0-3 | Chill touch, ray of enfeeblement Source Pathfinder Unchained pg. 228 Options are the main way to specialize your monster. They represent feats, universal monster rules, magic items, and all the other abilities a monster has at its disposal beyond its statistics. There are a large number of monster options to choose from, especially compared to the number of choices you make during the other steps of the simple monster creation process. Some are active abilities (such as those that give the monster a special attack), others adjust statistics (such as the power attack option, which has the same purpose as the Power Attack feat), and still others grant conditional modifiers (such as combat casting’s bonus to concentration checks). Unless specified otherwise, saving throw DCs in this section use the Ability DC from the monster’s array, modified by the monster’s grafts. Source Pathfinder Unchained pg. 228 Look at the number of monster options you’re supposed to choose based on the monster’s array and grafts. You should have a list saying how many to pick of each category. When you pick an option, write down the option’s name and effects. Adjust any statistics the option’s entry tells you to. After you’ve selected all the monster options you’re supposed to, look at the list carefully. Does the monster do everything it needs to do? Does it seem like it has too few or too many options? Using your best judgment, add or remove options as necessary.
Categories: Monster options are divided into four categories: combat, magic, social, and universal.
Combat options are the most numerous, and most monsters the PCs are meant to face in battle should have at least one combat option. These options are subdivided to make them easier to choose based on the monster’s theme, though you can choose from any combat option subcategory. Decide whether the monster is primarily cunning, powerful, quick, or tough, and look in that subcategory first. These subcategories correspond roughly to physical ability scores— Strength, Dexterity, and Constitution, respectively. One additional category, monstrous, lists options that are rarely appropriate for monsters of PC races, such as energy drain or regeneration.
Magic options benefit monsters that cast spells, and are typically useful only to those with the spellcaster array or the secondary magic universal monster option. They also include some options that mimic PC class features of a magical nature. These options are divided into the creature, offensive, support, and versatile subcategories.
Social options give a monster advantages in interactions with other creatures. These are divided into the inspiration and miscellaneous subcategories. The inspiration subcategory includes mostly effects that bolster morale or cause fear.
Universal options can be chosen as though they were listed in any category. This means you can use a combat, magic, social, or “any” option to take a universal option.
“Any” Options: When a graft or array tells you to choose “any” option, you can take an option from the combat, magic, social, or universal category.
Feats: If you’re looking to replicate a certain feat, look for its name in Table 5–7. Note that many monster options use the same names as feats but have different mechanical effects. This is intentional. The power attack option adjusts the monster’s statistics once, applying an effect similar to the Power Attack feat, but making it simpler to use rather than having you choose each time the monster attacks. In a case like this, if you prefer to have the added complexity and flexibility, you can use the feat’s rules instead.
Universal Monster Rules: As with feats, many of these options mimic but simplify universal monster rules. Other monster rules, such as senses, can be used as-is and aren’t repeated in this chapter. See the sidebar on page 229 if you’re looking for a specific universal monster rule.
Duplicate Options: Generally speaking, you can choose an ability more than once when it makes sense and is useful. For example, you might give a monster the extra attack option twice because it fights with two weapons, one of which is a speed weapon. Use your best judgement to determine whether it’s a good idea to do so.
Damage: Many options say to use the high or low attack or damage value from the monster’s array. Use the values from the high or low weapon attack and damage columns, not the natural attack values (even if the option is more like a natural attack thematically). You can choose to use a lower value if the ability would deal too much damage otherwise. Universal Monster Rules Some options listed in this section grant a monster the use of a universal monster rule. Often these refer to the entry in the appropriate Bestiary volume, sometimes with notes on how to simplify the ability. When a universal monster rule is gained through this system, use the ability DC from the monster’s array instead of calculating the DC by the formula listed in the rule’s entry in the Bestiary.
If you want to give a particular universal monster rule to a monster, look for it in the lists below. Most universal monster rules that aren’t appropriate for player races appear in the section of monstrous combat rules. Simplified Rules The following universal monster rules have been recreated as options in this system, typically to simplify them or give concrete values for numbers that aren’t defined in the original universal monster rule.
These rules are: bleed, blood drain, breath weapon, channel resistance, constrict, damage reduction, disease, distraction, energy drain, engulf, fast healing, frightful presence, immunity, incorporeal, natural attacks, poison, poisonous blood, powerful charge, rake, regeneration, rend, rock throwing, sound mimicry, spell resistance, stench, telepathy, trample. Substitutions Some universal monster rules a re very s imilar to other combat options, but the combat options use a different name because they’re meant to be easier to understand with a quick look. The following list describes these, and shows in parentheses the name of the monster option to use instead: ability drain (ability damage), all-around vision (unflankable), blood rage (rage), fear (fear aura/ fear attack), grab (improved combat maneuver), natural invisibility (constant invisibility), powerful blows (power attack), pull (repositioning attack), push (repositioning attack), resistance (energy resistance), rock catching (rock throwing), spell-like abilities (either the spellcaster array or the secondary magic universal option), summon (summon allies). Unmodified Rules Most universal monster rules not mentioned elsewhere in this sidebar can be used as written. Unless they have a major effect on the monster’s combat abilities, it’s not worth counting them against the suggested number of options the monster can take. Senses, for example, are not covered in this section, and can be used as-is without costing the monster any options. Assume that weaknesses (such as light blindness or vulnerabilities) also fall into this category and can be used unmodified.
Other universal rules that can be used without modification, but which should be counted against the monster’s number of options are attach, burn, capsize, change shape, curse of lycanthropy, fast swallow, ferocity, fortification, gaze, pounce, web (using the monster’s CR as its Hit Dice to determine the web’s hit points), whirlwind. Source Pathfinder Unchained pg. 228 Though these options are geared primarily toward combatants, consider giving every monster at least one combat option, unless you intend the monster to never fight in any battle. Source Pathfinder Unchained pg. 228 Thematically, monsters with higher mental ability modifiers are the most likely to have cunning combat options.
Ability Damage: Attacks by this monster deal 1d2 points of damage to one ability score. This can apply to all the monster’s attacks, apply only to its weapons, or function as a melee touch attack. This damage increases to 1d4 at CR 5, 1d6 at CR 10, 1d8 at CR 15, and 2d6 at CR 20. Alternatively, the attack can deal damage to two ability scores, but uses the damage value for a creature 5 CR lower. The attack could instead deal ability drain (rather than ability damage), but uses the damage value for a creature 5 CR lower.
Blind-Fight: The monster rolls miss chances due to concealment twice and takes the higher result.
Bombs: As a standard action, the monster creates a bomb and throws it with a range of 20 feet. Use the throw splash weapon special attack. On a direct hit, the bomb deals fire damage equal to the monster’s low weapon damage, using 3d6 damage dice. Splash damage is 6 + 1/2 the monster’s CR.
Challenge: Once per day as a swift action, the monster can challenge one target within sight. The monster gains a bonus on melee damage rolls equal to its CR (minimum 1) against that creature, but takes a –2 penalty to AC against attacks made by creatures other than the target. The target remains challenged until it is killed, falls unconscious, or the combat ends. The monster can use this ability three times per day at CR 5, and at will at CR 14.
Combatant’s Touch: As a standard action, the monster can touch a creature to grant that creature a bonus equal to 1 + 1/2 the monster’s CR on melee attack rolls. Additionally, choose one physical ability modifier. This bonus applies on combat maneuver checks, skill checks, and ability checks that use that ability modifier.
Constant Invisibility: Because of its natural appearance or an exterior effect, such as a cloak of invisibility, this monster is invisible at all times. If this ability is used below CR 10, it should be for monsters that aren’t focused on combat.
Fast Feint: The monster can attempt a Bluff check to feint as a move action.
Favored Enemy: Choose a creature type, or a single subtype of humanoid or outsider. The monster gains a +2 bonus on attack and damage rolls against creatures of that type. Increase the bonus and number of creature types chosen based on the monster’s CR: +4 and two types at CR 4, +6 and three types at CR 9, +8 and four types at CR 14, and +10 and five types at CR 19.
Improved Combat Maneuver: Choose a type of combat maneuver. The monster doesn’t provoke attacks of opportunity when using that maneuver, its CMB for that type of maneuver increases by 4, and its CMD increases by 4 against that type of maneuver. You can choose one of the monster’s attack types. If you do, whenever the monster hits with an attack of that type, it can automatically attempt a combat maneuver of the type chosen with this option.
Mage Killer: The DC to cast defensively when threatened by this monster increases by 4. Casters that fail attempts to cast defensively provoke attacks of opportunity from this monster.
Mage Punisher: Whenever an enemy within the monster’s reach successfully casts a spell defensively, that enemy provokes an attack of opportunity from the monster after the spell is complete.
Poison: The monster uses poison with its attacks, either through a natural weapon or by applying the poison to a particular manufactured weapon. The target of a successful attack with the chosen weapon must attempt a Fortitude save to resist the poison. The basic poison is type injury,
onset 1 minute, frequency 1/minute for 6 minutes, effect 1d2 points of damage to any one ability score (chosen when the monster gains this option), cure 1 save. Choose two of the following additional advantages, plus one advantage for every 3 CR the monster possesses: decrease onset to —, change the frequency to 1/round for 6 rounds, increase the ability damage to 1d3 points of damage (this option can be chosen multiple times to increase the damage to 1d4, 1d6, and 1d8), damage an additional ability score (using the same damage die as the primary ability damage effect), increase the cure to 2 consecutive saves.
Repositioning Attack: When it hits a creature of its size or smaller with a certain type of attack, the monster can immediately attempt a reposition combat maneuver check to push or pull that creature. Its CMB for this check increases by 4. The distance the monster pushes or pulls the creature can increase under certain conditions, such as if the monster has special appendages.
Sneak Attack: When flanking or attacking a foe denied its Dexterity bonus to AC, this monster deals an additional 1d6 points of damage. This damage increases by 1d6 for every 2 CR the monster possesses. Decrease the base damage of the monster’s attacks by 2 points for every 1d6 of sneak attack it has.
Team Fighter: The monster gains a +2 bonus on attack and damage rolls against targets that are threatened by one of the monster’s allies (other than itself ). This bonus increases by 1 for every 4 CR the monster possesses.
Trap Squares: The monster can trap any square adjacent to it as a standard action. Any creature that enters the trapped square takes an amount of damage equal to 1d6 + 1/2 the monster’s CR of a damage type chosen by the monster while setting the trap. The trap is invisible and lasts for a number a rounds equal to the monster’s CR. It can be found with a successful DC 25 Perception check and disarmed with a successful DC 25 Disable Device check. The monster can create three traps per day; at CR 10, this increases to five traps per day. This ability can be used for mundane or magical traps. For mundane traps, choose bludgeoning, piercing, or slashing damage; for magical traps, choose acid, cold, electricity, or fire damage.
Unflankable: The monster can’t be flanked. Source Pathfinder Unchained pg. 232 These abilities are typically supernatural or inhuman in nature. If a monster is meant to be more like an NPC—and especially if it uses a PC race—avoid choosing monstrous combat options.
Blood Drain: This monster deals Constitution damage as the ability damage option, but does so automatically at the end of the monster’s turn to any creature it’s grappling.
Breath Weapon: The monster gains a breath weapon that deals 1d6 points of damage + 1d6 per CR. A target can attempt a Reflex saving throw to take half damage. If the breath weapon is a cone, it’s 30 feet long, increasing by 10 feet for each size category above Medium, and decreasing by 5 feet for every size category below Medium. If the breath weapon is a line, its area of effect is twice as long as a cone would be.
Channel Resistance: The monster gains channel resistance +4.
Confusion Aura: Any creature that comes within 30 feet of the monster must attempt a Will save (DC = the monster’s ability DC – 5). If it fails, it is confused for a number of rounds equal to the monster’s CR. If it succeeds, it can’t be affected again by this aura for 24 hours. The range increases to 60 feet at CR 10 and to 120 feet at CR 20.
Corrupting Gaze: The monster has a gaze attack (as the universal monster rule) with a range of 30 feet. The attack deals 2d10 points of damage and 1d4 points of Charisma damage. A successful Fortitude save negates the Charisma damage.
Corrupting Touch: A monster must be incorporeal to have this ability. The monster can make a touch attack. If it hits, the target supernaturally ages and takes 1d6 points of damage per CR the monster possesses (Fortitude half ). Targets immune to magical aging are immune to this damage.
Create Spawn: The monster can create spawn out of those it slays. The victim rises from death as the kind of monster that created it in 1d4 days and is under the command of the monster that created it, remaining enslaved until its master’s destruction. The monster can have enslaved spawn whose HD total no more than 2 × the monster’s CR; any spawn it creates that would exceed this limit become free-willed. The monster can free an enslaved spawn in order to create a new enslaved spawn, but once freed, a creature cannot be enslaved again.
