Myth Andoufhauer Monster/Animals
Light Rabbit, Black Rabbit, Octopus Tree,
Mu-Spore, Flesh Jelly,
Ironmaw, Tendriculos,
Vine Horror, Grig, Greenvice,
Battle Briar, Topiary
Guardian, Raven,
Light Rabbit
CR -; Tiny Animal;
HD 1/2 d8; hp 4;
Init +4 (Dex);
Spd 30 ft.;
AC
16 (+2 size, +4 Dex);
Atk none;
SQ scent;
Face 2 1/2 ft. by 2 1/2 ft.;
Reach 0 ft.;
SV Fort +2, Ref +6, Will +1;
Str 3, Dex 18, Con 11, Int 2,
Wis 12, Cha 7.
Skills: Hide +5, Jump +12, Listen +8, Spot +2.
To make sure it was safe waking in the city at night, the Mythal
created a non-magical creature called the Light Rabbits. These were
normal animals who grow fur that glows pale green like a light stick
(it's the same chemical light as a firefly). It is not much light, but
it illuminates an area of 5'. Their burrows can be seen all over the
city. They are nocturnal and retreat to their burrows during the day.
At night if they sense a human within 20' of their burrow, they will
come out of their hole and follow the person(s) around until they enter
a tree building. They are totally benign and as their light property is
in their genes, they can enter magic dead areas with no change to their
light ability.
In game terms, for each turn spent walking in the city during night
time, 1d4 of the rabbits will appear.
Black
Rabbits
CR -; Tiny Animal;
HD 1/2 d8; hp 4;
Init +4 (Dex);
Spd 30 ft.;
AC
16 (+2 size, +4 Dex);
Atk none;
SQ scent;
Face 2 1/2 ft. by 2 1/2 ft.;
Reach 0 ft.;
SV Fort +2, Ref +6, Will +1;
Str 3, Dex 18, Con 11, Int 2,
Wis 12, Cha 7.
Skills: Hide +5, Jump +12, Listen +8, Spot +2.
were created by
Turaha Hoema'anth as a curse on the city during the time that the
Mythal was brought down. They are like small, mobile Darkness spells.
The have a perminante Darkness spell cast on them that spreads for 10'
around them. They stay in their burrows during the day and come out
during the day to plague those trying to walk around in the city.
These are not as many of the Black rabbits as there are light ones. For
every 1/2 hour spent walking around during the day, one of these will
appear.
As this effect is magical, the darkness will dissappear when they enter
a magic dead area. They will immediatly run away from the magic dead
area and their darkness will reappear after a minute (10 rounds).
BANYAN OCTOPUS TREE
Colossal Plant
Hit Dice: 14d8+70 (133 hp)
Initiative: +0
Speed: 10' (Transport Via Plant)
AC: 28 (–4 size, –4 Dex, +40 natural), touch 4, flatfooted 28
Base Attack/Grapple: +14/+32
Attack: Tentacle +20 melee
Full Attack: 8 tentacles +20 melee and 1 bite +14 melee
Damage: Tentacle 2d12+10/19–20, bite 3d20+5
Face/Reach: 150 ft./150 ft.
Special Attacks: Frightful presence, improved grab, spell-like
abilities, swallow whole
Special Qualities: Acid immunity, plant traits, regeneration 15
Saves: Fort +14, Ref +0, Will +6
Abilities: Str 30, Dex 3, Con 20, Int 8, Wis 15, Cha 15
Skills: Listen +4, Spot +14, Swim +25
Feats: Alertness, Improved Critical (tentacle), Improved
Initiative, Quicken Spell-Like Ability, Weapon Focus (tentacle)
Climate/Terrain: Myth Andoufhauer
Organization: Solitary or grove (2–12)
Challenge Rating: 15
Treasure: Standard
Alignment: Usually neutral evil
Advancement: 36–42 HD (Colossal)
Banyan octopus trees grow only in one place; Myth Andoufhaur in the
thickest part of the High Forest. The mythal that surrounds the area
has become corrupted and in turn has corrupted some of the treeshouses
the elves grew to live in. These are almost unidentifyable from a
normal treehouse with the exception that their roots are far more
exposed. The roots spread out around its
base like a thick mat. These roots are mobile and can slowly propel
the tree. It's primary mode of movement is the Transport Via Plants
spell that it uses as a normal move action (not a standard action). The
tree’s
branches are 150' long, covered with sharpened banyon
leaves. Hidden in the base of the tree’s trunk just below the water is
a large maw filled with teeth.
COMBAT Octopus trees gain a fair amount of nourishment from
photosynthesis, but without flesh, a tree ceases to grow in size. They
use their tentacles to pluck food
from the their surroundings. Octopus trees usually
occupy areas with heavy growth of the same kind of plant so they can
use their Transport to best advantage. This is a spell-like
abilities, so they avoid the magic dead areas and hesitate to go into
the Wild magic areas.
Transport Via Plants
This is a magical ability that allows the tree to move almost a will
through specific areas. This ability requires the presense of a
specific type of plant to work. The plant is a form of thistle that
produces a growth that looks like an artichoke, but twice the size.
This plant grows commonly in Magic Strong areas, but does appear less
frequently all over the city
Still, the plants are not ubiquotous and thus the trees movement is
somewhat erratic. When using this ability, the colossal tree seems to
be sucked into the transport plant. There is a Banyan Octopuss tree in
the area around Tree 11 (The Great Tree) and another in the area
surrounding Tree 41.
Movement in a Magic Strong area - Identify the spot where the tree
wants to end up. Roll a d10 and a d8. The d10 indicates the distance in
10' that the tree moves. the d8 indicates the compas direction from the
desired spot. So a roll of 3 on d10 and 4 on d8 indicates the tree has
moved 30' due south of the desired spot.
Movement in a normal Magic area As above except distance is rolled on a
d20+3.
Movement in a Wild magic area: It is a spell, so use the normal rules
for spells going wrong.
Movement in a Magic Dead area: The tree is limited to it's 10' movement
rate. They hate this and so they aviod magic dead areas altogether.
Frightful Presence (Ex): An
octopus tree may use this spell like ability as one of their 8 attacks
or as a standard action. When used, the creature opens it's awsome maw
and causes an earthquake like sub-sonic roar. This inspires terror in
all
creatures within 30 feet that have fewer Hit Dice or levels than it
has. Each potentially affected opponent must succeed on a Will save (DC
19) or become shaken, a condition that lasts until the opponent is out
of range. The range of this effect is 500'. A successful save
leaves that opponent immune to that octopus
tree’s frightful presence for one day.
