Antelope
This graceful animal has long slender legs and a pair of sharp, sturdy horns arching back from its head.
A typical antelope stands a bit less than 3 feet at the shoulder, measures 4 feet in length, and weighs 60 pounds. In some species, both males and females have horns; in others, only males. Females that lack horns have the same statistics but lack an effective attack. Antelopes graze in large herds, ever on the watch for predators. Even the hint of a threat can send the whole herd springing away toward safer pastures. Antelopes rarely fight except among themselves during mating season or when cornered by a predator. The statistics presented above work well not only for numerous species of antelope, but also for smaller-sized, deerlike herbivores found throughout the world. Of course, not all antelopes are Small. You can generate statistics for larger antelope species, such as elands or kudus, by advancing the antelope presented above by 2 Hit Dice and increasing its size category to Medium. All antelopes of this size are CR 1 creatures.
N Small
Init +3; Senses ; Perception +5
DEFENSE
AC 14, touch 14, flat-footed 11 (+3 Dex, +1 size)
hp 6 (1d8+2)
Fort +4, Ref +7, Will +1
OFFENSE
Speed 60 ft.
Melee gore +1 (1d4)
Special Attack (gore, 1d4+2)
STATISTICS
Str 10, Dex 17, Con 14, Int 2, Wis 13, Cha 7
Base Atk +0; –1; CMD 12 (16 vs. trip)
Feats Lightning Reflexes, Run
Skills Perception +5
ECOLOGY
Environment temperate or warm plains
Organization solitary, pair, or herd (3–50)
Treasure none
Giant Bee
Striking yellow and black markings and a coat of bristling hairs cover this immense bee. Its stinger is the size of a dagger blade.
Like their smaller cousins, giant bees fill their ecological niche by playing matchmaker for a vast array of flowering plant life. As a giant bee feeds on plant nectars, clumps of pollen attach to the coarse hairs covering its body and legs. Giant bees grow to approximately 5 feet in length, with a similar wingspan. These creatures weigh 60 pounds and live in their adult form for nearly 10 years. Giant bees’ stingers are not barbed like those of their diminutive counterparts, so these creatures can sting foes repeatedly and do not die after one sting.
Giant Bumblebee CR 2
These bulky and aggressive giant bees have the advanced creature simple template. Their venom is deadly, and deals Constitution damage rather than Strength damage.
N Medium
Init +2; Senses 60 ft.; Perception +1
DEFENSE
AC 13, touch 12, flat-footed 11 (+2 Dex, +1 natural)
hp 16 (3d8+3)
Fort +4, Ref +3, Will +2
mind-affecting effects
Weaknesses to smoke
OFFENSE
Speed 20 ft., 60 ft. (good)
Melee sting +2 (1d4 plus poison)
STATISTICS
Str 11, Dex 14, Con 13, Int —, Wis 12, Cha 9
Base Atk +2; +2; CMD 14 (22 vs. trip)
Skills Fly +6
ECOLOGY
Environment temperate or warm plains
Organization solitary, group (2–5), or nest (6–19)
Treasure incidental
SPECIAL ABILITIES
Poison (Ex) Sting—injury; save Fort DC 12; frequency 1/round for 4 rounds; effect 1d2 Str; cure 1 save.
Vulnerable to Smoke (Ex) Smoke from particularly smoky fires or effects (such as that created by a pyrotechnics spell) causes a giant bee to become nauseated if it fails a DC 14 Fortitude save. This condition persists as long as the giant bee remains in the smoke, plus 1d4 rounds.
Ankheg
This burrowing, bug-like monster scuttles about on six legs, drooling noxious green ichor from its clacking mandibles.
