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database.js
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var data = [
{
"NAME":"Aasimar",
"CR":1/2,
"XP":200,
"DATA":"Aasimar cleric 1\n" +
"NG Medium outsider (native)\n" +
"Init +0; Senses darkvision 60 ft.; Perception +5\n" +
"DEFENSE\n" +
"AC 15, touch 10, flat-footed 15 (+5 armor)\n" +
"hp 11 (1d8+3)\n" +
"Fort +4, Ref +0, Will +5\n" +
"Resist acid 5, cold 5, electricity 5\n" +
"OFFENSE\n" +
"Speed 30 ft. (20 ft. in armor)\n" +
"Melee heavy mace -1 (1d8-1)\n" +
"Ranged light crossbow +0 (1d8/19-20)\n" +
"Special Attacks channel positive energy (5/day, 1d6, DC\n" +
"12); rebuke death (1d4+1, 6/day); touch of good (6/day)\n" +
"Spell-Like Abilities (CL 1st)\n" +
"1/day-daylight\n" +
"Spells Prepared (CL 1st)\n" +
"1st-bless, command (DC 14), protection from evilD\n" +
"0 (at will)-detect magic, guidance, stabilize\n" +
"D domain spell; Domains Good, Healing\n" +
"Statistics\n" +
"Str 8, Dex 10, Con 14, Int 13, Wis 17, Cha 14\n" +
"Base Atk +0; CMB -1; CMD 9\n" +
"Feats Turn Undead\n" +
"Skills Diplomacy +8, Heal +7, Knowledge (religion) +5;\n" +
"Racial Modifiers +2 Diplomacy, +2 Perception\n" +
"Languages Celestial, Common, Draconic\n",
"ECO":"any land\n",
"ORG":"solitary, pair, or team (3-6)\n",
"TREASURE":" NPC gear (scale mail, heavy mace, light crossbow\n" +
"with 10 bolts, other treasure)\n" +
"Aasimars are humans with a significant amount of celestial\n" +
"or other good outsider blood in their ancestry. Aasimars are\n" +
"not always good, but it is a natural tendency for them, and\n" +
"they gravitate to good faiths or organizations associated with\n" +
"celestials. Aasimar heritage can hide for generations, only to\n" +
"appear suddenly in the child of two apparently human\n" +
"parents. Most societies interpret aasimar births as good\n" +
"omens. Aasimars look mostly human except for some minor\n" +
"physical trait that reveals their unusual heritage. Typical\n" +
"aasimar features are hair that shines like metal, unusual eye\n" +
"or skin color, or even glowing golden halos.\n"
},
{
"NAME":"Aboleth",
"CR":7,
"XP":3200,
"DATA":"LE Huge aberration (aquatic)\n" +
"Four long tentacles writhe from this three-eyed fish-like\n" +
"creature\'s flanks, and its green body glistens with thick, clear\n" +
"slime.\n" +
"Init +5; Senses darkvision 60 ft.; Perception +14\n" +
"Aura mucus cloud (5 feet)\n" +
"DEFENSE\n" +
"AC 20, touch 9, flat-footed 19; (+1 Dex, +11 natural, -2\n" +
"size)\n" +
"hp 84 (8d8+48)\n" +
"Fort +8, Ref +5, Will +11\n" +
"OFFENSE\n" +
"Speed 10 ft., swim 60 ft.\n" +
"Melee 4 tentacles +10 (1d6+5 plus slime)\n" +
"Space 15 ft.; Reach 15 ft.\n" +
"Spell-Like Abilities (CL 16th)\n" +
"At will-hypnotic pattern (DC 15), illusory wall (DC 17)\n" +
"mirage arcana (DC 18), persistent image (DC 18)\n" +
"programmed image (DC 19), project image (DC 20), veil\n" +
"(DC 19)\n" +
"3/day-dominate monster (DC 22)\n" +
"Statistics\n" +
"Str 20, Dex 12, Con 22, Int 15, Wis 17, Cha 17\n" +
"Base Atk +6; CMB +13; CMD 24 (can\'t be tripped)\n" +
"Feats Improved Initiative, Iron Will, Lightning Reflexes\n" +
"Weapon Focus (tentacle)\n" +
"Skills Bluff +11, Intimidate +14, Knowledge (any one) +13\n" +
"Perception +14, Spellcraft +13, Swim +24\n" +
"Languages Aboleth, Aklo, Aquan, Undercommon\n",
"ECO":"any aquatic\n",
"ORG":"solitary, pair, brood (3-6), or shoal (7-19)\n",
"TREASURE":" double\n" +
"Special Abilities\n" +
"Mucus Cloud (Ex) While underwater, an aboleth exudes a\n" +
"cloud of transparent slime. All creatures adjacent to an\n" +
"aboleth must succeed on a DC 20 Fortitude save each round\n" +
"or lose the ability to breathe air (but gain the ability to\n" +
"breathe water) for 3 hours. Renewed contact with an\n" +
"aboleth\'s mucus cloud and failing another save extends the\n" +
"effect for another 3 hours. The save DC is Constitutionbased.\n" +
"Slime (Ex) A creature hit by an aboleth\'s tentacle must\n" +
"succeed on a DC 20 Fortitude save or his skin and flesh\n" +
"transform into a clear, slimy membrane over the course of\n" +
"1d4 rounds. The creature\'s new \'flesh\' is soft and tender\n" +
"reducing its Constitution score by 4 as long as it persists. If\n" +
"the creature\'s flesh isn\'t kept moist, it dries quickly and the\n" +
"victim takes 1d12 points of damage every 10 minutes.\n"
},
{
"NAME":"Allip",
"CR":3,
"XP":800,
"DATA":"CE Medium undead (incorporeal)\n" +
"A malignant cloud of shadows boils through the air, forming\n" +
"skeletal maws that babble and scream. Claws made of\n" +
"darkness surge from its ever-changing form, reaching out\n" +
"toward the living.\n" +
"Init +5; Senses darkvision 60 ft.; Perception +7\n" +
"Aura babble (60 ft., DC 15)\n" +
"DEFENSE\n" +
"AC 14, touch 14, flat-footed 13; (+3 deflection, +1 Dex)\n" +
"hp 30 (4d8+12)\n" +
"Fort +4, Ref +4, Will +4\n" +
"Defensive Abilities incorporeal, channel resistance +2;\n" +
"Immune undead traits\n" +
"OFFENSE\n" +
"Speed fly 30 ft. (perfect)\n" +
"Melee incorporeal touch +4 (1d4 Wisdom damage)\n" +
"Special Attacks touch of insanity\n" +
"Statistics\n" +
"Str -, Dex 12, Con -, Int 11, Wis 11, Cha 16\n" +
"Base Atk +3; CMB +3; CMD 17\n" +
"Feats Improved Initiative, Lightning Reflexes\n" +
"Skills Fly +16, Intimidate +10, Perception +7, Stealth +8\n" +
"Languages Common\n" +
"SQ madness\n",
"ECO":"any\n",
"ORG":"solitary, pair, or haunt (4-6)\n",
"TREASURE":" Value 800 gp\n" +
"Special Abilities\n" +
"Babble (Su) An allip constantly mutters and whines to itself\n" +
"creating a hypnotic effect. All sane creatures within 60 feet\n" +
