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Ghast: CR 3; Medium Undead ; HD 4d12 ( Undead) ; hp 26; Init + 2; Spd 30; AC 16;

Atk + 3 base melee, + 4 base ranged; +4/+1 ( 1d8+1, Bite; 1d4, 2 Claws ); SA: Create spawn (Su),
Stench (Ex), Paralysis (Ex); SQ: Undead, Turn resistance +2 (Ex); AL CE; SV Fort + 1, Ref + 3,
Will + 6; STR 13, DEX 15, CON --, INT 13, WIS 14, CHA 16.
Skills: Climb + 6, Escape Artist + 8, Hide + 8, Intuit Direction + 3, Jump + 6, Listen + 8, Move
Silently + 7, Search + 6, Spot + 8. Feats: Multiattack, Weapon Finesse: Bite.
Special Attacks: Stench (Ex): The stink of death and corruption surrounding these creatures is
sickening. Those within 3m must succeed at a Fortitude save (DC 15) or be wracked with nausea,
suffering a -2 circumstance penalty to all attacks, saves, and skill checks for 1d6+4 minutes.
Paralysis (Ex): Those hit by a ghast's bite or claw attack must succeed at a Fortitude save (DC 15)
or be paralyzed for 1d6+4 minutes. Even elves are vulnerable to this paralysis.

Ghast potenziato: CR 3; Medium Undead ; HD 6d12 ( Undead) ; hp 39; Init + 2; Spd 30; AC 16;
Atk + 4 base melee, + 5 base ranged; +5/+2 ( 1d8+1, Bite; 1d4, 2 Claws ); SA: Create spawn
(Su), Stench (Ex), Paralysis (Ex); SQ: Undead, Turn resistance +2 (Ex); AL CE; SV Fort + 2,
Ref + 4, Will + 7; STR 13, DEX 15, CON --, INT 13, WIS 14, CHA 16.
Skills: Climb + 6, Escape Artist + 8, Hide + 8, Intuit Direction + 3, Jump + 6, Listen + 8, Move
Silently + 7, Search + 6, Spot + 8. Feats: Multiattack, Weapon Finesse: Bite.

Ghoul: CR 1; Medium Undead ; HD 2d12 ( Undead) ; hp 13; Init + 2; Spd 30; AC 14


Atk + 2 base melee, + 3 base ranged; +3/+0 ( 1d6+1, Bite; 1d3, 2 Claws ); SA: Create spawn (Su),
Paralysis (Ex); SQ: Undead, Turn resistance +2 (Ex); AL CE; SV Fort + 0, Ref + 2, Will + 5;
STR 13, DEX 15, CON --, INT 13, WIS 14, CHA 16.
Skills: Climb + 6, Escape Artist + 7, Hide + 7, Intuit Direction + 3, Jump + 6, Listen + 7, Move
Silently + 7, Search + 6, Spot + 7. Feats: Multiattack, Weapon Finesse: Bite.
Special Attacks: Paralysis (Ex): Those hit by a ghoul's bite or claw attack must succeed at a
Fortitude save (DC 14) or be paralyzed for 1d6+2 minutes. Elves are immune to this paralysis.

Ghoul potenziato: CR 1; Medium Undead ; HD 3d12 ( Undead) ; hp 19; Init + 2; Spd 30; AC 14;
Atk + 2 base melee, + 3 base ranged; +3/+0 ( 1d6+1, Bite; 1d3, 2 Claws ); SA: Create spawn
(Su), Paralysis (Ex); SQ: Undead, Turn resistance +2 (Ex); AL CE; SV Fort + 1, Ref + 3,
Will + 5; STR 13, DEX 15, CON --, INT 13, WIS 14, CHA 16.
Skills: Climb + 6, Escape Artist + 7, Hide + 7, Intuit Direction + 3, Jump + 6, Listen + 7, Move
Silently + 7, Search + 6, Spot + 7. Feats: Multiattack, Weapon Finesse: Bite.

