Arena - D&D ...(Monsters)

Farklı sistemler ve dünyalar üzerine hazırlanan aktif oyunlarımızın bulunduğu bölümdür.
dwaxer
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Sahuagin

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Medium Monstrous Humanoid (Aquatic) Hit Dice: 2d8+2 (11 hp) Initiative: +1 Speed: 30 ft. (6 squares), swim 60 ft. Armor Class: 16 (+1 Dex, +5 natural), touch 11, flat-footed 15 Base Attack/Grapple: +2/+4 Attack: Talon +4 melee (1d4+2) or trident +4 melee (1d8+3) or heavy crossbow +3 ranged (1d10/19–20) Full Attack: Trident +4 melee (1d8+3) and bite +2 melee (1d4+1); or 2 talons +4 melee (1d4+2) and bite +2 melee (1d4+1); or heavy crossbow +3 ranged (1d10/19–20) Space/Reach: 5 ft./5 ft. Special Attacks: Blood frenzy, rake 1d4+1 Special Qualities: Blindsense 30 ft., darkvision 60 ft., freshwater sensitivity, light blindness, speak with sharks, water dependent Saves: Fort +3, Ref +4, Will +4 Abilities: Str 14, Dex 13, Con 12, Int 14, Wis 13, Cha 9 Skills: Handle Animal +4*, Hide +6*, Listen +6*, Profession (hunter) +1*, Ride +3, Spot +6*, Survival +1* Feats: Great Fortitude, MultiattackB Environment: Warm aquatic Organization: Solitary, pair, team (5–8), patrol (11–20 plus 1 3rd-level lieutenant and 1–2 sharks), band (20–80 plus 100% noncombatants plus 1 3rd-level lieutenant and 1 4th-level chieftain per 20 adults plus 1–2 sharks), or tribe (70–160 plus 100% noncombatants plus 1 3rd-level lieutenant per 20 adults, 1 4th-level chieftain per 40 adults, 9 4th-level guards, 1–4 underpriestesses of 3rd–6th level, 1 7th-level priestess, and 1 baron of 6th–8th level plus 5–8 sharks) Challenge Rating: 2 Treasure: Standard Alignment: Usually lawful evil
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Grick

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Medium Aberration Hit Dice: 2d8 (9 hp) Initiative: +2 Speed: 30 ft. (6 squares), climb 20 ft. Armor Class: 16 (+2 Dex, +4 natural), touch 12, flat-footed 14 Base Attack/Grapple: +1/+3 Attack: Tentacle +3 melee (1d4+2) Full Attack: 4 tentacles +3 melee (1d4+2); bite –2 melee (1d3+1) Space/Reach: 5 ft./5 ft. Special Attacks: — Special Qualities: Damage reduction 10/magic, darkvision 60 ft., scent Saves: Fort +0, Ref +2, Will +5 Abilities: Str 14, Dex 14, Con 11, Int 3, Wis 14, Cha 5 Skills: Climb +10, Hide +3*, Listen +6, Spot +6 Feats: Alertness, TrackB Environment: Underground Organization: Solitary or cluster (2–4) Challenge Rating: 3 Treasure: 1/10 coins; 50% goods; 50% items Alignment: Usually neutral
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dwaxer
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Satyr

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Medium Fey Hit Dice: 5d6+5 (22 hp) Initiative: +1 Speed: 40 ft. (8 squares) Armor Class: 15 (+1 Dex, +4 natural), touch 11, flat-footed 14 Base Attack/Grapple: +2/+2 Attack: Head butt +2 melee (1d6) or shortbow +3 ranged (1d6/x3) Full Attack: Head butt +2 melee (1d6) and dagger –3 melee (1d4/19–20); or shortbow +3 ranged (1d6/x3) Space/Reach: 5 ft./5 ft. Special Attacks: Pipes Special Qualities: Damage reduction 5/cold iron, low-light vision Saves: Fort +2, Ref +5, Will +5 Abilities: Str 10, Dex 13, Con 12, Int 12, Wis 13, Cha 13 Skills: Bluff +9, Diplomacy +3, Disguise +1 (+3 acting), Hide +13, Intimidate +3, Knowledge (nature) +9, Listen +15, Move Silently +13, Perform (wind instruments) +9, Spot +15, Survival +1 (+3 aboveground) Feats: AlertnessB, Dodge, Mobility Environment: Temperate forests Organization: Solitary, pair, band (3–5), or troop (6–11) Challenge Rating: 2 (without pipes) or 4 (with pipes) Treasure: Standard Alignment: Usually chaotic neutral Advancement: 6–10 HD (Medium)


