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Categor

Form Source HD
y
MMF Level 1 (Humanoids +
Bear MM Combat 3

Bugbear MM Adventuring 3

Crucian SaS Combat 3

Adventuring,
Dark Stalker FF
Combat
3

Desmodu Hunting MM2 Combat 4


Bat

Dire Badger MM Special 3

Special,
Dire Hawk RoW
Combat
5

Fleshraker MM3 Combat 4


Dinosaur

Gnoll, Flind MM3 Adventuring 2

Legendary Ape MM2 Adventuring 13

Leopard MM Combat 3

Merfolk MM Special 1
Adventuring,
Phaerlock UD
Combat
2

Protocerops SaS Combat 5

Severm SK Special 2

Tren SK Combat 4

Adventuring,
Varag MM4 Combat, 3
Special
MMF Level 2 (Gia
Cave MH Combat 7
Ankylosaurus

Cave Triceratops MH Combat 8

Cave T-Rex MH Combat 9

Cave Troll MM3 Combat 9

Desmodu Guard
MM2 Combat 4
Bat

Dire Ape MM Combat 5

Dire Barracuda SW Special 8

Dire Bat MM Special 4

Dire Eagle RoS Special 4

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

Forest Troll MM3 Adventuring 5


Giant Octopus MM Combat 8

Jungle Giant SoX Special 11

Adventuring,
Tiger MM
Combat
6

Adventuring,
Troll MM
Combat
6

MMF Level 3 (Monstr


Aarakocra RoF Special 1

Abeil Soldier MM2 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

Kir-Lanan FRCS Special 4

Combat,
Marrulurk SaS
Special
3

Adventuring,
Marzanna Hag FB Combat, 8
Special
Adventuring,
Phoelarch MM3
Special
7

Combat,
Pthistic XPH
Special
6

Rhek BoED Combat 5

Combat,
Sarkrith Thane FF
Special
11

Adventuring,
War Troll MM3
Combat
12

Adventuring,
Zern MM4 Combat, 8
Special

MMF level 4 (Fe


Bisan OA Combat 10

Bog Imp HoH Special 4

Redcap MM3 Adventuring 4 to 20

Verdant Prince MM4 Special 16

MMF level 5 (
Combat,
Giant Stag Beetle MM
Special
7

Combat,
Knell Beetle MM3
Special
12

Leechwalker MM2 Combat 13

Sword Spider MonOF Combat 5

MMF level 6 (aberra


Allosaurus MM2 Combat 10

Chuul MM Combat 11

Combat,
Cloaker MM
Special
6

Combat,
Cloaker Lord MonOF
Special
9

Corruption Eater HoH Special 15

Cryohydra MM Combat 5 to 12

Combat,
Darkweaver FF
Special
9

Death Kiss MonOF Combat 12


(Beholderkin)
Delver MM Special 15
Dragonhawk E5N Special 8

Dusk Giant, HoH


Adventuring,
18
Greater Combat

Combat,
Elephant MM
Special
11

Combat,
Folugub XPH
Special
4
Combat,
Great Fihyr MM2
Special
16

Guardian Naga MM Combat 11

Harpoon Spider MM3 Combat 5

Dread Harpoon MM3 Combat 9


Spider
Hive Mother LoM Special 20
Beholder

Hook Horror MM2 Combat 10

Kuo-Toa Leviathan UD Special 15

Adventuring,
Impaler, Kython BoVD
Combat
12

Combat,
Mind Flayer MM
Special
8
Phaerimm LEF Special varies

Quetzalcouatlus MM2 Special 10


Dinosaur

Rukanyr FF Combat 7
Combat,
Rust Monster MM
Special
5

Scorrow SoX Special 10

Seryulin MM3 Special 10

Slasrath FF Combat 8

Sun Giant MM2 Combat 13

Combat,
Will-o'-Wisp MM
Special
9

Ulitharid LoM Combat 12

Urophion LoM Combat 12

MMF level 7 (Plant

Battlebriar:
Warbound MM3 Combat 12
Impaler
Briarvex MM4 Special 8

Dark Naga MM Special 9

Darktentacles MM2 Combat 9

Dharculus PH Special 8

Director Beholder LoM Special 8

Doppelganger MM Special 4

Duergar XPH Special 1

Gas Spore LoM Special 10

Greater MonOF Special 9


Doppelganger
Greenspawn MM4 Special 2
Sneak

Grimlock MM Special 3

Gulguthydra MonOF Special 15

Human MM Special 1

Ironmaw FF Combat 12
Ironthorn SSt Combat 10

Mimic MM Special 7

Minotaur MM Special 6

Minotaur, MM4 Special 11


Greathorn

Myconid Soverign MM2 Special 6

Oread FF Special 7

Octopus Tree FF Combat 14

Rimefire Eidolon FB Special 12

Shambling Mound MM Special 8

Adventuring,
Skulk FF
Special
2

Spell Weaver MM2 Special 10

Tendriculos MM Combat 9

Combat,
Treant MM
Special
7

Combat,
Vine Horror FF
Special
5

Wood Woad MM3 Adventuring 8

Yak Folk MM2 Special 5


Yellow Musk FF Special 6
Creeper

MMF level 8 (ooz


Arcane Ooze MM3 Combat 15
Combat,
Black Pudding MM
Special
10

Brine Ooze SaS Combat 12

Corrupture MM4 Combat 11

Combat,
Dissolution Ooze MoI
Special
6

Gelatinous Cube MM Combat 4

MMF level 9 (el


Crysmal XPH Special 6

Earth Elemental MM Special Varies

Magma Hurler MH Combat 4

MMF level 10 (dra


Dragon Turtle MM Special 12

Gorynych LEF Combat 16

Gray Linnorn MM2 Combat 13

Ibrandlin MonOF Combat 10

Roc MM Special 18
Combat,
Sea Drake FF
Special
12

Shadow Dragon MonOF Special 13


Stat Block EX Abilities
MF Level 1 (Humanoids + Animals, size M or S)
Medium Animal, 19str, 13dex, 15con, 2
natural armor
Medium humanoid, 15str, 12dex, 13con +4 Move silently
Medium humanoid, 3 HD, 15str, 8dex,
17con, 8 natural armor
Medium humanoid, 14str, 17dex, 13con,
2 natural armor, poison use, sneak Blindsight 60ft, Light sensitivity
attack 3d6
Medium animal, 15str, 24dex, 13con, 3
natural armor

Medium Animal, 14str, 17dex, 19con, 3


Low-Light Vision, scent
natural armor, 3 natural attacks, rage

Medium Animal 5 HD, 12str, 22dex,


15con, and 3 natural armor, fly 80'
(average), 3 natural attacks.

