Beh’ul

Beh’ul

Challenge Rating: 2

Size: Medium

Type: Fey (Navirite)

Initiative: +3

 

Defense

Hit Points: 22 (2HD)

Armor Class: 16 (+3 DEX, +2 Natural, +1 Dodge)

Saves: Fort 1 Ref 6 Will 3

Weaknesses: Salt, silver, enchanted weapons

 

Offense

Speed: 30

Base Attack: +3

Melee: Short Sword +4 (1d6+1)

Ranged: Shortbow +6 (1d6)

Special Attacks: —

Sanity Effects: First encounter, witnessing the Leave Undead ability 0/1d3

 

Statistics

Abilities: STR 12, DEX 16, CON 12, INT 10, WIS 9, CHA 10

Skills: Acrobatics +1, Athletics +3,  Awareness 0, Endurance +1, Knowledge 0, Persuasion 0, Spellcraft –, Survival -1, Thievery +4

Talents: 1 point or recommended: Dodge

Special Qualities: Possess (DC13 Will), Incorporeal Form, Leave Undead

 

Ecology

Environment: Any

Organization: Singular or clutch (4-10)

 

Treasure: As per possessed Creature.

 

Possess

 

A beh’ul can possess the body of a living or dead humanoid. They must be in incorporeal form to attempt to possess the creature. Once per day, a living creature can try a will save to expel the beh’ul.

 

Incorporeal Form

 

A beh’ul can leave the host body it possesses at any time. The only way to trap a beh’ul in a body is with a circle of salt, or with a runed circle. This form looks like a green mist. A beh’ul only takes damage from silver (or enchanted weapons vs navirite fey) in incorporeal form.

 

Leave Undead

 

If a beh’ul’s vessel is killed while it is possessed, the beh’ul is expelled, but the body of the slain returns to life as a zombie with the hit points and Base Attack it had as the possessed beh’ul.

 

As a Template:

As per possessed creature plus:

 

CR +1

HP +20 (2HD)

AC +2 (Natural)

BAB +3

 

+Beh’ul special qualities.

Boggart

Small, mischevious creatures who enjoy harassing and harming the other races of Uteria.

Boggarts are the creatures behind so many myths. These short two foot tall saucer-eyed monsters have been called many things – gremlins, kobolds, sprites, or bogeys. They lurk anywhere it is dark and filthy. They use crude tools or their hands to scrounge and scavenge for food and treasure.

They dislike most other creatures and will be a mild nuisance to violent aggressor to the other races of Uteria. They lurk in the dark, attack when people are asleep or hurt, and steal or destroy the belongings of others. They are blamed for a wide range of problems from broken wagon wheels to stolen chickens.

Boggart

Challenge Rating: 1/4

Size: Small

Type: Humanoid (goblinoid)

Initiative: +3

 

Defense

Hit Points: 4 (1HD)

Armor Class: 16, touch 13, Flat footed 13 (+2 armor, +3 dex, +1 size)

Saves: Fort +1 Ref +4 Will -1

Weaknesses: Bright light

 

Offense

Speed: 20’ Climb 20’

Base Attack: +1

Melee: Rusted Dagger, +0 (1d4-1, crit: 19-20)

Ranged: sling +4 (1d3-1)

Special Attacks:  —

Sanity Effects: —

 

Statistics

Abilities: STR 9, DEX 16, CON 10, INT 8, WIS 9, CHA 8

Skills: Acrobatics +3, Athletics -1,  Awareness -1, Endurance +0, Knowledge -2, Persuasion -2, Spellcraft –, Survival -1, Thievery +3 (+5 on hiding or moving silently)

Talents: 1 point or recommended: Stealthy

Special Qualities: Darkvision 60’

 

Ecology

Environment: Underground, Marsh, Sewers

Organization: Solitary, pair, swarm, tribe

 

Treasure: Standard


Bright light: If a boggart is exposed to light brighter than a torch, it fights at a -2 to hit, and its awareness is dropped by -2.