Curse of Lycanthropy: The monster bears the curse of lycanthropy. When the monster is in animal or hybrid form and hits a humanoid target with a bite attack, the target must succeed at a Fortitude save (DC = the monster’s ability DC – 5) or become infected by the curse. If the target’s size category is not within one size category of the lycanthrope’s, this ability has no effect.
Damaging Body: When the monster is hit with an unarmed strike or melee weapon without reach, the attacker takes an amount of damage equal to 1d6 + 1/2 the monster’s CR. Choose an appropriate damage type for this option, such as fire if the monster’s body is burning or piercing if it’s covered in spines.
Disease: One of the monster’s attacks causes disease unless the target succeeds at a Fortitude save. The basic disease has onset 1d3 days, frequency 1/day, effect 1 point of damage to any one ability score (chosen when the monster gains this option), cure 2 consecutive saves. Choose two of the following additional advantages, plus one advantage for every 5 CR the monster has: decrease the onset to 1 day (can be chosen multiple times to reduce the onset to 1 hour, then to —), change the frequency to 1 hour, increase the effect to 1d3 points of damage (this option can be chosen multiple times to further increase the damage to 1d4, then to 1d6), damage an additional ability score (using the same amount of damage as the primary ability damage effect), or change the cure to —.
Distraction: A creature damaged by this monster is nauseated for 1 round (Fortitude negates).
Draining Touch: The monster can make a melee touch attack as though it had the ability damage option dealing ability drain. Each time the monster drains an ability score in this way, it heals 5 points of damage to itself.
Energy Drain: This monster bestows 1 negative level with its attacks (or attacks of a particular type) and gains 5 temporary hit points for each negative level bestowed. The number of negative levels bestowed increases to 2 at CR 10 and 3 at CR 20.
Engulf: This functions as the universal monster rule, but uses the monster’s ability DC from its array. The monster can either deal its high weapon damage to engulfed creatures, or deal its low weapon damage and inflict one of the following conditions: bleed (as the option), blinded (Fortitude negates), deafened, energy drain (as the option; see above), frightened (Will negates), nauseated (Fortitude negates), or paralyzed (Fortitude negates).
Fast Healing: This monster regains 2 hit points per round. This healing increases to 5 hit points per round at CR 4, 10 at CR 11, 15 at CR 16, and 20 at CR 21.
Fear Attack: This ability functions as the fear aura option (see below), but requires a standard action to activate, uses the monster’s full ability DC, and affects creatures in a cone, burst, or ray. If used as a ray, it affects only one creature and requires a ranged touch attack to affect the creature. The size of the effect appears on the table below.
CR | Cone | Burst | Ray | 0-9 | 60 ft. | 30 ft. | 120 ft. | 10-19 | 120 ft. | 60 ft. | 240 ft. | 20+ | 240 ft. | 120 ft. | 480 ft. |
Fear Aura: Any creature that comes within 30 feet of the monster must attempt a Will save (DC = the monster’s ability DC – 5). If it fails, it is panicked for a number of rounds equal to the monster’s CR; if it succeeds, it is shaken for 1 round. The range increases to 60 feet at CR 10 and 120 feet at CR 20.
Fling: When the monster has a creature grappled, it can fling that creature as a standard action. The flung creature travels 1d6 × 10 feet and takes 1d6 points of damage per 10 feet traveled. If the monster can fly, it can instead fling the creature as a free action while airborne. If it does, the flung creature takes damage as specified above or the appropriate falling damage, whichever is greater.
Frightful Presence: This ability functions as fear aura (see above), but affected creatures are shaken for 15 rounds (or panicked if they have 4 or fewer HD). This ability doesn’t affect creatures of a level equal to or higher than the monster’s CR + 4, and a creature that succeeds at its save can’t be affected by the monster’s frightful presence for 24 hours.
Gaseous Form: As a standard action, the monster can use gaseous form at will, and it can remain in this form indefinitely. While it does, it has a fly speed of 20 feet with perfect maneuverability.
Incorporeal: This functions as the universal monster rule, without adjusting AC, attack bonuses, or CMB.
Malevolence: Once per round, the monster can attempt to merge its body with a creature within its reach. The target can resist the attack with a successful Will save. A target that succeeds at its save becomes immune to the monster’s malevolence for 24 hours. This ability is similar to magic jar, except that it doesn’t require a receptacle.
Negative Healing: You heal damage instead of taking damage from negative energy.
Paralysis: The monster’s attacks paralyze a target for 1d2 rounds unless it succeeds at a Fortitude save. For every 3 CR, improve this ability by increasing the number of rounds (to 1d3, 1d4, 1d6, 1d8, and finally 2d6). At CR 18, targets are paralyzed for 1 round even on a success.
Paralyzing Touch: The monster gains a touch attack. A living creature hit by this attack must succeed at a Fortitude save (DC = the monster’s ability DC – 5) or be permanently paralyzed. Remove paralysis or any spell that can remove a curse can free the victim. The effect cannot be dispelled. Anyone paralyzed by this attack seems dead, though a successful DC 20 Perception check or a successful DC 15 Heal check reveals that the creature is still alive.
Poisonous Blood: This functions as the poison option (see above), but affects any creature that confirms a critical hit against the monster using a piercing or slashing melee weapon (unless the weapon has reach).
Rake: If the monster begins its turn grappling a creature, it can make two free claw attacks on its turn against that creature, dealing its low weapon damage. If it has pounce, it also gains these rake attacks when it pounces.
Regeneration: This functions as the fast healing option (see above), but the monster can’t die while its regeneration still functions. Choose two or more damage types (typically acid and fire damage); these types suppress the regeneration for 1 round.
Rejuvenation: Once destroyed or killed, the monster restores itself after a set period of time (typically 1d10 days). The specific means for permanently destroying the monster and the time it takes before reforming vary between monsters.
Rock Throwing: The monster can throw and catch rocks. The thrown rock is a ranged attack with a range increment of 120 feet, and deals the monster’s low weapon damage. Once per round as a free action, the monster can catch a rock that would hit it, taking no damage.
Snatch: When the monster is grappling a creature three or more size categories smaller than itself that it grabbed after hitting with a bite or claw attack, it deals damage as though it had hit with the attack again each time it successfully rolls to maintain the grapple. If the monster’s holding a creature in its mouth, that creature can’t save against the monster’s breath weapon (if any). The monster can fling a creature it has snatched as though it had the fling option (see above). A monster must have the improved combat maneuver (grab) option to select this option.
Stench: Any living creature within 30 feet of the monster must succeed at a Fortitude save or be sickened for 10 rounds. Creatures that succeed can’t be affected by the monster’s stench for 24 hours. Stench counts as a poison for effects that resist or remove poisons.
Vampiric Attack: Once per day, the monster can leech health from one target as a melee touch attack or as a ranged touch attack with a range of 30 feet. This deals 1d6 points of damage per CR the monster possesses (Fortitude half ). The monster gains temporary hit points equal to the amount of damage dealt. Source Pathfinder Unchained pg. 234 These options are most appropriate for monsters with high Strength or that rely on overwhelming physical attacks.
Awesome Blow: As a standard action, the monster can attempt an awesome blow combat maneuver. If it succeeds, the target takes damage as if it had been hit by one of the monster’s attacks, is knocked 10 feet in a direction of the monster’s choice, and falls prone. The target must be moved in a straight line; if it hits an obstacle, both it and the obstacle take 1d6 points of damage.
Bleed: The monster’s attacks deal 1d6 points of bleed damage. This increases to 1d8 at CR 6, 1d10 at CR 11, 2d6 at CR 16, and 3d6 at CR 21. Bleeding can be stopped by a successful DC 15 Heal check or with any magical healing.
Burn: This uses the same damage values as the bleed option (see above), but deals fire damage and requires the target to succeed at a Reflex save or catch fire.
Constrict: Whenever this monster succeeds at a grapple combat maneuver, it deals its high weapon damage.
Critical Striker: The monster gains a +4 bonus on rolls to confirm critical hits. This monster also doubles its critical threat range with one of its attacks.
Defense Breaker: When this monster hits an opponent, that opponent is flat-footed for the next attack made against it. If the monster makes a full-round attack, this takes effect after all its attacks and affects all targets hit.
Power Attack: The monster’s main attack uses the low attack value, but deals 50% more damage.
Powerful Charge: The monster’s charge attacks deal 50% more damage.
Quivering Palm: Once per day, the monster can use this option when it makes an attack against a target that is not immune to critical hits. On a hit, the target is affected by the monster’s quivering palm. At any point within a number of days equal to the monster’s CR, the monster can force the target to attempt a Fortitude save (DC = the monster’s ability DC – 5). The target dies on a failure, and ends the quivering palm effect on a successful one.
Rage: This monster can fly into a rage as a free action, either at its choice (as the barbarian class feature) or on the turn after it takes damage in combat (as the blood rage universal monster rule). While raging, the monster gains additional hit points equal to double its CR, and deals 3 extra points of damage on Strength-based attacks. The monster also gains a +2 bonus on Will saves and takes a –2 penalty to AC. The rage lasts until the end of the battle or for 1 minute, whichever comes first.
CR 10: The monster instead gains hp equal to triple its CR, deals 4 extra points of damage on Strength-based attacks, and gains a +3 bonus on Will saves.
CR 19: The monster instead gains hp equal to quadruple its CR, deals 6 extra points of damage on Strength-based attacks, and gains a +4 bonus on Will saves.
Rend: If the monster hits the same target with two or more attacks in 1 round, it rends—dealing its high weapon damage. It can do this once per round.
Slaying Attack: Once per day as a standard action, the monster can make a single attack that can kill a creature outright. On a hit, the attack deals normal damage and the target must succeed at a save or die. The type of save is either Fortitude or Will, chosen when the monster gains this option. This option typically appears only on monsters of CR 19 or higher.
Stun Attack: The monster can make one of its attacks a stun attack once per round. On a hit, the target takes damage normally and must succeed at a Fortitude save (DC = the monster’s ability DC – 5) or become stunned for 1 round. A creature is immune to this ability if it is a construct, ooze, plant, or undead, or if it is incorporeal or immune to critical hits. The monster can use this option a number of times per day equal to its CR.
Trample: The monster can automatically overrun creatures smaller than itself as a full-round action. It automatically deals its high weapon damage to each creature it runs over in this way (dealing damage only once per round to any given creature). A creature being trampled can either attempt an attack of opportunity at a –4 penalty or attempt a Reflex save (DC = 2 × the monster’s ability DC – 10) to take half damage. Source Pathfinder Unchained pg. 234 Monsters with high Dexterity tend to take quick combat options, many of which increase mobility.
Accuracy: Increase the monster’s attack bonuses by 2.
Combat Reflexes: The monster can make up to five attacks of opportunity each round, and can make attacks of opportunity while flat-footed.
Deflect Projectiles: When not flat-footed, the monster deflects one ranged attack per round.
Dodge Expert: Increase the monster’s AC by 2 and its touch AC by 4. Decrease its flat-footed AC by 6.
Evasion: When the monster succeeds on a Reflex saving throw against an effect that normally deals half damage on a successful save, the monster instead takes no damage. At CR 8, it also takes only half damage if it fails its save.
Extra Attack: The monster gains one additional melee or ranged attack at its highest bonus, but reduces its attack bonus by 2 with all attacks of that type. Use this option for monsters that use two-weapon fighting.
Far Shot: Double all the monster’s range increments and reduce the monster’s penalties on ranged attacks from range increments by half.
Fast Reload: The monster can reload a ranged weapon that normally takes a move or standard action to reload as a free action. When it reloads a ranged weapon, it doesn’t provoke attacks of opportunity.
Firearm Savvy: The monster’s firearm attacks target touch AC when firing beyond the first range increment. As a move action, the monster can remove the broken condition from a firearm caused by a misfire.
Improved Initiative: Increase the monster’s initiative bonus by 4.
Mobile Attack: The monster can move its speed and make an attack (either melee or ranged, chosen when the monster gains this option) at any point during its movement as a full-round action. The monster can use this ability with any of its movement modes.
Mobility: The monster gains a +4 bonus to AC against attacks of opportunity.
Mounted Master: The monster deals double damage on a mounted charge, halves its penalties on ranged attacks for being mounted, and grants its mount a +4 bonus to AC.
Precise Shot: When making a ranged attack, the monster ignores the –4 penalty for attacking an opponent engaged in melee as well as the target’s AC bonuses from cover and concealment (except total cover or total concealment).
Swap Places: The monster can swap positions with an adjacent ally as a move action without provoking attacks of opportunity.
Uncanny Dodge: The monster can’t be caught flat-footed.
