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BONUS CHAPTER

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,

BONUS CHAPTER: Magical Beasts

MONSTERS HANDBOOK

phase spider, remorhaz, roper, shocker lizard,


sphinx, spider eater, tarrasque, unicorn, winter
wolf, worg, and yrthak. The celestial and
fiendish templates may be applied to beasts and
animals to yield magical beasts.

Building Magical Beasts


Magical beasts foremost asset is their excellent
combat skills for creatures of their hit dice.
They have a base attack bonus equal to their
HD, a d10 hit die, and quite good Strength,
Dexterity, and Constitution scores. On top of
those advantages they stack special abilities
that duplicate spells, magical attacks that allow
them to strike several characters at once, and
other unique abilities that make each magical
beast a unique, difficult opponent. However,
these monsters almost invariable have quite
poor Intelligence scores. Thus, they serve best
as minions used by villains, rampaging beasts,
and other supporting roles rather than as villains themselves. It is simply implausible to
expect the players to accept a chimera or a gorgon as a powerful, scheming villain. Instead,
such monsters are best presented as tools used
by clever villains or impersonal, destructive
monsters that must be stopped.

BONUS CHAPTER: Magical Beasts

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

they lack any offensive spells amongst their


ability, a level of sorcerer or wizard can give
them spells such as magic missile, shield, and
shocking grasp that can protect them in battle
and increase their ability to dish out damage.

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

Other magical beasts can use barding to


improve their defensive abilities. While these
creatures must take the appropriate armor proficiency feats to avoid suffering any penalties
to their attacks and checks, their improved
Armor Class more than makes up for the feat
choice. Barding comes in all the standard
armor types. Barding costs twice as much for a
magical beast as the appropriate armor costs
for a humanoid of the same size. Remember,
armor for Large creatures costs double and
weighs twice as much as the listed types.
Armor for Huge creatures is four times
the weight and price, while protection
costs and weighs eight times as
much as normal armor for
Gargantuan creatures and 16
times for Colossal ones.

BONUS CHAPTER: Magical Beasts

Obviously, most magical beasts cannot use


equipment made for humanoids. Lamias are
the one and only exception to this rule, as their
humanoid upper bodies allow them to carry
weapons, shields, and armor. For such creatures, weapons and armor allow them to function much more effectively in melee combat.

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

BONUS CHAPTER: Magical Beasts

wizard, cleric, or other powerful spellcaster


who captures, trains, and uses a magical beast
as a guardian doubtlessly uses his talents to
help improve its abilities.

Training Magical Beasts


As mentioned above, magical beasts work well
when they are used to reinforce other, more
intelligent monsters who can use the beast
against the characters. Otherwise, these monsters are nothing more than wandering, destructive menaces.
Magical beasts are much more difficult to train
than their mundane counterparts. The base
Handle Animal DC to train one is 30 + the
magical beasts HD. Training a magical beast
in this manner takes three months. Rearing a
magical beast requires one year of work and a
Handle Animal check (DC 25 + the magical
beasts HD) in order to domesticate it.
Once a magical beast has been domesticated, it
can be taught a variety of tricks through training as described in the paragraph above. A
magical beast can be taught the following
tricks.
Accept a Rider: Some magical beasts are large
enough and have the proper body shape to
accept a rider. A blackguard riding a warhorse
is a daunting foe. One mounted upon a chimera
is a deadly enemy. Full rules for using magical
beasts as mounts are given below.
Hold Special Ability: In battle or in the daily
use of a magical beast, its owner may wish for
it to refrain from using its special abilities. For
example, a trained cockatrice can be taught to
never use its petrifying touch unless specifically told to. Creatures taught this trick never use
their ability unless ordered to. At that point, the
creature uses its full abilities at the DMs discretion.
Train as War Mount: Once a creature is
taught to accept a rider, it must be further
trained to work with a rider in combat. A magical beast used in combat without this training
forces its rider to use his Ride skill to control
the mount in battle (DC 20), as per the Ride
skill. If this check fails, the rider may take no
actions for a round, but the magical beast may
act as normal.

