TEXT: ◆ Savage Races I ◆
  
  1
  Lead Designers: Jeff Swank
  Additional Design & Editing: Forrest Heck, Andreas Rönnqvist
  Cover Artist: Bruno Balixa
  Cover Design: Erik Nowak
  Interior Design: Erik Nowak
  Interior Layout: Levi Jones, Jeremy Smith
  Interior Art: Bruno Balixa, Storn Cook, Jacob Blackmon
  Publisher: Jeremy Smith
  Based on the original roleplaying game rules designed by Gary Gygax and Dave Arneson and inspired by the 
  third edition of the game designed by Monte Cook, Jonathan Tweet, Skip Williams, Richard Baker, and Peter 
  Adkison. 
  Product Identity: The following items are hereby identified as Product Identity, as defined in the Open Game 
  License version 1.0a, Section 1(e), and are not Open Content: All trademarks, registered trademarks, proper 
  names (characters, deities, etc.), dialogue, plots, storylines, locations, characters, artwork, and trade dress. 
  (Elements that have previously been designated as Open Game Content or are in the public domain are not 
  included in this declaration.)
  Open Content: Except for material designated as Product Identity (see above), the game mechanics of this 
  game product are Open Game Content, as defined in the Open Gaming License version 1.0a Section 1(d). No 
  portion of this work other than the material designated as Open Game Content may be reproduced in any form 
  without written permission.
  Compatibility with the Pathfinder Roleplaying Game requires the Pathfinder Roleplaying Game from Paizo 
  Publishing, LLC. See http://paizo.com/pathfinderRPG for more information on the Pathfinder Roleplaying Game. 
  Paizo Publishing, LLC does not guarantee compatibility, and does not endorse this product.
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  Monster Classes: Bugbear is published by Dreamscarred Press under the Open Game License version 1.0a 
  Copyright 2000 Wizards of the Coast, Inc. 
  © 2016 Dreamscarred Press
  Monster class: 
  Savage Races I
  
  2
  Monster Classes
  IntroductIon
  In 2011, there came a post on Paizo’s message 
  boards, wondering if anyone had made an effort to do 
  something similar to the Savage Species rule book. It just 
  so happened that in my home campaign I had done just 
  that. On a small scale, I had converted a few monsters 
  for myself and my players to run through adventures. I 
  posted a few of these samples and the community came 
  alive. I first want to thank everyone from that message 
  board for the encouragement and guidance on getting the 
  next monster out. Second, I would like to thank Andreas 
  Rönnqvist and Dreamscarred Press for reigning me in 
  and allowing all those countless hours of calculating 
  monster stats into the product you hold in your hands. 
  And lastly, I would like to thank Forrest Heck, for making 
  this such a pleasurable working experience.  So, we give 
  you our Monster Classes. 
  Now I can hear you already yelling, “We don’t like 
  players playing monsters!” I know, I know. There are a 
  lot of good arguments for players staying free and clear 
  of playing a monster in any campaign, especially the 
  Pathfinder Roleplaying Game. “What are they?” you may 
  ask.
  For one, much of the game assumes that the player 
  character is a human-shaped medium or small-sized 
  creature. Houses, magical items, armor, storylines and 
  such are all based on this assumption. Once you break 
  that assumption, the world, in its subtle framework, can 
  become unstable. Major questions pop up like, “Does my 
  monster use a spoon? Does he sleep in a normal bed? My 
  monster doesn’t have fingers, but I want a magical ring!”
  This can make the job of game mastering more difficult 
  than it already is. Here I am, the GM, all set to run this 
  amazing storyline for the players that involves them 
  going into a city and running through the King’s Court 
  to become the king’s muscle. Oh, but wait! Joe Schmoe 
  just made a t-rex barbarian? And Nancy Schmancy just 
  made a balor paladin? On top of this, some players LOVE 
  to optimize characters. Let’s say a charismatic nymph 
  bard, or a medusa ninja that can become invisible jumps 
  out to gaze attack everyone, every round. Ack! As a GM, 
  it can be cumbersome to say the least.
  Lastly, the game is humanocentric, plain and simple. 
  In the words of the brilliant designer, James Jacobs, “I 
  wouldn’t say that humanocentric is automatically better 
  for you, but I would say it’s automatically better for me.  
  And in fact, I do think it’s objectively better, because 
  being a human, I am more interested in relating to 
  human or near-human characters in fiction who react 
  to fantastic and outlandish developments and storylines. 