medium animal, 17str, 19dex, 15con, 6


Low-Light Vision, scent, +8 hide,
natural armor, leaping pounce, poison,
+6 jump
rake

medium humanoid, 17str, 12dex,


Darkvision
15con, 2 natural armor
medium animal, 30str, 17dex, 16con, 6
Low-Light Vision, scent
natural armor, rend
Medium Animal, 16str, 19dex, 15con, 1
+8 jump, balance, climb, +4 Move
natural armor, improved grab, pounce,
silently, Hide
rake
Medium humanoid, 13str, 13dex, 14con,
amphibious, Low-Light Vision
aqzuatic subtype
Medium humanoid, 15str, 10dex, 14con, all-around vision (no flanking),
7 natural armor hold breath
Medium animal, 16str, 11dex, 19con, 8
+4 survival 
natural armor, powerful charge 2d8+11
Small animal, 17str, 17dex, 11con, 3
natural armor, attach, blood drain, Low-Light Vision, scent 
poison
Medium aquatic humanoid, Swim 40',
15str, 13dex, 14con, 8 natural armor, Darkvision 60 ft., multiattack
stench
spring attack, run, Darkvision 60
ft., scent, +8 move silently,
Medium humanoid, 15str, 15dex, 13con,
always take 10 when moving
3 natural armor, speed 60 ft.
silently, +4 survival when tracking
by scent
MMF Level 2 (Giants, size L)
large animal, 21str, 6 dex, 21 con, +17
Darkvision 60 ft.
natural armor, trample 3d6+7
Large animal, 19str, 8 dex, 21 con, +10
natural armor, powerful charge Darkvision 60 ft., scent
(4d6+12), trample 3d6+6
Large animal, 25str, 14dex, 17con, 4
natural armor, improved grab, swallow Darkvision 60 ft., scent
whole (2d6+7+6 acid)

Large giant, 29str, 13dex, 27con, 11


Darkvision, fast healing 8, Low-
natural armor, dazing blow, improved
Light Vision, scent
grab, pounce, rake, rend

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


Dodge
natural armor, wounding

large animal, 22str, 15dex, 14con, 4


natural armor, rend 2d6+9.

Large animal, swim 80 ft. (60 for


wildshape), +6 natural armor, 19str,
15dex, 14con, sprint (3x move when
charging)

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


blindsense 40 ft.
natural armor, fly 40 ft. (good)

large animal, 20str, 19dex, 17con, 5


Low-Light Vision
natural armor, fly 60 ft. (average)

Low-Light Vision, scent, +2 hide,


Large Animal, 25str, 15dex, 17con, 3
listen, move silently, survival,
natural armor, trip
track

Medium giant, 20str, 13dex, 18con, 6


Low-Light Vision
natural armor, rend, cannibalize

Large giant, 34str, 11dex, 25con, 11


natural armor, rend, rock throwing, Low-Light Vision, rock catching
cannibalize
Large giant, 36str, 13dex, 23con, 12 Darkvision, fast healing, rock
natural armor, rockthrowing, trample catching

Medium giant, 17str, 16dex, 21con, Darkvision 90ft, fast healing 5,


poison Low-Light Vision, scent, +2 hide
ink cloud, jet, Low-Light Vision,
large animal, 20str, 15dex, 13 con, 7
+4 hide, +10 escape artist,
natural armor, improved grab, constrict
aquatic subtype
Large giant, 21 str, 28dex, 16con, 5 woodland stride, lowlight vision,
natural armor +4 hide, survival in jungle terrain

large animal, 23str, 15dex, 17con, 3


natural armor.

large giant, 23str, 14dex, 23con, 5 regeneration 5, Low-Light Vision,


natural armor, rend scent, Darkvision 90 ft

MMF Level 3 (Monstrous Humanoids)


Monstrous Humanoid, 9 Str, 15 Dex, 10
Con, 1 natural armor, four natural
attacks, fly 90' (average)
large monstrous humanoid, 22str,
Darkvision 60ft, DR5/magic,
13dex, 16con, drone, improved grab,
special enemy
poison
large monstrous humanoid, 25str,
12dex, 14con, 10 natural armor, damage reduction 2/bludgeoning,
improved grab, rake (no grappling Darkvision, SR level+12
penalties to claw attacks), rend
Darkvision 60 ft., charm, sleep,
Medium monstrous humanoid, 17str,
fear immunity, spell resistance
12dex, 15con, 10 natural armor
level+12, +4 sense motive 
medium monstrous humanoid, 15str,
+2 hide, listen, spot, +8 hide
14dex, 18con, 4 natural armor, freeze
(total) against stone
ability
medium monstrous humanoid, 19str,
SR level+9, Darkvision 90ft,
12dex, 12con, 11 natural armor,
mimicry
+8swim
DR10/adamantine, Darkvision,
large monstrous humanoid, 20str, 7dex,
immunity to sonic, stability,
17con, 8 natural armor, crystalline
subsonic speech, tremorsense, +4
bone, sonic pulse, powerful charge
listen, -4 spot

medium monstrous humanoid, 14str,


+4 hide, harmed by positive
12dex, 10con, fly 90 (good), 4 natural
energy, healed by negative
armor

Small monstrous humanoid, 12str,


16dex, 14con, 2 natural armor, sneak
+4 hide, move silently
attack 2d6, death attack (DC 11+
Charisma mod), poison use

medium monstrous humanoid, 21str, Darkvision, immunity to cold, SR


12dex, 14con, 9 natural armor, rend level+7, vulnerability to fire
Darkvision, immunity to fire,
medium monstrous humanoid, 14str,
poison, and disease, SR level+11,
17dex, 15con, heat
vulnerability to cold

large monstrous humanoid, 23str,


Darkvision 60 ft., regeneration 5,
12dex, 21con, 8 natural armor, Mind
resistance to cold 10, scent
feed

medium monstrous humanoid, 19str,


10dex, 19con, 7 natural armor;
powerful charge 2d8+8

adaptive resistance, adrenaline


large monstrous humanoid, 26str, boost, Darkvision 60ft, resist
10dex, 28con, 5 natural armor blows, SR level+12, mask scent,
scent.

large monstrous humanoid, 31str, DR5/adamantine, Darkvision, Low-


16dex, 29con, 14 natural armor, dazing Light Vision, regeneration 9, scent
blow SR level+8

adaptive defenses, fast healing 5,


Medium monstrous humanoid, 16str,
SR level+10, Darkvision 60 ft., +4
17dex, 18con, 6 natural armor,
caster level for transmutation
malleable form
spells

