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15. COPYRIGHT NOTICE
Open Game License v 1.0a Copyright 2000, Wizards of the Coast, Inc.
System Rules Document Copyright 2000, Wizards of the Coast, Inc.;
Authors Jonathan Tweet, Monte Cook, Skip Williams, based on
original material by E. Gary Gygax and Dave Arneson.
Conversion of System Rules Document monster information to XML
format Copyright 2001 John Hanju Kim.
Pegasus
SizeAndType: Large Magical Beast
HitDice: 4d10+12 (34)
Initiative: +2 (Dex)
Speed: 60 ft., fly 120 ft. (average)
ArmorClass: 14 (-1 size, +2 Dex, +3 natural)
Attacks: 2 hooves +7 melee, bite +2 melee
Damage: Hoof 1d6+4, bite 1d3+2
FaceAndReach: 5 ft. by 10 ft./5 ft.
SpecialQualities: Scent, spell-like abilities
Saves: Fort +7, Ref +6, Will +4
Abilities: Str 18, Dex 15, Con 16, Int 10, Wis 13, Cha 13
Skills: Listen +12, Sense Motive +7, Spot +12, Wilderness Lore +3
Feats: Iron Will
ClimateAndTerrain: Temperate and warm forest
Organization: Solitary, pair, or herd (6-10)
ChallengeRating: 3
Treasure: None
Alignment: Always chaotic good
Advancement: 5-8 HD (Large)
Description
General
Combat
Pegasi attack with their sharp hooves and powerful bite. Mated
pairs and herds attack as a team, fighting to the death to defend
their eggs and young, which fetch a handsome price in many
civilized areas.
Special Ability
Spell-Like Abilities: Pegasi can detect good and detect evil
at will within a 60-yard radius, as the spells cast by a
5th-level sorcerer.
Skills: Pegasi receive a +4 racial bonus to Listen and Spot
checks.
Pegasus eggs are worth 2,000 gp each on the open market, while
young are worth 3,000 gp per head. Pegasi mature at the same rate
as horses. Professional trainers charge 1,000 gp to rear or train
a pegasus, which serves its master with absolute faithfulness
for life.
Training a pegasus requires a successful Handle Animal check
(DC 22 for a young creature, DC 29 for an adult) and that the
creature be willing. Trainers can reduce the DC by 5 and the
training time by half by using a magic bridle enchanted for the
purpose. A pegasus can fight while carrying a rider, but the
rider cannot also attack unless he or she succeeds at a Ride
check.
Carrying Capacity: A light load for a pegasus is up to 300
pounds; a medium load, 301-600 pounds; and a heavy load, 601-900
pounds.
Phantom Fungus
SizeAndType: Medium-Size Plant
HitDice: 2d8+6 (15)
Initiative: +0
Speed: 20 ft.
ArmorClass: 14 (+4 natural)
Attacks: Bite +3 melee
Damage: Bite 1d6+3
FaceAndReach: 5 ft. by 5 ft./5 ft.
SpecialQualities: Plant, Improved invisibility
Saves: Fort +6, Ref +0, Will +0
Abilities: Str 14, Dex 10, Con 16, Int 2, Wis 11, Cha 9
Skills: Move Silently +5
ClimateAndTerrain: Any underground
Organization: Solitary
ChallengeRating: 3
Treasure: None
Alignment: Always neutral
Advancement: 3-4 HD (Medium-size); 5-6 HD (Large)
Description
General
Special Ability
Plant: Immune to mind-influencing effects, poison, sleep,
paralysis, stunning, and polymorphing. Not subject to critical
hits.
Special Ability
Improved Invisibility (Su): This ability is constant, allowing
the phantom fungus to remain invisible even when attacking. This
works just like improved invisibility cast by a 12th-level
sorcerer, and lasts as long as the phantom fungus is alive. This
ability is not subject to the invisibility purge spell. Once
killed, a phantom fungus becomes visible after 1 minute.
Skills: Phantom fungus has a +5 racial bonus to Move Silently
checks.
Phase Spider
SizeAndType: Large Magical Beast
HitDice: 5d10+15 (42)
Initiative: +7 (+3 Dex, +4 Improved Initiative)
Speed: 40 ft., climb 20 ft.
ArmorClass: 15 (-1 size, +3 Dex, +3 natural)
Attacks: Bite +7 melee
Damage: Bite 1d6+4 and poison
FaceAndReach: 10 ft. by 10 ft./5 ft.
SpecialAttacks: Ethereal jaunt, poison
Saves: Fort +7, Ref +7, Will +2
Abilities: Str 17, Dex 17, Con 16, Int 7, Wis 13, Cha 10
Skills: Climb +12, Move Silently +11, Spot +9
Feats: Improved Initiative
ClimateAndTerrain: Any land and underground
Organization: Solitary or cluster (2-5)
ChallengeRating: 5
Treasure: None
Alignment: Always neutral
Advancement: 6-8 HD (Large); 9-15 HD (Huge)
Description
General
Combat
Phase spiders dwell and hunt on the Material Plane. Once a
spider locates prey, however, it shifts to the Ethereal Plane to
attack, attempting to catch its victim flat-footed. The spider
shifts in, bites its victim, and retreats quickly back to the
Ethereal Plane.
