Magical Beasts Various

Cash Cow

  • Cash Cow
  • Large Magical Beast
  • Hit Dice: 4d8+16 (48 hp)
  • Initiative: +0
  • Speed: 40 ft. (8 squares)
  • Armor Class: 24 (-1 Size, +15), touch 9, flat-footed 24
  • Base Attack/Grapple: +3/+12
  • Attack: Butt +7 melee (1d8+8)
  • Full Attack: Butt +7 melee (1d8+8)
  • Space/Reach: 10 ft./5 ft.
  • Special Attacks: Stampede, Trample (2d6+16)
  • Special Qualities: Dark Vision 60 ft., Scent, Valuable, DR 5/Adamantine
  • Saves: Fort +8, Ref +4, Will +1
  • Abilities: Str 20, Dex 10, Con 18, Int 2, Wis 11, Cha 6
  • Skills: Listen +6, Spot +5
  • Feats: Alertness, Endurance
  • Environment: Temperate Plains
  • Organization: Solitary or Herd (6-30)
  • Challenge Rating: 2
  • Treasure: See text
  • Alignment: Neutral
  • Advancement: 5-6 HD (Large)
  • Level Adjustment: -

"Abner…that cow's hide looks ta be made o' Platinum…"

Cash Cows appear to be regular cattle whose hide has a somewhat metallic sheen. When killed they may be dissected as many of their organs are precious metals. It's uncertain exactly how they came about, but an insane mage is assumed to be the case as usual. Someone wanted cattle that could eat earth and raw ore and poop refined metals. He got it, but in the process they convert so much of the stuff that their insides slowly become metal. They are the same size as normal cattle but weigh half again as much.

Stampede (Ex): A frightened herd of Cash Cattle run in a random direction, literally running over anything Large or smaller. Anything in their path takes 1d12 damage for every 5 cattle in the herd (Reflex Save DC 17 for half damage, Save DC is Strength based).

Trample (Ex): Reflex Save DC 17 for half damage (Save DC is Strength based)

Valuable (Ex): Cash Cattle are pretty much inedible, and so is their milk. However if fed raw ore they can 'refine' it into a purified state (a full grown cow can 'process' 2 pounds of raw ore per day). Fully mature cattle are worth about 5 GP per pound (and weigh up to 2000 pounds) dead, but quite a bit more alive.

Combat: Preeetty much the same as your standard cow really…

Armordillo

  • Armordillo
  • Small Magical Beast
  • Hit Dice: 2d8+10 (26 hp)
  • Initiative: -2
  • Speed: 20 ft. (4 squares), Burrow 5 ft.
  • Armor Class: 33 (+1 Size, -2 Dex, +24 Natural), touch 9, flat-footed 33
  • Base Attack/Grapple: +1/-3
  • Attack: Nibble +2 melee (1d3)
  • Full Attack: Nibble +2 melee (1d3)
  • Space/Reach: 5 ft./5 ft.
  • Special Attacks: -
  • Special Qualities: Dark Vision 60 ft., Damage Reduction 10/-, Energy Resistance 20 (all types), Immunities, Hard to Budge, Scent, Fortified
  • Saves: Fort +8, Ref +1, Will +0
  • Abilities: Str 10, Dex 6, Con 20, Int 1, Wis 10, Cha 2
  • Skills: Listen +5, Spot +4
  • Feats: Alertness
  • Environment: Warm Plains
  • Organization: Solitary
  • Challenge Rating: 3
  • Treasure: None
  • Alignment: Neutral
  • Advancement: 3-4 HD (Small)
  • Level Adjustment: -

"Martha…I just broke my sledgehammer on thet critter's head. Time to call the professionals…"

The Armordillo appears to be a normal armadillo in all respects except 3:

  1. It is a voracious devourer of vegetable crops.
  2. It is incredibly heavy (200 pounds) for it's size.
  3. It has no fear.

Whether it was created , or evolved naturally, 10 out of 10 farmers agree the Armordillo has to go. The problem is how. The things are damn near invulnerable, so unless they're willing to shell out serious money for high level mages, they're stuck with them.

Immunities (Ex): The Armordillo is immune to Fear or morale based effects. It is also immune to non lethal damage, and cannot be Stunned, Dazed, or Staggered. It is immune to the Magic Missile spell.

Fortified (Ex): If an enemy confirms a critical result on an attack roll the Armordillo has a 50% chance of making it just a normal hit.

Hard to Budge (Ex):The Armordillo does not take a Size Penalty when resisting Grapple, Bull Rush, or Trip checks. It also has a +4 Racial Bonus when resisting such checks.

Combat: Armordillo's never initiate combat. They go about their business of devouring crops, and sometimes even ignore attackers if they can't manage to do any damage. The sight of a bunch of villagers breaking their farming tools on the back of a small critter has stunned more than one PC.

Antbird

  • Antbird
  • Tiny Magical Beast
  • Hit Dice: 1d8 (8 hp)
  • Initiative: +2
  • Speed: 5 ft. (1 square), Fly 60 ft (Good)
  • Armor Class: 19 (+2 Size, +2 Dex, +5 Natural), touch 14, flat-footed 17
  • Base Attack/Grapple: +0/-8
  • Attack: Bite +2 melee (1d3+1d3 acid)
  • Full Attack: Bite +2 melee (1d3+1d3 acid)
  • Space/Reach: 2 1/2 ft./0 ft.
  • Special Attacks: Improved Grab
  • Special Qualities: Dark Vision 60 ft., Scent
  • Saves: Fort +2, Ref +4, Will +1
  • Abilities: Str 10, Dex 15, Con 10, Int 1, Wis 12, Cha 9
  • Skills: Listen +3, Spot +3
  • Feats: Weapon Finesse
  • Environment: Warm Plains, Forest, or Swamp
  • Organization: Solitary or flock (10-1000)
  • Challenge Rating: 1
  • Treasure: None
  • Alignment: Neutral
  • Advancement: 2 HD (Small), 3-4 HD (Medium)
  • Level Adjustment: -

"Abner…git me mah bird shootin' thingy. Them freak birds is in the corn agin."

Antbirds are an unholy mingling of ant and bird created by the same magic that created owlbears. Unfortunately the magic was just as faulty, and the things wreak havoc when they swarm each year to migrate, eating everything in sight. It is said their creator was creatively murdered at the hands of a mob of farmers.

Improved Grab (Ex): If the Antbird succeeds in biting an opponent it can make a grapple check as a free action without provoking an attack of opportunity. If it succeeds it does bite damage each round the hold is maintained.

Combat: Antbirds usually fly straight at their opponent, latch on, and bite until it dies, or it wounds the Antbird. If there is a swarm they attack en masse, stripping crops, livestock, and even people.

Archer Fish

  • Archer Fish
  • Small Magical Beast
  • Hit Dice: 1d8 (8 hp)
  • Initiative: +3
  • Speed: Swim 40 ft. (8 squares)
  • Armor Class: 15 (+1 Size, +3 Dex, +1 Natural), touch 14, flat-footed 12
  • Base Attack/Grapple: +0/-7
  • Attack: Spit +3 Ranged (1d6/x3)
  • Full Attack: Spit +3 Ranged (1d6/x3)
  • Space/Reach: 5 ft./5 ft.
  • Special Attacks: Spit
  • Special Qualities: Dark Vision 60 ft.,
  • Saves: Fort +2, Ref +5, Will +0
  • Abilities: Str 5, Dex 17, Con 11, Int 2, Wis 11, Cha 6
  • Skills: Listen +2, Spot +2
  • Feats: Point Blank Shot
  • Environment: Warm Aquatic
  • Organization: Solitary or School (6-30)
  • Challenge Rating: 1
  • Treasure: None
  • Alignment: Neutral
  • Advancement: 2-3 HD (Medium)
  • Level Adjustment: -

"Abner…git the preacher. Thet carp done shot me!"

Magicians have always been known for trying to breed magical guardians, so it isn't surprising that one day some madman would invent a really large Perch that could puke arrows. Well actually they're arrow like bits of Force, but that's precious little difference to the redneck fishermen being shot by them.

Spit(Su): The Archer Fish can spit arrows of force. Stats are identical to a Small Longbow, and firing it under water, or out of the water doesn't provice any penalties.

Skills: The Archer Fish has a +8 Racial Bonus to Swim checks, and can always take 10 on a swim check even if threatened or endangered. It may use the Run action while swimming in a straight line.

