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Blue Jay
2023-10-09, 08:10 PM
The LA Assignment Project (https://forums.giantitp.com/showthread.php?624825) is/was a big project undertaken here on the Playground over the last several years, in which we vote on a more appropriate Level Adjustment for every monster in every book we could find. A couple years ago, I took it upon myself to create new Savage Progressions based on the reassigned LAs, for use by a group I co-moderate at Myth-Weavers, and now I'm looking to transfer the progressions here for storage (since Myth-Weavers is undergoing a migration to a new platform that won't be as easy to use as an archive).

I've been using the acronym "RLA" (Reassigned LAs) as shorthand for Inevitability's project.

This thread contains RLA Progressions for monsters in Monster Manual 3.

Note that my game on Myth-Weavers (the Realm Folded Tavern) has a starting ECL of 3, so I didn't need to create progressions for monsters of ECL 3 or lower. So, this thread will only have progressions for monsters of ECL 4+.

I also cranked these out fairly quickly, so there are bound to be some errors, and I can't be sure that I've put them together in the most balanced and appropriate way. Any divergence from the SRD monster is not intentional, so don't try to argue with your DM that my progressions offer something the SRD monster doesn't, or vice-versa.

I'm also not taking the time to explain all the features and abilities: hopefully the abilities are mostly self-explanatory, but I make no promises. As a consequence, these progressions won't allow you to play these monsters without using the original source material, which I hope is enough to avoid any copyright issues (though I think game rules like this aren't copyrightable anyway, at least in the USA).

I hope there's enough information here for people to use these progressions, but there are bound to be some issues and some things I've not done well enough, so additional oversight is welcome.

This will take at least several days for me to convert formats and transfer. I have several other books done too, but I'll try to make new threads for each book.

The number in parentheses below is the monster's ECL. The posts below are organized by ECL, so hopefully this index can help you find the monster you're looking for.

(... index coming...)

Monster Manual 1 (https://forums.giantitp.com/showthread.php?656251-RLA-Progressions-Monster-Classes-with-Reassigned-LAs-MM1)

Blue Jay
2023-10-09, 08:28 PM
Starting Features & Traits:
Size and Type: Medium Animal
Speed: 50 ft
Special Abilities: Low-light vision

Advancement Table

Level BAB Fort Ref Will Special
1 +0.75 +2.50 +2.50 +0.33 2 Claws 1d6, +2 Str, Pounce, +4 Hide, +4 Jump, +2 Dex, +2 Con, -8 Int, +2 natural armor
2 +1.50 +3.00 +3.00 +0.67 Bite 1d6, Leaping Pounce (Trip), +2 Str, +2 Dex, +2 Wis, +1 natural armor
3 +2.25 +3.50 +3.50 +1.00 Rake 1d6, Tail 1d6, +8 Hide, +6 Jump, +2 Dex, +2 Con, +2 Wis, +2 natural armor
4 +3.00 +4.00 +4.00 +1.33 Leaping Pounce (Trip + Grapple), Poison 1d6 Dex, +2 Str, +2 Dex, +2 Cha, +1 natural armor


Class Features
Hit Dice: d8
Skill Pts:: 2 + Int modifier
Class Skill List: Hide, Jump
Weapon & Armor Proficiencies: A fleshraker is proficient with its natural weapons only. It is not proficient with any type of armor or shields.

Starting Features & Traits:
Size and Type: Medium Dragon
Speed: 50 ft
Special Abilities: Darkvision 60 ft
Low-light vision
Immunities: sleep, paralysis

Advancement Table

Level BAB Fort Ref Will Special
1 +1.00 +2.50 +2.50 +2.50 Bite 1d6, +2 Str, +2 Dex, +2 Con, +2 natural armor
2 +2.00 +3.00 +3.00 +3.00 Tail Slap 1d6, +2 Str, +2 Con, +1 natural armor
3 - - - - Spit fire, +2 Str, +2 Int, +1 natural armor
4 +3.00 +3.50 +3.50 +3.50 Bite 1d8, Large, Tail Slap 1d8, +2 Str, +2 Con, +2 Cha, +1 natural armor


Class Features
Hit Dice: d12
Skill Pts:: 6 + Int modifier
Class Skill List: Balance, Intimidate, Jump, Knowledge (arcana), Listen, Sense Motive, Spellcraft, Spot, Survival, Swim, Use Magic Device
Weapon & Armor Proficiencies: A dracotaur is proficient with all simple weapons, as well as its natural weapons. It is proficient with light armor*.

*The example stat block includes leather armor, but the dragon type technically has no proficiency with any armor, and no specific exception is listed.

Starting Features & Traits:
Size and Type: Medium Elemental (Extraplanar)
Speed: 30 ft, Fly 40 ft (good)
Special Abilities: Darkvision 60 ft
Immunities: critical hits, electricity, flanking, paralysis, poison, sleep and stunning

Advancement Table

Level BAB Fort Ref Will Special
1 +0.75 +0.33 +2.50 +0.33 Air Mastery, Slam 1d6 (+1d6 electricity), +2 Str, +2 Dex, -6 Int, +1 natural armor
2 +1.50 +0.67 +3.00 +0.67 Shock 1d4, Thunder & Lightning (1d6/2d6), +2 Con, +1 natural armor
3 +2.25 +1.00 +3.50 +1.00 Electrical and Sonic Healing, Fly 60 ft (perfect), +2 Str, +1 natural armor
4 +3.00 +1.33 +4.00 +1.33 Shock 2d4, Thunder & Lightning (2d6/4d6), +2 Con, +1 natural armor


Class Features
Hit Dice: d8
Skill Pts:: 2 + Int modifier
Class Skill List: Listen, Spot
Weapon & Armor Proficiencies: A storm elemental is proficient with its natural weapons only. It is not proficient with any type of armor or shields.


Starting Features & Traits:
Size and Type: Medium Monstrous Humanoid
Speed: 40 ft
Special Abilities: Darkvision 60 ft

Advancement Table
Level BAB Fort Ref Will Special
1 +1.00 +0.33 +2.50 +2.50 Bite 1d4, Hold Breath (x3), +2 Str, +2 Con, -2 Int, -4 Cha, +2 natural armor
2 +2.00 +0.67 +3.00 +3.00 2 Claws 1d4, +2 Str, +2 natural armor
3 - - - - Hold Breath (x4), Resistance 5 (acid), +2 Str, +2 Con, +1 natural armor
4 +3.00 +1.00 +3.50 +3.50 Bite 1d6, 2 Claws 1d6, Large, +2 Str, +2 natural armor

Class Features
Hit Dice: d8
Skill Pts:: 2 + Int modifier
Class Skill List: Balance, Jump, Spot, Swim
Weapon & Armor Proficiencies: A blackscale lizardfolk is proficient with all simple weapons and the greatclub, as well as its natural weapons. It is not proficient with any type of armor or shields.


Starting Features & Traits:
Size and Type: Small Fey
Speed: 30 ft
Special Abilities: Low-light vision

Advancement Table

Level BAB Fort Ref Will Special
1 +0.50 +0.33 +2.50 +2.50 Powerful Build, +2 Str, +2 Dex
2 +1.00 +0.67 +3.00 +3.00 DR 2/cold iron, +2 Con, +1 natural armor
3 +1.50 +1.00 +3.50 +3.50 Eldritch Stone, +2 Str, +2 Cha
4 +2.00 +1.33 +4.00 +4.00 DR 5/cold iron, +2 Con, +2 Wis


Class Features
Hit Dice: d8
Skill Pts:: 6 + Int modifier
Class Skill List: Hide, Intimidate, Listen, Move Silently, Spot, Survival
Weapon & Armor Proficiencies: A redcap is proficient with all simple weapons and the scythe, as well as its natural weapons. It is not proficient with any type of armor or shields.

Starting Features & Traits:
Size and Type: Medium Fey
Speed: 50 ft, climb 50 ft
Special Abilities: Low-light vision

Advancement Table

Level BAB Fort Ref Will Special
1 +0.50 +0.33 +2.50 +2.50 Camouflage, 2 claws 1d4, splinterspit 1d6, Weapon Finesse, +4 Dex, +2 Int, +2 Wis, +2 Cha
2 - - - - Call Brambles 1/day, Sneak Attack 1d6, Woodland Stride, +2 Dex, +2 Int, +2 Cha, +1 natural armor
3 +1.00 +0.67 +3.00 +3.00 Improved Initiative, SR 7, Transformation, +2 Dex, +2 Con, +2 Int, +2 Wis
4 - - - - Call Brambles (at will), Sneak Attack 2d6, Superior Woodland Stride, +2 Dex, +2 Int, +2 Cha, +1 natural armor


Class Features
Hit Dice: d8
Skill Pts:: 6 + Int modifier
Class Skill List: Balance, Bluff, Climb, Diplomacy, Disguise, Hide, Intimidate, Knowledge (local), Listen, Move Silently, Search, Sense Motive, Spot, Survival, Tumble
Weapon & Armor Proficiencies: A splinterwaif is proficient with all simple weapons, as well as its natural weapons. It is not proficient with any type of armor or shields.

