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    Default The Maker (Prestige Class Contest II Winner; PEACH)

    The Maker


    Image: Turiel, Angel of the Mountain by Peter Morbacher

    "No man is an island,
    Entire of itself,
    Every man is a piece of the continent,
    A part of the main.
    If a clod be washed away by the sea,
    Europe is the less.
    As well as if a promontory were.
    As well as if a manor of thy friend's
    Or of thine own were:
    Any man's death diminishes me,
    Because I am involved in mankind,
    And therefore never send to know for whom the bell tolls;
    It tolls for thee."
    John Donne,
    Meditation 17, Devotions upon Emergent Occasions

    All creatures are made, whether by the force of the universe's evolutionary imperative or the meddling of those creatures already abounding. Whatever the case, makers learn to bring forth these creatures for their own ends, and use these endless forms to great effect. A maker, of course, also learns the spells of creating inanimate beings.

    Adventures: Makers adventure for all the reasons that members of their previous class might, but also to find new creatures to aid them.

    Characteristics: A maker can summon powerful creatures for almost any purpose. He relies on elite spells, which are stronger than their relatively small level might suggest - he essentially learns a few spells which are better than usual.

    Alignment: Any. Making the creations of the world your allies can be done via love or force alike.

    Religion: Deities of life, creation or animals are common among makers, but any deity is possible.

    Background: A maker is usually a conjurer or necromancer wishing to call upon stronger creatures than the ones they already had on their side, whether the maker was a wizard who bound outsiders to his will, a cleric who crafted armies of the dead or a druid who called upon nature's wrath.

    Races: Any. Any species of creature contains those willing to make the rest of the creations of gods and nature alike their plaything.

    Other Classes: Members of other classes generally see the maker's summoning capabilities as simply extra power atop whatever abilities the maker already had - few are fazed by summoning any more. That said, they may worry about the morals of those who bind angels and demons alike to their will.

    Role: A maker generally summons creatures to aid him, but still has all the spells that the original class knew, actually increasing his versatility beyond that of his base class.

    Adaptation: The elite spell concept could easily be adapted to include other spells from sources outside of the player's handbook, or alternatively a new class could be made using elite spells around a different theme.

    ENTRY REQUIREMENTS
    Spellcasting: Must be capable of casting fourth-level spells.
    Skills: Craft (any) 10 ranks or 10 ranks in any knowledge skill used to identify creatures (usually Arcana, Dungeoneering, Local, Nature, Religion or The Planes).

    Level BAB Fort Ref Will Special 0lvl 1st 2nd 3rd 4th 5th 6th 7th 8th 9th
    1st +0 +0 +0 +2 Advanced Companionship, Elite Spellcasting 1 — — — — — — — — —
    2nd +1 +0 +0 +3 1 1 — — — — — — — —
    3rd +1 +1 +1 +3 1 1 1 — — — — — — —
    4th +2 +1 +1 +4 1 1 1 1 — — — — — —
    5th +2 +1 +1 +4 2 1 1 1 1 — — — — —
    6th +3 +2 +2 +5 2 2 1 1 1 1 — — — —
    7th +3 +2 +2 +5 2 2 2 1 1 1 1 — — —
    8th +4 +2 +2 +6 2 2 2 2 1 1 1 1 — —
    9th +4 +3 +3 +6 3 2 2 2 2 1 1 1 1 —
    10th +5 +3 +3 +7 3 3 2 2 2 2 1 1 1 1

    Class Skills
    The maker's class skills (and the key ability for each skill) are Concentration (Con), Craft (Int), Decipher Script (Int), Knowledge (all skills, taken individually) (Int), Profession (Wis), Spellcraft (Int) and Survival (Wis).
    Skills Points at Each Level: 2 + int

    Weapon and Armour Proficiency: The maker gains no proficiency in any kind of weapons or armour.

    Elite Spellcasting
    The maker gains an additional caster level and additional spells per day and spells known of each level as though he had continued to take levels in a class with which he met the prerequisites. If he had mutliple classes with which he met the prerequisites, he must choose one of those classes to progress.

    Further, the maker gains elite spells from the maker elite spell list as additional spells known. He knows a number of each level of elite spells given on Table: The Maker. At first level, this means he only gains an elite cantrip (though he can cast that elite cantrip as many times per day as he has spell slots with which to cast it). If he prepares spells, like a wizard or cleric does, or if he retrieves spells - whether like a sha'ir does or like a spirit shaman does - he can cast elite spells spontaneously much like a druid casts summon nature's ally spells by expending a full or empty spell slot (but not an expended one!). If he casts spells directly like a beguiler or warmage does, he treats the elite spells as being additional spells on his list.

    If he learns spells like a sorcerer, he simply gains additional spells known which do not take up ordinary spell slots. Further, a maker can learn an additional nonelite spell by forfeiting the nonelite version of the elite spell he is learning (if there is one), even if his class would not entitle him to do that this level or in addition to any spells he is entitled to swap out this level. For example, a sorcerer/maker who learns summon progenitor III (elite summon monster III) can swap out his summon monster III spell known for another third-level spell known.

    Elite spells have an "E" or the word "Elite" before their spell level, for example "E3" or "Elite third". This doesn't change the actual level of the spell (for example, the elite third level spell would still take up a third-level spell slot and the DC is still that of a third-level spell). Rather, it signifies only that it's an elite spell of that level and therefore defies many of the expectations of what is possible of a spell of that level (see the next paragraph).

    A maker can learn an elite spell even if he can't learn the nonelite version of the same spell. A druid/maker can learn summon progenitor III (elite summon monster III), for example. A maker who learns an spell which uses a different ability score based on caster uses the primary ability modifier which determines their spell saving throw difficulty class if their class isn't listed in the spell. A creature with an elite spell-like ability uses charisma in this case.

    No ability ever entitles you to learn additional elite spells unless it mentions them in particular. For example, the Extra Spell feat does not allow you to learn an additional elite spell. Similarly, items cannot replicate elite spells, nor can an item which would replicate one (such as a wand of conflagration (elite fireball)) be created except by an ability which specifies that it can do. If you are entitled to know an elite spell, you might still not be able to cast the spell in question, for example if you enter as a bard or paladin.

    Advanced Companionship
    Maker levels are treated as levels in each class the maker possesses for purposes of advancing Rebuke Undead or any class feature which grants the maker a companion creature of some kind innately except for a cohort or followers like the thrallherd's.

    Maker Elite Spell List

    0lvl

    Assistance (Elite Guidance): +5 on single attack roll, saving throw, skill check, ability check, or damage roll.
    Create Geyser (Elite Create Water): Creates a stream of water which can cause floods.
    Know Direction and Location (Elite Know Direction): Break the uncertainty principle.
    Repair (Elite Mending): Repairs an item to full hit points.
    Summon Instrument of Legend (Elite Summon Instrument): Instrument is a tool of legend for the duration, giving a +10 bonus on perform checks.

    1st

    Invisible Slave (Elite Unseen Servant): Summon a better unseen servant.
    Nature's Courier (Elite Animal Messenger): Animal visits a location and speaks with a recipient.
    Steed (Elite Mount): Summons a rending pony or an amazing horse.
    Summon Nature's Guardian I (Elite Summon Nature's Ally I): Summons hoary marmot, bald eagle, gibbon, jellyfish, osprey, dolphin, small viper serpent or jackal.
    Summon Progenitor I (Elite Summon Monster I): Summons coyote, osprey, inferno beetle, dolphin, mauler, gibbon, hoary marmot, yatagarasu, medium monstrous millipede, small monstrous deathstalker, murderhawk, small monstrous tarantula, jellyfish or small viper serpent.

    2nd

    Inferno Trap (Elite Fire Trap): Trap deals 1d6 damage/level.
    Master Undead (Elite Command Undead): Many undead obey your commands.
    Summon Horde (Elite Summon Swarm): Summon swarm of vampire bats, marmots or tarantulas.
    Summon Nature's Guardian II (Elite Summon Nature's Ally II): Summon dark bear, alligator, dire mauler, dire vampire bat, small inferno, storm, wind or rock elemental, attricipegasus, hammerhead, medium viper serpent, man-o-war or great mauler.
    Summon Progenitor II (Elite Summon Monster II): Summon giant bumblebee, demolition beetle, riding coyote, bald eagle, lemure wanderer, man-o-war, jackal, large monstrous millipede, medium monstrous deathstalker, hammerhead, medium monstrous tarantula or medium viper serpent.
    Vine Trap (Elite Snare): Create a strong snare.
    Wood Craft (Elite Wood Shape): Craft properly out of wood.

    3rd

    Great Hut (Elite Tiny Hut): Hut defends occupants.
    Rejuvenate Companion (Elite Heal Mount): As rejuvenate (Elite Heal) on mount, animal companion, familiar or similar.
    Steed of Shadows (Elite Phantom Steed): Create a better phantom steed.
    Summon Nature's Guardian III (Elite Summon Nature's Ally III): Summon great ape, dire otter, dire jackal, giant bald eagle, sabretooth, giant osprey, moon clan, mako, constrictor serpent, large viper serpent, or lava-kin.
    Summon Progenitor III (Elite Summon Monster III): Summon dark bear, buffalo, dire mauler, atriccipegasus, small inferno, storm, wind or rock elemental, great ape, dire otter, hound of Tindalos, constrictor serpent, wild boar, dire vampire bat, huge monstrous millipede, alligator, drech taskmaster, large viper serpent or great mauler.
    Undead Horde (Elite Animate Dead): Animate stronger skeletons and zombies.

    4th

    Autonomous Shelter (Elite Secure Shelter): Shelter fends off enemies and aids with tasks.
    Black Spiked Tentacles (Elite Black Tentacles): Tentacles grapple targets and damage even on failed grapple.
    Minor Invention (Elite Minor Creation): Create an object with possible moving parts.
    Monstrous Vermin (Elite Giant Vermin): Change vermin into big, elite forms.
    Planar Ally, Lesser: Exchange services with a 6 HD extraplanar creature.*
    Summon Nature's Guardian IV (Elite Summon Nature's Ally IV): Summon juvenile boltcrow, grizzly bear, giant alligator, velociraptor, dire great ape, dire wild boar, dire great mauler, medium inferno, storm, wind or rock elemental, flamefather salamander, sea tiger, great white, huge viper serpent, jaguar, juvenile shellyfish, spearhead or minor terraphage.
    Summon Progenitor IV (Elite Summon Monster IV): Summon tabernacle archon, giant osprey, giant bald eagle, sabretooth, wind, sand, rock, inferno, arctic, lava, jelly, crystal, smoke or storm mephit, dire jackal, giant hornet, preying mantis, mako, yeth greyhound, large monstrous tarantula, huge viper serpent, or hedgedog.
    Wall of Inferno (Elite Wall of Fire): Wall scorches creatures who cross it.
    Wall of Permafrost (Elite Wall of Ice): Wall freezes enemies.

    5th

    Cave Canem (Elite Mage's Faithful Hound): Hound is stronger, moves, and doesn't end so fast when set off.
    Fabricate: Transforms raw materials into finished items.*
    Insect Storm (Elite Insect Plague): Swarms can move.
    Major Invention (Elite Major Creation): Create an object with possible moving parts.
    Planar Binding, Lesser: Traps extraplanar creature of 6 HD or less until it performs a task.*
    Summon Nature's Guardian V (Elite Summon Nature's Ally V): Summon adult boltcrow, arctic bear, dire sabretooth, icthyasaur, large inferno, storm, wind or rock elemental, eaglion, wind-watcher, elasmotherium, moon clan, giant constrictor serpent, watersprite, adult shellyfish or killer whale.
    Summon Progenitor V (Elite Summon Monster V): Summon coyote archon, grizzly bear, giant scarab, sea tiger, eaglion, medium inferno, storm, wind or rock elemental, warhawk, bristling devil, velociraptor, dire great ape, dire wild boar, great white, large monstrous deathstalker, umbral hound, dire mauler, giant alligator, or jaguar.
    Wall of Rock (Elite Wall of Stone): Wall is exceptionally strong.
    Wall of Void (Elite Wall of Force): Wall is immune to everything.

    6th

    Create Monstrosities (Elite Create Undead): Create flesheaters, flesheater kings, Osirians, and revenants.
    Invigourate Objects (Elite Animate Objects): Animated objects become elite versions instead.
    Planar Ally: As lesser planar ally, but up to 12 HD.*
    Planar Binding: As lesser planar binding, but up to 12 HD.*
    Summon Nature's Guardian VI (Elite Summon Nature's Ally VI): Summon dire grizzy, huge inferno, storm, wind or rock elemental, mammoth, hexacheires, dire velociraptor, giant jellyfish, faerie, superior salamander, humpback whale or average terraphage.
    Summon Progenitor VI (Elite Summon Monster VI): Summon arctic bear, humpback whale, whirlwind eladrin, dire sabretooth, large inferno, storm, wind or rock elemental, great janni, tsaeb soahc, shackled devil, ζtherwasp, gargantuan monstrous millipede, elasmotherium, icthyosaur, huge monstrous tarantula or giant constrictor serpent.
    Walking Woods (Liveoak): Tree becomes treeman.
    Wall of Steel (Elite Wall of Iron): Wall is stronger and hits harder when toppled.

    7th

    Animate World (Elite Animate Plants): Plants become elite animated objects.
    Blade of Destruction (Elite Mage's Sword): Sword cuts through buildings and people alike.
    Folding Fortress (Elite Magnificent Mansion): Mansion is bigger and staffed by invisible slaves.
    Rule Undead (Elite Control Undead): Puts undead under your total control.
    Summon Nature's Guardian VII (Elite Summon Nature's Ally VII): Summon elder boltcrow, dire jaguar, greater inferno, storm, wind or rock elemental, great djinni, hidden doom, faerie (with sleep arrows), giant man-o-war, titanoceratops, sperm whale or elder terraphage.
    Summon Progenitor VII (Elite Summon Monster VII): Summons mammoth, attricipal, humpback whale, great djinni, huge inferno, storm, wind or rock elemental, hidden doom, skeletal devil, dire velociraptor, huge monstrous deathstalker, slime demon, giant jellyfish or hexacheires.
    Swarming End (Elite Creeping Doom): Swarms move on their own and aren't dependent on you.
    Void Cage (Elite Forcecage): Box is bigger and can't be got rid of.

    8th

    Body Double (Elite Clone): Spell is free and clone doesn't suffer penalties.
    Create Greater Monstrosities (Elite Create Greater Undead): Create shades, banshees, lost souls or spirit eaters.
    Planar Ally, Greater: As lesser planar ally, but up to 18 HD.*
    Planar Binding, Greater: As lesser planar binding, but up to 18 HD.*
    Summon Nature's Guardian VIII (Elite Summon Nature's Ally VIII): Summon dire great white, thunderbird, royal salamander or elder shellyfish
    Summon Progenitor VIII (Elite Summon Monster VIII): Summon dire grizzly, sperm whale, titanoceratops, song guardian, greater inferno, storm, wind or rock elemental, giant man-o-war, white lion, colossal monstrous millipede, dire jaguar, gargantuan monstrous tarantula, spinosaurus or vulture demon

    9th

    Compost Army (Elite Shambler): Summon 1d4+2 animated compost heaps.
    Elemental Horde (Elite Elemental Swarm): Summon inferno, storm, wind or rock elementals
    Gate: Connects two planes for travel or summoning.*
    Summon Nature's Guardian IX (Elite Summon Nature's Ally IX): Summon elder inferno, storm, wind or rock elemental, world's smallest violinist, faerie (with sleep and memory loss arrows) or celestial lancer.
    Summon Progenitor IX (Elite Summon Monster IX): Summon sorcerous serpent, smilodonal, thunderbird, elder inferno, storm, wind or rock elemental, spiked devil, dire great white, gargantuan monstrous deathstalker, black witch, spider demon, colossal monstrous tarantula or pummeler demon.

    *If the Elite Standard Spells variant is in place.

    Animate World (Elite Animate Plants)
    Level: Maker E7
    You animate large numbers of plants as elite creatures

    Animate World works like (Animate Plants) except that the animated plants emulate elite animated creatures rather than regular ones.

    Assistance (Elite Guidance)
    Level: Maker E0
    You grant a creature assistance with some task it will take in the near future.

    Assistance works like guidance except that it provides a +5 bonus to a single attack or damage roll, saving throw, or skill or ability check other than an initiative check.

    Autonomous Shelter (Elite Secure Shelter)
    Level: Maker E4
    The archmage Ari'El developed this spell as a joke taken too far about a description of the original secure spell describing the furniture in the shelter as "Rude furnishings".

    Autonomous shelter works much like secure shelter except that the furnishings loudly admonish any enemy who enters the shelter, levelling vile insults at them. If this doesn't disuade them after one round, then each round thereafter one of the furnishings comes to life as a large elite animated object and attacks. The furnishings return to their positions and resume an inert state after the intruders are all dead or fled.

    If the furnishings are turfed out of the shelter, then they animate as above, except that rather than driving off attackers they spread a disturbance, heckling juries, enraging crowds or starting bar brawls. The writing desk delivers forged orders to anyone it can reasonably send them to. Invariably, the furnishings are monstrously impolite.

    Black Spiked Tentacles (Elite Black Tentacles)
    Level: Maker E4
    This is about as far as I was willing to take this reference.

    Black spiked tentacles work like black tentacles except that the tentacles' effective strength score is 25, they are treated as huge, and the damage they deal is 1d8+7 bludgeoning and 2d6+10 piercing. A creature who avoids being grappled still takes 1d6+5 points of damage from the spikes.

    Elite spells like black spiked tentacles are difficult to resist fully. A creature with freedom of movement or a similar effect gets a +20 bonus to avoid or escape the grapple, but isn't outright immune to being grappled.

    Blade of Destruction (Elite Mage's Sword)
    Level: Leveller E7, Maker E7
    You cause a massive force blade to spring into being.

    This spell works much like mage's sword. However, the sword is a +5 vorpal weapon and its base damage is 6d6. Its deflection bonus to AC is 5. A building attacked by the sword has its hardness ignored, and if the attack roll is a natural 20, the building's structure is compromised and 2d4 sections of the building fall down, starting with the one being attacked (if it's still standing after the damage) and those near it.

    Elite spells like blade of destruction are difficult to resist fully. If you fail to overcome a creature's spell resistance, the sword just floats back to you instead of disappearing. You can't try to make it attack that creature again, though.

    Body Double (Elite Clone)
    Level: Apothecary E8, Maker E8
    Components: V, S
    You create a body double for when the original body dies.

    Body double works like clone except that there is no material or focus component and that the clone is raised without level loss, so it rises at the level at which the original died or at the level that the original was when the clone was created, whichever is higher. The duplicate grows magically over the course of 2d4 weeks and enters a state of self-preserving suspended animation, so it doesn't decay. In fact, the duplicate has hardness 20 until the soul re-enters it.

    Cave Canem (Elite Faithful Hound)
    Level: Maker E5
    Duration: 1 hour/level
    It's pronounced "CAR-way CAN-em"; it means "Beware of the dog".

    Cave canem works like mage's faithful hound except that the dog doesn't disappear quickly when triggered and that you can choose how the dog should react when a creature comes within 120 feet (not the usual 30 feet) - it can bark as a swift action, but it can also move (with a 30 foot movement rate) or attack (+14 attack bonus, 3d6+9 damage). You may choose whether it pursues enemies out of its patrol range, goes to the edge of the patrol range and barks until they go away, or returns to its starting point. In any case, you must set a relatively simple program of behaviour for the dog.

    Elite spells like cave canem are difficult to resist fully. The damage the dog deals is not subject to spell resistance.

    Compost Army (Elite Shambler)
    Level: Maker E9
    You summon an army of living compost heaps to aid you, because that is exactly what high-level spellcasters need.

    Compost army works just like shambler except that it summons animated compost heaps rather than shambling mounds.

    Animated Compost Heap (Elite Shambling Mound)
    Size/Type: Large Plant
    Hit Dice: 11d8+55 (104 hp)
    Initiative: +2
    Speed: 30 ft. (6 squares), swim 30 ft., burrow 10 ft.
    Armor Class: 26 (-1 size, +11 natural, +2 dex, +4 competence), touch 15, flat-footed 24
    Base Attack/Grapple: +8/+19
    Attack: Slam +15 melee (2d6+7)
    Full Attack: 2 slams +15 melee (2d6+7)
    Space/Reach: 10 ft./10 ft.
    Special Attacks: Improved grab, constrict 2d6+9
    Special Qualities: Blindsight 30 ft., Darkvision 60 ft., elite creature, immunity to acid, electricity, and fire, low-light vision, plant traits,
    Saves: Fort +12, Ref +5, Will +7
    Abilities: Str 25, Dex 14, Con 21, Int 10, Wis 14, Cha 12
    Skills: Hide +5*, Listen +13, Move Silently +13
    Feats: Cleave, Iron Will, Power Attack, Weapon Focus (slam)
    Environment: Temperate marshes
    Organization: Solitary
    Challenge Rating: 9
    Treasure: 1/10th coins; 50% goods; 50% items
    Alignment: Usually neutral
    Advancement: —
    Level Adjustment: —

    Elite Creature (Ex)
    An elite creature has several abilities and immunities which prevent it from being defeated with a single lucky attack. It is immune to any ability which would kill it outright - even if it is not a death effect - and all mind-affecting abilities. It may pay one tenth of its maximum hit points to avoid the effect of an attack or ability, but cannot avoid damage in this way. Any ability which would affect it over any duration longer than a round is limited to a single round instead. Finally, no single attack can deal more than one quarter of the creature's maximum hit points in damage to the creature.

    Immunity to Acid, Electricity and Fire (Ex)
    As well as being immune to all three of these energy types (and not vulnerable to cold), the animated compost heap retains the shambling mound's constitution gain when struck by electricity only.

    Create Geyser (Elite Create Water)
    Level: Leveller E0, Maker E0
    Duration: Concentration, up to 1 round/level and instantaneous.
    You pour water from your hands.

    Create geyser works just like create water except that the water shoots from your hands as though from a decanter of endless water, and you can change the amount which comes out each round up to the maximum is determined as per the create water spell, potentially dealing damage just like a decanter of endless water does. The concentration duration is how long the water comes out for; when it is there it doesn't go away.

    Create Greater Monstrosities (Elite Create Greater Undead)
    Level: Maker E8
    Components: V, S
    You create devastatingly powerful elite undead creatures.

    Create greater monstrosities works like create greater undead except that there is no material component, you automatically control the creatures (shared with the maximum given in animate dead) and that the creatures created are shades if you have 15 or fewer caster levels, banshees if you have 16 or 17, lost souls if you have 18 or 19 or spirit eaters if you have 20 or more.

    Shade (Elite Shadow)
    Size/Type: Medium Undead (Incorporeal)
    Hit Dice: 3d12 (19 hp)
    Initiative: +4
    Speed: Fly 40 ft. (perfect) (8 squares)
    Armor Class: 21 (+4 Dex, +1 deflection, 6 competence), touch 21, flat-footed 17
    Base Attack/Grapple: +1/—
    Attack: Incorporeal touch +8 melee (1d8 Str)
    Full Attack: Incorporeal touch +8 melee (1d8 Str)
    Space/Reach: 5 ft./5 ft.
    Special Attacks: Create spawn, strength damage
    Special Qualities: Darkvision 60 ft., exceptional creature, immune to acid and cold, incorporeal traits, +6 turn resistance, undead traits
    Saves: Fort +1, Ref +5, Will +5
    Abilities: Str Ψ, Dex 18, Con Ψ, Int 8, Wis 14, Cha 15
    Skills: Hide +10*, Listen +8, Search +5, Spot +8
    Feats: Alertness, Dodge
    Environment: Any
    Organization: Solitary
    Challenge Rating: 5
    Treasure: None
    Alignment: Always chaotic evil
    Advancement: —
    Level Adjustment: —

    Exceptional Creature (Ex)
    An exceptional creature has several special abilities which prevent it from being defeated with a single lucky attack. If it would be killed outright with an attack (such as a death effect, rather than by reducing its hit points to -10), it instead loses one quarter of its maximum hit points. It may also pay this cost voluntarily to avoid some kind of effect which doesn't kill it, but cannot avoid damage in this way. It may take 1d6 intelligence damage rather than be affected by a mind-affecting ability of whatever kind. Finally, it may save each round to end any adverse effect that allowed a save initially.

    Banshee (Elite Wraith)
    Size/Type: Medium Undead (Incorporeal)
    Hit Dice: 5d12 (32 hp)
    Initiative: +10
    Speed: Fly 60 ft. (perfect) (12 squares)
    Armor Class: 26 (+6 Dex, +2 deflection, +8 competence), touch 26, flat-footed 20
    Base Attack/Grapple: +2/—
    Attack: Incorporeal touch +8 melee (2d6 plus 1d8 Constitution drain)
    Full Attack: Incorporeal touch +8 melee (2d6 plus 1d8 Constitution drain)
    Space/Reach: 5 ft./5 ft..
    Special Attacks: Constitution drain, create spawn, keen
    Special Qualities: Darkvision 60 ft., daylight weakness, elite creature, immunity to cold and sonic, incorporeal traits, +6 turn resistance, undead traits, unnatural aura
    Saves: Fort +1, Ref +7, Will +7
    Abilities: Str Ψ, Dex 22, Con Ψ, Int 14, Wis 16, Cha 18
    Skills: Diplomacy +8, Hide +14, Intimidate +12, Listen +13, Search +10, Sense Motive +9, Spot +13, Survival +3 (+5 following tracks)
    Feats: AlertnessB, Blind-Fight, Combat Reflexes, Improved InitiativeB
    Environment: Any
    Organization: Solitary
    Challenge Rating: 7
    Treasure: None
    Alignment: Always lawful evil
    Advancement: —
    Level Adjustment: —

    Constitution Drain (Su)
    Because the save DC is charisma-based, it's DC 16, not DC 14. It also does more damage as given above.

    Daylight Weakness (Ex)
    Banshees are weaker in natural sunlight (not just a daylight spell) - their touch attack does only as much damage and constitution drain as a wraith's in sunlight and they take a -10 penalty to dexterity.

    Elite Creature (Ex)
    An elite creature has several abilities and immunities which prevent it from being defeated with a single lucky attack. It is immune to any ability which would kill it outright - even if it is not a death effect - and all mind-affecting abilities. It may pay one tenth of its maximum hit points to avoid the effect of an attack or ability, but cannot avoid damage in this way. Any ability which would affect it over any duration longer than a round is limited to a single round instead. Finally, no single attack can deal more than one quarter of the creature's maximum hit points in damage to the creature.

    Keen (Sp)
    A banshee's keen is much like a shout spell except that it frightens creatures who fail the save instead of deafening them and the save is a will save. It is usable every 1d4 rounds.

    Lost Soul (Elite Spectre)
    Size/Type: Medium Undead (Incorporeal)
    Hit Dice: 7d12 (45 hp)
    Initiative: +11
    Speed: 40 ft. (8 squares), fly 80 ft. (perfect)
    Armor Class: 15 (+7 Dex, +2 deflection), touch 15, flat-footed 13
    Base Attack/Grapple: +3/—
    Attack: Incorporeal touch +10 melee (1d8 plus energy drain)
    Full Attack: Incorporeal touch +10 melee (1d8 plus energy drain)
    Space/Reach: 5 ft./5 ft.
    Special Attacks: Energy drain, create spawn
    Special Qualities: Darkvision 60 ft., elite creature, immunity to cold, electricity and positive energy, incorporeal traits, +8 turn resistance, undead traits, unnatural aura
    Saves: Fort +2, Ref +9, Will +8
    Abilities: Str Ψ, Dex 24, Con Ψ, Int 14, Wis 18, Cha 18
    Skills: Hide +17, Intimidate +14, Knowledge (religion) +12, Listen +16, Search +12, Spot +16, Survival +4 (+6 following tracks)
    Feats: Alertness, Blind-Fight, Improved Initiative
    Environment: Any land and underground
    Organization: Solitary
    Challenge Rating: 9
    Treasure: None
    Alignment: Always lawful evil
    Advancement: —
    Level Adjustment: —

    Elite Creature (Ex)
    An elite creature has several abilities and immunities which prevent it from being defeated with a single lucky attack. It is immune to any ability which would kill it outright - even if it is not a death effect - and all mind-affecting abilities. It may pay one tenth of its maximum hit points to avoid the effect of an attack or ability, but cannot avoid damage in this way. Any ability which would affect it over any duration longer than a round is limited to a single round instead. Finally, no single attack can deal more than one quarter of the creature's maximum hit points in damage to the creature.

    Energy Drain (Su)
    Because the save DC is charisma-based, it's 17, not 15.

    Spirit Eater (Elite Devourer)
    Size/Type: Huge Undead (Extraplanar)
    Hit Dice: 12d12 (78 hp)
    Initiative: +5
    Speed: 30 ft. (6 squares)
    Armor Class: 28 (-2 size, +1 dex, +15 natural +4 competence), touch 13, flat-footed 27
    Base Attack/Grapple: +6/+25
    Attack: Claw +15 melee (1d8+11) or bite +16 melee (2d6+11)
    Full Attack: 2 claws +15 melee (1d8+11) and bit +16 melee (2d6+11)
    Space/Reach: 10 ft./10 ft.
    Special Attacks: Energy drain, trap essence, swallow soul, spell-like abilities
    Special Qualities: Darkvision 60 ft., elite creature, immunity to fire and electricity, spell deflection, spell resistance 23, undead traits
    Saves: Fort +4, Ref +5, Will +13
    Abilities: Str 32, Dex 12, Con Ψ, Int 16, Wis 20, Cha 20
    Skills: Climb +26, Concentration +18, Diplomacy +7, Jump +26, Listen +20, Move Silently +16, Search +10, Sense Motive +13, Spot +20, Survival +5 (+7 following tracks)
    Feats: Blind-Fight, Combat Casting, Combat Expertise, Improved Initiative, Weapon Focus (bite)
    Environment: Any
    Organization: Solitary
    Challenge Rating: 14
    Treasure: None
    Alignment: Always neutral evil
    Advancement: —
    Level Adjustment: —

    Elite Creature (Ex)
    An elite creature has several abilities and immunities which prevent it from being defeated with a single lucky attack. It is immune to any ability which would kill it outright - even if it is not a death effect - and all mind-affecting abilities. It may pay one tenth of its maximum hit points to avoid the effect of an attack or ability, but cannot avoid damage in this way. Any ability which would affect it over any duration longer than a round is limited to a single round instead. Finally, no single attack can deal more than one quarter of the creature's maximum hit points in damage to the creature.

    Energy Drain (Su)
    A creature bitten by the spirit eater is also subject to this effect, though the bite does 2 negative levels' worth of drain instead of 1. In any case, because the DC is charisma-based, it's DC 21, not DC 19.

    Swallow Soul (Ex)
    A spirit eater can make improved grab and swallow whole attacks. Any creature swallowed in this way automatically traps that creature's essence.

    Spell-like Abilities
    The DCs are all 2 higher, because they're charisma-based.

    Create Monstrosities (Elite Create Undead)
    Level: Maker E6
    You create powerful elite undead creatures.

    Create monstrosities works like create undead except that there is no material component, you automatically control the creatures (shared with the maximum given in animate dead) and that the creatures created are flesheaters if you have 11 or fewer caster levels, flesheater kings if you have 12, 13 or 14, Osirians if you have 15, 16 or 17 or revenants if you have 18 or more.

    Flesheater Flesheater King
    Size/Type: Medium Undead
    Hit Dice: 2d12 (13 hp) 4d12+3 (29 hp)
    Initiative: +4 +5
    Speed: 30 ft. (6 squares)
    Armor Class: 14 (+4 Dex, +2 natural), touch 12, flat-footed 12 17 (+5 Dex, +4 natural), touch 12, flat-footed 14
    Base Attack/Grapple: +1/+4 +2/+7
    Attack: Bite +4 melee (1d6+3 plus paralysis) Bite +7 melee (1d8+5 plus paralysis)
    Full Attack: Bite +4 melee (1d6+3 plus paralysis) and 2 claws +2 melee (1d3+1 plus paralysis) Bite +7 melee (1d8+5 plus paralysis) and 2 claws +5 melee (1d4+2 plus paralysis)
    Space/Reach: 5 ft./5 ft.
    Special Attacks: Ghoul fever, paralysis Ghoul fever, paralyis, stench
    Special Qualities: Darkvision 60 ft., exceptional creature, undead traits, +4 turn resistance
    Saves: Fort +0, Ref +4, Will +5 Fort +1, Ref +6, Will +6
    Abilities: Str 17, Dex 19, Con Ψ, Int 13, Wis 14, Cha 16 Str 21, Dex 21, Con Ψ, Int 13, Wis 14, Cha 20
    Skills: Balance +8, Climb +7, Hide +8, Jump +7, Move Silently +8, Spot +7 Balance +9, Climb +11, Hide +10, Jump +11, Move Silently +10, Spot +8
    Feats: Multiattack Multiattack, Toughness
    Environment: Any
    Organization: Solitary or gang (2-4)
    Challenge Rating: 3 5
    Treasure: None
    Alignment: Always chaotic evil
    Advancement: —
    Level Adjustment: —

    Exceptional Creature (Ex)
    An exceptional creature has several special abilities which prevent it from being defeated with a single lucky attack. If it would be killed outright with an attack (such as a death effect, rather than by reducing its hit points to -10), it instead loses one quarter of its maximum hit points. It may also pay this cost voluntarily to avoid some kind of effect which doesn't kill it, but cannot avoid damage in this way. It may take 1d6 intelligence damage rather than be affected by a mind-affecting ability of whatever kind. Finally, it may save each round to end any adverse effect that allowed a save initially.

    Ghoul Fever, Paralysis and Stench
    Because the save DC is charisma based, it's 14 for a flesheater and 17 for a flesheater king.

    Osirian (Elite Mummy)
    Size/Type: Medium Undead
    Hit Dice: 8d12+8 (60 hp)
    Initiative: +1
    Speed: 30 ft. (6 squares)
    Armor Class: 26 (+10 natural, +1 dex, +5 competence), touch 16, flat-footed 25
    Base Attack/Grapple: +4/+11
    Attack: Slam +11 melee (1d6+10 plus mummy rot)
    Full Attack: Slam +11 melee (1d6+10 plus mummy rot)
    Space/Reach: 5 ft./5 ft.
    Special Attacks: Despair, mummy rot
    Special Qualities: Absorb cold, Damage reduction 10/-, darkvision 60 ft., elite creature, immunity to electricity and force, undead traits, vulnerability to fire
    Saves: Fort +4, Ref +3, Will +8
    Abilities: Str 24, Dex 12, Con Ψ, Int 6, Wis 14, Cha 15
    Skills: Hide +8, Listen +8, Move Silently +8, Spot +8
    Feats: Alertness, Great Fortitude, Improved Toughness
    Environment: Any
    Organization: Solitary
    Challenge Rating: 7
    Treasure: Standard
    Alignment: Usually lawful evil
    Advancement: —
    Level Adjustment: —

    Absorb Cold
    Osirians are most at home in cold, dark tombs, and cold only aids mummification. They are healed by cold damage, rather than harmed by it, much like by negative energy damage. Ironically, of course, Osirians are most effective when displaced from their desert homelands into the middle of a raging blizzard.