Special Ability
Ethereal Jaunt (Su): A phase spider can shift from the
Ethereal to the Material Plane as a free action, and shift back
again as a move-equivalent action (or during a move-equivalent
action). The ability is otherwise identical with ethereal jaunt
cast by a 15th-level sorcerer.
Special Ability
Poison (Ex): Bite, Fortitude save (DC 15); initial and
secondary damage 2d6 temporary Constitution.
Phasm
SizeAndType: Medium-Size Shapechanger
HitDice: 15d8+30 (97)
Initiative: +6 (+2 Dex, +4 Improved Initiative)
Speed: 30 ft.
ArmorClass: 17 (+2 Dex, +5 natural)
Attacks: 2 slams +12 melee
Damage: Slam 1d3+1
FaceAndReach: 5 ft. by 5 ft./5 ft.
SpecialQualities: Amorphous, scent, alternate form, telepathy,tremorsense
Saves: Fort +11, Ref +11, Will +11
Abilities: Str 12, Dex 15, Con 15, Int 16, Wis 15, Cha 14
Skills: Bluff +15, Climb +7, Craft (any one) +7, Disguise +7*,Knowledge (any one) +7, Listen +10, Spot +10, Wilderness Lore +6
Feats: Alertness, Blind-Fight, Combat Reflexes, Dodge, ImprovedInitiative, Mobility, Skill Focus (Disguise)
ClimateAndTerrain: Any land and underground
Organization: Solitary
ChallengeRating: 7
Treasure: Standard
Alignment: Usually neutral
Advancement: 15-21 HD (Huge); 22-42 HD (Gargantuan)
Description
General
Phasms can speak Common but prefer telepathic communication.
Combat
If pursued or harassed, a phasm transforms into the most
fearsome creature it knows, such as an adult white dragon or a
fire giant, and attacks. When seriously hurt, it changes to some
fast or agile form and tries to escape.
Special Ability
Amorphous (Ex): A phasm in its natural form is immune to
poison, sleep, paralysis, stun, and polymorph. It is not subject
to critical hits and, having no clear front or back, cannot be
flanked.
Special Ability
Alternate Form (Su): Phasms can assume the form of any
corporeal creature or object from Diminutive to Large size as a
standard action. This ability is otherwise similar to shapechange
as cast by a 20th-level sorcerer.
Special Ability
Telepathy (Su): Phasms can communicate telepathically with any
creature within 100 feet that has a language.
Special Ability
Tremorsense (Ex): A phasm can automatically sense the location
of anything within 60 feet that is in contact with the ground, so
long as it is touching the ground itself.
Skills: *When using alternate form, a phasm receives a +10
circumstance bonus to Disguise checks.
Pseudodragon
SizeAndType: Tiny Dragon
HitDice: 2d12+2 (15)
Initiative: +0
Speed: 15 ft., fly 60 ft. (good)
ArmorClass: 18 (+2 size, +6 natural)
Attacks: Sting +4 melee, bite -1 melee
Damage: Sting 1d3 and poison, bite 1
FaceAndReach: 2 1/2 ft. by 2 1/2 ft./0 ft. (5 ft. with tail)
SpecialAttacks: Poison
SpecialQualities: See invisibility, telepathy, immunities, SR 19
Saves: Fort +4, Ref +3, Will +4
Abilities: Str 11, Dex 11, Con 13, Int 10, Wis 12, Cha 10
Skills: Hide +16*, Intuit Direction +3, Listen +5, Search +2,Spot +5
Feats: Alertness
ClimateAndTerrain: Temperate and warm forest
Organization: Solitary, pair, or clutch (3-5)
ChallengeRating: 1
Treasure: None
Alignment: Always neutral good
Advancement: 3-4 HD (Tiny)
Description
General
A pseudodragon egg can fetch a price of up to 10,000 gp, and a
hatchling as much as 20,000 gp.
Special Ability
Poison (Ex): Sting, Fortitude save (DC 12); initial damage
sleep for 1 minute, secondary damage sleep for 1d3 days.
Special Ability
See Invisibility (Ex): Pseudodragons continuously see
invisibility as the spell, with a range of 60 feet.
Special Ability
Telepathy (Su): Pseudodragons can communicate telepathically
with creatures that speak Common or Sylvan, provided they are
within 60 feet.
Special Ability
Immunities (Ex): Pseudodragons are immune to sleep and
paralysis effects.
Skills: Pseudodragons have a chameleonlike ability that grants
them a +4 racial bonus to Hide checks. *In forests or overgrown
areas, this bonus improves to +8.
