Monsters:


Zombie:
Zombies are corpses imbued with negative energy. A zombie can be made out of the intact corpse of any dead creature. The stats of a zombie are based on the creature that they are made from (hereafter referred to as the base creature), as follows:

Size and Speed: The size of the base creature remains the same. It retains all movement speeds of the base creature.

Hit Points: A zombie has 12 hit points.

Attack, Saves, Prowess and Skills: Zombies have a base attack bonus of +1, saves of +0 and 0 Physical and Mental Prowess. Zombies have no skills.

Natural Armor: If the base creature has natural armor, the zombie retains that natural armor.

Ability Scores: Zombies have a 0 for all ability scores except Con and Int; zombies have no Con and Int scores (as they are not alive or intelligent).

Special Attacks: Zombies can make a bash attack without a weapon; this attack deals 1d4 damage. If the base creature has natural attacks (e.g. a dragon's claws/bite attack), the zombie retains those attacks.

Special Abilities: The zombie retains none of the base creature's special abilities.

Classes and Levels: The zombie retains none of the base creature's classes or levels.

Other: Zombies are undead. This means they are harmed by positive energy and can be effected by turn undead; but are immune to posions and disease and no longer need to eat, drink, breathe or sleep.

Challenge Rating: A zombie has a Challenge Rating of 1. Exception: A zombie of a dragon has a Challenge Rating of 4.

Skeleton:
Skeletons are the bones of dead creatures empowered with negative energy. A skeleton can be made out of the intact bones of any dead creature. The stats of a skeleton are based on the creature that they are made from (hereafter referred to as the base creature), as follows:

Size and Speed: The size of the base creature remains the same. It retains all movement speeds of the base creature.

Hit Points: A skeleton has 24 hit points.

Attack, Saves, Prowess and Skills: Skeletons have a base attack bonus of +3, saves of +0 and 0 Physical and Mental Prowess. Skeletons have no skills.

Natural Armor: Skeletons have +1 natural armor. If the base creature has natural armor, the skeleton retains that natural armor as well (combine them).

Ability Scores: Skeletons have the following ability scores: Str 1, Dex 1, Con -, Int -, Wis 0, Cha 0; skeletons have no Con and Int scores (as they are not alive or intelligent).

Special Attacks: skeleton can make a bash attack without a weapon; this attack deals 1d4 damage. If the base creature has natural attacks (e.g. a dragon's claws/bite attack), the skeleton retains those attacks.

Special Abilities: The skeleton retains none of the base creature's special abilities.

Classes and Levels: The skeleton retains none of the base creature's classes or levels.

Other: Skeletons are undead. This means they are harmed by positive energy and can be effected by turn undead; but are immune to posions and disease and no longer need to eat, drink, breathe or sleep. With their unfixed nature, skeletons are immune to sneak attacks.

Challenge Rating: A skeleton has a Challenge Rating of 2. Exception: A skeleton of a dragon has a Challenge Rating of 5.

Vampire:
Vampires are undead creatures given endless life. A vampire can be made out of the intact corpse of any dead creature. The stats of a vampire are based on the creature that they are made from (hereafter referred to as the base creature), as follows:

Size and Speed: The size of the base creature remains the same. It retains all movement speeds of the base creature and gains a 30 feet fly speed (this fly speed is Supernatural).

Hit Points: A vampire has 72 hit points plus those of the base creature (bearing in mind the loss of Con).

Attack, Saves, Prowess and Skills: Vampires retain the base attack bonus, saves and prowess of the base creature, increased as follows: base attack bonus +6, saves +2, +4 Physical Prowess, +2 Mental Prowess. They retain the skills of the base creature.

Natural Armor: If the base creature has natural armor, the vampire retains that natural armor.

Ability Scores: Vampires retain the base creature's ability scores except Con; vampires have no Con score (as they are not alive).

Special Attacks: Vampire can make a bite attack without a weapon; this attack deals 1d4 damage. If the base creature has natural attacks (e.g. a dragon's claws/bite attack), the vampire retains those attacks.

Special Abilities: The vampire retains all of the base creature's special abilities, but also gains Infecting Bite and Sun Aversion.

Infecting Bite: Whenever a creature takes damage from a vampires bite attack, that creature is exposed to the disease Porphyria (DC 20, Con; if an infected creature dies, they turn into a vampire).

Sun Aversion: A vampire exposed to direct sunlight takes 1d6 damage from 1 round of exposure; the number of dice doubles each round. This damage continues until they get out of sunlight or they die.

Classes and Levels: The vampire retains the base creature's classes and levels. The vampire can continue to gain levels, which increases their CR as normal.

