MMIII:Ambush Drake (Dragon) [7 HD] {pp. 8} - Breath Weapon: 30 ft. cone of slow
Arcane Ooze (Ooze) [15 HD] {pp. 9} - Spell Siphon: All arcane casters within 60 ft. must make a fort save at the start of their turn or lose one spell of his highest level. Ooze gains 5*[spell level] temporary HP's for each spell drained.
Astral Stalker (Outsider) [12 HD] {pp. 12} - Unearthly Grace: Cha mod added as a bonus to all saving throws, and as a deflection bonus to AC.
Avalancher (Magical Beast) [6 HD] {pp. 13} - Cause Avalanche: Cause an avalanche that travels 30 ft. per round (average), deals 2d6 damage, and can bury targets.
Bear Hound (Magical Beast) [10 HD] {pp. 16} - All its natural weapons have a +1 enhancement bonus.
Bonedrinker (Undead) [11 HD] {pp. 18} – Bonedrink: When successfully pinning a grappled opponent it can bite and deal 1d6 Con damage per round. Also has Pounce.
Lesser Bonedrinker (Undead) [7 HD] {pp. 19} – Bonedrink: When successfully pinning a grappled opponent it can bite and deal 1d4 Con damage per round.
Brood Keeper (Magical Beast) [22 HD] {pp. 20} – Fear: causes witnesses to become frightened for 1d10 rounds and shaken for 1 hour (shaken for 1d4 rounds on a save).
Cadaver Collector (Construct) [17 HD] {pp. 22} - Breath Weapon: 30 ft. cone, paralyzing gas.
Changeling (Humanoid) [1 HD] {pp. 24} - Disguise Self
Charnel Hound (Undead) [21 HD] {pp. 26} - Frightful Presence: Shaken condition, 60 ft. range. Body Integration: when you drop a Large or smaller foe to negative HP's, it can be absorbed into your body, healing 3*[victim's HD] in HP's.
Chraal (Elemental) [9 HD] {pp. 28} – Breath Weapon: 60 ft. cone, 6d6 cold damage. +4 deflection bonus to AC.
Conflagration Ooze (Ooze) [7 HD] {pp. 30} – Fire in the Blood: grappled creatures save or take 1d4 Con damage and 2d6 fire damage.
Infernal Conflagration Ooze (Ooze) [15 HD] {pp. 31} - Fire in the Blood: grappled creatures save or take 1d4 Con damage and 2d6 fire damage. Smite Good: +15 damage once per day.
Deathshrieker (Undead) [18 HD] {pp. 32} – Charisma Drain: Touch deals 1d4 Cha damage and heals 5 HP’s, gaining any extra as temporary HP’s. Death Rattle: all within 300 ft of the deathshrieker gain 1d4 negative levels when it dies. Despair: all those who view the deathshrieker must save or be paralyzed for 1d4 rounds. Scream of the Dying: 30 ft. spread or 60 ft. cone lasts 3 rounds and causes deafness for 1d4 rounds, stunning for 1d3 rounds, and insanity.
Arrow Demon (Outsider) [10 HD] {pp. 34} – 100 ft telepathy. [Also has close combat shot, the ability to wield oversized weapons, and the ability to wield two bows simultaneously as Ex abilities.]
Sorrowsworn Demon (Outsider) [18 HD] {pp. 36} – Aura of Loss: 30 ft radius, Will save or take –2 penalty on attack rolls, saves, and checks, spellcasters must make a concentration check to successfully cast spells, lasts for 2d6 rounds after affected leave the aura. Whispers of Loss: Once per round as a free action against one target – stun for 2 rounds, confusion for 5 rounds, dazed for 3 rounds. 100 ft telepathy.
Dracotaur (Dragon) [3 HD] {pp. 42} – Spit Fire: ranged touch attack (20 ft range increment) 2d6 fire damage with 1d4 splash damage to adjacent squares.
Drowned (Undead) [20 HD] {pp. 46} – Drowning Aura: 30 ft radius, must make a Constitution check (DC 10+[cumulative 1 per round]) each round to hold breath, first round this check is failed you fall unconscious (0 HP’s), and continue drowning in the following rounds.
Dust Wight (Undead) [16 HD] {pp. 47} – Crumbling Touch: stone and metal armor struck by a dust wight take 2d8+10 damage, and destroying armor grants the dust wight 5 temporary HP’s. Petrifying Cloud: those within 5 ft of a dust wight must save or be petrified the next round.