Ankhegs are an all-too-common plague upon the rural areas of the world. These horse-sized burrowing monsters generally avoid heavily settled areas like cities, but their predilection for livestock and humanoid flesh ensures that they do not keep to the deep wilderness either. Their preferred habitat is rural farmlands, as the loose soil of such regions makes it easy for the creatures to burrow. Tales speak of larger ankhegs that dwell in remote deserts— such creatures likely feed primarily on giant scorpions and camels, and rarely come in contact with civilization due to their remote locations. (A desert ankheg is a Huge advanced ankheg.) In combat, an ankheg prefers to attack with its bite. Against multiple foes, an ankheg often grabs one of the available targets and then attempts to retreat to safety, burrowing into the ground. A creature carried underground can still breathe with diff iculty (the ankheg needs to breathe as well, so its tunnels are relatively porous), but is often eaten alive before its allies can rescue it. Ankhegs burrow with their legs and mandibles, moving with unsettling speed through loose soil, sand, gravel, and the like—they cannot burrow through solid stone. Burrowing ankhegs can construct tunnels by pausing frequently to shore up the walls with a thicker, less caustic secretion from their mouths. If an ankheg chooses to make a permanent tunnel when burrowing, it moves at half speed. A typical ankheg tunnel is 10 feet tall and wide, roughly circular in cross-section, and from 60 to 150 feet long. Clusters of ankhegs often share the same territory and create intricate winding networks of tunnels under farmlands, sometimes resulting in sinkholes where too many burrow at once. Although ankhegs resemble immense vermin, they are in fact much more intelligent than the typical arachnid and, given time and a talented trainer, can even be trained to serve as mounts or beasts of burden. The fact that even “domesticated” ankhegs are prone to squirting acid when frightened or startled makes them unsafe at best in most heavily populated regions, but for more savage races like hobgoblins, troglodytes, and particularly orcs, ankhegs make popular guardians or even pets.
N Large
Init +0; Senses 60 ft., , 60 ft.; Perception +8
DEFENSE
AC 16, touch 9, flat-footed 16 (+7 natural, –1 size)
hp 28 (3d10+12)
Fort +6, Ref +3, Will +2
OFFENSE
Speed 30 ft., 20 ft.
Melee bite +5 (2d6+4 plus 1d4 acid and )
Space 10 ft.; Reach 5 ft.
Special Attacks spit acid
STATISTICS
Str 16, Dex 10, Con 17, Int 1, Wis 13, Cha 6
Base Atk +3; +7 (+11 grapple); CMD 17 (25 vs. trip)
Feats Skill Focus (Perception), Toughness
Skills Climb +8, Perception +8
ECOLOGY
Environment temperate or warm plains
Organization solitary, pair, or nest (3–6)
Treasure incidental
SPECIAL ABILITIES
Spit Acid (Ex) Once every 6 hours, an ankheg can spit a 30-foot line of acid. Creatures struck by this acid take 4d4 points of acid damage (Reflex DC 14 halves). Once an ankheg uses this attack, it must wait 6 hours before using it again. Additionally, during this time period, its bite attack does not inflict any additional acid damage. As a result, an ankheg does not use this ability unless it is desperate or frustrated, most often spitting acid when reduced to fewer than half its full normal hit points or when it cannot not successfully grab an opponent. The save DC is Constitution-based.
Pard
This brightly-colored feline blur resembles a cheetah with longer fur and lynx-like ears, and seems to scorch the air as it moves.
Pards are alien cat-like creatures known for their unnatural swiftness. They have sleek, short-furred bodies and long legs built for speed. Their color and markings vary widely, even among members of the same family, ranging through every color imaginable, with some bearing stripes, others spots, and a few solid-colored coats. Adult pards are 6 feet long and weigh 100 pounds. Pards are carnivores and usually hunt small game and larger birds (such as swans), though many have developed a fondness for the flesh of gnomes and quicklings. Smarter than common beasts, pards are semi-intelligent, mate for life, and have a complex social structure. Pards also possess a form of telepathy they use to communicate amongst themselves, and can use this on a limited basis to confront intruders or create mutually beneficial alliances.
CN Medium
Init +7; Senses 60 ft., , ; Perception +6
DEFENSE
AC 20, touch 18, flat-footed 12 (+7 Dex, +1 dodge, +2 natural)
hp 26 (4d10+4)
Fort +5, Ref +11, Will +2; +4 vs. poison
Defensive Abilities evasion, ; 5/magic; electricity 10, fire 10
OFFENSE
Speed 120 ft.
Melee bite +12 (1d6+2), 2 claws +7 (1d4+1)
Special Attacks phasing attack
STATISTICS
Str 15, Dex 24, Con 12, Int 4, Wis 13, Cha 11
Base Atk +4; +6; CMD 24 (28 vs. trip)
Feats Dodge, Mobility, Spring Attack, Weapon Finesse, Wind Stance
Skills Acrobatics +15 (+27 when jumping), Perception +6, Stealth +15
Racial Modifiers +4 Acrobatics (+16 when jumping), +4 Stealth
Languages (empathy) 60 ft.
ECOLOGY
Environment temperate or warm forests or plains
Organization solitary, pair, or den (1–2 adults and 1–4 cubs)
Treasure incidental
SPECIAL ABILITIES
Empathy (Su) Pards can transmit complex emotions and basic ideas to other pards. When interacting with other kinds of creatures, they can only convey simple emotions such as anger, fear, and curiosity.