Starting Features & Traits:
Size and Type: Medium Construct
Speed: 30 ft
Special Abilities: Darkvision 60 ft
Low-light vision
Immunities: ability damage/drain, critical hits, death effects, death by massive damage, diseases, energy drain, fatigue/exhaustion, mind-affecting, necromancy effects, nonlethal damage, paralysis, poison, sleep, stun, any effect that requires Fort (unless it also affects objects or is harmless)

Advancement Table

Level BAB Fort Ref Will Special
1 +0.75 +0.33 +0.33 +0.33 Adamantine Body, 2 slams 1d6, +4 Str, +2 Con, -6 Int, -4 Wis, -8 Cha
2 +1.50 +0.67 +0.67 +0.67 Fortification (50%), Powerful Charge, +2 Str, +4 Con
3 +2.25 +1.00 +1.00 +1.00 Adamantine Fists, Large, 2 slams 1d8, +2 Str, +2 Con
4 +3.00 +1.33 +1.33 +1.33 Fortification (75%), +2 Str, +2 Con


Class Features
Hit Dice: d10
Skill Pts:: 2 + Int modifier
Class Skill List: Jump
Weapon & Armor Proficiencies: A warforged charger is proficient with its natural weapons only. It is not proficient with any type of armor or shields.

Blue Jay
2023-10-09, 09:19 PM
Starting Features & Traits:
Size and Type: Small Monstrous Humanoid
Speed: 20 ft
Special Abilities: Darkvision 60 ft

Advancement Table

Level BAB Fort Ref Will Special
1 +1.00 +0.33 +2.50 +2.50 2 Claws 1d4, Defensive Stance (+1 dodge), +2 Dex, +2 Con, +1 natural armor
2 +2.00 +0.67 +3.00 +3.00 Defensive Stance (+2 dodge), +2 Survival, +2 Con, +1 natural armor
3 +3.00 +1.00 +3.50 +3.50 Burrow 10 ft, Defensive Stance (+1 attacks & saves), +2 Dex, +1 natural armor
4 +4.00 +1.33 +4.00 +4.00 Defensive Stance (+4 dodge), +4 Survival, +2 Con, +1 natural armor
5 +5.00 +1.67 +4.50 +4.50 Defensive Stance (+2 attacks & saves), +2 Dex, +1 natural armor


Class Features
Hit Dice: d8
Skill Pts:: 2 + Int modifier
Class Skill List: Listen, Spot, Survival
Weapon & Armor Proficiencies: An armand is proficient with all simple weapons, as well as its natural weapons. It is not proficient with any type of armor or shields.

Starting Features & Traits:
Size and Type: Medium Aberration
Speed: 40 ft, climb 20 ft
Special Abilities: Darkvision 60 ft

Advancement Table

Level BAB Fort Ref Will Special
1 +0.75 +0.33 +0.33 +2.50 Bite 1d6, Poison (1d4 Dex), Web Movement, +2 Str, +2 Dex, -2 Cha, +1 natural armor
2 +1.50 +0.67 +0.67 +3.00 Harpooning (Fang 1d3), Improved Trip, Spines 1d4, +2 Str, +2 Dex, +2 Con
3 +2.25 +1.00 +1.00 +3.50 Bite 1d8, Large, Poison (1d6 Dex), +2 Con, +2 Int, +2 Wis, +1 natural armor
4 +3.00 +1.33 +1.33 +4.00 Darkvision 120 ft, Evasion, 2 Fangs 1d4, 2 Str, +2 Dex, +2 Con
5 +3.75 +1.67 +1.67 +4.50 Poison (1d6/2d6 Dex), Spines 1d6, +2 Dex, +2 Con, +2 Int, +1 natural armor


Class Features
Hit Dice: d8
Skill Pts:: 2 + Int modifier
Class Skill List: Balance, Climb, Hide, Jump, Spot, Tumble
Weapon & Armor Proficiencies: A harpoon spider is proficient with its natural weapons only. It is not proficient with any type of armor or shields.

Starting Features & Traits:
Size and Type: Medium Ooze
Speed: 40 ft
Special Abilities: Blindsight 60 ft
Immunities: critical hits, flanking, mind-affecting effects, paralysis, poison, polymorph, sleep, stunning, visual effects

Advancement Table

Level BAB Fort Ref Will Special
1 +0.75 +0.33 +0.33 +0.33 Fireball CL 1st, Slam 1d4, SR 10+HD, +2 Con, +1 deflection
2 +1.50 +0.67 +0.67 +0.67 DR 5/magic, Fireball CL 2nd, Glitterdust, +2 Cha
3 +2.25 +1.00 +1.00 +1.00 Engulf, Fireball CL 3rd, +1 deflection
4 +3.00 +1.33 +1.33 +1.33 DR 10/magic, Fireball CL 4th, +2 Str
5 +3.75 +1.67 +1.67 +1.67 Fireball CL 5th, +1 deflection


Class Features
Hit Dice: d10
Skill Pts:: 2 + Int modifier
Class Skill List: -
Weapon & Armor Proficiencies: A glitterfire is proficient with its natural weapons only. It is not proficient with any type of armor or shields.

Starting Features & Traits:
Size and Type: Medium Outsider (Cold)
Speed: 40 ft
Special Abilities: Darkvision 60 ft

Advancement Table

Level BAB Fort Ref Will Special
1 +1.00 +2.50 +2.50 +2.50 crushing despair & fabricate 1/day, DR 5/magic, Gore 1d6, +2 Str, +2 Con, +2 Int, +2 natural armor
2 +2.00 +3.00 +3.00 +3.00 Powerful Charge, rage 3/day, +2 Rejkar Skills, +2 Str, +2 Int, +2 Cha, +1 natural armor
3 +3.00 +3.50 +3.50 +3.50 crushing despair & fabricate, 3/day, major image 3/day, +2 Con, +2 Int, +2 Wis, +2 natural armor
4 +4.00 +4.00 +4.00 +4.00 Freezing Gaze, Gore 1d8, Large, rage (at will), +2 Str, +2 Int, +2 Cha, +1 natural armor
5 +5.00 +4.50 +4.50 +4.50 augury 1/wk, crushing despair & fabricate (at will), +2 Con, +2 Int, +2 Wis, +2 natural armor


Class Features
Hit Dice: d8
Skill Pts:: 8 + Int modifier
Class Skill List: Bluff, Concentration, Craft (any), Diplomacy, Disguise, Hide, Intimidate, Listen, Move Silently, Search, Sense Motive, Spot, Survival
Weapon & Armor Proficiencies: A rejkar is proficient with all simple and martial weapons, as well as its natural weapons. It is not proficient with any type of armor or shields.

Starting Features & Traits:
Size and Type: Medium Aberration
Speed: 50 ft
Special Abilities: Blindsight 60 ft

Advancement Table

Level BAB Fort Ref Will Special
1 +0.75 +0.33 +0.33 +2.50 Bite 1d8, Psychic Scent, Track, Vile Spew (acid), +2 Str, +2 Con, -6 Int, +2 Wis, -4 Cha, +1 natural armor
2 +1.50 +0.67 +0.67 +3.00 DR 2/silver, Vile Spew (web), +2 Str, +2 Dex, +1 natural armor
3 +2.25 +1.00 +1.00 +3.50 Fast Healing 3, Uncanny Blindsight 100 ft, +2 Str, +2 Con
4 +3.00 +1.33 +1.33 +4.00 Bite 2d6, DR 5/silver, +2 Str, +2 Dex, +1 natural armor
5 +3.75 +1.67 +1.67 +4.50 Extended Reach, Uncanny Blindsight 500 ft, +2 Str, +2 Con, +1 natural armor


Class Features
Hit Dice: d8
Skill Pts:: 2 + Int modifier
Class Skill List: Hide, Move Silently, Spot, Survival, Swim
Weapon & Armor Proficiencies: A runehound is proficient with its natural weapons only. It is not proficient with any type of armor or shields.

