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CR 6 - 10

Colfex, Professional

(Medium Animal)

A quadrupedal mammal with fixed claws, sabre fangs, and thick plate scales down its back and tail. They behave similarly to wolves, but are more clearly hierarchical. Ram and maul tactics are typically used, they will often knocked their foes to the ground and mangle them with claws and fangs.

As animal companions they are affectionate and protective with their owners. However, they are quite a bit more difficult to tame and often fetch a high price as a result. City guards prefer Colfex to canines if it can be afforded. This is because Colfex are more intimidating to average folk, especially with their chilling roar.

Hit Dice:10d8+100 (148 hp)
Initiative: +5
Movement: 40 ft. (6 Squares)
Armor Class: 14 (Dex +2, Natural Armor +2)
Base Attack/Grapple: +10/+20
Attack: Melee +18 Natural (1d8+10 x3)
Full Attack: Melee +18/+10 Natural
Space/Reach: 5 ft./ 5 ft.
Abilities: Gumption (3 Points) and Endure
Special Qualities: Damage Reduction 5/- and Natural Armor +2
Saves: Ego +5, Fort +11, Ref +9, Will +6
Attributes: Str 22, Dex 14, Con 18, Int 3, Wis 16, Cha 14
Skills: Acrobatics +19, Escape Artist +4, Listen +19, Spot +19, and Swim +21
Feats: Weapon Fixation (Natural), Reckless Abandon, Weapon Offensive (Natural), Improved Shove, and Improved Trample, Alert, Improved Weapon Fixation (Natural), Improved Weapon Offensive (Natural), Grappler, and Interrupting Grapple.
Environment: Chaparral, Forest, Steppes, and Cities
Organization: Solitary, Pair, or Pack (3 - 20)
Difficulty Level: 7
Possessions: N/A
Spell/Attack Curve: High Attack, Null, Combat Focused
Definitions: Animal, Resistive Focus (Reflex), and Speedy
Special Note: When being rolled as an animal companion colfex gain a +2 to Strength and Constitution on creation. A colfex's damage reduction increases to 10/- at HD 12.

Abilities

Gumption

Use: 1 Gumption
Action: Immediate
Target: Self
Duration: Instantaneous

Gain constitution modifier to any advanced combat maneuver (Shove, Grapple, etc..). It can also be used to re-roll any failed fortitude save.

Endure

Use: 1 Gumption
Action: Immediate
Target: Self
Duration: 1 Round

Gain damage reduction for a brief period of time. Choose the duration of Endure before the ability is activated. 1 round will gain /- DR equal to 10 times the colfex's constitution modifier, 5 rounds will be 3 times the colfex's constitution modifier, and 10 rounds will be equal to the colfex's constitution modifier.

Crypt Crawler, Journeyman

(Large Animal)

Simple description

Hit Dice: 6d8+60 (90 hp)
Initiative:
Movement: 30 ft. (6 Squares) 40 ft. burrow
Armor Class: 19 (Size -1,Dex +3, Natural +7)
Base Attack/Grapple: +6/+15
Attack: Melee +13 Claw (1d10+9) and Melee +11 Tail (1d8+9 Venom)
Full Attack: Melee +14/+9 Claws and Melee +11 Tail
Space/Reach: 10 ft. / 5 ft. (10 ft. with stinger)
Abilities: Envenomate
Special Qualities: DR 3/- and Vulnerability (cold)
Saves: Fort +9, Ref +5, Will +4
Attributes: Str 21, Dex 16, Con 18, Int 2, Wis 14, Cha 14
Skills: Intimidate +11, Listen +11, Move Silently +12, and Spot +11
Feats: Primal Attack, Weapon Group Fixation (Natural), Weapon Group Offensive (Natural), Snatch, Improved Weapon Group Fixation (Natural), Improved Weapon Offensive (Natural), and Pounce
Environment: Underground
Organization: Solitary or Pair
Difficulty Level: 6
Possessions: None QGV 0gp
Spell/Attack Curve: Non-Magic, High Attack, Combat Focus
Definitions: Animal


Abilities

Envenomate

Use: 5 per day
Action: Attack action
Target: Single
Duration: Instant
Saving throw: Fortitude; Fortitude after 1 minute DC: 17

When the Crypt Crawler stings its prey it delivers a numbing venom that deals 3d6 non-lethal damage on a failed save. After 1 minute it will deal another 3d6 non-lethal damage on a failed save.



Griffon, Professional

(Large Animal)

Winged, quadrupedal predators, griffons are a common species seen in many regions across Korrenth. They have birdlike faces and catlike bodies, but bird claws instead of cat claws. Their plumage comes in many different patterns; the males are always brighter than the females. Many of them end up element-touched.

Hit Dice: 10d8+110 (158 hp)
Initiative: +3
Movement: 40 ft. or Fly 80 ft. (Average)
Armor Class: 15 (Size -1, Parry +1, Dex +3, and Natural +2)
Base Attack/Grapple: +10/+22
Attack: Melee + Claws (1d8+6 19-20 x2)
Full Attack: Melee + Claws
Space/Reach: 10 ft. / 5 ft.
Abilities: Monstrous Bite and Lesser Valor (Ex)
Special Qualities: Base natural armor +2 and grapple +3
Saves: Ego +5, Fort +12, Ref +10, Will +5
Attributes: Str 18, Dex 16, Con 20, Int 3, Wis 14, Cha 14
Skills: Acrobatics +17, Discern Intent +15, Listen +18, Spot +18, and Swim +6
Feats: Weapon Fixation (Natural), Weapon Offensive (Natural), Weapon Defensive (Natural), Alert, Battle Prowess, Improved Weapon Fixation (Natural), Improved Weapon Offensive (Natural), Grappler, Interrupting Grappler, Weapon Mastery (Natural)
Environment: Any
Organization: Solitary, Pair, or Flock (3 - 12)
Difficulty Level: 3
Possessions: N/A Spell/Attack Curve: Null, High Attack, Combat Focus
Definitions: Animal, Ward, Resistive Focus (Reflex)