Improved Grab (Ex): If an
octopus tree hits an opponent that is at
least one size category smaller than itself with a tentacle attack, it
deals normal damage and attempts to start a grapple as a free action
without provoking an attack of opportunity (grapple bonus +28). If it
gets a hold, it can transfer the opponent to its maw with another
successful grapple check, dealing automatic bite damage.
Alternatively, the octopus tree has the option to conduct the grapple
normally, or simply use its tentacle to hold the opponent (–20 penalty
on grapple check, but the octopus tree is not considered grappled). In
either case, each successful grapple check it makes during successive
rounds automatically deals bite damage.
Spell-Like
Spell-like Abilities: Caster level 17th; save DC 15 + spell
level.
At will—diminish plants, entangle, obscuring mist,
plant growth, warp wood;
3/day—call lightning, turn wood, wall of
thorns.
Swallow Whole (Ex): An octopus
tree can swallow a single creature that
is at least two size categories smaller than itself by making a
successful grapple check (grapple bonus +28), provided it already has
that opponent in its maw (see Improved Grab, above). Once inside the
octopus tree, the opponent takes 2d6+9 points of bludgeoning damage and
2d4 points of acid damage per round from the plant’s internal cavity. A
successful grapple check allows the swallowed creature to climb out of
the internal cavity and return to the octopus tree’s maw, where another
successful grapple check is needed to get free. Alternatively, a
swallowed creature can try to cut its way out with either claws or a
light piercing or slashing weapon. Dealing a total of at least 20
points of damage to the internal cavity (AC 22) in this way creates an
opening large enough to permit escape. Once a single swallowed creature
exits, rapid growth closes the hole; thus, another swallowed opponent
must cut its own way out. An octopus tree’s cavity can hold 1 Large, 4
Medium-size, or 16 Small or smaller opponents.
Plant Traits (Ex): An octopus
tree is immune to poison, sleep,
paralysis, stunning, and polymorphing. It is not subject to critical
hits or mind-affecting effects. The creature also has low-light vision.
Regeneration (Ex): An octopus
tree takes normal damage from fire and
cold. Attack forms that don’t deal hit point damage ignore
regeneration, and an octopus tree does not restore hit points lost from
starvation, thirst, or suffocation.
MU-SPORE
Colossal Plant
Hit Dice: 35d8+315 (472 hp)
Initiative: +5 (-3 Dex, +8 Superior Initiative)
Speed: 40 ft.
AC: 27 (-3 Dex, -8 size, +28 natural)
Base Attack/Grapple: +26/+55
Attack: Tendril +31 (2d6+13/19-20) melee
Full Attack: 4 tendrils +31 (2d6+13/19-20) melee, 1 bite +26
(4d6+6/19-20) melee
Space/Reach: 30 ft./30 ft.
Special Attacks: Spore cough, improved grab, swallow whole
Special Qualities: Acid resistance 20, blindsight 210 ft., DR 10/epic,
fast healing 10, plant traits, sticky
Saves: Fort +28, Ref +8, Will +20
Abilities: Str 36, Dex 5, Con 29, Int 18, Wis 28, Cha 28
Skills: Bluff +47, Diplomacy +13, Gather Information +13, Hide +35,
Intimidate +13, Jump +13, Knowledge (local, nature) +42, Listen +47,
Spot +47
Feats: Cleave, Great Cleave, Improved Critical (bite), Improved
Critical (tendril), Improved Initiative, Lightning Reflexes, Power
Attack
Epic Feats: Epic Reflexes, Epic Toughness (x3), Superior
Initiative
Climate/Terrain: Any
Organization: Solitary, pair, or polyp (3-7)
Challenge Rating: 21
Treasure: Standard
Alignment: Usually chaotic neutral
Advancement: 36+ HD (Colossal)
Mu spores speak Common and Terran.
A mu spore’s natural weapons are treated as epic for the purpose of
overcoming damage reduction.
COMBAT
Spore Cough (Su): Once every 1d4 rounds a mu spore can release a cloud
of burrowing spores. This spore cough is treated as a 100-foot-cone
breath weapon. The burrowing spores deal 20d8 points of Damage to all
creatures and structures in the area, or half Damage to any creatures
that make a Reflex save (DC 36). The DC is Charisma-based.
Improved Grab (Ex): If a mu spore hits with a tendril, it deals normal
Damage and attempts to start a grapple as a free action without
provoking an attack of opportunity. Improved grab works only against
Gargantuan and smaller opponents. The mu spore has the option to
conduct the grapple normally, transfer the victim to its mouth as a
free action, or simply use its tendril to hold the opponent. Each
successful grapple check it makes during successive rounds
automatically deals the Damage given for the tendril.
Swallow Whole (Ex): If the mu spore begins its turn with an opponent
held in its mouth, it can attempt a new grapple check (as though
attempting to pin the opponent). If it succeeds, it swallows its prey
and the opponent takes bite Damage. A swallowed creature takes the
twice the Damage given for the mu spore’s bite every round. A swallowed
creature is considered grappled, while the creature that did the
swallowing is not. A swallowed creature can try to cut its way free
with any light piercing or slashing weapon, if it can deal 33 points of
Damage in this fashion, or it can just try to escape the grapple. If
the swallowed creature chooses the latter course, success puts it back
in the mu spore’s mouth, where it may be bitten or swallowed again.
Sticky (Ex): Sticky tendrils cover a mu spore, many more than the four
main tendrils it uses for combat. Any creature that touches or
successfully attacks a mu spore with a melee weapon is subject to a
free improved grab check by the mu spore, as if the mu spore had
successfully attacked the creature with a tendril. A creature wielding
a melee weapon must immediately relinquish its grip on its weapon, or
proceed with the grapple check. If the subject relinquishes its grip on
its weapon, the weapon is swallowed the following round. Creatures who
attack the mu spore in melee without a weapon they can release (such as
those with natural attacks only) do not have this option.
Plant Traits: Immune to poison, sleep, paralysis, stunning, and
polymorphing; not subject to critical hits or mind-affecting effects.
FLESH JELLY
Gargantuan Ooze
Hit Dice: 18d10+108 (237 hp)
Initiative: –2
Speed: 20 ft.
AC: 4 (–4 size, –2 Dex), touch 4, flat-footed 4 Attacks: 4 slams
+20 melee
Damage: Slam 2d8+11
Face/Reach: 30 ft. by 30 ft./15 ft.
Special Attacks: Absorb, disease, engulf
Special Qualities: Blindsight, horrid stench, ooze traits
Saves: Fort +12, Ref +4, Will +1
Abilities: Str 32, Dex 6, Con 23, Int —, Wis 1, Cha 1
Climate/Terrain:Warm forest, plains or marsh
Organization: Solitary
Challenge Rating: 19
Treasure: None
Alignment: Always neutral
Advancement: 19–36 HD (Colossal) A flesh jelly is a nauseating
mound of stinking flesh that gorges itself on any creatures unfortunate
enough to cross its path. These ravenous oozes are usually found in
tropical regions.