"of the allip must succeed on a DC 15 Will save or be\n" +
"fascinated for 2d4 rounds. While a target is fascinated, the\n" +
"allip can approach without breaking the effect, but an attack\n" +
"by the allip breaks the effect. This is a sonic, mind-affecting\n" +
"compulsion effect. Creatures that successfully save cannot be\n" +
"affected by the same allip's babble for 24 hours. The save\n" +
"DC is Charisma-based.\n" +
"Madness (Su) Anyone targeting an allip with thought\n" +
"detection, mind control, or telepathic ability makes direct\n" +
"contact with its tortured mind and takes 1d4 points of\n" +
"Wisdom damage.\n" +
"Touch of Insanity (Su) The touch of an allip deals 1d4\n" +
"points of Wisdom damage. A successful critical hit causes\n" +
"1d4 points of Wisdom damage and 1 point of Wisdom drain\n" +
"(instead of double Wisdom damage). On each successful\n" +
"attack, an allip gains 5 temporary hit points.\n"
},
{
"NAME":"Astral Deva",
"CR":14,
"XP":38400,
"DATA":"NG Medium outsider (angel, extraplanar, good)\n" +
"Init +8; Senses darkvision 60 ft., low-light vision;\n" +
"Perception +26\n" +
"Aura protective aura\n" +
"DEFENSE\n" +
"AC 29, touch 14, flat-footed 25 (+4 Dex, +15 natural; +4\n" +
"deflection vs. evil)\n" +
"hp 172 (15d10+90)\n" +
"Fort +16, Ref +13, Will +11; +4 vs. poison, +4 resistance vs.\n" +
"evil\n" +
"Defensive Abilities uncanny dodge; DR 10/evil; Immune\n" +
"acid, cold, petrification; Resist electricity 10, fire 10; SR 25\n" +
"OFFENSE\n" +
"Speed 50 ft., fly 100 ft. (good)\n" +
"Melee +2 disrupting warhammer +26/+21/+16 (1d8+14/x3\n" +
"plus stun) or slam +23 (1d8+12)\n" +
"Spell-Like Abilities (CL 13th)\n" +
"At Will-aid, continual flame, detect evil, discern lies (DC\n" +
"20), dispel evil (DC 21), dispel magic, holy aura (DC 24)\n" +
"holy smite (DC 20), holy word (DC 23), invisibility (self\n" +
"only), plane shift (DC 23), remove curse, remove disease\n" +
"remove fear\n" +
"7/day-cure light wounds, see invisibility\n" +
"1/day-blade barrier (DC 22), heal\n" +
"Statistics\n" +
"Str 26, Dex 19, Con 21, Int 18, Wis 18, Cha 23\n" +
"Base Atk +15; CMB +23; CMD 37\n" +
"Feats Alertness, Cleave, Great Fortitude, Improved\n" +
"Initiative, Iron Will, Power Attack, Toughness, Weapon\n" +
"Focus (warhammer)\n" +
"Skills Acrobatics +22, Craft (any one) +22, Diplomacy +24\n" +
"Escape Artist +9, Fly +26, Intimidate +24, Knowledge\n" +
"(planes) +22, Knowledge (religion) +22, Perception +26\n" +
"Sense Motive +26, Stealth +22\n" +
"Languages Celestial, Draconic, Infernal; truespeech\n" +
"SQ change shape (alter self)\n",
"ECO":"any good-aligned plane\n",
"ORG":"solitary, pair, or squad (3-6)\n",
"TREASURE":" double (+2 disrupting warhammer)\n" +
"Special Abilities\n" +
"Stun (Su) If an astral deva strikes an opponent twice in one\n" +
"round with its warhammer, that creature must succeed on a\n" +
"DC 25 Fortitude save or be stunned for 1d6 rounds. The save\n" +
"DC is Strength-based.\n" +
"Uncanny Dodge (Ex) This ability functions identically to the\n" +
"rogue ability. If a deva gains uncanny dodge from a class\n" +
"level, he instead gains improved uncanny dodge.\n" +
"Astral devas are messengers of the gods of good. They watch\n" +
"over planar travelers and sponsor powerful mortals, pushing\n" +
"them to take on good causes. A typical astral deva looks\n" +
"human except for its wings, though some look like other\n" +
"humanoid races and a rare few have even more unusual\n" +
"forms. An astral deva is 7-1/2 feet tall and weighs 250\n" +
"pounds.\n" +
"Astral devas are usually created by deities from the souls of\n" +
"good mortals, though some souls spontaneously transform\n" +
"into astral devas without the intervention of a deity. Their\n" +
"skills and abilities make them excellent scouts and elite\n" +
"agents for celestial armies. They often carry long, flowing\n" +
"scrolls upon which are writ messages and judgments from\n" +
"the gods. An astral deva\'s scrolls frequently contain hints of\n" +
"prophecies and major events yet to come, and as such the\n" +
"devas are fiercely protective of the contents of these scrolls\n" +
"and let none, not even other astral devas, peruse them.\n"
},
{
"NAME":"Planetar",
"CR":16,
"XP":76800,
"DATA":"NG Large outsider (angel, extraplanar, good)\n" +
"Init +8; Senses darkvision 60 ft., detect evil, detect snares\n" +
"and pits, low-light vision, true seeing; Perception +27\n" +
"Aura protective aura\n" +
"DEFENSE\n" +
"AC 32, touch 13, flat-footed 28 (+4 Dex, +19 natural, -1\n" +
"size; +4 deflection vs. evil)\n" +
"hp 229 (17d10+136); regeneration 10 (evil weapons and\n" +
"effects)\n" +
"Fort +19, Ref +11, Will +19; +4 vs. poison, +4 resistance vs.\n" +
"evil\n" +
"DR 10/evil; Immune acid, cold, petrification; Resist\n" +
"electricity 10, fire 10; SR 27\n" +
"OFFENSE\n" +
"Speed 30 ft., fly 90 ft. (good)\n" +
"Melee +3 holy greatsword +27/+22/+17 (3d6+15/19-20) or\n" +
"slam +24 (2d8+12)\n" +
"Space 10 ft.; Reach 10 ft.\n" +
"Spell-Like Abilities (CL 16th)\n" +
"Constant-detect evil, detect snares and pits, discern lies\n" +
"(DC 20), true seeing\n" +
"At will-continual flame, dispel magic, holy smite (DC 21)\n" +
"invisibility (self only), lesser restoration, remove curse\n" +
"remove disease, remove fear (DC 18), speak with dead (DC\n" +
"20)\n" +
"3/day-blade barrier (DC 21), flame strike (DC 22), power\n" +
"word stun, raise dead, waves of fatigue\n" +
"1/day-earthquake (DC 25), greater restoration, mass\n" +
"charm monster (DC 25), waves of exhaustion\n" +
"Spells Prepared (CL 16th)\n" +
"8th-earthquake (DC 25), fire storm (DC 25)\n" +