    Elite Creature (Ex)
    An elite creature has several abilities and immunities which prevent it from being defeated with a single lucky attack. It is immune to any ability which would kill it outright - even if it is not a death effect - and all mind-affecting abilities. It may pay one tenth of its maximum hit points to avoid the effect of an attack or ability, but cannot avoid damage in this way. Any ability which would affect it over any duration longer than a round is limited to a single round instead. Finally, no single attack can deal more than one quarter of the creature's maximum hit points in damage to the creature.

    Revenant (Elite Mohrg)
    Size/Type: Medium Undead
    Hit Dice: 14d12 (91 hp)
    Initiative: +11
    Speed: 30 ft. (6 squares)
    Armor Class: 33 (+6 Dex, +11 natural, +6 competence), touch 22, flat-footed 27
    Base Attack/Grapple: +7/+14
    Attack: Slam +14 melee (2d6+9) or tongue +14 melee touch (paralysis)
    Full Attack: 2 Slams +14/+14 melee (2d6+9) and tongue +14 melee touch (paralysis)
    Space/Reach: 5 ft./5 ft.
    Special Attacks: Improved grab, paralyzing touch, create spawn
    Special Qualities: Darkvision 60 ft., elite creature, immunity to bludgeoning, cold and fire, undead traits
    Saves: Fort +4, Ref +12, Will +9
    Abilities: Str 25, Dex 23, Con Ψ, Int 11, Wis 10, Cha 18
    Skills: Climb +15, Hide +23, Listen +11, Move Silently +23, Spot +15, Swim +11
    Feats: Alertness, Dodge, Improved Initiative, Lightning Reflexes, Mobility
    Environment: Any
    Organization: Solitary, gang (2-4), or mob (2-4 plus 5-10 zombies)
    Challenge Rating: 11
    Treasure: None
    Alignment: Always chaotic evil
    Advancement: —
    Level Adjustment: —

    Elite Creature (Ex)
    An elite creature has several abilities and immunities which prevent it from being defeated with a single lucky attack. It is immune to any ability which would kill it outright - even if it is not a death effect - and all mind-affecting abilities. It may pay one tenth of its maximum hit points to avoid the effect of an attack or ability, but cannot avoid damage in this way. Any ability which would affect it over any duration longer than a round is limited to a single round instead. Finally, no single attack can deal more than one quarter of the creature's maximum hit points in damage to the creature.

    Initiative
    Revenants have an extra +1 bonus to initiative rolls (mohrgs do too, but it isn't listed in the text.)

    Paralysing Touch
    Because the save DC is charisma-based, it's 21 rather than 17

    Elemental Horde (Elite Elemental Swarm)
    Level: Maker E9
    You open a great gate to one of the elemental planes, and put of it pour the vast armies of elementals.

    Elemental horde works like elemental swarm except that it summons inferno, storm, wind or rock elementals instead of fire, water, air or earth elementals.

    Folding Fortress (Elite Magnificent Mansion)
    Level: Maker E7
    Effect: Extradimensional fortress, up to 10 10-ft cubes per level, and one suit of armour per level.
    Duration: 4 hours/level (D)
    You summon up a fortress attended by a great many servants and guarded by menacing suits of armour.

    Folding fortress works much like magnificent mansion except as noted above and for the following. The portal into the mansion can be opened or closed by you as a free action at will, and you can change who can or cannot enter as you wish. Twice as much food is available, and the servants function as invisible slaves instead of unseen servants (though they are still visible).

    One suit of armour - including gauntlets and carrying a pike - per level stands to attention, ready to spring to life if someone makes a scene. The items cannot be donned or wielded; instead they attack creatures at your command. They will not leave the fortress even if prompted. Any suit of armour which hasn't acted yet (or has had at least a full round doing nothing since its last action) is considered ready to attack anyone who bypasses your fortress's defenses, for example by using a plane shift or similar ability to gain access directly.

    Elite spells like folding fortress are difficult to resist fully. See invisibility and similar devices don't reveal the entrance, and even true seeing only entitles the user to an opposed caster level check to attempt to see it. The elite versions of both spells work fine, however.

    Animated Suit of Armour
    Size/Type: Medium Construct
    Hit Dice: 2d10+20 (31 hp; actual hp 50)
    Initiative: +1
    Speed: 40 ft, fly 20 (levitation only)
    Armor Class: 26 (+9 full plate +1, +1 dex, +4 natural, +2 competence), touch 13, flat-footed 25
    Base Attack/Grapple: +1/+3
    Attack: Slam +3 melee (1d6+2) or pike +1 +4 (1d8+4 *3)
    Full Attack: Slam +3 melee (1d6+2) or pike +1 +4 (1d8+4 *3) or Slam -2 melee (1d6+2) and pike +1 +4 (1d8+4 *3)
    Space/Reach: 5 ft./5 ft.
    Special Attacks: Pike mastery
    Special Qualities: Construct traits, darkvision 60 ft., low-light vision, full plate +1 traits, elite creature
    Saves: Fort +0, Ref +0, Will -3
    Abilities: Str 14, Dex 12, Con Ψ, Int Ψ, Wis 4, Cha 4
    Skills: —
    Feats: —
    Environment: Folding Fortress
    Organization: 1 per caster level
    Challenge Rating: 4
    Treasure: None
    Alignment: Always neutral
    Advancement: —
    Level Adjustment: —

    Pike Mastery (Ex)
    The animated suit of armour's pike allows it to deal lethal piercing damage or nonlethal bludgeoning damage at no penalty against enemies 10 or 15 feet away, and nonlethal piercing or lethal bludgeoning damage at a -4 penalty at the same distance. It can't attack enemies 5 feet away with the pike, but can slam enemies at this distance instead.

    An animated suit of armour which readies its pike against a charge does triple damage.

    Full Plate +1 traits (Ex/Su)
    The only way to defeat an animated suit of armour for good is actually destroying it. It has 50 hit points (irrespective of what its hit dice and type may have to say about this) and hardness 12. Dispelling the +1 enchantment on the full plate reduces this to 40 hit points and hardness 10.

    Elite Creature (Ex)
    An elite creature has several abilities and immunities which prevent it from being defeated with a single lucky attack. It is immune to any ability which would kill it outright - even if it is not a death effect - and all mind-affecting abilities. It may pay one tenth of its maximum hit points to avoid the effect of an attack or ability, but cannot avoid damage in this way. Any ability which would affect it over any duration longer than a round is limited to a single round instead. Finally, no single attack can deal more than one quarter of the creature's maximum hit points in damage to the creature.

    Great Hut (Elite Tiny Hut)
    Level: Maker E3
    You create a hut that protects you and your allies from attack and the elements.

    Great hut works like tiny hut except that you can leave it without it ending, and it offers a measure of protection above the usual. Creaturs inside the hut have cover from attacks outside the hut. Any spell cast against the hut's occupants entails a caster level check against the hut's caster; failure indicates that the hut blocks the spell (though it may still have an effect outside the hut).

    The hut protects against the elements come hell or high water: no wind short of the funnel of a tornado can destroy it, and its temperature is not influenced until the outside temperature is below -200 degrees farenheit (-129C, 144K or 260R) or above 300 degrees farenheit (149C, 422K or 560R) - it is still one a 1 degree to 1 degree basis after that.

    Enemies cannot enter the hut freely; it is protected by a forcefield (10 hp/caster level, hardness 5) which only hedges out enemies. Further, the hut fires a barrage of crossbow bolts (Attack bonus = level + casting ability modifier, damage = 1d8), one per round at each enemy who is within 80 feet or who attacked the hut within the last round and is within 800 feet. However, the hut takes a while to ready its defenses: it will not attack or provide a forcefield in the first 10 minutes after the spell is cast.

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    Default Re: The Maker (Prestige Class Contest II Winner; PEACH)

    Inferno Trap (Elite Fire Trap)
    Level: Maker E2
    You set a trap which reacts explosively to any enemy triggering it.

    Inferno trap works just like fire trap except that the damage is 1d6 per caster level (maximum 20d6), that the area is a 10 foot radius sphere, that an unsuccessful dispel magic spell sets the trap off if the caster is within the explosion area, that you can trap any object so that the trap triggers when the object is used, that you can change which creatures or types of creatures can use the item without setting off the trap as a free action at any time, and that you can ward the object in other ways, just not with another inferno trap.

    Elite magic traps such as inferno trap are tricky to detect, disable and resist fully. A creature with trapfinding can use the search skill to find an inferno trap and disable device to disable it. The DC in each case is 25 + the elite spell's level (27). A creature with evasion or a similar ability takes a quarter of the spell's damage even if they pass the save, and a creature with improved evasion or a similar ability takes three quarters of the spell's damage on a successful save.

    Insect Storm (Elite Insect Plague)
    Level: Leveller E5, Maker E5
    You send a wave of locusts to attack your enemies.

    Insect storm works like insect plague except that the swarms move at your behest and are mantis swarms:

    Mantis Swarm (Elite Locust Swarm)
    Size/Type: Diminutive Vermin (Swarm)
    Hit Dice: 6d8+6 (33 hp)
    Initiative: +7
    Speed: 10 ft. (2 squares), fly 60 ft. (average)
    Armor Class: 23 (+4 size, +7 Dex, +2 Competence), touch 23, flat-footed 16
    Base Attack/Grapple: +4/—
    Attack: Swarm (4d6)
    Full Attack: Swarm (4d6)
    Space/Reach: 10 ft./0 ft.
    Special Attacks: Distraction
    Special Qualities: Darkvision 60 ft., immune to weapon damage, swarm traits, vermin traits, elite creature
    Saves: Fort +6, Ref +9, Will +3
    Abilities: Str 6, Dex 24, Con 12, Int Ψ, Wis 12, Cha 2
    Skills: Listen +5, Spot +5
    Feats: —
    Environment: Temperate plains
    Organization: Solitary, cloud (2-7 swarms), or plague (11-20 swarms)
    Challenge Rating: 5
    Treasure: None
    Alignment: Always neutral
    Advancement: None
    Level Adjustment: —

    Elite creature (Ex)
    An elite creature has several abilities and immunities which prevent it from being defeated with a single lucky attack. It is immune to any ability which would kill it outright - even if it is not a death effect - and all mind-affecting abilities. It may pay one tenth of its maximum hit points to avoid the effect of an attack or ability, but cannot avoid damage in this way. Any ability which would affect it over any duration longer than a round is limited to a single round instead. Finally, no single attack can deal more than one quarter of the creature's maximum hit points in damage to the creature.

    Distraction
    Because the DC is constitution-based, it's 14 instead of 12.

    Invigourate Objects (Elite Animate Objects)
    Level: Maker E6
    You grant a semblance of life to a variety of objects, and empower them to aid you in your struggle.

    Invigourate objects works just like animate objects except that it invigourates objects, creating invigourated objects instead of animating them, creating animated objects. You can also control the invigourated objects to the effect of redirecting them to attack a different target each round as a free action.

    Invigourated Object, Tiny Invigourated Object, Small Invigourated Object, Medium
    Size/Type: Tiny Construct Small Construct Medium Construct
    Hit Dice: 1d10 (5 hp) 1d10+10 (15 hp) 2d10+20 (31 hp)
    Initiative: +4 +3 +1
    Speed: 40 ft. (8 squares); 50 ft. legs, 60 ft. multiple legs; 80 ft. wheels 30 ft. (6 squares); 40 ft. legs, 50 ft. multiple legs, 70 ft. wheels 30 ft. (6 squares); 40 ft. legs, 50 ft. multiple legs, 70 ft. wheels
    Armor Class: 18 (+2 size, +4 Dex, +2 Competence), touch 18, flat-footed 14 18 (+1 size, +3 Dex, +2 natural, +2 competence), touch 16, flat-footed 15 18 (+1 dex, +4 natural, +3 competence), touch 14, flat-footed 17
    Base Attack/Grapple: +0/-8 +0/-3 +1/+4
    Attack: Slam +2 melee (1d3) Slam +2 melee (1d4+1) Slam +3 melee (1d6+3)
    Full Attack: Slam +2 melee (1d3) Doubleslam +2/+2 melee (1d4+1) Tripleslam +3/+3/+3 melee (1d6+3)
    Space/Reach: 2½ ft./0 ft. 5 ft./5 ft. 5 ft./5 ft.
    Special Attacks: See text
    Special Qualities: Construct traits, darkvision 60 ft., low-light vision, exceptional creature; also see text
    Saves: Fort +0, Ref +4, Will -3 Fort +0, Ref +3, Will -3 Fort +0, Ref +1, Will -3
    Abilities: Str 10, Dex 18, Con Ψ, Int Ψ, Wis 4, Cha 4 Str 12, Dex 16, Con Ψ, Int Ψ, Wis 1, Cha 1 Str 16, Dex 12, Con Ψ, Int Ψ, Wis 1, Cha 1
    Skills: —
    Feats: —
    Environment: Any
    Organization: Group (4) Pair Solitary
    Challenge Rating: 1 2 4
    Treasure: None
    Alignment: Always neutral
    Advancement: —
    Level Adjustment: —
    Invigourated Object, Large Invigourated Object, Huge Invigourated Object, Gargantuan
    Size/Type: Large Construct Huge Construct Gargantuan Construct
    Hit Dice: 4d10+30 (52 hp) 8d10+40 (84 hp) 16d10+60 (148 hp)
    Initiative: +1 0 -1
    Speed: 20 ft. (4 squares); 30 ft. legs, 40 ft. multiple legs, 60 ft. wheels 20 ft. (4 squares); 30 ft. legs, 40 ft. multiple legs, 60 ft. wheels 10 ft. (2 squares); 20 ft. legs, 30 ft. multiple legs, 50 ft. wheels
    Armor Class: 19 (-1 size, +1 dex, +5 natural, +4 competence), touch 14, flat-footed 18 19 (-2 size, +6 natural, +5 competence), touch 13, flat-footed 19 19 (-4 size, -1 Dex, +8 natural, +6 competence), touch 11, flat-footed 19
    Base Attack/Grapple: +3/+12 +6/+21 +12/+33
    Attack: Slam +7 melee (1d8+6) Slam +11 melee (2d6+9) Slam +17 melee (2d8+12)
    Full Attack: Quadraslam +7/+7/+7/+7 melee (1d8+6) Pentaslam +11/+11/+11/+11/+11 melee (2d6+9) Hexaslam +17/+17/+17/+17/+17/+17 melee (2d8+12)
    Space/Reach: 10 ft./5 ft. (long) 10 ft./10 ft. (tall) 15 ft./10 ft. (long) 15 ft./15 ft. (tall) 20 ft./15 ft. (long) 20 ft./20 ft. (tall)
    Special Attacks: See text
    Special Qualities: Construct traits, darkvision 60 ft., low-light vision, elite creature; also see text
    Saves: Fort +1, Ref +2, Will -2 Fort +2, Ref +2, Will -1 Fort +5, Ref +4, Will +2
    Abilities: Str 20, Dex 12, Con Ψ, Int Ψ, Wis 4, Cha 4 Str 24, Dex 10, Con Ψ, Int Ψ, Wis 4, Cha 4 Str 28, Dex 8, Con Ψ, Int Ψ, Wis 4, Cha 4
    Skills: —
    Feats: —
    Environment: Any
    Organization: Solitary
    Challenge Rating: 5 8 10
    Treasure: None
    Alignment: Always neutral
    Advancement: —
    Level Adjustment: —
    Invigourated Object, Colossal
    Size/Type: Colossal Construct
    Hit Dice: 32d10+80 (256 hp)
    Initiative: -2
    Speed: 10 ft. (2 squares); 20 ft. legs, 30 ft. multiple legs, 50 ft. wheels
    Armor Class: 20 (-8 size, -2 Dex, +12 natural, +8 competence), touch 8, flat-footed 20
    Base Attack/Grapple: +24/+51
    Attack: Slam +27 melee (4d6+15)
    Full Attack: Octoslam +27/+27/+27/+27/+27/+27/+27/+27 melee (4d6+15)
    Space/Reach: 30 ft./20 ft. (long) 30 ft./30 ft. (tall)
    Special Attacks: See text
    Special Qualities: Construct traits, darkvision 60 ft., low-light vision, elite creature; also see text
    Saves: Fort +10, Ref +8, Will +7
    Abilities: Str 32, Dex 6, Con Ψ, Int Ψ, Wis 4, Cha 4
    Skills: —
    Feats: —
    Environment: Any
    Organization: Solitary
    Challenge Rating: 14
    Treasure: None
    Alignment: Always neutral
    Advancement: —
    Level Adjustment: —

    Elite creature (Ex)
    An elite creature has several abilities and immunities which prevent it from being defeated with a single lucky attack. It is immune to any ability which would kill it outright - even if it is not a death effect - and all mind-affecting abilities. It may pay one tenth of its maximum hit points to avoid the effect of an attack or ability, but cannot avoid damage in this way. Any ability which would affect it over any duration longer than a round is limited to a single round instead. Finally, no single attack can deal more than one quarter of the creature's maximum hit points in damage to the creature.

    Exceptional Creature (Ex)
    An exceptional creature has several special abilities which prevent it from being defeated with a single lucky attack. If it would be killed outright with an attack (such as a death effect, rather than by reducing its hit points to -10), it instead loses one quarter of its maximum hit points. It may also pay this cost voluntarily to avoid some kind of effect which doesn't kill it, but cannot avoid damage in this way. It may take 1d6 intelligence damage rather than be affected by a mind-affecting ability of whatever kind. Finally, it may save each round to end any adverse effect that allowed a save initially.

    Invisible Slave (Elite Unseen Servant)
    Level: Maker E1
    Range: Medium (100 ft + 10 ft/level)
    You bring into being a force which obeys your commands.

    The invisible slave works just like an unseen servant except as noted above, and that it has an effective strength score of 6 (so its lift, drag and push weights are changed accordingly). It has a +5 bonus to all skill checks (it doesn't take a penalty from its strength; in effect it has a +7 untyped and -2 strength to strength-based skills) and can complete tasks with a DC of up to 15, at which it is treated as trained. Its speed is 30 feet.

    It can take up to 30 points of damage before it dissipates.

    Know Direction And Location (Elite Know Direction)
    Level: Maker E0
    You discern your own direction and location.

    Know direction and location works like know direction except that instead of discerning just North, you discern the following:

    • True North, Magnetic North, and the conventional direction used as a North-equivalent standard. You also discern east, west, south, up and down on each of these bases (if for some reason you don't know where gravitational up-and down are, the spell tells you that too).
    • Your current velocity (speed and direction) relative to some obvious standard, usually relative to the planet you're on.
    • The name of the plane you are on.
    • Your actual location in the plane, in co-ordinates.
    • The name of the settlement you are in, if any, or the nearest settlement otherwise, if any.


    All names are given in every language you speak, though the DM should not bother giving all of this information unless relevant.

    Major Invention (Elite Major Creation)
    Level: Maker E5
    You invent an item made of a variety of materials

    Major invention works like major creation except that you can create out of any material except for extremely rare materials which are intrinsically magical or have some other immense power (at the DM's discretion as to what falls in this category, but major invention can make all types of materials major creation can). Vegetable matter lasts for 6 hours/level, materials that major creation can't make last 1 round/level, and everything else lasts longer as though it were one place higher in the table.

    You do not need a skill check to make a complex item unless the DC is 50 or higher.

    Master Undead (Elite Command Undead)
    Level: Maker E2
    Targets: Up to one undead creature/level in range.
    Duration: Permanent or 1 day/level; see text.
    You take total control of undead creatures.

    Master undead works like command undead against intelligent undead, except that it affects more of them (see above). Against unintelligent undead, it provides an equivalent level of control as though you'd animated them: they follow your commands with no check needed. However, they must count towards the limit inherent in animate dead if you wish the duration to be permanent. If you don't have them count towards that limit, or if you release them from that limit later, they only remain under your control for 1 day/level after that.

    Minor Invention (Elite Minor Creation)
    Level: Maker E4
    You invent an object out of wood, stone, metal or crystal.

    Minor invention works like minor creation except that it can also create stone, crystal or base metals. If you don't, it lasts twice as long as normal.

    You do not need a skill check to make a complex item unless the DC is 40 or higher.

    Monstrous Vermin (Elite Giant Vermin)
    Level: Maker E4
    You create a variety of elite creatures.

    Monstrous vermin works just like giant vermin except that the creatures become the elite versions of the creatures in question and their understanding of your commands is according to their intelligence. You do not need to cast the spell on millipedes, tarantulas or deathstalkers for it to be effective, but it is effective when cast on millipedes.

    Nature's Courier (Elite Animal Messenger)
    Level: Maker E1
    You make an animal visit a creature with a message, and fight anyone who would stop it.

    Nature's courier works like animal messenger except that it affects a small or smaller animal rather than just a tiny one, and the creature becomes an elite version of the same creature (if there is no specific elite version, use the general elite creature template). The creature speaks one language you do and can speak with the intended recipient. While its intelligence is usually still low, it can hold a conversation just like a particularly dim human can. It has enough navigational skill and sense to search an area for the intended recipient.

    The creature also has enough common sense to fight back if attacked if it can survive combat with the attacker but can't survive fleeing. It fights to the end if it can clearly neither run nor win a fight.

    Rejuvenate (Elite Heal)
    Level: Apothecary E6
    Saving Throw: Will partial; see text
    You restore a creature to perfect health.

    Rejuvenate works like heal except as noted above and that it removes the Ability Burned, Ability Damaged, Ability Drained, Blinded, Caught on Fire, Confused, Cowering, Dazed, Dazzled, Deafened, Disabled, Dying, Energy Drained, Exhausted, Fascinated, Fatigued, Frightened, Frozen Solid, Nauseated, Panicked, Paralyzed, Shaken, Sickened, Staggered, Stunned, Turned, and Unconscious conditions from the target and restores all their hit points and removes all nonlethal damage from them. It also removes the detrimental effects of any nonelite spell which influences the mind and body directly except by actually transforming it (in the sort of way that fear and nausea do but entanglement, grappling and petrification don't; the DM may need to use their best judgement here).

    You may also reverse the aging of the creature by up to one tenth of the time that creature's race spends in middle age - 3.6 years for a human, which is 3 years, 219 days, 3 hours, 29 minutes and 15.648 seconds (or just 3 years 219 days if a year is considered to be exactly 365 days). The creature may resist this effect without needing to make a save, though.

    If targeted against an undead creature, the creature instead immediately takes 10 points of positive energy damage per level or enough damage to destroy it immediately, whichever is more. A successful will save reduces this to half that amount.

    Elite spells like rejuvenate are difficult to resist fully. The spell heals damage and conditions that would normally be difficult or impossible to heal magically without issue, and even restores hit points which have been lost to a creature such as a shape of fire or levels and constitition lost from death. An undead creature with an ability which would make them take no effect on a successful save is instead damaged for a quarter of the usual amount.

    Note: Makers cannot usually cast rejuvenate. It is listed here for convenience because it is referenced in another spell.

    Rejuvenate Companion (Elite Heal Mount)
    Level: Apothecary E3, Maker E3
    You restore your companion to perfect health.

    Rejuvenate companion works like whichever of rejuvenate or maim heals your familiar, animal companion, special mount, undead companion, or similar companion derived from a class feature or similar ability, though not a cohort. It can only target that creature and only affects that creature.

    (Maim works like rejuvenate only its effects on living and undead creatures are reversed.)

    Repair (Elite Mending)
    Level: Apothecary E0, Maker E0
    Target: 1 object of up to 500 lbs
    You repair an object fully.

    Repair works like mending except as noted above and that it repairs an object no matter how damaged it is. It can't restore magical properties, though.

    Rule Undead (Elite Control Undead)
    Level: Maker E7
    Targets: Up to 10 HD/level of undead creatures.
    Duration: Permanent or 1 day/level
    You force many creatures to obey you.

    Rule Undead works just like control undead except as noted above and that unintelligent undead cannot save. The duration is as master undead, including needing to count permanent control against your animate dead limit. Undead are under your total control and you can control them telepathically, allowing you to decide their exact actions.

    Steed (Elite Mount)
    Level: Maker E1
    You summon a trusty steed to aid you in battle.

    Steed works like mount except that it summons a rending pony or amazing horse instead of a pony or light horse.

    Horse, Amazing
    Size/Type: Large Magical Beast
    Hit Dice: 3d10+12 (27 hp)
    Initiative: +2
    Speed: 80 ft. (16 squares), fly 30 (poor)
    Armor Class: 17 (-1 size, +2 Dex, +4 natural +2 competence), touch 13, flat-footed 15
    Base Attack/Grapple: +3/+11
    Attack: Hoof +6 melee (1d4+4)
    Full Attack: 2 hooves +6 melee (1d4+4) and bite +1 melee (1d3+2)
    Space/Reach: 10 ft./5 ft.
    Special Attacks: —
    Special Qualities: Darkvision 60 feet, elite creature, low-light vision, scent
    Saves: Fort +7, Ref +5, Will +2
    Abilities: Str 18, Dex 14, Con 18, Int 6, Wis 13, Cha 8
    Skills: Listen +4, Spot +4
    Feats: Endurance, Run
    Environment: Temperate plains
    Organization: Domesticated
    Challenge Rating: 2
    Advancement: —
    Level Adjustment: —

    Amazing horses cannot speak, but understand common. They can fight while carrying a rider and are trained for war.

    Elite creature (Ex)
    An elite creature has several abilities and immunities which prevent it from being defeated with a single lucky attack. It is immune to any ability which would kill it outright - even if it is not a death effect - and all mind-affecting abilities. It may pay one tenth of its maximum hit points to avoid the effect of an attack or ability, but cannot avoid damage in this way. Any ability which would affect it over any duration longer than a round is limited to a single round instead. Finally, no single attack can deal more than one quarter of the creature's maximum hit points in damage to the creature.

    Pony, Rending
    Size/Type: Medium Magical Beast
    Hit Dice: 2d10+6 (17 hp)
    Initiative: +2
    Speed: 60 ft. (12 squares)
    Armor Class: 16 (+2 Dex, +2 natural, +2 competence), touch 14, flat-footed 14
    Base Attack/Grapple: +2/+5
    Attack: Rending pony weapon +5 melee or +4 ranged (1d3+3)
    Full Attack: 2 Rending pony weapons +5 melee or +4 ranged (1d3+3)
    Space/Reach: 5 ft./5 ft.
    Special Attacks: Rend
    Special Qualities: Darkvision 60 ft, exceptional creature, low-light vision, scent
    Saves: Fort +5, Ref +4, Will +1
    Abilities: Str 16, Dex 14, Con 16, Int 6, Wis 12, Cha 6
    Skills: Listen +5, Spot +5
    Feats: Endurance
    Environment: Temperate plains
    Organization: Domesticated
    Challenge Rating: 2
    Advancement: —
    Level Adjustment: —

    Rending ponies understand common but do not speak. They can fight while carrying a rider.

    Exceptional Creature (Ex)
    An exceptional creature has several special abilities which prevent it from being defeated with a single lucky attack. If it would be killed outright with an attack (such as a death effect, rather than by reducing its hit points to -10), it instead loses one quarter of its maximum hit points. It may also pay this cost voluntarily to avoid some kind of effect which doesn't kill it, but cannot avoid damage in this way. It may take 1d6 intelligence damage rather than be affected by a mind-affecting ability of whatever kind. Finally, it may save each round to end any adverse effect that allowed a save initially.

    Rend
    If a rending pony hits with both rending pony weapons in the same turn, it automatically deals an extra 2d3+4 points of damage.

    Rending Pony Weapon
    When used at range, the rending pony weapons have a range increment of 10 feet and are treated as thrown. In any case, the damage they deal is slashing.

    Steed of Shadows (Elite Phantom Steed)
    Level: Maker E3
    You summon a better phantom steed to carry you. You don't summon a better spell description, though - we're out of those.

    Steed of shadows works like phantom steed except that it can carry any creature you designate, you can change which creatures it can carry at any time with no action, and it's superior in the following regards:

    The steed has 21 hit points plus 3/level, and an AC of 26 (-1 size, +4 natural, +5 dex, +2 deflect, +6 competence). It moves twice as fast and can carry twice as much, including bearing two riders at once. At 16th level it can use dimension door, at 18th shadow walk and at 20th greater teleport as spell-like abilities at will except that it can take the creature or creatures riding it, anything it can carry, and nothing else irrespective of which spell it is emulating.

    Summon Horde
    Level: Maker E2
    You summon a horde of elite creatures.

    Summon horde works like summon swarm except that it summons vampire bat swarms, marmot swarms or tarantula swarms.

    Marmot Swam (Elite Rat Swarm)
    Size/Type: Tiny Animal (Swarm)
    Hit Dice: 4d8+8 (26 hp)
    Initiative: +3
    Speed: 25 ft. (5 squares), climb 25 ft.
    Armor Class: 17 (+2 size, +3 Dex, +2 competence), touch 17, flat-footed 14
    Base Attack/Grapple: +3/—
    Attack: Swarm (2d6 plus disease)
    Full Attack: Swarm (2d6 plus disease)
    Space/Reach: 10 ft./0 ft.
    Special Attacks: Disease, distraction
    Special Qualities: Half damage from slashing and piercing, elite creature, immunity to cold, low-light vision, scent, swarm traits
    Saves: Fort +6, Ref +7, Will +2
    Abilities: Str 4, Dex 17, Con 14, Int 2, Wis 12, Cha 2
    Skills: Balance +11, Climb +11, Hide +17, Listen +6, Move Silently +9, Spot +7, Swim +11
    Feats: Alertness, Stealthy, Weapon FinesseB
    Environment: Any
    Organization: Solitary, pack (2-4 swarms), or infestation (7-12 swarms)
    Challenge Rating: 4
    Treasure: None
    Alignment: Always neutral
    Advancement: None
    Level Adjustment: —

    Disease and Distraction
    Because the save DCs are constitution-based, they're 14 instead of 12.

    Elite creature (Ex)
    An elite creature has several abilities and immunities which prevent it from being defeated with a single lucky attack. It is immune to any ability which would kill it outright - even if it is not a death effect - and all mind-affecting abilities. It may pay one tenth of its maximum hit points to avoid the effect of an attack or ability, but cannot avoid damage in this way. Any ability which would affect it over any duration longer than a round is limited to a single round instead. Finally, no single attack can deal more than one quarter of the creature's maximum hit points in damage to the creature.

    Tarantula Swarm (Elite Spider Swarm)
    Size/Type: Diminutive Vermin (Swarm)
    Hit Dice: 2d8+4 (13 hp)
    Initiative: +4
    Speed: 30 ft. (4 squares), climb 30 ft.
    Armor Class: 20 (+4 size, +4 Dex, +2 competence), touch 20, flat-footed 16
    Base Attack/Grapple: +1/—
    Attack: Swarm (2d6 plus poison)
    Full Attack: Swarm (2d6 plus poison)
    Space/Reach: 10 ft./0 ft.
    Special Attacks: Distraction, poison
    Special Qualities: Darkvision 60 ft., exceptional creature, immune to sonic, immune to weapon damage, swarm traits, tremorsense 30 ft., vermin traits
    Saves: Fort +5, Ref +4, Will +0
    Abilities: Str 3, Dex 19, Con 14, Int Ψ, Wis 10, Cha 2
    Skills: Climb +12, Listen +4, Spot +4
    Environment: Warm forests
    Organization: Solitary, tangle (2-4 swarms), or colony (7-12 swarms)
    Challenge Rating: 3
    Treasure: None
    Alignment: Always neutral
    Advancement: None
    Level Adjustment: —

    Distraction and Poison
    Because the save DCs are consitution-based, they're 13 instead of 11. The poison damage is 1d6 str, not 1d3 str.

    Exceptional Creature (Ex)
    An exceptional creature has several special abilities which prevent it from being defeated with a single lucky attack. If it would be killed outright with an attack (such as a death effect, rather than by reducing its hit points to -10), it instead loses one quarter of its maximum hit points. It may also pay this cost voluntarily to avoid some kind of effect which doesn't kill it, but cannot avoid damage in this way. It may take 1d6 intelligence damage rather than be affected by a mind-affecting ability of whatever kind. Finally, it may save each round to end any adverse effect that allowed a save initially.

    Vampire Bat Swarm (Elite Bat Swarm)
    Size/Type: Diminutive Animal (Swarm)
    Hit Dice: 3d8+6 (19 hp)
    Initiative: +3
    Speed: 5 ft. (1 square), fly 60 ft. (good)
    Armor Class: 19 (+4 size, +3 Dex, +2 competence), touch 17, flat-footed 14
    Base Attack/Grapple: +2/—
    Attack: Swarm (1d6 + 1 con)
    Full Attack: Swarm (1d6 + 1 con)
    Space/Reach: 10 ft./0 ft.
    Special Attacks: Distraction, wounding
    Special Qualities: Blindsense 20 ft., exceptional creature, immune to weapon damage, low-light vision, swarm traits
    Saves: Fort +5, Ref +8, Will +3
    Abilities: Str 5, Dex 17, Con 14, Int 2, Wis 14, Cha 4
    Skills: Listen +11, Spot +11
    Feats: Alertness, Lightning Reflexes
    Environment: Temperate deserts
    Organization: Solitary, flight (2-4 swarms), or colony (11-20 swarms)
    Challenge Rating: 4
    Treasure: None
    Alignment: Always neutral
    Advancement: None
    Level Adjustment: —

    Distraction
    Because the save DC is constitution-based, it's 13 and not 11.

    Exceptional Creature (Ex)
    An exceptional creature has several special abilities which prevent it from being defeated with a single lucky attack. If it would be killed outright with an attack (such as a death effect, rather than by reducing its hit points to -10), it instead loses one quarter of its maximum hit points. It may also pay this cost voluntarily to avoid some kind of effect which doesn't kill it, but cannot avoid damage in this way. It may take 1d6 intelligence damage rather than be affected by a mind-affecting ability of whatever kind. Finally, it may save each round to end any adverse effect that allowed a save initially.

    Wounding
    The bleed damage is 1d6 and not just 1.

    Summon Instrument of Legend (Elite Summon Instrument)
    Level: Maker E0
    You call forth an instrument of legendary capabilities.

    Summon instrument of legend works like summon instrument except that for the duration, the instrument is an instrument of legend, which provides a +10 bonus to perform checks made to use it for its intended purpose. (After the duration the instrument doesn't go away but anyone can play it and it doesn't provide a perform bonus, just like with summon instrument).

    Summon Nature's Guardian (Elite Summon Nature's Ally)
    Level: Maker E1, E2, E3, E4, E5, E6, E7, E8, E9 (see text)
    Casting Time: One standard action
    You summon one of nature's guardians, the powerful creatures assigned to aid the protectors of nature in their time of need.

    Each summon nature's guardian spell works like the summon nature's ally spell of the equivalent nonelite level except that it summons elite creatures of the same kind.

