Giant Crab

This lumbering hard-shelled crab stands as tall as a dwarf, its massive pincers waving menacingly.

N Medium vermin (aquatic)
Init+1; Senses darkvision 60 ft.; Perception +4

DEFENSE

AC 16, touch 11, flat-footed 15 (+1 Dex, +5 natural)
HP 19 (3d8+6)
Fort +5, Ref +2, Will +1
Immune mind-affecting effects

OFFENSE

Speed 30 ft., swim 20 ft.
Melee 2 claws +4 (1d4+2 plus grab)
Space 5 ft., Reach 5 ft.
Special Attacks constrict (1d4+2) whenever it makes a successful grapple check

STATISTICS

Str15, Dex13, Con 14, Int-, Wis10, Cha 2
Base Atk+2; CMB +4 (+8 grapple); CMD 15 (27 vs. trip)
Skills Perception +4, Swim +10
Racial Modifiers +4 Perception
SQ water dependency

Water Dependency (Ex) Giant crabs can survive out of the water for 1 hour per point of Constitution. Beyond this limit, a giant crab runs the risk of suffocation, as if it were drowning.

Chuul

This lobster-like creature has a thick armored shell. A pair of tiny eyes gleams above a mouth full of writhing tentacles.

CE Large aberration (aquatic)
Init+7; Senses darkvision 60 ft.; Perception +19

DEFENSE

AC 22, touch 12, flat-footed 19 (+3 Dex, +10 natural, -1 size)
HP 85 (10d8+40)
Fort +7, Ref +6, Will +9
Immune poison

OFFENSE (Blind Fight, Combat Reflexes)

Speed 30 ft., swim 20 ft.
Melee 2 claws +14 (2d6+7 plus grab)
Space 10 ft., Reach 5 ft.
Special Attacks constrict (2d6+7) whenever it succeeds on a grapple check, paralytic tentacles

STATISTICS

Str25, Dex16, Con 18, Int10, Wis14, Cha 5
Base Atk+7; CMB +15 (+19 grapple); CMD 28 (32 vs. trip)
Feats Alertness, Blind-Fight, Combat Reflexes, Improved Initiative, Weapon Focus (claw)
Skills Knowledge (nature) +8, Perception +19, Sense Motive +9, Stealth +9, Swim +28
Languages Common (sometimes Undercommon for subterranean variants)
SQ amphibious

Paralytic Tentacles (Ex) A chuul can transfer a grappled victim from a claw to its tentacles as a move action. The tentacles grapple with the same strength as the claw but deal no damage, instead exuding a paralytic secretion. Anyone held in the tentacles must succeed on a DC 19 Fortitude save each round on the chuul's turn or be paralyzed for 6 rounds. The save DC is Constitution-based. While held in the tentacles, paralyzed or not, a victim automatically takes 1d8+7 points of damage each round from the creature's mandibles.

Cloaker

This ray-like creature opens a toothy maw and leers with glaring red eyes. Behind it whips a menacing tail of segmented bone.

CN Large aberration
Init+7; Senses darkvision 60 ft.; Perception +14

DEFENSE

AC 19, touch 12, flat-footed 16 (+3 Dex, +7 natural, -1 size)
HP 51 (6d8+24)
Fort +6, Ref +5, Will +7
Defensive Abilities shadow shift

OFFENSE

Speed 10 ft., fly 40 ft. (average)
Melee bite +8 (1d6+5), tail slap +3 (1d8+2)
Space 10 ft., Reach 10 ft. (5 ft. with bite)
Special Attacks engulf, moan (DC 15)

STATISTICS

Str21, Dex16, Con 19, Int14, Wis15, Cha 14
Base Atk+4; CMB 10; CMD 23 (can't be tripped)
Feats Combat Reflexes, Improved Initiative, Skill Focus (Perception)
Skills Disguise +8, Fly +10, Knowledge (religion) +11, Perception +14, Sense Motive +8, Stealth +8
Racial Modifiers +8 Disguise to appear as a cloak, sheet, manta ray, or similarly shaped object or creature
Languages Undercommon

Engulf (Ex) A cloaker can try to wrap a Medium or smaller creature in its body as a standard action. The cloaker attempts a grapple that does not provoke an attack of opportunity. If it wins the grapple check, it establishes a hold and bites the engulfed victim with a +4 bonus on its attack roll. It can still use its whip-like tail to strike at other targets. Attacks that hit an engulfing cloaker deal half their damage to the monster and half to the trapped victim.

Moan (Ex) A cloaker can emit an infrasonic moan as a standard action, with one of four effects.