MMF level 4 (Fey, size T)


medium fey, 11str, 14dex, 10con, 8
SR level+11
natural armor
amphibious, immunity to acid,
Small fey, 8str, 21dex, 15con, sicken paralysis, poison, sleep; Low-Light
Vision, liquid burrow, code of law

Small fey, 10+HD str, 9+HD dex,


10+HD con, natural armor 2 - 9,
powerful build

medium fey, 17str, 26dex, 18con, 3


evasion, Low-Light Vision, track
natural armor

MMF level 5 (vermin)


large vermin, 23str, 10dex, 17con, 10
vermin traits, darkvision 60 ft.
natural armor, trample 2d8, bite 4d6

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


natural armor, rend, shake the earth, sonic, vermin traits, +8 balance,
trample listen, spot

medium vermin, 18str, 11dex, 16con, 2


natural armor, blooddrink, improved all around vision, immunities
grab, wounding
large vermin, 18str, 10dex, 14con, 8
vermin traits
natural armor, impalement, poison

MMF level 6 (aberrations, size H)


huge animal, 24str, 12dex, 17con, 5
Darkvision 60ft, Low-Light Vision,
natural armor, improved grab, rake 2d8,
scent
swallow whole, trample 5d8
large aberration, 20str, 16dex, 18con,
amphibious, Darkvision, immunity
10 natural armor, constrict 3d6,
to pioson
improved grab, paralytic tentacles
large aberration, 21str, 16dex, 17con, 7
Darkvision
natural armor, moan, engulf

huge aberration, 26str, 13dex, 20con, 8


natural armor, moan, engulf, dominate SR level+9
cloakers
Medium aberration, 20str, 20dex, corrupting scent, purity
19con, devour corruption vulnerability

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

all around vision, cold resistance


medium aberration, 17str, 18dex,
10, Darkvision 60ft, fast healing 3,
12con, 8 natural armor, improved grab,
sunlight vulnerability, tentacle
strength damage
regeneration
large abberation, 16 str, 14 dex, 16 con,
5 natural armor, improved grab, blood flight, electric aura
drain
large aberration, 27str, 13dex, 21con, stone shape, immunity to acid,
15 natural armor, corrosive slime tremorsense 60ft
Huge animal, 26str, 12dex, 20con,
Low-Light Vision, blindsense 60
speed 10, fly 120 (average; 24 mph),
ft.; +8 spot; 
natural armor 9
Huge giant, 48str, 9dex, 32con, 17
natural armor, rend, rock throwing, Low-Light Vision, rock catching
cannibalize

Huge animal, 30str, 10dex, 21 con,


speed 40 ft., +7 natural armor, trample Low-Light Vision, scent
DC 25, 2d8+15

medium aberration, 10str, 17dex,


Darkvision 60 ft., scent
17con, 5 natural armor, Liquefy crystal
medium aberration, 11str, 14dex,
12con, 6 natural armor, frightful invisbility, Darkvision 60ft, scent
presence
21str, 14dex, 19con, +7 natural armor, Darkvision 90 ft., eschew
poison, spit materials
17str, 19dex, 18con, natural armor+3; Darkvision, evasion, spines, web
improved trip feat; harpooning, poison movement
huge aberration, 25str, 17dex, 23con,
Darkvision, evasion, spines, web
natural armor+3; improved trip feat;
movement
harpooning, poison
Huge aberration, 24str, 14dex, 22con,
all-around vision, Darkvision 60
25 natural armor, improved grab,
ft., flight
swallow whole
large abberation, 24str, 17dex, 14con,
10 natural armor, improved grab, power blindsight 60ft, light sensitivity
sunder, rending bite
stun, amphibious, Darkvision 60
ft., immunities (poison, paralysis,
huge monstrous humanoid, 26str, hold, figments, nets), improved
13dex, 21con, +14 natural armor, evasion, keen sight, light
improved grab, swallow whole blindness, energy resistance 10,
sea mothers blessing, slippery,
uncanny dodge
medium aberration, 18str, 20dex, kython traits (blindsight 60 ft.,
17con, 12 natural armor, charge 6d6+8, acid, cold immunity, fire,
wield kython weaponry, poison electricity resistance 20) 

medium aberration, 12str, 14dex,


12con, 3 natural armor, improved grab, SR level+17, telepathy.
extract
telepathy, damage reduction
tiny to huge aberration, stats vary, varies/magic, flight, full vision,
implant immunities (polymorphing,
petrification), spell resistance

huge animal, 26str, 13dex, 20con, 8


natural armor fly 100' (poor); 20 mph, Low-Light Vision, Darkvision 60 ft
swallow whole
Darkvision, fast healing 5,
large aberration, 21str, 7dex, 24con, 15
reflexive sunder, sonic immunity,
natural armor, poison, stunning strike
stability+20
medium aberration, 10str, 17dex,
Darkvision, scent
13con, 5 natural armor, rust
Large aberration, 21str, 16dex, 16con, scorpion empathy, track, SR
9 natural armor, speed 50 ft., favored 11+level, Darkvision 60 ft,
enemy +2 (animals, giants, magical tremorsense 60 ft, +4 hide, move
beasts) silently, survival
amphibious, blindsense 60 ft.,
large aberration, 20str, 12dex, 14con, can't be tripped, damage
10 natural armor, pain poison, sticky reduction 5/piercing or slashing,
spray Darkvision 60 ft., acid resistance
10, slick
large aberration, 21str, 14dex, 19con, 6
Darkvision
natural armor, poison, wingslash
huge giant, 37str, 14dex, 25con, 10
natural armor, rockthrowing, fire Darkvision 60ft, rock catching
subtype

small aberration, 1str, 29dex, 10con, invisibility at will, weapon finesse


shock attack and spell immunity

Large aberration, 16str, 14dex, 16con,


SR 15+HD 
5 natural armor, improved grab, extract
Large aberration, 12 HD, 19str, 13dex, Darkvision 60 ft., immunity to
16con, 14 natural armor, drag, electricity, vulnerability to fire,
extraction, weakness (Fort DC 19, 2d8 cold resistance 10, SR level+18,
str), strands Low-Light Vision.