  Having a humanocentric theme to a story allows the 
  story to feel more fantastic, since you have a common 
  baseline to share with the humans in the story.”
  So, in the face of all those encumbrances why would 
  I go ahead and make a monster class? Mainly, I think 
  it is because I am a little weird and love the thought of 
  playing a monster (especially a dragon!)
  As some of you know me, I have long set out to convert 
  every beast in the Pathfinder RPG into a class - not 
  every monster mind you. Some don’t appeal to me as a 
  playable race (flumph), but some, like the gold dragon 
  do. After all, what is more fantasy than a gold dragon 
  and its ability to alter self to appear human or elven? So 
  all those reason not to play a monster I stated above, are 
  the same reasons I like to play one! I like going against 
  the grain, in terms of expectations. I know my minotaur 
  can’t walk into the town’s cleric to get healing, not 
  because of my alignment, but the expectations of others. 
  The NPCs expect my race to be dangerous, if not outright 
  evil, and more than likely will try to lynch me. If that 
  works in the story and the GM is ok with it, then I say, 
  go for it!
  Onto the classes, STOP! We did things a bit differently 
  than the “rules” dictate. In the Pathfinder Roleplaying 
  Game Bestiary, it recommends that if someone really 
  insists on playing a monster that they should regard the 
  CR value as its class level equivalent. I did that - a lot of 
  it - and made a ton of conversions this way. And I found 
  exactly what everyone hated and warned me about 
  when playing monsters. The monster classes ended up 
  too powerful, at least compared to the equally-leveled 
  humanoid races and classes.
  In Savage Species, I felt they went too far and added 
  more filler levels than needed, but it was still a grand 
  idea. It hit me one night as I divided numbers of a dragon 
  into discrete levels and saw that at every Hit Dice bump 
  all the numbers bumped as well. It was as if it were 
  made to be chopped into levels at their HD. And so that’s 
  what I did, all monsters are split into levels by hit dice so 
  that 1 HD = 1 class level, or ‘Monster Level.’
  I hope everyone enjoys these classes as much as I did 
  making them! 
  –Jeffrey Swank
  Freelance Designer
  A Note on Balance
  Many monsters have abilities that are incredibly 
  problematic at the game table, and many others have 
  abilities that are simply outside the context of a normal 
  game. With the monster classes in this series, we have 
  tried to change some of the more problematic abilities 
  to be either weaker or lesser in scope. A few of the 
  monster classes have had some of their more powerful 
  abilities altered to become feats, available at a level 
  where they would normally be accessible to a non-
  monster character, or in a few cases, removed entirely 
  or heavily downgraded. An example of this will be seen 
  in the Deathless Ghost monster class, which is based on 
  the ghost template from the Pathfinder RPG Bestiary. 
  Incorporeality, high-CL telekinesis, and flight are often 
  very difficult to plan around as a GM, and unsatisfying 
  to play around as a fellow player at the table. In the 
  Deathless Ghost monster class, our solution was to keep 
  the most important aspects of a Ghost character—the 
  
  3
  Monster Classes
  fact that the character has more “normal” abilities, on 
  top of the powers of their race, by keeping the class short, 
  but having some of its abilities scale on character level 
  rather than class level. A Deathless Ghost gains miss 
  chance against attacks as it gains levels after finishing its 
  monster class, and eventually can gain full incorporeality 
  at a level where other characters can access similarly-
  powerful abilities.
  Another area where some monsters could run into 
  problems is with spell-like abilities. Some monsters have 
  a large variety of at-will abilities, or a small amount of 
  uncharacteristically powerful abilities (such as most 
  fiends’ ability to use greater teleport to move around). 
  We have provided a variant for these monsters: these 
  monster classes have the ability to exchange their racial 
  spell-like abilities for limited spellcasting abilities similar 
  to a bard’s, using spell lists that are close, thematically, 
  to their natural powers. We at Dreamscarred Press 
  recommend that GMs and players use this variant rather 
  than the spell-like abilities normally granted many 
  of these monsters, as it will often create more varied 
  characters and a more fun play environment from both 
  sides of the GM screen.
  With that in mind, not all of the monster classes in 
  this series are strictly balanced. Many abilities, such as 
  wings, size, and breath weapons, are simultaneously 
  problematic and iconic, and we at Dreamscarred 
  Press wanted to provide players with the option to use 
  monsters as they’re meant to be, rather than reducing 
  their power to the point that it makes them unusable. 
