Magmins speak Ignan.
Combustion (Ex): Anyone a magmin touches must succeed at a Reflex save (DC 11) or take an additional 1d8 points of fire damage as clothes ignite or armor becomes searing hot. The damage continues for another 1d4+2 rounds after the magmin's last successful attack. Magmins can also ignite flammable materials with a touch.
Fiery Aura (Ex): Anyone within 30 feet of a magmin must succeed at a Fortitude save (DC 11) or suffer 1d6 points of heat damage from the intense heat. Treat this effect as an emanation.
Elemental: Immune to poison, sleep, paralysis, and stunning. Not subject to critical hits.
Fire Subtype (Ex): Fire immunity, double damage from cold except on a successful save.
Melt Weapons (Ex): Any metal weapon that strikes a magmin must succeed at a Fortitude save (DC 11) or melt away into slag.
A manticore begins most attacks with a volley of spikes, then closes. In the outdoors, it often uses its powerful wings to stay aloft during battle.
Spikes (Ex): With a snap of its tail, a manticore can loose a volley of six spikes as a standard action. This attack has a range of 180 feet with no range increment. A spike threatens a critical hit on a natural attack roll of 19 or 20. The creature can launch only twenty-four spikes in any one day.
Skills: *Manticores receive a +4 racial bonus to Spot checks in daylight.
Petrifying Gaze (Su): Turn to stone permanently, 30 feet, Fortitude save (DC 15).
Poison (Ex): Snakes, Fortitude save (DC 14); initial damage 1d6 temporary Strength, secondary damage 2d6 temporary Strength.
Merfolk speak Common and Aquan.
Merfolk favor heavy crossbows of shell and coral that fire bolts fashioned from blowfish spines, with an underwater range of 30 yards. Merfolk often barrage their enemies before closing, when they resort to tridents.
A merfolk's favored class is bard. Merfolk clerics can choose two of the following domains: Animal, Protection, and Water.
Mimics speak Common.
A mimic often surprises the unsuspecting adventurer, lashing out with a heavy pseudopod. Mimics are smart enough to avoid fights to the death by extorting treasure or food from a party.
Adhesive (Ex): A mimic exudes a thick slime that acts as a powerful adhesive, holding fast any creatures or items touching it. An adhesive-covered mimic automatically grapples any creature it hits with its slam attack. Opponents so grappled cannot get free while the mimic is alive without removing the adhesive first. A mimic makes one automatic slam attack each round against any creature stuck to it. A weapon that strikes an adhesive-coated mimic is also stuck fast unless the wielder succeeds at a Reflex save (DC 16). A successful Strength check (DC 16) is needed to pry it off. Strong alcohol dissolves the adhesive. A pint of wine or a similar liquid weakens it, but the mimic still has a +4 bonus to grapple checks. A mimic can dissolve its adhesive at will, and the substance breaks down 5 rounds after the creature dies.
Mimic Shape (Ex): A mimic can assume the general shape of any object that fills roughly 150 cubic feet (5 feet by 5 feet by 6 feet), such as a massive chest, a stout bed, or a wide door frame. The creature cannot substantially alter its size, though. A mimic's body is hard and has a rough texture, no matter what appearance it might present. Anyone who examines the mimic can detect the ruse with a successful Spot check opposed by the mimic's Disguise check. Of course, by this time it is generally far too late.
Mind flayers speak Undercommon but prefer to communicate telepathically.
Mind flayers like to fight from a distance, using their psionic abilities, particularly their mind blast. If pressed into melee combat, a mind flayer lashes its enemies with the tentacles ringing its mouth.
Mind Blast (Sp): This attack is a cone 60 feet long. Anyone caught in this cone must succeed at a Will save (DC 17) or be stunned for 3d4 rounds. Mind flayers often hunt using this power and then drag off one or two of their stunned victims to feed upon.
Psionics (Sp): At will-astral projection, charm monster, detect thoughts, levitate, plane shift, and suggestion. These abilities are as the spells cast by an 8th-level sorcerer (save DC 13 + spell level).
Improved Grab (Ex): To use this ability, the mind flayer must hit a Small to Large creature with its tentacle attack. If it gets a hold, it attaches the tentacle to the opponent's head. A mind flayer can grab a Huge or larger creature, but only if it can somehow reach the foe's head. After a successful grab, the mind flayer can try to attach its remaining tentacles with a single grapple check. The opponent can escape with a single successful grapple check or Escape Artist check, but the mind flayer gets a +2 circumstance bonus for every tentacle that was attached at the beginning of the opponent's turn.