"7th-holy word (DC 24), regenerate (2)\n" +
"6th-banishment (DC 23), greater dispel magic, heal, mass\n" +
"cure moderate wounds (DC 23)\n" +
"5th-break enchantment, dispel evil (2, DC 22), plane shift\n" +
"(DC 22), righteous might\n" +
"4th-death ward, dismissal (DC 21), neutralize poison (DC\n" +
"21), summon monster IV\n" +
"3rd-cure serious wounds (2), daylight, invisibility purge\n" +
"summon monster III, wind wall\n" +
"2nd-align weapon (2), bear\'s endurance (2), cure moderate\n" +
"wounds (2), eagle\'s splendor\n" +
"1st-bless (2), cure light wounds (4), shield of faith\n" +
"Statistics\n" +
"Str 27, Dex 19, Con 24, Int 22, Wis 25, Cha 24\n" +
"Base Atk +17; CMB +26; CMD 40\n" +
"Feats Blind-Fight, Cleave, Great Fortitude, Improved\n" +
"Initiative, Improved Sunder, Iron Will, Lightning Reflexes\n" +
"Power Attack, Toughness\n" +
"Skills Acrobatics +24, Craft (any one) +26, Diplomacy +27\n" +
"Fly +26, Heal +24, Intimidate +27, Knowledge (history) +23\n" +
"Knowledge (planes) +26, Knowledge (religion) +26\n" +
"Perception +27, Sense Motive +27, Stealth +20\n" +
"Languages Celestial, Draconic, Infernal; truespeech\n" +
"SQ change shape (alter self)\n",
"ECO":"any good-aligned plane\n",
"ORG":"solitary or pair\n",
"TREASURE":" double (+3 holy greatsword)\n" +
"Special Abilities\n" +
"Spells Planetars cast divine spells as 16th-level clerics. They\n" +
"do not gain access to domains or other cleric abilities.\n" +
"Planetars are the generals of celestial armies. A typical\n" +
"planetar stands 9 feet tall and weighs 500 pounds. They focus\n" +
"on combat and the destruction of evil; though they\n" +
"understand diplomacy, a planetar would rather lead the\n" +
"charge against an army of fiends than negotiate peace.\n"
},
{
"NAME":"Solar",
"CR":23,
"XP":819200,
"DATA":"NG Large outsider (angel, extraplanar, good)\n" +
"Init +9; Senses darkvision 60 ft., low-light vision, detect\n" +
"evil, detect snares and pits, true seeing; Perception +33\n" +
"Aura protective aura\n" +
"DEFENSE\n" +
"AC 44, touch 11, flat-footed 42 (+14 armor, +1 Dex, +1\n" +
"dodge, +19 natural, -1 size; +4 deflection vs. evil)\n" +
"hp 363 (22d10+242); regeneration 15 (evil artifacts, effects\n" +
"and spells)\n" +
"Fort +25, Ref +14, Will +23; +4 vs. poison, +4 resistance\n" +
"vs. evil\n" +
"DR 15/epic and evil; Immune acid, cold, petrification;\n" +
"Resist electricity 10, fire 10; SR 34\n" +
"OFFENSE\n" +
"Speed 50 ft., fly 150 ft. (good)\n" +
"Melee +5 dancing greatsword +35/+30/+25/+20 (3d6+18) or\n" +
"slam +30 (2d8+13)\n" +
"Ranged +5 composite longbow (+9 Str bonus) +31 (2d6+14\n" +
"plus slaying arrow)\n" +
"Space 10 ft.; Reach 10 ft.\n" +
"Spell-Like Abilities (CL 20th)\n" +
"Constant-detect evil, detect snares and pits, discern lies\n" +
"(DC 21), true seeing\n" +
"At Will-aid, animate objects, commune, continual flame\n" +
"dimensional anchor, greater dispel magic, holy smite (DC\n" +
"21), imprisonment (DC 26), invisibility (self only), lesser\n" +
"restoration, remove curse, remove disease, remove fear\n" +
"resist energy, summon monster VII, speak with dead (DC 20)\n" +
"waves of fatigue\n" +
"3/day-blade barrier (DC 23), earthquake (DC 25), heal\n" +
"mass charm monster (DC 25), permanency, resurrection\n" +
"waves of exhaustion\n" +
"1/day-greater restoration, power word blind, power word\n" +
"kill, power word stun, prismatic spray (DC 24), wish\n" +
"Spells Prepared (CL 20th)\n" +
"9th-etherealness, mass heal, miracle, storm of vengeance\n" +
"(DC 27)\n" +
"8th-fire storm (DC 26), holy aura (2) (DC 26), mass cure\n" +
"critical wounds (2)\n" +
"7th-destruction (DC 25), dictum (DC 25), ethereal jaunt\n" +
"holy word (DC 25), regenerate\n" +
"6th-banishment (DC 24), heroes\' feast, mass cure moderate\n" +
"wounds, undeath to death (DC 24), word of recall\n" +
"5th-break enchantment, breath of life, dispel evil (DC 23)\n" +
"plane shift (DC 23), righteous might, symbol of sleep (DC\n" +
"23)\n" +
"4th-cure critical wounds (3), death ward, dismissal (DC\n" +
"22), neutralize poison (2) (DC 22)\n" +
"3rd-cure serious wounds, daylight, invisibility purge, magic\n" +
"circle against evil, prayer, protection from energy, wind wall\n" +
"2nd-align weapon, bear\'s endurance, bull\'s strength\n" +
"consecrate, cure moderate wounds (2), eagle\'s splendor\n" +
"1st-bless, cure light wounds (3), divine favor, entropic\n" +
"shield, shield of faith\n" +
"Statistics\n" +
"Str 28, Dex 20, Con 30, Int 23, Wis 27, Cha 25\n" +
"Base Atk +22; CMB +32; CMD 47\n" +
"Feats Cleave, Deadly Aim, Dodge, Great Fortitude\n" +
"Improved Initiative, Improved Sunder, Iron Will, Lightning\n" +
"Reflexes, Mobility, Power Attack, Toughness\n" +
"Skills Craft (any one) +31, Diplomacy +32, Fly +32\n" +
"Knowledge (history) +31, Knowledge (nature) +31\n" +
"Knowledge (planes) +31, Knowledge (religion) +31\n" +
"Perception +33, Sense Motive +33, Spellcraft +31, Stealth\n" +
"+21, Survival +31\n" +
"Languages Celestial, Draconic, Infernal; truespeech\n" +
"SQ change shape (alter self)\n",
"ECO":"any good-aligned plane\n",
"ORG":"solitary or pair\n",
"TREASURE":" double (+5 full plate, +5 dancing greatsword, +5\n" +
"composite longbow [+9 Str bonus])\n" +
"Special Abilities\n" +
"Spells Solars can cast divine spells as 20th-level clerics.\n" +
"They do not gain access to domains or other cleric abilities.\n" +
"Slaying Arrow (Su) A solar\'s bow needs no ammunition, and\n" +
"automatically creates a slaying arrow of the solar\'s choice\n" +
"when drawn.\n" +
"Solars are the greatest type of angel, usually serving at the\n" +