  Some of the classes in this series are stronger than some 
  core Pathfinder Roleplaying Game classes as a result, and 
  on the opposite end, a few of them are slightly weaker 
  than most classes (but should still be able to keep up 
  with the other players). When allowing a player to use 
  a class from this series of books, the GM and the group 
  should think carefully about whether or not they want 
  the abilities gained to be in their game. 
  For example, some monsters, such as the imp and 
  pseudodragon, have the ability to fly from the very start 
  of their adventuring career. This ability, and others like 
  it, can obliterate common obstacles such as pit traps and 
  castle walls if not carefully prepared for. On the higher 
  end of things, classes such as the erinyes, imp, succubus, 
  and true dragon, can be incredibly strong if played well, 
  and will often be more versatile than many classes that 
  don’t have powerful abilities or spells to grant them a 
  similar level of versatility. We believe that the changes 
  we’ve made to some of these monsters should help rein 
  in their inherent power, and that all of the classes in this 
  book should make for fun characters at many tables, but 
  GMs should be just as careful about including monster 
  classes as he is about including other strong classes like 
  the cleric, druid, and wizard in their campaigns.
  –Forrest Heck
  Editor
  Using Monster Classes
  Monster classes do not follow the same guidelines 
  that Pathfinder normally uses for playing monsters 
  as PCs. Instead, the monster classes introduced in this 
  book work similarly to any other class, with a few key 
  exceptions:
  To use a monster class, a character must take it as 
  their initial character level. Each monster class has an 
  associated race; instead of selecting a race, the character 
  gains the benefits and drawbacks of the race associated 
  with their chosen monster class. A character normally 
  cannot take levels in more than one monster class.
  A character may multiclass freely between their 
  monster class and other classes, and is not required to 
  finish their monster class. A character with relatively 
  few monster levels might be a runt compensating for 
  their relative weakness with training, a freak of nature, 
  or maybe even a magical experiment gone wrong. As 
  usual, a character cannot normally have levels in more 
  than one monster class.
  Some monster classes have abilities that have been 
  split across multiple levels or changed to a similar ability 
  that increases in power as the character gains levels. 
  When a character gains one of these abilities, they are 
  not gaining the same ability as the monster itself. While 
  monster classes are based on monsters from the Bestiary, 
  they are not exact replicas. When a character completes 
  the monster class, most of these abilities should function 
  as the base monster’s ability, but this will not always be 
  the case.
  Some monster classes have abilities that reference a 
  character’s Hit Dice. For the purposes of abilities granted 
  by monster classes or feats in this book, a character’s Hit 
  Dice is the sum of their racial hit dice and all class levels.
  Some monster classes, such as the erinyes, allow the 
  character to trade their native spell-like abilities for a 
  spellcasting progression. If such a character later gains 
  levels in a spellcasting class of the same type (arcane, 
  divine, or psychic), the character can opt to continue the 
  progression of their monster class, rather than gaining 
  spells from the new class. The character gains new spells 
  per day and an increase in caster level and spells known 
  as if he had also gained a level in their monster class 
  (even if the monster class does not have that many levels). 
  This replaces the new class’ spellcasting progression in 
  its entirety, including the ability to use spell completion 
  and spell-trigger items as a member of that class. A class 
  that only casts spells at a later level than 1st (such as the 
  ranger) only stacks the levels where it gains spellcasting.
  
  4
  Monster Classes
  BugBear Monster 
  class
  This dark-furred creature raises a spiked morningstar, 
  its tiny, milk-white eyes glittering with the thrill of the 
  coming kill.
  The evil personified by the bugbear may be the most 
  terrifying, for they actively seek to inflict pain and 
  suffering in the most destructive ways possible. The 
  bugbear is the largest of the goblinoid races, a lumbering 
  brute that stands at least a head taller than most humans. 
  They are loners, preferring to live and kill on their own 
  rather than form tribes of their own kind, yet it isn’t 
  uncommon to find small bands of bugbears working 
  together, or dwelling in goblin or hobgoblin tribes where 
  they function as elite guards or executioners 
  Bugbears, when they turn to religion, favor gods of 
  murder and violence, with various demon lords being 
  favorites. A typical bugbear stands 7 feet in height and 
  weighs 400 pounds.
  Alignment: Most bugbears tend towards evil, but that 
  can take different aspects, from the dominating warlord 
  who brooks no disobedience, to the gleeful serial killing 
  stalking a village.
  Bugbear Racial Traits
  • 
  +2 Strength, +2 Constitution, –2 Charisma: 
  Bugbears are big and tough, but brutish.
