Graphics(unless stated otherwise), Eternal Nox Game System and Wording
�2002 C.M. Alexander. All rights reserved.
NOTE:These are just your base races. Every new character entering "EN" must be adjusted with the help of a "GM" game master. "GM" will then send you the "CS" character sheet for your character. Do Not attempt to change the "CS" as the "GM" and Head GM will have a copy.
Celestial, Lantern Archon |
Hit Dice:d10 (5 hp) Small Outsider Initiative: +4 Speed: Fly 60 ft. (perfect) Armor Class: 15 +4 (Natural) Attacks: 2 light rays +2 ranged touch Damage: Light ray 1d6 Face/Reach: 5 ft. by 5 ft./5 ft. Special Attacks: Spell-like abilities Special Qualities: Damage reduction 20/+1, celestial qualities Saves: Fort +2 Ref +2 Will +2 Skills: None Feats: Improved Initiative Climate/Terrain: Cold, Temperate, Warm, Desert, Forest, Hill, Marsh, Mountains, Plains, Underground Challenge Rating: 2 Treasure: None. Alignment: Lawful Good |
Centaur |
Hit Dice: d8 +12 (25 hp) Initiative: +2 (+2) Speed: 50 ft. Armor Class: 15 +2 (Natural) +2 (Equipment) +2 (Dex) Attacks: Greatclub +7 melee (or heavy lance +7 melee), 2 hooves +3 melee; or mighty composite longbow (+4) +5 ranged Damage: Greatclub 1d10+4 (or heavy lance 1d8+4), hoof 1d6+2; or mighty composite longbow 1d8+4 Face/Reach: 5 ft. by 10 ft./5 ft. Special Attacks: None Special Qualities: None Saves: Fort +3 Ref +5 Will +6 Abilities: STR 18, DEX 14, CON 15, INT 8, WIS 13, CHA 11 Skills: Hide +2 Listen +4, Move Silently +4, Spot +4, Wilderness Lore +5 Feats: Weapon Focus (hoof) Climate/Terrain: Temperate, Forest Treasure: Standard coins, Standard goods, Standard items Alignment: Neutral Good |
Dryad | Hit Dice: d12 (13 hp) Initiative: +6 (+2, +4 Improved Initiative) Speed: 30 ft. Armor Class: 12 +2 (Dex) Attacks: Dagger +1 melee Damage: Dagger 1d4 Face/Reach: 5 ft. by 5 ft./5 ft. Special Attacks: Spell-like abilities Special Qualities: Symbiosis Saves: Ref +5 Will +5 Abilities: STR 10, DEX 15, CON 11, INT 14, WIS 15, CHA 18 Skills: Animal Empathy +9, Craft (any one) or Knowledge (any one) +6, Escape Artist +7, Hide +7, Listen +9, Move Silently +7, Sense Motive +7, Spot +9, Wilderness Lore +7 Feats: Alertness, Dodge, Improved Initiative Climate/Terrain: Temperate, Warm, Forest Treasure: Standard coins, Standard goods, Standard items Alignment: Chaotic Good |
Dwarf | Hit Dice: 1d12 +3 (7 hp) Initiative: +0 Speed: 15 ft. (scale mail); base 20 ft. Armor Class: 16 +6 (Equipment) Attacks: Dwarven waraxe +1 melee; or shortbow+1 ranged Damage: Dwarven waraxe 1d10; shortbow 1d6 Face/Reach: 5 ft. by 5 ft./5 ft. Special Attacks: Dwarven traits Special Qualities: Dwarven traits Saves: Fort +3 Abilities: STR 11, DEX 10, CON 13, INT 10, WIS 10, CHA 8 Skills: Appraise +2, Craft (metalworking) +2, Listen +2, Spot +2 Feats: Exotic Weapon Proficiency (dwarven waraxe) Climate/Terrain: Cold, Temperate, Warm, Hill, Mountains, Underground Treasure: Standard coins, Double goods, Standard items Alignment: Lawful Good |
Elemental, Small Air |
Hit Dice: d10 (11 hp) Initiative: +7 (+3, +4 Improved Initiative) Speed: Fly 100 ft. (perfect) Armor Class: 17 +3 (Natural) +3 (Dex) Attacks: Slam +5 melee Damage: Slam 1d4 Face/Reach: 5 ft. by 5 ft./5 ft. Special Attacks: Air mastery, whirlwind Special Qualities: Elemental Saves: Ref +3 Abilities: STR 10, DEX 17, CON 10, INT 4, WIS 11, CHA 11 Skills: Listen +5, Spot +5 Feats: Flyby Attack, Improved Initiative, Weapon Finesse (slam) Climate/Terrain: Cold, Temperate, Warm, Desert, Forest, Hill, Marsh, Mountains, Plains, Underground Treasure: None. Alignment: True Neutral |
Elemental, Small Fire |
