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Magical Beasts
Combining magical abilities with the sheer
ferocity of a mighty animal, magical beasts are
often drawn from mythology, folk tales, and
other sources to threaten characters in fantasy
games. In most cases, a magical beast is merely a wild animal that through a trick of magic
has gained abilities not normally possible in the
natural world. Some can breathe fire, others
can petrify their opponents, and still others can
slip into the ethereal plane at will. Magical
beasts make good opponents because of their
combination of combat skills and magical abilities allow them to handle a wide range of party
abilities. Most of these creatures have abilities
that enhance their prowess in melee, posing a
difficult challenge for both the characters abilities and the players problem solving skills.
Best of all, most magical beasts are either classic gaming monsters or inspired by myth. They
resonate with players, as their appearance and
background firmly cast them as powerful,
vicious monsters.
In the core d20 rules, the following monsters
count as magical beasts: basilisk, behir, blink
dog, chimera, cockatrice, dark mantle, displacer beast, dragonne, ethereal marauder, frost
worm, giant eagle, giant owl, gorgon, kraken,
krenshar, lamia, lammasu, manticore, pegasus,
MONSTERS HANDBOOK
Classes
With their generally low Intelligence scores
and good combat abilities, fighter and barbarian are both good picks to enhance magical
beasts. Barbarian may seem like an obvious
choice. That classs rage and extra movement
abilities serve magical beasts quite well.
However, since these monsters normally rely
on innate magical talents to gain an edge in battle. While raging, creatures cannot use supernatural abilities, spell-like effects, or spells.
Thus, the barbarian class may take away just as
much as it gives to magical beast.
On the other hand, the fighter improves a magical beasts hit points, combat skill, and grants
it a few more feats. The beasts combat abilities
improve without infringing on the use of its
innate magical talents. In addition, the players
may be surprised to find magical beasts using
feats such as Sunder, Spring Attack, or Weapon
Specialization against them. Most players
assume that an animal, even one with the head
of a dragon or the ability to breath cones of
frigid cold, cannot take character levels.
The rogue is also a very good class to take
when you want to give the players a little surprise with a magical beast. Rogues give a magical beast plenty of skill ranks to spend, something they normally lack, and a sneak attack
that can prove quite useful for creatures that
have movement modes that allow them to
attack with surprise. The one big drawback to
this class is the magical beasts generally poor
Intelligence scores. Most magical beasts gain
only four or five skill ranks per level in rogue
due to their low Intelligence scores. However,
blink dogs, phase spiders, remorhazes, dark
mantles, ethereal marauders, and frost worms
are ideal candidates for this class. The sneak
attack damage they gain is an excellent addition to their spread of abilities.
For the vast majority of magical beasts, spellcasting classes make little sense. Few of these
creatures have a humanoid body type, preventing them from casting spells even if they had
the ability scores necessary to use magic. The
one critical exception to this rule is the lamia.
These monsters have humanoid arms and torsos along with the ability scores necessary to
use divine and arcane magic. Furthermore,
lamias rely on spell-like abilities rather than
melee combat to defeat adventurers. As
Feats
Since magical beasts primarily rely on good
melee attacks to defeat their foes, any feat that
improves their damage or their attack bonus is
a good choice. Weapon Focus, Point Blank
Shot, Weapon Specialization, and Power
Attack are all useful for magical beasts.
Against poorly armored spellcasters, power
attack allows them to quickly drop their foe
before he can use many of his spells. Weapon
Focus helps offset a fighters high AC, while
Weapon Specializations extra damage is
always helpful.
Combat Casting is the perfect feat for most
magical beasts with reach, though of course
those with a Dexterity of 11 or lower gain nothing from it. Dodge, Mobility, and Spring Attack
can play havoc with a partys plans. Most players never expect a chimera or worg to use a
Spring Attack against them. That feat is perfect
for fast creatures and those that use burrowing
as one of their movement rates. Such creatures
can tunnel through the ground, attack, then burrow back beneath the surface using Spring
Attack.
Many magical beasts have good Wisdom
scores to reflect their keen senses and instinct.
Thus, they can gain the Stunning Fist feat if
you do not mind wasting a feat on Improved
Unarmed Strike. The stunning attack granted
by the feat allows a magical beast to slow down
the partys fighters and make it easier to hit
them. As an optional rule, you may allow a
magical beast to count half its HD, rather than
half its level, when determining the save DC of
its stunning attack.
Armor Proficiency may seem like a strange
choice for magical beasts, but an intelligent
creature that raises and trains these monsters
may teach them to fight while wearing barding.
Since magical beasts rely on natural and
Dexterity bonuses to AC, a suit of armor can
vastly improve their durability.
Equipment
Magic
Magical beasts have little to no use
for magical spells and the vast
majority of items. Aside from lamias,
who are discussed above, most creatures that fall into this category lack the
physical traits and ability scores to make
use of arcane or divine magic.