Starting Features & Traits:
Size and Type: Medium Ooze
Speed: 20 ft, climb 10 ft
Special Abilities: Blindsight 60 ft
Immunities: critical hits, flanking, mind-affecting effects, paralysis, poison, polymorph, sleep, stunning, visual effects

Advancement Table

Level BAB Fort Ref Will Special
1 +0.75 +0.33 +0.33 +0.33 Fast Healing 1, Slam 1d6, Summon Monster, +2 Con, +2 Cha, +1 natural armor
2 +1.50 +0.67 +0.67 +0.67 Acid 1d6, Fast Healing 2, +4 Skills, +2 Str, +2 Wis, +2 natural armor
3 +2.25 +1.00 +1.00 +1.00 Augment Summoning, Fast Healing 3, +2 Con, +1 natural armor
4 +3.00 +1.33 +1.33 +1.33 Fast Healing 4, Slam 1d8, +2 Str, +2 Cha, +2 natural armor
5 +3.75 +1.67 +1.67 +1.67 Fast Healing 5, 2 Slams, +2 Con, +1 natural armor


Class Features
Hit Dice: d10
Skill Pts:: 2 + Int modifier
Class Skill List: Climb, Concentration, Hide, Listen, Move Silently
Weapon & Armor Proficiencies: A summoning ooze is proficient with its natural weapons only. It is not proficient with any type of armor or shields.

Starting Features & Traits:
Size and Type: Medium Giant
Speed: 30 ft, climb 20 ft
Special Abilities: Darkvision 60 ft, Low-light vision, Scent

Advancement Table

Level BAB Fort Ref Will Special
1 +0.75 +2.50 +0.33 +0.33 2 claws 1d4, Poison, +2 Str, +2 Dex, +2 Con, -4 Cha, +1 natural armor
2 +1.50 +3.00 +0.67 +0.67 Fast Healing 2, +2 Dex, +2 Con, +1 natural armor
3 +2.25 +3.50 +1.00 +1.00 Darkvision 90 ft, +2 Str, +2 Con, +1 natural armor
4 +3.00 +4.00 +1.33 +1.33 +2 Hide, +2 Dex, +2 Con, +1 natural armor
5 +3.75 +4.50 +1.67 +1.67 Fast Healing 5, +2 Str, +2 Con, +1 natural armor


Class Features
Hit Dice: d8
Skill Pts:: 2 + Int modifier
Class Skill List: Climb, Hide, Listen, Spot, Survival
Weapon & Armor Proficiencies: A forest troll is proficient with all simple and martial weapons, as well as its natural weapons. It is not proficient with any type of armor or shields.

Starting Features & Traits:
Size and Type: Medium Outsider (Lawful)
Speed: 30 ft, fly 30 ft (perfect)
Special Abilities: Darkvision 60 ft

Advancement Table

Level BAB Fort Ref Will Special
1 +1.00 +2.50 +2.50 +2.50 2 claws 1d4, Improved Grapple, Telepathic Link, +2 Dex, +2 Cha, +2 natural armor
2 +2.00 +3.00 +3.00 +3.00 Gaze (paralyze 1 rd), +4 Move Silently, +2 Con, +2 Wis, +1 natural armor
3 +3.00 +3.50 +3.50 +3.50 DR 5/chaotic, Fly 30 ft (perfect), +2 Dex, +2 Cha, +2 natural armor
4 +4.00 +4.00 +4.00 +4.00 Charisma Drain, 2 claws 1d6, +2 Str, +2 Wis, +1 natural armor
5 +5.00 +4.50 +4.50 +4.50 Gaze (paralyze 1d4 rds), +8 Move Silently, +2 Con, +1 natural armor


Class Features
Hit Dice: d8
Skill Pts:: 8 + Int modifier
Class Skill List: Hide, Intimidate, Knowledge (all), Listen, Move Silently, Search, Spot, Survival
Weapon & Armor Proficiencies: A visilight is proficient with all simple and martial weapons, as well as its natural weapons. It is not proficient with any type of armor or shields.

Blue Jay
2024-04-26, 11:17 PM
Starting Features & Traits:
Size and Type: Medium Magical Beast (Earth)
Speed: 40 ft
Special Abilities: Darkvision 60 ft
Low-light vision

Advancement Table

Level BAB Fort Ref Will Special
1 +1.00 +2.50 +2.50 +0.33 All-Around Vision, Slam 1d6, +2 Str, +2 Con, -6 Int, +2 natural armor
2 +2.00 +3.00 +3.00 +0.67 Climb 20 ft, DR 5/pierc or slash, +2 Str, +2 Con, +1 natural armor
3 +3.00 +3.50 +3.50 +1.00 Burrow 10 ft, Cause Avalanche 1/day, +2 Str, +2 Dex, +2 Wis, +1 natural armor
4 +4.00 +4.00 +4.00 +1.33 Large, DR 10/pierc or slash, Slam 1d8, +2 Str, +2 Con, +2 natural armor
5 +5.00 +4.50 +4.50 +1.67 Cause Avalanche 3/day, transmute rock to mud 1/day, +2 Str, +2 Con, +1 natural armor
6 +6.00 +5.00 +5.00 +2.00 Immune to bludgeoning, +2 Str, +2 Con, +1 natural armor


Class Features
Hit Dice: d10
Skill Pts:: 2 + Int modifier
Class Skill List: Climb, Hide, Search, Spot
Weapon & Armor Proficiencies: An avalancher is proficient with its natural weapons only. It is not proficient with any type of armor or shields.

*Note: The Glaistig's LA has an asterisk (*) for her Tree Dependency (Su) ability, because of how it restricts gameplay options for glaistig PCs. DMs should consider making some allowances to accommodate glaistig PCs.

Starting Features & Traits:
Size and Type: Medium Fey
Speed: 30 ft, swim 50 ft
Special Abilities: Low-light vision

Advancement Table

Level BAB Fort Ref Will Special
1 +0.50 +0.33 +2.50 +2.50 Bite 1d4, dancing lights (at will), Water Symbiosis, Water Breathing (self), +4 Bluff & Sense Motive, +2 Con, +2 Cha
2 +1.00 +0.67 +3.00 +3.00 Blood Drain, DR 2/cold iron, hypnotism (at will), +2 Int, +2 Cha, +1 natural armor
3 +1.50 +1.00 +3.50 +3.50 Beguiling Song (300 ft, beguile), fog cloud 1/day, +2 Dex, +2 Wis, +1 natural armor
4 +2.00 +1.33 +4.00 +4.00 Bite 1d6, Resistance 5 (cold, fire), suggestion (at will), +2 Cha, +1 natural armor
5 +2.50 +1.67 +4.50 +4.50 DR 5/cold iron, fog cloud (at will), water breathing (SLA 1/day), +2 Con, +2 Wis, +1 natural armor
6 +3.00 +2.00 +5.00 +5.00 Beguiling Song (900 ft, charm monster), Resistance 10 (cold, fire), +2 Str, +2 Cha


Class Features
Hit Dice: d6
Skill Pts:: 6 + Int modifier
Class Skill List: Bluff, Diplomacy, Disguise, Escape Artist, Hide, Intimidate, Knowledge (nature), Listen, Move Silently, Sense Motive, Spot, Swim, Use Rope
Weapon & Armor Proficiencies: A glaistig is proficient with all simple weapons, as well as her natural weapons. She is not proficient with any type of armor or shields.


Starting Features & Traits:
Size and Type: Medium Monstrous Humanoid (Fire)
Speed: 30 ft
Special Abilities: Darkvision 60 ft

Advancement Table

Level BAB Fort Ref Will Special
1 +1.00 +0.33 +2.50 +2.50 Alertness, Fast Healing 1, Sand Form 1/day, SR 11+HD, +2 Dex, +1 natural armor
2 +2.00 +0.67 +3.00 +3.00 DR 1/bludgeoning, Flaming Aura (weapons), Lightning Reflexes, +2 Str, +2 Con
3 +3.00 +1.00 +3.50 +3.50 Blindsense 15 ft, Fast Healing 2, Sand Form 3/day, +2 Dex, +1 natural armor
4 +4.00 +1.33 +4.00 +4.00 DR 2/bludgeoning, Sand Pulse 1/day, +2 Con, +2 Cha
5 +5.00 +1.67 +4.50 +4.50 Blindsense 30 ft, Fast Healing 3, Sand Form (at will), +2 Str, +2 Dex
6 +6.00 +2.00 +5.00 +5.00 DR 5/bludgeoning, Flaming Aura (5-ft radius), +2 Con

Class Features
Hit Dice: d8
Skill Pts:: 2 + Int modifier
Class Skill List: Climb, Hide, Jump, Knowledge (nature), Listen, Move Silently, Spot
Weapon & Armor Proficiencies: A harssaf is proficient with all simple weapons. It is not proficient with any type of armor or shields.