Rugginofago: CR 3; Medium Aberration ; HD 5d8+5 ( Aberration) ; hp 27; Init + 3; Spd 40;


AC 18; Atk + 3 base melee, + 6 base ranged; +3/-2 ( , Antennae touch; 1d3, Bite ); SA: Rust
(Ex); SQ: Scent (Ex); AL N; SV Fort + 2, Ref + 4, Will + 5; STR 10, DEX 17, CON 13, INT 3,
WIS 13, CHA 8.
Skills: Listen + 10, Spot + 10. Feats: Alertness.
Special Attacks: Rust (Ex): A rust monster that makes a successful touch attack with its antennae
causes the target metal to corrode, falling to pieces and becoming useless immediately. The size of
the object is immaterial-a full suit of armor rusts away as quickly as a sword. Magic armor and
weapons, and other enchanted items made of metal, must succeed at a Reflex save (DC 20) or be
dissolved.
A metal weapon that deals damage to a rust monster also corrodes immediately. Wooden,
stone, and other nonmetallic weapons are unaffected.
Bulette: CR 7; Huge Beast ; HD 9d10+45 ( Beast) ; hp 94; Init + 2; Spd 40, Burrow 10; AC 22;
Atk + 12 base melee, + 6 base ranged; +12/+7 ( 2d8+8, Bite; 2d6+4, 2 Claws ); SA: Leap (Ex);
SQ: Scent (Ex), Tremorsense (Ex); AL N; SV Fort + 11, Ref + 8, Will + 4; STR 27, DEX 15, CON
20, INT 1, WIS 13, CHA 6.
Skills: Jump + 12, Listen + 6.
Special Attacks: Leap (Ex): A bulette can jump into the air during combat. This allows it to make
four claw attacks instead of two, but it cannot bite. The attack bonus is +12.

Vampire Spawn: CR 4; Medium Undead ; HD 4d12 ( Undead) ; hp 26; Init + 6; Spd 30; AC 15;
Atk + 5 base melee, + 4 base ranged; +5 ( 1d6+4, Slam ) (nell’incontro 10: +4 1d6+2 arco corto
potente composito +2); SA: Charm (Su), Energy drain (Su), Blood drain (Ex); SQ: Undead,
Resistance: Turn + 2 (Ex), Gaseous form (Su), Spider climb (Ex), Fast healing (Ex), Damage
Reduction (Su): 10/Silver, Cold Resistance (Ex): 10, Electricity Resistance (Ex): 10; AL CE;
SV Fort + 1, Ref + 5, Will + 5; STR 16, DEX 14, CON --, INT 13, WIS 13, CHA 14.
Skills: Bluff + 8, Climb + 8, Diplomacy + 4, Hide + 10, Jump + 8, Listen + 11, Move Silently + 11,
Profession (Lawyer) + 10, Search + 8, Sense Motive + 11, Spot + 11. Feats: Alertness, Improved
Initiative, Lightning Reflexes, Skill Focus: Profession (Lawyer).
Special Attacks: Charm (Su): This is similar to the vampire's domination ability (see the Vampire
entry in Appendix 3: Templates), but the save DC is 14, and the effect is similar to charm person as
cast by a 5th-level sorcerer. A charmed subject allows the vampire spawn to drain his or her blood
(see below).
Energy Drain (Su): Living creatures hit by a vampire spawn's slam attack receive one negative
level. The Fortitude save to remove the negative level has a DC of 14.
Blood Drain (Ex): A vampire spawn can suck blood from a living victim with its fangs by
making a successful grapple check. If it pins the foe, it drains blood, inflicting 1d4 points of
permanent Constitution drain each round.
Special Qualities: Undead: Immune to mind-influencing effects, poison, sleep, paralysis, stunning,
and disease. Not subject to critical hits, subdual damage, ability damage, energy drain, or death
from massive damage.
Gaseous Form (Su): As a standard action, a vampire spawn can assume gaseous form at will,
as the spell cast by a 6th-level sorcerer, but it can remain gaseous indefinitely and has a fly speed of
20 feet with perfect maneuverability.
Spider Climb (Ex): A vampire spawn can climb sheer surfaces as though with a spider climb
spell.
Fast Healing (Ex): A vampire spawn heals 2 points of damage each round so long as it has
at least 1 hit point. If reduced to 0 hit points in combat, it automatically assumes gaseous form
and attempts to escape. It must reach its coffin home within 2 hours or be utterly destroyed. Once
at rest in its coffin, it regains 1 hit point after 1 hour, then resumes healing at the rate of 2 hit points
per round.