Bulette

Bulette

Challenge Rating: 7

Size: Huge

Type: Magical Beast

Initiative: +6

 

Defense

Hit Points: 84 (8HD)

Armor Class: 22

Saves: Fort +11 Ref +8 Will +5

Weaknesses:

 

Offense

Speed: 40ft, burrow 20ft

Base Attack: +8

Melee: Bite +13 (2d8+9/19-20) and 2 Claws +12 (2d6+6)
Special Attacks: leap, savage bite

 

Statistics

Abilities: STR 23, DEX 15, CON 20, INT 2, WIS 13, CHA 6

Skills: Acrobatics +2, Athletics +6,  Awareness +3, Endurance +5, Knowledge N/A, Persuasion -2, Spellcraft N/A, Survival +1, Thievery +2

Talents: Improved Initiative, Unbreakable Will, Investigator, Weapon Specialty (Bite)

Special Qualities:  darkvision 60 ft., low-light vision, scent, tremorsense 60 ft.; Space 15 ft.; Reach 10 ft.

 

Ecology

Environment: Temperate Hills and Plains

Organization: solitary or pair

Treasure: None


Leap

A bulette can perform a special kind of pounce attack by jumping into combat. When a bulette charges, it can make a DC 18 Acrobatics check to jump into the air and land next to its enemies. If it makes the Acrobatics check, it can follow up with four claw attacks against foes in reach, but cannot make a bite attack.

 

Savage Bite

A bulette’s bite is particularly dangerous. It applies 1-1/2 times its Strength modifier to damage inflicted with its bite attack, and threatens a critical hit on a 19–20.

 

Cat

Cat

Challenge Rating: 1/4

Size: Tiny

Type: Animal

Initiative: +2

 

Defense

Hit Points: 3 (1d8-1)

Armor Class: 14, touch 14, flat-footed 12 (+2 size, +2 DEX)

Saves: Fort +2 Ref +4 Will +1

 

Offense

Speed: 30’

Base Attack: +0

Melee: 2 claws +4 melee (1d2-4), bite +2 (1d3-4)

Ranged: —

Special Attacks: —

 

Statistics

Abilities: STR 3, DEX 15, CON 10, INT 2, WIS 12, CHA 7

Skills: Acrobatics +2, Athletics -4,  Awareness +1, Endurance +0, Knowledge -, Persuasion -, Spellcraft -, Survival +1, Thievery +2

Talents: Stealthy

Special Qualities: Low light vision, scent

 

Ecology

Environment:

Organization:

 

Treasure: Standard

 

Scent

This extraordinary ability lets a creature detect approaching enemies, sniff out hidden foes, and track by sense of smell.

 

A creature with the scent ability can detect opponents by sense of smell, generally within 30 feet. If the opponent is upwind, the range is 60 feet. If it is downwind, the range is 15 feet. Strong scents, such as smoke or rotting garbage, can be detected at twice the ranges noted above. Overpowering scents, such as skunk musk or troglodyte stench, can be detected at three times these ranges.

Centipede, Giant

Giant Centipede

 

Challenge Rating: 1/2

Size: Medium

Type: Vermin

Initiative: 1

 

Defense

Hit Points: 5 (1d8+1)

Armor Class: 14, touch 12, flat footed 12

Saves: Fort 3 Ref 2 Will 0

Weaknesses: —

 

Offense

Speed: 40, climb 40

Base Attack: 0

Melee: bite +2 (1d6-1 plus poison)

Ranged:–

Special Attacks: poison

Sanity Effects: —

 

Statistics

Abilities: Str 9, Dex 15, Con 12, Int —, Wis 10, Cha 2

Skills: Athletics 1, Awareness 5, Thievery (stealth) +10

Talents: Weapon Specialty (Bite)

Special Qualities: Darkvision 60’, Awareness +4, Poison

 

Ecology

Environment: temperate forest or underground.

Organization: single, pair, or colony (3-6)

 

Treasure: None

 

Poison  Bite—injury; save Fort DC 13; frequency 1/round for 4 rounds; effect 1d3 DEX damage; cure 1 save.