Combat: The Archer Fish rarely initiates combat as long as nothing approaches within 10' that seems threatening. Then it burps arrows till the threat dies, or flees the area.

Blowfly

  • Blowfly
  • Fine Magical Beast (Air)
  • Hit Dice: 1d10 (10 hp)
  • Initiative: +7
  • Speed: Fly 40 ft. (8 squares), Good
  • Armor Class: 25 (+8 Size, +7 Dex), touch 25, flat-footed 18
  • Base Attack/Grapple: +1/-20
  • Attack: -
  • Full Attack: -
  • Space/Reach: 1/2 ft./0 ft.
  • Special Attacks: Gust of Wind
  • Special Qualities: Dark Vision 60 ft., Scent
  • Saves: Fort +2, Ref +9, Will +0
  • Abilities: Str 1, Dex 25, Con 10, Int 1, Wis 11, Cha 10
  • Skills: Listen +4, Spot +4
  • Feats: Alertness
  • Environment: Any
  • Organization: Solitary or Swarm (6-30)
  • Challenge Rating: 1/2
  • Treasure: None
  • Alignment: Neutral
  • Advancement: -
  • Level Adjustment: -

"Abner…git me mah fly swatting longbow…"

Blowflies are large black flies invented by a madman in his magical labs for purposes of amusement. they are generally regarded as among the most hated magical creations known today, even more reviled than the Owlbear. Large swarms of them are rumored to produce hurricane like winds, destroying communities. They appear to be hideous flies roughly 2 inches long.

Gust of Wind (Su): The Blowfly may cast the spell Gust of Wind as a Supernatural ability at will as a 3rd level Sorcerer.

Combat: Nervous flies blast the source of their irritation with Gust of Wind and fly away. But the little monsters keep coming back, just like real flies. Pesky lil sob's.

Barbearian & Frenzied Bearserker

  • Barbearian
  • Large Magical Beast
  • Hit Dice: 8d10+32 (112 hp)
  • Initiative: +1
  • Speed: 50 ft. (10 squares)
  • Armor Class: 15 (-1 Size, +1 Dex, + 5 Natural), touch 10, flat-footed 14
  • While raging 13 (-1 Size, +1 Dex, +5 Natural, -2 Rage), touch 8,
  • flat-footed 12
  • Base Attack/Grapple: +8/+20
  • Attack: Claw +15 melee (1d8+8), while raging: Claw +17 melee (1d8+10)
  • Full Attack: 2 Claws +15 melee (1d8+8) and 1 Bite +10 melee (2d6+4), while raging: 2 Claws +17 melee (1d8+10) and 1 Bite +12 melee (2d6+5)
  • Space/Reach: 10 ft./5 ft.
  • Special Attacks: Improved Grab, Rage 3/day
  • Special Qualities: Dark Vision 60 ft., Low Light Vision, Scent, Damage Reduction: 1/-, Trap Sense +2, Improved Uncanny Dodge
  • Saves: Fort +10 (+12 while raging), Ref +7, Will +3 (+5 while raging)
  • Abilities: Str 26, Dex 12, Con 18, Int 8, Wis 12, Cha 10
  • Skills: Listen +6, Spot +7, Swim +16
  • Feats: Power Attack, Cleave, Destructive Rage, Intimidating Rage
  • Environment: Cold Forests
  • Organization: Solitary or Pair
  • Challenge Rating: 8
  • Treasure: Standard
  • Alignment: Chaotic Neutral
  • Advancement: By character class
  • Level Adjustment: -
  • Frenzied Bearserker (Barbearian, Frenzied Berserker 6)
  • Large Magical Beast
  • Hit Dice: 8d10+6d12+70 (222 hp)
  • Initiative: +1
  • Speed: 50 ft. (10 squares)
  • Armor Class: 15 (-1 Size, +1 Dex, + 5 Natural), touch 10, flat-footed 14
  • While raging 9 (-1 Size, +1 Dex, +5 Natural, -2 Rage, -4 Frenzy), touch 4,
  • flat-footed 11
  • Base Attack/Grapple: +14/+27
  • Attack: Claw +22 melee (1d8+9), while raging: Claw +17 melee (1d8+10)
  • Full Attack: 2 Claws +22 melee (1d8+9) and 1 Bite +20 melee (2d6+4), while raging: 2 Claws +27 melee (1d8+15) and 1 Bite +25 melee (2d6+10)
  • Space/Reach: 10 ft./5 ft.
  • Special Attacks: Improved Grab, Rage 3/day, Frenzy 3/day, Supreme Cleave, Improved Power Attack, Inspire Frenzy 1/day
  • Special Qualities: Dark Vision 60 ft., Low Light Vision, Scent, Damage Reduction: 1/-, Trap Sense +2, Improved Uncanny Dodge, Deathless Frenzy
  • Saves: Fort +16 (+18 while raging), Ref +10, Will +6 (+8 while raging)
  • Abilities: Str 28, Dex 12, Con 20, Int 8, Wis 12, Cha 10
  • Skills: Intimidate +6, Listen +6, Spot +7, Swim +16
  • Feats: Power Attack, Cleave, Destructive Rage, Diehard, Instantaneous Rage, Intimidating Rage, Multiattack
  • Challenge Rating: 14
  • Treasure: Standard
  • Alignment: Chaotic Neutral

"Abner thet there bawr is lookin' at me like I grabbed his wifes butt…"

Barbearians are very large Brown Bears with horrible tempers, and awakened intelligence. The usual requisite insane mage is to blame supposedly. God knows why he'd want surly, irritable, possibly homicidally insane servants but mages are some weird guys. Barbearians have all the abilities of a Barbarian equal to their Hit Dice level, and can qualify for Feats etc as if they were Barbarians. Favored Class is of course Barbarian. For all intents and purposes they appear to be normal Brown Bears. They speak Common and Sylvan.

Skills: The Barbearian gains a +4 Racial Bonus on Swim checks.

Improved Grab (Ex): If a Barbearian hits with a Claw attack it may attempt a Grapple check as a free action without provoking an attack of opportunity.

Combat: Barbearians fight like most bears do, with the addition of Rage, and some intelligence. Grappling is preferred but they'll leisurely beat you to death with their paws if they have the time.

Stone Crab

  • Stone Crab
  • Huge Magical Beast (Aquatic, Earth)
  • Hit Dice: 16d10+176 (336 hp)
  • Initiative: -1
  • Speed: 20 ft. (4 squares)
  • Armor Class: 27 (-2 Size, -1 Dex, +20 Natural), touch 7, flat-footed 27
  • Base Attack/Grapple: +16/+38
  • Attack: Pincer +24 melee (2d6+10/19-20)
  • Full Attack: 2 Pincers +24 melee (2d6+10/19-20)
  • Space/Reach: 15 ft./15 ft.
  • Special Attacks: Constrict, Improved Grab
  • Special Qualities: Dark Vision 60 ft., Amphibious, Scent, Damage Reduction 10/-, Immunities, Camouflage
  • Saves: Fort +20, Ref +9, Will +6
  • Abilities: Str 30, Dex 8, Con 30, Int 1, Wis 12, Cha 2
  • Skills: Hide +1, Spot +10
  • Feats: Awesome Blow, Cleave, Great Cleave, Improved Critical (Claw), Improved Toughness, Power Attack
  • Environment: Any Aquatic
  • Organization: Solitary
  • Challenge Rating: 10
  • Treasure: Standard
  • Alignment: Neutral
  • Advancement: 17-32 HD (Gargantuan), 33-54 HD (Collosal)
  • Level Adjustment: -

"Heeey….that ain't no hill.."

Stone Crabs are immense Crabs infused with the power of the Elemental Plane of Earth by yet another psychotic mage with an axe to grind. Capable of growing to immense size their ferocious appetites make them trouble for the local ecosystems. Their bodily makeup makes them a rich prize for anyone capable of putting one down though. given how many freaks of nature like this are created by mages you wonder why people let them hang around… Stone Crabs are roughly 16' across, and weigh up to 16 tons.

Constrict (Ex): A Stone Crab does 4d6+10 with a successful Grapple check.

Improved Grab (Ex): If a Stone Crab successfully hits with a Claw Attack it may attempt a Grapple Check as a Free Action without provoking an attack of opportunity. If successful it may Constrict. Stone Crabs receive a +4 Racial Bonus on Grapple Checks.