A flesh jelly is a blob of soft, fleshy tissue surrounded by a filthy
membrane composed of skin, hair, and fur. When it moves, a few of the
loose bones inside it press against the outer membrane, causing its
disgusting body to bulge out here and there. The creature has no eyes,
ears, or mouth.
COMBAT Driven by its raging hunger, a flesh jelly simply rolls over its
foes, absorbing them into its body mass.
When facing a group, it usually concentrates on engulfing one target,
then defends itself by lashing out at other opponents with its fleshy
pseudopods while attempting to absorb its meal.
Absorb (Ex): A flesh jelly feeds by absorbing other creatures into its
bulk. Any creature engulfed by the monster must succeed at a Fortitude
save (DC 25) or be absorbed into its mass and die. A successful save
prevents absorption that round. Each absorbed creature heals a flesh
jelly of 2d6 points of damage. A flesh jelly expels the absorbed
creature’s personal belongings from its body 1d3 rounds after
absorption. Nothing short of a wish or similar magic can restore a
creature that has been absorbed.
Disease (Ex): Any creature engulfed by a flesh jelly or hit by its slam
attack must succeed at a Fortitude save (DC 25) or contract filth
fever. The incubation period is 1d3 days, and the disease deals 1d3
points of Dexterity damage and 1d3 points of Constitution damage (see
Disease in Chapter 3 of the DUNGEON MASTER’s Guide).
Engulf (Ex): A flesh jelly can simply bowl over creatures up to one
size category smaller than itself as a standard action. This attack
affects as many opponents as the flesh jelly’s body can cover. Each
target can make either an attack of opportunity against the flesh jelly
or a Reflex save (DC 30) to avoid being engulfed. A successful saving
throw indicates that the target has been pushed back or aside (target’s
choice) as the ooze moves forward. An engulfed creature is considered
grappled and trapped within the flesh jelly’s body. A flesh jelly
cannot make a slam attack during a round in which it attempts to
engulf, but each engulfed creature takes automatic slam damage and must
save against disease (see above) on that round and every round
thereafter that it remains trapped. On any round after engulfing a
creature, the flesh jelly can attempt to absorb it.
Blindsight (Ex): A flesh jelly is blind, but its entire body is a
primitive sensory organ that can ascertain prey by scent and vibration.
This ability enables it to discern objects and creatures within 60
feet. The flesh jelly usually does not need to make Spot or Listen
checks to notice creatures within range of its blindsight.
Horrid Stench (Ex): Any corporeal creature with 10 or fewer Hit Dice
that comes within 50 feet of a flesh jelly must make a Fortitude saving
throw (DC 25) or be nauseated for the next 2d6 rounds. Another save is
required at the end of that time if the creature is still within range.
A single successful save against this effect renders the creature
immune to that flesh jelly’s horrid stench for 24 hours. A nauseated
creature cannot attack, cast spells, concentrate on spells, or do
anything else requiring attention. The only action permitted is a
single move or move-equivalent action.
Ooze Traits: A flesh jelly is immune to mind-affecting effects, poison,
sleep, paralysis, stunning, and polymorphing.
It is not subject to critical hits or flanking.
IRONMAW
Huge Plant (Extraplanar)
Hit Dice: 12d8+72 (126 hp)
Initiative: –1
Speed: 10 ft.
AC: 25 (–2 size, –1 Dex, +18 natural), touch 7, flat-footed 25
Base Attack/Grapple: +9/+27
Attack: Tendril +17 melee
Full Attack: 4 tendrils +17 melee and bite +12 melee
Damage: Tendril 2d6+10/19–20, bite 1d8+5
Face/Reach: 15 ft./15 ft. (60 ft. with tendril)
Special Attacks: Attach, engulf, illness, tendrils, wounding
Special Qualities: Acid resistance 10, cold immunity, DR 20/+3,
electricity immunity, plant traits, sonic resistance 10, SR 30
Saves: Fort +14, Ref +3, Will +5
Abilities: Str 30, Dex 9, Con 23, Int 4, Wis 13, Cha 14
Skills: Hide +6*, Listen +14, Spot +13
Feats: Alertness, Cleave, Great Cleave, Improved Critical
(tendril), Power Attack
Climate/Terrain: Temperate and warm forest, hill, and marsh
(Abyss)
Organization: Solitary, pair, or stand (3–6)
Challenge Rating: 13
Treasure: 1/10 coins, 50% goods, 50% items
Alignment: Always neutral evil
Advancement: 13–16 HD (Huge); 17–36 HD (Gargantuan) An ironmaw’s
territory is easily spotted by a trained observer. No other wildlife
goes near its “home,” and the ground is often littered with the remains
of the creature’s past victims. But most creatures never know they’re
near an ironmaw until it strikes.
An ironmaw stands 20 to 30 feet high. It closely resembles an oak tree,
although its green leaves are covered with tiny splotches the color of
fresh blood. Its tendrils are kept wrapped around its upper trunks when
not in use, and its mouth remains closed until it attacks.
An ironmaw tends to stay in one place for an extended period of time.
It attacks anything that comes within range of its tendrils, even if it
has recently fed. Ironmaws usually relocate only when a stand grows
large enough that there isn’t enough food to support them all, at which
point one or more of the creatures will move to greener pastures.
Ironmaws speak Abyssal.
COMBAT An ironmaw attacks with its tendrils as soon as prey comes
within reach (60 feet). An ironmaw, too slow to flee in almost any
circumstance, always fights until it is slain.
Attach (Ex): If an ironmaw hits with a tendril attack, the tendril, in
addition to dealing normal damage, attaches to the opponent’s body. A
tendril draws a stuck opponent 10 feet closer in each subsequent round
(no attack of opportunity) unless the opponent breaks free, which
requires an Escape Artist check (DC 25) or a Strength check (DC 26). An
ironmaw can draw in a creature within 15 feet of itself and bite with a
+4 attack bonus in that round. An ironmaw can draw a creature into its
space and attempt to engulf it as well.
A tendril can be severed by a single attack with a slashing weapon
(made as an attempt to sunder a weapon) dealing at least 13 points of
damage.
Engulf (Ex): As a standard action, an ironmaw can attempt to engulf a
Large or smaller creature that enters its space. The victim of the
attack can make an attack of opportunity, but if it does, it is not
entitled to a saving throw. A victim that does not attempt an attack of
opportunity must make a Reflex save (DC 15) or be engulfed; on a
success, the victim is pushed back or aside (but not freed from
attached tendrils). An engulfed creature takes 2d6+10 points of
bludgeoning damage within an ironmaw’s trunk each round and must hold
its breath or begin to suffocate.
