advantageous position.
Change Size (Sp): Twice per day, a janni can magically change a creature’s size. This works just like an enlarge person or reduce person spell (the janni chooses when using the ability), except that the ability can work on the janni. A DC 13 Fortitude save negates the effect. The save DC is Charisma-based. This is the equivalent of a 2nd-level spell.
Spell-Like Abilities: 3/day—invisibility (self only), speak with animals. Caster level 12th. Once per day a janni can create food and water (caster level 7th) and can use ethereal jaunt (caster level 12th) for 1 hour. The save DCs are Charisma-based.
Elemental Endurance (Ex): Jann can survive on the Elemental Planes of Air, Earth, Fire, or Water for up to 48 hours. Failure to return to the Material Plane before that time expires causes a janni to take 1 point of damage per additional hour spent on the elemental plane, until it dies or returns to the Material Plane.

Jann as Characters
Janni characters possess the following racial traits.
— +6 Strength, +4 Dexterity, +2 Constitution, +4 Intelligence, +4 Wisdom, +2 Charisma.
—Medium size.
—A janni’s base land speed is 30 feet. It also has a fly speed of 20 feet (perfect).
—Darkvision out to 60 feet.
—Racial Hit Dice: A janni begins with six levels of outsider, which provide 6d8 Hit Dice, a base attack bonus of +6, and base saving throw bonuses of Fort +5, Ref +5, and Will +5.
—Racial Skills: A janni’s outsider levels give it skill points equal to 9 x (8 + Int modifier). Its class skills are Appraise, Concentration, Craft (any), Escape Artist, Listen, Move Silently, Ride, Sense Motive, and Spot.
—Racial Feats: A janni’s outsider levels give it three feats. A janni receives Improved Initiative as a bonus feat.
— +1 natural armor bonus.
—Special Attacks (see above): Change size, spell-like abilities.
—Special Qualities (see above): Elemental endurance, plane shift, resistance to fire 10, telepathy. 100 ft.
—Automatic Languages: Common. Bonus Languages: Abyssal, Aquan, Auran, Celestial, Ignan, Infernal, Terran.
—Favored Class: Rogue.
—Level adjustment +5.

GHAELE
 | Medium Outsider (Chaotic, Extraplanar, Good)
Hit Dice: | 10d8+20 (65 hp)
Initiative: | +5
Speed: | 50 ft. (10 squares), fly 150 ft. (perfect)
Armor Class: | 25 (+1 Dex, +14 natural), touch 11, flat-footed 24,or 14 (+1 Dex, +3 deflection), touch 14, flat-footed 13
Base Attack/Grapple: | +10/+17
Attack: | +4 holy greatsword +21 melee (2d6+14/19–20) or light ray +11 ranged touch (2d12)
Full Attack: | +4 holy greatsword +21/+16 melee (2d6+14/19–20) or 2 light rays +11 ranged touch (2d12)
Space/Reach: | 5 ft./5 ft.
Special Attacks: | Spell-like abilities, spells, gaze
Special Qualities: | Alternate form, damage reduction 10/evil and cold iron, darkvision 60 ft., immunity to electricity and petrification, lowlight vision, protective aura, resistance to cold 10 and fire 10 spell resistance 28, tongues
Saves: | Fort +9, Ref +8, Will +10
Abilities: | Str 25, Dex 12, Con 15, Int 16, Wis 17, Cha 16
Skills: | Concentration +15, Diplomacy +5, Escape Artist +14, Handle Animal +16, Hide +14, Knowledge (any two) +16, Listen +16, Move Silently +14, Ride +16, Sense Motive +16, Spot +16, Use Rope +1 (+3 with bindings)
Feats: | Combat Expertise, Improved Disarm, Improved Initiative, Improved Trip
Environment: | A chaotic good-aligned plane
Organization: | Solitary, pair, or squad (3–5)
Challenge Rating: | 13
Treasure: | No coins; double goods; standard items
Alignment: | Always chaotic good
Advancement: | 11–15 HD (Medium); 16–30 HD (Large)
Level Adjustment: | —
A ghaele can take the form of an incorporeal globe of eldritch colors, 5 feet in diameter. A ghaele is about 6 feet tall and weighs about 170 pounds.
Ghaeles speak Celestial, Infernal, and Draconic, but can communicate with almost any creature, thanks to their tongues ability.
Combat
Ghaeles who enter combat prefer direct confrontation and damaging attacks to more subtle or insidious methods. They usually fight in their humanoid form, wielding incandescent +4 holy greatswords. If a ghaele desires mobility, it assumes its globe form and blasts the enemy with light rays.
A ghaele’s natural weapons, as well as any weapons it wields, are treated as chaotic-aligned and good-aligned for the purpose of overcoming damage reduction.
Spell-Like Abilities: At will—aid, charm monster (DC 17), color spray (DC 14), comprehend languages, continual flame, cure light wounds (DC 14), dancing lights, detect evil, detect thoughts (DC 15), disguise self, dispel magic, hold monster (DC 18), greater invisibility (self only), major image (DC 16), see invisibility, greater teleport (self plus 50 pounds of objects only); 1/day—chain lightning (DC 19), prismatic spray (DC 20), wall of force. Caster level 12th. The save DCs are Charisma-based.
Spells: Ghaeles in humanoid form can cast divine spells as 14th-level clerics. A ghaele has access to two of the following domains: Air, Animal, Chaos, Good, or Plant (plus any others from its deity). The save DCs are Wisdom-based.
Typical Cleric Spells Prepared (6/7/7/6/5/4/4/3; save DC 13 + spell level): 0—cure minor wounds, detect magic, guidance, light, resistance, virtue; 1st—bless, calm animals*, command, divine favor, obscuring mist, sanctuary, shield of faith; 2nd—aid, align weapon, bear ’s endurance, hold animal*, lesser restoration, remove paralysis, zone of truth; 3rd—daylight, gaseous form*, prayer, remove curse, searing light, water breathing; 4th—death ward, dismissal, divine power, restoration, summon nature’s ally IV (animal)*; 5th—control winds*, flame strike, raise dead, true seeing; 6th—banishment, blade barrier, chain lightning*, heal; 7th—animal shapes*, holy word, summon monster VII.
*Domain spell. Domains: Air and Animal.
Gaze (Su): In humanoid form—slay evil creatures of 5 or less HD, range 60 feet, Will DC 18 negates. Even if the save succeeds, the creature is affected as though by a fear spell for 2d10 rounds. Nonevil creatures, and evil creatures with more than 5 HD, must succeed on a DC 18 Will save or suffer the fear effect. The save DCs are Charisma-based.
Light Ray (Ex): A ghaele in globe form can project light rays with a range of 300 feet. This attack overcomes damage reduction of any type.
Alternate Form (Su): A ghaele can shift between its humanoid and globe forms as a standard action. In humanoid form, it cannot fly or use its light rays, but it can use its gaze attack and spell-like abilities, make physical attacks, and cast spells. In globe form, it can fly, use its light rays, and use spell-like abilities, but it cannot cast spells or use its gaze attack. The globe form is incorporeal, and the ghaele has no Strength score while in that form.
A ghaele remains in one form until it chooses to assume a new one. A change in form cannot be dispelled, nor does the ghaele revert to any particular form when killed. A true seeing spell or ability, however, reveals both forms simultaneously.
Protective Aura (Su): Against attacks made or effects created by evil creatures, this ability provides a +4 deflection bonus to AC and a +4 resistance bonus on saving throws to anyone within 20 feet of the ghaele. Otherwise, it functions as a magic circle against evil effect and a lesser globe of invulnerability, both with a radius of 20 feet (caster level equals ghaele’s HD). (The defensive benefits from the circle are not included in a ghaele’s statistics block.)
Tongues (Su): Ghaeles can speak with any creature that has a language, as though using a tongues spell (caster level 14th). This ability is always active.

GHOST

Ghosts are the spectral remnants of intelligent beings who, for one reason or another, cannot rest easily in their graves.
A ghost greatly resembles its corporeal form in life, but in some cases the spiritual form is somewhat altered.

CREATING A GHOST
“Ghost” is an acquired template that can be added to any aberration, animal, dragon, giant, humanoid, magical beast, monstrous humanoid, or plant. The creature (referred to hereafter as the base creature) must have a Charisma score of at least 6.
A ghost uses all the base creature’s statistics and special abilities except as noted here.
Size and Type: The creature’s type changes to undead. Do not recalculate the creature’s base attack bonus, saves, or skill points. It gains the incorporeal subtype. Size is unchanged.
Hit Dice: All current and future Hit Dice become d12s.
Speed: Ghosts have a fly speed of 30 feet, unless the base creature has a higher fly speed, with perfect maneuverability.
Armor Class: Natural armor is the same as the base creature’s but applies only to ethereal encounters. When the ghost manifests (see below), its natural armor bonus is +0, but it gains a deflection bonus equal to its Charisma modifier or +1, whichever is higher.
Attack: A ghost retains all the attacks of the base creature, although those relying on physical contact do not affect creatures that are not ethereal.
Full Attack: A ghost retains all the attacks of the base creature, although those relying on physical contact do not affect creatures that are not ethereal.
Damage: Against ethereal creatures, a ghost uses the base creature’s damage values. Against nonethereal creatures, the ghost usually cannot deal physical damage at all but can use its special attacks, if any, when it manifests (see below).
Special Attacks: A ghost retains all the special attacks of the base creature, although those relying on physical contact do not affect nonethereal creatures. The ghost also gains a manifestation ability plus one to three other special attacks as described below. The save DC against a special attack is equal to 10 + 1/2 ghost’s HD + ghost’s Cha modifier unless otherwise noted.
Corrupting Gaze (Su): A ghost can blast living beings with a glance, at a range of up to 30 feet. Creatures that meet the ghost’s gaze must succeed on a Fortitude save or take 2d10 points of damage and 1d4 points of Charisma damage.
Corrupting Touch (Su): A ghost that hits a living target with its incorporeal touch attack deals 1d6 points of damage. Against ethereal opponents, it adds its Strength modifier to attack and damage rolls. Against nonethereal opponents, it adds its Dexterity modifier to attack rolls only.
Draining Touch (Su): A ghost that hits a living target with its incorporeal touch attack drains 1d4 points from any one ability score it selects. On each such successful attack, the ghost heals 5 points of damage to itself. Against ethereal opponents, it adds its Strength modifier to attack rolls only. Against nonethereal opponents, it adds its Dexterity modifier to attack rolls only.
Frightful Moan (Su): A ghost can emit a frightful moan as a standard action. All living creatures within a 30-foot spread must succeed on a Will save or become panicked for 2d4 rounds. This is a sonic necromantic mind-affecting fear effect. A creature that successfully saves against the moan cannot be affected by the same ghost’s moan for 24 hours.
Horrific Appearance (Su): Any living creature within 60 feet that views a ghost must succeed on a Fortitude save or immediately take 1d4 points of Strength damage, 1d4 points of Dexterity damage, and 1d4 points of Constitution damage. A creature that successfully saves against this effect cannot be affected by the same ghost’s horrific appearance for 24 hours.
Malevolence (Su): Once per round, an ethereal ghost can merge its body with a creature on the Material Plane. This ability is similar to a magic jar spell (caster level 10th or the ghost’s Hit Dice, whichever is higher), except that it does not require a receptacle. To use this ability, the ghost must be manifested and it must try move into the target’s space; moving into the target’s space to use the malevolence ability does not provoke attacks of opportunity. The target can resist the attack with a successful Will save (DC 15 + ghost’s Cha modifier). A creature that successfully saves is immune to that same ghost’s malevolence for 24 hours, and the ghost cannot enter the target’s space. If the save fails, the ghost vanishes into the target’s body.
Manifestation (Su): Every ghost has this ability. A ghost dwells on the Ethereal Plane and, as an ethereal creature, it cannot affect or be affected by anything in the material world. When a ghost manifests, it partly enters the Material Plane and becomes visible but incorporeal on the Material Plane. A manifested ghost can be harmed only by other incorporeal creatures, magic weapons, or spells, with a 50% chance to ignore any damage from a corporeal source. A manifested ghost can pass through solid objects at will, and its own attacks pass through armor. A manifested ghost always moves silently. A manifested ghost can strike with its touch attack or with a ghost touch weapon (see Ghostly Equipment, below). A manifested ghost remains partially on the Ethereal Plane, where is it not incorporeal. A manifested ghost can be attacked by opponents on either the Material Plane or the Ethereal Plane. The ghost’s incorporeality helps protect it from foes on the Material Plane, but not from foes on the Ethereal Plane.
When a spellcasting ghost is not manifested and is on the Ethereal Plane, its spells cannot affect targets on the Material Plane, but they work normally against ethereal targets. When a spellcasting ghost manifests, its spells continue to affect ethereal targets and can affect targets on the Material Plane normally unless the spells rely on touch. A manifested ghost’s touch spells don’t work on nonethereal targets.
A ghost has two home planes, the Material Plane and the Ethereal Plane. It is not considered extraplanar when on either of these planes.
Telekinesis (Su): A ghost can use telekinesis as a standard action (caster level 12th or equal to the ghost’s HD, whichever is higher). When a ghost uses this power, it must wait 1d4 rounds before using it again.
Special Qualities: A ghost has all the special qualities of the base creature as well as those described below.
Rejuvenation (Su): In most cases, it’s difficult to destroy a ghost through simple combat: The “destroyed” spirit will often restore itself in 2d4 days. Even the most powerful spells are usually only temporary solutions. A ghost that would otherwise be destroyed returns to its old haunts with a successful level check (1d20 + ghost’s HD) against DC 16. As a rule, the only way to get rid of a ghost for sure is to determine the reason for its existence and set right whatever prevents it from resting in peace. The exact means varies with each spirit and may require a good deal of research.
Turn Resistance (Ex): A ghost has +4 turn resistance.
Abilities: Same as the base creature, except that the ghost has no Constitution score, and its Charisma score increases by +4.
Skills: Ghosts have a +8 racial bonus on Hide, Listen, Search, and Spot checks. Otherwise same as the base creature.
Environment: Any, often as base creature.
Organization: Solitary, gang (2–4), or mob (7–12).
Challenge Rating: Same as the base creature +2.
Treasure: None.
Alignment: Any.
Level Adjustment: Same as the base creature +5.

Ghostly Equipment
When a ghost forms, all its equipment and carried items usually become ethereal along with it. In addition, the ghost retains 2d4 items that it particularly valued in life (provided they are not in another creature’s possession). The equipment works normally on the Ethereal Plane but passes harmlessly through material objects or creatures. A weapon of +1 or better magical enhancement, however, can harm material creatures when the ghost manifests, but any such attack has a 50% chance to fail unless the weapon is a ghost touch weapon (just as magic weapons can fail to harm the ghost).
The original material items remain behind, just as the ghost’s physical remains do. If another creature seizes the original, the ethereal copy fades away. This loss invariably angers the ghost, who stops at nothing to return the item to its original resting place.

GHOUL
 | Ghoul | Ghast
 | Medium Undead | Medium Undead
Hit Dice: | 2d12 (13 hp) | 4d12+3 (29 hp)
Initiative: | +2 | +3
Speed: | 30 ft. (6 squares) | 30 ft. (6 squares)
Armor Class: | 14 (+2 Dex, +2 natural), touch 12, flat-footed 12 | 17 (+3 Dex, +4 natural), touch 12, flat-footed 14
Base Attack/Grapple: | +1/+2 | +2/+5
Attack: | Bite +2 melee (1d6+1 plus paralysis) | Bite +5 melee (1d8+3 plus paralysis)
Full Attack: | Bite +2 melee (1d6+1 plus paralysis) and 2 claws +0 melee (1d3 plus paralysis) | Bite +5 melee (1d8+3 plus paralysis) and 2 claws +3 melee (1d4+1 plus paralysis)
Space/Reach: | 5 ft./5 ft. | 5 ft./5 ft.
Special Attacks: | Ghoul fever, paralysis | Ghoul fever, paralyis, stench
Special Qualities: | Darkvision 60 ft., undead traits, +2 turn resistance | Darkvision 60 ft., undead traits, +2 turn resistance
Saves: | Fort +0, Ref +2, Will +5 | Fort +1, Ref +4, Will +6
Abilities: | Str 13, Dex 15, Con —, Int 13, Wis 14, Cha 12 | Str 17, Dex 17, Con —, Int 13, Wis 14, Cha 16
Skills: | Balance +6, Climb +5, Hide +6, Jump +5, Move Silently +6, Spot +7 | Balance +7, Climb +9, Hide +8, Jump +9, Move Silently +8, Spot +8
Feats: | Multiattack | Multiattack, Toughness
Environment: | Any (Lacedon: Any aquatic) | Any
Organization: | Solitary, gang (2–4), or pack (7–12) | Solitary, gang (2–4), or pack (2–4 plus 7–12 ghouls)
Challenge Rating: | 1 | 3
Treasure: | None | Standard
Alignment: | Always chaotic evil | Always chaotic evil
Advancement: | 3 HD (Medium) | 5–8 HD (Medium)
Level Adjustment: | — | —
Ghouls speak the languages they spoke in life (usually Common).
COMBAT
Ghouls try to attack with surprise whenever possible. They strike from behind tombstones and burst from shallow graves.
Ghoul Fever (Su): Disease—bite, Fortitude DC 12, incubation period 1 day, damage 1d3 Con and 1d3 Dex. The save DC is Charisma-based.
An afflicted 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, not a ghoul.
Paralysis (Ex): Those hit by a ghoul’s bite or claw attack must succeed on a DC 12 Fortitude save or be paralyzed for 1d4+1 rounds. Elves have immunity to this paralysis. The save DC is Charisma-based.
LACEDON
These cousins of the ghoul have the aquatic subtype. They lurk near hidden reefs or other places where ships are likely to meet their end. They have a base land speed of 30 feet and a swim speed of 30 feet and are found only in aquatic environments.
GHAST
Although these creatures look just like their lesser kin, they are far more deadly and cunning.
Combat
Ghoul Fever (Su): Disease—bite, Fortitude DC 15, incubation period 1 day, damage 1d3 Con and 1d3 Dex. The save DC is Charisma-based.
Paralysis (Ex): Those hit by a ghast’s bite or claw attack must succeed on a DC 15 Fortitude save or be paralyzed for 1d4+1 rounds. Even elves can be affected by this paralysis. The save DC is Charisma-based.
Stench (Ex): The stink of death and corruption surrounding these creatures is overwhelming. Living creatures
within 10 feet must succeed on a DC 15 Fortitude save or be sickened for 1d6+4 minutes. A creature that successfully saves cannot be affected again by the same ghast’s stench for 24 hours. A delay poison or neutralize poison spell removes the effect from a sickened creature. Creatures with immunity to poison are unaffected, and creatures resistant to poison receive their normal bonus on their saving throws. The save DC is Charisma-based.

GIANT
All giants speak Giant. Those with Intelligence scores of 10 or higher also speak Common.
COMBAT
Giants relish melee combat. They favor massive two-handed weapons and wield them with impressive skill. They have enough cunning to soften up a foe with ranged attacks first, if they can. A giant’s favorite ranged weapon is a big rock.
Rock Throwing (Ex): Adult giants are accomplished rock throwers and receive a +1 racial bonus on attack rolls when throwing rocks. A giant of at least Large size can hurl rocks weighing 40 to 50 pounds each (Small objects) up to five range increments. The size of the range increment varies with the giant’s variety. A Huge giant can
hurl rocks of 60 to 80 pounds (Medium objects).
Rock Catching (Ex): A giant of at least Large size can catch Small, Medium, or Large rocks (or projectiles of similar shape).
Once per round, a giant that would normally be hit by a rock can make a Reflex save to catch it as a free action. The 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.) The giant must be ready for and aware of the attack in order to make a rock catching attempt.

CLOUD GIANT
 | Huge Giant (Air)
Hit Dice: | 17d8+102 (178 hp)
Initiative: | +1
Speed: | 50 ft. (10 squares)
Armor Class: | 25 (–2 size, +1 Dex, +12 natural, +4 chain shirt), touch 9, flat-footed 24
Base Attack/Grapple: | +12/+32
Attack: | Gargantuan morningstar +22 melee (4d6+18) or slam +22 melee (1d6+12) or rock +12 ranged (2d8+12)
Full Attack: | Gargantuan morningstar +22/+17/+12 melee (4d6+18) or 2 slams +22 melee (1d6+12) or rock +12 ranged (2d8+12)
Space/Reach: | 15 ft./15 ft.
Special Attacks: | Rock throwing, spell-like abilities
Special Qualities: | Low-light vision, oversized weapon, rock catching, scent
Saves: | Fort +16, Ref +6, Will +10
Abilities: | Str 35, Dex 13, Con 23, Int 12, Wis 16, Cha 13
Skills: | Climb +19, Craft (any one) +11, Diplomacy +3, Intimidate +11, Listen +15, Perform (string instruments) +2, Sense Motive +9, Spot +15
Feats: | Awesome Blow, Cleave, Improved Bull Rush, Improved Overrun, Iron Will, Power Attack
Environment: | Temperate mountains
Organization: | Solitary, gang (2–4), family (2–4 plus 35% noncombatants plus 1 sorcerer or cleric of 4th–7th level plus 2–5 griffons or 2–8 dire lions), or band (6–9 plus 1 sorcerer or cleric of 4th–7th level plus 2–5 griffons or 2–8 dire lions)
Challenge Rating: | 11
Treasure: | Standard coins; double goods; standard items
Alignment: | Usually neutral good or neutral evil
Advancement: | By character class
Level Adjustment: | —
Cloud giants’ skin ranges in color from milky white to light sky blue. Their hair is silvery white or brass, and their eyes are iridescent blue. Adult males are about 18 feet tall and weigh about 5,000 pounds. Females are slightly shorter and lighter. Cloud giants can live to be 400 years old.
Cloud giants dress in the finest clothing available and wear jewelry. To many, appearance indicates station: The better the clothes and the finer the jewelry, the more important the wearer. They also appreciate music, and most can play one or more instruments (the harp is a favorite).
Combat
Cloud giants fight in well-organized units, using carefully developed battle plans. They prefer to fight from a position above their opponents. A favorite tactic is to circle the enemies, barraging them with rocks while the giants with magical abilities confound them with spells.
Rock Throwing (Ex): The range increment is 140 feet for a cloud giant’s thrown rocks.
Oversized Weapon (Ex): A cloud giant wields a great, two-handed morningstar (big enough for Gargantuan creatures) without penalty.
Spell-Like Abilities: 3/day—levitate (self plus 2,000 pounds), obscuring mist; 1/day—fog cloud. Caster level 15th.
Cloud Giant Characters
Most cloud giant groups include a sorcerer or a cleric.
Good-aligned clerics have access to two of the following domains: Good, Healing, Strength, or Sun. Evil-aligned clerics have access to two of the following domains: Death, Evil, or Trickery.
FIRE GIANT
 | Large Giant (Fire)
Hit Dice: | 15d8+75 (142 hp)
Initiative: | –1
Speed: | 30 ft. in half-plate armor (6 squares); base speed 40 ft.
Armor Class: | 23 (–1 size, –1 Dex, +8 natural, +7 half-plate armor) touch 8, flat-footed 23
Base Attack/Grapple: | +11/+25
Attack: | Greatsword +20 melee (3d6+15) or slam +20 melee (1d4+10) or rock +10 ranged (2d6+10 plus 2d6 fire)
Full Attack: | Greatsword +20/+15/+10 melee (3d6+15) or 2 slams +20 melee (1d4+10) or rock +10 ranged (2d6+10 plus 2d6 fire)
Space/Reach: | 10 ft./10 ft.
Special Attacks: | Rock throwing
Special Qualities: | Immunity to fire, low-light vision, rock catching, vulnerability to cold
Saves: | Fort +14, Ref +4, Will +9
Abilities: | Str 31, Dex 9, Con 21, Int 10, Wis 14, Cha 11
Skills: | Climb +9, Craft (any one) +6, Intimidate +6, Jump +9, Spot +14
Feats: | Cleave, Great Cleave, Improved Overrun, Improved Sunder, Iron Will, Power Attack
Environment: | Warm mountains
Organization: | Solitary, gang (2–5), band (6–9 plus 35% noncombatants plus 1 adept or cleric of 1st or 2nd level), hunting/raiding party (6–9 plus 1 adept or sorcerer of 3rd–5th level plus 2–4 hell hounds and 2–3 trolls or ettins), or tribe (21–30 plus 1 adept, cleric, or sorcerer of 6th or 7th level plus 12–30 hell hounds, 12–22 trolls, 5–12 ettins, and 1–2 young red dragons)
Challenge Rating: | 10
Treasure: | Standard
Alignment: | Often lawful evil
Advancement: | By character class
Level Adjustment: | +4
Some fire giants have bright orange hair.. An adult male is 12 feet tall, has a chest that measures 9 feet
around, and weighs about 7,000 pounds. Females are slightly shorter and lighter. Fire giants can live to be 350 years old.
Fire giants wear sturdy cloth or leather garments colored red, orange, yellow, or black. Warriors wear helmets
and half-plate armor of blackened steel.
Combat
Fire giants heat their rocks in a nearby fire, geyser, or lava pools, so that they deal extra fire damage. They favor magic flaming swords in melee (when they can get them). They are also fond of grabbing smaller opponents and tossing them somewhere very hot.
Rock Throwing (Ex): The range increment is 120 feet for a fire giant’s thrown rocks.
Fire Giant Characters
Most groups of fire giants include clerics. A fire giant cleric has access to two of the following domains: Evil, Law, Trickery, or War (most choose Trickery or War, some choose both).
FROST GIANT
 | Frost Giant | Frost Giant Jarl, 8th-Level Blackguard
 | Large Giant (Cold) | Large Giant (Cold)
Hit Dice: | 14d8+70 (133 hp) | 14d8+84 plus 8d10+48 (231 hp)
Initiative: | –1 | +5
Speed: | 40 ft. (8 squares) | 30 ft. in +2 full plate armor (6 squares); base speed 40 ft.
Armor Class: | 21 (–1 size, –1 Dex, +9 natural, +4 chain shirt) touch 8, flat-footed 21 | 29 (–1 size, +1 Dex, +9 natural, +10 +2 full plate armor) touch 10, flat-footed 28
Base Attack/Grapple: | +10/+23 | +18/+33
Attack: | Greataxe +18 melee (3d6+13/x3) or slam +18 melee (1d4+9) or rock +9 ranged (2d6+9) | +2 frost greataxe +30 melee (3d6+18/x3 plus 1d6 cold) or slam +28 melee (1d4+11) or rock +18 ranged (2d6+11)
Full Attack: | Greataxe +18/+13 melee (3d6+13/x3) or 2 slams +18 melee (1d4+9) or rock +9 ranged (2d6+9) | +2 frost greataxe +30/+25/+20/+15 melee (3d6+18/x3 plus 1d6 cold) or 2 slams +28 melee (1d4+11) or rock +18 ranged (2d6+11)
Space/Reach: | 10 ft./10 ft. | 10 ft./10 ft.
Special Attacks: | Rock throwing | Rock throwing, smite good, sneak attack +2d6, spells
Special Qualities: | Immunity to cold, low-light vision, rock catching, vulnerability to fire | Aura of despair, aura of evil, command undead, dark blessing, detect good, immunity to cold, low-light vision, poison use, resistance to fire 10, rock catching, vulnerability to fire
Saves: | Fort +14, Ref +3, Will +6 | Fort +25, Ref +13, Will +13
Abilities: | Str 29, Dex 9, Con 21, Int 10, Wis 14, Cha 11 | Str 32, Dex 12, Con 22, Int 10, Wis 12, Cha 18
Skills: | Climb +13, Craft (any one) +6, Intimidate +6, Jump +17, Spot +12 | Climb +17, Hide +2, Jump +17, Knowledge (religion) +2, Ride +11, Spot +5
Feats: | Cleave, Great Cleave, Improved Overrun, Improved Sunder, Power Attack | Cleave, Great Cleave, Improved Overrun, Improved Sunder, Iron Will, Lightning Reflexes, Power Attack, Quick Draw
Environment: | Cold mountains | Cold mountains
Organization: | Solitary, gang (2–5), band (6–9 plus 35% noncombatants plus 1 adept or cleric of 1st or 2nd level), hunting/raiding party (6–9 plus 35% noncombatants plus 1 adept or sorcerer of 3rd–5th level plus 2–4 winter wolves and 2–3 ogres), or tribe (21–30 plus 1 adept, cleric, or sorcerer of 6th or 7th level plus 12–30 winter wolves, 12–22 ogres, and 1–2 young white dragons) | Solitary or with tribe
Challenge Rating: | 9 | 17
Treasure: | Standard | Standard
Alignment: | Often chaotic evil | Always chaotic evil
Advancement: | By character class | By character class
Level Adjustment: | +4 | —
A frost giant’s hair can be light blue or dirty yellow, and its eyes usually match its hair color. Frost giants dress in skins and pelts, along with any jewelry they own. Frost giant warriors add chain shirts and metal helmets decorated with horns or feathers.
An adult male is about 15 feet tall and weighs about 2,800 pounds. Females are slightly shorter and lighter, but otherwise identical with males. Frost giants can live to be 250 years old.
Combat
Frost giants usually start combat at a distance, throwing rocks until they run out of ammunition or the opponent closes, then wading in with their enormous battleaxes.
A favorite tactic is to lay an ambush by hiding buried in the snow at the top of an icy or snowy slope, where opponents will have difficulty reaching them.
Rock Throwing (Ex): The range increment is 120 feet for a frost giant’s thrown rocks.
Frost Giant Characters
Many groups of frost giants include clerics. A frost giant cleric has access to two of the following domains: Chaos, Destruction, Evil, or War (most choose Destruction or War, some choose both).

FROST GIANT JARL
A frost giant leader is often a barbarian, cleric, fighter, or sorcerer, but some of the most evil and ruthless frost giants become blackguards.
The frost giant jarl described here has all the qualities and abilities of a typical frost giant, as well as other abilities (see the statistics block) from being a blackguard. Details on some of these abilities follow.
Aura of Despair (Su): This jarl radiates a malign aura that causes enemies within 10 feet of him to take a –2 penalty on all saving throws.
Aura of Evil (Ex): This jarl radiates a strong aura of evil (see the detect evil spell) as an 8th-level cleric of an evil deity.
Command Undead (Su): This jarl can command and rebuke undead as a 6th-level cleric.
Dark Blessing (Su): This jarl applies his Charisma modifier as a bonus on all saving throws.
Detect Good (Sp): At will, this jarl can use detect good as a spell-like ability, duplicating the effect of the detect good spell.
Poison Use: Blackguards are skilled in the use of poison and never risk accidentally poisoning themselves when applying poison to a blade.
Smite Good (Su): Twice per day, this jarl may attempt to smite good with one normal melee attack. He adds his +4 Charisma modifier to his attack roll and deals 8 points of extra damage (1 per blackguard level) if the attack hits. If he accidentally smites a creature that is not good, the smite has no effect but it is still used up for that day.
Typical Blackguard Spells Prepared (3/1; save DC 11 + spell level): 1st—cause fear, doom, magic weapon; 2nd—bull’s strength.
Possessions: +2 frost greataxe, +2 full plate armor, cloak of Charisma +2, ring of minor energy resistance (fire), 2 doses of bloodroot poison. (Benefits of these items are included in the statistics block.)

FROST GIANT CHARACTERS
Many groups of frost giants include clerics. A frost giant cleric has access to two of the following domains: Chaos, Destruction, Evil, or War (most choose Destruction or War, some choose both).
HILL GIANT
 | Large Giant
Hit Dice: | 12d8+48 (102 hp)
Initiative: | –1
Speed: | 30 ft. in hide armor (6 squares); base speed 40 ft.
Armor Class: | 20 (–1 size, –1 Dex, +9 natural, +3 hide armor), touch 8, flat-footed 20
Base Attack/Grapple: | +9/+20
Attack: | Greatclub +16 melee (2d8+10) or slam +15 melee (1d4+7) or rock +8 ranged (2d6+7)
Full Attack: | Greatclub +16/+11 melee (2d8+10) or 2 slams +15 melee (1d4+7) or rock +8 ranged (2d6+7)
Space/Reach: | 10 ft./10 ft.
Special Attacks: | Rock throwing
Special Qualities: | Low-light vision, rock catching
Saves: | Fort +12, Ref +3, Will +4
Abilities: | Str 25, Dex 8, Con 19, Int 6, Wis 10, Cha 7
Skills: | Climb +7, Jump +7, Listen +3, Spot +6
Feats: | Cleave, Improved Bull Rush, Power Attack, Improved
Sunder, Weapon Focus (greatclub) |
Environment: | Temperate hills
Organization: | Solitary, gang (2–5), band (6–9 plus 35% noncombatants), hunting/raiding party (6–9 plus 2–4 dire wolves), or tribe (21–30 plus 35% noncombatants plus 12–30 dire wolves, 2–4 ogres, and 12–22 orcs)
Challenge Rating: | 7
Treasure: | Standard
Alignment: | Often chaotic evil
Advancement: | By character class
Level Adjustment: | +4
Skin color among hill giants ranges from light tan to deep ruddy brown. Their hair is brown or black, with eyes the same color. Hill giants wear layers of crudely prepared hides with the fur left on. They seldom wash or repair their garments, preferring to simply add more hides as their old ones wear out.
Adults are about 10-1/2 feet tall and weigh about 1,100 pounds. Hill giants can live to be 200 years old.
Combat
Hill giants prefer to fight from high, rocky outcroppings, where they can pelt opponents with rocks and boulders while limiting the risk to themselves.
Hill giants love to make overrun attacks against smaller creatures when they first join battle. Thereafter, they stand fast and swing away with their massive clubs.
Rock Throwing (Ex): The range increment is 120 feet for a hill giant’s thrown rocks.

Hill Giants as Characters
Reckless brutes of incredible strength but little wit, hill giant characters are never truly accepted into society. Yet they do well on its edges and frontiers, forging a strong and profitable existence.
Despite their rugged appearance and great size, their basically humanoid shape makes it easy for them to relate with more civilized folk.
Hill giant characters possess the following racial traits.
— +14 Strength, –2 Dexterity, +8 Constitution, –4 Intelligence, –4 Charisma.
—Large size. –1 penalty to Armor Class, –1 penalty on attack rolls, –4 penalty on Hide checks, +4 bonus on grapple checks, lifting and carrying limits double those of Medium characters.
—Space/Reach: 10 feet/10 feet.
—A hill giant’s base land speed is 40 feet.
—Low-light vision.
—Racial Hit Dice: A hill giant begins with twelve levels of giant, which provide 12d8 Hit Dice, a base attack bonus of +8, and base saving throw bonuses of Fort +8, Ref +4, and Will +4.
—Racial Skills: A hill giant’s giant levels give it skill points
equal to 15 x (2 + Int modifier). Its class skills are Climb, Jump, Listen, and Spot.
—Racial Feats: A hill giant’s giant levels give it five feats.
— +9 natural armor bonus.
—Special Attacks (see above): Rock throwing.
—Special Qualities (see above): Rock catching.
—Weapon and Armor Proficiency: A hill giant is automatically proficient with simple weapons, martial weapons, light and medium armor, and shields.
—Automatic Languages: Giant. Bonus Languages: Common, Draconic, Elven, Goblin, Orc.
—Favored Class: Barbarian.
—Level adjustment +4.

STONE GIANT
 | Large Giant (Earth)
Hit Dice: | 14d8+56 (119 hp)
Initiative: | +2
Speed: | 30 ft. in hide armor (6 squares); base speed 40 ft.
Armor Class: | 25 (–1 size, +2 Dex, +11 natural, +3 hide), touch 11, flat-footed 23
Base Attack/Grapple: | +10/+22
Attack: | Greatclub +17 melee (2d8+12) or slam +17 melee (1d4+8) or rock +11 ranged (2d8+12)
Full Attack: | Greatclub +17/+12 melee (2d8+12) or 2 slams +17 melee (1d4+8) or rock +11 ranged (2d8+12)
Space/Reach: | 10 ft./10 ft.
Special Attacks: | Rock throwing
Special Qualities: | Darkvision 60 ft., low-light vision, rock catching
Saves: | Fort +13, Ref +6, Will +7
Abilities: | Str 27, Dex 15, Con 19, Int 10, Wis 12, Cha 11
Skills: | Climb +11, Hide +6*, Jump +11, Spot +12
Feats: | Combat Reflexes, Iron Will, Point Blank Shot, Power Attack, Precise Shot
Environment: | Temperate mountains
Organization: | Solitary, gang (2–5), band (6–9 plus 35% noncombatants), hunting/raiding/trading party (6–9 plus 1 elder), or tribe (21–30 plus 35% noncombatants plus 1–3 elders and 3–6 dire bears)
Challenge Rating: | 8 (elder 9)
Treasure: | Standard
Alignment: | Usually neutral
Advancement: | By character class
Level Adjustment: | +4 (elder +6)
Stone giants prefer thick leather garments, dyed in shades of brown and gray to match the stone around them. Adults are about 12 feet tall and weigh about 1,500 pounds. Stone giants can live to be 800 years old.
Combat
Stone giants fight from a distance whenever possible, but if they can’t avoid melee, they use gigantic clubs chiseled out of stone. A favorite tactic of stone giants is to stand nearly motionless, blending in with the background, then move forward to throw rocks and surprise their foes.
Rock Throwing (Ex): The range increment is 180 feet for a stone giant’s thrown rocks. It uses both hands when throwing a rock.
Rock Catching (Ex): A stone giant gains a +4 racial bonus on its Reflex save when attempting to catch a thrown rock.
Skills: *A stone giant gains a +8 racial bonus on Hide checks in rocky terrain.

Stone Giant Elders
Some stone giants develop special abilities related to their environment. These giant elders have Charisma scores of at least 15 and spell-like abilities, which they use as 10th-level sorcerers. Once per day they can use stone shape, stone tell, and either transmute rock to mud or transmute mud to rock (DC 17). The save DC is Charisma-based. One in ten elders is a sorcerer, usually of 3rd to 6th level.

Stone Giants as Characters
Strong, silent loners, stone giant characters are a rare sight in human lands.
Stone giant characters possess the following racial traits.
— +16 Strength, +4 Dexterity, +8 Constitution, +2 Wisdom.
—Large size. –1 penalty to Armor Class, –1 penalty on attack rolls, –4 penalty on Hide checks, +4 bonus on grapple checks, lifting and carrying limits double those of Medium characters.
—Space/Reach: 10 feet/10 feet.
—A stone giant’s base land speed is 40 feet.
—Darkvision out to 60 feet and low-light vision.
—Racial Hit Dice: A stone giant begins with fourteen levels of giant, which provide 14d8 Hit Dice, a base attack bonus of +10, and base saving throw bonuses of Fort +9, Ref +4, and Will +4.
—Racial Skills: A stone giant’s giant levels give it skill points equal to 17 x(2 + Int modifier). Its class skills are Climb, Hide, Listen, and Spot. A stone giant has a +8 racial bonus on Hide checks in rocky terrain.
—Racial Feats: A stone giant’s giant levels give it five feats.
— +11 natural armor bonus.
—Special Attacks (see above): Rock throwing.
—Special Qualities (see above): Rock catching.
—Automatic Languages: Giant. Bonus Languages: Common, Draconic, Elven, Goblin, Orc.
—Favored Class: Barbarian.
—Level adjustment +4.

STORM GIANT
 | Huge Giant
Hit Dice: | 19d8+114 (199 hp)
Initiative: | +2
Speed: | 35 ft. (7 squares), swim 30 ft. (6 squares) in breastplate; base speed 50 ft., swim 40 ft.
Armor Class: | 27 (–2 size, +2 Dex, +12 natural, +5 breastplate) touch 10, flat-footed 25
Base Attack/Grapple: | +14/+36
Attack: | Greatsword +26 melee (4d6+21/19–20) or slam +26 melee (1d6+14) or composite longbow (+14 Str bonus) +14 ranged (3d6+14/x3)
Full Attack: | Greatsword +26/+21/+16 melee (4d6+21/19–20) or 2 slams +26 melee (1d6+14) or composite longbow (+14 Str bonus) +14/+9/+4 ranged (3d6+14/x3)
Space/Reach: | 15 ft./15 ft.
Special Attacks: | Spell-like abilities
Special Qualities: | Freedom of movement, immunity to electricity, low-light vision, rock catching, water breathing
Saves: | Fort +17, Ref +8, Will +13
Abilities: | Str 39, Dex 14, Con 23, Int 16, Wis 20, Cha 15
Skills: | Climb +20, Concentration +26, Craft (any one) +13, Diplomacy +4, Intimidate +12, Jump +24, Listen +15, Perform (sing) +12, Sense Motive +15, Spot +25, Swim +18*
Feats: | Awesome Blow, Cleave, Combat Reflexes, Improved Bull Rush, Improved Sunder, Iron Will, Power Attack
Environment: | Warm mountains
Organization: | Solitary or family (2–4 plus 35% noncombatants plus 1 sorcerer or cleric of 7th–10th level plus 1–2 rocs, 2–5 griffons, or 2–8 sea cats)
Challenge Rating: | 13
Treasure: | Standard coins; double goods; standard items
Alignment: | Often chaotic good
Advancement: | By character class
Level Adjustment: | —
Very rarely, storm giants have violet skin. Violet-skinned storm giants have deep violet or blue-black hair with silvery gray or purple eyes. Adults are about 21 feet tall and weigh about 12,000 pounds. Storm giants can live to be 600 years old. Storm giants’ garb is usually a short, loose tunic belted at the waist, sandals or bare feet, and a headband. They wear a few pieces of simple but finely crafted jewelry, anklets (favored by barefoot giants), rings, or circlets being most common. They live quiet, reflective lives and spend their time musing about the world, composing and playing music, and tilling their land or gathering food.
Combat
Storm giants use weapons and spell-like abilities instead of throwing rocks. Their composite longbows have a range increment of 180 feet.
Spell-Like Abilities: 1/day—call lightning (DC 15), chain lightning (DC 18). Caster level 15th. 2/day—control weather, levitate. Caster level 20th. The save DCs are Charisma-based.
Freedom of Movement (Su): Storm giants have a continuous freedom of movement ability as the spell (caster level 20th). The effect can be dispelled, but the storm giant can create it again on its next turn as a free action.
Water Breathing (Ex): Storm giants can breathe underwater indefinitely and can freely use their spell-like abilities while submerged.
Skills: A storm giant has a +8 racial bonus on any Swim check to perform some special action or avoid a hazard. It can always choose to take 10 on a Swim check, even if distracted or endangered. It can use the run action while swimming, provided it swims in a straight line. *Storm giants ignore all weight penalties for gear carried when swimming.
Storm Giant Characters
About 20% of adult storm giants are sorcerers or clerics. A storm giant cleric has access to two of the following domains: Chaos, Good, Protection, or War.

GIBBERING MOUTHER
 | Medium Aberration
Hit Dice: | 4d8+24 (42 hp)
Initiative: | +1
Speed: | 10 ft. (2 squares), swim 20 ft.
Armor Class: | 19 (+1 Dex, +8 natural), touch 11, flat-footed 18
Base Attack/Grapple: | +3/+3
Attack: | Bite +4 melee (1) or spittle +4 ranged touch (1d4 acid plus blindness)
Full Attack: | 6 bites +4 melee (1) and spittle +4 ranged touch (1d4 acid plus blindness)
Space/Reach: | 5 ft./5 ft.
Special Attacks: | Gibbering, spittle, improved grab, blood drain, engulf, ground manipulation
Special Qualities: | Amorphous, damage reduction 5/bludgeoning, darkvision 60 ft.
Saves: | Fort +7, Ref +4, Will +5
Abilities: | Str 10, Dex 13, Con 22, Int 4, Wis 13, Cha 13
Skills: | Listen +4, Spot +9, Swim +8
Feats: | Lightning Reflexes, Weapon Finesse
Environment: | Underground
Organization: | Solitary
Challenge Rating: | 5
Treasure: | None
Alignment: | Usually neutral
Advancement: | 5–12 HD (Large)
Level Adjustment: | —
A gibbering mouther is a horrible creature seemingly drawn from a lunatic’s nightmares. Although not evil, it thirsts after bodily fluids and seems to prefer the blood of intelligent creatures.
A gibbering mouther is about 3 feet across and 3 to 4 feet high. It weighs about 200 pounds.
Gibbering mouthers can speak Common, but seldom say anything other than gibberish.
COMBAT
A gibbering mouther attacks by shooting out strings of protoplasmic flesh, each ending in one or more eyes and a mouth that bites at the enemy. A mouther can send out a total of six such members in any round.
Gibbering (Su): As soon as a mouther spots something edible, it begins a constant gibbering as a free action. All creatures (other than mouthers) within a 60-foot spread must succeed on a DC 13 Will save or be affected as though by a confusion spell for 1d2 rounds. This is a sonic mind-affecting compulsion effect. A creature that successfully saves cannot be affected by the same gibbering mouther’s gibbering for 24 hours. The save DC is Charisma-based.
Spittle (Ex): As a free action every round, a gibbering mouther fires a stream of spittle at one opponent within 30 feet. The mouther makes a ranged touch attack; if it hits, it deals 1d4 points of acid damage, and the target must succeed on a DC 18 Fortitude save or be blinded for 1d4 rounds. Eyeless creatures are immune to the blinding effect, but are still subject to the acid damage. The save DC is Constitution-based.
Improved Grab (Ex): To use this ability, a gibbering mouther must hit a Medium or smaller foe with a bite attack. It can then attempt to start a grapple as a free action without provoking an attack of opportunity.
Swallow Whole (Ex): The gibbering mouther can attempt to swallow a grappled opponent of Medium or smaller size by making a successful grapple check. (The gibbering mouther doesn’t actually "swallow" the opponent—it engulfs it within its amorphous form—but the effect is essentially the same.) Once inside, the gibbering mouther can use its blood drain ability. A swallowed creature can cut its way out by dealing 5 points of damage to the gibbering mouther (same AC).
The gibbering mouther’s body can hold 1 Medium, 2 Small, 8 Tiny, 32 Diminutive, or 128 Fine creatures.
Blood Drain (Ex): A swallowed opponent automatically takes 1d4 points of Constitution damage each round.
Ground Manipulation (Su): At will, as a standard action, a gibbering mouther can cause stone and earth in all adjacent squares to become a morass akin to quicksand. Softening earth, sand, or the like takes 1 round, while stone takes 2 rounds. Anyone other than the mouther in that area must take a move-equivalent action to avoid becoming mired (treat as being pinned).
Amorphous (Ex): A gibbering mouther is not subject to critical hits. It cannot be flanked.
Skills: Thanks to their multiple eyes, gibbering mouthers have a +4 racial bonus on Spot checks.
A gibbering mouther has a +8 racial bonus on any Swim check to perform some special action or avoid a hazard. It always can choose to take 10 on a Swim check, even if distracted or endangered. It can use the run action while swimming, provided it swims in a straight line.

GIRALLON
 | Large Magical Beast
Hit Dice: | 7d10+20 (58 hp)
Initiative: | +3
Speed: | 40 ft. (8 squares), climb 40 ft.
Armor Class: | 16 (–1 size, +3 Dex, +4 natural), touch 12, flat-footed 15
Base Attack/Grapple: | +7/+17
Attack: | Claw +12 melee (1d4+6)
Full Attack: | 4 claws +12 melee (1d4+6) and bite +7 melee (1d8+3)
Space/Reach: | 10 ft./10 ft.
Special Attacks: | Rend 2d4+9
Special Qualities: | Darkvision 60 ft., low-light vision, scent
Saves: | Fort +7, Ref +8, Will +5
Abilities: | Str 22, Dex 17, Con 14, Int 2, Wis 12, Cha 7
Skills: | Climb +14, Move Silently +8, Spot +6
Feats: | Iron Will, Toughness (2)
Environment: | Warm forests
Organization: | Solitary or company (5–8)
Challenge Rating: | 6
Treasure: | None
Alignment: | Always neutral
Advancement: | 8–10 HD (Large); 11–21 HD (Huge)
Level Adjustment: | —
Girallons are savage, magical cousins of the gorilla. When moving on the ground, a girallon walks on its legs and lower arms. An adult girallon is about 8 feet tall, broad-chested, and covered in thick, pure white fur. It weighs about 800 pounds.
COMBAT
A solitary girallon usually conceals itself in the branches of a tree or under a pile of leaves and brush, with only its nose showing. When it spots or scents prey, it charges to the attack. A girallon picks up prey that is small enough to carry and withdraws, often vanishing into the trees before the victim’s companions can do anything to retaliate. Against larger foes, a girallon seeks to tear a single opponent to bits as quickly as it can.
Rend (Ex): A girallon that hits with two or more claw attacks latches onto the opponent’s body and tears the flesh. This attack automatically deals an extra 2d4+12 points of damage.
Skills: A girallon has a +8 racial bonus on Climb checks and can always choose to take 10 on a Climb check, even if rushed or threatened.

GNOLL
 | Medium Humanoid (Gnoll)
Hit Dice: | 2d8+2 (11 hp)
Initiative: | +0
Speed: | 30 ft. (6 squares)
Armor Class: | 15 (+1 natural, +2 leather armor, +2 heavy steel shield), touch 10, flat-footed 15
Base Attack/Grapple: | +1/+3
Attack: | Battleaxe +3 melee (1d8+2/x3) or shortbow +1 ranged (1d6/x3)
Full Attack: | Battleaxe +3 melee (1d8+2/x3) or shortbow +1 ranged (1d6/x3)
Space/Reach: | 5 ft./5 ft.
Special Attacks: | —
Special Qualities: | Darkvision 60 ft.
Saves: | Fort +4, Ref +0, Will +0
Abilities: | Str 15, Dex 10, Con 13, Int 8, Wis 11, Cha 8
Skills: | Listen +2, Spot +3
Feats: | Power Attack
Environment: | Warm plains
Organization: | Solitary, pair, hunting party (2–5 and 1–2 hyenas), band (10–100 plus 50% noncombatants plus 1 3rd-level sergeant per 20 adults and 1 leader of 4th–6th level and 5–8 hyenas), or tribe (20–200 plus 1 3rd-level sergeant per 20 adults, 1 or 2 lieutenants of 4th or 5th level, 1 leader of 6th–8th level, and 7–12 hyenas; underground lairs also have 1–3 trolls)
Challenge Rating: | 1
Treasure: | Standard
Alignment: | Usually chaotic evil
Advancement: | By character class
Level Adjustment: | +1
Gnolls are hyena-headed, evil humanoids that wander in loose tribes. Most gnolls have dirty yellow or reddish-brown fur. A gnoll is a nocturnal carnivore, preferring intelligent creatures for food because they scream more. A gnoll is about 7-1/2 feet tall and weighs 300 pounds. Gnolls speak Gnoll.
COMBAT
Gnolls like to attack when they have the advantage of numbers, using horde tactics and their physical strength to overwhelm and knock down their opponents. They show little discipline when fighting unless they have a strong leader; at such times, they can maintain ranks and fight as a unit. While they do not usually prepare traps, they do use ambushes and try to attack from a flanking position. Because of its shield, a gnoll’s modifier on Hide checks (untrained) is –2, which means gnolls always take special care to seek favorable conditions when laying ambushes (such as darkness, cover, or some other form of advantageous terrain).
GNOLLS AS CHARACTERS
Gnoll characters possess the following racial traits.
—Strength +4, Constitution +2, Intelligence –2, Charisma –2.
—Size Medium.
—A gnoll’s base land speed is 30 feet.
—Darkvision out to 60 feet.
—Racial Hit Dice: A gnoll begins with two levels of humanoid, which provide 2d8 Hit Dice, a base attack bonus of +1, and base saving throw bonuses of Fort +3, Ref +0, and Will +0.
—Racial Skills: A gnoll’s humanoid levels give it skill points equal to 5 x(2 + Int modifier). Its class skills are Listen and Spot.
—Racial Feats: A gnoll’s humanoid levels give it one feat.
— +1 natural armor bonus.
—Automatic Languages: Gnoll. Bonus Languages: Common, Draconic, Elven, Goblin, Orc.
—Favored Class: Ranger.
—Level adjustment +1.

GNOME
 | Gnome, 1st-Level Warrior | Svirfneblin, 1st-Level Warrior
 | Small Humanoid (Gnome) | Small Humanoid (Gnome)
Hit Dice: | 1d8+2 (6 hp) | 1d8+4 (8 hp)
Initiative: | +0 | +1
Speed: | 20 ft. (4 squares) | 15 ft. in banded mail armor (3 squares); base speed 20 ft.
Armor Class: | 16 (+1 size, +4 chain shirt, +1 light shield), touch 11, flat-footed 16 | 23 (+1 size, +1 Dex, +4 dodge, +6 banded mail, +1 buckler), touch 16, flat-footed 18
Base Attack/Grapple: | +1/–3 | +1/–3
Attack: | Longsword +2 melee (1d6/19–20) or light crossbow +3 ranged (1d6/19–20) | Heavy pick +2 melee (1d4/x4) or light crossbow +3 ranged (1d6/19–20)
Full Attack: | Longsword +2 melee (1d6/19–20) or light crossbow +3 ranged (1d6/19–20) | Heavy pick +2 melee (1d4/x4) or light crossbow +3 ranged (1d6/19–20)
Space/Reach: | 5 ft./5 ft. | 5 ft./5 ft.
Special Attacks: | — | Spell-like abilities
Special Qualities: | Gnome traits | Gnome traits, svirfneblin traits, spell resistance 12
Saves: | Fort +4, Ref +0, Will –1 | Fort +5, Ref +3, Will +2
Abilities: | Str 11, Dex 11, Con 14, Int 10, Wis 9, Cha 8 | Str 11, Dex 13, Con 12, Int 10, Wis 11, Cha 4
Skills: | Hide +3, Listen +1, Spot +1 | Hide +2, Listen +2, Spot +2
Feats: | Weapon Focus (light crossbow) | Toughness
Environment: | Temperate hills (Forest gnomes: Temperate forests) | Underground
Organization: | Company (2–4), squad (11–20 plus 1 leader of 3rd–6th level and 2 3rd-level lieutenants), or band (30–50 plus 1 3rd-level sergeant per 20 adults, 5 5th-level lieutenants, 3 7th-level captains, and 2–5 dire badgers) | Company (2–4), squad (11–20 plus 1 leader of 3rd–6th level and 2 3rd-level lieutenants), or band (30–50 plus 1 3rd-level sergeant per 20 adults, 5 5th-level lieutenants, 3 7th-level captains, and 2–5 Medium earth elementals)
Challenge Rating: | 1/2 | 1
Treasure: | Standard | Standard
Alignment: | Usually neutral good | Usually neutral
Advancement: | By character class | By character class
Level Adjustment: | +0 | +3
Gnomes stand 3 to 3-1/2 feet tall and weigh 40 to 45 pounds. Their skin color ranges from dark tan to woody brown, their hair is fair, and their eyes can be any shade of blue. Gnome males prefer short, carefully trimmed beards. Gnomes generally wear leather or earth tones, though they decorate their clothes with intricate stitching or fine jewelry. Gnomes reach adulthood at about age 40, and they live about 350 years, though some can live almost 500 years.
Gnomes speak their own language, Gnome. Most gnomes who travel outside gnome lands (as traders, tinkers, or adventurers) know Common, while warriors in gnome settlements usually learn Goblin.
Most gnomes encountered outside their home are warriors; the information in the statistics block is for one of 1st level.
COMBAT
Gnomes prefer misdirection and deception over direct confrontation.
They would rather befuddle or embarrass foes (other than goblinoids or kobolds) than kill them.
Gnomes make heavy use of illusion magic and carefully prepared ambushes and traps whenever they can.
Gnome Traits (Ex): Gnomes possess the following racial traits.
— +2 Constitution, –2 Strength.
—Small size. +1 bonus to Armor Class, +1 bonus on attack rolls, +4 bonus on Hide checks, –4 penalty on grapple checks, lifting and carrying limits 3/4 those of Medium characters.
—A gnome’s base land speed is 20 feet.
—Low-light vision.
—Weapon Familiarity: Gnomes may treat gnome hooked hammers as martial weapons rather than exotic weapons.
— +2 racial bonus on saving throws against illusions.
—Add +1 to the Difficulty Class for all saving throws against illusion spells cast by gnomes. This adjustment stacks with those from similar effects, such as the Spell Focus feat.
— +1 racial bonus on attack rolls against kobolds and goblinoids (including goblins, hobgoblins, and bugbears).
— +4 dodge bonus to Armor Class against creatures of the giant type (such as ogres, trolls, and hill giants).
— +2 racial bonus on Listen checks.
— +2 racial bonus on Craft (alchemy) checks.
—Automatic Languages: Common, Gnome. Bonus Languages: Draconic, Dwarven, Elven, Giant, Goblin, Orc.
—Spell-Like Abilities: 1/day—speak with animals (burrowing mammal only, duration 1 minute). A gnome with a Charisma score of at least 10 also has the following spell-like abilities: 1/day—dancing lights, ghost sound, prestidigitation. Caster level 1st; save DC 10 + gnome’s Cha modifier + spell level.
—Favored Class: Bard.
The gnome warrior presented here had the following ability scores before racial adjustments: Str 13, Dex 11, Con 12, Int 10, Wis 9, Cha 8.
SUBRACES
The information above is for rock gnomes, the most common variety.
There are two other major gnome subraces, which differ from rock gnomes as follows.
Svirfneblin
Also called deep gnomes, svirfneblin are said to dwell in great cities deep underground.
A svirfneblin has wiry, rock-colored skin usually medium brown to brownish gray. Only males are bald; females have stringy gray hair. The average svirfneblin lifespan is 250 years.
Svirfneblin speak Gnome, Common, and Undercommon.
Svirfneblin Traits (Ex): These traits are in addition to the rock gnome traits, except where noted.
— –2 Strength, +2 Dexterity, +2 Wisdom, –4 Charisma. These adjustments replace the rock gnome’s ability score adjustments.
—Stonecunning: This ability grants deep gnomes a +2 racial bonus on Search checks to notice unusual stonework. A deep gnome who merely comes within 10 feet of unusual stonework can make a Search check as though actively searching, and can use the Search skill to find stonework traps as a rogue can. A svirfneblin can also intuit depth, sensing the approximate distance underground as naturally as a human can sense which way is up.
—Darkvision out to 120 feet and low-light vision.
—Spell resistance equal to 11 + class levels.
— +2 racial bonus on all saving throws (figured into the statistics for the character presented here). This trait replaces the rock gnome’s racial bonus on saving throws against illusions.
—Add +1 to the Difficulty Class for all saving throws against illusion spells cast by svirfneblin. This adjustment stacks with those from similar effects, such as the Spell Focus feat.
— +1 racial bonus on attack rolls against kobolds and goblinoids.
— +4 dodge bonus to Armor Class against all creatures (figured into the statistics for the character presented here). This trait replaces the rock gnome’s dodge bonus against giants.
—Automatic Languages: Undercommon, Gnome, Common. Bonus Languages: Dwarven, Elven, Giant, Goblin, Orc, Terran. This trait replaces the rock gnome’s automatic and bonus languages.
—Spell-Like Abilities: 1/day—blindness/deafness (typical save DC 13), blur, disguise self. Caster level equals the svirfneblin’s class levels. The save DC is Charisma-based and include a +4 racial modifier. This trait replaces the rock gnome’s spell-like abilities.
—Nondetection (Su): A svirfneblin has a continuous nondetection ability as the spell (caster level equal to class levels).
— +2 racial bonus on Craft (alchemy) and Listen checks.
— +2 racial bonus on Hide checks, which improves to +4 underground.
—Favored Class: Rogue.
—Level adjustment +3.
The svirfneblin warrior presented here had the following ability scores before racial adjustments: Str 13, Dex 11, Con 12, Int 10, Wis 9, Cha 8.
Challenge Rating: Svirfneblin with levels in NPC classes have a CR equal to their character level. Svirfneblin with levels in PC classes have a CR equal to their character level +1.
Forest Gnome
They are the smallest of all the gnomes, averaging 2 to 2-1/2 feet in height, but look just like regular gnomes except with bark-colored or gray-green skin, and eyes that can be brown or green as well as blue. A very long-lived people, forest gnomes have an average life expectancy of 500 years.
Forest Gnome Traits (Ex): These traits are in addition to the rock gnome traits, except where noted.
—Pass without Trace (Su): A forest gnome has the innate ability to use pass without trace (self only, as a free action) as the spell cast by a druid of the forest gnome’s class levels.
— +1 racial bonus on attack rolls against kobolds, goblinoids, orcs, and reptilian humanoids.
—Automatic Languages: Gnome, Elven, Sylvan, and a simple language that enables them to communicate on a very basic level with forest animals (this replaces the rock gnome’s speak with animals ability). Bonus Languages: Common, Draconic, Dwarven, Giant, Goblin, Orc. This trait replaces the rock gnome’s automatic and bonus languages.
— +4 racial bonus on Hide checks, which improves to +8 in a wooded area.

GOBLIN
 | Goblin, 1st-Level Warrior
 | Small Humanoid (Goblinoid)
Hit Dice: | 1d8+1 (5 hp)
Initiative: | +1
Speed: | 30 ft. (6 squares)
Armor Class: | 15 (+1 size, +1 Dex, +2 leather armor, +1 light shield), touch 12, flat-footed 14
Base Attack/Grapple: | +1/–3
Attack: | Morningstar +2 melee (1d6) or javelin +3 ranged (1d4)
Full Attack: | Morningstar +2 melee (1d6) or javelin +3 ranged (1d4)
Space/Reach: | 5 ft./5 ft.
Special Attacks: | —
Special Qualities: | Darkvision 60 ft.
Saves: | Fort +3, Ref +1, Will –1
Abilities: | Str 11, Dex 13, Con 12, Int 10, Wis 9, Cha 6
Skills: | Hide +5, Listen +2, Move Silently +5, Ride +4, Spot +2
Feats: | Alertness
Environment: | Temperate plains
Organization: | Gang (4–9), band (10–100 plus 100% noncombatants plus 1 3rd-level sergeant per 20 adults and 1 leader of 4th–6th level), warband (10–24 with worg mounts), or tribe (40–400 plus 100% noncombatants plus 1 3rd-level sergeant per 20 adults, 1 or 2 lieutenants of 4th or 5th level, 1 leader of 6th–8th level, 10–24 worgs, and 2–4 dire wolves)
Challenge Rating: | 1/3
Treasure: | Standard
Alignment: | Usually neutral evil
Advancement: | By character class
Level Adjustment: | +0
A goblin stands 3 to 3-1/2 feet tall and weigh 40 to 45 pounds. Its eyes are usually dull and glazed, varying in color from red to yellow. A goblin’s skin color ranges from yellow through any shade of orange to a deep red; usually all members of a single tribe are about the same color. Goblins wear clothing of dark leather, tending toward drab, soiled-looking colors. Goblins speak Goblin; those with Intelligence scores of 12 or higher also speak Common.
Most goblins encountered outside their homes are warriors; the information in the statistics block is for one of 1st level.
COMBAT
Being bullied by bigger, stronger creatures has taught goblins to exploit what few advantages they have: sheer numbers and malicious ingenuity. The concept of a fair fight is meaningless in their society. They favor ambushes, overwhelming odds, dirty tricks, and any other edge they can devise.
Goblins have a poor grasp of strategy and are cowardly by nature, tending to flee the field if a battle turns against them. With proper supervision, though, they can implement reasonably complex plans, and in such circumstances their numbers can be a deadly advantage.
Skills: Goblins have a +4 racial bonus on Move Silently and Ride checks. Goblin cavalry (mounted on worgs) usually select the Mounted Combat feat in place of the Alertness feat, which reduces their Spot and Listen check modifiers from +3 to +1.
Challenge Rating: Goblins with levels in NPC classes have a CR equal to their character level –2.
GOBLINS AS CHARACTERS
Goblin characters possess the following racial traits.
— –2 Strength, +2 Dexterity, –2 Charisma.
—Small size: +1 bonus to Armor Class, +1 bonus on attack rolls, +4 bonus on Hide checks, –4 penalty on grapple checks, lifting and carrying limits 3/4 those of Medium characters.
—A goblin’s base land speed is 30 feet.
—Darkvision out to 60 feet.
— +4 racial bonus on Move Silently and Ride checks.
—Automatic Languages: Common, Goblin. Bonus Languages: Draconic, Elven, Giant, Gnoll, Orc.
—Favored Class: Rogue.
The goblin warrior presented here had the following ability scores before racial adjustments: Str 13, Dex 11, Con 12, Int 10, Wis 9, Cha 8.

GOLEM
Golems are magically created automatons of great power. Constructing one involves the employment of mighty magic and elemental forces.
The animating force for a golem is a spirit from the Elemental Plane of Earth. The process of creating the golem binds the unwilling spirit to the artificial body and subjects it to the will of the golem’s creator.
COMBAT
Golems are tenacious in combat and prodigiously strong as well. Being mindless, they do nothing without orders from their creators. They follow instructions explicitly and are incapable of any strategy or tactics. They are emotionless in combat and cannot be provoked.
A golem’s creator can command it if the golem is within 60 feet and can see and hear its creator. If uncommanded, a golem usually follows its last instruction to the best of its ability, though if attacked it returns the attack. The creator can give the golem a simple command to govern its actions in his or her absence. The golem’s creator can order the golem to obey the commands of another person (who might in turn place the golem under someone else’s control, and so on), but the golem’s creator can always resume control over his creation by commanding the golem to obey him alone.
Immunity to Magic (Ex): Golems have immunity to most magical and supernatural effects, except when otherwise noted.
CONSTRUCTION
The cost to create given for each golem includes the cost of the physical body and all the materials and spell components that are consumed or become a permanent part of the golem. Creating a golem is essentially similar to creating any sort of magic item. However, a golem’s body includes costly material components that may require some extra preparation. The golem’s creator can assemble the body or hire someone else to do the job. The builder must have the appropriate skill, which varies with the golem variety.
Completing the golem’s creation drains the appropriate XP from the creator and requires casting any spells on the final day.
The creator must cast the spells personally, but they can come from outside sources, such as scrolls.
The characteristics of a golem that come from its nature as a magic item (caster level, prerequisite feats and spells, market price, cost to create) are given in summary form at the end of each golem’s description.
Note: The market price of an advanced golem (a golem with more Hit Dice than the typical golem described in each entry) is increased by 5,000 gp for each additional Hit Die, and increased by an additional 50,000 gp if the golem’s size increases. The XP cost for creating an advanced golem is equal to 1/25 the advanced golem’s market price minus the cost of the special materials required.
CLAY GOLEM
 | Large Construct
Hit Dice: | 11d10+30 (90 hp)
Initiative: | –1
Speed: | 20 ft. (4 squares)
Armor Class: | 22 (–1 size, –1 Dex, +14 natural), touch 8, flat-footed 22
Base Attack/Grapple: | +8/+19
Attack: | Slam +14 melee (2d10+7 plus cursed wound)
Full Attack: | 2 slams +14 melee (2d10+7 plus cursed wound)
Space/Reach: | 10 ft./10 ft.
Special Attacks: | Berserk, cursed wound
Special Qualities: | Construct traits, damage reduction 10/adamantine and bludgeoning, darkvision 60 ft., haste, immunity to magic, low-light vision
Saves: | Fort +3, Ref +2, Will +3
Abilities: | Str 25, Dex 9, Con —, Int —, Wis 11, Cha 1
Skills: | —
Feats: | —
Environment: | Any
Organization: | Solitary or gang (2–4)
Challenge Rating: | 10
Treasure: | None
Alignment: | Always neutral
Advancement: | 12–18 HD (Large); 19–33 HD (Huge)
Level Adjustment: | —
This golem has a humanoid body made from clay. A clay golem wears no clothing except for a metal or stiff leather garment around its hips.
A clay golem golem cannot speak or make any vocal noise. It walks and moves with a slow, clumsy gait. It weighs around 600 pounds.
Combat
Berserk (Ex): When a clay golem enters combat, there is a cumulative 1% chance each round that its elemental spirit breaks free and the golem goes berserk. The uncontrolled golem goes on a rampage, attacking the nearest living creature or smashing some object smaller than itself if no creature is within reach, then moving on to spread more destruction. Once a clay golem goes berserk, no known method can reestablish control.
Cursed Wound (Ex): The damage a clay golem deals doesn’t heal naturally and resists healing spells. A character attempting to cast a conjuration (healing) spell on a creature damaged by a clay golem must succeed on a DC 26 caster level check, or the spell has no effect on the injured character.
Immunity to Magic (Ex): A clay 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 move earth spell drives the golem back 120 feet and deals 3d12 points of damage to it.
A disintegrate spell slows the golem (as the slow spell) for 1d6 rounds and deals 1d12 points of damage.
An earthquake spell cast directly at a clay golem stops it from moving on its next turn and deals 5d10 points of damage. The golem gets no saving throw against any of these effects.
Any magical attack against a clay golem that deals acid damage heals 1 point of damage for every 3 points of damage it 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. For example, a clay golem hit by the breath weapon of a black dragon heals 7 points of damage if the attack would have dealt 22 points of damage. A clay golem golem gets no saving throw against magical attacks that deal acid damage.
Haste (Su): After it has engaged in at least 1 round of combat, a clay golem can haste itself once per day as a free action. The effect lasts 3 rounds and is otherwise the same as the spell.
Construction
A clay golem’s body must be sculpted from a single block of clay weighing at least 1,000 pounds, treated with rare oils and powders worth 1,500 gp. Creating the body requires a DC 15 Craft (sculpting) check or a DC 15 Craft (pottery) check.
CL 11th; Craft Construct, animate objects, commune, resurrection, caster must be at least 11th level; Price 40,000 gp; Cost 21,500 gp + 1,540 XP.

FLESH GOLEM
 | Large Construct
Hit Dice: | 9d10+30 (79 hp)
Initiative: | –1
Speed: | 30 ft. (6 squares)
Armor Class: | 18 (–1 size, –1 Dex, +10 natural), touch 8, flat-footed 18
Base Attack/Grapple: | +6/+15
Attack: | Slam +10 melee (2d8+5)
Full Attack: | 2 slams +10 melee (2d8+5)
Space/Reach: | 10 ft./10 ft.
Special Attacks: | Berserk
Special Qualities: | Construct traits, damage reduction 5/adamantine, darkvision 60 ft., immunity to magic, low-light vision
Saves: | Fort +3, Ref +2, Will +3
Abilities: | Str 21, Dex 9, Con —, Int —, Wis 11, Cha 1
Skills: | —
Feats: | —
Environment: | Any
Organization: | Solitary or gang (2–4)
Challenge Rating: | 7
Treasure: | None
Alignment: | Always neutral
Advancement: | 10–18 HD (Large); 19–27 HD (Huge)
Level Adjustment: | —
A flesh golem is a ghoulish collection of stolen humanoid body parts, stitched together into a single composite form. No natural animal willingly tracks a flesh golem. The golem wears whatever clothing its creator desires, usually just a ragged pair of trousers. It has no possessions and no weapons. It stands 8 feet tall and weighs almost 500 pounds.
A flesh golem golem cannot speak, although it can emit a hoarse roar of sorts. It walks and moves with a stiff-jointed gait, as if not in complete control of its body.
Combat
Berserk (Ex): When a flesh golem enters combat, there is a cumulative 1% chance each round that its elemental spirit breaks free and the golem goes berserk. The uncontrolled golem goes on a rampage, attacking the nearest living creature or smashing some object smaller than itself if no creature is within reach, then moving on to spread more destruction. The golem’s creator, if within 60 feet, can try to regain control by speaking firmly and persuasively to the golem, which requires a DC 19 Charisma check. It takes 1 minute of inactivity by the golem to reset the golem’s berserk chance to 0%.
Immunity to Magic (Ex): A flesh 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 magical attack that deals cold or fire damage slows a flesh golem (as the slow spell) for 2d6 rounds, with no saving throw.
A magical attack that deals electricity damage breaks any slow effect on the golem and heals 1 point of damage for every 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. For example, a flesh golem hit by a lightning bolt heals 3 points of damage if the attack would have dealt 11 points of damage. A flesh golem golem gets no saving throw against attacks that deal electricity damage.
Construction
The pieces of a flesh golem must come from normal human corpses that have not decayed significantly. Assembly requires a minimum of six different bodies—one for each limb, the torso (including head), and the brain. In some cases, more bodies may be necessary. Special unguents and bindings worth 500 gp are also required. Note that creating a flesh golem requires casting a spell with the evil descriptor.
Assembling the body requires a DC 13 Craft (leatherworking) check or a DC 13 Heal check.
CL 8th; Craft Construct, animate dead, bull’s strength, geas/quest, limited wish, caster must be at least 8th level; Price 20,000 gp; Cost 10,500 gp + 780 XP.

IRON GOLEM
 | Large Construct
Hit Dice: | 18d10+30 (129 hp)
Initiative: | –1
Speed: | 20 ft. (4 squares)
Armor Class: | 30 (–1 size, –1 Dex, +22 natural) touch 8, flat-footed 30
Base Attack/Grapple: | +12/+28
Attack: | Slam +23 melee (2d10+11)
Full Attack: | 2 slams +23 melee (2d10+11)
Space/Reach: | 10 ft./10 ft.
Special Attacks: | Breath weapon
Special Qualities: | Construct traits, damage reduction 15/adamantine, darkvision 60 ft., immunity to magic, low-light vision
Saves: | Fort +6, Ref +5, Will +6
Abilities: | Str 33, Dex 9, Con —, Int —, Wis 11, Cha 1
Skills: | —
Feats: | —
Environment: | Any
Organization: | Solitary or gang (2–4)
Challenge Rating: | 13
Treasure: | None
Alignment: | Always neutral
Advancement: | 19–24 HD (Large); 25–54 HD (Huge)
Level Adjustment: | —
This golem has a humanoid body made from iron. An iron golem can be fashioned in any manner, just like a stone golem (see below), although it almost always displays armor of some sort. Its features are much smoother than those of a stone golem. Iron golems sometimes carry a short sword in one hand. An iron golem is 12 feet tall and weighs about 5,000 pounds. An iron golem cannot speak or make any vocal noise, nor does it have any distinguishable odor. It moves with a ponderous but smooth gait. Each step causes the floor to tremble unless it is on a thick, solid foundation.
Combat
Breath Weapon (Su): 10-foot cube, cloud of poisonous gas lasting 1 round, free action once every 1d4+1 rounds; initial damage 1d4 Con, secondary damage 3d4 Con, Fortitude DC 19 negates. The save DC is Constitution-based.
Immunity to Magic (Ex): An iron 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 magical attack that deals electricity damage slows an iron golem (as the slow spell) for 3 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. For example, an iron golem hit by a fireball gains back 6 hit points if the damage total is 18 points. An iron golem gets no saving throw against fire effects.
An iron golem is affected normally by rust attacks, such as that of a rust monster or a rusting grasp spell.
Construction
An iron golem’s body is sculpted from 5,000 pounds of pure iron, smelted with rare tinctures and admixtures costing at least 10,000 gp. Assembling the body requires a DC 20 Craft (armorsmithing) check or a DC 20 Craft (weaponsmithing) check.
CL 16th; Craft Construct, cloudkill, geas/quest, limited wish, polymorph any object, caster must be at least 16th level; Price 150,000 gp; Cost 80,000 gp + 5,600 XP.

STONE GOLEM
 | Stone Golem | Greater Stone Golem
 | Large Construct | Huge Construct
Hit Dice: | 14d10+30 (107 hp) | 42d10+40 (271 hp)
Initiative: | –1 | –2
Speed: | 20 ft. (4 squares) | 20 ft. (4 squares)
Armor Class: | 26 (–1 size, –1 Dex, +18 natural), touch 8, flat-footed 26 | 27 (–2 size, –2 Dex, +21 natural), touch 6, flat-footed 27
Base Attack/Grapple: | +10/+23 | +31/+52
Attack: | Slam +18 melee (2d10+9) | Slam +42 melee (4d8+13)
Full Attack: | 2 slams +18 melee (2d10+9) | 2 slams +42 melee (4d8+13)
Space/Reach: | 10 ft./10 ft. | 15 ft./15 ft.
Special Attacks: | Slow | Slow
Special Qualities: | Construct traits, damage reduction 10/adamantine, darkvision 60 ft., immunity to magic, low-light vision | Construct traits, damage reduction 10/adamantine, darkvision 60 ft., immunity to magic, low-light vision
Saves: | Fort +4, Ref +3, Will +4 | Fort +14, Ref +12, Will +14
Abilities: | Str 29, Dex 9, Con —, Int —, Wis 11, Cha 1 | Str 37, Dex 7, Con —, Int —, Wis 11, Cha 1
Skills: | — | —
Feats: | — | —
Environment: | Any | Any
Organization: | Solitary or gang (2–4) | Solitary or gang (2–4)
Challenge Rating: | 11 | 16
Treasure: | None | None
Alignment: | Always neutral | Always neutral
Advancement: | 15–21 HD (Large); 22–42 (Huge) | —
Level Adjustment: | — | —
This golem has a humanoid body made from stone. A stone golem is 9 feet tall and weighs around 2,000 pounds. Its body is frequently stylized to suit its creator. For example, it might look like it is wearing armor, with a particular symbol carved on the breastplate, or have designs worked into the stone of its limbs.
Combat
Stone golems are formidable opponents, being physically powerful and difficult to harm.
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 and a duration of 7 rounds, requiring a DC 17 Will save to negate. The save DC is Constitution-based.
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.
Construction
A stone golem’s body is chiseled from a single block of hard stone, such as granite, weighing at least 3,000 pounds. The stone must be of exceptional quality, and costs 5,000 gp. Assembling the body requires a DC 17 Craft (sculpting) check or a DC 17 Craft (stonemasonry) check.
CL 14th; Craft Construct, antimagic field, geas/quest, symbol of stunning, slow, caster must be at least 14th level; Price 90,000 gp; Cost 50,000 gp + 3,400 XP.

GREATER STONE GOLEM
A greater stone golem is 18 feet tall and weighs around 32,000 pounds. It resembles a typical stone golem in all respects, except that the Will save DC is 31 against its slow ability. CL 14th; Craft Construct, antimagic field, geas/quest, slow, symbol of stunning, caster must be at least 14th level; Price 196,000 gp; Cost 105,000 gp + 7,640 XP.

GORGON
 | Large Magical Beast
Hit Dice: | 8d10+40 (85 hp)
Initiative: | +4
Speed: | 30 ft. (6 squares)
Armor Class: | 20 (–1 size, +11 natural), touch 9, flat-footed 20
Base Attack/Grapple: | +8/+17
Attack: | Gore +12 melee (1d8+7)
Full Attack: | Gore +12 melee (1d8+7)
Space/Reach: | 10 ft./5 ft.
Special Attacks: | Breath weapon, trample 1d8+7
Special Qualities: | Darkvision 60 ft., lowlight vision, scent
Saves: | Fort +11, Ref +6, Will +5
Abilities: | Str 21, Dex 10, Con 21, Int 2, Wis 12, Cha 9
Skills: | Listen +9, Spot +8
Feats: | Alertness, Improved Initiative, Iron Will
Environment: | Temperate plains
Organization: | Solitary, pair, pack (3–4), or herd (5–13)
Challenge Rating: | 8
Treasure: | None
Alignment: | Always neutral
Advancement: | 9–15 HD (Large); 16–24 HD (Huge)
Level Adjustment: | —
A typical gorgon stands over 6 feet tall at the shoulder and measures 8 feet from snout to tail. It weighs about 4,000 pounds.
Gorgons are nothing if not aggressive. They attack intruders on sight, attempting to trample, gore, or petrify them. There is no way to calm these furious creatures, and they are impossible to domesticate.
COMBAT
Whenever possible, a gorgon begins an encounter by charging at its opponents.
Breath Weapon (Su): 60-foot cone, once every 1d4 rounds (but no more than five times per day), turn to stone permanently, Fortitude DC 19 negates. The save DC is Constitution-based.
Trample (Ex): Reflex DC 19 half. The save DC is Strength-based.

GRAY RENDER
 | Large Magical Beast
Hit Dice: | 10d10+70 (125 hp)
Initiative: | +0
Speed: | 30 ft. (6 squares)
Armor Class: | 19 (–1 size, +10 natural), touch 9, flat-footed 19
Base Attack/Grapple: | +10/+20
Attack: | Bite +15 melee (2d6+6)
Full Attack: | Bite +15 melee (2d6+6); 2 claws +10 melee (1d6+3)
Space/Reach: | 10 ft./10 ft.
Special Attacks: | Improved grab, rend 2d6+9
Special Qualities: | Darkvision 60 ft., low-light vision, scent
Saves: | Fort +14, Ref +7, Will +4
Abilities: | Str 23, Dex 10, Con 24, Int 3, Wis 12, Cha 8
Skills: | Hide +2, Spot +10, Survival +3
Feats: | Cleave, Power Attack, Improved Bull Rush, Track
Environment: | Temperate marshes
Organization: | Solitary
Challenge Rating: | 8
Treasure: | None
Alignment: | Usually neutral
Advancement: | 11–15 HD (Large); 16–30 HD (Huge)
Level Adjustment: | +5 (cohort)
A gray render stands about 9 feet tall in spite of its hunched posture and is about 4 feet wide. It weighs about 4,000 pounds.
Gray renders are never found in groups. Each of these asexual creatures produces one offspring and carries it for a time in a pouch, but thereafter the young render must fend for itself.
A unique quality of the gray render is its tendency to bond with, protect, and provide for another creature (or group of creatures) native to its surroundings. Whether accepted or not, the render always attempts to remain fairly close, watching over its adopted charge(s) and daily bringing an offering of meat. It never willingly harms adopted creatures and retreats if they attack it.
COMBAT
A gray render attacks to kill, whether to bring down prey or to protect itself or those it has adopted. When hunting, it sometimes attempts to hide and wait for prey to wander close.
Improved Grab (Ex): To use this ability, a gray render must hit with its bite attack. It can then attempt to start a grapple as a free action without provoking an attack of opportunity.
Rend (Ex): A gray render that wins a grapple check after a successful bite attack establishes a hold, latching onto the opponent’s body and tearing the flesh. This attack automatically deals 2d6+9 points of damage.
Skills: Gray renders have a +4 racial bonus on Spot checks due to their six keen eyes.

GRICK
 | Medium Aberration
Hit Dice: | 2d8 (9 hp)
Initiative: | +2
Speed: | 30 ft. (6 squares), climb 20 ft.
Armor Class: | 16 (+2 Dex, +4 natural), touch 12, flat-footed 14
Base Attack/Grapple: | +1/+3
Attack: | Tentacle +3 melee (1d4+2)
Full Attack: | 4 tentacles +3 melee (1d4+2); bite –2 melee (1d3+1)
Space/Reach: | 5 ft./5 ft.
Special Attacks: | —
Special Qualities: | Damage reduction 10/magic, darkvision 60 ft., scent
Saves: | Fort +0, Ref +2, Will +5
Abilities: | Str 14, Dex 14, Con 11, Int 3, Wis 14, Cha 5
Skills: | Climb +10, Hide +3*, Listen +6, Spot +6
Feats: | Alertness, TrackB
Environment: | Underground
Organization: | Solitary or cluster (2–4)
Challenge Rating: | 3
Treasure: | 1/10 coins; 50% goods; 50% items
Alignment: | Usually neutral
Advancement: | 3–4 HD (Medium); 5–6 HD (Large)
Level Adjustment: | —
An adult grick is about 8 feet long from the tips of its tentacles to the end of its body and weighs some 200 pounds. Its body coloration is uniformly dark, with a pale underbelly.
COMBAT
Gricks attack when hungry or threatened. They hunt by holing up near high-traffic areas, using their natural coloration to blend into convenient shadows. When prey (virtually anything that moves) ventures near, they lash out with their tentacles. A grick’s rubbery body seems to shed blows of any kind. Its jaws are relatively small and weak compared to its body mass, so rather than consume its kill immediately, a grick normally drags its victim back to its lair to be eaten at its leisure.
A grick’s natural weapons are treated as magic weapons for the purpose of overcoming damage reduction.
Multiple gricks do not fight in concert. Each attacks the prey closest to it, and breaks off the fight as soon as it can drag dead or unconscious prey away.
Skills: A grick has a +8 racial bonus on Climb checks and can always choose to take 10 on a Climb check, even if rushed or threatened.
*Their coloration affords gricks a +8 racial bonus on Hide checks when in natural rocky areas.

GRIFFON
 | Large Magical Beast
Hit Dice: | 7d10+21 (59 hp)
Initiative: | +2
Speed: | 30 ft. (6 squares), fly 80 ft. (average)
Armor Class: | 17 (–1 size, +2 Dex, +6 natural), touch 11, flat-footed 15
Base Attack/Grapple: | +7/+15
Attack: | Bite +11 melee (2d6+4)
Full Attack: | Bite +11 melee (2d6+4) and 2 claws +8 melee (1d4+2)
Space/Reach: | 10 ft./5 ft.
Special Attacks: | Pounce, rake 1d6+2
Special Qualities: | Darkvision 60 ft., low-light vision, scent
Saves: | Fort +8, Ref +7, Will +5
Abilities: | Str 18, Dex 15, Con 16, Int 5, Wis 13, Cha 8
Skills: | Jump +8, Listen +6, Spot +10
Feats: | Iron Will, Multiattack, Weapon Focus (bite)
Environment: | Temperate hills
Organization: | Solitary, pair, or pride (6–10)
Challenge Rating: | 4
Treasure: | None
Alignment: | Always neutral
Advancement: | 8–10 HD (Large); 11–21 HD (Huge)
Level Adjustment: | +3 (cohort)
Griffons are powerful, majestic creatures with the characteristics of both lions and eagles. From nose to tail, an adult griffon can measure as much as 8 feet. Neither males nor females are endowed with a mane. A pair of broad, golden wings emerge from the creature’s back and span 25 feet or more. A griffon weighs about 500 pounds.
A griffon cannot speak, but understands Common.
COMBAT
Griffons prefer to pounce on their prey, either diving to the attack or leaping from above.
Pounce (Ex): If a griffon dives upon or charges a foe, it can make a full attack, including two rake attacks.
Rake (Ex): Attack bonus +8 melee, damage 1d6+2.
Skills: Griffons have a +4 racial bonus on Jump and Spot checks.
TRAINING A GRIFFON
Although intelligent, a griffon requires training before it can bear a rider in combat. To be trained, a griffon must have a friendly attitude toward the trainer (this can be achieved through a successful Diplomacy check). Training a friendly griffon requires six weeks of work and a DC 25 Handle Animal check. Riding a griffon requires an exotic saddle. A griffon can fight while carrying a rider, but the rider cannot also attack unless he or she succeeds on a Ride check.
Griffon eggs are worth 3,500 gp apiece on the open market, while young are worth 7,000 gp each. Professional trainers charge 1,500 gp to rear or train a griffon.
Carrying Capacity: A light load for a griffon is up to 300 pounds; a medium load, 301–600 pounds; and a heavy load, 601–900 pounds.

