Sample Pseudonatural Creatures

Pseudonatural Hippogriff

Large Outsider
Hit Dice: 3d10+9 (25 hp)
Initiative: +2
Speed: 50 ft. (10 squares), fly 100 ft. (average)
Armor Class: 15 (−1 size, +2 Dex, +4 natural), touch 11, flat-footed 13
Base Attack/Grapple: +3/+11
Attack: Claw +6 melee (1d4+4)
Full Attack: 2 claws +6 melee (1d4+4) and bite +1 melee (1d8+2)
Space/Reach: 10 ft./5 ft.
Special Attacks: True strike
Special Qualities: Alternate form, darkvision 60 ft., low-light vision, resistance to acid and electricity 5, scent, spell resistance 13
Saves: Fort +6, Ref +5, Will +2
Abilities: Str 18, Dex 15, Con 16, Int 3, Wis 13, Cha 8
Skills: Listen +4, Spot +8; racial bonuses
Feats: Dodge, Wingover
Environment: Any land and underground
Organization: Solitary
Challenge Rating: 2
Treasure: None
Alignment: Always neutral
Advancement: 4–6 HD (Large); 7–9 HD (Huge) ♊
Level Adjustment: —

This flapping horror has a vaguely horselike body with the forelegs and wings of a huge, foul bird. Grotesque pustules erupt from its flesh, ichor oozing from the various extrusions, and a long, serpentine tail thrashes behind the creature.

This example uses a 3 HD hippogriff as the base creature.

Combat

A pseudonatural hippogriff dives at its prey and strikes with its clawed forelegs. When it cannot dive, it slashes with claws and beak.

Skills: Hippogriffs have a +4 racial bonus on Spot checks.

Source: Complete Arcane, page 160; later published unchanged in Lords of Madness, page 161.

Pseudonatural Roc

Gargantuan Outsider
Hit Dice: 18d8+126 (207 hp)
Initiative: +2
Speed: 20 ft. (4 squares), fly 80 ft. (average)
Armor Class: 17 (−4 size, +2 Dex, +9 natural), touch 8, flat-footed 15
Base Attack/Grapple: +13/+37
Attack: Talon +21 melee (2d6+12)
Full Attack: 2 talons +21 melee (2d6+12) and bite +19 melee (2d8+6)
Space/Reach: 20 ft./15 ft.
Special Attacks: True strike
Special Qualities: Alternate form, damage reduction 10/magic, low-light vision, resistance to acid and electricity 15, spell resistance 25
Saves: Fort +18, Ref +13, Will +9
Abilities: Str 34, Dex 15, Con 24, Int 3, Wis 13, Cha 11
Skills: Hide −3, Listen +10, Spot +14; racial bonuses
Feats: Alertness, Flyby Attack, Iron Will, Multiattack, Power Attack, Snatch, Wingover
Environment: Warm mountains
Organization: Solitary or pair
Challenge Rating: 11
Treasure: None
Alignment: Always neutral
Advancement: 19–32 HD (Gargantuan); 33–54 (Colossal) ♊
Level Adjustment: —

Source: Monster Manual (version 3.5), page 215; Complete Arcane, page 161.

Pseudonatural Dire Shark

Huge Outsider (Aquatic)
Hit Dice: 18d8+66 (147 hp)
Initiative: +2
Speed: Swim 60 ft. (12 squares)
Armor Class: 17 (−2 size, +2 Dex, +7 natural), touch 10, flat-footed 15
Base Attack/Grapple: +13/+27
Attack: Bite +18 melee (2d8+9)
Full Attack: Bite +18 melee (2d8+9)
Space/Reach: 15 ft./10 ft.
Special Attacks: Improved grab, swallow whole, true strike
Special Qualities: Alternate form, damage reduction 10/magic, keen scent, low-light vision, resistance to acid and electricity 15, spell resistance 25
Saves: Fort +14, Ref +13, Will +12
Abilities: Str 23, Dex 15, Con 17, Int 1, Wis 12, Cha 10
Skills: Listen +12, Spot +11, Swim +14; racial bonuses
Feats: Improved Natural Attack (bite), Toughness (4), Weapon Focus (bite)
Environment: Cold aquatic
Organization: Solitary or school (2–5)
Challenge Rating: 9
Treasure: None
Alignment: Always neutral
Advancement: 19–32 (Huge); 33–54 (Gargantuan) ♊
Level Adjustment: —

Source: Monster Manual (version 3.5), page 64; Complete Arcane, page 161.

Pseudonatural Monstrous Scorpion

The statistics block below contains details for more than one size of pseudonatural monstrous scorpion. Use the horizontal scrollbar below it to display the desired one or select from the links below that.