Use Special Ability: Similar to hold special


ability, this trick allows the beasts owner to
order it to use one of its special abilities.
Otherwise, the creature attacks and uses its
abilities at the DMs discretion.

Magical Beasts as Mounts


Brutal warlords, followers of dark gods, and
other mighty champions of evil commonly ride
into battle upon the back of a fearsome, trained
beast. A horse, elephant, or similar mundane
creature lacks the terror and combat abilities of
a gorgon, chimera, or manticore. The following
rules apply to the Ride skill when a character or
NPC uses a magical beast as a mount.
The base DCs for the standard uses of the Ride
skill remain the same when a character rides a
magical beast. Of course, if a character lacks
the Ride skill for a specific magical beast, his
ranks in Ride are reduced by five when riding
that creature.
With a Ride check (DC 20), the rider may
direct the magical beasts attacks as a free
action. The rider chooses whether the beast
uses a magical ability, who it attacks, and so
on. Otherwise, the DM decides who the beast
attacks and whether or not it makes use of a
special attack. Normally, the magical beast
attacks its closest foe or the person in its threatened area that dealt the most damage to it.

Magical Beast Prestige


Classes
Normally, magical beasts lack the focus and
cognitive ability to master the specialized talents and skills offered by prestige classes.
However, sometimes a dedicated trainer who
raises a magical beast from birth can train it to
follow complex orders, master new fighting
techniques, and expand its combat abilities.
Magical beasts with the elder template, detailed
below, generally have the experience and mental acuity needed to follow a prestige class.

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

BONUS CHAPTER: Magical Beasts

evil warlords ride griffons, chimeras, gorgons,


and other vicious creatures whose true value
lies in their fighting ability, rather than their
quality as mounts. Only the most experienced
horse trainers and animal handlers are capable
of imparting the fearsome chargers abilities to
a creature.
Hit Die: d10.

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.

Coordinated Fighter: In combat, the fearsome


charger sets its enemies on their heels. Its great
claws, long fangs, and terrifying special attacks
promise to rend and tear its foes. They pay
more attention to the chargers attacks than its
riders efforts. Compared to a remorhazs jaws,
a lance or sword seems like a puny threat. The
fearsome chargers rider gains a +1 circumstance bonus to his melee attacks while his
mount is capable of fighting.
Shield Rider: The fearsome charger may opt
to absorb a blow meant for its rider. If an attack
hits the chargers passenger, it may opt to make
a Reflex save. If the result of this check is
greater than or equal to the total attack roll,
resolve the hit against the fearsome charger. If
the attack roll is not high enough to hit the
mounts AC, the attack counts as a miss.
Otherwise, roll damage and resolve any special
effects as normal. This action may only be performed once per round.
Dodge on the Fly: Whenever the fearsome
charger and its rider must make a Reflex save,
both roll as normal. The higher of the two
results applies to both the charger and its
rider. The fearsome chargers experience
on the battlefield allows it to work with

BONUS CHAPTER: Magical Beasts

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

its rider to dodge spells, attacks, and other


effects. It instinctually maneuvers out of
harms way, working with its rider rather than
panicking and going against him.
Improved Coordinated Fighter: At 4th level,
the fearsome charger learns to feint, growl, and
menace its foes to further distract them. The
bonus granted by the coordinated fighter ability increases to +2.
Spirited Warrior: At 5th level, the fearsome
charger exhibits the traits that earned the prestige class its name. In combat, the chargers
rider may now control the charger as a free
action. Thus, on a charge or similar maneuver
its rider may use the full attack action.
However, a rider with the Spirited Charge feat
deals extra damage only on his first attack of
the round.
Thundering Charge: Once per day, the fearsome charger can focus its concentration and
energy into a single, brutal charge against an
opponent. When using this ability, the charger
deals double damage with its attacks and may
make a bull rush attack against its foe that does
not draw an attack of opportunity.