GRIMLOCK
 | Medium Monstrous Humanoid
Hit Dice: | 2d8+2 (11 hp)
Initiative: | +1
Speed: | 30 ft. (6 squares)
Armor Class: | 15 (+1 Dex, +4 natural), touch 11, flat-footed 14
Base Attack/Grapple: | +2/+4
Attack: | Battleaxe +4 melee (1d8+3/3)
Full Attack: | Battleaxe +4 melee (1d8+3/3)
Space/Reach: | 5 ft./5 ft.
Special Attacks: | —
Special Qualities: | Blindsight 40 ft., immunities, scent
Saves: | Fort +1, Ref +4, Will +2
Abilities: | Str 15, Dex 13, Con 13, Int 10, Wis 8, Cha 6
Skills: | Climb +4, Hide +3*, Listen +5, Spot +3
Feats: | Alertness, TrackB
Environment: | Underground
Organization: | Gang (2–4), pack (10–20), tribe (10–60 plus 1 leader of 3rd–5th level per 10 adults).
Challenge Rating: | 1
Treasure: | Standard coins; standard goods (gems only); standard items
Alignment: | Often neutral evil
Advancement: | By character class
Level Adjustment: | +2
COMBAT
Grimlocks are blind, but their exceptional senses of smell and hearing allow them to notice foes nearby. As a result, they usually shun ranged weapons and rush to the attack, brandishing their stone battleaxes.
Blindsight (Ex): Grimlocks can sense all foes within 40 feet as a sighted creature would. Beyond that range, they treat all targets as having total concealment.
Grimlocks are susceptible to sound- and scent-based attacks, however, and are affected normally by loud noises and sonic spells (such as ghost sound or silence) and overpowering odors (such as stinking cloud or incense-heavy air). Negating a grimlock’s sense of smell or hearing reduces this ability to normal Blind-Fight (as the feat). If both these senses are negated, a grimlock is effectively blinded.
Immunities: Grimlocks are immune to gaze attacks, visual effects, illusions, and other attack forms that rely on sight.
Skills: *A grimlock’s dull gray skin helps it hide in its native terrain, conferring a +10 racial bonus on Hide checks when in mountains or underground.
GRIMLOCKS AS CHARACTERS
Grimlock characters possess the following racial traits.
— +4 Strength, +2 Dexterity, +2 Constitution, –2 Wisdom, –4 Charisma.
—Medium size.
—A grimlock’s base land speed is 30 feet.
—Racial Hit Dice: A grimlock begins with two levels of monstrous humanoid, which provide 2d8 Hit Dice, a base attack bonus of +2, and base saving throw bonuses of Fort +0, Ref +3, and Will +3.
—Racial Skills: A grimlock’s monstrous humanoid levels give it skill points equal to 5 x (2 + Int modifier, minimum 1). Its class skills are Climb, Hide, Listen, and Spot. Grimlocks gain a +10 racial bonus on Hide checks in mountain or underground settings.
—Racial Feats: A grimlock’s monstrous humanoid levels give it one feat.
—Weapon Proficiency: A grimlock is automatically proficient with the battleaxe.
— +4 natural armor bonus.
—Special Qualities (see above): Blindsight 40 ft., immunities, scent.
—Automatic Languages: Common, Grimlock. Bonus Languages: Draconic, Dwarven, Gnome, Terran, Undercommon.
—Favored Class: Barbarian.
—Level adjustment +2.


Monsters (H to I)

his material is Open Game Content, and is licensed for public use under the terms of the Open Game License v1.0a.

MONSTERS (H-I)

HAG
Although different hags are unique in appearance and mannerism, they have many aspects in common. All take the form of crones whose bent shapes belie their fierce power and swiftness.
Hags speak Giant and Common.
COMBAT
Hags are tremendously strong. They are naturally resistant to spells and can cast magic of their own. Hags often gather to form coveys. A covey, usually containing one hag of each type, can use powers beyond those of the individual members.
ANNIS
 | Large Monstrous Humanoid
Hit Dice: | 7d8+14 (45 hp)
Initiative: | +1
Speed: | 40 ft. (8 squares)
Armor Class: | 20 (–1 size, +1 Dex, +10 natural), touch 10, flat-footed 19
Base Attack/Grapple: | +7/+18
Attack: | Claw +13 melee (1d6+7)
Full Attack: | 2 claws +13 melee (1d6+7) and bite +8 melee (1d6+3)
Space/Reach: | 10 ft./10 ft.
Special Attacks: | Improved grab, rake 1d6+7, rend 2d6+10, spell-like abilities
Special Qualities: | Damage reduction 2/bludgeoning, darkvision 60 ft., spell resistance 19
Saves: | Fort +6, Ref +6, Will +6
Abilities: | Str 25, Dex 12, Con 14, Int 13, Wis 13, Cha 10
Skills: | Bluff +8, Diplomacy +2, Disguise +0 (+2 acting), Hide +5, Intimidate +2, Listen +10, Spot +10
Feats: | Alertness, Blind-Fight, Great Fortitude
Environment: | Cold marshes
Organization: | Solitary or covey (3 hags of any kind plus 1–8 ogres and 1–4 evil giants)
Challenge Rating: | 6
Treasure: | Standard
Alignment: | Usually chaotic evil
Advancement: | By character class
Level Adjustment: | —
An annis commonly uses its disguise self ability to take the form of an exceptionally tall human, a fair giant, or an ogre.
An annis stands some 8 feet tall and weighs about 325 pounds.
Combat
Though physically powerful, these hags do not favor simple assaults but try to divide and confuse their foes before combat. They love to pose as commoners or gentlefolk to lull their victims into a sense of false security before they attack.
Improved Grab (Ex): To use this ability, an annis must hit a Large or smaller opponent with a claw attack. It can then attempt to start a grapple as a free action without provoking an attack of opportunity.
Rake (Ex): Attack bonus +13 melee, damage 1d6+7. An annis can attack a grappled foe with both claws at no penalty.
Rend (Ex): An annis that hits with both claw attacks latches onto the opponent’s body and tears the flesh. This attack automatically deals an extra 2d6+10 points of damage.
Spell-Like Abilities: 3/day—disguise self, fog cloud. Caster level 8th.

GREEN HAG
 | Medium Monstrous Humanoid
Hit Dice: | 9d8+9 (49 hp)
Initiative: | +1
Speed: | 30 ft. (6 squares), swim 30 ft.
Armor Class: | 22 (+1 Dex, +11 natural), touch 11, flat-footed 21
Base Attack/Grapple: | +9/+13
Attack: | Claw +13 melee (1d4+4)
Full Attack: | 2 claws +13 melee (1d4+4)
Space/Reach: | 5 ft./5 ft.
Special Attacks: | Spell-like abilities, weakness, mimicry
Special Qualities: | Darkvision 90 ft., spell resistance 18
Saves: | Fort +6, Ref +7, Will +7
Abilities: | Str 19, Dex 12, Con 12, Int 13, Wis 13, Cha 14
Skills: | Concentration +7, Craft or Knowledge (any one) +7, Hide +9, Listen +11, Spot +11 Swim +12
Feats: | Alertness, Blind-Fight, Combat Casting, Great Fortitude
Environment: | Temperate marshes
Organization: | Solitary or covey (3 hags of any kind plus 1–8 ogres and 1–4 evil giants)
Challenge Rating: | 5
Treasure: | Standard
Alignment: | Usually chaotic evil
Advancement: | By character class
Level Adjustment: | —
Green hags are found in desolate swamps and dark forests.
A green hag is about the same height and weight as a female human.
Combat
Green hags prefer to attack from hiding, usually after distracting foes. They often use darkvision to their advantage by attacking during moonless nights.
Spell-Like Abilities: At will—dancing lights, disguise self, ghost sound (DC 12), invisibility, pass without trace, tongues, water breathing. Caster level 9th. The save DC is Charisma-based.
Weakness (Su): A green hag can weaken a foe by making a special touch attack. The opponent must succeed on a DC 16 Fortitude save or take 2d4 points of Strength damage. The save DC is Charisma-based.
Mimicry (Ex): A green hag can imitate the sounds of almost any animal found near its lair.
Skills: A green hag has a +8 racial bonus on any Swim check to perform some special action or avoid a hazard. It can always choose to take 10 on a Swim check, even if distracted or endangered. It can use the run action while swimming, provided it swims in a straight line.

SEA HAG
 | Medium Monstrous Humanoid (Aquatic)
Hit Dice: | 3d8+6 (19 hp)
Initiative: | +1
Speed: | 30 ft. (6 squares), swim 40 ft.
Armor Class: | 14 (+1 Dex, +3 natural), touch 11, flat-footed 13
Base Attack/Grapple: | +3/+7
Attack: | Claw +7 melee (1d4+4)
Full Attack: | 2 claws +7 melee (1d4+4)
Space/Reach: | 5 ft./5 ft.
Special Attacks: | Horrific appearance, evil eye
Special Qualities: | Amphibious, spell resistance 14
Saves: | Fort +2, Ref +4, Will +4
Abilities: | Str 19, Dex 12, Con 12, Int 10, Wis 13, Cha 14
Skills: | Craft or Knowledge (any one) +3, Hide +4, Listen +6, Spot +6, Swim +12
Feats: | Alertness, Toughness
Environment: | Temperate aquatic
Organization: | Solitary or covey (3 hags of any kind plus 1–8 ogres and 1–4 evil giants)
Challenge Rating: | 4
Treasure: | Standard
Alignment: | Usually chaotic evil
Advancement: | By character class
Level Adjustment: | —
The sea hag is found in the water of seas or overgrown lakes.
A sea hag is about the same height and weight as a female human.
Combat
Sea hags are not subtle and prefer a direct approach to combat.
They usually remain in hiding until they can affect as many foes as possible with their horrific appearance.
Horrific Appearance (Su): The sight of a sea hag is so revolting that anyone (other than another hag) who sets eyes upon one must succeed on a DC 13 Fortitude save or instantly be weakened, taking 2d6 points of Strength damage. This damage cannot reduce a victim’s Strength score below 0, but anyone reduced to Strength 0 is helpless. Creatures that are affected by this power or that successfully save against it cannot be affected again by the same hag’s horrific appearance for 24 hours. The save DC is Charisma-based.
Evil Eye (Su): Three times per day, a sea hag can cast its dire gaze upon any single creature within 30 feet. The target must succeed on a DC 13 Will save or be dazed for three days, although remove curse or dispel evil can restore sanity sooner. In addition, an affected creature must succeed on a DC 13 Fortitude save or die from fright. Creatures with immunity to fear effects are not affected by the sea hag’s evil eye. The save DCs are Charisma-based.
Amphibious (Ex): Although sea hags are aquatic, they can survive indefinitely on land.
Skills: A sea hag has a +8 racial bonus on any Swim check to perform some special action or avoid a hazard. It can always choose to take 10 on a Swim check, even if distracted or endangered. It can use the run action while swimming, provided it swims in a straight line.

HAG COVEY
From time to time, a trio of hags gathers as a covey. Usually this foul triune includes one hag of each type, but this is not always the case.
Combat
Hags in a covey rely on deception and their boosted magical abilities in combat.
A covey of hags is 80% likely to be guarded by 1d8 ogres and 1d4 evil giants who do their bidding. These minions are often disguised with a veil spell to appear less threatening and sent forth as spies. Such minions often (60%) carry magic stones known as hag eyes (see below).
Spell-Like Abilities: 3/day—animate dead, bestow curse (DC 17), control weather, dream, forcecage, mind blank, mirage arcana (DC 18), polymorph, veil (DC 19), vision. Caster level 9th. The save DCs are based on a Charisma score of 16. To use one of these abilities (which requires a full-round action), all three hags must be within 10 feet of one another, and all must participate.
Once per month, a covey that does not have a hag eye can create one from a gem worth at least 20 gp (see below).

Hag Eye
A hag eye is a magic gem created by a covey. It appears to be nothing more than a semiprecious stone, but a gem of seeing or other such effect reveals it as a disembodied eye. Often, a hag eye is worn as a ring, brooch, or other adornment. Any of the three hags who created the hag eye can see through it whenever they wish, so long as it is on the same plane of existence as the hag. A hag eye has hardness 5 and 10 hit points. Destroying a hag eye deals 1d10 points of damage to each member of the covey and causes the one who sustained the greatest damage to be blinded for 24 hours.

HALF-CELESTIAL

No matter the form, half-celestials are always comely and delightful to the senses, having golden skin, sparkling eyes, angelic wings, or some other sign of their higher nature.
CREATING A HALF-CELESTIAL
“Half-celestial” is an inherited template that can be added to any living, corporeal creature with an Intelligence score of 4 or higher and nonevil alignment (referred to hereafter as the base creature).
A half-celestial uses all the base creature’s statistics and special abilities except as noted here.
Size and Type: The creature’s type changes to outsider. Do not recalculate the creature’s Hit Dice, base attack bonus, or saves. Size is unchanged. Half-celestials are normally native outsiders.
Speed: A half-celestial has feathered wings and can fly at twice the base creature’s base land speed (good maneuverability). If the base creature has a fly speed, use that instead.
Armor Class: Natural armor improves by +1 (this stacks with any natural armor bonus the base creature has).
Special Attacks: A half-celestial retains all the special attacks of the base creature and also gains the following special abilities.
Daylight (Su): Half-celestials can use a daylight effect (as the spell) at will.
Smite Evil (Su): Once per day a half-celestial can make a normal melee attack to deal extra damage equal to its HD (maximum of +20) against an evil foe.
Spell-Like Abilities: A half-celestial with an Intelligence or Wisdom score of 8 or higher has two or more spell-like abilities, depending on its Hit Dice, as indicated on the table below. The abilities are cumulative
Unless otherwise noted, an ability is usable once per day. Caster level equals the creature’s HD, and the save DC is Charisma-based.
HD | Abilities
1–2 | Protection from evil 3/day, bless
3–4 | Aid, detect evil
5–6 | Cure serious wounds, neutralize poison
7–8 | Holy smite, remove disease
9–10 | Dispel evil
11–12 | Holy word
13–14 | Holy aura 3/day, hallow
15–16 | Mass charm monster
17–18 | Summon monster IX (celestials only)
19–20 | Resurrection
Special Qualities: A half-celestial has all the special qualities of the base creature, plus the following special qualities.
—Darkvision out to 60 feet.
—Immunity to disease.
—Resistance to acid 10, cold 10, and electricity 10.
—Damage reduction: 5/magic (if HD 11 or less) or 10/magic (if HD 12 or more).
—A half-celestial’s natural weapons are treated as magic weapons for the purpose of overcoming damage reduction.
—Spell resistance equal to creature’s HD + 10 (maximum 35).
— +4 racial bonus on Fortitude saves against poison.
Abilities: Increase from the base creature as follows: Str +4, Dex +2, Con +4, Int +2, Wis +4, Cha +4.
Skills: A half-celestial gains skill points as an outsider and has skill points equal to (8 + Int modifier) x(HD +3). Do not include Hit Dice from class levels in this calculation—the half-celestial gains outsider skill points only for its racial Hit Dice, and gains the normal amount of skill points for its class levels. Treat skills from the base creature’s list as class skills, and other skills as cross-class.
Challenge Rating: HD 5 or less, as base creature +1; HD 6 to 10, as base creature +2; HD 11 or more, as base creature +3.
Alignment: Always good (any).
Level Adjustment: Same as base creature +4.

HALF-DRAGON

Half-dragon creatures are always more formidable than others of their kind that do not have dragon blood, and their appearance betrays their nature—scales, elongated features, reptilian eyes, and exaggerated teeth and claws. Sometimes they have wings.
CREATING A HALF-DRAGON
“Half-dragon” is an inherited template that can be added to any living, corporeal creature (referred to hereafter as the base creature).
A half-dragon uses all the base creature’s statistics and special abilities except as noted here.
Size and Type: The creature’s type changes to dragon. Size is unchanged. Do not recalculate base attack bonus or saves.
Hit Dice: Increase base creature’s racial HD by one die size, to a maximum of d12. Do not increase class HD.
Speed: A half-dragon that is Large or larger has wings and can fly at twice its base land speed (maximum 120 ft.) with average maneuverability. A half-dragon that is Medium or smaller does not have wings.
Armor Class: Natural armor improves by +4.
Attack: A half-dragon has two claw attacks and a bite attack, and the claws are the primary natural weapon. If the base creature can use weapons, the half-dragon retains this ability. A half-dragon fighting without weapons uses a claw when making an attack action. When it has a weapon, it usually uses the weapon instead.
Full Attack: A half-dragon fighting without weapons uses both claws and its bite when making a full attack. If armed with a weapon, it usually uses the weapon as its primary attack and its bite as a natural secondary attack. If it has a hand free, it uses a claw as an additional natural secondary attack.
Damage: Half-dragons have bite and claw attacks. If the base creature does not have these attack forms, use the damage values in the table below. Otherwise, use the values below or the base creature’s damage values, whichever are greater.
Size | Bite Damage | Claw Damage
Fine | 1 | —
Diminutive | 1d2 | 1
Tiny | 1d3 | 1d2
Small | 1d4 | 1d3
Medium | 1d6 | 1d4
Large | 1d8 | 1d6
Huge | 2d6 | 1d8
Gargantuan | 3d6 | 2d6
Colossal | 4d6 | 3d6
Special Attacks: A half-dragon retains all the special attacks of the base creature and gains a breath weapon based on the dragon variety (see the table below), usable once per day. A half-dragon’s breath weapon deals 6d8 points of damage. A successful Reflex save (DC 10 + 1/2 half-dragon’s racial HD + half-dragon’s Con modifier) reduces damage by half.
Dragon Variety | Breath Weapon
Black | 60-foot line of acid
Blue | 60-foot ine of lightning
Green | 30-foot cone of corrosive (acid) gas
Red | 30-foot cone of fire
White | 30-foot cone of cold
Brass | 60-foot line of fire
Bronze | 60-foot line of lightning
Copper | 60-foot line of acid
Gold | 30-foot cone of fire
Silver | 30-foot cone of cold
Special Qualities: A half-dragon has all the special qualities of the base creature, plus darkvision out to 60 feet and low-light vision. A half-dragon has immunity to sleep and paralysis effects, and an additional immunity based on its dragon variety.
Dragon Variety | Immunity | Dragon Variety | Immunity
Black | Acid | Brass | Fire
Blue | Electricity | Bronze | Electricity
Green | Acid | Copper | Acid
Red | Fire | Gold | Fire
White | Cold | Silver | Cold
Abilities: Increase from the base creature as follows: Str +8, Con +2, Int +2, Cha +2.
Skills: A half-dragon gains skill points as a dragon and has skill points equal to (6 + Int modifier) x(HD + 3). Do not include Hit Dice from class levels in this calculation—the half-dragon gains dragon skill points only for its racial Hit Dice, and gains the normal amount of skill points for its class levels. Treat skills from the base creature’s list as class skills, and other skills as cross-class.
Environment: Same as either the base creature or the dragon variety.
Challenge Rating: Same as the base creature + 2 (minimum 3).
Alignment: Same as the dragon variety.
Level Adjustment: Same as base creature +3.

HALF-FIEND

No matter its form, a half-fiend is always hideous to behold, having dark scales, horns, glowing red eyes, bat wings, a fetid odor, or some other obvious sign that it is tainted with evil.
CREATING A HALF-FIEND
“Half-fiend” is an inherited template that can be added to any living, corporeal creature with an Intelligence score of 4 or more and nongood alignment (referred to hereafter as the base creature).
A half-fiend uses all the base creature’s statistics and special abilities except as noted here.
Size and Type: The creature’s type changes to outsider. Do not recalculate Hit Dice, base attack bonus, or saves. Size is unchanged. Half-fiends are normally native outsiders.
Speed: A half-fiend has bat wings. Unless the base creature has a better fly speed, the creature can fly at the base creature’s base land speed (average maneuverability).
Armor Class: Natural armor improves by +1 (this stacks with any natural armor bonus the base creature has).
Attack: A half-fiend has two claw attacks and a bite attack, and the claws are the primary natural weapon. If the base creature can use weapons, the half-fiend retains this ability. A half-fiend fighting without weapons uses a claw when making an attack action. When it has a weapon, it usually uses the weapon instead.
Full Attack: A half-fiend fighting without weapons uses both claws and its bite when making a full attack. If armed with a weapon, it usually uses the weapon as its primary attack and its bite as a natural secondary attack. If it has a hand free, it uses a claw as an additional natural secondary attack.
Damage: Half-fiends have bite and claw attacks. If the base creature does not have these attack forms, use the damage values in the table below. Otherwise, use the values below or the base creature’s damage values, whichever are greater.
Size | Bite Damage | Claw Damage
Fine | 1 | —
Diminutive | 1d2 | 1
Tiny | 1d3 | 1d2
Small | 1d4 | 1d3
Medium | 1d6 | 1d4
Large | 1d8 | 1d6
Huge | 2d6 | 1d8
Gargantuan | 3d6 | 2d6
Colossal | 4d6 | 3d6
Special Attacks: A half-fiend retains all the special attacks of the base creature and gains the following special attack.
Smite Good (Su): Once per day the creature can make a normal melee attack to deal extra damage equal to its HD (maximum of +20) against a good foe.
Spell-Like Abilities: A half-fiend with an Intelligence or Wisdom score of 8 or higher has spell-like abilities depending on its Hit Dice, as indicated on the table below. The abilities are cumulative. Unless otherwise noted, an ability is usable once per day. Caster level equals the creature’s HD, and the save DC is Charisma-based.
HD | Abilities
1–2 | Darkness 3/day
3–4 | Desecrate
5–6 | Unholy blight
7–8 | Poison 3/day
9–10 | Contagion
11–12 | Blasphemy
13–14 | Unholy aura 3/day, unhallow
15–16 | Horrid wilting
17–18 | Summon monster IX (fiends only)
19–20 | Destruction
Special Qualities: A half-fiend has all the special qualities of the base creature, plus the following special qualities.
—Darkvision out to 60 feet.
—Immunity to poison.
—Resistance to acid 10, cold 10, electricity 10, and fire 10.
—Damage reduction: 5/magic (if HD 11 or less) or 10/magic (if HD 12 or more).
—A half-fiend’s natural weapons are treated as magic weapons for the purpose of overcoming damage reduction.
—Spell resistance equal to creature’s HD + 10 (maximum 35).
Abilities: Increase from the base creature as follows: Str +4, Dex +4, Con +2, Int +4, Cha +2.
Skills: A half-fiend gains skill points as an outsider and has skill points equal to (8 + Int modifier) x (HD + 3). Do not include Hit Dice from class levels in this calculation—the half-fiend gains outsider skill points only for its racial Hit Dice, and gains the normal amount of skill points for its class levels. Treat skills from the base creature’s list as class skills, and other skills as cross-class.
Challenge Rating: HD 4 or less, as base creature +1; HD 5 to 10, as base creature +2; HD 11 or more, as base creature +3.
Alignment: Always evil (any).
Level Adjustment: +4.

HALFLING
 | Halfling, 1st-Level Warrior
 | Small Humanoid (Halfling)
Hit Dice: | 1d8+1 (5 hp)
Initiative: | +1
Speed: | 20 ft. (4 squares)
Armor Class: | 16 (+1 size, +1 Dex, +3 studded leather, +1 light shield), touch 12, flat-footed 15
Base Attack/Grapple: | +1/–3
Attack: | Longsword +3 melee (1d6/19–20) or light crossbow +3 ranged (1d6/19–20)
Full Attack: | Longsword +3 melee (1d6/19–20) or light crossbow +3 ranged (1d6/19–20)
Space/Reach: | 5 ft./5 ft.
Special Attacks: | Halfling traits
Special Qualities: | Halfling traits
Saves: | Fort +4, Ref +2, Will +0
Abilities: | Str 11, Dex 13, Con 12, Int 10, Wis 9, Cha 8
Skills: | Climb +2, Hide +4, Jump –4, Listen +3, Move Silently +1
Feats: | Weapon Focus (longsword)
Environment: | Warm plains (Deep halfling: Warm hills) (Tallfellow: Temperate forests)
Organization: | Company (2–4), squad (11–20 plus 2 3rd-level sergeants and 1 leader of 3rd–6th level), or band (30–100 plus 100% noncombatants plus 1 3rd-level sergeant per 20 adults, 5 5th-level lieutenants, 3 7th-level captains, 6–10 dogs, and 2–5 riding dogs)
Challenge Rating: | 1/2
Treasure: | Standard
Alignment: | Usually neutral
Advancement: | By character class
Level Adjustment: | +0
Halflings stand about 3 feet tall and usually weigh between 30 and 35 pounds. They have brown or black eyes. Halfling men often have long sideburns, but beards are rare among them and mustaches almost unseen. Halflings prefer simple, comfortable, and practical clothes. Unlike members of most races, they prefer actual comfort to shows of wealth. Halflings reach adulthood in their early twenties and generally live into the middle of their second century. Halflings speak Halfling and Common.
Most halflings encountered outside their home are warriors; the information in the statistics block is for one of 1st level.
COMBAT
Halflings prefer to fight defensively, usually hiding and launching ranged attacks as the foe approaches. Their tactics are very much like those of elves but place more emphasis on cover and concealment and less on mobility.
Halfling Traits (Ex): Halflings possess the following racial traits.
— +2 Dexterity, –2 Strength.
—Small size. +1 bonus to Armor Class, +1 bonus on attack rolls, +4 bonus on Hide checks, –4 penalty on grapple checks, lifting and carrying limits 3/4 those of Medium characters.
—A halfling’s base land speed is 20 feet.
— +2 racial bonus on Climb, Jump, and Move Silently checks.
— +1 racial bonus on all saving throws.
— +2 morale bonus on saving throws against fear. This bonus stacks with the halfling’s +1 bonus on saving throws in general.
— +1 racial bonus on attack rolls with thrown weapons and
slings.
— +2 racial bonus on Listen checks.
—Automatic Languages: Common, Halfling. Bonus Languages: Dwarven, Elven, Gnome, Goblin, Orc.
—Favored Class: Rogue.
The halfling warrior presented here had the following ability scores before racial adjustments: Str 13, Dex 11, Con 12, Int 10, Wis 9, Cha 8.

SUBRACES
The information above is for the lightfoot halfling, the most common halfling variety. There are two other major halfling subraces, which differ from lightfoot halflings as follows.

Tallfellow
Tallfellows are somewhat rare among halfling folk. Tallfellows are 4 feet tall or more and weigh between 30 and 35 pounds. They generally speak Elven in addition to Common and Halfling.
Tallfellow Traits (Ex): These traits are in addition to the lightfoot halfling traits, except where noted.
— +2 racial bonus on Search, Spot, and Listen checks. Like an elf, a tallfellow who merely passes within 5 feet of a secret or concealed door is entitled to a Search check as though actively looking for it. This trait replaces the lightfoot’s +2 bonus on Listen checks.
—Tallfellows are less athletic than lightfoot halflings and do not have a racial bonus on Climb, Jump, and Move Silently checks.

Deep Halfling
These halflings are shorter and stockier than the more common lightfeet.
Deep halflings are about 2-1/2 tall and weigh between 30 and 35 pounds. Deep halflings speak Dwarven fluently.
Deep Halfling Traits (Ex): These traits are in addition to the lightfoot halfling traits, except where noted.
—Darkvision out to 60 feet.
—Stonecunning: Like dwarves, deep halflings have a +2 racial bonus on checks to notice unusual stonework. Something that isn’t stone but that is disguised as stone also counts as unusual stonework. A deep halfling who merely comes within 10 feet of unusual stonework can make a check as though actively searching and can use the Search skill to find stonework traps as a rogue can. A deep halfling can also intuit depth, sensing the approximate distance underground as naturally as a human can sense which way is up.
— +2 racial bonus on Appraise checks and Craft checks that are related to stone or metal.
—Deep halflings are less athletic than lightfoot halflings and do not have a racial bonus on Climb, Jump, and Move Silently checks.

HARPY
 | Harpy | Harpy Archer, 7th-Level Fighter
 | Medium Monstrous Humanoid | Medium Monstrous Humanoid
Hit Dice: | 7d8 (31 hp) | 7d8 + 7d10 + 28 (103 hp)
Initiative: | +2 | +9
Speed: | 20 ft. (4 squares), fly 80 ft. (average) | 20 ft. (4 squares), fly 80 ft. (average)
Armor Class: | 13 (+2 Dex, +1 natural), touch 12, flat-footed 11 | 23 (+5 Dex, +1 natural, +6 +3 studded leather, +1 ring of protection +1), touch 16, flat-footed 18
Base Attack/Grapple: | +7/+7 | +14/+15
Attack: | Club +7 melee (1d6) | +1 frost composite longbow (+1 Str bonus) +22 ranged (1d8+4/19-20/x3 plus 1d6 cold) or claw +15 melee (1d3+1)
Full Attack: | Club +7/+2 melee (1d6) and 2 claws +2 melee (1d3) | +1 frost composite longbow (+1 Str bonus) +22/+17/+12 ranged (1d8+4/19-20/x3 plus 1d6 cold) or 2 claws +15 melee (1d3+1)
Space/Reach: | 5 ft./5 ft. | 5 ft./5 ft.
Special Attacks: | Captivating song | Captivating song
Special Qualities: | Darkvision 60 ft. | Darkvision 60 ft.
Saves: | Fort +2, Ref +7, Will +6 | Fort +11, Ref +14, Will +11
Abilities: | Str 10, Dex 15, Con 10, Int 7, Wis 12, Cha 17 | Str 12, Dex 20, Con 14, Int 6, Wis 11, Cha 19
Skills: | Bluff +11, Intimidate +7, Listen +7, Perform (oratory) +5, Spot +3 | Bluff +11, Intimidate +5, Listen +7, Perform (oratory) +10, Spot +5
Feats: | Dodge, Flyby Attack, Persuasive | Alertness, Improved Critical (composite longbow), Improved Initiative, Iron Will, Manyshot, Point Blank Shot, Rapid Shot, Weapon Focus (composite longbow), Weapon Specialization (composite longbow)
Environment: | Temperate marshes | Temperate marshes
Organization: | Solitary, pair, or flight (7–12) | Solitary
Challenge Rating: | 4 | 11
Treasure: | Standard | Standard (including equipment)
Alignment: | Usually chaotic evil | Usually chaotic evil
Advancement: | By character class | By character class
Level Adjustment: | +3 | +3
Harpies like to entrance hapless travelers with their magical songs and lead them to unspeakable torments. Only when a harpy has finished playing with its new “toys” will it release them from suffering by killing and consuming them.
COMBAT
When a harpy engages in battle, it prefers to use Flyby Attack and strike with a melee weapon.
Captivating Song (Su): The most insidious ability of the harpy is its song. When a harpy sings, all creatures (other than harpies) within a 300-foot spread must succeed on a DC 16 Will save or become captivated. This is a sonic mind-affecting charm effect. A creature that successfully saves cannot be affected again by the same harpy’s song for 24 hours. The save DC is Charisma-based.
A captivated victim walks toward the harpy, taking the most direct route available. If the path leads into a dangerous area (through flame, off a cliff, or the like), that creature gets a second saving throw. Captivated creatures can take no actions other than to defend themselves. (Thus, a fighter cannot run away or attack but takes no defensive penalties.) A victim within 5 feet of the harpy stands there and offers no resistance to the monster’s attacks. The effect continues for as long as the harpy sings and for 1 round thereafter. A bard’s countersong ability allows the captivated creature to attempt a new Will save.
Skills: Harpies have a +4 racial bonus on Bluff and Listen checks.

HARPY ARCHER
A cruel hunter and roaming brigand, the harpy archer has trained as a fighter specializing in ranged combat. Harpy archers often become mercenaries, selling their services to the highest bidder. When not employed, they make ends meet as highway robbers, forcing merchant caravans to pay protection money.
COMBAT
Captivating Song (Su): Will DC 17 negates.
Possessions: +3 studded leather, +1 frost composite longbow (+1 Str bonus), 10 cold iron arrows, 10 silvered arrows, 5 +2 arrows, lesser bracers of archery, potion of cure moderate wounds, potion of cat’s grace, cloak of resistance +2, ring of protection +1. (Different harpy archers may have different possessions.)

HELL HOUND
 | Hellhound | Nessian Warhound
 | Medium Outsider (Evil, Extraplanar, Fire, Lawful) | Large Outsider (Evil, Extraplanar, Fire, Lawful)
Hit Dice: | 4d8+4 (22 hp) | 12d8+60 (114 hp)
Initiative: | +5 | +6
Speed: | 40 ft. (8 squares) | 40 ft. (8 squares)
Armor Class: | 16 (+1 Dex, +5 natural), touch 11, flat-footed 15 | 24 (+2 Dex, -1 size, +7 natural, +6 +2 chain shirt barding), touch 11, flat-footed 22
Base Attack/Grapple: | +4/+5 | +12/+24
Attack: | Bite +5 melee (1d8+1 plus 1d6 fire) | Bite +20 melee (2d6+12/19-20 plus 1d8 fire)
Full Attack: | Bite +5 melee (1d8+1 plus 1d6 fire) | Bite +20 melee (2d6+12/19-20 plus 1d8 fire)
Space/Reach: | 5 ft./5 ft. | 10 ft./10 ft.
Special Attacks: | Breath weapon, fiery bite | Breath weapon, fiery bite
Special Qualities: | Darkvision 60 ft., immunity to fire, scent, vulnerability to cold | Darkvision 60 ft., immunity to fire, scent, vulnerability to cold
Saves: | Fort +5, Ref +5, Will +4 | Fort +13, Ref +10, Will +9
Abilities: | Str 13, Dex 13, Con 13, Int 6, Wis 10, Cha 6 | Str 26, Dex 14, Con 20, Int 4, Wis 12, Cha 6
Skills: | Hide +13, Jump +12, Listen +7, Move Silently +13, Spot +7, Survival +7* | Hide +17, Jump +19, Listen +18, Move Silently +21, Spot +18, Survival +8*, Tumble +3
Feats: | Improved Initiative, Run, TrackB | Alertness, Improved Critical (bite), Improved Initiative, Run, TrackB, Weapon Focus (bite)
Environment: | A lawful evil-aligned plane | A lawful evil-aligned plane
Organization: | Solitary, pair, or pack (5–12) | Solitary, pair, or pack (1–2 Nessian warhounds and 5–12 hellhounds)
Challenge Rating: | 3 | 9
Treasure: | None | +2 chain shirt barding
Alignment: | Always lawful evil | Always lawful evil
Advancement: | 5–8 HD (Medium); 9–12 HD (Large) | 13–17 HD (Large); 18–24 HD (Huge)
Level Adjustment: | +3 (cohort) | +4 (cohort)
A typical hell hound stands 4-1/2 feet high at the shoulder and weighs 120 pounds.
Hell hounds do not speak but understand Infernal.
COMBAT
Hell hounds are efficient hunters. A favorite pack tactic is to surround prey quietly, then attack with one or two hounds, driving it toward the rest with their fiery breath. If the prey doesn’t run, the pack closes in. Hell hounds track fleeing prey relentlessly.
A hell hound’s natural weapons, as well as any weapons it wields, are treated as evil-aligned
and lawful-aligned for the purpose of overcoming damage reduction.
Breath Weapon (Su): 10-foot cone, once every 2d4 rounds, damage 2d6 fire, Reflex DC 13 half. The save DC is Constitution-based.
Fiery Bite (Su): A hell hound deals an extra 1d6 points of fire damage every time it bites an opponent, as if its bite were a flaming weapon.
Skills: Hell hounds have a +5 racial bonus on Hide and Move Silently checks.
*They also receive a +8 racial bonus on Survival checks when tracking by scent, due to their keen sense of smell.

NESSIAN WARHOUND
Nessian warhounds are coalblack mastiffs the size of draft horses, often fitted with shirts of infernal chainmail.
Nessian warhounds resemble hell hounds, except as otherwise noted.
Breath Weapon (Su): 10-foot cone, once every 2d4 rounds, damage 3d6 fire, Reflex DC 21 half. The save DC is Constitution- based.
Fiery Bite (Su): A Nessian warhound deals an extra 1d8 points of fire damage every time it bites an opponent, as if its bite were a flaming weapon.

HIPPOGRIFF
 | Large Magical Beast
Hit Dice: | 3d10+9 (25 hp)
Initiative: | +2
Speed: | 50 ft. (10 squares), fly 100 ft. (average)
Armor Class: | 15 (–1 size, +2 Dex, +4 natural), touch 11, flat-footed 13
Base Attack/Grapple: | +3/+11
Attack: | Claw +6 melee (1d4+4)
Full Attack: | 2 claws +6 melee (1d4+4) and bite +1 melee (1d8+2)
Space/Reach: | 10 ft./5 ft.
Special Attacks: | —
Special Qualities: | Darkvision 60 ft., low-light vision, scent
Saves: | Fort +6, Ref +5, Will +2
Abilities: | Str 18, Dex 15, Con 16, Int 2, Wis 13, Cha 8
Skills: | Listen +4, Spot +8
Feats: | Dodge, Wingover
Environment: | Temperate hills
Organization: | Solitary, pair, or flight (7–12)
Challenge Rating: | 2
Treasure: | None
Alignment: | Always neutral
Advancement: | 4–6 HD (Large); 7–9 HD (Huge)
Level Adjustment: | —
Hippogriffs are aggressive flying creatures that combine features of horses and giant eagles. Voracious omnivores, hippogriffs will hunt humanoids as readily as any other meal. A typical hippogriff is 9 feet long, has a wingspan of 20 feet, and weighs 1,000 pounds.
COMBAT
Hippogriffs dive at their prey and strike with their clawed forelegs. When they cannot dive, they slash with claws and beak. Mated pairs and flights of these creatures attack in concert, diving repeatedly to drive away or kill intruders. Hippogriffs fight to the death to defend their nests and their hatchlings, which are prized as aerial mounts and fetch a handsome price in many civilized areas.
Skills: Hippogriffs have a +4 racial bonus on Spot checks.
TRAINING A HIPPOGRIFF
A hippogriff requires training before it can bear a rider in combat.
Training a hippogriff requires six weeks of work and a DC 25 Handle Animal check. Riding a hippogriff requires an exotic saddle. A hippogriff can fight while carrying a rider, but the rider cannot also attack unless he or she succeeds on a Ride check.
Hippogriff eggs are worth 2,000 gp apiece on the open market, while young are worth 3,000 gp each. Professional trainers charge 1,000 gp to rear or train a hippogriff.
Carrying Capacity: A light load for a hippogriff is up to 300 pounds; a medium load, 301–600 pounds; and a heavy load, 601–900 pounds.

HOBGOBLIN
 | Hobgoblin, 1st-Level Warrior
 | Medium Humanoid (Goblinoid)
Hit Dice: | 1d8+2 (6 hp)
Initiative: | +1
Speed: | 30 ft. (6 squares)
Armor Class: | 15 (+1 Dex, +3 studded leather, +1 light shield), touch 11, flat-footed 14
Base Attack/Grapple: | +1/+2
Attack: | Longsword +2 melee (1d8+1/19–20) or javelin +2 ranged (1d6+1)
Full Attack: | Longsword +2 melee (1d8+1/19–20) or javelin +2 ranged (1d6+1)
Space/Reach: | 5 ft./5 ft.
Special Attacks: | —
Special Qualities: | Darkvision 60 ft.
Saves: | Fort +4, Ref +1, Will –1
Abilities: | Str 13, Dex 13, Con 14, Int 10, Wis 9, Cha 8
Skills: | Hide +3, Listen +2, Move Silently +3, Spot +2
Feats: | Alertness
Environment: | Warm hills
Organization: | Gang (4–9), band (10–100 plus 50% noncombatants plus 1 3rd-level sergeant per 20 adults and 1 leader of 4th–6th level), warband (10–24), or tribe (30–300 plus 50% noncombatants plus 1 3rd-level sergeant per 20 adults, 1 or 2 lieutenants of 4th or 5th level, 1 leader of 6th–8th level, 2–4 dire wolves, and 1–4 ogres or 1–2 trolls)
Challenge Rating: | 1/2
Treasure: | Standard
Alignment: | Usually lawful evil
Advancement: | By character class
Level Adjustment: | +1
Hobgoblins are larger cousins of goblins. Hobgoblins’ hair color ranges from dark reddish-brown to dark gray. They have dark orange or red-orange skin. Large males have blue or red noses. Hobgoblins’ eyes are yellowish or dark brown, while their teeth are yellow. Their garments tend to be brightly colored, often blood red with black-tinted leather. Their weaponry is kept polished and in good repair. Hobgoblins speak Goblin and Common. Most hobgoblins encountered outside their homes are warriors; the information in the statistics block is for one of 1st level.
COMBAT
These creatures have a strong grasp of strategy and tactics and are capable of carrying out sophisticated battle plans. Under the leadership of a skilled strategist or tactician, their discipline can prove a deciding factor. Hobgoblins hate elves and attack them first, in preference to other opponents.
Skills: Hobgoblins have a +4 racial bonus on Move Silently checks.
The hobgoblin warrior presented here had the following ability scores before racial adjustments: Str 13, Dex 11, Con 12, Int 10, Wis 9, Cha 8.
HOBGOBLIN CHARACTERS
Hobgoblin characters possess the following racial traits.
— +2 Dexterity, +2 Constitution.
—A hobgoblin’s base land speed is 30 feet.
—Darkvision out to 60 feet.
— +4 racial bonus on Move Silently checks.
—Automatic Languages: Common, Goblin. Bonus Languages: Draconic, Dwarven, Infernal, Giant, Orc.
—Favored Class: Fighter.
—Level adjustment +1.

HOMUNCULUS
 | Tiny Construct
Hit Dice: | 2d10 (11 hp)
Initiative: | +2
Speed: | 20 ft. (4 squares), fly 50 ft. (good)
Armor Class: | 14 (+2 Dex, +2 size), touch 14, flat-footed 12
Base Attack/Grapple: | +1/–8
Attack: | Bite +2 melee (1d4–1 plus poison)
Full Attack: | Bite +2 melee (1d4–1 plus poison)
Space/Reach: | 2-1/2 ft./0 ft.
Special Attacks: | Poison
Special Qualities: | Construct traits, darkvision 60 ft., low-light vision
Saves: | Fort +0, Ref +4, Will +1
Abilities: | Str 8, Dex 15, Con —, Int 10, Wis 12, Cha 7
Skills: | Hide +14, Listen +4, Spot +4
Feats: | Lightning Reflexes
Environment: | Any
Organization: | Solitary
Challenge Rating: | 1
Treasure: | None
Alignment: | Any (same as creator)
Advancement: | 3–6 HD (Tiny)
Level Adjustment: | —
A homunculus is a miniature servant created by a wizard. These creatures are weak combatants but make effective spies, messengers, and scouts. A homunculus’s creator determines its precise features. Homunculi are little more than tools designed to carry out assigned tasks. They are extensions of their creators, sharing the same alignment and basic nature. A homunculus cannot speak, but the process of creating one links it telepathically with its creator.
It knows what its master knows and can convey to him or her everything it sees and hears, out to a distance of 1,500 feet. A homunculus never travels beyond this range willingly, though it can be removed forcibly. If this occurs, the creature does everything in its power to regain contact with its master. An attack that destroys a homunculus deals 2d10 points of damage to its master.
If the creature’s master is slain, the homunculus also dies, and its body swiftly melts away into a pool of ichor.
COMBAT
Homunculi land on their victims and bite with their venomous fangs.
Poison (Ex): Injury, Fortitude DC 13, initial damage sleep for 1 minute, secondary damage sleep for another 5d6 minutes. The save DC is Constitution-based and includes a +2 racial bonus.
CONSTRUCTION
A homunculus is shaped from a mixture of clay, ashes, mandrake root, spring water, and one pint of the creator’s own blood. The materials cost 50 gp. The creature’s master may assemble the body or hire someone else to do the job. Creating the body requires a DC 12 Craft (sculpting) check or a DC 12 Craft (pottery) check.
After the body is sculpted, it is animated through an extended magical ritual that requires a specially prepared laboratory or workroom, similar to an alchemist’s laboratory and costing 500 gp to establish. If the creator is personally constructing the creature’s body, the building and ritual can be performed together.
A homunculus with more than 2 Hit Dice can be created, but each additional Hit Die adds +2,000 gp to the cost to create.
Craft Construct, arcane eye, mirror image, mending, caster must be at least 4th level; Price — (never sold); Cost 1,050 gp + 78 XP.

HOWLER
 | Large Outsider (Chaotic, Evil, Extraplanar)
Hit Dice: | 6d8+12 (39 hp)
Initiative: | +7
Speed: | 60 ft. (12 squares)
Armor Class: | 17 (–1 size, +3 Dex, +5 natural), touch 12, flat-footed 14
Base Attack/Grapple: | +6/+15
Attack: | Bite +10 melee (2d8+5)
Full Attack: | Bite +10 melee (2d8+5) and 1d4 quills +5 melee (1d6+2)
Space/Reach: | 10 ft./5 ft.
Special Attacks: | Quills, howl
Special Qualities: | Darkvision 60 ft.
Saves: | Fort +7, Ref +8, Will +7
Abilities: | Str 21, Dex 17, Con 15, Int 6, Wis 14, Cha 8
Skills: | Climb +14, Hide +8, Listen +13, Move Silently +12, Search +7, Spot +13, Survival +2 (+4 following tracks)
Feats: | Alertness, Combat Reflexes, Improved Initiative
Environment: | A chaotic-aligned plane
Organization: | Solitary, gang (2–4), or pack (6–10)
Challenge Rating: | 3
Treasure: | None
Alignment: | Always chaotic evil
Advancement: | 7–9 HD (Large); 11–18 HD (Huge)
Level Adjustment: | +3 (cohort)
Howlers live on planes where chaos and evil hold sway. A howler is about 8 feet long and weighs about 2,000 pounds. Although they are surprisingly intelligent, howlers do not speak—they only howl. If there is a language within the howls, as some have suggested, even spells cannot decipher it. Howlers understand Abyssal.
COMBAT
Howlers attack in groups, for they are cowardly and cruel. They prefer to charge into combat, race out, and then charge in again. A howler’s natural weapons, as well as any weapons it wields, are treated as chaotic-aligned and evil-aligned for the purpose of overcoming damage reduction.
Quills (Ex): A howler’s neck bristles with long quills. While biting, the creature thrashes about, striking with 1d4 of them. An opponent hit by a howler’s quill attack must succeed on a DC 16 Reflex save or have the quill break off in his or her flesh. Lodged quills impose a –1 penalty on attacks, saves, and checks per quill. The save DC is Dexterity-based.
A quill can be removed safely with a DC 20 Heal check; otherwise, removing a quill deals an extra 1d6 points of damage.
Howl (Ex): All beings other than outsiders that hear the creature’s howling for an hour or longer are subject to its effect, though it does not help the howler in combat. Anyone within hearing range of a howler for a full hour must succeed on a DC 12 Will save or take 1 point of Wisdom damage. The save DC is Charisma-based. The save must be repeated for each hour of exposure. This is a sonic mind-affecting effect.
TRAINING A HOWLER
Although intelligent, a howler requires training before it can bear a rider in combat. To be trained, a howler must have a friendly attitude toward the trainer (this can be achieved through a successful Diplomacy check). Training a friendly howler requires six weeks of work and a DC 25 Handle Animal check. Riding a howler requires an exotic saddle. A howler can fight while carrying a rider, but the rider cannot also attack unless he or she succeeds on a Ride check.
Carrying Capacity: A light load for a howler is up to 460 pounds; a medium load, 461–920 pounds; and a heavy load, 921–1,380 pounds. A howler can drag 6,900 pounds.

HYDRA
 | Five-Headed Hydra | Six-Headed Hydra | Seven-Headed Hydra
 | Huge Magical Beast | Huge Magical Beast | Huge Magical Beast
Hit Dice: | 5d10+28 (55 hp) | 6d10+33 (66 hp) | 7d10+38 (77 hp)
Initiative: | +1 | +1 | +1
Speed: | 20 ft. (4 squares), swim 20 ft. | 20 ft. (4 squares), swim 20 ft. | 20 ft. (4 squares), swim 20 ft.
Armor Class: | 15 (–2 size, +1 Dex, +6 natural), touch 9, flat-footed 14 | 16 (–2 size, +1 Dex, +7 natural), touch 9, flat-footed 15 | 17 (–2 size, +1 Dex, +8 natural), touch 9, flat-footed 16
Base Attack/Grapple: | +5/+16 | +6/+17 | +7/+19
Attack: | 5 bites +6 melee (1d10+3) | 6 bites +8 melee (1d10+3) | 7 bites +10 melee (1d10+4)
Full Attack: | 5 bites +6 melee (1d10+3) | 6 bites +8 melee (1d10+3) | 7 bites +10 melee (1d10+4)
Space/Reach: | 15 ft./10 ft. | 15 ft./10 ft. | 15 ft./10 ft.
Special Attacks: | — | — | —
Special Qualities: | Darkvision 60 ft., fast healing 15, low-light vision, scent | Darkvision 60 ft., fast healing 16, low-light vision, scent | Darkvision 60 ft., fast healing 17, low-light vision, scent
Saves: | Fort +9, Ref +5, Will +3 | Fort +10, Ref +6, Will +4 | Fort +10, Ref +6, Will +4
Abilities: | Str 17, Dex 12, Con 20, Int 2, Wis 10, Cha 9 | Str 17, Dex 12, Con 20, Int 2, Wis 10, Cha 9 | Str 19, Dex 12, Con 20, Int 2, Wis 10, Cha 9
Skills: | Listen +6, Spot +6, Swim +11 | Listen +6, Spot +7, Swim +11 | Listen +7, Spot +7, Swim +12
Feats: | Combat ReflexesB, Iron Will, Toughness | Combat ReflexesB, Iron Will, Toughness, Weapon Focus (bite) | Combat ReflexesB , Iron Will, Toughness, Weapon Focus (bite)
Environment: | Temperate marshes (Pyro: Warm marshes) (Cryo: Cold marshes) | Temperate marshes (Pyro: Warm marshes) (Cryo: Cold marshes) | Temperate marshes (Pyro: Warm marshes) (Cryo: Cold marshes)
Organization: | Solitary | Solitary | Solitary
Challenge Rating: | 4 (normal); 6 (pyro- or cryo-) | 5 (normal); 7 (pyro- or cryo-) | 6 (normal); 8 (pyro- or cryo-)
Treasure: | 1/10 coins; 50% goods; 50% items | 1/10 coins; 50% goods; 50% items | 1/10 coins; 50% goods; 50% items
Alignment: | Usually neutral | Usually neutral | Usually neutral
Advancement: | — | — | —
Level Adjustment: | — | — | —

 | Eight-Headed Hydra | Nine-Headed Hydra | Ten-Headed Hydra
 | Huge Magical Beast | Huge Magical Beast | Huge Magical Beast
Hit Dice: | 8d10+43 (87 hp) | 9d10+48 (97 hp) | 10d10+53 (108 hp)
Initiative: | +1 | +1 | +1
Speed: | 20 ft. (4 squares), swim 20 ft. | 20 ft. (4 squares), swim 20 ft. | 20 ft. (4 squares), swim 20 ft.
Armor Class: | 18 (–2 size, +1 Dex, +9 natural), touch 9, flat-footed 17 | 19 (–2 size, +1 Dex, +10 natural), touch 9, flat-footed 18 | 20 (–2 size, +1 Dex, +11 natural), touch 9, flat-footed 19
Base Attack/Grapple: | +8/+20 | +9/+22 | +10/+23
Attack: | 8 bites +11 melee (1d10+4) | 9 bites +13 melee (1d10+5) | 10 bites +14 melee (1d10+5)
Full Attack: | 8 bites +11 melee (1d10+4) | 9 bites +13 melee (1d10+5) | 10 bites +14 melee (1d10+5)
Space/Reach: | 15 ft./10 ft. | 15 ft./10 ft. | 15 ft./10 ft.
Special Attacks: | — | — | —
Special Qualities: | Darkvision 60 ft., fast healing 18, low-light vision, scent | Darkvision 60 ft., fast healing 19, low-light vision, scent | Darkvision 60 ft., fast healing 20, low-light vision, scent
Saves: | Fort +11, Ref +7, Will +4 | Fort +11, Ref +7, Will +5 | Fort +12, Ref +8, Will +3
Abilities: | Str 19, Dex 12, Con 20, Int 2, Wis 10, Cha 9 | Str 21, Dex 12, Con 20, Int 2, Wis 10, Cha 9 | Str 21, Dex 12, Con 20, Int 2, Wis 10, Cha 9
Skills: | Listen +7, Spot +8, Swim +12 | Listen +8, Spot +8, Swim +13 | Listen +8, Spot +9, Swim +13
Feats: | Combat ReflexesB , Iron Will, Toughness, Weapon Focus (bite) | Blind-Fight, Combat ReflexesB, Iron Will, Toughness, Weapon Focus (bite) | Blind-Fight, Combat ReflexesB, Iron Will, Toughness, Weapon Focus (bite)
Environment: | Temperate marshes (Pyro: Warm marshes) (Cryo: Cold marshes) | Temperate marshes (Pyro: Warm marshes) (Cryo: Cold marshes) | Temperate marshes (Pyro: Warm marshes) (Cryo: Cold marshes)
Organization: | Solitary | Solitary | Solitary
Challenge Rating: | 7 (normal); 9 (pyro- or cryo-) | 8 (normal); 10 (pyro- or cryo-) | 9 (normal); 11 (pyro- or cryo-)
Treasure: | 1/10 coins; 50% goods; 50% items | 1/10 coins; 50% goods; 50% items | 1/10 coins; 50% goods; 50% items
Alignment: | Usually neutral | Usually neutral | Usually neutral
Advancement: | — | — | —
Level Adjustment: | — | — | —

 | Eleven-Headed Hydra | Twelve-Headed Hydra
 | Huge Magical Beast | Huge Magical Beast
Hit Dice: | 11d10+58 (118 hp) | 12d10+63 (129 hp)
Initiative: | +1 | +1
Speed: | 20 ft. (4 squares), swim 20 ft. | 20 ft. (4 squares), swim 20 ft.
Armor Class: | 21 (–2 size, +1 Dex, +12 natural), touch 9, flat-footed 20 | 22 (–2 size, +1 Dex, +13 natural), touch 9, flat-footed 21
Base Attack/Grapple: | +11/+25 | +12/+26
Attack: | 11 bites +16 melee (1d10+6) | 12 bites +17 melee (2d8+6)
Full Attack: | 11 bites +16 melee (1d10+6) | 12 bites +17 melee (2d8+6)
Space/Reach: | 15 ft./10 ft. | 15 ft./10 ft.
Special Attacks: | — | —
Special Qualities: | Darkvision 60 ft., fast healing 21, low-light vision, scent | Darkvision 60 ft., fast healing 22, low-light vision, scent
Saves: | Fort +12, Ref +8, Will +5 | Fort +13, Ref +9, Will +6
Abilities: | Str 23, Dex 12, Con 20, Int 2, Wis 10, Cha 9 | Str 23, Dex 12, Con 20, Int 2, Wis 10, Cha 9
Skills: | Listen +9, Spot +9, Swim +14 | Listen +9, Spot +10, Swim +14
Feats: | Blind-Fight, Combat ReflexesB, Iron Will, Toughness, Weapon Focus (bite) | Blind-Fight, Combat ReflexesB , Improved Natural Attack (bite), Iron Will, Toughness, Weapon Focus (bite)
Environment: | Temperate marshes (Pyro: Warm marshes) (Cryo: Cold marshes) | Temperate marshes (Pyro: Warm marshes) (Cryo: Cold marshes)
Organization: | Solitary | Solitary
Challenge Rating: | 10 (normal); 12 (pyro- or cryo-) | 11 (normal); 13 (pyro- or cryo-)
Treasure: | 1/10 coins; 50% goods; 50% items | 1/10 coins; 50% goods; 50% items
Alignment: | Usually neutral | Usually neutral
Advancement: | — | —
Level Adjustment: | — | —
Hydras are reptile-like monsters with multiple heads. A hydra is gray-brown to dark brown, with a light yellow or tan underbelly. The eyes are amber and the teeth are yellow-white. It is about 20 feet long and weighs about 4,000 pounds. Hydras do not speak.
COMBAT
Hydras can attack with all their heads at no penalty, even if they move or charge during the round.
A hydra can be killed either by severing all its heads or by slaying its body. To sever a head, an opponent must make a successful sunder attempt with a slashing weapon. (The player should declare where the attack is aimed before making the attack roll.) Making a sunder attempt provokes an attack of opportunity unless the foe has the Improved Sunder feat. An opponent can strike at a hydra’s heads from any position in which he could strike at the hydra itself, because the hydra’s head writhe and whip about in combat. An opponent can ready an action to attempt to sunder a hydra’s head when the creature bites at him. Each of a hydra’s heads has hit points equal to the creature’s full normal hit point total, divided by its original number of heads. Losing a head deals damage to the body equal to half the head’s full normal hit points. A natural reflex seals the neck shut to prevent further blood loss. A hydra can no longer attack with a severed head but takes no other penalties.
Each time a head is severed, two new heads spring from the stump in 1d4 rounds. A hydra can never have more than twice its original number of heads at any one time, and any extra heads it gains beyond its original number wither and die within a day. To prevent a severed head from growing back into two heads, at least 5 points of fire or acid damage must be dealt to the stump (a touch attack to hit) before the new heads appear. A flaming weapon (or similar effect) deals its energy damage to the stump in the same blow in which a head is severed. Fire or acid damage from an area effect may burn multiple stumps in addition to dealing damage to the hydra’s body. A hydra does not die from losing its heads until all its heads have been cut off and the stumps seared by fire or acid.
A hydra’s body can be slain just like any other creature’s, but hydras possess fast healing (see below) and are difficult to defeat in this fashion. Any attack that is not (or cannot be) an attempt to sunder a head affects the body.
Targeted magical effects cannot sever a hydra’s heads (and thus must be directed at the body) unless they deal slashing damage and could be used to make sunder attempts.
Fast Healing (Ex): Each round, a hydra heals damage equal to 10 + the number of its original heads.
Skills: Hydras have a +2 racial bonus on Listen and Spot checks, thanks to their multiple heads.
A hydra has a +8 racial bonus on any Swim check to perform some special action or avoid a hazard. It can always choose to take 10 on a Swim check, even if distracted or endangered. It can use the run action while swimming, provided it swims in a straight line.
Feats: A hydra’s Combat Reflexes feat allows it to use all its heads for attacks of opportunity.

PYROHYDRA
Huge Magical Beast (Fire)
These reddish hydras can breathe jets of fire 10 feet high, 10 feet wide, and 20 feet long. All heads breathe once every 1d4 rounds. Each jet deals 3d6 points of fire damage per head. A successful Reflex save halves the damage. The save DC is 10 + 1/2 hydra’s original number of heads + hydra’s Con modifier.
Fire attacks cannot prevent a pyrohydra’s stump from growing new heads (since a pyrohydra has immunity to fire), but 5 points of cold damage does.

CRYOHYDRA
Huge Magical Beast (Cold)
These purplish hydras can breathe jets of frost 10 feet high, 10 feet wide, and 20 feet long. All heads breathe once every 1d4 rounds. Each jet deals 3d6 points of cold damage per head. A successful Reflex save halves the damage. The save DC is 10 + 1/2 hydra’s original number of heads + hydra’s Con modifier.
Cold attacks cannot prevent a cryohydra’s stump from growing new heads (since a cryohydra has immunity to cold), but 5 points of fire damage does.

INEVITABLE
Inevitables are constructs whose sole aim is to enforce the natural laws of the universe.
Each type of inevitable is designed to find and punish a particular kind of transgression, hunting down a person or group that has violated a fundamental principle. When an inevitable is created, it receives its first mission, then finds the transgressors and metes out appropriate punishment. The sentence is usually death, although some inevitables insist on compensation to the wronged party instead, using geas and mark of justice to ensure compliance. From its first step, an inevitable focuses totally on its target. It continues its efforts no matter how cold the trail or hopeless the task. Inevitables are single-minded in pursuit of their quarry, but they are under orders to leave innocents alone. Accomplices to their prey are fair game, however, which sometimes creates conflicts within their programming.
Inevitables gladly sacrifice themselves to complete a mission, but they aren’t suicidal. Faced with impending defeat, they are likely to withdraw and seek a way to even the odds. They are determined but patient foes. They ally with others if that helps accomplish their mission, but they have a hard time keeping allies for long.
Inevitables tend to stick out in a crowd while they’re in observation mode, but they seem oblivious to the attention. Their forms vary, but all inevitables are gold-and-silver clockwork creatures, with gears and pistons where muscles would be on flesh-and-blood creatures. Their eyes glow with a golden radiance.
Note that unlike most constructs, inevitables have an Intelligence score and can think, learn, and remember.
Inevitables speak Abyssal, Celestial, Infernal, and the native language of their first target.
COMBAT
Unless their very existence is threatened, inevitables focus completely on the transgressor they’ve been assigned to, ignoring other combatants completely. An inevitable might attack anyone who hinders its progress, but it won’t tarry beyond the point where it can reengage its quarry. Inevitables take self-defense very seriously; anyone who attacks an inevitable with what the creature perceives as deadly force is met with deadly force in return.
An inevitable’s natural weapons, as well as any weapons it wields, are treated as lawful-aligned for the purpose of overcoming damage reduction.
Fast Healing (Ex): An inevitable heals a certain amount of damage each round (specified in each variety’s description) as long as it has at least 1 hit point. However, damage dealt by chaotic weapons heals at the normal rate.
KOLYARUT
 | Medium Construct (Extraplanar, Lawful)
Hit Dice: | 13d10+20 (91 hp)
Initiative: | +1
Speed: | 20 ft. in banded mail (4 squares); base speed 30 ft.
Armor Class: | 27 (+1 Dex, +10 natural, +6 banded mail) touch 11, flat-footed 26
Base Attack/Grapple: | +9/+11
Attack: | Vampiric touch +11 melee touch (5d6) or enervation ray +10 ranged touch (as spell) or +2 longsword +13 melee (1d8+5/19–20) or slam +11 melee (1d6+3)
Full Attack: | Vampiric touch +11/+6 melee touch (5d6) or enervation ray +10 ranged touch (as spell) or +2 longsword +13/+8 melee (1d8+5/19–20) or slam +11/+6 melee (1d6+3)
Space/Reach: | 5 ft./5 ft.
Special Attacks: | Enervation ray, spell-like abilities, vampiric touch
Special Qualities: | Construct traits, damage reduction 10/chaotic, darkvision 60 ft., fast healing 5, low-light vision, spell resistance 22
Saves: | Fort +6, Ref +7, Will +7
Abilities: | Str 14, Dex 13, Con —, Int 10, Wis 17, Cha 16
Skills: | Diplomacy +5, Disguise +12, Gather Information +12, Listen +11, Search +5, Sense Motive +12, Spot +11, Survival +3 (+5 following tracks)
Feats: | Alertness, Combat Casting, Great Fortitude, Lightning Reflexes, Quickened Spell-Like Ability (suggestion)
Environment: | A lawful-aligned plane
Organization: | Solitary
Challenge Rating: | 12
Treasure: | None
Alignment: | Always lawful neutral
Advancement: | 14–22 HD (Medium); 23–39 HD (Large)
Level Adjustment: | —
Kolyaruts mete out punishment to those who break bargains and oaths.
Before beginning a mission against a deal-breaker, a kolyarut learns as much about the contract or oath as possible. It’s not interested in those who break deals accidentally or against their will— only those who willingly break contracts violate the principle that kolyaruts are created to uphold. If a written contract was broken, the kolyarut typically carries a copy of the contract with it.
Kolyaruts are the most talkative of the inevitables, making credible attempts at social niceties such as proper greetings before getting down to the matter at hand. They can use disguise self to appear as almost any kind of humanoid—useful if they need to go undercover to catch their quarry.
Combat
Like all inevitables, a kolyarut is patient enough to study a target before striking. It has a good idea of the deal-breaker’s abilities and defenses before it enters battle. When it fights, it tries to get the conflict over as soon as possible, minimizing excess bloodshed and mayhem. It doesn’t let concern for innocents delay or endanger its mission, however.
A kolyarut’s favorite tactic is to use invisibility or disguise self to sneak close, then eliminate the quarry with its vampiric touch ability before it can react. A kolyarut has no compunctions about using its vampiric touch ability on allies to increase its own power, if doing so helps it complete its mission.
A kolyarut’s natural weapons, as well as any weapons it wields, are treated as lawful-aligned for the purpose of overcoming damage reduction.
Enervation Ray (Su): A kolyarut can fire a black enervation ray at targets within 200 feet. The effect is identical with the enervation spell (caster level 13th).
Spell-Like Abilities: At will—discern lies (DC 17), disguise self, fear (DC 17), hold person (DC 16), invisibility, locate creature, suggestion (DC 16); 1/day—hold monster (DC 17), mark of justice; 1/week— geas/quest. Caster level 13th. The save DCs are Charisma-based.
Vampiric Touch (Su): As a melee touch attack, a kolyarut can steal life force from its foe, as the vampiric touch spell (caster level 13th).
Skills: A kolyarut has a +4 racial bonus on Disguise, Gather Information, and Sense Motive checks.

MARUT
 | Large Construct (Extraplanar, Lawful)
Hit Dice: | 15d10+30 (112 hp)
Initiative: | +1
Speed: | 30 ft. in full plate armor (6 squares); base speed 40 ft.
Armor Class: | 34 (–1 size, +1 Dex, +16 natural, +8 full plate armor), touch 10, flat-footed 33
Base Attack/Grapple: | +11/+27
Attack: | Slam +22 melee (2d6+12 plus 3d6 sonic or 3d6 electricity)
Full Attack: | 2 slams +22 melee (2d6+12 plus 3d6 sonic or 3d6 electricity)
Space/Reach: | 10 ft./10 ft.
Special Attacks: | Fists of thunder and lightning, spell-like abilities
Special Qualities: | Construct traits, damage reduction 15/chaotic, darkvision 60 ft., fast healing 10, low-light vision, spell resistance 25
Saves: | Fort +7, Ref +6, Will +8
Abilities: | Str 35, Dex 13, Con —, Int 12, Wis 17, Cha 18
Skills: | Concentration +13, Diplomacy +6, Knowledge (religion) +10, Listen +16, Search +10, Sense Motive +12, Spot +16, Survival +3 (+5 following tracks)
Feats: | Ability Focus (fists), Awesome Blow, Combat Casting, Great Fortitude, Improved Bull Rush, Power Attack
Environment: | A lawful-aligned plane
Organization: | Solitary
Challenge Rating: | 15
Treasure: | None
Alignment: | Always lawful neutral
Advancement: | 16–28 HD (Large); 29–45 HD (Huge)
Level Adjustment: | —
Maruts confront those who would try to deny the grave itself.
Any who use unnatural means to extend their life span could be targeted by a marut. Those who take extraordinary measures to cheat death in some other way might be labeled transgressors as well. Those who use magic to reverse death aren’t worthy of a marut’s attention unless they do so repeatedly or on a massive scale.
When a marut has identified its target, it walks surely and implacably toward the foe, never resting.
Combat
Once it has found its target, a marut brings it the death it has been trying to avoid. Those who defile death through necromancy may instead receive a geas and/or mark of justice to enforce proper respect. It typically uses wall of force to shut off any escape routes, then opens up with chain lightning while it closes to melee range. Once there, it strikes with its massive fists, using circle of death if beset by numbers of defenders. It hits spellcasting opponents with repeated uses of greater dispel magic, and it uses dimension door and locate creature to track down foes who flee.
A marut’s natural weapons, as well as any weapons it wields, are treated as lawful-aligned for the purpose of overcoming damage reduction.
Fists of Thunder and Lightning (Su): A marut’s left fist delivers a loud thunderclap whenever it hits something, dealing an extra 3d6 points of sonic damage and causing the target to be deafened for 2d6 rounds (Fortitude DC 31 negates the deafness). Its right fist delivers a shock for an extra 3d6 points of electricity damage, and the flash of lightning causes the target to be blinded for 2d6 rounds (Fortitude DC 31 negates the blindness). The save DCs are Strength-based and include the marut’s Ability Focus feat.
Spell-Like Abilities: At will—air walk, dimension door, fear (DC 18), greater command (DC 19), greater dispel magic, mass inflict light wounds (DC 19), locate creature, true seeing; 1/day—chain lightning (DC 20), circle of death (DC 20), mark of justice, wall of force; 1/week— earthquake (DC 22), geas/quest, plane shift (DC 21). Caster level 14th. The save DCs are Charisma-based.
Skills: A marut has a +4 racial bonus on Concentration, Listen, and Spot checks.

ZELEKHUT
 | Large Construct (Extraplanar, Lawful)
Hit Dice: | 8d10+30 (74 hp)
Initiative: | +0
Speed: | 35 ft. in plate barding (7 squares), fly 40 ft. (average) in plate barding (8 squares); base speed 50 ft., fly 60 ft. (average)
Armor Class: | 27 (–1 size, +10 natural, +8 plate barding), touch 9, flat-footed 27
Base Attack/Grapple: | +6/+15
Attack: | Spiked chain +10 melee (2d6+5 plus 1d6 electricity)
Full Attack: | 2 spiked chains +10 melee (2d6+5 plus 1d6 electricity)
Space/Reach: | 10 ft./10 ft.
Special Attacks: | Spell-like abilities
Special Qualities: | Construct traits, damage reduction 10/chaotic, darkvision 60 ft., fast healing 5, low-light vision, spell resistance 20
Saves: | Fort +4, Ref +2, Will +5
Abilities: | Str 21, Dex 11, Con —, Int 10, Wis 17, Cha 15
Skills: | Diplomacy +4, Listen +9, Search +9, Sense Motive +12, Spot +9, Survival +3 (+5 following tracks)
Feats: | Great Fortitude, Ride-By Attack, Spirited Charge
Environment: | A lawful-aligned plane
Organization: | Solitary
Challenge Rating: | 9
Treasure: | None
Alignment: | Always lawful neutral
Advancement: | 9–16 HD (Large); 17–24 HD (Huge)
Level Adjustment: | +7
Zelekhuts are charged with hunting down those who would deny justice—especially those who flee to escape punishment. Expert trackers, they use a combination of natural skill and magic to find fugitives wherever they may hide.
A zelekhut may initially appear rather non-threatening—but when it is about to enter combat, it can cause two spiked chains to spring forth from its forearms as a free action. In similar fashion, it can cause a pair of golden metallic wings to emerge from its back. Retracting the chains or the wings is also a free action.
Combat
Once it has found its fugitive, a zelekhut uses its speed and its spell-like abilities to cover the most likely escape routes. Then it immobilizes any defenders while attempting to protect any innocent bystanders. Finally, it apprehends the fugitive with its spiked chains, tripping or disarming the foe as needed.
A zelekhut’s natural weapons, as well as any weapons it wields, are treated as lawful-aligned for the purpose of overcoming damage reduction.
Spell-Like Abilities: At will—clairaudience/clairvoyance, dimensional anchor, dispel magic, fear (DC 16), hold person (DC 15), locate creature, true seeing; 3/day—hold monster (DC 17), mark of justice; 1/week— lesser geas (DC 16). Caster level 8th. The save DCs are Charisma-based.
Skills: A zelekhut has a +4 racial bonus on Search and Sense Motive checks.
Feats: Due to its centaur-like construction, a zelekhut qualifies for feats as if it had the Mounted Combat feat.

INVISIBLE STALKER
 | Large Elemental (Air, Extraplanar)
Hit Dice: | 8d8+16 (52 hp)
Initiative: | +8
Speed: | 30 ft. (6 squares), fly 30 ft. (perfect)
Armor Class: | 17 (–1 size, +4 Dex, +4 natural), touch 13, flat-footed 13
Base Attack/Grapple: | +6/+14
Attack: | Slam +10 melee (2d6+4)
Full Attack: | 2 slams +10 melee (2d6+4)
Space/Reach: | 10 ft./10 ft.
Special Attacks: | —
Special Qualities: | Darkvision 60 ft., elemental traits, natural invisibility, improved tracking
Saves: | Fort +4, Ref +10, Will +4
Abilities: | Str 18, Dex 19, Con 14, Int 14, Wis 15, Cha 11
Skills: | Listen +13, Move Silently +15, Search +13, Spot +13, Survival +2 (+4 following tracks)
Feats: | Combat Reflexes, Improved Initiative, Weapon Focus (slam)
Environment: | Elemental Plane of Air
Organization: | Solitary
Challenge Rating: | 7
Treasure: | None
Alignment: | Usually neutral
Advancement: | 9–12 HD (Large); 13–24 HD (Huge)
Level Adjustment: | —
Invisible stalkers are creatures native to the Elemental Plane of Air. They sometimes serve wizards and sorcerers, who summon them to perform specific tasks.
A summoned invisible stalker undertakes whatever task the summoner commands, even if the task sends it hundreds or thousands of miles away. The creature follows a command until the task is completed and obeys only the summoner. However, it resents protracted missions or complex tasks and seeks to pervert its instructions accordingly.
Invisible stalkers have an amorphous form. A see invisibility spell shows only a dim outline of a cloud, while a true seeing spell reveals a roiling cloud of vapor.
These creatures speak only Auran but can understand Common.
COMBAT
An invisible stalker attacks by using the air itself as a weapon. It creates a sudden, intense blast of wind that pounds a single target on the same plane as the creature.
An invisible stalker can be killed only when it is on the Elemental Plane of Air. When performing a task elsewhere, it automatically returns to its home plane when it takes damage sufficient to destroy it.
Natural Invisibility (Su): This ability is constant, allowing a stalker to remain invisible even when attacking. This ability is inherent and not subject to the invisibility purge spell.
Improved Tracking (Ex): An invisible stalker is a consummate tracker and makes Spot checks instead of the usual Survival checks to trace a creature’s passage.


Monsters (K to L)

MONSTERS (K-L)

KOBOLD
 | Kobold, 1st-Level Warrior
 | Small Humanoid (Reptilian)
Hit Dice: | 1d8 (4 hp)
Initiative: | +1
Speed: | 30 ft. (6 squares)
Armor Class: | 15 (+1 size, +1 Dex, +1 natural, +2 leather), touch 12, flat-footed 14
Base Attack/Grapple: | +1/–4
Attack: | Spear +1 melee (1d6–1/x3) or sling +3 ranged (1d3)
Full Attack: | Spear +1 melee (1d6–1/x3) or sling +3 ranged (1d3)
Space/Reach: | 5 ft./5 ft.
Special Attacks: | —
Special Qualities: | Darkvision 60 ft., light sensitivity
Saves: | Fort +2, Ref +1, Will –1
Abilities: | Str 9, Dex 13, Con 10, Int 10, Wis 9, Cha 8
Skills: | Craft (trapmaking) +2, Hide +6, Listen +2, Move Silently +2, Profession (miner) +2, Search +2, Spot +2
Feats: | Alertness
Environment: | Temperate forests
Organization: | Gang (4–9), band (10–100 plus 100% noncombatants plus 1 3rd-level sergeant per 20 adults and 1 leader of 4th–6th level), warband (10–24 plus 2–4 dire weasels), tribe (40–400 plus 1 3rd-level sergeant per 20 adults, 1 or 2 lieutenants of 4th or 5th level, 1 leader of 6th–8th level, and 5–8 dire weasels)
Challenge Rating: | 1/4
Treasure: | Standard
Alignment: | Usually lawful evil
Advancement: | By character class
Level Adjustment: | +0
Kobolds are short, reptilian humanoids with cowardly and sadistic tendencies.
A kobold’s scaly skin ranges from dark rusty brown to a rusty black color. It has glowing red eyes. Its tail is nonprehensile. Kobolds wear ragged clothing, favoring red and orange. A kobold is 2 to 2-1/2 feet tall and weighs 35 to 45 pounds. Kobolds speak Draconic with a voice that sounds like that of a yapping dog.
COMBAT
Kobolds like to attack with overwhelming odds—at least two to one—or trickery; should the odds fall below this threshold, they usually flee. However, they attack gnomes on sight if their numbers are equal.
They begin a fight by slinging bullets, closing only when they can see that their foes have been weakened. Whenever they can, kobolds set up ambushes near trapped areas.
Light Sensitivity (Ex): Kobolds are dazzled in bright sunlight or within the radius of a daylight spell.
Skills: Kobolds have a +2 racial bonus on Craft (trapmaking), Profession (miner), and Search checks.
The kobold warrior presented here had the following ability scores before racial adjustments: Str 13, Dex 11, Con 12, Int 10, Wis 9, Cha 8.
Challenge Rating: Kobolds with levels in NPC classes have a CR equal to their character level –3.
KOBOLD CHARACTERS
Kobold characters possess the following racial traits.
— –4 Strength, +2 Dexterity, –2 Constitution.
—Small size: +1 bonus to Armor Class, +1 bonus on attack rolls, +4 bonus on Hide checks, –4 penalty on grapple checks, lifting and carrying limits 3/4 those of Medium characters.
—A kobold’s base land speed is 30 feet.
—Darkvision out to 60 feet.
—Racial Skills: A kobold character has a +2 racial bonus on Craft (trapmaking), Profession (miner), and Search checks.
—Racial Feats: A kobold character gains feats according to its character class.
— +1 natural armor bonus.
—Special Qualities (see above): Light sensitivity.
—Automatic Languages: Draconic. Bonus Languages: Common, Undercommon.
—Favored Class: Sorcerer.
—Level adjustment +0.

KRAKEN
 | Gargantuan Magical Beast (Aquatic)
Hit Dice: | 20d10+180 (290 hp)
Initiative: | +4
Speed: | Swim 20 ft. (4 squares)
Armor Class: | 20 (–4 size, +14 natural), touch 6, flat-footed 20
Base Attack/Grapple: | +20/+44
Attack: | Tentacle +28 melee (2d8+12/19–20)
Full Attack: | 2 tentacles +28 melee (2d8+12/19–20) and 6 arms +23 melee (1d6+6) and bite +23 melee (4d6+6)
Space/Reach: | 20 ft./15 ft. (60 ft. with tentacle, 30 ft. with arm)
Special Attacks: | Improved grab, constrict 2d8+12 or 1d6+6
Special Qualities: | Darkvision 60 ft., ink cloud, jet, low-light vision, spell-like abilities
Saves: | Fort +21, Ref +12, Will +13
Abilities: | Str 34, Dex 10, Con 29, Int 21, Wis 20, Cha 20
Skills: | Concentration +21, Diplomacy +7, Hide +0, Intimidate +16, Knowledge (geography) +17, Knowledge (nature) +16, Listen +30, Search +28, Sense Motive +17, Spot +30, Survival +5 (+7 following tracks), Swim +20, Use Magic Device +16
Feats: | Alertness, Blind-Fight, Combat Expertise, Improved Critical (tentacle), Improved Initiative, Improved Trip, Iron Will
Environment: | Temperate aquatic
Organization: | Solitary
Challenge Rating: | 12
Treasure: | Triple standard
Alignment: | Usually neutral evil
Advancement: | 21–32 HD (Gargantuan); 33–60 HD (Colossal)
Level Adjustment: | —
Six of the beast’s tentacles are shorter arms about 30 feet long; the remaining two are nearly 60 feet long and covered with barbs. Its beaklike mouth is located where the tentacles meet the lower portion of its body.
Krakens speak Common and Aquan.
COMBAT
Krakens strike their opponents with their barbed tentacles, then grab and crush with their arms or drag victims into their huge jaws. An opponent can make sunder attempts against a kraken’s tentacles or arms as if they were weapons. A kraken’s tentacles have 20 hit points, and its arms have 10 hit points. If a kraken is currently grappling a target with one tentacle or arm, it usually uses another limb to make its attack of opportunity against the sunder attempt. Severing a kraken’s tentacle or arm deals damage to the kraken equal to half the limb’s full normal hit points. A kraken usually withdraws from combat if it loses both tentacles or three of its arms. A kraken regrows severed limbs in 1d10+10 days.
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: 1/day—control weather, control winds, dominate animal (DC 18), resist energy. Caster level 9th. The save DC is Charisma-based.
Skills: A kraken has a +8 racial bonus on any Swim check to perform some special action or avoid a hazard. It can always choose to take 10 on a Swim check, even if distracted or endangered. It can use the run action while swimming, provided it swims in a straight line.

KRENSHAR
 | Medium Magical Beast
Hit Dice: | 2d10 (11 hp)
Initiative: | +2
Speed: | 40 ft. (8 squares)
Armor Class: | 15 (+2 Dex, +3 natural), touch 12, flat-footed 13
Base Attack/Grapple: | +2/+2
Attack: | Bite +2 melee (1d6)
Full Attack: | Bite +2 melee (1d6) and 2 claws +0 melee (1d4)
Space/Reach: | 5 ft./5 ft.
Special Attacks: | Scare
Special Qualities: | Darkvision 60 ft., low-light vision, scent
Saves: | Fort +3, Ref +5, Will +1
Abilities: | Str 11, Dex 14, Con 11, Int 6, Wis 12, Cha 13
Skills: | Hide +4, Jump +9, Listen +3, Move Silently +6
Feats: | Multiattack, TrackB
Environment: | Temperate forests
Organization: | Solitary, pair, or pride (6–10)
Challenge Rating: | 1
Treasure: | None
Alignment: | Usually neutral
Advancement: | 3–4 HD (Medium); 5–8 HD (Large)
Level Adjustment: | +2
The krenshar is a strange, catlike carnivore with extremely flexible skin on its head. A typical krenshar measures 4 or 5 feet in length with a long, narrow head. It weighs about 175 pounds.
COMBAT
Krenshars use solitary scouts to drive prey into the waiting clutches of the pride. The scout appears from hiding, uses its scare ability, then chases the fleeing target to join the attack.
Scare (Ex or Su): As a standard action, a krenshar can pull the skin back from its head, revealing the musculature and bony structures of its skull. This alone is usually sufficient to scare away foes (treat as a Bluff check with a +3 bonus).
Combining this scare ability with a loud screech produces an unsettling effect that works like a scare spell from a 3rd-level caster (Will DC 13 partial). A creature that successfully saves cannot be affected again by the same krenshar’s scare ability for 24 hours. The shriek does not affect other krenshars. This is a supernatural, sonic mind-affecting fear effect. The save DC is Charisma-based.
Skills: Krenshars have a +4 racial bonus on Jump and Move Silently checks.

LAMIA
 | Large Magical Beast
Hit Dice: | 9d10+9 (58 hp)
Initiative: | +2
Speed: | 60 ft. (12 squares)
Armor Class: | 18 (–1 size, +2 Dex, +7 natural), touch 11, flat-footed 16
Base Attack/Grapple: | +9/+17
Attack: | Touch +12 melee (1d4 Wisdom drain) or dagger +12 melee (1d6+4/19–20) or claw +12 melee (1d4+4)
Full Attack: | Touch +12 melee (1d4 Wisdom drain); or dagger +12/+7 melee (1d6+4/19–20) and 2 claws +7 melee (1d4+2)
Space/Reach: | 10 ft./5 ft.
Special Attacks: | Spell-like abilities, Wisdom drain
Special Qualities: | Darkvision 60 ft., low-light vision
Saves: | Fort +7, Ref +8, Will +7
Abilities: | Str 18, Dex 15, Con 12, Int 13, Wis 15, Cha 12
Skills: | Bluff +14, Concentration +10, Diplomacy +3, Disguise +1 (+3 acting), Hide +11, Intimidate +3, Spot +11
Feats: | Dodge, Iron Will, Mobility, Spring Attack
Environment: | Temperate deserts
Organization: | Solitary, pair, or gang (3–4)
Challenge Rating: | 6
Treasure: | Standard
Alignment: | Usually chaotic evil
Advancement: | 10–13 HD (Large); 14–27 HD (Huge)
Level Adjustment: | +4
A typical lamia is about 8 feet long and weighs about 700 pounds.
COMBAT
Though a lamia is powerful and dangerous in close combat, it has no stomach for a fair fight. It uses its illusion abilities to lure heroes into perilous situations, and then uses its Spring Attack feat to bound out of the shadows and drain Wisdom from its opponents. When it has sapped the will of its victim, it uses its enchantment abilities to beguile and ensnare the unfortunate soul. A lamia forced into physical combat attacks with a dagger in one of its human hands and a pair of lion-like claws.
Spell-Like Abilities: At will—disguise self, ventriloquism; 3/day—charm monster (DC 15), major image (DC 14), mirror image, suggestion (DC 14); 1/day—deep slumber (DC 14). Caster level 9th. The save DCs are Charisma-based.
Wisdom Drain (Su): A lamia drains 1d4 points of Wisdom each time it hits with its melee touch attack. (Unlike with other kinds of ability drain attacks, a lamia does not heal any damage when it uses its Wisdom drain.) Lamias try to use this power early in an encounter to make foes more susceptible to charm monster and suggestion.
Skills: Lamias have a +4 racial bonus on Bluff and Hide checks.