Other: Vampires are undead. This means they are harmed by positive energy and can be effected by turn undead; but are immune to poisons and disease and no longer need to eat, drink, breathe or sleep. As an intelligent undead, vampires are immune to fear.

Challenge Rating: A vampire has a Challenge Rating of 6 plus the CR of the base creature.

Minor Divine Avatar:
Divine avatars are a small portion of a deities power given form and used to enforce the deities will. Minor Divine Avatars are the weakest form of these avatars. They are usually equipped with a chain shirt and a shortsword, but some deities may equip their avatars differently. The listed stats assume this default equipment.

Size: Medium
Hit Points: 55 ([10+1 Con]*5)
Base Attack Bonus: +5
Attacks: Shortsword (Atk +7, 1d8+2)
AC: 17 (10+4 Armor+3 Ref)
Speed: 30 feet land speed.
Saves: Fort +3, Ref +3, Will +2.
Prowess: Physical 3, Mental 2
Skills: Religion 5 ranks, Medicine 5 ranks.
Feats: Brief Prayer, Brief Prayer, Combat Flow.
Ability Scores: Str 2, Dex 1, Con 1, Int 0, Wis 0, Cha 2.
Challenge Rating: 5.
Special Abilities: A divine avatar can call upon the might of their deity to heal themselves or their allies. They can create the effects of the spell Cure Wounds three times each day, once at each of levels 1, 2 and 3 (save DC Cha-based).

Major Divine Avatar:
Major Divine Avatars are a larger, more powerful divine avatar. They are usually equipped with scalemail and a greatsword, but some deities may equip their avatars differently. The listed stats assume this default equipment.

Size: Large
Hit Points: 55 ([10+2 Con]*8)
Base Attack Bonus: +8
Attacks: Greatsword (Atk +10, 1d12+6)
AC: 20 (10+6 Armor+5 Ref-1 Size)
Speed: 40 feet land speed, 20 foot flight speed.
Saves: Fort +6, Ref +5, Will +4.
Prowess: Physical 6, Mental 4
Skills: Religion 8 ranks, Medicine 8 ranks.
Feats: Brief Prayer, Brief Prayer, Brief Prayer, Combat Flow, Combat Reflexes.
Ability Scores: Str 2+1, Dex 1, Con 2, Int 1, Wis 0, Cha 2.
Challenge Rating: 8.
Special Abilities: A divine avatar can call upon the might of their deity to heal themselves or their allies. They can create the effects of the spell Cure Wounds three times each day, once at each of levels 2, 3 and 4 (save DC Cha-based).

Dragon:
Dragons are powerful magical beasts. They come in three basic colors: red, blue and yellow. Each of these three forms is tied to a type of damage, as follows: red is fire, blue is ice and yellow is electricity. The native language of dragons is Draconic; some dragons also know other languages such as Common.

Hit Points: 160 ([12+2 Con+2 Thickskinned]*10)
Base Attack Bonus: +10
Attacks: Claws or Bite (Atk +13 [10+5 Str-2 Size], 1d8+5)
AC: 18 (10+5 Natural Armor+5 Ref-2 Size)
Speed: 30 feet land speed, 50 feet flight speed.
Saves: Fort +7, Ref +5, Will +5.
Prowess: Physical 5, Mental 5
Skills: Anthropology 10 ranks, Arcana 10 ranks, Intimidate 10 ranks.
Feats: Toughness, Cleave, Awesome Strike, Thickskinned, Second Chance.
Ability Scores: Str 3+2 size, Dex 0, Con 2, Int 1, Wis 0, Cha 1.
Challenge Rating: 10.
Special Abilities: Dragons can breathe beams of energy. They can create the effects of the spell Energy Beam as often as they see fit, at level 4 (save DC Cha-based). The damage of the beam is always of the type matching the dragon. Once they use this ability, they can not use it again for 1d4 rounds.

Dragons are immune to all damage of their type.

Dragons can glide with their wings. This negates damage from a fall of any height and allows 20 feet of forward travel for every 5 feet of descent.

Dragons are difficult to damage; they have damage reduction 3 (like the barbarian class feature).

Size: Dragons are huge. As a result they get a -2 size penalty to armor class and attack rolls, a -8 size penalty to Stealth checks, and a +2 size bonus to Strength. In addition, as a Huge creature, they take up a 10 foot by 10 foot space (2 squares by 2 squares) on the battle map and have a reach of 10 feet.

Special Note: If you require a dragons with a higher CR, add class levels at a rate of 1 class level per CR.

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Dracoling:
Dracolings are a smaller, weaker breed of dragon. As with full size dragons, they come in three basic colors: red, blue and yellow. Each of these three forms is tied to a type of damage, as follows: red is fire, blue is ice and yellow is electricity. The native language of dracolings is Draconic; some dracolings also know other languages such as Common.

