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Form Source HD
y
MMF Level 1 (Humanoids +
Bear MM Combat 3
Bugbear MM Adventuring 3
Adventuring,
Dark Stalker FF
Combat
3
Special,
Dire Hawk RoW
Combat
5
Leopard MM Combat 3
Merfolk MM Special 1
Adventuring,
Phaerlock UD
Combat
2
Severm SK Special 2
Tren SK Combat 4
Adventuring,
Varag MM4 Combat, 3
Special
MMF Level 2 (Gia
Cave MH Combat 7
Ankylosaurus
Desmodu Guard
MM2 Combat 4
Bat
Combat,
Dire Wolf MM
Special
6
Adventuring,
Dusk Giant, Least HoH
Combat
6
Adventuring,
Dusk Giant, Lesser HoH Combat
12
Adventuring,
Firbolg MM2
Combat
13
Adventuring,
Tiger MM
Combat
6
Adventuring,
Troll MM
Combat
6
Adventuring,
Annis MM
Combat
7
Adventuring,
Dusk Hag ECS
Combat
Gargoyle MM Special 4
Adventuring,
Green Hag MM
Combat
9
Combat,
Gulgar MM3
Special
10
Combat,
Marrulurk SaS
Special
3
Adventuring,
Marzanna Hag FB Combat, 8
Special
Adventuring,
Phoelarch MM3
Special
7
Combat,
Pthistic XPH
Special
6
Combat,
Sarkrith Thane FF
Special
11
Adventuring,
War Troll MM3
Combat
12
Adventuring,
Zern MM4 Combat, 8
Special
MMF level 5 (
Combat,
Giant Stag Beetle MM
Special
7
Combat,
Knell Beetle MM3
Special
12
Chuul MM Combat 11
Combat,
Cloaker MM
Special
6
Combat,
Cloaker Lord MonOF
Special
9
Cryohydra MM Combat 5 to 12
Combat,
Darkweaver FF
Special
9
Combat,
Elephant MM
Special
11
Combat,
Folugub XPH
Special
4
Combat,
Great Fihyr MM2
Special
16
Adventuring,
Impaler, Kython BoVD
Combat
12
Combat,
Mind Flayer MM
Special
8
Phaerimm LEF Special varies
Rukanyr FF Combat 7
Combat,
Rust Monster MM
Special
5
Slasrath FF Combat 8
Combat,
Will-o'-Wisp MM
Special
9
Battlebriar:
Warbound MM3 Combat 12
Impaler
Briarvex MM4 Special 8
Dharculus PH Special 8
Doppelganger MM Special 4
Grimlock MM Special 3
Human MM Special 1
Ironmaw FF Combat 12
Ironthorn SSt Combat 10
Mimic MM Special 7
Minotaur MM Special 6
Oread FF Special 7
Adventuring,
Skulk FF
Special
2
Tendriculos MM Combat 9
Combat,
Treant MM
Special
7
Combat,
Vine Horror FF
Special
5
Combat,
Dissolution Ooze MoI
Special
6
Roc MM Special 18
Combat,
Sea Drake FF
Special
12
Huge magical beast, 23str, 12dex, Darkvision 60 ft., fast healing 22,
20con, 13 natural armor, swim 20 ft., Low-Light Vision, scent, combat
12 attacks reflexes, cold subtype
medium plant, 18str, 10dex, 19con, 8 half damage from piercing and
natural armor slashing, malleability, plant traits
large ooze; 15str, 1dex, 29con, acid, blindsight, incarnum sense, ooze
dissolution traits
huge ooze; 10str, 1dex, 26con, acid, transparent, immunity to
engulf, paralysis electricity, blindsight, ooze traits
Varies Varies
Nice stats and +3d6 sneak attack make this both a good combat as
well as adventuring form.
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. 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 light load at
full speed, 400kg with speed 40 and 600kg with speed 20.
Thanks NightScreamer20.
Great strength makes this one a good combat form, while its good
speed 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, gain decent stats, natural armor and rend. Use of the
cannibalize special attack would be considered cheating by most
DMs (see MMF Tricks), but even without that, this is a good form.
An large "upgrade" from the least dusk giant for those with more
HD, this form has better strength than any other halfway humanoid
form at this level, great natural armor and abilities.