Extract (Ex): A mind flayer that begins its turn with all four tentacles attached and successfully maintains its hold automatically extracts the opponent's brain, instantly killing that creature.
Telepathy (Su): Mind flayers can communicate telepathically with any creature within 100 feet that has a language.
Minotaurs speak Giant.
Charge (Ex): A minotaur typically begins a battle by charging at an opponent, lowering its head to bring its mighty horns into play. In addition to the normal benefits and hazards of a charge, this allows the beast to make a single gore attack that deals 4d6+6 points of damage.
Natural Cunning (Ex): Although minotaurs are not especially intelligent, they possess innate cunning and logical ability. This makes them immune to maze spells, prevents them from ever becoming lost, and enables them to track enemies. Further, they are never caught flat-footed.
Skills: Minotaurs receive a +4 racial bonus to Search, Spot, and Listen checks.
Like zombies, mohrgs attack by slamming enemies with their powerful fists. They often catch opponents flat-footed, for they move much faster than zombies.
Improved Grab (Ex): To use this ability, the mohrg must hit with its slam attack.
Paralyzing Touch (Su): A mohrg lashes out with its tongue in combat. An opponent the tongue touches must succeed at a Fortitude save (DC 17) or become paralyzed for 1d4 minutes.
Create Spawn (Su): Creatures killed by a mohrg rise after 1d4 days as zombies under the morhg's control. They do not possess any of the abilities they had in life.
Despair (Su): At the mere sight of a mummy, the viewer must succeed at a Will save (DC 15) or be paralyzed with fear for 1d4 rounds. Whether or not the save is successful, that creature cannot be affected again by that mummy's despair ability for one day.
Mummy Rot (Su): Supernatural disease [slam, Fortitude save (DC 20), incubation period 1 day; damage 1d6 temporary Constitution.] Unlike normal diseases, mummy rot continues until the victim reaches Constitution 0 (and dies) or receives a remove disease spell or similar magic. An afflicted creature that dies shrivels away into sand and dust that blow away into nothing at the first wind unless both a remove disease and raise dead are cast on the remains within 6 rounds.
Undead: Immune to mind-influencing effects, poison, sleep, paralysis, stunning, and disease. Not subject to critical hits, subdual damage, ability damage, energy drain, or death from massive damage.
Resistant to Blows (Ex): Physical attacks deal only half damage to mummies. Apply this effect before damage reduction.
Fire Vulnerability (Ex): A mummy takes double damage from fire attacks unless a save is allowed for half damage. A successful save halves the damage and a failure doubles it.
Breath Weapon (Su): Cone of dust and grit, 15 feet, every 1d4 rounds as a standard action; damage 1d8, Reflex half DC 12.
Spell-Like Abilities: Once per hour an air mephit can surround itself with vapor, duplicating the effects of a blur spell as cast by a 3rd-level sorcerer. Once per day it can use gust of wind as the spell cast by a 6th-level sorcerer. (save DC 12 + spell level)
Summon Mephit (Sp): Once per day, all mephits can summon other mephits much as though casting a summon monster spell, but they have only a 25% chance of success to summon one mephit of the same type. Roll d%: On a failure, no creature answers the summons. A mephit that has just been summoned cannot use its own summon ability for 1 hour.
Fast Healing (Ex): An air mephit heals 2 points of damage each round, provided it is still alive and is exposed to moving air, be it a breeze, a draft, a spell effect, or even the mephit fanning itself.
Breath Weapon (Su): Cone of irritating particles, 10 feet, every 1d4 rounds as a standard action; damage 1d4, Reflex half DC 12. Living creatures that fail their saves are tormented by itching skin and burning eyes. This imposes a -4 morale penalty to AC and a -2 morale penalty to attack rolls for 3 rounds.
Spell-Like Abilities: Once per hour a dust mephit can surround itself with a plume of dust, duplicating the effects of a blur spell cast by a 3rd-level sorcerer. Once per day it can create a mass of roiling dust that duplicates the effect of wind wall as cast by a 6th-level sorcerer (save DC 12 + spell level).