LAMMASU
 | Lammasu | Golden Protector (Celestial Half-Dragon Lammasu)
 | Large Magical Beast | Large Dragon
Hit Dice: | 7d10+21 (59 hp) | 10d12+60 (125 hp)
Initiative: | +1 | +3
Speed: | 30 ft. (6 squares), fly 60 ft.(average) | 30 ft. (6 squares), fly 60 ft.(average)
Armor Class: | 20 (–1 size, +1 Dex, +10 natural), touch 10, flat-footed 19 | 29 (–1 size, +3 Dex, +14 natural, +2 bracers of armor +2, +1 ring of protection +1), touch 13, flat-footed 26
Base Attack/Grapple: | +7/+17 | +10/+23
Attack: | Claw +12 melee (1d6+6) | Claw +19 melee (1d6+9)
Full Attack: | 2 claws +12 melee (1d6+6) | Claw +19 melee (1d6+6) and bite +13 melee (1d8+4)
Space/Reach: | 10 ft./5 ft. | 10 ft./5 ft.
Special Attacks: | Pounce, rake 1d6+3, spells | Breath weapon, pounce, smite evil, rake 1d6+4, spells
Special Qualities: | Darkvision 60 ft., low-light vision, magic circle against evil, spell-like abilities | Damage reduction 5/magic, darkvision 60 ft., immunity to fire, sleep, and paralysis, low-light vision, magic circle against evil, resistance to acid 10, cold 10, and electricity 10, spell-like abilities, spell resistance 15
Saves: | Fort +8, Ref +8, Will +7 | Fort +13, Ref +12, Will +10
Abilities: | Str 23, Dex 12, Con 17, Int 16, Wis 17, Cha 14 | Str 28, Dex 17, Con 22, Int 18, Wis 20, Cha 18
Skills: | Concentration +13, Diplomacy +4, Knowledge (arcana) +13, Listen +13, Sense Motive +13, Spot +15 | Concentration +19, Diplomacy +19, Knowledge (arcana) +17, Knowledge (the planes) +17, Listen +13, Search +17, Sense Motive +18, Spellcraft +19, Spot +20, Survival +18 (+20 other planes and tracking)
Feats: | Blind-Fight, Iron Will, Lightning Reflexes | Blind-Fight, Iron Will, Lightning Reflexes, Weapon Focus (claw)
Environment: | Temperate deserts | A lawful good plane
Organization: | Solitary | Solitary
Challenge Rating: | 8 | 13
Treasure: | Standard | Standard
Alignment: | Always lawful good | Always lawful good
Advancement: | 8–10 HD (Large); 11–21 HD (Huge) | 11–30 HD (Huge)
Level Adjustment: | +5 | +10
A typical lammasu is about 8 feet long and weighs about 500 pounds. Lammasus speak Common, Draconic, and Celestial.
COMBAT
A lammasu attacks with spells or its razor-sharp claws. It almost always enters combat if it observes a good creature being threatened by evil.
Spells: A lammasu casts spells as a 7th-level cleric, and can choose spells from the cleric spell list, plus any two of the following domains: Good, Healing, Knowledge, or Law.
Typical Cleric Spells Prepared (6/6/5/4/2; save DC 13 + spell level): 0—detect magic, guidance (2), light, read magic, resistance; 1st—bless (2), detect evil, divine favor, entropic shield, protection from evil*; 2nd— aid*, bear’s endurance, bull’s strength, lesser restoration, resist energy; 3rd—daylight, dispel magic, magic circle against evil*, remove curse; 4th—holy smite*, neutralize poison.
*Domain spell. Domains: Good and Healing.
Magic Circle against Evil (Su): A lammasu radiates a continuous magic circle against evil that affects a 20-foot radius.
Spell-Like Abilities: 2/day—greater invisibility (self only); 1/day—dimension door. Caster level 7th.
Pounce (Ex): If a lammasu charges a foe, it can make a full attack, including two rake attacks.
Rake (Ex): Attack bonus +12 melee, damage 1d6+3.
Skills: Lammasus have a +2 racial bonus on Spot checks.

GOLDEN PROTECTOR (CELESTIAL HALF-DRAGON LAMMASU)
Child of a celestial lammasu and a gold dragon, the golden protector has migrated to the Material Plane to more actively combat evil.
COMBAT
The golden protector’s natural weapons are treated as magic weapons for the purpose of overcoming damage reduction.
Breath Weapon (Su): 30-foot cone, 1/day, damage 6d8 fire, Reflex DC 21 half.
Smite Evil (Su): Once per day a golden protector can make a normal melee attack to deal an extra 10 points of damage against an evil opponent.
Typical Cleric Spells Prepared (6/7/5/4/3; save DC 15 + spell level): 0-detect magic, guidance (2), light, read magic, resistance; 1st-bless (2), detect evil, divine favor (2), entropic shield, protection from evil*; 2nd-aid*, bear’s endurance, bull’s strength, lesser restoration, resist energy; 3rd-daylight, dispel magic, magic circle against evil*, remove curse; 4th-dismissal, holy smite*, neutralize poison. *Domain spell. Domains: Good and Healing. Rake (Ex): Attack bonus +19 melee, damage 1d6+4. Possessions: Bracers of armor +2, ring of protection +1. (Different golden protectors may have different possessions.)

LEONAL
 | Medium Outsider (Extraplanar, Good)
Hit Dice: | 12d8+60 (114 hp)
Initiative: | +3
Speed: | 60 ft. (12 squares)
Armor Class: | 27 (+3 Dex, +14 natural)
Base Attack/Grapple: | +12/+20
Attack: | Claw +20 melee (1d6+8)
Full Attack: | 2 claws +20 melee (1d6+8) and bite +15 melee (1d8+4)
Space/Reach: | 5 ft./5 ft.
Special Attacks: | Roar, pounce, improved grab, rake 1d6+8, spell-like abilities
Special Qualities: | Damage reduction 10/evil and silver, darkvision 60 ft., immunity to electricity and petrification, lay on hands, lowlight vision, protective aura, resistance to cold 10 and sonic 10, speak with animals, spell resistance 28
Saves: | Fort +13 (+17 against poison), Ref +11, Will +10
Abilities: | Str 27, Dex 17, Con 20, Int 14, Wis 14, Cha 15
Skills: | Balance +22, Concentration +12, Diplomacy +4, Hide +22, Intimidate +10, Jump +35, Knowledge (any) +17, Listen +17, Move Silently +22, Sense Motive +17, Spot +17, Survival +17
Feats: | Ability Focus (roar), Dodge, Mobility, Spring Attack, Track
Environment: | A good-aligned plane.
Organization: | Solitary or pride (4–9)
Challenge Rating: | 12
Treasure: | No coins; double goods; standard items
Alignment: | Always neutral good
Advancement: | 13–18 HD (Medium); 19–36 HD (Large)
Level Adjustment: | —
Combat
Leonals like their battles as straightforward as can be. They begin with a roar to put their foes off balance, then follow up with a frenzy of claw and bite attacks. They closely coordinate with others in their pride, watching one another’s flanks and setting up devastating attacks.
A leonal’s natural weapons, as well as any weapons it wields, are treated as good-aligned for the purpose of overcoming damage reduction.
Roar (Su): A leonal can roar up to three times per day. Each roar releases a blast in a 60-foot cone that duplicates the effects of a holy word spell and deals an extra 2d6 points of sonic damage (Fortitude DC 20 negates). The save DC is Charisma-based.
Pounce (Ex): If a leonal charges a foe, it can make a full attack, including two rake attacks.
Improved Grab (Ex): To use this ability, a leonal 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 +20 melee, damage 1d6+8.
Spell-Like Abilities: At will—detect thoughts, fireball (DC 15), hold monster (DC 17), polymorph, wall of force; 3/day—cure critical wounds (DC 16), neutralize poison, remove disease; 1/day—heal (DC 18). Caster level 10th. The save DCs are Charisma-based.
Lay on Hands (Su): As the paladin class feature, except that each day, a leonal can heal an amount of damage equal to its full normal hit points.
Protective Aura (Su): Against attacks made or effects created by evil creatures, this ability provides a +4 deflection bonus to AC and a +4 resistance bonus on saving throws to anyone within 20 feet of the leonal. Otherwise, it functions as a magic circle against evil effect and a lesser globe of invulnerability, both with a radius of 20 feet (caster level equals leonal’s HD). (The defensive benefits from the circle are not included in a leonal’s statistics block.)
Speak with Animals (Su): This ability works like speak with animals (caster level 8th) but is a free action and does not require sound.
Skills: Leonals have a +4 racial bonus on Balance, Hide, and Move Silently checks.

LICH

A lich is an undead spellcaster, usually a wizard or sorcerer but sometimes a cleric or other spellcaster, who has used its magical powers to unnaturally extend its life.
A lich is a gaunt and skeletal humanoid with withered flesh stretched tight across horribly visible bones. Its eyes have long ago been lost to decay, but bright pinpoints of crimson light burn on in the empty sockets.
Liches speak Common plus any other languages they knew in life.

CREATING A LICH
“Lich” is an acquired template that can be added to any humanoid creature (referred to hereafter as the base creature), provided it can create the required phylactery; see The Lich’s Phylactery, below.
A lich has all the base creature’s statistics and special abilities except as noted here.
Size and Type: The creature’s type changes to undead. Do not recalculate base attack bonus, saves, or skill points. Size is unchanged.
Hit Dice: Increase all current and future Hit Dice to d12s.
Armor Class: A lich has a +5 natural armor bonus or the base creature’s natural armor bonus, whichever is better.
Attack: A lich has a touch attack that it can use once per round. If the base creature can use weapons, the lich retains this ability. A creature with natural weapons retains those natural weapons. A lich fighting without weapons uses either its touch attack or its primary natural weapon (if it has any). A lich armed with a weapon uses its touch or a weapon, as it desires.
Full Attack: A lich fighting without weapons uses either its touch attack (see above) or its natural weapons (if it has any). If armed with a weapon, it usually uses the weapon as its primary attack along with a touch as a natural secondary attack, provided it has a way to make that attack (either a free hand or a natural weapon that it can use as a secondary attack).
Damage: A lich without natural weapons has a touch attack that uses negative energy to deal 1d8+5 points of damage to living creatures; a Will save (DC 10 + 1/2 lich’s HD + lich’s Cha modifier) halves the damage. A lich with natural weapons can use its touch attack or its natural weaponry, as it prefers. If it chooses the latter, it deals 1d8+5 points of extra damage on one natural weapon attack.
Special Attacks: A lich retains all the base creature’s special attacks and gains those described below. Save DCs are equal to 10 + 1/2 lich’s HD + lich’s Cha modifier unless otherwise noted.
Fear Aura (Su): Liches are shrouded in a dreadful aura of death and evil. Creatures of less than 5 HD in a 60-foot radius that look at the lich must succeed on a Will save or be affected as though by a fear spell from a sorcerer of the lich’s level. A creature that successfully saves cannot be affected again by the same lich’s aura for 24 hours.
Paralyzing Touch (Su): Any living creature a lich hits with its touch attack must succeed on a Fortitude save or be permanently paralyzed. Remove paralysis or any spell that can remove a curse can free the victim (see the bestow curse spell description).
The effect cannot be dispelled. Anyone paralyzed by a lich seems dead, though a DC 20 Spot check or a DC 15 Heal check reveals that the victim is still alive..
Spells: A lich can cast any spells it could cast while alive.
Special Qualities: A lich retains all the base creature’s special qualities and gains those described below.
Turn Resistance (Ex): A lich has +4 turn resistance.
Damage Reduction (Su): A lich’s undead body is tough, giving the creature damage reduction 15/bludgeoning and magic. Its natural weapons are treated as magic weapons for the purpose of overcoming damage reduction.
Immunities (Ex): Liches have immunity to cold, electricity, polymorph (though they can use polymorph effects on themselves), and mind-affecting attacks.
Abilities: Increase from the base creature as follows: Int +2, Wis +2, Cha +2. Being undead, a lich has no Constitution score.
Skills: Liches have a +8 racial bonus on Hide, Listen, Move Silently, Search, Sense Motive, and Spot checks. Otherwise same as the base creature.
Organization: Solitary or troupe (1 lich, plus 2–4 vampires and 5–8 vampire spawn).
Challenge Rating: Same as the base creature + 2.
Treasure: Standard coins; double goods; double items.
Alignment: Any evil.
Advancement: By character class.
Level Adjustment: Same as the base creature +4.

LICH CHARACTERS
The process of becoming a lich is unspeakably evil and can be undertaken only by a willing character. A lich retains all class abilities it had in life.

THE LICH’S PHYLACTERY
An integral part of becoming a lich is creating a magic phylactery in which the character stores its life force. As a rule, the only way to get rid of a lich for sure is to destroy its phylactery. Unless its phylactery is located and destroyed, a lich reappears 1d10 days after its apparent death.
Each lich must make its own phylactery, which requires the Craft Wondrous Item feat. The character must be able to cast spells and have a caster level of 11th or higher. The phylactery costs 120,000 gp and 4,800 XP to create and has a caster level equal to that of its creator at the time of creation.
The most common form of phylactery is a sealed metal box containing strips of parchment on which magical phrases have been transcribed. The box is Tiny and has 40 hit points, hardness 20, and a break DC of 40.
Other forms of phylacteries can exist, such as rings, amulets, or similar items.

LILLEND
 | Large Outsider (Chaotic, Extraplanar, Good)
Hit Dice: | 7d8+14 (45 hp)
Initiative: | +3
Speed: | 20 ft. (4 squares), fly 70 ft. (average)
Armor Class: | 17 (–1 size, +3 Dex, +5 natural), touch 12, flat-footed 14
Base Attack/Grapple: | +7/+16
Attack: | Short sword +11 melee (1d8+5/19–20)
Full Attack: | Short sword +11/+6 melee (1d8+5/19–20) and tail slap +6 melee (2d6+2)
Space/Reach: | 10 ft./10 ft.
Special Attacks: | Constrict 2d6+5, improved grab, spells, spell-like abilities
Special Qualities: | Darkvision 60 ft., immunity to poison, resistance to fire 10
Saves: | Fort +7, Ref +10, Will +8
Abilities: | Str 20, Dex 17, Con 15, Int 14, Wis 16, Cha 18
Skills: | Appraise +12, Concentration +12, Diplomacy +16, Knowledge (arcana) +12, Listen +13, Perform (any one) +14, Sense Motive +13, Spellcraft +14, Spot +13, Survival +17
Feats: | Combat Casting, Extend Spell, Lightning Reflexes
Environment: | A chaos-aligned plane
Organization: | Solitary or covey (2–4)
Challenge Rating: | 7
Treasure: | Standard
Alignment: | Always chaotic good
Advancement: | 8–10 HD (Large); 11–21 HD (Huge)
Level Adjustment: | +6
A typical lillend’s coils are 20 feet long. The creature weighs about 3,800 pounds. A few lillends have male torsos.
Lillends speak Celestial, Infernal, Abyssal, and Common.
COMBAT
Lillends are generally peaceful unless they intend vengeance against someone they believe guilty of harming, or even threatening, a favored art form, artwork, or artist. Then they become implacable foes. They use their spells and spell-like abilities to confuse and weaken opponents before entering combat. A covey of lillends usually discusses strategy before a battle.
A lillend’s natural weapons, as well as any weapons it wields, are treated as chaotic-aligned and good-aligned for the purpose of overcoming damage reduction.
Constrict (Ex): A lillend deals 2d6+5 points of damage with a successful grapple check. Constricting uses the entire lower portion of its body, so it cannot take any move actions when constricting, though it can still attack with its sword.
Improved Grab (Ex): To use this ability, a lillend must hit with its tail slap 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.
Spells: A lillend casts arcane spells as a 6th-level bard.
Typical Bard Spells Known (3/4/3; save DC 14 + spell level): 0— dancing lights, daze, detect magic, lullaby, mage hand, read magic; 1st— charm person, cure light wounds, identify, sleep; 2nd—hold person, invisibility, sound burst.
Spell-Like Abilities: 3/day—darkness, hallucinatory terrain (DC 18), knock, light; 1/day—charm person (DC 15), speak with animals, speak with plants. Caster level 10th. The save DCs are Charisma-based.
A lillend also has the bardic music ability as a 6th-level bard.
Skills: Lillends have a +4 racial bonus on Survival checks.

LIZARDFOLK
 | Medium Humanoid (Reptilian)
Hit Dice: | 2d8+2 (11 hp)
Initiative: | +0
Speed: | 30 ft. (6 squares)
Armor Class: | 15 (+5 natural) or 17 (+5 natural, +2 heavy shield), touch 10, flat-footed 15 or 17
Base Attack/Grapple: | +1/+2
Attack: | Claw +2 melee (1d4+1) or club +2 melee (1d6+1) or javelin +1 ranged (1d6+1)
Full Attack: | 2 claws +2 melee (1d4+1) and bite +0 melee (1d4); or club +2 melee (1d6+1) and bite +0 melee (1d4); or javelin +1 ranged (1d6+1)
Special Attacks: | —
Special Qualities: | Hold breath
Space/Reach: | 5 ft./5 ft.
Saves: | Fort +1, Ref +3, Will +0
Abilities: | Str 13, Dex 10, Con 13, Int 9, Wis 10, Cha 10
Skills: | Balance +4, Jump +5, Swim +2
Feats: | Multiattack
Environment: | Temperate marshes
Organization: | Gang (2–3), band (6–10 plus 50% noncombatants plus 1 leader of 3rd–6th level), or tribe (30–60 plus 2 lieutenants of 3rd–6th level and 1 leader of 4th–10th level)
Challenge Rating: | 1
Treasure: | 50% coins; 50% goods; 50% items
Alignment: | Usually neutral
Advancement: | By character class
Level Adjustment: | +1
A lizardfolk is usually 6 to 7 feet tall with green, gray, or brown scales. Its tail is used for balance and is 3 to 4 feet long. A lizardfolk can weigh from 200 to 250 pounds.
Lizardfolk speak Draconic.
COMBAT
Lizardfolk fight as unorganized individuals. They prefer frontal assaults and massed rushes, sometimes trying to force foes into the water, where the lizardfolk have an advantage. If outnumbered or if their territory is being invaded, they set snares, plan ambushes, and make raids to hinder enemy supplies. Advanced tribes use more sophisticated tactics and have better traps and ambushes.
Hold Breath: A lizardfolk can hold its breath for a number of rounds equal to four times its Constitution score before it risks drowning.
Skills: Because of their tails, lizardfolk have a +4 racial bonus on Jump, Swim, and Balance checks. The skill modifiers given in the statistics block include a –2 armor check penalty (–4 on Swim checks) for carrying a heavy shield.
LIZARDFOLK AS CHARACTERS
Lizardfolk characters possess the following racial traits.
— +2 Strength, +2 Constitution, –2 Intelligence.
—Medium size.
—A lizardfolk’s base land speed is 30 feet.
—Racial Hit Dice: A lizardfolk begins with two levels of humanoid, which provide 2d8 Hit Dice, a base attack bonus of +1, and base saving throw bonuses of Fort +0, Ref +3, and Will +0.
—Racial Skills: A lizardfolk’s humanoid levels give it skill points equal to 5 x (2 + Int modifier, minimum 1). Its class skills are Balance, Jump, and Swim. Lizardfolk have a +4 racial bonus on Balance, Jump, and Swim checks.
—Racial Feats: A lizardfolk’s humanoid levels give it one feat.
—Weapon and Armor Proficiency: A lizardfolk is automatically proficient with simple weapons and shields.
— +5 natural armor bonus.
—Natural Weapons: 2 claws (1d4) and bite (1d4).
—Special Qualities (see above): Hold breath.
—Automatic Languages: Common, Draconic. Bonus Languages: Aquan, Goblin, Gnoll, Orc.
—Favored Class: Druid.
—Level adjustment +1.

LOCATHAH
 | Medium Humanoid (Aquatic)
Hit Dice: | 2d8 (9 hp)
Initiative: | +1
Speed: | 10 ft. (2 squares), swim 60 ft.
Armor Class: | 14 (+1 Dex, +3 natural), touch 11, flat-footed 13
Base Attack/Grapple: | +1/+1
Attack: | Longspear +2 melee (1d8/3) or light crossbow +2 ranged (1d8/19–20)
Full Attack: | Longspear +2 melee (1d8/3) or light crossbow +2 ranged (1d8/19–20)
Space/Reach: | 5 ft./5 ft.
Saves: | Fort +3, Ref +1, Will +1
Special Attacks: | —
Special Qualities: | —
Abilities: | Str 10, Dex 12, Con 10, Int_13, Wis 13, Cha 11
Skills: | Craft (any one) +6, Listen +6, Spot +6, Swim +8
Feats: | Weapon Focus (longspear)
Environment: | Warm aquatic
Organization: | Company (2–4), patrol (11–20 plus 2 3rd-level sergeants and 1 leader of 3rd–6th level), or tribe (30–100 plus 100% noncombatants plus 1 3rd-level sergeant per 10 adults, 5 5th-level lieutenants, and 3 7th-level captains)
Challenge Rating: | 1/2
Treasure: | Standard
Alignment: | Usually neutral
Advancement: | By character class
Level Adjustment: | +1
Although humanoid in shape, locathahs are clearly more fish than human. The average locathah stands 5 feet tall and weighs 175 pounds. Females and males look very much alike, although the former can be recognized by the two ochre stripes marking their egg sacs.
Locathahs speak Aquan.
COMBAT
Any battle with locathahs usually begins with the creatures loosing volleys of bolts from their crossbows; underwater, their crossbows have a range increment of 20 feet. If they have managed to set up an ambush or other trap, they continue to employ crossbows for as long as possible. Otherwise, they close to bring their longspears into play. Although primarily used for fishing, these spears make formidable weapons.
Locathahs lack teeth, claws, and other natural weapons, so they are not especially dangerous if unarmed. A weaponless locathah will generally turn and flee.
Skills: A locathah has a +8 racial bonus on any Swim check to perform some special action or avoid a hazard. It can always choose to take 10 on a Swim check, even if distracted or endangered.
It can use the run action while swimming, provided it swims in a straight line.

LYCANTHROPE

Lycanthropes are humanoids or giants who can transform themselves into animals. In its natural form, a lycanthrope looks like any other members of its kind, though natural lycanthropes and those who have been afflicted for a long time tend to have or acquire features reminiscent of their animal forms. In animal form, a lycanthrope resembles a powerful version of the normal animal, but on close inspection, its eyes (which often glow red in the dark) show a faint spark of unnatural intelligence.
Lycanthropy can be spread like a disease. Sometimes a lycanthrope begins life as a normal humanoid or giant who subsequently contracts lycanthropy after being wounded by a lycanthrope. Such a creature is called an afflicted lycanthrope. Other lycanthropes are born as lycanthropes, and are known as natural lycanthropes.
Combat
A lycanthrope in its humanoid (or giant) form uses whatever tactics and weapons are favored by others of its kind, though it tends to be slightly more aggressive. A lycanthrope possesses the senses of its animal form, including scent and low-light vision, and it has a deep empathy for (and ability to communicate with) animals of its animal form. An afflicted lycanthrope damaged in combat may be overwhelmed by rage, causing it to change to its animal form involuntarily.
A lycanthrope in animal form fights like the animal it resembles, although its bite carries the disease of lycanthropy. It is preternaturally cunning and strong, and possesses damage reduction that is overcome only by silvered weapons.
Finally, a natural lycanthrope (or an afflicted lycanthrope that has become aware of its affliction) can assume a hybrid form that is a mix of its humanoid and animal forms. A hybrid has hands and can use weapons, but it can also attack with its teeth and claws. A hybrid can spread lycanthropy with its bite, and it has the same damage reduction that its animal form possesses.
WEREBEAR
 | Werebear, Human Form | Werebear, Bear Form | Werebear, Hybrid Form
 | Medium Humanoid (Human, Shapechanger) | Large Humanoid (Human, Shapechanger) | Large Humanoid (Human, Shapechanger)
Hit Dice: | 1d8+1 plus 6d8+30 (62 hp) | 1d8+1 plus 6d8+30 (62 hp) | 1d8+1 plus 6d8+30 (62 hp)
Initiative: | +0 | +1 | +1
Speed: | 30 ft. (6 squares) | 40 ft. (8 squares) | 30 ft. (6 squares)
Armor Class: | 15 (+2 natural, +3 studded leather armor), touch 10, flat-footed 15 | 17 (–1 size, +1 Dex, +7 natural), touch 10, flat-footed 16 | 17 (–1 size, +1 Dex, +7 natural) touch 10, flat-footed 16
Base Attack/Grapple: | +5/+6 | +5/+18 | +5/+18
Attack: | Greataxe +6 melee (1d12+1/x3) or throwing axe +5 ranged (1d6+1) | Claw +13 melee (1d8+9) | Greataxe +11 melee (1d12+13/x3); or claw +13 melee (1d6+9)
Full Attack: | Greataxe +6 melee (1d12+1/x3) or throwing axe +5 ranged (1d6+1) | 2 claws +13 melee (1d8+9) and bite +11 melee (2d6+4) | Claw +13 melee (1d6+9) and greataxe +9 melee (1d12+4/x3) and bite +11 melee (1d8+4) or 2 claws +13 melee (1d6+9) and bite +11 melee (1d8+4)
Space/Reach: | 5 ft./5 ft. | 10 ft./5 ft. | 10 ft./10 ft.
Special Attacks: | — | Improved grab, curse of lycanthropy | Curse of lycanthropy
Special Qualities: | Alternate form, bear empathy, low-light vision, scent | Alternate form, bear empathy, damage reduction 10/silver, low-light vision, scent | Alternate form, bear empathy, damage reduction 10/silver, low-light vision, scent
Saves: | Fort +8, Ref +5, Will +4 | Fort +12, Ref +6, Will +4 | Fort +12, Ref +6, Will +4
Abilities: | Str 13, Dex 11, Con 12, Int 10, Wis 11, Cha 8 | Str 29, Dex 13, Con 20, Int 10, Wis 11, Cha 8 | Str 29, Dex 13, Con 20, Int 10, Wis 11, Cha 8
Skills: | Handle Animal +3, Listen +4, Spot +4, Swim +1 | Handle Animal +3, Listen +4, Spot +4, Swim +13 | Handle Animal +3, Listen +4, Spot +5, Swim +9
Feats: | Endurance, Iron WillB, Multiattack, Power Attack, Run, TrackB | (same as human form) | (same as human form)
Environment: | Cold forests | Cold forests | Cold forests
Organization: | Solitary, pair, family (3–4), or troupe (2–4 plus 1–4 brown bears) | (same as human form) | (same as human form)
Challenge Rating: | 5 | 5 | 5
Treasure: | Standard | Standard | Standard
Alignment: | Always lawful good | Always lawful good | Always lawful good
Advancement: | By character class | By character class | By character class
Level Adjustment: | +3 | +3 | +3
Werebears in humanoid form tend to be stout, well-muscled, and hairy. Their brown hair is thick, and males usually wear beards. They may have reddish, blond, ivory, or black hair, matching the color of the ursine form. They dress in simple cloth and leather garments that are easy to remove, repair, or replace
Combat
Werebears fight just as brown bears do in animal form. In humanoid or hybrid form, they favor large, heavy weapons such as greataxes or greatswords. The werebear’s greataxe is a Medium weapon, so it can wield the axe in one hand in hybrid form.
Alternate Form (Su): A werebear can assume the form of a brown bear or a bear-humanoid hybrid.
Bear Empathy (Ex): Communicate with bears and dire bears, and +4 racial bonus on Charisma-based checks against bears and dire bears.
Curse of Lycanthropy (Su): Any humanoid or giant hit by a werebear’s bite attack in animal or hybrid form must succeed on a DC 15 Fortitude save or contract lycanthropy.
Improved Grab (Ex): To use this ability, a werebear must be in bear form and must hit with a claw attack. It can then attempt to start a grapple as a free action without provoking an attack of opportunity.
Skills: Werebears have a +4 racial bonus on Swim checks in any bear form.
The werebear presented here is a 1st-level human warrior and natural lycanthrope, using the following base ability scores: Str 13, Dex 11, Con 12, Int 10, Wis 9, Cha 8.

WEREBOAR
 | Wereboar, Human Form | Wereboar, Boar Form | Wereboar, Hybrid Form
 | Medium Humanoid (Human, Shapechanger) | Medium Humanoid (Human, Shapechanger) | Medium Humanoid (Human, Shapechanger)
Hit Dice: | 1d8+4 plus 3d8+12 (34 hp) | 1d8+4 plus 3d8+12 (34 hp) | 1d8+4 plus 3d8+12 (34 hp)
Initiative: | +0 | +0 | +0
Speed: | 20 ft. in scale mail (4 squares); base speed 30 ft. | 40 ft. (8 squares) | 30 ft. (6 squares)
Armor Class: | 18 (+2 natural, +4 scale mail, +2 heavy shield) touch 10, flat-footed 18 | 18 (+8 natural) touch 10, flat- footed 18 | 18 (+8 natural) touch 10, flat-footed 18
Base Attack/Grapple: | +3/+4 | +3/+6 | +3/+6
Attack: | Battleaxe +4 melee (1d8+1/x3) or javelin +3 ranged (1d6+1) | Gore +6 melee (1d8+4) | Battleaxe +6 melee (1d8+4/x3) or claw +6 melee (1d4+3)
Full Attack: | Battleaxe +4 melee (1d8+1/x3) or javelin +3 ranged (1d6+1) | Gore +6 melee (1d8+4) | Battleaxe +6 melee (1d8+4/x3) and gore +1 melee (1d6+1); or 2 claws +6 melee (1d4+3) and gore +1 melee (1d6+1)
Space/Reach: | 5 ft./5 ft. | 5 ft./5 ft. | 5 ft./5 ft.
Special Attacks: | — | Curse of lycanthropy | Curse of lycanthropy
Special Qualities: | Alternate form, boar empathy, ferocity, low-light vision, scent | Alternate form, boar empathy, damage reduction 10/silver, ferocity, low-light vision, scent | Alternate form, boar empathy, damage reduction 10/silver, ferocity, low-light vision, scent
Saves: | Fort +6, Ref +3, Will +3 | Fort +9, Ref +3, Will +3 | Fort +9, Ref +3, Will +3
Abilities: | Str 13, Dex 11, Con 12, Int 10, Wis 11, Cha 8 | Str 17, Dex 11, Con 18, Int 10, Wis 11, Cha 8 | Str 17, Dex 11, Con 18, Int 10, Wis 11, Cha 8
Skills: | Handle Animal +3, Intimidate +3, Listen +5, Spot +4 | Handle Animal +3, Intimidate +3, Listen +5, Spot +4 | Handle Animal +3, Intimidate +3, Listen +5, Spot +4
Feats: | AlertnessB, Improved Bull Rush, Iron WillB, Power Attack, Toughness | (same as human form) | (same as human form)
Environment: | Temperate forests | Temperate forests | Temperate forests
Organization: | Solitary, pair, brood (3–4), or troupe (2–4 plus 1–4 boars) | (same as human form) | (same as human form)
Challenge Rating: | 4 | 4 | 4
Treasure: | Standard | Standard | Standard
Alignment: | Always neutral | Always neutral | Always neutral
Advancement: | By character class | By character class | By character class
Level Adjustment: | +3 | +3 | +3
A wereboar in humanoid form tends to be a stocky, muscular individual of average height. It dresses in simple garments that are easy to remove, repair, or replace.
Combat
In any form, wereboars are as ferocious as normal boars. When in hybrid form, they fight with a weapon and their dangerous gore attack.
Alternate Form (Su): A wereboar can assume the form of a boar or a boar-humanoid hybrid.
Boar Empathy (Ex): Communicate with boars and dire boars, and +4 racial bonus on Charisma-based checks against boars and dire boars.
Curse of Lycanthropy (Su): Any humanoid or giant hit by the wereboar’s gore attack in animal or hybrid form must succeed on a DC 15 Fortitude save or contract lycanthropy.
Ferocity (Ex): A wereboar is such a tenacious combatant that it continues to fight without penalty even while disabled or dying.
The wereboar presented here is a 1st-level human warrior and natural lycanthrope, using the following base ability scores: Str 13, Dex 11, Con 12, Int 10, Wis 9, Cha 8.

WERERAT
 | Wererat, Human Form | Wererat, Dire Rat Form | Wererat, Hybrid Form
 | Medium Humanoid (Human, Shapechanger) | Small Humanoid (Human, Shapechanger) | Medium Humanoid (Human, Shapechanger)
Hit Dice: | 1d8+1 plus 1d8+2 (12 hp) | 1d8+1 plus 1d8+2 (12 hp) | 1d8+1 plus 1d8+2 (12 hp)
Initiative: | +0 | +3 | +3
Speed: | 30 ft. (6 squares) | 40 ft. (8 squares), climb 20 ft. | 30 ft. (6 squares)
Armor Class: | 15 (+2 natural, +2 leather, +1 buckler) touch 10, flat-footed 15 | 17 (+1 size, +3 Dex, +3 natural), touch 14, flat-footed 14 | 16 (+3 Dex, +3 natural) touch 13, flat-footed 13
Base Attack/Grapple: | +1/+2 | +1/–2 | +1/+2
Attack: | Rapier +2 melee (1d6+1/18–20) or light crossbow +1 ranged (1d8/19–20) | Bite +6 melee (1d4+1 plus disease) | Rapier +5 melee (1d6+1/18–20) or light crossbow +4 ranged (1d8/19–20)
Full Attack: | Rapier +2 melee (1d6+1/18–20) or light crossbow +1 ranged (1d8/19–20) | Bite +6 melee (1d4+1 plus disease) | Rapier +4 melee (1d6+1/18–20) and bite –1 melee (1d6 plus disease); or light crossbow +4 ranged (1d8/19–20)
Space/Reach: | 5 ft./5 ft. | 5 ft./5 ft. | 5 ft./5 ft.
Special Attacks: | — | Curse of lycanthropy, disease | Curse of lycanthropy, disease
Special Qualities: | Alternate form, rat empathy, low-light vision, scent | Alternate form, rat empathy, damage reduction 10/silver, low-light vision, scent | Alternate form, rat empathy, damage reduction 10/silver, low-light vision, scent
Saves: | Fort +5, Ref +2, Will +4 | Fort +6, Ref +5, Will +4 | Fort +6, Ref +5, Will +4
Abilities: | Str 13, Dex 11, Con 12, Int 10, Wis 11, Cha 8 | Str 13, Dex 17, Con 14, Int 10, Wis 11, Cha 8 | Str 13, Dex 17, Con 14, Int 10, Wis 11, Cha 8
Skills: | Climb +0, Handle Animal +3, Hide +1, Listen +4, Move Silently +0, Spot +4, Swim +9 | Climb +11, Handle Animal +3, Hide +8, Listen +4, Move Silently +4, Spot +4, Swim +11 | Climb +4, Handle Animal +3, Hide +5, Listen +4, Move Silently +4, Spot +4, Swim +9
Feats: | Alertness, Dodge, Iron WillB, Weapon FinesseB | (same as human form) | (same as human form)
Environment: | Any | Any | Any
Organization: | Solitary, pair, pack (6–10), or troupe (2–5 plus 5–8 dire rats) | (same as human form) | (same as human form)
Challenge Rating: | 2 | 2 | 2
Treasure: | Standard | Standard | Standard
Alignment: | Always lawful evil | Always lawful evil | Always lawful evil
Advancement: | By character class | By character class | By character class
Level Adjustment: | +3 | +3 | +3
A wererat in humanoid form tends to be a thin, wiry individual of shorter than average height. The eyes constantly dart around, and the nose and mouth may twitch if he or she is excited. Males often have thin, ragged mustaches.
Combat
In animal form, wererats avoid combat, preferring to use their dire rat shape for skulking and spying. In hybrid form, a wererat fights with a rapier and light crossbow.
Alternate Form (Su): A wererat can assume a bipedal hybrid form or the form of a dire rat.
Curse of Lycanthropy (Su): Any humanoid or giant hit by a wererat’s bite attack in animal or hybrid form must succeed on a DC 15 Fortitude save or contract lycanthropy.
Disease (Ex): Filth fever; bite, Fortitude DC 12, incubation period 1d3 days, damage 1d3 Dex and 1d3 Con. The save DC is Constitution-based.
Rat Empathy (Ex): Communicate with rats and dire rats, and +4 racial bonus on Charisma-based checks against rats and dire rats.
Skills: A wererat in rat or hybrid form uses its Dexterity modifier for Climb or Swim checks. It has a +8 racial bonus on Climb checks and can always choose to take 10 on a Climb check, even if rushed or threatened.
Wererats have a +8 racial bonus on Swim checks from their dire rat form.
Feats: Wererats gain Weapon Finesse as a bonus feat.
The wererat presented here is based on a 1st-level human warrior who is a natural lycanthrope, using the following base ability scores: Str 13, Dex 11, Con 12, Int 10, Wis 9, Cha 8.

WERETIGER
 | Weretiger, Human Form | Weretiger, Tiger Form | Weretiger, Hybrid Form
 | Medium Humanoid (Human, Shapechanger) | Large Humanoid (Human, Shapechanger) | Large Humanoid (Human, Shapechanger)
Hit Dice: | 1d8+1 plus 6d8+18 (50 hp) | 1d8+1 plus 6d8+18 (50 hp) | 1d8+1 plus 6d8+18 (50 hp)
Initiative: | +4 | +6 | +6
Speed: | 20 ft. in breastplate (4 squares); base speed 30 ft. | 40 ft. (8 squares) | 30 ft. (6 squares)
Armor Class: | 17 (+2 natural, +5 breastplate) touch 10, flat-footed 17 | 16 (–1 size, +2 Dex, +5 natural), touch 11, flat-footed 14 | 16 (–1 size, +2 Dex, +5 natural), touch 11, flat-footed 14
Base Attack/Grapple: | +5/+6 | +5/+16 | +5/+16
Attack: | Glaive +6 melee (1d10+1/x3) or composite longbow (+1 Str bonus) +5 ranged (1d8+1/x3) | Claw +11 melee (1d8+7) | Claw +11 melee (1d8+7)
Full Attack: | Glaive +6 melee (1d10+1/x3) or composite longbow (+1 Str bonus) +5 ranged (1d8+1/x3) | 2 claws +11 melee (1d8+7) and bite +6 melee (2d6+3) | 2 claws +11 melee (1d8+7) and bite +6 melee (2d6+3)
Space/Reach: | 5 ft./5 ft. (10 ft. with glaive) | 10 ft./5 ft. | 10 ft./10 ft.
Special Attacks: | — | Pounce, improved grab, rake, curse of lycanthropy | Curse of lycanthropy
Special Qualities: | Alternate form, tiger empathy, low-light vision, scent | Alternate form, tiger empathy, damage reduction 10/silver, low-light vision, scent | Alternate form, tiger empathy, damage reduction 10/silver, low-light vision, scent
Saves: | Fort +8, Ref +5, Will +4 | Fort +10, Ref +7, Will +4 | Fort +10, Ref +7, Will +4
Abilities: | Str 13, Dex 11, Con 12, Int 10, Wis 11, Cha 8 | Str 25, Dex 15, Con 16, Int 10, Wis 11, Cha 8 | Str 25, Dex 15, Con 16, Int 10, Wis 11, Cha 8
Skills: | Balance +0, Climb +1, Handle Animal +3, Hide +0, Listen +6, Move Silently +0, Spot +6 | Balance +6, Climb +12, Handle Animal +3, Hide +2*, Listen +6, Move Silently +12, Spot +6 | Balance +6, Climb +12, Handle Animal +3, Hide +2, Listen +6, Move Silently +12, Spot +6
Feats: | AlertnessB, Combat Reflexes, Improved Initiative, Improved Natural Attack (bite, claw), Iron WillB | (same as human form) | (same as human form)
Environment: | Warm forests | Warm forests | Warm forests
Organization: | Solitary or pair | (same as human form) | (same as human form)
Challenge Rating: | 5 | 5 | 5
Treasure: | Standard | Standard | Standard
Alignment: | Always neutral | Always neutral | Always neutral
Advancement: | By character class | By character class | By character class
Level Adjustment: | +3 | +3 | +3
Weretigers in humanoid form tend to be sleekly muscular, taller than average, and very agile.
Combat
Weretigers can assume a hybrid form as well as an animal form. In tiger form, they can pounce and grab just as normal tigers do. In hybrid form, they rely on their deadly claws.
Alternate Form (Su): A weretiger can assume a bipedal hybrid form or the form of a tiger.
Curse of Lycanthropy (Su): Any humanoid or giant hit by a weretiger’s bite attack in animal or hybrid form must succeed on a DC 15 Fortitude save or contract lycanthropy.
Improved Grab (Ex): To use this ability, a weretiger in tiger form must hit with a claw or 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.
Pounce (Ex): If a weretiger in tiger form charges an opponent, it can make a full attack, including two rake attacks.
Rake (Ex): Attack bonus +9 melee, damage 1d8+3.
Tiger Empathy (Ex): Communicate with tigers and dire tigers, and +4 racial bonus on Charisma-based checks against tigers and dire tigers.
Skills: In any form, weretigers have a +4 bonus on Balance, Hide, and Move Silently checks. *In areas of tall grass or heavy undergrowth, the Hide bonus improves to +8 in the tiger form.
The weretiger presented here is a 1st-level human warrior and natural lycanthrope, using the following base ability scores: Str 13, Dex 11, Con 12, Int 10, Wis 9, Cha 8.

WEREWOLF
 | Werewolf, Human Form | Werewolf, Wolf Form | Werewolf, Hybrid Form
 | Medium Humanoid (Human, Shapechanger) | Medium Humanoid (Human, Shapechanger) | Medium Humanoid (Human, Shapechanger)
Hit Dice: | 1d8+1 plus 2d8+6 (20 hp) | 1d8+1 plus 2d8+6 (20 hp) | 1d8+1 plus 2d8+6 (20 hp)
Initiative: | +4 | +6 | +6
Speed: | 30 ft. (6 squares) | 50 ft. (10 squares) | 30 ft. (6 squares)
Armor Class: | 17 (+2 natural, +4 chain shirt, +1 light shield) touch 10, flat-footed 17 | 16 (+2 Dex, +4 natural), touch 12, flat-footed 14 | 16 (+2 Dex, +4 natural), touch 12, flat-footed 14
Base Attack/Grapple: | +2/+3 | +2/+4 | +2/+4
Attack: | Longsword +3 melee (1d8+1/19–20) or light crossbow +2 ranged (1d8/19–20) | Bite +5 melee (1d6+3) | Claw +4 melee (1d4+2)
Full Attack: | Longsword +3 melee (1d8+1/19–20) or light crossbow +2 ranged (1d8/19–20) | Bite +5 melee (1d6+3) | 2 claws +4 melee (1d4+2) and bite +0 melee (1d6+1)
Space/Reach: | 5 ft./5 ft. | 5 ft./5 ft. | 5 ft./5 ft.
Special Attacks: | — | Curse of lycanthropy, trip | Curse of lycanthropy
Special Qualities: | Alternate form, wolf empathy, low-light vision, scent | Alternate form, wolf empathy, damage reduction 10/silver, low-light vision, scent | Alternate form, wolf empathy, damage reduction 10/silver, low-light vision, scent
Saves: | Fort +6, Ref +3, Will +2 | Fort +8, Ref +5, Will +2 | Fort +8 Ref +5, Will +2
Abilities: | Str 13, Dex 11, Con 12, Int 10, Wis 11, Cha 8 | Str 15, Dex 15, Con 16, Int 10, Wis 11, Cha 8 | Str 15, Dex 15, Con 16, Int 10, Wis 11, Cha 8
Skills: | Handle Animal +1, Hide +1, Listen +1, Move Silently +2, Spot +1, Survival +2 | Handle Animal +1, Hide +6, Listen +1, Move Silently +6, Spot +1, Survival +2* | Handle Animal +1, Hide +6, Listen +1, Move Silently +6, Spot +1, Survival +2*
Feats: | Improved Initiative, Iron WillB, Stealthy, TrackB, Weapon Focus (bite) | (same as human form) | (same as human form)
Environment: | Temperate forests | Temperate forests | Temperate forests
Organization: | Solitary, pair, pack (6–10), or troupe (2–5 plus 5–8 wolves) | (same as human form) | (same as human form)
Challenge Rating: | 3 | 3 | 3
Treasure: | Standard | Standard | Standard
Alignment: | Always chaotic evil | Always chaotic evil | Always chaotic evil
Advancement: | By character class | By character class | By character class
Level Adjustment: | +3 | +3 | +3
Werewolves in humanoid form have no distinguishing traits.
Combat
In wolf form, a werewolf can trip just as a normal wolf does. A werewolf in hybrid form usually dispenses with weapon attacks, though it can wield a weapon and use its bite as a secondary natural attack.
Alternate Form (Su): A werewolf can assume a bipedal hybrid form or the form of a wolf.
Curse of Lycanthropy (Su): Any humanoid or giant hit by a werewolf’s bite attack in animal or hybrid form must succeed on a DC 15 Fortitude save or contract lycanthropy.
Trip (Ex): A werewolf in animal form that hits with a bite attack can attempt to trip the opponent (+2 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 werewolf.
Wolf Empathy (Ex): Communicate with wolves and dire wolves, and +4 racial bonus on Charisma-based checks against wolves and dire wolves.
Skills: *A werewolf in hybrid or wolf form gains a +4 racial bonus on Survival checks when tracking by scent.
The werewolf presented here is based on a 1st-level human warrior and natural lycanthrope, using the following base ability scores: Str 13, Dex 11, Con 12, Int 10, Wis 9, Cha 8.

LYCANTHROPE, WEREWOLF LORD
 | Werewolf Lord, Human Form | Werewolf Lord, Dire Wolf Form | Werewolf Lord, Hybrid Form
 | Medium Humanoid (Human, Shapechanger) | Large Humanoid (Human, Shapechanger) | Large Humanoid (Human, Shapechanger)
Hit Dice: | 10d10+20 plus 6d8+30 (132 hp) | 10d10+20 plus 6d8+30 (132 hp) | 10d10+20 plus 6d8+30 (132 hp)
Initiative: | +2 | +4 | +4
Speed: | 30 ft. (6 squares) | 40 ft. (8 squares) | 30 ft. (6 squares)
Armor Class: | 26 (+2 Dex, +3 natural, +6 +2 mithral chain shirt, +5 +3 heavy shield) touch 12, flat-footed 24 | 19 (-1 size, +4 Dex, +6 natural), touch 13, flat-footed 15 | 19 (-1 size, +4 Dex, +6 natural), touch 13, flat-footed 15
Base Attack/Grapple: | +14/+18 | +14/+29 | +14/+27
Attack: | +2 bastard sword +21 melee (1d10+8/17–20) or masterwork composite longbow (+4 Str bonus) +17 ranged (1d8+4/x3) | Bite +25 melee (2d6+16/19–20) | Claw +24 melee (1d6+11) or +2 bastard sword +27 melee (2d8+15/17–20)
Full Attack: | +2 bastard sword +21/+16/+11 melee (1d10+8/17–20) or masterwork composite longbow (+4 Str bonus) +17/+12/+7 ranged (1d8+4/x3) | Bite +25 melee (2d6+16/19–20) | 2 Claw +24 melee (1d6+11) and bite +20 melee (2d6+5/19–20); or +2 bastard sword +27/+22/+17 melee (2d8+15/17–20) and bite +20 melee (2d6+5/19–20)
Space/Reach: | 5 ft./5 ft. | 10 ft./5 ft. | 10 ft./10 ft.
Special Attacks: | — | Curse of lycanthropy, trip | Curse of lycanthropy
Special Qualities: | Alternate form, wolf empathy, low-light vision, scent | Alternate form, wolf empathy, damage reduction 10/silver, low-light vision, scent | Alternate form, wolf empathy, damage reduction 10/silver, low-light vision, scent
Saves: | Fort +16, Ref +12, Will +13 | Fort +17, Ref +12, Will +11 | Fort +17 Ref +12, Will +11
Abilities: | Str 18, Dex 14, Con 14, Int 10, Wis 12, Cha 12 | Str 32, Dex 18, Con 20, Int 10, Wis 12, Cha 12 | Str 32, Dex 18, Con 20, Int 10, Wis 12, Cha 12
Skills: | Handle Animal +4, Hide +6, Listen +9, Move Silently +8, Spot +13, Survival +5 | Handle Animal +4, Hide +6, Listen +9, Move Silently +12, Spot +13, Survival +5* | Handle Animal +4, Hide +6, Listen +9, Move Silently +12, Spot +13, Survival +5*
Feats: | Alertness, Cleave, Combat Reflexes, Exotic Weapon Proficiency (bastard sword), Improved Critical (bastard sword), Improved Critical (bite), Improved Natural Armor, Improved Natural Attack (bite), Iron WillB, Power Attack, Run, Stealthy, TrackB, Weapon Focus(bastard sword), Weapon Focus (bite), Weapon Specialization (bastard sword) | (same as human form) | (same as human form)
Environment: | Temperate forests | Temperate forests | Temperate forests
Organization: | Solitary, pair, pack (1–2 werewolf lords plus 2–4 werewolves plus 5–8 wolves) | (same as human form) | (same as human form)
Challenge Rating: | 14 | 14 | 14
Treasure: | Standard | Standard | Standard
Alignment: | Always chaotic evil | Always chaotic evil | Always chaotic evil
Advancement: | By character class | By character class | By character class
Level Adjustment: | +3 | +3 | +3
Stronger, hardier, and more deadly than its lesser fellows, the werewolf lord is a murderous beast that delights in wreaking havoc.
The werewolf lord presented here is a 10th-level human fighter and natural lycanthrope, using the following base ability scores: Str 16, Dex 14, Con 14, Int 10, Wis 10, Cha 12.
COMBAT
Werewolf lords can assume a hybrid form as well as an animal form. In dire wolf form, they can trip just as normal wolves do. In hybrid form, they can wield weapons or fight with their claws.
Alternate Form (Su): A werewolf lord can assume a bipedal hybrid form or the form of a dire wolf.
Curse of Lycanthropy (Su): Any humanoid or giant hit by a werewolf lord’s bite attack in wolf or hybrid form must succeed on a DC 15 Fortitude save or contract lycanthropy.
Trip (Ex): A werewolf lord in dire wolf form that hits with a bite attack can attempt to trip the opponent (+15 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 werewolf lord.
Wolf Empathy (Ex): Communicate with wolves and dire wolves, and +4 racial bonus on Charisma-based checks against wolves and dire wolves.
Skills: *A werewolf lord in hybrid or wolf form gains a +4 racial bonus on Survival checks when tracking by scent.
Possessions: +2 mithral chain shirt, +3 heavy shield, +2 bastard sword, gauntlets of ogre power, cloak of resistance +2, masterwork composite longbow (+4 Str bonus).

HILL GIANT DIRE WEREBOAR
 | Hill Giant Dire Wereboar Giant Form | Hill Giant Dire Wereboar Dire Boar Form | Hill Giant Dire Wereboar Hybrid Boar Form
 | Large Giant (Shapechanger) | Large Giant (Shapechanger) | Large Giant (Shapechanger)
Hit Dice: | 12d8+51 plus 7d8+49 (185 hp) | 12d8+51 plus 7d8+49 (185 hp) | 12d8+51 plus 7d8+49 (185 hp)
Initiative: | –1 | –1 | –1
Speed: | 30 ft. in hide armor (6 squares); base speed 40 ft. | 40 ft. (8 squares) | 40 ft. (8 squares)
Armor Class: | 22 (–1 size, –1 Dex, +11 natural, +3 hide armor), touch 8, flat-footed 22 | 16 (–1 size, –1 Dex, +8 natural), touch 8, flat-footed 16 | 19 (–1 size, –1 Dex, +11 natural), touch 8, flat-footed 19
Base Attack/Grapple: | +14/+25 | +14/+33 | +14/+33
Attack: | Greatclub +21 melee (2d8+10) or slam +20 melee (1d4+7) or rock +12 ranged (2d6+7) | Gore +28 melee (1d8+22) | Greatclub +29 melee (2d8+22) or claw +28 melee (1d6+15)
Full Attack: | Greatclub +21/+16 melee (2d8+10) or 2 slams +20 melee (1d4+7) or rock +12 ranged (2d6+7) | Gore +28 melee (1d8+22) | Greatclub +29 melee (2d8+22) and gore +23 melee (1d8+7); or 2 claws +28 melee (1d6+15) and gore +23 melee (1d8+7)
Space/Reach: | 10 ft./10 ft. | 10 ft./5 ft. | 10 ft./10 ft.
Special Attacks: | Rock throwing | Curse of lycanthropy | Curse of lycanthropy
Special Qualities: | Alternate form, boar empathy, ferocity, low-light vision, rock catching, scent | Alternate form, boar empathy, damage reduction 10/silver, ferocity, low-light vision, scent | Alternate form, boar empathy, damage reduction 10/silver, ferocity, low-light vision, scent
Saves: | Fort +17, Ref +8, Will +12 | Fort +20, Ref +8, Will +12 | Fort +20, Ref +8, Will +12
Abilities: | Str 25, Dex 8, Con 19, Int 6, Wis 12, Cha 7 | Str 41, Dex 8, Con 25, Int 6, Wis 12, Cha 7 | Str 41, Dex 8, Con 25, Int 6, Wis 12, Cha 7
Skills: | Climb +10, Jump +10, Listen +10, Spot +12 | Climb +18, Jump +22, Listen +10, Spot +12 | Climb +18, Jump +22, Listen 10, Spot +12
Feats: | AlertnessB, Cleave, Endurance, Improved Bull Rush, Improved Sunder, Iron WillB, Power Attack, Weapon Focus (greatclub) | (same as giant form) | (same as giant form)
Environment: | Temperate hills | Temperate hills | Temperate hills
Organization: | Solitary, pair, brood (3–4), or troupe (2–4 plus 1–4 dire boars) | (same as giant form) | (same as giant form)
Challenge Rating: | 11 | 11 | 11
Treasure: | Standard | Standard | Standard
Alignment: | Always neutral | Always neutral | Always neutral
Advancement: | By character class | By character class | By character class
Level Adjustment: | +7 | +7 | +7
Dire wereboars in giant form look much like normal hill giants, though slightly stockier, and with coarser, stiffer hair and stiff. The dire wereboar described here is based on a hill giant and natural lycanthrope with normal ability scores for a hill giant.
Combat
Dire wereboars anger quickly. They usually begin a battle in giant form, then switch to hybrid form to take advantage of their immense strength in that shape. They like to use their Improved Bull Rush and Improved Sunder feats to shove opponents around and smash their weapons and shields.
Alternate Form (Su): A dire wereboar can assume a bipedal hybrid form or the form of a dire boar.
Boar Empathy (Ex): Communicate with boars and dire boars, and +4 racial bonus on Charisma-based checks against boars and dire boars.
Curse of Lycanthropy (Su): Any humanoid or giant hit by a dire wereboar’s bite attack in animal or hybrid form must succeed on a DC 15 Fortitude save or contract lycanthropy.
Ferocity (Ex): A dire wereboar is such a tenacious combatant that it continues to fight without penalty even while disabled or dying.

CREATING A LYCANTHROPE
“Lycanthrope” is a template that can be added to any humanoid or giant (referred to hereafter as the base creature). The lycanthrope template can be inherited (for natural lycanthropes) or acquired (for afflicted lycanthropes). Becoming a lycanthrope is very much like multiclassing as an animal and gaining the appropriate Hit Dice.
Size and Type: The base creature’s type does not change, but the creature gains the shapechanger subtype. The lycanthrope takes on the characteristics of some type of carnivorous or omnivorous creature of the animal type (referred to hereafter as the base animal).
This animal can be any predator, scavenger, or omnivore whose size is within one size category of the base creature’s size (Small, Medium, or Large for a Medium base creature). Lycanthropes can also adopt a hybrid shape that combines features of the base creature and the base animal. A lycanthrope’s hybrid form is the same size as the base animal or the base creature, whichever is larger.
A lycanthrope uses either the base creature’s or the base animal’s statistics and special abilities in addition to those described here.
Hit Dice and Hit Points: Same as the base creature plus those of the base animal. To calculate total hit points, apply Constitution modifiers according to the score the lycanthrope has in each form.
Speed: Same as the base creature or base animal, depending on which form the lycanthrope is using. Hybrids use the base creature’s speed.
Armor Class: The base creature’s natural armor bonus increases by +2 in all forms. In hybrid form, the lycanthrope’s natural armor bonus is equal to the natural armor bonus of the base animal or the base creature, whichever is better.
Base Attack/Grapple: Add the base attack bonus for the base animal to the base attack bonus for the base creature. The lycanthrope’s grapple bonus uses its attack bonus and modifiers for Strength and size depending on the lycanthrope’s form.
Attacks: Same as the base creature or base animal, depending on which form the lycanthrope is using. A lycanthrope in hybrid form gains two claw attacks and a bite attack as natural weapons.
These weapons deal damage based on the hybrid form’s size. A hybrid may attack with a weapon and a bite, or may attack with its natural weapons. The bite attack of a hybrid is a secondary attack.
Hybrid Size | Claw | Bite
Small | 1d3 | 1d4
Medium | 1d4 | 1d6
Large | 1d6 | 1d8
Huge | 2d4 | 2d6
Damage: Same as the base creature or base animal, depending on which form the lycanthrope is in.
Special Attacks: A lycanthrope retains the special attacks of the base creature or base animal, depending on which form it is using, and also gains the special attacks described below.
A lycanthrope’s hybrid form does not gain any special attacks of the base animal. A lycanthrope spellcaster cannot cast spells with verbal, somatic, or material components while in animal form, or spells with verbal components while in hybrid form.
Curse of Lycanthropy (Su): Any humanoid or giant hit by a natural lycanthrope’s bite attack in animal or hybrid form must succeed on a DC 15 Fortitude save or contract lycanthropy. If the victim’s size is not within one size category of the lycanthrope the victim cannot contract lycanthropy from that lycanthrope. Afflicted lycanthropes cannot pass on the curse of lycanthropy.
Special Qualities: A lycanthrope retains all the special qualities of the base creature and the base animal, and also gains those described below.
Alternate Form (Su): A lycanthrope can shift into animal form as though using the polymorph spell on itself, though its gear is not affected, it does not regain hit points for changing form, and only the specific animal form indicated for the lycanthrope can be assumed. It does not assume the ability scores of the animal, but instead adds the animal’s physical ability score modifiers to its own ability scores. A lycanthrope also can assume a bipedal hybrid form with prehensile hands and animalistic features.
Changing to or from animal or hybrid form is a standard action.
A slain lycanthrope reverts to its humanoid form, although it remains dead. Separated body parts retain their animal form, however.
Afflicted lycanthropes find this ability difficult to control (see Lycanthropy as an Affliction, below), but natural lycanthropes have full control over this power.
Damage Reduction (Ex): An afflicted lycanthrope in animal or hybrid form has damage reduction 5/silver. A natural lycanthrope in animal or hybrid form has damage reduction 10/silver.
Lycanthropic Empathy (Ex): In any form, lycanthropes can communicate and empathize with normal or dire animals of their animal form. This gives them a +4 racial bonus on checks when influencing the animal’s attitude and allows the communication of simple concepts and (if the animal is friendly) commands, such as “friend,” “foe,” “flee,” and “attack.”
Low-Light Vision (Ex): A lycanthrope has low-light vision in any form.
Scent (Ex): A lycanthrope has the scent ability in any form.
Base Save Bonuses: Add the base save bonuses of the base animal to the base save bonuses of the base creature.
Abilities: All lycanthropes gain +2 to Wisdom. In addition, when in animal form, a lycanthrope’s physical ability scores improve according to its kind, as set out in the table below. These adjustments are equal to the animal’s normal ability scores –10 or –11. A lycanthrope in hybrid form modifies its physical ability scores by the same amount.
In addition, a lycanthrope may also gain an additional ability score increase by virtue of its extra Hit Dice.
Skills: A lycanthrope gains skill points equal to (2 + Int modifier, minimum 1) per Hit Die of its animal form, as if it had multiclassed into the animal type. (Animal is never its first Hit Die, though, and it does not gain quadruple skill points for any animal Hit Die.) Any skill given in the animal’s description is a class skill for the lycanthrope’s animal levels. In any form, a lycanthrope also has any racial skill bonuses of the base creature and of the base animal, although conditional skill bonuses only apply in the associated form.
Feats: Add the base animal’s feats to the base creature’s. If this results in a lycanthrope having the same feat twice, the lycanthrope gains no additional benefit unless the feat normally can be taken more once, in which case the duplicated feat works as noted in the feat description. This process may give the lycanthrope more feats than a character of its total Hit Dice would normally be entitled to; if this occurs, any “extra” feats are denoted as bonus feats.
It’s possible that a lycanthrope cannot meet the prerequisites for all its feats when in humanoid form. If this occurs, the lycanthrope still has the feats, but cannot use them when in humanoid form. A lycanthrope receives Iron Will as a bonus feat.
Environment: Same as either the base creature or base animal.
Organization: Solitary or pair, sometimes family (3–4), pack (6–10), or troupe (family plus related animals)
Challenge Rating: By class level or base creature, modified according to the HD of the base animal: 1 HD or 2 HD, +2; 3 HD to 5 HD, +3; 6 HD to 10 HD, +4; 11 HD to 20 HD, +5; 21 or more HD, +6.
Treasure: Standard.
Alignment: Any. Noble creatures such as bears, eagles, and lions tend to produce good-aligned lycanthropes. Sinister creatures such as rats, snakes, and wolves tend to produce evil-aligned lycanthropes. This is a reflection of how these animals are perceived, not any innate quality of the animal itself, so the alignment of the animal form can be arbitrarily assigned.
Advancement: By character class.
Level Adjustment: Same as the base creature +2 (afflicted) or +3 (natural). In addition, a lycanthrope’s character level is increased by the number of racial Hit Dice the base animal has.
Common Lycanthropes
Name | Animal Form | Animal or Hybrid Form Ability Modifiers | Preferred Alignment
Werebear | Brown bear | Str +16, Dex +2, Con +8 | Lawful good
Wereboar | Boar | Str +4, Con +6 | Neutral
Wererat | Dire rat | Dex +6, Con +2 | Chaotic evil
Weretiger | Tiger | Str +12, Dex +4, Con +6 | Neutral
Werewolf | Wolf | Str +2, Dex +4, Con +4 | Chaotic evil
Dire wereboar | Dire boar | Str +16, Con +6 | Neutral
LYCANTHROPY AS AN AFFLICTION
When a character contracts lycanthropy through a lycanthrope’s bite (see above), no symptoms appear until the first night of the next full moon. On that night, the afflicted character involuntarily assumes animal form and forgets his or her own identity, temporarily becoming an NPC. The character remains in animal form, assuming the appropriate alignment, until the next dawn.
The character’s actions during this first episode are dictated by the alignment of its animal form. The character remembers nothing about the entire episode (or subsequent episodes) unless he succeeds on a DC 15 Wisdom check, in which case he becomes aware of his lycanthropic condition.
Thereafter, the character is subject to involuntary transformation under the full moon and whenever damaged in combat. He or she feels an overwhelming rage building up and must succeed on a Control Shape check (see below) to resist changing into animal form. Any player character not yet aware of his or her lycanthropic condition temporarily becomes an NPC during an involuntary change, and acts according to the alignment of his or her animal form.
A character with awareness of his condition retains his identity and does not lose control of his actions if he changes. However, each time he changes to his animal form, he must make a Will save (DC 15 + number of times he has been in animal form) or permanently assume the alignment of his animal form in all shapes.
Once a character becomes aware of his affliction, he can now voluntarily attempt to change to animal or hybrid form, using the appropriate Control Shape check DC. An attempt is a standard action and can be made each round. Any voluntary change to animal or hybrid form immediately and permanently changes the character’s alignment to that of the appropriate lycanthrope.

Changing Form
Changing form is a standard action. If the change is involuntary, the character performs the change on his next turn following the triggering event. Changing to animal or hybrid form ruins the character’s armor and clothing (including any items worn) if the new form is larger than the character’s natural form; carried items are simply dropped. Characters can hastily doff clothing while changing, but not armor. Magic armor survives the change if it succeeds on a DC 15 Fortitude save. An afflicted character who is not aware of his condition remains in animal form until the next dawn. An afflicted character who is aware of his or her condition (see above) can try to resume humanoid form following a change (voluntary or involuntary) with a Control Shape check, but if he fails his check, he remains in animal (or hybrid) form until the following dawn.

Curing Lycanthropy
An afflicted character who eats a sprig of belladonna (also called wolfsbane) within 1 hour of a lycanthrope’s attack can attempt a DC 20 Fortitude save to shake off the affliction. If a healer administers the herb, use the character’s save bonus or the healer’s Heal modifier, whichever is higher. The character gets only one chance, no matter how much belladonna is consumed. The belladonna must be reasonably fresh (picked within the last week).
However, fresh or not, belladonna is toxic. The character must succeed on a DC 13 Fortitude save or take 1d6 points of Strength damage. One minute later, the character must succeed on a second DC 13 save or take an additional 2d6 points of Strength damage.
A remove disease or heal spell cast by a cleric of 12th level or higher also cures the affliction, provided the character receives the spell within three days of the lycanthrope’s attack.
The only other way to remove the affliction is to cast remove curse or break enchantment on the character during one of the three days of the full moon. After receiving the spell, the character must succeed on a DC 20 Will save to break the curse (the caster knows if the spell works). If the save fails, the process must be repeated.
Characters undergoing this cure are often kept bound or confined in cages until the cure takes effect.
Only afflicted lycanthropes can be cured of lycanthropy.

LYCANTHROPES AS CHARACTERS
Becoming a lycanthrope does not change a character’s favored class but usually changes alignment (see above). This alignment change may cause characters of certain classes to lose some of their class features.
Lycanthrope characters possess the following racial traits.
— +2 Wisdom. Physical abilities are increased by the animal form’s ability modifiers when a lycanthrope changes to its hybrid or animal forms.
—Size same as the base creature or the base animal form.
—Low-light vision in any form.
—Scent in any form.
—Racial Hit Dice: A lycanthrope adds the Hit Dice of its animal form to its base Hit Dice for race, level, and class. These additional Hit Dice modify the lycanthrope’s base attack bonus and base saving throw bonuses accordingly.
—Racial Skills: A lycanthrope adds skill points for its animal Hit Dice much as if it had multiclassed into the animal type. It gains skill points equal to (2 + Int modifier, minimum 1) per Hit Die of the animal form. Any skills that appear in the animal’s description are treated as class skills for the lycanthrope’s animal levels. The lycanthrope’s maximum skill ranks are equal to its animal form Hit Dice + its racial Hit Dice (if any) + its class levels + 3. Any racial skill adjustments of the lycanthrope’s base race and its animal form (but not conditional adjustments) are added to its skill modifiers in any form.
—Racial Feats: Add the animal’s Hit Dice to the base character’s own Hit Dice to determine how many feats the character has. All lycanthropes gain Iron Will as a bonus feat.
— +2 natural armor bonus in any form.
—Special Qualities (see above): Alternate form, lycanthropic empathy, curse of lycanthropy (in animal or hybrid form only).
—Afflicted lycanthrope: damage reduction 5/silver (in animal or hybrid form only).
—Natural lycanthrope: damage reduction 10/silver (in animal or hybrid form only).
—Automatic Languages: As base creature.
—Favored Class: Same as the base creature.
—Level adjustment: Same as the base creature +2 (afflicted) or +3 (natural).

CONTROL SHAPE (WIS)
Any character who has contracted lycanthropy and is aware of his condition can learn Control Shape as a class skill. (An afflicted lycanthrope not yet aware of his condition can attempt Control Shape checks untrained.) This skill determines whether an afflicted lycanthrope can control his shape. A natural lycanthrope does not need this skill, since it has full control over its shape.
Check (Involuntary Change): An afflicted character must make a check at moonrise each night of the full moon to resist involuntarily assuming animal form. An injured character must also check for an involuntary change after accumulating enough damage to reduce his hit points by one-quarter and again after each additional one-quarter lost.
Involuntary Change | Control Shape DC
Resist involuntary change | 25
On a failed check, the character must remain in animal form until the next dawn, when he automatically returns to his base form. A character aware of his condition may make one attempt to return to humanoid form (see below), but if he fails, he remains in animal form until the next dawn.
Retry (Involuntary Change): Check to resist an involuntary change once each time a triggering event occurs.
Check (Voluntary Change): In addition, an afflicted lycanthrope aware of his condition may attempt to use this skill voluntarily in order to change to animal form, assume hybrid form, or return to humanoid form, regardless of the state of the moon or whether he has been injured.
Involuntary Change | Control Shape DC
Return to humanoid form (full moon*) | 25
Return to humanoid form (not full moon) | 20
Assume hybrid form | 15
Voluntary change to animal form (full moon) | 15
Voluntary change to animal form (not full moon) | 20
* For game purposes, the full moon lasts three days every month.
Retry (Voluntary Change): A character can retry voluntary changes to animal form or hybrid form as often as he likes. Each attempt is a standard action. However, on a failed check to return to humanoid form, the character must remain in animal or hybrid form until the next dawn, when he automatically returns to humanoid form.
Special: An afflicted lycanthrope cannot attempt a voluntary change until it becomes aware of its condition (see Lycanthropy as an Affliction).


Monsters (M to N)

MONSTERS (M-N)

MAGMIN
 | Small Elemental (Fire, Extraplanar)
Hit Dice: | 2d8+2 (11 hp)
Initiative: | +0
Speed: | 30 ft. (6 squares)
Armor Class: | 17 (+1 size, +6 natural), touch 11, flat-footed 17
Base Attack/Grapple: | +1/–1
Attack: | Burning touch +4 melee touch (1d8 fire plus combustion) or slam +4 melee (1d3+3 plus combustion)
Full Attack: | Burning touch +4 melee touch (1d8 fire plus combustion) or slam +4 melee (1d3+3 plus combustion)
Space/Reach: | 5 ft./5 ft.
Special Attacks: | Combustion, fiery aura
Special Qualities: | Damage reduction 5/magic, darkvision 60 ft., elemental traits, immunity to fire, melt weapons, vulnerability to cold
Saves: | Fort +3, Ref +3, Will +0
Abilities: | Str 15, Dex 11, Con 13, Int 8, Wis 10, Cha 10
Skills: | Climb +4, Spot +3
Feats: | Great Fortitude
Environment: | Elemental Plane of Fire
Organization: | Solitary, gang (2–4), or squad (6–10)
Challenge Rating: | 3
Treasure: | Standard coins; standard goods (nonflammables only); standard items (nonflammables only)
Alignment: | Always chaotic neutral
Advancement: | 3–4 HD (Small); 5–6 HD (Medium)
Level Adjustment: | —
Magmins are small, human-shaped beings from the Elemental Plane of Fire that radiate intense heat and are wreathed in an aura of searing flames. A typical magmin is 4 feet tall and weighs 400 pounds.
Magmins speak Ignan.
COMBAT
Although small, magmins are dangerous opponents. Their touch is effective against those who lack protection or immunity from heat and flames, but if faced with opponents who have immunity to fire, magmins rely on their slam attack. In any case, magmins are not valiant fighters. They usually flee if injured, although often only far enough to set up a fiery ambush for their enemies.
A magmin’s natural weapons are treated as magic weapons for the purpose of overcoming damage reduction.
Combustion (Ex): Anyone a magmin touches must succeed on a DC 12 Reflex save or take an extra 1d8 points of fire damage as clothes ignite or armor becomes searing hot. The damage continues for another 1d4+2 rounds after the magmin’s last successful attack. Magmins can also ignite flammable materials with a touch. The save DC is Constitution-based.
Fiery Aura (Ex): Anyone within 20 feet of a magmin must succeed on a DC 12 Fortitude save or take 1d6 points of heat damage per round from the intense heat. The save DC is Constitution-based.
Melt Weapons (Ex): Any metal weapon that strikes a magmin must succeed on a DC 12 Fortitude save or melt away into slag. The save DC is Constitution-based.

MANTICORE
 | Large Magical Beast
Hit Dice: | 6d10+24 (57 hp)
Initiative: | +2
Speed: | 30 ft. (6 squares), fly 50 ft. (clumsy)
Armor Class: | 17 (–1 size, +2 Dex, +6 natural), touch 11, flat-footed 15
Base Attack/Grapple: | +6/+15
Attack: | Claw +10 melee (2d4+5) or 6 spikes +8 ranged (1d8+2/19–20)
Full Attack: | 2 claws +10 melee (2d4+5) and bite +8 melee (1d8+2); or 6 spikes +8 ranged (1d8+2/19–20)
Space/Reach: | 10 ft./5 ft.
Special Attacks: | Spikes
Special Qualities: | Darkvision 60 ft., low-light vision, scent
Saves: | Fort +9, Ref +7, Will +3
Abilities: | Str 20, Dex 15, Con 19, Int 7, Wis 12, Cha 9
Skills: | Listen +5, Spot +9, Survival +1
Feats: | Flyby Attack, Multiattack, TrackB, Weapon Focus (spikes)
Environment: | Warm marshes
Organization: | Solitary, pair, or pride (3–6)
Challenge Rating: | 5
Treasure: | Standard
Alignment: | Usually lawful evil
Advancement: | 7–16 HD (Large); 17–18 HD (Huge)
Level Adjustment: | +3 (cohort)
A typical manticore is about 10 feet long and weighs about 1,000 pounds. Manticores speak Common.
COMBAT
A manticore begins most attacks with a volley of spikes, then closes. In the outdoors, it often uses its powerful wings to stay aloft during battle.
Spikes (Ex): With a snap of its tail, a manticore can loose a volley of six spikes as a standard action (make an attack roll for each spike). This attack has a range of 180 feet with no range increment. All targets must be within 30 feet of each other. The creature can launch only twenty-four spikes in any 24-hour period.
Skills: *Manticores have a +4 racial bonus on Spot checks.

MEDUSA
 | Medium Monstrous Humanoid
Hit Dice: | 6d8+6 (33 hp)
Initiative: | +2
Speed: | 30 ft. (6 squares)
Armor Class: | 15 (+2 Dex, +3 natural), touch 12, flat-footed 13
Base Attack/Grapple: | +6/+6
Attack: | Shortbow +8 ranged (1d6/x3) or dagger +8 melee (1d4/19–20) or snakes +8 melee (1d4 plus poison)
Full Attack: | Shortbow +8/+3 ranged (1d6/x3); or dagger +8/+3 melee (1d4/19–20) and snakes +3 melee (1d4 plus poison)
Space/Reach: | 5 ft./5 ft.
Special Attacks: | Petrifying gaze, poison
Special Qualities: | Darkvision 60 ft.
Saves: | Fort +3, Ref +7, Will +6
Abilities: | 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: | Point Blank Shot, Precise Shot, Weapon Finesse
Environment: | Temperate marshes
Organization: | Solitary or covey (2–4)
Challenge Rating: | 7
Treasure: | Double standard
Alignment: | Usually lawful evil
Advancement: | By character class
Level Adjustment: | —
A medusa is indistinguishable from a normal human at distances greater than 30 feet (or closer, if its face is concealed). The creature often wears garments that enhance its body while hiding
its face behind a hood or veil.
A typical medusa is 5 to 6 feet tall and about the same weight as a human.
Medusas speak Common.
COMBAT
A medusa tries to disguise its true nature until the intended victim is within range of its petrifying gaze, using subterfuge and bluffing games to convince the target that there is no danger. It uses normal weapons to attack those who avert their eyes or survive its gaze, while its poisonous snakes strike at adjacent opponents.
Petrifying Gaze (Su): Turn to stone permanently, 30 feet, Fortitude DC 15 negates. The save DC is Charisma-based.
Poison (Ex): Injury, Fortitude DC 14, initial damage 1d6 Str, secondary damage 2d6 Str. The save DC is Constitution-based.

MEPHIT
Mephits are minor creatures from the elemental planes.
All mephits appear as small, winged creatures with more or less humanoid features. While they are often described as impish, their elemental origins are apparent at first glance.
COMBAT
All mephits fight by biting and clawing or by using a breath weapon, the nature and effects of which vary from creature to creature.
A mephit’s natural weapons are treated as magic weapons for the purpose of overcoming damage reduction.
Breath Weapon (Su): A mephit can use its breath weapon once every 1d4 rounds as a standard action. See the individual descriptions for details.
Spell-Like Abilities: All mephits have one or more spell-like abilities (save DC 12 + spell level). See the individual descriptions for details.
Summon Mephit (Sp): Once per day, a mephit can attempt to summon another mephit of the same variety, much as though casting a summon monster spell, but with only a 25% chance of success. Roll d%: On a failure, no creature answers the summons that day. A mephit that has just been summoned cannot use its own summon ability for 1 hour. This ability is the equivalent of a 2nd-level spell.
Fast Healing (Ex): Mephits heal 2 points of damage each round, provided they are still alive and certain other conditions are met. See the individual descriptions for details.

AIR MEPHIT
 | Small Outsider (Air, Extraplanar)
Hit Dice: | 3d8 (13 hp)
Initiative: | +7
Speed: | 30 ft. (6 squares), fly 60 ft. (perfect)
Armor Class: | 17 (+1 size, +3 Dex, +3 natural), touch 14, flat-footed 14
Base Attack/Grapple: | +3/–1
Attack: | Claw +4 melee (1d3)
Full Attack: | 2 claws +4 melee (1d3)
Space/Reach: | 5 ft./5 ft.
Special Attacks: | Breath weapon, spell-like abilities, summon mephit
Special Qualities: | Damage reduction 5/magic, darkvision 60 ft., fast healing 2
Saves: | Fort +3, Ref +6, Will +3
Abilities: | Str 10, Dex 17, Con 10, Int 6, Wis 11, Cha 15
Skills: | Bluff +8, Escape Artist +9, Hide +13, Diplomacy +4, Disguise +2 (+4 acting), Intimidate +4, Listen +6, Move Silently +9, Spot +6, Use Rope +3 (+5 with bindings)
Feats: | Dodge, Improved Initiative
Environment: | Elemental Plane of Air
Organization: | Solitary (1), gang (2–4 mephits of mixed types), or mob (5–12 mephits of mixed types)
Challenge Rating: | 3
Treasure: | Standard
Alignment: | Usually neutral
Advancement: | 4–6 HD (Small); 7–9 HD (Medium)
Level Adjustment: | +3 (cohort)
Air mephits come from the Elemental Plane of Air. An air mephit is about 4 feet tall and weighs about 1 pound.
Air mephits speak Common and Auran.
Combat
Breath Weapon (Su): 15-foot cone of dust and grit, damage 1d8, Reflex DC 12 half. The save DC is Constitution-based and includes a +1 racial bonus.
Spell-Like Abilities: Once per hour an air mephit can surround itself with vapor, duplicating the effect of a blur spell (caster level 3rd). Once per day it can use gust of wind (DC 14, caster level 6th) . The save DC is Charisma-based.
Fast Healing (Ex): An air mephit heals only if exposed to moving air, be it a breeze, a draft, a spell effect, or even the mephit fanning itself.

DUST MEPHIT
 | Small Outsider (Air, Extraplanar)
Hit Dice: | 3d8 (13 hp)
Initiative: | +7
Speed: | 30 ft. (6 squares), fly 50 ft. (perfect)
Armor Class: | 17 (+1 size, +3 Dex, +3 natural), touch 14, flat-footed 14
Base Attack/Grapple: | +3/–1
Attack: | Claw +4 melee (1d3)
Full Attack: | 2 claws +4 melee (1d3)
Space/Reach: | 5 ft./5 ft.
Special Attacks: | Breath weapon, spell-like abilities, summon mephit
Special Qualities: | Damage reduction 5/magic, darkvision 60 ft., fast healing 2
Saves: | Fort +3, Ref +6, Will +3
Abilities: | Str 10, Dex 17, Con 10, Int 6, Wis 11, Cha 15
Skills: | Bluff +8, Escape Artist +9, Hide +13, Diplomacy +4, Disguise +2 (+4 acting), Intimidate +4, Listen +6, Move Silently +9, Spot +6, Use Rope +3 (+5 with bindings)
Feats: | Dodge, Improved Initiative
Environment: | Elemental Plane of Air
Organization: | Solitary (1), gang (2–4 mephits of mixed types), or mob (5–12 mephits of mixed types)
Challenge Rating: | 3
Treasure: | Standard
Alignment: | Usually neutral
Advancement: | 4–6 HD (Small); 7–9 HD (Medium)
Level Adjustment: | +3 (cohort)
Dust mephits come from the Elemental Plane of Air.
A dust mephit is about 4 feet tall and weighs about 2 pounds.
Dust mephits speak Common and Auran.
Combat
Breath Weapon (Su): 10-foot cone of irritating particles, damage 1d4, Reflex DC 12 half. Living creatures that fail their saves are tormented by itching skin and burning eyes. This effect imposes a –4 penalty to AC and a –2 penalty on attack rolls for 3 rounds. The save DC is Constitution-based and includes a +1 racial bonus.
Spell-Like Abilities: Once per hour, a dust mephit can surround itself with a plume of dust, duplicating the effect of a blur spell (caster level 3rd). Once per day it can create a mass of roiling dust that duplicates the effect of wind wall (DC 15, caster level 6th). The save DC is Charisma-based.
Fast Healing (Ex): A dust mephit heals only if in an arid, dusty environment.

EARTH MEPHIT
 | Small Outsider (Earth, Extraplanar)
Hit Dice: | 3d8+6 (19 hp)
Initiative: | –1
Speed: | 30 ft. (6 squares), fly 40 ft. (average)
Armor Class: | 16 (+1 size, –1 Dex, +6 natural), touch 10, flat-footed 16
Base Attack/Grapple: | +3/+2
Attack: | Claw +7 melee (1d3+3)
Full Attack: | 2 claws +7 melee (1d3+3)
Space/Reach: | 5 ft./5 ft.
Special Attacks: | Breath weapon, spell-like abilities, summon mephit
Special Qualities: | Change size, damage reduction 5/magic, darkvision 60 ft., fast healing 2
Saves: | Fort +4, Ref +2, Will +3
Abilities: | Str 17, Dex 8, Con 13, Int 6, Wis 11, Cha 15
Skills: | Bluff +8, Escape Artist +5, Hide +9, Diplomacy +4, Disguise +2 (+4 acting), Intimidate +4, Listen +6, Move Silently +5, Spot +6, Use Rope –1 (+1 with bindings)
Feats: | Power Attack, Toughness
Environment: | Elemental Plane of Earth
Organization: | Solitary (1), gang (2–4 mephits of mixed types), or mob (5–12 mephits of mixed types)
Challenge Rating: | 3
Treasure: | Standard
Alignment: | Usually neutral
Advancement: | 4–6 HD (Small); 7–9 HD (Medium)
Level Adjustment: | +3 (cohort)
Earth mephits come from the Elemental Plane of Earth.
An earth mephit is about 4 feet tall and weighs about 80 pounds.
Earth mephits speak Common and Terran.
Combat
Breath Weapon (Su): 15-foot cone of rock shards and pebbles, damage 1d8, Reflex DC 13 half. The save DC is Constitution-based and includes a +1 racial bonus.
Spell-Like Abilities: 1/day—soften earth and stone. Caster level 6th.
Change Size (Sp): Once per hour, an earth mephit can magically change its size. This works just like an enlarge person spell, except that the power works only on the earth mephit. This is the equivalent of a 2nd-level spell.
Fast Healing (Ex): An earth mephit heals only if it is underground or buried up to its waist in earth.

FIRE MEPHIT
 | Small Outsider (Extraplanar, Fire)
Hit Dice: | 3d8 (13 hp)
Initiative: | +5
Speed: | 30 ft. (6 squares), fly 50 ft. (average)
Armor Class: | 16 (+1 size, +1 Dex, +4 natural), touch 12, flat-footed 15
Base Attack/Grapple: | +3/–1
Attack: | Claw +4 melee (1d3 and 1d4 fire)
Full Attack: | 2 claws +4 melee (1d3 and 1d4 fire)
Space/Reach: | 5 ft./5 ft.
Special Attacks: | Breath weapon, spell-like abilities, summon mephit
Special Qualities: | Damage reduction 5/magic, darkvision 60 ft., immunity to fire, fast healing 2, vulnerability to cold
Saves: | Fort +3, Ref +4, Will +3
Abilities: | Str 10, Dex 13, Con 10, Int 6, Wis 11, Cha 15
Skills: | Bluff +8, Escape Artist +7, Hide +11, Listen +6, Diplomacy +4, Disguise +2 (+4 acting), Move Silently +7, Spot +6, Use Rope +1 (+3 with bindings)
Feats: | Dodge, Improved Initiative
Environment: | Elemental Plane of Fire
Organization: | Solitary (1), gang (2–4 mephits of mixed types), or mob (5–12 mephits of mixed types)
Challenge Rating: | 3
Treasure: | Standard
Alignment: | Usually neutral
Advancement: | 4–6 HD (Small); 7–9 HD (Medium)
Level Adjustment: | +3 (cohort)
Fire mephits come from the Elemental Plane of Fire.
A fire mephit is about 4 feet tall and weighs about 1 pound.
Fire mephits speak Common and Ignan.
Combat
Breath Weapon (Su): 15-foot cone, damage 1d8 fire, Reflex half DC 12. The save DC is Constitution-based and includes a +1 racial adjustment.
Spell-Like Abilities: 1/hour—scorching ray (DC 14) as the spell cast by a 3rd-level sorcerer; 1/day—heat metal (DC 14). Caster level 6th. The save DC is Charisma-based.
Fast Healing (Ex): A fire mephit heals only if it is touching a flame at least as large as a torch.