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Mimic

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Large Aberration (Shapechanger) Hit Dice: 7d8+21 (52 hp) Initiative: +1 Speed: 10 ft. (2 squares) Armor Class: 15 (–1 size, +1 Dex, +5 natural), touch 10, flat-footed 15 Base Attack/Grapple: +5/+13 Attack: Slam +9 melee (1d8+4) Full Attack: 2 slams +9 melee (1d8+4) Space/Reach: 10 ft./10 ft. Special Attacks: Adhesive, crush Special Qualities: Darkvision 60 ft., immunity to acid, mimic shape Saves: Fort +5, Ref +5, Will +6 Abilities: Str 19, Dex 12, Con 17, Int 10, Wis 13, Cha 10 Skills: Climb +9, Disguise +13, Listen +8, Spot +8 Feats: Alertness, Lightning Reflexes, Weapon Focus (slam) Environment: Underground Organization: Solitary Challenge Rating: 4 Treasure: 1/10th coins; 50% goods; 50% items Alignment: Usually neutral Advancement: 8–10 HD (Large); 11–21 HD (Huge)


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Triton

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Medium Outsider (Native, Water) Hit Dice: 3d8+3 (16 hp) Initiative: +0 Speed: 5 ft. (1 square), swim 40 ft. Armor Class: 16 (+6 natural), touch 10, flat-footed 16 Base Attack/Grapple: +3/+4 Attack: Trident +4 melee (1d8+1) or heavy crossbow +3 ranged (1d10/19–20) Full Attack: Trident +4 melee (1d8+1) or heavy crossbow +3 ranged (1d10/19–20) Space/Reach: 5 ft./5 ft. Special Attacks: Spell-like abilities Special Qualities: Darkvision 60 ft. Saves: Fort +4, Ref +3, Will +4 Abilities: Str 12, Dex 10, Con 12, Int 13, Wis 13, Cha 11 Skills: Craft (any one) +7, Diplomacy +2, Hide +6, Listen +7, Move Silently +6, Ride +6, Search +7, Sense Motive +7, Spot +7, Survival +7 (+9 following tracks), Swim +9 Feats: Mounted Combat, Ride-By Attack Environment: Temperate aquatic Organization: Company (2–5), squad (6–11), or band (20–80) Challenge Rating: 2 Treasure: Standard Alignment: Usually neutral good Advancement: 4–9 HD (Medium) Level Adjustment: +2

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Blink Dog

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Medium Magical Beast Hit Dice: 4d10 (22 hp) Initiative: +3 Speed: 40 ft. (8 squares) Armor Class: 16 (+3 Dex, +3 natural), touch 13, flat-footed 13 Base Attack/Grapple: +4/+4 Attack: Bite +4 melee (1d6) Full Attack: Bite +4 melee (1d6) Space/Reach: 5 ft./5 ft. Special Attacks: — Special Qualities: Blink, darkvision 60 ft., dimension door, low-light vision, scent Saves: Fort +4, Ref +7, Will +4 Abilities: Str 10, Dex 17, Con 10, Int 10, Wis 13, Cha 11 Skills: Hide +3, Listen +5, Sense Motive +3, Spot +5, Survival +4Feats: Iron Will, Run, TrackB Environment: Temperate plains Organization: Solitary, pair, or pack (7–16) Challenge Rating: 2 Treasure: None Alignment: Usually lawful good Advancement: 5–7 HD (Medium); 8–12 HD (Large)

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Genie (Dijinni & Efreeti)