A form with the perverse strength of 36 plus natural armor 12 and
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 is ideally suited to be worn beneath a human disguise in
everyday situations. Natural armor and claws with quite deadly
poison are an additional plus.
A giant octopus has nine attacks per round, has improved grab and
can constrict in a grapple. You can gain familiarity from a summon
spell.
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.
Though soon not able to keep up with better forms like cave troll,
the tiger is a good choice for druid5/MMF2 characters who want to
grapple 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 attacks and reach makes the regular troll a good allrounder
form in combat.
anoids)
Not much to them really, except for their excellent flight speed.
Useful for travel at early levels while remaining in humanoid-like
form.
This one deals damage with each successful grapple check, so you
can grapple a weak opponent like a spellcaster and pin him, making
him immobile and harming him at the same time.
Dusk hags are good adventuring forms with +10 natural AC, but
less HD than a green hag. They become additionally good at level
7, when you get their SR 20.
Gargoyles don't have to eat, drink, or breathe, which is one of the
few forms thus immune to suffocation effects.
The green hag is one of the medium-sized forms with the highest
natural armor, making it a good adventuring form. At level 7, you
additionally get spell resistance.
The gulgar form has two great advantages: For one, its natural
attacks are treated as adamantine for overcoming DR, so you don’t
need a special weapon. And as second, the gulgar has an EX sonic
cone attack with 3d6 damage and 30 feet range.
The kir-lanan has a fly speed of 90 with good maneuverability,
while still giving you hands and legs. Thus, it is a decent flying
form, it for example can cast spells with somatic components while
flying. Even better is the level 7, when this is the best form against
negative energy: It gets healed by it, not damaged or drained.
The marzanna has a good natural AC, attributes and damage (even
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.
It itself has a heat attack that adds 1d6 fire damage to all your
natural or metal weapons. At level 7, you are also immune to all
fire and heat 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 important feature: Its bite attack deals intelligence damage.
That means that one single bite is usually enough to finish off a
purple worm, frost worm, or any animal!
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 spell per page 190's update to the summon tables
to include MM2 and BoED.
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: Then you
get an additional move or attack action per round, adaptive energy
resistance and can’t die from bludgeoning damage.
This is one of the best forms for the MMF! Incredible attributes and
natural AC plus a great dazing blow ability that keeps opponents
from acting in many rounds. When you have reached level 7, it
becomes even 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, faster, better at squeezing through, or better at
wounding opponents, and you have a very decent medium-sized
form. At level 7, add among spell resistance and fast healing an
immunity to all effects that require 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.
)
The bisan has a touch attack that deals 1d10 points of damage and
a natural armor of +8, which makes her good if you face an
opponent with high AC.
The bog imp has an impressive burrowing speed of 60, which is as
fast as a horse!
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 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.
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 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 something. You can
gain familiarity from a summon spell.
A knell beetle can make all next to it fall prone each round unless
they succeed at a reflex save vs. DC 24.
A leechwalker drains 2d4+3 constitution points with every
successful grapple check. Plus when you reach level 7, it is 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.
This form can jump at opponents and wound them with many legs
at once.
ze H)
Very high trample damage allows you to mow down large number
of opponents, improved grab, huge size + rake make grappling
interesting. Ergo: a form of many possibilities.
Like cloaker, but more so. What can be much better, though, is the
ability to dominate all regular cloakers who will follow your orders.
The HoH book brings us rules for taint, a corruption that inflicts
even the purest heroes. The corruption eater form allows 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 improved combat
reflexes feat that gives you one AoO per head, which again can be
up to 12. Things get even better at 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
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!
Lots of tentacles that can drain constitution upon hitting makes this
a good combat form.
Delver form allows you to dissolve large quantities of rock very
quickly, 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 speed of 120 ft. That makes him ideal for carrying 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 1800 kg.
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 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 crystal tower…
A great fihyr will panic anyone looking at him attacking unless a will
save (DC 20) succeeds. This form can be used to rout entire
armies.
A guardian naga has a ranged touch poison spit attack with 30 feet
range and very powerful poison (DC 14+level/2, 1d10 con/1d10
con), which is among the best ranged attacks for MMFs.
A harpoon spider can shoot strands at opponents to trip them.
Can sunder weapons without AoOs and deals 5d6+24 with each
successful grapple check, which includes pins.