Some types of magic items can be used by
magical beasts without modification. A trainer
or allied humanoid can slip a ring on a beasts
paw, while an amulet. medallion, or necklace
can be tied around its neck. A belt could be tied
around a magical beasts waist. In some cases
a beast could be fitted with a headband or pair
of goggles, but normally the creature could not
wear or remove the item without aid. Similarly,
a magical beast can be fitted with bracers or
bracelets above its fore or rear paws.
In addition to the normal magical item forms,
items can be specially crafted for magical
beasts. Collars, leashes, and specially designed
and crafted vests can be imbued with magic
and given to magical beasts. In particular, a
Fearsome Charger
The fearsome charger is a specially trained animal, beast, or magical beast that carries an elite
warrior into battle. Unlike other creatures used
as mounts, the fearsome charger is molded into
a powerful combatant in its own right. Many
Requirements
To become a fearsome charger, a creature must
fulfill all the following criteria:
Base Attack Bonus: +6.
Race: Four-legged animal, beast, or magical
beast capable of bearing a rider. In addition, the
fearsome charger must be raised from birth by
a trainer to accept a mount and perform this
classs special combat maneuvers.
Class Skills
The fearsome chargers class skills (and the
key ability for each) are Climb (Str), Hide
(Dex), Jump (Str), Listen (Wis), Ride (Dex),
Spot (Wis), and Swim (Str).
Skill Points at Each Level: 2 + Int modifier.
Class Features
All of the following are class features of the
fearsome charger prestige class.
Weapon and Armor Proficiency: The fearsome charger is proficient with all forms of
armor. They gain no proficiency with weapons
or shields.
Fearless: Countless hours of drills have inured
the fearsome charger to the distractions, sights,
and sounds of the battlefield that spook lesser
creatures. It gains immunity to all fear-based
effects.
Nimble Mount: The fearsome charger learns
to compensate for its riders shortcomings in
battle. Whenever the chargers rider attempts to
use his Ride skill, the fearsome charger also
makes a Ride check, using its riders ranks as
its own. The higher of the two total rolls counts
as the skill check result. In addition, the lower
total counts as aiding the higher one. The fearless charger uses this ability as a free action.
Fearsome Charger
Level
1
2
3
4
5
Base Attack
+1
+2
+3
+4
+5
Fort
+2
+3
+3
+4
+4
Ref
+0
+0
+1
+1
+1
Will
+0
+0
+1
+1
+1
Special
Fearless, nimble mount
Coordinated fighter
Shield rider
Dodge on the fly, improved coordinated fighter
Spirited warrior, thundering charge
Hobgoblin Warbeast
Base Attack
+1
+2
+3
+4
+5
Fort
+2
+3
+3
+4
+4
Ref
+0
+0
+1
+1
+1
Requirements
To become a hobgoblin war beast, a creature
must fulfill all the following criteria:
Intelligence 6 or lower.
Will
+0
+0
+1
+1
+1
Special
Beast of war, savage fury
Bonus feat, sentinel beast
Beast of blood, sustained attack
Beast of terror, bonus feat
Beast of fury
Beast of War: Hobgoblin war beasts are completely immune to all fear effects. They are so
thoroughly trained to stand in the face of an
enemy charge or other attacks that not even
magical effects can break their courage.
Savage Fury: Prodded into battle by their
cruel handlers, the war beast attacks with a savage ferocity that sends poorly trained or nervous troops running for cover. Any creature
with fewer HD than the war beast that comes
within 60 feet of it must make a Will save (DC
10 + war beasts total HD) or suffer a 2 morale
penalty to all attacks and checks until the beast
is defeated or the encounter ends. This is a fearbased effect.
Class Skills
The hobgoblin war beasts class skills (and the
key ability for each) are Climb (Str), Hide
(Dex), Jump (Str), Listen (Wis), Spot (Wis),
and Swim (Str).
Skill Points at Each Level: 2 + Int modifier.
Level
1
2
3
4
5
Class Features
All of the following are class features of the
hobgoblin war beast prestige class.
Weapon and Armor Proficiency: Hobgoblin
war beasts are proficient with light, medium, and
heavy armor. They gain no other proficiencies.
Camouflage [General]
Years of hunting in a specific environment
have altered the magical beasts natural coat
and coloration to the point that it blends in with
its environment.
Prerequisite: Animal, beast, or magical beast.
Benefit: Creatures with this feat must choose a
specific environment, such as arctic, subterranean, or jungle. While in this terrain, they
gain a +4 bonus to all Hide checks.
Pounce [General]
With a great leap to attack, a beast can unleash
the full fury of its claws and fangs while throwing itself into the fray.
Prerequisite: Animal, beast, or magical beast.
Damage Inflicted
1d2
1d3
1d4
1d6
1d8
2d6
2d8
10
AC: Elder beasts gain a +4 bonus to the natural AC modifier. Their hides toughen and grow
thicker with age, turning aside even the
sharpest blade. In addition, be sure to apply the
creatures new size modifier to AC.