MMF level 7 (Plant, EX qualities)

Large plant, 23str, 6dex, 22con, natural


Darkvision, Low-Light Vision, thorn
armor+12, impale, improved grab,
field, plant traits
thorn volley, trample
Large plant, 25str, 10dex, 19con, 10
natural armor, DR 5/slashing, improved Plant traits
woodland strike 
Darkvision, immunity to poison,
large aberration, 14str, 15dex, 14con, 3
resistance to charm, guarded
natural armor, poison
thoughts, eschew materials
Darkvision 60ft, enhanced
large aberration, 19str, 15dex, 17con, 7
multiweapon fighting, tentacle
natural armor, constrict 2d6, improved
regeneration, tremorsense,
grab
weapon use
Medium aberration, 8 HD, 12str, 14dex,
20con, +10 natural armor, dualplanar,
ethereal bite
Large aberration, 8 HD, 12str, 12dex,
SR level+8, Darkvision 60 ft. 
16con, 10 natural armor
medium monstrous humanoid, 12str,
+4 bluff, disguise
13dex, 12con, +4 natural armor

immunity to paralysis, phantasms,


Medium humanoid, 10str, 10dex, 12con
and poison, naturally psionic

all-around vision, beholder


large plant, 16str, 4dex, 4con, death
camouflage, flight (20 ft., poor),
throes, infestation
Low-Light Vision

12 str, 17 dex, 12 con, 4 natural armor


Darkvision 60 ft., +5 on bluff,
11str, 16dex, 13con, 2 natural armor,
hide, move silently, two-weapon
2d6 sneak attack damage
fighting
blindsight 40ft, immune to gaze
medium monstrous humanoid, 15str, attacks, visual effects, illusions;
13dex, 13con, 4 natural armor +10 hide in mountains or
underground, track
huge aberration, 20str, 10dex, 24con,
nauseating stench
15 natural armor, improved grab

Medium humanoid, 10str, 10dex, 10con racial bonus feat

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


natural armor, attach, emgulf, illness, plant traits
tendrils, wounding
large plant, 17str, 10dex, 25con, 15 blindsense 60 ft., DR
natural armor, improved grab, impale, 5/bludgeoning or slashing, plant
poison (1d4 min paralysis, 2d4 con) traints
large abberation, 19str, 12dex, 17con, 5 mimic shape, immunity to acid,
natural armor, adhesive crush add darkvision 60ft., +8 disguise
large monstrous humanoid, 19str,
natural cunning, Darkvision, scent,
10dex, 15con, 5 natural armor,
+4 search, spot, listen
powerfull charge
DR 5/-, earth glide, natural
cunning, Darkvision 60, scent,
24str, 8dex, 20con, 7 natural armor
tremorsense, awesome blow, +4
listen, search, spot

large plant, 18str, 12dex, 17con, 2


potion making
natural armor, spores
medium fey, 19str, 13dex, 18con, 9 burrow, cold immunity, earth
natural armor mastery, Low-Light Vision
huge plant, 30str, 3dex, 20con, 24
acid immunity, plant traits,
natural armor, frightful presence,
regeneration 10
improved grab, swallow whole
DR 10/CI, immunity to cold,
medium fey, 10str, 24dex, 17con, 2
vulnerability to fire, tremorsense,
natural armor
Low-Light Vision, ice glide
electricity absorbtion, +4 hide,
large plant, 21str, 10dex, 17con, 11
listen, move silently, Darkvision,
natural armor, improved grab, constrict
resistance to fire 10

peerless camouflage, trackless


medium humanoid, 11str, 14dex, 11con
path, +8 Move silently, +15 hide

chromatic disk, Darkvision 60ft,


medium monstrous humanoid, 9str,
immunity to mind effects, shielded
16dex, 9con, 5 natural armor
mind, spell weaving, SR, telepathy
huge plant, 28str, 9dex, 22con, 9
regeneration 10, Low-Light Vision,
natural armor, improved grab, swallow
plant traits
whole, paralysis
huge plant, 29str, 8dex, 21con, 13 DR 10/slashing, vulnerability to
natural armor, deal double damage fire, plant traits, +16 hide in
against objects, trample forests

medium plant, 18str, 10dex, 19con, 8 half damage from piercing and
natural armor slashing, malleability, plant traits

medium plant, 17str, 12dex, 16con, +4 Low-Light Vision, vulnerability to


balance, hide, lightning reflexes fire, plant traits
large monstrous humanoid, 18 str, 11
Darkvision 60 ft., use staff
dex, 15 con, 7 natural armor
huge plant, 10str, 16dex, 21con, 6
blindsight 30 ft., regeneration 5
natural armor, musk puff (DC
(acid, fire), plant traits
level/2+5), consume intelligence

MMF level 8 (oozes, size D)


huge ooze, 22str, 1dex, 26con, acid, immunity to magic, blindsight,
improved grab, constrict ooze traits
huge ooze, 17str, 1dex, 22con, acid, blindsight 60ft, split, ooze traits,
constrict, improved grab +8 climb
huge ooze, 17str, 1dex, 24con,
immunity to desiccation,
desiccating impact (4d6, 4d8 for water
camouflage (looks like water
elenemtals and plants), improved grab,
pool), ooze traits
constrict
acid sheath, amphibious, immune
Huge ooze, 31str, 1dex, 29con, trample to acid, gaze attacks, illusions,
2d6+a5+2d6 acid, acid burst visual effects, DR 5/-, SR level+7,
ooze 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

MMF level 9 (elementals)


Damage reduction 5/bludgeoning,
small elemental, 15str, 14dex, 12con, 8
immunity to fire and cold,
natural armor, elemental traits
resistance to electricity 15 

Varies Varies

Medium elemental, 26str, 13dex, 24con,


Darkvision 60 ft., immunity to
+4 natural armor, magma rock (move
cold, fire vulnerability
action, 3d10+8+1d6 fire)

MMF level 10 (dragon, size G)


immunity to fire sleep and
huge dragon, 27str, 10dex, 21con, 17
paralysis, Low-Light Vision, scent,
natural armor, capsize
Darkvision 
Huge dragon, 28str, 11dex, 18con, Darkvision, Low-Light Vision,
natural armor+19, improved grab, rake, scent, immune to sleep and
rend, tail wrap paralysis
huge dragon, 24str, 11dex, 20con, 19 blindsight, immunities, keen
natural armor, crush, poison senses, SR

gargantuan dragon, 35 str, 11dex, 24 SR level+10, fire immunity, cold


con, 11 natural armor, pin damage

Gargantuan animal, 34str, 15dex,


24con, 9 Natural armor, fly 80 ft.
gargantuan dragon, 35str, 10dex,
inkcload, regeneration 2, dragon
21con, 20 natural armor, constrict ship,
traits
crushing blow, swallow whole
spell resistance 17, immune to
medium dragon, 15str, 10dex, 15con,
energy drain, sleep, paralysis,
16 natural armor
blindsight 120 ft., keen senses
Comments
, size M or S)
A combat form with two claw attacks.
While nothing special, bugbear form may nevertheless be
interesting if your natural attributes are very low.
humanoid with great natural armor of +8.