Pseudonatural Monstrous Scorpion, Tiny
Tiny Outsider
Pseudonatural Monstrous Scorpion, Small
Small Outsider
Pseudonatural Monstrous Scorpion, Medium
Medium Outsider
Pseudonatural Monstrous Scorpion, Large
Large Outsider
Pseudonatural Monstrous Scorpion, Huge
Huge Outsider
Pseudonatural Monstrous Scorpion, Gargantuan
Gargantuan Outsider
Pseudonatural Monstrous Scorpion, Colossal
Colossal Outsider
Hit Dice: ½d8+2 (4 hp) 1d8+2 (6 hp) 2d8+4 (13 hp) 5d8+10 (32 hp) 10d8+30 (75 hp) 20d8+60 (150 hp) 40d8+120 (300 hp)
Initiative: +0 +0 +0 +0 +0 +0 −1
Speed: 20 ft. (4 squares) 30 ft. (6 squares) 40 ft. (8 squares) 50 ft. (10 squares) 50 ft. (10 squares) 50 ft. (10 squares) 50 ft. (10 squares)
Armor Class: 14 (+2 size, +2 natural), touch 12, flat-footed 14 14 (+1 size, +3 natural), touch 11, flat-footed 14 14 (+4 natural), touch 10, flat-footed 14 16 (−1 size, +7 natural), touch 9, flat-footed 16 20 (−2 size, +12 natural), touch 8, flat-footed 20 24 (−4 size, +18 natural), touch 6, flat-footed 24 26 (−8 size, −1 Dex, +25 natural), touch 1, flat-footed 26
Base Attack/Grapple: +0/−8 +0/−4 +1/+2 +3/+11 +7/+21 +15/+37 +30/+58
Attack: Claw +2 melee (1d2−4) Claw +1 melee (1d3−1) Claw +2 melee (1d4+1) Claw +6 melee (1d6+4) Claw +11 melee (1d8+6) Claw +21 melee (2d6+10) Claw +34 melee (2d8+12)
Full Attack: 2 claws +2 melee (1d2−4) and sting −3 melee (1d2−4 plus poison) 2 claws +1 melee (1d3−1) and sting −4 melee (1d3−1 plus poison) 2 claws +2 melee (1d4+1) and sting −3 melee (1d4 plus poison) 2 claws +6 melee (1d6+4) and sting +1 melee (1d6+2 plus poison) 2 claws +11 melee (1d8+6) and sting +6 melee (2d4+3 plus poison) 2 claws +21 melee (2d6+10) and sting +16 melee (2d6+5 plus poison) 2 claws +34 melee (2d8+12) and sting +29 melee (2d8+6 plus poison)
Space/Reach: 2½ ft./0 ft. 5 ft./5 ft. 5 ft./5 ft. 10 ft./5 ft. 15 ft./10 ft. 20 ft./15 ft. 40 ft./30 ft.
Special Attacks: Constrict 1d2−4, improved grab, poison (DC 12, 1 Con), true strike Constrict 1d3−1, improved grab, poison (DC 12, 1d2 Con), true strike Constrict 1d4+1, improved grab, poison (DC 13, 1d3 Con), true strike Constrict 1d6+4, improved grab, poison (DC 14, 1d4 Con), true strike Constrict 1d8+6, improved grab, poison (DC 18, 1d6 Con), true strike Constrict 2d6+10, improved grab, poison (DC 23, 1d8 Con), true strike Constrict 2d8+12, improved grab, poison (DC 33, 1d10 Con), true strike
Special Qualities: Alternate form, darkvision 60 ft., resistance to acid and electricity 5, spell resistance 11, tremorsense 60 ft. Alternate form, darkvision 60 ft., resistance to acid and electricity 5, spell resistance 11, tremorsense 60 ft. Alternate form, darkvision 60 ft., resistance to acid and electricity 5, spell resistance 12, tremorsense 60 ft. Alternate form, damage reduction 5/magic, darkvision 60 ft., resistance to acid and electricity 5, spell resistance 15, tremorsense 60 ft. Alternate form, damage reduction 5/magic, darkvision 60 ft., resistance to acid and electricity 10, spell resistance 20, tremorsense 60 ft. Alternate form, damage reduction 10/magic, darkvision 60 ft., resistance to acid and electricity 15, spell resistance 25, tremorsense 60 ft. Alternate form, damage reduction 10/magic, darkvision 60 ft., resistance to acid and electricity 15, spell resistance 25, tremorsense 60 ft.
Saves: Fort +4, Ref +0, Will +0 Fort +4, Ref +0, Will +0 Fort +5, Ref +0, Will +0 Fort +6, Ref +1, Will +1 Fort +10, Ref +3, Will +3 Fort +15, Ref +6, Will +6 Fort +25, Ref +12, Will +13
Abilities: Str 3, Dex 10, Con 14, Int 3, Wis 10, Cha 2 Str 9, Dex 10, Con 14, Int 3, Wis 10, Cha 2 Str 13, Dex 10, Con 14, Int 3, Wis 10, Cha 2 Str 19, Dex 10, Con 14, Int 3, Wis 10, Cha 2 Str 23, Dex 10, Con 16, Int 3, Wis 10, Cha 2 Str 31, Dex 10, Con 16, Int 3, Wis 10, Cha 2 Str 35, Dex 8, Con 16, Int 3, Wis 10, Cha 2
Skills: Climb +0, Hide +12, Spot +4; racial bonuses Climb +3, Hide +8, Spot +4; racial bonuses Climb +5, Hide +4, Spot +4; racial bonuses Climb +8, Hide +0, Spot +4; racial bonuses Climb +10, Hide −4, Spot +4; racial bonuses Climb +14, Hide −8, Spot +4; racial bonuses Climb +16, Hide −12, Spot +4; racial bonuses
Feats: Weapon Finesse [bonus] Weapon Finesse [bonus] — — — — —
Environment: Warm deserts Warm deserts Warm deserts Warm deserts Warm deserts Warm deserts Warm deserts
Organization: Colony (8–16) Colony (2–5) or swarm (6–11) Solitary or colony (2–5) Solitary or colony (2–5) Solitary or colony (2–5) Solitary Solitary
Challenge Rating: ¼ ½ 1 3 7 10 12
Treasure: None None 1⁄10 coins; 50% goods; 50% items 1⁄10 coins; 50% goods; 50% items 1⁄10 coins; 50% goods; 50% items 1⁄10 coins; 50% goods; 50% items 1⁄10 coins; 50% goods; 50% items
Alignment: Always neutral Always neutral Always neutral Always neutral Always neutral Always neutral Always neutral
Advancement: — ♊ — ♊ 3–4 HD (Medium) ♊ 6–9 HD (Large) ♊ 11–19 HD (Huge) ♊ 21–39 HD (Gargantuan) ♊ 41–60 HD (Colossal) ♊
Level Adjustment: — — — — — — —

