< Monster Compendium (3.5e Sourcebook)

Monster Compendium (3.5e Sourcebook)/Races

This content deviates from 3.5e standards. Its use could dramatically alter campaigns, take extreme care.
Caution - Here there be monsters!
This content intends to provide a different experience, or goes beyond the scope of the anticipated subjects and situations, than the 3.5e rules were intended to handle. Some portions of the content below may not be what you expect from traditional game content. When implementing this content, DMs and Players should read over all the information carefully, and consider the following specific notes of interest:
Intentionally overpowered.

Chapter One: Races

Why this exists

Anyone that has decided to start using tome variants quickly discovers that the feat system has off balanced the level adjustments for most creatures in the 3.5 dungeons and dragons setting. While a few races are covered in the various books they are by no means an extensive collection of the various playable races that are available through the Monster Manual or the various source books.

gollark: Well, that's "much" "better".
gollark: Oh, right.
gollark: In what way?
gollark: To be fair, the quantity of lead and whatever might not be significant.
gollark: Yes, brain damage bad.

Aasimars

Also see the aasimar creature listing.

Aasimars are usually tall, good-looking, and generally pleasant. Some have a minor physical trait suggesting their heritage, such as silver hair, golden eyes, or an unnaturally intense stare.

Most aasimars are decidedly good-aligned. They fight against evil causes and attempt to sway others to do the right thing. Occasionally they take on the vengeful, judgmental aspect of their celestial ancestor, but this is rare.

Azers

Also see the azer creature listing.

Azers are dwarflike beings native to the Elemental Plane of Fire. They wear kilts of brass, bronze, or copper.

* +2 Strength, +2 Dexterity, +2 Constitution, +2 Intelligence, +2 Wisdom, –2 Charisma.

Blues

Also see the blue creature listing.

Blues are a subrace of goblins with an innate knack for psionics. A blue is often smaller than an average goblin, standing just about 3 feet tall and weighing about 40 pounds. Blues have noticeably blue-tinged skin, and their eyes are less dull than those of a common goblin. Otherwise, they resemble their kin. They generally dress in short leather robes, dyed black.

* +2 Intelligence, –2 Strength, –2 Charisma.

  • Humanoid (Goblinoid, Psionic)
  • Small size: +1 bonus to Armor Class, +1 bonus on attack rolls, +4 bonus on Hide checks, –4 penalty on grapple checks, lifting and carrying limits 3/4 of those of Medium characters.
  • Blue base land speed is 30 feet.
  • Darkvision out to 60 feet.
  • Naturally Psionic: Blues gain 1 bonus power point at 1st level.
  • +4 racial bonus on Move Silently checks and Ride checks.
  • Automatic Languages: Common, Goblin. Bonus Languages: Draconic, Elven, Giant, Gnoll, Orc.
  • Favored Class: [Psionic].
  • Level Adjustment: +1.

Bugbears

Also see the bugbear creature listing.

* +4 Strength, +2 Dexterity, +2 Constitution, –2 Charisma.

Centaurs

Also see the centaur creature listing.

A centaur is as big as a heavy horse, but much taller and slightly heavier. A centaur is about 7 feet tall and weighs about 2,100 pounds.

* +8 Strength, +4 Dexterity, +4 Constitution, +2 Wisdom, –2 Intelligence.

Doppelgangers

Also see the doppelganger creature listing.

Doppelgangers are strange beings that are able to take on the shapes of those they encounter. In its natural form, the creature looks more or less humanoid, but slender and frail, with gangly limbs and half-formed features. The flesh is pale and hairless. Its large, bulging eyes are yellow with slitted pupils. A doppelganger’s appearance is deceiving even when it’s in its true form. A doppelganger is hardy, with a natural agility not in keeping with its frail appearance.

Doppelgangers make excellent use of their natural mimicry to stage ambushes, bait traps, and infiltrate humanoid society. Although not usually evil, they are interested only in themselves and regard all others as playthings to be manipulated and deceived.

In its natural form a doppelganger is about 5-1/2 feet tall and weighs about 150 pounds.

* +2 Strength, +2, Dexterity, +2 Constitution, +2 Intelligence, +4 Wisdom, +2 Charisma.

Duergar

Also see the duergar creature listing.

Sometimes called gray dwarves, these evil beings dwell in the underground.

Most duergar are bald (even the females), and they dress in drab clothing that is designed to blend into stone. In their lairs they may wear jewelry, but it is always kept dull. They war with other dwarves, even allying with other underground creatures from time to time.

Drow

Also see the elf creature listing.

Also known as dark elves, drow are a depraved and evil subterranean offshoot.

White is the most common hair color among drow, but almost any pale shade is possible. Drow tend to be smaller and thinner than other sorts of elves, and their eyes are often a vivid red.

Gargoyles

Also see the gargoyle creature listing.

Gargoyles often appear to be winged stone statues, for they can perch indefinitely without moving and use this disguise to surprise their foes. They require no food, water, or air, but often eat their fallen foes out of fondness for inflicting pain.

Gnolls

Also see the gnoll creature listing.

Gnolls are hyena-headed, evil humanoids that wander in loose tribes. Most gnolls have dirty yellow or reddish-brown fur. A gnoll is a nocturnal carnivore, preferring intelligent creatures for food because they scream more. A gnoll is about 7-1/2 feet tall and weighs 300 pounds.

Grimlocks

Also see the grimlock creature listing.

Half-Giants

Also see the half-giant creature listing.