  • 
  Medium: Bugbears are Medium creatures and 
  have no bonuses or penalties due to their size.
  • 
  Goblinoid: Bugbears are humanoids with the 
  goblinoid subtype.
  • 
  Normal Speed: Bugbears have a base speed of 
  30 feet.
  • 
  Darkvision (Ex): Bugbears can see perfectly in 
  the dark up to 60 feet.
  • 
  Innate Bully (Ex): Bugbears gain a +2 racial 
  bonus on Intimidate checks.
  • 
  Predator Skill (Ex): Bugbears gain a +2 racial 
  bonus on Stealth checks.
  • 
  Languages: Bugbears begin play speaking 
  Common and Goblin. Bugbears with high 
  Intelligence scores can choose from the following: 
  Draconic, Elven, Dwarven, Giant, Gnoll, Gnome, 
  Halfling, and Orc.
  Hit Die: d8.
  Starting Wealth: 5d6 × 10 gp (average 175 gp.) In 
  addition, each character begins play with an outfit 
  worth 10 gp or less.
  CLASS SKILLS
  The bugbear’s class skills are Climb (Str), Craft (Int), 
  Handle Animal (Cha), Heal (Wis), Intimidate (Cha), 
  Perception (Wis), Profession (Wis), Ride (Dex), Stealth 
  (Dex), and Survival (Wis).
  Skill Ranks per Level: 2 + Int modifier.
  Table 1-1: Bugbear
   
  Level
  Base 
  Attack 
  Bonus
  Fort 
  Save
  Reflex 
  save
  Will 
  Save
  Special
  1st
  +0
  +0
  +2
  +0
  +2 Str, +1 natural 
  armor, stalker
  2nd
  +1
  +0
  +3
  +0
  +2 Dex, +1 
  natural armor, 
  scent
  3rd
  +2
  +1
  +3
  +1
  +2 Str, +1 natural 
  armor, stalker 
  skill
  
  5
  Monster Classes
  CLASS FEATURES
  All the following are class features of the bugbear 
  racial class.
  Weapon and Armor Proficiency: A bugbear is 
  proficient with all simple weapons, plus the morningstar 
  and javelin. It is also proficient with light armor and 
  shields (except tower shields).
  Ability Score Increases: As a bugbear gains levels, its 
  ability scores increase as noted on Table 1-1: Bugbear. 
  These increases stack and are gained as if through level 
  advancement.
  Natural Armor (Ex): Starting at 1st level, a bugbear 
  gains a natural armor bonus to its AC equal to its class 
  level.
  Stalker (Ex): Starting at 1st level, Perception and 
  Stealth are always class skills for bugbears.
  Scent (Ex): At 2nd level, a bugbear gains the scent 
  special quality, allowing it to detect creatures within 
  30 feet by sense of smell. If the creature is upwind, the 
  range increases to 60 feet; if downwind, it drops to 15 
  feet. Strong scents, such as smoke or rotting garbage, 
  can be detected at twice these ranges. Overpowering 
  scents, such as skunk musk or troglodyte stench, can be 
  detected at triple normal range.
  When the bugbear detects a scent, the exact location of 
  the source is not revealed—only its presence somewhere 
  within range. The bugbear can take a move action to note 
  the direction of the scent. When the creature is within 5 
  feet of the source, it pinpoints the source’s location.
  In addition, the bugbear can track by sense of smell, 
  making a Wisdom (or Survival) check to find or follow 
  a track. The typical DC for a fresh trail is 10 (no matter 
  what kind of surface holds the scent). This DC increases 
  or decreases depending on how strong the quarry’s odor 
  is, the number of creatures, and the age of the trail. For 
  each hour that the trail is cold, the DC increases by 2. The 
  ability otherwise follows the rules for the Survival skill. 
  While tracking in this manner, the bugbear ignores the 
  effects of surface conditions and poor visibility.
  Stalker Skill (Ex): At 3rd level, a bugbear’s racial 
  bonuses on Stealth and Intimidate checks increase to +4.
  gnoll 
  Monster class
  Hunched and feral, this furred, hyena-headed humanoid 
  stands slightly taller than the average human.
  Gnolls are a race of hulking, humanoids that resemble 
  hyenas in more than mere appearance; they show a 
  striking affinity with the scavenging animals, to the 
  point of keeping them as pets, and reflect many of the 
  lesser creatures’ behaviors. Gnolls are capable hunters, 
  but are far happier to scavenge or steal a kill than to go 
  out and track down prey. 
  A typical gnoll stands about 7-1/2 feet tall and weighs 
  300 pounds.
