Llamabird Large Magical Beast Hit Dice: 6d8+12 (39 hp) Initiative: +3 Speed: 50 ft. (10 squares) Armor Class: 17 (-1 Size, +3 Dex, +5 Natural), touch 12, flat-footed 14 Base Attack/Grapple: +6/+14 Attack: Bite +9 melee (1d8+4/19-20) Full Attack: 1 Bite +9 melee (1d8+4/19-20) and 2 Hooves +4 melee (1d4+2) Space/Reach: 10 ft./5 ft. Special Attacks: PTOOEY! Special Qualities: Low Light Vision Saves: Fort +7, Ref +8, Will +4 Abilities: Str 18, Dex 16, Con 14, Int 2, Wis 14, Cha 10 Skills: Listen +6, Spot +7 Feats: Cold Endurance, Endurance, Improved Critical (Beak)(B), Run (B) Environment: Cold or Temperate Mountains Organization: Solitary, Pair, or Herd (10-100) Challenge Rating: 4 Treasure: None Alignment: Always Neutral Advancement: 7-12 HD (Large) Level Adjustment: ---
"Bert...I do not like how that thing is looking at us..."
In one of the most bizarre incidents of magical hybridization on record, the great wizard Sandaman decided that he needed some magical guardians, but all he had to work with were the massive llama herds surrounding his mountains, and the occasional flock of birds. So he said to hell with it and went for broke. And thus the Llamabirds were born. He had still had huge herds for food and fur to make money while he was involved with higher pursuits, and no one but the most magical of opponents was willing to wade through the Llamabirds.
PTOOEY! (ex): A Llamabird has can blind an opponent with it's spittle for 1d4 rounds if they fail a DC 15 Reflex Save (Save DC is Constitution Based). This has a range of 30', is a Standard Action, and can be done a number of times per day equal to their Constitution Modifier.
Combat: Llamabirds will tend to watch potential enemies closely while making no move against them, and then hock a loogie into their eyes to blind them before charging. Birds are mean, deceptive critters.
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Goby Minion Huge Animal (Aquatic) Hit Dice: 8d8+16 (52 hp) Initiative: +3 Speed: Swim 50 ft. (10 squares) Armor Class: 16 (-2 Size, +3 Dex, +5 Natural), touch 11, flat-footed 13 Base Attack/Grapple: +6/+15 Attack: Bite +9 melee (1d8+5) Full Attack: Bite +9 melee (1d8+5) Space/Reach: 15 ft./10 ft. Special Attacks: - Special Qualities: Low Light Vision, Blindsense 60', Enhanced Sight Saves: Fort +8, Ref +9, Will +4 Abilities: Str 20, Dex 16, Con 14, Int 2, Wis 14, Cha 6 Skills: Hide +2, Listen +9, Spot +10 Feats: Alertness, Endurance, Skill Focus: Hide Environment: Any Aquatic Organization: Solitary (usually shares cave burrow with Giant Pistol Shrimp) Challenge Rating: 3 Treasure: None Alignment: Always Neutral Advancement: 9-16 HD (Huge) Level Adjustment: ---
"Bert is that giant shrimp petting that giant fish?"
"I'll be damn glad when we retire Abner. Things just ain't the same anymore as when we started."
Goby Minions are an odd species of fish living in a symbiotic relationship with Giant Pistol Shrimp. The Shrimp builds and excavates a burrow, and the Goby (which has much better vision) maintains guard and warns it of danger so they can both hide. Although good lord knows what the combo has to hide from. Krakens maybe. Goby Minions are oddly somewhat trainable, and many would be evil madmen keep them as warning systems.
Enhanced Sight (Ex): Goby Minions can see normally in clear water, and 2d8x10' in murky water.
Combat: Gobies hate fighting and prefer to hide in their shared burrows. If necessary they will bite and usually flee unless their benefactor shrimp is threatened.
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Deadly Nadder Large Dragon Hit Dice: 10d12+30 (95 hp) Initiative: +3 Speed: 30 ft. (6 squares), Fly 80' (Good) Armor Class: 18 (-1 Size, +3 Dex, +6 Natural), touch 12, flat-footed 15 Base Attack/Grapple: +10/+18 Attack: Bite +13 melee (1d8+4) Full Attack: Bite +13 melee (1d8+4) and 2 Claws +8 melee (1d6+2) Space/Reach: 15 ft./10 ft. Special Attacks: Magnesium Flare, Poison Spikes Special Qualities: Dark Vision 60', Scent, Fire Resistance 5 Saves: Fort +10, Ref +11, Will +7 Abilities: Str 18, Dex 18, Con 16, Int 3, Wis 11, Cha 14 Skills: Listen +13, Spot +13 Feats: Ability Focus (Magnesium Flare), Flyby Attack, Hover, Point Blank Shot Environment: Warm or Temperate Mountains Organization: Solitary, Pair, or Flock (3-10) Challenge Rating: 6 Treasure: None Alignment: Always Neutral Advancement: 11-20 HD (Huge) Level Adjustment: ---
"I'm really beginning to question your teaching methods."