Storm Elemental (Elemental) [2 - 24 HD] {pp. 48} – Shock: once per round deal 10 points nonleathal electricity damage to one foe within 10 ft as a free action. Thunder and Lightning: full round action, release a 120 ft lighting bolt and 60 ft radius thunder, dealing electricity and sonic damage; up to 12d6 sonic and 24d6 electricity damage (at 24 HD). Note also, as an Ex ability, storm elementals heal 1 HP for every 3 points of sonic or electrical damage they would normally take.
Ephemeral Swarm (Undead) [12 HD] {pp. 50} – Any creature surrounded by an ephemeral swarm takes 1d6 strength damage.
Feral Yowler (Magical Beast) [7 HD] {pp. 51} – Yowl of Fear: 60 ft radius, Shaken for minimum 2d4 rounds. Minor Displacement: 20% miss chance, similar to a displacer beast.
Death Giant (Giant) [23 HD] {pp. 54} – Frightful Keening: 100 ft radius, all affected are panicked while in range and shaken for 24 hours (shaken while in range on a successful save). Steal Soul: anyone with 10 or fewer HP’s within 15 ft of the giant must save (Fort DC 30) or die; anyone dying within 15 ft of the giant cannot be raised, as its soul is collected by the giant. Guardian Souls: Charisma mod as a bonus to Initiative, saves, Listen and Spot checks. Soul Healing: Negative energy (such as inflict spells) heals a death giant.
Eldritch Giant (Giant) [25 HD] {pp. 56} – Eldritch Mastery: can use spell completion items and spell trigger items as if he were a wizard of the required level for the given spell.
Sand Giant (Giant) [15 HD] {pp. 58} – Blur effect at will.
Glaistig (Fey) [6 HD] {pp. 60} – Beguiling Song: targets one creature within 900 ft of its body of water and forces it to approach the glaistig; those moving within 5 ft of the glaistig must save or fall victim to Charm Monster. Water Symbiosis: Tied to a waterway (similar as a Dryad to a tree), and must stay within 900 ft or begin to suffocate.
Forestkith Goblin (Humanoid) [1 HD] {pp. 64} – Tree Shape, as the spell; lasts until the following sunset, or until the goblin takes damage.
Alchemical Golem (Construct) [22 HD] {pp. 66} – Breath Weapon: 15 ft cone, 5d6 acid damage and 2 points Con damage.
Gloom Golem (Construct) [8 HD] {pp. 68} – Crushing Despair: 30 ft radius –2 penalty on attacks, saves, checks, and damage rolls.
Mud Golem (Construct) [15 HD] {pp. 70} – Breath Weapon: 15 ft cone causes those hit to be blinded for 1d3 rounds, and coats the area in a grease spell for 1 hour.
Prismatic Golem (Construct) [22 HD] {pp. 71} – Creatures with 8 or fewer HD within 20 ft. are blinded for 2d4 rounds. Touch attacks deal 5d6 points of fire, acid, electricity, cold, sonic, or force damage, or 10d6 points of disintegration damage, or causes Insanity.
Shadesteel Golem (Construct) [18 HD] {pp. 72} – Negative Pulse Wave: 40 ft. radius, once every 1d4+1 rounds, 12d6 negative energy damage. Gains 20%(?) concealment in all but full daylight.
Web Golem (Construct) [11 HD] {pp. 74} – Continuous Spider Climb
Grimweird (Undead) [12 HD] {pp. 75} – Claw attack deals one negative level. Unholy Grace: Charisma modifier as a bonus to saves and as a deflection bonus to AC.
Grisgol (Construct) [19 HD] {pp. 76} – Paralyzing Touch: Slam attack causes paralysis.
Harssaf (Monstrous Humanoid) [6 HD] {pp. 82} – Flaming Aura: All within 5 ft. take 1d6 fire damage, and this damage is also transferred along the harssaf’s metal weapons. Sand Pulse: 30 ft. radius spread, deals 3d6 damage and blinds foes for 5 rounds. Sand Form: assume a state similar to gaseous form, but cannot fly.
Ironclad Mauler (Magical Beast) [15 HD] {pp. 84} – Sickening Aura: all within 10 ft. of the ironclad mauler become sickened for 1 hour.
Justicator (Outsider) [17 HD] {pp. 85} – Smite Chaos: 4 times per day gain +1 to attack and +17 to damage.