Summon Mephit (Sp): Once per day, all mephits can summon other mephits much as though casting a summon monster spell, but they have only a 25% chance of success to summon one mephit of the same type. Roll d%: On a failure, no creature answers the summons. A mephit that has just been summoned cannot use its own summon ability for 1 hour.
Fast Healing (Ex): A dust mephit heals 2 points of damage each round, provided it is still alive and in an arid, dusty environment.
Breath Weapon (Su): Cone of rock shards and pebbles, 15 feet, every 1d4 rounds as a standard action; damage 1d8, Reflex half DC 12.
Spell-Like Abilities: 1/hour-enlarge; 1/day-soften earth and stone. These abilities are as the spells cast by a 6th-level sorcerer (save DC 12 + spell level).
Summon Mephit (Sp): Once per day, all mephits can summon other mephits much as though casting a summon monster spell, but they have only a 25% chance of success to summon one mephit of the same type. Roll d%: On a failure, no creature answers the summons. A mephit that has just been summoned cannot use its own summon ability for 1 hour.
Fast Healing (Ex): An earth mephit heals 2 points of damage each round, provided it is still alive and it is underground or buried up to its waist in earth.
Breath Weapon (Su): Cone of fire, 15 feet, every 1d4 rounds as a standard action; damage 1d8, Reflex half DC 12.
Spell-Like Abilities: 1/hour-magic missile as the spell cast by a 3rd-level sorcerer; 1/day-heat metal as the spell cast by a 6th-level sorcerer (save DC 12 + spell level).
Summon Mephit (Sp): Once per day, all mephits can summon other mephits much as though casting a summon monster spell, but they have only a 25% chance of success to summon one mephit of the same type. Roll d%: On a failure, no creature answers the summons. A mephit that has just been summoned cannot use its own summon ability for 1 hour.
Fire Subtype (Ex): Fire immunity, double damage from cold except on a successful save.
Fast Healing (Ex): A fire mephit heals 2 points of damage each round, provided it is still alive and it is touching a flame at least as large as a torch.
Breath Weapon (Su): Cone of ice shards, 10 feet, every 1d4 rounds as a standard action; damage 1d4, Reflex half DC 12. Living creatures that fail their saves are tormented by frostbitten skin and frozen eyes unless they are immune to or protected from cold. This imposes a -4 morale penalty to AC and a -2 morale penalty to attack rolls for 3 rounds.
Spell-Like Abilities: 1/hour-magic missile as the spell cast by a 3rd-level sorcerer; 1/day-chill metal as the spell cast by a 6th-level sorcerer. (save DC 12 + spell level)
Summon Mephit (Sp): Once per day, all mephits can summon other mephits much as though casting a summon monster spell, but they have only a 25% chance of success to summon one mephit of the same type. Roll d%: On a failure, no creature answers the summons. A mephit that has just been summoned cannot use its own summon ability for 1 hour.
Cold Subtype (Ex): Cold immunity; double damage from fire except on a successful save.
Fast Healing (Ex): An ice mephit heals 2 points of damage each round, provided it is still alive and it is touching a piece of ice of at least Tiny size or if the ambient temperature is freezing or below.
Breath Weapon (Su): Cone of magma, 10 feet, every 1d4 rounds as a standard action; damage 1d4, Reflex half DC 12. Living creatures that fail their saves are tormented by burned skin and seared eyes unless they are immune to or protected from fire. This imposes a -4 morale penalty to AC and a -2 morale penalty to attack rolls for 3 rounds.
Spell-Like Abilities: Once per hour, a magma mephit can shapechange into a pool of lava 3 feet in diameter and 6 inches deep. The mephit's damage reduction improves to 20/+1. The mephit can't attack while in lava form but can use other spell-like abilities. It can move at a speed of 10 feet, but it can't "run." In this form the mephit can pass through small holes or narrow openings, even mere cracks. The pool's touch ignites flammable materials such as paper, straw, or dry wood.
Once per day a magma mephit can use pyrotechnics as the spell cast by a 6th-level sorcerer (save DC 12 + spell level). It can use itself as the fire source without harm.
Summon Mephit (Sp): Once per day, all mephits can summon other mephits much as though casting a summon monster spell, but they have only a 25% chance of success to summon one mephit of the same type. Roll d%: On a failure, no creature answers the summons. A mephit that has just been summoned cannot use its own summon ability for 1 hour.
Fire Subtype (Ex): Fire immunity, double damage from cold except on a successful save.
