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Form Source Category HD Stat Block EX Abilities Comments

MMF Level 1 (Humanoids + Animals, size M or S)


Medium Animal, 19str, 13dex, 15con, 2
Bear MM Combat 3
natural armor
A combat form with two claw attacks.

While nothing special, bugbear form may nevertheless be interesting if


Bugbear MM Adventuring 3 Medium humanoid, 15str, 12dex, 13con +4 Move silently your natural attributes are very low.
Medium humanoid, 3 HD, 15str, 8dex,
Crucian SaS Combat 3 17con, 8 natural armor humanoid with great natural armor of +8.

Adventuring, Medium humanoid, 14str, 17dex, 13con, 2 Nice stats and +3d6 sneak attack make this both a good combat as well
Dark Stalker FF Combat 3 natural armor, poison use, sneak attack Blindsight 60ft, Light sensitivity as adventuring form.
3d6

Medium animal, 15str, 24dex, 13con, 3


Desmodu Hunting Bat MM2 Combat 4
natural armor
high dexterity + good maneuverability.

This form has a burrowing speed of 10, which means it allows a MMF to
Medium Animal, 14str, 17dex, 19con, 3 dig tunnels usable by others at a speed of 1 m/sec. Like a giant mole,
Dire Badger MM Special 3
natural armor, 3 natural attacks, rage
Low-Light Vision, scent
this can be used to circumvent walls, opponents etc. You can gain
familiarity from a summon spell.
Medium Animal 5 HD, 12str, 22dex, 15con,
Dire Hawk RoW Special, Combat 5 and 3 natural armor, fly 80' (average), 3 This is a great outdoor form with superb dexterity.
natural attacks.

This interesting form has the ability to charge an opponents, damage


him, trip him, grapple him and pin him, all in one round. It’s a workable
medium animal, 17str, 19dex, 15con, 6 Low-Light Vision, scent, +8 hide, +6 technique especially against enemy spellcasters with low grapple checks.
Fleshraker Dinosaur MM3 Combat 4
natural armor, leaping pounce, poison, rake jump Plus the form has a very good AC for this level because of natural armor
and dexterity.
medium humanoid, 17str, 12dex, 15con, 2 Nothing special, but strength 17 is nice as a starting adventuring form
Gnoll, Flind MM3 Adventuring 2
natural armor
Darkvision
before you find something better next level.
medium animal, 30str, 17dex, 16con, 6 One of the few medium-sized form with strength 30 that can be
Legendary Ape MM2 Adventuring 13 natural armor, rend Low-Light Vision, scent disguised as human with disguise self effects.
Medium Animal, 16str, 19dex, 15con, 1 +8 jump, balance, climb, +4 Move Not as strong as a bear, but faster and able to pounce and start a
Leopard MM Combat 3 natural armor, improved grab, pounce, silently, Hide grapple.
rake
Medium humanoid, 13str, 13dex, 14con, Merfolk breathe underwater and have a swim speed of 50 while still
Merfolk MM Special 1 aqzuatic subtype amphibious, Low-Light Vision being humanoid.
Adventuring, Medium humanoid, 15str, 10dex, 14con, 7 all-around vision (no flanking), hold
Phaerlock UD Combat 2 natural armor breath While nothing special, this form offers a natural armor of +7.

Medium animal, 16str, 11dex, 19con, 8


Protocerops SaS Combat 5
natural armor, powerful charge 2d8+11
+4 survival Good allrounder combat animal form.

Small animal, 17str, 17dex, 11con, 3 This snake has a poison that is a contact anesthetic, so in this form you
Severm SK Special 2
natural armor, attach, blood drain, poison
Low-Light Vision, scent
can actually work as anesthesist.
Medium aquatic humanoid, Swim 40', OK beginners combat form, although the stench ability will be
Tren SK Combat 4 15str, 13dex, 14con, 8 natural armor, Darkvision 60 ft., multiattack problematic with your comrades.
stench
spring attack, run, Darkvision 60 ft.,
Adventuring, Medium humanoid, 15str, 15dex, 13con, 3 scent, +8 move silently, always take The varag offers an acceptible allround package with great speed and
Varag MM4 Combat, Special 3 natural armor, speed 60 ft. 10 when moving silently, +4 survival acceptable stats. Later, he gets spring attack at level 7.
when tracking by scent

MMF Level 2 (Giants, size L)


large animal, 21str, 6 dex, 21 con, +17 This form grants a whopping +17 to natural armor, so it might be nice if
Cave Ankylosaurus MH Combat 7
natural armor, trample 3d6+7
Darkvision 60 ft.
you are flanked by rogues.

Large animal, 19str, 8 dex, 21 con, +10


Cave Triceratops MH Combat 8 natural armor, powerful charge (4d6+12), Darkvision 60 ft., scent Nice combat animal with powerful charge and trample abilities.
trample 3d6+6
Large animal, 25str, 14dex, 17con, 4
Cave T-Rex MH Combat 9 natural armor, improved grab, swallow Darkvision 60 ft., scent Quite some jaws on this one.
whole (2d6+7+6 acid)
One of the best grappling forms! Great attributes coupled with a high
Large giant, 29str, 13dex, 27con, 11 Darkvision, fast healing 8, Low-Light natural AC and great damage from its natural attacks and rend and rake
Cave Troll MM3 Combat 9 natural armor, dazing blow, improved grab, Vision, scent abilities. Plus a quite effective dazing blow ability if both claws hit. After
pounce, rake, rend you reached level 7, add fast healing 8 to that.

large animal, 17str, 22dex, 17con; 5


Desmodu Guard Bat MM2 Combat 4 natural armor, wounding Dodge high dexterity plus wounding.

While it is soon overpowered by forms on higher levels, the dire ape is a


large animal, 22str, 15dex, 14con, 4 good combat form if you go straight to the MMF and thus can't use
Dire Ape MM Combat 5 natural armor, rend 2d6+9. higher HD forms at this level. Easy familiarity through bought summon
spells.

Large animal, swim 80 ft. (60 for


wildshape), +6 natural armor, 19str, The dire barracuda swims at 80 feet and can later still charge after 3x
Dire Barracuda SW Special 8
15dex, 14con, sprint (3x move when that movement.
charging)
The dire bat is one of the earliest large flying forms which means it can
large animal, 17str, 22dex, 17con, 5
Dire Bat MM Special 4 natural armor, fly 40 ft. (good) blindsense 40 ft. possibly carry other characters in the air. Familiarity even with a level 2
summon nature's ally spell.
An even better carrier for slow parts of the party is the dire eagle, for it
large animal, 20str, 19dex, 17con, 5 is stronger and faster and can carry 200 kg as a light load at full speed,
Dire Eagle RoS Special 4 natural armor, fly 60 ft. (average) Low-Light Vision 400kg with speed 40 and 600kg with speed 20.
Thanks NightScreamer20.
Great strength makes this one a good combat form, while its good speed
Large Animal, 25str, 15dex, 17con, 3 Low-Light Vision, scent, +2 hide,
Dire Wolf MM Combat, Special 6 natural armor, trip listen, move silently, survival, track make it suited for following others. You can gain familiarity from a
bought summon spell.
Really nice adventuring form for starters, for you can take it right away,
Adventuring, Medium giant, 20str, 13dex, 18con, 6 gain decent stats, natural armor and rend. Use of the cannibalize special
Dusk Giant, Least HoH
Combat
6
natural armor, rend, cannibalize
Low-Light Vision
attack would be considered cheating by most DMs (see MMF Tricks), but
even without that, this is a good form.

Adventuring, Large giant, 34str, 11dex, 25con, 11 An large "upgrade" from the least dusk giant for those with more HD,
Dusk Giant, Lesser HoH
Combat
12 natural armor, rend, rock throwing, Low-Light Vision, rock catching this form has better strength than any other halfway humanoid form at
cannibalize this level, great natural armor and abilities.

Adventuring, Large giant, 36str, 13dex, 23con, 12 Darkvision, fast healing, rock A form with the perverse strength of 36 plus natural armor 12 and
Firbolg MM2 Combat 13 natural armor, rockthrowing, trample catching trample (and later fast healing), this is one hell of a fighter. Especially
trample is great if you fight a large number of opponents.
Probably the medium-sized form with the highest constitution, this form
Darkvision 90ft, fast healing 5, Low- is ideally suited to be worn beneath a human disguise in everyday
Forest Troll MM3 Adventuring 5 Medium giant, 17str, 16dex, 21con, poison
Light Vision, scent, +2 hide situations. Natural armor and claws with quite deadly poison are an
additional plus.
ink cloud, jet, Low-Light Vision, +4
large animal, 20str, 15dex, 13 con, 7 A giant octopus has nine attacks per round, has improved grab and can
Giant Octopus MM Combat 8
natural armor, improved grab, constrict
hide, +10 escape artist, aquatic
constrict in a grapple. You can gain familiarity from a summon spell.
subtype
Large giant, 21 str, 28dex, 16con, 5 natural woodland stride, lowlight vision, +4 A jungle giant has a dexterity of 28, so it is a well suited form to either
Jungle Giant SoX Special 11
armor hide, survival in jungle terrain dodge spells and traps or to pick locks etc. with.
Though soon not able to keep up with better forms like cave troll, the
Adventuring, large animal, 23str, 15dex, 17con, 3 tiger is a good choice for druid5/MMF2 characters who want to grapple
Tiger MM
Combat
6
natural armor. at this level, due to improved grab, pounce and rake. Plus bought
summon spells give you easy familiarity.
The high constitution and strength coupled with good natural AC, claws
Adventuring, large giant, 23str, 14dex, 23con, 5 natural regeneration 5, Low-Light Vision,
Troll MM Combat 6 armor, rend scent, Darkvision 90 ft attacks and reach makes the regular troll a good allrounder form in
combat.

MMF Level 3 (Monstrous Humanoids)


Monstrous Humanoid, 9 Str, 15 Dex, 10 Not much to them really, except for their excellent flight speed. Useful
Aarakocra RoF Special 1 Con, 1 natural armor, four natural attacks,
for travel at early levels while remaining in humanoid-like form.
fly 90' (average)

large monstrous humanoid, 22str, 13dex, Darkvision 60ft, DR5/magic, special This one deals damage with each successful grapple check, so you can
Abeil Soldier MM2 Combat 6
16con, drone, improved grab, poison enemy
grapple a weak opponent like a spellcaster and pin him, making him
immobile and harming him at the same time.
Form Source Category HD Stat Block EX Abilities Comments
large monstrous humanoid, 25str, 12dex,
Adventuring, 14con, 10 natural armor, improved grab, damage reduction 2/bludgeoning, The annis combines high natural AC and attributes with great grappling
Annis MM
Combat
7
rake (no grappling penalties to claw Darkvision, SR level+12 abilities, making it a great form for a bit of close-up combat.
attacks), rend
Darkvision 60 ft., charm, sleep, fear Dusk hags are good adventuring forms with +10 natural AC, but less HD
Adventuring, Medium monstrous humanoid, 17str,
Dusk Hag ECS Combat 12dex, 15con, 10 natural armor immunity, spell resistance level+12, than a green hag. They become additionally good at level 7, when you
+4 sense motive get their SR 20.
medium monstrous humanoid, 15str, +2 hide, listen, spot, +8 hide (total) Gargoyles don't have to eat, drink, or breathe, which is one of the few
Gargoyle MM Special 4 14dex, 18con, 4 natural armor, freeze
against stone forms thus immune to suffocation effects.
ability
The green hag is one of the medium-sized forms with the highest natural
Adventuring, medium monstrous humanoid, 19str,
Green Hag MM
Combat
9
12dex, 12con, 11 natural armor, +8swim
SR level+9, Darkvision 90ft, mimicry armor, making it a good adventuring form. At level 7, you additionally
get spell resistance.

large monstrous humanoid, 20str, 7dex, DR10/adamantine, Darkvision, The gulgar form has two great advantages: For one, its natural attacks
immunity to sonic, stability, subsonic are treated as adamantine for overcoming DR, so you don’t need a
Gulgar MM3 Combat, Special 10 17con, 8 natural armor, crystalline bone,
speech, tremorsense, +4 listen, -4 special weapon. And as second, the gulgar has an EX sonic cone attack
sonic pulse, powerful charge
spot with 3d6 damage and 30 feet range.