Clay Golem

Golem, Clay

Challenge Rating: 10

Size: Large

Type: Construct

Initiative: -1

 

Defense

Hit Points: 90 (11HD)

Armor Class: 22 (-1 size, -1 Dex, +14 natural), touch 8, flat-footed 22

Saves: Fort +3 Ref +2 Will +3

 

Offense

Speed: 20ft

Base Attack: +8

Melee: 2 slams +14 melee (2d10+7 plus cursed wound)

Special Attacks: Berserk, cursed wound

 

Statistics

Abilities: STR 25, DEX 9, CON  –, INT –, WIS 11, CHA 1

Skills: Acrobatics +2, Athletics +15,  Awareness +0, Endurance –, Knowledge –, Persuasion –, Spellcraft +0, Survival +0, Thievery -1

Talents: —

Special Qualities: 10ft Reach, damage reduction 10/tritium and bludgeoning, darkvision 60 ft., haste, immunity to magic, low-light vision

 

Ecology

Environment: Any

Organization: Solitary or gang (2-4)

 

Treasure: None

Berserk

When a clay golem enters combat, there is a cumulative 1% chance each round that its elemental spirit breaks free and the golem goes berserk. The uncontrolled golem goes on a rampage, attacking the nearest living creature or smashing some object smaller than itself if no creature is within reach, then moving on to spread more destruction. Once a clay golem goes berserk, no known method can reestablish control.

 

Cursed Wound

The damage a clay golem deals doesn’t heal naturally and resists healing spells. A character attempting to cast a conjuration (healing) spell on a creature damaged by a clay golem must succeed on a DC 26 caster level check, or the spell has no effect on the injured character.

 

Immunity to Magic

A clay golem is immune to any spell or spell-like ability that allows spell resistance. In addition, certain spells and effects function differently against the creature, as noted below.

A move earth spell drives the golem back 120 feet and deals 3d12 points of damage to it.

A disintegrate spell slows the golem (as the slow spell) for 1d6 rounds and deals 1d12 points of damage.

An earthquake spell cast directly at a clay golem stops it from moving on its next turn and deals 5d10 points of damage. The golem gets no saving throw against any of these effects.

Any magical attack against a clay golem that deals acid damage heals 1 point of damage for every 3 points of damage it would otherwise deal. If the amount of healing would cause the golem to exceed its full normal hit points, it gains any excess as temporary hit points. For example, a clay golem hit by the breath weapon of a black dragon heals 7 points of damage if the attack would have dealt 22 points of damage. A clay golem golem gets no saving throw against magical attacks that deal acid damage.

Haste (Su)

After it has engaged in at least 1 round of combat, a clay golem can haste itself once per day as a free action. The effect lasts 3 rounds and is otherwise the same as the spell.

 

Cockatrice

Cockatrice

Challenge Rating: 3

Size: Small

Type: Magical Beast

Initiative: +3

 

Defense

Hit Points: 27 (5HD)

Armor Class: 15, touch 15, flat-footed 11 (+3 Dex, +1 dodge, +1 size)

Saves: Fort +4 Ref +7 Will +2

Weaknesses:

 

Offense

Speed: 20ft, fly 60ft (poor)

Base Attack: +5

Melee: bite +9 (1d4–2 plus petrification)

Special Attacks:

 

Statistics

Abilities: STR 6, DEX 17, CON 11, INT 2, WIS 13, CHA 8

Skills: Acrobatics +4, Athletics -2,  Awareness +4, Endurance +0, Knowledge N/A, Persuasion -1, Spellcraft +2, Survival +1, Thievery +3

Talents: Dodge, Investigator, Weapon Dexterity

Special Qualities: Scared of Normal Chickens

 

Ecology

Environment: Temperate Plains

Organization: solitary, pair, flight (3–5), or flock (6–12)

 

Treasure: none

 

 