Size: Large
Hit Points: 18 ([12+0 Con]*2)
Base Attack Bonus: +2
Attacks: Claws or Bite (Atk +4, 1d6+1)
AC: 12 (10+1 Natural Armor+2 Ref-1 Size)
Speed: 30 feet land speed.
Saves: Fort +2, Ref +2, Will +0.
Prowess: Physical 2, Mental 1
Skills: Anthropology 2 ranks, Arcana 2 ranks, Intimidate 2 ranks.
Feats: Toughness
Ability Scores: Str 1+1, Dex 1, Con 1, Int 0, Wis -1, Cha -1.
Challenge Rating: 2.
Special Abilities: Dracolings can breathe beams of energy. They can create the effects of the spell Minor Blast as often as they see fit (save DC Cha-based). The damage of the beam is always of the type matching the dragon. Once they use this ability, they can not use it again for 1d4 rounds.

Dracolings are immune to all damage of their type.

Dracolings can glide with their wings. This negates damage from a fall of any height and allows 20 feet of forward travel for every 5 feet of descent.

Red Slime:
Red slimes are amorphous creatures that live only to eat. They inhabit underground areas throughout the world, scouring caverns, ruins, and dungeons in search of organic matter—living or dead.

Size: Small
Hit Points: 18 ([6+0 Con]*3)
Base Attack Bonus: +2
Attacks: Slam (Atk +3, 1d6)
AC: 15 (10+2 Natural Armor+2 Ref+1 Size)
Speed: 20 feet land speed.
Saves: Fort +1, Ref +2, Will +0.
Prowess: Physical 2, Mental 0
Skills: None
Feats: None
Ability Scores: Str 1-1, Dex 1, Con -, Int -, Wis -1, Cha -1.
Challenge Rating: 2.
Special Abilities: Red slimes have an amorphous form. They are immune to extra damage from effects that are based on precision (like critical hits or sneak attacks).

Blue Slime:
Blue slimes are a more powerful version of the Red Slime. With the power to create blasts of electricity, they remain a formidable threat for longer.

Size: Medium
Hit Points: 42 ([6+0 Con]*7)
Base Attack Bonus: +5
Attacks: Slam (Atk +7, 1d8+2)
AC: 17 (10+3 Natural Armor+4 Ref)
Speed: 30 feet land speed.
Saves: Fort +2, Ref +4, Will +2.
Prowess: Physical 5, Mental 2
Skills: None
Feats: None
Ability Scores: Str 2, Dex 1, Con -, Int -, Wis 0, Cha 0.
Challenge Rating: 7.
Special Abilities: Blue slimes have an amorphous form. They are immune to extra damage from effects that are based on precision (like critical hits or sneak attacks).

In addition, blue slimes can create blasts of electricity. They can create the effects of the spell Energy Blast as often as they see fit, at level 4 (save DC Cha-based). The damage of the blast is always electricity, and the blast is always centered on the slime. Once they use this ability, they can not use it again for 1d4 rounds.

Blue slimes are immune to all electricity damage.

Elemental:
Elementals are amorphous creatures that embody one of the four fundamental building blocks of the universe. Each elemental is tied to one of the four elements: air, earth, fire and water. Elementals are native to the Elemental plane matching their alignment.

Size: Medium
Hit Points: 32 ([8+0 Con]*4)
Base Attack Bonus: +3
Attacks: Slam (Atk +4, 1d6)
AC: 15 (10+2 Natural Armor+2 Ref+1 Size)
Speed: 30 feet land speed.
Saves: Fort +2, Ref +3, Will +2.
Prowess: Physical 4, Mental 2
Skills: Perception 4 ranks.
Feats: None
Ability Scores: Str 1, Dex 2, Con 0, Int 0, Wis 1, Cha -1.
Challenge Rating: 4.
Special Abilities: Elementals have an amorphous form. They are immune to extra damage from effects that are based on precision (like critical hits or sneak attacks).

Furthermore, each elemental has a special ability based on its element, as follows:

Air: Air elementals can can fly; they have a 20 foot flight speed. Furthermore, they are difficult to damage; they have damage reduction 1 (like the barbarian class feature).

Earth: Earth elementals have 36 hit points ([12+0 Con]*3). Furthermore, they are immune to electricity damage.

Fire: Fire elementals can create the effects of the spell Minor Blast as often as they see fit (save DC Cha-based, fire damage). Furthermore, they are immune to fire damage.

Water: Water elementals can swim perfectly. They always pass Parkour checks to swim. Furthermore, they are immune to ice damage.

Sprite:
Sprites are magical tricksters known as fey. The native language of sprites is Sylvan; some sprites also know other languages such as Common. The sprite listed below is equipped with a dagger and no armor; they can be equipped differently.