  Alignment: Most gnolls tend towards evil, they 
  typically are selfish and self-centered but can be made to 
  work together only by force, and their leader lasts only 
  as long as he can thwart attempts to topple or assassinate 
  him.
  Gnoll Racial Traits
  • +2 Strength, +2 Constitution, –2 Intelligence, –2 
  Charisma: While gnolls are powerful combatants, 
  they are not the smartest, nor the most personable.
  • Medium: Gnolls are Medium creatures and have no 
  bonuses or penalties due to their size.
  • Humanoid (Gnoll): Gnoll are humanoids with the 
  gnoll subtype.
  • Normal Speed: Gnolls have a base speed of 30 feet.
  • Darkvision (Ex): Gnoll can see perfectly in the dark 
  up to 60 feet.
  • Languages: Gnolls begin play speaking Common 
  and Gnoll. Gnolls with high Intelligence scores can 
  choose from the following: Abyssal, Draconic, Giant, 
  Infernal, and Orc
  Hit Die: d8.
  Starting Wealth: 5d6 × 10 gp (average 175 gp.) In 
  addition, each character begins play with an outfit worth 
  10 gp or less.
  CLASS SKILLS
  The gnoll’s class skills are Climb (Str), Craft (Int), 
  Handle Animal (Cha), Heal (Wis), Perception (Wis), 
  Profession (Wis), Ride (Dex), and Survival (Wis).
  Skill Ranks per Level: 2 + Int modifier.
  CLASS FEATURES
  All the following are class features of the gnoll racial 
  class.
  Weapon and Armor Proficiency: A gnoll is proficient 
  with all simple weapons, light armor, medium armor, 
  and shields.
  Ability Score Increases: As a gnoll gains levels, its 
  ability scores increase as noted on Table 1-2: Gnoll. 
  These increases stack and are gained as if through level 
  advancement.
  
  6
  Monster Classes
  Scent (Ex): At 1st level, a gnoll gains the scent special 
  quality, allowing it to detect creatures within 30 feet 
  by sense of smell. If the creature is upwind, the range 
  increases to 60 feet; if downwind, it drops to 15 feet. 
  Strong scents, such as smoke or rotting garbage, can be 
  detected at twice these ranges. Overpowering scents, 
  such as skunk musk or troglodyte stench, can be detected 
  at triple normal range.
  When the gnoll detects a scent, the exact location of 
  the source is not revealed—only its presence somewhere 
  within range. The gnoll can take a move action to note 
  the direction of the scent. When the creature is within 5 
  feet of the source, it pinpoints the source’s location.
  In addition, the gnoll can track by sense of smell, 
  making a Wisdom (or Survival) check to find or follow 
  a track. The typical DC for a fresh trail is 10 (no matter 
  what kind of surface holds the scent). This DC increases 
  or decreases depending on how strong the quarry’s odor 
  is, the number of creatures, and the age of the trail. For 
  each hour that the trail is cold, the DC increases by 2. 
  The ability otherwise follows the rules for the Survival 
  skill. While tracking in this manner, the gnoll ignores the 
  effects of surface conditions and poor visibility.
  Natural Armor (Ex): At 1st level, a gnoll gains a +1 
  natural armor bonus to its AC.
  Table 1-2: Gnoll
   
  Level
  Base 
  Attack 
  Bonus
  Fort 
  Save
  Reflex 
  save
  Will 
  Save
  Special
  1st
  +0
  +2
  +0
  +0
  Scent, +1 natural 
  armor
  2nd
  +1
  +3
  +0
  +0
  +2 Str
  
  7
  Monster Classes
  ogre 
  Monster class
  This lumbering giant’s beady eyes are devoid of wit or 
  kindness, and its puffy face features a wide mouth with 
  ill-fitting teeth.
  Stories are told of ogres—horrendous stories of 
  brutality and savagery, cannibalism and torture. Of 
  dismemberment, necrophilia, incest, mutilation, and 
  all manners of hideous murder. Those who have not 
  encountered ogres know the stories as warnings. Those 
  who have survived such encounters know these tales to 
  be tame compared to the truth.
  One would think that, left to themselves, an ogre tribe 
  would quickly tear itself apart, with only the strongest 
  surviving in the end—yet if there is one thing ogres 
  respect, it is family. Ogre tribes are known as families, 
  and many of their deformities and hideous features 
  arise from the common practice of incest. The leader of 
  a tribe is most often the father of the tribe, although in 
  some cases a particularly violent or domineering ogress 
  claims the title of mother. 