Petrification

A cockatrice’s bite causes flesh to calcify and harden—multiple bites can cause a living creature to fossilize into stone. Each time a creature is damaged by a cockatrice’s bite attack, it must succeed on a DC 12 Fortitude save or take 1d4 points of Dexterity damage as its flesh and bones stiffen and harden. (This slow petrification does not alter a bitten creature’s natural armor.) A creature that is reduced to 0 Dexterity by a cockatrice’s bites immediately turns completely to stone, as if petrified by a flesh to stone spell. Every day, a creature petrified by a cockatrice in this manner can attempt a new DC 12 Fortitude save to recover from the petrification, at which point the victim returns to flesh with 1 Dexterity (and thereafter can be restored to full Dexterity by natural healing or magic as normal)—but after a petrified creature fails three of these Fortitude saves in a row, the petrified state becomes permanent. A creature restored to flesh via magic has its Dexterity damage caused by cockatrice bites removed, but not any existing Dexterity damage from other sources. A cockatrice is immune to the petrification ability of itself and of other cockatrices, but other petrification attacks affect them normally.

 

Cold Iron

Cold Iron

Iron has been known as a way to trap or harm the creatures of magic and fey, but Cold Iron has been forged into weapons and armor specifically to fight magic. Cold Iron weapons have been crafted by masterwork smiths and forged with the intent to harm creatures of magic. Cold Iron armor will deflect spells of witches and warlocks, while cold iron shackles will stop even a powerful wizard from using his magic.

If casting magic, cold iron causes these effects:

Cold Iron – On skin 1d6+3 per mana, in skin 2d6+6 per mana, on body, but covered (wrapped, leather bound, etc) – 1d4.

HP: Standard

Hardness: 10

Other Bonuses: Armor gives +2 to saves vs magic (only one bonus, even if you are wearing more than one piece of cold iron)

Type of Cold Iron Item Item Cost Modifier
All x2

Creature Compendium

Creature Compendium Hardbound Book

Creature Compendium: A Guide to Hunting the Monsters and Creatures of Atheles

by Etahn Belbane and Delgon

Monsters have invaded our lands. People are scared. And it is our job to help them.

I have compiled many notes throughout my years of hunting, and now I will share these with you, so you can hunt as well. And hopefully make this world safe again.

— Etahn Belbane, Hunter

Creatures by Name

  • Angroll
  • Ank
  • Ankheg
  • Apparition
  • Ashiron
  • Babau
  • Basilisk
  • Beelzebuf
  • Beh’ul
  • Boggart
  • Bulette
  • Cat
  • Centipede
  • Cockatrice
  • Devouring Ooze
  • Dire Rat
  • Dog
  • Drake
  • Drekava
  • Dretch
  • Drogga
  • Drueglem
  • Dryad
  • Dworv
  • Dwarven Drone
  • Earth Wraith
  • Elf
  • Elfling
  • Ettercap
  • Ettin
  • Frost Worm
  • Ghoul
  • Glimmer Worm
  • Goblin
  • Arnach Goblin
  • Clay Golem
  • Flesh Golem
  • Lesser Flesh Golem
  • Iron Golem
  • Root Golem
  • Stone Golem
  • Ghul
  • Gorgalug
  • Gnoll
  • Green Hag
  • Grelm
  • Griffon
  • Hell Hound
  • Hezrou
  • Horse
  • Hulking Horror
  • Human
  • Imp
  • Kira
  • Kuduu
  • Kyzk
  • Lakava
  • Lich
  • Merfolk
  • Miglin
  • Minotaur
  • Mummy
  • Nachzur
  • Night Hag
  • Nightcat
  • Nygotha
  • Ogre
  • Orillot
  • Orlock
  • Orog
  • Orovari Warrior
  • Orvocorpse
  • Otyugh
  • Phase Cat
  • Pseudodragon
  • Pyrg
  • Ravenous Corpse
  • Reaver
  • Red Howler
  • Redcap
  • Sarap
  • Sea Hag
  • Sirin
  • Skeleton
  • Skeleton, Eldar
  • Spiders
  • Spider, Death’s Eye
  • Succubus
  • Tendril Wurm
  • Tentacle Crawler
  • Thundrom
  • Upir
  • Varag
  • Vorg
  • Wight
  • Wolf
  • Wyvere
  • Zombie