Nice stats and +3d6 sneak attack make this both a good combat as
well as adventuring form.

high dexterity + good maneuverability.

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 m/sec. Like a
giant mole, this can be used to circumvent walls, opponents etc.
You can gain familiarity from a summon spell.

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 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.
Nothing special, but strength 17 is nice as a starting adventuring
form before you find something better next level.
One of the few medium-sized form with strength 30 that can be
disguised as human with disguise self effects.
Not as strong as a bear, but faster and able to pounce and start a
grapple.
Merfolk breathe underwater and have a swim speed of 50 while still
being humanoid.
While nothing special, this form offers a natural armor of +7.

Good allrounder combat animal form.


This snake has a poison that is a contact anesthetic, so in this form
you can actually work as anesthesist.
OK beginners combat form, although the stench ability will be
problematic with your comrades.

The varag offers an acceptible allround package with great speed


and acceptable stats. Later, he gets spring attack at level 7.
L)
This form grants a whopping +17 to natural armor, so it might be
nice if you are flanked by rogues.

Nice combat animal with powerful charge and trample abilities.

Quite some jaws on this one.

One of the best grappling forms! Great attributes coupled with a


high natural AC and great damage from its natural attacks and
rend and rake abilities. Plus a quite effective dazing blow ability if
both claws hit. After you reached level 7, add fast healing 8 to that.

high dexterity plus wounding.

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 and thus
can't use higher HD forms at this level. Easy familiarity through
bought summon spells.

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.

The annis combines high natural AC and attributes with great


grappling abilities, making it a great form for a bit of close-up
combat.

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 marrulurk has an assassin's death attack, albeit at a not so


high DC.

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.

Can paralyse opponents when grappling them.

Cloakers have interesting ranged sonic abilities. For example, the


stupor ability means that it can hover above a non-flying victim till
it fails a save and is helpless for 5 rounds.

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!

A darkweavers bite deals 2d4 strength damage. This is one of the


few forms that can deal strength 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.

See Harpoon Spider

A hive mother has an antimagic cone of 240 feet range. Quite


something for the 3.0 Assume SU ability feat.

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.

Rust monster form allows you to rust metal very quick. 

The scorrow is only an average adventuring form, but may be


useful because they can influence scorpions, and thus may help
against a scorpion swarm when other options fail.
The seriulyn has a spray attack that can glue enemies to the
ground or make flyers drop. The form gets more interesting 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.
The slasrath has a nifty charge ability that affects all within reach,
dealing nice damage and destroying their armor.
Need some artillery? Nothing says “Let’s rock this place” like a rock
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
attack AC and reflex save. Plus you get an electrical touch attack
that rarely misses, and at level 7, you’ll be always invisible and
immune to almost all spells. Great form!
Like the mind flayer, but betters stats and two additional tentacles.

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.

Dark nagas are immune to mind reading.

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.

Directors get +8 to handle animal checks.


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 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 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 you so weak. It's most powerful out of combat,
however, for use with the infestation ability. You 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 each from. Turning a single enemy into 3k
woth the
With of poison
Assumeis delightfully
Supernatural evil.
Ability feat from Savage Species,
you can use the Consume Identity ability to become a wizard for a
day, provided you can find and kill one. Cheesy for sure.
The greeenspawn sneak is one of the few form that gives us a
racial bonus to bluff, in this case +5.

Grimlock forms at level 7 are able to see through all illusions.

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 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.

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.

In shambling mound form, electrical attacks give you additional


constitution. This may be used to boost you HP or fortitude saves
to 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 and can even run while hiding at no penalty. Keep in mind
that see invisible makes invisibility problematic at this level,
however hide remains effective.
Spell weaver form allows you to cast more than one spell per round
(not that we have many), while keeping you save from
mindreading and mind-influencing effects.
Tendriculous form offers regeneration 10, improved grab and a
swallow whole ability that also paralyses opponents, to prevent
indigestion…
Treants have DR 10/slashing and deal double damage against
objects.

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. 

This form allows you to sense the presence of incarnum in


creatures and to unshape the soulmates of hit creaures. Whatever
that means (haven't read the rest of the book yet).
Can paralyse opponents for minutes and is almost invisible.

)
The crysmal gives us a +8 bonus to appraise checks at level 7.

Earth elementals glide through rock like a fish through water. A


safe way 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 most funny thing is that it is rated as CR 3. I think most 3rd-
level characters would have no chance against a monster that deals
3d10+8+1d6 fire per hit...