Size: Tiny
Hit Points: 45 ([8+1 Con]*5)
Base Attack Bonus: +2
Attacks: Dagger (Atk +5, 1d4+3)
AC: 16 (10+4 Ref+2 Size)
Speed: 20 feet land speed, 40 feet flight speed.
Saves: Fort +1, Ref +4, Will +2.
Prowess: Physical 2, Mental 4
Skills: Deception 5 ranks, Stealth 5 ranks, Diplomacy 5 ranks, Perception 5 ranks, Parkour 5 ranks.
Feats: Quickwitted, Personable, Sneaky.
Ability Scores: Str -1-2 size, Dex 3, Con 1, Int 1, Wis 0, Cha 2.
Challenge Rating: 5.
Special Abilities: Sprites are skilled tricksters. They can create the effect of the spell Charm Person as often as they see fit (save DC Cha-based). Once they use this ability, they can not use it again for 1d4 rounds.

Size: Sprites are tiny. As a result they get a +2 size bonus to armor class and attack rolls, a +8 size bonus to Stealth checks, and a -2 size penalty to Strength. In addition, as a Tiny creature, they take up a 2˝ foot by 2˝ foot space (˝ square by ˝ square) on the battle map and have a reach of 0 feet.

Special Note: If you require a sprites with a higher CR, add class levels at a rate of 1 class level per CR.

Small Animals:
Rather than have a separate listing for all of them, all of the various small animals (e.g. cat, owl, rat, raven, toad) share one set of stats. Those stats are as follows.

Size: Tiny
Hit Points: 4 ([4+0 Con]*1)
Base Attack Bonus: +0
Attacks: Slam or Bite (+0, 1)
AC: 13 (10+1 Ref+2 Size)
Speed: 20 feet land speed.
Saves: Fort +0, Ref +1, Will +0.
Prowess: Physical 0, Mental 0
Skills: Perception 1 rank.
Feats: None.
Ability Scores: Str 0-2 size, Dex 1, Con 0, Int -, Wis 0, Cha 0.
Challenge Rating: 0.
Special Abilities: Some animals have other abilities. If the animal can fly, add a 20 feet fly speed. If the animal has claws, add a natural claw attack (+0, 1d3 damage). If it has neither flight or claws, it has +1 Con (giving it +1 hit point and +1 to Fort saves).

Size: Small animals are tiny. As a result they get a +2 size bonus to armor class and attack rolls, a +8 size bonus to Stealth checks, and a -2 size penalty to Strength. In addition, as a Tiny creature, they take up a 2˝ foot by 2˝ foot space (˝ square by ˝ square) on the battle map and have a reach of 0 feet.

Large Animals:
Rather than have a separate listing for all of them, all of the various large animals (e.g. bear, tiger, lion) share one set of stats. Those stats are as follows.

Size: Large
Hit Points: 21 ([6+1 Con]*3)
Base Attack Bonus: +1
Attacks: Slam or Bite (+3, 1d6+3)
AC: 14 (10+3 Ref+2 Natural Armor-1 Size)
Speed: 30 feet land speed.
Saves: Fort +3, Ref +3, Will +1.
Prowess: Physical 2, Mental 0
Skills: Perception 3 ranks.
Feats: None.
Ability Scores: Str 2+1 size, Dex 1, Con 1, Int -, Wis 0, Cha 0.
Challenge Rating: 2.
Special Abilities: Some animals have other abilities. If the animal can fly, add a 20 feet fly speed. If the animal has claws, add a natural claw attack (+2, 2d6+1 damage). If it has neither flight or claws, it has +2 Con (giving it +6 hit points and +2 to Fort saves).

Horses:
Horses are a useful means of basic transportation. Horses can found in three different sizes; small, medium and large. Small horses are also known as ponies; large horses are also known as Clydesdales.

Hit Points: 24 ([6+2 Con]*3)
Base Attack Bonus: +3
Attacks: Trample (+6, 1d6+3±1)
AC: 11±1 (10+1 Ref±1 Size)
Speed: 80 feet land speed.
Saves: Fort +3, Ref +1, Will +1.
Prowess: Physical 2, Mental 0
Skills: Perception 3 ranks.
Feats: None.
Ability Scores: Str 3±1 size, Dex 0, Con 2, Int -, Wis 0, Cha 0.
Challenge Rating: 0.
Special Abilities: Horses can be rode by other creatures. To ride a horse, you must be the same size as it. It takes a full round action to get on to or off of a horse. While riding a horse, you can use a move action to direct it to move.

To buy a horse and saddle costs 75 gp. Food for a horse costs 5 sp per day.

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