"right hand of a deity or championing a cause that benefits an\n" +
"entire world or plane. A typical solar looks roughly human\n" +
"though some physically resemble other humanoid races and a\n" +
"rare few have even more unusual forms. A solar stands about\n" +
"9 feet tall and weighs about 500 pounds, with a strong\n" +
"commanding voice that is impossible to ignore. Most have\n" +
"silvery or golden skin.\n" +
"Blessed with an array of magical powers and the spellcasting\n" +
"abilities of the most powerful clerics, solars are powerful\n" +
"opponents capable of single-handedly slaying mighty evils.\n" +
"They are the greatest trackers among the celestials, the most\n" +
"masterful of which are said to be able to track the days-old\n" +
"wake of a pit fiend flying through the Astral Plane. Some\n" +
"take on the mantle of monster-slayers and hunt powerful\n" +
"fiends and undead such as devourers, night hags, night\n" +
"shades, and pit fiends, even making forays into the evil\n" +
"planes and the Negative Energy Plane to destroy these\n" +
"creatures at their source before they can bring harm to\n" +
"mortals. A few very old solars have succeeded at this task\n" +
"and bear slayer-names of dread creatures that are now extinct\n" +
"by the solar\'s hand.\n" +
"Solars accept roles as guardians, usually of fundamental\n" +
"supernatural concepts, or objects or creatures of great\n" +
"importance. On one world, a group of solars patrols the\n" +
"energy conduits of the sun, alert for any attempts by evil\n" +
"races such as drow to snuff out the light and bring eternal\n" +
"darkness. On another, seven solars stand watch over seven\n" +
"mystical chains keeping evil gods bound within a prison\n" +
"demiplane. On yet another, a solar with a flaming sword\n" +
"stands watch over the original mortal paradise so that no\n" +
"creature may enter.\n" +
"In worlds where the gods cannot take physical form, they\n" +
"send solars to be their prophets and gurus (often pretending\n" +
"to be mortals), laying the foundation for cults that grow to\n" +
"become great religions. Likewise, in worlds oppressed by\n" +
"evil, solars are the secret priests who bring hope to the\n" +
"downtrodden, or in some cases allow themselves to be\n" +
"martyred so that their holy essence can explode outward to\n" +
"land and grow in the hearts of great heroes-to-be.\n" +
"Though they are not gods, the solars\' power approaches that\n" +
"of demigods, and they often have an advisory role for\n" +
"younger or weaker deities. In some polytheistic faiths\n" +
"mortals worship one or more solars as aspects or near-equal\n" +
"servants of the true deities-never without the deity\'s\n" +
"approval-or consider notable solars to be offspring\n" +
"consorts, lovers, or spouses of true deities (which they may\n" +
"be, depending on the deity).\n"
},
{
"NAME":"Animated Object",
"CR":3,
"XP":800,
"DATA":"N Medium construct\n" +
"Init +0; Senses darkvision 60 ft., low-light vision;\n" +
"Perception -5\n" +
"DEFENSE\n" +
"AC 14, touch 10, flat-footed 12 (+4 natural)\n" +
"hp 36 (3d10+20)\n" +
"Fort +1, Ref +1, Will -4\n" +
"Defensive Abilities hardness 5 (or more); Immune construct\n" +
"traits\n" +
"OFFENSE\n" +
"Speed 30 ft.\n" +
"Melee slam +5 (1d6+3)\n" +
"Statistics\n" +
"Str 14, Dex 10, Con -, Int -, Wis 1, Cha 1\n" +
"Base Atk +3; CMB +5; CMD 15\n" +
"SQ construction points\n",
"ECO":"any\n",
"ORG":"solitary, pair, or group (3-12)\n",
"TREASURE":" none\n" +
"Additional Attack (Ex, 1 CP): Gains an additional slam\n" +
"attack.\n" +
"Additional Movement (Ex, 1 CP): Gains a new mode of\n" +
"movement (burrow, climb, fly [clumsy], or swim) at a speed\n" +
"equal to its base speed.\n" +
"Constrict (Ex, 1 CP): Gains constrict with its slam attacks\n" +
"(the object must have grab before it can take this ability).\n" +
"Faster (Ex, 1 CP): One of the object\'s movement modes\n" +
"increases by +10 ft.\n" +
"Grab (Ex, 1 CP): Gains grab special attack with slam attacks.\n" +
"Metal (Ex, 2 CP): The object is made of common metal. Its\n" +
"hardness increases to 10, and it gains a +2 increase to its\n" +
"natural armor bonus. Mithral objects cost 4 CP, and gain\n" +
"hardness 15 plus a +4 increase to natural armor. Adamantine\n" +
"objects cost 6 CP, gain hardness 20, and receive a +6 increase\n" +
"to natural armor.\n" +
"Stone (Ex, 1 CP): The object is made of stone or crystal. Its\n" +
"hardness increases to 8 and it gains a +1 increase to its\n" +
"natural armor bonus.\n" +
"Trample (Ex, 2 CP): The object gains the trample special\n" +
"attack.\n" +
"An animated object is not simply one monster, but a whole\n" +
"category. The stats presented here are for a Medium animated\n" +
"object (with 2 CP that have not been spent to gain additional\n" +
"abilities), but any object can become animated, most\n" +
"commonly via the spell animate objects. Permanent animated\n" +
"objects can be built using the Craft Construct feat. Unless an\n" +
"animated object uses a Construction Point to be made of\n" +
"another material, all animated objects are made of wood or\n" +
"material of equivalent hardness. Creating an animated object\n" +
"of a different size than Medium can be done simply by\n" +
"adjusting the object\'s size (and thus adjusting its Strength\n" +
"Dexterity, natural armor bonus, and size modifier to attack\n" +
"and AC as detailed on page 290) and Hit Dice.\n" +
"Size Sample Object HD CP CR\n" +
"Tiny Candelabra 1d10 1 1/2\n" +
"Small Chair 2d10+10 1 2\n" +
"Medium Cage 3d10+20 2 3\n" +
"Large Statue 4d10+30 3 5\n" +