Half-Orc

Half-Orcs are, as the name implies, orc and human cross breeds. Half-orcs usually inherit a good blend of the physical characteristics of their parents. They are as tall as humans and a little heavier, thanks to their muscle. They have greenish pigmentation, sloping foreheads, jutting jaws, prominent teeth, and coarse body hair. Half-orcs who have lived among or near orcs have scars, in keeping with orcish tradition.

  • +2 Strength, +2 Dexterity
  • Humanoid (Orc).
  • Medium: As Medium creatures, half-orcs have no special bonuses or penalties due to their size.
  • Half-orc base land speed is 30 feet.
  • Darkvision: Half-orcs (and orcs) can see in the dark up to 60 feet. Darkvision is black and white only, but it is otherwise like normal sight, and half-orcs can function just fine with no light at all.
  • Orc Blood: For all effects related to race, a half-orc is considered an orc.
  • Automatic Languages: Common and Orc. Bonus Languages: Draconic, Giant, Gnoll, Goblin, and Abyssal.
  • Favored Class:: Any
  • Level adjustment +0

Hill Giants

Also see the hill giant creature listing.

Skin color among hill giants ranges from light tan to deep ruddy brown. Their hair is brown or black, with eyes the same color. Hill giants wear layers of crudely prepared hides with the fur left on. They seldom wash or repair their garments, preferring to simply add more hides as their old ones wear out.

Adults are about 10-1/2 feet tall and weigh about 1,100 pounds. Hill giants can live to be 200 years old.

Hobgoblins

Also see the hobgoblin creature listing.

Hobgoblins are larger cousins of goblins. Hobgoblins’ hair color ranges from dark reddish-brown to dark gray. They have dark orange or red-orange skin. Large males have blue or red noses. Hobgoblins’ eyes are yellowish or dark brown, while their teeth are yellow. Their garments tend to be brightly colored, often blood red with black-tinted leather. Their weaponry is kept polished and in good repair.

Hound Archons

Also see the hound archon creature listing.

Hound archons look like well-muscled humans with canine heads.

Dromites

Also see the dromite creature listing.

Dromites stand about 3 feet tall and usually weigh slightly more than 30 pounds. They have iridescent compound eyes. Dromites wear heavy boots and light clothing, and are sometimes content with just a sturdy harness.