A Special Note on Using This Prestige


Class
In a campaign where the characters commonly
ride into battle on horses and other animals,
they may want to use this prestige class to
improve their mounts abilities. Obviously, you
are free to prohibit its use amongst PCs. After
all, this class is aimed primarily at elite units of
cavalry or villains who ride into battle on
strange and wondrous magical beasts.
However, if you wish to allow a characters
mount to take levels in this class, here are some
guidelines to maintain play balance.

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

The mount counts as a character whose total


level equals its CR plus levels in this and other
class. Include the mount when calculating the
partys level for awarding XP and dividing XP
awards amongst the characters. By the same
token, be sure to include the chargers CR
when calculating an EL.
Limit a mount to gaining levels only in this
class. Once it has progressed through all five
levels, it continues to receive a share of XP but
can no longer gain levels in this or other classes.
For the fearsome charger to gain a level, it must
be instructed by an expert who charges 500 gp
times the chargers new level to train him. This
process takes two weeks and the chargers rider
must participate in these drills.
Optionally, a fearsome charger only grants its
abilities to the specific rider who trained with
it. Thus, if the PCs defeat a black knight who
rode a fearsome charger into battle, they cannot
take the horse for their own without losing its
abilities.

Hobgoblin War Beast


When the grim legions of the hobgoblin kings
march to war, they commonly enter battle
alongside chimeras, gorgons, spider eaters, and
other vicious creatures they have capture, mercilessly trained, and broken to their needs. The
techniques used by hobgoblins leave the creatures scarred for life. Civilized animal keepers
are almost universally horrified by the vicious
torture, punishments, and conditioning used to
break in a hobgoblin war beast, but the results
are indisputable. Countless battles have tipped
in the hobgoblins favor when a small formation of manticores or worgs have charged into
the fray and scattered their enemies to the
wind.

Hobgoblin Warbeast
Base Attack
+1
+2
+3
+4
+5

Fort
+2
+3
+3
+4
+4

Ref
+0
+0
+1
+1
+1

Under the vicious care of a hobgoblin trainer,


the war beast slowly transforms into a barely
controlled, vicious marauder. Driven by the
pain and torment inflicted on them by their
trainers, war beasts launch themselves into battle with a vicious abandon. They rely on raw
fury and bloodthirst to cleave through enemy
ranks and put their foes to flight.
Hit Die: d10.

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.

Race: Animal, beast, or magical beast.

Bonus Feat: At 2nd and 4th level, the war


beast gains an additional feat choice. It may
take any feat for which it meets the required
prerequisites.

Special: A hobgoblin beast handler must raise


a creature from shortly after its birth in order
for it to qualify for this class. Without the hobgoblins brutal training, a beast cannot master
the skills and training this class offers.

Sentinel Beast: War beasts are trained to ferret


out infiltrators and are relentlessly punished
until they learn to seize on the smallest sound
and raise an alarm. The war beast gains a +4
bonus to all Listen and Spot checks.

Base Attack Bonus: +5.

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.

BONUS CHAPTER: Magical Beasts

Level
1
2
3
4
5

Beast of Blood: War beasts are trained to


develop a taste for the flesh and blood of
humans, dwarves, elves, and other races hobgoblins commonly battle. If the beast hits an
opponent with a bite attack, it may immediately make a second bite attack that deals half
damage if it hits as it tears its opponents flesh
and attempts to devour him.

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.

Sustained Attack: Through conditioning,


training, and perhaps a small dose of magical
breeding and alteration, war beasts gain the
ability to use their special attacks and abilities
more often than untrained monsters. If the
beast must wait a given interval, either
static or random, before re-using an spe-

BONUS CHAPTER: Magical Beasts


cial ability, reduce the length of that time by
half. For example, a forst worm with three levels in this prestige class can use its breath
weapon once every half-hour rather than once
an hour. A behir could use its breath weapon
every 30 seconds rather than once a minute.
Beast of Terror: At 4th level, years of brutal
training and torturing the war beasts inner rage
and blood fury turn it into a howling, trembling, blood thirsty fiend. Its savage fury ability now causes creatures subject to its effect
who fail their save to flee in a blind panic for
2d4 rounds as per the spell cause fear. After
this duration, the victims of this ability suffer
the penalties listed under savage fury.