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

Blindsight 60ft, Light


Blindsight
sensitivity 120',
immunities, Weapon
Finesse
Low-Light Vision, scent

Low-Light Vision, scent,


+8 hide, +6 jump
Darkvision
Low-Light
+8 Vision, scent
jump, balance,
climb, +4 Move silently,
Amphibious, Low-Light
Hide
Vision
all-around vision (no
flanking), hold breath
+4 survival 
Low-Light Vision, scent 
Darkvision 60 ft.,
+8 move silently,
multiattack
always take 10 when
moving silently,
Darkvision 60 ft.+4
Darkvision 60 ft., scent
Darkvision
Darkvision,60 ft.,
fast scent
healing
8, Low-Light
Blindsight Vision,
120',
scent
immunities, Dodge,
Mobility, Spring Attack
Sprint
Blindsense 40 ft.
Low-Light Vision,
Low-Light Vision scent,
+2 hide, listen, move
silently,
Low-Light survival,
Vision track
Low-Light Vision, rock
catching
Darkvision 60', fast
Darkvision 90ft,catching
healing 3, rock fast
healing 5, Low-Light
Light
Vision,Vision,
scent,+4+2hide,
hide
+10 escape
lowlight artist,
vision, +4
hide, survival in jungle
regeneration 5, Low-
Light Vision, scent,
Darkvision 90 ft
Darkvision 60', DR
5/magic, special enemy
2/bludgeoning,
charm,
Darkvision, SRfear
sleep,
immunity, spell spot,
+2 hide, listen,
resistance level+12,
+8 hide (total) against +4
SR level+9,
stone Darkvision
90ft,
sonic,mimicry,
stability,+8 Swim
subsonic speech,
+4 hide, harmed by
positive energy, healed
by
+4 negative
hide, move silentlyto
Darkvision, immunity
cold, SR level+7,
fire, poison, and
vulnerability to fire
disease,
regenerationSR level+11,
5,
resistance to cold 10,
adrenaline boost,
Darkvision 60ft, resist
Darkvision, Low-Light
blows, SR level+12,
healing 5, SR level+10,
Vision, regeneration 9,
Darkvision 60 ft., +4
caster
SR level for
level+11
to acid, paralysis,
poison, sleep; Low-
Light Vision, liquid
evasion, Low-Light
Vision, track
vermin traits,
darkvision
immunity to 60sonic,
ft.
vermin
All-aroundtraits, +8
vision,
immunities
vermin traits
Darkvision 60', Low-
Light Vision, Darkvision,
amphibious, scent
immunity to pioson
Darkvision
SR level+9
corrupting scent, purity
vulnerability
healing 22, Low-Light
Vision,
Darkvisionscent, combat
60ft, fast
healing 3, sunlight
flight, electricimmunity
stone shape, aura
to acid, tremorsense
Low-Light Vision,
60ft
blindsense 60 ft.; +8
Low-Light
spot;  Vision, rock
catching
Low-Light Vision, scent
Darkvision 60 ft., scent
Darkvision 60',
invisbility,
Darkvision scent
90 ft.,
eschew materials
Darkvision, evasion,
spines, web evasion,
Darkvision, movement
spines,
all-aroundwebvision,
movement
Darkvision 60 ft.,
Blindsight 60', flight
light
figments,
sensitivity nets),
improved
60 ft., acid,evasion,
cold keen
sight, light blindness,
immunity, fire,
electricity
SR level+17, resistance
telepathy.
flight, full vision,
immunities
Low-Light Vision,
(polymorphing,
darkvision
5, reflexive60'
sunder,
sonic immunity,
Darkvision, scent
Darkvision 60 ft,
tremorsense
damage 60 ft, +4
reduction
5/piercing or slashing,
Darkvision
Darkvision 60', rock
catching
immunity to magic,
natural invisibility,
SR 15+HD 
vulnerability to fire,
Darkvision, Low-Light
cold resistance 10, SR
Vision, thorn field, plant
Plant traits, DR
traits
poison, resistance to
5/Slashing
charm, guarded
fighting,
thoughts,tentacle
eschew
regeneration,
SR level+8, Darkvision
60 ft. 
+4 bluff, disguise
immunity to paralysis,
phantasms, and poison,
beholder
naturally camouflage,
psionic
flight (20 ft., poor),
on bluff, hide, move
to gaze attacks, visual
silently, two-weapon
effects, illusions; +10
hide in mountains
nauseating stench or
racial bonus feat
plant traits 60 ft., DR
blindsense
5/bludgeoning
mimic or
shape, immunity
slashing,
to acid, plant
add traints
darkvision
natural cunning,
60ft., +8 disguise
Darkvision, scent, +4
Darkvision
search, spot, 60,listen
scent,
tremorsense, awesome
Potion making
burrow, cold immunity,
earth mastery, Low-
acid
Lightimmunity,
Vision plant
traits,vulnerability
cold, regenerationto10
fire, tremorsense,
+4 hide, listen, move Low-
peerless camouflage,
silently, Darkvision,
trackless path, +8
immunity
Move silently,to mind
+15 hide
effects, shielded
regeneration 10, mind,
Low-
Light Vision, plant
vulnerability to fire, traits
half damage from
plant traits, +16 hide in
piercing and slashing,
vulnerability to fire,
malleability, plant traits
plant traits,60',
Darkvision +4 use
blindsight 30 ft.,
staff
regeneration 5 (acid,
immunity
fire), planttotraits
magic,
blindsight, ooze traits
blindsight 60ft, split,
ooze traits, +8
desiccation, climb
camouflage
(looks like water
acid, gaze attacks, pool),
illusions, visual effects,
blindsight, incarnum
transparent, immunity
sense, ooze traits
to electricity,
5/bludgeoning,
blindsight,
immunity to ooze
fire traits
and
cold,
Variesresistance to
Darkvision 60 ft.,
immunity to cold, fire
and paralysis, Low-
vulnerability
Darkvision,
Light Vision,Low-Light
scent,
Vision, scent,
Blindsight 120',immune
to sleep and keen
immunities, paralysis
SR level+10,
senses, SR 31fire
immunity, cold damage
inkcload, regeneration
immune
2, dragontotraits
energy
drain,
Regeneration,paralysis,
sleep,
blindsight
darkvision 120
60', ft., keen
low-light
vision, scent
Plant traits
Comments
A combat form with two claw attacks.
While nothing special, bugbear form may nevertheless be interesting if your natural attributes are very low.
humanoid with great natural armor of +8.
Nice stats and +3d6 sneak attack make this both a good combat as well as adventuring form.
At low levels, this is a good flying form, with 60' (good) maneuverability. Once you hit 7, you also get 120'
This form has
blindsight, a burrowing
which speed powerful
is an incredibly of 10, which means
vision mode. it allows a MMF to dig tunnels usable by others at a speed
of 1 m/sec. Like a giant mole, this can be used to circumvent walls, opponents etc. You can gain familiarity fro
a summon
This spell.
This is a great
interestingoutdoor
form has form
thewith superb
ability dexterity.
to charge an opponents, damage him, trip him, grapple him and pin him, a
in one round. It’s a workable technique especially against enemy spellcasters with low grapple checks. Plus the
Nothing
form hasspecial, but strength
a very good 17 is
AC for this nicebecause
level as a starting adventuring
of natural form
armor and before you find something better next
dexterity.
level.
One of the few medium-sized form with strength 30 that can be disguised as human with disguise self effects.
Not as strong as a bear, but faster and able to pounce and start a grapple.
Merfolk breathe underwater and have a swim speed of 50 while still being humanoid.
While nothing special, this form offers a natural armor of +7.
Good allrounder combat animal form.
This snake has a poison that is a contact anesthetic, so in this form you can actually work as anesthesist.
OK beginners combat form, although the stench ability will be problematic with your comrades.
The varag offers an acceptible allround package with great speed and acceptable stats. Later, he gets spring
attack at level 7.
This form grants a whopping +17 to natural armor, so it might be nice if you are flanked by rogues.
Nice combat animal with powerful charge and trample abilities.
Quite
One ofsome jawsgrappling
the best on this one. forms! Great attributes coupled with a high natural AC and great damage from its
natural attacks and rend and rake abilities. Plus a quite effective dazing blow ability if both claws hit. After you
At low levels,
reached thisadd
level 7, is afast
good flying8form,
healing with 60' (good) maneuverability. Once you hit 7, you also get 120'
to that.
blindsight, which is an incredibly powerful
While it is soon overpowered by forms on higher vision mode.
levels, the dire ape is a good combat form if you go straight t
the MMF and thus can't use higher HD forms at this level. Easy familiarity through bought summon spells.
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 a
