magical beast

Waterbringer Hare

Tiny Magical Beast Hit Dice: ½d10 (2 hp)
Initiative: +3
Speed: 30 ft. (6 squares)
Armor Class: 15 (+2 size, +3 Dex), touch 15, flat footed 13
Base Attack/Grapple: +1/-11
Attack: bite -1 melee (1d3-4) or dehydrating touch -1 melee
Full Attack: bite -1 melee (1d3-4) or dehydrating touch -1 melee



Small Magical Beast
Hit Dice:
2d10 (11 hp)
Initiative: +3
Speed: base 40 ft. (8 squares), 20 ft. on rear legs

Armor Class: 15 (+1 size, +3 Dex, +1 natural), touch 14, flat-footed 12
BAB/Grapple: +2/-2
Attack: +5 melee (bite 1d4) or +5 ranged (ray 2d6)
Full Attack: +5 melee (bite 1d4) or +5 ranged (ray 2d6)

Space/Reach: 5 ft. / 5 ft.
Special Attacks: Arcane surge, magic item use
Special Qualities: Darkvision 60 ft., low-light vision
Saves: Fort +3, Ref +6, Will +3

Ability Scores: Str 6, Dex 16, Con 11, Int 4, Wis 16, Cha 12
Skills: Appraise +7, Climb +6, Use Magic Device +21, Swim +6
Feats: Weapon Finesse (Bite)
Environment: Temperate and warm forest

Organization: Solitary, pair, or gaze (3-5)
Challenge Rating: 2
Treasure: 1d3 Magic Items, (see below)
Alignment: Usually Neutral

Advancement: By Class Level
Level Adjustment: +2

A small tailless quadruped ambles out of the forest, accompanied by a low and indistinguishable grumbling speech, and rears onto short hind legs. It reaches a paw into a marsupial pouch and produces a short, thick wand, which it brandishes at your party, to your surprise.

The mumblebear is believed to be a distant cousin to the koala, although they have little physical resemblance. As with the koala, the “bear” moniker is a misnomer. The creatures are actually unique marsupials. Their thick fur varies anywhere from inky black to a very pale blond, depending mostly on diet, and therefore region. Although it is common to see calico or blotch-patterns, it is unheard of to see a striped mumblebear, thus limiting the number of times it has been confused with a raccoon, which it otherwise resembles rather strongly (albeit a rather large raccoon, with no tail...).

Both genders have pouches, and both are capable of carrying and nurturing their young from birth. Generally speaking, the mumblebears lead a quiet life of hunting and gathering. They prefer the uninhabited depths of primordial forests or jungles to the proximity of other sentient creatures. They seldom even congregate together (a gaze of mumblebears is a family unit consisting of one dominant male that usually but not always has class levels, 1-2 mating-age females, and 1-2 young of either sex). Mumblebear young are weaned from the pouch at around 5 years of age when they are physically mature, and reach sexual and social maturity at around 10 years. They can live to be 100 years of age. They average three to three and a half foot high on rear legs (halved when on all fours), and both genders average about 80 pounds.

Mumblebears earned their names for the inarticulate speech they endlessly grumble under their breaths, and their apparent inability to stop talking completely...even while sleeping! The mumblebear speaks its own language and a smattering of odd words in other languages, but cannot converse fluently in other languages unless class levels and skills in speak language have been taken. Personal names are not commonly used by mumblebears, but those exposed to other races will accept names over time. They tend to prefer names that suit their own palate, such as Fargra, or Goro.

Mumblebears do collect magic items, but they are very particular about what items they keep on them at all times. They disregard all other manufactured goods, and have no desire to collect mundane equipment or treasure.

Mumblebears generally avoid combat unless surprised or cornered, or protecting their young. Although they are fairly dangerous against inexperienced foes, they are clever enough to know the limits of their power, and often make a quick strike from distance and then flee on all fours, hoping to avoid further combat. Only the bravest few mumblebears that take to a life of adventuring ever willingly enter combat for reasons other than self-preservation or to protect their young.

Mumblebears typically attempt to soften a foe with their arcane surge ray attacks, and enter melee only if forced, at which point they always backpedal in order to use their ray attacks when they become available again.