Knell Beetle (Vermin) [12 HD] {pp. 88} – Sonic Chime: 30 ft. cone, 10d6 sonic damage. Sonic Healing: heals 1 HP for every 5 points of sonic damage it otherwise would have taken.
Lesser Knell Beetle (Vermin) [6 HD] {pp. 89} – Screech: 20 ft. cone, 5d6 sonic damage. Sonic Healing: heals 1 HP for every 3 points of sonic damage it otherwise would have taken.
Lumi (Outsider) [2 HD] {pp. 98} – Body of Light: 5 ft radius light surround a Lumi. Lumi are immune to all death spells, magical death effects, energy drain, and any negative energy effects. They do not gain temporary HP’s from being on a major positive-dominant plane, and thus will not explode.
Lurking Strangler (Aberration) [2 HD] {pp. 100} – Eye Rays: Cause Fear, 30 ft. Sleep, targets one creature of up to 4 HD, 130 ft. Has a 20 ft. fly speed, and a constant feather fall effect.
Mindshredder Larva (Aberration) [2 HD] {pp. 102} – Thought Sense: does not need to make Spot or Listen checks to pinpoint the location of any creature with an intelligence of 3 or higher within 20 ft. Tentacle attack deals 1 point of Wisdom damage; the Mindshredder heals 2 HP’s for every point of wisdom damage it deals, gaining any extra at temporary HP’s that last one hour.
Mindshredder Warrior (Aberration) [7 HD] {pp. 103} – Thought Sense: does not need to make Spot or Listen checks to pinpoint the location of any creature with an intelligence of 3 or higher within 40 ft. Claw attack deals 1d2 points of Wisdom damage; the Mindshredder heals 2 HP’s for every point of wisdom damage it deals, gaining any extra at temporary HP’s that last one hour.
Mindshredder Zenthal (Aberration) [13 HD] {pp. 104} – Shield of Force: as the Shield spell. Thought Sense: does not need to make Spot or Listen checks to pinpoint the location of any creature with an intelligence of 3 or higher within 60 ft. Tentacle attack deals 1d4 points of Wisdom damage; the Mindshredder heals 2 HP’s for every point of wisdom damage it deals, gaining any extra at temporary HP’s that last one hour.
Mivilorn (Magical Beast) [24 HD] {pp. 106} – Breath Weapon: free action, 15 ft cone deals 5d4 acid damage 3 times per day.
Night Twist (Plant) [15 HD] {pp. 110} – Death Curse: Anyone killing a Night Twist must make a Will save for suffer the curse of a nightmare effect that deals 1d10 damage and fatigues the target. Despair Song: all creatures with an Int of 6 or higher within 75 miles of the night twist are affected by crushing despair and suffer 1d10 damage every evening they are not allowed to seek out the night twist. Unholy Grace: a night twist adds its Cha mod as a bonus to saves and as a deflection bonus to AC. Wind Blast: 120 ft radius 50 mph gust of wind at will.
Nycter (Monstrous Humanoid) [3 HD] {pp. 112} – Hunting Cry: 30 ft cone, once every 2d4 rounds, 2d4 sonic damage plus paralysis for 1d4+1 rounds.
Lifeleech Otyugh (Aberration) [9 HD] {pp. 119} – Spell-Strengthened Hide: gains a +4 deflection bonus to AC. Lifeleech Aura: any spell or spell-like ability with the healing descriptor used within 60 ft of the lifeleech also heal the lifeleech as if it had been one of the spell’s targets. It gains any extra healing as temporary HP’s (cannot gain more temp HP’s than its normal HP max), and these temporary HP’s last one hour.
Petal (Fey) [1 HD] {pp. 120} – Sleep Songs: Lullaby, as the spell, and sleep, as the spell. The sleep effect requires two or more petals to sing together.
Phoelarch (Monstrous Humanoid) [7 HD] {pp. 121} – Death Throes: the phoelarch’s death results in a 20-ft radius explosion dealing 10d6 fire damage. Healing Fire: Any fire effect targeted on a phoelarch heals 1 point of damage for every 3 points of damage it would otherwise deal. It gains any extra healing as temporary HP’s (no cap, and no time limit). Rise From the Ashes: when the phoelarch dies, it leaves behind an egg that hatches 24 hours later into a phoera.