Whirlwind Attack: The monster can make an attack against each creature within reach at its highest attack bonus as a full attack. Source Pathfinder Unchained pg. 235 High-Constitution monsters beef up their resistance to being hurt with tough combat options.
Damage Reduction: The monster gains damage reduction. Cross-reference the monster’s CR band and the type of damage that bypasses the reduction to find the value of the monster’s DR on the table below. For DR that requires more than one damage type to bypass, the DR equals the lower value – 5. (If this reduces it to 0, this type of DR is probably too strong.)
CR | Type* | Material | Magic | Alignment | None | 0-5 | 5 | 5 | 5 | 5 | 1 | 6-10 | 10 | 10 | 10 | 5 | 3 | 11-15 | 15 | 15 | 10 | 10 | 5 | 16-20 | 20 | 20 | 20 | 15 | 10 | 21+ | 30 | 30 | 30 | 20 | 15 | * A bludgeoning, piercing, or slashing weapon.
Diehard: When reduced to below 0 hit points, this monster automatically stabilizes and can remain conscious.
Energy Resistance: The monster gains resistance 10 against two energy types. For every 5 CR the monster has, increase the amount of energy resistance by 5, or increase the number of resistances by one. For example, a CR 17 monster might have three resistances at 10 or two resistances at 15.
Extra Armor: Increase the monster’s AC by 2 and its flat-footed AC by 4. Decrease its touch AC by 6. Reduce the monster’s speed by 10 feet if this change comes from manufactured armor.
Extra Hit Points: Increase the monster’s hit point total by 20%.
Immunity: The monster gains immunity from one energy type, affliction, condition, or spell of your choice, plus one additional immunity for every 5 CR it has.
Spell Resistance: The monster gains spell resistance equal to its CR + 11.
Stalwart: When the monster succeeds at a Fortitude or Reflex saving throw against an effect that normally has a reduced effect on a successful save, the monster instead avoids the effect entirely. At CR 8, it also takes only the reduced effect if it fails its save. Source Pathfinder Unchained pg. 235 These options are primarily useful to spellcasters, though combatants and experts blessed with magic can take them. Source Pathfinder Unchained pg. 235 These options improve a monster’s ability to bring minion creatures into the fight.
Children of the Night: Once per day as a standard action, the monster can call forth 1d6+1 rat swarms, 1d4+1 bat swarms, or 2d6 wolves. (If the monster is not terrestrial, it might summon other creatures of similar power.) These creatures arrive in 2d6 rounds and serve the monster for 1 hour.
Phantom Mount: Once per hour, the monster can summon a horse similar to a phantom steed. This mount is more substantial than a typical phantom steed, and can carry one additional rider. The mount’s powers are based on the monster’s total CR rather than caster level.
Powerful Summons: Increase the duration of the monster’s conjuration (summoning) spells by a number of rounds equal to the monster’s CR. Any creature summoned by such a spell also gains temporary hit points equal to 1/2 the monster’s CR and a +2 bonus on damage rolls.
Undead Mastery: As a standard action, the monster can choose one undead creature within 50 feet. That creature must succeed at a Will save or fall under the monster’s control. This control is permanent for unintelligent undead; an undead creature with an Intelligence score can attempt an additional saving throw each day to break free. A creature that succeeds at its saving throw cannot be affected again by the same monster’s undead mastery for 24 hours.
A monster can control a number of undead creatures with a combined CR equal to its own CR. If this limit is exceeded, the excess undead become uncontrolled in order from longest-controlled to most recently controlled. Source Pathfinder Unchained pg. 236 These magic options are most useful for aggressive monsters that use their spells to deal damage.
Bestow Major Condition: As a standard action, the monster makes a melee touch attack against one creature it can reach. On a hit, the target gains the condition (dazed, paralyzed, or stunned) that was chosen when the monster gained this option. Each round, the target can attempt a Will save (DC = the monster’s ability DC – 5) to end the condition.
Bestow Minor Condition: As a standard action, the monster makes a melee touch attack against one creature it can reach. On a hit, the target gains the condition (dazzled, deafened, fatigued, shaken, or sickened) that was chosen when the monster gained this option. Each round, the target can attempt a Will save (DC = the monster’s ability DC – 5) to end the condition.
Bestow Moderate Condition: As a standard action, the monster makes a melee touch attack against one creature it can reach. On a hit, the target gains the condition (blinded, exhausted, frightened, or nauseated) that was chosen when the monster gained this option. Each round, the target can attempt a Will save (DC = the monster’s ability DC – 5) to end the condition.
Bypass DR: The monster’s attacks count as being magic, of a particular alignment, or of a particular material for the purpose of overcoming damage reduction. Each time the monster gains this option, choose two from the following: adamantine, chaotic, cold iron, evil, good, lawful, magic, or silver.
Channel Destruction: Choose one energy type: acid, cold, electricity, or fire. The monster’s weapon attacks deal an additional 1d6 points of damage of the chosen type for every 4 CR the monster has.
Energy Explosion: Choose one of the following: acid, cold, electricity, fire, force, or sonic. Once per day as a standard action, the monster can create a 20-foot-radius burst of energy within 60 feet. This deals an amount of damage equal to 1d6 + the monster’s CR of the chosen type to all creatures in the burst. A successful Reflex save halves the damage.
Energy Infusion: Choose one of the following: acid, cold, electricity, fire, force, or sonic. Each time the monster uses a spell, spell-like ability, or supernatural ability that deals energy damage, it can choose to change the energy damage type dealt by that ability to the chosen type instead.
Evil Eye: As a standard action, the monster chooses one creature within 30 feet that it can see. The target takes a –2 penalty on either ability checks, attack rolls, saving throws, skill checks, or to AC for 1 minute. If the target succeeds at a Will save, the effect lasts for 1 round instead.
Magic Attack: As a standard action, the monster makes a ranged touch attack against one creature within 30 feet of it. On a hit, the attack inflicts the monster’s high weapon damage of one of the following types (chosen when the monster gains this option): bludgeoning, cold, electricity, fire, force, piercing, slashing, or sonic. For force damage, use the low damage value instead of high damage value.
Misfortune: As a standard action, the monster targets one creature within 30 feet. The next time the target attempts an ability check, attack roll, saving throw, or skill check before the end of the monster’s next turn, the target must roll twice and use the lower result.
Potent Magic Damage: Choose a spell subschool or descriptor, such as fire or phantasm. The monster’s spells and spell-like abilities of the chosen type deal an additional 1 point of damage per damage die.
Sacrilegious Aura: The monster emits an aura of intense evil and negative energy in a 30-foot radius. The aura functions as the desecrate spell cast on an altar. In addition, any creature that attempts to use a positive energy effect in this area must succeed at a concentration check or the positive energy has no effect.
Smite: Choose chaotic, evil, good, or lawful. With one attack per day, the monster can deal additional damage equal to its CR against a creature of the chosen type. The number of uses per day increases by one for every 3 CR the monster has.
Spell Combat: The monster’s attacks use the low attack value, but when it makes a full attack the monster can also cast any spell it knows that has a casting time of 1 standard action.
Spell Penetration: The monster gains a +2 bonus on caster level checks to overcome a creature’s spell resistance. At CR 11, the bonus increases to +4.
Spellstrike: Whenever the monster casts a spell with a range of touch, it can deliver the spell as part of a melee attack. The monster makes the melee attack in place of the spell’s touch attack. On a hit, the attack deals normal damage and the spell takes effect.
Turn Undead: As a standard action, this monster forces each undead creature within 30 feet of it to attempt a Will save (DC = the monster’s ability DC – 5). On a failed saving throw, the target flees from the monster for 1 minute as if panicked. Intelligent undead receive a new saving throw each round to end the effect. Source Pathfinder Unchained pg. 237 These magical benefits protect, heal, or improve the abilities of the monster or its allies.
Bolstering Touch: As a standard action, the monster can touch a creature to grant it a bonus equal to 1 + 1/2 the monster’s CR on attack rolls, skill checks, ability checks, and saving throws for 1 round.
Channel Energy: As a standard action, the monster releases a burst of energy that affects either all living creatures or all undead creatures in a 30-foot radius. The burst either deals 1d6 points of damage (from negative energy) or heals 1d6 points of damage (from positive energy). A creature that would take damage from this effect can attempt a Will save (DC = the monster’s ability DC – 5) to halve the damage. A monster can use this option 8 times per day. Increase the damage or healing by 1d6 per 2 CR.
Combat Casting: The monster gains a +6 bonus on concentration checks.
Countersong: The monster can attempt a Perform skill check. It and each ally within 30 feet of it can use the result of this check in place of saving throws to resist sonic, language-dependent, illusion (pattern), and illusion (figment) effects.
Fortune: As a standard action, the monster grants good luck to one creature within 30 feet of it. The next time the target attempts an ability check, attack roll, saving throw, or skill check before the end of the monster’s next turn, the target can reroll and must use the second result.
Healing Touch: As a standard action (or a swift action if it targets itself ), the monster touches itself or one living creature it can reach. The target heals 1d6 hit points of damage for every 2 CR the monster has (minimum 1d6) and removes one condition of the monster’s choice. If the monster targets an undead creature, it must make a melee touch attack. On a hit, the target takes damage instead of being healed. The monster can use this option 5 times per day.
Potent Healing: Whenever the monster heals hit point damage using a spell, spell-like ability, or supernatural ability, it heals a number of additional hit points equal to its CR. This doesn’t apply to dealing damage to undead using positive energy, but does apply to using negative energy to heal undead.
Protective Ward: As a standard action, the monster emits a field of protective magic that extends from it in a 10-foot radius. The monster and each allied creature in the area gains a +2 bonus to AC until the end of the monster’s next turn.
Remove Major Condition: As a standard action, the monster can touch a creature to remove the blinded, paralyzed, or stunned condition. It can use this ability on itself as a swift action.
Remove Minor Condition: As a standard action, the monster can touch a creature to remove the dazzled, deafened, fatigued, shaken, or sickened condition. It can use this ability on itself as a swift action.
Remove Moderate Condition: As a standard action, the monster can touch a creature to remove the dazed, exhausted, frightened, or nauseated condition. It can use this ability on itself as a swift action.
Transfer Hit Points: As an immediate action, the monster can transfer hit points from either itself to an ally or an ally to itself; choose one when taking this option. The number of hit points it can transfer in this way is equal to its CR + 5. Source Pathfinder Unchained pg. 237 Most of these abilities grant more spellcasting abilities or reflect the monster’s deep understanding or clever manipulation of magical forces.
At-Will Magic: Choose one spell of 0 or 1st level that does not heal damage. The monster can cast this spell at will.
Contingent Spell: Choose one spell of the monster’s CR band or lower (see Spell Lists). This spell comes into effect on the monster under a particular condition you specify (such as “when an enemy attempts to attack the monster” or “when the monster is targeted by an enchantment spell”). This ability can trigger once per day. The spell chosen is in addition to any spells the monster gains from being a spellcaster or having the secondary magic option (see Universal Options).
Dimensional Steps: As a standard action, the monster teleports to an open space it can see within 150 feet of it.
Incorporeal Form: Once per day, this monster gains the incorporeal option for 1 minute.
Magical Aptitude: When attempting a Spellcraft or Use Magic Device check, the monster rolls twice and takes the higher result.
Metamagic Spell: Choose one metamagic feat and one spell the monster knows. That spell gains the benefit of the chosen metamagic feat once per day.
Mutagen: Choose one of the following benefits: - The monster’s AC, Reflex save bonus, ranged attack bonus, and Dexterity modifier each increase by 2. Its Wisdom modifier decreases by 2.
- The monster’s melee attack bonus, melee damage rolls, and Strength modifier each increase by 2. Its Intelligence modifier decreases by 2.
- The monster’s Fortitude save bonus and Constitution modifier by each increase by 2, and its hit points increase by an amount equal to double its CR. Its Charisma modifier decreases by 2.
Spontaneous Casting: The monster can spontaneously replace its normal spells with spells of the same level of a particular type. Choose cure spells, inflict spells, summon nature’s ally spells, or any type of spell that has one spell per level in a similar fashion. Spontaneously casting a spell in this way uses up the daily use of a spell. A monster must have the spellcaster array to gain this option. Source Pathfinder Unchained pg. 238 Monsters with the expert array are the most adept with social options, though a charming swashbuckler (combatant) or an inspiring priest (spellcaster) could also benefit from one. Source Pathfinder Unchained pg. 238 These abilities manipulate mental states to either hinder enemies or boost allies. Many of them are more applicable in combat than other social options.
Aura of Resistance: Choose two effect descriptors (such as fear or charm). Allies within 10 feet of the monster gain a +4 morale bonus on saving throws against effects with those descriptors.