Illness (Ex): An ironmaw’s tendrils can sap an opponent’s health.
Anyone caught by a tendril must succeed on a Fortitude save (DC 22) or
take 1d6 points of Constitution damage.
Tendrils (Ex): An ironmaw can attack with its four tendrils from up to
60 feet away. Anyone struck by a tendril takes damage, loses blood, may
suffer illness, and risks being drawn toward the ironmaw’s trunk.
Wounding (Ex): A wound resulting from an ironmaw’s tendril attack
bleeds for an additional 3 points of damage per round thereafter.
Multiple wounds from such attacks result in cumulative bleeding loss
(two wounds for 6 points of damage per round, and so on). The bleeding
can be stopped only by a Heal check (DC 10) or the application of any
cure spell or other healing spell (heal, healing circle, or the like).
Plant Traits (Ex): An ironmaw is immune to poison, sleep, paralysis,
stunning, and polymorphing.
It is not subject to critical hits or mind-affecting effects. An
ironmaw also has low-light vision.
Skills: Ironmaws receive skills as though they were fey. An
ironmaw has a +8 racial bonus on Listen and Spot checks. *In wooded
areas, an ironmaw has a +15 racial bonus on Hide checks.
TENDRICULOS
Huge Plant
Hit Dice: 9d8+54 (94 hp)
Initiative: –1
Speed: 20 ft. (4 squares)
Armor Class: 16 (–2 size, –1 Dex, +9 natural), touch 7,
flat-footed 16
Base Attack/Grapple: +6/+23
Attack: Bite +13 melee (2d8+9) and 2 tendrils +8 melee (1d6+4)
Full Attack: Bite +13 melee (2d8+9) and 2 tendrils +8 melee
(1d6+4)
Space/Reach: 15 ft./15 ft.
Special Attacks: Improved grab, paralysis, swallow whole
Special Qualities: Low-light vision, plant traits, regeneration
10
Saves: Fort +12, Ref +2, Will +4
Abilities: Str 28, Dex 9, Con 22, Int 3, Wis 8, Cha 3
Skills: Hide +9, Listen +1, Move Silently +1, Spot +1
Feats: Alertness, Iron Will, Power Attack, Stelathy
Environment: Temperate forests
Organization: Solitary
Challenge Rating: 6
Treasure: 1/10th coins; 50% goods; 50% items
Alignment: Always neutral
Advancement: 10–16 HD (Huge); 17–27 HD (Gargantuan)
Level Adjustment:— This creature looks like a mound of
vegetation supported by vines and branches. The mass has a huge opening
filled with “teeth” of sharp branches and long thorns.
The tendriculos is a plant that may have been mutated by foul magic, or
may have originated on another plane of existence—or possibly both of
these theories are true.
A tendriculos can rear up to a height of 15 feet. It weighs about 3,500
pounds.
The tendriculos is best known for its ability to grow and regrow its
vegetable body extremely rapidly. Whole new leaves and vines appear in
just a few minutes. A tendriculos accomplishes this by consuming vast
quantities of meat.
Animals and other plant creatures are unnerved by the presence of a
tendriculos; they avoid it and any place it has been within the last 24
hours.
COMBAT Prowling deep forests or waiting in vegetated areas (looking
like nothing more than a small hillock), a tendriculos attacks
savagely, showing no fear. It attempts to swallow as much flesh as it
can, as quickly as it can.
Improved Grab (Ex): To use this ability, a tendriculos must hit a
creature at least one size smaller than itself with its bite attack. It
can then attempt to start a grapple as a free action without provoking
an attack of opportunity. If it wins the grapple check, it establishes
a hold and can try to swallow the opponent in the following round.
A tendriculos can also use its improved grab ability on a tendril
attack. If it wins the grapple check, it establishes a hold, picks up
the opponent, and transfers it to the mouth as a free action,
automatically dealing bite damage.
Swallow Whole/Paralysis (Ex): A tendriculos can try to swallow a
grabbed opponent by making a successful grapple check. Once inside the
plant’s mass, the opponent must succeed on a DC 20 Fortitude save or be
paralyzed for 3d6 rounds by the tendriculos’s digestive juices, taking
2d6 points of acid damage per round. A new save is required each round
inside the plant. The save DC is Constitution-based.
A swallowed creature that avoids paralysis can climb out of the mass
with a successful grapple check. This returns it to the plant’s maw,
where another successful grapple check is needed to get free. A
swallowed creature can also cut its way out by using a light slashing
or piercing weapon to deal 25 points of damage to the
tendriculos’s interior (AC 14). Once the creature exits, the plant’s
regenerative capacity closes the hole; another swallowed opponent must
cut its own way out.
A Huge tendriculos’s interior can hold 2 Large, 8 Medium, 32 Small, 128
Tiny, or 512 Diminutive or smaller opponents.
Regeneration (Ex): Bludgeoning weapons and acid deal normal damage to a
tendriculos.
A tendriculos that loses part of its body mass can regrow it in 1d6
minutes. Holding the severed portion against the mass enables it to
reattach instantly
VINE HORROR (Land)
Medium-Size Plant
Hit Dice: 5d8+20 (42 hp)
Initiative: +0
Speed: 30 ft., swim 20 ft.
AC: 18 (+8 natural), touch 10, flat-footed 18
Base Attack/Grapple: +3/+7
Attack: Slam +7 melee
Full Attack: 2 slams +7 melee
Damage: Slam 1d6+4
Face/Reach: 5 ft./5 ft.
Special Attacks: Animate vines
Special Qualities: Half damage from piercing and slashing,
malleability, plant traits
Saves: Fort +8, Ref +1, Will +2
Abilities: Str 18, Dex 10, Con 19, Int 9, Wis 13, Cha 10
Skills: Hide +15*, Listen +3, Spot +3, Swim +16
Feats: Alertness, Blind- Fight
Climate/Terrain: Any swamp or aquatic
Organization: Solitary or colony (2–12)
Challenge Rating: 4
Treasure:—
Alignment: Always neutral evil
Advancement: 6–7 HD (Large); 8–16 HD (Huge) Primitive, cruel,
and elusive, vine horrors are sentient colonies of algae with the
ability to assume a roughly humanoid form. They stalk swamps and
similar areas, and they attack by surprise whenever possible.
Vine horrors are often mistaken for green-skinned humanoids with
coarse, rough features. A vine horror’s features appear smooth and
somewhat unformed, and when it speaks, its voice often changes pitch in
unusual and seemingly random patterns.
Guided by their own malicious instincts, vine horrors seek to harm and
slay any who enter their territory. Communities located too close to
swamps or other vine horror lairs often suffer nocturnal attacks by
animated trees.
