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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