Bolstering Presence: As a standard action, the monster emits an aura that extends from it in a 30-foot radius and lasts for 1 minute. Any allied creature in the aura gains a +2 bonus on ability checks, attack rolls, damage rolls, and skill checks.
Demoralize Foes: As a full-round action, the monster can attempt an Intimidate check to demoralize all enemies within 30 feet of it. When the monster reduces a creature to 0 or fewer hit points, it can use this ability as a free action.
Dread: As a standard action, the monster causes each creature it chooses within 30 feet of it to become shaken for 1 minute. This option doesn’t cause a shaken creature to become frightened or frightened creature to become panicked.
Fascinate: As a standard action, the monster forces any number of creatures within 90 feet of it that can see, hear, and pay attention to it to make a Will save (DC = the monster’s ability DC – 5). On a failure, a target becomes fascinated for 1 minute or until it sees someone make a hostile move such as drawing a sword or casting a spell. If successful, the target is immune to this ability for 24 hours.
Heroic Recovery: Once per day, the monster can grant itself and every ally within 60 feet an additional saving throw against one effect affecting it.
Inspire Competence: As a standard action, the monster grants a +5 competence bonus on skill checks using a particular skill to one ally within 30 feet of it that can hear it. The effect ends if the monster is killed, knocked unconscious, paralyzed, or otherwise unable to use a free action to continue the inspiration each round.
Inspire Courage: As a standard action, the monster grants a +1 competence bonus on attack rolls and weapon damage rolls and a +1 morale bonus on saving throws against charm and fear effects to every ally that can hear it. The bonuses increase to +2 at CR 4, +3 at CR 10, and +4 at CR 16. At CR 6, the monster can start this effect as a free action. The effect ends if the monster is killed, knocked unconscious, paralyzed, or otherwise unable to use a free action to continue the inspiration each round.
Inspire Fear: As a standard action, the monster forces each enemy creature within 30 feet of it that can hear it to attempt a Will saving throw. On a failure, the target becomes frightened and must flee from the monster’s presence for 1 minute or until it can no longer hear the monster. If successful, the target becomes immune to this effect for 24 hours.
Inspire Heroics: As a standard action, the monster and one willing ally within 30 feet of it gain a +4 morale bonus on saving throws and a +4 dodge bonus to AC for 1 minute. The effect ends if the monster is killed, knocked unconscious, paralyzed, or otherwise unable to use a free action to continue the inspiration each round.
Weakening Presence: The monster emits an aura that extends from it in a 30-foot radius. Any enemy creature in the aura takes a –2 penalty on ability checks, attack rolls, damage rolls, and skill checks. A target can attempt a Will save (DC = the monster’s ability DC – 5) when it starts its turn in the aura. If successful, the target is immune to this aura’s effect for 24 hours. Source Pathfinder Unchained pg. 239 These options primarily factor into interactions other than combat. Most of them are good for creating adversaries who present a noncombat challenge or for quickly generating NPC allies with useful abilities.
Alertness: When attempting a Perception or Sense Motive check, the monster rolls twice and takes the higher result.
Animal Talker: The monster can speak with animals, and gains Handle Animal as an additional master skill.
Knowledgeable: When attempting any Knowledge check, the monster rolls twice and takes the higher result.
Liar: When attempting a Bluff, Disguise, or Stealth skill check, the monster rolls twice and takes the higher result. The monster’s lies can’t be detected by magic unless the one attempting to detect them succeeds at a caster level check (DC = 15 + the monster’s CR).
Linguist: The monster speaks, reads, and understands all languages.
Mercantile Savvy: When attempting an Appraise check, the monster rolls twice and takes the higher result. In addition, the monster can attempt to identify magic items without casting detect magic, using Appraise instead of Spellcraft. If the monster fails, it can’t attempt to identify the same item again.
Persuasive: When attempting a Charisma-based skill check, the monster rolls twice and takes the higher result.
Slippery Mind: If the monster would be affected by an enchantment spell or effect and fails its saving throw, it can repeat the saving throw attempt 1 round later.
Sound Mimicry: The monster can perfectly mimic sounds, and possibly voices. It gains Bluff as an additional master skill, and can attempt a Bluff check opposed by its targets’ Sense Motive checks to mimic a sound convincingly. The target takes a –8 penalty if it’s unfamiliar with the type of sound or creature being imitated.
Telepathy: The monster can mentally communicate with any creature within 100 feet that has a language. Source Pathfinder Unchained pg. 239 A universal option can be taken in place of any option granted by an array or graft, regardless of the intended option type. These abilities are suitable for multiple arrays and roles.
Athletic: When attempting an Acrobatics, Climb, or Swim check, the monster rolls twice and takes the higher result.
Flying Acumen: This monster gains hover (as the monster feat) and gains Fly as an additional master skill.
Magic Weapon: The monster uses a magic weapon. Choose one of the following benefits to apply to its attacks with that weapon. Bane: +2d6 points of damage against creatures of a specified type. Energy: +1d6 points of energy damage (choose one type). Keen: Double critical threat range. Returning: Weapon returns if thrown (thrown only). Seeking: Negates miss chances (ranged only). Vicious: +2d6 points of damage, and also deals 1d6 points of damage to the monster on a hit (melee only).
If the monster is CR 10 or higher, you can also choose from the following. Aligned: +2d6 points of damage against creatures of a specified alignment (choose chaotic, evil, good, or lawful). Energy Burst: +1d6 points of energy damage and an additional 1d10 points of damage on a critical hit (choose one type).
To imitate a speed or wounding weapon, use extra attack or bleed, respectively, and apply them only to attacks with the weapon.
Potions: The monster has two potions of cure light wounds, which cure 1d8+1 hit points each. At CR 5, these are potions of cure moderate wounds healing 2d8+3 hit points, and at CR 10 they’re potions of cure serious wounds healing 3d8+5 hit points.
Save Boost: Increase the monster’s saving throw bonuses by 1, or increase any one of its saving throw bonuses by 3.
Secondary Magic: Though this monster isn’t primarily a spellcaster, it does have several spells or spell-like abilities. Choose any spell list. The monster can use each of that list’s primary spells of its CR band once per day. This ability can also be used to give a spellcaster extra spell-like abilities to fit its monster type.
Summon Allies: This monster can attempt to summon monsters of the same creature type as itself as a full-round action. Choose either a creature of the same CR as the monster (with a 35% chance of success) or a creature with a CR no greater than the monster’s – 5 (with a 60% chance of success). The summoned ally returns to the place from which it came after 1 hour.
Terrain Stride: Choose a type of terrain, such as undergrowth, ice, or rubble. The monster can move through nonmagical terrain of that type without impairing its movement or taking damage. Source Pathfinder Unchained pg. 240 Skill bonuses in simple monster creation are divided into two categories: good and master. A good skill is one the monster has a significant bonus in, representing what would normally come from a moderate ability modifier and a decent number of skill ranks. A master skill is one the monster is incredibly talented with, representing a high ability modifier, full skill ranks, and possibly a significant racial bonus.
Any skills that don’t have a good or master rating default to the monster’s appropriate ability modifier. Monsters automatically use the good modifier for Perception without needing to spend a good skill slot on it, though they can still increase this by taking Perception as a master skill. Source Pathfinder Unchained pg. 240 Your monster’s array—and potentially its grafts, spell list boons, and options—will tell you how many good and master skills to assign that monster. You should assign whatever feels right during this step. You might decide that an especially scholarly spellcaster monster should have more master skills than normal, or that you want to follow the construct array’s guidelines and forgo giving your construct any good or master skills at all. In any case, the total number of skills you choose should be within one or two of the suggested numbers.
Mark down all the skills the monster has and indicate their bonuses. Use the bonus as written—don’t add the monster’s ability modifier on top of it. For instance, a CR 9 combatant has a +7 for its highest ability modifier and a +17 for its master skill bonus. If you assigned the monster’s highest ability modifier to Strength and picked Climb as a master skill, the monster would still get only a +17 bonus on Climb checks, not a +24. Source Pathfinder Unchained pg. 240 Picking a monster’s skills should be simple. Typically, a monster should have master skills that match its highest ability modifiers. For example, if you have a monster with a high Dexterity modifier, consider Acrobatics, Escape Artist, and Stealth when choosing its master skills. If you find yourself unsure of which skills to give a monster, or if you draw a blank after selecting a few especially important ones, you can skip the rest of the skills step. A table listing the skills appears below for easy reference. To make it faster to select a monster’s spells, the table is divided into the most useful combat skills in the left-hand column and all other skills in the right-hand column. Combatants typically choose only combat skills.
Table 5-8: Skills Combat Skill | Noncombat Skill | Acrobatics | Appraise | Climb | Bluff | Escape Artist | Craft | Fly | Diplomacy | Heal | Disable Device | Intimidate | Disguise | Perception* | Handle Animal | Ride | Knowledge (arcane) | Sleight of Hand | Knowledge (dungeoneering) | Spellcraft | Knowledge (engineering) | Stealth | Knowledge (geography) | Swim | Knowledge (history) | Use Magic Device | Knowledge (local) | | Knowledge (nature) | | Knowledge (nobility) | | Knowledge (planes) | | Knowledge (religion) | | Linguistics | | Perform | | Profession | | Sense Motive | | Survival | * Perception defaults to the good modifier for all monsters. Source Pathfinder Unchained pg. 241 Each weapon and type of natural attack has a damage dice value associated with it. The values in the monster arrays from Step 1 give only the total amount of damage each attack deals. Assigning the right damage dice to each of a monster’s attacks helps make it fit more naturally with the rest of the game’s rules. For damage dice for natural attacks, reference Table 3–1: Natural Attacks by Size on page 302 of the Bestiary. Source Pathfinder Unchained pg. 241 For each of the monster’s attacks, cross-reference the total amount of damage dealt with its appropriate die size on the table below. This will assign a value of damage dice to roll plus a flat modifier to the damage. Use these dice and modifiers to roll the attack’s damage.
For example, if you have a CR 5 combatant using a weapon, its high damage value for a single attack is 11. If you give it a short sword (which deals 1d6 points of damage), you’d check the 9–11 row against the 1d6 column to get 1d6+7.
