Found 4403 matches

Djinni CR: 5 XP: 1,600 CG Large outsider (air, extraplanar) Init.: +4 Senses: darkvision 60 ft. Perception: +11 HP: 65 EAC: 17 KAC: 18 Fort: +4 Ref: +6 Will: +8 Speed: 20 ft., fly 60 ft. (Su, perfect) Melee: carbon steel curve blade +12 (1d10+5 S; critical bleed 1d6) or slam +11 (1d4+9 B; critical knockdown) Ranged: thunderstrike sonic pistol +12 (1d8+4 So; critical deafen) Offensive Abilities: whirlwind (1d4+7 B, DC 15, 1/10 min.) Str: +4 Dex: +4 Con: +2 Wis: +2 Int: +2 Cha: +2 Skills: Acrobatics +16 (+24 to fly), Computers +11, Mysticism +16, Sense Motive +16, Stealth +11 Languages: Aquan, Auran, Common, Ignan, Terran Gear: business stationwear, carbon steel curve blade, thunderstrike sonic pistol with 1 battery (20 charges)
DNA Scrambler
Level: 10 Price: 17,400 Bulk: L
Docilant
Type: poison (injury) Save: Fortitude DC 21
Domestic Drone, Basic
Level: 4 Price: 2,000 Bulk: Varies
Domestic Drone, Elite
Level: 10 Price: 18,000 Bulk: Varies
Domesticated CR: 1/2 XP: 200 N Small dragon Init.: +0 Senses: darkvision 60 ft., low-light vision Perception: +4 HP: 13 EAC: 10 KAC: 12 Fort: +4 Ref: +4 Will: +2 Speed: 30 ft., climb 20 ft. Melee: bite +7 (1d6+3 P) or suctioning vortex +7 (special; see below) Ranged: None Offensive Abilities: suctioning vortex (attach DC 10; swallow whole [1d6 A, EAC 10, KAC 8, 3 HP]) Str: +3 Dex: +0 Con: +2 Wis: +1 Int: -3 Cha: +0 Skills: Acrobatics +9, Athletics +4, Stealth +4 Languages: Common (cannot speak)
Dominate Person
Level:

Mystic 5

School: enchantment Casting Time: 1 round Range: close (25 ft. + 5 ft./2 levels) Duration: 1 day/level; see text Saving Throw: Will negates Spell Resistance: yes
Domination Visor
Level: 17 Price: 220,000 Bulk: 1
Don't Quit
[Level: 1]

As a standard action, you can signal a single ally within 60 feet. That ally ignores one condition (see page 273) of your choice until the start of your next turn, chosen from the following list: confused, fascinated, fatigued, shaken, sickened, and staggered.

While your ally doesn’t suffer the effects of the condition during that period, the condition is merely suppressed, not removed, and its effects resume at the start of your next turn. The condition can still be removed with spells, technology, and other effects as normal.

At 6th level, add the following conditions to the list: cowering, dazed, exhausted, frightened, nauseated, panicked, paralyzed, and stunned.

At 12th level, you can spend 1 Resolve Point to remove the condition with this ability instead of suppressing it. You can’t remove a condition with a permanent duration (see page 271) in this way; if you attempt to do so, your attempt fails but you don’t lose the Resolve Point.

Dormakhabu CR: 11 XP: 12,800 N Medium aberration (gray) Init.: +0 Senses: blindsense (scent) 60 ft., darkvision 120 ft. Perception: +20 HP: 180 EAC: 24 KAC: 26 Fort: +13 Ref: +13 Will: +12 Speed: 40 ft., burrow 20 ft. Melee: tentacle +23 (4d6+19 B plus grab) or bite +23 (2d8+19 P; critical 2d6 bleed) Ranged: acidic spit +20 (3d8+11 A; critical 1d6 corrode) Offensive Abilities: telepathic howl (DC 18) Str: +8 Dex: +1 Con: +5 Wis: +3 Int: -3 Cha: +0 Skills: Acrobatics +20, Athletics +25, Intimidate +20