Beast of Fury: By 5th level, the war beast has


been reduced to little more than a killing
machine. It exists in a perpetual state of barely
restrained violence punctuated by brief spurts
of rampant slaughter on the battle field. The
war beast gains a +4 bonus to Strength and
Constitution in battle, though it suffers a 2
penalty to AC. If the beast has the rage ability,
these bonuses stack with the ones it gains while
raging. Unlike rage, this ability lasts until the
encounter ends. It automatically activates on
the creatures first action of an encounter.

Magical Beast Feats


While most magical beasts lack the intelligence
necessary to concoct new tactics and ideas to
improve their fighting ability, most have the
instincts and experience necessary to learn a
few tricks they can pull on adventurers. Note
that beasts and animals may also use some of
the feats listed here.

Agile Runner [General]


Combining quickness and agility, a beast with
this feat can sprint around corners, circle its
prey, and navigate with ease even at top speed.
Prerequisite: Four-legged creature, Dex 13+.
Benefit: When running, a creature with this
feat may turn with a successful Dexterity
check. The base DC for this check is 10. For
each turn beyond the first, increase the DC by
2. For example, the DC for the first turn is 10,
12 for the second, 14 for the third, and so on.
On a failed check, the creature stops moving in
its current space and loses the rest of the action
it used to run.

Normal: Creatures may normally only run in a


straight line.

Alter Supernatural Attack [General]


Through practice, luck, or a quirk of heredity,
some magical beasts learn to alter the shape
and size of their innate, supernatural abilities.
Prerequisite: Area effect supernatural attack,
magical beast.
Benefit: When using an area effect supernatural attack, the magical beast may opt to create a
line, cone, or spread with its attack. The ground
covered by this attack depends on the attacks
normal form. Attacks with a radius, such as a
spread, may be turned into a cone or line with
a range equal to that radius. Attacks that normally function as a line can be converted into a
cone with half the range or a spread with half
the radius. Cones can be converted into lines
with twice the range or a spread with a radius
equal to half the cones range. All of the altered
effects must be centered on the beast using
them. Otherwise, all aspects of the ability
remain unchanged.

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.

Cornered Beast [General]


The closer a beast is brought to death, the
fiercer it fights. Creatures with this feat summon untapped reserves of strength and ferocity
to overwhelm their enemies when things are at
their worst.

Improved Pounce [General]


When using a pounce attack, either through a
feat or an innate ability, a creature may attempt
a free grapple attack against its target. Using
the force of its attack and its sheer weight, the
animal leaps on its foe, tears into him with its
claws and bite, and uses its momentum to
knock him to the ground in a tangle of arms,
legs, and claws.

BONUS CHAPTER: Magical Beasts

Special: Flying creatures with a Dexterity of


15+ may take this feat and use it while flying.
Winged creatures that have fewer than four
legs may use Agile Runner while flying but not
while running on the ground.

Benefit: When reduced to half or fewer hit


points, a monster with this feat gains a +4
bonus to Strength and a +2 bonus to Will saves.
In addition, the creatures throws itself into the
fight, biting and tearing at its foes. It may make
an additional attack with its primary weapon
each round when using the full attack action.
This attack and all others it attempts with that
action suffer a 4 penalty. Once this ability
activates, the creature may not flee combat and
fights to the death.

Prerequisite: Pounce special attack or feat.


Benefit: When using the pounce maneuver,
either through a special ability or via the
Pounce feat, the attacker may make a grapple
attack that does not draw an attack of opportunity as if the creature had the improved grab
ability. In order to gain this attack, the pouncing creature must hit with at least one of its
standard attacks.
Normal: A creature that can pounce may only
take a full attack action or may attempt to grapple, not both.

