d20 Modern System Reference Document



CREATURES


Invisible Stalker to Ogre

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Invisible Stalker


Invisible Stalker Advanced Invisible Stalker


Large elemental (air) Huge elemental (air)

CR:

7 11

HD:

8d8+16; hp 52 12d8+48; hp 102

Mas:

- -

Init:

+8 +7

Spd:

30 ft., fly 30 ft. (perfect) 30 ft., fly 30 ft. (perfect)

Defense:

17, touch 13, flat-footed 13 (–1 size, +4 Dex, +4 natural) 18, touch 11, flat-footed 15 (–2 size, +3 Dex, +7 natural)

BAB/Grap:

+6/+14 +9/+21

Atk:

+10 melee (1d8+6, slam) +15 melee (2d6+12, slam)

Full Atk:

+10/+5 melee (1d8+6, slam), or +9 ranged +15/+10 melee (2d6+12, slam), or +10 ranged

FS/Reach:

10 ft. by 10 ft./10 ft. 15 ft. by 15 ft./10 ft.

SQ:

Elemental, natural invisibility, improved tracking, darkvision 60 ft. Elemental, natural invisibility, improved tracking, darkvision 60 ft.

AL:

None or master None or master

SV:

Fort: +4, Ref: +10, Will: +4 Fort: +8, Ref: +11, Will: +6

AP/Rep:

0/+0 0/+0

Ability Scores:

Str: 18, Dex: 19, Con: 14, Int: 14, Wis: 15, Cha: 11 Str: 26, Dex: 17, Con: 18, Int: 14, Wis: 15, Cha: 11

Skills:

Listen +11, Move Silently +15, Search +11, Spot +13 Listen +13, Move Silently +17, Search +13, Spot +15

Feats:

Combat Reflexes, Improved Initiative, Weapon Focus (slam) Combat Reflexes, Dodge, Improved Initiative, Weapon Focus (slam)

Advancement:

9–16 HD (Huge); 17–24 HD (Gargantuan) 13-16 HD (Huge); 17-24 HD (Gargantuan)

SPECIES TRAITS

Elemental (Air): Invisible stalkers have the traits and immunities common to elementals.

Natural Invisibility (Su): An invisible stalker remains invisible even when attacking. Creatures that correctly discern the stalker’s location despite being unable to see it have a 50% miss chance on melee and ranged attacks.

Improved Tracking (Ex): Invisible stalkers are consummate trackers and make Spot checks instead of Survival checks to track a creature’s passage.

Automatic Language: Invisible stalkers speak (but neither read nor write) Auran. They understand (but do not speak, read, or write) two other languages.


Kobold


Kobold
Kobold Smart Hero 4


Small humanoid
Small humanoid

CR:

1/6
4

HD:

1/2 d8; hp 2
4d6; hp 16

Mas:

11
11

Init:

+1
+1

Spd:

30 ft.
30 ft.

Defense:

13, touch 12, flat-footed 12 (+1 size, +1 Dex, +1 natural)
15, touch 13, flat-footed 14 (+1 size, +1 Dex, +1 class, +1 natural, +1 leather jacket)

BAB/Grap:

+0/-6
+2/-4

Atk:

–1 melee (1d2–2, slam or 1d3–2, knife)
+1 melee (1d2–2, slam or 1d3 electricity plus paralysis, stun gun)

Full Atk:

–1 melee (1d2–2, slam or 1d3–2, knife), or –2 ranged (2d4, Pathfinder)
+1 melee (1d2–2, slam or 1d3 electricity plus paralysis, stun gun), or +4 ranged (2d4, Pathfinder), or +4 ranged (2d6, dynamite)

FS/Reach:

5 ft. by 5 ft./5 ft.
5 ft. by 5 ft./5 ft.