  A typical adult ogre stands 10 feet tall and weighs 
  roughly 650 pounds.
  Alignment: As a giant, they tend towards chaotic 
  and evil. Graced with strength and massive size. This 
  normally equates to them trying to fill the role of a bully 
  and see small races as weak races to be dominated.
  Ogre Racial Traits
  • +2 Strength, +2 Constitution, –4 Intelligence, –4 
  Charisma: Ogres are possessed of great strength 
  and even greater stupidity.
  • Medium: Ogres are Medium creatures and have no 
  bonuses or penalties due to their size.
  • Humanoid (Giant): Ogres are humanoids with the 
  giant subtype.
  • Normal Speed: Ogres have a base speed of 30 feet.
  • Darkvision (Ex): Ogres can see perfectly in the 
  dark up to 60 feet.
  • Low-Light Vision (Ex): Ogres can see twice as far as 
  humans in conditions of dim light.
  • Tough Skin (Ex): An ogre’s thick skin grants it a +1 
  natural armor bonus to its AC.
  • Languages: Ogres begin play speaking Common 
  and Giant. Ogres with high Intelligence scores can 
  choose from the following: Draconic, Dwarven, 
  Goblin, Gnoll, Orc, and Sylvan.
  Hit Die: d8.
  Starting Wealth: 3d6 × 10 gp (average 105 gp.) In 
  addition, each character begins play with an outfit worth 
  10 gp or less.
  CLASS SKILLS
  The ogre’s class skills are Climb (Str), Craft (Int), Handle 
  Animal (Cha), Heal (Wis), Intimidate (Cha), Perception 
  (Wis), Profession (Wis), Ride (Dex), and Survival (Wis).
  Skill Ranks per Level: 2 + Int modifier.
  Table 1-3: Ogre
   
  Level
  Base 
  Attack 
  Bonus
  Fort 
  Save
  Reflex 
  save
  Will 
  Save
  Special
  1st
  +0
  +2
  +0
  +0
  +2 Str, +2 Con, +1 
  natural armor
  2nd
  +1
  +3
  +0
  +0
  +2 Str, -2 Dex, 
  Large size
  3rd
  +2
  +3
  +1
  +1
  +2 Str, +1 natural 
  armor, agile 
  runner (+10 ft.)
  4th
  +3
  +4
  +1
  +1
  +2 Str, +2 Con
  
  8
  Monster Classes
  CLASS FEATURES
  All the following are class features of the ogre racial 
  class.
  Weapon and Armor Proficiency: An ogre is proficient 
  is proficient with all simple and martial weapons and 
  with light armor, medium armor, and shields (except 
  tower shields).
  Ability Score Increases: As an ogre gains levels, its 
  ability scores increase or decrease as noted on Table 1-3: 
  Ogre. These increases stack and are gained as if through 
  level advancement.
  Natural Armor (Ex): At 1st level and again at 3rd 
  level, an ogre’s natural armor bonus to its AC increases 
  by +1.
  Large Size: At 2nd level, an ogre grows to Large size. 
  Its ability scores do not change, although it gains the 
  normal benefits and penalties for being a Large creature. 
  The ogre’s space and reach both increase to 10 feet and it 
  gains a –1 size modifier to attacks and armor class, a +1 
  special size modifier to its CMB and CMD, a –2 penalty to 
  Fly checks, and a –4 penalty to Stealth checks, as normal.
  Agile Runner (Ex): At 3rd level, an ogre’s base land 
  speed increases by +10 feet. Apply this bonus before 
  modifying the ogre’s speed because of any load carried or 
  armor worn. This bonus stacks with any other bonuses 
  to the ogre’s land speed.
  Racial Feats
  The following feats related to these monsters first 
  appeared in the Pathfinder RPG Monster Codex or other 
  sources. We’ve reprinted them here for ease of reference. 
  Several of these feats have had their prerequisites or 
  wording slightly altered to match the presentation of the 
  monster classes. 
  COORDINATED REPOSITION (TEAMWORK)
  You are skilled in coordinating combat positioning 
  with your allies.
  Prerequisite: Step Up.
  Benefit: Whenever an ally with this feat who is 
  threatening a creature you are threatening takes a 5-foot 
  step, you can move 5 feet as an immediate action. This 
  movement does not provoke attacks of opportunity.
  CORNUGON SMASH (COMBAT)
  Your strikes can strike fear into opponents’ hearts.
  Prerequisites: Power Attack, Intimidate 6 ranks.