Some mumblebears acquire magic items, and this is where they become truly dangerous. A mumblebear’s ability to use most magic items means one never can be sure what it will wield against its foe. They will not typically keep items too large for them to carry, or those they cannot use, but there is nothing to keep them from using such objects if they happen to be available, and they are likely to remember where such things are, if they have seen them before. Although not tremendously intelligent, mumblebears use magic items in their possession to the greatest possible advantage, always with the intent to flee, rather than to win a conflict.

Arcane Surge (Su): As a standard action, the mumblebear can tap into its innate connection with arcane power and create an arcane surge. This surge is completely under the control of the mumblebear. It manifests as a range 30’ ray of energy. Using the ray is a ranged touch attack that draws an attack of opportunity unless the mumblebear makes a Concentration skill check (treat the surge as a level 2 spell). This ability is available once every 1d4 rounds. Mumblebears grumble arcane gibberish under their breaths whenever using this power. Anyone attempting a Spellcraft check to identify the words or the arcane surge by listening to the words does so with a -10 penalty.

Magic Item Use (Ex): The mumblebear has a unique affinity for magic. Arcane magic, divine magic... even most psionic devices (if your campaign uses the magic-psionic transparency rules) are not difficult at all for the mumblebear to use. Most learn to activate their items by starting with “activate blindly” to discover the functions of the item, and then move on to normal activation. They gain a +20 racial modifier to all Use Magic Device skill checks, which means very little escapes their little arcane paws.

Mumblebears greatly prefer small items like rings and wands. They will also keep small wondrous items, although anything too large to fit in their pouches is likely to be left behind somewhere. They also have the unnerving habit of drinking potions that are offered to them, right on the spot.

Mumblebears as Player Characters

Most mumblebear player characters and NPCs are rogues. Some become scouts, and fewer still become druids. Only the rarest mumblebears take warrior-type classes like the fighter, ranger, or paladin.

Mumblebear characters possess the following traits:
· -4 Strength, +4 Dexterity, -6 Intelligence, +4 Wisdom.
· 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 ¾ those of Medium characters.
· A mumblebear’s base land speed is 40 feet, but it must be on all four limbs. If walking only on rear limbs, its speed is reduced to 20 feet.
· Darkvision out to 60 feet and lowlight vision.
· Racial Hit Dice: A mumblebear begins with two levels of magical beast, which provide 2d10 Hit Dice, a base attack bonus of +2, and base saving throw bonuses of Fort +3, Ref +3, and Will +0.
· Racial Skills: A mumblebear's magical beast levels give it skill points equal to 5 x (2 + Int modifier, minimum 1). Its class skills are Appraise, Climb, Use Magic Device and Swim. Mumblebears have a +20 racial bonus on Use Magic Device checks, and a +4 racial bonus on Climb and Swim checks.
· Natural weapon: Bite (1d4 damage).
· Special Attack: Arcane surge (see above).
· Automatic Languages: Mumblebear pidgin. Bonus Languages: None.
· Favored Class: Rogue.

Bile Myotis

Bile Myotis

Medium Magical Beast
Hit Dice:
4d10+8 (30 hp)
Initiative: +7
Speed: 10 ft. (2 squares), fly 60 ft. (good)

Armor Class: 16 (+3 Dex, +3 natural), touch 13, flat-footed 13
Base Attack/Grapple: +4/+6
Attack: Bite +7 melee (1d6+3 plus disease)
Full Attack: Bite +7 melee (1d6+3 plus disease)

Space/Reach: 5 ft./5 ft.
Special Attacks: Bile, disease, festering wound
Special Qualities: Blindsense 20 ft., darkvision 60 ft.
Saves: Fort +6, Ref +7, Will +3

Abilities: Str 14, Dex 17, Con 14, Int 10, Wis 14, Cha 10
Skills: Hide +10*, Listen +18, Spot +13
Feats: Flyby Attack, Improved Initiative, Weapon FinesseB
Environment: Temperate forests

Organization: Solitary, pair, mess (3–-5), or vomit (7–-11)
CR: 3
Treasure: Standard

Alignment: Always neutral evil
Advancement: 5-–8 HD (Medium); 9–-12 HD (Large)
LA: -

You hear an odd, high-pitched thrill. Then, without warning, a sickly brown bat-like creature drops from above and spits forth a stream of acrid goo.