Hit Dice: d10 (11 hp) Initiative: +5 (+1, +4 Improved Initiative) Speed: 50 ft. Armor Class: 15 +3 (Natural) +1 (Dex) Attacks: Slam +3 melee Damage: Slam 1d4 and 1d4 fire Face/Reach: 5 ft. by 5 ft./5 ft. Special Attacks: Burn Special Qualities: Elemental, fire subtype Saves: Ref +1 Skills: Listen +5, Spot +5 Feats: Improved Initiative, Weapon Finesse (slam) Climate/Terrain: Cold, Temperate, Warm, Desert, Forest, Hill, Marsh, Mountains, Plains, Underground Treasure: None. Alignment: True Neutral |
Elemental, Small Water |
Hit Dice: d10 +4 (13 hp) Initiative: +0 Speed: 20 ft., swim 90 ft. Armor Class: 17 +6 (Natural) Attacks: Slam +4 melee Damage: Slam 1d6+3 Face/Reach: 5 ft. by 5 ft./5 ft. Special Attacks: Water mastery, drench, vortex Special Qualities: Elemental Saves: Fort +1 Abilities: STR 14, DEX 10, CON 13, INT 4, WIS 11, CHA 11 Skills: Listen +5, Spot +5 Feats: Power Attack Climate/Terrain: Cold, Temperate, Warm, Desert, Forest, Hill, Marsh, Mountains, Plains, Underground Treasure: None. Alignment: True Neutral |
Elemental, Small Earth | Hit Dice: d10 +4 (13 hp) Initiative: -1 (-1) Speed: 20 ft. Armor Class: 17 +7 (Natural) -1 (Dex) Attacks: Slam +5 Melee Damage: Slam 1d6+4 Melee Face/Reach: 5 ft. by 5 ft./5 ft. Special Attacks: Earth Mastery, Push Special Qualities: Elemental Saves: Fort +1 Ref -1 Abilities: STR 17, DEX 8, CON 13, INT 4, WIS 11, CHA 11 Skills: Listen +5, Spot +5 Feats: Power Attack Climate/Terrain: Cold, Temperate, Warm, Desert, Forest, Hill, Marsh, Mountains, Plains, Underground Treasure: None. Alignment: True Neutral |
Elf, High | Hit Dice: d12 -3 (5 hp) Initiative: +1 (+1) Speed: 30 ft. Armor Class: 15 +4 (Equipment) +1 (Dex) Attacks: Longsword +1 melee; or longbow +2 ranged Damage: Longsword 1d8; or longbow 1d8 Face/Reach: 5 ft. by 5 ft./5 ft. Special Attacks: Elven traits Special Qualities: Elven traits Saves: Fort +1 Will +1 Abilities: STR 10, DEX 13, CON 8, INT 11, WIS 11, CHA 11 Skills: Hide +1, Listen +3, Search +3, Spot +2 Feats: Weapon Focus (longbow) Climate/Terrain: Temperate, Forest Treasure: Standard coins, Standard goods, Standard items Alignment: Chaotic Good |
Elf, Half-elf | Hit Dice: d12 (6 hp) Initiative: +0 Speed: 30 ft. Armor Class: 14 +4 (Equipment) Attacks: Longsword +1 melee; or longbow +2 ranged Damage: Longsword 1d8; or longbow 1d8 Face/Reach: 5 ft. by 5 ft./5 ft. Special Attacks: Elven traits Special Qualities: Elven traits Saves: Fort +1 Will +1 Abilities: STR 10, DEX 11, CON 11, INT 11, WIS 11, CHA 11 Skills: Hide +1, Listen +3, Search +3, Spot +2 Feats: Weapon Focus (longbow) Climate/Terrain: Cold, Temperate, Warm, Desert, Forest, Hill, Marsh, Mountains, Plains Treasure: Standard coins, Standard goods, Standard items Alignment: Chaotic Good |
Elf, Aquatic | Hit Dice: d12 (6 hp) Initiative: +1 (+1) Speed: 30 ft. Armor Class: 15 +4 (Equipment) +1 (Dex) Attacks: Longsword +1 melee; or light crossbow +2 ranged Damage: Longsword 1d8; or light crossbow 1d8 Face/Reach: 5 ft. by 5 ft./5 ft. Special Attacks: Elven traits Special Qualities: Elven traits Saves: Fort +1 Will +1 Abilities: STR 10, DEX 13, CON 10, INT 9, WIS 11, CHA 11 Skills: Hide +1, Listen +3, Search +3, Spot +2 Feats: Weapon Focus (light crossbow) Climate/Terrain: Temperate, Aquatic Treasure: Standard coins, Standard goods, Standard items Alignment: Chaotic Good |
Elf, Drow | Hit Dice: d12 -3 (5 hp)
Medium-size Humanoid Initiative: +1 (+1) Speed: 30 ft. Armor Class: 15 +4 (Equipment) +1 (Dex) Attacks: Longsword +1 melee; or longbow +2 ranged Damage: Longsword 1d8; or longbow 1d8 Face/Reach: 5 ft. by 5 ft./5 ft. Special Attacks: Elven traits Special Qualities: Elven traits Saves: Fort +1 Will +1 Abilities: STR 10, DEX 13, CON 8, INT 13, WIS 11, CHA 13 Skills: Hide +1, Listen +3, Search +3, Spot +2 Feats: Weapon Focus (longbow) Climate/Terrain: Cold, Temperate, Warm, Underground Treasure: Standard coins, Standard goods, Standard items Alignment: Neutral Evil |
Elf, Gray |