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DJINNI
Large Outsider (Air, Extraplanar) Hit Dice: 7d8+14 (45 hp) Initiative: +8 Speed: 20 ft. (4 squares), fly 60 ft. (perfect) Armor Class: 16 (–1 size, +4 Dex, +3 natural), touch 13, flat-footed 12 Base Attack/Grapple: +7/+15 Attack: Slam +10 melee (1d8+4) Full Attack: 2 slams +10 melee (1d8+4) Space/Reach: 10 ft./10 ft. Special Attacks: Air mastery, spell-like abilities, whirlwind Special Qualities: Darkvision 60 ft., immunity to acid, plane shift, telepathy 100 ft. Saves: Fort +7, Ref +9, Will +7 Abilities: Str 18, Dex 19, Con 14, Int 14, Wis 15, Cha 15 Skills: Appraise +12, Concentration +12, Craft (any one) +12, Diplomacy +4, Escape Artist +14, Knowledge (any one) +12, Listen +12, Move Silently +14, Sense Motive +12, Spellcraft +12, Spot +12, Use Rope +4 (+6 with bindings) Feats: Combat Casting, Combat Reflexes, Dodge, Improved InitiativeB Environment: Elemental Plane of Air Organization: Solitary, company (2–4), or band (6–15) Challenge Rating: 5 (noble 8) Treasure: Standard Alignment: Always chaotic good Advancement: 8–10 HD (Large); 11–21 (Huge)


EFREETI
pictLarge Outsider (Extraplanar, Fire) Hit Dice: 10d8+20 (65 hp) Initiative: +7 Speed: 20 ft. (4 squares), fly 40 ft. (perfect) Armor Class: 18 (–1 size, +3 Dex, +6 natural), touch 12, flat-footed 15 Base Attack/Grapple: +10/+20 Attack: Slam +15 melee (1d8+6 plus 1d6 fire) Full Attack: 2 slams +15 melee (1d8+6 plus 1d6 fire) Space/Reach: 10 ft./ 10 ft. Special Attacks: Change size, heat, spell-like abilities Special Qualities: Darkvision 60 ft., immunity to fire, plane shift, telepathy 100 ft., vulnerability to cold Saves: Fort +9, Ref +10, Will +9 Abilities: Str 23, Dex 17, Con 14, Int 12, Wis 15, Cha 15 Skills: Bluff +15, Craft (any one) +14, Concentration +15, Diplomacy +6, Disguise +2 (+4 acting), Intimidate +17, Listen +15, Move Silently +16, Sense Motive +15, Spellcraft +14, Spot +15 Feats: Combat Casting, Combat Reflexes, Dodge, Improved InitiativeB, Quicken Spell-Like Ability (scorching ray) Environment: Elemental Plane of Fire Organization: Solitary, company (2–4), or band (6–15) Challenge Rating: 8 Treasure: Standard coins; double goods; standard items Alignment: Always lawful evil Advancement: 11–15 HD (Large); 16–30 HD (Huge)
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dwaxer
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Doppelganger

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Medium Monstrous Humanoid (Shapechanger) Hit Dice: 4d8+4 (22 hp) Initiative: +1 Speed: 30 ft. (6 squares) Armor Class: 15 (+1 Dex, +4 natural), touch 11, flat-footed 14 Base Attack/Grapple: +4/+5 Attack: Slam +5 melee (1d6+1) Full Attack: Slam +5 melee (1d6+1) Space/Reach: 5 ft./5 ft. Special Attacks: Detect thoughts Special Qualities: Change shape, immunity to sleep and charm effects Saves: Fort +4, Ref +5, Will +6 Abilities: Str 12, Dex 13, Con 12, Int 13, Wis 14, Cha 13 Skills: Bluff +10*, Diplomacy +3, Disguise +9* (+11 acting), Intimidate +3, Listen +6, Sense Motive +6, Spot +6 Feats: Dodge, Great Fortitude Environment: Any Organization: Solitary, pair, or gang (3–6) Challenge Rating: 3