    Summon Progenitor (Elite Summon Monster)
    Level: Maker E1, E2, E3, E4, E5, E6, E7, E8, E9 (see text)
    Casting Time: One standard action
    You summon one of the progenitors, the powerful creatures who are the archetypes from which their lesser versions are based.

    Each summon progenitor spell works like the summon monster spell of the equivalent nonelite level except that it summons elite creatures of the same kind, and if a creature would normally gain the celestial or fiendish template, you choose which the elite version gains as you summon it.

    Swarming End (Elite Creeping Doom)
    Level: Leveller E7, Maker E7
    You summon swarms which go out and do your bidding.

    This spell works just like creeping doom except that you summon millipede swarms and they operate without you needing to spend actions or stay within 100 feet - they can go as far as they like and do your bidding under their own actions.

    Millipede Swarm (Elite Centipede Swarm)
    Size/Type: Diminutive Vermin (Swarm)
    Hit Dice: 9d8+18 (58 hp)
    Initiative: +4
    Speed: 40 ft. (8 squares), climb 40 ft.
    Armor Class: 24 (+4 size, +6 Dex, +4 competence), touch 24, flat-footed 18
    Base Attack/Grapple: +6/—
    Attack: Swarm (4d6 plus poison)
    Full Attack: Swarm (4d6 plus poison)
    Space/Reach: 10 ft./0 ft.
    Special Attacks: Distraction, poison
    Special Qualities: Darkvision 60 ft., elite creature, immune to weapon damage, swarm traits, tremorsense 30 ft., vermin traits
    Saves: Fort +8, Ref +9, Will +5
    Abilities: Str 1, Dex 24, Con 14, Int Ψ, Wis 14, Cha 6
    Skills: Climb +12, Spot +4
    Feats: Weapon FinesseB
    Environment: Underground
    Organization: Solitary, tangle (2-4 swarms), or colony (7-12 swarms)
    Challenge Rating: 6
    Treasure: None
    Alignment: Always neutral
    Advancement: None
    Level Adjustment: —

    Elite creature (Ex)
    An elite creature has several abilities and immunities which prevent it from being defeated with a single lucky attack. It is immune to any ability which would kill it outright - even if it is not a death effect - and all mind-affecting abilities. It may pay one tenth of its maximum hit points to avoid the effect of an attack or ability, but cannot avoid damage in this way. Any ability which would affect it over any duration longer than a round is limited to a single round instead. Finally, no single attack can deal more than one quarter of the creature's maximum hit points in damage to the creature.

    Distraction and Poison
    Because the DC is constitution-based, it's 16 instead of 13.

    Undead Horde (Elite Animate Dead)
    Level: Maker E3
    Components: V,S
    You animate a horde of undead creatures

    Undead horde works much like animate dead and uses the same limit, but it creates bone warriors and walking corpses instead of skeletons and zombies. Also, just by knowing this spell, your animate dead limit is doubled (effectively, undead horde lets you create twice as many undead as animate dead, and other spells which refer to the limit use the doubled limit).

    Bone Warrior (Elite Skeleton)

    Bone warrior is a template just like skeleton except as noted here.

    Armour Class
    As well as the listed natural armour bonus, the bone warrior gains a competence bonus to AC equal to 1, plus 1 per 4 hit dice.

    Damage
    The bone warrior's claws do damage as though it were one size larger.

    Special Qualities
    As well as the listed qualities, the bone warrior is immune to acid and electricity and has the following qualities:

    Elite creature (Ex)
    An elite creature has several abilities and immunities which prevent it from being defeated with a single lucky attack. It is immune to any ability which would kill it outright - even if it is not a death effect - and all mind-affecting abilities. It may pay one tenth of its maximum hit points to avoid the effect of an attack or ability, but cannot avoid damage in this way. Any ability which would affect it over any duration longer than a round is limited to a single round instead. Finally, no single attack can deal more than one quarter of the creature's maximum hit points in damage to the creature.

    Damage Reduction (Ex)
    The bone warrior's damage reduction is 10/adamantine and DR 5/bludgeoning. Remember that the damage reduction does not stack, but adamantine weapons which don't deal bludgeoning damage are subject to DR 5.

    Abilities
    The bone warrior's dexterity increases by 6, its strength increases by 2, it has no intelligence or constitution score, its wisdom changes to 12 and its charisma changes to 4.

    Challenge Rating
    A bone warrior's challenge rating is equal to its hit dice if it has 1 or fewer, and 2 higher than the number given on the table in the skeleton's description.

    Walking Corpse (Elite Zombie)

    Walking corpse is a template just like zombie except as noted here.

    Speed
    If the base creature can fly, its maneuverability drops to poor if it is higher.

    Armour Class
    As well as the natural armour bonus, the walking corpse gets a competence bonus to AC equal to 1, plus 1 per 8 hit dice.

    Damage
    The walking corpse deals damage with its slam as though it were one size higher. It also gets a bite attack which deals damage one size worse than a zombie's slam attack. A creature who is bitten contracts walker plague (DC 10+half the walking corpse's hit dice, incubation 1 day, damage 1d4 CON, any creature killed by the CON damage rises as a walking corpse).

    Special Qualities
    A walking corpse doesn't gain the single actions only ability. Instead, it gains immunity to electricity and the following:

    Elite creature (Ex)
    An elite creature has several abilities and immunities which prevent it from being defeated with a single lucky attack. It is immune to any ability which would kill it outright - even if it is not a death effect - and all mind-affecting abilities. It may pay one tenth of its maximum hit points to avoid the effect of an attack or ability, but cannot avoid damage in this way. Any ability which would affect it over any duration longer than a round is limited to a single round instead. Finally, no single attack can deal more than one quarter of the creature's maximum hit points in damage to the creature.

    Damage Reduction
    The walking corpse's damage reduction is DR 10/adamantine and DR 5/slashing. Remember that damage reduction doesn't stack, but adamantine weapons that don't deal slashing damage are subject to DR 5.

    Abilities
    A walking corpse's strength increases by 6, its dexterity doesn't change, it has no constitution or intelligence, its wisdom changes to 12 and its charisma changes to 4.

    Feats
    Instead of toughness, a walking corpse has improved toughness as a bonus feat (giving it one hit point per hit die, not just three hit points).

    Challenge Rating
    As hit dice if the walking corpse's hit dice are less than or equal to 2, otherwise as the number of the zombie challenge rating table plus 2.

    Vine Trap (Elite Snare)
    Conjuration [Creation]
    Level: Maker E2
    Effect: One vine trap
    You craft a more powerful trap to ensnare a creature.

    Vine trap works like snare except that you don't need materials to make the trap, and instead a vine springs into being to trap the enemy. The relevant DCs to spot or escape the trap are 27, not 23. The trap is also self-lifting, so doesn't require a supple tree, only some tall object nearby. If it's attached to such an object, it lifts the creature trapped into the air and deals 1d6 points of damage, plus another 1d6 points each time they try to escape, whether they succeed or fail. Otherwise, it entangles them and anchors them to the ground: it doesn't do damage immediately but does do 1d6 damage to the creature every time it tries to escape.

    Elite spells like vine trap are difficult to resist fully. Effects which would normally allow creatures to escape automatically such as freedom of movement instead just grant a +20 bonus to any roll to escape it.

    Void Cage (Elite Forcecage)
    Level: Maker E7
    Components: V,S
    Area: Barred cage (20- to 40-ft cube) or windowless cell (10- to 20-ft cube)
    You create a truly indestructible cage.

    Void cage works just like forcecage except as noted above (you can choose the size within the parameters given above) and that it's actually indestructible. Even effects that would normally destroy a forcecage do not work on a void cage. The exception is that elite versions of spells which would destroy a forcecage (such as all is dust) can destroy the void cage.

    Walking Woods (Elite Liveoak)
    Level: Maker E6
    You animate a tree into a fierce protector of nature.

    Walking woods works like liveoak except that instead of turning an oak into a treant it turns any kind of tree into a treeman.

    Treeman (Elite Treant)
    Size/Type: Colossal Plant
    Hit Dice: 7d8+42 (73 hp)
    Initiative: +0
    Speed: 30 ft. (6 squares)
    Armor Class: 23 (-8 size, +15 natural, +6 competence), touch 8, flat-footed 23
    Base Attack/Grapple: +5/+30
    Attack: Slam +12 melee (4d6+15)
    Full Attack: 2 slams +12 melee (4d6+15)
    Space/Reach: 30 ft./30 ft.
    Special Attacks: Animate trees, double damage against objects, trample 4d6+22
    Special Qualities: Damage reduction 10/slashing, immunity to cold, electricity and sonic, low-light vision, plant traits, vulnerability to fire
    Saves: Fort +11, Ref +2, Will +7
    Abilities: Str 40, Dex 10, Con 22, Int 12, Wis 16, Cha 12
    Skills: Diplomacy +3, Hide -20*, Intimidate +6, Knowledge (nature) +6, Listen +8, Sense Motive +8, Spot +8, Survival +8 (+10 aboveground)
    Feats: Improved Sunder, Iron Will, Power Attack
    Environment: Temperate forests
    Organization: Solitary or grove (4-7)
    Challenge Rating: 8
    Treasure: Standard
    Alignment: Usually neutral good
    Advancement: None
    Level Adjustment: —

    *Treemen have a +40 racial bonus to hide checks made in wooded areas.

    Elite creature (Ex)
    An elite creature has several abilities and immunities which prevent it from being defeated with a single lucky attack. It is immune to any ability which would kill it outright - even if it is not a death effect - and all mind-affecting abilities. It may pay one tenth of its maximum hit points to avoid the effect of an attack or ability, but cannot avoid damage in this way. Any ability which would affect it over any duration longer than a round is limited to a single round instead. Finally, no single attack can deal more than one quarter of the creature's maximum hit points in damage to the creature.

    Wall of Inferno
    Level: Maker E4
    You conjure up a flaming wall which burns anyone so bold or so foolish as to cross.

    Wall of inferno works like wall of fire except that the wall is 60 feet high and that the waves of heat deal 4d6 damage to each creature within 10 feet and 2d6 to each creature within 20 feet but not within 10 feet, as well as the wall dealing 5d6 points of fire damage plus 2 points per level to each creature who crosses it. A creature who takes damage from the wall Catches on Fire and 40 points of cold damage are needed in one round to put out a section of the wall.

    Wall of Permafrost
    Level: Maker E4
    Effect: Anchored plane of ice, up to 2 10-ft squares per level, or hemisphere of ice with a radius of up to 5 feet + 5 feet/2 levels.
    Save: Fortitude Partial; see text.
    Spell Resistance: No
    You conjure up a chilling wall which can freeze enemies within.

    Wall of permafrost works like wall of ice except as noted above, that creatures can't disrupt the spell as it's cast, that the hemisphere deals damage just as the plane does, and that any creature who takes damage from the wall must take a fortitude save or be Frozen Solid for one round. A creature who is Frozen Solid cannot take actions or make any kind of movement, and is helpless.

    Wall of Rock (Elite Wall of Stone)
    Level: Maker E5
    Effect: Rock wall whose area is up to 2 5-ft squares/level
    You create a wall of hard, nigh-impenetrable rock.

    Wall of rock works like wall of stone except as noted above, that the rock's thickness is 1 inch per 2 caster levels, it has twice the normal hardness and hit points, and it is strong enough to hold itself without foundations or buttresses. Creatures cannot burst through the wall with sheer strength.

    Wall of Steel (Elite Wall of Iron)
    Level: Maker E6
    Components: V,S
    Effect: Steel wall whose area is up to 2 5-ft squares/level; see text of wall of iron
    You create a shiny but deadly wall of steel

    Wall of steel works like wall of iron except as noted above and that the wall is 1 inch thick per 2 caster levels, its hardness and hit points are doubled, creatures cannot break the wall with sheer strength, and the wall deals 15d6 damage to a creature of any size if toppled.

    Wall of Void (Elite Wall of Force)
    Level: Maker E5
    You summon up a wall which is truly impassable.

    Wall of void works like wall of force except that nothing except elite versions of spells which could destroy a wall of force (such as all is dust) can break the wall. Spells, powers, and other abilities or devices which would do not affect it unless they are elite.

    Wood Craft (Elite Wood Shape)
    Level: Maker E2
    Target: One touched piece of wood no larger than 50 cu. ft. + 5 cu. ft/level
    You craft out of wood in intricate detail.

    Wood craft works like wood shape except as noted above and that you can create any level of detail or moving parts without risk of failure. You don't have to make a relevant craft check unless the DC is at least 30, and you don't have to take a craft check to create anything that you could have created with wood shape.

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    Default Re: The Maker (Prestige Class Contest II Winner; PEACH)

    Elite Standard Spells
    Certain spells are already powerful enough to be elite. To make an elite version of fabricate would involve attempting to make it stronger without further pushing its ability to ruin games. To make an elite version of planar ally would be to make a ridiculously powerful spell even more so. For these spells, a possible solution is to make the spells themselves elite. In this case, they are removed from their standard spell lists and placed on elite spellcaster lists as specified instead.

    More Elite Creatures and Elite Creature Rules

    The following elite creatures are those summonable with the Summon Nature's Guardian and Summon Progenitor spells, among other spells. Those which come with templates are presented without them - you will have to choose and apply a template yourself. Some of them wield elite equipment.

    In general, abilities do not allow you to transform into elite creatures unless they specify so in the description. Not even polymorph any object can turn a creature into an elite creature. Similarly, abilities don't allow you to summon or call elite creatures unless they tell you so in the description.

    Elite templates are presented for certain creatures. If you wish to apply multiple templates, you must apply the elite template first. Particularly, these templates include bone warrior, walking corpse, elite mephit, monstrous deathstalker, monstrous millipede, monstrous tarantula, viper serpent and generic elite creature.

    The following special qualities show up a lot in this section, so they aren't copied individually each time. Absorb is a stronger version of damage immunity. Elite creature contains the standard rules for elite creatures. Exceptional creature is listed on creatures too weak to make the standard elite creature ability reasonable.

    Absorb
    Unless otherwise specified, the damage type noted in the special quality heals, rather than harms, the creature.

    Elite creature (Ex)
    An elite creature has several abilities and immunities which prevent it from being defeated with a single lucky attack. It is immune to any ability which would kill it outright - even if it is not a death effect - and all mind-affecting abilities. It may pay one tenth of its maximum hit points to avoid the effect of an attack or ability, but cannot avoid damage in this way. Any ability which would affect it over any duration longer than a round is limited to a single round instead. Finally, no single attack can deal more than one quarter of the creature's maximum hit points in damage to the creature.

    Exceptional Creature (Ex)
    An exceptional creature has several special abilities which prevent it from being defeated with a single lucky attack. If it would be killed outright with an attack (such as a death effect, rather than by reducing its hit points to -10), it instead loses one quarter of its maximum hit points. It may also pay this cost voluntarily to avoid some kind of effect which doesn't kill it, but cannot avoid damage in this way. It may take 1d6 intelligence damage rather than be affected by a mind-affecting ability of whatever kind. Finally, it may save each round to end any adverse effect that allowed a save initially.




    Ζtherwasp (Elite Xill)
    Size/Type: Medium Outsider (Extraplanar)
    Hit Dice: 5d8+20 (42 hp)
    Initiative: +7
    Speed: 40 ft. (8 squares)
    Armor Class: 24 (+3 Dex, +7 natural, +4 competence), touch 17, flat-footed 21
    Base Attack/Grapple: +5/+7
    Attack: Nikarada wakizashi +7 melee (1d6+2/17-20 *6) or claw +7 melee (1d4+2) or greatbow +8 ranged (3d6/*7)
    Full Attack: 2 nikarada wakizashi +5 melee (1d6+2/17-20 *6, 1d6+2/17-20 *6) and 2 claws +5 melee (1d4+1); or 4 claws +5 melee (1d4+2, 1d4+1); or 2 greatbows +4 ranged (3d6/*7, 3d6/*7)
    Space/Reach: 5 ft./5 ft.
    Special Attacks: Implant, improved grab, paralysis
    Special Qualities: Darkvision 60 ft., elite creature, immunity to acid and electricity, planewalk, spell resistance 21
    Saves: Fort +8, Ref +7, Will +5
    Abilities: Str 15, Dex 16, Con 19, Int 12, Wis 12, Cha 11
    Skills: Balance +13, Climb +10, Diplomacy +2, Escape Artist +11, Intimidate +8, Listen +9, Move Silently +11, Sense Motive +8, Spot +9, Tumble +11, Use Rope +3 (+5 with bindings)
    Feats: Improved Initiative, MultiattackB, Multiweapon Fighting
    Environment: Ethereal Plane
    Organization: Solitary or gang (2-5)
    Challenge Rating: 6
    Treasure: Standard
    Alignment: Always lawful evil
    Advancement: —
    Level Adjustment: —

    Paralysis
    Because the DC is constitution based, it's 16 and not 14.

    Alligator (Elite Crocodile)
    Size/Type: Medium Animal
    Hit Dice: 3d8+12 (25 hp)
    Initiative: +1
    Speed: 20 ft. (4 squares), swim 40 ft.
    Armor Class: 18 (+1 Dex, +4 natural, +3 competence), touch 14, flat-footed 17
    Base Attack/Grapple: +2/+8
    Attack: Bite +8 melee (1d8+9) or tail slap +8 melee (1d12+9)
    Full Attack: Bite +8 melee (1d8+9) or tail slap +8 melee (1d12+9)
    Space/Reach: 5 ft./5 ft.
    Special Attacks: Improved grab
    Special Qualities: Elite creature, hold breath, immunity to fire and sonic, low-light vision
    Saves: Fort +7, Ref +4, Will +2
    Abilities: Str 23, Dex 12, Con 19, Int 1, Wis 12, Cha 2
    Skills: Hide +7*, Listen +4, Spot +4, Swim +12
    Feats: Alertness, Skill Focus (Hide)
    Environment: Warm marshes
    Organization: Solitary or colony (6-11)
    Challenge Rating: 4
    Advancement: 4-5 HD (Medium)
    Level Adjustment: —

    Archon, Tabernacle (Elite Lantern Archon)
    Size/Type: Small Outsider (Archon, Extraplanar, Good, Lawful)
    Hit Dice: 1d8+2 (6 hp)
    Initiative: +7
    Speed: Fly 60 ft. (perfect) (12 squares)
    Armor Class: 18 (+1 size, +3 dex, +4 natural), touch 14, flat-footed 15
    Base Attack/Grapple: +1/-8
    Attack: Light ray +5 ranged touch (2d6 + ignite)
    Full Attack: 2 light rays +5 ranged touch (2d6 + ignite)
    Space/Reach: 5 ft./5 ft.
    Special Attacks: Spell-like abilities
    Special Qualities: Absorb light, aura of menace, damage reduction 10/evil and magic, darkvision 60 ft., exceptional creature, immunity to bludgeoning, electricity, fire, ability damage and petrification, magic circle against evil, teleport, tongues
    Saves: Fort +4 (+8 against poison), Ref +5, Will +2
    Abilities: Str 1, Dex 16, Con 14, Int 6, Wis 11, Cha 16
    Skills: Concentration +6, Diplomacy +7, Knowledge (the planes) +2, Listen +4, Sense Motive +4, Spot +4
    Feats: Improved Initiative
    Environment: A lawful good-aligned plane
    Organization: Solitary, pair, or squad (3-5)
    Challenge Rating: 4
    Treasure: None
    Alignment: Always lawful good
    Advancement: 2-4 HD (Small)
    Level Adjustment: —

    Absorb Light
    A tabernacle archon is healed rather than harmed by light attacks such as searing light or sunbeam.

    Aura of Menace
    Will DC 15 negates.

    Ignite
    A creature struck by a tabernacle archon's light rays Catches on Fire unless they pass a DC 15 reflex save. The save DC is charisma-based.

    Archon, Coyote (Elite Hound Archon)
    Size/Type: Medium Outsider (Archon, Extraplanar, Good, Lawful)
    Hit Dice: 6d8+6 (33 hp)
    Initiative: +6
    Speed: 40 ft. (8 squares)
    Armor Class: 23 (+9 natural, +2 dex, +2 competence), touch 14, flat-footed 21
    Base Attack/Grapple: +6/+10
    Attack: Bite +8 melee (1d8+2) or flamberge +10 melee (8d6+6/14-20 *3)
    Full Attack: Bite +8 melee (1d8+2) and slam +3 melee (1d4+1); or flamberge +10/+5 melee (8d6+6/14-20 *3) and bite +3 melee (1d8+1)
    Space/Reach: 5 ft./5 ft.
    Special Attacks: Spell-like abilities
    Special Qualities: Aura of menace, change shape, damage reduction 10/evil, darkvision 60 ft., elite creature, immunity to electricity, fire, negative energy, ability damage, ability drain, energy drain and petrification, magic circle against evil, scent, spell resistance 19, teleport, tongues
    Saves: Fort +6 (+10 against poison), Ref +7, Will +6
    Abilities: Str 18, Dex 14, Con 13, Int 10, Wis 13, Cha 16
    Skills: Concentration +10, Diplomacy +3, Hide +11*, Jump +17, Listen +10, Move Silently +11, Sense Motive +10, Spot +10, Survival +10* (+12 following tracks)
    Feats: Improved Initiative, Power Attack, Track
    Environment: A lawful good-aligned plane
    Organization: Solitary, pair, or squad (3-5)
    Challenge Rating: 7
    Treasure: No coins; double goods; standard items
    Alignment: Always lawful good
    Advancement: None
    Level Adjustment: —

    Aura of Menace
    Will DC 18 negates.

    Attricipal (Elite Avoral)
    Size/Type: Medium Outsider (Extraplanar, Good)
    Hit Dice: 7d8+49 (80 hp)
    Initiative: +6
    Speed: 40 ft. (8 squares), fly 120 ft. (good)
    Armor Class: 28 (+6 Dex, +8 natural, +4 competence), touch 20, flat-footed 22
    Base Attack/Grapple: +7/+9
    Attack: Claw +13 melee (2d6+2) or talon +13 melee (2d6+2) or wing +13 melee (2d8+2)
    Full Attack: 2 claws +13 melee (2d6+2) and 2 talons +13 melee (2d6+2); or 2 wings +13 melee (2d8+2) and 2 talons +13 melee (2d6+2)
    Space/Reach: 5 ft./5 ft.
    Special Attacks: Spell-like abilities, fear aura
    Special Qualities: Damage reduction 10/evil or silver, darkvision 60 ft., elite creature, immunity to cold, electricity, sonic, being frozen solid, petrification and polymorphing, lay on hands, low-light vision, speak with animals, spell resistance 27, true seeing
    Saves: Fort +12 (+16 against poison), Ref +11, Will +8
    Abilities: Str 15, Dex 23, Con 24, Int 15, Wis 16, Cha 20
    Skills: Bluff +15, Concentration +17, Diplomacy +9, Disguise +5 (+7 acting), Handle Animal +17, Hide +16, Intimidate +7, Knowledge (any one) +12, Listen +13, Move Silently +16, Ride +8, Sense Motive +13, Spellcraft +12, Spot +21
    Feats: Empower Spell-Like Ability (arcane bolt), Flyby Attack, Weapon Finesse
    Environment: A good-aligned plane.
    Organization: Solitary
    Challenge Rating: 11
    Treasure: No coins; double goods; standard items
    Alignment: Always neutral good
    Advancement: None
    Level Adjustment: —

    Fear Aura
    Because the aura is charisma-based, the DC is 19, not 17.

    Spell-like abilities
    The attricipal replaces the avoral's magic missile and lightning bolt spell-like abilities with the elite versions arcane bolt and doombolt (see the leveller spell descriptions). Because the save DCs of the spell-like abilities are charisma-based, they're 2 higher than listed in the avoral's description.

    Attricipegasus (Elite Hippogriff)
    Size/Type: Large Magical Beast
    Hit Dice: 3d10+15 (31 hp)
    Initiative: +4
    Speed: 50 ft. (10 squares), fly 150 ft. (average)
    Armor Class: 18 (-1 size, +4 Dex, +4 natural, +1 competence), touch 14, flat-footed 14
    Base Attack/Grapple: +3/+13
    Attack: Claw +8 melee (1d4+6)
    Full Attack: 2 claws +8 melee (1d4+6) and 2 talons +6 melee (1d4+3) and 2 wings +6 melee (1d3+3) and bite +6 melee (1d8+3)
    Space/Reach: 10 ft./5 ft.
    Special Attacks: —
    Special Qualities: Darkvision 60 ft., elite creature, immunity to fear and stunning, low-light vision, scent
    Saves: Fort +6, Ref +5, Will +2
    Abilities: Str 22, Dex 18, Con 20, Int 6, Wis 14, Cha 8
    Skills: Listen +5, Spot +9
    Feats: Dodge, MultiattackB, Wingover
    Environment: Temperate hills
    Organization: Solitary, pair, or flight (7-12)
    Challenge Rating: 4
    Treasure: None
    Alignment: Always neutral
    Advancement: None
    Level Adjustment: —

    Bald Eagle (Elite Eagle)
    Size/Type: Small Animal
    Hit Dice: 1d8+2 (6 hp)
    Initiative: +4
    Speed: 10 ft. (2 squares), fly 80 ft. (good)
    Armor Class: 16 (+1 size, +4 Dex, +1 natural), touch 15, flat-footed 12
    Base Attack/Grapple: +0/-4
    Attack: Talons +5 melee (1d4+1)
    Full Attack: 2 talons +5 melee (1d4+1) and bite +0 melee (1d4+1)
    Space/Reach: 5 ft./5 ft.
    Special Attacks: —
    Special Qualities: Exceptional creature, evasion, FREEDOM! of movement, immunity to bludgeoning, low-light vision
    Saves: Fort +4, Ref +6, Will +2
    Abilities: Str 12, Dex 18, Con 14, Int 2, Wis 14, Cha 6
    Skills: Listen +4, Spot +16
    Feats: Alertness, Weapon FinesseB
    Environment: Temperate mountains
    Organization: Solitary or pair
    Challenge Rating: 2
    Advancement: None
    Level Adjustment: —

    Evasion
    When a bald eagle passes a reflex save against an attack which normally deals half damage on a successful reflex save, the bald eagle takes no damage from the attack.

    FREEDOM! of movement (Sp)
    Freedom of movement is constantly active on the bald eagle (Caster level 7th). It can be dispelled, but the bald eagle can reinstate it as a free action.

    Bear, Arctic (Elite Polar Bear)
    Size/Type: Large Animal
    Hit Dice: 8d8+40 (76 hp)
    Initiative: +3
    Speed: 40 ft. (8 squares), swim 30 ft.
    Armor Class: 23 (-1 size, +3 Dex, +7 natural, +4 competence), touch 16, flat-footed 20
    Base Attack/Grapple: +6/+18
    Attack: Claw +15 melee (1d8+10)
    Full Attack: 2 claws +15 melee (1d8+10) and bite +10 melee (2d6+5)
    Space/Reach: 10 ft./5 ft.
    Special Attacks: Improved grab
    Special Qualities: Absorb cold, elite creature, immunity to slashing, low-light vision, scent
    Saves: Fort +11, Ref +9, Will +3
    Abilities: Str 31, Dex 16, Con 21, Int 2, Wis 12, Cha 6
    Skills: Hide +0*, Listen +5, Spot +7, Swim +18
    Feats: Awesome BlowB, Endurance, Run, Track
    Environment: Cold plains
    Organization: Solitary or pair
    Challenge Rating: 6
    Advancement: None
    Level Adjustment: —

    Bear, Dark (Elite Black Bear)
    Size/Type: Medium Animal
    Hit Dice: 3d8+12 (25 hp)
    Initiative: +3
    Speed: 40 ft. (8 squares)
    Armor Class: 19 (+3 Dex, +4 natural, +2 competence), touch 15, flat-footed 16
    Base Attack/Grapple: +2/+8
    Attack: Claw +8 melee (1d4+6)
    Full Attack: 2 claws +8 melee (1d4+6) and bite +3 melee (1d6+3)
    Space/Reach: 5 ft./5 ft.
    Special Attacks: —
    Special Qualities: Darkvision 60 feet, elite creature, immunity to negative energy and blindness, low-light vision, scent
    Saves: Fort +7, Ref +6, Will +2
    Abilities: Str 23, Dex 16, Con 19, Int 2, Wis 12, Cha 6
    Skills: Climb +4, Hide -1*, Listen +4, Spot +4, Swim +8
    Feats: Awesome BlowB, Endurance, Run
    Environment: Temperate forests
    Organization: Solitary or pair
    Challenge Rating: 4
    Advancement: 4-5 HD (Medium)
    Level Adjustment: —

    *A dark bear's dark fur gives it a +8 bonus to hide checks in the dark.

    Grizzly Bear (Elite Brown Bear)
    Size/Type: Large Animal
    Hit Dice: 6d8+30 (57 hp)
    Initiative: +3
    Speed: 40 ft. (8 squares)
    Armor Class: 20 (-1 size, +3 Dex, +5 natural, +3 competence), touch 15, flat-footed 17
    Base Attack/Grapple: +4/+18
    Attack: Claw +13 melee (1d8+10)
    Full Attack: 2 claws +13 melee (1d8+10) and bite +8 melee (2d6+5)
    Space/Reach: 10 ft./5 ft.
    Special Attacks: Improved grab
    Special Qualities: Elite creature, immunity to acid and slashing, low-light vision, scent
    Saves: Fort +10, Ref +8, Will +3
    Abilities: Str 31, Dex 16, Con 21, Int 2, Wis 12, Cha 6
    Skills: Listen +4, Spot +7, Swim +14
    Feats: Endurance, Run, Track
    Environment: Cold forests
    Organization: Solitary or pair
    Challenge Rating: 6
    Advancement: None
    Level Adjustment: —

    Black Witch (Elite Night Hag)
    Size/Type: Medium Outsider (Evil, Extraplanar)
    Hit Dice: 8d8+32 (68 hp)
    Initiative: +3
    Speed: 20 ft. (4 squares)
    Armor Class: 24 (+3 Dex, +11 natural), touch 13, flat-footed 21
    Base Attack/Grapple: +8/+12
    Attack: Bladed triskelion +12 melee (4d6+4, 15-20 *4) or bite +12 melee (2d6+6 plus disease)
    Full Attack: Bladed triskelion +10/+10/+10 melee (4d6+4, 15-20 *4) or bite +12 melee (2d6+6 plus disease)
    Space/Reach: 5 ft./5 ft.
    Special Attacks: Spell-like abilities, dream haunting
    Special Qualities: Change shape, damage reduction 15/cold iron and magic, elite creature, immunity to acid, cold, electricity, fire, charm, fear, poison and sleep, spell resistance 27
    Saves: Fort +12*, Ref +11*, Will +10*
    Abilities: Str 19, Dex 16, Con 18, Int 11, Wis 15, Cha 18
    Skills: Bluff +12, Concentration +15, Diplomacy +5, Disguise +1 (+3 acting), Intimidate +14, Listen +15, Ride +12, Sense Motive +13, Spellcraft +11, Spot +15
    Feats: Alertness, Combat Casting, Two-weapon Fighting
    Environment: A evil-aligned plane
    Organization: Solitary
    Challenge Rating: 11
    Treasure: Standard
    Alignment: Always neutral evil
    Advancement: 9-16 HD (Medium)
    Level Adjustment: —

    Dream haunting
    The dream haunting deals 1d6 points of drain and not just 1.

    Spell-like abilities
    Because the abilities are charisma-based, the DCs are 3 higher. The black witch knows arcane bolt instead of magic missile as a spell-like ability (see the leveller's spell descriptions).

    Juvenile Boltcrow (Elite Juvenile Arrowhawk) Adult Boltcrow (Elite Adult Arrowhawk) Elder Boltcrow (Elite Elder Arrowhawk)
    Size/Type: Small Outsider (Air, Extraplanar) Medium Outsider (Air, Extraplanar) Large Outsider (Air, Extraplanar)
    Hit Dice: 3d8+9 (22 hp) 7d8+21 (52 hp) 15d8+75 (142 hp)
    Initiative: +7
    Speed: Fly 80 ft. (perfect) (12 squares)
    Armor Class: 23 (+1 size, +7 Dex, +4 natural, +1 competence), touch 19, flat-footed 16 25 (+7 Dex, +6 natural, +2 competence), touch 19, flat-footed 18 28 (-1 size, +7 Dex, +8 natural, +4 competence), touch 20, flat-footed 21
    Base Attack/Grapple: +3/+2 +7/+11 +15/+27
    Attack: Electricity ray +11 ranged touch (4d6) or bite +11 melee (1d6+3) Electricity ray +14 ranged touch (4d8) or bite +14 melee (1d8+5) Electricity ray +21 ranged touch (4d8) or bite +23 melee (2d6+11)
    Full Attack: Electricity ray +11 ranged touch (4d6) or bite +11 melee (1d6+3) Electricity ray +14 ranged touch (4d8) or bite +14 melee (1d8+5) Electricity ray +21 ranged touch (4d8) or bite +22 melee (2d6+11)
    Space/Reach: 5 ft./5 ft. 10 ft./5 ft.
    Special Attacks: Electricity ray
    Special Qualities: Absorb electricity, darkvision 60 ft., elite creature, immunity to acid, cold, fire, disease and poison,
    Saves: Fort +6, Ref +10, Will +4 Fort +8, Ref +12, Will +6 Fort +14, Ref +16, Will +10
    Abilities: Str 16, Dex 25, Con 16, Int 10, Wis 13, Cha 13 Str 18, Dex 25, Con 16, Int 10, Wis 13, Cha 13 Str 26, Dex 25, Con 20, Int 10, Wis 13, Cha 13
    Skills: Diplomacy +3, Escape Artist +13, Knowledge (the planes) +6, Listen +7, Move Silently +13, Search +6, Sense Motive +7, Spot +7, Survival +7 (+9 following tracks, +9 Plane of Air), Use Rope +5 (+7 with bindings) Diplomacy +3, Escape Artist +17, Knowledge (the planes) +10, Listen +11, Move Silently +17, Search +10, Sense Motive +11, Spot +11, Survival +11 (+13 following tracks, +13 Plane of Air), Use Rope +5 (+7 with bindings) Diplomacy +3, Escape Artist +25, Knowledge (the planes) +18, Listen +21, Move Silently +25, Search +18, Sense Motive +19, Spot +21, Survival +19 (+21 following tracks, +21 Plane of Air), Use Rope +5 (+7 with bindings)
    Feats: Dodge, Weapon Finesse Dodge, Flyby Attack, Weapon Finesse Alertness, Blind-Fight, Combat Reflexes, Dodge, Flyby Attack, Weapon Finesse, Weapon Focus (bite)B
    Environment: Elemental Plane of Air
    Organization: Solitary or clutch (2-4)
    Challenge Rating: 5 7 10
    Treasure: None
    Alignment: Always neutral
    Advancement: None
    Level Adjustment: —

    Bristling Devil (Elite Barbazu)
    Size/Type: Medium Outsider (Evil, Extraplanar, Lawful)
    Hit Dice: 6d8+30 (57 hp)
    Initiative: +6
    Speed: 40 ft. (8 squares)
    Armor Class: 23 (+2 Dex, +9 natural, +2 competence), touch 14, flat-footed 21
    Base Attack/Grapple: +6/+8
    Attack: Lochaber +13 melee (4d8+9 plus infernal wound) or claw +12 melee (1d6+2)
    Full Attack: Lochaber +13/+8 melee (4d8+9 plus infernal wound) or 2 claws +12 melee (1d6+2)
    Space/Reach: 5 ft./5 ft. (10 ft. with lochaber)
    Special Attacks: Infernal wound, beard, battle frenzy, summon devil
    Special Qualities: Damage reduction 5/silver and good, darkvision 60 ft., elite creature, immunity to acid, cold, fire, disease, petrification and poison, see in darkness, spell resistance 19, telepathy 1000 ft.
    Saves: Fort +10, Ref +7, Will +5
    Abilities: Str 22, Dex 15, Con 21, Int 6, Wis 10, Cha 10
    Skills: Climb +15, Diplomacy +2, Hide +11, Listen +9, Move Silently +9, Sense Motive +9, Spot +9
    Feats: Improved Initiative, Power Attack, Weapon Focus (halberd)
    Environment: A lawful evil-aligned plane
    Organization: Solitary, pair, team (3-5), or squad (6-10)
    Challenge Rating: 7
    Treasure: Standard
    Alignment: Always lawful evil
    Advancement: 7-9 HD (Medium); 10-18 HD (Large)
    Level Adjustment: —

    Beard
    Because the save DC is constitution-based, it's 18, not 16.