ICE MEPHIT
 | Small Outsider (Air, Cold, Extraplanar)
Hit Dice: | 3d8 (13 hp)
Initiative: | +7
Speed: | 30 ft. (6 squares), fly 50 ft. (perfect)
Armor Class: | 18 (+1 size, +3 Dex, +4 natural), touch 14, flat-footed 15
Base Attack/Grapple: | +3/–1
Attack: | Claw +4 melee (1d3 plus 1d4 cold)
Full Attack: | 2 claws +4 melee (1d3 plus 1d4 cold)
Space/Reach: | 5 ft./5 ft.
Special Attacks: | Breath weapon, spell-like abilities, summon mephit
Special Qualities: | Damage reduction 5/magic, darkvision 60 ft., fast healing 2, immunity to cold, vulnerability to fire
Saves: | Fort +3, Ref +6, Will +3
Abilities: | Str 10, Dex 17, Con 10, Int 6, Wis 11, Cha 15
Skills: | Bluff +8, Escape Artist +9, Hide +13, Listen +6, Diplomacy +4, Disguise +2 (+4 acting), Move Silently +9, Spot +6, Use Rope +3 (+5 with bindings)
Feats: | Dodge, Improved Initiative
Environment: | Elemental Plane of Air
Organization: | Solitary (1), gang (2–4 mephits of mixed types), or mob (5–12 mephits of mixed types)
Challenge Rating: | 3
Treasure: | Standard
Alignment: | Usually neutral
Advancement: | 4–6 HD (Small); 7–9 HD (Medium)
Level Adjustment: | +3 (cohort)
Ice mephits come from the Elemental Plane of Air.
Ice mephits have a cold, aloof demeanor. Each one is about 4 feet tall and weighs about 30 pounds.
Ice mephits speak Common and Auran.
Combat
Breath Weapon (Su): 10-foot cone of ice shards, damage 1d4 cold, Reflex DC 12 half. Living creatures that fail their saves are tormented by frostbitten skin and frozen eyes unless they have immunity to cold or are otherwise protected. This effect imposes a –4 penalty to AC and a –2 penalty on attack rolls for 3 rounds. The save DC is Constitution-based and includes a +1 racial bonus.
Spell-Like Abilities: 1/hour—magic missile (caster level 3rd); 1/day—chill metal (DC 14, caster level 6th). The save DC is Charisma-based.
Fast Healing (Ex): An ice mephit heals only if it is touching a piece of ice of at least Tiny size or if the ambient temperature is 32°F. or below.

MAGMA MEPHIT
 | Small Outsider (Fire, Extraplanar)
Hit Dice: | 3d8 (13 hp)
Initiative: | +5
Speed: | 30 ft. (6 squares), fly 50 ft. (average)
Armor Class: | 16 (+1 size, +1 Dex, +4 natural), touch 12, flat-footed 15
Base Attack/Grapple: | +3/–1
Attack: | Claw +4 melee (1d3 plus 1d4 fire)
Full Attack: | 2 claws +4 melee (1d3 plus 1d4 fire)
Space/Reach: | 5 ft./5 ft.
Special Attacks: | Breath weapon, spell-like abilities, summon mephit
Special Qualities: | Damage reduction 5/magic, darkvision 60 ft., fast healing 2, immunity to fire, vulnerability to cold
Saves: | Fort +3, Ref +4, Will +3
Abilities: | Str 10, Dex 13, Con 10, Int 6, Wis 11, Cha 15
Skills: | Bluff +8, Escape Artist +7, Hide +11, Listen +6, Diplomacy +4, Disguise +2 (+4 acting), Move Silently +7, Spot +6, Use Rope +1 (+3 with bindings)
Feats: | Dodge, Improved Initiative
Environment: | Elemental Plane of Fire
Organization: | Solitary (1), gang (2–4 mephits of mixed types), or mob (5–12 mephits of mixed types)
Challenge Rating: | 3
Treasure: | Standard
Alignment: | Usually neutral
Advancement: | 4–6 HD (Small); 7–9 HD (Medium)
Level Adjustment: | +3 (cohort)
Magma mephits come from the Elemental Plane of Fire. Magma mephits are slow-witted and brutish. Each one is about 4 feet tall and weighs about 60 pounds.
Magma mephits speak Common and Ignan.
Combat
Breath Weapon (Su): 10-foot cone of magma, damage 1d4 fire, Reflex DC 12 half. Living creatures that fail their saves are tormented by burned skin and seared eyes unless they have immunity to fire or are otherwise protected. This effect imposes a –4 penalty to AC and a –2 penalty on attack rolls for 3 rounds. The save DC is onstitution-based and includes a +1 racial bonus.
Spell-Like Abilities: Once per hour, a magma mephit can use shapechange to take the form of a pool of lava 3 feet in diameter and 6 inches deep. The mephit’s damage reduction improves to 20/magic when in this form. The mephit can’t attack while in lava form but can use other spell-like abilities. It can move at a speed of 10 feet, but it can’t run. In this form the mephit can pass through small holes or narrow openings, even mere cracks. The pool’s touch ignites flammable materials such as paper, straw, or dry wood.
Once per day a magma mephit can use pyrotechnics (DC 14). It can use itself as the fire source without harm. Caster level 6th. The save DC is Charisma-based.
Fast Healing (Ex): A magma mephit heals only if it is touching magma, lava, or a flame at least as large as a torch.

OOZE MEPHIT
 | Small Outsider (Extraplanar, Water)
Hit Dice: | 3d8+6 (19 hp)
Initiative: | +0
Speed: | 30 ft. (6 squares), fly 40 ft. (average), swim 30 ft.
Armor Class: | 16 (+1 size, +5 natural), touch 11, flat-footed 16
Base Attack/Grapple: | +3/+1
Attack: | Claw +6 melee (1d3+2)
Full Attack: | 2 claws +6 melee (1d3+2)
Space/Reach: | 5 ft./5 ft.
Special Attacks: | Breath weapon, spell-like abilities, summon mephit
Special Qualities: | Damage reduction 5/magic, darkvision 60 ft., fast healing 2
Saves: | Fort +4, Ref +3, Will +3
Abilities: | Str 14, Dex 10, Con 13, Int 6, Wis 11, Cha 15
Skills: | Bluff +8, Escape Artist +6, Hide +10, Listen +6, Diplomacy +4, Disguise +2 (+4 acting), Move Silently +6, Spot +6, Swim +10, Use Rope +0 (+2 with bindings)
Feats: | Power Attack, Toughness
Environment: | Elemental Plane of Water
Organization: | Solitary (1), gang (2–4 mephits of mixed types), or mob (5–12 mephits of mixed types)
Challenge Rating: | 3
Treasure: | Standard
Alignment: | Usually neutral
Advancement: | 4–6 HD (Small); 7–9 HD (Medium)
Level Adjustment: | +3 (cohort)
Ooze mephits come from the Elemental Plane of Water. An ooze mephit is about 4 feet tall and weighs about 30 pounds.
Ooze mephits speak Common and Aquan.
Combat
Breath Weapon (Su): 10-foot cone of caustic liquid, damage 1d4 acid, Reflex DC 13 half. Living creatures that fail their saves are tormented by itching skin and burning eyes unless they have immunity to acid or are otherwise protected. This effect imposes a –4 penalty to AC and a –2 penalty on attack rolls for 3 rounds. The save DC is Constitution-based and includes a +1 racial bonus.
Spell-Like Abilities: Once per hour an ooze mephit can hurl an acidic blob that functions like acid arrow (caster level 3rd). Once per day it can create a mass of smelly fog that duplicates the effect of stinking cloud (DC 15, caster level 6th). The save DC is Charisma-based.
Fast Healing (Ex): An ooze mephit heals only if in a wet or muddy environment.
Skills: An ooze mephit has a +8 racial bonus on any Swim check to perform some special action or avoid a hazard. It can always choose to take 10 on a Swim check, even if distracted or endangered. It can use the run action while swimming, provided it swims in a straight line.

SALT MEPHIT
 | Small Outsider (Earth, Extraplanar)
Hit Dice: | 3d8+6 (19 hp)
Initiative: | –1
Speed: | 30 ft. (6 squares), fly 40 ft. (average)
Armor Class: | 16 (+1 size, –1 Dex, +6 natural), touch 10, flat-footed 16
Base Attack/Grapple: | +3/+2
Attack: | Claw +7 melee (1d3+3)
Full Attack: | 2 claws +7 melee (1d3+3)
Space/Reach: | 5 ft./5 ft.
Special Attacks: | Breath weapon, spell-like abilities, summon mephit
Special Qualities: | Damage reduction 5/magic, darkvision 60 ft., fast healing 2
Saves: | Fort +4, Ref +2, Will +3
Abilities: | Str 17, Dex 8, Con 13, Int 6, Wis 11, Cha 15
Skills: | Bluff +8, Escape Artist +5, Hide +9, Listen +6, Diplomacy +4, Disguise +2 (+4 acting), Move Silently +5, Spot +6, Use Rope –1 (+1 with bindings)
Feats: | Power Attack, Toughness
Environment: | Elemental Plane of Earth
Organization: | Solitary (1), gang (2–4 mephits of mixed types), or mob (5–12 mephits of mixed types)
Challenge Rating: | 3
Treasure: | Standard
Alignment: | Usually neutral
Advancement: | 4–6 HD (Small); 7–9 HD (Medium)
Level Adjustment: | +3 (cohort)
Salt mephits come from the Elemental Plane of Earth.
Salt mephits are sarcastic creatures who loathe water and moisture of any kind. Each one is about 4 feet tall and weighs about 80 pounds.
Salt mephits speak Common and Terran.
Combat
Breath Weapon (Su): 10-foot cone of salt crystals, damage 1d4, Reflex DC 13 half. Living creatures that fail their saves are tormented by itching skin and burning eyes. This effect imposes a –4 penalty to AC and a –2 penalty on attack rolls for 3 rounds. The save DC is Constitution-based and includes a +1 racial bonus.
Spell-Like Abilities: Once per hour a salt mephit can use glitterdust (DC 14, caster level 3rd).
Once per day it can draw the moisture from an area in a 20-foot radius centered on itself. Living creatures within range take 2d8 points of damage (Fortitude DC 14 half; caster level 6th). This effect is especially devastating to plant creatures and aquatic creatures, which take a –2 penalty on their saving throws. This ability is the equivalent of a 2nd-level spell. The save DCs are Charisma-based.
Fast Healing (Ex): A salt mephit heals only if in an arid environment.

STEAM MEPHIT
 | Small Outsider (Extraplanar, Fire)
Hit Dice: | 3d8 (13 hp)
Initiative: | +5
Speed: | 30 ft. (6 squares), fly 50 ft. (average)
Armor Class: | 16 (+1 size, +1 Dex, +4 natural), touch 12, flat-footed 15
Base Attack/Grapple: | +3/–1
Attack: | Claw +4 melee (1d3 plus 1d4 fire)
Full Attack: | 2 claws +4 melee (1d3 plus 1d4 fire)
Space/Reach: | 5 ft./5 ft.
Special Attacks: | Breath weapon, spell-like abilities, summon mephit
Special Qualities: | Damage reduction 5/magic, darkvision 60 ft., fast healing 2, immunity to fire, vulnerability to cold
Saves: | Fort +3, Ref +4, Will +3
Abilities: | Str 10, Dex 13, Con 10, Int 6, Wis 11, Cha 15
Skills: | Bluff +8, Escape Artist +7, Hide +11, Listen +6, Diplomacy +4, Disguise +2 (+4 acting), Move Silently +7, Spot +6, Use Rope +1 (+3 with bindings)
Feats: | Dodge, Improved Initiative
Environment: | Elemental Plane of Fire
Organization: | Solitary (1), gang (2–4 mephits of mixed types), or mob (5–12 mephits of mixed types)
Challenge Rating: | 3
Treasure: | Standard
Alignment: | Usually neutral
Advancement: | 4–6 HD (Small); 7–9 HD (Medium)
Level Adjustment: | +3 (cohort)
Steam mephits come from the Elemental Plane of Fire.
Steam mephits are bossy creatures who consider themselves the lords of all their kind. Each one is about 4 feet tall and weighs about 2 pounds.
Steam mephits speak Common and Ignan.
Combat
Unlike other mephits, steam mephits rush into combat eagerly, driven by an oversized ego.
Breath Weapon (Su): 10-foot cone of steam, damage 1d4 fire, Reflex DC 12 half. Living creatures that fail their saves are tormented by burned skin and seared eyes unless they have immunity to fire or are otherwise protected. This effect imposes a –4 penalty to AC and a –2 penalty on attack rolls for 3 rounds. The save DC is Constitution-based and includes a +1 racial bonus.
Spell-Like Abilities: Once per hour a steam mephit can surround itself with a plume of vapor, duplicating the effect of a blur spell (caster level 3rd). Once per day it can create a rainstorm of boiling water that affects a 20-foot-square area. Living creatures caught in the storm take 2d6 points of fire damage (Reflex DC 14 half; caster level 6th). This ability is the equivalent of a 2nd-level spell. The save DCs are Charisma-based.
Fast Healing (Ex): A steam mephit heals only if it is touching boiling water or is in a hot, humid area.

WATER MEPHIT
 | Small Outsider (Extraplanar, Water)
Hit Dice: | 3d8+6 (19 hp)
Initiative: | +0
Speed: | 30 ft. (6 squares), fly 40 ft. (average) , swim 30 ft.
Armor Class: | 16 (+1 size, +5 natural), touch 11, flat-footed 16
Base Attack/Grapple: | +3/+1
Attack: | Claw +6 melee (1d3+2)
Full Attack: | 2 claws +6 melee (1d3+2)
Space/Reach: | 5 ft./5 ft.
Special Attacks: | Breath weapon, spell-like abilities, summon mephit
Special Qualities: | Damage reduction 5/magic, darkvision 60 ft., fast healing 2
Saves: | Fort +4, Ref +3, Will +3
Abilities: | Str 14, Dex 10, Con 13, Int 6, Wis 11, Cha 15
Skills: | Bluff +8, Escape Artist +6, Hide +10, Listen +6, Diplomacy +4, Disguise +2 (+4 acting), Move Silently +6, Spot +6, Swim +10, Use Rope +0 (+2 with bindings)
Feats: | Power Attack, Toughness
Environment: | Elemental Plane of Water
Organization: | Solitary (1), gang (2–4 mephits of mixed types), or mob (5–12 mephits of mixed types)
Challenge Rating: | 3
Treasure: | Standard
Alignment: | Usually neutral
Advancement: | 4–6 HD (Small); 7–9 HD (Medium)
Level Adjustment: | +3 (cohort)
Water mephits come from the Elemental Plane of Water.
Water mephits are jaunty creatures with an unflagging sense of humor who quickly get on the nerves of everyone around them. Each one is about 4 feet tall and weighs about 30 pounds.
Water mephits speak Common and Aquan.
Combat
Breath Weapon (Su): 15-foot cone of caustic liquid, damage 1d8 acid, Reflex DC 13 half. The save DC is Constitution-based and includes a +1 racial bonus.
Spell-Like Abilities: Once per hour a water mephit can hurl an acidic blob that functions like acid arrow (caster level 3rd). Once per day it can create a mass of smelly fog that duplicates the effect of a stinking cloud spell (DC 15, caster level 6th). The save DC is Charisma-based.
Fast Healing (Ex): A water mephit heals only if it is exposed to rain or submerged up to its waist in water.
Skills: A water mephit has a +8 racial bonus on any Swim check to perform some special action or avoid a hazard. It can always choose to take 10 on a Swim check, even if distracted or endangered.
It can use the run action while swimming, provided it swims in a straight line.

MERFOLK
 | Merfolk, 1st-Level Warrior
 | Medium Humanoid (Aquatic)
Hit Dice: | 1d8+2 (6 hp)
Initiative: | +1
Speed: | 5 ft. (1 square), swim 50 ft.
Armor Class: | 13 (+1 Dex, +2 leather), touch 11, flat-footed 12
Base Attack/Grapple: | +1/+2
Attack: | Trident +2 melee (1d8+1) or heavy crossbow +2 ranged (1d10/19–20)
Full Attack: | Trident +2 melee (1d8+1) or heavy crossbow +2 ranged (1d10/19–20)
Space/Reach: | 5 ft./5 ft.
Special Attacks: | —
Special Qualities: | Amphibious, low-light vision
Saves: | Fort +4, Ref +1, Will –1
Abilities: | Str 13, Dex 13, Con 14, Int 10, Wis 9, Cha 10
Skills: | Listen +3, Spot +3, Swim +9
Feats: | Alertness
Environment: | Temperate aquatic
Organization: | Company (2–4), patrol (11–20 plus 2 3rd-level lieutenants and 1 leader of 3rd–6th level), or band (30–60 plus 1 3rd-level sergeant per 20 adults, 5 5th-level lieutenants, 3 7th-level captains, and 10 porpoises)
Challenge Rating: | 1/2
Treasure: | Standard
Alignment: | Usually neutral
Advancement: | By character class
Level Adjustment: | +1
A merfolk is about 8 feet long from the top of the head to the end of the tail, and weighs about 400 pounds.
Merfolk speak Common and Aquan.
Most merfolk encountered outside their home are warriors; the information in the statistics block is for one of 1st level.
COMBAT
Merfolk favor heavy crossbows of shell and coral that fire bolts fashioned from blowfish spines, with an underwater range increment of 30 feet. Merfolk often barrage their enemies before closing, when they resort to tridents.
Amphibious (Ex): Merfolk can breathe both air and water, although they rarely travel more than a few feet from the water’s edge.
Skills: A merfolk has a +8 racial bonus on any Swim check to perform some special action or avoid a hazard. It can always choose to take 10 on a Swim check, even if distracted or endangered. It can use the run action while swimming, provided it swims in a straight line.
The merfolk warrior presented here had the following ability scores before racial adjustments: Str 13, Dex 11, Con 12, Int 10, Wis 9, Cha 8.
MERFOLK CHARACTERS
A merfolk’s favored class is bard.

MIMIC
 | Large Aberration (Shapechanger)
Hit Dice: | 7d8+21 (52 hp)
Initiative: | +1
Speed: | 10 ft. (2 squares)
Armor Class: | 15 (–1 size, +1 Dex, +5 natural), touch 10, flat-footed 15
Base Attack/Grapple: | +5/+13
Attack: | Slam +9 melee (1d8+4)
Full Attack: | 2 slams +9 melee (1d8+4)
Space/Reach: | 10 ft./10 ft.
Special Attacks: | Adhesive, crush
Special Qualities: | Darkvision 60 ft., immunity to acid, mimic shape
Saves: | Fort +5, Ref +5, Will +6
Abilities: | Str 19, Dex 12, Con 17, Int 10, Wis 13, Cha 10
Skills: | Climb +9, Disguise +13, Listen +8, Spot +8
Feats: | Alertness, Lightning Reflexes, Weapon Focus (slam)
Environment: | Underground
Organization: | Solitary
Challenge Rating: | 4
Treasure: | 1/10th coins; 50% goods; 50% items
Alignment: | Usually neutral
Advancement: | 8–10 HD (Large); 11–21 HD (Huge)
Level Adjustment: | —
A mimic can have almost any dimensions, but usually is not more than 10 feet long. A typical mimic has a volume of 150 cubic feet (5 feet by 5 feet by 6 feet) and weighs about 4,500 pounds.
Mimics speak Common.
COMBAT
A mimic often surprises an unsuspecting adventurer, lashing out with a heavy pseudopod. The creature does not necessarily fight to the death if it can succeed in extorting treasure or food from a party.
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 16 Reflex save. A successful DC 16 Strength check is needed to pry it off.
Strong alcohol dissolves the adhesive, but the mimic still can grapple normally. A mimic can dissolve its adhesive at will, and the substance breaks down 5 rounds after the creature dies.
Crush (Ex): A mimic deals 1d8+4 points of damage with a successful grapple check.
Mimic Shape (Ex): A mimic can assume the general shape of any object that fills roughly 150 cubic feet (5 feet by 5 feet by 6 feet), such as a massive chest, a stout bed, or a wide door frame. The creature cannot substantially alter its size, though. A mimic’s body is hard and has a rough texture, no matter what appearance it might present. Anyone who examines the mimic can detect the ruse with a successful Spot check opposed by the mimic’s Disguise check. Of course, by this time it is generally far too late.
Skills: A mimic has a +8 racial bonus on Disguise checks.

MINOTAUR
 | Large Monstrous Humanoid
Hit Dice: | 6d8+12 (39 hp)
Initiative: | +0
Speed: | 30 ft. (6 squares)
Armor Class: | 14 (–1 size, +5 natural), touch 9, flat-footed — (see text)
Base Attack/Grapple: | +6/+14
Attack: | Greataxe +9 melee (3d6+6/x3) or gore +9 melee (1d8+4)
Full Attack: | Greataxe +9/+4 melee (3d6+6/x3) and gore +4 melee (1d8+2)
Space/Reach: | 10 ft./10 ft.
Special Attacks: | Powerful charge 4d6+6
Special Qualities: | Darkvision 60 ft., natural cunning, scent
Saves: | Fort +6, Ref +5, Will +5
Abilities: | Str 19, Dex 10, Con 15, Int 7, Wis 10, Cha 8
Skills: | Intimidate +2, Listen +7, Search +2, Spot +7
Feats: | Great Fortitude, Power Attack, Track
Environment: | Underground
Organization: | Solitary, pair, or gang (3–4)
Challenge Rating: | 4
Treasure: | Standard
Alignment: | Usually chaotic Evil
Advancement: | By character class
Level Adjustment: | +2
A minotaur stands more than 7 feet tall and weighs about 700 pounds.
Minotaurs speak Giant.
COMBAT
Minotaurs prefer melee combat, where their great strength serves them well.
Powerful Charge (Ex): A minotaur typically begins a battle by charging at an opponent, lowering its head to bring its mighty horns into play. In addition to the normal benefits and hazards of a charge, this allows the beast to make a single gore attack with a +9 attack bonus that deals 4d6+6 points of damage.
Natural Cunning (Ex): Although minotaurs are not especially intelligent, they possess innate cunning and logical ability. This gives them immunity to maze spells, prevents them from ever becoming lost, and enables them to track enemies. Further, they are never caught flat-footed.
Skills: Minotaurs have a +4 racial bonus on Search, Spot, and Listen checks.
MINOTAURS AS CHARACTERS
Minotaur characters possess the following racial traits.
— +8 Strength, +4 Constitution, –4 Intelligence (minimum 3), –2 Charisma.
—Large size. –1 penalty to Armor Class, –1 penalty on attack rolls, –4 penalty on Hide checks, +4 bonus on grapple checks, lifting and carrying limits double those of Medium characters.
—Space/Reach: 10 feet/10 feet.
—A minotaur’s base land speed is 30 feet.
—Darkvision out to 60 feet.
—Racial Hit Dice: A minotaur begins with six levels of monstrous humanoid, which provide 6d8 Hit Dice, a base attack bonus of +6, and base saving throw bonuses of Fort +2, Ref +5, and Will +5.
—Racial Skills: A minotaur’s monstrous humanoid levels give it skill points equal to 9 x (2 + Int modifier, minimum 1). Its class skills are Intimidate, Jump, Listen, Search, and Spot. Minotaurs have a +4 racial bonus on Search, Spot, and Listen checks.
—Racial Feats: A minotaur’s monstrous humanoid levels give it three feats.
—Weapon Proficiency: A minotaur is proficient with the greataxe and all simple weapons.
— +5 natural armor bonus.
—Natural Weapons: Gore (1d8).
—Special Attacks (see above): Powerful charge.
—Special Qualities (see above): Natural cunning, scent.
—Automatic Languages: Common, Giant. Bonus Languages: Orc, Goblin, Terran.
—Favored Class: Barbarian.
—Level adjustment +2.

MOHRG
 | Medium Undead
Hit Dice: | 14d12 (91 hp)
Initiative: | +9
Speed: | 30 ft. (6 squares)
Armor Class: | 23 (+4 Dex, +9 natural), touch 14, flat-footed 14
Base Attack/Grapple: | +7/+12
Attack: | Slam +12 melee (1d6+7) or tongue +12 melee touch (paralysis)
Full Attack: | Slam +12 melee (1d6+7) and tongue +12 melee touch (paralysis)
Space/Reach: | 5 ft./5 ft.
Special Attacks: | Improved grab, paralyzing touch, create spawn
Special Qualities: | Darkvision 60 ft., undead traits
Saves: | Fort +4, Ref +10, Will +9
Abilities: | Str 21, Dex 19, Con —, Int 11, Wis 10, Cha 10
Skills: | Climb +13, Hide +21, Listen +11, Move Silently +21, Spot +15, Swim +9
Feats: | Alertness, Dodge, Improved Initiative, Lightning Reflexes, Mobility
Environment: | Any
Organization: | Solitary, gang (2–4), or mob (2–4 plus 5–10 zombies)
Challenge Rating: | 8
Treasure: | None
Alignment: | Always chaotic evil
Advancement: | 15–21 HD (Medium); 22–28 HD (Large)
Level Adjustment: | —
Mohrgs are the animated corpses of mass murderers or similar villains who died without atoning for their crimes. Most mohrgs are 5 to 6 feet tall and weigh about 120 pounds.
COMBAT
Like zombies, mohrgs attack by slamming enemies with their fists. They often catch opponents flat-footed, for they move much faster than zombies.
Improved Grab (Ex): To use this ability, a mohrg must hit a creature of its size or smaller with its slam attack. It can then attempt to start a grapple as a free action without provoking an attack of opportunity.
Paralyzing Touch (Su): A mohrg lashes out with its tongue in combat. An opponent the tongue touches must succeed on a DC 17 Fortitude save or become paralyzed for 1d4 minutes. The save DC is Charisma-based. Create Spawn (Su): Creatures killed by a mohrg rise after 1d4 days as zombies under the morhg’s control. They do not possess any of the abilities they had in life.

MUMMY
 | Mummy | Mummy Lord, 10th-Level Cleric
 | Medium Undead | Medium Undead
Hit Dice: | 8d12+3 (55 hp) | 8d12 plus 10d8 (97 hp)
Initiative: | +0 | +5
Speed: | 20 ft. (4 squares) | 15 ft. in half-plate armor (3 squares); base speed 20 ft.
Armor Class: | 20 (+10 natural), touch 10, flat-footed 20 | 29 (+0 Dex (restricted by half-plate armor), +10 natural, +9 +2 half-plate armor), touch 10, flat-footed 29
Base Attack/Grapple: | +4/+11 | +11/+19
Attack: | Slam +11 melee (1d6+10 plus mummy rot) | Slam +20 melee (1d6+12/19-20 plus mummy rot)
Full Attack: | Slam +11 melee (1d6+10 plus mummy rot) | Slam +20 melee (1d6+12/19-20 plus mummy rot)
Space/Reach: | 5 ft./5 ft. | 5 ft./5 ft.
Special Attacks: | Despair, mummy rot | Despair, mummy rot, rebuke undead, spells
Special Qualities: | Damage reduction 5/–, darkvision 60 ft., undead traits, vulnerability to fire | Damage reduction 5/–, darkvision 60 ft., resistance to fire 10, undead traits, vulnerability to fire
Saves: | Fort +4, Ref +2, Will +8 | Fort +13, Ref +8, Will +20
Abilities: | Str 24, Dex 10, Con —, Int 6, Wis 14, Cha 15 | Str 26, Dex 12, Con —, Int 8, Wis 20, Cha 17
Skills: | Hide +7, Listen +8, Move Silently +7, Spot +8 | Concentration +8, Knowledge (religion) +4, Listen +18, Move Silently +5, Spot +18
Feats: | Alertness, Great Fortitude, Toughness | Alertness, Combat Casting, Great Fortitude, Improved Critical (slam), Improved Initiative, Weapon Focus (slam)
Environment: | Any | Any
Organization: | Solitary, warden squad (2–4), or guardian detail (6–10) | Solitary or tomb guard (1 mummy lord and 6–10 mummies)
Challenge Rating: | 5 | 15
Treasure: | Standard | Standard plus possessions noted below
Alignment: | Usually lawful evil | Usually lawful evil
Advancement: | 9–16 HD (Medium); 17–24 HD (Large) | By character class
Level Adjustment: | — | —
Mummies are preserved corpses animated through the auspices of dark desert gods best forgotten.
Most mummies are 5 to 6 feet tall and weigh about 120 pounds.
Mummies can speak Common, but seldom bother to do so.
COMBAT
Despair (Su): At the mere sight of a mummy, the viewer must succeed on a DC 16 Will save or be paralyzed with 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. The save DC is Charisma-based.
Mummy Rot (Su): Supernatural disease—slam, Fortitude DC 16, incubation period 1 minute; damage 1d6 Con and 1d6 Cha. The save DC is Charisma-based.
Unlike normal diseases, mummy rot continues until the victim reaches Constitution 0 (and dies) or is cured as described below.
Mummy rot is a powerful curse, not a natural disease. A character attempting to cast any conjuration (healing) spell on a creature afflicted with mummy rot must succeed on a DC 20 caster level check, or the spell has no effect on the afflicted character.
To eliminate mummy rot, the curse must first be broken with break enchantment or remove curse (requiring a DC 20 caster level check for either spell), after which a caster level check is no longer necessary to cast healing spells on the victim, and the mummy rot can be magically cured as any normal disease.
An afflicted creature who dies of mummy rot shrivels away into sand and dust that blow away into nothing at the first wind.

MUMMY LORD
Unusually powerful or evil individuals preserved as mummies sometimes rise as greater mummies after death. A mummy lord resembles its lesser fellows, but often wears or carries equipment it used in life.
Mummy lords are often potent spellcasters. They are found as guardians of the tombs of high lords, priests, and mages. Most are sworn to defend for eternity the resting place of those whom they served in life, but in some cases a mummy lord’s unliving state is the result of a terrible curse or rite designed to punish treason, infidelity, or crimes of an even more abhorrent nature. A mummy lord of this sort is usually imprisoned in a tomb that is never meant to be opened again.
Despair (Su): The save DC against this mummy lord’s despair is 17.
Mummy Rot (Su): The save DC against this mummy lord’s mummy rot is 17.
Typical Cleric Spells Prepared (6/7/6/5/5/4; save DC 15 + spell level): 0-detect magic (2), guidance, read magic, resistance, virtue; 1st-bane, command, deathwatch, divine favor, doom, sanctuary*, shield of faith; 2nd-bull’s strength, death knell*, hold person, resist energy, silence, spiritual weapon; 3rd-animate dead*, deeper darkness, dispel magic, invisibility purge, searing light; 4th-air walk, dismissal, divine power, giant vermin, spell immunity*; 5th-insect plague, slay living*, spell resistance, symbol of pain.
*Domain Spell. Domains: Death and Protection.
Possessions: +2 half-plate armor, cloak of resistance +2, ring of minor elemental resistance (fire), brooch of shielding. (Different mummy lords may have different possessions.)

NAGA
All nagas have long, snakelike bodies covered with glistening scales, and more or less human faces. They range in length from 10 to 20 feet and weigh from 200 to 500 pounds. The eyes of a naga are bright and intelligent, burning with an almost hypnotic inner light.
COMBAT
Nagas favor spells over other forms of combat. Because they are almost always found in the lairs they guard and know well, they can arrange most encounters to suit their wishes.

DARK NAGA
 | Large Aberration
Hit Dice: | 9d8+18 (58 hp)
Initiative: | +2
Speed: | 40 ft. (8 squares)
Armor Class: | 14 (–1 size, +2 Dex, +3 natural), touch 11, flat-footed 12
Base Attack/Grapple: | +6/+12
Attack: | Sting +7 melee (2d4+2 plus poison)
Full Attack: | Sting +7 melee (2d4+2 plus poison) and bite +2 melee (1d4+1)
Space/Reach: | 10 ft./5 ft.
Special Attacks: | Poison, spells
Special Qualities: | Darkvision 60 ft., detect thoughts, guarded thoughts, immunity to poison, resistance to charm
Saves: | Fort +5, Ref +7, Will +8
Abilities: | Str 14, Dex 15, Con 14, Int 16, Wis 15, Cha 17
Skills: | Bluff +9, Concentration +13, Diplomacy +7, Disguise +5 (+7 acting), Intimidate +5, Listen +11, Sense Motive +8, Spellcraft +12, Spot +11
Feats: | Alertness, Combat Casting, Dodge, Eschew MaterialsB, Lightning Reflexes
Environment: | Temperate hills
Organization: | Solitary or nest (2–4)
Challenge Rating: | 8
Treasure: | Standard
Alignment: | Usually lawful evil
Advancement: | 10–13 HD (Large); 14–27 HD (Huge)
Level Adjustment: | —
Dark nagas speak Common and Infernal.
Combat
Dark nagas prefer to fight from an elevated position where they get a good view of the battlefield while also staying out of reach.
Poison (Ex): Injury, Fortitude DC 16 or lapse into a nightmare-haunted sleep for 2d4 minutes. The save DC is Constitution-based.
Spells: Dark nagas cast spells as 7th-level sorcerers.
Typical Sorcerer Spells Known (6/7/7/5; save DC 13 + spell level): 0—daze, detect magic, light, mage hand, open/close, ray of frost, read magic; 1st—expeditious retreat, magic missile, ray of enfeeblement, shield, silent image; 2nd—cat’s grace, invisibility, scorching ray; 3rd—displacement, lightning bolt.
Resistance to Charm: Dark nagas have a +2 racial bonus on saving throws against all charm effects (not included in the statistics block).
Detect Thoughts (Su): A dark naga can continuously use detect thoughts as the spell (caster level 9th; Will DC 15 negates). This ability is always active. The save DC is Charisma-based.
Guarded Thoughts (Ex): Dark nagas are immune to any form of mind reading.

GUARDIAN NAGA
 | Large Aberration
Hit Dice: | 11d8+44 (93 hp)
Initiative: | +2
Speed: | 40 ft. (8 squares)
Armor Class: | 18 (–1 size, +2 Dex, +7 natural), touch 11, flat-footed 16
Base Attack/Grapple: | +8/+17
Attack: | Bite +12 melee (2d6+7 plus poison) or spit +9 ranged touch (poison)
Full Attack: | Bite +12 melee (2d6+7 plus poison) or spit +9 ranged touch (poison)
Space/Reach: | 10 ft./5 ft.
Special Attacks: | Poison, spit, spells
Special Qualities: | Darkvision 60 ft.
Saves: | Fort +7, Ref +7, Will +11
Abilities: | Str 21, Dex 14, Con 19, Int 16, Wis 19, Cha 18
Skills: | Bluff +18, Concentration +19, Listen +13, Diplomacy +8, Disguise +4 (+6 acting), Intimidate +6, Sense Motive +18, Spellcraft +17, Spot +13
Feats: | Alertness, Combat Casting, Dodge, Eschew MaterialsB, Lightning Reflexes
Environment: | Temperate plains
Organization: | Solitary or nest (2–4)
Challenge Rating: | 10
Treasure: | Standard
Alignment: | Usually lawful good
Advancement: | 12–16 HD (Large); 17–33 HD (Huge)
Level Adjustment: | —
Guardian nagas speak Celestial and Common.
Combat
Guardian nagas usually warn off intruders before attacking. If the warning is ignored, they may begin a spell assault or spit poison.
Poison (Ex): Injury or contact, Fortitude DC 19, initial and secondary damage 1d10 Con. The save DC is Constitution-based.
Spit (Ex): A guardian naga can spit its venom up to 30 feet as a standard action. This is a ranged touch attack with no range increment. Opponents hit by this attack must make successful saves (see above) to avoid the effect.
Spells: Guardian nagas cast spells as 9th-level sorcerers, and can also cast spells from the cleric list and from the Good and Law domains. The cleric spells and domain spells are considered arcane spells for a guardian naga, meaning that the creature does not need a divine focus to cast them.
Typical Spells Known (6/7/7/7/5; save DC 14 + spell level): 0— cure minor wounds, daze, detect magic, light, mage hand, open/close, ray of frost, read magic; 1st—cure light wounds, divine favor, expeditious retreat, mage armor, magic missile; 2nd—detect thoughts, lesser restoration, see invisibility, scorching ray; 3rd—cure serious wounds, dispel magic, lightning bolt; 4th—divine power, greater invisibility.

SPIRIT NAGA
 | Large Aberration
Hit Dice: | 9d8+36 (76 hp)
Initiative: | +1
Speed: | 40 ft. (8 squares)
Armor Class: | 16 (–1 size, +1 Dex, +6 natural), touch 10, flat-footed 15
Base Attack/Grapple: | +6/+14
Attack: | Bite +9 melee (2d6+6 plus poison)
Full Attack: | Bite +9 melee (2d6+6 plus poison)
Space/Reach: | 10 ft./5 ft.
Special Attacks: | Charming gaze, poison, spells
Special Qualities: | Darkvision 60 ft.
Saves: | Fort +7, Ref +6, Will +9
Abilities: | Str 18, Dex 13, Con 18, Int 12, Wis 17, Cha 17
Skills: | Concentration +13, Listen +14, Spellcraft +10, Spot +14
Feats: | Ability Focus (charming gaze), Alertness, Combat Casting, Eschew MaterialsB, Lightning Reflexes
Environment: | Temperate marshes
Organization: | Solitary or nest (2–4)
Challenge Rating: | 9
Treasure: | Standard
Alignment: | Usually chaotic evil
Advancement: | 10–13 HD (Large); 14–27 HD (Huge)
Level Adjustment: | —
Spirit nagas speak Abyssal and Common.
Combat
Spirit nagas meet foes boldly so as to use their gaze attacks to best effect. They quickly slither forward to bite foes that avert their eyes.
Charming Gaze (Su): As charm person, 30 feet, Will DC 19 negates. The save DC is Charisma-based.
Poison (Ex): Injury, Fortitude DC 18, initial and secondary damage 1d8 Con. The save DC is Constitution-based.
Spells: Spirit nagas cast spells as 7th-level sorcerers, and can also cast spells from the cleric spell list and from the Chaos and Evil domains as arcane spells. The cleric spells and domain spells are considered arcane spells for a spirit naga, meaning that the creature does not need a divine focus to cast them.
Typical Spells Known (6/7/7/5; save DC 13 + spell level): 0—cure minor wounds, daze, detect magic, mage hand, open/close, ray of frost, read magic; 1st—charm person, cure light wounds, divine favor, magic missile, shield of faith; 2nd—cat’s grace, invisibility, summon swarm; 3rd—displacement, fireball.

WATER NAGA
 | Large Aberration (Aquatic)
Hit Dice: | 7d8+28 (59 hp)
Initiative: | +1
Speed: | 30 ft. (6 squares), swim 50 ft.
Armor Class: | 15 (–1 size, +1 Dex, +5 natural), touch 10, flat-footed 14
Base Attack/Grapple: | +5/+12
Attack: | Bite +7 melee (2d6+4 plus poison)
Full Attack: | Bite +7 melee (2d6+4 plus poison)
Space/Reach: | 10 ft./5 ft.
Special Attacks: | Poison, spells
Special Qualities: | Darkvision 60 ft.
Saves: | Fort +6, Ref +5, Will +8
Abilities: | Str 16, Dex 13, Con 18, Int 10, Wis 17, Cha 15
Skills: | Concentration +12, Listen +7, Spellcraft +8, Spot +7, Swim +11
Feats: | Alertness, Combat Casting, Eschew MaterialsB, Lightning Reflexes
Environment: | Temperate aquatic
Organization: | Solitary, pair, or nest (3–4)
Challenge Rating: | 7
Treasure: | Standard
Alignment: | Usually neutral
Advancement: | 8–10 HD (Large); 11–21 HD (Huge)
Level Adjustment: | —
Water nagas speak Aquan and Common.
Combat
Water nagas prefer to stay mostly concealed in a body of water while they launch a spell attack.
Poison (Ex): Injury, Fortitude DC 17, initial and secondary damage 1d8 Con. The save DC is Constitution-based.
Spells: Water nagas cast spells as 7th-level sorcerers but never use fire spells.
Typical Sorcerer Spells Known (6/7/7/4; save DC 12 + spell level): 0—acid splash, daze, detect magic, light, mage hand, open/close, read magic; 1st—expeditious retreat, magic missile, obscuring mist, shield, true strike; 2nd—invisibility, acid arrow, mirror image; 3rd—protection from energy, suggestion.
Skills: A water naga has a +8 racial bonus on any Swim check to perform some special action or avoid a hazard. It can always choose to take 10 on a Swim check, even if distracted or endangered. It can use the run action while swimming, provided it swims in a straight line.

NIGHT HAG
 | Medium Outsider (Evil, Extraplanar)
Hit Dice: | 8d8+32 (68 hp)
Initiative: | +1
Speed: | 20 ft. (4 squares)
Armor Class: | 22 (+1 Dex, +11 natural), touch 11, flat-footed 21
Base Attack/Grapple: | +8/+12
Attack: | Bite +12 melee (2d6+6 plus disease)
Full Attack: | Bite +12 melee (2d6+6 plus disease)
Space/Reach: | 5 ft./5 ft.
Special Attacks: | Spell-like abilities, dream haunting
Special Qualities: | Damage reduction 10/cold iron and magic, immunity to fire, cold, charm, sleep, and fear, spell resistance 25
Saves: | Fort +12*, Ref +9*, Will +10*
Abilities: | Str 19, Dex 12, Con 18, Int 11, Wis 15, Cha 12
Skills: | Bluff +12, Concentration +15, Diplomacy +5, Disguise +1 (+3 acting), Intimidate +14, Listen +15, Ride +12, Sense Motive +13, Spellcraft +11, Spot +15
Feats: | Alertness, Combat Casting, Mounted Combat
Environment: | A evil-aligned plane
Organization: | Solitary, mounted (1, on nightmare), or covey (3, on nightmares)
Challenge Rating: | 9
Treasure: | Standard
Alignment: | Always neutral evil
Advancement: | 9–16 HD (Medium)
Level Adjustment: | —
A night hag is about the same height and weight as a female human.
Night hags speak Abyssal, Celestial, Common, and Infernal.
COMBAT
Night hags attack good creatures on sight if the odds of success seem favorable.
These creatures rip through armor and flesh with their deadly teeth. They love to use sleep and then strangle those who are overcome by it.
A night hag’s natural weapons, as well as any weapons it wields, are treated as evil-aligned for the purpose of overcoming damage reduction. Its natural weapons are treated as magic weapons for the purpose of overcoming damage reduction.
Disease (Ex): Demon fever—bite, Fortitude DC 18, incubation period 1 day, damage 1d6 Con. Each day after the first, on a failed save, an afflicted creature must immediately succeed on another DC 18 Fortitude save or take 1 point of Constitution drain. The save DC is Constitution based.
Spell-Like Abilities: At will—detect chaos, detect evil, detect good, detect law, detect magic, magic missile, polymorph (self only), ray of enfeeblement (DC 12), sleep (DC 12). Caster level 8th. A night hag can use etherealness at will (caster level 16th) so long as it possesses its heartstone (see below). The save DCs are Charisma-based.
Dream Haunting (Su): Night hags can visit the dreams of chaotic or evil individuals by using a special periapt known as a heartstone to become ethereal, then hovering over the creature. Once a hag invades someone’s dreams, it rides on the victim’s back until dawn. The sleeper suffers from tormenting dreams and takes 1 point of Constitution drain upon awakening. Only another ethereal being can stop these nocturnal intrusions, by confronting and defeating the night hag.
HEARTSTONE
All night hags carry a periapt known as a heartstone, which instantly cures any disease contracted by the holder. In addition, a heartstone provides a +2 resistance bonus on all saving throws (this bonus is included in the statistics block). A night hag that loses this charm can no longer use etherealness until it can manufacture another (which takes one month). Creatures other than the hag can benefit from the heartstone’s powers, but the periapt shatters after ten uses (any disease cured or saving throw affected
counts as a use) and it does not bestow etherealness to a bearer that is not a night hag. If sold, an intact heartstone brings 1,800 gp.

NIGHTMARE
 | Nightmare | Nightmare, Cauchemar
 | Large Outsider (Evil, Extraplanar) | Huge Outsider (Evil, Extraplanar)
Hit Dice: | 6d8+18 (45 hp) | 15d8+105 (172 hp)
Initiative: | +6 | +6
Speed: | 40 ft. (8 squares), fly 90 ft. (good) | 40 ft. (8 squares), fly 90 ft. (good)
Armor Class: | 24 (–1 size, +2 Dex, +13 natural), touch 11, flat-footed 22 | 26 (–2 size, +2 Dex, +16 natural), touch 10, flat-footed 24
Base Attack/Grapple: | +6/+14 | +15/+33
Attack: | Hoof +9 melee (1d8+4 plus 1d4 fire) | Hoof +23 melee (2d6+10 plus 1d4 fire)
Full Attack: | 2 hooves +9 melee (1d8+4 plus 1d4 fire) and bite +4 melee (1d8+2) | 2 hooves +23 melee (2d6+10 plus 1d4 fire) and bite +18 melee (2d6+5)
Space/Reach: | 10 ft./5 ft. | 15 ft./10 ft.
Special Attacks: | Flaming hooves, smoke | Flaming hooves, smoke
Special Qualities: | Astral projection, darkvision 60 ft., etherealness | Astral projection, darkvision 60 ft., etherealness
Saves: | Fort +8, Ref +7, Will +6 | Fort +16, Ref +11, Will +10
Abilities: | Str 18, Dex 15, Con 16, Int 13, Wis 13, Cha 12 | Str 31, Dex 14, Con 24, Int 16, Wis 12, Cha 12
Skills: | Concentration +12, Diplomacy +3, Intimidate +10, Knowledge (the planes) +10, Listen +12, Move Silently +11, Search +10, Sense Motive +10, Spot +12, Survival +10 (+12 on other planes and following tracks) | Bluff +19, Concentration +25, Diplomacy +5, Disguise +1 (+3 acting), Intimidate +21, Knowledge (arcana) +21, Knowledge (the planes) +21, Listen +21, Move Silently +20, Search +21, Sense Motive +19, Spot +21, Survival +19 (+21 on other planes and following tracks)
Feats: | Alertness, Improved Initiative, Run | Alertness, Cleave, Improved Initiative, Power Attack, Run, Track
Environment: | A evil-aligned plane | A neutral evil plane
Organization: | Solitary | Solitary
Challenge Rating: | 5 | 11
Treasure: | None | None
Alignment: | Always neutral evil | Always neutral evil
Advancement: | 7–10 HD (Large); 11–18 HD (Huge) | –
Level Adjustment: | +4 (cohort) | +4 (cohort)

A nightmare is about the size of a light war horse.
COMBAT
A nightmare can fight while carrying a rider, but the rider cannot also fight unless he or she succeeds on a Ride check.
A nightmare’s natural weapons, as well as any weapons it wields, are treated as evil-aligned for the purpose of overcoming damage reduction.
Flaming Hooves (Su): A blow from a nightmare’s hooves sets combustible materials alight.
Smoke (Su): During the excitement of battle, a nightmare snorts and neighs with rage. This snorting fills a 15-foot cone with a hot, sulfurous smoke that chokes and blinds opponents. Anyone in the cone must succeed on a DC 16 Fortitude save or take a –2 penalty on all attack and damage rolls until 1d6 minutes after leaving the cone. The cone lasts 1 round, and the nightmare uses it once as a free action during its turn each round. The save DC is Constitution-based.
Because of the smoke it gives off, a nightmare has concealment against creatures 5 feet away and total concealment against creatures 10 feet or farther away. The smoke does not obscure the nightmare’s vision at all.
Astral Projection and Etherealness (Su): These abilities function just like the spells of the same names (caster level 20th); a nightmare can use either at will.
Carrying Capacity: A light load for a nightmare is up to 300 pounds; a medium load, 301–600 pounds; and a heavy load, 601–900 pounds.

CAUCHEMAR
The cauchemar is a horrible, especially malevolent version of a nightmare. The sight of one of these great horrors bearing down is enough to shake the heart of the boldest champion.
COMBAT
The save DC for the cauchemar’s smoke attack (DC 24) is adjusted for its greater number of Hit Dice and higher Constitution score.
Carrying Capacity: A light load for a cauchemar is up to 612 pounds; a medium load, 613-1,224 pounds; and a heavy load, 1,225-1,840 pounds.

NIGHTSHADE
Nightshades are powerful undead composed of equal parts darkness and absolute evil.
Nightshades can read and understand all forms of communication; however, they communicate with others by telepathy.
COMBAT
Each of the three known varieties of nightshade is a terrible creature with unique powers and abilities. Their tactics vary according to their abilities, but they all make liberal use of haste.

Nightshade Abilities
All nightshades have the following special abilities.
Aversion to Daylight (Ex): If exposed to natural daylight (not merely a daylight spell), nightshades take a –4 penalty on all attack rolls, saving throws, and skill checks.
Desecrating Aura (Su): All nightshades give off a 20-footradius emanation of utter desecration, imbuing their surroundings with negative energy. This ability works much like a desecrate spell, except that the nightshade’s evil is so great that it is treated as the shrine of an evil power. All undead within 20 feet of the nightshade (including the creature itself ) gain a +2 profane bonus on attack rolls, damage rolls, and saving throws, and +2 hit points per HD. (The nightshade Hit Dice, attack, and save entries given here include these profane bonuses.) Charisma checks made to turn undead within this area take a –6 penalty.
A nightshade’s desecrating aura cannot be dispelled except by a dispel evil spell or similar effect. If the effect is dispelled, the nightshade can resume it as a free action on its next turn. Its desecrating aura is suppressed if a nightshade enters a consecrated or hallowed area, but the nightshade’s presence also suppresses the consecrated or hallowed effect for as long as it remains in the area.

NIGHTCRAWLER
 | Gargantuan Undead (Extraplanar)
Hit Dice: | 25d12+50 (212 hp)
Initiative: | +4
Speed: | 30 ft. (6 squares), burrow 60 ft.
Armor Class: | 35 (–4 size, +29 natural), touch 6, flat-footed 35
Base Attack/Grapple: | +12/+45
Attack: | Bite +29 melee (4d6+21)
Full Attack: | Bite +29 melee (4d6+21/19–20) and sting +24 melee (2d8+11/19–20 plus poison)
Space/Reach: | 20 ft./15 ft.
Special Attacks: | Desecrating aura, energy drain, spell-like abilities, poison, summon undead, swallow whole
Special Qualities: | Aversion to daylight, damage reduction 15/silver and magic, darkvision 60 ft., immunity to cold, spell resistance 31, telepathy 100 ft, tremorsense 60 ft., undead traits
Saves: | Fort +12, Ref +10, Will +23
Abilities: | Str 48, Dex 10, Con —, Int 20, Wis 20, Cha 18
Skills: | Concentration +32, Diplomacy +6, Hide +16, Knowledge (arcana) +33, Listen +33, Move Silently +28, Search +33, Sense Motive +23, Spellcraft +35, Spot +33, Survival +5 (+7 following tracks)
Feats: | Blind-Fight, Combat Casting, Great Fortitude, Improved Critical (bite), Improved Critical (sting), Improved Initiative, Iron Will, Power Attack, Quicken Spell-Like Ability (cone of cold)
Environment: | Plane of Shadow
Organization: | Solitary or pair
Challenge Rating: | 18
Treasure: | Standard
Alignment: | Always chaotic evil
Advancement: | 26–50 HD (Colossal)
Level Adjustment: | —

A nightcrawler is a massive behemoth similar to a purple worm, though utterly black in color.
A nightcrawler measures about 7 feet in diameter and is 100 feet long from its toothy maw to the tip of its stinging tail. It weighs about 55,000 pounds.
Combat
A nightcrawler attacks by burrowing through the ground and emerging to strike.
A nightcrawler’s natural weapons are treated as magic weapons for the purpose of overcoming damage reduction.
Energy Drain (Su): Living creatures inside a nightcrawler’s gizzard gain one negative level each round. The DC is 26 for the Fortitude save to remove a negative level. The save DC is Charisma-based.
For each such negative level bestowed, the nightcrawler gains 5 temporary hit points.
Improved Grab (Ex): To use this ability, a nightcrawler 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 try to swallow the opponent in the following round.
Poison (Ex): Injury, Fortitude DC 22, initial and secondary damage 2d6 Str. The save DC is Constitution-based.
Spell-Like Abilities: At will—contagion (DC 18), deeper darkness, detect magic, greater dispel magic, haste, invisibility, see invisibility, unholy blight (DC 18); 3/day—cone of cold (DC 19), confusion (DC 18), hold monster (DC 19); 1/day—finger of death (DC 21), mass hold monster (DC 23), plane shift (DC 21). Caster level 25th. The save DCs are Charisma-based.
Summon Undead (Su): A nightcrawler can summon undead creatures once per night: 9–16 shadows, 3–6 greater shadows, or 2–4 dread wraiths. The undead arrive in 1d10 rounds and serve for 1 hour or until released.
Swallow Whole (Ex): A nightcrawler can try to swallow a grabbed opponent of Huge or smaller size by making a successful grapple check. Once inside, the opponent takes 2d8+12 points of bludgeoning damage plus 12 points of acid damage per round from the nightcrawler’s gizzard and is subject to the creature’s energy drain. A swallowed creature can cut its way out by using a light slashing or piercing weapon to deal 35 points of damage to the gizzard (AC 21). Once the creature exits, muscular action closes the hole; another swallowed opponent must cut its own way out. A nightcrawler’s interior can hold 2 Huge, 8 Large, 32 Medium, 128 Small, 512 Tiny or smaller opponents.

NIGHTWALKER
 | Huge Undead (Extraplanar)
Hit Dice: | 21d12+42 (178 hp)
Initiative: | +6
Speed: | 40 ft (8 squares)., fly 20 ft. (poor)
Armor Class: | 32 (–2 size, +2 Dex, +22 natural), touch 10, flat-footed 30
Base Attack/Grapple: | +10/+34
Attack: | Slam +24 melee (2d6+16)
Full Attack: | 2 slams +24 melee (2d6+16)
Space/Reach: | 15 ft./15 ft.
Special Attacks: | Crush item, desecrating aura, evil gaze, spell-like abilities, summon undead
Special Qualities: | Aversion to daylight, damage reduction 15/silver and magic, darkvision 60 ft., immunity to cold, spell resistance 29, telepathy 100 ft., undead traits
Saves: | Fort +11, Ref +11, Will +19
Abilities: | Str 38, Dex 14, Con —, Int 20, Wis 20, Cha 18
Skills: | Concentration +28, Diplomacy +6, Hide +18*, Knowledge (arcana) +29, Listen +29, Move Silently +26, Search +29, Sense Motive +29, Spellcraft +31, Spot +29, Survival +5 (+7 following tracks)
Feats: | Cleave, Combat Expertise, Combat Reflexes, Great Fortitude, Improved Disarm, Improved Initiative, Power Attack, Quicken Spell-Like Ability (unholy blight)
Environment: | Plane of Shadow
Organization: | Solitary, pair, or gang (3–4)
Challenge Rating: | 16
Treasure: | Standard
Alignment: | Always chaotic evil
Advancement: | 22–31 HD (Huge); 32–42 HD (Gargantuan)
Level Adjustment: | —
Nightwalkers are human-shaped horrors that haunt the darkness.
A nightwalker is about 20 feet tall and weighs about 12,000 pounds.
Combat
Nightwalkers lurk in dark areas where they can almost always surprise the unwary.
A nightwalker’s natural weapons are treated as magic weapons for the purpose of overcoming damage reduction.
Crush Item (Su): A nightwalker can destroy any weapon or item of Large size or smaller (even magic ones, but not artifacts) by picking it up and crushing it between its hands. The nightwalker must make a successful disarm attempt to grab an item held by an opponent. The item is entitled to a DC 34 Fortitude save to resist destruction. The save DC is Strength-based.
Evil Gaze (Su): Fear, 30 feet. A creature that meets the nightwalker’s gaze must succeed on a DC 24 Will save or be paralyzed with fear for 1d8 rounds. Whether or not the save is successful, that creature cannot be affected again by the same nightshade’s gaze for 24 hours. This is a mind-affecting fear effect. The save DC is Charisma-based.
Spell-Like Abilities: At will—contagion (DC 18), deeper darkness, detect magic, greater dispel magic, haste, see invisibility, and unholy blight (DC 18); 3/day—confusion (DC 18), hold monster (DC 19), invisibility; 1/day—cone of cold (DC 19), finger of death (DC 21), plane shift (DC 21). Caster level 21st. The save DCs are Charisma-based.
Summon Undead (Su): A nightwalker can summon undead creatures once per night: 7–12 shadows, 2–5 greater shadows, or 1–2 dread wraiths. The undead arrive in 1d10 rounds and serve for 1 hour or until released.
Skills: *When hiding in a dark area, a nightwalker gains a +8 racial bonus on Hide checks.
Tactics Round-by-Round
The nightwalker is an exceedingly intelligent foe that makes the best use of all its abilities. It favors using its spell-like abilities to divide and disable its enemies, then closing to melee with opponents it has isolated from their allies.
Prior to combat: The nightwalker keeps its see invisibility power active most of the time. It uses haste and invisibility to prepare for battle.
Round 1: Move to within 30 feet to make use of gaze attack and strike with confusion or hold monster, coupled with a quickened unholy blight.
Round 2: Hit a spellcaster with finger of death and another quickened unholy blight.
Round 3: Move up to engage the enemy and attempt to disarm an enemy fighter.
Round 4: Crush the disarmed weapon (or use gaze attack if disarm attempt failed).
Round 5: Full attack against the unarmed foe (or on a nearby spellcaster).

NIGHTWING
 | Huge Undead (Extraplanar)
Hit Dice: | 17d12+34 (144 hp)
Initiative: | +8
Speed: | 20 ft. (4 squares), fly 60 ft. (good)
Armor Class: | 30 (–2 size, +4 Dex, +18 natural) touch 12, flat-footed 26
Base Attack/Grapple: | +8/+28
Attack: | Bite +18 melee (2d6+17/19–20 plus magic drain)
Full Attack: | Bite +18 melee (2d6+17/19–20 plus magic drain)
Space/Reach: | 15 ft./10 ft.
Special Attacks: | Desecrating aura, magic drain, spell-like abilities, summon undead
Special Qualities: | Aversion to daylight, damage reduction 15/silver and magic, darkvision 60 ft., immunity to cold, spell resistance 27, telepathy 100 ft., undead traits
Saves: | Fort +9, Ref +11, Will +17
Abilities: | Str 31, Dex 18, Con —, Int 18, Wis 20, Cha 18
Skills: | Concentration +24, Diplomacy +6, Hide +16*, Listen +25, Move Silently +24, Search +24, Sense Motive +25, Spellcraft +24, Spot +25, Survival +5 (+7 following tracks)
Feats: | Combat Reflexes, Dodge, Flyby Attack, Great Fortitude, Improved Critical (bite), Improved Initiative
Environment: | Plane of Shadow
Organization: | Solitary, pair, or flock (3–6)
Challenge Rating: | 14
Treasure: | Standard
Alignment: | Always chaotic evil
Advancement: | 18–25 HD (Huge); 26–34 HD (Gargantuan)
Level Adjustment: | —

Nightwings are batlike flyers that hunt on the wing.
A nightwing has a wingspan of about 40 feet and weighs about 4,000 pounds.
Combat
Nightwings prowl the night sky and dive onto their victims. They are all but invisible, detectable only because of the stars they obscure in their passing.
A nightwing’s natural weapons are treated as magic weapons for the purpose of overcoming damage reduction.
Magic Drain (Su): A nightwing can weaken magic armor, weapons, and shields by making a successful touch attack. The targeted item must succeed on a DC 22 Fortitude save or lose 1 point of its enhancement bonus. The save DC is Charisma-based. An item that loses its entire enhancement bonus becomes merely a masterwork item and loses any special abilities (such as flaming) as well. Casting dispel evil upon the item reverses the effect of the magic drain, provided this occurs within a number of days after the attack equal to the caster’s level and the caster succeeds on a DC 29 caster level check.
Spell-Like Abilities: At will—contagion (DC 18), deeper darkness, detect magic, haste, see invisibility, unholy blight (DC 18); 3/day—confusion (DC 18), greater dispel magic, hold monster (DC 19), invisibility; 1/day—cone of cold (DC 19), finger of death (DC 21), plane shift (DC 21). Caster level 17th. The save DCs are Charisma-based.
Summon Undead (Su): A nightwing can summon undead creatures once per night: 5–12 shadows, 2–4 greater shadows, or 1 dread wraith. The undead arrive in 1d10 rounds and serve for 1 hour or until released.
Skills: *When hiding in a dark area or flying in a dark sky, a nightwing gains a +8 racial bonus on Hide checks.

NYMPH
 | Medium Fey
Hit Dice: | 6d6+6 (27 hp)
Initiative: | +3
Speed: | 30 ft. (6 squares), swim 20 ft.
Armor Class: | 17 (+3 Dex, +4 deflection), touch 17, flat-footed 14
Base Attack/Grapple: | +3/+3
Attack: | Dagger +6 melee (1d4/19–20)
Full Attack: | Dagger +6 melee (1d4/19–20)
Space/Reach: | 5 ft./5 ft.
Special Attacks: | Blinding beauty, spells, spell-like abilities, stunning glance
Special Qualities: | Damage reduction 10/cold iron, low-light vision, unearthly grace, wild empathy
Saves: | Fort +7, Ref +12, Will +12
Abilities: | Str 10, Dex 17, Con 12, Int 16, Wis 17, Cha 19
Skills: | Concentration +10, Diplomacy +6, Escape Artist +12, Handle Animal +13, Heal +12, Hide +12, Listen +12, Move Silently +12, Ride +5, Sense Motive +12, Spot +12, Swim +8, Use Rope +3 (+5 with bindings)
Feats: | Combat Casting, Dodge, Weapon Finesse
Environment: | Temperate forests
Organization: | Solitary
Challenge Rating: | 7
Treasure: | Standard
Alignment: | Usually chaotic good
Advancement: | 7–12 HD (Medium)
Level Adjustment: | +7
A nymph is about the height and weight of a female elf.
Nymphs speak Sylvan and Common.
COMBAT
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 17 Fortitude save or be blinded permanently as though by the blindness spell. A nymph can suppress or resume this ability as a free action.
The save DC is Charisma-based.
Spell-Like Abilities: 1/day—dimension door. Caster level 7th.
Spells: A nymph casts divine spells as a 7th-level druid.
Typical Druid Spells Prepared (6/5/4/3/1, save DC 13 + spell level): 0—cure minor wounds, detect magic, flare, guidance, light, resistance; 1st—calm animal, cure light wounds, entangle, longstrider, speak with animals; 2nd—barkskin, heat metal, lesser restoration, tree shape; 3rd— call lightning, cure moderate wounds, protection from energy; 4th—rusting grasp.
Stunning Glance (Su): As a standard action, a wrathful nymph can stun a creature within 30 feet with a look. The target creature must succeed on a DC 17 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 bonus on all her saving throws, and as a deflection bonus to her Armor Class. (The statistics block already reflects these bonuses).
Wild Empathy (Ex): This power works like the druid’s wild empathy class feature, except that a nymph has a +6 racial bonus on the check.
Skills: A nymph has a +8 racial bonus on any Swim check to perform some special action or avoid a hazard. She can always choose to take 10 on a Swim check, even if distracted or endangered. She can use the run action while swimming, provided she swims in a straight line.


Monsters (O to R)

MONSTERS (O-R)

OGRE
 | Ogre | Ogre, 4th-Level Barbarian
 | Large Giant | Large Giant
Hit Dice: | 4d8+11 (29 hp) | 4d8+19 plus 4d12+16 (79 hp)
Initiative: | –1 | +0
Speed: | 30 ft. in hide armor (6 squares); base speed 40 ft. | 40 ft. in hide armor (8 squares); base speed 50 ft.
Armor Class: | 16 (–1 size, –1 Dex, +5 natural, +3 hide armor), touch 8, flat-footed 16 | 19 (–1 size, +5 natural, +4 +1 hide armor, +1 ring of protection +1), touch 10, flat-footed 19
Base Attack/Grapple: | +3/+12 | +7/+19
Attack: | Greatclub +8 melee (2d8+7) or javelin +1 ranged (1d8+5) | +1 Greatclub +16 melee (2d8+13) or javelin +6 ranged (1d8+8)
Full Attack: | Greatclub +8 melee (2d8+7) or javelin +1 ranged (1d8+5) | +1 Greatclub +16/+11 melee (2d8+13) or javelin +6 ranged (1d8+8)
Space/Reach: | 10 ft./10 ft. | 10 ft./10 ft.
Special Attacks: | — | Rage 2/day
Special Qualities: | Darkvision 60 ft., low-light vision | Darkvision 60 ft., low-light vision, trap sense +1, uncanny dodge
Saves: | Fort +6, Ref +0, Will +1 | Fort +12, Ref +2, Will +2
Abilities: | Str 21, Dex 8, Con 15, Int 6, Wis 10, Cha 7 | Str 26, Dex 11, Con 18, Int 8, Wis 10, Cha 4
Skills: | Climb +5, Listen +2, Spot +2 | Climb +13, Hude –6, Jump +17, Listen +6, Spot +2
Feats: | Toughness, Weapon Focus (greatclub) | Power Attack, Toughness, Weapon Focus (greatclub)
Environment: | Temperate hills (Merrow: Temperate aquatic) | Temperate hills
Organization: | Solitary, pair, gang (3–4), or band (5–8) | Solitary, pair, gang (1 plus 1–3 ogres), or band (1 plus 4–7 ogres)
Challenge Rating: | 3 | 7
Treasure: | Standard | Standard (including +1 hide armor, +1 greatclub, ring of protection +1
Alignment: | Usually chaotic evil | Usually chaotic evil
Advancement: | By character class | By character class
Level Adjustment: | +2 | +2

Adult ogres stand 9 to 10 feet tall and weigh 600 to 650 pounds. Their skin color ranges from dull yellow to dull brown. Their clothing consists of poorly cured furs and hides, which add to their naturally repellent odor.
Ogres speak Giant, and those specimens who boast Intelligence scores of at least 10 also speak Common.
Combat
Ogres favor overwhelming odds, sneak attacks, and ambushes over a fair fight. They are intelligent enough to fire ranged weapons first to soften up their foes before closing, but ogre gangs and bands fight as unorganized individuals.

OGRE BARBARIAN
Their inherent bent toward chaos combines with their size and strength to make ogres natural barbarians. Indeed, their leaders are almost always barbarians of low to middle level, monstrous brutes whose fury in battle is truly fearsome. A raging ogre barbarian is an inspiration to other ogres.
COMBAT
Marginally more intelligent than his brutish fellows, an ogre barbarian is slightly more likely to enter a fair fight, but in general prefers the brutish tactics common to all its kind.
Rage (Ex): Twice per day, an ogre barbarian can enter a state of fierce rage that last for 9 rounds. The following changes are in effect as long as he rages: AC 17 (touch 8, flat-footed 17); hp 95; Atk +18/+13 melee (2d6+16, +1 greatclub); SV Fort +14, Will +4; Str 30, Con 22; Climb +15, Jump +16. At the end of his rage, the ogre barbarian is fatigued for the duration of the encounter.
Trap Sense (Ex): An ogre barbarian has a +1 bonus on Reflex saves made to avoid traps. He also has a +1 bonus to his AC against attacks by traps.
Uncanny Dodge (Ex): An ogre barbarian retains his Dex bonus to AC regardless of being caught flat-footed or attacked by an invisible opponent. His Dex bonus to AC is +0, but this means that he is not subject to a rogue’s sneak attack in these circumstances.

MERROW
These cousins of the ogre have the aquatic subtype.
They dwell in freshwater lakes and rivers. They have a base land speed of 30 feet and a swim speed of 40 feet and are found only in aquatic environments.
Instead of the typical ogre’s greatclub, they prefer to use longspears in melee (attack +8 melee, damage 1d8+7).
OGRES AS CHARACTERS
Ogre characters possess the following racial traits.
— +10 Strength, –2 Dexterity, +4 Constitution, –4 Intelligence, –4 Charisma.
—Large size. –1 penalty to Armor Class, –1 penalty on attack rolls, –4 penalty on Hide checks, +4 bonus on grapple checks, lifting and carrying limits double those of Medium characters.
—Space/Reach: 10 feet/10 feet.
—An ogre’s base land speed is 40 feet.
—Darkvision out to 60 feet.
—Racial Hit Dice: An ogre begins with four levels of giant, which provide 4d8 Hit Dice, a base attack bonus of +3, and base saving throw bonuses of Fort +4, Ref +1, and Will +1.
—Racial Skills: An ogre’s giant levels give it skill points equal to 7 x (2 + Int modifier, minimum 1). Its class skills are Climb, Listen, and Spot.
—Racial Feats: An ogre’s giant levels give it two feats.
—Weapon and Armor Proficiency: An ogre is automatically proficient with simple weapons, martial weapons, light and medium armor, and shields.
— +5 natural armor bonus.
—Automatic Languages: Common, Giant. Bonus Languages: Dwarven, Orc, Goblin, Terran.
—Favored Class: Barbarian.
—Level adjustment +2.

OGRE MAGE
 | Large Giant
Hit Dice: | 5d8+15 (37 hp)
Initiative: | +4
Speed: | 40 ft. (8 squares), fly 40 ft. (good)
Armor Class: | 18 (–1 size, +5 natural, +4 chain shirt), touch 9, flat-footed 18
Base Attack/Grapple: | +3/+12
Attack: | Greatsword +7 melee (3d6+7/19–20) or longbow +2 ranged (2d6/x3)
Full Attack: | Greatsword +7 melee (3d6+7/19–20) or longbow +2 ranged (2d6/x3)
Space/Reach: | 10 ft./10 ft.
Special Attacks: | Spell-like abilities
Special Qualities: | Darkvision 90 ft., low-light vision, regeneration 5, spell resistance 19
Saves: | Fort +7, Ref +1, Will +3
Abilities: | Str 21, Dex 10, Con 17, Int 14, Wis 14, Cha 17
Skills: | Concentration +11, Listen +10, Spellcraft +10, Spot +10
Feats: | Combat Expertise, Improved Initiative
Environment: | Cold hills
Organization: | Solitary, pair, or troupe (1–2 plus 2–4 ogres)
Challenge Rating: | 8
Treasure: | Double standard
Alignment: | Usually lawful evil
Advancement: | By character class
Level Adjustment: | +7

The ogre mage is a more intelligent and dangerous variety of its mundane cousin.
An ogre mage stands about 10 feet tall and weighs up to 700 pounds. Its skin varies in color from light green to light blue, and its hair is black or very dark brown. Ogre mages favor loose, comfortable clothing and lightweight armor.
Ogre mages speak Giant and Common.
Combat
Ogre mages rely on their spell-like abilities, resorting to physical combat only when necessary. When faced with obviously superior forces, they prefer to retreat using gaseous form rather than fight a losing battle.
Spell-Like Abilities: At will—darkness, invisibility; 1/day— charm person (DC 14), cone of cold (DC 18), gaseous form, polymorph, sleep (DC 14). Caster level 9th. The save DCs are Charisma-based.
Flight (Su): An ogre mage can cease or resume flight as a free action. While using gaseous form it can fly at its normal speed and has perfect maneuverability.
Regeneration (Ex): Fire and acid deal normal damage to an ogre mage.
An ogre mage that loses a limb or body part can reattach it by holding the severed member to the stump. Reattachment takes 1 minute. If the head or some other vital organ is severed, it must be reattached within 10 minutes or the creature dies. An ogre mage cannot regrow lost body parts.
OGRE MAGES AS CHARACTERS
Ogre mage characters possess the following racial traits.
— +10 Strength, +6 Constitution, +4 Intelligence, +4 Wisdom, +6 Charisma.
—Large size. –1 penalty to Armor Class, –1 penalty on attack rolls, –4 penalty on Hide checks, +4 bonus on grapple checks, lifting and carrying limits double those of Medium characters.
—Space/Reach: 10 feet/10 feet.
—An ogre mage’s base land speed is 40 feet. It also has a fly speed of 40 feet (good).
—Darkvision: Ogre mages can see in the dark up to 60 feet.
—Racial Hit Dice: An ogre mage begins with five levels of giant, which provide 5d8 Hit Dice, a base attack bonus of +3, and base saving throw bonuses of Fort +4, Ref +1, and Will +1.
—Racial Skills: An ogre mage’s giant levels give it skill points equal to 8 x(2 + Int modifier [minimum 1]). Its class skills are Concentration, Listen, Spellcraft, and Spot.
—Racial Feats: An ogre mage’s giant levels give it two feats.
— +5 natural armor bonus.
—Special Attacks (see above): Spell-like abilities.
—Special Qualities (see above): Regeneration 5, spell resistance 19.
—Automatic Languages: Common, Giant. Bonus Languages: Dwarven, Goblin, Infernal, Orc.
—Favored Class: Sorcerer.
—Level adjustment +7.

OOZE
Oozes are amorphous creatures that live only to eat. They inhabit underground areas throughout the world, scouring caverns, ruins, and dungeons in search of organic matter—living or dead.
COMBAT
Oozes attack any creatures they encounter. They lash out with pseudopods or simply engulf opponents with their bodies, which secrete acids that help them catch or digest their prey.
Blindsight (Ex): An ooze’s entire body is a primitive sensory organ that can ascertain prey by scent and vibration within 60 feet.

BLACK PUDDING
 | Black Pudding | Elder Black Pudding
 | Huge Ooze | Gargantuan Ooze
Hit Dice: | 10d10+60 (115 hp) | 20d10+180 (290 hp)
Initiative: | –5 | –5
Speed: | 20 ft. (4 squares), climb 20 ft. | 20 ft. (4 squares), climb 20 ft.
Armor Class: | 3 (–2 size, –5 Dex), touch 3, flat-footed 3 | 1 (–4 size, –5 Dex), touch 1, flat-footed 1
Base Attack/Grapple: | +7/+18 | +15/+35
Attack: | Slam +8 melee (2d6+4 plus 2d6 acid) | Slam +19 melee (3d6+12 plus 3d6 acid)
Full Attack: | Slam +8 melee (2d6+4 plus 2d6 acid) | Slam +19 melee (3d6+12 plus 3d6 acid)
Space/Reach: | 15 ft./10 ft. | 20 ft./20 ft.
Special Attacks: | Acid, constrict 2d6+4 plus 2d6 acid, improved grab | Acid, constrict 2d8+12 plus 2d6 acid, improved grab
Special Qualities: | Blindsight 60 ft., split, ooze traits | Blindsight 60 ft., split, ooze traits
Saves: | Fort +9, Ref –2, Will –2 | Fort +15, Ref +1, Will +1
Abilities: | Str 17, Dex 1, Con 22, Int —, Wis 1, Cha 1 | Str 26, Dex 1, Con 28, Int —, Wis 1, Cha 1
Skills: | Climb +11 | Climb +16
Feats: | — | —
Environment: | Underground | Underground
Organization: | Solitary | Solitary
Challenge Rating: | 7 | 12
Treasure: | None | None
Alignment: | Always neutral | Always neutral
Advancement: | 11–15 HD (Huge); 16–30 HD (Gargantuan) | –
Level Adjustment: | — | —

The typical black pudding measures 15 feet across and 2 feet thick. It weighs about 18,000 pounds.
Combat
A black pudding attacks by grabbing and squeezing their prey.
Acid (Ex): The creature secretes a digestive acid that dissolves organic material and metal quickly, but does not affect stone. Any melee hit or constrict attack deals acid damage, and the opponent’s armor and clothing dissolve and become useless immediately unless they succeed on DC 21 Reflex saves. A metal or wooden weapon that strikes a black pudding also dissolves immediately unless it succeeds on a DC 21 Reflex save. The save DCs are Constitution-based.
The pudding’s acidic touch deals 21 points of damage per round to wooden or metal objects, but the ooze must remain in contact with the object for 1 full round to deal this damage.
Constrict (Ex): A black pudding deals automatic slam and acid damage with a successful grapple check. The opponent’s clothing and armor take a –4 penalty on Reflex saves against the acid.
Improved Grab (Ex): To use this ability, a black pudding must hit with its slam 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.
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.
Skills: A black pudding has a +8 racial bonus on Climb checks and can always choose to take 10 on a Climb check, even if rushed or threatened.

ELDER BLACK PUDDING
The most ancient black puddings are vast pools of inky death.
COMBAT
The save DC for the elder black pudding’s acid attack (DC 29) is adjusted for its additional Hit Dice and higher Constitution score.

GELATINOUS CUBE
 | Huge Ooze
Hit Dice: | 4d10+32 (54 hp)
Initiative: | –5
Speed: | 15 ft. (3 squares)
Armor Class: | 3 (–2 size, –5 Dex), touch 3, flat-footed 3
Base Attack/Grapple: | +3/+11
Attack: | Slam +1 melee (1d6 plus 1d6 acid)
Full Attack: | Slam +1 melee (1d6 plus 1d6 acid)
Space/Reach: | 15 ft./10 ft.
Special Attacks: | Acid, engulf, paralysis
Special Qualities: | Blindsight 60 ft., immunity to electricity, ooze traits, transparent
Saves: | Fort +9, Ref –4, Will –4
Abilities: | Str 10, Dex 1, Con 26, Int —, Wis 1, Cha 1
Skills: | —
Feats: | —
Environment: | Underground
Organization: | Solitary
Challenge Rating: | 3
Treasure: | 1/10th coins, 50% goods (no nonmetal or nonstone), 50% items (no nonmetal or nonstone)
Alignment: | Always neutral
Advancement: | 5–12 HD (Huge); 13–24 HD (Gargantuan)
Level Adjustment: | —
The nearly transparent gelatinous cube travels slowly along dungeon corridors and cave floors, absorbing carrion, creatures, and trash. Inorganic material remains trapped and visible inside the cube’s body.
A typical gelatinous cube is 15 feet on a side and weighs about 50,000 pounds, though much larger specimens are not unknown.
Combat
A gelatinous cube attacks by slamming its body into its prey. It is capable of lashing out with a pseudopod, but usually engulfs foes.
Acid (Ex): A gelatinous cube’s acid does not harm metal or stone.
Engulf (Ex): Although it moves slowly, a gelatinous cube can simply mow down Large or smaller creatures 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 opportunity attacks against the cube, but if they do so they are not entitled to a saving throw. Those who do not attempt attacks of opportunity must succeed on a DC 13 Reflex save or be 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, and are considered to be grappled and trapped within its body. The save DC is Strength-based and includes a +1 racial bonus.
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. The save DC is Constitution-based.
Transparent (Ex): Gelatinous cubes are hard to see, even under ideal conditions, and it takes a DC 15 Spot check to notice one. Creatures who fail to notice a cube and walk into it are automatically engulfed.

GRAY OOZE
 | Medium Ooze
Hit Dice: | 3d10+15 (31 hp)
Initiative: | –5
Speed: | 10 ft. (2 squares)
Armor Class: | 5 (–5 Dex), touch 5, flat-footed 5
Base Attack/Grapple: | +2/+3
Attack: | Slam +3 melee (1d6+1 plus 1d6 acid)
Full Attack: | Slam +3 melee (1d6+1 plus 1d6 acid)
Space/Reach: | 5 ft./5 ft.
Special Attacks: | Acid, constrict 1d6+1 plus 1d6 acid, improved grab
Special Qualities: | Blindsight 60 ft., immunity to cold and fire, ooze traits, transparent
Saves: | Fort +6, Ref –4, Will –4
Abilities: | Str 12, Dex 1, Con 21, Int —, Wis 1, Cha 1
Skills: | —
Feats: | —
Environment: | Cold marshes
Organization: | Solitary
Challenge Rating: | 4
Treasure: | None
Alignment: | Always neutral
Advancement: | 4–6 HD (Medium); 7–9 HD (Large)
Level Adjustment: | —
A gray ooze can grow to a diameter of up to 10 feet and a thickness of about 6 inches. A typical specimen weighs about 700 pounds.
Combat
A gray ooze strikes like a snake, slamming opponents with its body.
Acid (Ex): A gray ooze secretes a digestive acid that quickly dissolves organic material and metal, but not stone. Any melee hit or constrict attack deals acid damage. Armor or clothing dissolves and becomes useless immediately unless it succeeds on a DC 16 Reflex save. A metal or wooden weapon that strikes a gray ooze also dissolves immediately unless it succeeds on a DC 16 Reflex save. The save DCs are Constitution-based.
The ooze’s acidic touch deals 16 points of damage per round to wooden or metal objects, but the ooze must remain in contact with the object for 1 full round to deal this damage.
Constrict (Ex): A gray ooze deals automatic slam and acid damage with a successful grapple check. The opponent’s clothing and armor take a –4 penalty on Reflex saves against the acid.
Improved Grab (Ex): To use this ability, a gray ooze must hit with its slam 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.
Transparent (Ex): A gray ooze is hard to identify, even under ideal conditions, and it takes a DC 15 Spot check to notice one. Creatures who fail to notice a gray ooze and walk into it are automatically hit with a melee attack for slam and acid damage.

OCHRE JELLY
 | Large Ooze
Hit Dice: | 6d10+36 (69 hp)
Initiative: | –5
Speed: | 10 ft. (2 squares), climb 10 ft.
Armor Class: | 4 (–1 size, –5 Dex), touch 4, flat-footed 4
Base Attack/Grapple: | +4/+10
Attack: | Slam +5 melee (2d4+3 plus 1d4 acid)
Full Attack: | Slam +5 melee (2d4+3 plus 1d4 acid)
Space/Reach: | 10 ft./5 ft.
Special Attacks: | Acid, constrict 2d4+3 plus 1d4 acid, improved grab
Special Qualities: | Blindsight 60 ft., split, ooze traits
Saves: | Fort +8, Ref –3, Will –3
Abilities: | Str 15, Dex 1, Con 22, Int —, Wis 1, Cha 1
Skills: | Climb +10
Feats: | —
Environment: | Temperate marshes
Organization: | Solitary
Challenge Rating: | 5
Treasure: | None
Alignment: | Always neutral
Advancement: | 7–9 HD (Large); 10–18 HD (Huge)
Level Adjustment: | —
An ochre jelly can grow to a diameter of about 15 feet and a thickness of about 6 inches, but can compress its body to fit into cracks as small as 1 inch wide. A typical specimen weighs about 5,600 pounds.
Combat
An ochre jelly attempts to envelop and squeeze its prey.
Acid (Ex): An ochre jelly secretes a digestive acid that dissolves only flesh. Any melee hit or constrict attack deals acid damage.
Constrict (Ex): An ochre jelly deals automatic slam and acid damage with a successful grapple check.
Improved Grab (Ex): To use this ability, an ochre jelly must hit with its slam 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.
Split (Ex): Slashing and piercing weapons and electricity attacks deal no damage to an ochre jelly. Instead the creature splits into two identical jellies, each with half of the original’s current hit points (round down). A jelly with 10 hit points or less cannot be further split and dies if reduced to 0 it points.
Skills: An ochre jelly has a +8 racial bonus on Climb checks and can always choose to take 10 on a Climb check, even if rushed or threatened.

ORC
 | Orc, 1st-Level Warrior
 | Medium Humanoid (Orc)
Hit Dice: | 1d8+1 (5 hp)
Initiative: | +0
Speed: | 30 ft. (6 squares)
Armor Class: | 13 (+3 studded leather armor), touch 10, flat-footed 13
Base Attack/Grapple: | +1/+4
Attack: | Falchion +4 melee (2d4+4/18–20) or javelin +1 ranged (1d6+3)
Full Attack: | Falchion +4 melee (2d4+4/18–20) or javelin +1 ranged (1d6+3)
Space/Reach: | 5 ft./5 ft.
Special Attacks: | —
Special Qualities: | Darkvision 60 ft., light sensitivity
Saves: | Fort +3, Ref +0, Will –2
Abilities: | Str 17, Dex 11, Con 12, Int 8, Wis 7, Cha 6
Skills: | Listen +1, Spot +1
Feats: | Alertness
Environment: | Temperate hills
Organization: | Gang (2–4), squad (11–20 plus 2 3rd-level sergeants and 1 leader of 3rd–6th level), or band (30–100 plus 150% noncombatants plus 1 3rd-level sergeant per 10 adults, 5 5th-level lieutenants, and 3 7th-level captains)
Challenge Rating: | 1/2
Treasure: | Standard
Alignment: | Often chaotic evil
Advancement: | By character class
Level Adjustment: | +0

An orc’s hair usually is black. It has lupine ears and reddish eyes. Orcs prefer wearing vivid colors that many humans would consider unpleasant, such as blood red, mustard yellow, yellow-green, and deep purple. Their equipment is dirty and unkempt. An adult male orc is a little over 6 feet tall and weighs about 210 pounds.
Females are slightly smaller.
The language an orc speaks varies slightly from tribe to tribe, but any orc is understandable by someone else who speaks Orc. Some orcs know Goblin or Giant as well.
Most orcs encountered away from their homes are warriors; the information in the statistics block is for one of 1st level.
COMBAT
Orcs are proficient with all simple weapons, preferring those that cause the most damage in the least time. Many orcs who take up the warrior or fighter class also gain proficiency with the falchion or the greataxe as a martial weapon. They enjoy attacking from concealment and setting ambushes, and they obey the rules of war (such as honoring a truce) only as long as it is convenient for them.
Light Sensitivity (Ex): Orcs are dazzled in bright sunlight or within the radius of a daylight spell.
ORCS AS CHARACTERS
Orc Traits (Ex): Orcs possess the following racial traits.
— +4 Strength, –2 Intelligence, –2 Wisdom, –2 Charisma.
—An orc’s base land speed is 30 feet.
—Darkvision out to 60 feet.
—Light Sensitivity: Orcs are dazzled in bright sunlight or within the radius of a daylight spell.
—Automatic Languages: Common, Orc. Bonus Languages: Dwarven, Giant, Gnoll, Goblin, Undercommon.
—Favored Class: Barbarian.
The orc warrior presented here had the following ability scores before racial adjustments: Str 13, Dex 11, Con 12, Int 10, Wis 9, Cha 8.
HALF-ORCS
These orc–human crossbreeds can be found in either orc or human society (where their status varies according to local sentiments), or in communities of their own. Half-orcs usually inherit a good blend of the physical characteristics of their parents. They are as tall as humans and a little heavier, thanks to their muscle. They have greenish pigmentation, sloping foreheads, jutting jaws, prominent teeth, and coarse body hair. Half-orcs who have lived among or near orcs have scars, in keeping with orcish tradition.
Half-Orc Traits (Ex): Half-orcs possess the following racial traits.
— +2 Strength, –2 Intelligence, –2 Charisma.
—Medium size.
—A half-orc’s base land speed is 30 feet.
—Darkvision: Half-orcs can see in the dark up to 60 feet.
—Orc Blood: For all effects related to race, a half-orc is considered an orc.
—Automatic Languages: Common, Orc. Bonus Languages: Draconic, Giant, Gnoll, Goblin, Abyssal.
—Favored Class: Barbarian.

