Salamander, noble [NE]
Dire Shark Huge Animal (Aquatic); CR 9; HD 18d8+66 (147 hp);
Init +2; Spd Swim 60 ft; Space/Reach 15 ft./10 ft.;
AC 17 (-2 size, +2 Dex, +7 natural), touch 10, flat-footed 15;
Base Atk +13; Grp +27; Atk Bite +18 melee (2d8+9); Full Atk Bite +18 melee (2d8+9);
SA Improved grab, swallow whole; SQ Keen scent; AL N; SV Fort +14, Ref +13, Will +12;
Str 23, Dex 15, Con 17, Int 1, Wis 12, Cha 10
Skills: Listen +12, Spot +11, Swim +14
Feats: Improved Natural Attack (bite), Toughness (4), Weapon Focus (bite)
Improved Grab(Ex): To use this ability, a dire shark must hit 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 foe in the following round.
Swallow Whole(Ex): A dire shark can try to swallow a grabbed opponent of up to one size smaller by making a successful grapple check. Once inside, the opponent takes 2d6+6 points of bludgeoning damage plus 1d8+4 points of acid damage per round from the shark's digestive juices. A swallowed creature can cut its way out using a light slashing or piercing weapon by dealing 25 points of damage to the shark's digestive tract (AC 13). Once the creature exits, muscular action closes the hole; another swallowed opponent must cut its own way out. A Huge dire shark's gullet can hold 2 Large, 8 Medium or Small, 32 Tiny, 128 Diminutive, or 512 Fine or smaller opponents
Keen Scent(Ex): A dire shark can notice creatures by scent in a 180-foot radius and can detect blood in the water at a range of up to 1 mile.
Skills(): A dire shark 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
Roc Gargantuan Animal (); CR 9; HD 18d8+126 (207 hp);
Init +2; Spd 20 ft., fly 80 ft. (average); Space/Reach 20 ft./15 ft.;
AC 17 (-4 size, +2 Dex, +9 natural), touch 8, flatfooted 15; Base Atk +13; Grp +37;
Atk Talon +21 melee (2d6+12); Full Atk 2 talons +21 melee (2d6+12) and bite +19 melee (2d8+6);
SA -; SQ Low-light vision; AL Always neutral; SV Fort +18, Ref +13, Will +9;
Str 34, Dex 15, Con 24, Int 2, Wis 13, Cha 11
Skills: Hide -3, Listen +10, Spot +14
Feats: Alertness, Flyby Attack, Iron Will, Multiattack, Power Attack, Snatch, Wingover
Skills(): Rocs have a +4 racial bonus on Spot checks
Noble Salamander Large Outsider (Extraplanar, Fire); CR 10; HD 15d8+45 (112 hp);
Init +1; Spd 20 ft.; Space/Reach 10 ft./10 ft. (20 ft. with tail or longspear);
AC 18 (-1 size, +1 Dex, +8 natural), touch 10, flat-footed 17; Base Atk +15; Grp +25;
Atk +3 longspear +23 melee (1d8+9/x3 plus 1d8 fire); Full Atk +3 longspear +23/+18/+13 melee (1d8+9/x3 plus 1d8 fire) and tail slap +18 melee (2d8+3 plus 1d8 fire);
SA Constrict 2d8+3 plus 1d8 fire, heat, improved grab, spell-like abilities; SQ Damage reduction 15/magic, darkvision 60 ft., immunity to fire, vulnerability to cold; AL NE;
SV Fort +12, Ref +10, Will +11; Str 22, Dex 13, Con 16, Int 16, Wis 15, Cha 15
Skills: Bluff +19, Craft (blacksmithing) +25, Diplomacy +4, Hide +15, Intimidate +4, Listen +13, Move Silently +17, Spot +13
Feats: Alertness, Cleave, Great Cleave, Multiattack, Power Attack, Skill Focus (Craft [blacksmithing])
Constrict(Ex): A salamander deals automatic tail slap damage (including fire damage) with a successful grapple check. A noble salamander can constrict multiple creatures simultaneously, provided they are all at least two sizes smaller than it.
Heat(Ex): A salamander generates so much heat that its mere touch deals additional fire damage. Salamanders' metallic weapons also conduct this heat.
Improved Grab(Ex): To use this ability, a salamander must hit a creature of up to one size larger than itself with its tail slap 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 constrict
Skills(): Salamanders have a +4 racial bonus on Craft (blacksmithing) checks
Spell-Like Abilities(): 3/day-burning hands (DC 13), fireball (DC 15), flaming sphere (DC 14), wall of fire (DC 16); 1/day-dispel magic, summon monster VII (Huge fire elemental). Caster level 15th. The save DCs are Charisma-based.
Elder Tojanida Large Outsider (Extraplanar, Water); CR 9; HD 15d8+60 (127 hp);
Init +1; Spd 10 ft., swim 90 ft.; Space/Reach 10 ft./5 ft.;
AC 24 (-1 size, +1 Dex, +14 natural), touch 10, flat-footed 23; Base Atk +15; Grp +25;
Atk Bite +20 melee (4d6+6); Full Atk Bite +20 melee (4d6+6) and 2 claws +15 melee (1d8+3);
SA Improved grab, ink cloud; SQ All-around vision, darkvision 60 ft., resistance to electricity 10 and fire 10 immunity to acid and cold, resistance to electricity 10 and fire 10;
AL N; SV Fort +13, Ref +10, Will +10;
Str 22, Dex 13, Con 19, Int 10, Wis 12, Cha 9
Skills: Escape Artist +19, Hide +15, Intimidate +17, Knowledge (the Planes) +18, Listen +21, Search +22, Sense Motive +17, Spot +25, Survival +1 (+3 other planes and following tracks), Swim +14, Use Rope+1 (+3 with bindings)
Feats: Alertness, Blind-Fight, Cleave, Dodge, Improved Sunder, Power Attack
Improved Grab(Ex): To use this ability, a tojanida must hit with a bite or claw attack. It can then attempt to start a grapple as a free action without provoking an attack of opportunity. Underwater, a tojanida can tow a grabbed victim of its own size or smaller at its swim speed (but it cannot run). A favorite tactic is to grab a single opponent, then withdraw, hauling the opponent away from its allies.
Ink Cloud(Ex): A tojanida can emit a spherical cloud of jet-black ink with a radius of 30 feet once per minute as a free action. The effect is otherwise similar to fog cloud cast by an individual of a level equal to the tojanida's Hit Dice. Out of water, the ink emerges in a stream up to 30 feet long, which a tojanida can squirt into an opponent's eyes. The affected creature must succeed on a Reflex save or be blinded for 1 round. The save DC is 21. The save DCs are Constitution based.
All-Around Vision(Ex): The multiple apertures in a tojanida's shell allow it to look in any direction, bestowing a +4 racial bonus on Spot and Search checks. Opponents gain no flanking bonuses when attacking a tojanida.
Skills(): A tojanida 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.
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