Phasing Attack (Su) As a full-round action, a pard can shift itself partially out of phase, damaging any creature it moves through. This works like the overrun combat maneuver, but the pard must move at least 30 feet and it gains a +4 bonus on the check. If it succeeds, the target takes 2d6 points of fire damage. If it exceeds a creature’s CMD by 5 or more, it stuns the creature for 1 round instead of knocking it prone. The target can make an attack of opportunity, but at a –4 penalty. If the target forgoes an attack of opportunity provoked by this maneuver, it can try to avoid the pard by attempting a DC 19 Reflex save; if successful, it takes only half damage. The pard can only deal phasing attack damage to each target once per round, no matter how many times its movement takes it over a target creature. When using this ability, the pard can move through up to 5 feet of any solid object, barrier, or difficult terrain as if it were a normal open square. The pard cannot end its movement inside a creature or solid barrier. This ability counts as trample for the purposes of effects that enhance or protect against trample. The save DC is Dexterity-based.
Pegasus
This magnificent horse has great bird-like wings upon its back and moves with a quiet and proud grace.
The pegasus is a magnificent winged horse that sometimes serves the cause of good. Though highly prized as aerial steeds, pegasi are wild and shy creatures not easily befriended. A typical pegasus stands 6 feet high at the shoulder, weighs 1,500 pounds, and has a wingspan of 20 feet. Most pegasi are white, though occasionally one is hatched with conventional horse colors and markings. The pegasus is, despite its appearance, as intelligent as a human. As such, those who try to train a pegasus to serve as a mount find the pegasus to be recalcitrant and even violent. A pegasus cannot speak, but it understands Common and greatly prefers the company of a good companion. The proper method to convince a pegasus to serve as a mount is to befriend it with diplomacy, favors, and good deeds. A pegasus is generally indifferent to a good-aligned creature, unfriendly to a neutral one, and hostile to an evil one—before a pegasus will serve as a mount, a pegasus must be made helpful via Diplomacy checks or other means. Riding a pegasus requires an exotic saddle or no saddle at all, as a regular saddle’s straps interfere with the creature’s wings. A pegasus can fight while carrying a rider, but the rider cannot also attack unless he or she succeeds on a Ride check. Trained pegasi are not afraid of combat, and the rider does not need to make a Ride check each round merely to control his mount. Pegasi lay eggs—they are worth 2,000 gp each on the open market, while young are worth 3,000 gp per head. However, as they are intelligent, good-aligned creatures, selling eggs and young is essentially slavery and is looked down on or outlawed in good societies. Pegasi mature at the same rate as horses. Professional trainers charge 1,000 gp to rear or train a pegasus, which serves a good or neutral master with absolute faithfulness for life. A light load for a pegasus is up to 300 pounds; a medium load, 301–600 pounds; and a heavy load, 601–900 pounds. In some pegasi, the blood of a mighty heroic stallion ancestor runs strong. These champions have the lifespan of a human, the advanced template, perfect f light maneuverability, fire resistance 10, a +4 racial bonus on saving throws against poison, and an immunity to petrification attacks. Some are able to speak a few words in Common or Celestial. They are fully aware of their superiority over common horses and pegasi, and need no training to fly with a rider, but only allow themselves to be ridden by great heroes.
CG Large
Init +2; Senses 60 ft., detect evil, detect good, lowlight vision, ; Perception +11
DEFENSE
AC 14, touch 11, flat-footed 12 (+2 Dex, +3 natural, –1 size)
hp 34 (4d10+12)
Fort +7, Ref +6, Will +4
OFFENSE
Speed 60 ft., 120 ft. (average)
Melee bite +7 (1d3+4), 2 hooves +2 (1d6+2)
Space 10 ft.; Reach 5 ft.
(CL 4th)
Constant—detect evil (60-ft. radius), detect good (60-ft. radius)
STATISTICS
Str 18, Dex 15, Con 16, Int 10, Wis 13, Cha 13
Base Atk +4; +9; CMD 21 (25 vs. trip)
Feats Flyby Attack, Iron Will
Skills Fly +5, Perception +11, Sense Motive +7
Racial Modifiers +4 Perception
Languages Common (cannot speak)
ECOLOGY
Environment temperate and warm plains
Organization solitary, pair, or herd (6–10)
Treasure none
Kamadan
This large leopard has six colorful snakes, hissing and ready to strike, sprouting from its shoulders.