Baneguard: CR 2; Medium Undead ; HD 4d12 ( Undead) ; hp 26; Init + 0; Spd 30; AC 13;
Atk + 3 base melee, + 2 base ranged; +3 ( 1d4+1, 2 Claws ); +3 ( 1d12+2, Spadone ); SQ:
Immunity: Cold (Ex); RF: Half damage from piercing or slashing weapons, Magic Missile:
Every 3 rounds cast 2 magic missiles, Blink: Every 10 minutes cast blink spell lasting 4
rounds; AL NE; SV Fort + 1, Ref + 1, Will + 5; STR 12, DEX 11, CON --, INT 9, WIS 12,
CHA 1.
Skills: Hide + 7, Listen + 8, Move Silently + 7, Search + 4, Spot + 8. Feats: Blind-Fight.
Possessions:
Weapons: spadone.
Wraith: CR 5; Medium Undead (Incorporeal); HD 5d12 ( Undead) ; hp 32; Init + 7; Spd 0, Fly,
Good 0; AC 13; Atk + 5 base melee, + 5 base ranged; +5 ( 1d4, Incorporeal touch ); SA:
Constitution drain (Su), Create spawn (Su); SQ: Undead, Incorporeal, Unnatural aura (Su),
Daylight powerlessness (Ex), Resistance: Turn +2 (Ex); AL LE; SV Fort + 1, Ref + 4, Will + 6;
STR --, DEX 16, CON --, INT 14, WIS 14, CHA 15.
Skills: Diplomacy + 4, Hide + 11, Intimidate + 10, Intuit Direction + 6, Listen + 12, Search + 10,
Sense Motive + 8, Spot + 12. Feats: Alertness, Blind-Fight, Combat Reflexes, Improved Initiative.
Special Attacks: Constitution Drain (Su): Living creatures hit by a wraith's incorporeal touch
attack must succeed at a Fortitude save (DC 14) or suffer 1d6 points of permanent Constitution
drain.
Special Qualities: Incorporeal: Can be harmed only by other incorporeal creatures, +1 or better
magic weapons, or magic, with a 50% chance to ignore any damage from a corporeal source. Can
pass through solid objects at will, and own attacks pass through armor. Always moves silently.
Daylight Powerlessness (Ex): Wraiths are utterly powerless in natural sunlight (not merely a
daylight spell) and flee from it.
Unnatural Aura (Su): Both wild and domesticated animals can sense the unnatural presence
of a wraith at a distance of 30 feet. They will not willingly approach nearer than that and panic if
forced to do so; they remain panicked as long as they are within that range.

Ameba Paglierina: CR 5; Large Ooze ; HD 6d10+12 ( Ooze) ; hp 60; Init -5; Spd 10, Climb 10;
AC 4; Atk + 5 base melee, -2 base ranged; +5 ( 2d4+3, Slam ); SA: Acid (Ex), Improved grab
(Ex), Constrict (Ex); SQ: Blindsight (Ex), Split (Ex); RF: Ooze qualities; AL N; SV Fort + 4,
Ref -3, Will -3; STR 15, DEX 1, CON 15, INT --, WIS 1, CHA 1.
Skills: Climb + 10.
Special Attacks: Improved Grab (Ex): To use this ability, the ochre jelly must hit with its slam
attack. If it gets a hold, it can constrict.
Acid (Ex): An ochre jelly secretes a digestive acid that dissolves only flesh. Any melee hit
deals acid damage.
Constrict (Ex): An ochre jelly deals automatic slam and acid damage with a successful grapple
check.
Special Qualities: Split (Ex): Weapons and electricity attacks deal no damage to an ochre jelly.
Instead the creature splits into two identical jellies, each with half
the original's hit points (round down). A jelly with only 1 hit point cannot be further split.

Wight: CR 3; Medium Undead ; HD 4d12 ( Undead) ; hp 26; Init + 1; Spd 30; AC 15; Atk + 3
base melee, + 3 base ranged; +3 ( 1d4+1, Slam ); SA: Energy drain (Su), Create spawn (Su);
SQ: Undead; AL LE; SV Fort + 1, Ref + 2, Will + 5; STR 12, DEX 12, CON --, INT 11, WIS 13,
CHA 15.
Skills: Climb + 5, Hide + 8, Listen + 8, Move Silently + 16, Search + 7, Spot + 8. Feats: Blind-
Fight.
Special Attacks: Energy Drain (Su): Living creatures hit by a wight's slam attack receive one
negative level. The Fortitude save to remove the negative level has a DC of 14.

Zombie, Medium-size: CR 1/2; Medium Undead ; HD 3d12 ( Undead) ; hp 22; Init -1; Spd 30;
AC 11; Atk + 2 base melee, + 0 base ranged; +2 ( 1d6+1, Slam ); SQ: Undead, Partial actions only
(Ex); AL NE; SV Fort + 1, Ref + 0, Will + 3; STR 13, DEX 8, CON --, INT --, WIS 10, CHA
1.Feats: Toughness.