The kir-lanan has a fly speed of 90 with good maneuverability, while still
medium monstrous humanoid, 14str, giving you hands and legs. Thus, it is a decent flying form, it for
+4 hide, harmed by positive energy, example can cast spells with somatic components while flying. Even
Kir-Lanan FRCS Special 4 12dex, 10con, fly 90 (good), 4 natural
healed by negative
armor better is the level 7, when this is the best form against negative energy:
It gets healed by it, not damaged or drained.

Small monstrous humanoid, 12str, 16dex,


14con, 2 natural armor, sneak attack 2d6,
Marrulurk SaS Combat, Special 3
death attack (DC 11+ Charisma mod),
+4 hide, move silently The marrulurk has an assassin's death attack, albeit at a not so high DC.
poison use
The marzanna has a good natural AC, attributes and damage (even
Adventuring, medium monstrous humanoid, 21str, Darkvision, immunity to cold, SR
Marzanna Hag FB
Combat, Special
8
12dex, 14con, 9 natural armor, rend level+7, vulnerability to fire
rend), but its best feature is the cold subtype, making it totally immune
to all cold effects after level 7. Even has a swim speed.

Adventuring, medium monstrous humanoid, 14str, Darkvision, immunity to fire, poison, It itself has a heat attack that adds 1d6 fire damage to all your natural
Phoelarch MM3
Special
7
17dex, 15con, heat
and disease, SR level+11, or metal weapons. At level 7, you are also immune to all fire and heat
vulnerability to cold attacks. Plus it can be disguised as human with disguise self magic.
The phthisic is quite similar to the troll in its abilities, but it has one very
large monstrous humanoid, 23str, 12dex, Darkvision 60 ft., regeneration 5, important feature: Its bite attack deals intelligence damage. That means
Pthistic XPH Combat, Special 6 21con, 8 natural armor, Mind feed resistance to cold 10, scent that one single bite is usually enough to finish off a purple worm, frost
worm, or any animal!

medium monstrous humanoid, 19str, Average form with good natural armor and powerful charge. Its
advantage is that it can be called up as part of a monster summoning IV
Rhek BoED Combat 5 10dex, 19con, 7 natural armor; powerful spell per page 190's update to the summon tables to include MM2 and
charge 2d8+8 BoED.

adaptive resistance, adrenaline Although con 28 makes this a usable form at any level, it really begins to
large monstrous humanoid, 26str, 10dex, shine when you get its EX qualities at level 7: Then you get an additional
Sarkrith Thane FF Combat, Special 11 28con, 5 natural armor boost, Darkvision 60ft, resist blows, move or attack action per round, adaptive energy resistance and can’t
SR level+12, mask scent, scent.
die from bludgeoning damage.

This is one of the best forms for the MMF! Incredible attributes and
DR5/adamantine, Darkvision, Low- natural AC plus a great dazing blow ability that keeps opponents from
Adventuring, large monstrous humanoid, 31str, 16dex,
War Troll MM3
Combat
12
29con, 14 natural armor, dazing blow
Light Vision, regeneration 9, scent acting in many rounds. When you have reached level 7, it becomes even
SR level+8 more powerful with regeneration 9 (acid), DR 5/adamantine, scent, spell
resistance 20, dark and Low-Light Vision… Just great.

One of the coolest adventuring forms. Take a shapechanging ability as a


swift action that can either make you large, small, better armored,
Medium monstrous humanoid, 16str, adaptive defenses, fast healing 5, SR faster, better at squeezing through, or better at wounding opponents,
Adventuring, and you have a very decent medium-sized form. At level 7, add among
Zern MM4 Combat, Special 8 17dex, 18con, 6 natural armor, malleable level+10, Darkvision 60 ft., +4 spell resistance and fast healing an immunity to all effects that require
form caster level for transmutation spells fort saves unless they affect objects (which for example include disease,
poison, paralysis, hold effects, petrification, nausea, exhaustion, high-
altitude, dehydration etc.), and you have a great adventuring form.

MMF level 4 (Fey, size T)


The bisan has a touch attack that deals 1d10 points of damage and a
medium fey, 11str, 14dex, 10con, 8 natural
Bisan OA Combat 10 armor SR level+11 natural armor of +8, which makes her good if you face an opponent with
high AC.
amphibious, immunity to acid,
The bog imp has an impressive burrowing speed of 60, which is as fast
Bog Imp HoH Special 4 Small fey, 8str, 21dex, 15con, sicken paralysis, poison, sleep; Low-Light
as a horse!
Vision, liquid burrow, code of law

The redcap is not impressive in its ordinary form, but since it uses
different advancement rules than usual, at higher HD it becomes a great
Small fey, 10+HD str, 9+HD dex, 10+HD adventuring form, and the rules only prohibit advancement that changes
Redcap MM3 Adventuring 4 to 20 con, natural armor 2 - 9, powerful build the creatures size. A 20 HD redcap is still small, but has strength 30,
dexterity 29, constitution 30 and nine natural armor, so it is a good form
if you must look totally harmless.

medium fey, 17str, 26dex, 18con, 3 natural evasion, Low-Light Vision, track The verdant prince has a dexterity of 26, so it is useful when you have
Verdant Prince MM4 Special 16
armor to open doors, steal things etc.

MMF level 5 (vermin)


This form gives you a 4d6 base bite damage. If you have a warshaper
level or the improved natural attack feat, that becomes 6d6. So this is a
large vermin, 23str, 10dex, 17con, 10
Giant Stag Beetle MM Combat, Special 7 natural armor, trample 2d8, bite 4d6 vermin traits, darkvision 60 ft. good form when you need to deal a lot of damage in one hit, e.g. to
punch trough DR or break something. You can gain familiarity from a
summon spell.

large vermin, 26str, 10dex, 23con, 15 Darkvision 60ft, immunity to sonic,


A knell beetle can make all next to it fall prone each round unless they
Knell Beetle MM3 Combat, Special 12 natural armor, rend, shake the earth, vermin traits, +8 balance, listen, succeed at a reflex save vs. DC 24.
trample spot

medium vermin, 18str, 11dex, 16con, 2 A leechwalker drains 2d4+3 constitution points with every successful
grapple check. Plus when you reach level 7, it is immune to ability drain,
Leechwalker MM2 Combat 13 natural armor, blooddrink, improved grab, all around vision, immunities
massive damage and subdual damage. It looks humanoid enough to
wounding
disguise it as human with a hat of disguise or similar tricks.
large vermin, 18str, 10dex, 14con, 8 This form can jump at opponents and wound them with many legs at
Sword Spider MonOF Combat 5
natural armor, impalement, poison
vermin traits
once.

MMF level 6 (aberrations, size H)


huge animal, 24str, 12dex, 17con, 5 Very high trample damage allows you to mow down large number of
Darkvision 60ft, Low-Light Vision,
Allosaurus MM2 Combat 10 natural armor, improved grab, rake 2d8, scent opponents, improved grab, huge size + rake make grappling interesting.
swallow whole, trample 5d8 Ergo: a form of many possibilities.
large aberration, 20str, 16dex, 18con, 10
amphibious, Darkvision, immunity to
Chuul MM Combat 11 natural armor, constrict 3d6, improved pioson Can paralyse opponents when grappling them.
grab, paralytic tentacles

large aberration, 21str, 16dex, 17con, 7 Cloakers have interesting ranged sonic abilities. For example, the stupor
Cloaker MM Combat, Special 6 natural armor, moan, engulf Darkvision ability means that it can hover above a non-flying victim till it fails a
save and is helpless for 5 rounds.
huge aberration, 26str, 13dex, 20con, 8
Like cloaker, but more so. What can be much better, though, is the
Cloaker Lord MonOF Combat, Special 9 natural armor, moan, engulf, dominate SR level+9 ability to dominate all regular cloakers who will follow your orders.
cloakers
The HoH book brings us rules for taint, a corruption that inflicts even the
Medium aberration, 20str, 20dex, 19con,
Corruption Eater HoH Special 15 devour corruption corrupting scent, purity vulnerability purest heroes. The corruption eater form allows you to remove that
corruption from your comrades.
Form Source Category HD Stat Block EX Abilities Comments
To take this form you have to take the frozen wildshape feat from the
Frostburn book. But it can be worth it: You get all (up to 12) bite
attacks, which you can use as a simple action, e.g. in addition to moving
or wildshaping. You also get an improved combat reflexes feat that gives
Darkvision 60 ft., fast healing 22, you one AoO per head, which again can be up to 12. Things get even
Huge magical beast, 23str, 12dex, 20con,
Cryohydra MM Combat 5 to 12 13 natural armor, swim 20 ft., 12 attacks Low-Light Vision, scent, combat better at level 7: Your 12-headed form grants you a whopping fast
reflexes, cold subtype healing 22 plus cold immunity! Plus the ability to grow additional heads
if some of yours should be cut off, up to 24 heads. If that's still not
enough, you could choose the Assume SU ability feat from Savage
Species. Then you get a breath weapon with an area of 10 ft. x 20 ft.
and 36 d6 points of cold damage!

all around vision, cold resistance 10,


medium aberration, 17str, 18dex, 12con, 8 Darkvision 60ft, fast healing 3, A darkweavers bite deals 2d4 strength damage. This is one of the few
Darkweaver FF Combat, Special 9 natural armor, improved grab, strength sunlight vulnerability, tentacle forms that can deal strength damage.
damage
regeneration

Death Kiss MonOF Combat 12 large abberation, 16 str, 14 dex, 16 con, 5 flight, electric aura Lots of tentacles that can drain constitution upon hitting makes this a
(Beholderkin) natural armor, improved grab, blood drain good combat form.
large aberration, 27str, 13dex, 21con, 15 stone shape, immunity to acid, Delver form allows you to dissolve large quantities of rock very quickly,
Delver MM Special 15 natural armor, corrosive slime tremorsense 60ft or at level 7 to soften and reshape it. For the artistically inclined.
The dragonhawk is a huge animal with strength 25 and a base flying
Huge animal, 26str, 12dex, 20con, speed Low-Light Vision, blindsense 60 ft.; speed of 120 ft. That makes him ideal for carrying your whole party
Dragonhawk E5N Special 8 10, fly 120 (average; 24 mph), natural
+8 spot; somewhere: He can fly unhindered with up to 600 kg on his back, and
armor 9 still fly at 80 feet with up to 1800 kg.

Adventuring, Huge giant, 48str, 9dex, 32con, 17 natural Low-Light Vision, rock catching One of the most powerful halfway humanoid forms, this form offers
Dusk Giant, Greater HoH
Combat
18
armor, rend, rock throwing, cannibalize incredible strength and combat abilities.