    Infernal Wound
    This ability applies to the devil's lochaber rather than a glaive. The check DC is 18, because it's constitution-based.

    Summon Devil
    The bristling devil summons lemure wanderers and bristling devils instead of lemures and barbazu.

    Buffalo (Elite Bison)
    Size/Type: Large Animal
    Hit Dice: 5d8+20 (42 hp)
    Initiative: +0
    Speed: 40 ft. (8 squares)
    Armor Class: 17 (-1 size, +6 natural, +2 competence), touch 11, flat-footed 17
    Base Attack/Grapple: +3/+15
    Attack: Gore +10 melee (1d8+12) or hoof +10 melee (1d4+4)
    Full Attack: Gore +10 melee (1d8+12) and 2 hooves +8 melee (1d4+4)
    Space/Reach: 10 ft./5 ft.
    Special Attacks: Stampede
    Special Qualities: Elite creature, immunity to fire and slashing, low-light vision, scent
    Saves: Fort +8, Ref +4, Will +1
    Abilities: Str 26, Dex 10, Con 18, Int 2, Wis 11, Cha 4
    Skills: Listen +7, Spot +5
    Feats: Alertness, Endurance, MultiattackB
    Environment: Temperate plains
    Organization: Solitary or herd (6-30)
    Challenge Rating: 4
    Advancement: None
    Level Adjustment: —

    NOTE: Characters cannot wash their hands in a buffalo.

    Coyote (Elite Dog)
    Size/Type: Small Animal
    Hit Dice: 1d8+2 (6 hp)
    Initiative: +3
    Speed: 40 ft. (8 squares)
    Armor Class: 17 (+1 size, +3 Dex, +2 natural, +1 competence), touch 15, flat-footed 14
    Base Attack/Grapple: +0/-3 +0/-3
    Attack: Bite +5 melee (1d6+5) or claw +5 melee (1d3+5)
    Full Attack: Bite +5 melee (1d6+5) and two claws +5 melee (1d3+5)
    Space/Reach: 5 ft./5 ft.
    Special Attacks: —
    Special Qualities: Exceptional creature, immunity to fire, low-light vision, scent
    Saves: Fort +4, Ref +5, Will +1
    Abilities: Str 20, Dex 17, Con 15, Int 2, Wis 12, Cha 6
    Skills: Jump +11, Listen +5, Spot +5, Survival +1*
    Feats: Alertness, TrackB
    Environment: Temperate plains
    Organization: Solitary or pack (5-12)
    Challenge Rating: 2
    Alignment: Always neutral
    Advancement: —
    Level Adjustment: —

    Demolition Beetle (Elite Giant Bombadier Beetle)
    Size/Type: Medium Vermin
    Hit Dice: 2d8+8 (17 hp)
    Initiative: +2
    Speed: 30 ft. (6 squares)
    Armor Class: 19 (+6 natural, +2 dex, +1 competence), touch 13, flat-footed 17
    Base Attack/Grapple: +1/+4
    Attack: Bite +4 melee (1d8+3)
    Full Attack: Bite +4 melee (1d8+3)
    Space/Reach: 5 ft./5 ft.
    Special Attacks: Acid spray
    Special Qualities: Darkvision 60 ft., exceptional creature, immunity to acid, fire and poison, vermin traits
    Saves: Fort +7, Ref +2, Will +0
    Abilities: Str 16, Dex 14, Con 18, Int Ψ, Wis 10, Cha 9
    Skills: —
    Feats: —
    Environment: Warm forests
    Organization: Solitary, cluster (2-5) or click (6-11)
    Challenge Rating: 4
    Advancement: —
    Level Adjustment: —

    Acid Spray
    The acid deals 2d6+4 damage in a 20 foot cone. Because the save DC is constitution-based, it's 15, not 13.

    Dire Great Ape (Elite Dire Ape)
    Size/Type: Large Animal
    Hit Dice: 5d8+15 (37 hp)
    Initiative: +4
    Speed: 40 ft. (8 squares), climb 30 ft.
    Armor Class: 22 (-1 size, +4 Dex, +6 natural, +3 competence), touch 16, flat-footed 18
    Base Attack/Grapple: +3/+13
    Attack: Claw +10 melee (2d6+8)
    Full Attack: 2 claws +10 melee (2d6+8) and bite +5 melee (3d6+4)
    Space/Reach: 10 ft./10 ft.
    Special Attacks: Rend 4d6+9
    Special Qualities: Elite Creature, frightful presence, immunity to sonic, low-light vision, scent
    Saves: Fort +6, Ref +8, Will +5
    Abilities: Str 26, Dex 18, Con 14, Int 2, Wis 12, Cha 14
    Skills: Climb +14, Listen +5, Move Silently +4, Spot +6
    Feats: Alertness, Improved Toughness
    Environment: Warm forests
    Organization: Solitary or company (5-8)
    Challenge Rating: 5
    Treasure: None
    Alignment: Always neutral
    Advancement: 6-15 HD (Large)
    Level Adjustment: —

    Frightful Presence (Ex)
    When a dire great ape pounds its chest and bellows (a standard action for it), each enemy who witnesses this act must take a DC 18 will save or be frightened. The save DC is charisma-based and includes a +4 racial modifier.

    Dire Great Mauler (Elite Dire Wolverine)
    Size/Type: Large Animal
    Hit Dice: 5d8+25 (47 hp)
    Initiative: +3
    Speed: 30 ft. (6 squares), climb 10 ft.
    Armor Class: 19 (-1 size, +3 Dex, +4 natural, +3 competence), touch 15, flat-footed 16
    Base Attack/Grapple: +3/+13
    Attack: Claw +10 melee (1d6+8)
    Full Attack: 2 claws +10 melee (1d6+8) and bite +5 melee (1d8+4) or 2+ claws +10 melee (1d6+8)
    Space/Reach: 10 ft./5 ft.
    Special Attacks: Maul, rage
    Special Qualities: Elite creature, immunity to fire and slashing, low-light vision, scent
    Saves: Fort +8, Ref +7, Will +5
    Abilities: Str 26, Dex 17, Con 19, Int 2, Wis 12, Cha 10
    Skills: Climb +16, Listen +7, Spot +7
    Feats: Alertness, Improved Toughness, TrackB
    Environment: Cold forests
    Organization: Solitary or pair
    Challenge Rating: 4
    Treasure: None
    Alignment: Always neutral
    Advancement: —
    Level Adjustment: —

    Maul (Ex)
    When a dire great mauler makes a full attack, it can eschew its bite attack in favour of clawing away at its opponents until it misses. It makes a single attack with one claw, then if it hits, it makes another attack with the same claw at a -2 penalty. If the second attack hits, it can then make a third attack at a -4 penalty. It keeps on making attacks at increasing penalties in the same way, then switches to the other claw and repeats the same process once it misses. Once it misses with the second claw, its full attack is done.

    Rage (Ex)
    Dire great maulers can end their rage voluntarily when no enemies are in the area that it can locate. They get a +8 bonus instead of +4 to strength and constitution.

    Dire Great White (Elite Dire Shark)
    Size/Type: Huge Animal (Aquatic)
    Hit Dice: 18d8+108 (189 hp)
    Initiative: +4
    Speed: Swim 60 ft. (12 squares)
    Armor Class: 26 (-2 size, +4 Dex, +7 natural, +7 competence), touch 19, flat-footed 22
    Base Attack/Grapple: +13/+31
    Attack: Bite +22 melee (4d8+15)
    Full Attack: Bite +22 melee (4d8+15)
    Space/Reach: 15 ft./10 ft.
    Special Attacks: Improved grab, swallow whole
    Special Qualities: Elite creature, immunity to acid, cold and fire, keen scent
    Saves: Fort +16, Ref +15, Will +13
    Abilities: Str 31, Dex 18, Con 20, Int 2, Wis 14, Cha 10
    Skills: Listen +13, Spot +12, Swim +18
    Feats: Cleave, Combat Reflexes, Great Cleave, Improved Natural Attack (bite), Improved Toughness, Power Attack, Weapon Focus (bite)
    Environment: Cold aquatic
    Organization: Solitary or school (2-5)
    Challenge Rating: 11
    Treasure: None
    Alignment: Always neutral
    Advancement: —
    Level Adjustment: —

    Swallow Whole
    The dire great white's swallow whole attack deals 3d6+10 points of bludgeoning and 2d6+6 points of acid damage per round, and the AC of its digestive tract is 20 (it's just that competent!). You need to deal 40 points of damage to cut your way out.

    Dire Grizzly (Elite Dire Bear)
    Size/Type: Large Animal
    Hit Dice: 12d8+60 (114 hp)
    Initiative: +1
    Speed: 60 ft. (12 squares)
    Armor Class: 27 (-1 size, +2 Dex, +11 natural, +5 competence), touch 16, flat-footed 25
    Base Attack/Grapple: +9/+23
    Attack: Claw +24 melee (3d6+15)
    Full Attack: 2 claws +24 melee (3d6+15) and bite +23 melee (3d8+15)
    Space/Reach: 10 ft./5 ft.
    Special Attacks: Improved grab
    Special Qualities: Elite creature, immunity to cold, slashing, and fear, low-light vision, scent
    Saves: Fort +12, Ref +10, Will +9
    Abilities: Str 40, Dex 15, Con 19, Int 2, Wis 12, Cha 10
    Skills: Listen +10, Spot +10, Swim +18
    Feats: Alertness, Awesome BlowB, Endurance, Improved Toughness, Run, Weapon Focus (claw)
    Environment: Cold forests
    Organization: Solitary or pair
    Challenge Rating: 9
    Treasure: None
    Alignment: Always neutral
    Advancement: —
    Level Adjustment: —

    Dire Jackal (Elite Dire Wolf)
    Size/Type: Large Animal
    Hit Dice: 6d8+18 (45 hp)
    Initiative: +4
    Speed: 50 ft. (10 squares)
    Armor Class: 18 (-1 size, +4 Dex, +3 natural, +2 competence), touch 15, flat-footed 14
    Base Attack/Grapple: +4/+15
    Attack: Bite +11 melee (1d8+15) or claw +5 melee (1d6+5)
    Full Attack: Bite +11 melee (1d8+15) or claw +5 melee (1d6+5)
    Space/Reach: 10 ft./5 ft.
    Special Attacks: Trip
    Special Qualities: Elite creature, damage reduction 5/-, immunity to cold, electricity, fire and fear, low-light vision, scent
    Saves: Fort +8, Ref +9, Will +6
    Abilities: Str 30, Dex 18, Con 17, Int 2, Wis 12, Cha 10
    Skills: Hide +0, Listen +7, Move Silently +4, Spot +7, Survival +2*
    Feats: Alertness, Run, TrackB, Weapon Focus (bite)
    Environment: Temperate forests
    Organization: Solitary or pack (5-8)
    Challenge Rating: 5
    Treasure: None
    Alignment: Always neutral
    Advancement: 7-18 HD (Large)
    Level Adjustment: —

    Improved Trip
    The check modifier is +13, not +11.

    Dire Jaguar (Elite Dire Tiger)
    Size/Type: Large Animal
    Hit Dice: 16d8+48 (120 hp)
    Initiative: +4
    Speed: 60 ft. (12 squares)
    Armor Class: 25 (-1 size, +4 Dex, +8 natural, +4 competence), touch 17, flat-footed 22
    Base Attack/Grapple: +12/+26
    Attack: Claw +22 melee (3d6+10)
    Full Attack: 2 claws +22 melee (3d6+10) and bite +21 melee (3d8+10)
    Space/Reach: 10 ft./5 ft.
    Special Attacks: Improved grab, pounce, rake 3d6+10
    Special Qualities: Elite creature, immunity to electricity, fire, piercing and fear, low-light vision, scent
    Saves: Fort +13, Ref +14, Will +11
    Abilities: Str 31, Dex 18, Con 17, Int 2, Wis 12, Cha 10
    Skills: Hide +9*, Jump +16, Listen +6, Move Silently +13, Spot +7, Swim +12
    Feats: Alertness, Improved Natural Attack (claw), Improved Natural Attack (bite), Run, Stealthy, Weapon Focus (claw)
    Environment: Warm forests
    Organization: Solitary or pair
    Challenge Rating: 10
    Treasure: None
    Alignment: Always neutral
    Advancement: —
    Level Adjustment: —

    Dire Mauler (Elite Dire Badger)
    Size/Type: Medium Animal
    Hit Dice: 3d8+15 (28 hp)
    Initiative: +4
    Speed: 30 ft. (6 squares), burrow 10 ft.
    Armor Class: 18 (+4 Dex, +3 natural, +1 competence), touch 15, flat-footed 14
    Base Attack/Grapple: +2/+6
    Attack: Claw +6 melee (1d6+4)
    Full Attack: 2 claws +6 melee (1d6+4) and bite +1 melee (1d6+2) or 2+ claws +6 (1d6+4)
    Space/Reach: 5 ft./5 ft.
    Special Attacks: Maul, rage
    Special Qualities: Elite creature, immunity to fire and slashing, low-light vision, scent
    Saves: Fort +7, Ref +7, Will +4
    Abilities: Str 18, Dex 18, Con 19, Int 2, Wis 12, Cha 10
    Skills: Listen +6, Spot +6
    Feats: Alertness, Toughness, TrackB
    Environment: Temperate forests
    Organization: Solitary or cete (2-5)
    Challenge Rating: 4
    Treasure: None
    Alignment: Always neutral
    Advancement: —
    Level Adjustment: —

    Maul (Ex)
    When a dire mauler makes a full attack, it can eschew its bite attack in favour of clawing away at its opponents until it misses. It makes a single attack with one claw, then if it hits, it makes another attack with the same claw at a -2 penalty. If the second attack hits, it can then make a third attack at a -4 penalty. It keeps on making attacks at increasing penalties in the same way, then switches to the other claw and repeats the same process once it misses. Once it misses with the second claw, its full attack is done.

    Rage (Ex)
    Dire maulers can end their rage voluntarily when no enemies are in the area that it can locate. They get a +8 bonus instead of +4 to strength and constitution.

    Dire Sabretooth (Elite Dire Lion)
    Size/Type: Large Animal
    Hit Dice: 8d8+40 (76 hp)
    Initiative: +4
    Speed: 60 ft. (12 squares)
    Armor Class: 22 (-1 size, +4 Dex, +6 natural, +3 competence), touch 16, flat-footed 18
    Base Attack/Grapple: +6/+20
    Attack: Claw +16 melee (2d6+10)
    Full Attack: 2 claws +16 melee (2d6+10) and bite +10 melee (2d8+5)
    Space/Reach: 10 ft./5 ft.
    Special Attacks: Improved grab, pounce, rake 2d6+5
    Special Qualities: Elite creature, immunity to bludgeoning, cold and fire, low-light vision, scent
    Saves: Fort +11, Ref +10, Will +8
    Abilities: Str 30, Dex 18, Con 20, Int 2, Wis 14, Cha 10
    Skills: Hide +4*, Listen +8, Move Silently +7, Spot +8
    Feats: Alertness, Awesome BlowB, Run, Weapon Focus (claw)
    Environment: Warm plains
    Organization: Solitary, pair, or pride (6-10)
    Challenge Rating: 7
    Treasure: None
    Alignment: Always neutral
    Advancement: 9-16 HD (Large); 17-24 HD (Huge)
    Level Adjustment: —

    Dire Otter (Elite Dire Weasel)
    Size/Type: Medium Animal
    Hit Dice: 3d8+6 (19 hp)
    Initiative: +4
    Speed: 40 ft. (8 squares), swim 30
    Armor Class: 20 (+4 Dex, +4 natural, +2 competence), touch 16, flat-footed 16
    Base Attack/Grapple: +2/+4
    Attack: Bite +8 melee (1d6+6)
    Full Attack: Bite +8 melee (1d6+6)
    Space/Reach: 5 ft./5 ft.
    Special Attacks: Attach, blood drain
    Special Qualities: Elite creature, immunity to cold and piercing, low-light vision, scent
    Saves: Fort +5, Ref +7, Will +4
    Abilities: Str 18, Dex 19, Con 14, Int 2, Wis 12, Cha 11
    Skills: Hide +8, Listen +3, Move Silently +8, Spot +5
    Feats: Alertness, Stealthy, Weapon FinesseB
    Environment: Temperate hills
    Organization: Solitary or pair
    Challenge Rating: 4
    Treasure: None
    Alignment: Always neutral
    Advancement: —
    Level Adjustment: —

    Attach
    A dire otter's AC while attached is 16, not 12. The dire otter can choose whether or not the bite attaches it to a creature, and can fall off into an adjacent square as a free action.

    Blood Drain
    A dire otter deals 1d6+1 points of constitution damage per round, not just 1d4.

    Dire Vampire Bat (Elite Dire Bat)
    Size/Type: Large Animal
    Hit Dice: 4d8+16 (34 hp)
    Initiative: +6
    Speed: 20 ft. (4 squares), fly 60 ft. (good)
    Armor Class: 21 (-1 size, +6 Dex, +5 natural, +1 competence), touch 16, flat-footed 15
    Base Attack/Grapple: +3/+13
    Attack: Bite +8 melee (2d6+6 plus leech)
    Full Attack: Bite +8 melee (2d6+6 plus leech)
    Space/Reach: 10 ft./5 ft.
    Special Attacks: Leech
    Special Qualities: Blindsense 40 ft., elite creature, immunity to cold and negative energy
    Saves: Fort +8, Ref +10, Will +6
    Abilities: Str 22, Dex 22, Con 18, Int 2, Wis 14, Cha 6
    Skills: Hide +4, Listen +12*, Move Silently +11, Spot +8*
    Feats: Alertness, Stealthy
    Environment: Temperate deserts
    Organization: Solitary or colony (5-8)
    Challenge Rating: 4
    Treasure: None
    Alignment: Always neutral
    Advancement: —
    Level Adjustment: —

    Leech
    When a vampire bat deals damage with its bite, it regains half that many hit points, up to its maximum.

    Dire Velociraptor (Elite Megaraptor)
    Size/Type: Large Animal
    Hit Dice: 8d8+48 (84 hp)
    Initiative: +4
    Speed: 80 ft. (16 squares)
    Armor Class: 22 (-1 size, +4 Dex, +6 natural, +3 competence), touch 16, flat-footed 18
    Base Attack/Grapple: +6/+18
    Attack: Talons +13 melee (3d6+8)
    Full Attack: Talons +13 melee (3d6+8) and 2 foreclaws +8 melee (1d6+4) and bite +8 melee (2d8+4)
    Space/Reach: 10 ft./5 ft.
    Special Attacks: Pounce
    Special Qualities: Damage reduction 5/-, elite creature, immunity to acid, fire and piercing, low-light vision, scent
    Saves: Fort +10, Ref +10, Will +4
    Abilities: Str 26, Dex 19, Con 21, Int 2, Wis 15, Cha 10
    Skills: Hide +11, Jump +27, Listen +12, Spot +12, Survival +12
    Feats: Improved Toughness, Run, Track
    Environment: Warm forests
    Organization: Solitary, pair, or pack (3-6)
    Challenge Rating: 8
    Treasure: None
    Alignment: Always neutral
    Advancement: —
    Level Adjustment: —

    Dire Wild Boar (Elite Dire Boar)
    Size/Type: Large Animal
    Hit Dice: 7d8+35 (66 hp)
    Initiative: +3
    Speed: 50 ft. (10 squares)
    Armor Class: 21 (-1 size, +6 natural, +3 dex, +3 competence), touch 15, flat-footed 18
    Base Attack/Grapple: +5/+19
    Attack: Gore +14 melee (1d8+15)
    Full Attack: Gore +14 melee (1d8+15)
    Space/Reach: 10 ft./5 ft.
    Special Attacks: Ferocity
    Special Qualities: Elite creature, immunity to cold, slashing and sonic, low-light vision, scent
    Saves: Fort +10, Ref +8, Will +9
    Abilities: Str 30, Dex 16, Con 20, Int 2, Wis 15, Cha 8
    Skills: Listen +9, Spot +9
    Feats: Alertness, Awesome BlowB, Endurance, Iron Will
    Environment: Temperate forests
    Organization: Solitary or herd (5-8)
    Challenge Rating: 6
    Treasure: None
    Alignment: Always neutral
    Advancement: —
    Level Adjustment: —

    Dolphin (Elite Porpoise)
    Size/Type: Medium Animal
    Hit Dice: 2d8+6 (15 hp)
    Initiative: +3
    Speed: Swim 80 ft. (16 squares)
    Armor Class: 18 (+5 Dex, +2 natural, +1 competence), touch 16, flat-footed 13
    Base Attack/Grapple: +1/+3
    Attack: Slam +6 melee (2d6+2)
    Full Attack: Slam +6 melee (2d6+2)
    Space/Reach: 5 ft./5 ft.
    Special Attacks: —
    Special Qualities: Blindsight 120 ft., exceptional creature, hold breath, immunity to cold and fire, low-light vision
    Saves: Fort +6, Ref +6, Will +1
    Abilities: Str 14, Dex 20, Con 16, Int 2, Wis 12, Cha 6
    Skills: Listen +8*, Spot +7*, Swim +8
    Feats: Weapon Finesse
    Environment: Temperate aquatic
    Organization: Solitary, pair, or school (3-20)
    Challenge Rating: 2
    Alignment: Always neutral
    Advancement: —
    Level Adjustment: —

    Dretch Taskmaster (Elite Dretch)
    Size/Type: Small Outsider (Chaotic, Extraplanar, Evil)
    Hit Dice: 2d8+4 (13 hp)
    Initiative: +2
    Speed: 30 ft. (6 squares)
    Armor Class: 19 (+1 size, +5 natural, +2 dex, +1 competence), touch 14, flat-footed 17
    Base Attack/Grapple: +2/+1
    Attack: Claw +6 melee (1d6+3)
    Full Attack: 2 claws +6 melee (1d6+3) and bite +4 melee (1d4+1)
    Space/Reach: 5 ft./5 ft.
    Special Attacks: Spell-like abilities, summon demon
    Special Qualities: Damage reduction 5/cold iron and good, darkvision 60 ft., exceptional creature, immunity to electricity, fire and poison, resistance to acid 10 and cold 10, telepathy 100 ft.
    Saves: Fort +5, Ref +5, Will +3
    Abilities: Str 16, Dex 14, Con 14, Int 10, Wis 11, Cha 16
    Skills: Diplomacy +8, Hide +9, Intimidate +8, Listen +5, Move Silently +5, Spot +5, Search +5, Survival +5 (+7 following tracks)
    Feats: Multiattack
    Environment: A chaotic evil-aligned plane
    Organization: Solitary, pair, or gang (3-5)
    Challenge Rating: 4
    Treasure: None
    Alignment: Always chaotic evil
    Advancement: —
    Level Adjustment: —

    Spell-like abilities
    The spell-like abilities are both usable 3 times per day. Because the save DCs are charisma based, they're 15 and 16, not 12 and 13.

    Summon demon
    Dretch taskmasters can summon 1d3 dretches with a 100% chance of success or 1 dretch taskmaster with a 35% chance of success.

    Eaglion (Elite Griffon)
    Size/Type: Large Magical Beast
    Hit Dice: 7d10+28 (66 hp)
    Initiative: +4
    Speed: 40 ft. (8 squares), fly 100 ft. (good)
    Armor Class: 22 (-1 size, +4 Dex, +6 natural, +3 competence), touch 16, flat-footed 18
    Base Attack/Grapple: +7/+15
    Attack: Bite +13 melee (3d6+6)
    Full Attack: Bite +13 melee (3d6+6) and 2 claws +10 melee (1d8+3)
    Space/Reach: 10ft./5 ft.
    Special Attacks: Pounce, rake 2d6+3
    Special Qualities: Darkvision 60 ft., elite creature, immune to bludgeoning, fire, sonic and wind effects, low-light vision, scent
    Saves: Fort +9, Ref +9, Will +6
    Abilities: Str 22, Dex 18, Con 18, Int 7, Wis 15, Cha 8
    Skills: Jump +10, Listen +7, Spot +11
    Feats: Iron Will, Multiattack, Weapon Focus (bite)
    Environment: Temperate hills
    Organization: Solitary, pair, or pride (6-10)
    Challenge Rating: 6
    Treasure: None
    Alignment: Always neutral
    Advancement: —
    Level Adjustment: —

    Elasmotherium (Elite Rhinoceros)
    Size/Type: Large Animal
    Hit Dice: 8d8+56 (92 hp)
    Initiative: +2
    Speed: 40 ft. (8 squares)
    Armor Class: 21 (-1 size, +7 natural, +2 dex, +3 competence), touch 14, flat-footed 19
    Base Attack/Grapple: +6/+20
    Attack: Gore +15 melee (3d6+15)
    Full Attack: Gore +15 melee (3d6+15)
    Space/Reach: 10 ft./5 ft.
    Special Attacks: Powerful charge
    Special Qualities: Elite creature, immunity to cold, electricity and fire, low-light vision
    Saves: Fort +13, Ref +8, Will +3
    Abilities: Str 30, Dex 14, Con 25, Int 2, Wis 13, Cha 2
    Skills: Listen +14, Spot +3
    Feats: Alertness, Endurance, Improved Natural Attack (gore)
    Environment: Warm plains
    Organization: Solitary or herd (2-12)
    Challenge Rating: 6
    Advancement: —
    Level Adjustment: —

    Powerful Charge
    The elasmotherium's attack on a charge deals 6d6+30 points of damage, not 4d6+24.

  4. - Top - End - #4
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    Default Re: The Maker (Prestige Class Contest II Winner; PEACH)

    Inferno Elemental, Small Inferno Elemental, Medium Inferno Elemental, Large
    Size/Type: Small Elemental (Fire, Extraplanar) Medium Elemental (Fire, Extraplanar) Large Elemental (Fire, Extraplanar)
    Hit Dice: 2d8+4 (13 hp) 4d8+16 (42 hp) 8d8+40 (76 hp)
    Initiative: +7 +9 +11
    Speed: 60 ft. (12 squares)
    Armor Class: 17 (+1 size, +3 Dex, +3 natural), touch 14, flat-footed 14 18 (+5 Dex, +3 natural), touch 15, flat-footed 13 20 (-1 size, +7 Dex, +4 natural), touch 16, flat-footed 13
    Base Attack/Grapple: +1/-3 +3/+4 +6/+12
    Attack: Slam +5 melee (1d4 plus 1d8 fire) Slam +8 melee (1d6+1 plus 2d8 fire) Slam +12 melee (2d6+2 plus 2d8 fire)
    Full Attack: Slam +5 melee (1d4 plus 1d4 fire) Slam +8 melee (1d6+1 plus 1d6 fire) 2 slams +12 melee (2d6+2 plus 2d6 fire)
    Space/Reach: 5 ft./5 ft. 10 ft./10 ft.
    Special Attacks: Burn, Spell-Like Abilities
    Special Qualities: Darkvision 60 ft., exceptional creature, elemental traits, immunity to fire, piercing and sonic Darkvision 60 ft., elemental traits, elite creature, immunity to fire, piercing and sonic Damage reduction 5/-, darkvision 60 ft., elemental traits, elite creature, immunity to fire, piercing and sonic
    Saves: Fort +2, Ref +6, Will +0 Fort +5, Ref +9, Will +1 Fort +7, Ref +13, Will +2
    Abilities: Str 10, Dex 16, Con 14, Int 4, Wis 11, Cha 12 Str 12, Dex 20, Con 18, Int 4, Wis 11, Cha 14 Str 14, Dex 24, Con 20, Int 6, Wis 11, Cha 16
    Skills: Listen +2, Spot +3 Listen +3, Spot +4 Listen +5, Spot +6
    Feats: Dodge, Improved InitiativeB, Weapon FinesseB Dodge, Improved InitiativeB, Mobility, Weapon FinesseB Dodge, Improved InitiativeB, Mobility, Spring Attack, Weapon FinesseB
    Environment: Elemental Plane of Fire
    Organization: Solitary
    Challenge Rating: 3 5 7
    Treasure: None
    Alignment: Usually neutral
    Advancement: —
    Level Adjustment: —
    Inferno Elemental, Huge Inferno Elemental, Greater Inferno Elemental, Elder
    Size/Type: Huge Elemental (Fire, Extraplanar)
    Hit Dice: 16d8+96 (168 hp) 21d8+126 (220 hp) 24d8+144 (252 hp)
    Initiative: +13 +14 +15
    Speed: 70 ft. (14 squares)
    Armor Class: 21 (-2 size, +9 Dex, +4 natural), touch 15, flat-footed 12 26 (-2 size, +10 Dex, +8 natural), touch 16, flat-footed 16 27 (-2 size, +11 Dex, +8 natural), touch 17, flat-footed 16
    Base Attack/Grapple: +12/+24 +15/+28 +18/+32
    Attack: Slam +19 melee (2d8+4 plus 3d8 fire) Slam +24 melee (2d8+5 plus 3d8 fire) Slam +28 melee (2d8+6 plus 4d8 fire)
    Full Attack: 3 slams +19 melee (2d8+4 plus 3d8 fire) 4 slams +24 melee (2d8+5 plus 3d8 fire) 5 slams +28 melee (2d8+6 plus 4d8 fire)
    Space/Reach: 15 ft./15 ft.
    Special Attacks: Burn, Spell-like Abilities
    Special Qualities: Absorb fire, damage reduction 5/-, darkvision 60 ft., elemental traits, elite creature, immunity to piercing and sonic Absorb fire, damage reduction 10/-, darkvision 60 ft., elemental traits, elite creature, immunity to piercing and sonic Absorb fire, damage reduction 15/-, darkvision 60 ft., elemental traits, immunity to piercing and sonic
    Saves: Fort +11, Ref +17, Will +7 Fort +13, Ref +20, Will +9 Fort +16, Ref +23, Will +10
    Abilities: Str 18, Dex 28, Con 22, Int 6, Wis 11, Cha 18 Str 20, Dex 30, Con 22, Int 6, Wis 11, Cha 20 Str 22, Dex 32, Con 22, Int 6, Wis 11, Cha 22
    Skills: Listen +11, Spot +12 Listen +14, Spot +14 Listen +28, Spot +29
    Feats: Alertness, Combat Reflexes, Dodge, Improved InitiativeB, Iron Will, Mobility, Spring Attack, Weapon FinesseB Alertness, Blind-Fight, Combat Reflexes, Dodge, Improved InitiativeB, Iron Will, Mobility, Spring Attack, Weapon FinesseB, Weapon Focus (slam) Alertness, Blind-Fight, Combat Reflexes, Dodge, Improved InitiativeB, Great Fortitude, Iron Will, Mobility, Spring Attack, Weapon FinesseB, Weapon Focus (slam)
    Environment: Elemental Plane of Fire
    Organization: Solitary
    Challenge Rating: 9 11 13
    Treasure: None
    Alignment: Usually neutral
    Advancement: —
    Level Adjustment: —

    Burn
    Because the DCs are constitution-based, they are 13, 16, 19, 24, 26 and 28 rather than the values given in the table.

    Spell-like abilities

    Inferno elementals have access to the following elite spell-like abilities. The save DCs are charisma-based in each case.