Immunities (Ex): Stone Crab are immune to Poison, sleep effects, paralysis, stunning, Critical Hits, and all mind-affecting effects.

Camouflage (Ex): Stone Crabs appear to be made of stone, and in rough, jagged stone areas they receive a +8 Racial Bonus to Hide checks, and may use the Camouflage and Hide in Plain Sight abilities (see page 48 of the Players Handbook).

Combat: Stone Crabs are ambush predators with little more tactical sense than Hide until it gets close, and then grab it. They're stubborn too. You really gotta hurt em to make one leave.

The Mother of All Hummingbirds

  • The Mother Of All Hummingbirds
  • Medium Magical Beast
  • Hit Dice: 12d10+60 (180 hp)
  • Initiative: +9
  • Speed: Fly 240 ft. ( 48 squares), Perfect
  • Armor Class: 20 (+5 Dex, +5 Deflection), touch 20, flat-footed 15
  • Base Attack/Grapple: +12/+12
  • Attack: Peck +17 melee (1d6)
  • Full Attack: Peck +17 melee (1d6)
  • Space/Reach: 5 ft./5 ft.
  • Special Attacks: -
  • Special Qualities: Hurricane Flight, Evasion, Improved Evasion, Uncanny Dodge, Improved Uncanny Dodge
  • Saves: Fort +13, Ref +15, Will +7
  • Abilities: Str 11, Dex 21, Con 20, Int 10, Wis 16, Cha 20
  • Skills: Hide +10, Listen +8, Spot +8
  • Feats: Fly-By Attack, Hover, Improved Initiative, Lightning Reflexes, Weapon Finesse, Wingover
  • Environment: Any (only appears when summoned)
  • Organization: Unique
  • Challenge Rating: 8
  • Treasure: None
  • Alignment: Neutral
  • Advancement: 13+ HD
  • Level Adjustment: -

"What the hell is that humming sound?"

The Mother of All Hummingbirds is a rather large rainbow colored hummingbird that is rarely seen unless summoned magically. It's purpose and desires are unknown. It is however quite destructive, though it doesn't seem to intend to cause harm. The winds stirred up by it's flight can destroy small villages. But people like it cause it's so pwetty. Darn ignorant them peasants. Despite being almost 6' long the MoaH is only 80 pounds. While she cannot speak she does understand Common, Elven, Auran, and Sylvan.

Hurricane Flight (Ex): When flying the Mother of All Hummingbirds stirs up hurricane force winds around it (it is impossible for it to make Hide or Move Silently Checks while flying). Anything within 10' of the Hummingbird is subject to a Whirlwind Spell (caster level is irrelevant as this spell has no level dependent benefits, the range is fixed, and it can only be dispelled by making the Hummingbird cease to fly). Ranged Attacks against the MoAH are impossible unless made with siege equipment (which still takes a -8 to the attack roll). Listen checks within the 10' are impossible to make, and Spot checks to see inside the area are likewise impossible in dusty areas (the Hurricane Flight grants complete concealment).

Evasion: See PHB page 50.

Improved Evasion: See PHB page 51.

Uncanny Dodge: See PHB page 50.

Improved Uncanny Dodge: See PHB page 50.

Combat: The Mother of All Hummingbirds usually relies on Fly-By attacks and it's Hurricane Flight to finish off foes. If neither of those work it simply flees.

Artic Fox

  • Arctic Fox
  • Tiny Magical Beast (Cold)
  • Hit Dice: 10d10+10 (110 hp)
  • Initiative: +3
  • Speed: 30 ft. (6 squares)
  • Armor Class: 18 (+2 Size, +3 Dex, +3 Natural), touch 15, flat-footed 15
  • Base Attack/Grapple: +10/+2
  • Attack: Bite +15 melee (1d3+1d6 cold)
  • Full Attack: Bite +15 melee (1d3+1d6 cold)
  • Space/Reach: 2 1/2 ft./0 ft.
  • Special Attacks: Arctic Weather, Cold Touch
  • Special Qualities: Dark Vision 60 ft., Scent
  • Saves: Fort +8, Ref +10, Will +6
  • Abilities: Str 10, Dex 16, Con 12, Int 5, Wis 14, Cha 20
  • Skills: Hide +14, Listen +8, Move Silently +8, Spot +8
  • Feats: Weapon Finesse, Skill Focus (Hide), Alertness, Dodge
  • Environment: Any Cold
  • Organization: Solitary
  • Challenge Rating: 4
  • Treasure: -
  • Alignment: Neutral
  • Advancement: 11-15 HD (Tiny)
  • Level Adjustment: -

"So…your money or your crops."

Arctic Foxes appear to be normal white foxes. Unfortunately the winter comes with them. Meaning they are quite the nuisance. They used to use it to extort farmers till they learned farmers don't have any money. So now they extort the communities the farmers depend on. No one has yet figured out what they need or use the money for. Arctic Foxes speak Common and Sylvan.

Arctic Weather (Su): Weather within 5 miles of an Arctic Fox undergoes a drastic change. The temperature lowers by 30 degrees, and winds increase by 20 mph. If this makes it cold enough to snow, it does so.

Cold Touch (Su): Anyone touching the Arctic Fox (natural weapon, grapple, unarmed strike, etc) takes 1d6 cold damage. Anyone it successfully attacks takes 1d6 cold damage as well (or 1d6 cold per round in a grapple).

Combat: Arctic Foxes avoid combat with anything bigger than themselves (and because they know that most other beings want them dead because of the weather they cause).

Bullfrog

  • Bullfrog
  • Large Magical Beast
  • Hit Dice: 8d10+24 (104 hp)
  • Initiative: +5
  • Speed: 40 ft. (8 squares)
  • Armor Class: 13 (-1 Size, +1 Dex, +3 Natural), touch 10, flat-footed 12
  • Base Attack/Grapple: +6/+15
  • Attack: Bite +10 melee (1d8+5) or Tongue +10 melee (grapple)
  • Full Attack: Bite +10 melee (1d8+5) or Tongue +10 melee (grapple)
  • Space/Reach: 10’/5’ (10’ with Tongue)
  • Special Attacks: Tongue Grapple, Powerful Charge
  • Special Qualities: Dark Vision 60’, Low Light Vision
  • Saves: Fort +9, Ref +7, Will +4
  • Abilities: Str 20, Dex 12, Con 16, Int 1, Wis 14, Cha 4
  • Skills: Jump +13, Listen +7, Spot +7
  • Feats: Alertness, Skill Focus: Jump, Improved Initiative
  • Environment: Warm Marsh, Plains, Forest
  • Organization: Solitary, Pair, or Herd (6-30)
  • Challenge Rating: 4
  • Treasure: None
  • Alignment: Always Neutral
  • Advancement: 9-12 HD (Large), 13-24 HD (Huge)
  • Level Adjustment: -

"Bert…Bert you hear that? It sounded like a thousand frogs ribbited at once…"

In some sort of drunken college spree several wizards came across the methods used to make the Owlbear, and created a bison sized frog with horns. Then just for giggles when they got tired of them setting around eating giant bugs and farting all over the place they turned them loose into the wild. Now swampdwellers everywhere can raise the vicious little halfwits as food.

Tongue Grapple (Ex): The Bullfrog has an adhesive tongue that allows it to make grapple checks without the usual penalty for grappling with one extremity. Attacking with it's tongue does not provoke an Attack of Opportunity, and if the Bullfrog wins the Grapple check it can reel a target in that turn and begin doing bite damage with each successful grapple check on proceeding turns.

Powerful Charge (Ex): When Bullfrogs do their initial leaping charge, they slam into opponents for 2d8+10 bludgeoning damage.

Combat: If an opponent is within range of their tongue Bullfrogs will attempt to grapple and then begin munching. Otherwise they charge, and then proceed to bite.