Starting Features & Traits:
Size and Type: Medium Vermin
Speed: 40 ft
Special Abilities: Darkvision 60 ft
Immunities: mind-affecting effects

Advancement Table

Level BAB Fort Ref Will Special
1 +0.75 +2.50 +0.33 +0.33 Alertness, 2 Claws 1d6, Shake the Earth, +2 Str, +2 Con, +1 natural armor
2 +1.50 +3.00 +0.67 +0.67 Bite 1d6, Improved Natural Attack (claws), +2 Str, +2 Dex, +2 natural armor
3 +2.25 +3.50 +1.00 +1.00 Multiattack, Screech, Speed +10 ft, +2 Con, +1 natural armor
4 +3.00 +4.00 +1.33 +1.33 2 Claws 1d8, Trample, +2 Str, +2 natural armor
5 +3.75 +4.50 +1.67 +1.67 Burrow 10 ft, Rend, +4 Skills, +2 Con, +1 natural armor
6 +4.50 +5.00 +2.00 +2.00 Sonic Healing, +2 Str, +2 Con, +2 natural armor


Class Features
Hit Dice: d8
Skill Pts:: 2 + Int modifier
Class Skill List: Balance, Jump, Listen, Spot
Weapon & Armor Proficiencies: A knell beetle is proficient with its natural weapons only. It is not proficient with any type of armor or shields.

Starting Features & Traits:
Size and Type: Medium Ooze
Speed: 15 ft, climb 5 ft
Special Abilities: Blindsight 60 ft
Mindless
Immunities: critical hits, flanking, mind-affecting effects, paralysis, poison, polymorph, sleep, stunning, visual effects

Advancement Table

Level BAB Fort Ref Will Special
1 +0.75 +0.33 +0.33 +0.33 Airy, Slam 1d6, Cold 1d4, +2 Str, -10 Dex, +2 Con, -10 Wis, -10 Cha
2 +1.50 +0.67 +0.67 +0.67 Improved Grab, +2 Str, +2 Con
3 +2.25 +1.00 +1.00 +1.00 Constrict 1d6, +2 Str, +2 Con
4 +3.00 +1.33 +1.33 +1.33 Cold 2d4, Cold Aura, +2 Con
5 +3.75 +1.67 +1.67 +1.67 Slam 1d8, +2 Str
6 +4.50 +2.00 +2.00 +2.00 Split, +2 Str, +2 Con


Class Features
Hit Dice: d10
Skill Pts:: 2 + Int modifier
Class Skill List: Climb, Hide
Weapon & Armor Proficiencies: A snowflake ooze is proficient with its natural weapons only. It is not proficient with any type of armor or shields.

Starting Features & Traits:
Size and Type: Medium Fey
Speed: 20 ft
Special Abilities: Low-light vision

Advancement Table

Level BAB Fort Ref Will Special
1 +0.50 +0.33 +2.50 +2.50 DR 1/cold iron, Thorn Longsword, +2 Str, +2 Dex
2 +1.00 +0.67 +3.00 +3.00 Sneak Attack +1d6, +2 Con, +1 natural armor
3 +1.50 +1.00 +3.50 +3.50 DR 2/cold iron, +2 Str, +2 Cha
4 +2.00 +1.33 +4.00 +4.00 Sneak Attack +2d6, +2 Dex, +1 natural armor
5 +2.50 +1.67 +4.50 +4.50 DR 5/cold iron, +2 Str
6 +3.00 +2.00 +5.00 +5.00 Sleep Arrows, +2 Con, +1 natural armor


Class Features
Hit Dice: d6
Skill Pts:: 6 + Int modifier
Class Skill List: Diplomacy, Hide, Listen, Move Silently, Search, Sense Motive, Spot, Survival
Weapon & Armor Proficiencies: A thorn is proficient with all simple weapons, the longsword and longbow, as well as its natural weapons. It is not proficient with any type of armor or shields.

Starting Features & Traits:
Size and Type: Medium Outsider (Evil, Extraplanar, Yugoloth)
Speed: 50 ft
Special Abilities: Blindsight 40 ft

Advancement Table

Level BAB Fort Ref Will Special
1 +1.00 +2.50 +2.50 +2.50 SLAs (detect good, detect magic at will), SR = 12+HD, Tongue 1d4 (5 ft), Track, +2 Str, +2 Con, -6 Int, +1 natural armor
2 +2.00 +3.00 +3.00 +3.00 Bite 1d8, Improved Grab, SLAs (case fear 3/day), +2 Str, +2 Wis, +2 natural armor
3 +3.00 +3.50 +3.50 +3.50 Paralysis 1d4 rds, Resist energies 5, Telepathy 100 ft, Tongue (10 ft), +2 Con, +2 Cha, +1 natural armor
4 +4.00 +4.00 +4.00 +4.00 SLAs (cause fear at will), Summon Yugoloth (1 canoloth), +2 Str, +2 Wis, +1 natural armor
5 +5.00 +4.50 +4.50 +4.50 Bite 2d6, Paralysis 1d6+2 minutes, +2 Con, +2 Wis, +2 natural armor
6 +6.00 +5.00 +5.00 +5.00 Resist energies 10, SLAs (desecrate at will), Summon yugoloth (1d3 canoloths, 1 mezzoloth), Tongue (20 ft), +2 Str, +2 Con, +1 natural armor


Class Features
Hit Dice: d8
Skill Pts:: 8 + Int modifier
Class Skill List: Hide, Intimidate, Jump, Listen, Move Silently, Spot
Weapon & Armor Proficiencies: A canoloth is proficient with all simple and martial weapons, as well as its natural weapons. It is not proficient with any type of armor or shields.

Blue Jay
2024-04-26, 11:19 PM
Starting Features & Traits:
Size and Type: Medium Dragon
Speed: 40 ft
Special Abilities: Darkvision 60 ft
Low-light vision
Immunities: sleep, paralysis

Advancement Table
Level BAB Fort Ref Will Special
1 +1.00 +2.50 +2.50 +2.50 Bite 1d6, Scent, +4 Hide, +2 Dex, +2 Con, -4 Int, -2 Cha, +1 natural armor
2 +2.00 +3.00 +3.00 +3.00 2 Claws 1d4, Poison 1d4 Dex, +2 Str, +1 natural armor
3 +3.00 +3.50 +3.50 +3.50 Breath Weapon (15-ft cone), SR 9+HD, +2 Con, +1 natural armor
4 +4.00 +4.00 +4.00 +4.00 Bite 1d8, Fly 30 ft (poor), Telepathic Link, +2 Str, +2 Dex,
5 +5.00 +4.50 +4.50 +4.50 2 Claws 1d6, +2 Con, +1 natural armor
6 +6.00 +5.00 +5.00 +5.00 Poison 1d6 Dex, +2 Str, +1 natural armor
7 +7.00 +5.50 +5.50 +5.50 Breath Weapon (30-ft cone), +2 Con, +1 natural armor

Class Features
Hit Dice: d12
Skill Pts:: 6 + Int modifier
Class Skill List: Hide, Listen, Move Silently, Spot
Weapon & Armor Proficiencies: An ambush drake is proficient with its natural weapons only. It is not proficient with any type of armor or shields.

Starting Features & Traits:
Size and Type: Medium Undead
Speed: 30 ft
Special Abilities: Darkvision 60 ft
Immunities: ability damage (Str, Dex & Con), ability drain, critical hits, death effects, diseases, energy drain, fatigue/exhaustion, mind-affecting effects, nonlethal damage, paralysis, poison, polymorph, sleep, stunning, any effect that allows a Fort save (unless the effect also works on objects or is harmless)

Advancement Table
Level BAB Fort Ref Will Special
1 +0.50 +0.33 +0.33 +2.50 2 tentacles 1d6, Scent, Unholy Toughness, +2 Dex, -2 Int
2 +1.00 +0.67 +0.67 +3.00 2 claws 1d4, Improved Grab, +2 Str, +2 Cha
3 +1.50 +1.00 +1.00 +3.50 Pounce, +2 Dex, +1 natural armor
4 +2.00 +1.33 +1.33 +4.00 2 tentacles 1d8, +4 Move Silently, +2 Wis
5 +2.50 +1.67 +1.67 +4.50 Bonedrink, 2 claws 1d6, +2 Str, +2 Dex
6 +3.00 +2.00 +2.00 +5.00 Energy Resist 5, +2 Cha
7 +3.50 +2.33 +2.33 +5.50 Tentacles (reach), +2 Dex

Class Features
Hit Dice: d12
Skill Pts:: 4 + Int modifier
Class Skill List: Hide, Listen, Move Silently, Spot
Weapon & Armor Proficiencies: A bonedrinker is proficient with all simple weapons, as well as its natural weapons. It is not proficient with any type of armor or shields.