Vine horrors speak Sylvan.
COMBAT Vine horrors often attempt to hide in forest area where they
then animate trees to attack foes one at a time.
Unlike treants and similar creatures, vine horrors care nothing for the
trees they animate or the swamps they inhabit.
Animate Vines (Sp): A vine horror can use this ability to animate any
single vine or similar kind of plant life within 90 feet. An animated
vine fights as an assassin vine in all respects (see the Monster
Manual). An animated vine loses its ability to fight if the vine horror
that animated it is incapacitated or moves out of range.
Malleability (Ex): Because of a vine horror’s unusual body structure,
it can compress its body enough to squeeze through a 1- inch-wide
crack. Cracks and similar openings that are 1 inch or more in width do
not slow the vine horror at all.
Plant Traits (Ex): A vine horror is immune to poison, sleep, paralysis,
stunning, and polymorphing.
It is not subject to critical hits or mind-affecting effects. A vine
horror also has low-light vision.
Skills: Vine horrors have a +8 racial bonus on any Swim check to
perform some special action or avoid a hazard and can always choose to
take 10 on Swim checks, even if distracted or endangered. *Vine horrors
have a +15 racial bonus on Hide checks in swamps or other areas with
noticeable concentrations of algae.
GRIG
Tiny Fey
Hit Dice: 1/2 d6+1 (2 hp)
Initiative: +4
Speed: 20 ft. (4 squares), fly 40 ft. (poor)
Armor Class: 18 (+2 size, +4 Dex, +2 natural), touch 16,
flat-footed 16
Base Attack/Grapple: +0/–11
Attack: Short sword +6 melee (1d3–3/19–20) or longbow +6 ranged
(1d4–3/×3)
Full Attack: Short sword +6 melee (1d3–3/19–20) or longbow +6
ranged (1d4–3/×3)
Space/Reach: 2-1/2 ft./0 ft.
Special Attacks: Spell-like abilities, fiddle
Special Qualities: Damage reduction 5/cold iron, low-light
vision, spell resistance 17
Saves: Fort +1, Ref +6, Will +3
Abilities: Str 5, Dex 18, Con 13, Int 10, Wis 13, Cha 14
Skills: Craft (any one) +4, Escape Artist +8, Hide +16, Jump +3,
Listen +3, Move Silently +8*, Perform (string instruments) +6, Search
+2, Spot +3
Feats: DodgeB, Weapon Finesse
Environment: Temperate forests
Organization: Gang (2–4), band (6–11), or tribe (20–80)
Challenge Rating: 1
Treasure: No coins; 50% goods; 50% items
Alignment: Always neutral good
Advancement: 1–3 HD (Tiny)
Level Adjustment: +3 This tiny being has a humanoid head, torso,
and arms, with the wings, antennae, and legs of a cricket.
Grigs are mischievous and lighthearted. They have no fear of larger
creatures and delight in playing tricks on them. Favorite pranks
include stealing food, collapsing tents, and using ventriloquism to
make objects talk.
Grigs can leap great distances. They have light blue skin, forestgreen
hair, and brown hairy legs, and usually wear tunics or brightly colored
vests with buttons made from tiny gems.
A grig stands 1-1/2 feet tall and weighs about 1 pound.
Grigs speak Sylvan. Some also speak Common.
Combat Grigs are fierce by sprite standards, attacking opponents
fearlessly with bow and dagger.
Spell-Like
Abilities: 3/day—disguise self, entangle (DC 13), invisibility
(self only), pyrotechnics (DC 14), ventriloquism (DC 13).
Caster level 9th. The save DCs are Charisma-based.
Fiddle (Su): One grig in each band carries a tiny, grig-sized fiddle.
When the fiddler plays, any nonsprite within 30 feet of the instrument
must succeed on a DC 12 Will save or be affected as though by Otto’s
irresistible dance for as long as the playing
continues.
The save DC is Charisma-based.
Skills: Grigs have a +8 racial bonus on Jump checks.
*They also have a +5 racial bonus on Move Silently checks in a forest
setting.
GREENVISE
Huge Plant
Hit Dice: 12d8+48 (102 hp)
Initiative: +0
Speed: 10 ft.
AC: 16 (–2 size, +8 natural), touch 8, flat-footed 16 Attacks: 4
slams +16 melee and bite +11 melee
Damage: Slam 2d4+9, bite 1d6+4
Face/Reach: 10 ft. by 10 ft./15 ft.
Special Attacks: Death fog, improved grab, swallow whole
Special Qualities: Acid immunity, plant traits, woodsense
Saves: Fort +12, Ref +4, Will +4
Abilities: Str 29, Dex 10, Con 18, Int 3, Wis 11, Cha 6
Climate/Terrain: Temperate or warm hills, plains or marsh
Organization: Solitary, pair, or patch (3–8)
Challenge Rating: 10
Treasure: None
Alignment: Always neutral
Advancement: 13–18 HD (Huge); 19–36 HD (Gargantuan) Greenvises
are ambulatory vegetable horrors that stalk the fringes of some
humanoid settlements. These carnivorous plants are not bold—they prefer
to ambush lone prey that happens to come too near. Greenvises rest at
night and actively hunt during daylight hours, repositioning themselves
throughout the day if prey in a particular hunting area proves scarce.
A greenvise is a larger, sturdier version of the venus flytrap, with a
thick, green, trunklike stem and four sturdy tendrils that hang down
like vines. When the creature opens its mouth, a mottled pink maw lined
with toothlike thorns is revealed; when closed, the mouth structure
resembles an ordinary leafy bush. A greenvise has small, tendrillike
roots that it uses to move.
COMBAT After setting itself up in an appropriate location, a greenvise
lies in wait for prey to pass. It lunges at the first living creature
it senses, using all its tendrils to grab the prey and transfer it to
its maw. An extremely hungry or seriously hurt greenvise releases a
death fog to weaken its opponents and obscure their vision. Although
multiple greenvises are sometimes found together, they do not share
their prey and thus do not assist each other in combat unless many
potential victims are present.
Death Fog (Su): Twice per day, a greenvise can emit an acidic fog that
functions like an acid fog spell, except as follows.
The death fog’s area is a 40-foothigh spread with a 60-foot radius.
Within this area, all sight, including darkvision, is limited to 5
feet. A creature within 5 feet has onehalf concealment (attacks against
it have a 20% miss chance). Creatures farther away have total
concealment (50% miss chance, and the attacker can’t use sight to
locate the target). Any creature attempting to move through the death
fog progresses at one -tenth normal speed, and each of its melee attack
and melee damage rolls incurs a –2 circumstance penalty. A death fog
prevents effective ranged weapon attacks, except for magic rays and the
like.