Crab Spider

  • Crab Spider
  • Huge Magical Beast
  • Hit Dice: 10d10+30 (130 hp)
  • Initiative: +5
  • Speed: 40 ft. (8 squares)
  • Armor Class: 21 (-2 Size, +3 Dex, +10 Natural), touch 11, flat-footed 18
  • Base Attack/Grapple: +10/+25
  • Attack: Pincer +15 melee (2d6+7)
  • Full Attack: 2 Pincers +15 melee (2d6+7) and 1 Bite +10 melee (2d6+3 plus poison)
  • Space/Reach: 15'/10'
  • Special Attacks: Poison, Pincer Grab, Constrict (4d6+7)
  • Special Qualities: Low Light Vision, Dark Vision 60', Scent
  • Saves: Fort +9, Ref +10, Will +4
  • Abilities: Str 25, Dex 17, Con 14, Int 3, Wis 12, Cha 2
  • Skills: Climb +10, Hide -1, Jump +10, Spot +4
  • Feats: Cleave, Great Cleave, Improved Toughness, Power Attack
  • Environment: Warm Forests and Mountains
  • Organization: Solitary
  • Challenge Rating: 9
  • Treasure: None
  • Alignment: Always Neutral
  • Advancement: 11-19 HD (Huge)
  • Level Adjustment: -

"Aw crap…the local spiders can break swords now. Retreeeeaaatt!!"

This appears to be a huge Wolf Spider with crab pincers. Yet another in a long line of Owlbear knockoffs. As usual with giant freaky wizard created monsters they got loose and bred like rabbits. Now they haunt forests everywhere and make nuisances of themselves. Most people believe they're as dumb as any spider, but people who have encountered them swear they giggle when they disarm opponents.

Poison (Ex): Injury Fortitude DC 17, Initial and Secondary Damage 1d8 Str. Save DC is Constitution Based.

Pincer Grab (Ex): If the Crab Spider succeeds with a Pincer attack it can make one of the following attacks as a Free Action without provoking an Attack of Opportunity: Grapple, Trip, Sunder.

Constrict (Ex): If the Crab Spider succeeds with a Grapple check it does its constriction damage each turn. It may also attempt to attack with it's Bite attack once per turn.

Combat: Crab Spiders have an unexpected cunning. Usually they will attempt to just straightforward grapple and constrict, then bite to let the poison finish off prey. If surrounded they will trip up the slower looking targets, or try Sundering weapons.

Sage Buzzard

  • Sage Buzzard
  • Medium Magical Beast
  • Hit Dice: 5d10+5 (55 hp)
  • Initiative: +2
  • Speed: 15 ft. (3 squares), Fly 80 ft.(Good)
  • Armor Class: 14 (+2 Dex, +2 Natural), touch 12, flat-footed 12
  • Base Attack/Grapple: +5/+6
  • Attack: Talon +6 melee (1d6+1)
  • Full Attack: 2 Talons +6 melee (1d6+1) and 1 Beak +1 melee (1d6)
  • Space/Reach: 5 ft./5 ft.
  • Special Attacks: RAWK!
  • Special Qualities: Low Light Vision, Dark Vision 60', Spell Like Abilities, Sage Knowledge, Scent
  • Saves: Fort +5, Ref +6, Will +5
  • Abilities: Str 12, Dex 14, Con 12, Int 18, Wis 18, Cha 18
  • Skills: Bluff, Decipher Script, Intimidate, Knowledge (Arcana, Geography, History, Local, Nature), Listen, Move Silently, Sense Motive, Spot, Survival
  • Feats: Fly-By Attack, Hover
  • Environment: Warm Desert
  • Organization: Solitary, Pair, or Group (3-6)
  • Challenge Rating: 3
  • Treasure: None
  • Alignment: usually Neutral
  • Advancement: 6-10 HD (Medium)
  • Level Adjustment: -

"Will you hurry up and die? I'd like to eat before I expire of old age."

Sage Buzzards look more like vultures than buzzards, and are renowned for their knowledge of just about damn near everything. They're also pretty well known for lurking nearby as people and animals die waiting to make them a free lunch despite knowing how to save them. In their defense food is mighty hard to come by where they live. But if you have food aplenty to bribe them with they'll take care of you, and tell you what they know on any subject you care to hear them argue about (nothing is worse than a flock of know it all's). They speak Common, and whatever the local races speak (they have up to 4 additional languages). Their origin is unknown, but it is rumored that in a desert somewhere is the fabled Tower of Bib. Bib's tower is covered in mystical writings that bring Awareness to any animal reading them. The Sage Buzzards scoff at these rumors, and do their best to discourage people from going out in the desert to see if the Tower is real. They eat some of them even…

RAWK! (Su): Once every 1d4 rounds the Buzzard can unleash an ear splitting screech. Any living creature within 60' must make a DC 16 Willpower Save or be Shaken for 1d6 rounds. Save DC is Charisma Based. If the opponent Saves successfully it is immune to this Buzzard's RAWK! attack for 24 hours.

Sage Knowledge (Ex): This is mostly identical to the Bardic Knowledge ability on page 28 of the Players Handbook. Instead of Bard levels the Sage Buzzard uses it's Hit Dice.

Spell Like Abilities (Sp): The Sage Buzzard can cast the following spells as Spell Like abilities: Deathwatch, Detect Magic, Detect Posion, Know Direction (At Will), Death Knell, Delay Poison, Detect Animals or Plants, Hide from Animals, Locate Objects, Speak With Animals, Whispering Wind (3 times per day), Clairvoyance, Commune With Nature, Locate Creature, Scrying (Once per day). Caster level is equal to Hit Dice.

Combat: Sage Buzzards aren't great combatants. They usually use their spells to coordinate and arrange little traps for foes. They don't so much fight as wage a campaign of harassment. Unless they know you're dying. Then it's on.

Bighorn Sheep

  • Bighorn Sheep
  • Medium Magical Beast
  • Hit Dice: 3d10+9 (39 hp)
  • Initiative: +1
  • Speed: 30 ft. ( 6 squares)
  • Armor Class: 15 (+1 Dex, +4 Natural), touch 11, flat-footed 14
  • Base Attack/Grapple: +2/+4
  • Attack: Butt +4 melee (1d8+2)
  • Full Attack: Butt +4 melee (1d8+2)
  • Space/Reach: 5’/5’
  • Special Attacks: Powerful Charge
  • Special Qualities: Low Light Vision, Dark Vision 60’
  • Saves: Fort +6, Ref +4, Will +1
  • Abilities: Str 15, Dex 12, Con 17, Int 2, Wis 11, Cha 4
  • Skills: Listen +3, Spot +3
  • Feats: Power Attack, Improved Bull Rush, Improved Overrun (B), Reckless Charge (B)
  • Environment: Temperate Plains, Hills, or Mountains
  • Organization: Solitary or Herd (5-500)
  • Challenge Rating: 1
  • Treasure: None
  • Alignment: Always Neutral
  • Advancement: 4-5 HD (Medium)
  • Level Adjustment: -

"Jed?? Can you hear me Jed?? Speak to me!"

"I knew jumpin' that sheep was a bad idea…"

These appear to be mule sized sheep with oversized horns, and armor reinforced necks and foreheads. They are infamously temperamental, and territorial. Their origin is unknown but the local Druids always seem to need to be somewhere else when the subject is brought up. Many attempts have been made to domesticate them and all have failed. The locals would love access to the wool.

Powerful Charge (Ex): When charging the Bighorn Sheep's Butt attack does 2d8+4, and it can make a Bull Rush attack as a Free Action without provoking an Attack of Opportunity.

Combat: Bighorn Sheep generally charge into the fray, then repeatedly slam their forehead into opponents until they flee or stop moving. The rams will fight to the death while the flock escapes.

Funk Ape

  • Funk Ape
  • Medium Magical Beast
  • Hit Dice: 4d10+8 (48hp)
  • Initiative: +2
  • Speed: 30 ft. (6 squares)
  • Armor Class: 16 (+2 Dex, +2 Natural. +2 Deflection), touch 14, flat-footed 14
  • Base Attack/Grapple: +4/+6
  • Attack: Slam +6 melee (1d4+2)
  • Full Attack: 2 Slams +6 melee (1d4+2) and 1 Bite +1 melee (1d4+1)
  • Space/Reach: 5 ft./5 ft.
  • Special Attacks: Funk, Blur
  • Special Qualities: Low Light Vision, Dark Vision 60 ft., Immunities
  • Saves: Fort +6, Ref +6, Will +3
  • Abilities: Str 15, Dex 15, Con 15, Int 2, Wis 14, Cha 12
  • Skills: Climb +10, Listen +8, Spot +7
  • Feats: Alertness, Ability Focus (Funk)
  • Environment: Warm Forest
  • Organization: Solitary
  • Challenge Rating: 3
  • Treasure: None
  • Alignment: Always Chaotic Neutral
  • Advancement: 5-8 HD (Large)
  • Level Adjustment: -

" Oh..ohmigod…what is that? It smells like mindflayer poop and burning rubber…avenge me…sputter…cough…"

Funk Apes are the result of experiments by Prak the Mad. Prak had set up shop in what was eventually to become known as Bad Critter forest, and begun experimenting on the life there, turning most of the local animals into Magical Beasts in the process. The Funk Ape appears to be a large baboon that smells bad. Really bad. So bad in fact that even the dead are repulsed. The miasma surrounding the Funk Ape even causes the air to shimmer and distort like some kind of haze.