  1. Fear: All creatures in a 30-foot spread must save (Will negates) or become panicked for 2 rounds. (panicked = drop held items and flee at top speed)
  2. Nausea: All creatures in a 30-foot cone must save (Fortitude negates) or fall prone and be nauseated for 1d4+1 rounds. (nauseated = 1 move action per round)
  3. Stupor: A single creature within 30 feet is affected by hold monster for 5 rounds (Will negates).
  4. Unnerve: Anyone within a 60-foot spread automatically takes a -2 penalty on attack and damage rolls.

Those in the area for more than 6 consecutive rounds must save (Will negates) or enter a trance, helpless until the moaning stops. Cloakers are immune to these sonic, mind-affecting attacks. A creature that successfully saves against the cloaker's fear, nausea, or unnerve moans cannot be affected by that same moan effect from that cloaker for 24 hours. All of the save DCs against a cloaker's moan are DC 15. Save DCs are Charisma-based.

Shadow Shift (Su) When in dim illumination, a cloaker can manipulate shadows as a free action to create one of three effects: blur (lasts 1d4 rounds, self only), mirror image (CL 6th), or silent image (DC 15, CL 6th, save DC is Charisma-based).

Skum

This hunchbacked, green-skinned humanoid has a wide, frog-like head but a mouth more akin to that of a toothy fish.

LE Medium monstrous humanoid (aquatic)
Init+1; Senses darkvision 60 ft.; Perception +5

DEFENSE

AC 13, touch 11, flat-footed 12 (+1 Dex, +2 natural)
HP 20 (2d10+9)
Fort +3, Ref +4, Will +3
Resist cold 10

OFFENSE

Speed 20 ft., swim 40 ft.
Melee trident +4 (1d8+2), claw +2 (1d4+1), bite +2 (1d6+1)
Ranged trident +3 (1d8+2)
Space 5 ft., Reach 5 ft.

STATISTICS

Str15, Dex13, Con 17, Int10, Wis10, Cha 6
Base Atk+2; CMB 4; CMD 15
Feats Multiattack, Toughness
Skills Intimidate +3, Perception +5, Stealth +6, Swim +15
Racial Modifiers +4 Perception and Stealth underwater
Languages Aboleth, Undercommon
SQ amphibious

Phase Spider

This large spider-like monster has an eerie, humanoid face surrounded by a shaggy mane of fur.

N Large magical beast
Init+7; Senses darkvision 60 ft., low-light vision; Perception +6

DEFENSE

AC 17, touch 12, flat-footed 14 (+3 Dex, +5 natural, -1 size)
HP 51 (6d10+18)
Fort +8, Ref +8, Will +3
Defensive Abilities ethereal jaunt

OFFENSE

Speed 40 ft., climb 20 ft.
Melee bite +10 (2d6+7 plus poison and grab)
Space 10 ft., Reach 5 ft.
Special Attacks ethereal ambush

STATISTICS

Str20, Dex17, Con 16, Int7, Wis13, Cha 10
Base Atk+6; CMB +12 (+16 grapple); CMD 25 (37 vs. trip)
Feats Ability Focus (poison), Improved Initiative, Skill Focus (Stealth)
Skills Climb +18, Perception +6, Stealth +7
Languages Aklo

Ethereal Ambush (Ex) A phase spider that attacks foes on the Material Plane in a surprise round can take a full round of actions if it begins the combat by phasing into the Material Plane from the Ethereal Plane.

Ethereal Jaunt (Su) A phase spider can shift from the Ethereal Plane to the Material Plane as a free action, and shift back again as a move action (or as part of a move action). The ability is otherwise identical to ethereal jaunt (CL 15th).

Poison (Ex) Bite-injury; save Fort DC 18; frequency 1/round for 8 rounds; effect 1d2 Constitution damage; cure 2 consecutive saves. The save DC is Constitution-based.

Will-o Wisp

This faintly glowing ball of light bobs gently in the air, the nebulous image of what might be a skull visible somewhere in its depths.

CE Small aberration (air)
Init+13; Senses darkvision 60 ft.; Perception +17

DEFENSE

AC 26, touch 26, flat-footed 16 (+5 deflection, +9 Dex, +1 dodge, +1 size)
HP 40 (9d8)
Fort +3, Ref +12, Will +9
Defensive Abilities natural invisibility; Immune magic

OFFENSE

Speed fly 50 ft. (perfect)
Melee shock +16 touch (2d8 electricity)
Space 5 ft., Reach 5 ft.