Too bad this form has 15 HDS, for it has a ton of nice EX abilities:
Stun opponents, later eeing invisible and ethereal creatures,
wisdom bonus to AC, improved evasion....
A kython adult (or better, if you have 12 HD, the kython impaler)
features great natural AC and good attributes 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 to wear beneath a human
disguise.
The illithid form is interesting for two reasons: For one, its instant
kill 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 invisible, arcane sight or true seeing as
extraordinary abilities. That is 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 the rules, this is a
good way to get telepathy and true seeing, both of which can be
invaluable.
This huge dinosaur has a fly speed of 100 ft. and can carry 1200
pounds without slowing down, and up to 3600 pounds 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.
10 attacks combined with a nice disarming ability.
This really powerful form has six touch attack that deal massive
strength damage and drow opponents nearer where you can
extract their brains. Bon appetite...
ties)
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 succeed at an additional grapple
check while grappling, allows you to impale 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)
The briarvex can move through all kinds of underbrush unimpeded,
even magically animated brush.
When you get the racial boni at level 7, the racial grapple bonus of
+16 makes this form one of the best grapplers there is! Pin
opponents and wait till your constrict damage wore them down.
Can even wield a dozen of oversized greatswords in all those
tentacles.
The dharculkus has a dual-nature ability usable at level 7 that
allows you to retreat fully to the ethereal plane.
The ironmaw has four long range tendril attacks that sap
constitution.
If you succeed in grappling an opponent with this form (which is
not the best grapple, though), you can expose him to your
powerful paralysing poison.
At this level, you can use mimic form to copy objects, walls etc.,
things whose form you usually can’t take.
At this level, minotaurs never become lost in mazes etc.
The greathorn minotaur is one of the forms that can swim through
earth like a fish through water.
It may not make much sense, but by the rules you can brew most
potions there are in this form without knowing the needed spells. It
even has brew potion as a bonus feat.
An oread can swim through rock, earth etc like a fish through
water, leaving no trace.
a great allround fighter. Regeneration 10, plant immunities, high
strength, great grappler due to 8 tentacles with improved grab plus
immune to acid.
A rimefire eilodod can move through ice and snow like a fish
through water.
Like all plants, the vine horror is immune to things like mind-
affecting effects, poison, disease, critical hits and quite a lot of
other threats. It 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.
A human-sized plant, the woodwoad form can easily be disguised
as human and still offers all the cool plant immunities.
Although that may be seldom needed: Yak folk form allows you to
use 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 near an stand there not resisting our attacks. And an ability
to then drain their intelligence. So highly effective against low-int-
monsters. Thanks Surreal.
D)
The arcane ooze is a good grappler with huge size and 4d6 slam
damage, but its best feature is its magic immunity.
This form has a very powerful acid that dissolves enemy weapons
and armor.
This form sucks water from opponents dealing an additional 4d6
damage. It is also one of the surprisingly few forms that are not
affected by dehydration (it seems you can even dehydrate a fire ).
The corruptere has an burst ability with 20 ft. radius for 6d6,
usable each round, acid damage, plus DR, trample, illusion
immunity et al. Nice.
)
The crysmal gives us a +8 bonus to appraise checks at level 7.
G)
This form has a chance to capsize and sink a ship of any size.
The gorynych has special grappling abilities: If it used its many
tails, it can reduce the penalty for grappling with only an
appaneage, which lets him act as if not grappled. Its rend is also
nice.
If you want to take dragon form, this is one of the most effective.
High 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 pin up to six medium-sized opponents without even starting a
grapple, so it can work instantaneous. You can even choose to not
harm opponents when doing so.
To quote TheCarrionCrawler: It's great for carrying the whole party
when magical means are not available...
One of the few gargantuan forms with not too many HD, the sea
drake allows you not only to grapple well with its +16 size bonus to
grapple, it even has a special ability to sink whole ships.
One of the forms to offer protection against energy drain, the
shadow dragon is a good choice when fighting negative energy
creatures. Their stats make them weak fighters at this level,
however.