Though nothing special at this level, this form is easy to get familiar with
(use summon spells or travel to an oriental country), has a great
Huge animal, 30str, 10dex, 21 con, speed trample attack dealing 2d8+15 points of damage to up to 48 squares,
Elephant MM Combat, Special 11 40 ft., +7 natural armor, trample DC 25, Low-Light Vision, scent and is especially useful to haul great weights around: everything up to
2d8+15 1.6 tons is a light load, 3.2 ton is medium, 4.8 tons are maximum and
thus can still be lifteds above your head, and you can drag 24 tons,
twice that with favorable conditions like logs to roll the weight on.

medium aberration, 10str, 17dex, 17con, 5 Darkvision 60 ft., scent A folugub can liquefy any chrystal. That is a deadly weapon against
Folugub XPH Combat, Special 4
natural armor, Liquefy crystal crystal golems and against anyone living in a high crystal tower…
medium aberration, 11str, 14dex, 12con, 6 A great fihyr will panic anyone looking at him attacking unless a will save
Great Fihyr MM2 Combat, Special 16 natural armor, frightful presence invisbility, Darkvision 60ft, scent (DC 20) succeeds. This form can be used to rout entire armies.

21str, 14dex, 19con, +7 natural armor, A guardian naga has a ranged touch poison spit attack with 30 feet
Guardian Naga MM Combat 11
poison, spit
Darkvision 90 ft., eschew materials range and very powerful poison (DC 14+level/2, 1d10 con/1d10 con),
which is among the best ranged attacks for MMFs.
17str, 19dex, 18con, natural armor+3; Darkvision, evasion, spines, web
Harpoon Spider MM3 Combat 5
improved trip feat; harpooning, poison movement
A harpoon spider can shoot strands at opponents to trip them.

huge aberration, 25str, 17dex, 23con, Darkvision, evasion, spines, web


Dread Harpoon Spider MM3 Combat 9 natural armor+3; improved trip feat; movement See Harpoon Spider
harpooning, poison
Huge aberration, 24str, 14dex, 22con, 25 all-around vision, Darkvision 60 ft., A hive mother has an antimagic cone of 240 feet range. Quite something
Hive Mother Beholder LoM Special 20 natural armor, improved grab, swallow flight for the 3.0 Assume SU ability feat.
whole
large abberation, 24str, 17dex, 14con, 10
Can sunder weapons without AoOs and deals 5d6+24 with each
Hook Horror MM2 Combat 10 natural armor, improved grab, power blindsight 60ft, light sensitivity
successful grapple check, which includes pins.
sunder, rending bite

stun, amphibious, Darkvision 60 ft.,


immunities (poison, paralysis, hold,
huge monstrous humanoid, 26str, 13dex, figments, nets), improved evasion, Too bad this form has 15 HDS, for it has a ton of nice EX abilities: Stun
Kuo-Toa Leviathan UD Special 15 21con, +14 natural armor, improved grab,
keen sight, light blindness, energy
opponents, later eeing invisible and ethereal creatures, wisdom bonus to
swallow whole AC, improved evasion....
resistance 10, sea mothers blessing,
slippery, uncanny dodge

A kython adult (or better, if you have 12 HD, the kython impaler)
Adventuring, medium aberration, 18str, 20dex, 17con, kython traits (blindsight 60 ft., acid, features great natural AC and good attributes combined with two bonus
Impaler, Kython BoVD Combat 12 12 natural armor, charge 6d6+8, wield cold immunity, fire, electricity feats at level 7. While it can’t fight as good as some other forms at this
kython weaponry, poison resistance 20) level, it is a good form to wear beneath a human disguise.

medium aberration, 12str, 14dex, 12con, 3 The illithid form is interesting for two reasons: For one, its instant kill
Mind Flayer MM Combat, Special 8 natural armor, improved grab, extract SR level+17, telepathy. feature of brain extraction is cool, but the low grapple bonus make that
option seldom effective. Much better is its spell resistance.

According to the Lost Empire of Faerun book, phaerimms have damage


reduction /magic, telepathy and a special sight ability that works like see
telepathy, damage reduction invisible, arcane sight or true seeing as extraordinary abilities. That is
Phaerimm LEF Special varies tiny to huge aberration, stats vary, implant varies/magic, flight, full vision,
immunities (polymorphing, probably just sloppy rules design, since this kind of DR and telepathy is
always SU and the sight ability should also be, but if you play strictly by
petrification), spell resistance
the rules, this is a good way to get telepathy and true seeing, both of
which can be invaluable.

huge animal, 26str, 13dex, 20con, 8 This huge dinosaur has a fly speed of 100 ft. and can carry 1200 pounds
Quetzalcouatlus MM2 Special 10 natural armor fly 100' (poor); 20 mph, Low-Light Vision, Darkvision 60 ft
without slowing down, and up to 3600 pounds with a speed of 66 feet
Dinosaur (according to the Heroes of Battle). So if you need to take your whole
swallow whole party somewhere else, this is as fast as a flying ship.
large aberration, 21str, 7dex, 24con, 15 Darkvision, fast healing 5, reflexive
Rukanyr FF Combat 7 natural armor, poison, stunning strike sunder, sonic immunity, stability+20 10 attacks combined with a nice disarming ability.
medium aberration, 10str, 17dex, 13con, 5
Rust Monster MM Combat, Special 5
natural armor, rust
Darkvision, scent Rust monster form allows you to rust metal very quick.

Large aberration, 21str, 16dex, 16con, 9 scorpion empathy, track, SR The scorrow is only an average adventuring form, but may be useful
11+level, Darkvision 60 ft,
Scorrow SoX Special 10 natural armor, speed 50 ft., favored enemy
tremorsense 60 ft, +4 hide, move
because they can influence scorpions, and thus may help against a
+2 (animals, giants, magical beasts) silently, survival scorpion swarm when other options fail.

amphibious, blindsense 60 ft., can't The seriulyn has a spray attack that can glue enemies to the ground or
large aberration, 20str, 12dex, 14con, 10 be tripped, damage reduction make flyers drop. The form gets more interesting on level 7: Then it
Seryulin MM3 Special 10 natural armor, pain poison, sticky spray 5/piercing or slashing, Darkvision 60 gets a "slick" ability that works like freedom of movement, except in a
ft., acid resistance 10, slick grapple. Plus damage reduction and trip immunity.
large aberration, 21str, 14dex, 19con, 6 The slasrath has a nifty charge ability that affects all within reach,
Slasrath FF Combat 8 natural armor, poison, wingslash Darkvision dealing nice damage and destroying their armor.
Need some artillery? Nothing says “Let’s rock this place” like a rock
huge giant, 37str, 14dex, 25con, 10
Sun Giant MM2 Combat 13 natural armor, rockthrowing, fire subtype Darkvision 60ft, rock catching thrown with strength 37. Catapults are harmless compared, considering
the rate of fire.
In will-o’-wisp form you should be among the best regarding touch
small aberration, 1str, 29dex, 10con, shock invisibility at will, weapon finesse and attack AC and reflex save. Plus you get an electrical touch attack that
Will-o'-Wisp MM Combat, Special 9 attack spell immunity rarely misses, and at level 7, you’ll be always invisible and immune to
almost all spells. Great form!
Large aberration, 16str, 14dex, 16con, 5
Ulitharid LoM Combat 12 natural armor, improved grab, extract SR 15+HD Like the mind flayer, but betters stats and two additional tentacles.

Darkvision 60 ft., immunity to


Large aberration, 12 HD, 19str, 13dex, electricity, vulnerability to fire, cold This really powerful form has six touch attack that deal massive strength
Urophion LoM Combat 12 16con, 14 natural armor, drag, extraction, resistance 10, SR level+18, Low- damage and drow opponents nearer where you can extract their brains.
weakness (Fort DC 19, 2d8 str), strands Light Vision. Bon appetite...

MMF level 7 (Plant, EX qualities)


Great combat form: The battlebriar does not only have plant immunties,
a trample attack, a ranged area attack dealing 5d6 damage, improved
grab plus four attacks of opportunity and a penalty to opponent's tumble
checks around you. It also has a great 'impale' ability that, if you
Battlebriar: Warbound Large plant, 23str, 6dex, 22con, natural Darkvision, Low-Light Vision, thorn succeed at an additional grapple check while grappling, allows you to
MM3 Combat 12 armor+12, impale, improved grab, thorn field, plant traits impale opponents on your spikes, which renders them helpless and
Impaler volley, trample suspicable to coup de gras attacks. Given, to keep them impaled, you
suffer a hefty -20 penalty to grapple checks, which is easy to beat for
most opponents. But if you act right after the opponenet, you can impale
him and have a friend kill him before it is his turn again.
(thanks Surreal)
Form Source Category HD Stat Block EX Abilities Comments
Large plant, 25str, 10dex, 19con, 10
The briarvex can move through all kinds of underbrush unimpeded, even
Briarvex MM4 Special 8 natural armor, DR 5/slashing, improved Plant traits magically animated brush.
woodland strike

large aberration, 14str, 15dex, 14con, 3 Darkvision, immunity to poison,


Dark Naga MM Special 9
natural armor, poison
resistance to charm, guarded Dark nagas are immune to mind reading.
thoughts, eschew materials

large aberration, 19str, 15dex, 17con, 7 Darkvision 60ft, enhanced When you get the racial boni at level 7, the racial grapple bonus of +16
multiweapon fighting, tentacle makes this form one of the best grapplers there is! Pin opponents and
Darktentacles MM2 Combat 9 natural armor, constrict 2d6, improved regeneration, tremorsense, weapon wait till your constrict damage wore them down. Can even wield a dozen
grab use of oversized greatswords in all those tentacles.
Medium aberration, 8 HD, 12str, 14dex,
The dharculkus has a dual-nature ability usable at level 7 that allows you
Dharculus PH Special 8 20con, +10 natural armor, dualplanar,
to retreat fully to the ethereal plane.
ethereal bite
Large aberration, 8 HD, 12str, 12dex,
Director Beholder LoM Special 8 16con, 10 natural armor SR level+8, Darkvision 60 ft. Directors get +8 to handle animal checks.

Once you get racial skill boni at levcel 7, doppelgangers give you a +4
medium monstrous humanoid, 12str,
Doppelganger MM Special 4 13dex, 12con, +4 natural armor +4 bluff, disguise racial bonus to bluff checks. So it is a good form to wear beneath a
disguise self effect if you want to lie to someone.
The duergar has three power points as a natural ability. So if you want
immunity to paralysis, phantasms,
Duergar XPH Special 1 Medium humanoid, 10str, 10dex, 12con
and poison, naturally psionic
to use an item after level 7 that only works if you have PP, this form can
help.

To quote Lilt: What about the Gas Spore form from LoM 148-149? Now
that you don't apply the new con to your HPs, the con of 4 doesn't make
all-around vision, beholder you so weak. It's most powerful out of combat, however, for use with
large plant, 16str, 4dex, 4con, death the infestation ability. You can use this to harvest gas spore poison
Gas Spore LoM Special 10
throes, infestation
camouflage, flight (20 ft., poor),
(quite valuable) or to start a gas spore outbreak in enemy territories. It
Low-Light Vision
only takes a few hours to turn a KOed enemy into 1d4 gas spores which
you can harvest 1d4 doses of poison worth 500gp each from. Turning a
single enemy into 3k woth of poison is delightfully evil.