SQ:

Darkvision 60 ft., light sensitivity
Darkvision 60 ft., light sensitivity

AL:

Evil, law
Evil, law

SV:

Fort: +0, Ref: +1, Will: +2
Fort: +1, Ref: +2, Will: +4

AP/Rep:

0/+0
2/+2

Ability Scores:

Str: 6, Dex: 13, Con: 11, Int: 10, Wis: 10, Cha: 10
Str: 6, Dex: 13, Con: 11, Int: 12, Wis: 10, Cha: 10

Skills:

Craft (mechanical) +2, Hide +8, Listen +2, Move Silently +4, Read/Write Draconic, Search +2, Speak Draconic, Spot +2
Craft (electronic) +7, Craft (mechanical) +8, Decipher Script +9, Demolitions +9, Disable Device +9, Knowledge (streetwise) +7, Knowledge (tactics) +7, Listen +2, Read/_Write Draconic, Read/Write English, Repair +11, Research +9, Search +9, Speak Draconic, Speak English, Spot +2

Feats:

Alertness, Simple Weapons Proficiency
Alertness, Cautious, Personal Firearms Proficiency, Simple Weapons Proficiency, Studious

Talents:

N/A
(Smart Hero): Plan, savant (Repair)

Possessions:

Knife, Pathfinder (.22 revolver), 10 rounds of .22 ammunition
Leather jacket, stun gun, Pathfinder (.22 revolver), 20 rounds of .22 ammunition, 3 sticks of dynamite, tool belt, lockpick set, basic electrical toolkit, basic mechanical toolkit, demolitions kit

Advancement:

By character class
By character class

SPECIES TRAITS

Light Sensitivity (Ex): Kobolds take a –1 penalty on attack rolls in sunlight or in brightly lit areas.

Skill Bonuses: Kobolds receive a +2 species bonus on Craft (mechanical) and Search checks.

Bonus Feat: Kobolds are keenly aware of their surroundings and receive the bonus feat Alertness.

Automatic Language: Kobolds read, write, and speak Draconic.


Medusa


Medusa
Medusa Charismatic Hero 2


Medium-size monstrous humanoid
Medium-size monstrous humanoid

CR:

7
9

HD:

6d8+6; hp 33
6d8+6 plus 2d6+2; hp 42

Mas:

12
12

Init:

+2
+2

Spd:

30 ft.
30 ft.

Defense:

15, touch 12, flat-footed 13 (+2 Dex, +3 natural)
16, touch 13, flat-footed 14 (+2 Dex, +1 class, +3 natural)

BAB/Grap:

+6/+6
+7/+7

Atk:

+6 melee (1d4, knife)
+7 melee (1d4, knife)

Full Atk:

+6/+1 melee (1d4, knife), +3 melee (1d4 plus poison, snakes), or +9/+4 ranged (2d6, Glock 17)
+7/+2 melee (1d4, knife), +4 melee (1d4 plus poison, snakes), or +10/+5 ranged (2d6, Glock 17)

FS/Reach:

5 ft. by 5 ft./5 ft.
5 ft. by 5 ft./5 ft.

SQ:

Darkvision 60 ft., gaze, poison
Darkvision 60 ft., gaze, poison

AL:

Evil, law
Evil, law

SV:

Fort: +3, Ref: +7, Will: +6
Fort: +4, Ref: +8, Will: +6

AP/Rep:

0/+0
1/+2

Ability Scores:

Str: 10, Dex: 15, Con: 12, Int: 12, Wis: 13, Cha: 15
Str: 10, Dex: 15, Con: 12, Int: 12, Wis: 13, Cha: 16

Skills:

Bluff+11, Disguise +11, Move Silently +9, Read/_Write English, Read/Write Spanish, Speak English, Speak Spanish, Spot +10
Bluff+15, Diplomacy +7, Disguise +15, Gather Information +7, Intimidate +7, Move Silently +9, Read/_Write English, Read/Write Spanish, Speak English, Speak Spanish, Spot +10

Feats:

Personal Firearms Proficiency, Point Blank Shot, Simple Weapons Proficiency, Weapon Finesse (snakes)
Deceptive, Personal Firearms Proficiency, Point Blank Shot, Simple Weapons Proficiency, Weapon Finesse (snakes)

Talents:

N/A
(Charismatic Hero): Coordinate

Possessions:

Knife, Glock 17 (9mm autoloader), 50 rounds of 9mm ammunition, concealed carry holster, firearms license, casual clothing, overcoat
Knife, Glock 17 (9mm autoloader), 50 rounds of 9mm ammunition, concealed carry holster, firearms license, casual clothing, overcoat, cell phone, PDA (with addresses of various contacts and acquaintances), disguise kit

Advancement:

By character class
By character class

SPECIES TRAITS

Gaze (Su): A medusa’s gaze permanently turns to stone any creature within 30 feet that fails its Fortitude save (DC 15). See Special Qualities for more information on gaze attacks. A break enchantment spell can remove the effect of petrification. In a campaign where heroes have limited access to spells, the GM can make the petrification a temporary effect (lasting 1d6 hours).

Poison (Ex): Any creature bitten by the medusa’s snaky hair must succeed on a Fortitude save (DC 14) or succumb to the poison (initial damage 1d6 temporary Strength, secondary damage 2d6 temporary Strength).

Bonus Feat: Medusas receive the bonus feat Simple Weapons Proficiency.

Automatic Languages: Medusas read, write, and speak any two languages.


Minotaur


Minotaur
Minotaur Strong Hero 3


Large monstrous humanoid
Large monstrous humanoid

CR:

4
7

HD:

6d8+12; hp 39
6d8+12 plus 3d8+6; hp 58

Mas:

15
15

Init:

+0
+0

Spd:

30 ft.
30 ft.

Defense:

14, touch 9, flat-footed 14 (–1 size, +5 natural)
16, touch 11, flat-footed 16 (–1 size, +2 class, +5 natural)

BAB/Grap:

+6/+14
+10/+18

Atk:

+9 melee (2d6+6, Huge lead pipe)
+13 melee (3d6+9, chain saw)

Full Atk:

+9/+4 melee (2d6+4, Huge lead pipe), +4 melee (1d8+2, gore), or +9/+4 melee (1d4+4, slam), +4 melee (1d8+2, gore), or +5 ranged)
+13/+8 melee (3d6+7, chain saw), +8 melee (1d8+4, gore, or +13/+8 melee (1d4+7, slam), +8 melee (1d8+4, gore), or +8 ranged

FS/Reach:

10 ft. by 10 ft./10 ft.
10 ft. by 10 ft./10 ft.

SQ:

Charge 4d6+6, scent, natural cunning, darkvision 60 ft
Charge 4d6+6, scent, natural cunning, darkvision 60 ft

AL:

Chaos, evil
Chaos, evil

SV:

Fort: +6, Ref: +5, Will: +5
Fort: +8, Ref: +6, Will: +6

AP/Rep:

0/+0
1/+0

Ability Scores:

Str: 19, Dex: 10, Con: 15, Int: 7, Wis: 10, Cha: 8
Str: 20, Dex: 10, Con: 15, Int: 7, Wis: 10, Cha: 8

Skills:

Intimidate +5, Jump +8, Listen +8, Search +6, Speak Giant, Spot +8
Intimidate +5, Jump +8, Knowledge (streetwise) +3, Listen +8, Search +6, Speak English (or other local language), Speak Giant, Spot +8

Feats:

Archaic Weapons Proficiency, Great Fortitude, Power Attack
Archaic Weapons Proficiency, Combat Reflexes, Exotic Weapon Proficiency (chain saw), Great Fortitude, Power Attack, Simple Weapons Proficiency

Talents:

N/A
(Strong Hero): Melee smash, improved melee smash

Possessions:

Huge lead pipe (6 feet long, 4 inches thick)
Chain saw, bloodstained smock

Advancement:

By character class
By character class

SPECIES TRAITS

Charge (Ex): A minotaur typically begins a battle by charging at an opponent. In addition to the normal benefits and hazards of a charge, the beast can make a single gore attack that deals 4d6+6 points of damage.