Form Source Category HD Size
Bear, Black MM Combat 3 Medium
Bugbear MM Adventuring 3 Medium
Crucian SaS Combat 3 Medium
Adventuring,
Dark Stalker FF
Combat
3 Medium
Desmodu Hunting Bat MM2 Adventuring 4 Medium
Dire Badger MM Special 3 Medium
Dire Hawk RotW Combat, Special 5 Medium
Fleshraker Dinosaur MM3 Combat 4 Medium
Gnoll, Flind MM3 Adventuring 2 Medium
Legendary Ape MM2 Adventuring 13 Medium
Leopard MM Combat 3 Medium
Merfolk MM Special 1 Medium
Adventuring,
Phaerlock UD
Combat
2 Medium
Protocerops SaS Combat 5 Medium
Severm SK Special 2 Small
Tren SK Combat 4 Medium
Adventuring,
Varag MM4
Combat, Special
3 Medium
Cave Ankylosaurus MH Combat 7 Large
Cave Triceratops MH Combat 8 Large
Cave T-Rex MH Combat 9 Large
Cave Troll MM3 Combat 9 Large
Desmodu Guard Bat MM2 Adventuring 4 Large
Dire Ape MM Combat 5 Large
Dire Barracuda SW Special 8 Large
Dire Bat MM Special 4 Large
Dire Eagle RoS Special 4 Large
Dire Wolf MM Combat, Special 6 Large
Adventuring,
Dusk Giant, Least HoH
Combat
6 Medium
Adventuring,
Dusk Giant, Lesser HoH
Combat
12 Large
Adventuring,
Firbolg MM2
Combat
13 Large
Forest Troll MM3 Adventuring 5 Medium
Giant Octopus MM Combat 8 Large
Jungle Giant SoX Special 11 Large
Adventuring,
Tiger MM
Combat
6 Large
Adventuring,
Troll MM
Combat
6 Large
Aarakocra RoF Special 1 Medium
Abeil Soldier MM2 Combat 6 Large
Adventuring,
Annis MM
Combat
7 Large
Adventuring,
Dusk Hag ECS
Combat
6 Medium
Gargoyle MM Special 4 Medium
Adventuring,
Green Hag MM
Combat
9 Medium
Gulgar MM3 Combat, Special 10 Large
Kir-Lanan FRCS Special 4 Medium
Marrulurk SaS Combat, Special 3 Small
Adventuring,
Marzanna Hag FB
Combat, Special
8 Medium
Adventuring,
Phoelarch MM3
Special
7 Medium
Pthistic XPH Combat, Special 6 Large
Rhek BoED Combat 5 Medium
Sarkrith Thane FF Combat, Special 11 Large
Adventuring,
War Troll MM3
Combat
12 Large
Adventuring,
Zern MM4
Combat, Special
8 Medium
Bisan OA Combat 10 Medium
Bog Imp HoH Special 4 Small
Redcap MM3 Adventuring 4 to 20 Small
Verdant Prince MM4 Special 16 Medium
Giant Stag Beetle MM Combat, Special 7 Large
Knell Beetle MM3 Combat, Special 12 Large
Leechwalker MM2 Combat 13 Medium
Sword Spider MonOF Combat 5 Large
Allosaurus MM2 Combat 10 Huge
Chuul MM Combat 11 Large
Cloaker MM Combat, Special 6 Large
Cloaker Lord MonOF Combat, Special 9 Huge
Corruption Eater HoH Special 15 Medium
Cryohydra MM Combat 5 to 12 Huge
Darkweaver
Death Kiss
FF Combat, Special 9 Medium
MonOF Combat 12 Large
(Beholderkin)
Delver MM Special 15 Large
Dragonhawk E5N Special 8 Huge
Adventuring,
Dusk Giant, Greater HoH
Combat
18 Huge
Elephant MM Combat, Special 11 Huge
Folugub XPH Combat, Special 4 Medium
Great Fihyr MM2 Combat, Special 16 Medium
Guardian Naga MM Combat 11 Large
Harpoon Spider MM3 Combat 5 Large
Dread Harpoon Spider MM3 Combat 9 Huge
Hive Mother Beholder LoM Special 20 Huge
Hook Horror MM2 Combat 10 Large