Phoera (Magical Beast) [3 HD] {pp. 122} – Breath Weapon: 30-ft line, 5d4 fire damage, 3/day. Healing Fire: Any fire effect targeted on a phoera heals 1 point of damage for every 3 points of damage it would otherwise deal. It gains any extra healing as temporary HP’s (no cap, and no time limit). Rise From the Ashes: when a phoera dies, it leaves behind an egg that hatches 24 hours later into another phoera.
Plague Spewer (Undead) [16 HD] {pp. 125} – Plague: Each slam attack inflicts a supernatural disease with an incubation time of 1 minute, dealing 2d4 Dex and 2d4 Con damage. It spreads through contact. The plague continues until the victim reaches Con 0 and dies. Vomit Rat Swarm: spew forth a rat swarm as a full-round action 4/day.
Protean Scourge (Monstrous Humanoid) [13 HD] {pp. 126} – Split: When damaged, the protean scourge splits into two identical versions of itself, with each half gaining the protean scourge’s full current HP total. Any spells that either half of the protean scourge casts, however, come from the same spell pool. Change Shape: The protean scourge can assume the form of any Medium humanoid. A protean scourge cannot use its Change Shape ability when it Splits.
Quaraphon (Aberration) [9 HD] {pp. 128} – Deafening Bellow: Once per day, any creature within 60 ft. of the quaraphon takes 2d6 sonic damage and is possibly deafened for 1d6 rounds (Fort DC 20).
Ragewalker (Fey) [22 HD] {pp. 132} – Control Living Spells: Can rebuke and command living spells in the same way an evil cleric rebukes and commands undead. Usable 3 + Cha mod times per day. Rebukes and commands as a cleric equal to one-half its HD. Induce Blood Frenzy: Anyone within 10 ft. of the ragewalker must make a DC 28 Will save or enter a limited form of Rage/Frenzy. Must attack the nearest creature in melee each round, even if the ragewalker is no longer present. Repel Missles: Ranged weapons cannot strike a ragewalker. A ranged attacker compares his attack bonus vs. his own AC, potentially striking and injuring himself. Weapon Cloud: A cloud of weapons swirls around a rage walker, dealing 2d6 damage each round to anyone adjacent to the ragewalker.
Rakshasa, Ak’chazar (Outsider) [17 HD] {pp. 134} – Change Shape: An Ak’chazar Rakshasa can assume any humanoid form. Pain Wave: Three times per day the Rakshasa can emit a 20-ft. aura that subjects those within it to an inflict moderate wounds spell, and causes them to become shaken for 1d6+1 rounds. Rebuke Undead: Rebuke and command undead as a 20th level cleric, nine times per day.
Rakshasa, Naztharune (Outsider) [11 HD] {pp. 136} – Detect Thoughts: Continuous, as the spell, Will DC 17. Change Shape: A Naztharune Rakshasa can assume any humanoid form. Hide in Plain Sight: As the Shadowdancer ability (ie – tied to shadows). Shadow Jump: As the Shadowdancer ability, 20 ft total per day. Note also that the Naztharune Rakshasa gains Evasion, Improved Evasion, Uncanny Dodge, Improved Uncanny Dodge, and +6d6 Sneak Attack, all as Ex abilities.
Redcap (Fey) [4 HD] {pp. 138} – Eldritch Stone: All bullets fired from a Redcap’s sling deal 1d6 base damage, and receive a +1 enhancement bonus.
Rejkar (Outsider, Cold) [5 HD] {p. 140} - Freezing Gaze: 30' DC16 Fort or ice crystals make it motionless, new save every round and doesn't work on creatures with immunity or resistance to cold, 5 fire damage reverses effect. +2 racial search, spot, sense motive.
Rot Reaver (Aberration) [10 HD] {p. 142} - Rebuke Undead: as a cleric of its HD. Wound Rot: melee cleavers deal 1 con damage and make target susceptible to Animate Dead attack. Animate Dead: standard action 60' animate as zombie any dead creature hit by Wound Rot within 24 hours, usual 2 times HD limit. Drain Unlife: undead creatures attacked heal 100% damage dealt. Immune to Energy Drain: what it says on the tin.
Necrothane (Aberration) [20 HD] {p. 143} - As above Rot Reaver
Runehound (Aberration) [5 HD] {p. 145} - Psychic Scent: +20 survival to track unless against mindless or mentally shielded. Uncanny Blindsight: cannot be flanked and 500 blindsight!