Hit Dice: d12 -3 (5 hp) Initiative: +1 (+1) Speed: 30 ft. Armor Class: 15 +4 (Equipment) +1 (Dex) Attacks: Longsword +1 melee; or longbow +2 ranged Damage: Longsword 1d8; or longbow 1d8 Face/Reach: 5 ft. by 5 ft./5 ft. Special Attacks: Elven traits Special Qualities: Elven traits Saves: Fort +1 Will +1 Abilities: STR 8, DEX 13, CON 8, INT 13, WIS 10, CHA 11 Skills: Hide +1, Listen +3, Search +3, Spot +2 Feats: Weapon Focus (longbow) Climate/Terrain: Temperate, Forest, Mountains Treasure: Standard coins, Standard goods, Standard items Alignment: Chaotic Good |
Gargoyle | Hit Dice: d12 +12 (25 hp)
Medium-size Magical Beast Initiative: +2 (+2) Speed: 45 ft., fly 75 ft. (average) Armor Class: 16 +4 (Natural) +2 (Dex) Attacks: 2 claws +6 melee, bite +4 melee, gore +4 melee Damage: Claw 1d4, bite 1d6, gore 1d6 Face/Reach: 5 ft. by 5 ft./5 ft. Special Attacks: None Special Qualities: Damage reduction 15/+1, freeze Saves: Fort +8 Ref +6 Will +1 Abilities: STR 11, DEX 14, CON 18, INT 6, WIS 11, CHA 7 Skills: Hide +9*, Listen +4, Spot +4 Feats: Multiattack, Weapon Finesse (claw, bite, gore) Climate/Terrain: Cold, Temperate, Warm, Aquatic, Desert, Forest, Hill, Marsh, Mountains, Plains, Underground Treasure: Standard coins, Standard goods, Standard items Alignment: Chaotic Evil |
Genie, Djinni |
Hit Dice: d8 +9 (25 hp) Initiative: +8 (+4, +4 Improved Initiative) Speed: 20 ft., fly 60 ft. (perfect) Armor Class: 16 +3 (Natural) +4 (Dex) Attacks: Slam +10/+5 melee Damage: Slam 1d8+6 Face/Reach: 5 ft. by 5 ft./10 ft. Special Attacks: Spell-like abilities, air mastery, whirlwind Special Qualities: Plane shift, telepathy, acid immunity Saves: Fort +7 Ref +9 Will +7 Abilities: STR 18, DEX 19, CON 14, INT 14, WIS 15, CHA 15 Skills: Craft (any one) +11, Escape Artist +11, Knowledge (any one) +9, Listen +9, Spot +8 Feats: Combat Casting, Combat Reflexes, Dodge, Improved Initiative Climate/Terrain: Cold, Temperate, Warm, Desert, Forest, Hill, Marsh, Mountains, Plains Treasure: Standard coins, Standard goods, Standard items Alignment: Chaotic Good |
Ghoul |
Hit Dice: d12 (13 hp) Initiative: +2 (+2) Speed: 30 ft. Armor Class: 14 +2 (Natural) +2 (Dex) Attacks: Bite +3 melee; 2 claws +0 melee Damage: Bite 1d6+1 and paralysis; claw 1d3 and paralysis Face/Reach: 5 ft. by 5 ft./5 ft. Special Attacks: Paralysis, create spawn Special Qualities: Undead, +2 turn resistance Saves: Ref +2 Will +5 Abilities: STR 13, DEX 15, CON --INT 13, WIS 14, CHA 16 Skills: Climb +6, Escape Artist +7, Hide +7, Intuit Direction +3, Jump +6, Listen +7, Move Silently +7, Search +6, Spot +7 Feats: Multiattack, Weapon Finesse (bite) Climate/Terrain: Cold, Temperate, Warm, Aquatic, Desert, Forest, Hill, Marsh, Mountains, Plains, Underground Treasure: None. Alignment: Chaotic Evil |
Gnoll | Hit Dice: d12 +4 (15 hp) Initiative: +0 Speed: 20 ft. (scale mail), base 30 ft. Armor Class: 17 +1 (Natural) +6 (Equipment) Attacks: Battleaxe +3 melee; or shortbow +1 ranged Damage: Battleaxe 1d8+2; or shortbow 1d6 Face/Reach: 5 ft. by 5 ft./5 ft. Special Attacks: None Special Qualities: Darkvision 60 ft. Saves: Fort +4 Abilities: STR 15, DEX 10, CON 13, INT 8, WIS 11, CHA 8 Skills: Listen +3, Spot +3 Feats: Power Attack Climate/Terrain: Temperate, Warm, Desert, Forest, Hill, Marsh, Mountains, Plains, Underground Treasure: Standard coins, Standard goods, Standard items Alignment: Chaotic Evil |
Gnome |
Hit Dice: d10 +3 (6 hp) Initiative: +0 Speed: 20 ft. Armor Class: 16 +5 (Equipment) Attacks: Short sword +2 melee; or light crossbow +2 ranged Damage: Short sword 1d6-1; or light crossbow 1d8 Face/Reach: 5 ft. by 5 ft./5 ft. Special Attacks: Gnome traits, spells Special Qualities: Gnome traits, speak with animals Saves: Fort +3 Abilities: STR 8, DEX 10, CON 12, INT 11, WIS 11, CHA 11 Skills: Listen +4, Spot +2 Feats: Weapon Focus (short sword) Climate/Terrain: Cold, Temperate, Warm, Forest, Hill, Underground Treasure: Standard coins, Standard goods, Standard items Alignment: Neutral Good |