The bile myotis is a revolting bat-like creature. It is covered in a short, bristly fur that varies from dark brown to a sickly slime green. The majority of its hideous face is taken up by an enormous mouth full of two rows of needle-like teeth which constantly drips a mix of saliva and digestive acid. It reeks of an acrid smell that can only be described as vomit.

A bile myotis is so named both for its stench and for its disgusting method of attack... literally regurgitating the contents of its stomach in a deadly spray. It is the living incarnation of filth, spreading disease with both its bile and its powerful bite. Worse, wounds caused by a bile myotis fester and rot, resisting even magical healing.

Bile myotis are surprisingly intelligent. While they possess no known culture, they uphold a strict hierarchy. Every bile myotis yields to those stronger or older than it, ensuring that the most able lead and every individual knows its place within a group.

A bile myotis is about 5 feet long, though its wingspan is some 10 feet wide, and weighs about 85 pounds. It does not speak, though it understands Common.

A bile myotis prefers to attack from hiding, using its bile attack before swooping down and biting prey, then flying off and repeating the tactic until its opponent falls.

Bile (Ex): Once every 1d4 rounds, a bile myotis can forcefully eject its stomach acid in a 15-foot cone, dealing 2d6 points of acid damage to everything in the area. A DC 16 Reflex save halves the damage. A creature hit by the bile is also subjected to the myotis’ disease (see below). The save DC is Constitution-based and includes a +2 racial bonus.
Disease (Ex): Filth fever - bite or bile, Fortitude DC 14, incubation period 1d3 days, damage 1d3 Dex and 1d3 Con. The save DC is Constitution-based.
Festering Wound (Su): The damage a bile myotis deals with its bite causes a festering wound. An injured creature loses 1 additional hit point per round. The wound does not heal naturally and resists healing spells. The continuing hit point loss can be stopped by a DC 14 Heal check, a cure spell, or a heal spell. A character attempting to cast a cure spell or a heal spell on a creature damaged by a bile myotis’ bite must succeed on a DC 14 caster level check, or the spell has no effect on the injured creature. A successful Heal check automatically stops the continuing hit point loss as well as restoring hit points. The check DC is Constitution-based.

Skills: A bile myotis has a +10 racial bonus on Listen and Spot checks.

* A bile myotis’ mottled coat gives it a +8 racial bonus on Hide checks in areas with dead or dying vegetation.

Water Aranea

Water Aranea

Small Magical Beast (Aquatic)
Hit Dice:
2d10+2 (13 hp)
Initiative: +4
Speed: 30ft. (6 squares); swim 60ft.

Armor Class: 15 (+1 size, +4 DEX); touch 15; flat-footed 11
Base Attack/Grapple: +2/-1
Attack: Bite +6 (1d4+1 plus poison)
Full Attack: Bite +6 (1d4+1 plus poison)

Space/Reach: 5 ft./5 ft.
Special Attacks: Poison cloud
Special Qualities: Amphibious, darkvision 60ft., low-light vision, blindsight 60ft.
Saves: Fort +3, Ref +3, Will +0

Abilities: Str 12, Dex 18, Con 13, Int 5, Wis 8, Cha 6
Skills: Hide +10*, Move Silently +8*, Spot +4, Swim +5*
Feats: Combat Reflexes, Weapon FinesseB
Environment: Temperate marsh

Organization: Solitary or group (2-10)
Challenge Rating: 2
Treasure: None
Alignment: Neutral

Advancement: 5-8 HD (Medium); 9-12 HD (Large); 13-16 HD (Huge)
Level Adjustment: –

These creatures resemble spiders in appearance, having eight legs and multiple eyes on a bulbous head, but these creatures have fins on the abdomen. The legs have webbing to help it swim. It has a “blowhole” at the top of its head, and the head looks like driftwood.