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Demon Babau

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BABAU
Medium Outsider (Chaotic, Extraplanar, Evil) Hit Dice: 7d8+35 (66 hp) Initiative: +1 Speed: 30 ft. (6 squares) Armor Class: 19 (+1 Dex, +8 natural), touch 11, flat-footed 18 Base Attack/Grapple: +7/+12 Attack: Claw +12 melee (1d6+5) Full Attack: 2 claws +12 melee (1d6+5) and bite +7 melee (1d6+2) Space/Reach: 5 ft./5 ft. Special Attacks: Sneak attack +2d6, spell-like abilities, summon demon Special Qualities: Damage reduction 10/cold iron or good, darkvision 60 ft., immunity to electricity and poison, protective slime, resistance to acid 10, cold 10, and fire 10, spell resistance 14, telepathy 100 ft. Saves: Fort +10, Ref +6, Will +6 Abilities: Str 21, Dex 12, Con 20, Int 14, Wis 13, Cha 16 Skills: Climb +15, Disable Device +12, Disguise +13, Escape Artist +11, Hide +19, Listen +19, Move Silently +19, Open Lock +11, Search +20, Sleight of Hand +11, Survival +1 (+3 following tracks), Use Rope +1 (+3 with bindings) Feats: Cleave, Multiattack, Power Attack Environment: A chaotic evil-aligned plane Organization: Solitary or gang (3–6) Challenge Rating: 6 Treasure: Standard Alignment: Always chaotic evil Advancement: 8–14 HD (Large); 15–21 HD (Huge)

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HEZROU
Large Outsider (Chaotic, Extraplanar, Evil) Hit Dice: 10d8+93 (138 hp) Initiative: +0 Speed: 30 ft. (6 squares) Armor Class: 23 (–1 size, +14 natural) touch 9, flat-footed 23 Base Attack/Grapple: +10/+19 Attack: Bite +14 melee (4d4+5) Full Attack: Bite +14 melee (4d4+5) and 2 claws +9 melee (1d8+2) Space/Reach: 10 ft./10 ft. Special Attacks: Spell-like abilities, stench, improved grab, summon demon Special Qualities: Damage reduction 10/good, darkvision 60 ft., immunity to electricity and poison, resistance to acid 10, cold 10, and fire 10, spell resistance 19, telepathy 100 ft. Saves: Fort +16, Ref +7, Will +9 Abilities: Str 21, Dex 10, Con 29, Int 14, Wis 14, Cha 18 Skills: Climb +18, Concentration +22, Hide +13, Escape Artist +13, Intimidate +17, Listen +23, Move Silently +13, Search +15, Spellcraft +15, Spot +23, Survival +2 (+4 following tracks), Use Rope +0 (+2 with bindings) Feats: Blind-Fight, Cleave, Power Attack, Toughness Environment: A chaotic evil-aligned plane Organization: Solitary or gang (2–4) Challenge Rating: 11 Treasure: Standard Alignment: Always chaotic evil Advancement: 11–15 HD (Large); 16–30 HD (Huge)

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DRETCH
Small Outsider (Chaotic, Extraplanar, Evil) Hit Dice: 2d8+4 (13 hp) Initiative: +0 Speed: 20 ft. (4 squares) Armor Class: 16 (+1 size, +5 natural), touch 11, flat-footed 16 Base Attack/Grapple: +2/–1 Attack: Claw +4 melee (1d6+1) Full Attack: 2 claws +4 melee (1d6+1) and bite +2 melee (1d4) Space/Reach: 5 ft./5 ft. Special Attacks: Spell-like abilities, summon demon Special Qualities: Damage reduction 5/cold iron or good, darkvision 60 ft., immunity to electricity and poison, resistance to acid 10, cold 10, and fire 10, telepathy 100 ft. Saves: Fort +5, Ref +3, Will +3 Abilities: Str 12, Dex 10, Con 14, Int 5, Wis 11, Cha 11 Skills: Hide +9, Listen +5, Move Silently +5, Spot +5, Search +2, Survival +0 (+2 following tracks) Feats: Multiattack Environment: A chaotic evil-aligned plane Organization: Solitary, pair, gang (3–5), crowd (6–15), or mob (10–40) Challenge Rating: 2 Treasure: None Alignment: Always chaotic evil Advancement: 3–6 HD (Small)