Salt Mummy (Undead) [12 HD] {p. 146} - Dehydrating Impact: upon touch DC19 Fort or 4d6 RAI dessication damage, 4d8 against plant or water subtypes, save for half.
Shifter (Humanoid) [1 HD] {p. 150} - Shifting: 3+con mod round changes based on racial choices and [shifter] feats.
Shimmering Swarm (Fey, swarm) [11 HD] {p. 152} - Dazzling Illumination: concentration for daylight spell, 300' [Mind-Affecting] DC19 Will or fascinated while in sight, but save is only good for 1 minute.
Shredstorm (Construct, swarm) [14 HD] {p. 153} - Lightning Bolt: as spell CL14, DC17 Reflex for half, 2d6 hour recharge,
Shrieking Terror (Aberration, Extraplanar) [15 HD] {p. 154} - Kiss: paralyzed (helpless?) target DC23 Fort or vargouille transformation, sunlight delays and remove disease reverses. Shriek: 60' DC24 Fort or paralyzed with fear 2d4 rounds until attacks, moves out of range or has line of sight blocked. Very susceptible to kiss.
Siege Crab (Vermin) [20 HD] {p. 156} - Force Carapace: +10 Deflection to AC, +8 resistance to saves, immunity to magic missile and RAI force effects. Protects compartment and craftable as a magic item.
Skindancer (Monstrous Humanoid) [15 HD] {p. 158} - Adaptive Energy Resistance: 20 to last affecting type up to 1 minute. Damage Reduction: 15/last type, up to 1 minute. Reactive Skin: +6 Deflection to AC
Spellwarped Template (Aberration) {p. 163} - Spell Absorption: when spells fail SR then gain small bonus for a minute.
Splinterwaif (Fey) [2 HD] {p. 164} - Call Brambles: 1 at a time a nonmagical wooden surface within 30' grow brambles like medium inanimate objects with no movement and constrict. Camoflauge: full round to gain +10 hide and concealment until move or attack. Splinterspit: 30' range increment that provokes, snipe-able. Superior Woodland Stride: allows magical overgrowth as well. Transformation: dead humanoid or fey become nonmagical plants unless miracle/wish or true resurrected.
Ssvaklor (Dragon) [15 HD] {p. 166} - Breath Weapon: 30' cone poison gas 1d4 con damage every 1d4 round, DC24 to halve.
Stonesinger (Aberration) [9 HD] {p. 168} - Shattering Shriek: 60' single target perform vs AC to deal 12d6 nonlethal and DC18 Fort or 1d6 round stun.
Susurrus (Aberration) [8 HD] {p. 170} - Detect Undead: always active. Dronesong: Rebuke as HD but holds the undead for 10 rounds. Ghost Touch: normal damage to incorporeals. Natural armor counts as deflection against incorporeals.
Trilloch (Outsider, chaotic, extraplanar, incorporeal) [8 HD] {p. 176} - Natural Invisibility: not subject to invisibility purge.
Vasuthant (Undead) [2 HD] {p. 182} - Enervating Crush: grapples 1d4 damage and 1d4 strength damage as negative energy which gives temporary HP, can grapple many smaller creatures.
Vermin Lord (Monstrous Humanoid) [25 HD] {p. 184} - Command Vermin: standard 100' DC25 dominate up to 10 vermin. Vermin Cloud: concealment, adjacent creatures 2d6 damage & DC28 fort or nasueated, these vermin are unaffected by repel vermin, -10move silent and hide.
Visilight (Outsider, lawful) [5 HD] {p. 186} - Charisma Drain: living creatures pinned take 1d6 charisma drain which remain for 1 hour and look like drained opponent. Gaze: 30' 1d4 round paralysis unless DC14 Fort.
Wood Woad (Plant) [8 HD] {p. 196} - Tree Walk: 60' free action enter tree, [teleportation], cannot take nonvegetable matter, very limited.
Yogoloth, Canoloth & Mezzoloth & Nycaloth (Outsider) [6+ HD] {p. 200} - Telepathy: 100'.
Yogoloth, Ultroloth (Outsider) [18 HD] {p. 204} - Hypnotic Gaze: as hypnotic pattern CL18 with no HD limit, 30' DC23 Will negates. Telepathy: 100'.
Zezir (Magical Beast) [9 HD] {p. 205} - Spark Stream: ranged touch 30' no increment 2d6 fire.