Kamadans are wicked hunters that enjoy stalking and toying with prey, especially when their quarry is relatively intelligent. When a kamadan attacks, it first uses its soporific breath, then pounces on any targets that remain awake. Kamadans stand about 3 feet at the shoulder, about 9 feet long and weighing up to 500 pounds. Although kamadans are certainly magical creatures, they share many psychological and sociological traits with other big cats. Even when hunting alone to avoid competition, a kamadan is often a member of a larger pride. In areas where wildlife or natives are more powerful, kamadan packs are more likely to hunt as a unit. Kamadans prefer underground lairs, but settle for rocky outcroppings or dens inside brambles or other thick bushes, and they use their snakes to manipulate the bones and baubles of their prey into decorative arrangements. Occasionally, a kamadan shares its lair with another creature, but only if the other creature is more powerful or plies the kamadan regularly with tributes of food and treasure.
NE Large
Init +2; Senses 60 ft., , ; Perception +8
DEFENSE
AC 17, touch 12, flat-footed 14 (+2 Dex, +1 dodge, +5 natural, –1 size)
hp 42 (5d10+15)
Fort +7, Ref +6, Will +2
OFFENSE
Speed 40 ft.
Melee bite +7 (1d6+3), 2 claws +7 (1d3+3), snakes +2 (1d4+1)
Space 10 ft.; Reach 5 ft. (10 ft. with snakes)
Special Attacks (30-ft. cone, sleep, Fortitude DC 15 negates, usable every 1d4 rounds),
STATISTICS
Str 17, Dex 15, Con 16, Int 5, Wis 12, Cha 9
Base Atk +5; +9; CMD 22 (26 vs. trip)
Feats Combat Reflexes, Dodge, Mobility
Skills Acrobatics +6 (+10 when jumping), Perception +8, Stealth +6
Racial Modifiers +4 Acrobatics, +4 Stealth
Languages Aklo
ECOLOGY
Environment temperate or warm plains
Organization solitary, pair, or pack (3–9)
Treasure standard
SPECIAL ABILITIES
Breath Weapon (Su) A kamadan can exhale a cone of gas that makes living creatures fall asleep for 5 minutes (Fortitude DC 15 negates). Slapping or wounding awakens a creature put to sleep by this attack, but normal noise does not. This is a sleep effect. The save DC is Constitution-based.
Snakes (Ex) A kamadan’s snakes attack simultaneously; this is always a secondary attack.
VARIANT KAMADAN
Though the above statistics represent the most common breed of kamadan, two rarer but more dangerous variants are detailed in brief below.
Dusk Kamadan (CR +1): A dusk kamadan has midnight black fur and snakes bearing black and red ring patterns on their bodies. A dusk kamadan has the advanced creature template, and its snakes have a poisonous bite: Snakes— injury; save Fort DC 17; frequency 1/round for 6 rounds; effect 1d2 Con; cure 2 consecutive saves.
Polar Kamadan (CR +2): A polar kamadan has white fur with black spots like a snow leopard. Its snakes are furred as well. A polar kamadan has the advanced creature template and batlike wings that grant it a fly speed of 60 ft. (average). The breath weapon of a polar kamadan is particularly cold—those who succumb to it also suffer 1d4 points of Dexterity damage from numbness.
Pachycephalosaurus
This bipedal reptile has a rounded, dome-like head adorned with bony frills and ridges.
A pachycephalosaurus is a normally peaceful dinosaur that grows irate and violent during mating season or when its herd is intruded upon by potential predators. The dinosaur’s skull has a distinctive dome-shaped crown surrounded by numerous bony horns— this, combined with the dinosaur’s powerful, compact neck, allows it to make battering-ram-like charges capable of inflicting great damage. Pachycephalosauruses grow to a length of 15 feet and weigh 1,400 pounds.
N Large
Init +2; Senses , ; Perception +8
DEFENSE
AC 17, touch 11, flat-footed 15 (+2 Dex, +6 natural, –1 size)
hp 37 (5d8+15)
Fort +7, Ref +6, Will +2
OFFENSE
Speed 40 ft.
Melee slam +8 (2d6+9)
Space 10 ft.; Reach 10 ft.
Special Attacks clobbering charge
STATISTICS
Str 22, Dex 15, Con 17, Int 2, Wis 12, Cha 5
Base Atk +3; +10 (+12 bull rush); CMD 22 (24 vs. bull rush)
Feats Improved Bull Rush, Power Attack, Run
Skills Perception +8, Stealth +2
ECOLOGY
Environment warm or temperate plains
Organization solitary or pair
Treasure none
SPECIAL ABILITIES
Clobbering Charge (Ex) When a pachycephalosaurus hits a target with its slam attack at the end of a charge, it can initiate a bull rush as a free action to move the struck target back in the same direction as the dinosaur’s charge. The pachycephalosaurus cannot move with the target of the bull rush. If a pachycephalosaurus scores a critical hit against a creature with its slam attack at the end of a charge, it also staggers the target for 1 round. If the victim succeeds at a DC 18 Fortitude save, the stagger effect is negated, but the victim still suffers the effects of the dinosaur’s bull rush attempt. The save DC is Strength-based.