  • +2 Charisma, –2 Strength, –2 Wisdom
  • Monstrous Humanoid (Psionic): Dromites are not subject to spells or effects that affect humanoids only, such as charm person or dominate person.
  • Small: As a Small creature, a dromite gains a +1 size bonus to Armor Class, a +1 size bonus on attack rolls, and a +4 size bonus on Hide checks, but it uses smaller weapons than humans use, and its lifting and carrying limits are three-quarters of those of a Medium character.
  • Dromite base land speed is 20 feet.
  • Weapon and Armor Proficiency: A dromite is automatically proficient with the longsword, all simple weapons, light armor, and shields.
  • Chitin: A dromite’s skin is hardened, almost like an exoskeleton, and grants the character a +3 natural armor bonus to AC and one of the following kinds of resistance to energy: cold 5, electricity 5, fire 5, or sonic 5. The player chooses what type of energy resistance is gained when the character is created. (This choice also dictates which caste the dromite belongs to.) This natural energy resistance stacks with any future energy resistance gained through other effects.
  • Naturally Psionic: Dromites gain 1 bonus power point at 1st level. This benefit does not grant them the ability to manifest powers unless they gain that ability through another source, such as levels in a psionic class.
  • Psi-Like Ability: 1/day—energy ray. A dromite always deals the kind of energy damage that its chitin has resistance to (for example, a dromite who has resistance to cold 5 deals cold damage with its energy ray). Manifester level is equal to 1/2 Hit Dice (minimum 1st). The save DC is Charisma-based.
  • Scent: Its antennae give a dromite the scent ability. A dromite can detect opponents by scent within 30 feet. If the opponent is upwind, the range increases to 60 feet; if downwind, it drops to 15 feet. Strong scents, such as smoke or rotting garbage, can be detected at twice the ranges noted above. Overpowering scents, such as skunk musk or troglodyte stench, can be detected at triple normal range. When a dromite detects a scent, the exact location of the source is not revealed—only its presence somewhere within range. The dromite can take a move action to note the direction of the scent. Whenever the dromite comes within 5 feet of the source, the dromite pinpoints the source’s location.
  • Blind-Fight: Its antennae also give a dromite Blind-Fight as a bonus feat.
  • Compound Eyes: This feature of its anatomy gives a dromite a +2 racial bonus on Spot checks.
  • Automatic Language: Common. Bonus Languages: Dwarven, Gnome, Goblin, Terran.
  • Favored Class: [Psionic].
  • Level Adjustment: +0.* +2 Constitution, –4 Charisma.
  • Humanoid (Dwarf)
  • Humanoid (Dwarf, Psionic): Only psionic duergar have the SRD:Psionic Subtype.
  • Medium: As Medium creatures, duergar have no special bonuses or penalties due to their size.
  • Duergar base land speed is 20 feet. However, gray dwarves can move at this speed even when wearing medium or heavy armor or when carrying a medium or heavy load (unlike other creatures, whose speed is reduced in such situations).
  • Darkvision out to 120 feet.
  • Immunity to paralysis, phantasms, and poison.
  • +2 racial bonus on saves against spells and spell-like effects.
  • Stability: Duergar are exceptionally stable on their feet. A duergar receives a +4 bonus on ability checks made to resist being bull rushed or tripped when standing on the ground (but not when climbing, flying, riding or otherwise not standing firmly on the ground).
  • Stonecunning: This ability grants a duergar a +2 racial bonus on Search checks to notice unusual stonework, such as sliding walls, stonework, traps, new construction (even when built to match the old), unsafe stone surfaces, shaky stone ceilings, and the like. Something that isn’t stone but that is disguised as stone also counts as unusual stonework. A gray dwarf who merely comes within 10 feet of unusual stonework can make a Search check as if he were actively searching, and a duergar can use the Search skill to find stonework traps as a rogue can. A duergar can also intuit depth, sensing his approximate depth underground as naturally as a human can sense which way is up. Duergar have a sixth sense about stonework, an innate ability that they get plenty of opportunity to practice and hone in their underground homes.
  • Standard duergar have the following traits:
  • Psionic duergar instead have the following traits:
    • Psi-Like Abilities: 1/day—expansion, invisibility. These abilities affect only the duergar and whatever he carries. Manifester level is equal to Hit Dice (minimum 3rd).
    • Naturally Psionic: Duergar gain 3 bonus power points at 1st level. This benefit does not grant them the ability to manifest powers unless they gain that ability through another source, such as levels in a psionic class.
  • +1 racial bonus on attack rolls against orcs (including half-orcs) and goblinoids (including goblins, hobgoblins, and bugbears).
  • +4 dodge bonus to Armor Class against creatures of the giant type (such as ogres, trolls, and hill giants).
  • Light Sensitivity (Ex): Duergar are dazzled in sunlight or within the radius of a daylight spell.
  • Duergar have a +4 racial bonus on Move Silently checks and a +1 racial bonus on Listen and Spot checks. They have a +2 racial bonus on Appraise and Craft checks that are related to stone or metal.
  • Automatic Languages: Common, Dwarven, Undercommon. Bonus Languages: Draconic, Giant, Goblin, Orc, Terran.
  • Favored Class: [Combat].
  • Level Adjustment: +0.* +2 Dexterity, +2 Intelligence, +2 Charisma, –2 Constitution.
  • Humanoid (Elf)
  • Medium: As Medium creatures, drow have no special bonuses or penalties due to their size.
  • Drow base land speed is 30 feet.
  • Immunity to magic sleep effects, and a +2 racial saving throw bonus against enchantment spells or effects.
  • Darkvision out to 120 feet.
  • Spell resistance equal to 11 + class levels.
  • Weapon Proficiency: A drow is automatically proficient with the hand crossbow, the rapier, and the short sword.
  • Spell-Like Abilities: Drow can use the following spell-like abilities once per day: dancing lights, darkness, faerie fire. Caster level equals the drow’s class levels.
  • Light Blindness: Abrupt exposure to bright light (such as sunlight or a daylight spell) blinds drow for 1 round. On subsequent rounds, they are dazzled as long as they remain in the affected area.
  • +2 racial bonus on Will saves against spells and spell-like abilities.
  • +2 racial bonus on Listen, Search, and Spot checks. A drow who merely passes within 5 feet of a secret or concealed door is entitled to a Search check to notice it as if she were actively looking for it.
  • Automatic Languages: Common, Elven, Undercommon. Bonus Languages: Abyssal, Aquan, Draconic, Drow Sign Language, Gnome, Goblin.
  • Favored Class: [Magic].
  • Level Adjustment: +0* +4 Strength, +4 Dexterity, +8 Constitution, –4 Intelligence, –4 Charisma.
  • Monstrous Humanoid (Earth)
  • Medium size.
  • A gargoyle’s base land speed is 40 feet. It also has a fly speed of 60 feet (average).
  • Darkvision out to 60 feet.
  • Racial Hit Dice: A gargoyle begins with four levels of monstrous humanoid, which provide 4d8 Hit Dice, a base attack bonus of +4, and base saving throw bonuses of Fort +1, Ref +4, and Will +4.
  • Racial Skills: A gargoyle’s monstrous humanoid levels give it skill points equal to 7 × (2 + Int modifier). Its class skills are Hide, Listen, and Spot. A gargoyle has a +2 racial bonus on Hide, Listen, and Spot checks, and an additional +8 bonus on Hide checks when it is concealed against a background of stone.
  • Racial Feats: A gargoyle’s monstrous humanoid levels give it two feats.