Zombie, Huge: CR 3; Huge Undead ; HD 8d12 ( Undead) ; hp 55; Init -1; Spd 40; AC 11; Atk + 7
base melee, + 1 base ranged; +7 ( 2d6+7, Slam ); SQ: Undead, Partial actions only (Ex); AL NE;
SV Fort + 2, Ref + 1, Will + 6; STR 21, DEX 8, CON --, INT --, WIS 10, CHA 1.Feats: Toughness.
Allip potenziato: CR 5; Medium Undead (Incorporeal); HD 8d12 ( Undead) ; hp 52; Init + 5; Spd
Fly, Perfect 0; AC 15; Atk + 5 base melee, + 5 base ranged; +5 ( , Incorporeal touch 1d4 Sag.);
SA: Wisdom drain (Su), Babble (Su), Madness (Su); SQ: Undead, Incorporeal,
Resistance: Turn +2 (Ex); AL NE; SV Fort + 2, Ref + 3, Will + 6; STR --, DEX 12, CON --, INT
11, WIS 11, CHA 18.
Skills: Hide + 8, Intimidate + 11, Intuit Direction + 4, Listen + 7, Search + 7, Spot + 7. Feats:
Improved Initiative.
Special Attacks: Babble (Su): An allip constantly mutters and whines to itself, creating a hypnotic
effect. All sane creatures within 60 feet of the allip must succeed at a Will save (DC 16) or be
affected as though by a hypnotism spell for 2d4 rounds. This is a sonic, mind-affecting compulsion.
Opponents who successfully save cannot be affected by the same allip's babble for one day.
Wisdom Drain (Su): Those whose Wisdom is reduced to 0 by the allip become helpless until
at least 1 point of Wisdom is restored.
Madness (Su): Anyone targeting the allip with a mind-control or telepathic ability makes direct
contact with its tortured mind and takes 1d4 points of temporary Wisdom damage.

Allip: CR 3; Medium Undead (Incorporeal); HD 4d12 ( Undead) ; hp 26; Init + 5; Spd Fly, Perfect
0; AC 15; Atk + 3 base melee, + 3 base ranged; +3 ( , Incorporeal touch 1d4 Sag ); SA:
Wisdom drain (Su), Babble (Su), Madness (Su); SQ: Undead, Incorporeal, Resistance turn +2:
(Ex); AL NE; SV Fort + 1, Ref + 2, Will + 4; STR --, DEX 12, CON --, INT 11, WIS 11, CHA 18.
Skills: Hide + 8, Intimidate + 11, Intuit Direction + 4, Listen + 7, Search + 7, Spot + 7. Feats:
Improved Initiative.

Mummy: CR 3; Medium Undead ; HD 6d12 ( Undead) ; hp 42; Init -1; Spd 20; AC 17; Atk + 6
base melee, + 2 base ranged; +6 ( 1d6+4, Slam ); SA: Despair (Su), Mummy rot (Su); SQ:
Undead, Resistance: Blows (Ex), Vulnerability: fire (Ex), Damage Reduction (Su): 5/+1; AL
LE; SV Fort + 2, Ref + 1, Will + 7; STR 17, DEX 8, CON --, INT 6, WIS 14, CHA 15.
Skills: Hide + 8, Listen + 9, Move Silently + 8, Spot + 9. Feats: Alertness, Toughness.
Special Attacks: Despair (Su): At the mere sight of a mummy, the viewer must succeed at a
Will save (DC 15) or be paralyzed with fear for 1d4 rounds. Whether or not the save is successful,
that creature cannot be affected again by that mummy's despair ability for one day.
Mummy Rot (Su): Supernatural disease-slam, Fortitude save (DC 20), incubation period 1
day; damage 1d6 temporary Constitution. Unlike normal diseases, mummy rot continues until the
victim reaches Constitution 0 (and dies) or receives a remove disease spell or similar magic (see
Disease, page 74 in the DUNGEON MASTER's Guide).
An afflicted creature that dies shrivels away into sand and dust that blow away into nothing at
the first wind unless both a remove disease and raise dead are cast on the remains within 6 rounds.
Resistant to Blows (Ex): Physical attacks deal only half damage to mummies. Apply this effect
before damage reduction.
Fire Vulnerability (Ex): A mummy takes double damage from fire attacks unless a save is
allowed for half damage. A successful save halves the damage and a failure doubles it.
Shadow: CR 3; Medium Undead (Incorporeal); HD 3d12 ( Undead) ; hp 19; Init + 2; Spd 0, Fly,
Good 0; AC 12; Atk + 3 base melee, + 3 base ranged; +3 ( , Incorporeal touch ); SA: Strength
damage (Su), Create spawn (Su); SQ: Undead, Incorporeal, Turn resistance +2 (Ex); AL CE;
SV Fort + 1, Ref + 3, Will + 4; STR --, DEX 14, CON --, INT 6, WIS 12, CHA 13.
Special Attacks: Strength Damage (Su): The touch of a shadow deals 1d6 points of temporary
Strength damage to a living foe. A creature reduced to Strength 0 by a shadow dies.