Table 5-9: Damage Dice Values Damage | 1d4 | 1d6 | 1d8 | 1d10 | 1d12 | 2d6 | 3d6 | 4-5 | 1d4+2 | 1d6+1 | 1d8+0 | 1d10-1 | 1d12-2 | 2d6-3 | 3d6-5 | 6-8 | 1d4+5 | 1d6+4 | 1d8+3 | 1d10+2 | 1d12+1 | 2d6+0 | 3d6-2 | 9-11 | 1d4+8 | 1d6+7 | 1d8+6 | 1d10+5 | 1d12+4 | 2d6+3 | 3d6+1 | 12-14 | 1d4+11 | 1d6+10 | 1d8+9 | 1d10+8 | 1d12+7 | 2d6+6 | 3d6+4 | 15-17 | 1d4+14 | 1d6+13 | 1d8+12 | 1d10+11 | 1d12+10 | 2d6+9 | 3d6+7 | 18-20 | 1d4+17 | 1d6+16 | 1d8+15 | 1d10+14 | 1d12+13 | 2d6+12 | 3d6+10 | 21-23 | 1d4+20 | 1d6+19 | 1d8+18 | 1d10+17 | 1d12+16 | 2d6+15 | 3d6+13 | 24-26 | 1d4+23 | 1d6+22 | 1d8+21 | 1d10+20 | 1d12+19 | 2d6+18 | 3d6+16 | 27-29 | 1d4+26 | 1d6+25 | 1d8+24 | 1d10+23 | 1d12+22 | 2d6+21 | 3d6+19 | 30-32 | 1d4+29 | 1d6+28 | 1d8+27 | 1d10+26 | 1d12+25 | 2d6+24 | 3d6+22 | 33-35 | 1d4+32 | 1d6+31 | 1d8+30 | 1d10+29 | 1d12+28 | 2d6+27 | 3d6+25 | 36-38 | 1d4+35 | 1d6+34 | 1d8+33 | 1d10+32 | 1d12+31 | 2d6+30 | 3d6+28 | 39-41 | 1d4+38 | 1d6+37 | 1d8+36 | 1d10+35 | 1d12+34 | 2d6+33 | 3d6+31 | 42-44 | 1d4+41 | 1d6+40 | 1d8+39 | 1d10+38 | 1d12+37 | 2d6+36 | 3d6+34 | 45-47 | 1d4+44 | 1d6+43 | 1d8+42 | 1d10+41 | 1d12+40 | 2d6+39 | 3d6+37 | 48-50 | 1d4+47 | 1d6+46 | 1d8+45 | 1d10+44 | 1d12+43 | 2d6+42 | 3d6+40 | 51-53 | 1d4+50 | 1d6+49 | 1d8+48 | 1d10+47 | 1d12+46 | 2d6+45 | 3d6+43 | 54-56 | 1d4+53 | 1d6+52 | 1d8+51 | 1d10+50 | 1d12+49 | 2d6+48 | 3d6+46 | 57-59 | 1d4+56 | 1d6+55 | 1d8+54 | 1d10+53 | 1d12+52 | 2d6+51 | 3d6+49 | 60-62 | 1d4+59 | 1d6+58 | 1d8+57 | 1d10+56 | 1d12+55 | 2d6+54 | 3d6+52 | 63-65 | 1d4+62 | 1d6+61 | 1d8+60 | 1d10+59 | 1d12+58 | 2d6+57 | 3d6+55 | 66-68 | 1d4+65 | 1d6+64 | 1d8+63 | 1d10+62 | 1d12+61 | 2d6+60 | 3d6+58 | 69-71 | 1d4+68 | 1d6+67 | 1d8+66 | 1d10+65 | 1d12+64 | 2d6+63 | 3d6+61 | 72-74 | 1d4+71 | 1d6+70 | 1d8+69 | 1d10+68 | 1d12+67 | 2d6+66 | 3d6+64 | 75-77 | 1d4+74 | 1d6+73 | 1d8+72 | 1d10+71 | 1d12+70 | 2d6+69 | 3d6+67 | 78-80 | 1d4+77 | 1d6+76 | 1d8+75 | 1d10+74 | 1d12+73 | 2d6+72 | 3d6+70 | 81-83 | 1d4+80 | 1d6+79 | 1d8+78 | 1d10+77 | 1d12+76 | 2d6+75 | 3d6+73 | 84-86 | 1d4+83 | 1d6+82 | 1d8+81 | 1d10+80 | 1d12+79 | 2d6+78 | 3d6+76 | 87-89 | 1d4+86 | 1d6+85 | 1d8+84 | 1d10+83 | 1d12+82 | 2d6+81 | 3d6+79 | 90-92 | 1d4+89 | 1d6+88 | 1d8+87 | 1d10+86 | 1d12+85 | 2d6+84 | 3d6+82 | 93-95 | 1d4+92 | 1d6+91 | 1d8+90 | 1d10+89 | 1d12+88 | 2d6+87 | 3d6+85 | 96-98 | 1d4+95 | 1d6+94 | 1d8+93 | 1d10+92 | 1d12+91 | 2d6+90 | 3d6+88 | 99-101 | 1d4+98 | 1d6+97 | 1d8+96 | 1d10+95 | 1d12+94 | 2d6+93 | 3d6+91 |
Source Pathfinder Unchained pg. 241 If a monster needs more attacks than the array allows, calculate the damage yourself. Start by combining the damage values in the monster’s array: a monster that deals 20 points of damage with two natural attacks should deal 40 points of damage total. If the monster has a large number of secondary attacks (which are less likely to hit), increase the total damage value by 25% or 50%. Finally, divide the total among all attacks before using the table. You don’t have to distribute it evenly if some attacks should deal less damage.
If you want to increase both the number of attacks and damage output, use the extra attack option instead. Source Pathfinder Unchained pg. 242 To show the end result of the simple monster creation process described in this chapter, this section shows existing Pathfinder RPG monsters recreated using this system. Source Pathfinder Unchained pg. 242 This long-form example gives a detailed breakdown of monster creation from start to finish, resulting in a new medusa archer. This illustrates the steps of the process, and shows how to think about creating a monster using this variant system. Throughout, it compares the new medusa to the one found on page 201 of the Bestiary.
Monster Concept The GM wants to create a monster much like the traditional medusa: a humanlike creature with serpents for hair and the ability to turn her enemies to stone. He also wants to make her a skilled archer and focus on that set of abilities. He wants to use the medusa at the same level that she’d normally appear, so he chooses CR 7 (and the medusa’s Hit Dice are treated as 7 as well). He knows some other basic details: the medusa is a lawful evil monstrous humanoid, her size is Medium, and she has a base speed of 30 feet.
Step 1: Array This medusa should be a formidable enemy, so the GM chooses the combatant array. He fills out her statistics from the CR 7 entry on Table 5–1 on page 198. She has AC 22, touch 13, flat-footed 16. Her saving throw bonuses are: Fortitude +8, Reflex +8, and Will +6. Her CMD is 24, and she has 93 hit points. The GM makes a note of all these statistics, and won’t need to change any of them unless a later graft or option alters them.
Next, the GM makes a note of the remaining values he’ll be deciding on later. The monster’s special abilities will have a DC of 15. He doesn’t plan to give her spells, so he skips the spell DC column. Since he’s already pretty sure how he wants the medusa’s ability modifiers to shake out, he gives her a +6 Dexterity modifier, a +4 Constitution modifier, and a +2 Charisma modifier. Her initiative ends up being +6, matching her Dexterity modifier. He marks down that he’ll later pick one master skill with a +15 modifier and two good skills with +12 modifiers. In Step 7, he’ll also pick one combat option and one option from any category.
The last things to record from the arrays are the medusa’s attacks. He wants her to be best at ranged attacks, so he uses the high weapon attack column for a longbow attack, marking down attack bonuses of +13/+8 and noting that he’ll later pick a value adding up to 22 points of damage. For her melee attacks, she uses the snakes that make up her hair, and the GM decides that she uses the low weapon attacks table since she’s primarily focused on ranged attacks. He marks down a +10/+5 attack bonus that deals 16 points of damage.
Her attacks and damage are significantly stronger than those of the monster in the Bestiary. The GM decides to leave them this way for now, planning to compensate by weakening some of her other abilities in later steps.
Step 2: Creature Type or Class Graft Since the medusa is a monstrous humanoid, the GM applies the automatic traits for that creature type graft, giving her darkvision 60 feet. After toying with using the ranger class graft, he decides that doesn’t really fit with his concept for the monster. Instead, he uses the monstrous humanoid graft, increasing the medusa’s Reflex to +10 and Will to +8, and increasing her attack bonuses to +12/+7 for her snake hair attack and +15/+10 for the longbow. He looks at the elective adjustment of one additional good skill and decides not to give her the extra good skill.
Steps 3–6: Skipped Steps The medusa doesn’t need a subtype, isn’t based on a template, is size Medium, and doesn’t have spells, so the GM skips steps 3 through 6. Most monsters created using this system will skip at least one or two steps of the monster creation process.
Step 7: Monster Options The GM is sure that he wants the medusa to have a petrifying gaze attack. Because the gaze option uses the same rules as the preexisting universal monster rule, the GM writes down a gaze with a 30-foot range that turns targets to stone permanently. He uses the ability DC from the combatant array: 15. This ability uses up the medusa’s one combat option, leaving her with one option from any category. The GM adds poison to the snake bite attack, and decides that the medusa can apply it to her arrows too. Choosing the poison option gives him the base statistics of the poison plus two advantages, plus an additional two advantages since the medusa is CR 7. He ends up with a poison that is: type injury, frequency 1/round for 6 rounds, effect 1d3 Str, cure 2 consecutive saves. This is pretty close to the poison in the Bestiary, though with a lower DC, which is what the GM wants. Though an ability such as all-around vision could be replicated by giving the medusa unflankable as a bonus monster option, the GM decides against that to help compensate for the medusa’s stronger attacks.
Step 8: Skills The medusa will have one master skill and two good skills. The GM picks Perception as the master skill instead of leaving it at its default of good, since that fits an archer. The medusa now has Perception +15. For the good skills, he wants one social skill and one physical skill that uses the medusa’s Dexterity, so he gives her Intimidate +12 and Stealth +12.
Step 9: Damage The longbow attack will deal a total of 22 points of damage, using a d8 damage die (since it’s a longbow). The GM finds the 21–23 row and 1d8 column on Table 5–9: Damage Dice Values, learning that the attack should deal 1d8+18 points of damage. Thinking about it further, the GM wants to roll more damage dice, just to make the monster’s damage a little more variable and sort of like the Manyshot feat. So instead, he uses 2d8+12. The melee attack will deal 16 points of damage using a d4, which turns out to be 1d4+14.
Reality Check Looking back over the monster, the GM thinks that the petrifying gaze plus the powerful attacks make the medusa too powerful. He decides that the part that seems strangest is the damage, particularly since the medusa uses a longbow and gets to deal poison with all her attacks. He decides to trim the damage down as though the medusa were 2 CR lower. The longbow attack now deals 2d8+6 points of damage, and the snake bite deals 1d4+8 points of damage. Medusa CR/HD 7 Init +6; Perception +15 (darkvision 60 ft.) Size Medium; Speed 30 ft.
Defenses AC 22 (touch 13, flat-footed 16); Fort +8, Ref +10, Will +10; CMD 24 hp 93
Attacks Melee snake bite +12/+7 (1d4+8 plus poison) Ranged longbow (range 100 ft.) +15/+10 (2d8+6/×3 plus poison) Attack Options (DC 15) petrifying gaze (turn to stone permanently, 30 ft., Fort negates), poison (type injury, frequency 1/round for 6 rounds, effect 1d3 Str, cure 2 consecutive saves); CMB +13
Statistics Dex +6, Con +4, Cha +2; Intimidate +12, Stealth +12 XP 3,200; LE monstrous humanoid Source Pathfinder Unchained pg. 243 The following sections re-create monsters found in the Bestiary. Many of them are variants on the initial creatures, meant to mimic creatures with class levels or alternate ability sets. Each entry includes a breakdown of the significant choices made for the monster, discounting simple procedures such as selecting the attacks and damage for a monster that don’t deviate from its array numbers. After each breakdown, the monster’s statistics appear in a new format unique to this book, as described in the sidebar above. The monsters are presented in order from simplest to most complex. Some of the monsters that appear early on—particularly combatants—have a high CR but simple abilities, so they’re still easy to create.
Unchained Monster Statistics The monster statistics presented in this section use an alternate format meant to make important monster abilities easier to find. It removes the listings of any monster options or abilities that only increase existing values. For example, the extra armor option wouldn’t be listed because the new AC values are already implemented.