Scent (Ex): This ability allows the minotaur to detect approaching enemies, sniff out hidden foes, and track by sense of smell. See Special Qualities for more information.

Natural Cunning (Ex): Although minotaurs are not especially intelligent, they possess innate cunning and logical reasoning ability. This prevents them from ever becoming lost. Further, they are never caught flat-footed.

Skill Bonuses: Minotaurs receive a +4 species bonus on Search, Spot, and Listen checks.

Bonus Feat: A minotaur gains the bonus feat Archaic Weapons Proficiency or Simple Weapons Proficiency.

Automatic Language: Minotaurs speak (but neither read nor write) Giant or one other language.


Monstrous Flytrap




Huge plant
Gargantuan plant

CR:

7
12

HD:

11d8+55; hp 104
22d8+154; hp 253

Mas:

-
-

Init:

-2
-2

Spd:

20 ft.
20 ft.

Defense:

14, touch 6, flat-footed 14 (–2 size, –2 Dex, +8 natural)
16, touch 4, flat-footed 16 (–4 size, –2 Dex, +12 natural)

BAB/Grap:

+8/+25
+16/+41

Atk:

+16 melee (1d6+13, bite)
+25 melee (1d8+19, bite)

Full Atk:

+16/+11 melee (1d6+13, bite), or +5 ranged)
+25/+20/+15/+10 melee (1d8+19, bite), or +9 ranged

FS/Reach:

15 ft. by 15 ft./10 ft.
20 ft. by 20 ft./15 ft.

SQ:

Plant, improved grab, swallow whole, blood drain 1d6+13, blindsight 60 ft.
Plant, improved grab, swallow whole, blood drain 1d8+19, blindsight 60 ft.

AL:

None or owner
None or owner

SV:

Fort: +12, Ref: +1, Will: +5
Fort: +20, Ref: +5, Will: +9

AP/Rep:

0/+0
0/+0

Ability Scores:

Str: 28, Dex: 7, Con: 21, Int: 10, Wis: 14, Cha: 14
Str: 36, Dex: 7, Con: 25, Int: 10, Wis: 14, Cha: 14

Skills:

None
None

Feats:

None
None

Advancement:

12–16 HD (Huge); 17–32 HD (Gargantuan); 33–48 HD (Colossal)
23–32 HD (Gargantuan); 33–48 HD (Colossal)

SPECIES TRAITS

Plant: Monstrous flytraps have the traits and immunities common to plants.

Improved Grab (Ex): To use this ability, a monstrous flytrap must hit with its bite attack. If it gets a hold, it can attempt to swallow its opponent (see below), provided its opponent is at least two size categories smaller than it. See Improved Grab.

Swallow Whole (Ex): A monstrous flytrap can swallow a grabbed opponent two size categories smaller than it by making a successful grapple check. The swallowed creature can attack the flytrap from inside its mouth using claws or a Small or Tiny slashing weapon. The flytrap does not release its opponent until it is slain or its swallowed prey is completely drained of blood (that is, dead). A monstrous flytrap’s mouth can swallow only one opponent at a time and cannot attack while it drains a creature’s blood.

Blood Drain (Ex): A creature swallowed by a monstrous flytrap takes 1d6+13 points of damage every round due to blood loss. For every 3 hit points it drains, the monstrous flytrap heals 1 hit point of damage. After draining its swallowed prey to death, it expectorates the lifeless husk and seeks out its next meal.

Automatic Language: Monstrous flytraps raised from seedlings can be taught to speak (but neither read nor write) one language.


Monstrous Spider

Monstrous spiders come in two general types: hunters and web spinners.