With the Assume Supernatural Ability feat from Savage Species, you can
Greater Doppelganger MonOF Special 9 12 str, 17 dex, 12 con, 4 natural armor use the Consume Identity ability to become a wizard for a day, provided
you can find and kill one. Cheesy for sure.
11str, 16dex, 13con, 2 natural armor, 2d6 Darkvision 60 ft., +5 on bluff, hide, The greeenspawn sneak is one of the few form that gives us a racial
Greenspawn Sneak MM4 Special 2
sneak attack damage move silently, two-weapon fighting bonus to bluff, in this case +5.

blindsight 40ft, immune to gaze


medium monstrous humanoid, 15str, attacks, visual effects, illusions; +10 Grimlock forms at level 7 are able to see through all illusions.
Grimlock MM Special 3
13dex, 13con, 4 natural armor hide in mountains or underground,
track
huge aberration, 20str, 10dex, 24con, 15 A gulguthydra nauseates everyone in 80 feet range that has less than 9
Gulguthydra MonOF Special 15 natural armor, improved grab nauseating stench HD. Can be good to fight against an army.

Since The Sage changed the racial bonus feat a human gets into an
extraordinary quality in the Official Game FAQ, human now becomes a
great form once you reach level 7: You effectively gain a free feat of
your choosing. So if you would like to be able to take cryohydra form
Human MM Special 1 Medium humanoid, 10str, 10dex, 10con racial bonus feat then, you could change into a human, get frozen wildshape from
Frostburn as the bonus feat, and use it to take cryohydra form. Other
interesting feats thus available are e.g. wild feats, metamagic feats, or
things like skill focus.

huge plant, 30str, 9dex, 23con, 18 natural


Ironmaw FF Combat 12 armor, attach, emgulf, illness, tendrils, plant traits The ironmaw has four long range tendril attacks that sap constitution.
wounding
large plant, 17str, 10dex, 25con, 15 natural blindsense 60 ft., DR 5/bludgeoning If you succeed in grappling an opponent with this form (which is not the
Ironthorn SSt Combat 10 armor, improved grab, impale, poison (1d4 or slashing, plant traints best grapple, though), you can expose him to your powerful paralysing
min paralysis, 2d4 con) poison.
large abberation, 19str, 12dex, 17con, 5 mimic shape, immunity to acid, add At this level, you can use mimic form to copy objects, walls etc., things
Mimic MM Special 7
natural armor, adhesive crush darkvision 60ft., +8 disguise whose form you usually can’t take.
large monstrous humanoid, 19str, 10dex, natural cunning, Darkvision, scent,
Minotaur MM Special 6 15con, 5 natural armor, powerfull charge +4 search, spot, listen At this level, minotaurs never become lost in mazes etc.

DR 5/-, earth glide, natural cunning,


Darkvision 60, scent, tremorsense, The greathorn minotaur is one of the forms that can swim through earth
Minotaur, Greathorn MM4 Special 11 24str, 8dex, 20con, 7 natural armor
awesome blow, +4 listen, search, like a fish through water.
spot

large plant, 18str, 12dex, 17con, 2 natural It may not make much sense, but by the rules you can brew most
Myconid Soverign MM2 Special 6
armor, spores
potion making potions there are in this form without knowing the needed spells. It even
has brew potion as a bonus feat.
medium fey, 19str, 13dex, 18con, 9 natural burrow, cold immunity, earth An oread can swim through rock, earth etc like a fish through water,
Oread FF Special 7
armor mastery, Low-Light Vision leaving no trace.
huge plant, 30str, 3dex, 20con, 24 natural acid immunity, plant traits, a great allround fighter. Regeneration 10, plant immunities, high
Octopus Tree FF Combat 14 armor, frightful presence, improved grab,
regeneration 10
strength, great grappler due to 8 tentacles with improved grab plus
swallow whole immune to acid.
DR 10/CI, immunity to cold,
medium fey, 10str, 24dex, 17con, 2 natural vulnerability to fire, tremorsense, A rimefire eilodod can move through ice and snow like a fish through
Rimefire Eidolon FB Special 12
armor water.
Low-Light Vision, ice glide

large plant, 21str, 10dex, 17con, 11 natural electricity absorbtion, +4 hide, listen, In shambling mound form, electrical attacks give you additional
Shambling Mound MM Special 8
armor, improved grab, constrict
move silently, Darkvision, resistance constitution. This may be used to boost you HP or fortitude saves to
to fire 10 obscene hights.

Though not powerful, the skulk form becomes useful at this level to
remain unseen with its racial +8 to move silently and +15 to hide checks
Adventuring, peerless camouflage, trackless path, and can even run while hiding at no penalty. Keep in mind that see
Skulk FF Special 2 medium humanoid, 11str, 14dex, 11con +8 Move silently, +15 hide
invisible makes invisibility problematic at this level, however hide
remains effective.

medium monstrous humanoid, 9str, 16dex, chromatic disk, Darkvision 60ft, Spell weaver form allows you to cast more than one spell per round (not
Spell Weaver MM2 Special 10
9con, 5 natural armor
immunity to mind effects, shielded that we have many), while keeping you save from mindreading and
mind, spell weaving, SR, telepathy mind-influencing effects.
huge plant, 28str, 9dex, 22con, 9 natural regeneration 10, Low-Light Vision, Tendriculous form offers regeneration 10, improved grab and a swallow
Tendriculos MM Combat 9 armor, improved grab, swallow whole,
plant traits whole ability that also paralyses opponents, to prevent indigestion…
paralysis
huge plant, 29str, 8dex, 21con, 13 natural DR 10/slashing, vulnerability to fire,
Treant MM Combat, Special 7 armor, deal double damage against
plant traits, +16 hide in forests
Treants have DR 10/slashing and deal double damage against objects.
objects, trample

Like all plants, the vine horror is immune to things like mind-affecting
medium plant, 18str, 10dex, 19con, 8 half damage from piercing and effects, poison, disease, critical hits and quite a lot of other threats. It
Vine Horror FF Combat, Special 5
natural armor slashing, malleability, plant traits
looks humanoid enough to disguise it as human with a changeling’s
abilities and still is able to move through small cracks. Its aquatic
subtype limits its usefulness, though.
medium plant, 17str, 12dex, 16con, +4 Low-Light Vision, vulnerability to fire, A human-sized plant, the woodwoad form can easily be disguised as
Wood Woad MM3 Adventuring 8 balance, hide, lightning reflexes plant traits human and still offers all the cool plant immunities.
large monstrous humanoid, 18 str, 11 dex, Although that may be seldom needed: Yak folk form allows you to use
Yak Folk MM2 Special 5 15 con, 7 natural armor Darkvision 60 ft., use staff any staff, regardless of if it is your kind of magic or not.

This nice plant has a ranged touch attack that makes opponetns come
huge plant, 10str, 16dex, 21con, 6 natural blindsight 30 ft., regeneration 5 near an stand there not resisting our attacks. And an ability to then
Yellow Musk Creeper FF Special 6 armor, musk puff (DC level/2+5), consume
(acid, fire), plant traits drain their intelligence. So highly effective against low-int-monsters.
intelligence Thanks Surreal.

MMF level 8 (oozes, size D)


huge ooze, 22str, 1dex, 26con, acid, immunity to magic, blindsight, ooze The arcane ooze is a good grappler with huge size and 4d6 slam
Arcane Ooze MM3 Combat 15 improved grab, constrict traits damage, but its best feature is its magic immunity.
huge ooze, 17str, 1dex, 22con, acid, blindsight 60ft, split, ooze traits, +8 This form has a very powerful acid that dissolves enemy weapons and
Black Pudding MM Combat, Special 10 constrict, improved grab climb armor.

huge ooze, 17str, 1dex, 24con, desiccating immunity to desiccation, camouflage This form sucks water from opponents dealing an additional 4d6
Brine Ooze SaS Combat 12 impact (4d6, 4d8 for water elenemtals and
(looks like water pool), ooze traits
damage. It is also one of the surprisingly few forms that are not affected
plants), improved grab, constrict by dehydration (it seems you can even dehydrate a fire ).
Form Source Category HD Stat Block EX Abilities Comments
acid sheath, amphibious, immune to
Huge ooze, 31str, 1dex, 29con, trample acid, gaze attacks, illusions, visual The corruptere has an burst ability with 20 ft. radius for 6d6, usable
Corrupture MM4 Combat 11
2d6+a5+2d6 acid, acid burst effects, DR 5/-, SR level+7, ooze
each round, acid damage, plus DR, trample, illusion immunity et al.
Nice.
traits
This form allows you to sense the presence of incarnum in creatures and
large ooze; 15str, 1dex, 29con, acid, blindsight, incarnum sense, ooze
Dissolution Ooze MoI Combat, Special 6 dissolution traits to unshape the soulmates of hit creaures. Whatever that means (haven't
read the rest of the book yet).
huge ooze; 10str, 1dex, 26con, acid, transparent, immunity to electricity,
Gelatinous Cube MM Combat 4 engulf, paralysis blindsight, ooze traits Can paralyse opponents for minutes and is almost invisible.

MMF level 9 (elementals)


small elemental, 15str, 14dex, 12con, 8 Damage reduction 5/bludgeoning,
Crysmal XPH Special 6
natural armor, elemental traits
immunity to fire and cold, resistance The crysmal gives us a +8 bonus to appraise checks at level 7.
to electricity 15
Earth elementals glide through rock like a fish through water. A safe way
Earth Elemental MM Special Varies Varies Varies to explore dungeons or to flee a prison. You can gain familiarity from a
summon spell.
This form has a great ranged attack that does a hell of damage. The
Medium elemental, 26str, 13dex, 24con, Darkvision 60 ft., immunity to cold, most funny thing is that it is rated as CR 3. I think most 3rd-level
Magma Hurler MH Combat 4 +4 natural armor, magma rock (move
fire vulnerability characters would have no chance against a monster that deals
action, 3d10+8+1d6 fire)
3d10+8+1d6 fire per hit...

MMF level 10 (dragon, size G)


huge dragon, 27str, 10dex, 21con, 17 immunity to fire sleep and paralysis,
Dragon Turtle MM Special 12
natural armor, capsize Low-Light Vision, scent, Darkvision
This form has a chance to capsize and sink a ship of any size.

Huge dragon, 28str, 11dex, 18con, natural The gorynych has special grappling abilities: If it used its many tails, it
Gorynych LEF Combat 16 armor+19, improved grab, rake, rend, tail Darkvision, Low-Light Vision, scent, can reduce the penalty for grappling with only an appaneage, which lets
immune to sleep and paralysis
wrap him act as if not grappled. Its rend is also nice.
huge dragon, 24str, 11dex, 20con, 19 blindsight, immunities, keen senses, If you want to take dragon form, this is one of the most effective. High
Gray Linnorn MM2 Combat 13
natural armor, crush, poison SR damage and natural AC while not too many HD.
This is a quite effective form due to its size and its pin ability, which can
gargantuan dragon, 35 str, 11dex, 24 con, SR level+10, fire immunity, cold pin up to six medium-sized opponents without even starting a grapple,
Ibrandlin MonOF Combat 10
11 natural armor, pin damage so it can work instantaneous. You can even choose to not harm
opponents when doing so.
Gargantuan animal, 34str, 15dex, 24con, 9 To quote TheCarrionCrawler: It's great for carrying the whole party
Roc MM Special 18 Natural armor, fly 80 ft. when magical means are not available...
gargantuan dragon, 35str, 10dex, 21con, One of the few gargantuan forms with not too many HD, the sea drake
inkcload, regeneration 2, dragon
Sea Drake FF Combat, Special 12 20 natural armor, constrict ship, crushing traits allows you not only to grapple well with its +16 size bonus to grapple, it
blow, swallow whole even has a special ability to sink whole ships.

medium dragon, 15str, 10dex, 15con, 16 spell resistance 17, immune to One of the forms to offer protection against energy drain, the shadow
Shadow Dragon MonOF Special 13 natural armor energy drain, sleep, paralysis, dragon is a good choice when fighting negative energy creatures. Their
blindsight 120 ft., keen senses stats make them weak fighters at this level, however.
Form Source Category HD Size Type Str Dex Con Natural Movement EX Attacks EX Abilities Comments
Armor Modes
Bear, Black MM Combat 3 Medium Animal 19 13 15 2 40' A combat form with two claw attacks.
Bugbear MM Adventuring 3 Medium Humanoid 15 12 13 3 30' +4 Move silently While nothing special, bugbear form may nevertheless be interesting if your natural attributes are very low.
Crucian SaS Combat 3 Medium Humanoid 15 8 17 8 humanoid with great natural armor of +8.
Poison use, sneak Blindsight 60ft, Light
Dark Stalker FF Adventuring, Combat 3 Medium Humanoid 14 17 13 2 attack +3d6 sensitivity Nice stats and +3d6 sneak attack make this both a good combat as well as adventuring form.