  • +4 natural armor bonus.
  • Natural Weapons: 2 claws (1d4), bite (1d6), and gore (1d6).
  • Weapon Proficiency: A gargoyle is automatically proficient with all simple weapons.
  • Damage Reduction (Su): 10/magic.
  • Freeze (Ex): A gargoyle can hold itself so still it appears to be a statue. An observer must succeed on a DC 20 Spot check to notice the gargoyle is really alive.
  • Automatic Language: Common. Bonus Languages: Auran, Dwarven, Elven, Gnome, Halfling, Giant, Terran.
  • Favored Class: [Combat].
  • Level Adjustment: +3.* +4 Strength, +2 Constitution, –2 Intelligence, –2 Charisma.
  • Medium size.
  • Humanoid (Gnoll)
  • A gnoll’s base land speed is 30 feet.
  • Darkvision out to 60 feet.
  • Racial Hit Dice: A gnoll begins with two levels of humanoid, which provide 2d8 Hit Dice, a base attack bonus of +1, and base saving throw bonuses of Fort +3, Ref +0, and Will +0.
  • Racial Skills: A gnoll’s humanoid levels give it skill points equal to 5 × (2 + Int modifier). Its class skills are Listen and Spot.
  • Racial Feats: A gnoll’s humanoid levels give it one feat.
  • +1 natural armor bonus.
  • Weapon and Armor Proficiency: A gnoll is automatically proficient with simple weapons, the battleaxe, the shortbow, light armor, and shields.
  • Automatic Language: Gnoll. Bonus Languages: Common, Draconic, Elven, Goblin, Orc.
  • Favored Class: [Combat].
  • Level Adjustment: +0.* +4 Strength, +2 Dexterity, +2 Constitution, –2 Wisdom, –4 Charisma.
  • Medium size.
  • Monstrous Humanoid
  • A grimlock’s base land speed is 40 feet.
  • Blindsight (Ex): Grimlocks can sense all foes within 40 feet as a sighted creature would. Beyond that range, they treat all targets as having total concealment. Grimlocks are susceptible to sound- and scent-based attacks, however, and are affected normally by loud noises and sonic spells (such as ghost sound or silence) and overpowering odors (such as stinking cloud or incense-heavy air). Negating a grimlock’s sense of smell or hearing reduces this ability to normal Blind-Fight (as the feat). If both these senses are negated, a grimlock is effectively blinded.
  • Scent
  • Racial Hit Dice: A grimlock begins with two levels of monstrous humanoid, which provide 2d8 Hit Dice, a base attack bonus of +2, and base saving throw bonuses of Fort +0, Ref +3, and Will +3.
  • Racial Skills: A grimlock’s monstrous humanoid levels give it skill points equal to 5 × (2 + Int modifier, minimum 1). Its class skills are Climb, Hide, Listen, and Spot. Grimlocks gain a +10 racial bonus on Hide checks in mountain or underground settings.
  • Racial Feats: A grimlock’s monstrous humanoid levels give it one feat. A grimlock receives Track as a bonus feat.
  • +4 natural armor bonus.
  • Weapon Proficiency: A grimlock is automatically proficient with all simple weapons and the battleaxe.
  • Grimlocks are immune to gaze attacks, visual effects, illusions, and other attack forms that rely on sight.
  • Automatic Languages: Common, Grimlock. Bonus Languages: Draconic, Dwarven, Gnome, Terran, Undercommon.
  • Favored Class: [Physical].
  • Level Adjustment: +0.* +2 Strength, +2 Constitution, –2 Dexterity: Half-giants are tough and strong, but not too nimble.
  • Giant (Psionic): Half-giants are not subject to spells or effects that affect humanoids only, such as charm person or dominate person.
  • Medium: As Medium creatures, half-giants have no special bonuses or penalties due to their size.
  • Half-giant base land speed is 30 feet.
  • Low-Light Vision: A half-giant can see twice as far as a human in starlight, moonlight, torchlight, and similar conditions of poor illumination. He retains the ability to distinguish color and detail under these conditions.
  • Weapon and Armor Proficiency: A half-giant is automatically proficient with all simple and martial weapons, light and medium armor, and shields.
  • Fire Acclimated: Half-giants have a +2 racial bonus on saving throws against all fire spells and effects. Half-giants are accustomed to enduring high temperatures.
  • Powerful Build: The physical stature of half-giants lets them function in many ways as if they were one size category larger. Whenever a half-giant is subject to a size modifier or special size modifier for an opposed check (such as during grapple checks, bull rush attempts, and trip attempts), the half-giant is treated as one size larger if doing so is advantageous to him. A half-giant is also considered to be one size larger when determining whether a creature’s special attacks based on size (such as improved grab or swallow whole) can affect him. A half-giant can use weapons designed for a creature one size larger without penalty. However, his space and reach remain those of a creature of his actual size. The benefits of this racial trait stack with the effects of powers, abilities, and spells that change the subject’s size category.
  • Naturally Psionic: Half-giants gain 2 bonus power points at 1st level. This benefit does not grant them the ability to manifest powers unless they gain that ability through another source, such as levels in a psionic class.
  • Psi-Like Ability: 1/day—stomp. Manifester level is equal to 1/2 Hit Dice (minimum 1st). The save DC is Charisma-based.
  • Automatic Language: Common. Bonus Languages: Draconic, Giant, Gnoll, Ignan.
  • Favored Class: [Psionic].
  • Level Adjustment: +0.* +14 Strength, +8 Constitution, –2 Dexterity, –4 Intelligence, –4 Charisma.
  • Giant
  • Large size: –1 penalty to Armor Class, –1 penalty on attack rolls, –4 penalty on Hide checks, +4 bonus on grapple checks, lifting and carrying limits double those of Medium characters.
  • Space/Reach: 10 feet/10 feet.
  • A hill giant’s base land speed is 40 feet.
  • Low-Light Vision
  • Racial Hit Dice: A hill giant begins with twelve levels of giant, which provide 12d8 Hit Dice, a base attack bonus of +8, and base saving throw bonuses of Fort +8, Ref +4, and Will +4.
  • Racial Skills: A hill giant’s giant levels give it skill points equal to 15 × (2 + Int modifier). Its class skills are Climb, Jump, Listen, and Spot.
  • Racial Feats: A hill giant’s giant levels give it five feats.
  • +9 natural armor bonus.
  • Natural Weapons: 2 slams (1d4).
  • Weapon and Armor Proficiency: A hill giant is automatically proficient with simple weapons, martial weapons, light and medium armor, and shields.
  • Rock Throwing (Ex): Adult hill giants are accomplished rock throwers and receive a +1 racial bonus on attack rolls when throwing rocks. A hill giant of at least Large size can hurl rocks weighing 40 to 50 pounds each (Small objects, 2d6) up to five range increments. The range increment is 120 feet for a hill giant’s thrown rocks. A Huge hill giant can hurl rocks of 60 to 80 pounds (Medium objects, 3d6).
  • Rock Catching (Ex): A hill giant of at least Large size can catch Small, Medium, or Large rocks (or projectiles of similar shape). Once per round, a hill giant that would normally be hit by a rock can make a Reflex save to catch it as a free action. The DC is 15 for a Small rock, 20 for a Medium one, and 25 for a Large one. (If the projectile provides a magical bonus on attack rolls, the DC increases by that amount.) The hill giant must be ready for and aware of the attack in order to make a rock catching attempt.
  • Automatic Language: Giant. Bonus Languages: Common, Draconic, Elven, Goblin, Orc.
  • Favored Class: [Physical].
  • Level Adjustment: +2.* +2 Dexterity, +2 Constitution.
  • Humanoid (Goblinoid)
  • Medium size.
  • A hobgoblin’s base land speed is 30 feet.
  • Darkvision out to 60 feet.
  • +4 racial bonus on Move Silently checks.
  • Automatic Languages: Common, Goblin. Bonus Languages: Draconic, Dwarven, Infernal, Giant, Orc.
  • Favored Class: [Combat].
  • Level Adjustment: +0.