In addition, each statistic block is divided into defenses, attacks, and statistics, with options and spells that fit into those categories appearing in the appropriate section. For example, instead of all a monster’s spells appearing in one list, its offensive spells appear under attacks, and its defensive spells appear under defenses. Source Pathfinder Unchained pg. 244 The worg<%END> is easy to create since it’s a simple monster. Array: The worg is a combatant. As a feral, vicious creature, it has a high Strength. The GM also decides that the worg should have an Intelligence modifier lower than 0. Creature Type: As a magical beast, the worg gains darkvision and low-light vision as automatic traits. Because it doesn’t have a class graft, it also gains the statistics adjustments, increasing its Fortitude from +3 to +5, its Reflex from +3 to +5, and its attack bonus from +4 to +6. Options: The worg gets one combat option, and gains improved combat maneuver (trip). Skills: Because it’s not a very smart creature, the worg’s two good skills are both physical, but it gains Perception as its master skill. Worg CR/HD 2 Init +2; Perception +10 (darkvision 60 ft., low-light vision) Size Medium; Speed 50 ft. Defenses AC 16 (touch 12, flat-footed 12); Fort +5, Ref +5, Will +1; CMD 16 (20 vs. trip) hp 22 Attacks Melee bite +6 (1d6+7 plus improved combat maneuver [trip]) CMB +4 (+8 trip) Statistics Str +3, Dex +2, Con +1, Int –2; Stealth +7, Survival +7 XP 600; NE magical beast Source Pathfinder Unchained pg. 244 As a big, dumb creature, the mastodon requires only a few adjustments despite its high CR. Array: The mastodon uses the combatant array. The GM adjusts its ability modifiers to +9, +4, and –1 instead of +7, +4, and +3 to reflect its major emphasis on Strength and its poor Dexterity. Creature Type: As an animal, the mastodon gains lowlight vision and a –4 Intelligence modifier. It increases its Fortitude and Will +saves from +10 to +12. Size: Since it’s Huge, the mastodon reduces its touch AC to 13 and increases its flat-footed AC to 21. It also increases its CMB to 21 and its CMD to 30. Options: The mastodon uses its combat option to gain improved combat maneuver (bull rush), which also adjusts its CMB to bull rush and its CMD against bull rush. It uses its any option for extra hit points, increasing its hp from 126 to 151. Skills: Since it’s not very intelligent, the mastodon has master Perception but no other skills. Damage: The mastodon uses the two natural attacks column for its attacks and damage. The two attacks have the same average damage value, but use different damage dice. Mastodon CR/HD 9 Init –1; Perception +17 (low-light vision) Size Huge (15 ft.); Speed 40 ft. Defenses AC 25 (touch 13, flat-footed 21); Fort +12, Ref +12, Will +8; CMD 30 (33 vs. bull rush) hp 151 Attacks Melee gore (reach 15 ft.) +17 (2d8+12), slam (reach 15 ft.) +17 (2d6+15) Attack Options improved combat maneuver (bull rush); CMB +21 (+25 bull rush) Statistics Str +9, Dex –1, Con +4, Int –4 XP 6,400; N animal Source Pathfinder Unchained pg. 244 A majestic aerial hunter, the griffon’s only significant adjustments come from its type and size. Array: The griffon uses the combatant array. To reflect its balance between speed and toughness, the griffon has ability modifiers of +4, +2, and +2 instead of +4, +3, and +1. Creature Type: As a magical beast, the griffon gains darkvision 60 feet and low-light vision. Its Fortitude and Reflex bonuses both increase from +5 to +7, and its attack bonuses increase from +8 to +10 for its bite and from +3 to +5 for its talons. Size: Since it’s Large, the griffon changes its touch AC from 12 to 11 and its flat-footed AC from 14 to 15. Its CMB increases from +10 to +12, and its CMD rises from 20 to 21. Options: The griffon spends both its options on combat options to gain pounce and rake. Skills: The griffon’s master skill is Perception to reflect its keen vision, and its good skills in Acrobatics and Fly give it agility in the air. Griffon CR/HD 4 Init +2; Perception +12 (darkvision 60 ft., low-light vision, scent) Size Large (10 ft.); Speed 30 ft., fly 80 ft. (average) Defenses AC 19 (touch 11, flat-footed 15); Fort +7, Ref +7, Will +3; CMD 21 hp 44 Attacks Melee bite +10 (1d6+10), 2 talons +5 (1d6+4) Attack Options (DC 13) pounce, rake; CMB +12 Statistics Str +4, Dex +2, Con +2, Int –3; Acrobatics +9, Fly +9 XP 1,200; N magical beast Source Pathfinder Unchained pg. 245 The goblin fighter is a suitable minion for any overlord, provided it doesn’t burn the fortress down. Array: The goblin fighter is a combatant, as required by the fighter class graft. Creature Type: Because of the fighter class graft, the goblin does not gain anything from the humanoid type. Class: As a fighter, the goblin increases both its Fortitude and Reflex bonuses from +1 to +2. It also receives one combat option from its fighter graft. Subtype: The goblin fighter gains Stealth as a good skill from the goblinoid subtype. Size: The goblin’s Small size increases its touch AC and flat-footed AC by 1, reduces its CMB by 2, and reduces its CMD by 1. It gains Stealth as a good skill (again; see below). Options: A fighter of this CR typically gets one combat option, but this goblin has two additional options to reflect its quick combat style. The accuracy, dodge expert, and improved initiative options are all calculated in the goblin fighter’s statistics. The adjustment to flat-footed AC from dodge expert would have made the goblin’s flat-footed AC too low for a monster at this CR, so the goblin gains only a +1 bonus to touch AC and no penalty to its flat-footed AC. Goblins are able to see in the dark, so the goblin gains the darkvision option. As usual, adding a sense didn’t count against the goblin’s number of options. Skills: The goblin already gets Stealth as a good skill from both the goblinoid and Small grafts, so instead it was discretionarily given Stealth as a second master skill. Goblin Fighter CR/HD 1/2 Init +7; Perception +5 (darkvision 60 ft.) Size Small; Speed 30 ft. Defenses AC 15 (touch 14, flat-footed 13); Fort +2, Ref +2, Will +0; CMD 12 hp 11 Attacks Melee short sword +3 (1d4+2/19–20) Ranged shortbow (range 60 ft.) +3 (1d4+2/×3) CMB +1 Statistics Str +2, Dex +3, Con +1, Cha –2; Ride +8, Stealth +8, Swim +5 XP 200; CE humanoid (goblinoid) fighter 1 Source Pathfinder Unchained pg. 245 Some templates have complicated alterations, but the zombie template is fairly easy to apply. Array: The zombie uses the combatant array, as suggested in the zombie template. Creature Type: The undead graft gives the creature darkvision 60 feet and undead immunities, and sets its Constitution to —. It also increases the minotaur’s Will +save from +1 to +3. The elective adjustments for mindless undead will be covered by the template graft. Template: The zombie template makes the minotaur staggered, changes its Intelligence to —, gives it DR 5/ slashing, and gives it the extra hit points option to represent a zombie’s resilience. Size: As a Large creature, the minotaur changes its touch AC from 12 to 11 and its flat-footed AC from 12 to 13. Its CMB increases from +2 to +4, and its CMD goes from 14 to 15. Options: The extra hit points option from the zombie template increases the zombie’s hp from 16 to 19. Although the zombie template adds more options than the monster would normally have, the zombie still gains the powerful charge option to keep the minotaur feel. Zombie Minotaur CR/HD 1 Init +0; Perception +6 (darkvision 60 ft.) Size Large (10 ft.); Speed 30 ft. Defenses AC 14 (touch 11, flat-footed 13); Fort +2, Ref +2, Will +3; CMD 15 hp 19; DR 5/slashing; Immune undead immunities Weakness staggered Attacks Melee gore (reach 10 ft.) +2 (1d6+4) or slam (reach 10 ft.) +2 (1d8+3) Attack Options powerful charge; CMB +4 Statistics Str +3, Con —, Int —, Wis +1, Cha +2 XP 400; NE undead Source Pathfinder Unchained pg. 246 The bat swarm is straightforward to create, but its swarm subtype is complicated and grants it additional features that make it unlike other monsters. Array: Since a bat swarm is made up of creatures with only animal intelligence, the combatant array is the only choice for it that makes sense. Creature Type: The animal type increases the bat swarm’s Fortitude and Reflex bonuses each from +3 to +5 and grants low-light vision, but it mandates an Intelligence modifier of either –4 or –5. Bats are slightly more intelligent than some other animals, so they have a –4 modifier. Subtype: The swarm subtype grants the bat swarm its various immunities, vulnerability to area effects, swarm traits, swarm attack, and distraction. Size: The bat swarm is made up of many Diminutive creatures, so it gains a +4 bonus to touch and flat-footed AC. As a swarm, it doesn’t have CMB or CMD, so the size adjustments to those numbers are ignored. It also gains Fly and Stealth as master skills. Options: The bat swarm’s option is a weaker variant of the bleed attack option. Skills: Other than the master skills from size, the bat swarm’s echolocation enhances its ability to notice things, so it gets Perception as a master skill. That’s already plenty of skills for an animal, so the bat swarm doesn’t have any good skills. Bat Swarm CR/HD 2 Init +3; Perception +10 (blindsense 20 ft., low-light vision) Size Diminutive (10 ft.); Speed 5 ft., fly 40 ft. (good) Defenses AC 16 (touch 16, flat-footed 16); Fort +5, Ref +5, Will +1 hp 22; Immune bull rush, critical hits, flanking, grapple, spells that target a specific number of creatures, trip, weapon damage Weakness +50% damage from area effects Defense Options swarm traits Attacks Melee swarm (all targets in the swarm’s space) always hits (1d6 plus 1 bleed) Attack Options (DC 11) distraction Statistics Str –4, Dex +3, Con +1, Int –4, Wis +2; Fly +10, Stealth +10 XP 600; N animal (swarm) Source Pathfinder Unchained pg. 246 A vexing adversary, this imp has a variety of extra options to confound its enemies. Array: The imp uses the expert array, with the Reflex and Will saves swapped. The imp has a Strength modifier of –4 because its size and build make it so physically weak. Creature Type: The outsider graft gives the imp darkvision 60 feet, increases its Will saving throw from +1 to +3, and increases its attack bonus from +4 to +6. It gains the additional master skill mentioned under elective adjustments. Subtype: The devil subtype gives the imp the see in darkness sense, energy resistance 10 to acid and cold, immunity to fire and poison, the summon allies option, and telepathy to a range of 100 feet. Size: Because the imp is Tiny, its touch and flat-footed AC increased from 10 to 12. Spells: The secondary magic option gives the imp some spell-like abilities. Options: Instead of the single monster option that would be normal for an expert of its CR, the imp has a total of five options: change shape, dodge expert, poison, and modified versions of constant invisibility and secondary magic. Dodge expert changes the imp’s AC from 14 (touch 12, flat-footed 12) to 16 (touch 16, flat-footed 10). By the numbers, the imp’s flat-footed AC would drop to 6, but the GM sets it as 10 as part of the reality checking process. For its poison, the imp gets two advantages, which were used to remove the onset time and change the frequency to 1/round for 6 rounds. Instead of the normal effect of constant invisibility, the imp gains invisibility at will, affecting only itself. The modified secondary magic option gives the imp one once-per-day spell and two constant spells instead of two once-per-day spells. Skills: The imp has an extra master skill from the outsider graft, and gains Fly and Stealth from its size graft. The +10 bonus from change shape is included in the Disguise skill. Damage: The imp uses the low damage value on its sting to compensate for being a low-CR creature with poison. Imp CR/HD 2 Init +3; Perception +7 (darkvision 60 ft., see in darkness) Size Tiny (2-1/2 ft.); Speed 20 ft., fly 50 ft. (perfect) Defenses AC 16 (touch 16, flat-footed 6); Fort +1, Ref +5, Will +3; CMD 14; Concentration +4 hp 20; Immune fire, poison; Resist acid 10, cold 10 Attacks Melee sting (reach 0 ft.) +6 (1d4+5 plus poison) Attack Spell-Like Abilities (DC 13 + spell’s level) 1/day— suggestion Attack Options (DC 13) poison (type injury, frequency 1/round for 6 rounds, effect 1d2 Dex damage, cure 1 save); CMB +2 Statistics Utility Spell-Like Abilities constant—detect good, detect magic; at will—invisibility (self only) Utility Options change shape (boar, giant spider, rat, or raven, beast shape I), summon allies (imp, 35%) Str –4, Dex +3, Int +1, Cha +2; Acrobatics +10, Bluff +10, Disguise +12, Fly +10, Knowledge (arcana) +7, Knowledge (planes) +7, Stealth +10; telepathy 100 ft. XP 600; LE outsider (devil, evil, extraplanar, lawful) Source Pathfinder Unchained pg. 247 This monster uses different gear than the Bestiary fire giant, but has the same CR. Array: The fire giant uses the combatant array. Creature Type: As a humanoid, the giant increases its Fort +save from +11 to +13. Subtype: The giant graft gives the giant low-light vision and adds Intimidate as a good skill. Size: Being Large changes the giant’s touch AC from 15 to 14 and its flat-footed AC from 19 to 20. The giant’s CMB increases from +18 to +20. Options: The monster has one combat option and one of any type. The extra armor option alters the giant’s AC to 28 (touch 8, flat-footed 24) and makes its speed 30 feet instead of 40 feet. The magic weapon (bane) option causes the giant’s greataxe to deal additional damage to dwarves. The monster has rock throwing as a bonus option, and 3 points of that attack’s bludgeoning damage have been replaced with 1d6 points of fire damage since the giant heats the rocks. Skills: This giant is primarily a brute, so its master skill in Climb and the good skill from the giant subtype are sufficient to cover its skills. The GM ignores the remaining two good skills from the combatant array. Damage: The giant is less adept at ranged attacks, so its rock throw attack uses low attack and damage values. Fire Giant CR/HD 10 Init +0; Perception +14 (low-light vision) Size Large (10 ft.); Speed 30 ft. Defenses AC 28 (touch 8, flat-footed 24); Fort +13, Ref +11, Will +9; CMD 30 hp 143; Immune fire Weakness vulnerability to cold Defensive Options rock throwing Attacks Melee dwarf-bane greataxe (reach 10 ft.) +18/+13/+8 (3d6+19/×3 [+2d6 against dwarves]) or 2 slams (reach 10 ft.) +18 (1d8+21) Ranged rock (range 120 ft.) +13 (1d8+15 plus 1d6 fire) CMB +20 Statistics Str +7, Con +5, Wis +3; Climb +18, Intimidate +14 XP 9,600; LE humanoid (fire, giant) Source Pathfinder Unchained pg. 247 With its unique pipes, the satyr requires a custom ability not included in the monster options. Array: As a skillful social creature with a magical bent, the satyr uses the expert array with options to cover its magical abilities. Creature Type: Because of the fey graft, the