The Deadly Nadder is one of the most beautiful of the dragons with bright blue scales and a light beige underbelly, and yellow, orange, and blue mottling on the wings and bright yellow spines. It's diet consists largely of poultry, as livestock makes it ill.
Magnesium Flare (Ex): As a Full Round Action up to 6 times per day the Nadder may unleash a blast of Magnesium laced fire, considered to be the hottest among all the dragons. The fire is a ranged touch attack with a range of 100'. It does 5d10 fire damage, and anything hit by it that is metal is affected as if by a Heat Metal spell, and any flammable materials will burst into flame and burn for 1d6 rounds. The fire is so hot that if it does enough damage to an opponent to kill him with one shot he is immediately reduced to ash.
Poison Spikes (Ex): As a Full Round Action the Nadder may unleash a volley of poisoned spikes from it's tail up to twice per day. They have a range of 100', and the Nadder rolls to hit a 5' area similar to grenade like weapons. Anything in that area takes 3d6 damage and must make a DC 18 Fortitude Save (Save DC is Constitution based) or be poisoned (Injury, Initial Damage Stunned for 1d3 rounds, Secondary Damage Paralysis for 1d3 rounds.
Combat: While agile fliers, Nadders prefer to land before attacking and fight on the ground for reasons unknown. Since their fire is limited in use they save it for tougher targets and use it if necessary only. Usually it prefers to bite, unleashing the spines against quick opponents, or for stunning prey.
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Terrible Terrors Tiny Dragon Hit Dice: 1d12 (6 hp) Initiative: +4 Speed: 30 ft. (6 squares), Climb 20 ft., Fly 60 ft. (Good) Armor Class: 17 (+2 Size, +4 Dex, +1 Natural), touch 16, flat-footed 13 Base Attack/Grapple: +1/-3 Attack: Bite +5 melee (1d4-4) Full Attack: Bite +5 melee (1d4-4) Space/Reach: 2 1/2' ft./0' ft. Special Attacks: Fire Sniper, Feisty Special Qualities: Dark Vision 60', dragon traits, Fire Resistance 5 Saves: Fort +2, Ref +6, Will +4 Abilities: Str 3, Dex 18, Con 10, Int 2, Wis 14, Cha 8 Skills: Climb +4, Hide +8, Listen +4, Move Silently +8, Spot +4 Feats: Weapon Finesse Environment: Warm or Temperate Mountains Organization: Solitary, Flock 10-200 Challenge Rating: 1 Treasure: None Alignment: Always Neutral Advancement: --- Level Adjustment: ---
"Odin help us."
The Terrible Terror is among the smallest of dragons rarely larger than a cat. Due to their small size and proclivity to travel in flocks they are in some ways more dangerous than bigger dragons as they can easily hide in viking homes and start fires while playing around.
Fire Sniper (Ex): As a Full Round Action up to 6 times per day spit a cute little blast of fire up to a range of 30'. The fire is a ranged touch attack doing 2d6 fire damage, and any flammable materials hit will burst into flame and burn for 1d3 rounds. The Terrible Terrors are incredibly accurate with this fire, and can ignore to hit penalties for Concealment.
Feisty (Ex): Terrible Terrors do not take a Size Penalty to Grapple Checks, and they do not provoke Attacks of Opportunity when entering the square of an opponent due to their size.
Combat: Terrible Terrors tend to play with their food in a manner similar to cats, and spit fire if cornered, angered, or bored.