In addition to obscuring sight, a death fog is highly acidic. Each
round, the fog deals 3d8 points of acid damage to every creature and
object within it (no saving throw). A severe wind (31+ mph) disperses
these vapors in 1d2 rounds; otherwise, the effect lasts for 3d6+1
rounds. The greenvise is not impeded by its own death fog, so it can
move and fight within the fog freely.
Improved Grab (Ex): If a greenvise hits an opponent that is at least
one size category smaller than itself with a slam attack, it deals
normal damage and attempts to start a grapple as a free action without
provoking an attack of opportunity (grapple bonus +26). If it gets a
hold, it can transfer the opponent to its maw with another successful
grapple check, dealing automatic bite damage, then try to swallow in
the next round. Alternatively, the greenvise has the option to conduct
the grapple normally, or simply use its tendrils or maw to hold the
opponent (–20 penalty on grapple check, but the greenvise is not
considered grappled). In either case, each successful grapple check it
makes during successive rounds automatically deals slam or bite damage,
as appropriate.
Swallow Whole (Ex): A greenvise can swallow a single creature that is
at least one size category smaller than itself by making a successful
grapple check (grapple bonus +26), provided it already has that
opponent in its maw (see Improved Grab, above). Once inside the
greenvise, the opponent takes 2d6+9 points of bludgeoning damage and
2d4 points of acid damage per round from the plant’s stomach. A
successful grapple check allows the swallowed creature to climb out of
the stomach and return to the greenvise’s maw, where another successful
grapple check is needed to get free. Alternatively, a swallowed
creature can try to cut its way out with either claws or a light
piercing or slashing weapon. Dealing at least 20 points of damage to
the stomach (AC 18) in this way creates an opening large enough to
permit escape.
Once a single swallowed creature exits, muscular action closes the
hole; thus, another swallowed opponent must cut its own way out. A
greenvise’s stomach can hold 1 Large, 4 Medium-size, 16 Small, or 64
Tiny or smaller opponents.
Plant Traits (Ex): A greenvise is immune to poison, sleep, paralysis,
stunning, and polymorphing.
It is not subject to critical hits or mindaffecting effects. The
creature also has lowlight vision.
Woodsense (Ex): A greenvise can automatically sense the location of
anything within 60 feet that is in contact with vegetation, even
objects or creatures that are not in contact with the same vegetation
as it is.
BATTLEBRIAR
Huge Plant
Hit Dice: 25d8+200 (312 hp)
Initiative: –2
Speed: 30 ft. (6 squares)
Armor Class: 30 (–2 size, –2 Dex, +24 natural), touch 6, fl
at-footed 30
Base Attack/Grapple: +18/+37
Attack: Slam +28 melee (2d6+11/19–20)
Full Attack: 4 slams +28 melee (2d6+11/19–20)
Space/Reach: 15 ft./10 ft.
Special Attacks: Impale, improved grab, thorn volley, trample
2d6+16
Special Qualities: Darkvision 60 ft., low-light vision, plant
traits, resistance to electricity 20 and fire 20, thorn field
Saves: Fort +22, Ref +6, Will +10
Abilities: Str 32, Dex 6, Con 27, Int 5, Wis 10, Cha 7
Skills: Hide +18*
Feats: Awesome Blow, Cleave, Great Cleave, Improved Bull Rush,
Improved Critical (slam), Improved Natural Attack (slam), Iron Will,
Power Attack, Weapon Focus (slam)
Environment: Temperate forests
Organization: Solitary
Challenge Rating: 15
Treasure: None
Alignment: Usually neutral
Advancement: 26–50 HD (Huge)
Level Adjustment: — This six-legged lionlike creature has a body
made of writhing vines and thorns. Each of its gorillalike pairs of
limbs is slightly shorter than the pair in front of it—its forelimbs
are the longest, the middle pair of limbs slightly shorter, and its
rear pair of legs the shortest of all. Long thorns protrude from every
part of the creature’s body, making it seem impossible to approach or
move around the creature without risking serious injury.
Plants magically engineered to serve as massive living siege engines,
battlebriars on a fi eld of battle can easily destroy massed formations
of lesser troops. Although created for war, battlebriars have long
since escaped the control of their creators, and they now roam through
forest and fi eld alike. A single battlebriar is capable of destroying
a small town, and for this reason it is an event of major importance
when one is seen near a settlement of any size.
Battlebriars possess a rudimentary intelligence but no capacity for
speech. On the few times that druids and spellcasters of similar skill
have been able to communicate with them, battlebriars have proven
intractable and uncaring.
A few powerful evil druids have been able to fi nd magical means of
controlling battlebriars, and these controlled beasts make fearsome
guardians.
A battlebriar walks about on all six of its limbs, but when fi ghting,
it stands on only one set of legs, swinging both pairs of its huge
forelimbs wildly. A battlebriar is almost as broad as it is tall, and
compared to a humanoid of similar size, is quite squat and stocky.
Battlebriars have a tough, rubbery hide the color of drying mud,
although some of the vinelike strands that run through its body are
greenish in color. A massive plant, one can grow up to 15 feet in
length and weigh as much as 18,000 pounds.
Battlebriars do not speak, but they understand simple words and phrases
in Sylvan.
COMBAT A battlebriar is neither smart enough nor inventive enough to
give much thought to tactics. It moves toward its foes with ponderous
steps, launching volleys of thorns if its foes are too mobile to catch.
Although slow-thinking by human standards, a battlebriar is at least
perceptive enough to use its various attack forms to its best
advantage, trampling large groups of smaller foes, using its volleys of
thorns against fl eeing enemies, and moving close to foes who engage in
melee combat so as to expose them to its deadly thorns. More by
accident than strategy, battlebriars have developed one fi ghting
technique that is extremely effective against Medium and smaller foes.
A battlebriar moves up to its foe and uses its Awesome Blow feat,
earning a free attack of opportunity against its foe if the feat is
successful because the affected creature is pushed through a
battlebriar’s threatened area.
Impale (Ex): Whenever a battle briar successfully starts a grapple with
a Medium or smaller creature, there is a chance that the creature will
become impaled on one of the thorns. After the grapple has begun, a
battlebriar can attempt another grapple check as a free action to
impale the creature on its thorns.
An impaled creature is helpless until it beats the battlebriar in an
opposed grapple check. As long as the only creatures that it is
grappling with are impaled, a battlebriar is not considered grappled
(the battlebriar does not lose its Dexterity bonus to AC, still
threatens an area, and can use its remaining attacks against other
opponents). When making grapple checks against impaled creatures, a
battlebriar takes a –20 penalty on grapple checks.
Improved Grab (Ex): To use this ability, a battlebriar must hit with
its slam attack. It can then attempt to start a grapple as a free
action without provoking attacks of opportunity.