Fast Healing (Ex): A magma mephit heals 2 points of damage each round, provided it is still alive and it is touching magma, lava, or a flame at least as large as a torch.
Breath Weapon (Su): Cone of caustic liquid, 10 feet, once every 1d4 rounds as a standard action; damage 1d4, Reflex half DC 12. Living creatures that fail their saves are tormented by itching skin and burning eyes. This imposes a -4 morale penalty to AC and a -2 morale penalty to attack rolls for 3 rounds.
Spell-Like Abilities: Once per hour an ooze mephit can hurl an acidic blob that functions like Melf's acid arrow cast by a 3rd-level sorcerer (save DC 12 + spell level). Once per day it can create a mass of smelly fog that duplicates the effect of stinking cloud as cast by a 6th-level sorcerer.
Summon Mephit (Sp): Once per day, all mephits can summon other mephits much as though casting a summon monster spell, but they have only a 25% chance of success to summon one mephit of the same type. Roll d%: On a failure, no creature answers the summons. A mephit that has just been summoned cannot use its own summon ability for 1 hour.
Fast Healing (Ex): An ooze mephit heals 2 points of damage each round, provided it is still alive and it is in a wet or muddy environment.
Breath Weapon (Su): Cone of salt crystals, 10 feet, every 1d4 rounds as a standard action; damage 1d4, Reflex half DC 12. Living creatures that fail their saves are tormented by itching skin and burning eyes. This imposes a -4 morale penalty to AC and a -2 morale penalty to attack rolls for 3 rounds.
Spell-Like Abilities: Once per hour a salt mephit can use glitterdust as the spell cast by a 3rd-level sorcerer (save DC 12 + spell level). Once per day it can draw the moisture from an area in a 20-foot radius centered on itself. Living creatures within range take 2d8 points of damage (Fortitude half DC 15). This is especially devastating to aquatic creatures and plants, which receive a -2 racial penalty to their saving throws.
Summon Mephit (Sp): Once per day, all mephits can summon other mephits much as though casting a summon monster spell, but they have only a 25% chance of success to summon one mephit of the same type. Roll d%: On a failure, no creature answers the summons. A mephit that has just been summoned cannot use its own summon ability for 1 hour.
Fast Healing (Ex): A salt mephit heals 2 points of damage each round, provided it is still alive and it is in an arid environment.
Breath Weapon (Su): Cone of steam, 10 feet, once every 1d4 rounds as a standard action; damage 1d4, Reflex half DC 12. Living creatures that fail their saves are tormented by burned skin and seared eyes unless they are immune to or protected from fire. This imposes a -4 morale penalty to AC and a -2 morale penalty to attack rolls for 3 rounds.
Spell-Like Abilities: Once per hour a steam mephit can surround itself with a plume of vapor, duplicating the effects of a blur spell cast by a 3rd-level sorcerer (save DC 12 + spell level). Once per day it can create a rainstorm of boiling water that affects an area 20 feet square. Living creatures caught in the storm take 2d6 points of damage (Reflex half DC 15).
Summon Mephit (Sp): Once per day, all mephits can summon other mephits much as though casting a summon monster spell, but they have only a 25% chance of success to summon one mephit of the same type. Roll d%: On a failure, no creature answers the summons. A mephit that has just been summoned cannot use its own summon ability for 1 hour.
Fire Subtype (Ex): Fire immunity, double damage from cold except on a successful save.
Fast Healing (Ex): A steam mephit heals 2 points of damage each round, provided it is still alive and it is touching boiling water or is in a hot, humid area.
Breath Weapon (Su): Cone of caustic liquid, 15 feet, once every 1d4 rounds as a standard action; damage 1d8, Reflex half DC 12.
Spell-Like Abilities: Once per hour a water mephit can hurl an acidic blob that functions like Melf's acid arrow cast by a 3rd-level sorcerer. Once per day it can create a mass of smelly fog that duplicates the effect of stinking cloud as cast by a 6th-level sorcerer. Both have save DC 12 + spell level.
Summon Mephit (Sp): Once per day, all mephits can summon other mephits much as though casting a summon monster spell, but they have only a 25% chance of success to summon one mephit of the same type. Roll d%: On a failure, no creature answers the summons. A mephit that has just been summoned cannot use its own summon ability for 1 hour.
Fast Healing (Ex): A water mephit heals 2 points of damage each round, provided it is still alive and it is exposed to rain or submerged up to its waist in water.