OTYUGH
 | Large Aberration
Hit Dice: | 6d8+9 (36 hp)
Initiative: | +0
Speed: | 20 ft. (4 squares)
Armor Class: | 17 (–1 size, +8 natural), touch 9, flat-footed 17
Base Attack/Grapple: | +4/+8
Attack: | Tentacle +4 melee (1d6)
Full Attack: | 2 tentacles +4 melee (1d6) and bite –2 melee (1d4)
Space/Reach: | 10 ft./10 ft. (15 ft. with tentacle)
Special Attacks: | Constrict 1d6, disease, improved grab
Special Qualities: | Darkvision 60 ft., scent
Saves: | Fort +3, Ref +2, Will +6
Abilities: | Str 11, Dex 10, Con 13, Int 5, Wis 12, Cha 6
Skills: | Hide –1*, Listen +6, Spot +6
Feats: | Alertness, Toughness, Weapon Focus (tentacle)
Environment: | Underground
Organization: | Solitary, pair, or cluster (3–4)
Challenge Rating: | 4
Treasure: | Standard
Alignment: | Usually neutral
Advancement: | 7–8 HD (Large); 9–18 HD (Huge)
Level Adjustment: | —
A typical otyugh has a body 8 feet in diameter and weighs about 500 pounds.
Otyughs speak Common.
COMBAT
An otyugh attacks living creatures if it feels threatened or if it is hungry; otherwise it is content to remain hidden. Otyughs slash and squeeze opponents with their tentacles, which they also use to drag prey into their mouths.
Constrict (Ex): An otyugh deals automatic tentacle damage with a successful grapple check.
Disease (Ex): Filth fever—bite, Fortitude DC 14, incubation period 1d3 days; damage 1d3 Dex and 1d3 Con. The save DC is Constitution-based.
Improved Grab (Ex): To use this ability, an otyugh must hit with a 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.
Skills: *An otyugh has a +8 racial bonus on Hide checks when in its lair, due to its natural coloration.

OWL, GIANT
 | Large Magical Beast
Hit Dice: | 4d10+4 (26 hp)
Initiative: | +3
Speed: | 10 ft. (2 squares), fly 70 ft. (average)
Armor Class: | 15 (–1 size, +3 Dex, +3 natural), touch 12, flat-footed 12
Base Attack/Grapple: | +4/+12
Attack: | Claw +7 melee (1d6+4)
Full Attack: | 2 claws +7 melee (1d6+4) and bite +2 melee (1d8+2)
Space/Reach: | 10 ft./5 ft.
Special Attacks: | —
Special Qualities: | Superior lowlight vision
Saves: | Fort +5, Ref +7, Will +3
Abilities: | Str 18, Dex 17, Con 12, Int 10, Wis 14, Cha 10
Skills: | Knowledge (nature) +2, Listen +17, Move Silently +8*, Spot +10
Feats: | Alertness, Wingover
Environment: | Temperate forests
Organization: | Solitary, pair, or company (3–5)
Challenge Rating: | 3
Treasure: | None
Alignment: | Usually neutral good
Advancement: | 5–8 HD (Large); 9–12 HD (Huge)
Level Adjustment: | +2 (cohort)
Giant owls are nocturnal birds of prey, feared for their ability to hunt and attack in near silence. They are intelligent, and though naturally suspicious, sometimes associate with good creatures. A typical giant owl stands about 9 feet tall, has a wingspan of up to 20 feet, and resembles its smaller cousins in nearly every way except size.
Giant owls speak Common and Sylvan.
COMBAT
A giant owl attacks by gliding silently just a few feet above its prey and plunging to strike when directly overhead.
Superior Low-Light Vision (Ex): A giant owl can see five times as far as a human can in dim light.
Skills: Giant owls have a +8 racial bonus on Listen checks and a +4 racial bonus on Spot checks.
*When in flight, giant owls gain a +8 bonus on Move Silently checks.
TRAINING A GIANT OWL
Although intelligent, a giant owl requires training before it can bear a rider in combat. To be trained, a giant owl must have a friendly attitude toward the trainer (this can be achieved through a successful Diplomacy check). Training a friendly giant owl requires six weeks of work and a DC 25 Handle Animal check. Riding a giant owl requires an exotic saddle. A giant owl can fight while carrying a rider, but the rider cannot also attack unless he or she succeeds on a Ride check.
Giant owl eggs are worth 2,500 gp apiece on the open market, while chicks are worth 4,000 gp each. Professional trainers charge 1,000 gp to rear or train a giant owl.
Carrying Capacity: A light load for a giant owl is up to 300 pounds; a medium load, 301–600 pounds; and a heavy load, 601–900 pounds.

OWLBEAR
 | Large Magical Beast
Hit Dice: | 5d10+25 (52 hp)
Initiative: | +1
Speed: | 30 ft. (6 squares)
Armor Class: | 15 (–1 size, +1 Dex, +5 natural), touch 10, flat-footed 14
Base Attack/Grapple: | +5/+14
Attack: | Claw +9 melee (1d6+5)
Full Attack: | 2 claws +9 melee (1d6+5) and bite +4 melee (1d8+2)
Space/Reach: | 10 ft./5 ft.
Special Attacks: | Improved grab
Special Qualities: | Scent
Saves: | Fort +9, Ref +5, Will +2
Abilities: | Str 21, Dex 12, Con 21, Int 2, Wis 12, Cha 10
Skills: | Listen +8, Spot +8
Feats: | Alertness, Track
Environment: | Temperate forests
Organization: | Solitary, pair, or pack (3–8)
Challenge Rating: | 4
Treasure: | None
Alignment: | Always neutral
Advancement: | 6–8 HD (Large); 9–15 HD (Huge)
Level Adjustment: | —
An owlbear’s coat ranges in color from brown-black to yellowish brown; its beak is a dull ivory color. A full-grown male can stand as tall as 8 feet and weigh up to 1,500 pounds. Adventurers who have survived encounters with the creature often speak of the bestial madness they glimpsed in its red-rimmed eyes.
COMBAT
Owlbears attack prey—any creature bigger than a mouse—on sight, always fighting to the death. They slash with claws and beak, trying to grab their prey and rip it apart.
Improved Grab (Ex): To use this ability, an owlbear must hit with a claw attack. It can then attempt to start a grapple as a free action without provoking an attack of opportunity.

PEGASUS
 | Large Magical Beast
Hit Dice: | 4d10+12 (34 hp)
Initiative: | +2
Speed: | 60 ft. (12 squares), fly 120 ft. (average)
Armor Class: | 14 (–1 size, +2 Dex, +3 natural), touch 11, flat-footed 12
Base Attack/Grapple: | +4/+12
Attack: | Hoof +7 melee (1d6+4)
Full Attack: | 2 hooves +7 melee (1d6+4) and bite +2 melee (1d3+2)
Space/Reach: | 10 ft./5 ft.
Special Attacks: | —
Special Qualities: | Darkvision 60 ft., low-light vision, scent, spell-like abilities
Saves: | Fort +7, Ref +6, Will +4
Abilities: | Str 18, Dex 15, Con 16, Int 10, Wis 13, Cha 13
Skills: | Diplomacy +3, Listen +8, Sense Motive +9, Spot +8
Feats: | Flyby Attack, Iron Will
Environment: | Temperate forests
Organization: | Solitary, pair, or herd (6–10)
Challenge Rating: | 3
Treasure: | None
Alignment: | Usually chaotic good
Advancement: | 5–8 HD (Large)
Level Adjustment: | +2 (cohort)
The pegasus is a magnificent winged horse that sometimes serves the cause of good. Though highly prized as aerial steeds, pegasi are wild and shy creatures not easily tamed.
A typical pegasus stands 6 feet high at the shoulder, weighs 1,500 pounds, and has a wingspan of 20 feet. Pegasi cannot speak, but they understand Common.
COMBAT
Spell-Like Abilities: At will—detect good and detect evil within a 60-foot radius. Caster level 5th.
Skills: Pegasi have a +4 racial bonus on Listen and Spot checks.
TRAINING A PEGASUS
Although intelligent, a pegasus requires training before it can bear a rider in combat. To be trained, a pegasus must have a friendly attitude toward the trainer (this can be achieved through a successful Diplomacy check). Training a friendly pegasus requires six weeks of work and a DC 25 Handle Animal check. Riding a pegasus requires an exotic saddle. A pegasus can fight while carrying a rider, but the rider cannot also attack unless he or she succeeds on a Ride check.
Pegasus eggs are worth 2,000 gp each on the open market, while young are worth 3,000 gp per head. Pegasi mature at the same rate as horses. Professional trainers charge 1,000 gp to rear or train a pegasus, which serves a good or neutral master with absolute faithfulness for life.
Carrying Capacity: A light load for a pegasus is up to 300 pounds; a medium load, 301–600 pounds; and a heavy load, 601–900 pounds.

PHANTOM FUNGUS
 | Medium Plant
Hit Dice: | 2d8+6 (15 hp)
Initiative: | +0
Speed: | 20 ft. (4 squares)
Armor Class: | 14 (+4 natural), touch 10, flat-footed 14
Base Attack/Grapple: | +1/+3
Attack: | Bite +3 melee (1d6+3)
Full Attack: | Bite +3 melee (1d6+3)
Space/Reach: | 5 ft./5 ft.
Special Attacks: | —
Special Qualities: | Low-light vision, plant traits, greater invisibility
Saves: | Fort +6, Ref +0, Will +0
Abilities: | Str 14, Dex 10, Con 16, Int 2, Wis 11, Cha 9
Skills: | Listen +4, Move Silently +6, Spot +4
Feats: | Alertness
Environment: | Underground
Organization: | Solitary
Challenge Rating: | 3
Treasure: | None
Alignment: | Always neutral
Advancement: | 3–4 HD (Medium); 5–6 HD (Large)
Level Adjustment: | —
This creature looks like a brown and greenish-brown mass with a cluster of nodules atop the main mass, though it is visible only when dead. A cluster of nodules atop the main mass serve as sensory organs. The creature feeds and attacks with a gaping maw lined with rows of teeth. Four stumpy legs support the creature and allow it to move about. This ambulatory fungus is naturally invisible, making it a feared predator among subterranean inhabitants.
COMBAT
A phantom fungus usually roams quietly, hunting for prey. It attacks lone individuals almost anywhere, but when tackling groups it prefers an open space where it has a better chance .
Greater Invisibility (Su): This ability is constant, allowing a phantom fungus to remain invisible even when attacking. It works like greater invisibility (caster level 12th) and lasts as long as the phantom fungus is alive. This ability is not subject to the invisibility purge spell. A phantom fungus becomes visible 1 minute after it is killed.
Skills: A phantom fungus has a +5 racial bonus on Move Silently checks.

PHASE SPIDER
 | Large Magical Beast
Hit Dice: | 5d10+15 (42 hp)
Initiative: | +7
Speed: | 40 ft. (8 squares), climb 20 ft.
Armor Class: | 15 (–1 size, +3 Dex, +3 natural), touch 12, flat-footed 12
Base Attack/Grapple: | +5/+12
Attack: | Bite +7 melee (1d6+4 plus poison)
Full Attack: | Bite +7 melee (1d6+4 plus poison)
Space/Reach: | 10 ft./5 ft.
Special Attacks: | Poison
Special Qualitiy: | Darkvision 60 ft., ethereal jaunt, low-light vision
Saves: | Fort +7, Ref +7, Will +2
Abilities: | Str 17, Dex 17, Con 16, Int 7, Wis 13, Cha 10
Skills: | Climb +11, Move Silently +11, Spot +4
Feats: | Ability Focus (poison), Improved Initiative
Environment: | Warm hills
Organization: | Solitary or cluster (2–5)
Challenge Rating: | 5
Treasure: | None
Alignment: | Always neutral
Advancement: | 6–8 HD (Large); 9–15 HD (Huge)
Level Adjustment: | —
Phase spiders are aggressive predators that can move quickly from the Ethereal Plane to attack opponents on the Material Plane.
A typical phase spider’s body is 8 feet long. It weighs about 700 pounds.
Phase spiders cannot speak.
COMBAT
Phase spiders dwell and hunt on the Material Plane. Once a spider locates prey, however, it shifts to the Ethereal Plane to attack, attempting to catch its victim flat-footed. The spider shifts in, bites its victim, and retreats quickly back to the Ethereal Plane.
Ethereal Jaunt (Su): A phase spider can shift from the Ethereal Plane to the Material Plane as a free action, and shift back again as a move action (or during a move action). The ability is otherwise identical with ethereal jaunt (caster level 15th).
Poison (Ex): Injury, Fortitude DC 17, initial and secondary damage 1d8 Con. The save DC is Constitution-based.
Skills: A phase spider has a +8 racial bonus on Climb checks and can always choose to take 10 on a Climb check, even if rushed or threatened.

PHASM
 | Medium Aberration (Shapechanger)
Hit Dice: | 15d8+30 (97 hp)
Initiative: | +6
Speed: | 30 ft. (6 squares)
Armor Class: | 17 (+2 Dex, +5 natural), touch 12, flat-footed 15
Base Attack/Grapple: | +11/+12
Attack: | Slam +12 melee (1d3+1)
Full Attack: | Slam +12 melee (1d3+1)
Space/Reach: | 5 ft./5 ft.
Special Attacks: | —
Special Qualities: | Alternate form, amorphous, resilient, scent, telepathy 100 ft., tremorsense 60 ft.
Saves: | Fort +11, Ref +11, Will +11
Abilities: | Str 12, Dex 15, Con 15, Int 16, Wis 15, Cha 14
Skills: | Bluff +20, Climb +7, Craft (any one) +12, Diplomacy +12, Disguise +20 (+22 acting)*, Intimidate +4, Knowledge (any one) +18, Listen +12, Spot +12, Survival +8
Feats: | Alertness, Blind-Fight, Combat Reflexes, Dodge, Improved Initiative, Mobility
Environment: | Underground
Organization: | Solitary
Challenge Rating: | 7
Treasure: | Standard
Alignment: | Usually chaotic neutral
Advancement: | 15–21 HD (Huge); 22–45 HD (Gargantuan)
Level Adjustment: | —
A phasm is an amorphous creature that can assume the guise of almost any other creature or object. A phasm in its natural form is about 5 feet in diameter and 2 feet high at the center. Swirls of color indicate sensory organs. In this form, a phasm slithers about like an ooze and can attack with a pseudopod. It weighs about 400 pounds.
Phasms can speak Common but prefer telepathic communication.
COMBAT
When faced with potential danger, a phasm is equally likely to retreat, parley, or attack, as its fancy strikes.
If pursued or harassed, a phasm transforms into the most fearsome creature it knows and attacks. When seriously hurt, it changes to some fast or agile form and tries to escape.
Amorphous (Ex): A phasm in its natural form has immunity to poison, sleep, paralysis, polymorph, and stunning effects. It is not subject to critical hits and, having no clear front or back, cannot be flanked.
Resilient (Ex): A phasm has a +4 racial bonus on Fortitude and Reflex saves (included in the statistics block).
Alternate Form (Su): A phasm can assume any form of Large size or smaller as a standard action. This ability functions as a polymorph spell cast on itself (caster level 15th), except that the phasm does not regain hit points for changing form. A phasm can remain in its alternate form until it chooses to assume a new one or return to its natural form.
Tremorsense (Ex): A phasm can automatically sense the location of anything within 60 feet that is in contact with the ground, so long as it is touching the ground itself.
Skills: *When using shapechange, a phasm gains a +10 circumstance bonus on Disguise checks.

PLANETOUCHED
Planetouched is a general word to describe someone who can trace his or her bloodline back to an outsider, usually a fiend or celestial.
The effects of having a supernatural being in one’s heritage last for many generations. Although not as dramatically altered as a half-celestial or a half-fiend, planetouched still retain some special qualities.
The two planetouched varieties described here are the most common. Aasimars are humans with some trace of celestial blood in their veins, and tieflings have some fiendishness in their family tree.
AASIMAR
 | Aasimar, 1st-Level Warrior
 | Medium Outsider (Native)
Hit Dice: | 1d8+1 (5 hp)
Initiative: | +4
Speed: | 20 ft. in scale mail (4 squares); base speed 30 ft.
Armor Class: | 16 (+4 scale mail, +2 heavy shield), touch 10, flat-footed 16
Base Attack/Grapple: | +1/+2
Attack: | Longsword +2 melee (1d8+1/19–20) or light crossbow +1 ranged (1d8/19–20)
Full Attack: | Longsword +2 melee (1d8+1/19–20) or light crossbow +1 ranged (1d8/19–20)
Space/Reach: | 5 ft./5 ft.
Special Attacks: | Daylight
Special Qualities: | Darkvision 60 ft., resistance to acid 5, cold 5, and electricity 5
Saves: | Fort +3, Ref +0, Will +0
Abilities: | Str 13, Dex 11, Con 12, Int 10, Wis 11, Cha 10
Skills: | Heal +4, Knowledge (religion) +1, Listen +3, Ride +1, Spot +3
Feats: | Improved Initiative
Environment: | Temperate plains
Organization: | Solitary, pair, or team (3–4)
Challenge Rating: | 1/2
Treasure: | Standard
Alignment: | Usually good (any)
Advancement: | By character class
Level Adjustment: | +1

Aasimars are usually tall, good-looking, and generally pleasant. Some have a minor physical trait suggesting their heritage, such as silver hair, golden eyes, or an unnaturally intense stare.
Most aasimars are decidedly good-aligned. They fight against evil causes and attempt to sway others to do the right thing. Occasionally they take on the vengeful, judgmental aspect of their celestial ancestor, but this is rare. Combat
Aasimars usually like a fair, straightforward contest. Against a particularly evil foe, however, they fight with utter conviction and to the death.
Daylight (Sp): An aasimar can use daylight once per day as a 1st-level caster or a caster of his class levels, whichever is higher.
Skills: An aasimar has a +2 racial bonus on Spot and Listen checks.
The aasimar warrior presented here had the following ability scores before racial adjustments: Str 13, Dex 11, Con 12, Int 10, Wis 9, Cha 8.
Aasimar as Characters
Aasimar characters possess the following racial traits.
— +2 Wisdom, +2 Charisma.
—Medium size.
—An aasimar’s base land speed is 30 feet.
—Darkvision: Aasimars can see in the dark up to 60 feet.
—Racial Skills: Aasimars have a +2 racial bonus on Spot and Listen checks.
—Racial Feats: An aasimar gains feats according to its class levels.
—Special Attacks (see above): Daylight.
—Special Qualities (see above): Resistance to acid 5, cold 5, and electricity 5.
—Automatic Languages: Common, Celestial. Bonus Languages: Draconic, Dwarven, Elven, Gnome, Halfling,
Sylvan.
—Favored Class: Paladin.
—Level adjustment +1.

TIEFLING
 | Tiefling, 1st-Level Warrior
 | Medium Outsider (Native)
Hit Dice: | 1d8+1 (5 hp)
Initiative: | +1
Speed: | 30 ft. (6 squares)
Armor Class: | 15 (+1 Dex, +3 studded leather, +1 light shield), touch 11, flat-footed 14
Base Attack/Grapple: | +1/+2
Attack: | Rapier +3 melee (1d6+1/18–20) or light crossbow +2 ranged (1d8/19–20)
Full Attack: | Rapier +3 melee (1d6+1/18–20) or light crossbow +2 ranged (1d8/19–20)
Space/Reach: | 5 ft./5 ft.
Special Attacks: | Darkness
Special Qualities: | Darkvision 60 ft., resistance to cold 5, electricity 5, and fire 5
Saves: | Fort +3, Ref +1, Will –1
Abilities: | Str 13, Dex 13, Con 12, Int 12, Wis 9, Cha 6
Skills: | Bluff +4, Hide +5, Move Silently +1, Sleight of Hand +1
Feats: | Weapon Focus (rapier)
Environment: | Temperate plains
Organization: | Solitary, pair, or gang (3–4)
Challenge Rating: | 1/2
Treasure: | Standard
Alignment: | Usually evil (any)
Advancement: | By character class
Level Adjustment: | +1
Many tieflings are indistinguishable from humans. Others have small horns, pointed teeth, red eyes, a whiff of brimstone about them, or even cloven feet. No two tieflings are the same.
Combat
Tieflings are sneaky, subtle, and generally conniving. They prefer to strike from ambush and usually avoid a fair fight if they can.
Darkness (Sp): A tiefling can use darkness once per day (caster level equal to class levels).
Skills: A tiefling has a +2 racial bonus on Bluff and Hide checks.
The tiefling warrior presented here had the following ability scores before racial adjustments: Str 13, Dex 11, Con 12, Int 10, Wis 9, Cha 8.
Tieflings as Characters
Tiefling characters possess the following racial traits.
— +2 Dexterity, +2 Intelligence, –2 Charisma.
—Medium size.
—A tiefling’s base land speed is 30 feet.
—Darkvision out to 60 feet.
—Racial Skills: Tieflings have a +2 racial bonus on Bluff and Hide checks.
—Racial Feats: A tiefling gains feats according to its class levels.
—Special Attacks (see above): Darkness.
—Special Qualities (see above): Resistance to cold 5, electricity 5, and fire 5.
—Automatic Languages: Common, Infernal. Bonus Languages: Draconic, Dwarven, Elven, Gnome, Goblin, Halfling, Orc.
—Favored Class: Rogue.
—Level adjustment +1.

PSEUDODRAGON
 | Tiny Dragon
Hit Dice: | 2d12+2 (15 hp)
Initiative: | +2
Speed: | 15 ft. (3 squares), fly 60 ft. (good)
Armor Class: | 18 (+2 size, +2 Dex, +4 natural), touch 14, flat-footed 16
Base Attack/Grapple: | +2/–8
Attack: | Sting +4 melee (1d3–2 plus poison)
Full Attack: | Sting +4 melee (1d3–2 plus poison) and bite –1 melee (1)
Space/Reach: | 2-1/2 ft./0 ft. (5 ft. with tail)
Special Attacks: | Poison
Special Qualities: | Blindsense 60 ft., darkvision 60 ft., immunity to sleep and paralysis, low-light vision, spell resistance 19, telepathy 60 ft.
Saves: | Fort +4, Ref +5, Will +4
Abilities: | Str 6, Dex 15, Con 13, Int 10, Wis 12, Cha 10
Skills: | Diplomacy +2, Hide +20*, Listen +9, Search +6, Sense Motive +7, Spot +9, Survival +1 (+3 following tracks)
Feats: | Alertness, Weapon FinesseB
Environment: | Temperate forests
Organization: | Solitary, pair, or clutch (3–5)
Challenge Rating: | 1
Treasure: | None
Alignment: | Always neutral good
Advancement: | 3–4 HD (Tiny)
Level Adjustment: | +3
A pseudodragon has a body about 1 foot long, with a 2-foot tail. It weights about 7 pounds.
A pseudodragon can communicate telepathically and can also vocalize animal noises.
COMBAT
A pseudodragon can deliver a vicious bite, but its principal weapon is its sting-equipped tail.
Poison (Ex): Injury, Fortitude DC 14, initial damage sleep for 1 minute, secondary damage sleep for 1d3 hours. The save DC is Constitution-based and includes a +2 racial bonus.
Blindsense (Ex): A pseudodragon can locate creatures within 60 feet by nonvisual means (mostly hearing and scent, but also by noticing vibration and other environmental clues). Opponents the pseudodragon can’t actually see still have total concealment against the pseudodragon.
Telepathy (Su): Pseudodragons can communicate telepathically with creatures that speak Common or Sylvan, provided they are within 60 feet.
Skills: Pseudodragons have a chameleonlike ability that grants them a +4 racial bonus on Hide checks. *In forests or overgrown areas, this bonus improves to +8.

PURPLE WORM
 | Gargantuan Magical Beast
Hit Dice: | 16d10+112 (200 hp)
Initiative: | –2
Speed: | 20 ft. (4 squares), burrow 20 ft., swim 10 ft.
Armor Class: | 19 (–4 size, –2 Dex, +15 natural), touch 4, flat-footed 19
Base Attack/Grapple: | +16/+40
Attack: | Bite +25 melee (2d8+12)
Full Attack: | Bite +25 melee (2d8+12) and sting +20 melee (2d6+6 plus poison)
Space/Reach: | 20 ft./15ft.
Special Attacks: | Improved grab, swallow whole, poison
Special Qualities: | Tremorsense 60 ft.
Saves: | Fort +17, Ref +8, Will +4
Abilities: | Str 35, Dex 6, Con 25, Int 1, Wis 8, Cha 8
Skills: | Listen +18, Swim +20
Feats: | Awesome Blow, Cleave, Improved Bull Rush, Power Attack, Weapon Focus (bite), Weapon Focus (sting)
Environment: | Underground
Organization: | Solitary
Challenge Rating: | 12
Treasure: | No coins, 50% goods (stone only), no items
Alignment: | Always neutral
Advancement: | 16–32 HD (Gargantuan); 33–48 HD (Colossal)
Level Adjustment: | —
The body of a mature purple worm is 5 feet in diameter and 80 feet long, weighing about 40,000 pounds. The creature has a poisonous stinger in its tail.
COMBAT
In battle, a purple worm forms into a coil 20 feet in diameter, biting and stinging anything within reach.
Improved Grab (Ex): To use this ability, a purple worm 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 attempt to swallow the foe the following round.
Poison (Ex): Injury, Fortitude DC 25, initial damage 1d6 Str, secondary damage 2d6 Str. The save DC is Constitution-based.
Swallow Whole (Ex): A purple worm can try to swallow a grabbed opponent of a smaller size than itself by making a successful grapple check. Once inside, the opponent takes 2d8+12 points of crushing damage plus 8 points of acid damage per round from the worm’s gizzard. A swallowed creature can cut its way out by using a light slashing or piercing weapon to deal 25 points of damage to the gizzard (AC 17). Once the creature exits, muscular action closes the hole; another swallowed opponent must cut its own way out. A Gargantuan worm’s interior can hold 2 Large, 8 Medium, 32 Small, 128 Tiny, or 512 Diminutive or smaller opponents.
Skills: A purple worm has a +8 racial bonus on any Swim check to perform some special action or avoid a hazard. It can always choose to take 10 on a Swim check, even if distracted or endangered. It can use the run action while swimming, provided it swims in a straight line.

RAKSHASA
 | Medium Outsider (Native)
Hit Dice: | 7d8+21 (52 hp)
Initiative: | +2
Speed: | 40 ft. (8 squares)
Armor Class: | 21 (+2 Dex, +9 natural), touch 12, flat-footed 19
Base Attack/Grapple: | +7/+8
Attack: | Claw +8 melee (1d4+1)
Full Attack: | 2 claws +8 melee (1d4+1) and bite +3 melee (1d6)
Space/Reach: | 5 ft./5 ft.
Special Attacks: | Detect thoughts, spells
Special Qualities: | Change shape, damage reduction 15/good and piercing, darkvision 60 ft., spell resistance 27
Saves: | Fort +8, Ref +7, Will +6
Abilities: | Str 12, Dex 14, Con 16, Int 13, Wis 13, Cha 17
Skills: | Bluff +17*, Concentration +13, Diplomacy +7, Disguise +17 (+19 acting)*, Intimidate +5, Listen +13, Move Silently +13, Perform (oratory) +13, Sense Motive +11, Spellcraft +11, Spot +11
Feats: | Alertness, Combat Casting, Dodge
Environment: | Warm marshes
Organization: | Solitary
Challenge Rating: | 10
Treasure: | Standard coins; double goods; standard items
Alignment: | Always lawful evil
Advancement: | By character class
Level Adjustment: | +7
A closer look at a rakshasa reveals that the palms of its hands are where the backs of the hands would be on a human.
A rakshasa is about the same height and weight as a human.
Rakshasas speak Common, Infernal, and Undercommon.
COMBAT
In close combat, which a rakshasa disdains as ignoble, it employs its sharp claws and powerful bite. Whenever possible, it uses its other abilities to make such encounters unnecessary.
Detect Thoughts (Su): A rakshasa can continuously use detect thoughts as the spell (caster level 18th; Will DC 15 negates). It can suppress or resume this ability as a free action. The save DC is Charisma-based.
Spells: A rakshasa casts spells as a 7th-level sorcerer.
Typical Sorcerer Spells Known (6/7/7/5; save DC 13 + spell level): 0—detect magic, light, mage hand, message, read magic, resistance, touch of fatigue; 1st—charm person, mage armor, magic missile, shield, silent image; 2nd—bear’s endurance, invisibility, acid arrow; 3rd—haste, suggestion.
Change Shape (Su): A rakshasa can assume any humanoid form, or revert to its own form, as a standard action. In humanoid form, a rakshasa loses its claw and bite attacks (although it often equips itself with weapons and armor instead). A rakshasa remains in one form until it chooses to assume a new one. A change in form cannot be dispelled, but the rakshasa reverts to its natural form when killed. A true seeing spell reveals its natural form.
Skills: A rakshasa has a +4 racial bonus on Bluff and Disguise checks. *When using change shape, a rakshasa gains an additional +10 circumstance bonus on Disguise checks. If reading an opponent’s mind, its circumstance bonus on Bluff and Disguise checks increases by a further +4.
RAKSHASAS AS CHARACTERS
Rakshasa characters possess the following racial traits.
— +2 Strength, +4 Dexterity, +6 Constitution, +2 Intelligence, +2 Wisdom, +6 Charisma.
—Medium size.
—A rakshasa’s base land speed is 40 feet.
—Darkvision out to 60 feet.
—Racial Hit Dice: A rakshasa begins with seven levels of outsider, which provide 7d8 Hit Dice, a base attack bonus of +7, and base saving throw bonuses of Fort +5, Ref +5, and Will +5.
—Racial Skills: A rakshasa’s outsider levels give it skill points equal to 10 x (8 + Int modifier). Its class skills are Bluff, Disguise, Listen, Move Silently, Perform, Sense Motive, and Spot. A rakshasa has a +4 racial bonus on Bluff and Disguise checks, and it can gain further bonuses by using change shape (+10 on Disguise checks) and detect thoughts (+4 on Bluff and Disguise checks).
—Racial Feats: A rakshasa’s outsider levels give it three feats.
— +9 natural armor bonus.
—Natural Weapons: Bite (1d6) and 2 claws (1d4).
—Detect Thoughts (Su): The save DC is 13 + the character’s Cha modifier.
—Spells: A rakshasa character casts spells as a 7th-level sorcerer. If the character takes additional levels of sorcerer, these levels stack with the rakshasa’s base spellcasting ability for spells known, spells per day, and other effects dependent on caster level. A rakshasa character likewise uses the sum of its
racial spellcasting levels and class levels to determine the abilities
of its familiar.
—Special Qualities (see above): Change shape, damage reduction 15/good and piercing, spell resistance equal to 27 + class levels.
—Automatic Languages: Common, Infernal. Bonus Languages: Sylvan, Undercommon.
—Favored Class: Sorcerer.
—Level adjustment +7.

RAST
 | Medium Outsider (Extraplanar, Fire)
Hit Dice: | 4d8+7 (25 hp)
Initiative: | +5
Speed: | 5 ft. (1 square), fly 60 ft. (good)
Armor Class: | 15 (+1 Dex, +4 natural), touch 11, flat-footed 14
Base Attack/Grapple: | +4/+6
Attack: | Claw +6 melee (1d4+2) or bite +6 melee (1d8+3)
Full Attack: | 4 claws +6 melee (1d4+2) or bite +6 melee (1d8+3)
Space/Reach: | 5 ft./5 ft.
Special Attacks: | Paralyzing gaze, improved grab, blood drain
Special Qualities: | Darkvision 60 ft., flight, immunity to fire, vulnerability to cold
Saves: | Fort +5, Ref +5, Will +5
Abilities: | Str 14, Dex 12, Con 13, Int 3, Wis 13, Cha 12
Skills: | Hide +8, Listen +8, Move Silently +8, Spot +8
Feats: | Improved Initiative, Toughness
Environment: | Elemental Plane of Fire
Organization: | Solitary, pair, or cluster (3–6)
Challenge Rating: | 5
Treasure: | None
Alignment: | Usually neutral
Advancement: | 5–6 HD (Medium); 7–12 HD (Large)
Level Adjustment: | —
A rast has anywhere from ten to fifteen claws, though it can only use four at once.
A rast has a body about the size of a large dog’s, with a head almost as large as the body. It weighs about 200 pounds.
COMBAT
Rasts paralyze as many of their foes as possible, then attack any that are still moving. A rast can claw or bite, but cannot do both during the same round.
Paralyzing Gaze (Su): Paralysis for 1d6 rounds, 30 feet, Fortitude DC 13 negates. The save DC is Charisma-based.
Improved Grab (Ex): To use this ability, a rast must hit with its bite attack. It can then attempt to start a grapple as a free action without provoking an attack of opportunity.
Blood Drain (Ex): A rast drains blood from a grabbed opponent, dealing 1 point of Constitution damage each round it maintains the hold.
Flight (Su): A rast can cease or resume flight as a free action. A rast that loses this ability falls and can perform only a single action (either a move action or an attack action) each round.

RAVID
 | Medium Outsider (Extraplanar)
Hit Dice: | 3d8+3 (16 hp)
Initiative: | +4
Speed: | 20 ft. (4 squares), fly 60 ft. (perfect)
Armor Class: | 25 (+15 natural), touch 10, flat-footed 25
Base Attack/Grapple: | +3/+4
Attack: | Tail slap +4 melee (1d6+1 plus positive energy) or tail touch +4 melee touch (positive energy)
Full Attack: | Tail slap +4 melee (1d6+1 plus positive energy) and claw +2 melee (1d4 plus positive energy); or tail touch +4 melee touch (positive energy) and claw touch +2 melee touch (positive energy)
Space/Reach: | 5 ft./5 ft.
Special Attacks: | Positive energy lash, animate objects
Special Qualities: | Darkvision 60 ft., flight, immunity to fire
Saves: | Fort +4, Ref +3, Will +4
Abilities: | Str 13, Dex 10, Con 13, Int 7, Wis 12, Cha 14
Skills: | Escape Artist +6, Hide +6, Listen +7, Move Silently +6, Spot +7, Survival +7, Use Rope +0 (+2 with bindings)
Feats: | Improved Initiative, Multiattack
Environment: | Positive Energy Plane
Organization: | Solitary (1 plus at least 1 animated object)
Challenge Rating: | 5
Treasure: | None
Alignment: | Always neutral
Advancement: | 4 HD (Medium); 5–9 HD (Large)
Level Adjustment: | —
Ravids are creatures from the Positive Energy Plane. These bizarre entities imbue creatures with energy by their touch and animate lifeless objects around them. Ravids that make their way to the Material Plane wander about aimlessly, followed by the objects to which they have given life.
A ravid is about 7 feet long and weighs about 75 pounds.
COMBAT
Ravids fight only in self-defense. A ravid itself is not very powerful but is always accompanied by at least one animated object that defends it.
Positive Energy Lash (Su): A ravid can make a touch attack or hit with a claw or tail slap attack to infuse a target with positive energy. The energy produces an unpleasant tingle in living creatures, and against undead foes (even incorporeal ones) it deals 2d10 points of damage.
Animate Objects (Su): Once per round, a random object within 20 feet of a ravid animates as though by the spell animate objects (caster level 20th). These objects defend the ravid to the best of their ability, but the ravid isn’t intelligent enough to employ elaborate tactics with them.
Flight (Su): A ravid can cease or resume flight as a free action. A rast that loses this ability falls and can perform only a single action (either a move action or an attack action) each round.
Feats: A ravid has the Multiattack feat even through it does not have the requisite three natural weapons.

REMORHAZ
 | Huge Magical Beast
Hit Dice: | 7d10+35 (73 hp)
Initiative: | +1
Speed: | 30 ft. (6 squares), burrow 20 ft.
Armor Class: | 20 (–2 size, +1 Dex, +11 natural), touch 9, flat-footed 19
Base Attack/Grapple: | +7/+23
Attack: | Bite +13 melee (2d8+12)
Full Attack: | Bite +13 melee (2d8+12)
Space/Reach: | 15 ft./10 ft.
Special Attacks: | Improved grab, swallow whole
Special Qualities: | Darkvision 60 ft., heat, low-light vision, tremorsense 60 ft.
Saves: | Fort +10, Ref +6, Will +3
Abilities: | Str 26, Dex 13, Con 21, Int 5, Wis 12, Cha 10
Skills: | Listen +8, Spot +8
Feats: | Awesome Blow, Improved Bull Rush, Power Attack
Environment: | Cold desert
Organization: | Solitary
Challenge Rating: | 7
Treasure: | None
Alignment: | Usually neutral
Advancement: | 8–14 HD (Huge); 15–21 HD (Gargantuan)
Level Adjustment: | —
A remorhaz is whitish-blue in color but pulses with a reddish glow from the heat its body produces. The creature is a little more than 20 feet long, with a body about 5 feet wide. It weighs about 10,000 pounds.
Remorhazes cannot speak.
COMBAT
Remorhazes hide under the snow and ice until they hear movement above them, then attack from below and surprise prey.
Improved Grab (Ex): To use this ability, a remorhaz must hit an opponent least one size category smaller than itself 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 attempt to swallow the opponent the following round.
Swallow Whole (Ex): When a remorhaz begins its turn with a grappled opponent in its mouth, it can swallow that opponent with a successful grapple check. Once inside, the opponent takes 2d8+12 points of bludgeoning damage plus 8d6 points of fire damage per round from the remorhaz’s gizzard. A swallowed creature can cut its way out by using a light slashing or piercing weapon to deal 25 points of damage to the gizzard (AC 15). Once the creature exits, muscular action closes the hole; another swallowed opponent must cut its own way out. A Huge remorhaz’s interior can hold 2 Large, 4 Medium, 8 Small, 32 Tiny, 128 Diminutive, or 512 Fine or smaller opponents.
Heat (Ex): An enraged remorhaz generates heat so intense that anything touching its body takes 8d6 points of fire damage. Creatures striking a remorhaz with natural attacks or unarmed attacks are subject to this damage, but creatures striking with melee weapons do not take damage from the remorhaz’s heat. This heat can melt or char weapons; any weapon that strikes a remorhaz is allowed a DC 18 Fortitude save to avoid destruction. The save DC is Constitution-based. Skills: Remorhazes have a +4 racial bonus on Listen checks.

ROC
 | Gargantuan Animal
Hit Dice: | 18d8+126 (207 hp)
Initiative: | +2
Speed: | 20 ft. (4 squares), fly 80 ft. (average)
Armor Class: | 17 (–4 size, +2 Dex, +9 natural), touch 8, flatfooted 15
Base Attack/Grapple: | +13/+37
Attack: | Talon +21 melee (2d6+12)
Full Attack: | 2 talons +21 melee (2d6+12) and bite +19 melee (2d8+6)
Space/Reach: | 20 ft./15 ft.
Special Attacks: | —
Special Qualities: | Low-light vision
Saves: | Fort +18, Ref +13, Will +9
Abilities: | Str 34, Dex 15, Con 24, Int 2, Wis 13, Cha 11
Skills: | Hide –3, Listen +10, Spot +14
Feats: | Alertness, Flyby Attack, Iron Will, Multiattack, Power Attack, Snatch, Wingover
Environment: | Warm mountains
Organization: | Solitary or pair
Challenge Rating: | 9
Treasure: | None
Alignment: | Always neutral
Advancement: | 19–32 HD (Gargantuan); 33–54 (Colossal)
Level Adjustment: | —
A roc’s plumage is either dark brown or golden from head to tail. These enormous creatures are 30 feet long from the beak to the base of the tail, with wingspans as wide as 80 feet. A roc weighs about 8,000 pounds.
COMBAT
A roc attacks from the air, swooping earthward to snatch prey in its powerful talons and carry it off for itself and its young to devour. A solitary roc is typically hunting and will attack any Medium or larger creature that appears edible. A mated pair of rocs attack in concert, fighting to the death to defend their nests or hatchlings.
Skills: Rocs have a +4 racial bonus on Spot checks.

ROPER
 | Large Magical Beast
Hit Dice: | 10d10+30 (85 hp)
Initiative: | +5
Speed: | 10 ft. (2 squares)
Armor Class: | 24 (–1 size, +1 Dex, +14 natural), touch 10, flat-footed 23
Base Attack/Grapple: | +10/+18
Attack: | Strand +11 ranged touch (drag) or bite +13 melee (2d6+6)
Full Attack: | 6 strands +11 ranged touch (drag) and bite +13 melee (2d6+6)
Space/Reach: | 10 ft./10 ft. (50 ft. with strand)
Special Attacks: | Drag, strands, weakness
Special Qualities: | Darkvision 60 ft., immunity to electricity, low-light vision, resistance to cold 10, spell resistance 30, vulnerability to fire
Saves: | Fort +10, Ref +8, Will +8
Abilities: | Str 19, Dex 13, Con 17, Int 12, Wis 16, Cha 12
Skills: | Climb +12, Hide +10*, Listen +13, Spot +13
Feats: | Alertness, Improved Initiative, Iron Will, Weapon Focus (strand)
Environment: | Underground
Organization: | Solitary, pair, or cluster (3–6)
Challenge Rating: | 12
Treasure: | No coins; 50% goods (stone only); no items
Alignment: | Usually chaotic evil
Advancement: | 11–15 HD (Large); 16–30 HD (Huge)
Level Adjustment: | —
A roper stands some 9 feet tall and tapers from 3 or 4 feet in diameter at the base to 1 foot across at the top. It weighs 2,200 pounds. A roper’s coloration and temperature change to match the features of the surrounding cave.
Ropers speak Terran and Undercommon.
COMBAT
A roper hunts by standing very still and imitating a bit of rock. This tactic often allows it to attack with surprise. When prey comes within reach, it lashes out with its strands. In melee, it bites adjacent opponents with its powerful maw.
Drag (Ex): If a roper hits with a strand attack, the strand latches onto the opponent’s body. This deals no damage but drags the stuck opponent 10 feet closer each subsequent round (provoking no attack of opportunity) unless that creature breaks free, which requires a DC 23 Escape Artist check or a DC 19 Strength check. The check DCs are Strength-based, and the Escape Artist DC includes a +4 racial bonus. A roper can draw in a creature within 10 feet of itself and bite with a +4 attack bonus in the same round. A strand has 10 hit points and can be attacked by making a successful sunder attempt. However, attacking a roper’s strand does not provoke an attack of opportunity. If the strand is currently attached to a target, the roper takes a –4 penalty on its opposed attack roll to resist the sunder attempt. Severing a strand deals no damage to a roper.
Strands (Ex): Most encounters with a roper begin when it fires strong, sticky strands. The creature can have up to six strands at once, and they can strike up to 50 feet away (no range increment). If a strand is severed, the roper can extrude a new one on its next turn as a free action.
Weakness (Ex): A roper’s strands can sap an opponent’s strength. Anyone grabbed by a strand must succeed on a DC 18 Fortitude save or take 2d8 points of Strength damage. The save DC is Constitution-based.
Skills: *Ropers have a +8 racial bonus on Hide checks in stony or icy areas.

RUST MONSTER
 | Medium Aberration
Hit Dice: | 5d8+5 (27 hp)
Initiative: | +3
Speed: | 40 ft. (8 squares)
Armor Class: | 18 (+3 Dex, +5 natural), touch 13, flat-footed 15
Base Attack/Grapple: | +3/+3
Attack: | Antennae touch +3 melee (rust)
Full Attack: | Antennae touch +3 melee (rust) and bite –2 melee (1d3)
Space/Reach: | 5 ft./5 ft.
Special Attacks: | Rust
Special Qualities: | Darkvision, scent
Saves: | Fort +2, Ref +4, Will +5
Abilities: | Str 10, Dex 17, Con 13, Int 2, Wis 13, Cha 8
Skills: | Listen +7, Spot +7
Feats: | Alertness, Track
Environment: | Underground
Organization: | Solitary or pair
Challenge Rating: | 3
Treasure: | None
Alignment: | Always neutral
Advancement: | 6–8 HD (Medium); 9–15 HD (Large)
Level Adjustment: | —
The hide of these creatures varies in color from a yellowish tan underside to a rust-red upper back. A rust monster’s prehensile antennae can rust metals on contact.
The typical rust monster measures 5 feet long and 3 feet high, weighing 200 pounds.
COMBAT
A rust monster can scent a metal object from up to 90 feet away. When it detects one, it dashes toward the source and attempts to strike it with its antennae. The creature is relentless, chasing characters over long distances if they still possess intact metal objects but usually ceasing its attacks to devour a freshly rusted meal.
The creature targets the largest metal object available, striking first at armor, then at shields and smaller items. It prefers ferrous metals (steel or iron) over precious metals (such as gold or silver) but will devour the latter if given the opportunity.
Rust (Ex): A rust monster that makes a successful touch attack with its antennae causes the target metal to corrode, falling to pieces and becoming useless immediately. The touch can destroy up to a 10-foot cube of metal instantly. Magic armor and weapons, and other magic items made of metal, must succeed on a DC 17 Reflex save or be dissolved. The save DC is Constitution-based and includes a +4 racial bonus.
A metal weapon that deals damage to a rust monster corrodes immediately. Wooden, stone, and other nonmetallic weapons are unaffected.


MONSTERS (S)

SAHUAGIN
 | Medium Monstrous Humanoid (Aquatic)
Hit Dice: | 2d8+2 (11 hp)
Initiative: | +1
Speed: | 30 ft. (6 squares), swim 60 ft.
Armor Class: | 16 (+1 Dex, +5 natural), touch 11, flat-footed 15
Base Attack/Grapple: | +2/+4
Attack: | Talon +4 melee (1d4+2) or trident +4 melee (1d8+3) or heavy crossbow +3 ranged (1d10/19–20)
Full Attack: | Trident +4 melee (1d8+3) and bite +2 melee (1d4+1); or 2 talons +4 melee (1d4+2) and bite +2 melee (1d4+1); or heavy crossbow +3 ranged (1d10/19–20)
Space/Reach: | 5 ft./5 ft.
Special Attacks: | Blood frenzy, rake 1d4+1
Special Qualities: | Blindsense 30 ft., darkvision 60 ft., freshwater sensitivity, light blindness, speak with sharks, water dependent
Saves: | Fort +3, Ref +4, Will +4
Abilities: | Str 14, Dex 13, Con 12, Int 14, Wis 13, Cha 9
Skills: | Handle Animal +4*, Hide +6*, Listen +6*, Profession (hunter) +1*, Ride +3, Spot +6*, Survival +1*
Feats: | Great Fortitude, MultiattackB
Environment: | Warm aquatic
Organization: | Solitary, pair, team (5–8), patrol (11–20 plus 1 3rd-level lieutenant and 1–2 sharks), band (20–80 plus 100% noncombatants plus 1 3rd-level lieutenant and 1 4th-level chieftain per 20 adults plus 1–2 sharks), or tribe (70–160 plus 100% noncombatants plus 1 3rd-level lieutenant per 20 adults, 1 4th-level chieftain per 40 adults, 9 4th-level guards, 1–4 underpriestesses of 3rd–6th level, 1 7th-level priestess, and 1 baron of 6th–8th level plus 5–8 sharks)
Challenge Rating: | 2
Treasure: | Standard
Alignment: | Usually lawful evil
Advancement: | 3–5 HD (Medium), 6–10 HD (Large), or by character class
Level Adjustment: | +2 (+3 if four-armed)
Most sahuagin feature green coloration, darker along the back and lighter on the belly. Many have dark stripes, bands, or spots, but these tend to fade with age. An adult male sahuagin stands roughly 6 feet tall and weighs about 200 pounds.
Sahuagin are the natural enemy of aquatic elves. The two cannot coexist peacefully: Wars between them are prolonged, bloody affairs that sometimes interfere with shipping and maritime trade. Sahuagin have an only slightly less vehement hatred for tritons.
Sahuagin speak their own language, Sahuagin. Thanks to their high Intelligence scores, most sahuagin also speak two bonus languages, usually Common and Aquan.
COMBAT
Sahuagin are savage fighters, asking for and giving no quarter. When swimming, a sahuagin tears with its feet as it strikes with its talons or a weapon. About half of any group of sahuagin are also armed with nets.
Blindsense (Ex): A sahuagin can locate creatures underwater within a 30-foot radius. This ability works only when the sahuagin is underwater.
Blood Frenzy: Once per day a sahuagin that takes damage in combat can fly into a frenzy in the following round, clawing and biting madly until either it or its opponent is dead. It gains +2 Constitution and +2 Strength, and takes a –2 penalty to Armor Class. A sahuagin cannot end its frenzy voluntarily.
Rake (Ex): Attack bonus +2 melee, damage 1d4+1. A sahuagin also gains two rake attacks when it attacks while swimming.
Freshwater Sensitivity (Ex): A sahuagin fully immersed in fresh water must succeed on a DC 15 Fortitude save or become fatigued. Even on a success, it must repeat the save attempt every 10 minutes it remains immersed.
Light Blindness (Ex): Abrupt exposure to bright light (such as sunlight or a daylight spell) blinds sahuagin for round. On subsequent rounds, they are dazzled while operating in bright light.
Speak with Sharks (Ex): Sahuagin can communicate telepathically with sharks up to 150 feet away. The communication is limited to fairly simple concepts such as “food,” “danger,” and “enemy.” Sahuagin can use the Handle Animal skill to befriend and train sharks.
Water Dependent (Ex): Sahuagin can survive out of the water for 1 hour per 2 points of Constitution (after that, refer to the drowning rules on page 304 of the Dungeon Master ’s Guide).
Skills: A sahuagin has a +8 racial bonus on any Swim check to perform some special action or avoid a hazard. It can always choose to take 10 on a Swim check, even if distracted or endangered. It can use the run action while swimming, provided it swims in a straight line.
*Underwater, a sahuagin has a +4 racial bonus on Hide, Listen, and Spot checks.
*A sahuagin has a +4 racial bonus on Survival and Profession (hunter) checks within 50 miles of its home.
*A sahuagin has a +4 racial bonus on Handle Animal checks when working with sharks.
SAHUAGIN MUTANTS
About one in two hundred sahuagin has four arms. Such creatures can make four claw attacks or use extra weapons, in addition to the claw and bite attacks.
If a community of aquatic elves is located within 100 miles of a sahuagin community, about one in one hundred sahuagin looks just like an aquatic elf. These creatures, called malenti, have a swim speed of 40 feet, can remain out of water for 1 hour per point of Constitution, and have freshwater sensitivity and light sensitivity (dazzled in bright light). Malenti have no natural attacks. They are otherwise identical with sahuagin.

SALAMANDER
 | Flamebrother Salamander | Average Salamander | Noble Salamander
 | Small Outsider (Extraplanar, Fire) | Medium Outsider (Extraplanar, Fire) | Large Outsider (Extraplanar, Fire)
Hit Dice: | 4d8+8 (26 hp) | 9d8+18 (58 hp) | 15d8+45 (112 hp)
Initiative: | +1 | +1 | +1
Speed: | 20 ft. (4 squares) | 20 ft. (4 squares) | 20 ft. (4 squares)
Armor Class: | 19 (+1 size, +1 Dex, +7 natural), touch 12, flat-footed 18 | 18 (+1 Dex, +7 natural), touch 11, flat-footed 17 | 18 (–1 size, +1 Dex, +8 natural), touch 10, flat-footed 17
Base Attack/Grapple: | +4/+1 | +9/+11 | +15/+25
Attack: | Spear +6 melee (1d6+1/x3 plus 1d6 fire) | Spear +11 melee (1d8+3/x3 plus 1d6 fire) | +3 longspear +23 melee (1d8+9/x3 plus 1d8 fire)
Full Attack: | Spear +6 melee (1d6+1/x3 plus 1d6 fire) and tail slap +4 melee (1d4 plus 1d6 fire) | Spear +11/+6 melee (1d8+3/x3 plus 1d6 fire) and tail slap +9 melee (2d6+1 plus 1d6 fire) | +3 longspear +23/+18/+13 melee (1d8+9/x3 plus 1d8 fire) and tail slap +18 melee (2d8+3 plus 1d8 fire)
Space/Reach: | 5 ft./5 ft. | 5 ft./5 ft. (10 ft. with tail) | 10 ft./10 ft. (20 ft. with tail or longspear)
Special Attacks: | Constrict 1d4 plus 1d6 fire, heat, improved grab | Constrict 2d6+1 plus 1d6 fire, heat, improved grab | Constrict 2d8+3 plus 1d8 fire, heat, improved grab, spell-like abilities
Special Qualities: | Darkvision 60 ft., immunity to fire, vulnerability to cold | Damage reduction 10/magic, darkvision 60 ft., immunity to fire, vulnerability to cold | Damage reduction 15/magic, darkvision 60 ft., immunity to fire, vulnerability to cold
Saves: | Fort +6, Ref +5, Will +6 | Fort +8, Ref +7, Will +8 | Fort +12, Ref +10, Will +11
Abilities: | Str 12, Dex 13, Con 14, Int 14, Wis 15, Cha 13 | Str 14, Dex 13, Con 14, Int 14, Wis 15, Cha 13 | Str 22, Dex 13, Con 16, Int 16, Wis 15, Cha 15
Skills: | Craft (blacksmithing) +8, Hide +12, Listen +11, Move Silently +6, Spot +11 | Bluff +11, Craft (blacksmithing) +19, Diplomacy +3, Disguise +1 (+3 acting), Hide +11, Intimidate +3, Listen +8, Move Silently +11,Search +12, Spot +8 | Bluff +19, Craft (blacksmithing) +25, Diplomacy +4, Hide +15, Intimidate +4, Listen +13, Move Silently +17, Spot +13
Feats: | Alertness, Multiattack | Alertness, Multiattack, Power Attack | Alertness, Cleave, Great Cleave, Multiattack, Power Attack, Skill Focus (Craft [blacksmithing])
Environment: | Elemental Plane of Fire | Elemental Plane of Fire | Elemental Plane of Fire
Organization: | Solitary, pair, or cluster (3–5) | Solitary, pair, or cluster (3–5) | Solitary, pair, or noble party (9–14)
Challenge Rating: | 3 | 6 | 10
Treasure: | Standard (nonflammables only) | Standard (nonflammables only) | Double standard (nonflammables only) and +3 longspear
Alignment: | Usually evil (any) | Usually evil (any) | Usually evil (any)
Advancement: | 4–6 HD (Small) | 8–14 HD (Medium) | 16–21 HD (Large); 22–45 HD (Huge)
Level Adjustment: | +4 | +5 | —

Salamanders speak Ignan. Some average salamanders and all nobles also speak Common.
COMBAT
If a salamander has damage reduction, its natural weapons are treated as magic weapons for the purpose of overcoming damage reduction.
Constrict (Ex): A salamander deals automatic tail slap damage (including fire damage) with a successful grapple check. A noble salamander can constrict multiple creatures simultaneously, provided they are all at least two sizes smaller than it.
Heat (Ex): A salamander generates so much heat that its mere touch deals additional fire damage. Salamanders’ metallic weapons also conduct this heat.
Improved Grab (Ex): To use this ability, a salamander must hit a creature of up to one size larger than itself with its tail slap 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.
Spell-Like Abilities: (Noble salamanders only) 3/day—burning hands (DC 13), fireball (DC 15), flaming sphere (DC 14), wall of fire (DC 16); 1/day—dispel magic, summon monster VII (Huge fire elemental). Caster level 15th. The save DCs are Charisma-based.
Skills: Salamanders have a +4 racial bonus on Craft (blacksmithing) checks.
Feats: Salamanders have the Multiattack feat even though they do not have the requisite three natural weapons.

SATYR
 | Medium Fey
Hit Dice: | 5d6+5 (22 hp)
Initiative: | +1
Speed: | 40 ft. (8 squares)
Armor Class: | 15 (+1 Dex, +4 natural), touch 11, flat-footed 14
Base Attack/Grapple: | +2/+2
Attack: | Head butt +2 melee (1d6) or shortbow +3 ranged (1d6/x3)
Full Attack: | Head butt +2 melee (1d6) and dagger –3 melee (1d4/19–20); or shortbow +3 ranged (1d6/x3)
Space/Reach: | 5 ft./5 ft.
Special Attacks: | Pipes
Special Qualities: | Damage reduction 5/cold iron, low-light vision
Saves: | Fort +2, Ref +5, Will +5
Abilities: | Str 10, Dex 13, Con 12, Int 12, Wis 13, Cha 13
Skills: | Bluff +9, Diplomacy +3, Disguise +1 (+3 acting), Hide +13, Intimidate +3, Knowledge (nature) +9, Listen +15, Move Silently +13, Perform (wind instruments) +9, Spot +15, Survival +1 (+3 aboveground)
Feats: | AlertnessB, Dodge, Mobility
Environment: | Temperate forests
Organization: | Solitary, pair, band (3–5), or troop (6–11)
Challenge Rating: | 2 (without pipes) or 4 (with pipes)
Treasure: | Standard
Alignment: | Usually chaotic neutral
Advancement: | 6–10 HD (Medium)
Level Adjustment: | +2
A satyr’s hair is red or chestnut brown, while its hooves and horns are jet black. A satyr is about as tall and heavy as a half-elf.
Satyrs speak Sylvan, and most also speak Common.
COMBAT
The keen senses of a satyr make it almost impossible to surprise one in the wild. Conversely, with their own natural grace and agility, satyrs can sneak up on travelers who are not carefully watching the surrounding wilderness. Once engaged in battle, an unarmed satyr attacks with a powerful head butt. A satyr expecting trouble is likely to be armed with a bow and a dagger and typically looses arrows from hiding, weakening an enemy before closing.
Pipes (Su): Satyrs can play a variety of magical tunes on their pan pipes. Usually, only one satyr in a group carries pipes. When it plays, all creatures within a 60-foot spread (except satyrs) must succeed on a DC 13 Will save or be affected by charm person, sleep, or fear (caster level 10th; the satyr chooses the tune and its effect).
In the hands of other beings, these pipes have no special powers. A creature that successfully saves against any of the pipe’s effects cannot be affected by the same set of pipes for 24 hours. The save DC is Charisma-based.
Skills: Satyrs have a +4 racial bonus on Hide, Listen, Move Silently, Perform, and Spot checks.
SATYRS AS CHARACTERS
Satyr characters possess the following racial traits.
— +2 Dexterity, +2 Constitution, +2 Intelligence, +2 Wisdom, +2 Charisma.
—Medium size.
—A satyr’s base land speed is 40 feet.
—Low-light vision.
—Racial Hit Dice: A satyr begins with five levels of fey, which provide 5d8 Hit Dice, a base attack bonus of +2, and base saving throw bonuses of Fort +1, Ref +4, and Will +4.
—Racial Skills: A satyr’s fey levels give it skill points equal to 8 x(6 + Int modifier). Its class skills are Bluff, Hide, Knowledge (nature), Listen, Move Silently, Perform, and Spot. Satyrs have a +4 racial bonus on Hide, Listen, Move Silently, Perform, and Spot checks.
—Racial Feats: A satyr’s fey levels give it two feats. A satyr receives Alertness as a bonus feat.
— +4 natural armor bonus.
—Natural Weapons: Head butt (1d6).
—Special Attacks (see above): Pipes.
—Special Qualities (see above): Damage reduction 5/cold iron.
—Automatic Languages: Sylvan. Bonus Languages: Common, Elven, Gnome.
—Favored Class: Bard.
—Level adjustment +2.

SEA CAT
 | Large Magical Beast
Hit Dice: | 6d10+18 (51 hp)
Initiative: | +1
Speed: | 10 ft. (2 squares), swim 40 ft.
Armor Class: | 18 (–1 size, +1 Dex, +8 natural), touch 10, flat-footed 17
Base Attack/Grapple: | +6/+14
Attack: | Claw +9 melee (1d6+4)
Full Attack: | 2 claws +9 melee (1d6+4) and bite +4 melee (1d8+2)
Space/Reach: | 10 ft./5 ft.
Special Attacks: | Rend 2d6+6
Special Qualities: | Darkvision 60 ft., hold breath, low-light vision, scent
Saves: | Fort +8, Ref +6, Will +5
Abilities: | Str 19, Dex 12, Con 17, Int 2, Wis 13, Cha 10
Skills: | Listen +8, Spot +7, Swim +12
Feats: | Alertness, Endurance, Iron Will
Environment: | Temperate aquatic
Organization: | Solitary, pair, or pride (5–12)
Challenge Rating: | 4
Treasure: | None
Alignment: | Always neutral
Advancement: | 7–9 HD (Large); 10–18 HD (Huge)
Level Adjustment: | —
A typical sea cat is 12 feet long and weighs 800 pounds.
COMBAT
Sea cats attack on sight, either for food or to defend their territory, and use both claws and teeth to grab and rend their prey. They display tremendous courage, always fighting to the death, even against creatures many times their size. Pairs and prides of sea cats attack in concert, trying to wear the opponent down until one beast can dispatch it.
Hold Breath (Ex): A sea cat can hold its breath for a number of rounds equal to 6 its Constitution score before it risks drowning.
Rend (Ex): A sea cat that hits with both claw attacks latches onto the opponent’s body and tears the flesh. This automatically deals an extra 2d6+6 points of damage.
Skills: A sea cat has a +8 racial bonus on any Swim check to perform some special action or avoid a hazard. It can always choose to take 10 on a Swim check, even if distracted or endangered. It can use the run action while swimming, provided it swims in a straight line.

SHADOW
 | Shadow | Greater Shadow
 | Medium Undead (Incorporeal) | Medium Undead (Incorporeal)
Hit Dice: | 3d12 (19 hp) | 9d12 (58 hp)
Initiative: | +2 | +2
Speed: | Fly 40 ft. (good) (8 squares) | Fly 40 ft. (good) (8 squares)
Armor Class: | 13 (+2 Dex, +1 deflection), touch 13, flat-footed 11 | 14 (+2 Dex, +2 deflection), touch 14, flat-footed 12
Base Attack/Grapple: | +1/— | +4/—
Attack: | Incorporeal touch +3 melee (1d6 Str) | Incorporeal touch +6 melee (1d8 Str)
Full Attack: | Incorporeal touch +3 melee (1d6 Str) | Incorporeal touch +6 melee (1d8 Str)
Space/Reach: | 5 ft./5 ft. | 5 ft./5 ft.
Special Attacks: | Create spawn, strength damage | Create spawn, strength damage
Special Qualities: | Darkvision 60 ft., incorporeal traits, +2 turn resistance, undead traits | Darkvision 60 ft., incorporeal traits, +2 turn resistance, undead traits
Saves: | Fort +1, Ref +3, Will +4 | Fort +3, Ref +5, Will +7
Abilities: | Str —, Dex 14, Con —, Int 6, Wis 12, Cha 13 | Str —, Dex 15, Con —, Int 6, Wis 12, Cha 14
Skills: | Hide +8*, Listen +7, Search +4, Spot +7 | Hide +14*, Listen +9, Search +6, Spot +9
Feats: | Alertness, Dodge | Alertness, Dodge, Mobility, Spring Attack
Environment: | Any | Any
Organization: | Solitary, gang (2–5), or swarm (6–11) | Solitary
Challenge Rating: | 3 | 8
Treasure: | None | None
Alignment: | Always chaotic evil | Always chaotic evil
Advancement: | 4–9 HD (Medium) | –
Level Adjustment: | — | —

A shadow can be difficult to see in dark or gloomy areas but stands out starkly in brightly illuminated places.
A shadow is 5 to 6 feet tall and is weightless. Shadows cannot speak intelligibly.
COMBAT
Shadows lurk in dark places, waiting for living prey to happen by.
Strength Damage (Su): The touch of a shadow deals 1d6 points of Strength damage to a living foe. A creature reduced to Strength 0 by a shadow dies. This is a negative energy effect.
Create Spawn (Su): Any humanoid reduced to Strength 0 by a shadow becomes a shadow under the control of its killer within 1d4 rounds.
Skills: Shadows have a +2 racial bonus on Listen and Spot checks and a +4 racial bonus on Search checks. *A shadow gains a +4 racial bonus on Hide checks in areas of shadowy illumination. In brightly lit areas, it takes a –4 penalty on Hide checks.

GREATER SHADOW
Although no more intelligent than an average shadow, a greater shadow is more fearsome because of its increased damage and its hit-and-run tactics. COMBAT
Strength Damage (Su): The touch of a greater shadow deals 1d8 points of Strength damage to a living foe.

SHADOW MASTIFF
 | Medium Outsider (Extraplanar)
Hit Dice: | 4d8+12 (30 hp)
Initiative: | +5
Speed: | 50 ft. (10 squares)
Armor Class: | 14 (+1 Dex, +3 natural), touch 11, flat-footed 13
Base Attack/Grapple: | +4/+7
Attack: | Bite +7 melee (1d6+4)
Full Attack: | Bite +7 melee (1d6+4)
Space/Reach: | 5 ft./5 ft.
Special Attacks: | Bay, trip
Special Qualities: | Darkvision 60 ft., shadow blend, scent
Saves: | Fort +7, Ref +5, Will +5
Abilities: | Str 17, Dex 13, Con 17, Int 4, Wis 12, Cha 13
Skills: | Hide +8, Listen +8, Move Silently +8, Spot +8, Survival +8*
Feats: | Dodge, Improved Initiative, TrackB
Environment: | Plane of Shadow
Organization: | Solitary, pair, or pack (5–12)
Challenge Rating: | 5
Treasure: | None
Alignment: | Always neutral evil
Advancement: | 5–6 HD (Medium); 7–12 HD (Large)
Level Adjustment: | +3 (cohort)
This creature has the body of a large dog, with a smooth black coat and a mouth full of sharp teeth.
A shadow mastiff is slightly more than 2 feet high at the shoulder and weighs about 200 pounds.
Shadow mastiffs cannot speak, but they understand Common.
COMBAT
Shadow mastiffs prefer fighting in shadows or dark conditions, which gives them a great advantage.
If a magical light source negates the shadows around them, shadow mastiffs are cunning enough to either move out of the light or back off and break up the opposition with their baying. They have been known to seize and carry off items enspelled with daylight spells.
Bay (Su): When a shadow mastiff howls or barks, all creatures except evil outsiders within a 300-foot spread must succeed on a DC 13 Will save or become panicked for 2d4 rounds. This is a sonic mind-affecting fear effect. Whether or not the save is successful, an affected creature is immune to the same mastiff ’s bay for 24 hours. The save DC is Charisma-based.
Trip (Ex): A shadow mastiff that hits with its bite attack can attempt to trip the opponent as a free action (+3 check modifier) without making a touch attack or provoking an attack of opportunity. If the attempt fails, the opponent cannot react to trip the shadow mastiff.
Shadow Blend (Su): In any condition of illumination other than full daylight, a shadow mastiff can disappear into the shadows, giving it total concealment. Artificial illumination, even a light or continual flame spell, does not negate this ability. A daylight spell, however, will.
Skills: *A shadow mastiff has a +4 racial bonus on Survival checks when tracking by scent.

SHAMBLING MOUND
 | Large Plant
Hit Dice: | 8d8+24 (60 hp)
Initiative: | +0
Speed: | 20 ft. (4 squares), swim 20 ft.
Armor Class: | 20 (–1 size, +11 natural), touch 9, flat-footed 20
Base Attack/Grapple: | +6/+15
Attack: | Slam +11 melee (2d6+5)
Full Attack: | 2 slams +11 melee (2d6+5)
Space/Reach: | 10 ft./10 ft.
Special Attacks: | Improved grab, constrict 2d6+7
Special Qualities: | Darkvision 60 ft., immunity to electricity, low-light vision, plant traits, resistance to fire 10
Saves: | Fort +9, Ref +2, Will +4
Abilities: | Str 21, Dex 10, Con 17, Int 7, Wis 10, Cha 9
Skills: | Hide +3*, Listen +8, Move Silently +8
Feats: | Iron Will, Power Attack, Weapon Focus (slam)
Environment: | Temperate marshes
Organization: | Solitary
Challenge Rating: | 6
Treasure: | 1/10th coins; 50% goods; 50% items
Alignment: | Usually neutral
Advancement: | 9–12 HD (Large); 13–24 HD (Huge)
Level Adjustment: | +6
Shambling mounds, also called shamblers, appear to be heaps of rotting vegetation. They are actually intelligent, carnivorous plants.
A shambler’s brain and sensory organs are located in its upper body.
A shambler’s body has an 8-foot girth and is about 6 feet tall when the creature stands erect. It weighs about 3,800 pounds.
COMBAT
A shambling mound batters or constricts its opponents with two huge, armlike appendages.
Improved Grab (Ex): To use this ability, a shambler must hit with both slam attacks. 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 shambler deals 2d6+7 points of damage with a successful grapple check.
Immunity to Electricity (Ex): Shamblers take no damage from electricity. Instead, any electricity attack used against a shambler temporarily grants it 1d4 points of Constitution. The shambler loses these points at the rate of 1 per hour.
Skills: Shamblers have a +4 racial bonus on Hide, Listen, and Move Silently checks. *They have a +12 racial bonus on Hide checks when in a swampy or forested area.

SHIELD GUARDIAN
 | Large Construct
Hit Dice: | 15d10+30 (112 hp)
Initiative: | +0
Speed: | 30 ft. (6 squares)
Armor Class: | 24 (–1 size, +15 natural), touch 9, flat-footed 24
Base Attack/Grapple: | +11/+21
Attack: | Slam +16 melee (1d8+6)
Full Attack: | 2 slams +16 melee (1d8+6)
Space/Reach: | 10 ft./10 ft.
Special Attacks: | —
Special Qualities: | Construct traits, darkvision 60 ft., fast healing 5, find master, guard, low-light vision, shield other, spell storing
Saves: | Fort +5, Ref +5, Will +5
Abilities: | Str 22, Dex 10, Con —, Int —, Wis 10, Cha 1
Environment: | Any
Organization: | Solitary
Challenge Rating: | 8
Treasure: | None
Alignment: | Always neutral
Advancement: | 16–24 HD (Large); 25–45 HD (Huge)
Level Adjustment: | —
Created by spellcasters to be bodyguards, shield guardians are constructs that protect their masters with spells and stamina. When it is fashioned, a shield guardian is keyed to a particular magical amulet. Henceforth, it regards the wearer of that amulet to be its master, protecting and following that individual everywhere (unless specifically commanded not to do so).
A shield guardian obeys its master’s verbal commands to the best of its ability, although it is not good for much beyond combat and possibly simple manual labor. It can also be keyed to perform specific tasks at specific times or when certain conditions are met. The wearer of the amulet can call the shield guardian from any distance, and it will come as long as it is on the same plane.
A shield guardian is some 9 feet tall and weighs more than 1,200 pounds.
Shield guardians cannot speak, but they understand commands given in any language.
COMBAT
Shield guardians are straightforward in battle, bashing with their heavy stone fists. They are made for defense and are not particularly impressive on offense.
Find Master (Su): As long as a shield guardian and its amulet are on the same plane, the shield guardian can find the amulet wearer (or just the amulet, if it is removed after the guardian is called).
Guard (Ex): If ordered to do so, a shield guardian moves swiftly to defend the wearer of its amulet, blocking blows and disrupting foes. All attacks against the amulet wearer take a –2 penalty when the shield guardian is adjacent to its master.
Shield Other (Sp): The wearer of a shield guardian’s amulet can activate this defensive ability if within 100 feet of the shield guardian. Just as the spell of the same name, this ability transfers to the shield guardian half the damage that would be dealt to the amulet wearer (this ability does not provide the spell’s AC or save bonuses).
Spell Storing (Sp): A shield guardian can store one spell of 4th level or lower that is cast into it by another creature. It “casts” this spell when commanded to do so or when a predefined situation arises. Once this spell is used, the shield guardian can store another spell (or the same spell again).
CONSTRUCTION
A shield guardian is built from wood, bronze, stone, and steel. The materials cost 5,000 gp.
The creature’s master may assemble the body or hire someone else to do the job. Creating the body requires a DC 16 Craft (blacksmithing) or Craft (carpentry) check. The keyed amulet is fashioned at the same time, and its cost (20,000 gp) is included in the cost of the guardian. After the body is sculpted, the shield guardian is animated through an extended magical ritual that requires a specially prepared laboratory or workroom, similar to an alchemist’s laboratory and costing 500 gp to establish. If the creator is personally constructing the creature’s body, the building and the ritual can be performed together. A shield guardian with more than 15 Hit Dice can be created, but each additional Hit Die adds +5,000 gp to the market price, and the price increases by +20,000 gp if the creature’s size increases to Huge, modifying the cost to create accordingly.
CL 15th; Craft Construct, limited wish, discern location, shield, shield other, caster must be at least 15th level; Price 120,000 gp; Cost 65,000 gp + 4,600 XP.
AMULET
If a shield guardian’s amulet is destroyed, the guardian ceases to function until a new one is created. If the wearer dies but the amulet is intact, the shield guardian carries out the last command it was given.

SHOCKER LIZARD
 | Small Magical Beast
Hit Dice: | 2d10+2 (13 hp)
Initiative: | +6
Speed: | 40 ft. (8 squares), climb 20 ft., swim 20 ft.
Armor Class: | 16 (+1 size, +2 Dex, +3 natural), touch 13, flat-footed 14
Base Attack/Grapple: | +2/–2
Attack: | Bite +3 melee (1d4)
Full Attack: | Bite +3 melee (1d4)
Space/Reach: | 5 ft./5 ft.
Special Attacks: | Stunning shock, lethal shock
Special Qualities: | Darkvision 60 ft., electricity sense, immunity to electricity, low-light vision
Saves: | Fort +4, Ref +5, Will +1
Abilities: | Str 10, Dex 15, Con 13, Int 2, Wis 12, Cha 6
Skills: | Climb +11, Hide +11, Jump +7, Listen +4, Spot +4, Swim +10
Feats: | Improved Initiative
Environment: | Warm marshes
Organization: | Solitary, pair, clutch (3–5), or colony (6–11)
Challenge Rating: | 2
Treasure: | 1/10 coins; 50% goods; 50% items
Alignment: | Always neutral
Advancement: | 3–4 HD (Small); 5–6 HD (Medium)
Level Adjustment: | —
A shocker lizard has a pale gray or blue underside, shading to a darker hue on its back. It has blue-black markings along its back and tail. A shocker lizard is about 1 foot tall at the shoulder and weighs about 25 pounds.
COMBAT
A shocker lizard relies on its electricity abilities in combat. A lizard tends to bite only after its shock has rendered an opponent unconscious or when the shock seems to have no effect at all. A solitary lizard flees once it delivers its shocks, but if other shocker lizards are nearby, they all home in on their comrade’s discharges and attempt to administer their shocks to the foe.
Stunning Shock (Su): Once per round, a shocker lizard can deliver an electrical shock to a single opponent within 5 feet. This attack deals 2d8 points of nonlethal damage to living opponents (Reflex DC 12 half). The save DC is Constitution-based.
Lethal Shock (Su): Whenever two or more shocker lizards are within 20 feet of each other, they can work together to create a lethal shock. This effect has a radius of 20 feet, centered on any one contributing lizard. The shock deals 2d8 points of electricity damage for each lizard contributing to it, to a maximum of 12d8. A Reflex save (DC 10 + number of lizards contributing) reduces the damage by half.
Electricity Sense (Ex): Shocker lizards automatically detect any electrical discharges within 100 feet.
Skills: Shocker lizards have a +4 racial bonus on Hide checks due to their coloration. Shocker lizards have a +2 racial bonus on Listen and Spot checks.
Shocker lizards use their Dexterity modifier instead of their Strength modifier for Climb and Jump checks.
A shocker lizard has a +8 racial bonus on Climb checks and can always choose to take 10 on a Climb check, even if rushed or threatened.
A shocker lizard has a +8 racial bonus on any Swim check to perform some special action or avoid a hazard. It can always choose to take 10 on a Swim check, even if distracted or endangered. It can use the run action while swimming, provided it swims in a straight line.

SKELETON

Skeletons are the animated bones of the dead, mindless automatons that obey the orders of their evil masters.
A skeleton is seldom garbed in anything more than the rotting remnants of any clothing or armor it was wearing when slain. A skeleton does only what it is ordered to do. It can draw no conclusions of its own and takes no initiative. Because of this limitation, its instructions must always be simple. A skeleton attacks until destroyed.
CREATING A SKELETON
“Skeleton” is an acquired template that can be added to any corporeal creature (other than an undead) that has a skeletal system (referred to hereafter as the base creature).
Size and Type: The creature’s type changes to undead. It retains any subtype except for alignment subtypes (such as good) and subtypes that indicate kind. It does not gain the augmented subtype. It uses all the base creature’s statistics and special abilities except as noted here.
Hit Dice: Drop any Hit Dice gained from class levels (to a minimum of 1) and raise remaining Hit Dice to d12s. If the creature has more than 20 Hit Dice, it can’t be made into a skeleton by the animate dead spell.
Speed: Winged skeletons can’t use their wings to fly. If the base creature flew magically, so can the skeleton.
Armor Class: Natural armor bonus changes to a number based on the skeleton’s size:
Tiny or smaller | +0
Small | +1
Medium or Large | +2
Huge | +3
Gargantuan | +6
Colossal | +10
Attacks: A skeleton retains all the natural weapons, manufactured weapon attacks, and weapon proficiencies of the base creature, except for attacks that can’t work without flesh. A creature with hands gains one claw attack per hand; the skeleton can strike with each of its claw attacks at its full attack bonus. A skeleton’s base attack bonus is equal to 1/2 its Hit Dice.
Damage: Natural and manufactured weapons deal damage normally. A claw attack deals damage depending on the skeleton’s size. (If the base creature already had claw attacks with its hands, use the skeleton claw damage only if it’s better.)
Diminutive or Fine | 1
Tiny | 1d2
Small | 1d3
Medium | 1d4
Large | 1d6
Huge | 1d8
Gargantuan | 2d6
Colossal | 2d8
Special Attacks: A skeleton retains none of the base creature’s special attacks.
Special Qualities: A skeleton loses most special qualities of the base creature. It retains any extraordinary special qualities that improve its melee or ranged attacks. A skeleton gains the following special qualities.
Immunity to Cold (Ex): Skeletons are not affected by cold.
Damage Reduction 5/Bludgeoning: Skeletons lack flesh or internal organs.
Saves: Base save bonuses are Fort +1/3 HD, Ref +1/3 HD, and Will +1/2 HD + 2.
Abilities: A skeleton’s Dexterity increases by +2, it has no Constitution or Intelligence score, its Wisdom changes to 10, and its Charisma changes to 1.
Skills: A skeleton has no skills.
Feats: A skeleton loses all feats of the base creature and gains Improved Initiative.
Environment: Any, usually same as base creature.
Organization: Any.
Challenge Rating: Depends on Hit Dice, as follows:
Hit Dice | Challenge Rating
1/2 | 1/6
1 | 1/3
2–3 | 1
4–5 | 2
6–7 | 3
8–9 | 4
10–11 | 5
12–14 | 6
15–17 | 7
18–20 | 8
Treasure: None.
Alignment: Always neutral evil.
Advancement: As base creature (or — if the base creature advances by character class).
Level Adjustment: —.

 | Human Warrior Skeleton | Wolf Skeleton | Owlbear Skeleton
 | Medium Undead | Medium Undead | Large Undead
Hit Dice: | 1d12 (6 hp) | 2d12 (13 hp) | 5d12 (32 hp)
Initiative: | +5 | +7 | +6
Speed: | 30 ft. (6 squares) | 50 ft. (10 squares) | 30 ft. (6 squares)
Armor Class: | 15 (+1 Dex, +2 natural, +2 heavy steel shield), touch 11, flat-footed 14 | 15 (+3 Dex, +2 natural), touch 13, flat-footed 12 | 13 (–1 size, +2 Dex, +2 natural), touch 11, flat-footed 11
Base Attack/Grapple: | +0/+1 | +1/+2 | +2/+11
Attack: | Scimitar +1 melee (1d6+1/18–20) or claw +1 melee (1d4+1) | Bite +2 melee (1d6+1) | Claw +6 melee (1d6+5)
Full Attack: | Scimitar +1 melee (1d6+1/18–20) or 2 claws +1 melee (1d4+1) | Bite +2 melee (1d6+1) | 2 claws +6 melee (1d6+5) and bite +1 melee (1d8+2)
Space/Reach: | 5 ft./5 ft. | 5 ft./5 ft. | 10 ft./5 ft.
Special Attacks: — | — | — |
Special Qualities: | Damage reduction 5/bludgeoning, darkvision 60 ft., immunity to cold, undead traits | Damage reduction 5/bludgeoning, darkvision 60 ft., immunity to cold, undead traits | Damage reduction 5/bludgeoning, darkvision 60 ft., immunity to cold, undead traits
Saves: | Fort +0, Ref +1, Will +2 | Fort +0, Ref +3, Will +3 | Fort +1, Ref +3, Will +4
Abilities: | Str 13, Dex 13, Con —, Int —, Wis 10, Cha 1 | Str 13, Dex 17, Con —, Int —, Wis 10, Cha 1 | Str 21, Dex 14, Con —, Int —, Wis 10, Cha 1
Feats: | Improved Initiative | Improved Initiative | Improved Initiative
Environment: | Temperate plains | Temperate forests | Temperate forests
Organization: | Any | Any | Any
Challenge Rating: | 1/3 | 1 | 2
Treasure: | None | None | None
Alignment: | Always neutral evil | Always neutral evil | Always neutral evil
Advancement: | — | 3 HD (Medium); 4–6 HD (Large) | 6–8 HD (Large); 9–15 HD (Huge)
Level Adjustment: | — | — | —

 | Troll Skeleton | Chimera Skeleton | Ettin Skeleton
 | Large Undead | Large Undead | Large Undead
Hit Dice: | 6d12 (39 hp) | 9d12 (58 hp) | 10d12 (65 hp)
Initiative: | +7 | +6 | +4
Speed: | 30 ft. (6 squares) | 30 ft. (6 squares) | 40 ft. (8 squares)
Armor Class: | 14 (+3 Dex, –1 size, +2 natural), touch 12, flat-footed 11 | 13 (+2 Dex., –1 size, +2 natural), touch 11, flat-footed 11 | 11 (–1 size, +2 natural), touch 9, flat-footed 11
Base Attack/Grapple: | +3/+13 | +4/+12 | +5/+15
Attack: | Claw +8 melee (1d6+6) | Bite +7 melee (2d6+4) | Morningstar +10 melee (2d6+6) or claw +10 melee (1d6+6) or javelin +4 ranged (1d8+6)
Full Attack: | 2 claws +8 melee (1d6+6) and bite +3 melee (1d6+3) | Bite +7 melee (2d6+4) and bite+7 melee (1d8+4) and gore +7 melee (1d8+4) and 2 claws +2 melee (1d6+2) | 2 morningstars +10 melee (2d6+6) or 2 claws +10 melee (1d6+6) or 2 javelins +4 ranged (1d8+6)
Space/Reach: | 10 ft./10 ft | 10 ft./5 ft | 10 ft./10 ft.
Special Attacks: | — | — | —
Special Qualities: | Damage reduction 5/bludgeoning, darkvision 60 ft., immunity to cold, undead traits | Damage reduction 5/bludgeoning, darkvision 60 ft., immunity to cold, undead traits | Damage reduction 5/bludgeoning, darkvision 60 ft., darkvision 60 ft., immunity to cold, superior twoweapon
Saves: | Fort +2, Ref +5, Will +5 | Fort +3, Ref +5, Will +6 | Fort +3, Ref +3, Will +7
Abilities: | Str 23, Dex 16, Con —, Int —, Wis 10, Cha 1 | Str 19, Dex 15, Con —, Int —, Wis 10, Cha 1 | Str 23, Dex 10, Con —, Int —, Wis 10, Cha 1
Feats: | Improved Initiative | Improved Initiative | Improved Initiative
Environment: | Cold mountains | Temperate hills | Cold hills
Organization: | Any | Any | Any
Challenge Rating: | 3 | 4 | 5
Treasure: | None | None | None
Alignment: | Always neutral evil | Always neutral evil | Always neutral evil
Advancement: | — | 10–13 HD (Large); 14–27 HD (Huge) | —
Level Adjustment: | — | — | —

 | Advanced Megaraptor Skeleton | Cloud Giant Skeleton | Young Adult Red Dragon Skeleton
 | Huge Undead | Huge Undead | Huge Undead (Fire)
Hit Dice: | 12d12 (78 hp) | 17d12 (110 hp) | 19d12 (123 hp)
Initiative: | +7 | +6 | +5
Speed: | 60 ft. (12 squares) | 50 ft. (10 squares) | 40 ft. (8 squares)
Armor Class: | 14 (–2 size, +3 Dex, +3 natural), touch 11, flat-footed 11 | 13 (–2 size, +2 Dex, +3 natural), touch 10, flat-footed 11 | 12 (–2 size, +1 Dex, +3 natural), touch 9, flat-footed 11
Base Attack/Grapple: | +6/+19 | +8/+28 | +9/+27
Attack: | Talons +9 melee (2d8+5) | Gargantuan morningstar +18 melee (4d6+18) or claw +18 melee (1d8+12) or rock +8 ranged (2d8+12) | Bite +17 melee (2d8+10)
Full Attack: | Talons +9 melee (2d8+5) and 2 claws +4 melee (1d8+2) and bite +4 melee (2d6+2) | Gargantuan morningstar +18/+13 melee (4d6+18) or 2 claws +18 melee (1d8+12) or rock +8 ranged (2d8+12) | Bite +17 melee (2d8+10) and 2 claws +12 melee (2d6+5) and 2 wings +12 melee (1d8+5) and tail slap +12 melee (2d6+15)
Space/Reach: | 15 ft./10 ft. | 15 ft./15 ft. | 15 ft./10 ft.
Special Attacks: | — | — | —
Special Qualities: | Damage reduction 5/bludgeoning, darkvision 60 ft., immunity to cold, undead traits | Damage reduction 5/bludgeoning, darkvision 60 ft., immunity to cold, oversize weapon, undead traits | Damage reduction 5/bludgeoning, darkvision 60 ft., immunity to cold and fire, undead traits
Saves: | Fort +4, Ref +7, Will +8 | Fort +5, Ref +7, Will +10 | Fort +6, Ref +7, Will +8
Abilities: | Str 21, Dex 17, Con —, Int —, Wis 10, Cha 1 | Str 35, Dex 15, Con —, Int —, Wis 10, Cha 1 | Str 31, Dex 12, Con —, Int —, Wis 10, Cha 1
Feats: | Improved Initiative | Improved Initiative | Improved Initiative
Environment: | Warm forests | Temperate mountains | Warm mountains
Organization: | Any | Any | Any
Challenge Rating: | 6 | 7 | 8
Treasure: | None | None | None
Alignment: | Always neutral evil | Always neutral evil | Always neutral evil
Advancement: | 13–16 HD (Huge); 17–20 HD (Gargantuan) | — | 20 HD (Huge)
Level Adjustment: | — | — | —

SKUM
 | Medium Aberration (Aquatic)
Hit Dice: | 2d8+2 (11 hp)
Initiative: | +1
Speed: | 20 ft. (4 squares), swim 40 ft.
Armor Class: | 13 (+1 Dex, +2 natural), touch 11, flat-footed 12
Base Attack/Grapple: | +1/+5
Attack: | Bite +5 melee (2d6+4)
Full Attack: | Bite +5 melee (2d6+4) and 2 claws +0 melee (1d4+2)
Space/Reach: | 5 ft./5 ft.
Special Attacks: | Rake 1d6+2
Special Qualities: | Darkvision 60 ft., amphibious
Saves: | Fort +1, Ref +1, Will +3
Abilities: | Str 19, Dex 13, Con 13, Int 10, Wis 10, Cha 6
Skills: | Hide +6*, Listen +7*, Move Silently +6, Spot +7*, Swim +12
Feats: | Alertness
Environment: | Underground
Organization: | Brood (2–5) or pack (6–15)
Challenge Rating: | 2
Treasure: | None
Alignment: | Usually lawful evil
Advancement: | 3–4 HD (Medium); 5–6 HD (Large)
Level Adjustment: | +3
A skum is about the same height and weight as a human. Skum speak Aquan.
COMBAT
Rake (Ex): Attack bonus +0 melee, damage 1d6+2. A skum also gains two rake attacks when it attacks while swimming.
Skills: *Skum have a +4 racial bonus on Hide, Listen, and Spot checks underwater.
A skum has a +8 racial bonus on any Swim check to perform some special action or avoid a hazard. It can always choose to take 10 on a Swim check, even if distracted or endangered. It can use the run action while swimming, provided it swims in a straight line.