Thorn Volley (Ex): Battlebriars grow and shed their thorns at an
incredible rate, and by rearing up on their hind legs and snapping
their bodies forward, they can launch a deadly volley. As a standard
action, a battlebriar can launch a volley of thorns, centering the
volley anywhere within 60 feet. The thorns deal 8d6 points of piercing
damage to all creatures within a 10-foot radius (Refl ex DC 33 half).
The save DC is Strength-based.
Trample (Ex): Refl ex half DC 33. The save DC is Strength-based.
Thorn Field (Ex): The thorns on a battlebriar’s body protrude into the
area surrounding the creature, causing several effects on creatures
moving through a battlebriar’s threatened area. A battlebriar can make
up to four attacks of opportunity each round. (Unlike the Combat Refl
exes feat, this ability does not allow a battlebriar to make attacks of
opportunity while fl at-footed.) In addition, the DCs for Tumble checks
to move through a battlebriar’s threatened area or through the squares
that it occupies increases by 10. Creatures three or more size
categories smaller than a battlebriar cannot freely move through the
area that a battle briar occupies.
Skills: *Despite its size, a battlebriar blends well with its
surroundings, and it gains a +8 racial bonus on Hide checks in
aboveground, natural environments.
TOPIARY GUARDIAN
This neatly trimmed shrub has been impeccably sculpted into the shape
of an animal.
A topiary guardian is a shrub or bush sculpted into the shape of an
animal and then animated by arcane magic.
As much decoration as defense, these creatures guard the courtyards of
kings and nobles, blending in seamlessly among ordinary hedge
sculptures. The guardians spring to life only when an intruder enters
the garden.
Topiary guardians are as much construct as plant. They are not
naturally mobile plant creatures; like golems, their animating force is
a spirit from the Elemental Plane of Earth that has been bound to the
body via magic. As a result, druids fi nd them distasteful at best, and
an abomination at worst. The wealthy landowners who keep the creatures
in their gardens rarely worry about such issues, however. They consider
the extra security of having a topiary guardian patiently waiting to
spring on thieves or assassins more important than the shrub’s
“feelings.” A topiary guardian is the same size as the creature it
imitates, so a lion topiary guardian would have a lion’s dimensions.
However, a guardian is composed mostly of tiny branches and leaves,
making it much lighter than a flesh-and-blood creature of the same
size; it weighs only one-quarter as much as its flesh-and-blood
counterpart.
Topiary guardians do not speak, but do rustle slightly as they move.
COMBAT A topiary guardian follows the orders of its creator if he is
within 90 feet. If uncommanded, it continues to follow the last order
it received to the best of its ability, though it attacks any creature
that attacks it. The guardian’s creator can leave simple orders, such
as “Attack any creature entering the garden at night,” that the
guardian can follow. If a guardian is protecting the home of an
important government figure, it is often given orders to pin opponents
rather than kill them.
Captured intruders can then be arrested and interrogated by the local
guard.
Topiary guardians sense vibrations through the ground, making them
excellent sentries. When a topiary guardian spots an intruder, it stays
perfectly still until the intruder comes within 30 or 40 feet. The
animated bush then simply charges, often catching the foe off guard.
Merciful (Ex): A topiary guardian can deal nonlethal damage with any of
its attacks without taking the standard –4 penalty on attack rolls. The
creature chooses whether to deal lethal or nonlethal damage depending
on the orders it is given by its creator. Orders to capture or subdue
enemies cause the topiary guardian to use nonlethal attacks; any other
attack order causes the creature to deal lethal damage.
Freeze (Ex): A topiary guardian can hold itself so still that it
appears to be a normal sculpted shrub. An observer must succeed on a DC
30 Spot check to notice that a topiary guardian is actually an animated
creature.
Skills: A topiary guardian has a +8 racial bonus on Move
Silently checks.
BOAR TOPIARY GUARDIAN Medium Plant
Hit Dice: 5d8+10 (32 hp)
Initiative: +3
Speed: 40 ft. (8 squares)
Armor Class: 17 (+3 Dex, +4 natural), touch 13, fl at-footed 14
Base Attack/Grapple: +3/+6
Attack: Gore +6 melee (2d6+4)
Full Attack: Gore +6 melee (2d6+4)
Space/Reach: 5 ft./5 ft.
Special Attacks: Ferocity, merciful
Special Qualities: Damage reduction 10/slashing, freeze,
low-light vision, plant traits, tremorsense 90 ft., vulnerability to fi
re
Saves: Fort +6, Ref +4, Will +1
Abilities: Str 17, Dex 16, Con 14, Int —, Wis 10, Cha 1
Skills: Move Silently +11
Feats: —
Environment: Any
Organization: Solitary or garden (2–8)
Challenge Rating: 3
Treasure: None
Alignment: Always neutral
Advancement: —
Level Adjustment: — A boar topiary guardian stands 3 feet high
at the shoulder and is 4 feet long. It weighs about 100 pounds.
Combat A boar topiary guardian has the following special
Attack: Ferocity (Ex): A boar topiary guardian continues to fi
ght without penalty even while disabled or dying.
LION TOPIARY GUARDIAN Large Plant
Hit Dice: 10d8+40 (85 hp)
Initiative: +2
Speed: 40 ft. (8 squares)
Armor Class: 17 (+2 Dex, +6 natural, –1 size), touch 11, fl
at-footed 15
Base Attack/Grapple: +7/+18
Attack: Claw +13 melee (1d6+7)
Full Attack: 2 claws +13 melee (1d6+7) and bite +8 melee (1d8+3)
Space/Reach: 10 ft./10 ft.
Special Attacks: Improved grab, merciful, pounce, rake 1d6+3
Special Qualities: Damage reduction 10/slashing, freeze,
low-light vision, plant traits, tremorsense 90 ft., vulnerability to fi
re
Saves: Fort +11, Ref +5, Will +3
Abilities: Str 25, Dex 14, Con 18, Int —, Wis 10, Cha 1
Skills: Move Silently +10
Feats: —
Environment: Any
Organization: Solitary or garden (2–8)
Challenge Rating: 7
Treasure: None
Alignment: Always neutral
Advancement: —
Level Adjustment: — A lion topiary guardian is up to 8 feet long
and weighs about 100 pounds.
Combat A lion topiary guardian has the following
Special Attacks: Improved Grab (Ex): To use this ability, a lion
topiary guardian must hit with its bite attack. It can then attempt to
start a grapple as a free action without provoking attacks of
opportunity. If it wins the grapple check, it establishes a hold and
can rake on subsequent rounds.
Pounce (Ex): If a lion topiary guardian charges a foe, it can make a
full attack, including two rake attacks.