STATISTICS

Str1, Dex29, Con 10, Int15, Wis16, Cha 14
Base Atk+6; CMB 0; CMD 24
Feats Alertness, Blind-Fight, Dodge, Improved Initiative, Weapon Finesse
Skills Acrobatics +21, Bluff +11, Escape Artist +21, Fly +31, Perception +17, Stealth +25
Languages Aklo, Common
SQ feed on fear

SPECIAL ABILITIES

Feed on Fear (Su) Any time a will-o'-wisp is within 15 feet of a dying creature or creature subject to a fear effect, it gains fast healing 5.

Immunity to Magic (Ex) Will-o'-wisps are immune to all spells and spell-like abilities that allow spell resistance, except magic missile and maze.

Natural Invisibility (Ex) Will-o'-wisps have the ability to extinguish their natural glow as a move action, effectively becoming invisible, as per the spell.

Rust Monster

This insectile monster has four legs, a strange propeller-shaped protrusion at the end of its tail, and two long, feathery antennae.

N Medium aberration
Init+3; Senses darkvision 60 ft., scent metals 90 ft.; Perception +12

DEFENSE

AC 18, touch 13, flat-footed 15 (+3 Dex, +5 natural)
HP 27 (5d8+5)
Fort +2, Ref +4, Will +5

OFFENSE

Speed 40 ft., climb 10 ft.
Melee bite +6 (1d3), antennae +6 touch (rust)
Space 5 ft., Reach 5 ft.

STATISTICS

Str10, Dex17, Con 13, Int2, Wis13, Cha 8
Base Atk+3; CMB 3; CMD 16 (20 vs. trip)
Feats Ability Focus (rust), Skill Focus (Perception), Weapon Finesse
Skills Climb +8, Perception +12

Rust (Su) A rust monster's antennae are a primary touch attack that causes any metal object they touch to swiftly rust and corrode. The object touched takes half its maximum hp in damage and gains the broken condition-a second hit destroys the item. A rust monster never provokes attacks of opportunity by attempting to strike a weapon with its antennae. Against creatures made of metal, a rust monster's antennae deal 3d6+5 points of damage. An attended object, any magic object, or a metal creature can attempt a DC 15 Reflex save to negate this effect. The save DC is Constitution-based.

Scent Metals (Ex) This ability functions much the same as the scent ability, except that the range is 90 feet and the rust monster can only use it to sense metal objects (including creatures wearing or carrying metal objects).

Gray Ooze

A seemingly mundane puddle, patch of moist stone, or glistening rock is suddenly revealed to be more as a terrible pseudopod lashes out.

N Medium ooze
Init-5; Senses blindsight 60 ft.; Perception -5

DEFENSE

AC 5, touch 5, flat-footed 5 (-5 Dex)
HP 50 (4d8+32)
Fort +9, Ref -4, Will -4
Defensive Abilities ooze traits; Immune cold, fire

OFFENSE

Speed 10 ft.
Melee slam +6 (1d6+4 plus 1d6 acid and grab)
Space 5 ft., Reach 5 ft.
Special Attacks acid, constrict (1d6+1 plus 1d6 acid)

STATISTICS

Str16, Dex1, Con 26, Int-, Wis1, Cha 1
Base Atk+3; CMB +6 (+10 grapple); CMD 11 (can't be tripped)
SQ transparent

Acid (Ex) The digestive acid that covers a gray ooze dissolves metals and organic material, but not stone. Each slam and constrict attack deals 1d6 additional acid damage. Armor or clothing worn by a creature grappled by a gray ooze takes the same amount of acid damage unless the wearer succeeds on a DC 20 Reflex saving throw. A wooden or metal weapon that strikes a gray ooze takes 1d6 acid damage unless the weapon's wielder succeeds on a DC 20 Reflex save. The ooze's touch deals 12 points of acid damage per round to wooden or metal objects, but the ooze must remain in contact with the material for 1 full round in order to deal this damage. The save DCs are Constitution-based.

Transparent (Ex) Due to its lack of vivid coloration, a gray ooze is difficult to discern from its surroundings in most environments. A DC 15 Perception check is required to notice the gray ooze. Any creature that fails to notice a gray ooze and walks into it automatically suffers damage as if struck by the ooze's slam attack and is immediately subject to a grab attempt by the ooze.

Electric Eel

This six-foot-long, snake-like fish moves slowly. A strange popping and snapping sound occasionally emits from the creature's body.

N Small animal
Init+6; Senses low-light vision; Perception +4

DEFENSE

AC 15, touch 13, flat-footed 13 (+2 Dex, +2 natural, +1 size)
HP 17 (2d8+8)
Fort +7, Ref +5, Will +0
Resist electricity 10

OFFENSE

Speed 5 ft., swim 30 ft.
Melee bite +3 (1d6+1) and tail -2 touch (1d6 electricity)
Space 5 ft., Reach 5 ft.

