Monsters by Name

Monsters by Challenge Rating

Monster Descriptions

The HPs of different monster individuals often vary somewhere in the range of by ±HD.

Attacks given in order of primary, secondary (in italics), and special (such as only when grappling, etc). A monster will favor its primary attacks, but may use a secondary attack in certain situations or when using the two-weapon fighting rules to gain an extra attack. (Like fighters and rogues, all monsters except Fey and Undead can do this.) If a monster has more than 2 limbs, it may gain more than one extra attack when 2WFing, but generally at an additional -2 for each extra attack/limb involved.

What makes monsters unique is their various special abilities, which are listed. Also, different monsters have different combat styles, so the d20 flavor text is also included.

Small Humanoid(Goblinoid) - usu. NE - (CR: 1/3)
HD: 1 (5hp)  AC: 11+(2 armor + 1 shield)+ 1 = 15

  +2 small one-handed weapon (3±1)
  +3 small javalin (2±1)

BAB: +1  [S:+0  D:+1  M:-1]  F/R/W: +3/+1/-1
Phys:+3  Subt: +4  Know: +0  Comm: -1
Speed: normal.

Special: Darkvision.

{PIC} A goblin stands 3 to 3-1/2 feet tall and weigh 40 to 45 pounds. Its eyes are usually dull and glazed, varying in color from red to yellow. A goblin's skin color ranges from yellow through any shade of orange to a deep red; usually all members of a single tribe are about the same color. Goblins wear clothing of dark leather, tending toward drab, soiled-looking colors. Goblins speak Goblin; those with Mind scores of 12 or higher also speak Common.

Most goblins encountered outside their homes are warriors; the information in the statistics block is for one of 1st level.

COMBAT: Being bullied by bigger, stronger creatures has taught goblins to exploit what few advantages they have: sheer numbers and malicious ingenuity. The concept of a fair fight is meaningless in their society. They favor ambushes, overwhelming odds, dirty tricks, and any other edge they can devise.

Goblins have a poor grasp of strategy and are cowardly by nature, tending to flee the field if a battle turns against them. With proper supervision, though, they can implement reasonably complex plans, and in such circumstances their numbers can be a deadly advantage.

Large Giant - usu. CE - (CR: 3)
HD: 4 (29hp)  AC: 9+(3 armor + 5 nat) -1 = 16

  +8 large two-handed weapon (club) (7±2 +10)
  +1 large javalin (4±1 +5)

BAB: +3  [S:+5  D:-1  M:-2]  F/R/W: +6/+0/+1
Phys:+3  Subt: +2  Know: -1  Comm: -1
Speed: normal+.

Special: Darkvision.

{PIC} Adult ogres stand 9 to 10 feet tall and weigh 600 to 650 pounds. Their skin color ranges from dull yellow to dull brown. Their clothing consists of poorly cured furs and hides, which add to their naturally repellent odor.

Ogres speak Giant, and those specimens who boast Mind scores of at least 10 also speak Common.

COMBAT: Ogres favor overwhelming odds, sneak attacks, and ambushes over a fair fight. They are intelligent enough to fire ranged weapons first to soften up their foes before closing, but ogre gangs and bands fight as unorganized individuals.

Medium Aberration(Amphibious) - usu. LE - (CR: 2)
HD: 2 (11hp)  AC: 10+(2 nat)+ 1 = 13

  +5 bite (6±2 +4)
  +5 claw (2±1)
  +5 rake (3±1 +4) (x2 if swimming)

BAB: +1  [S:+4  D:+1  M:+0]  F/R/W: +1/+1/+3
Phys:+2  Subt: +5  Know: +0  Comm: -1
Speed: normal-; swim(normal+).

Special: Darkvision, amphibious.

{PIC} A skum is about the same height and weight as a human. Skum speak Aquan.