Water aranea are territorial spiders that make their nests close to water, and spend most of their time in the water. These spiders are excellent swimmers, and use this to hunt and catch prey. They do not spin webs, but instead are capable of secreting a toxin while in the water. Their primary food source is fish, crustaceans, and other water creatures. However, they are fiercely territorial, and will attack anything that they deem to be infringing upon their territory.

The water aranea stays in the water to fight, unless it is of at least Large size. It first tries to hide and move silently to secrete its toxin. Once it has done this, it attacks, using its bite to reinforce the toxin.

Poison (Ex): Injury, Fortitude DC 13, initial and secondary damage 1d4 Str. The save DC is Constitution-based.

Poison Cloud (Ex): While underwater, a Water Aranea can secrete a nerve toxin that paralyzes its victims. Once it has secreted this toxin, it cannot use it again for another 2d10 minutes. The toxin affects a 10-ft radius for a Small water aranea, a 15-ft radius for Medium water aranea, a 20-ft radius for a Large water aranea, and a 30-ft radius for a Huge water aranea. The toxin dissipates after one round. Those in the area of the poison cloud must make a Fortitude save against DC 13 or become paralyzed for 1d4 rounds. The save DC is Constitution-based. All water aranea are immune to this toxin.

Skills: Water aranea have a +10 racial bonus on Hide checks and a +8 racial bonus on Move Silently checks, both of which are only applied while in water. The water aranea also has a +5 racial bonus on Swim checks to perform a special action or avoid a hazard. It can always choose to take 10 on a Swim check, even if distracted or endangered. It can use the run action while swimming, provided it swims in a straight line.



Small Magical Beast (Cold)
Hit Dice:
3d10 (16hp)
Initiative: +3 (Dex)
Speed: 20ft. (4 squares), climb 20ft., swim 20ft.

Armor Class: 17 (size +1, Dex +3, natural +3), touch 14, flat-footed 14
Base Attack/Grapple: +3/-3
Attack: Bite +7 melee (1d6-2 plus special)
Full Attack: Bite +7 melee (1d6-2 plus special)

Space/Reach: 5 ft./5 ft.
Special Attacks: Hypothermic bite
Special Qualities: Darkvision 60ft, immunity to cold, fire vulnerability, low-light vision
Saves: Fort +3, Ref +6, Will +2

Abilities: Str 6, Dex 17, Con 11, Int 4, Wis 12, Cha 2
Skills: Balance +11, Climb +11, Hide +14, Listen +5, Move Silently +10, Spot +5
Feats: Improved Natural Attack (Bite), Weapon Finesse
Environment: Cold plains

Organization: Solitary
Challenge Rating: 2
Treasure: None
Alignment: Always neutral

Advancement: 4-6HD (Medium)
Level Adjustment: -

This creature looks like a pale beige snake about four feet in length. Its eyes and flickering tongue are a deep red.

Frostbites are carnivorous reptiles, similar to vipers, native to tundra environments. Naturally, this places them at a marked disadvantage: reptiles are exothermic, requiring the heat of the sun to regulate their body temperature. To remedy this evolutionary shortcoming, frostbites have developed the supernatural ability to siphon the warmth from prey. This is almost as nourishing as meat or water to them and usually comes as a natural consequence of feeding on small birds or rodents; but sometimes when food is scarce the frostbite is desperate enough to attack larger prey, such as humanoids. Frostbites mate each spring but unlike most snakes, retain their young inside their body to better maintain the body temperature of the offspring. Due to their natural coloration and near-silent locomotion, frostbites are practically undetectable in the rugged, tall grass of the tundra.

Frostbites are stealthy and try to sneak up on or set an ambush for prey, regardless of size; they prefer to wait until prey is adjacent or within charging distance and attack in the surprise round. After draining sufficient warmth from their victims (see below, equaling 1d4 points of Strength damage), frostbites withdraw from combat up to their maximum movement and attempt to hide.

Hypothermic Bite (Su): A frostbite drains the warmth of its victims to sustain its own life. Upon a successful bite the target takes 1 Strength damage; in addition, the target must succeed at a Fortitude save (DC11) or suffer a -1 penalty to saving throws to resist nonlethal damage from exposure to cold temperatures. This effect is cumulative for each bite and lasts for six hours. Lesser restoration dispels both the ability damage and penalty to saves. See page 302 of the Dungeon Master’s Guide for more information on nonlethal damage from exposure and hypothermia.