  Benefit: When you damage an opponent with a Power 
  Attack, you can make an immediate Intimidate check as 
  a free action to attempt to demoralize your opponent.
  CORRUPTED FLESH
  You have sickened, rotting flesh from some deformity 
  or vestigial limb that has turned fetid and necrotic, yet 
  refuses to heal or fall off. 
  Prerequisites: Con 15, character level 6th, ogre level 
  4th. 
  Benefit: You gain the stench special ability. All living 
  creatures within 30 feet except other or creatures with 
  the stench ability must succeed at a Fortitude save (DC 10 
  + 1/2 your character level + your Constitution modifier) or 
  be sickened for one minute. A creature that successfully 
  saves cannot be affected by your stench for 24 hours.
  A delay poison or neutralize poison spell removes 
  the effect from the sickened creature. Creatures with 
  immunity to poison are unaffected, and creatures 
  resistant to poison receive their normal bonuses on their 
  saving throws against this stench.
  DISARM PARTNER (COMBAT, TEAMWORK)
  When your ally fails to disarm an opponent within your 
  reach, you can try to disarm that same foe.
  Prerequisite: Base attack bonus +1.
  Benefit: When an ally with this feat fails a disarm 
  combat maneuver check made on his turn against an 
  opponent within your melee reach, you can make a 
  disarm attempt against that foe as an immediate action.
  FETID BREATH
  The rotting of your flesh has spread to your lungs and 
  fills them with putrid fluids.
  Prerequisites: Con 15, Corrupted Flesh, character 
  level 6th, ogre level 4th.
  Benefit: You can exhale a 30-foot cone of vile-smelling, 
  moist air mixed with phlegm and remnants of old meals. 
  Creatures in the area must succeed at a Fortitude save 
  (DC 10 + 1/2 character level + your Constitution modifier) 
  or become are nauseated for 1d6 minutes. Affected 
  creatures can spend a full-round action gasping for fresh 
  air and scraping off your oral debris to attempt another 
  save to overcome the effect. You can use this breath 
  weapon twice per day, plus one additional time per day 
  for every 6 character levels you possess beyond 6.
  HURTFUL (COMBAT)
  You know how to add injury to insult.
  Prerequisites: Str 13, Power Attack.
  Benefit: When you successfully demoralize an 
  opponent within your reach with an Intimidate check, 
  you can make a single melee attack against that creature 
  as a swift action. If your attack fails to damage the 
  target, its shaken condition from being demoralized 
  immediately ends.
  IMPROVED DISARM PARTNER (COMBAT, 
  TEAMWORK)
  You are ever the opportunist.
  Prerequisites: Disarm Partner, base attack bonus +5.
  Benefit: When an ally with this feat fails a disarm 
  combat maneuver check made on his turn against a 
  foe that’s within your melee reach, you can make an 
  attack of opportunity against that foe. If that attack of 
  opportunity hits the foe, you can also attempt a disarm 
  combat maneuver check against that opponent as part of 
  that attack of opportunity.
  
  9
  Monster Classes
  NIGHT STALKER
  Ogres are big brutes, but some among them excel at 
  hunting human prey in the dead of night and murdering 
  them quietly.
  Prerequisites: Stealthy, darkvision, Large size or 
  larger.
  Benefit: While you are in areas of shadowy 
  illumination or natural darkness, you ignore all size 
  penalties to Stealth checks and instead gain a +2 bonus 
  on Stealth checks.
  QUICK AT HAND
  When enraged, ogres tend to grab the closest heavy 
  objects and bring them to bear. 
  Prerequisite: Ogre level 1st.
  Benefit: You may use any item as an improvised melee 
  or ranged weapon without taking the normal –4 penalty.
  SNAPPING FLANK (COMBAT, TEAMWORK)
  You can make a swift bite attack against a flanked foe.
  Prerequisites: Base attack bonus +9, bite attack.
  Benefit: Whenever you are flanking with an ally who 
  also has this feat, as a swift action you can make a bite 
  attack against the opponent you and your ally are flanking.
  SNAPPING JAWS (COMBAT)
  When enemies get too close, your jaws tear flesh and 
  bone.
  Prerequisites: Base attack bonus +1, gnoll level 1st.
  Benefits: You can use your bite as a natural weapon. 
  This is a primary attack that deals 1d6 points of damage 
  plus your Strength modifier.
  VESTIGIAL HEAD
  You were born with a parasitic vestigial head with its 
  own stunted brain. The head may be mostly subsumed 
  within your own flesh and visible only as a distorted face, 
  or it might sprout out of its own neck from your neck, 
  shoulder, back, or chest.