Rake (Ex): Attack bonus +13 melee, damage 1d6+3.
TRICERATOPS TOPIARY GUARDIAN Huge Plant
Hit Dice: 20d8+120 (210 hp)
Initiative: +1
Speed: 30 ft. (6 squares)
Armor Class: 18 (–2 size, +1 Dex, +9 natural), touch 9, fl
atfooted 17
Base Attack/Grapple: +15/+34
Attack: Gore +24 melee (4d6+16 or Powerful Charge 7d6+16)
Full Attack: Gore +24 melee (4d6+16)
Space/Reach: 15 ft./10 ft.
Special Attacks: Merciful, trample 4d6+16
Special Qualities: Damage reduction 10/slashing, freeze,
low-light vision, plant traits, tremorsense 90 ft., vulnerability to fi
re
Saves: Fort +18, Ref +7, Will +6
Abilities: Str 33, Dex 12, Con 22, Int —, Wis 10, Cha 1
Skills: Move Silently +9
Feats: Powerful ChargeB
Environment: Any
Organization: Solitary or garden (2–8)
Challenge Rating: 13
Treasure: None
Alignment: Always neutral
Advancement: —
Level Adjustment: — A triceratops topiary guardian measures 25
feet long and weighs 5,000 pounds.
Combat A triceratops topiary guardian has the following special attack.
Trample (Ex): Refl ex half DC 31. The save DC is Strength-based.
CONSTRUCTION Creating a topiary guardian begins with acquiring a
perfectly sculpted topiary of a boar, lion, or triceratops. Shaping the
plant takes six weeks and requires a DC 25 Craft (gardening), Craft
(sculpting), or Profession (gardener) check.
After the topiary has been properly crafted, the creator must treat it
with rare tinctures and oils costing 1/25th the base price of the
guardian (800 gp for a Medium topiary guardian, 2,400 gp for a Large
topiary guardian, or 4,600 gp for a Huge topiary guardian). Once the
topiary is properly treated, the animating ritual can commence. The
entire ritual for animation must take place outdoors, since the shrub
remains dependent on sun, rain, and soil until the fi nal day of the
procedure.
CL 13th; Craft Construct, awaken, geas/quest, limited wish, creator
must be a 13th-level caster; Price 20,000 gp (Medium), 60,000 gp
(Large), 115,000 gp (Huge); Cost 10,800 + 800 XP (Medium), 32,400 gp +
2,400 XP (Large), 62,100 gp + 4,600 XP (Huge).
ALTERNATIVE TOPIARY GUARDIANS Creating a topiary guardian that mimics a
different animal (of Medium, Large, or Huge size) is possible. Start
with the base creature’s normal statistics and make the following
changes.
Size and Type: The creature’s type changes to plant.
Recalculate base attack bonus, saves, and skill points based on the
topiary guardian’s Hit Dice (see below). Size is unchanged.
Hit Dice: Topiary guardians have Hit Dice according to their
size. Medium topiary guardians have 5 HD, Large topiary guardians 10
HD, and Huge topiary guardians 20 HD.
Speed: Land speed same as base creature. A topiary guardian does
not gain any burrow, climb, fl y, or swim speed of the creature on
which it is based.
Special Attacks: A topiary guardian gains the following special
attack.
Merciful (Ex): A topiary guardian can deal nonlethal damage with any of
its attacks without taking the standard –4 penalty on attack rolls. The
creature chooses whether to deal lethal or nonlethal damage depending
on the orders it is given by its creator. Orders to capture or subdue
enemies cause the topiary guardian to use nonlethal attacks; any other
attack order causes the creature to deal lethal damage.
Special Qualities: A topiary guardian gains the following
special qualities.
Damage Reduction (Ex): A topiary guardian has damage reduction
10/slashing.
Freeze (Ex): A topiary guardian can hold itself so still that it
appears to be a normal sculpted shrub. An observer must succeed on a DC
30 Spot check to notice that a topiary guardian is actually an animated
creature.
Tremorsense (Ex): A topiary guardian has tremorsense out to 90 feet.
Vulnerability to Fire: Topiary guardians are vulnerable to fire.
Abilities: A topiary guardian has a specifi c set of ability
scores based on its size, as given below.
Medium: Str 17, Dex 16, Con 14, Int —, Wis 10, Cha 1.
Large: Str 25, Dex 14, Con 18, Int —, Wis 10, Cha 1.
Huge: Str 33, Dex 12, Con 22, Int —, Wis 10, Cha 1.
Skills: A topiary guardian has a +8 racial bonus on Move
Silently checks.
Environment: Any.
Organization: Solitary or garden (2–8).
Challenge Rating: As base creature +1 or by size (Medium 3,
Large 7, Huge 12), whichever is higher.
Treasure: None.
Alignment: Always neutral.
Advancement: —.
Level Adjustment: —.
TOPIARY GUARDIANS IN EBERRON Wealthy Khorvairian nobles as well as
members of dragonmarked families are fond of using topiary guardians to
protect their estates. Boar topiary guardians are popular with the
nobles of Aundair, Thrane, and Breland. Karrnathi and Cyran nobles
favor lion topiary guardians.
Huge topiary guardians such as the triceratops grace the impeccably
sculpted gardens of some dragonmarked noble families.
TOPIARY GUARDIANS IN FAERÛN Topiary guardians are typically found
in places druid circles convene, including city parks and other places
where civilization and nature converge. They also protect temples and
shrines of Chauntea, Mielikki, Silvanus, and other similar deities.
Aquatic elf druids have learned how to fashion underwater topiary
guardians from beds of kelp, while in the Underdark topiary guardians
are fashioned from sculpted clumps of living moss.
RAVEN
Tiny Animal
Hit
Dice: 1/4 d8 (1 hp)
Initiative:
+2
Speed: 10 ft. (2 squares),
fly 40 ft. (average)
Armor Class:
14 (+2 size, +2 Dex), touch 14, flat-footed 12
Base Attack/Grapple: +0/–13
Attack: Claws +4 melee (1d2–5)
Full Attack: Claws +4 melee
(1d2–5)
Space/Reach:
2-1/2 ft./0 ft.
Special Attacks:
—
Special Qualities:
Low-light vision
Saves: Fort
+2, Ref +4, Will +2
Abilities:
Str 1, Dex 15, Con 10, Int 2, Wis
14, Cha 6
Skills: Listen +5,
Spot +7
Feats: Alertness,
Weapon FinesseB
Environment:
Temperate forests
Organization:
Solitary
Challenge Rating: 1/6
Advancement: —
Level Adjustment: —
These glossy black birds are about 2 feet long and have wingspans of
about 4 feet. They combine both claws into a single attack.
The statistics presented here can describe most nonpredatory birds
of similar size