Jann

Also see the janni creature listing.

The jann (singular janni) are the weakest of the genies. Jann are formed out of all four elements and must therefore spend most of their time on the Material Plane.

Lizardfolk

Also see the lizardfolk creature listing.

A lizardfolk is usually 6 to 7 feet tall with green, gray, or brown scales. Its tail is used for balance and is 3 to 4 feet long. A lizardfolk can weigh from 200 to 250 pounds.

* +2 Strength, +2 Constitution, –2 Intelligence.

  • Medium size.
  • Humanoid (Reptilian)
  • A lizardfolk’s base land speed is 30 feet.
  • Darkvision out to 60 feet.
  • Racial Hit Dice: A lizardfolk begins with two levels of humanoid, which provide 2d8 Hit Dice, a base attack bonus of +1, and base saving throw bonuses of Fort +0, Ref +3, and Will +0.
  • Racial Skills: A lizardfolk’s humanoid levels give it skill points equal to 5 × (2 + Int modifier, minimum 1). Its class skills are Balance, Jump, and Swim. Lizardfolk have a +4 racial bonus on Balance, Jump, and Swim checks.
  • Racial Feats: A lizardfolk’s humanoid levels give it one feat.
  • +5 natural armor bonus.
  • Natural Weapons: 2 claws (1d4) and bite (1d4).
  • Weapon and Armor Proficiency: A lizardfolk is automatically proficient with simple weapons, and shields.
  • Hold Breath: A lizardfolk can hold its breath for a number of rounds equal to four times its Constitution score before it risks drowning.
  • Automatic Languages: Common, Draconic. Bonus Languages: Aquan, Goblin, Gnoll, Orc.
  • Favored Class: [Magic].
  • Level Adjustment: +0.

Minotaurs

Also see the minotaur creature listing.

A minotaur stands more than 7 feet tall and weighs about 700 pounds.

* +8 Strength, +4 Constitution, –4 Intelligence (minimum 3), –2 Charisma.

  • Monstrous Humanoid
  • Large size: –1 penalty to Armor Class, –1 penalty on attack rolls, –4 penalty on Hide checks, +4 bonus on grapple checks, lifting and carrying limits double those of Medium characters.
  • Space/Reach: 10 feet/10 feet.
  • A minotaur’s base land speed is 30 feet.
  • Darkvision out to 60 feet.
  • Scent
  • Racial Hit Dice: A minotaur begins with six levels of monstrous humanoid, which provide 6d8 Hit Dice, a base attack bonus of +6, and base saving throw bonuses of Fort +2, Ref +5, and Will +5.
  • Racial Skills: A minotaur’s monstrous humanoid levels give it skill points equal to 9 × (2 + Int modifier, minimum 1). Its class skills are Intimidate, Jump, Listen, Search, and Spot. Minotaurs have a +5 racial bonus on Search, Spot, and Listen checks.
  • Racial Feats: A minotaur’s monstrous humanoid levels give it three feats.
  • Weapon Proficiency: A minotaur is proficient with the greataxe and all simple weapons.
  • +5 natural armor bonus.
  • Natural Weapon: Gore (1d8).
  • Powerful Charge (Ex): A minotaur typically begins a battle by charging at an opponent, lowering its head to bring its mighty horns into play. In addition to the normal benefits and hazards of a charge, this allows the beast to make a single gore attack that deals 4d6 plus 1-1/2 Str bonus points of damage.
  • Natural Cunning (Ex): Although minotaurs are not especially intelligent, they possess innate cunning and logical ability. This gives them immunity to maze spells, prevents them from ever becoming lost, and enables them to track enemies. Further, they are never caught flat-footed.
  • Automatic Languages: Common, Giant. Bonus Languages: Orc, Goblin, Terran.
  • Favored Class: [Physical].
  • Level Adjustment: +1.

Ogres

Also see the ogre creature listing.

Adult ogres stand 9 to 10 feet tall and weigh 600 to 650 pounds. Their skin color ranges from dull yellow to dull brown. Their clothing consists of poorly cured furs and hides, which add to their naturally repellent odor.

* +10 Strength, +4 Constitution, –2 Dexterity, –4 Intelligence, –4 Charisma.