Tiny • Small • Medium • Large • Huge • Gargantuan • Colossal

Source: Monster Manual (version 3.5), page 287; Complete Arcane, page 161.

Pseudonatural Monstrous Spider

The statistics block below contains details for more than one shape, size, or type of this creature. Use the horizontal scrollbar below it to display the desired one or select from the links below that.

Pseudonatural Monstrous Spider, Tiny
Tiny Outsider
Pseudonatural Monstrous Spider, Small
Small Outsider
Pseudonatural Monstrous Spider, Medium
Medium Outsider
Pseudonatural Monstrous Spider, Large
Large Outsider
Pseudonatural Monstrous Spider, Huge
Huge Outsider
Pseudonatural Monstrous Spider, Gargantuan
Gargantuan Outsider
Pseudonatural Monstrous Spider, Colossal
Colossal Outsider
Hit Dice: ½d8 (2 hp) 1d8 (4 hp) 2d8+2 (11 hp) 4d8+4 (22 hp) 8d8+16 (52 hp) 16d8+32 (104 hp) 32d8+64 (208 hp)
Initiative: +3 +3 +3 +3 +3 +3 +2
Speed: 20 ft. (4 squares), climb 10 ft. 30 ft. (6 squares), climb 20 ft. 30 ft. (6 squares), climb 20 ft. 30 ft. (6 squares), climb 20 ft. 30 ft. (6 squares), climb 20 ft. 30 ft. (6 squares), climb 20 ft. 30 ft. (6 squares), climb 20 ft.
Armor Class: 15 (+2 size, +3 Dex), touch 15, flat-footed 12 14 (+1 size, +3 Dex), touch 14, flat-footed 11 14 (+3 Dex, +1 natural), touch 13, flat-footed 11 14 (−1 size, +3 Dex, +2 natural), touch 12, flat-footed 11 16 (−2 size, +3 Dex, +5 natural), touch 11, flat-footed 13 19 (−4 size, +3 Dex, +10 natural), touch 9, flat-footed 16 22 (−8 size, +2 Dex, +18 natural), touch 4, flat-footed 20
Base Attack/Grapple: +0/−12 +0/−6 +1/+1 +3/+9 +6/+18 +12/+31 +24/+50
Attack: Bite +5 melee (1d3−4 plus poison) Bite +4 melee (1d4−2 plus poison) Bite +4 melee (1d6 plus poison) Bite +4 melee (1d8+3 plus poison) Bite +9 melee (2d6+6 plus poison) Bite +15 melee (2d8+10 plus poison) Bite +26 melee (4d6+15 plus poison)
Full Attack: Bite +5 melee (1d3−4 plus poison) Bite +4 melee (1d4−2 plus poison) Bite +4 melee (1d6 plus poison) Bite +4 melee (1d8+3 plus poison) Bite +9 melee (2d6+6 plus poison) Bite +15 melee (2d8+10 plus poison) Bite +26 melee (4d6+15 plus poison)
Space/Reach: 2½ ft./0 ft. 5 ft./5 ft. 5 ft./5 ft. 10 ft./5 ft. 15 ft./10 ft. 20 ft./15 ft. 40 ft./30 ft.
Special Attacks: Poison (DC 10, 1d2 Str), true strike, web Poison (DC 10, 1d3 Str), true strike, web Poison (DC 12, 1d4 Str), true strike, web Poison (DC 13, 1d6 Str), true strike, web Poison (DC 16, 1d8 Str), true strike, web Poison (DC 20, 2d6 Str), true strike, web Poison (DC 28, 2d8 Str), true strike, web