20' Blindsight 120', At low levels, this is a good flying form, with 60' (good) maneuverability. Once you hit 7, you also get 120' blindsight,
Desmodu Hunting Bat MM2 Adventuring 4 Medium Animal 15 24 13 3 Fly 60' (good) Trip immunities, Weapon which is an incredibly powerful vision mode.
Finesse
This form has a burrowing speed of 10, which means it allows a MMF to dig tunnels usable by others at a speed of 1
Dire Badger MM Special 3 Medium Animal 14 17 19 3 30' Three natural attacks, Low-Light Vision, scent m/sec. Like a giant mole, this can be used to circumvent walls, opponents etc. You can gain familiarity from a summon
Burrow 10' rage
spell.
Dire Hawk RotW Combat, Special 5 Medium Animal 12 22 15 3 Fly 80' (average) Three natural attacks This is a great outdoor form with superb dexterity.
This interesting form has the ability to charge an opponents, damage him, trip him, grapple him and pin him, all in one
Leaping pounce, Low-Light Vision, scent,
Fleshraker Dinosaur MM3 Combat 4 Medium Animal 17 19 15 6 50'
Poison, Rake +8 hide, +6 jump
round. It’s a workable technique especially against enemy spellcasters with low grapple checks. Plus the form has a very
good AC for this level because of natural armor and dexterity.
Gnoll, Flind MM3 Adventuring 2 Medium Humanoid 17 12 15 2 30' Darkvision Nothing special, but strength 17 is nice as a starting adventuring form before you find something better next level.

Legendary Ape MM2 Adventuring 13 Medium Animal 30 17 16 6 40' Rend Low-Light Vision, scent One of the few medium-sized form with strength 30 that can be disguised as human with disguise self effects.
Climb 20'

Leopard MM Combat 3 Medium Animal 16 19 15 1 40' Improved grab, +8 jump, balance, climb, Not as strong as a bear, but faster and able to pounce and start a grapple.
Climb 20' Pounce, Rake +4 Move silently, Hide
5' Amphibious, Low-Light
Merfolk MM Special 1 Medium Humanoid 13 13 14 0
Swim 50'
Aquatic subtype
Vision
Merfolk breathe underwater and have a swim speed of 50 while still being humanoid.
all-around vision (no
Phaerlock UD Adventuring, Combat 2 Medium Humanoid 15 10 14 7
flanking), hold breath
While nothing special, this form offers a natural armor of +7.
Powerful charge
Protocerops SaS Combat 5 Medium Animal 16 11 19 8 (2d8+11) +4 survival Good allrounder combat animal form.
Attach, Blood drain,
Severm SK Special 2 Small Animal 17 17 11 3
Poison
Low-Light Vision, scent This snake has a poison that is a contact anesthetic, so in this form you can actually work as anesthesist.
Aquatic subtype, Darkvision 60 ft.,
Tren SK Combat 4 Medium Humanoid 15 13 14 8 Swim 40'
Stench multiattack
OK beginners combat form, although the stench ability will be problematic with your comrades.
Spring attack, Run,
Darkvision 60', scent, +8
Adventuring, Combat, move silently, always The varag offers an acceptible allround package with great speed and acceptable stats. Later, he gets spring attack at
Varag MM4
Special
3 Medium Humanoid 15 15 13 3 60'
take 10 when moving level 7.
silently, +4 survival when
tracking by scent
Cave Ankylosaurus MH Combat 7 Large Animal 21 6 21 17 Trample (3d6+7) Darkvision 60 ft. This form grants a whopping +17 to natural armor, so it might be nice if you are flanked by rogues.
Powerful charge
Cave Triceratops MH Combat 8 Large Animal 19 8 21 10 (4d6+12), Trample Darkvision 60 ft., scent Nice combat animal with powerful charge and trample abilities.
(3d6+6)
Improved grab,
Cave T-Rex MH Combat 9 Large Animal 25 14 17 4 Swallow whole Darkvision 60 ft., scent Quite some jaws on this one.
(2d6+7+6 acid)
Dazing blow, Darkvision, fast healing One of the best grappling forms! Great attributes coupled with a high natural AC and great damage from its natural
Cave Troll MM3 Combat 9 Large Giant 29 13 27 11 40' Improved grab, attacks and rend and rake abilities. Plus a quite effective dazing blow ability if both claws hit. After you reached level 7,
8, Low-Light Vision, scent add fast healing 8 to that.
Pounce, Rake, Rend
Blindsight 120',
20' At low levels, this is a good flying form, with 60' (good) maneuverability. Once you hit 7, you also get 120' blindsight,
Desmodu Guard Bat MM2 Adventuring 4 Large Animal 17 22 17 5 Fly 60' (good) Wounding immunities, Dodge, which is an incredibly powerful vision mode.
Mobility, Spring Attack