SPECTRE
 | Medium Undead (Incorporeal)
Hit Dice: | 7d12 (45 hp)
Initiative: | +7
Speed: | 40 ft. (8 squares), fly 80 ft. (perfect)
Armor Class: | 15 (+3 Dex, +2 deflection), touch 15, flat-footed 13
Base Attack/Grapple: | +3/—
Attack: | Incorporeal touch +6 melee (1d8 plus energy drain)
Full Attack: | Incorporeal touch +6 melee (1d8 plus energy drain)
Space/Reach: | 5 ft./5 ft.
Special Attacks: | Energy drain, create spawn
Special Qualities: | Darkvision 60 ft., incorporeal traits, +2 turn resistance, sunlight powerlessness, undead traits, unnatural aura
Saves: | Fort +2, Ref +5, Will +7
Abilities: | Str —, Dex 16, Con —, Int 14, Wis 14, Cha 15
Skills: | Hide +13, Intimidate +12, Knowledge (religion) +12, Listen +14, Search +12, Spot +14, Survival +2 (+4 following tracks)
Feats: | Alertness, Blind-Fight, Improved Initiative
Environment: | Any land and underground
Organization: | Solitary, gang (2–4), or swarm (6–11)
Challenge Rating: | 7
Treasure: | None
Alignment: | Always lawful evil
Advancement: | 8–14 HD (Medium)
Level Adjustment: | —
A spectre looks much as it did in life and can be easily recognized by those who knew the individual or have seen the individual’s face in a painting or a drawing. In many cases, the evidence of a violent death is visible on its body. A spectre is roughly human-sized and is weightless.
COMBAT
In close combat a spectre attacks with its numbing, life-draining touch. It makes full use of its incorporeal nature, moving through walls, ceilings, and floors as it attacks.
Energy Drain (Su): Living creatures hit by a spectre’s incorporeal touch attack gain two negative levels. The DC is 15 for the Fortitude save to remove a negative level. The save DC is Charisma-based. For each such negative level bestowed, the spectre gains 5 temporary hit points.
Create Spawn (Su): Any humanoid slain by a spectre becomes a spectre in 1d4 rounds. Spawn are under the command of the spectre that created them and remain enslaved until its death. They do not possess any of the abilities they had in life.
Unnatural Aura (Su): Animals, whether wild or domesticated, can sense the unnatural presence of a spectre at a distance of 30 feet. They do not willingly approach nearer than that and panic if forced to do so; they remain panicked as long as they are within that range.
Sunlight Powerlessness (Ex): Spectres are powerless in natural sunlight (not merely a daylight spell) and flee from it. A spectre caught in sunlight cannot attack and can take only a single move or attack action in a round.

SPHINX
Sphinxes are enigmatic creatures with great, feathery wings and leonine bodies. All sphinxes are territorial, but the more intelligent ones can differentiate between deliberate intrusion and temporary or inadvertent trespass.
A typical sphinx is about 10 feet long and weighs about 800 pounds.
Sphinxes speak Sphinx, Common, and Draconic.
Combat
Most sphinxes fight on the ground, using their wings to help them pounce much as lions do. If outnumbered by earthbound creatures, a sphinx takes wing and attacks on the fly.
Pounce (Ex): If a sphinx charges a foe, it can make a full attack, including two rake attacks.
Rake (Ex): A sphinx that pounces onto a creature can make two rake attacks with its hind legs. Each sphinx’s description provides its attack bonus and damage.

ANDROSPHINX
 | Large Magical Beast
Hit Dice: | 12d10+48 (114 hp)
Initiative: | +0
Speed: | 50 ft. (10 squares), fly 80 ft. (poor)
Armor Class: | 22 (–1 size, +13 natural), touch 9, flat-footed 22
Base Attack/Grapple: | +12/+23
Attack: | Claw +18 melee (2d4+7)
Full Attack: | 2 claws +18 melee (2d4+7)
Space/Reach: | 10 ft./5 ft.
Special Attacks: | Pounce, rake 2d4+3, roar, spells
Special Qualities: | Darkvision 60 ft., low-light vision
Saves: | Fort +12, Ref +8, Will +7
Abilities: | Str 25, Dex 10, Con 19, Int 16, Wis 17, Cha 17
Skills: | Intimidate +17, Knowledge (any one) +18, Listen +18, Spot +18, Survival +18
Feats: | Alertness, Cleave, Great Cleave, Flyby Attack, Power Attack, Track
Environment: | Warm deserts
Organization: | Solitary
Challenge Rating: | 9
Treasure: | Standard
Alignment: | Always chaotic good
Advancement: | 13–18 HD (Large); 19–36 HD (Huge)
Level Adjustment: | +5 (cohort)
These sphinxes are always male. Androsphinxes are clever and generally good-natured, but they can be savage opponents.
Combat
In battle, an androsphinx rips apart enemies with its razor-sharp claws. It relies on its natural weapons in a fight, employing its spells for defense or healing.
Rake (Ex): Attack bonus +18 melee, damage 2d4+3.
Roar (Su): Three times per day an androsphinx can loose a mighty roar. The first time it does this, all creatures within 500 feet must succeed on a DC 19 Will save or be affected as though by a fear spell for 2d6 rounds.
If the sphinx roars a second time during the same encounter, all creatures within 250 feet must succeed on a DC 19 Fortitude save or be paralyzed for 1d4 rounds, and all those within 90 feet are deafened for 2d6 rounds (no save). If it roars a third time during the same encounter, all those within 250 feet must succeed on a DC 19 Fortitude save or take 2d4 points of Strength damage for 2d4 rounds. In addition, any Medium or smaller creature within 90 feet must succeed on a DC 19 Fortitude save or be thrown to the ground and take 2d8 points of damage. The force of this roar is so great that it deals 50 points of damage to any stone or crystalline object within 90 feet. Magic items and held or carried items can avoid damage with a DC 19 Reflex save. Other androsphinxes are immune to these effects. The save DCs are Charisma-based.
Spells: An androsphinx casts divine spells as a 6th-level cleric from the cleric spell list and from the Good, Healing, and Protection domains.
Typical Cleric Spells Prepared (5/5/5/4; save DC 13 + spell level): 0—cure minor wounds, detect magic, guidance, light, resistance; 1st—divine favor, protection from evil*, shield of faith, remove fear, summon monster I; 2nd—bull’s strength, remove paralysis, resist energy, shield other*, summon monster II; 3rd—cure serious wounds*, daylight, invisibility purge, searing light.
*Domain spell. Domains: Good and Healing.

CRIOSPHINX
 | Large Magical Beast
Hit Dice: | 10d10+30 (85 hp)
Initiative: | +0
Speed: | 30 ft. (6 squares), fly 60 ft. (poor)
Armor Class: | 20 (–1 size, +11 natural), touch 9, flat-footed 20
Base Attack/Grapple: | +10/+20
Attack: | Gore +15 melee (2d6+6)
Full Attack: | Gore +15 melee (2d6+6) and 2 claws +10 melee (1d6+3)
Space/Reach: | 10 ft./5 ft.
Special Attacks: | Pounce, rake 1d6+3
Special Qualities: | Darkvision 60 ft., low-light vision
Saves: | Fort +10, Ref +7, Will +3
Abilities: | Str 23, Dex 10, Con 17, Int 10, Wis 11, Cha 11
Skills: | Intimidate +8, Listen +11, Spot +1
Feats: | Alertness, Cleave, Flyby Attack, Power Attack
Environment: | Warm deserts
Organization: | Solitary
Challenge Rating: | 7
Treasure: | Standard
Alignment: | Always neutral
Advancement: | 11–15 HD (Large); 16–30 HD (Huge)
Level Adjustment: | +3 (cohort)
These sphinxes are always male. Neither good nor evil, they lack the intelligence of the androsphinx.
Combat
Criosphinxes attack with their claws, as do their kin, but they can also butt with their horns. They don’t cast spells and employ only the most simple battle tactics.
Rake (Ex): Attack bonus +15 melee, damage 1d6+3.

GYNOSPHINX
 | Large Magical Beast
Hit Dice: | 8d10+8 (52 hp)
Initiative: | +5
Speed: | 40 ft. (8 squares), fly 60 ft. (poor)
Armor Class: | 21 (–1 size, +1 Dex, +11 natural), touch 10, flat-footed 20
Base Attack/Grapple: | +8/+16
Attack: | Claw +11 melee (1d6+4)
Full Attack: | 2 claws +11 melee (1d6+4)
Space/Reach: | 10 ft./5 ft.
Special Attacks: | Pounce, rake 1d6+2, spell-like abilities
Special Qualities: | Darkvision 60 ft., low-light vision
Saves: | Fort +7, Ref +7, Will +8
Abilities: | 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: | Combat Casting, Improved Initiative, Iron Will
Environment: | Warm deserts
Organization: | Solitary or covey (2–4)
Challenge Rating: | 8
Treasure: | Double standard
Alignment: | Always neutral
Advancement: | 9–12 HD (Large); 13–24 HD (Huge)
Level Adjustment: | +4 (cohort)
These sphinxes are the female counterparts of androsphinxes.
Combat
In close combat, gynosphinxes use their powerful claws to flay the flesh from their enemies. Despite their deadly nature, they prefer to avoid combat whenever possible.
Rake (Ex): Attack bonus +11 melee, damage 1d6+2.
Spell-Like Abilities: 3/day—clairaudience/clairvoyance, detect magic, read magic, see invisibility; 1/day—comprehend languages, locate object, dispel magic, remove curse (DC 18), legend lore. Caster level 14th. The save DC is Charisma-based.
Once per week a gynosphinx can create a symbol of death, a symbol of fear, a symbol of insanity, a symbol of pain, a symbol of persuasion, a symbol of sleep, and a symbol of stunning as the spells (caster level 18th), except that all save DCs are 22 and each symbol remains a maximum of one week once scribed. The save DCs are Charisma-based.

HIERACOSPHINX
 | Large Magical Beast
Hit Dice: | 9d10+18 (67 hp)
Initiative: | +2
Speed: | 30 ft. (6 squares), fly 90 ft. (poor)
Armor Class: | 19 (–1 size, +2 Dex, +8 natural), touch 11, flat-footed 17
Base Attack/Grapple: | +9/+18
Attack: | Bite +13 melee (1d10+5)
Full Attack: | Bite +13 melee (1d10+5) and 2 claws +8 melee (1d6+2)
Space/Reach: | 10 ft./5 ft.
Special Attacks: | Pounce, rake 1d6+2
Special Qualities: | Darkvision 60 ft., lowlight vision
Saves: | Fort +8, Ref +8, Will +5
Abilities: | Str 21, Dex 14, Con 15, Int 6, Wis 15, Cha 10
Skills: | Listen +10, Spot +14
Feats: | Alertness, Cleave, Flyby Attack, Power Attack
Environment: | Warm deserts
Organization: | Solitary, pair, or flock (4–7)
Challenge Rating: | 5
Treasure: | None
Alignment: | Always chaotic evil
Advancement: | 10–14 HD (Large); 15–27 HD (Huge)
Level Adjustment: | +3 (cohort)
Combat
Hieracosphinxes can make short work of even the most dangerous opponents with their claws. They are not particularly intelligent, but are cunning enough to dive at their enemies from above with their flying ability.
Rake (Ex): Attack bonus +13 melee, damage 1d6+2.
Skills: Hieracosphinxes have a +4 racial bonus on Spot checks.

SPIDER EATER
 | Large Magical Beast
Hit Dice: | 4d10+20 (42 hp)
Initiative: | +1
Speed: | 30 ft. (6 squares), fly 60 ft. (good)
Armor Class: | 14 (–1 size, +1 Dex, +4 natural), touch 10, flatfooted 13
Base Attack/Grapple: | +4/+13
Attack: | Sting +8 melee (1d8+5 plus poison)
Full Attack: | Sting +8 melee (1d8+5 plus poison) and bite +3 melee (1d8+2)
Space/Reach: | 10 ft./5 ft.
Special Attacks: | Implant, poison
Special Qualities: | Darkvision 60 ft., freedom of movement, lowlight vision, scent
Saves: | Fort +9, Ref +5, Will +2
Abilities: | Str 21, Dex 13, Con 21, Int 2, Wis 12, Cha 10
Skills: | Listen +10, Spot +11
Feats: | Alertness, Dodge
Environment: | Temperate forests
Organization: | Solitary
Challenge Rating: | 5
Treasure: | None
Alignment: | Always neutral
Advancement: | 5–12 HD (Huge)
Level Adjustment: | —
A spider eater is about 10 feet long and 4 feet high, and has a wingspan of about 20 feet. It weighs about 4,000 pounds.
COMBAT
A spider eater attacks with its venomous sting and powerful mandibles. Its usual tactic is to deliver a sting, then back off, hovering out of reach until the venom takes effect.
Implant (Ex): Female spider eaters lay their eggs inside paralyzed creatures of Large or larger size. The young emerge about six weeks later, literally devouring the host from inside.
Poison (Ex): Injury, Fortitude DC 17, initial damage none, secondary damage paralysis for 1d8+5 weeks. The save DC is Constitution-based.
Freedom of Movement (Su): Spider eaters have a continuous freedom of movement ability as the spell (caster level 12th). When the spider eater serves as a mount, this effect does not extend to its rider.
Skills: Spider eaters have a +4 racial bonus on Listen and Spot checks.
TRAINING A SPIDER EATER
A spider eater requires training before it can bear a rider in combat.
Training a spider eater requires six weeks of work and a DC 25 Handle Animal check. Riding a spider eater requires an exotic saddle. A spider eater can fight while carrying a rider, but the rider cannot also attack unless he or she succeeds on a Ride check.
Spider eater eggs are worth 2,000 gp apiece on the open market, while young are worth 3,000 gp each. Professional trainers charge 3,000 gp to rear or train a spider eater.
Carrying Capacity: A light load for a spider eater is up to 306 pounds; a medium load, 307–612 pounds; and a heavy load, 613–920 pounds.

SPRITE
Sprites are reclusive fey. They go out of their way to fight evil and ugliness and to protect their homelands. Combat
Sprites fight their opponents with spell-like abilities and pintsized weaponry. They prefer ambushes and other trickery over direct confrontation.
Skills: All sprites have a +2 racial bonus on Search, Spot, and Listen checks.

GRIG
 | Tiny Fey
Hit Dice: | 1/2 d6+1 (2 hp)
Initiative: | +4
Speed: | 20 ft. (4 squares), fly 40 ft. (poor)
Armor Class: | 18 (+2 size, +4 Dex, +2 natural), touch 16, flat-footed 16
Base Attack/Grapple: | +0/–11
Attack: | Short sword +6 melee (1d3–3/19–20) or longbow +6 ranged (1d4–3/x3)
Full Attack: | Short sword +6 melee (1d3–3/19–20) or longbow +6 ranged (1d4–3/x3)
Space/Reach: | 2-1/2 ft./0 ft.
Special Attacks: | Spell-like abilities, fiddle
Special Qualities: | Damage reduction 5/cold iron, low-light vision, spell resistance 17
Saves: | Fort +1, Ref +6, Will +3
Abilities: | Str 5, Dex 18, Con 13, Int 10, Wis 13, Cha 14
Skills: | Craft (any one) +4, Escape Artist +8, Hide +18, Jump +3, Listen +3, Move Silently +10*, Perform (string instruments) +6, Search +2, Spot +3
Feats: | DodgeB, Stealthy, Weapon FinesseB
Environment: | Temperate forests
Organization: | Gang (2–4), band (6–11), or tribe (20–80)
Challenge Rating: | 1
Treasure: | No coins; 50% goods; 50% items
Alignment: | Always neutral good
Advancement: | 1–3 HD (Tiny)
Level Adjustment: | +3
Grigs can leap great distances. They have light blue skin, forest-green hair, and brown hairy legs, and usually wear tunics or brightly colored vests with buttons made from tiny gems. A grig stands 1-1/2 feet tall and weighs about 1 pound.
Grigs speak Sylvan. Some also speak Common.
Combat
Grigs are fierce by sprite standards, attacking opponents fearlessly with bow and dagger.
Spell-Like Abilities: 3/day—disguise self, entangle (DC 13), invisibility (self only), pyrotechnics (DC 14), ventriloquism (DC 13). Caster level 9th. The save DCs are Charisma-based.
Fiddle (Su): One grig in each band carries a tiny, grig-sized fiddle. When the fiddler plays, any nonsprite within 30 feet of the instrument must succeed on a DC 12 Will save or be affected as though by irresistible dance for as long as the playing continues. The save DC is Charisma-based.
Skills: Grigs have a +8 racial bonus on Jump checks. *They also have a +5 racial bonus on Move Silently checks in a forest setting.

NIXIE
 | Small Fey (Aquatic)
Hit Dice: | 1d6 (3 hp)
Initiative: | +3
Speed: | 20 ft. (4 squares), swim 30 ft.
Armor Class: | 14 (+1 size, +3 Dex), touch 14, flat-footed 11
Base Attack/Grapple: | +0/–6
Attack: | Short sword +4 melee (1d4–2/19–20) or light crossbow +4 ranged (1d6/19–20)
Full Attack: | Short sword +4 melee (1d4–2/19–20) or light crossbow +4 ranged (1d6/19–20)
Space/Reach: | 5 ft./5 ft.
Special Attacks: | Charm person
Special Qualities: | Amphibious, damage reduction 5/cold iron, low-light vision, spell resistance 16, water breathing, wild empathy
Saves: | Fort +0, Ref +5, Will +3
Abilities: | Str 7, Dex 16, Con 11, Int 12, Wis 13, Cha 18
Skills: | Bluff +8, Craft (any one) +5, Escape Artist +6, Handle Animal +8, Hide +7*, Listen +8, Perform (sing) +7, Search +3, Sense Motive +5, Spot +8, Swim +6
Feats: | Alertness, DodgeB, Weapon FinesseB
Environment: | Temperate aquatic
Organization: | Gang (2–4), band (6–11), or tribe (20–80)
Challenge Rating: | 1
Treasure: | No coins; 50% goods (metal or stone only); 50% items (no scrolls)
Alignment: | Always neutral
Advancement: | 2–3 HD (Small)
Level Adjustment: | +3
Most nixies are slim and comely, with lightly scaled, pale green skin and dark green hair. Females often twine shells and pearl strings in their hair and dress in wraps woven from colorful seaweed. Males wear loincloths of the same materials. Nixies prefer not to leave their lakes.
A nixie stands about 4 feet tall and weighs about 45 pounds.
Nixies speak Aquan and Sylvan. Some also speak Common.
Combat
Nixies rely on their charm person ability to deter enemies, entering combat only to protect themselves and their territory.
Charm Person (Sp): A nixie can use charm person three times per day as the spell (caster level 4th). Those affected must succeed on a DC 15 Will save or be charmed for 24 hours. Most charmed creatures are used to perform heavy labor, guard duty, and other onerous tasks for the nixie community. Shortly before the effect wears off, the nixie escorts the charmed creature away and orders it to keep walking. The save DC is Charisma-based.
Amphibious (Ex): Although nixies are aquatic, they can survive indefinitely on land.
Water Breathing (Sp): Once per day a nixie can use water breathing as the spell (caster level 12th). Nixies usually bestow this effect on those they have charmed.
Wild Empathy (Ex): This ability works like the druid’s wild empathy class feature, except that a nixie has a +6 racial bonus on the check.
Skills: A nixie has a +8 racial bonus on any Swim check to perform some special action or avoid a hazard. It can always choose to take 10 on a Swim check, even if distracted or endangered. It can use the run action while swimming, provided it swims in a straight line. *Nixies have a +5 racial bonus on Hide checks when in the
water.

PIXIE
 | Small Fey
Hit Dice: | 1d6 (3 hp)
Initiative: | +4
Speed: | 20 ft. (4 squares), fly 60 ft. (good)
Armor Class: | 16 (+1 size, +4 Dex, +1 natural), touch 15, flat-footed 12
Base Attack/Grapple: | +0/–6
Attack: | Short sword +5 melee (1d4–2/19–20) or longbow +5 ranged (1d6–2/3)
Full Attack: | Short sword +5 melee (1d4–2/19–20) or longbow +5 ranged (1d6–2)/x3
Space/Reach: | 5 ft./5 ft.
Special Attacks: | Spell-like abilities, special arrows
Special Qualities: | Damage reduction 10/cold iron, greater invisibility, low-light vision, spell resistance 15
Saves: | Fort +0, Ref +6, Will +4
Abilities: | Str 7, Dex 18, Con 11, Int 16, Wis 15, Cha 16
Skills: | Bluff +7, Concentration +4, Escape Artist +8, Hide +8, Listen +10, Move Silently +8, Ride +8, Search +9, Sense Motive +6, Spot +10
Feats: | Alertness, DodgeB, Weapon FinesseB
Environment: | Temperate forests
Organization: | Gang (2–4), band (6–11), or tribe (20–80)
Challenge Rating: | 4 (5 with irresistible dance)
Treasure: | No coins; 50% goods; 50% items
Alignment: | Always neutral good
Advancement: | 2–3 HD (Small)
Level Adjustment: | +4 (+6 with irresistible dance)
Pixies wear bright clothing, often including a cap and shoes with curled and pointed toes.
A pixie stands about 2-1/2 feet tall and weighs about 30 pounds.
Pixies speak Sylvan and Common, and may know other languages as well.
Combat
The normally carefree pixies ferociously attack evil creatures and unwanted intruders. They take full advantage of their invisibility and other abilities to harass and drive away opponents.
Greater Invisibility (Su): A pixie remains invisible even when it attacks. This ability is constant, but the pixie can suppress or resume it as a free action.
Spell-Like Abilities: 1/day—lesser confusion (DC 14), dancing lights, detect chaos, detect good, detect evil, detect law, detect thoughts (DC 15), dispel magic, entangle (DC 14), permanent image (DC 19; visual and auditory elements only), polymorph (self only). Caster level 8th. The save DCs are Charisma-based.
One pixie in ten can use irresistible dance (caster level 8th) once per day.
Special Arrows (Ex): Pixies sometimes employ arrows that deal no damage but can erase memory or put a creature to sleep.
Memory Loss: An opponent struck by this arrow must succeed on a DC 15 Will save or lose all memory. The save DC is Charisma-based and includes a +2 racial bonus. The subject retains skills, languages, and class abilities but forgets everything else until he or she receives a heal spell or memory restoration with limited wish, wish, or miracle.
Sleep: Any opponent struck by this arrow, regardless of Hit Dice, must succeed on a DC 15 Fortitude save or be affected as though by a sleep spell. The save DC is Charisma-based and includes a +2 racial bonus.
Pixies as Characters
A pixie character exchanges its 1 HD of fey for its first class level.
Pixie characters possess the following racial traits.
— –4 Strength, +8 Dexterity, +6 Intelligence, +4 Wisdom, +6 Charisma.
—Small size. +1 bonus to Armor Class, +1 bonus on attack rolls, +4 bonus on Hide checks, –4 penalty on grapple checks, lifting and carrying limits 3/4 those of Medium characters.
—A pixie’s base land speed is 20 feet. It also has a fly speed of 60 feet (good).
—Low-light vision.
—Skills: Pixies have a +2 racial bonus on Listen, Search, and Spot checks.
—Racial Feats: A pixie receives Dodge and Weapon Finesse as bonus feats.
— +1 natural armor bonus.
—Special Attacks (see above): Spell-like abilities.
—Special Qualities (see above): Damage reduction 10/cold iron, greater invisibility, spell resistance equal to 15 + class levels.
—Automatic Languages: Common, Sylvan. Bonus Languages: Elven, Gnome, Halfling.
—Favored Class: Sorcerer.
—Level adjustment +4 (+6 if the pixie can use irresistible dance).

STIRGE
 | Tiny Magical Beast
Hit Dice: | 1d10 (5 hp)
Initiative: | +4
Speed: | 10 ft (2 squares), fly 40 ft. (average)
Armor Class: | 16 (+2 size, +4 Dex), touch 16, flat-footed 12
Base Attack/Grapple: | +1/–11 (+1 when attached)
Attack: | Touch +7 melee (attach)
Full Attack: | Touch +7 melee (attach)
Space/Reach: | 2-1/2 ft./0 ft.
Special Attacks: | Attach, blood drain
Special Qualities: | Darkvision 60 ft., low-light vision
Saves: | Fort +2, Ref +6, Will +1
Abilities: | Str 3, Dex 19, Con 10, Int 1, Wis 12, Cha 6
Skills: | Hide +14, Listen +4, Spot +4
Feats: | Alertness, Weapon Finesse B
Environment: | Warm marshes
Organization: | Colony (2–4), flock (5–8), or storm (9–14)
Challenge Rating: | 1/2
Treasure: | None
Alignment: | Always neutral
Advancement: | —
Level Adjustment: | —
A stirge’s coloration ranges from rust-red to reddish-brown, with a dirty yellow underside. The proboscis is pink at the tip, fading to gray at its base.
A stirge’s body is about 1 foot long, with a wingspan of about 2 feet. It weighs about 1 pound.
COMBAT
A stirge attacks by landing on a victim, finding a vulnerable spot, and plunging its proboscis into the flesh. This is a touch attack and can target only Small or larger creatures.
Attach (Ex): If a stirge hits with a touch attack, it uses its eight pincers to latch onto the opponent’s body. An attached stirge is effectively grappling its prey. The stirge loses its Dexterity bonus to AC and has an AC of 12, but holds on with great tenacity. Stirges have a +12 racial bonus on grapple checks (already figured into the Base Attack/Grapple entry above).
An attached stirge can be struck with a weapon or grappled itself. To remove an attached stirge through grappling, the opponent must achieve a pin against the stirge.
Blood Drain (Ex): A stirge drains blood, dealing 1d4 points of Constitution damage in any round when it begins its turn attached to a victim. Once it has dealt 4 points of Constitution damage, it detaches and flies off to digest the meal. If its victim dies before the stirge’s appetite has been sated, the stirge detaches and seeks a new target.

SWARM
Swarms are dense masses of Fine, Diminutive, or Tiny creatures that would not be particularly dangerous in small groups, but can be terrible foes when gathered in sufficient numbers. For game purposes a swarm is defined as a single creature with a space of 10 feet—gigantic hordes are actually composed of dozens of swarms in close proximity. A swarm has a single pool of Hit Dice and hit points, a single initiative modifier, a single speed, and a single Armor Class. It makes saving throws as a single creature.
Many different creatures can mass as swarms; bat swarms, centipede swarms, hellwasp swarms, locust swarms, rat swarms, and spider swarms are described here. The swarm’s type varies with the nature of the component creature (most are animals or vermin), but all swarms have the swarm subtype.
A swarm of Tiny creatures consists of 300 nonflying creatures or 1,000 flying creatures. A swarm of Diminutive creatures consists of 1,500 nonflying creatures or 5,000 flying creatures. A swarm of Fine creatures consists of 10,000 creatures, whether they are flying or not. Swarms of nonflying creatures include many more creatures than could normally fit in a 10-foot square based on their normal space, because creatures in a swarm are packed tightly together and generally crawl over each other and their prey when moving or attacking. Larger swarms are represented by multiples of single swarms. A large swarm is completely shapeable, though it usually remains contiguous.
COMBAT
In order to attack, a single swarm moves into opponents’ spaces, which provokes an attack of opportunity. It can occupy the same space as a creature of any size, since it crawls all over its prey, but remains a creature with a 10-foot space. Swarms never make attacks of opportunity, but they can provoke attacks of opportunity.
Unlike other creatures with a 10-foot space, a swarm is shapeable. It can occupy any four contiguous squares, and it can squeeze through any space large enough to contain one of its component creatures.
Vulnerabilities of Swarms
Swarms are extremely difficult to fight with physical attacks. However, they have a few special vulnerabilities,
as follows:
A lit torch swung as an improvised weapon deals 1d3 points of fire damage per hit.
A weapon with a special ability such as flaming or frost deals its full energy damage with each hit, even if the weapon’s normal damage can’t affect the swarm.
A lit lantern can be used as a thrown weapon, dealing 1d4 points of fire damage to all creatures in squares adjacent to where it breaks.

BAT SWARM
 | Diminutive Animal (Swarm)
Hit Dice: | 3d8 (13 hp)
Initiative: | +2
Speed: | 5 ft. (1 square), fly 40 ft. (good)
Armor Class: | 16 (+4 size, +2 Dex), touch 14, flat-footed 12
Base Attack/Grapple: | +2/—
Attack: | Swarm (1d6)
Full Attack: | Swarm (1d6)
Space/Reach: | 10 ft./0 ft.
Special Attacks: | Distraction, wounding
Special Qualities: | Blindsense 20 ft., immune to weapon damage, low-light vision, swarm traits
Saves: | Fort +3, Ref +7, Will +3
Abilities: | Str 3, Dex 15, Con 10, Int 2, Wis 14, Cha 4
Skills: | Listen +11, Spot +11
Feats: | Alertness, Lightning Reflexes
Environment: | Temperate deserts
Organization: | Solitary, flight (2–4 swarms), or colony (11–20 swarms)
Challenge Rating: | 2
Treasure: | None
Alignment: | Always neutral
Advancement: | None
Level Adjustment: | —
A bat swarm is nocturnal, and is never found aboveground in daylight.
Combat
A bat swarm seeks to surround and attack any warm-blooded prey it encounters. The swarm deals 1d6 points of damage to any creature whose space it occupies at the end of its move.
Distraction (Ex): Any living creature that begins its turn with a swarm in its space must succeed on a DC 11 Fortitude save or be nauseated for 1 round. The save DC is Constitution-based.
Wounding (Ex): Any living creature damaged by a bat swarm continues to bleed, losing 1 hit point per round thereafter. Multiple wounds do not result in cumulative bleeding loss. The bleeding can be stopped by a DC 10 Heal check or the application of a cure spell or some other healing magic.
Blindsense (Ex): A bat swarm notices and locates creatures within 20 feet. Opponents still have total concealment against the bat swarm (but swarm attacks ignore concealment).
Skills: A bat swarm has a +4 racial bonus on Listen and Spot checks. These bonuses are lost if its blindsense is negated.

CENTIPEDE SWARM
 | Diminutive Vermin (Swarm)
Hit Dice: | 9d8–9 (31 hp)
Initiative: | +4
Speed: | 20 ft. (4 squares), climb 20 ft.
Armor Class: | 18 (+4 size, +4 Dex), touch 18, flat-footed 14
Base Attack/Grapple: | +6/—
Attack: | Swarm (2d6 plus poison)
Full Attack: | Swarm (2d6 plus poison)
Space/Reach: | 10 ft./0 ft.
Special Attacks: | Distraction, poison
Special Qualities: | Darkvision 60 ft., immune to weapon damage, swarm traits, tremorsense 30 ft., vermin traits
Saves: | Fort +5, Ref +7, Will +3
Abilities: | Str 1, Dex 19, Con 8, Int —, Wis 10, Cha 2
Skills: | Climb +12, Spot +4
Feats: | Weapon FinesseB
Environment: | Underground
Organization: | Solitary, tangle (2–4 swarms), or colony (7–12 swarms)
Challenge Rating: | 4
Treasure: | None
Alignment: | Always neutral
Advancement: | None
Level Adjustment: | —
Combat
A centipede swarm seeks to surround and attack any living prey it encounters. A swarm deals 2d6 points of damage to any creature whose space it occupies at the end of its move.
Distraction (Ex): Any living creature that begins its turn with a centipede swarm in its space must succeed on a DC 13 Fortitude save or be nauseated for 1 round. The save DC is Constitution-based.
Poison (Ex): Injury, Fortitude DC 13, initial and secondary damage 1d4 Dex. The save DC is Constitution-based.
Skills: A centipede swarm has a +4 racial bonus on Spot checks and a +8 racial bonus on Climb checks, and uses its Dexterity modifier instead of its Strength modifier for Climb checks. A centipede swarm has a +8 racial bonus on Climb checks and can always choose to take 10 on a Climb check, even if rushed or threatened.

HELLWASP SWARM
 | Diminutive Magical Beast (Extraplanar, Evil, Swarm)
Hit Dice: | 12d10+27 (93 hp)
Initiative: | +10
Speed: | 5 ft. (1 square), fly 40 ft. (good)
Armor Class: | 20 (+4 size, +6 Dex), touch 20, flat-footed 14
Base Attack/Grapple: | +12/—
Attack: | Swarm (3d6 plus poison)
Full Attack: | Swarm (3d6 plus poison)
Space/Reach: | 10 ft./0 ft.
Special Attacks: | Distraction, inhabit, poison
Special Qualities: | Damage reduction 10/magic, darkvision 60 ft., hive mind, immune to weapon damage, resistance to fire 10, low-light vision, swarm traits
Saves: | Fort +10, Ref +14, Will +7
Abilities: | Str 1, Dex 22, Con 14, Int 6, Wis 13, Cha 9
Skills: | Hide +19, Listen +10, Spot +10
Feats: | Ability Focus (poison), Alertness, Improved Initiative, Iron Will, Toughness
Environment: | A evil-aligned plane
Organization: | Solitary, fright (2–4 swarms), or terror (5–8 swarms)
Challenge Rating: | 8
Treasure: | None
Alignment: | Always lawful evil
Advancement: | None
Level Adjustment: | —
A single hellwasp resembles a thumb-sized normal wasp, except its carapace is gleaming black with ruby-red stripes, and its compound eyes are an iridescent green. In swarms, hellwasps form a collective hive mind intelligence with infernal cunning and bloodlust.
Combat
Like any swarm, a hellwasp swarm seeks to surround and attack any living prey it encounters. A swarm deals 3d6 points of damage to any creature whose space it occupies at the end of its move. The swarm can take over the bodies of its prey and infest both the living and the dead, using them as horrible living (or unliving) puppets to accomplish acts of wickedness that a swarm of insects could never attempt.
A hellwasp swarm’s attack is treated as an evil-aligned weapon and a magic weapon for the purpose of overcoming damage reduction.
Distraction (Ex): Any living creature that begins its turn with a hellwasp swarm in its space must succeed on a DC 18 Fortitude save or be nauseated for 1 round. The save DC is Constitution-based.
Inhabit (Ex): A hellwasp swarm can enter the body of a helpless or dead creature by crawling into its mouth and other orifices. Inhabiting requires 1 minute, and the victim must be Small, Medium, or Large (although four swarms working together can inhabit a Huge creature). The swarm can abandon the body at any time, although doing this takes 1 full round. Any attack against the host deals half damage to the hellwasp swarm as well, although the swarm’s resistances and immunities may negate some or all of this damage.
If a hellwasp swarm inhabits a dead body, it can restore animation to the creature and control its movements, effectively transforming it into a zombie of the appropriate size for as long as the swarm remains inside. If a hellwasp swarm inhabits a living victim, it can neutralize the effects of its own poison and control the victim’s movement and actions as if using dominate monster on the victim. The hellwasps quickly consume a living victim, dealing 2d4 points of Constitution damage per hour they inhabit a body. A body reduced to Constitution 0 is dead.
A hellwasp-inhabited creature is relatively easy to spot, since its skin crawls with the forms of insects inside. The swarm is intelligent enough to attempt to hide beneath loose clothing or a large cloak to keep its presence from being detected. The swarm can attempt a Disguise check to conceal its inhabitation of a host, with a –4 penalty if currently inhabiting a Small host.
A remove disease or heal spell cast on an inhabited victim forces the hellwasp swarm to abandon its host.
Poison (Ex): Injury, Fortitude DC 18, initial and secondary damage 1d6 Dex. The save DC is Constitution-based.
Hive Mind (Ex): Any hellwasp swarm with at least 1 hit point per Hit Die (or 12 hit points, for a standard hellwasp swarm) forms a hive mind, giving it an Intelligence of 6. When a hellwasp swarm is reduced below this hit point threshold, it becomes mindless.

LOCUST SWARM
 | Diminutive Vermin (Swarm)
Hit Dice: | 6d8–6 (21 hp)
Initiative: | +4
Speed: | 10 ft. (2 squares), fly 30 ft. (poor)
Armor Class: | 18 (+4 size, +4 Dex), touch 18, flat-footed 14
Base Attack/Grapple: | +4/—
Attack: | Swarm (2d6)
Full Attack: | Swarm (2d6)
Space/Reach: | 10 ft./0 ft.
Special Attacks: | Distraction
Special Qualities: | Darkvision 60 ft., immune to weapon damage, swarm traits, vermin traits
Saves: | Fort +4, Ref +6, Will +2
Abilities: | Str 1, Dex 19, Con 8, Int —, Wis 10, Cha 2
Skills: | Listen +4, Spot +4
Feats: | —
Environment: | Temperate plains
Organization: | Solitary, cloud (2–7 swarms), or plague (11–20 swarms)
Challenge Rating: | 3
Treasure: | None
Alignment: | Always neutral
Advancement: | None
Level Adjustment: | —
A locust swarm is a cloud of thousands of winged vermin that devours any organic material in its path.
Combat
A locust swarm surrounds and attacks any living prey it encounters. A swarm deals 2d6 points of damage to any creature whose space it occupies at the end of its move.
Distraction (Ex): Any living creature that begins its turn with a locust swarm in its space must succeed on a DC 12 Fortitude save or be nauseated for 1 round. The save DC is Constitution-based.
Skills: A locust swarm has a +4 racial bonus on Listen and Spot checks.

RAT SWARM
 | Tiny Animal (Swarm)
Hit Dice: | 4d8 (13 hp)
Initiative: | +2
Speed: | 15 ft. (3 squares), climb 15 ft.
Armor Class: | 14 (+2 size, +2 Dex), touch 14, flat-footed 12
Base Attack/Grapple: | +3/—
Attack: | Swarm (1d6 plus disease)
Full Attack: | Swarm (1d6 plus disease)
Space/Reach: | 10 ft./0 ft.
Special Attacks: | Disease, distraction
Special Qualities: | Half damage from slashing and piercing, low-light vision, scent, swarm traits
Saves: | Fort +4, Ref +6, Will +2
Abilities: | Str 2, Dex 15, Con 10, Int 2, Wis 12, Cha 2
Skills: | Balance +10, Climb +10, Hide +16, Listen +6, Spot +7, Swim +10
Feats: | Alertness, Stealthy, Weapon FinesseB
Environment: | Any
Organization: | Solitary, pack (2–4 swarms), or infestation (7–12 swarms)
Challenge Rating: | 2
Treasure: | None
Alignment: | Always neutral
Advancement: | None
Level Adjustment: | —
Combat
A rat swarm seeks to surround and attack any warm-blooded prey it encounters. A swarm deals 1d6 points of damage to any creature whose space it occupies at the end of its move.
Disease (Ex): Filth fever—swarm attack, Fortitude DC 12, 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 swarm in its square must succeed on a DC 12 Fortitude save or be nauseated for 1 round. The save DC is Constitution-based.
Skills: A 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 rat swarm can always choose to take 10 on all Climb checks, even if rushed or threatened. A rat swarm uses its Dexterity modifier instead of its Strength modifier for Climb and Swim checks. A rat swarm has a +8 racial bonus on any Swim check to perform some special action or avoid a hazard. It can always choose to take 10 on a Swim check, even if distracted or endangered. It can use the run action while swimming, provided it swims in a straight line.

SPIDER SWARM
 | Diminutive Vermin (Swarm)
Hit Dice: | 2d8 (9 hp)
Initiative: | +3
Speed: | 20 ft. (4 squares), climb 20 ft.
Armor Class: | 17 (+4 size, +3 Dex), touch 17, flat-footed 14
Base Attack/Grapple: | +1/—
Attack: | Swarm (1d6 plus poison)
Full Attack: | Swarm (1d6 plus poison)
Space/Reach: | 10 ft./0 ft.
Special Attacks: | Distraction, poison
Special Qualities: | Darkvision 60 ft., immune to weapon damage, swarm traits, tremorsense 30 ft., vermin traits
Saves: | Fort +3, Ref +3, Will +0
Abilities: | Str 1, Dex 17, Con 10, Int —, Wis 10, Cha 2
Skills: | Climb +11, Listen +4, Spot +4
Environment: | Warm forests
Organization: | Solitary, tangle (2–4 swarms), or colony (7–12 swarms)
Challenge Rating: | 1
Treasure: | None
Alignment: | Always neutral
Advancement: | None
Level Adjustment: | —
Combat
A spider swarm seeks to surround and attack any living prey it encounters. A swarm deals 1d6 points of damage to any creature whose space it occupies at the end of its move.
Distraction (Ex): Any living creature that begins its turn with a spider swarm in its space must succeed on a DC 11 Fortitude save or be nauseated for 1 round. The save DC is Constitution-based.
Poison (Ex): Injury, Fortitude DC 11, initial and secondary damage 1d3 Str. The save DC is Constitution-based.
Skills: A spider swarm has a +4 racial bonus on Hide and Spot checks and a +8 racial bonus on Climb checks. It uses its Dexterity modifier instead of its Strength modifier for Climb checks. It can always choose to take 10 on a Climb check, even if rushed or threatened.


Monsters (T to Z)

MONSTERS (T-Z)

TARRASQUE
 | Colossal Magical Beast
Hit Dice: | 48d10+594 (858 hp)
Initiative: | +7
Speed: | 20 ft. (4 squares)
Armor Class: | 35 (–8 size, +3 Dex, +30 natural), touch 5, flat-footed 32
Base Attack/Grapple: | +48/+81
Attack: | Bite +57 melee (4d8+17/18–20/x3)
Full Attack: | Bite +57 melee (4d8+17/18–20/x3) and 2 horns +52 melee (1d10+8) and 2 claws +52 melee (1d12+8) and tail slap +52 melee (3d8+8)
Space/Reach: | 30 ft./20 ft.
Special Attacks: | Augmented critical, frightful presence, improved grab, rush, swallow whole
Special Qualities: | Carapace, damage reduction 15/epic, immunity to fire, poison, disease, energy drain, and ability damage, regeneration 40, scent, spell resistance 32
Saves: | Fort +38, Ref +29, Will +20
Abilities: | Str 45, Dex 16, Con 35, Int 3, Wis 14, Cha 14
Skills: | Listen +17, Search +9, Spot +17, Survival +14 (+16 following tracks)
Feats: | Alertness, Awesome Blow, Blind-Fight, Cleave, Combat Reflexes, Dodge, Great Cleave, Improved Bull Rush, Improved Initiative, Iron Will, Power Attack, Toughness (6)
Environment: | Any
Organization: | Solitary
Challenge Rating: | 20
Treasure: | None
Alignment: | Always neutral
Advancement: | 49+ HD (Colossal)
Level Adjustment: | —
The tarrasque is 70 feet long and 50 feet tall, and it weighs about 130 tons.
The tarrasque cannot speak.
COMBAT
The tarrasque attacks with its claws, teeth, horns, and tail.
The tarrasque’s natural weapons are treated as epic weapons for the purpose of overcoming damage reduction.
Augmented Critical (Ex): The tarrasque’s bite threatens a critical hit on a natural attack roll of 18–20, dealing triple damage on a successful critical hit.
Frightful Presence (Su): The tarrasque can inspire terror by charging or attacking. Affected creatures must succeed on a DC 36 Will save or become shaken, remaining in that condition as long as they remain with 60 feet of the tarrasque. The save DC is Charisma-based.
Improved Grab (Ex): To use this ability, the tarrasque must hit a Huge or smaller opponent 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 try to swallow the foe the following round.
Rush (Ex): Once per minute, the normally slow-moving tarrasque can move at a speed of 150 feet.
Swallow Whole (Ex): The tarrasque can try to swallow a grabbed opponent of Huge or smaller size by making a successful grapple check. Once inside, the opponent takes 2d8+8 points of crushing damage plus 2d8+6 points of acid damage per round from the tarrasque’s digestive juices. A swallowed creature can cut its way out by dealing 50 points of damage to the tarrasque’s digestive tract (AC 25). Once the creature exits, muscular action closes the hole; another swallowed opponent must cut its own way out. The tarrasque’s gullet can hold 2 Huge, 8 Large, 32 Medium, 128 Small, or 512 Tiny or smaller creatures.
Carapace (Ex): The tarrasque’s armorlike carapace is exceptionally tough and highly reflective, deflecting all rays, lines, cones, and even magic missile spells. There is a 30% chance of reflecting any such effect back at the caster; otherwise, it is merely negated. Check for reflection before rolling to overcome the creature’s spell resistance.
Regeneration (Ex): No form of attack deals lethal damage to the tarrasque. The tarrasque regenerates even if it fails a saving throw against a disintegrate spell or a death effect. If the tarrasque fails its save against a spell or effect that would kill it instantly (such as those mentioned above), the spell or effect instead deals nonlethal damage equal to the creature’s full normal hit points +10 (or 868 hp). The tarrasque is immune to effects that produce incurable or bleeding wounds, such as mummy rot, a sword with the wounding special ability, or a clay golem’s cursed wound ability.
The tarrasque can be slain only by raising its nonlethal damage total to its full normal hit points +10 (or 868 hit points) and using a wish or miracle spell to keep it dead.
If the tarrasque loses a limb or body part, the lost portion regrows in 1d6 minutes (the detached piece dies and decays normally). The creature can reattach the severed member instantly by holding it to the stump.
Skills: The tarrasque has a +8 racial bonus on Listen and Spot checks.

TENDRICULOS
 | Huge Plant
Hit Dice: | 9d8+54 (94 hp)
Initiative: | –1
Speed: | 20 ft. (4 squares)
Armor Class: | 16 (–2 size, –1 Dex, +9 natural), touch 7, flat-footed 16
Base Attack/Grapple: | +6/+23
Attack: | Bite +13 melee (2d8+9) and 2 tendrils +8 melee (1d6+4)
Full Attack: | Bite +13 melee (2d8+9) and 2 tendrils +8 melee (1d6+4)
Space/Reach: | 15 ft./15 ft.
Special Attacks: | Improved grab, paralysis, swallow whole
Special Qualities: | Low-light vision, plant traits, regeneration 10
Saves: | Fort +12, Ref +2, Will +4
Abilities: | Str 28, Dex 9, Con 22, Int 3, Wis 8, Cha 3
Skills: | Hide +9, Listen +1, Move Silently +1, Spot +1
Feats: | Alertness, Iron Will, Power Attack, Stealthy
Environment: | Temperate forests
Organization: | Solitary
Challenge Rating: | 6
Treasure: | 1/10th coins; 50% goods; 50% items
Alignment: | Always neutral
Advancement: | 10–16 HD (Huge); 17–27 HD (Gargantuan)
Level Adjustment: | —
A tendriculos can rear up to a height of 15 feet. It weighs about 3,500 pounds.
Animals and other plant creatures are unnerved by the presence of a tendriculos; they avoid it and any place it has been within the last 24 hours.
COMBAT
Prowling deep forests or waiting in vegetated areas (looking like nothing more than a small hillock), a tendriculos attacks savagely, showing no fear. It attempts to swallow as much flesh as it can, as quickly as it can.
Improved Grab (Ex): To use this ability, a tendriculos must hit a creature at least one size smaller than itself 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 try to swallow the opponent in the following round. A tendriculos can also use its improved grab ability on a tendril attack. If it wins the grapple check, it establishes a hold, picks up the opponent, and transfers it to the mouth as a free action, automatically dealing bite damage.
Swallow Whole/Paralysis (Ex): A tendriculos can try to swallow a grabbed opponent by making a successful grapple check. Once inside the plant’s mass, the opponent must succeed on a DC 20 Fortitude save or be paralyzed for 3d6 rounds by the tendriculos’s digestive juices, taking 2d6 points of acid damage per round. A new save is required each round inside the plant. The save DC is Constitution-based. A swallowed creature that avoids paralysis can climb out of the mass with a successful grapple check. This returns it to the plant’s maw, where another successful grapple check is needed to get free. A swallowed creature can also cut its way out by using a light slashing or piercing weapon to deal 25 points of damage to the tendriculos’s interior (AC 14). Once the creature exits, the plant’s regenerative capacity closes the hole; another swallowed opponent must cut its own way out. A Huge tendriculos’s interior can hold 2 Large, 8 Medium, 32 Small, 128 Tiny, or 512 Diminutive or smaller opponents.
Regeneration (Ex): Bludgeoning weapons and acid deal normal damage to a tendriculos. A tendriculos that loses part of its body mass can regrow it in 1d6 minutes. Holding the severed portion against the mass enables it to reattach instantly.

THOQQUA
 | Medium Elemental (Earth, Extraplanar, Fire)
Hit Dice: | 3d8+3 (16 hp)
Initiative: | +1
Speed: | 30 ft. (6 squares), burrow 20 ft.
Armor Class: | 18 (+1 Dex, +7 natural), touch 11, flat-footed 17
Base Attack/Grapple: | +2/+4
Attack: | Slam +4 melee (1d6+3 plus 2d6 fire)
Full Attack: | Slam +4 melee (1d6+3 plus 2d6 fire)
Space/Reach: | 5 ft./5 ft.
Special Attacks: | Heat, burn
Special Qualities: | Darkvision 60 ft., elemental traits, immunity to fire, tremorsense 60 ft., vulnerability to cold
Saves: | Fort +4, Ref +2, Will +2
Abilities: | Str 15, Dex 13, Con 13, Int 6, Wis 12, Cha 10
Skills: | Listen +5, Move Silently +3, Survival +3
Feats: | Alertness, Track
Environment: | Elemental Plane of Fire
Organization: | Solitary or pair
Challenge Rating: | 2
Treasure: | None
Alignment: | Usually neutral
Advancement: | 4–9 HD (Large)
Level Adjustment: | —
A thoqqua is about 1 foot in diameter and 4 to 5 feet long. It weighs about 200 pounds.
COMBAT
When a thoqqua is disturbed, its first instinct is to attack. Its favored tactic is to spring directly at a foe, either by bursting out of the rock or by coiling up its body and launching itself like a spring. (Treat this as a charge, even though the thoqqua does not need to move 10 feet before attacking.)
Heat (Ex): Merely touching or being touched by a thoqqua automatically deals 2d6 fire damage.
Burn (Ex): When a thoqqua hits with its slam attack, the opponent must succeed on a DC 12 Reflex save or catch fire. The save DC is Constitution-based. The flame burns for 1d4 rounds if not extinguished sooner. A burning creature can use a full-round action to put out the flame.

TITAN
 | Huge Outsider (Chaotic, Extraplanar)
Hit Dice: | 20d8+280 (370 hp)
Initiative: | +1
Speed: | 40 ft. in half-plate armor (8 squares); base speed 60 ft.
Armor Class: | 38 (–2 size, +19 natural, +11 +4 half-plate armor), touch 8, flat-footed 38
Base Attack/Grapple: | +20/+44
Attack: | Gargantuan +3 adamantine warhammer +37 melee (4d6+27/x3) or +3 javelin +22 ranged (2d6+19) or slam +34 (1d8+16)
Full Attack: | Gargantuan +3 adamantine warhammer +37/+32/+27/+22 melee (4d6+27/3) or +3 javelin +22 ranged (2d6+19) or 2 slams +34 (1d8+16)
Space/Reach: | 15 ft./15 ft.
Special Attacks: | Oversized weapon, spell-like abilities
Special Qualities: | Damage reduction 15/lawful, darkvision 60 ft., spell resistance 32
Saves: | Fort +26, Ref +13, Will +21
Abilities: | Str 43, Dex 12, Con 39, Int 21, Wis 28, Cha 24
Skills: | Balance +7, Bluff +19, Climb +22, Concentration +37, Craft (any one) +28, Diplomacy +11, Disguise +7 (+9 acting), Heal +20, Intimidate +32, Jump +38, Knowledge (any one) +28, Listen +32, Perform (oratory) +30, Sense Motive +32, Search +28, Spellcraft +17, Spot +32, Survival +9 (+11 following tracks), Swim +16
Feats: | Awesome Blow, Blind-Fight, Cleave, Improved Bull Rush, Improved Sunder, Power Attack, Quicken Spell-Like Ability (chain lightning)
Environment: | A chaotic good-aligned plane
Organization: | Solitary or pair
Challenge Rating: | 21
Treasure: | Double standard plus +4 half-plate armor and Gargantuan +3 adamantine warhammer
Alignment: | Always chaotic (any)
Advancement: | 21–30 HD (Huge); 31–60 HD (Gargantuan)
Level Adjustment: | —
A titan is about 25 feet tall and weighs about 14,000 pounds.
Titans speak Abyssal, Common, Celestial, Draconic, and Giant.
COMBAT
A titan’s natural weapons, as well as any weapons it wields, are treated as chaotic-aligned for the purpose of overcoming damage reduction.
Oversized Weapon (Ex): A titan wields a great, two-handed warhammer (big enough for Gargantuan creatures) without penalty.
Spell-Like Abilities: At will—chain lightning (DC 23), charm monster (DC 21), cure critical wounds (DC 21), fire storm (DC 24), greater dispel magic, hold monster (DC 22), invisibility, invisibility purge, levitate, persistent image (DC 22), polymorph (humanoid forms only, duration 1 hour); 3/day—etherealness, word of chaos (DC 22), summon nature’s ally IX; 1/day—gate, maze, meteor swarm (DC 26). Caster level 20th. The save DCs are Charisma-based.
In addition, titans of good or neutral alignment can use the following additional spell-like abilities: At will—daylight, holy smite (DC 21), remove curse (DC 21); 1/day—greater restoration. Caster level 20th. The save DCs are Charisma-based.
Titans of evil alignment can use the following additional spell-like abilities: At will—bestow curse (DC 21), deeper darkness, unholy blight (DC 21); 1/day—crushing hand (DC 26). Caster level 20th. The save DCs are Charisma-based.
TACTICS ROUND-BY-ROUND
Titans enjoy combat and usually close with their foes. If that proves ineffective, they swiftly back off and pelt the foe with spell-like abilities and magical effects. Because of a titan’s Quicken Spell-Like Ability feat, it can use chain lightning as a free action, and frequently attacks in melee while lashing out with this ability at the same time.
Prior to combat: Invisibility purge or invisibility.
Round 1: Charge and attempt to sunder the weapon of the most dangerous foe. Hurl chain lightning at opponents standing away from the fight.
Round 2: Full attack against the disarmed opponent, and hurl chain lightning at other opponents.
Round 3: Back away from first opponent and use maze or meteor swarm on any spellcaster causing trouble.
Round 4: Sunder the weapon of the next most effective combatant, or use greater dispel magic on all nearby opponents.
Round 5: Full attack against any nearby opponent, or use fire storm.
Use another quickened chain lightning if foes seem really dangerous.
A titan usually reserves its gate and etherealness abilities to escape a fight that is not going well.

TOJANIDA
 | Juvenile Tojanida | Adult Tojanida | Elder Tojanida
 | Small Outsider (Extraplanar, Water) | Medium Outsider (Extraplanar, Water) | Large Outsider (Extraplanar, Water)
Hit Dice: | 3d8+6 (19 hp) | 7d8+14 (45 hp) | 15d8+60 (127 hp)
Initiative: | +1 | +1 | +1
Speed: | 10 ft. (2 squares), swim 90 ft. | 10 ft. (2 squares), swim 90 ft. | 10 ft. (2 squares), swim 90 ft.
Armor Class: | 22 (+1 size, +1 Dex, +10 natural), touch 12, flat-footed 21 | 23 (+1 Dex, +12 natural), touch 11, flat-footed 22 | 24 (–1 size, +1 Dex, +14 natural), touch 10, flat-footed 23
Base Attack/Grapple: | +3/+1 | +7/+10 | +15/+25
Attack: | Bite +6 melee (2d6+2) | Bite +10 melee (2d8+3) | Bite +20 melee (4d6+6)
Full Attack: | Bite +6 melee (2d6+2) and 2 claws +1 melee (1d4+1) | Bite +10 melee (2d8+3) and 2 claws +5 melee (1d6+1) | Bite +20 melee (4d6+6) and 2 claws +15 melee (1d8+3)
Space/Reach: | 5 ft./5 ft. | 5 ft./5 ft. | 10 ft./5 ft.
Special Attacks: | Improved grab, ink cloud | Improved grab, ink cloud | Improved grab, ink cloud
Special Qualities: | All-around vision, darkvision 60 ft., immunity to acid and cold, resistance to electricity 10 and fire 10 | All-around vision, darkvision 60 ft., immunity to acid and cold, resistance to electricity 10 and fire 10 | All-around vision, darkvision 60 ft., immunity to acid and cold, resistance to electricity 10 and fire 10
Saves: | Fort +5, Ref +4, Will +4 | Fort +7, Ref +6, Will +6 | Fort +13, Ref +10, Will +10
Abilities: | Str 14, Dex 13, Con 15, Int 10, Wis 12, Cha 9 | Str 16, Dex 13, Con 15, Int 10, Wis 12, Cha 9 | Str 22, Dex 13, Con 19, Int 10, Wis 12, Cha 9
Skills: | Diplomacy +1, Escape Artist +7, Hide +11, Knowledge (the planes) +6, Listen +7, Search +6, Spot +9, Sense Motive +7, Survival +1 (+3 other planes and following tracks), Swim +10, Use Rope +1 (+3 with bindings) | Diplomacy +1, Escape Artist +11, Hide +11, Knowledge (the planes) +6, Listen +11, Search +14, Sense Motive +11, Spot +15, Survival +1 (+3 other planes and following tracks), Swim +11, Use Rope+1 (+3 with bindings) | Escape Artist +19, Hide +15, Intimidate +17, Knowledge (the Planes) +18, Listen +21, Search +22, Sense Motive +17, Spot +25, Survival +1 (+3 other planes and following tracks), Swim +14, Use Rope+1 (+3 with bindings)
Feats: | Blind-Fight, Dodge | Blind-Fight, Dodge, Power Attack | Alertness, Blind-Fight, Cleave, Dodge, Improved Sunder, Power Attack
Environment: | Elemental Plane of Water | Elemental Plane of Water | Elemental Plane of Water
Organization: | Solitary or clutch (2–4) | Solitary or clutch (2–4) | Solitary or clutch (2–4)
Challenge Rating: | 3 | 5 | 9
Treasure: | Standard | Standard | Standard
Alignment: | Always neutral | Always neutral | Always neutral
Advancement: | 4–6 HD (Small) | 8–14 HD (Medium) | 16–24 HD (Large); 25–45 HD (Huge)
Level Adjustment: | — | — | —
A tojanida’s shell is blue-green in color. Inside the shell is a fleshy body from which extend seven stalks. Four of these stalks have paddles for locomotion, two are tipped with claws, and one bears the creature’s head. Eight vents in the shell, four at each end, allow the tojanida to thrust its stalks out in whatever configuration it finds convenient.
A juvenile tojanida is up to 25 years old. It has a shell about 3 feet long, and it weighs about 60 pounds. An adult is aged 26 to 80. Its shell is about 6 feet long, and it weighs about 220 pounds. An elder can reach 150 years of age. It has a shell about 9 feet long, and it weighs about 500 pounds.
Tojanidas speak Aquan and can be loquacious, but usually only on the subject of food.
COMBAT
Improved Grab (Ex): To use this ability, a tojanida must hit with a bite or claw attack. It can then attempt to start a grapple as a free action without provoking an attack of opportunity. Underwater, a tojanida can tow a grabbed victim of its own size or smaller at its swim speed (but it cannot run). A favorite tactic is to grab a single opponent, then withdraw, hauling the opponent away from its allies.
Ink Cloud (Ex): A tojanida can emit a spherical cloud of jet-black ink with a radius of 30 feet once per minute as a free action. The effect is otherwise similar to fog cloud cast by an individual of a level equal to the tojanida’s Hit Dice. Out of water, the ink emerges in a stream up to 30 feet long, which a tojanida can squirt into an opponent’s eyes. The affected creature must succeed on a Reflex save or be blinded for 1 round. The save DC is 13 against a juvenile, 15 against an adult, and 21 against an elder. The save DCs are Constitution based.
All-Around Vision (Ex): The multiple apertures in a tojanida’s shell allow it to look in any direction, bestowing a +4 racial bonus on Spot and Search checks. Opponents gain no flanking bonuses when attacking a tojanida.
Skills: A tojanida has a +8 racial bonus on any Swim check to perform some special action or avoid a hazard. It can always choose to take 10 on a Swim check, even if distracted or endangered. It can use the run action while swimming, provided it swims in a straight line.

TREANT
 | Huge Plant
Hit Dice: | 7d8+35 (66 hp)
Initiative: | –1
Speed: | 30 ft. (6 squares)
Armor Class: | 20 (–2 size, –1 Dex, +13 natural), touch 7, flat-footed 20
Base Attack/Grapple: | +5/+22
Attack: | Slam +12 melee (2d6+9)
Full Attack: | 2 slams +12 melee (2d6+9)
Space/Reach: | 15 ft./15 ft.
Special Attacks: | Animate trees, double damage against objects, trample 2d6+13
Special Qualities: | Damage reduction 10/slashing, low-light vision, plant traits, vulnerability to fire
Saves: | Fort +10, Ref +1, Will +7
Abilities: | Str 29, Dex 8, Con 21, 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: | Improved Sunder, Iron Will, Power Attack
Environment: | Temperate forests
Organization: | Solitary or grove (4–7)
Challenge Rating: | 8
Treasure: | Standard
Alignment: | Usually neutral good
Advancement: | 8–16 HD (Huge); 17–21 HD (Gargantuan)
Level Adjustment: | +5
A treant’s leaves are deep green in the spring and summer. In the fall and winter the leaves change to yellow, orange, or red, but they rarely fall out. A treant’s legs fit together when closed to look like the trunk of a tree, and a motionless treant is nearly indistinguishable from a tree.
A treant is about 30 feet tall, with a “trunk” about 2 feet in diameter. It weighs about 4,500 pounds.
Treants speak their own language, plus Common and Sylvan. Most also can manage a smattering of just about all other humanoid tongues—at least enough to say “Get away from my trees!”
COMBAT
Treants prefer to watch potential foes carefully before attacking. They often charge suddenly from cover to trample the despoilers of forests. If sorely pressed, they animate trees as reinforcements.
Animate Trees (Sp): A treant can animate trees within 180 feet at will, controlling up to two trees at a time. It takes 1 full round for a normal tree to uproot itself. Thereafter it moves at a speed of 10 feet and fights as a treant in all respects. Animated trees lose their ability to move if the treant that animated them is incapacitated or moves out of range. The ability is otherwise similar to liveoak (caster level 12th). Animated trees have the same vulnerability to fire that a treant has.
Double Damage against Objects (Ex): A treant or animated tree that makes a full attack against an object or structure deals double damage.
Trample (Ex): Reflex DC 22 half. The save DC is Strength-based. Skills: *Treants have a +16 racial bonus on Hide checks made in forested areas.

TRITON
 | Medium Outsider (Native, Water)
Hit Dice: | 3d8+3 (16 hp)
Initiative: | +0
Speed: | 5 ft. (1 square), swim 40 ft.
Armor Class: | 16 (+6 natural), touch 10, flat-footed 16
Base Attack/Grapple: | +3/+4
Attack: | Trident +4 melee (1d8+1) or heavy crossbow +3 ranged (1d10/19–20)
Full Attack: | Trident +4 melee (1d8+1) or heavy crossbow +3 ranged (1d10/19–20)
Space/Reach: | 5 ft./5 ft.
Special Attacks: | Spell-like abilities
Special Qualities: | Darkvision 60 ft.
Saves: | Fort +4, Ref +3, Will +4
Abilities: | Str 12, Dex 10, Con 12, Int 13, Wis 13, Cha 11
Skills: | Craft (any one) +7, Diplomacy +2, Hide +6, Listen +7, Move Silently +6, Ride +6, Search +7, Sense Motive +7, Spot +7, Survival +7 (+9 following tracks), Swim +9
Feats: | Mounted Combat, Ride-By Attack
Environment: | Temperate aquatic
Organization: | Company (2–5), squad (6–11), or band (20–80)
Challenge Rating: | 2
Treasure: | Standard
Alignment: | Usually neutral good
Advancement: | 4–9 HD (Medium)
Level Adjustment: | +2
A triton has silvery skin that fades into silver-blue scales on the lower half of its body. A triton’s hair is deep blue or blue-green.
A triton is about the same size and weight as a human. Tritons speak Common and Aquan.
COMBAT
The reclusive tritons prefer to avoid combat, but they fiercely defend their homes. They attack with either melee or ranged weapons as the circumstances warrant. When encountered outside their lair, they are 90% likely to be mounted on friendly sea creatures such as porpoises.
Spell-Like Abilities: 1/day—summon nature’s ally IV. Caster level 7th. Tritons often choose water elementals for their companions.
Skills: A triton has a +8 racial bonus on any Swim check to perform some special action or avoid a hazard. It can always choose to take 10 on a Swim check, even if distracted or endangered. It can use the run action while swimming, provided it swims in a straight line.

TROGLODYTE
 | Medium Humanoid (Reptilian)
Hit Dice: | 2d8+4 (13 hp)
Initiative: | –1
Speed: | 30 ft. (6 squares)
Armor Class: | 15 (–1 Dex, +6 natural), touch 9, flat-footed 15
Base Attack/Grapple: | +1/+1
Attack: | Club +1 melee (1d6) or claw +1 melee (1d4) or javelin +1 ranged (1d6)
Full Attack: | Club +1 melee (1d6) and claw –1 melee (1d4) and bite –1 melee (1d4); or 2 claws +1 melee (1d4) and bite –1 melee (1d4); or javelin +1 ranged (1d6)
Space/Reach: | 5 ft./5 ft.
Special Attacks: | Stench
Special Qualities: | Darkvision 90 ft.
Saves: | Fort +5, Ref –1, Will +0
Abilities: | Str 10, Dex 9, Con 14, Int 8, Wis 10, Cha 10
Skills: | Hide +5*, Listen +3
Feats: | MultiattackB, Weapon Focus (javelin)
Environment: | Underground
Organization: | Clutch (2–5), squad (6–11 plus 1–2 monitor lizards), or band (20–80 plus 20% noncombatants plus 3–13 monitor lizards)
Challenge Rating: | 1
Treasure: | 50% coins; 50% goods; 50% items
Alignment: | Usually chaotic evil
Advancement: | By character class
Level Adjustment: | +2
A troglodyte stands about 5 feet tall and weighs about 150 pounds.
Troglodytes speak Draconic.
COMBAT
Half of a group of troglodytes are armed only with claws and teeth; the rest carry one or two javelins and clubs. They normally conceal themselves, launch a volley of javelins, then close to attack. If the battle goes against them, they retreat and attempt to hide.
Stench (Ex): When a troglodyte is angry or frightened, it secretes an oily, musk-like chemical that nearly every form of animal life finds offensive. All living creatures (except troglodytes) within 30 feet of a troglodyte must succeed on a DC 13 Fortitude save or be sickened for 10 rounds. The save DC is Constitution-based. Creatures that successfully save cannot be affected by the same troglodyte’s stench for 24 hours. A delay poison or neutralize poison spell removes the effect from the sickened creature. Creatures with immunity to poison are unaffected, and creatures resistant to poison receive their normal bonus on their saving throws.
Skills: The skin of a troglodyte changes color somewhat, allowing it to blend in with its surroundings like a chameleon and providing a +4 racial bonus on Hide checks. *In rocky or underground settings, this bonus improves to +8.
TROGLODYTE CHARACTERS
Troglodyte characters possess the following racial traits.
— –2 Dexterity, +4 Constitution, –2 Intelligence.
—Medium size.
—A troglodyte’s base land speed is 30 feet.
—Darkvision out to 90 feet.
—Racial Hit Dice: A troglodyte begins with two levels of humanoid, which provide 2d8 Hit Dice, a base attack bonus of +1, and base saving throw bonuses of Fort +3, Ref +0, and Will +0.
—Racial Skills: A troglodyte’s humanoid levels give it skill points equal to 5 x(2 + Int modifier, minimum 1). Its class skills are Hide and Listen. Troglodytes have a +4 racial bonus on Hide checks (+8 in rocky or underground surroundings).
—Racial Feats: A troglodyte’s humanoid levels give it one feat. A troglodyte receives Multiattack as a bonus feat.
— +6 natural armor bonus.
—Natural Weapons: 2 claws (1d4) and bite (1d4).
—Special Attacks (see above): Stench.
—Automatic Languages: Draconic. Bonus Languages: Common, Giant, Goblin, Orc.
—Favored Class: Cleric.
—Level adjustment +2.

TROLL
 | Troll | Troll Hunter, 6th-Level Ranger
 | Large Giant | Large Giant
Hit Dice: | 6d8+36 (63 hp) | 6d8+6d8+72 (130 hp)
Initiative: | +2 | +1
Speed: | 30 ft. (6 squares) | 30 ft. (6 squares)
Armor Class: | 16 (–1 size, +2 Dex, +5 natural), touch 11, flat-footed 14 | 21 (–1 size, +1 Dex, +6 natural, +5 +1 chain shirt), touch 10, flat-footed 20
Base Attack/Grapple: | +4/+14 | +10/+21
Attack: | Claw +9 melee (1d6+6) | Claw +16 melee (1d6+7) or +1 battleaxe +17 melee (2d6+8/x3) or javelin +10 ranged (1d8+7)
Full Attack: | 2 claws +9 melee (1d6+6) and bite +4 melee (1d6+3) | 2 claws +16 melee (1d6+7) and bite +11 melee (1d6+3); or +1 battleaxe +17/+12 melee (2d6+8/x3) and claw +11 melee (1d6+3) and bite +11 melee (1d6+3); or javelin +10 ranged (1d8+7)
Space/Reach: | 10 ft./10 ft. | 10 ft./10 ft.
Special Attacks: | Rend 2d6+9 | Rend 2d6+10, spells
Special Qualities: | Darkvision 90 ft., low-light vision, regeneration 5, scent | Darkvision 90 ft., favored enemy elves (+4), favored enemy humans (+2), low-light vision, regeneration 5, scent, wild empathy
Saves: | Fort +11, Ref +4, Will +3 | Fort +16, Ref +8, Will +8
Abilities: | Str 23, Dex 14, Con 23, Int 6, Wis 9, Cha 6 | Str 25, Dex 12, Con 22, Int 10, Wis 15, Cha 10
Skills: | Listen +5, Spot +6 | Knowledge (nature) +6, Knowledge (dungeoneering) +6, Listen +13, Move Silently +9, Search +6, Spot +13, Survival +11 (+13 above- or underground and following tracks)
Feats: | Alertness, Iron Will, Track | Alertness, Cleave, EnduranceB, Improved Natural Armor, Improved Two-Weapon FightingB, Iron Will, Power Attack, TrackB, Two-Weapon FightingB
Environment: | Cold mountains (Scrag: Cold aquatic) | Cold mountains
Organization: | Solitary or gang (2–4) | Solitary
Challenge Rating: | 5 | 11
Treasure: | Standard | Standard
Alignment: | Usually chaotic evil | Usually chaotic evil
Advancement: | By character class | By character class
Level Adjustment: | +5 | +5

Trolls walk upright but hunched forward with sagging shoulders. Their gait is uneven, and when they run, their arms dangle and drag along the ground. For all this seeming awkwardness, trolls are very agile.
A typical adult troll stands 9 feet tall and weighs 500 pounds. Females are slightly larger than males. A troll’s rubbery hide is moss green, mottled green and gray, or putrid gray. The hair is usually greenish black or iron gray.
Trolls speak Giant.
COMBAT
Trolls have no fear of death: They launch themselves into combat without hesitation, flailing wildly at the closest opponent. Even when confronted with fire, they try to get around the flames and attack.
Rend (Ex): If a troll hits with both claw attacks, it latches onto the opponent’s body and tears the flesh. This attack automatically deals an additional 2d6+9 points of damage.
Regeneration (Ex): Fire and acid deal normal damage to a troll. If a troll loses a limb or body part, the lost portion regrows in 3d6 minutes. The creature can reattach the severed member instantly by holding it to the stump.

SCRAG
These cousins of the troll have the aquatic subtype. They dwell in any body of water in any climate. They have a base land speed of 20 feet and a swim speed of 40 feet and are found only in aquatic environments. They regenerate only if mostly immersed in water.

TROLL HUNTER
Some trolls, more cunning than most, are not satisfied with merely eating civilized beings but train to hunt them relentlessly. These troll hunters are fearsome rangers who focus on slaying and devouring humanoid prey.
COMBAT
A troll hunter makes full use of its scent ability to track its favored enemies and generally prefers to hunt in darkness.
The troll hunter uses its limited repertoire of spells to protect itself from damaging forms of energy and to immobilize enemies.
Typical Ranger Spells Prepared (2; save DC 12 + spell level): 1st¡ªentangle, resist energy.

TROLLS AS CHARACTERS
Troll characters possess the following racial traits.
— +12 Strength, +4 Dexterity, +12 Constitution, –4 Intelligence (minimum 3), –2 Wisdom, –4 Charisma.
—Large size. –1 penalty to Armor Class, –1 penalty on attack rolls, –4 penalty on Hide checks, +4 bonus on grapple checks, lifting and carrying limits double those of Medium characters.
—Space/Reach: 10 feet/10 feet.
—A troll’s base land speed is 30 feet.
—Darkvision out to 60 feet and low-light vision.
—Racial Hit Dice: A troll begins with six levels of giant, which provide 6d8 Hit Dice, a base attack bonus of +4, and base saving throw bonuses of Fort +5, Ref +2, and Will +2.
—Racial Skills: A troll’s giant levels give it skill points equal to 9 x(2 + Int modifier, minimum 1). Its class skills are Listen and Spot.
—Racial Feats: A troll’s giant levels give it three feats.
— +5 natural armor bonus.
—Natural Weapons: Claw (1d6) and bite (1d6).
—Special Attacks (see above): Rend, damage 2d6 + 1-1/2 times Str modifier.
—Special Qualities: Regeneration 5, scent.
—Automatic Languages: Giant. Bonus Languages: Common, Orc.
—Favored Class: Fighter.
—Level adjustment +5.

UNICORN
 | Unicorn | Celestial Charger, 7th-Level Cleric
 | Large Magical Beast | Large Magical Beast
Hit Dice: | 4d10+20 (42 hp) | 8d10+7d8+75 (155 hp)
Initiative: | +3 | +4
Speed: | 60 ft. (12 squares) | 60 ft. (12 squares)
Armor Class: | 18 (–1 size, +3 Dex, +6 natural), touch 12, flat-footed 15 | 24 (–1 size, +4 Dex, +6 natural, +5 bracers of armor +5), touch 13, flat-footed 20
Base Attack/Grapple: | +4/+13 | +13/+24
Attack: | Horn +11 melee (1d8+8) | Horn +22 melee (1d8+10)
Full Attack: | Horn +11 melee (1d8+8) and 2 hooves +3 melee (1d4+2) | Horn +22 melee (1d8+10) and 2 hooves +14 melee (1d4+3)
Space/Reach: | 10 ft./5 ft. | 10 ft./5 ft.
Special Attacks: | — | Turn undead 13/day, smite evil, spells
Special Qualities: | Darkvision 60 ft., magic circle against evil, spell-like abilities, immunity to poison, charm, and compulsion, low-light vision, scent, wild empathy | Damage reduction 10/magic, resistance to acid 10, cold 10 and electricity 10, spell resistance 20, magic circle against evil, spell-like abilities, immunity to poison, charm, and compulsion, darkvision 60 ft., low-light vision, scent, wild empathy
Saves: | Fort +9, Ref +7, Will +6 | Fort +16, Ref +12, Will +15
Abilities: | Str 20, Dex 17, Con 21, Int 10, Wis 21, Cha 24 | Str 24, Dex 18, Con 20, Int 13, Wis 27, Cha 22
Skills: | Jump +21, Listen +11, Move Silently +9, Spot +11, Survival +8* | Concentration +11, Knowledge (nature) +9, Knowledge (Religion) +8, Listen +15, Move Silently +12, Spellcraft +5, Spot +15, Survival +15 (+17 aboveground)*
Feats: | Alertness, Skill Focus (Survival) | Alertness, Combat Casting, Extra Turning, Improved Turning, Run, Skill Focus (Survival)
Environment: | Temperate forests | A chaotic good plane
Organization: | Solitary, pair, or grace (3–6) | Solitary
Challenge Rating: | 3 | 13
Treasure: | None | None
Alignment: | Always chaotic good | Always chaotic good
Advancement: | 5–8 HD (Large) | By character class
Level Adjustment: | +4 (cohort) | +8 (cohort)
A unicorn has deep sea-blue, violet, brown, or fiery gold eyes. Males sport a white beard.
A typical adult unicorn grows to 8 feet in length, stands 5 feet high at the shoulder, and weighs 1,200 pounds. Females are slightly smaller and slimmer than males.
Unicorns speak Sylvan and Common.
COMBAT
Unicorns normally attack only when defending themselves or their forests. They either charge, impaling foes with their horns like lances, or strike with their hooves. The horn is a +3 magic weapon, though its power fades if removed from the unicorn.
Magic Circle against Evil (Su): This ability continuously duplicates the effect of the spell. A unicorn cannot suppress this ability.
Spell-Like Abilities: Unicorns can use detect evil at will as a free action.
Once per day a unicorn can use greater teleport to move anywhere within its home. It cannot teleport beyond the forest boundaries nor back from outside.
A unicorn can use cure light wounds three times per day and cure moderate wounds once per day (caster level 5th) by touching a wounded creature with its horn. Once per day it can use neutralize poison (DC 21, caster level 8th) with a touch of its horn. The save DC is Charisma-based.
Wild Empathy (Ex): This power works like the druid’s wild empathy class feature, except that a unicorn has a +6 racial bonus on the check.
Skills: Unicorns have a +4 racial bonus on Move Silently checks. *Unicorns have a +3 competence bonus on Survival checks within the boundaries of their forest.

CELESTIAL CHARGER
The celestial charger described here is an 8 HD celestial unicorn with seven levels of cleric.
COMBAT
The save DC for this celestial charger’s neutralize poison ability (DC 20) is adjusted for its greater Hit Dice and altered Charisma score. A celestial charger’s natural weapons are treated as magic weapons for the purpose of overcoming damage reduction.
Smite Evil (Su): Once per day a celestial charger can make a normal melee attack to deal 15 points of extra damage against an evil foe.
Cleric Spells Prepared (6/7/6/5/4; save DC 18 + spell level): 0- detect magic, detect poison (2), light, virtue (2); 1st-bless (2), calm animals*, obscuring mist, remove fear, sanctuary, shield of faith; 2nd-aid* (2), animal messenger, lesser restoration, remove paralysis, shield other; 3rd-prayer, protection from energy, remove curse, searing light (2); 4th-air walk, divine power, holy smite*, restoration.
*Domain spell. Domains: Animal and Good.

VAMPIRE

Vampires appear just as they did in life, although their features are often hardened and feral, with the predatory look of wolves.
Like liches, they often embrace finery and decadence and may assume the guise of nobility. Despite their human appearance, vampires can be easily recognized, for they cast no shadows and throw no reflections in mirrors.
Vampires speak any languages they knew in life.
CREATING A VAMPIRE
“Vampire” is an acquired template that can be added to any humanoid or monstrous humanoid creature (referred to hereafter as the base creature).
A vampire uses all the base creature’s statistics and special abilities except as noted here.
Size and Type: The creature’s type changes to undead (augmented humanoid or monstrous humanoid). Do not recalculate base attack bonus, saves, or skill points. Size is unchanged.
Hit Dice: Increase all current and future Hit Dice to d12s.
Speed: Same as the base creature. If the base creature has a swim speed, the vampire retains the ability to swim and is not vulnerable to immersion in running water (see below).
Armor Class: The base creature’s natural armor bonus improves by +6.
Attack: A vampire retains all the attacks of the base creature and also gains a slam attack if it didn’t already have one. If the base creature can use weapons, the vampire retains this ability. A creature with natural weapons retains those natural weapons. A vampire fighting without weapons uses either its slam attack or its primary natural weapon (if it has any). A vampire armed with a weapon uses its slam or a weapon, as it desires.
Full Attack: A vampire fighting without weapons uses either its slam attack (see above) or its natural weapons (if it has any). If armed with a weapon, it usually uses the weapon as its primary attack along with a slam or other natural weapon as a natural secondary attack.
Damage: Vampires have slam attacks. If the base creature does not have this attack form, use the appropriate damage value from the table below according to the vampire’s size. Creatures that have other kinds of natural weapons retain their old damage values or use the appropriate value from the table below, whichever is better.
Size | Damage
Fine | 1
Diminutive | 1d2
Tiny | 1d3
Small | 1d4
Medium | 1d6
Large | 1d8
Huge | 2d6
Gargantuan | 2d8
Colossal | 4d6
Special Attacks: A vampire retains all the special attacks of the base creature and gains those described below. Saves have a DC of 10 + 1/2 vampire’s HD + vampire’s Cha modifier unless noted otherwise.
Blood Drain (Ex): A vampire can suck blood from a living victim with its fangs by making a successful grapple check. If it pins the foe, it drains blood, dealing 1d4 points of Constitution drain each round the pin is maintained. On each such successful attack, the vampire gains 5 temporary hit points.
Children of the Night (Su): Vampires command the lesser creatures of the world and once per day can call forth 1d6+1 rat swarms, 1d4+1 bat swarms, or a pack of 3d6 wolves as a standard action. (If the base creature is not terrestrial, this power might summon other creatures of similar power.) These creatures arrive in 2d6 rounds and serve the vampire for up to 1 hour.
Dominate (Su): A vampire can crush an opponent’s will just by looking onto his or her eyes. This is similar to a gaze attack, except that the vampire must use a standard action, and those merely looking at it are not affected. Anyone the vampire targets must succeed on a Will save or fall instantly under the vampire’s influence as though by a dominate person spell (caster level 12th). The ability has a range of 30 feet.
Create Spawn (Su): A humanoid or monstrous humanoid slain by a vampire’s energy drain rises as a vampire spawn (see the Vampire Spawn entry) 1d4 days after burial.
If the vampire instead drains the victim’s Constitution to 0 or lower, the victim returns as a spawn if it had 4 or less HD and as a vampire if it had 5 or more HD. In either case, the new vampire or spawn is under the command of the vampire that created it and remains enslaved until its master’s destruction. At any given time a vampire may have enslaved spawn totaling no more than twice its own Hit Dice; any spawn it creates that would exceed this limit are created as free-willed vampires or vampire spawn. A vampire that is enslaved may create and enslave spawn of its own, so a master vampire can control a number of lesser vampires in this fashion. A vampire may voluntarily free an enslaved spawn in order to enslave a new spawn, but once freed, a vampire or vampire spawn cannot be enslaved again.
Energy Drain (Su): Living creatures hit by a vampire’s slam attack (or any other natural weapon the vampire might possess) gain two negative levels. For each negative level bestowed, the vampire gains 5 temporary hit points. A vampire can use its energy drain ability once per round.
Special Qualities: A vampire retains all the special qualities of the base creature and gains those described below.
Alternate Form (Su): A vampire can assume the shape of a bat, dire bat, wolf, or dire wolf as a standard action. This ability is similar to a polymorph spell cast by a 12th-level character, except that the vampire does not regain hit points for changing form and must choose from among the forms mentioned here. While in its alternate form, the vampire loses its natural slam attack and dominate ability, but it gains the natural weapons and extraordinary special attacks of its new form. It can remain in that form until it assumes another or until the next sunrise. (If the base creature is not terrestrial, this power might allow other forms.)
Damage Reduction (Su): A vampire has damage reduction 10/silver and magic. A vampire’s natural weapons are treated as magic weapons for the purpose of overcoming damage reduction.
Fast Healing (Ex): A vampire heals 5 points of damage each round so long as it has at least 1 hit point. If reduced to 0 hit points in combat, it automatically assumes gaseous form and attempts to escape. It must reach its coffin home within 2 hours or be utterly destroyed. (It can travel up to nine miles in 2 hours.) Any additional damage dealt to a vampire forced into gaseous form has no effect. Once at rest in its coffin, a vampire is helpless. It regains 1 hit point after 1 hour, then is no longer helpless and resumes healing at the rate of 5 hit points per round.
Gaseous Form (Su): As a standard action, a vampire can assume gaseous form at will as the spell (caster level 5th), but it can remain gaseous indefinitely and has a fly speed of 20 feet with perfect maneuverability.
Resistances (Ex): A vampire has resistance to cold 10 and electricity 10.
Spider Climb (Ex): A vampire can climb sheer surfaces as though with a spider climb spell.
Turn Resistance (Ex): A vampire has +4 turn resistance.
Abilities: Increase from the base creature as follows: Str +6, Dex +4, Int +2, Wis +2, Cha +4. As an undead creature, a vampire has no Constitution score.
Skills: Vampires have a +8 racial bonus on Bluff, Hide, Listen, Move Silently, Search, Sense Motive, and Spot checks. Otherwise same as the base creature.
Feats: Vampires gain Alertness, Combat Reflexes, Dodge, Improved Initiative, and Lightning Reflexes, assuming the base creature meets the prerequisites and doesn’t already have these feats.
Environment: Any, usually same as base creature.
Organization: Solitary, pair, gang (3–5), or troupe (1–2 plus 2–5 vampire spawn)
Challenge Rating: Same as the base creature +2.
Treasure: Double standard.
Alignment: Always evil (any).
Advancement: By character class.
Level Adjustment: Same as the base creature +8.