Starting Features & Traits:
Size and Type: Medium Ooze (Fire)
Speed: 30 ft, climb 10 ft
Special Abilities: Blindsight 60 ft
Mindless
Immunities: critical hits, flanking, mind-affecting effects, paralysis, poison, polymorph, sleep, stunning, visual effects

Advancement Table
Level BAB Fort Ref Will Special
1 +0.75 +0.33 +0.33 +0.33 Fire 1d6, Slam 1d8, +4 Skills, +2 Str, +2 Con, -2 Int, +2 natural armor
2 +1.50 +0.67 +0.67 +0.67 DR 2/bludgeoning, Improved Grab, +2 Str, +2 natural armor
3 +2.25 +1.00 +1.00 +1.00 confusion 1/day, Fire in the Blood, +2 Str, +2 Con, +2 natural armor
4 +3.00 +1.33 +1.33 +1.33 Large, 2 Slams 2d6, +2 Wis, +2 Cha, +2 natural armor
5 +3.75 +1.67 +1.67 +1.67 Ability Focus, DR 5/bludgeoning, +2 Str, +2 Con, +2 natural armor
6 +4.50 +2.00 +2.00 +2.00 deep slumber 1/day, +8 Skills, +2 Str, +2 natural armor
7 +5.25 +2.33 +2.33 +2.33 hold monster 1/day, +2 Str, +2 Con, +2 natural armor

Class Features
Hit Dice: d10
Skill Pts:: 2 + Int modifier
Class Skill List: Climb, Hide, Listen, Move Silently
Weapon & Armor Proficiencies: A conflagration ooze is proficient with its natural weapons only. It is not proficient with any type of armor or shields.

Starting Features & Traits:
Size and Type: Tiny Plant (Extraplanar, Swarm)
Speed: Fly 30 ft (average)
Special Abilities: Low-light vision
Swarm traits (half damage from piercing & slashing)
Immunities: critical hits, mind-affecting effects, paralysis, poison, polymorph, sleep, stunning

Advancement Table
Level BAB Fort Ref Will Special
1 +0.75 +2.50 +0.33 +0.33 Alertness, Swarm 1d6, -8 Str, +2 Dex, -8 Cha
2 +1.50 +3.00 +0.67 +0.67 Blood Drain, Regeneration 1, +2 Con
3 +2.25 +3.50 +1.00 +1.00 Lightning Reflexes, Distraction, +2 Dex
4 +3.00 +4.00 +1.33 +1.33 Fly 60 ft (good), Regeneration 2, +1 natural armor
5 +3.75 +4.50 +1.67 +1.67 Poison Pollen, +2 Con
6 +4.50 +5.00 +2.00 +2.00 Swarm 2d6, +2 Dex
7 +5.25 +5.50 +2.33 +2.33 Ability Focus (Poison Pollen), Regeneration 5

Class Features
Hit Dice: d8
Skill Pts:: 2 + Int modifier
Class Skill List: Hide, Listen, Spot
Weapon & Armor Proficiencies: A dread blossom swarm is proficient with its natural weapons only. It is not proficient with any type of armor or shields.

Starting Features & Traits:
Size and Type: Medium Magical Beast
Speed: 40 ft
Special Abilities: Darkvision 60 ft
Low-light vision

Advancement Table
Level BAB Fort Ref Will Special
1 +1.00 +2.50 +2.50 +0.33 Bite 1d6, Scent, +2 Str, +4 Con, -4 Int, +1 natural armor
2 +2.00 +3.00 +3.00 +0.67 2 Claws 1d4, Yowl of fear (30 ft, 1d4 rds), +4 Skills, +2 Dex, +2 Con, +2 Wis
3 +3.00 +3.50 +3.50 +1.00 Bite 1d8, Immune (fear), Trip, +2 Str, +2 Con, +2 Cha
4 +4.00 +4.00 +4.00 +1.33 Fast Healing 1, Speed +10 ft, +2 Dex, +2 Con, +2 Cha, +1 natural armor
5 +5.00 +4.50 +4.50 +1.67 2 Claws 1d6, Immune (drain), +6 Skills, +2 Str, +2 Con, +2 Wis
6 +6.00 +5.00 +5.00 +2.00 Minor Displacement, Yowl of fear (60 ft, 2d4 rds), +2 Dex, +2 Con, +2 Cha
7 +7.00 +5.50 +5.50 +2.33 Fast Healing 3, Immune (negative), +2 Str, +2 Con, +1 natural armor


Class Features
Hit Dice: d10
Skill Pts:: 2 + Int modifier
Class Skill List: Hide, Listen, Move Silently, Spot
Weapon & Armor Proficiencies: A feral yowler is proficient with its natural weapons only. It is not proficient with any type of armor or shields.

Starting Features & Traits:
Size and Type: Medium Aberration
Speed: 30 ft
Special Abilities: Darkvision 60 ft

Advancement Table
Level BAB Fort Ref Will Special
1 +0.75 +0.33 +0.33 +2.50 2 Claws 1d6, +2 Str, +2 Con, -4 Int, -4 Cha, +2 natural armor
2 +1.50 +0.67 +0.67 +3.00 Thought Sense 20 ft, +2 Str, +2 Wis, +1 natural armor
3 +2.25 +1.00 +1.00 +3.50 Large, +2 Con, +2 natural armor
4 +3.00 +1.33 +1.33 +4.00 2 Claws 1d8, +2 Str, +1 natural armor
5 +3.75 +1.67 +1.67 +4.50 Wisdom damage, +2 Str, +1 natural armor
6 +4.50 +2.00 +2.00 +5.00 Thought Sense 40 ft, +2 Con, +2 natural armor
7 +5.25 +2.33 +2.33 +5.50 Transformation, +2 Str, +1 natural armor


Class Features
Hit Dice: d8
Skill Pts:: 2 + Int modifier
Class Skill List: Jump
Weapon & Armor Proficiencies: A mindshredder is proficient with its natural weapons only. It is not proficient with any type of armor or shields.

Starting Features & Traits:
Size and Type: Medium Monstrous Humanoid (Fire)
Speed: 30 ft
Special Abilities: Darkvision 60 ft

Advancement Table
Level BAB Fort Ref Will Special
1 +1.00 +0.33 +2.50 +2.50 Alertness, Heat 1d6, produce flame 1/day, +2 Dex, +2 Cha, +1 natural armor
2 +2.00 +0.67 +3.00 +3.00 Great Fortitude, light (at will), scorching ray 1/day, +2 Str, +2 Con
3 +3.00 +1.00 +3.50 +3.50 immune to disease, produce flame 3/day, SR = HD+11, +2 Dex
4 +4.00 +1.33 +4.00 +4.00 scorching ray 3/day, +2 Str, +2 Cha, +1 natural armor
5 +5.00 +1.67 +4.50 +4.50 Healing Fire, immune to poison, +2 Con, +2 Wis
6 +6.00 +2.00 +5.00 +5.00 Rise from the Ashes, scorching ray 6/day, +2 Dex
7 +7.00 +2.33 +5.50 +5.50 Death Throes, scorching ray (at will), +2 Cha


Class Features
Hit Dice: d8
Skill Pts:: 2 + Int modifier
Class Skill List: Concentration, Listen, Spot, Survival
Weapon & Armor Proficiencies: A phoelarch is proficient with all simple weapons. It is not proficient with any type of armor or shields.

Blue Jay
2024-04-26, 11:34 PM
Starting Features & Traits:
Size and Type: Medium Elemental (Air, Extraplanar)
Speed: 20 ft
Special Abilities: Darkvision 60 ft
Immunities: critical hits, electricity, flanking, paralysis, poison, sleep, sonic and stunning

Advancement Table

Level BAB Fort Ref Will Special
1 +0.75 +0.33 +2.50 +0.33 Electrical Healing, Electricity 1d4, Slam 1d4, +2 Str, +2 Con, -4 Int, +1 natural armor
2 +1.50 +0.67 +3.00 +0.67 Air Mastery, Fly 40 ft (good), Shock 1d4, +2 Str, +1 natural armor
3 +2.25 +1.00 +3.50 +1.00 Speed +10 ft, Thunder and Lightning 1d6/2d6, +2 Con, +1 natural armor
4 +3.00 +1.33 +4.00 +1.33 Medium, Shock 2d4, Slam 1d6, +2 Str, +1 natural armor
5 +3.75 +1.67 +4.50 +1.67 Electricity 1d6, Fly 60 ft (good), Thunder and Lightning 2d6/4d6, +2 Str
6 +4.50 +2.00 +5.00 +2.00 Shock 4d4, Slam 1d8, Speed +10 ft, +2 Con, +1 natural armor
7 +5.25 +2.33 +5.50 +2.33 Sonic Healing, Thunder and Lightning 4d6/8d6, +2 Str, +1 natural armor
8 +6.00 +2.67 +6.00 +2.67 Electricity 1d8, Fly 80 ft (perfect), Large, 2 Slams 1d8, +2 Str, +2 Con, +1 natural armor


Class Features
Hit Dice: d8
Skill Pts:: 2 + Int modifier
Class Skill List: Listen, Spot
Weapon & Armor Proficiencies: A storm elemental is proficient with its natural weapons only. It is not proficient with any type of armor or shields.