Giant Queen Bee
This giant bee is as large as a horse and unusually fat, with light brown stripes on her body.
Bulbous and robust in comparison to others of the same species, giant queen bees are immense, fertile females, easily identified by their larger size and lighter stripes. They grow to 12 feet in length and weigh 140 pounds.
Royal Jelly
When a hive of bees needs a new queen to replace one that has died, they feed specially selected larvae royal jelly to trigger the larvae’s transformation into new queens. The first queen to hatch then kills any other new queens. Royal jelly has remarkable effects on other creatures if eaten. A pound of royal jelly provides enough nourishment for a full day, and grants a +4 resistance bonus on all saving throws against disease for the next 24 hours. If a creature sleeps enough to heal damage within 24 hours of eating at least a pound of royal jelly, it heals twice the hit points and ability damage as it otherwise would. A typical bee hive contains 2d6 pounds of royal jelly—a single pound sells for 100gp.
N Large
Init +0; Senses 60 ft.; Perception +1
DEFENSE
AC 17, touch 9, flat-footed 17 (+8 natural, –1 size)
hp 59 (7d8+28)
Fort +9, Ref +2, Will +3
mind-affecting effects
Weaknesses to smoke
OFFENSE
Speed 20 ft., 60 ft. (good)
Melee sting +8 (1d8+6 plus poison)
Space 10 ft.; Reach 5 ft.
STATISTICS
Str 19, Dex 11, Con 18, Int —, Wis 12, Cha 13
Base Atk +5; +10; CMD 20 (28 vs. trip)
Skills Fly +2
ECOLOGY
Environment temperate or warm plains
Organization solitary or colony (1 queen and 3–18 giant bees)
Treasure incidental (royal jelly)
SPECIAL ABILITIES
Poison (Ex) Sting—injury; save Fort DC 17; frequency 1/round for 4 rounds; effect 1d2 Con; cure 2 consecutive saves.
Amargasaurus
This sauropod has an elongated neck and a long, tapering tail. Two spiny frills run along the back of the creature’s neck.
The amargasaurus is a relatively small sauropod noted for the two rows of skin-covered spines that adorn its neck.
N Huge
Init +6; Senses , ; Perception +8
DEFENSE
AC 18, touch 10, flat-footed 16 (+2 Dex, +8 natural, –2 size)
hp 67 (9d8+27)
Fort +9, Ref +8, Will +6
OFFENSE
Speed 30 ft.
Melee slam +12 (2d6+8), tail slap +8 (2d6+4)
Space 15 ft.; Reach 15 ft.
Special Attack (1d8+12, DC 22)
STATISTICS
Str 27, Dex 14, Con 17, Int 2, Wis 13, Cha 10
Base Atk +6; +16; CMD 28 (32 vs. trip)
Feats Endurance, Improved Initiative, Iron Will, Power Attack, Weapon Focus (tail slap)
Skills Perception +8, Stealth +2 (+10 in vegetation)
Racial Modifiers +8 Stealth in vegetation
ECOLOGY
Environment warm forests or plains
Organization solitary, pair, or herd (3–12)
Treasure none
Giganotosaurus
This bipedal dinosaur has a large head and cavernous jaws full of large, sharp teeth.
The giganotosaurus is an apex predator that measures 60 feet long and weighs 35,000 pounds.
N Colossal
Init +4; Senses , ; Perception +26
DEFENSE
AC 27, touch 2, flat-footed 27 (+25 natural, –8 size)
hp 199 (21d8+105)
Fort +17, Ref +12, Will +11
OFFENSE
Speed 40 ft.
Melee bite +23 (4d6+16/19–20 plus ), 2 claws +23 (1d6+16)
Space 30 ft.; Reach 30 ft.
Special Attacks (3d8+16 bludgeoning, AC 22, 19 hp)
STATISTICS
Str 42, Dex 11, Con 21, Int 2, Wis 15, Cha 10
Base Atk +15; +39; CMD 49
Feats Cleave, Critical Focus, Diehard, Endurance, Great Cleave, Improved Critical (bite), Improved Initiative, Iron Will, Power Attack, Run, Staggering Critical
Skills Perception +26
ECOLOGY
Environment warm forests or plains
Organization solitary, pair, or pack (3–6)
Treasure none