Purple Worm
SizeAndType: Gargantuan Beast
HitDice: 16d10+112 (200)
Initiative: -2 (Dex)
Speed: 20 ft., burrow 20 ft., swim 10 ft.
ArmorClass: 19 (-4 size, -2 Dex, +15 natural)
Attacks: Bite +20 melee, sting +15 melee
Damage: Bite 2d8+12, sting 2d6+6 and poison
FaceAndReach: 30 ft. by 30 ft. (coiled)/ 15 ft.
SpecialAttacks: Improved grab, swallow whole, poison
SpecialQualities: Tremorsense
Saves: Fort +17, Ref +8, Will +4
Abilities: Str 35, Dex 6, Con 25, Int 1, Wis 8, Cha 8
Skills: Climb +14
ClimateAndTerrain: Any aquatic and underground
Organization: Solitary
ChallengeRating: 12
Treasure: No coins, 50% goods (stone only), no items
Alignment: Always neutral
Advancement: 16-32 HD (Gargantuan); 33-45 HD (Colossal)
Description
General
Combat
In battle, a purple worm forms into a coil 15 feet across,
biting and stinging anything within reach.
Special Ability
Improved Grab (Ex): To use this ability, the purple worm must
hit with its bite attack. If it gets a hold, it automatically
deals bite damage and can attempt to swallow the foe.
Special Ability
Swallow Whole (Ex): A purple worm can try to swallow a grabbed
opponent of Large or smaller size by making a successful grapple
check. Once inside, the opponent takes 2d8+12 points of crushing
damage plus 1d8 points of acid damage per round from the
worm's gizzard. A swallowed creature can climb out of the
gizzard with a successful grapple check. This returns it to the
worm's maw, where another successful grapple check is needed
to get free. A swallowed creature can also cut its way out by
using claws or a Small or Tiny slashing weapon to deal 25 points
of damage to the gizzard (AC 20). Once the creature exits,
muscular action closes the hole; another swallowed opponent must
cut its own way out. The worm's interior can hold two Large,
four Small, eight Tiny, sixteen Diminutive, or thirty-two Fine or
smaller opponents.
Special Ability
Poison (Ex): Sting, Fortitude save (DC 24); initial damage 1d6
temporary Strength, secondary damage 2d6 temporary Strength.
Special Ability
Tremorsense (Ex): A purple worm can automatically sense the
location of anything within 60 feet that is in contact with the
ground.
Planetouched:Aasimar
SizeAndType: Medium-Size Outsider
HitDice: 1d8 (4)
Initiative: +4 (Improved Initiative)
Speed: 30 ft.
ArmorClass: 16 (+4 scale, +2 large shield)
Attacks: Longsword +1 melee; or light crossbow +1 ranged
Damage: Longsword 1d8; or light crossbow 1d8
FaceAndReach: 5 ft. by 5 ft./5 ft.
SpecialAttacks: Light
SpecialQualities: Acid, cold, and electricity resistance 5
Saves: Fort +2, Ref +2, Will +3
Abilities: Str 10, Dex 10, Con 10, Int 10, Wis 13, Cha 13
Skills: Heal +5, Knowledge (religion) +1, Listen +4, Ride +1, Spot +4
Feats: Improved Initiative
ClimateAndTerrain: Any land and underground
Organization: Solitary or team (2-4)
ChallengeRating: 1/2
Treasure: Standard
Alignment: Usually good (any)
Advancement: By character class
Description
General
Special Ability
Light (Sp): Aasimars can use light once per day as cast by a
sorcerer of 1st level or their character level, whichever is
higher.
Skills: Aasimars receive a +2 racial bonus to Spot and Listen
checks.
An aasimar's favored class is paladin.
Planetouched:Tiefling
SizeAndType: Medium-Size Outsider
HitDice: 1d8 (4)
Initiative: +1 (Dex)
Speed: 30 ft.
ArmorClass: 15 (+1 Dex, +3 studded leather, +1 small shield)
Attacks: Rapier +2 melee; or light crossbow +2 ranged
Damage: Rapier 1d6; or light crossbow 1d8
FaceAndReach: 5 ft. by 5 ft./5 ft.
SpecialAttacks: Darkness
SpecialQualities: Fire, cold, and electricity resistance 5
Saves: Fort +2, Ref +3, Will +2
Abilities: Str 10, Dex 13, Con 10, Int 13, Wis 11, Cha 8
Skills: Bluff +1, Hide +3, Move Silently +2, Pick Pocket +3
Feats: Weapon Finesse (rapier)
ClimateAndTerrain: Any land and underground
Organization: Solitary or gang (2-4)
ChallengeRating: 1/2
Treasure: Standard
Alignment: Usually evil (any)
Advancement: By character class
Description
General
Special Ability
Darkness (Sp): Tieflings can use darkness once per day as cast
by a sorcerer of 1st level or their character level, whichever is
higher.
Skills: Tieflings receive a +2 racial bonus to Bluff and Hide
checks.
A tiefling's favored class is rogue.