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Gronckle Large Dragon Hit Dice: 10d12+50 (115 hp) Initiative: +0 Speed: 20 ft. (4 squares), Fly 40 ft. (Poor) Armor Class: 19 (-1 Size, +1 Dex, +10 Natural), touch 9, flat-footed 19 Base Attack/Grapple: +10/+18 Attack: Bite +13 melee (1d8+4/18-20) or Tail Club +13 melee (1d8+4) Full Attack: Bite +13 melee (1d8+4/18-20) or Tail Club +13 melee (1d8+4) Space/Reach: 10 ft./5 ft. Special Attacks: Lava Cough, Flying Headbutt, Rock Crushing Jaws Special Qualities: Dark Vision 60', dragon traits, Fire Resistance 15, Collision Resistant, Hummingbird Flight, DR 2/- Saves: Fort +11, Ref +7, Will +7 Abilities: Str 18, Dex 10, Con 20, Int 2, Wis 11, Cha 11 Skills: Listen +13, Spot +13 Feats: Ability Focus (Lava Cough), Hover, Improved Bull Rush, Power Attack Environment: Warm or Temperate Mountains Organization: Solitary or Pair Challenge Rating: 7 Treasure: None Alignment: Always Neutral Advancement: 11-20 HD (Huge) Level Adjustment: ---
"If you're planning on getting eaten, I'd definitely go with the Gronckle."
Gronckles are among the toughest of dragons in their size range. They have to be. Since they are mildly narcoleptic, it's the only way they survive falling out of the sky and crashing into mountains. Despite being slow and ungainly looking they are like hummingbirds, able to fly sideways, backwards, and even upside down.
Lava Cough (Ex): The Gronckle eats solid rock which melts to molten lava in it's gullet. It can store up to 6 'shots' at a time. To recharge it eats 5 pounds of rock per shot (which converts to usable lava 24 hours later). As a Full Round Action it can make a Ranged Touch Attack against a square. Anything in that square takes 2d6 fire damage (Reflex Save for half damage).
Flying Headbutt (Ex): As a Full Round Action you can make a Flying Charge Attack doing 1d8+8 damage. If it is successful you automatically get a Bull Rush Attack as a Free Action (remember the +4 you get for Improved Bull Rush for a total of +14 t o the Gronckles check).
Rock Crushing Jaws (Ex): Your jaws are made to grind up rock, and threaten a critical on an 18-20.
Collision Resistant (Ex): Gronckles take a maximum of 1 point of damage per damage die from falling damage.
Hummingbird Flight (Ex): Despite having Poor Flight, the Gronckle can Move Backward, Reverse for Free, can turn in place to fly sideways, and has no Minimum Forward Speed (see DMG page 20).
Combat: Assuming they're awake and have eaten enough rocks the Gronckle opens by spitting molten lava. Otherwise it charges and headbutts it's opponents, and then bites away till they die.
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Hideous Zippleback Huge Dragon Hit Dice: 14d12+56 (147 hp) Initiative: +2 Speed: 40 ft. (8 squares), Fly 50 ft. (Good) Armor Class: 18 (-2 Size, +2 Dex, +8 Natural), touch 10, flat-footed 16 Base Attack/Grapple: +14/+30 Attack: 2 Bites +20 melee (2d6+8) Full Attack: 2 Bites +20 melee (2d6+8) Space/Reach: 15 ft./10 ft. Special Attacks: Twin Heads, Explosive Breath Special Qualities: Dark Vision 60', dragon traits, Fire Resistance 20 Saves: Fort +13, Ref +11, Will +11 Abilities: Str 26, Dex 15, Con 18, Int 6, Wis 14, Cha 12 Skills: Hide +6, Listen +23, Move Silently +20, Spot +23 Feats: Ability Focus (Explosive Breath), Combat Reflexes, Daunting Presence, Hover, Improved Trip, Combat Expertise (B) Environment: Warm or Temperate Mountains Organization: Solitary Challenge Rating: 8 Treasure: None Alignment: Usually Neutral Advancement: 15-21 HD (Huge), 22-28 HD (Gargantuan) Level Adjustment: ---
The Hideous Zippleback is an unusual dragon with two heads (rare examples have 3) that have distinct personalities, two tails, and small wings (even though they can fly prefer to stay to the ground).
Twin Heads (Ex): Due to having two heads with separate personalities, the Zippleback gets two attacks per round with a Standard Action. If targeted by an effect that Dazes or Stuns it, this affects one head unless the attack is an Area of Effect.
Explosive Breath (Ex): 3 times per day as a Full Round Action the Zippleback can exhale a 20'x20'x20' cloud of green gas that provides Total Concealment and obscures all Vision inside it. A moderate wind (11+ mph) will disperse it in 4 rounds, and a strong wind (21+ mph) will disperse it in 1 round. Otherwise it lingers for a full minute. During this time a single point of fire or electrical damage within the clouds area of effect causes it to explode, doing 10d6 fire damage in a 30'x30'x30' area. The Zippleback's second head can create a spark to set it off as an Immediate Action the round after the cloud has been created unless that head has been doused with water. It is immune to it's own breath, but does not appear to have complete immunity to other forms of fire.