Kuo-Toa Leviathan UD Special 15 Huge
Adventuring,
Impaler, Kython BoVD
Combat
12 Medium
Mind Flayer MM Combat, Special 8 Medium
Phaerimm
Quetzalcouatlus
LEF Special varies Varies
MM2 Special 10 Huge
Dinosaur
Rukanyr FF Combat 7 Large
Rust Monster MM Combat, Special 5 Medium
Scorrow SoX Special 10 Large
Seryulin MM3 Special 10 Large
Slasrath FF Combat 8 Large
Sun Giant MM2 Combat 13 Huge
Will-o'-Wisp MM Combat, Special 9 Small
Ulitharid LoM Combat 12 Large
Urophion
Battlebriar: Warbound
LoM Combat 12 Large
MM3 Combat 12 Large
Impaler
Briarvex MM4 Special 8 Large
Dark Naga MM Special 9 Large
Darktentacles MM2 Combat 9 Large
Dharculus PH Special 8 Medium
Director Beholder LoM Special 8 Large
Doppelganger MM Special 4 Medium
Duergar XPH Special 1 Medium
Gas Spore LoM Special 10 Large
Greater Doppelganger MonOF Special 9 Medium
Greenspawn Sneak MM4 Special 2 Small
Grimlock MM Special 3 Medium
Gulguthydra MonOF Special 15 Huge
Human MM Special 1 Medium
Ironmaw FF Combat 12 Huge
Ironthorn SaS Combat 10 Large
Mimic MM Special 7 Large
Minotaur MM Special 6 Large
Minotaur, Greathorn MM4 Special 11 Large
Myconid Soverign MM2 Special 6 Large
Oread FF Special 7 Medium
Octopus Tree FF Combat 14 Huge
Rimefire Eidolon FB Special 12 Medium
Shambling Mound MM Special 8 Large
Adventuring,
Skulk FF
Special
2 Medium
Spell Weaver MM2 Special 10 Medium
Tendriculos MM Combat 9 Huge
Treant MM Combat, Special 7 Huge
Vine Horror FF Combat, Special 5 Medium
Wood Woad MM3 Adventuring 8 Medium
Yak Folk MM2 Special 5 Large
Yellow Musk Creeper FF Special 6 Huge
Arcane Ooze MM3 Combat 15 Huge
Black Pudding MM Combat, Special 10 Huge
Brine Ooze SaS Combat 12 Huge
Corrupture MM4 Combat 11 Huge
Dissolution Ooze MoI Combat, Special 6 Large
Gelatinous Cube MM Combat 4 Huge
Crysmal XPH Special 6 Small
Earth Elemental MM Special Varies Varies
Magma Hurler MH Combat 4 Medium
Dragon Turtle MM Special 12 Huge
Gorynych LEF Combat 16 Huge
Gray Linnorn MM2 Combat 13 Huge
Gargantua
Ibrandlin MonOF Combat 10
n
Gargantua
Roc MM Special 18
n
Gargantua
Sea Drake FF Combat, Special 12
n
Shadow Dragon MonOF Special 13 Medium
Bladerager Troll MM5 Combat 6 Large
Burrow Root MM5 Special 12 Large
Natural Movement
Type Str Dex Con EX Attacks
Animal 19 13 15 Armor 2 40' Modes
Humanoid 15 12 13 3 30'
Humanoid 15 8 17 8
Poison use, sneak
Humanoid 14 17 13 2
20' attack +3d6
Animal 15 24 13 3 Trip
Fly
30' 60' (good) Three natural
Animal 14 17 19 3
Burrow 10' attacks, rage
Three natural
Animal 12 22 15 3 Fly 80' (average)
attacks
Leaping pounce,
Animal 17 19 15 6 50'
Poison, Rake
Humanoid 17 12 15 2 30'
40'
Animal 30 17 16 6 Rend
Climb
40' 20' Improved grab,
Animal 16 19 15 1
Climb
5' 20' Pounce, Rake
Humanoid 13 13 14 0 Aquatic subtype
Swim 50'
Humanoid 15 10 14 7
Powerful charge
Animal 16 11 19 8
(2d8+11)
Attach, Blood drain,
Animal 17 17 11 3
Poison
Aquatic subtype,
Humanoid 15 13 14 8 Swim 40'
Stench