"Huge Wagon 7d10+40 4 7\n" +
"Gargantuan Catapult 10d10+60 5 9\n" +
"Colossal Ship 13d10+80 6 11\n"
},
{
"NAME":"Ankheg",
"CR":3,
"XP":800,
"DATA":"N Large magical beast\n" +
"Init +0; Senses darkvision 60 ft., low-light vision\n" +
"tremorsense 60 ft.; Perception +8\n" +
"DEFENSE\n" +
"AC 16, touch 9, flat-footed 16 (+7 natural, -1 size)\n" +
"hp 28 (3d10+12)\n" +
"Fort +6, Ref +3, Will +2\n" +
"OFFENSE\n" +
"Speed 30 ft., burrow 20 ft.\n" +
"Melee bite +5 (2d6+4 plus 1d4 acid and grab)\n" +
"Space 10 ft.; Reach 5 ft.\n" +
"Special Attacks spit acid\n" +
"Statistics\n" +
"Str 16, Dex 10, Con 17, Int 1, Wis 13, Cha 6\n" +
"Base Atk +3; CMB +7 (+11 grapple); CMD 17 (25 vs. trip)\n" +
"Feats Skill Focus (Perception), Toughness\n" +
"Skills Climb +8, Perception +8\n",
"ECO":"temperate or warm plains\n",
"ORG":"solitary, pair, or nest (3-6)\n",
"TREASURE":" incidental\n" +
"Special Abilities\n" +
"Spit Acid (Ex) Once every 6 hours, an ankheg can spit a 30-\n" +
"foot line of acid. Creatures struck by this acid take 4d4 points\n" +
"of acid damage (Reflex DC 14 halves). Once an ankheg uses\n" +
"this attack, it must wait 6 hours before using it again.\n" +
"Additionally, during this time period, its bite attack does not\n" +
"inflict any additional acid damage. As a result, an ankheg\n" +
"does not use this ability unless it is desperate or frustrated\n" +
"most often spitting acid when reduced to fewer than half its\n" +
"full normal hit points or when it cannot not successfully grab\n" +
"an opponent. The save DC is Constitution-based.\n" +
"Ankhegs are an all-too-common plague upon the rural areas\n" +
"of the world. These horse-sized burrowing monsters\n" +
"generally avoid heavily settled areas like cities, but their\n" +
"predilection for livestock and humanoid flesh ensures that\n" +
"they do not keep to the deep wilderness either. Their\n" +
"preferred habitat is rural farmlands, as the loose soil of such\n" +
"regions makes it easy for the creatures to burrow. Tales speak\n" +
"of larger ankhegs that dwell in remote deserts-such\n" +
"creatures likely feed primarily on giant scorpions and camels\n" +
"and rarely come in contact with civilization due to their\n" +
"remote locations. (A desert ankheg is a Huge advanced\n" +
"ankheg.)\n" +
"In combat, an ankheg prefers to attack with its bite. Against\n" +
"multiple foes, an ankheg often grabs one of the available\n" +
"targets and then attempts to retreat to safety, burrowing into\n" +
"the ground. A creature carried underground can still breathe\n" +
"with difficulty (the ankheg needs to breathe as well, so its\n" +
"tunnels are relatively porous), but is often eaten alive before\n" +
"its allies can rescue it.\n" +
"Ankhegs burrow with their legs and mandibles, moving with\n" +
"unsettling speed through loose soil, sand, gravel, and the like\n" +
"-they cannot burrow through solid stone. Burrowing\n" +
"ankhegs can construct tunnels by pausing frequently to shore\n" +
"up the walls with a thicker, less caustic secretion from their\n" +
"mouths. If an ankheg chooses to make a permanent tunnel\n" +
"when burrowing, it moves at half speed. A typical ankheg\n" +
"tunnel is 10 feet tall and wide, roughly circular in crosssection\n" +
"and from 60 to 150 feet long ([1d10 + 5] x 10).\n" +
"Clusters of ankhegs often share the same territory and create\n" +
"intricate winding networks of tunnels under farmlands\n" +
"sometimes resulting in sinkholes where too many burrow at\n" +
"once.\n" +
"Although ankhegs resemble immense vermin, they are in fact\n" +
"much more intelligent than the typical arachnid and, given\n" +
"time and a talented trainer, can even be trained to serve as\n" +
"mounts or beasts of burden. The fact that even\n" +
"\'domesticated\' ankhegs are prone to squirting acid when\n" +
"frightened or startled makes them unsafe at best in most\n" +
"heavily populated regions, but for more savage races like\n" +
"hobgoblins, troglodytes, and particularly orcs, ankhegs make\n" +
"popular guardians or even pets.\n"
},
{
"NAME":"Giant Ant",
"CR":2,
"XP":600,
"DATA":"N Medium vermin\n" +
"Init +0; Senses darkvision 60 ft., scent; Perception +5\n" +
"DEFENSE\n" +
"AC 15, touch 10, flat-footed 15; (+5 natural)\n" +
"hp 18 (2d8+9)\n" +
"Fort +6, Ref +0, Will +1\n" +
"Immune mind-affecting effects\n" +
"OFFENSE\n" +
"Speed 50 ft., climb 20 ft.\n" +
"Melee bite +3 (1d6+2 plus grab), sting +3 (1d4+2 plus\n" +
"poison)\n" +
"Statistics\n" +
"Str 14, Dex 10, Con 17, Int -, Wis 13, Cha 11\n" +
"Base Atk +1; CMB +3 (+7 grapple); CMD 13 (21 vs. trip)\n" +
"Feats ToughnessB\n" +
"Skills Climb +10, Perception +5, Survival +5; Racial\n" +
"Modifiers +4 Perception, +4 Survival\n",
"ECO":"any\n",
"ORG":"solitary, pair, gang (3-6), or hive (7-18 plus\n" +
"10-100 workers, 2-8 drones, and 1 queen)\n",
"TREASURE":" none\n" +
"Special Abilities\n" +
"Poison (Ex) Sting-injury; save Fort DC 12; frequency\n" +
"1/round for 4 rounds; effect 1d2 Str; cure 1 save\n" +
"Giant ants are as industrious as their normal-sized kin. While\n" +
"their nests generally don\'t consist of thousands, their greatly\n" +
"increased size more than compensates.\n" +
"The statistics given above are for soldier ants-the variety\n" +
"most commonly encountered. The following simple\n" +
"templates can be used to create variants of the standard\n" +
"soldier ant.\n" +
"Worker (-1 CR) Worker ants do not have a poison sting\n" +
"attack or a grab special attack.\n" +
"Drone (+1 CR) Drones have the advanced simple template\n" +
"and a fly speed of 30 feet (average).\n" +