Skills: Frostbites have a +4 racial bonus on Hide, Listen, Move Silently and Spot checks and a +8 racial bonus on Balance and Climb checks. A frostbite can always choose to take 10 on a Climb check, even if rushed or threatened. Frostbites use either their Strength or Dexterity modifier for Climb checks, whichever is higher. A frostbite has a +8 racial bonus on any Swim check to perform some special action or avoid a hazard. It can always choose to take 10 on a Swim check, even if distracted or endangered. It can use the run action while swimming, provided it swims in a straight line.


Small Magical Beast
Hit Dice:
2d10 (11 hp)

Initiative: +7
Speed: 20 ft. (4 squares), climb 20 ft., swim 20 ft.
AC: 17 (+1 size, +3 Dex, +3 natural), touch 14, flat-footed 14
Base Attack/Grapple: +2/+0

Attack: Tail blade +6 melee (1d4+3 plus poison)
Full Attack: Tail blade +6 melee (1d4+3 plus poison) and Bite +0 melee (1d2+1 plus poison)
Space/Reach: 5 ft./5 ft.
Special Attacks: Poison

Special Qualities: Darkvision 60 ft., low-light vision, scent
Saves: Fort +3, Ref +6, Will +1
Abilities: Str 14, Dex 17, Con 11, Int 2, Wis 12, Cha 2
Skills: Balance +11, Climb +11, Hide +12, Listen +7, Spot +7, Swim +10

Feats: Improved Initiative, Weapon Focus (Tail blade)B
Environment: Warm marshes
Organization: Solitary
Challenge Rating: 1

Treasure: None (see text)
Alignment: Always neutral
Advancement: 3 HD (Small); 4-6 HD (Medium); 7-9 HD (Large)

This rattlesnake-like creature hisses a threat as it sinuously flicks its tail back in forth, warning you to stay back. On the end of its tail it sports a razor sharp blade large enough to be a dagger.

Daggersnakes attack by making swipes with their tail. Before hunting, a daggersnake carefully milks its own venom and applies it to its tail blade. They are fiercely territorial and regard creatures entering their domain as either rivals or prey.

Poison (Ex): Injury, Fortitude DC 11, initial and secondary damage 1d6 Con. The save DC is Constitution-based.

Skills: Daggersnakes have a +4 racial bonus on Hide, Listen, and Spot checks and a +8 racial bonus on Balance and Climb checks.

A daggersnake can always choose to take 10 on a Climb check, even if rushed or threatened. Daggersnakes use either their Strength modifier or Dexterity modifier for Climb checks whichever is higher.

A daggersnake has a +8 racial bonus on any Swim check to perform some special action or avoid a hazard. It can always choose to take 10 on a Swim check, even if distracted or endangered. It can use the run action while swimming, provided it swims in a straight line.

Tail Blade
The daggersnake's primary weapon has a critical threat range of 19-20/x2. The daggersnake deals 1½ times its Strength bonus when it hits. The blade can be harvested as used as a dagger, short sword, longsword, or even a greatsword (in the case of a Large daggersnake with the Improved Natural Attack feat; the feat effectively causes the creature’s natural weapon to grow one size larger than normal for its size). Such weapons have hardness 8 and normal hit points for their type. A druid (or anyone else with access to the magic fang spell) can treat the tail blade as a masterwork weapon for the purpose of enhancing it as a magical weapon.

Habitat and Behavior
A distant cousin of the rattlesnake, the daggersnake (Crotalus gladius) is fairly common on the edges of humanoid society. It appears to be a rattlesnake, but instead of a rattler it has a blade made of bone at the end of its tail. While most daggersnakes are small, in remote areas they can grow to be over 20 feet long.

A daggersnake was the successful experiment by mages of an age past. A war torn country ran low on iron supplies, and the country's mages were ordered to find a solution to the need for weapons. They magically altered the bone structure and instinctual behaviors of rattlesnakes to produce weapons made of hard bone. Today daggersnakes can be found running wild in warm marshes and most often are seen by farmers who live on the outskirts of such regions.