11
12
Gore Damage
1d3
1d4
1d6
1d8
2d6
2d8
4d8
Alligator/Crocodile
Granted the tough, leathery hide and long,
toothy maw of these amphibious predators, a
beast gains a powerful bite attack, improved
armor, and the ability to latch on to an opponent and tear him to pieces with its powerful
jaws. Creatures modified with traits from alligators or crocodiles gain these animals distinctive snout, coloration, and rough, green hide.
Bite Attack (Ex): If the creature does not
already possess a bite attack, it gains one at
the damage listed below. In addition, if the
creature does have a bite attack use the
higher damage between the value listed
13
Fort DC
9
10
11
14
16
20
25
Size
Tiny
Small
Medium-size
Large
Huge
Gargantuan
Colossal
Bite Damage
0
1
1d3
1d4
1d6
1d8
2d6
Bite Damage
1d4
1d6
1d8
2d6
2d8
4d8
8d8
Cheetah
14
Renowned for their incredible speed and sudden bursts of acceleration, creatures crossbred
with or magically altered to gain the attributes
of a cheetah are faster than normal and capable
of springing upon opponents like bolts of lightning. Creatures modified in this manner typically have longer legs and sleeker bodies than
normal.
Improved Speed (Ex): Imbued with a
Scorpion
The giant scorpions deadly stinger has claimed
the lives of many adventurers over the years.
Researchers who use arcane processes to meld
this creatures form to another commonly
replace the base creatures tail with a long, segmented stinger that drips venom from its
barbed end. In battle, the newly augmented
creature weakens its foes with a few stabs of its
stinger before closing into to finish them off.
Improved Grab (Ex): While combining a
scorpion with a second creature does not grant
this ability, it does augment it in creatures that
already have it. Those with this ability automatically hit held targets with their stinger
attack. Roll damage as normal.
Poison (Ex): The table below lists the poison
delivered by the scorpion stinger. Larger creatures deliver greater doses of stronger poison.
Stinger Damage
1d2
1d3
1d4
1d6
2d4
2d6
2d8
Squid/Octopus
Though seemingly an odd choice for magical
experimentation and crossbreeding, a land
creature modified with an octopuss anatomy
gains a host of tentacle attacks to use against its
enemies. Normally, these additional limbs are
set along the creatures shoulders, allowing it to
batter opponents while tearing into them with
its fangs and claws.
Improved Grab (Ex): To use this ability, the
octopus beast must hit a smaller opponent with
a tentacle attack. If it gets a hold, it can constrict.
Constrict (Ex): A beast deals double tentacle
damage with a successful grapple check
against its opponents of the appropriate size.
Tentacles (Ex): A creature with this modification gains four additional tentacle attacks each
round. These attacks are made at 5, or 2 if
the creature has the Multiattack feat, and deal
damage as determined on the table below.
Bite Damage
1
1d2
1d3
1d4
1d6
1d8
2d6
Size
Tiny
Small
Medium-size
Large
Huge
Gargantuan
Colossal
Tiger/Leopard
A tiger or leopard mix results in a creature with
either of these great cats distinctive coloring,
savage fangs, and sharp claws. In some cases,
the creature develops facial features similar to
a cats. Creatures crossed with either of those
ferocious animals gain the ability to pounce
upon their enemies, tearing into them with the
full force of their attacks, and rake foes with
their rear claws after latching on to them with
their jaws.
Improve Grab (Ex): The beast must hit with
its bite attack in order to use this ability. If it
grabs an opponent, it may use its rake.
Pounce (Ex): If a beast leaps upon a foe during
the first round of combat, it can make a full
attack even if it has already taken a move
action.
Rake (Ex): A beast that gets a hold can make
two rake attacks at its highest base attack bonus
with its hind legs for 1d3 damage each. If the
beast pounces on an opponent, it can also rake.
Relative Cost: NA; Absolute Cost: 75 CP;
Prerequisites: Animal, beast, or magical
beast.
15
Viper
When crossed with a snake, a creature gains
poisonous fangs it can use to inject venom into
its opponents. Normally, creatures granted this
trait have long, ropy necks that resemble a serpents body. Their torsos are covered in patches of scales, while their heads are altered to
resemble a snakes.
Poison (Ex): In addition to its normal bite
damage, the altered creature deals poison with
its bite with a Fortitude save (DC 13) and initial and secondary damage of 1d6 Constitution.
Relative Cost: NA; Absolute Cost: 100 CP;
Prerequisites: Animal, beast, or magical beast.
Example Creature
16
Special Qualities:
Saves:
Abilities:
Skills:
Feat:
Climate/Terrain:
Organization:
Challenge Rating:
Treasure:
Alignment:
Advancement:
OGC Declaration
All of the text describing new monster feats, prestige classes, templates, magic items, and special qualities is considered Open Game
Content. All other text, except that derived from the SRD, is designated closed content.