Gnome, Forest | Hit Dice: d10 +3 (6 hp) Initiative: +0 Speed: 20 ft. Armor Class: 16 +5 (Equipment) Attacks: Short sword +2 melee; or light crossbow +2 ranged Damage: Short sword 1d6-1; or light crossbow 1d8 Face/Reach: 5 ft. by 5 ft./5 ft. Special Attacks: Gnome traits, spells Special Qualities: Gnome traits, speak with animals Saves: Fort +3 Abilities: STR 8, DEX 10, CON 12, INT 11, WIS 11, CHA 11 Skills: Listen +4, Spot +2 Feats: Weapon Focus (short sword) Climate/Terrain: Cold, Temperate, Warm, Forest Treasure: Standard coins, Standard goods, Standard items Alignment: Neutral Good |
Goblin |
Hit Dice: d10 (5 hp) Initiative: +1 (+1) Speed: 30 ft. Armor Class: 15 +3 (Equipment) +1 (Dex) Attacks: Morningstar +1 melee; or javelin +3 ranged Damage: Morningstar 1d8-1; or javelin 1d6-1 Face/Reach: 5 ft. by 5 ft./5 ft. Special Attacks: None Special Qualities: Darkvision 60 ft. Saves: Fort +2 Will +1 Abilities: STR 8, DEX 13, CON 11, INT 10, WIS 11, CHA 8 Skills: Hide +6, Listen +3, Move Silently +4, Spot +3 Feats: Alertness Climate/Terrain: Temperate, Warm, Desert, Forest, Hill, Marsh, Mountains, Plains, Underground Treasure: Standard coins, Standard goods, Standard items Alignment: Neutral Evil |
Golem, Flesh |
Hit Dice: d8 (40 hp) Initiative: -1 (-1) Speed: 30 ft. (can�t run) Armor Class: 18 +10 (Natural) -1 (Dex) Attacks: 2 slams +10 melee Damage: Slam 2d8+5 Face/Reach: 5 ft. by 5 ft./10 ft. Special Attacks: Berserk Special Qualities: Construct, magic immunity, damage reduction 15/+1 Saves: Fort +3 Ref +2 Will +3 Abilities: STR 21, DEX 9, CON --INT --WIS 11, CHA 1 Skills: None Feats: None Climate/Terrain: Cold, Temperate, Warm, Desert, Forest, Hill, Marsh, Mountains, Plains, Underground Treasure: None. Alignment: True Neutral |
Grimlock |
Hit Dice: d12 +5 (22 hp) Initiative: +1 (+1) Speed: 30 ft. Armor Class: 15 +4 (Natural) +1 (Dex) Attacks: Battleaxe +4 melee Damage: Battleaxe 1d8+3 Face/Reach: 5 ft. by 5 ft./5 ft. Special Attacks: Blindsight Special Qualities: Immunities, scent Saves: Fort +1 Ref +2 Will +4 Abilities: STR 15, DEX 13, CON 13, INT 10, WIS 8, CHA 6 Skills: Climb +7, Hide +6, Listen +6, Search +5, Spot +3 Feats: Alertness Climate/Terrain: Cold, Temperate, Warm, Mountains, Underground Treasure: Standard coins, Standard goods, Standard items Alignment: Neutral Evil |
Sea Hag |
Hit Dice: d8 +5 (16 hp) Initiative: +1 (+1) Speed: 30 ft., swim 40 ft. Armor Class: 13 +3 (Natural) +1 (Dex) Attacks: 2 claws +6 melee Damage: Claw 1d4+4 Face/Reach: 5 ft. by 5 ft./10 ft. Special Attacks: Horrific appearance, evil eye Special Qualities: SR 14, water breathing Saves: Fort +2 Ref +4 Will +4 Abilities: STR 19, DEX 12, CON 12, INT 10, WIS 13, CHA 10 Skills: Craft or Knowledge (any one) +4, Hide +3, Listen +9, Spot +9 Feats: Alertness Climate/Terrain: Cold, Temperate, Warm, Aquatic Treasure: Standard coins, Standard goods, Standard items Alignment: Chaotic Evil |
Halfling, Lightfoot | Hit Dice: d10 (5 hp) Initiative: +1 (+1) Speed: 20 ft. Armor Class: 15 +3 (Equipment) +1 (Dex) Attacks: Longsword +2 melee; or heavy crossbow +3 ranged Damage: Longsword 1d8-1; or heavy crossbow 1d10 Face/Reach: 5 ft. by 5 ft./5 ft. Special Attacks: Halfling traits Special Qualities: Halfling traits Saves: Fort +3 Ref +1 Will +2 Abilities: STR 8, DEX 13, CON 10, INT 11, WIS 11, CHA 11 Skills: Climb +0, Hide +5, Jump +0, Listen +3, Move Silently +4 Feats: Weapon Focus (longsword) Climate/Terrain: Cold, Temperate, Warm, Desert, Forest, Hill, Marsh, Mountains, Plains, Underground Treasure: Standard coins, Standard goods, Standard items Alignment: True Neutral |
Hobgoblin |