Starting Features & Traits:
Size and Type: Medium Construct (Evil, Extraplanar)
Speed: 30 ft
Special Abilities: Darkvision 60 ft
Low-light vision
Immunities: ability damage/drain, critical hits, death effects, death by massive damage, diseases, energy drain, fatigue/exhaustion, mind-affecting, necromancy effects, nonlethal damage, paralysis, poison, sleep, stun, any effect that requires Fort (unless it also affects objects or is harmless)

Advancement Table

Level BAB Fort Ref Will Special
1 +0.75 +0.33 +0.33 +0.33 2 claws 1d4, SR = 13 + HD, -10 Move Silently, +2 Str, +2 natural armor
2 +1.50 +0.67 +0.67 +0.67 Crushing Despair, +2 Dex, +1 natural armor
3 +2.25 +1.00 +1.00 +1.00 DR 2/good, Touch of Woe (1d3), +2 Str, +1 natural armor
4 +3.00 +1.33 +1.33 +1.33 2 claws 1d6, Large, +2 Cha, +2 natural armor
5 +3.75 +1.67 +1.67 +1.67 Touch of Woe (1d4), +2 Str, +1 natural armor
6 +4.50 +2.00 +2.00 +2.00 DR 5/good, +2 Dex, +1 natural armor
7 +5.25 +2.33 +2.33 +2.33 2 claws 1d8, Touch of Woe (1d6), +2 Str, +2 natural armor
8 +6.00 +2.67 +2.67 +2.67 DR 10/good, Immunity to magic, +2 Cha, +2 natural armor


Class Features
Hit Dice: d10
Skill Pts:: 2 + Int modifier
Class Skill List: Move Silently
Weapon & Armor Proficiencies: A gloom golem is proficient with its natural weapons only. It is not proficient with any type of armor or shields.


Starting Features & Traits:
Size and Type: Medium Monstrous Humanoid
Speed: 30 ft, Climb 20 ft
Special Abilities: Darkvision 60 ft

Advancement Table

Level BAB Fort Ref Will Special
1 +1.00 +0.33 +2.50 +2.50 2 slams 1d4, +2 Str, +2 Dex, -2 Int, -6 Cha, +1 natural armor
2 +2.00 +0.67 +3.00 +3.00 Bite 1d4, Entangling web 2/day, +2 Con
3 +3.00 +1.00 +3.50 +3.50 Entangling web (DC +2), +2 Str, +2 Wis
4 +4.00 +1.33 +4.00 +4.00 Large, 2 Slams 1d6, +2 Dex, +2 Con, +1 natural armor
5 +5.00 +1.67 +4.50 +4.50 Entangling web 4/day, +2 Str
6 +6.00 +2.00 +5.00 +5.00 Entangling web (DC +4), +2 Con
7 +7.00 +2.33 +5.50 +5.50 Bite 1d6, +2 Str, +2 Dex
8 +8.00 +2.67 +6.00 +6.00 Entangling web 8/day, +2 Con, +1 natural armor


Class Features
Hit Dice: d8
Skill Pts:: 2 + Int modifier
Class Skill List: Climb, Heal, Knowledge (nature), Survival
Weapon & Armor Proficiencies: A monstrous humanoid is proficient with all simple weapons. It is not proficient with any type of armor or shields.

Starting Features & Traits:
Size and Type: Medium Giant
Speed: 40 ft
Special Abilities: Low-light vision

Advancement Table

Level BAB Fort Ref Will Special
1 +0.75 +2.50 +0.33 +0.33 Two-Weapon Fighting, +2 Str, -2 Cha, +1 natural armor
2 +1.50 +3.00 +0.67 +0.67 +2 Str, +2 Con
3 +2.25 +3.50 +1.00 +1.00 Large, +2 Str
4 +3.00 +4.00 +1.33 +1.33 Rock Throwing, +2 Str
5 +3.75 +4.50 +1.67 +1.67 +2 Str, +1 natural armor
6 +4.50 +5.00 +2.00 +2.00 Improved Grapple, +2 Str
7 +5.25 +5.50 +2.33 +2.33 +2 Str
8 +6.00 +6.00 +2.67 +2.67 +2 Str, +2 Con


Class Features
Hit Dice: d8
Skill Pts:: 2 + Int modifier
Class Skill List: Craft, Handle Animal, Intimidation, Knowledge (architecture & engineering), Ride, Search
Weapon & Armor Proficiencies: A skullcrusher ogre is proficient with all simple and martial weapons, as well as its natural weapons. It is not proficient with any type of armor or shields.

Starting Features & Traits:
Size and Type: Medium Aberration
Speed: 40 ft, Climb 20 ft
Special Abilities: Darkvision 60 ft

Advancement Table

Level BAB Fort Ref Will Special
1 +0.75 +0.33 +0.33 +2.50 Blindsight 60 ft, 2 Claws 1d6, +2 Str, +2 Con, -4 Int, +1 natural armor
2 +1.50 +0.67 +0.67 +3.00 Detect undead, +2 Str, +2 natural armor
3 +2.25 +1.00 +1.00 +3.50 Improved Grab, +2 Con, +2 Cha, +1 natural armor
4 +3.00 +1.33 +1.33 +4.00 2 Claws 1d8, Large, +2 Str, +1 natural armor
5 +3.75 +1.67 +1.67 +4.50 Dronesong, +2 Dex, +2 Cha, +1 natural armor
6 +4.50 +2.00 +2.00 +5.00 Barbed Defense, +2 Str, +2 Con, +1 natural armor
7 +5.25 +2.33 +2.33 +5.50 +2 Cha, +1 natural armor
8 +6.00 +2.67 +2.67 +6.00 Ghost Touch, +2 Str, +1 natural armor


Class Features
Hit Dice: d8
Skill Pts:: 2 + Int modifier
Class Skill List: Climb, Listen, Perform
Weapon & Armor Proficiencies: A susurrus is proficient with all simple weapons, as well as its natural weapons. It is not proficient with any type of armor or shields.


Starting Features & Traits:
Size and Type: Small Outsider (Chaotic, Extraplanar, Incorporeal)
Speed: 30 ft
Special Abilities: Darkvision 60 ft

Advancement Table

Level BAB Fort Ref Will Special
1 +1.00 +2.50 +2.50 +2.50 Natural Invisibility, SR = HD+10, +2 Wis, +2 Cha
2 +2.00 +3.00 +3.00 +3.00 Death knell 3/day, DR 5/lawful, +2 Dex, +2 Con
3 +3.00 +3.50 +3.50 +3.50 Blindsight 30 ft, Control Rage, +2 Cha
4 +4.00 +4.00 +4.00 +4.00 DR 10/lawful, +2 Dex, +2 Wis
5 +5.00 +4.50 +4.50 +4.50 Death Knell (at will), +2 Con, +2 Cha
6 +6.00 +5.00 +5.00 +5.00 Blindsight 60 ft, +2 Dex, +2 Wis
7 +7.00 +5.50 +5.50 +5.50 DR 15/lawful, +2 Con, +2 Cha
8 +8.00 +6.00 +6.00 +6.00 Immunity to magic, +2 Dex, +2 Wis


Class Features
Hit Dice: d8
Skill Pts:: 8 + Int modifier
Class Skill List: Concentration, Hide, Intimidate, Listen, Search, Sense Motive, Spot, Survival
Weapon & Armor Proficiencies: A trilloch is proficient with all simple and martial weapons, as well as its natural weapons. It is not proficient with any type of armor or shields.