    Small: 1/day cone of immolation (DC 12), CL 3
    Medium: 3/day cone of immolation (DC 13), 1/day immolating ray CL 5
    Large: At will cone of immolation (DC 14), 3/day immolating ray, 1/day conflagration (DC 16), CL 7
    Huge: At will cone of immolation (DC 15), immolating ray, 3/day conflagration (DC 17), 1/day pillar of flame (DC 18), CL 9
    Greater: At will cone of immolation (DC 16), immolating ray, conflagration (DC 18), 3/day pillar of flame (DC 19), CL 11
    Elder: At will cone of immolation (DC 17), immolating ray, conflagration (DC 19), pillar of flame (DC 20), CL 13

    Storm Elemental, Small Storm Elemental, Medium Storm Elemental, Large
    Size/Type: Small Elemental (Water, Extraplanar) Medium Elemental (Water, Extraplanar) Large Elemental (Water, Extraplanar)
    Hit Dice: 2d8+6 (15 hp) 4d8+20 (38 hp) 8d8+48 (84 hp)
    Initiative: +1 +2 +3
    Speed: 30 ft. (6 squares), swim 120 ft.
    Armor Class: 18 (+1 size, +1 Dex, +6 natural), touch 12, flat-footed 17 20 (+2 Dex, +8 natural), touch 12, flat-footed 18 21 (-1 size, +3 Dex, +9 natural), touch 12, flat-footed 18
    Base Attack/Grapple: +1/+1 +3/+8 +6/+17
    Attack: Slam +6 melee (1d6+6) Slam +8 melee (1d8+7) Slam +12 melee (2d8+8)
    Full Attack: Slam +6 melee (1d6+6) Slam +8 melee (1d8+7) 2 slams +12 melee (2d8+8)
    Space/Reach: 5 ft./5 ft. 10 ft./10 ft.
    Special Attacks: Water mastery, drench, vortex
    Special Qualities: Darkvision 60 ft., elemental traits, exceptional creature, immunity to acid, electricity and fire Darkvision 60 ft., elemental traits, elite creature, immunity to acid, electricity and fire Damage reduction 5/-, darkvision 60 ft., elemental traits, elite creature, immunity to acid, electricity and fire
    Saves: Fort +6, Ref +1, Will +0 Fort +9, Ref +3, Will +1 Fort +12, Ref +5, Will +2
    Abilities: Str 18, Dex 12, Con 17, Int 4, Wis 11, Cha 11 Str 20, Dex 14, Con 21, Int 4, Wis 11, Cha 11 Str 24, Dex 16, Con 23, Int 6, Wis 11, Cha 11
    Skills: Listen +2, Spot +3 Listen +3, Spot +4 Listen +5, Spot +6
    Feats: Power Attack Cleave, Power Attack Cleave, Great Cleave, Power Attack
    Environment: Elemental Plane of Water
    Organization: Solitary
    Challenge Rating: 3 5 7
    Treasure: None
    Alignment: Usually neutral
    Advancement: —
    Level Adjustment: —
    Storm Elemental, Huge Storm Elemental, Greater Storm Elemental, Elder
    Size/Type: Huge Elemental (Water, Extraplanar) Huge Elemental (Water, Extraplanar) Huge Elemental (Water, Extraplanar)
    Hit Dice: 16d8+112 (184 hp) 21d8+147 (241 hp) 24d8+168 (256 hp)
    Initiative: +5 +6 +7
    Speed: 40 ft. (8 squares), swim 150 ft.
    Armor Class: 22 (-2 size, +5 Dex, +9 natural), touch 13, flat-footed 17 23 (-2 size, +6 Dex, +9 natural), touch 14, flat-footed 17 24 (-2 size, +7 Dex, +9 natural), touch 15, flat-footed 17
    Base Attack/Grapple: +12/+29 +15/+33 +18/+37
    Attack: Slam +19 melee (2d10+10) Slam +23 melee (2d10+11) Slam +27 melee (2d10+12/19-20)
    Full Attack: 3 slams +19 melee (2d10+10) 4 slams +23 melee (2d10+11) 5 slams +27 melee (2d10+12/19-20)
    Space/Reach: 15 ft./15 ft.
    Special Attacks: Water mastery, drench, vortex
    Special Qualities: Absorb electriticy, damage reduction 5/-, darkvision 60 ft., elemental traits, elite creature, immunity to acid and fire Absorb electricity, damage reduction 10/-, darkvision 60 ft., elemental traits, elite creature, immunity to acid and fire Absorb electricity, damage reduction 15/-, darkvision 60 ft., elemental traits, elite creature, immunity to acid and fire
    Saves: Fort +17, Ref +10, Will +7 Fort +19, Ref +15, Will +9 Fort +21, Ref +17, Will +10
    Abilities: Str 28, Dex 20, Con 25, Int 6, Wis 11, Cha 11 Str 30, Dex 22, Con 25, Int 8, Wis 11, Cha 11 Str 32, Dex 24, Con 25, Int 10, Wis 11, Cha 11
    Skills: Listen +11, Spot +12 Listen +14, Spot +14 Listen +29, Spot +29
    Feats: Alertness, Cleave, Great Cleave, Power Attack, Improved Bull Rush, Iron Will Alertness, Cleave, Great Cleave, Improved Bull Rush, Improved Sunder, Iron Will, Lightning Reflexes, Power Attack Alertness, Cleave, Great Cleave, Improved Critical (slam), Improved Bull Rush, Improved Sunder, Iron Will, Lightning Reflexes, Power Attack
    Environment: Elemental Plane of Water
    Organization: Solitary
    Challenge Rating: 9 11 13
    Treasure: None
    Alignment: Usually neutral
    Advancement: —
    Level Adjustment: —

    Vortex
    Triple the number of damage dice listed in the table and increase the DC by 2 (because it's strength-based) in each instance.

    Water Mastery
    The bonus is increased from +1 to +4 and the penalty reduced from -4 to -1.

    Rock Elemental, Small Rock Elemental, Medium Rock Elemental, Large
    Size/Type: Small Elemental (Earth, Extraplanar) Medium Elemental (Earth, Extraplanar) Large Elemental (Earth, Extraplanar)
    Hit Dice: 2d8+6 (15 hp) 4d8+20 (38 hp) 8d8+48 (86 hp)
    Initiative: +0
    Speed: 30 ft. (6 squares)
    Armor Class: 19 (+1 size, +7 natural, +1 competence), touch 12, flat-footed 19 21 (+9 natural, +2 competence), touch 10, flat-footed 19 23 (-1 size, +10 natural, +4 competence), touch 13, flat-footed 23
    Base Attack/Grapple: +1/+2 +3/+10 +6/+19
    Attack: Slam +7 melee (1d6+7) Slam +10 melee (1d8+10) Slam +14 melee (2d8+13)
    Full Attack: Slam +7 melee (1d6+7) Slam +10 melee (1d8+10) 2 slams +14 melee (2d8+13)
    Space/Reach: 5 ft./5 ft. 10 ft./10 ft.
    Special Attacks: Earth mastery, push
    Special Qualities: Darkvision 60 ft., earth glide, elemental traits, exceptional creature, immunity to cold, fire and slashing Darkvision 60 ft., earth glide, elemental traits, elite creature, immunity to cold, fire and slashing Damage reduction 5/-, darkvision 60 ft., earth glide, elemental traits, elite creature, immunity to cold, fire and slashing
    Saves: Fort +6, Ref +0, Will +0 Fort +9, Ref +1, Will +1 Fort +12, Ref +2, Will +2
    Abilities: Str 21, Dex 10, Con 16, Int 4, Wis 11, Cha 11 Str 25, Dex 10, Con 20, Int 4, Wis 11, Cha 11 Str 29, Dex 10, Con 22, Int 6, Wis 11, Cha 11
    Skills: Listen +3, Spot +2 Listen +4, Spot +3 Listen +6, Spot +5
    Feats: Power Attack Cleave, Power Attack Cleave, Great Cleave, Power Attack
    Environment: Elemental Plane of Earth
    Organization: Solitary
    Challenge Rating: 3 5 7
    Treasure: None
    Alignment: Usually neutral
    Advancement: —
    Level Adjustment: —
    Rock Elemental, Huge Rock Elemental, Greater Rock Elemental, Elder
    Size/Type: Huge Elemental (Earth, Extraplanar) Huge Elemental (Earth, Extraplanar) Huge Elemental (Earth, Extraplanar)
    Hit Dice: 16d8+112 (184 hp) 21d8+147 (241 hp) 24d8+168 (276 hp)
    Initiative: +0
    Speed: 40 ft. (8 squares)
    Armor Class: 27 (-2 size, +11 natural, +8 competence), touch 16, flat-footed 27 31 (-2 size, +13 natural, +10 comprtence), touch 18, flat-footed 31 35 (-2 size, +15 natural, +12 competence), touch 20, flat-footed 35
    Base Attack/Grapple: +12/+31 +15/+35 +18/+39
    Attack: Slam +21 melee (2d10+16) Slam +25 melee (2d10+18) Slam +29 melee (2d10+19/19-20)
    Full Attack: 3 slams +21 melee (2d10+16) 4 slams +25 melee (2d10+18) 5 slams +29 melee (2d10+19/19-20)
    Space/Reach: 15 ft./15 ft.
    Special Attacks: Earth mastery, push
    Special Qualities: Absorb cold, damage reduction 5/-, darkvision 60 ft., earth glide, elemental traits, elite creature, immunity to fire and slashing Absorb cold, damage reduction 10/-, darkvision 60 ft., earth glide, elemental traits, elite creature, immunity to fire and slashing Absorb cold, damage reduction 15/-, darkvision 60 ft., earth glide, elemental traits, elite creature, immunity to fire and slashing
    Saves: Fort +17, Ref +5, Will +7 Fort +19, Ref +8, Will +9 Fort +21, Ref +8, Will +10
    Abilities: Str 33, Dex 10, Con 24, Int 6, Wis 11, Cha 11 Str 35, Dex 10, Con 24, Int 8, Wis 11, Cha 11 Str 37, Dex 10, Con 24, Int 10, Wis 11, Cha 11
    Skills: Listen +10, Spot +9 Listen +14, Spot +14 Listen +29, Spot +29
    Feats: Awesome Blow, Cleave, Great Cleave, Improved Bull Rush, Iron Will, Power Attack Alertness, Awesome Blow, Cleave, Great Cleave, Improved Bull Rush, Improved Sunder, Iron Will, Power Attack Alertness, Awesome Blow, Cleave, Great Cleave, Improved Bull Rush, Improved Critical (slam), Improved Sunder, Iron Will, Power Attack
    Environment: Elemental Plane of Earth
    Organization: Solitary
    Challenge Rating: 9 11 13
    Treasure: None
    Alignment: Usually neutral
    Advancement: —
    Level Adjustment: —

    A rock elemental is about twice as heavy as an earth elemental of the same size.

    Earth Mastery
    The bonus is +4 and the penalty -1, rather than the converse.

    Wind Elemental, Small Wind Elemental, Medium Wind Elemental, Large
    Size/Type: Small Elemental (Air, Extraplanar) Medium Elemental (Air, Extraplanar) Large Elemental (Air, Extraplanar)
    Hit Dice: 2d8 (9 hp) 4d8+8 (26 hp) 8d8+24 (60 hp)
    Initiative: +12 +14 +16
    Speed: Fly 120 ft. (perfect) (24 squares)
    Armor Class: 23 (+1 size, +8 Dex, +3 natural, +1 competence), touch 20, flat-footed 15 25 (+10 Dex, +3 natural, +2 competence), touch 22, flat-footed 15 28 (-1 size, +12 Dex, +4 natural, +3 competence), touch 24, flat-footed 16
    Base Attack/Grapple: +1/-3 +3/+4 +6/+12
    Attack: Slam +10 melee (1d4) Slam +13 melee (1d6+1) Slam +17 melee (2d6+2)
    Full Attack: Slam +10 melee (1d4) Slam +13 melee (1d6+1) 2 slams +17 melee (2d6+2)
    Space/Reach: 5 ft./5 ft. 10 ft./10 ft.
    Special Attacks: Air mastery, whirlwind
    Special Qualities: Darkvision 60 ft. elemental traits, exceptional creature, immunity to bludgeoning, cold and sonic Darkvision 60 ft., elemental traits, elite creature, immunity to bludgeoning, cold and sonic Damage reduction 5/-, darkvision 60 ft., elemental traits, elite creature, immunity to bludgeoning, cold and sonic
    Saves: Fort +0, Ref +11, Will +0 Fort +3, Ref +14, Will +1 Fort +5, Ref +18, Will +2
    Abilities: Str 10, Dex 27, Con 10, Int 4, Wis 11, Cha 11 Str 12, Dex 31, Con 14, Int 4, Wis 11, Cha 11 Str 14, Dex 35, Con 16, Int 6, Wis 11, Cha 11
    Skills: Listen +2, Spot +3 Listen +3, Spot +4 Listen +5, Spot +6
    Feats: Flyby Attack, Improved InitiativeB, Weapon Finesse B Dodge, Flyby Attack, Improved InitiativeB, Weapon Finesse B Combat Reflexes, Dodge, Flyby Attack, Improved InitiativeB, Weapon Finesse B
    Environment: Elemental Plane of Air
    Organization: Solitary
    Challenge Rating: 3 5 7
    Treasure: None
    Alignment: Usually neutral
    Advancement: —
    Level Adjustment: —
    Wind Elemental, Huge Wind Elemental, Greater Wind Elemental, Elder
    Size/Type: Huge Elemental (Air, Extraplanar) Huge Elemental (Air, Extraplanar) Huge Elemental (Air, Extraplanar)
    Hit Dice: 16d8+64 (136 hp) 21d8+84 (178 hp) 24d8+96 (204 hp)
    Initiative: +18 +19 +20
    Speed: Fly 120 ft. (perfect) (24 squares)
    Armor Class: 30 (-2 size, +14 Dex, +4 natural, +4 competence), touch 26, flat-footed 16 36 (-2 size, +15 Dex, +8 natural, +5 competence), touch 28, flat-footed 21 38 (-2 size, +16 Dex, +8 natural, +6 competence), touch 30, flat-footed 22
    Base Attack/Grapple: +12/+24 +15/+28 +18/+32
    Attack: Slam +19 melee (2d8+4) Slam +23 melee (2d8+5) Slam +27 melee (2d8+6)
    Full Attack: 3 slams +19 melee (2d8+4) 4 slams +23 melee (2d8+5) 5 slams +27 melee (2d8+6)
    Space/Reach: 15 ft./15 ft.
    Special Attacks: Air mastery, whirlwind
    Special Qualities: Absorb sonic, damage reduction 5/-, darkvision 60 ft., elemental traits, elite creature, immunity to bludgeoning and cold Absorb sonic, damage reduction 10/-, darkvision 60 ft., elemental traits, elite creature, immunity to bludgeoning and cold Absorb sonic, damage reduction 15/-, darkvision 60 ft., elemental traits, elite creature, immunity to bludgeoning and cold
    Saves: Fort +9, Ref +19, Will +5 Fort +11, Ref +22, Will +9 Fort +12, Ref +25, Will +10
    Abilities: Str 18, Dex 39, Con 18, Int 6, Wis 11, Cha 11 Str 20, Dex 41, Con 18, Int 8, Wis 11, Cha 11 Str 22, Dex 43, Con 18, Int 10, Wis 11, Cha 11
    Skills: Listen +11, Spot +12 Listen +14, Spot +14 Listen +29, Spot +29
    Feats: Alertness, Combat Reflexes, Dodge, Flyby Attack, Improved InitiativeB, Mobility, Spring Attack, Weapon FinesseB Alertness, Blind-Fight, Combat Reflexes, Flyby Attack, Improved InitiativeB, Iron Will, Mobility, Power Attack, Spring Attack, Weapon FinesseB Alertness, Blind-Fight, Cleave, Combat Reflexes, Flyby Attack, Improved InitiativeB, Iron Will, Mobility, Power Attack, Spring Attack, Weapon FinesseB
    Environment: Elemental Plane of Air
    Organization: Solitary
    Challenge Rating: 9 11 13
    Treasure: None
    Alignment: Usually neutral
    Advancement: —
    Level Adjustment: —

    Air Mastery
    The penalty is -4, not -1.

    Whirlwind
    Triple the number of damage dice listed in the table in each instance.

    Faerie (Elite Pixie)
    Size/Type: Fine Fey
    Hit Dice: 1d6+19 (22 hp)
    Initiative: +14
    Speed: 20 ft. (4 squares), fly 60 ft. (perfect)
    Armor Class: 39 (+8 size, +14 Dex, +3 natural, +4 competence), touch 36, flat-footed 25
    Base Attack/Grapple: +0/-16
    Attack: Seax +22 melee (1d8/16-20 *4) or mechanical bow +22 ranged (1d10/*9)
    Full Attack: Seax +22 melee (1d8/16-20 *4) or mechanical bow +22 ranged (1d10)/*9)
    Space/Reach: 1/2 ft./0 ft.
    Special Attacks: Spell-like abilities, special arrows
    Special Qualities: Blindsight 60 feet, damage reduction 15/cold iron and evil, elite creature, greater invisibility, immortal soul, immunity to acid, electricity, sonic and negative energy, low-light vision, spell resistance 21
    Saves: Fort +4, Ref +16, Will +4
    Abilities: Str 10, Dex 38, Con 18, Int 16, Wis 15, Cha 22
    Skills: Bluff +10, Concentration +8, Escape Artist +18, Hide +30, Listen +10, Move Silently +18, Ride +18, Search +9, Sense Motive +6, Spot +10
    Feats: Alertness, DodgeB, Weapon FinesseB
    Environment: Temperate forests
    Organization: Solitary, Gang (2-4), band (6-11), or tribe (20-80)
    Challenge Rating: 9 (11 with sleep arrows, 13 with sleep and memory loss arrows
    Treasure: No coins; 50% goods; 50% items
    Alignment: Always neutral good
    Advancement: —
    Level Adjustment: —

    Immortal Soul (Ex)
    The faerie has an additional 15 hit points.

    Spell-like Abilities

    Apart from irresistible dance, all the spell-like abilities are at will. All faeries can use irresistible dance once per day. The caster level for all the spell-like abilities is 15th and the DCs are 3 higher because they're charisma-based.

    Special Arrows

    The faerie's special arrows are superior to the pixie's:

    Memory Loss

    Because the save DC is charisma based and includes a +6 racial bonus rather than +2, the DC is 22. The creature struck loses 1d6 levels' worth of class abilities from their highest class levels, just as though they'd taken 1d6 negative levels (but these aren't actually negative levels). Multiple arrows stack in this regard.

    Sleep

    The DC is 22 as above. The creature falls into a deeper sleep than the ordinary one in the sleep spell and cannot be awoken except by abilities that specifically wake creatures from sleep. Merely slapping or even harming the creature doesn't awaken them.

    Giant Alligator (Elite Giant Crocodile)
    Size/Type: Huge Animal
    Hit Dice: 7d8+35 (66 hp)
    Initiative: +1
    Speed: 20 ft. (4 squares), swim 30 ft.
    Armor Class: 22 (-2 size, +1 Dex, +9 natural, +4 competence), touch 13, flat-footed 21
    Base Attack/Grapple: +5/+23
    Attack: Bite +13 melee (2d8+15) or tail slap +13 melee (1d12+15)
    Full Attack: Bite +13 melee (2d8+15) or tail slap +13 melee (1d12+15)
    Space/Reach: 15 ft./10 ft.
    Special Attacks: Improved grab, tail spin
    Special Qualities: Elite creature, hold breath, immunity to fire, slashing and sonic, low-light vision
    Saves: Fort +10, Ref +6, Will +3
    Abilities: Str 31, Dex 12, Con 19, Int 2, Wis 12, Cha 2
    Skills: Hide +1*, Listen +5, Spot +5, Swim +18
    Feats: Alertness, Endurance, Skill Focus (Hide)
    Environment: Warm marshes
    Organization: Solitary
    Challenge Rating: 6
    Advancement: —
    Level Adjustment: —

    Tail Spin (Ex)
    A giant crocodile can make a single tail slap attack against each creature within reach as a full-round action.

    Giant Bald Eagle (Elite Giant Eagle)
    Size/Type: Large Magical Beast
    Hit Dice: 4d10+12 (34 hp)
    Initiative: +5
    Speed: 10 ft. (2 squares), fly 80 ft. (good)
    Armor Class: 19 (-1 size, +5 Dex, +3 natural, +2 competence), touch 16, flat-footed 14
    Base Attack/Grapple: +4/+16
    Attack: Claw +11 melee (1d6+8)
    Full Attack: 2 claws +11 melee (1d6+8) and bite +6 melee (1d8+4)
    Space/Reach: 10 ft./5 ft.
    Special Attacks: Knockdown Dive
    Special Qualities: Elite creature, evasion, FREEDOM! of movement, immunity to acid, bludgeoning and cold, low-light vision
    Saves: Fort +7, Ref +9, Will +4
    Abilities: Str 26, Dex 20, Con 16, Int 10, Wis 16, Cha 10
    Skills: Knowledge (nature) +2, Listen +7, Sense Motive +5, Spot +16, Survival +4
    Feats: Alertness, Flyby Attack
    Environment: Temperate mountains
    Organization: Solitary or pair
    Challenge Rating: 5
    Treasure: None
    Alignment: Usually neutral good
    Advancement: — or by character class (cohort)
    Level Adjustment: +3 (cohort)

    FREEDOM! of movement (Sp)

    Freedom of movement is constantly active on the giant bald eagle (Caster level 7th). It can be dispelled, but the giant bald eagle can reinstate it as a free action.

    Knockdown Dive
    When the giant bald eagle dives, it makes an attack with each claw. If either claw hits, the target must make a DC 20 fortitude save or be knocked prone by the attack. If both attacks hit, the target makes a single save at DC 25. The save DCs are strength based and the latter DC includes a +5 circumstance bonus.

    Giant Bumblebee (Elite Giant Bee)
    Size/Type: Medium Vermin
    Hit Dice: 3d8+9 (22 hp)
    Initiative: +2
    Speed: 20 ft. (4 squares), fly 80 ft. (perfect)
    Armor Class: 16 (+2 Dex, +2 natural, +2 competence), touch 12, flat-footed 12
    Base Attack/Grapple: +2/+2
    Attack: Sting +4 melee (1d6+2 plus poison) or Slam +4 melee (1d4+2)
    Full Attack: Sting +4 melee (1d6+2 plus poison) Slam +4 melee (1d4+2)
    Space/Reach: 5 ft./5 ft.
    Special Attacks: Poison
    Special Qualities: Darkvision 60 ft., elite creature, immunity to cold, electricity, piercing, disease and poison, vermin traits
    Saves: Fort +3, Ref +3, Will +2
    Abilities: Str 14, Dex 14, Con 16, Int Ψ, Wis 12, Cha 9
    Skills: Spot +5, Survival +1*
    Feats: —
    Environment: Temperate plains
    Organization: Solitary, buzz (2-5), or hive (11-20)
    Challenge Rating: 3
    Treasure: No coins; Ό goods (honey only); no items
    Advancement: —
    Level Adjustment: —

    Poison
    The initial and secondary damage is 2d6 CON. Because the save DC is constitution based, it's 14, not 11. A giant bumblebee's stinger detactes and stays in the creature (forcing it to resort to its slam) but the bumblebee's sting detaches without harming the bumblebee itself. The stinger usually regrows in 2d3 days.

    Giant Constrictor Serpent (Elite Giant Contrictor Snake)
    Size/Type: Huge Animal
    Hit Dice: 11d8+22 (71 hp)
    Initiative: +4
    Speed: 20 ft. (4 squares), climb 20 ft., swim 20 ft.
    Armor Class: 22 (-2 size, +4 Dex, +4 natural, +6 competence), touch 18, flat-footed 18
    Base Attack/Grapple: +8/+26
    Attack: Bite +16 melee (1d8+15)
    Full Attack: Bite +16 melee (1d8+15)
    Space/Reach: 15 ft./10 ft.
    Special Attacks: Constrict 1d8+15, improved grab
    Special Qualities: Elite creature, immunity to cold, fire and piercing, scent
    Saves: Fort +8, Ref +11, Will +4
    Abilities: Str 30, Dex 18, Con 13, Int 2, Wis 12, Cha 2
    Skills: Balance +12, Climb +20, Hide +11, Listen +9, Spot +9, Swim +19
    Feats: Alertness, Endurance, Improved Toughness, Skill Focus (Hide),
    Environment: Warm forests
    Organization: Solitary
    Challenge Rating: 7
    Advancement: —
    Level Adjustment: —

    Giant Hornet (Elite Giant Wasp)
    Size/Type: Large Vermin
    Hit Dice: 5d8+20 (42 hp)
    Initiative: +1
    Speed: 20 ft. (4 squares), fly 80 ft. (perfect)
    Armor Class: 16 (-1 size, +3 Dex, +4 natural), touch 12, flat-footed 13
    Base Attack/Grapple: +3/+13
    Attack: Sting +8 melee (1d3+9 plus poison)
    Full Attack: Sting +8 melee (1d3+9 plus poison)
    Space/Reach: 10 ft./5 ft.
    Special Attacks: Poison
    Special Qualities: Darkvision 60 ft., elite creature, immunity to cold, electricity, piercing, disease and poison, vermin traits
    Saves: Fort +8, Ref +4, Will +4
    Abilities: Str 22, Dex 16, Con 18, Int Ψ, Wis 16, Cha 11
    Skills: Spot +11, Survival +3*
    Feats: —
    Environment: Temperate forests
    Organization: Solitary, swarm (2-5), or nest (11-20)
    Challenge Rating: 5
    Advancement: —
    Level Adjustment: —

    Poison
    The initial and secondary damage are 1d8 dexterity. Because the save DC is constitution-based, it's 16, not 14.

    Giant Jellyfish (Elite Giant Octopus)
    Size/Type: Large Animal (Aquatic)
    Hit Dice: 8d8+32 (68 hp)
    Initiative: +2
    Speed: 20 ft. (4 squares), swim 40 ft.
    Armor Class: 22 (-1 size, +2 Dex, +7 natural, +4 competence), touch 15, flat-footed 20
    Base Attack/Grapple: +6/+17
    Attack: Tentacle +12 melee (1d4+7 and paralysis)
    Full Attack: 8 tentacles +12 melee (1d4+7 and paralysis)
    Space/Reach: 10 ft./10 ft. (20 ft. with tentacle)
    Special Attacks: Constrict, improved grab, paralysing attack
    Special Qualities: Elite creature, immunity to cold, electricity, fire, paralysis and poison, jet, low-light vision
    Saves: Fort +9, Ref +8, Will +3
    Abilities: Str 24, Dex 15, Con 16, Int 2, Wis 12, Cha 3
    Skills: Escape Artist +12, Hide +12, Listen +4, Spot +6, Swim +15
    Feats: Alertness, Improved Toughness, Skill Focus (Hide)
    Environment: Warm aquatic
    Organization: Solitary
    Challenge Rating: 10
    Advancement: —
    Level Adjustment: —

    Paralysing Touch
    The giant jellyfish's attacks paralyse the target for 1 round unless the target succeeds on a DC 17 fortitude save (the save DC is constitution-based). Multiple hits against one target in one round don't require the target to make multiple saves, but instead each hit increases the save DC by 2 (this is a circumstance bonus to save DC) and the duration by 1 round.

    Giant Man-o-War (Elite Giant Squid)
    Size/Type: Huge Animal (Aquatic)
    Hit Dice: 12d8+48 (102 hp)
    Initiative: +9
    Speed: 10 ft. (2 squares), swim 80 ft.
    Armor Class: 25 (-2 size, +5 Dex, +6 natural, +6 competence), touch 19, flat-footed 20
    Base Attack/Grapple: +9/+31
    Attack: Tentacle +17 melee (1d6+10 plus paralysis)
    Full Attack: 10 tentacles +17 melee (1d6+10 plus paralysis)
    Space/Reach: 15 ft./30 ft.
    Special Attacks: Constrict 1d6+8, improved grab, paralysing touch
    Special Qualities: Elite creature, immunity to cold, electricity, fire, paralysis and poison, jet, low-light vision
    Saves: Fort +11, Ref +13, Will +5
    Abilities: Str 30, Dex 20, Con 16, Int 2, Wis 12, Cha 2
    Skills: Listen +10, Spot +11, Swim +18
    Feats: Alertness, Diehard, Endurance, Improved Toughness, Improved Initiative
    Environment: Temperate aquatic
    Organization: Solitary
    Challenge Rating: 11
    Advancement: —
    Level Adjustment: —

    Paralysing Touch
    The giant man-o-war's attacks paralyse the target for 1 round unless the target succeeds on a DC 19 fortitude save (the save DC is constitution-based). Multiple hits against one target in one round don't require the target to make multiple saves, but instead each hit increases the save DC by 2 (this is a circumstance bonus to save DC) and the duration by 1 round.

    Giant Osprey (Elite Giant Owl)
    Size/Type: Large Magical Beast
    Hit Dice: 4d10+12 (34 hp)
    Initiative: +6
    Speed: 10 ft. (2 squares), fly 80 ft. (good)
    Armor Class: 20 (-1 size, +6 Dex, +3 natural, +2 competence), touch 17, flat-footed 14
    Base Attack/Grapple: +4/+16
    Attack: Claw +11 melee (1d6+8)
    Full Attack: 2 claws +11 melee (1d6+8) and bite +6 melee (1d8+4)
    Space/Reach: 10 ft./5 ft.
    Special Attacks: Knockdown Dive
    Special Qualities: Elite creature, immunity to acid, bludgeoning and cold, superior low-light vision
    Saves: Fort +7, Ref +10, Will +4
    Abilities: Str 26, Dex 22, Con 16, Int 10, Wis 16, Cha 10
    Skills: Knowledge (nature) +2, Listen +17, Move Silently +8*, Spot +10
    Feats: Alertness, Wingover
    Environment: Temperate mountains
    Organization: Solitary or pair
    Challenge Rating: 5
    Treasure: None
    Alignment: Usually neutral good
    Advancement: — or by character class (cohort)
    Level Adjustment: +3 (cohort)

    Knockdown Dive
    When the giant osprey dives, it makes an attack with each claw. If either claw hits, the target must make a DC 20 fortitude save or be knocked prone by the attack. If both attacks hit, the target makes a single save at DC 25. The save DCs are strength based and the latter DC includes a +5 circumstance bonus.

    Giant Scarab (Elite Giant Stag Beetle)
    Size/Type: Large Vermin
    Hit Dice: 7d8+42 (73 hp)
    Initiative: +1
    Speed: 30 ft. (6 squares)
    Armor Class: 20 (-1 size, +1 dex, +10 natural, +2 competence), touch 12, flat-footed 21
    Base Attack/Grapple: +5/+17
    Attack: Bite +12 melee (4d6+12)
    Full Attack: Bite +12 melee (4d6+12)
    Space/Reach: 10 ft./5 ft.
    Special Attacks: Trample 2d8+4
    Special Qualities: Absorb electricity, darkvision 60 ft., elite creature, immunity to fire and force, vermin traits
    Saves: Fort +11, Ref +3, Will +3
    Abilities: Str 26, Dex 12, Con 22, Int Ψ, Wis 12, Cha 9
    Skills: —
    Feats: —
    Environment: Temperate forests
    Organization: Solitary, Cluster (2-5) or mass (6-11)
    Challenge Rating: 6
    Advancement: —
    Level Adjustment: —

    Trample
    Because the save DC is strength-based, it's 21, not 19.

    Gibbon (Elite Monkey)
    Size/Type: Tiny Animal
    Hit Dice: 1d8+2 (6 hp)
    Initiative: +4
    Speed: 30 ft. (6 squares), climb 30 ft.
    Armor Class: 18 (+2 size, +4 Dex, +2 competence), touch 18, flat-footed 16
    Base Attack/Grapple: +0/-10
    Attack: Bite +6 melee (1d3-2) or Stone Throw +6 (1d6-2)
    Full Attack: Bite +6 melee (1d3-2) or Stone Throw +6 (1d6-2)
    Space/Reach: 2½ ft./0 ft.
    Special Attacks: Stone Throwing
    Special Qualities: Exceptional creature, immunity to sonic, look, no hands!, low-light vision
    Saves: Fort +4, Ref +6, Will +2
    Abilities: Str 7, Dex 18, Con 14, Int 2, Wis 14, Cha 5
    Skills: Balance +14, Climb +12, Escape Artist +6, Hide +12, Listen +4, Spot +4
    Feats: Agile, Weapon FinesseB
    Environment: Warm forests
    Organization: Solitary, Pair, Clan (2-9) or Troop (10-40)
    Challenge Rating: 1
    Alignment: Always neutral
    Advancement: —
    Level Adjustment: —

    Look, No Hands!
    A gibbon can climb using only its feet, allowing it to attack while climbing at no penalty.

    Stone Throwing (Ex)
    A gibbon is very good at hurting people with thrown stones. The stones have a range increment of 20 feet.

    Great Ape (Elite Ape)
    Size/Type: Large Animal
    Hit Dice: 4d8+12 (30 hp)
    Initiative: +3
    Speed: 30 ft. (6 squares), climb 30 ft.
    Armor Class: 21 (-1 size, +3 Dex, +6 natural, +3 competence), touch 15, flat-footed 18
    Base Attack/Grapple: +3/+15
    Attack: Claws +10 melee (1d6+8)
    Full Attack: 2 claws +10 melee (1d6+8) and bite +5 melee (1d6+4)
    Space/Reach: 10 ft./10 ft.
    Special Attacks: —
    Special Qualities: Elite creature, frightful presence, immunity to sonic, low-light vision, scent
    Saves: Fort +6, Ref +7, Will +2
    Abilities: Str 26, Dex 16, Con 14, Int 2, Wis 12, Cha 10
    Skills: Climb +17, Listen +6, Spot +6
    Feats: Alertness, Improved Toughness
    Environment: Warm forests
    Organization: Solitary, pair, or company (3-5)
    Challenge Rating: 6
    Advancement: —
    Level Adjustment: —

    Frightful Presence (Ex)
    When a great ape pounds its chest and bellows (a standard action for it), each enemy who witnesses this act must take a DC 16 will save or be frightened. The save DC is charisma-based and includes a +4 racial modifier.

    Great Djinni (Elite Djinni)
    Size/Type: Large Outsider (Air, Extraplanar)
    Hit Dice: 7d8+21 (52 hp)
    Initiative: +10
    Speed: 20 ft. (4 squares), fly 60 ft. (perfect)
    Armor Class: 21 (-1 size, +6 Dex, +3 natural, +3 competence), touch 18, flat-footed 15
    Base Attack/Grapple: +7/+17
    Attack: Slam +12 melee (1d8+6)
    Full Attack: 2 slams +12 melee (1d8+6)
    Space/Reach: 10 ft./10 ft.
    Special Attacks: Air mastery, spell-like abilities, whirlwind
    Special Qualities: Absorb sonic, darkvision 60 ft., immunity to acid and electricity, plane shift, telepathy 100 ft.
    Saves: Fort +8, Ref +11, Will +7
    Abilities: Str 22, Dex 22, Con 16, Int 14, Wis 15, Cha 19
    Skills: Appraise +12, Concentration +13, Craft (any one) +12, Diplomacy +6, Escape Artist +16, Knowledge (any one) +12, Listen +12, Move Silently +16, Sense Motive +12, Spellcraft +12, Spot +12, Use Rope +6 (+8 with bindings)
    Feats: Combat Casting, Combat Reflexes, Dodge, Improved InitiativeB
    Environment: Elemental Plane of Air
    Organization: Solitary, company (2-4), or band (6-15)
    Challenge Rating: 7
    Treasure: Standard
    Alignment: Always chaotic good
    Advancement: —
    Level Adjustment: —

    Air Mastery
    The penalty is -4, not -1

    Spell-like Abilities
    All the spell-like abilities are at will and the save DC on the pesistent image is 19 because it's charisma-based. Great djinn also have a 1/day doombolt spell-like ability (DC 17).

    Whirlwind
    The whirlwind damages creatures of whatever size (though large enough ones can avoid being pulled in) and the damage is 5d6. The initial reflex save only halves the damage.

    Great Mauler (Elite Wolverine)
    Size/Type: Medium Animal
    Hit Dice: 3d8+15 (28 hp)
    Initiative: +3
    Speed: 30 ft. (6 squares), burrow 10 ft., climb 10 ft.
    Armor Class: 18 (+3 Dex, +3 natural, +2 competence), touch 15, flat-footed 15
    Base Attack/Grapple: +2/+6
    Attack: Claw +6 melee (1d4+4)
    Full Attack: 2 claws +6 melee (1d4+4) and bite +1 melee (1d6+2) or 2+ claws +6 melee (1d4+4)
    Space/Reach: 5 ft./5 ft.
    Special Attacks: Maul, rage
    Special Qualities: Elite creature, immunity to fire and slashing, low-light vision, scent
    Saves: Fort +7, Ref +5, Will +2
    Abilities: Str 18, Dex 16, Con 19, Int 2, Wis 12, Cha 10
    Skills: Climb +12, Listen +6, Spot +6
    Feats: Alertness, Toughness, TrackB
    Environment: Cold forests
    Organization: Solitary
    Challenge Rating: 4
    Advancement: —
    Level Adjustment: —

    Maul (Ex)
    When a great mauler makes a full attack, it can eschew its bite attack in favour of clawing away at its opponents until it misses. It makes a single attack with one claw, then if it hits, it makes another attack with the same claw at a -2 penalty. If the second attack hits, it can then make a third attack at a -4 penalty. It keeps on making attacks at increasing penalties in the same way, then switches to the other claw and repeats the same process once it misses. Once it misses with the second claw, its full attack is done.