Hit Dice: d12 +3 (7 hp) Initiative: +1 (+1) Speed: 30 ft. Armor Class: 15 +4 (Equipment) +1 (Dex) Attacks: Longsword +1 melee; or javelin +2 ranged Damage: Longsword 1d8; or javelin 1d6 Face/Reach: 5 ft. by 5 ft./5 ft. Special Attacks: None Special Qualities: Darkvision 60 ft. Saves: Fort +3 Will +1 Abilities: STR 11, DEX 13, CON 13, INT 10, WIS 10, CHA 10 Skills: Hide +1, Listen +3, Move Silently +3, Spot +3 Feats: Alertness Climate/Terrain: Temperate, Warm, Desert, Forest, Hill, Marsh, Mountains, Plains, Underground Treasure: Standard coins, Standard goods, Standard items Alignment: Lawful Evil |
Kobold |
Hit Dice: d10 (2 hp) Initiative: +1 (+1) Speed: 30 ft. Armor Class: 15 +1 (Natural) +2 (Equipment) +1 (Dex) Attacks: Halfspear -1 melee; or light crossbow +2 ranged Damage: Halfspear 1d6-2; or light crossbow 1d8 Face/Reach: 5 ft. by 5 ft./5 ft. Special Attacks: None Special Qualities: Darkvision 60 ft., light sensitivity Saves: Ref +2 Will +1 Abilities: STR 6, DEX 13, CON 11, INT 10, WIS 10, CHA 10 Skills: Craft (trapmaking) +2, Hide +8, Listen +2, Move Silently +4, Search +2, Spot +2 Feats: Alertness Climate/Terrain: Cold, Temperate, Warm, Forest, Underground Treasure: Standard coins, Standard goods, Standard items Alignment: Lawful Evil |
Nymph |
Hit Dice: d12 (19 hp) Initiative: +1 (+1) Speed: 30 ft., swim 20 ft. Armor Class: 11 +1 (Dex) Attacks: Dagger +1 melee Damage: Dagger 1d4 Face/Reach: 5 ft. by 5 ft./5 ft. Special Attacks: Blinding beauty, unearthly beauty Special Qualities: Spell-like abilities Saves: Fort +1 Ref +4 Will +6 Abilities: STR 10, DEX 13, CON 10, INT 16, WIS 17, CHA 19 Skills: Animal Empathy +10, Craft (any one) or Knowledge (any one) +7, Escape Artist +7, Heal +9, Hide +7, Listen +11, Move Silently +7, Sense Motive +9, Spot +11 Feats: Ability Focus (unearthly beauty), Alertness, Dodge, Iron Will Climate/Terrain: Cold, Temperate, Warm, Desert, Forest, Hill, Marsh, Mountains, Plains Treasure: Standard coins, Standard goods, Standard items Alignment: Chaotic Good |
Ogre |
Hit Dice: d8 +12 (25 hp) Initiative: -1 (-1) Speed: 30 ft. Armor Class: 16 +5 (Natural) +3 (Equipment) -1 (Dex) Attacks: Huge greatclub +8 melee; or Huge longspear +1 ranged Damage: Huge greatclub 2d6+7; or Huge longspear 2d6+5 Face/Reach: 5 ft. by 5 ft./10 ft. (15-20 ft. with longspear) Special Attacks: None Special Qualities: None Saves: Fort +6 Will +1 Abilities: STR 21, DEX 8, CON 15, INT 6, WIS 10, CHA 7 Skills: Climb +4, Listen +2, Spot +2 Feats: Weapon Focus (greatclub) Climate/Terrain: Cold, Temperate, Warm, Desert, Forest, Hill, Marsh, Mountains, Plains, Underground Treasure: Standard coins, Standard goods, Standard items Alignment: Chaotic Evil |
Orc |
Hit Dice: d12 (6 hp) Initiative: +0 Speed: 20 ft. (scale mail); base 30 ft. Armor Class: 14 +4 (Equipment) Attacks: Greataxe +3 melee; or javelin +1 ranged Damage: Greataxe 1d12+3; or javelin 1d6+2 Face/Reach: 5 ft. by 5 ft./5 ft. Special Attacks: None Special Qualities: Darkvision 60 ft., light sensitivity Saves: Fort +2 Ref -1 Abilities: STR 15, DEX 10, CON 11, INT 9, WIS 8, CHA 8 Skills: Listen +2, Spot +2 Feats: Alertness Climate/Terrain: Cold, Temperate, Warm, Desert, Forest, Hill, Marsh, Mountains, Plains, Underground Treasure: Standard coins, Standard goods, Standard items Alignment: Chaotic Evil |
Pseudodragon(tiny) |
Hit Dice: d10 +4 (13 hp) Initiative: +0 Speed: 15 ft., fly 60 ft. (good) Armor Class: 18 +6 (Natural) Attacks: Sting +4 melee, bite -1 melee Damage: Sting 1d3 and poison, bite 1 Face/Reach: 2 1/2 ft. by 2 1/2 ft./0 ft. (5_ft. with tail) Special Attacks: Poison Special Qualities: See invisibility, telepathy, immunities, SR_19 Saves: Fort +4 Ref +3 Will +4 Abilities: STR 11, DEX 11, CON 13, INT 10, WIS 12, CHA 10 Skills: Hide +16, Intuit Direction +3, Listen +5, Search_+2, Spot_+5 Feats: Alertness Climate/Terrain: Temperate, Warm, Forest Treasure: None. Alignment: Neutral Good |
Shadow |