Starting Features & Traits:
Size and Type: Medium Plant
Speed: 30 ft, climb 20 ft
Special Abilities: Low-light vision
Vulnerability to fire
Immunities: critical hits, mind-affecting effects, paralysis, poison, polymorph, sleep, stunning

Advancement Table

Level BAB Fort Ref Will Special
1 +0.75 +2.50 +0.33 +0.33 +4 Balance & Hide, +2 Con, -4 Int, -2 Cha, +1 natural armor
2 +1.50 +3.00 +0.67 +0.67 warp wood 1/day, +2 Str
3 +2.25 +3.50 +1.00 +1.00 treewalk 3/day, +2 Wis, +1 natural armor
4 +3.00 +4.00 +1.33 +1.33 warp wood 3/day, +2 Con
5 +3.75 +4.50 +1.67 +1.67 treewalk 6/day, +2 Str, +1 natural armor
6 +4.50 +5.00 +2.00 +2.00 warp wood (at will), +2 Dex
7 +5.25 +5.50 +2.33 +2.33 +2 Con, +1 natural armor
8 +6.00 +6.00 +2.67 +2.67 treealk (at will), +2 Str


Class Features
Hit Dice: d8
Skill Pts:: 2 + Int modifier
Class Skill List: Balance, Climb, Hide, Listen, Move Silently, Spot, Survival
Weapon & Armor Proficiencies: A wood woad is proficient with its natural weapons only. It is not proficient with any type of armor or shields.

Blue Jay
2024-04-26, 11:50 PM
Starting Features & Traits:
Size and Type: Medium Elemental (Cold, Extraplanar)
Speed: 40 ft
Special Abilities: Darkvision 60 ft
Immunities: cold, critical hits, flanking, paralysis, poison, sleep and stunning

Advancement Table

Level BAB Fort Ref Will Special
1 +0.75 +2.50 +0.33 +0.33 2 Claws 1d6, Freeze, +2 Str, +2 Con, -2 Int, +1 natural armor
2 +1.50 +3.00 +0.67 +0.67 Breath Weapon 2d6, Deflecting Cold +1, +2 Con, +1 natural armor
3 +2.25 +3.50 +1.00 +1.00 Bite 1d8, DR 1/-, +2 Str, +2 Cha, +1 natural armor
4 +3.00 +4.00 +1.33 +1.33 Breath Weapon 3d6, Deflecting Cold +2, +2 Con, +1 natural armor
5 +3.75 +4.50 +1.67 +1.67 2 claws 1d8, Large, +2 Str
6 +4.50 +5.00 +2.00 +2.00 Breath Weapon 4d6, DR 2/-, +2 Con, +2 Cha, +1 natural armor
7 +5.25 +5.50 +2.33 +2.33 Bite 2d6, Deflecting Cold +3, +2 Str, +1 natural armor
8 +6.00 +6.00 +2.67 +2.67 Breath Weapon 6d6, +2 Con, +1 natural armor
9 +6.75 +6.50 +3.00 +3.00 Death Throes, Deflecting Cold +4, DR 5/-, +2 Str, +1 natural armor


Class Features
Hit Dice: d8
Skill Pts:: 2 + Int modifier
Class Skill List: Listen, Search, Spot
Weapon & Armor Proficiencies: A chraal is proficient with its natural weapons only. It is not proficient with any type of armor or shields.


Starting Features & Traits:
Size and Type: Medium Animal
Speed: 40 ft
Special Abilities: Low-light vision

Advancement Table

Level BAB Fort Ref Will Special
1 +0.75 +2.50 +2.50 +0.33 Bite 1d6, +4 Hide, Spiked Skin, +2 Str, +2 Con, -8 Int, -2 Cha, +2 natural armor
2 +1.50 +3.00 +3.00 +0.67 Blood Squirt, +2 Str, +1 natural armor
3 +2.25 +3.50 +3.50 +1.00 Acid 1d6, +2 Con, +1 natural armor
4 +3.00 +4.00 +4.00 +1.33 Bite 1d8, Large, +2 Str, +1 natural armor
5 +3.75 +4.50 +4.50 +1.67 Burrow 10 ft, +2 Con, +1 natural armor
6 +4.50 +5.00 +5.00 +2.00 Blood Squirt (2d6), +2 Str, +1 natural armor
7 +5.25 +5.50 +5.50 +2.33 Powerful Charge, +2 Con, +1 natural armor
8 +6.00 +6.00 +6.00 +2.67 Burrow 20 ft, +2 Str, +1 natural armor
9 +6.75 +6.50 +6.50 +3.00 Caustic blood, +2 Str, +2 Con, +1 natural armor

Class Features
Hit Dice: d8
Skill Pts:: 2 + Int modifier
Class Skill List: Hide, Listen, Spot
Weapon & Armor Proficiencies: A bloodstriker is proficient with its natural weapons only. It is not proficient with any type of armor or shields.


Starting Features & Traits:
Size and Type: Medium Ooze
Speed: 30 ft
Special Abilities: Blindsight 60 ft
Mindless
Immunities: critical hits, flanking, mind-affecting effects, paralysis, poison, polymorph, sleep, stunning, visual effects

Advancement Table

Level BAB Fort Ref Will Special
1 +0.75 +0.33 +0.33 +0.33 Cone of cold 1d6, Slam 1d4, +2 Str, +1 deflection
2 +1.50 +0.67 +0.67 +0.67 Cone of cold 2d6, SR 10+HD, +2 Con
3 +2.25 +1.00 +1.00 +1.00 Cone of cold 3d6, DR 5/magic, +2 Wis, +1 deflection
4 +3.00 +1.33 +1.33 +1.33 Cone of cold 4d6, Large, +2 Cha
5 +3.75 +1.67 +1.67 +1.67 Cone of cold 5d6, Engulf, +2 Str, +1 deflection
6 +4.50 +2.00 +2.00 +2.00 Cone of cold 6d6, Slam 1d6, +2 Con
7 +5.25 +2.33 +2.33 +2.33 Cone of cold 7d6, +2 Dex, +1 deflection
8 +6.00 +2.67 +2.67 +2.67 Cone of cold 8d6, DR 10/magic, +2 Cha
9 +6.75 +3.00 +3.00 +3.00 Cone of cold 9d6, +1 deflection


Class Features
Hit Dice: d10
Skill Pts:: 2 + Int modifier
Class Skill List: --
Weapon & Armor Proficiencies: A living spell is proficient with its natural weapons only. It is not proficient with any type of armor or shields.


Starting Features & Traits:
Size and Type: Medium Aberration
Speed: 40 ft, Climb 20 ft
Special Abilities: Darkvision 60 ft

Advancement Table

Level BAB Fort Ref Will Special
1 +0.75 +0.33 +0.33 +2.50 Lifeleech Aura, 2 tentacles 1d6, +2 Str, +2 Con, -4 Int, +2 Wis, -2 Cha, +1 natural armor
2 +1.50 +0.67 +0.67 +3.00 Improved Grab, Fast Healing 1, +2 Str, +2 Dex, +1 deflection
3 +2.25 +1.00 +1.00 +3.50 Bite 1d4, +2 Str, +2 Con, +1 natural armor
4 +3.00 +1.33 +1.33 +4.00 Large, 2 tentacles 1d8, +2 Str, +2 Con, +2 deflection
5 +3.75 +1.67 +1.67 +4.50 Constrict, Fast Healing 2, +2 Dex, +2 Wis, +1 natural armor
6 +4.50 +2.00 +2.00 +5.00 Bite 1d6, +2 Str, +2 Con, +3 deflection
7 +5.25 +2.33 +2.33 +5.50 4 tentacles, +2 Str, +2 Con, +2 Wis, +1 natural armor
8 +6.00 +2.67 +2.67 +6.00 Fast Healing 5, +2 Str, +2 Dex, +4 deflection
9 +6.75 +3.00 +3.00 +6.50 4 tentacles (reach +5 ft), +2 Str, +2 Con, +2 Wis, +1 natural armor


Class Features
Hit Dice: d8
Skill Pts:: 2 + Int modifier
Class Skill List: Climb, Hide, Jump, Listen, Spot
Weapon & Armor Proficiencies: An otyugh is proficient with its natural weapons only. It is not proficient with any type of armor or shields.


Starting Features & Traits:
Size and Type: Medium Aberration
Speed: 40 ft
Special Abilities: Darkvision 60 ft

Advancement Table

Level BAB Fort Ref Will Special
1 +0.75 +0.33 +0.33 +2.50 bite 1d4, +2 Str, +2 Con, -4 Int, +1 natural armor
2 +1.50 +0.67 +0.67 +3.00 2 hooves 1d4, +2 Con, +1 natural armor
3 +2.25 +1.00 +1.00 +3.50 Deafening Bellow 1/day, +2 Str, +2 Wis
4 +3.00 +1.33 +1.33 +4.00 Bite 1d6, Large, +2 Con, +1 natural armor
5 +3.75 +1.67 +1.67 +4.50 2 hooves 1d6, +2 Str, +1 natural armor
6 +4.50 +2.00 +2.00 +5.00 Deafening Bellow 3/day, +2 Con, +1 natural armor
7 +5.25 +2.33 +2.33 +5.50 +2 Str, +2 Wis
8 +6.00 +2.67 +2.67 +6.00 +2 Con, +1 natural armor
9 +6.75 +3.00 +3.00 +6.50 Deafening Bellow (at will), +2 Str, +2 Con, +1 natural armor


Class Features
Hit Dice: d8
Skill Pts:: 2 + Int modifier
Class Skill List: intimidate, Jump, Listen, Spot, Survival
Weapon & Armor Proficiencies: A quaraphon is proficient with its natural weapons only. It is not proficient with any type of armor or shields.