STATISTICS

Str13, Dex14, Con 19, Int1, Wis10, Cha 6
Base Atk+1; CMB 1; CMD 13 (can't be tripped)
Feats Improved Initiative
Skills Escape Artist +10, Perception +4, Stealth +10, Swim +9
Racial Modifiers +8 Escape Artist

Electricity (Ex) An electric eel can produce a powerful jolt of electricity from its tail, delivering the jolt with a successful touch attack. On a critical hit, the creature struck must make a DC 15 Fortitude save or be stunned for 1d4 rounds. The save DC is Constitution-based.

Giant Moray Eel

This sixteen-foot-long eel slithers through the water with uncanny grace, mouth open to display large teeth and a second set of jaws.

N Large animal (aquatic)
Init+6; Senses low-light vision, scent; Perception +7

DEFENSE

AC 19, touch 11, flat-footed 17 (+2 Dex, +8 natural, -1 size)
HP 52 (7d8+21)
Fort +8, Ref +9, Will +3

OFFENSE

Speed swim 30 ft.
Melee bite +11 (2d6+9 plus grab)
Space 10 ft., Reach 10 ft.
Special Attacks gnaw

STATISTICS

Str22, Dex14, Con 16, Int1, Wis12, Cha 8
Base Atk+5; CMB +12 (+16 grapple); CMD 24 (can't be tripped)
Feats Improved Initiative, Lightning Reflexes, Skill Focus (Stealth), Weapon Focus (bite)
Skills Escape Artist +10, Perception +7, Stealth +8, Swim +14
Racial Modifiers +8 Escape Artist

Gnaw (Ex) If a giant moray begins a round with a grabbed foe, it inflicts automatic bite damage (2d6+9 points of damage). A giant moray eel possesses a second set of jaws in its throat that aid in swallowing-it can make a second bite attack (+11 attack, 1d6+3) against a foe it has already grabbed.

Giant Octopus

A storm of tentacles, each twenty feet in length, flails with deadly precision from the leathery body of this gigantic octopus.

N Large animal (aquatic)
Init+6; Senses low-light vision; Perception +8

DEFENSE

AC 18, touch 11, flat-footed 16 (+2 Dex, +7 natural, -1 size)
HP 90 (12d8+36)
Fort +11, Ref +12, Will +7
Defensive Abilities ink cloud (30-foot-radius sphere)

OFFENSE (combat reflexes)

Speed 20 ft., swim 30 ft., jet 200 ft.
Melee bite +13 (1d8+5 plus poison), 8 tentacles +11 (1d4+2 plus grab)
Space 10 ft., Reach 10 ft. (20 ft. with tentacle)
Special Attacks constrict (tentacle, 1d4+2)

STATISTICS

Str20, Dex15, Con 17, Int2, Wis12, Cha 3
Base Atk+9; CMB +15 (+19 grapple); CMD 27 (can't be tripped)
Feats Combat Reflexes, Improved Initiative, Iron Will, Lightning Reflexes, Multiattack, Skill Focus (Stealth), Stealthy
Skills Escape Artist +18, Perception +8, Stealth +18, Swim +13
Racial Modifiers +10 Escape Artist, +8 Stealth

Poison (Ex) Bite-injury; save Fort DC 19; frequency 1/round for 6 rounds; effect 1d3 Str; cure 2 saves.

Giant Frilled Lizard

This bright-eyed lizard is larger than a horse. As it hisses in anger, a brightly colored frill extends around its neck.

N Large animal
Init+5; Senses low-light vision, scent; Perception +11

DEFENSE

AC 18, touch 10, flat-footed 17 (+1 Dex, +8 natural, -1 size)
HP 59 (7d8+28)
Fort +11, Ref +8, Will +4

OFFENSE

Speed 30 ft., climb 30 ft.
Melee bite +9 (2d6+5), tail +4 (1d8+2)
Space 10 ft., Reach 5 ft.
Special Attacks intimidating charge

STATISTICS

Str21, Dex13, Con 19, Int2, Wis14, Cha 10
Base Atk+5; CMB 11; CMD 22 (26 vs. trip)
Feats Great Fortitude, Improved Initiative, Lightning Reflexes, Skill Focus (Perception)
Skills Climb +13, Perception +11, Stealth +8
Racial Modifiers +4 Stealth

Intimidating Charge (Ex) When a giant frilled lizard charges, it hisses ferociously, extends its neck frills, and darts forward on its hind legs, increasing its base speed to 50 feet for that round. In addition to the normal effects of a charge, the creature charged must make a DC 13 Will save or be shaken for 1d6 rounds. This is a fear effect. The save DC is Charisma-based.