Hit Dice: d12 (19 hp) Initiative: +2 (+2) Speed: 30 ft., fly 40 ft. (good) Armor Class: 13 +1 (Natural) +2 (Dex) Attacks: Incorporeal touch +3 melee Damage: Incorporeal touch 1d6 temporary Strength Face/Reach: 5 ft. by 5 ft./5 ft. Special Attacks: Strength damage, create spawn Special Qualities: Undead, incorporeal, +2 turn resistance Saves: Fort +1 Ref +3 Will +4 Abilities: STR --DEX 14, CON --INT 6, WIS 12, CHA 13 Skills: Hide +8, Intuit Direction +5, Listen +7, Spot_+7 Feats: Feat: Dodge Climate/Terrain: Cold, Temperate, Warm, Desert, Forest, Hill, Marsh, Mountains, Plains, Underground Challenge Rating: 3 Treasure: None. Alignment: Chaotic Evil |
Skeleton, Medium-size [Human] | Hit Dice: d12 (6 hp) Initiative: +5 (+1, +4 Improved Initiative) Speed: 30 ft. Armor Class: 13 +2 (Natural) +1 (Dex) Attacks: 2 claws +0 melee Damage: Claw 1d4 Face/Reach: 5 ft. by 5 ft./5 ft. Special Attacks: None Special Qualities: Undead, immunities Saves: Ref +1 Will +2 Abilities: STR 10, DEX 12, CON --INT --WIS 10, CHA 11 Skills: None Feats: Improved Initiative Climate/Terrain: Cold, Temperate, Warm, Desert, Forest, Hill, Marsh, Mountains, Plains, Underground Treasure: None. Alignment: True Neutral |
Skum |
Hit Dice: 2d12 +4 (15 hp) Initiative: +1 (+1) Speed: 20 ft., swim 40 ft. Armor Class: 13 +2 (Natural) +1 (Dex) Attacks: Bite +5 melee, 2 claws +0 melee, 2 rakes +0 melee Damage: Bite 2d6+4, claw 1d4+2, rake 1d6+2 Face/Reach: 5 ft. by 5 ft./5 ft. Special Attacks: None Special Qualities: Low-light vision Saves: Fort +1 Ref +1 Will +3 Abilities: STR 19, DEX 13, CON 13, INT 10, WIS 10, CHA 6 Skills: Climb +9, Hide +6, Listen +7, Move_Silently +3, Spot +7 Feats: Alertness Climate/Terrain: Temperate, Warm, Aquatic, Underground Challenge Rating: 2 Treasure: None. Alignment: Lawful Evil |
Sprite, Grig |
Hit Dice: d10 +2 (3 hp) Initiative: +4 (+4) Speed: 20 ft., fly 40 ft. (poor) Armor Class: 18 +2 (Natural) +4 (Dex) Attacks: Dagger +6 melee; or composite shortbow +6 ranged Damage: Dagger 1d4-3; or composite shortbow 1d4 Face/Reach: 2 1/2 ft. by 2 1/2 ft./0 ft. Special Attacks: Spell-like abilities, fiddle Special Qualities: SR 17 Saves: Fort +1 Ref +6 Will +3 Abilities: STR 5, DEX 18, CON 13, INT 10, WIS 13, CHA 14 Skills: Craft (any one) +4, Escape Artist +8, Hide +16, Jump +9, Listen +7, Move Silently +8*, Perform (dance, +8, fiddle, melody, plus any other one) +6, Search +3, Spot +4 Feats: Dodge, Weapon Finesse (dagger) Climate/Terrain: Temperate, Warm, Forest Challenge Rating: 1 Treasure: 50% goods, 50% items Alignment: Neutral Good |
Sprite, Nixie |
Hit Dice: d10 (5 hp) Initiative: +7 (+3, +4 Improved Initiative) Speed: 20 ft., swim 30 ft. Armor Class: 14 +3 (Dex) Attacks: Dagger +4 melee; or light crossbow +4 ranged Damage: Dagger 1d4-2; or light crossbow 1d8 Face/Reach: 5 ft. by 5 ft./5 ft. Special Attacks: Water breathing, charm person Special Qualities: SR 16 Saves: Ref +5 Will +3 Abilities: STR 7, DEX 16, CON 11, INT 12, WIS 13, CHA 18 Skills: Animal Empathy +7, Bluff +8, Craft (any one) +5, Escape Artist +6, Handle Animal Hide +10*, Listen +7, Perform (dance, melody, plus any other one) +7, Sense Motive +5, Spot +7, Search +3 Feats: Dodge, Improved Initiative, Weapon Finesse (dagger) Climate/Terrain: Temperate, Aquatic Challenge Rating: 1 Treasure: 50% goods, 50% items Alignment: True Neutral |
Sprite, Pixie |
Hit Dice: d10 (5 hp) Initiative: +4 (+4) Speed: 20 ft., fly 60 ft. (good) Armor Class: 16 +1 (Natural) +4 (Dex) Attacks: Dagger +5 melee; or composite shortbow +6 ranged Damage: Dagger 1d4-2; or composite shortbow 1d6 Face/Reach: 5 ft. by 5 ft./5 ft. Special Attacks: Spell-like abilities, arrows Special Qualities: SR 16, natural invisibility Saves: Ref +6 Will +4 Abilities: STR 7, DEX 18, CON 11, INT 16, WIS 15, CHA 16 Skills: Bluff +7, Concentration +4, Craft (any one) +7,Escape Artist +8, Heal +6, Hide +12, Listen +8, Move Silently +8, Ride +8, Search +9, Sense Motive +6, Spot +8 Feats: Dodge, Point Blank Shot, Rapid Shot, Weapon Finesse (dagger), Weapon Focus (shortbow) Climate/Terrain: Temperate, Forest Challenge Rating: 4 Treasure: 50% goods, 50% items Alignment: Neutral Good |