  • giant
  • Large size: –1 penalty to Armor Class, –1 penalty on attack rolls, –4 penalty on Hide checks, +4 bonus on grapple checks, lifting and carrying limits double those of Medium characters.
  • Space/Reach: 10 feet/10 feet.
  • An ogre’s base land speed is 40 feet.
  • Darkvision out to 60 feet.
  • Low-Light Vision
  • Racial Hit Dice: An ogre begins with four levels of giant, which provide 4d8 Hit Dice, a base attack bonus of +3, and base saving throw bonuses of Fort +4, Ref +1, and Will +1.
  • Racial Skills: An ogre’s giant levels give it skill points equal to 7 × (2 + Int modifier, minimum 1). Its class skills are Climb, Listen, and Spot.
  • Racial Feats: An ogre’s giant levels give it two feats.
  • +5 natural armor bonus.
  • Weapon and Armor Proficiency: An ogre is automatically proficient with simple and martial weapons, light and medium armor, and shields.
  • Automatic Languages: Common, Giant. Bonus Languages: Dwarven, Orc, Goblin, Terran.
  • Favored Class: [Physical].
  • Level Adjustment: +0.

Ogre Mages

Also see the ogre mage creature listing.

The ogre mage is a more intelligent and dangerous variety of its mundane cousin.

An ogre mage stands about 10 feet tall and weighs up to 700 pounds. Its skin varies in color from light green to light blue, and its hair is black or very dark brown. Ogre mages favor loose, comfortable clothing and lightweight armor.

* +10 Strength, +6 Constitution, +4 Intelligence, +4 Wisdom, +6 Charisma.

Pixies

Also see the pixie creature listing.

Pixies wear bright clothing, often including a cap and shoes with curled and pointed toes.

A pixie stands about 2-1/2 feet tall and weighs about 30 pounds.

* –4 Strength, +8 Dexterity, +6 Intelligence, +4 Wisdom, +6 Charisma.

Rakshasas

Also see the rakshasa creature listing.

A closer look at a rakshasa reveals that the palms of its hands are where the backs of the hands would be on a human.

A rakshasa is about the same height and weight as a human.

* +2 Strength, +4 Dexterity, +6 Constitution, +2 Intelligence, +2 Wisdom, +6 Charisma.

  • Outsider (Native)
  • Medium size.
  • A rakshasa’s base land speed is 40 feet.
  • Darkvision out to 60 feet.
  • Racial Hit Dice: A rakshasa begins with seven levels of outsider, which provide 7d8 Hit Dice, a base attack bonus of +7, and base saving throw bonuses of Fort +5, Ref +5, and Will +5.
  • Racial Skills: A rakshasa’s outsider levels give it skill points equal to 10 × (8 + Int modifier). Its class skills are Bluff, Disguise, Listen, Move Silently, Perform, Sense Motive, and Spot. A rakshasa has a +4 racial bonus on Bluff and Disguise checks, and it can gain further bonuses by using change shape (+10 on Disguise checks) and detect thoughts (+4 on Bluff and Disguise checks).
  • Racial Feats: A rakshasa’s outsider levels give it three feats.
  • +9 natural armor bonus.
  • Weapon and Armor Proficiency: A rakshasa is automatically proficient with all simple and martial weapons.
  • Natural Weapons: Bite (1d6) and 2 claws (1d4).
  • Change Shape (Su): A rakshasa can assume any humanoid form, or revert to its own form, as a standard action. In humanoid form, a rakshasa loses its claw and bite attacks (although it often equips itself with weapons and armor instead). A rakshasa remains in one form until it chooses to assume a new one. A change in form cannot be dispelled, but the rakshasa reverts to its natural form when killed. A true seeing spell reveals its natural form.
  • Damage Reduction (Ex): 15/piercing.
  • Damage Reduction (Su): 15/good.
  • Detect Thoughts (Su): A rakshasa can continuously use detect thoughts as the spell (caster level 18th; Will negates). It can suppress or resume this ability as a free action. The save DC is 13 + the character’s Cha modifier.
  • Spell resistance equal to 27 + class levels.
  • Spells: A rakshasa character casts spells as a 7th-level sorcerer. If the character takes additional levels of sorcerer, these levels stack with the rakshasa’s base spellcasting ability for spells known, spells per day, and other effects dependent on caster level. A rakshasa character likewise uses the sum of its racial spellcasting levels and class levels to determine the abilities of its familiar.
  • Automatic Languages: Common, Infernal. Bonus Languages: Sylvan, Undercommon.
  • Favored Class: [Magic].
  • Level Adjustment: +5

Satyrs

Also see the satyr creature listing.

A satyr’s hair is red or chestnut brown, while its hooves and horns are jet black. A satyr is about as tall and heavy as a half-elf.

* +2 Dexterity, +2 Constitution, +2 Intelligence, +2 Wisdom, +2 Charisma.

  • Fey
  • Medium size.
  • A satyr’s base land speed is 40 feet.
  • Low-Light Vision
  • Racial Hit Dice: A satyr begins with five levels of fey, which provide 5d6 Hit Dice, a base attack bonus of +2, and base saving throw bonuses of Fort +1, Ref +4, and Will +4.
  • Racial Skills: A satyr’s fey levels give it skill points equal to 8 × (6 + Int modifier). Its class skills are Bluff, Hide, Knowledge (nature), Listen, Move Silently, Perform, and Spot. Satyrs have a +4 racial bonus on Hide, Listen, Move Silently, Perform, and Spot checks.
  • Racial Feats: A satyr’s fey levels give it two feats. A satyr receives Alertness as a bonus feat.
  • +4 natural armor bonus.
  • Natural Weapon: Head butt (1d6). A satyr’s head butt is its primary weapon even when employing manufactured and natural weapon fighting. Any manufactured weapons are considered secondary weapons.
  • Weapon and Armor Proficiency: A satyr is automatically proficient with the shortbow and all simple weapons.
  • Damage reduction (Su): 5/cold iron.
  • Pipes (Su): Satyrs can play a variety of magical tunes on their pan pipes. Usually, only one satyr in a group carries pipes. When it plays, all creatures within a 60-foot spread (except satyrs) must succeed on a Will save or be affected by charm person, sleep, or fear (caster level 10th; the satyr chooses the tune and its effect).