Aboleth

Four long tentacles writhe from this three-eyed fish-like creature's flanks, and its green body glistens with thick, clear slime.

LE Huge aberration (aquatic)
Init+5; Senses darkvision 60 ft.; Perception +14
Aura mucus cloud (5 feet)

DEFENSE

AC 20, touch 9, flat-footed 19 (+1 Dex, +11 natural, -2 size)
HP 84 (8d8+48)
Fort +8, Ref +5, Will +11

OFFENSE

Speed 10 ft., swim 60 ft.
Melee 4 tentacles +10 (1d6+5 plus slime)
Space 15 ft., Reach 15 ft.
Spell-Like Abilities (CL 16th)

  • At will-Hypnotic Pattern (DC 15, medium, conc+2 rds, total 10HD fascinated), Illusory Wall (DC 17, close, permanent), Mirage Arcana (DC 18, long, hours), Persistent Image (DC 18, long, minutes), Programmed Image (DC 19, long, triggered, rounds), Project Image (DC 20, medium, rds, illusory double), Veil (DC 19, long, hours)
  • 3/day-Dominate Monster (DC 22, close, days)

STATISTICS

Str20, Dex12, Con 22, Int15, Wis17, Cha 17
Base Atk+6; CMB 13; CMD 24 (can't be tripped)
Feats Improved Initiative, Iron Will, Lightning Reflexes, Weapon Focus (tentacle)
Skills Bluff +11, Intimidate +14, Knowledge (any one) +13, Perception +14, Spellcraft +13, Swim +24
Languages Aboleth, Aklo, Aquan, Undercommon

Mucus Cloud (Ex) While underwater, an aboleth exudes a cloud of transparent slime. All creatures adjacent to an aboleth must succeed on a DC 20 Fortitude save each round or lose the ability to breathe air (but gain the ability to breathe water) for 3 hours. Renewed contact with an aboleth's mucus cloud and failing another save extends the effect for another 3 hours. The save DC is Constitution-based.

Slime (Ex) A creature hit by an aboleth's tentacle must succeed on a DC 20 Fortitude save or his skin and flesh transform into a clear, slimy membrane over the course of 1d4 rounds. The creature's new "flesh" is soft and tender, reducing its Constitution score by 4 as long as it persists. If the creature's flesh isn't kept moist, it dries quickly and the victim takes 1d12 points of damage every 10 minutes. Remove disease and similar effects can restore an afflicted creature to normal, but immunity to disease offers no protection from this attack. The save DC is Constitution-based.

Gerlach Cheat Sheet

8th level: short range is 45ft

Spell-like (CL 8th, conc+11/+15)

5/day acidic ray (30ft, 1d6+4 acid)

Spells (CL 8th, conc+11/+15)

4th(3/day):

  • contagion (VS, touch, DC 17F, immediately contract disease with no onset)
  • blinding sickness, bubonic plague, cackle fever, filth fever, leprosy, mindfire, red ache, shakes, or slimy doom (p557)
  • blinding sickness: 1d4 str, if 3+ STR damage make another save or be blinded
  • bubonic plague: 1d4 con + 1cha + fatigued
  • cackle fever: 1d6 wis
  • filth fever: 1d3 dex + 1d3 con
  • leprosy 1d2 cha
  • mindfire: 1d4 int
  • red ache: 1d6 str
  • shakes: 1d8 dex
  • slimy doom: 1d4 con, make second save or 1 point is drain instead

3rd (5/day):

  • lightning bolt (VS, 120ft line, 8d6, DC 16 half)
  • tongues (V, touch, 80 minutes)
  • vampiric touch (VS, touch, 4d6 damage and gain that many temporary HP)

2nd (7/day):

  • bears endurance (VS, touch, 8 minutes, +4 con)
  • ghoul touch (VS, touch, paralysed 1d6+2 rounds, DC 15F)
  • A paralyzed subject exudes a carrion stench that causes all living creatures (except you) in a 10-foot-radius spread to become sickened (Fortitude negates). A neutralize poison spell removes the effect from a sickened creature, and creatures immune to poison are unaffected by the stench.
  • Levitate (VSF, personal or close, levitate 20ft/round, unstable in combat [-1/rd], clamber half speed, 8 minutes)
  • See invisibility (VS, personal, 80 minutes, see invisible and ethereal)

1st (7/day):