Improved Supernatural Attack [General]


Through a trick of nature, magical experimentation, or years of practice, a magical beast can
learn to focus its supernatural abilities and
improve their effectiveness.
Prerequisite: Magical beast, any supernatural
ability.
Benefit: A creature with this feat selects one of
its supernatural abilities to which it applies.
The save DC to resist that ability increases by
two. If the creature has several innate spell
abilities described under one header, it must
choose one of those spells for use with this feat.

Prerequisite: Animal, beast, or magical beast.

BONUS CHAPTER: Magical Beasts

Monstrous Trample [General]


When attempting to overrun an opponent, this
creatures size and bulk allows it to crush its
foes underfoot, leaving a trail of broken bones
and spilled blood in its wake.

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.

Prerequisite: Animal, beast, or magical beast


with four or more legs.
Benefit: When using the overrun combat
action, the creature with this feat deals damage
to enemies its trips that are one or more size
categories smaller than it is. These creatures
take damage according to the table below.
Trampler Size
Tiny
Small
Medium-size
Large
Huge
Gargantuan
Colossal

Damage Inflicted
1d2
1d3
1d4
1d6
1d8
2d6
2d8

Normal: While using the overrun attack, a


four-legged beast may attempt to trample other
creatures. However, dealing damage in this
manner draws an attack of opportunity from
the creature being trampled and any creature
that threatens the trampler.

Power Surge [General]


By focusing its internal energies, a magical
beast can unleash a single, powerful blast of its
supernatural attack that hammers its foes but
burns out the ability for the rest of the day.
Prerequisite: Improved Supernatural Attack,
which must be applied to the same ability as
Power Surge is to be used with.

Benefit: During the first round of combat, a


creature with this feat may move then use a
standard action to make a full attack. Note that
this feat may be used if the move action is used
to charge.
Normal: Creatures without this feat may only
use a standard attack after moving.

Magical Beast Templates


The two templates included in this chapter
allow you to modify magical beasts for use
against low-level parties or to grant them spellcasting abilities and extra special qualities not
normally found amongst the base creature type.

Elder Magical Beast


Through magic, divine intervention, or perhaps
simply after countless years of life, some magical beasts develop speech, enhanced magical
abilities, and other wondrous features. These
creatures are invariably older and much wiser
than their normal kin. They have the collected
wisdom and knowledge of centuries spent upon
the world. Some sequester themselves in distant caves, content to spend much of their time
in a deep slumber, awakening only occasionally to feed. Others have much greater ambitions.
They gather humanoid tribes under their banner, spawn children to serve as them, and plan
campaigns of conquest.

Creating an Elder Magical Beast


Benefit: Once per day, a magical beast may
choose to increase the damage, range, or area
of an ability to which the Improved
Supernatural Attack feat has been applied by
50%. Alternatively, the creature may opt to
increase the save DC of this attack by an additional four, for a total bonus of +6 after applying the Improved Supernatural Attack feat.
After using an ability in this manner, the magical beast may not use it again in any form for
24 hours. Using this feat drains its magical
energy and places incredible stress on its internal organs.

10

Elder is a template that may be added to any


animal, beast, or magical beast. The elder
beasts creature type becomes magical beast. It
gains spellcasting ability, the capacity for
speech, a higher Intelligence score, and more
powerful supernatural attacks.
An elder magical beast uses its base creatures
characteristics except where noted below.
Size: Centuries of life have allowed the elder
beast to attain a greater height and length than
normal. Increase its size category by one step.

Hit Dice: The elder magical beast gains four


HD. These ancient monsters are larger and
tougher than normal.