Triton |
Hit Dice: d12 +5 (22 hp) Initiative: +0 Speed: Swim 40 ft. Armor Class: 16 +6 (Natural) Attacks: Trident +4 melee; or heavy crossbow +3 ranged Damage: Trident 1d8+1; or heavy crossbow 1d10 Face/Reach: 5 ft. by 5 ft./5 ft. Special Attacks: Spell-like abilities Special Qualities: None Saves: Fort +4 Ref +3 Will +4 Abilities: STR 12, DEX 10, CON 12, INT 13, WIS 13, CHA 11 Skills: Craft (any one) +4, Hide +6, Listen_+7, Ride +6, Spot +7 Feats: Mounted Combat Climate/Terrain: Cold, Temperate, Warm, Aquatic Challenge Rating: 4 Treasure: Standard coins, Standard goods, Standard items Alignment: Neutral Good | Vampire Spawn |
Hit Dice: d12 (25 hp) Initiative: +6 (+2, +4 Improved Initiative) Speed: 30 ft. Armor Class: 15 +3 (Natural) +2 (Dex) Attacks: Slam +5 melee Damage: Slam 1d6+4 and energy drain Face/Reach: 5 ft. by 5 ft./5 ft. Special Attacks: Charm, energy drain, blood drain Special Qualities: Undead, +2 turn resistance, damage reduction 10/silver, cold and electricity resistance 10, gaseous form, spider climb, fast healing 2 Saves: Fort +1 Ref +3 Will +5 Abilities: STR 16, DEX 14, CON --INT 13, WIS 13, CHA 14 Skills: Bluff +8, Climb +8, Craft (any one) or Profession (any one) +10, Hide +10, Jump +8, Listen +11, Move Silently +11, Search +8, Sense Motive +11, Spot +11 Feats: Alertness, Improved Initiative, Lightning Reflexes, Skill Focus (any Craft or Profession) Climate/Terrain: Cold, Temperate, Warm, Desert, Forest, Hill, Marsh, Mountains, Plains, Underground Challenge Rating: 4 Treasure: Standard coins, Standard goods, Standard items Alignment: Chaotic Evil |
Werewolf |
Hit Dice: 12 +8 (17 hp) Initiative: +6 (+2, +4 Improved Initiative) Speed: 30 ft.; 50 ft. as wolf or hybrid Armor Class: 16 +4 (Natural) +2 (Dex) Attacks: +8 Unarmed strike +0 melee; bite +3 melee as wolf or hybrid Damage: Unarmed strike 1d3 subdual; bite 1d6+1 Face/Reach: 5 ft. by 5 ft./5 ft; 5 ft. by 5 ft./5 ft. as wolf or hybrid Special Attacks: Trip, curse of lycanthropy as wolf or hybrid Special Qualities: Wolf empathy; plus scent, damage reduction 15/silver as wolf or hybrid Saves: Fort +5 Ref +5 Will +3 Abilities: STR 13, DEX 15, CON 15, INT 10, WIS 10, CHA 10 Skills: Hide +3, Listen +14, Move Silently +4, Search +8, Spot +14, Wilderness Lore +0 as wolf or hybrid Feats: Blind-Fight, Improved Initiative, Weapon Finesse (bite) as wolf or hybrid Climate/Terrain: Cold, Temperate, Warm, Forest, Hill, Mountains, Plains Challenge Rating: 3 Treasure: Standard coins, Standard goods, Standard items Alignment: Chaotic Evil |
Zombie, Medium-size [Human] |
Hit Dice: d12 (13 hp) Initiative: -1 (-1) Speed: 30 ft. Armor Class: 11 +2 (Natural) -1 (Dex) Attacks: Slam +2 melee Damage: Slam 1d6+1 Face/Reach: 5 ft. by 5 ft./5 ft. Special Attacks: None Special Qualities: Undead, partial actions only Saves: Ref -1 Will +3 Abilities: STR 13, DEX 8, CON --INT --WIS 10, CHA 1 Skills: None Feats: Toughness Climate/Terrain: Cold, Temperate, Warm, Desert, Forest, Hill, Marsh, Mountains, Plains, Underground Challenge Rating: 1/3 Treasure: None. Alignment: True Neutral |
Celestial |
Hit Dice: +2 Type: Unchanged Armor Class: As Base Creature Speed: As base creature Face/Reach: As base creature Attacks: As base creature Damage: As base creature Special Attacks: Smite Evil (Su) Special Qualities: Darkvision 60 ft., Acid Resistance, Cold Resistance, Electricity Resistance, Damage Reduction, SR equal to 2xHD Saves: Abilities: STR +0, DEX +0, CON +0, INT +0, WIS +0, CHA +0, Skills: None Feats: None Challenge Rating: +2 |
Ghost |