Skills: Funk Apes get a +8 Racial Bonus to Climb checks, and can always take 10 on climb checks even if rushed or threatened.

Funk (Su): The Funk Ape smells bad. Any creature within 60' of it that can smell is in trouble. Even if it can't smell something seems to bother it. Once inside this area all living creatures with a sense of smell must make a DC 16 Fortitude Save (Save DC is Constitution based) or pass out for 1d6 rounds, be Nauseated for 1d6 rounds after awakening, and then Sickened for 1d6 hours more. As long as the creature remains within 60' of the Funk Ape it will have to make Saves to avoid unconsciousness. Creatures that aren't living or that have no sense of smell (or that are incorporeal) must also make a DC 16 Fortitude Save, or be Sickened as long as they are within 60' of the Funk Ape.

Blur (Su): Due to the air around it boiling the Funk Ape permanently has it's own personal Blur spell.

Immunities (Ex): Funk Apes are immune to disease (it's killed off by their Funk), inhaled gases or poisons (which can't get through the Funk), and any attack relying on their sense of smell (they have none due to the Funk).

Combat: Funk Apes are only mildly aggressive and usually sit in trees and fling poo at intruders. Occasionally they'll get riled up and charge. After that they just continuously whack their opponent till he falls or they run away if hurt too bad. Most opponents simply black out or puke near them which is and endless supply of entertainment for the ape.

Vorpal Shrew Swarm

  • Vorpal Shrew Swarm
  • Diminutive Magical Beast (Swarm)
  • Hit Dice: 12d10+12 (132 hp)
  • Initiative: +5
  • Speed: 15 ft. (3 squares), climb 15 ft.
  • Armor Class: 20 (+4 Size, +5 Dex, +1 Natural), touch 19, flat-footed 15
  • Base Attack/Grapple: +12/-
  • Attack: Swarm (3d6 plus poison)
  • Full Attack: Swarm (3d6 plus poison)
  • Space/Reach: 10 ft./0 ft.
  • Special Attacks: Vorpal Attacks, Distraction, Poison
  • Special Qualities: Immune to Weapon Damage, Low Light Vision, Scent, Swarm Traits
  • Saves: Fort +9, Ref +13, Will +6
  • Abilities: Str 6, Dex 20, Con 13, Int 6, Wis 14, Cha 10
  • Skills: Balance +13, Climb +16, Hide +12, Listen +7, Move Silently +12, Spot +7
  • Feats: Alertness, Endurance, Diehard, Track
  • Environment: Any Forest
  • Organization: Solitary, Pair, Mob (2-4 Swarms), Big Mob (10-15 swarms)
  • Challenge Rating: 8
  • Treasure: None
  • Alignment: Always Neutral
  • Advancement: -
  • Level Adjustment: -

"Abner…I don't like the way thet grass is movin'..I think we should leave…"

Vorpal Shrews are creations by Prak the Mad, the mage of Bad Critter Forest (and one he actually regrets). Their magically enhanced natural weapons cut through anything (meaning a single shrew makes touch attacks). They appear to be normal (if somewhat rabid) shrews. And by somewhat rabid we mean "teensy mouth-frothing horrors from the Pit".

Poison (Ex): Injury, Fortitude Save DC 17, Initial and Secondary Damage 1d4 Dex. Save DC is Constitution Based. Shrews excrete most of the poisons that build up in their body in their saliva.

Vorpal Attacks (Su): The damage from Vorpal Shrews Natural Attacks is untyped, meaning it bypasses Damage Reduction.

Skills: Vorpal Shrews have a +8 Racial Bonus on Balance, and Climb checks. They also have a +4 Racial Bonus on Hide and Move Silently checks. They may use their Dex or Str modifier for Climb checks, whichever is better, and may always Take 10 on Climb checks, even if rushed or threatened.

Combat: Vorpal Shrews pretty much use standard swarm tactics, i.e. rush the victim and start chewing. Plus they make these horrifying lil' squeaky noises that will keep you awake at nights if you survive.

Devil Mice Swarm

  • Devil Mice Swarm
  • Diminutive Magical Beast (Swarm)
  • Hit Dice: 12d10+12 (132 hp)
  • Initiative: +5
  • Speed: 15 ft. (3 squares), climb 15 ft.
  • Armor Class: 20 (+4 Size, +5 Dex, +1 Natural), touch 19, flat-footed 15
  • Base Attack/Grapple: +12/-
  • Attack: Swarm (3d6 plus poison)
  • Full Attack: Swarm (3d6 plus poison)
  • Space/Reach: 10 ft./0 ft.
  • Special Attacks: Summon Swarm, Distraction, Poison
  • Special Qualities: Immune to Weapon Damage, Low Light Vision, Scent, Swarm Traits, Dark Vision 60', Telepathy 100', Immune to Fire and Poison, Energy Resistance 20 (Cold and Acid)
  • Saves: Fort +10 Ref +13, Will +6
  • Abilities: Str 4, Dex 21, Con 14, Int 10, Wis 14, Cha 10
  • Skills: Balance +13, Climb +16, Hide +12, Listen +7, Move Silently +12, Spot +7
  • Feats: Ability Focus (Poison), Alertness,
  • Environment: Any Forest
  • Organization: Solitary, Pair, Mob (2-4 Swarms), Big Mob (10-15 swarms)
  • Challenge Rating: 8
  • Treasure: None
  • Alignment: Always Neutral Evil
  • Advancement: -
  • Level Adjustment: -

"Abner…Abner the mice got horns…and they's tellin' me bad things…"

Yet another creation of the mad wizard of Bad Critter Forest, these mice have a fiendish ancestry of some sort. They appear to be mice or hamsters with black fur, red eyes, and teensy little devil horns. Despite this they are not Extraplanar entities, nor do they seem to have alignment restrictions. Which just drives mages studying them nuts. Devil Mice speak Common and Infernal.

Skills: Devil Mice have a +8 Racial Bonus on Balance, and Climb checks. They also have a +4 Racial Bonus on Hide and Move Silently checks. They may use their Dex or Str modifier for Climb checks, whichever is better, and may always Take 10 on Climb checks, even if rushed or threatened.

Summon Swarm (Su): Devil Mice can try summon another Swarm of Devil Mice once per day with a 35% chance of success.

Poison (Ex): Injury, Fortitude Save DC 20, Initial and Secondary Damage is 1d4 Str.

Combat: Devil Mice usually hide while trying to summon another swarm before moving in for the kill and nibbling their victim to death in a rude manner. Being intelligent however, you can try to bluff or bribe them. Bribing generally works better. You'd be surprised what evil mice will accept in exchange for not devouring you in your sleep.

Mysterious Magical Maniacal Miniaturized Moose Swarm

  • Mysterious Magical Maniacal Miniaturized Moose Swarm
  • Tiny Magical Beast
  • Hit Dice: 12d10 (120 hp)
  • Initiative: +3
  • Speed: 20 ft. (4 squares)
  • Armor Class: 16 (+2 Size, +3 Dex, +1 Natural), touch 15, flat-footed 13
  • Base Attack/Grapple: +12/-
  • Attack: Swarm (3d6)
  • Full Attack: Swarm (3d6)
  • Space/Reach: 10 ft./0 ft.
  • Special Attacks: Distraction, Trip
  • Special Qualities: Low Light Vision, Dark Vision 60', Swarm Traits, Half Damage from Slashing and Piercing
  • Saves: Fort +10, Ref +11, Will +5
  • Abilities: Str 6, Dex 16, Con 10, Int 2, Wis 12, Cha 4
  • Skills: Hide +10, Listen +8, Spot +8
  • Feats: Alertness, Endurance, Great Fortitude, Run
  • Environment: Cold or Temperate Forests
  • Organization: Solitary, Herd (3-5 Swarms)
  • Challenge Rating: 7
  • Treasure: None
  • Alignment: Usually Chaotic Neutral
  • Advancement: -
  • Level Adjustment: -

"Maw…Maw the mooses got Abner…"

These are a species of magically created miniature moose the size of cats. The gods alone known what they were created for. They seem as stubborn and irrationally violent as the usual sized moose. perhaps a tad more so, as they have to make up for their lack of size. Originating in Bad Critter Forest (figures), they have spread quickly over the world.