Whenever a daggersnake molts, a bit of bone is left at the end of its tail. This bone hardens and is able to hold an edge because of chemicals it is coated with while the daggersnake is preening itself. Over time, this becomes a segmented blade that holds an edge as well as a steel blade.

A daggersnake's tail blade is a display for mating rituals as well as a weapon. Size, color, and symmetry are taken into account by females of the species. A female daggersnake will only mate with a male whose blade is more impressive than her own.

When competing over territory, daggersnakes scrape the edges of their tails against a nearby stone as a warning. This serves as a warning and to sharpen the blade. When it isn't hunting or resting, a daggersnake cleans, sharpens, and coats its tail with saliva and poison. Their saliva has special chemicals that harden any new growth, and the poison keeps it ready for danger. A daggersnake which has recently molted can often be observed making tiny adjustments to its tail, in order to maintain as straight a blade as possible.

Like normal animals, daggersnakes rarely fight to the death. A broken tail blade at best means that snake will never mate again, but usually results in eventual death as the daggersnake has lost its best weapon.

Daggersnakes are cold blooded and lay eggs. Mating usually occurs in the spring, so that in summer when the eggs hatch there is plenty of food to be found. A female lays 2d8 eggs, buries them under a bit of damp mud, and then abandons them; daggersnakes do not care for their young.

Bronze Gorgon

Large Magical Beast
Hit Dice: 5d10+40 (65 hp)
Initiative: -1
Speed: 30 ft. (6 squares)
Armor Class: 18 (-1 size, +9 natural), touch 9, flat-footed 18
BAB/Grapple: +5/+14
Attack: Gore +13 melee (1d8+7)
Full Attack: Gore +13 melee (1d8+7)
Space/Reach: 10 ft./5 ft.
Special Attacks: Breath weapon, trample 1d8+7
Special Qualities: Darkvision (60 ft.), low-light vision, scent
Saves: Fort +11, Ref +3, Will +7
Ability Scores: Str 21, Dex 9, Con 21, Int 2, Wis 12, Cha 9
Skills: Listen +6, Spot +7
Feats: Alertness, Iron Will
Environment: Temperate plains
Organization: Solitary, pair or herd (3-5 bronze gorgons, 1 gorgon)
Challenge Rating: 4
Treasure: None
Alignment: Always neutral
Advancement: 6-10 HD (large); 11-14 HD (huge)
Level Adjustment: -

This bull seems to be completely covered in bronze scales. It's a collection of a rusty bronze color and the light green color of tarnish. A barely visible shimmer distorts the air where it breathes.

Bronze gorgons are lesser cousins of typical gorgons. They are slightly more docile and slower to act than their iron-clad counterparts. On their own they may not attack intruders on sight, but they do not like anything to come near them and will lash out furiously at anything they see directly approaching. If they are part of a herd that contains or is lead by iron gorgons, they will follow the lead of their stronger cousins, attacking intruders on sight.

When a bronze gorgon enters combat, it usually does so by charging opponents, trampling them underfoot. If it feels threatened, it will use its breath weapon to put intruders to sleep. Once a direct threat is eliminated (dead, dying or unconscious), the bronze gorgon usually withdraws and goes back to whatever it was doing before being attacked.

Breath Weapon (Su): 60-foot cone, once every 1d4 rounds (but no more than 5 times per day). All creatures in the affected area that fail a DC 21 Will save fall unconscious for one hour. There is no limitation on the number of hit dice or maximum hit dice of a creature that may be affected by this ability. The save DC is Constitution-based.

Trample (Ex): Reflex DC 19 for half damage. The save DC is Strength-based.

Finding Out More
Like their iron-shod cousins, bronze gorgons are magical beasts. Characters with ranks in Knowledge (arcane) may know information about bronze gorgons, as per the chart below. Bards may also know somewhat of bronze gorgons through their bardic knowledge ability. Bardic knowledge checks give the same results as Knowledge (arcane) checks, but their DCs are 10 higher. If a character makes a successful check, give him the information his check warrants plus all the information on the chart with a lower check DC.