    Rage (Ex)
    Great maulers can end their rage voluntarily when no enemies are in the area that it can locate. They get a +6 bonus instead of +4 to strength and constitution.

    Hedgedog (Elite Howler)
    Size/Type: Large Outsider (Chaotic, Evil, Extraplanar)
    Hit Dice: 6d8+12 (39 hp)
    Initiative: +8
    Speed: 60 ft. (12 squares)
    Armor Class: 20 (-1 size, +4 Dex, +5 natural, +2 competence), touch 15, flat-footed 16
    Base Attack/Grapple: +6/+17
    Attack: Bite +12 melee (2d8+7) or 1d4 quills +10 melee (1d6+3) or 1d4 quills +9 ranged (1d6+3)
    Full Attack: Bite +12 melee (2d8+7) and 2d4 quills +10 melee (1d6+3) or 2d4 quills +9 ranged (1d6+3)
    Space/Reach: 10 ft./5 ft.
    Special Attacks: Quills, howl
    Special Qualities: Darkvision 60 ft., elite creature, immunity to piercing and sonic
    Saves: Fort +7, Ref +9, Will +7
    Abilities: Str 25, Dex 19, Con 15, Int 6, Wis 14, Cha 14
    Skills: Climb +16, Hide +9, Listen +13, Move Silently +13, Search +7, Spot +13, Survival +2 (+4 following tracks)
    Feats: Alertness, Combat Reflexes, Improved Initiative
    Environment: A chaotic-aligned plane
    Organization: Solitary, gang (2-4), or pack (6-10)
    Challenge Rating: 5
    Treasure: None
    Alignment: Always chaotic evil
    Advancement: —
    Level Adjustment: —

    Quills
    The hedgedog can make 1d4 quill attacks on a standard attack (even though standard attacks normally only allow one attack) and 2d4 on a full attack. It can fire them with a range increment of 10 feet as though throwing them. It doesn't run out of quills in normal circumstances because it has so many of them.

    Howl
    The save DC is 15, because it's charisma-based. Creatures must save not just every hour but every 10 minutes.

  5. - Top - End - #5
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    Default Re: The Maker (Prestige Class Contest II Winner; PEACH)

    Hexacheires (Elite Girallon)
    Size/Type: Large Magical Beast
    Hit Dice: 7d10+35 (73 hp)
    Initiative: +5
    Speed: 40 ft. (8 squares), climb 40 ft.
    Armor Class: 21 (-1 size, +5 Dex, +4 natural, +3 competence), touch 17, flat-footed 18
    Base Attack/Grapple: +7/+19
    Attack: Claw +14 melee (1d6+8)
    Full Attack: 6 claws +14 melee (1d6+8) and bite +9 melee (1d8+4)
    Space/Reach: 10 ft./10 ft.
    Special Attacks: Rend 2d6+12
    Special Qualities: Darkvision 60 ft., elite creature, immunity to cold, fire and slashing, low-light vision, scent
    Saves: Fort +9, Ref +10, Will +5
    Abilities: Str 26, Dex 20, Con 18, Int 4, Wis 12, Cha 7
    Skills: Climb +16, Move Silently +10, Spot +6
    Feats: Improved Toughness, Iron Will, Power Attack
    Environment: Warm forests
    Organization: Solitary, pair or company (3-5)
    Challenge Rating: 8
    Treasure: None
    Alignment: Always neutral
    Advancement: —
    Level Adjustment: —

    Hexacheires can barely speak but understand common.

    Hidden Doom (Elite Invisible Stalker)
    Size/Type: Large Elemental (Air, Extraplanar)
    Hit Dice: 8d8+16 (52 hp)
    Initiative: +11
    Speed: 30 ft. (6 squares), fly 30 ft. (perfect)
    Armor Class: 23 (-1 size, +7 Dex, +4 natural, +3 competence), touch 19, flat-footed 16
    Base Attack/Grapple: +6/+14
    Attack: Slam +12 melee (2d6+6)
    Full Attack: 4 slams +12 melee (2d6+6)
    Space/Reach: 10 ft./10 ft.
    Special Attacks: —
    Special Qualities: Absorb sonic, darkvision 60 ft., elemental traits, elite creature, immunity to cold, fire, and slashing, no trace, improved tracking
    Saves: Fort +4, Ref +13, Will +4
    Abilities: Str 22, Dex 25, Con 14, Int 14, Wis 15, Cha 11
    Skills: Listen +13, Move Silently +17, Search +13, Spot +13, Survival +2 (+4 following tracks)
    Feats: Combat Reflexes, Improved Initiative, Weapon Focus (slam)
    Environment: Elemental Plane of Air
    Organization: Solitary
    Challenge Rating: 9
    Treasure: None
    Alignment: Usually neutral
    Advancement: —
    Level Adjustment: —

    No trace (Su)
    A hidden doom is imperceptible to any senses, and can't be tracked either. The main way to discover it is by bumping into something that doesn't give any tangible feedback but can't be moved through either.

    Hoary Marmot (Elite Dire Rat)
    Size/Type: Small Animal
    Hit Dice: 1d8+3 (7 hp)
    Initiative: +5
    Speed: 40 ft. (8 squares), climb 20 ft.
    Armor Class: 17 (+1 size, +5 Dex, +1 natural), touch 16, flat-footed 12
    Base Attack/Grapple: +0/-3
    Attack: Bite +4 melee (1d4+1 plus disease)
    Full Attack: Bite +4 melee (1d4+1 plus disease)
    Space/Reach: 5 ft./5 ft.
    Special Attacks: Disease
    Special Qualities: Absorb cold, exceptional creature, low-light vision, scent
    Saves: Fort +5, Ref +7, Will +3
    Abilities: Str 12, Dex 21, Con 16, Int 2, Wis 12, Cha 4
    Skills: Climb +12, Hide +10, Listen +4, Move Silently +6, Spot +4, Swim +12
    Feats: Alertness, Weapon FinesseB
    Environment: Any
    Organization: Solitary, pair or pack (3-10)
    Challenge Rating: 2
    Treasure: None
    Alignment: Always neutral
    Advancement: —
    Level Adjustment: —

    Disease
    Because the save DC is constitution-based, it's 13, not 11.

    Hound of Tindalos (Elite Hell Hound)
    Size/Type: Medium Outsider (Evil, Extraplanar, Fire, Lawful)
    Hit Dice: 4d8+4 (22 hp)
    Initiative: +7
    Speed: 40 ft. (8 squares)
    Armor Class: 20 (+3 Dex, +5 natural, +2 competence), touch 15, flat-footed 17
    Base Attack/Grapple: +4/+7
    Attack: Bite +7 melee (1d8+3 plus 1d6 acid plus 1d6 fire)
    Full Attack: Bite +7 melee (1d8+3 plus 1d6 acid plus 1d6 fire)
    Space/Reach: 5 ft./5 ft.
    Special Attacks: Angular teleport, breath weapon, horrific bite
    Special Qualities: Absorb negative energy, darkvision 60 ft., elite creature, immunity to acid and fire, scent
    Saves: Fort +7, Ref +7, Will +6
    Abilities: Str 17, Dex 17, Con 17, Int 6, Wis 14, Cha 6
    Skills: Hide +15, Jump +14, Listen +9, Move Silently +15, Spot +9, Survival +9*
    Feats: Improved Initiative, Run, TrackB
    Environment: A lawful evil-aligned plane
    Organization: Solitary, pair, or pack (3-8)
    Challenge Rating: 5
    Treasure: None
    Alignment: Always lawful evil
    Advancement: —
    Level Adjustment: —

    Hounds of Tindalos understand Aklo as well as Infernal.

    Angular Teleport (Sp)
    A hound of Tindalos can teleport between any angular objects that could fit it through if there were a hole in the corner, usually corners of rooms or buildings. It approaches from the point of one such object and appears with a burst of smoke from the point of the other, so long as it doesn't travel more than 600 feet in this way. It can discern available corners to teleport out of and if there are none it must come out the way it came in.

    Breath Weapon
    The damage dealt is 2d6 fire and 2d6 acid, the save DC is 15, the cone is 20 feet and it can be used every 1d4 rounds.

    Horrific bite (Su)
    A hound of Tindalos' bite deals 1d6 points of acid damage and 1d6 points of fire damage as well as the normal damage.

    Humpback Whale (Elite Baleen Whale)
    Size/Type: Gargantuan Animal
    Hit Dice: 12d8+108 (162 hp)
    Initiative: +3
    Speed: Swim 60 ft. (12 squares)
    Armor Class: 23 (-4 size, +3 Dex, +9 natural, +5 competence), touch 14, flat-footed 20
    Base Attack/Grapple: +9/+35
    Attack: Tail slap +19 melee (1d8+21)
    Full Attack: Tail sweep +19 melee (1d8+21)
    Space/Reach: 20 ft./15 ft.
    Special Attacks: Tail Sweep
    Special Qualities: Blindsight 120 ft., elite creature, hold breath, immunity to bludgeoning, cold and fire, low-light vision
    Saves: Fort +16, Ref +11, Will +5
    Abilities: Str 39, Dex 17, Con 26, Int 2, Wis 12, Cha 6
    Skills: Listen +15*, Spot +14*, Swim +22
    Feats: Alertness, Diehard, Endurance, Improved Toughness, Power Attack
    Environment: Warm aquatic
    Organization: Solitary
    Challenge Rating: 8
    Advancement: —
    Level Adjustment: —

    Tail Sweep
    A humpback whale who makes a full attack can make an attack against every creature in a cone of length equal to its reach (usually a 15-foot cone).

    Icthyosaur (Elite Elasmosaurus)
    Size/Type: Huge Animal
    Hit Dice: 10d8+80 (125 hp)
    Initiative: +4
    Speed: 20 ft. (4 squares), swim 60 ft.
    Armor Class: 22 (-2 size, +4 Dex, +3 natural, +7 competence), touch 19, flat-footed 18
    Base Attack/Grapple: +7/+25
    Attack: Bite +15 melee (2d8+15)
    Full Attack: Bite +15 melee (2d8+15)
    Space/Reach: 15 ft./15 ft.
    Special Attacks: —
    Special Qualities: Elite creature, immunity to acid, cold and slashing, low-light vision, scent
    Saves: Fort +16, Ref +11, Will +4
    Abilities: Str 30, Dex 18, Con 24, Int 2, Wis 13, Cha 9
    Skills: Hide -2*, Listen +4, Spot +9, Swim +18
    Feats: Awesome BlowB Dodge, Great Fortitude, Improved Toughness, Power Attack
    Environment: Warm aquatic
    Organization: Solitary, pair, or herd (3-6)
    Challenge Rating: 9
    Treasure: None
    Alignment: Always neutral
    Advancement: —
    Level Adjustment: —

    Inferno Beetle (Elite Giant Fire Beetle)
    Size/Type: Small Vermin
    Hit Dice: 1d8+2 (6 hp)
    Initiative: +2
    Speed: 30 ft. (6 squares)
    Armor Class: 18 (+1 size, +2 dex, +5 natural), touch 13, flat-footed 18
    Base Attack/Grapple: +0/-2
    Attack: Bite +3 melee (2d4+2)
    Full Attack: Bite +3 melee (2d4+2)
    Space/Reach: 5 ft./5 ft.
    Special Attacks: Caught in the brights
    Special Qualities: Darkvision 60 ft., exceptional creature, immunity to fire, vermin traits
    Saves: Fort +3, Ref +2, Will +0
    Abilities: Str 14, Dex 15, Con 13, Int Ψ, Wis 10, Cha 7
    Skills: —
    Feats: —
    Environment: Warm plains
    Organization: Cluster (2-5) or colony (6-11)
    Challenge Rating: 2
    Alignment: Always neutral
    Advancement: —
    Level Adjustment: —

    Caught in the Brights (Ex)
    An inferno beetle doesn't actually produce flames, only light, just like its nonelite cousin. However, an inferno beetle can turn its bioluminescence to a blinding light which blinds any creature that looks at it for one round - treat it as a gaze attack (reflex DC 12 reduces to dazzled).

    Jackal (Elite Wolf)
    Size/Type: Medium Animal
    Hit Dice: 2d8+6 (15 hp)
    Initiative: +3
    Speed: 50 ft. (10 squares)
    Armor Class: 16 (+3 Dex, +2 natural, +1 competence), touch 14, flat-footed 13
    Base Attack/Grapple: +1/+2
    Attack: Bite +5 melee (1d6+3)
    Full Attack: Bite +5 melee (1d6+3)
    Space/Reach: 5 ft./5 ft.
    Special Attacks: Trip
    Special Qualities: Exceptional creature, immunity to fire, low-light vision, scent
    Saves: Fort +6, Ref +6, Will +1
    Abilities: Str 17, Dex 17, Con 17, Int 2, Wis 12, Cha 6
    Skills: Hide +3, Listen +3, Move Silently +4, Spot +3, Survival +1*
    Feats: TrackB, Weapon Focus (bite)
    Environment: Warm plains
    Organization: Solitary, pair, or pack (3-8)
    Challenge Rating: 3
    Advancement: —
    Level Adjustment: —

    Jaguar (Elite Tiger)
    Size/Type: Large Animal
    Hit Dice: 6d8+24 (51 hp)
    Initiative: +4
    Speed: 40 ft. (8 squares)
    Armor Class: 16 (-1 size, +4 Dex, +3 natural), touch 13, flat-footed 12
    Base Attack/Grapple: +4/+16
    Attack: Claw +11 melee (1d8+8)
    Full Attack: 2 claws +11 melee (1d8+8) and bite +6 melee (2d6+4)
    Space/Reach: 10 ft./5 ft.
    Special Attacks: Improved grab, pounce, rake 1d8+4
    Special Qualities: Elite creature, immunity to electricity and fire, low-light vision, scent
    Saves: Fort +9, Ref +9, Will +3
    Abilities: Str 27, Dex 19, Con 19, Int 2, Wis 12, Cha 6
    Skills: Balance +8, Hide +5*, Listen +3, Move Silently +11, Spot +3, Swim +13
    Feats: Alertness, Improved Natural Attack (bite), and Improved Natural Attack (claw).
    Environment: Warm forests
    Organization: Solitary
    Challenge Rating: 6
    Advancement: —
    Level Adjustment: —

    Jellyfish (Elite Octopus)
    Size/Type: Small Animal (Aquatic)
    Hit Dice: 2d8+4 (13 hp)
    Initiative: +3
    Speed: 20 ft. (4 squares), swim 30 ft.
    Armor Class: 17 (+1 size, +3 Dex, +2 natural, +1 competence), touch 15, flat-footed 14
    Base Attack/Grapple: +1/+3
    Attack: Tentacle +5 melee (1d3+2)
    Full Attack: 4 tentacles +5 melee (1d3+2 plus paralysis)
    Space/Reach: 5 ft./5 ft.
    Special Attacks: Paralysing touch
    Special Qualities: Exceptional creature, immunity to cold, electricity, fire, paralysis and poison, jet, low-light vision
    Saves: Fort +5, Ref +6, Will +1
    Abilities: Str 14, Dex 17, Con 15, Int 2, Wis 12, Cha 3
    Skills: Escape Artist +13, Hide +11, Listen +2, Spot +5, Swim +10
    Feats: Weapon Finesse
    Environment: Warm aquatic
    Organization: Solitary
    Challenge Rating: 3
    Advancement: —
    Level Adjustment: —

    Paralysing Touch
    The jellyfish's attacks paralyse the target for 1 round unless the target succeeds on a DC 13 fortitude save (the save DC is constitution-based). Multiple hits against one target in one round don't require the target to make multiple saves, but instead each hit increases the save DC by 2 (this is a circumstance bonus to save DC) and the duration by 1 round.

    Killer Whale (Elite Orca)
    Size/Type: Huge Animal
    Hit Dice: 9d8+72 (112 hp)
    Initiative: +3
    Speed: Swim 50 ft. (10 squares)
    Armor Class: 17 (-2 size, +3 Dex, +6 natural), touch 11, flat-footed 14
    Base Attack/Grapple: +6/+24
    Attack: Bite +14 melee (2d6+15)
    Full Attack: Bite +14 melee (2d6+15)
    Space/Reach: 15 ft./10 ft.
    Special Attacks: Breach Ice
    Special Qualities: Blindsight 120 ft., elite creature, hold breath, immunity to bludgeoning, cold and fire, low-light vision
    Saves: Fort +13, Ref +9, Will +5
    Abilities: Str 31, Dex 17, Con 24, Int 2, Wis 14, Cha 6
    Skills: Listen +14*, Spot +14*, Swim +18
    Feats: Alertness, Endurance, Improved Toughness, Run
    Environment: Cold aquatic
    Organization: Solitary or pod (4-7)
    Challenge Rating: 5
    Advancement: —
    Level Adjustment: —

    Breach Ice
    A killer whale hunts by listening for seals on the ice above it. A killer whale can hear fine through up to a foot of ice, and further ice impairs its hearing as though it were a foot less thick. Further, a killer whale can burst through up to 5 feet of ice as though it weren't there, surprising anyone on the ice and making a free bite attack against any creature who was on the space breached.

    Lava-kin (Elite Thoqqua)
    Size/Type: Medium Elemental (Earth, Extraplanar, Fire)
    Hit Dice: 3d8+3 (16 hp)
    Initiative: +2
    Speed: 30 ft. (6 squares), burrow 20 ft.
    Armor Class: 21 (+2 Dex, +7 natural, +2 competence), touch 14, flat-footed 19
    Base Attack/Grapple: +2/+5
    Attack: Slam +5 melee (1d6+4 plus 2d6 fire)
    Full Attack: 2 slams +5 melee (1d6+4 plus 2d6 fire)
    Space/Reach: 5 ft./5 ft.
    Special Attacks: Heat, burn
    Special Qualities: Absorb fire, darkvision 60 ft., elemental traits, immunity to acid and electricity, tremorsense 60 ft.
    Saves: Fort +5, Ref +3, Will +2
    Abilities: Str 17, Dex 15, Con 15, Int 6, Wis 12, Cha 10
    Skills: Listen +5, Move Silently +3, Survival +3
    Feats: Alertness, Track
    Environment: Elemental Plane of Fire
    Organization: Solitary or pair
    Challenge Rating: 4
    Treasure: None
    Alignment: Usually neutral
    Advancement: —
    Level Adjustment: —

    Burn
    Because the save DC is constitution-based, it's 13, not 12.

    Lemure Wanderer (Elite Lemure)
    Size/Type: Medium Outsider (Evil, Extraplanar, Lawful)
    Hit Dice: 2d8+4 (13 hp)
    Initiative: +2
    Speed: 30 ft. (6 squares)
    Armor Class: 17 (+2 dex, +4 natural, +1 competence), touch 13, flat-footed 15
    Base Attack/Grapple: +2/+4
    Attack: Claw +4 melee (1d6+2)
    Full Attack: 2 claws +4 melee (1d6+2)
    Space/Reach: 5 ft./5 ft.
    Special Attacks: —
    Special Qualities: Damage reduction 5/good and silver, darkvision 60 ft., exceptional creature, immunity to acid, cold, fire and poison, mindless, see in darkness
    Saves: Fort +5, Ref +5, Will +3
    Abilities: Str 14, Dex 14, Con 14, Int Ψ, Wis 11, Cha 5
    Environment: A lawful evil-aligned plane
    Organization: Solitary, pair or gang (3-5)
    Challenge Rating: 3
    Treasure: None
    Alignment: Always lawful evil
    Advancement: —
    Level Adjustment: —

    Mammoth (Elite Elephant)
    Size/Type: Huge Animal
    Hit Dice: 11d8+66 (115 hp)
    Initiative: +2
    Speed: 40 ft. (8 squares)
    Armor Class: 22 (-2 size, +2 dex, +7 natural, +5 competence), touch 15, flat-footed 20
    Base Attack/Grapple: +8/+26
    Attack: Gore +20 melee (2d8+21)
    Full Attack: Slam +20 melee (2d6+14) and 2 stamps +15 melee (2d6+7) and gore +20 melee (2d8+21)
    Space/Reach: 15 ft./10 ft.
    Special Attacks: Trample 2d8+15
    Special Qualities: Elite creature, immunity to bludgeoning, cold and electricity, low-light vision, scent
    Saves: Fort +13, Ref +9, Will +6
    Abilities: Str 38, Dex 14, Con 22, Int 2, Wis 13, Cha 7
    Skills: Listen +12, Spot +10
    Feats: Alertness, Endurance, Iron Will, Skill Focus (Listen)
    Environment: Warm plains
    Organization: Solitary or herd (4-20)
    Challenge Rating: 9
    Advancement: —
    Level Adjustment: —

    Man-o-War (Elite Squid)
    Size/Type: Medium Animal (Aquatic)
    Hit Dice: 3d8+6 (19 hp)
    Initiative: +3
    Speed: Swim 60 ft. (12 squares)
    Armor Class: 16 (+3 Dex, +3 natural), touch 13, flat-footed 13
    Base Attack/Grapple: +2/+10*
    Attack: Tentacle +6 melee (1d3+4)
    Full Attack: 4 tentacles +6 melee (1d3+4)
    Space/Reach: 5 ft./5 ft.
    Special Attacks: Paralysing Touch
    Special Qualities: Exceptional creature, immunity to cold, electricity, fire, paralysis and poison, jet, low-light vision
    Saves: Fort +5, Ref +6, Will +2
    Abilities: Str 18, Dex 17, Con 15, Int 1, Wis 12, Cha 2
    Skills: Listen +7, Spot +7, Swim +10
    Feats: Alertness, Endurance
    Environment: Temperate aquatic
    Organization: Solitary or school (4-7)
    Challenge Rating: 3
    Advancement: —
    Level Adjustment: —

    Paralysing Touch
    The man-o-war's attacks paralyse the target for 1 round unless the target succeeds on a DC 13 fortitude save (the save DC is constitution-based). Multiple hits against one target in one round don't require the target to make multiple saves, but instead each hit increases the save DC by 2 (this is a circumstance bonus to save DC) and the duration by 1 round.

    Mauler (Elite Badger)
    Size/Type: Small Animal
    Hit Dice: 1d8+3 (7 hp)
    Initiative: +5
    Speed: 30 ft. (6 squares), burrow 10 ft.
    Armor Class: 19 (+1 size, +5 Dex, +1 natural, +2 competence), touch 18, flat-footed 14
    Base Attack/Grapple: +0/-4
    Attack: Claw +6 melee (1d3+1)
    Full Attack: 2 claws +6 melee (1d3+1) and bite +1 melee (1d3) or 2+ claws +6 melee (1d3+1)
    Space/Reach: 5 ft./5 ft.
    Special Attacks: Maul, rage
    Special Qualities: Exceptional creature, immunity to fire and slashing, low-light vision, scent
    Saves: Fort +4, Ref +5, Will +1
    Abilities: Str 12, Dex 21, Con 17, Int 2, Wis 12, Cha 6
    Skills: Balance +5, Escape Artist +9, Listen +3, Spot +3
    Feats: Agile, TrackB, Weapon FinesseB
    Environment: Temperate forests
    Organization: Solitary, pair, or cete (3-5)
    Challenge Rating: 2
    Alignment: Always neutral
    Advancement: —
    Level Adjustment: —

    Maul (Ex)
    When a mauler makes a full attack, it can eschew its bite attack in favour of clawing away at its opponents until it misses. It makes a single attack with one claw, then if it hits, it makes another attack with the same claw at a -2 penalty. If the second attack hits, it can then make a third attack at a -4 penalty. It keeps on making attacks at increasing penalties in the same way, then switches to the other claw and repeats the same process once it misses. Once it misses with the second claw, its full attack is done.

    Rage (Ex)
    Maulers can end their rage voluntarily when no enemies are in the area that it can locate. They get a +6 bonus instead of +4 to strength and constitution.

    Elite Mephit

    "Elite Mephit" is a template which can be applied to an air, dust, earth, fire, ice, magma, ooze, salt, steam or water mephit. These creatures are referred to as wind, sand, rock, inferno, arctic, lava, jelly, crystal, smoke or storm mephits respectively.

    Speed
    Increase each swim speed by 10 feet. Increase each average fly speed to a good fly speed 10 feet faster and increase each perfect fly speed by 20 feet.

    Armour Class
    The elite mephit gains a +2 competence bonus to AC.

    Special Qualities
    The elite mephit gains the Exceptional Creature quality and absorbs one damage type: acid for jelly mephits, cold for arctic, crystal and rock mephits, electricity for storm mephits, fire for lava, sand and smoke mephits, and sonic for wind mephits. Their fast healing is 4, not 2.

    Abilities
    Elite mephits gain +4 to whichever of strength, dexterity or constitution is highest and +2 to the other two and to their charisma.

    Challenge Rating
    As base creature +2

    Advancement
    —

    Level Adjustment
    —

    Murderhawk (Elite hawk)
    Size/Type: Tiny Animal
    Hit Dice: 1d8+1 (5 hp)
    Initiative: +5
    Speed: 10 ft. (2 squares), fly 80 ft. (good)
    Armor Class: 19 (+2 size, +5 Dex, +2 natural), touch 17, flat-footed 14
    Base Attack/Grapple: +0/-8
    Attack: Talons +5 melee (1d4)
    Full Attack: 2 talons +5 melee (1d4)
    Space/Reach: 2½ ft./0 ft.
    Special Attacks: Rend 1d4
    Special Qualities: Exceptional creature, evasion, immunity to bludgeoning, low-light vision
    Saves: Fort +3, Ref +7, Will +2
    Abilities: Str 10, Dex 21, Con 12, Int 2, Wis 14, Cha 6
    Skills: Listen +4, Spot +16
    Feats: Alertness, Weapon FinesseB
    Environment: Temperate forests
    Organization: Solitary or pair
    Challenge Rating: 2
    Advancement: —
    Level Adjustment: —

    Evasion
    When a murderhawk passes a reflex save against an attack which normally deals half damage on a successful reflex save, the murderhawk takes no damage from the attack.

    Rend (Ex)
    A murderhawk which hits with both talons tears its opponnt, dealing an additional 1d4 points of damage.

    Monstrous Deathstalker (Elite Monstrous Scorpion)

    Monstrous deathstalker is a template which can be applied to any monstrous scorpion.

    Speed
    Increase the deathstalker's speed by 10 feet.

    Armour Class
    A medium or larger deathstalker gets a +2 competence bonus to AC for each size category above small it is.

    Attacks
    The sting changes to a primary weapon.

    Damage
    Each natural weapon (claw or sting), as well as the constrict attack, deals damage as though it were one size category larger. The constitution damage also increases by one step according to Table: Larger and Smaller Weapon Damage, even though it's not regular damage.

    Special Attacks
    See damage. Also note that the DC of the deathstalker's poison increases by 2 due to the change in constitution.

    Special Qualities
    A monstrous deathstalker has DR/- equal to its challenge rating, after the adjustment below (but before any other adjustment from further templates). It's immune to electricity, to fire and to poison. Large and larger monstrous deathstalkers gain the elite creature special quality, while others gain the exceptional creature special quality.

    Abilities
    +4 to strength and constitution, +2 to dexterity

    Feats
    A medium or larger monstrous deathstalker gains Awesome Blow as a bonus feat.

    Challenge Rating
    1 for tiny, 2 for small, as base creature +2 otherwise.

    Advancement
    —

    Monstrous Millipede (Elite Monstrous Centipede)

    Monstrous millipede is a template which can be applied to any monstrous centipede.

    Speed
    Increase the millipede's speed by 10 feet.

    Armour Class
    A medium or larger millipede gets a +2 competence bonus to AC for each size category above small it is.

    Damage
    The bite deals damage as though it were one size category larger. The dexterity damage also increases by one step according to Table: Larger and Smaller Weapon Damage, even though it's not regular damage.

    Special Attacks
    See damage. Also note that the DC of the millipede's poison increases by 2 due to the change in constitution.

    Special Qualities
    A monstrous millipede has DR/- equal to its challenge rating, after the adjustment below (but before any other adjustment from further templates). It's immune to cold, to fire and to poison. Huge and larger monstrous millipedes gain the elite creature special quality, while others gain the exceptional creature special quality.

    Abilities
    +4 to strength and constitution, +2 to dexterity

    Feats
    A huge or larger monstrous millipede gains Awesome Blow as a bonus feat.

    Challenge Rating
    1/2 for tiny, 1 for small, 2 for medium, as base creature +2 otherwise.

    Advancement
    —

    Monstrous Tarantula (Elite Monstrous Spider)

    Monstrous tarantula is a template which can be applied to any monstrous spider.

    Speed
    Increase the tarantula's land and climb speeds by 10 feet. If it's a hunter spider, increase the land speed by another 10 feet (hunter tarantulas have a land speed 30 feet greater than that given in the statistics for a monstrous spider.

    Armour Class
    A medium or larger tarantula gets a +2 competence bonus to AC for each size category above small it is.

    Damage
    The tarantula's bite deals damage as though it were one size category larger. The strength damage also increases by one step according to Table: Larger and Smaller Weapon Damage, even though it's not regular damage.

    Special Attacks
    See damage. Also note that the DC of the tarantula's poison increases by 2 due to the change in constitution.

    Special Qualities
    A monstrous tarantula has DR/- equal to its challenge rating, after the adjustment below (but before any other adjustment from further templates). It's immune to cold, to electricity and to poison. Large and larger monstrous tarantulas gain the elite creature special quality, while others gain the exceptional creature special quality.

    Abilities
    +4 to strength and constitution, +2 to dexterity

    Feats
    A large or larger monstrous tarantula gains Awesome Blow as a bonus feat.

    Challenge Rating
    1 for tiny, 2 for small, as base creature +2 otherwise.

    Advancement
    —

    Moon Clan (Elite Satyr)
    Size/Type: Medium Outsider (Native)
    Hit Dice: 5d8+10 (32 hp)
    Initiative: +2
    Speed: 40 ft. (8 squares)
    Armor Class: 16 (+2 Dex, +4 natural), touch 12, flat-footed 14
    Base Attack/Grapple: +5/+7
    Attack: Head butt +7 melee (1d6+2) or bardiche +7 melee (3d8+2/19-20 *3) or hankyū +7 ranged (2d6/19-20 *3)
    Full Attack: Head butt +7 melee (1d6+2) and bardiche +7 melee (3d8+2/19-20 *3); or hankyū +7 ranged (2d6/19-20 *3)
    Space/Reach: 5 ft./5 ft. (10 ft with bardiche)
    Special Attacks: Bray
    Special Qualities: Damage reduction 10/cold iron, darkvision, elite creature, immunity to fire
    Saves: Fort +6, Ref +6, Will +5
    Abilities: Str 14, Dex 15, Con 14, Int 12, Wis 13, Cha 17
    Skills: Bluff +11, Diplomacy +9, Disguise +3 (+5 acting), Hide +14, Intimidate +9, Knowledge (nature) +9, Listen +15, Move Silently +14, Perform (sing) +15, Spot +15, Survival +5 (+7 aboveground)
    Feats: AlertnessB, Dodge, Mobility
    Environment: Temperate plains
    Organization: Solitary, pair, band (3-4), or troop (5-8)
    Challenge Rating: 4 (without bray) or 6 (with bray)
    Treasure: Standard
    Alignment: Usually chaotic neutral
    Advancement: —
    Level Adjustment: —

    Moon clan look like a demonic type of goat. They eschew concealable weapons such as daggers in favour of large polearms. They speak common and abyssal.

    Bray (Su)
    Some moon clan can emulate the effect of a satyr's pipes by braying loudly, so they don't need to take up any hands to do so. Satyrs and moon clan alike are unaffected by both effects. The save DC is 15 because it's charisma-based.

    Osprey (Elite Owl)
    Size/Type: Tiny Animal
    Hit Dice: 1d8+1 (5 hp)
    Initiative: +5
    Speed: 10 ft. (2 squares), fly 60 ft. (good)
    Armor Class: 19 (+2 size, +5 Dex, +2 natural), touch 17, flat-footed 14
    Base Attack/Grapple: +0/-8
    Attack: Talons +7 melee (1d4) or beak +7 melee (1d6)
    Full Attack: 2 talons +7 melee (1d4) and beak +7 melee (1d6)
    Space/Reach: 2½ ft./0 ft.
    Special Attacks: —
    Special Qualities: Evasion, exceptional creature, immunity to bludgeoning, low-light vision
    Saves: Fort +3, Ref +7, Will +2
    Abilities: Str 10, Dex 21, Con 12, Int 2, Wis 14, Cha 4
    Skills: Listen +14, Move Silently +19, Spot +6*
    Feats: Alertness, Weapon FinesseB
    Environment: Temperate forests
    Organization: Solitary
    Challenge Rating: 2
    Alignment: Always neutral
    Advancement: —
    Level Adjustment: —

    Evasion
    When an osprey passes a reflex save against an attack which normally deals half damage on a successful reflex save, the osprey takes no damage from the attack.

    Preying Mantis (Elite Giant Praying Mantis)
    Size/Type: Large Vermin
    Hit Dice: 4d8+8 (26 hp)
    Initiative: +1
    Speed: 20 ft. (4 squares), fly 40 ft. (poor)
    Armor Class: 18 (-1 size, +1 Dex, +6 natural, +2 competence), touch 12, flat-footed 17
    Base Attack/Grapple: +3/+12
    Attack: Claws +7 melee (1d8+5)
    Full Attack: 2 claws +7 melee (1d8+5) and bite +2 melee (1d6+3)
    Space/Reach: 10 ft./10 ft.
    Special Attacks: Improved grab, sneak attack 2d6
    Special Qualities: Darkvision 60 ft., elite creature, immunity to cold, electricity and piercing, vermin traits
    Saves: Fort +6, Ref +2, Will +3
    Abilities: Str 21, Dex 12, Con 15, Int Ψ, Wis 14, Cha 11
    Skills: Hide +5*, Spot +6
    Feats: —
    Environment: Temperate forests
    Organization: Solitary
    Challenge Rating: 5
    Advancement: —
    Level Adjustment: —

    *A preying mantis' bonus on hide checks is +8, increasing to +20 when surrounded by foliage

    Sneak Attack (Ex)
    The preying mantis’ attack deals extra damage any time its target would be denied a Dexterity bonus to AC (whether the target actually has a Dexterity bonus or not), or when the mantis flanks its target. This extra damage is 2d6. Should the preying mantis score a critical hit with a sneak attack, this extra damage is not multiplied. See the rogue class feature for more details.