Tiny Monstrous Spider
Small Monstrous Spider
Medium-size Monstrous Spider


Tiny vermin
Small vermin
Medium-size vermin

CR:

1/4
1/2
1

HD:

1/2 d8; hp 2
1d8; hp 4
2d8+2; hp 11

Mas:

10
10
12

Init:

+3
+3
+3

Spd:

20 ft. (30 ft. for hunting spider), climb 10 ft.
20 ft. (30 ft. for hunting spider), climb 10 ft.
30 ft. (40 ft. for hunting spider), climb 20 ft.

Defense:

15, touch 15, flat-footed 12 (+2 size, +3 Dex)
13, touch 13, flat-footed 11 (+1 size, +3 Dex)
14, touch 13, flat-footed 11 (+3 Dex, +1 natural)

BAB/Grap:

+0/-12
+0/-6
+1/+1

Atk:

+5 melee (1d3–4 plus poison, bite)
+4 melee (1d4–2 plus poison, bite)
+4 melee (1d6 plus poison, bite)

Full Atk:

+5 melee (1d3–4 plus poison, bite)
+4 melee (1d4–2 plus poison, bite)
+4 melee (1d6 plus poison, bite)

FS/Reach:

2 1/2 ft. by 2 1/2 ft./0 ft.
5 ft. by 5 ft./5 ft.
5 ft. by 5 ft./5 ft.

SQ:

Poison, webs, darkvision 60 ft., immune to mind-affecting attacks, resistance to massive damage
Poison, webs, darkvision 60 ft., immune to mind-affecting attacks, resistance to massive damage
Poison, webs, darkvision 60 ft., immune to mind-affecting attacks, resistance to massive damage

AL:

None
None
None

SV:

Fort: +2, Ref: +3, Will: +0
Fort: +2, Ref: +3, Will: +0
Fort: +4, Ref: +3, Will: +0

AP/Rep:

0/+0
0/+0
0/+0

Ability Scores:

Str: 3, Dex: 17, Con: 10, Int: -, Wis: 10, Cha: 2
Str: 7, Dex: 17, Con: 10, Int: -, Wis: 10, Cha: 2
Str: 11, Dex: 17, Con: 12, Int: -, Wis: 10, Cha: 2

Skills:

Climb +8, Hide +17, Jump –4 (+2 for hunting spiders), Move Silently +9, Spot +12
Climb +10, Hide +13, Jump –2 (+4 for hunting spiders), Move Silently +9, Spot +12
Climb +12, Hide +9, Jump +0 (+6 for hunting spiders), Move Silently +9, Spot +12

Feats:

Weapon Finesse (bite)
Weapon Finesse (bite)
Weapon Finesse (bite)

Advancement:

None
None
None



Large Monstrous Spider
Huge vermin


Large vermin
Huge vermin

CR:

2
4

HD:

4d8+4; hp 22
10d8+10; hp 55

Mas:

12
12

Init:

+3
+3

Spd:

30 ft. (40 ft. for hunting spider), climb 20 ft.
30 ft. (40 ft. for hunting spider), climb 20 ft.

Defense:

14, touch 12, flat-footed 11 (–1 size, +3 Dex, +2 natural)
16, touch 11, flat-footed 13 (–2 size, +3 Dex, +5 natural)

BAB/Grap:

+3/+9
+7/+19

Atk:

+4 melee (1d8+3 plus poison, bite)
+9 melee (2d6+6 plus poison, bite)

Full Atk:

+4 melee (1d8+3 plus poison, bite)
+9 melee (2d6+6 plus poison, bite)

FS/Reach:

10 ft. by 10 ft./10 ft.
15 ft. by 15 ft./10 ft.