Vampire Weaknesses
For all their power, vampires have a number of weaknesses.
Repelling a Vampire: Vampires cannot tolerate the strong odor of garlic and will not enter an area laced with it. Similarly, they recoil from a mirror or a strongly presented holy symbol. These things don’t harm the vampire—they merely keep it at bay. A recoiling vampire must stay at least 5 feet away from a creature holding the mirror or holy symbol and cannot touch or make melee attacks against the creature holding the item for the rest of the encounter. Holding a vampire at bay takes a standard action.
Vampires are also unable to cross running water, although they can be carried over it while resting in their coffins or aboard a ship.
They are utterly unable to enter a home or other building unless invited in by someone with the authority to do so. They may freely enter public places, since these are by definition open to all.
Slaying a Vampire: Reducing a vampire’s hit points to 0 or lower incapacitates it but doesn’t always destroy it (see the note on fast healing). However, certain attacks can slay vampires. Exposing any vampire to direct sunlight disorients it: It can take only a single move action or attack action and is destroyed utterly in the next round if it cannot escape. Similarly, immersing a vampire in running water robs it of one-third of its hit points each round until it is destroyed at the end of the third round of immersion. Driving a wooden stake through a vampire’s heart instantly slays the monster. However, it returns to life if the stake is removed, unless the body is destroyed. A popular tactic is to cut off the creature’s head and fill its mouth with holy wafers (or their equivalent).

Vampire Characters
Vampires are always evil, which causes characters of certain classes to lose some class abilities. In addition, certain classes take additional penalties.
Clerics: Vampire clerics lose their ability to turn undead but gain the ability to rebuke undead. This ability does not affect the vampire’s controller or any other vampires that a master controls. A vampire cleric has access to two of the following domains: Chaos, Destruction, Evil, or Trickery.
Sorcerers and Wizards: Vampire sorcerers and wizards retain their class abilities, but if a character has a familiar other than a rat or bat, the link between them is broken, and the familiar shuns its former companion. The character can summon another familiar, but it must be a rat or bat.

VAMPIRE SPAWN
 | Medium Undead
Hit Dice: | 4d12+3 (29 hp)
Initiative: | +6
Speed: | 30 ft. (6 squares)
Armor Class: | 15 (+2 Dex, +3 natural), touch 12, flat-footed 13
Base Attack/Grapple: | +2/+5
Attack: | Slam +5 melee (1d6+4 plus energy drain)
Full Attack: | Slam +5 melee (1d6+4 plus energy drain)
Space/Reach: | 5 ft./5 ft.
Special Attacks: | Blood drain, domination, energy drain
Special Qualities: | +2 turn resistance, damage reduction 5/silver, darkvision 60 ft., fast healing 2, gaseous form, resistance to cold 10 and electricity 10, spider climb, undead traits
Saves: | Fort +1, Ref +5, Will +5
Abilities: | Str 16, Dex 14, Con —, Int 13, Wis 13, Cha 14
Skills: | Bluff +6, Climb +8, Craft or Profession (any one) +4, Diplomacy +4, Hide +10, Jump +8, Listen +11, Move Silently +10, Search +8, Sense Motive +11, Spot +11
Feats: | AlertnessB, Improved InitiativeB, Lightning ReflexesB, Skill Focus (selected Craft or Profession skill), Toughness
Environment: | Any
Organization: | Solitary or pack (2–5)
Challenge Rating: | 4
Treasure: | Standard
Alignment: | Always evil (any)
Advancement: | —
Level Adjustment: | —
Vampire spawn are undead creatures that come into being when vampires slay mortals. Like their creators, spawn remain bound to their coffins and to the soil of their graves. Vampire spawn appear much as they did in life, although their features are often hardened, with a predatory look.
Vampire spawn speak Common.
COMBAT
Vampire spawn use their inhuman strength when engaging mortals, hammering their foes with powerful blows and dashing them against rocks or walls. They also use their gaseous form and flight abilities to strike where opponents are most vulnerable.
Blood Drain (Ex): A vampire spawn can suck blood from a living victim with its fangs by making a successful grapple check. If it pins the foe, it drains blood, dealing 1d4 points of Constitution drain each round. On each such successful drain attack, the vampire spawn gains 5 temporary hit pints.
Domination (Su): A vampire spawn can crush an opponent’s will just by looking onto his or her eyes. This is similar to a gaze attack, except that the vampire must take a standard action, and those merely looking at it are not affected. Anyone the vampire targets must succeed on a DC 14 Will save or fall instantly under the vampire’s influence as though by a dominate person spell from a 5thlevel caster. The ability has a range of 30 feet. The save DC is Charisma-based.
Energy Drain (Su): Living creatures hit by a vampire spawn’s slam attack gain one negative level. The DC is 14 for the Fortitude save to remove a negative level. The save DC is Charisma-based. For each such negative level bestowed, the vampire spawn gains 5 temporary hit points.
Fast Healing (Ex): A vampire spawn heals 2 points of damage each round so long as it has at least 1 hit point. If reduced to 0 hit points in combat, it automatically assumes gaseous form and attempts to escape. It must reach its coffin home within 2 hours or be utterly destroyed. (It can travel up to nine miles in 2 hours.) Once at rest in its coffin, it is helpless. It regains 1 hit point after 1 hour, then is no longer helpless and resumes healing at the rate of 2 hit points per round.
Gaseous Form (Su): As a standard action, a vampire spawn can assume gaseous form at will as the spell (caster level 6th), but it can remain gaseous indefinitely and has a fly speed of 20 feet with perfect maneuverability.
Spider Climb (Ex): A vampire spawn can climb sheer surfaces as though with a spider climb spell.
Skills: Vampire spawn have a +4 racial bonus on Bluff, Hide, Listen, Move Silently, Search, Sense Motive, and Spot checks.
VAMPIRE SPAWN WEAKNESSES
Vampire spawn are vulnerable to all attacks and effects that repel or slay vampires. For details, see the Vampire entry.

VARGOUILLE
 | Small Outsider (Evil, Extraplanar)
Hit Dice: | 1d8+1 (5 hp)
Initiative: | +1
Speed: | Fly 30 ft. (good) (6 squares)
Armor Class: | 12 (+1 size, +1 Dex), touch 11, flat-footed 11
Base Attack/Grapple: | +1/–3
Attack: | Bite +3 melee (1d4 plus poison)
Full Attack: | Bite +3 melee (1d4 plus poison)
Space/Reach: | 5 ft./5 ft.
Special Attacks: | Shriek, kiss, poison
Special Qualities: | Darkvision 60 ft.
Saves: | Fort +3, Ref +3, Will +3
Abilities: | Str 10, Dex 13, Con 12, Int 5, Wis 12, Cha 8
Skills: | Hide +11, Intimidate +3, Listen +5, Move Silently +7, Spot +5
Feats: | Stealthy, Weapon FinesseB
Environment: | An evil-aligned plane
Organization: | Cluster (2–5) or mob (6–11)
Challenge Rating: | 2
Treasure: | None
Alignment: | Always neutral evil
Advancement: | 2–3 HD (Small)
Level Adjustment: | —
A vargouille is slightly larger than a human head, about 18 inches high, with a wingspan of 4 feet. It weighs about 10 pounds.
Vargouilles speak Infernal.
COMBAT
Vargouilles attack by biting with their jagged teeth. Their special attacks make them even more dangerous. A vargouille’s natural weapons, as well as any weapons it wields, are treated as evil-aligned for the purpose of overcoming damage reduction.
Shriek (Su): Instead of biting, a vargouille can open its distended mouth and let out a terrible shriek. Those within 60 feet (except other vargouilles) who hear the shriek and can clearly see the creature must succeed on a DC 12 Fortitude save or be paralyzed with fear for 2d4 rounds or until the monster attacks them, goes out of range, or leaves their sight. A paralyzed creature is susceptible to the vargouille’s kiss (see below). A creature that successfully saves cannot be affected again by the same vargouille’s shriek for 24 hours. The shriek is a mind-affecting fear effect. The save DC is Constitution-based and includes a +1 racial bonus.
Kiss (Su): A vargouille can kiss a paralyzed target with a successful melee touch attack. An affected opponent must succeed on a DC 15 Fortitude save or begin a terrible transformation that turns the creature into a vargouille within 24 hours (and often much sooner; roll 1d6 separately for each phase of the transformation).
First, over a period of 1d6 hours, all the victim’s hair falls out. Within another 1d6 hours thereafter, the ears grow into leathery wings, tentacles sprout on the chin and scalp, and the teeth become long, pointed fangs. During the next 1d6 hours, the victim takes Intelligence drain and Charisma drain equal to 1 point per hour (to a minimum of 3). The transformation is complete 1d6 hours later, when the head breaks free of the body (which promptly dies) and becomes a vargouille. This transformation is interrupted by sunlight, and even a daylight spell can delay death, but to reverse the transformation requires remove disease. The save DC is Constitution-based and
includes a +4 racial bonus.
Poison (Ex): Injury, Fortitude DC 12 or be unable to heal the vargouille’s bite damage naturally or magically. A neutralize poison or heal spell removes the effect, while delay poison allows magical healing. The save DC is Constitution-based and includes a +1 racial bonus.

WIGHT
 | Medium Undead
Hit Dice: | 4d12 (26 hp)
Initiative: | +1
Speed: | 30 ft. (6 squares)
Armor Class: | 15 (+1 Dex, +4 natural), touch 11, flat-footed 14
Base Attack/Grapple: | +2/+3
Attack: | Slam +3 melee (1d4+1 plus energy drain)
Full Attack: | Slam +3 melee (1d4+1 plus energy drain)
Space/Reach: | 5 ft./5 ft.
Special Attacks: | Create spawn, energy drain
Special Qualities: | Darkvision 60 ft., undead traits
Saves: | Fort +1, Ref +2, Will +5
Abilities: | Str 12, Dex 12, Con —, Int 11, Wis 13, Cha 15
Skills: | Hide +8, Listen +7, Move Silently +16, Spot +7
Feats: | Alertness, Blind-Fight
Environment: | Any
Organization: | Solitary, pair, gang (3–5), or pack (6–11)
Challenge Rating: | 3
Treasure: | None
Alignment: | Always lawful evil
Advancement: | 5–8 HD (Medium)
Level Adjustment: | —
A wight’s appearance is a weird and twisted reflection of the form it had in life. A wight is about the height and weight of a human.
Wights speak Common.
COMBAT
Wights attack by hammering with their fists.
Create Spawn (Su): Any humanoid slain by a wight becomes a wight in 1d4 rounds. Spawn are under the command of the wight that created them and remain enslaved until its death. They do not possess any of the abilities they had in life.
Energy Drain (Su): Living creatures hit by a wight’s slam attack gain one negative level. The DC is 14 for the Fortitude save to remove a negative level. The save DC is Charisma-based. For each such negative level bestowed, the wight gains 5 temporary hit points.
Skills: Wights have a +8 racial bonus on Move Silently checks.

WILL-O’-WISP
 | Small Aberration (Air)
Hit Dice: | 9d8 (40 hp)
Initiative: | +13
Speed: | Fly 50 ft. (perfect) (10 squares)
Armor Class: | 29 (+1 size, +9 Dex, +9 deflection), touch 29, flat-footed 20
Base Attack/Grapple: | +6/–3
Attack: | Shock +16 melee touch (2d8 electricity)
Full Attack: | Shock +16 melee touch (2d8 electricity)
Space/Reach: | 5 ft./5 ft.
Special Attacks: | —
Special Qualities: | Darkvision 60 ft., immunity to magic, natural invisibility
Saves: | Fort +3, Ref +12, Will +9
Abilities: | Str 1, Dex 29, Con 10, Int 15, Wis 16, Cha 12
Skills: | Bluff +13, Diplomacy +3, Disguise +1 (+3 acting), Intimidate +3, Listen +17, Search +14, Spot +17, Survival +3 (+5 following tracks)
Feats: | Alertness, Blind-Fight, Dodge, Improved Initiative, Weapon FinesseB
Environment: | Temperate marshes
Organization: | Solitary, pair, or string (3–4)
Challenge Rating: | 6
Treasure: | 1/10 coins; 50% goods; 50% items
Alignment: | Usually chaotic evil
Advancement: | 10–18 HD (Small)
Level Adjustment: | —
Will-o’-wisps can be yellow, white, green, or blue. They are easily mistaken for lanterns, especially in the foggy marshes and swamps where they reside. A will-o’-wisp’s body is a globe of spongy material about 1 foot across and weighing about 3 pounds, and its glowing body sheds as much light as a torch.
Will-o’-wisps speak Common and Auran. They have no vocal apparatus but can vibrate to create a voice with a ghostly sound.
COMBAT
Will-o’-wisps usually avoid combat. They prefer to confuse and bewilder adventurers, luring them into morasses or other hazardous places. When they are forced to fight, they loose small electrical shocks, which act as melee touch attacks.
Immunity to Magic (Ex): A will-o’-wisp is immune to most spells or spell-like abilities that allow spell resistance, except magic missile and maze.
Natural Invisibility (Ex): A startled or frightened will-o’-wisp can extinguish its glow, effectively becoming invisible as the spell.

WINTER WOLF
 | Large Magical Beast (Cold)
Hit Dice: | 6d10+18 (51 hp)
Initiative: | +5
Speed: | 50 ft. (10 squares)
Armor Class: | 15 (–1 size, +1 Dex, +5 natural), touch 10, flat-footed 14
Base Attack/Grapple: | +6/+14
Attack: | Bite +9 melee (1d8+6 plus 1d6 cold)
Full Attack: | Bite +9 melee (1d8+6 plus 1d6 cold)
Space/Reach: | 10 ft./5 ft.
Special Attacks: | Breath weapon, freezing bite, trip
Special Qualities: | Darkvision 60 ft., immunity to cold, low-light vision, scent, vulnerability to fire
Saves: | Fort +8, Ref +6, Will +3
Abilities: | Str 18, Dex 13, Con 16, Int 9, Wis 13, Cha 10
Skills: | Hide –1*, Listen +6, Move Silently +7, Spot +6, Survival +1*
Feats: | Alertness, Improved Initiative, Track
Environment: | Cold forests
Organization: | Solitary, pair, or pack (3–5)
Challenge Rating: | 5
Treasure: | 1/10 coins; 50% goods; 50% items
Alignment: | Usually neutral evil
Advancement: | 7–9 HD (Large); 10–18 HD (Huge)
Level Adjustment: | +3 (cohort)
A winter wolf grows about 8 feet long and stands about 4-1/2 feet at the shoulder. It weighs about 450 pounds.
Winter wolves can speak Giant and Common.
COMBAT
Winter wolves typically hunt in packs. Their size, cunning, and formidable breath weapon allow them to hunt and kill creatures much larger than themselves. A pack usually circles an opponent, each wolf attacking in turn to exhaust it. If they’re in a hurry, white wolves try to pin their foes.
Breath Weapon (Su): 15-foot cone, once every 1d4 rounds, damage 4d6 cold, Reflex DC 16 half. The save DC is Constitution-based.
Freezing Bite (Su): A winter wolf deals an extra 1d6 points of cold damage every time it bites an opponent, as if its bite were a frost weapon.
Trip (Ex): A winter wolf that hits with a bite attack can attempt to trip the opponent (+8 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 winter wolf.
Skills: Winter wolves have a +1 racial bonus on Listen, Move Silently, and Spot checks. Winter wolves have a +2 racial bonus on Hide checks. *Their natural coloration grants them a +7 racial bonus on Hide checks in areas of snow and ice. A winter wolf has a +4 racial bonus on Survival checks when tracking by scent.

WORG
 | Medium Magical Beast
Hit Dice: | 4d10+8 (30 hp)
Initiative: | +2
Speed: | 50 ft. (10 squares)
Armor Class: | 14 (+2 Dex, +2 natural), touch 12, flat-footed 12
Base Attack/Grapple: | +4/+7
Attack: | Bite +7 melee (1d6+4)
Full Attack: | Bite +7 melee (1d6+4)
Space/Reach: | 5 ft./5 ft.
Special Attacks: | Trip
Special Qualities: | Darkvision 60 ft., low-light vision, scent
Saves: | Fort +6, Ref +6, Will +3
Abilities: | Str 17, Dex 15, Con 15, Int 6, Wis 14, Cha 10
Skills: | Hide +4, Listen +6, Move Silently +6, Spot +6, Survival +2*
Feats: | Alertness, Track
Environment: | Temperate plains
Organization: | Solitary, pair, or pack (6–11)
Challenge Rating: | 2
Treasure: | 1/10 coins; 50% goods; 50% items
Alignment: | Usually neutral evil
Advancement: | 5–6 HD (Medium); 7–12 HD (Large)
Level Adjustment: | +1 (cohort)
A typical worg has gray or black fur, grows to 5 feet long and stands 3 feet tall at the shoulder. It weighs 300 pounds.
More intelligent than their smaller cousins, worgs speak their own language. Some can also speak Common and Goblin.
COMBAT
Mated pairs or packs work together to bring down large game, while lone worgs usually chase down creatures smaller than themselves. Both often use hit-and-run tactics to exhaust their quarry. A pack usually circles a larger opponent: Each wolf attacks in turn, biting and retreating, until the creature is exhausted, at which point the pack moves in for the kill. If they get impatient or heavily outnumber the opponent, worgs attempt to pin it.
Trip (Ex): A worg that hits with a bite attack can attempt to trip the opponent (+3 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 worg.
Skills: A worg has a +1 racial bonus on Listen, Move Silently, and Spot checks, and a +2 racial bonus on Hide checks. *A worg has a +4 racial bonus on Survival checks when tracking by scent.

WRAITH
 | Wraith | Dread Wraith
 | Medium Undead (Incorporeal) | Large Undead (Incorporeal)
Hit Dice: | 5d12 (32 hp) | 16d12 (104 hp)
Initiative: | +7 | +13
Speed: | Fly 60 ft. (good) (12 squares) | Fly 60 ft. (good) (12 squares)
Armor Class: | 15 (+3 Dex, +2 deflection), touch 15, flat-footed 12 | 25 (–1 size, +9 Dex, +7 deflection), touch 25, flat-footed 16
Base Attack/Grapple: | +2/— | +8/—
Attack: | Incorporeal touch +5 melee (1d4 plus 1d6 Constitution drain) | Incorporeal touch +16 melee (2d6 plus 1d8 Constitution drain)
Full Attack: | Incorporeal touch +5 melee (1d4 plus 1d6 Constitution drain) | Incorporeal touch +16 melee (2d6 plus 1d8 Constitution drain)
Space/Reach: | 5 ft./5 ft. | 10 ft./10 ft.
Special Attacks: | Constitution drain, create spawn | Constitution drain, create spawn
Special Qualities: | Darkvision 60 ft., daylight powerlessness, incorporeal traits, +2 turn resistance, undead traits, unnatural aura | Darkvision 60 ft., daylight powerlessness, incorporeal traits, lifesense 60 ft., undead traits, unnatural aura
Saves: | Fort +1, Ref +4, Will +6 | Fort +5, Ref +14, Will +14
Abilities: | Str —, Dex 16, Con —, Int 14, Wis 14, Cha 15 | Str —, Dex 28, Con —, Int 17, Wis 18, Cha 24
Skills: | Diplomacy +6, Hide +11, Intimidate +10, Listen +12, Search +10, Sense Motive +8, Spot +12, Survival +2 (+4 following tracks) | Diplomacy +9, Hide +24, Intimidate +26, Knowledge (religion) +22, Listen +25, Search +22, Sense Motive +23, Spot +25, Survival +4 (+6 following tracks)
Feats: | AlertnessB, Blind-Fight, Combat Reflexes, Improved InitiativeB | AlertnessB, Blind-Fight, Combat Reflexes, Dodge, Improved InitiativeB, Improved Natural Attack (incorporeal touch), Mobility, Spring Attack
Environment: | Any | Any
Organization: | Solitary, gang (2–5), or pack (6–11) | Solitary
Challenge Rating: | 5 | 11
Treasure: | None | None
Alignment: | Always lawful evil | Always lawful evil
Advancement: | 6–10 HD (Medium) | 17–32 HD (Large)
Level Adjustment: | — | —
Wraiths are incorporeal creatures born of evil and darkness. In some cases, the grim silhouette of a wraith might appear armored or outfitted with weapons. This appearance does not affect the creature’s AC or combat abilities but only reflects the shape it had in life.
A wraith is about as tall as a human, while a dread wraith is roughly the size of an ogre. Since both are incorporeal, they are weightless.
Wraiths speak Common and Infernal.
COMBAT
Both the wraith and the dread wraith share the following abilities.
Unnatural Aura (Su): Animals, whether wild or domesticated, can sense the unnatural presence of a wraith at a distance of 30 feet. They will not willingly approach nearer than that and panic if forced to do so; they remain panicked as long as they are within that range.
Daylight Powerlessness (Ex): Wraiths are utterly powerless in natural sunlight (not merely a daylight spell) and flee from it.
WRAITH
Constitution Drain (Su): Living creatures hit by a wraith’s incorporeal touch attack must succeed on a DC 14 Fortitude save or take 1d6 points of Constitution drain. The save DC is Charisma-based. On each such successful attack, the wraith gains 5 temporary hit points.
Create Spawn (Su): Any humanoid slain by a wraith becomes a wraith in 1d4 rounds. Its body remains intact and inanimate, but its spirit is torn free from its corpse and transformed. Spawn are under the command of the wraith that created them and remain enslaved until its death. They do not possess any of the abilities they had in life.
DREAD WRAITH
The oldest and most malevolent wraiths lurk in the depths of forgotten temples and other forsaken places. They can sense the approach of living creatures, and hunger for them. Despite its size, the dread wraith possesses unearthly quickness, and makes use of its Spring Attack feat and natural reach to strike with deadly effect and melt back into the shadows—or the walls.
Lifesense (Su): A dread wraith notices and locates living creatures within 60 feet, just as if it possessed the blindsight ability. It also senses the strength of their life force automatically, as if it had cast deathwatch.
Constitution Drain (Su): Living creatures hit by a dread wraith’s incorporeal touch attack must succeed on a DC 25 Fortitude save or take 1d8 points of Constitution drain. The save DC is Charisma-based. On each such successful attack, the dread wraith gains 5 temporary hit points.
Create Spawn (Su): Any humanoid slain by a dread wraith becomes a wraith in 1d4 rounds. Its body remains intact and inanimate, but its spirit is torn free from its corpse and transformed. Spawn are under the command of the wraith that created them and remain enslaved until its death. They do not possess any of the abilities they had in life.

WYVERN
 | Large Dragon
Hit Dice: | 7d12+14 (59 hp)
Initiative: | +1
Speed: | 20 ft. (4 squares), fly 60 ft. (poor)
Armor Class: | 18 (–1 size, +1 Dex, +8 natural), touch 10, flat-footed 17
Base Attack/Grapple: | +7/+15
Attack: | Sting +10 melee (1d6+4 plus poison) or talon +10 melee (2d6+4) or bite +10 melee (2d8+4)
Full Attack: | Sting +10 melee (1d6+4 plus poison) and bite +8 melee (2d8+4) and 2 wings +8 melee (1d8+2) and 2 talons +8 melee (2d6+4)
Space/Reach: | 10 ft./5 ft.
Special Attacks: | Poison, improved grab
Special Qualities: | Darkvision 60 ft., immunity to sleep and paralysis, low-light vision, scent
Saves: | Fort +7, Ref +6, Will +6
Abilities: | Str 19, Dex 12, Con 15, Int 6, Wis 12, Cha 9
Skills: | Hide +7, Listen +13, Move Silently +11, Spot +16
Feats: | Ability Focus (poison), Alertness, Flyby Attack, MultiattackB
Environment: | Warm hills
Organization: | Solitary, pair, or flight (3–6)
Challenge Rating: | 6
Treasure: | Standard
Alignment: | Usually neutral
Advancement: | 8–10 HD (Huge); 11–21 HD (Gargantuan)
Level Adjustment: | —
A distant cousin to the true dragons, the wyvern is a huge flying lizard with a poisonous stinger in its tail.
A wyvern’s body is 15 feet long, and dark brown to gray; half that length is tail. Its wingspan is about 20 feet. A wyvern weighs about one ton.
Wyverns speak Draconic, but usually don’t bother with anything more elaborate than a loud hiss or a deep-throated growl much like that of a bull alligator.
COMBAT
Wyverns are rather stupid but always aggressive: They attack nearly anything that isn’t obviously more powerful than themselves. A wyvern dives from the air, snatching the opponent with its talons and stinging it to death. A wyvern can slash with its talons only when making a flyby attack.
Improved Grab (Ex): To use this ability, a wyvern must hit with its talons. 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 stings.
Poison (Ex): Injury, Fortitude DC 17, initial and secondary damage 2d6 Con. The save DC is Constitution-based.
Skills: Wyverns have a +3 racial bonus on Spot checks.

XILL
 | Medium Outsider (Extraplanar)
Hit Dice: | 5d8+10 (32 hp)
Initiative: | +7
Speed: | 40 ft. (8 squares)
Armor Class: | 20 (+3 Dex, +7 natural), touch 13, flat-footed 17
Base Attack/Grapple: | +5/+7
Attack: | Short sword +7 melee (1d6+2/19–20) or claw +7 melee (1d4+2) or longbow +8 ranged (1d8/x3)
Full Attack: | 2 short swords +5 melee (1d6+2/19–20, 1d6+1/19–20) and 2 claws +5 melee (1d4+1); or 4 claws +5 melee (1d4+2, 1d4+1); or 2 longbows +4 ranged (1d8/x3)
Space/Reach: | 5 ft./5 ft.
Special Attacks: | Implant, improved grab, paralysis
Special Qualities: | Darkvision 60 ft., planewalk, spell resistance 21
Saves: | Fort +6, Ref +7, Will +5
Abilities: | Str 15, Dex 16, Con 15, Int 12, Wis 12, Cha 11
Skills: | Balance +13, Climb +10, Diplomacy +2, Escape Artist +11, Intimidate +8, Listen +9, Move Silently +11, Sense Motive +8, Spot +9, Tumble +11, Use Rope +3 (+5 with bindings)
Feats: | Improved Initiative, MultiattackB, Multiweapon Fighting
Environment: | Ethereal Plane
Organization: | Solitary or gang (2–5)
Challenge Rating: | 6
Treasure: | Standard
Alignment: | Always lawful evil
Advancement: | 6–8 HD (Medium); 9–15 HD (Large)
Level Adjustment: | +4
A xill stands 4 to 5 feet tall and weighs about 100 pounds. Xills speak Infernal.
COMBAT
Xills are dangerous opponents, attacking with all four limbs. More civilized ones use weapons, usually fighting with two at a time so as to leave two claws free for grab attacks. Xills typically lie in wait on the Ethereal Plane for suitable prey to happen by, then ambush it using their planewalk ability. They make full use of their Tumble skill in combat: Usually, one or two distract physically powerful enemies by attacking, then assuming a defensive stance while their fellows maneuver to advantage.
Implant (Ex): As a standard action, a xill can lay eggs inside a paralyzed creature. The young emerge about 90 days later, literally devouring the host from inside. A remove disease spell rids a victim of the egg, as does a DC 25 Heal check. If the check fails, the healer can try again, but each attempt (successful or not) deals 1d4 points of damage to the patient.
Improved Grab (Ex): To use this ability, a xill must hit with one or more claw attacks. It can then attempt to start a grapple as a free action without provoking an attack of opportunity. It receives a +2 bonus on the grapple check for each claw that hits. If it wins the grapple check and maintains the hold in the next round, it automatically bites the foe at that time. The bite deals no damage but injects a paralyzing venom.
Paralysis (Ex): Those bitten by a xill must succeed on a DC 14 Fortitude save or be paralyzed for 1d4 hours. The save DC is Constitution-based.
Planewalk (Su): These planar travelers like to slip between the folds of space to attack enemies as though from thin air. They can cross from the Ethereal Plane with a move action but take 2 rounds to cross back, during which time they are immobile. As a xill fades away, it becomes harder to hit: Opponents have a 20% miss chance in
the first round and a 50% miss chance in the second. A xill can planewalk with a willing or helpless creature.

XORN
 | Minor Xorn | Average Xorn | Elder Xorn
 | Small Outsider (Extraplanar, Earth) | Medium Outsider (Extraplanar, Earth) | Large Outsider (Extraplanar, Earth)
Hit Dice: | 3d8+9 (22 hp) | 7d8+17 (48 hp) | 15d8+63 (130 hp)
Initiative: | +0 | +0 | +0
Speed: | 20 ft. (4 squares), burrow 20 ft. | 20 ft. (4 squares), burrow 20 ft. | 20 ft. (4 squares), burrow 20 ft.
Armor Class: | 23 (+1 size, +12 natural), touch 11, flat-footed 23 | 24 (+14 natural), touch 10, flat-footed 24 | 25 (–1 size, +16 natural), touch 9, flat-footed 25
Attack: | Bite +6 melee (2d8+2) | Bite +10 melee (4d6+3) | Bite +21 melee (4d8+7)
Full Attack: | Bite +6 melee (2d8+2) and 3 claws +4 melee (1d3+1) | Bite +10 melee (4d6+3) and 3 claws +8 melee (1d4+1) | Bite +21 melee (4d8+7) and 3 claws +19 melee (1d6+3)
Space/Reach: | 5 ft./5 ft. | 5 ft./5 ft. | 10 ft./10 ft.
Special Attacks: | — | — | —
Special Qualities: | All-around vision, earth glide, damage reduction 5/bludgeoning, darkvision 60 ft., immunity to cold and fire, resistance to electricity 10, tremorsense 60 ft. | All-around vision, earth glide, damage reduction 5/bludgeoning, darkvision 60 ft., immunity to cold and fire, resistance to electricity 10, tremorsense 60 ft. | All-around vision, earth glide, damage reduction 5/bludgeoning, darkvision 60 ft., immunity to cold and fire, resistance to electricity 10, tremorsense 60 ft.
Saves: | Fort +5, Ref +3, Will +3 | Fort +7, Ref +5, Will +5 | Fort +13, Ref +9, Will +9
Abilities: | Str 15, Dex 10, Con 15, Int 10, Wis 11, Cha 10 | Str 17, Dex 10, Con 15, Int 10, Wis 11, Cha 10 | Str 25, Dex 10, Con 19, Int 10, Wis 11, Cha 10
Skills: | Hide +10, Intimidate +3, Knowledge (dungeoneering) +6, Listen +6, Move Silently +3, Search +6, Spot +8, Survival +6 (+8 following tracks or underground) | Hide +10, Intimidate +10, Knowledge(dungeoneering) +10, Listen +10, Move Silently +10, Search +10, Spot +10, Survival+10 (+12 following tracks or underground) | Hide +14, Intimidate +18, Knowledge (dungeoneering) +18, Listen +18, Move Silently +18, Search +22, Spot +22, Survival+18 (+20 following tracks or underground)
Feats: | Multiattack, Toughness | CleaveB, Multiattack, Power Attack, Toughness | Awesome Blow, CleaveB, Great Cleave, Improved Bull Rush, Multiattack, Power Attack, Toughness
Environment: | Elemental Plane of Earth | Elemental Plane of Earth | Elemental Plane of Earth
Organization: | Solitary, pair, or cluster (3–5) | Solitary, pair, or cluster (3–5) | Solitary, pair, or party (6–11)
Challenge Rating: | 3 | 6 | 8
Treasure: | None | None | None
Alignment: | Usually neutral | Usually neutral | Usually neutral
Advancement: | 4–6 HD (Small) | 8–14 HD (Medium) | 16–21 HD (Large); 22–45 HD (Huge)
Level Adjustment: | — | — | —
Minor xorns are about 3 feet tall and wide and weigh about 120 pounds. Average xorns are about 5 feet tall and wide, weighing about 600 pounds. Elder xorns are about 8 feet tall and wide and weigh about 9,000 pounds.
Xorns speak Common and Terran.
COMBAT
Xorns do not attack fleshly beings except to defend themselves or their property, since they cannot digest meat. Xorns are indifferent to creatures of the Material Plane—with the sole exception of anyone carrying a significant amount of precious metals or minerals, which xorns eat. They can smell food up to 20 feet away. A xorn can be quite aggressive when seeking food, especially on the Material Plane, where such sustenance is harder to find than it is on its native plane.
A xorn’s favorite mode of attack is to wait just beneath a stone surface until a foe comes within reach, then emerge suddenly. Groups of xorns often send one of their number to the surface to negotiate for food while the remainder position themselves for a surprise attack.
All-Around Vision (Ex): A xorn’s symmetrically placed eyes allow it to look in any direction, providing a +4 racial bonus on Spot and Search checks. A xorn can’t be flanked.
Earth Glide (Ex): A xorn can glide through stone, dirt, or almost any other sort of earth except metal as easily as a fish swims through water. Its burrowing leaves behind no tunnel or hole, nor does it create any ripple or other signs of its presence. A move earth spell cast on an area containing a burrowing xorn flings the xorn back 30 feet, stunning the creature for 1 round unless it succeeds on a DC 15 Fortitude save.

YETH HOUND
 | Medium Outsider (Extraplanar, Evil)
Hit Dice: | 3d8+6 (19 hp)
Initiative: | +6
Speed: | 40 ft. (8 squares), fly 60 ft. (good)
Armor Class: | 20 (+2 Dex, +8 natural), touch 12, flat-footed 18
Base Attack/Grapple: | +3/+6
Attack: | Bite +6 melee (1d8+4)
Full Attack: | Bite +6 melee (1d8+4)
Space/Reach: | 5 ft./5 ft.
Special Attacks: | Bay, trip
Special Qualities: | Damage reduction 10/silver, darkvision 60 ft., flight, scent
Saves: | Fort +5, Ref +5, Will +5
Abilities: | Str 17, Dex 15, Con 15, Int 6, Wis 14, Cha 10
Skills: | Listen +11, Spot +11, Search +7, Survival +11 (+13 following tracks)*
Feats: | Improved Initiative, Track
Environment: | An evil-aligned plane
Organization: | Solitary, pair, or pack (6–11)
Challenge Rating: | 3
Treasure: | None
Alignment: | Always neutral evil
Advancement: | 4–6 HD (Medium); 7–9 HD (Large)
Level Adjustment: | +3 (cohort)
A yeth hound stands 5 feet tall at the shoulder and weighs about 400 pounds.
Yeth hounds cannot speak, but understand Infernal.
COMBAT
Yeth hounds hunt only at night. They fear the sun and never venture out in daylight, even if their lives depend on it.
A yeth hound’s natural weapons, as well as any weapons it wields, are treated as evil-aligned for the purpose of overcoming damage reduction.
Bay (Su): When a yeth hound howls or barks, all creatures except other evil outsiders within a 300-foot spread must succeed on a DC 11 Will save or become panicked for 2d4 rounds. This is a sonic mind-affecting fear effect. Whether or not the save is successful, an affected creature is immune to the same hound’s bay for 24 hours. The save DC is Charisma-based.
Trip (Ex): A yeth hound that hits with its bite attack can attempt to trip the opponent (+3 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 yeth hound.
Flight (Su): A yeth hound can cease or resume flight as a free action.
Skills: *A yeth hound has a +4 racial bonus on Survival checks when tracking by scent.

YRTHAK
 | Huge Magical Beast
Hit Dice: | 12d10+36 (102 hp)
Initiative: | +6
Speed: | 20 ft. (4 squares), fly 60 ft. (average)
Armor Class: | 18 (–2 size, +2 Dex, +8 natural), touch 10, flat-footed 16
Base Attack/Grapple: | +12/+25
Attack: | Bite +15 melee (2d8+5) or sonic lance +12 ranged touch (6d6)
Full Attack: | Bite +15 melee (2d8+5) and 2 claws +13 melee (1d6+2); or sonic lance +12 ranged touch (6d6)
Space/Reach: | 15 ft./10 ft.
Special Attacks: | Sonic lance, explosion
Special Qualities: | Blindsight 120 ft., immunities, vulnerability to sonic
Saves: | Fort +11, Ref +10, Will +5
Abilities: | Str 20, Dex 14, Con 17, Int 7, Wis 13, Cha 11
Skills: | Listen +12, Move Silently +10
Feats: | Endurance, Flyby Attack, Improved Initiative, Multiattack, Snatch
Environment: | Temperate mountains
Organization: | Solitary or clutch (2–4)
Challenge Rating: | 9
Treasure: | None
Alignment: | Often neutral
Advancement: | 13–16 HD (Huge); 17–36 HD (Gargantuan)
Level Adjustment: | —
A yrthak is blind. It senses sound and movement by means of a special organ on its long tongue. It emits powerfully focused beams of sound from the protrusion on its head. The creature is a yellowish-green color, with the wings and fin being more yellow and the head and body more green. The teeth are yellow.
A yrthak is about 20 feet long, with a wingspan of 40 feet. It weighs about 5,000 pounds.
Despite their intelligence, yrthaks do not speak.
COMBAT
A yrthak prefers to attack from the air, strafing the ground with sonic attacks or snatching up and dropping prey.
Sonic Lance (Su): Once every 2 rounds, a yrthak can focus sonic energy in a ray up to 60 feet long. This is a ranged touch attack that deals 6d6 points of damage to a single target.
Explosion (Su): A yrthak can fire its sonic lance at the ground, a large rock, a stone wall, or the like to create an explosion of shattered stone. This attack deals 2d6 points of piercing damage to all within 10 feet of the effect’s center. This counts as a use of the sonic lance attack and thus is usable only once every 2 rounds, and never on the round following a sonic lance attack.
Blindsight (Ex): A yrthak can ascertain all foes within 120 feet. Beyond that range it is considered blinded. Yrthaks are invulnerable to gaze attacks, visual effects of spells such as illusions, and other attack forms that rely on sight. A yrthak whose sense of hearing is impaired is effectively blinded, treating all targets as having total concealment.
Immunities: Yrthaks have immunity to gaze attacks, visual effects, illusions, and other attack forms that rely on sight.
Skills: Yrthaks have a +4 racial bonus on Listen checks.

ZOMBIE

Zombies are corpses reanimated through dark and sinister magic.
Because of their utter lack of intelligence, the instructions given to a newly created zombie must be very simple.
CREATING A ZOMBIE
“Zombie” is an acquired template that can be added to any corporeal creature (other than an undead) that has a skeletal system (referred to hereafter as the base creature).
Size and Type: The creature’s type changes to undead. It retains any subtypes except alignment subtypes and subtypes that indicate kind. It does not gain the augmented subtype. It uses all the base creature’s statistics and special abilities except as noted here.
Hit Dice: Drop any Hit Dice from class levels (to a minimum of 1), double the number of Hit Dice left, and raise them to d12s. If the base creature has more than 10 Hit Dice (not counting those gained with experience), it can’t be made into a zombie with the animate dead spell.
Speed: If the base creature can fly, its maneuverability rating drops to clumsy.
Armor Class: Natural armor bonus increases by a number based on the zombie’s size:
Tiny or smaller | +0
Small | +1
Medium | +2
Large | +3
Huge | +4
Gargantuan | +7
Colossal | +11
Base Attack: A zombie has a base attack bonus equal to 1/2 its Hit Dice.
Attacks: A zombie retains all the natural weapons, manufactured weapon attacks, and weapon proficiencies of the base creature. A zombie also gains a slam attack.
Damage: Natural and manufactured weapons deal damage normally. A slam attack deals damage depending on the zombie’s size. (Use the base creature’s slam damage if it’s better.)
Fine | 1
Diminutive | 1d2
Tiny | 1d3
Small | 1d4
Medium | 1d6
Large | 1d8
Huge | 2d6
Gargantuan | 2d8
Colossal | 4d6
Special Attacks: A zombie retains none of the base creature’s special attacks.
Special Qualities: A zombie loses most special qualities of the base creature. It retains any extraordinary special qualities that improve its melee or ranged attacks. A zombie gains the following special quality.
Damage Reduction 5/Slashing: Zombies are lumbering masses of flesh.
Single Actions Only (Ex): Zombies have poor reflexes and can perform only a single move action or attack action each round. A zombie can move up to its speed and attack in the same round, but only if it attempts a charge.
Saves: Base save bonuses are Fort +1/3 HD, Ref +1/3 HD, and Will +1/2 HD + 2.
Abilities: A zombie’s Strength increases by +2, its Dexterity decreases by 2, it has no Constitution or Intelligence score, its Wisdom changes to 10, and its Charisma changes to 1.
Skills: A zombie has no skills.
Feats: A zombie loses all feats of the base creature and gains Toughness.
Environment: Any land and underground.
Organization: Any.
Challenge Rating: Depends on Hit Dice, as follows:
Hit Dice | Challenge Rating
1/2 | 1/8
1 | 1/4
2 | 1/2
4 | 1
6 | 2
8–10 | 3
12–14 | 4
15–16 | 5
18–20 | 6
Treasure: None.
Alignment: Always neutral evil.
Advancement: As base creature, but double Hit Dice (maximum 20), or — if the base creature advances by character class.
Level Adjustment: —.

 | Kobold Zombie | Human Commoner Zombie | Troglodyte Zombie
 | Small Undead | Medium Undead | Medium Undead
Hit Dice: | 2d12+3 (16 hp) | 2d12+3 (16 hp) | 4d12+3 (29 hp)
Initiative: | +0 | –1 | –2
Speed: | 30 ft. (6 squares; can’t run) | 30 ft. (6 squares; can’t run) | 30 ft. (6 squares; can’t run)
Armor Class: | 13 (+1 size, +2 natural), touch 11, flat-footed 13 | 11 (–1 Dex, +2 natural), touch 9, flat-footed 11 | 16 (–2 Dex, +8 natural), touch 8, flat-footed 16
Base Attack/Grapple: | +1/–4 | +1/+2 | +2/+3
Attack: | Spear+1 melee (1d6–1/x3) or slam +1 melee (1d4–1) or light crossbow +2 ranged (1d6/19–20) | Slam+2 melee (1d6+1) or club +2 melee (1d6+1) | Greatclub +3 melee (1d10+1) or bite +3 melee (1d4+1) or slam +3 melee (1d6+1) or javelin +0 ranged (1d6+1)
Full Attack: | Spear +0 melee (1d6–1/x3) or slam +0 melee (1d4–1) or light crossbow +1 ranged (1d6/19–20) | Slam+2 melee, (1d6+1) or club +2 melee (1d6+1) | Greatclub +3 melee (1d10+1) or bite +3 melee (1d4+1) or slam +3 melee (1d6+1) or javelin +0 ranged (1d6+1)
Space/Reach: | 5 ft./5 ft. | 5 ft./5 ft | 5 ft./5 ft
Special Attacks: | — | — | —
Special Qualities: | Single actions only, damage reduction 5/slashing, darkvision 60 ft., undead traits | Single actions only, damage reduction 5/slashing, darkvision 60 ft., undead traits | Single actions only, damage reduction 5/slashing, darkvision 60 ft., undead traits
Saves: | Fort +0, Ref +0, Will +3 | Fort +0, Ref –1, Will +3 | Fort +1, Ref –1, Will +4
Abilities: | Str 8, Dex 11, Con —, Int —, Wis 10, Cha 1 | Str 12, Dex 8, Con —, Int —, Wis 10, Cha 1 | Str 12, Dex 7, Con —, Int —, Wis 10, Cha 1
Skills: | — | — | —
Feats: | Toughness | Toughness | Toughness
Environment: | Temperate forests | Any | Underground
Organization: | Any | Any | Any
Challenge Rating: | 1/2 | 1/2 | 1
Treasure: | None | None | None
Alignment: | Always neutral evil | Always neutral evil | Always neutral evil
Advancement: | None | None | None
Level Adjustment: | — | — | —

 | Bugbear Zombie | Ogre Zombie | Minotaur Zombie
 | Medium Undead | Large Undead | Large Undead
Hit Dice: | 6d12+3 (42 hp) | 8d12+3 (55 hp) | 12d8+3 (81 hp)
Initiative: | +0 | –2 | –1
Speed: | 30 ft. (6 squares; can’t run) | 40 ft. (8 squares; can’t run) | 30 ft. (6 squares; can’t run)
Armor Class: | 16 (+5 natural, +1 light wooden shield), touch 10, flat-footed 16 | 15 (–1 size, –2 Dex, +8 natural) touch 7, flat-footed 15 | 16 (–1 size, –1 Dex, +8 natural) touch 8, flat-footed 16
Base Attack/Grapple: | +3/+6 | +4/+14 | +6/+15
Attack: | Morningstar +6 melee (1d8+3) or slam +6 melee (1d6+3) or javelin +3 ranged (1d6+2) | Greatclub +9 melee (2d8+9) or slam +9 melee (1d8+9) or javelin +1 ranged (1d8+6) | Greataxe +10 melee (3d6+7/x3) or gore +10 melee (1d8+5) or slam +10 melee (1d8+5)
Full Attack: | Morningstar +6 melee (1d8+3) or slam +6 melee (1d6+3) or javelin +3 ranged (1d6+2) | Greatclub +9 melee (2d8+9) or slam +9 melee (1d8+9) or javelin +1 ranged (1d8+6) | Greataxe +10 melee (3d6+7/x3) or gore +10 melee (1d8+5) or slam +10 melee (1d8+5)
Space/Reach: | 5 ft./5 ft. | 10 ft./10 ft. | 10 ft./10 ft.
Special Attacks: | — | — | —
Special Qualities: | Single actions only, damage reduction 5/slashing, darkvision 60 ft., undead traits | Single actions only, damage reduction 5/slashing, darkvision 60 ft., undead traits | Single actions only, damage reduction 5/slashing, darkvision 60 ft., undead traits
Saves: | Fort +2, Ref +2, Will +5 | Fort +2, Ref +0, Will +6 | Fort +4, Ref +3, Will +8
Abilities: | Str 17, Dex 10, Con —, Int —, Wis 10, Cha 1 | Str 23, Dex 6, Con —, Int —, Wis 10, Cha 1 | Str 21, Dex 8, Con —, Int —, Wis 10, Cha 1
Skills: | — | — | —
Feats: | Toughness | Toughness | Toughness
Environment: | Temperate mountains | Temperate hills | Underground
Organization: | Any | Any | Any
Challenge Rating: | 2 | 3 | 4
Treasure: | None | None | None
Alignment: | Always neutral evil | Always neutral evil | Always neutral evil
Advancement: | None | None | None
Level Adjustment: | — | — | —

 | Wyvern Zombie | Gray Render Zombie
 | Large Undead | Large Undead
Hit Dice: | 14d12+3 (94 hp) | 20d8+3 (133 hp)
Initiative: | +0 | –1
Speed: | 20 ft. (4 squares; can’t run), fly 60 ft. (poor) | 30 ft. (6 squares; can’t run)
Armor Class: | 20 (–2 size, +12 natural), touch 8, flat-footed 20 | 16 (–1 size, –1 Dex, +8 natural) touch 8, flat-footed 16
Base Attack/Grapple: | +7/+16 | +10/+21
Attack: | Slam +11 melee (2d6+7) or talons +11 melee (2d6+5) | Bite +16 melee (2d6+7) or slam +16 melee (1d8+10)
Full Attack: | Slam +11 melee (2d6+7) or talons +11 melee (2d6+5) | Bite +16 melee (2d6+7) or slam +16 melee (1d8+10)
Special Attacks: | — | —
Special Qualities: | Single actions only, damage reduction 5/slashing, darkvision 60 ft., undead traits | Single actions only, damage reduction 5/slashing, darkvision 60 ft., undead traits
Saves: | Fort +4, Ref +4, Will +9 | Fort +6, Ref +5, Will +12
Abilities: | Str 21, Dex 10, Con —, Int —, Wis 10, Cha 1 | Str 25, Dex 8, Con —, Int —, Wis 10, Cha 1
Skills: | — | —
Feats: | Toughness | Toughness
Environment: | Warm hills | Temperate marshes
Organization: | Any | Any
Challenge Rating: | 4 | 6
Treasure: | None | None
Alignment: | Always neutral evil | Always neutral evil
Advancement: | 16–20 HD (Huge) | None
Level Adjustment: | — | —


ANIMALS

MONSTERS (ANIMALS)

This section provides statistics and basic information for many common kinds of mundane animals. These creatures generally operate on instinct, driven by simple needs such as food and reproduction. Most animals, even predators, do not attack unless they or their young are threatened.
Animals are not capable of detailed reasoning, although with the Handle Animal skill it is possible to tame an animal and teach it to perform certain tricks.
Some herbivorous animals do not normally use their natural weapons to attack. As such, their natural weapons are treated as secondary attacks. The animal’s attack and damage entries note this fact, with an explanatory footnote.
Animal Traits: An animal possesses the following traits (unless otherwise noted in a creature’s entry).
—Intelligence score of 1 or 2 (no creature with an Intelligence score of 3 or higher can be an animal).
—Low-light vision.
—Alignment: Always neutral. Animals are not governed by a human sense of morality.
—Treasure: None. Animals never possess treasure.

APE
 | Large Animal
Hit Dice: | 4d8+11 (29 hp)
Initiative: | +2
Speed: | 30 ft. (6 squares), climb 30 ft.
Armor Class: | 14 (–1 size, +2 Dex, +3 natural), touch 11, flat-footed 12
Base Attack /Grapple: | +3/+12
Attack: | Claws +7 melee (1d6+5)
Full Attack: | 2 claws +7 melee (1d6+5) and bite +2 melee (1d6+2)
Space/Reach: | 10 ft./10 ft.
Special Attacks: | —
Special Qualities: | Low-light vision, scent
Saves: | Fort +6, Ref +6, Will +2
Abilities: | Str 21, Dex 15, Con 14, Int 2, Wis 12, Cha 7
Skills: | Climb +14, Listen +6, Spot +6
Feats: | Alertness, Toughness
Environment: | Warm forests
Organization: | Solitary, pair, or company (3–5)
Challenge Rating: | 2
Advancement: | 5–8 HD (Large)
Level Adjustment: | —
These powerful omnivores resemble gorillas but are far more aggressive; they kill and eat anything they can catch. An adult male ape is 5-1/2 to 6 feet tall and weighs 300 to 400 pounds.
Combat
Skills: Apes have a +8 racial bonus on Climb checks and can always choose to take 10 on Climb checks, even if rushed or threatened.

BABOON
 | Medium Animal
Hit Dice: | 1d8+1 (5 hp)
Initiative: | +2
Speed: | 40 ft. (8 squares), climb 30 ft.
Armor Class: | 13 (+2 Dex, +1 natural), touch 12, flat-footed 11
Base Attack /Grapple: | +0/+2
Attack: | Bite +2 melee (1d6+3)
Full Attack: | Bite +2 melee (1d6+3)
Space/Reach: | 5 ft./5 ft.
Special Attacks: | —
Special Qualities: | Low-light vision, scent
Saves: | Fort +3, Ref +4, Will +1
Abilities: | Str 15, Dex 14, Con 12, Int 2, Wis 12, Cha 4
Skills: | Climb +10, Listen +5, Spot +5
Feats: | Alertness
Environment: | Warm plains
Organization: | Solitary or troop (10–40)
Challenge Rating: | 1/2
Advancement: | 2–3 HD (Medium)
Level Adjustment: | —
Baboons are powerful and aggressive primates adapted to life on the ground. They prefer open spaces but climb trees to find safe places to rest overnight. A typical baboon is the size of a big dog.
Males can be 2 to 4 feet long and weigh as much as 90 pounds.
Combat
Baboons usually attack in groups.
Skills: Baboons have a +8 racial bonus on Climb checks and can always choose to take 10 on Climb checks, even if rushed or threatened.

BADGER
 | Small Animal
Hit Dice: | 1d8+2 (6 hp)
Initiative: | +3
Speed: | 30 ft. (6 squares), burrow 10 ft.
Armor Class: | 15 (+1 size, +3 Dex, +1 natural), touch 14, flat-footed 12
Base Attack /Grapple: | +0/–5
Attack: | Claw +4 melee (1d2–1)
Full Attack: | 2 claws +4 melee (1d2–1) and bite –1 melee (1d3–1)
Space/Reach: | 5 ft./5 ft.
Special Attacks: | Rage
Special Qualities: | Low-light vision, scent
Saves: | Fort +4, Ref +5, Will +1
Abilities: | Str 8, Dex 17, Con 15, Int 2, Wis 12, Cha 6
Skills: | Escape Artist +9, Listen +3, Spot +3
Feats: | Agile, TrackB, Weapon FinesseB
Environment: | Temperate forests
Organization: | Solitary, pair, or cete (3–5)
Challenge Rating: | 1/2
Advancement: | 2 HD (Small)
Level Adjustment: | —
The badger is a furry animal with a squat, powerful body. Its strong forelimbs are armed with long claws for digging. An adult badger is 2 to 3 feet long and weighs 25 to 35 pounds.
Combat
Badgers attack with their sharp claws and teeth.
Rage (Ex): A badger that takes damage in combat flies into a berserk rage on its next turn, clawing and biting madly until either it or its opponent is dead. It gains +4 to Strength, +4 to Constitution, and –2 to Armor Class. The creature cannot end its rage voluntarily.
Skills: A badger has a +4 racial bonus on Escape Artist checks.

BAT
 | Diminutive Animal
Hit Dice: | 1/4 d8 (1 hp)
Initiative: | +2
Speed: | 5 ft (1 square), fly 40 ft. (good)
Armor Class: | 16 (+4 size, +2 Dex), touch 16, flat-footed 14
Base Attack /Grapple: | +0/–17
Attack: | —
Full Attack: | —
Space/Reach: | 1 ft./0 ft.
Special Attacks: | —
Special Qualities: | Blindsense 20 ft., low-light vision
Saves: | Fort +2, Ref +4, Will +2
Abilities: | Str 1, Dex 15, Con 10, Int 2, Wis 14, Cha 4
Skills: | Hide +14, Listen +8*, Move Silently +6, Spot +8*
Feats: | Alertness
Environment: | Temperate deserts
Organization: | Colony (10–40) or crowd (10–50)
Challenge Rating: | 1/10
Advancement: | —
Level Adjustment: | —
Bats are nocturnal flying mammals. The statistics presented here describe small, insectivorous bats.
Combat
Blindsense (Ex): A bat notices and locates creatures within 20 feet. Opponents still have 100% concealment against a creature with blindsense.
Skills: *A bat has a +4 racial bonus on Spot and Listen checks. These bonuses are lost if its blindsense is negated.

BEAR, BLACK
 | Medium Animal
Hit Dice: | 3d8+6 (19 hp)
Initiative: | +1
Speed: | 40 ft. (8 squares)
Armor Class: | 13 (+1 Dex, +2 natural), touch 11, flat-footed 12
Base Attack /Grapple: | +2/+6
Attack: | Claw +6 melee (1d4+4)
Full Attack: | 2 claws +6 melee (1d4+4) and bite +1 melee (1d6+2)
Space/Reach: | 5 ft./5 ft.
Special Attacks: | —
Special Qualities: | Low-light vision, scent
Saves: | Fort +5, Ref +4, Will +2
Abilities: | Str 19, Dex 13, Con 15, Int 2, Wis 12, Cha 6
Skills: | Climb +4, Listen +4, Spot +4, Swim +8
Feats: | Endurance, Run
Environment: | Temperate forests
Organization: | Solitary or pair
Challenge Rating: | 2
Advancement: | 4–5 HD (Medium)
Level Adjustment: | —
The black bear is a forest-dwelling omnivore that usually is not dangerous unless an interloper threatens its cubs or food supply.
Black bears can be pure black, blond, or cinnamon in color and are rarely more than 5 feet long.
Combat
Black bears rip prey with their claws and teeth.
Skills: A black bear has a +4 racial bonus on Swim checks.

BEAR, BROWN
 | Large Animal
Hit Dice: | 6d8+24 (51 hp)
Initiative: | +1
Speed: | 40 ft. (8 squares)
Armor Class: | 15 (–1 size, +1 Dex, +5 natural), touch 10, flat-footed 14
Base Attack /Grapple: | +4/+16
Attack: | Claw +11 melee (1d8+8)
Full Attack: | 2 claws +11 melee (1d8+8) and bite +6 melee (2d6+4)
Space/Reach: | 10 ft./5 ft.
Special Attacks: | Improved grab
Special Qualities: | Low-light vision, scent
Saves: | Fort +9, Ref +6, Will +3
Abilities: | Str 27, Dex 13, Con 19, Int 2, Wis 12, Cha 6
Skills: | Listen +4, Spot +7, Swim +12
Feats: | Endurance, Run, Track
Environment: | Cold forests
Organization: | Solitary or pair
Challenge Rating: | 4
Advancement: | 7–10 HD (Large)
Level Adjustment: | —
These massive carnivores weigh more than 1,800 pounds and stand nearly 9 feet tall when they rear up on their hind legs. They are bad-tempered and territorial. The brown bear’s statistics can be used for almost any big bear, including the grizzly.
Combat
A brown bear attacks mainly by tearing at opponents with its claws.
Improved Grab (Ex): To use this ability, a brown bear must hit with a claw attack. It can then attempt to start a grapple as a free action without provoking an attack of opportunity.
Skills: A brown bear has a +4 racial bonus on Swim checks.

BEAR, POLAR
 | Large Animal
Hit Dice: | 8d8+32 (68 hp)
Initiative: | +1
Speed: | 40 ft. (8 squares), swim 30 ft.
Armor Class: | 15 (–1 size, +1 Dex, +5 natural), touch 10, flat-footed 14
Base Attack /Grapple: | +6/+18
Attack: | Claw +13 (1d8+8)
Full Attack: | 2 claws +13 melee (1d8+8) and bite +8 melee (2d6+4)
Space/Reach: | 10 ft./5 ft.
Special Attacks: | Improved grab
Special Qualities: | Low-light vision, scent
Saves: | Fort +10, Ref +7, Will +3
Abilities: | Str 27, Dex 13, Con 19, Int 2, Wis 12, Cha 6
Skills: | Hide –2*, Listen +5, Spot +7, Swim +16
Feats: | Endurance, Run, Track
Environment: | Cold plains
Organization: | Solitary or pair
Challenge Rating: | 4
Advancement: | 9–12 HD (Large)
Level Adjustment: | —
These long, lean carnivores are slightly taller than brown bears.
Combat
Polar bears fight just as brown bears do.
Improved Grab (Ex): To use this ability, a polar bear must hit with a claw attack. It can then attempt to start a grapple as a free action without provoking an attack of opportunity.
Skills: A polar bear has a +8 racial bonus on any Swim check to perform some special action or avoid a hazard. It can always choose to take 10 on a Swim check, even if distracted or endangered. It can use the run action while swimming, provided it swims in a straight line. *A polar bear’s white coat bestows a +12 racial bonus on Hide checks in snowy areas.

BISON
 | Large Animal
Hit Dice: | 5d8+15 (37 hp)
Initiative: | +0
Speed: | 40 ft. (8 squares)
Armor Class: | 13 (–1 size, +4 natural), touch 9, flat-footed 13
Base Attack /Grapple: | +3/+13
Attack: | Gore +8 melee (1d8+9)
Full Attack: | Gore +8 melee (1d8+9)
Space/Reach: | 10 ft./5 ft.
Special Attacks: | Stampede
Special Qualities: | Low-light vision, scent
Saves: | Fort +7, Ref +4, Will +1
Abilities: | Str 22, Dex 10, Con 16, Int 2, Wis 11, Cha 4
Skills: | Listen +7, Spot +5
Feats: | Alertness, Endurance
Environment: | Temperate plains
Organization: | Solitary or herd (6–30)
Challenge Rating: | 2
Advancement: | 6–7 HD (Large)
Level Adjustment: | —
These herd animals can be aggressive when protecting young and during the mating season, but they generally prefer flight to fighting. A bison stands more than 6 feet tall at the shoulder and is 9 to 12 feet long. It weigh 1,800 to 2,400 pounds. The bison’s statistics can be used for almost any large herd animal.
Combat
Stampede (Ex): A frightened herd of bison flees as a group in a random direction (but always away from the perceived source of danger). They literally run over anything of Large size or smaller that gets in their way, dealing 1d12 points of damage for each five bison in the herd (Reflex DC 18 half). The save DC is Strength-based.

BOAR
 | Medium Animal
Hit Dice: | 3d8+12 (25 hp)
Initiative: | +0
Speed: | 40 ft. (8 squares)
Armor Class: | 16 (+6 natural), touch 10, flat-footed 16
Base Attack /Grapple: | +2/+4
Attack: | Gore +4 melee (1d8+3)
Full Attack: | Gore +4 melee (1d8+3)
Space/Reach: | 5 ft./5 ft.
Special Attacks: | Ferocity
Special Qualities: | Low-light vision, scent
Saves: | Fort +6, Ref +3, Will +2
Abilities: | Str 15, Dex 10, Con 17, Int 2, Wis 13, Cha 4
Skills: | Listen +7, Spot +5
Feats: | Alertness, Toughness
Environment: | Temperate forests
Organization: | Solitary or herd (5–8)
Challenge Rating: | 2
Advancement: | 4–5 HD (Medium)
Level Adjustment: | —
Though not carnivores, these wild swine are bad-tempered and usually charge anyone who disturbs them. A boar is covered in coarse, grayish-black fur. Adult males are about 4 feet long and 3 feet high at the shoulder.
Combat
Ferocity (Ex): A boar is such a tenacious combatant that it continues to fight without penalty even while disabled or dying.

CAMEL
 | Large Animal
Hit Dice: | 3d8+6 (19 hp)
Initiative: | +3
Speed: | 50 ft. (10 squares)
Armor Class: | 13 (–1 size, +3 Dex, +1 natural) touch 12, flat-footed 10
Base Attack /Grapple: | +2/+10
Attack: | Bite +0 melee (1d4+2*)
Full Attack: | Bite +0 melee* (1d4+2*)
Space/Reach: | 10 ft./5 ft.
Special Attacks: | —
Special Qualities: | Low-light vision, scent
Saves: | Fort +5, Ref +6, Will +1
Abilities: | Str 18, Dex 16, Con 14, Int 2, Wis 11, Cha 4
Skills: | Listen +5, Spot +5
Feats: | Alertness, Endurance
Environment: | Warm deserts
Organization: | Domesticated or herd (6–30)
Challenge Rating: | 1
Advancement: | —
Level Adjustment: | —
Camels are known for their ability to travel long distances without food or water.
The statistics presented here are for the dromedary, or one-humped camel, which thrives in warm deserts. A dromedary stands about 7 feet tall at the shoulder, with its hump rising 1 foot higher. The two-humped, or Bactrian, camel is suited to cooler, rocky areas. It is stockier, slower (speed 40 feet), and has a higher Constitution score (16).
Carrying Capacity: A light load for a camel is up to 300 pounds; a medium load, 301–600 pounds; and a heavy load, 601–900 pounds. A camel can drag 4,500 pounds.
Combat
*A camel’s bite is treated as a secondary attack and adds only half the camel’s Strength bonus to the damage roll.

CAT
 | Tiny Animal
Hit Dice: | 1/2 d8 (2 hp)
Initiative: | +2
Speed: | 30 ft. (6 squares)
Armor Class: | 14 (+2 size, +2 Dex), touch 14, flat-footed 12
Base Attack /Grapple: | +0/–12
Attack: | Claw +4 melee (1d2–4)
Full Attack: | 2 claws +4 melee (1d2–4) and bite –1 melee (1d3–4)
Space/Reach: | 2-1/2 ft./0 ft.
Special Attacks: | —
Special Qualities: | Low-light vision, scent
Saves: | Fort +2, Ref +4, Will +1
Abilities: | Str 3, Dex 15, Con 10, Int 2, Wis 12, Cha 7
Skills: | Balance +10, Climb +6, Hide +16*, Jump +10, Listen +3, Move Silently +8, Spot +3
Feats: | Stealthy, Weapon FinesseB
Environment: | Temperate plains
Organization: | Domesticated or solitary
Challenge Rating: | 1/4
Advancement: | —
Level Adjustment: | —
The statistics presented here describe a common housecat.
Combat
Cats prefer to sneak up on their prey.
Skills: Cats have a +4 racial bonus on Climb, Hide, and Move Silently checks and a +8 racial bonus on Jump checks. Cats have a +8 racial bonus on Balance checks. They use their Dexterity modifier instead of their Strength modifier for Climb and Jump checks. *In areas of tall grass or heavy undergrowth, the Hide bonus rises to +8.

CHEETAH
 | Medium Animal
Hit Dice: | 3d8+6 (19 hp)
Initiative: | +4
Speed: | 50 ft. (10 squares)
Armor Class: | 15 (+4 Dex, +1 natural), touch 14, flat-footed 11
Base Attack /Grapple: | +2/+5
Attack: | Bite +6 melee
Full Attack: | Bite +6 melee (1d6+3) and 2 claws +1 melee (1d2+1)
Space/Reach: | 5 ft./5 ft.
Special Attacks: | Trip
Special Qualities: | Low-light vision, scent, sprint
Saves: | Fort +5, Ref +7, Will +2
Abilities: | Str 16, Dex 19, Con 15, Int 2, Wis 12, Cha 6
Skills: | Hide +6, Listen +4, Move Silently +6, Spot +4
Feats: | Alertness, Weapon Finesse
Environment: | Warm plains
Organization: | Solitary, pair, or family (3–5)
Challenge Rating: | 2
Advancement: | 4–5 HD (Medium)
Level Adjustment: | —
Cheetahs are swift feline predators of the plains. A cheetah is 3 to 5 feet long and weighs 110 to 130 pounds.
Combat
Cheetahs make sudden sprints to bring down prey.
Trip (Ex): A cheetah that hits with a claw or bite attack can attempt to trip the opponent (+3 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 cheetah.
Sprint (Ex): Once per hour, a cheetah can move ten times its normal speed (500 feet) when it makes a charge.

CROCODILE
 | Medium Animal
Hit Dice: | 3d8+9 (22 hp)
Initiative: | +1
Speed: | 20 ft. (4 squares), swim 30 ft.
Armor Class: | 15 (+1 Dex, +4 natural), touch 11, flat-footed 14
Base Attack /Grapple: | +2/+6
Attack: | Bite +6 melee (1d8+6) or tail slap +6 melee (1d12+6)
Full Attack: | Bite +6 melee (1d8+6) or tail slap +6 melee (1d12+6)
Space/Reach: | 5 ft./5 ft.
Special Attacks: | Improved grab
Special Qualities: | Hold breath, low-light vision
Saves: | Fort +6, Ref +4, Will +2
Abilities: | Str 19, Dex 12, Con 17, Int 1, Wis 12, Cha 2
Skills: | Hide +7*, Listen +4, Spot +4, Swim +12
Feats: | Alertness, Skill Focus (Hide)
Environment: | Warm marshes
Organization: | Solitary or colony (6–11)
Challenge Rating: | 2
Advancement: | 4–5 HD (Medium)
Level Adjustment: | —
Crocodiles are aggressive predators 11 to 12 feet long. They lie mostly submerged in rivers or marshes, with only their eyes and nostrils showing, waiting for prey to come within reach.
Combat
Improved Grab (Ex): To use this ability, a crocodile 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, the crocodile establishes a hold on the opponent with its mouth and drags it into deep water, attempting to pin it to the bottom.
Hold Breath (Ex): A crocodile can hold its breath for a number of rounds equal to 4 x its Constitution score before it risks drowning.
Skills: A crocodile has a +8 racial bonus on any Swim check to perform some special action or avoid a hazard. It can always choose to take 10 on a Swim check, even if distracted or endangered. It can use the run action while swimming, provided it swims in a straight line. *A crocodile gains a +4 racial bonus on Hide checks when in the water. Further, a crocodile can lie in the water with only its eyes and nostrils showing, gaining a +10 cover bonus on Hide checks.

CROCODILE, GIANT
 | Huge Animal
Hit Dice: | 7d8+28 (59 hp)
Initiative: | +1
Speed: | 20 ft. (4 squares), swim 30 ft.
Armor Class: | 16 (–2 size, +1 Dex, +7 natural), touch 9, flat-footed 15
Base Attack /Grapple: | +5/+21
Attack: | Bite +11 melee (2d8+12) or tail slap +11 melee (1d12+12)
Full Attack: | Bite +11 melee (2d8+12) or tail slap +11 melee (1d12+12)
Space/Reach: | 15 ft./10 ft.
Special Attacks: | Improved grab
Special Qualities: | Hold breath, low-light vision
Saves: | Fort +9, Ref +6, Will +3
Abilities: | Str 27, Dex 12, Con 19, Int 1, Wis 12, Cha 2
Skills: | Hide +1*, Listen +5, Spot +5, Swim +16
Feats: | Alertness, Endurance, Skill Focus (Hide)
Environment: | Warm marshes
Organization: | Solitary or colony (6–11)
Challenge Rating: | 4
Advancement: | 8–14 HD (Huge)
Level Adjustment: | —
These huge creatures usually live in salt water and can be more than 20 feet long.
Giant crocodiles fight and behave like their smaller cousins.

DOG
 | Small Animal
Hit Dice: | 1d8+2 (6 hp)
Initiative: | +3
Speed: | 40 ft. (8 squares)
Armor Class: | 15 (+1 size, +3 Dex, +1 natural), touch 14, flat-footed 12
Base Attack /Grapple: | +0/–3
Attack: | Bite +2 melee (1d4+1)
Full Attack: | Bite +2 melee (1d4+1)
Space/Reach: | 5 ft./5 ft.
Special Attacks: | —
Special Qualities: | Low-light vision, scent
Saves: | Fort +4, Ref +5, Will +1
Abilities: | Str 13, Dex 17, Con 15, Int 2, Wis 12, Cha 6
Skills: | Jump +7, Listen +5, Spot +5, Survival +1*
Feats: | Alertness, TrackB
Environment: | Temperate plains
Organization: | Solitary or pack (5–12)
Challenge Rating: | 1/3
Advancement: | —
Level Adjustment: | —
The statistics presented here describe a fairly small dog of about 20 to 50 pounds in weight. They also can be used for small wild canines such as coyotes, jackals, and African wild dogs.
Combat
Dogs generally hunt in packs, chasing and exhausting prey until they can drag it down.
Skills: Dogs have a +4 racial bonus on Jump checks. *Dogs have a +4 racial bonus on Survival checks when tracking by scent.

DOG, RIDING
 | Medium Animal
Hit Dice: | 2d8+4 (13 hp)
Initiative: | +2
Speed: | 40 ft. (8 squares)
Armor Class: | 16 (+2 Dex, +4 natural), touch 12, flat-footed 14
Base Attack /Grapple: | +1/+3
Attack: | Bite +3 melee (1d6+3)
Full Attack: | Bite +3 melee (1d6+3)
Space/Reach: | 5 ft./5 ft.
Special Attacks: | —
Special Qualities: | Low-light vision, scent
Saves: | Fort +5, Ref +5, Will +1
Abilities: | Str 15, Dex 15, Con 15, Int 2, Wis 12, Cha 6
Skills: | Jump +8, Listen +5, Spot +5, Swim +3, Survival +1*
Feats: | Alertness, TrackB
Environment: | Temperate plains
Organization: | Solitary or pack (5–12)
Challenge Rating: | 1
Advancement: | —
Level Adjustment: | —
This category includes working breeds such as collies, huskies, and St. Bernards.
Carrying Capacity: A light load for a riding dog is up to 100 pounds; a medium load, 101–200 pounds; and a heavy load, 201–300 pounds. A riding dog can drag 1,500 pounds.
Combat
If trained for war, these animals can make trip attacks just as wolves do (see the Wolf entry). A riding dog can fight while carrying a rider, but the rider cannot also attack unless he or she succeeds on a Ride check.
Skills: Riding dogs have a +4 racial bonus on Jump checks. *Riding dogs have a +4 racial bonus on Survival checks when tracking by scent.

DONKEY
 | Medium Animal
Hit Dice: | 2d8+2 (11 hp)
Initiative: | +1
Speed: | 30 ft. (6 squares)
Armor Class: | 13 (+1 Dex, +2 natural), touch 11, flat-footed 12
Base Attack /Grapple: | +1/+1
Attack: | Bite +1 melee (1d2)
Full Attack: | Bite +1 melee (1d2)
Space/Reach: | 5 ft./5 ft.
Special Attacks: | —
Special Qualities: | Low-light vision, scent
Saves: | Fort +4, Ref +4, Will +0
Abilities: | Str 10, Dex 13, Con 12, Int 2, Wis 11, Cha 4
Skills: | Balance +3, Listen +3, Spot +2
Feats: | Endurance
Environment: | Temperate deserts
Organization: | Solitary
Challenge Rating: | 1/6
Advancement: | —
Level Adjustment: | —
These long-eared, horselike creatures are surefooted and sturdy. The statistics presented here could also describe burros.
Carrying Capacity: A light load for a donkey is up to 50 pounds; a medium load, 51–100 pounds; and a heavy load, 101–150 pounds. A donkey can drag 750 pounds.
Combat
A donkey bites only when it has no way to escape.
Skills: Donkeys have a +2 racial bonus on Balance checks.

EAGLE
 | Small Animal
Hit Dice: | 1d8+1 (5 hp)
Initiative: | +2
Speed: | 10 ft. (2 squares), fly 80 ft. (average)
Armor Class: | 14 (+1 size, +2 Dex, +1 natural), touch 13, flat-footed 12
Base Attack /Grapple: | +0/–4
Attack: | Talons +3 melee (1d4)
Full Attack: | 2 talons +3 melee (1d4) and bite –2 melee (1d4)
Space/Reach: | 5 ft./5 ft.
Special Attacks: | —
Special Qualities: | Low-light vision
Saves: | Fort +3, Ref +4, Will +2
Abilities: | Str 10, Dex 15, Con 12, Int 2, Wis 14, Cha 6
Skills: | Listen +4, Spot +16
Feats: | Alertness, Weapon FinesseB
Environment: | Temperate mountains
Organization: | Solitary or pair
Challenge Rating: | 1/2
Advancement: | 2–3 HD (Medium)
Level Adjustment: | —
These birds of prey inhabit nearly every terrain and climate, though they all prefer high, secluded nesting spots.
A typical eagle is about 3 feet long and has a wingspan of about 7 feet. The statistics presented here can describe any similar-sized, diurnal bird of prey.
Combat
Eagles dive at prey, raking with their powerful talons.
Skills: Eagles have a +8 racial bonus on Spot checks.

ELEPHANT
 | Huge Animal
Hit Dice: | 11d8+55 (104 hp)
Initiative: | +0
Speed: | 40 ft. (8 squares)
Armor Class: | 15 (–2 size, +7 natural), touch 8, flat-footed 15
Base Attack /Grapple: | +8/+26
Attack: | Gore +16 melee (2d8+15)
Full Attack: | Slam +16 melee (2d6+10) and 2 stamps +11 melee (2d6+5); or gore +16 melee (2d8+15)
Space/Reach: | 15 ft./10 ft.
Special Attacks: | Trample 2d8+15
Special Qualities: | Low-light vision, scent
Saves: | Fort +12, Ref +7, Will +6
Abilities: | Str 30, Dex 10, Con 21, Int 2, Wis 13, Cha 7
Skills: | Listen +12, Spot +10
Feats: | Alertness, Endurance, Iron Will, Skill Focus (Listen)
Environment: | Warm plains
Organization: | Solitary or herd (6–30)
Challenge Rating: | 7
Advancement: | 12–22 HD (Huge)
Level Adjustment: | —
Massive herbivores of tropical lands, elephants are unpredictable creatures but nevertheless are sometimes used as mounts or beasts of burden.
This entry describes an African elephant. Indian elephants are slightly smaller and weaker (Strength 28), but more readily trained (Wisdom 15). These statistics can also represent prehistoric creatures such as mammoths and mastodons.
Combat
Elephants tend to charge at threatening creatures.
Trample (Ex): Reflex half DC 25. The save DC is Strength-based.

HAWK
 | Tiny Animal
Hit Dice: | 1d8 (4 hp)
Initiative: | +3
Speed: | 10 ft. (2 squares), fly 60 ft. (average)
Armor Class: | 17 (+2 size, +3 Dex, +2 natural), touch 15, flat-footed 14
Base Attack /Grapple: | +0/–10
Attack: | Talons +5 melee (1d4–2)
Full Attack: | Talons +5 melee (1d4–2)
Space/Reach: | 2-1/2 ft./0 ft.
Special Attacks: | —
Special Qualities: | Low-light vision
Saves: | Fort +2, Ref +5, Will +2
Abilities: | Str 6, Dex 17, Con 10, Int 2, Wis 14, Cha 6
Skills: | Listen +4, Spot +16
Feats: | Alertness, Weapon FinesseB
Environment: | Temperate forests
Organization: | Solitary or pair
Challenge Rating: | 1/3
Advancement: | —
Level Adjustment: | —
These creatures are similar to eagles but slightly smaller: 1 to 2 feet long, with wingspans of 6 feet or less.
Combat
Hawks combine both talons into a single attack.
Skills: Hawks have a +8 racial bonus on Spot checks.

HORSE
Horses are widely domesticated for riding and as beasts of burden.
Combat
A horse not trained for war does not normally use its hooves to attack. Its hoof attack is treated as a secondary attack and adds only half the horse’s Strength bonus to damage. (These secondary attacks are noted with an asterisk in the Attack and Full Attack entries for the heavy horse and the light horse.)
 | Horse, Heavy
 | Large Animal
Hit Dice: | 3d8+6 (19 hp)
Initiative: | +1
Speed: | 50 ft. (10 squares)
Armor Class: | 13 (–1 size, +1 Dex, +3 natural), touch 10, flat-footed 12
Base Attack /Grapple: | +2/+9
Attack: | Hoof –1 melee (1d6+1*)
Full Attack: | 2 hooves –1 melee (1d6+1*)
Space/Reach: | 10 ft./5 ft.
Special Attacks: | —
Special Qualities: | Low-light vision, scent
Saves: | Fort +5, Ref +4, Will +2
Abilities: | Str 16, Dex 13, Con 15, Int 2, Wis 12, Cha 6
Skills: | Listen +4, Spot +4
Feats: | Endurance, Run
Environment: | Temperate plains
Organization: | Domesticated
Challenge Rating: | 1
Advancement: | —
Level Adjustment: | —
The statistics presented here describe large breeds of working horses such as Clydesdales. These animals are usually ready for heavy work by age three. A heavy horse cannot fight while carrying a rider.
Carrying Capacity: A light load for a heavy horse is up to 200 pounds; a medium load, 201–400 pounds; and a heavy load, 401–600 pounds. A heavy horse can drag 3,000 pounds.

 | Horse, Light
 | Large Animal
Hit Dice: | 3d8+6 (19 hp)
Initiative: | +1
Speed: | 60 ft. (12 squares)
Armor Class: | 13 (–1 size, +1 Dex, +3 natural), touch 10, flat-footed 12
Base Attack /Grapple: | +2/+8
Attack: | Hoof –2 melee (1d4+1*)
Full Attack: | 2 hooves –2 melee (1d4+1*)
Space/Reach: | 10 ft./5 ft.
Special Attacks: | —
Special Qualities: | Low-light vision, scent
Saves: | Fort +5, Ref +4, Will +2
Abilities: | Str 14, Dex 13, Con 15, Int 2, Wis 12, Cha 6
Skills: | Listen +4, Spot +4
Feats: | Endurance, Run
Environment: | Temperate plains
Organization: | Domesticated or herd (6–30)
Challenge Rating: | 1
Advancement: | —
Level Adjustment: | —
The statistics presented here describe smaller breeds of working horses such as quarter horses and Arabians as well as wild horses. These animals are usually ready for useful work by age two. A light horse cannot fight while carrying a rider.
Carrying Capacity: A light load for a light horse is up to 150 pounds; a medium load, 151–300 pounds; and a heavy load, 301–450 pounds. A light horse can drag 2,250 pounds.

 | Warhorse, Heavy
 | Large Animal
Hit Dice: | 4d8+12 (30 hp)
Initiative: | +1
Speed: | 50 ft. (10 squares)
Armor Class: | 14 (–1 size, +1 Dex, +4 natural), touch 10, flat-footed 13
Base Attack /Grapple: | +3/+11
Attack: | Hoof +6 melee (1d6+4)
Full Attack: | 2 hooves +6 melee (1d6+4) and bite +1 melee (1d4+2)
Space/Reach: | 10 ft./5 ft.
Special Attacks: | —
Special Qualities: | Low-light vision, scent
Saves: | Fort +7, Ref +5, Will +2
Abilities: | Str 18, Dex 13, Con 17, Int 2, Wis 13, Cha 6
Skills: | Listen +5, Spot +4
Feats: | Endurance, Run
Environment: | Temperate plains
Organization: | Domesticated
Challenge Rating: | 2
Advancement: | —
Level Adjustment: | —
These animals are similar to heavy horses but are trained and bred for strength and aggression. A heavy warhorse can fight while carrying a rider, but the rider cannot also attack unless he or she succeeds on a Ride check.
Carrying Capacity: A light load for a heavy warhorse is up to 300 pounds; a medium load, 301–600 pounds; and a heavy load, 601–900 pounds. A heavy warhorse can drag 4,500 pounds.

 | Warhorse, Light
 | Large Animal
Hit Dice: | 3d8+9 (22 hp)
Initiative: | +1
Speed: | 60 ft. (12 squares)
Armor Class: | 14 (–1 size, +1 Dex, +4 natural), touch 10, flat-footed 13
Base Attack /Grapple: | +2/+9
Attack: | Hoof +4 melee (1d4+3)
Full Attack: | 2 hooves +4 melee (1d4+3) and bite –1 melee (1d3+1)
Space/Reach: | 10 ft./5 ft.
Special Attacks: | —
Special Qualities: | Low-light vision, scent
Saves: | Fort +6, Ref +4, Will +2
Abilities: | Str 16, Dex 13, Con 17, Int 2, Wis 13, Cha 6
Skills: | Listen +4, Spot +4
Feats: | Endurance, Run
Environment: | Temperate plains
Organization: | Domesticated
Challenge Rating: | 1
Advancement: | —
Level Adjustment: | —
These animals or similar to light horses but are trained and bred for strength and aggression. They usually are not ready for warfare before age three. A light warhorse can fight while carrying a rider, but the rider cannot also attack unless he or she succeeds on a Ride check.
Carrying Capacity: A light load for a light warhorse is up to 230 pounds; a medium load, 231–460 pounds; and a heavy load, 461–690 pounds. A light warhorse can drag 3,450 pounds.

HYENA
 | Medium Animal
Hit Dice: | 2d8+4 (13 hp)
Initiative: | +2
Speed: | 50 ft. (10 squares)
Armor Class: | 14 (+2 Dex, +2 natural), touch 12, flat-footed 12
Base Attack /Grapple: | +1/+3
Attack: | Bite +3 melee (1d6+3)
Full Attack: | Bite +3 melee (1d6+3)
Space/Reach: | 5 ft./5 ft.
Special Attacks: | Trip
Special Qualities: | Low-light vision, scent
Saves: | Fort +5, Ref +5, Will +1
Abilities: | Str 14, Dex 15, Con 15, Int 2, Wis 13, Cha 6
Skills: | Hide +3*, Listen +6, Spot +4
Feats: | Alertness
Environment: | Warm deserts
Organization: | Solitary, pair, or pack (7–16)
Challenge Rating: | 1
Advancement: | 3 HD (Medium); 4–5 HD (Large)
Level Adjustment: | —
Hyenas are pack hunters infamous for their cunning and their unnerving vocalizations. The statistics presented here are for a striped hyena, which is about 3 feet long and weighs about 120 pounds.
Combat
A favorite tactic is to send a few individuals against the foe’s front while the rest of the pack circles and attacks from the flanks or rear.
Trip (Ex): A hyena that hits with its bite attack can attempt to trip the opponent (+2 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 hyena.
Skills: *Hyenas have a +4 racial bonus on Hide checks in areas of tall grass or heavy undergrowth.

LEOPARD
 | Medium Animal
Hit Dice: | 3d8+6 (19 hp)
Initiative: | +4
Speed: | 40 ft (8 squares), climb 20 ft.
Armor Class: | 15 (+4 Dex, +1 natural), touch 14, flat-footed 11
Base Attack /Grapple: | +2/+5
Attack: | Bite +6 melee (1d6+3)
Full Attack: | Bite +6 melee (1d6+3) and 2 claws +1 melee (1d3+1)
Space/Reach: | 5 ft./5 ft.
Special Attacks: | Improved grab, pounce, rake 1d3+1
Special Qualities: | Low-light vision, scent
Saves: | Fort +5, Ref +7, Will +2
Abilities: | Str 16, Dex 19, Con 15, Int 2, Wis 12, Cha 6
Skills: | Balance +12, Climb +11, Hide +8*, Jump +11, Listen +6, Move Silently +8, Spot +6
Feats: | Alertness, Weapon Finesse
Environment: | Warm forests
Organization: | Solitary or pair
Challenge Rating: | 2
Advancement: | 4–5 HD (Medium)
Level Adjustment: | —
These jungle cats are about 4 feet long and weigh about 120 pounds. They usually hunt at night. The statistics presented here can describe any feline of similar size, such as jaguars, panthers, and mountain lions.
Combat
Improved Grab (Ex): To use this ability, a leopard 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.
Pounce (Ex): If a leopard charges a foe, it can make a full attack, including two rake attacks.
Rake (Ex): Attack bonus +6 melee, damage 1d3+1.
Skills: Leopards have a +8 racial bonus on Jump checks and a +4 racial bonus on Hide and Move Silently checks. Leopards have a +8 racial bonus on Balance and Climb checks. A leopard can always choose to take 10 on a Climb check, even if rushed or threatened. *In areas of tall grass or heavy undergrowth, the Hide bonus improves to +8.