Attacks: The elder beasts base attack bonus


increases by 4. In addition, be sure to apply the
creatures new size modifier to attacks.
Damage: The creatures natural attacks
increase in damage as per the standard rules for
incrementing a creatures base size and HD.
Face/Reach: The creatures face and reach
change according to its new size. Use the standard listed facing and reach for creatures of the
elder magical beasts new size.
Special Attacks: An elder magical beast gains
the following special attack. In addition, the
save DC of its existing supernatural abilities
increases by two.
Spell Abilities (Su): At will, three times per day
each, the elder magical beast may cast any

Special Qualities: Elder magical beasts are


granted the following special qualities. In addition, the save DC of its existing supernatural
abilities increases by 2.
Speech (Ex): The creature may now speak three
plus its newly determined Intelligence bonus
languages.
Spellcasting Affinity (Ex): Their great knowledge of magic and arcane lore allows elder
magical beasts to use spells with somatic and
material components adapted to their body
forms. Thus, an elder basilisk could learn and
use arcane spells even though it lacks hands.

BONUS CHAPTER: Magical Beasts

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.

three 1st-level divine or arcane spells of its


choice as a 5th-level caster.

Saves: Due to their great age and experience,


elder magical beasts gain a +2 bonus to all Will
saves.
Abilities: The elder creatures Intelligence
becomes 12 + 1d8 or its base score, whichever
is higher. Its Charisma and Wisdom become 10
+ 1d10 (roll for each) or its base scores,
whichever are higher.
Skills: The elder beast gains skill ranks equal

11

BONUS CHAPTER: Magical Beasts

to three times its new Intelligence score. It may


spend these on any skill; count them all as class
skills.
Feats: The elder beast gains one additional
feat.
Climate/Terrain: As base creature plus subterranean.
Organization: Solitary, or in command of 2
5 base creatures of its race and/or 20 100
humanoids.
Challenge Rating: As base creature +1.
Treasure: Twice standard.
Alignment: As base creature.

Young Magical Beast


A young magical beast is a creature that has not
yet grown to its full potential. Its attacks are
weaker, it has fewer HD, and its magical abilities are easier to resist in comparison to a fully
grown member if its species. A young magical
beast is best used to set a powerful monster
against a party not yet powerful enough to take
on a standard magical beast.

Creating a Young Magical Beast


Young is a template that may be added to any
magical beast. The beasts creature type
remains the same. Its combat abilities, special
qualities, and magical attacks are weaker than
normal, but its lower challenge rating allows
the creature to be incorporated into low-level
adventures.
A young magical beast uses its base creatures
characteristics except where noted below.
Size: Not yet fully grown, the young beast is
one size category smaller than its base creature.
Adjust its size modifiers to attacks and AC as
normal.
Hit Dice: The young magical beast loses four
HD to a minimum of one. Adjust its hit points
accordingly.
Speed: Younger creatures are slower than their
adult versions, as they lack the strength, long
limbs, and agility of their elder counterparts.
Reduce their speed by 10 feet for all movement
modes. If this reduces a modes speed to 0 or
less, the creature cannot make use of that mode.
If this eliminates all of a creatures movement
methods, grant it a speed of 5 feet in one of its
movement modes.

12

AC: Reduce the base creatures natural AC


modifier, if any, by two to a minimum of 0.
Younger creatures have thinner hides than their
adult counterparts.
Attacks: Reduce the young beasts base attack
bonus by one for each hit die it lost as a result
of this template. See the HD header above for
more information.
Damage: The younger creatures natural
attacks deal less damage than normal. Use the
standard rules for increasing a creatures HD to
determine the creatures new attack damage.
Instead of looking up the creatures damage and
finding its corresponding damage for increasing
its size, reverse the process by finding its base
damage in the increased size column and finding the corresponding base damage.
Face/Reach: The younger creature has a face
and reach appropriate to its new size.
Special Attacks and Qualities: Reduce the
save DC for the younger creatures supernatural and spell-like abilities by two.
Saves: Reduce the young beasts Fortitude
save by two and its Reflex and Will saves by
one each.
Abilities: The younger creature is weaker and
less aware of its environment than adults of its
species. Apply the following modifiers to its
scores, reducing no ability below 1: Strength
4, Constitution 2, Wisdom 2, Charisma 2.
Skills: The young beast loses eight skill ranks.
Feats: The young beast loses one feat.
Climate/Terrain: As base creature.
Organization: As base creature.
Challenge Rating: As base creature 2.
Treasure: Half normal.
Alignment: As base creature.