SQ:

Poison, webs, darkvision 60 ft., immune to mind-affecting attacks, resistance to massive damage
Poison, webs, darkvision 60 ft., immune to mind-affecting attacks, resistance to massive damage

AL:

None
None

SV:

Fort: +5, Ref: +4, Will: +1
Fort: +8, Ref: +6, Will: +3

AP/Rep:

0/+0
0/+0

Ability Scores:

Str: 15, Dex: 17, Con: 12, Int: -, Wis: 10, Cha: 2
Str: 19, Dex: 17, Con: 12, Int: -, Wis: 10, Cha: 2

Skills:

Climb +14, Hide +5, Jump +2 (+8 for hunting spiders), Move Silently +9, Spot +12
Climb +16, Hide +1, Jump +4 (+10 for hunting spiders), Move Silently +9, Spot +12

Feats:

None
None

Advancement:

None
None


Gargantuan Monstrous Spider
Colossal Monstrous Spider


Gargantuan vermin
Colossal vermin

CR:

7
10

HD:

24d8+24; hp 132
48d8+48; hp 264

Mas:

12
12

Init:

+3
+3

Spd:

30 ft. (40 ft. for hunting spider), climb 20 ft.
30 ft. (40 ft. for hunting spider), climb 20 ft.

Defense:

18, touch 9, flat-footed 15 (–4 size, +3 Dex, +9 natural)
20, touch 5, flat-footed 17 (–8 size, +3 Dex, +15 natural)

BAB/Grap:

+18/+36
+36/+60

Atk:

+20 melee (2d8+9 plus poison, bite)
+36 melee (4d6+12 plus poison, bite)

Full Atk:

+20 melee (2d8+9 plus poison, bite)
+36 melee (4d6+12 plus poison, bite)

FS/Reach:

20 ft. by 20 ft./15 ft.
30 ft. by 30 ft./15 ft.

SQ:

Poison, webs, darkvision 60 ft., immune to mind-affecting attacks, resistance to massive damage
Poison, webs, darkvision 60 ft., immune to mind-affecting attacks, resistance to massive damage

AL:

None
None

SV:

Fort: +15, Ref: +11, Will: +8
Fort: +27, Ref: +19, Will: +16

AP/Rep:

0/+0
0/+0

Ability Scores:

Str: 23, Dex: 17, Con: 12, Int: -, Wis: 10, Cha: 2
Str: 27, Dex: 17, Con: 12, Int: -, Wis: 10, Cha: 2

Skills:

Climb +18, Hide –3, Jump +6 (+12 for hunting spiders), Move Silently +9, Spot +12
Climb +20, Hide –7, Jump +8 (+14 for hunting spiders), Move Silently +9, Spot +12

Feats:

None
None

Advancement:

None
None

SPECIES TRAITS

Speed: Hunting spiders are speedier than their web-spinning counterparts. Increase the normal speed of hunting spiders by 10 feet. Climb speed remains unchanged.

Poison (Ex): A monstrous spider injects poison into its victim with a successful bite. The victim must succeed on a Fortitude save or take the initial damage; a second Fortitude save must be made 1 minute later to negate the poison’s secondary damage. The DC of the Fortitude saves and the effects vary depending on the monstrous spider’s size, as shown on Table: Monstrous Spider Poison.


Table: Monstrous Spider Poison

Spider Size Fort Save DC Initial/Secondary Damage
Colossal 35 2d8 Str
Gargantuan 31 2d6 Str
Huge 22 1d8 Str
Large 17 1d6 Str
Medium-size 14 1d4 Str
Small 11 1d3 Str
Tiny 11 1d2 Str

Web (Ex): Monstrous spiders often wait in their webs or in trees, then lower themselves silently on silk strands and leap onto prey passing beneath. A single strand is strong enough to support the spider and one creature of the same size.

Web-spinning spiders can cast a web eight times per day. Casting a web is a melee touch attack with a maximum range of 50 feet and a range increment of 10 feet, and the web is effective against targets up to one size category larger than the spider. The web anchors the target in place, allowing no movement. An entangled creature can escape with a successful Escape Artist check or burst it with a Strength check. Both are attack actions whose DCs are given in Table: Monstrous Spider Webs.