Skeleton, Small: CR 1/4; Small Undead ; HD 1/2d12 ( Undead) ; hp 3; Init + 5; Spd 30; AC 13;
Atk + 0 base melee, + 2 base ranged; +0 ( 1d3-1, 2 Claws ); SQ: Undead, Immunity: Cold (Ex),
Half damage from piercing (Ex), Half damage from slashing (Ex); AL NE; SV Fort + 0,
Ref + 1, Will + 2; STR 8, DEX 12, CON --, INT --, WIS 10, CHA 11.
Skills: Hide + 5. Feats: Improved Initiative.

Devil, Imp: CR 2; Tiny Outsider (Evil,Lawful); HD 3d8 ( Outsider) ; hp 13; Init + 3; Spd 20, Fly,
Perfect 50; AC 18; Atk + 5 base melee, + 8 base ranged; +8 ( 1d4, Sting + veleno ); SA: Spell-like
abilities, Poison (Ex); SQ: Polymorph (Su), Regeneration (Ex), Immunity: Poison (Ex), See in
darkness (Su), Damage Reduction (Su): 5/Silver, Fire Resistance (Ex): 20, Spell Resistance
(Ex): 5; AL LE; SV Fort + 3, Ref + 6, Will + 4; STR 10, DEX 17, CON 10, INT 10, WIS 12,
CHA 10.
Skills: Hide + 15, Listen + 5, Move Silently + 5, Search + 5, Spellcraft + 5, Spot + 5. Feats: Dodge,
Weapon Finesse: Sting.
Special Attacks: Spell-Like Abilities: At will"-"detect good, detect magic, and invisibility (self
only); 1/day-suggestion. These abilities are as the spells cast by a 6th-level sorcerer (save DC 10 +
spell level).
Once per week an imp can use commune to ask six questions. The ability otherwise works
as the spell cast by a 12th-level cleric.
Poison (Ex): Sting, Fortitude save (DC 13); initial damage 1d4 temporary Dexterity,
secondary damage 2d4 temporary Dexterity.
Special Qualities: Polymorph (Su): An imp can assume other forms at will as a standard action.
This ability functions as polymorph self cast by a 12th-level sorcerer, except that an individual imp
can assume only one or two forms no larger than Medium-size. Common forms include monstrous
spider, raven, rat, and boar.
Regeneration (Ex): Imps take normal damage from acid, and from holy and blessed weapons
(if silver or enchanted).
Immunities (Ex): Imps are immune to fire and poison.
Resistances (Ex): Imps have cold and acid resistance 20.
See in Darkness (Su): Imps can see perfectly in darkness of any kind, even that created by
deeper darkness spells.
Telepathy (Su): Imps can communicate telepathically with any creature within 100 feet that
has a language.
Golem, Flesh:CR7;Large Construct ; HD 9d10 (Construct); hp49; Init -1; Spd 30; AC18; Atk +10
base melee, +4 base ranged; +10 (2d8+5,2 Slam); SA: Berserk (Ex); SQ: Construct, Immunity:
Magic (Ex), Damage Reduction (Su): 15/+1; ALN; SV Fort +3, Ref +2, Will +3; STR 21, DEX
9, CON --, INT --, WIS 11, CHA 1.
Special Attacks: Berserk (Ex): When a flesh golem enters combat, there is a cumulative 1%
chance each round that its elemental spirit breaks free and goes berserk. The uncontrolled golem
goes on a rampage, attacking the nearest living creature or smashing some object smaller than itself
if no creature is within reach, then moving on to spread more destruction. The golem's creator, if
within 60 feet, can try to regain control by speaking firmly and persuasively to the golem, which
requires a successful Charisma check (DC 19). It takes 1 minute of rest by the golem to reset the
golem's berserk chance to 0%.
Special Qualities: Magic Immunity (Ex): Flesh golems are immune to all spells, spell-like
abilities, and supernatural effects, except as follows. Fire- and cold-based effects slow them (as
the spell) for 2d6 rounds, with no saving throw. An electricity effect breaks any slow effect on
the golem and cures 1 point of damage for each 3 points of damage it would otherwise deal.
Construct: Immune to mind-influencing effects, poison, disease, and similar effects. Not subject to
critical hits, subdual damage, ability damage, energy drain, or death from massive damage.

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