Starting Features & Traits:
Size and Type: Medium Aberration
Speed: 30 ft
Special Abilities: Darkvision 60 ft

Advancement Table

Level BAB Fort Ref Will Special
1 +0.75 +0.33 +0.33 +2.50 color spray 1/day, 2 tentacles 1d4, Tremorsense 30 ft, +2 Str, +2 Con, -6 Int, +2 natural armor
2 +1.50 +0.67 +0.67 +3.00 hypnotic pattern 1/day, Poison 1d4 Dex, +5 Hide, +2 Str, +2 Dex, +1 natural armor
3 +2.25 +1.00 +1.00 +3.50 color spray 3/day, Large, +2 Con, +1 natural armor
4 +3.00 +1.33 +1.33 +4.00 hypnotic pattern 3/day, 2 tentacles 1d6, +2 Str, +2 Cha, +1 natural armor
5 +3.75 +1.67 +1.67 +4.50 Tremorsense 60 ft, +10 Hide, +2 Str, +1 natural armor
6 +4.50 +2.00 +2.00 +5.00 hypnotic pattern 6/day, 4 tentacles 1d6, +2 Con, +2 natural armor
7 +5.25 +2.33 +2.33 +5.50 Poison 1d6 Dex, +2 Str, +2 Cha, +1 natural armor
8 +6.00 +2.67 +2.67 +6.00 +20 Hide, +2 Str, +2 Dex, +1 natural armor
9 +6.75 +3.00 +3.00 +6.50 hypnotic pattern (at will), +2 Wis, +1 natural armor


Class Features
Hit Dice: d8
Skill Pts:: 2 + Int modifier
Class Skill List: Hide, Listen, Move Silently, Spot
Weapon & Armor Proficiencies: A prismatic roper is proficient with its natural weapons only. It is not proficient with any type of armor or shields.


Starting Features & Traits:
Size and Type: Medium Aberration
Speed: 30 ft, Climb 20 ft
Special Abilities: Darkvision 60 ft

Advancement Table

Level BAB Fort Ref Will Special
1 +0.75 +0.33 +0.33 +2.50 Bite 1d8, meld into stone 1/day, +2 Str, +2 Cha, +1 natural armor
2 +1.50 +0.67 +0.67 +3.00 2 claws 1d4, DR 2/magic, +2 Con, +2 Int, +2 natural armor
3 +2.25 +1.00 +1.00 +3.50 Burrow 10 ft, Poison 1d4 Dex, +2 Str, +2 Cha, +1 natural armor
4 +3.00 +1.33 +1.33 +4.00 Shattering Shriek (1/day), meld into stone 3/day, +2 Con, +2 Int, +1 natural armor
5 +3.75 +1.67 +1.67 +4.50 Bite 2d6, 4 claws 1d6, Large, +2 Str, +2 natural armor
6 +4.50 +2.00 +2.00 +5.00 Burrow 20 ft, DR 5/magic, stone shape 3/day, +2 Con, +2 Cha, +1 natural armor
7 +5.25 +2.33 +2.33 +5.50 Poison (petrify), +2 Str, +2 Int, +1 natural armor
8 +6.00 +2.67 +2.67 +6.00 6 claws 1d6, Shattering Shriek (every 5 rds), +2 Con, +2 natural armor
9 +6.75 +3.00 +3.00 +6.50 wall of stone 2/day, +2 Str, +2 Cha, +1 natural armor

Class Features
Hit Dice: d8
Skill Pts:: 2 + Int modifier
Class Skill List: Climb, Listen, Perform, Spot, Survival
Weapon & Armor Proficiencies: A stonesinger is proficient with its natural weapons only. It is not proficient with any type of armor or shields.


Starting Features & Traits:
Size and Type: Tiny Vermin (Swarm)
Speed: 30 ft
Special Abilities: Darkvision 60 ft
Immunities: mind-affecting effects

Advancement Table

Level BAB Fort Ref Will Special
1 +0.75 +2.50 +0.33 +0.33 Swarm 1d6, Tiny, Water Walk, -10 Str, +2 Dex, -2 Cha
2 +1.50 +3.00 +0.67 +0.67 Distraction, +2 Dex
3 +2.25 +3.50 +1.00 +1.00 Wounding, +2 Spot
4 +3.00 +4.00 +1.33 +1.33 Speed 40 ft, +2 Dex
5 +3.75 +4.50 +1.67 +1.67 Wavesense
6 +4.50 +5.00 +2.00 +2.00 swarm 2d6, +2 Dex
7 +5.25 +5.50 +2.33 +2.33 Improved Initiative
8 +6.00 +6.00 +2.67 +2.67 Speed 50 ft, +2 Dex
9 +6.75 +6.50 +3.00 +3.00 Diminutive, Immune to weapon damage


Class Features
Hit Dice: d8
Skill Pts:: 2 + Int modifier
Class Skill List: Hide, Spot
Weapon & Armor Proficiencies: A swamp strider swarm is proficient with its natural weapons only. It is not proficient with any type of armor or shields.


Starting Features & Traits:
Size and Type: Medium Monstrous Humanoid
Speed: 30 ft
Special Abilities: Darkvision 60 ft
Vulnerability to sonic

Advancement Table

Level BAB Fort Ref Will Special
1 +1.00 +0.33 +2.50 +2.50 message 3/day, Resistance (fire) 5, +2 Dex, -2 Con, +1 natural armor
2 +2.00 +0.67 +3.00 +3.00 command 1/day, Sneak Attack +1d6, +2 Cha
3 +3.00 +1.00 +3.50 +3.50 silence 1/day, +2 Wis
4 +4.00 +1.33 +4.00 +4.00 command 3/day, +2 Dex
5 +5.00 +1.67 +4.50 +4.50 message (at will), silence 3/day, +2 Cha
6 +6.00 +2.00 +5.00 +5.00 command (at will), +2 Int
7 +7.00 +2.33 +5.50 +5.50 Sneak Attack +2d6, +2 Dex
8 +8.00 +2.67 +6.00 +6.00 silence (at will), +2 Cha
9 +9.00 +3.00 +6.50 +6.50 greater command 1/day, +2 Wis


Class Features
Hit Dice: d8
Skill Pts:: 2 + Int modifier
Class Skill List: Concentration, Diplomacy, Hide, Sense Motive, Speak Language, Spot
Weapon & Armor Proficiencies: A witchknife is proficient with all simple weapons. It is not proficient with any type of armor or shields.


Starting Features & Traits:
Size and Type: Medium Magical Beast (Fire)
Speed: 30 ft
Special Abilities: Darkvision 60 ft
Low-light vision

Advancement Table

Level BAB Fort Ref Will Special
1 +1.00 +2.50 +2.50 +0.33 Bite 1d6, Fast Healing 1, +2 Str, +2 Con
2 +2.00 +3.00 +3.00 +0.67 Endurance, Spark Stream 1d6, +2 Dex, +1 natural armor
3 +3.00 +3.50 +3.50 +1.00 Fast Healing 2, +2 Str, +2 Cha
4 +4.00 +4.00 +4.00 +1.33 Flammable Spray 1d6, +2 Dex, +2 Con
5 +5.00 +4.50 +4.50 +1.67 Bite 1d8, Run, +2 Wis, +1 natural armor
6 +6.00 +5.00 +5.00 +2.00 Fast Healing 4, +2 Str, +2 Con
7 +7.00 +5.50 +5.50 +2.33 Spark Stream 2d6, +2 Dex
8 +8.00 +6.00 +6.00 +2.67 Flammable Spray 2d6, +2 Str, +2 Con, +1 natural armor
9 +9.00 +6.50 +6.50 +3.00 Fast Healing 6, +2 Dex


Class Features
Hit Dice: d10
Skill Pts:: 2 + Int modifier
Class Skill List: Listen, Spot
Weapon & Armor Proficiencies: A zezir is proficient with its natural weapons only. It is not proficient with any type of armor or shields.