Familiarity
An even better evencarrier
with aforlevel 2 summon
slow nature's
parts of the partyally spell.
is the dire eagle, for it is stronger and faster and can carry 20
kg
Great strength makes this one a good combat form, while600kg
as a light load at full speed, 400kg with speed 40 and its good with speed
speed 20. Thanks NightScreamer20.
make it suited for following others. Y
Really nice adventuring form for starters,
can gain familiarity from a bought summon spell. 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, but even without that,
An
thislarge "upgrade"
is a good form. from the least dusk giant for those with more HD, this form has better strength than any
other halfway
A form with the humanoid
perverseform at this
strength of level,
36 plusgreat natural
natural armorarmor
12 andandtrample
abilities.(and later fast healing), this is one
hell of a fighter.
Probably Especially trample
the medium-sized form withis great if you fight
the highest a large number
constitution, this formofisopponents.
ideally suited to be worn beneath a
human disguise in everyday situations. Natural armor and claws
A giant octopus has nine attacks per round, has improved grab and can constrict with quite deadlyinpoison are an
a grapple. additional
You can gainplus
familiarity
A jungle giantfromhasa summon
a dexterity spell.
of 28, so it is a well suited form to either dodge spells and traps or to pick locks
Though
etc. with. 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
The
spellshigh
giveconstitution and strength coupled with good natural AC, claws attacks and reach makes the regular tr
you easy familiarity.
a good allrounder
Not much to them really, form in except
combat. for their excellent flight speed. Useful for travel at early levels while remaining
in humanoid-like
This one deals damage form. with each successful grapple check, so you can grapple a weak opponent like a
spellcaster and pin him,
The annis combines highmaking
naturalhim immobile
AC and and harming
attributes with great him at the same
grappling time.
abilities, making it a great form for a b
of close-up combat.
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 effect
The green hag is one of the medium-sized forms with the highest natural armor, making it a good adventuring
The
form. gulgar
At levelform7, has
you two great advantages:
additionally For one, its natural attacks are treated as adamantine for
get spell resistance.
overcoming DR, so you don’t need a special weapon. And as second, the gulgar has an EX sonic cone attack wi
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
decent flying form, it for example can cast spells with somatic components while flying. Even better is the level
7,
Thewhen this is has
marrulurk the an
best form against
assassin's death negative
attack, energy:
albeit at Ita gets
not so healed by it, not damaged or drained.
high DC.
The marzanna has a good natural AC, attributes and damage (even rend), but its best feature is the cold
subtype, making
It itself has a heatit attack
totally that
immuneaddsto all fire
1d6 colddamage
effects after
to all level
your 7. Even or
natural hasmetal
a swim speed. At level 7, you are
weapons.
The phthisic is quite similar to the troll in its abilities, but it has one
also immune to all fire and heat attacks. Plus it can be disguised as human with disguise very important feature:
selfIts bite attack deal
magic.
intelligence damage. That means that one single bite is usually enough to finish off a purple worm, frost worm,
Average form with good natural armor and powerful charge. Its advantage is that it can be called up as part of
or any animal!
Although con 28 makes
monster summoning this aper
IV spell usable
pageform
190's at update
any level, it really
to the summonbegins to shine
tables when MM2
to include you get
andits EX qualities a
BoED.
level 7: Then you get an additional move or attack action per round, adaptive energy resistance and can’t die
that
fromkeeps opponents
bludgeoning damage.from acting in many rounds. When you have reached level 7, it becomes even more
powerful with regeneration
have a very decent medium-sized 9 (acid), DR 5/adamantine,
form. At level 7, add scent,
amongspell spellresistance
resistance20,anddark
fast and Low-Light
healing Vision…to
an immunity
all effects
The bisan that
has arequire fort saves
touch attack thatunless they affect
deals 1d10 pointsobjects
of damage (which
andfor examplearmor
a natural include disease,
of +8, which poison,
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!
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 natura
The
This verdant
form givesprince
youhasa 4d6 a dexterity
base biteofdamage.
26, so itIfisyouuseful
have when you have level
a warshaper to open doors,
or the steal things
improved naturaletc.
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 trou
DR or break
beetlesomething.
A leechwalker
knell can make You can to
all next gain familiarity
it fall prone fromround
a summonunlessspell.
A drains 2d4+3 constitution points each
with every theygrapple
successful succeed at a reflex
check. save you
Plus when vs. DC 24.level
reach
7, it is immune to ability drain, massive damage and subdual damage. It looks humanoid enough to disguise it
as
Thishuman withjump
form can a hatatofopponents
disguise orand similar
wound tricks.
them with many legs at once.
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.
Can paralyse opponents when grappling them.
Cloakers have interesting ranged sonic abilities. For example, the stupor ability means that it can hover above
non-flying
Like cloaker,victim till it fails
but more a savecan
so. What andbeismuch
helpless for 5though,
better, rounds.is the ability to dominate all regular cloakers who
will follow
The yourbrings
HoH book orders. us rules for taint, a corruption that inflicts even the purest heroes. The corruption eater
wildshaping.
form allows you Youtoalso get an
remove improved
that combat
corruption fromreflexes feat that gives you one AoO per head, which again can
your comrades.
be up to 12. Things get even better at level 7: Your 12-headed form grants you a whopping fast healing 22 plu
cold immunity! bite
A darkweavers Plus deals
the ability to grow additional
2d4 strength damage. This heads if some
is one of few
of the yours should
forms thatbecan
cutdeal
off, strength
up to 24 damage.
heads. If
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.
The dragonhawk
For the artisticallyisinclined.
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
One with
of theupmost
to 1800 kg. halfway humanoid forms, this form offers incredible strength and combat abilities.
powerful
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
A folugub
tons can liquefy
are maximum any
and chrystal.
thus That
can still is a deadly
be lifteds weapon
above against
your head, andcrystal golems
you can drag and against
24 tons, anyone
twice living in
that with
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 routnaga
A guardian entire
hasarmies.
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.
See Harpoon Spider
A hive mother has an antimagic cone of 240 feet range. Quite something for the 3.0 Assume SU ability feat.
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
A kythoncreatures,
ethereal adult (or better,
wisdomif bonus
you have 12 HD,
to AC, the kython
improved impaler) features great natural AC and good attribute
evasion....
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
The
goodillithid form
form to is interesting
wear for two disguise.
beneath a human reasons: For one, its instant kill feature of brain extraction is cool, but the
sight ability that
low grapple bonus works
makelike see
that invisible,
option seldomarcane sight or
effective. truebetter
Much seeing
is as
itsextraordinary abilities. That is probably
spell resistance.
just sloppy rules design, since this kind of DR and telepathy is always