satyr gains low-light vision. It increases its Reflex from +3 to +5 and its Will +from +7 to +9. Its attack bonuses drop from +8 to +6. It has the elective adjustment that grants one additional master skill. Spells: The satyr can channel magical effects through his pipes, so he gains his spells as spell-like abilities. These are chosen on a case-by-case basis instead of using a spell list. Options: The satyr uses its one social option for persuasive, uses its any option for damage reduction, and has a bonus pipes ability. Pipes doesn’t have a corresponding monster option because it’s so specific to satyrs. It’s a custom ability based on the Bestiary satyr’s pipes, but simplified and using the standard ability DC for the satyr’s CR. Skills: Due to being a fey with the expert array, the satyr has four master skills and two good skills. Damage: Instead of having a dagger attack like the satyr in the Bestiary, this one uses only its horn attack in melee. The satyr’s ranged attacks use the low damage value (but the high attack value). Satyr CR/HD 4 Init +3; Perception +12 (low-light vision) Size Medium; Speed 40 ft. Defenses AC 17 (touch 10, flat-footed 12); Fort +3, Ref +5, Will +9; CMD 18 hp 40; DR 5/cold iron Attacks Melee horns +6 (1d6+13) Ranged shortbow (range 60 ft.) +6 (1d6+10/×3) Attack Spell-Like Abilities (DC 14 + spell’s level) 1/day—fear; at will—charm person, sleep, suggestion Attack Options (DC 15) pipes; CMB +6 Statistics Utility Options persuasive Dex +3, Wis +1, Cha +4; Bluff +12, Diplomacy +9, Intimidate +9, Perform (wind) +12, Stealth +12 XP 1,200; CN fey Special Abilities Pipes (Su) A satyr can play haunting melodies on his panpipes to affect all creatures within a 60-foot radius with a spell (Will +DC 15 negates). Each time it uses this ability, the satyr chooses charm person, fear, sleep, or suggestion. A creature that succeeds at its save can’t be affected by the same set of pipes for 24 hours. Source Pathfinder Unchained pg. 248 This creature has access to nature magic, much like a druid would. However, turning it into a spellcaster would make it feel unlike a burly frost giant. Instead, this stat block starts with the combatant array and draws inspiration from the options of the druid class graft. This monster is meant to fight alongside a mastodon as a CR 13 encounter. Array: The frost giant uses the combatant array and gains its spellcasting from its magic options. Its Reflex and Will +save bonuses are swapped. Creature Type: Because the monster’s saving throws are uniformly high, it has a –2 penalty to Reflex instead of increasing any save from the humanoid graft. Class: Though the giant doesn’t use the druid graft, many of its options are drawn from there. Subtype: The giant subtype grants low-light vision and gives Intimidate as a good skill. Size: Because it’s Large, the giant decreases its touch AC from 17 to 16 and raises its flat-footed AC from 21 to 22. Its CMB changes from +21 to +23, and its CMD goes from 32 to 33. Spells: The giant gains a few spells from the Animal spell list due to the secondary magic option. Even though that option says to take the primary spells from the spell lists, it’s reasonable to pick and choose from among both the primary and secondary spells of the monster’s CR band, as was done here. Options: Instead of one of its combat options, the giant gains the powerful summons magic option. It spends its other combat option on rock throwing and its any option on secondary magic. Skills: With its good skill from the giant subtype, the explorer has only one master skill, but a well-rounded set of good skills. Damage: The giant’s thrown rock attack uses the low attack and damage values. Frost Giant Explorer CR/HD 12 Init +0; Perception +16 (low-light vision) Size Large (10 ft.); Speed 40 ft.; Special Movement terrain stride (ice) Defenses AC 29 (touch 16, flat-footed 22); Fort +13, Ref +9, Will +13; CMD 33; Concentration +17 hp 176; Immune cold Weakness vulnerability to fire Defensive Options rock throwing Attacks Melee spear (reach 10 ft.) +21/+16/+11 (2d6+27/×3) or 2 slams (reach 10 ft.) +21 (1d8+27) Ranged rock (range 120 ft.) +15 (1d8+21) CMB +23 Statistics Utility Spells 1/day—beast shape IV (animal only), summon nature’s ally VII Utility Options powerful summons Str +8, Con +4, Wis +5; Climb +16, Intimidate +16, Knowledge (nature) +20, Survival +16 XP 19,200; CE humanoid (cold, giant) Source Pathfinder Unchained pg. 249 For an alternative to the vampire sorcerer in the Bestiary, this vampire is a cleric of a slightly higher CR. Array: This creature uses the spellcaster array so it can take the cleric class graft. Creature Type: As indicated in the vampire template graft, the vampire must have the undead type. Because it will have the cleric class graft, the vampire gains only the automatic traits from the undead type: darkvision 60 feet, undead immunities, and a Constitution of —. Class: The cleric class graft increases the vampire’s Fortitude save from +10 to +12 and gives it Knowledge (religion) as a master skill. It automatically gains the channel energy and spontaneous casting options. Subtype: The vampire has the augmented humanoid subtype, though this doesn’t alter its abilities. Template: The vampire template graft increases the vampire’s AC from 23 to 25 and flat-footed AC from 17 to 19. The vampire also gains spider climb as a constant spell-like ability and gets vampire weaknesses. The template gives a large number of options: at-will magic (dominate person), blood drain, change shape, channel resistance, children of the night, create spawn, damage reduction, energy drain, energy resistance 10 (cold and electricity), fast healing 5, and gaseous form. Because the vampire has DR and so many healing abilities, its hit points are calculated as though its CR were 2 lower, giving it 103 hp. Spells: Because of its violent and cruel nature, this cleric mixes the Evil and War domain spell lists instead of taking spells from one list exclusively. The monster has the special ability from only the War spell list, which increases its attack bonuses by 1. Options: As a cleric, the monster would normally have one additional option (of any type) beyond what it has here. However, because the monster gains so many abilities from being a vampire, adding yet another option is unnecessary. Skills: Because of the vampire template, this creature has Bluff, Perception, Sense Motive, and Stealth as master skills. The +10 bonus from change shape is included in the Disguise skill. Damage: The slam attack uses the low damage value since it can also bestow negative levels and heal the vampire. The vampire’s ranged attack uses the low attack and damage values. VAMPIRE CLERIC CR/HD 11 Init +2; Perception +19 (darkvision 60 ft.) Size Medium; Speed 30 ft.; Special Movement spider climb (constant) Defenses AC 25 (touch 13, flat-footed 19); Fort +12, Ref +10, Will +14; CMD 26; Concentration +20 hp 103; fast healing 5; DR 10/magic and silver; Immune undead immunities; Resist cold 10, electricity 10 Weakness vampire weaknesses Defensive Options channel resistance +4 Attacks Melee scythe +20/+15 (2d4+25/×4) or slam +20 (1d4+20 plus energy drain [2 negative levels]) Ranged light crossbow (range 80 ft.) +15 (1d8+22/19–20) Attack Spells (DC 17 + spell’s level) 1/day—dispel good, slay living; 3/day—bestow curse, spiritual weapon; at will—bane, dominate person, inflict light wounds Attack Options blood drain, channel energy (negative energy), spontaneous casting (inflict); CMB +20 Statistics Utility Spells 3/day—darkness, prayer; at will—change shape (dire bat or wolf, beast shape II) Utility Options children of the night, create spawn, gaseous form Str +8, Con —, Dex +2, Int +1, Wis +9, Cha +5; Bluff +19, Disguise +15, Knowledge (religion) +19, Sense Motive +19, Stealth +19 XP 12,800; CE undead (augmented humanoid) cleric 10 Source Pathfinder Unchained pg. 249 The ogre mage oni are devious shapeshifters who combine martial prowess with magical threats. Array: The ogre mage’s consistent fallback strategy is its mighty greatsword, so it uses the combatant array. Since oni take many roles depending on the situation, the ogre mage has more high ability modifiers than usual. Since the ogre mage’s mind is stronger than its reflexes, it switches its Will and Reflex save bonuses. Creature Type: As an outsider, the ogre mage gains darkvision and +2 on attack rolls and Fortitude saves. Subtype: The ogre mage has two subtype grafts, and gains options from both of them. The oni subtype grants the change shape and regeneration options. The giant subtype grants low-light vision as well as Intimidate as a good skill. Size: The ogre mage’s Large size gives it –1 to touch AC, +1 to flat-footed AC, +2 to CMB, and +1 to CMD. Spells: The ogre mage took the secondary magic option twice, gaining a set of custom spells that assist with infiltration and combat. It receives darkness and invisibility at will as an additional bonus. Options: The improved initiative option is included in the ogre mage’s statistics. Skills: The ogre mage is more of a generalist than a specialist, able to handle a variety of situations equally well. Instead of one master skill and two good skills, the versatile ogre mage has five good skills beyond the two it receives from the giant subtype. Damage: The ogre mage uses the low attack and damage values for its composite longbow. Ogre Mage CR/HD 8 Init +6; Perception +13 (darkvision 60 ft., low-light vision) Size Large (10 ft.); Speed 40 ft., fly 60 ft. (good) Defenses AC 23 (touch 12, flat-footed 18); Fort +11, Ref +7, Will +9; CMD 27; SR 19; Concentration +12 hp 110; regeneration 5 (acid, fire) Attacks Melee greatsword (reach 10 ft.) +17/+12 (3d6+15/19–20) Ranged composite longbow (range 110 ft.) +13/+8 (2d6+12/×3) Attack Spell-Like Abilities (DC 13 + spell’s level) 1/day— charm monster, cone of cold, deep slumber CMB +19 Statistics Utility Spell-Like Abilities 1/day—gaseous form; at will—darkness, invisibility; constant—fly Utility Options change shape (Small, Medium, or Large humanoid; alter self or giant form I) Str +6, Dex +2, Con +6, Int +2, Wis +2, Cha +4; Bluff +13, Disguise +23, Intimidate +13, Sense Motive +13, Spellcraft +13, Use Magic Device +13 XP 4,800; LE outsider (giant, native, oni, shapechanger) Source Pathfinder Unchained pg. 250 The night hag soul collector is not only a dangerous opponent; she is also dangerously well connected. She can force her captured souls to do her bidding to augment her own combat effectiveness, granting her powers from the summoner class graft. Array: This night hag is a summoner for all practical purposes, so she uses the spellcaster array, albeit with increased ability modifiers to reflect the fact that she is physically imposing for a spellcaster. Creature Type: Since her type is outsider, the night hag gains darkvision and a +2 bonus on attack rolls. She trades the outsider saving throw adjustments for the summoner adjustments. Class: The night hag soul collector’s summoner class graft increases her Fortitude and Reflex by 1 and grants Knowledge (planes) as a master skill. The lost soul acts as her eidolon. The night hag is thematically similar to a summoner, but isn’t treated as actually having class levels in summoner. Spells: The night hag uses a modified version of the conjuration spell list, to stay in theme with her spontaneous summoning from the summoner class graft. As a soul broker, she needs constant detection spells to inspect her merchandise, as well as the soul bind spell at will. Options: From the summoner graft, the night hag gains spontaneous magic (summon monster), as well as one magic option and one any option. She chooses change shape and a custom dream haunting option to allow her to torment her foes from safety. To represent the defenses necessary to ply her trade among evil outsiders, the night hag also has particularly potent spell resistance and damage reduction options for her CR. Skills: A night hag encounter might be social and deceptive, so the monster has additional master and good skills, and her +10 bonus from change shape is reflected in her Disguise skill. Damage: For damage with three primary attacks, the night hag doubles the damage for two primary attacks (18) to get a total of 36, then divides by three (her total number of attacks). Each attack deals roughly 12 points of damage Lost Soul: This represents the twisted form of a lost soul that the night hag can call forth to defend her— effectively her eidolon, since she is using the summoner graft. The soul’s twisted form has screaming mouths on long tendrils that bite as it moves, allowing it to pounce. Array: As an eidolon, the lost soul uses the combatant array. Creature Type: The outsider type graft grants the lost soul a +2 bonus on attack rolls and Reflex saving throws. Size: The lost soul’s Large size grants it –1 to touch AC, +1 to flat-footed AC, +2 to CMB, and +1 to CMD. Options: As a combatant, the lost soul gains one combat option and one any option. For these options, it gains pounce and damage reduction. Skills: While a combatant normally has one master skill and two good skills, the lost soul is simple, so the GM gives it only Intimidate as a master skill and Fly as a good skill. Damage: To determine its damage with four primary attacks, the lost soul doubles the damage value for two primary attacks (22) to get 44 points of damage, then divides by 4. Each attack deals 11 points of damage, or 1d8+6 on Table 5-9. Night Hag Soul Collector CR/HD 9 Init +4; Perception +14 (darkvision 60 ft.) Size Medium; Speed 30 ft.; Special Movement etherealness (at will) Defenses AC 21 (touch 12, flat-footed 15); Fort +9, Ref +9, Will +12; CMD 24; SR 24; Concentration +12 hp 103; DR 10/cold iron and magic; Immune charm, cold, fear, fire, sleep Attacks Melee 2 claws +14 (1d4+9), bite +14 (1d6+9) Attack Spell-Like Abilities (DC 16 + spell’s level) 1/day—deep slumber; at will—magic missile, ray of enfeeblement, soul bind Attack Options dream haunting, spontaneous casting (summon monster); CMB +14 Statistics Utility Spell-Like Abilities 1/day—dimension door; 3/day— darkness, dispel magic, haste, invisibility; constant—detect chaos, detect evil, detect good, detect law, detect magic; double the duration of all conjuration (summoning) spells Utility Options change shape, soul broker Str +6, Dex +4, Con +6, Int +4, Wis +3, Cha +3; Bluff +17, Diplomacy +14, Disguise +27, Intimidate +14, Knowledge (planes) +17, Perception +14, Sense Motive +14, Spellcraft +14 XP 6,400; NE outsider (evil, extraplanar) Special Abilities Dream Haunting (Su) The night hag can haunt a creature’s dreams from her home on the Ethereal Plane. A creature she haunts takes 1 point of Constitution damage when it awakes. Soul Broker (Su) As a standard action, the night hag can release one of her captured souls to fight at her side; see the night hag’s lost soul statistics, below.