    Pummeler Demon (Elite Hezrou)
    Size/Type: Large Outsider (Chaotic, Extraplanar, Evil)
    Hit Dice: 10d8+100 (145 hp)
    Initiative: +1
    Speed: 35 ft. (7 squares)
    Armor Class: 24 (-1 size, +1 dex, +14 natural), touch 10, flat-footed 23
    Base Attack/Grapple: +10/+19
    Attack: Bite +14 melee (4d4+7)
    Full Attack: Bite +14 melee (4d4+7) and 2 claws +9 melee (1d8+3); or 2+ claws +14 melee (1d8+7)
    Space/Reach: 10 ft./10 ft.
    Special Attacks: Improved grab, pummel, spell-like abilities, stench, summon demon
    Special Qualities: Damage reduction 10/good, darkvision 60 ft., elite creature, immunity to acid, cold, electricity, fire, disease and poison, spell resistance 21, telepathy 100 ft.
    Saves: Fort +16, Ref +8, Will +9
    Abilities: Str 25, Dex 12, Con 29, Int 14, Wis 14, Cha 18
    Skills: Climb +20, Concentration +22, Hide +14, Escape Artist +14, Intimidate +17, Listen +23, Move Silently +14, Search +15, Spellcraft +15, Spot +23, Survival +2 (+4 following tracks), Use Rope +1 (+3 with bindings)
    Feats: Blind-Fight, Cleave, Improved Toughness, Power Attack
    Environment: A chaotic evil-aligned plane
    Organization: Solitary or gang (2-4)
    Challenge Rating: 13
    Treasure: Standard
    Alignment: Always chaotic evil
    Advancement: —
    Level Adjustment: —

    Pummel (Ex)
    When a pummeller demon makes a full attack, it can eschew its bite attack in favour of clawing away at its opponents until it misses. It makes a single attack with one claw, then if it hits, it makes another attack with the same claw at a -2 penalty. If the second attack hits, it can then make a third attack at a -4 penalty. It keeps on making attacks at increasing penalties in the same way, then switches to the other claw and repeats the same process once it misses. Once it misses with the second claw, its full attack is done. In this case, the claws are treated as primary natural attacks.

    Summon Demon
    The listed version of the ability has a 100% chance of success. Otherwise, the pummeller demon can attempt to summon 4d10 dretch taskmasters or another pummeller demon with a 35% chance of success.

    Riding Coyote (Elite Riding Dog)
    Size/Type: Medium Animal
    Hit Dice: 2d8+6 (15 hp)
    Initiative: +3
    Speed: 40 ft. (8 squares)
    Armor Class: 18 (+3 Dex, +4 natural, +1 competence), touch 14, flat-footed 15
    Base Attack/Grapple: +1/+7
    Attack: Bite +7 melee (1d6+9)
    Full Attack: Bite +7 melee (1d6+9)
    Space/Reach: 5 ft./5 ft.
    Special Attacks: —
    Special Qualities: Exceptional creature, immunity to fire, low-light vision, scent
    Saves: Fort +6, Ref +7, Will +1
    Abilities: Str 22, Dex 17, Con 16, Int 2, Wis 12, Cha 6
    Skills: Jump +12, Listen +5, Spot +5, Swim +7, Survival +1*
    Feats: Alertness, TrackB
    Environment: Temperate plains
    Organization: Solitary or pack (3-8)
    Challenge Rating: 3
    Advancement: —
    Level Adjustment: —

    Sabretooth (Elite Lion)
    Size/Type: Large Animal
    Hit Dice: 5d8+15 (37 hp)
    Initiative: +3
    Speed: 40 ft. (8 squares)
    Armor Class: 18 (-1 size, +4 Dex, +3 natural, +2 competence), touch 15, flat-footed 14
    Base Attack/Grapple: +3/+15
    Attack: Claw +10 melee (1d4+8)
    Full Attack: 2 claws +10 melee (1d4+8) and bite +5 melee (1d8+4)
    Space/Reach: 10 ft./5 ft.
    Special Attacks: Improved grab, pounce, rake 1d4+4
    Special Qualities: Elite creature, immunity to bludgeoning, cold and fire, low-light vision, scent
    Saves: Fort +7, Ref +8, Will +2
    Abilities: Str 27, Dex 19, Con 17, Int 2, Wis 12, Cha 6
    Skills: Balance +8, Hide +4*, Listen +5, Move Silently +12, Spot +5
    Feats: Alertness, Run
    Environment: Warm plains
    Organization: Solitary, pair, or pride (3-6)
    Challenge Rating: 5
    Advancement: —
    Level Adjustment: —

    Flamefather Salamander (Elite Flamebrother) Superior Salamander (Elite Average) Royal Salamander (Elite Noble)
    Size/Type: Small Outsider (Extraplanar, Fire) Medium Outsider (Extraplanar, Fire) Large Outsider (Extraplanar, Fire)
    Hit Dice: 4d8+8 (26 hp) 9d8+18 (58 hp) 15d8+45 (112 hp)
    Initiative: +3
    Speed: 30 ft. (6 squares)
    Armor Class: 21 (+1 size, +3 Dex, +7 natural), touch 14, flat-footed 18 21 (+3 Dex, +7 natural), touch 13, flat-footed 17 20 (-1 size, +3 Dex, +8 natural), touch 12, flat-footed 17
    Base Attack/Grapple: +4/+3 +9/+13 +15/+27
    Attack: Spear +8 melee (1d6+4/Χ3 plus 1d6 fire) Bardiche +13 melee (3d8+6/19-20 Χ3 plus 1d6 fire) +3 lochaber +27 melee (6d8+15/18-20 Χ3 plus 1d8 fire)
    Full Attack: Spear +8 melee (1d6+4/Χ3 plus 1d6 fire) and tail slap +6 melee (1d4+1 plus 1d6 fire) Bardiche +13/+8 melee (3d8+6/19-20 Χ3 plus 1d6 fire) and tail slap +11 melee (2d6+2 plus 1d6 fire) +3 lochaber +27/+22/+17 melee (6d8+15/18-20 Χ3 plus 1d8 fire) and tail slap +23 melee (2d8+4 plus 1d8 fire)
    Space/Reach: 5 ft./5 ft. 5 ft./5 ft. (10 ft. with tail) 10 ft./10 ft. (20 ft. with tail or longspear)
    Special Attacks: Constrict 1d4+1 plus 1d6 fire, heat, improved grab Constrict 2d6+2 plus 1d6 fire, heat, improved grab Constrict 2d8+4 plus 1d8 fire, heat, improved grab, spell-like abilities
    Special Qualities: Absorb fire, darkvision 60 ft., elite creature, immunity to acid Absorb fire, damage reduction 10/magic, darkvision 60 ft., elite creature, immunity to acid Absorb fire, damage reduction 15/magic, darkvision 60 ft., elite creature, immunity to acid
    Saves: Fort +6, Ref +7, Will +6 Fort +8, Ref +9, Will +8 Fort +12, Ref +12, Will +11
    Abilities: Str 16, Dex 16, Con 14, Int 14, Wis 15, Cha 13 Str 18, Dex 16, Con 14, Int 14, Wis 15, Cha 13 Str 26, Dex 16, Con 16, Int 16, Wis 15, Cha 15
    Skills: Craft (blacksmithing) +8, Hide +14, Listen +11, Move Silently +8, Spot +11 Bluff +11, Craft (blacksmithing) +19, Diplomacy +3, Disguise +1 (+3 acting), Hide +13, Intimidate +3, Listen +8, Move Silently +13, Search +12, Spot +8 Bluff +19, Craft (blacksmithing) +25, Diplomacy +4, Hide +17, Intimidate +4, Listen +13, Move Silently +19, Spot +13
    Feats: Alertness, Multiattack Alertness, Multiattack, Power Attack Alertness, Cleave, Great Cleave, Multiattack, Power Attack, Skill Focus (Craft [blacksmithing])
    Environment: Elemental Plane of Fire
    Organization: Solitary, pair, or cluster (3-5) Solitary, pair, or noble party (7-12)
    Challenge Rating: 5 8 12
    Treasure: Standard (nonflammables only) Double standard (nonflammables only) and +3 longspear
    Alignment: Usually evil (any)
    Advancement: —
    Level Adjustment: —

    Spell-like abilities
    The royal salamander's spell-like abilities are:

    3/day—cone of immolation (DC 13), conflagration (DC 15), living flame (DC 14), wall of inferno (DC 16); 1/day—dispel magic, summon progenitor VII (Huge inferno elemental).

    Sea Tiger (Elite Sea Cat)
    Size/Type: Large Magical Beast
    Hit Dice: 6d10+24 (57 hp)
    Initiative: +3
    Speed: 10 ft. (2 squares), swim 60 ft.
    Armor Class: 20 (-1 size, +3 Dex, +8 natural), touch 12, flat-footed 17
    Base Attack/Grapple: +6/+16
    Attack: Claw +9 melee (1d6+6)
    Full Attack: 2 claws +9 melee (1d6+6) and bite +4 melee (1d8+3)
    Space/Reach: 10 ft./5 ft.
    Special Attacks: Rend 2d6+9
    Special Qualities: Darkvision 60 ft., elite creature, hold breath, immunity to cold, fire and slashing, low-light vision, scent
    Saves: Fort +10, Ref +8, Will +5
    Abilities: Str 23, Dex 16, Con 19, Int 2, Wis 13, Cha 10
    Skills: Listen +8, Spot +7, Swim +14
    Feats: Alertness, Endurance, Iron Will
    Environment: Temperate aquatic
    Organization: Solitary, pair, or pride (3-8)
    Challenge Rating: 6
    Treasure: None
    Alignment: Always neutral
    Advancement: —
    Level Adjustment: —

    Serpent, Constrictor (Elite Constrictor Snake)
    Size/Type: Medium Animal
    Hit Dice: 3d8+9 (22 hp)
    Initiative: +8
    Speed: 20 ft. (4 squares), climb 20 ft., swim 20 ft.
    Armor Class: 18 (+4 Dex, +2 natural, +2 competence), touch 16, flat-footed 14
    Base Attack/Grapple: +2/+6
    Attack: Bite +6 melee (1d3+6)
    Full Attack: Bite +6 melee (1d3+6)
    Space/Reach: 5 ft./5 ft.
    Special Attacks: Constrict 1d3+6, improved grab
    Special Qualities: Elite creature, immunity to cold, fire and piercing, scent
    Saves: Fort +5, Ref +7, Will +2
    Abilities: Str 19, Dex 19, Con 15, Int 2, Wis 12, Cha 2
    Skills: Balance +12, Climb +15, Hide +11, Listen +7, Spot +7, Swim +12
    Feats: Alertness, Improved Initiative, Improved Toughness
    Environment: Warm forests
    Organization: Solitary
    Challenge Rating: 4
    Advancement: —
    Level Adjustment: —

    Viper Serpent (Elite Viper Snake)

    Viper serpent is a template which can be applied to any viper.

    Armour Class
    A medium or larger viper serpent gets a +2 competence bonus to AC for each size category above small it is.

    Damage
    The serpent's bite deals damage as though it were one size category larger. The constitution damage also increases to 2d6.

    Special Attacks
    See damage. Also note that the DC of the serpent's poison increases by 2 due to the change in constitution.

    Special Qualities
    Immunity to cold, fire and piercing. Huge viper serpents gain the elite creature special quality, while others gain the exceptional creature special quality.

    Abilities
    +4 to strength and constitution, +2 to dexterity

    Feats
    A huge viper serpent gains Awesome Blow as a bonus feat.

    Challenge Rating
    1 for tiny, 2 for small, as base creature +2 otherwise.

    Advancement
    —

    Shackled Devil (Elite Kyton)
    Size/Type: Medium Outsider (Evil, Extraplanar, Lawful)
    Hit Dice: 8d8+16 (52 hp)
    Initiative: +8
    Speed: 30 ft. (6 squares)
    Armor Class: 26 (+4 Dex, +8 natural, +4 competence), touch 18, flat-footed 22
    Base Attack/Grapple: +8/+12
    Attack: Chain +12 melee (2d4+4/19-20)
    Full Attack: 4 chains +12 melee (2d4+4/19-20)
    Space/Reach: 5 ft./5 ft. (10 ft. with chains)
    Special Attacks: Dancing chains, spell-like abilities, unnerving gaze
    Special Qualities: Damage reduction 5/silver and good, darkvision 60 ft., elite creature, immunity to acid, cold and slashing, regeneration 3, spell resistance 20
    Saves: Fort +10, Ref +10, Will +6
    Abilities: Str 19, Dex 19, Con 19, Int 6, Wis 10, Cha 12
    Skills: Climb +15, Craft (blacksmithing) +17, Escape Artist +15, Intimidate +12, Listen +13, Spot +13, Use Rope +4 (+6 with bindings)
    Feats: Alertness, Improved Critical (chain), Improved Initiative
    Environment: A lawful evil-aligned plane
    Organization: Solitary, gang (2-4), band (5-7), or mob (8-12)
    Challenge Rating: 8
    Treasure: Standard
    Alignment: Always lawful evil
    Advancement: —
    Level Adjustment: —

    Spell-like Abilities

    At will - Trianna's chainstrike (DC 13); 1/day - chain lightning (DC 17). The save DCs are charisma-based.

    Hammerhead (Elite Medium Shark) Mako (Elite Large Shark) Great White (Elite Huge Shark)
    Size/Type: Medium Animal (Aquatic) Large Animal (Aquatic) Huge Animal (Aquatic)
    Hit Dice: 3d8+9 (22 hp) 7d8+21 (52 hp) 10d8+40 (85 hp)
    Initiative: +7
    Speed: Swim 60 ft. (12 squares)
    Armor Class: 17 (+3 Dex, +3 natural, +1 competence), touch 14, flat-footed 14 18 (-1 size, +3 Dex, +4 natural, +2 competence), touch 14, flat-footed 15 20 (-2 size, +3 Dex, +5 natural, +4 competence), touch 15, flat-footed 17
    Base Attack/Grapple: +2/+5 +5/+15 +7/+23
    Attack: Bite +6 melee (1d6+4/19-20) Bite +10 melee (1d8+9/19-20) Bite +13 melee (2d6+12/19-20)
    Full Attack: Bite +6 melee (1d6+4/19-20) Bite +10 melee (1d8+9/19-20) Bite +13 melee (2d6+12/19-20)
    Space/Reach: 5 ft./5 ft. 10 ft./5 ft. 15 ft./10 ft.
    Special Attacks: Blood in the Water
    Special Qualities: Blindsense, elite creature, immunity to acid, bludgeoning and fire, keen scent
    Saves: Fort +6, Ref +6, Will +2 Fort +10, Ref +8, Will +3 Fort +13, Ref +10, Will +6
    Abilities: Str 17, Dex 17, Con 17, Int 2, Wis 12, Cha 2 Str 22, Dex 17, Con 17, Int 2, Wis 12, Cha 2 Str 26, Dex 17, Con 19, Int 2, Wis 12, Cha 2
    Skills: Listen +6, Spot +6, Swim +11 Listen +8, Spot +7, Swim +14 Listen +10, Spot +10, Swim +16
    Feats: Alertness, Improved Critical (Bite)B, Improved Initiative Alertness, Great Fortitude, Improved Critical (Bite)B, Improved Initiative Alertness, Great Fortitude, Improved Critical (Bite)B, Improved Initiative, Iron Will
    Environment: Cold aquatic
    Organization: Solitary, school (2-4), or pack (5-8)
    Challenge Rating: 3 4 6
    Advancement: —
    Level Adjustment: —

    Blood in the Water (Ex)
    Whenever a shark scores a critical hit, it gains a stacking +1 bonus to attack and damage rolls until it goes for one minute without a successful critical hit.

    Juvenile Shellyfish (Elite Tojanida) Adult Shellyfish (Elite Tojanida) Elder Shellyfish (Elite Tojanida)
    Size/Type: Small Outsider (Extraplanar, Water) Medium Outsider (Extraplanar, Water) Large Outsider (Extraplanar, Water)
    Hit Dice: 3d8+12 (25 hp) 7d8+28 (59 hp) 15d8+90 (157 hp)
    Initiative: +1
    Speed: 10 ft. (2 squares), swim 110 ft.
    Armor Class: 23 (+1 size, +1 Dex, +10 natural, +1 competence), touch 13, flat-footed 22 25 (+1 Dex, +12 natural, +2 competence), touch 13, flat-footed 24 24 (-1 size, +1 Dex, +14 natural, +3 competence), touch 12, flat-footed 25
    Base Attack/Grapple: +3/+1 +7/+10 +15/+25
    Attack: Bite +8 melee (2d6+4) Bite +12 melee (2d8+5) Bite +22 melee (4d6+8)
    Full Attack: Bite +8 melee (2d6+4) and 2 claws +3 melee (1d4+2) Bite +12 melee (2d8+5) and 2 claws +7 melee (1d6+2) Bite +22 melee (4d6+8) and 2 claws +17 melee (1d8+4)
    Space/Reach: 5 ft./5 ft. 10 ft./10 ft.
    Special Attacks: Improved grab, ink cloud
    Special Qualities: All-around vision, darkvision 60 ft., elite creature, immunity to acid, cold, electricity and fire
    Saves: Fort +7, Ref +4, Will +4 Fort +9, Ref +6, Will +6 Fort +15, Ref +10, Will +10
    Abilities: Str 18, Dex 13, Con 19, Int 10, Wis 12, Cha 9 Str 20, Dex 13, Con 19, Int 10, Wis 12, Cha 9 Str 26, Dex 13, Con 23, Int 10, Wis 12, Cha 9
    Skills: Diplomacy +1, Escape Artist +7, Hide +11, Knowledge (the planes) +6, Listen +7, Search +6, Spot +9, Sense Motive +7, Survival +1 (+3 other planes and following tracks), Swim +10, Use Rope +1 (+3 with bindings) Diplomacy +1, Escape Artist +11, Hide +11, Knowledge (the planes) +6, Listen +11, Search +14, Sense Motive +11, Spot +15, Survival +1 (+3 other planes and following tracks), Swim +11, Use Rope+1 (+3 with bindings) Escape Artist +19, Hide +15, Intimidate +17, Knowledge (the Planes) +18, Listen +21, Search +22, Sense Motive +17, Spot +25, Survival +1 (+3 other planes and following tracks), Swim +14, Use Rope+1 (+3 with bindings)
    Feats: Blind-Fight, Dodge Blind-Fight, Dodge, Power Attack Alertness, Blind-Fight, Cleave, Dodge, Improved Sunder, Power Attack
    Environment: Elemental Plane of Water
    Organization: Solitary or clutch (2-4)
    Challenge Rating: 5 7 11
    Treasure: Standard
    Alignment: Always neutral
    Advancement: —
    Level Adjustment: —

    Ink Cloud
    The save DCs are all 2 higher, because they're constitution-based.

  6. - Top - End - #6
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    In the Playground, duh.

    Default Re: The Maker (Prestige Class Contest II Winner; PEACH)

    Skeletal Devil (Elite Osyluth)
    Size/Type: Large Outsider (Evil, Extraplanar, Lawful)
    Hit Dice: 10d8+50 (95 hp)
    Initiative: +9
    Speed: 40 ft. (8 squares)
    Armor Class: 26 (-1 size, +6 Dex, +11 natural), touch 15, flat-footed 20
    Base Attack/Grapple: +10/+20
    Attack: Bite +15 melee (1d8+6) or claw +13 melee (1d4+3) or sting +13 melee (3d4+3 plus poison)
    Full Attack: Bite +15 melee (1d8+6) and 2 claws +13 melee (1d4+3) and sting +13 melee (3d4+3 plus poison)
    Space/Reach: 10 ft./10 ft.
    Special Attacks: Spell-like abilities, fear aura, poison, summon devil
    Special Qualities: Damage reduction 10/silver and good, darkvision 60 ft., elite creature, immunity to acid, cold, fire and poison, see in darkness, spell resistance 23, telepathy 100 ft.
    Saves: Fort +13, Ref +13, Will +12
    Abilities: Str 23, Dex 23, Con 23, Int 16, Wis 16, Cha 16
    Skills: Bluff +16, Concentration +19, Diplomacy +7, Disguise +3 (+5 acting), Hide +15, Intimidate +18, Knowledge (any one) +16, Listen +18, Move Silently +19, Search +16, Sense Motive +16, Spot +18, Survival +3 (+5 following tracks)
    Feats: Alertness, Improved Initiative, Iron Will, Multiattack
    Environment: A lawful evil-aligned plane
    Organization: Solitary, team (2-4), or squad (5-8)
    Challenge Rating: 11
    Treasure: Standard
    Alignment: Always lawful evil
    Advancement: —
    Level Adjustment: —

    Fear Aura, Poison, Spell-like abilities
    Because the save DCs are constitution- or charisma-based, they're all 1 higher. Replace wall of ice with wall of permafrost

    Slime Demon (Elite Babau)
    Size/Type: Medium Outsider (Chaotic, Extraplanar, Evil)
    Hit Dice: 7d8+35 (66 hp)
    Initiative: +2
    Speed: 30 ft. (6 squares)
    Armor Class: 20 (+2 Dex, +8 natural), touch 12, flat-footed 18
    Base Attack/Grapple: +7/+15
    Attack: Claw +15 melee (1d6+8)
    Full Attack: 2 claws +15 melee (1d6+8) and bite +10 melee (1d6+4)
    Space/Reach: 5 ft./5 ft.
    Special Attacks: Sneak attack +3d6, spell-like abilities, summon demon
    Special Qualities: Damage reduction 10/cold iron and good, darkvision 60 ft., elite creature, immunity to acid, cold, electricity, fire and poison, protective slime, spell resistance 16, telepathy 100 ft.
    Saves: Fort +10, Ref +7, Will +6
    Abilities: Str 26, Dex 14, Con 20, Int 14, Wis 13, Cha 16
    Skills: Climb +18, Disable Device +13, Disguise +13, Escape Artist +12, Hide +20, Listen +19, Move Silently +20, Open Lock +12, Search +20, Sleight of Hand +12, Survival +1 (+3 following tracks), Use Rope +2 (+4 with bindings)
    Feats: Cleave, Multiattack, Power Attack
    Environment: A chaotic evil-aligned plane
    Organization: Solitary or gang (3-5)
    Challenge Rating: 8
    Treasure: Standard
    Alignment: Always chaotic evil
    Advancement: —
    Level Adjustment: —

    Summon Demon
    The slime demon has a 100% chance to summon a babau. It can attempt to summon a slime demon with 40% chance of success instead.

    Song Guardian (Elite Lillend)
    Size/Type: Large Outsider (Chaotic, Extraplanar, Good)
    Hit Dice: 7d8+14 (45 hp)
    Initiative: +4
    Speed: 20 ft. (4 squares), fly 80 ft. (good)
    Armor Class: 21 (-1 size, +4 Dex, +5 natural, +3 competence), touch 16, flat-footed 17
    Base Attack/Grapple: +7/+18
    Attack: Seax +13 melee (2d12+7/16-20 *4)
    Full Attack: Seax +13 melee (2d12+7/16-20 *4) and tail slap +8 melee (2d6+3)
    Space/Reach: 10 ft./10 ft.
    Special Attacks: Constrict 2d6+5, improved grab, spells, spell-like abilities
    Special Qualities: Darkvision 60 ft., immunity to fire, slashing, sonic and poison
    Saves: Fort +7, Ref +11, Will +8
    Abilities: Str 24, Dex 19, Con 15, Int 14, Wis 16, Cha 22
    Skills: Appraise +12, Concentration +12, Diplomacy +18, Knowledge (arcana) +12, Listen +13, Perform (any one) +16, Sense Motive +13, Spellcraft +14, Spot +13, Survival +17
    Feats: Combat Casting, Extend Spell, Lightning Reflexes
    Environment: A chaos-aligned plane
    Organization: Solitary or covey (2-4)
    Challenge Rating: 9
    Treasure: Standard
    Alignment: Always chaotic good
    Advancement: —
    Level Adjustment: —

    Spells, Spell-like abilities
    The save DCs are 2 higher and the song guardian has an extra first- and second-level spell per day, because these abilities are charisma-based.

    Sorcerous Serpent (Elite Coatl)
    Size/Type: Large Outsider (Native)
    Hit Dice: 9d8+27 (67 hp)
    Initiative: +7
    Speed: 20 ft. (4 squares), fly 60 ft. (good)
    Armor Class: 21 (-1 size, +3 Dex, +9 natural), touch 12, flat-footed 18
    Base Attack/Grapple: +9/+19
    Attack: Bite +14 melee (1d6+9 plus poison)
    Full Attack: Bite +14 melee (1d6+9 plus poison)
    Space/Reach: 10 ft./5 ft.
    Special Attacks: Constrict 2d8+9, improved grab, poison, psionics, spells, spell-like abilities
    Special Qualities: Darkvision 60 ft., change shape, ethereal jaunt, elite creature, immunity to fire, force and mind-affecting abilities, telepathy 90 ft.
    Saves: Fort +8, Ref +9, Will +10
    Abilities: Str 22, Dex 16, Con 16, Int 17, Wis 19, Cha 17
    Skills: Concentration +14, Diplomacy +17, Jump +2, Knowledge (any two) +15, Listen +16, Search +15, Sense Motive +16, Spellcraft +15 (+17 scrolls), Spot +16, Survival +4 (+6 following tracks), Tumble +15, Use Magic Device +15 (+17 scrolls)
    Feats: Dodge, Empower Spell, Eschew MaterialsB, Hover, Improved Initiative
    Environment: Warm forests
    Organization: Solitary, pair, or flight (3-5)
    Challenge Rating: 12
    Treasure: Standard
    Alignment: Always lawful good
    Advancement: —
    Level Adjustment: —

    Psionics; Spell-like abilities (Sp)
    A sorcerous serpent retains the powers listed under the coatl's "Psionics" as spell-like abilities, as well as having actual psionic manifesting as a 7th-level telepath psion. It has 56 power points and knows the following powers:

    1st: Attraction, Charm, Mindlink, Missive (DC 14)
    2nd: Aversion, Brain Lock, Read Thoughts, Suggestion (DC 15)
    3rd: Crisis of Breath, False Sensory Input, Hostile Empathic Transfer, Psionic Blast (DC 16)
    4th: Dominate, Modify Memory (DC 17)

    Smilodonal (Elite Leonal)
    Size/Type: Medium Outsider (Extraplanar, Good)
    Hit Dice: 12d8+72 (126 hp)
    Initiative: +3
    Speed: 60 ft. (12 squares)
    Armor Class: 31 (+3 Dex, +14 natural, +4 competence), touch 17, flat-footed 28
    Base Attack/Grapple: +12/+20
    Attack: Claw +20 melee (1d6+8)
    Full Attack: 2 claws +20 melee (1d6+8) and bite +15 melee (1d8+4)
    Space/Reach: 5 ft./5 ft.
    Special Attacks: Aerial Strike, roar, pounce, improved grab, rake 1d6+8, spell-like abilities
    Special Qualities: Damage reduction 15/evil and silver, darkvision 60 ft., elite creature, immunity to cold, electricity, sonic, being frozen solid, petrification, poison and polymorphing, lay on hands, low-light vision, protective aura, resistance to cold 10 and sonic 10, speak with animals, spell resistance 30
    Saves: Fort +14, Ref +11, Will +10
    Abilities: Str 27, Dex 17, Con 22, Int 14, Wis 14, Cha 15
    Skills: Balance +22, Concentration +13, Diplomacy +4, Hide +22, Intimidate +10, Jump +35, Knowledge (any) +17, Listen +17, Move Silently +22, Sense Motive +17, Spot +17, Survival +17
    Feats: Ability Focus (roar), Dodge, Mobility, Spring Attack, Track
    Environment: A good-aligned plane.
    Organization: Solitary or pride (3-7)
    Challenge Rating: 14
    Treasure: No coins; double goods; standard items
    Alignment: Always neutral good
    Advancement: —
    Level Adjustment: —

    Aerial Strike (Ex)
    A smilodonal cannot fly, but uses its prodigious leaps to grab flying creatures. It may make part of its charge (including pouncing) straight up, turning to jump during its charge. In this case, its jump check result to see if it can reach the target is doubled, including doubling the d20 result and it gets no penalty if it makes a jump from standing.

    Spell-like abilities
    The smilodonal has conflagration instead of fireball, wall of void instead of wall of force, cure mortal wounds (see Apothecary spell list) instead of cure critical wounds and rejuvenate instead of heal.

    Spearhead (Elite Unicorn) Celestial Lancer (Elite Celestial Charger)
    Size/Type: Large Magical Beast Large Magical Beast (Extraplanar)
    Hit Dice: 4d10+24 (46 hp) 8d10+7d8+90 (170 hp)
    Initiative: +3 +4
    Speed: 60 ft. (12 squares)
    Armor Class: 18 (-1 size, +3 Dex, +6 natural), touch 12, flat-footed 15 24 (-1 size, +4 Dex, +6 natural, +5 bracers of armor +5), touch 13, flat-footed 20
    Base Attack/Grapple: +4/+13 +13/+24
    Attack: Horn +15 melee (1d8+12) Horn +24 melee (1d8+14)
    Full Attack: Horn +15 melee (1d8+12) and 2 hooves +5 melee (1d4+3) Horn +24 melee (1d8+14) and 2 hooves +16 melee (1d4+4)
    Space/Reach: 10 ft./5 ft.
    Special Attacks: — Turn undead 13/day, smite evil, spells
    Special Qualities: Darkvision 60 ft., immunity to negative energy, poison, charm, and compulsion, low-light vision, magic circle against evil, scent, spell-like abilities, wild empathy Damage reduction 10/magic, darkvision 60 ft., immunity to acid, cold, electricity, negative energy, poison, charm, and compulsion, low-light vision, magic circle against evil, scent, spell-like abilities, spell resistance 20, wild empathy
    Saves: Fort +10, Ref +7, Will +6 Fort +17, Ref +12, Will +15
    Abilities: Str 24, Dex 17, Con 23, Int 10, Wis 21, Cha 24 Str 28, Dex 18, Con 22, Int 13, Wis 27, Cha 22
    Skills: Jump +21, Listen +11, Move Silently +9, Spot +11, Survival +8* Concentration +11, Knowledge (nature) +9, Knowledge (religion) +8, Listen +15, Move Silently +12, Spellcraft +5, Spot +15, Survival +15 (+17 aboveground)*
    Feats: Alertness, Skill Focus (Survival) Alertness, Combat Casting, Extra Turning, Improved Turning, Run, Skill Focus (Survival)
    Environment: Temperate forests A chaotic good plane
    Organization: Solitary, pair, or grace (3-5) Solitary
    Challenge Rating: 5 15
    Treasure: None
    Alignment: Always chaotic good
    Advancement: — By character class
    Level Adjustment: —

    The spearhead's and celestial lancers' horns are +5 holy weapons rather than just +3 weapons. When the spearhead or celestial lancer charges, the horn does double damage, including the damage from the holy effect.

    Spell-like Abilities (Sp)
    Replace cure light wounds with cure heavy wounds and cure moderate wounds with cure extreme wounds.

    Sperm Whale (Elite Cachalot Whale)
    Size/Type: Gargantuan Animal
    Hit Dice: 12d8+108 (162 hp)
    Initiative: +2
    Speed: Swim 50 ft. (10 squares)
    Armor Class: 23 (-4 size, +2 Dex, +9 natural, +6 competence), touch 14, flat-footed 21
    Base Attack/Grapple: +9/+36
    Attack: Bite +20 melee (4d6+15)
    Full Attack: Bite +20 melee (4d6+15) and tail sweep +15 melee (1d8+7)
    Space/Reach: 20 ft./15 ft.
    Special Attacks: Tail sweep
    Special Qualities: Blindsight 120 ft., elite creature, hold breath, immunity to bludgeoning, cold and fire, low-light vision
    Saves: Fort +16, Ref +10, Will +6
    Abilities: Str 40, Dex 15, Con 26, Int 2, Wis 14, Cha 6
    Skills: Listen +15*, Spot +14*, Swim +23
    Feats: Alertness, Diehard, Endurance, Improved Natural Attack (bite), Improved Toughness
    Environment: Temperate aquatic
    Organization: Solitary or pod (4-8)
    Challenge Rating: 9
    Advancement: —
    Level Adjustment: —

    Tail Sweep
    A sperm whale who makes a full attack can make a tail sweep attack against every creature in a cone of length equal to its reach (usually a 15-foot cone) as well as biting any creature within its reach.

    Spider Demon (Elite Bebilith)
    Size/Type: Huge Outsider (Chaotic, Extraplanar, Evil)
    Hit Dice: 12d8+96 (150 hp)
    Initiative: +5
    Speed: 60 ft. (12 squares), climb 40 ft.
    Armor Class: 22 (-2 size, +1 Dex, +13 natural), touch 9, flat-footed 21
    Base Attack/Grapple: +12/+32
    Attack: Bite +22 melee (2d6+12 plus poison) or web +11 ranged
    Full Attack: Bite +22 melee (2d6+12 plus poison) and 2 claws +17 melee (2d4+6); or web +11 ranged
    Space/Reach: 15 ft./10 ft.
    Special Attacks: Poison, rend armor, web
    Special Qualities: Absorb poison, damage reduction 10/cold iron and good, darkvision 60 ft., elite creature, immunity to acid, cold, electricity and fire, plane shift, scent, telepathy 100 ft.
    Saves: Fort +16, Ref +9, Will +9
    Abilities: Str 34, Dex 12, Con 26, Int 11, Wis 13, Cha 13
    Skills: Climb +24, Diplomacy +3, Hide +16, Jump +28, Listen +16, Move Silently +16, Search +15, Sense Motive +16, Spot +16, Survival +1 (+3 following tracks)
    Feats: Cleave, Improved Initiative, Improved Grapple, Power Attack, Track
    Environment: A chaotic evil-aligned plane
    Organization: Solitary
    Challenge Rating: 12
    Treasure: None
    Alignment: Always chaotic evil
    Advancement: —
    Level Adjustment: —

    Absorb Poison (Ex)
    Rather than harming the spider demon, poisons increase its ability scores by 1 minute if the poison would deal ability damage and 1 hour if they would deal permanent ability drain. A spider demon can't poison itself to gain this benefit but is immune to spider demon poison. If a poison would inflict a condition, it instead provides immunity to that condition for that duration. Miscellaneous poisons with some effect which can otherwise be reversed benefit the spider demon similarly; others have no effect.

    Poison
    The initial damage is 1d6 con + 1 con drain and the secondary damage is 2d6 con + 2 con drain.