DC 10: Some gorgons seem to be covered in scales of bronze instead of iron.
DC 12: Bronze gorgons are cousins to iron gorgons. They are just as strong, but not quite as fast or tough.
DC 15: Bronze gorgons aren't as aggressive as iron gorgons, but they don't like to feel threatened. Stay far away from them.
DC 20: Survivors of bronze gorgon attacks say that a bronze gorgon can't turn opponents into stone statues like an iron gorgon can, but it can put dozens of people to sleep.

Grassland Hound

Medium Magical Beast
Hit Dice:
4d10+8 (30 hp)
Initiative: +3
Speed: 50 ft. (10 squares)
Armor Class: 16 (+3 Dex, +3 natural), touch 13, flat-footed 13
Base Attack/Grapple: +4/+6
Attack: Bite +6 melee (1d6+2)
Full Attack: Bite +6 melee (1d6+2)
Space/Reach: 5 ft./5 ft.
Special Attacks: Sneak attack
Special Qualities: Challenge, invisible in grass
Saves: Fort +6, Ref +7, Will +2
Abilities: Str 15, Dex 17, Con 15, Int 10, Wis 12, Cha 11
Skills: Hide +10*, Listen +5, Move Silently +10, Spot +5
Feats: Dodge, Mobility
Environment: Temperate plains
Organization: Solitary, pair, or pack (7–-16)
CR: 2
Treasure: Standard
Alignment: Usually lawful evil
Advancement: 5-–8 HD (Medium); 9–-12 HD (Large)
LA: +4 (cohort)

As you walk through the meadow, you think you hear a snapping behind you. When you turn to look, however, you see nothing but a slight lump of grass.

A grassland hound is an unusual, canine-like creature. Its back is covered in special hairs that perfectly match the length and color of the surrounding grass, enabling the grassland hound to hide flawlessly on otherwise featureless plains, achieving a sort of natural invisibility. 

Grassland hounds use their camouflage to silently stalk prey, quickly hiding whenever the creature turns around. The occasional adventurer speaking of a particular patch of terrain that seemed to follow them around is probably the survivor of a grassland hound, although why they sometimes choose not to attack certain creatures is unknown; some theorize that it is a sort of game amongst grassland hounds to see how long they can stalk a creature before it realizes it’s being followed, while others suggest that they deem some prey unfit or inappropriate to hunt, like children or the elderly. While generally evil in nature, grassland hounds possess a profound sense of honor, and will accept any challenge made to it - if a potential challenger can find the grassland hound first, of course.

A grassland hound is about four feet long and weighs about 70 pounds. They speak Common.

A grassland hound sneaks up on its prey, slowly drawing closer to it and hiding if the target should turn around, then uses its sneak attack when it gets close enough to strike.

Challenge (Ex): A creature that becomes aware of a grassland hound’s presence may challenge it to single combat. In order to issue a challenge, the creature must face the grassland hound and thus needs to know where it is located; the typical method is to use see invisibility or some similar effect. A grassland hound never backs down from a properly issued challenge, but if the combat is interrupted somehow (if another creature attacks the grassland hound, for example), the grassland hound will return to hiding and will not accept another challenge from that creature.

Invisible in Grass (Ex): A grassland hound is invisible in any area of medium or tall grass such as a savanna, prairie, or meadow. In other terrain, it appears as a hyena-like beast with long grass-like fur.

Sneak Attack: A grassland hound that is able to catch its prey when it is unable to properly defend itself deals 1d6 points of extra damage. This functions exactly like the rogue’s class feature of the same name.

Skills: Grassland hounds have a +4 racial bonus on Listen and Spot checks.*In grassy areas, a grassland hound’s coat gives it a +8 racial bonus on Hide checks.

Monsters of Tolrea


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Prism-Finned Sturgeon

Prism-Finned Sturgeon
Size/Type: Medium Magical Beast (Aquatic)
Hit Dice: 3d10+3 (19 hp)
Initiative: +1
Speed: Swim 60 ft. (12 squares)
Armor Class: 15 (+1 Dex, +4 natural), touch 11, flat-footed 14
Base Attack/Grapple: +3/+5


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