Web-spinning spiders often create sheets of sticky webbing from 5 to 60 feet square, depending on the size of the spider. They usually position these sheets to snare flying creatures but can also try to trap prey on the ground. Approaching creatures must succeed on a Spot check (DC 20) to notice a web; otherwise they stumble into it and become trapped as though by a successful web attack. Attempts to escape or burst the webbing gain a +5 bonus if the trapped creature has something to walk on or grab while pulling free. Each 5-foot section has the hit points listed on below and damage reduction 5/fire.

A monstrous spider can move across its own sheet web at its climb speed and can determine the exact location of any creature touching the web.


Table: Monstrous Spider Webs

Spider Size Escape DC Break DC Hit Points
Colossal 32 34 18
Gargantuan 30 32 16
Huge 28 30 14
Large 26 28 12
Medium-size 20 22 6
Small 18 20 4
Tiny 16 18 2

Resistance to Massive Damage: Monstrous spiders gain a +5 species bonus on Fortitude saves to negate the effects of massive damage.

Skill Bonuses: Monstrous spiders receive a +4 species bonus on Hide and Move Silently checks and a +8 species bonus on Spot checks. Hunting spiders receive a +6 species bonus on Jump checks.

Bonus Feat: Medium-size or smaller monstrous spiders gain the bonus feat Weapon Finesse (bite).


Mummy


Mummy
Mummy Dedicated Hero 3


Medium-size undead
Medium-size undead

CR:

4
7

HD:

6d12 plus 3 (Toughness feat); hp 42
9d12 plus 3 (Toughness feat); hp 58

Mas:

-
-

Init:

-1
-1

Spd:

20 ft.
20 ft.

Defense:

17, touch 9, flat-footed 17 (–1 Dex, +8 natural)
19, touch 11, flat-footed 19 (–1 Dex, +2 class, +8 natural)

BAB/Grap:

+3/+6
+5/+8

Atk:

+6 melee (1d6+4 plus mummy rot, slam)
+8 melee (1d6+4 plus mummy rot, slam)

Full Atk:

+6 melee (1d6+4 plus mummy rot, slam), or +2 ranged
+8 melee (1d6+4 plus mummy rot, slam), or +4 ranged (1d10/19–20, crossbow)

FS/Reach:

5 ft. by 5 ft./5 ft.
5 ft. by 5 ft./5 ft.

SQ:

Undead, despair, mummy rot, fire vulnerability, resistant to blows, damage reduction 5/+1, darkvision 60 ft.
Undead, despair, mummy rot, fire vulnerability, resistant to blows, damage reduction 5/+1, darkvision 60 ft.

AL:

Evil, law
Evil, law

SV:

Fort: +2, Ref: +1, Will: +7
Fort: +4, Ref: +2, Will: +9

AP/Rep:

0/+0
1/+1

Ability Scores:

Str: 17, Dex: 8, Con: -, Int: 6, Wis: 14, Cha: 15
Str: 17, Dex: 8, Con: -, Int: 7, Wis: 14, Cha: 15

Skills:

Hide +8, Listen +9, Move Silently +8, Read/Write Egyptian, Speak Egyptian, Spot +9
Hide +8, Listen +12, Move Silently +8, Read/Write Egyptian, Speak Egyptian, Spot +12, Survival +11

Feats:

Alertness, Archaic Weapons Proficiency, Toughness
Alertness, Archaic Weapons Proficiency, Blind-Fight, Simple Weapons Proficiency, Toughness, Track

Talents:

N/A
(Dedicated Hero): Skill emphasis (Survival), aware

Possessions:

N/A
Crossbow, 15 crossbow bolts

Advancement:

7–12 HD (Medium-size); 13–18 HD (Large); or by character class
7–12 HD (Medium-size); 13–18 HD (Large); or by character class

SPECIES TRAITS

Undead: Mummies have the traits and immunities common to undead.