  Prerequisite: Ogre level 1st.
  Benefit: Any time you must attempt a Will save 
  against a hostile effect, there is a 25% chance that the 
  effect targets your vestigial head instead. If this occurs, 
  you are treated as if you had succeeded at your saving 
  throw, and instead are sickened for 1d4 rounds or the 
  duration of the effect (whichever is longer).
  Special: You can take this feat twice. The second time 
  you do, the chance of a hostile Will effect targeting your 
  vestigial head instead of your own increases to 50%. 
  Taking this feat a second time does not give you another 
  vestigial head.
  New Feats
  The following two feats are Dreamscarred Press’ own 
  material. Lurker in Darkness was originally printed in 
  Psionic Bestiary.
  LURKER IN DARKNESS
  Your training allows you to foil even magical and 
  unusual senses.
  Prerequisites: Stealth 6 ranks.
  Benefit: Creatures using unusual forms of sensory 
  perception such as blindsight, greensight, or tremorsense 
  cannot automatically foil your use of Stealth; such 
  creatures must make a Perception check as normal to 
  detect you when you make use of the Stealth skill. Lurker 
  in Darkness foils indirect detection (such as a creature 
  using detect magic to search for your magical items while 
  you are using Stealth) in the manner described above, but 
  has no effect on psi-like abilities, powers, spells, spell-like 
  abilities, and/or supernatural abilities specifically used to 
  uncover information about you rather than enhancing 
  the user’s perception, such as augury.
  STUPENDOUS STRENGTH (COMBAT)
  Your massive strength allows you to wield equally 
  massive weapons.
  Prerequisites: Str 17, base attack bonus +1.
  Benefit: You can wield normally two-handed weapons 
  as one-handed weapons, and normally one-handed 
  weapons as light weapons. When wielding a weapon in 
  this manner, you treat it in all ways as being that type of 
  weapon, rather than a weapon of its normal handedness. 
  In addition, you do not take the normal –2 penalty on 
  attack rolls while employing a tower shield, and can 
  make shield bash attacks with tower shields as if they 
  were heavy shields.
  For example, if you wield a greatclub as a one-handed 
  weapon, you would only add your Strength modifier to 
  damage rolls, rather than 1-1/2 your Strength modifier, 
  and you would not gain additional damage from using 
  a two-handed weapon if you used the Power Attack feat.
  Special: If you possess the Prodigious Two-Weapon 
  Fighting feat from Path of War: Expanded, its effect 
  stacks with this feat, allowing you to wield a normally 
  two-handed weapon in your off hand as a light weapon.
  
  10
  Monster Classes
  Glossary
  Giant Subtype
  A giant is a humanoid creature of great strength, 
  usually of at least Large size. Giants have a number of 
  racial Hit Dice and never substitute such Hit Dice for 
  class levels like some humanoids. Giants have low-light 
  vision, and treat Intimidate and Perception as class skills.
  Goblinoid Subtype
  Goblinoids are stealthy humanoids who live by hunting 
  and raiding and who all speak Goblin. Goblinoids treat 
  Stealth as a class skill.
  Humanoid Type
  A humanoid usually has two arms, two legs, and one 
  head, or a human-like torso, arms, and a head. humanoids 
  have few or no supernatural or extraordinary abilities, 
  but most can speak and usually have well-developed 
  societies. They are usually Small or Medium (with the 
  exception of giants). Every humanoid creature also has 
  a specific subtype to match its race, such as human, dark 
  folk, or goblinoid.
  A humanoid possesses the following traits (unless 
  otherwise noted in a creature’s entry).
  • Proficient with all simple weapons, or by character 
  class.
  • Proficient with whatever type of armor (light, 
  medium, or heavy) it is described as wearing, or 
  by character class. If a humanoid does not have 
  a class and wears armor, it is proficient with that 
  type of armor and all lighter types. Humanoids not 
  indicated as wearing armor are not proficient with 
  armor. Humanoids are proficient with shields if 
  they are proficient with any form of armor.
  • Humanoids breathe, eat, and sleep.
  
  11
  Monster Classes
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  System Reference Document. © 2000. Wizards of the Coast, Inc; Authors 
  Jonathan Tweet, Monte Cook, Skip Williams, based on material by E. Gary Gygax 
  and Dave Arneson.
  Pathfinder RPG Core Rulebook. Copyright 2010, Paizo Publishing, LLC; 
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