Humanoid 15 15 13 3 60'
Animal 21 6 21 17 Trample (3d6+7)
Powerful charge
Animal 19 8 21 10 (4d6+12), Trample
Improved grab,
Animal 25 14 17 4 (3d6+6)
Swallow whole
Dazing blow,
Giant 29 13 27 11 40' (2d6+7+6 acid)
Improved grab,
20' Pounce, Rake, Rend
Animal 17 22 17 5 Wounding
Fly
30' 60' (good)
Animal 22 15 14 4 Rend (2d6+9)
Climb 15'
Animal 19 15 14 6 Swim 80'
Animal 17 22 17 5 Fly 40' (good)
Animal 20 19 17 5 Fly 60' (average)
Animal 25 15 17 3 50' Trip
Giant 20 13 18 6 Rend,
Rend, Cannibalize
Rock
Giant 34 11 25 11 throwing,
Rock throwing,
Cannibalize
Giant 36 13 23 12 40'
30' Trample
Giant 17 16 21 5 Poison
Climb
20' 20' Improved grab,
Animal 20 15 13 7
Swim 30' Constrict
Giant 21 28 16 5
Animal 23 15 7 3 40'
Giant 23 14 23 5 30' Rend
Monstrous
9 15 10 1 Fly 90' (average) Four natural attacks
Humanoid
Monstrous 40' Improved grab,
22 13 16 0
Humanoid
Monstrous Fly 90' (good) Poison
Improved grab,
25 12 14 10 40'
Humanoid
Monstrous Rake, Rend
17 12 15 10
Humanoid
Monstrous 40'
15 14 18 4 Freeze
Humanoid
Monstrous Fly 60' (avg)
30'
19 12 12 11 Crystalline bone,
Humanoid
Monstrous Swim 30'
20 7 17 8 30' Sonic pulse,
Humanoid
Powerful charge
Monstrous
14 12 10 4 Fly 90' (good) Sneak attack
Humanoid
Monstrous
12 16 14 2 (+2d6), Death
Humanoid
Monstrous
21 12 14 9 attack,
Rend Poison use
Humanoid
Monstrous
14 17 15 2 30' Heat
Humanoid
Monstrous
23 12 21 8 Mind feed
Humanoid
Monstrous Powerful charge
19 10 19 7
Humanoid
Monstrous (2d8+8)
26 10 28 5
Humanoid
Monstrous
31 16 29 14 40' Dazing blow
Humanoid
Monstrous
16 17 18 6 Malleable form
Humanoid
Fey 11 14 10 8
Fey 8 21 15 Sicken
Fey 10+HD 9+HD 10+HD 2-9 30' Powerful build
Fey 17 26 18 3
Trample (2d8), Bite
Vermin 23 10 17 10 20'
50' (4d6)
Rend, Shake the
Vermin 26 10 26 15 Blood
Burrow
30' 10' earth, drink,
Trample
Vermin 18 11 16 2 Improved grab,
Swim 20'
Vermin 18 10 14 8 Wounding
Impalement, Poison
Rake (2d8), Swallow
Animal 24 12 17 5 50' Constrict (3d6),
30' whole, Trample
Abberation 20 16 18 10 Improved grab,
Swim
10' 20'
Abberation 21 16 17 7 Paralytic tentacles
Moan, Engulf
Fly 40' (avg) Moan, Engulf,
Abberation 26 13 20 8
Dominate Cloakers
Abberation 20 20 19 Devour corruption
Magical
23 12 20 13 Swim 20' 12 natural attacks
Beast Improved grab,
Abberation 17 18 12 8
Strength
Improveddamage
grab,
Abberation 16 14 16 5
30' Blood drain
Abberation 27 13 21 15 Corrosive slime
Burrow 10'
Animal 26 12 20 9 Fly 120' (average) Rend, Rock
Giant 48 9 32 17 throwing,
Animal 30 10 21 7 40' Cannibalize
Trample (2d8+15)
Abberation 10 17 17 5 Liquefy crystal
30'
Abberation 11 14 12 6 Frightful presence
Fly 60' (good)
Abberation 21 14 19 7 40' Poison, Spit
40' Improved trip,
Abberation 17 19 18 3
Climb 20'
40' Harpooning,
Improved Poison
trip,
Abberation 25 17 23 3
Climb 20' Harpooning, Poison
Improved grab,
Abberation 24 14 22 25 Improved grab,
20' swallow whole
Abberation 24 17 14 10 Power sunder,