Trip (Ex): The Moose swarm will attempt to knock opponents over, and then trample on them. Any creature they subject to their Swarm attack they immediately get a Trip attack against as a Free Action without provoking an attack of opportunity (and the opponent can't try to trip them back). Their Swarm attack does +1d6 against Prone opponents.

Combat: The Mooseswarm will charge, and try to knock it's opponent over, before repeatedly jumping up and down on it. If it cannot eventually trip an opponent it will flee. Before sneaking back up on him an hour later when his guard is down and trying it again just for the sake of stubborness.

Lemming Swarm

Lemming Swarm
Fine Magical Beast
Hit Dice: 12d10 (66 hp)
Initiative: +2
Speed: 15 ft. (3 squares), burrow 15 ft.
Armor Class: 20 (+8 Size, +2 Dex), touch 20, flat-footed 18
Base Attack/Grapple: +12/-
Attack: Swarm (3d6+curse)
Full Attack: Swarm (3d6+curse)
Space/Reach: 10 ft./0 ft.
Special Attacks: Distraction
Special Qualities: Swarm Traits, Dark Vision 60', Immune to Weapon Damage, Lemming Curse
Saves: Fort +8, Ref +10, Will +6
Abilities: Str 1, Dex 15, Con 10, Int 2, Wis 14, Cha 10
Skills: Hide +18, Listen +7, Spot +7, Swim +4
Feats: Alertness, Ability Focus (Lemmings Curse), Endurance, Run, Cold Endurance
Environment: Temperate or Cold Forest, Hills, Mountains, or Plains
Organization: Solitary, Cluster (3-6 Swarms), or Hive (10-20 Swarms) plus converts (CR of converts should be equal to 1/2 total CR of the swarms)
Challenge Rating: 7
Treasure: None
Alignment: Usually Neutral
Advancement: -
Level Adjustment: ——

"Bert I don't like the way them critters is lookin' at us. Bert? Bert why you lookin' at me like them thangs over there?"

These look pretty much like any other Lemming. Little fuzzy critters. WHo munch endlessly and occasionally swarm for no apparent reason. Surrounded by large, sometimes not so fuzzy critters with blank expressions on their faces… Dammit you're gonna have to have a talk with the local Wizards again.

Lemmings Curse (Su): Anyone subjected to the Lemmings Swarm attack must make a DC 18 Willpower Save (Save DC is Charisma based) or also be subjected to the Lemmings Curse. If it makes the Save it is immune to this swarms curse for 24 hours. If it fails it's mental stats become the same as the Lemming Swarms, and it believes itself to be one of them. The victim will do it's absolute best to defend the swarm. However it will possibly lose some feats, spells, class abilities, etc due to it's new mental stats. Since it now has the mind of a Lemming it no longer understands any language, and cannot communicate. Nor does it remember it's old life or friends. The curse lasts until the poor fool is eaten, or some kind soul casts Remove Curse/Miracle/Wish, etc.

Lemming Swarm

  • Lemming Swarm
  • Fine Magical Beast
  • Hit Dice: 12d10 (120 hp)
  • Initiative: +2
  • Speed: 15 ft. (3 squares), burrow 15 ft.
  • Armor Class: 20 (+8 Size, +2 Dex), touch 20, flat-footed 18
  • Base Attack/Grapple: +12/-
  • Attack: Swarm (3d6+curse)
  • Full Attack: Swarm (3d6+curse)
  • Space/Reach: 10 ft./0 ft.
  • Special Attacks: Distraction
  • Special Qualities: Swarm Traits, Dark Vision 60', Immune to Weapon Damage, Lemming Curse
  • Saves: Fort +8, Ref +10, Will +6
  • Abilities: Str 1, Dex 15, Con 10, Int 2, Wis 14, Cha 10
  • Skills: Hide +18, Listen +7, Spot +7, Swim +4
  • Feats: Alertness, Ability Focus (Lemmings Curse), Endurance, Run, Cold Endurance
  • Environment: Temperate or Cold Forest, Hills, Mountains, or Plains
  • Organization: Solitary, Cluster (3-6 Swarms), or Hive (10-20 Swarms) plus converts (CR of converts should be equal to 1/2 total CR of the swarms)
  • Challenge Rating: 7
  • Treasure: None
  • Alignment: Usually Neutral
  • Advancement: -
  • Level Adjustment: -

"Bert I don't like the way them critters is lookin' at us. Bert? Bert why you lookin' at me like them thangs over there?"

These look pretty much like any other Lemming. Little fuzzy critters. WHo munch endlessly and occasionally swarm for no apparent reason. Surrounded by large, sometimes not so fuzzy critters with blank expressions on their faces… Dammit you're gonna have to have a talk with the local Wizards again.

Lemmings Curse (Su): Anyone subjected to the Lemmings Swarm attack must make a DC 18 Willpower Save (Save DC is Charisma based) or also be subjected to the Lemmings Curse. If it makes the Save it is immune to this swarms curse for 24 hours. If it fails it's mental stats become the same as the Lemming Swarms, and it believes itself to be one of them. The victim will do it's absolute best to defend the swarm. However it will possibly lose some feats, spells, class abilities, etc due to it's new mental stats. Since it now has the mind of a Lemming it no longer understands any language, and cannot communicate. Nor does it remember it's old life or friends. The curse lasts until the poor fool is eaten, or some kind soul casts Remove Curse/Miracle/Wish, etc.

Combat: The Lemmings aren't interested in wiping opponents out as having them join the horde. If something is immune to their Curse, they'll have the converts take him out back, so to speak…: The Lemmings aren't interested in wiping opponents out as having them join the horde. If something is immune to their Curse, they'll have the converts take him out back, so to speak…

Carnivorous Jungle Death Penguin Swarm

  • Carnivorous Jungle Death Penguin Swarm
  • Tiny Magical Beast (Swarm)
  • Hit Dice: 5d10+5 (55 hp)
  • Initiative: +0
  • Speed: 15 ft. (3 squares), Swim 15 ft.
  • Armor Class: 12 (+2 Size), touch 12, flat-footed 12
  • Base Attack/Grapple: +5/-
  • Attack: Swarm (1d6)
  • Full Attack: Swarm (1d6)
  • Space/Reach: 10 ft./0 ft.
  • Special Attacks: Distraction
  • Special Qualities: Dark Vision 60', Swarm Traits, Half Damage from Slashing/Piercing Weapons
  • Saves: Fort +5, Ref +4, Will +3
  • Abilities: Str 2, Dex 10, Con 12, Int 2, Wis 14, Cha 2
  • Skills: Hide +10, Jump +16, Listen +5, Spot +5, Swim +8
  • Feats: Alertness, Endurance
  • Environment: Warm Forest
  • Organization: Solitary, Pair, Group (3-5 Swarms)
  • Challenge Rating: 3
  • Treasure: None
  • Alignment: Always Neutral
  • Advancement: -
  • Level Adjustment: -

"Penguins? What the hell are penguins doing in the jungle?"

Humphrey Billingsworth the 3rd was a liar, a cheat, and a complete and utter scoundrel. Unfortunately for the world he also had a taste for primitive tribal women. A taste he indulged while in wizardry school. One, an Orc named Ils, taunted him into entering a competition to create a new species. Humphrey should have known better. Usually these competitions get out of hand, and half the contestants get killed when someones awakened land roving giant squid entry creates an army of the dead and proceeds to take over the campus. But he was in lust. He was also broke. And lacking in even the most basic tenets of common sense. So he broke into the colleges menagerie to steal some subjects, nearly got eaten by an Owlbear, and managed to abscond with several penguins. He was supposed to make a species for jungle habitats.

With penguins.

Needless to say he quickly got incredibly drunk out of despair. And then he decided to say what the hell and just give mutating them a try. Unfortunately for the world "what the hell" came after 3 bottles of Elvish wine. Penguins had several problems adapting to a jungle existence. They couldn't stand heat, they had ridiculously stubby little legs, and virtually no real offensive capability. So he gave them retractable fangs to fix the fighting problem. He tried giving them flight, but at best they had some of pseudo levitation they could use in spurts that allowed them to travel by hopping which they seemed to enjoy immensely. Running out of time he decided to try and use the tactic that "no one would see them coming, they'll make the perfect ambush minion" when he introduced them to the judges the next day. He then locked the penguins up for the night, and passed out.