New Magical Beast Special


Attacks and Qualities
With their mix of mundane forms with supernatural abilities, magical beasts are often created as the result of meddling gods, arcane experiments run out of control, or otherworldly
forces that warp and twist creatures into new
forms. Often, these forms incorporate attacks,
abilities, and physical characteristics from a
wide range of animals. Presented here are a set

BONUS CHAPTER: Magical Beasts

of new special attacks and qualities divided


into animal packages. To create a magical
rhino-crocodile crossbreed, simply apply the
rhino package to the crocodile creature or viceversa, depending on the CR you want. These
packages may be applied to animals, beasts,
and magical beasts. All of the creatures created
through the use of these packages count as
magical beasts.
In addition to the packages presented here, the
rules from Chapter 1 present a host of generic
abilities applicable to magical beasts or for creating new ones, such as energy resistance,
flight, spell abilities, and so on.

Additional Body Parts


Rather than add features found in the animal
world to creatures, some researchers, experimenters, and theorists prefer to graft whole
parts from one creature to another. The following modifications may be added to any animal,
beast, or magical beast. Such additions change
their base creature type to magical beast.
Extra Legs: A creature with two additional
legs grafted to its body moves at a slightly
faster than normal pace. It gains a +10 foot
bonus to its ground speed. Other forms of
movement, such as flight and burrowing, are
unchanged by this addition.
Relative Cost: NA; Absolute Cost: 25 CP;
Prerequisites: Animal, beast, or magical beast.
Ram Head: Grown in a nutrient rich bath to
reach a size appropriate to the body it is to be
added to, the rams head grants its recipient an
additional gore attack made at its best base
attack bonus. The gore attacks damage is
determined by the creatures size. In addition,
the creature gains a +4 bonus to Spot and
Listen check due to its extra set of sensory
organs. In addition, the creature may attempt
bull rush attacks with this head without drawing attacks of opportunity.
Creature Size
Tiny
Small
Medium-size
Large
Huge
Gargantuan
Colossal

Gore Damage
1d3
1d4
1d6
1d8
2d6
2d8
4d8

Relative Cost: NA; Absolute Cost: 50 CP;


Prerequisites: Animal, beast, or magical beast.
Serpent Head: The serpents head rests at the
end of a long, sinuous neck that extends from
the creatures torso. It grants its recipient an
additional bite attack that deals damage and
poison based on its size, as listed in Table 91.
In addition, the serpents head has an additional 5 feet of reach.
Relative Cost: NA; Absolute Cost: 100 CP;
Prerequisites: Animal, beast, or magical beast.

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

BONUS CHAPTER: Magical Beasts

Serpent Head Poison and Bite Damage


Size
Tiny
Small
Medium-size
Large
Huge
Gargantuan
Colossal

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

here and its standard statistics.


Creature Size
Tiny
Small
Medium-size
Large
Huge
Gargantuan
Colossal

Bite Damage
1d4
1d6
1d8
2d6
2d8
4d8
8d8

Improved Grab (Ex): To use this ability, the


crocodile-modified creature must hit an opponent of the same size or smaller with its bite
attack. The beast automatically deals bite damage each round it maintains its hold.
Natural Armor (Ex): The base creature gains
a +2 bonus to its natural AC modifier. If it lacks
such a modifier, it gains one at +2.
Relative Cost: NA; Absolute Cost: 150 CP;
Prerequisites: Animal, beast, or magical beast.