Monstrous Climb 20' Improved grab,
26 13 21 14 Rending bite
Humanoid Charge
swallow(6d6+8),
whole
Abberation 18 20 17 12 Wield Kython
Improved
weaponry,grab,
Poison
Abberation 12 14 12 3 30'
Extract
Abberation Varies Varies Varies Varies Implant
Animal 26 13 20 8 Fly 100' (poor) Swallow whole
Poison, Stunning
Abberation 21 7 24 15
strike
Abberation 10 17 13 5 40' Rust
Favored enemy +2
Abberation 21 16 16 9 Land speed 50' (animals, giants,
50' Pain poison,
magical Sticky
beasts)
Abberation 20 12 14 10
Swim 50' spray
Abberation 21 14 19 6 Poison, Wing slash
Rockthrowing, fire
Giant 37 14 25 10 40'
subtype
Abberation 1 29 10 0 Fly 50' (perf) Shock attack
Improved grab,
Abberation 16 14 16 5
extract
Weakness (Fort DC
Abberation 19 13 16 14 Impale,
19, 2d8 Improved
Str),
Plant 23 6 22 12 30' grab, Thorn volley,
Improved woodland
Trample
Plant 25 10 19 10
strike
Abberation 14 15 14 3 40' Poison
5' Constrict (2d6),
Abberation 19 15 17 7
Swim 20' Improved
Dualplanar,grab
Ethereal
Abberation 12 14 20 10
bite
Abberation 12 12 16 10
Monstrous
12 13 12 4 30'
Humanoid
Humanoid 10 10 12
Death throes,
Plant 16 4 4
Shapechan Infestation
12 17 12 4
ger
Monstrous
11 16 13 2 Sneak attack (+2d6)
Humanoid
Monstrous
15 13 13 4 30'
Humanoid
Abberation 20 10 24 15 Improved grab
Humanoid 10 10 10 0 30' Attach, Engulf,
Plant 30 9 23 18 Illness, Tendrils,
Impale,
Wounding Poison (1d4
Plant 17 10 25 15
min paralysis, 2d4
Abberation 19 12 17 5 10' Adhesive crush
Monstrous
19 10 15 5 30' Powerful charge
Humanoid
Monstrous
24 8 20 7
Humanoid
Plant 18 12 17 2 20' Spores
Fey 19 13 18 9 Frightful presence,
Plant 30 3 20 24 Improved grab,
Fey 10 24 17 2 Swallow whole
20' Improved grab,
Plant 21 10 17 11
Swim 20' Constrict
Humanoid 11 14 11
Monstrous
9 16 9 5 30' Improved grab,
Humanoid
Plant 28 9 22 9 20' Swallowdamage
Double whole,
Plant 29 8 21 13 30' Paralysis
against objects,
Plant 18 10 19 8 Trample
30'
Plant 17 12 16 4 Warp wood
Monstrous Climb 20'
18 11 15 7 30'
Humanoid Musk puff, Consume
Plant 10 16 21 6
20' intelligence
Acid, Improved
Ooze 22 1 26 0
Climb
20' 20' grab, Constrict
Acid, Improved
Ooze 17 1 22 0 (4d6, 4d8 against
Climb 20' grab, Constrict
Ooze 17 1 24 water elementals),
Trample (2d6+2d5
Ooze 31 1 29 Improved grab,
acid +5 acid), Acid
burst
Ooze 15 1 29 Acid, Dissolution
Acid, Engluf,
Ooze 10 1 26 0 15'
Paralysis
Elemental 15 14 12 8
Varies Varies Varies Varies Varies 20'-30'
Magma rock
Elemental 26 13 24 4
20' (3d10+8+1d6 fire)
Dragon 27 10 21 17 Capsize
Improved grab,
Swim 30'
Dragon 28 11 18 19 30' Rake, Rend, Tail
Dragon 24 11 20 19 Fly 90' (good) wrap
Crush, Poison
Dragon 35 11 24 11 Swim 30' Pin
Animal 34 15 24 9 Fly 80' Constrict ship,
Dragon 35 10 21 20 Crushing blow,
Dragon 15 10 15 16 Swallow whole
Tortured mind,
Giant 28 16 28 5 30'
Pounce, Rend
Plant 26 15 20 11 Burrow 20' Split, wounding
Speed burrow
EX Abilities
+4 Move silently