Dire Ape MM Combat 5 Large Animal 22 15 14 4 30' Rend (2d6+9) While it is soon overpowered by forms on higher levels, the dire ape is a good combat form if you go straight to the MMF
Climb 15' and thus can't use higher HD forms at this level. Easy familiarity through bought summon spells.
Dire Barracuda SW Special 8 Large Animal 19 15 14 6 Swim 80' Sprint The dire barracuda swims at 80 feet and can later still charge after 3x that movement.
The dire bat is one of the earliest large flying forms which means it can possibly carry other characters in the air.
Dire Bat MM Special 4 Large Animal 17 22 17 5 Fly 40' (good) Blindsense 40 ft. Familiarity even with a level 2 summon nature's ally spell.
An even better carrier for slow parts of the party is the dire eagle, for it is stronger and faster and can carry 200 kg as a
Dire Eagle RoS Special 4 Large Animal 20 19 17 5 Fly 60' (average) Low-Light Vision
light load at full speed, 400kg with speed 40 and 600kg with speed 20. Thanks NightScreamer20.
Low-Light Vision, scent, Great strength makes this one a good combat form, while its good speed make it suited for following others. You can
Dire Wolf MM Combat, Special 6 Large Animal 25 15 17 3 Trip +2 hide, listen, move
gain familiarity from a bought summon spell.
50' silently, survival, track
Really nice adventuring form for starters, for you can take it right away, gain decent stats, natural armor and rend. Use
Dusk Giant, Least HoH Adventuring, Combat 6 Medium Giant 20 13 18 6 Rend, Cannibalize Low-Light Vision
of the cannibalize special attack would be considered cheating by most DMs, but even without that, this is a good form.
Rend, Rock throwing, Low-Light Vision, rock An large "upgrade" from the least dusk giant for those with more HD, this form has better strength than any other
Dusk Giant, Lesser HoH Adventuring, Combat 12 Large Giant 34 11 25 11
Cannibalize catching halfway humanoid form at this level, great natural armor and abilities.
Rock throwing, Darkvision 60', fast A form with the perverse strength of 36 plus natural armor 12 and trample (and later fast healing), this is one hell of a
Firbolg MM2 Adventuring, Combat 13 Large Giant 36 13 23 12 40' Trample healing 3, rock catching fighter. Especially trample is great if you fight a large number of opponents.
30' Darkvision 90ft, fast Probably the medium-sized form with the highest constitution, this form is ideally suited to be worn beneath a human
Forest Troll MM3 Adventuring 5 Medium Giant 17 16 21 5 Climb 20' Poison healing 5, Low-Light disguise in everyday situations. Natural armor and claws with quite deadly poison are an additional plus.
Vision, scent, +2 hide
ink cloud, jet, Low-Light
20' Improved grab, Vision, +4 hide, +10 A giant octopus has nine attacks per round, has improved grab and can constrict in a grapple. You can gain familiarity
Giant Octopus MM Combat 8 Large Animal 20 15 13 7
Swim 30' Constrict escape artist, aquatic from a summon spell.
subtype
woodland stride, lowlight
Jungle Giant SoX Special 11 Large Giant 21 28 16 5 vision, +4 hide, survival A jungle giant has a dexterity of 28, so it is a well suited form to either dodge spells and traps or to pick locks etc. with.
in jungle terrain
Though soon not able to keep up with better forms like cave troll, the tiger is a good choice for druid5/MMF2 characters
Tiger MM Adventuring, Combat 6 Large Animal 23 15 7 3 40' who want to grapple at this level, due to improved grab, pounce and rake. Plus bought summon spells give you easy
familiarity.
regeneration 5, Low-Light
Troll MM Adventuring, Combat 6 Large Giant 23 14 23 5 30' Rend Vision, scent, Darkvision The high constitution and strength coupled with good natural AC, claws attacks and reach makes the regular troll a good
allrounder form in combat.
90 ft
Monstrous Not much to them really, except for their excellent flight speed. Useful for travel at early levels while remaining in
Aarakocra RoF Special 1 Medium
Humanoid
9 15 10 1 Fly 90' (average) Four natural attacks
humanoid-like form.
Monstrous 40' Improved grab, Darkvision 60', DR This one deals damage with each successful grapple check, so you can grapple a weak opponent like a spellcaster and pin
Abeil Soldier MM2 Combat 6 Large Humanoid 22 13 16 0 Fly 90' (good) Poison 5/magic, special enemy him, making him immobile and harming him at the same time.
damage reduction
Monstrous Improved grab, Rake, 2/bludgeoning, The annis combines high natural AC and attributes with great grappling abilities, making it a great form for a bit of close-
Annis MM Adventuring, Combat 7 Large
Humanoid
25 12 14 10 40'
Rend up combat.
Darkvision, SR level+12
Darkvision 60 ft., charm,
Monstrous sleep, fear immunity, Dusk hags are good adventuring forms with +10 natural AC, but less HD than a green hag. They become additionally
Dusk Hag ECS Adventuring, Combat 6 Medium Humanoid 17 12 15 10 spell resistance level+12, good at level 7, when you get their SR 20.
+4 sense motive
Monstrous 40' +2 hide, listen, spot, +8
Gargoyle MM Special 4 Medium
Humanoid
15 14 18 4
Fly 60' (avg)
Freeze
hide (total) against stone
Gargoyles don't have to eat, drink, or breathe, which is one of the few forms thus immune to suffocation effects.
Monstrous 30' SR level+9, Darkvision The green hag is one of the medium-sized forms with the highest natural armor, making it a good adventuring form. At
Green Hag MM Adventuring, Combat 9 Medium Humanoid 19 12 12 11 Swim 30' 90ft, mimicry, +8 Swim level 7, you additionally get spell resistance.
DR10/adamantine,
Monstrous Crystalline bone, Darkvision, immunity to The gulgar form has two great advantages: For one, its natural attacks are treated as adamantine for overcoming DR, so
Gulgar MM3 Combat, Special 10 Large Humanoid 20 7 17 8 30' Sonic pulse, Powerful sonic, stability, subsonic you don’t need a special weapon. And as second, the gulgar has an EX sonic cone attack with 3d6 damage and 30 feet
charge speech, tremorsense, +4 range.
listen, -4 spot
+4 hide, harmed by The kir-lanan has a fly speed of 90 with good maneuverability, while still giving you hands and legs. Thus, it is a decent
Monstrous
Kir-Lanan FRCS Special 4 Medium Humanoid 14 12 10 4 Fly 90' (good) positive energy, healed flying form, it for example can cast spells with somatic components while flying. Even better is the level 7, when this is
by negative the best form against negative energy: It gets healed by it, not damaged or drained.
Sneak attack (+2d6),
Monstrous
Marrulurk SaS Combat, Special 3 Small
Humanoid
12 16 14 2 Death attack, Poison +4 hide, move silently The marrulurk has an assassin's death attack, albeit at a not so high DC.
use
Adventuring, Combat, Monstrous Darkvision, immunity to The marzanna has a good natural AC, attributes and damage (even rend), but its best feature is the cold subtype,
Marzanna Hag FB
Special
8 Medium
Humanoid
21 12 14 9 Rend cold, SR level+7,
making it totally immune to all cold effects after level 7. Even has a swim speed.
vulnerability to fire
Form Source Category HD Size Type Str Dex Con Natural Movement EX Attacks EX Abilities Comments
Armor Modes
Darkvision, immunity to
Monstrous fire, poison, and disease, It itself has a heat attack that adds 1d6 fire damage to all your natural or metal weapons. At level 7, you are also
Phoelarch MM3 Adventuring, Special 7 Medium Humanoid 14 17 15 2 30' Heat SR level+11, immune to all fire and heat attacks. Plus it can be disguised as human with disguise self magic.
vulnerability to cold
Darkvision 60 ft., The phthisic is quite similar to the troll in its abilities, but it has one very important feature: Its bite attack deals
Monstrous regeneration 5,
Pthistic XPH Combat, Special 6 Large
Humanoid
23 12 21 8 Mind feed
resistance to cold 10,
intelligence damage. That means that one single bite is usually enough to finish off a purple worm, frost worm, or any
scent animal!
Monstrous Powerful charge Average form with good natural armor and powerful charge. Its advantage is that it can be called up as part of a monster
Rhek BoED Combat 5 Medium
Humanoid
19 10 19 7
(2d8+8) summoning IV spell per page 190's update to the summon tables to include MM2 and BoED.
adaptive resistance,
adrenaline boost, Although con 28 makes this a usable form at any level, it really begins to shine when you get its EX qualities at level 7:
Monstrous
Sarkrith Thane FF Combat, Special 11 Large
Humanoid
26 10 28 5 Darkvision 60ft, resist Then you get an additional move or attack action per round, adaptive energy resistance and can’t die from bludgeoning
blows, SR level+12, damage.
mask scent, scent.
DR5/adamantine, This is one of the best forms for the MMF! Incredible attributes and natural AC plus a great dazing blow ability that keeps
Monstrous Darkvision, Low-Light
War Troll MM3 Adventuring, Combat 12 Large Humanoid 31 16 29 14 40' Dazing blow Vision, regeneration 9, opponents from acting in many rounds. When you have reached level 7, it becomes even more powerful with
scent SR level+8 regeneration 9 (acid), DR 5/adamantine, scent, spell resistance 20, dark and Low-Light Vision… Just great.
adaptive defenses, fast One of the coolest adventuring forms. Take a shapechanging ability as a swift action that can either make you large,
Adventuring, Combat, Monstrous healing 5, SR level+10, small, better armored, faster, better at squeezing through, or better at wounding opponents, and you have a very decent
Zern MM4
Special
8 Medium
Humanoid
16 17 18 6 Malleable form Darkvision 60 ft., +4 medium-sized form. At level 7, add among spell resistance and fast healing an immunity to all effects that require fort
caster level for saves unless they affect objects (which for example include disease, poison, paralysis, hold effects, petrification, nausea,
transmutation spells exhaustion, high-altitude, dehydration etc.), and you have a great adventuring form.
The bisan has a touch attack that deals 1d10 points of damage and a natural armor of +8, which makes her good if you
Bisan OA Combat 10 Medium Fey 11 14 10 8 SR level+11
face an opponent with high AC.
amphibious, immunity to
acid, paralysis, poison,
Bog Imp HoH Special 4 Small Fey 8 21 15 Sicken
sleep; Low-Light Vision,
The bog imp has an impressive burrowing speed of 60, which is as fast as a horse!
liquid burrow, code of law
The redcap is not impressive in its ordinary form, but since it uses different advancement rules than usual, at higher HD
it becomes a great adventuring form, and the rules only prohibit advancement that changes the creatures size. A 20 HD
Redcap MM3 Adventuring 4 to 20 Small Fey 10+HD 9+HD 10+HD 2-9 30' Powerful build redcap is still small, but has strength 30, dexterity 29, constitution 30 and nine natural armor, so it is a good form if you
must look totally harmless.
evasion, Low-Light
Verdant Prince MM4 Special 16 Medium Fey 17 26 18 3
Vision, track
The verdant prince has a dexterity of 26, so it is useful when you have to open doors, steal things etc.
This form gives you a 4d6 base bite damage. If you have a warshaper level or the improved natural attack feat, that
Trample (2d8), Bite vermin traits, darkvision becomes 6d6. So this is a good form when you need to deal a lot of damage in one hit, e.g. to punch trough DR or break
Giant Stag Beetle MM Combat, Special 7 Large Vermin 23 10 17 10
(4d6) 60 ft.
20' something. You can gain familiarity from a summon spell.
Darkvision 60ft,
50' Rend, Shake the immunity to sonic,
Knell Beetle MM3 Combat, Special 12 Large Vermin 26 10 26 15 Burrow 10' earth, Trample vermin traits, +8 A knell beetle can make all next to it fall prone each round unless they succeed at a reflex save vs. DC 24.
balance, listen, spot
A leechwalker drains 2d4+3 constitution points with every successful grapple check. Plus when you reach level 7, it is
30' Blood drink, Improved All-around vision,
Leechwalker MM2 Combat 13 Medium Vermin 18 11 16 2 Swim 20' grab, Wounding immunities immune to ability drain, massive damage and subdual damage. It looks humanoid enough to disguise it as human with a
hat of disguise or similar tricks.
Sword Spider MonOF Combat 5 Large Vermin 18 10 14 8 Impalement, Poison vermin traits This form can jump at opponents and wound them with many legs at once.
Improved grab, Rake
Darkvision 60', Low-Light Very high trample damage allows you to mow down large number of opponents, improved grab, huge size + rake make
Allosaurus MM2 Combat 10 Huge Animal 24 12 17 5 50' (2d8), Swallow whole, Vision, scent grappling interesting. Ergo: a form of many possibilities.
Trample (5d8)
30' Constrict (3d6), amphibious, Darkvision,
Chuul MM Combat 11 Large Abberation 20 16 18 10
Swim 20'
Improved grab,
immunity to pioson
Can paralyse opponents when grappling them.
Paralytic tentacles
10' Cloakers have interesting ranged sonic abilities. For example, the stupor ability means that it can hover above a non-
Cloaker MM Combat, Special 6 Large Abberation 21 16 17 7
Fly 40' (avg)
Moan, Engulf Darkvision
flying victim till it fails a save and is helpless for 5 rounds.
Moan, Engulf, Like cloaker, but more so. What can be much better, though, is the ability to dominate all regular cloakers who will follow
Cloaker Lord MonOF Combat, Special 9 Huge Abberation 26 13 20 8
Dominate Cloakers
SR level+9
your orders.
corrupting scent, purity The HoH book brings us rules for taint, a corruption that inflicts even the purest heroes. The corruption eater form allows
Corruption Eater HoH Special 15 Medium Abberation 20 20 19 Devour corruption
vulnerability you to remove that corruption from your comrades.
To take this form you have to take the frozen wildshape feat from the Frostburn book. But it can be worth it: You get all
(up to 12) bite attacks, which you can use as a simple action, e.g. in addition to moving or wildshaping. You also get an
Darkvision 60 ft., fast
Magical healing 22, Low-Light improved combat reflexes feat that gives you one AoO per head, which again can be up to 12. Things get even better at
Cryohydra MM Combat 5 to 12 Huge Beast 23 12 20 13 Swim 20' 12 natural attacks Vision, scent, combat level 7: Your 12-headed form grants you a whopping fast healing 22 plus cold immunity! Plus the ability to grow
additional heads if some of yours should be cut off, up to 24 heads. If that's still not enough, you could choose the
reflexes, cold subtype Assume SU ability feat from Savage Species. Then you get a breath weapon with an area of 10 ft. x 20 ft. and 36 d6
points of cold damage!
all around vision, cold
resistance 10, Darkvision
Improved grab,
Darkweaver FF Combat, Special 9 Medium Abberation 17 18 12 8
Strength damage
60ft, fast healing 3, A darkweavers bite deals 2d4 strength damage. This is one of the few forms that can deal strength damage.
sunlight vulnerability,
tentacle regeneration
Death Kiss MonOF Combat 12 Large Abberation 16 14 16 5
Improved grab, Blood
flight, electric aura Lots of tentacles that can drain constitution upon hitting makes this a good combat form.
(Beholderkin) drain

Delver MM Special 15 Large Abberation 27 13 21 15 30' Corrosive slime stone shape, immunity to Delver form allows you to dissolve large quantities of rock very quickly, or at level 7 to soften and reshape it. For the
Burrow 10' acid, tremorsense 60ft artistically inclined.
Low-Light Vision, The dragonhawk is a huge animal with strength 25 and a base flying speed of 120 ft. That makes him ideal for carrying
Dragonhawk E5N Special 8 Huge Animal 26 12 20 9 Fly 120' (average) blindsense 60 ft.; +8 your whole party somewhere: He can fly unhindered with up to 600 kg on his back, and still fly at 80 feet with up to
spot; 1800 kg.
Rend, Rock throwing, Low-Light Vision, rock
Dusk Giant, Greater HoH Adventuring, Combat 18 Huge Giant 48 9 32 17
Cannibalize catching
One of the most powerful halfway humanoid forms, this form offers incredible strength and combat abilities.
Though nothing special at this level, this form is easy to get familiar with (use summon spells or travel to an oriental
country), has a great trample attack dealing 2d8+15 points of damage to up to 48 squares, and is especially useful to
Elephant MM Combat, Special 11 Huge Animal 30 10 21 7 40' Trample (2d8+15) Low-Light Vision, scent haul great weights around: everything up to 1.6 tons is a light load, 3.2 ton is medium, 4.8 tons are maximum and thus
can still be lifteds above your head, and you can drag 24 tons, twice that with favorable conditions like logs to roll the
weight on.
A folugub can liquefy any chrystal. That is a deadly weapon against crystal golems and against anyone living in a high
Folugub XPH Combat, Special 4 Medium Abberation 10 17 17 5 Liquefy crystal Darkvision 60 ft., scent
crystal tower…