"Queen (+2 CR) The queen of a nest is an immense, bloated\n" +
"creature. She gains the advanced and the giant simple\n" +
"templates, but drops her speed to 10 feet and loses her climb\n" +
"speed entirely.\n"
},
{
"NAME":"Army Ant Swarm",
"CR":5,
"XP":1600,
"DATA":"N Fine vermin (swarm)\n" +
"Init +2; Senses darkvision 60 ft., scent; Perception +4\n" +
"DEFENSE\n" +
"AC 20, touch 20, flat-footed 18; (+8 size, +2 Dex)\n" +
"hp 49 (11d8)\n" +
"Fort +7, Ref +5, Will +3\n" +
"Defensive Abilities swarm traits; Immune weapon damage\n" +
"OFFENSE\n" +
"Speed 30 ft., climb 30 ft.\n" +
"Melee swarm (3d6)\n" +
"Space 10 ft.; Reach 0 ft.\n" +
"Special Attacks cling, consume, distraction (DC 15)\n" +
"Statistics\n" +
"Str 1, Dex 15, Con 10, Int -, Wis 10, Cha 2\n" +
"Base Atk +8; CMB -; CMD -\n" +
"Skills Climb +10, Perception +4; Racial Modifiers +4\n" +
"Perception\n",
"ECO":"any tropical\n",
"ORG":"solitary, pair, patrol (3-6 swarms), or legion\n" +
"(7-16 swarms)\n",
"TREASURE":" none\n" +
"Special Abilities\n" +
"Cling (Ex) If a creature leaves an army ant swarm\'s square\n" +
"the swarm suffers 1d6 points of damage to reflect the loss of\n" +
"its numbers as several of the crawling pests continue to cling\n" +
"tenaciously to the victim. A creature with army ants clinging\n" +
"to him takes 3d6 points of damage at the end of his turn each\n" +
"round. As a full-round action, he can remove the ants with a\n" +
"DC 17 Reflex save. High wind or any amount of damage\n" +
"from an area effect destroys all clinging ants. The save DC is\n" +
"Dexterity-based.\n"
},
{
"NAME":"Ant Lion, Giant",
"CR":5,
"XP":1600,
"DATA":"N Large vermin\n" +
"Init +0; Senses darkvision, tremorsense 60 ft.; Perception +0\n" +
"DEFENSE\n" +
"AC 19, touch 9, flat-footed 19; (+10 natural, -1 size)\n" +
"hp 60 (8d8+24)\n" +
"Fort +9, Ref +2, Will +2\n" +
"Immune mind-affecting effects\n" +
"OFFENSE\n" +
"Speed 30 ft., burrow 10 ft.\n" +
"Melee bite +10 (2d8+7 plus grab)\n" +
"Space 10 ft.; Reach 5 ft.\n" +
"Special Attacks sand trap\n" +
"Statistics\n" +
"Str 20, Dex 11, Con 17, Int -, Wis 11, Cha 10\n" +
"Base Atk +6; CMB +12 (+16 grapple); CMD 22\n",
"ECO":"warm deserts\n",
"ORG":"solitary or nest (2-4)\n",
"TREASURE":" Value 1550 gp\n" +
"Special Abilities\n" +
"Sand Trap (Ex) A giant ant lion can create a 60-footdiameter\n" +
"trap in any sand or soft earth surface (see below).\n" +
"Creating a sand trap takes 1 hour. A giant ant lion can make\n" +
"an attack of opportunity against any creature that falls to the\n" +
"bottom of its sand trap. These creatures can move across\n" +
"sand traps at their normal speed and are immune to these\n" +
"traps effects.\n"
},
{
"NAME":"Giant Lacewing",
"CR":6,
"XP":2400,
"DATA":"N Huge vermin\n" +
"Init +3; Senses darkvision; Perception +0\n" +
"DEFENSE\n" +
"AC 19, touch 11, flat-footed 16; (+3 Dex, +8 natural, -2\n" +
"size)\n" +
"hp 85 (10d8+40)\n" +
"Fort +11, Ref +6, Will +3\n" +
"Immune mind-affecting effects\n" +
"OFFENSE\n" +
"Speed 30 ft., fly 60 ft. (good)\n" +
"Melee bite +12 (2d8+10)\n" +
"Space 15 ft.; Reach 10 ft.\n" +
"Statistics\n" +
"Str 24, Dex 16, Con 19, Int -, Wis 11, Cha 10\n" +
"Base Atk +7; CMB +16; CMD 29\n" +
"Skills Fly +5\n",
"ECO":"warm deserts\n",
"ORG":"solitary or cloud (2-12)\n",
"TREASURE":" Value none\n" +
"Perils of the desert depths, giant ant lions construct traps\n" +
"from the shifting sands, precarious pits from which panicked\n" +
"creatures have little hope of escaping. These ferocious beasts\n" +
"lurk at the base of these pits, half buried and patiently\n" +
"awaiting unwary prey. Giant ant lions are the larval form of\n" +
"giant lacewings, carnivorous flying insects that are\n" +
"commonly mistaken for dragonflies. When a giant ant lion\n" +
"reaches maturity, it creates a cocoon of sand and dirt around\n" +
"itself, emerging 1 month later as a giant lacewing. Upon\n" +
"mating and producing more giant ant lions, these deadly\n" +
"insects linger to help feed their young, coaxing food into\n" +
"their offsprings' traps.\n"
},
{
"NAME":"Gorilla",
"CR":2,
"XP":600,
"DATA":"N Large animal\n" +
"Init +2; Senses low-light vision, scent; Perception +8\n" +
"DEFENSE\n" +
"AC 14, touch 11, flat-footed 12; (+2 Dex, +3 natural, -1\n" +
"size)\n" +
"hp 19 (3d8+6)\n" +
"Fort +7, Ref +5, Will +2\n" +
"OFFENSE\n" +
"Speed 30 ft., climb 30 ft.\n" +
"Melee 2 slams +3 (1d6+2)\n" +
"Space 10 ft.; Reach 10 ft.\n" +
"Statistics\n" +
"Str 15, Dex 15, Con 14, Int 2, Wis 12, Cha 7\n" +
"Base Atk +2; CMB +6; CMD 18\n" +
"Feats Great Fortitude, Skill Focus (Perception)\n" +
"Skills Acrobatics +6, Climb +14, Perception +8\n",
"ECO":"warm forests\n",
"ORG":"solitary, pair, or troop (3-12)\n",
"TREASURE":" none\n" +
"An adult male ape is 8 feet tall and can weigh as much as\n" +
"400 pounds. While generally shy and peaceful creatures\n" +
"when left to their own business, gorillas are territorial and\n" +
"become highly aggressive when provoked. This stat block\n" +
"can generally be used for any of the larger types of primates\n" +
"such as gorillas-for smaller apes like orangutans and\n" +
"chimpanzees, apply the young simple template. Even smaller\n" +
"primates should use the stats for monkeys.\n" +
"Gorillas typically make a large show of force before actually\n" +
"attacking, thumping their chests with their palms, stamping\n" +
"their feet, and roaring loudly. Any opponents who refuse to\n" +
"flee after this display are attacked. Troops of apes fight\n" +
"together in a frenzy, tearing opponents to pieces with their\n" +
"hands and teeth.\n"
},
{
"NAME":"Dire Ape (Gigantopithecus)",