Creature by Challenge Rating (CR):

CR<1

  • Boggart
  • Cat
  • Centipede, Giant
  • Dire Rat
  • Dog
  • Drogga
  • Elfling
  • Ghul
  • Goblin
  • Goblin, Arnach
  • Miglin
  • Orog
  • Pyrg
  • Skeleton
  • Zombie

CR1

CR2

  • Beh’ul
  • Drekava
  • Dretch
  • Glimmer Worm
  • Merfolk
  • Night Cat
  • Ravenous Corpse
  • Sirin
  • Thundrom

CR3

  • Angroll
  • Ank
  • Ankheg
  • Beelzebuf
  • Cockatrice
  • Devouring Ooze
  • Drueglem
  • Dryad
  • Dwarven Drone
  • Earth Wraith
  • Ettercap
  • Root Golem
  • Gorgalug, Adolescent
  • Hell Hound
  • Imp
  • Ogre
  • Red Howler
  • Sirin Eldar
  • Wight

CR4

  • Golem, Lesser Flesh
  • Griffon
  • Minotaur
  • Nachzur
  • Orvocorpse
  • Otyugh
  • Phase Cat
  • Sea Hag
  • Tentacle Crawler

CR5

  • Apparition
  • Basilisk
  • Drake
  • Green Hag
  • Mummy
  • Sarap
  • Tendril Wurm
  • Varag

CR6

  • Ashiron
  • Babau
  • Ettin
  • Gorgalug
  • Grelm
  • Kyzk
  • Upir

CR7

  • Bulette
  • Flesh Golem
  • Hulking Horror
  • Kuduu
  • Orillot
  • Reaver
  • Succubus

CR9

  • Lich
  • Night Hag

CR10

  • Clay Golem
  • Nygotha

CR11

  • Stone Golem
  • Hezrou
  • Wyvere

CR12

  • Frost Worm

CR13

  • Iron Golem

Death’s Eye Spider

Death’s Eye Spider

A giant brown spider, known only in the Kaelnor forest, derives its name from a ghostly white oval on its abdomen. It is a hunting spider, and does not use webs to capture its prey.

 

Death Eye spiders are used by the Arnach Goblins as a means of attack and transportation. The goblins can get them to place traps with webs or create mazes among the trees. Like the standard hunting spider, they do not cast webs. Spider Wranglers can also use the spider’s poison and its egg sacs as a form of attack. See the Arnach Goblin for the effects for these.

 

These spiders are 4 feet head to abdomen, and with legs spread, they are closer to 9 feet in length. They are mostly a dark brown save for an ghostly white oval on their stomach, which is what gives them the name Death’s Eye Spider.

 

Etahn Belbane

Death’s Eye Spider

Challenge Rating: 1

Size: Medium

Type: Vermin

Initiative: 3

 

Defense

Hit Points: 16 (3d8+3)

Armor Class: 14, touch 13, flat footed 11 (+3 dex, +1 natural armor)

Saves: Fort 4 Ref 4 Will 1

 

Offense

Speed: 30’, climb 30’

Base Attack: +1

Melee: Bite +4 (1d6 plus poison)

Ranged: –

Special Attacks: Poison

 

Statistics

Abilities: STR 11, DEX 17, CON 12, INT –, WIS 10, CHA 2

Skills: Acrobatics +3, Athletics +0,  Awareness +1, Endurance +1, Knowledge -, Persuasion -, Spellcraft -, Survival +0, Thievery +3

Talents: Weapon Dexterity (Bite)

Special Qualities: Vermin traits, darkvision 60’

 

Ecology

Environment: Forest, cavern

Organization: solitary, pair, or colony(3–8)

 

Treasure: None

 

Poison

Bite—injury; save Fort DC 15; frequency 1/round for 4 rounds; effect 1d3 Strength damage; cure 1 save.