Special Qualities: Alternate form, darkvision 60 ft., resistance to acid and electricity 5, spell resistance 11, tremorsense 60 ft. Alternate form, darkvision 60 ft., resistance to acid and electricity 5, spell resistance 11, tremorsense 60 ft. Alternate form, darkvision 60 ft., resistance to acid and electricity 5, spell resistance 12, tremorsense 60 ft. Alternate form, damage reduction 5/magic, darkvision 60 ft., resistance to acid and electricity 5, spell resistance 14, tremorsense 60 ft. Alternate form, damage reduction 5/magic, darkvision 60 ft., resistance to acid and electricity 10, spell resistance 18, tremorsense 60 ft. Alternate form, damage reduction 10/magic, darkvision 60 ft., resistance to acid and electricity 15, spell resistance 25, tremorsense 60 ft. Alternate form, damage reduction 10/magic, darkvision 60 ft., resistance to acid and electricity 15, spell resistance 25, tremorsense 60 ft.
Saves: Fort +2, Ref +3, Will +0 Fort +2, Ref +3, Will +0 Fort +4, Ref +3, Will +0 Fort +5, Ref +4, Will +1 Fort +8, Ref +5, Will +2 Fort +12, Ref +8, Will +5 Fort +20, Ref +12, Will +10
Abilities: Str 3, Dex 17, Con 10, Int 3, Wis 10, Cha 2 Str 7, Dex 17, Con 10, Int 3, Wis 10, Cha 2 Str 11, Dex 17, Con 12, Int 3, Wis 10, Cha 2 Str 15, Dex 17, Con 12, Int 3, Wis 10, Cha 2 Str 19, Dex 17, Con 14, Int 3, Wis 10, Cha 2 Str 25, Dex 17, Con 14, Int 3, Wis 10, Cha 2 Str 31, Dex 15, Con 14, Int 3, Wis 10, Cha 2
Skills: Climb +11, Hide +15, Jump −4, Spot +4; racial bonuses Climb +11, Hide +11, Jump −2, Spot +4; racial bonuses Climb +11, Hide +7, Jump +0, Spot +4; racial bonuses Climb +11, Hide +3, Jump +2, Spot +4; racial bonuses Climb +12, Hide −1, Jump +4, Spot +4; racial bonuses Climb +14, Hide −5, Jump +7, Spot +4; racial bonuses Climb +16, Hide −10, Jump +10, Spot +4; racial bonuses
Feats: Weapon Finesse [bonus] Weapon Finesse [bonus] Weapon Finesse [bonus] — — — —
Environment: Any land and underground Any land and underground Any land and underground Any land and underground Any land and underground Any land and underground Any land and underground
Organization: Colony (8–16) Colony (2–5) or swarm (6–11) Solitary or colony (2–5) Solitary or colony (2–5) Solitary or colony (2–5) Solitary Solitary
Challenge Rating: ¼ ½ 1 2 5 8 11
Treasure: None None 1⁄10 coins; 50% goods; 50% items 1⁄10 coins; 50% goods; 50% items 1⁄10 coins; 50% goods; 50% items 1⁄10 coins; 50% goods; 50% items 1⁄10 coins; 50% goods; 50% items
Alignment: Always neutral Always neutral Always neutral Always neutral Always neutral Always neutral Always neutral
Advancement: — ♊ — ♊ 3 HD (Medium) ♊ 5–7 HD (Large) ♊ 9–15 HD (Huge) ♊ 17–31 HD (Gargantuan) ♊ 33–60 HD (Colossal) ♊
Level Adjustment: — — — — — — —

Tiny • Small • Medium • Large • Huge • Gargantuan • Colossal

Source: Monster Manual (version 3.5), page 288; Complete Arcane, page 161.