Great Fihyr MM2 Combat, Special 16 Medium Abberation 11 14 12 6 30' Frightful presence Darkvision 60', invisbility, A great fihyr will panic anyone looking at him attacking unless a will save (DC 20) succeeds. This form can be used to
Fly 60' (good) scent rout entire armies.
Darkvision 90 ft., eschew A guardian naga has a ranged touch poison spit attack with 30 feet range and very powerful poison (DC 14+level/2, 1d10
Guardian Naga MM Combat 11 Large Abberation 21 14 19 7 40' Poison, Spit materials con/1d10 con), which is among the best ranged attacks for MMFs.
40' Improved trip, Darkvision, evasion,
Harpoon Spider MM3 Combat 5 Large Abberation 17 19 18 3 Climb 20' Harpooning, Poison spines, web movement A harpoon spider can shoot strands at opponents to trip them.
40' Improved trip, Darkvision, evasion,
Dread Harpoon Spider MM3 Combat 9 Huge Abberation 25 17 23 3 Climb 20' Harpooning, Poison spines, web movement See Harpoon Spider
Improved grab, all-around vision,
Hive Mother Beholder LoM Special 20 Huge Abberation 24 14 22 25
swallow whole Darkvision 60 ft., flight
A hive mother has an antimagic cone of 240 feet range. Quite something for the 3.0 Assume SU ability feat.
20' Improved grab, Power Blindsight 60', light
Hook Horror MM2 Combat 10 Large Abberation 24 17 14 10
Climb 20' sunder, Rending bite sensitivity
Can sunder weapons without AoOs and deals 5d6+24 with each successful grapple check, which includes pins.
stun, amphibious,
Darkvision 60 ft.,
immunities (poison,
paralysis, hold, figments,
Monstrous Improved grab, nets), improved evasion, Too bad this form has 15 HDS, for it has a ton of nice EX abilities: Stun opponents, later eeing invisible and ethereal
Kuo-Toa Leviathan UD Special 15 Huge
Humanoid
26 13 21 14
swallow whole keen sight, light creatures, wisdom bonus to AC, improved evasion....
blindness, energy
resistance 10, sea
mothers blessing,
slippery, uncanny dodge
Charge (6d6+8), kython traits (blindsight A kython adult (or better, if you have 12 HD, the kython impaler) features great natural AC and good attributes
60 ft., acid, cold
Impaler, Kython BoVD Adventuring, Combat 12 Medium Abberation 18 20 17 12 Wield Kython immunity, fire, electricity combined with two bonus feats at level 7. While it can’t fight as good as some other forms at this level, it is a good form
weaponry, Poison to wear beneath a human disguise.
resistance 20)
Improved grab, The illithid form is interesting for two reasons: For one, its instant kill feature of brain extraction is cool, but the low
Mind Flayer MM Combat, Special 8 Medium Abberation 12 14 12 3 30'
Extract
SR level+17, telepathy.
grapple bonus make that option seldom effective. Much better is its spell resistance.
Form Source Category HD Size Type Str Dex Con Natural Movement EX Attacks EX Abilities Comments
Armor Modes
telepathy, damage
reduction varies/magic,
flight, full vision, According to the Lost Empire of Faerun book, phaerimms have damage reduction /magic, telepathy and a special sight
ability that works like see invisible, arcane sight or true seeing as extraordinary abilities. That is probably just sloppy
Phaerimm LEF Special varies Varies Abberation Varies Varies Varies Varies Implant immunities
rules design, since this kind of DR and telepathy is always SU and the sight ability should also be, but if you play strictly
(polymorphing, by the rules, this is a good way to get telepathy and true seeing, both of which can be invaluable.
petrification), spell
resistance
This huge dinosaur has a fly speed of 100 ft. and can carry 1200 pounds without slowing down, and up to 3600 pounds
Low-Light Vision,
Quetzalcouatlus Dinosaur MM2 Special 10 Huge Animal 26 13 20 8 Fly 100' (poor) Swallow whole
darkvision 60'
with a speed of 66 feet (according to the Heroes of Battle). So if you need to take your whole party somewhere else, this
is as fast as a flying ship.
Poison, Stunning Darkvision, fast healing
Rukanyr FF Combat 7 Large Abberation 21 7 24 15
strike
5, reflexive sunder, sonic 10 attacks combined with a nice disarming ability.
immunity, stability+20
Rust Monster MM Combat, Special 5 Medium Abberation 10 17 13 5 40' Rust Darkvision, scent Rust monster form allows you to rust metal very quick.
scorpion empathy, track,
Favored enemy +2 SR 11+level, Darkvision The scorrow is only an average adventuring form, but may be useful because they can influence scorpions, and thus may
Scorrow SoX Special 10 Large Abberation 21 16 16 9 Land speed 50' (animals, giants, 60 ft, tremorsense 60 ft,
help against a scorpion swarm when other options fail.
magical beasts) +4 hide, move silently,
survival
amphibious, blindsense
60 ft., can't be tripped,
50' Pain poison, Sticky damage reduction The seriulyn has a spray attack that can glue enemies to the ground or make flyers drop. The form gets more interesting
Seryulin MM3 Special 10 Large Abberation 20 12 14 10 Swim 50' spray 5/piercing or slashing, on level 7: Then it gets a "slick" ability that works like freedom of movement, except in a grapple. Plus damage reduction
and trip immunity.
Darkvision 60 ft., acid
resistance 10, slick
Slasrath FF Combat 8 Large Abberation 21 14 19 6 Poison, Wing slash Darkvision The slasrath has a nifty charge ability that affects all within reach, dealing nice damage and destroying their armor.
Rockthrowing, fire Darkvision 60', rock Need some artillery? Nothing says “Let’s rock this place” like a rock thrown with strength 37. Catapults are harmless
Sun Giant MM2 Combat 13 Huge Giant 37 14 25 10 40' subtype catching compared, considering the rate of fire.
Darkvision 60', immunity
to magic, natural In will-o’-wisp form you should be among the best regarding touch attack AC and reflex save. Plus you get an electrical
Will-o'-Wisp MM Combat, Special 9 Small Abberation 1 29 10 0 Fly 50' (perf) Shock attack
invisibility, Weapon touch attack that rarely misses, and at level 7, you’ll be always invisible and immune to almost all spells. Great form!
Finesse
Improved grab,
Ulitharid LoM Combat 12 Large Abberation 16 14 16 5
extract
SR 15+HD Like the mind flayer, but betters stats and two additional tentacles.
Darkvision 60 ft.,
immunity to electricity,
Drag, Extraction, vulnerability to fire, cold This really powerful form has six touch attack that deal massive strength damage and drow opponents nearer where you
Urophion LoM Combat 12 Large Abberation 19 13 16 14 Weakness (Fort DC resistance 10, SR can extract their brains. Bon appetite...
19, 2d8 Str), Strands
level+18, Low-Light
Vision.
Great combat form: The battlebriar does not only have plant immunties, a trample attack, a ranged area attack dealing
5d6 damage, improved grab plus four attacks of opportunity and a penalty to opponent's tumble checks around you. It
Battlebriar: Warbound Impale, Improved Darkvision, Low-Light also has a great 'impale' ability that, if you succeed at an additional grapple check while grappling, allows you to impale
MM3 Combat 12 Large Plant 23 6 22 12 30' grab, Thorn volley, Vision, thorn field, plant
Impaler Trample traits opponents on your spikes, which renders them helpless and suspicable to coup de gras attacks. Given, to keep them
impaled, you suffer a hefty -20 penalty to grapple checks, which is easy to beat for most opponents. But if you act right
after the opponenet, you can impale him and have a friend kill him before it is his turn again. (thanks Surreal)
Improved woodland Plant traits, DR
Briarvex MM4 Special 8 Large Plant 25 10 19 10
strike 5/Slashing
The briarvex can move through all kinds of underbrush unimpeded, even magically animated brush.
Darkvision, immunity to
poison, resistance to
Dark Naga MM Special 9 Large Abberation 14 15 14 3 40' Poison charm, guarded Dark nagas are immune to mind reading.
thoughts, eschew
materials
Darkvision 60', enhanced When you get the racial boni at level 7, the racial grapple bonus of +16 makes this form one of the best grapplers there
5' Constrict (2d6), multiweapon fighting,
Darktentacles MM2 Combat 9 Large Abberation 19 15 17 7 Swim 20' Improved grab tentacle regeneration, is! Pin opponents and wait till your constrict damage wore them down. Can even wield a dozen of oversized greatswords
tremorsense, weapon use in all those tentacles.
Dualplanar, Ethereal
Dharculus PH Special 8 Medium Abberation 12 14 20 10
bite
The dharculkus has a dual-nature ability usable at level 7 that allows you to retreat fully to the ethereal plane.
SR level+8, Darkvision
Director Beholder LoM Special 8 Large Abberation 12 12 16 10 60 ft. Directors get +8 to handle animal checks.
Monstrous Once you get racial skill boni at levcel 7, doppelgangers give you a +4 racial bonus to bluff checks. So it is a good form to
Doppelganger MM Special 4 Medium
Humanoid
12 13 12 4 30' +4 bluff, disguise
wear beneath a disguise self effect if you want to lie to someone.
immunity to paralysis, The duergar has three power points as a natural ability. So if you want to use an item after level 7 that only works if you
Duergar XPH Special 1 Medium Humanoid 10 10 12 phantasms, and poison,
have PP, this form can help.
naturally psionic
To quote Lilt: What about the Gas Spore form from LoM 148-149? Now that you don't apply the new con to your HPs, the
all-around vision, con of 4 doesn't make you so weak. It's most powerful out of combat, however, for use with the infestation ability. You
Death throes, beholder camouflage,
Gas Spore LoM Special 10 Large Plant 16 4 4 Infestation flight (20 ft., poor), Low- can use this to harvest gas spore poison (quite valuable) or to start a gas spore outbreak in enemy territories. It only
takes a few hours to turn a KOed enemy into 1d4 gas spores which you can harvest 1d4 doses of poison worth 500gp
Light Vision each from. Turning a single enemy into 3k woth of poison is delightfully evil.
Shapechang With the Assume Supernatural Ability feat from Savage Species, you can use the Consume Identity ability to become a
Greater Doppelganger MonOF Special 9 Medium
er
12 17 12 4
wizard for a day, provided you can find and kill one. Cheesy for sure.
Darkvision 60 ft., +5 on
Monstrous bluff, hide, move
Greenspawn Sneak MM4 Special 2 Small Humanoid 11 16 13 2 Sneak attack (+2d6) silently, two-weapon The greeenspawn sneak is one of the few form that gives us a racial bonus to bluff, in this case +5.
fighting
blindsight 40ft, immune
Monstrous to gaze attacks, visual
Grimlock MM Special 3 Medium
Humanoid
15 13 13 4 30' effects, illusions; +10 Grimlock forms at level 7 are able to see through all illusions.
hide in mountains or
underground, track
Gulguthydra MonOF Special 15 Huge Abberation 20 10 24 15 Improved grab nauseating stench A gulguthydra nauseates everyone in 80 feet range that has less than 9 HD. Can be good to fight against an army.
Since The Sage changed the racial bonus feat a human gets into an extraordinary quality in the Official Game FAQ,
human now becomes a great form once you reach level 7: You effectively gain a free feat of your choosing. So if you
Human MM Special 1 Medium Humanoid 10 10 10 0 30' racial bonus feat would like to be able to take cryohydra form then, you could change into a human, get frozen wildshape from Frostburn
as the bonus feat, and use it to take cryohydra form. Other interesting feats thus available are e.g. wild feats, metamagic