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Cockatrice

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Small Magical Beast Hit Dice: 5d10 (27 hp) Initiative: +3 Speed: 20 ft. (4 squares), fly 60 ft. (poor) Armor Class: 14 (+1 size, +3 Dex), touch 14, flat-footed 11 Base Attack/Grapple: +5/–1 Attack: Bite +9 melee (1d4–2 plus petrification) Full Attack: Bite +9 melee (1d4–2 plus petrification) Space/Reach: 5 ft./5 ft. Special Attacks: Petrification Special Qualities: Darkvision 60 ft., low-light vision Saves: Fort +4, Ref +7, Will +2 Abilities: Str 6, Dex 17, Con 11, Int 2, Wis 13, Cha 9 Skills: Listen +7, Spot +7 Feats: Alertness, Dodge, Weapon FinesseB Environment: Temperate plains Organization: Solitary, pair, flight (3–5), or flock (6–13) Challenge Rating: 3 Treasure: None Alignment: Always neutral Advancement: 6–8 HD (Small); 9–15 HD (Medium)


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Owlbear

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Large Magical Beast Hit Dice: 5d10+25 (52 hp) Initiative: +1 Speed: 30 ft. (6 squares) Armor Class: 15 (–1 size, +1 Dex, +5 natural), touch 10, flat-footed 14 Base Attack/Grapple: +5/+14 Attack: Claw +9 melee (1d6+5) Full Attack: 2 claws +9 melee (1d6+5) and bite +4 melee (1d8+2) Space/Reach: 10 ft./5 ft. Special Attacks: Improved grab Special Qualities: Scent Saves: Fort +9, Ref +5, Will +2 Abilities: Str 21, Dex 12, Con 21, Int 2, Wis 12, Cha 10 Skills: Listen +8, Spot +8 Feats: Alertness, Track Environment: Temperate forests Organization: Solitary, pair, or pack (3–8) Challenge Rating: 4 Treasure: None Alignment: Always neutral Advancement: 6–8 HD (Large); 9–15 HD (Huge)

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Lillend

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Large Outsider (Chaotic, Extraplanar, Good) Hit Dice: 7d8+14 (45 hp) Initiative: +3 Speed: 20 ft. (4 squares), fly 70 ft. (average) Armor Class: 17 (–1 size, +3 Dex, +5 natural), touch 12, flat-footed 14 Base Attack/Grapple: +7/+16 Attack: Short sword +11 melee (1d8+5/19–20) Full Attack: Short sword +11/+6 melee (1d8+5/19–20) and tail slap +6 melee (2d6+2) Space/Reach: 10 ft./10 ft. Special Attacks: Constrict 2d6+5, improved grab, spells, spell-like abilities Special Qualities: Darkvision 60 ft., immunity to poison, resistance to fire 10 Saves: Fort +7, Ref +10, Will +8 Abilities: Str 20, Dex 17, Con 15, Int 14, Wis 16, Cha 18 Skills: Appraise +12, Concentration +12, Diplomacy +16, Knowledge (arcana) +12, Listen +13, Perform (any one) +14, Sense Motive +13, Spellcraft +14, Spot +13, Survival +17 Feats: Combat Casting, Extend Spell, Lightning Reflexes Environment: A chaos-aligned plane Organization: Solitary or covey (2–4) Challenge Rating: 7 Treasure: Standard Alignment: Always chaotic good Advancement: 8–10 HD (Large); 11–21 HD (Huge) Level Adjustment: +6
A typical lillend’s coils are 20 feet long. The creature weighs about 3,800 pounds. A few lillends have male torsos.
Lillends speak Celestial, Infernal, Abyssal, and Common.
COMBAT
damage reduction.
Constrict (Ex):
Improved Grab (Ex):
Spells: A lillend casts arcane spells as a 6th-level bard.
Typical Bard Spells Known (3/4/3; save DC 14 + spell level):
0 - dancing lights, daze, detect magic, lullaby, mage hand, read magic;
1st - charm person, cure light wounds, identify, sleep;
2nd - hold person, invisibility, sound burst.
Spell-Like Abilities: Caster level 10th. The save DCs are Charisma-based.
3/day - darkness, hallucinatory terrain (DC 18), knock, light;
1/day - charm person (DC 15), speak with animals, speak with plants.
A lillend also has the bardic music ability as a 6th-level bard.
Skills: Lillends have a +4 racial bonus on Survival checks.
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dwaxer
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Lizardfolk