Mist Vision (Ex): The Hideous Zippleback can see through clouds, fog, and mist normally.
Skills: Zipplebacks get a +2 Racial Bonus on Listen and Spot Checks due to their multiple heads.
Combat: Zipplebacks prefer to land and then release a cloud of gas to conceal themselves. After which they may demoralize an opponent or two before exploding the cloud.
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Giant Starfish, Sunstar Huge Magical Beast (Aquatic) Hit Dice: 12d10+60 (126 hp) Initiative: -1 Speed: 20 ft. (4 squares) Armor Class: 17 (-2 Size, -1 Dex, +10 Natural), touch 7, flat-footed 17 Base Attack/Grapple: +12/+28 Attack: Arm +18 melee (1d6+8) Full Attack: 10 Arms +18 melee (1d6+8) Space/Reach: 15 ft./10 ft. Special Attacks: Improved Grab, Swallow Whole, Damage Ship Special Qualities: Blind, Mindless, Blindsense 60', Regeneration 5, Regrowth, Immunities, Scent, Spiny Defense, DR 5/Slashing or Piercing Saves: Fort +13, Ref +7, Will +4 Abilities: Str 26, Dex 8, Con 20, Int -, Wis 11, Cha 2 Skills: --- Feats: --- Environment: Any Aquatic Organization: Solitary or Swarm (5-10) Challenge Rating: 10 Treasure: None Alignment: Always Neutral Advancement: 13-24 HD (Gargantuan) Level Adjustment: ---
"This...is wrong in so many ways..."
Giant Sunstars are the magically mutated cousins of their smaller, naturally evolved starfish ancestors. As usual some Wizard thought they'd make a great underwater guardian. They were able to increase their metabolism enough to allow them normal movement and even grow massively in size. Unfortunately they couldn't give them a brain. It's kind of hard to order minions who don't have a brain and can't understand what you want. Since then they've become the garbagemen of the seas, eating just about anything organic.
Improved Grab (Ex): If a Sunstar successfully hits with it's Arm attack it may immediately make a Grapple Checkas a Free Action without provoking an Attack of Opportunity. If it succeeds it may do it's Arm damage or use it's Swallow Whole ability.
Swallow Whole (Ex): A Sunstar may eject it's stomach to wrap an opponent up to it's own Size Class with a successful Grapple Check. The stomach can only hold one opponent at a time, but once the opponent is reduced to -10 hp by the stomach acid it is dissolved and it may use the stomach again. Swallowed creatures take 1d8+8 bludgeoning damage and 2d8+8 acid damage per turn in the stomach. Swallowed creatures may cut their way out by doing 25 points of damage against the stomach (AC 15) with a light piercing or slashing weapon.
Damage Ship (Ex): As a Standard Action a Sunstar has a 95% chance to capsize a ship 20' long or less. It has a 50% chance to capsize a ship 21' to 60' long, and a 20% chance if it's over 60' long.
Blind (Ex): Starfish only have simple eyes bale to detect light and darkness. As such they are immune to any effect requiring them to be able to see an opponent.
Regeneration (Ex): Sunstar Regeneration doesn't work against Fire damage. Lost limbs regenerate within 1 week.
Regrowth (Ex): A Sunstar that is chopped up becomes new Sunstars. Any piece equal to about 10% of the body weight of the original begins life as a 2 HD Sunstar, and it regenerates 1 HD a month until it becomes a new full sized Sunstar.
Immunities (Ex): Sunstars are immune to critical hits and disease, and cannot be flanked.
Spiny Defense (Ex): Sunstars are covers in spines, and if Swallowed (!) they do 2d6 piercing damage per round to their opponent. Opponents who attack them with unarmed strikes, natural weapons, or grapples takes 2d6 plus their own Strength Modifier in damage per turn.
Combat: Sunstars tend to capsize boats first if there's no prey in the water (they assume the boat is prey). After that they try to grapple, swallow, and move off till that prey is digested and they can swallow another.