He locked them up next to a fiendish artifact the school had just taken in for study that had gigantic signs around it saying "STAY 30 FEET FROM THIS THING AT ALL TIMES".

In his defense he was stone drunk.

Long story short the several penguins became several thousand overnight. They ate the competition. And Humphrey, and Ils, and most of the local population. In the afterlife the Gods and Fiends both pretty much rejected Humphrey's soul, and at this moment it seems likely he will become a Vestige. A sad penguiny Vestige.

Skills: Jungle Death Penguins have a +8 Racial Bonus to Swim checks, and can always Take 10 on a Swim chck. They also have a +20 Racial Bonus to Jump Checks.

Combat: Ummm..they're penguins. Penguins aren't known for tactical sense. They just sort of bounce toward the victim and nibble.

Chicken Lords

42knb.jpg
  • Chicken Lord, Hatchling
  • Small Magical Beast (Evil)
  • Hit Dice: 3d10+3 (33 hp)
  • Initiative: +0
  • Speed: 20 ft. (4 squares)
  • Armor Class: 12 (+1 Size, +1 Natural), touch 11, flat-footed 11
  • Base Attack/Grapple: +3/-3
  • Attack: Peck +1 melee (1d3-2)
  • Full Attack: Peck +1 melee (1d3-2)
  • Space/Reach: 5 ft./5 ft.
  • Special Attacks: Lord of the Chikins, BAWK!,
  • Special Qualities: Spontaneous Awakening, Low Light Vision, Dark Vision 30'
  • Saves: Fort +4, Ref +3, Will +2
  • Abilities: Str 6, Dex 10, Con 12, Int 12, Wis 12, Cha 12
  • Skills: Bluff +3, Concentration +3, Hide +2, Knowledge (Local) +3, Listen +5, Move Silently +3, Search +3, Sense Motive +3, Spot +5
  • Feats: Alertness, Weapon Focus (Peck)
  • Environment: Warm Plains
  • Organization: Solitary
  • Challenge Rating: 1
  • Treasure: None
  • Alignment: Neutral Evil
  • Advancement: 4-5 HD (Small)
  • Level Adjustment: —-
  • Chicken Lord, Young
  • Medium Magical Beast (Evil)
  • Hit Dice: 6d10+12 (72 hp)
  • Initiative: +5
  • Speed: 30 ft. (6 squares)
  • Armor Class: 15 (+1 Dex, +4 Natural), touch 11, flat-footed 14
  • Base Attack/Grapple: +6/+6
  • Attack: Peck +6 melee (1d4) or Eye Ray +7 Ranged Touch (1d8)
  • Full Attack: Peck +6 melee (1d4) or Eye Ray +7 Ranged Touch (1d8)
  • Space/Reach: 5 ft./5 ft.
  • Special Attacks: Lord of the Chikins, BAWK!, Eye Rays
  • Special Qualities: Spontaneous Awakening, SR 16, Low Light Vision, Dark Vision 60', Damage Reduction 5/Magic, Fast Healing 3
  • Saves: Fort +7, Ref +6, Will +5
  • Abilities: Str 10, Dex 12, Con 14, Int 14, Wis 14, Cha 14
  • Skills: Bluff +4, Concentration +4, Gather Information +4, Hide +3, Intimidate +4, Knowledge (Arcana, Local, Nature) +4, Listen +4, Move Silently +3, Search +4, Sense Motive +4, Spellcraft +4, Spot +4
  • Feats: Alertness, Improved Initiative, Weapon Focus (Peck)
  • Environment: Warm Plains
  • Organization: Solitary
  • Challenge Rating: 3
  • Treasure: None
  • Alignment: Neutral Evil
  • Advancement: 7-11 HD (Medium)
  • Level Adjustment: -
  • Chicken Lord, Adult
  • Large Magical Beast (Evil)
  • Hit Dice: 12d10+36 (156 hp)
  • Initiative: +5
  • Speed: 40 ft. (8 squares)
  • Armor Class: 18 (-1 Size, +1 Dex, +8 Natural), touch 10, flat-footed 17
  • Base Attack/Grapple: +12/+18
  • Attack: Peck +13 melee (1d6+2) or Eye Ray +12 Ranged Touch (2d6)
  • Full Attack: Peck +13 melee (1d6+2) or Eye Ray +12 Ranged Touch (2d6)
  • Space/Reach: 10 ft./5 ft.
  • Special Attacks: Lord of the Chikins, BAWK!, Smite Non-Chikin, Eye Rays
  • Special Qualities: Spontaneous Awakening, SR 22, Low Light Vision, Dark Vision 90', Damage Reduction 5/Magic, Fast Healing 5
  • Saves: Fort +11, Ref +9, Will +7
  • Abilities: Str 14, Dex 12, Con 16, Int 14, Wis 16, Cha 16
  • Skills: Bluff +7, Concentration +7, Gather Information +5, Hide +1, Intimidate +7, Knowledge (Arcana, Local, Nature) +6, Listen +7, Move Silently +5, Search +6, Sense Motive +5, Spellcraft +6, Spot +7
  • Feats: Alertness, Improved Initiative, Point Blank Shot, Precise Shot, Weapon Focus (Peck)
  • Environment: Warm Plains
  • Organization: Solitary
  • Challenge Rating: 8
  • Treasure: None
  • Alignment: Neutral Evil
  • Advancement: 13-23 HD (Large)
  • Level Adjustment: -
  • Chicken Lord, Mature Adult
  • Huge Magical Beast (Evil)
  • Hit Dice: 24d10+120 (360 hp)
  • Initiative: +4
  • Speed: 40 ft. (8 squares)
  • Armor Class: 24 (-2 Size, +12 Natural, +4 Profane), touch 12, flat-footed 24
  • Base Attack/Grapple: +24/+38
  • Attack: Peck +28 melee (1d8+6/19-20) or Eye Ray +22 Ranged Touch (3d6)
  • Full Attack: Peck +28 melee (1d8+6/19-20) or Eye Ray +22 Ranged Touch (3d6)
  • Space/Reach: 15 ft./10 ft.
  • Special Attacks: Lord of the Chikins, BAWK!, Smite Non-Chikin, Eye Rays
  • Special Qualities: Spontaneous Awakening, SR 34, Low Light Vision, Dark Vision 120', Damage Reduction 10/Magic, Fast Healing 5
  • Saves: Fort +19, Ref +14, Will +12
  • Abilities: Str 22, Dex 10, Con 20, Int 16, Wis 18, Cha 18
  • Skills: Bluff +13, Concentration +15, Gather Information +13, Hide +1, Intimidate +13, Knowledge (Arcana, Local, Nature) +12, Listen +13, Move Silently +9, Search +12, Sense Motive +13, Spellcraft +12, Spot +13
  • Feats: Alertness, Blind-Fight, Combat Reflexes, Improved Critical (Peck), Improved Initiative, Point Blank Shot, Power Critical (Peck), Precise Shot, Weapon Focus (Peck)
  • Environment: Warm Plains
  • Organization: Solitary
  • Challenge Rating: 17
  • Treasure: None
  • Alignment: Neutral Evil
  • Advancement: 25-47 HD (Huge)
  • Level Adjustment: -
  • Chicken Lord, Lord
  • Gargantuan Magical Beast (Evil)
  • Hit Dice: 48d10+336 (816 hp)
  • Initiative: +3
  • Speed: 40 ft. (8 squares)
  • Armor Class: 28 (-4 Size, -1 Dex, +18 Natural, +5 Profane), touch 10, flat-footed 28
  • Base Attack/Grapple: +48/+70
  • Attack: Peck +54 melee (2d6+10/19-20) or Eye Ray +43 Ranged Touch (4d6)
  • Full Attack: Peck +54 melee (2d6+10/19-20) or Eye Ray +43 Ranged Touch (4d6)
  • Space/Reach: 20 ft./15 ft.
  • Special Attacks: Lord of the Chikins, BAWK!, Smite Non-Chikin, Eye Rays
  • Special Qualities: Spontaneous Awakening, SR 58, Low Light Vision, Dark Vision 240', Damage Reduction 15/Magic, Regeneration 5
  • Saves: Fort +36, Ref +25, Will +25
  • Abilities: Str 30, Dex 8, Con 24, Int 18, Wis 20, Cha 20
  • Skills: Bluff +25, Concentration +27, Gather Information +25, Hide +7, Intimidate +44, Knowledge (Arcana, Local, Nature) +24, Listen +25, Move Silently +18, Search +24, Sense Motive +25, Spellcraft +24, Spot +25
  • Feats: Alertness, Blind-Fight, Cleave, Combat Reflexes, Devastating Critical, Epic Fortitude, Epic Will, Great Cleave, Improved Critical (Peck), Improved Initiative, overwhelming Critical, Point Blank Shot, Power Attack, Power Critical (Peck), Precise Shot, Spellcasting Harrier, Weapon Focus (Peck) *
  • Environment: Warm Plains
  • Organization: Solitary
  • Challenge Rating: 23
  • Treasure: None
  • Alignment: Neutral Evil
  • Advancement: 49+ HD (Gargantuan)
  • Level Adjustment: -

*Power Critical is from Complete Warrior. Other Feats not in the PHB are from the Draconomicon.