"CR":3,
"XP":800,
"DATA":"N Large animal\n" +
"Init +2; Senses low-light vision, scent; Perception +8\n" +
"DEFENSE\n" +
"AC 15, touch 11, flat-footed 13; (+2 Dex, +4 natural, -1\n" +
"size)\n" +
"hp 30 (4d8+12)\n" +
"Fort +7, Ref +6, Will +4\n" +
"OFFENSE\n" +
"Speed 30 ft., climb 30 ft.\n" +
"Melee bite +6 (1d6+4), 2 claws +6 (1d4+4)\n" +
"Space 10 ft.; Reach 10 ft.\n" +
"Special Attacks rend (2 claws, 1d4+6)\n" +
"Statistics\n" +
"Str 19, Dex 15, Con 16, Int 2, Wis 12, Cha 7\n" +
"Base Atk +3; CMB +8; CMD 20\n" +
"Feats Iron Will, Skill Focus (Perception)\n" +
"Skills Acrobatics +6, Climb +16, Perception +8, Stealth +2\n" +
"ECO -Ecology warm forests\n",
"ORG":"solitary, pair, or troop (3-6)\n",
"TREASURE":" incidental\n" +
"Known to many scholars as the gigantopithecus, the dire ape\n" +
"is a much more dangerous and bestial creature than the\n" +
"relatively peaceful gorilla. An adult male dire ape stands 9\n" +
"feet tall and weighs 1200 pounds. The dire ape attacks\n" +
"anything that intrudes on its territory, including other dire\n" +
"apes not of its troop, and does not break off the attack until\n" +
"the trespasser is dead or runs off.\n"
},
{
"NAME":"Hound Archon",
"CR":4,
"XP":1200,
"DATA":"LG Medium outsider (archon, extraplanar, good, lawful)\n" +
"Init +4; Senses darkvision 60 ft., detect evil, low-light\n" +
"vision, scent; Perception +10\n" +
"Aura aura of menace (DC 16), magic circle against evil\n" +
"DEFENSE\n" +
"AC 19, touch 10, flat-footed 19 (+9 natural; +2 deflection vs.\n" +
"evil)\n" +
"hp 39 (6d10+6)\n" +
"Fort +6, Ref +5, Will +5; +4 vs. poison, +2 resistance vs.\n" +
"evil\n" +
"DR 10/evil; Immune electricity, petrification; SR 15\n" +
"OFFENSE\n" +
"Speed 40 ft.\n" +
"Melee bite +8 (1d8+3), slam +8 (1d4+1) or mwk greatsword\n" +
"+9/+4 (1d8+2), bite +3 (1d8+2)\n" +
"Spell-Like Abilities (CL 6th)\n" +
"Constant-detect evil, magic circle against evil\n" +
"At Will-aid, continual flame, greater teleport (self plus 50\n" +
"lbs. of objects only), message\n" +
"Statistics\n" +
"Str 15, Dex 10, Con 13, Int 10, Wis 13, Cha 12\n" +
"Base Atk +6; CMB +8; CMD 18\n" +
"Feats Improved Initiative, Iron Will, Power Attack\n" +
"Skills Acrobatics +9, Intimidate +10, Perception +10, Sense\n" +
"Motive +10, Stealth +13, Survival +14; Racial Modifiers +4\n" +
"Stealth, +4 Survival\n" +
"Languages Celestial, Draconic, Infernal; truespeech\n" +
"SQ change shape (beast shape II)\n",
"ECO":"any (Heaven)\n",
"ORG":"solitary, pair, or squad (3-5)\n",
"TREASURE":" standard (masterwork greatsword, other treasure)\n" +
"Special Abilities\n" +
"Change Shape (Su) A hound archon can assume any canine\n" +
"form of Small to Large size, as if using beast shape II. While\n" +
"in canine form, the hound archon loses its bite, slam, and\n" +
"greatsword attacks, but gains the bite attack of the form it\n" +
"chooses. For the purposes of this ability, canines include any\n" +
"dog-like or wolf-like creature of the animal type.\n" +
"Hound archons look like well-muscled humans with canine\n" +
"heads typically resembling those of noble-looking wolves or\n" +
"dogs. Well trained, they prefer to make use of their\n" +
"greatswords in battle, though they are equally adept with\n" +
"their natural weapons. Hound archons loathe killing mortals\n" +
"and prefer to disarm or incapacitate even evil individuals\n" +
"when they can. Against fiends and the irredeemably corrupt\n" +
"though, they show no mercy.\n" +
"Hound archons are disciplined soldiers and sentinels.\n" +
"Occasionally good-aligned deities send them to watch over\n" +
"specific places and individuals they take a particular interest\n" +
"in. Under the guise of unassuming but friendly strays, such\n" +
"secret defenders might follow their ward or guard their post\n" +
"subtly for years.\n"
},
{
"NAME":"Lantern Archon",
"CR":2,
"XP":600,
"DATA":"LG Small outsider (archon, extraplanar, good, lawful)\n" +
"Init +4; Senses darkvision 60 ft., low-light vision;\n" +
"Perception +4\n" +
"Aura aura of menace (DC 12)\n" +
"DEFENSE\n" +
"AC 15, touch 11, flat-footed 15 (+4 natural, +1 size; +2\n" +
"deflect vs. evil)\n" +
"hp 13 (2d10+2)\n" +
"Fort +4, Ref +3, Will +0; +4 vs. poison, +2 resistance vs.\n" +
"evil\n" +
"DR 10/evil; Immune electricity, petrification\n" +
"OFFENSE\n" +
"Speed fly 60 ft. (perfect)\n" +
"Ranged 2 light rays +3 ranged touch (1d6)\n" +
"Spell-Like Abilities (CL 3rd):\n" +
"At Will-aid, continual flame, detect evil, greater teleport\n" +
"(self plus 50 lbs. of objects only)\n" +
"Statistics\n" +
"Str 1, Dex 11, Con 12, Int 6, Wis 11, Cha 10\n" +
"Base Atk +2; CMB -4; CMD 6\n" +
"Feats Improved Initiative\n" +
"Skills Diplomacy +5, Fly +14, Knowledge (planes) +3\n" +
"Perception +4, Sense Motive +5\n" +
"Languages Celestial, Draconic, Infernal; truespeech\n" +
"SQ gestalt\n",
"ECO":"any (Heaven)\n",
"ORG":"solitary, pair, or squad (3-6)\n",
"TREASURE":" none\n" +
"Special Abilities\n" +
"Gestalt (Su) Nine lantern archons can fuse together as a fullround\n" +
"action, becoming a single Large entity that is more\n" +
"powerful than the individual archons that make up its parts.\n" +
"Looking like a whirlwind of dancing firefly lights, the gestalt\n" +
"has all the powers and abilities of a Large air elemental plus\n" +
"the following: archon, good, and lawful subtypes; archon\n" +
"traits (aura of menace DC 16); 2 light rays (2d6); DR 5/evil\n" +
"and magic. The archons can remain in this form for 2d4\n" +
"rounds. When the gestalt separates back into individual\n" +
"lantern archons, its remaining hit points are divided evenly\n" +