LION
 | Large Animal
Hit Dice: | 5d8+10 (32 hp)
Initiative: | +3
Speed: | 40 ft. (8 squares)
Armor Class: | 15 (–1 size, +3 Dex, +3 natural), touch 12, flat-footed 12
Base Attack /Grapple: | +3/+12
Attack: | Claw +7 melee (1d4+5)
Full Attack: | 2 claws +7 melee (1d4+5) and bite +2 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 +6, Ref +7, Will +2
Abilities: | Str 21, Dex 17, Con 15, Int 2, Wis 12, Cha 6
Skills: | Balance +7, Hide +3*, Listen +5, Move Silently +11, Spot +5
Feats: | Alertness, Run
Environment: | Warm plains
Organization: | Solitary, pair, or pride (6–10)
Challenge Rating: | 3
Advancement: | 6–8 HD (Large)
Level Adjustment: | —
The statistics presented here describe a male African lion, which is 5 to 8 feet long and weighs 330 to 550 pounds. Females are slightly smaller but use the same statistics.
Combat
Pounce (Ex): If a lion charges a foe, it can make a full attack, including two rake attacks.
Improved Grab (Ex): To use this ability, a lion 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 +7 melee, damage 1d4+2.
Skills: Lions have a +4 racial bonus on Balance, Hide, and Move Silently checks. *In areas of tall grass or heavy undergrowth, the Hide bonus improves to +12.

LIZARD
 | Tiny Animal
Hit Dice: | 1/2 d8 (2 hp)
Initiative: | +2
Speed: | 20 ft. (4 squares), climb 20 ft.
Armor Class: | 14 (+2 size, +2 Dex), touch 14, flat-footed 12
Base Attack /Grapple: | +0/–12
Attack: | Bite +4 melee (1d4–4)
Full Attack: | Bite +4 melee (1d4–4)
Space/Reach: | 2-1/2 ft./0 ft.
Special Attacks: | —
Special Qualities: | Low-light vision
Saves: | Fort +2, Ref +4, Will +1
Abilities: | Str 3, Dex 15, Con 10, Int 1, Wis 12, Cha 2
Skills: | Balance +10, Climb +12, Hide +12, Listen +3, Spot +3
Feats: | Stealthy, Weapon FinesseB
Environment: | Warm forests
Organization: | Solitary
Challenge Rating: | 1/6
Advancement: | —
Level Adjustment: | —

The statistics presented here describe small, nonvenomous lizards of perhaps a foot or two in length, such as an iguana.
Combat
Lizards prefer flight to combat, but they can bite painfully if there is no other option.
Skills: Lizards have a +8 racial bonus on Balance checks. They also have a +8 racial bonus on Climb checks and can always choose to take 10 on Climb checks, even if rushed or threatened. Lizards use their Dexterity modifier instead of their Strength modifier for Climb checks.

LIZARD, MONITOR
 | Medium Animal
Hit Dice: | 3d8+9 (22 hp)
Initiative: | +2
Speed: | 30 ft. (6 squares), swim 30 ft.
Armor Class: | 15 (+2 Dex, +3 natural), touch 12, flat-footed 13
Base Attack /Grapple: | +2/+5
Attack: | Bite +5 melee (1d8+4)
Full Attack: | Bite +5 melee (1d8+4)
Space/Reach: | 5 ft./5 ft.
Special Attacks: | —
Special Qualities: | Low-light vision
Saves: | Fort +8, Ref +5, Will +2
Abilities: | Str 17, Dex 15, Con 17, Int 1, Wis 12, Cha 2
Skills: | Climb +7, Hide +6*, Listen +4, Move Silently +6, Spot +4, Swim +11
Feats: | Alertness, Great Fortitude
Environment: | Warm forests
Organization: | Solitary
Challenge Rating: | 2
Advancement: | 4–5 HD (Medium)
Level Adjustment: | —
This category includes fairly large, carnivorous lizards from 3 to 5 feet long.
Combat
Monitor lizards can be aggressive, using their powerful jaws to tear at prey or enemies.
Skills: A monitor lizard has a +8 racial bonus on any Swim check to perform some special action or avoid a hazard. It can always choose to take 10 on a Swim check, even if distracted or endangered. It can use the run action while swimming, provided it swims in a straight line. Monitor lizards have a +4 racial bonus on Hide and Move Silently checks. *In forested or overgrown areas, the Hide bonus improves to +8.

MANTA RAY
 | Large Animal (Aquatic)
Hit Dice: | 4d8 (18 hp)
Initiative: | +0
Speed: | Swim 30 ft. (6 squares)
Armor Class: | 12 (–1 size, +3 natural), touch 9, flat-footed 12
Base Attack /Grapple: | +3/+9
Attack: | Ram –1 melee* (1d6+1)
Full Attack: | Ram –1 melee* (1d6+1)
Space/Reach: | 10 ft./5 ft.
Special Attacks: | —
Special Qualities: | Low-light vision
Saves: | Fort +4, Ref +4, Will +2
Abilities: | Str 15, Dex 11, Con 10, Int 1, Wis 12, Cha 2
Skills: | Listen +7, Spot +6, Swim +10
Feats: | Alertness, Endurance
Environment: | Warm aquatic
Organization: | Solitary or school (2–5)
Challenge Rating: | 1
Advancement: | 5–6 HD (Medium)
Level Adjustment: | —
These fish are nonaggressive and generally avoid contact with other creatures. They filter plankton and similar small organisms from the water through their gaping, toothless maws.
Combat
*If threatened, a manta ray uses its size and weight to ram opponents. This is treated as a secondary attack.
Skills: A manta ray has a +8 racial bonus on any Swim check to perform some special action or avoid a hazard. It can always choose to take 10 on a Swim check, even if distracted or endangered. It can use the run action while swimming, provided it swims in a straight line.

MONKEY
 | Tiny Animal
Hit Dice: | 1d8 (4 hp)
Initiative: | +2
Speed: | 30 ft. (6 squares), climb 30 ft.
Armor Class: | 14 (+2 size, +2 Dex), touch 14, flat-footed 12
Base Attack /Grapple: | +0/–12
Attack: | Bite +4 melee (1d3–4)
Full Attack: | Bite +4 melee (1d3–4)
Space/Reach: | 2-1/2 ft./0 ft.
Special Attacks: | —
Special Qualities: | Low-light vision
Saves: | Fort +2, Ref +4, Will +1
Abilities: | Str 3, Dex 15, Con 10, Int 2, Wis 12, Cha 5
Skills: | Balance + 12, Climb +10, Hide +10, Listen +3, Spot +3
Feats: | Agile, Weapon FinesseB
Environment: | Warm forests
Organization: | Troop (10–40)
Challenge Rating: | 1/6
Advancement: | 2–3 HD (Small)
Level Adjustment: | —
The statistics presented here can describe any arboreal monkey that is no bigger than a housecat, such as a colobus or capuchin.
Combat
Monkeys generally flee into the safety of the trees, but if cornered can fight ferociously.
Skills: Monkeys have a +8 racial bonus on Balance and Climb checks. They can always choose to take 10 on Climb checks, even if rushed or threatened. They use their Dexterity modifier instead of their Strength modifier for Climb checks.

MULE
 | Large Animal
Hit Dice: | 3d8+9 (22 hp)
Initiative: | +1
Speed: | 30 ft. (6 squares)
Armor Class: | 13 (–1 size, +1 Dex, +3 natural), touch 10, flat-footed 12
Base Attack /Grapple: | +2/+9
Attack: | Hoof +4 melee (1d4+3)
Full Attack: | 2 hooves +4 melee (1d4+3)
Space/Reach: | 10 ft./5 ft.
Special Attacks: | —
Special Qualities: | Low-light vision, scent
Saves: | Fort +6, Ref +4, Will +1
Abilities: | Str 16, Dex 13, Con 17, Int 2, Wis 11, Cha 6
Skills: | Listen +6, Spot +6
Feats: | Alertness, Endurance
Environment: | Warm plains
Organization: | Domesticated
Challenge Rating: | 1
Advancement: | —
Level Adjustment: | —
Mules are sterile crossbreeds of donkeys and horses. A mule is similar to a light horse, but slightly stronger and more agile.
Combat
A mule’s powerful kick can be dangerous.
Carrying Capacity: A light load for a mule is up to 230 pounds; a medium load, 231–460 pounds; and a heavy load, 461–690 pounds. A mule can drag 3,450 pounds.
Skills: Mules have a +2 racial bonus on Dexterity checks to avoid slipping or falling.

OCTOPUS
 | Small Animal (Aquatic)
Hit Dice: | 2d8 (9 hp)
Initiative: | +3
Speed: | 20 ft. (4 squares), swim 30 ft.
Armor Class: | 16 (+1 size, +3 Dex, +2 natural), touch 14, flat-footed 13
Base Attack /Grapple: | +1/+2
Attack: | Arms +5 melee (0)
Full Attack: | Arms +5 melee (0) and bite +0 melee (1d3)
Space/Reach: | 5 ft./5 ft.
Special Attacks: | Improved grab
Special Qualities: | Ink cloud, jet, low-light vision
Saves: | Fort +3, Ref +6, Will +1
Abilities: | Str 12, Dex 17, Con 11, Int 2, Wis 12, Cha 3
Skills: | Escape Artist +13, Hide +11, Listen +2, Spot +5, Swim +9
Feats: | Weapon Finesse
Environment: | Warm aquatic
Organization: | Solitary
Challenge Rating: | 1
Advancement: | 3–6 HD (Medium)
Level Adjustment: | —
These bottom-dwelling sea creatures are dangerous only to their prey. If disturbed, they usually try to escape.
Combat
Improved Grab (Ex): To use this ability, an octopus must hit an opponent of any size with its arms 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 automatically deals bite damage.
Ink Cloud (Ex): An octopus can emit a cloud of jet-black ink 10 feet high by 10 feet wide by 10 feet long once per minute as a free action. The cloud provides total concealment, which the octopus normally uses to escape a losing fight. All vision within the cloud is obscured.
Jet (Ex): An octopus can jet backward once per round as a full-round action, at a speed of 200 feet. It must move in a straight line, but does not provoke attacks of opportunity while jetting.
Skills: An octopus can change colors, giving it a +4 racial bonus on Hide checks. An octopus also can squeeze and contort its body, giving it a +10 racial bonus on Escape Artist checks. An octopus has a +8 racial bonus on any Swim check to perform some special action or avoid a hazard. It can always choose to take 10 on a Swim check, even if distracted or endangered. It can use the run action while swimming, provided it swims in a straight line.

OCTOPUS, GIANT
 | Large Animal (Aquatic)
Hit Dice: | 8d8+11 (47 hp)
Initiative: | +2
Speed: | 20 ft. (4 squares), swim 30 ft.
Armor Class: | 18 (–1 size, +2 Dex, +7 natural), touch 11, flat-footed 16
Base Attack /Grapple: | +6/+15
Attack: | Tentacle +10 melee (1d4+5)
Full Attack: | 8 tentacles +10 melee (1d4+5) and bite +5 melee (1d8+2)
Space/Reach: | 10 ft./10 ft. (20 ft. with tentacle)
Special Attacks: | Improved grab, constrict
Special Qualities: | Ink cloud, jet, low-light vision
Saves: | Fort +7, Ref +8, Will +3
Abilities: | Str 20, Dex 15, Con 13, Int 2, Wis 12, Cha 3
Skills: | Escape Artist +12, Hide +12, Listen +4, Spot +6, Swim +13
Feats: | Alertness, Skill Focus (Hide), Toughness
Environment: | Warm aquatic
Organization: | Solitary
Challenge Rating: | 8
Advancement: | 9–12 HD (Large); 13–24 HD (Huge)
Level Adjustment: | —
These creatures are aggressive and territorial hunters, with arms reaching 10 feet or more in length. Their tentacles are studded with barbs and sharp-edged suckers.
Combat
An opponent can attack a giant octopus’s tentacles with a sunder attempt as if they were weapons. A giant octopus’s tentacles have 10 hit points each. If a giant octopus is currently grappling a target with the tentacle that is being attacked, it usually uses another limb to make its attack of opportunity against the opponent making the sunder attempt. Severing one of a giant octopus’s tentacles deals 5 points of damage to the creature. A giant octopus usually withdraws from combat if it loses four tentacles. The creature regrows severed limbs in 1d10+10 days.
Constrict (Ex): A giant octopus deals 2d8+6 points of damage with a successful grapple check.
Improved Grab (Ex): To use this ability, a giant octopus must hit an opponent of any size with a 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.
Ink Cloud (Ex): A giant octopus can emit a cloud of jet-black ink 20 feet high by 20 feet wide by 20 feet long once per minute as a free action. The cloud provides total concealment, which the octopus normally uses to escape a losing fight. All vision within the cloud is obscured.
Jet (Ex): A giant octopus can jet backward once per round as a full-round action, at a speed of 200 feet. It must move in a straight line, but does not provoke attacks of opportunity while jetting.
Skills: A giant octopus can change colors, giving it a +4 racial bonus on Hide checks. A giant octopus also can squeeze and contort its body, giving it a +10 racial bonus on Escape Artist checks. A giant octopus has a +8 racial bonus on any Swim check to perform some special action or avoid a hazard. It can always choose to take 10 on a Swim check, even if distracted or endangered. It can use the run action while swimming, provided it swims in a straight line.

OWL
 | Tiny Animal
Hit Dice: | 1d8 (4 hp)
Initiative: | +3
Speed: | 10 ft. (2 squares), fly 40 ft. (average)
Armor Class: | 17 (+2 size, +3 Dex, +2 natural), touch 15, flat-footed 14
Base Attack /Grapple: | +0/–11
Attack: | Talons +5 melee (1d4–3)
Full Attack: | Talons +5 melee (1d4–3)
Space/Reach: | 2-1/2 ft./0 ft.
Special Attacks: | —
Special Qualities: | Low-light vision
Saves: | Fort +2, Ref +5, Will +2
Abilities: | Str 4, Dex 17, Con 10, Int 2, Wis 14, Cha 4
Skills: | Listen +16, Move Silently +17, Spot +8*
Feats: | Alertness, Weapon FinesseB
Environment: | Temperate forests
Organization: | Solitary
Challenge Rating: | 1/4
Advancement: | 2 HD (Small)
Level Adjustment: | —
The statistics presented here describe nocturnal birds of prey from 1 to 2 feet long, with wingspans up to 6 feet. They combine both talons into a single attack.
Combat
Owls swoop quietly down onto prey, attacking with their powerful talons.
Skills: Owls have a +8 racial bonus on Listen checks and a +14 racial bonus on Move Silently checks. *They have a +8 racial bonus on Spot checks in areas of shadowy illumination.

PONY
 | Medium Animal
Hit Dice: | 2d8+2 (11 hp)
Initiative: | +1
Speed: | 40 ft. (8 squares)
Armor Class: | 13 (+1 Dex, +2 natural), touch 11, flat-footed 12
Base Attack /Grapple: | +1/+2
Attack: | Hoof –3 melee (1d3*)
Full Attack: | 2 hooves –3 melee (1d3*)
Space/Reach: | 5 ft./5 ft.
Special Attacks: | —
Special Qualities: | Low-light vision, scent
Saves: | Fort +4, Ref +4, Will +0
Abilities: | Str 13, Dex 13, Con 12, Int 2, Wis 11, Cha 4
Skills: | Listen +5, Spot +5
Feats: | Endurance
Environment: | Temperate plains
Organization: | Solitary
Challenge Rating: | 1/4
Advancement: | —
Level Adjustment: | —
The statistics presented here describe a small horse, under 5 feet tall at the shoulder. Ponies are otherwise similar to light horses and cannot fight while carrying a rider.
Combat
*A pony not trained for war does not normally use its hooves to attack but rather to run. Its hoof attack is treated as a secondary attack and adds only half the pony’s Strength bonus to damage.
Carrying Capacity: A light load for a pony is up to 75 pounds; a medium load, 76–150 pounds; and a heavy load, 151–225 pounds. A pony can drag 1,125 pounds.

PONY, WAR
 | Medium Animal
Hit Dice: | 2d8+4 (13 hp)
Initiative: | +1
Speed: | 40 ft. (8 squares)
Armor Class: | 13 (+1 Dex, +2 natural), touch 11, flat-footed 12
Base Attack /Grapple: | +1/+3
Attack: | Hoof +3 melee (1d3+2)
Full Attack: | 2 hooves +3 melee (1d3+2)
Space/Reach: | 5 ft./5 ft.
Special Attacks: | —
Special Qualities: | Low-light vision, scent
Saves: | Fort +5, Ref +4, Will +0
Abilities: | Str 15, Dex 13, Con 14, Int 2, Wis 11, Cha 4
Skills: | Listen +5, Spot +5
Feats: | Endurance
Environment: | Temperate plains
Organization: | Domesticated
Challenge Rating: | 1/2
Advancement: | —
Level Adjustment: | —
Warponies are bred for strength and aggression, and are similar to light warhorses.
Combat
A warpony can fight while carrying a rider, but the rider cannot also attack unless he or she succeeds on a Ride check.
Carrying Capacity: A light load for a warpony is up to 100 pounds; a medium load, 101–200 pounds; and a heavy load, 201–300 pounds. A warpony can drag 1,500 pounds.

PORPOISE
 | Medium Animal
Hit Dice: | 2d8+2 (11 hp)
Initiative: | +3
Speed: | Swim 80 ft. (16 squares)
Armor Class: | 15 (+3 Dex, +2 natural), touch 13, flat-footed 12
Base Attack /Grapple: | +1/+1
Attack: | Slam +4 melee (2d4)
Full Attack: | Slam +4 melee (2d4)
Space/Reach: | 5 ft./5 ft.
Special Attacks: | —
Special Qualities: | Blindsight 120 ft., hold breath, low-light vision
Saves: | Fort +4, Ref +6, Will +1
Abilities: | Str 11, Dex 17, Con 13, Int 2, Wis 12, Cha 6
Skills: | Listen +8*, Spot +7*, Swim +8
Feats: | Weapon Finesse
Environment: | Temperate aquatic
Organization: | Solitary, pair, or school (3–20)
Challenge Rating: | 1/2
Advancement: | 3–4 HD (Medium); 5–6 HD (Large)
Level Adjustment: | —
Porpoises are mammals that tend to be playful, friendly, and helpful. A typical porpoise is 4 to 6 feet long and weighs 110 to 160 pounds. The statistics presented here can describe any small whale of similar size.
Combat
Blindsight (Ex): Porpoises can “see” by emitting high-frequency sounds, inaudible to most other creatures, that allow them to locate objects and creatures within 120 feet. A silence spell negates this and forces the porpoise to rely on its vision, which is approximately as good as a human’s.
Hold Breath (Ex): A porpoise can hold its breath for a number of rounds equal to 6 x its Constitution score before it risks drowning.
Skills: A porpoise has a +8 racial bonus on any Swim check to perform some special action or avoid a hazard. It can always choose to take 10 on a Swim check, even if distracted or endangered. It can use the run action while swimming, provided it swims in a straight line. *A porpoise has a +4 racial bonus on Spot and Listen checks. These bonuses are lost if its blindsight is negated.

RAT
 | Tiny Animal
Hit Dice: | 1/4 d8 (1 hp)
Initiative: | +2
Speed: | 15 ft. (3 squares), climb 15 ft., swim 15 ft.
Armor Class: | 14 (+2 size, +2 Dex), touch 14, flat-footed 12
Base Attack /Grapple: | +0/–12
Attack: | Bite +4 melee (1d3–4)
Full Attack: | Bite +4 melee (1d3–4)
Space/Reach: | 2-1/2 ft./0 ft.
Special Attacks: | —
Special Qualities: | Low-light vision, scent
Saves: | Fort +2, Ref +4, Will +1
Abilities: | Str 2, Dex 15, Con 10, Int 2, Wis 12, Cha 2
Skills: | Balance +10, Climb +12, Hide +16, Move Silently +12, Swim +10
Feats: | Stealthy, Weapon FinesseB
Environment: | Any
Organization: | Plague (10–100)
Challenge Rating: | 1/8
Advancement: | —
Level Adjustment: | —
These omnivorous rodents thrive almost anywhere.
Combat
Rats usually run away. They bite only as a last resort.
Skills: Rats have a +4 racial bonus on Hide and Move Silently checks, and a +8 racial bonus on Balance, Climb, and Swim checks. A rat can always choose to take 10 on Climb checks, even if rushed or threatened. A rat uses its Dexterity modifier instead of its Strength modifier for Climb and Swim checks. A rat has a +8 racial bonus on any Swim check to perform some special action or avoid a hazard. It can always choose to take 10 on a Swim check, even if distracted or endangered. It can use the run action while swimming, provided it swims in a straight line.

RAVEN
 | Tiny Animal
Hit Dice: | 1/4 d8 (1 hp)
Initiative: | +2
Speed: | 10 ft. (2 squares), fly 40 ft. (average)
Armor Class: | 14 (+2 size, +2 Dex), touch 14, flat-footed 12
Base Attack /Grapple: | +0/–13
Attack: | Claws +4 melee (1d2–5)
Full Attack: | Claws +4 melee (1d2–5)
Space/Reach: | 2-1/2 ft./0 ft.
Special Attacks: | —
Special Qualities: | Low-light vision
Saves: | Fort +2, Ref +4, Will +2
Abilities: | Str 1, Dex 15, Con 10, Int 2, Wis 14, Cha 6
Skills: | Listen +5, Spot +7
Feats: | Alertness, Weapon FinesseB
Environment: | Temperate forests
Organization: | Solitary
Challenge Rating: | 1/6
Advancement: | —
Level Adjustment: | —
These glossy black birds are about 2 feet long and have wingspans of about 4 feet. They combine both claws into a single attack. The statistics presented here can describe most nonpredatory birds of similar size.

RHINOCEROS
 | Large Animal
Hit Dice: | 8d8+40 (76 hp)
Initiative: | +0
Speed: | 30 ft. (6 squares)
Armor Class: | 16 (–1 size, +7 natural), touch 9, flat-footed 16
Base Attack /Grapple: | +6/+18
Attack: | Gore +13 melee (2d6+12)
Full Attack: | Gore +13 melee (2d6+12)
Space/Reach: | 10 ft./5 ft.
Special Attacks: | Powerful charge
Special Qualities: | Low-light vision
Saves: | Fort +11, Ref +6, Will +3
Abilities: | Str 26, Dex 10, Con 21, Int 2, Wis 13, Cha 2
Skills: | Listen +14, Spot +3
Feats: | Alertness, Endurance, Improved Natural Attack (gore)
Environment: | Warm plains
Organization: | Solitary or herd (2–12)
Challenge Rating: | 4
Advancement: | 9–12 HD (Large); 13–24 HD (Huge)
Level Adjustment: | —
The rhinoceros is infamous for its bad temper and willingness to charge intruders.
The statistics presented here are based on the African black rhino, which is 6 to 14 feet long, 3 to 6 feet high at the shoulder, and weighs up to 6,000 pounds. These statistics can describe any herbivore of similar size and similar natural weapons (antlers, horns, tusks, or the like).
Combat
When it is harassed or annoyed, a rhinoceros lowers its head and charges.
Powerful Charge (Ex): A rhinoceros deals 4d6+24 points of damage when it makes a charge.

SHARK
 | Shark, Medium | Shark, Large | Shark, Huge
 | Medium Animal (Aquatic) | Large Animal (Aquatic) | Huge Animal (Aquatic)
Hit Dice: | 3d8+3 (16 hp) | 7d8+7 (38 hp) | 10d8+20 (65 hp)
Initiative: | +2 | +6 | +6
Speed: | Swim 60 ft. (12 squares) | Swim 60 ft. (12 squares) | Swim 60 ft. (12 squares)
Armor Class: | 15 (+2 Dex, +3 natural), touch 12, flat-footed 13 | 15 (–1 size, +2 Dex, +4 natural), touch 11, flat-footed 13 | 15 (–2 size, +2 Dex, +5 natural), touch 10, flat-footed 13
Base Attack /Grapple: | +2/+3 | +5/+12 | +7/+20
Attack: | Bite +4 melee (1d6+1) | Bite +7 melee (1d8+4) | Bite +10 melee (2d6+7)
Full Attack: | Bite +4 melee (1d6+1) | Bite +7 melee (1d8+4) | Bite +10 melee (2d6+7)
Space/Reach: | 5 ft./5 ft. | 10 ft./5 ft. | 15 ft./10 ft.
Special Attacks: | — | — | —
Special Qualities: | Blindsense, keen scent | Blindsense, keen scent | Blindsense, keen scent
Saves: | Fort +4, Ref +5, Will +2 | Fort +8, Ref +7, Will +3 | Fort +11, Ref +9, Will +4
Abilities: | Str 13, Dex 15, Con 13, Int 1, Wis 12, Cha 2 | Str 17, Dex 15, Con 13, Int 1, Wis 12, Cha 2 | Str 21, Dex 15, Con 15, Int 1, Wis 12, Cha 2
Skills: | Listen +6, Spot +6, Swim +9 | Listen +8, Spot +7, Swim +11 | Listen +10, Spot +10, Swim +13
Feats: | Alertness, Weapon Finesse | Alertness, Great Fortitude, Improved Initiative | Alertness, Great Fortitude, Improved Initiative, Iron Will
Environment: | Cold aquatic | Cold aquatic | Cold aquatic
Organization: | Solitary, school (2–5), or pack (6–11) | Solitary, school (2–5), or pack (6–11) | Solitary, school (2–5), or pack (6–11)
Challenge Rating: | 1 | 2 | 4
Advancement: | 4–6 HD (Medium) | 8–9 HD (Large) | 11–17 HD (Huge)
Level Adjustment: | — | — | —
These carnivorous fish are aggressive and liable to make unprovoked attacks against anything that approaches them. Smaller sharks are from 5 to 8 feet long and not usually dangerous to creatures other than their prey. Large sharks can reach around 15 feet in length and are a serious threat. Huge sharks are true monsters, like great whites, that can exceed 20 feet in length.
Combat
Sharks circle and observe potential prey, then dart in and bite with their powerful jaws.
Blindsense (Ex): A shark can locate creatures underwater within a 30-foot radius. This ability works only when the shark is underwater.
Keen Scent (Ex): A shark can notice creatures by scent in a 180-foot radius and detect blood in the water at ranges of up to a mile.
Skills: A shark has a +8 racial bonus on any Swim check to perform some special action or avoid a hazard. It can always choose to take 10 on a Swim check, even if distracted or endangered. It can use the run action while swimming, provided it swims in a straight line.

SNAKE
Snakes usually are not aggressive and flee when confronted.
Skills: Snakes have a +4 racial bonus on Hide, Listen, and Spot checks and a +8 racial bonus on Balance and Climb checks. A snake can always choose to take 10 on a Climb check, even if rushed or threatened. Snakes use either their Strength modifier or Dexterity modifier for Climb checks, whichever is higher. A snake has a +8 racial bonus on any Swim check to perform some special action or avoid a hazard. It can always choose to take 10 on a Swim check, even if distracted or endangered. It can use the run action while swimming, provided it swims in a straight line.

Constrictor Snake
 | Medium Animal
Hit Dice: | 3d8+6 (19 hp)
Initiative: | +3
Speed: | 20 ft. (4 squares), climb 20 ft., swim 20 ft.
Armor Class: | 15 (+3 Dex, +2 natural), touch 13, flat-footed 12
Base Attack /Grapple: | +2/+5
Attack: | Bite +5 melee (1d3+4)
Full Attack: | Bite +5 melee (1d3+4)
Space/Reach: | 5 ft./5 ft.
Special Attacks: | Constrict 1d3+4, improved grab
Special Qualities: | Scent
Saves: | Fort +4, Ref +6, Will +2
Abilities: | Str 17, Dex 17, Con 13, Int 1, Wis 12, Cha 2
Skills: | Balance +11, Climb +14, Hide +10, Listen +7, Spot +7, Swim +11
Feats: | Alertness, Toughness
Environment: | Warm forests
Organization: | Solitary
Challenge Rating: | 2
Advancement: | 4–5 HD (Medium); 6–10 HD (Large)
Level Adjustment: | —
Constrictor snakes usually are not aggressive and flee when confronted. They hunt for food but do not attempt to make a meal out of any creature that is too large to constrict.
Combat
Constrictor snakes hunt by grabbing prey with their mouths and then squeezing it with their powerful bodies.
Constrict (Ex): On a successful grapple check, a constrictor snake deals 1d3+4 points of damage.
Improved Grab (Ex): To use this ability, a constrictor snake 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 constrict.

Constrictor Snake, Giant
 | Huge Animal
Hit Dice: | 11d8+14 (63 hp)
Initiative: | +3
Speed: | 20 ft. (4 squares), climb 20 ft., swim 20 ft.
Armor Class: | 15 (–2 size, +3 Dex, +4 natural), touch 11, flat-footed 12
Base Attack /Grapple: | +8/+23
Attack: | Bite +13 melee (1d8+10)
Full Attack: | Bite +13 melee (1d8+10)
Space/Reach: | 15 ft./10 ft.
Special Attacks: | Constrict 1d8+10, improved grab
Special Qualities: | Scent
Saves: | Fort +8, Ref +10, Will +4
Abilities: | Str 25, Dex 17, Con 13, Int 1, Wis 12, Cha 2
Skills: | Balance +11, Climb +17, Hide +10, Listen +9, Spot +9, Swim +16
Feats: | Alertness, Endurance, Skill Focus (Hide), Toughness
Environment: | Warm forests
Organization: | Solitary
Challenge Rating: | 5
Advancement: | 12–16 HD (Huge); 17–33 HD (Gargantuan)
Level Adjustment: | —
Giant constrictor snakes are more aggressive than their smaller cousins, principally because they need a great amount of food to survive.

Viper Snake
 | Snake, Tiny Viper | Snake, Small Viper
 | Tiny Animal | Small Animal
Hit Dice: | 1/4 d8 (1 hp) | 1d8 (4 hp)
Initiative: | +7 | +7
Speed: | 15 ft. (3 squares), climb 15 ft., swim 15 ft. | 20 ft. (4 squares), climb 20 ft., swim 20 ft.
Armor Class: | 17 (+2 size, +3 Dex, +2 natural), touch 15, flat-footed 14 | 17 (+1 size, +3 Dex, +3 natural), touch 14, flat-footed 14
Base Attack /Grapple: | +0/–11 | +0/–6
Attack: | Bite +5 melee (1 plus poison) | Bite +4 melee (1d2–2 plus poison)
Full Attack: | Bite +5 melee (1 plus poison) | Bite +4 melee (1d2–2 plus poison)
Space/Reach: | 2-1/2 ft./0 ft. | 5 ft./5 ft.
Special Attacks: | Poison | Poison
Special Qualities: | Scent | Scent
Saves: | Fort +2, Ref +5, Will +1 | Fort +2, Ref +5, Will +1
Abilities: | Str 4, Dex 17, Con 11, Int 1, Wis 12, Cha 2 | Str 6, Dex 17, Con 11, Int 1, Wis 12, Cha 2
Skills: | Balance +11, Climb +11, Hide +15, Listen +6, Spot +6, Swim +5 | Balance +11, Climb +11, Hide +11, Listen +7, Spot +7, Swim +6
Feats: | Improved Initiative, Weapon FinesseB | Improved Initiative, Weapon FinesseB
Environment: | Temperate marshes | Temperate marshes
Organization: | Solitary | Solitary
Challenge Rating: | 1/3 | 1/2
Advancement: | — | —
Level Adjustment: | — | —

 | Snake, Medium Viper | Snake, Large Viper | Snake, Huge Viper
 | Medium Animal | Large Animal | Huge Animal
Hit Dice: | 2d8 (9 hp) | 3d8 (13 hp) | 6d8+6 (33 hp)
Initiative: | +7 | +7 | +6
Speed: | 20 ft. (4 squares), climb 20 ft., swim 20 ft. | 20 ft. (4 squares), climb 20 ft., swim 20 ft. | 20 ft. (4 squares), climb 20 ft., swim 20 ft.
Armor Class: | 16 (+3 Dex, +3 natural), touch 13, flat-footed 13 | 15 (–1 size, +3 Dex, +3 natural), touch 12, flat-footed 12 | 15 (–2 size, +2 Dex, +5 natural), touch 10, flat-footed 15
Base Attack /Grapple: | +1/+0 | +2/+6 | +4/+15
Attack: | Bite +4 melee (1d4–1 plus poison) | Bite +4 melee (1d4 plus poison) | Bite +6 melee (1d6+4 plus poison)
Full Attack: | Bite +4 melee (1d4–1 plus poison) | Bite +4 melee (1d4 plus poison) | Bite +6 melee (1d6+4 plus poison)
Space/Reach: | 5 ft./5 ft. | 10 ft./5 ft. | 15 ft./10 ft.
Special Attacks: | Poison | Poison | Poison
Special Qualities: | Scent | Scent | Scent
Saves: | Fort +3, Ref +6, Will +1 | Fort +3, Ref +6, Will +2 | Fort +6, Ref +7, Will +3
Abilities: | Str 8, Dex 17, Con 11, Int 1, Wis 12, Cha 2 | Str 10, Dex 17, Con 11, Int 1, Wis 12, Cha 2 | Str 16, Dex 15, Con 13, Int 1, Wis 12, Cha 2
Skills: | Balance +11, Climb +11, Hide +12, Listen +5, Spot +5, Swim +7 | Balance +11, Climb +11, Hide +8, Listen +5, Spot +6, Swim +8 | Balance +10, Climb +11, Hide +3, Listen +7, Spot +7, Swim +11
Feats: | Improved Initiative, Weapon FinesseB | Improved Initiative, Weapon Finesse | Improved Initiative, Run, Weapon Focus (bite)
Environment: | Temperate marshes | Temperate marshes | Temperate marshes
Organization: | Solitary | Solitary | Solitary
Challenge Rating: | 1 | 2 | 3
Advancement: | — | — | 7–18 HD (Huge)
Level Adjustment: | — | — | —
These creatures range widely in size. They are not particularly aggressive, but will often lash out with a bite attack before attempting to retreat.
Combat
Viper snakes rely on their venomous bite to kill prey and defend themselves.
Poison (Ex): A viper snake has a poisonous bite that deals initial and secondary damage of 1d6 Con. The save DC varies by the snake’s size, as shown on the table below. The save DCs are Constitution-based.
Size | Fort DC
Tiny | 10
Small | 10
Medium | 11
Large | 11
Huge | 14

SQUID
 | Medium Animal (Aquatic)
Hit Dice: | 3d8 (13 hp)
Initiative: | +3
Speed: | Swim 60 ft. (12 squares)
Armor Class: | 16 (+3 Dex, +3 natural), touch 13, flat-footed 13
Base Attack /Grapple: | +2/+8*
Attack: | Arms +4 melee (0)
Full Attack: | Arms +4 melee (0) and bite –1 melee (1d6+1)
Space/Reach: | 5 ft./5 ft.
Special Attacks: | Improved grab
Special Qualities: | Ink cloud, jet, low-light vision
Saves: | Fort +3, Ref +6, Will +2
Abilities: | Str 14, Dex 17, Con 11, Int 1, Wis 12, Cha 2
Skills: | Listen +7, Spot +7, Swim +10
Feats: | Alertness, Endurance
Environment: | Temperate aquatic
Organization: | Solitary or school (6–11)
Challenge Rating: | 1
Advancement: | 4–6 HD (Medium); 7–11 HD (Large)
Level Adjustment: | —
These free-swimming mollusks are fairly aggressive. They are more feared than sharks in some locales.
Combat
Improved Grab (Ex): To use this ability, a squid must hit an opponent of any size with its arms 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 automatically deals bite damage. *A squid has a +4 racial bonus on grapple checks.
Ink Cloud (Ex): A squid can emit a cloud of jet-black ink 10 feet high by 10 feet wide by 10 feet long once per minute as a free action. The cloud provides total concealment, which the squid normally uses to escape a losing fight. All vision within the cloud is obscured.
Jet (Ex): A squid can jet backward once per round as a full-round action, at a speed of 240 feet. It must move in a straight line, but does not provoke attacks of opportunity while jetting.
Skills: A squid has a +8 racial bonus on any Swim check to perform some special action or avoid a hazard. It can always choose to take 10 on a Swim check, even if distracted or endangered. It can use the run action while swimming, provided it swims in a straight line

SQUID, GIANT
 | Huge Animal (Aquatic)
Hit Dice: | 12d8+18 (72 hp)
Initiative: | +3
Speed: | Swim 80 ft. (16 squares)
Armor Class: | 17 (–2 size, +3 Dex, +6 natural), touch 11, flat-footed 14
Base Attack /Grapple: | +9/+29
Attack: | Tentacle +15 melee (1d6+8)
Full Attack: | 10 tentacles +15 melee (1d6+8) and bite +10 melee (2d8+4)
Space/Reach: | 15 ft./15 ft. (30 ft. with tentacle)
Special Attacks: | Constrict 1d6+8, improved grab
Special Qualities: | Ink cloud, jet, low-light vision
Saves: | Fort +9, Ref +11, Will +5
Abilities: | Str 26, Dex 17, Con 13, Int 1, Wis 12, Cha 2
Skills: | Listen +10, Spot +11, Swim +16
Feats: | Alertness, Diehard, Endurance, Toughness (2)
Environment: | Temperate aquatic
Organization: | Solitary
Challenge Rating: | 9
Advancement: | 13–18 HD (Huge); 19–36 HD (Gargantuan)
Level Adjustment: | —
These voracious creatures can have bodies more than 20 feet long and attack almost anything they meet.
Combat
An opponent can attack a giant squid’s tentacles with a sunder attempt as if they were weapons. A giant squid’s tentacles have 10 hit points each. If a giant squid is currently grappling a target with the tentacle that is being attacked, it usually uses another limb to make its attack of opportunity against the opponent making the sunder attempt. Severing one of a giant squid’s tentacles deals 5 points of damage to the creature. A giant squid usually withdraws from combat if it loses five tentacles. The creature regrows severed limbs in 1d10+10 days.
Constrict (Ex): A giant squid deals 1d6+8 points of damage with a successful grapple check.
Improved Grab (Ex): To use this ability, a giant squid must hit an opponent of any size with a 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. *A giant squid has a +4 racial bonus on grapple checks.
Ink Cloud (Ex): A giant squid can emit a cloud of jet-black ink 20 feet high by 20 feet wide by 20 feet long once per minute as a free action. The cloud provides total concealment, which the squid normally uses to escape a losing fight. All vision within the cloud is obscured.
Jet (Ex): A giant squid can jet backward once per round as a full-round action, at a speed of 320 feet. It must move in a straight line, but does not provoke attacks of opportunity while jetting.
Skills: A giant squid has a +8 racial bonus on any Swim check to perform some special action or avoid a hazard. It can always choose to take 10 on a Swim check, even if distracted or endangered. It can use the run action while swimming, provided it swims in a straight line.

TIGER
 | Large Animal
Hit Dice: | 6d8+18 (45 hp)
Initiative: | +2
Speed: | 40 ft. (8 squares)
Armor Class: | 14 (–1 size, +2 Dex, +3 natural), touch 11, flat-footed 12
Base Attack /Grapple: | +4/+14
Attack: | Claw +9 melee (1d8+6)
Full Attack: | 2 claws +9 melee (1d8+6) and bite +4 melee (2d6+3)
Space/Reach: | 10 ft./5 ft.
Special Attacks: | Improved grab, pounce, rake 1d8+3
Special Qualities: | Low-light vision, scent
Saves: | Fort +8, Ref +7, Will +3
Abilities: | Str 23, Dex 15, Con 17, Int 2, Wis 12, Cha 6
Skills: | Balance +6, Hide +3*, Listen +3, Move Silently +9, Spot +3, Swim +11
Feats: | Alertness, Improved Natural Attack (bite), Improved Natural Attack (claw)
Environment: | Warm forests
Organization: | Solitary
Challenge Rating: | 4
Advancement: | 7–12 HD (Large); 13–18 HD (Huge)
Level Adjustment: | —
These great cats stand more than 3 feet tall at the shoulder and are about 9 feet long. They weigh from 400 to 600 pounds.
Combat
Improved Grab (Ex): To use this ability, a tiger must hit with a claw or 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.
Pounce (Ex): If a tiger charges a foe, it can make a full attack, including two rake attacks.
Rake (Ex): Attack bonus +9 melee, damage 1d8+3.
Skills: Tigers have a +4 racial bonus on Balance, Hide, and Move Silently checks. *In areas of tall grass or heavy undergrowth, the Hide bonus improves to +8.

TOAD
 | Diminutive Animal
Hit Dice: | 1/4 d8 (1 hp)
Initiative: | +1
Speed: | 5 ft. (1 square)
Armor Class: | 15 (+4 size, +1 Dex), touch 15, flat-footed 14
Base Attack /Grapple: | +0/–17
Attack: | —
Full Attack: | —
Space/Reach: | 1 ft./0 ft.
Special Attacks: | —
Special Qualities: | Amphibious, low-light vision
Saves: | Fort +2, Ref +3, Will +2
Abilities: | Str 1, Dex 12, Con 11, Int 1, Wis 14, Cha 4
Skills: | Hide +21, Listen +4, Spot +4
Feats: | Alertness
Environment: | Temperate marshes
Organization: | Swarm (10–100)
Challenge Rating: | 1/10
Advancement: | —
Level Adjustment: | —
These diminutive amphibians are innocuous and beneficial, since they eat insects.
Skills: A toad’s coloration gives it a +4 racial bonus on Hide checks.

WEASEL
 | Tiny Animal
Hit Dice: | 1/2 d8 (2 hp)
Initiative: | +2
Speed: | 20 ft. (4 squares), climb 20 ft.
Armor Class: | 14 (+2 size, +2 Dex), touch 14, flat-footed 12
Base Attack /Grapple: | +0/–12
Attack: | Bite +4 melee (1d3–4)
Full Attack: | Bite +4 melee (1d3–4)
Space/Reach: | 2-1/2 ft./0 ft.
Special Attacks: | Attach
Special Qualities: | Low-light vision, scent
Saves: | Fort +2, Ref +4, Will +1
Abilities: | Str 3, Dex 15, Con 10, Int 2, Wis 12, Cha 5
Skills: | Balance +10, Climb +10, Hide +11, Move Silently +8, Spot +3
Feats: | Weapon Finesse
Environment: | Temperate hills
Organization: | Solitary
Challenge Rating: | 1/4
Advancement: | —
Level Adjustment: | —
These little mammals are aggressive predators but usually confine themselves to smaller prey. The statistics presented here can also apply to ferrets.
Combat
Attach (Ex): If a weasel hits with a bite attack, it uses its powerful jaws to latch onto the opponent’s body and automatically deals bite damage each round it remains attached. An attached weasel loses its Dexterity bonus to Armor Class and has an AC of 12. An attached weasel can be struck with a weapon or grappled itself. To remove an attached weasel through grappling, the opponent must achieve a pin against the creature.
Skills: Weasels have a +4 racial bonus on Move Silently checks and a +8 racial bonus on Balance and Climb checks. They use their Dexterity modifier for Climb checks. A weasel can always choose to take 10 on a Climb check, even if rushed or threatened.

WHALE
Some varieties of these seagoing mammals are among the largest animals known. Relatively small whales (such as the orca presented here) can be vicious predators, attacking virtually anything they detect.
Blindsight (Ex): Whales can “see” by emitting high-frequency sounds, inaudible to most other creatures, that allow them to locate objects and creatures within 120 feet. A silence spell negates this and forces the whale to rely on its vision, which is approximately as good as a human’s.
Hold Breath (Ex): A whale can hold its breath for a number of rounds equal to 8 x its Constitution score before it risks drowning.
Skills: A whale has a +8 racial bonus on any Swim check to perform some special action or avoid a hazard. It can always choose to take 10 on a Swim check, even if distracted or endangered. It can use the run action while swimming, provided it swims in a straight line. *A whale has a +4 racial bonus on Spot and Listen checks. These bonuses are lost if its blindsight is negated.

 | Baleen Whale
 | Gargantuan Animal
Hit Dice: | 12d8+78 (132 hp)
Initiative: | +1
Speed: | Swim 40 ft. (8 squares)
Armor Class: | 16 (–4 size, +1 Dex, +9 natural), touch 7, flat-footed 15
Base Attack /Grapple: | +9/+33
Attack: | Tail slap +17 melee (1d8+18)
Full Attack: | Tail slap +17 melee (1d8+18)
Space/Reach: | 20 ft./15 ft.
Special Attacks: | —
Special Qualities: | Blindsight 120 ft., hold breath, low-light vision
Saves: | Fort +14, Ref +9, Will +5
Abilities: | Str 35, Dex 13, Con 22, Int 2, Wis 12, Cha 6
Skills: | Listen +15*, Spot +14*, Swim +20
Feats: | Alertness, Diehard, Endurance, Toughness (2)
Environment: | Warm aquatic
Organization: | Solitary
Challenge Rating: | 6
Advancement: | 13–18 HD (Gargantuan); 19–36 HD (Colossal)
Level Adjustment: | —
The statistics here describe a plankton-feeding whale between 30 and 60 feet long, such as gray, humpback, and right whales. These massive creatures are surprisingly gentle. If harassed or provoked, they are as likely to flee as they are to retaliate.

 | Cachalot Whale
 | Gargantuan Animal
Hit Dice: | 12d8+87 (141 hp)
Initiative: | +1
Speed: | Swim 40 ft. (8 squares)
Armor Class: | 16 (–4 size, +1 Dex, +9 natural), touch 7, flat-footed 15
Base Attack /Grapple: | +9/+33
Attack: | Bite +17 melee (4d6+12)
Full Attack: | Bite +17 melee (4d6+12) and tail slap +12 melee (1d8+6)
Space/Reach: | 20 ft./15 ft.
Special Attacks: | —
Special Qualities: | Blindsight 120 ft., hold breath, low-light vision
Saves: | Fort +15, Ref +9, Will +6
Abilities: | Str 35, Dex 13, Con 24, Int 2, Wis 14, Cha 6
Skills: | Listen +15*, Spot +14*, Swim +20
Feats: | Alertness, Diehard, Endurance, Improved Natural Attack (bite), Toughness
Environment: | Temperate aquatic
Organization: | Solitary or pod (6–11)
Challenge Rating: | 7
Advancement: | 13–18 HD (Gargantuan); 19–36 HD (Colossal)
Level Adjustment: | —
Also known as sperm whales, these creatures can be up to 60 feet long. They prey on giant squids.

 | Orca
 | Huge Animal
Hit Dice: | 9d8+48 (88 hp)
Initiative: | +2
Speed: | Swim 50 ft. (10 squares)
Armor Class: | 16 (–2 size, +2 Dex, +6 natural), touch 10, flat-footed 14
Base Attack /Grapple: | +6/+22
Attack: | Bite +12 melee (2d6+12)
Full Attack: | Bite +12 melee (2d6+12)
Space/Reach: | 15 ft./10 ft.
Special Attacks: | —
Special Qualities: | Blindsight 120 ft., hold breath, low-light vision
Saves: | Fort +11, Ref +8, Will +5
Abilities: | Str 27, Dex 15, Con 21, Int 2, Wis 14, Cha 6
Skills: | Listen +14*, Spot +14*, Swim +16
Feats: | Alertness, Endurance, Run, Toughness
Environment: | Cold aquatic
Organization: | Solitary or pod (6–11)
Challenge Rating: | 5
Advancement: | 10–13 HD (Huge); 14–27 HD (Gargantuan)
Level Adjustment: | —
These ferocious creatures are about 30 feet long. They eat fish, squid, seals, and other whales.

WOLF
 | Medium Animal
Hit Dice: | 2d8+4 (13 hp)
Initiative: | +2
Speed: | 50 ft. (10 squares)
Armor Class: | 14 (+2 Dex, +2 natural), touch 12, flat-footed 12
Base Attack /Grapple: | +1/+2
Attack: | Bite +3 melee (1d6+1)
Full Attack: | Bite +3 melee (1d6+1)
Space/Reach: | 5 ft./5 ft.
Special Attacks: | Trip
Special Qualities: | Low-light vision, scent
Saves: | Fort +5, Ref +5, Will +1
Abilities: | Str 13, Dex 15, Con 15, Int 2, Wis 12, Cha 6
Skills: | Hide +2, Listen +3, Move Silently +3, Spot +3, Survival +1*
Feats: | TrackB, Weapon Focus (bite)
Environment: | Temperate forests
Organization: | Solitary, pair, or pack (7–16)
Challenge Rating: | 1
Advancement: | 3 HD (Medium); 4–6 HD (Large)
Level Adjustment: | —
Wolves are pack hunters known for their persistence and cunning.
Combat
A favorite tactic is to send a few individuals against the foe’s front while the rest of the pack circles and attacks from the flanks or rear.
Trip (Ex): A wolf that hits with a bite attack can attempt to trip the opponent (+1 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 wolf.
Skills: *Wolves have a +4 racial bonus on Survival checks when tracking by scent.

WOLVERINE
 | Medium Animal
Hit Dice: | 3d8+15 (28 hp)
Initiative: | +2
Speed: | 30 ft. (6 squares), burrow 10 ft., climb 10 ft.
Armor Class: | 14 (+2 Dex, +2 natural), touch 12, flat-footed 12
Base Attack /Grapple: | +2/+4
Attack: | Claw +4 melee (1d4+2)
Full Attack: | 2 claws +4 melee (1d4+2) and bite –1 melee (1d6+1)
Space/Reach: | 5 ft./5 ft.
Special Attacks: | Rage
Special Qualities: | Low-light vision, scent
Saves: | Fort +7, Ref +5, Will +2
Abilities: | Str 14, Dex 15, Con 19, Int 2, Wis 12, Cha 10
Skills: | Climb +10, Listen +6, Spot +6
Feats: | Alertness, Toughness, TrackB
Environment: | Cold forests
Organization: | Solitary
Challenge Rating: | 2
Advancement: | 4–5 HD (Large)
Level Adjustment: | —
These creatures are similar to badgers but are bigger, stronger, and even more ferocious.
COMBAT
Rage (Ex): A wolverine that takes damage in combat flies into a berserk rage on its next turn, clawing and biting madly until either it or its opponent is dead. It gains +4 to Strength, +4 to Constitution, and –2 to Armor Class. The creature cannot end its rage voluntarily.
Skills: Wolverines have a +8 racial bonus on Climb checks and can always choose to take 10 on Climb checks, even if rushed or threatened.


MONSTERS (VERMIN)

These creatures operate on instinct, driven by simple needs such as food and reproduction. Except where noted, vermin attack only when hungry or threatened.
Vermin Traits: Vermin possess the following traits (unless otherwise noted in a creature’s entry).
—Mindless: No Intelligence score, and immunity to all mind-affecting effects (charms, compulsions, phantasms, patterns, and morale effects).
—Darkvision out to 60 feet.
—Alignment: Always neutral. Vermin are not governed by a human sense of morality.
—Treasure: Vermin generally possess no treasure. For those that do, this treasure consists of possessions formerly owned by a creature that the monster has killed.

GIANT ANT
 | Giant Ant, Worker | Giant Ant, Soldier | Giant Ant, Queen
 | Medium Vermin | Medium Vermin | Large Vermin
Hit Dice: | 2d8 (9 hp) | 2d8+2 (11 hp) | 4d8+4 (22 hp)
Initiative: | +0 | +0 | –1
Speed: | 50 ft. (10 squares), climb 20 ft. | 50 ft. (10 squares), climb 20 ft. | 40 ft. (8 squares)
Armor Class: | 17 (+7 natural), touch 10, flat-footed 17 | 17 (+7 natural), touch 10, flat-footed 17 | 17 (–1 size, –1 Dex, +9 natural), touch 8, flat-footed 17
Base Attack/Grapple: | +1/+1 | +1/+3 | +3/+10
Attack: | Bite +1 melee (1d6) | Bite +3 melee (2d4+3) | Bite +5 melee (2d6+4)
Full Attack: | Bite +1 melee (1d6) | Bite +3 melee (2d4+3) | Bite +5 melee (2d6+4)
Space/Reach: | 5 ft./5 ft. | 5 ft./5 ft. | 10 ft./5 ft.
Special Attacks: | Improved grab | Improved grab, acid sting | Improved grab
Special Qualities: | Scent, vermin traits | Scent, vermin traits | Scent, vermin traits
Saves: | Fort +3, Ref +0, Will +0 | Fort +4, Ref +0, Will +1 | Fort +5, Ref +0, Will +2
Abilities: | Str 10, Dex 10, Con 10, Int —, Wis 11, Cha 9 | Str 14, Dex 10, Con 13, Int —, Wis 13, Cha 11 | Str 16, Dex 9, Con 13, Int —, Wis 13, Cha 11
Skills: | Climb +8 | Climb +10 | —
Feats: | TrackB | TrackB | TrackB
Environment: | Temperate plains | Temperate plains | Temperate plains
Organization: | Gang (2–6) or crew (6–11 plus 1 giant ant soldier) | Solitary or gang (2–4) | Hive (1 plus 10–100 workers and 5–20 soldiers)
Challenge Rating: | 1 | 2 | 2
Treasure: | None | None | 1/10 coins; 50% goods; 50% items
Advancement: | 3–4 HD (Medium); 5–6 HD (Large) | 3–4 HD (Medium); 5–6 HD (Large) | 5–6 HD (Large); 7–8 HD (Huge)
Level Adjustment: | — | — | —
Giant ants are among the hardiest and most adaptable vermin. Soldiers and workers are about 6 feet long, while queens can grow to a length of 9 feet.
Acid Sting (Ex): A giant soldier ant has a stinger and an acid-producing gland in its abdomen. If it successfully grabs an opponent, it can attempt to sting each round (+3 attack bonus). A hit with the sting attack deals 1d4+1 points of piercing damage and 1d4 points of acid damage.
Improved Grab (Ex): To use this ability, a giant ant must hit with its bite attack. A giant soldier ant that wins the ensuing grapple check establishes a hold and can sting.
Skills: *Giant ants have a +4 racial bonus on Survival checks when tracking by scent and a +8 racial bonus on Climb checks. A giant ant can always choose to take 10 on Climb checks, even if rushed or threatened.

GIANT BEE
 | Medium Vermin
Hit Dice: | 3d8 (13 hp)
Initiative: | +2
Speed: | 20 ft. (4 squares), fly 80 ft. (good)
Armor Class: | 14 (+2 Dex, +2 natural), touch 12, flat-footed 12
Base Attack/Grapple: | +2/+2
Attack: | Sting +2 melee (1d4 plus poison)
Full Attack: | Sting +2 melee (1d4 plus poison)
Space/Reach: | 5 ft./5 ft.
Special Attacks: | Poison
Special Qualities: | Darkvision 60 ft., vermin traits
Saves: | Fort +3, Ref +3, Will +2
Abilities: | Str 11, Dex 14, Con 11, Int —, Wis 12, Cha 9
Skills: | Spot +5, Survival +1*
Feats: | —
Environment: | Temperate plains
Organization: | Solitary, buzz (2–5), or hive (11–20)
Challenge Rating: | 1
Treasure: | No coins; 1/4 goods (honey only); no items
Advancement: | 4–6 HD (Medium); 7–9 HD (Large)
Level Adjustment: | —
Although many times larger, growing to a length of about 5 feet, giant bees behave generally the same as their smaller cousins. Giant bees are usually not aggressive except when defending themselves or their hive.
Poison (Ex): Injury, Fortitude DC 11, initial and secondary damage 1d4 Con. The save DC is Constitution-based. A giant bee that successfully stings another creature pulls away, leaving its stinger in the creature. The bee then dies.
Skills: Giant bees have a +4 racial bonus on Spot checks. *They also have a +4 racial bonus on Survival checks to orient themselves.

GIANT BOMBARDIER BEETLE
 | Medium Vermin
Hit Dice: | 2d8+4 (13 hp)
Initiative: | +0
Speed: | 30 ft. (6 squares)
Armor Class: | 16 (+6 natural), touch 10, flat-footed 16
Base Attack/Grapple: | +1/+2
Attack: | Bite +2 melee (1d4+1)
Full Attack: | Bite +2 melee (1d4+1)
Space/Reach: | 5 ft./5 ft.
Special Attacks: | Acid spray
Special Qualities: | Darkvision 60 ft., vermin traits
Saves: | Fort +5, Ref +0, Will +0
Abilities: | Str 13, Dex 10, Con 14, Int —, Wis 10, Cha 9
Skills: | —
Feats: | —
Environment: | Warm forests
Organization: | Cluster (2–5) or click (6–11)
Challenge Rating: | 2
Advancement: | 3–4 HD (Medium); 5–6 HD (Large)
Level Adjustment: | —
These creatures feed primarily on carrion and offal, gathering heaps of the stuff in which to build nests and lay eggs. A giant bombardier beetle is about 6 feet long. Giant bombardier beetles normally attack only to defend themselves, their nests, or their eggs.
Acid Spray (Ex): When attacked or disturbed, the creature can release a 10-foot cone of acidic vapor once per round. Those within the cone must succeed on a DC 13 Fortitude save or take 1d4+2 points of acid damage. The save DC is Constitution-based.

GIANT FIRE BEETLE
 | Small Vermin
Hit Dice: | 1d8 (4 hp)
Initiative: | +0
Speed: | 30 ft. (6 squares)
Armor Class: | 16 (+1 size, +5 natural), touch 11, flat-footed 16
Base Attack/Grapple: | +0/–4
Attack: | Bite +1 melee (2d4)
Full Attack: | Bite +1 melee (2d4)
Space/Reach: | 5 ft./5 ft.
Special Attacks: | —
Special Qualities: | Darkvision 60 ft., vermin traits
Saves: | Fort +2, Ref +0, Will +0
Abilities: | Str 10, Dex 11, Con 11, Int —, Wis 10, Cha 7
Skills: | —
Feats: | —
Environment: | Warm plains
Organization: | Cluster (2–5) or colony (6–11)
Challenge Rating: | 1/3
Advancement: | 2–3 HD (Small)
Level Adjustment: | —
These luminous nocturnal insects are prized by miners and adventurers. They have two glands, one above each eye, that produce a red glow. The glands’ luminosity persists for 1d6 days after removal from the beetle, illuminating a roughly circular area with a 10-foot radius. Giant fire beetles are about 2 feet long.

GIANT STAG BEETLE
 | Large Vermin
Hit Dice: | 7d8+21 (52 hp)
Initiative: | +0
Speed: | 20 ft. (4 squares)
Armor Class: | 19 (–1 size, +10 natural), touch 9, flat-footed 19
Base Attack/Grapple: | +5/+15
Attack: | Bite +10 melee (4d6+9)
Full Attack: | Bite +10 melee (4d6+9)
Space/Reach: | 10 ft./5 ft.
Special Attacks: | Trample 2d8+3
Special Qualities: | Darkvision 60 ft., vermin traits
Saves: | Fort +8, Ref +2, Will +2
Abilities: | Str 23, Dex 10, Con 17, Int —, Wis 10, Cha 9
Skills: | —
Feats: | —
Environment: | Temperate forests
Organization: | Cluster (2–5) or mass (6–11)
Challenge Rating: | 4
Alignment: | Always neutral
Advancement: | 8–10 HD (Large); 11–21 HD (Huge)
Level Adjustment: | —
These creatures are serious pests that greedily devour cultivated crops. A single beetle can strip an entire farm in short order. An adult giant stag beetle is about 10 feet long.
Trample (Ex): Reflex half DC 19. The save DC is Strength-based.

GIANT PRAYING MANTIS
 | Large Vermin
Hit Dice: | 4d8+8 (26 hp)
Initiative: | –1
Speed: | 20 ft. (4 squares), fly 40 ft. (poor)
Armor Class: | 14 (–1 size, –1 Dex, +6 natural), touch 8, flat-footed 14
Base Attack/Grapple: | +3/+11
Attack: | Claws +6 melee (1d8+4)
Full Attack: | Claws +6 melee (1d8+4) and bite +1 melee (1d6+2)
Space/Reach: | 10 ft (4 squares)./5 ft.
Special Attacks: | Improved grab
Special Qualities: | Darkvision 60 ft., vermin traits
Saves: | Fort +6, Ref +0, Will +3
Abilities: | Str 19, Dex 8, Con 15, Int —, Wis 14, Cha 11
Skills: | Hide –1*, Spot +6
Feats: | —
Environment: | Temperate forests
Organization: | Solitary
Challenge Rating: | 3
Advancement: | 5–8 HD (Large); 9–12 HD (Huge)
Level Adjustment: | —
This patient carnivore remains completely still as it waits for prey to come near.
Improved Grab (Ex): To use this ability, a giant praying mantis must hit with its claws attack. If it wins the ensuing grapple check, it establishes a hold and makes a bite attack as a primary attack (at its full +6 attack bonus).
Skills: A giant praying mantis has a +4 racial bonus on Hide and Spot checks. *Because of its camouflage, the Hide bonus increases to +12 when a mantis is surrounded by foliage.

GIANT WASP
 | Large Vermin
Hit Dice: | 5d8+10 (32 hp)
Initiative: | +1
Speed: | 20 ft. (4 squares), fly 60 ft. (good)
Armor Class: | 14 (–1 size, +1 Dex, +4 natural), touch 10, flat-footed 13
Base Attack/Grapple: | +3/+11
Attack: | Sting +6 melee (1d3+6 plus poison)
Full Attack: | Sting +6 melee (1d3+6 plus poison)
Space/Reach: | 10 ft./5 ft.
Special Attacks: | Poison
Special Qualities: | Darkvision 60 ft., vermin traits
Saves: | Fort +6, Ref +2, Will +2
Abilities: | Str 18, Dex 12, Con 14, Int —, Wis 13, Cha 11
Skills: | Spot +9, Survival +1*
Feats: | —
Environment: | Temperate forests
Organization: | Solitary, swarm (2–5), or nest (11–20)
Challenge Rating: | 3
Advancement: | 6–8 HD (Large); 9–15 HD (Huge)
Level Adjustment: | —
Giant wasps attack when hungry or threatened, stinging their prey to death. They take dead or incapacitated opponents back to their lairs as food for their unhatched young.
Poison (Ex): Injury, Fortitude DC 14, initial and secondary damage 1d6 Dex. The save DC is Constitution-based.
Skills: Giant wasps have a +8 racial bonus on Spot checks. *They also have a +4 racial bonus on Survival checks to orient themselves.

MONSTROUS CENTIPEDE
 | Monstrous Centipede, Tiny | Monstrous Centipede, Small | Monstrous Centipede, Medium
 | Tiny Vermin | Small Vermin | Medium Vermin
Hit Dice: | 1/4 d8 (1 hp) | 1/2 d8 (2 hp) | 1d8 (4 hp)
Initiative: | +2 | +2 | +2
Speed: | 20 ft. (4 squares), climb 20 ft. | 30 ft. (6 squares), climb 30 ft. | 40 ft. (8 squares), climb 40 ft.
Armor Class: | 14 (+2 size, +2 Dex), touch 14, flat-footed 12 | 14 (+1 size, +2 Dex, +1 natural), touch 13, flat-footed 12 | 14 (+2 Dex, +2 natural), touch 12, flat-footed 12
Base Attack/Grapple: | +0/–13 | +0/–7 | +0/–1
Attack: | Bite +4 melee (1d3–5 plus poison) | Bite +3 melee (1d4–3 plus poison) | Bite +2 melee (1d6–1 plus poison)
Full Attack: | Bite +4 melee (1d3–5 plus poison) | Bite +3 melee (1d4–3 plus poison) | Bite +2 melee (1d6–1 plus poison)
Space/Reach: | 2-1/2 ft./0 ft. | 5 ft./5 ft. | 5 ft./5 ft.
Special Attacks: | Poison | Poison | Poison
Special Qualities: | Darkvision 60 ft., vermin traits | Darkvision 60 ft., vermin traits | Darkvision 60 ft., vermin traits
Saves: | Fort +2, Ref +2, Will +0 | Fort +2, Ref +2, Will +0 | Fort +2, Ref +2, Will +0
Abilities: | Str 1, Dex 15, Con 10, Int —, Wis 10, Cha 2 | Str 5, Dex 15, Con 10, Int —, Wis 10, Cha 2 | Str 9, Dex 15, Con 10, Int —, Wis 10, Cha 2
Skills: | Climb +10, Hide +18, Spot +4 | Climb +10, Hide +14, Spot +4 | Climb +10, Hide +10, Spot +4
Feats: | Weapon FinesseB | Weapon FinesseB | Weapon FinesseB
Environment: | Underground | Underground | Underground
Organization: | Colony (8–16) | Colony (2–5) or swarm (6–11) | Solitary or colony (2–5)
Challenge Rating: | 1/8 | 1/4 | 1/2
Advancement: | — | — | —
Level Adjustment: | — | — | —

 | Monstrous Centipede, Large | Monstrous Centipede, Huge
 | Large Vermin | Huge Vermin
Hit Dice: | 3d8 (13 hp) | 6d8+6 (33 hp)
Initiative: | +2 | +2
Speed: | 40 ft. (8 squares), climb 40 ft. | 40 ft. (8 squares), climb 40 ft.
Armor Class: | 14 (–1 size, +2 Dex, +3 natural), touch 11, flat-footed 12 | 16 (–2 size, +2 Dex, +6 natural), touch 10, flat-footed 14
Base Attack/Grapple: | +2/+7 | +4/+15
Attack: | Bite +3 melee (1d8+1 plus poison) | Bite +5 melee (2d6+4 plus poison)
Full Attack: | Bite +3 melee (1d8+1 plus poison) | Bite +5 melee (2d6+4 plus poison)
Space/Reach: | 10 ft./5 ft. | 15 ft./10 ft.
Special Attacks: | Poison | Poison
Special Qualities: | Darkvision 60 ft., vermin traits | Darkvision 60 ft., vermin traits
Saves: | Fort +3, Ref +3, Will +1 | Fort +6, Ref +4, Will +2
Abilities: | Str 13, Dex 15, Con 10, Int —, Wis 10, Cha 2 | Str 17, Dex 15, Con 12, Int —, Wis 10, Cha 2
Skills: | Climb +10, Hide +6, Spot +4 | Climb +11, Hide +2, Spot +4
Feats: | Weapon FinesseB | —
Environment: | Underground | Underground
Organization: | Solitary or colony (2–5) | Solitary or colony (2–5)
Challenge Rating: | 1 | 2
Advancement: | 4–5 HD (Large) | 7–11 HD (Huge)
Level Adjustment: | — | —

 | Monstrous Centipede, Gargantuan | Monstrous Centipede, Colossal
 | Gargantuan Vermin | Colossal Vermin
Hit Dice: | 12d8+12 (66 hp) | 24d8+24 (132 hp)
Initiative: | +2 | +1
Speed: | 40 ft. (8 squares), climb 40 ft. | 40 ft. (8 squares), climb 40 ft.
Armor Class: | 18 (–4 size, +2 Dex, +10 natural), touch 8, flat-footed 16 | 20 (–8 size, +2 Dex, +16 natural), touch 4, flat-footed 18
Base Attack/Grapple: | +9/+27 | +18/+42
Attack: | Bite +11 melee (2d8+9 plus poison) | Bite +18 melee (4d6+12 plus poison)
Full Attack: | Bite +11 melee (2d8+9 plus poison) | Bite +18 melee (4d6+12 plus poison)
Space/Reach: | 20 ft./15 ft. | 30 ft./20 ft.
Special Attacks: | Poison | Poison
Special Qualities: | Darkvision 60 ft., vermin traits | Darkvision 60 ft., vermin traits
Saves: | Fort +9, Ref +6, Will +4 | Fort +15, Ref +9, Will +8
Abilities: | Str 23, Dex 15, Con 12, Int —, Wis 10, Cha 2 | Str 27, Dex 13, Con 12, Int —, Wis 10, Cha 2
Skills: | Climb +14, Hide –2, Spot +4 | Climb +16, Hide –7, Spot +4
Feats: | — | —
Environment: | Underground | Underground
Organization: | Solitary | Solitary
Challenge Rating: | 6 | 9
Advancement: | 17–23 HD (Gargantuan) | 25–48 HD (Colossal)
Level Adjustment: | — | —
Monstrous centipedes tend to attack anything that resembles food, biting with their jaws and injecting their poison.
Size | Fort DC | Damage | Size | Fort DC | Damage
Tiny | 10 | 1 Dex | Huge | 14 | 1d6 Dex
Small | 10 | 1d2 Dex | Gargantuan | 17 | 1d8 Dex
Medium | 10 | 1d3 Dex | Colossal | 23 | 2d6 Dex
Large | 11 | 1d4 Dex |  |  |
Poison (Ex): A monstrous centipede has a poisonous bite. The details vary by the centipede’s size, as shown on the table above. The save DCs are Constitution-based. The indicated damage is both initial and secondary damage.
Skills: Monstrous centipedes have a +4 racial bonus on Spot checks, and a +8 racial bonus on Climb and Hide checks. They can use either their Strength or Dexterity modifier for Climb checks, whichever is higher. Monstrous scorpions can take 10 on Climb checks, even if threatened or distracted.

MONSTROUS SCORPION
 | Monstrous Scorpion, Tiny | Monstrous Scorpion, Small | Monstrous Scorpion, Medium
 | Tiny Vermin | Small Vermin | Medium Vermin
Hit Dice: | 1/2 d8+2 (4 hp) | 1d8+2 (6 hp) | 2d8+4 (13 hp)
Initiative: | +0 | +0 | +0
Speed: | 20 ft. (4 squares) | 30 ft. (6 squares) | 40 ft. (8 squares)
Armor Class: | 14 (+2 size, +2 natural), touch 12, flat-footed 14 | 14 (+1 size, +3 natural), touch 11, flat-footed 14 | 14 (+4 natural), touch 10, flat-footed 14
Base Attack/Grapple: | +0/–8 | +0/–4 | +1/+2
Attack: | Claw +2 melee (1d2–4) | Claw +1 melee (1d3–1) | Claw +2 melee (1d4+1)
Full Attack: | 2 claws +2 melee (1d2–4) and sting –3 melee (1d2–4 plus poison) | 2 claws +1 melee (1d3–1) and sting –4 melee (1d3–1 plus poison) | 2 claws +2 melee (1d4+1) and sting –3 melee (1d4 plus poison)
Space/Reach: | 2-1/2 ft./0 ft. | 5 ft./5 ft. | 5 ft./5 ft.
Special Attacks: | Constrict 1d2–4, improved grab, poison | Constrict 1d3–1, improved grab, poison | Constrict 1d4+1, improved grab, poison
Special Qualities: | Darkvision 60 ft., tremorsense 60 ft., vermin traits | Darkvision 60 ft., tremorsense 60 ft., vermin traits | Darkvision 60 ft., tremorsense 60 ft., vermin traits
Saves: | Fort +4, Ref +0, Will +0 | Fort +4, Ref +0, Will +0 | Fort +5, Ref +0, Will +0
Abilities: | Str 3, Dex 10, Con 14, Int —, Wis 10, Cha 2 | Str 9, Dex 10, Con 14, Int —, Wis 10, Cha 2 | Str 13, Dex 10, Con 14, Int —, Wis 10, Cha 2
Skills: | Climb +0, Hide +12, Spot +4 | Climb +3, Hide +8, Spot +4 | Climb +5, Hide +4, Spot +4
Feats: | Weapon FinesseB | Weapon FinesseB | —
Environment: | Warm deserts | Warm deserts | Warm deserts
Organization: | Colony (8–16) | Colony (2–5) or swarm (6–11) | Solitary or colony (2–5)
Challenge Rating: | 1/4 | 1/2 | 1
Alignment: | Always neutral | Always neutral | Always neutral
Advancement: | — | — | 3–4 HD (Medium)
Level Adjustment: | — | — | —

 | Monstrous Scorpion, Large | Monstrous Scorpion, Huge
 | Large Vermin | Huge Vermin
Hit Dice: | 5d8+10 (32 hp) | 10d8+30 (75 hp)
Initiative: | +0 | +0
Speed: | 50 ft. (10 squares) | 50 ft. (10 squares)
Armor Class: | 16 (–1 size, +7 natural), touch 9, flat-footed 16 | 20 (–2 size, +12 natural), touch 8, flat-footed 20
Base Attack/Grapple: | +3/+11 | +7/+21
Attack: | Claw +6 melee (1d6+4) | Claw +11 melee (1d8+6)
Full Attack: | 2 claws +6 melee (1d6+4) and sting +1 melee (1d6+2 plus poison) | 2 claws +11 melee (1d8+6) and sting +6 melee (2d4+3 plus poison)
Space/Reach: | 10 ft./5 ft. | 15 ft./10 ft.
Special Attacks: | Constrict 1d6+4, improved grab, poison | Constrict 1d8+6, improved grab, poison
Special Qualities: | Darkvision 60 ft., tremorsense 60 ft., vermin traits | Darkvision 60 ft., tremorsense 60 ft., vermin traits
Saves: | Fort +6, Ref +1, Will +1 | Fort +10, Ref +3, Will +3
Abilities: | Str 19, Dex 10, Con 14, Int —, Wis 10, Cha 2 | Str 23, Dex 10, Con 16, Int —, Wis 10, Cha 2
Skills: | Climb +8, Hide +0, Spot +4 | Climb +10, Hide –4, Spot +4
Feats: | — | —
Environment: | Warm deserts | Warm deserts
Organization: | Solitary or colony (2–5) | Solitary or colony (2–5)
Challenge Rating: | 3 | 7
Treasure: | 1/10 coins; 50% goods; 50% items | 1/10 coins; 50% goods; 50% items
Advancement: | 6–9 HD (Large) | 11–19 HD (Huge)
Level Adjustment: | — | —

 | Monstrous Scorpion, Gargantuan | Monstrous Scorpion, Colossal
 | Gargantuan Vermin | Colossal Vermin
Hit Dice: | 20d8+60 (150 hp) | 40d8+120 (300 hp)
Initiative: | +0 | –1
Speed: | 50 ft. (10 squares) | 50 ft. (10 squares)
Armor Class: | 24 (–4 size, +18 natural), touch 6, flat-footed 24 | 26 (–8 size, –1 Dex, +25 natural), touch 1, flat-footed 26
Base Attack/Grapple: | +15/+37 | +30/+58
Attack: | Claw +21 melee (2d6+10) | Claw +34 melee (2d8+12)
Full Attack: | 2 claws +21 melee (2d6+10) and sting +16 melee (2d6+5 plus poison) | 2 claws +34 melee (2d8+12) and sting +29 melee (2d8+6 plus poison)
Space/Reach: | 20 ft./15 ft. | 40 ft./30 ft.
Special Attacks: | Constrict 2d6+10, improved grab, poison | Constrict 2d8+12, improved grab, poison
Special Qualities: | Darkvision 60 ft., tremorsense 60 ft., vermin traits | Darkvision 60 ft., tremorsense 60 ft., vermin traits
Saves: | Fort +15, Ref +6, Will +6 | Fort +25, Ref +12, Will +13
Abilities: | Str 31, Dex 10, Con 16, Int —, Wis 10, Cha 2 | Str 35, Dex 8, Con 16, Int —, Wis 10, Cha 2
Skills: | Climb +14, Hide –8, Spot +4 | Climb +16, Hide –12, Spot +4
Feats: | — | —
Environment: | Warm deserts | Warm deserts
Organization: | Solitary | Solitary
Challenge Rating: | 10 | 12
Treasure: | 1/10 coins; 50% goods; 50% items | 1/10 coins; 50% goods; 50% items
Advancement: | 21–39 HD (Gargantuan) | 41–60 HD (Colossal)
Level Adjustment: | — | —
Monstrous scorpions are likely to attack any creature that approaches, and they usually charge when attacking prey.
Constrict (Ex): A monstrous scorpion deals automatic claw damage on a successful grapple check.
Improved Grab (Ex): To use this ability, a monstrous scorpion must hit with a claw attack. A monstrous scorpion can use either its Strength modifier or Dexterity modifier for grapple checks, whichever is better.
Poison (Ex): A monstrous scorpion has a poisonous sting. The details vary by the scorpion’s size, as follows. The save DCs are Constitution- based. The indicated damage is initial and secondary damage.
Size | Fort DC | Damage | Size | Fort DC | Damage
Tiny | 12 | 1 Con | Huge | 18 | 1d6 Con
Small | 12 | 1d2 Con | Gargantuan | 23 | 1d8 Con
Medium | 13 | 1d3 Con | Colossal | 33 | 1d10 Con
Large | 14 | 1d4 Con |  |  |
Skills: A monstrous scorpion has a +4 racial bonus on Climb, Hide, and Spot checks.

MONSTROUS SPIDER
 | Monstrous Spider, Tiny | Monstrous Spider, Small | Monstrous Spider, Medium
 | Tiny Vermin | Small Vermin | Medium Vermin
Hit Dice: | 1/2 d8 (2 hp) | 1d8 (4 hp) | 2d8+2 (11 hp)
Initiative: | +3 | +3 | +3
Speed: | 20 ft. (4 squares), climb 10 ft. | 30 ft. (6 squares), climb 20 ft. | 30 ft. (6 squares), climb 20 ft.
Armor Class: | 15 (+2 size, +3 Dex), touch 15, flat-footed 12 | 14 (+1 size, +3 Dex), touch 14, flat-footed 11 | 14 (+3 Dex, +1 natural), touch 13, flat-footed 11
Base Attack/Grapple: | +0/–12 | +0/–6 | +1/+1
Attack: | Bite +5 melee (1d3–4 plus poison) | Bite +4 melee (1d4–2 plus poison) | Bite +4 melee (1d6 plus poison)
Full Attack: | Bite +5 melee (1d3–4 plus poison) | Bite +4 melee (1d4–2 plus poison) | Bite +4 melee (1d6 plus poison)
Space/Reach: | 2-1/2 ft./0 ft. | 5 ft./5 ft. | 5 ft./5 ft.
Special Attacks: | Poison, web | Poison, web | Poison, web
Special Qualities: | Darkvision 60 ft., tremorsense 60 ft., vermin traits | Darkvision 60 ft., tremorsense 60 ft., vermin traits | Darkvision 60 ft., tremorsense 60 ft., vermin traits
Saves: | Fort +2, Ref +3, Will +0 | Fort +2, Ref +3, Will +0 | Fort +4, Ref +3, Will +0
Abilities: | Str 3, Dex 17, Con 10, Int —, Wis 10, Cha 2 | Str 7, Dex 17, Con 10, Int —, Wis 10, Cha 2 | Str 11, Dex 17, Con 12, Int —, Wis 10, Cha 2
Skills: | Climb +11, Hide +15*, Jump –4*, Spot +4* | Climb +11, Hide +11*, Jump –2*, Spot +4* | Climb +11, Hide +7*, Jump +0*, Spot +4*
Feats: | Weapon FinesseB | Weapon FinesseB | Weapon FinesseB
Environment: | Temperate forests | Temperate forests | Temperate forests
Organization: | Colony (8–16) | Colony (2–5) or swarm (6–11) | Solitary or colony (2–5)
Challenge Rating: | 1/4 | 1/2 | 1
Treasure: | None | None | 1/10 coins; 50% goods; 50% items
Advancement: | — | — | 3 HD (Medium)
Level Adjustment: | — | — | —

 | Monstrous Spider, Large | Monstrous Spider, Huge
 | Large Vermin | Huge Vermin
Hit Dice: | 4d8+4 (22 hp) | 8d8+16 (52 hp)
Initiative: | +3 | +3
Speed: | 30 ft. (6 squares), climb 20 ft. | 30 ft. (6 squares), climb 20 ft.
Armor Class: | 14 (–1 size, +3 Dex, +2 natural), touch 12, flat-footed 11 | 16 (–2 size, +3 Dex, +5 natural), touch 11, flat-footed 13
Base Attack/Grapple: | +3/+9 | +6/+18
Attack: | Bite +4 melee (1d8+3 plus poison) | Bite +9 melee (2d6+6 plus poison)
Full Attack: | Bite +4 melee (1d8+3 plus poison) | Bite +9 melee (2d6+6 plus poison)
Space/Reach: | 10 ft./5 ft. | 15 ft./10 ft.
Special Attacks: | Poison, web | Poison, web
Special Qualities: | Darkvision 60 ft., tremorsense 60 ft., vermin traits | Darkvision 60 ft., tremorsense 60 ft., vermin traits
Saves: | Fort +5, Ref +4, Will +1 | Fort +8, Ref +5, Will +2
Abilities: | Str 15, Dex 17, Con 12, Int —, Wis 10, Cha 2 | Str 19, Dex 17, Con 14, Int —, Wis 10, Cha 2
Skills: | Climb +11, Hide +3*, Jump +2*, Spot +4* | Climb +12, Hide –1*, Jump +4*, Spot +4*
Feats: | — | —
Environment: | Temperate forests | Temperate forests
Organization: | Solitary or colony (2–5) | Solitary or colony (2–5)
Challenge Rating: | 2 | 5
Treasure: | 1/10 coins; 50% goods; 50% items | 1/10 coins; 50% goods; 50% items
Advancement: | 5–7 HD (Large) | 9–15 HD (Huge)
Level Adjustment: | — | —

 | Monstrous Spider, Gargantuan | Monstrous Spider, Colossal
 | Gargantuan Vermin | Colossal Vermin
Hit Dice: | 16d8+32 (104 hp) | 32d8+64 (208 hp)
Initiative: | +3 | +2
Speed: | 30 ft. (6 squares), climb 20 ft. | 30 ft. (6 squares), climb 20 ft.
Armor Class: | 19 (–4 size, +3 Dex, +10 natural), touch 9, flat-footed 16 | 22 (–8 size, +2 Dex, +18 natural), touch 4, flat-footed 20
Base Attack/Grapple: | +12/+31 | +24/+50
Attack: | Bite +15 melee (2d8+10 plus poison) | Bite +26 melee (4d6+15 plus poison)
Full Attack: | Bite +15 melee (2d8+10 plus poison) | Bite +26 melee (4d6+15 plus poison)
Space/Reach: | 20 ft./15 ft. | 40 ft./30 ft.
Special Attacks: | Poison, web | Poison, web
Special Qualities: | Darkvision 60 ft., tremorsense 60 ft., vermin traits | Darkvision 60 ft., tremorsense 60 ft., vermin traits
Saves: | Fort +12, Ref +8, Will +5 | Fort +20, Ref +12, Will +10
Abilities: | Str 25, Dex 17, Con 14, Int —, Wis 10, Cha 2 | Str 31, Dex 15, Con 14, Int —, Wis 10, Cha 2
Skills: | Climb +14, Hide –5*, Jump +7*, Spot +4* | Climb +16, Hide –10*, Jump +10*, Spot +7*
Feats: | — | —
Environment: | Temperate forests | Temperate forests
Organization: | Solitary | Solitary
Challenge Rating: | 8 | 11
Treasure: | 1/10 coins; 50% goods; 50% items | 1/10 coins; 50% goods; 50% items
Advancement: | 17–31 HD (Gargantuan) | 33–60 HD (Colossal)
Level Adjustment: | — | —

All monstrous spiders are aggressive predators that use their poisonous bites to subdue or kill prey.
Monstrous spiders come in two general types: hunters and web-spinners. Hunters rove about, while web-spinners usually attempt to trap prey. Hunting spiders can spin webs to use as lairs, but cannot use their webs as weapons the way web-spinners can. A hunting spider has a base land speed 10 feet faster than the figures given in the statistics blocks.
Poison (Ex): A monstrous spider has a poisonous bite. The details vary by the spider’s size, as shown on the table below. The save DCs are Constitution-based. The indicated damage is initial
and secondary damage.
Size | Fort DC | Damage | Size | Fort DC | Damage
Tiny | 10 | 1d2 Str | Huge | 16 | 1d8 Str
Small | 10 | 1d3 Str | Gargantuan | 20 | 2d6 Str
Medium | 12 | 1d4 Str | Colossal | 28 | 2d8 Str
Large | 13 | 1d6 Str |  |  |
Web (Ex): Both types of monstrous spiders often wait in their webs or in trees, then lower themselves silently on silk strands and leap onto prey passing beneath. A single strand is strong enough to support the spider and one creature of the same size. Web-spinners can throw a web eight times per day. This is similar to an attack with a net but has a maximum range of 50 feet, with a range increment of 10 feet, and is effective against targets up to one size category larger than the spider. An entangled creature can escape with a successful Escape Artist check or burst it with a Strength check. Both are standard actions whose DCs are given in the table below. The check DCs are Constitution-based, and the Strength check DC includes a +4 racial bonus.
Web-spinners often create sheets of sticky webbing from 5 to 60 feet square, depending on the size of the spider. They usually position these sheets to snare flying creatures but can also try to trap prey on the ground. Approaching creatures must succeed on a DC 20 Spot check to notice a web; otherwise they stumble into it and become trapped as though by a successful web attack. Attempts to escape or burst the webbing gain a +5 bonus if the trapped creature has something to walk on or grab while pulling free. Each 5-foot section has the hit points given on the table, and sheet webs have damage reduction 5/—.
A monstrous spider can move across its own web at its climb speed and can pinpoint the location of any creature touching its web.
Size | Escape Artist DC | Break DC | Hit Points
Tiny | 10 | 14 | 2
Small | 10 | 14 | 4
Medium | 12 | 16 | 6
Large | 13 | 17 | 12
Huge | 16 | 20 | 14
Gargantuan | 20 | 24 | 16
Colossal | 28 | 32 | 18
Tremorsense (Ex): A monstrous spider can detect and pinpoint any creature or object within 60 feet in contact with the ground, or within any range in contact with the spider’s webs.
Skills: Monstrous spiders have a +4 racial bonus on Hide and Spot checks and a +8 racial bonus on Climb checks. A monstrous spider can always choose to take 10 on Climb checks, even if rushed or threatened. Monstrous spiders use either their Strength or Dexterity modifier for Climb checks, whichever is
higher. *Hunting spiders have a +10 racial bonus on Jump checks and a +8 racial bonus on Spot checks. Web-spinning spiders have a +8 racial bonus on Hide and Move Silently checks when using their webs.