REVISED STAT BLOCK
Designed by Justin Alexander
http://www.thealexandrian.net

NAME		CR #
[Gender] [Race] - [Class] [Level]
[Alignment] [Size] [Type]
Senses: [special], Listen +#, Spot +#
Init: # (modifiers)
Aura: 
Languages: [list]; [special]

AC: #, touch #, flat-footed # (modifiers)
Hit Points: # 	HD: 
Miss Chance: 
DR: 
Immune: 
Resist: 
Fort +#, Ref +#, Will +#
Weakness: 

Speed: 
Melee: 
Ranged: 
Space: 	Reach: 
Base Atk:	Grapple: 
Atk Options: 
Special Actions:
Combat Feats: 
Combat Gear: 

Metamagic Feats: (spontaneous casters only)

[CLASS] Spells Known (CL #)
	2nd (#/day, DC #)—[spells]
	1st (#/day, DC #)—[spells]
	0th (#/day, DC #)—[spells]

[CLASS] Spells Prepared (CL #)
	2nd (DC #)—[spells]
	1st (DC #)—[spells]
	0th (DC #)—[spells]
	Deity: 
	Domains: 

Spell-Like Abilities (CL #)
	1/day –
	At will –

Str #, Dex #, Con #, Int #, Wis #, Cha #
Special Qualities: 
Feats: 
Skills: 
Advancement: 
Level Adjustment: 
Possessions: [normal]; [magical]

[SPECIAL ABILITIES/QUALITIES]

EXAMPLE – GOBLIN

GOBLIN		CR 1/3
Goblin – Warrior 1
Usually NE Small humanoid
Senses: darkvision 60 ft., Listen +2, Spot +2
Init: +1 (Dex)
Languages: Common, Goblin

AC: 15, touch 12, flat-footed 14 (+1 size, +1 Dex, +2 leather armor, +1 light shield)
Hit Points: 5 	HD: 1d8+1
Fort +3, Ref +1, Will -1

Speed: 30 ft.
Melee: morningstar +2 (1d6)
Ranged: javelin +3 (1d4)
Space: 5 ft.	Reach: 5 ft.
Base Atk: +1	Grapple: -3

Str 11, Dex 13, Con 12, Int 10, Wis 9, Cha 6
Feats: Alertness
Skills: Hide +5, Listen +2, Move Silently +5, Ride +4, Spot +2
Advancement: By character class
Level Adjustment: +0
Possessions: javelin, leather armor, morningstar

Skills: Goblins have a +4 racial bonus on Move Silently and Ride checks. Goblin cavalry (mounted on worgs) usually select the Mounted Combat feat in place of the Alertness feat, which reduces their Spot and Listen check modifiers from +3 to +1.

Challenge Rating: Goblins with levels in NPC classes have a CR equal to their character level –2.

EXAMPLE – BALOR

BALOR		CR 20
Always CE Large Outsider (Chaotic, Extraplanar, Evil)
Senses: darkvision 60 ft., true seeing, Listen +38, Spot +38
Init: +11 (+7 Dex, +4 Improved Initiative)
Aura: flaming body (grappling)
Languages: Abyssal, Common, (any seven); telepathy 100 ft.

AC: 35, touch 16, flat-footed 28 (-1 size, +7 Dex, +19 natural)
Hit Points: 290 	HD: 20d8+200
Miss Chance: 
DR: 15/cold iron and good
Immune: electricity, fire, poison
Resist: acid 10, cold 10; spell resistance 28
Fort +22, Ref +19, Will +19

Speed: 40 ft., fly 90 ft. (good)
Melee: vorpal longsword +33 (2d6+13/19-20); or vorpal longsword +31/+26/+21/+16 (2d6+13/19-20) and +1 flaming whip +30/+25 (1d4+6 plus 1d6 fire plus entangle); or 2 slams +31 (1d10+12)
Ranged: +27
Space: 10 ft.	Reach: 10 ft. (20 ft. with +1 flaming whip)
Base Atk: +20	Grapple: +36
Atk Options: chaotic weapons, death throes
Special Actions: spell-like abilities, summon demon
Combat Feats: Cleave, Power Attack

Metamagic Feats: Quicken Spell-Like Ability (telekinesis)

Spell-Like Abilities (CL 20)
	1/day – fire storm (DC 26), implosion (DC 27)
	At will – blasphemy (DC 25), dominate monster (DC 27), greater dispel magic, greater teleport (self plus 50 pounds of objects only), insanity (DC 25), power word stun, telekinesis (DC 23), unholy aura (DC 26)

Str 35, Dex 25, Con 31, Int 24, Wis 24, Cha 26
Special Qualities: true seeing
Feats: Cleave, Improved Initiative, Improved Two-Weapon Fighting, Power Attack, Quicken Spell-Like Ability (telekinesis), Two-Weapon Fighting, Weapon Focus (longsword)
Skills: Bluff +31, Concentration +33, Diplomacy +35, Disguise +8 (+10 acting), Hide +26, Intimidate +33, Knowledge (any two) +30, Listen +38*, Move Silently +30, Search +30, Sense Motive +30, Spellcraft +30 (+32 scrolls), Spot +38*, Survival +7 (+9 following tracks), Use Magic Device +31 (+33 scrolls)
Advancement: 21-30 HD (Large); 31-60 HD (Huge)
Level Adjustment: ???

*Skills: Balors have a +8 racial bonus on Listen and Spot checks.

Chaotic Weapons (Ex): A balor’s natural weapons, as well as any weapons it wields, are treated as chaotic-aligned and evil-aligned for the purpose of overcoming damage reduction.

Death Throes (Ex): When killed, a balor explodes in a blinding flash of light that deals 100 points of damage to anything within 100 feet (Reflex DC 30 half). This explosion automatically destroys any weapons the balor is holding. The save DC is Constitution-based.

Entangle (Ex): A balor’s +1 flaming whip entangles foes much like an attack with a net. The whip has 20 hit points. The whip needs no folding. If it hits, the target and the balor immediately make opposed Strength checks; if the balor wins, it drags the target against its flaming body (see below). The target remains anchored against the balor’s body until it escapes the whip.

Flaming Body (Su): The body of a balor is wreathed in flame. Anyone grappling a balor takes 6d6 points of fire damage each round.

Summon Demon (Sp): Once per day a balor can automatically summon 4d10 dretches, 1d4 hezrous, or one nalfeshnee, glabrezu, marilith, or balor. This ability is the equivalent of a 9th-level spell.

True Seeing (Su): Balors have a continuous true seeing ability, as the spell (caster level 20th).

Vorpal Sword (Su): Every balor carries a +1 vorpal longsword that looks like a flame or a bolt of lightning.