Abilities

Monstrous Bite

Use: Infinite
Action: Swift
Target: Single creature in Melee Range
Duration: Instantaneous

As a swift action, the griffon can bite with a +10 to attack, and it deals 2d4+4 piercing damage. If it is safe for the griffon to grapple, it will initiate a grapple and skip right to the opposed grapple roll, so long as the monstrous bite deals damage.

Keireth, Professional

(Medium Animal)

Keireth are slender, graceful quadrupeds with a weirdly elegant blend of mammalian, reptilian, and arthropod traits. They move on long, slender legs tipped with sharp climbing claws, and their vitals are guarded by overlapping chitin plates thickest along the spine, with chitin “ribs” on the flanks that meet in fine points down the belly and chest. Wherever the chitin breaks, small flexible scales take over, and faint turquoise bioluminescence shines between the ribbing—glowing brighter or dimmer depending on how startled they are. Their faces are heavily armored, with wasp-like mandibles hidden under the plating that extend when they feed; they have no eyes, only two small breathing holes along the chitinous muzzle. Two long, drab, plumose tendrils sweep back from the head to about mid-body, reading scent and ground-and-air vibrations with alarming accuracy.

Hit Dice: 10d8+90 (138 hp)
Initiative: +3
Movement: 40 ft. or climb 40 ft.
Armor Class: 17 (Dex +3, Natural Armor +3, and Parry +1)
Base Attack/Grapple: +15/+19
Attack: Melee +17 (1d6+9 17-20 x2 +1d10)
Full Attack: Melee +17/+12
Space/Reach: 5 ft. / 5 ft.
Abilities: Gumption and Monstrous Bite
Special Qualities: Natural Armor +2, and Chromatophores
Saves: Ego +3, Fort +11, Ref +10, Will +5
Attributes: Str 21, Dex 16, Con 18, Int 3, Wis 14, Cha 10
Skills: Acrobatics +23, Balance +19, Spot +15, Listen +15, and Swim +7
Feats: Weapon Fixation (Natural), Weapon Offensive (Natural), Weapon Defensive (Natural), Grappler, Improved Defensive Fighting, Improved Trip, Improved Weapon Fixation (Natural), Improved Weapon Offensive (Natural), Deadly Accuracy (Natural), and Rending Critical (Natural)
Environment: Deep escarpments and river valleys
Organization: Pair or Pack 3-6
Difficulty Level: 7
Possessions: QGV N/A
Spell/Attack Curve: High Attack, Null, and Combat Focus
Definitions: Animal, Resistive Focus (Fortitude), and Nimble

Abilities

Gumption

Use: 2 Gumption point
Action: Immediate
Target: Self
Duration: Instantaneous

Keireth gain a +3 bonus to resisting any advance combat maneuver. This can also be used to reroll a failed fortitude save.

Monstrous Bite

Use:
Action: Swift
Target: Creature in Melee Range
Duration: Instantaneous

A keireth can gain a bite attack using its standard attack. If this bite hits they can initiate a grapple if they deal any damage.

Chromatophores

Use: Infinite
Action: Immediate
Target: Self
Duration: Instantaneous

When a keireth is still and in a woody or stony environment. This will also include stone buildings and wooding floors. They gain a +15 circumstance to their concealment checks. A keireth can also hide in plain sight with this.

Wolf, Professional

Artist@Site

(Medium Animal)

Four legged pack hunters that live in a wide range of habitats. They often surround and take their prey down in coordinated attacks.

Hit Dice: 10d8+90 (140 hp)
Initiative: +7
Movement: 40 ft.
Armor Class: 18 (+5 Dex, +1 Natural, +2 Parry)
Base Attack/Grapple: +10/+15
Attack: Melee +18 bite (1d6+11)
Full Attack: Melee +18/+13 bite (1d6+11)
Space/Reach: 5 ft. / 5 ft.
Abilities: Improved Opportunist (+5d6)
Special Qualities: Pack Tactics
Saves: Fort +6, Ref +12, Will +5
Attributes: Str 20, Dex 20, Con 16, Int 2, Wis 14, Cha 14
Skills: Acrobatics +11, Balance +11, Listen +15, Spot +15, and Swim +9
Feats: Weapon Fixation (Bite), Weapon Defensive (Bite), Weapon Offensive (Bite), Combat Prowess, Improved Flanking, Alert, Improved Weapon Fixation (Bite), Supreme Flanking, Improved Weapon Offensive (Bite), Weapon Mastery (Bite)
Environment: Forest
Organization: Pair or Pack (3-12)
Difficulty Level: 8
Possessions: None
Spell/Attack Curve: High Attack, Null, Combat Focus.
Definitions: Animal


Pack Tactics (Ex)

When a wolf and an allied creature are attacking the same creature they gain +2 dodge bonus to AC for each assisting ally.


Abilities

Improved Opportunist

Action: On any attack action
Target: Any disadvantaged foe
Duration: Instantaneous

When a foe is flanked, flat-footed, prone, or sufficiently disadvantaged, all attacks made on them during that round by the wolf deals an extra +5d6 damage of the base damage type of the attack.