"Jeb…the chikins is revolting!"

"You need ta clean them cages more oftin Abner."

"No, goddangit!! I mean they're formin' a mob!"

"MAW!! Maw git me mah mob wallopin' 2 by 4!"

Every so often a demonic lord of evil is born to a humble chicken. Upon his hatching the sky darkens. The earth trembles. Cows spontaneously burst into flame. And all the chickens awaken to sapience and become evil. Evil birds hellbent on the murders of poor, innocent farmers. The newly born Chicken Lord must be killed quickly before it's powers get out of hand. Within 20 days it will have progressed from a Hatchling to a young Chicken Lord. At this point the range of their powers increase, and they can use their eye rays. Pretty much ensuring the ambush of the local farmer. In another 30 days they'll be a young adult, and they can change the local peasants into chickens under their control. By this time they may have taken over the local village. In 30 more days they will be a Mature Adult, and will only be stoppable by strong heroes. If they can avoid death for another year they become a full blown Chicken Lord. At this point stopping them is very difficult, and the world may all become chickens. Chicken Lords appear to be normal roosters, and can speak and understand Common, and Sylvan. Despite the description they are not actually demons. Nor does anyone know why they happen, or why they are hellbent on ruling the world. Common rumor has it that they are how the Gods screw with people.

BAWK! (Su): As a Standard Action a Chicken Lord may crow loudly. The exact effects depend on age. The Radius of effect is 10' for a Hatchling, 30' for Young, 60' for Adult, 120' for Mature Adult, and 240' for Lord. In all cases any opponent in Range must make a Fortitude Save (DC 12 for Hatchling, DC 15 for Young, DC 19 Adult, DC 27 Mature Adult, DC 41 Lord, Save DC is Constitution Based) or be Deafened permanently. They must also make a Willpower Save (DC 12 for Hatchling, DC 15 for Young, DC 19 Adult, DC 26 Mature Adult, DC 39 Lord, Save DC is Charisma Based) or be Frightened for 1d6 rounds (2d6 rounds once it is Adult or older). All opponents also take some amount of Sonic Damage (1d6 Hatchling, 2d6 Young, 4d6 Adult, 8d6 Mature Adult, 16d6 Lord) if they are in the Area of Effect. They get a Reflex Save (DC 12 for Hatchling, DC 15 for Young, DC 19 Adult, DC 26 Mature Adult, DC 39 Lord, Save DC is Charisma Based) for half damage. The BAWK! can be heard for miles.

Smite Non-Chikin (Su): The Chicken Lord may cast Baleful Polymorph 5 times per day as a Supernatural Ability (DC 19 Adult, DC 26 Mature Adult, DC 39 Lord), but it only works on non-chickens, and only turns them into chickens. It does not gain this ability until it becomes an adult. Once a chicken the victim immediately becomes vulnerable to Lord of the Chikins.

Eye Rays (Su): Once it gets to Young age a Chicken Lord can shoot rays of Force from their eyes as a Ranged Touch Attack (this is considered a Ray Attack, see Aiming a Spell PHB page 175). Range is 50' for Young, 100' for Adult, 150' for Mature Adult, and 250' for Lord.

Lord of the Chikins (Su): Chicken Lord can telepathically communicate and have absolute mental control (as per Dominate Monster) over all Chickens within a certain radius of themselves (Hatchling: 100 ft., Young: 500 ft., Adult: 1000 ft., Mature Adult: 1 mile, Lord: 10 miles).

Spontaneous Awakening (Su): When a Chicken Lord hatches all chickens within 100 feet spontaneously awaken, as do any chickens that come within range of the Chicken Lords 'Lord of the Chikins' power. They also become Neutral Evil.

Combat: Chicken Lords generally just hide until they have their eye rays (and even then they hide against larger foes). Generally they try to fight from range until they get older. Then they just blast away with their Smite ability until all their foes are chickens, and therefore their subjects.

Fire Beetle

  • Fire Beetle
  • Large Magical Beast (Fire)
  • Hit Dice: 7d10+21 (91 hp)
  • Initiative: +4
  • Speed: 40 ft. (8 squares)
  • Armor Class: 19 (-1 Size, +10 Natural), touch 9, flat-footed 19
  • Base Attack/Grapple: +7/+17
  • Attack: Bite +12 melee (2d6+6+1d6 Fire)
  • Full Attack: Bite +12 melee (2d6+6+1d6 Fire)
  • Space/Reach: 10 ft./5 ft.
  • Special Attacks: Spew Flame, Burning Touch, Set Fires
  • Special Qualities: Dark Vision 60'
  • Saves: Fort +8, Ref +5, Will +4
  • Abilities: Str 23, Dex 10, Con 17, Int 2, Wis 14, Cha 12
  • Skills: Listen +5, Spot +5
  • Feats: Ability Focus (Spew Flame, Set Fires), Improved Initiative
  • Environment: Any Warm or Underground
  • Organization: Solitary
  • Challenge Rating: 8
  • Treasure: Double Gems
  • Alignment: Always Neutral
  • Advancement: 8-10 HD (Large), 11-21 HD (Huge)
  • Level Adjustment: -

Durin the Dwarf: "This has too be the worst evil minion I've seen yet."
Poofter the Elf: "Well it's a giant bug, I don't know as they're really evil…"
Durin: "Made by an evil mage, so it's an evil minion. Man look at it. Who designs evil minions on spurious puns?"
Poofter: "Most of our opponents actually. Remember that Pope Fish?"
Durin: "Someone really hasta talk with this guy. Tell him he needs less lame monsters."
Poofter: "But it just burned a fist size hole in Bob's nether regions."
Bob the Human: "AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAHHHHHHHHH!!!!!"
Durin: "Which goes to prove it's lameness. Bob always was a poorly designed character. 6 levels in fighter? Come on!"
Poofter: "I uh..I think we're breaking the fourth wall here…"
Durin: "Screw it. The writer will take the blame not us."
Poofter: "Your axe is on fire…."
Durin: "Okay now it simply has to die…"

Fire Beetles are 800 pound beetles that appear to be on fire. Mostly because they are on fire. Originally conceived as a neat minion by insect obsessed BBEG's, it's drawbacks have become readily apparent over time. Specifically, it's on fire. And it spits fire. And it likes to set fires. So unles you have an asbestos castle, you got problems.

Spew Flame (Su): The Fire Beetle can spew a 30' Cone of fire once every 1d4 rounds. This cone does 7d6 Fire damage to anything in it's area (DC 18 Reflex Save for half damage, Save DC is Constitution Based).

Burning Touch (Su): The Fire Beetle itself is incredibly hot. Atacking it with a weapon (or being attacked by it if you're wearing armor) produces an effect similar to the Heat Metal spell. Each attack extends the duration by 1 round (DC 14 Will Save negates, Save DC is Charisma Based). Attacking the Fire Beetle with an unarmed strike or natural weapons results in 1d6 Fire damage.

Set Fires (Su): As a Standard Action, once per round the Fire Beetle may set 1 square within 30' on fire if it has any burnable material. Anyone entering the hex takes 1d6 damage, and must make a DC 15 Reflex Save or catch on fire (see page 303 of the DM's Guide).

Combat: Fire Beetles will try to set fire to hexes to control it's opponent avenues of approach if it can. if not it will Spew Flame as they charge in, and rely on it's mandibles to get the job done.