    Spiked Devil (Elite Hamatula)
    Size/Type: Medium Outsider (Evil, Extraplanar, Lawful)
    Hit Dice: 12d8+96 (150 hp)
    Initiative: +8
    Speed: 30 ft. (6 squares)
    Armor Class: 31 (+8 Dex, +13 natural), touch 18, flat-footed 23
    Base Attack/Grapple: +12/+24
    Attack: Claw +20 melee (2d8+8 plus fear)
    Full Attack: 2 claws +20 melee (2d8+8 plus fear)
    Space/Reach: 5 ft./5 ft.
    Special Attacks: Fear, improved grab, impale 3d8+12, summon devil
    Special Qualities: Barbed defense, damage reduction 10/silver and good, darkvision 60 ft., immunity to acid, cold, fire and poison, see in darkness, spell resistance 25, spell-like abilities, telepathy 100 ft.
    Saves: Fort +16, Ref +16, Will +12
    Abilities: Str 27, Dex 27, Con 27, Int 12, Wis 14, Cha 18
    Skills: Concentration +21, Diplomacy +6, Hide +21, Intimidate +19, Knowledge (any one) +16, Listen +19, Move Silently +21, Search +16, Sense Motive +17, Spot +19, Survival +2 (+4 following tracks)
    Feats: Alertness, Cleave, Improved Grapple, Iron Will, Power Attack
    Environment: A lawful evil-aligned plane
    Organization: Solitary, pair, team (3-4), or squad (5-8)
    Challenge Rating: 13
    Treasure: Standard
    Alignment: Always lawful evil
    Advancement: —
    Level Adjustment: —

    Summon Demon
    The listed summoning is 100% reliable, but the spiked demon can also summon 1d6 bristling devils or another spiked devil with a 35% success chance.

    Spinosaurus (Elite Tyrannosaurus)
    Size/Type: Huge Animal
    Hit Dice: 18d8+126 (207 hp)
    Initiative: +3
    Speed: 40 ft. (8 squares)
    Armor Class: 27 (-2 size, +3 Dex, +8 natural, +8 competence), touch 19, flat-footed 24
    Base Attack/Grapple: +13/+33
    Attack: Bite +23 melee (3d6+18)
    Full Attack: Bite +23 melee (3d6+18)
    Space/Reach: 15 ft./15 ft.
    Special Attacks: Improved grab, swallow whole
    Special Qualities: Elite creature, immunity to cold, fire, and slashing, low-light vision, scent
    Saves: Fort +17, Ref +14, Will +8
    Abilities: Str 24, Dex 16, Con 23, Int 2, Wis 15, Cha 10
    Skills: Hide +0, Listen +14, Spot +14
    Feats: Alertness, Cleave, Improved Natural Attack (bite), Improved Toughness, Power Attack, Run, Track
    Environment: Warm plains
    Organization: Solitary or pair
    Challenge Rating: 10
    Treasure: None
    Alignment: Always neutral
    Advancement: —
    Level Adjustment: —


    Minor Terraphage (Elite Xorn) Average Terraphage (Elite Xorn) Elder Terraphage (Elite Xorn)
    Size/Type: Small Outsider (Extraplanar, Earth) Medium Outsider (Extraplanar, Earth) Large Outsider (Extraplanar, Earth)
    Hit Dice: 3d8+15 (28 hp) 7d8+49 (66 hp) 15d8+105 (172 hp)
    Initiative: +1
    Speed: 30 ft. (6 squares), burrow 30 ft.
    Armor Class: 24 (+1 size, +1 dex, +12 natural), touch 12, flat-footed 23 26 (+1 dex, +14 natural, +1 competence), touch 12, flat-footed 25 28 (-1 size, +1 dex, +16 natural, +2 competence), touch 12, flat-footed 27
    Base Attack/Grapple: +3/+3 +7/+12 +15/+28
    Attack: Bite +8 melee (2d8+4) Bite +12 melee (4d6+5) Bite +23 melee (4d8+9)
    Full Attack: Bite +8 melee (2d8+4) and 3 claws +6 melee (1d3+2) Bite +12 melee (4d6+5) and 3 claws +10 melee (1d4+2) Bite +23 melee (4d8+9) and 3 claws +21 melee (1d6+4)
    Space/Reach: 5 ft./5 ft. 10 ft./10 ft.
    Special Attacks: —
    Special Qualities: All-around vision, darkvision 60 ft., earth glide, elite creature, immunity to cold, electricity, fire, piercing and slashing, tremorsense 60 ft.
    Saves: Fort +5, Ref +3, Will +3 Fort +7, Ref +5, Will +5 Fort +13, Ref +9, Will +9
    Abilities: Str 19, Dex 12, Con 19, Int 10, Wis 11, Cha 10 Str 21, Dex 12, Con 19, Int 10, Wis 11, Cha 10 Str 29, Dex 12, Con 23, Int 10, Wis 11, Cha 10
    Skills: Hide +11, Intimidate +3, Knowledge (dungeoneering) +6, Listen +6, Move Silently +4, Search +6, Spot +8, Survival +6 (+8 following tracks or underground) Hide +11, Intimidate +10, Knowledge (dungeoneering) +10, Listen +10, Move Silently +11, Search +10, Spot +10, Survival+10 (+12 following tracks or underground) Hide +15, Intimidate +18, Knowledge (dungeoneering) +18, Listen +18, Move Silently +19, Search +22, Spot +22, Survival+18 (+20 following tracks or underground)
    Feats: Improved Toughness, Multiattack CleaveB, Improved Toughness, Multiattack, Power Attack Awesome Blow, CleaveB, Great Cleave, Improved Bull Rush, Improved Toughness, Multiattack, Power Attack
    Environment: Elemental Plane of Earth
    Organization: Solitary, pair, or party (6-11)
    Challenge Rating: 5 8 10
    Treasure: None
    Alignment: Usually neutral
    Advancement: —
    Level Adjustment: —

    Thunderbird (Elite Roc)
    Size/Type: Gargantuan Magical Beast
    Hit Dice: 18d10+162 (261 hp)
    Initiative: +3
    Speed: 20 ft. (4 squares), fly 80 ft. (good)
    Armor Class: 24 (-4 size, +3 Dex, +9 natural, +6), touch 15, flat-footed 21
    Base Attack/Grapple: +18/+44
    Attack: Talon +28 melee (2d6+14)
    Full Attack: 2 talons +28 melee (2d6+14) and bite +26 melee (2d8+7)
    Space/Reach: 20 ft./15 ft.
    Special Attacks: Thunderstorm
    Special Qualities: Absorb lightning, elite creature immunity to fire and force, low-light vision
    Saves: Fort +20, Ref +14, Will +9
    Abilities: Str 38, Dex 17, Con 28, Int 2, Wis 13, Cha 14
    Skills: Hide -3, Listen +10, Spot +14
    Feats: Alertness, Flyby Attack, Iron Will, Multiattack, Power Attack,
    Snatch, Wingover
    Environment: Warm mountains
    Organization: Solitary or pair
    Challenge Rating: 11
    Treasure: None
    Alignment: Always neutral
    Advancement: —
    Level Adjustment: —

    Thunderstorm (Sp)
    The thunderbird is constantly treated as having an incantation of the thunderstorm spell active, except that there is no maximum on how many bolts can be called down and a thunderbird cannot call down a bolt that hits itself.

    Titanoceratops (Elite Triceratops)
    Size/Type: Huge Animal
    Hit Dice: 16d8+128 (216 hp)
    Initiative: -1
    Speed: 30 ft. (6 squares)
    Armor Class: 24 (-2 size, -1 Dex, +11 natural, +6 competence), touch 13, flat-footed 24
    Base Attack/Grapple: +12/+34
    Attack: Gore +24 melee (3d8+21)
    Full Attack: Gore +24 melee (3d8+21)
    Space/Reach: 15 ft./10 ft.
    Special Attacks: Powerful charge, trample 2d12+21
    Special Qualities: Elite creature, immunity to acid, fire and slashing, low-light vision, scent
    Saves: Fort +20, Ref +9, Will +6
    Abilities: Str 38, Dex 9, Con 27, Int 2, Wis 12, Cha 7
    Skills: Listen +13, Spot +12
    Feats: Alertness, Awesome Blow, Great Fortitude, Improved Bull Rush, Improved Toughness, Power Attack
    Environment: Temperate plains
    Organization: Solitary, pair, or herd (3-5)
    Challenge Rating: 11
    Treasure: None
    Alignment: Always neutral
    Advancement: —
    Level Adjustment: —

    Tsaeb Soahc (Elite Chaos Beast)
    Size/Type: Medium Outsider (Chaotic, Extraplanar)
    Hit Dice: 8d8+24 (60 hp)
    Initiative: +5
    Speed: 30 ft. (6 squares), fly 20 feet (poor)
    Armor Class: 19 (+1 Dex, +5 natural, +3 competence), touch 14, flat-footed 18
    Base Attack/Grapple: +8/+12
    Attack: Claw +12 melee (1d3+4 plus corporeal instability)
    Full Attack: 2d3 claws +12 melee (1d3+4 plus corporeal instability)
    Space/Reach: 5 ft./5 ft.
    Special Attacks: Corporeal instability
    Special Qualities: Darkvision 60 ft., elite creature, immunity to bludgeoning, cold, electricity, critical hits and transformation, spell resistance 17
    Saves: Fort +9, Ref +7, Will +6
    Abilities: Str 18, Dex 13, Con 17, Int 10, Wis 10, Cha 10
    Skills: Climb +15, Escape Artist +12, Hide +12, Jump +11, Listen +11, Search +11, Spot +11, Survival +0 (+2 following tracks), Tumble +14, Use Rope +1 (+3 with bindings)
    Feats: Dodge, Improved Initiative, Mobility
    Environment: Plane of Limbo
    Organization: Solitary
    Challenge Rating: 9
    Treasure: None
    Alignment: Always chaotic neutral
    Advancement: —
    Level Adjustment: —

    Corporeal Instability
    Because the save DC is constitution-based, it's 17, not 15. The charisma check DC is still 15, though. The wisdom drain is 2 per round and a creature with 0 wisdom is turned into a tsaeb soahc.

    Umbral Hound (Elite Shadow Mastiff)
    Size/Type: Medium Outsider (Extraplanar)
    Hit Dice: 4d8+20 (38 hp)
    Initiative: +7
    Speed: 50 ft. (10 squares)
    Armor Class: 18 (+3 Dex, +3 natural, +2 competence), touch 15, flat-footed 15
    Base Attack/Grapple: +4/+9
    Attack: Bite +9 melee (1d6+7)
    Full Attack: Bite +9 melee (1d6+7)
    Space/Reach: 5 ft./5 ft.
    Special Attacks: Bay, trip
    Special Qualities: Darkvision 60 ft., elite creature, immunity to cold and negative energy, shadow blend, scent
    Saves: Fort +9, Ref +7, Will +5
    Abilities: Str 21, Dex 17, Con 21, Int 4, Wis 12, Cha 13
    Skills: Hide +10, Listen +8, Move Silently +10, Spot +8, Survival +8*
    Feats: Dodge, Improved Initiative, TrackB
    Environment: Plane of Shadow
    Organization: Solitary, pair, or pack (4-8)
    Challenge Rating: 7
    Treasure: None
    Alignment: Always neutral evil
    Advancement: —
    Level Adjustment: —

    Velociraptor (Elite Deinonychus)
    Size/Type: Medium Animal
    Hit Dice: 4d8+24 (42 hp)
    Initiative: +3
    Speed: 60 ft. (12 squares)
    Armor Class: 18 (+3 Dex, +5 natural), touch 13, flat-footed 15
    Base Attack/Grapple: +3/+9
    Attack: Talons +7 melee (1d8+6)
    Full Attack: Talons +7 melee (1d8+6) and 2 foreclaws +2 melee (1d3+3) and bite +2 melee (2d4+3)
    Space/Reach: 5 ft./5 ft.
    Special Attacks: Pounce
    Special Qualities: Elite creature, immunity to acid, fire and piercing, low-light vision, scent
    Saves: Fort +10, Ref +7, Will +2
    Abilities: Str 23, Dex 17, Con 23, Int 2, Wis 12, Cha 10
    Skills: Hide +13, Jump +28, Listen +10, Spot +10, Survival +10
    Feats: Run, Track
    Environment: Warm forests
    Organization: Solitary, pair, or pack (3-5)
    Challenge Rating: 5
    Treasure: None
    Alignment: Always neutral
    Advancement: —
    Level Adjustment: —

    Vulture Demon (Elite Vrock)
    Size/Type: Large Outsider (Chaotic, Extraplanar, Evil)
    Hit Dice: 10d8+80 (125 hp)
    Initiative: +4
    Speed: 30 ft. (6 squares), fly 60 ft. (good)
    Armor Class: 28 (-1 size, +4 Dex, +11 natural, +4 competence), touch 17, flat-footed 24
    Base Attack/Grapple: +10/+22
    Attack: Claw +17 melee (2d6+8)
    Full Attack: 2 claws +17 melee (2d6+8) and bite +15 melee (1d8+4) and 2 talons +15 melee (1d6+4)
    Space/Reach: 10 ft./10 ft.
    Special Attacks: Dance of ruin, spell-like abilities, spores, stunning screech, summon demon
    Special Qualities: Damage reduction 10/cold iron and good, darkvision 60 ft., immunity to acid, cold, electricity, fire and poison, spell resistance 19, telepathy 100 ft.
    Saves: Fort +15, Ref +11, Will +10
    Abilities: Str 27, Dex 19, Con 27, Int 14, Wis 16, Cha 16
    Skills: Concentration +21, Diplomacy +5, Hide +13, Intimidate +16, Knowledge (any one) +15, Listen +24, Move Silently +17, Search +15, Sense Motive +16, Spellcraft +15, Spot +24, Survival +3 (+5 following tracks)
    Feats: Cleave, Combat Reflexes, Multiattack, Power Attack
    Environment: A chaotic evil-aligned plane
    Organization: Solitary, pair, gang (3-4), or squad (5-8)
    Challenge Rating: 11
    Treasure: Standard
    Alignment: Always chaotic evil
    Advancement: —
    Level Adjustment: —

    Warhawk (Elite Achaierai)
    Size/Type: Large Outsider (Evil, Extraplanar, Lawful)
    Hit Dice: 6d8+12 (39 hp)
    Initiative: +4
    Speed: 50 ft. (10 squares), fly 30 (average)
    Armor Class: 25 (-1 size, +4 Dex, +10 natural, +2 competence), touch 15, flat-footed 21
    Base Attack/Grapple: +6/+16
    Attack: Claw +11 melee (2d6+6)
    Full Attack: 2 claws +11 melee (2d6+6) and bite +6 melee (4d6+3)
    Space/Reach: 10 ft./10 ft.
    Special Attacks: Black cloud
    Special Qualities: Darkvision 60 ft., elite creature, immunity to acid, cold and electricity, spell resistance 21
    Saves: Fort +7, Ref +9, Will +7
    Abilities: Str 23, Dex 19, Con 14, Int 11, Wis 14, Cha 16
    Skills: Balance +10, Climb +13, Diplomacy +5, Hide +6, Jump +21, Listen +11, Move Silently +10, Sense Motive +11, Spot +11
    Feats: Dodge, Mobility, Spring Attack
    Environment: A lawful-aligned plane
    Organization: Solitary or flock (4-6)
    Challenge Rating: 7
    Treasure: Double standard
    Alignment: Always lawful evil
    Advancement: —
    Level Adjustment: —

    Watersprite (Elite Nixie)
    Size/Type: Small Fey (Aquatic)
    Hit Dice: 1d6+26 (29 hp)
    Initiative: +8
    Speed: 20 ft. (4 squares), swim 50 ft.
    Armor Class: 27 (+1 size, +8 Dex, +8 competence), touch 27, flat-footed 19
    Base Attack/Grapple: +0/-4
    Attack: Kris +9 melee (3d6/17-20 *3) or mechanical crossbow +9 ranged (3d6/19-20 *3)
    Full Attack: Kris +9 melee (3d6/17-20 *3) or mechanical crossbow +9 ranged (3d6/19-20 *3)
    Space/Reach: 5 ft./5 ft.
    Special Attacks: Dominate person
    Special Qualities: Absorb cold, amphibious, damage reduction 10/cold iron, elite creature, immortal soul, immunity to acid and fire, low-light vision, spell resistance 22, water breathing, wild empathy
    Saves: Fort +3, Ref +10, Will +3
    Abilities: Str 10, Dex 26, Con 16, Int 12, Wis 13, Cha 18
    Skills: Bluff +8, Craft (any one) +5, Escape Artist +11, Handle Animal +8, Hide +12*, Listen +8, Perform (sing) +7, Search +3, Sense Motive +5, Spot +8, Swim +8
    Feats: Alertness, DodgeB, ToughnessB, Weapon FinesseB
    Environment: Temperate aquatic
    Organization: Solitary, Gang (2-3), band (4-7), or tribe (8-20)
    Challenge Rating: 7
    Treasure: No coins; 50% goods (metal or stone only); 50% items (no scrolls)
    Alignment: Always neutral
    Advancement: —
    Level Adjustment: —

    Dominate Person (Sp)
    Watersprites have this spell-like ability (DC 19) in place of nixies' charm person spell.

    Immortal Soul
    Watersprites have an extra 20 hit points.

    Wild Boar (Elite Boar)
    Size/Type: Medium Animal
    Hit Dice: 3d8+18 (31 hp)
    Initiative: +1
    Speed: 40 ft. (8 squares)
    Armor Class: 19 (+1 dex, +6 natural, +2 competence), touch 13, flat-footed 18
    Base Attack/Grapple: +2/+6
    Attack: Gore +6 melee (1d8+6)
    Full Attack: Gore +6 melee (1d8+6)
    Space/Reach: 5 ft./5 ft.
    Special Attacks: Ferocity
    Special Qualities: Elite creature, immunity to cold, slashing and sonic, low-light vision, scent
    Saves: Fort +8, Ref +4, Will +2
    Abilities: Str 19, Dex 12, Con 21, Int 2, Wis 13, Cha 4
    Skills: Listen +7, Spot +5
    Feats: Alertness, Improved Toughness
    Environment: Temperate forests
    Organization: Solitary or herd (4-6)
    Challenge Rating: 4
    Advancement: —
    Level Adjustment: —

    Wind-Watcher (Elite Janni)
    Size/Type: Medium Outsider (Native)
    Hit Dice: 6d8+6 (33 hp)
    Initiative: +7
    Speed: 20 ft. (4 squares), fly 15 ft. (perfect) in brigandine; base land speed 30 ft., base fly speed 20 ft. (perfect)
    Armor Class: 23 (+3 Dex, +1 natural, +7 brigandine, +2 competence), touch 15, flat-footed 20
    Base Attack/Grapple: +6/+9
    Attack: Harpē +10 melee (4d6+6/19-20 *4) or greatbow +9 ranged (4d6/*7)
    Full Attack: Harpē +10/+5 melee (4d6+6/19-20 *4) or greatbow +9/+4 ranged (4d6/*7)
    Space/Reach: 5 ft./5 ft.
    Special Attacks: Change size, spell-like abilities
    Special Qualities: Darkvision 60 ft., elemental endurance, elite creature, immunity to acid, cold, electricity and fire, plane shift, telepathy 100 ft.
    Saves: Fort +7, Ref +8, Will +7
    Abilities: Str 18, Dex 17, Con 14, Int 14, Wis 15, Cha 13
    Skills: Appraise +11, Concentration +10, Craft (any two) +11, Diplomacy +3, Escape Artist +6, Listen +11, Move Silently +6, Ride +11, Sense Motive +11, Spot +11, Use Rope +2 (+4 with bindings)
    Feats: Combat Reflexes, Dodge, Improved InitiativeB, Mobility
    Environment: Warm deserts
    Organization: Solitary, company (2-3), or band (4-10)
    Challenge Rating: 6
    Treasure: Standard
    Alignment: Usually neutral
    Advancement: —
    Level Adjustment: —

    Elemental Endurance
    The wind-watcher can survive indefinitely on the listed planes.

    Whirlwind Eladrin (Elite Bralani)
    Size/Type: Medium Outsider (Chaotic, Extraplanar, Good)
    Hit Dice: 6d8+18 (45 hp)
    Initiative: +10
    Speed: 40 ft. (8 squares), fly 100 ft. (perfect)
    Armor Class: 25 (+6 Dex, +6 natural, +3 competence), touch 19, flat-footed 19
    Base Attack/Grapple: +6/+10
    Attack: +1 holy harpē +11 melee (4d6+4/19-20 *4) or +1 holy composite greatbow (+4 strength bonus) +13 ranged (4d6+4/*7) or slam +10 melee (1d6+4)
    Full Attack: +1 holyharpē +13/+8 melee (4d6+4/19-20 *4) or +1 holy composite greatbow (+4 strength bonus) +11 ranged (4d6+4/*7) or slam +10 melee (1d6+4)
    Space/Reach: 5 ft./5 ft.
    Special Attacks: Spell-like abilities, whirlwind blast
    Special Qualities: Alternate form, damage reduction 10/cold iron or evil, darkvision 60 ft., elite creature immunity to cold, electricity, fire, and petrification, low-light vision, spell resistance 19, tongues
    Saves: Fort +8, Ref +9, Will +7
    Abilities: Str 18, Dex 22, Con 17, Int 13, Wis 14, Cha 24
    Skills: Concentration +12, Diplomacy +9, Escape Artist +15, Handle Animal +16, Hide +15, Jump +10, Listen +13, Move Silently +15, Ride +8, Sense Motive +11, Spot +13, Tumble +15, Use Rope +6 (+8 with bindings)
    Feats: Alertness, Blind-Fight, Improved Initiative
    Environment: A chaotic good-aligned plane
    Organization: Solitary, pair, or squad (3-5)
    Challenge Rating: 8
    Treasure: No coins; double goods; standard items
    Alignment: Always chaotic good
    Advancement: —
    Level Adjustment: —

    Spell-like Abilities
    The whirlwind eladrin has doombolt instead of lightning bolt and cure severe wounds instead of cure serious wounds. All the save DCs are 5 higher, because they're charisma-based.

    White Lion (Elite Bezekira)
    Size/Type: Large Outsider (Evil, Extraplanar, Lawful)
    Hit Dice: 8d8+32 (68 hp)
    Initiative: +10
    Speed: 50 ft. (10 squares)
    Armor Class: 22 (-1 size, +6 Dex, +7 natural), touch 15, flat-footed 16
    Base Attack/Grapple: +8/+20
    Attack: Claw +15 melee (1d8+8)
    Full Attack: 2 claws +15 melee (1d8+8) and bite +8 melee (2d8+4)
    Space/Reach: 10 ft./5 ft.
    Special Attacks: Improved grab, pounce, rake 1d8+3
    Special Qualities: Damage reduction 5/silver and good, darkvision 60 ft., elite creature, immunity to cold, electricity and fire, invisible in light, scent, spell resistance 19, telepathy 100 ft.
    Saves: Fort +10, Ref +12, Will +8
    Abilities: Str 27, Dex 23, Con 19, Int 10, Wis 14, Cha 10
    Skills: Balance +17, Climb +19, Hide +14, Jump +23, Listen +17, Move Silently +21, Spot +13, Swim +19
    Feats: Dodge, Improved Initiative, Track
    Environment: A lawful evil-aligned plane
    Organization: Solitary, pair, or pride (4-7)
    Challenge Rating: 9
    Treasure: None
    Alignment: Always lawful evil
    Advancement: —
    Level Adjustment: —

    World's Smallest Violinist (Elite Grig)
    Size/Type: Fine Fey
    Hit Dice: 1d6+31 (34 hp)
    Initiative: +9
    Speed: 30 ft. (6 squares), fly 100 ft. (perfect)
    Armor Class: 29 (+8 size, +9 Dex, +2 natural), touch 27, flat-footed 20
    Base Attack/Grapple: +0/-16
    Attack: Kirpan +12 melee (1d10/16-20 *4) or siege bow +12 ranged (2d6/*11)
    Full Attack: Kirpan +12 melee (1d10/16-20 *4) or siege bow +12 ranged (2d6/*11)
    Space/Reach: ½ ft./0 ft.
    Special Attacks: Spell-like abilities, fiddle
    Special Qualities: Damage reduction 5/cold iron, elite creature, immortal soul, immunity to acid, cold and fire, low-light vision, spell immunity
    Saves: Fort +1, Ref +11, Will +3
    Abilities: Str 11, Dex 28, Con 13, Int 10, Wis 13, Cha 44
    Skills: Craft (any one) +4, Escape Artist +8, Hide +18, Jump +3, Listen +3, Move Silently +10*, Perform (string instruments) +21, Search +2, Spot +3
    Feats: DodgeB, Stealthy, Weapon FinesseB
    Environment: Temperate forests
    Organization: Solitary, Gang (2-4), band (5-8), or tribe (10-20)
    Challenge Rating: 15
    Treasure: No coins; 50% goods; 50% items
    Alignment: Always neutral good
    Advancement: —
    Level Adjustment: —

    Immortal Soul
    The world's smallest violinist has an extra 30 hit points.

    Spell-like Abilities, Fiddle
    Because the save DCs are charisma-based, they're all 15 higher.

    Yatagarasu (Elite Raven)
    Size/Type: Tiny Animal
    Hit Dice: Ό d8+2 (3 hp)
    Initiative: +3
    Speed: 10 ft. (2 squares), fly 40 ft. (average)
    Armor Class: 15 (+2 size, +3 Dex), touch 15, flat-footed 12
    Base Attack/Grapple: +0/-10
    Attack: Claw +4 melee (1d6-2)
    Full Attack: 3 claws +4 melee (1d6-2)
    Space/Reach: 2½ ft./0 ft.
    Special Attacks: —
    Special Qualities: Exceptional creature, low-light vision, spell immunity
    Saves: Fort +4, Ref +5, Will +7
    Abilities: Str 6, Dex 17, Con 14, Int 2, Wis 24, Cha 6
    Skills: Listen +10, Spot +12
    Feats: Alertness, Weapon FinesseB
    Environment: Temperate forests
    Organization: Solitary
    Challenge Rating: 2
    Alignment: Always neutral
    Advancement: —
    Level Adjustment: —

    Yeth Greyhound (Elite Yeth Hound)
    Size/Type: Medium Outsider (Extraplanar, Evil)
    Hit Dice: 3d8+9 (22 hp)
    Initiative: +6
    Speed: 60 ft. (12 squares), fly 80 ft. (perfect)
    Armor Class: 20 (+2 Dex, +8 natural), touch 12, flat-footed 18
    Base Attack/Grapple: +3/+9
    Attack: Bite +9 melee (1d8+9)
    Full Attack: Bite +9 melee (1d8+9)
    Space/Reach: 5 ft./5 ft.
    Special Attacks: Bay, trip
    Special Qualities: Damage reduction 10/silver and good, darkvision 60 ft., elite creature, immunity to cold and fire, flight, scent
    Saves: Fort +6, Ref +5, Will +5
    Abilities: Str 23, Dex 15, Con 17, Int 6, Wis 14, Cha 10
    Skills: Listen +11, Spot +11, Search +7, Survival +11 (+13 following tracks)*
    Feats: Improved Initiative, Track
    Environment: An evil-aligned plane
    Organization: Solitary, pair, or pack (4-8)
    Challenge Rating: 5
    Treasure: None
    Alignment: Always neutral evil
    Advancement: —
    Level Adjustment: —

    Generic Elite Creature

    Generic Elite Creature is a template that can be applied to any nonelite creature (referred to hereafter as the base creature) which produces an elite creature (referred to hereafter as the resultant creature)

    Speed
    If the base creature can fly, increase its maneuverability by 1 step, or its fly speed by 20 feet if it's already perfect.

    Armour Class
    Competence bonus to AC equal to 1, plus 1 per 3 points of CR of the resultant creature.

    Special Qualities
    If the resultant creature has 20 or more hit points, it gains the Elite Creature special quality. Else, it gains the Exceptional Creature special quality. It also gains one immunity, plus one more if the resultant creature is at least CR 4 and another if it's at least CR 8. The DM may pick immunities, else pick the first ones the creature doesn't have from the following: fire, cold, electricity, acid, slashing, piercing, bludgeoning, sonic, force, positive/negative energy (whichever harms the subject).

    Abilities
    The total increase in ability scores is +10. The DM can assign them, else assign +4 to whichever of strength or dexterity is higher, +2 to the other, +4 constitution. If both are equal, assign +4 strength, +4 dexterity, +2 constitution instead.

    Feats
    If the base creature has one or more instances of toughness, qualifies for improved toughness (base fortitude save 2+), and has 3 or more hit dice, replace one instance of toughness with improved toughness.

    Organisation
    Usually lower than the base creature, at DM discretion.

    Challenge Rating
    As base creature +2

    Advancement
    —. If you want to advance an elite creature, you must do it carefully rather than relying on the table.

    Level Adjustment
    —. Players should not have access to the elite creature special quality.

    Reference List

    The list shows the list of elite creatures, the summon nature's guardian spell which summons them if any, and the summon progenitor spell which summons them if any.

    Ζtherwasp (Elite Xill) /6
    Alligator (Elite Crocodile) 2/3
    Archon, Tabernacle (Elite Lantern) /4 Coyote (Elite Hound) /5
    Attricipal (Elite Avoral) /7
    Attricipegasus (Elite Hippogriff) 2/3
    Bald Eagle (Elite Eagle) 1/2
    Bear, Arctic (Elite Polar Bear) 5/6
    Bear, Dark (Elite Black Bear) 2/3
    Bear, Grizzly (Elite Brown Bear) 4/5
    Black Witch (Elite Night Hag) /9
    Boltcrow (Elite Arrowhawk) juvenile 4/ adult 5/ elder 7/
    Bristling Devil (Elite Barbazu) /5
    Buffalo (Elite bison) /3
    Coyote (Elite Dog) /1
    Demolition Beetle (Elite Giant Bombardier Beetle) /2
    Dire Great Ape (Elite Dire Ape) 4/5
    Dire Great Mauler (Elite Dire Wolverine) 4/5
    Dire Great White (Elite Dire Shark) 8/9
    Dire Grizzly (Elite Dire Bear) 6/8
    Dire Jackal (Elite Dire Wolf) 3/4
    Dire Jaguar (Elite Dire Tiger) 7/8
    Dire Mauler (Elite Dire Badger) 2/3
    Dire Sabretooth (Elite Dire Lion) 5/6
    Dire Otter (Elite Dire Weasel) 3/3
    Dire Vampire Bat (Elite Dire Bat) 2/3
    Dire Velociraptor (Elite Megaraptor) 6/7
    Dire Wild Boar (Elite Dire Boar) 4/5
    Dolphin (Elite Porpoise) 1/1
    Dretch Taskmaster (Elite Dretch) /3
    Eaglion (Elite Griffon) 5/5
    Elasmotherium (Elite Rhinoceros) 5/6
    Elemental Small 2/3 medium 4/5 large 5/6 huge 6/7 greater 7/8 elder 9/9
    Faerie (Elite Pixie) 6/ (7/ with sleep arrows) (9/ with sleep and memory loss arrows)
    Giant Alligator (Elite Giant Crocodile) 4/5
    Giant Bald Eagle (Elite Giant Eagle) 3/4
    Giant Bumblebee (Elite Giant Bee) /2
    Giant Constrictor Serpent (Elite Giant Contrictor Snake) 5/6
    Giant Hornet (Elite Giant Wasp) /4
    Giant Jellyfish (Elite Giant Octopus) 6/7
    Giant Man-o-War (Elite Giant Squid) 7/8
    Giant Osprey (Elite Giant Owl) 3/4
    Giant Scarab (Elite Giant Stag Beetle) /5
    Gibbon (Elite Monkey) 1/1
    Great Ape (Elite Ape) 3/3
    Great Djinni (Elite Djinni) 7/7
    Great Mauler (Elite Wolverine) 2/
    Hedgedog (Elite Howler) /4
    Hexacheires (Elite Girallon) 6/7
    Hidden Doom (Elite Invisible Stalker) 7/7
    Hoary Marmot (Elite Dire Rat) 1/1
    Hound of Tindalos (Elite Hell Hound) /3
    Humpback Whale (Elite Baleen Whale) 6/7
    Icthyosaur (Elite Elasmosaurus) 5/6
    Inferno Beetle (Elite Giant Fire Beetle) /1
    Jackal (Elite Wolf) 1/2
    Jaguar (Elite Tiger) 4/5
    Jellyfish (Elite Octopus) 1/1
    Killer Whale (Elite Orca) 5/6
    Lava-kin (Elite Thoqqua) 3/
    Lemure Wanderer (Elite Lemure) /2
    Mammoth (Elite Elephant) 6/7
    Man-o-War (Elite Squid) 2/2
    Mauler (Elite Badger) /1
    Mephit 4/
    Murderhawk (Elite hawk) /1
    Monstrous Deathstalker (Elite Monstrous Scorpion) Small /1 medium /2 large /5 huge /7 garg /9
    Monstrous Millipede (Elite Monstrous Centipede) Medium /1 large /2 huge /3 garg /6 col /8
    Monstrous Tarantula (Elite Monstrous Spider) Small /1 medium /2 large /4 huge /6 garg 8/ col /9
    Moon Clan (Elite Satyr) 3/ (5/ with pipes)
    Osprey (Elite Owl) 1/1
    Preying Mantis (Elite Giant Praying Mantis) /4
    Pummeler Demon (Elite Hezrou) /9
    Riding Coyote (Elite Riding Dog) /2
    Sabretooth (Elite Lion) 3/4
    Salamander, Flamefather (Elite Flamebrother) 4/ Superior (Elite Average) 6/ Royal (Elite Noble) 8/
    Sea Tiger (Elite Sea Cat) 4/5
    Serpent, Constrictor (Elite Constrictor Snake) 3/3
    Serpent, Viper (Elite Viper Snake) Small 1/1 Medium 2/2 large 3/3 huge 4/4
    Shackled Devil (Elite Kyton) /6
    Shark, Hammerhead (Elite Medium Shark) 2/2, Mako (Elite Large Shark) 3/4, Great White (Elite Huge Shark) 4/5
    Shellyfish (Elite Tojanda) juvenile 4/ adult 5/ elder 8/
    Skeletal Devil (Elite Osyluth) /7
    Slime Demon (Elite Babau) /7
    Song Guardian (Elite Lillend) /8
    Sorcerous Serpent (Elite Coatl) /9
    Smilodonal (Elite Leonal) /9
    Spearhead (Elite Unicorn) 4/ Celestial Lancer (Elite Celestial Charger) 9/
    Sperm Whale (Elite Cachalot Whale) 7/8
    Spider Demon (Elite Bebilith) /9
    Spiked Devil (Elite Hamatula) /9
    Spinosaurus (Elite Tyrannosaurus) /8
    Terraphage (Elite Xorn) minor 4/ average 6/ elder 7/
    Thunderbird (Elite Roc) 8/9
    Titanoceratops (Elite Triceratops) 7/8
    Tsaeb Soahc (Elite Chaos Beast) /6
    Umbral Hound (Elite Shadow Mastiff) /4
    Velociraptor (Elite Deinonychus) 4/5
    Vulture Demon (Elite Vrock) /8
    Warhawk (Elite Achaierai) /5
    Watersprite (Elite Nixie) 5/
    Wild Boar (Elite Boar) /3
    Wind-Watcher (Elite Janni) 5/6
    Whirlwind Eladrin (Elite Bralani) /6
    White Lion (Elite Bezekira) /8
    World's Smallest Violinist (Elite Grig) 9/
    Yatagarasu (Elite Raven) /1
    Yeth Greyhound (Elite Yeth Hound) /4

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