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Acrosapien Medium Aberration Hit Dice: 15d8+105 (172 hp) Initiative: +10 Speed: 50 ft. (10 squares), Climb 50 ft. Armor Class: 35 (+10 Dex, +15 Natural), touch 20, flat-footed 25 Base Attack/Grapple: +11/+23 Attack: Bite +23 melee (1d6+12 plus poison) or by weapon +23 melee Attack (w/Feats): by weapon +19/+19/+19/+19/+19/+19/+18/+18/+18/+18/+18/+18 melee Full Attack: 1 Bite +23 melee (1d6+12 plus poison) and 6 claws +23 melee (1d6+6) or by weapon +23/+18/+13 melee Full Attack (w/Feats): by weapon +19/+19/+19/+19/+19/+19/+18/+18/+18/+18/+18/+18/+14/+9 melee Space/Reach: 5 ft./5 ft. Special Attacks: Poison, Web, Assimilate Weapon Special Qualities: Dark Vision 60', Mimicry, Leap, Spider Climb, Scent, Assimilate Enemies, Web Tripline, Uncanny Dodge, Improved Uncanny Dodge, Evasion, Improved Evasion, Spell Resistance 25 Saves: Fort +13, Ref +15, Will +16 Abilities: Str 34, Dex 30, Con 24, Int 14, Wis 24, Cha 14 Skills: Balance +17, Bluff +8, Climb +18, Hide +21, Jump +28, Listen +13, Move Silently +17 (+25 in web), Search +9, Spot +23, Survival +13, Tumble +17 Feats: Combat Reflexes, Improved Multiattack, Improved Multiweapon Fighting, Improved Web, Multiattack, Multiweapon Fighting * Environment: Warm Forest or Underground Organization: Solitary or Colony (5-10) Challenge Rating: 15 Treasure: Standard Alignment: Usually Neutral Evil (with a Lawful Evil minority) Advancement: 16-22 HD (Medium), 23-30 HD (Large) Level Adjustment: ---
* See Savage Species for Feats.
"The jungles are forbidden for good reason. We will not escort you there, and if you mention going again you will not leave this village."
Acrosapiens appear to be semi-humanoid spiders, with 2 legs, 6 arms, and a great spiders head with 8 eyes. Common colorations are black with red patterns, but this differs from region to region. Current origin is unknown, but their predilection for becoming assassins points towards the usual 'insane mage creating minions' theory. This is backed up by their being fairly rare and quite powerful for their size. Acrosapiens speak Common, Infernal, and their own language. Their speaking Infernal puts them at odds with the idea that they were made by Lolth, and the Drow refuse to speak about them. Acrosapiens are proficient in all Simple and Martial Weapons as well as any weapon they have assimilated.
Poison (Ex): The Acrosapien's bite is poisonous. Injury, DC 24 Fortitude Save, Initial and Secondary damage is 2d8 Str.
Web (Ex): This is identical to the Huge Giant Spider ability on page 288 of the Monster Manual with a few exceptions. The Acrosapien can use it at will (Escape Artist DC 24, Strength Check DC 28).
Assimilate Weapon (Su): The Acrosapien can attune itself to a single weapon as a Full Round Action. This ritual makes the weapon absorb into the Acrosapien's body. The Acrosapien can from then onward make the weapon melt out of him at will as a free action (The new weapon is the same as the original weapon). The Arcosapien can then re-absorb it into themselves at will as a free action. An Acrosapien can only have one weapon merged at a time. Weapons that have been assimilated are now poisoned, and do poison damage similar to the Acrosapien's bite.
Mimicry (Ex): An Acrosapien can mimic any voice sound it has ever heard. Listeners must make a DC 19 Willpower Save to detect the ruse (Save DC is Charisma Based).
Leap (Ex): You take no penalties for making a Jump Check without a running start, and your jump height is not limited by your Size Class.
Spider Climb (Ex): Acrosapiens can climb as though they permanently have a Spider Climb spell in effect on their person, but they can move at their Base Land Speed.
Devour Enemies (Ex): By devouring the corpse of another formerly living being the Acrosapien learns to take it's form. It must devour more than half of the corpse (not necessarily all at once), and then it can Shapeshift (as per the spell) at will into that creature for the next 24 hours (it can 'remember' a maximum of 2 additional forms at a time. It's size is limited to Small, Medium, or Large, and it can only mimic living beings whose corpse it can feed on (so no Constructs, Elementals, Outsiders, or Undead).
Web Tripline (Ex): An Acrosapien can detect any creature in contact with it's webs, and any up to 60' away due to triplines.
Uncanny Dodge (Ex): See PHB page 50.
Improved Uncanny Dodge (Ex): See PHB page 50.
Evasion (Ex): See PHB page 50.
Improved Evasion (Ex): See PHB page 50.
Skills: Acrosapiens get a +10 Racial Bonus on Jump and Spot Checks. They also gain a +8 Circumstance Bonus to Move Silently Checks made while in their webs, and a +4 Racial Bonus to Hide Checks.
Combat: Acrosapiens tend to sneak up on opponents and web them before flurrying them with weapons, one of which is usually poisoned.
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