Hit Dice: Becomes d12 Type: Becomes Undead Armor Class: As Base Creature Speed: 30 ft. Face/Reach: As base creature Attacks: As base creature Damage: As base creature Special Attacks: Manifestation (Su), 1d3 Supernatural Abilities Special Qualities: Undead, Fly 30 ft. (perfect), Deflection Bonus based on Charisma Modifier, Darkvision 60 ft., Rejuvination (Su), Turn Resistance (Ex) Saves: Abilities: STR +0, DEX +0, CON becomes noneINT +0, WIS +0, CHA +4, Skills: Hide +8, Listen +8, Search +8, Spot +8 Feats: None Challenge Rating: +2 |
Half-Celestial |
Hit Dice: +2 Type: Unchanged Armor Class: +1 (Natural) Speed: As base creature Face/Reach: As base creature Attacks: As base creature Damage: As base creature Special Attacks: Light Spell at will, Spell-like abilities Special Qualities: 75% Fly x 2 Speed, Low-light vision, Immune to Acid, Immune to Cold, Immune to Disease, Immune to Electricity, +4 Fort Saves vs. Poison Saves: Abilities: STR +4, DEX +2, CON +4, INT +2, WIS +4, CHA +4, Skills: None Feats: None Challenge Rating: +1 |
Half-dragon |
Hit Dice: Increases by one die type Type: Unchanged Armor Class: +4 (Natural) Speed: As base creature Face/Reach: As base creature Attacks: As base creature Damage: As base creature Special Attacks: Added Natural Attacks, Breath Weapon 1/day Special Qualities: Darkvision 60 ft., Large + Size can fly (average), Immune to Sleep and Paralysis, Dragon Immunities Saves: Abilities: STR +8, DEX +0, CON +2, INT +2, WIS +0, CHA +2, Skills: None Feats: None Challenge Rating: +2 |
Half-Fiend |
Hit Dice: +2 Type: Unchanged Armor Class: +1 (Natural) Speed: As base creature Face/Reach: As base creature Attacks: As base creature Damage: As base creature Special Attacks: Bite and Claw Attacks Gained, Spell-like abilities Special Qualities: 50% Fly (Average), Darkvision 60 ft., Immune to Poison, Acid Resistance (20), Cold Resistance (20), Electricity Resistance (20), Fire Resistance (20) Saves: Abilities: STR +4, DEX +4, CON +2, INT +4, WIS +0, CHA +2, Skills: None Feats: None Challenge Rating: +2 |
Lich |
Hit Dice: Becomes d12 Type: Becomes Undead Armor Class: +5 (Natural) Speed: As base creature Face/Reach: As base creature Attacks: As base creature Damage: As base creature Special Attacks: Spells, Paralysing Touch (Su), Fear Aura (Su), Negative Energy Touch Attack Special Qualities: Undead, Turn Resistance +4 (Ex), Damage Reduction 15/+1 (Su), Immunities Saves: Abilities: STR +0, DEX +0, CON becomes noneINT +2, WIS +2, CHA +2, Skills: None Feats: None Challenge Rating: +2 | Lycanthrope |
Hit Dice: +2 Type: Unchanged Armor Class: +5 (Natural) Speed: As base creature Face/Reach: As base creature Attacks: As base creature Damage: As base creature Special Attacks: Natural Attacks in Animal or Hybrid Form Special Qualities: Alternate Form (Su) (Skill and Ability Modifiers in Animal or Hybrid form), Damage Reduction 15/Silver (Ex) Saves: Fort +2 Ref +2 Abilities: STR +0, DEX +0, CON becomes noneINT +2, WIS +2, CHA +2, Skills: Control Shape, Search +4, Spot +4, Listen +4 Feats: Improved Control Shape Challenge Rating: +2 |
Vampire |
Hit Dice: Becomes d12 Type: Becomes Undead Armor Class: +6 (Natural) Speed: 30 ft. Face/Reach: As base creature Attacks: As base creature Damage: As base creature Special Attacks: Domination (Su), Energy Drain (Su), Blood Drain (Su), Children of the Night (Su), Create Spawn (Su) Special Qualities: Undead, Damage Reduction 15/+1 (Su), Turn Resistance +4 (Ex), Cold Resistance (20), Electricity Resistance (20), Gaseous Form (Su), Spider Climb (Ex), Alternate Form (Su), Fast Healing 5 (Ex) Saves: Abilities: STR +6, DEX +4, CON becomes noneINT +2, WIS +2, CHA +4, Skills: Bluff +8, Hide +8, Listen +8, Move Silently +8, Search +8, Sense Motive +8, Spot +8 Feats: Alertness, Combat Reflexes, Dodge, Improved Initiative, Lightning Reflexes Challenge Rating: +2 |
Human | Hit Dice: Initiative: Speed: Armor Class: Attacks: Damage: Face/Reach: Special Attacks: Special Qualities: Saves: Skills: Feats: Climate/Terrain: Any Treasure: Standard coins, Standard goods, Standard items Alignment: Any |