This huge dinosaur has a fly speed of 100 ft. and can carry 1200 pounds without slowingSU and the sight ability
down,should
and upalso
to be,
3600b
if you play strictly by the rules, this is a good way to get telepathy and true seeing, both
pounds with a speed of 66 feet (according to the Heroes of Battle). So if you need to take your whole party of which can be
somewhere else, this with
10 attacks combined is asafast
niceasdisarming
a flying ship.
ability.
Rust monster form allows you to rust metal very quick. 
The scorrow is only an average adventuring form, but may be useful because they can influence scorpions, and
The
thusseriulyn
may help has a spray
against attack that
a scorpion can glue
swarm whenenemies to the fail.
other options ground or make flyers drop. The form gets more
interesting on level 7: Then it gets a "slick" ability that works like freedom of movement, except in a grapple.
The
Plus slasrath
damage has a niftyand
reduction charge
trip ability
immunity. that affects all within reach, dealing nice damage and destroying their
armor.
Need some artillery? Nothing says “Let’s rock this place” like a rock thrown with strength 37. Catapults are
In will-o’-wisp
harmless form you
compared, should bethe
considering among
rate of the best regarding touch attack AC and reflex save. Plus you get an
fire.
electrical touch attack that rarely misses, and at level 7, you’ll be always invisible and immune to almost all
spells.
Like theGreat
mindform!
flayer, but betters stats and two additional tentacles.
This really powerful form has six touch attack that deal massive strength damage and drow opponents nearer
around
where you you.can
It also
extracthastheir
a great 'impale'
brains. Bon ability that, if you succeed at an additional grapple check while
appetite...
grappling, allows you to impale opponents on your spikes, which renders them helpless and suspicable to coup
de
Thegras attacks.
briarvex canGiven, to keep them
move through impaled,
all kinds you suffer
of underbrush a hefty -20even
unimpeded, penalty to grapple
magically checks,
animated which is easy t
brush.
Dark
Whennagasyou getaretheimmune to mind
racial boni reading.
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
The oversized
dharculkus greatswords in all those
has a dual-nature tentacles.
ability usable at level 7 that allows you to retreat fully to the ethereal plane.
Directors get +8 to handle animal checks.
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 tohas
The duergar wear beneath
three power a points
disguise asself effect if
a natural you want
ability. So ifto
youlie want
to someone.
to use an item after level 7 that only
HPs, the con of 4 doesn't make
works if you have PP, this form can help. you so weak. It's most powerful out of combat, however, for use with the
infestation ability. You can use this to harvest gas spore poison (quite valuable) or to start a gas spore outbrea
With
in enemythe Assume Supernatural
territories. It only takes Ability
a fewfeat fromtoSavage
hours turn a Species,
KOed enemy you can
into use
1d4the
gasConsume Identity
spores which youability to
can harves
become a wizard for a day, provided you can find and kill one. Cheesy for sure.
The greeenspawn sneak is one of the few form that gives us a racial bonus to bluff, in this case +5.
Grimlock forms at level 7 are able to see through all illusions.
A gulguthydra nauseates everyone in 80 feet range that has less than 9 HD. Can be good to fight against an
FAQ,
army.human now becomes a great form once you reach level 7: You effectively gain a free feat of your choosin
So if you would like to be able to take cryohydra form then, you could change into a human, get frozen
wildshape
The ironmaw from hasFrostburn
four longasrange
the bonus
tendrilfeat, and that
attacks use sap
it to constitution.
take cryohydra form. Other interesting feats thus
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 wi
improved grab plus immune to acid.
A rimefire eilodod can move through ice and snow like a fish through water.
In shambling mound form, electrical attacks give you additional constitution. This may be used to boost you HP
Though not saves
or fortitude powerful, the skulk
to obscene form becomes useful at this level to remain unseen with its racial +8 to move
hights.
silently and +15 to hide checks and can even run while hiding at no penalty. Keep in mind that see invisible
Spell
makesweaver formproblematic
invisibility allows you to at cast more however
this level, than one hide
spellremains
per round (not that we have many), while keeping yo
effective.
save from mindreading
Tendriculous form offersand mind-influencing
regeneration effects.grab and a swallow whole ability that also paralyses
10, improved
opponents, to prevent indigestion…
Treants
Like have DR
all plants, the10/slashing
vine horrorand deal double
is immune damage
to things likeagainst objects.effects, poison, disease, critical hits and
mind-affecting
quite a lot of other threats. It looks humanoid enough to disguise it as human with a changeling’s abilities and
A human-sized
still is able to move plant, the woodwoad
through form Its
small cracks. canaquatic
easily be disguised
subtype limitsasits
human and still
usefulness, offers all the cool plant
though.
immunities.
Although that may be seldom needed: Yak folk form allows you to use any staff, regardless of if it is your kind
This
magic nice plant has a ranged touch attack that makes opponetns come near an stand there not resisting our
or not.
attacks. And an ability to then drain their intelligence. So highly effective against low-int-monsters.
The arcane ooze is a good grappler with huge size and 4d6 slam damage, but its best feature is its magic
Thanks Surreal.
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
The corruptere hasaffected
an burstby dehydration
ability with 20 (it ft. seems you6d6,
radius for can usable
even dehydrate
each round,a fire ). damage, plus DR, trampl
acid
illusion immunity et al. Nice. 
This form allows you to sense the presence of incarnum in creatures and to unshape the soulmates of hit
creaures. Whatever that means (haven't read the rest of the book yet).
Can paralyse opponents for minutes and is almost invisible.
The crysmal gives us a +8 bonus to appraise checks at level 7.
Earth elementals glide through rock like a fish through water. A safe way to explore dungeons or to flee a
prison.
This formYou can
has a gain
greatfamiliarity from that
ranged attack a summon
does a spell.
hell of damage. The most funny thing is that it is rated as CR 3
I think most 3rd-level characters would have no chance against a monster that deals 3d10+8+1d6 fire per hit.
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 wit
only
If youanwant
appaneage, which lets
to take dragon form,him actisas
this oneif not grappled.
of the Its rend is
most effective. also
High nice. and natural AC while not too
damage
This is
many HD. 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
One+16 sizeforms
of the bonustotooffer
grapple, it even
protection has a special
against energy ability
drain, to
thesink wholedragon
shadow ships. is a good choice when fighting
Cave troll before you get access to cave troll. Powerful attack routine.
negative energy creatures. Their stats make them weak fighters at this level, however. Movespeed when wildshaped should
debatably be 40', as you don't get the metal plates when you wildshape into
Dirty trick - Split is an EX attack that splits you into two identical creatures, whose, "game this. Talk to your DM about
statistics it.
are identic
Largely irrelevant once you get access to cave troll form.
to those of its parent." Easy way to amass a clone army. Don't expect your DM to approve! Outside of that, the
only things this 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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