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Medium Humanoid (Reptilian) Hit Dice: 2d8+2 (11 hp) Initiative: +0 Speed: 30 ft. (6 squares) Armor Class: 15 (+5 natural) or 17 (+5 natural, +2 heavy shield), touch 10, flat-footed 15 or 17 Base Attack/Grapple: +1/+2 Attack: Claw +2 melee (1d4+1) or club +2 melee (1d6+1) or javelin +1 ranged (1d6+1) Full Attack: 2 claws +2 melee (1d4+1) and bite +0 melee (1d4); or club +2 melee (1d6+1) and bite +0 melee (1d4); or javelin +1 ranged (1d6+1) Special Attacks: — Special Qualities: Hold breath Space/Reach: 5 ft./5 ft. Saves: Fort +1, Ref +3, Will +0 Abilities: Str 13, Dex 10, Con 13, Int 9, Wis 10, Cha 10 Skills: Balance +4, Jump +5, Swim +2 Feats: Multiattack Environment: Temperate marshes Organization: Gang (2–3), band (6–10 plus 50% noncombatants plus 1 leader of 3rd–6th level), or tribe (30–60 plus 2 lieutenants of 3rd–6th level and 1 leader of 4th–10th level) Challenge Rating: 1 Treasure: 50% coins; 50% goods; 50% items Alignment: Usually neutral Advancement: By character class Level Adjustment: +1

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Phase Spider

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Large Magical Beast Hit Dice: 5d10+15 (42 hp) Initiative: +7 Speed: 40 ft. (8 squares), climb 20 ft. Armor Class: 15 (–1 size, +3 Dex, +3 natural), touch 12, flat-footed 12 Base Attack/Grapple: +5/+12 Attack: Bite +7 melee (1d6+4 plus poison) Full Attack: Bite +7 melee (1d6+4 plus poison) Space/Reach: 10 ft./5 ft. Special Attacks: Poison

Special Qualitiy: Darkvision 60 ft., ethereal jaunt, low-light vision
Saves: Fort +7, Ref +7, Will +2 Abilities: Str 17, Dex 17, Con 16, Int 7, Wis 13, Cha 10 Skills: Climb +11, Move Silently +11, Spot +4 Feats: Ability Focus (poison), Improved Initiative Environment: Warm hills Organization: Solitary or cluster (2–5) Challenge Rating: 5 Treasure: None Alignment: Always neutral Advancement: 6–8 HD (Large); 9–15 HD (Huge) Level Adjustment: —
A typical phase spider’s body is 8 feet long. It weighs about 700 pounds.
Phase spiders cannot speak.
COMBAT
Poison (Ex): Injury, Fortitude DC 17, initial and secondary damage 1d8 Con. The save DC is Constitution-based..

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Xorn

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Hit Dice: 15d8+63 (130 hp)
Initiative: +0
Speed: 20 ft. (4 squares), burrow 20 ft.
Armor Class: 25 (–1 size, +16 natural), touch 9, flat-footed 25
Base Attack/Grapple: +15/+26
Attack: Bite +21 melee (4d8+7)
Full Attack: Bite +21 melee (4d8+7) and 3 claws +19 melee (1d6+3)
Space/Reach: 10 ft./10 ft.
Special Attacks:—
Special Qualities: All-around vision, earth glide, damage reduction 5/bludgeoning, darkvision 60 ft., immunity to cold and fire, resistance to electricity 10, tremorsense 60 ft.
Saves: Fort +13, Ref +9, Will +9
Abilities: Str 25, Dex 10, Con 19, Int 10, Wis 11, Cha 10
Skills: Hide +14, Intimidate +18, Knowledge (dungeoneering) +18, Listen +18, Move Silently +18, Search +22, Spot +22, Survival +18 (+20 following tracks or underground)
Feats:Multiattack, Toughness
CleaveB, Multiattack, Power Attack, Toughness
Awesome Blow, CleaveB, Great Cleave, Improved Bull Rush, Multiattack, Power Attack, Toughness
Environment:Elemental Plane of Earth
Challenge Rating: 8
Alignment:Usually neutral

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