Night Hag's Lost Soul CR/HD 9 Init +4; Perception +14 (darkvision 60 ft.) Size Large (10 ft.); Speed 30 ft., fly 60 ft. (good) Defenses AC 25 (touch 15, flat-footed 18); Fort +10, Ref +12, Will +8; CMD 28 hp 126; DR 10/cold iron and magic Attacks Melee 4 bites (reach 15 ft.) +19 (1d8+6) Attack Options pounce; CMB +19 Statistics Str +7, Dex +4, Con +3; Fly +14, Intimidate +17 XP 6,400; NE outsider (extraplanar) Source Pathfinder Unchained pg. 251 A six-armed general of the abyssal hordes, the marilith is iconic for its overwhelming number of attacks. This marilith uses custom options to better reflect her skills as a general. Array: As an abyssal general, the marilith uses the combatant array and has additional strong ability modifiers. Creature Type: The marilith is an outsider, so she gains darkvision and a +2 bonus on attack rolls and Fortitude saves. She also gains the elective adjustment of spells, with a modified list. Subtype: From the demon subtype, the marilith gains her immunities, resistances, summon ability, and telepathy. Her tactical nature gives her a wider-than-normal variety of allies she can call forth with her summon ability. Size: The marilith’s Large size grants her –1 to touch AC, +1 to flat-footed AC, +2 to CMB, and +1 to CMD. Spells: The marilith prefers to meet her enemies directly with her numerous blades, so her modified spell list is more about trickery, mobility, and battlefield control than about directly attacking her foes with magic. Options: Normally, a CR 17 combatant has two combat options and one any option, but the marilith general is cunning and tactical. To better lead her forces in battle, in addition to critical striker and damage reduction, she gets the heroic recovery and inspire courage social options. Skills: In order to keep her command post, a marilith general needs guile and social skills. Therefore, she has more master skills than normal, but trades away one good skill in the bargain. Damage: The marilith’s multi-armed attacks make her damage complex to calculate. Doubling the damage for two natural attacks (50) gives her 100 points of damage. This is then increased by 50%—since her iterative attacks and tail are less likely to hit—for a total of 150. Dividing 150 by 10 attacks gets 15, which is 2d6+9 on Table 5-9. The tail slap is weaker, so it uses the low attack and damage values for secondary attacks in the three natural attacks column in the array. This reduces the marilith’s overall damage, but not enough to necessitate increasing the rest of her damage. Marilith General CR/HD 17 Init +5; Perception +29 (darkvision 60 ft., true seeing) Size Large (10 ft.); Speed 40 ft.; Special Movement greater teleport (at will, self plus 50 lbs. of objects only) Defenses AC 34 (touch 20, flat-footed 25); Fort +20, Ref +18, Will +15; CMD 39 (43 vs. grapple, can’t be tripped); SR 28; Concentration +25 hp 297; DR 10/cold iron and good; Immune electricity, poison; Resist acid 10, cold 10, fire 10; unholy aura Defensive Spell-Like Abilities at will—project image Attacks Melee +1 longsword (reach 10 ft.) +29/+24/+19/+14 (2d6+9/17–20), 5 +1 longswords (reach 10 ft.) +29 (2d6+9/17–20), tail slap +24 (2d6+3 plus improved combat maneuver [grapple]) Attack Spell-Like Abilities (DC 18 + spell’s level) 3/day—blade barrier; at will—telekinesis Attack Options critical striker; CMB +31 (+35 grapple) Statistics Utility Spell-Like Abilities 3/day—fly Utility Options heroic recovery, inspire courage, summon allies (marilith 20%, nalfeshnee 35%, or 1d4 hezrous 60%) Str +8, Dex +5, Con +11, Int +5, Wis +5, Cha +8; Bluff +29, Diplomacy +29, Intimidate +29, Sense Motive +21, Use Magic Device +29; telepathy 100 ft. XP 102,400; CE outsider (chaotic, demon, evil, extraplanar) Source Pathfinder Unchained pg. 252 This ancient blue dragon has additional attacks, with damage extrapolated from the natural attacks column for CR 18. Despite being a combatant, it has a reduced spellcasting ability (as if it were a CR 12–15 spellcaster) with a DC halfway between combatant and spellcaster to represent a dragon’s natural spellcasting prowess. The spells are customized for this dragon, and it doesn’t receive an additional boon from selecting one of the preset lists.
The dragon has seven options instead of four to reflect its many talents, including several built into its statistics: damage reduction, extra armor, and spell resistance. It adds +4 to the DC of its breath weapon to reflect at ability’s raw power. The dragon gains additional Wisdom and Charisma modifiers of +5. It uses the expert array’s number of skills, and has the flying acumen option built into its statistics. Array: The dragon is a mighty and iconic beast. It uses the combatant array, but it also possesses reduced spellcasting abilities, and its advanced age grants it superior mental ability scores. Creature Type: The dragon type grants the ancient blue dragon darkvision, low-light vision, immunity to paralysis and sleep, and a +2 bonus on attack rolls and Will saves. To emphasize its sheer size, the ancient blue dragon also gains an additional +2 bonus on Fortitude saves. Size: The dragon’s Gargantuan size graft grants it –4 to touch AC, +5 to flat-footed AC, +8 to CMB, and +4 to CMD. Spells: To reflect its nature as a slightly lesser spellcaster than a true spellcaster of its CR, the dragon gains the spells of a CR 12–15 spellcaster instead, with DCs halfway between those of the combatant and spellcaster arrays. Since it has its own customized spell list, the dragon doesn’t receive an additional boon from selecting one of the preset lists. Options: Normally, a CR 18 combatant would have three combat options and one any option, but the ancient blue dragon not only has damage reduction, extra armor, and spell resistance, but also critical striker and defense breaker to reflect its ferocious power. Skills: As it has collected untold knowledge over its many years, the ancient blue dragon uses the expert’s number of skills, and its flying acumen option negates the Gargantuan size graft’s prohibition on Fly as a master skill. Damage: The dragon has three primary attacks and three secondary attacks. The damage for two natural attacks (55) is doubled to 110. This is multiplied by 125% (137 total) since many attacks use a lower bonus. The damage is divided unevenly to emphasize certain attacks: 32 points for the bite and tail slap, 22 per claw, and 13 per wing. Ancient Blue Dragon CR/HD 18 Init +4; Perception +31 (blindsense 60 ft., darkvision 60 ft., low-light vision) Aura electricity (10 ft., 2d6 electricity), frightful presence (300 ft., DC 25) Size Gargantuan (20 ft.); Speed 40 ft., burrow 20 ft., fly 250 ft. (clumsy, hover) Defenses AC 37 (touch 11, flat-footed 35); Fort +20, Ref +18, Will +18; CMD 43; SR 29; Concentration +23 hp 330; DR 15/magic; Immune electricity, paralysis, sleep Defensive Spells 1/day—mislead Attacks Melee bite (reach 20 ft.) +30 (4d6+18/19–20), 2 claws (reach 15 ft.) +30 (3d6+12), 2 wings (reach 15 ft.) +25 (2d6+6), tail slap (reach 15 ft.) +25 (3d8+18) Attack Spells (DC 17 + spell’s level) 1/day—forceful hand; 3/day—enervation, hold monster; at will—haste Attack Options (DC 27) breath weapon (120-ft. line, 19d6 electricity), critical striker, defense breaker; CMB +36 Statistics Utility Spells 3/day—dimension door, hallucinatory terrain; at will—invisibility Str +12, Dex –2, Con +8, Int +6, Wis +5, Cha +5; Bluff +25, Fly +31, Intimidate +31, Knowledge (arcana) +31, Spellcraft +25 XP 153,600; LE dragon (earth) Source Pathfinder Unchained pg. 253 With a diverse spread of abilities useful for both combat and spellcasting, a pit fiend remains fairly complex to create even in the simple monster creation system. It’s not really 100% a combatant, so it requires special statistical adjustments. Array: This monster mostly uses the numbers from the combatant array, but gains a large number of spells, and therefore has the hit points of a spellcaster. As a powerful ruler in Hell, the pit fiend’s starting ability modifiers are +13, +13, +9, +9, +6, and +6. Creature Type: As an outsider, the pit fiend gains darkvision 60 feet, increases its Fortitude from +20 to +22, and increases its attack bonuses from +30 to +32. It also gets the elective adjustment for one additional master skill. Subtype: The devil subtype graft grants the see in darkness sense, energy resistance 10 to acid and cold, and immunity to fire and poison. It also gives the pit fiend the summon allies option and telepathy 100 feet. Size: Since it’s Large, the pit fiend decreases its touch AC from 22 to 21 and increases its flat-footed AC from 28 to 29. Its CMB goes up from +32 to +34, and its CMD goes from 42 to 43. Spells: The monster gains spells as though it were a spellcaster. In addition, it can use mass hold monster and greater teleport at will. Options: For the three combat options given by its array, the pit fiend has constrict, damage reduction, and improved combat maneuver (grapple), which also gives it bonuses on CMB checks made to grapple and to CMD against grapple checks. For its one any option, it has poison with eight advantages (two + 1/3 of the pit fiend’s CR of 20). These advantages are removing the onset, changing the frequency to 1/round for 6 rounds, increasing the ability damage three times, increasing the cure to 2 consecutive saves, and two advantages invented specifically for this monster: increasing the frequency to 1/round for 10 rounds, and increasing the cure to 3 consecutive saves. As a nod to classic pit fiends, the monster can regenerate from wounds, but the regeneration amount is so low for its level that it doesn’t cost an option. Its diseased bite is also free, since it won’t matter much in high-level combat. The devil has a bonus option for its fear aura, and doesn’t spend any options for its spells, but these additions are reasonable for a high-level villain such as the pit fiend. The Bestiary pit fiend’s devil shaping ability won’t come up in combat, so it has been omitted. Skills: Because of its creature type graft, the pit fiend has two master skills instead of one. Damage: The number of attacks the pit fiend gains has been reduced from the number in the Bestiary; in particular, its wing attacks have been removed to allow its remaining attacks to have more impact. The array’s two natural attacks’ damage (66) is doubled to 132, then increased by 25% to get 165, which is then divvied up between four attacks. This sets the damage value at 48 points for each claw, 42 for the bite, and 27 for the tail slap. Pit Fiend CR/HD 20 Init +9; Perception +35 (darkvision 60 ft., see in darkness) Aura fear (30 ft., DC 20) Size Large (10 ft.); Speed 40 ft., fly 60 ft. (average); Special Movement greater teleport (at will, self plus 50 lbs. of objects only) Defenses AC 38 (touch 21, flat-footed 29); Fort +22, Ref +20, Will +17; CMD 43 (47 vs. grapple); SR 31; Concentration +26 hp 333; regeneration 5 (good weapons, good spells); DR 10/ good and silver; Immune fire, poison; Resist acid 10, cold 10 Attacks Melee 2 claws (reach 10 ft.) +32 (2d8+42), bite (reach 10 ft.) +32 (4d6+30 plus disease and poison), tail slap (reach 10 ft.) +32 (2d8+18 plus improved combat maneuver [grapple]) Attack Spell-Like Abilities (DC 17 + spell’s level) 1/day— quickened fireball, meteor swarm; at will—mass hold monster, wall of fire Attack Options (DC 25) constrict (2d8+60), disease (onset immediate, frequency 1/day, effect 1d4 Str damage, cure 2 consecutive saves), poison (type injury, frequency 1/round for 10 rounds, effect 1d6 Con damage, cure 3 consecutive saves); CMB +34 (+38 grapple) Statistics Utility Options summon allies (typically barbed devil or ice devil, 60%) Str +13, Dex +9, Con +13, Int +6, Wis +9, Cha +6; Bluff +28, Intimidate +35, Sense Motive +28; telepathy 100 ft. XP 307,200; LE outsider (devil, evil, extraplanar, lawful)
|