feats, or things like skill focus.
Attach, Engulf,
Ironmaw FF Combat 12 Huge Plant 30 9 23 18 Illness, Tendrils, plant traits The ironmaw has four long range tendril attacks that sap constitution.
Wounding
Improved grab,
blindsense 60 ft., DR
Impale, Poison (1d4 If you succeed in grappling an opponent with this form (which is not the best grapple, though), you can expose him to
Ironthorn SaS Combat 10 Large Plant 17 10 25 15
min paralysis, 2d4
5/bludgeoning or
your powerful paralysing poison.
con) slashing, plant traints
mimic shape, immunity
Mimic MM Special 7 Large Abberation 19 12 17 5 10' Adhesive crush to acid, add darkvision At this level, you can use mimic form to copy objects, walls etc., things whose form you usually can’t take.
60ft., +8 disguise
Monstrous natural cunning,
Minotaur MM Special 6 Large
Humanoid
19 10 15 5 30' Powerful charge Darkvision, scent, +4 At this level, minotaurs never become lost in mazes etc.
search, spot, listen
DR 5/-, earth glide,
natural cunning,
Monstrous Darkvision 60, scent,
Minotaur, Greathorn MM4 Special 11 Large Humanoid 24 8 20 7 tremorsense, awesome The greathorn minotaur is one of the forms that can swim through earth like a fish through water.
blow, +4 listen, search,
spot
It may not make much sense, but by the rules you can brew most potions there are in this form without knowing the
Myconid Soverign MM2 Special 6 Large Plant 18 12 17 2 20' Spores Potion making
needed spells. It even has brew potion as a bonus feat.
burrow, cold immunity,
Oread FF Special 7 Medium Fey 19 13 18 9 earth mastery, Low-Light An oread can swim through rock, earth etc like a fish through water, leaving no trace.
Vision
Frightful presence, acid immunity, plant a great allround fighter. Regeneration 10, plant immunities, high strength, great grappler due to 8 tentacles with
Octopus Tree FF Combat 14 Huge Plant 30 3 20 24 Improved grab,
traits, regeneration 10 improved grab plus immune to acid.
Swallow whole
DR 10/CI, immunity to
cold, vulnerability to fire, A rimefire eilodod can move through ice and snow like a fish through water.
Rimefire Eidolon FB Special 12 Medium Fey 10 24 17 2
tremorsense, Low-Light
Vision, ice glide
Form Source Category HD Size Type Str Dex Con Natural Movement EX Attacks EX Abilities Comments
Armor Modes
electricity absorbtion, +4
20' Improved grab, hide, listen, move In shambling mound form, electrical attacks give you additional constitution. This may be used to boost you HP or
Shambling Mound MM Special 8 Large Plant 21 10 17 11 Swim 20' Constrict silently, Darkvision, fortitude saves to obscene hights.
resistance to fire 10
peerless camouflage, Though not powerful, the skulk form becomes useful at this level to remain unseen with its racial +8 to move silently and
Skulk FF Adventuring, Special 2 Medium Humanoid 11 14 11 trackless path, +8 Move +15 to hide checks and can even run while hiding at no penalty. Keep in mind that see invisible makes invisibility
silently, +15 hide problematic at this level, however hide remains effective.
Darkvision 60', immunity
Monstrous to mind effects, shielded Spell weaver form allows you to cast more than one spell per round (not that we have many), while keeping you save
Spell Weaver MM2 Special 10 Medium
Humanoid
9 16 9 5 30'
mind, spell weaving, SR from mindreading and mind-influencing effects.
21
Improved grab,
regeneration 10, Low- Tendriculous form offers regeneration 10, improved grab and a swallow whole ability that also paralyses opponents, to
Tendriculos MM Combat 9 Huge Plant 28 9 22 9 20' Swallow whole,
Light Vision, plant traits prevent indigestion…
Paralysis
Double damage DR 10/slashing,
Treant MM Combat, Special 7 Huge Plant 29 8 21 13 30' against objects, vulnerability to fire, plant Treants have DR 10/slashing and deal double damage against objects.
Trample traits, +16 hide in forests
half damage from Like all plants, the vine horror is immune to things like mind-affecting effects, poison, disease, critical hits and quite a lot
Vine Horror FF Combat, Special 5 Medium Plant 18 10 19 8 piercing and slashing, of other threats. It looks humanoid enough to disguise it as human with a changeling’s abilities and still is able to move
malleability, plant traits through small cracks. Its aquatic subtype limits its usefulness, though.
30' Low-Light Vision,
Wood Woad MM3 Adventuring 8 Medium Plant 17 12 16 4
Climb 20'
Warp wood vulnerability to fire, plant A human-sized plant, the woodwoad form can easily be disguised as human and still offers all the cool plant immunities.
traits, +4 Balance, hide
Monstrous Although that may be seldom needed: Yak folk form allows you to use any staff, regardless of if it is your kind of magic
Yak Folk MM2 Special 5 Large
Humanoid
18 11 15 7 30' Darkvision 60', use staff
or not.
Musk puff, Consume blindsight 30 ft., This nice plant has a ranged touch attack that makes opponetns come near an stand there not resisting our attacks. And
Yellow Musk Creeper FF Special 6 Huge Plant 10 16 21 6
intelligence
regeneration 5 (acid,
an ability to then drain their intelligence. So highly effective against low-int-monsters. Thanks Surreal.
fire), plant traits
20' Acid, Improved grab, immunity to magic,
Arcane Ooze MM3 Combat 15 Huge Ooze 22 1 26 0 Climb 20' Constrict blindsight, ooze traits The arcane ooze is a good grappler with huge size and 4d6 slam damage, but its best feature is its magic immunity.
20' Acid, Improved grab, blindsight 60ft, split,
Black Pudding MM Combat, Special 10 Huge Ooze 17 1 22 0 Climb 20' Constrict ooze traits, +8 climb This form has a very powerful acid that dissolves enemy weapons and armor.
Dessicating impact
(4d6, 4d8 against immunity to desiccation,
This form sucks water from opponents dealing an additional 4d6 damage. It is also one of the surprisingly few forms that
Brine Ooze SaS Combat 12 Huge Ooze 17 1 24 water elementals), camouflage (looks like are not affected by dehydration (it seems you can even dehydrate a fire ).
Improved grab, water pool), ooze traits
Constrict
acid sheath, amphibious,
Trample (2d6+2d5 immune to acid, gaze The corruptere has an burst ability with 20 ft. radius for 6d6, usable each round, acid damage, plus DR, trample, illusion
Corrupture MM4 Combat 11 Huge Ooze 31 1 29 acid +5 acid), Acid attacks, illusions, visual immunity et al. Nice.
burst effects, DR 5/-, SR
level+7, ooze traits
blindsight, incarnum This form allows you to sense the presence of incarnum in creatures and to unshape the soulmates of hit creaures.
Dissolution Ooze MoI Combat, Special 6 Large Ooze 15 1 29 Acid, Dissolution
sense, ooze traits Whatever that means (haven't read the rest of the book yet).
transparent, immunity to
Gelatinous Cube MM Combat 4 Huge Ooze 10 1 26 0 15' Acid, Engluf, Paralysis electricity, blindsight, Can paralyse opponents for minutes and is almost invisible.
ooze traits
Damage reduction
5/bludgeoning, immunity
Crysmal XPH Special 6 Small Elemental 15 14 12 8 to fire and cold, The crysmal gives us a +8 bonus to appraise checks at level 7.
resistance to electricity
15
Earth elementals glide through rock like a fish through water. A safe way to explore dungeons or to flee a prison. You can
Earth Elemental MM Special Varies Varies Varies Varies Varies Varies Varies 20'-30' Varies
gain familiarity from a summon spell.
Magma rock Darkvision 60 ft., This form has a great ranged attack that does a hell of damage. The most funny thing is that it is rated as CR 3. I think
Magma Hurler MH Combat 4 Medium Elemental 26 13 24 4
(3d10+8+1d6 fire)
immunity to cold, fire
most 3rd-level characters would have no chance against a monster that deals 3d10+8+1d6 fire per hit...
vulnerability
immunity to fire sleep
20'
Dragon Turtle MM Special 12 Huge Dragon 27 10 21 17 Swim 30' Capsize and paralysis, Low-Light This form has a chance to capsize and sink a ship of any size.
Vision, scent, Darkvision
Darkvision, Low-Light
Improved grab, Rake, Vision, scent, immune to The gorynych has special grappling abilities: If it used its many tails, it can reduce the penalty for grappling with only an
Gorynych LEF Combat 16 Huge Dragon 28 11 18 19
Rend, Tail wrap appaneage, which lets him act as if not grappled. Its rend is also nice.
sleep and paralysis
30' Blindsight 120',
Gray Linnorn MM2 Combat 13 Huge Dragon 24 11 20 19 Fly 90' (good) Crush, Poison immunities, keen senses, If you want to take dragon form, this is one of the most effective. High damage and natural AC while not too many HD.
Swim 30' SR 31
SR level+10, fire This is a quite effective form due to its size and its pin ability, which can pin up to six medium-sized opponents without
Ibrandlin MonOF Combat 10 Gargantuan Dragon 35 11 24 11 Pin
immunity, cold damage even starting a grapple, so it can work instantaneous. You can even choose to not harm opponents when doing so.
Roc MM Special 18 Gargantuan Animal 34 15 24 9 Fly 80' To quote TheCarrionCrawler: It's great for carrying the whole party when magical means are not available...
Constrict ship,
inkcload, regeneration 2, One of the few gargantuan forms with not too many HD, the sea drake allows you not only to grapple well with its +16
Sea Drake FF Combat, Special 12 Gargantuan Dragon 35 10 21 20 Crushing blow, dragon traits size bonus to grapple, it even has a special ability to sink whole ships.
Swallow whole
spell resistance 17,
immune to energy drain,
One of the forms to offer protection against energy drain, the shadow dragon is a good choice when fighting negative
Shadow Dragon MonOF Special 13 Medium Dragon 15 10 15 16 sleep, paralysis,
energy creatures. Their stats make them weak fighters at this level, however.
blindsight 120 ft., keen
senses
Regeneration, darkvision Cave troll before you get access to cave troll. Powerful attack routine. Movespeed when wildshaped should debatably be
MM5 Combat 6 Large Giant 28 16 28 5 Tortured mind, 60', low-light vision, 40', as you don't get the metal plates when you wildshape into this. Talk to your DM about it. Largely irrelevant once you
Bladerager Troll Pounce, Rend scent get access to cave troll form.
30' Dirty trick - Split is an EX attack that splits you into two identical creatures, whose, "game statistics are identical to those
Burrow Root MM5 Special 12 Large Plant 26 15 20 11 Burrow 20' Split, wounding Plant traits of its parent." Easy way to amass a clone army. Don't expect your DM to approve! Outside of that, the only things this
Speed burrow form has going for it is immediate action burrowing and a point of Con damage on its tail slap.
BoED Book of Exalted Deeds
BoVD Book of Vile Darkness
E5N Ebberon: 5 Nations
ECS Ebberon Campaign Setting
FB Frostburn
FF Fiend Folio
FRCS Faerun Campaign Setting
HoH Heroes of Horror
LEF Lost Empires of Faerun
LoM Lords of Madness
MH Miniatures Handbook
MM Monster Manual 1
MM2 Monster Manual 2
MM3 Monster Manual 3
MM4 Monster Manual 4
MM5 Monster Manual 5
MoI Magic of Incarnum
MonOF Monsters of Faerun
OA Oriental Adventures
PH Planar Handbook
RoF Races of Faerun
RoS Races of Stone
RotW Races of the Wild
SaS Sandstorm
SK Serpent Kingdoms
SoX Secrets of Xen'Drix
SW Stormwrack
UD Underdark
XPH Expanded Psionics Handbook

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