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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.