    In the hands of other beings, these pipes have no special powers. A creature that successfully saves against any of the pipe’s effects cannot be affected by the same set of pipes for 24 hours. The save DC is Charisma-based.

  • Automatic Language: Sylvan. Bonus Languages: Common, Elven, Gnome.
  • Favored Class: [Skill].
  • Level Adjustment: +1.

Stone Giants

Also see the stone giant creature listing.

Stone giants prefer thick leather garments, dyed in shades of brown and gray to match the stone around them. Adults are about 12 feet tall and weigh about 1,500 pounds. Stone giants can live to be 800 years old.

* +16 Strength, +4 Dexterity, +8 Constitution, +2 Wisdom.

  • giant
  • Large size: –1 penalty to Armor Class, –1 penalty on attack rolls, –4 penalty on Hide checks, +4 bonus on grapple checks, lifting and carrying limits double those of Medium characters.
  • Space/Reach: 10 feet/10 feet.
  • A stone giant’s base land speed is 40 feet.
  • Darkvision out to 60 feet.
  • Low-Light Vision
  • Racial Hit Dice: A stone giant begins with fourteen levels of giant, which provide 14d8 Hit Dice, a base attack bonus of +10, and base saving throw bonuses of Fort +9, Ref +4, and Will +4.
  • Racial Skills: A stone giant’s giant levels give it skill points equal to 17 × (2 + Int modifier). Its class skills are Climb, Hide, Listen, and Spot. A stone giant has a +8 racial bonus on Hide checks in rocky terrain.
  • Racial Feats: A stone giant’s giant levels give it five feats.
  • +11 natural armor bonus.
  • Natural Weapons: 2 slams (1d4).
  • Weapon and Armor Proficiency: A stone giant is automatically proficient with all simple and martial weapons, light and medium armor, and shields.
  • Rock Throwing (Ex): Adult stone giants are accomplished rock throwers and receive a +1 racial bonus on attack rolls when throwing rocks. A stone giant of at least Large size can hurl rocks weighing 40 to 50 pounds each (Small objects, 2d8) up to five range increments. The range increment is 180 feet for a stone giant’s thrown rocks. It uses both hands when throwing a rock. A Huge stone giant can hurl rocks of 60 to 80 pounds (Medium objects, 3d8).
  • Rock Catching (Ex): A stone giant of at least Large size can catch Small, Medium, or Large rocks (or projectiles of similar shape). Once per round, a stone giant that would normally be hit by a rock can make a Reflex save to catch it as a free action. The DC is 15 for a Small rock, 20 for a Medium one, and 25 for a Large one. (If the projectile provides a magical bonus on attack rolls, the DC increases by that amount.) A stone giant gains a +4 racial bonus on its Reflex save when attempting to catch a thrown rock. The stone giant must be ready for and aware of the attack in order to make a rock catching attempt.
  • Spell-Like Abilities: Some stone giants develop special abilities related to their environment. These giant elders have Charisma scores of at least 15 and spell-like abilities: 1/day—stone shape, stone tell, and either transmute rock to mud or transmute mud to rock. Caster level 10th; save DC 10 + stone giant elder’s Cha modifier + spell level.
  • Automatic Language: Giant. Bonus Languages: Common, Draconic, Elven, Goblin, Orc.
  • Favored Class: [Physical].
  • Level Adjustment: +2 (elder +4).

Tieflings

Also see the tiefling creature listing.

Many tieflings are indistinguishable from humans. Others have small horns, pointed teeth, red eyes, a whiff of brimstone about them, or even cloven feet. No two tieflings are the same.

Troglodytes

Also see the troglodyte creature listing.

A troglodyte stands about 5 feet tall and weighs about 150 pounds.

Trolls

Also see the troll creature listing.

Trolls walk upright but hunched forward with sagging shoulders. Their gait is uneven, and when they run, their arms dangle and drag along the ground. For all this seeming awkwardness, trolls are very agile.

A typical adult troll stands 9 feet tall and weighs 500 pounds. Females are slightly larger than males. A troll’s rubbery hide is moss green, mottled green and gray, or putrid gray. The hair is usually greenish black or iron gray.

Svirfneblin

Also see the gnome creature listing.

Also called deep gnomes, svirfneblin are said to dwell in great cities deep underground.

A svirfneblin has wiry, rock-colored skin usually medium brown to brownish gray. Only males are bald; females have stringy gray hair. The average svirfneblin lifespan is 250 years.