Despair (Su): At the mere sight of a mummy, the viewer must succeed on 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): A mummy’s touch carries a horrible rotting disease (Fort save DC 20 negates; incubation period 1 day; damage 1d6 temporary Constitution). The GM may allow characters to create medicine to treat the disease using the Craft (pharmaceutical) skill. In a campaign that uses magic, a remove disease spell can cure this disease. The only other way to halt the disease’s advance is to amputate whatever appendage the mummy touched (usually a hand, arm, leg, or foot). Amputating a limb deals 1d4+1 points of temporary Constitution damage, although a successful Treat Injury check (DC 25) reduces the temporary Constitution damage to 1 point.

An afflicted creature that dies of mummy rot shrivels away and turns to dust.

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.

Resistant to Blows (Ex): Physical attacks deal only half damage to mummies. Apply this effect before damage reduction.

Damage Reduction 5/+1 (Su): In campaigns without magic weapons, the GM can either disregard the mummy’s damage reduction or apply the damage reduction only to certain types of weapons (ballistic, bludgeoning, sonic/concussion, piercing, or slashing).

Bonus Feat: Mummies receive the bonus feat Archaic Weapons Proficiency.

Automatic Language: Mummies read, write, and speak one language.


Ogre


Ogre
Ogre Tough Hero 6/Bodyguard 1


Large giant
Large giant

CR:

2
9

HD:

4d8+8; hp 26
4d8+12 plus 6d10+18 plus 1d12+3

Mas:

15
16

Init:

-1
-1

Spd:

40 ft.
40 ft.

Defense:

13, touch 8, flat-footed 13 (–1 size, –1 Dex, +5 natural)
20, touch 12, flat-footed 20 (–1 size, –1 Dex, +4 class, +5 natural, +3 undercover vest)

BAB/Grap:

+3/+12
+7/+16

Atk:

+8 melee (2d6+7, Huge club), or +7 melee (1d4+5, slam)
+12 melee (2d6+7, Huge club), or +12 melee (1d6+5, slam)

Full Atk:

+8 melee (2d6+7, Huge club), or +7 melee (1d4+5, slam), or +1 ranged
+12/+7 melee (2d6+7, Huge club), or +12/+7 melee (1d6+5, slam), or +5/+0 ranged (2d10, Browning BPS)

FS/Reach:

10 ft. by 10 ft./10 ft.
10 ft. by 10 ft./10 ft.

SQ:

Low-light vision
Low-light vision

AL:

Chaos, evil
Chaos, evil, employer

SV:

Fort: +6, Ref: +0, Will: +1
Fort: +11, Ref: +4, Will: +3

AP/Rep:

0/+0
3/+2

Ability Scores:

Str: 21, Dex: 8, Con: 15, Int: 6, Wis: 10, Cha: 7
Str: 21, Dex: 8, Con: 16, Int: 6, Wis: 10, Cha: 7

Skills:

Climb +6, Listen +3, Speak Giant, Spot +3
Climb +2*, Concentration +9, Listen +2, Speak Giant, Spot +3. *Includes armor check penalty for undercover vest.

Feats:

Simple Weapons Proficiency, Weapon Focus (Huge club)
Armor Proficiency (light), Brawl, Knockout Punch, Personal Firearms Proficiency, Power Attack, Simple Weapons Proficiency, Weapon Focus (great club)

Talents:

N/A
(Tough Hero): Damage reduction 1/—, 2/—, and Second Wind.
(Bodyguard): Harm’s way

Possessions:

Huge club (6 feet long, 8 inches thick)
Huge club (6 feet long, 8 inches thick), undercover vest, overcoat, Browning BPS 10-gauge shotgun, 20 10-gauge shotgun shells, standard flashlight

Advancement:

By character class
By character class

SPECIES TRAITS

Bonus Feat: An ogre gains the bonus feat Archaic Weapons Proficiency or Simple Weapons Proficiency.

Automatic Language: Ogres speak (but neither read nor write) Giant or one other language.