"among them; if it had less than 9 hit points, some of the\n" +
"component archons die when the gestalt ends.\n" +
"Light Ray (Ex) A lantern archon can fire beams of light to\n" +
"damage foes. These light rays have a maximum range of 30\n" +
"feet. This attack overcomes damage reduction of any type.\n" +
"Friendly and curious beings, lantern archons eagerly\n" +
"converse with and assist other creatures. Their bodies\n" +
"however, are merely globes of spiritual purity and pale light\n" +
"and though they might interact with their surroundings\n" +
"through pure force of will, such interaction proves too weak\n" +
"to help with most physical tasks. Their evasive natures make\n" +
"them exceptional at scouting-at least in areas where strange\n" +
"lights aren\'t unusual-relaying messages, and overwhelming\n" +
"enemies with surprise and group tactics. Although they\n" +
"appear fragile, their forms guard them against all but the\n" +
"most profane attacks.\n" +
"A lantern archon always glows, usually as bright as a torch.\n" +
"They have total control over the color of light they shed, and\n" +
"take great pleasure in modulating their colors and brightness\n" +
"in time to music or to entertain other creatures. Most lantern\n" +
"archons speak in airy, echoing voices, with tones that range\n" +
"from somber whispers to hurried chirping. Often, their light\n" +
"fluctuates along with their words or tones, punctuating their\n" +
"speech with sparks of light or gentle pulses. As a swift\n" +
"action, a lantern archon can dampen its light to that of a\n" +
"candle for 1 round. Only death can extinguish this light. As\n" +
"lantern archons never sleep or eat, they make excellent\n" +
"watchers and guardians. Lantern archons light many\n" +
"settlements in the celestial realms in lieu of mundane or\n" +
"magical illumination, serving as disguised sentinels always\n" +
"watchful for approaching evil.\n"
},
{
"NAME":"Trumpet Archon",
"CR":14,
"XP":38400,
"DATA":"LG Medium outsider (archon, extraplanar, good, lawful)\n" +
"Init +7; Senses darkvision 60 ft., low-light vision;\n" +
"Perception +22\n" +
"Aura aura of menace (DC 22), magic circle against evil\n" +
"DEFENSE\n" +
"AC 27, touch 13, flat-footed 24 (+3 Dex, +14 natural; +2\n" +
"deflection vs. evil)\n" +
"hp 175 (14d10+98)\n" +
"Fort +16, Ref +9, Will +14; +4 vs. poison, +2 resistance vs.\n" +
"evil\n" +
"DR 10/evil; Immune electricity, petrification; SR 25\n" +
"OFFENSE\n" +
"Speed 40 ft., fly 90 ft. (good)\n" +
"Melee +4 greatsword +23/+18/+13 (2d6+11)\n" +
"Special Attacks trumpet\n" +
"Spell-Like Abilities (CL 14th)\n" +
"Constant-magic circle against evil\n" +
"At will-aid, continual flame, detect evil, greater teleport\n" +
"(self plus 50 lbs. of objects only), message\n" +
"Spells Prepared (CL 14th)\n" +
"7th-mass cure serious wounds (2)\n" +
"6th-banishment (DC 21), heal (2)\n" +
"5th-dispel evil (DC 20), mass cure light wounds, plane shift\n" +
"(DC 20), raise dead\n" +
"4th-dismissal (DC 19), divine power, neutralize poison (DC\n" +
"19), spell immunity\n" +
"3rd-cure serious wounds, daylight, invisibility purge, magic\n" +
"vestment, protection from energy\n" +
"2nd-bull\'s strength, consecrate, cure moderate wounds (2)\n" +
"lesser restoration (2), owl\'s wisdom\n" +
"1st-bless, cure light wounds (3), divine favor, sanctuary\n" +
"(DC 16), shield of faith\n" +
"Statistics\n" +
"Str 20, Dex 17, Con 25, Int 16, Wis 20, Cha 17\n" +
"Base Atk +14; CMB +19; CMD 32\n" +
"Feats Blind-Fight, Cleave, Combat Reflexes, Improved\n" +
"Initiative, Lightning Reflexes, Persuasive, Power Attack\n" +
"Skills Diplomacy +24, Escape Artist +17, Fly +24, Handle\n" +
"Animal +20, Knowledge (religion) +20, Perception +22\n" +
"Perform (wind instruments) +20, Sense Motive +24, Stealth\n" +
"+20\n" +
"Languages Celestial, Draconic, Infernal; truespeech\n",
"ECO":"any (Heaven)\n",
"ORG":"solitary, pair, or squad (3-5)\n",
"TREASURE":" standard\n" +
"Special Abilities\n" +
"Spells Trumpet archons can cast divine spells as 14th-level\n" +
"clerics. They do not gain access to domains or other cleric\n" +
"abilities.\n" +
"Trumpet (Su) All creatures except archons within 100 feet\n" +
"of the trumpet\'s blast must succeed on a DC 19 Fortitude\n" +
"save or be paralyzed for 1d4 rounds. The save DC is\n" +
"Charisma-based. The archon can also command its trumpet\n" +
"to become a +4 greatsword as a free action. Out of the\n" +
"archon\'s hands, it is a chunk of useless metal.\n" +
"Messengers of good deities and mighty celestials, trumpet\n" +
"archons serve as the vanguard of divine armies and rally the\n" +
"legions of heaven to war. When lawful good deities have the\n" +
"need to communicate directly with a group of mortals, they\n" +
"often send trumpet archons to act as their intermediaries.\n" +
"Trumpet archons speak with clear, musical voices. Their\n" +
"otherworldly eyes are white and pupilless.\n" +
"All trumpet archons carry a gleaming magical trumpet or\n" +
"horn with which they create wondrous music, sound calls to\n" +
"other archons, paralyze enemies, or defend the virtuous.\n" +
"They typically adorn their trumpet with the standard of their\n" +
"liege.\n"
},
{
"NAME":"Ascomoid",
"CR":5,
"XP":1600,
"DATA":"N Large plant\n" +
"Init +1; Senses tremorsense 60 ft.; Perception +0\n" +
"DEFENSE\n" +
"AC 17, touch 10, flat-footed 16; (+1 Dex, +7 natural, -1\n" +
"size)\n" +
"hp 52 (7d8+21)\n" +
"Fort +8, Ref +3, Will +2\n" +
"DR 10/piercing; Immune plant traits; Resist electricity 10\n" +
"fire 10\n" +
"OFFENSE\n" +
"Speed 40 ft.\n" +