Cheetah

14

Initial and Secondary Damage


1 Str
1d2 Str
1d3 Str
1d4 Str
1d6 Str
1d8 Str
2d6 Str

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

cheetahs powerful legs and sleek build, the


beast gains a +20 bonus to its ground speed.
Other movement modes are not altered by this
ability.
Sprint (Ex): Once per hour, a beast can take a
charge action to move ten times its normal
speed.
Relative Cost: NA; Absolute Cost: +1 CR;
Prerequisites: Animal, beast, or magical beast.

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.

Scorpion Stinger Poison


Fort DC
11
11
15
18
26
36
54

Stinger (Ex): The long, agile scorpion stinger


strikes with a vicious barb that deals damage as
per the table below. The stinger attack has a
reach 5 feet longer than the creatures natural
reach. In addition, the stinger delivers a dose of
noxious venom.
Creature Size
Tiny
Small
Medium-size
Large
Huge
Gargantuan
Colossal

Stinger Damage
1d2
1d3
1d4
1d6
2d4
2d6
2d8

Relative Cost: NA; Absolute Cost: 100 CP;


Prerequisites: Animal, beast, or magical beast.

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.

Initial and Secondary Damage


1d2 Str
1d3 Str
1d4 Str
1d6 Str
1d8 Str
2d6 Str
2d8 Str
Creature Size
Tiny
Small
Medium-size
Large
Huge
Gargantuan
Colossal

Bite Damage
1
1d2
1d3
1d4
1d6
1d8
2d6

BONUS CHAPTER: Magical Beasts

Size
Tiny
Small
Medium-size
Large
Huge
Gargantuan
Colossal

Relative Cost: NA; Absolute Cost: 100 CP;


Prerequisites: Animal, beast, or magical beast.

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

BONUS CHAPTER: Magical Beasts

sive measures are regularly tested. Some


thieves whisper that the treasure itself is but a
ruse designed to lure regular meals of human
flesh to Tarthuss priests. As not a single gold
piece worth of treasure has yet to be liberated
from the Black Spire, such rumors may tell the
true tale of the matter.

Lion Serpent of Set


Large Magical Beast
Hit Dice:
Initiative:
Speed:
AC:
Attacks:
Damage:
Face/Reach:
Special Attacks:

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

In the years that Sets faith has spread across


the land, no greater temple has been erected in
his name than the Black Spire of Peregost. The
high priest of Set in that city, Tarthus Armal,
has bred a hideous mixture of serpent and lion
to patrol the gardens that ring the temples
inner fane. Considering that Sets priests are
said to gather their greatest ritual treasures in
vaults beneath the Black Spire, such defen-

Special Qualities:
Saves:
Abilities:
Skills:
Feat:
Climate/Terrain:
Organization:
Challenge Rating:
Treasure:
Alignment:
Advancement:

5d8+4d10+18 (62 hp)


+3 (Dex)
60 ft.
17 (1 size, +2 leather
barding, +3 Dex, +3 natural)
2 claws +11 melee, serpent tail +11 melee, bite
+6 melee
Claw 1d4+5, serpent tail
1d4+2 plus poison, bite
1d8+2
5 ft. by 10 ft./5 ft. (10 ft.
with serpent tail)
Pounce, improved grab,
rake 1d4+2, poison (DC
14, 1d4 Str/1d4 Str)
Scent, improved speed,
sprint
Fort +8, Ref +9, Will +4
Str 21, Dex 17, Con 15,
Int 2, Wis 12, Cha 6
Balance +7, Hide +4,
Jump +7, Listen +6, Move
Silently +11, Spot +6
Armor Proficiency (light)
Gardens of Set, Black
Spire of Peregost
Solitary, pack (2 5)
6
None
Always neutral evil
6 8 HD (Large)

Crafted from a dark ritual that transforms a lion


cub into a horrid beast, the lion serpent of set
has the forequarters of a combination lion and
cheetah and the rear body of a serpent. Its tail
ends in a hissing snakes head whose fangs drip
with venom. A lion serpent strikes like a bolt of
lighting, leaping upon its prey in an instant,
crippling them with its venom, and feasting
upon them at its leisure.

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