  • +2 Dexterity, +2 Wisdom, -2 Charisma.
  • Humanoid (Gnome)
  • Small: As a Small creature, a svirfneblin gains a +1 size bonus to Armor Class, a +1 size bonus on attack rolls, and a +4 size bonus on Hide checks, but he uses smaller weapons than humans use, and his lifting and carrying limits are three-quarters of those of a Medium character.
  • Svirfneblin base land speed is 20 feet.
  • Stonecunning: This ability grants deep gnomes a +2 racial bonus on Search checks to notice unusual stonework. A deep gnome who merely comes within 10 feet of unusual stonework can make a Search check as though actively searching, and can use the Search skill to find stonework traps as a rogue can. A svirfneblin can also intuit depth, sensing the approximate distance underground as naturally as a human can sense which way is up.
  • Darkvision out to 120 feet.
  • Low-Light Vision: A svirfneblin can see twice as far as a human in starlight, moonlight, torchlight, and similar conditions of poor illumination. He retains the ability to distinguish color and detail under these conditions.
  • Spell resistance equal to 11 + class levels.
  • Weapon Familiarity: Svirfneblin may treat gnome hooked hammers as martial weapons rather than exotic weapons.
  • Nondetection (Su): A svirfneblin has a continuous nondetection ability as the spell (caster level equal to class levels).
  • +2 racial bonus on all saving throws.
  • Add +1 to the Difficulty Class for all saving throws against illusion spells cast by svirfneblin. This adjustment stacks with those from similar effects.
  • +1 racial bonus on attack rolls against kobolds and goblinoids.
  • +4 dodge bonus to Armor Class against all creatures. Any time a creature loses its Dexterity bonus (if any) to Armor Class, such as when it’s caught flat-footed, it loses its dodge bonus, too.
  • +2 racial bonus on Listen checks.
  • +2 racial bonus on Craft (alchemy) checks.
  • +2 racial bonus on Hide checks, which improves to +4 underground.
  • Automatic Languages: Undercommon, Gnome, Common. Bonus Languages: Dwarven, Elven, Giant, Goblin, Orc, Terran.
  • Spell-Like Abilities: 1/day—blindness/deafness, blur, disguise self. Caster level equals the svirfneblin’s class levels. The save DC is Charisma-based and include a +4 racial modifier.
  • Favored Class: [Physical]
  • Level Adjustment: +1* +2 Dexterity, +2 Intelligence, –2 Charisma.
  • Outsider (Native)
  • Medium size.
  • A tiefling’s base land speed is 30 feet.
  • Darkvision: Tieflings can see in the dark up to 60 feet.
  • Weapon and Armor Proficiency: A tiefling is automatically proficient with all simple and martial weapons, light armor, and shields.
  • Resistance to cold 5, electricity 5, and fire 5.
  • Spell-Like Ability: 1/day—darkness. Caster level equals the tiefling’s class levels.
  • +2 racial bonus on Bluff and Hide checks.
  • Automatic Languages: Common, Infernal. Bonus Languages: Draconic, Dwarven, Elven, Gnome, Goblin, Halfling, Orc.
  • Favored Class: [Physical].
  • Level Adjustment: +0.* +4 Constitution, –2 Dexterity, –2 Intelligence.
  • Medium size.
  • Humanoid (Reptilian)
  • A troglodyte’s base land speed is 30 feet.
  • Darkvision out to 90 feet.
  • Racial Hit Dice: A troglodyte begins with two levels of humanoid, which provide 2d8 Hit Dice, a base attack bonus of +1, and base saving throw bonuses of Fort +3, Ref +0, and Will +0.
  • Racial Skills: A troglodyte’s humanoid levels give it skill points equal to 5 × (2 + Int modifier, minimum 1). Its class skills are Hide and Listen. Troglodytes have a +4 racial bonus on Hide checks (+8 in rocky or underground surroundings).
  • Racial Feats: A troglodyte’s humanoid levels give it one feat. A troglodyte receives Multiattack as a bonus feat.
  • +6 natural armor bonus.
  • Natural Weapons: 2 claws (1d4) and bite (1d4).
  • Weapon and Armor Proficiency: A troglodyte is automatically proficient with all simple weapons.
  • Stench (Ex): When a troglodyte is angry or frightened, it secretes an oily, musk-like chemical that nearly every form of animal life finds offensive. All living creatures (except troglodytes) within 30 feet of a troglodyte must succeed on a Fortitude save or be sickened for 10 rounds. The save DC is 10 + 1/2 the troglodyte’s Hit Dice + its Constitution modifier. Creatures that successfully save cannot be affected by the same troglodyte’s stench for 24 hours. A delay poison or neutralize poison spell removes the effect from the sickened creature. Creatures with immunity to poison are unaffected, and creatures resistant to poison receive their normal bonus on their saving throws.
  • Automatic Language: Draconic. Bonus Languages: Common, Giant, Goblin, Orc.
  • Favored Class: [Magic].
  • Level Adjustment: +0.* +12 Strength, +4 Dexterity, +12 Constitution, –4 Intelligence (minimum 3), –2 Wisdom, –4 Charisma.
  • Giant
  • Large size: –1 penalty to Armor Class, –1 penalty on attack rolls, –4 penalty on Hide checks, +4 bonus on grapple checks, lifting and carrying limits double those of Medium characters.
  • Space/Reach: 10 feet/10 feet.
  • A troll’s base land speed is 30 feet.
  • Darkvision out to 60 feet.
  • Low-Light Vision
  • Scent
  • Racial Hit Dice: A troll begins with six levels of giant, which provide 6d8 Hit Dice, a base attack bonus of +4, and base saving throw bonuses of Fort +5, Ref +2, and Will +2.
  • Racial Skills: A troll’s giant levels give it skill points equal to 9 × (2 + Int modifier, minimum 1). Its class skills are Listen and Spot.
  • Racial Feats: A troll’s giant levels give it three feats.
  • +5 natural armor bonus.
  • Natural Weapons: 2 claws (1d6) and bite (1d6).
  • Weapon Proficiency: A troll is automatically proficient with all simple and martial weapons.
  • Rend (Ex): If a troll hits with both claw attacks, it latches onto the opponent’s body and tears the flesh. This attack automatically deals an additional 2d6 + 1-1/2 Str bonus points of damage.
  • Regeneration (Ex): Fire and acid deal normal damage to a troll. If a troll loses a limb or body part, the lost portion regrows in 3d6 minutes. The creature can reattach the severed member instantly by holding it to the stump.
  • Automatic Language: Giant. Bonus Languages: Common, Orc.
  • Favored Class: [Physical].
  • Level Adjustment: +4.<noinclude>

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